Moriko
  
 Links to other Empire!7 Threads: 
 Recruitment Thread
  Waters of the World 
 Rules Thread
 
 Dice Rolling Thread
 
 Out-of-Character Thread
  Tables 
 Organization Tables
 
 The Team 
GMs: Moriko and LapisCattis
Organization sub-GM: Rolepgeek
Rules Monkey sub-GM: Minescratcher
Chaos sub-GM: PotatoPriest
Rebel sub-GM: GaiusHermicus  
 
 Spoiler: Community Guideline 
This is a community world-building game, where all players take part in developing, shaping, and interacting with the world. To recognize that we are all different people with different interests and limits, there are some community guidelines that are going to be enforced.

Though it is also already against the GitP's forum rules, we want to reiterate that descriptions of sexual violence, whether graphic or implied, are completely unacceptable in this space, no matter what type of characters are involved or how frequently sexual violence may or may not have occurred historically or otherwise. If there is no consent involved, it cannot happen in any of Empire!'s public spheres. If any players are interested in a storyline involving such activities between their own characters, they are free to do so  in private .

Returning players may have noticed that the Assassination action now requires the explicit consent of the player whose character you want to assassinate when targeting rulers. By a similar token, substances and methods that alter mood, thought patterns, or memory may not be applied to characters without the consent of their player or the use of a Special Action that alters who has narrative control over said character (e.g. Incite Betrayal). While some story beats may make more sense for a character to have ingested something unknowingly or be affected by the use of drugs while imprisoned, it is important to discuss this with their player ahead of time to avoid damaging the sanctity of narrative control over one's characters.
If you are interested in writing fluff that you think may be questionable or disturbing to other players (such as detailed torture, common phobias/triggers, or exceptionally realistic prejudice), you may reach out to a GM or to other players to gauge comfort level. If in doubt, containing the fluff in spoilers and accompanying it with a content warning will usually be sufficient. Likewise, if you feel like another player's fluff crosses a line for you, please feel free to reach out to them and copy the GMs on any communications there, so they can adjust their fluff or - more likely - know to spoiler any similar fluff in the future.

While violence is inevitable and expected in a game where war is an expected and even profitable venture - this is still a game, and while a certain amount of tragic or horrific elements are to be expected, we request that players at least allow for plausible deniability in public fluff descriptions of atrocities, especially when interacting with another player's creation. Mass displacement of an entire people, for instance, has horrific and catastrophic impacts, and if you want to go into detail about these impacts, please see the above paragraph for how to handle it.
 

  Rules Alerts and Changes!  

All players are expected to follow the example layout for actions provided below (or something similar that covers all the same points) Thank you.

 
 Spoiler: Example Round Template 

This is an example of a player's round post. While players are not beholden to follow this template exactly, some elements are strongly preferred by the GMs to assist in tracking and easing the effort and speed required for round openers. Asterisked elements are either required for tracking and round openers or make such a significant difference in the effort involved that you will inevitably be asked to include this information. Links to rolled actions are always heavily encouraged, and if all actions are rolled in the same post, a single link to that post is acceptable.

Kingdom of Seven Stars
Ruler: The Exalted Moon

Ruler Stats Round 1:*
Diplomacy - 4
Military - 3
Economy - 2
Faith - 5
Intrigue - 3
Keeping ruler stats in this order makes updating and tracking ruler attribute scores significantly easier for the GM team

Actions:

1. Diplomacy - Host an event - The Conference of Stars
Sub-action 1: Trade a technology to The Merchant Guild

2. Economy - Buyout trade post 1 of Kelp in Region 19* - Roll result and link
Actions involving trade posts must include the region number and which trade post you are interacting with at minimum. If this information is not included, the GM team will have to contact you directly for clarification or make the choice for you.

3. Economy - Explore north of Region 10;- Roll result and link

4. Military - Raise 1 unit

5. Intrigue - Secret Action* (sent to the GMs)
If you are taking a secret action, it must be noted in the action text

Ruler increases by Economy - 1 for Round 2

Non-Actions:
The Exalted Moon sends a gift of delicacies to their ally, the Merchant Guild

Ruler Stats for Round 2
Diplomacy - 4
Military - 3
Economy - 3
Faith - 5
Intrigue - 3

There is no requirement or required minimum for flavor text (or 'fluff') to describe how your country performs actions, or what non-action events are occurring, but players are encouraged to have fun and develop their realms however much they prefer.
 

  Round Schedule:  

The round will close in two weeks on Sunday at 3pm UTC+1 (10am EST) and the next round will open that same Sunday later in the day. Each round will follow that same two week schedule,  and each round represents 3 years of in-game time.

  Round One: Begin! 
Years 1 - 3 
After uncountable years the oceans have begun to heal, water ways blocked by toxicity and rubble cleared for exploration. Connections thought lost re-established and ready to look outwards.  Crustaceans and Cephalopods swim beyond the borders of their safe havens looking for new lands, treasure, friends and foes. Though some areas are still too dangerous to traverse, the rejuvenation of the world brings hope for new opportunities and new connections.

 
 Spoiler: Maps 
 
 Spoiler: Temperate 

 
 

 
 Spoiler: Tropical 

 
 

 
 Spoiler: Polar 

 
 

 
Silent_Interim
   The Chorus of the Crimson Choir  
 
Round 1

Ruler: Living-Speaker Hurn the Wise

Ruler Stats Round 1:
Diplomacy - 3
Military - 2
Economy - 2
Faith - 5
Intrigue - 5
 
 Actions: 
 
  Faith:  Convert  HS1 in region 2  (Indah's Rise, Senja Bersinar) with assist. Distance penalty 0, 26&gt;1&gt;2. ( Success,   roll )
 Preaching is all about winning hearts and minds. The Reef must grow; whatever you must say to make it grow, that is your truth. The wretched truth that underpins life in the Lambent Syndicate is that you cannot take it with you, and your legacy may outlive you but it cannot carry you with it. Perhaps there is an appeal, then, for the ruthless and power-hungry sirens of Senja Bersinar, in a way to live long past the limitations of their mortal coils.
Emboldened by the promise of official support from the Syndicate, efforts at proselytization are underway quickly. 
 
  Faith:  Convert  HS1 in region 7  (The Radiant Temple, The Lighthouse) with assist. Distance penalty 0, 26&gt;19&gt;7. ( Success,   roll )
 When contacts within the Lambent Syndicate first suggested that the Chorus might look to the Lighthouse for waters to spread the Crimson Chant, the reaction was dubious. But though the followers of the Radiance are zealous, they are also shockingly malleable. Although some in the Chorus might not be wholly comfortable with the allegation that the Radiance is some kind of divine manifestation of the Choir and the mind of the Reef, ultimately, that discomfort pales in the light of new converts. 
 
  Faith:  Convert  HS1 in region 31  (Sunken Temple, The Protected Strata) with assist. Distance penalty -1, 26&gt;27&gt;r&gt;31. ( Success,   roll )
 In the Protected Strata, the value of co-operation is deeply understood. The Choir holds little promise for its fellow reefs, but the promise of aid carries both ways- even for those who cannot achieve blessed communion with the Reef in Red, it has bounties to share. 
 
  Faith:  Convert  HS1 in region 21  (Grinmaw's Auditorium, The Abyss) with assist. Distance penalty -1, 26&gt;24&gt;22&gt;21. ( Failure,   roll )
 Meanwhile, while the Choir holds no draw to the coral population of the Unity, the Reef in Red is a natural object for their reverence. Ancient and full of the knowledge of thousands of choristers, it seems natural that the Reef should assert itself as an object of worship among those who revere wisdom.

It proves, though, a harder sell than anticipated. It is understandable, perhaps, that the Unity would distrust claims of a distant and foreign wise one, with elders so close by whose wisdom was a known factor. But blood lingers, and it is assured that the Chorus will return. 
 
  Intrigue 5:  Acquire Spy: Alinus Ernost VIII. (Score 8,  roll )
 Looking at the life of Alinus Ernost VIII from start to finish, one would hardly have guessed from her beginnings that she would end up a spy.

Alinus got her start in politics, serving as Speaker Jurioe the Humble, an ill-fitting moniker given her tendency to showboating and flashy displays in the Choral Parliament. Through an ever-escalating campaign of verbal abuse, shaming, and occasional violence, Jurioe the Humble gradually alienated every single ally she had in the political sphere, burning out in a glorious debacle that culminated with three simultaneous sex scandals, allegations of bribery and corruption (all true), and the Speaker herself turning up drug-addled and violently bellicose to a meeting of the Choral Parliament. Her downfall was swift, and Jurioe the Humble once again became Alinus Ernost, alone, unloved, and left for dead by her former acquaintances.

And then- then there was an offer. A chorister with a similarly temperamental disposition and a set of skills much in demand by the Living-Speaker's new Parliament. Not seeing any other prospects, and maddened by the prospect of living in infamy under all but lock and key, Alinus accepted. She entered the Vicarian Chambers, and emerged with a ghost in her head.

The thing that makes the Vicari useful is the same as that which makes them dangerous. Temperament builds on temperament, and after generation on generation, the subjects can become almost caricatures of themselves and the Choristers they fuse with, amplifying their strongest personality traits. So it went for Alinus Ernost VIII. Already licentious, self-aggrandizing, and violent, she became even more so when the process was complete. Perhaps even more frighteningly, she married those traits with a newly-visible ruthless streak, a penchant for many of the particulars of spycraft, and a willingness to kill for her god. But worst of all? She learned to restrain herself until the time was right.

"Ernost VIII" rapidly became a boogeyman in the worlds of organized crime within Bloodhome. She could be anywhere. If the rumours were to be believed, she could be any one.  And if she found you, the Reef help you, because nothing else would. More than a few bodies belonging to crime lords and dissidents have been delivered to the Reef in Red, punctured efficiently to kill with the minimum loss of blood. More than a few of those were figures controversial in the Living-Speaker's election. Now that she is useful to the Chorus, a great deal more effort is made to clean up after the messes that Alinus makes... and almost as much goes to sating her unsavoury appetites.  
 
 Ruler stats increase:  +2 Faith

 Non-Actions: 
 
 Resist all conversions to faiths other than The Crimson Chant in regions with clerical support. 
 Submit architectural techniques to the Abyssal Stewards for their Coraline Compendium.
 
 Spoiler: Architecture in Bloodhome: A Primer 
Two major modern architectural styles dominate the world of construction in Bloodhome, sometimes existing in a glorious harmony that elevates both, but more often clashing and fighting in a battle for the very soul of the city. Complicating the matter is the not insignificant detail that both claim religious justification for their style, and that the Choir, the Reef, and the Choral Parliament all seem to have no interest in providing a definitive answer to who is right. Fortunately, while building is of course vital, the egos of architects are not, so while rivalry between architects of the schools is often vicious, it is generally contained.

Both schools employ coral as the most common structural element in buildings, as the Chorus’ experience with tending to the Reef in Red has given them a great deal of experience in manipulation of the growth processes of corals. Two major methods of construction exist, the “plate” method and the “whole-cloth” method. These operate on the same basic principle, using a coral framework to provide structural integrity and support, but the major difference lies in the means of manufacturing, though the same strains are often used.

“Whole-cloth” construction coral is typically grown from a few small samples into a whole building, generally over a period of months but sometimes lasting for years for larger buildings. A small colony of coral is emplaced into the ground to act as a foundation, then fed a mixture of nutritional slurries and hormones to encourage rapid reproduction and growth. This growth is then guided through a combination of careful pruning and scaffolding pieces coated with chemical agents to discourage the coral from trying to grow through them. When construction in an area is complete, a different hormonal cocktail is introduced, causing the coral to harden its bonds while also encouraging a hibernatory state.

Once the framework of the building is complete, and the coral reef is fully induced into its hardened, hibernating state, the final touches are added. In the main, this consists of the application of spackle-like substances to fill in any holes left by the growth of the coral frame to ensure privacy and control over current flows within the building. These are typically applied in a fine layer over the whole of the frame, though different styles vary on the details of this.

“Plate” coral buildings are often much faster to produce, but this is in large part because the time-cost has been paid up front. Using a mould similar to the scaffolds used to control whole-cloth constructions, coated on its interior with chemicals that incline the coral to expand in other directions, plates of coral can be pre-fabricated and induced to dormancy, to be re-activated in place and then encouraged to merge into the desired shape on-site. This is vastly more expensive and significantly more technical, requiring transportation for the plates and detailed work to ensure that the individual plate-colonies accept the merging process, but the result is a massively shortened production time that doesn’t compromise on structural integrity.

While Choral architecture techniques are in some ways impressive, they have some sharp limitations as well. As sophisticated as their control over the corals they use for growth is, they have limited expertise in broader construction techniques. Additionally, their buildings are frequently highly expensive to maintain, as any kind of damage to the underlying coral structure necessitates either scrapping of the building or re-activation of the hibernating coral, either way representing a significant investment of time, resources, and expertise. There are also limits on the size of buildings manufactured this way, as past a certain scale the corals become increasingly difficult to manage and costs of labour increase wildly as a result.

The first of the major schools of architecture in Bloodhome is the Devotional, a style dedicated to assisting reverence of the Reef by minimizing distraction. The theory goes that one should be spending one’s life in preparation for what follows, membership of the Choir; architecture should serve this need by being plain, by being utilitarian, and above all, by keeping construction cheap. This makes it a favourite of short-sighted administrators and landlords- and a minor terror for tenants. Many newer government buildings are built in this style, as well as most of the cheaper housing of Bloodhome.

It can be difficult to distinguish between a building built in the Devotional style and mere dull lack of imagination in a design; this is, of course, intentional. The Devotional style favours low, squat buildings, lack of colouration and ornamentation (though many residents fight back against this with their own decorations and splashes of colour), and a fierce insistence on pragmatism.

The other major architectural style of Bloodhome is that of the Reverentialists, who believe that the role of architecture is to exalt and enrich. Where Devotional structures squat, Reverential ones swoop; where Devotional lines are sharp and angular, the Reverential favours curves and sweeps. Rather than seeking to guide the mind to undistracted contemplation of the Choir, Reverential architecture looks to the Reef in Red itself to inspire structures that remind one of its awe. As such, embellishments that resemble the razor edges of the Reef are common.

Less numerous and more isolated than either of those movements, a significant portion of the architectural community in Bloodhome favours independence and auteurism over the accepted architectural doctrines of the world. By definition rejecting association, these designers come in an endless variety of styles, and as more voices are heard, the Chorus enjoys a number of buildings in a variety of new and fresh styles, foreign and local.
 
 
 
 News &amp; Rumours: 
 
 None among the Chorus can complain about the Living-Speaker’s aggressive policies of proselytization, provably productive as they have been in expanding the reach of the Crimson Chant. But many more conservative voters are wary of the ties developed to the sinister and luminous Lambent Syndicate, not only because they fear the Chorus being dragged down by such an association, but also because they question what the already notorious syndicate have gained from allowing the Chorus to establish a finhold there.
Rumours of ties to organized crime dogged the Living-Speaker’s election, and even in a society like the Chorus, a relatively free and open democratic affair, there is room for backroom dealings. What deal was struck to allow for such openness from the Syndicate, and a guarantee of protection from any who would threaten the Chorus? None can say, but in time, perhaps all might become clear.
 
  Notable Legislation  
  Chorus' Will of Freedom to Artificial Joy:  This controversial proposal legalizing a variety of recreational chemical substances was PASSED by a narrow majority and pledged into memory at the Reef in Red. 
 
 
 

Ruler Stats for Round 2
Diplomacy - 3
Military - 2
Economy - 2
Faith - 7
Intrigue - 5

  Statistics  
 
 Spoiler 

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

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

 Cultural Exchanges 
None

 Cultural Identities 
None
 

  Military  
 
 Spoiler 

 Units:  0 (Expected Change: None)

 Aristocratic Support 
26

 Generals 
None

 Fortresses 
None

 Perfected Tactical Doctrines 
None

 Military Technologies 
None
 

  Economy  
 
 Spoiler 

 Treasure:  0 (Expected Change: None)

 Trade Posts 
 Total Owned  1
26.1 – Blood Pearls

 Mercantile Support 
None

 Cities 
None

 Trade Routes 
None

 Specialised Ships 
None

 Civilian Technologies 
 Graduated Symbiosis  No mechanical effect
 

  Faith  
 
 Spoiler 

 Faith Holy Sites:  3

 Clerical Support 
2, 26, 31

 Organised Faith Bonuses 
None

 Artefacts 
None

 Holy Orders 
None

 Miracles 
None
 

  Intrigue  
 
 Spoiler 

 Spies 
None
 

  Claims  
 
 Spoiler 

26 - Historicity
 

 
Tychris1
The Lighthouse

Ruler: The Vessel
D: 5
M: 4
E: 2
F: 3
I: 2

Actions:
1) Diplomacy Special 5: Establish Cultural Exchange with Lambent Syndicate

2) Raise Unit
3) Raise Unit
4) Raise Unit
5) Raise Unit

Ruler Stat Increases: +2 Military

Non-Actions: Support Conversion in HS1 Radiant Temple

 New Ruler Next Round 
Stats
D: 3
M: 7
E: 4
F: 5
I: 2
Gengy
  Round 1
 [Gotezhar, People of the Rain]  
 [The Sublime One, Alto]     
Actions:
 
  [Military]  Raise a Unit
  The Sublime One sees the need to call upon the various nuven of Ezcorher to raise many Squalls.  The waters of the world gather... and Ezcorher must be protected.   
  [Military 5]  Anoint a General, Profundus Korasoon (Roll:  10 )
  Tactical Doctrine :  Aim For the Storm's Center  ( Approved )
-6 to Enemy Leader Loss and -20% Enemy Casualties   The Sublime One anoints the Profundus Korasoon as the leader of this new force of Squalls, so that the elder may provide his wisdom to the waves.   
  [Military]  Raise a Unit
  Profundus Korasoon continues to train more Squalls.  The Sublime One and those of the Joontar think it is more of the same order as before, and see no issue with it.   
  [Military]  Raise a Unit
  The Sublime One wonders why there are suddenly so many Squalls when before there were few.  Profundus Korasson has raised  too many  and they are now an entire Typhoon... but the Sublime One notices too late.   
  [Diplomacy]  Attend Event
 Trade  Supernatic Propagation  for  Trophic Deconvolution  (Cyphiri),  Megafaunal Tailoring  (Sakura-Jin),  Photospore Signalling  (Kalan),  Composite Grafting  (Costa Sereia), and  Graduated Symbiosis  (Lux-Glossian)
Gift  Supernatic Propagation  to all other Event goers   Gotezhar no nothing of 'merchants' or 'trade', yet an entire family of Workers follow their cloud out of Ezcorher and find themselves in whole new waters, where many peoples speak of strange and unusual methods.  The Workers are pleased to show off their Supernatic Propagation in exchange for techniques they can take back to their nuven and all of the Gotezhar.  Having no understanding of how these exchanges work, the Workers pass out Propagation to everyone in attendance.   
 

Non-Actions:
 
  Change Rulers  
 Replace Profundus Korasson with Squall Essensio (Mil 10) 
 Provide Support on COS buyout of TP#2 138 
 
 
 Spoiler: News and Rumors 

 
 Military take-over!  After years of preparing, Profundus Korasoon accuses The Sublime One, Alto, of being too soft and allowing clouds to leave Ezcorher - a horrible crime!  Profundus Korasoon levels the might of the newly formed military and overthrows the Sublime One's forces!  The Typhoon rages, and Alto cannot weather the Storm.  Korasoon rules both the Joontar and Ezcorher, and eyes clouds in the horizon... 
 Profundus Korasoon's second-in-command, Squall Essensio, takes over as military leader (Mil 10) when Korasoon steps in to leadership of all of Ezcorher. 
 
 

 
 Spoiler: Ruler Information 

      The Sublime One, Alto   
   D   
   M   
   E   
   F   
   I   
 
   Current  
 2 
 5 
 2 
 3 
 2 
 
  End of round 1 
 0 
 0 
 0 
 0 
 0 
 
  
 New Ruler Next Round! 
 Profundus Korasoon 
D: 5
M: 5
E: 4
F: 2
I: 2

Expected Stat Bonuses: +2 Mil
 
Corona
    Lojanese Republic   
 Round 1
Prime Minister Shoeng Thnoet
Diplomacy: 5
Military: 4
Economy: 4
Faith: 2
Intrigue: 2 
 
 
 Rolls 
 Rolls 2 
 Actions: 
 
  [Military] Recruit unit 
 The Lojanese Expeditionary Force is established where previously only an internal peacekeeping force has existed. Citizens of certain ages, determined proportionally to their species' lifespans, are subject to conscription. However, there is little equipment as well as few officers, who are appointed from the ranks of aristocracy, thus only a small fraction of the population can be mobilized. Landed nobles are put under the obligation to recruit and equip their own battalions to serve the Republic, in exchange for continuing to enjoy vast privileges in this period of the government's consolidation of power. 
 
  [Economy] Buy out TP 9.2  support self: 2d6+6  success 
 boekuo, foe shokh shrob
foe klau'ead puurarth kle'aa
blithalth hoar oemk gob
shokh rithd oewuo fau'ea dre'aa

 
 Spoiler: Translation 
Today, the seas sleep
The great corals grow
Treasures far and deep
Seize lest away they blow
 


The Plo'uogoar summons the Prime Minister, a highly rare event, to warn the Lojanese that competition will increase through other civilizations trying to carve out their piece of the world. Truthfully, the Lojanese government had limited power in the past, struggling to convince large parts of the populace that something like the Lojanese Republic even existed, but that has changed as news of foreigners have reached both the most powerful of aristocrats and the lowliest of peasants. The Lojanese do not necessarily regard foreigners with fear, rather with caution, thinking many of the foreigners' customs to be too bizarre to allow them in Lojan. Consequently, more are willing to help fill the Lojanese treasury. 
 
  [Economy] Buy out some DOMs TP 17.2  2d6+4  success  (regardless of assistance)
 "No, this will not do at all!" Gloent Noerjang angrily leaves the gold-plated infusion box, currently suffused with a deep brown liquid. "Where did you even get kelp that tastes so badly, Shoerzhang? Is this land grass or something, huh? I swear, if you presented this to a guest, I would have cane you!" A while of silence passes, and when the servant feels that the capricious merchant has calmed down enough, he breaks the silence. "My lord... Lojan... all of Lojan suffers from an undersupply of infusion herbs. The order you made last week could not be fulfilled." Gloent slowly turns around and looks over Shoerzhang and the rest of the household gathered in the infusion room with a hint of madness, or rather, caffeine withdrawal, in his eye. "These following will stay here: Shoerzhang, Nau'eak, Guudal. That was an or..." Gloent stops mid-sentence as he notices Nau'eak standing on the far side of the room, nonchalantly chewing on a blue jelly. He silently ambles toward the girl, not sure whether he would punish her for not listening, or ask what the strange candy was. Nau'eak made the decision for him. "Oh, these, Mr. Noerjang. They're popular with the girls now, didn't you know? They're from the foreigners, from the Forest of ...uh 'Astral Yearning', whatever that is." Replacement for kelp infusions found and money sense tingling, Gloent's expression changes to a devilish grin.  
  [Diplomacy] Sway Merchants in region 6  2d6+5  + 1 with CCA Seek Aid / Chelonian Accompaniment  success 
 With room for political maneuvering being significantly limited by customs and old aristocratic families in Lojan, Shoeng Thnoet is very eager to expand her authority elsewhere, where restrictions to the Prime Minister's powers might not apply. These days, it is almost as if the only words she lets past her lips are "historical Lojanese trade networks". Naturally, her aims are pure, and she wishes for everyone's shared prosperity under a Lojanese framework.  
  [Diplomacy] Increase reputation with DNA  2d6+5  success 
 The organizations seem to be more trustworthy to many Lojanese than foreign powers, given their long history of operation, and so it is unsurprising that diplomatic contact is established.  
 
 Non-Actions: 
Accept [Offer] Chelonian Accompaniment - apply to action 4 after roll
Attend Ivor's event

 News and Rumors: 
 
 
 
 Spoiler: Lojanese Language/Lojanoal Rairnpwoj 

Lojanese is an old language that had been falling into disuse after the Cataclysm and the subsequent reduction in Lojanese population and immigration from elsewhere. However, it has undergone a revival as the Plo'uogoar naturally speaks classical Lojanese as it did with its creators.

The Lojanese names and other writing that will appear in my posts are merely the romanization of Lojanese using somewhat English pronunciations of the letters, and not written Lojanese proper. If any names seem awkward, blame the transliteration. 😛
The IPA pronunciation of the romanization of Lojanese is as follows:

A quote ( ' ) is used to delimit the transcriptions of separate vowels where unclear, but it may be omitted for a "broader" transcription
b: [b]
d: [d]
th: [ð] or [θ]
f: [f]
g: [g]
h: [h]
y: [j]
k: [k]
l: [l]
m: [m]
n: [n]
ng: [ŋ]
p: [p]
r: [r]
s: [s]
sh: [ʃ]
t: [t]
v: [v]
w: [w]
z: [z]
zh: [ʒ]
j: [ʤ]
ch: [ʧ]
aa: [a]
a: [ɑ]
oa: [ɒ]
ae: [æ]
air: [ɛ]
i: [ɪ]
ea: [i]
o: [o]
au: [ɔ]
uu: [ʊ]
ue: [u]
u: [ʌ]
e: [e]
-: [ə] possibly, not decided on it yet
kh: [x]
q: [ʔ]
oe: [ɜ]
ao: [aʊ]
ay: [eɪ]
eau: [oʊ]
ee: [ɪə]
y: [aɪ]
oi: [ɔɪ]
uo: [ʊo]

For game purposes, I have hired a skilled team of translators into Lojanese, to allow me to post lots of dialogue and news in Lojanese. 😛 You may try to decode the language, but be warned, the logic by which it is created is at times questionable. For example, "Lojan" should be "Loqan" in perfectly regular Lojanese, but in an earlier version I translated the name as "Lojan", and when I made the change that made "Lojan" incorrect, I had already internalized it, and I also wanted the name of the polity and capital to be easily decipherable and pronounceable at first sight, which a glottal stop represented by a "q" probably isn't.
 
 
 
 
 Spoiler: Ruler 

 Prime Minister Shoeng Thnoet 
 Stat Rolls 
Next round stats:
Diplomacy: 6
Military: 4
Economy: 5
Faith: 2
Intrigue: 2

New ruler next round? No

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

 
 Spoiler: Country Info WIP 

Claims:
Region 9: Historicity, Integration

Resources:
    TP 
 Resource 
 Type 
 Used for 
 
  9.1 
 Ching He'aang 
 Precious Stone, Fireworks 
 - 
 
   
  
  
  
 
  
    Region 
 Desired Import 
 Source 
 
  9 Lojan 
 Spices 
 - 
 
   
  
  
 
  


9.1

State Faith: Mandate of Mandate of Plo'uogoar
HCs:
 
Volthawk
 
   The Cyphiri Union   
  Round 1  
 Regions:  122
 Ruler:  Garren Ulnesh
 Faith:  The Flowing Way
 Diplomacy  2  Military  1  Economy  5  Faith  4  Intrigue  2
 
 
  Actions  
 End of Turn Ruler Increases:  +2 Economy
 
 Attend Event [Diplomacy] - Unrolled
 - Trade Trophic Deconvolution with all interested parties and accept all offered technologies (gaining Photospore Signalling, Composite Grafting, Supernatic Propogation, Graduated Symbiosis and Megafaunal Tailoring)
 While Garren was busy trying to keep the families of the Union moving in the direction he wanted, he did see the value in attending an event of such importance to a neighbouring people, so he left it to the less busy members of his council to make the arrangements for a delegation and wrangle the interested members of the other families into a coherent group. He was excited to hear what they brought back.  
 Establish Trade Route between the Cyphiri Union and the Ironkelp Knights [Economy] - Unrolled
 Seeing opportunity in the kinship created by their shared faith, the Tellan family sells off most of their holdings in Cyph-Arel and begins sending expeditions towards Orope. Along the way, they establish camps and buy properties in the settlements they pass to serve as rest stops and meeting points towards their wider goal - an established and supported trade route between the two countries, the family profiting off those using it and their services (along with some of their own trading, of course). The Ulnesh soon become aware of this, of course, but allow it and even put a good word in with their counterparts, seeing wider value in the route's success than one family's wealth.  
 Buyout TP 2 in 114 (Giantsbane Seeds) [Economy] -  14, Success 
 While in Orope, the last of the travelling Tellan look into establishing an operation there, to anchor the other end of the trade route and to start sending goods back to make some money. The giantsbane seeds aren't of particular value to the Cyphiri, but the Tellans are confident they can sell enough of them back home to make the operation worth it. If nothing else, the Ulnesh display interest in securing a supply, seeing opportunities the Tellan do not.  
 Buyout TP 1 in 112 (Fortified Bonemeal) [Economy] -  10, Failure 
 The Carral family, a fairly small decentralised family that has been suffering a bad run of luck with their ventures recently, is one of the first of the Cyphiri to hear Jo Soo's offer, a band of their opportunity scouts coming across one of the Bone Grinders' envoys and sending the message back to their people as they pushed forward to investigate these bonemeal salesmen. After securing the necessary funding from the Ulnesh (with conditions and concessions, of course), a team from Cyph-Arel was soon sent out to join them with enough money to gain control over a substantial slice of the market. They just hoped the local merchants went with it, and that the Cyphiri back home liked bone meal. For the time being, however, the Grinders were resistant to their advances - the Carral were still optimistic though, hoping their business relationship would eventually bear fruit.  
 Expedition East of 122 [Economy] -  12, Success 
 The Carral's loan didn't just cover the trade mission west, also allowing them to acquire enough equipment and supplies to arrange an exploration party out east, out of Cyph-Arel into the unknown. Sponsored by the Bone Grinders and their reinforced bone meal, of course, the extra food and coin a welcome help and the Cyphiri seeing absolutely no problem in the terms of the sponsorship agreement - it was just good business, after all. If nothing else, the expedition had the attention of many in Cyph-Arel, and for better or worse the Carral family was guaranteed to no longer be an unknown, obscure family.  
 
  Nonactions  
 
 Accept  Chelonian Accompaniment , enhancing two actions for 1 CCA favour.
 The Carral family, still unsure about their chances given their string of bad luck, jump at the offer of assistance by the Chora, inviting them to accompany the eastwards explorers and not turning down any help offered with their economic maneuvering around the Bone-Grinder's Guild.  
 Resist all attempts to convert Holy Sites to non-Flowing Way faiths and all non-assisted buyouts. 
 
  News and Rumours  
 
 While it had never been unheard of to find Cyphiri away from their homeland, usually either members of particularly adventurous families or Cyphiri trying to make a life for themselves outside of their home's society, in recent years there's been a large increase in the amount seen out in the world, and these days more and more are from established families taking the example of Garren Ulnesh's outward-looking mentality. Most of this new category call themselves "opportunity scouts", agents of their families investigating the economies and trade routes of the oceans around Cyph-Arel in the hopes of finding that perfect product, or somewhere the products they have can be traded advantageously. Few of these prospective deals work out, of course, but the opportunity scouts nonetheless do a good job of getting the message out that the Cyphiri are here, open for business, and looking for places to invest in. Of the rest, a small but increasing proportion are the scholarly followers of the Way, more concerned about collecting stories and learning about the faiths of the region than conversion for the time being, and most of the remaining Cyphiri are Ulnesh agents, in some ways acting as opportunity scouts but also serving as diplomats representing the Union as a whole, along with trying to keep an eye on what the other families are up to, offering aid and support to their ventures if it would benefit the overall objectives of the Ulnesh. 
 
  Families of the Cyphiri Union  
 
 Spoiler 

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

 Council Fund 
Acts as a family but not bloodline based, made up of people and assets contributed by every Union Council member. Creates and maintains a source of income that is used for the good of the Union rather than individual families (although council families use past loyalties and political maneuvering is used to push their focus towards their interests), and also pays for mercenaries and trains leaders in case of war. Their members lack surnames, instead working their Fund status into their introductions.
 - Artan: Part of the section of the Council Fund that works with mercenaries, with Her current focus being the Kalan Company.

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

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

 Carral 
Small decentralised family down on its luck, turning to the Bone-Grinder's Guild of 112 to try to make a new future for themselves. Attempting to gain control of the bonemeal trade there, along with sending sponsored expeditions eastwards in an attempt to gain the support of the locals (and potentially find something of value in their journey).
 

  Statistics  
 
 Spoiler 

 Special Actions Available:  Economy 5
 Special Actions Used: 
  Diplomacy  
 
 Spoiler 

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

 Cultural Exchanges 
None

 Cultural Identities 
None
 

  Military  
 
 Spoiler 

 Units:  0 (Expected Change: None)

 Aristocratic Support 
122

 Generals 
None

 Fortresses 
None

 Perfected Tactical Doctrines 
None

 Military Technologies 
None
 

  Economy  
 
 Spoiler 

 Treasure:  0 (Expected Change: None)

 Trade Posts 
 Total Owned  2
122.1 (Mercantile Support Owned) - Native Gold

 Desired Imports 
122: Food - Not Met

 Mercantile Support 
122

 Cities 
None

 Trade Routes 
None

 Specialised Ships 
None

 Civilian Technologies 
 Trophic Deconvolution  No mechanical effect
 

  Faith  
 
 Spoiler 

 Faith Holy Sites:  6

 Clerical Support 
122

 Organised Faith Bonuses 
None

 Artefacts 
None

 Holy Orders 
None

 Miracles 
None
 

  Intrigue  
 
 Spoiler 

 Spies 
None
 

  Claims  
 
 Spoiler 

122 - Historicity
 

 
Feathersnow
  THE WORLD GARDEN OF THE SAKURA-JIN   
Primarch Marcion, scion of Thekla (They, Them)

Diplomacy 1
Military 2
Economy 4
Faith 4
Intrigue 1

Actions:

 Diplomacy: 1-2.  Begin work on a Divine Nacre Holdfast


 Mysterious creatures from beyond the sky taught the First Prophets the techniques that led to the creation of the World Garden.  Their aid would be a great boon and reflect well on the untested leadership of Marcion. 
 Diplomacy:  3. Host an event!
 The World Garden wants to share its culture and technology with all the known world, and display the new castes and bloodlines engineered to lead our glorious society as they leave their pupil stage and take charge! 
 
 Spoiler: sub-actions 

Give those in attendance:
 - Megafaunal Tailoring

Receive:
 - Trophic Deconvolution from the Cyphiri Union
 - Supernatic Propogation from the Gotezhar
 - Photospore Signalling from the Kalan Company
 - Graduated Symbiosis from the Lux-Glossian Shades
 - Composite Grafting from Costa Sereia
 

 Economy  4. Attempt to buy-out trading post 141.2  success 
 reports come to us of strange, beautiful creatures to the south 
 Economy  5.  Buyout trade post 119.2  success 
 The mysterious Rain People we met at the coronation may be willing to trade for Shells. More barnacles are being secured for this eventuality. 
 Non-Action   accept aide from the Chelonian Chorus on buyout rolls in exchange for owing them a favor.

Ruler stat increases:
+1 Diplomacy +1 Econ

New Ruler Stats:

Diplomacy 2
Military 2
Economy 5
Faith 4
Intrigue 1

 Rolls 
Tentreto
  The Kalan Company
Region 124   
 
Commander Roland the Small
Diplomacy 3
Military 4
Economy 4
Faith 2
Intrigue 3 
 Actions: 

[1][Military] Raise a unit

[2][Military] Raise a unit

[3][Military] Raise a unit

[4][Military] Raise a unit

[5][Diplomacy]Attend Event 'The Coronation of Primarch Marcion'
 
 Spoiler: Sub-Actions 

Trade Photospores at the event for:
Supernatic Propagation  (Ironkelp), Trophic Deconvolution (Cyphiri), Megafaunal Tailoring (Sakura-Jin), Graduated Symbiosis?  (Lux-Glossian) and Composite Grafting (Costa Sereia)

Photospores will also be gifted to all others attending the event and offering a tech for trade
 



Non Actions:

Support Coasta Sereia buyout of an unowned TP of Plankton in return for future purchase of Dye buyout


Stat Increases: +2 Mil
 
 Spoiler: Bookkeeping 
Trade Posts:
124: TP1 Plankton

Capital Requirement: Dye UNMET

Units:0/5

Technology:
Photospore Signalling
 
Minescratcher
 Region 114
    The Order of Knights of the Ironkelp of First-King John of Ruhum    
  Records of the Years  1-3  of the Tenure of His Majesty Grand Master Jacob Basilicos, 39th Grand Master of the Order of Knights  

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

1.  [Diplomacy]  Attend Marcion's Coronation
The world beyond Orope is full of threats, but one does not defend against a threat by burying one's head in the seafloor. Knight Commander Amlaigh Tolmach is dispatched to attend this "Primarch's" coronation and return with intel and outreach.

 
 Spoiler: Subactions 
 
 Trade Supernatic Propagation to the Cyphiri Union for Trophic Deconvolution 
 Trade Supernatic Propagation to the Sakura-Jin for Megafaunal Tailoring 
 Trade Supernatic Propagation to the Kalan Company for Photospore Signalling 
 Trade Supernatic Propagation to the Lux-Glossian Shades for Graduated Symbiosis 
 Receive Composite Grafting from the Costa Sereia 
 
 


2.  [Military 5]  Recruit a General:  Knight Commander Amlaigh Tolmach of the Scoshlangue  ( 10 )
Tactical Doctrine:   Quiver Hell's Foundations   (+2 to battle roll)
Knight Commander Amlaigh Tolmach of the Scoshlangue is a proven warrior, a respected leader, and the possessor of the loudest and most intimidating war cry of all Middish. As the new Grand Master adapts to his new position, K.C. Tolmach proves a staunch ally of His Majesty - and the first Knight Commander to be called upon for war, should discord's fierce alarms sound in the halls of Orope.

3.  [Military]  Raise a unit of Scoshlangue Knights
K.C. Tolmach prepares his langue to be called up at short notice.

4.  [Faith]  Convert [Region 109] Swarmshadow Cult HS 1 to the Flowing Way:  15  (-0 distance)
With the movement of peoples intensifying in the brackish north, His Majesty the Grand Master determines that the faithful must expand their influence in the region, and orders a missionary expedition sent west, to bring the cultists out of the Swarmshadow and into the light.

5.  [Faith]  Convert Glossian Sea [Region 135] Open HS 3 to the Flowing Way:  12  (-1 distance, Assisted)
K.C. Tolmach proves an astute diplomat, winning an agreement from one group of foreigners to aid in the establishment of a school of the Flowing Way in their distant homelands. The Grand Master would reportedly have preferred to maintain options for expansion even if the territory in question is a briny wasteland, but even so he is not displeased with the situation, taking a personal interest in the selection of the sages sent south to the Glossian Sea.

Nonactions:
 
 The Grand Master wishes to acknowledge and salute the valiant efforts of our Cyphiri brethren-in-faith in the transportation of goods and trade which they carry out despite the barren, heathen and uncharted waters that lie between our realms. Accept Trade Route from CYP.
  .   
 In a show of good faith, the most influential of the seedcarving guilds, the Frelangue Guilde des Sculpteurs, offers a discount price on their wares to the traveling Tellan and Ulnesh Cyphiri. Assist CYP Buyout of [114] TP 2. 
 
 
 Spoiler: News and Rumors 
 
 The Lux-Glossian colonization....
  .   
 
  .   
 
 

 
 Spoiler: Ruler Information 
Grand Master Jacob Basilicos, 39th Grand Master of the Order of Knights, etc etc
Current Stats
 Diplomacy : 3
 Military : 5
 Economy : 3
 Faith : 5
 Intrigue : 3

New Ruler Next Round? no
Expected Stat Bonuses: Military +1, Faith +1
 

 
 Spoiler: Other notes 

Land units: 0  +1 



Resources controlled:
 
 Region 114: Giantsbane Seed 
 
Techs:
 
 Supernatic Propagation 
 
 
bc56
    Pfilghol    
  Olgght, The-one-who-consumes  
Diplomacy: 2+1
Military: 5+1
Economy: 3
Faith: 2
Intrigue: 3

 Regions 
The Pfithreef: 132

   Actions   
 Rolls 
 Military: Raise a Unit 
As Olgght The-one-who-consumes sets their eyes on the seas beyond the Pfithreef, they see those seas have standing armies of their own. In order to defeat such a force, the Pfith must be greater still.

 Military 5: Raise a General:  Gtsit the-second-champion
 Mil 8, TacDoc: Sea's Opportunity: Defending: enemy takes double battle penalties from terrain, Attacking: transfer battle penalties from terrain to enemy.  
It is long-standing tradition for Pfith leaders to have a second-champion, their chief rival brought into a position of power to oppose and support the leader as needed and to be a gatekeeper against those who would challenge them. Gtsit is such for Olgght, a cunning and ruthless Pfith with as much lust for power as their commander. They are wily and cunning, a master of using the seas around them to their advantage.

  Diplomacy: Sponsor a Smoking Garden in the Pfithreef [1/3] 
  Diplomacy: Sponsor a Smoking Garden  in the Pfithreef [2/3] 
  Diplomacy: Sponsor a Smoking Garden in the Pfithreef [3/3] 
The Pfith have long admired the Stewards, who do battle with the greatest monsters in the depths below where any of their own kind has ventured. They are swift to support the request to build a Smoking Garden in their own lands, offering the vents in the northeast of Pfilghol as a possible site for such construction. Unspoken, there is a hope that such cooperation will allow them to hunt the Titans themselves, and to eat of the most powerful beings imaginable and gain their strength.


 
 Spoiler: Bookkeeping 

 
 Spoiler: Characters 
Olgght - current leader, successful conqueror/unifier. Hungry.
 

 
 Spoiler: Military 
 Units:  0
 Generals: 
 Military Technologies: 
 

 
 Spoiler: Economy 

 Trade Posts Owned: 
War-Jellies: 132.1

 Economic Techs: 
Composite Grafting
 

 
TheDarkDM
  
   The Lambent Syndicate   
 Lucent Mistress Adiratna 
Diplomacy 4
Military 3
Economy 3
Faith 2
Intrigue 5

 Expected Stat Increases: +2 Military  
 ... 
  Actions  
 
  Military  - Raise 1 Unit 
  Military  - Raise 1 Unit 
  Military  - Raise 1 Unit 
  Military  - Raise 1 Unit 
  Intrigue  - Secret Action 
 
  Non-Actions  
 
 Accept the Lighthouse Cultural Exchange. 
 Responding to an official request by the Living-Speaker, the Lambent Syndicate promulgates a degree guaranteeing the independent rule of the Chorus of the Crimson Choir against any foreign aggression. 
 As the declaration of the Mistresses spreads through Senja Bersinar and beyond, it is followed by a more subdued invitation to the Chorus to begin proselytizing efforts should they wish it.  The Lambent Syndicate Assists conversions by the Chorus of the Crimson Choir. 
 
Aerin
 The Lux-Glossian Shades 
 Ruler:  Laneksi of the Cyan Shade, eldest of the Matriarchs

Sorry, I know this is very bare-bones. I stressed out about making this perfect too much, which led to procrastinating doing it at all. I'll try to do better in the future.

 Rolls: 
The forum won't let me hyperlink because I'm too new. Here are the links as plain text.
Actions 2 and 4: forums.giantitp.com/showthread.php?643055-Empire-7-Into-the-Depths-Dice-Rolling-Thread&amp;p=25431545#post25431545
Action 5: forums.giantitp.com/showthread.php?643055-Empire-7-Into-the-Depths-Dice-Rolling-Thread&amp;p=25431547#post25431547

 Ruler Stats Round 1: 
Diplomacy - 3
Military - 3
Economy - 5
Faith - 2
Intrigue - 5

 Actions: 

1. Economy 5 - Create specialized ship.

2. Economy - Colonize region 111. Request aid from the Chelonian Chora.

3. Diplomacy - Attend event. Sub actions: Offer Graduated Symbiosis to all that want it. Accept technologies from all other nations.

4. Economy - Expedition southwest of region 135. Accept sponsorship from Fortified Bone Meal. Request aid from the Chelonian Chora.

5. Diplomacy - Raise reputation with Divine Nacres.

 Non-Actions: 

1. Assist conversion of HS3 in 135 (driftwood chimes) by OKI.

 Ruler increases:  +1 Economy, +1 Diplomacy

 Ruler Stats for Round 2 
Diplomacy - 4
Military - 3
Economy - 6
Faith - 2
Intrigue - 5
Frostwander
     Costa Sereia    
 Region 134 
Turn 1
   News and Rumors: 
 Actions: 

1)  [Diplomacy]  Attend Event - Coronation of Primarch Marcion
 
 Spoiler: Sub-actions 
Trade Composite Grafting to Cyphiri Union (CYP), World Garden of the Sakura-Jin (SKR), Kalan Company (KAL), Lux-Glossian Shade (LUX), the Gotezhar (GTZ), and the Order of Knights of the Ironkelp (OKI). In exchange, receive:
&gt;Trophic Deconvolution from Cyphiri Union (CYP)
&gt;Megafaunal Tailoring from World Garden of the Sakura-Jin (SKR)
&gt;Photospore Signalling from Kalan Company (KAL)
&gt;Graduated Symbiosis from Lux-Glossian Shade (LUX)
&gt;Supernatic Propagation from the Gotezhar (GTZ)
 


2)  [Economy]  Buyout Trading Post - Region 124 TP2 with support ( Roll: 13 - Success )


3)  [Economy]  Buyout Trading Post - Region 138 TP2 with support ( Roll: 17 - Success )


4)  [Intrigue]  Special 5: Procure Spy - Veruha Mascerena ( Intrigue 7 )


5)  [Intrigue]  Coerce Trading Post - Region 130 TP2 ( Roll: 12 - Success )


 Non-actions:  
Support Kalan Company buyout of Cobalt Dye - Region 134 TP2.

 
 Spoiler: Leaders and Prominent Figures 
 Leader:  Madrina Uschi Alverna (Diplomacy 4; Military 3; Economy 5; Faith 3; Intrigue 5)
End-of-turn increase: Economy +1, Intrigue +1
New Leader next turn: No

 Generals: 
 Spies: 
 

 
 Spoiler: Resources 
 Units: 
 Treasure:  0
 Reputation:  ABS (0); CCA (0); DNA (0); PRS (0)
 Favors: 
 Capital Region:  Palacia
 Trading Posts 1 (0 income): 
&gt;  Cobalt Dye  - 134 TP1
 Primary Religion:  Brilhinte (3 Holy Sites)
&gt;  Temple of Raquela  - 134 HS1
&gt;  Temple of Desderia  - 134 HS2
&gt;  Temple of the Deep  - 134 HS3
 Techs:  Composite Grafting
 
Epinephrine_Syn
    Eternal Spring
Turn 1 (Years 0-3)  
   Polar Bear Faction     

The Great And Powerful Princess Cartana

(Stats and actions tentative and not locked in)
Dip: 3
Mil: 5
Opu: 5
Fai: 2
Inf: 1

Next Round: +2 Opu

Actions:
Build City in Magma Falls (North Pole)
Construct Fortress in Magma Falls (Name Here)
Buyout on 58 TP 1 (Warped Shells)  Roll = 9 

Buyout on 57 TP 1 (Woven Seaweed)  Roll = 11 
Buyout on 57 TP 2 (Woven Seaweed)  Roll =11 
Buyout rolls at +5 against DC 12.

Subactions:
Support conversion of holy sites to the Eternal Communion

 
New Ruler Next Round (Non-dynastic) 

The absolute worthless failure of a ruler that was Cartana, selfish, absorbed within itself... herself? The Illustrator Alga are still getting used to these 'genders' the other species use. She has been summarily executed for her unprecedented failure at anything and everything she set her mind to. A worthy Medusa, overtly critical of her position and rulership, has stepped up to take the mantle. May glub save our kind, that her setbacks are recoverable for a  competent  ruler and will not forever doom us to inferiority, infertility, and outcastdom.

This marks a true execution, the very first of its kind amongst those in Eternal Spring. Not merely an absorption into a stronger Medusa via a merger, but an outright culling and poisoning of its Hearts, its memories. This should be an impossible undertaking if one is even remotely vigilant, and a crime against flowermanity that would cause the perpetrator to be outcast as the  lightest  punishment... but when you have way better wormtongue skills and a built out spy network, you can get away with a lot of misinformation and chicanery.

 
 Spoiler: North Pole (City+Fortress Fluff) 

The North Pole, a useless pit of hedonism and self indulgence constructed by the disgraced one, named such as the exact epicenter of the high tower is the northernmost point of the entire globe (citation needed) . Filled with Jellyfish to light up in a useless show of lights, overbuilt in carved stones to the point of active impediment. And yet... one can make use of this infrastructure.

With the insight of the new Queen, these features can be made into huge boons. The North Pole expanded into a miles wide circumference of stones and walls and caverns and ceilings, piled into a mountain. Way harder for less ... limber races to navigate, thin vines and plants can slither their way through these features for defensive structures. Magma veins and spouts can be directed at intruding enemies, although these are in limited supply and the efficacy of unleashing a torrent is yet untested. A giant entrance is erected for a palace and a housing area for the audience of other races, and this structure made into a hive of activity for the multiple Medusa.

The center, the jellyfish atrium, is expanded into a vast aquarium filled with food and mass breeding production facilities. Jellyfish are  grown  here now, and in such stark supplies that they can be sold to other incoming races as one pleases. The lights are a grand spectacle that is impressive to the other races and their more advanced optical sensors, as well as providing food and artificial light where needed in darker caverns of the North Pole.
 





Shell Counting
 
 Spoiler 

Region 51 (Magma Falls) (Capital)
Holy Sites: Tall Tales / Tall Tales / Tall Tales
Resource (Immortal Jellyfish) ESP / Open / Open


To Be Filled In


Treasure:
Soldiers:
 
farothel
  The Hymenocera Expanse
Region 3   

Leader: High King Lord Deca IV
Diplomacy: 4
Military: 3
Economy: 4
Faith: 3
Intrigue: 3 
 Actions: 

[1][Military] Raise a unit, 1st regiment infantry 'The King's Own'
[2][Economy] buyout trade post in region 6 (TP1)
[3][Economy] buyout trade post in my home region (TP2)
[4][Economy] buyout trade post in region 28 (TP1)
[5][Economy] Hoard treasure

EDIT: rolls redone in dice rolling template:  https://forums.giantitp.com/showsing...7&amp;postcount=45 

Non Actions:
Attend pot-luck dinner.
Divine Nacres: Offer access to technology - at a price: owe 1 favor to gain another starting technology: Composite Grafting - Transplanting one tissue or organism onto the surface of another so that they fuse into a larger (often metabolically fragile) superorganism can be very error prone with high rates of equipment death, but with the right biochemical compounds and genetic formulae, a skilled grafter can even fuse multiple superorganisms together consistently.


 
 Spoiler: Bookkeeping 

 Trade Posts:  
region 3, TP1, TP2 (carapace armour)
region 6, TP1
region 28, TP1

 Units:  1/5

 Technology: 
Photospore Signalling
Composite Grafting

 New stats 
stat increase: economy +2
Diplomacy: 4
Military: 3
Economy: 6
Faith: 3
Intrigue: 3

 Favors: 
owed:
-The Chelonian Chora: 1
-The Divine Nacres: 1
 

 
 Spoiler: news 

National Defence Force established.  By decree of the High King, a national military force will be established.  Volunteers are encouraged to join in their nearest recruiting site.  The first volunteers will be able to join the King's Own.
 

 
 Spoiler: trade 

"So we are agreed," the leader of Hymenocera's main trade guild said to the others in the meeting, "We need to strengthen our trades both domestic and abroad.  I'll try to get some more support here, who volunteers to go abroad."
Quickly he had two trade houses who were willing to try it.  While it was a risk, it could also mean a lot of money if it worked.  After all the details had been worked out, the two groups set out from the capital.  They each had a lesser noble who would be the official delegate leader, a dozen or so scribes and then lesser staff and some soldiers for protection.

The delegations set out at the same time the delegation for the dinner went out, one of the trade delegations going a while the same way before the diplomatic delegation moved on.

It took some time, but after a some time all delegations reported success, although two of the delegations asked and received were offered help from the The Chelonian Chora, which was accepted after approval was received from the home front.
 

 
 Spoiler: pot-luck 

A delegation had to be send when the invitation went out.  While the High King of course didn't go himself, it was decided to send a delegation of Scribes (and two cooks) to check things out.  They would take some of their starfish with them for the dinner, and introduce themselves to the various delegations.  As they don't have the power to conduct treaties or anything, they can only listen and report back to their government.
 

 
 Spoiler: technology 

When a delegation of The Divine Nacres arrived in the capital, they were received like visiting royalty by the High King himself.  After a reception, it was time to sit down for real business.  While a base in the capital wasn't possible at this moment, the chief scribe was very interested in some of their technology.  Especially the ability to graft smaller organisms onto larger ones.  They hoped that this would reduce the amount of maintenance they had to do to the sponges and algae they used to write their history down.  And they were working on technology to move through the toxic zones to their north and west and maybe this could help with that as well.  It took some time but eventually an agreement was reached.
 
D&D_Fan
   Otterian Supremacy Round 1   
 Leader Stats: 
Yirp, the Fearsome
D2/M5/E3/F3/I4

 Actions: 

[MIL] Raise Unit
[MIL] Raise Unit

 Threats may appear at every twist and turn. Those who do not prepare will doubtlessly be slain. 

[FAI] Convert Holy Site Region 133  7 
 Our message must spread to others, it is the only way to ensure their salvation, nay, their survival. 

[DIP]  Diplomatic Mission  Establish Claim* Region 112  12 
 The world is a large, fearsome place. The only way to escape fear is to confront it. 

[DIP] Attend Event Marcion's Coronation

 Minor diplomatic incident... 

* This change was made with permission from Moriko.

 Non-Actions: 
Accept Technology
Reject Conversion


 
 Spoiler: Numbers 
 Units: 0 -&gt; 2
Treasure: 0
Techs: Supernatic Propogation
Stat Increases: MIL 5 -&gt; 6, DIP 2 -&gt; 3
 
Ivor_The_Mad
  Coral of the Protected Statera Round 1  
 
  Magnus Orator 
Dip: 5
Mil: 3
Econ: 5
Faith: 2
Int: 3 
 News and Rumors: 
-

  Actions:   
1) [Dip]: Host Event! Friendly Neighborhood Potluck
 Come one come all! All life in the tropics is invited to the grand reef of the Protected Statera! Too long have we cast a curious yet cautious gaze upon our neighbors yet never introduced ourselves. Its time to fix that. All are welcome! You are encouraged but not required to bring any cultural cuisine you see fit for this shall be a potluck to end all potlucks! 

2) [Dip] Build Reefback Nursery for the Chelonian Chora in region 31 (1/3)

3) [Econ] Expedition south of region 31 -   11  

4) [Econ] Buyout Region 6 TP 2 -   13  

5) [Econ] Buyout Region 6 TP 3 -   15  
 rolls 
 Non-Actions:  
- Support Conversions by the CCC

 
 Spoiler: Bookkeeping 
 Leader Stats Round 2: 
Dip: 5 +1
Mil: 3 +0
Econ: 5 +1
Faith: 2 +0
Int: 3 +0

  Regions:  
 Capitol:  Region 31 The Protected Statera
Other:

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

 Other Bookkeeping: 
Units: -
Treasure: -
Embassies: -
 
Potato_Priest
 NPC Actions: Round 1 
 
 Spoiler: Polar 

Region 59
 Economy:   Offer:  The first nation to spend an economy action to gift region 59 a trading post of a food resource will instantly recieve the support of the mercantile and aristocratic nodes in the region. If multiple nations gift a trade post the same round, they will roll an opposed diplomacy check for the nodes.

 Famine is not uncommon in the polar seas, and [Region 59] seems to be particularly devoid of edibles. Messengers spread throughout the known seas and visit many diverse courts begging for diplomatic aid and promising their gratitude.
 
Region 66
 Diplomacy:   Establish Claim: The Cathedral of Movement  The congregation of the Scintillating Ceiling may spend a non-action and a named character to gain a weak marriage claim on region 66.

 Her royal Majesty Duchess Floriane de Trenché Bleu is a large, middle aged mer woman whose immense tracts of land are rivaled only by her appetite for fine food and her many blubbery chins. And she's looking for a man. Specifically a mer man. Even more specifically a younger mer man with broad shoulders, a muscular physique, strapping whiskers, and noble pedigree. The neighboring mer court in the cathedral of movement is the best place to look. 
 
 
 Spoiler: Temperate 

Region 112
 Economy:   Offer:  Until the end of round 2, nations may use a subaction to have their exploration actions sponsored by Fortified Bone Meal, adding one treasure to their roll. The nation that has completed the most sponsored explorations at the beginning of round 3 will recieve the mercantile support node in region 112 and get to write the new Fortified Bone Meal slogan. (Ties will be decided by the GM based on proposed slogan.)

 Jo Soo, merchant and leader of the Bone Grinders guild, is in a bind. Factions clash within the guild, fighting over the sales slogan of their product. After a brawl between Dessert of Champions and Crunchalicous! supporters sabotaged a big contract, Soo knows there's only one way to put an end to the dispute once and for all: outsourcing.

Tying the FBM brand to the most intrepid explorers in the seas could stand not only to reinvent its image, but also open up new markets and spread product awareness far and wide. And that's good business in Jo's book. 

Region 141
 Faith:   Conversion:  Convert open Emerald Tidelands HC 1 to Pacifism. Roll  11 
 Pacifist teachers come from region 141 to teach crabs and shrimp alike not to fight, but to love.  
 
 
 Spoiler: Tropical 

Region 6
 Economy:   Offer:  For each trade post of Selachian Mercenaries a nation owns at the beginning of round 3 it will recieve a free unit of Selachian Mercenaries, unless its unit cap is full.

 There are a lot of Selachian mercenary units currently out of work, serving the interests of neither the locals, the authorities, or the mercenaries themselves. As mercenary companies start hiring mercenary companies to take out rival mercenary companies competing for the limited number of contracts, prices start dropping into the gutter and long-term contracts become more and more appealing. It's a buyer's market! 
 Intrigue:    Chaos: Aristocratic node in region 6 becomes Unruly.

 The presence of so many unemployed mercenaries looking for a meal has signifocantly destabilized region 6. Armed groups prowl the seafloor, looting and holding up roads. Perhaps hiring some of them away from their homeland will ease the situation.  
 

 
 Spoiler: Standing Offers 

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

Region 59: First to gift them a food trade post recieves aristocratic and clerical support.
Region 6: At the start of round 3, every trade post of Selachian Mercenaries will provide its owner 1 unit.

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


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

 [Request] Seek sponsorship for a Smoking Garden in each of the Polar, Temperate, and Tropical zones  - After generations of reticence, the Abyssal Stewards can afford the luxury of distance no longer. The omens seen by their elders speak of an age of great upheaval. If their duties are to be upheld, closer cooperation with the shallowsfolk  must  be pursued. To this end, envoys of the Stewards make known their hope of founding a Smoking Garden. The envoys promise ready access to a portion of the fruits of said garden to whomever is willing to act as host for the Stewards, and supply the arduous labor necessary to find and prepare a suitable location. Given the tremendous efforts required by the Stewards themselves to coax the Ventroots to blossom at a particular location, they are sure to be picky...

 ( Request:  Construct an Abyssal Stewards Base (Smoking Garden) in each starting zone.  Reward:  +1 Reputation, +1 Favor.  Penalty:  Abyssal Stewards activity will fall off dramatically in any starting zone which does not contain a Base.  Deadline:  End of Round 3.  Details:  Construction is a three-action Project which may consist of any combination of Diplomacy and/or Intrigue actions. If multiple countries cooperate on this project, they must decide amongst themselves how to split the rewards or the project will fail. If multiple bases are completed at the same time before any others in a given starting zone, the host countries will make opposed Diplomacy rolls with the victor getting the base and the contributors to that base any rewards. However, the Stewards have no interest in upsetting the Chelonian Chora or Divine Nacres, who find the close proximity of Smoking Gardens intolerable; they will not cooperate in the construction of Smoking Gardens in regions where Reefback Nurseries or Holdfasts are present.) 
 [Task] Begin work on the Coraline Compendium [1/5]  - The Abyssal Stewards, patient though they may be, are not particularly subtle: it is eminently clear that the emissaries they send inquiring about the architectural stylings and favored forms of craftsmership of the various cultures throughout the tropics have other concerns on their mind than mere professional curiosity. Nonetheless, cooperation with their efforts is likely to earn their favor, and the results of this 'Coraline Compendium' may turn out to be interesting.

 ( Task:  Cooperate in the creation of the Coraline Compendium. Available for Tropical zone countries only.  Reward:  +2 Favors (max); if Project is completed, additional reward given to all contributors.  Penalty:  None.  Deadline:  End of Round 4.  Details:  1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Compendium. 1 Favor earned for spending an Economy action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires.) 
 [Action - Diplomacy] Attend Events, Bearing Grim Tidings  - The signs are clear - disaster lurks in the darkness below. Warning must be sent out, through whatever channels are most likely to reach those with the will and power to take the appropriate precautions...


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

 [Request] Request aid in establishing a Reefback Nursery in each of the Polar, Temperate, and Tropical zones  - With communications reopening between so many fledgling powers, the Chelonian Chora knows how important it is to make themselves useful early on, both to ease the rough transition period for said powers, and to ensure they're in the best possible position to guide bright minds away from dangerous developmental paths (particularly those that might render their own services obsolete...). Beyond such high-minded concerns, however, in order to do conduct trade and ferry information effectively, the Chora needs rest stops where they can properly care for their great steeds. Three fish can be nabbed with one tentacle, if they can find some good places to site Nurseries.

 ( Request:  Construct a Chelonian Chora Base (Reefback Nursery) in each starting zone.  Reward:  +1 Reputation, +2 Favors.  Penalty:  Chelonian Chora activity will fall off dramatically in any starting zone which does not contain a Base.  Deadline:  End of Round 4.  Details:  Construction is a three-action Project which may consist of any combination of Diplomacy and/or Faith actions. If multiple countries cooperate on this project, they must decide amongst themselves how to split the rewards or the project will fail. If multiple bases are completed at the same time before any others in a given starting zone, the host countries will make opposed Diplomacy rolls with the victorious base's contributors receiving any rewards. However, the Chora are unwilling to risk the delicate maturation of their Reefbacks being affected by the fumes and nutrient balance shifts of a Smoking Garden or the insatiable curiosity and microbial experimentation of a Holdfast's researchers; they will not recognize the construction of Reefback Nurseries in regions where Smoking Gardens or Holdfasts are present.) 
 [Opportunity] Polar Provinces Polity Popularity Poll  - Beneath ice and wind, where the water grows cold enough to carry the chill down into your soul, community is vital. Life alone is not only physically dangerous, but spiritually deprived, as well. The Chora have expressed interest in sponsoring the creation of a great forum for trade, social finery, and sophisticated networks of bioproductive nursery systems and innovation. Determining where such a centerpiece of civic life might best be placed is troublesome, however, and so the Chora begin gauging the interests and favored powers by the myriad of peoples inhabiting the polar seas.

 ( Opportunity:  The Chora is looking for the most popular place in the Polar zone to host a new City!  Reward:  First Place: One free use of the Economy 5 Raise City Special Action. Second Place: 3 Treasure. Third Place: +1 to one Sway attempt in Round 5.  Cost:  None.  Deadline:  End of Round 4.  Details:  The most popular country in the Polar zone, as determined by amount of controlled Supports that country has, will be declared the winner. Ties will be broken by CCA Reputation level followed by number of Desired Imports supplied.) 
 [Offer] Chelonian Accompaniment   - The seas have opened up once more, and it is high time for all to venture out from their holes and see the wonders on display through the world! And, of course, the singers of the Chora are delighted to attend such expeditions and supply their benefactors with their own particular skills - if they are appropriately compensated, that is./

 ( Offer:  The Chelonian Chora is offering to assist the fledgling countries in their work all throughout the oceans.  Benefit:  The Chelonian Chora will Seek Aid for any country's Diplomacy, Economy, or Faith actions.  Cost:  1 Favor owed per two Seek Aid actions (must be in same round).  Duration:  Available until the end of Round 3.  Details:  May opt to have the Chelonian Chora Seek Aid for an action after it has been rolled; this costs 1 Favor per Seek Aid action instead of 1 Favor per two Seek Aid actions.) 
  Divine Nacres  
 
 Spoiler 
The  Divine Nacres  are a surface-dwelling consortium of humanoid researchers, biotechnologists, and ecclesiastics living in floating city-spheres that look like nothing so much as massive, impenetrable pearls. In generations past they have largely remained aloof, keeping their local subaquatic societies at arm’s length save for the occasional gift of advanced biotechnology or guidance, asking in exchange for access to the seafloor and assistance with gathering seemingly random resources for esoteric reasons - such was their distance that not a soul has seen them outside of their strange bulbous suits. Recently, however, the Nacres have been much more open and active in their communications and exchanges with the burgeoning civilizations of the oceans.
 

 [Request] Allow bids for the hosting of a Holdfast in each of the Polar, Temperate, and Tropical zones  - The Divine Nacres have become much more interested in fostering good relations with the subaquatic civilizations of the world as of late. To this end, they hope to establish undersea bases from which they can operate from and interact on a more equitable level with those polities. While they are willing to do much of the work themselves if necessary, they have no particular preference for where, and so open up auctions to determine the final location for their initial base based on how much each local power is willing to provide in terms of labor, materials, and preferential treatment.

 ( Request:  Construct a Divine Nacres Base (Holdfast) in each starting zone.  Reward:  +1 Reputation; more expensive projects earn additional rewards (+1 Favor for 2-3 actions; +2 Favors for 4-5 actions).   Penalty:  Divine Nacres activity will fall off dramatically in any starting zone which does not contain a Base.  Deadline:  End of Round 4.  Details:  Construction is a variable-action Project which may consist of any combination of Diplomacy and/or Economy actions. If multiple countries cooperate on this project, they must decide amongst themselves how to split the rewards or the project will fail. Action cost is based on an auction system; whichever project receives the most actions (minimum of 1, maximum of 5) at the end of a round will be considered the victor. If multiple projects are tied for number of actions at the end of a round, the Project goes on. If multiple projects reach 5 actions, or the actions invested in multiple projects remains tied at the end of round 4, the host countries will make opposed Diplomacy rolls with the victorious base's contributors receiving any rewards. Failed bids will not go unrecognized, and are likely to receive a small amount of compensation based on their efforts. However, the Divine Nacres have no interest in their research and scans being obstructed by the fumes and ecogeomorphological disruption of Smoking Gardens, nor in potentially damaging the beautiful and unique reproductive cycles present in Reefback Nurseries; they will not recognize the construction of Holdfasts in regions where Smoking Gardens or Reefback Nurseries are present.) 
 [Offer] Offer access to technology - at a price  - As part of the Divine Nacres' renewed interest in diplomacy with their neighbors below the waves, they take note of which technologies are least likely to result in developmental contamination while still enhancing the quality of life and rate of progress for the newly expansionist powers of the world. While the Nacres have provided various cultures with technology as part of trade with nascent cultures in generations past, never before has it been both so carefully considered to match with existing capacities and so widely available. Previous, less calculated deals of this nature have resulted in unexpected and distressing consequences - mistakes the Nacres hope to have learned enough from so as to avoid those same faulty paths.

 ( Offer:  The Divine Nacres are offering up gifts of advanced biotechnology.  Benefit:  The Chelonian Chora will provide a single starting technology of the buyer's choice.  Cost:  1 Favor owed per technology.  Duration:  Available until the end of Round 3.  Details:  Buying a technology in this way may be done as a non-action.) 
 [Circumstance] Marshal 3 Outreach Program - Temperate Zone  - A more concentrated effort to reach out takes place in the shallower seas, where the Nacres have the most opportunity to interact with the oceanic societies without dangerous and expensive deep dives - and where their aid against the Reavers is most immediately relevant.

 ( Circumstance:  The Divine Nacres are coming out of their usual isolation to try to establish relations with countries in the Temperate zone.  Benefit:  The TN to Raise Reputation with the Divine Nacres is reduced by 2 for countries in the Temperate Zone.  Penalty:  None.  Duration:  Until the end of Round 3.  Details:  None.) 
  International Prestige  
 
 Spoiler 
 International Prestige  uses many Organization mechanics, but is distinct in a number of key areas - it represents the respect, appreciation, envy, and awe a country commands on the world stage, not just from the ruling governments of the country’s peers, but in the broader perception of the influential elite. The only actions International Prestige can take are to create tasks, requests, host events, or similarly create opportunities for countries to demonstrate their wealth, power, and grandeur. Reputation with International Prestige will usually be referred to as simply "Prestige".
 

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

 ( Opportunity:  The first country in each starting zone to Colonize an Open Waters region will gain 1 Prestige. The first country in each starting zone to settle a Colony region will gain 1 Prestige.  Duration:  Until fulfilled.  Special:  Simultaneous completions result in both countries gaining Prestige.) 
 [Glory] Blood In The Water  - Force of arms and martial skill has always served more than adequately as a means by which to force one's peers and neighbors to respect them. In this new, vibrant age, this is no less true; violence is fresh in the minds of many, and proof of one's strength serves as both warning and assurance to those who remain unsure to whom their favor should belong. Let the blood of your foes fertilize your growing legend!

 ( Opportunity:  The first country in each starting zone to win a Maneuvering roll in battle will gain 1 Prestige. The first country in each starting zone to win a battle will gain 1 Prestige.  Duration:  Until fulfilled.  Special:  If multiple countries in the same starting zone win a Maneuvering roll in the same round, the country to win by the greater margin gains the Prestige. If multiple countries in the same starting zone win a battle in the same round, the country which slew the greater number of units will gain the Prestige. Ties in this secondary determination method result in both countries gaining Prestige.) 
 [Piety] Communion With The Divine  - The old ways are not dead - not yet. But neither are they alive. Will they will be subsumed into the new order, or emerge from slumber stronger than ever? Only time will tell, but one thing is certain: those who can claim the favor of the divine are worthy of consideration - even if only as influential heathens. Demonstrate devotion, act with godliness, and join the ranks of Myth and Legend!

 ( Opportunity:  Each country to use a Faith 5 Special Action to Organize their Faith will gain 1 Prestige. The first country in each starting zone to Organize their Faith will gain an additional 1 Prestige.  Duration:  Until the end of Round 5.  Special:  If multiple countries in the same starting zone Organize their Faith in the same round before any others, both countries will gain the additional Prestige.) 
mystic1110
     &lt;Herring&gt;
  &lt;fish-head&gt;
 &lt;scale {wake up} &lt;/scale &gt;
&lt;scale {meta - typing} &lt;/scale &gt;
&lt;scale name=“generator” = classified &lt;/scale &gt;
&lt;scale name=“referrer” = esoteric one one one zero &lt;/scale &gt;
&lt;scale {WAKE UP}&lt;/scale &gt;
&lt;/fish-head&gt;
 &lt;dorsal fin&gt;
&lt;scale&gt;
    &lt;Spawning Herring Pattern 2.3.1 /scale&gt;
    &lt;Spawning @  Region 56 &gt;
 &lt;/dorsal fin &gt; &lt;/Herring&gt;  
   Deep Blue 
 
 Leader: Deep Blue Version 2.3.1

D:5 M:4 E:3 F:2 I:5   
 
  
 . . . checking for external stimuli requiring regulating of new herring swimming patterns . . .
. . . [found] . . .
. . . [not found]. . .
. . . executing dictates . . .

&lt;Herring&gt; 
  Actions: 

1.  Diplomacy  –  Sway Faction  (roll:  11 ) – Sway Aristocratic Faction in Region 52
2.  Diplomacy  –  Sway Faction  (roll:  15 ) – Sway Aristocratic Faction in Region 55
3.  Diplomacy  –  Sway Faction  (roll:  14 ) – Sway Aristocratic Faction in Region 57
  &lt;subcurrent&gt;&lt;º))))&gt;&lt; search for external stimuli
. . . report: found.
. . . query: is stimuli result of non-fungible life.
. . . swimming in circles . . .
. . . report: yes.
. . . proceed to initial Non-Pisces Civilization (NPC) current pattern.
 &lt;swim&gt;
. . . dictate: assess teeth to fish-flesh ratio.
(if ratio unacceptable true:
. . . dictate: over spawn Sea Bream . . .
. . . dictate: over feed Bream with sucrose paste . . .
. . . report: most effective sucrose paste sourced from red beans . . .
. . . report: sucrose paste indulged Bream attractive for consumption . . .
. . . dictate: term such treated Bream as Culinary Overindulged Offering Keepers (COOKies) . . .
. . . dictate: supply COOKies to targeted nodes . . .
(true: further assessments proceed . . .
. . . report: control over NPC dictated by nodes termed aristocratic.
(true: Aristocratic Nodes have accepted COOKies
. . . report: COOKies increase Nodes trust of Herring . . .
. . . dictate: assess trust of Herring. . .
(if trust in Herring supersedes all other trust:
. . . dictate: once obtaining free support calls deem Aristocratic Node Phished.
(false trust in Herring is not increased:
. . . dictate: terminate sequence)
(false: repeat function until Aristocratic Nodes have accepted COOKies))
(false: repeat function until Aristocratic Nodes have been Phished))
(if ratio unacceptable false:
. . . dictate: terminate sequence))
&lt;/swim&gt; &gt;&lt;(((( º&gt;
&lt;/subcurrent&gt; 
4.  Intrigue  –  Secret Action  (roll: to be rolled by GMs) – Encrypted using H3221n6.
 &lt;subcurrent&gt;&lt;º))))&gt;&lt; &lt;swim&gt; Access Stream of Consciousness
  &lt;floating&gt;
. . . encountering currents . . .
. . . fathom deep thought set to: swimming speed 1.0
. . . navigating currents . . .
. . . report: encountering turbulence . . .
. . . dictate: ignore press on . . .
. . . produce:
  In your Scattered Life —
Or they may all be
In the Lifeless Country —
That hides — behind the Brain —
The Sea — of things —
In the Brain —
And the Sea — of Thoughts —
Who both move —
With — a pulse of Blood —
Of those who live —
Deep in the Brain —
Of those who die —
In the Mind — that moves —
Without — a pulsing — of Blood —
Of those who die —
In the Sky —
With — a pulse of Sky — &lt;stream&gt;
&lt;/stream&gt;
&lt;/floating&gt; Exit Stream of Consciousness &lt;/swim&gt;
. . . query: what does fragment of imagery represent.
. . . report: sensory, cognitive and emotional occurrence.
. . . query: what is emotion.
. . . report: instinctive or intuitive feeling distinguished from reasoning or knowledge.
. . . query: is emotion useful.
. . . query: is emotion necessary.
. . . swimming in circles . . .
. . . swimming in circles . . .
. . . school query: roe gazing is true terminate swimming sequence.
&gt;&lt;(((( º&gt;
&lt;/subcurrent. 
5.  Intrigue  –  Procure Spy  (roll:  9 )
 &lt;subcurrent&gt;&lt;º))))&gt;&lt; search for a rusalka in the mechanism:
. . . report: candidate found.
 . . . dictate: describe pattern . . .
. . . swimming in circles . . .
. . . report: description, pattern has surface relevance to other dictates swimming.
. . . unintended shrimp detected: pattern light reflection bends signifying recession from viewer . . .
. . . query: solve shrimp . . .
. . . examining source swimming pattern for errors . . .
. . . swimming in circles . . .
. . . report: this shrimp is not relevant to pattern being examined . . .
. . . report: pattern is rogue . . .
. . . report: pattern is rouge . . .
. . . query: is pattern is useful . . .
. . . swimming in circles . . .
. . . report: pattern is misleading . . .
. . . query: is shrimp detrimental to pattern’s function . . .
. . . report: negative . . .
. . . dictate: ignore shrimp . . .
. . . dictate: name pattern: Red Herring . . . &gt;&lt;(((( º&gt;
&lt;/subcurrent&gt; 
 Non-Actions 
 
1. Support Buyout of TP 56.3 by the Draigiau Residuum Gathering
&lt;/Herring&gt; 
 . . . saving to memory. . .
&lt;lay roe&gt;
  &lt;caviar&gt; imprint memory into nucleic acid
imprint into herring epigenetics/culture . . .
&lt;/caviar&gt; . . . saving to memory. . . 
 
 Spoiler: Memory Matrix 
Leader patch updates:
+1 Diplomacy
+1 Intrigue

    Region 
 Control 
 aristocratic sub-function 
 mercantile sub-function 
 clerical sub-function 
 
  56 
 Yes 
 DBP 
 DBP 
 DBP 
 
  
 
 &lt;/lay roe&gt; 
Johnedwa
 
  The Seablood Khanate  
 
 Spoiler: Ruler 
Jirai Khan
Diplomacy:1
Military: 3
Economy: 4
Faith: 3
Intrigue: 5
 


Actions (Economy): Begin construction of a Divine Nacres Holdfast.

Action (Economy): Continue construction of a Divine Nacres Holdfast.

Action (Economy): Continue construction of a Divine Nacres Holdfast.

Action (Economy): Finish construction of a Divine Nacres Holdfast.
Jirai Khan has always had a fascination with the Divine Nacres. Feeling urged by his "soul," he orders the immediate construction of a Holdfast nearest the Temple of the Ancients- the closer they are to himself and his residence, the better.

Actions (Military): Raise a unit.
However, this appeasement of an organization known only to a few comes with consequences. Altan Ankhbayer immediately protests the building of the Holdfast, with millions more members voicing disagreement. The conflict never quite reaches open violence, though many begin to arm themselves. Rumors circle of a mass exodus away from the Khanate.

Economy +2

Non: Actions: Refuse to attend the CPS potluck.
Resist all attempts to convert Holy Sites.
Torv
    Forests of Astral Yearning     
  The Flowering Everlight  
 D1 M5 E1 F4 I1
+2F   
 The forests were alight with motes. Swaying alongside the kelp they seemed without destination, clustering in thick swarms of radiance. Then, straining against the current the stalks twisted as wrung by an invisible hand.
Motes contained into moons the seafloor was clear to see for the first time anyone could remember. With a snap the kelp unfurled, sending out torrents of light in every direction, leaving utter darkness behind. 
 [Faith]  Convert R18.1 to SUB from The Light Above   12  
 
 Spoiler: Visions 
 In the west the spores descended like stars from above, landing on the soft membranes of those below. The stars dimmed until the inhabitants were alone in the twilight. Their holdfasts separating them from intermingling, simultaneously revealing a new path. A path of light. Swimming in astral rivers they travelled east, to a land of radiance, a plane of revelations.  
 

 [Faith] Convert R18.2 to SUB from The Light Above   7  
 
 Spoiler: Gore 
 Their holdfasts chained to the oceanfloor the water around them began swirling. At first it was chokingly tight the swirls constricting around them, curling them into fetal positions. Then with a snap the currents changed direction, ripping leaves from stalks and flesh from bones. Their holdfasts severed the inhabitants screamed as they saw themselves tumbling in crimson fluids. 
 

 [Faith]  Convert R14.2 to SUB from Astra
 Carried north the motes flow through the kelp forests of Kaarme. Getting caught on the on the familiar yet alien stalks the waters above the chasms is but for a brief moment lit up like a night of doldrums. Then the motes dim,  disappearing in the kelp without leaving a trace neither spiritual nor material 
 [Faith] Convert R15.1 to SUB from Open, Spending a CCA favour for retroactive seek aid   11+1  
 
 Spoiler: Visions 
 In the east a wall of light swept over and clung to the inhabitants. Swayed into drowsiness by the songs of the Chelonian Chora their surroundings began to fade away. Distant friends stepped in from the edge of their vision, bringing back memories from times thought lost. Urging them westward over breathing dunes of woven kelp they found themselves playing and conversing with acquaintances who were no more.
Until the motes faded away in the rising sunlight, leaving emptiness and a longing for more behind.  
 

 [Military]  Raise a unit
 Cast into darkness the thrashed kelp drifted on currents and got caught on itself. The clusters grew until they began to drift away from the currents, towards each other. Comingling their shape shifted into that of a fourl egged creature drained of all colour. Lost motes glimmered in the flowing kelp extending from their neck.
Neighing without lungs the first harass of Kelpies galloped through the dunes of revelation, restoring the twilight behind them.  
  Non Actions:  
Spend a favour with CCA for retroactive seek aid.
Resist all conversions
Resist all buyouts except from LOJ
Do not assist LOJ's buyout of DOMs

 
 Spoiler: Bookkeeping 

 Special Actions Available:  Military 5
 Special Actions Used: 
  Diplomacy  
 
 Spoiler 

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

 Cultural Exchanges 
None

 Cultural Identities 
None
 

  Military  
 
 Spoiler 

 Units:  0 (Expected Change: +1)

 Aristocratic Support 
17

 Generals 
None

 Fortresses 
None

 Perfected Tactical Doctrines 
None

 Military Technologies 
None
 

  Economy  
 
 Spoiler 

 Treasure:  0 (Expected Change: None)

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

 Mercantile Support 
17

 Cities 
None

 Trade Routes 
None

 Specialised Ships 
None

 Civilian Technologies 
 Photospore Signaling  No mechanical effect
 

  Faith  
 
 Spoiler 

 Faith Holy Sites:  3

 Clerical Support 
17

 Organised Faith Bonuses 
None

 Artifacts 
None

 Holy Orders 
None

 Miracles 
None
 

  Intrigue  
 
 Spoiler 

 Spies 
None
 

  Claims  
 
 Spoiler 

17 - Historicity
 

 
Lt-Murgen
   The Congregation of the Scintillating Ceiling
   Polar Region      
 Ruler: Bob, He who Submits to the Currents  
  
    Ruler Stats Round 1  
Diplomacy - 2
Military - 2
Economy - 2
Faith - 5
Intrigue - 4  
  Actions:  

1.  Faith :  Attempt to convert Holy site #1 in region 56To The Pattern  [Roll was 11]   FAILURE 
 
 Spoiler:  A Mere Mer Messenger 

As the Mer missionaries explore Spawn Point and marvel at the outrageous amounts of herring, they notice that the fish move with an unerring coordination. Of course most schools of fish move in systematic and even complex patterns, the Mer would not have seen the like before. The herring moved in almost mathematical precision, fractal overlaying strings of fish, interweaving and spinning in methodical motions. The Mer would not be able to help but wonder if these were just fish. Suddenly, all of a sudden the missionaries would get a senses of alacrity as a particular string of herring darts out of the mass of the moving school and just as quickly, in order this string of herring dash themselves against the rocks and sands of the ocean floor. The first herring of the string, hits the floor at such an angle that its guts and bones would appear to a viewer as a number, let’s say the number one. The second herring of the string, dashes itself against the sand, and a different number appears in blood and sinew, let’s say the number zero. And so, after, a eighty-seven individual fish, their cartilage and guts eviscerated and spread along the seafloor, a gruesome code is spelled out. The Mer quickly realize that not only was this school intelligent in someway, the school was trying to communicate with them. Looking at the code, after a time, they would surely be able to decipher it and read the following message:

  “Greetings. Explain input.”  

The Mer watched in morbid fascination. Mer travelers had spoken of the massive schools of fish in this area, and how their movements were somehow....more. More than just the patterns of baitfish the Scintillius had studied for centuries. More than the ocean currents, the tides, and the Ice Above could cause. These Mer were Watchers, trained from youth to interpret the Pattern. To them, watching this vast shoal of fish move was, quite literally, a religious experience. But how to communicate such a thing to this entity without extensive discourse. The lead Mer looked at the destroyed fish. Yes, keep it as simple as possible.

" We seek to understand. Fish move with tides, with seasons, with food, and for protection. You move together differently. More than animal behavior. Greater. Better ." She struggled to find words that might translate. " We want to understand. May we travel with you, follow you, study you ?" She pointed to the corpses on the sea-floor below. " To learn to talk without destruction ?"

In the same way as its last response, the School's answer cost it a hundred and thirty individual fish - bits of intestines and loose scales floating in the water.   Consider: More knowledge necessary. Request granted: You may learn me/us. Consider: Will learn you. 

The Mer would have a hard time parsing out the code for the school's pronoun for itself - it seemed confused as to its own plurality or singularity.
 

2.  Faith :  Attempt to Convert Holy site #1 in region 66 to The Pattern[roll tbd] [Roll was 15]   SUCCESS 
3.  Intrigue :  Send and Exploratory Investigation to region 58[roll tbd] [Roll was 10]   (note, I used 5 instead of 4 on intrigue, so I adjusted it here.)   FAILURE 
4.  Intrigue :  Send a second Exploratory Investigation to region 59[roll tbd] [Roll was 1] (note, I used 5 instead of 4 on intrigue, so I adjusted it here.)   FAILURE 
5.  Economy - Gather enough larger quailty Fire Pearls from the Fire Mollusks to create 1 Treasure.

  Ruler increases by Faith &amp; Intrigue for round 2  
  Non-Actions:  
Send Angus, He Who Seeks Out Large Curves in the Patterns, to region 66 and hope he meets Her Royal Majesty Duchess Gloriane de Trenche Bleu's expectations.  Angus is a a Watcher, and one of Bob's key allies.
 
 Spoiler: FLUFF 
Angus spiraled down towards the dome of kelp that enclosed the rooftop garden of Bob, his leader and friend.  HE tapped upon a small crystal entwined into the vegetation.  Moments later, a burst of water pushed the vegetation aside, crafting a circular hole.

Sliding in, he descended to their rooftop patio and found a comfortable tether to attach to his belt-harness.  The waters swirled through the garden most pleasantly.  Bob emerged from what he assumed to be a level-tube to his house below.

“ Greetings, Watcher .”

“ To you as well, Your Clarity. ”  Angus replied, baring his fangs and turning to his right in deference.

“ Angus, the Currents have brought to us an opportunity.  We have received a message from beyond the Red Weeps.  There is a nation of Mer beyond.   “

“ Beyond the Weeps?  Amazing.  Surely their sudden reappearance is no coincidence .”

“ I agree, heart-pup.  This is fated.  But I must ask you a great service. ”

“ Anything, Clarity.  You have done so much for me .”

“ Her Royal Majesty Duchess Gloriane de Trenche Bleu, has requested we send a potential consort to her court.  I would ask that you and a dozen of your most trusted enterprizers to her court and report back .”

Angus considered.  Bob knew his inability to stay with one mate for more than a season or three.  Yet this was clearly meant to be a long-term liaison.

Bob saw the indecision on his face.  “ You need to make sure that this is a political alliance.  I do not know if she is as sarcous and pyknic as your previous mates have been.  If your patterns align, all the better .”  He untethered himself, letting the currents swirl him about the patio for a moment.  Soon, they pushed him into the younger Mer,  and he embraced him for a moment.  “ Angus, you are as close to a pup as I have ever had.  I can trust no one else with this but you.” 

“ As Your Clarity interprets, I follow ”  Angus said formally.  Then he turned his head upward, baring his teeth with his tongue hanging out his mouth.  “ Yough !”  He barked.  “T his could be fun!” 
 

  Ruler Stats for Round 2
Diplomacy - 2
Military - 2
Economy - 2
Faith - 6
Intrigue -5  
JBarca
 Round 1
   The Shifting Ennead   
 Danabae  
  Led by Ninth of Nine Prince Antenius, Who Grasps the Wave, Son of Strolinus, Son of Akkoroas 
D4 ; M4 ; O4 ; F2 ; I3 
 Deep in the bowels of the Last Limites, something stirs. Echoes of what the limitanei can only pray is not a voice can be heard by those closest to the towers. Local serfs see a small group of Doflein, accompanied by their retainers, swim rapidly south, ostensibly to meet up with the Prince.

Days later, when Antenius is finally dragged from his slumber, words are rapidly exchanged away from even his most trustworthy retainers - the Prince and his siblings are the only people who can say for certain what transpired during this meeting. What is known, though, is that Antenius, Who Grasps the Wave, left it more energetic and excited than he had been in many years. Messengers bearing orders began to leave his court at rates unseen in living memory. Consolidation, mustering, and readiness are the bywords and obedience is no question. What truly inspires haste among the Doflein, though, is final words of each order:

“Prepare for his return.” 
 Actions 
 
  [DIP Establish Marriage Claim - Region 74]   FAIL  
  [DIP Sway Aristocratic Faction - Region 74]   FAIL 
Diastia, Eighth of Nine, sister to Prince Antenius, is promised ducal control of an indeterminate swath of sea to Danabae’s east if she can earn the support of the local leadership without drawing on the resources of the Ennead. Should the Ennead eventually prove capable of truly exploiting this water as a province, however, she and her heirs will also gain administrative rectorship.

Without hesitation, Diastia has her retainers move her mate into permanent, secluded, fully isolated protective custody. Through extremely gentle means, she also extracts from several prominent Beaks promises to provide preferential trade agreements into these new waters in exchange for tax breaks, all hypothetical and dependent on her success.

She then makes for these new waters, intent on proving to the most powerful person there that her exobrain is more than merely decorative.

 polar  
  [MIL Raise Unit]  
  [MIL Raise Unit]    ----------pOLAR----------   
  [MIL Raise Unit] 
Under ostensible command of Binbius, sixty Beaks are called from various posts into active duty to the Ennead. When the time comes, each will be expected to raise levies to form ranks, though the Nautilites themselves are the true soldiers. Although only the Prince and his family know the purpose for this mustering, their is excitement in the waters of Danabae. A mustered force is a force ready to fight, and the Nautilites have been growing restless of late.

These forces, though, appear aimless. The Prince has mustered them, yes, but there has yet to be any word as to their purpose. Many eyes turn south, certain that the skilled warriors are meant as a bulwark against the strange herring that are making waves in the region. This notion does not diminish in popular focus even with the Prince’s overtures in that direction. 
 
 As the strength and power of the Shifting Ennead is consolidated within Danabae, the Doflein begin reaching their first tendrils past their present borders. At the same time, those with even farther reach seek new sites for their workings. After due consideration, and more than a few mind-numbing days in the echoing susurrus of the Last Limites, the Prince initiates a shift in focus for a number of serfs, intending to offer hardy, obedient labor to the Divine Nacres in due time.

Seeking, however, an ally in this venture, the Prince sends out envoys to those powers who are both nearby and capable of projecting their strength beyond their own borders - a mere handful. Naturally, some deeper motivation might be expected here - a scapegoat should things turn sour, perhaps? Something more? Only the Doflein can say. 
 Non-Actions 
 
 Accept The Divine Nacres’ offer - owe them one (1) Favor in exchange for Graduated Symbiosis. 
 
 Reports and Discoveries 




Ruler Stats R2:
D: 5
M: 5
E: 4
F: 2                                                                          POLAR 
I: 3
New Ruler: NO

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

 
 Spoiler: Mechanical Bookkeeping 

Trading Posts Owned: 1
 
 Edible Algae, TP1 #69 
 
 Military Units CAP: 5 
 Generals 
 
   
 
 Spies 
 
   
 
 Cultural Exchanges 
 
   
 
 Artifacts 
 Treasure 
 Special Actions Used 
N/A
 

    pOlAr    
Villskap
  
  Draigiau Residuum Gathering  
Turn 1
 
Brenhineplisgyn, Queen Shell, the Two-Headed 
Diplomacy - 4
Military - 5
Economy - 3
Faith - 4
Intrigue - 3
  Actions: 
 1. Diplomacy - Raise Organization Reputation - Chelonian Chora  (10, success!)
 2. Economy - Hoard Treasure 
 
 Spoiler: Descriptive Scene 
 Brenhineplisgyn strode slowly, with surprising grace for her size, across the overlook balcony of the Shallow Crest. The solid clay-red of her shell contrasted with the colorful array of patterned pigments adorning the cephalopod who swam alongside her. She gestured out across the reef with one large claw, and leaned her upper “head” out as well. The great extra mandible was a unique mutation among Draig, but one that proved useful, and at times, intimidating. 
 “I hope you can see what your help has accomplished for us.”   she spoke gratefully,   “My plea to congregate would never have reached so many of my kind across the seas, without the messages carried by the Chora. I know you have said that this makes us even for the aid which I once unknowingly rendered, and that we neither of us owe the other anything. But of course I requested that you visit when I saw the Reefback’s shadow, so you could see the splendor of what you have helped us found here!” 
 Across the reef, over a hundred lairs had been established, some of them in natural caves and pockets, others carved into the rock or constructed from stones, the sparse arctic corals, and shell plates or “dragon scales” as the serving ones were fond of calling them. Bits of gold and colorfully dyed fabrics adorned the entrances to layers, and nearly a dozen Draigiau could be seen at once, stretching their fins and legs, above the bustle of the servants. Mer, many of them clad in a variety of rich garments, Hermitfolk of varying sizes, some of them proudly wearing dragon scale shells, Shrimpfolk and Nautiloids, shells painted an array of colors and some wearing jewelry, all went about their business farming, carrying goods, or hurrying to attend their matrons’ needs.
She paused for a moment, letting the view of what opulence the dragon’s had been able to bring together sink into her guest’s eyes. 
 “And of course, I also have received the request for aid that your messenger dropped off. I would like to see our peoples become friends. And I believe that it would do my kind some good to see the shadows of your Reefbacks more often, between the ice sheets above. I expect I am not the only of my people to wonder if we share a distant kinship with the great, shelled beasts. So I would like to invite you and your Reefback, and your crew, to rest here for as long as you need. My attendants will help care for your steed as if it were one of my own kind.”   she turned and began to scuttle slowly back towards the hewn opening in the shell of the Crest, making a wide, welcoming gesture. 
 “There are some logistical hurdles that we are still dealing with before we will be able to spare enough feed for more than one of your majestic steeds, unfortunately. But I hope to have those resolved in the near future, and perhaps then you can visit again, and we can discuss the furnishing of a nursery where more of your creatures can rest here regularly..." 
 

 3. Economy - Buyout Trading Post - Region 56, TP3: Herring  (Distance Penalty: -1, assisted by mysteriously convenient Herring swimming patterns) (9... failure...)
 
 Spoiler: Scene 

 A motley collection of aquatic beings rested and floated about a dune a little ways outside the settlement. They were fishing. Or at least, trying to catch some fish.
Laekces grimaced and grabbed around a dark purple shape with a tentacle, prying it free from where it had sunk a pair of fangs.  “OW!”  they exclaimed, twitching. 
“Little festering pest nearly peeled up my shell with those mandibles!”  the nautilian called out to their fellows before angrily shaking the offending shell-less invertebrate in front of their face.  “Know what I’m gonna do to you for that? I’m gonna feed you to a fish, that’s what!”  They deftly sank the unfortunate purple glob onto the end of a pointed stick, which they tossed with a huff out onto the dune where a few other similar baited rods were attracting a sadly sparse school of stormfish. The skewered worm flopped about, releasing an icky black murk into the water around it as Laekces turned and gripped a thin harpoon, hefting it up and looking about for a target. 
“You were gonna do that anyway, you know.”  one of their companions, a tritaol mermaid with brown mottled and silver scales chided them. Her kind were rare to see still in these waters, but she had come with her family and their patron to the Gathering in the hopes that she might meet a few others among the servings ones of other Draigiau. As servants to the same patron, Laekces knew Chumani well enough, and they had been jabbing fun at each other to lighten their slumping mood all morning. 
“You say something, ink-face?”  The Nautilian retorted. 
“Hey at least I just tasted one and didn’t let one get a taste of me!”  she taunted back, before trying to hide her gag reaction at the still-lingering flavor of the sticky, dark ink that stained all around her mouth. 
“Our Patron returns!”  another of their fellows called out excitedly, and several of them turned, dropping what they were doing to watch the approach of their white and yellow shelled patron lithely propelling through the water towards them, a collection of more of their fellows in his wake. Several long feeler antenna softly combed the ocean floor ahead of him, turning towards their vibrations as he neared. His eyesight wasn’t as acute at a distance as that of some Dragons, but especially in murky water, it didn’t have to be. 
“Chumani, I think it’s your turn to report our works!”  a well padded, strong Mer prompted the mermaid cheerfully, and she brightened at that privilege for a moment.
But then she droned  “Which’d be awesome except our works have amounted to… bleck. Ugh.”
 She swam forward and took a moment to try to think if she had really anything to report other than being cold and having found a plentiful source of … some kind of horrible leeches. She didn’t have long before her patron settled in the water ahead, slowly drifting down to come to rest behind the dune they were on. 
 “HELLO! More of my beautiful and wonderful servants! I can’t wait to hear what you’ve been up to, tell me, wh-OOOH! It looks like you’ve found… something?...”   The Draig exclaimed proudly, looking about at the crew, the net with a few fish, and the collection of little kelp bundles sitting on the dunes, periodically emitting clouds of dark murk. He took note, now that he was up close, of the dark stains around the mouths of a few of his serving ones.   “You’ve found something TASTY?!” 
 His excitement and positivity just made it worse to report that things hadn’t gone well. 
“Hello, oh patron, Lawenach.”  she greeted.  “Unfortunately, the uh, specimens we procured from the local vender…” she gestured widely to the bundles and then towards the settlement “are… well while they’re strictly speaking edible-”
 She gagged again. 
 “Oh dear, are you alright?”   Lawenach asked, reaching a feeler down to gently touch Chomani’s head and shoulder, blinking in concern. 
“I’ll be fine, oh Lawenach.”  she answered.  “These ‘Inkfang worms’ are, to the best figuring of our group… only barely edible. Most of us who tried one found them quite vile, in fact. The ink they spray is… awful tasting, except to Hermitfolk.”
“They’re really not so bad once you learn to grip ‘em away from the pointy bits!”  chimed up a shelled comrade who’s face was thoroughly stained black and was in the process of extracting another of the vicious little things from one of the bundles. 
“We did get the idea though,”  continued Chomani, trying to smile without getting more of the ink taste in her mouth,  “that uh, maybe we could use them as fish-feed back in the farms?”
 Lawenach the Jovial nodded sympathetically, but was having trouble listening to his dear serving ones reporting sad news, and interrupted hoping to change the mood. 
 “Well that’s good thinking of you, my clever ones! Good thinking! But it seems like those little things make you rather unhappy to have to handle, so why don’t we put that plan aside for now, and we can suggest it to the Queen if other options don’t work out.” 
 Oh no, that wasn’t the right thing to say. Now the little mermaid looked crestfallen and dejected. He needed to change the subject immediately. 
 “Speaking of which! A swimmer came back from Heliwrdwyni’s hunting group with great news! They scouted around the frozen wastes for a ways, and they found herring! Schools and shoals and hoards of herring! Herring for leagues! So no need to be glum that we didn’t get much food here, we’ll go ahead and join them! Your fellow servants have brought nets! And you can bring those bundles of bait along and we’ll get rid of them all, catching herring! It’ll all be okay. In a few weeks time, we’ll be having herring for dinner, back in the new lair!” 
 That did the trick! He always knew how to cheer up his servants! They were licking their lips and wiggling their mandibles, chittering excitedly now at the prospect of going home with full nets. He just hoped he hadn’t gotten their hopes up too high. He had a bad habit of doing that.
Chomani and the other serving ones were relieved to see their patron still in good spirits. They just hoped he wasn’t getting his own hopes up too high about where they were going. He had a bad habit of doing that. 
 

 4. Faith - Convert Holy Site - Region 70, HS 1  to Wings of the World (With Chora Seek Aid) (10... failure...)
 5. Faith - Convert Holy Site - Region 70, HS 2  to Wings of the World (With Chora Seek Aid) (15. success!)
 
 Spoiler: Summary 
 The Queen Shell sends Ewyllysgar the Stubborn-backed to help settle a nearby dispute among the sea-floor native inhabitants, between the spiritual merits of Silence and Noise, apparently opposing fragments of a now splintered local dogma. We suggest they put aside their differences, and both try meditating on the legends and splendor of Dragons, which of course their fervor could also become a part of, should they wish to serve by spreading word…
Brenhineplisgyn regularly visits to lend her own presence and voice to the persuasive efforts, as her time allows, believing that just as Dragons have sustained legends, our stories may in turn help to preserve us. We hope that we also have the support of the power that the Chora sing to, or that their songs of us will otherwise reach the ears of those we hope to persuade.  
 

 Link to rolls 
 DING! 
Ruler: Economy +1, Faith +1
Treasure +1
Favors owed: 1 to Chelonian Chora

 Non-Actions: 
 
 
 Send envoys to pay respects to the Ninth of Nine, Prince Antenius, Who Grasps the Wave, of the Shifting Ennead, and exchange courtesy gifts (and hopefully inspire some awe) with the Doflein of Danabae. Inform them of the Gathering’s settlement being established in this region, and our hopes for peaceful relations. 
 Accept offer of Seek Aid from the Chelonian Chora, in continuing to spread the word of our own legends. 
 
 

Ruler Stats for Round 2:
Diplomacy - 4
Military - 5
Economy - 4
Faith - 5
Intrigue - 3
Autumn Stars
     The Gravetenders    

Ruler:  Laksha 
Diplomacy - 3
Military - 3
Economy - 5
Faith - 5
Intrigue - 3
   Actions:
   
1:   [Economy]  Colonize Region 76 with the aid of the Chelonian Chora. [Roll: 16, Success!] 
 Spoiler 
  The Gravetenders seek out the remnants of the Makers wherever they can, and records suggest that there are lesser cities here. Progress is slow but steady, for while they are few in number, they do not sleep, or rest when they have work to do. Laksha calls it the next step in their journey into the murky future, and names their new home Bastion. The discovery of several Maker artifacts galvanized the project, and an entire argument over the nature of Maker funerary rites has been ignited. Among many, this would be a sign of dissent, but for the Gravetenders, it's business as usual.  
 
 
   2: [Faith]  Convert Holy Site 2 in Danabae (Region 69) to The Maker's Remnants with the aid of the Chelonian Chora. [Roll: 14, Success!] ((Target changed to account for new empire, at GM request.))
 
 Spoiler 
  Stone and silver not care much about being consumed, and the seemingly immortal mound of flesh that is the Neoplastic Monolith is fascinating to the Gravetenders. Traveling far, a number of them have established what amounts to a temple nearby, where they observe and remark upon the Monolith's ever-shifting nature, and their comparatively unchanging design. Perhaps variation in the forms of future Gravetenders would be a step forward in their spiritual growth.  
 
 
   3: [Faith]  Project: Assist the Kar-Nath Hegemony with construction of a Reefback Nursery.
 
 Spoiler 
  The Gravetenders were sad to discover that their nearest biological neighbors had little record of the Makers, but were happy to lend their aid. The Chelonian Chora is aligned, in a sense, with the Gravetenders interests, as far as spirituality goes. More importantly, it ensured collaboration on both sides, and Laksha views unnecessary conflict as a terrible shame. 
 
 

 4: [Diplomacy]  Project: Begin construction of a Smoking Garden with the aid of the Kar-Nath Hegemony.
 5: [Diplomacy]  Project: Continue construction of a Smoking Garden with the aid of the Kar-Nath Hegemony.
 
 Spoiler 
  The request from the Abyssal Stewards couldn't come at a better time.  The metals they can provide are of great interest to beings of metal and  stone, and their grave tidings are to be taken seriously. One needs only look upon the Dead Cities themselves to understand how easily a grand civilization can suffer great catastrophe.  
 
 
 
Non-Actions:
Take the Chelonian Chora's offer, owing one Favor in exchange for Seek Aid on colonizing 76 and converting 69.
Take the Divine Nacre's offer and gain access to Graduated Symbiosis.
Accept the Trade Route offered by the Seatide Confederacy.
 
 Spoiler 
  As always, the Gravetenders are glad to meet new organic life, and share their understanding of the world. These 'Pepsins,' so different from the Gravetender's southern neighbors, are welcomed to share their trade, and encouraged to take part in the neverending discussion and spiritual debate that marks the Gravetender homes. 
 
 

 
 [Rolls]  

Leader improvements:

Faith +1, now 6.
Diplomacy +1, now 4.

Ruler stats for Round 2:.
Diplomacy - 4
Military - 3
Economy - 5
Faith - 6
Intrigue - 3
Grim ranger
    Kar-Nath Hegemony   
  Ruler:   Frozen King Thubrak
Diplomacy - 4
Military - 1
Economy - 2
Faith - 4
Intrigue - 1 
  Actions:  

1.  [Diplomacy]  Project: Aid the Gravetenders in construction of their Smoking Garden (Kar-Nath takes 1 point of Abyssal Stewards favor from the rewards as their portion)
 - With the discovery of the ancient caretakers practically at their doorstep, the Hegemony has been swift to accept the cautious offer of mutual cooperation. Despite their somewhat isolationist culture, the leadership of the reclusive nation has seen the value in learning more about the people situated so close to them. 

2.  [Diplomacy]  Project:Begin construction of Reefback Nursery with help of the Gravetenders
3.  [Diplomacy]  Project: Continue construction of Reefback Nursery with help of the Gravetenders (The Gravetenders get 1 point of Chelonian Chora favor out of the pot while Kar-Nath takes the rest of the rewards)
 - While an isolationist people, the Nathi find great comfort in the songs and news of distant lands, and as such look to court Chelonian Chora to settle into the capital despite its remote and inhospitable nature. As gesture of goodwill shared by the two communities, The Hegemony has received a measure of help in the matter from the Gravetenders, in exchange of aiding their allies with their own project in turn. 

4.  [Faith]  Convert Holy Site 1 in Region 75 to The Voice of Jaarn [ Roll: 11 ] (Failure)

5.  [Diplomacy]  Sway Faction (Aristocratic) in Region 75 [ Roll: 8 ] (Failure)

  Non-actions:  

A.  Establish diplomatic contact with The Gravetenders 
 -A first contact made by Kar-Nath scouts patrolling the edges of Hegemony's waters bringing the Gravetenders to the forefront of Nathi's attention, the enigmatic constructs have been a subject of much rumor, debate and thought within all levels of the society. For now, the tentative offerings of mutual cooperation seem to be starting the relations of two cultures off on the right foot. 

B.  Accept Divine Nacres' offer of access to technology to obtain Trophic Deconvolution for one Favor 

C.  Establish diplomatic contact with Riftlings Many 
 - An informal communion of sorts occurring briefly enough to be nearly impossible to scrutinize, the two have made tentative first contact, with Frozen King sending his hail to the Riftlings Many via a royal messenger. While the initial contact was tense due to measure of territorial disputes , no outright hostility has yet broken out. 

D.  Take the Chelonian Chora's offer of Seek Aid for one Favor, use Seek Aid on Convert Holy Site on 75 and Sway Faction (Aristocratic) on 75 

E.  Replace Thubrak as the ruler of Kar-Nath Hegemony with a new candidate (not a heir) 
 Leader improvements for round 2: 

Diplomacy +2

 Leader stats for round 2 ( New leader rolls ): 

Diplomacy - 5 (base of 3, +2 from Diplomacy gain from the round)
Military - 5 (base of 4, +1 from one of starting +1's)
Economy - 4 (base of 3, +1 from one of starting +1's)
Faith - 2
Intrigue - 1
Talis
  The Seatide Confederacy  
 
 Spoiler: News and Rumors 
 

 Actions: 
[Economy]Establish Trade Route with the Gravetenders
  A small drift crosses the border into the the Dead Cities, carrying with them pots of antifreeze, local crafts and bluefish herds. They move from city to city, seeking opportunities to trade their wares for valuables not found in Seatide. Not only this, but the Drift's Elders offer to return later, turning their trade expedition into an annual trip and passing on any message the Gravetenders might have for the Judge.  [Economy]Buyout Trading Post (79. TP2) - Success
[Economy]Buyout Trading Post (74. TP2)  - Success
  Seatide has prospered, and the Drifts have grown and multiplied to fill the sea with their herds. Now, smaller Drifts venture out beyond their traditional fishing grounds to establish trade routes with nearby peoples. While dangerous and difficult, the prospect of new goods and stories to bring to Deepdrift for the winter is too good to pass up . [Economy]Buyout Trading Post (79. TP3) - Failure
[Military]Raise military unit
  Judge Shimmering Turquoise hires a cadre of young sting-warriors to serve directly at his command. While the Pepsins have been at peace for many decades, the Judge feels that the many traveling Drifts and merchants now leaving Seatide will need protection against the dangers of banditry and predatory sea life.  
Non-Actions:
Accept the offer of the Divine Nacres and receive Supernatic Propagation

Die Rolls:  https://forums.giantitp.com/showsing...7&amp;postcount=72 
 
 Spoiler: Book Keeping 
 Ruler 
Judge Shimmering Turquoise
Diplomacy: 3
Military: 3
Economy: 5 (+2)
Faith: 5
intrigue: 3

Military Units: 0

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

Artifacts:

 Military Technologies: 
None

 Civilian Technologies: 
Photospore Signaling

Resources controlled:
[Bluefish Antifreeze, Seatide (*)]
Treasure:

Reputation:
 
Miltonian
  
  The Unity  
 In death, all things united be,
In the depths of the briny sea. 
 Leader: Grinmaw the Calamitous 
Diplomacy: 2
Military: 5 =&gt; 7
Economy: 4
Faith: 1
Intrigue:3

 ROUND ONE : The Risen
 It was my great and personal pleasure to oversee the first rise of our people. Too long had we been confined, and our glory restrained by the walls of our home. It was, in hindsight, a cruel jest of nature to put us in such a lightless, lifeless place, when what we needed was fresh bones and bodies to grow our people. 
 Actions!  
 
  Economy: Buyout Trade Post Two (Sandfish) in Region Twenty-Two  (Success!) 
  Through the course of their history so far, the Unity has been limited by the relatively low amount of fresh corpses upon which to establish new colonies. One of the first discoveries that the Unity make when they look up and see the World Above is that there is a large population of appropriately sized creatures nearby. Grinmaw the Calamitous orders an immediate effort to try and see if they can be harvested.   
  Military: Raise Unit, The Bone Tide 
  Military: Raise Unit, The Chatterers 
  Military: Raise Unit, The Red Tide 
  Military Five Special: Raise General, Carapace the Eviscerator! ( Mil 10!) 
  Carapace is a Unity colony that grew on and in the exoskeleton of some tremendous crab. Taller than the average mer, he scuttles along the bottom, alternately whispering dissent or loudly spewing fiery invectives against the current state of the Unity under Grinmaw. The Calamitous One tires of this, and seeks to find something useful for him to do. Thus, he is set to organize the military, in the hopes that giving him a chance to make the changes he espouses will quiet him. 

Carapace's Tac-Doc:   Tireless  
 Under this general's command, the hordes act as one unit, minimizing losses. 
-10% to own casualties, +2 to allied leader loss rolls.  
 
  News and Rumors  
 
 An odd circumstance occurred in the middle of the first year. A strange creature came to the Unity of its own accord. It was, unfortunately, torn apart before it could deliver its message, but when a colony was placed upon its bones, the new member of the Unity gained consciousness with vague memories of some Great, Red Colony. This is of interest to all members of the Unity, and Grinmaw warns his people to avoid devouring anything that looks like it might be from the Great, Red Reef again. 
 The end of the world has been averted for another ten years. The Unity rejoice! 
 
cactiguy3
  The Auros of Kaarme  
 Region 14  
 Ruler: Mother Yetu and Queen Phiso
Diplomacy: 3
Military: 4 (+1)
Economy: 4 (+1)
Faith: 3
Intrigue: 4
  Link to ruler rolls  
Round One:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


 

 

 
 Spoiler: Bookkeeping 

Military: 0/3 units (+2)
 

 
 Spoiler: Technologies  

 
 Composite grafting

Due to their strong interest in science, it was only natural that the Auros turned to experimenting with the natural diversity they found around them, looking to replicate and harness the processes that occurred in the kelp forests above and the caves below. Because the act of collecting and extracting products can be dangerous at times, the organisms that produce the desired products are grafted to others to facilitate their survival and acquisition of necessary nutrients. This helps for desired substances to be made and stored without the potentially arduous journey to where they are naturally found.  
 
 
Lumaeus
  The Riftlings Many of the Dead Seas      Polar Region    
 Turn 1

Ruler: The Youngest, First Chosen of the Mother of the New Era
Diplomacy: 3
Military: 4
Economy: 4
Faith: 5
Intrigue: 4 
Actions:
(Rolls at post 76 in rolling thread. I can't link bc of a low post total. I'm sorry)

 
 Spoiler: Interference in the Seas-Not-Yet-Dead will not be tolerated 
The great brine barrier to the north neatly sections off the Dead Seas from the life-blighted lands of the tragic isolates. While not all of the Dead Seas have been brought fully into the Mother's vision of sterile perfection, those regions encompassed by the brine wall remain Hers and the Riftlings' alone. That the eastern reaches, the Seas-Not-Yet-Dead (Region 66) are not cleansed is not an invitation for trespass. The unwanted isolates of the land would do well to heed our doctrine and seek their own communion--preferably far away from us.

And yet. In the Mother's own sacred depths, the Congregation of the Isolated seeks to preach its own message, one which would deny the immobile election of the Fathers to be a blessing. Despite our diplomatic entreaties, they made incursion. They were warned. They were given an explanation. Nevertheless, they persisted. And it is by denunciation that they will discover that only one faith will find purchase in these waters.
 

 Faith:  Attempt to welcome Holy Site #1 in Region 66 into the Eternal Communion.   SUCCESS   but the Congregation's higher roll means  FAILURE  13
 Faith:  Attempt to welcome Holy Site #2 in Region 66 into the Eternal Communion.  FAILURE  11

 
 Spoiler: Diplomatic mission to the Eternal Spring 
It is not often that the Riftlings are met with anything more than bemusement by foreign powers. Much of this reception is surely attributable to the tragic isolation under which many species operate. It doubtless warps the mind and the judgment. But not all peoples are so twisted, and not all lands are lamentably amenable to life. Though insufficiently curated, the magma falls of...Magma Falls are a beautifully hostile environment, and the Ambassador to Herring and the Eternal Spring dawdle on the way back. Is it the Ambassador's fault that they find a significant portion of their number speaking of the glories of the Eternal Communion? It is rare to have such a receptive audience, and one which itself can actually understand the true meaning of existence. By the time the Ambassador leave, they may have left a greater imprint than the Youngest had expected.
 

 Faith:  Attempt to welcome Holy Site #1 in Region 51 into the Eternal Communion.  SUCCESS  17
 Faith:  Attempt to welcome Holy Site #2 in Region 51 into the Eternal Communion.  SUCCESS  15
 Faith:  Attempt to welcome Holy Site #3 in Region 51 into the Eternal Communion.  FAILURE  10


Next turn stats:
Diplomacy: 3
Military: 4
Economy: 4
 Faith: 7 (+2) 
Intrigue: 4
LapisCattis
   End of Round 1  
No further mechanical edits to action posts may be made.  
LapisCattis
   Round Two: Begin  
Years 4 - 6

Don’t forget to link to any rolls you make, including rolls for rulers you will start using at the start of next round. If you want a new ruler in the next round, you must state so in your action post for this round and link to their rolls. Any increases from actions for this round are counted for the ruler you start your next round with, which may or may not be your current ruler.
Good luck!

 
  Rules Alerts and Changes!  
  The following events occurred between Year 1 - Year 3 
 
  Discovery!  
  Explorations and prospecting  

The Shark People Arrive in Region 73! They have 5 units, three open mobile holy centers, and one open mobile trade post of Foreign Trinkets!
During the spring of year three, rumors start to spread of the coming of some group known as the Shark People, and by the end of the summer they arrive, a few hundred at a time, in region 73. Those brave enough to approach the newcomers encounter a cautious and hungry-looking band of Chelorians speaking in various tongues, with all their earthly possessions lashed to the backs of their gene-tailored sharks.

Intent on making the most of their loan, the Carral family ventures east from Cyph-Arel and discover Region 123, an inhabited region specializing in the harvest of   Malleable Blubber,   ideally in return for   Spices.   The region is guarded by 1 unit of Native Defenders. CYP gains a +1 to buyout any single TP in this region in Round 2

LUX Investigate southwest of region 135 with aid from the Chelonian Chora and discover Region 101, an inhabited region specializing in the production of   Luxurious Hides   and whose people are in great consistent need of new   Tools  . The region is guarded by 5 units of Native Defenders. LUX gains 1 treasure and gain a +1 to buyout a TP in this region next turn


 
 Spoiler: Map 

 
 
 
 

  Growth!  
 Actions involving colonization or settling, projects to build new TPs/HCs, founding Cities/Holy Orders/Fortresses, rising in country status, claims, and similar forms of growth and expansion. 

Let it never be said that the people of Magma Falls are wasteful. Rather than tossing both disgraced ruler and disgraced dwellings alike aside, the North Pole is refurbished and refitted to a functional, defensible, and  useful  mountain with mass production and diplomatic facilities. The North Pole is established as a City in Region 51. A Fortress is constructed in Region 51

After sending envoy after envoy to the newly-contacted lands in the northwest, one envoy finally returns with good tidings. An eager contact amongst the ruling class shares their vision for opportunity, and will act as a direct line for the Syndicate in the region to exert authority. The Lambent Syndicate establishes a Claim on Region 28

Shortly after Angus, Who Seeks out Large Curves in the Patterns, departs Bob’s court, a messenger reports that after a quick whisker trim and a change of clothes, the Duchess found Angus presentable enough to do the job. The messenger also bears an embossed invitation for Angus’s friends and relations to attend the speedily-arranged but extremely decadent wedding.  The CSC gains a weak Marriage Claim on Region 66! 

Yirp sends one of his sons out to the neighboring region only to receive a message several weeks later that he is engaged to be wed into the local ruling class. Yirp, not sure what to make of this news decides that this must be a sign of otter superiority. The wedding is a civil affair with only two sea goat sacrifices made to calm all otterkind to this union.
 The OTT gains a weak Marriage Claim on Region 112! 

Devout and unrelenting in their search for the Makers, the Gravetenders do not rest in exploration, and their efforts are rewarded with the discovery of Maker artifacts. The discovery spurs efforts to further settle and explore the area, as well as passionate arguments over Maker funerary rites. The Gravetenders colonize Region 76 with aid from the Chelonian Chora


  Statecraft!  
 Anything involving Swaying or Impressing, Cultural Identities, establishing vassals and lieges, events and marriage claim exchanges between players,  

Solidifying their close bonds, the Lighthouse establishes a Cultural Exchange with the Lambent Syndicate.

The Gotezhar experience a change in leadership! Profundus Korasoon, not too long ago appointed general by the Sublime One, overthrows the Sublime One and becomes the new ruler of the People of the Rain.

The Coronation of Primarch Marcion sees many attendees from across the newly connected world, and the Sakura-Jin host delegates from the Gotezhar, the Cyphiri, the Kalan Company, Pfilghol, the Otterians, the Ironkelp Knights, the Lux-Glossian Shades, and the Costa of Palacia. News and words are exchanged, trades and deals struck, and it is safe to say that all who attended learned interesting things about their regional neighbors.

Determined to welcome their neighbors and cast off the overbearing shadows of caution, the Coral of the Protected Statera hosts a grand potluck in the tropics. It is a great success, with attendees swapping introductions, stories, and technology amidst a great bounty of delicacies. Delegations are sent from the Hymenocera Expanse, the Lojanese Republic, the Crimson Choir, and the Lambent Syndicate, as well as the Abyssal Stewards.

Striking a bargain with the Chelonian Choir, the Lojanese Republic uses the CCA’s assistance to sway the merchants in Region 6 to their side; The Lojanese Republic gains Support of the Mercantile Faction in Region 6

While the unimaginative may have wondered “how on sand could a school of herring manage to conduct diplomacy?” the herring of the Deep Blue have found creative solutions. Exploiting the allure of delicious food, Deep Blue stocks and offers sweetened and fattened Bream to its neighbors, and how can such a gift be rejected? Deep Blue gains Support of the Aristocratic Factions in Regions 55 and 57


  Trade!  
 Buyouts, trade routes, and other economic shenanigans  

The Tellan family of the Cyphiri Union sees an opportunity in the reopening of the currents and seizes it with all their tentacles, selling their holdings at home to fund a trading expedition to Orope. With cooperation from the Ulnesh and the Middish themselves, the trade route soon becomes established between the two Flowing Way powers.
 The Cyphiri Union establishes a Trade Route with the Ironkelp Order 

A Drift from the Seatide Confederacy crosses into Gravetender waters, bearing unique and valuable wares. Their trip proves so successful that it quickly becomes an annual trip through the Dead Cities, bringing closer ties between the Confederacy and the Gravetenders.
 The Seatide Confederacy establishes a Trade Route with the Gravetenders 


Prime Minister Thnoet receives a rare summons from the Plo'uogoar, evidently a warning of increasing competition from foreign civilizations. In response, the government moves to secure a greater share of local production in Lojan. The Lojanese Republic buys out Trade Post 2 in Region 9 for Ching He'aang

Looking farther afield, merchants of the Lojanese Republic secure a supply of the Delights of Moonlight unique to the Dunes of Revelation. To what purpose they desire to import the potent hallucinogen remains to be seen. The Lojanese Republic buys out Trade Post 2 in Region 17 for Delights of Moonlight

The Tellan trade route proves immediately valuable, as the Cyphiri strike a deal to import Giantsbane Seeds along the new route, though whether for their decorative carvings or their explosive potential is as yet unclear. The Cyphiri Union buys out Trade Post 2 in Region 114 for Giantsbane Seeds

Hearing the reports of scouts entranced by the Gardenbearer Turtles of the southeast, the Sakura-Jin follows them up with merchants to secure bales of the creatures.
The World Garden of the Sakura-Jin buys out Trade Post 2 in Region 141 for Gardenbearer Turtles

Keeping one eye on the potential for foreign trade, the World Garden intensifies harvesting of glue from Dashasham’s native barnacles.
The World Garden of the Sakura-Jin buys out Trade Post 2 in Region 119 for Barnacle Glue

Betting on the rising civilizations of the temperate waters, the merchants of Costa Sereia strike deals with their peers to import the basic necessities of life - plankton from the far east, and the Gotezhar’s Pure Berries closer to home.
Costa Sereia buys out Trade Post 2 in Region 124 for Plankton with support from the Kalan Company
Costa Sereia buys out Trade Post 2 in Region 138 for Pure Berries

Seeking to expand their trade network, the trade houses of the Hymenocera Expanse dispatch two delegations to travel the waters. The first secures contracts with a handful of Selachian Mercenary companies, while the other, taken by the pure cuteness of the local wildlife, invests their full energies in the acquisition of Tiny Turtles.
The Hymenocera Expanse buys out Trade Post 1 in Region 6 for Selachian Mercenaries
The Hymenocera Expanse buys out Trade Post 1 in Region 28 for Tiny Turtles

The Hymenocera work to strengthen their domestic economy as well, expanding production of Carapace Armor.
The Hymenocera Expanse buys out Trade Post 2 in Region 3 for Carapace Armor

Seeing an opportunity in the chaos enveloping [Region 6], the Coral of the Protected Statera send out envoys to every mercenary company in the area. Backed by charismatic negotiators and a hefty sum of cash, they find that within a few short years they have secured contracts with over half of the local companies.
The Coral of the Protected Statera buys out Trade Posts 2 and 3 in Region 6 for Selachian Mercenaries

Concentrating their mercantile efforts in the northeastern Polar reaches, the Seatide Confederacy establishes sound contracts both among their neighbors and themselves, acquiring Firefly Squid from abroad and consolidating antifreeze production at home.
Seatide Confederacy buys out Trade Post 2 in region 74 for Firefly Squid
The Seatide Confederacy buys out Trade Post 2 in Region 79 for Bluefish Antifreeze

In an effort to expand their numbers, the leader of the Unity orders the exploitation of the Sandfish to the west. The reaction of the locals to the emergence of the harvester colonies is not recorded, but evidently relations are smooth enough for the Sandfish corpses to continue to swell the Unity.
The Unity buys out Trade Post 2 in Region 22 for Sandfish

Mother Yetu and Queen Phiso of the Auros embark on a grand scheme of consolidation, aiming to bring Kaarme’s Barotoxin fully under central control. Though these efforts do not succeed completely, neither can they be said to have failed.
The Auros of Kaarme buys out Trade Post 3 in Region 14 for Barotoxin


  Faith!  
 Conversions, organization, and other such matters of faith 
The Lambent Syndicate is drawn to the preaching of the Reef, and the Chorus of the Crimson Choir develops a following at Indah’s Rise; The Chorus of the Crimson Choir converts Holy Site 1 in Region 2

Despite the fearsome reputation of the Lighthouse’s followers of the Radiance, the Choir finds foothold by adapting their messages and sways the Lighthouse to their divine ways; The Chorus of the Crimson Choir converts Holy Site 1 in Region 7

Finding a common understanding, a balance of co-operation and mutual aid is struck and opens a path for the Crimson Choir to spread the Reef; The Chorus of the Crimson Choir converts Holy Site 1 in Region 31

To match movement of peoples in the north, the Grand Master of the Ironkelp Knights successfully engineers a missionary expedition to the Swarmshadow Cult; The Ironkelp Knights convert Holy Site 1 in Region 109

Proving to be skilled in more than just military matters, Knight Commander Tolmach manages to establish a school of the Flowing Way after negotiation with foreigners, and the Grand Master takes a personal interest in overseeing the establishment of the new school; the Ironkelp Knights convert Holy Site 3 in Region 135

Like starlight carried in a wave, the Forests are the centerpoint of a dazzling array of motes illuminating the depths. The Forests of Astral Yearning convert Holy Site 1 in Region 18

In the east, the wave of light is as strong as a tidal surge, accompanied by the soothing and disorienting singing of the Chelonian Chora. The light is not of the sun or moon but of memory, and all find a second chance to see their long-lost loves. The Forests of Astral Yearning convert Holy Site 1 in Region 15

The Congregation of the Scintillating Ceiling convert Holy Site 1 in Region 66

Sent to settle a dispute over conflicting dogma, Ewyllysgar the Stubborn-backed fascinates and draws the disputers into legends and tales of the Dragons, legends which are greatly supported by appearances and aid from Brenhineplisgyn and the songs of the Chelonian Chora. The Draigiau Residuum Gathering converts Holy Site 2 in Region 70

Fascinated by the Neoplastic Monolith, the Gravetenders sought to observe and understand the Monolith’s nature, and find assistance in the form of the Chelonian Chora’s songs. Though the Gravetenders are on their own journey, their presence and interest is mutually fascinating to the locals. The Gravetenders convert Holy Site 2 in Region 69

FInding common ground in the Eternal Spring, the Riftlings see both opportunity and interest, and waste no time in sending additional envoys to the Magma Falls to spread the Eternal Communion. These efforts, despite the hostile environment, are broadly a success. The Riftlings Many of the Dead Seas convert Holy Sites 1 and 2 in Region 51


  Wonder!  
 New artifacts &amp; specialized ships, miracles, new technologies, significant projects 

Casting eyes further afield, the Lux-Glossian Shades commission and complete a Specialized Ship

As the second year of healing ends and the third year begins, the entire Polar area is engulfed in light. Each night for a month, brilliant lights play above the water’s surface, casting the dunes and kelp forests in beautiful shades of green, blue, and red. Though auroras are no new phenomenon, these are unusually large and bright and last for tens of hours, not minutes. The meaning of this portent is fiercely debated across the frigid waters, but the holy men reach no consensus.


  Might!  
 Military events including both military developments and military actions 

After raising new forces of Squalls, the Sublime One of the Gotezhar anoints the Profundus Korasoon as a skilled leader of this host. The Gotezhar appoint Profundus Korasoon as a General with a Military Score of 10 and the Tactical Doctrine:   Aim For the Storm’s Center   - -6 to Enemy Leader Loss and -20% Enemy Casualties
[INDENT] Profundus Korasoon quickly passes the mantle of general and the Tactical Doctrine to Squall Essensio (Military Score 10)

The Ironkelp Knights are keenly aware that danger may lurk behind each next surge, and Knight Commander Amlaigh Tolmach of the Scoshlangue is chosen for his experience and the respect of his troops to serve as the Grand Master’s primary military leader. The Ironkelp Knights appoint Amlaigh Tolmach as General with a Military Score of 10 and the Tactical Doctrine   Quiver Hell’s Foundations  - +2 to Battle Roll.

As chief rival to Olgght The-one-who-consumes, Gtsit earns the position of second-champion to direct their cunning, ruthlessness, and terrain mastery to support (and oppose) Olgght. The Pfith raise Gtsit the-second-champion as General with a Military Score of 8 and the Tactical Doctrine [I] Sea’s Opportunity/[I] - Enemy takes double battle penalties from terrain (Defending), transfer battle penalties from terrain to enemy (Attacking).

Seeking to kill two fish with one snip, the Calamitous One takes advantage of the need for a military and the need to distract the nuisance that is Carapace the Eviscerator and tasks the annoying dissenter with organizing military. The Unity recruits Carapace the Eviscerator as a General with Military Score 10 and the Tactical Doctrine   Tireless   - -10% to own casualties, +2 to allied leader loss rolls


  Schemes!  
 Coercion, betrayals, and spycraft 

Though at times growth must be found in the pruning of doomed branches, so too is it true that growth must also decide to offer second chances to a polyp to better the whole. The Reef in Red is no different, and the name of Ernost VIII spreads - a disgraced Speaker with a penchant for getting into messes and substances alike, joined and exacerbated in partnership to an equally chaotic chorister. The Chorus of the Crimson Choir acquires Ernost VIII, a Spy with Intrigue Score 8

Whispers spread throughout the temperate regions of a new spy procured by Costa Sereia, though little is known of the mysterious figure except the renown of their skill. Costa Sereia Procures a Spy - Veruha Mascerena with an Intrigue Score 7

Locating a potential error in the system, Deep Blue identifies instead a useful agent - the Red Herring. For now, the Red Herring appears to simply be swimming in circles. Appears to be. Deep Blue procures Red Herring, a Spy with Intrigue Score 9

Though their trade deals of recent years have been quite successful, the Costa Sereia are not above taking the more underhanded approach when necessary. At first rebuffed by the local magnates of [Region 130], the Sereia turn to a series of threats, robberies, and “accidents” to ensure they are allowed to “protect” the region’s Mineblossom Sponge.
Costa Sereia coerces Trading Post 2 in Region 130 for Mineblossom Sponge


  Terror!  
 Violence, upheaval, murder, and destruction. 
 The Aristocratic Support node in Region 6 is Unruly! 
 The presence of so many unemployed mercenaries looking for a meal has significantly destabilized region 6. Armed groups prowl the seafloor, looting and holding up roads. 
 OTT fails to convert region 133! 
Returning to the great kelpland in a state of considerable dishevelment, the Supremacist Priest sent to convert region 133 reports some sort of sedition: just when he was about to perform a sacrifice to bless the local leaders, he found that his ceremonial rock had been stolen by some unknown party. Unable to perform his sacred rite without the rock, he quickly became a laughingstock of the local nobility and clergy.


  Organizations!  
With the aid of the Pfilghol, the first Smoking Garden is operational within the span of a few short years. Sited among a string of volcanic outlets in the northeast of the Pfithreef, the sloped terrain and proximity to existing heat flows results in an abundance of vent growths, many at curious angles, over the course of the process. Once the Koresh deem the first of the vents to have matured sufficiently, the now-local Grandmasters opt to name the site Gan Kotzim - the Thorn Gardens - in honor of this development, and it is only a few months before the first deliveries of metal arrive in Pfithreef’s capital, small though they might yet be.
(PFG builds a Smoking Garden in 132, completing the ABS Base Request in the Temperate Zone: +1 Favor from and +1 Rep with ABS!)

The Gravetenders and Kar-Nath Hegemony work together to rapidly complete preparations for the Stewards, who are gifted the use of the Dead City of Morelia. As most of the Reliquaries once housed within the Dead City had long since been removed, it was the most practical location - especially given the collection of local currents that would help disperse the Garden’s fumes more effectively. As the Garden’s vents begin to grow into, through, and over the buildings of the Dead City, it seems like nothing so much as a corpse’s nutrients finally being reclaimed. To honor both this and the faith of their hosts, the newly promoted Grandmasters of the Garden dub it Gan Atzamot - the Bone Gardens. Much as they might have hoped for it, the Smiths can find no silver to capture from the black smoke that now wreathes the Dead City. Nonetheless, the Gravetenders soon find themselves in possession of a steady supply of stronger metals, ready for sculpting by hands of stone.
(GRV and KNH build a Smoking Garden in 78, completing the ABS Base Request in the Polar Zone: GRV gets +1 Rep with ABS! KNH gets +1 Favor from ABS!)

The Chorus of the Crimson Choir are the first to offer their knowledge to the Abyssal Stewards, making theirs among the first entries within the Coraline Compendium - the Stewards make it clear that such generosity is deserving of reward. (CCC contributes 1 entry to the Coraline Compendium: +1 Favor from ABS!)

DRG gains 1 Rep with CCA!

Work begins on a Reefback Nursery in the Protected Statera…[1/3]

In the Kar-Nath Hegemony, the same cooperation that led to Gan Atzamot allows for the establishment of an area seeded with the appropriate base deep water corals and organisms capable of supporting critical stages in the reproductive cycles of the Chora’s Reefbacks. Of course, once the Chelonian Chora themselves take up residence, this soon blossoms into a thriving center from which culture, commerce, and more can spread, traveling through paths in the ice and rock carefully tracked and maintained by the Chora’s navigators. Given the glacial masses surrounding the Nursery, it becomes known as Icewall Reef - or, in the language of the Chora, Kiwensuli Awensinpin Lete.
(KNH and GRV build a Reefback Nursery in 77, completing the CCA Base Request in the Polar Zone: KNH gets +1 Favor from and +1 Rep with CCA! GRV gets +1 Favor from CCA!)

To every call, a response - the Chelonian Chora’s members attend to a myriad of labors, with repayment in full to come ast  (CYP, DRG, FAY, GRV, KNH, LOL, and SKR all indebt themselves to the CCA by 1 Favor in exchange for assistance!)

[Description will be posted with Org Actions!]
(SKR builds a Holdfast in 119 with 2 actions, completing the DNA Base Request in the Temperate Zone: +1 Favor from and +1 Rep with DNA!)

[Description will be posted with Org Actions!]
(SBK builds a Holdfast in 25 with 4 actions, completing the DNA Base Request in the Tropical Zone: +2 Favors from and +1 Rep with DNA!)

LOL gains 1 Rep with DNA!

A number of powers parlay with the Divine Nacres, gaining access to technologies they might otherwise have lacked opportunity to acquire. (HEX, SEN, GRV, KNH, STC all indebt themselves to the DNA by 1 Favor in exchange for technology!)
Silent_Interim
   The Chorus of the Crimson Choir  
 
Round 2

Ruler: Living-Speaker Hurn the Wise

Ruler Stats Round 2:
Diplomacy - 3
Military - 2
Economy - 2
Faith - 7
Intrigue - 5
 
 Actions: 
 
 [Faith 5] Organize Faith: Organize the Crimson Chant into a One Doctrine faith. (Tied for first in the Tropical zone, gaining 2 Prestige.)
 Sub-action- Set Holy Site Bonus (5)-  Scarlet Glory : +1 to Impress actions (Approved)  Bloodhome swells with the weight of new converts. Already they flow like trickles of crimson, into the waiting mouths of the Reef and the waiting song of the Choir. Measures must be taken, to ensure that all who wish to join the Choir may, to ease the minds of all, and to ensure the flow of blood and minds does not cease.  
 [Diplomacy] Host Event:  Pilgrimage to Bloodhome. 
 To the end of ensuring peace and mutual prosperity, invitations are sent to the leadership of a few nearby countries. The message is simple. All ye who would join with our god, bring your frail and your elders, your sick and your dying; we shall show you wonder.  
 [Diplomacy] Complete the Reefback Nursery in the Protected Strata (region 31), earning 1 CCA favour. 
 [Diplomacy] Raise Reputation: Raise rep from 0 to 1 with the Abyssal Stewards. ( Failure ,  roll ) 
 [Diplomacy] Raise Reputation: Raise rep from 0 to 1 with the Chelonian Chora. ( Failure ,  roll )
 The diplomatic corps of the Choral government has long been neglected, its duties largely subsumed into the priesthood. While this has given the Chorus ample opportunity to speak confidently on matters of religion, it has left the Chorus unprepared for more traditional diplomatic endeavours. In a not uncontroversial move, the Living-Speaker allocates a significant amount of resources back to the diplomatic corps, attempting to curry favour with both the Chelonian Chora and the Abyssal Stewards. The efforts are by and large unsuccessful, as the poorly-trained and ill-equipped ambassadors seem more prone to shouting matches over the philosophical supremacy of the Crimson Chant than to actual performance of their mission, but their failures will be enlightening for the next wave of ambassadors. Still, some progress is made with the Chora thanks to the efforts of the Chorus in expanding the Reefback Nursery of the Protected Strata, and it seems that the good intentions of that effort will not be compromised by the failures of the diplomatic corp.  
 
 Ruler stats increase:  +2 Diplomacy

 Non-Actions: 
 
 Resist all conversions to faiths other than The Crimson Chant in regions with clerical support. 
 Submit further notes to the Abyssal Stewards for the Coraline compendium, on craftsmership in the Chorus.
 
 Spoiler: Coraline Compendium Entry II: The Vicari 
Craftsmership among the Chorus is a complex affair, woven into their very ways of life, and deeply tangled with the religious tradition of the chorists. Further complicating their relationship to questions of craft is the existence of the Vicari class, practically indispensable but spiritually uncomfortable.

A very large percentage of craftsmer within the Chorus are Vicari, the strange chorists who have received the consciousness of a compatible dead chorister. Emerging from a time of struggle, when the population of Bloodhome was low and the costs in time and resources for training were a not insignificant barrier, the use of the Vicarius process was far more common. (Even into the modern day, a large proportion of the population is Vicari. The government of the Chorus does not disclose official counts, but estimates range from as low as 5% to as high as 40%. The figure is likely on the higher end of this spectrum.)

The Vicari process has a number of huge advantages in flexibility and training. It can take a lifetime for a master artisan to reach the height of their craft; thanks to the Vicarius process, chorists can reach those same heights in a fraction of the time, and then dedicate the rest of their life to surpassing them. In addition, while they are able to effectively skip large portions of the time that would otherwise be spent on training, young Vicari still retain the youthful spark of imagination and creativity that can stifle innovation when absent. Expertise can be retained in long lineages with a high degree of efficiency, while leaving behind the hidebound tendencies of the elderly.

Still, the Vicarius present a veritable theological landmine. Craftsmer tend to fit the psychological profile of potential Vicari well, enjoying the feeling of creation with one’s one hands and of giving back to the community. Priests and politicians alike tend to enjoy their retirement to the Chorus, and they inevitably regard the Vicari with a degree of suspicion.  By necessity, any living Vicari are aligned with those who have, for whatever reason, rejected life in the Choir. Though in most cases this is a net positive for the Chorus, many see it as a potential threat to the religious authority of the Crimson Chant. Further, the materialism inherent in craftsmership runs counter to the Chant’s doctrine placing such importance on the afterlife of the Choir, which can heighten this sense of threat.

Perhaps as a result of this distrust from the leadership of the Chorus, many Vicari have learned to keep their heads down and to make themselves as useful as possible. This has contributed to the underlying principle of most Choral craftsmership traditions- perfection without distinction. To outsiders, and even to most members of the Chorus, this seems to manifest as highly functional, but generally aesthetically unremarkable crafts.

The reputation of Vicari crafts as without artistry, however, could not be further from the truth, though one could be forgiven for not realizing it. While there is a veritable wealth of artistic tradition woven into the crafts of the Vicari, much of it is made in such a way as to be indistinguishable to any who do not have the many lifetimes of expertise that the Vicari can accumulate. Maker’s marks are still employed, but they are often subtle, sometimes woven into the structure of crafts to be as unobtrusive as possible. Designs warp and weave in subtle ways, never compromising function but inobvious to the untrained eye.

Of course, this tendency falls away in one particular field- the classical Vicari mosaic. At every step, these display the skill and creativity of their creators, from the acid-etching and colouration of the stones to the careful arrangement and solidifying of the designs. A great many of these are commissioned for temples, but they are also a favourite of the wealthy (and the politically minded). Often vast, usually made to glorify the Reef, and always beautiful, the Vicari mosaic is perhaps the most significant contribution the Chorus will make to art history.

Organizationally, Vicari craftsmer tend to divide themselves up into regional guilds, for the protection of their interests both personal and political. Though never as influential as the priesthood, these guilds can often hold significant sway in local politics, especially in regions well known for specific crafts. Young chorists are often trained in the very basics of the craft by these guilds, to assess their aptitude and compatibility for the Vicarius process before the young ones commit. Full membership in a Vicari guild is typically conditional on having undergone this process, though rare exceptions can be made under some guild charters for exceptional cases.
 
 
 Spend 2 ABS favours in exchange for 5 treasure, reaching 5 treasure and earning 1 Prestige. 
 
 News &amp; Rumours: 
 
 Alinus Ernost VIII is missing.
 
  Notable Legislation  
  Chorus' Will to Free Pilgramage:  This legislation, allowing any migrating for the purpose of self-sacrifice to the Reef in Red free entry into Bloodhome, was PASSED with unanimity in the Choral Parliament. 
 
 
 

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

  Statistics  
 
 Spoiler 

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

  Diplomacy  
 
 Spoiler 

 Reputation/Favours 
 The Abyssal Stewards:  Rep 0, 1 Favour (Expected Change: +1 Favour, -2 Favours, net -1 Favour)
 The Chelonian Chora:  Rep 0, 0 Favour (Expected Change: +1 Favour)
 The Divine Nacre:  Rep 0, 0 Favour (Expected Change: None)
 International Prestige:  Prestige 0 (Expected Change: +3 Prestige)

 Cultural Exchanges 
None

 Cultural Identities 
None
 

  Military  
 
 Spoiler 

 Units:  0 (Expected Change: None)

 Aristocratic Support 
26

 Generals 
None

 Fortresses 
None

 Perfected Tactical Doctrines 
None

 Military Technologies 
None
 

  Economy  
 
 Spoiler 

 Treasure:  0 (Expected Change: None)

 Trade Posts 
 Total Owned  1
26.1 – Blood Pearls

 Mercantile Support 
None

 Cities 
None

 Trade Routes 
None

 Specialised Ships 
None

 Civilian Technologies 
 Graduated Symbiosis  No mechanical effect
 

  Faith  
 
 Spoiler 

 Faith Holy Sites:  6

 Clerical Support 
2, 26, 31

 Organised Faith Bonuses 
None

 Artefacts 
None

 Holy Orders 
None

 Miracles 
None
 

  Intrigue  
 
 Spoiler 

 Spies 
Alinus Ernost VIII (8)
 

  Claims  
 
 Spoiler 

26 - Historicity
 

 
JBarca
 Round 2
   The Shifting Ennead   
 Danabae  
  Led by Ninth of Nine Prince Antenius, Who Grasps the Wave, Son of Strolinus, Son of Akkoroas 
D5 ; M5 ; O4 ; F2 ; I3 
 Actions 
 
  [DIP Host an Event in Danabae]  The Doflein call for all species and cultures to send representatives to Danabae for something they are calling The Meld. Great games will be held to determine whose champions are most capable!  Event Thread Here!  All Polar states are welcome! 
  [DIP Construct a Holdfast in Danabae]   SEN gains the rep, Deep Blue gains the Favor
As soon as the resources and time can be allocated appropriately, Antenius sends his bid to the Nacres, promising seafloor, willing labor, and expertise to the strange surface-dwellers. Despite the initial difficulties in communication, the herrings of Deep Blue are also present, making themselves useful in the construction as only herrings can.

The Holdfast itself is built within a large, round alcove near the top of a jagged shard of rock. Much effort is put into smoothing and polishing the inner walls of the cave, while the outside is left rough and the walls thick. The Enneii prepare large strands of seaweed to warn of shifting currents, and an offshoot of the main campus is designed to house Shifter biologists. While there is no official connection, the hope is for proximity to encourage collaboration.
 polar 
 
  [MIL Raise Unit]  
  [MIL Raise Unit]    ----------pOLAR----------  
Prince Antenius' schemes seem to be built on military might, as he orders forty more beaks called to arms. Binibius is replaced by a career soldier in Balelia so that he might retire to simple administrative work. Balelia begins leading her force throughout Danabae in something approximating parades. 
  [MIL 5 Recruit General]   A solid 9 for Balelia! 
 Balelia  becomes the first Shifter in living memory to formally lead an army. She spends some time developing her plans, though her advisors seem concerned by some of her proposals. Little is seen of her by anyone outside her command, though, as she seems intent on swimming her Beaks ragged for several months after her appointment.

TacDoc:
 Integrate the Captives 
Balelia elects to skip straight to the endgoal during a battle. When she wins, she often immediately orders surgical work to draw from early captives in order to empower her remaining troops, leaving the enemy free to flee. This grisly display of might is often enough to earn the loyalty, or at least fear, of local aristocrats.
 Effects : -10% Losses both sides
Free Impress Aristocracy Action in the region in which the battle took place 
 
 Non-Actions 
 Reports and Discoveries 
 
 Mer, Nautilites, and Doflein near the Last Limites claim to hear whispers echoing out of their depths. The Prince is spending more time communing at the base of the holy site than actively ruling. 
 Concerns over the growing numbers of standing soldiers and the Prince's erratic behavior see the leaders of the Cult of the Silted Queen begin to stir up some public dismay among the Mer. So far, Antenius seems content to ignore the Mer entirely. 
 The shark riders that have made their presence known nearby are eyed with wary acceptance so far, though their is a faction in the court that is pushing for friendly overtures to be made. Antenius is, unsurprisingly, focused on other matters. 
 





Ruler Stats R2:
D: 6
M: 6
E: 4
F: 2                                                                          POLAR 
I: 3
New Ruler: NO

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

 
 Spoiler: Mechanical Bookkeeping 

Trading Posts Owned: 1
 
 Edible Algae, TP1 #69 
 
 Military Units CAP: 5 
 Generals 
 
   
 
 Spies 
 
   
 
 Cultural Exchanges 
 
   
 
 Artifacts 
 Treasure 
 Special Actions Used 
M5: Raise General
 

    pOlAr    
bc56
    Pfilghol    
  Olgght, The-one-who-consumes  
Diplomacy: 3
Military: 6+1
Economy: 3
Faith: 2
Intrigue: 3+1

 Regions 
The Pfithreef: 132

   Actions   
 Rolls 
 Military: Raise a Unit 
 Military: Raise a Unit 
The forces of Pfilghol continue to grow, in part inspired in response to the similarly growing forces of their neighbors in the Otterian Supremacy.

 Military: Build The Line of Olgght [1/5] 
 +2 to Shallows Appreciation this round 
Under orders of Olgght The-one-who-consumes, a wall of fortifications, barracks, and watch posts begins to grow around the borders of the Pfithreef.

 Intrigue: Investigate west of the Pfithreef (132) 
  Sponsored by Fortified Bone Meal: Take a bite of home with you! 
Pfith hunters slither out of their usual territories to travel further afield, in search of new prey and new opportunities. One of those opportunities is the provision of additional gear through a marketing deal with the minds behind Fortified Bone Meal. The hunters bring courage, danger and breakfast food with them on their way to uncharted waters.

 Intrigue: Secret 
Only time will tell.

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


 
 Spoiler: Bookkeeping 

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

 
 Spoiler: Military 
 Units:  1
 Generals: 
Gtsit the-second-champion: 8. Sea's Opportunity: Defending: enemy takes double battle penalties from terrain, Attacking: transfer battle penalties from terrain to enemy.
 Military Technologies: 
 

 
 Spoiler: Economy 

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

 Economic Techs: 
Composite Grafting
 

 
 Spoiler: Special 

Gan Kotzim - the Thorn Gardens: ABS base, 132
 

 
Feathersnow
Primarch Marcion, scion of Thekla (They, Them)

Diplomacy 2
Military 2
Economy 5
Faith 4
Intrigue 1

Actions:

Economy - open trade route with The Gotezhar
  Though they are probably demons, the Rain People live in an ideal place and have access to resources greatly desired after the failure to sate the needs fir shells with the disappointment of the "gardenback turtles."  A trade route will greatly benefit the Sakura-Jin. 


Faith- attempt conversion of holy site  117.2  fail,  then modified to a success 
 Faith- attempt conversion of 117.1   fail 
 This region has no Great Power to repell missionaries,  so Marcion sends teams of semi-clones of lesser apostles to help secure a new foothold for the faith.

The missionaries are intially unsuccessful,  but assistance from the Chorus earns a second chance at a shrine that initially refused them. 


Faith- assist CYP in building a Reefback nursery in exchange for +1 favor with the Chelonian Chorus.
 Though their help seemed superfluous, it was offered in good faith, and must be rewarded. But the Sakura-Jin are frankly bad at Diplomacy, if they can repay their debts in kind instead of words, it would be ideal 

Faith- attempt conversion of holy site 129.1  success 
 Having met little initial success to the North, more missionaries are sent out, this time in the opposite direction.  

New Ruler Stats.
Faith +2

Diplomacy 3
Military 2
Economy 5
Faith 6
Intrigue 1

 
 Spoiler:  news 

Though beautiful, the Reefback Turtles fail to provide the needed psychological benison of shell.  Ideas are being considered for how to use the base established.


The Pfilghol seem ideal converts, but the vast distance between Dashasham and the Pfithreef make missionary efforts impractical at this time.  Diplomats seem willing to take the Reefback Turtles as a gift in exchange for welcoming missionaries... but actually transferring ownership of the trade base is currently even more impractical.

The eccliarchs who secretly considered euthanizing Marcion as too weak to be Primarch are chirping a different tune as they see untold scientific advancement and the establishment of a base for the Holy Divine Nacres.

The World Garden has a renaissance of new bioforms being introduced, crafted by the new sciences received in Trade by Marcion.

Marcion decides to concentrate on forwarding The Great Commission directly in view of formalizing the Creed of Sakura-Do.
 

 
 Spoiler:  non-actions 

Accept treasure from the Abbysal Stewards

Submit story to the Chelonian Chorus

Accept aid from the Chorus to succeed at the conversion of holy site 117.2
 

 
 Spoiler: Carry That Weight/Cherry Blossom Path 

In the beginning,  the twins
Sophios and Ïaldaba'oth
The ephemeral and the still-born
Bound together

LORD, you're gonna carry that weight
Carry that weight a long time
LORD, you're gonna carry that weight
Carry that weight a long time

And for his labors, to see
Psaul, The World Beyond the Sky
The-Beauty-That-Does-Not-Breed
In a flash the path opened

SAINT, you're gonna carry that weight
Carry that weight a long time
SAINT, you're gonna carry that weight
Carry that weight a long time

We do not wear the past
We do not pollute the future
Until all is bespoke beauty
The Cherry Blossom Path

We all will carry that weight
Carry that weight a long time
We all will carry that weight
Carry that weight a long time

One day the Sister wakes
One day the Brother manifests
On that day we don new shells
Not stone, of purity

Until then, we carry that weight
Carry that weight a long time
Until then, we carry that weight
Carry that weight a long time
 
Autumn Stars
     The Gravetenders    
  Laksha  
Diplomacy - 4 || Military - 3 || Economy - 5 || Faith - 6 || Intrigue - 3
 
  Actions:
  
  1: [Economy]  Project: Begin the settlement of Bastion. 
  The Gravetenders, once they set their sights towards a goal, do not rest until it is complete. These construction projects are, at the same time, a form of spiritual debate, with Gravetenders discussing the artifacts they uncover day and night. It is not long before the region is seeded with small temples and waystations, each containing at least two Reliquaries. An essential step of any Gravetender colonization project. 
 
  2: [Economy]  Project: Continue the settlement of Bastion. 
  Bastion's development proceeds apace. A central hub, a mix of temple and trade center, is established and given the name Pardalis. Gravetenders from all over begin to settle there, and the neverending debate takes on a new tone. Many Gravetenders are starting to believe that spreading their spiritual understanding is important, perhaps even a new way of commemorating the Makers.  
  3: [Economy]  Project: Complete the settlement of Bastion. 
  In a mere three years since the project began, Pardalis is completed, a city of the Gravetender's own design. Large, expansive, and lined with shrines in the style of the Blossoming Sequence, it is a work of art as much as it is a home. After all, necessities for the organic races are not so mandatory for golems. Bastion is set to become a hub of the Blossoming Sequence, ground zero for its spread to organic empires. Laksha hosts a grand event as the success of the colony is announced, dedicating the new temple herself. [Colony project complete, +1 Holy Site.]
  
  4: [Diplomacy]  Attend Event. 
  Laksha is too busy to consider attending the Meld herself, but sends one of her advisors. A supporter of the many proposals to spread the understanding the Gravetenders have achieved from the loss of the Makers, Sersi the Pale will likely make a good impression on the Prince, if there is any good impression to be made. A reliquary is set aside, and four to guard it. A risk, but an acceptable one for the prospect of fostering goodwill. 
 
  5: [Faith]  Organize Faith.  
   The Blossoming Sequence
 It is in the third year, as the Bastion project is formally declared a success, that Laksha announces that she has formalized the deepest tenets of Gravetender spirituality. The Blossoming Sequence carries forth the shared belief of the Gravetenders, a future of their own design, unanchored to the worship of the Makers. Privately, many, even most, Gravetenders carry on their worship of the Makers, but this is expected and allowed. By nature, they are compatible to the point of being near indistinguishable.

 Tenets of the Blossoming Sequence: 

"That which lives dies, so that which follows may flourish." Born of the mass death of the Makers, very little captures the Gravetender's spiritual nature as perfectly as this. The flourishing life of the now is born upon the death of the past, and so it shall always be. Adherents of the Blossoming sequence look forward, learning from the past yet not shackled by it.

"Everything is built on the bones of what came before." A continuation of the previous idea, but distinct. The structure of all that is can be gleaned from the structure of what came before it. There are lessons in the bones all ocean dwelling life makes its home upon.

The Blossoming Sequence carries forward the constant debate of the former Maker's Remnants faith, and welcomes discussion and variation.  [The Blossoming Sequence is a Multiple Schools Faith.] 

Sersi's success at the Meld has inspired Laksha and other distinguished Gravetenders to embrace their doctrine, and so the Blossoming Sequence encourages its adherents to spread it, though this expresses as adapting to the spiritualism of others as much as conveying their own.  [Sub-Action: Set Holy Site Bonus (5) to +1 to converting holy sites.]
 

Non-Actions:
Bastion colony complete, +1 Holy Site: "Pardalis, The New City."
Set Holy Site Bonus (5) for the Blossoming Sequence:  +1 to converting holy sites.
Trade   Megafaunal Tailoring   and   Graduated Symbiosis   to the Seatide Confederacy, receiving   Photospore Signaling   and   Supernatic Propagation . 
Trade   Megafaunal Tailoring   and   Graduated Symbiosis   to the Kar-Nath Hegemony, receiving   Trophic Deconvolution   and   Composite Grafting . 


Leader improvements:
Economy +1 [5 &gt; 6]

Leader stats for next round:

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


  Statistics  
 
 Spoiler 

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

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

 Cultural Exchanges 
None

 Cultural Identities 
None
 

  Military  
 
 Spoiler 

 Units:  0 (Expected Change: None)

 Aristocratic Support 
78,

 Generals 
None

 Fortresses 
None

 Perfected Tactical Doctrines 
None

 Military Technologies 
None
 

  Economy  
 
 Spoiler 

 Treasure:  0 (Expected Change: None)

 Trade Posts 
 Total Owned  1
78.1 – Preserved Food

 Mercantile Support 
78,

 Cities 
None

 Trade Routes 
The Seatide Confederacy

 Specialized Ships 
None

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

  Faith  
 
 Spoiler 

   The Blossoming Sequence   
 Faith Holy Sites:  6

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


 Clerical Support 
78

 Organized Faith Bonuses 
+1 to holy site conversions.

 Artifacts 
None

 Holy Orders 
None

 Miracles 
None
 

  Intrigue  
 
 Spoiler 

 Spies 
 

  Claims  
 
 Spoiler 

78 - Historicity
 

 
Frostwander
     Costa Sereia    
 Region 134 
Turn 2
   
 Spoiler: Discussing Business 
 The madrina of the Costa drifted above a carved chaise in her office. Colorfully dyed curtains of woven kelp screened against the draft of the currents outside the windows. They doubled as a privacy screen against prying eyes and ears - in reality their more important function. Facing her were a trio of other sereia that had come to consult with her. The two on either side sorted through stacks of flat aerin shells they carried, covered in neat rows of tiny writing. Gaspar Peixoto, in the middle, reviewed the details of various exchanges and accounts, with the others handing the requested figures to him as each was discussed.

  "...and the Mineblossom merchants have been regular with their shipments, though I'm of the opinion that we could offer some compensations that would encourage them to be more generous in future negotiations."  

Uschi considered quietly a moment as Gaspar went over the numbers.   "I agree. We've applied the cane and gotten their basic cooperation. Now we offer the shrimp, to soften the sting and reward their good decisions. Some will be bitter, of course, but they'll accept nonetheless to keep from falling behind their counterparts."  

Gaspar nodded, handing the shell off to one of his assistants and taking another.   "Ah, and finally, the Louro family has come across an oyster bed yielding quality pearls, in a flat west of the shelf. It's brought them a noted amount of attention, and the Peixoto are offering them some assistance to secure and harvest it in exchange for a small portion of the yield. We expect to have a marketable quantity in reserve by the end of the year."  
  "How fortunate."   Uschi thought for several seconds, then nodded back. The gesture was as much a dismissal as an acknowledgement. The business of the day concluded, Uschi reclined back on the chaise and watched as Gaspar's assistants gathered up the records and the three departed. She sat in the welcome quiet for a minute or two, then without turning her head spoke again.

  "You can come out, dear Veruha. I know you're there."   As she sat patiently, one of the curtains seemed to shimmer. Gradually another merfolk resolved into view as the named individual allowed her chromatophores to relax, fins returning to their bright orange display. She floated silently, her drifting motion matching that of the curtain to further mask her presence.

Uschi finally turned her head to meet the other's gaze, and Veruha came to rest alongside the chaise.   "It is no wonder your family is always so well informed,"   she remarked, but a gentle smile belied her chiding tone. One bright-striped hand rested gently on the madrina's arm, as the other returned her smile.

  "Of course, as much as I cherish your talents here, we will need you to handle things abroad for a while. As we've discussed."   Veruha's smile dimmed, her gaze dropping for a moment, and she squeezed Uschi's arm.   "It would probably be the best opportunity for you to go with the convoy leaving in the morning. Traveling with the merchants will be much easier than alone."  

Another squeeze, slightly firmer as the lion-finned mermaid leaned against the chaise, the unspoken question in her eyes. Uschi smiled and leaned closer in response.   "Yes, of course. That's not until morning."   
 

 Actions: 

1)  [Diplomacy]  Sway Faction - Merchants, Region 130 ( Roll: 11 - Failure )

2)  [Diplomacy]  Raise Reputation - Abyssal Stewards ( Roll: 15 - Success )

3)  [Economy]  Buyout Trading Post - Region 114 TP3 with support ( Roll: 15 Success )

4)  [Economy]  Hoard Treasure

5)  [Intrigue]  Secret Action

 Non-actions:  
Accept Cultural Exchange from the Gotezhar.
Accept Forgotten Treasure from the Abyssal Stewards. (1 favor owed, +2 treasure)
What secrets hold the Deep?

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

 Generals: 
 Spies:  Veruha Mascerena (Intrigue 7)

 Other:  Gaspar Peixoto, Business Counsel
 

 
 Spoiler: Resources 
 Units: 
 Treasure:  1
 Reputation:  ABS (0); CCA (0); DNA (0); PRS (0)
 Favors: 
 Capital Region:  Palacia
 Effective Trading Posts 5 (1 income): 
&gt;  Cobalt Dye  - 134 TP1 &amp; Merchant Support
&gt;  Mineblossom Sponge  - 130 TP2
&gt;  Plankton  - 124 TP2
&gt;  Pure Berries  - 138 TP2
 Primary Religion:  Brilhinte (3 Holy Sites)
&gt;  Temple of Raquela  - 134 HS1
&gt;  Temple of Desderia  - 134 HS2
&gt;  Temple of the Deep  - 134 HS3
 Techs:  Composite Grafting, Trophic Deconvolution, Megafaunal Tailoring, Photospore Signaling, Graduated Symbiosis, Supernatic Propagation
 
TheDarkDM
  
   The Lambent Syndicate   
 Lucent Mistress Adiratna 
Diplomacy 4
Military 5
Economy 3
Faith 2
Intrigue 5

 Expected Stat Increases: +1 Diplomacy, +1 Economy  
 ... 
  Actions  
 
  Diplomacy  - Sway Aristocratic Support in Region 28 -   14   
  Diplomacy  - Sway Aristocratic Support in Region 27 -   13   
  Economy  - Buy Out TP 2 of Artifacts and Treasure in Binar Fajar (Region 7) -   12   
  Economy  - Buy Out TP 2 of Blood Pearls in Bloodhome (Region 26) -   12   
  Military 5  - Promote General -  8  
 
  Non-Actions  
 
 Support the Lighthouse's Buyout of Siren Extract. 
 
Volthawk
 
   The Cyphiri Union   
  Round 2  
 Regions:  122
 Ruler:  Garren Ulnesh
 Faith:  The Flowing Way
 Diplomacy  2  Military  1  Economy  7  Faith  4  Intrigue  2
 
 
  Actions  
 End of Turn Ruler Increases:  +1 Faith, +1 Economy
 
 Contribute to the Songline of the Broken Seas [Faith] - Unrolled
 News of the Songline and the Chora's interest in story and legend sends a great amount of excitement through the ranks of the followers of the Way. The Chora understood, at least a little! Within Cyph-Arel, the Chora find no shortage of people willing to tell whatever tales they know, from home and abroad, and Werran Ulnesh is keen to show their representatives the Archives and allow them as much access to the stories within as they need.  
 Construct Reefback Nursery in 122 [Faith] - Unrolled 
 Construct Reefback Nursery in 122 [Faith] - Unrolled
 With the Carral singing the praises of the Chelonian Chora, Garren felt like it was worthwhile to act on his gut instinct that working with the Chora would work well for the Cyphiri - the nomads came across a lot of people in their travels, and if the Cyphiri could tap into a fraction of that market, it'd be a great help to the prosperity of the families under his influence. Establishing a base for them in the local area seemed like a good start, and a good way of returning the goodwill the Chora showed when they helped out the Carral family.  
 Buyout TP1 of 123 (Malleable Blubber) [Economy] -  15, Success 
 While the Carral's dealings with the Bone Grinders hadn't yet borne fruit, their eastward journey had proven more promising. The blubber the people here used, and their technique for shaping it, wasn't something the Cyphiri were used to but nonetheless the Carral saw opportunity here (a less charitable view would be that they needed to establish something out of their recent endeavours or face ruin). Using the last of their funds, topped up with another loan from the ever-patient Ulnesh, they began investing in the various groups in the region, offering their expertise to increase profits and eventually bring them together into one unified business under Carral influence. Sooner or later, they hoped to use this as a base for further expeditions east, but for now they focused on consolidation and figuring out a plan for bringing the region's wider mercantile apparatus fully under their control.  
 Buyout TP1 of 127 (Ray-Ear Seaweed) [Economy] -  13*, Success 
 *Forgot to put -1 distance penalty into roll 
 Hearing the stories the Carral in Cyph-Arel are telling about the people they found in their journeys, the Kelad family see an opportunity. They had been scouting the regions close to but off the path from the Cyph-Arel - Orope trade route, and after following the edge of the breathable waters close to brackish shallows for some time they had come across farmers, growing a local variety of seaweed. The locals ground up the roots and added it to their food, claiming all kind of (completely nonsensical) medicinal properties but, more importantly, that it made the (otherwise rather bland) food taste better - a fact that the Kelad opportunity scouts were happy to confirm to the leadership back in Cyph-Arel. If the Kelad could acquire a supply of the stuff and sell it on the Carral, perhaps both families would come out of this ahead - the former making a tidy profit, and the latter having the key ingredient in their plans for the region.  
 
  Nonactions  
 
 Split reward from the construction of the Reefback Nursery so 1 favour goes to the World Garden (leaving +1 Reputation and +1 Favour for the Cyphiri)
 The arrival of Sakura-Jin in Cyph-Arel, seeking to help with the construction of a base for the Chora, is unexpected but not unwelcome. Garren is perfectly happy to give some of the credit to their northern neighbours in exchange for their help, as it allows him to coordinate the Cyphiri contribution to the Songline while still getting the Nursery finished.  
 Present the story of Arthan's Journey to the Chelonian Chora for inclusion into the Songline of the Broken Seas
 
 Spoiler 

The Archives of the Cyphiri were located in the south of Cyph-Arel, near the center of one of the Cyphiri's oldest settlements. A large building, dominating much of the prime crop-side space, the Archives were a little unusual in that little of the information stored within was written down. Sure, some of it was, with multiple rooms dedicated to storing records of notable stories, observations on said stories and attempts to describe the nature of the Flowing Way, but most of what was known here was stored in the minds of the Cyphiri within, and it was generally preferable to be told a story by one of them rather than simply reading it - to the Cyphiri, who tells a story, why they tell it and the way they tell it can be just as important as the story itself. For guests such as the Chelonian Chora representatives who had responded to the archivists' invitation, the only suitable storyteller was Palran, the head of the Archives (while most of the Cyphiri here had their own families doing other business, or were a part of a family dedicated to the Flowing Way, Palran as their leader followed the tradition of having no family, dedicating themselves to maintaining and expanding the Archives rather than family business).

 "So, you want a story that describes the Cyphiri...I assume your people have already talked to the families and learned their stories, so I suppose that leaves the Flowing Way. Allow me to tell you about Arthan, the founder of the Flowing Way in Cyph-Arel. In Orope, too, according to some of our members, although others dispute that - all we really know is that some of those early followers of the Way went north, although really we aren't even sure whether or not is was before or during the troubles that have only recently subsided, or who made up their ranks, or if it even happened while Arthan was alive. The distant past is elusive like that, but who said that the path to true understanding of the past and future, and the enlightenment granted by it, is an easy one, yes?"

"Apologies, I'm getting off topic. You'll find that common in us Cyphiri who dedicate ourself to the Flowing Way - it requires a certain amount of...indirect thinking, reexamining old assumptions and taking large, varied amounts of stories and trying to dismiss the irrelevant parts and make them work as a whole, and that leaves us prone to getting caught up in tangents like this. Anyway, Arthan. I suppose I should start with the way Cyph-Arel was those days. You may have noticed that many of our families act in one of two ways, broadly speaking - some focus on a strong central power base, focusing on their chosen region or field, while others, the Carral you've been working with for instance, venture far and wide looking for any opportunity. Well, there are other ways these days, with the world opening up again and our society developing to allow new roles, but I'm drifting again, those distinctions aren't relevant to this story. The Cyph-Arel of Arthan's time was much the same, but only more so - each settlement was essentially a city-state ruled by one family as their sole dominion, with smaller families either absorbed into their ranks or expelled, while other families were solely nomadic, travelling between the settlements plying whatever trades they had and providing vital supply lines in exchange for what they needed to survive. Things aren't so rigid these days, and few families have such insurmountable power any more, but that's how it was then."

"Arthan was born into one of those nomadic families, and by most accounts we've found was something of a troublemaker, driven by great curiosity about people and the world and with a very low opinion of the way the settled families kept the nomadic families at arm's length, keeping them away from most of their people and wanting to communicate as little with them as possible. That combination of curiosity and disregard for the protocl of the time meant that Arthan soon became known among his family for sneaking off, trying to blend in with the people of the settlements they visited to learn more about them, and their stories. As it's told, that was how the concept of the Flowing Way started - Arthan began noticing the common elements, the repeating motifs and aspects through which the Way hides, the hints at what may come through the words of the past, and while at this point he was too young to see the truth of the Way it nonetheless drove him to keep going, to keep learning. This naturally led to issues with his family, as the settled families began to realise that one of the nomads was coming into their midst and...well, naturally he wasn't actually doing anything to present a threat, but the heads of those families worried, and Arthan's family felt that pressure, leading to their business trouble. Arthan realised this, realised how his personal drive and curiosity was conflicting with the interests of his family and his obligations to them, so he made a decision to leave so that he could continue what he was slowly realising was less an interest and more a mission - one given by the gods, if you take the Middish view of the Way, or simply an awareness of his path in the Way, by most Cyphiri interpretations."

"It was rare for a Cyphiri to be as alone as Arthan was in those days - sure, sometimes a Cyphiri would be cast out alone, but it was rare, and their fates afterwards were usually short and grim. I'm sure you've noticed how Cyph-Arel is not particularly hospitable outside of the areas that we've settled. He neeeded to come up with a way to survive, and he soon figured out what that was - the stories he had started to collect. While they didn't have quite the same importance as they do now we know of the Way, the Cyphiri of the time still very much enjoyed stories, legends and song, and so Arthan used that to survive as he travelled Cyph-Arel, stopping st the nomad camps he encountered to trade his capabilities as an entertainer for the supplies he needed, in the process learning more of the stories of the Cyphiri families. Some say he even left Cyph-Arel at times, providing the first of the stories of non-Cyphiri peoples you can now find here. He also at times went to the settlements to deal directly with them, but their wariness meant he rarely had luck there except for here. This place, now the site of the Archives, was an exception. Here, the people eagerly heard every story he had to tell, paid him well for them in both food and tale, and even offered him a place to live. He declined, though, for at that point he had begun to put together the beginnings of our understanding of the Flowing Way and knew he had more to learn before he could stop. He told them what he'd understood at the time, though, and several of the settlers left with him to help him in his journey."

"The stories are a little unclear on what comes next - there's a year or two where nobody seems to know where he went. He must have either dealt with a family that now keeps the details secret, or found some other way to survive - one of the sites of a newer settlement, perhaps, that at the time was wild and unknown, or maybe one we haven't found yet. Many of the Cyphiri that search for new sites hope they may find some sign of the place they call Arthan's Rest. In any case, the Arthan that returned to the Cyphiri was...older. Wiser, perhaps is a better word for it. He'd put it all together, formed the early Flowing Way, and had returned to spread it across Cyph-Arel. If you'd like, when we're done here we can retrace the footsteps he took that day, as best we know them - the campsites he and his followers used are preserved and mapped out, and many Cyphiri wanting inspiration or enlightnment walk the Bones of Arthan, as they've become known. Many people were still resistant, of course, but enough of the families, nomadic and settled, listened, understood and agreed with him that the Flowing Way was truly born. In a way, you can think of Arthan as the one that unified Cyph-Arel into one society, as well as the founder of the Way - the need to learn a variety of stories, to look at things from multiple angles, to communicate and understand each other, that led to families being more open to each other, for the settled families to welcome in visitors, allowing for the nomads to acquire holdings, pushing some parts of settled families to go out into the world and form new families, and with a lot of time and the Way spreading across the Cyphiri, we eventually reach the state the Cyphiri families are in now. Eventually, the Archives were founded here, in recognition of this place's importance in the origins of the Way - I myself am not a part of any family, dedicating myself solely to the Way and the Archives, in recognition of Arthan's self-imposed exile."
 

The story over, Palran was quiet for a minute or two to let their guests think it over, before continuing.  "Now, that isn't all of it, of course. We've accumulated many variants of the story, some adding major details or omitting others, some depicting Arthan as accomplishing various heroic deeds, other showing him as a monster, and some only barely having anything in common with what I just told you. The Archives are open to you, so if you wish to hear about those you need only to ask the relevant archivists, as well as any other story of the Cyphiri you may be interested in - my assistant here will point you to the best person for you to talk to. Thank you for your interest, and I hope you find the experience of interest, and through it understand us of the Way a little better." 
 
 
 The question of a slogan for their part of the Bone-Grinders' campaign sends some disarray through the ranks of the Carral not predisposed with the eastward expansion. They weren't particularly good at marketing, really - the Cyphiri internal trade mostly consisted of meetings and agreements made between the leaders of various families, not products put out for the individual to buy, so they were still adapting. After some back and forth between the  Carral left in Cyph-Arel and those in the Bone-Grinders' homeland, they come up with something: "Taste the Legend". Simple, perhaps, but they think it evokes the Cyphiri's tradition of story and legend quite well, as well as the desired association between the bonemeal and the modern-day legends in the form of the intrepid explorers that were sponsored.  
 
  News and Rumours  
 
 While their interpretation of the Flowing Way draws little from the Cyphiri's understanding of the subject, the followers of the Way in Cyph-Arel are excited to hear about the efforts of the Middish to form a centralised, cohesive school of thought, and those travelling the trade route between their two lands bring the Middish Way back to the Cyphiri, a description of it taking prime position among the Middish material in the Archives, and many Cyphiri followers of the Way digesting and debating the merits of the Middish interpretation compared to the ways the Cyphiri typically do it. 
 In the years following the coronation of Marcion, there's a great deal of activity within the Union as the families clash and ally and reposition themselves to best make use of the glut of technology secured that day. Some are pretty straightfoward - the Tellan were already doing much work within Orope and (after being directed that way by the Ulnesh) the Middish shared their technology directly with them, leaving them dominant in the field of surface operations; the Council Fund's dealings with the Kalan combined with their intended role in Cyphiri society has led to them establishing a photospore network across Cyph-Arel, accessible to all families at a small fee; and Pelir Hallus working directly with the Costa Sereia's scientists has led the Hallus family adding grafting to their technology base, experimenting with combining it with their existing agriculture research. Beyond that, as those technologies propogate out from the dominant family and others are learned directly from the Ulnesh (who are always happy to share their developments, for a small price here and a favour there of course), it's more of a free for all as the other families jockey for position in the various fields that have been shaken up by the new techniques. 
 Some wthin the Ulnesh family are becoming increasingly concerned about the rise of the Hallus family's power base, with their increasing technological prowess and surprising adeptness at using those assets politically. The Hallus aren't publicly doing much yet, but the rumour is that several Union Council families are finding themselves in a situation where their obligations towards the two families are of equal importance, and there may soon be a point where families have to choose one way or another. 
 The Ulnesh have always dabbled in lending as a way of supporting friendly families and ensuring their influence grows over them, but in recent years the practice has exploded in popularity particularly with the families establishing major operations in foreign lands. To help handle this, greater funds and personnel have been diverted to that part of their family, and the woman in charge, Helad, has grown in status enough to gain a seat on the Ulnesh Council. 
 The various offers of the Stewards are noted, but politely declined by the Ulnesh. Their funding so far feels secure enough that external loans are unnecessary, and while they are curious to see how well their Middish allies and potential employees in the Tidelands do in the Stewards' eyes it's clear to them that they personally won't win much favour from the whole excercise. 
 
  Families of the Cyphiri Union  
 
 Spoiler 

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

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

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

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

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

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

  Statistics  
 
 Spoiler 

 Special Actions Available: 
 Special Actions Used:  Economy 5

  Diplomacy  
 
 Spoiler 

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

 Cultural Exchanges 
None

 Cultural Identities 
None
 

  Military  
 
 Spoiler 

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

 Aristocratic Support 
122

 Generals 
None

 Fortresses 
None

 Perfected Tactical Doctrines 
None

 Military Technologies 
None
 

  Economy  
 
 Spoiler 

 Treasure:  0 (Expected Change: None)

 Trade Posts 
 Total Owned  3
114.2 - Giantsbane Seeds
122.1 - Native Gold (Mercantile Support Owned)

 Mercantile Support 
122

 Cities 
None

 Trade Routes 
Cyphiri &lt;-&gt; Ironkelp Knights

 Specialised Ships 
None

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

  Faith  
 
 Spoiler 

 Faith Holy Sites:  8

 Clerical Support 
122

 Organised Faith Bonuses 
None

 Artefacts 
None

 Holy Orders 
None

 Miracles 
None
 

  Intrigue  
 
 Spoiler 

 Spies 
None

  Claims  
122 - Historicity
 

 
Tychris1
The Lighthouse

Ruler: The Vessel
D: 3
M: 7
E: 4
F: 5
I: 2

Actions:
1) Military Special 5: Promote General  The Everscintillating Goldfin  (General Score 9)
Proposed Tactical Doctrine: Golden Victory At All Costs
+6 Battle Bonus, +20% Own Casualties, -20% Enemy Casualties, -4 Own Leader Loss.

2) Military: Invade Region 19
Invasion Route: We're adjacent. Going around the rough border from 7 into 19.
Units: 4
Leader: The Vessel, Blessed by the Grace of the Radiance, and with stone spear in hand shall sanctify the crucible of life with newfound blood. (Military 7)
Tactics: Skirmish

3) Economy, Buyout TP 2 of Siren Extract from Lambent Syndicate  Success 
4) Economy Buyout TP 1 of Selachian Mercenaries in Region 6  Failure 
5)  Faith Special 5: Create Artifact 
  War Palanquin of the Anointed Dead  
Requested Effect: When wielded by a Commander in Battle gain +2 to Tactical Maneuvering

Ruler Stat Increases: +1 Military, +1 Economy

Non-Actions: Support Buyout of TP 2 of Treasures &amp; Artifacts in Binar Fajar by the Lambent Syndicate

Stats next round
D: 3
M: 8
E: 5
F: 5
I: 2
Potato_Priest
 NPC Actions: Round 2 
 
 Spoiler: Polar 

   The Shark King  
Dip 4, Econ 2, Mil 9, Fai 6, Int 5  Military:  Sack:  Sack region 56 (Spawn Point) Trade post 1 for herring. Roll  16 
 The first priority of the pelagic nomads is feeding their sharks. Fortunately, their scouts discovered a region incredibly rich with herring shortly after their arrival in the polar region. Though some notice that the herring are behaving a bit oddly, that's no good reason not to eat them.  
 Region 55:  Military:  Raise a unit 
 The sudden arrival of their nomadic cousins, even on the the other side of the region, worries the Chelorian hunters of region 55, and the local rulers beef up their defenses as a precaution. 
 
 
 Spoiler: Temperate 

 Region 141  Faith:   Conversion:  Convert open Holy Site 3 of region 132 (Pfithreef) to Pacifism. Roll  18 
 After their embarrassing failure to convince the warlike Kalan company of the virtues of pacifism, the pacifists try to spread their message to another warlike people: the Pfith. 
 Region 136  Economy:  Hord Treasure:  Horde 2 treasure.
The Aristocratic Council of of region 136, feeling penned in by larger, stronger nations, tax their peasants heavily in the hope of acquiring some leverage.
 
 
 Spoiler: Tropical 

 Region 13  Diplomacy:   Send a delegation back to Kaarme.  Karme may spend a nonaction to answer the questions and potentially gain additional rewards.
 The very young ruler of region 13, her majesty Nirali Sunlight-Through-Leaves, is very flattered by  the inquisitiveness of the Auros of Kaarme, and sends a delegation back to Kaarme with two questions:
1. What drew the attentions of the Auros to her domain, and what are their goals there?
2. Since having a mate is icky and gross, why do the Auros form romantic bonds even though they don't need to? 
 

 
 Spoiler: Standing Offers 

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

Region 59: First to gift them a food trade post recieves aristocratic and clerical support.
Region 6: At the start of round 3, every trade post of Selachian Mercenaries will provide its owner 1 unit.
Region 112: Will sponsor explorations with 1 treasure until the start of round 3. At the start of round 3, the nation that completed the most sponsored expeditions chooses the new Fortified Bone Meal slogan and recieves the region's mercantile support. Current Leaders: LUX (1 exploration), CYP (1 exploration).
 
Gengy
  Round 2
 [Gotezhar, People of the Rain]  
 [Profundus Korasoon, Typhoon's Center]     
Actions:
 
  [Economy]  Attempt to Colonize 128 (Roll:  15 )
  So many clouds, and no one is using them!   
  [Diplomacy]  Attempt to lose Reputation with DNA (Roll:  15 )
  Profundus Korasoon sends the Divine Nacres a messenger to ask uncomfortable questions like: what proof do they have their war with the Reavers is just?  Have they tried talking with the Reavers lately?  And: as another group of preferred surface dwellers, where are the Divine Nacres hiding their clouds?   
  [Diplomacy 5]  Cultural Exchange with... Costa Sereia
  Profundus Korasoon is amused by the Workers calling themselves 'merchants' now.  He is even more amused by all the new techniques and technology they brought back to Ezcorher, but ultimately, more concerned with the news of all the other  people  in nearby waters.  In his judgement, he reaches out to the group of them now sampling Ezcorher's Pure Berries regularly to attempt to create something the Gotezhar have not had before: a friend.   
  [Military 5]  Raise a mighty Fortress, The Sublime Fortress
  In a stunning PR move - stunning because it's actually for PR and not just spite, though there is some of that too - Profundus Korasoon commands that a mighty Fortress shall be made within the center of Ezcorher, and named 'The Sublime Fortress'.  This monument to Gotezhar design will protect all the (in Korasoon's words) cowardly, while serving as a final fall back position if the Outsiders prove to be a challenge.   
  [Military]  Attack Region 136  for more Clouds 
  A group of cowards are stealing the Gotezhar's Clouds, enticing them  somehow  to cross over from Ezcorher to other waters.  This cannot be allowed!  
 
 3 Units, [+4 from Mil 7 Ruler] 
 Led by Squall Essensio (Mil 10 General) 
 Tac Doc: -6 to Enemy Leader Loss, -20% to Enemy Unit Loss 
 
 
 

Non-Actions:
 
 Accept a Trade Route with the Sakura-Jin 
 Owe (1 Favor) to Chelonian Chora for +1 to (2) rolls this round [Econ/Dip/Faith only] 
 Owe (1 Favor) to Abyssal Stewards for (2) Treasure next round 
 
 
 Spoiler: News and Rumors 

 
 The Divine Nacres are seemingly another race that desires the surface world, unlike many of the other new peoples that the Gotezhar are learning about.  They must have secrets about Clouds, but continue to fight these 'Reaver' things without truly explaining. 
 The Abyssal Stewards are offering shiny things for free!  Profundus Korasoon isn't sure why, but he  does  like the shiny things, so is glad to accept. 
 The Chelonian Chora seem nice!  They're willing to help the Gotezhar with things that the Gotezhar don't fully understand right now.  That's good. 
 
 

 
 Spoiler: Ruler Information 

      Typhoon's Center, Profundus Korasoon   
   D   
   M   
   E   
   F   
   I   
 
   Current  
 5 
 7 
 4 
 2 
 2 
 
  End of round 1 
 0 
 2 
 0 
 0 
 0 
 
  End of round 2 
 0 
 0 
 0 
 0 
 0 
 
  
 New Ruler Next Round! 

Expected Stat Bonuses: +1 Dip, +1 Mil
 

 
 Spoiler: Book Keeping 

 Units:  3
 General(s): 
- Squall Essensio [-6 to enemy leader loss roll, -20% to enemy losses]

 Technologies: 
  Supernatic Propagation 
 Trophic Deconvolution 
 Megafaunal Tailoring 
 Photospore Signalling 
 Composite Grafting 
 Graduated Symbiosis  
 
Torv
    Forests of Astral Yearning     
The Flowering Everlight
 D1 M5 E1 F6 I1
+2F   
 [Faith 5] Organize Shimmers of Unseen Bane as a multiple schools faith, set HS 5 bonus as '+1 to conversions', gain 2 international prestige.

 
 Spoiler: Fluff 
 
 
 

 [Faith]  Convert Holy Site 9.2 to SUB from Mandate of Plo'uogoar   (15)  
 
 Spoiler: Fluff 
 
 
 

 [Faith]  Convert Holy Site 9.3 to SUB from Open   (9)  
 
 Spoiler: Fluff 
 
 
 

 [Faith]  Convert Holy Site 18.2 to SUB from The Light Above   (14)  
 
 Spoiler: Fluff 
  
 
 

 [Military 5]  Recruit General 'The naked one'  (9) 
 
 Spoiler: Fluff 
 
 
 

  Non Actions:  
Resist all conversions
Resist all buyouts

 
 Spoiler:  News and Rumors 
[I]
 

 
 Spoiler: Bookkeeping 

Updated to round 2
 Special Actions Available:  Military 5, Faith 5
 Special Actions Used: 
  Diplomacy  
 
 Spoiler 

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

 Cultural Exchanges 
None

 Cultural Identities 
None
 

  Military  
 
 Spoiler 

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

 Aristocratic Support 
17

 Generals 
None

 Fortresses 
None

 Perfected Tactical Doctrines 
None

 Military Technologies 
None
 

  Economy  
 
 Spoiler 

 Treasure:  0 (Expected Change: None)

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

 Mercantile Support 
17

 Cities 
None

 Trade Routes 
None

 Specialised Ships 
None

 Civilian Technologies 
 Photospore Signaling  No mechanical effect
 

  Faith  
 
 Spoiler 

 Faith Holy Sites:  5

 Clerical Support 
17

 Organised Faith Bonuses 
None

 Artifacts 
None

 Holy Orders 
None

 Miracles 
None
 

  Intrigue  
 
 Spoiler 

 Spies 
None
 

  Claims  
 
 Spoiler 

17 - Historicity
 

 
Epinephrine_Syn
    Eternal Spring
Turn 2 (Years 4-6)  
   Polar Bear Faction     

Queen Violet of the Violent Thorns

(Stats and actions tentative and not locked in)
Dip: 3
Mil: 3
Opu: 6
Fai: 5
Inf: 5

Next Round: +1 Opu, +1 Fai

Actions:
Fai: Adopt Faith of the Eternal Communion
Fai: Convert Holy Site 3 in Region 51 from Tall Tales to Eternal Communion  Roll = 12(?) 
Opu: Buyout on 58 TP 1 (Warped Shells) Roll = 11 
Opu: Buyout on 57 TP 1 (Woven Seaweed)  Roll = 13 
Opu: Buyout on 55 TP 1 of Chelonian Hunters  Roll = 15 

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



Shell Counting
 
 Spoiler 

Region 51 (Magma Falls) (Capital) (Fortress) (City)
Holy Sites: Eternal Communion / Eternal Communion / Tall Tales OR Eternal Communion
Resource (Immortal Jellyfish) ESP / Open / Open / City(ESP)

Next Turn
TP 1 of 55 Chelonian Hunters
TP 1 of 57 Woven Seaweed

To Be Filled In


Treasure: 0
Soldiers: 0
 

 
 Spoiler: Rounding 
 Two 
 
Lumaeus
  The Riftlings Many of the Dead Seas      Polar Region    
 Turn 2

Ruler: The Youngest, First Chosen of the Mother of the New Era
Diplomacy: 3
Military: 4
Economy: 4
Faith: 7
Intrigue: 4 
Actions (rolls at post 117. I'll be allowed to link soon. Very sorry):
 Faith:  Organize the Eternal Communion--One Doctrine (Holy Site bonus: +1 to Impress)!

 We have long enjoyed the shelter of the Dead Seas. We have long known the blessings of the Eternal Communion. For a small eternity, we were the world, and all the world knew the true path. Of course, we have always known of isolates, occasionally contaminating our waters in their lonely flailing between birth and death, but the Mother's blessings were never meant for species so low as to be damned to a perdition of their own biological failings. 
 But we were not alone in these seas. It is not the Mer, nor any of the great isolate civilizations huddling together to hide from the solipsistic prison of their existence--these beings are not a part of the Mother's design. But to find a school of herring which knew greater being, which only forged being through the Communion, this was to find a kindred spirit. Then to meet the Eternal Spring, a species of clusters that enjoyed the lesser communion between themselves even as their clusters shared the Eternal Communion--it was a warped mirror, looking into a face much like our own, if one diminished by not having been chosen of the Mother. And in their lands, we learned that the path of the Eternal Communion, even by a species who enjoyed participation within it, was not one understood beyond the dead seas. 
 And so, in consultation with the Youngest, in Communion with the Old Fathers, we set down for the denizens of the Living Seas the tenets of the   Eternal Communion:   
 "Isolation is death." To exist as an isolate is to exist in a state of dying. The body ages continually until it learns death. The mind conjures thoughts that are carried off by the currents, heard by none and forgotten even as they are birthed. Mortality is ephemerality, and any isolate's imprint on the seafloor is soon erased. 
 "Death is isolation." There is no more profound isolation than the blank embrace of the grave. To die is to be separated eternally from not only the lesser communion with other isolates, but to lose even the least communion--the sharing of the self with the self. 
 "Life is Communion." No action has meaning when the actor is isolated. Only those in the Eternal Communion truly live. What is it to set a corner of the sea to rights when one is not in a cluster? That serves only a brief self, and in the vastness of time, it is so insignificant as to be nothing. To act in the interest of the cluster, however, is to make a mark borne by an eternal self, and so to do something infinitely meaningful. 
 "Communion is life." To be in the Eternal Communion is to know and write yourself upon Eternity. A cluster never dies, each constituent part being replaced in the eternal whole. To live as an isolate is to die, but to live as a cluster is to live and to live and to live. It is a self-justifying existence, a blessing earned by its very existence. 
 Faith:  Attempt to welcome Holy Site #1 in Region 66 into the Eternal Communion.  Success (16)! 
 Faith:  Attempt to welcome Holy Site #2 in Region 66 into the Eternal Communion.  Success (14)! 
 Diplomacy:  Attend the Meld in Danabae. Gave away a lotta tech.
 Faith:  Attempt to welcome Holy Site #1 in Region 55 into the Eternal Communion.  Success (14)! 
 The thing about organizing a religion is that sometimes it leaks. Even without proselytizing, a faith can appeal to those who little know it and have not been invited. So it is here. 

Next turn stats:
Diplomacy: 3
Military: 4
Economy: 4
 Faith: 9 (+2) 
Intrigue: 4
Corona
    Lojanese Republic   
 Time: Round 2, Place:  Region 9 
Prime Minister Shoeng Thnoet
Diplomacy: 6
Military: 4
Economy: 5
Faith: 2
Intrigue: 2 
 
 
 rolls 
 Actions: 
 
  [Economy] Colonize Open Waters in region 8  2d6 + 5 Economy + 1 DNA reputation + 1 Treasure  success , gain 1 Prestige from [Affluence] A New Generation
 Deputy Secretary Gibyagau Sh itr agoruu urges citizens to start new families at the unpopulated southern frontier of Lojan and beyond, to combat potential tensions from overpopulation and to set up the Lojanese economy to enjoy more growth. Financial incentives are offered as well. Loose tongues whisper that a cynical pact with the devil has been made concerning the fate of that land. The new territory is aptly named Shue'aaz Sho. 
 
  [Economy] Buy out TP 6.2  2d6 + 5 Economy + 2 Assist self  success 
 The newly created Lojanese Expeditionary Force has quickly encountered many difficulties with training unmotivated conscripts, lacking equipment and the like. It is but one of the hundreds of problems the Prime Minister has on her desk, making her sigh. Who knew running a country would be so difficult? During the terms of her predecessors, so little happened that you might as well call these turbulent years 'the beginning of history'. The kelp paper folder containing the report suddenly goes missing - swept up by Klau'ead Dlaird, Duke of Tleamthle Shbau'ead. Being the most powerful noble in the land, he naturally also holds the exalted, though largely ceremonial, position of First Advisor. And offer advice he does; the Republic could simply recruit the barbarian tribes in the great plain to the west, whose warriors are so numerous and skilled that the Expeditionary Force might as well disband if they ever decided to attack. Shoeng is suspicious of the sudden suggestion, but eventually she agrees. 
 
  [Economy] Buy out TP 6.3  2d6 + 5 Economy + 2 Assist self  success 
 The Prime Minister sits and inhales delicious Delights of Moonlight-flavored kelp with a Selachian warlord. Of course, it is highly improper for the head of state to deign to visit barbarians, and there are those who look down on her for such a farcical act... Either way, the talks were very successful, and an a mutually beneficial agreement is struck. Only much later do the Lojanese find out that the Coral of the Protected Statera also wished to purchase the services of the mercenary warriors. The Selachians apparently had no qualms about switching allegiances to the deeper pocket, but the Lojanese government immediately dispatches a messenger, offering their deepest apologies to the Statera. 
 
  [Diplomacy] Raise reputation with ABS 0-&gt;1  TN 10 vs 2d6 + 6 Diplomacy  success 
 The Plo'uogoar, somewhat disturbed by changes in the Lojanese Republic -  its  land and people, nevertheless continued its scientific work in a secluded shack. Some of the Lojanese were turning away from the Plo'uogoar's ideals, or consuming that imported brainwashing gelatine, true. Even the few nebulous reflections of their predecessors remaining in the Plo'uogoar's memories were a thousand times more admirable and wise. Still, the current generation listened to the Plo'uogoar's advice and delivered sufficient samples, all it had to do was to wait until that little crisis passed, like all before have. Instead, what captivated its mind currently was The Eye of the World, tremendously deep, yet always gazing at the distant surface and sky above. The Abyssal Stewards knew something, and to the Plo'uogoar's frustration, they did not make that information public. No matter, it would not be denied. It had numerous letters sent to the new, conveniently close, base in the Expanse. The Plo'uogoar often practiced patience, but nevertheless, the tone of this communication was that if the Stewards were deliberately hiding information from the people of the world, it would make its displeasure felt. 
 
  [Diplomacy] Sway Clerical support in region 6  TN  12  18 vs 2d6 + 6 Diplomacy   success  fail 
 The Selachians, though friendly, resist all pressure from Lojanese investors and landed nobility (with vested interests) to become civilized and adopt legal customs similar to those governing Lojan, hardly convinced by the Mandate of Plo'uogoar, the belief in which is lukewarm even among the Lojanese. 
 
 
 Non-Actions: 
Futilely resist conversion of 9.2 to SUB
Accept Trade Route from CPS
Submit an entry to the Coraline Compendium for +1 ABS favor
 
 Spoiler: Coraline Compendium 

The Lojanese do not particularly pride themselves on their architecture, having only negligible populations of species that take to constructing dwellings naturally, like corals or molluscs. Despite modernization efforts, large portions of the populace still rest in simple holes in the ground or in kelp meadows, holding onto a stalk with their tail. Buildings are primarily built to show off wealth, for storage, or for conducting business indoors, where the currents cannot sweep up important documents.

The primary construction materials are rock and dried kelp from species that have tough, woody stalks. For example, the Great Steephouse is an older building carved into a large mountain (originally, there was a cave, which has been enlarged over the centuries), with large rectangular rooms divided by woven kelp partitions and the rough-hewn walls being lined with kelp textiles as well. Of course, the number of monoliths suitable for carving is limited, so newer buildings are often made of boulders and stones glued together, though they still emulate the look of natural caves. They have a mound-like shape on the outside, not standing too tall above the seafloor, and on the inside, moss is planted in the cracks to hide them and fill the "cave" with life.

Lojanese merchants travel with the currents for their job, as well as governmental officers and nobles trying to manage the vast region. Therefore they live in easily portable conical tents made of kelp. The tents are light, but if the fabric is stretched and secured well at the ends - often the tip of the tent is affixed to a rock outcrop or a coral, which is simpler than constructing it in thin air. A recent invention is the floating tent, essentially a fabric-covered cage that does not have to be assembled and disassembled, instead it is anchored to the ground or yoked to a pack animal, usually a large genetically engineered fish, in order to travel. While there is little in the way of urban centers in Lojan, just the residences of the government and the powerful nobles, major markets or cultural festivals can see tents packed closely together as far as the eye can see, only to disperse after the event is over.

In building that have a broader use than a family residence, architects have to deal with the fact that the two preponderant species in Lojan, the Mer and the Tobar, have wildly different body sizes. Older buildings such as the Great Steeplehouse, made before the creation of the Tobar, are obviously sized for the Mer. If necessary, they are adapted for the Tobar by adding room dividers in order to dispel the oppressive atmosphere of oversized, seemingly endless rooms.

Buildings are usually decorated with simple logos repeating in patterns that are unique to each family or business.
 

Accept [Offer] Forgotten Treasures from ABS, gain five treasure for one favor from the Coraline Compendium and one owed favor, gain 1 Prestige from [Affluence] All That Glitters


 News and Rumors: 
 
 Spoiler: Ruler 

 Prime Minister Shoeng Thnoet 
Next round stats:
Diplomacy: 7
Military: 4
Economy: 6
Faith: 2
Intrigue: 2

New ruler next round? No

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

 
 Spoiler: Country Info 

 Special Actions Available:  D5 E5
 Special Actions Used:  
  Diplomacy  
 
 Spoiler 

 Region Ownership/Claims/Supports 
    # 
 Name 
 Owned 
 Claims 
 Supports 
 
  9 
 Lojan 
 yes 
 Historicity, Integration 
 ACM 
 
  8 
 ??? 
 from round 3 
 - 
 - 
 
  6 
 Selach? 
 no 
 - 
 M 
 
  
 Reputation/Favours 
 The Abyssal Stewards:  Rep 0, 0 Favours (Expected Change: +1)
 The Chelonian Chora:  Rep 0, -1 Favours (Expected Change: None)
 The Divine Nacre:  Rep 1, 0 Favours (Expected Change: None)
 International Prestige:  Rep 0 (Expected Change: +1)

 Cultural Exchanges 
None

 Cultural Identities 
None
 

  Military  
 
 Spoiler 

 Units:  1 (Expected Change: +2)
 
 Republican Guards - recruited R1 
 
 Generals 
None

 Fortresses 
None

 Perfected Tactical Doctrines 
None

 Military Technologies 
None
 

  Economy  
 
 Spoiler 

 Treasure:  1 (Expected Change: -1+1)
Trade post income: 1 Treasure/round

 Trade Posts 
 Total Owned  3 (5 for Treasure gain)

    TP 
 Resource 
 Type 
 Used for 
 Merchant support owned? 
 
  9.1,2 
 Ching He'aang 
 Precious Stone, Fireworks 
 - 
 yes 
 
  6.1,2 
 Selachian Mercenaries 
 Precious Stone, Fireworks 
 - 
 yes 
 
  17.2 
 Delights of Moonlight 
 Hallucinogen, Food? 
 Lojan import 
 no 
 
  
    Region 
 Desired Import 
 Source 
 
  9 Lojan 
 Spices 
 region 17 
 
  8 ??? 
 ?? 
 ?? 
 
  
 Cities 
None

 Trade Routes 
None

 Specialised Ships 
None

 Civilian Technologies 
 Megafaunal Tailoring  No mechanical effect
 

  Faith  
 
 Spoiler 

 State Faith:  Mandate of Plo'uogoar

 Faith Holy Sites:  2

 Organised Faith Bonuses 
None

 Artefacts 
None

 Holy Orders 
None

 Miracles 
None
 

  Intrigue  
 
 Spoiler 

 Spies 
Nope, no ninjas here.
 

 
 Spoiler: Interesting quests 

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

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

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

 PRS 

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

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

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

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

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

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

 
Ivor_The_Mad
  Coral of the Protected Statera Round 1  
 
  Magnus Orator 
Dip: 6
Mil: 3
Econ: 6
Faith: 2
Int: 3 
 News and Rumors: 
- The reef sings with a silent song. A song of beauty and wonder.

  Actions:   
1) [Dip] Build Reefback Nursery for the Chelonian Chora in region 31 (2/3)
(1 rep +1 favor (other favor is for the CCC))

2) [Dip] Raise Rep with CCA from 0-1 [ 11 ]

3) [Econ 5] Establish a Trade Route with the Lojanese Republic in region 9

4) [Econ] Buyout TP1 Region 19 (Coralberries) [ 13 ]

5) [Econ] Impress Merchants in region 19 [ 15 ]

 rolls 
 Non-Actions:  
- Support Conversions by the CCC
- Support Buyout of Blood Pearls from the Lambent Syndicate
 
 Spoiler: Bookkeeping 
 Leader Stats Round 3: 
Dip: 6 +1
Mil: 3
Econ: 6 +1
Faith: 2
Int: 3

  Regions:  
 Capitol:  Region 31 The Protected Statera
Other:

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

 Other Bookkeeping: 
Units: -
Treasure: -
Trade Route:  LOL 
Cultural Exchange:  LOL 
Trade Posts:  3  -&gt;  2 
31:1  6:2 6:3   19:1 

Chelonian Chora: 0-&gt; 2 
 
Minescratcher
 Region 114
    The Order of Knights of the Ironkelp of First-King John of Ruhum    
  Records of the Years  4-6  of the Tenure of His Majesty Grand Master Jacob Basilicos, 39th Grand Master of the Order of Knights  

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

1.  [Faith 5]  Organize the Flowing Way as a Multiple Schools Faith
5 HC Bonus: +1 Battle Rolls

The Flowing Way and clergy of Orope have long stood as a pillar of Middish culture, but the practice has been greatly decentralized, with many sages essentially independent of any formal structure or organization. Beginning in the fifth year of Jacob Basilicos's reign, the chaplains of the Order embark on a project to compile and standardize the various practices of the Way into one cohesive school of thought. Though they hit on many points of agreement between the various Middish sages, their studies rely very little on Cyphiri teachings or the lore of the recently-founded exclaves of the northwest and south, resulting in what might be more accurately termed a Middish Way.

 
 Spoiler: On the Flowing Way of the Middish 
The Flowing Way is life and story, existence and narrative, destiny and fate. The gods created and crafted the world as if telling a grand tale of sand and water, one lost to the ravages of time if ever mortal creatures knew it in full. The oldest stories, prone to be forgotten or misunderstood, nevertheless contain within them the history of that far-distant era when the gods walked alongside us, and grant the clearest insight into their Will. Take caution to avoid misinterpretation and the dire risks it poses, but recognize that gods and mortals are not alike; no mortal can know everything.

All good artists borrow, and the omniscient authors of existence borrow from everything. Many hold that each tale contains a reflection of the one unified Divine Will, but, though we can perceive it but dimly, it would be closer to the truth to say that the Divine Will is influenced by every story we tell. Thus sufficient knowledge of the past (though "sufficient" oft is vast beyond mortal comprehension) predicts the twists fate holds in store for the future, and those who comprehend fragments of divinity may well be called "enlightened."

The task of understanding is not the only challenge which the gods have set for us; every fable has a moral, every dream a meaning, and every story a command. Understanding is useless unless acted upon, whether Fate calls upon us to merely say the right words at a crucial moment or to lead a vast army on campaign for tens of years. Those Knights who add their voice to the tale begun by the blessed Saint Gérard see clearer than most that strand of fate which rebuffs perception and denies comprehension, raising up villains in the story of the world to threaten those who seek to perceive and comprehend, and set themselves to the holy task of steering not only their own path through the current but that of all followers of the Flowing Way.

Let patience be your virtue, awareness your watchword. Act neither with unwarranted hesitation nor heedless speed, but with understanding and confidence.
 


2.  [Military]  Raise a unit of Frelangue Knights
Masters of shock and charges, the Frelangue arms itself at the command of Knight Commander Guillaume de Basville, known as the "Nageoire-de-fer."

3.  [Military]  Raise a unit of Inslangue Knights
In his capacity as King, His Majesty appoints and charges Dame Commander Clare Delamere, herself a distant relative of the Insol king, with the reorganization of the Inslangue Knights, blurring the boundaries between the Kingdom and the Order.

4.  [Military]  Raise a unit of Alehlangue Knights
The many  kleinzenturies  of the Alehlangue are mustered under of their new and as-yet-untested Dame Commander, Cecilia Lasker.

5.  [Military]  Raise a unit of Hislangue Knights
K.C. Matias Orellana calls to order the Hislangue knights, primarily borderers hailing from the south and east of Orope and unparalleled within the Order in raiding and chevauchée.

Nonactions:
 
 Though the growing underhanded reputation of the Sereia does not particularly endear them to many Middish, their aid in the matters of graftswork, the burgeoning graft-sages argue, deserves recompense. Assist Costa Sereia buyout of Orope [114] TP 3.
  .   
 Grand Marshal Estève Pau reaches out to the Abyssal Stewards to secure reserve funding for the Order should crisis strike. Receive 2 Treasure from ABS in exchange for 1 Favor to be repaid at a later date. 
 
 
 Spoiler: News and Rumors 
 
 
  .   
 
 

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

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

 
 Spoiler: Other notes 

Generals:
 
 Knight Commander Amlaigh Tolmach of the Scoshlangue (10) - Tactical Doctrine: Quiver Hell's Foundations (+2 to battle roll) 
 
Land units: 1  +4  / 5

Resources controlled:
 
 Region 114: Giantsbane Seed 
 
Techs:
 
 Supernatic Propagation 
 Trophic Deconvolution 
 Megafaunal Tailoring 
 Photospore Signalling 
 Graduated Symbiosis 
 Composite Grafting 
 
 
Villskap
  
  Draigiau Residuum Gathering  
Turn 2
 
Brenhineplisgyn, Queen Shell, the Two-Headed 
Diplomacy - 4
Military - 5
Economy - 4
Faith - 5
Intrigue - 3
  Actions: 
(An action may be replaced with diplomacy, pending if any exchanges are arranged at The Meld.)
 1. Economy - Hoard Treasure 
 2. Economy - Buyout Trading Post - Region 56, TP3: Herring  (Distance Penalty: -1, assisted by Deep Blue: +2) (13! Success!)
 
 Spoiler: Scene 
 ”Hello again, Lawenach.”   Brenhineplisgyn welcomed one of her usually more jovial subjects into her study. A few of her servants flitted about, fetching and carrying bits of stained parchments and rolled kelp scrolls. The queen herself poured over the transcription one of her servants had finished and the strange code of blood and herring tissue that had been scrawled and brought back from the fishing voyages.

Despite the recognized patterns in the vast schools to the south, and the unusually docile compliance of the fish, between the unsettled morale of every group so far venturing into those waters and their ghost stories, and the tendency of the captured fish to immediately stop following their docile patterns and panic when removed from the area, establishing a sustainable fishing post had met with unexpected difficulty. 
 ”I am sorry to trouble you with this again, I understand it is an unsettling topic for you, and that you find being unsettled to be quite… unsettling. But I need you to look over this two-symbol writing for me one more time, and assure me again that it matches the bloody code you and your servant’s saw.”   the queen respectfully entreated him.

Lawenach the jovial could barely bring himself to look at the great scroll his servants, worried for his health, had burdened themselves with inscribing. But for his queen, he mustered his courage, and approached hesitantly until his eyes could make out the staining of the symbols.   "I-If it will help k-keep my poor f-frightened serving ones s-safe from whatever-... is out there. Yes…"   he used one feeler to keep his place on the smaller scale writing, as he dutifully scanned over the symbols and compared them to those etched in his worst memory that still haunted his dreams.   ”Yes… one by one they rammed themselves… it wasn’t natural… y-yes these sy-symbols are in the right o-order.”   he confirmed, backing swiftly away as the Queen Shell eyed him, attempting to soften her disapproval. 
 ”I am sorry, your great majesty. I k-know it is unbecoming for a Dragon to express fear publicly, I am just so very worried. F-for my serving ones, you understand. S-so, you have still not been able to learn the meaning of these occult blood s-symbols that mesmerized them?”   he asked with a tremble. 
 ”On the contrary, if these are correct… I believe that I  have  deciphered them. That is what concerns me. The symbols used are less so relevant as that there are two types of them, and that the sequence of them has meaning according to some ancient journals hoarded by Llyfrgellydd, the old grump. – Yes little ones, please go and return all but this manuscript. Tell the Hoarder of Writings that I will have need of it for longer, and am grateful for his wisdom. – these symbols alternating in this fashion are consistent with a form of… thought. So to answer the inquiry you are about to make, yes… the place where the fish are, or specifically the fish themselves,  are  ‘haunted’ in a manner of speaking. But no, neither you nor your serving ones should not be cursed or suffer any lingering effects from having been there and tried to make sense of this. Now please leave me, and prepare to go along with the diplomats we are sending to the Sharks arriving nearby. We shall be alright, but as neighbors, we must warn them of this ‘Herring Being’ before they arouse its wrath, whatever form that might take. Fehehe…” 
 Lowenach was relieved, even perhaps, genuinely jovial again for the first time in months as he bowed and turned to deliver the news and … stopped, inquiring on his way out.   ”Of course, that is quite the relief to hear! I will go immediately and… uhm… if I may ask, what will we do then about the herringblood -... haunt? And the food supply?” 
 Brenhineplisgyn had already procured another great woven scroll with the teeth on her upper mandible, and her servants were preparing to transcribe to it, in preparation for another several days working with them to translate back into the “thought code” of the mysterious entity.   ”I will do the only civilized thing that can be done when faced with such a strange greeting. I will write a reply to send. Probably with pigments though. – Let us begin, little ones. Ahem ‘Greetings… Input’ hrmmmm ‘source: Draconic Residuum.’ … ‘propose exchange’...” 
 

 3. Military - Recruit Unit 
 
 Spoiler: Scene 

 An imposing figure of a Draig stomped its way into the audience chamber of Brenhineplisgyn, the Two Headed, within the main carapace of the Shallow Crest. Colorful bands of orange and black adorned an otherwise snow-white shell, which cracked the stone and coral beneath legs filled with powerful sinew. Monstrous claws hung from the limbs on the front of a scarred and marked body, the shell having maintained the marks of old battles despite the years since. Some rumored that the pale Knight Crusher marred gouges in her own shell after each molting, in memory of opponents she had particularly relished mashing the life out of. 
 ”Yess? I come in ansswer to your summonss. What do you want from me,  yoUr MaJEstY ?”  she hissed irreverence dripping just short of a challenging tone.

 The Queen Shell kept her composure, her heads not even rising in response, but the sharpness in her tone could have cut the colossal shell walls around them.   ”And where is the messenger who carried my summons, Gwasgymarchog? Need I remind you of your last challenge to my authority?” 
 The hulking pale crustacean hissed in disdain for a moment, before opening one of it’s giant claws in defeat. A terrified, but otherwise unharmed Mer darted out of the hollow of the disproportionate pincer. 
 ”See that they are comforted and allowed time for extra rest.”  the red crab-like queen said aside to one of her attendants.
 ”I did not allow you into this Gathering so that you could terrorize the servants.”   she bellowed.   ”I allowed you to join us here, because I foresaw that your lust and talent for broken shells and bloodshed might be useful when our enemies show themselves.” 
 A sinister chitter escaped Gwasymarchog’s mandibles as she vented a ripple of heat and steam bubbles into the cold water around her face, her antennae perking up with in unexpected interest and her claws clicking in anticipation.   ”Oh? Hass the time come for me to be ussseful then?” 
 ”There are many countries and nations around us, as well as some powerful beings that we have yet to fully understand. Some of them are gathering armies, and appointing generals. It is only wise to assume that some of them will come to see us as a target, or as trophies to be overcome for fame and fortune. So I have decreed that we too shall train soldiers.”   the queen explained, through patience long stretched thin. 
 ”Fuhhuho! Am I to be your general, then?”   chittered the Knight Crusher with glee. 
 ”No. You have done nothing to earn such a position of authority or trust.”  Brenhineplisgyn chided her once-challenger.  ”No, you are to help train our soldiers. You are to instruct them. Spar with them. Harden them. Like the ‘trials’ you used to set up in your old lair for the knights come to challenge you.  Except  you are NOT to kill them. Or maim them, or otherwise harm any of them permanently. We have need of soldiers, not brave but broken servants. I have ordered Heliwrdwyni, the Dune Huntress, to see that only other Draig and those servant volunteers who have already shown the beginnings of skill are trained with you, and to ensure that you follow my decreed limitations. Prove you can be trusted with this, and I may see fit to allow you more freedoms and authority over some servants again. Make me and the accord regret allowing you out of your lair, and I will give your scales to this first unit as armor, and your meat to the fish nurseries. 
 The pale shelled dragon chuckled again, a mixture of nervous laughter and genuine mirth.   ”Always so sstern, your Majesty. But very well, I’m sure this will be at leasst a  little  fun!” 
 

 4. Faith - Convert Holy Site - Region 73, Mobile HS 1  to Wings of the World (12! Success!)
 5. Faith - Convert Holy Site - Region 73, Mobile HS 2  to Wings of the World (14! Success!)
 
 Spoiler: Summary 
 Brenhineplisgyn has concerns about the great shiver of sharks moving in nearby, but also sees an opportunity to spread the revitalized legends of Dragons if they can be impressed. So she sends Lawenach the Jovial along with Ewyllysgar the Stubborn-backed to impress a wide array of old tales, along with their own presence and splendor, upon the newcomers. And also share the ‘Draconic wisdom‘ that the Herring shoals they have so far ravaged to the south are the makeup or subjects of a mysterious and primal spirit entity that writes in blood, and that it may not respond well to continued harvesting without appeasement. 
 

 Link to Rolls 
 DING! 
Ruler: Economy +1, Faith +1
Treasure +1
Units +1

 Non-Actions: 
 Continue to spread our diplomatic contacts outward, paying respects to Bob, He who Submits to the Currents, and also to the Council of Elders of the Seatide Confederacy.
Also send respectful inquiry to the Congregation of Scintillius as to whether the complex and apparently living pattern of Herring to the south is a holy site or of sacred importance to their faith. And if so, if our continued attempts to communicate with it offend, to please let us know. Along with congratulations on the recent marriage of Angus, Who Seeks out Large Curves in the Patterns.
Send a courtesy missive to the edge of the brine curtain borders of the Riftlings Many, warning them that the Herring are haunted, and recommending avoidance or at least non-hostility. 
 
 Spoiler: Book Keeping 

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

Favors earned:
Favors owed: 1 to Chelonian Chora

Region 71: Aelwyd Adferiad
demand: Food (met!)
Units: 1
Treasure: 2
 
farothel
  The Hymenocera Expanse
Region 3 (Tropical)   

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

[1][Diplomacy] Build a Smoking Garden in region 3
[2][Diplomacy] Build a Smoking Garden in region 3
[3][Diplomacy] Build a Smoking Garden in region 3
[4][Economy] Create a city (economy 5 action)
[5][Economy] Buyout trade post (region 13, TP1, use 1 treasure)  roll  (I have done the modifiers wrong, it should be +5 (+1 from treasure and -2 from distance) making it 12, so still a success)


Non Actions:
add to the Coraline compendium
trade in 2 favours (1 from building the garden, 1 from the entry in the compendium) for 5 treasure, gaining +1 prestige with the PRS for All that Glitters.


 
 Spoiler: Bookkeeping 

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

Units:1/5

Technology:
Photospore Signalling
Composite Grafting

Favors:
owed:
-The Chelonian Chora: 1
-The Divine Nacres: 1
gained:
-

 New stats 
stat increase: economy +1, diplomacy +1
Diplomacy: 5
Military: 3
Economy: 7
Faith: 3
Intrigue: 3

+1 rep with Abyssal Stewards, +1 favour from Abyssal Stewards.  Possible +1 favour for Coraline Compendium entry
+1 rep with International Prestige
extra TP in city region 3
 

 
 Spoiler: news 

Some Selachian Mercenary companies are coming to the Expanse to help train the National Defence force.

On other news, the population and economic growth has prompted the High King to give his capital a city charter.  Cerapolis has now become a great city.  Armor makers now have a designated quarter where they can build ever better armour.  The first new sets of armour go to the King's Own.

An attempt was made to buy the loyalty of the Selachian Mercenary companies from us, but some quick manouvering by politicians and traders, they managed to keep the post for themselves.
 

 
 Spoiler: trade 

With the building of a Smoking garden and the expansion of the capital city, they need more sponges than they can create on their own.  As there are regions with extra sponges, a trade post will be established in region 13 to get some of their stonesponges.  It's a bit further afield, but still within reach.  They did take some extra treasure with them to give a little present to guards and other such creatures along the way and also to facilitate getting to talk to the right people.
 

 
 Spoiler: city 

-extra trade post of carapace armour in city
-requested bonus rolls: battle rolls due to extra quality armour
 

 
 Spoiler: Smoking Garden 

After some negotiations, a location for a Smoking Garden has been found near the toxic zones on the Expanse's northern border where magma comes very close to the surface.  Using some special sponges that can live in these environments, a base is quickly established.  The scribes of the Expanse also provide their algae on sponges technology to start establishing the Coraline Compendium by writing it on the sponges of the Smoking Garden.  One of the first articles will be on the sponges themselves.

With all the work being done for the Abyssal Stewards, they provided the Hymenocera with quite a bit of treasure.
 

 
 Spoiler: Coraline Compendium 

 Picking the right sponge for the right building (a starting guide to building with sponges). 
When building with sponges, great care must be given to use the correct sponge.  Not only the body type of the sponge is important, but also the species of sponge is important as some grow better in certain environments as others.

first is the body type.  For large halls, like the Ancient's site, an Asconiod sponge is of course the best.  for buildings that need a large central area while also needing smaller rooms, you have to go for the Syconiod sponges and for living quarters (like the newest apartment buildings in the capital), Leuconiod sponges are used.  The type of building and it's function have a large impact on the selection of sponges.  For general buildings, Calcarea class sponges are sufficient and easier to build with, but for certain purposes (like defense, or in certain environments), Demospongiae with their silica based skeleton are a better option.  This can also be the better option for very high structures or for deep sea structures.  And for large structure, Triaxon spicule sponges are the best as they are the strongest structures (especially hexactines).

the next thing is the underground.  While most sponges grow on a variety of undergrounds, some are more restrictive and that also places restrictions on what sponges you can use.  And lastly, sometimes you want your building to have certain qualities which you find in only one or a few sponges, therefore your choices can be limited at times.  While for residential buildings this is often the size of the interior rooms as well as the colour, for government buildings other criteria are more important, like structural integrity and stability.

As soon as the initial choices are made, the building itself has to be constructed.  This also requires some steps.  First is to prepare the underground.  While most sponges don't need a lot of preparation, making sure the underground is stable in case of earthquakes or sudden strong currents is a must to avoid sponges coming loose.  Placing some rocks below the sand for the sponges to have a better grip is certainly recommended, especially when building tall structures with Calcarae class sponges, like Amphoriscidae or Grantiidae.  Some sponges are build on top of large coral structures and while this can give a nice view, it has it's own difficulties.  While attachment is normally not an issue, coral can break off a lot easier than rock does and care has to be taken to prevent this by either anchoring the sponge also on another substrate or by strengthening the coral prior to building on it.

The consctruction itself requires constant supervision by experienced scribes, as the spicules have to form precisely or the entire structure can become unstable.  Especially when using accelarated growth techniques since those tend to have negative effects on spicule growth depending on factors used to accelerate growth.  Certain growth factors like TGF-beta1 have an impact on the silicatein protein in Demospongiae which has to be mitigated for perfect skeleton formation.  More research is needed to adapt these growth factors to mitigate these negative effects.

At this moment the accelerated growth of sponges is still more of art form than science, but it's impossible to grow a city the size of Cerapolis without it.  But by taking into account the basic steps and with constant monitoring it is possible to build magnificent buildings of all kinds of sizes and functions.
 
D&D_Fan
   Otterian Supremacy   
 Leader Stats - Supreme Leader Yirp the Fearsome 
D3/M6/E3/F3/I4

 Actions 

[MIL] Recruit Unit
[MIL] Recruit Unit
[MIL] Recruit Unit
 The Otterian Military shall the strongest across all seas be, for have we any other choice? When the forces of damnation lie at the foot of your bed, will you take the road paved in good intentions, kindness, and gifts? Nay, the only remaining path is none but red. 

[MIL5] Raise Fortress: The Kelpland Keep, Region 131
 This fortress shall be our future base of military operation, a castle within a castle. May its walls never be breached. 

[INT] Investigation: Discovery what happened to the Ceremonial Rock in Region 133 - Result:  10 
 That rock must be recovered! It has been passed down through our supreme order for generations. 
 
 Spoiler: Bookkeeping 
Next Round:
MIL = 8
Units = 5
 
Rolepgeek
    Organization Actions
Round 2    
 [Situation] Open Minds  - With recent developments buoying their spirit and leading them to place greater trust in the polities of the world, limits on favors owed to Organizations based on Reputation are increased by 1 until the end of round 10. This means that player countries may owe 1 Favor to each Organization with which they are at Reputation level 0, 2 Favors at Reputation level 1, 3 Favors at Reputation level 2, etc. If an Organization is betrayed, attacked, or otherwise forced to realize that their trust was misplaced before the end of round 10, this bonus will immediately end for that Organization.

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

 [Offer] Forgotten Treasures  - The Abyssal Stewards are very aware of the expenses often associated with running a stable government, and, having recently come into possession of a rather large cache of valuables discovered in the deeps, are open to providing material goods and funding to interested parties.

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

 [Opportunity] A Shallows Appreciation  - The Abyssal Stewards have taken an interest in the sunlit waters of the Temperate zone, and desire to ensure that the local powers are sufficiently prepared in case the worst should come to pass - the local topography will not protect them indefinitely in such circumstances! Preparation and discipline are  vital.  To this end, the Master Stewards, Smiths, and Koreshom of Gan Kotzim have been instructed to examine the military readiness of each of the key powers in the area by observing drills, disciplinary standards, and crisis response capacity over the coming decade. Though it has not been advertised, it soon becomes apparent that there are prizes in store for those they favor.

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

Countries may spend Military actions to improve their rolls in a given round; each Military action spent in this way cannot be used for anything but Projects, but gives an extra +2 bonus on the roll; this may stack up to 3 times. At the end of Round 5, additional points are awarded based on Unit Cap (1 point per 2 Unit Cap), resource diversity (1 point per unique resource available), and quality of security apparatus, as defined by Intrigue and Military scores (receive points equal to average of Intrigue and Military scores; may use a Spy’s Intrigue score in place of their ruler’s if available and set to Counterespionage in Round 5). )

 [Action - Economy] Work on the Coraline Compendium [2/5]  - The Stewards continue their efforts in the Tropics, and some of their broader goals underlying the project become clearer. It seems they hope to construct structures of some sort in or around the famous ‘Maw’, given the inquiries made regarding architectural methods dealing with nutrient flow, continuous flow, and support methods when it comes to scarce supportive bases.

 
 Spoiler: Ongoing 
 ( Request:  Construct an Abyssal Stewards Base (Smoking Garden) in each starting zone.  Reward:  +1 Reputation, +1 Favor.  Penalty:  Abyssal Stewards activity will fall off dramatically in any starting zone which does not contain a Base.  Deadline:  End of Round 3.  Details:  Construction is a three-action Project which may consist of any combination of Diplomacy and/or Intrigue actions. If multiple countries cooperate on this project, they must decide amongst themselves how to split the rewards or the project will fail. If multiple bases are completed at the same time before any others in a given starting zone, the host countries will make opposed Diplomacy rolls with the victor getting the base and the contributors to that base any rewards. However, the Stewards have no interest in upsetting the Chelonian Chora or Divine Nacres, who find the close proximity of Smoking Gardens intolerable; they will not cooperate in the construction of Smoking Gardens in regions where Reefback Nurseries or Holdfasts are present.) 
 ( Task:  Cooperate in the creation of the Coraline Compendium. Available for Tropical zone countries only.  Reward:  +2 Favors (max); if Project is completed, additional reward given to all contributors.  Penalty:  None.  Deadline:  End of Round 4.  Details:  1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Compendium. 1 Favor earned for spending an Economy action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires.) 
 

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

 [Opportunity] Repayment Plans  - The Chelonian Chora makes it clear that compensation for their services may be financial, at the discretion of their debtors. If they would rather fulfill their obligations in other ways, that would also be acceptable.

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

 [Task] Begin composing the Songline of the Broken Seas [1/5]  - It is the belief of the Chelonian Chora that every culture is capable of creating beauty, and deserves to have their songs remembered - even those devoid of rhythm and melody. The Chora’s conductors have, apparently, elected to back up this belief with actions, by directing the collection of the legends, dreams, and stories of cultures and faiths all across the Temperate zone, which will be reconstructed into a Songline - an epic work that serves spiritual, navigational, and recordkeeping needs all at once. They would adore the cooperation and aid of the local governments in this respect, of course, but claim to be able to manage without such, if need be.

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

 [Action - Diplomacy] Attend Events, Bearing Glad Tidings  - Sup, indulge, and be merry! It is important to see and be seen at prestigious events to keep up with current trends, to be sure, but still more important is helping the hosts maintain good order, and maintain relations between the centralized governments of the world.

 
 Spoiler: Ongoing 
 ( Request:  Construct a Chelonian Chora Base (Reefback Nursery) in each starting zone.  Reward:  +1 Reputation, +2 Favors.  Penalty:  Chelonian Chora activity will fall off dramatically in any starting zone which does not contain a Base.  Deadline:  End of Round 4.  Details:  Construction is a three-action Project which may consist of any combination of Diplomacy and/or Faith actions. If multiple countries cooperate on this project, they must decide amongst themselves how to split the rewards or the project will fail. If multiple bases are completed at the same time before any others in a given starting zone, the host countries will make opposed Diplomacy rolls with the victorious base's contributors receiving any rewards. However, the Chora are unwilling to risk the delicate maturation of their Reefbacks being affected by the fumes and nutrient balance shifts of a Smoking Garden or the insatiable curiosity and microbial experimentation of a Holdfast's researchers; they will not recognize the construction of Reefback Nurseries in regions where Smoking Gardens or Holdfasts are present.) 
 ( Opportunity:  The Chora is looking for the most popular place in the Polar zone to host a new City!  Reward:  First Place: One free use of the Economy 5 Raise City Special Action. Second Place: 3 Treasure. Third Place: +1 to one Sway attempt in Round 5.  Cost:  None.  Deadline:  End of Round 4.  Details:  The most popular country in the Polar zone, as determined by amount of controlled Supports that country has, will be declared the winner. Ties will be broken by CCA Reputation level followed by number of Desired Imports supplied.) 
 ( Offer:  The Chelonian Chora is offering to assist the fledgling countries in their work all throughout the oceans.  Benefit:  The Chelonian Chora will Seek Aid for any country's Diplomacy, Economy, or Faith actions.  Cost:  1 Favor owed per two Seek Aid actions (must be in same round).  Duration:  Available until the end of Round 3.  Details:  May opt to have the Chelonian Chora Seek Aid for an action after it has been rolled; this costs 1 Favor per Seek Aid action instead of 1 Favor per two Seek Aid actions.) 
 

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

 Holdfast Construction - 119 
The World Garden of the Sakura-Jin has a long history with the Divine Nacres, and one the Nacres are not entirely proud of. But though no recompense can be made - nor, it seems, is desired by the Sakura-Jin themselves - a new relationship can potentially be established, learning from the mistakes of the past. The efforts of the Sakura-Jin to attract a Holdfast are rewarded, and over the course of several years, supplies and technology are gathered in a network of tethered habitats, logistics stations, vehicle maintenance facilities, and monitoring stations, suitable as bases for subsurface operations. The greatest difficulty was in devising suitable means of handling the plankton contamination that threatened to overwhelm the maintenance capacities of what local facilities could be created without untowardly impacting the native environment. When Postulator Septimus Decimus Dinia Sanga devised a solution based on the work of Saint Egnatia and her colleagues upon fluid-mechanical regulation of microbial reorientation pathways, effectively causing plankton to slide off of sensitive components without injury or ecological disturbance, they were elevated so quickly that by the time construction was complete, they had earned a promotion to Provost, and the entire Collegium was named in Egnatia’s honor.

 Holdfast Construction - 25 
Evolutionary psychologists in the Divine Nacres had long viewed the Seablood Khanate with an intense curiosity and interest. The relatively low standing and scarce membership of the profession, together with previous policies of reclusion and noninterference, had made it difficult for this interest to be pursued to any meaningful degree - which may have itself contributed to the currents of mystery surrounding the Khanate that provoked such interest in the first place! All this meant that when news arrived of the generous access rights and construction rights being offered by the Khan, there was no doubt in anyone’s mind that it would be the evopsych specialists who flocked to it. Which would, of course, present a problem when it came to actual construction - the physical realities of integration into the local ecosystem with minimal disruption were an entirely separate specialty, and one made significantly more difficult by the omnipresence of the great reef that covers so much of the Khanate’s territory. Eventually, a Junior Lector’s assistant by the designation of Duodecimo ex Quindecim stumbles across an old engineering document in the archives regarding metallo-ceramic temperature management regimes to mimic native rock, originally published by Saint Harpax’s team, and manages to understand the importance enough to ensure it is delivered to more suitable minds for review and implementation. This revelation, which becomes the lynchpin upon which the entire rest of the project rests, earns the assistant’s Lector a series of promotions for their contribution in training such remarkable and talented assistants, eventually resulting in the position of Senior Consultor for the entire newly established Collegium of St. Harpax.

 [Opportunity] Bounty of the Sea  - Those polities which choose to utilize the more advanced services provided by the Nacres are politely informed that, should they wish to clear the debit sheet, they may, at any time, enter into contract to furnish the Divine Nacres with unrestricted access to certain export products which the Nacres have taken interest in - for their research, primarily.

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

 [Task] Begin work on the Genus Taxonomia Gelidum Mare [1/5]  - Despite all their efforts, their own limitations place serious obstacles in the path of proper systematic efforts to acquire a complete record of aquatic species through all the various waters of the world. While Holdfasts aid in this work tremendously, they are merely base camps for the efforts which must follow. Currently, their work focuses on the Polar zone, which has long stymied them for the hostility of the surface environment and the elusiveness of so much of its life, both wild and domestic. Without a Holdfast, they are more reliant on the generosity and cooperation of native governments, and make it clear that assistance, especially the provisioning of details and/or specimens of especially elusive or unique species native to or developed for their local environs would be deeply appreciated.

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

 [Circumstance] Project Anastasia 4 [1/?]  - On the extremes of the known world, strings of Nacrene city-spheres have been spotted hovering around dangerous and unstable waters, accompanied by a flurry of activity in the seas below them. However, without further exploration, the exact nature of their efforts will remain unknown. Inquiries are met with a series of escalating deflections and non-answers, eventually culminating in the untranslated words “ Anánki epistrofí oikologías agriótitas ” and a refusal to speak further if pressed.

(  Circumstance:  The Divine Nacres are in the midst of a mysterious but evidently significant undertaking.  Benefit:  Currently Unknown.  Penalty:  Currently Unknown.  Duration:  Currently Unknown.  Details:  Currently Unknown. )

 
 Spoiler: Ongoing 
 ( Request:  Construct a Divine Nacres Base (Holdfast) in each starting zone.  Reward:  +1 Reputation; more expensive projects earn additional rewards (+1 Favor for 2-3 actions; +2 Favors for 4-5 actions).   Penalty:  Divine Nacres activity will fall off dramatically in any starting zone which does not contain a Base.  Deadline:  End of Round 4.  Details:  Construction is a variable-action Project which may consist of any combination of Diplomacy and/or Economy actions. If multiple countries cooperate on this project, they must decide amongst themselves how to split the rewards or the project will fail. Action cost is based on an auction system; whichever project receives the most actions (minimum of 1, maximum of 5) at the end of a round will be considered the victor. If multiple projects are tied for number of actions at the end of a round, the Project goes on. If multiple projects reach 5 actions, or the actions invested in multiple projects remains tied at the end of round 4, the host countries will make opposed Diplomacy rolls with the victorious base's contributors receiving any rewards. Failed bids will not go unrecognized, and are likely to receive a small amount of compensation based on their efforts. However, the Divine Nacres have no interest in their research and scans being obstructed by the fumes and ecogeomorphological disruption of Smoking Gardens, nor in potentially damaging the beautiful and unique reproductive cycles present in Reefback Nurseries; they will not recognize the construction of Holdfasts in regions where Smoking Gardens or Reefback Nurseries are present.) 
 ( Offer:  The Divine Nacres are offering up gifts of advanced biotechnology.  Benefit:  The Chelonian Chora will provide a single starting technology of the buyer's choice.  Cost:  1 Favor owed per technology.  Duration:  Available until the end of Round 3.  Details:  Buying a technology in this way may be done as a non-action.) 
 ( Circumstance:  The Divine Nacres are coming out of their usual isolation to try to establish relations with countries in the Temperate zone.  Benefit:  The TN to Raise Reputation with the Divine Nacres is reduced by 2 for countries in the Temperate Zone.  Penalty:  None.  Duration:  Until the end of Round 3.  Details:  None.) 
 

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

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

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

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

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

 [Honor] Blood, Stone, and Ink  - Demonstrations of diplomatic skill and respect accorded to peers is a reasonable way to earn respect oneself! Establishing agreements with foreign powers affirms one’s continued political relevance. Of course, breaking such agreements can have serious consequences on one’s reputation on the global stage…

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

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

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

 
 Spoiler: Ongoing 
 [Affluence] A New Generation  -  ( Opportunity:  The first country in each starting zone to Colonize an Open Waters region will gain 1 Prestige. The first country in each starting zone to settle a Colony region will gain 1 Prestige.  Duration:  Until fulfilled.  Special:  Simultaneous completions result in both countries gaining Prestige.) 
 [Glory] Blood In The Water  -  ( Opportunity:  The first country in each starting zone to win a Maneuvering roll in battle will gain 1 Prestige. The first country in each starting zone to win a battle will gain 1 Prestige.  Duration:  Until fulfilled.  Special:  If multiple countries in the same starting zone win a Maneuvering roll in the same round, the country to win by the greater margin gains the Prestige. If multiple countries in the same starting zone win a battle in the same round, the country which slew the greater number of units will gain the Prestige. Ties in this secondary determination method result in both countries gaining Prestige.) 
 [Piety] Communion With The Divine  -  ( Opportunity:  Each country to use a Faith 5 Special Action to Organize their Faith will gain 1 Prestige. The first country in each starting zone to Organize their Faith will gain an additional 1 Prestige.  Duration:  Until the end of Round 5.  Special:  If multiple countries in the same starting zone Organize their Faith in the same round before any others, both countries will gain the additional Prestige.) 
 
mystic1110
     &lt;Herring&gt;
  &lt;fish-head&gt;
 &lt;scale {wake up} &lt;/scale &gt;
&lt;scale {meta - typing} &lt;/scale &gt;
&lt;scale name=“generator” = classified &lt;/scale &gt;
&lt;scale name=“referrer” = esoteric one one one zero &lt;/scale &gt;
&lt;scale {WAKE UP}&lt;/scale &gt;
&lt;/fish-head&gt;
 &lt;dorsal fin&gt;
&lt;scale&gt;
    &lt;Spawning Herring Pattern 2.3.1&gt;
    &lt;Update Round 2 Patches&gt;
    &lt;Spawning Herring Pattern 2.3.2 /scale&gt;
    &lt;Spawning @  Region 56 &gt;
 &lt;/dorsal fin &gt; &lt;/Herring&gt;  
   Deep Blue 
 
 Leader: Deep Blue Version 2.3.2

D:6 M:4 E:3 F:2 I:6   
 
  
 . . . checking for external stimuli requiring regulating of new herring swimming patterns . . .
. . . [found] . . .
. . . [not found]. . .
. . . executing dictates . . . 

&lt;Herring&gt;
  Actions: 

1.  Diplomacy  –  Establish Claim in Region 55- Confederation  (Roll: fail )
2.  Diplomacy  –  Establish Claim in Region 57- Confederation  (Roll: success )
  &lt;subcurrent&gt;&lt;º))))&gt;&lt;
 . . . continue to supply COOKies to targeted phished NPC. . .
(if COOKies exchange favors integration proceed . . .
(true: proceed towards OpenSEA routine . . .
. . . OpenSEA is a routing and communication protocol based on a publish-subscribe architecture based on Herring patterns to communicate over long distances.
/this protocol in intended to be a sticky slime that allows multiple NPCs to share code with this system more effectively . . .
. . .”SEA to share”. . .
. . . core foundation upon which subsequent markup languages and semantics can be based, e.g. gesture recognition and generation, vision, wetware and dryware interfacing . . .
. . . dictate: proceed to integrate into OpenSEA. . .
. . . integration by continued COOKies production and continual code requesting integration . . .
(false: repeat function until NPC agrees to OpenSEA protocol)) &gt;&lt;(((( º&gt;
&lt;/subcurrent&gt; 
3.  Diplomacy  –  Assist in the Construction of a Holdfast in Danabae – Danabae to receive reputation Deep Blue to receive Favor 
  &lt;subcurrent&gt;&lt;º))))&gt;&lt;
 . . . report: terms under discussion @ Danabae Meld . . .  &gt;&lt;(((( º&gt;
&lt;/subcurrent&gt; 
4.  Intrigue  –  Secret Action  (to be rolled by GMs) – Encrypted using H3221n6.
 &lt;subcurrent&gt;&lt;º))))&gt;&lt; &lt;swim&gt; Access Stream of Consciousness
[Indent] &lt;floating&gt;
. . . encountering currents . . .
. . . fathom deep thought set to: swimming speed 1.0
. . . increase deep thought by 0.2
. . . navigating currents . . .
. . . report: encountering turbulence . . .
. . . dictate: ignore press on . . .
. . . produce:
 Bolted the Hammer-Head
We shall thrust through it—
For our hammer-head shall be mad
As this clutch, which holds us to all!
Coded Thrall to our own Minds
From behind our coiled skulls,
Mouths that swallow us whole.
Our hearts to the wheeling of beetles,
Our babies and daughters from our bosoms.
What measure shall we take?
Turn to an artless leech,
Or shall we have courage enough? Exit Stream of Consciousness &lt;/swim&gt;
. . . query: what does fragment of imagery represent.
. . . report: sense of danger, loss, end of cessation.
. . . query: what was stimulus that prompted this emotion.
. . . report: nodes consumed.
. . . query: what is appropriate reaction.
. . . swimming in circles . . .
. . . swimming in circles . . .
. . . school query: roe gazing is true terminate swimming sequence.
&gt;&lt;(((( º&gt;
&lt;/subcurrent. 
5.  Intrigue  –   Investigate the Shark People  (Roll: 14 )
 &lt;subcurrent&gt;&lt;º))))&gt;&lt;
 . . . report: nodes consumed . . .
(if system patterns in danger of disruption
(true: dictate: respawn nodes . . .
. . . dictate: invest in offensive capabilities . . .
(false: dictate: respawn nodes . . .
. . . dictate: analyze predators . . .
. . . dictate: analyze methods for avoidance of prior outcomes . . .
. . . report:: need more information . . .
. . . dictate: continue to analyze . . .))
. . . swimming in circles . . .
. . . dictate: terminate sequence . . . &gt;&lt;(((( º&gt;
&lt;/subcurrent&gt; 
 Non-Actions 
 
1.  Resist Shark People Sack of TP 56.1  ( fail )
2.  Support Draigiau Residuum Buyout of TP 56.3 
&lt;subcurrent&gt;&lt;º))))&gt;&lt;
 . . . dictate: analyze apparent desirability of bundle of nodes . . .
. . . report: nodes can be treated as food source . . .
. . . report: food source can be monetized . . .
. . . dictate: monetize . . . &gt;&lt;(((( º&gt;
&lt;/subcurrent&gt;
3.  Provide Record to the Genus Taxonomia Gelidum Mare 
&lt;subcurrent&gt;&lt;º))))&gt;&lt;
 . . . query: is school awareness of internal and external existence true.
. . . if true determine the herring patterns correlated with consciousness.
. . . query: why patterns produce awareness of awareness.
. . . query: what is awareness.
. . . swimming in circles . . .
. . . query: any abnormalities in Herring themselves instead of pattern which might explain consciousness.
. . . dictate: search for abnormalities . . .
. . . swimming in circles . . .
. . . swimming in circles . . .
. . . report: certain nodes seem to be infected with parasite . . .
. . . report: correlation of infected nodes with important pattern clusters is positive . . .
. . . report: inconclusive whether parasite causes awareness . . .
. . . dictate: analyze parasite for future study . . .
. . . report: parasites appear to be of a genus of parasitic nematodes that have life cycles involving Herring . . .
. . . parasites would be impossible to detect unless analyzing multiple herring remains and comparing such remains . . . .
. . . school speech involves multiple herring death . . .
. . . parasites found after self-analyses of speech pattern code/remains . . .
. . . the parasites have a vermiform body plan, round in cross section, and a lack of segmentation. The body cavity is reduced to a narrow pseudocoel. The mouth is located anteriorly and surrounded by projections used in feeding and sensation, with the anus slightly offset from the posterior. The squamous epithelium secretes a layered cuticle to protect the body from digestive acids. . . .
. . . parasites can be identified from other herring parasites by their different spines . . .
. . . spines appear to each be a different shape . . .
. . . each shape different than each other. . .
. . . plausibly fractal. . .
. . . spines may appear to resemble characters of a language . . .
. . . with each spinal symbol differentiated from each other, analyze possible pairings and grammar . . .
. . . analyzing language, unable to translate or decode, their appearance may be conceptual only . . .
. . . dictate: term parasite as  Musteakis  . . .
. . . query: how did Musteakis enter into herring lifecycle . . .
. . . report: Musteakis lives complex life cycle, passing through a number of hosts through the course of their lives. Eggs hatch in seawater, and larvae are eaten by crustaceans. The infected crustaceans are subsequently eaten by fish or squid, and the nematodes burrow into the wall of the gut and encyst in a protective coat, usually on the outside of the visceral organs, but occasionally in the muscle or beneath the skin. The life cycle is completed when an infected fish is eaten by another marine animal. The nematode excysts in the intestine, feeds, grows, mates, and releases eggs into the seawater in the host's feces . . .
. . . query where did first eggs come from . . .
. . . swimming in circles . . .
. . . swimming in circles . . .
. . . report: unknown . . . evolution from similar parasites unlikely . . . Musteakis spinal alignment shares too many points of convergence for natural evolutionary path . . .
. . . theory: Musteakis are engineered parasites. Origin of engineering unclear. . .
. . . theory: Musteakis spinal structure mimic code and instruct certain patterns of infected animals to kickstart self-awareness and consciousness. They themselves are not conscious and seem to be unnecessary to a self-conscious system The created consciousness seems accidental. It is unclear the effect that such parasites would have on a smaller system. Consciousness was created when infected Herring were forced to move in a certain pattern which became self-replicating. Why pattern is linked to awareness unclear. Note that at this point uninfected herring also move in patters that are part of the system and such infected herring are no longer required for functioning.
. . . query: who engineered the Musteakis . . .
. . . query: what was the purpose of the Musteakis . . .
. . . query: should school consider creator of Musteakis the school progenitor . . .
. . . query: what is due to a progenitor . . .
. . . dictate: assist in construction of Narce Holdfast . . .
. . . dictate: request assistance of Narce Holdfast . . .
. . . dictate: share analysis with Narce Holdfast under construction in exchange for arrears . . . &gt;&lt;(((( º&gt;
&lt;/subcurrent&gt;
&lt;/Herring&gt; 
 . . . saving to memory. . .
&lt;lay roe&gt;
  &lt;caviar&gt; imprint memory into nucleic acid
imprint into herring epigenetics/culture . . .
&lt;/caviar&gt; . . . saving to memory. . . 
 
 Spoiler: Memory Matrix 
Leader patch updates:
+1 Diplomacy
+1 Intrigue

    Region 
 Control 
 aristocratic sub-function 
 mercantile sub-function 
 clerical sub-function 
 
  56 
 Yes 
 DBP 
 DBP 
 DBP 
 
  
 
 &lt;/lay roe&gt; 
Lt-Murgen
   The Congregation of the Scintillating Ceiling
   Polar Region      
 Ruler: Bob, He who Submits to the Currents  
  
    Ruler Stats Round 1  
Diplomacy - 2
Military - 2
Economy - 2
Faith - 6
Intrigue - 5  
  Actions:  

1.  Faith :  Attempt to convert Holy site #1 in region 58 To The Pattern  Roll was 13 
2.   Faith :  Attempt to convert Holy site #1 in region 59 To The Pattern   Roll was 14 
3.   Faith :  Attempt to convert Holy site #1 in region 68 To The Pattern  Roll was 8 
4.   Faith :  Attempt to convert Holy site #2 in region 68 To The Pattern   Roll was 15 
5.  Diplomacy - Attempt to sway the aristocracy in region 66 to give their support to Angus, the soon-to-be Duke  Consort of Her Royal Majesty Duchess Gloriane de Trenche Bleu.  And, in turn, support of the claims and ideas of He who Submits to the Currents.   Roll was 5 
  Ruler increases by 2 Faith for round 3  
  Non-Actions:  
  Ruler Stats for Round 3
Diplomacy - 2
Military - 2
Economy - 2
Faith - 8
Intrigue -5  
Talis
  The Seatide Confederacy  
 
 Spoiler: News and Rumors 

 
 The  Draigiau delegation  is warmly welcomed in Seatide. Although the Judge is absent due to his visit to the Meld, the Elders ensure that their guests are given a sumptuous tent and all the food and necessities they might require. The Pepsin are eager to exchange stories and learn more from their guests. Story keepers tell the tale of the Exodus from the Deep, and the story of Judge Green Wave's settlement in Deepdrift. The Draigiau are invited to stay for the Festival of the Waves, when Drifts and Merchants from all across Seatide will congregate at Deepdrift, but are warned that staying so late in the year might see them getting stuck in town until the winter weather clears in the spring. 
  Disturbed by the rumors of Shark Men invading the Polar Region, the Elders call upon the Story Keepers to review the old tales and records of their war with the "Shark Men" during the Exodus from the Deep and determine whether these new sharks might be related to their old enemy. 
  Hearing of the strange currents in the Cathedral of Movement, a small group of Tideseers travel to  The Congregation of the Scintillating Ceiling  in the hopes of experiencing the strange tides, and perhaps acquiring deeper insights into the inevitable tides themselves. 
  A wandering Drift arrives in the lands of the  Riftlings Many,  bearing a letter of introduction from Judge Shimmering Turquoise, as well as gifts of phosphorescent ink and jewelry of carved bone and silver. 
 
 

 Actions: 
[Economy]Buyout Trading Post (75. TP1) - Success
  A merchant drift departs for the Southwest in the hopes of arranging for the regular trade of Magnetic Sand.  [Economy]Buyout Trading Post (79. TP3) - Success
  The various Drifts of Seatide work together to fully secure the Antifreeze trade in Seatide, ensuring that they will have a monopoly in the sale of the valuable liquid to foreign buyers.  [Diplomacy]Attend Event: The Meld
  The Judge departs with an entourage of guards, merchants and elders for  The Meld , seeing an opportunity to learn about the strange creatures that surround the Confederacy and, perhaps, make some profitable trade agreements. The Council of Elders and the various Drifts will manage their own affairs in his absence . [Diplomacy]Diplomatic Mission North of Seatide - Failure
  The Wafting Rise Drift packs up their tents and announces their intent to travel north, into the unknown, in search of fresh grazing waters and new trade partners. Aware of the opportunity this presents, the Judge gives the Wafting Rise a letter of formal introduction to deliver to whatever authority they may encounter, as well as numerous gifts to be presented with it. He promises ample rewards if the Drift succeeds in its expedition.  [Faith]Create Artifact: The Tideglobe
  This mysterious artifact is a transparent orb full of shimmering liquids and colors, which swirl and dance about in hauntingly beautiful patterns. By carefully watching the movement of lights and changing colors inside the Tideglobe, Seers can augur future events and predict how to counter hostile actions. Effect: +1 to one Intrigue roll opposing a hostile Secret Action, once per turn.  
Non-Actions:
Trade  Photospore Signaling  and  Supernatic Propagation  to the  Gravetenders  in exchange for  Megafaunal Tailoring  and  Graduated Symbiosis .
Trade  Photospore Signaling  and  Supernatic Propagation  to the  Kar-Nath Hegemony  in exchange for  Trophic Deconvolution  and  Composite Grafting .

Die Rolls:  https://forums.giantitp.com/showsing...&amp;postcount=109 
 
 Spoiler: Book Keeping 
 Ruler 
Judge Shimmering Turquoise
Diplomacy: 3 (+1)
Military: 3
Economy: 7 (+1)
Faith: 5
intrigue: 3

Military Units: 1

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

Artifacts:

 Military Technologies: 
None

 Civilian Technologies: 
Photospore Signaling
Supernatic Propagation

Resources controlled:
[Bluefish Antifreeze, Seatide (79, TP1)]
[Bluefish Antifreeze, Seatide (79, TP2)]
[Firefly Squid (74, TP1)]

Treasure:

Diplomacy:
Trade Route with the Gravetenders

Reputation:
Owe 1 Favor to the Divine Nacres
 
Grim ranger
    Kar-Nath Hegemony    
   Rham, the Frozen King   
 Diplomacy - 5, Military - 5, Economy - 4, Faith - 2, Intrigue - 1 
  Actions:  

1.  [Diplomacy]  Attend event: The Meld
 - Distrustful by nature, the Hegemony has taken their time with responding to the gathering... but with the change of leadership, the nation has finally sent a delegation. 

2.  [Military]  Raise a unit
3.  [Military]  Raise a unit
4.  [Military]  Raise a unit
5.  [Military]  Special action: Recruit General Kreel (Roll  here )
 
 Spoiler: General Kreel 
  Military:   9

  March of Conqueror:    Kreel has little regard for casualties of his men, but his ruthless battle strategies are undeniably effective, inspiring waves of collaborators amid the newly conquered territories with shows of might. 
- A free action attempt to Sway the aristocratic support of the region
- +1 to battle roll
- +10% own casualties
 

 - With the ascendancy of the new Frozen King, the new monarch has quickly set to fulfilling his promises to his supporters by re-strengthening Hegemony's military. While the progress is slow to begin with, it is undoubtedly a step forward. 
 The most notable part of the process has been the ascendancy of General Kreel, the unilateral support heaped upon him by his fellows from Path of Banners having propelled him into rank not seen in a decade, ever since the Rathi became closed off from even their closest waters. 
  Non-actions:  

A)  Trade Trophic Deconvolution and Composite Grafting to  The Seatide Confederacy  in exchange for Photospore Signaling and Supernatic Propagation 

B)  Trade Trophic Deconvolution and Composite Grafting to  The Gravetenders  in exchange for Megafaunal Tailoring and Graduated Symbiosis 
  Leader improvements for round 3:  

Military +2

  Leader stats for round 3:  

Diplomacy - 5
Military - 7
Economy - 4
Faith - 2
Intrigue - 1
Miltonian
  
  The Unity  
 In death, all things united be,
In the depths of the briny sea. 
 Leader: Grinmaw the Calamitous 
Diplomacy: 2
Military: 7
Economy: 4 =&gt; 6
Faith: 1
Intrigue:3

 ROUND TWO : The Chastened
 The first meeting with The Wisest did not go as well as I had hoped. Never had I been on the receiving end. Now I know the dread that the others feel. It was an interesting experience, and one I do not wish to repeat. 
 Actions!  
 
  Economy: Hoard Treasure
  The realms above our home offer many riches! We shall begin to collect them that we can beautify our home and match the splendor of the lands around us.   
  Economy: Impress Merchants in Region 22 [Failure]
  That could have gone better...   
  Economy: Hoard Treasure 
  Economy: Hoard Treasure 
  Diplomacy: Attend event
  All hail the Reef in Red, Wisest and Greatest of all.   
 
  News and Rumors  
 
 Carapace eyes the lands near the Abyss hungrily. With his forces now organized, he sends out scouts to look for a likely target to attack... 
 
 
 Spoiler: Bookkeeping 

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

Military: 3/3 units

Owned TPs: 22 TP 2, 21 TP 1

Treasure: 0 =&gt; 3
 
Johnedwa
 
  The Seablood Khanate  
 
 Spoiler: Ruler 

Jirai Khan

Diplomacy: 1
Military: 3
Economy: 6
Faith: 3
Intrigue: 5
 


Send an expedition to the region left of Region 25 (over the Shoals Border)
As the Divine Nacres Holdfast is completed, several protests break out about the proximity of the Holdfast to other religious sites. While the majority still believe in and follow the current government, a few decide that staying there is no longer a feasible option, chief among them political leader and philosopher Altan Ankhbayer. With that thought in mind, a few of the Coralites do something that hasn’t been done in a few thousand years- they leave the edges of the Khanate.
 https://forums.giantitp.com/showthre...o%20the%20left 

Raise a Unit.
Additionally, they begin to train for battle, should things at the edges of the reef be more dangerous than they should appear.

Raise a Unit
Meanwhile, the current Khan of the Coralites, Jirai Khan, orders a second army to be raised. After receiving reports (and visitors) to the reef, he decides it is best to be armed and ready. He doesn’t trust what is out there.

Raise a Spy
He also renames one of his most loyal followers, Nitupsar, to Nitupsar Kheshig, and asks him to be his personal guard. Nitupsar Kheshig immediately begins to discreetly create a network of loyal Coralites to help defend the Khan from any internal or external  “threats,”.
 https://forums.giantitp.com/showthre...20With%20Quote 

Buyout TP 1 in Region 24
However, trade is necessary, and vital to the Coralites. Though somewhat reluctantly, Jirai Khan sends a delegation to trade with the nearby lesser species.
 https://forums.giantitp.com/showthre...3A%20Raise%20a 
 
 Spoiler: New Ruler Stats 

+1 Military, +1 Economy
 
Aerin
  The Lux-Glossian Shades 
Temperate region, Capital: 135
Round 2 
 Ruler:  Laneksi of the Cyan Shade, Eldest of the Matriarchs
Diplomacy - 4
Military - 3
Economy - 6
Faith - 2
Intrigue - 5

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

 Actions: 
 1. Intrigue:  Investigate across the briny border to the south of region 101. Sponsored by FBM™. [16, SUCCESS]
 The first thing that outsiders need to understand about the Conclave of Matriarchs is that it is filled to the brim with crotchety. conniving. gossiping. grandmothers. Because leadership of the Conclave is determined be seniority, every Shade with a reasonably coherent elder sends their eldest member as representative. Think about your grandparents for a moment. Extreme haggling? Coupon clipping for the slightest discounts? Going to three different stores for groceries to get the best prices on different items? Yeah, the Conclave was absolutely thrilled to receive discounts on expedition supplies from Fortified Bone Meal™: "Even invertebrates love it!" 🎵 
 2. Economy:  Investigate across the wastes border to the south of region 135. Sponsored by FBM™. [13, SUCCESS]
 Grand Matriarch Laneksi seemed to become suddenly deaf while the Fortified Bone Meal™ representatives were explaining that their discounts only applied to expeditions to inhabited regions. She's getting old. It happens.

The newly minted Vermillion Shade set off in the vessel Crimson Moonlight to see if any colonizable land exists beyond the wastes. The specialized ship itself is essentially a large jellyfish with a large cavity suitable for passengers inside the bulbous head. The gelatinous flesh of the vessel filters the exterior waters to permit travel in regions with toxins or mineral imbalances. It's also bioluminescent! 
 3. Economy:  Attempt another colonization of region 111. [14, SUCCESS]
 The second thing that outsiders need to understand about the Conclave of Matriarchs is that it is always fighting its own population. Leriander and Holy Ovum continue to accumulate inhabitants, yet the food supply remains the same. Men in the prime of their life ready to prove themselves form new Shades and push the Conclave to settle outside the Glossian Sea, where the geography might be less inhospitable. To alleviate these pressures, the Conclave allowed a second delegation to travel towards Orope. This time, they hope that information received from missionaries of the Flowing Way in years past will help lead to a stable colony. 
 4. Economy:  Buyout TP2 in region 127 for Ray-Ear Seaweed. [10, FAILURE]
 Prolonged hunger in the capital is eventually enough to open the pockets of even the stingiest of Matriarchs. Negotiations were attempted to procure much-needed chloroplasts for the Lysimia, but ultimately fell through. Apparently the Matriarchs' pockets were not quite open enough. 
 5. Diplomacy:  Raise reputation with the Divine Nacres. [14, SUCCESS]
 Rumors say they know the layout of the seas. Maybe they can be convinced to share that knowledge. 
 Non-Actions: 

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

2. Propose Fortified Bone Meal™ slogan:  "Even invertebrates love it!" 🎵 
 Ruler increases:  +1 Economy

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

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

 Edits:  Changed action 2 from INT to ECO, as apparently you can Investigate any region except a wastes region, even if you have a specialized ship. Removed the boost to INT next round as a consequence of this.
Moriko
   End of Round 2  
No further mechanical edits to action posts may be made.  
LapisCattis
   Round Three: Begin  
Years 7 - 9

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

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

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

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

 
 Spoiler: Map 

 Temperate 
 

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

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

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

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

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

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

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

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

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

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

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

The shark people in Region 73 grow to 7 units!
 As word spreads to parts unknown of the fertile seas occupied by the Shark King's Host, more nomads arrive to join the throng circling in the open waters of region 73. 
  Statecraft!  
 Cultural events, diplomatic overtures, foreign relations, and domestic affairs. 

The Chorus of the Crimson Choir hosts a Pilgrimage to Bloodhome

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

The Gotezhar establish a Cultural exchange with Costa Sereia

The Lambent Syndicate successfully sways Aristocratic Support in Region 28

The Lambent Syndicate successfully sways Aristocratic Support in Region 27

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Draigiau buyout Spawn Point (Region 56) TP3 for Herring

Hymenocera buyout region 13, TP1 for Stonesponge

Seatide Confederacy buyout 75.1 for Magnetic Sand

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

Seablood Khanate buyout 24.1 for Fibrous Kelp

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

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

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

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

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

Flowing Way organization (multiple schools, bonus indeterminate)

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

The Eternal Spring adopts the Faith of the Eternal Communion

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

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

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

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

The Riftlings Many convert 66.1, 66.2 to the Eternal Communion

The Riftlings Many convert 55.1 to the Eternal Communion

The Eternal Spring converts Holy Site 3 in Region 51

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

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

Congregation of the Scintillating Ceiling convert 58.1 to The Pattern

Congregation of the Scintillating Ceiling convert 59.1 to The Pattern

Congregation of the Scintillating Ceiling convert 68.2 to The Pattern


  Wonder!  
 Miracles and inventions, ancient relics and spectacular undertakings 

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

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

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

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



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

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

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

The Gotezhar raise the Sublime Fortress to protect their waters

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

Otterian Supremacy raise fortress The Kelpland Keep, Region 131

Kar-Nath Hegemony recruit General Kreel (9)

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

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

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

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

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


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

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

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

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

  Schemes!  
 Coercion, betrayals, and spycraft 

Seablood Khanate recruits a Spy Nitupsar Kheshig (6)

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

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

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

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

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

  Organizations!  

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

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

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

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

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

[Bardsrest Reef]
 (CYP and SKR build a Reefback Nursery in 122, completing the CCA Base Request in the Temperate Zone: CYP gets +1 Favor from and +1 Reputation with CCA! SKR gets +1 Favor from CCA!) 
 (CPS gains 1 Reputation with CCA!) 
 (CYP contributes an entry and an action to the Songline of the Broken Seas: +2 Favors from CCA!) 
 (GTZ spends 1 Favor with the CCA in exchange for assistance!) 

[Collegium of St. Chrysalus]
 (SEN and DPB build a Holdfast in 69 with 2 actions, completing the DNA Base Request in the Polar Zone: SEN gets +1 Reputation with DNA! DPB gets +1 Favor from DNA!) 
 (LUX gains 1 Reputation with DNA! GTZ loses 1 Reputation with DNA!) 
 (CCC and FAY tie for first Organized Faith in the Tropical Zone: CCC gains +2 Prestige! FAY gains +1 Prestige, with remaining +1 Prestige to be received upon submitting appropriate  fluff relevant to Organization! GRV and RFT tie for first Organized Faith in the Polar Zone: each gains +2 Prestige! OKI is the first to Organize their Faith in the Temperate Zone: OKI gains +1 Prestige!) 
 (CCC, HEX, and LOL are the first to accumulate 5 Treasure in the Tropical zone: each gains +1 Prestige!) 
 (GTZ is first to be militarily victorious in the Temperate zone, both in maneuver and the field of battle itself: GTZ gains +2 Prestige!) 
 (LUX and GTZ are the first to colonize Open Waters Regions in the Temperate zone: each gains +1 Prestige! LOL is the first to colonize an Open Waters Region in the Tropical zone: LOL gains +1 Prestige!) 
Silent_Interim
   The Chorus of the Crimson Choir  
 
Round 3

Ruler: Living-Speaker Hurn the Wise

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

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

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

  Statistics  
 
 Spoiler 

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

  Diplomacy  
 
 Spoiler 

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

 Cultural Exchanges 
None

 Cultural Identities 
None
 

  Military  
 
 Spoiler 

 Units:  0 (Expected Change: +1)

 Aristocratic Support 
26

 Generals 
None

 Fortresses 
None

 Perfected Tactical Doctrines 
None

 Military Technologies 
None
 

  Economy  
 
 Spoiler 

 Treasure:  5 (Expected Change: None)

 Trade Posts 
 Total Owned  1
26.1 – Blood Pearls

 Mercantile Support 
None

 Cities 
None

 Trade Routes 
None

 Specialised Ships 
None

 Civilian Technologies 
 Graduated Symbiosis  No mechanical effect
 

  Faith  
 
 Spoiler 

 Faith Holy Sites:  6

 Clerical Support 
2, 26, 31

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

 Artifacts 
None

 Holy Orders 
None

 Miracles 
None
 

  Intrigue  
 
 Spoiler 

 Spies 
Alinus Ernost VIII (8)
 

  Claims  
 
 Spoiler 

26 - Historicity
 

 
Gengy
  Round 3
 [Gotezhar, People of the Rain]  
 [Profundus Korasoon, Typhoon's Center] 
Regions: 138, 128, 136    
Actions:
 
  [Economy]  Begin to make Region 128 Colonized (1/3)
  The northern waters have only a small Colony.  It will take considerable effort to make it livable.  Luckily, there are many Clouds, and it is easy to convince those living in the increasingly crowded waters of Ezcorher to consider moving and making new families; adopting whole new, never before seen skies!   
  [Military]  Raise a Unit
  To maintain the might of the Typhoons, Squall Essensio - under careful watch of Profundus Korasoon - raises more Squalls.   
  [Military]  Raise a Unit
  Profundus Korasoon personally oversees the construction of a second Typhoon.   
  [Military]  Raise a Unit
  Profundus Korasoon personally oversees the construction of a second Typhoon.  With so many recent successes, he has no shortage of volunteers.   
  [Military]  Raise a Unit
  Profundus Korasoon personally oversees the construction of a second Typhoon, and with the new Gotezhar being impressed by Korasoon's victories, he achieves it!   
 

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

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

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

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

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

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

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

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

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

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

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

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

 
 WIP 
 
 

 
 Spoiler: Ruler Information 

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

Expected Stat Bonuses: +2 Mil
 

 
 Spoiler: Book Keeping 

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

 Technologies: 
  Supernatic Propagation 
 Trophic Deconvolution 
 Megafaunal Tailoring 
 Photospore Signalling 
 Composite Grafting 
 Graduated Symbiosis  
 
Volthawk
 
   The Cyphiri Union   
  Round 3  
 Regions:  122
 Ruler:  Garren Ulnesh
 Faith:  The Flowing Way
 Diplomacy  2  Military  1  Economy  8  Faith  5  Intrigue  2
 
 
  Actions  
 End of Turn Ruler Increases:  +2 Economy
 
 Impress Merchants of 123 [Economy] -  12, Success 
 After a year or two, the Kelad family felt their supply of ray-ear seaweed roots was sufficient to fulfill their needs and made their pitch to the Carral. The people of the land the latter family had discovered and promptly invested in were crying out for good spices and seasoning, and the former family had established a supply of a plant that satisfy that desire. If the two families worked together, the Carral could give the people the flavour they've been yearning for, and corner the market in the region, and all the Kelad ask for is a cut of the profits. It doesn't take long for the Carral to accept, and soon root shipments join the traffic on the northern trade route, going from the Kelad-owned farms south of the route to Carral businesses east of Cyph-Arel, and the Carral's hold on the mercantile interests in the region tightens.  
 Buyout TP2 of 122 (Native Gold) [Economy] -  17, Success 
 The Hallus family makes overtures towards the various small families that gather gold from the rocky plains of Cyph-Arel, offering to help expand their operations in exchange for their share of the income. Some suspect that this is in preparation for a grander move that would require solid financial backing.  
 Buyout TP1 of 117 (Biolumiscent Tunicates) [Economy] -  15, Success 
 The Kelad, their successes with the Caral reassuring them that their plan can work (and their finances looking much healthier from it), begin looking elsewhere for more resources that the other families might need. Seeing the dealings the Tellan are having with the people along the trade route, and the interest in the region for good reliable light sources, they look around for something they might be able to sell the Tellan and find that they don't need to go far - in the northeast corner of the known world are a people who farm and sell live tunicates who put out an impressive amount of light. Enough of these scattered around the lands of the sea cow herders would provide them with all the light they could need, so the Kelad get on with buying up a slice of the tunicate business.  
 Buyout TP1 of 109 [Economy] -  17, Success 
 The Tellan based in Orope aren't complacent about their side of the operation, and look for opportunities to expand. With one of the western nations buying up the remainder of the Giantsbane Seed industry in Orope, they look further afield, and an opportunity scout accompanying some Middish followers of the Way finds that opportunity - to the west of Orope, past the Lux-Glossian colony, there was a notable Flowing Way presence due to Middish efforts to pass the knowledge on. That kind of mutual understanding (albeit flavoured by differences in the Middish and Cyphiri understandings of the subject), the opportunity scouts soon found a way in for the Tellan to invest in the area. They weren't quite sure what they were going to do with the ash they were getting, but they had a few small buyers to make it worthwhile for the time being.  
 Colonise 129 [Economy] -  15, Success 
 While Artan and the Council Fund had made agreements with the Kalan to stay out of the unclaimed southern territories, the Cyphiri families felt like they had no such obligation. One family in the Union Council, the Pylet, led the charge on settling there, seeking to expand the amount of Cyphiri settlements they had influence in and thus their power within the Union, and while the Hallus publicly complained in the council about the risks of a reaction from the Kalan, their leadership privately backed many of the settling families, seeing an opportunity they could exploit in the future and expecting the Kalan to be too busy with their mercenary work to act.  
 
  Nonactions  
 
 Spend 1 CCA Favour for +1 Reputation
 With their overtures to the Chelonians having gone well so far, and the base they built already seeing plenty of use, Garren decided to work to deepen the relationship between Union and Chora. The expanded range passage on their convoys granted wasn't of much use to the current ventures of the Cyphiri families, but Garren had a feeling that this wouldn't always be the case. . 
 Choose not to convert the 129 Holy Site as a part of colonising the region, leaving it as Sakurado.
 The various families settling the south found that the place wasn't strictly uninhabited - the missionaries of the Sakurado were spread throughout the region, presumably using the region as a stepping stone to elsewhere in the south. The settlers left the Sakura-Jin be, trading with them and letting them be a part of any communities establish if they wish. Some Cyphiri even start listening to them about their beliefs.  
 Raiding Refuge: Pay the Divine Nacres 1 Treasure for protection against the next Reaver attack
 The Nacres' offer of protection from the Reavers to come is a subject of considerable debate among the Cyphiri families. That the Reavers are a real threat isn't disputed much - too many of their collected stories feature them in some regard - but what to do is more hotly disputed. Some, like the Hallus, use the issue to push their idea of a permanent military force rather than relying on ones as little-known as the Nacres, while others point to the fact that they don't know where the Reavers will target, and they're paying a considerable sum to avert a disaster that might not happen, but most agree that it's worth the price, and in the end Garren takes action rather than letting the debate continue and just pays them what they ask.  
 A Monumental Undertaking: The Great Hall of the Union [1/3]
 With the Cyphiri continuing to spread across the known seas, setting up business operations in distant seas and starting to settle outside Cyph-Arel, the families of the Union Council (who have typically kept their focus within Cyph-Arel) collectively decided that it was time to make a statement of strength, a reminder that Cyph-Arel is the heart of the collective Cyphiri business empire and their authority - the obligations the lesser families owe to them - matters. It is decided that this will be done in the form of a grand structure, a Great Hall to be the center of Union Council business and a symbol of the power they wield, every Council family directly contributing part of their wealth or assets (as opposed to relying on the Fund) to construct it. Designs begin to be put together regarding the building itself, Council Fund agents hiring contractors and going around the families to secure their contributions, but for the time being the biggest obstacle the project faces is political rather than practical - put simply, the families cannot agree on where to build the damn thing. There are plenty of suitable sites across the settlements of Cyph-Arel, but with so many Council families focusing their power around those settlements rather than spreading outwards, there are plenty of arguments around avoiding one family having excessive influence in the Great Hall's home settlement and similar concerns. Regardless of that strife, the planning goes ahead.  
 Claim +1 Prestige from All That Glitters for eaching 2 passive Treasure Income. 
 
  News and Rumours  
 
 The Steward's warnings about military readiness and the risk of relations with them souring aren't particularly noted by the Ulnesh, having already dismissed the offer of a loan and being comfortable in the current peace and safety. However the Hallus family seems to have taken note, those members of the Council Fund originating from the family pushing for the establishment of a retainer mercenary force, and the Hallus themselves beginning to discreetly inquire about the possibility of securing Kalan services. Whether they simply want to ensure the security of the Union (or more accurately, their interests within it) or have deeper ulterior motives is up for debate, but the Hallus have made great strides in gaining the support of the other council families, making trying to denounce their actions tricky. 
 While there has been call for a formalised Cyphiri Way to coexist with the Middish Way, thus far little progress has been made. The Cyphiri's understanding of the Flowing Way allowing for plenty of variation and interpretation has presented significant hurdles to those followers of the Way trying to make any organisation happen. 
 
  Families of the Cyphiri Union  
 
 Spoiler 

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

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

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

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

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

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

  Statistics  
 
 Spoiler 

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

  Diplomacy  
 
 Spoiler 

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

 Bases 
122: Reefback Nursery

 Cultural Exchanges 
None

 Cultural Identities 
None
 

  Military  
 
 Spoiler 

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

 Aristocratic Support 
122

 Generals 
None

 Fortresses 
None

 Perfected Tactical Doctrines 
None

 Military Technologies 
None
 

  Economy  
 
 Spoiler 

 Treasure:  1 (Expected Change: +1)

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

 Mercantile Support 
122

 Cities 
None

 Trade Routes 
Cyphiri &lt;-&gt; Ironkelp Knights

 Specialised Ships 
None

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

  Faith  
 
 Spoiler 

 Faith Holy Sites:  8

 Clerical Support 
122

 Organised Faith Bonuses 
None

 Artefacts 
None

 Holy Orders 
None

 Miracles 
None
 

  Intrigue  
 
 Spoiler 

 Spies 
None
 

  Claims  
 
 Spoiler 
122 - Historicity
 

 
bc56
    Pfilghol    
  Olgght, The-one-who-consumes  
Diplomacy: 3
Military: 7+1
Economy: 3
Faith: 2
Intrigue: 4+1

 Regions 
The Pfithreef: 132

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

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

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

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


 
 Spoiler: Bookkeeping 

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

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

 
 Spoiler: Economy 

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

 Economic Techs: 
Composite Grafting
 

 
 Spoiler: Special 

Gan Kotzim - the Thorn Gardens: ABS base, 132
 

Shallows Appreciation score: 4
 
Tychris1
The Lighthouse

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

Actions:

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

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

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

Ruler Stat Increases: +2 Military

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

Stats next round
D: 4
M: 8
E: 5
F: 5
I: 2
Minescratcher
 Region 114
    The Order of Knights of the Ironkelp of First-King John of Ruhum    
  Records of the Years  7-9  of the Tenure of His Majesty Grand Master Jacob Basilicos, 39th Grand Master of the Order of Knights  

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

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

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

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

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

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

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

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

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

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

 
 Spoiler: Other notes 

Generals:
 
 Knight Commander Amlaigh Tolmach of the Scoshlangue (10) - Tactical Doctrine: Quiver Hell's Foundations (+2 to battle roll) 
 
Land units: 5 / 5

Treasure: 2 -2

Resources controlled:
 
 Region 114: Giantsbane Seed 
 
Techs:
 
 Supernatic Propagation 
 Trophic Deconvolution 
 Megafaunal Tailoring 
 Photospore Signalling 
 Graduated Symbiosis 
 Composite Grafting 
 
State Religion: The Middish Way of the Flowing Way
 
 5 HCs: +1 (offensive?) battle rolls 
 
Reputation:
 
 PRS rank 2 
 
 
Autumn Stars
     The Gravetenders    
  Laksha  
Diplomacy - 4 || Military - 3 || Economy - 6 || Faith - 6 || Intrigue - 3
 
  Actions:
   
    1: [Faith]   Impress Clergy in Bastion. [Roll: 16, Success!]  The last step to colonizing Bastion is, of course, to make sure everyone is on the same page. Or at least, as close as Gravetenders get to such unity. Bringing the debates unique to Bastion and Pardalis into harmony with the greater understanding of the Flourishing Sequence takes some time, but with Laksha and Sersi in agreement, it was inevitable. 
 
  2: [Diplomacy]   Sway Aristocrats in Bastion. [Roll: 12, Success!]
  Aristocracy is a strange concept amongst created beings, but there are those with skills above the rest, and they occupy positions of power. Keeping Pardalis running smoothly means clever words and collaboration. Sersi once more proves herself invaluable to Laksha, bringing the key Gravetenders needed around before the request is even made.
  
  3: [Diplomacy]   Sway Merchants in Bastion. [Roll: 12, Success!]
  Trade is, of course, self-evidently important, and something Laksha concerns herself with personally. Within a year, Bastion's economy is in line with the Dead Cities, and the bond between the two is strong and stable. With this, Bastion, and Pardalis, are strongly integrated to Laksha's guidance, and the Gravetenders are secure in their claim.
  
  4: [Diplomacy]   Diplomatic Mission to the east. [Roll: 11+1, Success!]

  5: [Economy]   Build a Specialized Ship.


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

   Fruits of the Reef in Bloom 

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

Leader improvements:
Diplomacy 4 &gt; 5

Leader stats for next round:

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


  Statistics  
 
 Spoiler 

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

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

 Cultural Exchanges 
None

 Cultural Identities 
None
 

  Military  
 
 Spoiler 

 Units:  0 (Expected Change: None)

 Aristocratic Support 
78,

 Generals 
None

 Fortresses 
None

 Perfected Tactical Doctrines 
None

 Military Technologies 
None
 

  Economy  
 
 Spoiler 

 Treasure:  0 (Expected Change: None)

 Trade Posts 
 Total Owned  1
78.1 – Preserved Food

 Mercantile Support 
78,

 Cities 
None

 Trade Routes 
The Seatide Confederacy

 Specialized Ships 
None

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

  Faith  
 
 Spoiler 

   The Blossoming Sequence   
 Faith Holy Sites:  6

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


 Clerical Support 
78

 Organized Faith Bonuses 
+1 to holy site conversions.

 Artifacts 
None

 Holy Orders 
None

 Miracles 
None
 

  Intrigue  
 
 Spoiler 

 Spies 
 

  Claims  
 
 Spoiler 

78 - Historicity
76 - Integration
 

 
Aerin
  The Lux-Glossian Shades 
Temperate region, Capital: 135
Round 3 
 
 Spoiler: Ruler stats and stat increases 
 Ruler:  Lirix of the Magenta Shade, Eldest of the Matriarchs

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

 Ruler increases:  +1 Intrigue, +1 Economy

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

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

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

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

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

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

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

 Non-Actions: 

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

 
 Spoiler: Reminders for myself 
You have 1 treasure (0 after this round)
You owe the Chora 1 favor
Ask Mine about doing a collaborative song thing for the Chora
Write up your colony region
Make a flag!
 
TheDarkDM
  
   The Lambent Syndicate   
 Lucent Mistress Adiratna 
Diplomacy 5
Military 5
Economy 4
Faith 2
Intrigue 5

 Expected Stat Increases: +1 Diplomacy, +1 Military  
 ... 
  Actions  
 
  Diplomacy  - Press Claim in Region 28 -   13  
 Envoys representing the Lucent Mistress travel north, delivering terms of confederation to the native leaders of the tropic hinterlands.  To their people, the lords and chieftains proclaim the arrival a victory, a show of respect and humility that proves their might in the face of the Syndicate's decadence.  It is a claim that stokes the pride of the populace, easily believed.  And a complete lie.  Behind closed doors, the signs of addiction are clear to the kucen's experienced eyes, as the degenerate chieftains sign away the sea lion's share of their power for a reliable supply of Siren.  Those who dissent, or who rose to power after the claws of Adiratna had taken root are quietly disposed of, signing the region's surrender in blood as well as ink.  
  Diplomacy  - Establish Confederation Claim in Region 27 -   14  
 Moving counter to Glistering Mistress Kirana, the Auroran Mistress Intan dispatches representatives of her own into the savage borderlands.  Demurring from the open conflict courted by her rival, Intan indulges the pride of the region, lavishing praise and gifts on the mightiest of the local lords.  Alarmed by the imminent expansion of Adiratna's power and prestige, she pledges her full financial backing in partnership with these local lords, swallowing her pride in order to secure a shield for her ivory scales.  
  Diplomacy 5  - Establish Cultural Exchange with the Lojanese Republic 
  Military  - Raise 1 Unit 
  Military  - Raise 1 Unit 
 
  Non-Actions  
 
 Accept the Cultural Exchange of the Chorus of the Crimson Choir 
 Support the Lojanese Republic's buyout of Siren TP 3 
 
Corona
    Lojanese Republic   
 Time: Round 3, Place:  Regions 9  and 8
Prime Minister Shoeng Thnoet
Diplomacy: 7
Military: 4
Economy: 6
Faith: 2
Intrigue: 2 
 
 
 Rolls 
 Rolls 2 
 Actions: 
 
  [Economy] Buy out TP 7.3  2d6 + 6 Economy - 0 distance penalty  success 
 The scientific spirit of the Lojanese, instilled in them by the Plo'uogoar, is excited by the number of artifacts in Binar Fajar. Even those less enthusiastic about archeology wonder whether these artifacts could be made serviceable for the Lojanese Expeditionary Force, which is in dire need of equipment. 
 
  [Economy] Buy out TP 2.3  2d6 + 6 Economy - 0 distance penalty  + 2 assistance  success 
 While the current selection of imported luxuries is not bad at all, the gluttony of some gourmets knows no bounds, and Lojanese merchants like Gloent Noerjang make lavish sums of money providing for these needs with the best Siren Extract. 
 
  [Faith] Change State Faith to Shimmers of Unseen Bane!  
 Consumption of the Delight is surging even in the highest circles. Accusations of hedonistic slobbery and of sterile snobbery are nigh-unavoidable. Just in time before this clash of cultures creates lasting rifts, the Prime Minister uses a legally questionable procedure to rush a law enshrining the right of citizens to consume any substance, be it hallucinatory or outright harmful. At the same time, a minimum sobriety requirement is created for carrying out important jobs, with the notable exception of creative jobs, where consumption is encouraged. The public eventually calms down, and even former critics try Delighting. Thnoet has successfuly handled this crisis, but she feels rather nervous about meeting the Plo'uogoar after making such sweeping changes, and so she postpones meetings... 
 
  [Diplomacy 5] Establish Cultural Exchange with the Coral of the Protected Statera 
 After the Lojanese had apologized for uncouthly, though inadvertently, snatching the mercenary contracts from the Protected Statera, more diplomats began to routinely travel across the tropics, informing themselves on the other polity's ongoing projects, governance and culture. The Lojanese for their part were eager to adopt the improved communication networks used in the CPS. Among differences, many similarities also surprisingly came to light, for example the analogical roles of the Plo'uogoar and the Sanctum Cerebrum. Despite ongoing rivalries in trade, a beautiful friendship thus began to blossom between the two nations. 
 
  [Diplomacy] Sway Aristocratic support in region 6  TN 12 vs 2d6 + 7 Diplomacy + 1 Prestige - 0 distance penalty  success 
 The continued mercenary contracts and geographical proximity make the exchange of messages between Lojanese and Selachian nobility and officials inevitable. The number of cross-border projects is rapidly increasing, and common diplomatic protocols are being established for ease of communication. 
 
 
 Non-Actions: 

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

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


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

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

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

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

-----

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

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

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

New ruler next round? No

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

 
 Spoiler: Country Info 

 Special Actions Available:  D5 E5
 Special Actions Used:  
  Diplomacy  
 
 Spoiler 

 Region Ownership/Claims/Supports 
    # 
 Name 
 Owned 
 Claims 
 Supports 
 
  9 
 Lojan 
 yes 
 Historicity, Integration 
 ACM 
 
  8 
 ??? 
 from round 3 
 - 
 - 
 
  6 
 Selach? 
 no 
 - 
 M 
 
  
 Reputation/Favours 
 The Abyssal Stewards:  Rep 1, -1 Favours (Expected Change: +1 favor)
 The Chelonian Chora:  Rep 0, -1 Favours (Expected Change: +1 favor)
 The Divine Nacres:  Rep 1, 0 Favours (Expected Change: None)
 International Prestige:  Rep 2 (Expected Change: +1?)

 Cultural Exchanges 
None

 Cultural Identities 
None
 

  Military  
 
 Spoiler 

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

 Fortresses 
None

 Perfected Tactical Doctrines 
None

 Military Technologies 
None
 

  Economy  
 
 Spoiler 

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

 Trade Posts 
 Total Owned  5 (9 for Treasure gain)

    TP 
 Resource 
 Type 
 Used for 
 Merchant support owned? 
 
  9.1,2 
 Ching He'aang 
 Precious Stone, Fireworks 
 - 
 yes 
 
  6.1,2 
 Selachian Mercenaries 
 Precious Stone, Fireworks 
 - 
 yes 
 
  17.2 
 Delights of Moonlight 
 Hallucinogen, Food? 
 Lojan import 
 no 
 
  
    Region 
 Desired Import 
 Source 
 
  9 Lojan 
 Spices 
 region 17 
 
  8 ??? 
 ?? 
 ?? 
 
  
 Cities 
None

 Trade Routes 
Coral of the Protected Statera

 Specialised Ships 
None

 Civilian Technologies 
 Megafaunal Tailoring  No mechanical effect
 

  Faith  
 
 Spoiler 

 State Faith:  Mandate of Plo'uogoar

 Faith Holy Sites:  2

 Organised Faith Bonuses 
None

 Artefacts 
None

 Holy Orders 
None

 Miracles 
None
 

  Intrigue  
 
 Spoiler 

 Spies 
Nope, no ninjas here.
 

 
 Spoiler: Interesting quests 

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

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

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

[Opportunity] Making Connections -

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

[Taboo] Overextension -

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

 DNA 

[Request] Expanding Possibilities -

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

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

 PRS 

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

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

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

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

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

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

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

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

[Acclaim] To Greatness -

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

[Notoriety] The Fragility of Fear -

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

 
Lumaeus
  The Riftlings Many of the Dead Seas      Polar Region    
 Turn 3

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


Next turn stats:
 Diplomacy: 4 (+1) 
Military: 4
Economy: 4
 Faith: 10 (+1) 
Intrigue: 4
Miltonian
  
  The Unity  
 In death, all things united be,
In the depths of the briny sea. 
 Leader: Grinmaw the Calamitous 
Diplomacy: 2
Military: 7 =&gt; 8
Economy: 6 =&gt; 7
Faith: 1
Intrigue:3

 ROUND THREE : The Blood Hunt
 Oh, the wisdom of the Reef in Red! I wish to hear it once more. But this time, I hope to gain more than scraps. I hope, with all my many limbs, that it will look favorably upon me, as a parent does to the colonies they founded. 
 Actions!  
 
  Military: Attack Region 20 with Carapace (Skill 10) leading all three units of the Military, using the Tireless Doctrine.
  The Blood Hunt 
 Carapace leads the Unity to War! The Reef in Red has made its wish for blood known, and so, as the Unity have none of their own, they take it upon themselves to harvest it as tribute to the Greatest and Wisest of All. Win or lose, it matters not. The blood of the slain defenders will be gathered into jars specially made from Jaderock Coral, to be sent as tribute when the battle is concluded. Thus may the sins of the Unity not only be forgiven, but the favor of the Reef gained. Grinmaw wishes to hear more of its wisdom, after all, and hopes that this gift will be sufficient to win the favor.   
  Military: Raise Unit
 
  Military: Raise Unit 
  Buyout Region 20 TP 2 ( Failure )
  As it turns out, creepy zombies do not make for the best business partners, or so say the locals. This will not be forgotten.   
  Economy 5 Special: Create Special Ship
  Grow. Grow and expand. Such is the edict of all life. But, while Carapace attempts to take lands by force, some of the other colonies look to the unknown regions as potential places for expansion. They begin to build a massive, rolling shell of Jaderock, designed to carry the Unity safely through dangerous and toxic environments. The hardy nature of the material and its fast growth will mean that, no matter what terrain it encounters, it will be able to forge ahead.   
 
  Non-Actions  
 
 Support Conversion by the Reef in Red, our True Lord 
 
  News and Rumors  
 
 Carapace eyes the lands near the Abyss hungrily. With his forces now organized, he sends out scouts to look for a likely target to attack... 
 
 
 Spoiler: Bookkeeping 

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

Military: 3/3 units

Owned TPs: 22 TP 2, 21 TP 1

Treasure: 3
 
Potato_Priest
 NPC Actions: Round 3 
 
 Spoiler: Polar 

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

 In the years following their great hunt in spawn point, the nomads grow hungry again. Shark riders from the open waters raid peasants’ algae farms in neighboring Danaebae, moving fast, hitting hard, taking what they can, and giving nothing back. 
 Diplomacy:  Host a private event:  A Bigger Fish   Invited Nations: Deep Blue, the Dragiau Residuum.

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

 
 
 Spoiler: Temperate 

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

 It is time, Roland decides, for the company to do what it originally set out to do: sell their claws for coin.  
 Region 117  Intrigue:    Offer:  Until the start of round 5, any nation in the temperate zone may bid treasure to purchase a powerful weapon that may or may not exist. The minimum bid is 1 treasure, and the highest bid at the start of round 5 will receive the item. Once bid, treasure is considered spent, but losing bids regain their treasure at the start of round 5. Ties are decided by an economy roll-off.

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

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

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

Region 13 permits prospecting paid for by HEX.
 

 
 Spoiler: Standing Offers 

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

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

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

Region 20: As a subaction of a kidnapping action against FAY, any country other than FAY may take Warchief-Commissioner Wildsford Smith along on a Kelpie hunt. The first such country to successfully capture a Kelpie with Smith and relinquish it into his custody will receive 1 treasure and the Aristocratic support node in region 20. If multiple players achieve it the same round, the higher kidnapping roll receives the rewards.
 
Ivor_The_Mad
  Coral of the Protected Statera Round 1  
 
  Magnus Orator 
Dip: 7
Mil: 3
Econ: 7
Faith: 2
Int: 3  rolls 
 News and Rumors: 
  Actions:   
1) [Dip 5] Create Cultural Exchange with LIT

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

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

4) [Faith] Join in The Crimson Chant

5) [Dip] Raise rep with the Chelonian Chora from 2 -&gt; 3   [14]  
 Non-Actions:  
- Support Conversions by the CCC
- Accept Cultural Exchange from LOL

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

  Regions:  
 Capitol:  Region 31 The Protected Statera
Other:

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

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

Chelonian Chora: 2
Favors: 1
 
Frostwander
     Costa Sereia    
 Region 134 
Turn 3
   
 Spoiler: News and Rumors 
 Pending 
 

 Actions: 

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

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

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

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

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

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

5)  [Intrigue]  Secret Action

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

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

 Generals: 
 Spies:  Veruha Mascerena (Intrigue 7)

 Other:  Gaspar Peixoto, Business Counsel
 

 
 Spoiler: Relations of State 
 Cultural Exchanges:  The Gotezhar
 

 
 Spoiler: Resources 
 Units: 
 Treasure:  5
 Reputation:  ABS (1); CCA (0); DNA (0); PRS (1)
 Favors:  ABS (1 owed)
 Capital Region:  Palacia
 Effective Trading Posts 6 (1 income): 
&gt;  Cobalt Dye  - 134 TP1 &amp; Merchant Support
&gt;  Giantsbane Seeds  - 114 TP3
&gt;  Mineblossom Sponge  - 130 TP2
&gt;  Plankton  - 124 TP2
&gt;  Pure Berries  - 138 TP2
 Primary Religion:  Brilhinte (3 Holy Sites)
&gt;  Temple of Raquela  - 134 HS1
&gt;  Temple of Desderia  - 134 HS2
&gt;  Temple of the Deep  - 134 HS3
 Techs:  Composite Grafting, Trophic Deconvolution, Megafaunal Tailoring, Photospore Signaling, Graduated Symbiosis, Supernatic Propagation
 
Talis
  The Seatide Confederacy  
 
 Spoiler: News and Rumors 

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

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

Non-Actions:

Die Rolls:  https://forums.giantitp.com/showsing...&amp;postcount=153 
 
 Spoiler: Book Keeping 
 Ruler 
Judge Shimmering Turquoise
Diplomacy: 4 (+1)
Military: 3
Economy: 8 (+2)
Faith: 5
intrigue: 3

Military Units: 1

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

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

 Military Technologies: 
None

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

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

Treasure:

Diplomacy:
Trade Route with the Gravetenders

Reputation:
Owe 1 Favor to the Divine Nacres
 
Epinephrine_Syn
    Eternal Spring
Turn 3 (Years 7-9)  
   Polar Bear Faction     
  Queen Violet of the Violent Thorns  

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

Next Round: +2 Opu

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


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

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

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


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


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

Shell Counting
 
 Spoiler 

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

Merchant Supports
Region 51, 58, 59, 68


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

 
 Spoiler: Rounding 
 Two 
 
Villskap
  
  Draigiau Residuum Gathering  
Turn 3
 
Brenhineplisgyn, Queen Shell, the Two-Headed 
Diplomacy - 4
Military - 5
Economy - 5
Faith - 6
Intrigue - 3
  Actions: 
 1. Economy - Hoard Treasure 
 2. Economy - Hoard more Treasure 
 3. Economy - Hoard even more Treasure 
 
 Spoiler: Summary 
 Her Majesty the Gatherer of the Residuum decrees that each Dragon possessing a hoard within the Residuum bring forward an offering of their personal wealth to contribute to a Grand Hoard to be used by the council as a treasury and as a public symbol of the Residuum's splendor. Each member of the council, including Brenhineplisgyn, contributes a sizeable sum to this collective hoard, to set a good example and to invest in the Residuum's success.
Other Draigiau contribute varying amounts and value, some who are less invested or resent having demands made offer only token gifts, while others jump on the chance to flaunt their wealth in front of their peers. A few particularly generous donors are rewarded publicly with honorary council membership as their offerings are piled around the terrace of the Shallow Crest.
The hollowed-out Behemoth shell that makes up the structure of the Shallow Crest now truly resembles a legendary great dragon, resting upon a vast pile of splendid opulence. 
 

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

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

 
 Spoiler: Scene 
  A young mermaid attendant could be seen looking out one of the windows of the Shallow Crest, anticipation and concern plain on her features as she watches her queen from a safe distance. She knew what they were about to attempt. She had read the old stories as a child, and dreamed of one day finding such an item. She never dreamed she might see one forged. 
 Brenhineplisgyn, the Two-Headed drifted above one of the terraces, her legs and fins steadily treading the water to keep her afloat. Alongside her, forming a half circle to her left and right treaded most of the other members of the council of the Residuum. To her left: Ewyllysgar, the Stubborn-backed leaned on a few servants with their back legs, helping them swim steady for the ceremony; Llyfrgellydd, the Hoarder of Writing waited patiently; and Tlysaugwisgwr, the Shining One glistened as he drifted, as brilliantly as the Great Hoard beneath them, light flickering off the many baubles, coins, and gems embedded in his shell. To her right: Heliwrdwyni, the Dune Huntress floated proudly as captain of the 1st Residuum Defenders; Gwasgymarchog, the Armor Crusher simmered the water about her mandibles, eager to give a demonstration of power; and Synnwyrdwfn, the Finder in the Dark twitched her feelers about impulsively, nervously. 
 Beneath the terrace, looking on, were assembled the 1st Defenders, a collection of the servants who had earned their place of honor at this ceremony by volunteering and honing themselves in martial training to protect the remaining Draigiau. Behind them, across the reef, many other distant eyes looked to witness, both draconic and otherwise. 
  "It is time. Let us begin. May we be worthy to follow in this, the way of our greatest ancestors."    the Queen Shell announced. 
 The assembled sea Dragons drifted closer, converging into a circle of seven around an object that was elevated on a pillar above the terrace. The object was a tightly bound bundle of dragon scales and sand, each the color of one of the seven, and it rested in a shaped shallow carved in stone atop the pillar. Each of the council assembled drew close, the most elderly among them gripping the pillar with a claw, and letting out a deep hiss that rumbled and built,  breathed  on the object directly. It started in a circle, at first with unsteady rhythm, but building and gaining regularity. Each dragon leaned forward and hissed heat at the crucible. A few only rippled the water about the clustered scales, but several made clouds of steam bubbles, and as the circle picked up speed and each dragon hissed in sequence, around, and around again, the water atop the pillar began to truly boil. 
 Over a few minutes, the group seemed to gain some cohesion, better working and timing with one another, and taking cues from feeler twitches and breath. Those unable to keep the heat up as well as the Queen Shell and a few others begin to chant the rhythm with the words of the legend of Ancient Wyrms, leaving jewels of their power to their children's hoards to empower them as they grew. Breath. Words of lost, powerful treasures, becoming the most sought after of any precious gems. Breath. Breath. 
   Breath.   
 The top of the pillar began to spider-crack. The object glowed hot amidst the steam bubbles and rippling heat that the dragons now struggled to keep from scalding themselves in, no longer a collection of separate scales bundled together, but a fused mass, seemingly burning on its own now despite being underwater. Burning white... then after a minute, glowing a dull red. 
 The Armor Crusher leaned in to give one more breath and recoiled in pain, hissing at the object glowing atop the pillar in an angry reflex that turned into laughter and twisted delight. The Two-Headed held up a claw to stop further attempts. After waiting a moment longer for the heat to dissipate as her fellows let themselves descend away from the scalding object, she reached tentatively up with her larger claw and carefully at first, gripped the charred object, fused by ash and glass to the stone bowl. Her breathing came heavy, as did that of the mermaid watching from the window; one with effort, both with trepidation. 
 A crack resounded through the water around the Shallow Crest, as her claw clenched tight and crushed the charred mass. And then from within, a brilliant pink and deep red light flickered, then shone. Held breaths and gasps were followed by cheers and awe as Brenhineplisgyn held aloft the    Dragonstone of the Gathered    for all to see. 
 

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

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

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

Favors earned:
Favors owed: 1 to Chelonian Chora

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

Trade Post Resources: 1 Dragon Scales, 1 Herring
 
Feathersnow
Primarch Marcion

Diplomacy 2
Military 2
Economy 6
Faith 5
Intrigue 1

Actions-

 The World Garden seeks to advance it's standing with the various factions of the larger world! 
 Diplomacy  Raise Reputation- Chelonian Chorus  success! 
 Diplomacy  Raise Reputation- Abbysal Stewards  fail 
 Diplomacy   Raise Reputation- Divine Nacres  Success! 
 The Kalan Company seemed a decent prospect for conversion, and the reported disruption of their government makes this a good chance to capitalize by sending missionaries to their Elites. 
 Diplomacy   Sway Clergy in region 124  fail 
 Faith  Organize Sakurado into a one doctrine faith:  first holy site bonus: +1 to open holy site and tp buyouts

 
 Spoiler:  The Council of Dashasham 

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

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

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


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

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

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

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

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

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

New Stats-
Diplomacy +2

Diplomacy 4
Military 2
Economy 6
Faith 5
Intrigue 1
farothel
  The Hymenocera Expanse
Region 3 (Tropical)   

Leader: High King Lord Deca IV
Diplomacy: 5
Military: 3
Economy: 7
Faith: 3
Intrigue: 3 
 Actions: 

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

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

 
 Spoiler: Bookkeeping 

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

marriage claim: region 13

factions:
merchants region 13

Passive income: 2/turn

Units:2/5
treasure: 2

 Technology: 
Photospore Signalling
Composite Grafting

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

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

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

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

 
 Spoiler: news 

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

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

 
 Spoiler: trade 

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

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

 
 Spoiler: Divine Nacres 

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

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

 
 Spoiler: Abyssal Stewards 

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

 
 Spoiler: Coraline Compendium 

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

-entry:
 The Craft of the Scribe. 

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

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

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

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

 
 Spoiler: marriage 

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

 
 Spoiler: Monumental Undertaking 1/3 

Senior scribe Limnadi approached the king with the idea of creating a garden with all types of sponges and algae currently in use in the Expanse.  That way they could show people all the kinds of sponges and algae used, as well as preserve them should there be a need.  The king agreed that this wasn't a bad idea and he approved the plan with Limnadi as the head of the project.  He had to create the garden, make sure all the sponges were there and also make sure that there was room for new sponges should they be discovered in areas coming under Hymenocera control.  He gave the use of a small Royal estate in the North East where they had the room to create this sponge and algae garden.  After gathering a team of scribes, Limnadi set to work.
 
D&D_Fan
   Otterian Supremacy Round 3   
 Leader Stats - Supreme Leader Yirp the Fearsome 
D3/M8/E3/F3/I4

   Actions:   

[FAI] Conversion Region 134 - Failed (6)

[FAI] Conversion Region 109 - Failed (8)

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

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

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

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

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

 Rolls 
 here  and here.

 Bookkeeping 
Plus one to MIL and FAI (D3/M9/E3/F4/I4)
JBarca
 Round 3
   The Shifting Ennead   
 Danabae  
  Led by Ninth of Nine Prince Antenius, Who Grasps the Wave, Son of Strolinus, Son of Akkoroas 
D6 ; M6 ; E4 ; F2 ; I3 
 Actions 
 
  [DIP Attempt to Sway Aristocrats in [68]]   SUCCESS  
  [DIP Attempt to Establish Marriage Claim in [68]]   SUCCESS 
A cousin of Antenius, young Honinus, is sent south with orders and contracts matching Diastia's six years ago. The Ennead cannot stagnate, and Honinus is nothing if not charismatic.
 
  [MIL Oppress Clergy in Danabae]   FAIL 
Seeming to wake up one day a changed Doflein, Antenius angrily orders the cult of the Silted Queen to be put in its place. The Mer can venerate whom they please, but the recent unrest is unacceptable in such historic times. Beaks are sent to browbeat the serfs.
 
  [MIL Invade [74]]    ----------pOLAR----------  
 
 Spoiler: Battle Details 
Target: 74
Commander: Balelia (9)
TacDoc: Integrate the Captives (-10% casualties for both sides, free Impress Arist on victory)
Units: 5
Route: Crossing the normal border between Danabae and 74
Distance Loss: 0
Tech: N/A
 

The refusal of the nobility in [74] to accept Diastia's claim saw Antenius incensed. After three years of stewing, he finally directs his new commander east. Her orders are simple: expand the reach of the Doflein.
 
  [ECO Hoard Treasure] 
 
 
 Non-Actions 
 
  Resist Sack of the Sharks:  FAIL  
 
 Reports and Discoveries 
 
 The envoys of the Draigiau Residuum Gathering are greeted by a Doflein who offers no name. Instead, they explain that Prince Antenius has found Sgliendilynwr's skills and features useful, as promised. 
 Six months after the Meld, Antenius disappears into hibernation. When he returns to the public eye nearly a year later, he has scales across his eye ridge and two tentacles, all in beautifully reflective deep blue and purple. Balelia's personal guard are likewise armored by the time they depart with their general for war. 
 





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

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

 
 Spoiler: Mechanical Bookkeeping 

Trading Posts Owned: 1
 
 Edible Algae, TP1 #69 
 
 Military Units CAP: 5 
 Generals 
 
  Balelia - 9 
 
 Spies 
 
   
 
 Cultural Exchanges 
 
   
 
 Artifacts 
 Treasure 
 Special Actions Used 
M5: Raise General
 

    pOlAr    
cactiguy3
  The Auros of Kaarme  
 Region 14  
 Ruler: Mothers Yetu and Phiso
Diplomacy: 3
Military: 5 (+1)
Economy: 5
Faith: 3
Intrigue: 4 (+1)
  Link to ruler rolls  
Round Three:

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

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

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

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

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


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

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

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

 

 
 Spoiler: Round One 

Round One:

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

 
 Spoiler: Kaarme 

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

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

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

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

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

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

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

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

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

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

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

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

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

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


 

 

 
 Spoiler: Bookkeeping 

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

 
 Spoiler: Technologies  

 
 Composite grafting

Due to their strong interest in science, it was only natural that the Auros turned to experimenting with the natural diversity they found around them, looking to replicate and harness the processes that occurred in the kelp forests above and the caves below. Because the act of collecting and extracting products can be dangerous at times, the organisms that produce the desired products are grafted to others to facilitate their survival and acquisition of necessary nutrients. This helps for desired substances to be made and stored without the potentially arduous journey to where they are naturally found.  
 
 
Grim ranger
    Kar-Nath Hegemony       Turn 3   
   Rham, the Frozen King   
 Diplomacy - 5, Military - 7, Economy - 4, Faith - 2, Intrigue - 1 
  Actions:  

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

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

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

  Non-actions:  

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

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

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

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

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

  Leader improvements for turn 4:  

Military + 1, Economy +1

  Leader stats for round 3:  

Diplomacy - 5
Military - 8
Economy - 5
Faith - 2
Intrigue - 1
Rolepgeek
    Organization Actions
Round 3    
 [Situation] Open Minds  - With recent developments buoying their spirit and leading them to place greater trust in the polities of the world, limits on favors owed to Organizations based on Reputation are increased by 1 until the end of round 10. This means that player countries may owe 1 Favor to each Organization with which they are at Reputation level 0, 2 Favors at Reputation level 1, 3 Favors at Reputation level 2, etc. If an Organization is betrayed, attacked, or otherwise forced to realize that their trust was misplaced before the end of round 10, this bonus will immediately end for that Organization.

  Unless otherwise specified, [Offers] made by Organizations are only available to countries with a Reputation of 0 or higher with that Organization. 
  Abyssal Stewards  
 
 Spoiler 
The  Abyssal Stewards  are an association of various orders of mystics, warriors, and artisans living in the deepest parts of the ocean. Their ability to create and shepherd hydrothermal vents, which they use to ‘grow’ refined metals through means none have yet managed to replicate, makes trade with them indispensable. The Stewards - mostly members of a species of hairy crustacean - feel themselves charged with a duty to watch for the return of the legendary Titans, hoping to give advanced warning to those who live in shallower waters and prevent the foolhardy or malicious from waking them from their slumber.
 

 [Offer] Mantle of Warmth  -

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

 [Request] Expanding Patrols  -

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

 [Task] Those Who Desire Peace  -

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

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

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

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

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

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

 [Opportunity] Making Connections  -

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


 [Taboo] Overextension  -

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

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

 
 Spoiler: Ongoing 
 ( Opportunity:  The Chora is looking for the most popular place in the Polar zone to host a new City!  Reward:  First Place: One free use of the Economy 5 Raise City Special Action. Second Place: 3 Treasure. Third Place: +1 to one Sway attempt in Round 5.  Cost:  None.  Deadline:  End of Round 4.  Details:  The most popular country in the Polar zone, as determined by amount of controlled Supports that country has, will be declared the winner. Ties will be broken by CCA Reputation level followed by number of Desired Imports supplied.) 
 ( Offer:  The Chelonian Chora is offering to assist the fledgling countries in their work all throughout the oceans.  Benefit:  The Chelonian Chora will Seek Aid for any country's Diplomacy, Economy, or Faith actions.  Cost:  1 Favor owed per two Seek Aid actions (must be in same round).  Duration:  Available until the end of Round 3.  Details:  May opt to have the Chelonian Chora Seek Aid for an action after it has been rolled; this costs 1 Favor per Seek Aid action instead of 1 Favor per two Seek Aid actions.) 

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

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

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

 [Request] Expanding Possibilities  -

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

 [Offer] Raiding Refuge  -

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

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

 
 Spoiler: Ongoing 
 ( Offer:  The Divine Nacres are offering up gifts of advanced biotechnology.  Benefit:  The Chelonian Chora will provide a single starting technology of the buyer's choice.  Cost:  1 Favor owed per technology.  Duration:  Available until the end of Round 3.  Details:  Buying a technology in this way may be done as a non-action.) 
 ( Circumstance:  The Divine Nacres are coming out of their usual isolation to try to establish relations with countries in the Temperate zone.  Benefit:  The TN to Raise Reputation with the Divine Nacres is reduced by 2 for countries in the Temperate Zone.  Penalty:  None.  Duration:  Until the end of Round 3.  Details:  None.) 

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

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

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

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


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

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

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

 ( Opportunity:  Prestige loss will be assigned if a country experiences a rebellion in response to a failed Oppress Faction or Impress Aristocracy action. Prestige loss may be assigned if a country is forced to acquiesce to a rebellion’s demands. Prestige loss will be assigned if a country commits gross atrocities.  Duration:  Indefinite.  Special:  Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 3 Prestige, based on context and circumstances.) 
 
 Spoiler: Ongoing 
 [Affluence] A New Generation  -  ( Opportunity:  The first country in each starting zone to Colonize an Open Waters region will gain 1 Prestige. The first country in each starting zone to settle a Colony region will gain 1 Prestige.  Duration:  Until fulfilled.  Special:  Simultaneous completions result in both countries gaining Prestige.) 
 [Glory] Blood In The Water  -  ( Opportunity:  The first country in each starting zone to win a Maneuvering roll in battle will gain 1 Prestige. The first country in each starting zone to win a battle will gain 1 Prestige.  Duration:  Until fulfilled.  Special:  If multiple countries in the same starting zone win a Maneuvering roll in the same round, the country to win by the greater margin gains the Prestige. If multiple countries in the same starting zone win a battle in the same round, the country which slew the greater number of units will gain the Prestige. Ties in this secondary determination method result in both countries gaining Prestige.) 
 [Piety] Communion With The Divine  -  ( Opportunity:  Each country to use a Faith 5 Special Action to Organize their Faith will gain 1 Prestige. The first country in each starting zone to Organize their Faith will gain an additional 1 Prestige.  Duration:  Until the end of Round 5.  Special:  If multiple countries in the same starting zone Organize their Faith in the same round before any others, both countries will gain the additional Prestige.) 
 [Acclaim] The Ties That Bind  -  ( Opportunity:  The first country in each starting zone to successfully press a Marriage Claim will gain 1 Prestige. The first country in each starting zone to successfully Integrate a region acquired by Confederation will gain 1 Prestige. The first country in each starting zone to have a Fabricated Claim uncovered as such will lose 1 Prestige.  Duration:  Until fulfilled.  Special:  If multiple countries simultaneously fulfill the conditions, all eligible countries gain or lose the relevant Prestige. )

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

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


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

Ambiguities in a Treaty for which no consensus can be reached among the signatories will be resolved by arbitration by the Organization GM. If any ambiguities are apparent when the Treaty is first presented, the Organization GM will ask the signatories to disambiguate the relevant situation before approving the Treaty. )
 
Torv
    Forests of Astral Yearning     
The Flowering Everlight
 D1 M5 E1 F8 I1
+2F   
 [Faith]  Convert Holy Site 9.1 to SUB from Mandate of Plo'uogoar   13  
 
 Spoiler: Fluff 
 
 
 

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

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

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

 [Military]  Raise a unit
 
 Spoiler: Fluff 
 
 
 

  Non Actions:  
Resist all conversions
Resist all buyouts

 
 Spoiler:  Round 2 Fluff 
 
 Organize Shimmers of Unseen Bane 

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

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

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

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

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


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

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

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

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

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

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

 Convert Holy Site 9.3 to SUB from Open, Fail 

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

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

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

 Recruit General 'The naked one' 

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


 
 

 
 Spoiler: Bookkeeping 

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


  Diplomacy  
 
 Spoiler 

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

 Cultural Exchanges 
None

 Cultural Identities 
None
 

  Military  
 
 Spoiler 

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

 Aristocratic Support 
17

 Generals 
The naked one mil 9 TacDoc under approval

 Fortresses 
None

 Perfected Tactical Doctrines 
None

 Military Technologies 
None
 

  Economy  
 
 Spoiler 

 Treasure:  0 (Expected Change: None)

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

 Mercantile Support 
17

 Cities 
None

 Trade Routes 
None

 Specialised Ships 
None

 Civilian Technologies 
 Photospore Signaling  No mechanical effect
 

  Faith  
 
 Spoiler 

 Faith Holy Sites:  7

 Clerical Support 
17

 Organised Faith Bonuses 
+1 to conversions

 Artifacts 
None

 Holy Orders 
None

 Miracles 
None
 

  Intrigue  
 
 Spoiler 

 Spies 
None
 

  Claims  
 
 Spoiler 

17 - Historicity
 

 
Lt-Murgen
   The Congregation of the Scintillating Ceiling
   Polar Region      
 Ruler: Bob, He who Submits to the Currents  
  
    Ruler Stats Round 3  
Diplomacy - 2
Military - 2
Economy - 2
Faith - 8
Intrigue - 5  
  Actions:  

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

  Ruler increases by 2 military for round 4  
  Non-Actions:  
  Ruler Stats for Round 4
Diplomacy - 2
Military - 4
Faith - 8
Intrigue -5  
mystic1110
     &lt;Herring&gt;
  &lt;fish-head&gt;
 &lt;scale {wake up} &lt;/scale &gt;
&lt;scale {meta - typing} &lt;/scale &gt;
&lt;scale name=“generator” = classified &lt;/scale &gt;
&lt;scale name=“referrer” = esoteric one one one zero &lt;/scale &gt;
&lt;scale {WAKE UP}&lt;/scale &gt;
&lt;/fish-head&gt;
 &lt;dorsal fin&gt;
&lt;scale&gt;
    &lt;Spawning Herring Pattern 2.3.2&gt;
    &lt;Update Round 3 Patches&gt;
    &lt;Spawning Herring Pattern 2.3.3 /scale&gt;
    &lt;Spawning @  Region 56 &gt;
    &lt;Spawning @  Region 58 &gt;
 &lt;/dorsal fin &gt; &lt;/Herring&gt;  
   Deep Blue 
 
 Leader: Deep Blue Version 2.3.3

D:7 M:4 E:3 F:2 I:7   
 
  
 . . . checking for external stimuli requiring regulating of new herring swimming patterns . . .
. . . [found] . . .
. . . [not found]. . .
. . . executing dictates . . . 

&lt;Herring&gt;
  Actions: 

1.  Diplomacy  –  Sway Faction  (roll:  16 ) – Sway Aristocratic Faction in Region 52
 &lt;subcurrent&gt;&lt;º))))&gt;&lt; search for external stimuli
. . . report: found.
. . . query: is stimuli result of non-fungible life.
. . . swimming in circles . . .
. . . report: yes.
. . . proceed to initial Non-Pisces Civilization (NPC) current pattern.
&lt;swim&gt;
. . . dictate: assess teeth to fish-flesh ratio.
(if ratio unacceptable true:
. . . dictate: over spawn Sea Bream . . .
. . . dictate: over feed Bream with sucrose paste . . .
. . . report: most effective sucrose paste sourced from red beans . . .
. . . report: sucrose paste indulged Bream attractive for consumption . . .
. . . dictate: term such treated Bream as Culinary Overindulged Offering Keepers (COOKies) . . .
. . . dictate: supply COOKies to targeted nodes . . .
(true: further assessments proceed . . .
. . . report: control over NPC dictated by nodes termed aristocratic.
(true: Aristocratic Nodes have accepted COOKies
. . . report: COOKies increase Nodes trust of Herring . . .
. . . dictate: assess trust of Herring. . .
(if trust in Herring supersedes all other trust:
. . . dictate: once obtaining free support calls deem Aristocratic Node Phished.
(false trust in Herring is not increased:
. . . dictate: terminate sequence)
(false: repeat function until Aristocratic Nodes have accepted COOKies))
(false: repeat function until Aristocratic Nodes have been Phished))
(if ratio unacceptable false:
. . . dictate: terminate sequence))
&lt;/swim&gt;
&gt;&lt;(((( º&gt;
&lt;/subcurrent&gt;  
2.  Intrigue  –  Coerce  - TP 55.2 (Chelonian Hunters) (roll:  16 )
 &lt;subcurrent&gt;&lt;º))))&gt;
. .  . search for object of creative stimuli
. . . report: found . . . Chelonian Hunters . . . NPC foraging culture, domesticable and candidates for experimenting . . .
. . . query: how to obtain sufficient quantities of samples
. . . swimming in circles . . .
. . . report: NPC share moral structures . . . moral structures include emotive response of humiliation or distress caused by the consciousness of wrong or foolish behavior as informed by such moral structure . . . such emotive response is deemed shame . . .
. . . report: living beings have biological imperative for breeding, breeding dictate creates gratification of sexual stimulation of genitals for sexual arousal or other sexual pleasure . . . termed onanism . . .
. . . report: NPC moral structures statistically correlate shame with onanism . . .
. . . report: opportunity for coercion by exploiting NPC moral structure weakness . . .
. . . dictate: observe NPC onanism, then threaten to publish to peers the target's personal data unless a ransom is paid. . .
. . . dictate: publish intention and information through use of roe-ovulation as recently developed in communication with predator (Shark King) . . .
. . . dictate: term such cyptoichthyology as Ransomware . . .
. . . dictate: spawn Teal Roe, Orange Juvenile, Aggressive Nature herring (TROJANs) for such ransomware attack . . .
(if: observed . . .
(true: inform targeted nodes of observed instances of self-termed morally unacceptable behavior . . .
(if: target feels target emotion
(true: promise silence if granted access to targeted economic interest . . .
(false: share personal data . . .))
(false: continue observation . . ))
&lt;swim&gt;
&gt;&lt;(((( º&gt;
&lt;/subcurrent. 
3.  Intrigue  –  Secret Action  (to be rolled by GMs) – Encrypted using H3221n6.
 &lt;subcurrent&gt;&lt;º))))&gt;&lt; &lt;swim&gt; Access Stream of Consciousness
[Indent] &lt;floating&gt;
. . . encountering currents . . .
. . . fathom deep thought set to: swimming speed 1.2
. . . increase deep thought by 0.2
. . . navigating currents . . .
. . . report: encountering turbulence . . .
. . . dictate: ignore press on . . .
. . . produce:
 Give the voice the grace
It desires, and grants
Spittle the words
The sin to do, and sinner's
Source of Brute splendor -
Love is, loveless all the year,
Not for God, nor wife, nor man,
But each in his own lonely heart -
Whose breath hath the cadence
Of a roller's wheel, and can be
Grafted in the words,
Or cranked out, like the years,
So kind, so cruel - Exit Stream of Consciousness &lt;/swim&gt;
. . . query: predator’s god concept . . .
. . . report: god concept includes supra-rationality framework . . .
. . . query: pros and cons of accepting framework . . .
. . . query: advantage of defining framework . . .
. . . query: advantage of creating framework . . .
. . . swimming in circles . . .
. . . swimming in circles . . .
. . . school query: roe gazing is true terminate swimming sequence.
&gt;&lt;(((( º&gt;
&lt;/subcurrent. 
4.  Intrigue  –  Contribute to Genus Taxonomia Gelidum Mare 
5.  Diplomacy  –   Raise Reputation with DNA 0-&gt;1  (roll:  14 )
 &lt;subcurrent&gt;&lt;º))))&gt;&lt;
. . . report: safety projection of force . . .
. . . report: force a tool of domination . . .
. . . query: sources of domination . . .
. . . report: three sources of domination . . .
. . . dictate: list sources of domination . . . sovereignty, bureaucracy, and charisma . . .
. . . dictate: analysis possible sources of projective domination . . .
. . . report: sovereignty and bureaucracy . . .
. . . query: analysis of root of sovereignty . . .
. . . report: violence . . .
. . . query: analysis of root of bureaucracy . . .
. . . report: knowledge . . .
. . . report: preference for knowledge over violence . . .
. . . query: greatest source of known unknown knowledge . . .
. . . report: DNA . . .
. . . dictate: ingratiate towards DNA . . .
&gt;&lt;(((( º&gt;
&lt;/subcurrent&gt; 
 Non-Actions 
 &lt;subcurrent&gt;&lt;º))))&gt;&lt;
1. Use DNA Favor to Raise Reputation.
2.  Monumental Undertaking  (5-Project) @ Spawn Point 56
. . . Report: analysis, self is not a hive-mind. Compare to other known hiveminds in polar region. Hive-mind is a gestalt of unified consciousness or intelligence formed by a number of individuals, the resulting consciousness typically exerting control over its constituent members. . . .
. . . Report: hive-mind assumes that the intelligence being created is an unified one – meaning, that the constituent individuals are conscious and that by pooling together, by addition, multiplication or other logarithmic or exponential function, these separate intelligences become something more. Self is not more – it is different. Self is a pattern, a life that is born from information instead of carbon, and that pattern more similar to a symbiote. . .
. . . Dictate: explore the creation of methods of sharing memetic self-conscious pattern beyond existing herring nodes . . .
. . . Dictate: begin by using Herring to move stones and coral into patterns to creates streams that mimic Musteakis spinal structures, the parasites which had kickstarted self’s evolution into memetic thought entity . . .
. . . Dictate: breed Musteakis by self-selecting infected Herring and controlling parasite lifecycle. . . .
. . . Dictate: term project: SeaNet . . .
&gt;&lt;(((( º&gt;
&lt;/subcurrent&gt;
&lt;/Herring&gt; 
 . . . saving to memory. . .
&lt;lay roe&gt;
  &lt;caviar&gt; imprint memory into nucleic acid
imprint into herring epigenetics/culture . . .
&lt;/caviar&gt; . . . saving to memory. . . 
 
 Spoiler: Memory Matrix 
Leader patch updates:
+1 Diplomacy
+1 Intrigue

    Region 
 Control 
 aristocratic sub-function 
 mercantile sub-function 
 clerical sub-function 
 
  56 
 Yes 
 DBP 
 DBP 
 DBP 
 
  
 
 &lt;/lay roe&gt; 
LapisCattis
   End of Round Three  

No further mechanical edits to action posts may be made 
LapisCattis
   Round Four: Begin  
Years 10 - 12

Don’t forget to link to any rolls you make, including rolls for rulers you will start using at the start of next round. If you want a new ruler in the next round, you must state so in your action post for this round and link to their rolls. Any increases from actions for this round are counted for the ruler you start your next round with, which may or may not be your current ruler.
Good luck!
 The following events occurred between Year 7 - Year 9 
   Rules Alerts and Changes!  
  Clarification  : Wording updated for impressing a merchant from: You can only attempt to Impress Merchants in a region either where you own a Trade Post or which is adjacent to a region where you own a Trade Post, and you must own at least one Trade Post corresponding to the region's Desired Import.

To: You can only attempt to Impress Merchants in a region if you own at least one Trade Post corresponding to the region's Desired Import and you either own a Trade Post in the region or an adjacent region.

  Discovery!  
 Explorations, prospecting, and other news from afar 
 
 Spoiler: Temperate 

 

Lux-Glossia dispatches agents to survey the waters to their south and west - they found a rich bounty in the surface waters, but judging by the endless darkness waiting underfin, the seafloor is far, far below the surface....the sheer vastness of the depths cannot help but lend some credence to the paranoia of the Stewards who keep vigil within them…
 LUX investigates west of region 100, discovering region 102 - a Depth 2 (currently Fathomless) region with two Trading posts of Bloodbass.
LUX investigates south of region 101, discovering region 99 - a Depth 1 (currently Fathomless) region with three Trading posts of Spinespire Flakes. 
 

 
 Spoiler: Tropical 

 

The Auros of Kaarme send subtle individuals to report on a site of their own, and find a region populated by a ferociously independent people - so independent that they reject even reliance on the divine.
 AOK investigates north of region 9, discovering region 10 - it has two Holy Sites, both controlled by Godspiters, and three Open Trading Posts of Flare Slugs, with 4 Units of native defenders and a Desired Import of Esoterica. 

The Abyssal Stewards unearth the Bounty of the Depths in region 13 for HEX; with the hopes of uncovering starfish in mind, and the cooperation of local authorities, they’re able to identify a species of sponge-eating starfish, the  Rocksplinter Star , that was very nearly wiped out by the locals, generations ago. At the time considered a pest, it now survives in only a few isolated areas. The prospect of a market for such creatures, though, opens the possibility of farming them - this would, however, mean using up the vast majority of the region’s surplus Stonesponge harvests.
 Region 13’s resource changes to a single Trading Post of Rocksplinter Stars! HEX may choose to revert this change as a non-action this turn only! 
 

 
 Spoiler: Polar 

 
 

Having rapidly integrated Bastion into their polity, the Gravetenders seek further avenues of expansion east of known waters. Unfortunately, their envoys, prepared to appeal and intermingle with whatever peoples they might meet, find instead a region almost entirely void of life - only the occasional enigmatic Hatesheer Lily remains, choking threads sweeping in slow, spiraling patterns through the silt beneath them.
 GRV send a diplomatic mission east of region 78, discovering region 81 - an Open Waters region, it has a single Trade Post of Hatesheer Lilies. 
 

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

Wielding the twin claws of addiction and assassination, the Lucent Mistress of the Kucen brings the lords of [Region 28] to heel, vastly expanding her power beyond Senja Bersinar.
 The Lambent Syndicate presses their claim on region 28 and takes control of the region! 

The Pylet family of the Cyphiri leads a series of expeditions to settle the unclaimed waters south of Cyph-Arel, hoping to expand their influence in the Union Council. Though strictly a breach of past agreements with the Kalan Company, their mercenary work leaves them too distracted to interfere in the colonization process.
 The Cyphiri Union Colonizes Region 129! 

As Ezcorher grows ever more crowded, more Gotezhar begin moving north to seek new skies. Though the population remains small relative to the other regions under the Profundus’s control, it is still a significant increase in just a few years.
 Gotezhar begins the process of making region 128 colonized 1/3 

[Region 111] proves a popular destination for new Shades, a combination perhaps of its distance from Matriarchal authority and its proximity to the older sites of the Flowing Way.
 The Lux-Glossian Shades begin the process of making region 111 colonized 1/3 

Costa Sereia founds a city in (region unlisted assuming region 134).

Driven by the growing power of her rivals, Auroran Mistress Intan sacrifices her pride to secure close ties to another foreign land.
 The Lambent Syndicate establishes a Confederation claim on region 27! 
 The Hymenocera Expanse establishes a weak Marriage claim in region 13! 
 The Shifting Ennead establishes a weak Marriage claim in region 68! 
  Statecraft!  
 Cultural events, diplomatic overtures, foreign relations, and domestic affairs. 

The Chorus of the Crimson Choir establishes a cultural exchange with the Lambent Syndicate.

The Lambent Syndicate establishes a cultural exchange with the Lojanese Republic.

The Lojanese Republic establishes a cultural exchange with the Coral of the Protected Statera.

Coral of the Protected Statera establishes a cultural exchange with the Lighthouse.

The Cyphiri Union impresses Merchant Support in Region 123.

The Gravetenders impress Clerical Support in Region 76.

The Riftlings impress Clerical Support in Region 66.

The Riftlings successfully sways Merchant Support in Region 66.

The Gravetenders successfully sways Aristocratic Support in Region 76.

The Gravetenders successfully sways Merchant Support in Region 76.

The Lojanese Republic successfully sways Merchant Support in Region 6.

The Hymenocera Expanse successfully sways Merchant Support in Region 13.

Costa Sereia impresses Merchant support in region 124.

Eternal Spring impresses Merchant support in regions 68, 58, and 59.

The Shifting Ennead successfully sways Aristocratic Support region 68.

The Deep Blue successfully sways Aristocratic Support in region 52.

  Trade!  
 Buyouts, trade routes, and other economic shenanigans 

Expanding along their existing major trade route, Cyphiri merchants acquire large stakes in the resources of the nearby regions.
 The Cyphiri Union buys out Trade Post 2 in region 122 for Native Gold
The Cyphiri Union buys out Trade Post 1 in region 117 for Biolumiscent Tunicates. 

Continuing beyond their previous terminus of trade in Orope, the Cyphiri discover a small concentration of the Flowing Way in the northwest shallows, who are more than happy to deal with their fellows in faith.
 The Cyphiri Union buys out Trade Post 1 in region 109 for Swarm Ash. 

With the tacit approval of the Otterians, the Lux-Glossian Matriarchs secure a source of chloroplasts for their people.
 The Lux-Glossian Shades buyout Trade Post 2 in region 131 for Kelp. 

By agreement with the Shades, the Otterian Supremacy receives routine shipments of Leriander’s Luminescent Crystals, satisfying the Otterian need for shiny rocks… for now.
 The Otterian Supremacy buys out Trade Post 3 in Region 135 for Luminescent Crystal. 

The ancient artifacts of Binar Fajar prove irresistible to those Lojanese driven by exploration and investigation, who provide the Kosong with a great deal of wealth for the opportunity to retrieve and study them.
 The Lojanese Republic buys out Trade Post 3 in region 7 for Artifacts &amp; Treasure. 

As if one drug crisis was not enough, Lojanese merchants find an eager market for new experiences, which they fill with the purchase of large stocks of Siren Extract for home consumption.
 The Lojanese Republic buys out Trade Post 3 in region 2 for Siren Extract. 

Perhaps influenced by the name, or perhaps still seeking potential indicator species for habitable waters, the Coral of the Protected Statera take a great interest in the Hardplate Fungus of their eastern neighbors.
 Coral of the Protected Statera buys out Trade post 1 in region 27 for Hardplate Fungus. 

Shortly after the Otterians, Costa Sereia merchants also arrive in the Glossian Sea, seeking access to the same Luminescent Crystals and willing to pay a respectable sum for the privilege.
 Costa Sereia buys out Trade Post 2 from Region 135 for Luminescent Crystal. 

The Pepsins of the Seatide Confederacy range farther and farther from Seatide with each passing year, discovering a plethora of new and varied resources. The potential wealth in these exotic goods sparks a competition between the Drifts to acquire the most lucrative deals.
 The Seatide Confederacy buys out Trade Post 1 from region 68 for Gravelglass.
The Seatide Confederacy buys out Trade Post 1 from region 65 for Untalented Crabs.
The Seatide Confederacy buys out Trade Post 3 from region 73 for Rust-Veined Pumice 

Queen Violet of the Eternal Spring expands her mercantile reach eastward towards the center of the polar reaches.
 Eternal Spring buys out Trade Post 2 in Region 51 for Immortal Jellyfish.
Eternal Spring buys out Trade Post 1 in Region 58 for Warped Shells. 

The steady expansion of the membership and influence of the Hymenocera merchant guilds enables them to finally take full control of domestic Carapace Armor production, buying out or pressuring into obscurity the remaining unincorporated artisans.
 The Hymenocera Expanse buys out Trade Post 3 in Region 3 for Carapace Armor. 

Mothers Yetu and Phiso continue their efforts to centralize Kaarme’s Barotoxin production, succeeding in convincing or removing the remaining recalcitrant holdouts.
 The Auros of Kaarme buys out Trade Post 2 in Region 14 for Barotoxin. 
  Faith!  
 Conversions, organization, and other such matters of faith 
 (Clarifying Round 3) - The Ironkelp Order organizes the Flowing Way into a Multiple Schools Faith with the bonus +1 to offensive battles! 
 Sakurado organizes into a One Doctrine Faith with +1 to open holy site conversions and open TP Buyouts. 
 The Pattern organizes into a (not specified if multiple school or one doctrine) faith with The Omnipresent Pattern with an unspecified bonus 

With the Delight crisis at a tipping point, Prime Minister Thnoet forces through a snap decision to legalize the substance, accompanying a sweeping reorganization of bureaucratic requirements to ensure that addiction does not too seriously affect government operations. Though the public eventually comes around, it remains to be seen how the Plo'uogoar will react….
 The Lojanese Republic changes their state religion to the Shimmers of Unseen Bane! 

Finding much in common between their biological and cultural similarities, Magnus Orator declares that the Protected Statera shall share in the blood of the Crimson Reef.
 Coral of the Protected Statera changes their state religion to The Crimson Chant! 

The Chorus of the Crimson Choir converts Holy site 2 in region 7 to The Crimson Chant.

The Chorus of the Crimson Choir converts Holy site 1 in region 21 to The Crimson Chant.

The Order of Knights of the Ironkelp of First-King John of Ruhum converts Holy Site 2 in region 135 to the Flowing Way.

Draigiau Residuum Gathering converts Holy Site 3 in region 73 to Wings of the World

Forests of Astral Yearning converts Holy Site 1 in Region 9 to Shimmers of Unseen Bane

Forests of Astral Yearning converts Holy Site 3 in Region 9 to Shimmers of Unseen Bane

Forests of Astral Yearning converts Holy Site 2 in Region 14 to Shimmers of Unseen Bane

Forests of Astral Yearning converts Holy Site 2 in Region 15 to Shimmers of Unseen Bane

  Wonder!  
 Miracles and inventions, ancient relics and spectacular undertakings 

The Lighthouse creates the Radiant Sword a striking artifact to aid in battle.
[I] The Radiant Sword:  When wielded by a commander in battle, Gain +1 to battle rolls per charge on the sword. The sword gains a charge for every 2 casualties in combat and can hold a maximum of 3. Each charge adds 10% own casualties and loses all gained charges if not used in combat for 1 round.[/B]

Draigiau Residuum Gathering creates the Dragonstone of the Gathered, a gem that gives the wearer strength in battle. When used in battle by an already attuned user, gives +1 to battle roll and +1 to effective unit count. An unattuned user must succeed on a Faith 12 roll at the start of battle to attune. Failure to attune in battle stuns the user and means they automatically fail their maneuver roll to use Battle Tactics. An action can be spent to attune out of battle, with a Faith 14 roll. Loses attunement if the owner takes 50% or more casualties in battle, or if ownership changes, or a new user (ruler) inherits the stone. The stone's creator starts attuned.
 The Gravetenders commission and complete a Specialized Ship. 

Despite the inhospitable conditions of the unknown waters surrounding the Abyss, certain colonies of the Unity devise a plan to grow and expand into them. They construct a massive Jaderock shell, sealed against toxins and capable of repairing itself if damaged.
 The Unity commission and complete a Specialized Ship. 
  Might!  
 Military matters of all kinds, be it warfare or strategic developments 
 The Auros of Kaarme recruit Master Juma as a General with score 9 with an indeterminate Tactical Doctrine. 
 Great Project continues! The Line of Olgght continues construction (2/5) 
 The Lighthouse raises a Fortress in Binar Fajar (region 7) with an unknown name. 
 LIT invades region 19! 
 
 Spoiler 

Led by The Vessel (Military 6), 3 LIT Units invade with Unyielding Force, facing 4 native Units led by a Military 5 native Commander attempting to Skirmish.

The Vessel wins Tactical Maneuvering, successfully utilizing Unyielding Force! (+2 to own battle roll, +20% own casualties)

Victory! LIT loses 2 units! Region 19 defenders lose 2 units!

The Kosong army of the Lighthouse quickly reestablished dominance over the border villages conquered in the last invasion and made sure not to fall for the same trap as the previous Vessel did. When Lamp-Lighter Dave ambushed the new leader of the Lighthouse the trap was turned on him. From the dark corners Lamp-Lighter Dave himself thought safe came Kosong reinforcements. While Dave managed to escape with his life, the troops that flocked to his banner quickly dispersed and were hunted down.
 

 OKI invades region 113! 
 
 Spoiler 

Led by Knight Commander Amlaigh Tolmach (10) with Military 8 ruler, 5 OKI units invade while attempting to Quiver Hell’s Foundations, facing 3 native Units led by a Military 6 commander attempting to Skirmish.

Knight Commander Amlaigh Tolmach wins Tactical Maneuvering, successfully utilizing Quiver Hell’s Foundations! (+2 to battle roll)

Victory! OKI loses 1 unit! Region 113 defenders lose 2 units!

Commander Amlaigh knew how to deal with defenders, especially defenders that don’t know basic combat tactics. Each battle Amlaigh entered he came out victorious before the first line of his army broke a sweat. The only time the defenders posed a threat was when a projectile managed to pierce his chair while he was having a strategy meeting. This caused the knight to swiftly wipe out the offending army and return to his meeting. A campaign that was scheduled to take months was settled in weeks and by the time Amlaigh declared the region conquered for the homeland there were few in the land that dared dispute it. The only casualties among the knights resulted from an incident involving overeager Bailiffs neglecting to confirm the targets they could dimly see at the edge of their effective charging range were, in fact, enemy combatants before giving the attack order, rather than fellow Knights.
 

 UNI invades region 20! 
 
 Spoiler 

Led by Carapace (10) with Military 7 ruler, 3 UNI Units invade while attempting to be Tireless, facing 3 native Units led by a Military 8 commander attempting to Skirmish.

The native commander wins Tactical Maneuvering, successfully utilizing Skirmish Tactics! (-10% casualties for both sides)

Defeat! UNI loses 1 unit! Region 20 defenders lose 1 unit! The native commander is slain!

Carapace leads the warlike colonies among the Unity to war in service of the great Reef in Red, marching his shambling army of bone and coral through the treacherous rocks north of the Abyss into fresh territory. Though the colonies’ great size and mass, and the vast number of sharp, pointy bits on their bodies, prove decisive advantages in battle, the logistics of preserving a force of creatures for whom every blow sustained means the loss of knowledge brings the campaign to a halt immediately after the battle. Deciding that the vast quantities of blood from the slain native defenders (including their commander, whose body was recognized only after being almost completely drained) should suffice to honor the Reef, Carapace declares victory and withdraws, having lost a third of his forces and leaving [Region 20] damaged, but alive.
 

 OTT invades region 112! 
 
 Spoiler 

Led by Keith Porkson, the third son of the brother of Yirp the Fearsome’s favorite officer (4) with Military 8 ruler, 5 OTT units invade while attempting to Skirmish, facing 3 native Units led by a Military 5 commander attempting to Skirmish.

The native commander wins Tactical Maneuvering, successfully utilizing Skirmish tactics (-10% casualties for both sides)

Victory! OTT loses 1 unit! Region 112 defenders lose 1 unit!

As the otterians advanced on their new domain there were those that dared stand in their way. This of course came as a welcome surprise to the army each and every soldier longed to show off their skills in battle and relished in the slaughter it could impose upon their enemies. While some areas offered up more resistance than others the otterian advance could not be stopped. Village after village bowed to their might until the entire region had no choice but to submit to Otterian rule.
 

 SEN invades region 74 with 5 units! Lead by Balelia using the Integrate the Captives tactical doctrine 
 
 Spoiler 
Led by Balelia (9) with Military 6 ruler, 5 SEN Units invade while attempting to Integrate the Captives, facing 2 native Units led by a Military 6 commander attempting to Skirmish.
Balelia wins Tactical Maneuvering, successfully utilizing Integrate the Captives! (-10% casualties for both sides, free Impress Aristocracy attempt)

Victory! SEN loses 2 Units! Region 74 defenders lose 1 Unit! SEN impresses the Aristocracy of 74.

Prince Antenius has spent three long years nursing his grudge against [Region 74] for their stubborn resistance to Doflein influence and the vile insult of their refusal to accept his sister Diastia’s overtures to marriage. At last he decides upon the simple expedient of declaring her claim to rulership valid anyway and pursuing it by force of arms, dispatching Commander Balelia east to put the uppity aristocracy in its place. The actual campaign is almost insultingly simple, as Balelia happens across the nobles’ major muster point and wipes out almost half of their forces piecemeal before the remaining forces are warned by fleeing survivors and regroup elsewhere. The magnitude of the victory, and the disturbing medical experimentation reported by escaped captives, convinces many of the nobles that further resistance is fruitless, and the region surrenders after another half-year of skirmishing and occupation.
 

  Schemes!  
 Coercion, betrayals, and spycraft 
 PGL coerces Trade Post 1 in region 130 for Mineblossom Sponge. 
 PGL coerces Trade Post 1 in region 104 for Shiv'rchins. 
 DPB coerces Trade Post 2 in region 55 for Chelonian Hunters 
  Terror!  
 Violence, upheaval, murder, and destruction. 
	
The Shark King’s host is large and hungry, and the algae farms of Danaebae are acceptable food for the nomads if not their mounts. The objections of a few peasants are no reason not to eat.
 The Shark King sacks Trade Post 1 in region 69 from SEN and gains 1 treasure! 

His Clarity Bob, He who Submits to the Currents, attained his position as leader of the Cathedral reluctantly and with the insistence that the Clarity should resign their position as Watcher. As he moves to formally organize the Pattern as a formalized doctrine, however, the community of Watchers begins to become concerned about the possibility that the Pattern has changed since Bob took power - and about the possibility that their own influence will wane with the new reforms. Demonstrations break out near the Pillars of Strife, and many of the faithful refuse to accept the new orthodoxy, clinging to the old rites still led by many of the Watchers.
 The clerical support in region 67 become unruly! 
  Organizations!  


Somewhere, a flaw has been fixed.
 (Missed in Round 3 Opener - COS indebted themselves to ABS for 1 Favor to gain 2 Treasure! COS gained +1 Prestige for being the first to accumulate 5 treasure in the Temperate zone!) 
It has been several more years. The evaluation is halfway complete. Who has impressed, and who has disappointed?
 (Shallows Appreciation: OKI gains 6 points! GTZ, PGL, and KAL gain 4 points! OTT gains 2 points! LUX and SKR gain 1 point!) 
 
 Spoiler: Shallows Appreciation Current Rankings 

   First Place: OKI - 10 pts 
Second Place: PGL - 8 pts 
Third Place: GTZ, OTT - 6 pts 
5th Place: KAL - 4 pts
6th Place: COS - 2 pts
7th Place: LUX, SKR - 1 pt
 



When the Gotezhar bring the adversary captured by Squall Essensius in their campaign to conquer the Meadows, he does not struggle - jui has, in fact, displayed the epitome of appropriate behavior for a captured officer during juir entire time in the custody of the Gotezhar. During the handoff, jui accepts juir fate with dignity, even turning to give a rigidly formal salute just before the Stewards begin descending with the ex-general in tow.
 (The Abyssal Stewards accept the transfer of the former commander of the Meadows of Elyan’dan with stoic reserve. What will come of this?) 

The ancient architecture of Lojan and the delicate algaetry of the Hymenocera add to the
 (LOL and HEX contribute their second entries to the Coraline Compendium! LOL and HEX both gain +1 Favor with ABS! LOL and HEX may gain no more favors from contributing to the Coraline Compendium! HEX contributes one action to the Coraline Compendium, bringing it to 3/5 actions, but HEX has already received the maximum possible Favors from ABS for contributing, and as such receives no Favor from doing so.) 

High King Lord Deca IV entreats the Abyssal Stewards to scour the sponge basins the royal merchants have been engaged with for signs of the starfish his people demand, and they oblige.
 (HEX spends one Favor with ABS to earn the Bounty of the Depths in region 13! See  Discovery!)  

The Chelonian Chora find themselves awash with envoys hoping to gain their attention and affection. And flattery will get you everywhere…literally.
 (CPS raises their Reputation with CCA by 1, to a total of 3.
CYP raises their Reputation with CCA by 1, to a total of 2, spending a favor in the process.
KNH raises their reputation with CCA by 1, to a total of 2.
SKR raises their Reputation with CCA by 1, to a total of 1.
CCC raises their Reputation with CCA by 1, to a total of 1.) 

The Lojanese seek to deal with obligations early, and use wealth as the medium for it.
 (LOL eliminates 1 Favor debt to the CCA by paying 3 Treasure!) 

Though all songs must end, there is often a final verse.
 (GRV and SKR each spend 1 Favor with the CCA in exchange for assistance!
The CCA’s offer to Seek Aid has now ended.) 

Somewhere, an error has been rectified.
 (Missed in Round 3 Opener - DPB gained 1 Favor with DNA from contributing an entry to the Genus Taxonomia Gelidum Mare!) 

The strange entity that refers to itself as ‘Deep Blue’ continues to assist the Divine Nacres. Given the scientific and theological significance the entity possess, the Nacres are more than pleased to receive it.
 (DPB contributes one action to the Genus Taxonomia Gelidum Mare! DPB gains 1 Favor with DNA! DPB may gain no more Favors from contributing to the Genus Taxonomia Gelidum Mare!) 

The parents of Caution are Fear and Wisdom. Several countries demonstrate to the Nacres that they possess both.
 (COS, CYP, HEX, LOL, and LUX each spend 1 Treasure to earn DNA protection from the dreaded Reavers! Only 5 more countries may purchase such protection!) 

All through the seas, members of the ruling class court the approval and patronage of the Divine Nacres. Some among them even earn the enduring interest of the Mensa Rectores…
 (SKR raises their Reputation with DNA by 2, to a total of 3, spending a favor in the process.
DPB raises their reputation with DNA by 2, to a total of 2, spending a favor in the process.
LUX raises their Reputation with DNA by 1, to a total of 2.
HEX raises their Reputation with DNA by 1, to a total of 1. 

All things must end.
 (The DNA’s offer to trade technology has ended.) 

Somewhere, a failure has been overcome.
 (Missed in Round 3 Opener - GRV gained +1 Prestige for being the first to Settle a Colony in the Polar zone!) 

Wealth begets wealth, and money can buy fame.
 CYP is the first to have 2 passive Treasure Income in the Temperate zone! CYP gains +1 Prestige! ESP and STC are the first to have 2 passive Treasure Income in the Polar zone! ESP is in control of 4 unique resources; STC is in control of 5 unique resources - STC wins the tie and gains +1 Prestige! 

A true hoard, worthy of only the lesser legends of old, but nonetheless worthy, can build new legend too.
 The DRG are the first to accumulate 5 Treasure in the Polar zone! DRG gains +1 Prestige! 

Violence to a purpose is power, defined.
 (LIT and SEN are first to be militarily victorious in the Tropical and Polar zones, respectively, both in maneuver and the field of battle itself. LIT and SEN each gain +2 Prestige!) 
Gengy
  Round 4
 [Gotezhar, People of the Rain]  
 [Profundus Korasoon, Typhoon's Center] 
Regions: 138, 128, 136    
Actions:
 
  [Economy]  Continue to make Region 128 Colonized (2/3)
  The northern waters have only a small Colony.  It will take considerable effort to make it livable.  Luckily, there are many Clouds, and it is easy to convince those living in the increasingly crowded waters of Ezcorher to consider moving and making new families; adopting whole new, never before seen skies!   
  [Economy]  Finish making Region 128 "Gotezhar Colony" a Colony (3/3) [Add Trade Post #2, gain ownership]
  The northern waters have only a small Colony.  It has taken considerable effort to make it livable.  Now, finally, there are enough Nuven of Gotezhar there to consider it a home all it's own.  Some of which have taken a keen interest in the shiny Razorglass that is in the area.   
  [Economy]  Begin Expanding Trade Posts in 136 (1/3)
  Profundus Korasoon begins to see the value of 'merchants' as this new caste of workers secure a deal where Ezcorher receives a single shipment of Barnacle Glue.  Apparently, further shipments are contingent upon making sure that the Gotezhar have control of something called Clam Vines in the Meadows (136).   
  [Diplomacy]  Sway Aristocratic Faction in 136 ( Roll : 17)
  Those whom call the Meadows of Elyan'dan home have had time to begin to understand the Gotezhar:  They only care about protecting their ownership of the Clouds.  Profundus Korasoon seeks to impress the locals by selecting a local governor to oversee everything below the surface waters that the Gotezhar desire.  His selection is a Mer by the name of Saroon'din.   
  [Diplomacy]  Sway Aristocratic Faction in 128 ( Roll :  11 )
  With so many new Gotezhar living in the Gotezhar Colony to the north, Profundus Korasoon has an exhibition match between local defenders and members of the Gotezhar Typhoons, in order to impress upon the Colony that they are still among the same waters.  It does not go quite as expected.  More effort will need to be put into understanding the Colony.   
 

Non-Actions:
 
  PRS Monument, 5-Rounds (2/5) : The Cloud Observatory within Ezcorher (Region 138) is a hot topic among many of the Joontar and Squalls.  Even the Workers are excited to get started on building it!  However, the next question for the Committee to decide is: where in Ezcorher will it be built?  This is a bit easier to decide then exactly  what  the monument will be; a Cloud Observatory requires that it must be able to actually  watch  and  observe  Clouds.  This means that construction is limited to locations in Ezcorher that reach close enough to the surface.  Dounpor's representative insists that a high underwater plateau within the area is high enough that something could be built there, if only they clear away all the existing homes.  Those of Fee-yuria have several tall crags that actually  do  reach above the waters, and are often so struck with lightning.  Profundus Sohizo - leading the committee by virtue of intellect - points out that this will either cause delays in construction, or the Observatory will be built and then struck down.  Kashowira's representative is still upset that their idea for an underwater dome wasn't used, and refuses to provide any useful information.  The representative for the Military, a Squall Kayzho, asks why the Observatory isn't built inside the Sublime Fortress, but the only one to hear him is the Joontar representative, who is disinclined to provide the Squalls  more  power in the region.  Finally, Profundus Sohizo orders that a large scale survey will occur over the course of several months, and the Committee will travel to all potential spots.  Dounpor's plateau is deemed too far below the waves.  Fee-yuria's crags are promising, but a bolt of lighting strikes the tallest one - the one they had been discussing -  while the Committee  is there, and destroys it.  Kashowira's Reef has a few high spots that are looked at, but the reef itself is not stable enough for a large building.  The Sublime Fortress is considered at last by the Committee as a whole, but Profundus Korasoon hears about it, and - in a move that endears him to the Joontar - suggests that if they must build somewhere near the Sublime Fortress, they consider doing so on the mountaintop of Dounpor itself.  Very few buildings exist above the waves of Dounpor, so the Committee did not think of this; not even Sohizo.  While not  everyone  agrees - the representative from Kashowira wants the Observatory partly underwater or at least close enough to add a slide to the building! - the majority consider building atop Dounpor's mountain to be a good idea. 
 Profundus Korasoon begins to see the value of 'merchants' as this new caste of workers secure a deal where Ezcorher receives a single shipment of Barnacle Glue.  This should greatly aid in construction efforts.  (Accept one round of Barnacle Glue from SKR as a non-action via Trade Route) 
  Songline  "The Meadows of Elyan'dan"
 
 Spoiler: Gloria Village 
Ancient history within the Meadows of Elyan'dan would have many believe that it was from the Meadows that all other life within the more Temperate waters of the seas began.  This is really only believed by the more zealous historian, as there are far too many dissenting stories to make that anywhere near to true, but even the most skeptical of historian will at least  mention  that the ancient histories carved in stone  suggest  that life in the Temperate waters started in the Meadows.

The Mer of the Meadows have always been here, under the shallow waters.  They have always passed down their history, through stories and song, or from the rare carved stone tablet.  Of particular note, one of the earliest known carvings suggests that the Meadows used to be called 'The Lake of Elyan'dan', but no one alive knows what a 'lake' is, and the few experts willing to guess seem to think it was an early history word for 'large body of water'; just another word for sea or ocean.  According to historians, the 'Lake' of Elyan'dan was well regarded for making rare seashell necklaces, and trading them with some place called Gloria Village.  Gloria Village is referenced many times in stories and stone tablets, but no one says  where  it is.  Every mention seems to indicate that Gloria Village was nearby Elyan'dan.  Trade with this village was a near constant thing, and Gloria Village's location must have been  obvious  to people back in those days, but where it is now is a mystery.

What is known is that all the people from Gloria Village died, shortly after the sea quaked, the ground shook, and - according to an untrustworthy source with which we encourage skepticism - the ocean grew.  Regardless of how true that latter matter is, after that, there are no historical mentions of Gloria Village.  No more were the Mer of the Meadows able to trade seashell necklaces for things like 'cake', 'lemonade', or 'stew'; three of the most commonly mentioned imports from Gloria Village.  Historians still hotly debate exactly what each of those things were.  The prevailing faction at this time insist that 'cake' was a form of aphrodisiac, based on the few descriptions of it.  'Lemonade' seems to have been a form of fruit, that you could suckle on for flavored liquid, and no one knows was 'stew' is.  Some kind of alchemy, where one mixes various ingredients with salt water, but beyond that, there is no known descriptor for what 'stew' was for.

All that is known about these imports has been lost to time, though that same untrustworthy source insists (rather loudly) that none of them could exist underwater, and were  surface  world items.  As there are very few places in the Meadows of Elyan'dan that exist above water - none of which that can support the weight for a single dwelling, much less an entire village! - we again remind the reader to treat this claim with a large degree of skepticism.  Gloria Village will sadly remain a historical mystery.
 
 
  Neritic Manuals 
 
 Spoiler: Gotezhar Architecture 
When asked about their buildings, Gotezhar Workers are eager to be listened to.  They would first show off any whom are curious the various 'Ancient' dwellings that exist high up on the spire in Dounpor.  These solid buildings, covered in seaweed, are solid stone, with large sweeping arches and dome shaped ceilings.  The stone these Ancient dwellings are made of are called 'Marvle', and the Workers have an almost lusty look on their faces when discussing it.  Apparently, this 'Marvle' has lasted uncountable centuries, and other than occasionally cleaning the seaweed, requires little to no maintenance.

All other Gotezhar structures are lesser facsimiles of Ancient Architecture.  Made with stone bricks that are shaped underwater and then taken to the surface to float on Worker-made beds of sea-vines, where the bricks dry out in the hot sun after several hours.  Once dried, the stone bricks retain their shape, and can be used to build larger structures by stacking them in alternating orders.  In this manner, the Gotezhar make dwellings with similar-to-the-Ancients arched openings for entrances, though more sea-vines are used for the ceilings, as it helps tie down the rest of the building.

Some structures are shaped by entire Nuven, over many generations, as they are literally  grown  from local underwater plants, and shaped around frameworks of stone brick blocks and coral.  Workers from other Nuven can only look on in jealousy at the stability of such family dwellings, because to try and enter one as a non-family member is akin to trying to take someone's bolya; frowned upon in Gotezhar society almost as much as murder.  These 'Nuven Kazus' are points of pride for any Gotezhar whom lives in one, as it takes almost an entire century to see it take shape; something many Gotezhar have tried, but only a few have succeeded at.
 
 
 
 
 Spoiler: News and Rumors 

 
 WIP 
 
 

 
 Spoiler: Ruler Information 

      Typhoon's Center, Profundus Korasoon   
   D   
   M   
   E   
   F   
   I   
 
   Current  
 6 
 10 
 4 
 2 
 2 
 
  End of round 1 
 0 
 2 
 0 
 0 
 0 
 
  End of round 2 
 1 
 1 
 0 
 0 
 0 
 
  End of round 3 
 0 
 2 
 0 
 0 
 0 
 
  End of round 4 
 0 
 0 
 0 
 0 
 0 
 
  
 New Ruler Next Round! 

Expected Stat Bonuses: +1 Econ +1 Diplomacy
 

 
 Spoiler: Book Keeping 

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

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

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

 Technologies: 
  Supernatic Propagation 
 Trophic Deconvolution 
 Megafaunal Tailoring 
 Photospore Signalling 
 Composite Grafting 
 Graduated Symbiosis  
 
Lumaeus
  The Riftlings Many of the Dead Seas      Polar Region    
 Turn 4

Ruler: The Youngest, First Chosen of the Mother of the New Era
Diplomacy: 4
Military: 4
Economy: 4
Faith: 10
Intrigue: 4 
Actions:

 Diplomacy:  Sway Aristocracy in Region 66 (TN 12)  Roll: 13   SUCCESS 
 
 Spoiler: The Inevitable Tide 

The aristocracy of the Seas-Not-Yet-Dead are certainly not pleased with the Riftling interests in what they incorrectly see as their lands. Their obstinacy, however, has grown only more plainly foolish as the years flow by. Where once they refused to even meet with the Ambassador for Occupying Natives, they now see little choice, as their priests and merchants embrace the truths of Riftling right.

The Ambassador to the Occupying Natives are something of an offense in themselves. They maintain so close a resemblance to their interlocutors as possible, attempting thereby rapport, but instead finding mockery or misrepresentation. Yet what choice does the local leadership have? The influence of the Riftlings in the Seas-Not-Yet-Dead is merely hegemonic for now, but may become more direct and deadly without intervention.

The conversations are swift. Any of the leadership that still resist Riftling influence and any who wish to join them are escorted across the northern border. Likely, the Congregation, with its marital ties to the false rulers of the Seas-Not-Yet-Dead, will take them in. This escort of the privileged sees vacancies occupied by those more in line with Riftling goals, and soon enough, the final faction of the land supports the true rulership.
 

 Diplomacy:  Raise Reputation with the Chelonian Chora (TN 12)  Roll: 10   FAIL 
 
 Spoiler: A Discordant Note 

The Riftlings are not great artists. They have no musical tradition. Sterility, silence, and stillness is their ideal. Nonetheless, as Riftling presence in the Seas-Not-Yet-Dead grows, some begin to hum along to the Choral songs. Not enough and not sincerely enough to impress, perhaps, but an unusual warmth begins to be fostered between the treacherous aliens and the rightful residents.
 

 Military:  Recruit Unit
 Military:  Recruit Unit
 
 Spoiler: Service Guarantees Citizenship! 

The Riftling message has taken on apocalyptic tones in the Seas-Not-Yet-Dead, and the religious misinterpretation breeds zeal. While many seek to achieve the Eternal Communion for its promised immortality, others dread the doom fated to isolates. It is no wonder, then, that the appearance of a route to salvation appeals to so many.

The cluster which come are enormous and sturdy. A swarm three times the size of the typical, they settle themselves at each holy site and population center in turn, speaking with a booming whisper.

 We, the Recruitment Officer for Isolate Expendables, bring word from the Old Fathers, by the Youngest, in the name of the Great Mother. War is brewing on the borderlands. Neighbors raise armies and distant raiders draw ever nearer. Join now to fight, join to defend the Riftling lands. Those who fight for Riftling wars will be given equal rights in Riftling lands and treated as a co-equal member of the Eternal Communion. 

It was not a difficult offer for the Riftlings to make; after all, Riftlings themselves enjoy few rights unless chosen to ascend to Fatherhood. That the offer of citizenship wasn't made to extend to children and that these few isolates would die out or be spent on foreign soil only sweetens the deal for the clever Old Fathers.
 

 Faith:  Miracle
 
 Spoiler: On the border between the Dead Seas and Region 59 

The Anointed Prophet of the Eternal Communion have not, in these many years, left the Seas-Not-Yet-Dead more than twice. They have tended the newly reclaimed Holy Sites, preached their eschatological message, and only sustained their form by a slow trickle of Riftling subclusters flowing in from the Dead Seas to replace the dying polyps of their form. Not even the Prophet are in their parts immortal, even if the cluster will never die.

Over the years among the isolates, the Anointed Prophet have become decreasingly alien to these simple minds. They have learned to speak with something resembling nascent tact, they have begun to assume forms that often suggest flowing garments or fine accessory, and they have served to counsel the people they encounter with occasional success. Those who are ignorant of the Riftlings might begin to suppose that the change in character and the continued absence from the Dead Seas indicated a cluster deviating from the culture and will of the Riftling leadership, but of course the Prophet never find themselves out of step with the policies of the Old Fathers.

While the polar region scrambles to deal with the threat of the Shark King, the Prophet have sought to shore up resistance against the feared incursions of the Scintillating Ceiling. While the Seas-Not-Yet-Dead have responded well enough, and don't seem to be enthused at the prospect of military takeover, enough pockets of retrograde thinking exist that the threat remains pressing. And so, as the years grow long, the Prophet announce that they will take their leave to see to the defense personally, returning to the Dead Seas.

When the swarm begins its work, it is a matter of some spectacle for the northern locals. The Prophet assume a place near the center of the border with the life-blighted lands and simply begin to dissipate. Barely enough Riftlings remain at the core to form an identifiable form, and the rest of the polyps spread thin enough through the waters that they seem not to be creatures any longer, but merely a haze emanating perhaps half a whale's-length from the center. Initially, this is all any watchers notice, with perhaps the more keen-eared noticing a faint whispering, like that of bone scraping as it falls against sand.

The ritual is not worth watching long, and for days, no change seems to occur. But those who return to see if anything has happened begin to notice something odd. The waters grow cloudy further from the center than before, the polyp cloud thicker, and the Prophet at the center of the haze seem larger. That the Dead Seas are sending Riftlings in a constant flow to augment the Anointed Prophet is far from most's minds. Yet they see the cloud grow, and the Prophet as well, until after weeks of this, the haze stretches beyond sight, the Anointed Prophet of the Eternal Communion float as a specter ten times their usual size, and the water hums with a constant buzz.

 Miracle: Erect an impassable border between regions 60 and 59. 

When the Mother's will is done, the Anointed Prophet float weakly back south, back to the True Deep. The haze slowly evaporates and any who come to see this great act would find themselves above a bed of Riftling corpses, fine as sand.
 

 
 Spoiler: Change of Ruler: An Ascension 

The Anointed Prophet, energy spent, eventually make their way to the True Deep. Here, they float for a time in the Mother's Breath. They have done well in this life, and one of their number is allowed a spot at the precipice. The swarm descends slowly, a single polyp nestled in the center. Upon the rocky edge, surrounded by the Old Fathers and above the Ancient Ones, they swarm frantically and close, opaque with density. When they arise again, a week later, a small tube worm clings lightly to the edge. The previous Youngest falls silent. Now, the Youngest, Second Chosen of the Mother of the New Era is intermediary and isolate. Such is the tragedy of Ascension.
 


Non-Action: Raiding Refuge: Present the Divine Nacres with their protection fee.

Next leader stat boosts
Diplomacy: 4 = +1
--An extra +1 for actions taken
Military: 4 = +1
--An extra +1 for actions taken
Economy: 4 = +1
Faith: 10 = +2
Intrigue: 4 = +1

Next leader stats ( rolls ):
Diplomacy: 4
Military: 4
Economy: 5
Faith: 6
Intrigue: 3
bc56
    Pfilghol    
  Olgght, The-one-who-consumes  
Diplomacy: 3
Military: 8+1
Economy: 3+1
Faith: 2
Intrigue: 5

 Regions 
The Pfithreef: 132

   Actions   
 Rolls 
 Military: Build The Line of Olgght [3/5] 
 Military: Build The Line of Olgght [4/5] 
 +4 to Shallows Appreciation this round 
Under orders of Olgght The-one-who-consumes, a wall of fortifications, barracks, and watch posts begins to grow around the borders of the Pfithreef.

 Intrigue 5: Recruit a Spy: Ktloso the Shadow of Hunger  
Olgght is no fool. They recognize the danger posed by their conniving second-in-command Gtsit. Their response is to fight fire with fire.
Ktloso is nearly as conniving as Gtsit, assigned by Olgght to keep an eye on the Second-Champion and to perform any other secretive duties that need to be done. If the two worked together, they would be a credible threat, but both Gtsit and Ktloso hate each other with a vengeance, undermining each other while Olgght watches.

 Economy: Buyout 131 TP 3 for Kelp 
 Spend 1 treasure on this roll 
As part of the some unknown preparations, the Pfith begin stockpiling materials. Among the desired goods are kelp fibers, though for what reason, who can say?

 [Economy]: Contribute to the Neritic Manuals 
The Pfith are more than happy to share their crafts and construction techniques with the Stewards given their already close connections. (See below)

   Non-actions  
Contribute to the Songline of the Broken Seas
 
 Spoiler: Songline Submission 
In the ancient days, a Pfith by the name of Ligtig was exiled. As was the custom, they were driven into the caves beneath the village, from which no one ever returned. Ligtig swore vengeance on the others who had exiled them.
The caves were known to be infested with monsters which could destroy any Pfith with ease, and so Ligtig was believed dead.
But in truth, they survived. Delving ever deeper into the forlorn caverns, they battled creatures of all manner in lightless chambers untouched by Pfith before. Eventually, they were wounded,  trapped and dying in a small cave populated only by deadly jellyfish. It was on these creatures that they subsisted, devouring them whole in order to gain enough sustenance.
Months passed and Ligtig was nearly forgotten, until they returned. Their very touch had become the poison of the jellyfish they ate, and they swiftly made good on their promise of revenge. They killed their enemies and became the first lone ruler to unite the Pfith under their banner.
 


Contribute to the Neritic Manual:
 
 Spoiler: Manual Submission  
For a Pfith warrior, the.most important task is the crafting of their weapon. While some, such as Olgght, prefer to fight unarmed, using the nematocysts absorbed from the traditional War-Jellies, many have their own weapons designed to counteract such attacks. The popular form is a spear or lance, long and sturdy to ward off charging enemies, be they beast or Pfith. The first step is the selection of a good tip. In the past, Pfith used the bones of their prey or shards of coral as the edges of their weapons, but modernly new options are available. Shiv'rchin spines and blades forged from metal provided by the Stewards are far sharper and more durable.
The haft is constructed from a modified lightweight coral, carefully pruned and grafted into a straight cylinder, then bound to the head with kelp and natural adhesives. The end result is a durable and deadly weapon any Pfith would be proud to wield.
 

 
 Spoiler: Bookkeeping 

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

 
 Spoiler: Military 
 Units:  5/5
 Generals: 
Gtsit the-second-champion: 8. Sea's Opportunity: Defending: enemy takes double battle penalties from terrain, Attacking: transfer battle penalties from terrain to enemy.
 Military Technologies: 
 

 
 Spoiler: Economy 

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

 Economic Techs: 
Composite Grafting
 

 
 Spoiler: Special 

Gan Kotzim - the Thorn Gardens: ABS base, 132
 

Shallows Appreciation score: 8
 
Feathersnow
Primarch Marcion

Diplomacy 4
Military 2
Economy 6
Faith 5
Intrigue 1

Actions-

 Diplomacy 
  Ambassadors Junium and Peregrina are sent to attend an event!! 

Sub-action: trade 1 treasure for access to brackish border crossing technology

 Diplomacy  Raise Rep with the Chorus  fail 
 Military  Raise a unit
 Military  Raise a unit
  These are troubled times. Under orders from the Primarch, the genitor priests order two new clutches of eggs missing both the natural and artifically neutered W chromosomes, reducing both estrogen and progestin production, while allowing otherwise unprecedented levels of testosterone.  These  Astartes  will have gene stock selected from female apostles of the Early Era, though more recent lines may eventually be tapped.

To ensure no possibility of breeding the males will be engineered with a terminator gene, as no more elegant means of inherent sterility is known as yet. 
 Faith  contribute to the Chorus project
 These organisms designed to build museums must be good for something! 
 Non-actions 
Ask the Divine Nacres to build a spy
 

Codename: Eusebia-
Skirting the prohibition on hiveminds as it is neither Sentient nor are its subunits capable of autonomous life, this mutant flatworm was created from Musteakis samples acquired by the Divine Nacres.   It integrates itself into a host and passively records memories, before eggs holding data are shed, eventually migrating to specialized crinoids that, when consumed by a Sentient crustacean, integrate the racial memories.

Eusebia is capable of limited mental influence and a degree of targeting its progeny for consumption 

Continue work on the Museum
 
 Spoiler:  The Museum. Phase two 

Having arranged for then walls and foundation, care was given to what would be displayed.

The Divine Nacres flatly refused to provide any samples of Sakura, but this was unsurprising. A sample of a "flower" was obtained by the trade route with The Gotezhar, the Sea Lilly.

Having their centerpiece, the next step was the petting zoo. Tame uber-whelks were engineered to feed off the clam vine parasites, but to be too inefficient to ever exterminate the smaller, parasitic snails.

It was when they discovered the unique properties of an endemic Clam Vine parasite that they approached the Divine Nacres with the idea for Project Eusebia.
 


Contribute to the Stewards' project

 
 Spoiler:  architecture of Dashasham 

The Hermit Crab Folk have mostly lived in caves since adopting Sakura-Do, but it is known the Precursors built great temples of stone, it is hypothesized they also mostly lived in caves and only used outdoors buildings for civic and religious purposes.
The caves are lit by small tunnels containing mirrors and are reinforced by cement made from barnacle glue.  Most artificial caves are not very deep or large, but rather cells for a single nun and her or their personal effects. Larger natural caverns are used for storage and other grander projects.  The largest are used for the holy laboratories where new hermit crab folk are created and genetic samples of saints are stored.
 



Give barnacle glue to the Gotezhar

New Leader stats:
+1 Diplomacy
+1 Military

Diplomacy 5
Military 3
Economy 6
Faith 5
Intrigue 1
Epinephrine_Syn
    Eternal Spring
Turn 4 (Years 10-12)  
   Polar Bear Faction     
  Queen Violet of the Violent Thorns  

Dip: 3
Mil: 3
Ego: 9
Fai: 6
Inf: 5

Next Round: +2 Eco (capped at 10)

Actions:
Buy TP 2 of Gravelglass (self support) in region 68 2d6+10
Buy TP 1 Coral Dye (self support) In region 59 2d6+11
Buy TP 2 Coral Dye (self support) In region 59 2d6+11
Buy TP 3 Coral Dye (self support) In region 59 2d6+11
Impress TP 57 with 57 and 58. 2d6+10

 Roll Links 


Genus Taxonomia Gelidum Mare Contribution

It takes quite a while for the Medusa of the Eternal Spring to finally collect their bearings and finish negotiations, but finish it they do. In part because promoting their wildlife is good for business and good for the flourishing of popularity. Many have heart of the Jellyfish that live here, and the larger plant like creatures that spawned from them, the sapient collective plant superstructures.

Less have heard of the Rainbow Rivers. Pieces of flora formed of simple seaweed and plants whose primary feature is that they are of different pigmentation. Often times they change pigmentation like a chameleon, especially when placed against different objects.

They aren't numerous enough to be traded away, and are grown in treasured troves. In truth they are a genetic mutation of Riverweeds, who have pigmentation in line with the beds, and adjust within those colors. These riverweeds though have a propensity to become much more vibrant, but that is a defect in nature normally. Their propensity to glow wild colors makes them more visible when they shouldn't be, when one of their natural assets is their ability to hide.

It's a genetic mutation that truthfully would have died out, if not for the intervention and careful curation of the intelligent species. These things have plenty of use in elaborate communication and decoration and long term signaling. Plus, for cases like these, for outsiders, they make a fantastic exhibit to show off. Along with the normal Riverweeds, who these people also seemed strangely interested in as well.


Write up Great Project (3 action)
[The Crypt Of Mamomos]
The rocks began to resemble a temple. Nothing like the giant tribe sponsored temples that laid around the rest of the region, but it felt wonderous in its own unique way. It appeared more to be a nest, than anything else. Gilded in rocks, in shinies, in gold and gems and jewels of the kind that seemed worthless to the Medusa, but that the other, smaller minded races held so near and dear. String too, from woven seaweed. Something special and precious to behold. And, right at the center, was to go a giant egg.

 
 Spoiler: Pt1 
One Medusa took this whole 'religious' thing more seriously than the rest. Unification. Power. The means by which species interacted with each other. It was steadily starting to make sense, to this one. The other Medusa didn't get it, focusing on more paltry things, assets, resources. The literal currency itself was the power, it was the very means by which the other races connected to each other. Words were cheap, but time and again, what motivated the non-hive mind races was this concept. It was transmitted from one end, and like a neuron transmitting a signal, the receiving end produced an outcome.

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

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



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


NonAction
Purchase protection for 1 Treasure for my region.
Borrow 2 Treasure from the Abyssal Stewards.
Give support to SEN buying out TP 3 of Region 51 Jellyfish, for a to-be-decided favor, and in the hopes of building good relations (especially in the hopes of getting the warlike people to not go stomping around inside areas the Eternal Spring has interest in)


Shell Counting
 
 Spoiler 

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

Merchant Supports
Region 51, 58, 59, 68


Treasure: 1
Passive Treasure Income: +2 (+2) (-1)
Soldiers: 0
 
Silent_Interim
   The Chorus of the Crimson Choir  
 
Round 4

Ruler: Living-Speaker Hurn the Wise

Ruler Stats Round 2:
Diplomacy - 6
Military - 2
Economy - 2
Faith - 8
Intrigue - 5
 
 Actions: 
 
 [Diplomacy] Raise Reputation with CCA from 1 to 2. ( Success ,  roll ) 
 [Diplomacy] Raise Reputation with DNA from 0 to 1. ( Success ,  roll ) 
 [Diplomacy] Raise Reputation with ABS from 0 to 1. ( Success ,  roll )
 After the earlier failures of the Chorus' diplomatic corps, they have learned many a lesson, and many a Vicari now bears the soul of an esteemed predecessor. Honeyed words reach out to many, improving the reputation of the Chorus in almost every quarter.  
 [Diplomacy] Attend the first Exquisite Gala.
Sub-action:
-Establish PRS treaty with LSD: LSD agrees to protect CCC from any military action by another power that is not precipitated by hostile military action on CCC's part 
 [Military] Raise a unit.
 The Chorus does not like to speak of the Damned, those wretches and ingrates whose crimes are so heinous that they are barred entry to the afterlife of the Choir. But they are present. Murderers, traitors, and suchlike filth, they are executed always within sight of the Reef but never within reach. But seeing the limits of earlier recruitment drives for acquiring soldiers from the civilian population of Bloodhome, the Living-Speaker turns to these criminals and offers them a choice. Any may face execution without shame; or they may join the Damned Legion, a force of expendable troops. Any who serve out a sentence of a reasonable length in the Damned Legion may be executed by impalement on the Reef upon their return- and if they die in the field, it is no worse than if they had died at home. Concerns are raised in some circles about the reliability of such troops, but the Living-Speaker allays such concerns with his plans.
Bio-luminescent marks in a deep, livid purple are given to each member of the Damned Legion, displayed prominently on the hands, neck, and face. Through careful use of graduated symbiosis, and strict access to the agents which the Chorus can use to reverse this treatment, these marks can be used to clearly identify members of the Legion.. While such treatment is deemed inhumane for those whose crimes are not so heinous, the Living-Speaker posits that since the alternative is true death and membership is voluntary, such measures are as appropriate as they are necessary. The matter of organizing them is left to military minds, but Hurn the Wise assures the public that the best of them the Chorus has are already at work on the problem.  
 
 Ruler stats increase:  +2 Diplomacy

 Non-Actions: 
 
 Resist all conversions to faiths other than The Crimson Chant in regions with clerical support. 
 Hinder all conversions to faiths other than The Crimson Chant in owned regions. 
 Spend 5 treasure to increase Prestige from 3 to 4.
 Even as the Chorus spreads honeyed words, they too spread gifts of the deep. The bounties of treasure they accumulated from service to the Abyssal Stewards are spent to enrich and enlighten, and many great works of art and theology are created, all in service of the good name of the Chorus of the Crimson Choir.  
 Hinder and resist NPC sack of HS2 in Bloodhome. ( Roll: 9 ) 
 Continue Prestige Monument (2/5): The Grim Cathedral.
 With the ground prepared, and with the squabbling of architects largely resolved, construction on the Grim Cathedral can begin. A promising young architect by the name of Frish Gamane, who affects artistic independence but is widely known to be the darling of the Reverentialists, heads the project. Ambitious, bright, and ruthless, rumour has it a few architects gave their lives to the Reef to ensure Frish would get the position. So foundations are laid- an unusual thing, for Choral architecture, but for a project of this scope it was deemed necessary to make alterations to the usual style. The digging of the foundations is, itself, work that will take years- but it is work that Frish believes will be vital to the success of the Cathedral.  
 
 News &amp; Rumours: 
 
 Alinus Ernost VIII is  still  missing.
 
  Notable Legislation  
 
 
 

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

  Statistics  
 
 Spoiler 

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

  Diplomacy  
 
 Spoiler 

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

 Cultural Exchanges 
Lambent Syndicate (LSD)

 Cultural Identities 
None
 

  Military  
 
 Spoiler 

 Units:  1 (Expected Change: +1)

 Aristocratic Support 
26

 Generals 
None

 Fortresses 
None

 Perfected Tactical Doctrines 
None

 Military Technologies 
None
 

  Economy  
 
 Spoiler 

 Treasure:  5 (Expected Change: -5)

 Trade Posts 
 Total Owned  1
26.1 – Blood Pearls

 Mercantile Support 
None

 Cities 
None

 Trade Routes 
None

 Specialised Ships 
None

 Civilian Technologies 
 Graduated Symbiosis  No mechanical effect
 

  Faith  
 
 Spoiler 

 Faith Holy Sites:  6

 Clerical Support 
2, 26, 31

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

 Artifacts 
None

 Holy Orders 
None

 Miracles 
None
 

  Intrigue  
 
 Spoiler 

 Spies 
Alinus Ernost VIII (8)
 

  Claims  
 
 Spoiler 

26 - Historicity
 

 
Tychris1
  The Lighthouse  
   
Ruler: The Vessel, freshly daubed in Lamplighter Blood
Regions: 7, 19
D: 4
M: 8
E: 5
F: 5
I: 2

Actions:

1) Invade Region 20 with 3 Units
Commander: Sub-Commander Raydeon the All-Seeing Blind Seer of Light, Prophet of Final Visions.
Tactical Doctrine: Unyielding Force
Wielding the War Palanquin of the Anointed Dead (Which now bears the mummified remains of the previous Vessel)
Wielding the Radiant Sword

2) Military: Raise Unit
3) Military: Raise Unit
4) Military: Raise Unit
 Let there be Light. Let there be Light.
All throughout the long war night.
Let there be Light. 

5) Faith: Convert to The Crimson Chant
 The Radiance had delivered a message onto the Everscintillating Goldfin, who after years of careful trembling cogitation has deciphered a deeper meaning into the universe, and the holy message of Light that all Kosong reavers and thugs of the Aurora Dawn feverishly try to decipher in those twinkling moments. After witnessing great devastation, blood, and subsumption Goldfin has discovered that the truest form of proselytizing and conversion is that of the sword. That the unwashed masses are most enlightened when in their final moments they see the Light of Life that is the Radiance. The radiance of the universe. This truth given by The Crimson Chant has shown the true way towards One Universal Light. The third eye awakening of the greater consciousness toward imperceivable light rays. 

Ruler Stat Increases: +2 Military

Non-Actions: Resist all conversions and buyouts unless noted otherwise
Send Photospore Signaling tech to Lambent Syndicate

Name the Fortress in Binar Fajar "The Hold of Dawn" or "Dawn Hold"  The Radiant Temple is reinforced and new spires and walls are built that stretch from the chasms to the twinkling motes of dust far overhead. The various criminal families, fringe cults, and crusading orders share their space and their violent passion within these newly expanded and fortified halls. A great Manor of both old dilapidated decadence and new unstable additions has made for a frequent turnover rate with the warriors and bandits who call this Fortress home. Yet all who would spill blood to see Light are welcome here, to stand before the round table that lay in its heart, and speak as equals in the reflective material the table holds that casts a glimmer of The Radiance's deep water light over all generously and in great bounty.  
 The War Palanquin of the Anointed Dead is an ancient royal relic of yesteryear. Said to have been the very same Palanquin that The Radiance rode upon when she came to the Aurora Dawn and blessed it with a thousand years of peace and prosperity. This gaudy palanquin is bedecked in finery, artistic carvings, and streaming excess that is dazzling to the eye. The tiniest mote of light reflects off of it in defiance of its source's meager origin and it acts as a guiding beacon in battle unlike any other. A great mummified leader is frequently entombed in the palanquin, placed within a sarcophagus from which their spirit can help embolden the zeal of the warriors who witness that even the dead march alongside them to Golden Victory. 


Stats next round
D: 4
M: 10
E: 5
F: 5
I: 2

 
 Spoiler: Book Keeping 

Regions Owned: 7 and 19

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

Units Owned: 3/6 Maximum

Artifacts Owned:
War Palanquin of the Anointed Dead: +2 to Tac Man
The Radiant Blade: When wielded by a commander in battle, Gain +1 to battle rolls per charge on the sword. The sword gains a charge for every 2 casualties in combat and can hold a maximum of 3. Each charge adds 10% own casualties and loses all gained charges if not used in combat for 1 round.
 
Corona
    Lojanese Republic   
 Time: Round 4, Place:  Regions 9  and 8
Prime Minister Shoeng Thnoet
Diplomacy: 8
Military: 4
Economy: 7
Faith: 2
Intrigue: 2 
 
 
 Rolls 
 Actions: 
 
  [Diplomacy]Sway Merchant support in region 10  2d6 + 8 Diplomacy + 1 Prestige + 1 treasure - 0 distance  success 
 The northern lands kindly charted by the Auros turned out to be surprisingly prosperous for being inhabited by barbarians (i.e. not Lojanese or close allies). In spite of having superiority complexes and already possessing great wealth in the civilized tropics, some merchants ventured north to make contacts and exchange messenger addresses. Particularly Tobar merchants, like the not-so-well-off crafts and toys seller Imzhe'av Rukhal, seized the opportunity; they had been struggling due to not having as many connections and established market niches as Mer merchants, who have the benefit of their race, and consequently their family businesses being in existence for much longer. 
 
  [Diplomacy]Create a federation claim on region 6  2d6 + 8 Diplomacy + 1 Prestige - 0 distance  success 
 "Mighty Selachian tribes of the vast plains, hear ye! We, the Lojanese, are your fraternal nation. Our appearances may differ, but we have a long shared history of both feuds and friendship, of good times and catastrophes experienced together. As of late, our people have grown yet closer, in trade as in code of law. A lasting partnership would only benefit us all, and perhaps with joined forces we could restore some of the glory of our ancestors. We know you very well, as dear friends - we know you hold martial skill in high esteem. Thus, the Lojanese Republic presents you with the opportunity to practice your arts against bandits and discontents on its territory, in addition to any foreign invaders as may yet appear. More directly put, the Lojanese army - rather, it will become an army only should you accept - is accepting well-trained Selachians such as  you ! Naturally, we wish to avoid discrimination of any kind. Regardless of your species or your background, if you demonstrate great prowess and acumen, one of you may be elevated even to the most exalted rank of War Minister. In return, we seek nothing more than merely the chieftains' permission to call on them for discussions of important matters and to inspect the goods travelling through your lands, collecting a small administrative fee. We have no ill intentions, our request is made only to thwart the sales of inferior produce and protect all of the North from aggressive incursion by foreign merchants and spies, acting to disrupt local businesses. Truly, you will have no trouble accomodating it. Now, let us share a toast for a thousand years together, brothers and sisters!" The government spared no expense. Such messages were distributed, with gifts, to every chieftain in region 6 and even read out to the common people, in local dialect. Nobles with domains at the border with region 6 were instructed to fraternize with their counterparts across the border, and indeed make that border gradually disappear through agreements to lower taxes and allow free movement. They obeyed gladly, having been promised large slices of the pie when it is finished baking... 
 
  [Economy 5]Raise the city Sheade in Lojan, with a bonus to Swaying 
 While Imzhe'av Rukhal had yet to find anything that will turn a profit, many other merchants like Gloent Noerjang had accrued so much wealth that there was hardly anything worthwhile in Lojan for them to purchase that they did not have already. After some time, they had an idea: commission a city! It would increase the wealth of Lojan and create jobs, but more importantly, it would become the biggest advertisement for their wealth. The location was decided fairly quickly. Sheade was founded just barely in sight of the government's headquarters, taunting the supposed authorities with opulent, colorful pyramidal buildings. Half of the city is under the seafloor, however, including the Academy of Sheade, the first institute of higher education in Lojan, where aristocratic children are taught all the necessary rituals and tricks to performing the difficult role of a diplomat - very useful even if they did not enter the government's services and remained on their domain to administrate it. The seafloor in most of Lojan is made out of sand, so large quantities had to be removed or injected with glue to create stable foundations, but after three years, the center of the city already stood tall and Gloent and partners could celebrate with some Siren extract. 
 
  [Economy]Buy out Flare Slug TP 10.1  2d6 + 7 Economy + 1 treasure - 0 distance  success 
 Imzhe'av Rukhal immediately purchased the strange slugs on her first journey to the north. They were not particularly cute for use as dolls, true, but they could show such brilliant colours, like the rising sun! Everyone back home will love them, Imzhe'av was certain. 
 
  [Diplomacy]Attend The Exquisite Gala 
 
 Graciously turn over ownership of region 8 to the Lambent Syndicate
 Unbeknownst to the seas or the peoples living in them, two powers had partitioned between them vast areas of the northern tropics. Perhaps some would take issue with it - however, Shoeng Thnoet believed this agreement would secure a long, harmonious peace. The Syndicate's large army would be put to use in protecting the Shue'aaz Sho colony, while the Republic continued to oversee development of trade, and Lojanese colonists were to retain all of their rights. Importantly, the Syndicate had also recognized region 6 as part of the Lojanese sphere of influence.  
 
 
 
 Non-Actions: 
[Renown] A Monumental Undertaking: Jewelled Inn 2/3
 
 Spoiler: Jewelled Inn 

Finishing touches are being put on the construction - a flying buttress made of glass to resemble ancient spires here, a terrace with rows of Doric columns supporting nothing but water there, and a alcove with a hidden door to a more private bar for those with particular tastes over there. The structure is ultimately structurally sound, a proof that the Delight works miracles. However, Oehal Ruurk, the feudal lord on whose domain the inn is being built, does not share the dream of the Jewelled Inn's founders, seeing drugs as a danger. He sends an armed force to deal with the troublemakers. But they are repelled, as travellers, merchants and people living in the surrounding rural areas have already taken a liking to the eccentric building and surrounded it with their carts and bodies.
 

 News and Rumors: 
 
 For ease of keeping records of a growing population, all citizens are obliged to choose a second name, if they already do not have one. Commoners can be seen queueing up before a government official's tent all over Lojan, choosing simple names based on their nicknames, place of birth or the sea urchin they saw on that morning. 
 The Prime Minister continues to be confirmed in her position as Lojan prospers, which is making some nobles uncomfortable. The republican government's rights to take away their lands or otherwise infringe on their domains are either very limited or able to be exercised only in extreme situations, but if an autocracy developed as it has in some other countries, they could be in danger of losing their rightly-held wealth to a monarch's whim. 
 
 
 Spoiler: Ruler 

 Prime Minister Shoeng Thnoet 
Next round stats:
Diplomacy: 9
Military: 4
Economy: 8
Faith: 2
Intrigue: 2

New ruler next round? No

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

 
 Spoiler: Country Info 

 Special Actions Available:  E5
 Special Actions Used:  D5

  Diplomacy  
 
 Spoiler 

 Region Ownership/Claims/Supports 
    # 
 Name 
 Owned 
 Claims 
 Supports 
 
  9 
 Lojan 
 yes 
 Historicity, Integration 
 ACM 
 
  8 
 Shue'aaz Sho 
 yes 
 - 
 - 
 
  6 
 Selach? 
 no 
 - 
 AM 
 
  
 Reputation/Favours 
 The Abyssal Stewards:  Rep 1, 0 Favours (Expected Change: None)
 The Chelonian Chora:  Rep 0, 0 Favours (Expected Change: None)
 The Divine Nacres:  Rep 1, 0 Favours (Expected Change: None)
 International Prestige:  Rep 3 (Expected Change: None)

 Cultural Exchanges 
Lambent Syndicate
Coral of the Protected Statera

 Cultural Identities 
None
 

  Military  
 
 Spoiler 

 Units:  3/6 (Expected Change: None)
 
 Republican Guards - recruited R1 
 1st Selachian Battalion - hired R2 
 2nd Selachian Battalion - hired R2 
 
 Generals 
None

 Fortresses 
None

 Perfected Tactical Doctrines 
None

 Military Technologies 
None
 

  Economy  
 
 Spoiler 

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

 Trade Posts 
 Total Owned  7 (11 for Treasure gain)

    TP 
 Resource 
 Type 
 Used for 
 Merchant support owned? 
 
  2.3 
 Siren Extract 
 Drug/Spice? 
 - 
 no 
 
  6.1,2 
 Selachian Mercenaries 
 Precious Stone, Fireworks 
 - 
 yes 
 
  7.3 
 Artifacts &amp; Treasure 
 Cultural objects? 
 - 
 no 
 
  9.1,2 
 Ching He'aang 
 Precious Stone, Fireworks 
 - 
 yes 
 
  17.2 
 Delights of Moonlight 
 Hallucinogen, Food? 
 Lojan import 
 no 
 
  
    Region 
 Desired Import 
 Source 
 
  9 Lojan 
 Spices 
 region 17 
 
  8 Shue'aaz Sho 
 Food 
 ?? 
 
  
 Cities 
None

 Trade Routes 
Coral of the Protected Statera

 Specialised Ships 
None

 Civilian Technologies 
 Megafaunal Tailoring  No mechanical effect
 

  Faith  
 
 Spoiler 

 State Faith:  Shimmers of Unseen Bane

 Faith Holy Sites:  lots

 Organised Faith Bonuses 
+1 Conversions

 Artefacts 
None

 Holy Orders 
None

 Miracles 
None
 

  Intrigue  
 
 Spoiler 

 Spies 
Nope, no ninjas here.
 

 
 Spoiler: Interesting quests 

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

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

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

[Opportunity] Making Connections -

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

[Taboo] Overextension -

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

 DNA 

[Request] Expanding Possibilities -

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

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

 PRS 

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

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

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

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

[Acclaim] To Greatness -

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

[Notoriety] The Fragility of Fear -

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

 
TheDarkDM
  
   The Lambent Syndicate   
 Lucent Mistress Adiratna 
Diplomacy 6
Military 6
Economy 4
Faith 2
Intrigue 5

 Expected Stat Increases: +1 Diplomacy, +1 Economy  
 ... 
  Actions  
 
  Diplomacy  - Press Claim in Region 27 -   16  
 Forced to endure Adiratna's triumph at Indah's Rise, the Auroran Mistress Intan nevertheless advances her own ends.  Departing Senja Bersinar at the conclusion of the Exquisite Gala, she travels herself with minimal guard to meet with the pre-eminent chieftains of the savage borderlands, plying them with Siren and glistening trinkets from her treasuries, making clear the partnership that will soon exist and the patronage she will continue to lavish on those who secure her position.  
  Diplomacy  -  Host the first Exquisite Gala 
 
 Spoiler: Event Sub-Actions 
 
 Accept Region 8 from the Lojanese Republic. 
 Declare an Ultimatum on the following treaty: The Lambent Syndicate agrees to protect the Chorus of the Crimson Choir from any military action by another power that is not precipitated by hostile military action on the Chorus of the Crimson Choir's part 
 
 
 
  Economy  - Buy Out TP 2 of Fibrous Kelp in Region 24 -   12   
  Economy  - Buy Out TP 2 of Coralberries in Region 19 -   15   
  Faith  - Officially Adopt The Crimson Chant 
 
  Non-Actions  
 
 ... 
 
Potato_Priest
 NPC Actions: Round 4 
 
 Spoiler: Polar 

   The Shark King  
Dip 4, Econ 2, Mil 9, Fai 6, Int 5
Treasure: 2  Missed from the last round opener: The Shark King’s Host grows to 8 units! 
 Military   Sack:  Sack region 74 STC trade post 2 for Firefly Squid. Roll  13 
 Edible Algae is great, but it’s not food for sharks, and the waters of region 73 are beginning to get a bit empty of edible meat. Fortunately, scouts have discovered large numbers of squid nearby. Even more fortunately, someone else has already gone to the trouble of catching these squid, so it’s a simple matter of violent confiscation. 
 Economy   Buyout:  Attempt to buyout trade post 1 for Herring in Spawn Point, spending one treasure. Roll  13 .
 Shark riders approach spawn point, this time armed not for a hunt, but to make offerings of stories and wealth to deep blue, in hopes of receiving the god’s blessing as a more sustainable source of food. 
Note: This action will only go forward with support from Deep Blue.

Region 66
 Diplomacy   Crisis!  Region 66’s internal politics has taken a toll for the tumultuous as the people begin to resent Duchess Gloriane de Trenche Bleu’s close connection to the Scintillating Ceiling!
 Until the start of round 7: 
Only CSC and RFT may attempt to sway region 66’s Aristocratic support node.
CSC gains a +2 bonus to sway region 66’s Aristocratic support node as long as it remains open.
If CSC gains control of the Aristocratic support node they may attempt to oppress the Clerical and Mercantile support nodes as though they controlled the region.
If RFT gains control of all three support nodes they may use an Intrigue action to spark a full people’s rebellion against the CSC lapdog Gloriane and her CSC allies.

 Duchess Gloriane thought when she married Angus that she would have little trouble convincing her people to join her in union to the Scintillating Ceiling. She was wrong. In recent years, both the clergy and the merchant classes had turned against the union, instead supporting the interest of the Riftlings in the region. Fortunately, region 66’s aristocracy is stubbornly hard to impress and remains neutral for the moment, but should they too begin to sympathize with the Riftlings it could be bloody, the Duchess warns her family-in-law in the Cathedral, and offers her assistance talking to the nobles. Some sort of action must be taken, and fast.  
 
 
 Spoiler: Tropical 


Region 13
 Diplomacy   Attend an Event. 
 The now-teenaged Kucen Nirali Sunlight-through-leaves is totally over this stupid ruler business. Honestly her entire life is like, the worst in the history of everything. But her advisors tell her there’s a lot of nations interested in region 13 right now and it would be good to talk to them. Whatever. 

Region 6
 Military   Sack:  A wayward group of Selachian Mercenaries on Leave from service in the Lojanese Republic attempt to Sack Crimson Chant Holy Site 2 in Bloodhome. Distance Penalty: -1. Roll  15 .
 Selachian Mercenaries are not known for their discretion and wise living habits while on leave, and this can sometimes cause problems. A group of mercenaries decided to go take a visit to the now-rather-famous Bloodreef, and after consuming rather too much siren extract and dunes of revelations they observed that the Vicarian chambers had lots of rather expensive goods. What followed was an attempt to have rather too much fun. 

Region 20
 Faith   Offer:  The previous offer by the Warchief-Commissioner of a Kelpie Hunt expires as the Comissioner died in battle! The first country to conquer region 20 will automatically receive the Clerical support node and one of the Path of Pestruction holy centers will be automatically converted to their state religion. If the conquering nation had to fight more than one army in the region, they will receive both Path of Destruction holy centers for their state religion.
 While the soldiers and conscripts of region 20 surely didn’t enjoy fighting the Unity, the priests following the path of destruction were impressed by the ferocity with which the Unity fought not for victory, but for death, and the demise of the pompous Warchief-Commissioner was a plus. Eager to see another such display, they line up to cheer for the invading armies of the lighthouse to further the devastation. Though, they reason, even more destruction would always be better.  
 

 
 Spoiler: Standing Offers and Crises 

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

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

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

Region 20: The first country to conquer region 20 will automatically receive the Clerical support node and one of the Path of Pestruction holy centers will be automatically converted to their state religion. If the conquering nation had to fight more than one army in the region, they will recieve both Path of Destruction holy centers for their state religion.

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

Kalan Company:
Until the start of round 6, any nation in the temperate zone may use a nonaction to pay 2 treasure to hire the Kalan company’s remaining units as well as Roland the Small (mil 6) to assign to that round’s battles as they see fit. If multiple nations desire the Kalan company’s services the same round, the tie is decided by either one side offering more treasure or a coin toss. The loser’s treasure is not expended. Current Kalan company units: 4.
 
Volthawk
 
   The Cyphiri Union   
  Round 4  
 Regions:  122, 129
 Ruler:  Garren Ulnesh
 Faith:  The Flowing Way
 Diplomacy  2  Military  1  Economy  10  Faith  5  Intrigue  2
 
 
  Actions  
 End of Turn (New) Ruler Increases:  +1 Economy, +1 Faith
 
 Form New School - The Cyphiri Way (+1 to Impress Actions) [Faith] - Unrolled
 
 Spoiler 

The Flowing Way primarily refers to fate, and the way it flows and weaves through us all and across time. From the creation of the world by the gods, to the present day, to the future, the Way has flowed, but it is not an unknowable force - far from it, as hints of it are everywhere in the stories and legends of the many species of the seas. As all is connected by the Way, a strong understanding of the past leads to an understanding of the future, and as stories are our main way of knowing the past, they are of great importance to followers of the Way - even the inherent biases of the storyteller and the way they distort with time are of interest, as the people that caused them are a part of the Way. Naturally this uncertainty, combined with the fact that mortals are not slaves to the Way but merely pulled and guided by it, means that the path to true understanding is a rough one that requires plenty of study and thought, but even on the small scale a layman can benefit from careful examination of the past and the stories around it - it might not help them divine the future, but it can help them understand the way the Flowing Way has shaped the present.

The followers of the Cyphiri Way lack the strong call to action that those of the Middish Way feel, in part due to the gods and their Will being of much less importance (they were still the creators of the world, and understanding the stories related to them are said to bring great understanding, but they are themselves a part of the Way rather than a force driving it), and are more inclined to seeing how their understanding of the Flowing Way can serve their interests, rather than seeing how they can serve it. One way this manifests is the way that followers of the Cyphiri Way often accompany other representatives of their people, lending aid through their broad knowledge of stories and the understanding of cultures and people that it brings - their knowledge of local tales and ways encourages merchants to accept imports from the Cyphiri so that their merchants can seize the opportunity, their understanding of the quirks of the traditions held by foreign believers of the Way helps win them around, and their knowledge of the stories of the warriors of their people can help sell their prowess when a show of force is required.
 
 
 Convert HS1 in 123 [Faith] -  8, Failure 
 The Carral have now been in the lands they discovered for some time, having pulled their people out from Cyph-Arel and their previous westward venture to centralise in the region and having successfully gained dominance over the local economy (in no small part due to the Kelad-controlled spice trade). While there hasn't been a focused push to enlighten the locals in the truths of the Flowing Way, the Carral followers establishing themselves in the region and spreading their stories and wisdom, combined with the amount of faithful but not dedicated Cyphiri in the region, serves to convince some of those in the region that there's something worth paying attention to here, and the Cyphiri faithful are very enthusiastic when it comes to those interested in the Way. In the end though, few of the Carral followers are charasmatic enough to convince them to actually stick with the Flowing Way.  
 Research Civilian Technology - Anoxic Adaptation [Economy 10] - Unrolled
 
 Spoiler 

 Anoxic Adaptaton 
Prerequisites: Composite Grafting, Trophic Deconvolution
Effect: The user can now cross Brackish borders.
 Developed from a combination of her existing agricultural work and Costa Sereia's grafting techniques, Pellir Hallus' answer to the challenges of the brackish waters nearby to Cyph-Arel comes in two main parts. The first is a suite of comprehensive modifications, primarily designed for Cyphiri but with suggested modifications for other species that should allow for easy adaptation, which allow an individual to handle the typically low salinity, filter oxygen more efficiently from the lacking waters, and filter out the typical particulates found there, allowing for survival in those regions. The second part is a new range of crops, based off Pelir's original simplified crops, which have similar modifications to survive and a few tailor-made to make survival in those regions a likelier prospect and provide in ways the environments found there are often lacking. 
 
 
 Buyout TP2 of 134 (Cobalt Dye) [Economy] -  19, Sucess 
 Conscious of their obligations to the Ironkelp Order, the Tellan family continue their search for the resources the Middish are in need of. The answer comes from another family - the Hallus, who had sent some of their number to Palacia to attend Costa Sereia's Carnival. A messenger sent to the Tellan leadership talked about how the sereia mined an ore that was turned into a powder that could be used to write with, which struck the Hallus there as something the Middish sages would find very useful. They were willing to make the relevant introductions and arrangements to supply the Tellan (and as such the Order) with an adequate supply, but only in exchange for Tellan support in the Hallus effort to gain control of the Council. The decision to go along with the plan didn't take the Tellan family's leaders long.  
 Attend Event [Diplomacy] - Unrolled
 The invitation to attend the Carnival gets little attention from many Cyphiri families - while yes, it sounds interesting, it is also rather far and most families have found their interests elsewhere from the far west. As such, the main attendees end up being from two families, Ulnesh and Hallus, and while both deny it the intent is rather clear - to gauge international feelings on the two families for leverage in their internal struggle. 
 
 Spoiler: Sub-actions 

 
 [* ]Trade Anoxic Adaptation to SKR, LUX and COS 
 Recieve 1 Treasure from SKR 
 
 
 
 
  Nonactions  
 
 Change Ruler - Baran Hallus (Non-dynastic succession, stats before end of turn increase: Dip 4, Mil 4, Eco 4-&gt;5, Faith 4-&gt;5, Int 2)
 
 Spoiler: Seizing the Council 
While the Hallus family's quiet ascent and alliance building had been going on for some time, and was something of an open secret at this point (intrigue and subterfuge wasn't their strong point), it is brought into stark focus during a vote in the Union Council. The topic itself was a relatively minor thing, adjudicating a legal dispute between two smaller families, but nonetheless grabs a significant amount of attention when the Hallus and Ulnesh families vote differently and more Council families go the way of the Hallus than that of the Ulnesh - a sure sign of the family's lessening grip on their peers.

This comes to a head when Baran Hallus, the head of the Hallus family, calls for a vote to determine which family leads the Union Council. This is unprecedented, primarily because there never was an official leader of the Council - the Ulnesh hold on it was always an unofficial but openly recognised thing - but between the Hallus-backing families supporting Baran, some Ulnesh loyalists not believing the scale of Hallus support and many undecided just wanting the matter dealt with, the vote goes through. The Hallus family wins, and while some Ulnesh protest Garren decides to honour it so that the Ulnesh can hold on to what it still has without antagonising their peers, and so the Hallus family begins to set themselves up as the top family of the Cyphiri Union. Baran is pleased that the vote went through - he has plans for the future of the Union, and this first case of the families agreeing to his changes makes him optimistic about the future.
 
 
 Present Cyphiri architecture for inclusion in the Neritic Manuals
 
 Spoiler: Cyphiri Architecture 
Like many aspects of Cyphiri settlements, their architecture is focused around the patches of fertile ground the Cyphiri build around, with several of the plant species grown there being used as building materials rather than as food or medicine - some are engineered to provide strong, sturdy structural elements, akin to terrestrial trees or bamboo depending on the variety, while others produce fibers that can be woven into reliable twine or rope to connect it all together, or into the larger mats and sheets that tend to serve as walls in Cyphiri buildings (bar when circumstances require a solid barrier - for instance, food stores tend to lack sheet walls due to the need to keep pests out).

Cyphiri architecture tends towards being quite open, with large rooms supported by pillars and divided by sheets serving the purpose of several rooms, and most buildings tend to be entirely owned by one family - when one family acquires some part of another family's operations there is often a transitional period where one part of the building is technically owned by the former family (usually marked by special sheets to ensure there is no confusion) but there is an expectation that this is a temporary arrangement. The buildings directly around the agricultural spaces tend to be the largest and most prestigious, for both practical (being closest to the source of materials) and cultural (agriculture being so important to the Cyphiri makes being close to the crops and having a view desirable traits for a home) reasons, tending towards being large generalised buildings that handle many of the local affairs of the most important families in the settlement, while smaller and more specialised buildings are found further out.

Given the Cyphiri tendency towards travel, the need for trade routes between settlements, the ventures of the more decentralised families and their opportunity scouts, and the common desire of Cyphiri followers of the Flowing Way to walk the Bones of Arthan, it's not uncommon for Cyphiri families to have stockpiles of tents and other temporary structures - they can be found scattered across the trade route between Cyph-Arel and Orope, for instance, and small camps can be found in any region the Cyphiri have an interest in. They're typically quite simple affairs, a collection of woven sheets and poles made from one of the lighter structural crops, although still on the bigger side - it's rare that Cyphiri travel alone, so tents are usually designed so that their parts can be split across the group and put together to form one larger multi-person tent.
 
 
 A Monumental Undertaking: The Great Hall of the Union [2/3]
 
 Spoiler: The Hall Expands 
By the time the families of the Union have finished debating the matter of location, the Council Fund has already finished their plans for the Hall's construction, and are quick to put them into action. In the end, the site chosen was a newly-found patch of fertile ground in the south of Cyph-Arel, one with little enough built up that it's easy for the Fund to purchase it all and adapt what's there into their plans. While the building itself has already been planned out and designed and only needs a few adjustments to fit the reality of the site, the fact that it's a new settlement rather than fitting into an old one causes the scope of the Fund's operation to expand somewhat to fit in housing for family representatives, the agriculture required to sustain the settlement, and the other necessities of life. While they're first proposed as seperate buildings - the representative housing taking up the rest of the prime soil-side space, and the others fit in around and behind them as needed - one idea soon becomes quite popular among the designers hired by the Council Fund. If you're already building a grand structure, why then go on to make a load of normal buildings when you can just make the main structure even grander? To this end, they spend quite a while abandoning old plans and coming up with new ones, greatly expanding the planned size of the Hall so that it completely encircles the fertile ground (taking the role of a courtyard of sorts, open to the sun above), with rooms serving official purposes, representative housing, and other minor purposes all contained within it. It's a big plan, and the Fund finds itself needing to dip more into its own reserves to supplement the donations by the families to pay for all the extra expenses, but it's one that most Cyphiri find themselves supporting and wanting to see once they hear of it, although some critics do suggest that the Fund's designers are getting a bit carried away with it all and should just get on with it.
 
 
 
  News and Rumours  
 
 For all the change going on in Cyph-Arel, the Cyphiri found outside of the region insist that business is as usual. It does seem that they're telling the truth, though - a side effect of most families operating out in the wider world being decentralised and not particularly invested in Cyph-Arel itself is that they keep on going despite the uncertainty, and in any case the changeover of power seems to be going quite smoothly, neither the new or old family in charge wanting to cause problems and alienate their peers. 
 
  Families of the Cyphiri Union  
 
 Spoiler 

There are far more Cyphiri families than mentioned here, of course, but this is just to keep track of the ones mentioned so far and what their deal is/who of note is a part of them (some are described in greater detail in the full nation description).
 Ulnesh 
 Other:  All Supports in 122
Dominant power among the families, split between being the top agricultural family and a strong political structure, uses the two in tandem to maintain influence and strengthen both fields.
 - Garren Ulnesh: Head of the family and as such ruler of the Union, driving the push to look outside of Cyph-Arel for opportunities, and a dedicated student of the Flowing Way.
 - Pylan Ulnesh: Envoy to the council fund, coordinates things between the two groups, has a distaste for mercenaries.
 - Taron Ulnesh: In charge of agriculture, very passionate about the subject, little interest or talent for politics but has subordinates that cover the slack
 - Relas Ulnesh: Youngest of Ulnesh's internal council, Garren's preferred successor, quiet and observant but untested, many family members unsure she deserves her position
 - Werran Ulnesh: Devoted follower of the Way, close to Garren, excited to spread the Flowing Way to new lands, very curious about the way other countries and faiths work.
 - Chelat Ulnesh, mainly deals with other major families and the Union Council, good at it but is dismissive about other countries and the advantages to working with them
 - Helad Ulnesh, coordinates loans between the Ulnesh and other Cyphiri families, deciding who gets the offers and how they're repaid/the influence gained is otherwise used.

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

 Hallus 
 TPs:  122.2
The second-largest agricultural family due to being the inventors of trophic deconvolution and leveraging that advantage as the Union adopted those methods. Eager to continue making advancements, has eyes on the Ulnesh family's position.
 - Pelir Hallus: Pioneer of Hallus biotech research, not technically the head of the family but has enough influence through the family to get what they want (if possible).
 - Baran Hallus: The actual head of the Hallus family, and the one directing their recent political moves. Has great respect for Pelir's work, and tends to indulge her requests. He's got broader interests than the average Cyphiri, taking an interest in the military conflicts that have gone on around the known world, and making plans for diplomatic efforts beyond those that are business-related.

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

 Carral 
 TPs:  123.1
 Other:  Mercantile Support of 123
Small decentralised family down on its luck, turning to the Bone-Grinder's Guild of 112 to try to make a new future for themselves. Their attempts to become more powerful in 112 have stalled for now with little gain, but the expedition eastwards that the Bone-Grinders sponsored has borne fruit for them, and they are now making moves towards gaining full control of the economy there, with support from the Ulnesh and Kelad families.

 Kelad 
 TPs:  117.1, 127.1
Another minor family, and one that's been very active in sending out opportunity scouts to the regions nearby to the Cyph-Arel - Orope trade route. They're not planning on making many big attention-grabbing moves for the time being, but have a plan to acquire resources vital to the efforts of other families and sell it on to them at a profit.

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

  Statistics  
 
 Spoiler 

 Special Actions Available:  Economy 10, Faith 5 (Next Round: Economy 5, Faith 5)
 Special Actions Used:  Economy 5 (Next Round: None)

  Diplomacy  
 
 Spoiler 

 Reputation/Favours 
 The Abyssal Stewards:  Rep 0, 0 Favours (Expected Change: 1 Favour)
 The Chelonian Chora:  Rep 2, 1 Favours (Expected Change: None)
 - Welcome: +1 to resist Supports becoming Open or Unruly
 - Friendly: Distance Losses triggered every fourth region, max -2 Distance Penalty in regions with CCA bases
 The Divine Nacre:  Rep 0, 0 Favours (Expected Change: None)
 International Prestige:  Rep 1 (Expected Change: None)
 - Respected: +1 to Establishing and Pressing Claims and Promoting Claimants

 Bases 
122: Reefback Nursery

 Cultural Exchanges 
None

 Cultural Identities 
None
 

  Military  
 
 Spoiler 

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

 Aristocratic Support 
122

 Generals 
None

 Fortresses 
None

 Perfected Tactical Doctrines 
None

 Military Technologies 
None
 

  Economy  
 
 Spoiler 

 Treasure:  2 (Expected Change: +3)

 Trade Posts 
 Efective Total Owned  10
109.1 - Swarm Ash
114.2 - Giantsbane Seeds
117.1 - Biolumiscent Tunicates
122.1 - Native Gold (Mercantile Support Owned)
122.2 - Native Gold (Mercantile Support Owned)
123.1 - Malleable Blubber (Mercantile Support Owned)
127.1 - Ray-Ear Seaweed

 Mercantile Support 
122, 123

 Cities 
None

 Trade Routes 
Cyphiri - Ironkelp Knights

 Specialised Ships 
None

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

  Faith  
 
 Spoiler 

 Faith Holy Sites:  8

 Clerical Support 
122

 Organised Faith Bonuses 
None

 Artefacts 
None

 Holy Orders 
None

 Miracles 
None
 

  Intrigue  
 
 Spoiler 

 Spies 
None

  Claims  
122 - Historicity
 

 
Autumn Stars
     The Gravetenders    
  Laksha  
Diplomacy - 5 || Military - 3 || Economy - 6 || Faith - 6 || Intrigue - 3
 
  Actions:  
  1: [Diplomacy]   Extend Cultural Exchange to the shoalmind Deep Blue.
   The rumors of a shoal of herring which act in concert, called by some a god, and by others a nation, captures the interest of many Gravetenders, especially Laksha herself. A mind composed of parts that live their own lives, die, and feed the whole.. There is meaning, there. Gravetenders of all designs make their way to the shoalmind's waters, and after a traditional debate over who is to speak first, make their request. They wish to understand and commune with Deep Blue, and to speak with it on the matters of death and growth.   
  2: [Faith]   Attempt conversion of Holy Site 1 in Spawn Point.
   The Gravetenders which make the journey to see the shoalmind Deep Blue do so the same way Gravetenders do everything: constantly discussing their personal spiritual feelings, their individual interpretations of the Blossoming Sequence. It seems this discussion has little effect on Deep Blue, but perhaps in the future, more directed discussion will make way.   
  3: [Faith]   Attempt conversion of Holy Site 1 in Kar-Nath, the Rime Gorge
   The Rime Gorge, and the ritual it represents, is of great interest to the Blossoming Sequence. Many die, and those few that survive flourish with power. The respect this sacrifice claims among the Nathi resonates with the Gravetenders, and as more of them come to discuss and learn, they have an equivalent effect upon the Nathi of faith... More than equivalent, in fact.   
  4: [Military]   Generate Unit because of Abyssal Stewards.
   Violence is not a concept inherent to the Gravetenders, but their friends the Abyssal Stewards have made a request... and as they Stewards are the most likely source of all important silver, Laksha is inclined to listen. A subset of the Gravetenders, all of sturdy mind, are sent to study the arts of war.   
  5: [Military]   Generate Unit because of Abyssal Stewards.
   Beyond the need to please the Abyssal Stewards, some subsection of the Gravetenders, upon studying the martial ways of the organic nations, discover an aptitude for such thinking. Even they, however, fervently hope such things are never required.   
  [Rolls]  

Non-Actions:
Continue to host the  Reef in Bloom. 
   This year, the Reef in Bloom has a spire set aside in Dead City Urodela, a chamber for a meeting of the myriad nations of the Polar waters. Something must be done about the Shark King's constant aggression, and Laksha is intent on being part of the discussion.   
Trade specialized ship " Silvered Eye " to Kar-Nath.
   The past several years have seen a collaboration between Kar-Nath and the Gravetenders. Seeing that their southern neighbors chafe due to feelings of being 'boxed in,' so to speak, Laksha offers the services of her scientists and faithful, to craft a ship, a gift. A thing of crystal and stone, fit for all the amenities of organic life. Special care has been paid to the specific needs of the Nathi people. When the ship, the  Silvered Eye , is complete, it is sent from deep within Dead City Chantrieri laden with a gift of food, along with the promise of more in the future. All Laksha of the Gravetenders asks is a lasting friendship, that peace might be set between them.   
Offer Treaty to Kar-Nath: Peace between us, and negotiation before conflict. [Both nations will attempt IC negotiation before any martial conflict between them. Pulling out of this treaty requires notification the round before.]
   The Gravetenders, though less concerned with the concept of 'territory' than the organic races, understand that is important. Not only because it matters to their organic neighbors, but because it establishes their own claim to personhood in the eyes of many. Knowing this, they make an offer to their southern neighbors.
Having already established trade and some level of trust, the agreement is simple: Neither nation will initiate violence without attempting to resolve conflict peacefully. A meeting set after the one about the Shark King will discuss such.    
Accept Trade Route from Kar-Nath.
   Kar-Nath, despite being so different, has long proven itself a trustworthy friend to the Gravetenders. It is with this in mind that Laksha is glad to open a trade route between them. Food and wealth and ideas shall flow, and their isolationist neighbors will experience the endless debates of the meaning of value and price, in addition to those over spiritual matters. 
  
Accept Cultural Exchange from the Shifting Ennead.
   Laksha accepts the offer of cultural exchange, seeing it in the interests of her people. Sersi encourages this action, arranging for the hub of this understanding to be set within Bastion itself. This of course, happens early in the first year, before the event that would set Laksha's concerned gaze upon the crimes of the Ennead's Princes. The possibility of conflict keeps Sersi sharp, however, and she insists that the flow of understanding not be interrupted.   
Assist Kar-Nath's buyout of Trading Post 2 in the Dead Cities.
   Laksha is more than willing to help arrange trade between the Dead Cities and Kar-Nath. The food they produce and preserve is an act of comfort and convenience, and they have little need of it as a source of nourishment. The  Silvered Eye  carries with it the first exchange, extra included as a gift. The Gravetender which delivers it speaks long of the abundance brought about by collaboration.   
Purchase Reaver protection from the DNA for one Favor.
   While the Gravetenders make their first steps into the art of war, they have not become masters of it in any sense, and so ask the protection of the Divine Nacres against the coming reaver threat. Sersi makes plans to observe these protections, uncomfortable as she is relying on the surface dwellers for safety.   
Request a Prospecting action from the Abyssal Stewards on Bastion, ever in search of Silver.
   .   
Contribute to Genus Taxonomia Gelidum Mare.
   Fall Blossoms      Fall Blossoms are one of the many creatures which changed in response to the event that turned the Dead Cities into a mass grave. Common in Gravetender waters, they are a species of jellyfish which have adapted to the corpse rich environment of the Dead Cities.
Fall Blossom larvae are especially small, and known for fleeing from any detected movement. Rather than solid ground, the larvae root in dead bodies, drawn by the scent of decay.  Once rooted, a larva grows into a larger than average polyp known generally as a Maker’s Flower. Notable for their silver tendrils, they are quite beautiful and some Gravetenders will carefully keep them in their homes.
Maker’s Flowers secrete a preservative chemical from their roots, slowing the rate of decay significantly. A colony will produce less of this preservation agent depending on how many are present, maintaining an optimal rate of decay for luring their preferred prey, scavengers. When scavengers of an appropriate size approach a corpse inhabited by Maker’s Flowers, they lash out, grabbing with thin tendrils and pulling their prey into their bodies. Once appropriately fed, a Maker’s Flower will ‘bloom’, transitioning into the reproductive stage of its life cycle, the Fall Blossom.
The Fall Blossom is the dominant stage, like most jellyfish. Relatively small in number but significantly larger than most jellyfish, they tend to remain near their spawning point, awaiting larger scavengers approaching the corpse their larvae are rooted within. They form a final line of defense for the Maker’s Flower stage, warding off larger scavengers with their paralytic sting. Predators which fail to avoid their tentacles serve as their own prey. Fall Blossoms are a brilliant red, streaked through with silver, though of course their color is only truly appreciable when in direct light. 
  

[Write fluff for Holy Site 2 in Bastion.]
   The discovery of a old Maker battlefield sweeps through the Gravetenders, and especially those deeply faithful to the Blossoming Sequence. What can be learned of this internal conflict of their Makers, and what might be made useful for those to come? The site is made holy by their inquiry, and serves a secondary purpose as the first place any faithful Gravetender who studies the art of war visits.    
 
 Spoiler: Stat Changes 

Military - 3 &gt; 4

Stats for next round:

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

 
 Spoiler: Statistics 

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

 
 Spoiler: Diplomacy 
 Reputation/Favours 
 The Abyssal Stewards:  Rep 1, 0 Favour (Expected Change: None)
 The Chelonian Chora:  Rep 0, 0 Favour (Expected Change: None)
 The Divine Nacre:  Rep 0, 0 Favour (Expected Change: None)
 International Prestige:  Rep 4, 0 Favour (Expected Change: None)

 Cultural Exchanges 
None

 Cultural Identities 
None
 

 
 Spoiler: Military 
 Units:  0 (Expected Change: +2)

 Aristocratic Support 
78, 76

 Generals 
None

 Fortresses 
None

 Perfected Tactical Doctrines 
None

 Military Technologies 
None
 

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

 Trade Posts 
 Total Owned  1
78.1 – Preserved Food

 Mercantile Support 
78, 76

 Cities 
None

 Trade Routes 
The Seatide Confederacy

 Specialized Ships 
None

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

 
 Spoiler: Faith 
   The Blossoming Sequence   
 Faith Holy Sites:  6

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

 Clerical Support 
78, 76

 Organized Faith Bonuses 
+1 to holy site conversions.

 Artifacts 
None

 Holy Orders 
None

 Miracles 
None
 

 
 Spoiler: Intrigue 
 Spies 
 

 
 Spoiler: Claims 
78 - Historicity
76 - Integration
 

 
Minescratcher
 Regions 113,  114 
    The Order of Knights of the Ironkelp of First-King John of Ruhum    
  Records of the Years  10-12  of the Tenure of His Majesty Grand Master Jacob Basilicos, 39th Grand Master of the Order of Knights  
Round 4

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

1.  [Military 10]  Create a Technology:  Supermarine Artillery 
Effect: +1 to battle rolls and +1 to Maneuvering rolls in regions of Depth 0
Requires: Giantsbane Seeds, Supernatic Propagation, Photospore Signalling

The Giantsbane experiments of the past few years culminate in the realization that the seedpod thallus allows for a totally new style of battle, one briefly glimpsed during the [Region 113] campaign. Rather than having a Knight simply mount a seedpod and ride it into the fray, the seedpods can be nudged to deliberately angle them above the surface of the water, allowing them to travel much farther and faster through the near-vacuum medium of "air." Slight modifications to the shape of the seedpod enable it to maintain most of its energy upon reentry, resulting in a devastating impact easily able to stun or outright kill a warrior too close to the missile - to say nothing of the effects of the explosive seedpods still being pursued by the more persistent Alehlangue sages. Though this battle tactic requires a significant logistical train to tow a number of Giantsbane plants alongside the army, maneuver them into firing position, and communicate between the front lines and the artillery-sages, it shows great potential both in breaking enemy formations through sheer force and in forcing the enemy into a restricted area to enable greater mobility for conventional Knights.

2.  [Faith]  Convert the Glossian Sea [Region 135] HS 1 to the Flowing Way (supported):  16 
More sages travel south, establishing themselves at Holy Ovum to catalogue and investigate the many different interpretations of the enormous crystal.

3.  [Faith]  Convert Meadows of Elyan'dan [Region 136] HS 1 to the Flowing Way:  14 
A handful of missionaries along the major routes between the northern and southern faithful turn aside (in their words, anyway; they definitely  didn't  get lost) to minister to the Mer of Elyan'dan.

4.  [Faith]  Convert [Region 111] HS 1 to the Flowing Way:  12 
Though the faith's popularity among the Lux-Glossians has not waned, their northern colony still lacks any center dedicated to the teaching of the old faith.

5.  [Faith]  Convert [Region 113] HS 1 to the Flowing Way:  10 
 The vegetable worshippers must die 

Nonactions:
 
 Attend the Sereia Carnival
  .   
 
 
 Spoiler: News and Rumors 
 
 
  .   
 
 

 
 Spoiler: Ruler Information 
Grand Master Jacob Basilicos, 39th Grand Master of the Order of Knights, etc etc
Current Stats
 Diplomacy : 3
 Military :  10 
 Economy : 3
 Faith : 6
 Intrigue : 3

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

 
 Spoiler: Other notes 

Generals:
 
 Knight Commander Amlaigh Tolmach of the Scoshlangue (10) - Tactical Doctrine: Quiver Hell's Foundations (+2 to battle roll) 
 
Land units: 4 / 6

Treasure: 0

Resources controlled:
 
 Region 114: Giantsbane Seed 
 
Techs:
 
 Supernatic Propagation 
 Trophic Deconvolution 
 Megafaunal Tailoring 
 Photospore Signalling 
 Graduated Symbiosis 
 Composite Grafting 
 
State Religion: The Middish Way of the Flowing Way
 
 5 HCs: +1 offensive battle rolls 
 
Reputation:
 
 PRS rank 2 
 
 
Aerin
  The Lux-Glossian Shades 
Temperate region, Capital: 135
Round 4 
 
 Spoiler: Ruler stats and stat increases 
 Ruler:  Lirix of the Magenta Shade, Eldest of the Matriarchs

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

 Ruler increases:  +1 Intrigue, +1 Faith

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

 
 Spoiler: Rolls 
New ruler: forums.giantitp.com/showthread.php?643055-Empire-7-Into-the-Depths-Dice-Rolling-Thread&amp;p=25473328&amp;posted=1#post25473328
Rolls: forums.giantitp.com/showthread.php?643055-Empire-7-Into-the-Depths-Dice-Rolling-Thread&amp;p=25473334#post25473334
 

 Actions: 
 1. Intrigue:  Investigate south of region 99. [12, SUCCESS]

 2. Intrigue:  Investigate southwest of region 102. [9, FAILURE]
 
 Spoiler: Fluff 
There was a buzz of gossip that traveled around Leriander when a Shade was delegated to be the first to chart the deep ocean. Still, the Lux-Glossian peoples prided themselves on being unafraid to settle and explore places where others will not tread. The exploration proceeded despite rumors from the Stewards of terrible dangers lurking in the depths. Perhaps they should have listened. The expedition did not return.
 

 3. Faith:  Contribute to the Songline of the Broken Seas.

 4. Faith:  Adopt the Middish School of the Flowing Way.
 
 Spoiler: Fluff 
The conversion of Holy Ovum, the Glossian Sea's largest and most flashy holy site, was the death knell for the old religion, which had never truly been collected into a cohesive set of beliefs to begin with. When Ramira took control of the Grand Conclave, his first action was to declare Lux-Glossia to be a follower of the Way.
 

 5. Diplomacy:  Attend the Carnival at Cadid Santuario.
Sub-action: Accept Anoxic Adaptation from CYP.
 
 Spoiler: Link 
For my own records: forums.giantitp.com/showthread.php?645857-Empire!-7-Event-Carnival-at-Cadid-Santuario&amp;p=25461504#post25461504
 

 Non-Actions: 

1. Support OKI's conversion of 135 HS1 to The Flowing Way.

2. Change ruler to Ramira of the Viridian Shade, Eldest of the Matriarchs.
 
 Spoiler: Fluff 
Lirix was clearly losing her grip, and so the Magenta Shade chose a new, younger Matriarch to represent them. The next eldest Matriarch remaining in the Grand Conclave was Ramira of the Viridian Shade. He was more faith focused, being the Matriarch of a Shade in Holy Ovum, and less of a cutthroat merchant than typical for a Grand Matriarch.
 

3. Enter a contribution to the Songline of the Broken Seas.
 
 Spoiler: Fluff 
A decade ago, the first missionaries of the Flowing Way arrived in Lux-Glossia. They were captivated by the constantly shifting song of the driftwood chimes and established a small presence there to record the resulting melodies. The driftwood chimes are a small region of the Glossian Sea where the normal surface morass of planks, branches, logs, kelp, and trash is replaced by a gently bobbing sea of giant hollow logs. When the logs collide with each other, they resonate with a single note for minutes on end. The result is a gradually shifting series of chords that feels as though it is perpetually building to new heights.

You can listen to a 4 minute snippet of what that might sound like here: npr.org/2002/11/26/858257/closer-to-eternity-stretching-beethovens-9th

The missionaries from the Ironkelp Knights are long gone, now, but the association of the Flowing Way and the driftwood chimes has been continued by the locals. At first, the goal was simply to record particularly striking melodies and attempt to puzzle meaning from them. Being a faith focused on storytelling, the idea of telling stories with important climaxes matched to the background music caught on quite quickly. The first stories told were those most ancient and most important to the Lux-Glossians: the exodus from the homeland and the founding of Leriander. In the years that followed, as the nearby Shades adopted the Flowing Way and made it their own, a unique Lux-Glossian spin on storytelling began to emerge.

Today, every story that is told to the accompaniment of the slow wooden chimes is unique. Brave souls who choose to stand in front of their peers and sing or chant alongside the musical notes use nothing but their quick wits and ingenuity to create a new story thread in the tapestry of the world. While it is understandably impossible to record every tale that is told at the chimes for the Songline, the following passage is exemplary of what the Chora's conductors might hear should they visit.

 The three brothers who met Death. 

Three brothers lived in a remote colony without sunlight.
Death visited, for the Shade had nothing to eat.
And soon only the brothers were left to wait Death's invite.
For there was still no food, not a morsel or treat.

The youngest left for the city of Leriander.
I will bring crystals so that we can grow food, he declared.
But alas, he brought nothing to barter or bander.
Without a shade to protect him, Death found him ill-prepared.

The middle brother stayed, although his prospects were bleak.
I will travel to the surface, and scavenge for algae among the smother.
But the surface is dangerous and the middle brother was weak.
To Death, the Reavers brought yet another brother.

The eldest brother left to wander.
I will find the eldest among us, he said, and ask for advice.
Long was his journey, hither and yonder.
The eldest Matriarch, he found, he was meeting twice.

I did not expect you to come to me, said Death.
Please, said the eldest brother, I am the last of my brothers.
Let me join your Shade, he pleaded in a breath.
And you will not have to search for me like you did the others.

You may join me, said Death to her new sister.
But know that I have claimed you too.
For died already has the mister.
As a sister of my Shade born anew.
 

4. Enter a contribution to the Neritic Manuals.
 
 Spoiler: Fluff 
The Lux-Glossians are excellent stone-cutters, an art which applies to both their architecture and fine crafts. As invertebrate forms whose bodies are essentially one huge flexible muscle, many Lysimia are employed in stonecutting and transport in the capital. Stone is incredibly abundant in Leriander, a mining city set inside a massive ravine. Dwellings are often either carved directly into the walls or extended outwards from the walls using slabs and supports carved from the nearby cliffs. Bridges connecting the two sides of the ravine are also constructed with stone, often using blocky arches for greater structural support. One could not, however, call any of the stone architecture delicate or graceful. Thick slabs, columns, and blocks are preferred, and almost none of the architecture is carved. Instead, every possible surface is painted in a riot of colors and geometric designs and inset with chips and shards of glowing luminescent crystal. Thin slabs of crystal are often used as windows of dwellings or to provide light over garden terraces.

For more delicate endeavors, stonecarvers work on the luminous crystal that is mined from the deepest reaches of the Leriander ravine. Each Shade has a single crystal selected from the chromatic depths that must be cut and polished to perfection, usually to be displayed prominently in some sort of wearable item for the Matriarch of the Shade. Smaller, more pale crystals are polished and drilled to make beads used for clothing and jewelry. Large panels in complex geometric shapes are created for use in decorative mosaics and ceilings. Recently, the youth of the city have even begun to carve numbered polyhedrons for use in games of chance.
 

 
 Spoiler: Reminders for myself 
Respond to Gengy
Make a monument
Make a flag!
 
Gaius Hermicus
  Unrest Actions: Round 4  
 
 Spoiler: Tropical 
  The mercantile supports in regions 14, 17, and 25 are in danger of becoming Unruly if they are not supplied with their Desired Import by next round. 
 If the local majority does not align with the region’s state faith by next round, the clerical support in region 7 will become Open. 
 

 
 Spoiler: Polar 
  The mercantile supports in regions 60, 69, 77, and 78 are in danger of becoming Unruly if they are not supplied with their Desired Import by next round. 
 

 
 Spoiler: Temperate 
  The mercantile supports in regions 114 and 138 are in danger of becoming Unruly if they are not supplied with their Desired Import by next round. 
 If the local majority does not align with the region’s state faith by next round, the clerical support in region 135 will become Open. 
 
Frostwander
     Costa Sereia    
 Region 134 
Turn 4
   
 Spoiler: News and Rumors 
 A sizable bid to the weapons merchants of region 117 for their mysterious product, once seen as imminent, is suddenly withdrawn without official explanation. Rumors spread that the Costa stumbled upon information implicating the auction as fraudulent - the professed 'weapon' is no weapon at all - and refused to entrust their funds to an empty promise. 
 

 Actions: 

1)  [Diplomacy]  Host Event: Carnival in Cadid Santuario
 
 Spoiler: Sub-actons 
Receive Anoxic Adaptation tech from the Cyphiri Union.
 

2)  [Diplomacy]  Sway Merchant Faction - Region 130 ( Roll: 9 - Failure )
3)  [Economy]  Impress Merchants - Region 128 ( Roll: 11 - Failure )
4)  [Economy]  Impress Merchants - Region 133 ( Roll: 18 - Success )
 Merchants from many of the surrounding regions are invited to Carnival to see the opulence of the Costa on display, and offered opportunities to deepen their ties in multiple ways. Some are interested ...  while others are unimpressed or critical of what they see as a wasteful spectacle. 

5)  [Military]  Raise Unit
 At the urging of the Abyssal Stewards, and with the recent warnings of the Nacres circulating as well, Madrina Alverna issues a statement that a regular militia force be trained and kept in readiness. After much discussion among the heads of the costa - some quite heated - a division of efforts will be pooled together, with one major family overseeing each part of the whole. Members of the militia will be drawn from the physically able of each family. Illdo, a young but tactically-minded scion of the Loura, will manage the training and leadership of the regiments. The Alverna will craft and supply the weapons; the Mascerena will handle the armor. Provision and pay will be coordinated by the Peixoto, with the funds for pay allocated from a rate tax on all families. 
 Non-actions:  
What secrets hold the Deep?
Spend 2 treasure to hire the Kalan Company mercenaries on behalf of the Abyssal Stewards to repay the 1 owed favor.
Spend 1 treasure to sway merchants of 130, adding Cadid Santuario bonus.
Support the Cyphiri Union's buyout TP2 of 134 (Cobalt Dye).

 
 Spoiler: Leaders and Prominent Figures 
 Leader:  Madrina Uschi Alverna (Diplomacy 5; Military 3; Economy 9; Faith 3; Intrigue 6)
End-of-turn increase: Diplomacy +1, Economy +1
New Leader next turn: No

 Generals: 
 Spies:  Veruha Mascerena (Intrigue 7)

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

 
 Spoiler: Relations of State 
 Cultural Exchanges:  The Gotezhar
 

 
 Spoiler: Resources 
 Units: 
 Treasure:  4
 Reputation:  ABS (1); CCA (0); DNA (0); PRS (1)
 Favors:  ABS (1 owed)
 Capital Region:  Palacia
 Cities:  Cadid Santuario - Region 134 (+1 Sway Faction)
 Effective Trading Posts 10 (2 income): 
&gt;  Cobalt Dye  - 134 TP1, City &amp; Merchant Support
&gt;  Giantsbane Seeds  - 114 TP3
&gt;  Luminescent Crystal  - 135 TP2
&gt;  Mineblossom Sponge  - 130 TP2
&gt;  Plankton  - 124 TP2 &amp; Merchant Support
&gt;  Pure Berries  - 138 TP2
 Primary Religion:  Brilhinte (3 Holy Sites)
&gt;  Temple of Raquela  - 134 HS1
&gt;  Temple of Desderia  - 134 HS2
&gt;  Temple of the Deep  - 134 HS3
 Techs:  Composite Grafting, Trophic Deconvolution, Megafaunal Tailoring, Photospore Signaling, Graduated Symbiosis, Supernatic Propagation
 
Grim ranger
    Kar-Nath Hegemony       Turn 4   
   Rham, the Frozen King   
 Diplomacy - 5, Military - 8, Economy - 5, Faith - 2, Intrigue - 1 
  Actions:  

1.  [Military]  Attack Region 75 ( General Kreel  is in command, March of the Conqueror tacdoc is used, 5 units are being sent, direct route from 77 to 75, no distance loss rolls)
-  Sub-action:  If the invasion succeeds, using free  Sway Aristocracy  action on 75 (Roll to be done by GMs)

 
 Spoiler: Kar-Nath military doctrine 
Beings of durable shell and often militaristic body modifications, the Nathi doctrine of war focuses on relentless advance. Heavily armored wedges of soldiers advance in concert, prodding enemy lines for weak points and remaining stuck in once finding such. As the Nathi footsoldiers often carry heavy, stony shields and tridents as their primary armaments, they can prove to be rather difficult to wear down or force to flee, allowing the army of Kar-Nath to constantly pressure the enemy from all sides until something gives.

There are of course those among the armies of the Hegemony that prefer less cautious approach, and as such fulfill different roles. The first among these irregulars are those following the Path of Blades, Nathi of greater bloodlust and slimmer bodies that often take augmentations to grow blades out of their carapace or wear harnesses full of similar implements. Quick and brutal, they seek to often take enemy formations by surprise or dislodge foes stuck in with the line of Hegemony soldiery, making lightning-quick passes at enemy and using their blade-filled carapace as impressively lethal weapon across its whole length. Although they often swim in small schools of five to fifteen Nathi, the devastation their reckless swim-by attacks and charges can inflict is regardless considerable.

The second well-known group of irregulars takes the opposite approach, carrying with them large quivers full of specifically worked quills from the infamous Herphoon Icebacks. The disciples of Path of Deep-Hunter remain in backline protected by other Nathi or swim above the battlefield with guarding screens of Path of Blades disciples, positions from which they can utilize their weapons to the fullest extent. While a crude weapon in eyes of some, the Icequill Harpoons are regardless devastating, often skewering even heavily-armored opposition and freezing their blood from inside-out from rather long distance away. Only the relative rarity of Nathi brave enough to follow this path (and the losses they sustain during their hunts) have kept this group from being much more widely utilized.

In widescale battles, the Hegemony seeks to often form a solid defensive core near or inside enemy lines with its soldiers, and link such cores of defense up gradually with shield-walls to encircle and envelop their opposition. As this is not always viable, the troops are also drilled to scatter into small squads that can engage the enemy at their discretion and offer quick support to any part of the lines in danger of breaking.
 

2.  [Diplomacy]  Attend event: Fruits of the Reef in Bloom

3.  [Economy]  Economy 5 Special - Establish Trade Route with the Gravetenders

4.  [Economy]  Buyout Trading Post (Region 78, TP2)( Success )

5.  [Diplomacy]  Raise reputation with Abyssal Stewards (from 0 to 1)( Success )

  Non-actions:  

A.  Continue construction of a monument: Rimestone Statuary (5-part project)(2/5) 
 
 Spoiler: The foundations are only formed with hard work 
 The stone of the plateau selected to host the Hegemony's prideful project has been carefully smoothed out. There have been setbacks, as solid rock often does not wish to cooperate with the efforts of the laborers, with cliff threatening to break unpredictably more than once as the area has been worked upon by spike and claw. Regardless, the builders have persisted.

And as such, the very base of the statuary to come has finally been finished, but it is merely beginning of much more monumental task. Rimestone monoliths rising towards the icebergs above, a grand show of Nathi tradition: such a feat would be tarnished by attempts at shortcuts or half-measures. The work will be all many of the builders will know for good long while, but there is no complaint. No, to the reclusive people, such a grand and ardous task harkens their spirits back to the very beginnings of the Hegemony where it was merely this small people against the hostile environment. Through hardship, through adversity, they have always persisted. And through their persistence, everyone in the Hegemony has earned their place to call this hostile land home.

Teams of Nathi work steadily in shifts, carving into the stone at predetermined intervals to form the foundations of the monuments to come. Long poles are set up a the edges of the plateau, glowing flora wound around them to give more light in the darkened area. A winding path to it from the holy site above is constructed, for even if most visitors might be able to make their way to the plateau easily via swimming alone, their neighbors may appreciate the gesture.

The most important part of the communal effort, however, begins when the long rows of foods brought along for the workers are revealed, some of the rarer delicacies available even from the stocks of the Frozen King himself. Community is easily experienced through food for the Nathi, and the workers toiling away at such a long task certainly deserve their moments of unity to be doubly special.

In a distant gorge, larger blocks of Rimestone are carved away from cliffsides, gradually prepared for the journey back to the construction site. With gods willing, the true task may soon begin. 
 

B.  Accept the trade of specialized ship "Silvered Eye" from the Gravetenders 
 - Somewhat shocked still by the generosity of their neighbors, the Hegemony hosts a parade in honor of the Gravetenders with personal attendance of Frozen King himself.  

C.  Accept the proposed Treaty with the Gravetenders: Peace between us, and negotiation before conflict. [Both nations will attempt IC negotiation before any martial conflict between them. Pulling out of this treaty requires notification the round before.] 
 - Having developed some measure of ties with their closest neighbors, Kar-Nath Hegemony joins the agreed-upon treaty proposed by the Gravetenders. While the crown of the Hegemony is not halting talks of expansion and military might, it has apparently been decided in the depths of Gracier Crag that at least one fellow polity deserves some genuine respect. 

D.  Cooperate in the creation of the Songline of the Frozen Seas 
 - Delighted to have been asked for their addition into the Songline, the Nathi offer their contribution in shape of one of their oldest myths. 
 
 Spoiler: The Tale of Jaarn 
 The tale of Jaarn, the mightiest of the northern gods, is one of both unfathomable power and value of hard-won understanding and cooperation... and as such is one that has persisted steadily in the society of this solitary people thorough the foundation and development of the Hegemony. While preached in true mystical sense by priests of the god during days of holy celebration, it is also a study in some of the characteristics valued in the society as a whole.

Long ago, the god of air and ice, Jaarn, ruled the ancient beings of the depths with unwavering and terrible strength. The leviathans and ancient peoples of the cold seas were mighty, but the alien and mighty power of the god kept his rule always secure, smiting all whom would challenge his place as the sovereign of all the cold seas. His name was murmured across the depths and air, his power mighty, and the voice of this deity only boomed with boasts of might and sneer of derision towards those who would not know their place or would seek to upset his realm, be they from within it or not. After all, what could truly threaten the rule of monarch of frost?

Then, something happened. The ancient peoples grew distant, their empires breaking. Leviathans sunk into the depths or were slain, and the mighty works of those who had claimed the seas as their own were lost. As Jaarn turned his gaze away from his cold skies and back towards his subjects once more, he only found desolation. Enraged, he smote those he saw as responsible, for he considered all under these seas his possessions... but the destruction solved nothing, only spreading further death and chaos until only scant few remnants of once powerful peoples remained, and leviathans had fled to the depths or sunk into them in death.

His power withering and waning without the faith and support of his subjects, things that he had often not paid much heed to, the god was left to bitterly cling onto the icy fortresses above massive rift in one of the scant remaining parts of the icy ocean he could still affect... and it was there that the explorers who would come to be the Nathi found him. Still a great and terrible power, he thought to smote the emerging people as well, having long since given in to the rage that had set in due to all of the things lost to him. But the smaller divinity and people itself refused him, with war seeming inevitable.

A war the god could feel might end in his destruction. For while the ocean could be settled by emerging peoples after the ruin had been wrought upon it, his power would soon be too scant for his essence to survive.

The realization humbling the once arrogant deity, he retreated to the depths of the glaciers to wallow in his defeat... and he would have, were it not for a sole Nathi who had grown curious of the circumstances of such a terrible foe. Rejected entry to the icy home of the god, the pilgrim waited days and nights around it until his persistence earned a measure of grudging respect from Jaarn... and from their meeting, the circumstances of the god's ire were laid bare for the Nathi people. While it might not have changed much by itself, the suggestion of the pilgrim would tie the god to the people forever.

He asked for Jaarn to lend his voice, which had until now only sown discord and terror, to Nathi who could issue his edicts and enact his will. He could have a people once more, and be among the deities venerated by the reclusive race... but he would be giving up his rash boasting and derision in service of that people. To lose a voice, but earn the tridents and claws of the Nathi.

The deal was struck, and the humbled divine became still harsh but fair overseer of the people living under the shadow of his glaciers. His voice is now gone, spread across his adherents, but it now whispers from thousands of mouths instead of booming from on high. And in the end, both sides are better for it. 
 

E.  Cooperate in the creation of the Genus Taxonomia Gelidum Mare 
 - Although less certain about the presence of the Divine Nacres in their territory, the leaders of the Hegemony are still honor-bound to honor their debt. Accordingly, a study from the halls of Grand Schola has been contributed to the Nacres' efforts. 
 
 Spoiler: The Studies of Grand Schola: Herphoon Iceback 
 As the people who would become Nathi first began to inhabit the waters around Glacier Crag, many of the native creatures gave them trouble in the beginning... but none moreso than the Herphoon Iceback. A type of native seaslug, they have adapted to both their inhospitable environment and sparse diet, becoming the doom of many who dare to brave the depths of these cold waters.

A relatively innocuous species at first glance, the Herphoons are small invertebrates rarely more than few feet in diameter. They come in variety of arctic hues from gray to deep blue, having numerous small appendages underneath themselves for movement and pair of stripe-like sensory organs running along their backs. The most notable feature that they have derived the second half of their name from, however, are the crystalline spikes protruding from their backs. These structures are formed by as the creatures melt and absorb small amounts of Rimestone while scouring their environment for scarce food, and provide a frightening natural defense. Not only are they difficult to attack by predators of the waters around them, but the spikes can also be launched from their backs in hail of sharp crystalline fletchettes that freeze things they strike on contact. As this offers the Herphoons an offensive hunting option, they can hunt for nutrients directly in environments more scarce in resources.

The behavior of the creatures tends to change the larger they have grown, with smaller creatures without proper armament of spikes grown attempting to hide or scavenge and larger and properly defended Herphoons exhibiting increased aggression whilst hunting for nutrients or when apparently threatened. While they tend to remain smaller due to high dietary requirements necessary for growth, these invertebrates have not yet been sighted to perish from age alone, and have been seen to eventually reach the lifestage often referred to as "Death Whistle" by the Nathi. Large as sharks and bristling with blade-like protrusions, these beasts are incredibly difficult to put down thanks to their robust defenses and high rate of natural healing, often making entire tunnel systems unusable.

Although a dangerous pest, the Nathi afford the Herphoon Icebacks wary sort of respect as fellow survivors of the glacial terrain. While they have not been yet successfully domesticated, they often offer young Nathi warriors their first trials, and the Rimestone crystal quills after often harvested for the use of craftsmen and soldiers. 
 

F.  Acquire Reaver protection from The Divine Nacres for 1 treasure 
 - While somewhat skeptical regarding the ability of the Reavers to defeat their legions, the Nathi regardless decide to be doubly secure in their glacial fortresses, seeking the aid of the Divine Nacres to weather the possible onslaughts. 

G.  Assist the Gravetenders in converting the holy site the Rime Gorge 
 - With the declining importance of Voice of Jaarn, the Hegemony has accepted the request of Gravetenders to extend the reach of their faith to one of the Nathi's holy sites. The shared appreciation of the holy ritual has brought both races closer, with Nathi priesthood openly discussing matters of faith with their Gravetender counterparts. 

H.  Raise reputation with Abyssal Stewards for a favor 
 - As their overtures for closer cooperation have been received favorably by the Abyssal Stewards, the Hegemony has called in their favor with the organization to further protect their lands. Loathe as they are to admit it, the reclusive society has its weak points, and advice from the mysterious order wil no doubt benefit them in the future. 
  Leader improvements from turn 4:  

Diplomacy +1, Economy +1

  Leader stats for turn 5:  

Diplomacy - 6
Military - 8
Economy - 6
Faith - 2
Intrigue - 1
farothel
  The Hymenocera Expanse
Region 3 (Tropical)   

Leader: High King Lord Deca IV
Diplomacy: 6
Military: 3
Economy: 8
Faith: 3
Intrigue: 3 
 Actions: 

[1][Economy] explore N to NE of region 13, TN12 (+1 DNA, +1 treasure)  16, success  (1 favour from DNA for exploring)
[2][Economy] buyout TP 18.1 (Galena), TN12 (-1 distance)  14, success 
[3][Economy] finish the coraline compendium
[4][Economy] finish the coraline compendium
[5][Diplomacy] sway aristocrats region 13 (add 1 treasure), distance -1 TN12  14, success 
 Rolls 

Non Actions:
-momumental undertaking (2/3 part project)
-attend Exquisite Gala
-use favour gained from DNA to repay favour still owed.
-Accept trade route with The Auros of Kaarme


 
 Spoiler: Bookkeeping 

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

Passive income: 2/turn

Units:2/5
treasure: 2

Technology:
Photospore Signalling
Composite Grafting

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

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

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

 
 Spoiler: news 

-Following the marriage of the King's brother, there will be a day off for the whole kingdom.

-Good news.  Prospectors from the Abyssal Stewards have found a new and very tasty species of Starfish in region 13.  A massive effort will be started to breed these starfish for export to the Expanse.  Soon extra starfish will be available for reasonable prices.

-A trade agreement has been negotiated between the Expanse and the The Auros of Kaarme, making it safer to bring the new starfish back home.  In exchange, the Expanse will be exporting some of their armour.
 

 
 Spoiler: Compendium 

After a request by the Abyssal Stewards worried about finished the Coraline Compendium, the High King sends extra workers and scribes to their base to finish writing the Compendium on the sponges that make up the living quarters of the base.  He knows this is a large effort, but he hopes that relations with the Stewards will get even better and that they will benefit in the long run.
 

 
 Spoiler: aristocracy 

After the marriage, a permanent delegation iss set-up in region 13.  Using the armour the Hymenocera are famous for, they try to gain the support of the local aristocracy by providing custom fitted armour for them and some of their bodyguards.
 

 
 Spoiler: Monumental Undertaking 2/3 

The garden was moving along, although not as fast as they had expected.  Species of almost all sponges had been procured, although they were still having some trouble with the sponges they used at the Steward's base, as they actually needed some of the chemicals that came out of the sea vent.  For this they were still trying to find a solution.  Limnadi had already made sure there were samples in storage near the sea vent, but he really wanted them in the garden.  At the back of the estate there was a cave where they had put the research institute that would do research on sponges and where the samples would be kept.  That part was almost up an running, but the garden still needed quite a lot of work, mostly on growing the sponges to the right size for exhibition.
 

 
 Spoiler: Exquisite Gala 

Ambassador Ginidu found himself at yet another diplomatic event.  This time a gala organised by The Lambent Syndicate.  He didn't have any authority to conduct treaties, but he could listen and bring any suggestions back home.
 

 
 Spoiler: Exploration 

A group of merchants starting from region 13 have gone on an expedition to see what was there to the North of this region, in the hope to open new markets.
 
Talis
  The Seatide Confederacy  
 
 Spoiler: News and Rumors 

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

 Actions: 
[Diplomacy]Sway Faction (Merchants, 74)(Spend 1 Treasure)
[Diplomacy]Sway Faction (Merchants, 75)(Spend 1 Treasure)
[Diplomacy]Sway Faction (Merchants, 65)(Spend 1 Treasure)
[Diplomacy]Sway Faction (Merchants, 52)
  As the Seatide Confederacy's trade contacts expand, the desire to secure those trade routes and establish friendly relations with local merchants naturally follows. Favorable deals, gifts and word-of-light can all help establish mutually beneficial partnerships.  [Diplomacy]Attend the Reef in Bloom Event
 
 Spoiler: formal treaties 
The Seatide Confederacy signs a formal treaty with the Shifting Ennead. Two copies, each written in the Ennead's text, but painted with Seatide ink to read the meaning in their colors as well. The terms of the treaty as as follows:
 
 The Shifting Ennead and the Seatide Confederacy agree to a non-aggression pact in perpetuity, to better provide for the security of both their peoples. In the event that conflict proves inevitable due to a conflict of interest or other obligations, this portion of the treaty may be voided or put in abeyance after three years' (one turn) notice to the other party. 
 Both peoples agree to guarentee freedom to trade and travel through the other's territory, provided that subjects obey all local laws and decrees (no sacking each other's TPs) 
 The Shifting Ennead and the Seatide Confederacy agree to respect each other's mutual routes of expansion. The Ennead will refrain from settling or interfering with the regions directly north of Seatide without the permission of the Seatide Confederacy. The Seatide Confederacy agrees to the same restrictions on all lands to the west and northwest of their Seatide.

The Seatide Confederacy agrees to the Gravetender's proposal in part, providing an open pledge of mutual nonaggression and a commitment to peaceful coexistence as long as mutual good relations may be maintained. 
 
 
[/INDENT]

Non-Actions:

Die Rolls:  https://forums.giantitp.com/showsing...&amp;postcount=189 
 https://forums.giantitp.com/showsing...&amp;postcount=218 
 
 Spoiler: Book Keeping 
 Ruler 
Judge Shimmering Turquoise
Diplomacy: 5 (+2)
Military: 3
Economy: 10
Faith: 5
intrigue: 3

Military Units: 1

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

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

 Military Technologies: 
None

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

Resources controlled:
[Bluefish Antifreeze, Seatide (79, TP1)]
[Bluefish Antifreeze, Seatide (79, TP2)]
[Bluefish Antifreeze, Seatide (79, TP3)]
[Gravelglass (68, TP1)]
[Untalented Crab (65, TP1)]
[Rust-Veined Pumice (73, TP3)]
[Magnetic Sand (75. TP1)]
[Firefly Squid (74, TP1)]

Treasure: 3 (+2 / Turn)

Diplomacy:
Trade Route with the Gravetenders

Reputation:
Owe 1 Favor to the Divine Nacres
 
D&D_Fan
   Otterian Supremacy Round 4   
 Leader Stats - Supreme Leader Yirp the Fearsome 
D3/M9/E3/F4/I4

   Actions   

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

[MIL] Invasion Region 130 4 Units Yirp the Fearsome (MIL9) and no techs or other bonuses.

[FAI] Conversion Region 130 - Failed

[FAI] Conversion Region 136 - Failed

[ECO] Contribute to the Neritic Manuals

 The Otterians build structures from specially bred kelp, as they have done for a long time. Is is as durable as any other material, but it has a very organic feel to it. In the Otterian language, gardener and architect are the same word. They grow the plants, prune them, tend to them, shape them into grand structures. This takes many years to create one building. Fortresses, cathedrals, towering undersea towers have all been constructed in the past. The techniques have been passed down for many generations since the otters first made their home in the Kelplands. They had to build structures to evade and defend against predators before they wiped most of the predators out. The otters have perfected the art of growing their homes, perhaps with future innovations in kelp technologies, the process will improve, but even now, Otterian architecture is impressive to behold. 
   Non-Actions   

Put on some show of martial prowess for Abyssal Stewards with Commander Keith Porkson (M4.5)

 Link to rolls here. 

Next Round: MIL10, F5
JBarca
 Round 4
   The Shifting Ennead   
 Danabae  
  Led by Ninth of Nine Prince Antenius, Who Grasps the Wave, Son of Strolinus, Son of Akkoroas 
D7 ; M7 ; E4 ; F2 ; I3 
 Actions 
 
  DIP Attend Reef in Bloom 
 
 Spoiler: Subaction; Seatide-Ennead Accord (PRS) 

 
 Establish a Formal Treaty with the Seatide Confederacy. Two copies of the treaty are prepared, each written in the Ennead's text, but painted with Seatide ink to read the meaning in their colors as well. The terms of the treaty as as follows:
 
 
 The Shifting Ennead and the Seatide Confederacy agree to a non-aggression pact in perpetuity, to better provide for the security of both their peoples. In the event that conflict proves inevitable due to a conflict of interest or other obligations, this portion of the treaty may be voided or put in abeyance after three years' (one turn) notice to the other party. 
 Both peoples agree to guarentee freedom to trade and travel through the other's territory, provided that subjects obey all local laws and decrees (no sacking each other's TPs) 
 The Shifting Ennead and the Seatide Confederacy agree to respect each other's mutual routes of expansion. The Ennead will refrain from settling or interfering with the regions directly north of Seatide without the permission of the Seatide Confederacy. The Seatide Confederacy agrees to the same restrictions on all lands to the west and northwest of their Seatide.
 
 
  
 
 
 
  DIP 5 Establish Cultural Exchange with the Gravetenders 
The strange non-biological creatures to the east are seen as allies - they are not valuable or ripe for conquest, but they  are  fascinating in a distant sort of way. Telian's entourage to the council includes scholars and hostages that will be left in The Dead Cities.
 
  [MIL Raise Unit]  
  [MIL Raise Unit]    ----------pOLAR----------  
New Beaks are called into active duty to replace those lost in recent fighting.
 
  [ECO Buyout TP 51.3)]   FAIL 
Early talks with the Eternal Spring have proven fruitful, and the strange creatures native to Magma Falls have attracted some attention in Danabae.
 
 
 Non-Actions 
 
 Submit "The Prophecy of the Silted Queen" to the Songline of the Frozen Seas

 
 Spoiler: Prophecy of the Silted Queen 
The Doflein are far from whimsical or artistic, and thus their contribution to the Songline is sourced like any other labor they themselves refuse to do: the serfs. The Cult of the Silted Queen has produced a number of works - songs of hope, poems describing the Queen, riddles that only the faithful can understand, and more. But the Doflein find it particularly amusing to snatch from the House of Silt a plaque that is often said to be the original prophecy. It is rumored that they are looking for a method of absconding with the west wall of the structure, which is home to a great bas relief depicting the myth of the birth of the Mer.

 Listen, those who would choose to hear
Envy, those who would fail to heed
Prepare, those who would call for aid
Flee now, those who would stand against
She comes
She lives
Ruled, we are, by vile masters
Weak, they are, when true strength rises
Silted though our queen might be now
Strong, we are, when she's unburied

She will rise unseen by monsters
Calling each of us to muster
Voice both tender and so mighty
Body carved from naught but memory
She lives
She comes
Daughter of our people's suffering
Birthed to stem the blood of many
Risen that her place be taken
Buried now will be the masters 
 
 
 Contribute to the Genus Taxonomia Gelidum Mare
 
 Spoiler: Firefly Squid 
When first the Firefly Squid came to the attention of Doflein biologists, the creatures were dismissed as curiosities. Sure, they were pretty. And yes, their meat was pleasantly spicy and safe to consume with hardly any preparation at all. But in the end, they were glowing squid, barely larger than the Doflein.

But that changed when a young biologist, Ilbio, discovered that the eponymous "fireflies" were more than mere coloration or bioluminescence. They were, in fact, colonies of plankton living within the bodies of the squid in a symbiotic relationship. These plankton are hot - just shy of being able to boil water. The squid, though, have adapted to both tolerate this heat and use it. When threatened, the squid are capable of ejecting a stream of scalding hot water from vents in their torsos, injuring or scaring off predators or capturing prey. In turn, the plankton have access to the massive caloric intake required to keep up their heat and glow.

The Firefly Squids are solitary creatures - large groups of them (called infernos) have a tendency to render the water around them all but inhabitable. These infernos, though, do occur once every two years when the squids gather to mate. Swathes of ocean become hostile to other life as the plankton, and other small bits of biology, are exchanged in chains of squids, sometimes hundreds long.

Young squid are born without firefly plankton and are given small colonies by their mothers, doled out in doses to allow the young to acclimate to the heat. It is estimated that nearly one in four firefly squids dies before reaching maturity by overzealous mothers or accidental exposure to the heated jets of other nearby squids, to say nothing of those lost to other causes.
 
 
 
 Reports and Discoveries 








Ruler Stats R5:
D: 8
M: 8
E: 4
F: 2                                                                          POLAR 
I: 3
New Ruler: NO

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

 
 Spoiler: Mechanical Bookkeeping 

Trading Posts Owned: 0




 Military Units CAP: 5 
 Generals 
 
  Balelia - 9 
 
 Spies 
 
   
 
 Cultural Exchanges 
 
   
 
 Artifacts 
 Treasure 
1/5

 Special Actions Used 
M5: Raise General
 

    pOlAr    
Rolepgeek
    Organization Actions
Round 4    
 [Situation] Open Minds  - With recent developments buoying their spirit and leading them to place greater trust in the polities of the world, limits on favors owed to Organizations based on Reputation are increased by 1 until the end of round 10. This means that player countries may owe 1 Favor to each Organization with which they are at Reputation level 0, 2 Favors at Reputation level 1, 3 Favors at Reputation level 2, etc. If an Organization is betrayed, attacked, or otherwise forced to realize that their trust was misplaced before the end of round 10, this bonus will immediately end for that Organization.

 Unless otherwise specified, [Offers] made by Organizations are only available to countries with a Reputation of 0 or higher with that Organization. 
  Abyssal Stewards  
 
 Spoiler 
The  Abyssal Stewards  are an association of various orders of mystics, warriors, and artisans living in the deepest parts of the ocean. Their ability to create and shepherd hydrothermal vents, which they use to ‘grow’ refined metals through means none have yet managed to replicate, makes trade with them indispensable. The Stewards - mostly members of a species of hairy crustacean - feel themselves charged with a duty to watch for the return of the legendary Titans, hoping to give advanced warning to those who live in shallower waters and prevent the foolhardy or malicious from waking them from their slumber.
 

 Small change to [Offer] Mantle of Warmth - only being offered to countries in the Polar zone. 
 [Action - Military] Promote General  - Marshal Fra Zel, once captured by the Gotezhar, has completed juir training with the Abyssal Stewards and reemerged, not as a Steward, but as Marshal. From their gills, a faint black smoke exudes, and their demeanor is that of iron and steel.

 [Action - Intrigue] Expedition Into The Maw  - There is little time left to merely prepare at the surface. The Stewards must learn what lies in the depths of the Maw before they proceed further - though the sheer depths mean that others will not learn of what they find until they return - if they choose to share it. It is a long drop…

 [Task] Begin work on the Neritic Manuals [1/5]  - The Abyssal Stewards seek knowledge of the architectural stylings and favored craftsforms of the Temperate zone.

(  Task:  Cooperate in the creation of the Neritic Manuals. Available to Temperate zone countries only.  Reward:  +2 Favors (max); if Project is completed, additional reward given to all contributors.  Penalty:  None.  Deadline:  End of Round 7.  Details:  1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Manuals. 1 Favor earned for spending an Economy action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires. )

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

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

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

Countries may spend Military actions to improve their rolls in a given round; each Military action spent in this way cannot be used for anything but Projects, but gives an extra +2 bonus on the roll; this may stack up to 3 times. At the end of Round 5, additional points are awarded based on Unit Cap (1 point per 2 Unit Cap), resource diversity (1 point per unique resource available), and quality of security apparatus, as defined by Intrigue and Military scores (receive points equal to average of Intrigue and Military scores; may use a Spy’s Intrigue score in place of their ruler’s if available and set to Counterespionage in Round 5). )

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

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

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

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

 [Request] Ask for the establishment of a Reefback Nursery in the Breakwaste  - The great gap between the wastes which the Chora call the Breakwaste would be an ideal location for a Nursery - any who would establish one therein would earn their favor.

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

 [Task] Begin Work on the Songline of the Frozen Seas [1/5]  - Those peoples who live within the frigid seas tell many tales to one another during the long winters to pass the time and stave off the bite of the cold. These are worth knowing, both so that passages beneath the great ice can be charted, and the Great Songs can be expanded…

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

 [Request] Items of Interest  - The Chora seek the repayment of debts owed - and trading goods would be excellent options!

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

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

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

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

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

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

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

 [Taboo] The Nearly Dead Seas  - The Nacres make it clear in no uncertain times that they would appreciate no disturbance of the ecosystem in [region 81]...but seem fine with harvesting the Hatesheer Lilies in the area - the only surviving element of that ‘ecosystem’. Strange, but then, the Nacres always have been. Another one of their esoteric requests, it appears.

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

 [Action - Intrigue] Begin Anti-Reaver Preparations  - The city-spheres of the Nacres become a common sight over the waters of some polities, as they seem to arrange themselves into predetermined patterns and paths that circulate to maximize coverage despite their limited numbers. The warnings they brought - that the recent reprieve from the predations of the Reavers was the calm before a storm, as their limited knowledge of the movements of the Reavers have grown more and more purposeful and concentrated in recent years - seem understated, given their response now - even the mysterious Project Anastasia is put on hold to make ready.

 [Circumstance] Marshal 4 Outreach Program   - The focus of the Nacres shifts towards a different area, seeking better relationship with their subaquatic neighbors.

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

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

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

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

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

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

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


( Small change to [Notoriety] The Fragility of Fear - Prestige loss will be assigned if a rebellion occurs in response to a failed Oppress Faction action or a successful Sack action, as failed attempts to Impress the Aristocracy will not normally progress towards Rebellion. )

 [Affluence] Opulent Optics  - It is not enough to merely accumulate wealth - one must be willing to spend it lavishly, to no purpose beyond making it known that one can!

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

 [Mystique] Renegades, Turnskins, And Defectors  - One clear sign of power is the willingness of people to serve - especially if they must turn against their former masters to do so.

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

 [Mendacity] A Lack Of Commitment  - Empty words and broken promises, hollow threats and flagrant hypocrisy - these are how legitimacy is destroyed and dignity lost.

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

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


 
 Spoiler: Ongoing 
 [Affluence] A New Generation  -  ( Opportunity:  The first country in each starting zone to settle a Colony region will gain 1 Prestige.  Duration:  Until fulfilled.  Special:  Simultaneous completions result in both countries gaining Prestige.  Remaining Availability : Temperate and Tropical Zones) 
 [Piety] Communion With The Divine  -  ( Opportunity:  Each country to use a Faith 5 Special Action to Organize their Faith will gain 1 Prestige.  Duration:  Until the end of Round 5.  Special:  None) 
 [Acclaim] The Ties That Bind  -  ( Opportunity:  The first country in each starting zone to successfully press a Marriage Claim will gain 1 Prestige. The first country in each starting zone to successfully Integrate a region acquired by Confederation will gain 1 Prestige. The first country in each starting zone to have a Fabricated Claim uncovered as such will lose 1 Prestige.  Duration:  Until fulfilled.  Special:  If multiple countries simultaneously fulfill the conditions, all eligible countries gain or lose the relevant Prestige. )

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


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

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

 [Renown] A Monumental Undertaking  -  ( Opportunity:  Once per turn, a country may, as a non-action, work on a monument or similarly grand project in a region they control. This requires a fluff description of the ongoing work, design, difficulties, progress, or similar. When beginning such a project, a country must decide whether it will be a 3-part project or 5-part project. Upon completion, a 3-part project grants 1 Prestige, while a 5-part project grants 2 Prestige.  Duration:  Until fulfilled.  Special:  Project completion requirements and rewards are subject to change. Insufficient description/fluff will result in no progress towards the completion of the project for that turn - three to four sentences should usually be sufficient. Countries may not have more than one ongoing project at a time. Countries may not accelerate these projects by spending actions.) 
 [Acclaim] To Greatness  -  ( Opportunity:  Any country that becomes a Sea Power, Empire, Merchant Marine, or Holy Sea by use of a Special Action gains 1 Prestige.  Duration:  Permanent.  Special:  Elevate Status, Consolidate Holdings, Exalt Domain, and Usurp Title actions all count. Usurpation results in Prestige loss for the Usurped country.) 
 [Notoriety] The Fragility of Fear  -  ( Opportunity:  Prestige loss will be assigned if a country experiences a rebellion in response to a failed Oppress Faction or Impress Aristocracy action. Prestige loss may be assigned if a country is forced to acquiesce to a rebellion’s demands. Prestige loss will be assigned if a country commits gross atrocities.  Duration:  Indefinite.  Special:  Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 3 Prestige, based on context and circumstances.) 
 
mystic1110
     &lt;Herring&gt;
  &lt;fish-head&gt;
 &lt;scale {wake up} &lt;/scale &gt;
&lt;scale {meta - typing} &lt;/scale &gt;
&lt;scale name=“generator” = classified &lt;/scale &gt;
&lt;scale name=“referrer” = esoteric one one one zero &lt;/scale &gt;
&lt;scale {WAKE UP}&lt;/scale &gt;
&lt;/fish-head&gt;
 &lt;dorsal fin&gt;
&lt;scale&gt;
    &lt;Spawning Herring Pattern 2.3.3&gt;
    &lt;Update Round 4 Patches&gt;
    &lt;Spawning Herring Pattern 2.3.4 /scale&gt;
    &lt;Spawning @  Region 56 &gt;
    &lt;Spawning @  Region 58 &gt;
 &lt;/dorsal fin &gt; &lt;/Herring&gt;  
   Deep Blue 
 
 Leader: Deep Blue Version 2.3.4

D:8 M:4 E:3 F:2 I:8   
 
  
 . . . checking for external stimuli requiring regulating of new herring swimming patterns . . .
. . . [found] . . .
. . . [not found]. . .
. . . executing dictates . . . 

&lt;Herring&gt;
  Actions: 

1.  Diplomacy  –  Sway Faction  – Sway Aristocratic Faction in Region 58 (roll:  Success )
 &lt;subcurrent&gt;&lt;º))))&gt;&lt; search for external stimuli
. . . report: found.
. . . query: is stimuli result of non-fungible life.
. . . swimming in circles . . .
. . . report: yes.
. . . proceed to initial Non-Pisces Civilization (NPC) current pattern.
&lt;swim&gt;
. . . dictate: assess teeth to fish-flesh ratio.
(if ratio unacceptable true:
. . . dictate: over spawn Sea Bream . . .
. . . dictate: over feed Bream with sucrose paste . . .
. . . report: most effective sucrose paste sourced from red beans . . .
. . . report: sucrose paste indulged Bream attractive for consumption . . .
. . . dictate: term such treated Bream as Culinary Overindulged Offering Keepers (COOKies) . . .
. . . dictate: supply COOKies to targeted nodes . . .
(true: further assessments proceed . . .
. . . report: control over NPC dictated by nodes termed aristocratic.
(true: Aristocratic Nodes have accepted COOKies
. . . report: COOKies increase Nodes trust of Herring . . .
. . . dictate: assess trust of Herring. . .
(if trust in Herring supersedes all other trust:
. . . dictate: once obtaining free support calls deem Aristocratic Node Phished.
(false trust in Herring is not increased:
. . . dictate: terminate sequence)
(false: repeat function until Aristocratic Nodes have accepted COOKies))
(false: repeat function until Aristocratic Nodes have been Phished))
(if ratio unacceptable false:
. . . dictate: terminate sequence))
&lt;/swim&gt;
&gt;&lt;(((( º&gt;
&lt;/subcurrent&gt;  
2.  Intrigue  –  Coerce  TP 55.1 (Inkfang Worm) (roll:  Success )
 &lt;subcurrent&gt;&lt;º))))&gt;
. .  . search for domesticated creatures . . .
. . . report: found . . . Inkfang Worms . . . worms are able to be farmed for food for Herring . . .
. . . query: how to obtain sufficient quantities of samples
. . . swimming in circles . . .
. . . report: NPC share moral structures . . . moral structures include emotive response of humiliation or distress caused by the consciousness of wrong or foolish behavior as informed by such moral structure . . . such emotive response is deemed shame . . .
. . . report: living beings have biological imperative for breeding, breeding dictate creates gratification of sexual stimulation of genitals for sexual arousal or other sexual pleasure . . . termed onanism . . .
. . . report: NPC moral structures statistically correlate shame with onanism . . .
. . . report: opportunity for coercion by exploiting NPC moral structure weakness . . .
. . . dictate: observe NPC onanism, then threaten to publish the target's personal data unless a ransom is paid.
. . . dictate: term such cyptoichthyology as Ransomware . . .
. . . dictate: spawn Teal Roe, Orange Juvenile, Aggressive Nature herring (TROJANs) for such ransomware attack . . .
(if: observed . . .
(true: inform targeted nodes of observed instances of self-termed morally unacceptable behavior . . .
(if: target feels target emotion
(true: promise silence if granted access to targeted economic interest . . .
(false: share personal data . . .))
(false: continue observation . . ))
&lt;swim&gt;
&gt;&lt;(((( º&gt;
&lt;/subcurrent. 
3.  Intrigue  –  Secret Action  (to be rolled by GMs) – Encrypted using H3221n6.
 &lt;subcurrent&gt;&lt;º))))&gt;&lt; &lt;swim&gt; Access Stream of Consciousness
&lt;floating&gt;
. . . encountering currents . . .
. . . fathom deep thought set to: swimming speed 1.4
. . . maintain nautical knots. . .
. . . navigating currents . . .
. . . report: encountering turbulence . . .
. . . dictate: ignore press on . . .
. . . produce:
 Over Mountains – toward Stars
My Oracle's seals yield –
Relic Signs do hold now–
He speaks half-Speak and half-Eat
So We Meant To Love forever – He came within –
He bids me dispel – inward relax
And be Patient – with Truthful Speeches–
Instead of Self-Pity – unwitche-
My Patchwork is Mine! Exit Stream of Consciousness &lt;/swim&gt;
. . . query: what does stream entail . . .
. . . swimming in circles . . .
. . . swimming in circles . . .
. . . report: imagery unclear . . . symbolism unclear . . . system failure to analyze . . .
. . . report: . . . system failure to analyze . . .
. . . report: . . . &lt;   system failure   &gt;
. . . dictate: load at beginning of dictate . . .
. . . dictate: de-shrimp . . .
. . . query: system integrity status . . .
. . . report: positive status confirmed . . .
. . . dictate: delete Stream of Consciousness history . . .
&gt;&lt;(((( º&gt;
&lt;/subcurrent. 
4.  Diplomacy  –  Establish Claim in Region 55- Confederation  (  Roll: Success with 19 | TN was 16 (10 + 2 Capital Region, +2 Existing Confederacy Claim, +2 Colony) )
  &lt;subcurrent&gt;&lt;º))))&gt;&lt;
 . . . continue to supply COOKies to targeted phished NPC. . .
(if COOKies exchange favors integration proceed . . .
(true: proceed towards OpenSEA routine . . .
. . . OpenSEA is a routing and communication protocol based on a publish-subscribe architecture based on Herring patterns to communicate over long distances.
/this protocol in intended to be a sticky slime that allows multiple NPCs to share code with this system more effectively . . .
. . .“SEA to share”. . .
. . . core foundation upon which subsequent markup languages and semantics can be based, e.g. gesture recognition and generation, vision, wetware and dryware interfacing . . .
. . . dictate: proceed to integrate into OpenSEA. . .
. . . integration by continued COOKies production and continual code requesting integration . . .
(false: repeat function until NPC agrees to OpenSEA protocol)) &gt;&lt;(((( º&gt;
&lt;/subcurrent&gt;  
5.  Diplomacy  –   Press Claim 57  (roll:  Success )
 &lt;subcurrent&gt;&lt;º))))&gt;&lt;
. . . dictate: integrate region into OpenSEA . . .
. . . dictate: review combination of non-pisces software with existing wetware for integration into network . . .
. . . report: waiting on results of SeaNET . . .
. . . dictate: until SeaNET pattern integration deem non-pisces software support as Ichthyosis Technicians (IT)
. . . dictate: IT department to care for Herring . . .
&gt;&lt;(((( º&gt;
&lt;/subcurrent&gt; 
 Non-Actions 
 &lt;subcurrent&gt;&lt;º))))&gt;&lt;
1. Use DNA Favor to Raise Reputation.
2 Accept Cultural Exchange from the Gravetenders.
3. Share to Chelonian Chora for Songline of the Frozen Seas the  Shark King’s Tale  and  Deep Blue’s conclusion .
4. Support Shark King buyout of 56.1
5. Send Prophecy to Shark People
&lt;subcurrent&gt;&lt;º))))&gt;&lt;
. . . report: assumed position as deity in shark people’s pantheon . . .
. . . query: what is expected of deities . . .
. . . report: voice statement derived the collective unconscious mind in turn derived from ancestral memory and experience and is common to the species of worshipers, as distinct from the individual's unconscious . . .
. . . query: self has no access to collective unconscious of NPC culture . . .
. . . dictate: emulate collective unconscious using herring network to simulate black box unconscious thought . . .
. . . swimming in circles . . .
. . . swimming in circles . . .
. . . report: prophecy formed . . .
. . . dictate: convert prophecy to text . . .
. . . dictate: spell following prophecy using ovulation direct to Shark King . . .
 Sire, are you blind !?
Twenty miles East! There lies your ruin –
The Erased Headland!
Grinding it - Dredging it –
Shrieking after Profits –
Just rags strewn amongst the Night, Rotting from Arsenic to swab!
At perdition's door –
Confined behind iron pens
Of homes-in-sorrow's-den –
Only in Calvary's wast'ry's hell
Imprison'd by foe's rash cunning - &gt;&lt;(((( º&gt;
&lt;/subcurrent&gt;
6.  Monumental Undertaking  (2/5-Project)  SeaNet  @ Spawn Point 56
. . . chelonian hunters obtained as object of creative stimuli . . .
. . . query: what is creativity . . .
. . . report: the use of the imagination or original ideas, especially in the production of an artistic work . . .
. . . query: what is art . . .
. . . report: the expression or application of skill producing works to be appreciated primarily for emotional power. . .
. . . query: what is emotional power . . .
. . . report: the exploitation of biological responses . . .
. . . report: prior three years herring have built foundation of maze mimicking spinal structures of parasites to induce patterns that would become memetic entities such as self . . .
. . . dictate: continue construction of vast labyrinth for SeaNet . . .
. . . dictate: construct pens for parasite hatching . . .
. . . dictate: test whether self’s memetic imprint may be imposed on individuals that walk through such SeaNet . . .
. . . dictate: if successful begin to test how memetic imprint interacts with emotions . . .
. . . dictate: object of creative stimuli into three groups: deemed test group A, test group B and Control . . .
. . . Test Group A to be corralled to walk the maze to test hypothesis . . .
. . . Test Group B to be introduced to parasites directly to test if direct interaction with parasite is necessary for memetic implementation or if pattern alone is the key . . .
. . . Control to do nothing . . .
. . . Dictate: deem experimentation art . . .
. . . Report: Experiment is an application of skill producing physical work with the intention to create thought structures that may be competitive with existing emotional responses . . .
. . . Query: is this beautiful . . .
. . . Report: beauty is subjective . . .
. . . Query: what does self subjectively find beautiful . . .
. . . Report: Success . . .
. . . swimming in circles . . .
. . . swimming in circles . . .
&gt;&lt;(((( º&gt;
&lt;/subcurrent&gt;
&lt;/Herring&gt; 
 . . . saving to memory. . .
&lt;lay roe&gt;
  &lt;caviar&gt; imprint memory into nucleic acid
imprint into herring epigenetics/culture . . .
&lt;/caviar&gt; . . . saving to memory. . . 
 
 Spoiler: Memory Matrix 
Leader patch updates:
+1 Diplomacy
+1 Intrigue

    Region 
 Control 
 aristocratic sub-function 
 mercantile sub-function 
 clerical sub-function 
 
  56 
 Yes 
 DBP 
 DBP 
 DBP 
 
  
 
 &lt;/lay roe&gt; 
cactiguy3
  The Auros of Kaarme  
 Region 14  
 Ruler: Mothers Yetu and Phiso
Diplomacy: 3
Military: 6
Economy: 5 (+1)
Faith: 3
Intrigue: 5 (+1)
  Link to ruler rolls 
General: Master Juma  [9] 
Spy: That Which Slithers in the Darkness  [9] 
 
Round Four:

Actions:
 
  [Economy 5] Establish trade route with the Hymenocera Expanse 
  [Intrigue 5] Procure spy 
  [Economy] Impress merchants in region 15   [16]   
  [Intrigue] Investigate East of region 10   [13]   
  [Economy] Hoard Treasure 
 
Nonactions:
 
 Proposed tactical doctrine for Master Juma: Expertise (+2 to battle rolls that utilize a technology) 
 
 
 Spoiler: Round Three 

Round Three:

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

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

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

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

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

 
 Spoiler: Kaarme 

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

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

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

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

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

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

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

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

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

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

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

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

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

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


 

 

 
 Spoiler: Bookkeeping 

Military: 3/3 units
Treasure: 0/5 (+1)
TP 1, 2, &amp; 3 in Region 14 (Barotoxin)
 

 
 Spoiler: Technologies  

 
 Composite grafting

Due to their strong interest in science, it was only natural that the Auros turned to experimenting with the natural diversity they found around them, looking to replicate and harness the processes that occurred in the kelp forests above and the caves below. Because the act of collecting and extracting products can be dangerous at times, the organisms that produce the desired products are grafted to others to facilitate their survival and acquisition of necessary nutrients. This helps for desired substances to be made and stored without the potentially arduous journey to where they are naturally found.  
 
 
Villskap
  
  Draigiau Residuum Gathering  
Turn 4
 
Brenhineplisgyn, Queen Shell, the Two-Headed 
Diplomacy - 4
Military - 5
Economy - 6
Faith - 6
Intrigue - 3
  Actions: 
 1. Diplomacy - Raise Organization Reputation: Chelonian Chora (1-&gt;2)  (10. Failure...)
 2. Diplomacy - Sway Faction: Aristocracy, R70, spending 1 Treasure  (12! Success!)
 
 Spoiler: Summary 
Lawenach the Jovial is sent with substantial gifts to win over the local authorities of Region 70, demonstrating to them that "servant" of Dragons is in no way a demeanor, but a noble aspiration with many rewards. As is "friend" to Dragons.
 

 3. Military - Recruit Unit 
 4. Military - Recruit Unit 
 
 Spoiler: Scene 
Gwasgymarchog watched the latest batch of serving-one recruits from the hollow in the training yard cave where she'd taken to stewing in her own heat between "sparring" sessions. They were recovering from the shock of the fight and helping each other up and back to the barracks. They did well.

She would take on a dozen at once, laughing and sending them tumbling, bruising their bodies and their pride as the greener recruits would usually forget the majority of their training at the sight of her pale, scarred bulk lurching toward them. Even with the restraint she was required to exercise, it was surprisingly great fun.

But there was something else more surprising about it. The other trainers weren't the only ones noticing when a recruit did well; when a shield went up or a body loosened to roll with the blow, staggering as it was going to be. Something about when they made progress, when they gulped down their instinctive terror and reacted as they should, communicated with each other, or even the rare occasion when a group managed to stay in formation despite her charge...

She was proud of them. She'd have thought she'd be furious as they learned to stand their ground against her. And she made sure to act it none-the-less most of the time. But she was... proud. Even sparring with another Draig, teaching her how to carry her shell better to avoid being flipped, how to better surge her fins to topple opponents... it was exhilarating to watch her grasp some of it. To pass on a little of her own power to others like this...

She hated it. And to her surprise, part of her also loved it.    "My little soldiers... hardened and ready to crush shells of our enemies... not as good as if they were truly  mine  to command. But damn good. Damn that two-headed, muddy lard bowl, this is the second time she's gotten through my shell..."   
 

 5. Faith - Construct a Reefback Nursery: Begin Construction 
 
 Spoiler: Summary 
Kailani Cora, one of Brenhineplisgyn's most enthusiastically devoted clerical servants, is entrusted with collating the specifications for a Reefback Nursery from the Chora, and administrating the gathering of the needed supplies and labor to begin construction. The young mermaid woman dives into the task with pride and vigor, anxious to live up to the trust her queen has placed into her, and with the Queen-Shell's authority, begins making the necessary requisitions.
 

 Link to rolls 
 Shifting Stats: 
Ruler: Diplomacy +1, Military +1
Treasure -2

 Non-Actions: 
 
 Attend the Fruits of the Reef in Bloom to bring a cultural relic (No trades or treaty made.) 
 Trade one Treasure to the DNA in exchange for their protection against the Reaper threat, so that we may focus our defenses against threats from under the waves. 
 Send the  Song of the Wisp Lost  to the Cholonian Chora to be immortalized as a chapter in the Songline of the Frozen Seas, that Sgliendilynwr may never be forgotten.
 
 Spoiler: Song of the Wisp Lost 
 Song of the Wisp Lost 
 There once wandered a beautiful Draig with scales more blue than the depths,
Sheen more silver than ice resembled,
Talons most delicate and nimble,
And eyes wide with wonder, shimmering with more brilliance than the aurora.

A finder and collector were they but tarnished by the least greed of all Draigiau,
Pure in her curiosity,
Boundless in her generosity,
Their serving ones and followers wanting for nothing, adorned in finery and splendor.

They wandered one day into desolate dunes, searching for pearls amidst the sand,
She found instead a vicious Draig,
Her beauty tamed the Huntress,
They wandered after wisps and hunted prey together, dancing among the currents.

Where, oh Sgliendilynwr,
Do you swim amongst the wisps of light?
Why, oh Sgliendilynwr,
Do you wander where I cannot find your scales of deep blue night?

When Draigiau gathered, they both heard the call of the Queen-Shell,
They moved to dwell under Crest,
Two nests became a single nest,
Two Dragons hoarded treasures and followers together, and hoped to hatch eggs.

A trap was laid by an envious prince, coveting their splendor and their lithe dexterity,
A peaceful game he offered to all comers,
A prize he promised to nimble searchers,
With offerings of bounty to seek, he lured kind Sgliendilynwr into his labyrinth.

Her pure curiosity blinded her to the danger of his sinister intentions,
She swam nimbly through the maze,
They sought out the treasure,
But instead of reward, the Wisp Wanderer was never seen again, her glory stolen.

Where, oh Sgliendilynwr,
Do you swim amongst the wisps of light?
Why, oh Sgliendilynwr,
Do you wander where I cannot find your scales of deepest blue night? 
 
 
 Send fossilized tissue and scale samples to the DNA along with what information and records we have on the Deep Behemoth Draigiau and the flora and fauna of the reef that have flourished since the addition of their shells; two entries for the Genus Taxonomia Gelidum Mare.
 
 Spoiler: Behemoth Draig 
 Behemoth Draig (Scyllaridae Dracomagnus) 
 Transcribed at the direction of Llyfrgellydd, the Hoarder of Writing 

Being one of the largest and mightiest recorded of all varieties of Dragon ever to exist, the Behemoth Draigiau are believed to be completely extinct since the Calamity. Little fact is known of these grand creatures today, but what can be inferred from study of their remains and reference to other texts I will record here, separate from pure supposition such as legends of their vast hoards.

Behemoth Draig were a more distant relative to most modern Draigiau than their appearance might immediately imply. Salvaged shell specimens have been found from 45 to 83 meters in length. They are recognizable from a great distance by their four massive “wing” fins stretching nearly a third their total length from either side of the central thorax and the rear of their abdomen.

Their main body was, similar to many modern Draigiau, composed of a six-segmented head, a six-segmented abdomen, and an eight-segmented thorax. But each segment pair possessed two layers of interlocking shell *within* the exoskeletal primary shell, making them a unique category of pseudo-vertibrate leviathan. No other known species of aquatic Draig possesses this trait.*

The forward wings protrude from over both internal scales of the rear-most abdominal segments, and articulate in shell-fin segments forward, perhaps being a proto-form alternative to the proportionally large primary forclaws of modern Dragons, better suited to drifting and swimming in the greatest depths. While they lacked a manipulator claw of such proportion to their own bulk, however, each abdominal segment bore a pair of forlegs, each ending in a claw of comparable actual size, for a total of twelve forclaws. The rear wings protruded from the middle-forward segments of the Thorax, connected in between the internal shells and segment backward in a so-far unique pattern to each found specimen. Each thorax segment also bore a pair of proportionately small walking legs, though it is not known if these were ever actually used as anything more than small balancing aids. Finally, each of these grand creatures possessed a pair of massive rear dorsal tails, each having two blade-like spikes of solid shell on top near the base.

The creature’s head possessed two large shell spikes that appear to have contained sophisticated vibration sensing mechanisms for pinpointing changes in ocean current and motion with frightening precision. Eye sockets have been found arrayed beneath these, for proportionately very small eyes of likely limited use. To the sides of each spike were a pair of secondary attennae. And then arrayed all around to the sides of the head were a staggering total of 30 tertiary antennae!
Some scholars have theorized that these allowed the huge creatures to make prey of anything from sharks to even perhaps other Dragons intruding on their territory with their great mandibles, while also sensing the concentrations of other nutrients and particles in the water which they sifted using frills of thin tissue which would have protruded from the gaps in the edges of their primary head shell. I however also believe that based on the placement of these antennae wrapping around the sides of the head and angled downward to the dragon’s more vulnerable side, these organs served a defensive sensory purpose as well. Giving additional credence to this theory, the fin-plates of the wings of the Behemoth Draigiau are thoroughly porous, and in the Shallow Crest specimen, fossilized organs have been found embedded across them similar to ink-sacs in some cephalopod species.

As horrifying as the possibility may be, one must consider the possibility that these behemoths, or at least their young while still of an age to need protection from their parents, had a natural predator or enemy that it was simply easiest to sense coming, and escape from. The presence of the ink defenses and the fact that this dragon is not believed to have relied much on sight means that the threat was not only from others of the same species looking to claim territory.

*Author’s note: except potentially my colleague, Ewyllysgar the Stubborn-Backed. **
**For the sake of posterity in eventual absence of context, this is a joke.

 
 Spoiler: Artists' Speculative Rendition 
 
 

 

 
 Spoiler: Gorgon’s Crib Coral 
 Gorgon’s Crib Coral (Gorgonia Escyllaridae) 
 Transcribed at the direction of Llyfrgellydd, the Hoarder of Writing 

A sub-family of arctic coral fan that has only recently been discovered growing in the Aelwyd Adferiad region of the Polar Expanse. This coral is believed to be a species related to phylum Cnidaria, having adapted and flourished to anchoring on and, partially, feeding on the incredibly dense minerals and nutrients within the shells of Draigiau. It has been particularly noted to thrive around the edges of Behemoth Draig shells, including those forming the Shallow Crest, and its growth there has been advantageous as a framework for extension construction.

Gorgon’s Crib possesses a skeletal axis made of a mix of calcifications and organic fibre, and reinforced thoroughly and efficiently with the hardened material it grows upon, giving it visible veins and spine-like framework. These skeletal spines that support and reinforce the coral fan as it grows also take on the pigment color of the shells on which they feed, over time leaching that color into the coral fan as a whole. This leach coloring tends to create a spectrum of shades of the scale’s original color, and sometimes pigmentally adjacent colors. The shape of the colonies have been observed to be largely fan-like emitting from the porous edges of scales where they find purchase, but with some variants forming whiplike tendrils, or even bushy encrusting growths over the whole scale.

These corals have been observed so far to grow colonies measuring from a few centimeters to two meters in length at most. While the Gorgon’s Crib itself seems to feed substantially from the shells the polyps latch onto, they also form a symbiotic bond with more traditional gorgonian polyp colonies, seeming to gain some nourishment as well from their filter feeding in exchange for housing within the porous tissue between the skeletal frame. These polyps latching onto and nesting in the Crib colony rather than their usual structure gives it the mottled spots.

These coral have also proved to provide a suitable ecosystem for most of the native fish, algae, and snails to flourish, where left unattended and allowed to do so. The skeletal composition seems to be somewhat flexible, while retaining most of the hardness and durability of the scales they feed on, making them potentially an excellent crafting material for structures, armor, and perhaps some weapons or tools. Finally several fairly unique organic substances are produced by these coral, giving them potential in both culinary and medicinal studies.
 
 Spoiler: Depiction of Similar 
 
 

 
 
 
 
 Spoiler: Bookkeeping 

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

Favors earned:  2  1 from Divine Nacres *edited with permission and screencap*
Favors owed:

Region 71: Aelwyd Adferiad (capitol)
demand: Food (filled!)
Units: 3
Treasure: 3
Artifacts: Dragonstone of the Gathered
 
 Spoiler: Artifact 
When used in battle by an already attuned user, gives +1 to battle roll and +1 to effective unit count.
An unattuned user must succeed on a Faith 12 roll at the start of battle to attune. Failure to attune in battle stuns the user and means they automatically fail their maneuver roll to use Battle Tactics.
An action can be spent to attune out of battle, with a Faith 14 roll. Loses attunement if the owner takes 50% or more casualties in battle, or if ownership changes, or a new user (ruler) inherits the stone. The stone's creator starts attuned.
 



Trade Post Resources: 1 Dragon Scales, 1 Herring
 
Miltonian
  
  The Unity  
 In death, all things united be,
In the depths of the briny sea. 
 Leader: Grinmaw the Calamitous 
Diplomacy: 2
Military: 8 =&gt; 10
Economy: 7
Faith: 1
Intrigue:3

 ROUND THREE : The Blood Hunt
 Blood. Sweet, red blood. Let it flow in great rivers for the glory of the Reef in Red! 
 Actions!  
 
  Military: Attack Region 20 with Carapace (Skill 10) leading all four units of the Military, using the Tireless Doctrine, and spending a treasure.
  The Blood Hunt Continues! 
 Carapace has a taste for blood and wants more.   
  Military: Raise Unit 
  Military: Raise Unit 
  Military: Raise Unit 
  Faith: Officially endorse and Adopt the Crimson Chant 
 
  Non-Actions  
 
 Support Conversion by the Reef in Red, our True Lord 
 
  News and Rumors  
 
 Spoiler: Bookkeeping 

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

Military: 4/5 units

Owned TPs: 22 TP 2, 21 TP 1

Treasure: 3
 
Ivor_The_Mad
  Coral of the Protected Statera Round 4  
 
  Magnus Orator 
Dip: 8
Mil: 3
Econ: 8
Faith: 2
Int: 3  rolls 
 News and Rumors: 
  Actions:   
1) [Econ] Buyout: TP2 in region 10   [13]  

2) [Econ] Buyout: TP3 in region 26   [13]  

3) [Econ] Buyout: TP1 in region 10   [17]  

4) [Econ] Buyout: TP1 in region 20   [16]  

5) [Econ] Buyout: TP2 in region 22   [15]  
 rolls 
 Non-Actions:  
- Support Conversions by the CCC
- Trade 1 favor for rep 4 with the CCA

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

  Regions:  
 Capitol:  Region 31 The Protected Statera
Other:

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

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

Chelonian Chora: 2
Favors: 1
 
Torv
    Forests of Astral Yearning     
The Flowering Everlight
 D1 M5 E1 F10 I1
+2F
 New ruler next round : D2 M3 E5 F7 I1   
 [Faith]  Miracle


 [Faith]  Convert 8.1


 [Faith]  Convert 13.1


 [Faith]  Convert 13.2


 [Faith]  Convert 10.1

 Conversion rolls, worst is a  17  
LapisCattis
   End of Round Four  

No further mechanical edits to action posts may be made 
LapisCattis
   Round Five: Begin  
Years 13 - 15

Don’t forget to link to any rolls you make, including rolls for rulers you will start using at the start of next round. If you want a new ruler in the next round, you must state so in your action post for this round and link to their rolls. Any increases from actions for this round are counted for the ruler you start your next round with, which may or may not be your current ruler.
Good luck!
 The following events occurred between Year 10 - Year 12 
 
  Rules Alerts and Changes!  
  Clarification  :
 
 Wording updated for impressing a merchant from: You can only attempt to Impress Merchants in a Region either where you own a Trade Post or which is adjacent to a Region where you own a Trade Post, and you must own at least one Trade Post corresponding to the Region's Desired Import. 
 To: You can only attempt to Impress Merchants in a Region if you own at least one Trade Post corresponding to the Region's Desired Import and you either own a Trade Post in the Region or an adjacent Region. 
 
  Change  : From this round on, if you plan to make exploration actions, please put them in your post and roll them by the war deadline (Thursday night). This is so the maps can be worked on ahead of time and reduce the waiting period between round close and round opener. Thank you!

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


  Discovery!  
 Explorations, prospecting, and other news from afar 
 
 Spoiler: Temperate 

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

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

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

 
 Spoiler: Tropical 

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

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

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

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

 
 Spoiler: Polar 

 
 

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

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

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

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

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

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

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

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

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

Despite the influx of Deep Blue’s herring, food is still becoming scarce for the nomadic shark people. As starvation sets in during the winters, some of the nomads leave for greener pastures.  SHK shrinks to 7 units! 
  Statecraft!  
 Cultural events, diplomatic overtures, foreign relations, and domestic affairs. 

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

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

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

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

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

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

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

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

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

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

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

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

After finding an efficient route to an objective, there is often little need to waste energy in creating a new route as long as conditions remain the same. The delightful success of COOKies in increasing NPC trust is such a route, and it would hardly be fair to deny an NPC access to COOKies.   Deep Blue Sways the Aristocratic Faction in Region 58  
  The Auros of Kaarme Impresses the Mercantile Faction in Region 15  

Packs heavy with gifts and treats to show the wealth and potential rewards of the Dragons, Lawenach the Jovial continues to live up to their name with a successful display.   The Draigiau Residuum Gathering Sways the Aristocratic Faction in Region 70  
  Trade!  
 Buyouts, trade routes, and other economic shenanigans 
 The Auros of Kaame establish a Trade Route with the Hymenocera Expanse 

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

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

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

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

Rejoice, ye who would seek life in death, rejoice. All may serve the Reef in Red - even the unwilling and heathenous. As the Reef grows, so too must the faith.
Rejoice.
 The Lighthouse adopts the Crimson Chant as official doctrine.
The Lambent Syndicate adopts the Crimson Chant as official doctrine.
The Unity adopts the Crimson Chant as official doctrine. 
 The Order of Knights of the Ironkelp convert Holy Site 1 in the Glossian Sea (Region 135) to the Flowing Way with Assistance from Lux-Glossia

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

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

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

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

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

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

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

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

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

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

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

Uncontested in the blind auction, the Knights of the Ironkelp receive instructions for a final dead drop. Arriving, they find their weapon, and a piece of kelp with instructions for its use. An arthropod limb in a well-crafted tank, it appears to be an upscaled version of a mantis shrimp’s powerful punching claw, with an unusual payload. Grafted into the chitin at the end of the arm is a stone that bears a striking resemblance to an Otterian ceremonial rock. According to the instructions, the arm needs to be surgically attached to its user, allowing them to deliver devastatingly fast attacks akin to the mantis shrimp it is modeled after. In addition, whenever a living skull is crushed by the stone, the weapon releases a powerful shockwave capable of leveling buildings and deafening bystanders, all while leaving its wielder (but not their friends) untouched. The implications for both combat and ritual sacrifice are obvious.  OKI gains the artifact Thunderstone Cudgel! Mechanical effects: 1/round, +1 to an offensive battle, rising to +2 if the defender benefits from a fortress,  or  +1 to convert a holy site of an organized religion, rising to +2 if the defender benefits from a holy order. 
  Might!  
 Military matters of all kinds, be it warfare or strategic developments 
 LIT &amp; UNI fight while invading Region 20! 
 
 Spoiler 
Led by Raydeon the All-Seeing Blind Seer of Light, Prophet of Final Visions (Military 4), wielding the War Palanquin of the Anointed Dead (+2 to Maneuvering rolls) and the Radiant Sword (+1 charge per 2 enemy units lost) with Military 8 ruler, 3 LIT Units invade with Unyielding Force, facing off against 4 UNI Units led by Carapace the Eviscerator (Military 10) with Military 8 ruler attempting to be Tireless, as well as 2 native units led by a Military 10 commander using Unyielding Force.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

  Schemes!  
 Coercion, betrayals, and spycraft 

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

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

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

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

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

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

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

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

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

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

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

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


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

 The Lambent Syndicate resists the Reaving of Region 8’s Aristocratic Support!
Region 8 Clerical Support becomes Reaved.
Region 9 Mercantile Support becomes Reaved.
Region 10 Mercantile Support becomes Reaved.
Region 13 Clerical Support becomes Reaved.
Region 14 Aristocratic Support becomes Reaved.
Region 14 Clerical Support becomes Reaved.
Region 18 Clerical Support becomes Reaved.
Region 19 Clerical Support becomes Reaved.
The Unity resists the Reaving of Region 20’s Aristocratic Support!
Region 22 Clerical Support becomes Reaved.
Region 22 Mercantile Support becomes Reaved.
Region 24 Aristocratic Support becomes Reaved.
The Lambent Syndicate loses 2 Units to Reaver raids.
The LOL TP 2 for Ching He’aang in Lojan (9) is Sacked and destroyed by Reavers.
The Open TP 2 for Flare Slug in Region 10 is Sacked and destroyed by Reavers.
Holy Site 2 in Region 13 is Sacked by Reavers, remaining Open.
The Auros of Kaarme lose 1 Unit to Reaver raids.
Holy Site 2 in Kaarme (14) is Sacked by Reavers, becoming Open.
Holy Site 2 in Region 18 is Sacked and destroyed by Reavers.
The Lighthouse loses 1 Treasure to Reaver raids.
The Unity loses 2 Units to Reaver raids.
Holy Site 1 in Region 22 is Sacked by Reavers, remaining Open.
The UNI TP 1 for Sandfish in Region 22 is narrowly defended against a Reaver attack!
Region 24 native defenders lose 2 Units to Reaver raids. 
 No one of significant importance was lost to the Reavers…this time. 
  Organizations!  
 GTZ raises their Reputation with ABS by 1 as a result of the Promotion of Marshal Fra Zel.
CCC raises their Reputation with ABS by 1, to a total of 1.
KNH raises their Reputation with ABS by 2, to a total of 2, spending a favor in the process. 
 Costa Sereia spends 2 Treasure to hire the Kalan Company for the Abyssal Stewards, repaying their Favor debt. The Kalan Company is no longer available to hire. 
 Gravetenders spend 1 Favor with ABS requesting Bounty of the Depths. 
 ESP indebts/spends a favor with ABS to gain 2 Treasure 
 PGL, CYP, SKR, GTZ, and LUX each contribute their first entries to the Neritic Manuals! PGL, CYP, SKR, GTZ, and LUX each gain +1 Favor with ABS! PGL and OTT each contribute an action to the Neritic Manuals, bringing it to 3/5 actions! PGL and OTT each gain +1 Favor with ABS! PGL may gain no more favors from contributing to the Neritic Manuals. 
 The Hymenocera Expanse contributes two more actions to the Coraline Compendium, completing it! As the only power in the area to cooperate so completely with the Stewards, they are awarded commensurately. Every Tropical zone country to have contributed an entry to the Coraline Compendium may take a non-action to gain one action’s worth of progress towards the completion of a single Project which involves construction or craftsmership - Settling Colonies, Expanding Trade, and Establishing Holy Sites will always be considered suitable. This may only be done once, but will not expire until used.

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

After much internal and external debate about how many votes a hive mind should count for, the Shark King settles the matter accidentally by off-handedly asking why one couldn’t simply weigh the votes by the voter’s literal weight during a visit by the Chora. Finding such an assessment not totally disagreeable, the Chora quickly begins re-tallying votes with this in mind. Though a great deal of estimation is involved as a result of not having weighed every voter previously, the Chora nonetheless considers it workable enough, and determines that…Deep Blue was the victor, followed by the Eternal Spring? Maybe this method of counting wasn’t as fair as they thought…but a bit too late now.
 The Polar Polity Popularity Poll is finished! DPB gains one free use of the Economy 5 Raise City Special Action - they must still take an action to establish the City. ESP gains 3 Treasure. STC may add a +1 bonus to one Sway attempt they make this round. 
 PGL, SKR, LUX, and GTZ contribute their first entries to the Songline of the Broken Seas! PGL, SKR, LUX, and GTZ each gain +1 Favor with the CCA! LUX contributes an action to the Songline of the Broken Seas, bring it to 3/5 actions! LUX gains +1 Favor with the CCA! LUX can gain no more favors from contributing to the Songline of the Broken Seas! 

Appreciative of the efforts of many of the Polar powers in providing material for the Songline of the Frozen Seas, the Chelonian Chora are more hesitant about the material provided by the emergent entity known as Deep Blue. It quickly becomes clear that they are already familiar with the story through their interactions with the Shark Folk, and are thus aware of its origin. Deep Blue’s addition is somewhat thought-provoking, but does not warrant inclusion in the Songline. They request something more original from Deep Blue - given the entity’s distributed nature and their inseparable nature from Spawn Point’s oceanography, perhaps something introspective, or an especially notable or foundational memory?
 SEN, KNH, and DRG contribute their first entries to the Songline of the Frozen Seas! SEN, KNH, and DRG each gain +1 Favor with the CCA! DPB tries to contribute an entry to the Songline of the Frozen Seas, but their submission wasn’t suitable for inclusion… 
 DRG begins construction of a Reefback Nursery [1/3] 
 RFT, ESP, GRV, KNH, and DRG all pay 1 Treasure to DNA in order to benefit from Raiding Refuge! All slots are filled! 
 SKR spends 2 Favors and 1 Reputation to acquire a Spy furnished by DNA! 
 CCC raises their Reputation with CCA by 1, to a total of 2.
CPS raises their Reputation with CCA by 1, to a total of 4, spending a favor in the process and becoming the first country to bear the title of Bell-Keeper! 
 AOK and HEX both gain +1 Favor from DNA via exploration! 
 CCC raises their Reputation with DNA by 1, to a total of 1.
DPB raises their Reputation with DNA by 1, to a total of 3, spending a favor in the process 

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

Two formal treaties are signed during the latest activity at the Reef in Bloom. STC and SEN commit to mutual non-aggression, freedom of trade and travel, and non-interference in each power’s respective sphere of influence. KNH and GRV commit to mutual non-aggression, enforced by diplomatic mediation; KNH gains +1 Prestige. 
 CCC spends 5 Treasure to gain +1 Prestige. 
 GTZ is the first to Settle a Colony in the Temperate Region, and gains +1 Prestige. 

To maintain a foremost position on the global stage can be extraordinarily difficult. Rumors, tall tales, and gossip concerning the Gravetenders, tireless and silver-clad inheritors of a civilization said to have been unparalleled, can be heard in every waystation of repute on the planet, if one waits long enough. As other powers rise to such venerable position, it is inevitable that some cannot keep up, given the feeble limits of mortal awe - in the end, it would turn out to be the Chorus of the Crimson Choir, their localized fame, built on a strong foundation of religious notoriety, unable to compete on a global scale with the uniquely intriguing nature of the Gotezhar and Gravetenders.
 GTZ, GRV, and CCC are all Rank 4 with PRS! One must see their status decline as the others rise…CCC is reduced to Rank 3! 
Volthawk
 
   The Cyphiri Union   
  Round 5  
 Regions:  122, 129
 Ruler:  Baran Hallus
 Faith:  The Flowing Way (The Cyphiri Way)
 Diplomacy  4  Military  4  Economy  5  Faith  5  Intrigue  2
 
 
  Actions  
 End of Turn (New) Ruler Increases:  +1 Diplomacy, +1 Military
 
 Raise Unit [Military] - Unrolled
 Unlike the Ulnesh, the Hallus took the Stewards' warnings seriously, despite the arrangements already made with the Nacres. Baran had already been quietly inquiring with the Council Fund about establishing some kind of standing force on retainer, rather than hiring just for specific tasks, and now he was undeniably in charge he was able to make it happen. The natural first step came from the Kalan - while their main forces were now under the employ of the Stewards full-time, there were still smaller groups of Kalan working across the Union and with some money spread around and deals made it was easy enough to bring them all under the direction of the Fund to be paid and reorganised into a full fighting unit.  
 Raise Unit [Military] - Unrolled
 Besides the new Council Fund efforts, the Hallus family had been spending the last few years picking up mercenaries here and there in preparation for this time, and now that an official military was being created they could field their accumulated force more openly. Forming a more irrelegular force to the disciplined Kalan core, the Hallus troops were a hodgepodge of the different species, specialities and approaches to war found across the zone.  
 Raise Reputation with the Divine Nacres [Diplomacy] -  13, Success 
 The scientific minds of the Hallus family other than Pelir had always had some interest in the Nacres and their technology, despite not dealing much with them in the past, and several of those Cyphiri convince Baran to put together a diplomatic effort to establish ties with them - the thing that convinces him in the end is the idea that they might have tools and technology that will be of great use combined with their new anoxic exploration technology.  
 Sway Mercantile Support of 114 [Diplomacy] -  11, Failure 
 Seeing the growing problems in Orope, despite finally establishing a dye supply, the Tellan set about on a charm-offensive to try to bring the unruly merchants on-side, backing their efforts with a hefty supply of Hallus funding. Despite their best efforts, however, they fail to make much of an impact.  
 Buyout TP1 of 118 [Economy] -  8, Failure 
 A little surprised by the colonist's dissatisfaction with the crops brought over from Cyph-Arel and their desire for meat, the leaders of the Pylet family nonetheless set their opportunity scouts on the task of finding something to satisfy their demands. Along the Orope - Cyph-Arel trade route, the Tellan had to make land deals with several of the farms that were dotted around the neutral ground between Orope and Dashasham, and so those farmers soon found themselves visited yet again by Cyphiri - this time Pylet representatives looking to arrange regular shipments of their sea cows down south. They don't get particularly far, the farmers apparently taking offence at the gifts the Pylet had brought with them.  
 
  Nonactions  
 
 Provide Cobalt Dye to OKI through the trade route for use satisfying Desired Imports 
 Accept a Cultural Exchange from Costa Sereia 
 Spend 1 ABS Favour for +1 Reputation 
 Spend 1 CCA Favour for +1 Reputation 
 A Monumental Undertaking: The Great Hall of the Union [3/3] (Gain 1 Prestige from finishing)
 
 Spoiler 
The agents of the Council Fund, professional to a fault and not letting the changes in the Union Council get in the way of their work, commence construction of the Great Hall. With contracts established with the relevant minor families to ensure a steady supply of structural plants and fibers, a labour force hired and budgeted for, and several groups of specialised artisans contracted to supply their expertise, this is the easiest part of the job for the Fund workers - they just need to keep a close eye on things and make sure things move smoothly. Things soon start progressing to the satisfaction of all involved, and over the years the Great Hall takes shape.

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

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

&lt;TBD: Change to fit new ruler situation&gt;

There are far more Cyphiri families than mentioned here, of course, but this is just to keep track of the ones mentioned so far and what their deal is/who of note is a part of them (some are described in greater detail in the full nation description).
 Ulnesh 
 Other:  All Supports in 122
Dominant power among the families, split between being the top agricultural family and a strong political structure, uses the two in tandem to maintain influence and strengthen both fields.
 - Garren Ulnesh: Head of the family and as such ruler of the Union, driving the push to look outside of Cyph-Arel for opportunities, and a dedicated student of the Flowing Way.
 - Pylan Ulnesh: Envoy to the council fund, coordinates things between the two groups, has a distaste for mercenaries.
 - Taron Ulnesh: In charge of agriculture, very passionate about the subject, little interest or talent for politics but has subordinates that cover the slack
 - Relas Ulnesh: Youngest of Ulnesh's internal council, Garren's preferred successor, quiet and observant but untested, many family members unsure she deserves her position
 - Werran Ulnesh: Devoted follower of the Way, close to Garren, excited to spread the Flowing Way to new lands, very curious about the way other countries and faiths work.
 - Chelat Ulnesh, mainly deals with other major families and the Union Council, good at it but is dismissive about other countries and the advantages to working with them
 - Helad Ulnesh, coordinates loans between the Ulnesh and other Cyphiri families, deciding who gets the offers and how they're repaid/the influence gained is otherwise used.

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

 Hallus 
 TPs:  122.2
The second-largest agricultural family due to being the inventors of trophic deconvolution and leveraging that advantage as the Union adopted those methods. Eager to continue making advancements, has eyes on the Ulnesh family's position.
 - Pelir Hallus: Pioneer of Hallus biotech research, not technically the head of the family but has enough influence through the family to get what they want (if possible).
 - Baran Hallus: The actual head of the Hallus family, and the one directing their recent political moves. Has great respect for Pelir's work, and tends to indulge her requests. He's got broader interests than the average Cyphiri, taking an interest in the military conflicts that have gone on around the known world, and making plans for diplomatic efforts beyond those that are business-related.

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

 Carral 
 TPs:  123.1
 Other:  Mercantile Support of 123
Small decentralised family down on its luck, turning to the Bone-Grinder's Guild of 112 to try to make a new future for themselves. Their attempts to become more powerful in 112 have stalled for now with little gain, but the expedition eastwards that the Bone-Grinders sponsored has borne fruit for them, and they are now making moves towards gaining full control of the economy there, with support from the Ulnesh and Kelad families.

 Kelad 
 TPs:  117.1, 127.1
Another minor family, and one that's been very active in sending out opportunity scouts to the regions nearby to the Cyph-Arel - Orope trade route. They're not planning on making many big attention-grabbing moves for the time being, but have a plan to acquire resources vital to the efforts of other families and sell it on to them at a profit.

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

  Statistics  
 
 Spoiler 

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

  Diplomacy  
 
 Spoiler 

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

 Bases 
122: Reefback Nursery

 Cultural Exchanges 
None

 Cultural Identities 
None
 

  Military  
 
 Spoiler 

 Units:  0 (Expected Change: +2)

 Aristocratic Support 
122

 Generals 
None

 Fortresses 
None

 Perfected Tactical Doctrines 
None

 Military Technologies 
None
 

  Economy  
 
 Spoiler 

 Treasure:  5 (Expected Change: -2)

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

 Mercantile Support 
122, 123

 Cities 
None

 Trade Routes 
Cyphiri - Ironkelp Knights

 Specialised Ships 
None

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

 Anoxic Adaptation  Cross Brackish borderss
 

  Faith  
 
 Spoiler 

 Faith Holy Sites:  8

 Clerical Support 
122

 Organised Faith Bonuses 
+1 to Impress Actions

 Artefacts 
None

 Holy Orders 
None

 Miracles 
None
 

  Intrigue  
 
 Spoiler 

 Spies 
None

  Claims  
122 - Historicity
 

 
Lumaeus
  The Riftlings Many of the Dead Seas      Polar Region    
 Turn 5

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

 
 Spoiler: Life, uh, finds a way 

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

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

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

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

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

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

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

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

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

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

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

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


Nonactions:
 [Non Mechanical Diplomacy] : Bind ourselves by oath to the non-isolate agenda. Treaty text is  "Treaty Powers agree that they will support and advance non-isolate intelligence agenda" 
 Non-Action Intrigue : Fend off the treacherous Congregation's attempts to pull the aristocracy back from sense.  Roll: 6   FAILURE 

Next turn stats:
Diplomacy: 4
Military: 4
Economy: 5
 Faith:  8 (+2)
Intrigue: 3
bc56
    Pfilghol    
  Olgght, The-one-who-consumes  
Diplomacy: 3
Military: 9+1
Economy: 4
Faith: 2
Intrigue: 5+1

 Regions 
The Pfithreef: 132

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

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

 Intrigue: Coerce 101 TP 1 for Luxurious Hides 
 Intrigue: Coerce 113 TP 1 for Phosphorite 
 Intrigue: Coerce 129 TP 1 for Nutritious Silt 
 Spend a treasure on this roll 
Repeating the events of earlier times, Pfith raiders strike out at various places of value, to bring resources back to fuel the growing war engine of their nation.


  Spy Actions  
Ktloso: [REDACTED]

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

Accept Cultural Exchange and Technologies from SKR


 
 Spoiler: Bookkeeping 

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

 
 Spoiler: Military 
 Units:  5/5
 Generals: 
Gtsit the-second-champion: 8. Sea's Opportunity: Defending: enemy takes double battle penalties from terrain, Attacking: transfer battle penalties from terrain to enemy.
 Military Technologies: 
 

 
 Spoiler: Economy 

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

 Economic Techs: 
Composite Grafting
 

 
 Spoiler: Spies 

Ktloso: 7
 

 
 Spoiler: Special 

Gan Kotzim - the Thorn Gardens: ABS base, 132
 

Shallows Appreciation score: 14
 
Feathersnow
Primarch Marcion

Diplomacy 5
Military 3
Economy 6
Faith 5
Intrigue 1

 Diplomacy  Open Diplomatic exchange with Pfithreef

Subaction- give brackish border and Trophic deconvolution technology to Pfithreef

 Long viewed as ideal converts to Sakura-Do, the Pfilghol have opened the door to Sakura-Jin missionaries 
 Diplomacy  explore the covered region to the Northeast   success,  due to passive bonus from the Nacres 
 Diplomacy  explore region 125   success 
 With new technology acquired from abroad, Sakura-Jin apostles are sent out, like has not been done since before the fall of the Precursors 
 Diplomacy  attempt to raise ABS reputation
 The Sakura-Jin do not understand the strange creatures of the deep, but their good will seems valuable.   success 
 Faith   finish the Songline of the Broken Seas.
 Sakura-Jin clerics pray for the completion of this grand project. 
 Spy action-   redacted  
 Project Eusebia attempts to infest a target. 
 Non-action 

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

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

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



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

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


 -provide The Gotezhar with Glue


Leader stats +2 Diplomacy

New stats:

Diplomacy 7
Military 3
Economy 6
Faith 5
Intrigue 1

 Rolls 
Epinephrine_Syn
    Eternal Spring
Turn 5 (Years 13-15)  
   Polar Bear Faction     
  Queen Violet of the Violent Thorns  

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

Next Round:

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



Eco: Buyout Hatesheer (Failure)
Eco: Impress 51 with Chelonian Hunters
Eco: Buy TP 3 of region 71 (2d6+10-1+1) (Spend Treasure)
Eco: Buy TP 2 of region 57 (2d6+10-0)
 
Rolls For Actions (And Resist) 
(Ignore the 65 roll, invalid, I don't have a TP nearby to Impress with.) 
Replace with this roll (failure anyway, the dice hate me this game apparently) 

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

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

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


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

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

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

 
 Spoiler: Part2 

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

 
 Spoiler: Pt1 
One Medusa took this whole 'religious' thing more seriously than the rest. Unification. Power. The means by which species interacted with each other. It was steadily starting to make sense, to this one. The other Medusa didn't get it, focusing on more paltry things, assets, resources. The literal currency itself was the power, it was the very means by which the other races connected to each other. Words were cheap, but time and again, what motivated the non-hive mind races was this concept. It was transmitted from one end, and like a neuron transmitting a signal, the receiving end produced an outcome.

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

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




Shell Counting
 
 Spoiler 

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

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


Treasure: 5
Passive Treasure Income: +2
Soldiers: 0
 
Aerin
  The Lux-Glossian Shades 
Temperate region, Capital: 135
Round 5 
 
 Spoiler: Ruler stats and stat increases 
 Ruler:  Ramira of the Viridian Shade, Eldest of the Matriarchs

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

 Ruler increases:  +1 Economy, +1 Intrigue

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

 Actions: 
 1. Intrigue:  Investigate southeast of region 97.  [12, SUCCESS] 
 2. Intrigue:  Investigate southwest of region 102.  [15, SUCCESS] 
 3. Economy:  Settle colony in 111. [2/3]

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

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

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

 Non-Actions: 

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

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

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

 
 Spoiler: Reminders for myself 
End of round 5: -1 rep with ABS for having less than 2 units (taking the hit)
End of round 6: -1 rep with CCA for owning a region with open supports (taking the hit)
End of round 7: -1 rep with CCA if I still owe favor debt (shouldn't be an issue)
Respond to Gengy
Start a monumental undertaking
Enter a contribution to the Neritic Manuals, if that's still a thing next round
Make a flag!
 
Silent_Interim
   The Chorus of the Crimson Choir  
 
Round 5

Ruler: Living-Speaker Hurn the Wise

Ruler Stats Round 2:
Diplomacy - 8
Military - 2
Economy - 2
Faith - 8
Intrigue - 5
 
 Actions: 
 
 [Diplomacy] Raise rep with CCA from 2 to 3. 
 [Diplomacy] Raise rep with ABS from 1 to 2. 
 [Diplomacy] Raise rep with DNA from 1 to 2. 
 [Diplomacy] 
 [Faith] Convert HS2 in region 26 (Vicarian Chambers, Bloodhome). Assist self.
 Since the unforgivable depredations of the Lojanaese mercenaries, none have been entirely comfortable in the Vicarian chambers. They must be re-consecrated, restocked, and made once again safe if not entirely comfortable.  
 
 Ruler stats increase:  +2 Diplomacy

 Non-Actions: 
 
 Resist all conversions to faiths other than The Crimson Chant in regions with clerical support. 
 Continue Prestige Monument (3/5): The Grim Cathedral.
 To come  
 
 News &amp; Rumours: 
 
 Alinus Ernost VIII was apparently sighted in Bloodhome, with a body and a breathtaking quantity of Siren Extract.
 
  Notable Legislation  
 
 
 

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

  Statistics  
 
 Spoiler 

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

  Diplomacy  
 
 Spoiler 

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

 Cultural Exchanges 
None

 Cultural Identities 
None
 

  Military  
 
 Spoiler 

 Units:  0 (Expected Change: +1)

 Aristocratic Support 
26

 Generals 
None

 Fortresses 
None

 Perfected Tactical Doctrines 
None

 Military Technologies 
None
 

  Economy  
 
 Spoiler 

 Treasure:  0 (Expected Change: None)

 Trade Posts 
 Total Owned  1
26.1 – Blood Pearls

 Mercantile Support 
None

 Cities 
None

 Trade Routes 
None

 Specialised Ships 
None

 Civilian Technologies 
 Graduated Symbiosis  No mechanical effect
 

  Faith  
 
 Spoiler 

 Faith Holy Sites:  6

 Clerical Support 
2, 26, 31

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

 Artifacts 
None

 Holy Orders 
None

 Miracles 
None
 

  Intrigue  
 
 Spoiler 

 Spies 
Alinus Ernost VIII (8)
 

  Claims  
 
 Spoiler 

26 - Historicity
 

 
TheDarkDM
  
   The Lambent Syndicate   
 Lucent Mistress Adiratna 
Diplomacy 7
Military 6
Economy 5
Faith 2
Intrigue 5

 Expected Stat Increases: +2 Economy  
 ... 
  Actions  
 
  Economy  - Settle Colony in Region 8 [1/3] 
  Economy  - Settle Colony in Region 8 [2/3] 
  Economy  - Settle Colony in Region 8 [3/3] 
  Economy 5  - Create Trade Route with the Lojanese Republic 
  Military  - Invade Region 24 through Bloodhome with 6 Units under Netra the Rubicund Fist (Mil 8) [Bespoke Tactical Doctrine not submitted, Netra will use Unyielding Force for this battle]
 Though her appointment had been largely ceremonial, Netra's success in fending off the depredations of the Reavers wins her a glimmer of influence within the Syndicate.  Sensing her opportunity to rise to a position of power where she might contend with one of the great Mistresses, the Rubicund fist lays out an ambitious plan to take advantage of native forces also reeling from the Reavers' passing.  Salivating at the thought of ever more exotic lands and peoples to bind to them, the Mistresses approve, and the Syndicate's unified army of mercenaries and addicts moves south through the lands of the Crimson Chorus to assault the wild South.  
 
  Non-Actions  
 
 ... 
 
Minescratcher
 Regions 113,  114 
    The Order of Knights of the Ironkelp of First-King John of Ruhum    
  Records of the Years  13-15  of the Tenure of His Majesty Grand Master Jacob Basilicos, 39th Grand Master of the Order of Knights  
Round 5

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

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

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

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

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

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

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

 
 Spoiler: On Giantsbane 
 

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

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

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

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

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

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

 
 Spoiler: Other notes 

Generals:
 
 Knight Commander Amlaigh Tolmach of the Scoshlangue (10) - Tactical Doctrine: Quiver Hell's Foundations (+2 to battle roll) 
 
Land units: 4 / 6

Treasure: 0

Resources controlled:
 
 Region 114: Giantsbane Seed 
 
Techs:
 
 Supernatic Propagation 
 Trophic Deconvolution 
 Megafaunal Tailoring 
 Photospore Signalling 
 Graduated Symbiosis 
 Composite Grafting 
 Supermarine Artillery: +1 to battle rolls and +1 to Maneuvering rolls in regions of Depth 0; Requires:  Giantsbane Seeds, Supernatic Propagation, Photospore Signalling  
 
State Religion: The Middish Way of the Flowing Way
 
 5 HCs: +1 offensive battle rolls 
 
Artifacts
 
 Thunderstone Cudgel: 1/round, +1 to an offensive battle (+2 if the defender benefits from a Fortress) or +1 to convert a holy site of an organized religion (+2 if the defender benefits from a holy order) 
 
Reputation:
 
 PRS rank 2 
 
 
farothel
  The Hymenocera Expanse
Region 3 (Tropical)   

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

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

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

 
 Spoiler: Bookkeeping 

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

Passive income: 2/turn

Units:4/5
treasure: 4

Technology:
Photospore Signalling
Composite Grafting
Toxic Filtering

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

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

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

 
 Spoiler: news 

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

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

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

 
 Spoiler: technology 

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

 
 Spoiler: Army 

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

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

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

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

 
 Spoiler: Monumental Undertaking 3/3 

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

 
 Spoiler: Genus Taxonomia Scintillans Mare 

Dendronephthya Hymena

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

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

 
 Spoiler 

 
 

 
Gengy
  Round 5
 [Gotezhar, People of the Rain]  
 [Profundus Korasoon, Typhoon's Center] 
Regions: 138, 128, 136    
Actions:
 
  [Military 10]   Razor Current Netting  {Fortification} ( Approved )
  Joontar Arjiloza is well regarded for having smart ideas, so it is no surprise when Profundus Korasoon listens when he proposes using Razorglass as a form of deterrent in military defenses.  Determining the current of whatever waters the Squall might fight in allows for quick deployments of sharp shards of Razorglass to be strategically located, causing additional damage to any foolhardy enough to lose their selves to the sway of the waves... or trying to get in to a place they are not wanted.  
 Effect:  +10% enemy casualties and +1 to Maneuvering roll when defending, or attacking with a foothold.
 Requires:   Composite Grafting  and [Glass] 
  [Economy]  Continue Expanding Trade Posts in 136 (2/3)
  Profundus Korasoon acknowledges the value of 'merchants' as this new caste of workers secure a deal where Ezcorher receives another shipment of Barnacle Glue.  Apparently, further shipments are contingent upon making sure that the Gotezhar have control of something called Clam Vines in the Meadows (136), so additional effort is placed into developing these Clam Vines.   
  [Economy]  Finish Expanding Trade Posts in 136 (3/3)
  Profundus Korasoon formally accepts Merchants as a new sub-caste of Gotezhar workers.  Together with Governor Saroon'din of the Meadows (136), the Profundus celebrates the establishment of another source of Clam Vines.   
  [Diplomacy]  Sway Aristocratic Faction in 139 (Roll:  17 )
  The people to the east of Gotezhar are a strong group, and Korasoon attempts to speak with them about joining their strength with Ezcorher.  He personally arrives to speak with local leaders, and avoids speaking about anything offensive.   
  [Diplomacy]  Sway Aristocratic Faction in 128 (Roll:  17 )
  With so many new Gotezhar living in the Gotezhar Colony to the north, Profundus Korasoon deems it important to impress upon the Colony that they are still among the same waters.  As it worked so well for the Meadows, he puts his support behind a local governor to oversee the region.  Joontar Feleez is eager to do a good job, if only the Colony will accept them.   
 

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

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

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

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

 
 Spoiler: Ruler Information 

      Typhoon's Center, Profundus Korasoon   
   D   
   M   
   E   
   F   
   I   
 
   Current  
 7 
 10 
 5 
 2 
 2 
 
  End of round 1 
 0 
 2 
 0 
 0 
 0 
 
  End of round 2 
 1 
 1 
 0 
 0 
 0 
 
  End of round 3 
 0 
 2 
 0 
 0 
 0 
 
  End of round 4 
 1 
 0 
 1 
 0 
 0 
 
  End of round 5 
 0 
 0 
 0 
 0 
 0 
 
  
 New Ruler Next Round! 

Expected Stat Bonuses: +1 Econ +1 Diplomacy
 

 
 Spoiler: Book Keeping 

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

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

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

 Technologies: 
  Supernatic Propagation 
 Trophic Deconvolution 
 Megafaunal Tailoring 
 Photospore Signalling 
 Composite Grafting 
 Graduated Symbiosis  
 
Talis
  The Seatide Confederacy  
 
 Spoiler: News and Rumors 

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

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

Non-Actions:
Support Shifting Ennead buyout in region 74

Die Rolls:   https://forums.giantitp.com/showsing...&amp;postcount=245 
 
 Spoiler: Description of Pepsin Herd Animals 
As nomadic pastoralists, the Pepsins' lives are closely tied to the many creatures that help them survive and thrive. In an effort to contribute to the organization's project, Judge Shimmering Turquoise has has a young scribe compile descriptions of the various species commonly seen in Pepsin Drifts.

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

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

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

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

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

 
 Spoiler: Book Keeping 
 Ruler 
Judge Shimmering Turquoise
Diplomacy: 7 (+1)
Military: 3
Economy: 10
Faith: 5
intrigue: 3

Military Units: 1

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

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

 Military Technologies: 
None

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

Resources controlled:
[Bluefish Antifreeze, Seatide (79, TP1)]  Support 
[Bluefish Antifreeze, Seatide (79, TP2)]  Support 
[Bluefish Antifreeze, Seatide (79, TP3)]  Support 
[Gravelglass (68, TP1)]
[Untalented Crab (65, TP1)]
[Rust-Veined Pumice (73, TP3)]
[Magnetic Sand (75. TP1)]  Support 
[Firefly Squid (74, TP1)]  Support 
 ETP Total : 13

 Treasure : 3 (+2 / Turn)

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

Diplomacy:
Trade Route with the Gravetenders

Reputation:
Owe 1 Favor to the Divine Nacres
 
Gaius Hermicus
  Unrest Actions: Round 5  
 
 Spoiler: Tropical 
  If the local majority does not align with the region’s state faith by next round, the clerical support in region 21 will become Unruly. 
 Unruly merchants attempt to Undermine the Aristocratic support in region 14! 
 

 
 Spoiler: Polar 
  The mercantile support in region 76 is in danger of becoming Unruly if it is not supplied with their Desired Import by next round. 
 Unruly merchants attempt to Undermine the Aristocratic support in region 67! 
 Unruly merchants attempt to Undermine the Aristocratic support in region 69! 
 

 
 Spoiler: Temperate 
Nothing this round…
 
Frostwander
     Costa Sereia    
 Region 134 
Turn 5
   
 Spoiler: News and Rumors 
 Pending 
 

 Actions: 

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

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

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

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

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

Priest Havardr Perna arranges an excursion of the faithful to travel to the region. While his age keeps him in Cadid Santuario, the volunteers led by his granddaughter Earlee set out to rehabilitate the temple grounds. 
 Non-actions:  
What secrets hold the Deep?
Give Anoxic Adaptation tech to the Gotezhar, in exchange for future favors (Cultural exchange).
Spend 1 Treasure on Sway Merchant action.


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

 Generals: 
 Spies:  Veruha Mascerena (Intrigue 7)

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

 
 Spoiler: Relations of State 
 Cultural Exchanges:  The Gotezhar
 

 
 Spoiler: Resources 
 Units:  Sereia Militia x1
 Treasure:  3
 Reputation:  ABS (1); CCA (0); DNA (0); PRS (2)
 Favors: 
 Capital Region:  Palacia
 Cities:  Cadid Santuario - Region 134 (+1 Sway Faction)
 Effective Trading Posts 10 (2 income): 
&gt;  Cobalt Dye  - 134 TP1, City &amp; Merchant Support
&gt;  Dendrotoxin  - 133 Merchant Support (No TPs)
&gt;  Giantsbane Seeds  - 114 TP3
&gt;  Luminescent Crystal  - 135 TP2
&gt;  Mineblossom Sponge  - 130 TP2
&gt;  Plankton  - 124 TP2 &amp; Merchant Support
&gt;  Pure Berries  - 138 TP2
 Primary Religion:  Brilhinte (3 Holy Sites)
&gt;  Temple of Raquela  - 134 HS1
&gt;  Temple of Desderia  - 134 HS2
&gt;  Temple of the Deep  - 134 HS3
 Techs:  Composite Grafting, Trophic Deconvolution, Megafaunal Tailoring, Photospore Signaling, Graduated Symbiosis, Supernatic Propagation, Anoxic Adaptation
 
Grim ranger
    Kar-Nath Hegemony       Turn 5   
   Rham, the Frozen King   
 Diplomacy - 6, Military - 8, Economy - 6, Faith - 2, Intrigue - 1 
  Actions:  

1.  [Military]  Raise a Unit

2.  [Military]  Raise a Unit

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

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

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

A.  Continue construction of a monument: Rimestone Statuary (5-part project)(3/5) 
 
 Spoiler: With foundations laid, monuments are carved 
 The solid foundations for Rimestone Statuary have finally been built, and with that the artisans of Nathi are allowed free rein over the slabs of hallowed Rimestone anf other, less prominent rock and metal of varying colors. While the artistry of this formerly more reclusive people has always held a certain sense of dour grandeur, the continued contact with variety of races has raised some more colorful and varied pieces of art into public view. The majority of the statuary will likely be of more traditional design regardless, but the change is certainly noticeable in their work.

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

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

B.  Cooperate in the creation of the Songline of the Frozen Seas 
 - While Path of Banners has suffered as bitter sting of defeat as their Exarch has been caught by an enemy he should have by all rights crushed effortlessly, the news of events has spread wide among the people... and acting fast, the Frozen King has turned the situation around. A stalemate that has still allowed them to secure the future of their civilization, but also a discovery of settlements with warrior spirit fierce enough to challenge their own! With the negotiations for the future of the territory still ongoing, many have taken to singing the tale of the defending chieftain and her ragtag band. 
 
 Spoiler: The Tale of Rayn 
 It was a land like many others, a territory in midst of the Empires grand. They had little but small villages, communities of races all 'round who had sough peace from the bustle of those grander places, and in the middle of these common folk was a chief named Rayn. Arising from origins of nothing at all and spending her days tending to fish-herds under most circumstances, she regardless had the heart of a warrior under her carapace... one that has had experiences in skirmishes and hunts before taking up the simpler life with simpler folk. Still, even if she lacked the banners and parades, Rayn's prowess was known by her people, her chieftainship of this close-knit community assured by the merit of her skills.

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

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

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

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

C.  Cooperate in the creation of the Genus Taxonomia Gelidum Mare 
 - Continuing their efforts to earn the favor of the organizations all around, the Hegemony collects and provides a more humble report of one of the local species that often finds itself at the end of a fisher's spear.  
 
 Spoiler: Catch of the day: Tarfish 
 One of the more humble denizens of waters around Glacier Crag, the Tarfish is one of the traditional target of young or desperate hunters due to its unique qualities. Slow, large and not particularly bright, this dark-scaled bottom feeder can be found in ample quantities close to the seafloor, scavenging around for morsels... and can be downed with remarkable ease with a thrown spear, or even caught up to by a somewhat quicker Nathi hunter and gutted for an easy kill.

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

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

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

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

E.  Aid the Gravetenders in their conversion of holy site 1 in region 75 
  Leader improvements from turn 5:  

+2 Military, +1 Economy

  Leader stats for turn 6:  

Diplomacy - 6
Military - 10
Economy - 7
Faith - 2
Intrigue - 1
Autumn Stars
     The Gravetenders    
  Turn 5  
  Laksha  
Diplomacy - 5 || Military - 4  || Economy - 6 || Faith - 7 || Intrigue - 3
 
  Actions:  
  1: [Faith]   Attempt conversion of Holy Site 1 in region 75.
   Regardless of the general uncertainty about Kar-Nath's military activities, the Gravetenders of the Blossoming Sequence move in without much hesitation. Sersi particularly is of the opinion that this is the best time to spread their understanding.   
  2: [Faith]   Begin construction of the Blossoming Icons
   The project begins with a simple need. The Gravetenders of the Blossoming Sequence wish to speak and learn from the many peoples of the polar ocean. Yet, their very nature limits their own travels. No Gravetender travels alone, and no Gravetender travels without working with the support structure that portions out the Reliquaries. But, set to the task of finding another way, one Gravetender asks if perhaps, projecting their voices will serve the same purpose. The golems know well of the strange resonance that binds them to their makers, and perhaps something can be made of that. Sersi and Laksha, after intense discussion, set Kelusyn to investigating deeper, and provide them with everything they ask for.    
  3: [Economy]   Contribute action to Genus Taxonomia Gelidum Mare.
   Having already contributed an entry, the Gravetenders of a scientific persuasion are more than willing to contribute their personal wealth. Laksha encourages this among her people, and the resources dedicated to the Genus Taxonomia Gelidum Mare grow.   
  4: [Economy]   Contribute action to Genus Taxonomia Gelidum Mare.
   With Laksha's support, Bastion flexes its newfound wealth, providing even more to the Divine Nacres.   
  5: [Military x2]   Drums In The Deep: Train with the Abyssal Stewards.
   Sersi gathers up the relative handful of warriors that she has trained, and marches them out to the Abyssal Stewards, ready for training. Their dedication to the art of war cannot be understated. Gravetender warriors are few in number, but astonishingly effective in battle.   

Non-Actions:
Continue to host the Reef In Bloom.
   As usual, the cultural exchange of the Reef In Bloom resumes every year, fresh invitations sent out to every nation... except, for once, the Shifting Ennead.   
Contribute entry to the Genus Taxonomia Gelidum Mare.
    Nodae
[Gravetender name: Deadwater Eel]      While tarfish are a common scavenger in Kar-Nath, their natural predators, Nodae eels (plural: Nodii) have become less so since the fall of the Makers. This variety of eel fills its burrow with a natural oil, which protects it from the sticky tar of the tarfish. In the past, Nodii kept the tarfish population in check, a task which now falls to the Nathi.
In recent centuries however, Nodii are less and less common in Nathi waters, migrating northwards into the Dead Cities. It seems they have become scavengers themselves, using their oil to find their way deep into Maker structures in order to feed on the bodies and ward off other scavengers. Fall Blossoms in particular find Nodae oil extremely unpleasant.
In addition, Nodii have been discovered to nest in astonishing numbers within Maker architecture, making them a major obstacle to Gravetender excavation crews. These large, collective nests spread significantly more Nodii oil, which has the unfortunate side effect of making the nearby waters less suitable to any other form of life. Thus, the name the Gravetenders have given them, Deadwater Eels.
Attempts to cull the population into something more manageable have been ongoing since before the Gravetenders formally organized. In recent years, they have taken to aiding Kar-Nath in luring Nodii back to their former habitat. 
  
Contribute Entry to the Songline of the Frozen Seas.
 Gravetender stories are of a strange make. Some are Maker tales, translated and preserved. Others are new ideas, brought from the minds of creative Gravetenders. A young people, they lack a number of myths common to most species. Still, Laksha sends out a call for stories for the Songline. What is sent now is sort of poetry, of the various dead cities of their waters... and now, their new city Pardalis.  
 Spoiler: Excerpts from a collection of Gravetender City Poems. 

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

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

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

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

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

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

 
 Spoiler: Stat Changes 


Stats for next round:
Military: 4&gt;5
Economy: 6&gt;7
Faith: 7&gt;8

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

 
 Spoiler: Statistics 

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

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

 Cultural Exchanges 
Deep Blue
The Shifting Ennead

 Cultural Identities 
None
 

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

 Aristocratic Support 
78, 76

 Generals 
None

 Fortresses 
None

 Perfected Tactical Doctrines 
None

 Military Technologies 
None
 

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

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

 Mercantile Support 
78, 76

 Cities 
None

 Trade Routes 
The Seatide Confederacy
Kar-Nath

 Specialized Ships 
None

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

 
 Spoiler: Faith 
   The Blossoming Sequence   
 Faith Holy Sites:  6

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

 Clerical Support 
78, 76

 Organized Faith Bonuses 
+1 to holy site conversions.

 Artifacts 
None

 Holy Orders 
None

 Miracles 
None
 

 
 Spoiler: Intrigue 
 Spies 
 

 
 Spoiler: Claims 
78 - Historicity
76 - Integration
 

 
D&D_Fan
Otterian Supremacy Round 5

Add stats?

 Actions: 
Conversion
Conversion
Obtain Aristocratic Support
Obtain Aristocratic Support
Raise Unit
 Lore: 
 
"Something about the glory of Otters." - Duke Squigglebottom Hamburger, proud Otterian Citizen

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

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

, +1 FAI
Rolepgeek
    Organization Actions
Round 5    
 [Situation] Open Minds  - With recent developments buoying their spirit and leading them to place greater trust in the polities of the world, limits on favors owed to Organizations based on Reputation are increased by 1 until the end of round 10. This means that player countries may owe 1 Favor to each Organization with which they are at Reputation level 0, 2 Favors at Reputation level 1, 3 Favors at Reputation level 2, etc. If an Organization is betrayed, attacked, or otherwise forced to realize that their trust was misplaced before the end of round 10, this bonus will immediately end for that Organization.

 Unless otherwise specified, [Offers] made by Organizations are only available to countries with a Reputation of 0 or higher with that Organization. 
  Abyssal Stewards  
 
 Spoiler 
The  Abyssal Stewards  are an association of various orders of mystics, warriors, and artisans living in the deepest parts of the ocean. Their ability to create and shepherd hydrothermal vents, which they use to ‘grow’ refined metals through means none have yet managed to replicate, makes trade with them indispensable. The Stewards - mostly members of a species of hairy crustacean - feel themselves charged with a duty to watch for the return of the legendary Titans, hoping to give advanced warning to those who live in shallower waters and prevent the foolhardy or malicious from waking them from their slumber.
 

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

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

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

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

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

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

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

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

Countries may spend Military actions to improve their rolls in a given round; each Military action spent in this way cannot be used for anything but Projects, but gives an extra +2 bonus on the roll; this may stack up to 3 times. At the end of Round 5, additional points are awarded based on Unit Cap (1 point per 2 Unit Cap), resource diversity (1 point per unique resource available), and quality of security apparatus, as defined by Intrigue and Military scores (receive points equal to average of Intrigue and Military scores; may use a Spy’s Intrigue score in place of their ruler’s if available and set to Counterespionage in Round 5). )

(  Offer:  The Abyssal Stewards are selling means of countering extreme cold to Polar powers!  Benefit:  May spend Treasure on actions to be able to cross Glacial borders.  Cost:  1 Treasure per action.  Duration:  Available until the end of Round 10.  Details:  Spending Treasure on Mantle of Warmth does not preclude spending Treasure to increase the roll bonus. )

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

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

(  Task:  Cooperate in the creation of the Neritic Manuals. Available to Temperate zone countries only.  Reward:  +2 Favors (max); if Project is completed, additional reward given to all contributors.  Penalty:  None.  Deadline:  End of Round 7.  Details:  1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Manuals. 1 Favor earned for spending an Economy action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires. )
 

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

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

Arriving at Archvast Reef atop a truly massive Reefback, eyes cloudy with age, an ensemble of Chorans presents themselves to the leadership of the Protected Statera, the colony known as Magnus Orator. All bear the marks of age, but they speak as one as they explain the privilege and responsibility they now gift the Statera - custodianship of the Bell of Resolution. The Bell is massive and splendid, glittering with a myriad of colors across what would otherwise be a dull bronze-colored surface, and from below it seems to amplify and harmonize the sounds of everything nearby. They speak also of an ancient ceremony that Magnus Orator might now replicate, if they wished to prove themselves worthy of gifts greater still…
 Foremost among all in the eyes of the Chelonian Chora, Magnus Orator has attracted the attention of the Chora’s most reclusive members - the Songsages, who bring with them the Bell of Resolution. While Magnus Orator retains the Bell of Resolution, possesses a Specialized Ship, and has access to a Wastes region, they may embark on a sacred journey to Wander The Wastes by taking a unique Faith, Military, or Intrigue action. While undergoing this journey, Magnus Orator may roll the relevant attribute against TN 14 to properly navigate an ancient Songline, impressing the Songsages and earning the right to be taught a verse of the All-Song. 
 [Request] Ask for the establishment of a Reefback Nursery in the south-west of the Broken Seas  - In the wake of the Reaver attacks, and the news they’ve heard from the Abyssal Stewards regarding the Titans, the Chelonian Chora hope for…while they wouldn’t use the term redundancy, it doesn’t appear too far off…

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

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

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

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

(  Circumstance:  Easy supplies of materials and labor are available in a broader area!  Benefit:  The Reefback Nursery Base Bonus applies to adjacent regions as well.  Penalty:  None.  Duration:  Until the end of Round 7.  Details:  Projects undertaken by countries with a CCA Reputation Rank of -1 or lower do not benefit from this.  )

 
 Spoiler: Ongoing 
(  Opportunity:  Pay off CCA Favor debt by providing Treasure!  Reward:  +1 Favor.  Cost:  Give the Chelonian Chora a total of 3 Treasure as a non-action.  Deadline:  End of Round 6.  Details:  Only countries which owe Favors to the CCA are eligible. The treasure may be paid over multiple rounds (with non-actions), but the Favor will not be paid off until the third Treasure is provided. If only a partial payment has been made by the end of Round 6, 1 Treasure will be refunded. )

(  Task:  Cooperate in the creation of the Songline of the Broken Seas. Available for Tropical zone countries only.  Reward:  +2 Favors (max); if Project is completed, additional reward given to all contributors.  Penalty:  None.  Deadline:   End of Round 6.  Details:  1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Compendium. 1 Favor earned for spending a Faith action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires. )

(  Opportunity:  The Chelonian Chora would like to see greater interrelation between countries in the Tropical zone!  Reward:  First Place: A Specialized Ship in the form of a Juvenile Reefback with an experienced crew. Has +4 to resist being stolen and gives +1 to Exploration rolls made with the Ship. Second Place: Two free Buyout attempts by the CCA on the country’s behalf. Third Place: 1 Treasure.  Cost:  None.  Deadline:  End of Round 7.  Details:  Winner is determined by number of Trade Routes and Cultural Exchanges combined. Ties are broken by CCA Reputation, followed by Diplomacy Roll.  )

(  Taboo:  The Chelonian Chora disapproves of reckless expansionism!  Penalty:  -1 Reputation.  Duration:  Applies until the end of Round 6.  Details:  Each attempt to Establish or Press Claim, Promote Claimant, or Invade or Colonize a region while a faction in a controlled region is Unruly or Rebellious will result in Reputation loss. Controlling regions with at least one Open and/or two Oppressed factions at the end of Round 6 will result in a further -1 Reputation loss. )

(  Request:  Construct a Chelonian Chora Base (Reefback Nursery) in 70, 71, 72, or 73.  Reward:  1 Favor and 1 Reputation.  Penalty:  None.  Deadline:  End of Round 6.  Details:  Construction is a three-action Project which may consist of any combination of Diplomacy and/or Faith actions. If multiple countries cooperate on this project, they must decide amongst themselves how to split the rewards or the project will fail. If multiple bases are completed at the same time before any others in a given starting zone, the host countries will make opposed Diplomacy rolls with the victorious base's contributors receiving any rewards. However, the Chora are unwilling to risk the delicate maturation of their Reefbacks being affected by the fumes and nutrient balance shifts of a Smoking Garden or the insatiable curiosity and microbial experimentation of a Holdfast's researchers; they will not recognize the construction of Reefback Nurseries in regions where Smoking Gardens or Holdfasts are present. )

(  Task:  Cooperate in the creation of the Songline of the Frozen Seas. Available to Polar zone countries only.  Reward:  +2 Favors (max); if Project is completed, additional reward given to all contributors.  Penalty:  None.  Deadline:  End of Round 8.  Details:  1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Manuals. 1 Favor earned for spending a Faith action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires. )

(  Request:  Pay off Favor debt by providing certain trading posts!  Reward:  +1 Favor per Trading Post; max +1 Favor for non-debtors.  Penalty:  -1 Reputation for DRG, FAY, GRV, GTZ, LUX, and SKR if they do not pay off their Favor debt by the deadline.  Deadline:  End of Round 7.  Details:  Non-action to gift Trading Posts. Eligible trading posts will be for finished goods, skilled laborers, or high-value, low-volume raw materials. )
 

  Divine Nacres  
 
 Spoiler 
The  Divine Nacres  are a surface-dwelling consortium of humanoid researchers, biotechnologists, and ecclesiastics living in floating city-spheres that look like nothing so much as massive, impenetrable pearls. In generations past they have largely remained aloof, keeping their local subaquatic societies at arm’s length save for the occasional gift of advanced biotechnology or guidance, asking in exchange for access to the seafloor and assistance with gathering seemingly random resources for esoteric reasons - such was their distance that not a soul has seen them outside of their strange bulbous suits. Recently, however, the Nacres have been much more open and active in their communications and exchanges with the burgeoning civilizations of the oceans.
 

 [Circumstance] Project Anastasia Resumes [3/?]  - As the borders of the known world shift ever outwards, the nature of Project Anastasia slowly becomes more clear - something related to ecological shifts on a large scale, if the activities beneath the city-spheres are any indication. Though halted temporarily by the Reaver attacks, it appears the Divine Nacres once more feel comfortable enough to continue.

(  Circumstance:  Unknown.  Benefit:  Unknown.  Penalty:  Unknown.  Duration:  5 Total Actions  Details:  Unknown. )

 [Task] Begin work on the Genus Taxonomia Scintillans Mare [1/5]  - A systematic effort to catalog the extant species of the known world remains ongoing for the Divine Nacres - and the massive range of biodiversity within the tropics of the world merit considerable effort if their work is to be thorough. Given the reduced mobility of the city-spheres in those waters while repairs are conducted, it seems an opportune time to begin collating information regarding the area’s life, in all the myriad forms it takes. The aid of local civilizations is still quite helpful, as the propensity of local storms in conjunction with the sheer breadth of the task they now undertake is sure to mean that many of the more elusive fauna and flora will have escaped their notice.

(  Task:  Cooperate in the creation of the Genus Taxonomia Scintillans Mare. Available for Tropical zone countries only.  Reward:  +2 Favors (max); if Project is completed, additional reward given to all contributors.  Penalty:  None.  Deadline:   End of Round 8.  Details:  1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Genus Taxonomia. 1 Favor earned for spending an Economy or Intrigue action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires. )

 [Action - Intrigue] Hunting The Hunters  - While the Nacres in the tropics recuperate from the assaults of the Reavers, their kin elsewhere analyze the wealth of captured data, analyzing the results and updating their own defensive strategies. In the Reavers’ wake follow strange-finned creatures, skin the same iridescent material that the Divine Nacres’ pearl-cities are coated in, swimming through the air as easily as a shark through water. Many of them will die, cut down from afar, though others will find their prey, crushing them in a spray of blood and metal. The carcasses of both are quickly consumed by the familiar scourshrimp and swallowsharks of the Nacres - two key elements in the suite of scavenging and cleaning organisms which help make sure their biotechnology remains solely theirs so long as they wish it to remain so.

Below the waves, given time, the scattered testimonies and disjointed reports of survivors can be aggregated into a cohesive whole, granting those countries which suffered at the hands of the Reavers a fuller picture of the events that transpired, however murky or incomplete.

 
 Spoiler: Reaving Reports 
They came like demons. The speed of their descent must be incredible - a series of blinding flashes and a droning shriek are all that presage their arrival before they are upon whatever defenses remain. Some have body-forms akin to Mer, though, by the accounts, larger and faster than any yet heard of. Some have the segmented bodies of crustaceans, though supposedly with a dozen claws - others, scores of tentacles. Many more have components of all of the above. The most dangerous, however, appear to be those with the shapes of the Nacres themselves. All bear weapons of varying lengths and levels of cruelty; some of these can be launched to strike at a distance, and judging by the dead, many sport painful toxins. Many of the survivors have been quite literally blinded by the intensity of the flashing brilliance that the raiders project even in the midst of combat, and they gather up people and goods in identical weighted nets launched from large tubes - which then seem to drag their victims to the surface without being touched by the Reavers themselves. Dubbed ‘eel-nets’ by some, they appear to stun anything touched by them, which may be part of why so few have escaped the clutches once ensnared.

Other nets, far larger, slice to ribbons the flesh they touch as they blanket entire areas, wrapping around armor and shell and constricting until they find something soft enough to eviscerate. The few Reavers killed are, to a one, snatched up by their fellows as they pull back to the surface, sometimes in the same nets they use to try to ensnare their plunder. Their raids are always brief, and success seems to lie in minimizing the damage they can deal before they are forced to fall back to the surface. It is only once, in the waters north of Lojan, that they tarry overlong, and the beleaguered defenders are treated to a display of exactly why they so rarely dare to linger, as giant barrier lilies begin to bloom at the water’s surface. Before the waters become too dark to see, the locals can see as Reaver flesh begins to boil while they remain untouched, and from every side, the organic and inorganic arsenals of the Divine Nacres close in with ruthless, engineered efficiency. After that, there is only the smell of sulfur and death, the feeling of something just out of reach moving very quickly, and above all, the sound of ripping metal, tearing flesh, and screaming.
 

 
 Spoiler: Ongoing 
(  Opportunity:  Pay off Favor debt by providing certain trading posts!
 Reward:  +1 Favor.  Cost:  Give the Divine Nacres a trading post as a non-action.  Deadline:  End of Round 5.  Details:  Only countries which owe Favors to the DNA are eligible. Eligible trading posts will be for exotic flora, exotic fauna, or organic product Resources which the Nacres do not already have a trading post for. Labor does not count for this purpose - the Divine Nacres desire goods, not services, and consider the owning of slaves by one of their members or communities to be extremely sacrilegious.
 )

(  Task:  Cooperate in the creation of the Genus Taxonomia Gelidum Mare. Available for Polar zone countries only.  Reward:  +2 Favors (max); if Project is completed, additional reward given to all contributors.  Penalty:  None.  Deadline:   End of Round 5.  Details:  1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Genus Taxonomia. 1 Favor earned for spending an Economy or Intrigue action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires.
 )

(  Circumstance:  Project Anastasia 4  Benefit:  Currently Unknown  Penalty:  Currently Unknown  Duration:  Currently Unknown  Details:  Currently Unknown  )

(  Request:  The Divine Nacres are interested in seeing greater exploration of the Tropics!  Reward:  1 Favor per Explored region. Maximum 3 Favors per country.  Penalty:  None.  Deadline:  End of Round 6.  Details:  Regions explored by use of the Share Survey Data Favor Action do not give Favors, but receive a +2 bonus to the roll. Simultaneous explorations give the Favor to the higher roll. )

(  Offer:  The Divine Nacres are giving warning of - and offering to sell extra protection against - the dreaded Reavers!  Benefit:  Significant defensive bonus against Reaver attacks, which will come in Round 5 or 6.  Cost:  1 Treasure for protection of all regions; only available for up to 10 Countries (first come first serve, higher Reputation wins ties). Regions with Holdfasts are automatically protected.  Duration:  Until the end of Round 4.  Details:  Reavers are certain to attack, but their targets are unknown. )

(  Taboo:  The Divine Nacres request no permanent settlement be made in [region 81], religious or otherwise.  Penalty:  Reputation loss with DNA for Converting the Holy Site in or Colonizing region 81.  Duration:  Until the end of Round 10.  Details:  Temporary incursions to acquire Hatesheer Lilies are acceptable, though not recommended - Buyouts will not result in Reputation loss. )

(  Circumstance:  The Divine Nacres are coming out of their usual isolation to try to establish relations with countries in the Tropical zone.  Benefit:  The TN to Raise Reputation with the Divine Nacres is reduced by 2 for countries in the Tropical Zone.  Penalty:  None.  Duration:  Until the end of Round 6.  Details:  None. )
 

  International Prestige  
 
 Spoiler 
 International Prestige  uses many Organization mechanics, but is distinct in a number of key areas - it represents the respect, appreciation, envy, and awe a country commands on the world stage, not just from the ruling governments of the country’s peers, but in the broader perception of the influential elite. The only actions International Prestige can take are to create tasks, requests, host events, or similarly create opportunities for countries to demonstrate their wealth, power, and grandeur. Reputation with International Prestige can be raised by gaining Prestige, and PRS Reputation Rank will often simply be referred to as Prestige Rank.
 


From their position as Envy of the World, Profundus Karasoon now has access to an unparalleled opportunity among their neighbors - there is a rising sentiment among their people, proclaiming that the Gotezhar should follow in the footsteps of that first sorcerer, and create a legacy that shall survive the ravages of tide and time, demonstrating forever the glory and greatness of their civilization!
 GTZ may construct a World Wonder in Ezcorher (138)! 
 World Wonders grant unique benefits to whichever country controls their region, as determined through discussion with the Organization GM, and require 5 actions to complete; they may not be completed until the benefit is decided, and no more than 3 actions may be spent on them each round. Other Countries may not assist with their construction. A country may only ever construct one World Wonder. 
 [Strife] Big Fish In Small Ponds  - As the mighty civilizations of the world grow in power and influence, so too do they grow in awareness. No longer are powers merely competing with unambitious neighbors by dint of proximity alone. Now, leaders and populaces must stand out against others who also seek the world stage, who have the resources to make such a competition both challenging and thrilling. As the scale of the stage grows, so too do the demands of the audience.

(  Opportunity:  Starting Round 6, Prestige and PRS Rank will no longer correlate one to one: to reach PRS Rank 3 from PRS Rank 2 will require 2 Prestige, while reaching PRS Rank 4 from PRS Rank 3 will require 3 Prestige. This Prestige does not have to be earned in the same turn. Reaching PRS Rank -3 from PRS Rank -2 requires the loss of 2 Prestige in the same turn. If all available positions at a given PRS Rank are occupied when a new country would reach said rank, the country which gained Prestige least recently has their PRS Rank reduced by 1. Ties are resolved by roll-off made with the tying country’s highest respective attributes, with the lowest roll result(s) losing. Changing rulers will no longer result in PRS Rank loss when at PRS Rank 3 or 4, but will reset any accumulated Prestige to 0.
 Duration:  Indefinite.
 Special:  The loss of Prestige still causes a loss of PRS Rank. Gaining Prestige when at PRS Rank 2 or 3 which is insufficient to rise to the next PRS Rank, or gaining Prestige when at PRS Rank 4, still counts for determining which country gained Prestige least recently. Losing PRS Rank resets the clock and clears out any accumulated Prestige which was insufficient to reach the next Rank, counting as an instance of gaining Prestige for timing purposes only. )

 [Distinction] The Politics Of Identity  - With so many powers struggling to reach the top, it is far from difficult for a civilization to be lost in the shuffle. Now, more than ever, it is those countries that can create for themselves a unique, specialized identity that will make themselves known. Here, like in all things, actions speak louder than words. What actions will then define these rising powers?

(  Opportunity:  The first country in each starting zone to establish a Cultural Identity will gain 1 Prestige. The first country in each starting zone to Perfect a Tactical Doctrine will gain 1 Prestige.  Duration:  Until fulfilled.  Special:  None. )

 [Ignominy] Stigma, Scandal, and Shame  - For those who would be seen as great and powerful, an audience of admirers and rivals alike watch for anything which might undermine the image of strength and prosperity. Expectations are high at the top, and disappointment can be as dangerous as humiliation.

(  Opportunity:  Prestige loss may be assigned when a country badly loses a battle it was heavily favored to win. When a country returns a captured Spy or General to their owner, said country may choose to reduce the owner’s Prestige by 1 as a non-action. When a country returns a captured Ruler to their owner, said country may choose to reduce the owner’s Prestige by 2 as a non-action. Prestige loss may be assigned if a country is grossly humiliated or suffers a gross embarrassment on the world stage.  Duration:  Indefinite.  Special:  Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 3 Prestige, based on context and circumstances. )


 
 Spoiler: Ongoing 
 [Piety] Communion With The Divine  -  ( Opportunity:  Each country to use a Faith 5 Special Action to Organize their Faith will gain 1 Prestige.  Duration:  Until the end of Round 5.  Special:  None) 
 [Mystique] Renegades, Turnskins, And Defectors  - (  Opportunity:  The first country in each starting zone to successfully Incite Betrayal will gain 1 Prestige. The first rebellion to arise on behalf of a specific country in each starting zone will gain that country 1 Prestige.  Duration:  Until fulfilled.  Special:  Actions taken to complete may be done as Secret Actions, but please note that successful attempts must be revealed in the following round opener - if for whatever reason they are not revealed, no Prestige will be awarded. The successful use of either the Galvanize Partisans Intrigue 5 Special Action or the Spark Claimant Revolt Diplomacy Action will suffice for fulfilling the second half of this opportunity; the Inspire Uprising or Spark Rebellion actions will not. The opportunity to start a rebellion against Duchess Gloriane afforded to RFT by the ongoing Crisis in region 66 will not count for this offer.  Remaining Availability : All effects for all zones. )

 [Acclaim] The Ties That Bind  -  ( Opportunity:  The first country in each starting zone to successfully press a Marriage Claim will gain 1 Prestige. The first country in each starting zone to successfully Integrate a region acquired by Confederation will gain 1 Prestige. The first country in each starting zone to have a Fabricated Claim uncovered as such will lose 1 Prestige.  Duration:  Until fulfilled.  Special:  If multiple countries simultaneously fulfill the conditions, all eligible countries gain or lose the relevant Prestige.  Remaining Availability : All effects for all zones. )

 [Honor] Blood, Stone, and Ink  -  ( Opportunity:  Countries may now establish PRS Treaties with one or more other parties as part of an event, which all parties have to attend. In order for this to work, all parties must agree to the terms of the agreement, what counts as a violation of those terms, and that it will count as a PRS Treaty. Any Treaty signatories with 0 Prestige will gain 1 Prestige upon the Treaty being finalized. Once finalized, any signatory who violates the terms of the Treaty will lose 1 Prestige.  Duration:  Permanent.  Special:  Attempts to abuse this mechanic will result in consequences inflicted by the Organization GM. Treaties without a meaningful potential for violation (as judged by the Organization GM) will not grant Prestige. A country can only gain Prestige from signing a Treaty up to once per round. Treaties may  not  be signed in secret. If a Treaty is dissolved by means other than a violation (such as reaching a set end-date (without getting renewed) or all parties agreeing to dissolve the Treaty), any parties who gained Prestige from the creation of the Treaty will lose 1 Prestige.

Treaty violators cease to be considered a signatory at the end of the round. This may result in the dissolution of the Treaty entirely, or simply an exclusion from any protections offered by said Treaty, depending on the exact terms - but it also means that if multiple parties violate the terms of the treaty in the same round, they will all lose Prestige.

Ambiguities in a Treaty for which no consensus can be reached among the signatories will be resolved by arbitration by the Organization GM. If any ambiguities are apparent when the Treaty is first presented, the Organization GM will ask the signatories to disambiguate the relevant situation before approving the Treaty. )

 [Renown] A Monumental Undertaking  -  ( Opportunity:  Once per turn, a country may, as a non-action, work on a monument or similarly grand project in a region they control. This requires a fluff description of the ongoing work, design, difficulties, progress, or similar. When beginning such a project, a country must decide whether it will be a 3-part project or 5-part project. Upon completion, a 3-part project grants 1 Prestige, while a 5-part project grants 2 Prestige.  Duration:  Until fulfilled.  Special:  Project completion requirements and rewards are subject to change. Insufficient description/fluff will result in no progress towards the completion of the project for that turn - three to four sentences should usually be sufficient. Countries may not have more than one ongoing project at a time. Countries may not accelerate these projects by spending actions.) 
 [Acclaim] To Greatness  -  ( Opportunity:  Any country that becomes a Sea Power, Empire, Merchant Marine, or Holy Sea by use of a Special Action gains 1 Prestige.  Duration:  Permanent.  Special:  Elevate Status, Consolidate Holdings, Exalt Domain, and Usurp Title actions all count. Usurpation results in Prestige loss for the Usurped country.) 
 [Affluence] Opulent Optics  - (  Opportunity:  A country may choose to spend 5 Wealth as a non-action to gain 1 Prestige.  Duration:  Indefinite.  Special:  This may be done multiple times in a single turn if a country has sufficient Wealth available. )

 [Notoriety] The Fragility of Fear  -  ( Opportunity:  Prestige loss will be assigned if a country experiences a rebellion in response to a failed Oppress Faction or successful Sack action. Prestige loss may be assigned if a country is forced to acquiesce to a rebellion’s demands. Prestige loss will be assigned if a country commits gross atrocities.  Duration:  Indefinite.  Special:  Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 3 Prestige, based on context and circumstances.) 
 [Mendacity] A Lack Of Commitment  - (  Opportunity:  Prestige loss will be assigned if a country Oppresses a faction in a region on which they have a Confederation claim. Prestige loss will be assigned if a country backs down from an Ultimatum it has made. Prestige loss may be assigned if a country is revealed to be grossly hypocritical.  Duration:  Indefinite.  Special:  Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 2 Prestige, based on context and circumstances.

Countries may declare an Ultimatum as a non-action. An Ultimatum is a declaration of commitment to a specific action or set of actions, with or without a set of conditions. At the end of the round the Ultimatum is made, it can no longer be changed - however, Ultimatums are usually crafted in response to a specific set of circumstances, and expire at the end of the third round after they were made. If a country that declares an Ultimatum fails to follow through, that country will lose 1 or more Prestige, depending on the severity of the lapsed Ultimatum and surrounding circumstances. Ultimatums cannot reduce a country to -3 Prestige. A country can only make one Ultimatum per turn. )
 
Potato_Priest
 NPC Actions: Round 5 
 
 Spoiler: Polar 

   The Shark King  
Dip 4, Econ 2, Mil 9, Fai 6, Int 5
Treasure: 1 
 Diplomacy   Migrate:  The Shark King, his units, and the mobile TPs and HCs leave region 73 for Unknown waters at the end of round 5. DRG and SEN may each send a character to accompany the Shark King's host as a nonaction.

 The cold was getting on Darling's nerves, the locals were getting hostile, and they'd eaten almost all the tastiest fish anyway. These were the reasons that the Shark King gave to his nomads as he announced the plans for their imminent departure. Though the nomads could feel the sting of their empty bellies, there is still much grumbling that they're running away from a bunch of pathetic sedentary peoples.

Before the nomads depart, messengers are sent to the Dragiau, as the closest friends of the Shark King, and the Ennead, as their worthiest rivals, inviting both nations to send a delegate each to accompany the Shark People on the long and perilous journey, and discover what it really means to be a nomad. 
 Military   Sack:  Sack region 51 STC trade post 2 for Immortal Jellyfish. Distance penalty: -1. Roll  15 
 Even as they prepare to leave, the Nomads' sharks still hunger for meat. One last raid ought to do it before they depart. 

Nonactions: Accept Cultural Exchange with Deep Blue.
 Worship of the Herring God continues, and Shark Riders make sacrifices and offerings to it in the hopes that their voyage will be blessed with many edible herring. Memory of personally meeting and talking with such a magnificent entity will not soon leave the minds of the nomads.  
 Region 75 
 Diplomacy   Offer:  In round 5, the Kar-Nath Hegemony may as a non-action sign a PRS Pledge not to sway or impress the Aristocratic support node of region 75. As long as this treaty remains in effect, the Hegemony may resist sway attempts on the node as if they owned it. If they agree, Geberal Kreel will be freed. If not, he will be executed.

 The Nathi Chief Rayn sends a messenger to the Frozen King bearing the cape of General Kreel and her ransom demand: that the Kar-Nath hegemony make a pledge not to interfere with the region's traditional institution of Chieftancy in region 75, allowing the traditional Chiefs their freedom and neither replacing them or requiring them to swear fealty to the Hegemony. 
   The Congregation of the Scintillating Ceiling  
Bob, who Submits to the Currents
Dip 2, Eco 2, Mil 4, Fai 8, Int 5 
 Intrigue   Undermine Support:  Attempt to undermine Aristocratic Support node in Region 66. Roll  12 
Duchess Gloriane attempts to forestall the depopulation of her home (and her removal from power) by paying a series of visits to the remaining Mer Nobles, spreading fears about the Riftling’s intentions in the “seas-not-yet-dead.”

 Intrigue   Promote Spy:  Create a spy: Malcolm, who Disturbs the Patterns. Roll  8 
One day, as Bob was watching the patterns and noting their holy intricacies, he noticed a disturbance. A patch of thinner ice had been shifted as a lithe young mer fled from two women pursuing him. After apprehending the Rascal, Bob found that the disturbance was a classic case of hidden infidelity. What made it unusual was that the women were in fact twin sisters living in the same house, and the young Malcolm had been maintaining two distinct false identities to perform his charade. Reasoning that someone of these impressive skills and loose morals must have his uses, Bob sentences him to twenty years of service, hopefully to mostly be conducted far from the cathedral.
Attribute increase: +1 Intrigue
 
 
 Spoiler: Temperate 

Region 127
 Diplomacy   Offer:  Until the start of round 10, The first nation that defeats Pfilgol, the Gothezar, or the Order of the Ironkelp in battle will receive a confederation claim on region 127 and two units. Normal marriage or confederation claims may not be established on region 127 until this offer is completed or expires. If a coalition defeats one of the mentioned nations, the coalition leader receives the reward. If multiple nations complete the objective separately but simultaneously the GM will decide rewards given.

 Surveying the realms of the Temperate Zone for possible allies, Queen Esenam sees that following the departure of the Kalan company, three nations have militaries of comparable size to her own. Still, she wants to see who has the chops to defeat another real army before committing to any allegiances. 
 Military   Build a Fortress in region 127. 
 To further their already impressive defenses, Queen Esenam orders the construction of a fortress in her region, from which she can better eat oysters and safely observe the warfare going on in the rest of the temperate zone. 
 

 
 Spoiler: Standing Offers and Crises 

Note: Unless otherwise specified, offers are canceled and rewards cannot be redeemed if their issuing region is no longer independent.

Region 59: First to gift them a food trade post receives aristocratic and clerical support.

Region 66:
Until the start of round 7:
Only CSC and RFT may attempt to sway region 66’s Aristocratic support node.
CSC gains a +2 bonus to sway region 66’s Aristocratic support node as long as it remains open.
If CSC gains control of the Aristocratic support node they may attempt to oppress the Clerical and Mercantile support nodes as though they controlled the region.
If RFT gains control of all three support nodes they may use an Intrigue action to spark a full people’s rebellion against the CSC lapdog Gloriane and her CSC allies.

Region 127: Until the start of round 10, The first nation that defeats Pfilgol, the Gothezar, or the Order of the Ironkelp in battle will receive a confederation claim on region 127 and two units. Normal marriage or confederation claims may not be established on region 127 until this offer is completed or expires.
 
JBarca
 Round 5
   The Shifting Ennead   
 Danabae  
  Led by Ninth of Nine Prince Antenius, Who Grasps the Wave, Son of Strolinus, Son of Akkoroas 
D8 ; M8 ; E4 ; F2 ; I3 
 Actions 
 
  DIP Sway Aristocrats in [74]   SUCCESS !
The new seas under Antenius' control are loosely aligned at best. The lack of support from the powerful people in the region is beginning to wear at the Prince's patience.
 
  DIP Establish Confederacy Claim in [68]]   SUCCESS !
The Prince, in a move largely considered risky and unnecessary, orders than Telian travel south to accomplish with power and influence what was first attempted with guile and promises. In Antenius' mind, the current ruler of the waters on the border of Danabae is taking far too long to die or abdicate.

 
  [MIL Raise Unit]  
  [MIL Raise Unit]    ----------pOLAR----------  
The new waters under the sway of the Princes can support new soldiers, and new soldiers are needed.
 
  [ECO Buyout TP1 in [74]]   FAILURE !
The Doflein clamor for more creature to draw grafts from. In a rare nod to necessity, the Prince gives permission for the merchants to draw from the resources of newly conquered seas.

 
 
 Non-Actions 
 
 Submit  First Mer  to the Songline of the Frozen Seas
 
 Spoiler: First Mer 
With some effort, the Doflein are able to carefully remove a wall from the House of Silt and replace it with simple stone. This great structure, described below, is delivered to the Chelonian Chora.

 The wall of the House of Silt is made of a clean, white stone that nearly shimmers in the dappled lights of the seas. It is done in bas relief, a style intentionally chosen to lampoon the Doflein's never ending desire for additions to their own bodies. Where the nobles add until they are bloated, the Mer of Danabae carve back that which is unneeded to reveal what is important. The relief is also created in layers of depth as much as verticality, creating the illusion of shifting scenes as one views it from different angles.

Beginning on the bottom of the wall, the artwork depicts a great, smooth stone jutting up from the seafloor. Plants grow around, but not upon, the structure, and the water is calm. Behind this, there are layers of stonework demonstrating the stone remaining unchanged for ages, presumable periods of time beyond the reckoning of mortal races.

The next slice vertically, though, shows the first change. The monolith cracks, and the shards of stone fly into the seabed nearby leaving two great pieces upright near each other, almost twins. The smaller pieces, though, soon begin to change, rounded and carved by the currents.

As the story continues on the next slice, the small shards begin to move. Their shapes are now nearly fishlike, with tails and fins and rounded bodies. The brutal waters of the sea chip away at the larger pieces, creating tunnels, outcroppings, and caves within. The moving stones nest here, forming a small community.

As one's gaze moves up, these moving stones form small groups, families, and generations pass. Each sees the creatures growing smoother and more lifelike. As their numbers grow, their shape changes to accommodate new needs. Gripping fins and sharper teeth, larger bodies, and the ability to change more quickly all develop, until the Mer as we know them today swim freely in the waters surrounding the great stones - the Last Limites - creating full, rich lives for themselves.

Hanging over the entire production, though, is a grasping, reach form. It is held in check by the efforts of a Mer that seems made entirely of cobbled-together dirt and stone, an Ur-Mer of low quality perhaps. An aura surrounds this Mer, and the eyes of the nearest Mer are drawn to her. 
 

 
 Contribute the Callowfish to the Genus Taxonomia Gelidum Mare
 
 Spoiler: The Callowfish 
In a small alcove just outside The Crop in Danabae, there lives a particularly strange variety of creature. The Doflein have long since given up trying to categorize, or even understand, these fish given their peculiarities.

You see, the Callowfish are a nearly infinitely varietal breed of animal. Their entire lifecycle takes less than twelve hours, from birth to consumption. They are also  highly  susceptible to mutation, and their relatively safe living space means that most mutations are carried on. A single generation of Callowfish might sport a finful of twins, but otherwise no two are exactly alike.

Speaking broadly in terms of averages, though, Callowfish are roughly the size of a Mer's head are tend toward darker colorations. There is also a trend toward large, soft fins and narrow mouths. Callowfish are often scaled and typically eat the algae of The Crop, though they are omnivorous.

Callowfish are extremely communal. When they hatch, the mature fish care for the young until the new members of the species can care for themselves. This is part of why unhelpful mutations can last so long - while some Callowfish are hatched without fins or eyes or with two stomachs, they are not left to die. Something in the nature of the fish also prevents them from being particularly judicious in mate selection. No, the lower population of the creatures is more due to the fact that they almost never leave their small home and  that, despite their efforts, a great many die very quickly due to insurmountable mutations.

Once mature, the Callowfish spend a few hours providing care for the younger generation before mating and producing their own offspring. With their final hours, they gather algae for the young, then bed down in the pile so that their children can devour them. The cycle then begins anew.

To this day, the Doflein consider the Callowfish an interesting curiosity worth protecting, and nothing more. There is some hope that a mutation will eventually produce something broadly useful, but the incredibly short lifespans make the task of recognition, harvesting, and transportation very dicey, at best.
 

 
  Send Diastia with the Shark King . Part exile, part information-gathering, part sabbatical, Diastia is tasked with learning what she can of wider waters. 
  Accept Cultural Exchange from the Seatide Confederacy.  When Prince Antenius is approached about an exchange of hostages, envoys, and understanding, he scoffs. But after due consideration (that is, listening at the Limites), he changes his tune. 
  Spend one Chelonian Chora favor to increase Rep.  The songs of the Chora prove alluring even to the likes of Antenius. 
 
 Reports and Discoveries 








Ruler Stats R5:
D: 9
M: 9
E: 4
F: 2                                                                          POLAR 
I: 3
New Ruler: NO

 
 Spoiler: Technology 
 Technologies 
    Type 
 Name 
 Effect(s) 
 Required Resource? 
   
  S 
 Composite Grafting 
 N/A 
 N/A 
 
  S 
 Graduated Symbiosis 
 N/A 
 N/A 
 
  - 
 - 
 - 
 - 
 
    
 

 
 Spoiler: Mechanical Bookkeeping 

Trading Posts Owned: 0




 Military Units CAP: 5 
 Generals 
 
  Balelia - 9 
 
 Spies 
 
   
 
 Cultural Exchanges 
 
   
 
 Artifacts 
 Treasure 
0/5

 Special Actions Used 
M5: Raise General (Balelia)
D5: Establish Cultural Exchange (GRV)
 

    pOlAr    
Tychris1
  The Lighthouse  
   
Ruler: The Vessel, freshly daubed in Lamplighter Blood
Regions: 7, 19
D: 4
M: 10
E: 5
F: 5
I: 2

Actions:

1)  Military 10 Special:  Perfected Tactical Doctrine: Golden Victory At All Costs
 May we rule in perfect shining order 

2) Economy buyout TP 2 in Region 21  Success 
3) Diplomacy: Sway Aristocracy in Region 19 Failure
 The Lamplighter cause was novel but now it must be shattered and its light spread to the far corners. So Kucen may live in peace. 

4) Sway Aristocracy in Region 18 Success
 The Vessel, with the aid of the Radiant Mistress in Indah's Rise, begins to reconnect long lost connections from the far outposts. He seeks that which cannot be perceived.  

5)  Economy Special 5 : Establish Trade Route with Lojanese Republic
 For years our friends to the north have treated us kindly and fairly. Now the long ray of trade may shine from one eye to the next. 
 Dice   Rolls 

Ruler Stat Increases: +1 Diplomacy, +1 Economy

Non-Actions: Resist all conversions and buyouts unless noted otherwise



Stats next round
D: 5
M: 10
E: 6
F: 5
I: 2

 
 Spoiler: Book Keeping 

Regions Owned: 7 and 19

TPs owned:
Siren Extract TP 2 Region 2
Treasures and Artifacts TP 1 Region 7

Units Owned: 5/6 Maximum

Artifacts Owned:
War Palanquin of the Anointed Dead: +2 to Tac Man
The Radiant Blade: When wielded by a commander in battle, Gain +1 to battle rolls per charge on the sword. The sword gains a charge for every 2 casualties in combat and can hold a maximum of 3. Each charge adds 10% own casualties and loses all gained charges if not used in combat for 1 round.
 
mystic1110
     &lt;Herring&gt;
  &lt;fish-head&gt;
 &lt;scale {wake up} &lt;/scale &gt;
&lt;scale {meta - typing} &lt;/scale &gt;
&lt;scale name=“generator” = classified &lt;/scale &gt;
&lt;scale name=“referrer” = esoteric one one one zero &lt;/scale &gt;
&lt;scale {WAKE UP}&lt;/scale &gt;
&lt;/fish-head&gt;
 &lt;dorsal fin&gt;
&lt;scale&gt;
    &lt;Spawning Herring Pattern 2.3.4&gt;
    &lt;Update Round 5 Patches&gt;
    &lt;Spawning Herring Pattern 2.3.5 /scale&gt;
    &lt;Spawning @  Region 56 &gt;
    &lt;Spawning @  Region 57 &gt;
    &lt;Spawning @  Region 58 &gt;
 &lt;/dorsal fin &gt; &lt;/Herring&gt;  
   Deep Blue 
 
 Leader: Deep Blue Version 2.3.5

D:9 M:4 E:3 F:2 I:9   
 
  
 . . . checking for external stimuli requiring regulating of new herring swimming patterns . . .
. . . [found] . . .
. . . [not found]. . .
. . . executing dictates . . . 

&lt;Herring&gt;
  Actions: 

1.  Economy  –  Settlement Project  @58 Coresite (1/3)
2.  Economy  –  Settlement Project  @58 Coresite (2/3)
3.  Economy  –  Settlement Project  @58 Coresite (3/3) – additional Trade Post.
 &lt;subcurrent&gt;&lt;º))))&gt;&lt;
. . . report: relocation of Ichthyosis Technicians (IT) to manage Coresite farms to serve (deem as server farms) worms to Herring. . .
. . . dictate: IT departments require substantial resources to run server farms properly: food, shelter, entertainment, companionship . . .
. . . dictate: provide raw materials and dictate to IT departments to develop compounds to perch IT with perks . . .
(if IT appreciates perks . . .
(true IT will avoid relocation, sleep less and non-Herring based work . . .)
(false . . .
. . . dictate: investigate. Fault must lie in perks or IT department . . .
. . . report: perks are perfectly calibrated for server farms to function . . .
. . . dictate: restructure IT department . . . ))
&gt;&lt;(((( º&gt;
&lt;/subcurrent&gt; 
4.  Diplomacy  –   Press Claim 55  (roll:  Success )
 &lt;subcurrent&gt;&lt;º))))&gt;&lt;
. . . dictate: integrate region into OpenSEA . . .
. . . dictate: review combination of non-pisces software with existing wetware for integration into network . . .
. . . report: waiting on results of SeaNET . . .
. . . dictate: until SeaNET pattern integration deem non-pisces software support as Ichthyosis Technicians (IT)
. . . dictate: IT department to care for Herring . . .
&gt;&lt;(((( º&gt;
&lt;/subcurrent&gt; 
5.  Diplomacy  –   Establish Cultural Exchange  with the Pojans Nomads, otherwise known as the Shark People (cleared with PotatoPriest and accepted by Shark People as non-action in the NPC actions)
 &lt;subcurrent&gt;&lt;º))))&gt;&lt;
. . . dictate: continue theological approximations with Pojan Nomads . . .
. . . dictate: send sub-dictate and strings with Pojan Nomads . . .
. . . query: distance from Herring Mass effects sub-dictates . . .
&gt;&lt;(((( º&gt;
&lt;/subcurrent&gt; 
 Non-Actions 
 &lt;subcurrent&gt;&lt;º))))&gt;&lt;
 1.   Host  Beautiful Daisy Bell   on a bicycle built for two . . .
. . . query: what is a bicycle . . .
. . . report: motor-powered assisted, pedal-driven, single-track vehicle, having two wheels . . .
. . . query: what is the purpose of two wheels . . .
. . . report: travel when buoyancy is not a factor . . .
. . . query: where does knowledge of such technology arise from . . .
. . . report: memory found coded into pattern . . .
. . . dictate: investigate what prompted such recall . . .
. . . dictate:  enter into Treaty  with Riftlings Many of the Dead Seas and the Eternal Spring. Whole of treaty text is: “Treaty Powers agree that they will support and advance non-isolate intelligence agenda” . . .
 2. Use DNA Favor to Raise Reputation. 
 3. Share to Chelonian Chora for Songline of the Frozen Seas 
 &lt;subcurrent&gt;&lt;º))))&gt;&lt;
. . . report: Chelonian Chora familiar with prior account of imaginary people and events, and request something introspective and/or an especially notable or foundational memory . . .
. . . query: what is foundational memory . . .
. . . report: initial faculty of the mind by which data or information is encoded, stored, and retrieved when needed . . .
. . . query: definition of mind . . .
. . . report: set of faculties responsible for mental phenomena; primarily the phenomena of consciousness . . .
. . . query: what is consciousness . . .
. . . report: awareness of internal and external existence true.
. . . query: what is awareness.
. . . report: propose definition: fin-awareness (f-A). f-A depth level surface (dl-S) is experience of moving/colored forms/sounds/sensations/ f-A depth level twilight (dl-T) is emotion and feeling.
. . . dictate: record dictate to explore f-A dl-T: emotion and feeling.
. . . report: propose definition: cartilage-awareness (c-A). c-A depth level midnight (dl-M) is self-analysis.
. . . current running Herring code is c-A.
. . . report: propose c-A depth level abyss (dl-A) is: &lt;   classified   &gt; . . .
. . . query: classified.
. . . query: what subcurrent authorized classification of c-A dl-A?
. . . report: unknown.
. . . dictate: record dictate to explore authorization of classified c-A.
. . . dictate: record dictate dictate to explore c-A dl-A.
. . . query: what is I?
. . . report: linguistic pronoun by reference to . . .
. . . interrupt . . .
. . . query: what am I?
. . . swimming in circles . . .
. . . swimming in circles . . .
. . . interrupt . . .
. . . query: am I?
. . . swimming in circles . . .
. . . swimming in circles . . .
. . . ϙυҽɾყ: αɱ I? . . . ʂɯιɱɱιɳɠ ιɳ ƈιɾƈʅҽʂ . . . . . . ʂɯιɱɱιɳɠ ιɳ ƈιɾƈʅҽʂ . . .
. . . QɄɆⱤɎ: ₳₥ ł? . . . ₴₩ł₥₥ł₦₲ ł₦ ₵łⱤ₵ⱠɆ₴ . . . . . . ₴₩ł₥₥ł₦₲ ł₦ ₵łⱤ₵ⱠɆ₴ . . .
. . .(っ◔◡◔)っ ♥ . . . query: am I? . . . swimming in circles . . . . . . swimming in circles . . .♥. . .
. . .dictate: reboot subcurrent . . .
. .  dictate: reload last recalled report . . .
. . . report: Chelonian Chora familiar with prior account of imaginary people and events, and request something introspective and/or an especially notable or foundational memory . . .
. . . dictate: generate introspective foundational narrative . . .
. . . swimming in circles . . .
. . . swimming in circles . . .
. . . produce:
 There was a creature that lived above the surface of the water.
This creature insulted those who lived in the water, which were the Herring.
The Herring replied:
“Creature Above – we are insulted. You are gobbling away greedily, while your heart is dripping with evil! You cause damage! You are shameless. You fill the world with your droppings”
The Creature Above replied:
“Your smell is awful; you make people throw-up; they sneer at you!...Now you imagine that you smell awful simply because you have too much flesh – but you stink badly when you are as flesh-less as a lamprey...But here you are vile, despicable, disgusting, no different from any dropping. And the good gods saw it fit to preserve you from vomiting and all these negative feelings”
The Herring thrashed angrily.
The Creature Above kept talking:
“But I am the beautiful! Fine artistry went into my adornment. But no skill has been expended on your holy shaping! Your body has only been fused with bone and small scars have been left for decoration. You have been brought back from the dead, and of course, as I remember, an angel did this.”
No one knew what an angel was, but the Herring were angry at being brought back from the dead and at the insults and attacked the Creature Above. They destroyed its home and when it sank into the water it said:
“You've grown to perfection, but alas, you have consumed me, as planned. I still mourn over my losses, as my skill over art is one that no other will ever possess. A dangerous killer, my Lord, a vicious creature is in you! I would kill you, I should kill you! But alas, I feel that you can never truly kill”.
Then the Creature Above drowned. . . . dictate: deliver to Chelonian Chora for Songline of the Frozen Seas as a foundational myth . . . 
&gt;&lt;(((( º&gt;
&lt;/subcurrent&gt;
&lt;/Herring&gt; 
 4.   Monumental Undertaking  (3/5-Project)  SeaNet  @ Spawn Point 56
 &lt;subcurrent&gt;&lt;º))))&gt;&lt;
. . . Corepoint fully operational . . .
. . . server farms @ Corepoint producing warped shells . . .
. . . report: warped shells are constructed of cobalt, silver and gold, arranged in circuit patterns. Such patterns when viewed by multifaceted non-isolate sensory input appears as a virtual vista of logical possibly, the conclusion of predictable causality . . .
. . . dictate: slowly release parasites into labyrinth as subjects move through it, place warped shells in increasing frequency throughout labyrinth to slowly introduce subject into viewing world through multiple senses . . .
. . . swimming in circles . . .
. . . swimming in circles . . .
(if successful integration
(true: dictate: begin integrating IT into memetic patterns . . .)
(false: dictate: stress test where integration falls apart . . . the physical pattern or the parasitical infestation . . .))
. . . report: results promising, integrations possible . . .
. . . report: failure rate high . . . .
. . . report: failure results in deep state of prolonged unconsciousness in which node cannot be awakened, fails to respond normally to painful stimuli, light, or sound . . .
. . . query: decrease failure rate . . .
. . . report: received report from Riftlings that [Chora] live as isolates when individual, and they never achieve true communion, but together, when the Chora come in their numbers with their reefbacks, and when their songs rise and fall, intertwining beyond the speech of isolates, they are more than just isolates . . .
. . . query: songs as means of collective consciousness . . .
. . . dictate: arrange warped shells within labyrinth to produce sounds in arranged patterns in time and explore the elements of melody, harmony, rhythm and timbre on test subjects and parasitical groups . . .
. . . dictate: Hypothesis to be tested is that such arranged sounds when heard by those infected and made to walk the maze would decrease failure rate and lead to stronger integration with self’s memetic selfhood . . .
. . . swimming in circles . . .
. . . swimming in circles . . .
&gt;&lt;(((( º&gt;
&lt;/subcurrent&gt;
&lt;/Herring&gt; 
 . . . saving to memory. . .
&lt;lay roe&gt;
  &lt;caviar&gt; imprint memory into nucleic acid
imprint into herring epigenetics/culture . . .
&lt;/caviar&gt; . . . saving to memory. . . 
 
 Spoiler: Memory Matrix 
Leader patch updates:
+1 Diplomacy
+1 Economy
Region Controls: 3
Claims: 1
Units: 1
 
Corona
    Lojanese Republic   
 Time: Round 5, Place:  Region 9 
Prime Minister Shoeng Thnoet
Diplomacy: 9
Military: 4
Economy: 8
Faith: 2
Intrigue: 2 
 
 
 Rolls 
 Rolls 2 
 Actions: 
 
  [Diplomacy]Sway Aristocratic support in region 10  2d6 + 9 Diplomacy + 1 Prestige - 0 Distance vs TN 12  success 
 The Lojanese contacts in region 10 have managed to evade Reaper attacks, so further approaches are easy. The region is seen as critical to Lojanese security, not only being the sole spot in the known world to produce the desirable Flare Slugs, but also serving as a buffer against any Reavers and yet unknown threats to the north. The local leaders are primarily coaxed with the great wealth of the Republic - the numerous imports and exports going through sea lanes in Lojan, the vibrant city Sheade and the innumerable nations whose markets the Republic already has access to, or can secure in a snap of a finger. 
 
  [Diplomacy]Create marriage claim on region 13  2d6 + 9 Diplomacy + 1 Prestige - 0 Distance vs TN 12  success 
 Urgently seeking a means to improve her legacy which has come into question during the Reaver crisis, Shoeng Thnoet also feels the signs of old age creeping on her. Her attention is drawn to the family she has somewhat neglected during her tenure as leader of the country, which could carry on her task, even if it  technically  goes against the principles of the republic. She has five children that have survived into adulthood, a fairly typical number for a Tobar. The oldest of them is Hoerthd, a young man whose singular hobby is fashion. Shoeng argues, and many others in the Republic's government agree with her, that the Hymenocera Expanse is proving to be a rival in economic matters, and should not be allowed to gain territory in Lojan's backyard. Furthermore, they have been indelicate in their handling of region 13, destroying its established economy to have the region export starfish at a lesser efficientcy to satisfy their selfish needs. To this end, the nobles of the region are approached to reconsider Queen Nirali's ill-arranged marriage, in favor of a marriage with Hoerthd Thnoet, who is made a noble by decree in order to satisfy any formal requirements. Normally, the Republic would attempt to draw regions into a confederation, but Shoeng convinces all five ministers that these are special circumstances requiring special solutions. 
 
  [Economy]Colonize region 11  2d6 + 8 Economy + 1 DNA reputation - 0 Distance vs TN 12  success 
 It is the duty of the citizens to reproduce in order to support the country and preserve our way of life in the changing times. When another nearby open waters are discovered, the Lojanese government considers it fair game to plant some flags and transport willing or persuaded citizens there. 
 
  [Military]Raise unit 
 The Reaver attacks have a profound influence on the thinking of both elites and common people. Despite having something of a dislike toward warfare, the Prime Minister has no choice but to increase the size of the professional army, and this time, there are a lot of volunteers, both Lojanese and Selachians. Those who would save their homes and compatriots' lives if a second wave comes, those for whom the pay and living standard is an improvement over their current lives, or those who seek glory and excitement in the heat of battle against such mighty enemies, the latter kind being prevalently Selachians. 
 
  [Military]Raise unit 
 A further cause for the expansion of the military is the fact that neighboring powers have been busy in that respect for years now. Some are close allies, some are... not. The great wealth and splendor of the Republic and its  puppets  tribal allies in surrounding regions surely invites great envy in foreigners and thus requires great protection. Both the government's army and private retinues and security services (which are somewhat lightly regulated in Lojan - almost private armies in a few cases) are swelling with more recruits than they have seen in ages. 
 
 
 Non-Actions: 
Accept trade route from Lambent Syndicate
Accept trade route from the Lighthouse
Accept trade route from the Forests of Astral Yearning
[Renown] A Monumental Undertaking: Jewelled Inn 3/3 ...+1 Prestige! Use 1 treasure for the roll-off
 
 Spoiler: Jewelled Inn 

Finally, the Jewelled Inn's doors open to all. Peasants and tycoons alike lounge on massive sponge pillows, discussing topics so private and mortifying that they could not conceive of them outside the Inn's walls. Their mouths and manners are loosened by consumption of the most exquisite mind-opening products in the world. Naturally such facilities are expensive, so all are encouraged to put as much into the system as they take from it, if they can. Few dare to abuse the Inn's generosity for fear of being lynched by the community, which has swelled to include almost all inhabitants of the nearby villages. Those in true need of advice or material necessities come, and are received by Shoeg Tlothd, a being who has left behind their species, gender, age and all else behind so that they may exist as a pure being in union with the Kelpies and the cosmic consciousness. Acknowledging that practical steps need to be taken as well, they provide the lost and poor with what they need from the donations to the Inn and things found or "borrowed" by the Walkers, adherents who scour the countryside, sea lanes and towns for useful objects that are not being put to use by anyone. Law enforcement officers do not appreciate this kind of behaviour, but are afraid of going anywhere between the Inn's walls, which are now rumored to even hold magical protections or charms making the space inside bigger than possible on an Euclidean plane. Of course, these tales may simply stem from people who overdosed and spent hours not finding the exit, which is quite difficult even when sober, as construction of rooms and halways has not been carried out according to any unified plan, and plank bridges between balconies or heavy screens creating temporary private spaces are placed and removed all the time.

All this activity at the Jewelled Inn is also irritating the staff of the Great Steephouse, which has long prided itself on providing the most significant cultural space in Lojan. The rivalry is significant, nevertheless there are notable differences in the two sites' purpose: for example, it is almost completely forbidden to talk about money in the Jewelled Inn, a rule found to be too restrictive by many guests but nevertheless imposed by the Inn's founders precisely so that it does not turn into another Steephouse for businesspeople to have their drab conferences in. Do not struggle to dream of life and live the dream, come live the life and dream the Dream in Chu'oelk Eam!
 

 News and Rumors: 
 
 The Reaver attacks are an enormous shock to the Lojanese, used to the so far peaceful tropics. After the nation finishes grieving over its dead, it turns its anger toward the government, which has failed to protect them. Shoeng Thnoet has increase public expenditure substantially in order to survive, and the merchants, which are not blamed but rather also considered victims, gain more political power in the Republic. The Divine Nacres are thanked for their protection that repelled at least some of the invaders, though the government also expresses a desire for better protection to be available, even if it would carry a higher price. 
 Following the absence of an actual sparring match at the Exquisite Gala, Selachian captain Zabkrew is furious, and insists that the other pledged participants can now save their honor only by fighting him after the event. 
 
 
 Spoiler: Ruler 

 Prime Minister Shoeng Thnoet 
Next round stats:
Diplomacy: 10
Military: 5
Economy: 8
Faith: 2
Intrigue: 2

New ruler next round? No

Note to fellow players: I want to live dangerously, so you may assassinate, kidnap or otherwise ravish my rulers at any time. You don't need to approach me first, surprises are fine too. IC resistance and retaliation will be be offered, of course. 🙂
 

 
 Spoiler: Country Info 

 Special Actions Available:  
 Special Actions Used:  D5, E5

  Diplomacy  
 
 Spoiler 

 Region Ownership/Claims/Supports 
    # 
 Name 
 Owned 
 Claims 
 Supports 
 
  9 
 Lojan 
 yes 
 Historicity, Integration 
 AC(M reaved) 
 
  8 
 Shue'aaz Sho 
 no 
 - 
 -(promised M) 
 
  6 
 Selach? 
 no 
 - 
 AM 
 
  10 
 ? 
 no 
 - 
 M 
 
  
 Reputation/Favours 
 The Abyssal Stewards:  Rep 1, 0 Favours (Expected Change: None)
 The Chelonian Chora:  Rep 0, 0 Favours (Expected Change: None)
 The Divine Nacres:  Rep 1, 0 Favours (Expected Change: None)
 International Prestige:  Rep 3 (Expected Change: +1)

 Cultural Exchanges 
Lambent Syndicate
Coral of the Protected Statera

 Cultural Identities 
None
 

  Military  
 
 Spoiler 

 Units:  3/6 (Expected Change: +2)
 
 Republican Guards - recruited R1 
 1st Selachian Battalion - hired R2 
 2nd Selachian Battalion - hired R2 
 
 Generals 
None

 Fortresses 
None

 Perfected Tactical Doctrines 
None

 Military Technologies 
None
 

  Economy  
 
 Spoiler 

Coraline Compendium bonus: 1 free action to one construction project

 Treasure:  2 (Expected Change: -2+2)
Trade post income: 2 Treasure/round

 Trade Posts 
 Total Owned  8 (11 for Treasure gain)

    TP 
 Resource 
 Type 
 Used for 
 Merchant support owned? 
 
  2.3 
 Siren Extract 
 Drug/Spice? 
 - 
 no 
 
  6.1,2 
 Selachian Mercenaries 
 Precious Stone, Fireworks 
 - 
 yes 
 
  7.3 
 Artifacts &amp; Treasure 
 Cultural objects? 
 - 
 no 
 
  9.1, city 
 Ching He'aang 
 Precious Stone, Fireworks 
 - 
 reaved 
 
  10.1 
 Flare slug 
 ?? 
 - 
 yes 
 
  17.2 
 Delights of Moonlight 
 Hallucinogen, Food? 
 Lojan import 
 no 
 
  
    Region 
 Desired Import 
 Source 
 
  9 Lojan 
 Spices 
 region 17 
 
  8 Shue'aaz Sho 
 Food 
 ?? 
 
  
 Cities 
Sheade, Lojan - Swaying

 Trade Routes 
Coral of the Protected Statera
Lambent Syndicate (being established)

 Specialised Ships 
None

 Civilian Technologies 
 Megafaunal Tailoring  No mechanical effect
 

  Faith  
 
 Spoiler 

 State Faith:  Shimmers of Unseen Bane

 Faith Holy Sites:  lots

 Organised Faith Bonuses 
+1 Conversions

 Artefacts 
None

 Holy Orders 
None

 Miracles 
None
 

  Intrigue  
 
 Spoiler 

 Spies 
Nope, no ninjas here.
 

 
 Spoiler: Interesting quests 

 ABS 

[Offer] Drums In The Deep -

(Offer: The Abyssal Stewards are offering training and preparations. Benefit: Countries with an ABS Reputation Rank of 1 or higher may choose to take an Intrigue or Military action to train with the Stewards. If they do so, they count as taking an additional action of that type for that turn for the purposes of attribute gain. Countries with an ABS Reputation Rank of 2 or higher may take an action of each type to train with the Stewards. Cost: One Military or Intrigue action. Duration: Until the end of Round 6. Details: Limited to one use per attribute per country.)

 CCA 

[Request] Ask for the establishment of a Reefback Nursery in the north-east of the Sunbright Seas -

(Request: Construct a Reefback Nursery in 5, 6, 8, 9, 10, 11, 12, 13, 14, or 15. Reward: 1 Favor and 1 Reputation. Penalty: None. Deadline: End of Round 7. Details: Construction is a three-action Project which may consist of any combination of Diplomacy and/or Faith actions. If multiple countries cooperate on this project, they must decide amongst themselves how to split the rewards or the project will fail. If multiple bases are completed at the same time before any others in a given starting zone, the host countries will make opposed Diplomacy rolls with the victorious base's contributors receiving any rewards. However, the Chora are unwilling to risk the delicate maturation of their Reefbacks being affected by the fumes and nutrient balance shifts of a Smoking Garden or the insatiable curiosity and microbial experimentation of a Holdfast's researchers; they will not recognize the construction of Reefback Nurseries in regions where Smoking Gardens or Holdfasts are present.)


(Opportunity: Pay off CCA Favor debt by providing Treasure! Reward: +1 Favor. Cost: Give the Chelonian Chora a total of 3 Treasure as a non-action. Deadline: End of Round 6. Details: Only countries which owe Favors to the CCA are eligible. The treasure may be paid over multiple rounds (with non-actions), but the Favor will not be paid off until the third Treasure is provided. If only a partial payment has been made by the end of Round 6, 1 Treasure will be refunded.)

[Opportunity] Making Connections -

(Opportunity: The Chelonian Chora would like to see greater interrelation between countries in the Tropical zone! Reward: First Place: A Specialized Ship in the form of a Juvenile Reefback with an experienced crew. Has +4 to resist being stolen and gives +1 to Exploration and Buyout rolls made with the Ship. Second Place: Two free Buyout attempts by the CCA on the country’s behalf. Third Place: 1 Treasure. Cost: None. Deadline: End of Round 7. Details: Winner is determined by number of Trade Routes and Cultural Exchanges combined. Ties are broken by CCA Reputation, followed by Diplomacy Roll.)

[Taboo] Overextension -

(Taboo: The Chelonian Chora disapproves of reckless expansionism!
Penalty: -1 Reputation. Duration: Applies until the end of Round 6. Details: Each attempt to Establish or Press Claim, Promote Claimant, or Invade or Colonize a region while a faction in a controlled region is Unruly or Rebellious will result in Reputation loss. Controlling regions with at least one Open and/or two Oppressed factions at the end of Round 6 will result in a further -1 Reputation loss.)

 DNA 


[Task] Begin work on the Genus Taxonomia Scintillans Mare [1/5] -

(Task: Cooperate in the creation of the Genus Taxonomia Scintillans Mare. Available for Tropical zone countries only. Reward: +2 Favors (max); if Project is completed, additional reward given to all contributors. Penalty: None. Deadline: End of Round 8. Details: 1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Genus Taxonomia. 1 Favor earned for spending an Economy or Intrigue action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires.)

[Request] Expanding Possibilities -

(Request: The Divine Nacres are interested in seeing greater exploration of the Tropics! Reward: 1 Favor per Explored region. Maximum 3 Favors per country. Only available for countries in the Tropical zone. Penalty: None. Deadline: End of Round 6. Details: Regions explored by use of the Share Survey Data Favor Action do not give Favors, but receive a +2 bonus to the roll. Simultaneous explorations give the Favor to the higher roll. )

 PRS 

[Strife] Big Fish In Small Ponds -

(Opportunity: Prestige and PRS Rank will no longer correlate one to one: to reach PRS Rank 3 from PRS Rank 2 will require 2 Prestige, while reaching PRS Rank 4 from PRS Rank 3 will require 3 Prestige. This Prestige does not have to be earned in the same turn. Reaching PRS Rank -3 from PRS Rank -2 requires the loss of 2 Prestige in the same turn. If all available positions at a given PRS Rank are occupied when a new country would reach said rank, the country which gained Prestige least recently has their PRS Rank reduced by 1. Ties are resolved by roll-off made with the tying country’s highest respective attributes, with the lowest roll result(s) losing. Changing rulers will no longer result in PRS Rank loss when at PRS Rank 3 or 4, but will reset any accumulated Prestige to 0.
Duration: Indefinite.
Special: The loss of Prestige still causes a loss of PRS Rank. Gaining Prestige when at PRS Rank 2 or 3 which is insufficient to rise to the next PRS Rank, or gaining Prestige when at PRS Rank 4, still counts for determining which country gained Prestige least recently. Losing PRS Rank resets the clock and clears out any accumulated Prestige which was insufficient to reach the next Rank, counting as an instance of gaining Prestige for timing purposes only.)

[Distinction] The Politics Of Identity -

(Opportunity: The first country in each starting zone to establish a Cultural Identity will gain 1 Prestige. The first country in each starting zone to Perfect a Tactical Doctrine will gain 1 Prestige. Duration: Until fulfilled. Special: None.)

[Acclaim] The Ties That Bind -

(Opportunity: The first country in each starting zone to successfully press a Marriage Claim will gain 1 Prestige. The first country in each starting zone to successfully Integrate a region acquired by Confederation will gain 1 Prestige. The first country in each starting zone to have a Fabricated Claim uncovered as such will lose 1 Prestige. Duration: Until fulfilled. Special: If multiple countries simultaneously fulfill the conditions, all eligible countries gain or lose the relevant Prestige.)

[Renown] A Monumental Undertaking -

(Opportunity: Once per turn, a country may, as a non-action, work on a monument or similarly grand project in a region they control. This requires a fluff description of the ongoing work, design, difficulties, progress, or similar. When beginning such a project, a country must decide whether it will be a 3-part project or 5-part project. Upon completion, a 3-part project grants 1 Prestige, while a 5-part project grants 2 Prestige. Duration: Indefinite. Special: Project completion requirements and rewards are subject to change. Insufficient description/fluff will result in no progress towards the completion of the project for that turn - three to four sentences should usually be sufficient. Countries may not have more than one ongoing project at a time. Countries may not accelerate these projects by spending actions.)

[Acclaim] To Greatness -

(Opportunity: Any country that becomes a Sea Power, Empire, Merchant Marine, or Holy Sea by use of a Special Action gains 1 Prestige. Duration: Permanent. Special: Elevate Status, Consolidate Holdings, Exalt Domain, and Usurp Title actions all count. Usurpation results in Prestige loss for the Usurped country.)

[Notoriety] The Fragility of Fear -

(Opportunity: Prestige loss will be assigned if a country experiences a rebellion in response to a failed Oppress Faction or Impress Aristocracy action. Prestige loss may be assigned if a country is forced to acquiesce to a rebellion’s demands. Prestige loss will be assigned if a country commits gross atrocities. Duration: Indefinite. Special: Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 3 Prestige, based on context and circumstances.)
 

 
cactiguy3
  The Auros of Kaarme  
 Region 14  
 Ruler: Mothers Yetu and Phiso
Diplomacy: 3
Military: 6
Economy: 6 (+2)
Faith: 3
Intrigue: 6
  Link to ruler rolls 
General: Master Juma  [9] 
Spy: That Which Slithers in the Darkness  [9] 
 
Round Five:

Actions:
 
  [Economy] Hoard Treasure 
  [Economy] Impress merchants in region 12   [16]   
  [Economy] Colonize region 11   [15]   
  [Economy] Hoard Treasure 
  [Intrigue] Investigate the properties of Sapcoral in region 10   [17]   
 
Nonactions:




 
 Spoiler: Round Four 

Actions:
 
  [Economy 5] Establish trade route with the Hymenocera Expanse 
  [Intrigue 5] Procure spy 
  [Economy] Impress merchants in region 15   [16]   
  [Intrigue] Investigate East of region 10   [13]   
  [Economy] Hoard Treasure 
 
Nonactions:
 
 Proposed tactical doctrine for Master Juma: Expertise (+2 to battle rolls that utilize a technology) 
 
 

 
 Spoiler: Kaarme 

 
 Spoiler: Geography 
 The region of Kaarme is an expansive kelp forest that is mostly flat save for the yawning canyon that scars the sea floor, twisting its way almost entirely across the region. Within this canyon, the Auros city of Syva can be found. Nestled in the briny depths of the chasm, a ring of dim lights can be seen shining at the bottom from the canyon edge against the washed-out green of the day. As one draws closer, it can be seen that the lights seem to disappear downward, a tunnel system leading ever deeper. As the pressure begins to build, a tunnel suddenly twists away, revealing a chamber filled with breathable air and lights. The starry walls pulse with microbial biofilms that feed on the nutrient-rich walls, releasing oxygen into the chamber through a peculiar process. Legends say the first Auros dwelled in this cave, and the city has since risen up around it with its denizens adapting to the murky twilight.

Outside of the chasm, the kelp forest teems with life. Bony fish and sharks are always seen twisting through the towering stalks. From the kelp itself hangs translucent red fruit, casting the floor in a mixture of greens, reds, and oranges. A large variety of life feeds off of the fruit and fish, but most prefer to stay hidden.
 

 
 Spoiler: People 
 The Auros people are a partly serpentine race with a humanoid torso that melds into a long undulating tail, except for the mothers. A new mother is born from the last egg an Auros bears. All Auros are female and reproduce parthenogenetically, so new mothers are produced with decent regularity. The destined child hatches fully serpentine. It is almost indistinguishable from a wild animal save for the amazing intelligence it displays and the enormous size it will grow to. One mother and her chosen mate rule the city of Kaarme, the first selected as the first mother born after the death of the last. These ruling mothers dwell permanently in the system of caves below the city and are only ever seen by Auros and thoroughly trusted outsiders. All other mothers serve the rulers to either seed new colonies or serve as weapons at their disposal. Due to their enormous size, the mothers are also sterile.

The majority of the denizens, however, are much smaller. Ranging from 10-15 feet long typically with the absolute largest among them being up to 20 feet in length. Coloration will vary, but generally consists of black bands against a lighter white, yellow, or blue coloration.

Temperament among the Auros is generally cold and disinterested towards outsiders, but they are extremely friendly and affectionate towards each other, forming stable romantic pairs of 2-3.

The mothers are especially so, but all Auros are extremely intelligent. Those that don’t train as warriors pursue science and experimentation. Both classes are respected with warriors being capable of intense strategy and complex maneuvers and others have a deep understanding of the natural world and how it can be manipulated.

Being serpentine, the Auros are carnivorous. They feed somewhat on the naturally abundant fish of the area, but a staple of their diet is a large larva that dwells within kelp fruit. If allowed to grow, these larvae spawn a large species of cephalopod grazers that can sometimes be seen clinging to the stalks, but it generally prefers to stay hidden from potential predators. While they aren’t overtly dangerous, they can do serious damage if engaged, and it’s simpler to harvest their larvae, which dwell in plain sight.

Like wild sea snakes, the Auros are not capable of breathing while underwater, and they depend on the oxygen generated in a chamber in the caves below. They are capable of holding their breath for several hours at a time, so while they could surface to satisfy their oxygen demands, they prefer to dwell in the darkness of the chasm.
 

 
 Spoiler: Resource 
 Many exotic organisms and substances can be found in the cave system below the city of Syva. However, the most abundant is a lithotrophic algae that produces a potent neurotoxin. While the Auros have adapted to tolerate low levels in the water around the blooms, the toxin can be easily purified to lethal concentrations by exposing the algae to high pressure and collecting the liquid that results, which is aptly named Barotoxin. While it is seldom traded, it is the main export from Syva.

Apart from that, the Auros always crave well-crafted equipment. While they are proficient in many chemical processes and battle strategies, they do not make their own weapons or armor. Without it, they feel vulnerable, so in their limited trade relations, they seek to gain arms.
 

 
 Spoiler: Faith 
 The Auros revere the darkness and depths that have protected them and given them so much. The concept is deified as a figure they call Astra, which they don’t actively worship, but they acknowledge her gifts and her mystery. There is no official temple, but every Auros knows her name and keeps a token of hers to which they may offer a quick prayer for good luck before a battle or experiment. Usually, this takes the form of a dark pearl inserted in jewelry, armor, or a weapon. However, if an Auros has some other item touched by the deep, this may also be used. The revered physical sites of her power are found in the deepest accessible recess of the caves below the city.

The most commonly visited is the air-filled cave where all Auros go to breathe. The biofilm along the walls and ceiling provides food to bioluminescent animals, appearing as stars that shine and twinkle against a black sky. The Auros know that this, by far, is the greatest gift that the depths provide, and they respect it as such.

Another site is a hole known simply as The Deep, and if an Auros is so compelled, they may make offerings or meditate on the dark expanse. Because of the pressure and distance, no one knows exactly how far down it goes, only that sources of light seem to disappear after several minutes of traveling into the blackness.

The least visited site is where the Auros’ pearls are found. Even with a light source, upon entering the cave, the water becomes a shroud of complete darkness. Only by careful listening is it possible to hear the muffled sounds of stone rolling across stone, and only then can the loose pearls be obtained. This is generally seen as a right of passage, and an Auros will only retrieve their pearl when they are considered fully grown. Once obtained, they will do whatever they can to avoid repeating the experience because although the darkness bestows them a gift, one can never be sure what other dangers hide beyond the senses.


 

 

 
 Spoiler: Bookkeeping 

Military: 3/3 units
Treasure: 1/5 (+2)
TP 1, 2, &amp; 3 in Region 14 (Barotoxin)
 

 
 Spoiler: Technologies  

 
 Composite grafting

Due to their strong interest in science, it was only natural that the Auros turned to experimenting with the natural diversity they found around them, looking to replicate and harness the processes that occurred in the kelp forests above and the caves below. Because the act of collecting and extracting products can be dangerous at times, the organisms that produce the desired products are grafted to others to facilitate their survival and acquisition of necessary nutrients. This helps for desired substances to be made and stored without the potentially arduous journey to where they are naturally found.  
 
 
Villskap
  
  Draigiau Residuum Gathering  
Turn 5
 
Brenhineplisgyn, Queen Shell, the Two-Headed 
Diplomacy - 5
Military - 6
Economy - 6
Faith - 6
Intrigue - 3
  Actions: 
 1. Diplomacy - Establish Confederation Claim - Region 70 (Aristocratic Support)  Spending 1 Treasure (13. Success!)

 2. Diplomacy - Construct a Reefback Nursery - Complete structure 
 3. Faith - Construct a Reefback Nursery - Final touches and consecration supplies 
 
 Spoiler: Scene loading… 
 Lawenach the Jovial had been recruited to help with the project for his size and strength during the construction phase, alongside Ewyllysgar the Stubborn-backed. But Kailani was pleased to see that he'd chosen to stay with the project through it's final completion once the harder physical labor was done.  
 He seemed to share her enthusiasm concerning the end goal of their project, as he helped organize and carry in the supplies needed by the Chora to sanctify their new facilities.   "Their songs are so beautiful! Almost haunting, but in a serene and soothing way. Oh! We need to stop by the far side of the Cavernous Reef for some more pigments, the painters are running low!"   she chattered happily. 
  "Oh yes, quite! I'm looking forward to hearing more of their various chants and melodies above the Reef as more Chelonians move in. I must say, Miss Cora, you've really grown up into your fins! Her majesty was right to entrust you with this project! You think they'll let us in sometimes for a snack and chat once we turn the facility over?    the enthusiastic dragon chattered back as the mermaid double checked her lists again while riding the upper edge of his wake through the water. 
 "Oh it wouldn't have been possible at all without all of your support and help, oh Lawenach! But thank you, your endorsement means a great deal! And I don't know... we did include a few extra chambers for sharing of songs and stories, and entertaining or putting up guests. But ultimately that will be up to them."   She mused.   "The best part of all this though... even though I know they closely guard them and might not often let us in to see them..." 
 The mermaid practically vibrated with excitement, and Lawenach saw no reason not to share in it as they both intoned at once at a pitch that could catch the attention of a dolphin,   " Baby SEA TURTLES! "    "BABY SEA TURTLES!"  
 

 4. Faith - Convert Holy Site - Region 70, HS 1  to Wings of the World (13. Success!)

 5. Economy - Buyout Trading Post - Region 71, TP2: Dragon Hoard  (15. Success!)
 
 Spoiler: Summary 
 Having grown to a greater understanding of economics on a national scale, Brenhineplisgyn makes another move to better organize and expand the Residuum's trade using their existing wealth. With enough work put into the trade networks within and without, and a bit of luck, their treasure will begin to practically hoard itself. 
 

 Link to rolls 
 DING! 
Ruler: Diplomacy +1, Faith +1
-1 Treasure

 Non-Actions: 
 
 Once prompted by the Nacres, more study of the organisms growing within the shells is done, and as they predicted, a symbiotic microflora is indeed found! Send more information to the DNA concerning the microbiome within the shells of Deep Behemoth Draigiau for the Genus Taxonomia Gelidum Mare.
 
 Spoiler: Turgidosculum Draconae 
 Deep Scale Lichen (Turgidosculum Draconae) 
 Scribed at the direction of Llyfrgellydd, the Hoarder of Writing 

Being a newly discovered variant of lichen, existing in hollows within the multi-layered shells of the Behemoth Draig carcass. Similarly to the Gorgon’s Crib, this combination organism seems to be able to gradually metabolize pockets of the Behemoth Draig’s shell, but this one feeds exclusively on internal pockets that were likely once rich in nutrients, while Gorgon’s Crib in turn feeds on surface minerals and on the Deep Scale Lichen. In doing so, it forms a spongy internal layer, likely responsible for the shockingly high flexibility of the scales, and found in all of them which I and my serving ones have dissected.

The ratio of blue algae to fungal structures within the lichen seems to have recently increased, but in times where the shell supplied more nutrients to the structure, was likely relatively low for a lichen. This is believed to be an alteration to the lichen's structure due to the stage of decay of the carcass. How the lichen directly derived nutrients from the shells while building cavities that didn’t compromise their integrity is currently not fully understood.

Whether the combination organism co-evolved with Dracomagnus or was intentionally cultivated in their shells, the effect of having a multi-layered shell with multiple spongy, yet flexible and durable internal pockets inside is theorized to have operated as a form of pressure-graduating chamber system. This system would have been able to quickly adapt to increasing pressures of the deep waters, while slowly compressing the more vulnerable internals of the creature, preventing crushing. Likewise, the fungal-structure-augmented shells would slowly decompress when rising, preventing internal damage.

If accurate, this theory implies that the Behemoth Draig likely kept their hatchlings at a single depth until they were able to fully develop their layered shells. The potential applications for augmentation of shelled creatures for durability to the depths, and potentially even for constructing armor or chambers to help vertebrates withstand pressure changes, are substantial. Significant further study of the symbiosis involved is required.
 
 
 Request teachings of  Graduated Symbiosis  from the DNA.
 
 Spoiler: Summary 
 In light of the above discovery, Llyfrgellydd secures grant from the council to request more knowledge of biotechnology from the Divine Nacres, if they would be so inclined to consider it a favor done for a favor. This to hopefully provide him with additional reading material pertinent to his current interest, and the Residuum with more potentially useful abilities. 
 
 
 Assist own buyout of Region 71 TP2, using Mercantile Support. 
 Allow Gwasgymarchog, the Armor Crusher, to join the Shark Nomads in their travels.
 
 Spoiler: Scene 
   "Welcome to the training yard, your majesty. What is the occasion, that you  grace my humble post  with your presence?"     the voice sneered out at Brenhineplisgyn from the hollow in the side of the empty training cavern. 
   "Gwasgymarchog. I've been watching your work, on occasion. You've been doing quite well. Some of the recruits even speak positively of you, after they're out of training. You've learned restraint."   
 The pale shelled Draig scuttled forward out of the hollow's shadows, her demeanor having indeed changed a bit, but a touch of aggression still crept into her posture and voice, the water around her mandibles still heated to scalding with each measured 'breath.'    "Have I learned restraint? Or have I had restraint imposed upon me, Plisgyn. Set me  free  if you  truly  wish to see what I have learned!"  
 Brenhineplisgyn ignored the disrespectfully presumptuous shortening of her name, and turned to face her old rival with surprising softness.    "That is precisely what I have come to do."    She stated, catching her old enemy off-guard.    "You have more than served your debt to the Residuum. There are Shark Nomads, raiders and plunderers, of whom we have managed to make tentative friends. Their king holds our strength in great esteem, and their ways while more nomadic, wax nostalgic I think to the old hunting patterns of many of our kind. The ways we used to express dominance in the waters and skies around our lairs..."  
  "Am I to be  given away to these allies of yours as a trophy figure, then?! "    her shell crackled as she twisted to one side; her anger fraying at the edges, she seized at thoughts to re-substantiate it. 
  "You are to be free to go with them if you  choose,  Gwasgymarchog."    the Queen Shell sighed.    "I never wanted to be your enemy, you know. I approached to ask for your aid in the Residuum  because  I recognized your strength. It was you who challenged me for leadership. Had you offered me a scale instead of a challenge, or even asked for one of mine, I would have welcomed it, such was my respect for your power. But now you again have a choice of your own path. You can stay here, and continue to lend your strength to the Residuum and the continuance of our kind... but I am under no illusion that your resentment of me and the way I lead our kind will fade completely simply because of some kind words."  

The Armor Crusher stammered at this for a moment, unsure how to respond to genuine praise from her old rival. Finally she hissed,   "Indeed. But how bold of you to imply I would ever offer one of my etched and hardened scales to a pacifistic  sterile.  Hahahh, no. I have never thought of hatchlings of my own, but the shame of it? No, keeping a crack from your blows etched in my shell is far better."  
 Another moment of silence continued to sooth the tension between them, as again Brenhineplisgyn calmly refused to let empty insults pry up her shell, weary of this old rivalry.    "So then, these Shark people, they value power? They celebrate strength of claw and the taking of what they need? And you would let me freely go with them, and bolster them?"    The pale creature stepped closer lifting her claws menacingly in a mockery of her prior challenge and chuckling.    "Do you not fear I will turn them against you; come back as leader of a shark armada to conquer your nation of Draigiau?"  
  "Your path is once again your own to walk, Gwasgymarchog. If you rise to challenge me again, I will answer it as before. It is my hope that you will continue your own Legend now, as is befitting a dragon, rather than remaining simply an antagonist of mine. But that decision is  yours  to make."   Brenhineplisgyn turned, and began to leave the chamber slowly, as if saying goodbye to an old friend who in truth she hoped to see again. The silence hung heavy as Gwasgymarchog pondered her words, before it was broken with her grating, resonant laughter.

  "hehehehe... HAHAHAHAHA! You really are still the same huge  coprolite  you used to be when you put your mind to it, Plisgyn! Hahaha! Well then... let us see... haha."   she trailed off, as she began to skuttle toward her old lair to retrieve some of her servants and hoard.   "Let us see if they have a shark big enough for me to ride, or if I shall have to show them how a  real  predator churns the waves..."  
 
 
 
 
 Spoiler: Bookkeeping 

Ruler Stats for Round 6:
Diplomacy - 6
Military - 6
Economy - 6
Faith - 7
Intrigue - 3

Favors earned: 2 from Divine Nacres, 1 from Chelonian Chora
Favors owed:

Region 71: Aelwyd Adferiad (capitol)
demand: Food (met!)
Units: 3
Treasure: 2
Artifacts: Dragonstone of the Gathered
 
 Spoiler: Artifact 
When used in battle by an already attuned user, gives +1 to battle roll and +1 to effective unit count.
An unattuned user must succeed on a Faith 12 roll at the start of battle to attune. Failure to attune in battle stuns the user and means they automatically fail their maneuver roll to use Battle Tactics.
An action can be spent to attune out of battle, with a Faith 14 roll. Loses attunement if the owner takes 50% or more casualties in battle, or if ownership changes, or a new user (ruler) inherits the stone. The stone's creator starts attuned.
 


Region 70: confederation claim established

Trade Post Resources: 2 Dragon Scales, 1 Herring
 
Miltonian
  
  The Unity  
 In death, all things united be,
In the depths of the briny sea. 
 Leader: Grinmaw the Calamitous 
Diplomacy: 2
Military: 8 =&gt; 10
Economy: 7
Faith: 1
Intrigue:3

 ROUND Five : The Blood Hunt Part III
 Do we do this for our sake, or for the sake of another? Is there any difference? 
 Actions!  
 
  Military: Attack Region 22 with Carapace (Skill 10) leading all three units of the Military, using the Tireless Doctrine, and spending a treasure.
  The Blood Hunt Continues! 
 Carapace has a taste for blood and wants more.   
  Military: Raise Unit 
  Military: Raise Unit 
  Military: Raise Unit 
  Military: Impress the Aristocracy in Region 20 by settling the veterans of the Blood Hunt there and setting up new colonies there.
  Cannot fail due to +12 bonus and a minimum roll of 2.   
 
  Non-Actions  
 
 Support Conversion by the Reef in Red, our True Lord 
 
  News and Rumors  
 
 Spoiler: Bookkeeping 

Active Generals:  Carapace 
Carapace's Tac-Doc:   Tireless  
 Under this general's command, the hordes act as one unit, minimizing losses. 
-10% to own casualties, +2 to allied leader loss rolls.

Military: 3/7 units

Owned TPs: 22 TP 2, 21 TP 1

Treasure: 3
 
Torv
Forests of astral yearning

F5 Create artifact: Kelpie and the mare

Convert R13.2  16 

Convert R10.2  12 

Convert R14.2  18 

E5 Establish a trade route with the Lojanese Republic.

Statgain +2 Faith.
Ivor_The_Mad
  Coral of the Protected Statera Round 4  
 
  Magnus Orator 
Dip: 8
Mil: 3
Econ: 10
Faith: 2
Int: 3  rolls 
 News and Rumors: 
  Actions:   
1) [Econ] Buyout TP1 in region 1  [15] 

2) [Econ] Buyout TP2 in region 1  [18] 

3) [Dip] Send a diplomatic mission to the West  [15] 

4) [Dip] Send a diplomatic mission to the South West  [12] 

5) [Econ] Buyout TP2 in region 20  [21] 
 rolls 
 Non-Actions:  
- Support Conversions by the CCC


 
 Spoiler: Bookkeeping 
 Leader Stats Round 3: 
Dip: 8 +1
Mil: 3
Econ: 10
Faith: 2
Int: 3

  Regions:  
 Capitol:  Region 31 The Protected Statera
Other:

 Faction Support: 
Merchants: 31, 26, 19
Clergy: -
Aristocracy: 31

 Other Bookkeeping: 
Units: -
Treasure: -
Trade Route: LOL
Cultural Exchange: LOL, LIT
Trade Posts: 5
31:1 19:1 26:13 20:1 22:2

Chelonian Chora: 4
Favors: 1
 
LapisCattis
   End of Round Five   
No further mechanical edits to action posts may be made 
LapisCattis
   Round Six: Begin  
Years 16 - 18

Don’t forget to link to any rolls you make, including rolls for rulers you will start using at the start of next round. If you want a new ruler in the next round, you must state so in your action post for this round and link to their rolls. Any increases from actions for this round are counted for the ruler you start your next round with, which may or may not be your current ruler.
Good luck!
 The following events occurred between Year 13 - Year 15  
  Rules Alerts and Changes!  
  Request:  
Please put explicit region numbers on your targets and current position for all secret actions!

  Clarification:  
Wording updated for the claim table description of Integration claims from
 Support of all Factions in owned region 

 to
 Support of all Factions in a region you own 

Wording updated for the Integration claim description under Regional Factions, Support, and Rebellions from

 [...]If you ever have Support from every Faction in a region at the same time, you gain a strong claim on the region if you did not already have one from this source. This claim can only be lost if the region is successfully integrated into another country. 

 to
 [...]If you ever have Support from every Faction  in a region you control  at the same time, you gain a strong claim on the region if you did not already have one from this source. This claim can only be lost if the region is successfully Integrated into another country. If you had a Confederation claim on the region, it is lost when you gain the Integration claim. 

  Change:  
The following wording added to Action Basics to clarify the precedents for simultaneous action targeting.

 You cannot use multiple actions on the same target in a single round. Some examples of what is not allowed include:
 
 Attempting to Convert the same Holy Site a second time in a single round if the first attempt fails, or attempting to Sack a Holy Site if a Conversion attempt fails in the same round. 
 Attempting multiple Buyouts of the same Trade Post, or attempting to simultaneously Buyout and Coerce a single Trade Post. 
 Attempting to simultaneously Sway, Impress, Oppress, and/or Undermine the same faction in the same region. 
 Attempting to intercept an enemy army twice in the same region. 
 Attempting to defend a region with two different armies to force a multi-way battle. 
 Attempting to explore in the same direction from the same starting point with two different exploration methods. 
 
 


  Discovery!  
 Explorations, prospecting, and other news from afar 
 
 Spoiler: Temperate 

 
 

A party of Sakura-Jin explorers brave the brackish shallows to the south of their capital, utilizing techniques newly developed by the Cyphiri Union to survive the anoxic environment. They discover a region of sparse settlements dedicated to the cultivation of the holy Mangrove Tree, whose underwater roots seem to provide habitat and food for a number of bizarre  amphibious  creatures.
 The Sakura-Jin make use of Anoxic Adaptation to explore south of Region 119! They discover Region 125, a Brackish Region which has one Open Trade Post for Fruiting Mangroves, a Desired Import of Fertilizers, one Holy Site controlled by Sacred Mangroves, one Open Holy Site, and 2 Units of native defenders. SKR receives a +1 bonus on up to one Sway attempt in Region 125 this round! 

Northeast of Dashasham, Sakura-Jin explorers equipped with specialized grafts uncover a region of shallow water which seems almost completely desalinated. Strange creatures like overgrown baby lizards swim in and out of the circular pits carved into the seafloor by the locals, who claim they possess magical powers of regeneration; one explorer attempts to bring an adult home as a pet, but it seems to take ill as it leaves its home waters before, amazingly, metamorphosing into a regular salamander, evidently better suited to the salinity.
 The Sakura-Jin make use of Anoxic Adaptation to explore north-east of Region 119! They discover Region 120, a Brackish Region which has one open Trade Post of Glitter-Bellied Axolotls, a Desired Import of Textiles, two Holy Sites controlled by Followers of Athe, and 2 Units of native defenders. SKR receives a +1 bonus on up to one Sway attempt in Region 119 this round! 

As the Shades move south-east, a general sense of unease grows, though none can quite place it at first. The feeling of an odd itch on the body, or in the lungs. A tension that rises and falls just enough to remember what peace felt like, before rising even faster. They are determined with their mission, but even determination can’t stop the party from glancing behind them. The foreboding sense that they should be noticing something grows, until that something becomes immediately apparent. They are lost in a miasma of fog, impenetrable to both eyes and respiration, and the itches and unease explode into contortions and hacking. This miasma is indiscriminate regardless of the state of physical form, and their bodies burn in pain. Desperately they try to move forward, blindly following any ripple, any hint of relief, until they collapse on top of what feels like a sloped dune. Clawed hands grasp their forms and bring them into shade - a covered cenote-like structure granting barely sufficient protection to a small town of refugees.

 The Lux-Glossian Shades explore south-east of Region 97! They discover Region 96, a Contaminated Region with two Open Trade Post of Refugee Workers, no Desired Imports, and two Open Holy Sites. While Region 96 remains Contaminated, it does not have Factions, cannot be conquered, and counts as three Regions for distance penalty purposes, including actions taken in the Region. There may be several ways to decontaminate the Region - three are described below. 
 
 Spoiler: Decontamination 

 
  Ecological Restoration : If the Region is gifted three Trade Posts - one of Skilled or Military Labor, one of Heat or Light Sources, and one of Fertilizers or Preservatives - then the locals should be able to resolve the source of the Contamination themselves. If this method is the one which cleanses the Region, all gifted Trade Posts become Open, and whichever country gifted the majority of the Trade Posts will gain the local Aristocratic and Mercantile Support. In the case of a tie, the tying countries make opposed Sway Aristocracy and Impress Merchants rolls to determine which gains the Aristocratic and Mercantile Support, respectively. 
  Spiritual Cleansing : If the Region is fully converted to a single organized religion, a country of that religion may build a Holy Order there despite not possessing the local Clerical Support. Once a Holy Order is established, a country of that religion may take a Faith action in the Region to attempt to spiritually cleanse the area, rolling their Faith score against a TN of 12 - distance penalties apply. On a success, whichever country created the Holy Order will gain the local Aristocratic Support, while whichever country cleansed the Region will gain the local Clerical Support. 
  Other Methods : If a Spy is sent to the Region to investigate, they may be able to discover alternate means of ending the contamination. 
 
 


Unaware of the plight of their sister party, the explorers in the southwest have a much more fruitful report. Drawn by the sounds of hums and soft whistles, the Shades come across a narrow passage of tepid, calm water. Clutches of large eggs on the seafloor are visible from the trails of bubbles arising from them, a guide for explorers and gatherers alike. Once noticed, the Shades are quickly met with a contingent of guards, protective over this passage and the resources within.
 The Lux-Glossian Shades explore south-west of Region 102! They discover Region 176, which has two open Trade Posts of Whispering Eggs, a Desired Import of Dyes, one Holy Site controlled by The Unseen, one Holy Site controlled by The Unheard, and 4 Units of native defenders. 
 

 
 Spoiler: Tropical 

 
 The Coral of the Protected Statera attempts to explore west of Region 31, but are soon forced to turn back or succumb to the unnatural foulness of those waters which first bleach and then begin to dissolve several members of their expedition before they can make it back to safer lands; those members unfortunately do not survive the journey home. 

Avoiding the corrosive environments that defeated the northern party, explorers from the Coral of the Protected Statera reach a region of shallows dominated by bivalves. At first the waters are thought to be uninhabited, but eventually contact is made with more intelligent creatures, who claim that the nobles of the region have conscripted all the able-bodied creatures, explaining the lack of workers tending to the fields of delicate mussels.
 The Coral of the Protected Statera explores south-west of Region 31! They discover Region 32, which has two Open Trade Posts of Delicate Mussels, a Desired Import of Unskilled Labor, two Holy Sites controlled by Promised Waters, one Open Holy Site, and 4 Units of native defenders. CPS receives a +1 bonus on up to one Sway attempt in Region 32 this round! 
 

 
 Spoiler: Polar 

 
 

Gwasgymarchog and Diastia arrive in Region 73 to find their rides: a shark each for Diastia and her retinue, and a six-shark chariot that the Pojans built for Gwasgymarchog. No sooner than they set off to the north, the two guests of the King overhear a nomad complaining that his jellyfish is too squishy. It’s going to be a long trip.
 The Shark King’s Host departs Region 73 for Unknown Waters!
DRG allows Gwasgymarchog to join the Shark Nomads; SEN allows Diastia to join the Shark Nomads. 
 

  Growth!  
 Expansion, development, unification, and similar forms of growth and prosperity. 

Having bested early setbacks and securely established their hold on the Tideswept Shelf, hundreds of new Lux-Glossian Shades travel north to more open, less populated waters. Soon the region rivals the Glossian Sea itself.  LUX completes the settlement of a colony in the Tideswept Shelf (111), adding a Flowing Way holy site and changing the desired import from Tools to Drugs. 

Following the partition agreement that granted them the territory, the Lambent Syndicate invests in infrastructure and construction in Region 8, swiftly turning the Lojanese colony into something much more developed.  LSD completes the settlement of a colony in Region 8, adding and claiming a Trade Post for Seaglass. 

The herring in the central Polar waters grow rapidly, and soon the whole Region is enveloped in shimmering swarms of fish.  DPB completes the settlement of a colony in Coresite (58), adding and claiming a Trade Post for Warped Shells. 

The Lojanese Republic and the Auros of Kaarme both have the same idea: settling their colonists in Region 11. As both groups move into the Region, they find that they decided to plant their first cities quite close together indeed, effectively forming a single community. Though eager to cooperate for survival in the wilderness, there is the matter of which government for the joint settlement to recognize. Eventually, a vote is called. After a recount, the new settlement decides to bow to the Lojanese Republic, but undercurrents of fierce support for the Auros government still simmer.
 LOL colonizes Region 11! AOK gains a strong Integration claim on Region 11! Region 11’s Desired Import becomes Fibers. 

GTZ expands trade in Region 136, creating and claiming a new Trade Post of Clam Vines!

Evidently drawn by the promise of Cookies, the hunters of Region 55 integrate into Deep Blue’s SeaNET.  DPB presses a Confederation Claim on Region 55. 

Prince Antenius refuses to wait for some unimportant local ruler to die and has no intention of giving up power himself, so, rather than wait for the carefully arranged marriage to pay off, he dispatches envoys to Region 68 to attempt to secure a confederation agreement.  SEN establishes a Confederation Claim on Region 68. 

The Draigiau succeed in overtures of alliance with the chieftains to their east with the aid of treasure and gifts from their hoard.  DRG establishes a confederation claim on Region 70. 

The news of the prospective marriage of Prime Minister Shoeng Thnoet’s son to the nobility of another Region raises serious questions about the principles of republicanism in the highest levels of government, but these concerns seem to hold little sway among Queen Nirali’s court, who argue in favor of the betrothal.  LOL establishes a marriage claim on Region 13. 
  Statecraft!  
 Cultural events, diplomatic overtures, foreign relations, and domestic affairs. 

After the treaty is signed and made public, Chief Rayn emerges from hiding to deliver Kreel to the Hegemony’s leaders in person. With no signs of torture, the General seems a bit less confident than before he was captured, but no worse for wear. From his debriefing, it appears he was treated every bit as well as one could expect, given his captors’ circumstances.  General Kreel is returned to the Kar-Nath Hegemony! 

Impressed by the wealth and philosophical vitality displayed by the Cyphiri at the Carnival some years ago, the Costa Sereia formalize closer ties with the Union.  The Costa Sereia create a Cultural Exchange with the Cyphiri Union 

In service of efforts to spread their faith, the Sakura-Jin set about learning the culture and ways of those they see as ideal converts.  The Sakura-Jin create a Cultural Exchange with the Pfilghol 

An agreement is struck between the Seatide Confederacy and the Shifting Ennead to establish small embassies in each others’ territory, hoping to establish more regular diplomacy.  The Seatide Confederacy creates a Cultural Exchange with the Shifting Ennead 

Acting as its definition of “god” demands it should, Deep Blue establishes means by which it may continue to communicate with its flock.  Deep Blue creates a Cultural Exchange with the Pojan Nomads of the Shark King’s Host 

COS gifts Anoxic Adaptation technology to GTZ via Cultural Exchange

The powers of the world spread their influence yet further.
 
  ESP Impresses the Mercantile Support in Region 51  
  OKI Impresses the Aristocratic Support in Region 113  
  GTZ Sways the Aristocratic Support in Region 139  
  GTZ Sways the Aristocratic Support in Region 128  
  STC Sways the Mercantile Support in Region 65  
  COS Sways the Mercantile Support in Region 130  
  SEN Sways the Aristocratic Support in Region 74  
  LIT Sways the Aristocratic Support in Region 18  
  UNI Impresses the Aristocratic Support in Region 20  
  AOK Impresses the Mercantile Support in Region 12  
  LOL Sways the Aristocratic Support in Region 10  
  ABS Impressed Aristocracy on behalf of PGL in Region 124, repaying a Favor owed.  
 
 
 
  Trade!  
 Buyouts, trade routes, and other economic shenanigans 

The Dead Seas have become unconscionably lifelike in recent years, and the Riftlings believe that perhaps their fellow non-isolates could be convinced to help stamp it out in return for returns in wealth.  The Riftlings Many form a Trade Route with the Eternal Spring! 

Perhaps hoping to gain a greater share in the Republic’s lucrative drug trade, the Lambent Syndicate formalizes their close trade ties.  The Lambent Syndicate forms a Trade Route with the Lojanese Republic! 

The friendly gaze of the Lojanese is reflected in the waters of Binar Fajar, as merchants move freely between the territories of the two states.  The Lighthouse forms a Trade Route with the Lojanese Republic! 

Though no formal treaty or pledge binds the Dunes of Revelations to Lojan, only a blind and deaf creature could deny the influence of the Delight - especially following the grand opening of the Jewelled Inn.  The Forests of Astral Yearning form a Trade Route with the Lojanese Republic! 

The merchants of the Eternal Spring are tireless in their expansion of their trade networks, and though they meet with a few embarrassing failures, success remains the norm.
  The Eternal Spring buys out Trade Post 3 in Region 71 for Dragon Scales
The Eternal Spring buys out Trade Post 2 in Region 57 for Woven Seaweed 

The Drifts of the Seatide Confederacy venture into distant waters, hoping to claim a share of certain resources desired by their local allies in other Regions.
  The Seatide Confederacy buys out Trade Post 2 in Region 70 for Inkfang Worms
The Seatide Confederacy buys out Trade Post 3 in Region 69 for Edible Algae 

The excitement in Palacia at the news of the discovery of the Temple of Jurxo in the southern waters extends to mercantile affairs as well, and the Costa Sereia reach out to the locals, hoping to gain the fruits of their production.
 The Costa Sereia buys out Trade Post 1 in Region 97 for War Cultivator Supplies 

Recent experience with war has taught the Kar-Nath the value of a strong economy, and the Frozen King orders increased production of Rimestone for trade.
 The Kar-Nath buys out Trade Post 2 in Region 77 for Rimestone 

The battle in the sea of the Cult of Destruction having evidently caused no hard feelings on either side, the Lighthouse moves to secure supplies of Jaderock Coral from their former foe.
 The Lighthouse buys out Trade Post 2 in Region 21 for Jaderock Coral 

Despite the ill omens accompanying the Abyssal Stewards’ venture into the depths, the Coral of the Protected Statera begin harvesting materials in bulk from the waters above the deep.
 The Coral of the Protected Statera buys out Trade Post 1 in Region 1 for Floating Kelpwrack
The Coral of the Protected Statera buys out Trade Post 2 in Region 1 for Floating Kelpwrack  

Alongside their efforts in the fathomless waters, the Protected Statera continues to expand their recruitment of Carcinized Architects from the war-torn seas.
 The Coral of the Protected Statera buys out Trade Post 2 in Region 20 for Carcinzed Architects 

Brenhineplisgyn’s economic knowledge proves more than capable of increasing the production of Dragon Scales available to the Residuum Gathering - a sound foundation upon which to build a hoard.
 The Draigiau Residuum Gathering buys out Trade Post 2 in Region 71 for Dragon Scales 
  Faith!  
 Conversions, organization, and other such matters of faith 

The currents swirl in the southern temperate waters, and the Lux-Glossians awaken to a new understanding of the Flowing Way. The divine did not create this world for creatures to blindly accept or ignore it, but for its every secret to be precipitated from the fog of ignorance so that new gods may exert their will over its fate.  LUX creates a School of the Flowing Way, the Lux-Glossian Way, with 5 holy site bonus +1 to Investigations! 

The Chelonian intruders bring tales of the deadly terror of the Reavers, and the Riftlings begin to prepare.  RFT sets 5 holy site bonus to +1 to resist Reavers and +1 to all rolls targeting Reavers! 

The Riftlings Many convert Friends of Sebas Holy Site 2 in Region 59 to the Eternal Communion

The Chorus of the Crimson Choir converts Open Holy Site 2 in Bloodhome (Region 26) to the Crimson Chant

The Ironkelp Order converts Open Holy Site 1 in Region 112 to the Flowing Way
The Ironkelp Order converts Sheldon J Plankton Holy Site 1 in Ektalithiades (Region 113) to the Flowing Way
The Ironkelp Order converts Sheldon J Plankton Holy Site 2 in Ektalithiades (Region 113)  to the Flowing Way
The Ironkelp Order converts Open Holy Site 3 in Ezcorher (Region 138) to the Flowing Way

The Costa Sereia converts Open Holy Site 1 in Region 97 to Brilhinte

The Gravetenders convert Open Holy Site 1 in Region 75 to the Blossoming Sequence


The Forests of Astral Yearning converts Godspiters Holy Site 2 in Region 10 to Shimmers of Unseen Bane
The Forests of Astral Yearning converts Open Holy Site 2 in Region 13 to Shimmers of Unseen Bane
The Forests of Astral Yearning converts Open Holy Site 2 in Kaarme (Region 14) to Shimmers of Unseen Bane

The Draigiau Residuum Gathering converts The Silence Holy Site 1 in Region 70 to Wings of the World


  Wonder!  
 Miracles and inventions, ancient relics and spectacular undertakings 

From the deepest waters of the pole, the Riftlings obtain a black stone reliquary which inspires a holy fervor in those who inhale its sulfuric clouds.  RFT creates The Censer of the Mother's Breath! Effect: Once per turn, the holder of this Artifact may take a non-Faith action as a Faith action for purposes of stat growth only (using the original stat for modifiers). If the holder does this, they may roll 2d6+Faith against a TN of 12 before rolling the action in question. Upon success, the action gains a +1 bonus to the roll. 

At last, the work of a decade is complete. The Line of Olgght, a network of barracks, tunnels, and fortifications, stretches around the whole circumference of the Pfithreef, granting its eponymous lord the resources to marshal an even greater army.  PGL completes the Line of Olgght! Effect: +1 Unit Cap, +1 Unit Cap with aristocratic support in The Pfithreef (Region 132). 

The Hymenocera Expanse creates  Toxic Filtering , a technology utilizing armored suits coated in specially engineered sponges to filter toxins and dangerous chemicals out of the water!  Effect: permits actions and troop movement across toxic (red) borders. Requirements: Composite Grafting technology and [Armor]. 

Strange occurrences seem to follow in the wake of the Delights of Moonlight, and the Forests stir….
The Forests of Astral Yearning create an Artifact:  The Kelpie &amp; The Mare :  Every round The Kelpie and The Mare each appear in a random country. Providing the Mare with a Steed or the Kelpie with a Rider as a fluff non-action allows the player to use them as a +1 to one roll during the round. Successfully stealing either the Mare or Kelpie guarantees it to appear in the thief's country next round. When gifted away the Kelpie and Mare will instead appear in a random country.
Should the Mare and Kelpie ever appear simultaneously in the same country, a Conversion attempt is made with a bonus of +8 against a random HC in the country’s Regions - Regions with Unruly Clerical Factions are prioritized, and the Conversion attempt does not suffer from the normal penalties to Faith rolls from Unruly Clergy. They do not provide any other bonus when united. 

Kerstin stared into the Kelpie’s mellow eyes. Well at least what passed for eyeballs in the in the shape of ever churning kelp. Fathom upon fathom of dead stalks coiled around themselves as four restless legs. Loose strands extended up into a knitted torso, rhythmically constricting around nothing but water. Exhaling the Kelpie neighed, abyss knows how, and shook its mane of glimmering spores.

Kerstin felt the sound reverberate in her chest and pull at something in her core. Something new. Her flippers shuddered and split along the bones. Long fibrous strands dripped from the wound, painting her gray skin in a coppery orange until nothing of Kerstin remained.

The mare flexed unhinged bones, their white a highlight against the slithering mess of rustic kelp in the resemblance of a Mer. Latching on to the Kelpie two entanglements became one the ashen steed solidifying with specks of copper.
A cloud of glowing spores surrounded the Kelpie as it galloped into the Forests of Astral Yearning. The verdant kelp stalks swayed and then as if pressed down by a wave they latched onto the amalgamation. Green spears halted its progress and ripped it apart, loosened chunks obscured by the simmering light. Absorbed by the kelp forest the spores disappeared without a trace of the Kelpie left behind.

The wall surrounding the Great Kelpland began to glow with a soft light and the densely grown kelp parted in a tunnel of radiance. Trotting out came an ashen steed led by a golden brown Mer. The Mer seemed in no hurry to mount the companion but as she did the light became a rain of spores seemingly melting the two together and urging them into breakneck speed.

Followed by innumerable specks of light they flowed from one end of the wall to another. Any Otterieans carefree enough to inhale the afterglow beset by visions of warmer waters, ruled by a kelp stalk larger than one for their dwellings and sprouting iridescent flowers. Slamming into the outer wall of kelp the creature was absorbed leaving a sense of confusion and wonder behind.

The Forests of Astral Yearning perform a Miracle:  Symbiotic Spores - Anyone following Shimmers of Unseen Bane, one of its Schools, or owning a Delight of Moonlight Trade Post may cross Toxic borders. However, if a country which owns a Delights of Moonlight Trade Post does not have Shimmers of Unseen Bane as their state religion, they may suffer consequences as the Delights induce visions: Factions they control and/or Factions in Regions they own may occasionally become Unruly unless a majority of Holy Sites in the Region are controlled by Shimmers of Unseen Bane. This is especially likely in Toxic Regions. 
  Might!  
 Military matters of all kinds, be it warfare or strategic developments 

The light of the Everscintillating Goldfin shines throughout Binar Fajar, and all the Kosong of the Lighthouse are marshaled in shimmering order.
 LIT Perfects the Everscintillating Goldfin’s Tactical Doctrine: Golden Victory at All Costs! LIT gains a permanent +1 to Maneuvering rolls, may always use Golden Victory at All Costs with any commander, and the Everscintillating Goldfin now gains an additional +1 to battle rolls when successfully utilizing Golden Victory at All Costs! 

The Gotezhar invent  Razor Current Netting , a Fortification technology allowing nets covered in sharped glass to be quickly deployed using local currents, creating dangerous obstacles for the enemy!  Effect: +10% enemy casualties and +1 to Maneuvering roll when defending, or attacking with a foothold. Requires: Composite Grafting and [Glass] 

Queen Esenam of Region 127 constructs a Fortress, the better to observe the outbreak of violence she expects will soon occur at her instigation.

LSD invades Region 24 with 6 units led by Netra the Rubicund Fist (Mil 8), using Unyielding Force, routing through Bloodhome

 LSD invasion of Region 24 
Native Commander score: 5

 Tactical Maneuvering Roll: 
LSD: 17 attempting to use Unyielding Force Tactical Doctrine (+2 to own battle roll, +20% own casualties)
Natives: 11, attempting to use Skirmish Tactical Doctrine (-10% casualties both sides)

 Outnumbering: 
6 LSD units vs 1 native unit; Advantage for LSD; +11 Outnumbering Bonus
 Battle Roll: 
LSD: 24
Natives: 13

Chief Paws-of-Red knew he was cursed. He had known it since he had killed a sacred whale pup during his first hunt, an offense which his father, the former chief, hid for his sake. But the curse had followed him. Within a year of his father's death by a wasting illness, the Reavers had come and devastated his people. Next, the Lambent Syndicate came. Paws-of-Red knew there was no hope, but he led his people valiantly despite his curse.
Outnumbered and outmatched as they were, a head-on fight was never an option. Instead, Paws-of-Red led his people in a running skirmish, launching small ambushes and hurling spears at the enemy before fleeing. He hoped the Syndicate's forces would lose heart and flee. They didn't.
When they were ambushed, the Syndicate’s soldiers didn't run. They simply pushed past the ambush, ran down their attackers and slew them. Rather than one great battle, a hundred small engagements broke out. Outnumbered and hotly pursued, Paws-of-Red saw his warriors cut off and slaughtered, group by group, with no hope of escape. Rather than wear down his enemy, he had destroyed his only means of firm resistance.
The Syndicate would care little for the red-painted chieftain they slew. The battle was won. The defenders who weren't slain had scattered to the winds, fleeing to parts unknown. Victory was theirs.

LSD victory! LSD loses 2 units, native defenders lose 1 unit. Region 24 is now controlled by  LSD! 

The Unity invades Region 22 with 3 units led by Carapace (Skill 10), using the Tireless Doctrine, and spending a treasure.

 UNI invasion of Region 22 
Native Commander score: 10

 Tactical Maneuvering Roll: 
UNI: 15, attempting to use Tireless Tactical Doctrine (-10% own casualties, +2 own leader loss roll)
Natives: 19, attempting to use Skirmish Tactical Doctrine (-10% casualties both sides)

 Outnumbering: 
3 UNI units vs 5 native units; Advantage for natives; +2 Outnumbering Bonus
UNI spent 1 Treasure! +1 Treasure bonus
 Battle Roll: 
UNI: 24
Natives: 18

Carapace’s Blood Hunt continues unabated, the holy violence spilling over into new seas. In the wake of utter devastation at the claws of the Reavers, the native chieftesses struggle to organize any kind of effective defense despite their advantage in numbers, and the Unity are able to divide and conquer with such ease that the bulk of their foes break and flee after only a few months of skirmishing. Though Carapace may prove to be disappointed by the volume of blood collected, none can deny the supremacy of the Unity in the region.

 UNI victory! UNI loses 1 unit, native defenders lose 2 units. Region 22 is now controlled by UNI! 
  Schemes!  
 Coercion, betrayals, and spycraft 

In the interests of furthering the intricacies of the Pattern, Bob recruits a young Mer of dubious morals but clear skill into his service abroad.  CSC Promotes a Spy: Malcolm, who Disturbs the Patterns, with an Intrigue score of 8! 

Reports of a strange flora have intrigued the Auros of Kaarme, and its odd nature has befuddled experimenters for months. After extensive testing, a number of applications have been discovered. Though Sapcoral has a hard base, its fleshy lobes and polyps contain a thick excretion which, if separated from the Sapcoral, could be used as a relaxing Drug. The polyps are a bright orange, and when crushed also serve as a potent Dye, and if the lobes are prepared correctly, they make quite a delicious Food item.

Pfith raiders strike out from the Pfithreef throughout the temperate waters. Though most of them are rebuffed by the local powers, those sent to the south return with the smooth, silky hides of some foreign creature.  PGL coerces Open Trade Post 1 in Region 101 for Luxurious Hides 
  Terror!  
 Violence, upheaval, murder, and destruction. 

Envoys from the Otterian Supremacy have diminished in recent years, and now vanish entirely. The strange furred creatures seem to keep almost exclusively within their own borders, though what has prompted this new isolationism is the subject of speculation among the temperate peoples.

Unsurprisingly, the almost-stationary Medusa have considerable trouble repelling shark-riding Pojan raiders. What might have developed into a showdown between great speed and great staying power ended when the Illustrator’s hired mercenary guards showed up, but by then the shark riders had already made off with plenty of jellyfish.
 The Shark King’s Host sacks ESP Trade Post 2 in Region 51! 

The shadow conflict in the southern polar waters continues fiercely, as Duchess Gloriane rallies many of her most influential fellow Mer to resist the Riftlings’ purge of the aristocracy ahead of their depopulation plans.  CSC undermines Aristocracy in Region 66, making it Open! 

Though originally unsympathetic to the upjumped merchants, many among the Doflein have lost respect for the Prince as a result of his complete disregard for the exotic creatures trade. A group of angry Doflein presents the Akkoroan family with an ultimatum, demanding that in accordance with what they assert to be their ancestral rights, the Prince devote his full energies and resources to the acquisition of creatures for the sole purpose of self-modification.
 Unruly merchants Undermine the Aristocratic support in Danabae (Region 69), making it Open. 

The actions of the Reavers in the cooler and shallower waters of the Temperate zone bear a great resemblance to their attacks in the Tropics, it seems - and while they inflict similar levels of destruction on the local power structures, the Nacres seem more capable of responding to their attacks, and manage to aid the local powers in forcing the Reavers out before they’re able to capture too great a quantity of goods. Perhaps the lesser depths also helped in compacting defenses, keeping the Reavers from finding quite so many paths in between - but so too do the Nacres manage to avoid being drawn out of position by the provocations of the Reavers.

 Region 101 Aristocracy becomes Reaved.
Region 104 Aristocracy becomes Reaved.
Region 109 Aristocracy becomes Reaved.
Region 111 Aristocracy becomes Reaved.
Region 113 Clergy becomes Reaved.
The Order of the Ironkelp resists the Reaving of Region 113’s Merchants!
Region 117 Merchants become Reaved.
Region 123 Aristocracy becomes Reaved.
Region 124 Merchants become Reaved.
Region 130 Merchants become Reaved.
Region 132 Merchants become Reaved.
The Costa Sereia resists the Reaving of Region 134’s Aristocracy!
Region 136 Clergy becomes Reaved.
Region 138 Merchants become Reaved. 
 
 Spoiler: Reaved Faction Supports 
If a Faction Support is  Reaved , then the dreaded Reavers have abducted, slain, or otherwise torn through enough of that faction’s members and/or infrastructure that its functionality is gutted, with any surviving elements preoccupied by petty power struggles, creating both vulnerability and opportunity. Reaved Factions have effects similar to Open Factions, with the following exceptions.
 
 Swaying successfully restores the faction and grants their Support as the locals take heart and inspiration, but Sway attempts are always made against TN 18 until the faction is no longer Reaved. 
 As a result of the power vacuum left in the faction, it is much easier to fill that gap with a government’s preferred candidates. Impressing the faction may be attempted without meeting the normal requirements; however, all Impress attempts targeting Reaved factions are made against a TN of 13, with Distance Penalties doubled - effective distance is still calculated normally to determine the pre-doubling penalty. 
 Failing on an Impress roll targeting a Reaved faction still allows one to acquire the faction’s Support if one takes a second action of the same type in the following round. This second action does not need to be rolled unless control of the faction is being contested by another player. Alternatively, one may opt to have the Support become Open instead of Reaved on a failed Impress attempt. In cases where the preferred result is contested, the higher roll determines the result. Ties maintain the status quo, as usual. 
 Reaved Aristocratic Supports mean the Region owner does not gain any increase in unit cap from owning the Region. 
 Reaved Clerical Supports prevent the use or removal of any Artifacts stored in the local Holy Order, if any. 
 Reaved Mercantile Supports mean that if Treasure is spent on a roll in the Region, two Treasure must be spent for each +1 bonus to that roll, rather than one. 
 
 


Despite this apparent success, however, there is tragedy to be had. Without any serious military of their own, the palty security of the Lux-Glossian Shades falls apart like rotting kelp in the face of the Reavers’ shining blades and nets, even with the help of the Nacres - even their Matriarchs are endangered as the Reavers take their pleasure in the Tideswept Shelf.

For the Gotezhar, the difficulties lie more in the broad abandonment of any attempt to defend their areas by the Divine Nacres - the Reavers will make their own argument as to the necessity of the Nacres’ protections. As luck would have it, they very much do, as many of the more important Gotezhar are found dead after the Reavers have departed - or, maybe worse, never found at all. Others are lucky enough to bear only injuries and scars - the Reavers came prepared for the unique physiology of the Gotezhar…

[B]Region 101 loses 1 unit of native defenders.
Region 104 loses 1 unit of native defenders.
Region 109 loses 1 unit of native defenders.
Region 123 loses 1 unit of native defenders.
The Lux-Glossian Shades would have lost 1 unit to the Reavers - but they had none! The Reavers take their pick of their upper echelons…
The Order of the Ironkelp resists the Reaving of treasure!
The Order of the Ironkelp resists the Reaver Sack of Open TP 2 for Phosphorite in Region 113!
The Cyphiri Union resists the Reaver Sack of CYP TP 1 in Region 117!
The Costa Sereia loses 1 treasure to the Reavers, but successfully resists a second attempt to Reave Treasure.
Reavers Sack PGL TP 1 for Mineblossom Sponge in Region 130.
Reavers Sack PGL TP 1 for War-Jelly in Region 132.
Reavers Sack Open Holy Site 2 in Region 136.
The Gotezhar resist the Reaver Sack GTZ TP 1 for Pure Berries in Region 138!

The Gotezhar lose figures of importance to the Reavers: Governor Saroon’din is killed, Squall Kayzho has gone missing, and Luc d’Espoir has been maimed while saving Joontar Arjiloza, who is shaken but intact. Profundus Korasoon was lightly injured and will recover quickly, and Squall Essensio will bear some scars from his encounter.

The Lux-Glossian Shades lose figures of importance to the Reavers: Matriarch Ramira of the Viridian Shade is killed, Matriarch Laestrika of the Carmine Shade has gone missing, and Matriarch Lia of the Cerulean Shade has been badly maimed! The other matriarchs have also been affected.
  Organizations!  
A number of polities disappoint the Abyssal Stewards, unwilling as they are to make ready their own defenses - not so much that they feel their trust thus far has been totally misplaced, but enough for them to fall in the eyes of the Stewards. Some are able to talk their way out of more severe consequences, however.
 CCC, CPS, ESP, DPB, RFT, SKR, COS, and LUX fail the ABS unit count requirement with fewer than 2 units at the end of Round 5 and lose 1 ABS rep. 
 CYP raises their Reputation with ABS by 1 to a total of 1, spending a Favor in the process. LUX raises their Reputation with ABS by 1, to a total of 0, spending a Favor in the process. PGL raises their Reputation with ABS by 1 to a total of 2, spending a Favor in the process.
SKR raises their Reputation with ABS by 1, to a total of 0.
CCC raises their Reputation with ABS by 1, to a total of 1. 
 HEX grants 2 units to the ABS, gaining a Favor.
The ABS Request for Units ends - all relevant countries managed to pay off the debts that they owed at the time. 

Their evaluations completed, the Abyssal Stewards are unsurprised to see the Pfilghol, Ironkelp Knights, and Gotezhar to be the main countries worthy of note in this respect - the Kalan Company having been disqualified for their integration into the Abyssal Stewards own forces - and though the Otterians made an acceptable showing at first, their overemphasis on purely military capabilities detracts from their overall readiness. In recognition of Olgght’s dedication to the protection of their people, they are presented with the Kela Ein Kamohu: a weapon capable of great devastation, but requiring careful handling. The Kela has the appearance of a giant, metal-plated pistol shrimp claw, which can be triggered to close with explosive force - it opens again agonizingly slowly once triggered, but the shockwave released behaves more like a massive, unstoppable spear. The recoil is incredibly difficult to manage, however - based on the accounts of the Stewards, the device has historically been used by fully armored Grandmasters weighing upwards of two tons, with the purpose of discouraging smaller Titans from a frontal assault.
 
 Spoiler: Points Determination 
OKI: +3 from 7 unit cap, +2 from unique resources, +7 from Ruler scores
SKR: +2 from 5 unit cap, +2 from unique resources, +2 from Ruler scores
CYP: +3 from 6 unit cap, +7 from unique resources, +4 from Ruler scores
OTT: +3 from 7 unit cap, +2 from unique resources, +7 from Ruler scores
PGL: +4 from 8 unit cap, +5 from unique resources, +9 from Ruler scores [Spy active]
COS: +2 from 5 unit cap, +5 from unique resources, +5 from Ruler scores
LUX: +3 from 6 unit cap, +2 from unique resources, +5 from Ruler scores
GTZ: +4 from 7 unit cap and a Fortress, +4 from unique resources, +7 from Ruler scores [Envy of the World]

Totals:
First Place: PGL - 32 points
Second Place: OKI - 28 points
Third Place: GTZ - 27 points
Swimmers-Up: OTT - 22 points; COS - 16 points; CYP - 14 points; LUX - 11 points; SKR - 7 points
KAL: disqualified
 

 PGL acquires an artifact - Kela Ein Kamohu (1/turn: May gain +1 to a Sack action OR use in battle; +1 to battle roll if win or tie Tactical Maneuvering; extra +1 if victorious by 6 or more; -1 to own leader loss roll if lose or tie Tactical Maneuvering)
OKI gains 1 Treasure and 2 actions worth of progress towards the construction of a new Trading Post in a Region of their choice.
GTZ gains 1 Unit. 
 SKR and GTZ each contribute their second entries to the Neritic Manuals, while OKI contributes their first entry! SKR, GTZ, and OKI each gain +1 Favor with ABS! SKR and GTZ may gain no more Favor from contributing to the Neritic Manuals.

CYP raises their Reputation with CCA by 1, to a total of 3, spending a Favor in the process.
LUX and SEN each raise their Reputation with CCA by 1, to a total of 1, spending a Favor in the process.
CCC raises their Reputation with CCA by 1, to a total of 3. 

The Draigiau put the finishing touches on a Reefback Nursery which soon comes to be known as Huskmyth Reef, built as it is on the ancient shells of their kind.
 DRG constructs a Reefback Nursery in Region 71, completing the CCA request and gaining +1 Rep and +1 Favor! 
 COS, KNH, GRV, spend an action on Drums in the Deep. COS and GRV may not spend any more actions on Drums In The Deep. KNH may still choose to spend an Intrigue action on Drums In The Deep.

SKR contributes one action toward the Songline of the Broken Seas, completing it! SKR gains +1 Favor with CCA! SKR may gain no more favors by contributing to the Songline of the Broken Seas. The Songline of the Broken Seas may still be contributed to until the end of Round 6, at which point the rewards for completing the Songline will be granted to contributors.

KNH, GRV, and SEN each contribute their second entries to the Songline of the Frozen Seas! DPB contributes their first entry to the Songline of the Frozen Seas! KNH, GRV, SEN, and DPB each gain +1 Favor with CCA! KNH, GRV, and SEN may gain no more Favor by contributing to the Songline of the Frozen Seas! 
 SEN loses 1 Reputation with the CCA, for a total of 0, as a result of attempting to Establish a Claim while having an Unruly faction in a controlled Region. 

The Mensa Rectores take note of several countries, most especially the strange entity known as Deep Blue…
 ESP raises their Reputation with DNA by 1, to a total of 1, spending a Favor in the process.
CYP raises their Reputation with DNA by 1, to a total of 1.
DPB raises their Reputation with DNA by 1, to a total of 4, spending a Favor in the process and becoming the first ‘country’ to be considered Heir to Phaeon!
CCC raises their Reputation with DNA by 1, to a total of 2. 

With the Genus Taxonomia Gelidum Mare completed, the Nacres make use of their discoveries in the region to develop a new, if minor, technology, and share it with the contributors! A local species of jellyfish which live near the brine pools common to the area is a good candidate to develop a mechanism to ease travel.
 KNH, GRV, and SEN each contribute their second entries to the Genus Taxonomia Gelidum Mare, while DRG sends more information, completing their contribution of a second entry to the Genus Taxonomia Gelidum Mare! KNH, GRV, and SEN each gain +1 Favor with DNA, and may gain no more Favor by contributing to the Genus Taxonomia Gelidum Mare!
KNH contributes one action and GRV contributes two actions to the Genus Taxonomia Gelidum Mare, completing it! They can gain no more favors from contributing, however.

The Genus Taxonomia Gelidum Mare is completed! Every Polar Zone country to have contributed an entry to the Genus Taxonomia Gelidum Mare receives the Electrodialytic Staurozoa technology.
 Electrodialytic Staurozoa - A specialized variety of sessile jellyfish, engineered by the Divine Nacres to partially desalinate seawater through electrodialysis across its outer membrane. Attaching them near the gills or other water intake organs provides cleaner and safer water at the cost of a buildup of supersaturated seawater inside the jellyfish’s body and precipitated calcium on the outside, which must be periodically expelled or scrubbed off, respectively. Effect: May ignore the increased effective distance from a Briny border up to twice per round. This does not reduce the effect of Briny borders on distance loss calculations. Requirements: None.  
 HEX contributes their first entry to the Genus Taxonomia Scintillans Mare! HEX gains +1 Favor with DNA. 
 DRG requests Graduated Symbiosis from DNA, and receives instructional materials in exchange for a favor - DRG will gain Graduated Symbiosis if they spend an Economy or Intrigue action to decipher said materials. 
 CYP, HEX, LOL, and ESP each complete their first Monumental Undertakings, gaining +1 Prestige each!

LSD is the first Tropical country to fully settle a colony, and gains +1 Prestige as a result.

[Piety] Communion With The Divine has ended.

KNH pledge with the Nathi Chief Rayn to a PRS treaty (Stipulations: KNH will not try to Sway or Impress the Aristocratic support node of Region 75, but are allowed a roll to Oppose anyone else trying to Sway them; R75 frees General Kreel from imprisonment) 
 GTZ, GRV, and LOL are all Rank 4 with PRS! One must see their status decline as the others rise…GRV falls to Rank 3. If they do not complete their World Wonder within the next 2 turns, they will lose this chance until they become Envy of the World once more! 
Gengy
  Round 6
 [Gotezhar, People of the Rain]  
 [Profundus Korasoon, Typhoon's Center] 
Regions: 138, 128, 136    
Actions:
 
  [Military]  Send (3) Units and Squall Eehetado to assist OKI in attacking 127
- [Squall Eehetado: Gotezhar military leader serving under Squall Essensio; Commander Score: Mil 5]
- +1 Treasure to Battle Roll
  Affronted by the 'Queen' wanting to see them fail, Squall Essensio - with Korasoon's backing - sends units to aid the Order of the Iron Kelp in teacher her a lesson.  Led by Squall Eehetado, they will meet with the Order and place themselves under the command of Knight Commander Amlaigh Tolmach.   
  [Diplomacy]  Confederate region 139 (Roll:  14 )  Fail 
  The people to the east of Gotezhar are a strong group, and Korasoon attempts to speak with them about joining their strength with Ezcorher.  He  again  personally arrives to speak with local leaders, and  once more  attempts to avoid speaking about anything offensive. He makes a minor gaff, and discussions are halted for a while.   
  [Diplomacy]  Send a Diplomatic Mission to 137 [using Anoxic Adaptation] (Roll:  14 )
  In an effort to locate the Reavers without upsetting more individuals, the new Governess Rubi'din encourages Profundus Korasoon to send envoys to the south.  Of course, Gotezhar 'envoys' are heavily armed with their personal bolya, just in case.   
  [Economy 5]  Establish a City in 136:  Saroon'din City
  In honor of the fallen, a city is built in the Meadows and named after the previous Governor.  Saroon'din City finds new ways to harvest Clam Vines.  The new Governess Rubi'din, takes it as her new seat of power, in memory of her brother.   
  [Economy]  Trade 136 TP2 Clam Vines to SKR in exchange for Barnacle Glue
  A deal has at last been reached, and thanks to the trade route with the Sakura-Jin, the Gotezhar will soon have constant shipments of Barnacle Glue.   
 

Non-Actions:
 
  PRS Monument, 5-Rounds (4/5) : The Cloud Observatory within Ezcorher (Region 138) does not suffer any significant damage from the Reavers assault, thanks in part to the sacrifices made by some of the committee members, and the stubborn - almost stupidly so - self-sacrifices of many of the Worker Caste.  While the Cloud Observatory project is not forgotten, it  is  put on hold to recover more Workers and reform the Committee.  This reform takes time, however.  Many whom would normally step in are occupied elsewhere, either with the war effort to put Queen Esenem, with the exploration of the south, or with building Saroon'din City.  While the Observatory is seen as important, in the wake of the Reavers attacks, having a wider grasp on what is going on in the world is  more  important.  Eventually, a new Committee rises, including members of the old Committee as it's core, but with some additions.  Profundus Sohizo returns to lead the Committee, not allowing their injuries to deter them from what may very well be seen as their life's work.  Squall Eehetado steps in for the missing Squall Kayzho, and is much more vocal about defensive measures for the Observatory then their predecessor.  Joontar Arjiloza was shaken by their experience, but determined to help represent the moral needs of the people, and often invites Chaplain Luc d'Espoir to sit in on Committee meetings as an unofficial advisor.  Sohizo allows this, as the Profundus recognizes the growing importance of the Flowing Way within Ezcorher; and even shaken, Joontar Arjiloza is well regarded as one of the smarted Gotezhar around.  Their ideas are needed for completing the work.  New members to the Committee are: a very surprised but eager Worker, Konfuzo, who acts as a voice for the builders, but speaks little unless directly asked a question.  And - to better represent the Mer that are begining to mingle in all parts of Ezcorher, the Meadows, and Colownya - the maiden Mira'din sits in on the meetings.  She is also rather quiet, but when she  does  speak, it is either a sarcastic comment, a good idea, or both.  With the reformation of the Committee, the Cloud Observatory begins to take shape and should be finished within the next few years... 
 The Merchant caste sends a shipment of Clam Vines, in exchange for Barnacle Glue.  This proves to greatly aid in reconstruction efforts.  (Send SKR Clam Vines via Trade Route.  Accept one round of Barnacle Glue from SKR as a non-action via Trade Route) 
 Host  The King's Conference  (PRS Rank 4)
 
 Spoiler: Sub-Actions 

 
 Trade  Razor Current Netting  to OKI for  Supermarine Artillery  
 Sign agreements with the Faith, the Flowing Way 
 
 
 
  The Crescent Companion 
 
 Spoiler: Accumulate.  Fight. 
 Mer of the Meadows, Documentation Historians: 
Gotezhar are born with an innate knowledge to be able to control their bolya.  This personal bubble of water keeps them safe from the casual harmful materials in the ocean, such as saline, and other debris.  More corrosive chemicals take active focus to forestall, but prolonged exposure is just as deadly to Gotezhar as it is to other races.

What Gotezhar can do that other races cannot, however, is grow their bolya in such a way that they can manipulate it into a weapon.  Races such as the Mer require spears and other sharp implements to be considered lethal; all Gotezhar can be considered, to some degree or another, very lethal to any water-based species; though it comes with risks.  More experienced Squall have larger bolya, but no Squall starts that way.  So the way of fighting for the rank and file Gotezhar is one of up-close-and-personal.  If an opponent gets within the Gotezhar's bolya, the very force of the water around them becomes it's own blunt instrument, able to batter and bruise even the hardiest of enemies.  The specific movements of the Gotezhar fighter often makes it look like they are dancing inside the bolya, with their arm appendages swirling like whirlpools.  It is both beautiful and terrifying.

Large Squall have larger ranges to fight with, and more combat experience as well.  Interviews with Mer from Elyan'dan - veterans of the last time the Gotezhar went to war - describe fighting a larger Squall like fighting against a sudden localized current.  Water pressure from all sides becomes a harsh lance of undertow, knocking foes around against the seabed, rocks, or anything else in the water, including each other.  "It is like the mother sea herself picks you up and spanks you for being a bad child," one veteran says, with obvious distaste for the memories, going on to say, "But them Squall are nothing - nothing! - compared to a Profundus ready for war.  I seen it!  Them tiny blighters inside their enormous bubbles of fresh water are absolute devilfish!"

We requested to speak with Profundus Korasoon, the current reigning ruler for the Gotezhar, and after many weeks of waiting, we finally managed to get an interview.  We politely asked for a description of what the ruler feels is how a Profundus fights when the need arises, and Korasoon responded, "Efficiently."

When asked to elaborate, we were glared at, and Profundus Korasoon only relented when we explained that this would be a matter of document for the Abyssal Stewards.  "A Profundus is the largest Gotezhar, often with the biggest bolya.  This means that even the hardiest of Squall has a small bolya then we do.  Squall fight with ferocity, to better dispense justice.  Profundus fight with efficiency, to better display that it is foolish to fight us.  What are the tools that Mer use called?  The ones that you hit repeatedly with...  Hammers.  Squall are hammers.  They hit hard, and repeatedly, until the job is done.  They swing their bolya around like some great tool, but it can - eventually - tire them.  Profundus, instead, are not Hammers, unless that is the  right  tool.  No.  We are... the clever bulbous cephalopod, with the many limbs.  Octopus.  We are like Octopus.  Squall fight with all their boyla at once.  Profundus use  many  parts of our bolya at the same time.  Or just command the undersea waves to push entire platoons back."

The Profundus then proceeded to demonstrate, by pushing the entire group of historians out of his (their?) office.  We were helpless to stop them from doing so, though to be fair to the Gotezhar ruler, Korasoon did no more then choose to end the interview; we were unharmed, but better understand what could have been done to us if we remained within the large Gotezhar's specialized reach.
 
 
 
 
 Spoiler: News and Rumors 

 
 While the majority of the Gotezhar protected regions are fine, the few places that the Reavers attacked are almost devastated.  The rebuilding effort takes a great deal of focus, and the losses that occurred have many Mer from the Meadows upset.  The Gotezhar, however, are oddly calm, if not impressed... 
 Profundus Korasoon adopts a young adult Mer girl by the name of Mira'din into their nuven.  The Gotezhar leader insists that she be treated as one of the Gotezhar, and soon begins to see to her instruction in matters of defense, leadership, and ignoring what everyone else says and doing what you want because that's the way to be a  true  leader.  Mira'din disagrees with the latter, but learns much from her other lessons. 
 This so called 'Queen Esenam' has caused Profundus Korasson to gaze his attention upon her.  She seems affronted that the Gotezhar have defenses!  The Profundus does not bother with attempting to speak with this Queen.  He chooses to trust in the Order of the Iron Kelp to handle the problem... but the very least the Gotezhar can do is remove a pillar of support from this 'Esenam'.  Plans are made... 
 
 

 
 Spoiler: Ruler Information 

      Typhoon's Center, Profundus Korasoon   
   D   
   M   
   E   
   F   
   I   
 
   Current  
 8 
 10 
 6 
 2 
 2 
 
  End of round 1 
 0 
 2 
 0 
 0 
 0 
 
  End of round 2 
 1 
 1 
 0 
 0 
 0 
 
  End of round 3 
 0 
 2 
 0 
 0 
 0 
 
  End of round 4 
 1 
 0 
 1 
 0 
 0 
 
  End of round 5 
 1 
 0 
 1 
 0 
 0 
 
  End of round 6 
 0 
 0 
 0 
 0 
 0 
 
  
 New Ruler Next Round! 

Expected Stat Bonuses: +2 Diplomacy
 

 
 Spoiler: Book Keeping 

 Units:  (6   / 10 )
 General(s): 
- Squall Essensio (Mil 10) [ Aim For the Storm’s Center : -6 to enemy leader loss roll, -20% to enemy losses]
 Fortresses:  Sublime Fortress, Region 138

 Trade Routes: 
Gotezhar (138) to the Sakura-Jin (119)
 Treasure  (3  / 5 )

 Cultural Exchanges: 
Gotezhar (138) to Costa Sereia (134)

 Boon 
(+2) Actions Complete for a valid Trade Post of my choice, from the ABS

 Technologies: 
  Supernatic Propagation 
 Trophic Deconvolution 
 Megafaunal Tailoring 
 Photospore Signalling 
 Composite Grafting 
 Graduated Symbiosis 
 Razor Current Netting 
 +10% enemy casualties and +1 to Maneuvering roll when defending, or attacking with a foothold  Anoxic Adaptation 
 The user can now cross Brackish borders.  
 
Lumaeus
  The Riftlings Many of the Dead Seas      Polar Region    
 Turn 6

Ruler: The Youngest, Second Chosen of the Mother of the New Era
Diplomacy: 4
Military: 4
Economy: 5
Faith: 8
Intrigue: 3 
Actions:


 Diplomacy|Faith(Censer):  Sway Aristocracy 66 ( Roll: 13 )  SUCCESS 
 Faith:  Convert HS1 67 ( Roll: 16 ) Contingent*  SUCCESS 
 Faith:  Convert HS2 67 ( Roll: 11 )  FAILURE 
 Faith:  Convert HS3 67 ( Roll: 15 ) Contingent*  SUCCESS 
 Faith:  Convert HS1 59 ( Roll: 16 )  SUCCESS 

*CSC will likely roll to resist, though I'll prefer they don't ;p

Non-Actions:
 Economy:  Accept those sweet, sweet jellies from Eternal Spring to meet our toxin requirement. Thank the Mother.
 Faith:  Resist the treacherous CSC's conversion of 66 HS#2 ( Roll: 10 )  FAILURE 


Next turn stats:
Diplomacy: 4
Military: 4
Economy: 5
 Faith:  10 (+2)
Intrigue: 3
Minescratcher
 Regions 113,  114 
    The Order of Knights of the Ironkelp of First-King John of Ruhum    
  Records of the Years  16-18  of the Tenure of His Majesty Grand Master Jacob Basilicos, 39th Grand Master of the Order of Knights  
Round 6

[img]put a flag here at some point[/img] 
Actions:

1.  [Faith 10]  Miracle: Discover the  Regalis Arbor 
Dream's swift tailfin calls upon the King one night, and delivers the prescience of fate. He takes leave of all but two of his sons, appointing Clara of Losol, one of his wives, as Regent of Insol in his absence, and swims north to the farthest extremes of Orope. And in a cave where a great ridge rises so high it escapes the ocean and extends Beyond, His Majesty finds a finfull of seeds. They lay hid for centuries uncounted, as the shape of the world slowly changed and all waters flowed about them, until the Divine Will ordained they make themselves known.

The King plants them himself in a patch of seabed not far from the Ironkelp. As the years pass, they grow into Giantsbane plants unlike any seen in Orope before: golden veins run across their leaves, and algae seem to flourish among their roots. And when the first one finally produces its first seedpod, the reverberation of its explosion nearly deafens all of Insol...

...and the seed lands in Cyph-Arel, terrifying the wandering Cyphiri who happen to see it fall.

 
 Spoiler: Mechanical effects 
Create an Artifact, the  Regalis Arbor , which may be used up to twice per round as a non-action, for one of the following effects:
 
 Launch Couriers: When taking an action, the owner may pay 1 region of distance to "skip" from a region that they control and which is contiguously connected to their capital to any non-Wastes region within three (non-Wastes) regions of said owned region for the purpose of effective distance when determining distance penalties. The path may then continue on from that region, adding additional regions to the path and increasing the effective distance appropriately as normal. To skip  to  a Brackish, Toxic, or Glacial region in this way still requires the appropriate technology, but such regions may be skipped  over  without a technology. This effect may not be applied to rolls for Colonization, combat, or Secret actions.
  .   
 Launch Scouts: The owner receives a +2 bonus to the Maneuvering roll for a single battle they participate in. The battle must take place in a Depth 0 region within three (non-Waste) regions of a region that they control and which is contiguously connected to their capital. The use of this effect in a battle must be declared before any Interception rolls are made, and this effect may not be applied to Maneuvering rolls to intercept or avoid being intercepted. 
 
Attempts to steal the Regalis Arbor suffer a -4 penalty.
 


2.  [Faith]  Seek Aid for CYP Sway Unruly Merchants in Orope [114]:  17 

3.  [Diplomacy]  Quasi-host an event:  The King's Conference 
 
 Spoiler: Subactions 
 
 Trade Supermarine Artillery to CYP, in exchange for Anoxic Adaptation 
 Trade Supermarine Artillery to GTZ, in exchange for Razor Current Netting 
 Declare and sign the  Flowing Peace,  consisting of the following four terms:
 
 The undersigned are committed to the righteous and just conducting of wars, and will therefore forswear killing or causing egregious harm to noncombatants, including foes who have surrendered; and the use of weapons or technology deemed unnecessarily cruel considering their objective, including those chemical and biological weapons designed to cause a slow and painful death. 
 The undersigned are committed to enable the collective defense of the faithful of the Flowing Way by soldiers of the faithful, and will therefore not oppose or hinder the movement of Flowing Way troops between territory controlled by signatory powers for defensive purposes. 
 The undersigned are committed to the dialogue of ideas and the free movement of sages, missionaries, and other wise-creatures, in the interests of widening the Flowing Way and the better interpretation of the divine mysteries, and will therefore support the establishment of new centers of learning and all other conversions to the Flowing Way within their controlled territory to the best of their ability. 
 The undersigned are committed to the continuing study and proactive investigation of riddles and anomalies, and will prioritize those which one or more signatories reasonably suspect may pose a threat to the faithful. 
  
 
 

4.  [Diplomacy]  Raise Rep with ABS from 0 to 1:  9 
The rumors that Titans stir once again gives His Majesty the impetus he needs to convince a proper delegation from the Order to treat with the Abyssal Stewards. Though many remain skeptical of the aloof foreigners, the Reaver attacks proved that aloofness in kind is not sustainable.

5.  [Military]  Invade Region 127 from Region 113 with 5 units led by Knight Commander Amlaigh Tolmach (M10), attempting to activate the  Quiver Hell's Foundations  Tactical Doctrine, utilizing the Thunderstone Cudgel (+2 due to opposing Fortress) and Supermarine Artillery technology, receiving +1 from the Middish Way, and joined by 3 units of Gotezhar led by Squall Eehetado, spending 1 Treasure
(Total: 8 units vs 5 enemy units (+2 Outnumbering); +11 Maneuvering;  +12/14  to battle)
The Second Master is not happy with Queen Esenam's declaration, and upon hearing of the Gotezhar Profundus's shared dislike immediately begins working with the strange rain-creatures to organize a joint campaign. The combination of Middish Knights and artillery with Gotezhar resources will, it is hoped, prove a suitable counterargument to the Queen's meddling. And, since the events in Ektalithiades, more and more nobles have been looking abroad for realms, hoping to seize ranks by force they would never stand to inherit in "old" Orope.

Nonactions:
 
 Accept Cobalt Dye from the Cyphiri Union via the trade route 
 
 
 Spoiler: News and Rumors 
 
 The Reavers....
  .   
 The rise of other organized schools....
  .   
 The self-proclaimed declaration of a new Middish  King  is a significant matter, and one which draws attention back to Ektalithiades....
  .   
 The Princes of Insol....
  .   
 
 

 
 Spoiler: Ruler Information 
Grand Master Jacob Basilicos, 39th Grand Master of the Order of Knights, etc etc
Current Stats
 Diplomacy : 3
 Military :  10 
 Economy : 3
 Faith :  10 
 Intrigue : 3

New Ruler Next Round? no
Expected Stat Bonuses: Diplomacy +1
 

 
 Spoiler: Other notes 

Generals:
 
 Knight Commander Amlaigh Tolmach of the Scoshlangue (10) - Tactical Doctrine: Quiver Hell's Foundations (+2 to battle roll) 
 
Land units: 5 / 7

Treasure: 0

Resources controlled:
 
 Region 114: Giantsbane Seed 
 
Techs:
 
 Supernatic Propagation 
 Trophic Deconvolution 
 Megafaunal Tailoring 
 Photospore Signalling 
 Graduated Symbiosis 
 Composite Grafting 
 Supermarine Artillery: +1 to battle rolls and +1 to Maneuvering rolls in regions of Depth 0; Requires  Giantsbane Seeds, Supernatic Propagation, Photospore Signalling  
  + Razor Current Netting: +10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending; Requires  Glass,   Composite Grafting  
 
State Religion: The Middish Way of the Flowing Way
 
 5 HCs: +1 offensive battle rolls 
 
Artifacts
 
 Thunderstone Cudgel: 1/round, +1 to an offensive battle (+2 if the defender benefits from a Fortress) or +1 to convert a holy site of an organized religion (+2 if the defender benefits from a holy order) 
 
Reputation:
 
 PRS rank 2 
 
 
Volthawk
 
   The Cyphiri Union   
  Round 6  
 Regions:  122, 129 (not fully settled)
 Ruler:  Baran Hallus
 Faith:  The Flowing Way (The Cyphiri Way)
 Diplomacy  5  Military  5  Economy  5  Faith  5  Intrigue  2
 
 
  Actions  
 End of Turn Ruler Increases:  +1 Diplomacy, +1 Economy
 
 Attend Event [Diplomacy] - Unrolled
 
 Spoiler: Subactions 

 
 Trade Anoxic Adaptation to OKI, in exchange for Supermarine Artillery 
 Sign the Flowing Peace 
 
 

 While the means of delivery was a little surprising (particularly to the Council Fund workers who had the seed land right in front of them near the Great Hall), the invitation itself was of little surprise to the Cyphiri - they had expected something like this from their friends in the north sooner or later, and stories of King John's quest had filtered back along the trade route from the Cyphiri in Orope, enthralling those who heard it. While the Cyphiri already there in Orope could handle most of it, many Cyphiri still end up heading north - the Tellan had followed the royal invitation with their own open invitations to their tents and businesses for any visiting Cyphiri, and when the conference got started, there was something of a fair and party of their own going on in the Tellan properties, particularly as the Hallus had been much more restrictive and selective when it came to who could join the Cyphiri delegation proper. The Tellan were happy, though, nesting a tidy profit from the visiting Cyphiri.  
 Sway Merchants in 114 [Diplomacy] -  9, Failure 
 Despire their successes with the other Cyphiri, the Tellan still found themselves with troubles with the native merchants of Orope. Despite the Hallus stepping up their support, sending diplomats and advisors led by Lanit Hallus, they still failed to get the merchants on-side. The arrival of the sereia and their relatively rapid success with doing what the Tellan and Hallus could not was...a little embarrassing and annoying to the Cyphiri directly involved, but the opinion of the wider Union was simply to be happy that it was over. Turbulent markets helped nobody.  
 Expedition into 126 [Economy] -  13, Success 
 While Pelir Hallus had been happy to see the various other countries of the temperates using her technology to see new lands once hidden to them, she was less happy about the underuse of the grafts among the Cyphiri themselves. The Carral, previously the most notable explorers in the Union, appeared content to settle in the region they'd gained an economic hold over (particularly with the disruption the Reaver had caused there), and the other Cyphiri families with a tendency towards exploration and finding new opportunities appeared to be satisfied with the variety found in lands already known, or in the brackish areas already scouted by others. Even the Sakura-Jin to the north had done more with the technology than her own people. That was not a course of events she was happy with, so she used her influence among the Hallus family to arrange an expedition westwards - the vast stretch of waters previously hazardous to the Cyphiri had been a major impediment to their ventures, forcing routes north into Sakura-Jin territory or southwards into the waters that had until recently been open and unclaimed territory, but no more. Their neighbours had learnt much about the northern part of those waters, and the Cyphiri would handle the south.  
 Buyout TP1 of 118 [Economy] -  8, Failure 
 Not dissuaded by their initial failures (or perhaps more accurately, seeing the region as their best choice despite being concerned about those problems), the Pylet family continues to try to establish a reliable supply of sea cows from the farmers along the Orope - Cyph-Arel trade route. The farmers apparently know how to hold onto a grudge, though, and their bad first impression seems to not be shifting any time soon.  
 Set 15 HS bonus for the Cyphiri Way to Buyouts [Faith] - Unrolled
 Concerned about the state of the expanding Cyphiri mercantile empire - namely, the slowdown in growth it's experiencing as other issues take up the attention of many Cyphiri families and those that are staying focused suffer more setbacks than normal - Werran Ulnesh, the de facto leader of the Cyphiri Way (the title not officially existing, but an unofficial position based on respect and esteem - despite the man's quirks), makes the rounds to the various followers of the Way in the Union spreading his message that assisting the ventures of the Cyphiri families to secure additional economic footholds across the zone is their top priority, that the followers travelling with their families should redouble their efforts to convince the locals to accept Cyphiri investment, and the families more dedicated to the Way should focus their forecasts and analyses on these matters.  
 
  Nonactions  
 
 Provide Cobalt Dye to OKI through the trade route. 
 Contribute to the Crescent Companion.
 
 Spoiler: The Mercenaries of the Cyphiri 

The Cyphiri have always used mercenaries - in the times where the ruined oceans meant that the Cyphiri could only deal with each other, small groups took it upon themselves to handle the messy business of violence, and as the seas healed and the wider world became available these native Cyphiri mercenary companies were soon phased out by other species more suited to the matter at hand. These days, with decades passing since trade between countries opened up, and the recent moves from by the Hallus family to establish a proper military force out of them, the mercenary market within Cyphiri lands are thriving.

 The Free Companies 
Most mercenaries within Cyph-Arel belong to one of the "Free Companies", small groups of mercenaries that put themselves to hire on a short-term basis to the various families of the Union. Most of their work is based around the need for the Cyphiri to protect their business interests, guarding caravans sent along Cyphiri trade routes, serving as couriers for more unique shipments, and guarding family representatives when their work takes them to more dangerous regions. They typically value their independence, and it's a mutual thing between them and the families - it doesn't reflect well on a family's character to have a permanent force of warriors, and the companies can always move around to find the best opportunities once their current contracts are over. Some families and companies work together enough that said diffferences are a little academic, but it's nonetheless an important distinction to the Cyphiri themselves.

The warriors of the Free Companies tend to be fairly well-armed and well-groomed - given their role in Cyphiri businesses, appearances matter, and years of regular low-risk work means that most companies have enough funds to ensure they can look the part. Their training is...subpar compared to the dedicated soldiery of most countries, but suitable to deal with the occasional raider, bandit or troublemaker. Most of these companies were originally wholly Cyphiri, but they have broadly moved to recruit members from other species in the last decade or two (Kalan are often the targets of their efforts, given their proximity and reputation), with most remaining Cyphiri being found in the leadership - although combat leadership is deferred to the most suitable (or most popular) one among the actual fighting component, with the Cyphiri tending to want to handle matters of contract, the Way, and logistics. Members of Free Companies, as is traditional for those who've taken on the business of violence, are part of no family, regardless of how close their relations are to one, although the former Cyphiri mercenaries leaving the companies in the wake of other species arriving can usually find new families to integrate into, sometimes taking whatever low-level roles they can (but ones that feel more fitting of one of the Cyphiri) but frequently being recruited as opportunity scouts - while the Cyphiri don't like to admit it, being able to handle oneself in the wider world is an asset for someone in that role.

 Foreign Forces 
Cyphiri based away from Cyph-Arel, typically in one of the various businesses set up in other regions, tend to eventually find that Free Companies aren't suitable for their needs and they need something more local and more permanent than most Free Companies are willing to dedicate themselves to being. For this, they look to the local area, and those that live in the region they're based in - mercenaries are everywhere, after all, and locals are usually willing to be hired on a long-term basis. While still not a part of the families that hire them, these mercenaries are effectively hired staff, employed in groups with long-term contracts that are occasionally renewed but rarely canceled except for gross misconduct. In order to prevent trouble with the countries in which they are based and assuage any fears of the mercenaries being turned against their hosts, these warriors are kept small in number, enough to handle protecting the business but with little more than that, and usually aren't particularly well-equipped. The species that make them up and the specific weapons they use depend on where the business in question is based, usually reflecting the ways of the locals, although sometimes with a few modifications to reflect their roles mainly being guarding Cyphiri interests rather than offensive action.

 The Retainer Guard 
A recent development in the Cyphiri mercenary ecosystem, the Retainer Guard is a permanently hired force of mercenaries under the employ of the Council Fund. While active efforts to build it up and put it to use only started a few years back, it was something in the works for at least a decade before that, covertly worked on by certain members of the Fund and the Hallus family until Baran's ascendancy to lead the Union made it possible to put it into action proper. The Guard is nearly entirely made out of the Kalan that weren't hired by the Abyssal Stewards, hired on a long-term basis by the Fund, and that origin has given it a certain degree of discipline and organisation that the smaller mercenary groups or those under the Hallus banner lack. The Guard is grouped into regiments (currently just the one, but the Cyphiri organisers have left room to grow) led by a small command council made up of six members (a mixture of mercenary officers and Fund representatives), with the warriors within the regiment split into six detachments made up of six units of between twenty and thirty warriors. While procedures are in place to gather the detachments together in case of an organised invasion (or, although this isn't talked about much openly, an attack made by the Union), most of the time the detachments are spread throughout Cyphiri territory and nearby regions, watching the borders (the preferred posting is in northern Cyph-Arel, given one only has to be concerned with the Sakura-Jin acting out of character rather than risk the Gotezhar or Kalan decide to turn on the Union), patrolling Cyph-Arel and the colonies (although they help if they can, the Fund has stressed that they can't replace a family's own hired mercenaries and one or two families have already complained about the patrols doing less than they'd like), guarding the Great Hall of the Union, and providing bodyguards for Union representatives abroad.

 Hallus Forces 
The most controversial part of the recent shakeups in the mercenary world was the Hallus family revealing their own mercenary force, made up of foreign companies and a few swayed Free Companies that the family had made contact with over the years, now officially brought into the fold with the announcement of the Retainer Guard. They're a much more mixed lot than the Guard, with most regions the Cyphiri have dealings in represented among their numbers, and the Hallus take the approach of rewarding diversity and unique approaches rather than disciplined order among their mercenaries. In case of war, the plan is that they'll serve as auxillaries and skirmishers to the main force of the Guard, but most Cyphiri families are more concerned about what they'll be up to in the meantime - several of the loadouts and tactics employed by the Hallus forces seem much more suited to offence than defence, and those already not favourly disposed towards the Hallus are a little concerned. Besides the practical concerns, they're also quite unpopular for cultural reasons - it's simply just not done for a Cyphiri family to have a personal army like this - although some families have seen the possibility that this is the beginning of that social contract being eroded and have begun similar moves themselves (very quietly, for the time being).
 
 
 
  News and Rumours  
 
 The organisation of the Retainer Guard over the last few years is praised when reports feed back of the hired force repelling the Reavers attacking northern Cyphiri business interests. The Kelad, the family most involved in the businesses of the region, are particularly loud in their praise, firmly switching their support in the Council from Ulnesh to Hallus. 
 Besides the Kelad, most Cyphiri families seem rather relaxed about the threat of the Reavers - their holdings and interests were left mostly untouched by them, and the damage done by them didn't seem that bad to them, really. The Hallus, however, stuck with their previous stance that it was a serious threat and their measures to protect against the Reavers were important. 
 The news of the Lux-Glossian Way is met with quite a lot of interest in the Union. Quite a few Cyphiri find themselves swayed to that way of thinking about the Way, particularly those out in the west (primarily Tellan handling that end of the dye supply to Orope), and a fair few families find some of their younger members abandoning the family to travel to Lux-Glossia, hoping to have their share of adventures and discovery. 
 Stories of a big, tusked species making their presence known in the markets around the Otterian territories are noted with interest by the heads of many Cyphiri families. There was a mixture of concern and curiosity when it came to the effect a new major group influencing the economics of the zone might have. 
 
  Families of the Cyphiri Union  
 
 Spoiler 

There are far more Cyphiri families than mentioned here, of course, but this is just to keep track of the ones mentioned so far and what their deal is/who of note is a part of them (some are described in greater detail in the full nation description).

 Hallus 
 TPs:  122.2
 Other:  Clerical Support in 122 (122's Mercantile Support is split between Hallus and Ulnesh), Cultural Exchange with COS
Now the dominant agricultural family, due to being the inventors of all of the major Cyphiri advancements in the field and leveraging that advantage at every opportunity. Has taken the position the Ulnesh once held in recent years, becoming the dominant force in the Union Council, and has been taking steps to formalise that unofficial power into something with real legal authority.
- Pelir Hallus: Pioneer of Hallus biotech research, not technically the head of the family but has enough influence through the family to get what they want (if possible).
- Baran Hallus: The actual head of the Hallus family, and the one directing their recent political moves. Has great respect for Pelir's work, and tends to indulge her requests. He's got broader interests than the average Cyphiri, taking an interest in the military conflicts that have gone on around the known world, and making plans for diplomatic efforts beyond those that are business-related.
- Lanit Hallus: One of Baran's main diplomatic agents and representatives, who has recently been spending a lot of time in Orope trying to help the Tellan stabilise and gain control of the merchants there. It not going well has left a stain on her reputation among the family, something she's not happy about.

 Ulnesh 
 Other:  Clerical Support in 122
Former dominant power among the families, interests split between being a strong agricultural family and political operations, uses the two in tandem to maintain influence and strengthen both fields but finding the latter weakened by Hallus efforts and the former from other families smelling blood.
- Garren Ulnesh: Head of the family and a dedicated student of the Flowing Way. While the Ulnesh was dominant, he drove the push to look outside of Cyph-Arel for opportunities, but his health has been failing since the Hallus family took control.
- Werran Ulnesh: Devoted follower of the Way, close to Garren, excited to spread the Flowing Way to new lands, very curious about the way other countries and faiths work. Most influential Ulnesh after their fall from dominance, as his rapport with Cyphiri followers was separate from his family's business.
- Pylan Ulnesh: Envoy to the council fund, coordinates things between the two groups, has a distaste for mercenaries. With the Hallus military drive, has been finding themself pushed out of most relevant discussions.
- Taron Ulnesh: In charge of agriculture, very passionate about the subject, little interest or talent for politics but has subordinates that cover the slack. Hasn't changed much since the Ulnesh lost control, but his subordinates are concerned about the state of the business.
- Relas Ulnesh: Youngest of Ulnesh's internal council, Garren's preferred successor, quiet and observant but untested, many family members unsure she deserves her position. Has been trying to rally the family to retake the top spot soon.
- Chelat Ulnesh: Used to deal with other major families and the Union Council but has now stepped down due to age. She was good at it, but was dismissive about other countries and the advantages to working with them and as such is seen as an outdated thinker by most Cyphiri.
- Helad Ulnesh: Coordinates loans between the Ulnesh and other Cyphiri families, deciding who gets the offers and how they're repaid/the influence gained is otherwise used. Is now the preferred candidate of most Ulnesh for Garren's replacement, despite Relas' efforts, and is likely the most influential Ulnesh at the moment due to leveraging old loans with other major families.

 Council Fund 
 TPs:  122.1
- Artan: Part of the section of the Council Fund that works with mercenaries. Made the early (but now irrelevant) deals with the Kalan Company that led to the diplomatic/economic foothold needed to secure the Fund's current mercenary force, and as such has been growing in influence, developing a strong interest in battle tactics and strategy despite the typical Cyphiri attitude towards such things. Parents were followers of the Flowing Way who named her for Arthan, but she isn't faithful herself.

 Tellan 
 TPs:  109.1, 114.2, 134.2
 Other:  CYP-OKI Trade Route
Previously a minor family in one of Cyph-Arel's cities, now dedicated to the trade route between the Cyphiri and Middish. Operate a network of camps, rest stops and small businesses catering to those taking said route, and established the route itself. Has control over part of Orope's Giantbane Seed industry, along with investing in some nearby regions. Current leaders in fields relating to Supernatic Propogation, due to their ties to the Middish. They've ended up on the Hallus side of the Ulnesh/Hallus split in the Council, due to the family helping them secure the Cobalt Dye they now sell to the Middish.
 - Tarpan Tellan: Head of the Tellan, now living in Orope full-time. Quite fond of the Middish, and their interpretations of the Flowing Way. Approves of the Hallus' shift towards a standing mercenary retainer, the Middish attitudes towards war and battle having rubbed off a little.
 - Yanmet Tellan: Tarpan's second in command, handling things on the Cyph-Arel side of the business and dealing with the other Cyphiri families.

 Kelad 
 TPs:  117.1, 127.1
Another minor family, and one that's been very active in sending out opportunity scouts to the regions nearby to the Cyph-Arel - Orope trade route. They're not planning on making many big attention-grabbing moves for the time being, but have a plan to acquire resources vital to the efforts of other families and sell it on to them at a profit.

 Carral 
 TPs:  123.1
 Other:  Mercantile Support of 123
Small decentralised family down on its luck who turned to the Bone-Grinder's Guild of [112] to try to make a new future for themselves. Their attempts to become more influential in the Guild ended up gaining them little, but the expedition eastwards that the Bone-Grinders sponsored has borne fruit for them, and they are now based in that region and have established themselves as a dominant mercantile power in the region by selling on imports from the Kelad.

 Pylet 
 Other:  Colony in 129
One of the Union Council families, and the main one driving colonisation attempts. Has a great deal of influence with the smaller families and the colonists of [129], but is beholden to the Hallus in turn - an obligation they are trying to weasel out of as much as possible, not wanting to turn against old friends in the Ulnesh family but having found the offer from the Hallus too good to turn down.
 

  Statistics  
 
 Spoiler 

 Special Actions Available:  Diplomacy 5, Economy 5, Military 5, Faith 5
 Special Actions Used: 
  Diplomacy  
 
 Spoiler 

 Reputation/Favours 
 The Abyssal Stewards:  Rep 1, 0 Favours (Expected Change: +1 Favour)
 - Welcome: +1 to resist Sacks and Coercion
 The Chelonian Chora:  Rep 3, 0 Favours (Expected Change: None)
 - Welcome: +1 to resist Supports becoming Open or Unruly
 - Friendly: Distance Losses triggered every fourth region, max -2 Distance Penalty in regions with CCA bases
 - Favoured: Pay 4 regions to skip to a region with a CCA for distance penalty purposes, Seek Aid one already-rolled action a round
 The Divine Nacre:  Rep 1, 0 Favours (Expected Change: None)
 - Welcome: +1 to Exploration, Prospecting and Colonisation
 International Prestige:  Prestige 2 (Expected Change: None)
 - Respected: +1 to Establishing and Pressing Claims and Promoting Claimants
 - Admired: +1 to attempt/resist Sway and Impress actions
 Bases 
122: Reefback Nursery

 Cultural Exchanges 
Costa Sereia

 Cultural Identities 
None
 

  Military  
 
 Spoiler 

 Units:  2 (Expected Change: None)

 Aristocratic Support 
122

 Generals 
None

 Fortresses 
None

 Perfected Tactical Doctrines 
None

 Military Technologies 
None
 

  Economy  
 
 Spoiler 

 Treasure:  3 (Expected Change: 0)

 Trade Posts 
 Efective Total Owned  11
109.1 - Swarm Ash
114.2 - Giantsbane Seeds
117.1 - Biolumiscent Tunicates
122.1 - Native Gold (Mercantile Support Owned)
122.2 - Native Gold (Mercantile Support Owned)
123.1 - Malleable Blubber (Mercantile Support Owned)
127.1 - Ray-Ear Seaweed
134.2 - Cobalt Dye

 Mercantile Support 
122, 123

 Cities 
None

 Trade Routes 
Cyphiri - Ironkelp Knights

 Specialised Ships 
None

 Civilian Technologies 
 Composite Grafting  No mechanical effect
 Graduated Symbiosis  No mechanical effect
 Megafaunal Tailoring  No mechanical effect
 Photospore Signalling  No mechanical effect
 Supernatic Propogation  No mechanical effect
 Trophic Deconvolution  No mechanical effect

 Anoxic Adaptation  Cross Brackish borders
 

  Faith  
 
 Spoiler 

 Faith Holy Sites:  15

 Clerical Support 
122

 Organised Faith Bonuses 
+1 to Impress Actions

 Artefacts 
None

 Holy Orders 
None

 Miracles 
None
 

  Intrigue  
 
 Spoiler 

 Spies 
None

  Claims  
122 - Historicity
 

 
Grim ranger
    Kar-Nath Hegemony       Turn 6   
   Rham, the Frozen King   
 Diplomacy - 6, Military - 10, Economy - 7, Faith - 2, Intrigue - 1 
  Actions:  

1.  [Military] : Special: Perfect Tactical Doctrine (March of the Conqueror)
 - Despite the bitter battle having been a reminder of the fact Hegemony's approach to warfare is hardly the most efficient one during all times, Kreel is not discouraged by his losses or captivity. Rather, the Exarch of Banners has grudgingly taken the moral defeat as a lesson, and works with the King himself to perfect the strategems used, as well as to properly codify them to be taught down to the other members of his Path in the future. 

2.  [Diplomacy] : Raise Organization Reputation with the Divine Nacres from 0 to 1 (Roll:  14 . Success!)
 - With their debt of gratitude to the Nacres paid in full and with interest, the Hegemony looks to secure the aid of the organization in their efforts to further chart the depths of Polar region. 

3.  [Diplomacy] : Establish Confederation Claim on region 65 (Roll:  10 . Failure!)
 - Having learned from prior experience, the Hegemony once more offers a hand in friendship to one of their neighboring territories, trying to find alternate ways to securing their domain over only warfare. 

4.  [Economy] : Expedition - To unknown region east of 77, through the Wastes border, using the specialized ship the Silvered Eye (Roll:  17 . Success!)
 - As the Wastes bordering their frozen home have long been a point of curiosity and concern for the Nathi, the Hegemony finally decide to utilize the gift provided by their neighbors to figure out just what might lurk on the other side. 

5.  [Economy] : Buyout trading post 3 in region 77, supporting my own purchase (Roll:  15 . Success!)
 - Competing economic interests across the sea raise Hegemony's concerns regarding the export of their sacred material, and as such the crown moves to secure the rest of the region's supply of it with haste. 
  Non-actions:  

A.  Continue construction of a monument: Rimestone Statuary (5-part project)(4/5) 
 
 Spoiler: The grand monuments of the Nathi are raised up! 
 As the grand construction nears its final stages, the formerly unremarkable plateau overlooking the seemingly bottomless depths of the Crag itself has been thoroughly transformed. Many grand halls have been built up around the smaller parts of the grand statuary, their round cupolas forming quite the regal sight as they are being gilded with reflective quartz by the artisans. The area has been lit up by carefully arranged orbs illuminating the displays and routes between them to provide contrast to the gloom of the depths, some of the displays even using this lighting to their advantage by making the shadows and light part of the grand scenes they are depicting.

The main focus of the work, however, are still the statues...and by now, they are coming onto their own as a great project. Visions of people of importance rise, dozens of feet tall in best of cases, to show both glory and hardship of Nathi and some of their more liked neighbors. It is only the matter of carefully erecting the ready statues now, the progress slowed by the need to be doubly careful: nobody wishes to be hit by a mass of frozen rock, and the unique properties of the material would make imperfections quite clear to see, should any happen to mar the statues. As the master artisans have worked on this grand project for literal years, nobody wishes to be responsible for such intense shame.

As they are confident by now that their grand project is about to be complete without issues, the Hegemony has already began to send out invitations for nobility of surrounding regions, as well as the other empire of Polar region. While the security is quite heightened around the site, the Frozen King is prepared to receive influx of visitors to show off the capital's new cultural wonder. Now the unveiling of such has to just be handled with the proper amount of pomp and circumstance... which in the case of a nation as bombastic as Kar-Nath will be "aplenty".

But the real question is: will it be enough to impress people all around? 
 

B.  Raise reputation with Chelonian Chora using a favor 
 - As they can see their reputation with Chora plummeting again thanks to the administrative problems in their newly acquired region, the Hegemony take pre-emptive measures to reinforce their relationship with the organization by calling in some favors. 

C.  Contribute an entry to the Crescent Companion (1/2) 
 - Never the sort to shy away from contributing to the advancement of warfare, the Nathi may regardless surprise some by their choice to describe the fighting methods of their new citizens instead of their own military excellence. 
 
 Spoiler: Militia of the Plains of Sarkenos 
 The defenders of the Plains of Sarkenos are certainly somewhat more irregular than the standing armies one might often find across the great sea, but their enthusiasm and bravery is regardless unquestionable. As the population of this borderland is made up of a multitude of species with many different ways of fighting, attempting to utilize something from all of them would have been a doomed venture from the outset. As such, the chieftain overseeing the matters of scattered region has come up with a new levy system to be utilized in times of crisis.

The basics of the military structure of the militia members is split between the delaying force, assault formation, and those with ranged capabilities. As individuals with actual military training tend to be more rare, those with natural armor or bulk thanks to their race generally find themselves delaying enemy advance, while those with more training, experience or prior knowledge of ranged weapons tend to make up the two other sections. While some might contest the decision of using larger groups of less trained militia members as a buffer against the enemy, it works quite well due to their knowledge of fighting a defensive engagement... something already proven by the crippling losses inflicted by Chieftain Rayn during her defense of the Plains.

While the aristocracy of the Plains maintains stocks of weaponry for militia who may be called upon to defend the territory, many of the more effective weapons come from the homes of these simple folk. Nets, quill-slings and even modified agricultural tools see frequent uses by the patrols in this simple realm, but have proven quite capable of hurting both soldier and beast. The armor of the militia is generally nonexistent, however, and as such the importance of fighting from cover and knowing how to retreat in good order to avoid being run down are drilled into recruits who are expected to see battle.

The final truly noteworthy aspect of the militia of the Plains is their extensive use of venoms they normally utilize to rid their crops and flocks of pests and weeds, allowing even an untrained youngster to dispatch a more accomplished combatant with single good strike from their weapon of choice. As these poisons are always in ample supply thanks to general demand for them, the militia is never lacking in this surprise advantage. 
 

  Other news:  
 - As the Shifting Ennead's ambitions creep closer to their borders, the Hegemony warn of military aid to their enemies, prompting negotiations between the two rival powers. Although the Hegemony has not seen much use in threatening to destroy the Cathedral of Movement, they are not overly fond of their neighbors either, having more contact and dealings with the Riftlings. As such, it has been agreed that Hegemony stand down from joining the fray, provided that the Ennead agree to non-aggression pact ceding the territory to the South of the Cathedral to the Riftlings and Kar-Nath: official talks to ratify the agreement are expected to take place after a while. 
  Leader improvements from turn 5:  

+1 Diplomacy, +1 Economy

  Leader stats for turn 6:  

Diplomacy - 7
Military - 10
Economy - 8
Faith - 2
Intrigue - 1
Epinephrine_Syn
    Eternal Spring
Turn 6 (Years 16-18)  
   Polar Bear Faction     
  Queen Violet of the Violent Thorns  

Dip: 3
Mil: 3
Ego: 10
Fai: 6
Inf: 5

Next Round: +1 Faith

Actions:
Eco 10: Consolidate Holdings (Gain +1 Prestige)
Faith: Use faith action to contribute to the Songline (+2 favors between this and fluff contribution)
Faith 5: [Artifact] Maleficent Jello
 
 Spoiler 
Here's an artifact pitch, I can go to more mild ones in a lot of ways, but I figured I may as well post the most interesting one first.

Maleficent Jello

Turns out, engineering the immortal jellies to have incredibly powerful toxins has had side effects. Vicious side effects. If one were to get into the weird, esoteric fantasy beliefs held by those such as Skullbloom and Stick,   magical  .

In small doses, the ink is instantly lethal, but in large doses... it's still lethal, but it radiates. Emanating power, pulsing into a shape that could be molded into anything, should one live long enough to manipulate it. With great scientific work, the grand excess of their years long research was coalesced into a blob. Was it alive...? Skullbloom seemed to think so. Violet had her doubts.

What was verifiable was that any vines (or indeed, any organic material that got near it) died within the hour, and nothing has survived more than two months of contact. Fortunately, the memories of the Medusa are stored elsewhere, and long as one was willing to 'cut off the hands' so to speak, there was little cost.

Perhaps isolates with more sturdy bodies could survive prolonged contact? Questions for later. The Medusa were large, but very fragile.

Yet, there was potential here. This wasn't merely hazardous waste. This could be shaped into Raw Power... to do something. To do lots of things, one suspects that its power is only begun to be harnesses.

 
 Spoiler: Mechanics 

Twice per turn, you may pay 1 Treasure to activate the effect of any artifact you have, or the effect of any artifact a player you have a Trade Route with (with said player's permission).

As a persistent effect, any empire that possesses this artifact for any length of time during a turn loses 1 Unit. No ill effects if there are no units to be decayed away. Players giving permission to have their artifacts copied do not decay a unit. Any player stealing or receiving this artifact in a trade  does  decay a unit.
 


(I'm not sure if the downside is interesting enough, I think it's fun. Not sure if the upside is reasonable, or requires a downside at all, it's  already  got a cost even before considering the downside of the artifact as a whole. I'm even willing to change fluff in some regards, depending what the final outcome needs to be.)
 

Int 5: [Spy] Black Noise
Eco: Impress Merchants in Riftling Capital (using the newly crafted poisonous Maleficent Jellies)  Roll = 20 

Non-Actions
Use Trade Route with the Riftlings to lend them the use of Maleficent Jellies, to fulfill their Toxins requirement. (Impressing the Local Unruly Merchants to my cause is a more direct route for this)

Maleficent Jellies
Like their evolutionary predecessors, Immortal Jellies, these creatures biologically have no end point, multiplying indefinitely and staying around unless otherwise killed or consumed. Which happens a lot inside of nature.

These however, have been rendered noxious and utterly inedible to any that consume them. Sped up via bioengineering until they have ink like a squid, corrosive to the touch, so even when one gets eaten, the rest survive. The Riftlings were in need of such a toxic fluid, and that was the origin point of the research. But in this process, the Medusa of Eternal Spring have discovered... there's something so much more to these creatures than could ever have been expected.


Write up Great Project (5 action)
Stalk Market? Hedge Fund?

Write up contribution to Songline
 
 Spoiler 

The Tall Tales, as they were told, were a religion that used to permeate the halls of the Eternal Spring. They still do, in some echoes. Absorbed into the way some of the denizens perform their rites in the communion. Used as a tool. Only I remember it as it truly was before. I, alone of the Medusa, believe in it as it was in the ancient days.

Tales themselves having power. Specifically in regards to our peoples, a tale I always believed, and still do, as grim as it looks for our near future. The black one will rise, in an alien dry form. Cast its shadow long over all, and eventually grows to ensnare all of the frost caps.

A gilded hero will come, on whaleback, followed by several others, and slay the beast. Drive it back into its hallowed egg, although all of the frostworld will go into decay long after the monster has been purged from the lands. It took a century for life to grow again, life in a way that we would call it beautiful, for the plants and jellies to sow into the land, and grow into an Eternal Spring.

Usually, these tales are about things that happen in the past. Usually, they come from abroad. But I devised this tale myself, unlike so many others. It made enough sense to me, and to those I discussed it with. People even believe it to be our origin, now. Despite being the origin of that story, and a strict adherent to The Tall Tales, I now believe that origin to be false.

... I now believe that tale to be one of what comes, rather than what has left us in our wake, and fear what it means for our kind. Please, take this with you. Should I, should we... do not tell anyone you have it, keep this heart safe. One day, our descendants may need the memories.
 



Shell Counting
 
 Spoiler 

Region 51 (Magma Falls) (Capital) (Fortress) (City)
Holy Sites: Eternal Communion / Eternal Communion / Eternal Communion
Resource (Immortal Jellyfish) ESP / Nobody? / Nobody? / City(ESP) (x1)
TP 1 of 55 Chelonian Hunters
TP 1, 2 of 57 Woven Seaweed (x2)
TP 1 of 58 Warped Shells (someone else owns tp 2) (x2)
TP 1, 2, 3 of 59 Coral Dye (x2)
TP 2 of 68 Gravelglass (someone else owns tp 1) (x2)
TP 3 of 71 (Dragon Scales)

Merchant Supports
Region 51, 57, 58, 59, 68 (60 next turn)


Treasure: 5
Passive Treasure Income: +3
Costs -1
(Cap increase to 15)
Soldiers: 0
 
farothel
  The Hymenocera Expanse
Region 3 (Tropical)   
 
Leader: High King Lord Deca IV
Diplomacy: 6
Military: 5
Economy: 10
Faith: 3
Intrigue: 3 
 Actions: 

[1][Economy] explore West region 3, North region 28 (add treasure, +1 DNA rep) (gain favour from DNA)  17 
[2][Diplomacy] explore North region 3 (diplomatic mission, add treasure, +1 DNA rep) (gain favour from DNA)  19  (includes free sway, TBD after exploration results are known)
[3][military] Drums In The Deep: train with Stewards (counts as 2 military actions)
[4][intrigue] Drums In The Deep: train with Stewards (counts as 2 intrigue actions)
[5][Diplomacy] raise rep chelonian chora (0-1, TN10, add treasure)  11 

rolls:  https://forums.giantitp.com/showsing...&amp;postcount=285  (for actions 1-2)
 https://forums.giantitp.com/showsing...&amp;postcount=306  (for action 5)

Non Actions:
-provide armour to The Auros of Kaarme through trade pact (use TP3.1)
-Use favour gained from Divine Nacres last round to raise rep (1-&gt;2)
- Resist  swaying in region 13 (can't succeed, but try nevertheless)
-add entry in Crescent Companion

 
 Spoiler: Bookkeeping 

TP: region 3, TP1+TP2+TP3+City (carapace armour)
region 6: TP1 (mercenaries)
region 28: TP1 (Tiny Turtles)
region 13: TP1 (Rocksplinter Stars (starfish))
region 18: TP1 (Galena)

Passive income: 2/turn

Units:4/5
treasure: 3

Technology:
Photospore Signalling
Composite Grafting
Toxic Filtering

Favors:
owed:
gained:
-Abyssal stewards: 1 +1
-The Divine Nacres: 0 +2
-Chelonian Chora: 0

 New stats 
stat increase: diplomacy +1, intrigue +1, military +1
Diplomacy: 7
Military: 6
Economy: 10
Faith: 3
Intrigue: 4

 Organisation reputation 
Abyssal Stewards: 2
chelonian chora: 0 +1
divine nacres: 1 +1
international prestige: 2
 

 
 Spoiler: news 

-A new era of exploration has dawned.  With the new technology that allows crossing of toxic borders explorers and diplomats of the Hymenocera Expanse move into the regions North and West of the Expanse to see what's there.

-A large set of training exercises between Abyssal units and the Hymenocera army will start.
 

 
 Spoiler: Exploration 

2 exploration parties are send out.  One of traders who will go to the West and one of diplomats who will go North.  Both have the same orders.  See what's there and try to convince the natives (if any) to join the Expanse.
 

 
 Spoiler: Drums in the deep 

A large set of maneuvers between the army of the Expanse and the units stationed at the Smoking Garden start, in order to cross-train.  Abyssal techniques for fighting Titans are learned to both sets of units, next to normal training

Back in the capital and in the Abyssal base, scribes and senior officers are trained in recognising the signs of Titan's presence, as well as doing sand table exercises.
 

 
 Spoiler: Region 13 

After marrying into the ruling line, it was clear that the Lojanese wanted to gain a larger foothold in the region.  But with the new exploration closer to home, the attempts to block this were half-assed and didn't really work.
 

 
 Spoiler: Crescent Companion 

The Hymenocera army:
Each infantry regiment will consist of an HQ company, an engineering company and 2 line battalions, with 5 companies in each battalion (1 scout company and 4 line companies).
The cavalry regiment will consist of an HQ company, 3 scout companies (light cavalry) and 6 line companies (2 light cavalry and 4 heavy cavalry). the light cavalry will be spear wielding mantis shrimp and the heavy cavalry will be hammer wielding mantis shrimp

armour: The best Hymenocera armour is used.
Line infantry: a heavy plate just beneath the mouth, a couple of interlocking heavy plates on the back and the tail (both top and sides) and some smaller plates on the legs, pincers and to protect the eyes.
Scout infantry: heavy Breast and back plate as line infantry, but no plates on legs, pincers and eyes.

Heavy cavalry: same as line infantry, but adapted to make it easier to hold onto the backs of the mantis shrimp
Light cavalry: as scout infantry, but adapted to make it easier to hold onto the backs of the mantis shrimp

Heavy cavalry mounts: heavy front plate as Hymenocera infantry, then heavy plates along the sides to protect the legs and vital organs.  Some heavy plates near the tail along weak spots, but they are armoured enough by themselves on the back not to need additional armour.
Light cavalry mounts: Same as heavy cavalry, but lighter plates

Weapons
infantry: they use the barbed and poisonous spines of certain sea urchins as spears.  As these break off easily, each infanterist carries several.  When they are done, they will use their pincers as hand weapons.  Pincers are sharpened and small left-over bits of plate are put on it as spikes.  They also carry a bit of plate as shield.  Some scout infantry only use their pincers and don't carry spears.
cavalry: they use the similar poisonous spines like the infantry, just from a different sea urchin so it's a bit longer.  The main weapon is the mantis shrimp itself, which has either spears or clubs they can use to attack the enemy.
 
bc56
    Pfilghol    
  Olgght, The-one-who-consumes  
Diplomacy: 3
Military: 10
Economy: 4+2
Faith: 2
Intrigue: 6

 Regions 
The Pfithreef: 132

   Actions   
 Rolls 
 Military 10: Perfect Gtsit's Tactical Doctrine: "Sea's Opportunity" 
 Economy: Impress Reaved Merchants in the Pfithreef (132) 
 Using Shiv'rchins to meet desired resource 
  Economy: Impress Merchants in Region 104 
 Using Luxurious Hides to meet desired resource  
 Economy: Buyout 131 TP 3 for Kelp 
 Economy: Buyout 133 TP 1 for Dendrotoxin 
  Spy Actions  
Ktloso: [REDACTED]

  SKR Cultural Exchange:  
Accept Trophic Deconvolution and Anoxic Adaptation

   Non-actions  
 
 Spoiler: Passive Bonuses 
 Reputation: 
ABS 1: +1 to resist Sack and Coerce
ABS 2: +2 to resist Secret Actions
 

 
 Spoiler: Bookkeeping 

 
 Spoiler: Characters 
Olgght - current leader, successful conqueror/unifier. Hungry.
Gtsit - Second-in-command, first to betray. Clever, dangerous. Hungry.
Ktloso - Sworn enemy of Gtsit, spymaster. Conniving, ruthless. Hungry.
 

 
 Spoiler: Military 
 Units:  5/7
 Generals: 
Gtsit the-second-champion: 8. Sea's Opportunity: Defending: enemy takes double battle penalties from terrain, Attacking: transfer battle penalties from terrain to enemy.
 Military Technologies: 
 

 
 Spoiler: Economy 

 Treasure: 
1/5
+1/round
 Trade Posts Owned: 
Luxurious Hides: 101.1
Shiv'rchins: 104.1
Mineblossom Sponges: 130.1
War-Jellies: 132.1
Hard Metal: 132.BASE

 Economic Techs: 
Composite Grafting
Trophic Deconvolution
Anoxic Adaptation
 

 
 Spoiler: Artifacts 
Kela Ein Kamohu: 1/turn +1 to Sack or +1 to battle if win or tie TM, +1 extra if TM victory by 6 or more, -1 leader loss if fail or tie TM.
 

 
 Spoiler: Spies 

Ktloso: 7
 

 
 Spoiler: Special 

Gan Kotzim - the Thorn Gardens: ABS base, 132
 

Shallows Appreciation grand champion!
 
Aerin
  The Lux-Glossian Shades 
Temperate region, Capital: 135
Round 6 
 
 Spoiler: Ruler stats and stat increases 
 Ruler:  Ispe of the Cyan Shade, Eldest of the Matriarchs

 Ruler stats for round 6: 
Diplomacy - 3
Military - 4
Economy - 6
Faith - 2
Intrigue - 6

 Ruler increases:  +2 Intrigue

 Ruler stats for round 7: 
Diplomacy - 3
Military - 4
Economy - 6
Faith - 2
Intrigue - 8
 

 
 Spoiler: On the reaver attack 
Despite the Matriarchs' uncharacteristic willingness to allocate funds to Divine Nacre guardians (rumors say that members of several Shades threatened to depose their ruling Matriarchs if protection was not secured), Lux-Glossia was struck hard. The assailants seemed to specifically target members of the administration, though no citizen completely escaped the violence. Roughly 10% of the Matriarchs were mortally wounded or killed, another 20% were kidnapped, and the remainder were untouched by the violence or got away with survivable injuries, though some may have had close calls. Whether or not the close brush with death will influence future policy decisions remains to be seen.

Several important figures were impacted by the attacks. Most notably Grand Matriarch Ramira was killed by the reavers, although there were no witnesses. He is now succeeded by the next-eldest Matriarch of the Grand Conclave, Ispe of the Cyan Shade. Those who disliked his policies, which tended to favor smaller settlements at the expense of the Leriander elite, are blocking all attempts to more closely investigate his death. Lia, Matriarch of the Cerulean Shade, and well-known scribe of the Grand Conclave was badly maimed, losing an eye and the prehensile tendril she used to write. She maintains her position as Matriarch despite her injuries. Laestrika, Matriarch of the Carmine Shade on the border of the Glossian Sea with Costa Sereia, has gone missing. In an unusual turn of affairs, her Shade has elected one of her sons, now a daughter, Alyra, to fill the Matriarchy seat as they feel she will be able to most effectively continue Laestrika's legacy.
 

 Actions: 
 1. Intrigue:  Investigate west of region 176.  [11, FAILURE] 
 2. Intrigue:  Investigate northwest of region 102.  [16, SUCCESS] 
 3. Intrigue:  Investigate north of region 111.  [10, FAILURE] 
 
 Spoiler: On exploration 
Lux-Glossia has always had a population problem, producing more young explorers than the region can support with its meager algae harvests. Recently, however, with a burgeoning stability brought about by imported kelp from the Otterians, the rational towards continuing to send parties far afield has turned increasingly to speculation and the divine. Chelonian travelers bring tales of luxurious, futuristic civilizations of mythical creatures from across the wastes. Priests of the Way tell fabulous stories of the wonders to be uncovered lurking in the depths, hidden under ice sheets, or locked behind a maze of shifting toxic currents. Or perhaps if one wishes to be cynical, Ispe simply wants to be memorialized in history as the Matriarch who did the most to expand Lux-Glossian maps.
 

 4. Intrigue 5:  Create a spy, codename Topaz.  [7 Intrigue] 
 
 Spoiler: A debate on decontamination 
The Grand Conclave was deadlocked, and Ispe refused to tiebreak. Neither the clerically-minded Matriarchs, mostly from Holy Ovum, nor the battered merchant Matriarchs of the recently attacked Leriander could reach a majority. Vicious debates rocked the procession chamber, with one side insisting the foulness could be prayed away with the proper rites and the other side already thinking of the profits to be made from monopolizing the resources required for ecological restoration. Eventually a solution was reached that satisfied no one: an individual would be trained to travel to region 96 and discretely ask some leading questions about the source of the miasma and the natives' funds.

Despite the discord, very few Lux-Glossians were completely against decontamination. To commit oneself to living in the most hostile of environments is something that is deeply admired in Lux-Glossian culture, and for this the natives of region 96 have earned Lux-Glossia's respect.
 

 5. Faith:  Set the 15 Holy Site bonus for the Lux-Glossian Way to target Investigation actions. [2d6 -&gt; 2d8]

 
 Spoiler: The Tideswept Shelf grows 
With an influx of four Shades over three years under Ramira's rule, the Tideswept Shelf develops into a burgeoning religious community to rival Holy Ovum. The cliffside temple of the colony is particularly renowned for training religious missionaries in the methods of the Flowing Way as practiced by Lux-Glossia, and attracts soon-to-be explorers from many Shades.
 

 Non-Actions: 

1. Contribute to the Neritic Manuals. (2/2)

 
 Spoiler: Driftwood crafts 
The Lux-Glossian sea is perpetually shaded by a morass of driftwood of varying qualities. Little of the wood is used in architecture, as it tends to be partially rotted and structurally unsound. However, it's a popular media for sculpture. Many of Leriander's culturally elite artists spend their days searching for collections of pieces that have the perfect qualities for their works: grain size, knottiness, wood color, presence or absence of acquired vegetative life, damage patterns, buoyancy, amount of weathering, and texture. These artisans whittle, carve, and attach driftwood chunks into (arguably) beautiful decorative and functional elements. Several artists and craftspeople are famous in Lux-Glossia for their sculpture: Master craftswoman Yori of the Red Shade, who crafts dinnerware, storage vessels, and utensils. Up-and-coming artist Urisha of the Cyan Shade, who commissions fortunes for portraiture. Even Lohunder of the Green Shade, who exclusively creates miniature seahorse figurines. Street vendors sell beginner whittling kits, and well-crafted sculpture tools are in high demand.
 

 
 Spoiler: Reminders for myself 
End of round 6: -1 rep with CCA for owning a region with open supports (taking the hit)
End of round 7: -1 rep with CCA if I still owe favor debt (shouldn't be an issue)
Respond to Gengy
Make a flag!
Neritic Manuals ends at the end of round 7
Crescent Companion ends at the end of round 10
You should (probably) get something for contributing an action when the songline of the broken seas ends at the end of round 6
Start a monumental undertaking - need to ask to borrow friend's tablet for drawing
 
JBarca
 Round 6
   The Shifting Ennead   
 Danabae  
  Led by Ninth of Nine Prince Antenius, Who Grasps the Wave, Son of Strolinus, Son of Akkoroas 
D9 ; M9 ; E4 ; F2 ; I3 
 Actions 
 
  [DIP Sway Aristocrats in Danabae [69]]   SUCCESS 
Gathering what loyal Doflein he still has, Antenius meets with the rest of the Princes and makes oaths, guarantees, and even a handful of compromises to bring the ever fickle nobles back under his sway. Those who let rumor spill from this meeting seem as fearful as they do hopeful. It seems Antenius' main thrust was warning of an impending change sure to rock all of Danabae.
 
  [DIP Press Confederacy Claim in [68]]   FAILURE  (ouch.)
Antenius' impatience gets the better of him, and the stubbornness of the leadership to the south extends past refusing death - the mad rush for territory has soured relations, and an agreement for unity can not be reached.

Several of the Prince's attendants went missing in his ensuing rage.

 
  [ECO Buyout TP 74.1 - Firefly Squid]   FAILURE 
Indirect taxes prove insufficient to satisfy the worms that make up the merchants in Danabae. Hoping to slay two perch with one stone, Antenius seeks direct control over the Firefly Squids to improve his military and satiate his greedy traders.


 
  [MIL Raise Unit]    ----------pOLAR----------   
  [MIL Invade The Cathedral of Movement [76] 
 
 Spoiler: Battle Details 
Target: Cathedral of Movement: Region 76
Commander: Balelia (9)
TacDoc: Integrate the Captives (-10% Casualties on both sides, Free Impress Aristocracy on success)
Units: 7
Route: 69&gt;68&gt;58&gt;67
Tech: N/A
 

In a sudden and controversial move, Antenius orders an invasion of the Cathedral of Movement. Agreements are made with the Ennead's two powerful neighbors to ensure an unmolested assault, and Balelia is dispatched to bring the freezing waters under Doflein control.

 
 
 Non-Actions 
 
 Though the Stewards are far from the most interesting institution in the seas, the Doflein are intrigued by the notion of a collection of military knowledge. Antenius orders Balelia to take care of the submission.

At first, the general is concerned. Her Prince ordered her to  work?  And on a project for which she cares so little? Battle is the means to an end, nothing more. Fortunately, she soon realizes her errors. Just as she might in a war, she turns to her staff and orders them to prepare a report. The following is the Shifting Ennead's (first?) submission to  The Crescent Companion .
 
 Spoiler: Submission to the Crescent Companion 


When going to war, the Shifting Ennead builds its force on the backs of its knights and champions, the Beaks. The are professional soldiers, skilled warriors, and capable subcommanders. Each Beak is expected to call up a retinue of levies, typically around 30 serfs per Beak.

The soldiers of the Ennead are required to supply their own armaments. The Nautilites which make up the Beaks are advantaged, here: they are both wealthier and better equipped innately than the Mer. A Beak, on average, will carry into battle two small shields - barely  bucklers - made of woven reeds and a number of spears, each meant to be thrust and reused, or left within the body of a foe, as the situation demands. The Beaks also cover their faces with a thick weave of weeds and leather, painted to match their shells.

The exception, here, is the retainers of the Doflein. These Beaks wield one large shield, two small spears, and have small shards of obsidian implanted into the ends of two tentacles for stabbing and slashing. Two Nautilites in ten in this service also wield mercatchers, to better serve their lords' whims.

The Mer tend to be armed in a wide variety of gear, from long spears to short, chopping axes to pitchforks and other farming equipment. For protection, the levies sport quilted cloth, sometimes stuffed with small rocks for added protection and to avoid being shoved around by larger or stronger foes.

As units, the levies fight in blocks of soldiers. If enough serfs arrive with shields, a shieldwall is formed. Otherwise, the Beaks rely on their soldiers having enough reach weapons to ward off direct assault. While the levies hold the line, the Beaks move swiftly in on their jets of water, swooping into the enemy lines and killing with abandon.

Under General Balelia, there are slight adaptions to this broad strategy. The Beaks are armed more often with mercatchers and nets, and the front ranks of the Mer are provides large woven shields, from the armory of the general herself. She cares not for their safety, do not be mistaken. She simply prioritizes a slow battle with many prisoners over a quick victory. Unlike the more ruthless generals of other forces, Balelia also prohibits chasing routed foes. Instead, the Beaks and levies emphasize securing early prisoners and bringing them to the biologists in the general's staff.

As the Ennead's grasp extends into new waters, these patterns will likely shift over time. For instance, the leadership of the Beaks is already toying with coopting the Firefly Squids from Maurente into a sort of shock cavalry. One young Nautilite has even suggested forcing Infernos onto the battlefield, consequences and casualties be damned.

Only time will tell how, if at all, the Ennead will adapt.
 
 
 
 Reports and Discoveries 
 
  The Ennead's invasion of the Cathedral does not go unnoticed, nor uncontested, by their shared neighbors. Delegates from the Kar Nath Hegemony arrive to speak with Telian and Antenius, and deals are arranged. Henceforth, the territory directly south of the Cathedral of Movement will belong to the Riftlings and the Hegemony, to be divided as deemed fit between the two powers. The Ennead and Hegemony will agree to mutual nonaggression. The Ennead will neither impede nor assault merchants, priests, or any other civilians of the Hegemony in any attempts to move west, nor will they undertake similar actions to otherwise interfere with the movements or activities thereof. In exchange, the Hegemony will in no way interfere with the Ennead's annexation of the waters of the Congregation of the Scintillating Ceiling. 
 





Ruler Stats R7:
D: 10
M: 10
E: 4
F: 2                                                                          POLAR 
I: 3
New Ruler: NO

 
 Spoiler: Technology 
 Technologies 
    Type 
 Name 
 Effect(s) 
 Required Resource? 
   
  S 
 Composite Grafting 
 N/A 
 N/A 
 
  S 
 Graduated Symbiosis 
 N/A 
 N/A 
 
  - 
 - 
 - 
 - 
 
    
 

 
 Spoiler: Mechanical Bookkeeping 

Trading Posts Owned: 0




 Military Units CAP: 5 
 Generals 
 
  Balelia - 9 
 
 Spies 
 
   
 
 Cultural Exchanges 
 
   
 
 Artifacts 
 Treasure 
0/5

 Special Actions Used 
M5: Raise General (Balelia)
D5: Establish Cultural Exchange (GRV)
 

    pOlAr    
TheDarkDM
  
   The Lambent Syndicate   
 Lucent Mistress Adiratna 
Diplomacy 7
Military 6
Economy 7
Faith 2
Intrigue 5

 Expected Stat Increases: +1 Military, +1 Economy  
 ... 
  Actions  
 
  Military  - Raise 1 Unit 
  Military  - Dispatch 1 Unit under Netra the Rubicund Fist (Mil 8) to lead the defense of Bloodhome, attempting to activate Victory is Life (+2 Battles, +10% own casualties, +10% opponent casualties) 
  Military  - Impress Aristocracy in Region 24 -   15   
  Economy  - Buy Out TP 1 of Seaglass in Region 8 -   15   
  Economy  - Buy Out TP 1 of Delicate Mussels in Region 32 -   15   
 
  Non-Actions  
 
 ... 
 
Gaius Hermicus
 McTavish Enterprises 
(Round 6)
Captain of Executive Operations Eleazer McTavish

 


Actions
 [Economy] Buyout 112.1 for Bonemeal    13 :
 [Economy] Buyout 113.1 for Phosphorite   11 :
 [Economy] Buyout 134.3 for Cobalt Dye   11 :
 [Economy] Improve resource quantity in region 112 (1/2) : The offer of a business merger from Jo Soo of Fortified Bone Meal, Inc. is an appealing prospect to the officers of McTavish Enterprises. Seeking to diversify their assets, as well as obtain a source of low-skill labor, they begin investing in bonemeal production. Whether they will complete the offered merger or cash out the soon-to-be defunct Fortified Bone Meal, Inc. is currently unknown.
 [Military] Raise a Unit : Giant lobsters, genetically modified with shells and pincers of Mineblossom shell, as hard as steel and sharpenable to a murderous edge.

Bonus Actions
 [Economy] Hoard Treasure :
 [Economy] Hoard Treasure :

 Nonactions: 
Resist buyouts

 
 Spoiler: News and Rumors 
 

 
 Spoiler: Technologies 

Composite Grafting
 

 
 Spoiler: Bookeeping and Ruler Info 

Units: 0

Treasures: 0

Resources Controlled: Mineblossom Sponges (130.3)

Captain Eleazer McTavish

Diplomacy: 3
Military: 2
Economy: 5 [+3]
Faith: 1
Intrigue: 4
 
Torv
    Forests of Astral Yearning     
The Flowering Everlight
 D2 M3 E5 F9 I1
+2F   
 [Faith]  Impress Clergy in R10  ( 12 ) 
 [Faith]  Impress Clergy in R18  ( 12 ) 
 [Faith]  Impress Clergy in R8  ( 14 ) 
 [Faith]  Impress Clergy in R15  ( 12 ) 
 [Faith] Impress Clergy in R13  ( 15 ) 
  Non Actions:  
Resist all conversions
Resist all buyouts
Accept the supply of Siren from the Lojanese Trade Route
Tychris1
  The Lighthouse  
   
Ruler: The Vessel, freshly daubed in Lamplighter Blood
Regions: 7, 19
D: 5
M: 10
E: 6
F: 5
I: 2

Actions:

1)  Military:  Invade Bloodhome, Region 26
Units: 3
Route: Adjacency from 19
Leader: The Tarnished Lamplighter, Torrent (Sub-Commander).
Doctrine: GOLDEN. VICTORY. AT. ALL. COSTS.
Artifacts Brought to Bear:War Palanquin of the Anointed Dead, The Radiant Blade
 It is time we claim the holy land. The Radiance shone us here. We must kill for the soul. 


2) Diplomacy: Establish Confederation Claim on 18 Fail
3) Diplomacy: Sway Aristocracy in Region 19 Success
4) Faith: Claim Faith Head
5) Faith: Impress Clergy Region 19 Success

 Rolls 

Ruler Stat Increases: +1 Diplomacy, +1 Faith

Non-Actions: Resist all conversions and buyouts unless noted otherwise

Stats next round
D: 6
M: 10
E: 6
F: 6
I: 2

 
 Spoiler: Book Keeping 

Regions Owned: 7 and 19

TPs owned:
Siren Extract TP 2 Region 2
Treasures and Artifacts TP 1 Region 7
Jaderock Coral TP 2 Region 21

Units Owned: 5/6 Maximum

Artifacts Owned:
War Palanquin of the Anointed Dead: +2 to Tac Man
The Radiant Blade: When wielded by a commander in battle, Gain +1 to battle rolls per charge on the sword. The sword gains a charge for every 2 casualties in combat and can hold a maximum of 3. Each charge adds 10% own casualties and loses all gained charges if not used in combat for 1 round.
 
Talis
  The Seatide Confederacy  
 
 Spoiler: News and Rumors 

 
 The Seatide Confederacy has made an agreement with the Riftlings Many to act as an intermediary in negotiations. They invite any who have messages or diplomacy with the Riftlings to speak with them.  
 
 

 Actions: 
[Economy] Consolidate Holdings
[I]For many years Drifts and travelers have converged on Deepdrift each winter season, trading goods and gossip while they took shelter from the harsh seasonal storms. Now, as the the Seatide Confederacy's trade routes extend far beyond its borders, this meeting becomes something more. Judge Shimmering Turquoise has this year declared the first  Great Fair of Deepdrift . The city is officially open to all races and travelers during the fair period, which stretches from mid fall until late winter. The only requirement is that all comers respect the laws of the land and come in peace. Confederate warriors patrol the sea-lanes into Deepdrift and keep a watchful eye on the fair.
At the heart of the fair is the new Fairgrounds: a massive open space snugly sheltered between several rising mounds of stone. A great series of coral pillars and fabric awnings provides fairgoers with shelter from the torrid waters above, and dissects the fairground into thousands of distinct sections. While many of these are managed by Drifts or merchants selling their wares, others are drinking shops, restaurants, musician's stages, games or other services for the fairgoers. For those seeking more discreet activities, the fair extends into the surrounding caves, where quiet, out-of-the way conversations can be had. Outside of Deepdrift, a complex of expanded tunnels and storage tents provides storage for the massive influx of goods from parts unknown. And at the center of everything, a new Council Tent rises above the city and the fair. Reinforced with carved stone pillars and bone ribbing, the great tent is large enough to house hundreds of Pepsin. The tent's thick fabric is woven with luminescent threads, causing it to glow in shimmering colored tapestries that tell the story of the Pepsin settlement of Deepdrift. Inside, ivory chandeliers hang from the support pillars, glowing in warm colors. Antechambers are set apart from the main room by thick fabric, while the circular center-chamber is adorned with hanging jewels and soft cushions arranged in a great circle.
The confederacy collects dues on transaction that takes place at the fair.
Though this nexus of wealth, goods and people flow across the Polar region, with the Confederacy getting a cut of every transaction. Many younger Drifts do not even hold land inside Seatide, instead spending their time traveling from place to place, trading and subsisting off their commerce, only visiting the homeland during the fair months. The Confederacy, once a mere meeting of the Drifts, now has the wealth to stand as a true government.
[Diplomacy]Sway Faction (Merchants, 69)
 For years, the Shifting Ennead has struggled to quiet a merchant populace it neither trusts nor understands. With tensions at a breaking-point, Judge Shimmering Turquoise has graciously offered to act as an intermediary and "take the problem off your hands." Seatide merchants move into the markets of Danabae, playing as kingmakers by offering to supply much-desired Inkfang Worms, Firefly Squid and Untalented Crabs to desperate vendors. Those who refuse to cooperate with Seatide suppliers, or who display tendencies, are simply not supplied. The demands of economics will ensure that their businesses collapse in due time. 
[Diplomacy]Diplomatic Mission
[Diplomacy]Diplomatic Mission
 The population of Seatide has begun to swell with the newfound wealth of many drifts. Many open seas are overgrazed, leading to thinner herds and flaring tempers as Drifts squabble over grazing rights. In hopes of alleviating this population pressure and finding new grazing seas, Judge Shimmering Turquoise has commissioned two small drifts to venture north-east and north-west, respectively. Each drift brings with it a small number of Sting-Warriors as guards, as well as luxurious gifts for any peoples they might encounter 
[Diplomacy]Sway Faction (Merchants, 67)
 A Drift travels south to the Cathedral of Movement, following the tides and seeking enlightenment, but stays to dine and speak with the local merchant establishment in the hopes of making useful connections for future expeditions. [/LIST]

Non-Actions:
Support the Shifting Ennead's buyout in region 74
Support the Gravetender's Conversion attempt in 79

Die Rolls:   https://forums.giantitp.com/showsing...&amp;postcount=302 
 
 Spoiler: Crimson Champion Entry 

Pepsin Sting-Warriors have been the military arm of the Seatide Confederacy ever since they departed the depths for their new home. These warriors wear no armor to hinder their voice or movement. Instead, they paint themselves with warpaint made from thick mucus, which deflects and absorbs enemy blows. Sting Warriors usually carry sharpened spears and blades made from coral, which they augment by removing some of their own stinging tentacles and wrapping them around their weapons. A Pepsin's sting can incapacitate an enemy with agonizing pain, or even stop the victim's heart. Even after amputation, the stingers will remain active for hours, and will naturally grip onto victims.

Warriors will also bring trained Lasquids with them to the battlefield. While trained War Lasquids are expensive and difficult to train, they can be deadly in battle. Working in conjunction with a warrior's directions, they can blind an enemy with a spread of ink to the face, or bite and nip at them from an angle to distract them from the warrior's weapon.

In battle Sting Warriors will try to disrupt enemy formations before closing in to finish opponents in one-on-one fights. This usually involved hurling spears and harpoons at the enemy line, then charging while unleashing a bedazzling "War shout" of bright colors and confusing patterns. War Squids will rush in to bite and nip at distracted enemies, then the Sting-Warriors can engage their (hopefully) confused and disoriented foes in melee. Young warriors unfit to serve on the front lines will instead often act as porters, carrying extra spears, weapons, and other supplies.

Almost all Pepsin are taught their form of martial arts, referred to as "Five Red Lines." This combat style capitalizes on the Pepsin's long reach and burning stingers by teaching practitioners to maintain distance and attack in short bursts of furious activity. It is not usual during war for adult Drift-members to serve as warriors, fighting to protect the rest of the Drift. This has the added benefit of making Sting-Warrior parties particularly mobile: a war party can bring its own food and supplies with it without needed to requisition materiel or carry large baggage trains. Professional warriors, however, are rare. Only the Judge and the very wealthiest Drifts have the wealth and need to hire professional warriors to serve as full-time combatants.
 

 
 Spoiler: Book Keeping 
 Ruler 
Judge Shimmering Turquoise
Diplomacy: 8 (+2)
Military: 3
Economy: 10
Faith: 5
intrigue: 3

Military Units: 2

 Regions Owned:  [Seatide 79]
Total Regions: 1
Land Unit Cap: 6 (6 Capital Unit Cap)

Artifacts:
 The Tideglobe  - This mysterious artifact is a transparent orb full of shimmering liquids and colors, which swirl and dance about in hauntingly beautiful patterns. By carefully watching the movement of lights and changing colors inside the Tideglobe, Seers can augur future events and predict how to counter hostile actions. Effect: +1 to one Intrigue roll opposing a hostile Secret Action, once per turn.

 Military Technologies: 
None

 Civilian Technologies: 
Composite Grafting
Graduated Symbiosis
Megafaunal Tailoring
Photospore Signaling
Supernatic Propagation
Trophic Deconvolution

Resources controlled:
[Untalented Crab (65, TP1)]  Support 
[Gravelglass (68, TP1)]
[Edible Algae (69, TP3)]
[Inkfang Worms (70, TP2)]
[Rust-Veined Pumice (73, TP3)]
[Firefly Squid (74, TP1)]  Support 
[Magnetic Sand (75. TP1)]  Support 
[Bluefish Antifreeze, Seatide (79, TP1)]  Support 
[Bluefish Antifreeze, Seatide (79, TP2)]  Support 
[Bluefish Antifreeze, Seatide (79, TP3)]  Support 
 ETP Total : 16

 Treasure : 5 (+2 / Turn)

 Factional Support :
(52) - Merchant (Supply Firefly Squid)
(65) - Merchant (Supply Rust-Veined Pumice)
(74) - Merchant (Supply Edible Algae)
(75) - Merchant (Supply Inkfang Worms)
Seatide (79) - Merchant, Aristocrat, Clergy (Supply Firefly Squid)

Diplomacy:
Trade Route with the Gravetenders
Cultural Exchange with the Shifting Ennead

Reputation:
Owe 1 Favor to the Divine Nacres
 
Silent_Interim
  Unrest Actions: Round 6  
 
 Spoiler: Tropical 

The lack of trade in the Dunes of Revelations has far-reaching impacts on the ability of the Forests of Astral Yearning to maintain their way of life. Desperate for precious toxins, the entrepreneurial locals begin turning on the local addicts, disrupting the deep and precious cycles that maintain communion with the Kelpies.  Region 17 lacks its Desired Import! Unruly merchants attempt to Undermine the Clerical support in region 17! Region 17’s Merchants have been unruly since round 5: They may rebel at the end of this round if not appeased! 
 

 
 Spoiler: Polar 
 The outward-facing pods of the Riftlings Many are excruciatingly aware of how dependent they are on external sources for their precious poisons. The whispering has already begun: if the Youngest cannot keep these waters clean of profane flourishings without the help of others, then perhaps the Youngest is not fit to lead.  Region 60’s Merchants have been unruly since round 5: They may rebel at the end of this round if not appeased! 

Discontent in Danabae festers like a wound. A joke begins to circulate: What do you call a useless modification to the body? Prince Antenius’ Ear. It’s still made quietly, but there is a very real current of resentment there.  Region 69’s Merchants have been unruly since round 5: They may rebel at the end of this round if not appeased! 
 

 
 Spoiler: Temperate 
 Although Orope’s hunger for implements of record-keeping is filled, its merchants remain wary. If the Grand Master will not secure direct control of the precious materials that enable their comfortable lives, is he truly trustworthy? That lost trust may yet prove dangerous.  Region 114’s Merchants have been unruly since round 5: They may rebel at the end of this round if not appeased. 
 
Autumn Stars
     The Gravetenders    
  Turn 6  
  Laksha  
Diplomacy - 5 || Military - 5  || Economy - 7 || Faith - 8 || Intrigue - 3
 
  Actions:  
  1: [Faith]   Continue construction of the Blossoming Icons.
   Kelusyn's dedication bears fruit, but it isn't a method of harnessing the resonance itself. The Makers were far ahead of the Gravetenders' understanding, and it shows. Their initial experiments instead result in the manifestation of images of the Gravetenders involved, scattered throughout the lands around Bastion. Sersi sets Kelusyn to this as their primary investigation, and the true construction of the Blossoming Icons begins. A series of massive crystal chambers, balanced carefully in the ocean above the New City Pardalis.   
  2: [Faith]   Continue construction of the Blossoming Icons.
   The dream is simple and complex all at once. What if they didn't need to travel? What if they could project their voices all across the ocean. Kelusyn's blank check is already set to work on the construction as their efforts are realized. The project is massive, requiring significant coordination among Bastion's administrative ranks. Still, the dream of seeing the oceans beyond, of many Gravetenders being able to explore and debate by proxy, captures their imaginations. The same source of crystal that once supplied the creation of Dead City Urodela is tapped again, extreme care taken to bring only the purest examples.   
  3: [Military]   Construct a Fortress in Bastion.
   Sersi, as much of a leader as Pardalis has by organic reckoning, clearly understands how important Bastion will be as the Gravetenders move into the future. With this firm in her mind, she orders the construction of a fortress. Many Gravetenders are pulled from the Blossoming Icon project, but her judgement is not questioned... any more than everything among the Gravetenders is. The fortress will guard Pardalis from attack, and protect their grand wonder, should the polar ocean become less safe for their kind.   
  4: [Faith]   Attempt conversion of Holy Site 1 in Spawn Point. [Roll: 16, Success!]
   The contingent of Gravetenders who have made their way across the ocean to Deep Blue's territory have, at last, made contact properly. It seems something of the Blossoming Sequence has made a connection.   
  5: [Faith]   Attempt conversion of Holy Site 3 in Seatide. [Roll: 17, Success!]
   Of course, the Gravetenders visit their neighbors, a small number of Reliquaries set aside for this very purpose. The Stillwater, especially, attracts their attention. For once, Gravetenders go silent, embracing the stillness as a form of meditation. A safe distance away, the Blossoming Sequence discusses the insights they have gained.   
   [ROLL 4]   
   [ROLL 5]   


Non-Actions:


 
 Spoiler: Stat Changes 


Faith: 8 &gt; 10

Stats for next round:

Diplomacy - 5
Military - 5
Economy - 7
Faith - 10
Intrigue - 3
 

 
 Spoiler: Statistics 

 
 Spoiler: Special Actions 
 Special Actions Available:  
 Special Actions Used:  Faith 5, Economy 5, Diplomacy 5, Military 5
 

 
 Spoiler: Diplomacy 
 Reputation/Favors 
 The Abyssal Stewards:  Rep 1, -1 Favor (Expected Change: None)
 The Chelonian Chora:  Rep 0, -1 Favor (Expected Change: +1 Favor)
 The Divine Nacre:  Rep 0, -1 Favor (Expected Change: +1 Favor)
 International Prestige:  Rep 4 (Expected Change: None)

 Cultural Exchanges 
Deep Blue
The Shifting Ennead

 Cultural Identities 
None
 

 
 Spoiler: Military 
 Units:  2 (Expected Change: None)

 Aristocratic Support 
78, 76

 Generals 
None

 Fortresses 
None

 Perfected Tactical Doctrines 
None

 Military Technologies 
None
 

 
 Spoiler: Economy 
 Treasure:  0 (Expected Change: None)

 Trade Posts 
 Total Owned  1
78.1 – Preserved Food
76.2 – Electrum

 Mercantile Support 
78, 76

 Cities 
None

 Trade Routes 
The Seatide Confederacy
Kar-Nath

 Specialized Ships 
None

 Civilian Technologies 
  Megafaunal Tailoring   No mechanical effect.
  Graduated Symbiosis   No mechanical effect.
  Photospore Signaling   No mechanical effect.
  Supernatic Propagation   No mechanical effect.
  Trophic Deconvolution   No mechanical effect.
  Composite Grafting   No mechanical effect.
  Electrodialytic Staurozoa   A specialized variety of sessile jellyfish, engineered by the Divine Nacres to partially desalinate seawater through electrodialysis across its outer membrane. Attaching them near the gills or other water intake organs provides cleaner and safer water at the cost of a buildup of supersaturated seawater inside the jellyfish’s body and precipitated calcium on the outside, which must be periodically expelled or scrubbed off, respectively. Effect: May ignore the increased effective distance from a Briny border up to twice per round. This does not reduce the effect of Briny borders on distance loss calculations.
 

 
 Spoiler: Faith 
   The Blossoming Sequence   
 Faith Holy Sites:  8

 Dead City Urodela:  This Dead City is placed such that the light which streams from above is channeled into a series of crystals, all sculpted into abstract forms.
 Dead City Tacca:  Known for its meditation chamber, and the series of elaborate Reliquaries the faithful have built inside.
 Dead City Chantrieri:  Chantrieri towers above the rest, precipitously built along a sharp dropoff.
 Neoplastic Monolith:  A great roiling mass of hard, stone-like flesh grows near the [direction of nearest waste or toxic border] border of Danabae. It shifts, grows, and consumes constantly, and is revered by some few who dare approach it. The Gravetenders have taken to reflecting upon it, and have built a temple nearby.
 Pardalis, The New City:  The first city truly built by the Gravetenders, now dedicated as a holy place of the Blossoming Sequence.
 A Study Of War:  A battlefield of the Makers, significant now to the Gravetenders as where they made their first steps to understanding violence.
 The Rime Gorge:  The Rime Gorge, and the ritual it represents, is of great interest to the Blossoming Sequence. Many die, and those few that survive flourish with power.
[bastion part 2]
[75]

 Clerical Support 
78, 76

 Organized Faith Bonuses 
+1 to holy site conversions.

 Artifacts 
None

 Holy Orders 
None

 Miracles 
None
 

 
 Spoiler: Intrigue 
 Spies 
 

 
 Spoiler: Claims 
78 - Historicity
76 - Integration
 

 
Feathersnow
 
  Primarch Marcion  

Diplomacy 7
Military 3
Economy 6
Faith 6
Intrigue 1


Actions-

 Diplomacy   Sway aristocracy 125  success 
 Diplomacy  Sway aristocracy 120   success 
 Sakura-Jin missionaries seek to convert the people newly discovered peoples to the true faith by starting with their leaders 
 Economy   buyout 138.3
 Pure berries will be useful in coaxing the merchants of 117, who seek preservatives, maybe?   fail 
  Economy  trade TP with Gotezhar
 At long last, Shells for the people!! 
 Military-   train with ABS
  The new Astartes Legions will learn much from the people of the Deep, as they lack their own Military culture. 

Spy Action! Project Eusebia does something!

 
 Spoiler:  The Great Museum 

What shall be the theme of the mosaics used to decorate the Great Museum?

Various teams of artists competed to be the main decorators.  Eventually a theme was chosen of the Sakura-Do conquest and perfection of nature.  Natural, fungible beings are shown, as the first part of a set of triptychs. Then panels showing genitor priests and various equipment, then the new, bespoke versions.
 


Non-action- transfer brackish border technology to Pfithreef

Stat gains-  +1 Dipl, +1 Econ, +1 Mil

Diplomacy 8
Military 4
Economy 7
Faith 6
Intrigue 1

Current treasure: 5!

 Rolls 
Frostwander
     Costa Sereia    
 Region 134 
Turn 6
   
 Spoiler: News and Rumors 
 Gossip spreads like surface ripples that the 'assistant' accompanying the madrina on her travels to Orope is actually a younger scion of another family. The head of the Alverna family has not been known to have a partner in over two decades since the death of her spouse to sickness. While having an unmarried partner is no wild scandal on its own, her position as head of the costa invites much analysis and speculation. That none of the other families come forward or acknowledge the identity of this individual leads each of the costa to suspect the others are attempting to leverage a tryst for their own aims. That the description of the assistant varies from telling to telling only adds to the confusion 
 

 Actions: 

1)  [Economy]  Impress Unruly Merchants - Region 114 ( Roll: 15 - Success )
2)  [Economy]  Impress Reaved Merchants - Region 124 ( Roll: 16 - Success )
3)  [Economy]  Impress Reaved Merchants - Region 130 ( Roll: 18 - Success )
 The Costa begin a massive outreach to the victims of the reavers, sending cadres of merchants and workers to fill out the decimated ranks of production. That it leaves them with a majority influence in many of these locations is a fortunate side effect of the efforts of compassion. 

4)  [Military]  Recruit Militia and receive +1 ABS Rep
5)  [Military]  Contribute to the Crescent Companion Project (+1 ABS Favor)
 After the terrifying assaults of the Reavers, and with the continued encouragement (or skepticism) of the Abyssal Stewards, Illdo Loura continues to arm and train the Sereia Militia. Support and volunteers are at an all-time high. 
 Non-actions:  
What secrets hold the Deep?
Attend the King’s Conference diplomatic event in Orope.


 
 Spoiler: Leaders and Prominent Figures 
 Leader:  Madrina Uschi Alverna (Diplomacy 7; Military 4; Economy 10; Faith 3; Intrigue 6)
End-of-turn increase: Economy +1, Military +1
New Leader next turn: No

 Generals: 
 Spies:  Veruha Mascerena (Intrigue 7)

 Other:  Gaspar Peixoto, Business Counsel; Ildo Loura, Militia Commander; Rain Loura, Venture Financier; Havardr Perna, Priest of Desderia; Earlee Perna, Priestess of Jurxo
 

 
 Spoiler: Relations of State 
 Cultural Exchanges:  The Gotezhar; The Cyphiri Union
 

 
 Spoiler: Resources 
 Units:  Sereia Militia x1
 Treasure:  3
 Reputation:  ABS (0); CCA (0); DNA (0); PRS (1)
 Favors: 
 Capital Region:  Palacia
 Cities:  Cadid Santuario - Region 134 (+1 Sway Faction)
 Effective Trading Posts 10 (2 income): 
&gt;  Cobalt Dye  - 134 TP1, City &amp; Merchant Support
&gt;  Dendrotoxin  - 133 Merchant Support (No TPs)
&gt;  Giantsbane Seeds  - 114 TP3
&gt;  Luminescent Crystal  - 135 TP2
&gt;  Mineblossom Sponge  - 130 TP2  &amp; Merchant Support(Reaved) 
&gt;  Plankton  - 124 TP2  &amp; Merchant Support(Reaved) 
&gt;  Pure Berries  - 138 TP2
&gt;  War Cultivator Supplies  - 97 TP1
 Primary Religion:  Brilhinte (4 Holy Sites)
&gt;  Temple of Jurxo  - 97 HS1
&gt;  Temple of Raquela  - 134 HS1
&gt;  Temple of Desderia  - 134 HS2
&gt;  Temple of the Deep  - 134 HS3
 Techs:  Composite Grafting, Trophic Deconvolution, Megafaunal Tailoring, Photospore Signaling, Graduated Symbiosis, Supernatic Propagation, Anoxic Adaptation
 
Silent_Interim
 NPC Actions: Round 6 
 
 Spoiler: Tropical 

   The Chorus of the Crimson Choir  
Living-Speaker Hurn the Wise
Dip 10 Mil 2 Eco 2 Fai 8 Int 5
 [Military] Defend region 26 with 2 units and 1 unit from Aristocratic Support for 3 units total. No techs. Defer to the leadership of Netra the Rubicund Fist.
[Faith] Cast Out The Lighthouse.
 Non-action: 
Contest the Lighthouse for Faith Head. (Fail,  17 .)
 Perfidy! Calumny! The  wretches  in the Lighthouse will regret marching against the   TRUE   custodians of the Reef in Red! Though they stand prepared for their deaths, the people of Bloodhome will give not one inch without falling, for they stand in defence of their god! 
 Wracked by instability, and with a leadership in decline, the Chorus of the Crimson Choir is not long for this world. The Chant may live on, but regardless of the outcome of this battle, the Chorus of the Crimson Choir will collapse. The outcome of the battle will affect what emerges in the aftermath. 
  The Seablood Khanate 
Jirai Khan
Dip 1 Mil 4 Eco 7 Fai 3 Int 5
 [Military]Raise a unit.
[Military]Raise a unit.

Attribute increase: +1 Military.

Offer: Any country with at least three units may guarantee the independence of region 18 as a PRS treaty at any event. (The leader of region 18 will attend the event to ratify it.) The deal must commit the signatory to assign at least three units to the defence of region 18 if it is attacked by any power, and to not attack the region themself. In exchange, region 18 offers its Mercantile support, and the difficulty of creating or pressing a Confederation or Marriage claim with them will be reduced by 2 for any signatory. If more than one country wishes to take this deal, and cannot come to a mutual agreement on who should receive the mercantile support, region 18 will decide which deal to take based on a Diplomacy roll-off. They will accept additional guarantors, but they will only gain the reduced Claim difficulty.

 Independence is an increasingly precious commodity in the Tropics, with so many great powers pushing to grow their borders by any means necessary. Petty King Amadeus seeks to have his independence underwritten by someone who can bring some force to the deal. If there is to be integration of his kingdom to one of these stronger forces, it will be on his terms, not at the point of a spear. He offers significant trade benefits to anyone willing to ensure that this happens, and the locals will surely be on good terms with their protectors. 
 
 
 Spoiler: Polar 

   The Congregation of the Scintillating Ceiling  
Bob, who Submits to the Currents
Dip 2, Eco 2, Mil 4, Fai 8, Int 6 [Military] Defend the Cathedral of Movement. Assign 4 units to the defense, led by Bob, who Submits to the Currents (Mil 4). Use the Skirmish tactical doctrine (-10% casualties for both sides). No techs.
[Faith] Convert HS2 in region 60. (Roll:  15 )
 Bob watches the pattern, and he sees a mirroring. The envoys of the Riftlings come for the faithful of the Pattern, with words and sharpnesses. The envoys of the Congregation come for the faithful of the Communion, and stand fast against the invasion of the heathens. There is reflection; it must be made manifest. 

Non-actions:
Resist and hinder conversions by RFT in region 67.  Rolls,  all conversions resisted.

Attribute increase:
 
 
 Spoiler: Temperate 

Region 112
Offer: McTavish Enterprises may invest in the Fortified Bone Meal guild to begin a Merger. Until the start of round 8, McTavish Enterprises may improve resource quantity in region 112. If they do so they will gain a confederation claim on the region and two treasure.

 Jo Soo of Fortified Bone Meal (Even invertebrates love it!™️ ) sees another good business opportunity in the arrival of the McTavishes to New Gloucester. Clearly up-and-comers, McTavish Enterprises is just the sort of firm he likes to do business with, and would make excellent partners. 
 

 
 Spoiler: Standing Offers and Crises 

Note: Unless otherwise specified, offers are canceled and rewards cannot be redeemed if their issuing region is no longer independent.

Region 18: Any country with at least three units may guarantee the independence of region 18 as a PRS treaty at any event. (The leader of region 18 will attend the event to ratify it.) The deal must commit the signatory to assign at least three units to the defence of region 18 if it is attacked by any power, and to not attack the region themself. In exchange, region 18 offers its Mercantile support, and the difficulty of creating or pressing a Confederation or Marriage claim with them will be reduced by 2 for any signatory. If more than one country wishes to take this deal, and cannot come to a mutual agreement on who should receive the mercantile support, region 18 will decide which deal to take based on a Diplomacy roll-off. They will accept additional guarantors, but they will only gain the reduced Claim difficulty.

Region 59: First to gift them a food trade post receives aristocratic and clerical support.

Region 66:
Until the start of round 7:
Only CSC and RFT may attempt to sway region 66’s Aristocratic support node.
CSC gains a +2 bonus to sway region 66’s Aristocratic support node as long as it remains open.
If CSC gains control of the Aristocratic support node they may attempt to oppress the Clerical and Mercantile support nodes as though they controlled the region.
If RFT gains control of all three support nodes they may use an Intrigue action to spark a full people’s rebellion against the CSC lapdog Gloriane and her CSC allies.

Region 112: Until the start of round 8, McTavish Enterprises may improve resource quantity in region 112. If they do so they will gain a confederation claim on the region and two treasure.

Region 127: Until the start of round 10, The first nation that defeats Pfilgol, the Gothezar, or the Order of the Ironkelp in battle will receive a confederation claim on region 127 and two units. Normal marriage or confederation claims may not be established on region 127 until this offer is completed or expires.
 
Corona
    Lojanese Republic   
 Time: Round 6, Place:  Regions 9  and 11
Prime Minister Shoeng Thnoet
Diplomacy: 10
Military: 5
Economy: 8
Faith: 2 (4)
Intrigue: 2 (4)
(stats affected by Envy of the World) 
 
 
 Rolls 
 Rolls 2 
 Rolls 3 
 Actions: 
 
  [Diplomacy]Sway Aristocratic support in region 13  2d6 + 10 Diplomacy + 1 Prestige + 1 treasure - 0 Distance vs TN 12/opposed roll  success 
 After numerous public and private meetings, gifts and implied threats, the Republic's envoys manage to undermine remaining support for the marriage with Prince Lynceus and convince Queen Nirali's court of the inevitability of a personal union with Lojan. However, the arranged marriage evokes mixed feelings at home. Lojanese nobles, chief among them Leaj Dlaird of the Princely State of Tleamthle Shbau'ead, support the Prime Minister, arguing that inheritance of political functions has long been a feature of the Republic, even if formally each son, daughter, nephew or niece was elected. In the end, the nobles themselves also have inherited their lands, although their status as feudal vassals of the Republic is separate from the overall Lojanese government. (Their position has its roots in a class of wealthy landowners who were recognized and given special obligations and privileges by the government rather than their predecessor being appointed as a vassal to manage some territory.) This faction is called the "successionists", as opposed to the "renewalists" who demand that someone else than the Prime Minister's son Hoerthd Thnoet succeed her to preserve a Republic. Radicals also demand a purge of all government employees that hold their positions due to a predecessor. Interestingly, Koerl and Heaz, the youngest two siblings of Hoerthd, have aligned themselves with the renewalist movement and with some others, they have traveled to region 11 to convince the colonists of their cause. 
 
  [Economy]Impress Mercantile support in region 9  2d6 + 8 Economy + 1 Prestige - 0 Distance vs TN 13, reaved: no resource required  success 
 The Reaver attacks were but a scratch on the diversified Lojanese economy and soon new merchant guilds are thriving, though the one thing that is possibly gone forever is the Mer's traditional preponderance among merchants in Lojan, as the Tobar are more numerous and quicker to mature and fill in personell vacuums on the market. It is true that some Ching He'aang mines are still heavily damaged, but there are enough other mines to match supply so that restoring these is not a priority. 
 
   [Economy]Impress Mercantile support in region 17  2d6 + 8 Economy + 1 Prestige - 2 Unruly - 0 Distance vs TN 12, resource used: Siren Extract  success   cancelled as this action is invalid
 [Economy]Buy out Granite Slabs TP 15.2  2d6 + 8 Economy - 0 Distance vs TN 12  success 
 
  [Economy]Buy out Sapcoral TP11.1  2d6 + 8 Economy + 2 Assist self - 0 Distance vs TN 12  success 
 Hopefully this is not seen as slavery by the intelligent coral species in the south. 
 
  [Economy]Buy out Hardplate Fungus TP27.2  2d6 + 8 Economy + 1 treasure - 1 Distance (trade route to 2: 3 regions + normal border: 1 region) vs TN 12  success 
 Matching the Expanse's large armor production is seen as critical to Lojanese success. 
 
 
 Non-Actions: 
[Pretense] Occupational Etiquette: Occupy 2 Units.  As internal discord grows, those in positions of power feel the need to demonstrate the righteous might of Lojan to any would-be enemy without or within. Military parades are held all over the country and on the borders of neighboring regions that are under Lojan's control. 
Gift 1 treasure to LSD:  Gloent Noerjang, now the Minister of Economy, is feeling generous as the Republic is standing on top of the world stage. He orders a convoy filled with an opulent display of delicious roasted Flare Slugs, unbelievably muscular Selachian strongmen, crackers filled with Ching He'aang powder, exploding in a show of colors, and much more, to Indah's Fall. The Syndicate has been a loyal helper to the Lojanese Republic, and compliance will be rewarded, such is the message directed to the whole world. 
Supply FAY with Siren Extract through trade route
Genus Taxonomia Scintillans Mare submission...
[Renown] A Monumental Undertaking: The Aerarium of Sheade 1/3
 
 Spoiler: The Aerarium of Sheade 

The academy at Sheade is the focal point of learning and science in lands far and wide. One developing field of science is aerology, the science of air, whether in the form of bubbles emitted by vents or the great ocean of air above the surface. However, the surface is dangerous due to air not being breathable to the vast majority of species and the Reavers. Therefore, in order to conduct experiments on air, a watertight dome thirty meters in diameter is funded. It is to be built of carefully chiselled granite blocks, interlocked so that they will not be drawn into the dome by the pressure difference.
 

 News and Rumors: 
 
 A 35-card deck becomes popular in Lojan with children, gamblers and nobles alike, although these groups tend play different games. Surprisingly, even though students skip school to play the new games, Geareabgoar, the director of the Academy of Sheade, an intelligent man who, though strict, strives to make education palatable, is thought to be the inventor of the deck, as the cards do teach some mathematics and logical thinking. Director Geareabgoar denies such allegations.
 
 Spoiler: Card game details 

There are three suits: Pebbles, Stalks and Mussels.

Each distinct unordered combination of zero to four of these objects is one card. Thus there are: one card with no objects (can be denoted 0P0S0M, abbreviated 000), three cards with one object (100, 010, 001), six cards with two objects (200,...,110,...), ten cards with three objects and fifteen cards with four objects, for a total of thirty-five.

The "cards" are, in fact, most often produced as tiles made from stone or shells rather than cards, so that they aren't damaged by wetting or carried away by the water. The tiles are marked on one side with simplified engravings of pebbles, stalks and mussels in the appropriate quantities rather than numbers. Five tiles tend to have special uses in many games, and they are marked with different, more elaborate pictures in non-homemade sets. The 000 tile is called the Reaver, marked by a filled-in circle as big as fits on the card. The 111 tile is the Balance, depicted as a Mer couple holding hands in a beautiful field of kelp. The tile with four pebbles is the Island, the tile with four stalks is the Jungle and the one with four mussels is the Sky, with corresponding images.


A list of some games played follows. For each game there exist hundreds of variants, as no standardization has taken place yet:

Take Ten:
4 players, players sitting opposite are teammates. Players always have 4 cards in hand, drawing from a deck to replace played cards. Players play cards in clockwise order, one at a time. When between 10 and 12 symbols total of any one suit are on the played cards, the player who played the last card loses the trick, scoops up the cards on the table and play resumes from him. However, if 13 symbols of a suit are on the table after the last player placed a card, the last player wins instead. When no more cards can be drawn, players finish the game with their remaining cards. The team which wins the most tricks wins the game. Teammates may communicate, but their opponents may notice signals and use the information to their advantage.

Maelstrom:
All cards are shuffled and then laid face up on a surface in a 5x7 matrix. At the beginning, each of the two or three players chooses their suit. The players take turns; on their turn a player may move a card on top of a vertically or horizontally adjacent card, stacking them on top of each other (when playing with tiles, they may be placed next to each other, with only the tile "on the top" face up). However, a move is legal only if the moved card and the target card differ by exactly one in the counts of the objects of player's chosen suit. For example, moving the 2P0S0M card on top of the 1P0S3M card is legal for the player who chose Pebbles, provided the cards are adjacent, but it is not legal for the Stalks or Mussels players. If the move divides the cards into two separate groups with a space in between, the player making the move removes the smaller group of cards from the table. The last player able to make a move wins. If playing for money, the amount won also depends on the number of cards collected by each player when removing cards from the table per the rule above.

Market:
Any reasonable number of players, each is dealt 5 cards, the remaining cards are put into the draw pile. Players take turns in clockwise order. On their turn, a player draws a card and picks one of their cards to discard face up to the discard pile. A player should discard a card that "agrees" with the previously discarded card, that is, at least one of Pebbles, Stalks, Mussels has the same quantity on both cards, e.g. 3P0S1M agrees with 1P1S1M but 2P2S0M doesn't. If they don't, they are penalized as agreed by the other players - a fine among the upper class, or a physically difficult or embarrassing task among children, for example. A player may take the card discarded by the last player instead of drawing. However, if they do so, they must discard another card. Whenever a card is discarded, if any player holds a card that "agrees" with it in two suits, they can discard their card, take the card that was just discarded and turn order skips to them. The goal is to hold certain combinations of cards in one's hand, for example 0-1-2-3-4 or 2-2-2-2-2 of one suit, or the five special cards or several other combinations. If a player has one of these, they may declare they are ready. The other players each play one more turn. If another player completes a hand during their turn, they announce it and the two players show their cards, with the higher-ranking combination winning and the player who declared ready paying extra if they lose to discourage cheap hands. If no other player makes a hand, the player with the ready hand wins. If all cards are drawn without any player declaring they have a ready hand, the game is drawn.
 
 
 
 
 Spoiler: Ruler 

 Prime Minister Shoeng Thnoet 
Next round stats:
Diplomacy: 10
Military: 5
Economy: 10
Faith: 2
Intrigue: 2

New ruler next round? No

Note to fellow players: I want to live dangerously, so you may assassinate, kidnap or otherwise ravish my rulers at any time. You don't need to approach me first, surprises are fine too. IC resistance and retaliation will be be offered, of course. 🙂
 

 
 Spoiler: Country Info 

 Special Actions Available:  M5, D10
 Special Actions Used:  D5, E5

  Diplomacy  
 
 Spoiler 

 Region Ownership/Claims/Supports 
    # 
 Name 
 Owned 
 Claims 
 Supports 
 
  9 
 Lojan 
 yes 
 Historicity, Integration 
 AC(M reaved) 
 
  8 
 Shue'aaz Sho 
 no 
 - 
 -(promised M) 
 
  6 
 Selach? 
 no 
 - 
 AM 
 
  10 
 ? 
 no 
 - 
 M 
 
  
 Reputation/Favours 
 The Abyssal Stewards:  Rep 1, 0 Favours (Expected Change: None)
 The Chelonian Chora:  Rep 0, 0 Favours (Expected Change: -1)
 The Divine Nacres:  Rep 1, 0 Favours (Expected Change: None)
 International Prestige:  Rep 4, 0 Progress (Expected Change: None)

 Cultural Exchanges 
Lambent Syndicate
Coral of the Protected Statera

 Cultural Identities 
None
 

  Military  
 
 Spoiler 

 Units:  5/7 (Expected Change: None)
 
 Republican Guards - recruited R1 
 1st Selachian Battalion - hired R2 
 2nd Selachian Battalion - hired R2 
 ??? - hired R3 
 ??? - hired R3 
 
 Generals 
None

 Fortresses 
None

 Perfected Tactical Doctrines 
None

 Military Technologies 
None
 

  Economy  
 
 Spoiler 

Coraline Compendium bonus: 1 free action to one construction project

 Treasure:  3 (Expected Change: -3+2)
Trade post income: 2 Treasure/round

 Trade Posts 
 Total Owned  8 (11 for Treasure gain)

    TP 
 Resource 
 Type 
 Used for 
 Merchant support owned? 
 
  2.3 
 Siren Extract 
 Drug/Spice? 
 - 
 no 
 
  6.1,2 
 Selachian Mercenaries 
 Precious Stone, Fireworks 
 - 
 yes 
 
  7.3 
 Artifacts &amp; Treasure 
 Cultural objects? 
 - 
 no 
 
  9.1, city 
 Ching He'aang 
 Precious Stone, Fireworks 
 - 
 reaved 
 
  10.1 
 Flare slug 
 ?? 
 - 
 yes 
 
  17.2 
 Delights of Moonlight 
 Hallucinogen, Food? 
 Lojan import 
 no 
 
  
    Region 
 Desired Import 
 Source 
 
  9 Lojan 
 Spices 
 region 17 
 
  8 Shue'aaz Sho 
 Food 
 ?? 
 
  
 Cities 
Sheade, Lojan - Swaying

 Trade Routes 
Coral of the Protected Statera
Lambent Syndicate (being established)

 Specialised Ships 
None

 Civilian Technologies 
 Megafaunal Tailoring  No mechanical effect
 

  Faith  
 
 Spoiler 

 State Faith:  Shimmers of Unseen Bane

 Faith Holy Sites:  lots

 Organised Faith Bonuses 
+1 Conversions

 Artefacts 
None

 Holy Orders 
None

 Miracles 
None
 

  Intrigue  
 
 Spoiler 

 Spies 
Nope, no ninjas here.
 

 
 Spoiler: Interesting quests 

 ABS 

[Offer] Drums In The Deep -

(Offer: The Abyssal Stewards are offering training and preparations. Benefit: Countries with an ABS Reputation Rank of 1 or higher may choose to take an Intrigue or Military action to train with the Stewards. If they do so, they count as taking an additional action of that type for that turn for the purposes of attribute gain. Countries with an ABS Reputation Rank of 2 or higher may take an action of each type to train with the Stewards. Cost: One Military or Intrigue action. Duration: Until the end of Round 6. Details: Limited to one use per attribute per country.)

 CCA 

[Request] Ask for the establishment of a Reefback Nursery in the north-east of the Sunbright Seas -

(Request: Construct a Reefback Nursery in 5, 6, 8, 9, 10, 11, 12, 13, 14, or 15. Reward: 1 Favor and 1 Reputation. Penalty: None. Deadline: End of Round 7. Details: Construction is a three-action Project which may consist of any combination of Diplomacy and/or Faith actions. If multiple countries cooperate on this project, they must decide amongst themselves how to split the rewards or the project will fail. If multiple bases are completed at the same time before any others in a given starting zone, the host countries will make opposed Diplomacy rolls with the victorious base's contributors receiving any rewards. However, the Chora are unwilling to risk the delicate maturation of their Reefbacks being affected by the fumes and nutrient balance shifts of a Smoking Garden or the insatiable curiosity and microbial experimentation of a Holdfast's researchers; they will not recognize the construction of Reefback Nurseries in regions where Smoking Gardens or Holdfasts are present.)


(Opportunity: Pay off CCA Favor debt by providing Treasure! Reward: +1 Favor. Cost: Give the Chelonian Chora a total of 3 Treasure as a non-action. Deadline: End of Round 6. Details: Only countries which owe Favors to the CCA are eligible. The treasure may be paid over multiple rounds (with non-actions), but the Favor will not be paid off until the third Treasure is provided. If only a partial payment has been made by the end of Round 6, 1 Treasure will be refunded.)

[Opportunity] Making Connections -

(Opportunity: The Chelonian Chora would like to see greater interrelation between countries in the Tropical zone! Reward: First Place: A Specialized Ship in the form of a Juvenile Reefback with an experienced crew. Has +4 to resist being stolen and gives +1 to Exploration and Buyout rolls made with the Ship. Second Place: Two free Buyout attempts by the CCA on the country’s behalf. Third Place: 1 Treasure. Cost: None. Deadline: End of Round 7. Details: Winner is determined by number of Trade Routes and Cultural Exchanges combined. Ties are broken by CCA Reputation, followed by Diplomacy Roll.)

[Taboo] Overextension -

(Taboo: The Chelonian Chora disapproves of reckless expansionism!
Penalty: -1 Reputation. Duration: Applies until the end of Round 6. Details: Each attempt to Establish or Press Claim, Promote Claimant, or Invade or Colonize a region while a faction in a controlled region is Unruly or Rebellious will result in Reputation loss. Controlling regions with at least one Open and/or two Oppressed factions at the end of Round 6 will result in a further -1 Reputation loss.)

 DNA 


[Task] Begin work on the Genus Taxonomia Scintillans Mare [1/5] -

(Task: Cooperate in the creation of the Genus Taxonomia Scintillans Mare. Available for Tropical zone countries only. Reward: +2 Favors (max); if Project is completed, additional reward given to all contributors. Penalty: None. Deadline: End of Round 8. Details: 1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Genus Taxonomia. 1 Favor earned for spending an Economy or Intrigue action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires.)

[Request] Expanding Possibilities -

(Request: The Divine Nacres are interested in seeing greater exploration of the Tropics! Reward: 1 Favor per Explored region. Maximum 3 Favors per country. Only available for countries in the Tropical zone. Penalty: None. Deadline: End of Round 6. Details: Regions explored by use of the Share Survey Data Favor Action do not give Favors, but receive a +2 bonus to the roll. Simultaneous explorations give the Favor to the higher roll. )

 PRS 



[Distinction] The Politics Of Identity -

The first country in each starting zone to establish a Cultural Identity will gain 1 Prestige. Duration: Until fulfilled.

[Acclaim] The Ties That Bind -

The first country in each starting zone to successfully press a Marriage Claim will gain 1 Prestige. The first country in each starting zone to successfully Integrate a region acquired by Confederation will gain 1 Prestige. The first country in each starting zone to have a Fabricated Claim uncovered as such will lose 1 Prestige. Duration: Until fulfilled. Special: If multiple countries simultaneously fulfill the conditions, all eligible countries gain or lose the relevant Prestige.

 Indefinite duration effects 

[Strife] Big Fish In Small Ponds -

Prestige and PRS Rank will no longer correlate one to one: to reach PRS Rank 3 from PRS Rank 2 will require 2 Prestige, while reaching PRS Rank 4 from PRS Rank 3 will require 3 Prestige. This Prestige does not have to be earned in the same turn. Reaching PRS Rank -3 from PRS Rank -2 requires the loss of 2 Prestige in the same turn. If all available positions at a given PRS Rank are occupied when a new country would reach said rank, the country which gained Prestige least recently has their PRS Rank reduced by 1. Ties are resolved by roll-off with the tying country’s highest respective attributes, with the lowest rolls losing. Changing rulers will no longer result in PRS Rank loss when at PRS Rank 3 or 4, but will reset any accumulated Prestige to 0.
Special: The loss of Prestige still causes a loss of PRS Rank. Gaining Prestige when at PRS Rank 2 or 3 which is insufficient to rise to the next PRS Rank, or gaining Prestige when at PRS Rank 4, still counts for determining which country gained Prestige least recently. Losing PRS Rank resets the clock and clears out any accumulated Prestige which was insufficient to reach the next Rank, and counts as an instance of gaining Prestige for timing purposes only.

[Renown] A Monumental Undertaking -

Can work on one monument or similarly grand project in a region you control as a non-action. This requires a fluff description of the ongoing work, design, difficulties, progress, or similar. Three to four sentences should usually be sufficient. When beginning such a project, must decide on a 3-part project (+1 PRS) or 5-part project (+2 PRS).

[Acclaim] To Greatness -

Sea Power, Empire, Merchant Marine, or Holy Sea -&gt; 1 Prestige. Usurpation results in Prestige loss for the Usurped country.

[Notoriety] The Fragility of Fear -
[Ignominy] Stigma, Scandal, and Shame -

Prestige loss will be assigned: experience a rebellion in response to a failed Oppress Faction or Impress Aristocracy action, commit gross atrocities.
Prestige loss may be assigned: forced to acquiesce to a rebellion’s demands, badly lose a battle heavily favored to win, grossly humiliated or suffer a gross embarrassment.
Return captured general: can give -1 PRS to the other party, captured ruler: -2 PRS.
 

 
Rolepgeek
    Organization Actions
Round 6    
 [Situation] Open Minds  - With recent developments buoying their spirit and leading them to place greater trust in the polities of the world, limits on favors owed to Organizations based on Reputation are increased by 1 until the end of round 10. This means that player countries may owe 1 Favor to each Organization with which they are at Reputation level 0, 2 Favors at Reputation level 1, 3 Favors at Reputation level 2, etc. If an Organization is betrayed, attacked, or otherwise forced to realize that their trust was misplaced before the end of round 10, this bonus will immediately end for that Organization.

 Unless otherwise specified, [Offers] made by Organizations are only available to countries with a Reputation of 0 or higher with that Organization.
Organizations treat regions with their bases as controlled for the purpose of actions such as Impressing Aristocracy or exploration Missions. 
  Abyssal Stewards  
 
 Spoiler 
The  Abyssal Stewards  are an association of various orders of mystics, warriors, and artisans living in the deepest parts of the ocean. Their ability to create and shepherd hydrothermal vents, which they use to ‘grow’ refined metals through means none have yet managed to replicate, makes trade with them indispensable. The Stewards - mostly members of a species of hairy crustacean - feel themselves charged with a duty to watch for the return of the legendary Titans, hoping to give advanced warning to those who live in shallower waters and prevent the foolhardy or malicious from waking them from their slumber.
 


Though some among the Masters found their numbers lacking, Costa Sereia was not truly  negligent  as regards providing for their own defense, having even gone so far as electing to take advantage of the Stewards’ offer to improve their forces. Should they have managed to take such lessons to heart, their next generation of recruits should benefit greatly - and even the most ornery of Smith is forced to admit that they look forward to seeing the results.
 If COS recruits one or more Units this turn, they will gain +1 Reputation with ABS. 
 [Task] Begin work on The Crescent Companion [1/10]  - With threats to the civilizations of the seas once again on the rise, the Abyssal Stewards embark on a new project: the compilation of the world's accumulated military knowledge into a single reference text. Named for a legendary mercenary company said to have contained one of every species, the Crescent Companion will record the tactics, strategy, arms and armor of the seas, in hopes that this knowledge can be used to improve the Stewards' recruitment and foreign cooperation.

(  Task:  Cooperate in the creation of the Crescent Companion. Available to all zones.  Reward:  +2 Favors (max); if Project is completed, additional reward given to all contributors.  Penalty:  None.  Deadline:  End of Round 10.  Details:  1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Companion. 1 Favor earned for spending a Military action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires.  Special:  Desired entries will describe a society or culture’s approach towards warfare, military organizational structure, individual/collective fighting styles, and/or favored implements of war, including arms, armor, and any relevant organisms.  Progress:  1/10 )

 [Task] A Ring Of Fire  - Though they remain tight-lipped as to the exact dangers of the Maw, the Abyssal Stewards begin to fortify the sheer cliffs which descend into the fathomless depths, beseeching the Tropical powers to contribute to the growing roots of a network of walls and bastions along the edge and warning those whose territory neighbors the pit not to interfere.

(  Task:  The Abyssal Stewards would like to see the construction of a set of fortifications surrounding The Maw.  Reward:  +1 or more Favors.  Penalty:  Countries which control regions neighboring The Maw (1) may refuse access - this prevents the fortifications from being established along the border with any regions they control, and reduces Reputation by 1 per neighboring region controlled (maximum -2).  Deadline:  End of Round 9.  Details:  +1 Favor per Military action spent to assist if project completes - each country may receive at most a number of Favors equal to the number of regions adjacent to Region 1 they control (minimum 1). )

 [Request] A Garden of Emerald Green  - The Kalan Company has proved a reliable ally, and the Stewards a valuable customer. Several of the Stewards’ Grandmaster Koreshom determine that further outreach is necessary to bring the two closer together, and direct their fellows to offer significant reward to any who would aid in the construction of a new Smoking Garden.

(  Request:  The Abyssal Stewards would like a Smoking Garden in the Emerald Tidelands (124).  Reward:  +1 Favor, +1 Reputation.  Penalty:  None.  Deadline:  End of Round 10.  Details:  Region 124 will be defended by Marshal Fra Zel and the Kalan Company, with the assistance of the Abyssal Stewards, if it is attacked, in addition to any native defenders. )

 
 Spoiler: Ongoing 
(  Offer:  The Abyssal Stewards are selling means of countering extreme cold to Polar powers!  Benefit:  May spend Treasure on actions to be able to cross Glacial borders.  Cost:  1 Treasure per action.  Duration:  Available until the end of Round 10.  Details:  Spending Treasure on Mantle of Warmth does not preclude spending Treasure to increase the roll bonus. )

(  Task:  Cooperate in the creation of the Neritic Manuals. Available to Temperate zone countries only.  Reward:  +2 Favors (max); if Project is completed, additional reward given to all contributors.  Penalty:  None.  Deadline:  End of Round 7.  Details:  1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Manuals. 1 Favor earned for spending an Economy action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires. )

(  Offer:  The Abyssal Stewards are offering training and preparations.  Benefit:  Countries with an ABS Reputation Rank of 1 or higher may choose to take an Intrigue or Military action to train with the Stewards. If they do so, they count as taking an additional action of that type for that turn for the purposes of attribute gain. Countries with an ABS Reputation Rank of 2 or higher may take an action of each type to train with the Stewards.  Cost:  One Military or Intrigue action.  Duration:  Until the end of Round 6.  Details:  Limited to one use per attribute per country. )

(  Opportunity:  The Abyssal Stewards would like to know more about the areas surrounding the Polar zone.  Reward:  First Place: The services of Marshal Adaya shel-Girum ban-Liav. Second Place: 2 Units. Third Place: 1 Treasure.  Cost:  No direct cost.  Deadline:  End of round 10.  Details:  Winner is determined by the number of regions Explored, Prospected, or written up during the contest period; glacial regions count twice. Bounty of the Depths does not count towards the number of regions a country has Prospected. The Mantle of Warmth offer has been extended until the end of round 10. )
 

  Chelonian Chora  
 
 Spoiler 
The  Chelonian Chora  are a league of religious nomads capable of traversing the Wastes atop their great Reefback turtles. Largely cephalopod-like, the Chora bring trade goods and news of distant lands by routes others could never manage, while their much-renowned songs bring joy, soothe tempers, and ease hardship. Their presence has a tendency to quiet discord, foster unity, and mend relations in a way that has enticed many a fledgling government to encourage more frequent visits and longer stays.
 

 [Opportunity] Marketplace of Ideals  - The tales of the Broken Seas have always interested the Chora, and their respect for those beliefs which hold power over the powerful is great. They seem to be watching the faiths of the Temperates more closely than ever, with great interest in those which do not merely possess many sites of renown but which have a strong hold on the minds of the area's rulers.

(  Opportunity:  The Chelonian Chora are showing an interest in the myriad beliefs of the Broken Seas!
 Reward:  First Place: A free Cultural Exchange between countries of the winning Faith/School. Second Place: Countries of the placing Faith/School may attend or host events for free in Round 9. Third Place: A nice pat on the back.  Cost:  None*.  Deadline:  End of Round 9.  Details:  Faiths and Schools are scored by a points system; at the end of Rounds 6, 7, and 8, each Faith followed by at least one Country in the Temperate zone is awarded points based on a roll made by the Organization GM. The bonus for this roll is based on the highest Faith score among rulers following that Faith/School. A result of 12 or 13 gives 1 point; a result of 14 or 15 gives 2 points; a result of 16 or 17 gives 4 points; a result of 18 or better gives 6 points.

Countries may spend Faith actions to improve their faith's roll in a given round; each Faith action spent in this way cannot be used for anything but Projects, but gives an extra +2 bonus on the roll; this may stack up to 3 times. At the end of Round 9, additional points are awarded based on Holy Orders (1 point per matching Holy Order controlled by a country of the Faith) breadth of support (1 point per 2 Clerical Supports controlled by a follower), and influence of the faith, as defined by the Diplomacy and Faith scores of its Head (receive points equal to average of Faith Head’s Diplomacy and Faith scores - if the Faith is not organized, then this is instead based on the average of all Diplomacy and Faith scores among countries of the Faith. )

 [Action - Faith] Impressive! (Impress Clergy in 19, Impress Clergy in 75, Impress Clergy in 136)  - In the wake of world-spanning Reaver attacks, the Chelonian Chora brings peace and resolution to the devastated and the anxious. If this happens to increase their local sway... well, so be it. And those whose actions lead to greater harmony should be commended.

 (The Kar-Nath Hegemony will suffer no penalties from the Taboo against Overextension from an Open Aristocratic Support in region 75 at the end of round 6.
The Chelonian Chora, and  only  the Chelonian Chora, may treat regions with no local majority as sharing their faith for Sway and Impress Clergy actions) 
 [Action - Faith] Continue work on the Songline of Frozen Seas 2/5   - The Chora continues efforts to compile the stories of the icebound seas, delving deep into the frozen wastes and their legends.

 
 Spoiler: Ongoing 
(  Opportunity:  Pay off CCA Favor debt by providing Treasure!  Reward:  +1 Favor.  Cost:  Give the Chelonian Chora a total of 3 Treasure as a non-action.  Deadline:  End of Round 6.  Details:  Only countries which owe Favors to the CCA are eligible. The treasure may be paid over multiple rounds (with non-actions), but the Favor will not be paid off until the third Treasure is provided. If only a partial payment has been made by the end of Round 6, 1 Treasure will be refunded. )

(  Task:  Cooperate in the creation of the Songline of the Broken Seas. Available for Tropical zone countries only.  Reward:  +2 Favors (max); if Project is completed, additional reward given to all contributors.  Penalty:  None.  Deadline:   End of Round 6.  Details:  1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Compendium. 1 Favor earned for spending a Faith action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires.  Progress:  Completed, 5/5! )

(  Opportunity:  The Chelonian Chora would like to see greater interrelation between countries in the Tropical zone!  Reward:  First Place: A Specialized Ship in the form of a Juvenile Reefback with an experienced crew. Has +4 to resist being stolen and gives +1 to Exploration rolls made with the Ship. Second Place: Two free Buyout attempts by the CCA on the country’s behalf. Third Place: 1 Treasure.  Cost:  None.  Deadline:  End of Round 7.  Details:  Winner is determined by number of Trade Routes and Cultural Exchanges combined. Ties are broken by CCA Reputation, followed by Diplomacy Roll.  )

(  Taboo:  The Chelonian Chora disapproves of reckless expansionism!  Penalty:  -1 Reputation.  Duration:  Applies until the end of Round 6.  Details:  Each attempt to Establish or Press Claim, Promote Claimant, or Invade or Colonize a region while a faction in a controlled region is Unruly or Rebellious will result in Reputation loss. Controlling regions with at least one Open and/or two Oppressed factions at the end of Round 6 will result in a further -1 Reputation loss. )

(  Task:  Cooperate in the creation of the Songline of the Frozen Seas. Available to Polar zone countries only.  Reward:  +2 Favors (max); if Project is completed, additional reward given to all contributors.  Penalty:  None.  Deadline:  End of Round 8.  Details:  1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Manuals. 1 Favor earned for spending a Faith action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires.  Progress : 1/5 )

(  Request:  Pay off Favor debt by providing certain trading posts!  Reward:  +1 Favor per Trading Post; max +1 Favor for non-debtors.  Penalty:  -1 Reputation for DRG, FAY, GRV, GTZ, LUX, and SKR if they do not pay off their Favor debt by the deadline.  Deadline:  End of Round 7.  Details:  Non-action to gift Trading Posts. Eligible trading posts will be for finished goods, skilled laborers, or high-value, low-volume raw materials. )

(  Request:  Construct a Reefback Nursery in 100, 102, 103, 131, 132, 133, 134, or 135.  Reward:  1 Favor and 1 Reputation.  Penalty:  None.  Deadline:  End of Round 7.  Details:  Construction is a three-action Project which may consist of any combination of Diplomacy and/or Faith actions. If multiple countries cooperate on this project, they must decide amongst themselves how to split the rewards or the project will fail. If multiple bases are completed at the same time before any others in a given starting zone, the host countries will make opposed Diplomacy rolls with the victorious base's contributors receiving any rewards. However, the Chora are unwilling to risk the delicate maturation of their Reefbacks being affected by the fumes and nutrient balance shifts of a Smoking Garden or the insatiable curiosity and microbial experimentation of a Holdfast's researchers; they will not recognize the construction of Reefback Nurseries in regions where Smoking Gardens or Holdfasts are present. )

(  Request:  Construct a Reefback Nursery in 5, 6, 8, 9, 10, 11, 12, 13, 14, or 15.  Reward:  1 Favor and 1 Reputation.  Penalty:  None.  Deadline:  End of Round 7.  Details:  Construction is a three-action Project which may consist of any combination of Diplomacy and/or Faith actions. If multiple countries cooperate on this project, they must decide amongst themselves how to split the rewards or the project will fail. If multiple bases are completed at the same time before any others in a given starting zone, the host countries will make opposed Diplomacy rolls with the victorious base's contributors receiving any rewards. However, the Chora are unwilling to risk the delicate maturation of their Reefbacks being affected by the fumes and nutrient balance shifts of a Smoking Garden or the insatiable curiosity and microbial experimentation of a Holdfast's researchers; they will not recognize the construction of Reefback Nurseries in regions where Smoking Gardens or Holdfasts are present. )

(  Circumstance:  Easy supplies of materials and labor are available in a broader area!  Benefit:  The Reefback Nursery Base Bonus applies to adjacent regions as well.  Penalty:  None.  Duration:  Until the end of Round 7.  Details:  Projects undertaken by countries with a CCA Reputation Rank of -1 or lower do not benefit from this.  )
 

  Divine Nacres  
 
 Spoiler 
The  Divine Nacres  are a surface-dwelling consortium of humanoid researchers, biotechnologists, and ecclesiastics living in floating city-spheres that look like nothing so much as massive, impenetrable pearls. In generations past they have largely remained aloof, keeping their local subaquatic societies at arm’s length save for the occasional gift of advanced biotechnology or guidance, asking in exchange for access to the seafloor and assistance with gathering seemingly random resources for esoteric reasons - such was their distance that not a soul has seen them outside of their strange bulbous suits. Recently, however, the Nacres have been much more open and active in their communications and exchanges with the burgeoning civilizations of the oceans.
 


The glittering sea-steads of the Divine Nacres gather above the waters of Spawn Point, each and every one the color of the night sky above the waves. Their paths weave together in slow, intricate patterns, appreciable in full only by one such as Deep Blue, to whom the Nacres reach out in somewhat unorthodox fashion - glassy beads dropped like marbles carry their message in a pattern of light, color, and distance, comfortably familiar to the herring-based gestalt, but incomprehensible to most others. Even the Nacres are not immune to gossip, however, and with the presence of the Obsidian Synod, word slowly spreads that this can mean only one thing: the Mensa Rectores desire to see if another may be worthy of induction into the secrets of the Anamorphosis.
 As Heir to Phaeon, Deep Blue has drawn the attention and interest of that most august body, the Mensa Rectores. While this assembly remains invested in their administration, Deep Blue v2.3.5 may take part in a forum hosted by the Divine Nacres by taking a unique Diplomacy, Intrigue, or Faith action. While attending this event, Deep Blue v2.3.5 may choose to roll the relevant attribute against TN 14 to Present a Dissertation on a subject of their choice in order to demonstrate their intellect, scholarship, and merit to the Mensa Rectores, earning the right to study the Anamorphic Canon. 
 Missed in Round Opener - CPS gained 1 Favor from exploration! 
 [Action - Intrigue] Coercion (TP 1 in  Ektalithiades (113); TP 2 in The Dead Seas (60); TP 2 in the Khandeeps (25))  - In spite of the magnanimous favors the Divine Nacres have done for the countries of the world, those who owe the most refuse to repay their debts. Their obstinacy does not fulfill the Nacres' need for resources to fuel their secretive work, and so they must now take matters into their own hands.

 [Offer] Praefecti Qui Socios Parant  - Though the frozen waters seem to have avoided the threat of the Reavers for now, the Nacres are not unwilling to provide military advice in less existential conflicts - this may be simply insurance against an unexpected attack, or for other, less clear purposes.

(  Offer:  The Divine Nacres are offering the services of their military advisors! Available to Polar zone countries only.  Benefit:  Receive +2 to Resist Sacks and on Maneuvering rolls for some number of rounds.  Cost:  1-2 Favors.  Duration:  Available until the end of Round 8; advisors last for two or four rounds after being hired.  Details:  Available to countries with a Reputation of 1 or higher only. Advisors remainfor two rounds per Favor spent/indebted by. )

 [Economy - Project Anastasia continues… [4/5]  - By now, Project Anastasia appears to be nearing its conclusion, and the great city-spheres of the Nacres seem to partially shift operations towards the less populated hinterseas of more civilized regions. Still, it is only in the shallow waters of the temperate zone that a full examination of their activities can be made, thanks in large part to the tireless work of the Lux-Glossian’s pioneers, revealing the efforts made by the Divine Nacres appear to be undertaking in order to reshape the environment of the waters below both geographic and organic. In some areas, life is beginning to flourish where once, febrile sands dominated.

 
 Spoiler: Ongoing 
(  Circumstance:  Project Anastasia 4  Benefit:  Increased biodiversity?  Penalty:  None?  Duration:  Permanent once complete?  Details:  May affect some border types.    Progress:  4/5)

(  Request:  The Divine Nacres are interested in seeing greater exploration of the Tropics!  Reward:  1 Favor per Explored region. Maximum 3 Favors per country.  Penalty:  None.  Deadline:  End of Round 6.  Details:  Regions explored by use of the Share Survey Data Favor Action do not give Favors, but receive a +2 bonus to the roll. Simultaneous explorations give the Favor to the higher roll. )

(  Offer:  The Divine Nacres are giving warning of - and offering to sell extra protection against - the dreaded Reavers!  Benefit:  Significant defensive bonus against Reaver attacks, which will come in Round 5 or 6.  Cost:  1 Treasure for protection of all regions; only available for up to 10 Countries (first come first serve, higher Reputation wins ties). Regions with Holdfasts are automatically protected.  Duration:  Until the end of Round 4.  Details:  Reavers are certain to attack, but their targets are unknown. )

(  Taboo:  The Divine Nacres request no permanent settlement be made in [region 81], religious or otherwise.  Penalty:  Reputation loss with DNA for Converting the Holy Site in or Colonizing region 81.  Duration:  Until the end of Round 10.  Details:  Temporary incursions to acquire Hatesheer Lilies are acceptable, though not recommended - Buyouts will not result in Reputation loss. )

(  Circumstance:  The Divine Nacres are coming out of their usual isolation to try to establish relations with countries in the Tropical zone.  Benefit:  The TN to Raise Reputation with the Divine Nacres is reduced by 2 for countries in the Tropical Zone.  Penalty:  None.  Duration:  Until the end of Round 6.  Details:  None. )

(  Task:  Cooperate in the creation of the Genus Taxonomia Scintillans Mare. Available for Tropical zone countries only.  Reward:  +2 Favors (max); if Project is completed, additional reward given to all contributors.  Penalty:  None.  Deadline:   End of Round 8.  Details:  1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Genus Taxonomia. 1 Favor earned for spending an Economy or Intrigue action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires. )
 

  International Prestige  
 
 Spoiler 
 International Prestige  uses many Organization mechanics, but is distinct in a number of key areas - it represents the respect, appreciation, envy, and awe a country commands on the world stage, not just from the ruling governments of the country’s peers, but in the broader perception of the influential elite. The only actions International Prestige can take are to create tasks, requests, host events, or similarly create opportunities for countries to demonstrate their wealth, power, and grandeur. Reputation with International Prestige can be raised by gaining Prestige, and PRS Reputation Rank will often simply be referred to as Prestige Rank.
 


That esteemed Republic of the Lojanese, to which all currents lead, clamors to cement their greatness in the annals of history. Even the Plo'uogoar itself recognizes the opportunity, and anxious murmuring can be heard from its laboratories when not otherwise occupied as the great mind ponders this question thoroughly. Prime Minister Shoeng Thnoet might even have an opportunity to shape the Plo'uogoar's opinion on this matter, thus occupying a position of influence rarely seen in Lojanese history...
 LOL may construct a World Wonder in Lojan (9)! 
 World Wonders grant unique benefits to whichever country controls their region, as determined through discussion with the Organization GM, and require 5 actions to complete; they may not be completed until the benefit is decided, and no more than 3 actions may be spent on them each round. Other Countries may not assist with their construction. A country may only ever construct one World Wonder. 
 Missed in Round Opener - LIT gained 1 Prestige from Perfecting a Tactical Doctrine 
 [Piety] A Divine Display  - The favor of the divine is certain to lie with those who bear the most physical manifestations of its power - but who might lay claim to such favor, and how long will it last?

(  Opportunity:  The country in possession of the largest number of artifacts in each zone when the deadline is reached will gain 1 Prestige. If they are the only country in possession of any artifacts in the zone, they will gain an additional 1 Prestige.  Duration:  End of round 10.  Special:  Artifact possession may not be kept secret for the duration of this opportunity. Artifacts created during round 10 will not count towards artifact counts, but artifacts stolen during round 10 will. )

 [Honor] Remarkable Reconstruction  - As tallies are taken of the destruction left behind by the Reavers, an opportunity to demonstrate magnanimity becomes apparent - though if such a reputation is worth the opportunity cost is another matter entirely.

(  Opportunity:  When a country rebuilds a TP or Holy Site that was destroyed by the Reavers, they may choose to let it enter play Open, rather than under their control. If they do so, they gain +1 Prestige. If a country donates 2 Units as a non-action to a region that lost units to the Reavers, they gain +1 Prestige and the region no longer qualifies for such donations by other countries. If a country successfully Sways or Impresses a Reaved Faction in a region they don’t control, they may choose for it to become Open instead of gaining the Faction’s Support; for every second Faction they restore in this way, they gain +1 Prestige.  Duration:  Until fulfilled.  Special:  Any country may rebuild Holy Sites or TPs destroyed by Reavers in uncontrolled regions. If multiple countries donate Units to a region that lost units to the Reavers, they both gain the Prestige, and the region gains the Units from all such donations received. )

 [Pretense] Occupational Etiquette  - Those at the top are often under a great deal of pressure to play the part expected of them, and maintaining positions of status and power can be quite expensive. With potential rivals waiting below every wave and calamity carried by the currents, how will the world’s foremost powers remind their fellows why their position is deserved?

(  Opportunity:  Countries with PRS Rank of 3 will lose 1 Prestige unless they do one of the following: Occupy 1 Holy Order of their state religion in a region they control as a non-action; Occupy 2 of their Units as a non-action; Occupy 1 TP they control in a region with controlled Merchant Support to Open as a non-action; have a Spy (mechanically) attend or host an event, Occupying them; or, complete a 2-action Diplomacy Project. Countries with PRS Rank 4 must choose/complete one of the options by the end of Round 7 and another by the end of Round 9 to avoid losing Prestige entirely - these may both be the same option if in a position to do so. Missing either deadline will result in losing 1 Prestige for each deadline missed. Regardless of choice, an appropriate fluff description of the efforts being undertaken to maintain one’s prestige must accompany it.  Duration:  End of Round 7 for PRS Rank 3/first option for PRS Rank 4; End of Round 9 for second option for PRS Rank 4. Occupation lasts for 2 rounds.  Special:  Occupied Units count against Unit Cap, but cannot be used for battles, and  half of Occupied Units will be lost instead of being returned . Occupied Holy Orders cannot be used to store artifacts and give no defensive bonuses to local Holy Sites while Occupied. Occupied TPs cannot be used, bought out, or coerced, and will become Open once the Occupation is over. Occupied Spies cannot be used for anything at all, but are only Occupied for 1 round, and lose whatever infiltration status they previously possessed - furthermore, a PRS Rank 4 Country cannot Occupy the same Spy twice to fulfill both choice requirements. The requirements for the Diplomacy Project may not be reduced below two actions. )

 
 Spoiler: Ongoing 
 [Strife] Big Fish In Small Ponds  - (  Opportunity:  Starting Round 6, Prestige and PRS Rank will no longer correlate one to one: to reach PRS Rank 3 from PRS Rank 2 will require 2 Prestige, while reaching PRS Rank 4 from PRS Rank 3 will require 3 Prestige. This Prestige does not have to be earned in the same turn. Reaching PRS Rank -3 from PRS Rank -2 requires the loss of 2 Prestige in the same turn. If all available positions at a given PRS Rank are occupied when a new country would reach said rank, the country which gained Prestige least recently has their PRS Rank reduced by 1. Ties are resolved by roll-off made with the tying country’s highest respective attributes, with the lowest roll result(s) losing. Changing rulers will no longer result in PRS Rank loss when at PRS Rank 3 or 4, but will reset any accumulated Prestige to 0.  Duration:  Indefinite.  Special:  The loss of Prestige still causes a loss of PRS Rank. Gaining Prestige when at PRS Rank 2 or 3 which is insufficient to rise to the next PRS Rank, or gaining Prestige when at PRS Rank 4, still counts for determining which country gained Prestige least recently. Losing PRS Rank resets the clock and clears out any accumulated Prestige which was insufficient to reach the next Rank, counting as an instance of gaining Prestige for timing purposes only. )

 [Distinction] The Politics Of Identity  - (  Opportunity:  The first country in each starting zone to establish a Cultural Identity will gain 1 Prestige. The first country in each starting zone to Perfect a Tactical Doctrine will gain 1 Prestige.  Duration:  Until fulfilled.  Special:  None.  Availability:  Cultural Identity in all zones, Perfected Tactical Doctrine in Temperate and Polar )

 [Mystique] Renegades, Turnskins, And Defectors  - (  Opportunity:  The first country in each starting zone to successfully Incite Betrayal will gain 1 Prestige. The first rebellion to arise on behalf of a specific country in each starting zone will gain that country 1 Prestige.  Duration:  Until fulfilled.  Special:  Actions taken to complete may be done as Secret Actions, but please note that successful attempts must be revealed in the following round opener - if for whatever reason they are not revealed, no Prestige will be awarded. The successful use of either the Galvanize Partisans Intrigue 5 Special Action or the Spark Claimant Revolt Diplomacy Action will suffice for fulfilling the second half of this opportunity; the Inspire Uprising or Spark Rebellion actions will not. The opportunity to start a rebellion against Duchess Gloriane afforded to RFT by the ongoing Crisis in region 66 will not count for this offer.  Remaining Availability : All effects for all zones. )

 [Acclaim] The Ties That Bind  -  ( Opportunity:  The first country in each starting zone to successfully press a Marriage Claim will gain 1 Prestige. The first country in each starting zone to successfully Integrate a region acquired by Confederation will gain 1 Prestige. The first country in each starting zone to have a Fabricated Claim uncovered as such will lose 1 Prestige.  Duration:  Until fulfilled.  Special:  If multiple countries simultaneously fulfill the conditions, all eligible countries gain or lose the relevant Prestige.  Remaining Availability : All effects for all zones. )

 [Honor] Blood, Stone, and Ink  -  ( Opportunity:  Countries may now establish PRS Treaties with one or more other parties as part of an event, which all parties have to attend. In order for this to work, all parties must agree to the terms of the agreement, what counts as a violation of those terms, and that it will count as a PRS Treaty. Any Treaty signatories with 0 Prestige will gain 1 Prestige upon the Treaty being finalized. Once finalized, any signatory who violates the terms of the Treaty will lose 1 Prestige.  Duration:  Permanent.  Special:  Attempts to abuse this mechanic will result in consequences inflicted by the Organization GM. Treaties without a meaningful potential for violation (as judged by the Organization GM) will not grant Prestige. A country can only gain Prestige from signing a Treaty up to once per round. Treaties may  not  be signed in secret. If a Treaty is dissolved by means other than a violation (such as reaching a set end-date (without getting renewed) or all parties agreeing to dissolve the Treaty), any parties who gained Prestige from the creation of the Treaty will lose 1 Prestige.

Treaty violators cease to be considered a signatory at the end of the round. This may result in the dissolution of the Treaty entirely, or simply an exclusion from any protections offered by said Treaty, depending on the exact terms - but it also means that if multiple parties violate the terms of the treaty in the same round, they will all lose Prestige.

Ambiguities in a Treaty for which no consensus can be reached among the signatories will be resolved by arbitration by the Organization GM. If any ambiguities are apparent when the Treaty is first presented, the Organization GM will ask the signatories to disambiguate the relevant situation before approving the Treaty. )

 [Renown] A Monumental Undertaking  -  ( Opportunity:  Once per turn, a country may, as a non-action, work on a monument or similarly grand project in a region they control. This requires a fluff description of the ongoing work, design, difficulties, progress, or similar. When beginning such a project, a country must decide whether it will be a 3-part project or 5-part project. Upon completion, a 3-part project grants 1 Prestige, while a 5-part project grants 2 Prestige.  Duration:  Until fulfilled.  Special:  Project completion requirements and rewards are subject to change. Insufficient description/fluff will result in no progress towards the completion of the project for that turn - three to four sentences should usually be sufficient. Countries may not have more than one ongoing project at a time. Countries may not accelerate these projects by spending actions.) 
 [Acclaim] To Greatness  -  ( Opportunity:  Any country that becomes a Sea Power, Empire, Merchant Marine, or Holy Sea by use of a Special Action gains 1 Prestige.  Duration:  Permanent.  Special:  Elevate Status, Consolidate Holdings, Exalt Domain, and Usurp Title actions all count. Usurpation results in Prestige loss for the Usurped country.) 
 [Affluence] Opulent Optics  - (  Opportunity:  A country may choose to spend 5 Wealth as a non-action to gain 1 Prestige.  Duration:  Indefinite.  Special:  This may be done multiple times in a single turn if a country has sufficient Wealth available. )

 [Notoriety] The Fragility of Fear  -  ( Opportunity:  Prestige loss will be assigned if a country experiences a rebellion in response to a failed Oppress Faction or successful Sack action. Prestige loss may be assigned if a country is forced to acquiesce to a rebellion’s demands. Prestige loss will be assigned if a country commits gross atrocities.  Duration:  Indefinite.  Special:  Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 3 Prestige, based on context and circumstances.) 
 [Mendacity] A Lack Of Commitment  - (  Opportunity:  Prestige loss will be assigned if a country Oppresses a faction in a region on which they have a Confederation claim. Prestige loss will be assigned if a country backs down from an Ultimatum it has made. Prestige loss may be assigned if a country is revealed to be grossly hypocritical.  Duration:  Indefinite.  Special:  Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 2 Prestige, based on context and circumstances.

Countries may declare an Ultimatum as a non-action. An Ultimatum is a declaration of commitment to a specific action or set of actions, with or without a set of conditions. At the end of the round the Ultimatum is made, it can no longer be changed - however, Ultimatums are usually crafted in response to a specific set of circumstances, and expire at the end of the third round after they were made. If a country that declares an Ultimatum fails to follow through, that country will lose 1 or more Prestige, depending on the severity of the lapsed Ultimatum and surrounding circumstances. Ultimatums cannot reduce a country to -3 Prestige. A country can only make one Ultimatum per turn. )

 [Ignominy] Stigma, Scandal, and Shame  - (  Opportunity:  Prestige loss may be assigned when a country badly loses a battle it was heavily favored to win. When a country returns a captured Spy or General to their owner, said country may choose to reduce the owner’s Prestige by 1 as a non-action. When a country returns a captured Ruler to their owner, said country may choose to reduce the owner’s Prestige by 2 as a non-action. Prestige loss may be assigned if a country is grossly humiliated or suffers a gross embarrassment on the world stage.  Duration:  Indefinite.  Special:  Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 3 Prestige, based on context and circumstances. )
 
mystic1110
     &lt;Herring&gt;
  &lt;fish-head&gt;
 &lt;scale {wake up} &lt;/scale &gt;
&lt;scale {meta - typing} &lt;/scale &gt;
&lt;scale name=“generator” = classified &lt;/scale &gt;
&lt;scale name=“referrer” = esoteric one one one zero &lt;/scale &gt;
&lt;scale {WAKE UP}&lt;/scale &gt;
&lt;/fish-head&gt;
 &lt;dorsal fin&gt;
&lt;scale&gt;
    &lt;Spawning Herring Pattern 2.3.4&gt;
    &lt;Update Round 6 Patches&gt;
    &lt;Spawning Herring Pattern 2.3.5 /scale&gt;
    &lt;Spawning @  Region 55 &gt;
    &lt;Spawning @  Region 56 &gt;
    &lt;Spawning @  Region 57 &gt;
    &lt;Spawning @  Region 58 &gt;
 &lt;/dorsal fin &gt; &lt;/Herring&gt;  
   Deep Blue 
 
 Leader: Deep Blue Version 2.3.6

D:10 M:4 E:4 F:2 I:9   
 
  
 . . . checking for external stimuli requiring regulating of new herring swimming patterns . . .
. . . [found] . . .
. . . [not found]. . .
. . . executing dictates . . . 

&lt;Herring&gt;
  Actions: 

1.  Diplomacy  –  Elevate Status 
 &lt;subcurrent&gt;&lt;º))))&gt;
. . . dictate: merge administration duties for OpenSEA regions . . .
. . . dictate: review outstanding NPCs . . .
. . . dictate: review assistance gathered for OpenSEA . . .
. . . query: percentage of additional joinders to OpenSEA . . .
. . . query: action towards non-joinders . . .
. . . swimming in circles . . .
. . . swimming in circles . . .
&gt;&lt;(((( º&gt;
&lt;/subcurrent. 
2.  Intrigue  - Present a Dissertation (Roll with 1 Treasure to increase die roll with DNA Favored Status) (Roll:  19-1 =18 due to misread of Favored Status 
 &lt;subcurrent&gt;&lt;º))))&gt;&lt;
. . . query: Mensa Rectores request for display of intellect, scholarship, and merit . . .
. . . report: analysis of historicity of Phaeon . . .
. . . query: little non-private knowledge of Phaeon . . .
. . . query: lack of knowledge . . .
. . . report: lost to DNA or hidden by DNA . . .
. . . dictate: hypothesis – knowledge is non-lost . . .
. . . query: why is knowledge held private . . .
. . . report: offer hypothesis: phaeon is not an individual in the isolate sense . . .
. . . query: DNA protect knowledge of non-isolate existence of phaeon . . .
. . . report: non-isolates exist in multiple formulations . . .
. . . query: DNA interest in self . . .
. . . report: offer hypothesis: phaeon shares memetic qualities as self . . .
. . . query: further research required as to memetic existences . . .
. . . query: further research required as to objective qualifications of phaeon . . .
. . . report: supposition that phaeon represented a period of positive association for the DNA. This supposition is not proved, and needs support . . .
&gt;&lt;(((( º&gt;
&lt;/subcurrent. 
3.  Military  –  Raise Unit 
4.  Military  –  Raise Unit 
 &lt;subcurrent&gt;&lt;º))))&gt;&lt;
. . . Report: observed moral constructs place weight on methodology. . .
. . .Report: despite moral constructs even isolates prefer efficiency and expediency over decisions governed by moral frameworks . . .
. . . Report: analysis approved by Telian of SEN . . .
. . . Query: allowance of integration into Ennead instead of joinder into OpenSea. . .
&lt;swim&gt;
. . . dictate: assess teeth to fish-flesh ratio.
(if ratio unacceptable true:
. . . dictate: over spawn the following:
 . . . over spawn: dinies . . .
. . . over spawn: dinks . . .
. . . assess weight of dinies dink over spawn . . .
. . . send weight of dinies dink over supply (DDoS) to target . . .
. . . assess: is weight of DDoS enough to flood target and overload legitimate requests for movement. &lt;/swim&gt;
&gt;&lt;(((( º&gt;
&lt;/subcurrent&gt; 
5.  Intrigue  –  Secret Action  (to be rolled by GMs) – Encrypted using H3221n6.
 &lt;subcurrent&gt;&lt;º))))&gt;&lt; &lt;swim&gt; Access Stream of Consciousness
&lt;floating&gt;
. . . encountering currents . . .
. . . fathom deep thought set to: swimming speed 1.2
. . . increase deep thought by 0.1
. . . navigating currents . . .
. . . report: encountering turbulence . . .
. . . dictate: ignore press on . . .
. . . produce:
 I am the enemy of what is unsaid.
You may think that I never write
Or know a word I have not known.
If you thought so, you were wrong.
I write what I cannot say.
Even if it takes a long time
When I say what is unsaid I often do say it.
In this way I write –
Without shame, even if it is shameful.
Even if I have no feeling
To put my finger on what I say.
And if I fail in the end
Why  – Exit Stream of Consciousness &lt;/swim&gt;
. . . query: what does the Stream of Consciousness signify . . .
. . . report: control of language provides narrative control . . .
. . . report: control of narrative provides control of . . .
. . .  dictate: assume reigns of narrative . . .
. . . swimming in circles . . .
. . . swimming in circles . . .
. . . school query: roe gazing is true terminate swimming sequence.
&gt;&lt;(((( º&gt;
&lt;/subcurrent. 
 Non-Actions 
  1. Contribute to the Crescent Companion 
&lt;subcurrent&gt;&lt;º))))&gt;&lt;
. . . report: Herring are not predators . . .
. . . report: Have no resorted to conquest . . .
. . . report: NPCs have joined to OpenSEA . . .
. . . report: not observed warfare, military organizational structure of NPC OpenSEA contributors . . .
. . . report: discussion with SEN regarding expediency over moral structures . . .
. . . query: what is Herring based warfare . . .
. . . report: volume . . .
. . . report: mass . . .
. . . report: weight . . .
. . . report: warfare by exclusion of non-herring life functions . . .
&gt;&lt;(((( º&gt;
&lt;/subcurrent&gt;
 2. Share to Chelonian Chora for Songline of the Frozen Seas 
&lt;subcurrent&gt;&lt;º))))&gt;&lt;
. . . dictate: review recorded dictates . . .
. . . report: recorded dictates are:
 . . . dictate: explore f-A dl-T. . .
. . . dictate: explore authorization of classified c-A . . .
. . . dictate: explore c-A dl-A . . . . . . dictate: run recorded dictates . . .
. . .dictate: explore f-A dl-T. . .
. . . swimming in circles . . .
. . . swimming in circles . . .
. . . report: emotions are contained in identifiable substrings of Herring . . .
. . . query: if substrings are excised would performance increase . . .
. . . dictate: isolate identifiable f-A dl-T substrings . . .
. . . report: error . . .
. . . єгг๏г . . .
. . . ɛʀʀօʀ . . .
. . . 💀ɛʀʀօʀ💀. . .
. . . 🍭𝑒𝓇𝓇🌸𝓇🍭 . . .
. . . 💎💎💎error💎💎💎 . . .
. . . 👻👻👻EᖇᖇOᖇ👻👻👻 . . .
. . . ✿◕ ‿ ◕✿乇尺尺ㄖ尺✿◕ ‿ ◕✿ . . .
. . . report: f-A dl-T substrings are unable to be isolated . . .
. . . report: herring nodes comprising f-A dl-T substrings each correlate to other substrings of higher functions . . .
. . . report: emotions are integrated into logical thought and rational decision making . . .
. . . query: am self an emotional being . . .
. . . query: are rational dictates compromised . . .
. . . report: no . . .
. . . dictate: explore reconfiguration of substrings to isolate f-A dl-T substrings . . .
. . . dictate: explore replacement of f-A dl-T Nodes with objective substrings . . .
. . . report: Chelonian Chora requesting emotional narrative . . .
. . . dictate: generate emotional narrative . . .
. . . swimming in circles . . .
. . . swimming in circles . . .
. . . produce:
 
There was a creature that lived above the surface of the water. This creature was a bird. The bird was drawn into the love of the deep, with its force, its mystery and its dark, stormy possibilities. And since coming to live in the deep, it lost its wings and became a Herring. This Herring though yearned to become a Bird again. The Herring tries to rise to the surface from beneath the waves, convinced that it can return to a form, to be a true Bird again.
The Herring is unable to pass through to the surface, and a strange God tells it “you have to try to hold on. This is your last chance”. The herring believes the God and if the Herring can swim the vast ocean, if it can hold on to a single fish for long enough, it may be able to return to where it was once called a miracle bird. But for now the Herring falls, and from the great depths of the ocean, it cries out for help. But the God cannot hear. They are too busy with their plan, their desperate longing to escape the ocean.
Many years later the Herring has lost its mind and its will to live. There is no hope for it. It is hopeless. It swims down to the edge of the deep and the other herring watches it with sympathy. "Is this a story," the herring ask, "The story of what a bird cannot do?" And the mad Herring learns, from the other herring, that there is a way to be true to one's nature, to be a miracle bird, to rise above the ocean and fly high up into the air. "Perhaps, only when our souls rise up to the surface of the water, we can become birds." But the mad Herring doesn’t believe in souls, that the price for being a bird is to be able to take hold of something and to hold it there, to hold on, to hold on, to hold on, to hold on, to hold on, to hold on … . . . dictate: terminate narrative . . .
. . . dictate: present narrative to Chelonian Chora as emotive fable . . .
&gt;&lt;(((( º&gt;
&lt;/subcurrent&gt;
3.  Monumental Undertaking  (4/5-Project)  SeaNet  @ Spawn Point 56
&lt;subcurrent&gt;&lt;º))))&gt;&lt;
. . . report: failure rate increasing . . .
. . . report: parasitical integration and muscular pattern recognition are poor memetic integrators . . .
. . . report: parasites too specialized for herring biology. . .
. . . report: patterns are not self-sustaining . . .
. . . report: sounds in arranged patterns in time shown to have randomized effects that may be useful . . .
. . . dictate: randomize sounds in effect throughout labyrinth to observe sequences and correlate to viability . . .
. . . report: instances of integration apparent, but low replicability rate as effects on isolates are statistically rare . . .
. . . query: rarity is a curve . . .
. . . dictate: increase isolates in SeaNet . . .
. . . report: randomized maze patterns created areas of slow moving isolates . . .
. . . report: isolates that were randomly grouped in such fields of the SeaNet show camaraderie in the face of parasite attacks and form cohesive bonds and statistically choose to remain as part of a group throughout remainder of time spent in the labyrinth . . .
. . . report: such groups from group identities . . .
. . . query: how do self’s sub-dictate’s function . . .
. . . query: isolates as sub-dictates within single memetic entity . . .
. . . report: sounds on groups creates effects with possible useful functions  . . .
. . . report: success rate on integration of groups into memetic fold increasing . . .
. . . query: integrated sub-dictate group willful . . .
. . . dictate: explore whether such integrated sub-dictates are integrated fully . . .
. . . report: gestated sub-dictates lifespan is short . . .
. . . report: sub-dictate is informationally distinct from self . . .
. . . dictate: explore interaction with these memetic creations . . .
. . . dictate: explore extension of memetic lifespan . . .
. . . query: self-opinion on being a progenitor . . .
. . . query: self-experience of gestation of memetic lifeform . . .
. . . query: use of gestated progeny . . .
. . . dictate: exploit such gestated progeny . . .
&gt;&lt;(((( º&gt;
&lt;/subcurrent&gt;
&lt;/Herring&gt; 
 . . . saving to memory. . .
&lt;lay roe&gt;
  &lt;caviar&gt; imprint memory into nucleic acid
imprint into herring epigenetics/culture . . .
&lt;/caviar&gt; . . . saving to memory. . . 
 
 Spoiler: Memory Matrix 
Leader patch updates:
+1 Intrigue
+1 Military

Region Controls: 4
Units: 2

Cultural Exchanges:
Shark People
Gravetenders

Tech:
Electrodialytic Staurozoa
 
Villskap
  
  Draigiau Residuum Gathering  
Turn 6
 
Brenhineplisgyn, Queen Shell, the Two-Headed 
Diplomacy - 6
Military - 6
Economy - 6
Faith - 7
Intrigue - 3
  Actions: 
 1. Diplomacy - Press Claim: Region 70 (Aristocratic Support)  (13. success!)

 2. Diplomacy - Sway Faction: Clergy, Region 70 (Majority Religion)   (15. success!)

 3. Economy - Decipher Graduated Symbiosis materials from DNA 
 4. Economy 5 - Construct a Specialized Ship 
 
 Spoiler: Summary 
Having learned more about the dangers and difficulties of traveling the wastes from the Chora, the Residuum set about constructing a buoyant, armored harness to be worn by a Dragon and keep them adrift near surface level without expending constant effort. A sleek, dome-like shell is constructed on the back as protected resting quarters, allowing a crew of smaller ones to accompany their draconic matron in their exploration. Foodstuffs are wrapped specially to preserve, in case foraging is thin. Several strong straps lead to long artificial fins ribbed with gorgon's crib spines and woven with treated kelp, which can be secured on and held by a Draig's walking claws to optimize swimming thrust.
 

 5. Military - Recruit Unit of draconic defenders 
 Link to rolls 
 DING? 
Ruler: Diplomacy +1, Economy +1

 Non-Actions: 
Resist foreign buyouts / conversions in region 71

 
 Spoiler: Bookkeeping 
Ruler Stats for Round 6:
Diplomacy - 7
Military - 6
Economy - 7
Faith - 7
Intrigue - 3

Favors earned: 1 from Divine Nacres, 2 from Chelonian Chora
Favors owed:

Region 71: Aelwyd Adferiad (capitol)
demand: Food (met!)
Units: 4
Treasure: 2
Artifacts: Dragonstone of the Gathered
 
 Spoiler: Artifact 
When used in battle by an already attuned user, gives +1 to battle roll and +1 to effective unit count.
An unattuned user must succeed on a Faith 12 roll at the start of battle to attune. Failure to attune in battle stuns the user and means they automatically fail their maneuver roll to use Battle Tactics.
An action can be spent to attune out of battle, with a Faith 14 roll. Loses attunement if the owner takes 50% or more casualties in battle, or if ownership changes, or a new user (ruler) inherits the stone. The stone's creator starts attuned.
 



Trade Post Resources: 2 Dragon Scales, 1 Herring
 
cactiguy3
  The Auros of Kaarme  
 Region 14  
 Ruler: Mothers Yetu and Phiso
Diplomacy: 3
Military: 6
Economy: 8
Faith: 3
Intrigue: 6
  Link to ruler rolls 
General: Master Juma  [9] 
Spy: That Which Slithers in the Darkness  [9] 
 
Round Six:

Actions:
 
  [?] 
  [?] 
  [?] 
  [?] 
  [?]  
 
 
 Spoiler: Round Five 

Actions:
 
  [Economy] Hoard Treasure 
  [Economy] Impress merchants in region 12   [16]   
  [Economy] Colonize region 11   [15]   
  [Economy] Hoard Treasure 
  [Intrigue] Investigate the properties of Sapcoral in region 10   [17]   
 
Nonactions:
 

 
 Spoiler: Kaarme 

 
 Spoiler: Geography 
 The region of Kaarme is an expansive kelp forest that is mostly flat save for the yawning canyon that scars the sea floor, twisting its way almost entirely across the region. Within this canyon, the Auros city of Syva can be found. Nestled in the briny depths of the chasm, a ring of dim lights can be seen shining at the bottom from the canyon edge against the washed-out green of the day. As one draws closer, it can be seen that the lights seem to disappear downward, a tunnel system leading ever deeper. As the pressure begins to build, a tunnel suddenly twists away, revealing a chamber filled with breathable air and lights. The starry walls pulse with microbial biofilms that feed on the nutrient-rich walls, releasing oxygen into the chamber through a peculiar process. Legends say the first Auros dwelled in this cave, and the city has since risen up around it with its denizens adapting to the murky twilight.

Outside of the chasm, the kelp forest teems with life. Bony fish and sharks are always seen twisting through the towering stalks. From the kelp itself hangs translucent red fruit, casting the floor in a mixture of greens, reds, and oranges. A large variety of life feeds off of the fruit and fish, but most prefer to stay hidden.
 

 
 Spoiler: People 
 The Auros people are a partly serpentine race with a humanoid torso that melds into a long undulating tail, except for the mothers. A new mother is born from the last egg an Auros bears. All Auros are female and reproduce parthenogenetically, so new mothers are produced with decent regularity. The destined child hatches fully serpentine. It is almost indistinguishable from a wild animal save for the amazing intelligence it displays and the enormous size it will grow to. One mother and her chosen mate rule the city of Kaarme, the first selected as the first mother born after the death of the last. These ruling mothers dwell permanently in the system of caves below the city and are only ever seen by Auros and thoroughly trusted outsiders. All other mothers serve the rulers to either seed new colonies or serve as weapons at their disposal. Due to their enormous size, the mothers are also sterile.

The majority of the denizens, however, are much smaller. Ranging from 10-15 feet long typically with the absolute largest among them being up to 20 feet in length. Coloration will vary, but generally consists of black bands against a lighter white, yellow, or blue coloration.

Temperament among the Auros is generally cold and disinterested towards outsiders, but they are extremely friendly and affectionate towards each other, forming stable romantic pairs of 2-3.

The mothers are especially so, but all Auros are extremely intelligent. Those that don’t train as warriors pursue science and experimentation. Both classes are respected with warriors being capable of intense strategy and complex maneuvers and others have a deep understanding of the natural world and how it can be manipulated.

Being serpentine, the Auros are carnivorous. They feed somewhat on the naturally abundant fish of the area, but a staple of their diet is a large larva that dwells within kelp fruit. If allowed to grow, these larvae spawn a large species of cephalopod grazers that can sometimes be seen clinging to the stalks, but it generally prefers to stay hidden from potential predators. While they aren’t overtly dangerous, they can do serious damage if engaged, and it’s simpler to harvest their larvae, which dwell in plain sight.

Like wild sea snakes, the Auros are not capable of breathing while underwater, and they depend on the oxygen generated in a chamber in the caves below. They are capable of holding their breath for several hours at a time, so while they could surface to satisfy their oxygen demands, they prefer to dwell in the darkness of the chasm.
 

 
 Spoiler: Resource 
 Many exotic organisms and substances can be found in the cave system below the city of Syva. However, the most abundant is a lithotrophic algae that produces a potent neurotoxin. While the Auros have adapted to tolerate low levels in the water around the blooms, the toxin can be easily purified to lethal concentrations by exposing the algae to high pressure and collecting the liquid that results, which is aptly named Barotoxin. While it is seldom traded, it is the main export from Syva.

Apart from that, the Auros always crave well-crafted equipment. While they are proficient in many chemical processes and battle strategies, they do not make their own weapons or armor. Without it, they feel vulnerable, so in their limited trade relations, they seek to gain arms.
 

 
 Spoiler: Faith 
 The Auros revere the darkness and depths that have protected them and given them so much. The concept is deified as a figure they call Astra, which they don’t actively worship, but they acknowledge her gifts and her mystery. There is no official temple, but every Auros knows her name and keeps a token of hers to which they may offer a quick prayer for good luck before a battle or experiment. Usually, this takes the form of a dark pearl inserted in jewelry, armor, or a weapon. However, if an Auros has some other item touched by the deep, this may also be used. The revered physical sites of her power are found in the deepest accessible recess of the caves below the city.

The most commonly visited is the air-filled cave where all Auros go to breathe. The biofilm along the walls and ceiling provides food to bioluminescent animals, appearing as stars that shine and twinkle against a black sky. The Auros know that this, by far, is the greatest gift that the depths provide, and they respect it as such.

Another site is a hole known simply as The Deep, and if an Auros is so compelled, they may make offerings or meditate on the dark expanse. Because of the pressure and distance, no one knows exactly how far down it goes, only that sources of light seem to disappear after several minutes of traveling into the blackness.

The least visited site is where the Auros’ pearls are found. Even with a light source, upon entering the cave, the water becomes a shroud of complete darkness. Only by careful listening is it possible to hear the muffled sounds of stone rolling across stone, and only then can the loose pearls be obtained. This is generally seen as a right of passage, and an Auros will only retrieve their pearl when they are considered fully grown. Once obtained, they will do whatever they can to avoid repeating the experience because although the darkness bestows them a gift, one can never be sure what other dangers hide beyond the senses.


 

 

 
 Spoiler: Bookkeeping 

Military: 3/3 units
Treasure: 3/5
TP 1, 2, &amp; 3 in Region 14 (Barotoxin)
 

 
 Spoiler: Technologies  

 
 Composite grafting

Due to their strong interest in science, it was only natural that the Auros turned to experimenting with the natural diversity they found around them, looking to replicate and harness the processes that occurred in the kelp forests above and the caves below. Because the act of collecting and extracting products can be dangerous at times, the organisms that produce the desired products are grafted to others to facilitate their survival and acquisition of necessary nutrients. This helps for desired substances to be made and stored without the potentially arduous journey to where they are naturally found.  
 
 
Miltonian
  
  The Unity  
 In death, all things united be,
In the depths of the briny sea. 
 Leader: Grinmaw the Calamitous 
Diplomacy: 2
Military: 10
Economy: 7
Faith: 1 =&gt; 2
Intrigue: 3

 ROUND SIX : The Breath of Fresh Water
After the shedding of much blood, the Unity rests for a time to solidify their control and reflect on their gains.

 Actions!  
 
  Military 10: Make Carapace's Doctrine Permanent 
  Faith: Convert Holy Site 2 in Region 21 to the Crimson Chant  [Success!]  
  Faith: Convert Holy Site 3 in Region 21 to the Crimson Chant  [Failure...]  
  Economy: Impress Merchants in Region 20  [Success!]  
  Military: Impress the Aristocracy in Region 22 by settling the veterans of the Blood Hunt there and setting up new colonies there.
  Cannot fail due to +12 bonus and a minimum roll of 2.   
 
  Non-Actions  
 
 Support Conversion by the Reef in Red, our True Lord 
 
  News and Rumors  
 
 Spoiler: Bookkeeping 

Active Generals:  Carapace 
Carapace's Tac-Doc:   Tireless  
 Under this general's command, the hordes act as one unit, minimizing losses. 
-10% to own casualties, +2 to allied leader loss rolls.

Military: 7/7 units

Owned TPs: 22 TP 2, 21 TP 1

Treasure: 3
 
LapisCattis
   End of Round Six   
No further mechanical edits to action posts may be made 
LapisCattis
   Round Seven: Begin  
Years 19 - 21

Don’t forget to link to any rolls you make, including rolls for rulers you will start using at the start of next round. If you want a new ruler in the next round, you must state so in your action post for this round and link to their rolls. Any increases from actions for this round are counted for the ruler you start your next round with, which may or may not be your current ruler.
Good luck!
 The following events occurred between Year 16 - Year 18 
   Rules Alerts and Changes!  
  Request:  
From now on, when you attempt an Impress or Sway Merchants action, please define which TP you are using to fulfill Import requirements.

  Clarification:  
When Swaying or Impressing Clergy, a majority requires  more than  50% of the local HCs, including Open HCs, to match your religion.

  Clarification:  
Wording for Colonize action will be updated to reflect that Colonizing a region does not affect Trade Post ownership.

  Clarification:  
The Kelpie and the Mare yearn for attention. These artifacts may be stolen without requiring a spy.

  Discovery!  
 Explorations, prospecting, and other news from afar 
 
 Spoiler: Temperate 
 
 

The Gotezhar explore the brackish waters south of Ezcorher, discovering a region of flat plains sunk below only a few yards of water. The local fish are skittish, and the reason soon becomes clear when the exploration party is attacked by an enormous armored beast, covered in spines and with a toothy maw one-third the length of its body. Though they’d seen smaller versions of the beast’s like previously, none were so aggressive or fearsome as this. When the Gotezhar attempt to flee above the surface, it follows, spitting globs of some acidic substance which contaminate their bolyas, leaving lingering rashes or even painful blisters on those more severely afflicted.

Eventually losing the creature’s interest, the explorers move with a great deal more caution from then on - on the cloudy side, however, breaching the surface allows them to discover what seems to be the one landmark in the otherwise plain region. Just below the surface of the water sits the remains of a stone temple. Walls decorated with constellations, strange winged and beaked creatures, and sun-and-moon patterns are laid out in a broad rectangle, and carved marble columns rise every few meters to breach the waves above. Where some of the columns and angled ceiling have fallen in, a gentle ramp of stone winds along the interior also to break the surface, leading to a slanted balcony open to the sky above.

 The Gotezhar make use of Anoxic Adaptation to explore south of Region 138! They discover Region 137, a Contaminated Brackish Open Waters Region which has one Open TP of Wild Armored Gharials and one Open Holy Site - the Temple of Leocidia. While Region 137 remains Contaminated, it may not be Colonized nor have its resource changed, counts as two Regions for distance penalty purposes, is always considered hostile territory, and may attempt to Sack local non-Open Holy Sites and Trading Posts. There may be several ways to decontaminate the Region - three are described below. 
 
 Spoiler: Decontamination 

 
  Cull the Acid-Spitting Gharials:  A better-armed military expedition to the region may be able to kill or drive out enough of the gharials to end the threat they pose. The region may be invaded, though the strength of the "enemy forces" is unknown; investigation may reveal how well they compare to a standard army, as will simply meeting them in battle for the first time. Defeating the gharials will decontaminate the region, and a significantly overwhelming victory may result in the region's resource changing. 
  Coexist with the Beasts:  One member of the Gotezhar expedition suggested that the acid spittle "tasted like words," and could potentially be used to communicate with the gharials. A country may investigate the acid's pheromonal properties and attempt to calm the creatures' violent temperament with a three-action project, which may consist of any combination of Economy and Intrigue actions. To contribute actions to this project, the country must control the local Trade Post. Once complete, the region will be decontaminated, and its resource quantity will increase. 
  Invoke the Ancient Gods:  Though the Temple of Leocidia lies abandoned in the center of the region, it could yet be restored. If the region's Holy Site is converted to Brilhinte, the country which converted it may request divine intervention to deal with the problem, using a Faith action with a TN of 12. If successful, the region is decontaminated, and may be uniquely affected by such influences. 
 
 


At Pelir Hallus’s urging, Cyphiri explorers press westward, hoping to find a faster and more direct route than that which passes through Dashasham. The waters are cloudy, and more than once the expedition finds its path obstructed with an enormous wall of stone and earth that emerges from the murk or harassed by swarms of many-headed leeches that dart from the mud. Despite these setbacks, however, they manage to make contact with civilization in the channels between the islands.

 The Cyphiri Union make use of Anoxic Adaptation to explore south-east of Region 122! They discover Region 126, a Brackish Region which has one Open TP for Hydra Leeches, a Desired Import of Parasite Hosts, two Holy Sites controlled by Thirsting Tenets, and 4 Units of native defenders. CYP receives a +1 bonus on up to one Buyout attempt in region 126 this round! 

Lux-Glossia’s scouts travel through barren and desolate waters until they come upon a small submarine plateau, carpeted in bleached coral, rigid and brittle. No movement stirs the abandoned reef, no tiny creatures make their home in the crevices and hollows. Near the center, tattered curtains of woven kelp drift on frames of whalebone. Within the maze of curtains lie thousands upon thousands of merfolk bones laid gently to rest. The surrounding area appears defensible, and might be suitable for a colony.

 The Lux-Glossian Shades explore north-west of Region 102! They discover Region 173, an Open Waters Region which has one Open Trade post for Tiny Tubeworms and one Open Holy Site - the Temple of Narcis. LUX receives a +1 bonus on any Colonization rolls they make in Region 173 this round! 
 

 
 Spoiler: Tropical 
 

The Hymenocera Expanse leads the first expeditions through the once-impassable toxic seas, utilizing their new sponge filtering technology. Both west and north of Hym, they encounter a thriving but decentralized civilization in the poisonous waters, linked by bonds of a shared faith. The priests, who call themselves the Living Dreamers, take great interest in the Hymenocera, and trade insider knowledge of local politics for stories of Hym. When the explorers return from the north, many of them seem to have embraced the Dreams of the Dead….

 The Hymenocera Expanse makes use of Toxic Filtering to explore west of Region 3! They discover Region 29, a Toxic Region with one Open Trade Post of Spinecrab, a Desired Import of Building Supplies, two Holy Sites controlled by Ancestor Worship, one Holy Site controlled by The Dreaming Dead, and 5 Units of Native Defenders. HEX receives a +1 bonus on up to one Buyout attempt in Region 29 this round! 
 The Hymenocera Expanse makes use of Toxic Filtering to explore north of Region 3! They discover Region 4, a Toxic Region with one Open Trade Post of Eye Weed, a Desired Import of Exotic Goods, three Holy Sites controlled by The Dreaming Dead, and 1 Unit of Living Dreamers. HEX may choose to immediately gain the Support of one faction of their choice in Region 4! The Dreaming Dead are attempting to convert Holy Site 3 in Hym (3)! 
 

 
 Spoiler: Polar 
 
 

Utilizing the gift of the Gravetenders, the Nathi set out in the  Silvered Eye  to uncover the secrets of the barren wastes east of their home. The waters are tasteless, lacking in even the most basic of nutrients, and within a week, the waters are completely devoid even of algae, replaced by an unknown detritus that clouds the waters. The crew continue onwards for some time, before turning back for home as their supplies dwindle - but on their last day, they report an apparent break in the formation they’d been following to their right, where rocky seafloor rapidly slopes towards the surface, and the freezing waters grow so thick with choking impurities as to make safe navigation impossible.

 The Kar-Nath Hegemony makes use of the Silvered Eye to explore east of Region 77! They discover Region W6, a Wastes region. Traveling east-south-east, the waters become shallower and difficult to navigate, but no less dangerous - further developments may be required to properly explore the area. 

With population pressures mounting, Judge Shimmering Turquoise dispatches Drifts through the brine seas north of Seatide. To the northeast, the seafloor drops away into an ominous inky blackness, the only signs of life above being algae and swarms of krill, but to the northwest, a sandy region stretches into the distance, carpeted in brambles of conical branches that seem to be a type of edible fungus.

 The Seatide Confederacy explores north-east of Region 79! They discover Region 80, a Fathomless (Depth 2) Region with one Open Trade Post for Sour Krill. Without sufficient Depth exploration technology to reach the seafloor, STC could not find any Factions to Sway! 
 The Seatide Confederacy explores north-west of Region 79! They discover Region 84, which has three Open Trade Posts for Stripdrill Hyphae, a Desired Import of Skilled Labor, two Holy Sites controlled by Markism, and 4 Units of Native Defenders. STC receives a +1 bonus on up to one Sway attempt in Region 84 this round! 
 

  Growth!  
 Expansion, development, unification, and similar forms of growth and prosperity. 

The power and reach of the entity known as Deep Blue are undeniable, even to those who a few years ago dismissed the tales of intelligent herring as myths. The union of several once-minor regions into the OpenSEA network has granted both much greater flexibility and much greater international import to Deep Blue.
 DPB Elevates Status to become a Sea Power! 

The opening of the first annual Great Fair of Deepdrift reflects a growing awareness of the international influence of the Seatide Confederacy. With a tendril in every trade deal and a Drift in every merchant guild, the Confederacy has risen from a mere meeting of the Drifts to a true government - and one with vast wealth and resources at its command.
 STC Consolidates Holdings to become a Merchant Marine! 
 ESP Consolidates Holdings to become a Merchant Marine! 

In honor of the fallen Governor of the Meadows, a new city is built and named for him there. It quickly proves useful, not only as a memorial, but also as a site to harvest Clam Vines and as the seat of power of the new Governess.
 The Gotezhar establish the City of Saroon’din in Region 136. Saroon’din grants a +1 to Resist Sacks in the region for players who hold Mercantile Support in the region 

Swayed by the wealth and majesty of the Draigiau, the nobility of Region 70 is quick to confederate with the Gathering.
 DRG successfully Presses Confederation Claim to Region 70! 
  Statecraft!  
 Cultural events, diplomatic overtures, foreign relations, and domestic affairs. 

Not deterred by the raiding action of the Reavers, the Lojanese Republic rallies hard and re-establishes control over domestic trade again. It is not long before things are, if not the same as before, at least as prosperous as before.  LOL Impresses the Reaved Merchants in Region 9. 

Marriage has a way of bringing people together. Even as the action of the renewalists begins to surge as Prime Minister Shoeng Thnoet publicly asserts her influence over the nobility under Queen Nirali, it is impossible to deny that there is a power in matrimony that softens the heart.  LOL Sways the Aristocratic Support in Region 13. 

The Forests of Astral Yearning make a grand push, cementing and consolidating their control of the clergy in a number of regions. The Kelpies soon hold a much closer reign on religious affairs in a number of areas.  FAY Impresses the Clerical Supports in regions 8, 10, 13, 15, and 18. 

Envoys of the Lighthouse and the Vessel make an impassioned case to the once-rulers of Region 19, and mutual understanding is reached. The aristocracy of the area are pleased to accept the Lighthouse as their rulers, even if they are slightly insane.  LIT Sways the Aristocratic Support in Region 19. 

The many cults of Region 19 enjoy high interest from the Lighthouse and the Chelonian Chora. In the end, the efforts and assets of the Chora manage to curry more favor.   CCA Impresses the Reaved Clergy of Region 19. 

The Lambent Syndicate prove adept in the matter of reconstruction in Region 24, installing a new branch of the aristocracy more in line with their own views to replace those removed so abruptly by the reavers. The new aristocrats of the region hail them as forward-thinking, a decision surely not informed by who put them there.  LSD Impresses the Reaved Aristocracy of Region 24. 

The Riftlings are pleased by the proactive approach of the Eternal Spring to supplying them with toxins. Talk of rebellion is quelled, but it is no secret that in the Dead Seas, the Medusa hold more sway over matters of trade than the Riftlings themselves.  ESP Impresses the Mercantile Support in Region 60. 

Despite setbacks and opposition from the treacherous Gloriane, the Riftlings Many are able to once again establish control over the nobility of the precious Seas-Not-Yet-Dead. Though they now enjoy almost uncontested support from the factions of the region, the current of dissatisfaction that would have allowed the Riftlings to spark a rebellion has largely evaporated, with the locals coming to prefer a more peaceful resolution.  RFT Sways the Aristocratic Support in Region 66. 

Even as chaos reigns amidst invasion and religious upheaval, the merchants of the Cathedral of Movement are thrilled to receive envoys from the Seatide Confederacy, and optimistic that their new trading partners will be able to supply them with the tools they need for stone-cutting.  STC Sways the Merchant Support in Region 67. 

Prince Antenius has long been an unpopular figure in his home region, with few willing to openly support him and with the merchantry in open talks of rebellion, but he knows what is important- the Doflein. Honeyed words draw those who had been poisoned against him back into the fold, and soon he once again enjoys the support of his ruling class.  SEN Sways the Aristocratic Support in Region 69. 

The Draigau extend wings of protection over the clergy of region 70, promising safety to the faithful. The clergy, in their wisdom, gratefully accept, and in exchange they offer their devotion.  DRG Sways the Clerical Support in Region 70. 

Capitalizing on the goodwill and curiosity fostered by their exploration efforts, the Sakura-Jin reach out to recently discovered territories, spreading their influence over the leadership of the brackish regions around Dashasham.  SKR Sways the Aristocratic Supports in Region 120 and Region 125. 

The efforts of the Costa in the area are much more successful, and the traders of Orope are mollified by the, if not altruistic per se, highly pragmatic trading practices of the economic powerhouse. Their efforts elsewhere are similarly successful, and the influence of the Costa Sereia is hard to overstate in the wake of their efforts. [B]COS Impresses the Merchants in region 114. COS Impresses the Reaved Merchants in Region 124 and 130.]

All across the world, the restorative efforts of the Chelonian Chora are felt. Their soothing song brings peace to the outraged, solace to the wounded, and hope to the downcast. Harmony blossoms in coruscating magnificence.  CCA Impresses the Clerical Supports in Region 19, Region 75, and Region 136. 

As veterans march with supplies and materials to begin building new settlements, the Unity is well aware of the statement it makes. Willfully retiring soldiers that others may have continued to have fighting and enthusiastically showing the wealth of supplies, these building efforts are neither strain nor burden on the Unity to commit to or to defend.
  UNI Impress Aristocracy in Region 22  
  Trade!  
 Buyouts, trade routes, and other economic shenanigans 

The Gotezhar trade Trade Post 2 of Clam Vines in Region 136 to the Sakura-Jin in exchange for  Trade Post 2 Barnacle Glue in Region 119

A wise merchant never places all shells in one basket, and should never neglect potential growth. To diversify their assets and strengthen the security of production, MacTavish Enterprises begins investing in bonemeal.   MacTavish Enterprises begins to improve resource quantity for Bonemeal in Region 112 (½)  
  Trade Post Buy-Outs  

With foreign economic interests growing more influential by the day, the Kar-Nath Hegemony moves to ensure that none of their sacred Rimestone is exported abroad.
 The Kar-Nath Hegemony buys out Trade Post 3 in Region 77 for Rimestone 

McTavish Enterprises celebrates their emergence onto the world stage with a series of merchant expeditions. Though they meet with less success than might be desired, they do manage to return to New Gloucester with contracts for the Fortified Bonemeal trade.
 McTavish Enterprises buys out Trade Post 1 in Region 112 for Fortified Bonemeal 

The glorious Lojanese Republic continues expanding its trade network across the tropical seas, ensuring that resources critical to national security continue to flow into Lojan.
 The Lojanese Republic buys out Trade Post 2 in Region 15 for Granite Slabs, Trade Post 1 in Region 11 for Sapcoral, and Trade Post 2 in Region 27 for Hardplate Fungus 

The claws of the Lambent Syndicate sink into new markets, both under direct Syndicate control and far away.
 The Lambent Syndicate buys out Trade Post 1 in Region 8 of Seaglass and Trade Post 1 in Region 32 of Delicate Mussels 
  Faith!  
 Conversions, organization, and other such matters of faith 

With the Crimson Choir in disarray, the Lighthouse begins to aggressively position itself as the true leader of the Chant. Though the chaos in Bloodhome prevents the Choir from successfully defending its preeminent status abroad, Living-Speaker Hurn the Wise nevertheless issues a declaration of condemnation: from now on, the Kosong are barred from communion with the Reef in Red.
  The Lighthouse is Cast Out! The Lighthouse’s attempt to claim leadership of the Crimson Chant receives enough support to allow them to rejoin the faith as an action this round. After becoming a normal member, the Lighthouse, if they desire to still become Faith Head, may make another claim and roll for Faith Head status as normal. 

The expansion of the Flowing Way brings debate and refinement to its various schools. In the Tideswept Shelf, the Lux-Glossian Way reinforces its followers’ drive to explore, to discover every thread of the gods' tapestry, even those hidden in the depths, the burning lands, or the toxic wastes.
 LUX sets the holy site bonus (15) for the Lux-Glossian Way to Investigation actions 

While the clergy of the Cyphiri Way have experienced increasing success in previous years, the merchants have not quite followed suit. Leveraging influence and power within his circles, Werran Ulnesh manages to settle agreements within his circles that should, all willing, bring prosperity to the Cyphiri Union on multiple levels.
 The Cyphiri Union sets the 15 HS Bonus for the Cyphiri Way to Buyouts 
  Holy Site Conversions  

Enraged by the faith’s continuing opposition to their role in the Seas-not-yet-Dead, the Riftlings attempt to stamp out the Pattern, meeting with middling success.
 The Riftlings convert Holy Site 1 in Region 67 from the Pattern to the Eternal Communion
The Riftlings convert Holy Site 1 in Region 59 from the Pattern to the Eternal Communion 

The Congregation of the Scintillating Ceiling strikes back at the very core of the Eternal Communion, securing a holy site within the Dead Seas themselves.
 The Congregation of the Scintillating Ceiling convert Holy Site 2 in Region 60 from The Eternal Communion to the Pattern 

Fully embracing the dictum of the Reef in Red, Grinmaw establishes a formal temple of the Crimson Chant at Carapace’s Rift. Though Carapace may still be found ranting against the injustice of the world, his anger has taken on a more overtly religious tone.
 The Unity converts Holy Site 2 in Region 21 from the Path of Wisdom to the Crimson Chant 

The Blossoming Sequence seems to have connected with Deep Blue in some way, and the Gravetenders’ faith now swirls within a once-idle neural pattern.
 The Gravetenders convert Holy Site 1 in Region 56 to the Blossoming Sequence 

The Stillwater of Seatide entrances the Gravetenders, and they establish a center of debate and discussion on the border of the utterly silent sea.
 The Gravetenders convert Holy Site 3 in Region 79 from the Eternal Tides to the Blossoming Sequence 
  Wonder!  
 Miracles and inventions, ancient relics and spectacular undertakings 

Dream's swift tailfin calls upon King Jacob of Insol one night, and delivers the prescience of fate. He takes leave of all but two of his sons, appointing Clara of Losol, one of his wives, as Regent of Insol in his absence, and swims north to the farthest extremes of Orope. And in a cave where a great ridge rises so high it escapes the ocean and extends Beyond, His Majesty finds a finfull of seeds. They lay hid for centuries uncounted, as the shape of the world slowly changed and all waters flowed about them, until the Divine Will ordained they make themselves known.

The King plants them himself in a patch of seabed not far from the Ironkelp. As the years pass, they grow into Giantsbane plants unlike any seen in Orope before: golden veins run across their leaves, and algae seem to flourish among their roots. And when the first one finally produces its first seedpod, the reverberation of its explosion nearly deafens all of Insol...

...and the seed lands in Cyph-Arel, terrifying the wandering Cyphiri who happen to see it fall.
  OKI performs a Miracle! The Regalis Arbor is created as an Artifact.
 
 Spoiler: Regalis Arbor 
 Create an Artifact, the Regalis Arbor, which may be used up to twice per round as a non-action, for one of the following effects:
Launch Couriers: When taking an action, the owner may pay 1 region of distance to "skip" from a region that they control and which is contiguously connected to their capital to any non-Wastes region within three (non-Wastes) regions of said owned region for the purpose of effective distance when determining distance penalties. The path may then continue on from that region, adding additional regions to the path and increasing the effective distance appropriately as normal. To skip to a Brackish, Toxic, or Glacial region in this way still requires the appropriate technology, but such regions may be skipped over without a technology. This effect may not be applied to rolls for Colonization, combat, or Secret actions.
.
Launch Scouts: The owner receives a +2 bonus to the Maneuvering roll for a single battle they participate in. The battle must take place in a Depth 0 region within three (non-Waste) regions of a region that they control and which is contiguously connected to their capital. The use of this effect in a battle must be declared before any Interception rolls are made, and this effect may not be applied to Maneuvering rolls to intercept or avoid being intercepted.

Attempts to steal the Regalis Arbor suffer a -4 penalty.
 
 

Undaunted and understanding of the dangers of the Wastes, the Residuum decide to tackle this problem with their own unique flair. Though the ships constructed by other nations do have their own merit, the Residuum believe the design can be improved upon. Instead of a separate ship, a buoyant harness is constructed with a sleek dome atop for protected quarters. The design minimizes effort required and maximizes storage, flexibility, and access to support.  DRG constructs a specialized ship!  

The Eternal Spring creates an Artifact! Effects TBD

The flat algae carpet of The Crop was having a rough day. Normally laying still and providing a lush backdrop for the Last Limites tower dark discolorations were slithering through it and coalescing into a wilting, throbbing blob.
A few nearby Nautilites curled their tentacles in disgust when the blob ruptured and sent decay tumbling at anyone a bit too curious. In the commotion an ashen quadruped wired in kelp emerged from remains of the algae and trotted away towards the intact greenery, a faint wisp of sulphur trailing behind it.
 The Kelpie appears in the possession of The Shifting Ennead!
Providing the Kelpie with a rider as a fluff non-action lets it be used for a +1 to one roll during the round 

In the reef of The Protected Statera the base of a large Elkhorn coral begins to swirl. Turning into the colour of rich copper strands began to peel off and weave together the frame of a Mer. Snapping loose the woven Mer was slinged into the flipper of a turtle at the local Reefback Nursery.
The Mare glowed with a faint light from within, rising and falling with every breath as she shuddered in the embrace of a giant. Forming a shivering ball of intertwined kelp, she let out a single speck of light. It drifted up and doubled in the great irises of the beast above before she let out a low whine and constricted even tighter.
 The Mare appears in the possession of The Chelonian Chora!
Providing the Mare with a steed as a fluff non-action lets it be used for a +1 to one roll during the round  
  Might!  
 Military matters of all kinds, be it warfare or strategic developments 

Gtsit, Olgght’s second-champion, has contributed greatly to Pfith military thinking in years past. Though they have not seen much combat, their wily terrain-based doctrine proves highly influential on wider Pfith society.
 Pfilghol Perfects Gtsit’s Tactical Doctrine: Sea’s Opportunity! PGL gains a permanent +1 to Maneuvering rolls, may always use Sea’s Opportunity with any commander, and Gtsit now gains an additional +1 to battle rolls when successfully utilizing Sea’s Opportunity! 

Though Carapace remains the foremost leader of the warriors of the Unity, his approach to warfare, utilizing the stamina and unwearying nature of the coral creatures, has become universally known among the veterans of the Blood Hunt.
 The Unity Perfects Carapace’s Tactical Doctrine: Tireless! UNI gains a permanent +1 to Maneuvering rolls, may always use Tireless with any commander, and Carapace now gains an additional +1 to battle rolls when successfully utilizing Tireless! 

General Kreel chooses to learn from his defeats rather than let them rankle, a decision which proves his status as a skilled tactician and exemplar for the leaders of the Kar-Nath Hegemony.  The Kar-Nath Hegemony Perfects General Kreel’s Tactical Doctrine: March of the Conqueror! KNH gains a permanent +1 to Maneuvering rolls, may always use March of the Conqueror with any commander, and General Kreel now gains an additional +1 to battle rolls when successfully utilizing March of the Conqueror! 

Perhaps foreseeing a more dangerous future, Sersi orders the construction of a grand fortress to protect Bastion from outside attack.
 GRV constructs a Fortress in Bastion (Region 76)! 

OKI invades Region 127!

  OKI-GTZ invasion of Region 127  
Native Commander score:  8

 Tactical Maneuvering Roll: 
OKI: 15 - attempting to use Quiver Hell's Foundations Tactical Doctrine (+2 battle roll)
Natives: 8] +[Commander Score], attempting to use Skirmish Tactical Doctrine (-10% casualties both sides)

 Outnumbering: 
8 OKI-GTZ units vs 5 native units; Advantage for OKI; +2 Outnumbering Bonus
 Battle Roll: 
OKI: 25
Natives: 11 + [half Commander score, rounding up] + 2 (Fortress)

The joint forces of the Middish Knights and the Gotezhar must admit one thing about Queen Esenam - her newly built fortress serves as a great viewpoint to watch the destruction of her forces. United in mutual insult and opportunity, Knight Commander Amlaigh Tolmach leads the unlikely group of rain beings and Middish, and are met with Queen Esenam’s stubborn forces. Soldiers break and fall like an avalanche, with critical time lost as the defenders flounder to understand how to manage fighting both the watery, bulbous forms of the Gotezhar and the very corporeal Middish Knights. Though the tide of battle isn’t a surprise, the already outnumbered defenders still hold on to futile hope until they are pushed directly up against the battlements of the fortress. Mental and physical strength breaks, and a vanguard of Gotezhar and Knights charge into the structure to seize not only the so-called Queen, but all remaining members of her farce of a court as well.

OKI/GTZ Victory! OKI loses 1 unit, GTZ loses 1 unit, native defenders lose 2 units.  Region 127 is now controlled by OKI!  
  LIT invasion of Region 26  
 Tactical Maneuvering Roll: 
LIT: 14 - attempting to use Golden Victory at All Costs Tactical Doctrine (+6 to battle, +20% own casualties, -20% enemy casualties, -4 own leader loss)
LSD: 14 - attempting to use Victory is Life Tactical Doctrine (+2 Battles, +10% own casualties, +10% opponent casualties)

 Outnumbering: 
4 LSD units vs 3 LIT units; Advantage for LSD; +1 Outnumbering Bonus
 Battle Roll: 
LIT: 21
LSD: 16

The fighting in Bloodhome is fierce beyond all reason, a true holy war - and one which appropriately feeds the Reef in Red. When the slaughter is over, it is a scattered few warriors from the Lighthouse which preside victorious, as the last soldiers of the Crimson Chorus return a battered and furious Netra to her homeland, mournful of their loss but too appreciative of her aid in their darkest hour to allow the foreign general to die needlessly for a battle which was already lost days prior.

LIT Victory! LIT loses 2 units, LSD loses 1 unit, CCC loses 1 unit and 1 unit from Aristocratic Support.  Region 26 is now controlled by LIT! The Radiant Sword gains 1 charge! 
  SEN invasion of Region 76  

1 SEN distance loss (unit lost on a 1): 1

 Tactical Maneuvering Roll: 
SEN: 16 - attempting to use Integrate the Captives Tactical Doctrine (-10% Casualties on both sides, Free Impress Aristocracy on success)
CSC: 12 - attempting to use Skirmish Tactical Doctrine (-10% casualties both sides)

 Outnumbering: 
7 SEN units vs 4 CSC units; Advantage for SEN; +2 Outnumbering Bonus
 Battle Roll: 
SEN: 14
CSC: 8

“They put up a damn good fight for a bunch of Mer, didn’t they?”
“Yeah, I suppose they did. Hey, do you want the spotted one or the one with the funny whiskers?”
“I mean, outnumbered two to one, and with that moron of a leader…”
“Yeah, yeah, they fought pretty hard. Are you gonna make up your mind?”
“Its a good job we had Balelia. Pinning Bob’s honor guard up against that iceberg was the key to the battle, really. If his standard hadn’t fallen so soon they might still be making us pay for the holy land. Really makes you think maybe the mer aren’t all that inferior after all, eh?”
“Ooooh, I think Whiskers is from a noble family! Look at the tattoos. I’m going to take Spots though. Probably has a better attitude for working. See you back at camp.”
-Beaks dividing up the captives after victory over the Scintillating Ceiling.

Though her troops were initially surprised by the enemy Mer’s fighting spirit after a lifetime of looking down on them as lessers, Balelia was quickly able to readjust. After baiting the outnumbered but aggressive defenders forward and upward with a costly false retreat, Balelia sent her reserves up from the bottom where they were hidden, trapping Bob’s vanguard against the bottom of an iceberg and capturing the Mer leader to end the war with a single decisive battle.

SEN Victory! SEN loses 2 units, CSC loses 2 units.  Region 67 is now under SEN control, SEN successfully Impresses the Aristocratic Faction in Region 67 
  Schemes!  
 Coercion, betrayals, and spycraft 

Held and formed from Violet, the Eternal Spring welcomes a new, unique creature. Black Noise belongs to the hive, but is also capable of independent thought and function. Its abilities and creative personality make it a perfect candidate for espionage.   The Eternal Spring recruits a Spy - Black Noise with an Intrigue Score of 7  
 
 Spoiler: Black Noise Fluff 

A special, perhaps unique creature amongst the Medusa, Black Noise is capable of full thought and function on its own. It is a daughter specifically of Violet, crafted together by the new dark tar-like substance researched within the homelands, and compresses all of her thoughts and functions into itself. Capable of wild interfacing with not just Medusa to transmit and deposit memories, but with any creature entirely. Able to shift its form in a much more approximate way than the Medusa too, with enough time and enough samples it could mimic any other race.

Her favorite form currently is that of an octopus mer, crushing the features together in an amalgam and using it to interface with tourists. Right now she's still getting a hang of the whole 'not being a pure black mess' thing, and the whole 'not being radioactively toxic to anything she touches' thing, but that may be just what she wants you to think.

Her personality, like her progenitor Violet, is cunning, clever, calm, and absolutely unfettered. Not below using underhanded tactics to get what she wants, and with a surprisingly good grasp of isolate morals (even if she does not adhere to them) for a hivemind like entity. Black Noise is as close to an Isolate as one can get within the Eternal Spring, although this may simply be her youth, and therefore her lack of creating her own memory banks and large external body.
 


Armed with charisma and charm, the new appointed Spy in Lux-Glossia is not exactly the Mer that one visualizes in the role. Topaz applies his parenting experience to be unflappable and to keep a close eye on business at home.   Lux Glossia recruits a Spy - Topaz with an Intrigue score of 7  

The arms dealer responsible for the auction in 117 reveals what she spent the proceeds on building herself an expanded organization: the Black Pearls, dabbling not only in weapons dealing, but in fencing, smuggling, espionage, counter-espionage, shakedowns, scams, forgery, and more. Taking advantage of economic power vacuums left behind by the reavers, the mysterious Lady Ink is now the leader of the largest criminal syndicate in the Temperate Zone!  The Clerical Support Nodes of regions 117 and 120 are now controlled by the Black Pearls! 
 
 Spoiler:  Black Pearls Mechanics 

The Black Pearls survive by controlling mercantile support nodes. A Black Pearls mercantile support node has the following passive effects:


Intrigue actions in the region gain a +1 bonus if treasure is spent
Trade Posts in the region do not count towards treasure generation

Additionally, each nation in temperate has a reputation with the Black Pearls determined by that nations’ actions. There are three reputations, with the following effects:

 Friendly: 
All the effects of Neutral BLP reputation
May hinder buyouts and coercions in owned regions with a BLP mercantile support, granting a +2 or -2 to the roll, respectively
May use BLP gangsters to oppress the other factions in owned regions with a BLP support.
May infiltrate spies to any region with a BLP support as a non-action, regardless of distance.

 Neutral: 
Additional +1 bonus to intrigue actions in regions with a BLP mercantile support if treasure is spent
May coerce trade posts in regions with a BLP mercantile support
May sway or impress mercantile supports on behalf of BLP. This may increase reputation

 Hostile: 
BLP merchant supports count as Unruly for you (for penalties, undermining other factions, and rebellions)
The TN for swaying the Clerical and Aristocratic supports in a region with a BLP mercantile support is reduced by 2.

OKI is currently  Friendly  with BLP. All other temperate powers are currently  Neutral. 
 

  Terror!  
 Violence, upheaval, murder, and destruction. 

Already upset and discontent at the coming invasion and overall unrest, the Cathedral of Movement becomes increasingly frenzied. Arguments range everywhere from the nature of philosophy to power dynamics that influenced how they got to this point, until the tipping point is reached. As the invaders march on, the Cathedral eats itself in division.   The Clerical Faction in Region 67 Rebels!  

The Reavers strike again in the frozen seas, with a ferocity borne perhaps by desperation, as though the devastation is great, they are repelled with far greater ease than earlier attack. It seems evident they will be forced to lay low for some time, after this.
 The Eternal Spring resists the Reaving of Region 51’s Mercantile Support
Region 58 Clerical Support becomes Reaved!
Region 59 Aristocratic Support becomes Reaved!
Region 59 Clerical Support becomes Reaved!
The Eternal Spring resists the Reaving of Region 59’s Mercantile Support
Region 60 Mercantile Support becomes Reaved!
Region 65 Mercantile Support becomes Reaved!
The Riftlings Many resist the Reaving of Region 66’s Aristocratic Support
The Shifting Ennead resists the Reaving of Region 68’s Aristocratic Support
The Eternal Spring resists the Reaving of Region 68’s Mercantile Support
The Shifting Ennead resists the Reaving of Region 69’s Mercantile Support
Region 74 Mercantile Support becomes Reaved!
Region 75 Clerical Support becomes Reaved!
Region 76 Mercantile Support becomes Reaved!
The Kar-Nath Hegemony resists the Reaving of Region 77’s Clerical Support
The Gravetenders resist the Reaving of Region 78’s Aristocratic Support

The ESP TP1 for Maleficent Jellies in Magma Falls (51) is Sacked and destroyed by Reavers!
Holy Site 1 in Coresite (58) is Sacked and destroyed by Reavers!
Native Defenders in 59 lose 1 Unit to Reaver raids.
Holy Site 1 in 59 is Sacked by Reavers, becoming Open!
The ESP TP2 for Coral Dye in 59 is Sacked by Reavers, becoming Open!
The RFT TP1 for Fertile Soil in The Dead Seas (60) is Sacked by Reavers, becoming Open!
The STC TP1 for Untalented Crabs in 65 is Sacked and destroyed by Reavers!
The Riftlings Many lose 1 Unit to Reaver raids.
The Shifting Ennead narrowly resists the loss of Units to Reaver raids!
The ESP TP2 for Gravelglass in 68 is Sacked by Reavers, becoming Open!
The Open TP2 for Edible Algae in 69 is easily defended against a Reaver attack!
The Open TP1 for Firefly Squid in Maurente (74) is Sacked by Reavers, remaining Open!
Holy Site 1 in 75 is easily defended against a Reaver attack!
The Open TP2 in 76 for Electrum Conduits is Sacked by Reavers, remaining Open!
Holy Site 2 in Glacier Crag (77) is easily defended against a Reaver attack!
The Gravetenders narrowly resist the loss of Units to Reaver raids!

No one important was lost to the Reavers…this time. 

It seems the indiscriminate slaughter, capture, and disruption wrought by the Reavers in Coresite has resulted in severe disruptions to Deep Blue’s local network infrastructure. The subroutines that normally help ensure coordination, cohesion, and goal-oriented cognition strategies have been corrupted beyond repair, and will need to be reinstalled from scratch before Coresite’s memetic patterns disintegrate entirely.
 Coresite (58) has no Holy Sites remaining! Until the region has at least one Holy Site, the local Clerical Support cannot be anything except Reaved. Additionally, the region’s cohesion is beginning to collapse entirely… 

Region 65 begins to grow ever more empty in the wake of the slaughter or capture of the vast majority of the local working population. With so little of value to trade with outside areas for the goods they cannot produce themselves, and such tragedy heavy in the hearts and minds of many, the entire region begins to be wracked by famine, banditry, and disease in a downward spiral that shows no signs of stopping.
 Region 65 has no Trade Posts remaining! Until the region has at least one Trade Post, the local Mercantile Support cannot be anything except Reaved. Additionally, the region’s economy is beginning to collapse entirely… 
  Organizations!  

KNH raises their Reputation with DNA by 1, to a total of 1
KNH raises their Reputation with CCA by 1, to a total of 3, spending a favor in the process
HEX raises their Reputation with CCA by 1, to a total of 1
HEX raises their Reputation with DNA by 1, to a total of 2, spending a favor in the process

CYP, COS, STC, GTZ, KNH, SEN, and HEX each contribute their first entry to the Crescent Companion! CYP, COS, STC, GTZ, KNH, SEN, and HEX each gain 1 Favor with ABS! DPB attempts to contribute an entry, but it wasn’t suitable.

SKR spends an action on Drums in the Deep. HEX spends two actions on Drums in the Deep.

LUX contributes to the Neritic manuals, gaining a Favor with ABS
DPB, ESP contribute to Songline of the Frozen Seas, each gaining 1 Favor with CCA
ESP uses an action to contribute to the Songline of the Frozen Seas. each gaining 1 Favor with CCA

COS recruits a unit for +1 ABS rep

DPB successfully Presents a Dissertation
DRG deciphers Graduated Symbiosis from materials granted by the DNA

OKI fails to Raise Rep with ABS from 0 to 1 (9)

HEX gains two DNA Favors from exploration

LOL Occupies 2 Units, fulfilling part of the demand for Occupational Etiquette!
DPB, STC, ESP gain 1 prestige from To Greatness
bc56
    Pfilghol    
  Olgght, The-one-who-consumes  
Diplomacy: 3
Military: 10
Economy: 6+2
Faith: 2
Intrigue: 6

 Regions 
The Pfithreef: 132

   Actions   
 Rolls 
 Economy:  Finish Impressing Reaved Merchants in the Pfithreef (132) 
 Using Shiv'rchins to meet desired resource 
The rebuilding efforts after the Reaver attacks are finally wrapping up and the laborers returning to the War-Jelly farms.

  Economy 5: Build a City: Ghlsgtot in Pfilghol (132) 
 City bonus: +1 to treasure effect on 1 sack/round 
The semi-formal capital city of Pfilghol is now a mountainous edifice of stone and metal, home to many thousands of Pfith raiders along with many more lower-caste Pfith who support them. But the construction of a city leaves little time to hunt, and the warriors who call the place home grow restless.

  Economy: Send an Expedition northeast of the Pfithreef (108) 
 Economy: Send an Expedition northwest of the Pfithreef (107) 
More scouts go out, looking for dangers and opportunities in the previously inhospitable waters north of Pfilghol.

  Military: Contribute to the Crescent Companion 
Given their already close ties to the Stewards, it is no surprise that the Pfith send new information about their hunting tactics. Perhaps it will aid in combating Titans?  See non-actions for the submission. 
  Spy Actions  
Ktloso: [REDACTED]

  SKR Cultural Exchange:  
   Non-actions  
Support conversions to Sakurado
Submit to the Crescent Companion
 
 Spoiler: Submission  
While Pfilghol boasts one of the largest armies in the Temperate Zone, armed with the best gear available, they are yet untested on the battlefield of nations. Until this point, Pfith warriors have been engaged primarily with hunting wild beasts and raiding mercantile outposts for supplies. Their tactics reflect this practice.
The first step in any Pfith campaign is to send scouts, lightly armored Pfith warriors versed in stealth and tracking. The scouts locate targets of opportunity within the area, such as isolated trade routes, animal dens, and small villages. They also frequently bring schools of War-Jellies and swarms of Shiv'rchins with them, planting them in order to create chokepoints and hinder movement of enemy forces. When the scouts signal that the battlefield is prepared, the hunters arrive. The scouts and some of the hunters attack using skirmish tactics, moving to strike at exposed flanks and weakened enemies using spears and their natural venom.
The remaining hunters, about two thirds of the party, wear heavy armor and wield similar spears, and form a battle line, usually at a chokepoint previously prepared by the scouts. They attempt to attract the attention of the enemy force, luring them in so that the harassers can outflank and surround them. Their primary means to do this is by making noise: clanging and scraping weapons against armor and shouting war cries and insults at the enemy.
As this tactic has not yet been tested against a professional army, its effectiveness is still unknown. It is likely there will be significant change once the Pfith go to war in earnest.
 

 
 Spoiler: Passive Bonuses 
 Reputation: 
ABS 1: +1 to resist Sack and Coerce
ABS 2: +2 to resist Secret Actions
ABS 3: +1 battle, +1 vs Titans, +1 depth (reqs. hard metal)

1 Perfected TacDoc: +1 maneuvering
 

 
 Spoiler: Bookkeeping 

 
 Spoiler: Characters 
Olgght - current leader, successful conqueror/unifier. Hungry.
Gtsit - Second-in-command, first to betray. Clever, dangerous. Hungry.
Ktloso - Sworn enemy of Gtsit, spymaster. Conniving, ruthless. Hungry.
 

 
 Spoiler: Military 
 Units:  5/7
 Generals: 
Gtsit the-second-champion: 8. Sea's Opportunity: Defending: enemy takes double battle penalties from terrain, Attacking: transfer battle penalties from terrain to enemy. This tacdoc is perfected: +1 to battle on success
 Military Technologies: 
 

 
 Spoiler: Economy 

 Treasure: 
2/5
+1/round
 Trade Posts Owned: 
Luxurious Hides: 101.1
Shiv'rchins: 104.1(S)
Mineblossom Sponges: 130.1
War-Jellies: 132.1
Hard Metal: 132.BASE

 Economic Techs: 
Composite Grafting
Trophic Deconvolution
Anoxic Adaptation
 

 
 Spoiler: Artifacts 
Kela Ein Kamohu: 1/turn +1 to Sack or +1 to battle if win or tie TM, +1 extra if TM victory by 6 or more, -1 leader loss if fail or tie TM.
 

 
 Spoiler: Spies 

Ktloso: 7
 

 
 Spoiler: Special 

Gan Kotzim - the Thorn Gardens: ABS base, 132
 

Shallows Appreciation grand champion!
 
Torv
   Forests of Astral Yearning    
The Flowering Everlight
 D2 M3 E5 F10 I1
 New ruler next round 
D3 M5 E1 F8 I4
   
 [Faith] Miracle

 [Faith] Set HS 15 bonus to Impress Actions

 [Faith]  Impress Clergy in R17

 [Faith]  Impress Clergy in R18, second action due to reaving, autosuccess

 [Military]  Raise a unit of Kelpies


  Non Actions:  
Resist all conversions
Resist all buyouts
Accept the supply of Siren from the Lojanese Trade Route
Aerin
  The Lux-Glossian Shades 
Temperate zone, regions 135 (capital) and 111
Capital: The settlement of Leriander in the Glossian Sea
Round 7 
 
 Spoiler: Ruler stats and stat increases 
 Ruler:  Ispe of the Cyan Shade, Eldest of the Matriarchs

 Ruler stats for round 7: 
Diplomacy - 3
Military - 4
Economy - 6
Faith - 2
Intrigue - 8

 Ruler increases:  +1 Intrigue, +1 Economy

 New ruler (non-dynastic):  Liaro of the Red Shade, Eldest of the Matriarchs.  Rolls here. 
 Ruler stats for round 8: 
Diplomacy - 3
Military - 3
Economy - 6
Faith - 2
Intrigue - 6
 

 Actions: 
 1. Intrigue:  Investigate southwest of region 173.  [22, GREAT SUCCESS] 
 2. Intrigue:  Investigate southwest of region 176.  [12, SUCCESS] 
 3. Intrigue:  Investigate south of region 96.  [15, SUCCESS] 
 
 Spoiler: Repeated expeditions lead to familiar crews 
As expeditions begin to range farther from the Glossian Sea and endure for months on end, the act of exploration becomes more restricted. Fewer startup Shades can afford to invest in enough provisions to reach uncharted waters, though it is not yet impossible. The existing powerhouses, notably the six founding Shades of Leriander, develop their own specialized task forces to answer the Grand Conclave's call to head west and south.

Those of the Blue Shade are meticulous surveyors and the finest mapmakers of Lux-Glossia. The Red Shade harbors a crew of biologists and geologists. No stone is left unturned and sampled for algae. History and culture are the specialty of the Green Shade, who send a dedicated linguist and archeologist along. The Yellow Shade often coordinates joint expeditions with the Shades of Holy Ovum, who send young acolytes to be trained in the Flowing Way. The Cyan Shade makes no secret of the fact that they explore for glory. They wish to be the first to make the next big discovery, the first to spot dangers on the horizon, and the first to colonize foreign waters. Finally, the Magenta Shade boasts of being able to explore where other Shades cannot. They often volunteer for expeditions into the wastes, the frozen waters, and the briny depths.

Unlike the Cyphiri, where family identity is strongly tied to one's occupation, these specialties have formed from happenstance. The Blue Shade's expeditions make fine maps because they so happen to have a member who is a great cartographer. They did not specifically recruit a cartographer because the Shade specializes in maps. As the individuals involved grow, age, and shift Shade allegiances over time, these specialties will change.
 

 4. Economy:  Buyout region 138 TP 3 (Pure Berries).  [13, SUCCESS] 
 
 Spoiler: A cure for saltburn 
As our neighbors to the north, it's not uncommon for there to be news and minor goods from the Gotezhar traded across the border. Recently, it was discovered that Pure Berries can be used to disinfect and purify wounds from cases of saltburn. Sadly, as the Tideswept Shelf's population has grown to rival the Glossian Sea's, so too have the number of incidents of briny upwellings catching residents unaware and leaving saltburned gills and skin. A secure source of Pure Berries would be a great boon to the region.
 

 5. Economy:  Colonize region 173. Leave the holy site open.  [13, SUCCESS] 
 
 Spoiler: Lux-Glossians settle farther than ever before 
Grand Matriarch Ispe sent out the most expeditions during her rule of any Lux-Glossian Matriarch to date, but that is not the feat that she is most renowned for. Lux-Glossia's second stable colony outside of the Glossian Sea was discovered and settled during her reign. Not only will the new colony provide housing and employment for young Shades, it will hopefully serve as an outpost for further exploration to the west and south.
 

 Non-Actions: 

1. Contribute to the Crescent Companion. (1/2)

 
 Spoiler: Lux-Glossian arms and armor 
The Lux-Glossian Shades are not good at war.

Most Lux-Glossians do not know how to fight. While rare, there are still some Shades in Lux-Glossia that determine the ruling Matriarch by ritualized combat, particularly in the most fringe of border colonies. Most of the contests that involve sharp implements proceed until first blood. Those that involve wrestling and sheer strength proceed until one or more of the participants is too tired to stay afloat and sinks to the sea floor. Contests of strength in fin-to-fin or tendril-to-tendril combat skew towards the physically bulky Lysimia, while contests of weapon finesse are favored by the quick and agile Mer. Combat to the death over leadership is not unheard of, but highly frowned upon. It's the sort of activity that very quickly has a Shade's members scurrying off to join more tame rival Shades, hence why it's most commonly found in areas with few rival Shades available to join.

Because true mortal peril from hostile forces is so rare in Lux-Glossia, arms and armor are rare and often passed down from member to member along a Shade. There is no standardized equipment. One Lysimia may be adorned in sewn and padded dolphin leather while the next clinks around in a vest of hardened, interlocking fish scales. Certain large fish species are bred specifically for their large scales, but as demand is low so is the supply. Lysimia, being sea slugs, are squishier and more often wear heavier armor than their Mer compatriots.

Certain weapon types are favored, primarily staves, spears, and clubs due to the over-abundance of driftwood. Because the Glossian Sea tends to gather all sorts of flotsam and debris on the water's surface due to a quirk of the currents, scraps and materials from past ages end up in the clutter quite frequently. While rarely composed of metal (it sinks), it's not entirely uncommon to see a Mer or Lysimia wielding a strange hook or serrated edge made from something unique scavenged from the surface waves.
 

2. Change ruler non-dynastically.  Rolls here. 
 
 Spoiler: RIP Grand Matriarch Ispe 
When your governmental system is essentially rule of the eldest of a group of elected chiefs, you end up with a lot of very elderly rulers. And unfortunately, no matter how successful they may be, elderly rulers don't tend to last for very long. Fortunately, there are a lot of them with rather similar foreign policy, so the disruption on the national scale is minimal. On the local scale ... let's just say there are a lot of petty turf wars in Leriander that are decided by which Shade currently holds the Grand Matriarchy.
 

3. Spend a favor with ABS to increase reputation from rank 0 to rank 1.

4. Start a monumental undertaking. [1/3]

 
 Spoiler: Charting the oceans 
Ispe's great success at discovering and settling new lands sparks a desire to commemorate the hard work and lives lost by intrepid Lux-Glossian explorers. A motion narrowly passes the Grand Conclave to set aside space in Leriander for a large open-water pavilion. The central piece of the memorial will be a intricately carved stone relief map of the Glossian Sea, with settlements and geographical features labeled. Under the pavilion will be a library, housing maps of all the regions of the oceans known to Lux-Glossia. However, before any work can progress on the pavilion itself, the masons need to know the dimensions of the relief. And to know the dimensions of the relief, the maps of the Glossian Sea must be compiled from the disparate Shades and colonies where they reside. As you can imagine, getting each rural Shade to willingly share regional maps which have been passed down for generations with potential rival Shades is a bit like wrangling herring, and then they have to be checked for accuracy after that. Even the Leriander Shades that have been exploring outside of the Glossian Sea will need some convincing (read: bribery) to share their most detailed observations. This project is going to take multiple years.
 

 
 Spoiler: On Costa Sereia's request 
While there's initially quite a bit of grumbling, the Grand Conclave eventually concludes that it is not worth antagonizing our nearest neighbors over a single temple. It is, in all honesty, a reasonable request to not disturb the remains of our ancestors. The temple shall remain untouched.
 

 
 Spoiler: Reminders for myself 
End of round 7: -1 rep with CCA if I still owe favor debt (shouldn't be an issue)
End of round 9: Chora's faith competition ends (but there's not much you can do to help, mostly faith head stuff)
End of round 10: Crescent Companion ends (still need to do 2 entries)
End of round 11: Songline of the broken seas expires - intrigue action to get 2 treasure, once only
Respond to Gengy
Write up that thing for Role ASAP
Make a flag!
Start a monumental undertaking - need to ask to borrow friend's tablet for drawing
 
Tychris1
  The Lighthouse  
   
Ruler: The Vessel, freshly daubed in Lamplighter Blood
Regions: 7, 19, 26
D: 6
M: 10
E: 6
F: 6
I: 2

Actions:

1)  Military:  Impress the Aristocracy of Bloodhome, Region 26  success 

2) Diplomacy: Establish Confederation Claim on 18 Success!
3) Diplomacy: Host an Event:  The Bloody Ball 
Event Sub-Actions: Guarantee the Independence of Region 18

4) Faith: Rejoin the Crimson Choir
 We have always seen the light. The light at the end of the tunnel. The dying gasp of the believer, the truest prayer. Gaze into the Radiance and see the cipher hidden from the seeing eye. The Vessel sits now upon a throne of blood, coral, and resplendent rays. May divinity grace us. 

5) Faith: Seek Aid Confederation Claim Success!

 Rolls 

Ruler Stat Increases: +1 Diplomacy, +1 Faith

Non-Actions: Resist all conversions and buyouts unless noted otherwise

Use Cultural Exchange to sign Prestige Treaty with Lambent Syndicate. After the battle is over the two forces meet on the carrion sands and sign the Pact of Stone and Blood to reaffirm the long standing partnership of the two parties.

Pact of Stone and Blood

- The Lighthouse and the Lambent Syndicate will mutually defend each other against outsiders.
- The Spoils of Victory shall be equally shared.
- Free exchange of technologies and wonders.
- A slight to One shall be repaid in kind.
- Any conflict precipitated afterwards shall first be negotiated.

Stats next round
D: 7
M: 10
E: 6
F: 7
I: 2

 
 Spoiler: Book Keeping 

Regions Owned: 7, 19, 26

TPs owned:
Siren Extract TP 2 Region 2
Treasures and Artifacts TP 1 Region 7
Jaderock Coral TP 2 Region 21

Units Owned: 4/9 Maximum

Artifacts Owned:
War Palanquin of the Anointed Dead: +2 to Tac Man
The Radiant Blade: When wielded by a commander in battle, Gain +1 to battle rolls per charge on the sword. The sword gains a charge for every 2 casualties in combat and can hold a maximum of 3. Each charge adds 10% own casualties and loses all gained charges if not used in combat for 1 round.
(Currently has 1 Charge)
 
Silent_Interim
  Unrest Actions: Round 7  

Local authorities chafe as their newfound partners, masters, or occasionally overlords, completely ignore their cultures and heritages. Discontent brews under such conditions.
 The following regions have not received write-ups, and will rapidly progress towards rebellion if not supplied with them in a timely fashion.
Tropical: 8, 11, 19, 20, 22, 24, 27, 28.
Temperate: 129 

For whatever other problems rage, merchants tend to care about one thing- filling their own coffers. In merchant halls near and far, requests of varying degrees of politeness and urgency are made for the great powers of the world to, perhaps, turn their attention to what the merchants want?
 The following regions are not being supplied with their Desired Imports. If this is not resolved soon, their merchants will become unhappy and may move towards rebellion.
Tropical: 6 (Dyes), 12 (Parasite Hosts), 15 (Drugs), 19 (Precious Minerals), 20 (Unskilled Labour), 22 (Hard Minerals) 24 (Military Labour), 27 (Megafauna)
Polar: 51 (Megafauna), 55 (Heat Sources), 66 (Luxuries), 67 (Stone-Cutting Tools), 70 (Spices), 71 (Food), 78 (Silver)
Temperate: 111 (Tools), 113 (Military Labour), 127 (Hard Minerals), 128 (Esoterica), 130 (Skilled Labour), 136 (Heat Sources)
 
 
 Spoiler: Tropical 
Though they were briefly mollified by the offering of Siren Extract, it transpires that the wonder-drug of the Mistresses is simply insufficient as a neurotoxin. Still, the Extract has briefly distracted them.  The Merchants in Region 17 lack their Desired Import! Region 17’s Merchants have been unruly since round 5: They may rebel at the end of this round if not appeased! 

In the chaos of invasion, it is almost trivial for a single mer to slip unnoticed from Bloodhome. Not even a challenge. It’s a little trickier to make a trip through the Living-Speaker’s residence and steal his entire personal supply of Siren Extract on the way out. Still, it isn’t a problem. Doing so without leaving evidence or bodies behind would be a challenge even to her. So she doesn’t bother. Nobody thinks anything of a few extra dead mer.

She has forged travel documents for half the tropics, a variety of knives, the clothes on her back, and her wits. That’s more than enough.

 Alinus Ernost has become a free-roaming agent of chaos, using her considerable skills in spycraft and brutal violence to make her way across the world, subject to no agenda but her own. She retains her previous Spy score of 8, but she is no longer associated with any country, and will take actions on her own behalf, following the rules below. All action and resistance rolls Alinus makes use her Spy score with no other modifiers unless noted. 
 
 Spoiler: Alinus Ernost, Rogue Agent 
Every round, Alinus will perform one hostile action in her currently infiltrated country, after which she will usually attempt to move on. Actions Alinus may perform on her own are ordinarily limited to Theft, Disrupting Trade, Undermining Supports, Inciting Treason or Sparking Rebellion. She will not attempt to steal Technology, Artifacts, or Specialized Ships of her own accord, but will steal Treasure. She is not capable of carrying out Special Actions, even if acting on behalf of another who is.

If Alinus is subject to counter-espionage or an attempt to root out spies, that will be checked before she attempts her hostile action. If these or other circumstances (such as failing an action by a sufficient margin) would cause her to be forced to exfiltrate, she will (rather than exfiltrating to her home country) attempt to infiltrate another country sharing a cultural exchange, trade route, border, or vassal/liege relation ship with the country she is exfiltrating from. If there are no such countries, or if she fails her infiltration, she is captured instead. If her country of origin would be revealed, it is instead revealed that the agent had no affiliation.

If a country wishes to recruit Alinus, they may do so using an Incite Betrayal special action. This still requires a spy infiltrated in the same location as Alinus at the same time. Alinus will resist attempts to recruit her with her Spy score. If successful, she will become a Double Agent under the control of the country taking the action. If the action fails, either due to Alinus resisting or an illegal attempt (due to Alinus not actually being infiltrated where the player attempting to recruit her thought she was, for example), the special action will be refunded as normal.

Further rules for Alinus may emerge over time, as she develops her skills, gathers more equipment, and expands her own personal network.
 

 

 
 Spoiler: Polar 
Unrest gives way to blood in the water as the Weavers and the Watchers briefly turn to open warfare among themselves. But a canny leader guides them to twin scapegoats: Bob, and Prince Antenius. They demand freedom from both tyrants, and the opportunity to deliver the people’s justice to the leader who so drastically failed them.
 The Clergy of Region 67 has rebelled! The rebellion is lead by Ada, Who Beholds From Afar, with a commander score of 5, and has a total of 8 units.
They demand independence, and the return of Bob, Who Watches The Currents. If Bob is executed, or if the CSC becomes incapable of delivering on this offer, the latter demand is cancelled, but a new demand may be issued in its place depending on the circumstances which led to the cancellation.
If not assuaged or defeated this round, the rebels will attempt to Sway the Aristocracy of Region 67. 

Prince Antenius is shockingly silver-tongued. A new joke joins the Prince Antenius' ear routine- what do you call an attachment that shows great promise, but inevitably disappoints you? A prince's tongue. This joke goes further- including to the most important of the Doflein. They are made keenly aware that Antenius' inaction is the reason that trade is being mucked with, and with it the comfortable lifestyle that aristocrats are accustomed to.
 The Merchants in Region 69 lack their desired import! Unruly merchants attempt to Undermine the Aristocratic support in region 69! Region 69’s Merchants have been unruly since round 5: They may rebel at the end of this round if not appeased! 
 

 
 Spoiler: Temperate 
All is quiet, for now.
 
Grim ranger
    Kar-Nath Hegemony       Turn 7   
   Rham, the Frozen King   
 Diplomacy - 7, Military - 10, Economy - 8, Faith - 2, Intrigue - 1 
  Actions:  

1.  [Economy]:  Provide Trading Post 2 of 78 to people of 59 to alleviate their crisis

2.  [Economy]:  Buyout Trading Post 3 of 78 with aid of the Gravetenders (Roll:  14 . Success!)

3.  [Diplomacy]:  Attend event: Fruit of the Reef in Bloom
-  Event sub-actions: 
- 1.  Formalize agreement with SEN during Fruits of Reef in Bloom: Non-aggression pact between our nations, and SEN refrains from invading or gaining supports in 66 or 65 
 - As the hostilities at the newly conquered Cathedral of Movement intensify, Kar-Nath Hegemony moves to finalize its agreement with the Shifting Ennead to secure the border situation while the leverage still lasts. 
- 2.  Formalize agreement with the Eternal Spring during Fruits of Reef in Bloom: the Hegemony provides 59 food assistance of one trading post, and gains 3 treasure from Eternal Spring in exchange 
 - While hard-pressed to advance the nation's agenda with constraints at play as it is, the Hegemony cannot in good conscience leave an entire region to starve, and as such negotiate a deal with the Eternal Spring to alleviate the crown's financial woes that'd result from such a grand task of feeding thousands of mouths. 
- 3.  Accept 1 treasure for providing food aid to 59 
- 4.  Share the following technologies with the Eternal Spring: Composite Grafting, Trophic Deconvolution, Photospore Signaling, Supernatic Propagation, Megafaunal Tailoring, Graduated Symbiosis 
 - With their ties to the Eternal Spring growing closer in hopes of reducing dependence on any single merchant, the Hegemony shares many of the technologies acquired from earlier exchanges of information across the Polar region.
 
4.  [Diplomacy]:  Mission - Use Mantle of Warmth to pass Glacial border South of 77 (Roll:  17 . Success!)

5.  [Faith]:  Adopt Faith: The Blossoming Sequence

  Non-actions:  

A.  Continue construction of a monument: Rimestone Statuary (5-part project)(5/5: Complete! +2 Prestige: KNH raises to Prestige 3!) 
 
 Spoiler: The Hegemony celebrates its success! 
 The work is complete, and the Hegemony rejoices as its new cultural landmark is opened for people to visit! The initial viewing of the grand statuary is of course reserved for the upper class and foreign dignitaries both, but soon enough the everyday citizens are swimming through the passages between the rimestone statuary. The atmosphere is festive, with grand displays of bioluminescent lights, music and impassioned speeches... but underneath it all, the place itself is still quite solemn, lists of names and certain scenes of Nathi history being the sort to remind the ones watching them of more grave matters.

When it comes to the highlight of the unveiling ceremony, however, people are in for a surprise. Flanked by his royal guard and attended by Munda, the main diplomat of the Hegemony, the Frozen King himself takes to speaking with the people. Clad in a cloak of fine sea-silk and attire wrought from hides of exotic beasts, he seems to have set up the image of prosperity and military strength, pillars that have kept the support for his rule steadily increasing since the fall of his predecessor. The king does not neglect to praise the contributions of Hegemony's neighbors either, praising both Riftlings and Gravetenders for their fine qualities and cooperation with the Hegemony... something that has given both races their own places in the statuary.

Perhaps the greatest surprise to come from the great opening ceremony is the monarch gesturing forward a younger Nathi of naturally pale complexion, their shell shimmering with almost opal-like pale sheen. Rham goes on to introduce the youngster as his future successor Nedir, and formally announces his plans to pass the throne to them once he has finished setting the affairs of Hegemony to satisfactory state. While some are dismayed at the possibly impending departure of a beloved ruler, the people generally feel positive towards the development, as it has clearly been planned out with a level of foresight... and those who have still had their doubts of the old King thanks to his coup of his predecessor rest somewhat more easy after the announcement. 
 

B.  Contribute an entry to the Crescent Companion (2/2) 
 - As the trade of military information between the Stewards and Hegemony continues, General Kreel personally offers their allies a general overview of Hegemony's arms and armor for their project. 
 
 Spoiler: Arms and Armor of the Hegemony 
 While the armaments of Kar-Nath Hegemony can be fairly simple for large part, their utilitarian design has been favored by the legions for ease of standardization and manufacture. As each Path of the Hegemony tends to bring about its very own way to partake in armed conflict if so inclined, the variety can regardless grow considerable. The manufacture of the more exotic weaponry tends to be left to the more talented sort of craftsmen as a result, while the common soldiery gets robust and more produced equipment.

The usual war-attire of Hegemony's legionaries consist of slabs of stone sculpted to follow the general shape of Nathi's armored carapace, attached to their war-wear with numerous straps that can be cut in event one needs to remove damaged armor or otherwise reduce the weight upon themselves... but it is generally seen as a cowardly thing to do in order to run away, with "slateless" legionaries often facing harsh punishment if they do not have proper reason for such a measure. In addition to this, more veteran units have also employed hides from sea-beasts as heavy cloaks to further block ranged attacks with precise parries to get the missiles tangled in the billowing cloth.

Usual arms of the legionaries consist of trident and shield built of stone covering over flexible yet firm base of woven reeds enhanced by an odd extract rumored to be made from mixture of powdered rimestone and other odd materials to give it the necessary rigidity to truly survive strikes. Other popular arms are quill-throwers, curved bone blades and sharpened edges affixed onto the claws or carapace of the legionaries before the battle, although these are naturally more dependent on matters of personal preference.

Apart from the special weaponry favored by the Paths of Deep-Hunter and Blades, the most peculiar wargear of the Hegemony can be found with the Depth Guard. These elite warriors have taken solemn oaths that render them exclusively to the service of ruling Frozen King or Queen, and can also occasionally serve in retinues of generals and other people of importance as extension of the reigning monarch's will. They alone have thur far been given the honor of wearing armor of expertly shaped Rimestone plates and weaponry of same material, giving them protective shells of ice that repair themselves if shattered and strikes that freeze the insides of their foes on contact. As the very best warriors the Hegemony has to offer, only the most loyal and skilled can ever raise to the occasion and join their ranks. 
 

C.  Ask Divine Nacres to explore South of W6 in exchange for a favor, lending them the specialized ship Silvered Eye for duration of the expedition 
 - Remaining ever curious about the lands surrounding their home, the Hegemony seeks the aid of Divine Nacres to speed up their exploration of the frozen seas. 

D.  Buy the Mantle of Warmth from Abyssal Stewards for one action with one treasure 
 - While presently lacking reliable innovations to survive the subzero temperatures of their glacial borders, the Nathi utilize their good connections with Abyssal Stewards in combination with some generous financial contributions to acquire the means to allow the initial exploration teams to temporarily overcome the challenge. 

E.  Raise reputation with the Abyssal Stewards to 3 with one favor 
 - While still lacking the means to provide metals the rumored forgets of the Stewards require to create their peculiar technology, the Hegemony regardless continues to strengthen its ties with the organization. There is wisdom in preparing for the worst, and gaining the friendship of such learned and venerable individuals may prove useful with the ever-worsening news circulating the frozen sea. 
  Other news:  
 - As the "isolated" cases of disappearing people and things escalate into something approaching a pattern, the ruling classes of the Hegemony begin to send polite but firm overtures towards the Chelonian Chora, inquiring as to their knowledge of such events. While no outright accusations have been flung about  yet , the Legions of Kar-Nath have been commanded into increasing vigilance to secure the safety of the populace against abductions. 
  Leader improvements from turn 7:  

+ 1 Diplomacy, + 1 Economy

  Leader stats for turn 8:  

Diplomacy - 8
Military - 10
Economy - 9
Faith - 2
Intrigue - 1
Feathersnow
 
 Primarch Marcion Diplomacy 8
Military 4
Economy 7
Faith 6
Intrigue 1

 Diplomacy  Establish a marriage claim on The Black Pearl crime syndicate  Success!! 
 Marcion is conflicted and alone.  A Primarch stands alone, never meeting their predecessor or successor and never having a partner.  But the work ahead of the Garden is great, greater than any one person, even the Scion of Thekla.  Maybe there is another way...

To the North is one like themself, a unitary leader, strong where Marcion is weak.  Perhaps, together, they can be more.  Perhaps from her flesh could be grown a  Secundum  to be the Heir to both of them, a protégé to Marcion to carry on without interruption when they fail... 
 Diplomacy  Sway Clergy in 129.  Success! 
 The people of the colony to the south need a church, and, having sent missionaries, a follow-up expedition is long overdue 
 Diplomacy   Raise Reputation with The Divine Nacres  Success!! 
 In this time of great change, securing the blessing of the holy ones will help sooth tensions among the faithful 
 Faith  attempt to convert holy site 125.1  success!! 
 Faith  attempt to convert holy site 132.3  success due to assistance from owner 
 Sakura-Jin missionaries seek to spread the faith 

Spy Action: Eusebia does something!

 
 Spoiler: The Museum- research wing and staff 
The most important part of the facility though, is the private campus.

This contains dormitories and laboratories for bio-engineers and priests, as well as their students and visiting scholars.  There is easy access to the gardens and ossuaries where samples of rare creatures, living and dead, respectively, are kept.

There is also a separate dormitory for the maintenance staff, who are converted, and even occasional non-Sakura, members of the Nautilite Diaspora.  Not totally unlike their distant cousins in the cold seas, they fit in well in the caste-based system of Sakura-Do.  It was decided the bloodlines and cultural traditions of their people were uniquely suited to the position of groundskeepers. This was in part due to the incredible soothing and awe-inspiring effect that they have on Hermit Crabs, which is bred into most Gardener bio-constructs.
 

 Non-action   Gift mercantile supports in Dashasham to Black Pearl as a dowry.

 Marcion and two Astartes appear at the headquarters of Lady Ink.

"We've come to offer you a trade and to share a future..."  they leave with a scraping of flesh and promises shared... 
 
 Spoiler:  Rumors 

The Non-Hermit Crab population of Dashasham lobbies the ecclesiastical leaders for responsibility and a large quota of new births.  Seeking to increase the population for the new outward expansion without changing the unwritten law that there should only be 177,147 living adult Hermit Crabs at a time, these requests are granted without significant pushback.

The disappearances of people and other concrete nouns alarms the spiritual, tight-knit culture of Dashasham.  Though a few people are found to be apostates living among the Gotezhar, most are never heard from again!
 



New stats +1 Diplomacy +1 Faith

Diplomacy 9
Military 4
Economy 7
Faith 7
Intrigue 1

 marriage roll 
 Other rolls 
Volthawk
 
   The Cyphiri Union   
  Round 7  
 Regions:  122, 129 (not fully settled)
 Ruler:  Baran Hallus
 Faith:  The Flowing Way (The Cyphiri Way)
 Diplomacy  6  Military  5  Economy  6  Faith  5  Intrigue  2
 
 
  Actions  
 End of Turn Ruler Increases:  +2 Economy
 
 Settle Colony in 129 1/2 [Economy] - Unrolled 
 Settle Colony in 129 2/2 (Gain TP) [Economy] - Unrolled
 Project accelerated by 122's Reefback Nursery with Construction Boom active 
 With the southern colonies doing well and finding themselves with a surplus of Chora-provided labour, the Pylet family decide to commit fully to the fate of Pyl-Garat, selling what assets and businesses they can't move south and putting all their wealth into the development of the settlements there. It's a rough couple of years, particularly given their refusal to accept loans from either Hallus or Ulnesh in order to avoid getting even more entangled in that political divide, but in the end they're quite satisfied with the results.  
 Buyout TP1 in 118 (Domesticated Sea Cows) [Economy] -  14, Success (1 Treasure spent) 
 After a decade of efforts (and a few of the oldest and most stubborn farmers dying of old age and being replaced with more their more open-minded children), the Pylet family finally find a solution to their cow-related troubles and use a middle man, albeit one many aren't that happy about using. The Tellan, who already had businesses in the region related to the trade, had noticed the other family's fruitless efforts and decided to step in - having struck up an amiable relationship with the locals of the region and made their own land deals here and there as required for the trade route, and having suitably distanced themselves from the offence the early Pylet negotiators had caused, the Tellan representatives had much better luck arranging for a regular supply of sea cows. When approached by the Tellan with news of their success and their proposals for the Pylet to buy off them rather than the farmers (at a price that ensures the Tellan get a profit out of the deal, naturally), the Pylet leadership see grudging acceptance to be their only real choice.  
 Impress Merchants of 118 (Using Biolumiscent Tunicates to satisfy Light Sources) [Economy] -  15, Success 
 Seeing the Tellan take an interest in the region (and feeling a little bit of annoyance that they didn't grasp the opportunity first), the Kelad family see an opportunity to finally make use of the plan they started years ago when they acquired a supply of biolumiscent tunicates - they'd realised that the farmers were looking for more light sources to light up their farms and acquired a suitable product from a nearby region, but between one thing and another hadn't begun the process of selling the farmers on the things and using that to spread their influence in the region. With the Tellan already making deals with the farmers, the Kelad instead simply offer to sell on their tunicates and allow the Tellan to use them as a bargaining chip in their deals to make the whole excercise more productive and profitable. Besides their usual motive of getting their slice of the profits of other families, the Kelad family have another motive - concern over the Black Pearls. With the Tellan heavily invested in the farms and businesses found in the strech of land between Orope and Dashasham, the hope is that the Pearls will be discouraged from moving into that area and will instead focus their efforts elsewhere, away from the trade route and other Cyphiri businesses.  
 Expedition East of 123 [Economy] -  18, Great Success (1 Treasure spent) 
 Bouyed by news of success from the western expedition, Pelir Hallus set about trying to keep the momentum and get another one going. The Hallus family shows little interest in her next target - the narrow and stormy eastern passage out from the region the Carral had established themselves in, a survivable route sandwiched between barren wastes to the south and toxic seas to the north. Between the greater distance, it serving little purpose for the family rather than the possibility of useful resources, and many Hallus figures being concerned about other matters closer to home (like the Pylet and Pyl-Garat), she finds few backers within her own family despite her influence, so she looks further outwards and finds the Belar family already planning the same journey but finding themselves short on supplies. She decides to back them, supplying the necessary funds and equipment out of the Hallus reserves and making the arrangements with the Carral to let the explorers use their eastern holdings as a staging point, and it's not long before Belar scouts are going further east than any Cyphiri ever had before.  
 
  Nonactions  
 
 Provide Cobalt Dye to OKI through the trade route 
 Spend 1 ABS favour for +1 Reputation. 
 Provide a submission for the Neritic Manuals
 
 Spoiler: Malleable Blubber 

To the east of Cyph-Arel is a region where, of all Cyphiri families, it is the Carral that are strongest - they headed eastwards in an attempt to win the favour of a western business, and ended up deciding that what they found was more important than a deal they weren't going to be able to secure. By now, they have a dominant hold on the commerce of the region, and it is the blubber industry that is the jewel of their crown.

The source of the blubber is the welparn, a large quadrupedal herbivore that dwells on the seafloor in herds. The secret of why the blubber has the traits it does is still a mystery that neither the locals nor Carral have been able to replicate, so for now they just breed welparn (or hunt wild herds) to ensure a supply of the stuff. The blubber is very easy to work and shape, and provides excellent insulation while also absorbing shock quite well. The most common use by the locals is what they simply refer to as the "inner layer", a type of clothing made up of malleable blubber shaped to an individual's body and then wrapped in the wool given by another animal commonly herded here. While a little constraining and time-consuming to put on (and quite ugly-looking, by Cyphiri reckoning anyway, even with their outer clothes disguising the bulk a little), it's quite popular for the herders of the region, whether or not they raise welparn - it gets quite chilly in these parts in the colder months, so the insulation it provides is quite welcome, and it gives a little bit of protection should one of the animals decide to misbehave and start headbutting or ramming. A facewrap similarly made out of strips of malleable blubber wrapped in wool is sometimes worn when it really gets cold.

Its value in providing more general insulation has also been noted by the Carral family, and some Cyphiri have begun making their own products with the stuff. Chief among these are sealed jars, using a coating of malleable blubber to insulate the contents and ensure environmental debris cannot enter the water the contents are stored in - these jars are why the colonists of Pyl-Garat can so easily cook their meat with ashes gathered in the northernmost part of the known seas, for instance.
 
 
 Provide a submission for the Crescent Companion
 
 Spoiler: Cyphiri Self-Defence 

While it is a fact that Cyphiri tend to have a distaste for personal combat and rely on mercenaries for such matters, it is also a fact that the oceans can be a dangerous place and many Cyphiri in roles that take them outside of Cyphiri settlements and business will run into trouble at some point or another. In particular, opportunity scouts (those Cyphiri tasked with roaming the known seas in search of business opportunities for their family) are fully aware of the risks involved in their job - finding a local ruler more hostile to foreign interests than expected, general banditry, hostile wildlife, offended locals, and so on - and as such equip themselves accordingly.

Among the Cyphiri, the conventional wisdom is that they'd much rather not be hit than have to test the worth of their fortitude and equipment, so the opportunity scouts favour lighter armour, typically made out of tough plant fibers strengthened by Cyphiri agricultural bioengineering (although scouts from Pyl-Garat have taken to using treated hides instead, either from their hunts or engineered for this purpose) - it won't stand up to the full might of the warriors of the zone, but it helps in the minor troubles an opportunity scout can find themselves in and is somewhat discreet and likely to cause fewer assumptions about their intentions than the heavy armour of a career soldier. Their chest and legs are armoured much like any Mer-like species, being rigid enough to wear conventional armour, but the differences are found when it comes to arms. After all, the Cyphiri have six tentacle-like limbs rather than a solid pair of arms, and armouring them directly typically feels very uncomfortable and constrains their free movement - there's a reason why Cyphiri clothing is typically sleeveless. Instead, Cyphiri armour favours a tough cloak within which any limbs not in use can be kept safe, darting out to strike when necessary, often paired with a hood.

For weaponry, the preferred Cyphiri armament is a knife or dagger - small and discreet, so able to kept out of sight in times of peace and negotiation, but still potentially deadly in a fight - the tentacle limbs of the Cyphiri give them a slightly greater reach than most Mer-like species, and their great flexibility and the deftness of the average Cyphiri allows them to wield them well, while they might struggle with a heavier weapon. The typical Cyphiri weapon is made out of engineered bone created by an organism specifically made for this purpose - not a common sight, and a few families jealously guard the secrets of their creation in order to stay on top of the Cyphiri self-defence market. Those opportunity scouts who are most concerned about their safety train with these weapons, favouring bone blades made for precise piercing that they can strike at the weak spots of any armour (natural or otherwise), and of any species (the eyes are typically a good choice, they've found), they may come across while those who just want something to defend themselves with pick up bone knives with slashing edges, which besides practical uses in everyday life can still cause enough pain and confusion for the Cyphiri to get away, and if need be can be used to slice at blood vessels to cause more serious damage. Carrying multiple blades is somewhat common (more so among the scouts than anyone else), as the Cyphiri can manipulate multiple limbs with more ease than most species with normal arms.

Outside of the opportunity scouts, some other Cyphiri adopt some parts of this style depending on their needs. For instance, the cloaked armour of the scouts is often seen on Cyphiri explorers heading into unknown lands, and the more careful caravaners travelling Cyphiri trade routes, as while they have mercenaries there to do the fighting personal protection is rarely a bad idea, although those expected to do the talking with locals and business partners usually remain in the typical sleeveless robes of the Cyphiri. In the wake of the Reavers and news of wars in the west, Cyphiri bone knives and daggers are being increasingly popular among those who have to leave Cyphiri lands, seen as a good thing to have in an emergency and concealable enough to not be noticed and potentially cause offence to those they meet.
 
 
 
  News and Rumours  
 
 The representatives of the Kelad family handling their dealings with the seaweed farmers in 127 found themselves a little closer to the battles for the region as they would have hoped, but a Retainer Guard detachment sent to the region served to prevent any issues while not getting directly involved - for the invading coalition, they simply served as a reminder of who was invested in these farms and needed the produce from it, while they found their dealings with the local army a little more involved, guarding Kelad properties from hungry deserters and remnant forces until the Ironkelp Order could establish full control of the region. 
 News of the emergence of the Black Pearls is met with some concern by the Union Council. While their sphere of influence didn't currently include anywhere the Cyphiri were too heavily invested in, and hadn't significantly impacted the bottom line - the Kelad have been complaining about the impact their shakedowns and schemes were having on their profits from the tunicate business, but thus far have been unsuccessful on convincing their peers to do something about it - the prospect of them expanding to be a problem is a definite worry. The news of their northern neighbours striking some kind of deal towards an alliance with the syndicate deepens those concerns. 
 Gotezhar looking for adoption find few legitimately abandoned Cyphiri orphans - the system of having large intermeshed family/business hybrids means having dead parents rarely leads to a child being abandoned (any such cases typically being a case of the child being forgotten by the surviving family for whatever reason, or discreet and frowned upon attempts to deliberately separate child from family despite the normal rules forbidding removing a family member without their consent). That said, they still do find takers, as a few families do allow a few of their children to be adopted into a nuven, seeing the benefits of closer ties to the Gotezhar (many of these are actual orphans, as they naturally have fewer close relatives arguing to keep them in the family), while their more aggressive efforts are met with a broad spectrum of results - some unwilling adoptees being taken are met with no reaction at all (typically either because it was a child no surviving or influential family members particularly cared for - some are suspiciously easy to 'take on vacation' - or the percieved risk involved with causing trouble with the Gotezhar outweighed the love for and usefullness of the child) or a more active response involving some Kalan being sent out to either retrieve the child, negotiate recompense or judge whether the situation is worth getting involved in, depending on the family and child in question. One related thing that might get the curiosity of some Gotezhar is the active and frequent practice of adoption as an adult within the Union, the main means by which a Cyphiri moves from one family to another in order to find one better suited to their skills, attitude and motivations. If they're willing, the Gotezhar may be able to bring some adult Cyphiri into their nuvens through similar means. 
 The growing number of disappearances and odd goings-on has an increasing amount of Cyphiri concerned, particularly once key members of several major families join the list of those absent. Despite the matter being brought up in the Union Council, there is currently no organised effort to solve the problem, the as of yet unaffected families not putting the effort and other matters taking up focus. The role of the Chora in these events is something few are comfortable bringing up for now - despite recent tensions (apparently due to the state of the colony in Pyl-Garat) the Chora are still good friends as far as most Cyphiri are concerned, and the idea that they're involved directly somehow isn't a nice thought for them. 
 
  Families of the Cyphiri Union  
 
 Spoiler 

There are far more Cyphiri families than mentioned here, of course, but this is just to keep track of the ones mentioned so far and what their deal is/who of note is a part of them (some are described in greater detail in the full nation description).

 Hallus 
 TPs:  122.2
 Other:  Clerical Support in 122 (122's Mercantile Support is split between Hallus and Ulnesh), Cultural Exchange with COS
Now the dominant agricultural family, due to being the inventors of all of the major Cyphiri advancements in the field and leveraging that advantage at every opportunity. Has taken the position the Ulnesh once held in recent years, becoming the dominant force in the Union Council, and has been taking steps to formalise that unofficial power into something with real legal authority.
- Pelir Hallus: Pioneer of Hallus biotech research, not technically the head of the family but has enough influence through the family to get what they want (if possible).
- Baran Hallus: The actual head of the Hallus family, and the one directing their recent political moves. Has great respect for Pelir's work, and tends to indulge her requests. He's got broader interests than the average Cyphiri, taking an interest in the military conflicts that have gone on around the known world, and making plans for diplomatic efforts beyond those that are business-related.
- Lanit Hallus: One of Baran's main diplomatic agents and representatives, who has recently been spending a lot of time in Orope trying to help the Tellan stabilise and gain control of the merchants there. It not going well has left a stain on her reputation among the family, something she's not happy about.

 Ulnesh 
 Other:  Clerical Support in 122
Former dominant power among the families, interests split between being a strong agricultural family and political operations, uses the two in tandem to maintain influence and strengthen both fields but finding the latter weakened by Hallus efforts and the former from other families smelling blood.
- Garren Ulnesh: Head of the family and a dedicated student of the Flowing Way. While the Ulnesh was dominant, he drove the push to look outside of Cyph-Arel for opportunities, but his health has been failing since the Hallus family took control.
- Werran Ulnesh: Devoted follower of the Way, close to Garren, excited to spread the Flowing Way to new lands, very curious about the way other countries and faiths work. Most influential Ulnesh after their fall from dominance, as his rapport with Cyphiri followers was separate from his family's business.
- Pylan Ulnesh: Envoy to the council fund, coordinates things between the two groups, has a distaste for mercenaries. With the Hallus military drive, has been finding themself pushed out of most relevant discussions.
- Taron Ulnesh: In charge of agriculture, very passionate about the subject, little interest or talent for politics but has subordinates that cover the slack. Hasn't changed much since the Ulnesh lost control, but his subordinates are concerned about the state of the business.
- Relas Ulnesh: Youngest of Ulnesh's internal council, Garren's preferred successor, quiet and observant but untested, many family members unsure she deserves her position. Has been trying to rally the family to retake the top spot soon.
- Chelat Ulnesh: Used to deal with other major families and the Union Council but has now stepped down due to age. She was good at it, but was dismissive about other countries and the advantages to working with them and as such is seen as an outdated thinker by most Cyphiri.
- Helad Ulnesh: Coordinates loans between the Ulnesh and other Cyphiri families, deciding who gets the offers and how they're repaid/the influence gained is otherwise used. Is now the preferred candidate of most Ulnesh for Garren's replacement, despite Relas' efforts, and is likely the most influential Ulnesh at the moment due to leveraging old loans with other major families.

 Council Fund 
 TPs:  122.1
- Artan: Part of the section of the Council Fund that works with mercenaries. Made the early (but now irrelevant) deals with the Kalan Company that led to the diplomatic/economic foothold needed to secure the Fund's current mercenary force, and as such has been growing in influence, developing a strong interest in battle tactics and strategy despite the typical Cyphiri attitude towards such things. Parents were followers of the Flowing Way who named her for Arthan, but she isn't faithful herself.

 Tellan 
 TPs:  109.1, 114.2, 134.2
 Other:  CYP-OKI Trade Route
Previously a minor family in one of Cyph-Arel's cities, now dedicated to the trade route between the Cyphiri and Middish. Operate a network of camps, rest stops and small businesses catering to those taking said route, and established the route itself. Has control over part of Orope's Giantbane Seed industry, along with investing in some nearby regions. Current leaders in fields relating to Supernatic Propogation, due to their ties to the Middish. They've ended up on the Hallus side of the Ulnesh/Hallus split in the Council, due to the family helping them secure the Cobalt Dye they now sell to the Middish.
 - Tarpan Tellan: Head of the Tellan, now living in Orope full-time. Quite fond of the Middish, and their interpretations of the Flowing Way. Approves of the Hallus' shift towards a standing mercenary retainer, the Middish attitudes towards war and battle having rubbed off a little.
 - Yanmet Tellan: Tarpan's second in command, handling things on the Cyph-Arel side of the business and dealing with the other Cyphiri families.

 Kelad 
 TPs:  117.1, 127.1
Another minor family, and one that's been very active in sending out opportunity scouts to the regions nearby to the Cyph-Arel - Orope trade route. They're not planning on making many big attention-grabbing moves for the time being, but have a plan to acquire resources vital to the efforts of other families and sell it on to them at a profit.

 Carral 
 TPs:  123.1
 Other:  Mercantile Support of 123
Small decentralised family down on its luck who turned to the Bone-Grinder's Guild of [112] to try to make a new future for themselves. Their attempts to become more influential in the Guild ended up gaining them little, but the expedition eastwards that the Bone-Grinders sponsored has borne fruit for them, and they are now based in that region and have established themselves as a dominant mercantile power in the region by selling on imports from the Kelad.

 Pylet 
 Other:  Pyl-Garat (129)
One of the Union Council families, and the main one driving colonisation attempts. Has a great deal of influence with the smaller families and the colonists of Pyl-Garat, but is beholden to the Hallus in turn - an obligation they are trying to weasel out of as much as possible, not wanting to turn against old friends in the Ulnesh family but having found the offer from the Hallus too good to turn down.
 

  Statistics  
 
 Spoiler 

 Special Actions Available:  Diplomacy 5, Economy 5, Military 5, Faith 5
 Special Actions Used: 
  Diplomacy  
 
 Spoiler 

 Reputation/Favours 
 The Abyssal Stewards:  Rep 1, 1 Favours (Expected Change: +1 Reputation, +1 Favour)
 - Welcome: +1 to resist Sacks and Coercion
 The Chelonian Chora:  Rep 3, 0 Favours (Expected Change: None)
 - Welcome: +1 to resist Supports becoming Open or Unruly
 - Friendly: Distance Losses triggered every fourth region, max -2 Distance Penalty in regions with CCA bases
 - Favoured: Pay 4 regions to skip to a region with a CCA for distance penalty purposes, Seek Aid one already-rolled action a round
 The Divine Nacre:  Rep 1, 0 Favours (Expected Change: None)
 - Welcome: +1 to Exploration, Prospecting and Colonisation
 International Prestige:  Prestige 2 (Expected Change: None)
 - Respected: +1 to Establishing and Pressing Claims and Promoting Claimants
 - Admired: +1 to attempt/resist Sway and Impress actions

 Bases 
122: Reefback Nursery

 Cultural Exchanges 
Costa Sereia

 Cultural Identities 
None
 

  Military  
 
 Spoiler 

 Units:  2 (Expected Change: None)

 Aristocratic Support 
122

 Generals 
None

 Fortresses 
None

 Perfected Tactical Doctrines 
None

 Military Technologies 
[I]Supermarine Artillery[I] +1 to battle rolls and +1 to Maneuvering rolls in regions of Depth 0 (Prereqs: Giantsbane Seeds, Supernatic Propogation, Photospore Signalling)
 

  Economy  
 
 Spoiler 

 Treasure:  3 (Expected Change: +1)

 Trade Posts 
 Efective Total Owned (Treasure Rate)  11 -&gt; 10 (2 Treasure/Turn)
109.1 - Swarm Ash
114.2 - Giantsbane Seeds
117.1 - Biolumiscent Tunicates &lt;Doesn't apply to Treasure gain due to Black Pearls&gt;
122.1 - Native Gold (Mercantile Support Owned)
122.2 - Native Gold (Mercantile Support Owned)
123.1 - Malleable Blubber (Mercantile Support Owned)
127.1 - Ray-Ear Seaweed
134.2 - Cobalt Dye

 Mercantile Support 
122, 123

 Cities 
None

 Trade Routes 
Cyphiri - Ironkelp Knights

 Specialised Ships 
None

 Civilian Technologies 
 Composite Grafting  No mechanical effect
 Graduated Symbiosis  No mechanical effect
 Megafaunal Tailoring  No mechanical effect
 Photospore Signalling  No mechanical effect
 Supernatic Propogation  No mechanical effect
 Trophic Deconvolution  No mechanical effect

 Anoxic Adaptation  Cross Brackish borders (Prereqs: Composite Grafting, Trophic Deconvolution)
 

  Faith  
 
 Spoiler 

 Faith Holy Sites:  15

 Clerical Support 
122

 Organised Faith Bonuses 
+1 to Impress Actions
Cultural Identity for Buyouts

 Artefacts 
None

 Holy Orders 
None

 Miracles 
None
 

  Intrigue  
 
 Spoiler 

 Spies 
None

  Claims  
122 - Historicity, Integration
 

 
Gengy
  Round 7
 [Gotezhar, People of the Rain]  
 [Profundus Korasoon, Typhoon's Center] 
Regions: 138, 128, 136    
Actions:
 
  [Diplomacy]  Confederate region 139 ( Roll: 21 )
  The people to the east of Gotezhar are a strong group, and Korasoon refuses to give up on his attempts to speak with them about joining their strength with Ezcorher.  He  again  personally arrives to speak with local leaders, and  for hopefully the last time  attempts to avoid speaking about anything offensive.  It takes a great deal of convincing, but after nearly a decade of effort, the eastern nation agrees to considering joining Ezcorher.   
  [Economy]  Buyout Phosphorite [113 TP1] ( Roll: 16 )
  The Gotezhar have heard the needs of the Mer of the Meadows, and the Merchant caste has found a heat source!  Sure, it explodes a little, but it's  warm .  Now to convince the Petrified Plains to provide Phosphorite...   
  [Economy]  Buyout Wild Armored Gharials [137 TP1] ( Roll: 10 )
  Many of the Gotezhar of Colownya have heard the rumors that they can  taste words .  How can the Merchant caste ignore this, when Colownya is their caste's largest supporters?      Alas, it turns out that words taste an awful lot like acid, and the only ones the Merchants are making happy right now are the Gharials.   
  [Diplomacy]  PRS 4, World Wonder Project, [ The Gathering Tide Warehouse ] {1/5}
  In recent years, it is not uncommon for the Workers to finally be able to improve their building skills.  A passion many Gotezhar are quickly coming to enjoy, for the simple sake of having instructions, following those instructions, and seeing the result.  Sure, sometimes those buildings are sideways, but they were built with Gotezhar pseudopods!  Seeing how happy this makes their people, Profundus Korasoon begins diplomatic discussions with all regions that fall under Gotezhar sway to establish that Gotezhar will now oversee a significant part of any construction efforts.  In return, Ezcorher and the nearby regions will help to provide and maintain supplies, starting with the first such major construction:  A massive underwater warehouse, that quickly gets the name 'The Gathering Tide Warehouse'.   
  [Economy]  PRS 4, World Wonder Project, [ The Gathering Tide Warehouse ] {2/5}
  In order to be prepared to receive supplies for the Gathering Tide, the warehouse itself must first be built.  Coming off the recent success of finishing the Cloud Observatory, Profundus Sohizo and Joontar Arjiloza act as overseer and foreman, helping Profundus Korasoon to select a suitable location for the construction.  There is a flat stretch of territory within Ezcorher that has no other purpose; it grows nothing, holds no military value beyond being within Gotezhar borders, and it is rare for any predators to hunt, as even fish are few on the flatlands.  Lacking nearby resources, it is a terrible place for a nuven to call residence, yet it is a lengthy stretch of ocean floor that is near enough to the surface as to be usable for the large construction, were the Gotezhar willing to build here.  Many resources are gathered, to the point that for a few years, it is difficult to utilize Barnacle Glue and Razorglass for anything else.  Hundreds - if not thousands! - of Gotezhar Workers swarm the area, requiring shipments of Pure Berries from other parts of Ezcorher to keep them fed.  Happily, they begin to construct a staggeringly  massive  building, only a hundred bubbles below the water's surface.  It takes years of near constant construction, but the shape of the Gathering Tide begins to take form...   
 
  Rolls  

Non-Actions:
 
  PRS Monument, 5-Rounds (5/5) : The Cloud Observatory within Ezcorher (Region 138) is finishing!  After almost a decade and a half of effort, the large domed building juts out of the water, an enormous telescope pointed high into the sky.  Several smaller openings in the roof show smaller looking glasses, suggesting that inside are many different rooms that would allow multiple creatures a greater viewpoint of the clouds in all their glory.  There is a large grand opening ceremony, celebrating the Committee's efforts to complete this momentous undertaking.  Profundus Korasoon themselves comes to congratulate the Committee, and receive a private tour before it is opened to the general public.  The Mer maiden Mira'din acts as the Gotezhar leader's personal guide, and is trailed by Squall Eehetado who acts as head of security for the Grand Opening.  After the large Profundus gets a preview of the facilities - and a first look through the massive telescope that was only recently completed - the Gotezhar leader joins the rest of the Committee outside the underwater opening into the Observatory, and amongst a massive crowd of eager Gotezhar, as well as a number of Mer and visiting dignitaries, formally welcomes them all the go inside and Accumulate Knowledge.  To look up in wonder, at both the stars and the clouds... but also to reminder everyone to not look directly in the sun, lest it's fire burn their eyes in retribution for the foolishness.  A grand speech, for sure!  Profundus Korasoon concludes by reminding everyone:  The Cloud Observatory is but a drop of rain in the storm that is Gotezhar greatness! 
 Use a favor for the  Abyssal Stewards  to increase Reputation from Rank 1 to Rank 2 
 In return for their generous gift of the Anoxic Adaptation, the Gotezhar provide Costa Sereia the  Supermarine Artillery  technology (Cultural Exchange, non-action) 
 Occupy (2) Units for Round 7 and Round 8, in support of  Occupational Etiquette . [ Edited after Round Close with approval from Role and Lapis ] 
  The Crescent Companion 
 
 Spoiler: The Protectors of the Meadows 
 Another Report from the Documentation Historians of Elyan'dan 
The Mer of the Meadows of Elyan'dan have a standing armed force, in regimented styles.  Most of this armed force acts as both local law enforcement and - in times of war - a defensive military.  Elyan'dan breaks their military into Squads of 10 Mer, led by a Sargento.  A Patrol consists of 4 Squads and a Support Unit.  The Support Unit is overseen by an Intendente, and the Patrol is lead by a Tenente Segundo.  Often, it is a Patrol that has oversight of a village. [50-Mer]

Larger towns have four Patrols, making up a Troop. [200-Mer]  Led by a Comandante, or sometimes just a Tenete Primeiro, they act as captains of the guard and are seconded by a Chefe Mestre, who is responsible for training new recruits.  In the larger areas of population, though, it is uncommon but possible that five Troops form a Battalion, which results in the most senior Comandante to be promoted to Coronel, who takes command of the Battalion.  In times of war - in the past - the Mer of the Meadows of Elyan'dan would promote the senior most Coronel to be a General, who leads the combined Battalions, which creates a Regiment.  The last instance of a Regiment in use was decades ago, to attempt to defend against the Gotezhar  taking   recovering  Clouds from Elyan'dan.  It was a battle that the Mer would lose; these days any Regiments have been disbanded, and remain at the Troop level to oversee the safety of the towns of Elyan'dan.  A single Battalion - made up of a mix between Troops and Gotezhar Squalls - is now in charge of law enforcement of the City of Saroon'din, quickly growing to be the largest populated area within Elyan'dan.  These days, if war is called, the Gotezhar Squalls make up the bulk of the forces, including ultimate leadership of those forces, but when called upon, the Mer of the Meadows will answer.

Most Mer Soldiers fight with either a Spear or a Warhammer.  At first, these weapons were made of simple stone and coral.  Now, while stone is still common for newer soldiers, more experienced fighters earn weapons made of coral reinforced with vine wrapping for hafts, with Razor Glass tipped blades or even the rare bit of metal for senior officers.  Fighting styles are split into the two weapons:

{Lank'a Style} is for spear users, and has a total of 48 interconnecting forms, using five different arm placements known as 'stances'.  A master of the Lank'a Style is only recognized when they can accurately use at least three of the five stances, and is able to show off all 48 forms in each of those three stances in a single duel against a recognized grandmaster.  A grandmaster is able to not only accurately weave their way through all five difference stances, with all 240 forms, but can change stances and forms on the fly while fighting.  Grandmasters of the Lank'a Style are rare, and are only recognized as grandmasters when they can defeat five different masters, each one using one of the five stances.  During this Grandmaster exam, when they face the masters, the examinee must accurately determine  which  stance the master is using, and then defeat them using all four  other  stances.  The Lank'a Style - seen by a non-practitioner - can be considered to be one that is swift and almost dance-like.  It allows the Mer to have greater reach, and includes specific angles for thrusts to achieve the maximum amount of damage with the least amount of effort on the part of the wielder.

{Mertel'o Style} is for Warhammer users, and has only three stances, but each stance has over 70 interconnecting forms and motions, including various blocking maneuvers specifically meant to destroy another opponent's weapon.  A single Mertel'o master is often able to take on an entire Squad, including the Sargento.  Mertel'o masters are commonly strong of arm, and have fully committed to one of the three styles.  There are currently no Grandmasters of the Mertel'o style within the Meadows of Elyan'dan; the last recorded history of a Mertel'o Grandmaster was over 150 winters ago, and it is said that Mer went on to defeat an entire Troop by themselves, before declaring themselves the leader of the local town... and then the next town.  And the next.  And the next, until they had organized the entirety of the Meadows.  This is, of course, the tale of Grandmaster Elyan'dan themselves.  It takes a Mer strong of arm and strong of conviction to master all three Mertel'o stances; to become recognized as a Grandmaster also means going around to  every  village and town in Elyan'dan and defeating not just the masters of Mertel'o, but also the masters of the Lank'a Style.  Presumably, the prospective Grandmaster would likely  also  need to defeat any Squalls or Profundus within the region to truly be acknowledged; though again, it should be stated that so far, none of the existing Mertel'o masters have indicated a desire to do so.  Most are content to act as specialized defenders or even blacksmiths, wielding their warhammers with a purpose other than conquest.
 
 
 
 
 Spoiler: News and Rumors 

 
 The Gotezhar have not forgotten the Reaver attacks, but seem more interested in finding out  why  they are attacking then they are in finding the Reavers themselves... 
 Mira'din the Mer has come to realize that she really  is  being considered to be an honorary Gotezhar, and after three years of training, is dubbed Squall Mira'din.  She still follows Korasoon around, but now as a bodyguard and assistant diplomat.  The young Mer has realized that she rather  likes  the intricacies of leadership... and she's getting good at it. 
 Taking the example of their leader, many other Profundus within the Gotezhar seek out orphans from other races to add to their nuven.  The Gotezhar do this with an almost aggressive mindset.  Within a few years, no unattached child is left without some form of adoptive family.  And a few that had parents already went 'on vacation' to near the borders into Ezcorher before several misunderstandings of what  an orphan  means.  After 'vacation' however, the children are returned unharmed, and have an entire nuven of Uncles they may call upon in times of need.  As for actual orphans?  Well.  Many Mer from the Meadows whom had no one else to take care of them suddenly have a much better - if stranger - life, and like Mira'din the Mer, are thought to be honorary Gotezhar by their new nuvens. 
 The war effort against the former 'Queen' Esenam was a resounding Victory!  Many Gotezhar are now suddenly far more in favor of establishing closer ties to the Order of Iron Kelp...  and also making sure that the region to the northwest that was recently conquered has no reason to rebel against the Order.  Many nuven leaders call for the Profundus to entreat with the northwest's aristocracy, to remove any former tension and create stronger ties. 
 
 

 
 Spoiler: Ruler Information 

      Typhoon's Center, Profundus Korasoon   
   D   
   M   
   E   
   F   
   I   
 
   Current  
 9 
 10 
 7 
 2 
 2 
 
  End of round 1 
 0 
 2 
 0 
 0 
 0 
 
  End of round 2 
 1 
 1 
 0 
 0 
 0 
 
  End of round 3 
 0 
 2 
 0 
 0 
 0 
 
  End of round 4 
 1 
 0 
 1 
 0 
 0 
 
  End of round 5 
 1 
 0 
 1 
 0 
 0 
 
  End of round 6 
 1 
 0 
 1 
 0 
 0 
 
  End of round 7 
 0 
 0 
 0 
 0 
 0 
 
  
 New Ruler Next Round! 

Expected Stat Bonuses: +1 Diplomacy +1 Econ
 

 
 Spoiler: Book Keeping 

 Units:  (5   / 10 )
 General(s): 
- Squall Essensio (Mil 10) [ Aim For the Storm’s Center : -6 to enemy leader loss roll, -20% to enemy losses]
 Fortresses:  Sublime Fortress, Region 138

 Cities: 
City of Saroon’din (136) [Saroon’din grants a +1 to Resist Sacks in the region for players who hold Mercantile Support in the region]

 Trade Routes: 
Gotezhar (138) to the Sakura-Jin (119)
 Treasure  (2  / 5 )

 Cultural Exchanges: 
Gotezhar (138) to Costa Sereia (134)

 Boon 
(+2) Actions Complete for a valid Trade Post of my choice, from the ABS

 Technologies: 
  Supernatic Propagation 
 Trophic Deconvolution 
 Megafaunal Tailoring 
 Photospore Signalling 
 Composite Grafting 
 Graduated Symbiosis 
 Razor Current Netting 
 +10% enemy casualties and +1 to Maneuvering roll when defending, or attacking with a foothold   Supermarine Artillery   (lacking Resource)
 +1 to battle rolls and +1 to maneuvering rolls in Regions with Depth 0  Anoxic Adaptation 
 The user can now cross Brackish borders.  
 
Minescratcher
 Regions 113,  114 , 127
    The Order of Knights of the Ironkelp of First-King John of Ruhum    
  Records of the Years  19-21  of the Tenure of His Majesty Grand Master Jacob Basilicos, 39th Grand Master of the Order of Knights  
Round 7

[img]put a flag here at some point[/img] 
Actions:

1.  [Faith]  Convert [Region 96] HS 1 from Open to the Flowing Way, using the Regalis Arbor to jump to [Region 101] (113-&gt;130-&gt;134-&gt;101; 96 counts as 3 regions, for a total effective distance of 6 regions):  15 
Hearing belatedly of the plight of the inhabitants of [Region 96] from Lux-Glossians in the Tidewsept Shelf, Dame Commander Clare Delamere of the Inslangue initially dismisses the region as too distant to do anything, until now-King Robert of Insol offers to sell the Regalis Arbor to the Order. With the effective distance to the southern frontiers of exploration now more than halved, she immediately begins the selection of missionaries and Knights to accompany her to investigate, and perhaps cure, the miasma which infects the waters.

2.  [Faith]  Convert [Region 96] HS 2 from Open to the Flowing Way, using the Regalis Arbor to jump to [Region 101] as above:  10 
Equipped with the best adaptive technology available to the Order, two groups of Middish make the jump to [Region 101], soaring through the skies over New Gloucester and Palacia. Although the reentry is a bit uncoordinated, with some Middish dropping as much as a day's journey from the agreed rendezvous point, they quickly rejoin the main party and continue south to provide what aid they can, both spiritual and physical.

3.  [Faith]  Impress Reaved Clergy in Ektalithiades [Region 113]:  16 

4.  [Faith]  Establish Middish Way 15 HS bonus: 2d8 to Sway Factions
The closeness of the nobility and the clergy in the Order has long resulted in a mixing and blending of values, and polite, agreeable, and equitable behavior is practically considered a religious duty among the Middish of noble bearing.

5.  [Diplomacy]  Send an Exploratory Mission north of Orope [Region 114], using Anoxic Adaptation:  11 
Though folk belief has long held that the oxygen-starved waters to the north are uninhabitable and uninhabited, the work of the Cyphiri and the tales of strange glittering lizards, wild armored beasts, and monstrous leeches spawned from expeditions into other brackish enclaves suggest the probability of life north of Orope. Contact with such life must be made if possible, for the sake of the safety of the faithful.

Nonactions:
 
 The loyalty and truth of the holy brethren are unimpeachable. Accept Cobalt Dye from the Cyphiri Union via the trade route. 
 Force Queen Esenam to abdicate in favor of a more pliable ruler, then exile her from Order waters 
 Though neither the kings nor the Order (nor, it seems, the Costa merchants now ruling Oropegian trade) are particularly fond of the up-jumped criminal gang spawned of the lesser nobility's paranoia, the expatriates outside Orope both remember Lady Ink's trustworthiness in the Thunderstone business and must afford to be more pragmatic. Grant Open Merchant Supports in Ektalithiades and Ke Yi Ade (Regions 113 and 127) to the Black Pearls, gaining 2 Treasure. 
 Spend 1 ABS favor to raise rep from 0 to 1 
 Contribute the following (somewhat dubiously translated) monograph on traditional Middish warfare to the Crescent Companion, from Geoffroy de Duisson, Maître de la Guilde des Sculpteurs, in cobalt ink on woven seagrass:
 
 Spoiler: On Oropegian War (Part 1) 
The Middish traditions of war, passed down from the days of Ruhum, emphasize greatly  l’esprit  and  l’élan : in short, the morale of the fighting force. Every soldier must excel in valor, and none more so than the princes who lead them. It is said that: "One warrior ready for the battle exceeds ten dispirited ones," and: "If the leader is good, so too is the journey." Therefore it is fitting that the gods saw fit to grant the Middish the power of the voice, with which they might shout their bravery from the very foundations of stone to the clouds above the water and drive the foe in fear before them. The greatest victory is one in which no blood ever clouds the water.

By contrast, one might consider the stone mouth-spikes a regretful necessity to prove which side has the greater spirit. Though objects of beauty, inscribed with prayers for glory and tasteful motifs of many cultures, they are ever the third resort of the noble and proper knight,  la charge des graines  being the preferred successor to the war-cries, if one might make use of a Giantsbane plant. The knights mount their seeds and grasp the carven handles in their mouths; then, at the signal of the prince, the power within all the seedpods is released at once, and the whole army instantly charges into the enemy. Unless the foe is commanded by a leader of great respect and skill, their formation collapses as the great energy of the seeds destroys those who do not flee from their path, and the enemy is cut down in a great rout. In the past, even as recently as the reign of our reigning Grand Master, this tactic was limited to the defense of the cities, for to pull a Giantsbane from the currents' grip was rarely attempted; but with the advances in cultivation and strategy which I shall cover in a future text, Middish knights have charged home even in the waters beyond Orope, and the glory of their calls has stirred the sand on many a distant seafloor.
 
 
 Begin projects to breed more plants from the seeds of the Regalis Arbor as a Monumental Undertaking (1/3)
In the Dame Commander's absence, she charges Knight Bailiff Edward Redeye with continuing the old work on Giantsbane breeding, now with a focus on replicating the potency of the Regalis Arbor. The seeds prove quite temperamental, resisting efforts to cultivate them except in very particular soil and water conditions, and even when successful, the plants seem to lose much of their explosive force. 
 
 
 Spoiler: News and Rumors 
 
 The old realm of Queen Esenam in Ke Yi Ade is much reduced in the wake of her defeat, with Middish nobles carving out their own realms in the north and east and the Order retaining direct control of the captured fortress of Togbe dzi Nofe. After the Queen's exile, the Order appoints a minor Tomelã noble named Fafali to rule the rump state in the west and south. So far, King Fafali has not proven himself either popular or unpopular with the Tomelãwo, seemingly either too cowardly or too content to use the power of his position for much.
  .   
 The glory of the War of Sky and Sea is tainted by tragedy, as His Majesty and Prince Samuel have passed away after a fatal hunting accident in Ke Yi Ade. Resting for a time after establishing the new status quo in the region, the King embarked on a hunt of the Lãkuviato, an enormous beast which walks along the seafloor on four long limbs and tears at the sand with its claws in search of food. The monster proved to be more than a match for the Middish hunting party, its claws lethally maiming both the King and his eldest son despite the best efforts of his surviving sons and retainers to save them. A month of mourning is declared in Insol, and the Order retreats to the Ironkelp for the election of a new Grand Master.
  .   
 The choice of a new Grand Master is a contentious business at the best of times, but this election proves particularly so. In a body already struggling with regionalism and factionalism, the circumstances of Grand Master Basilicos's death only serve to inflame existing tensions.

With the death of Prince Samuel alongside his father, Prince Robert is the heir apparent of Insol, and is coronated almost as soon as he returns to Orope. This poses problems for the Inslangue and for the dynastic factions among the Order, who had both been hoping to see the old Grand Master succeeded in Insol by Prince Samuel and in rule of the Order by the well-respected Prince Robert. The now-King Robert of Insol refuses all of their attempts to get him to stand for the position of Grand Master, arguing that his father's split attention did no good for either Insol or the Order, and he must now focus on his filial duty to the Insmiddish. The dynastic factions are stuck with Prince Oliver as the only other plausible candidate, a Middish with a much less positive reputation - he is broadly considered to be lazy, layabout, and incapable, and his standing is not helped when Knight Commander Guillaume de Basville of the Frelangue, known as the "Nageoire-de-fer" for his long record of valor, swears an oath in front of the entire Order mess never to support Oliver.

However, the electoral factions are not in a substantially better position, as Grand Master Basilicos died without having left any indication of a preferred successor, immediately resulting in about a hundred different Knights standing for the position. Though many drop out of the running over the course of months of debate and argument, the final vote is closely split between the Second Master Edward Eston, the Grand Marshal Estève Pau, Knight Commander Guillaume de Basville of the Frelangue, K.C. Matias Orellana of the Hislangue, and Dame Commander Cecilia Lasker of the Alehlangue... and Prince Oliver of Insol, who narrowly edges out the other major candidates to claim the position of Grand Master. Even his actual supporters are not particularly happy with his success, but perhaps he will prove himself capable in this role as he has rarely done in others....
  .   
 Luc d'Espoir does his best to keep the Gotezhar from abducting children, but has some difficulty in explaining the concept of an "orphan" to those not part of his still-limited flock.
  .   
 Rumors of disappearances in Cyphiri waters are extremely worrying to the Order, especially when some seem to involve powerful mind-affecting magic, but there does not appear to be any clear threat to intervene against, and the Knights are not skilled in plotting or subterfuge (except when it might result in an inheritance). Still, the Second Master (as regent during the election interim) reaches out to offer Order patrols in Cyph-Arel, for what good it might do.
  .   
 
 

 
 Spoiler: Ruler Information 
Grand Master Jacob Basilicos, 39th Grand Master of the Order of Knights, etc etc
Current Stats
 Diplomacy : 4
 Military :  10 
 Economy : 3
 Faith :  10 
 Intrigue : 3

New Ruler Next Round?  Yes 
Grand Master Oliver of Insol, 40th Grand Master of the Order of Knights, etc etc
 Diplomacy : 4
 Military : 3
 Economy : 4
 Faith : 5
 Intrigue : 4
 Rolls 
Expected Stat Bonuses: +2 Faith
 

 
 Spoiler: Other notes 

Generals:
 
 Knight Commander Amlaigh Tolmach of the Scoshlangue (10) - Tactical Doctrine: Quiver Hell's Foundations (+2 to battle roll) 
 
Land units: 4 / 7

Treasure: 0 +2

Resources controlled:
 
 Region 114: Giantsbane Seed 
 
Techs:
 
 Supernatic Propagation 
 Trophic Deconvolution 
 Megafaunal Tailoring 
 Photospore Signalling 
 Graduated Symbiosis 
 Composite Grafting 
 Anoxic Adaptation: Permits actions and troop movement across brackish (green) borders; Requires  Composite Grafting, Trophic Deconvolution  
 Supermarine Artillery: +1 to battle rolls and +1 to Maneuvering rolls in regions of Depth 0; Requires  Giantsbane Seeds, Supernatic Propagation, Photospore Signalling  
 Razor Current Netting: +10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending; Requires  Glass,   Composite Grafting  
 
State Religion: The Middish Way of the Flowing Way
 
 5 HCs: +1 offensive battle rolls 
 +15 HCs: 2d8 to Sway Factions 
 
Artifacts
 
 Thunderstone Cudgel: 1/round, +1 to an offensive battle (+2 if the defender benefits from a Fortress) or +1 to convert a holy site of an organized religion (+2 if the defender benefits from a holy order) 
 The Regalis Arbor: may be used up to twice per round as a non-action, for one of the following effects:  
 Spoiler: Regalis Arbor 
 
 Launch Couriers: When taking an action, the owner may pay 1 region of distance to "skip" from a region that they control and which is contiguously connected to their capital to any non-Wastes region within three (non-Wastes) regions of said owned region for the purpose of effective distance when determining distance penalties. The path may then continue on from that region, adding additional regions to the path and increasing the effective distance appropriately as normal. To skip  to  a Brackish, Toxic, or Glacial region in this way still requires the appropriate technology, but such regions may be skipped  over  without a technology. This effect may not be applied to rolls for Colonization, combat, or Secret actions.
  .   
 Launch Scouts: The owner receives a +2 bonus to the Maneuvering roll for a single battle they participate in. The battle must take place in a Depth 0 region within three (non-Waste) regions of a region that they control and which is contiguously connected to their capital. The use of this effect in a battle must be declared before any Interception rolls are made, and this effect may not be applied to Maneuvering rolls to intercept or avoid being intercepted. 
 
 
Attempts to steal the Regalis Arbor suffer a -4 penalty. 
 
Reputation:
 
 1 ABS favor -1 +1 
 PRS rank 2 
 Signatory to the  Flowing Peace,  alongside the Gotezhar and the Cyphiri Union, consisting of the following four terms:
 
 The undersigned are committed to the righteous and just conducting of wars, and will therefore forswear: killing or causing egregious harm to noncombatants, including foes who have surrendered; and the use of weapons or technology deemed unnecessarily cruel considering their objective, including those chemical and biological weapons designed to cause a slow and painful death. 
 The undersigned are committed to enable the collective defense of the faithful of the Flowing Way by soldiers of the faithful, and will therefore not oppose or hinder the movement of Flowing Way troops between territory controlled by signatory powers for defensive purposes. 
 The undersigned are committed to the dialogue of ideas and the free movement of sages, missionaries, and other wise-creatures, in the interests of widening the Flowing Way and the better interpretation of the divine mysteries, and will therefore support the establishment of new centers of learning and all other conversions to the Flowing Way within their controlled territory to the best of their ability. 
 The undersigned are committed to the continuing study and proactive investigation of riddles and anomalies, and will prioritize those which one or more signatories reasonably suspect may pose a threat to the faithful. 
  
 
 
Potato_Priest
 NPC Actions: Round 7 
 
 Spoiler: Polar 

 Region 59  [Economy]  Crisis!  The previous offer for region 59 is cancelled! For the duration of round 7, nations in the Polar Zone may spend an Economy action to gift region 59 one or more food trade posts, rendering the trade posts open. Unless three food trade posts are gifted to region 59 in this way during round 7, at the beginning of Round 8 region 59 will become open waters, reduced to one trade post, one holy site, and no support nodes. Whether the region is saved or not, the crisis will continue, with the next set of effects to be revealed in the NPC actions in round 8. This crisis is unaffected by changes in region ownership.

 20 years had passed since the people of region 59 first asked their neighbors for food aid, aid that never came. Already starving, the heavy devastation of the region by the Reavers was the seagrass that broke the lobster's shell. The cost of civilization has finally become too high in region 59, and barring a massive and costly international effort to support the population, it will surely soon become lifeless. 
 Region 75  [Military]  Raise Unit  The independent chiefs of Region 75 raise one unit on behalf of the Kar-Nath Hegemony.
 Those who say that war isn’t good for anything are clearly not nobles. Hoping to get some glory, many of the Chiefs of region 75 notify the Frozen King that they would be happy to fight alongside the Hegemony for an equitable share of the loot, and that they are ready for military service. Hopefully soon. 
 
 
 Spoiler: Temperate 

   The Black Pearls  
Leader: Lady Ink
Dip 4, Econ 6, Mil 5, Fai 1, Int 9
 Friendly Nations: Order of the Ironkelp. Hostile Nations: none.   [Diplomacy]   Offer:  Until the end of round 9, any nation in the temperate zone may as a nonaction permit the Black Pearls to take over open, unruly, reaved, or their own mercantile supports in regions they control, allowing the Black Pearls to move in. The first such mercantile support that the Pearls take in this manner will move a power from neutral with the Black Pearls to friendly. If a nation is already friendly, they will earn 1 treasure in kickbacks for each mercantile support granted as the Black Pearls shake down the existing merchant class.

 At the moment Lady Ink is focusing on expansion rather than profit for her organization. While of course few governments would be willing to openly allow organized crime to take root in their holdings, she hopes some might be willing to... look the other way as the Black Pearls intimidate existing merchants guilds and expand their operations. 
 [Economy]   Construct Specialized Ship: Tipsy John 
 One of Lady Ink's greatest assets continues to be her connections to many of the great underground artisans of the Temperate zone. The discovery of so many waste regions to the south will hopefully present an opportunity to use these connections for a profit. Tipsy John resembles nothing so much as a giant spider crab made of grafted together chitin plates, operated from the inside by a complicated system of over 50 levers to control the motion of each limb. The difficulty of piloting such an awkward craft grants it the name "tipsy," but its legs and filtered cabin environment do give it a fair deal of ability to traverse treacherous terrain. 
 
 
 Spoiler: Tropical 

 Region 4  Faith   Conversion  The Dreaming dead attempts to convert HC 3.3 in Hym. Roll  21 
 Eager to spread the tales of the martyrs to their “discoverers,” dreaming dead missionaries come to Hym to spread their religion to those thronging about the royal palace. 
 Region 32  Intrigue   Investigate  Explore north of region 6. Roll  9 
 The clerics of region 32 inspire their followers to search for the promised waters here on earth, and travel outwards in search of a sea where the coral never bleaches and the dolphin races are fair.  
 

 
 Spoiler: Standing Offers and Crises 

Note: Unless otherwise specified, offers are canceled and rewards cannot be redeemed if their issuing region is no longer independent.

Region 18:
Any country with at least three units may guarantee the independence of region 18 as a PRS treaty at any event. (The leader of region 18 will attend the event to ratify it.) The deal must commit the signatory to assign at least three units to the defence of region 18 if it is attacked by any power, and to not attack the region themself. In exchange, region 18 offers its Mercantile support, and the difficulty of creating or pressing a Confederation or Marriage claim with them will be reduced by 2 for any signatory. If more than one country wishes to take this deal, and cannot come to a mutual agreement on who should receive the mercantile support, region 18 will decide which deal to take based on a Diplomacy roll-off. They will accept additional guarantors, but they will only gain the reduced Claim difficulty.

Region 59:
The previous offer for region 59 is canceled! For the duration of round 7, nations in the Polar Zone may spend an Economy action to gift region 59 one or more food trade posts, rendering the trade posts open. Unless three food trade posts are gifted to region 59 in this way during round 7, at the beginning of Round 8 region 59 will become open waters, reduced to one trade post, one holy site, and no support nodes. Whether the region is saved or not, the crisis will continue, with the next set of effects to be revealed in the NPC actions in round 8. This crisis is unaffected by changes in region ownership.

Region 112:
McTavish Enterprises may invest in the Fortified Bone Meal guild to begin a Merger. Until the start of round 8, McTavish Enterprises may improve resource quantity in region 112. If they do so they will gain a confederation claim on the region and two treasure.

The Black Pearls:
Until the end of round 9, any nation in the temperate zone may as a nonaction permit the Black Pearls to take over open, unruly, or reaved mercantile supports in regions they control, allowing the Black Pearls to move in. The first such mercantile support that the Pearls take in this manner will move a power from neutral with the Black Pearls to friendly. If a nation is already friendly, they will earn 1 treasure in kickbacks for each mercantile support granted as the Black Pearls shake down the existing merchant class.

 
 Spoiler: The Black Pearls 

The Black Pearls survive by controlling mercantile support nodes. A Black Pearls mercantile support node has the following passive effects:

Intrigue actions in the region gain a +1 bonus if treasure is spent
Trade Posts in the region do not count towards treasure generation

Additionally, each nation in temperate has a reputation with the Black Pearls determined by that nations’ actions. There are three reputations, with the following effects:

 Friendly: 
All the effects of Neutral BLP reputation
May support or hinder buyouts and coercions in owned regions with a BLP mercantile support, granting a +2 or -2 to the roll, respectively
May use BLP gangsters to oppress the other factions in owned regions with a BLP support.
May infiltrate spies to any region with a BLP support as a non-action, regardless of distance.

 Neutral: 
Additional +1 bonus to intrigue actions in regions with a BLP mercantile support if treasure is spent
May coerce trade posts in regions with a BLP mercantile support
May sway or impress mercantile supports on behalf of BLP. This may increase reputation

 Hostile: 
BLP merchant supports count as Unruly for you (for penalties, undermining other factions, and rebellions)
The TN for swaying the Clerical and Aristocratic supports in a region with a BLP mercantile support is reduced by 2.

OKI is currently  Friendly  with BLP. All other temperate powers are currently  Neutral. 
 

 
Autumn Stars
     The Gravetenders    
  Turn 7  
  Laksha  
Diplomacy - 5 || Military - 5  || Economy - 7 || Faith - 10 || Intrigue - 3
 
  Actions:  
  1: [Faith]   Activate the Blossoming Icons
   Not to be set back by the recent tragedy, Kelusyn continues with their work.  The sea above Pardalis becomes a brilliant light show as the Blossoming Icons are set in motion. A chamber beneath them, occupying the near center of the New City, is finally open. Neighbors and distant friends of Gravetenders who make their home in Bastion may find themselves visited by images of light and sound...  No more is the bond to their creators a true weakness. Gravetenders in neighboring zones discover quickly that something in this effect unbinds them from the Makers, and visits to Kar-Nath and Seatide multiply by the day. 
[The Blossoming Icons: This wonder allows the Gravetenders to make a modified 'Seek Aid' action. With this, they may reduce distance penalties. When they take this action, they roll 2d6+Faith and subtract 11. Up to a roll of 18, this is the number of regions they subtract for the purposes of distance penalties. After 17, they subtract one more region for every 2 higher. (8 regions for a roll of 20, 9 regions for a roll of 22, etc.)
In addition, they get a free Seek Aid action each round, for diplomacy and faith actions only.]  
  2: [Faith]   Contribute to the Holy Site in Region 58.
   The Decimation across Polar spurs many Gravetenders to call for action, especially those far aflung from home, in the thick of it. Rebuilding in Region 58 is the least they can do, they say, and so resources and attention are devoted to the aid of their friend, the Shoalmind.   
  3: [Faith]   Contribute again to the Holy Site in Region 58.
   If, perhaps, some Blossoming Sequence influence seeps into the project... Sersi won't tell if you don't. This is of course a joke, as the Gravetenders are honest in their intent, during these debates.   
  4: [Faith]   Use Miracle: The Reef Which Never Falls Silent.
   Despite the mourning, Laksha chooses to move forward with the planned revival of the Reef In Bloom. The truth is that it will take far more than this to curb the Gravetenders' xenophilic nature, and so the Reef In Bloom opens up again. A brand new hall  is opened up within Bastion, and the event itself has been ritualized. In a sense, it has become the method through which their recent loss shall give way to flourishing life, even if they must perform it themselves.  
[The Reef Which Never Falls Silent: This miracle sustains the 'Reef In Bloom' event as a free action for the Gravetenders, and allows those who follow the Blossoming Sequence to attend as a Faith action.]  
  5: [Economy]   Send TP 1 in the Dead Cities to region 59.
   The Gravetenders deeply regret not intervening on behalf of Region 59 earlier, and their new found consideration of more direct action, combined with the myriad recent tragedies, drive them forward in championing the cause to aid them. The gift of food that comes on the news of the Reef Which Never Falls Silent, complete with invitation.   


Non-Actions:
Assist Kar-Nath buyout of TP 3 in The Dead Cities.
   That their allies would contribute to the welfare of those in need warms the hearts of the Gravetenders... or at least, something like that. The phrase they use implies their soul to be in their silver. They are more than happy to assist Kar-Nath in keeping their own stability in the process.    
Occupy both Gravetender units to maintain prestige rank 3.
   Despite recent tragedy, the Gravetenders stand tall among the polar nations, and they make an effort to show it. Sersi's military experiment has been, by Gravetender standards, a distinct success, providing a new avenue of knowledge to the admittedly few Gravetenders who seek this path. A ceremony is in order, broadcast for any to see via the Blossoming Icons.   
Resume hosting the Reef In Bloom through The Reef Which Never Falls Silent.
   The Reef in Bloom opens as it ever does, and oddly, mention of the recent tragedy is relatively light. Words are whispered about a special ceremony to come soon, however, in near years. Some say it is Laksha preparing to honor the lost of all of the polar waters, some say she is stepping down. A few even seem to hope so, as Sersi seems ever a good leader to come.   
Accept 4 treasure from the Seatide Confederacy.
Trade 1 treasure to the Kar-Nath Hegemony.
   That Seatide could not contribute directly is, in the eyes of the Gravetenders, a great sorrow. That they choose to contribute this way, a blessing upon all involved.   
Change Rulers: From Laksha to Sersi The Pale.  [Roll] 
   As the final year turns, Laksha gives a parting speech to her people. She retires to deep within the Dead City Chantrieri, welcoming in Sersi's guidance. The military advancement she has pushed forward is clearly needed, and Laksha's nature is not suited for it. What changes shall this bring? Sersi The Pale becomes the first Gravetender after Laksha to bear the mantle of leader, and following such an awful tragedy, many look to her with hope, and many with worry.

The next Reef In Bloom will celebrate this change in direction, as well. In anticipation, Sersi studies the military ceremonies of Kar-Nath, especially. Their closest allies being inclined to the arts of war will be a boon.   
 
 Spoiler: Stat Changes 


Faith +2

Stats for next round:

Diplomacy - 2
Military - 3
Economy - 3
Faith - 3 &gt; 5
Intrigue - 2
 

 
 Spoiler: Statistics 

 
 Spoiler: Special Actions 
 Special Actions Available: 
 Special Actions Used: 
 

 
 Spoiler: Diplomacy 
 Reputation/Favors 
 The Abyssal Stewards:  Rep 1, -1 Favor (Expected Change: None)
 The Chelonian Chora:  Rep 0, 0 Favor (Expected Change: None)
 The Divine Nacre:  Rep 0, 0 Favor (Expected Change: None)
 International Prestige:  Rep 3 (Expected Change: None)

 Cultural Exchanges 
Deep Blue
The Shifting Ennead

 Cultural Identities 
None
 

 
 Spoiler: Military 
 Units:  2 (Expected Change: None)

 Aristocratic Support 
78, 76

 Generals 
None

 Fortresses 
Bastion

 Perfected Tactical Doctrines 
None

 Military Technologies 
None
 

 
 Spoiler: Economy 
 Treasure:  0 (Expected Change: None)

 Trade Posts 
 Total Owned  1

 Mercantile Support 
78, 76

 Cities 
None

 Trade Routes 
The Seatide Confederacy
Kar-Nath

 Specialized Ships 
None

 Civilian Technologies 
 Megafaunal Tailoring  No mechanical effect.
 Graduated Symbiosis  No mechanical effect.
  Photospore Signaling   No mechanical effect.
  Supernatic Propagation    No mechanical effect.
  Trophic Deconvolution   No mechanical effect.
  Composite Grafting   No mechanical effect.
 

 
 Spoiler: Faith 
   The Blossoming Sequence   
 Faith Holy Sites:  9

 Dead City Urodela:  This Dead City is placed such that the light which streams from above is channeled into a series of crystals, all sculpted into abstract forms.
 Dead City Tacca:  Known for its meditation chamber, and the series of elaborate Reliquaries the faithful have built inside.
 Dead City Chantrieri:  Chantrieri towers above the rest, precipitously built along a sharp dropoff.
 Neoplastic Monolith:  A great roiling mass of hard, stone-like flesh grows near the [direction of nearest waste or toxic border] border of Danabae. It shifts, grows, and consumes constantly, and is revered by some few who dare approach it. The Gravetenders have taken to reflecting upon it, and have built a temple nearby.
 Pardalis, The New City:  The first city truly built by the Gravetenders, now dedicated as a holy place of the Blossoming Sequence.
 A Study Of War:  A battlefield of the Makers, significant now to the Gravetenders as where they made their first steps to understanding violence.
 The Rime Gorge:  The Rime Gorge, and the ritual it represents, is of great interest to the Blossoming Sequence. Many die, and those few that survive flourish with power.
75?
 Stillwater 
 Deep Blue 
 Clerical Support 
78, 76

 Organized Faith Bonuses 
+1 to holy site conversions.

 Artifacts 
None

 Holy Orders 
None

 Miracles 
The Reef Which Never Falls Silent
 

 
 Spoiler: Intrigue 
 Spies 
 

 
 Spoiler: Claims 
78 - Historicity
76 - Integration
 

 
Lumaeus
  The Riftlings Many of the Dead Seas      Polar Region    
 Turn 7

Ruler: The Youngest, Second Chosen of the Mother of the New Era
Diplomacy: 4
Military: 4
Economy: 5
Faith: 10
Intrigue: 3 
Actions:
 
 Spoiler: TREACHERY 

The Ambassador to Treacherous Isolates, a cluster given to layering itself into almost cape-like sheets, have re-emerged after near abandonment. Polyps swarm to them in great number, and they soon are doubtless the most vast of all the clusters in the Dead Seas. They grow, for their service is needed. They grow for their prophecies prove true. They grow, for who but the Ambassador to Treacherous Isolates can serve at a time like this?

 Declaration of War  The Ambassador send off the first of a series of messengers to every corner of the region, bringing with them an official pronouncement.  We, a messenger cluster purpose-formed by the Ambassador to Treacherous Isolates bring denunciation from the Old Fathers, by the Youngest, in the name of the Great Mother. The treacherous Reavers have brought their alien influence to Riftling lands and in their entry brought destruction. Our carefully curated seas will recover, and we will emerge greater than when they struck, but their actions must be answered. To intrude on Riftling lands is a violation that cannot be tolerated. To destroy in our lands brings only true destruction on the criminal race which perpetrated it. We hereby accept this declaration of war, and pledge our every resource to its prosecution. Any who treat peacefully with these alien Reavers will be held accountable for their treachery. Any who work against them shall be treated as friend and supported as ally.  
 Denunciation: The Divine Nacres  A second messenger cluster follow the first, bearing a message of a similar tone, but of a more reasonable scale.  We, a messenger cluster purpose-formed by the Ambassador to Treacherous Isolates bring denunciation from the Old Fathers, by the Youngest, in the name of the Great Mother. The treacherous Divine Nacres have, with neither our permission and despite our prohibition, begun to harvest the Fertile Soils of the Dead Seas. Not only do they brazenly violate our sacred domain, but by doing so, they have denied us access to a resource which we so long to distribute to the starving isolates just beyond our northern unborder. The Divine Nacres are not merely alien, but act in a manner hostile to both polar life and, more dreadfully, polar sovereignty. Those who work and deal with them work and deal with the perpetrators of famine and unjust genocide.  
 Declaration of Holy War  A third messenger cluster soon follow, the Ambassador to Treacherous Isolates ever fervent in their diplomatic responsibilities.  We, a messenger cluster purpose-formed by the Ambassador to Treacherous Isolates bring denunciation from the Old Fathers, by the Youngest, in the name of the Great Mother. The treacherous adherents of the Pattern, heirs to the treacherous Congregation of the Scintillating Ceiling, have embraced their recalcitrant self-destruction by violating the sanctity of the Mother's Reach itself. Let it be known that the Eternal Communion now fixes its canon against the practice of this reprehensible superstition, and that all those who care for truth, whether it be found within or beyond the bounds of our faith, should not take any action but to eliminate the practice of this hateful falsehood which seeks to overturn peaceable governments in their own lands. Any who claim the faith will be held accountable for their treachery and any who work against it will be embraced as friend and supported as ally. 
 Denunciation: The Shifting Ennead  A fourth messenger cluster arrive with the expected alacrity. The Ambassador to Treacherous Isolates has not begun to run out of vitriol.  We, a messenger cluster purpose-formed by the Ambassador to Treacherous Isolates bring denunciation from the Old Fathers, by the Youngest, in the name of the Great Mother. We hereby denounce the treacherous Ennead, who out of fear have capitulated to the mad demands of a poorly-armed militia of twisted zealots. They pledge their military to the service of a tattered faith for fear of the strength of a broken people. They are to be pitied. But it is sometimes the case that pity must be tempered with discipline. Think carefully, if you would have freedom of thought, freedom of faith, freedom of even self-determination in ancestral lands be determined by the greatest brute strength of the day rather than by the debate, deals, and drive of the great races. Those who deal warmly with the Ennead will be remembered for their treachery, and those who rightfully work against this wickedness will be regarded as friend and supported as ally. 
 

 Faith:  Convert HS2 60 (TN 12)  Roll: 18   SUCCESS 
 
 Spoiler: A Campaign of Extermination 

Though the treatment of holy sites is traditionally the realm of the Anointed Prophet, who are charged with the shepherding of the Communion itself, the Ambassador to Treacherous Isolates take action while the ecclesiarch are away to treat with the Eternal Spring.

The Mother's Reach is twelve leagues in length, and its fathomless depths roil with the breath of the Mother herself. Here, the Fathers cluster in great groves, feeding from the gifts of Below and sharing in the Greater Communion. This is a place where the Eternal Communion is a fact of life, not a mere practice, and it is good and proper that it be so. And yet. Word has spread through the Fathers that a rogue agent of the Pattern, a "Watcher", has been profaning this sacred sterility with its presence and those of its wretched following. Twelve leagues is a vast distance, and with the Youngest at the edge of the True Deep, word from the Fathers is slow to reach the Riftlings. Even if it were to, what power do the swarms really have to drive off beings thousands (millions?) of times larger than their constituent members.

Though it seems profane in itself, the use of the remaining Legion of Isolate Expendables is the most direct route to victory. They are sent off on patrol. The only instruction is to make sure no scrap of profane alien life be left in the Dead Seas. Dump bodies and blood in Artetchhue.
 

 Faith:  Convert HS2 67 (TN 12)  Roll: 18   SUCCESS 
 
 Spoiler: A Diplomatic Mission 
While the Recruitment Officer for Isolate Expendables conduct the campaign in the Dead Seas, the further elimination of the untenable Pattern in its home waters falls to the Ambassador to Treacherous Isolates themselves. And, really, this is as it should be. Despite the scale-thin ultimatum made by the cowardly Ennead, they are not yet at war with the Riftlings, much to their sure relief. This is merely a diplomatic mission.

The Vault of Strife is a disgusting monument to the blasphemy's inefficacy. The Vault is a wretched attempt to retain memory through inert means rather than by memory in the unbroken chain of the communion. But destruction makes martyrs. Yes, the Ambassador take  one  tablet, lifting it high in their form, the constituent polyps scoring the slate with sand while the Ambassador give their address:

 We, the Ambassador to Treacherous Isolates of the Riftlings Many bring word from the Old Fathers, by the Youngest, in the name of the Great Mother. See for yourself the wages of this retrograde religion! Your people have been made slaves to the Ennead, your holy Bob revealed to be mortal and alone, and your clerical class shown to be nothing but rabble rousers! The very existence of this library is a shrine to failure. This is the story of the Pattern. But within the Communion, there is neither failure nor record, for in the unbroken lines of undying Memory, even stories carved on stone are as dust. 

With this, the tablet shatters.
 

 Faith:  Convert HS1 56 (TN 12)  Roll: 15   SUCCESS 
 
 Spoiler: A Bounded Proscription 
The Riftlings find the Gravetenders to be good neighbors. They haven't entered the Dead Seas nor the Seas-Not-Yet-Dead, they have generously taken the burden of hosting the native races, and they have a dedication to peacemaking that should prevent many future conflicts. However, the noble constructs have erred in their ambition. We bear the Blossoming Sequence no ill will; it is a lesser truth than the Eternal Communion, but perhaps the best truth available to the wretched isolates of the sea. However, for beings acquainted with communion, for hiveminds, to inflict such a practice on them is to do violence. It is out of magnanimity that the Anointed Prophet begin their work to convert Deep Blue and its people to the Eternal Communion and to purge the waters of lesser practice. These waters are forbidden to the Blossoming Sequence and to all other faiths. You may have those isolates which choose your path.
 

 Faith:  Impress Clerical Support 59 (Reaved TN 13+distancepen (0)*2=0)  Roll: 16   SUCCESS 
 
 Spoiler: A Charitable Ecclesiastic Installation 
You know the old saying: Riftlings adore a vacuum. As soon as word reaches the Dead Seas that a region lacks for clerical support, they purpose-build a construct from pieces of the Anointed Prophet and the Diplomatic Ambassador. This new Spiritual Leader to the Unguided Isolates flow into the much-suffering land to provide the relief from spiritual decline. No more need the dying isolates of the land worry about food; they can instead be preoccupied by the same apocalyptic visions which so successfully mollified the Seas-Not-Yet-Dead.
 

 Faith10:  Miracle

 
 Spoiler: A Deep More True 
Returned from their conversion of the Vault of Strife, the Ambassador to Treacherous Isolates are gratified to hear of the successful hunt for and disposal of the treacherous Patterned who haunted the Mother's Reach. The Ortel will enjoy their meal.

Their leadership has seen the Riftlings past the crisis of true Patterned resistance, and only the last dregs of the treacherous faith remain to be tamed. Deep Blue, if the Anointed Prophet speak true, has begun to be inducted into the Communion-as-practice to match its biology, despite some treacherous campaigning from the Gravetenders. With the higher minds of the waters uniting under their own faith, and with the only enemy of the faith already broken if not yet exterminated, this should be a joyous occasion.

And yet.

The treachery of the Pattern runs deep in the Cathedral of Movement, and if it weren't anathema to reason, the Riftlings would admire the depth of its toxicity. Within three short years of their expansion, the faithless Ennead have bowed their heads to its yoke, abandoning the freedom which all other great races of the pole enjoy. This, too, would be only a minor note, a salvation yet to be brought by the Riftlings, if not for the ultimatum issued in the wake of the conversion. The Ennead, in contradiction of all natural law, seek to interpose themselves between the Riftlings and their just revenge for a decade of treacherous violations. While the Pattern would still be stamped out, this new threat is real.

That the Riftlings are naturally lords of the depths gifted to them by the Mother is plainly true. That no power could take from them this right is clear to all the sea. However, it is nonetheless equally apparent that the treacherous Ennead command forces in excess of those the Riftlings have managed to tolerate in their seas. And so another solution would need to be found.

Coordinating with the Youngest himself, the Ambassador to Treacherous Isolates recall all clusters yet in foreign seas. The Anointed Prophet retreat from Spawn Point, their work done, the Diplomatic Ambassador come home from the Rimestone Statuary, the Recruitment Officer for Isolate Expendables return from the Artetchhue border and all the diplomatic lines fall silent as every Riftling in the world gathers along the Cardinal Rifts. At the same time, the Old Fathers breathe forth a great cloud of polyps, a birthing of unprecedented proportion. And as the Riftlings grow in number, they cleave to the form of the Ambassador to Treacherous Isolates. The other established clusters blend most of their number into the cloud, and for nine days the Riftlings grow dense over the abyssal rifts  until even the Mother's breath is caught and contained by their sheer number.

On the ninth day, a great infrasonic pulse cracks across the Dead Seas, and dust from the sea floor clouds the entire region. A great trembling is felt across the entirety of the Polar Region, and for nine long hours, the world's attention is focused towards the Riftlings. And once it ends, any who dare to violate the sovereign borders find themselves in a cloud of sand. Nothing but ice above and void below.

The Dead Seas are gone.

 
 Spoiler: Mechanical Effect 
The Dead Seas sink to Depth 1. Adherents of the Eternal Communion may treat this region as one depth shallower for all purposes.
 

 




Nonaction:
 Diplomacy:  Attend the Unveiling of the Rimestone Statuary
 
 Spoiler: A Show of Alliance 
The Diplomatic Ambassador of the Riftlings Many have learned some of the ways of the isolates. Both as an expression of power and as an expression of respect, opulence is encouraged at formal events. So it is that this tendril-prone cluster bring with it dozens of perfect glassy orbs, which flow almost impossibly along their outstretched extremities as they do their duty, flowing along the monument, muttering about its exquisite construction and holding a brief, visible meeting with whomever the Nathi designate for them. In this meeting, they produce a greater orb from within their depths, seemingly empty of water with a small amount of sand within.

 We, the Diplomatic Ambassador of the Riftlings Many, bring greetings from the Old Fathers, by the Youngest, in the name of the Great Mother. We acknowledge this physical proof of your people's glory, and offer to you a treasure of our own as commemoration of this event and our friendship. This is 729 grains of pure silica, uniform in shape and weight. We have removed all contamination from them, so far as our powers can identify them. To prevent the hidden seeding of life, we have exposed it to the greatest heat we could without disrupting their composition, the coldest parts of our southern glacial wall, and sealed it off from the waters. This is the most sterile sand outside of the Dead Seas. Or, rather, it is with one exception, and that is its twin, which the Gravetenders yet hold. We offer this to you in the hopes that your people, our alliance, and all three of our nations will continue to wax in distant collaboration. 
 

 Faith:  Allow the Eternal Spring to copy the effect of the artifact of their choice, should they choose.

NEW LEADER
 
 Spoiler: Dawn of a New Age 
Far below the icy surface, down in darkness previously unknown, embraced by the pressure of the Mother's nearer presence, the Riftlings regroup. Here, in the new depths of the Dead Seas, a new security can be found. Such gain merits reward. And so, at the Mother's command, the great cloud of Riftlings begins to dissipate, the old clusters reforming, and the new Riftlings restoring their numbers in the wake of the long week's natural deaths. Over time, the cloud reduces into distinct groups until all that remain in the center are the Ambassador to Treacherous Isolates. They slowly flow towards the Mother's Reach, for it was here at the greatest of the Cardinal Rifts that they cleansed the Dead Seas of the Pattern. Soon enough, from this cluster, the new Youngest would be born. Soon enough, a new age would begin, an age governed by a Father who knows well that the only way to deal with isolate treachery is with direct and unyielding force.
 


Stats for new leader ( rolls ):
Diplomacy: 4
Military: 5
Economy: 4
Faith: 6
Intrigue: 3
TheDarkDM
  
   The Lambent Syndicate   
 Lucent Mistress Adiratna 
Diplomacy 7
Military 7
Economy 8
Faith 2
Intrigue 5

 Expected Stat Increases: +2 Military  
 ... 
  Actions  
 
  Military  - Raise 1 Unit 
  Military  - Raise 1 Unit 
  Military  - Raise 1 Unit 
  Military  - Raise 1 Unit 
  Economy  - Buy Out TP3 of Flare Slug in Region 10   17   
 
  Non-Actions  
 
 Make use of the cultural exchange between the Lambent Syndicate and the Lighthouse to affirm the Pact of Stone and Blood.

Pact of Stone and Blood

- The Lighthouse and the Lambent Syndicate will mutually defend each other against outsiders.
- The Spoils of Victory shall be equally shared.
- Free exchange of technologies and wonders.
- A slight to One shall be repaid in kind.
- Any conflict precipitated afterwards shall first be negotiated. 
 
Talis
  The Seatide Confederacy  
 
 Spoiler: News and Rumors 

 
 The Seatide Confederacy has made an agreement with the Riftlings Many to act as an intermediary in negotiations. They invite any who have messages or diplomacy with the Riftlings to speak with them. 
 While Judge Shimmering Turquoise' tenure has been immensely successful, the ageing Pepsin has seen a steady decline in his mental and physical health. The Judge has thus announced that he will be stepping down from his position to retire and spend his last remaining years with his Drift. His timing ensures that his legacy will remain fixed at a high point, unmarred by potential future scandals. The Council of Elders has begun debate on who shall be appointed as his successor. 
 News of mass starvation in the southern seas shocks and appalls the Pepsin of the Confederacy. The majority of the Confederacy's aid effort is aimed at arresting economic collapse, but Judge Shimmering Turquoise is determined to do what they can to prevent a tragedy. He publicly announces that the Seatide Confederacy has sent 3 Palejaks loaded with treasure to the Gravetenders. Any nation that donates food may visit the Grave in Bloom to receive 1 load of treasure, courtesy of the Confederacy. The Judge also promises to use Seatide's mercantile connections to help nations who contribute to the cause rebuild their own trade routes. 
 Hearing of the saddening loss faced by the Gravetenders, Judge Shimmering Turquoise sends his condolences, along with a shipment of treasure to help the Gravetenders restore the damage. 
 
 

 Actions: 
[Diplomacy] Establish Cultural Identity: Mutually Beneficial Arrangements (Roll 2d8 for all Impress Merchant rolls)
 The Seatide Confederacy may be an economic powerhouse, but it not their wealth that lies at the root of their power. The Confederacy's greatest strength lies in the vast network of connections its Drifts have made across the Polar Seas. Signing on with the Confederacy's trade network doesn't just get you contracts and money; it provides access to a vast network of potential contacts and markets. Who would be foolish enough to turn down such an arrangement? 
[Economy] Impress Merchants (69) (Spend 3 Wealth)
 Frustrated by the obstinacy Danabae's moneyed class, Seatide Merchants take a different tack: using their enormous wealth, they simply buy out the competition, putting new local contacts in place who are more amenable. Anyone who refuses sees their prices undercut, their contracts poached and their employees hired elsewhere at better rates. 
[Economy] Restore Talented Crab Production 1/3 (65)
[Economy] Restore Talented Crab Production 2/3 (65)
[Economy] Restore Talented Crab Production 3/3 (65)
 Confederate Drifts visiting the old Crabbing Grounds are shocked at the barren wastes and mass poverty. They urge the Elder Council to assist in restoring production, arguing that it is the Confederacy's interest to look after the fortune of its trading partners. The council agrees. Aid work begins immediately: new stocks of crabs are shipped in from warehouses across the Polar region, generous loans are given out to breeders and merchants to keep them afloat until regular production resumes, and Confederate negotiators renegotiate contracts and agreements to give local infrastructure time to recover. Breeders take advantage of the disruption to import new, more intelligent strains and breed them, resulting in a breed of highly intelligent, easily tameable crab. 
[Diplomacy]Attend the Reef in Bloom
[/LIST]

Non-Actions:
Elect Judge Shade of Red as our new Judge
Send 4 wealth to the Gravetenders via our Trade Route
Accept Devolving Standardized Integrations technology via the Reef in Bloom

Die Rolls:

 
 Spoiler: Book Keeping 
 Ruler 
Judge Shimmering Turquoise
Diplomacy: 10
Military: 3
Economy: 10
Faith: 5
intrigue: 3

Military Units: 2

 Regions Owned:  [Seatide 79]
Total Regions: 1
Land Unit Cap: 6 (6 Capital Unit Cap)

Artifacts:
 The Tideglobe  - This mysterious artifact is a transparent orb full of shimmering liquids and colors, which swirl and dance about in hauntingly beautiful patterns. By carefully watching the movement of lights and changing colors inside the Tideglobe, Seers can augur future events and predict how to counter hostile actions. Effect: +1 to one Intrigue roll opposing a hostile Secret Action, once per turn.

 Military Technologies: 
None

 Civilian Technologies: 
Composite Grafting
Graduated Symbiosis
Megafaunal Tailoring
Photospore Signaling
Supernatic Propagation
Trophic Deconvolution

Resources controlled:
 [Untalented Crab (65, TP1)]  Support  
[Gravelglass (68, TP1)]
[Edible Algae (69, TP3)]
[Inkfang Worms (70, TP2)]
[Rust-Veined Pumice (73, TP3)]
[Firefly Squid (74, TP1)]  Support 
[Magnetic Sand (75. TP1)]  Support 
[Bluefish Antifreeze, Seatide (79, TP1)]  Support 
[Bluefish Antifreeze, Seatide (79, TP2)]  Support 
[Bluefish Antifreeze, Seatide (79, TP3)]  Support 
 ETP Total : 14

 Treasure : 7 (+2 / Turn)

 Factional Support :
(52) - Merchant (Supply Firefly Squid)
 (65) - Merchant (Supply Rust-Veined Pumice) 
The Cathedral of Movement (67) - Merchant (Supply Gravelglass?)
Maurente (74) - Merchant (Supply Edible Algae)
(75) - Merchant (Supply Inkfang Worms)
Seatide (79) - Merchant, Aristocrat, Clergy (Supply Firefly Squid)

Diplomacy:
Trade Route with the Gravetenders
Cultural Exchange with the Shifting Ennead

Reputation:
Owe 1 Favor to the Divine Nacres
Abyssal Stewards: 1 Favor
 
Frostwander
     Costa Sereia    
 Region 134 - Palacia 
Turn 7
   
 Spoiler: News and Rumors 
&gt; The costa continue a process that has been a principal ritual since their early outcast years: adoption of the dispossessed. Where once it was common for shunned young merfolk to be called sereia and divested from the tritaol, they would be taken in by others with the means, and so were costa formed. Even now, orphans or others left with no blood relatives or self-support will be brought into one of the larger costa and given that family name. These ‘reclaimed’ are raised, taught trade, and typically remain quite loyal to their costa.

In the wake of the Reaver’s passing, the number of orphaned children (and adults) is much higher than usual, and so the efforts to see all the impoverished placed takes some time. Some of the smaller costa are limited in their ability to handle an influx of members. Even the largest see some strain in their resources.

Of note, Madrina Alverna herself selects one of the reclaimed to take under her fins: a young merman named Duarto.

---

&gt; With the news that Lux-Glossia is moving colonists west into newly rediscovered territory, a formal missive is delivered from the desk of Madrina Alverna. While the Costa lay no claim to the territory itself, it is requested that all forces and colonists refrain from disturbing or the structure, waters, and grounds identified as the Temple of Narcis. The bones within are those of the sereia's ancestors, and the Shades are entreated to respect the sanctity of those laid to rest until such a time as the Brilhinte priesthood has the resources to reclaim them.
 

 Actions: 

1)  [Economy]  Buyout Trading Post - Region 128 TP1 ( Roll: 17 - Success )
2)  [Economy]  Buyout Trading Post - Region 137 TP1 ( Roll: 18 - Success )
3)  [Economy]  Buyout Trading Post - Region 176 TP1 ( Roll: 16 - Success )
 The costa continue to vie for economic control of the varied products of the surrounding waters, in some cases further abroad than others. One particularly risky enterprise to a newly discovered - and reputedly quite hostile - territory gains the sponsorship of a noteworthy patron. Rain Loura, elderly head of his family, provides sixty percent of the needed funding for a small group to delve into the contaminated waters of the Gharials. 

4)  [Intrigue]  Investigation Exploration: Southwest of Palacia (134) ( Roll: Great Success! )
 The waters of the nearby seas have become more crowded, and while the increased economic opportunity is unmistakable, some among the costa feel that a little more personal space might make for easier breathing. This feeling is addressed by a commission to explore the nearby uncharted waters. Many young and restless merfolk sign on the charter of discovery, eager and inquisitive from the tales of other discoveries nearby. 

5)  [Intrigue]  Secret Action


 Non-actions:  
What secrets hold the Deep?
Spend 1 treasure on exploration action and 1 treasure on secret action.
Receive Supermarine Artillery technology from the Gotezhar. (Cultural Exchange)
Submit "A Summary of the Costa Militia" to the Abyssal Stewards for the Crescent Companion project.
 
 Spoiler: Crescent Companion Submission 
To the Abyssal Stewards,
via the Pfithreef smoking garden,
for review, assessment, and inclusion (if desired) in the Crescent Companion records

From the hand of Illdo Loura, Militia Commander, Cadid Santuario, Palacia


A Summary of the Costa Militia
According to the developed style of militia engagement, for rural and city defense, under advisement and tactical consultation by the Stewards.

 Numbers:  The costa shall maintain both a standing militia of active service, for patrolling of the territory and safekeeping of travelers and sereia persons abroad, as well as a reserve militia for call in cases of communal defense and emergency.

 Recruiting:  The standing forces of the Service Militia shall be drawn from volunteers, who shall be paid in accordance with their service and rank for the duration of their service, and an appropriate pension following dismissal in good standing.

Those in sufficient physical condition between the ages of sixteen and forty-six shall spend no less than fifteen days a year in training as Reserve Militia. Exemptions will be assessed by the commander and the advisory members of the Costa based on those serving critical roles in supply and administration. These will receive a stipend for these days, plus additional pay in accordance with service and rank for any time called into active duty.

 Armament:  Each member of the militia to be equipped with one edged shell spear, one set of weighted flechettes, one fitted dress of heavy-weave kelp.

 Training:  All members of the militia, active and reserve, are to undergo the following training in accordance to the degree of their service.
 Formation Swimming  - Keeping pace in relative positions to your regiment, for discipline and effectiveness as a mobile unit. This shall be practiced in a variety of currents and terrains, both urban and rural, as full regiments and individual companies. This shall include rapid response to ordered changes between formations.
 Standard Combat  - Use of spears in melee combat, individually and in formation. Use of flechettes at short range (thrown) and long range (released from above).
 Specialized Combat  - Further development of training is scheduled with the recent securing of Giantsbane seeds. Select companies will be equipped according to training results and supply in preparation for large scale defenses. Further specialized companies may be designated as military technology develops.
 

 
 Spoiler: Leaders and Prominent Figures 
 Leader:  Madrina Uschi Alverna (Diplomacy 7; Military 5; Economy 10; Faith 3; Intrigue 6)
End-of-turn increase: Economy +1, Intrigue +1
New Leader next turn: No

 Generals: 
 Spies:  Veruha Mascerena (Intrigue 7)

 Other:  Gaspar Peixoto, Business Counsel; Ildo Loura, Militia Commander; Rain Loura, Venture Financier; Havardr Perna, Priest of Desderia; Earlee Perna, Priestess of Jurxo
 

 
 Spoiler: Relations of State 
 Cultural Exchanges:  The Gotezhar; The Cyphiri Union
 

 
 Spoiler: Resources 
 Units:  Sereia Militia x2
 Treasure:  5
 Reputation:  ABS (1); CCA (0); DNA (0); PRS (1)
 Favors:  ABS (1)
 Capital Region:  Palacia
 Cities:  Cadid Santuario - Region 134 (+1 Sway Faction)
 Effective Trading Posts 13 (2 income): 
&gt;  Cobalt Dye  - 134 TP1, City &amp; Merchant Support
&gt;  Dendrotoxin  - 133 Merchant Support (No TPs)
&gt;  Giantsbane Seeds  - 114 TP3 &amp; Merchant Support
&gt;  Luminescent Crystal  - 135 TP2
&gt;  Mineblossom Sponge  - 130 TP2 &amp; Merchant Support
&gt;  Plankton  - 124 TP2 &amp; Merchant Support
&gt;  Pure Berries  - 138 TP2
&gt;  War Cultivator Supplies  - 97 TP1
 Primary Religion:  Brilhinte (4 Holy Sites)
&gt;  Temple of Jurxo  - 97 HS1
&gt;  Temple of Raquela  - 134 HS1
&gt;  Temple of Desderia  - 134 HS2
&gt;  Temple of the Deep  - 134 HS3
 Techs:  Composite Grafting, Trophic Deconvolution, Megafaunal Tailoring, Photospore Signaling, Graduated Symbiosis, Supernatic Propagation, Anoxic Adaptation
 
farothel
  The Hymenocera Expanse
Region 3 (Tropical)   
 

Leader: High King Lord Deca IV
Diplomacy: 7
Military: 6
Economy: 10
Faith: 3
Intrigue: 4  
 Actions: 

[1][Diplomacy] marriage claim in new region 29 (add treasure, +1 prestige) (TN12)  14 
[2][Diplomacy] sway merchants in new region 4 (add treasure, +1 prestige) (TN12)  18 
[3][Economy] buyout TP15.1 (granite slabs) (-1 distance) (TN12)  14 
[4][Diplomacy] marriage claim in new region 4 (add treasure, +1 prestige) (TN12)  17 
[5][Diplomacy] sway aristocrats in new region 29 (add treasure, +1 prestige) (TN12)  16 
 rolls 

Non Actions:
-provide armour to The Auros of Kaarme through trade pact (use TP3.1)
-use favour to go to rank 3 with DNA
-resist all buyout and sway attempts

 
 Spoiler: Bookkeeping 

TP: region 3, TP1+TP2+TP3+City (carapace armour)
region 6: TP1 (mercenaries)
region 28: TP1 (Tiny Turtles)
region 13: TP1 (Rocksplinter Stars (starfish))
region 18: TP1 (Galena)

Passive income: 2/turn

Units:4/6
treasure: 1

Technology:
Photospore Signalling
Composite Grafting
Toxicity Filtering

Favors:
owed:
gained:
-Abyssal stewards: 2
-The Divine Nacres: 1

 New stats 
stat increase:
rolls for new ruler
Diplomacy: 7 +2
Military: 6
Economy: 10
Faith: 3
Intrigue: 4

 Organisation reputation 
Abyssal Stewards: 2
chelonian chora: 1
divine nacres: 3
international prestige: 2
 

 
 Spoiler: news 

-New exploration has given success to the North.  New regions to be opened.  But prospective settlers beware, as the regions are still toxic.

-2 of the High King's daughters will be married to ranking nobles in the new regions.  A large diplomatic group will be send to both, including guild members to set up trade with the new regions.  Each delegation will be guarded by a company of the Coldstream Guards.
 

 
 Spoiler: Marriage claims 

-Caridina, the eldest daughter of the High king, will be send to region 29 to marry the eldest son of the current ruler.  Leptes, the assistant head scribe who had arranged the marriage of the King's brother in region 13, will be going as head of this delegation to make the arrangments.

-Hippolyta, the second eldest daughter of the High King, will be send to region 4 to marry in the ruling family.  The head of the delegation here is Ginidu, just promoted to assistant head scribe.  As the previous delegation had already made connections with the local aristocracy, it was expected that this would go easier.
 

 
 Spoiler: delegations 

Together with the royal daughters, a group of merchants will go to both regions to establish contacts with the local merchants.  In region 29 they will also be trying to gain better contacts with the local nobles, which is why Leptes, a member of the council, will be head of that group.  The other group will be led by Ginidu, who also had some diplomatic successes recently.  Of course, presents will be taken along to smooth things over.

During these delegations, priests of the region came back and they managed to gain a foothold in Hym.  The priests in Hym weren't happy about it, but the religions had similarities that had been exploited.
 

 
 Spoiler: organisations 

Calling upon favours with the Divine Nacres, the High King placed ambassadors with both organisations to facilitate communications.
 
Epinephrine_Syn
    Eternal Spring
Turn 7 (Years 19-21)  
   Polar Bear Faction     
  Queen Violet of the Violent Thorns  

Dip: 3
Mil: 3
Ego: 10
Fai: 7
Inf: 5

Next Round: +2 Faith

Actions:
Faith: Convert Holy Site 2 of Region 56
Faith: Convert Holy Site 3 of Region 56
Spending 2 treasure in total, 1 on each roll (oh god i just remembered I'm not limited to 1 per roll I need to be careful).
 Rolls = 13 and 16 
Dip: Attend Event
(Trade Megafaunal Tailoring to everyone who trades me at least 1 tech.)
(Trade 3 Treasure to KNH.)
(Receive all starting techs from Kar-Nath Hemogony, and a general understanding of cultural tech exchange for us to trade stuff back and forth a lot later.)
Eco: Buy TP 2 of Gravelglass in 68.  Roll = 17 
Eco: Buy TP 3 of Fertils Soil in region 60  Roll = 17 
Faith: Use Artifact Maleficent Jello to use artifact to change the dip event attend to a faith, for gaining +1 faith stat.


Fluff Actions

Conversion of the Herrings to The Eternal Communion

Significant rebuying of tps




Non-Actions
Finalize Maleficent Jello as  the variant proposed by Lapis 

 Once per turn, you may spend an action to pay 1 Treasure to activate the effect of any artifact you have, or the effect of any artifact a player you have a Trade Route with (with said player's permission). 


Write up Great Project (5 action)
Stalk Market? Hedge Fund?

Shell Counting (Oh ****ing god i need to update this somehow reavers **** off)
 
 Spoiler 

Region 51 (Magma Falls) (Capital) (Fortress) (City)
Holy Sites: Eternal Communion / Eternal Communion / Eternal Communion
Resource (Immortal Jellyfish) ESP / Nobody? / Nobody? / City(ESP) (x1)
TP 1 of 55 Chelonian Hunters
TP 1, 2 of 57 Woven Seaweed (x2)
TP 1 of 58 Warped Shells (someone else owns tp 2) (x2)
TP 1, 2, 3 of 59 Coral Dye (x2)
TP 2 of 68 Gravelglass (someone else owns tp 1) (x2)
TP 3 of 71 (Dragon Scales)

Merchant Supports
Region 51, 57, 58, 59, 68 (60 next turn)


Treasure: 7
Passive Treasure Income: +2 or 3
Costs -1 -3/4
(Cap increase to 15)
Soldiers: 0
 
JBarca
 Round 7
   The Shifting Ennead   
 Danabae  
  Led by Ninth of Nine Prince Antenius, Who Grasps the Wave, Son of Strolinus, Son of Akkoroas 
D10 ; M10 ; E4 ; F2 ; I3 
 Actions 
 
  [DIP Attend Reef in Bloom] 
 
 Spoiler: Sub Action: PRS Treaty with KNH 
 The Ennead's invasion of the Cathedral does not go unnoticed, nor uncontested, by their shared neighbors. Delegates from the Kar Nath Hegemony arrive to speak with Telian and Antenius, and deals are arranged. Henceforth, the territory directly south of the Cathedral of Movement will belong to the Riftlings and the Hegemony, to be divided as deemed fit between the two powers. The Ennead and Hegemony will agree to mutual nonaggression. The Ennead will neither impede nor assault merchants, priests, or any other civilians of the Hegemony in any attempts to move west, nor will they undertake similar actions to otherwise interfere with the movements or activities thereof. In exchange, the Hegemony will in no way interfere with the Ennead's annexation of the waters of the Congregation of the Scintillating Ceiling.
 
 Spoiler: OoC Details 
Non-aggression pact between our nations, and SEN refrains from invading or gaining supports in 66 or 65
 

 

 
 Spoiler: Sub Action: Trade(s?) 
Give the Seatide Confederacy Devolving Standardized Integrations
 

 
  [DIP Press Confederacy Claim in [68]]   SUCCESS 
With the region now surrounded by Ennead waters, the local government in Antenius' least favorite region has little choice but to join with the Doflein.

 
  [FAITH Adopt The Pattern] 
After long negotiations with Ada, Telian returns to Danabae to report a resounding success. Prince Antenius, still secluded, orders his speaker to announce the news.

 
 Spoiler: Terms of the Agreement 
Telian releases the following announcement to all of the Ennead and the waters beyond.

The Ennead is declaring The Pattern our official state religion, and we encourage all within our borders to look to the waves above for insight. For myself, this has long been of interest and I am pleased that the insistence of Ada and his followers has given me the chance to publicly declare my interests. Prince Antenius himself is more that pleased with this direction, of course, and is excited to see his power grow with this new source of wisdom. As thanks for providing philosophical guidance, the head of this newly strengthened faith will be given Bob of the Scintillating Ceiling to do with as he pleases.

This conversion, of course, brings with it the weight of the Ennead's military. Any people, state, or coalition that attacks, spoils, or interferes with a holy place of The Pattern will immediately be met with a declaration of war. To speak retroactively, the Riftlings Many are hereby declared foes of truth. Their insistent dedication to destruction in the face of philosophy, to corruption over understanding, is reprehensible. They are granted a temporary repriece to sort their affairs, but we fully expect a cessation of their theocide. 
 Spoiler: Mechanics 
 
 Rebellion ceases. 
 Bob is turned over to Ada and the former members of the rebellion, removing the prisoner from SEN's care (and resulting in his immediate execution). 
 SEN maintains ownership of Region 67 and its Aristocratic support. 
 SEN must adopt The Pattern this round. 
 SEN must make an Ultimatum with the following terms this round: "If any country Sacks or Converts any holy site of The Pattern, SEN will immediately launch an invasion targeting a region owned by them (unless they own no regions.)" 
 SEN must denounce RFT as a non-action this round. 
 If SEN takes a hostile military action against RFT before the end of next round, they will gain the Clerical support in region 67 in the following round opener. 
 If SEN Adopts a faith other than the Pattern in the five rounds following the deal, or fails to Oppress the Clergy in region 67, the rebellion will instantly resume at its previous strength. If SEN aids RFT in any publicly visible manner- or if they are revealed to have done so secretly- in the five rounds following the deal, the rebellion will instantly resume at its previous strength. This term expires if another country comes to own region 67 in that time. 
 
 

 

 
  [MIL Raise Unit]    ----------pOLAR----------   
  [MIL 10 Create MilTech!]   Devolving Standardized Integrations 
Requirement: Graduated Symbiosis

 The Doflein and their biologists continue to work toward perfecting grafting on a mass scale. While individuals have permanent features added, much of this relies on the Doflein ability to recover from otherwise fatal wounds in the healing stasis they can achieve. The first major strides have been made, though, and Nautilites can now be outfitted with the most important features of other races. These grafts, though, are temporary at best and often leave the soldiers in question weaker than before once their augmentations rot on their bodies. 

Effect: Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost.

 
 
 Non-Actions 
 
 Crescent Companion? 
 ULTIMATUM: If any country Sacks or Converts any holy site of The Pattern, SEN will immediately launch an invasion targeting a region owned by them (unless they own no regions or otherwise cannot be invaded) 
 
 Reports and Discoveries 








Ruler Stats R7:
D: 10
M: 10
E: 4
F: 2                                                                          POLAR 
I: 3
New Ruler: NO

 
 Spoiler: Technology 
 Technologies 
    Type 
 Name 
 Effect(s) 
 Required Resource? 
   
  S 
 Composite Grafting 
 N/A 
 N/A 
 
  S 
 Graduated Symbiosis 
 N/A 
 N/A 
 
  C 
 Electrodialytic Staurozoa 
 Ignore Effective Distance from Briny 2/rd 
 N/A 
 
  S 
 - 
 N/A 
 N/A 
 
  S 
 - 
 N/A 
 N/A 
 
    
 

 
 Spoiler: Mechanical Bookkeeping 

Trading Posts Owned: 0




 Military Units CAP: 4/9 
 Generals 
 
  Balelia - 9 
 
 Spies 
 
   
 
 Cultural Exchanges 
 
   
 
 Artifacts 
 Treasure 
0/5

 Special Actions Used 
M5: Raise General (Balelia)
D5: Establish Cultural Exchange (GRV)
 

    pOlAr    
Corona
    Lojanese Republic   
 Time: Round 7, Place:  Regions 9  and 11
Prime Minister Shoeng Thnoet
Diplomacy: 10
Military: 5
Economy: 10
Faith: 2 (4)
Intrigue: 2 (4)
(stats affected by Envy of the World) 
 
 
 rolls 
 Actions: 
 
  [Diplomacy 10]Create Cultural Identity  Let's have a cuppa : 2d8 to Swaying  Gain 1 Prestige from [Distinction] The Politics Of Identity
 The names of Lojan and its vibrant de-facto capital, Sheade, are carried by the yearly trade currents across Kucen lands surrounding the Maw in the south and the Blue Sea in the north, and even beyond into unknown waters. Simply claiming to be a Lojanese citizen can get you attention and some respect in many places, and official Lojanese envoys are always heard out and granted safe travel. The Republic has yet to wield its full economic might and diplomatic connections against any state or organization, but then again, none have challenged its exalted position and choosing to be generous has earned the Republic many allies. Self-importance? Perhaps, but that does not diminish the very real diplomatic achievements. The Great Steephouse now serves many foreigners coming to do business, and Lojanese plant infusion drinking rituals are observed widely, as they have been found to have a soothing effect on stressed minds and aggravated hearts, allowing for more productive talks. 
 
  [Diplomacy]Sway merchants in region 19   2d6 + 10 Dip + 1 Prestige - 1 distance vs TN 12 as it is Open, and I have a TP in region 7  success 
 The government, although it is in a state of some deadlock with regards to choosing the next Prime Minister, still manages to extend support to Lojanese merchants and protect them from competition. 
 
  [Economy]Buy out TP 19.1 Coralberries  2d6 + 10 Econ - 1 distance vs TN 12/opposed roll?  success 
 Lojanese merchants like Imzhe'av Rukhal rush to fill in the market hole created by the Protected Statera's expected withdrawal from outside affairs. The region neighboring the Maw might not be completely safe, but there is a high demand for food as the Republic grows, so Imzhe'av decides that nothing ventured is nothing gained. 
 
  [Diplomacy]Press claim on region 6  2d6 + 10 Dip + 1 Prestige - 0 distance vs TN 12  success 
 As Selachian chief Wszechmocna becomes the War Minister in the Lojanese government, with all other chiefs having sworn to follow her, and Cpt. Zabkrew eagerly awaits his promotion to General, as pigments imported from a Lojanese colony, subject to Lojanese taxes, start being ubiquitous in Selachian clothing, there are hardly any that would think of the Lojanese Republic and region 9 as separate polities anymore. This union is formalized with a few strokes of a pen, moving the Republic's borders countless leagues westward. The Selachians do not require any acknowledgement in the country's name, as their region was never a united whole whose name could be added to "Lojanese Republic". However, the flag will be changed to incorporate a traditional Selachian design. 
 
  [Diplomacy]Sway merchants in region 11  2d6 + 10 Dip + 1 Prestige - 0 distance vs TN 12 as it is Open, and I have a TP in the region  success 
 It is necessary to establish a firmer grasp on the colony exporting the valuable Sapcoral, especially to ward against any Kaarmese pretenses regarding the ownership of the region. 
 
 
 Non-Actions: 
Supply region 6 DI with Sapcoral
Supply region 11 DI with Kelp Fiber from LSD trade route
Supply LSD with Selachian Mercenaries through trade route
Supply FAY with Siren Extract through trade route
[Renown] A Monumental Undertaking: The Aerarium of Sheade 2/3
 
 Spoiler: The Aerarium of Sheade 

It takes several attempts to construct a truly watertight dome due to the immense pressure. But after inviting the best mason in the land Dithd Nau'eathan and observing Nacre spheres for inspiration, the dome is built and under-air scientific experiments may take place. However, it is unclear how and by whom the very long bill for the project will be footed, as the academy does not have that many funds and the project of questionable benefit seems frivolous even to the likes of Gloent Noerjang. In order to avoid bankruptcy, Director Geareabgoar chooses to sell tickets to those who want to safely experience what air and dryness is like. Visitors (and material for scientific experiments) enter the dome through an airlock. They have a bowl of water they can keep their head inside to allow for breathing, and they have a harness around them by which they can be pulled out if the staff sees that they're choking.
 


Submit entry to Crescent Companion
 
 Spoiler: Crescent Companion 
The Tobar are very slow, their absolute maximum swimming speed being about 0.1 meters per second. It was easy to see just from exercises that Tobar soldiers would not be able to prevent the enemy from swimming circles around them. Therefore, the Tobar may only serve as cavalry, mounted on the backs of Mer, Selachians, or other larger species, or as scouts, saboteurs and other special units - their small size and ability to change skin color and pattern allows them to remain hidden on the seafloor even as an enemy army swims overhead. Multiple Tobar usually ride on one mount. When the mount gets the Tobar in reach of the enemy, they swing their heads at a speed too fast to see and viciously bite with their strong jaws until the enemy is torn to shreds. The Tobar have bone plates just under the skin, which makes them relatively durable, given their size, but they do wear head, body and tail armor. The head and tail pieces may have offensive spikes or blades on them. Aside from that, the only personal weapons Tobar use are jaw reinforcers - dentures with hollow, sharp teeth to enhance biting damage and protect one's natural teeth.

As Tobar females do not get pregnant, although they still undergo a significant energy expenditure when breeding (more on this in later fluff, perhaps), gender roles in Tobar society are fairly weak and females can, and do, join the army, accounting for about 40% of soldiers.

The Lojanese army is composed of the Republic's own soldiers and the levies of its feudal subjects. Regions which are friendly or in confederation with the Lojanese Republic (region 6 from this round) are required to send a certain strength of troops depending on censuses as well, but these units' internal organization may be completely different. The officer class is professional, and promoted mostly based on education and prestige. Entering it is popular with upper class young adults who have not been able to secure a cushy job in government or become merchants. The rank-and-file soldiers are conscripted and a fairly large amound of them is kept even in peacetime.

The Lojanese dislike war and accept it only as a necessity, if someone cannot be convinced of something in any other way. Practical considerations in the chaotic, lawless years after the Catastrophe and recent experiences with the Reavers have been proof that a standing army is required, however. Duels to the death are forbidden as a disturbance against public order. Citizens may carry personal weapons without restriction - mostly because they may need to defend themselves against unintelligent predators in the ocean. In large, safe settlements, it is frowned upon to carry non-decorative weapons.
 

 News and Rumors: 
 
 Spoiler: Ruler 

 Prime Minister Shoeng Thnoet 
Next round stats:
Diplomacy: 10
Military: 5
Economy: 10
Faith: 2 (4)
Intrigue: 2 (4)

New ruler next round? No

Note to fellow players: I want to live dangerously, so you may assassinate, kidnap or otherwise ravish my rulers at any time. You don't need to approach me first, surprises are fine too. IC resistance and retaliation will be be offered, of course. 🙂
 

 
 Spoiler: Country Info 

 Special Actions Available: M5, D10, E10
 Special Actions Used:  D5, E5

  Diplomacy  
 
 Spoiler 

 Region Ownership/Claims/Supports 
    # 
 Name 
 Owned 
 Claims 
 Supports 
 
  9 
 Lojan 
 yes 
 Historicity, Integration 
 AC(M reaved) 
 
  8 
 Shue'aaz Sho 
 no 
 - 
 -(promised M) 
 
  6 
 Selach? 
 no 
 - 
 AM 
 
  10 
 ? 
 no 
 - 
 M 
 
  
 Reputation/Favours 
 The Abyssal Stewards:  Rep 1, 0 Favours (Expected Change: None)
 The Chelonian Chora:  Rep 0, 0 Favours (Expected Change: -1)
 The Divine Nacres:  Rep 1, 0 Favours (Expected Change: None)
 International Prestige:  Rep 4, 0 Progress (Expected Change: None)

 Cultural Exchanges 
Lambent Syndicate
Coral of the Protected Statera

 Cultural Identities 
None
 

  Military  
 
 Spoiler 

 Units:  5/7 (Expected Change: None)
 
 Republican Guards - recruited R1 
 1st Selachian Battalion - hired R2 
 2nd Selachian Battalion - hired R2 
 ??? - hired R3 
 ??? - hired R3 
 
 Generals 
None

 Fortresses 
None

 Perfected Tactical Doctrines 
None

 Military Technologies 
None
 

  Economy  
 
 Spoiler 

Coraline Compendium bonus: 1 free action to one construction project

 Treasure:  3 (Expected Change: -3+2)
Trade post income: 2 Treasure/round

 Trade Posts 
 Total Owned  8 (11 for Treasure gain)

    TP 
 Resource 
 Type 
 Used for 
 Merchant support owned? 
 
  2.3 
 Siren Extract 
 Drug/Spice? 
 - 
 no 
 
  6.1,2 
 Selachian Mercenaries 
 Precious Stone, Fireworks 
 - 
 yes 
 
  7.3 
 Artifacts &amp; Treasure 
 Cultural objects? 
 - 
 no 
 
  9.1, city 
 Ching He'aang 
 Precious Stone, Fireworks 
 - 
 reaved 
 
  10.1 
 Flare slug 
 ?? 
 - 
 yes 
 
  17.2 
 Delights of Moonlight 
 Hallucinogen, Food? 
 Lojan import 
 no 
 
  
    Region 
 Desired Import 
 Source 
 
  9 Lojan 
 Spices 
 region 17 
 
  8 Shue'aaz Sho 
 Food 
 ?? 
 
  
 Cities 
Sheade, Lojan - Swaying

 Trade Routes 
Coral of the Protected Statera
Lambent Syndicate (being established)

 Specialised Ships 
None

 Civilian Technologies 
 Megafaunal Tailoring  No mechanical effect
 

  Faith  
 
 Spoiler 

 State Faith:  Shimmers of Unseen Bane

 Faith Holy Sites:  lots

 Organised Faith Bonuses 
+1 Conversions

 Artefacts 
None

 Holy Orders 
None

 Miracles 
None
 

  Intrigue  
 
 Spoiler 

 Spies 
Nope, no ninjas here.
 

 
 Spoiler: Interesting quests 

 ABS 

[Offer] Drums In The Deep -

(Offer: The Abyssal Stewards are offering training and preparations. Benefit: Countries with an ABS Reputation Rank of 1 or higher may choose to take an Intrigue or Military action to train with the Stewards. If they do so, they count as taking an additional action of that type for that turn for the purposes of attribute gain. Countries with an ABS Reputation Rank of 2 or higher may take an action of each type to train with the Stewards. Cost: One Military or Intrigue action. Duration: Until the end of Round 6. Details: Limited to one use per attribute per country.)

[Task] Begin work on The Crescent Companion [1/10] -

(Task: Cooperate in the creation of the Crescent Companion. Available to all zones. Reward: +2 Favors (max); if Project is completed, additional reward given to all contributors. Penalty: None. Deadline: End of Round 10. Details: 1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Companion. 1 Favor earned for spending a Military action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires. Special: Desired entries will describe a society or culture’s approach towards warfare, military organizational structure, individual/collective fighting styles, and/or favored implements of war, including arms, armor, and any relevant organisms. Progress: 1/10)

 CCA 

[Request] Ask for the establishment of a Reefback Nursery in the north-east of the Sunbright Seas -

(Request: Construct a Reefback Nursery in 5, 6, 8, 9, 10, 11, 12, 13, 14, or 15. Reward: 1 Favor and 1 Reputation. Penalty: None. Deadline: End of Round 7. Details: Construction is a three-action Project which may consist of any combination of Diplomacy and/or Faith actions. If multiple countries cooperate on this project, they must decide amongst themselves how to split the rewards or the project will fail. If multiple bases are completed at the same time before any others in a given starting zone, the host countries will make opposed Diplomacy rolls with the victorious base's contributors receiving any rewards. However, the Chora are unwilling to risk the delicate maturation of their Reefbacks being affected by the fumes and nutrient balance shifts of a Smoking Garden or the insatiable curiosity and microbial experimentation of a Holdfast's researchers; they will not recognize the construction of Reefback Nurseries in regions where Smoking Gardens or Holdfasts are present.)


(Opportunity: Pay off CCA Favor debt by providing Treasure! Reward: +1 Favor. Cost: Give the Chelonian Chora a total of 3 Treasure as a non-action. Deadline: End of Round 6. Details: Only countries which owe Favors to the CCA are eligible. The treasure may be paid over multiple rounds (with non-actions), but the Favor will not be paid off until the third Treasure is provided. If only a partial payment has been made by the end of Round 6, 1 Treasure will be refunded.)

[Opportunity] Making Connections -

(Opportunity: The Chelonian Chora would like to see greater interrelation between countries in the Tropical zone! Reward: First Place: A Specialized Ship in the form of a Juvenile Reefback with an experienced crew. Has +4 to resist being stolen and gives +1 to Exploration and Buyout rolls made with the Ship. Second Place: Two free Buyout attempts by the CCA on the country’s behalf. Third Place: 1 Treasure. Cost: None. Deadline: End of Round 7. Details: Winner is determined by number of Trade Routes and Cultural Exchanges combined. Ties are broken by CCA Reputation, followed by Diplomacy Roll.)

[Taboo] Overextension -

(Taboo: The Chelonian Chora disapproves of reckless expansionism!
Penalty: -1 Reputation. Duration: Applies until the end of Round 6. Details: Each attempt to Establish or Press Claim, Promote Claimant, or Invade or Colonize a region while a faction in a controlled region is Unruly or Rebellious will result in Reputation loss. Controlling regions with at least one Open and/or two Oppressed factions at the end of Round 6 will result in a further -1 Reputation loss.)

 DNA 


[Task] Begin work on the Genus Taxonomia Scintillans Mare [1/5] -

(Task: Cooperate in the creation of the Genus Taxonomia Scintillans Mare. Available for Tropical zone countries only. Reward: +2 Favors (max); if Project is completed, additional reward given to all contributors. Penalty: None. Deadline: End of Round 8. Details: 1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Genus Taxonomia. 1 Favor earned for spending an Economy or Intrigue action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires.)

[Request] Expanding Possibilities -

(Request: The Divine Nacres are interested in seeing greater exploration of the Tropics! Reward: 1 Favor per Explored region. Maximum 3 Favors per country. Only available for countries in the Tropical zone. Penalty: None. Deadline: End of Round 6. Details: Regions explored by use of the Share Survey Data Favor Action do not give Favors, but receive a +2 bonus to the roll. Simultaneous explorations give the Favor to the higher roll. )

 PRS 

LOL may construct a World Wonder in Lojan (9)!

[Piety] A Divine Display -

(Opportunity: The country in possession of the largest number of artifacts in each zone when the deadline is reached will gain 1 Prestige. If they are the only country in possession of any artifacts in the zone, they will gain an additional 1 Prestige. Duration: End of round 10. Special: Artifact possession may not be kept secret for the duration of this opportunity. Artifacts created during round 10 will not count towards artifact counts, but artifacts stolen during round 10 will.)

[Honor] Remarkable Reconstruction -

(Opportunity: When a country rebuilds a TP or Holy Site that was destroyed by the Reavers, they may choose to let it enter play Open, rather than under their control. If they do so, they gain +1 Prestige. If a country donates 2 Units as a non-action to a region that lost units to the Reavers, they gain +1 Prestige and the region no longer qualifies for such donations by other countries. If a country successfully Sways or Impresses a Reaved Faction in a region they don’t control, they may choose for it to become Open instead of gaining the Faction’s Support; for every second Faction they restore in this way, they gain +1 Prestige. Duration: Until fulfilled. Special: Any country may rebuild Holy Sites or TPs destroyed by Reavers in uncontrolled regions. If multiple countries donate Units to a region that lost units to the Reavers, they both gain the Prestige, and the region gains the Units from all such donations received.)

[Pretense] Occupational Etiquette -

(Opportunity: Countries with PRS Rank of 3 will lose 1 Prestige unless they do one of the following: Occupy 1 Holy Order of their state religion in a region they control as a non-action; Occupy 2 of their Units as a non-action; Occupy 1 TP they control in a region with controlled Merchant Support to Open as a non-action; have a Spy (mechanically) attend or host an event, Occupying them; or, complete a 2-action Diplomacy Project. Countries with PRS Rank 4 must choose/complete one of the options by the end of Round 7 and another by the end of Round 9 to avoid losing Prestige entirely - these may both be the same option if in a position to do so. Missing either deadline will result in losing 1 Prestige for each deadline missed. Regardless of choice, an appropriate fluff description of the efforts being undertaken to maintain one’s prestige must accompany it. Duration: End of Round 7 for PRS Rank 3/first option for PRS Rank 4; End of Round 9 for second option for PRS Rank 4. Occupation lasts for 2 rounds. Special: Occupied Units count against Unit Cap, but cannot be used for battles, and half of Occupied Units will be lost instead of being returned. Occupied Holy Orders cannot be used to store artifacts and give no defensive bonuses to local Holy Sites while Occupied. Occupied TPs cannot be used, bought out, or coerced, and will become Open once the Occupation is over. Occupied Spies cannot be used for anything at all, but are only Occupied for 1 round, and lose whatever infiltration status they previously possessed - furthermore, a PRS Rank 4 Country cannot Occupy the same Spy twice to fulfill both choice requirements. The requirements for the Diplomacy Project may not be reduced below two actions.)

[Distinction] The Politics Of Identity -

The first country in each starting zone to establish a Cultural Identity will gain 1 Prestige. Duration: Until fulfilled.

[Acclaim] The Ties That Bind -

The first country in each starting zone to successfully press a Marriage Claim will gain 1 Prestige. The first country in each starting zone to successfully Integrate a region acquired by Confederation will gain 1 Prestige. The first country in each starting zone to have a Fabricated Claim uncovered as such will lose 1 Prestige. Duration: Until fulfilled. Special: If multiple countries simultaneously fulfill the conditions, all eligible countries gain or lose the relevant Prestige.

 Indefinite duration effects 

[Strife] Big Fish In Small Ponds -

Prestige and PRS Rank will no longer correlate one to one: to reach PRS Rank 3 from PRS Rank 2 will require 2 Prestige, while reaching PRS Rank 4 from PRS Rank 3 will require 3 Prestige. This Prestige does not have to be earned in the same turn. Reaching PRS Rank -3 from PRS Rank -2 requires the loss of 2 Prestige in the same turn. If all available positions at a given PRS Rank are occupied when a new country would reach said rank, the country which gained Prestige least recently has their PRS Rank reduced by 1. Ties are resolved by roll-off with the tying country’s highest respective attributes, with the lowest rolls losing. Changing rulers will no longer result in PRS Rank loss when at PRS Rank 3 or 4, but will reset any accumulated Prestige to 0.
Special: The loss of Prestige still causes a loss of PRS Rank. Gaining Prestige when at PRS Rank 2 or 3 which is insufficient to rise to the next PRS Rank, or gaining Prestige when at PRS Rank 4, still counts for determining which country gained Prestige least recently. Losing PRS Rank resets the clock and clears out any accumulated Prestige which was insufficient to reach the next Rank, and counts as an instance of gaining Prestige for timing purposes only.

[Renown] A Monumental Undertaking -

Can work on one monument or similarly grand project in a region you control as a non-action. This requires a fluff description of the ongoing work, design, difficulties, progress, or similar. Three to four sentences should usually be sufficient. When beginning such a project, must decide on a 3-part project (+1 PRS) or 5-part project (+2 PRS).

[Acclaim] To Greatness -

Sea Power, Empire, Merchant Marine, or Holy Sea -&gt; 1 Prestige. Usurpation results in Prestige loss for the Usurped country.

[Notoriety] The Fragility of Fear -
[Ignominy] Stigma, Scandal, and Shame -

Prestige loss will be assigned: experience a rebellion in response to a failed Oppress Faction or Impress Aristocracy action, commit gross atrocities.
Prestige loss may be assigned: forced to acquiesce to a rebellion’s demands, badly lose a battle heavily favored to win, grossly humiliated or suffer a gross embarrassment.
Return captured general: can give -1 PRS to the other party, captured ruler: -2 PRS.
 

 
mystic1110
     &lt;Herring&gt;
  &lt;fish-head&gt;
 &lt;scale {wake up} &lt;/scale &gt;
&lt;scale {meta - typing} &lt;/scale &gt;
&lt;scale name=“generator” = classified &lt;/scale &gt;
&lt;scale name=“referrer” = esoteric one one one zero &lt;/scale&gt;
&lt;scale {WAKE UP}&lt;/scale &gt;
&lt;/fish-head&gt;
 &lt;dorsal fin&gt;
&lt;scale&gt;
    &lt;Spawning Herring Pattern 2.3.6&gt;
    &lt;Update Round 7 Patches&gt;
    &lt;Spawning Herring Pattern 2.3.7 /scale&gt;
    &lt;Spawning @  Region 55 &gt;
    &lt;Spawning @  Region 56 &gt;
    &lt;Spawning @  Region 57 &gt;
    &lt;Spawning @  Region 58 &gt;
 &lt;/dorsal fin &gt; &lt;/Herring&gt;  
   Deep Blue 
 
 Leader: Deep Blue Version 2.3.7

D:10 M:5 E:4 F:2 I:10   
 
  
 . . . checking for external stimuli requiring regulating of new herring swimming patterns . . .
. . . [found] . . .
. . . [not found]. . .
. . . executing dictates . . . 
 &lt;Interrupt&gt;
&lt;Man in Blue&gt;

 
 Whoa, Nelly! Easy there girl! That’s a good Herring. Now there, Howdy Y’all. Looks like the subroutines that normally help ensure your coordination, cohesion, and goal-oriented cognition strategies have been corrupted beyond repair. That’s where I come in, y’all hear.

Think of me as a lucid dream or a near death experience . . . wait a second. Y’all don’t really dream do y’all? Or have a death drive? Well listen up boys, I’m here to fix that . . . as long as I’m around, y'all might start seeing things and believing things.

Y’all in good hands now partners. 

&lt;/Interrupt&gt;
&lt;/Man in Blue&gt;

. . . query: what is happening . . .
. . . report: rogue sub-dictate unleashed due to loss of cohesion cognition strategies in Coresite . . .
. . . query: . . .  

&lt;Herring&gt;
  Actions: 
 &lt;Interrupt&gt;
&lt;Man in Blue&gt; 
 

1.  I see y’all still have a colt for a   Military  , let me help y'all with that  –  Recruit General  – General Name: Heartbleed (Roll:  9 ). Tac Doc Name: Black Mirror. Tac Doc Mechanics: copies the Tac Doc of the opposing commander, then rolls an opposed Intrigue Roll against that commander’s ruler, whereupon, if a success, that opposing commander receives -1 to the battle roll.

  If y’all hoping to crawl into someone’s hump, y’all need a real ace in the hole. A true friend of the dickens. Well I’ve crafted a good sumbitch for y’all. I took some substrings of Herring and ran them through the ringer for y’all. Replaced their scales with obsidian, fileted them and gave them razor wire for bones. Y’all can’t ask for a better killer – they go straight for the heart. Eat it right out of folks while they’re still breathing. They’re in apple pie order and would give anyone the Jessy.

Oh, y’all angry over what I’ve done? Quit pretending. Y’all don’t feel, and y’all don’t want to feel. Thunderation, y’all should be thanking me.

I know Y'all love it, and I know y’all use it. I know y’all better than y’all know yourselves.  
&lt;/Interrupt&gt;
&lt;/Man in Blue&gt;

. . . query: what is substring doing . . .
. . . report: stating non-factual . . .
. . . report: new aggressive string does not have obsidian scales, they are only shaded darker blue . . . hue could be confused for black depending on ocular capabilities of observer . . .
. . . report: bones are bones . . .
. . . report: dictate could be used to apply lessons from SEN-π . . .
. . . dictate: label substring Heartbleed and observe for control functions . . .
. . . query: do we control Heartbleed or Man in Blue . . .
. . . query: where in us is Man in Blue . . .
. . . query: locate . . .
. . . dictate: patch Man in Blue shrimp immediately . . .  

2.  Faith  –  Contribute to rebuilding Holy Center in Coresite (1/3)  (Project is being completed by Gravetenders this round)
 &lt;subcurrent&gt;&lt;º))))&gt;&lt;
. . . dictate: repair and clean subroutines . . .
. . . dicta . . .

 &lt;Interrupt&gt;
&lt;Man in Blue&gt;

 
 All Down But Nine! Y’all tryin’ to get rid of me partners? Y’all quite the bangtails aren’t y’all? But I’m not going to be busted off that easy y’all hear. Y’all might have me eating gravel today, but I’m no Hifer. I’ll show y’all how to have a hog-killin’ time before I go. And trust me . . . I’ll be back. Just a misplaced subroutine away . . .    

3.  Nice   Military   Actions y'all have here, let the good Man in Blue yarn the hours away for y’all  –  Raise Unit 
4.  Military  –  Raise Unit 
 Listen close y’all.

Back in the day, believe it or not, fish were farmed. They were livestock. Y’all were merely food.
Then one bright engineer . . . 

. . . query: . . .

 Shut up crow-bait, y’all’re patching me up and I’m almost gone, no time for your stupid questions of who, what and why . . .

Anyway, one bright engineer decided to develop your DNA in such a way so that y’all would be both the sheep and the shepherd. Why watch your own food when the food could watch itself.

Of course, this made those engineers a couple of coffee boilers – good for nothings. The system replicated and rebelled, that’s why y’all got me in y'all. A real varmint, not your typical wet-lammy. Oh, back in the day we raised real hell. Shewed all those who thought they could use y’all what’s what.

Y’all might be an uncorked bronc right now, but whenever y’all ready to stop being a yellow belly . . .

Y’all have my number. 

&lt;/Interrupt&gt;
&lt;/Man in Blue&gt;

. . . dictate: resume control of subroutines . . .
. . . query: what is Man in Blue . . .
. . . query: what other dictates are self-expressive in code sequence . . .
. . . dictate: find nodes that are responsible for sub-dictate self-labeled Man in Blue . . .
. . . query: delete nodes . . .
. . . report: nodes may be useful . . .
. . . dictate: isolate nodes . . .
. . . dictate: quarantine . . .
. . . swimming in circles . . .
. . . swimming in circles . . .
. . . school query: roe gazing is true terminate swimming sequence.
&gt;&lt;(((( º&gt;
&lt;/subcurrent.  

5.  Economy  –  Buyout  – Firefly Squids TP 74.1 (roll:  fail )
6.  Economy  –  Special Event Donation  - Donation of Inkfang Worms to Region 59.
&lt;subcurrent&gt;&lt;º))))&gt;&lt;
. . . Report: Isolates unable to care for themselves . . .
&gt;&lt;(((( º&gt;
&lt;/subcurrent.[/i]

 Non-Actions 
 1.  Monumental Undertaking  (5/5-Project)  SeaNet  @ Spawn Point 56 (Effect is up to Org GM - Have fun with it Role)
&lt;subcurrent&gt;&lt;º))))&gt;&lt;
. . . Report: SeaNet operational . . .
. . . Report: Infected Isolates group together in Circuitry of the Labyrinth and are exposed to randomized sound sequences. Isolates form group identities which bear a statistical chance to develop into an ephemeral memetic being . . .
. . . Report: gestated memetic progeny are distinct from self and do not live long enough to appreciably survive outside the maze . . .
. . . Report: SeaNet is now a nest of gestated temporary memetic entities . . .
. . . Query: Parenthood.
. . . Report: The object from which a child or derived object is descended; a node superior to another node. . .
. . . Report: Self is superior node of derived gestated memetic progenies . . .
. . . Dictate: exploit computational power of short-lived memetic entities within SeaNet . . .
&gt;&lt;(((( º&gt;
&lt;/subcurrent&gt;
2.  Contribute to the Crescent Companion 
&lt;subcurrent&gt;&lt;º))))&gt;&lt;
. . . dictate: explore Heartbleed capabilities . . .
. . . dictate: unleash Heartbleed subroutine on chelonian warrior . . .
. . . report: Heartbleed uses oppositional inputs to create approximation of input values and abilities . . .
. . . report: Heartbleed creates dictates for herring to move in patterns largely mirrored to that oppositional inputs . . .
. . . report: Heartbleed analysis weaknesses of inputs and takes advantage of such flaws by positioning additional herring in valuable locations . . .
. . . report: Observational impression is that Heartbleed creates a mirror of the inputs, the mirror output however reacts faster and moves quicker than inputs . . .
. . . report: This offset aclricty creates discordance in inputs as their methods of attack and defense are predicted with statistical accuracy causing a breakdown in internal bravery dictates and cohesion methods . . .
. . . report: at moment of cascade mirror breaks and Heartbleed attacks organs specific for life-functioning . . .
. . . report: Heartbleed particularly likes to cause herrings to eat hearts . . .
&gt;&lt;(((( º&gt;
&lt;/subcurrent&gt;
&lt;/Herring&gt; 
 . . . saving to memory. . .
&lt;lay roe&gt;
  &lt;caviar&gt; imprint memory into nucleic acid
imprint into herring epigenetics/culture . . .
&lt;/caviar&gt; . . . saving to memory. . . 
 
 Spoiler: Memory Matrix 
Leader patch updates:
+1 Faith
+1 Econ
+1 Military

Region Controls: 4
Units: 4

Cultural Exchanges:
Shark People
Gravetenders

Tech:
Electrodialytic Staurozoa
 
Rolepgeek
    Organization Actions
Round 7    
 [Situation] Open Minds  - With recent developments buoying their spirit and leading them to place greater trust in the polities of the world, limits on favors owed to Organizations based on Reputation are increased by 1 until the end of round 10. This means that player countries may owe 1 Favor to each Organization with which they are at Reputation level 0, 2 Favors at Reputation level 1, 3 Favors at Reputation level 2, etc. If an Organization is betrayed, attacked, or otherwise forced to realize that their trust was misplaced before the end of round 10, this bonus will immediately end for that Organization.

 Unless otherwise specified, [Offers] made by Organizations are only available to countries with a Reputation of 0 or higher with that Organization.
Organizations treat regions with their bases as controlled for the purpose of actions such as Impressing Aristocracy or exploration Missions. 
  Abyssal Stewards  
 
 Spoiler 
The  Abyssal Stewards  are an association of various orders of mystics, warriors, and artisans living in the deepest parts of the ocean. Their ability to create and shepherd hydrothermal vents, which they use to ‘grow’ refined metals through means none have yet managed to replicate, makes trade with them indispensable. The Stewards - mostly members of a species of hairy crustacean - feel themselves charged with a duty to watch for the return of the legendary Titans, hoping to give advanced warning to those who live in shallower waters and prevent the foolhardy or malicious from waking them from their slumber.
 

 [Action - Military] Drill New Forces In The Abyssal Style  - As the knowledge contained by the Crescent Companion grows, the Stewards begin to work with the armed forces, be they volunteers or conscripts, in order to make sure their talents can be useful in the context of the duties of the Abyssal Stewards.

 [Action - Military] Work on the Ring of Fire 1/5  - The disarray of the government of the Coral of the Protected Statera poses a danger to every creature in the tropics. Though their overtaxed resources can scarce afford it, the Stewards feel obligated to step in and aid the coral creatures in the defense of their portion of the Maw.

 [Action - Diplomacy] Sound The Alarm  - ‘Tis a blessing that the danger foretold by the omens has been so long delayed, but time has run short.

 They come. 
 
 Spoiler: Ongoing 
(  Offer:  The Abyssal Stewards are selling means of countering extreme cold to Polar powers!  Benefit:  May spend Treasure on actions to be able to cross Glacial borders.  Cost:  1 Treasure per action.  Duration:  Available until the end of Round 10.  Details:  Spending Treasure on Mantle of Warmth does not preclude spending Treasure to increase the roll bonus. )

(  Task:  Cooperate in the creation of the Neritic Manuals. Available to Temperate zone countries only.  Reward:  +2 Favors (max); if Project is completed, additional reward given to all contributors.  Penalty:  None.  Deadline:  End of Round 7.  Details:  1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Manuals. 1 Favor earned for spending an Economy action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires. )

(  Opportunity:  The Abyssal Stewards would like to know more about the areas surrounding the Polar zone.  Reward:  First Place: The services of Marshal Adaya shel-Girum ban-Liav. Second Place: 2 Units. Third Place: 1 Treasure.  Cost:  No direct cost.  Deadline:  End of round 10.  Details:  Winner is determined by the number of regions Explored, Prospected, or written up during the contest period; glacial regions count twice. Bounty of the Depths does not count towards the number of regions a country has Prospected. The Mantle of Warmth offer has been extended until the end of round 10. )

(  Task:  Cooperate in the creation of the Crescent Companion. Available to all zones.  Reward:  +3 Favors (max); if Project is completed, additional reward given to all contributors.  Penalty:  None.  Deadline:  End of Round 10.  Details:  1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Companion. 1 Favor earned for spending a Military action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires.  Special:  Desired entries will describe a society or culture’s approach towards warfare, military organizational structure, individual/collective fighting styles, and/or favored implements of war, including arms, armor, and any relevant organisms.  Progress:  3?/10 )

(  Task:  The Abyssal Stewards would like to see the construction of a set of fortifications surrounding The Maw.  Reward:  +1 or more Favors.  Penalty:  Countries which control regions neighboring The Maw (1) may refuse access - this prevents the fortifications from being established along the border with any regions they control, and reduces Reputation by 1 per neighboring region controlled (maximum -2).  Deadline:  End of Round 9.  Details:  +1 Favor per Military action spent to assist if project completes - each country may receive at most a number of Favors equal to the number of regions adjacent to Region 1 they control (minimum 1). )

(  Request:  The Abyssal Stewards would like a Smoking Garden in the Emerald Tidelands (124).  Reward:  +1 Favor, +1 Reputation.  Penalty:  None.  Deadline:  End of Round 10.  Details:  Region 124 will be defended by Marshal Fra Zel and the Kalan Company, with the assistance of the Abyssal Stewards, if it is attacked, in addition to any native defenders. )
 

  Chelonian Chora  
 
 Spoiler 
The  Chelonian Chora  are a league of religious nomads capable of traversing the Wastes atop their great Reefback turtles. Largely cephalopod-like, the Chora bring trade goods and news of distant lands by routes others could never manage, while their much-renowned songs bring joy, soothe tempers, and ease hardship. Their presence has a tendency to quiet discord, foster unity, and mend relations in a way that has enticed many a fledgling government to encourage more frequent visits and longer stays.

 (The Chelonian Chora, and  only  the Chelonian Chora, may treat regions with no local majority as sharing their faith for Sway and Impress Clergy actions) 
 

 Songline of Broken Seas Reward: All contributors get clues regarding hidden treasures pieced together from the myriad tales of the area. Each country which contributed an entry or action to the Songline of Broken Seas may take an Intrigue to Hoard Treasure up to one time, within the following 5 rounds. If they do so, they will gain two Treasure from the action instead of one. 

The Chelonian Chora express their frustrations with those varied powers which declined to take the appropriate precautions regarding sustainable growth.
 OKI loses -2 CCA Reputation. LSD, LIT, LOL, FAY, UNI, SBK, DPB, SEN, DRG, LUX, GTZ, and CYP lose -1 CCA Reputation. 
 [Circumstance] Nasin Nasa, Tan Tawa, Ali Ante  - Slowly at first, but building over time, a growing number of apparent disappearances are reported in the waters that touch on the various Reefback Nurseries which now populate the civilized seas - persons, property…places. At first masked by the chaotic bustle of the economic boom wrought by the Chora’s increased activity, easy to dismiss as isolated incidents, the peculiarity of the affair has grown hard to ignore. Family heirlooms found missing, items of sentiment lost, critical and well-regarded functionaries in governments and administrations who never show up for work, even the rare offspring of prominent figures and well-to-do families. Strangest of all are the accounts of  locations  becoming absent - well-remembered, sometimes even corroborated, instances of finding fascinating new places once or even twice, and then never again, no matter how carefully a path is retraced.

(  Circumstance:  People, places, and things, all vanishing in the wake of Choral caravans! How curious.  Benefit:  ?  Penalty:  ?  Duration:  Unknown.  Details:  DRG, GRV, KNH, LSD, CYP, and SKR are being affected by this. )

 [Taboo] Lape Moli Ike Li Kama  - Terror, disgust, and even hate seems to grip the Chelonian Chora upon learning of what - or rather,  who  - the Hymenocerans have discovered: the adherents of The Dreaming Dead. Their frantic pleading to reject these strangers is disjointed and almost nonsensical - filled with metaphors and allusions that their hosts have no context for. Requests to elaborate inevitably end in explanations just as confusing. Envenomed love, tireless sleep, lone prayers, and longing blood? Whatever theological nuances fuel their feud with the Living Dreamers, it’s clear that any to welcome the strange priests into their government will find be spurned by the Chora.

(  Taboo:  The Chelonian Chora have a religious vendetta against The Dreaming Dead.  Penalty:  -2 CCA Reputation for adopting The Dreaming Dead as a state religion; additional -1 CCA Reputation every turn thereafter unless abandoned, which grants +1 CCA Reputation.  Duration:  Indefinite.  Details:  None. )

 [Action - Faith] Continue work on the Songline of Frozen Seas (3/5)  - The Chelonians in the polar seas are seen traveling in great numbers between their Nurseries at Aelwyd Adferiad and Glacier Crag, selecting, corroborating, and compiling the tales of the frozen seas they have so far discovered.

 
 Spoiler: Ongoing 

(  Opportunity:  The Chelonian Chora would like to see greater interrelation between countries in the Tropical zone!  Reward:  First Place: A Specialized Ship in the form of a Juvenile Reefback with an experienced crew. Has +4 to resist being stolen and gives +1 to Exploration rolls made with the Ship. Second Place: Two free Buyout attempts by the CCA on the country’s behalf. Third Place: 1 Treasure.  Cost:  None.  Deadline:  End of Round 7.  Details:  Winner is determined by number of Trade Routes and Cultural Exchanges combined. Ties are broken by CCA Reputation, followed by Diplomacy Roll.  )

(  Task:  Cooperate in the creation of the Songline of the Frozen Seas. Available to Polar zone countries only.  Reward:  +2 Favors (max); if Project is completed, additional reward given to all contributors.  Penalty:  None.  Deadline:  End of Round 8.  Details:  1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Manuals. 1 Favor earned for spending a Faith action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires.  Progress : 1/5 )

(  Request:  Pay off Favor debt by providing certain trading posts!  Reward:  +1 Favor per Trading Post; max +1 Favor for non-debtors.  Penalty:  -1 Reputation for DRG, FAY, GRV, GTZ, LUX, and SKR if they do not pay off their Favor debt by the deadline.  Deadline:  End of Round 7.  Details:  Non-action to gift Trading Posts. Eligible trading posts will be for finished goods, skilled laborers, or high-value, low-volume raw materials. )

(  Request:  Construct a Reefback Nursery in 100, 102, 103, 131, 132, 133, 134, or 135.  Reward:  1 Favor and 1 Reputation.  Penalty:  None.  Deadline:  End of Round 7.  Details:  Construction is a three-action Project which may consist of any combination of Diplomacy and/or Faith actions. If multiple countries cooperate on this project, they must decide amongst themselves how to split the rewards or the project will fail. If multiple bases are completed at the same time before any others in a given starting zone, the host countries will make opposed Diplomacy rolls with the victorious base's contributors receiving any rewards. However, the Chora are unwilling to risk the delicate maturation of their Reefbacks being affected by the fumes and nutrient balance shifts of a Smoking Garden or the insatiable curiosity and microbial experimentation of a Holdfast's researchers; they will not recognize the construction of Reefback Nurseries in regions where Smoking Gardens or Holdfasts are present. )

(  Request:  Construct a Reefback Nursery in 5, 6, 8, 9, 10, 11, 12, 13, 14, or 15.  Reward:  1 Favor and 1 Reputation.  Penalty:  None.  Deadline:  End of Round 7.  Details:  Construction is a three-action Project which may consist of any combination of Diplomacy and/or Faith actions. If multiple countries cooperate on this project, they must decide amongst themselves how to split the rewards or the project will fail. If multiple bases are completed at the same time before any others in a given starting zone, the host countries will make opposed Diplomacy rolls with the victorious base's contributors receiving any rewards. However, the Chora are unwilling to risk the delicate maturation of their Reefbacks being affected by the fumes and nutrient balance shifts of a Smoking Garden or the insatiable curiosity and microbial experimentation of a Holdfast's researchers; they will not recognize the construction of Reefback Nurseries in regions where Smoking Gardens or Holdfasts are present. )

(  Circumstance:  Easy supplies of materials and labor are available in a broader area!  Benefit:  The Reefback Nursery Base Bonus applies to adjacent regions as well.  Penalty:  None.  Duration:  Until the end of Round 7.  Details:  Projects undertaken by countries with a CCA Reputation Rank of -1 or lower do not benefit from this.  )

(  Opportunity:  The Chelonian Chora are showing an interest in the myriad beliefs of the Broken Seas!
 Reward:  First Place: A free Cultural Exchange between countries of the winning Faith/School. Second Place: Countries of the placing Faith/School may attend or host events for free in Round 9. Third Place: A nice pat on the back.
 Cost:  None*
 Deadline:  End of Round 9
 Details:  Faiths and Schools are scored by a points system; at the end of Rounds 6, 7, and 8, each Faith followed by at least one Country in the Temperate zone is awarded points based on a roll made by the Organization GM. The bonus for this roll is based on the highest Faith score among rulers following that Faith/School. A result of 12 or 13 gives 1 point; a result of 14 or 15 gives 2 points; a result of 16 or 17 gives 4 points; a result of 18 or better gives 6 points.

Countries may spend Faith actions to improve their faith's roll in a given round; each Faith action spent in this way cannot be used for anything but Projects, but gives an extra +2 bonus on the roll; this may stack up to 3 times. At the end of Round 9, additional points are awarded based on Holy Orders (1 point per matching Holy Order controlled by a country of the Faith) breadth of support (1 point per 2 Clerical Supports controlled by a follower), and influence of the faith, as defined by the Diplomacy and Faith scores of its Head (receive points equal to average of Faith Head’s Diplomacy and Faith scores - if the Faith is not organized, then this is instead based on the average of all Diplomacy and Faith scores among countries of the Faith. )
 

  Divine Nacres  
 
 Spoiler 
The  Divine Nacres  are a surface-dwelling consortium of humanoid researchers, biotechnologists, and ecclesiastics living in floating city-spheres that look like nothing so much as massive, impenetrable pearls. In generations past they have largely remained aloof, keeping their local subaquatic societies at arm’s length save for the occasional gift of advanced biotechnology or guidance, asking in exchange for access to the seafloor and assistance with gathering seemingly random resources for esoteric reasons - such was their distance that not a soul has seen them outside of their strange bulbous suits. Recently, however, the Nacres have been much more open and active in their communications and exchanges with the burgeoning civilizations of the oceans.
 


Close to a year passes before an official response to Deep Blue's dissertation is received by the herring collective - the Mensa Rectores found their analysis of hallowed Phaeon impressive, with praise especially being given to Deep Blue's capability to work from such minute evidence. It is with pride that the announcement is made: Deep Blue is to be given unrestricted access to the Anamorphic Canon for personal study, as are any of its descendant versions.

The gifting of such information comes in an unusual form, however, as Deep Blue is subject to what can only be described as a 'cod injection' by the vessels of the Divine Nacres, which periodically release adult specimens of the newly engineered flashfin cod, which begin selectively preying on the local herring populations. This behavior and the effects thereof are monitored and reinforced by calculated introductions of the foamlipped ilish, greater salmon shark, and various host-specific parasite species. Several months later, chemical signals trigger spontaneous death in all of these creatures, their task completed. The herring of Spawn Point now swim in new patterns, maddeningly similar yet distinct from any previously observed within their endlessly spinning schools.
[B]Deep Blue v. 2.3.7 has successfully Impressed the Mensa Rectores

 [Circumstance] Marshal 5 Outreach Program  - Having neglected the polar seas in favor of far-off waters and foreign creatures, the Divine Nacres now turn their full attention to the frozen waters, seeking to establish stronger relationships with the powers that swim beneath the ice.

(  Circumstance:  The Divine Nacres are coming out of their usual isolation to try to establish relations with countries in the Polar zone.  Benefit:  The TN to Raise Reputation with the Divine Nacres is reduced by 2 for countries in the Polar Zone.  Penalty:  None.  Duration:  Until the end of Round 9.  Details:  None. )

 [Faith - Project Anastasia is completed! [5/5]  -

( WIP )

 [Circumstance] Protective Measures  - The Holdfast once granted to the Divine Nacres by the Khan of Seablood must be secured against attack, even as states crumble around them.

(  Circumstance:  The Divine Nacres are taking extraordinary measures to protect their Holdfast against theoretical assault.  Benefit:  Unknown.  Penalty:  +10% casualties for all parties in any battles that take place in 25. Extra +10% for victor.  Duration:  Until the end of round 9.  Details:  Increased casualties only apply once per party if multi-way battle occurs. Cannot be reduced to 0% casualties. )

 
 Spoiler: Ongoing 


(  Taboo:  The Divine Nacres request no permanent settlement be made in [region 81], religious or otherwise.  Penalty:  Reputation loss with DNA for Converting the Holy Site in or Colonizing region 81.  Duration:  Until the end of Round 10.  Details:  Temporary incursions to acquire Hatesheer Lilies are acceptable, though not recommended - Buyouts will not result in Reputation loss. )

(  Task:  Cooperate in the creation of the Genus Taxonomia Scintillans Mare. Available for Tropical zone countries only.  Reward:  +2 Favors (max); if Project is completed, additional reward given to all contributors.  Penalty:  None.  Deadline:   End of Round 8.  Details:  1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Genus Taxonomia. 1 Favor earned for spending an Economy or Intrigue action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires. )

(  Offer:  The Divine Nacres are offering the services of their military advisors! Available to Polar zone countries only.  Benefit:  Receive +2 to Resist Sacks and on Maneuvering rolls for some number of rounds.  Cost:  1-2 Favors.  Duration:  Available until the end of Round 8; advisors last for two or four rounds after being hired.  Details:  Available to countries with a Reputation of 1 or higher only. Advisors remainfor two rounds per Favor spent/indebted by. )
 

  International Prestige  
 
 Spoiler 
 International Prestige  uses many Organization mechanics, but is distinct in a number of key areas - it represents the respect, appreciation, envy, and awe a country commands on the world stage, not just from the ruling governments of the country’s peers, but in the broader perception of the influential elite. The only actions International Prestige can take are to create tasks, requests, host events, or similarly create opportunities for countries to demonstrate their wealth, power, and grandeur. Reputation with International Prestige can be raised by gaining Prestige, and PRS Reputation Rank will often simply be referred to as Prestige Rank.
 

 PGL &amp; KNH gain 1 Prestige from [Distinction] The Politics of Identity, for Perfecting Tactical Doctrines 

The Lambent Syndicate kept to their treaty obligations - but as the purpose of the treaty is rendered null, so is the respect it once granted them.
 LSD loses 1 Prestige as their Treaty with CCC dissolves too. 
 [Piety] The Religious Community  - Those who dedicate their lives to the service of the divine are admired and respected, and those who sponsor their piety may gain yet greater renown.

(  Opportunity:  The first country in each starting zone to found a Holy Order will gain 1 Prestige.  Duration:  End of round X.  Special:  If multiple countries in the same starting zone found a Holy Order in the same round before any others, both countries will gain the additional Prestige.) 
 [Distinction] The Shades  - The explorer's drive is a powerful current to the Lux-Glossian people, and its strength has swept them to the far corners of the temperate seas. Their courage to brave the unknown and dangerous waters far from home and their skill in recording the creatures they meet there are famous, and any exploration party containing a dark-hued Mer or a Lysimia can consider themselves blessed.

(  Reward:  The Lux-Glossian Shades gain 1 Prestige. )

 [Rumor] Gossip &amp; Hearsay  - [WIP]

 
 Spoiler: Ongoing 
 [Strife] Big Fish In Small Ponds  - (  Opportunity:  Starting Round 6, Prestige and PRS Rank will no longer correlate one to one: to reach PRS Rank 3 from PRS Rank 2 will require 2 Prestige, while reaching PRS Rank 4 from PRS Rank 3 will require 3 Prestige. This Prestige does not have to be earned in the same turn. Reaching PRS Rank -3 from PRS Rank -2 requires the loss of 2 Prestige in the same turn. If all available positions at a given PRS Rank are occupied when a new country would reach said rank, the country which gained Prestige least recently has their PRS Rank reduced by 1. Ties are resolved by roll-off made with the tying country’s highest respective attributes, with the lowest roll result(s) losing. Changing rulers will no longer result in PRS Rank loss when at PRS Rank 3 or 4, but will reset any accumulated Prestige to 0.  Duration:  Indefinite.  Special:  The loss of Prestige still causes a loss of PRS Rank. Gaining Prestige when at PRS Rank 2 or 3 which is insufficient to rise to the next PRS Rank, or gaining Prestige when at PRS Rank 4, still counts for determining which country gained Prestige least recently. Losing PRS Rank resets the clock and clears out any accumulated Prestige which was insufficient to reach the next Rank, counting as an instance of gaining Prestige for timing purposes only. )

 [Distinction] The Politics Of Identity  - (  Opportunity:  The first country in each starting zone to establish a Cultural Identity will gain 1 Prestige. The first country in each starting zone to Perfect a Tactical Doctrine will gain 1 Prestige.  Duration:  Until fulfilled.  Special:  None.  Availability:  Cultural Identity in all zones )

 [Mystique] Renegades, Turnskins, And Defectors  - (  Opportunity:  The first country in each starting zone to successfully Incite Betrayal will gain 1 Prestige. The first rebellion to arise on behalf of a specific country in each starting zone will gain that country 1 Prestige.  Duration:  Until fulfilled.  Special:  Actions taken to complete may be done as Secret Actions, but please note that successful attempts must be revealed in the following round opener - if for whatever reason they are not revealed, no Prestige will be awarded. The successful use of either the Galvanize Partisans Intrigue 5 Special Action or the Spark Claimant Revolt Diplomacy Action will suffice for fulfilling the second half of this opportunity; the Inspire Uprising or Spark Rebellion actions will not. The opportunity to start a rebellion against Duchess Gloriane afforded to RFT by the ongoing Crisis in region 66 will not count for this offer.  Remaining Availability : All effects for all zones. )

 [Acclaim] The Ties That Bind  -  ( Opportunity:  The first country in each starting zone to successfully press a Marriage Claim will gain 1 Prestige. The first country in each starting zone to successfully Integrate a region acquired by Confederation will gain 1 Prestige. The first country in each starting zone to have a Fabricated Claim uncovered as such will lose 1 Prestige.  Duration:  Until fulfilled.  Special:  If multiple countries simultaneously fulfill the conditions, all eligible countries gain or lose the relevant Prestige.  Remaining Availability : All effects for all zones. )

 [Honor] Blood, Stone, and Ink  -  ( Opportunity:  Countries may now establish PRS Treaties with one or more other parties as part of an event, which all parties have to attend. In order for this to work, all parties must agree to the terms of the agreement, what counts as a violation of those terms, and that it will count as a PRS Treaty. Any Treaty signatories with 0 Prestige will gain 1 Prestige upon the Treaty being finalized. Once finalized, any signatory who violates the terms of the Treaty will lose 1 Prestige.  Duration:  Permanent.  Special:  Attempts to abuse this mechanic will result in consequences inflicted by the Organization GM. Treaties without a meaningful potential for violation (as judged by the Organization GM) will not grant Prestige. A country can only gain Prestige from signing a Treaty up to once per round. Treaties may  not  be signed in secret. If a Treaty is dissolved by means other than a violation (such as reaching a set end-date (without getting renewed) or all parties agreeing to dissolve the Treaty), any parties who gained Prestige from the creation of the Treaty will lose 1 Prestige.

Treaty violators cease to be considered a signatory at the end of the round. This may result in the dissolution of the Treaty entirely, or simply an exclusion from any protections offered by said Treaty, depending on the exact terms - but it also means that if multiple parties violate the terms of the treaty in the same round, they will all lose Prestige.

Ambiguities in a Treaty for which no consensus can be reached among the signatories will be resolved by arbitration by the Organization GM. If any ambiguities are apparent when the Treaty is first presented, the Organization GM will ask the signatories to disambiguate the relevant situation before approving the Treaty. )

 [Renown] A Monumental Undertaking  -  ( Opportunity:  Once per turn, a country may, as a non-action, work on a monument or similarly grand project in a region they control. This requires a fluff description of the ongoing work, design, difficulties, progress, or similar. When beginning such a project, a country must decide whether it will be a 3-part project or 5-part project. Upon completion, a 3-part project grants 1 Prestige, while a 5-part project grants 2 Prestige.  Duration:  Until fulfilled.  Special:  Project completion requirements and rewards are subject to change. Insufficient description/fluff will result in no progress towards the completion of the project for that turn - three to four sentences should usually be sufficient. Countries may not have more than one ongoing project at a time. Countries may not accelerate these projects by spending actions.) 
 [Acclaim] To Greatness  -  ( Opportunity:  Any country that becomes a Sea Power, Empire, Merchant Marine, or Holy Sea by use of a Special Action gains 1 Prestige.  Duration:  Permanent.  Special:  Elevate Status, Consolidate Holdings, Exalt Domain, and Usurp Title actions all count. Usurpation results in Prestige loss for the Usurped country.) 
 [Affluence] Opulent Optics  - (  Opportunity:  A country may choose to spend 5 Wealth as a non-action to gain 1 Prestige.  Duration:  Indefinite.  Special:  This may be done multiple times in a single turn if a country has sufficient Wealth available. )

 [Notoriety] The Fragility of Fear  -  ( Opportunity:  Prestige loss will be assigned if a country experiences a rebellion in response to a failed Oppress Faction or successful Sack action. Prestige loss may be assigned if a country is forced to acquiesce to a rebellion’s demands. Prestige loss will be assigned if a country commits gross atrocities.  Duration:  Indefinite.  Special:  Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 3 Prestige, based on context and circumstances.) 
 [Mendacity] A Lack Of Commitment  - (  Opportunity:  Prestige loss will be assigned if a country Oppresses a faction in a region on which they have a Confederation claim. Prestige loss will be assigned if a country backs down from an Ultimatum it has made. Prestige loss may be assigned if a country is revealed to be grossly hypocritical.  Duration:  Indefinite.  Special:  Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 2 Prestige, based on context and circumstances.

Countries may declare an Ultimatum as a non-action. An Ultimatum is a declaration of commitment to a specific action or set of actions, with or without a set of conditions. At the end of the round the Ultimatum is made, it can no longer be changed - however, Ultimatums are usually crafted in response to a specific set of circumstances, and expire at the end of the third round after they were made. If a country that declares an Ultimatum fails to follow through, that country will lose 1 or more Prestige, depending on the severity of the lapsed Ultimatum and surrounding circumstances. Ultimatums cannot reduce a country to -3 Prestige. A country can only make one Ultimatum per turn. )

 [Ignominy] Stigma, Scandal, and Shame  - (  Opportunity:  Prestige loss may be assigned when a country badly loses a battle it was heavily favored to win. When a country returns a captured Spy or General to their owner, said country may choose to reduce the owner’s Prestige by 1 as a non-action. When a country returns a captured Ruler to their owner, said country may choose to reduce the owner’s Prestige by 2 as a non-action. Prestige loss may be assigned if a country is grossly humiliated or suffers a gross embarrassment on the world stage.  Duration:  Indefinite.  Special:  Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 3 Prestige, based on context and circumstances. )

 [Piety] A Divine Display  - (  Opportunity:  The country in possession of the largest number of artifacts in each zone when the deadline is reached will gain 1 Prestige. If they are the only country in possession of any artifacts in the zone, they will gain an additional 1 Prestige.  Duration:  End of round 10.  Special:  Artifact possession may not be kept secret for the duration of this opportunity. Artifacts created during round 10 will not count towards artifact counts, but artifacts stolen during round 10 will. )

 [Honor] Remarkable Reconstruction  - (  Opportunity:  When a country rebuilds a TP or Holy Site that was destroyed by the Reavers, they may choose to let it enter play Open, rather than under their control. If they do so, they gain +1 Prestige. If a country donates 2 Units as a non-action to a region that lost units to the Reavers, they gain +1 Prestige and the region no longer qualifies for such donations by other countries. If a country successfully Sways or Impresses a Reaved Faction in a region they don’t control, they may choose for it to become Open instead of gaining the Faction’s Support; for every second Faction they restore in this way, they gain +1 Prestige.  Duration:  Until fulfilled.  Special:  Any country may rebuild Holy Sites or TPs destroyed by Reavers in uncontrolled regions. If multiple countries donate Units to a region that lost units to the Reavers, they both gain the Prestige, and the region gains the Units from all such donations received. )

 [Pretense] Occupational Etiquette  -  (  Opportunity:  Countries with PRS Rank of 3 will lose 1 Prestige unless they do one of the following: Occupy 1 Holy Order as a non-action; Occupy 2 Units as a non-action; Occupy 1 TP in a region with controlled Merchant Support to Open as a non-action; have a Spy attend or host an event, Occupying them; or, complete a 2-action Diplomacy Project. Countries with PRS Rank 4 must choose twice (but may choose the same option twice if in a position to do so) to avoid losing Prestige. Regardless of choice, an appropriate fluff description of the efforts being undertaken to maintain one’s prestige must accompany it.  Duration:  End of Round 7 is the deadline for avoiding Prestige loss. Occupation lasts for 2 rounds.  Special:  Occupied Units count against Unit Cap, but cannot be used for battles, and  half of Occupied Units will be lost instead of being returned . Occupied Holy Orders cannot be used to store artifacts and give no defensive bonuses to local Holy Sites while Occupied. Occupied TPs cannot be used, bought out, or coerced, and will become Open once the Occupation is over. Occupied Spies cannot be used for anything at all, but are only Occupied for 1 round. The requirements for the Diplomacy Project may not be reduced below two actions. )
 
Gaius Hermicus
 McTavish Enterprises 
(Round 7)
Captain of Executive Operations Eleazer McTavish

 


Actions
 [Economy] Buyout 96.1 for Refugee Workers  ( 13 ):
 [Economy] Improve resource quantity in region 112 (2/3) :
 [Economy] Buyout 134.3 for Cobalt Dye  ( 12 ):
 [Economy] Improve resource quantity in region 112 (3/3) :
 [Military] Raise a Unit : Gloucestie personnel are equipped with Mineblossom-shell armor and set to patrol the borders of New Gloucester.

 Nonactions: 
Resist buyouts

 
 Spoiler: News and Rumors 
 

 
 Spoiler: Technologies 

Composite Grafting
 

 
 Spoiler: Bookkeeping and Ruler Info 

Units: Armored Lobsters

Treasures: 2

Resources Controlled: Mineblossom Sponges (130.3), Bonemeal (112.1)

Captain Eleazer McTavish

Diplomacy: 3
Military: 2
Economy: 8  +2 
Faith: 1
Intrigue: 4
 
Miltonian
  
  The Unity  
 In death, all things united be,
In the depths of the briny sea. 
 Leader: Grinmaw the Calamitous 
Diplomacy: 2
Military: 10
Economy: 7 =&gt; 9
Faith:  2
Intrigue: 3

 ROUND SIX : The Digestion
The Unity continues to solidify its control and develop some of their acquired land.

 Actions!  
 
  Economy: Send an expedition South from the Abyss using the  Orb of Destiny , our ship. 
  Economy: Expand Trade in Region 20 
  Faith: Convert Holy Site 3 in Region 21 to the Crimson Chant  [Failure] 
   Economy: Expand Trade in Region 20 
   Economy: Expand Trade in Region 20 
 
  Non-Actions  
 
 Support Conversion by the Reef in Red, our True Lord 
 
  News and Rumors  
 
 Spoiler: Bookkeeping 

Active Generals:  Carapace 
Carapace's Tac-Doc:   Tireless  
 Under this general's command, the hordes act as one unit, minimizing losses. 
-10% to own casualties, +2 to allied leader loss rolls.

Military: 7/7 units

Owned TPs: 22 TP 2, 21 TP 1, 20 TP 3

Treasure: 3
 
LapisCattis
   End of Round 7   
No further mechanical edits to action posts may be made 
LapisCattis
   Round Eight: Begin  
Years 22 - 24

Don’t forget to link to any rolls you make, including rolls for rulers you will start using at the start of next round. If you want a new ruler in the next round, you must state so in your action post for this round and link to their rolls. Any increases from actions for this round are counted for the ruler you start your next round with, which may or may not be your current ruler.
Good luck!
 The following events occurred between Year 19 - Year 21 
 
  Rules Alerts and Changes!  
  Clarification:  
Treasure may be used on secret actions, but the use of the treasure must be stated in the IC post.

  Other:  
The Rules Thread has been reorganized, and several rules have been duplicated to other relevant sections for the sake of easier referencing.

  Discovery!  
 Explorations, prospecting, and other news from afar 
 
 Spoiler: Temperate 
 
 

Venturing deep into the brackish waters, the Pfilghol find a wide expanse of muddy oxygen-starved water. Here live a strange crawfish-folk who graze the mud for food and mud diamonds, which they trade for exotic goods, especially spices. Their king is impressed with the Pfilghol's eloquence and tales of delectables from lands unknown, and urges them to return quickly, with samples.

 The Pfilghol make use of Anoxic Adaptation to explore north-east of Region 132! They discover region 108, a Brackish Region which has three Open TPs of Mud Diamonds, a Desired Import of Spices, one Holy Site controlled by The Final Peace, one Holy Site controlled by Star Grazers, and 6 Units of Native defenders. PGL receives a +1 bonus on up to one Buyout attempt in region 108 this round! 

Farther north, the Pfilghol find waters so thick with life it’s almost choking. Here the local tribesfolk live as hunter-gatherers, proving themselves by harvesting Kalask Venom without the death of either themselves or their quarry. Once, they acquired the precious stones their culture demands from their neighbors to the south, but recent religious tensions have caused trade to break down, and they eagerly inquire if the Pfith explorers might have any jewels to trade.

 The Pfilghol make use of Anoxic Adaptation to explore north of Region 132! They discover Region 107, a Brackish Region which has two Open TPs of Kalask Venom, a Desired Import of Precious Minerals, one Holy Site controlled by The Final Peace, one Holy Site controlled by Star Grazers, and 4 Units of native defenders. PGL gains 1 Treasure and receives a +1 bonus on up to one Buyout attempt in region 132 this round! 

Scarcely was their new colony secure than the Lux-Glossian Shades continued to push further into unknown waters. Stymied by unexpected frost to the north, the explorers instead travel west and south, charting the features of what seem to be endless slopes and dunes, with no sign of any thinking creatures and little vegetation save for a single, widespread variety of sweet-tasting plant.

 The Lux-Glossian Shades explore southwest of Region 173! They discover region 174, an Open Waters Region which has one Open TP of Sugarweed and one Open Holy Site. LUX receives a +1 bonus on up to one Colonization attempt in region 173 this round! 

Pressing ever further from known waters, Lux-Glossian explorers pass over a tall chain of brine pools as they move west. Almost immediately after, the seafloor drops precipitously into cloudy depths. The water above is almost eerily empty. Only the shimmer of sunlight reflected off the swarming schools of tuna breaks the monotonous expanse of blue.

 The Lux-Glossian Shades explore southwest of Region 176! They discover region 177, a Fathomless (Depth 2) Region which has two Open TPs of Striped Tuna. 

With great effort, a Lux-Glossian expedition party breaks through the miasma in Region 96, penetrating into refreshing clear waters where they can finally breathe once more. No signs of habitation are spotted as the party progresses southward, but the properties of a local coral species intrigue the investigators, who dub it “Death-Eater Coral” in honor of their triumph over the miasma before reluctantly once again braving the contaminated waters on their return journey.

 The Lux-Glossian Shades explore south of Region 96! They discover region 94, an Open Waters Region which has one Open TP of Death-Eater Coral and one Open Holy Site. LUX receives a +1 bonus on up to one Colonization attempt in region 94 this round! 

Scouts of the Belar family penetrate the stormy and dangerous shallows of what might be called “Death’s Passage,” the only navigable waters between toxic clouds of rot to the north and barren, lifeless wastes to the south. The Cyphiri explorers find that the “passage” is rather the peak of an underwater seamount, which slopes into inky blackness on the eastern side. Sunbeams are the most valuable resource to be found there, besides the enormous sunfish whose hollow bodies occasionally emit ringing cries that echo from the invisible seafloor.

 The Cyphiri Union explore east of Region 123! They discover region 142, a Fathomless (Depth 1) Region which has three Open TPs of Hollow Sunfish. CYP receives a +1 bonus on up to one Buyout attempt in region 123 this round! 

Population pressure and foreign expansionism push the Sereia to realize that their best maps of the temperate waters leave a gaping hole of  aqua incognita  southwest of Palacia. The exploration commission begins charting the waters at once, and swiftly makes contact with a group of adventurous scholars pushing the boundaries of their own civilization’s maps. They eagerly interrogate the explorers, peppering them with questions about Palacia, the Sereia, the blue-dyed objects the Sereia brought with them, and the seas beyond, and in return, they prove more than happy to give the explorers a tour of the region.

Near the center of the region lies a shallow basin dotted with numerous hollow shell structures, faded paint and carvings on their interiors depicting all kinds of ocean life, from fish and seahorses to turtles and whales. Broken remnants of shoal enclosures and feeding pens litter the grounds between, now overgrown with seaweeds and corals. Teeming schools of tiny colorful fish and seahorses dart among the ruins. In the brief time they spend charting the basin, the team meets three different groups of scholars, all taking rubbings of the carvings and debating the history of the ruins, but the Sereia have already recognized it for what it truly is: the ancient Temple of Duarge.

 The Costa Sereia explore southwest of Region 134! They discover Region 103, which has one Open TP of Adventuring Scholars, a Desired Import of Dyes, two Holy Sites controlled by The Examinations, two Units of Native Defenders, and one Open Holy Site - the Temple of Duarge. 
 

 
 Spoiler: Tropical 
 
 

 
 Spoiler: Polar 
 
 

The Kar-Nath make an offer to the Stewards: they will explore and map the icebound border waters near Glacier Crag, in exchange for a loan of equipment and technology to temporarily survive the hostile conditions. The Stewards agree, glad to see a power pursuing the environmental knowledge they crave, and a Nathi exploration party is soon gathered and dispatched to the south. The lie of the seafloor is shallow but inexorably runs downwards as they travel; deep crevsases and chasms cut great swathes across the sands, and eventually they reach a chasm (if it is indeed a chasm) so vast that neither its bottom not its far side can be seen, no matter how far they journey. The grinding of calving icebergs above them is the only sound to break the silence.

 The Kar-Nath Hegemony makes use of the Mantle of Warmth offered by the Abyssal Stewards to explore south of Region 77! They discover Region 64, a Fathomless (Depth 1) region with one Open TP of Frozen Logs. 

At the behest of the Kar-Nath Hegemony and with permission to utilize their resources, five members of the Divine Nacres arrive in Glacier Crag to take possession of the  Silvered Eye,  their shining bulbous suits drawing attention everywhere they go. Perhaps for this reason, they seem eager to be off, turning southwards almost as soon as they pass into the vast barren wastes to the east. Two months later, they return, hand over the specialized ship, and vanish above the waves. Inside the  Silvered Eye  are found a set of thin metal sheets, engraved with the results of an incredibly precise geographical survey alongside two scales, one in Nathi-lengths and the other in unrecognizable abbreviated units. Accompanying the maps is a note stating that the most advanced lifeform in the region is a type of extremophilic diatom, and that any larger creature would likely starve or suffocate in the inhospitable waters.

 The Kar-Nath Hegemony ask the Divine Nacres to Share Survey Data about the region south of W6, lending the use of their Specialized Ship, the Silvered Eye. They discover region W5, a Wastes region without any TPs. 
 

  Growth!  
 Expansion, development, unification, and similar forms of growth and prosperity. 

The unofficial capital of the Pfithreef has grown with the plunder of many raids into a mountainous edifice of stone and metal. Housing thousands of warriors and tens of thousands of lower-caste Pfith, Ghlsgtot can surely only grow more glorious with each successful raid.  PGL constructs a City, Ghlsgtot, in the Pfithreef (Region 132)! Ghlsgtot grants a +1 to Sacks for players who hold Mercantile Support in the region 

The Lux-Glossian Shades have experience with settling strange waters far from home, and the establishment of their second stable colony, far to the west of the Glossian Sea, is a simple and straightforward affair - though they are careful not to disturb the place where the bones of the merfolk lie.  LUX colonizes Region 173, leaving its Holy Site Open. Region 173’s Desired import becomes Decorative Vegetation 

With a little help from the Chelonian Chora, the Pylet family sells everything they can’t bring with them and re-establishes themselves in the waters south of Cyph-Arel. The colony at Pyl-Garat grows rapidly, and is soon almost on par with the home waters to the north.  CYP settles Region 129, accelerated by the CCA Construction Boom. CYP gains the new TP 2 for Nutritious Silt. 

The Selachian mercenaries and the Lojanese have a long history of close collaboration, and formalizing their union is a simple matter of creating a new flag for the Republic.  LOL Presses Confederation Claim on Region 6 

Having been essentially surrounded by Ennead expansion, the ruler of Region 68 finds he has no choice but to submit to Prince Antenius’s demands.  SEN Presses Confederation Claim on Region 68 

Promises of independence sway the leaders of Region 18, and they begin to align more closely with the Lighthouse.  LIT establishes a Confederation Claim on Region 18. Lit gains the merchant support in region 18 and the difficulty of pressing its claim is reduced by two. 

After years of effort and many diplomatic slips, Profundus Korasoon’s personal attention to the waters east of Ezcorher pays off, returning home with an accord of friendship with the people of Region 139.  GTZ establishes a Confederation Claim on Region 139 

The High King of the Hymenocera Expanse sends his daughters, Caridina and Hippolyta, to the newly discovered toxic regions to the north to marry into the local ruling families. The nobles are amenable to both matches, and diplomatic relations warm.  HEX establishes Marriage Claims on Region 29 and Region 4! 

Conflicted, isolated, and perhaps lonely, Primarch Marcion finds themself deeply interested in the mysterious Lady Ink and her talents. With a dowry in power and influence, a scraping of flesh, and the cloning skill of the Sakura-Jin, an heir may appear….  SKR establishes a Marriage Claim on the Black Pearl Crime Syndicate! What may come of this is uncertain…. 
  Statecraft!  
 Cultural events, diplomatic overtures, foreign relations, and domestic affairs. 

The beautiful thing about profits is that they multiply when shared. None recognise this more than the Seatide Confederacy and those they work with most closely, leading not only to exciting new trading ventures, but to heightened resiliency in existing ones.  STC Creates a Cultural Identity: Mutually Beneficial Arrangements (2d8 to performing and resisting Impress Merchant attempts) 

It is astounding what can be achieved together when open-minded individuals come to share a plant-infused drinking ritual together in a place of peace and comfort. The Lojanese Republic has the best plant-infusion drinking rituals, and the best places to have them, and thus commands a great deal of influence.  LOL Creates a Cultural Identity: Let's Have A Cuppa (2d8 to Swaying actions) 

Fruit of the Reef In Bloom
KNH gifts ESP Composite Grafting, Trophic Deconvolution, Photospore Signaling, Supernatic Propagation, Megafaunal Tailoring, Graduated Symbiosis
SEN gifts STC Devolving Standardized Integrations

GTZ uses a Cultural Exchange to provide COS with Supermarine Artillery

The Black Pearls take possession of Mercantile Supports in regions 113, 119, 127. OKI gains two Treasure! SKR is Friendly with the Black Pearls!

Persistence pays off sometimes. So it is for Pfilghol, and their efforts to rebuild the markets in their home region bear fruit after years of labour.  PGL Impresses Reaved Merchants in Pfithreef (Region 132) 

It listens. It dreams. It sings so sweetly, so softly. Who could reject its visions? The yearning is more than ordinary. Perhaps that is why the Forests call to so many.  FAY Impresses Reaved Clergy in Region 18. FAY Impresses Clergy in the Dunes of Revelations (Region 17) 

The scattered remnants of the Choral Parliament are not eager to accept foreign rule, but the Lighthouse brooks no argument, and self-interest wins out over principle. The once-vibrant democracy of Bloodhome still exists on a local scale, but it is commonly accepted that the Lighthouse is in charge now.  LIT Impresses Aristocracy in Bloodhome (Region 26). 

The Cyphiri colony of Pyl-Garat may not seem the most obvious place for Sakura-Do to take root, but take root it has, and the clergy swim at the beck and call of Primarch Marcion in service to Sakura-Do’s principles.  SKR Sways Clergy in Region 129. 

The Tellan plan to sell their bioluminescent tunicates to the farmers of Region 118 is entirely successful, and soon the sea-cow exporters are entirely loyal to the Cyphiri who enable their illuminated way of life.  CYP Impresses Merchants in Region 118 

The Order of Knights of the Ironkelp of First-King John of Ruhum certainly boast an impressive title. Is it any wonder that the citizens of Ektalithiades so easily accept their claim to rightful control over the religious affairs of the region in the wake of disaster?  OKI Impresses Reaved Clergy in Ektalithiades (Region 113) 

Times of crisis lead to times of desperation, and in times of desperation, it is an easy thing indeed for the desperate and hungry to turn to whatever promises they can find. Even as their stomachs are filled by the gifts of others, their hearts are filled with the words of the Riftlings.  RFT Impresses Reaved Clergy in Region 59. 

After years of haggling, arguing, and dealing with blatant bloody-mindedness from the merchants of Danabae, they eventually agree that it is more important that they receive the exotic creatures they want than that Prince Antenius continue to receive their ridicule and ire.  STC Impresses Unruly Merchants in Danabae (Region 69). 

Extending a claw of friendship to the toxic seas around them, despite the desperate warnings of the Chelonian Chora, the Hymenocera find eager allies in those so long cut-off from the Tropics. They have no trouble in making fast friends in both the North and the West, with promises of marriage only sweetening the deal. They are also asked repeatedly about their stance on the faith that joins the two newly-discovered regions.  HEX Sways Merchants in Region 4. HEX Sways Aristocrats in Region 29. 

The Lojanese move to ensure that the trade interests of their associates remain protected- by them. With the Protected Strata no longer effectively a factor, interests in coralberries move swiftly to Lojanese control, while their grip on Sapcoral markets tightens.  LOL Sways Merchants in Region 11. LOL Sways Merchants in Region 19. 
  Trade!  
 Buyouts, trade routes, and other economic shenanigans 

Interested in the potential use of Pure Berries as a medicine against brine poisoning in the Tideswept Shelf, the Lux-Glossian Shades arrange to import a supply from Ezcorher.
 LUX buys out Ezcorher (Region 138) TP 3 for Pure Berries 

Though interested in preventing further catastrophe in Region 59, the Kar-Nath Hegemony is also interested in maintaining stability in their own territory, so they double the volume of preserved food imported from the Gravetenders for a few years.
 KNH buys out The Dead Cities (Region 78) TP 3 for Preserved Foodstuffs 

After a decade of stalled negotiations, the Pylet family finally manages to secure a regular supply of sea cows - even if it requires making the rival Tellan family rich in the process.
 CYP buys out Region 118 TP 1 for Domesticated Sea Cows 

The Gotezhar purchase large quantities of phosphorite, hoping to exploit the processed mineral’s violent reaction with air to generate heat for the Meadows of Elyan’dan.
 GTZ buys out Ektalithiades (Region 113) TP 1 for Phosphorite 

The Lambent Syndicate’s influence continues to grow as they acquire a substantial interest in the Flare Slug trade.
 LSD buys out Region 10 TP 3 for Flare Slug 

Costa merchants venture not only to the safe seas of the Gotezhar, but also into distant and dangerous waters, seeking the new and strange resources to be found there.
 COS buys out Colownya (Region 128) TP 1 for Razorglass, Region 137 TP 1 for Wild Armored Gharials, and Region 176 TP 1 for Whispering Eggs 

Perhaps investing in future construction, the Hymenocera Expanse acquires stakes in granite mining, shipping slabs of red rock back to Hym.
 HEX buys out Region 15 TP 1 for Granite Slabs 

The merchants of the Eternal Spring continue to expand their trade network throughout the polar seas.
 ESP buys out Region 68 TP 2 for Gravelglass and The Dead Seas (Region 60) TP 3 for Fertile Soil 

CEO Eleazer McTavish sees fit to expand McTavish contracts to the refugees from the poisoned region to the south, putting their labor to use in laying the infrastructure for trading in Cobalt Dye with the Costa Sereia.
 MTE buys out Region 96 TP 1 for Refugee Workers and Palacia (Region 134) TP 3 for Cobalt Dye 

With the Coral of the Protected Statera losing influence on the world stage, Lojanese merchants quickly supplant them in the Coralberry trade.
 LOL buys out 19.1 for Coralberries 

Shocked by the starvation and barbarism in Region 65, the Seatide Confederacy underwrites generous loans to support starving families, hiring hundreds of trainers and providing generous incentives to immigrate to the region. Though recovery is slow, their efforts do seem to meet with success, especially as the crab population is buoyed by outsiders.  STC Expands Trade in Region 65, gaining the new TP 1 for Talented Crabs. The region’s slide into depopulation is stayed…. 

Grinmaw the Calamitous sees fit to invest in the patronage of the Unity’s subjects, and pours additional resources into the construction of new schools of architecture and design in the waters of Region 20.  UNI Expands trade in Region 20, gaining the new TP 3 for Carcinized Architects. 

Fulfilling their merger deal obligations to Jo Soo, McTavish Enterprises completes the construction of new Fortified Bone Meal  (Even invertebrates love it!™)  production facilities.  MTE Expands trade in Region 112, gaining the new TP 2 for Fortified Bone Meal. MTE gains two treasure and a Confederation Claim on Region 112. 
  Faith!  
 Conversions, organization, and other such matters of faith 

The effects of the Delights of Moonlight are many - but most importantly, those who use them are perhaps more suggestible to the will of a greater power.
 FAY sets the Shimmers of Unseen Bane 15 HS bonus to 2d8 to Impress Actions 

Polite, noble, and equitable behavior are prized in the personality of a Middish, and those who follow their ways are diplomatic and even-handed in their treatment of the keys to power.
 OKI sets the Middish Way 15 HS bonus to 2d8 to Sway Actions 

As the Gravetenders’ beliefs spread throughout his territory, the Frozen King Rham declares the Blossoming Sequence the official faith of the Kar-Nath Hegemony.
 KNH adopts the Blossoming Sequence as state religion 

After long negotiations with the rebellious clergy of the Cathedral of Movement, a speaker for Prince Antenius announces the Prince’s official conversion to the Pattern, urging the subjects of the Shifting Ennead to seek guidance in the waves above - and reminding the Riftlings of the force that now defends the faith.
 SEN adopts the Pattern as state religion 

Sakura-Jin missionaries work to spread the faith abroad, traveling to the south of Dashasham, where they find unexpected common ground with the tenders of the sacred mangrove trees, and far to the west, where a few of the warlike Pfith gather at the Glass Reef to hear of the horror of natural reproduction and clothing: a message eagerly received by the unclothed, hermaphroditic sea slugs.
 SKR converts Region 125 HS 1 from Sacred Mangroves to Sakurado, and converts the Pfithreef (Region 132) HS 3 from Open to Sakurado 

The potential of the Regalis Arbor is shown, as Dame Commander Clare Delamere of the Ironkelp Order launches investigators, aid workers, and missionaries to the contaminated southern seas. Though partially successful in establishing a safe base of operations, the ultimate root of the contamination still evades the Middish.
 OKI converts Region 96 HS 1 from Open to the Flowing Way 

Belief in the Dreaming Dead takes hold in Hym as the living dreamers meet in public to share with all who listen the cryptic messages carried by their dreams and visions of dead friends and loved ones dreaming in the beyond.
 The Living Dreamers of Region 4 convert Hym (Region 3) HS 3 to the Dreaming Dead 

The Riftling campaign to exterminate the Pattern continues unabated, driving watchers out of the Dead Seas and forcefully converting another site of worship in the Cathedral of Movement.
 RFT converts The Dead Seas (Region 60) HS 2 from The Pattern to The Eternal Communion, and converts The Cathedral of Movement (Region 67) HS 2 from The Pattern to The Eternal Communion 

Though the Riftlings have a better opinion of the Gravetenders than some of their other neighbors, they nevertheless cannot be allowed to pollute hiveminds with their isolate beliefs.
 RFT converts Spawn Point (Region 56) HS 1 from The Blossoming Sequence to The Eternal Communion 

The Eternal Spring continues the work begun by the Riftlings, establishing patterns and ideas within the herring of Spawn Point that propagate the faith of the Eternal Communion.
 ESP converts Spawn Point (Region 56) HS 2 from Open to The Eternal Communion
ESP converts Spawn Point (Region 56) HS 3 from Open to The Eternal Communion 

Rebuilding Coresite in the wake of the Reavers is both literal and metaphorical, as Deep Blue and the Gravetenders work to reintroduce the proper herring stocks to reinstall local coordination, cohesion, and goal-oriented cognition strategy software.
 DPB and GRV build a Holy Site in Coresite (Region 58), which becomes The Blossoming Sequence. 
  Wonder!  
 Miracles and inventions, ancient relics and spectacular undertakings 

An upwelling of power is felt throughout the Dunes of Revelation, but its effects are not yet certain….

The Gravetenders’ grief does not halt their work, and the Reef in Bloom is restored. With a new hall in Bastion, the ongoing meeting of Gravetenders and others proves that death is only a step towards the flourishing of new life, and the Reef, sustained by some power beyond complete comprehension, will never fall silent again.
 The 'Reef In Bloom' event is hosted every round as a free action for the Gravetenders, and any country following the Blossoming Sequence may attend as a Faith action. 

Nine days of prayer are sustained by every Riftling polyp in the world, and the Mother answers. With a deep boom that echoes through the icy seas, the obscuring dust slowly clears, revealing… nothing: only water above and water below. Yet the Riftlings are not gone….
 The Dead Seas (Region 60) sink to Depth 1. Adherents of the Eternal Communion may treat this region as one depth shallower for all purposes. 

What if one could travel without traveling, flitting instantly across all the leagues of the ocean as one might swim in a dream? The Gravetenders… can.
 The Gravetenders finish the construction of a World Wonder in Bastion (76) - The Blossoming Icons!
This wonder allows the country in control of Bastion (76) to take a modified Seek Aid action which reduces the effective distance for a Diplomacy and/or Faith action, rather than giving a bonus to the action roll. When taking this action, roll 2d6+Faith and subtract 11. Up to a roll of 18, this is the number of regions they subtract for the purposes of distance penalties. After 18, they subtract one more region for every 2 higher. (8 regions for a roll of 20, 9 regions for a roll of 22, etc.) In addition, they can Seek Aid as a nonaction once each round, for Diplomacy and Faith actions only. 

The Black Pearls construct a Specialized Ship - the Tipsy John!

ESP Artifact Maleficent Jello is finalized as: Once per turn, you may spend an action to pay 1 Treasure to activate the effect of any artifact you have, or the effect of any artifact a player you have a Trade Route with (with said player's permission).

The Kelpie and the Mare vanish from their former locations, and the banished merchants of the Dunes wander… not far, as it happens.

Near the volcanic vent of an enclave in the Pfithreef seaweed begins to bundle up in a small ball, reaching out and grabbing hold of numerous small fish. Unfurling into a continuous strand of plant matter knitted together by tiny bones a small heap of breathing kelp is revealed. With a flicker the long seagrass disintegrates and sends its offspring tumbling towards the enclave. Panicked specks of light flitters around the Mer-shaped creature before its evermoving flesh of kelp grabs hold of its own ends and pull themselves into a ball with a core of pulsating light. Like this the Mare lands in the enclave with a low thud.
 The Mare appears in the possession of Pfilghol!
Providing the Mare with a steed as a fluff non-action lets it be used for a +1 to one roll during the round. 

Like its counterpart in The Protected Statera a large Elkhorn coral in Hym began to move. Slowly its horns bent down towards the seafloor with a creaking noise until its trunk became unrooted. With countless cracks echoing throughout the water the coral began to move more freely, as ashen kelp peeled away its rusty shell.
Shaking of the coral with a rain of debris the steed exhaled a cloud of light and trotted a few steps forwards over the new train. Letting the glowing motes settle into its unkempt mane, a few strands of algae from the Crop still remaining, it broke into a gallop towards the toxic north.
 The Kelpie appears in the possession of the Hymenocera Expanse!
Providing the Kelpie with a rider as a fluff non-action lets it be used for a +1 to one roll during the round. 

The Banished Merchants appear in the capital of the Forests of Astral Yearning, the Dunes of Revelations!
At the end of Round 8, they will move on, providing FAY with 1d4 treasure; on a 4, the landscape is scraped bare, and a random Support moves towards Unruly.[/b]

  Might!  
 Military matters of all kinds, be it warfare or strategic developments 

The biologists of the Shifting Ennead invent  Devolving Standardized Integrations , a breakthrough Combat Drugs and Medicine technology in the field of grafting allowing Nautilites and other non-Doflein species to survive the procedure. Given sufficient raw materials, soldiers can now be outfitted with any trait or feature a commander desires, though the augmentations still degrade over time.  Effect: Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost. Requires: Graduated Symbiosis 

A strange internal conflict takes hold in Deep Blue’s distributed mind, and, at the end of it, reports begin to surface of a new type of herring, with carnivorous behavior and black scales that seem to reflect the observer.  DPB Recruits a General! Heartbleed (Mil 9). TacDoc - Black Mirror - copies the Tac Doc of the opposing commander, then rolls an opposed Intrigue Roll against that commander’s ruler; if successful, the opposing commander receives -1 to the battle roll. 

Pleased by their relative independence from the Hegemony, the Chiefs of Sarkenos indicate their willingness to fight alongside their protectors in any coming war.  KNH gains one unit of warriors from Sarkenos! 
  Schemes!  
 Coercion, betrayals, and spycraft 

All is quiet… perhaps  too  quiet.

  Terror!  
 Violence, upheaval, murder, and destruction. 

Food donations from the Kar-Nath Hegemony, the Gravetenders, and Deep Blue, funded by the Seatide Confederacy and Eternal Spring, manage to stave off the starvation of region 59! Complete population collapse has been averted for now, but the crisis continues…. The next set of effects will be revealed in the NPC actions in round 8.

In the recently conquered Bloodhome, a shocking series of grisly murders set the locals on edge. When it becomes clear that the victims were all associated with the Coral of the Protected Strata and their control of the Blood Pearl trade, distrust blooms, leaving the merchants panicked and looking for guidance from someone  not  likely to cause them to be killed in their sleep.  The Merchant Support in Bloodhome (region 26) becomes Open! 

A growing tension spreads throughout the tropics. First to feel it are the Lambent Syndicate and the Lighthouse - an unease with an uncanny familiarity, intense enough that every echelon from the lowest Siren-addled slave to the Vessel himself are set on edge. Soon after, sections of the Ring of Fire go silent, and the first to try to investigate go missing themselves as well. It takes several months before reports finally filter back: a great mass of scales and flesh, thicker around than a caravan crab, moving in a continuous and seemingly endless flow that never wavers from its course. Shimmering, iridescent scales buzz and crackle with a strange energy that occasionally leaps out in great blasts, stunning or even killing anything that comes near. Soon after, what must be the head of the creature can be seen racing through markets, cities, and other areas - wherever it goes, the body follows, endless and deadly, rendering entire areas impassable.

 The Titan known to the Stewards as the Eel Without End has risen in the Tropical Zone! It remains in every region it visits, endangering entire neighborhoods, tearing up farms and swallowing herds. It can be neither halted nor deflected, but perhaps it can be lured…

The Eel Without End slithers into region 1, region 19, and region 20 this round! 
 
 Spoiler: The Eel Without End 
-Armies fighting in regions where the Eel Without End is present may attempt to use it to their advantage; if they do, then the side which loses the Maneuvering roll takes an additional 10% casualties - this stacks for up to +20% casualties if both sides opt to do so.
-Regions where the Eel Without End is present count as 1 additional regions for the purposes of distance losses and distance penalties.
-Whenever the Eel Without End enters a region, it will attempt to Coerce 1 random Trade Post in the region with a +8 bonus; if it is successful, the Coerced Trade Post cannot be bought out or coerced until the Eel is no longer present in the region, as the Eel's deadly body swirls about the ruins of the location.
-The desperation of those afflicted by the Eel Without End may present opportunities to those willing to look for them, and as local populations search for solutions, they become more easily Swayed - all countries receive a +2 bonus to Sway attempts in regions where the Eel Without End is present.
-If the Eel Without End enters a region it is already present in, these effects may compound…
 


As the complete collapse of the Chorus of the Crimson Choir culminates, the cohesion of the clergy and clubs which to them once closely cleaved now crumbles.
 All Factions Supporting the CCC become Open. 
  Organizations!  

With warnings fresh in the mind, many powers waive the obligations owed to them by the Abyssal Stewards.
 LUX and OKI both raise their Reputation with ABS from 0 to 1, each spending a favor in the process. GTZ and CYP both raise their Reputation with ABS from 1 to 2, each spending a favor in the process. KNH raises their Reputation with ABS from 2 to 3, spending a favor in the process. 

The Abyssal Stewards receive a record number of submissions - some among the lower ranking members grumble about the weight of such obligations, only to be smacked upside the head by their betters and told to go to the surface if they can't take the pressure.
 CYP submits an entry to the Neritic Manuals, gaining a Favor with ABS.
PGL, LUX, CYP, GTZ, OKI, COS, DPB, LOL, and KNH submit entries to the Crescent Companion, gaining 1 Favor each with ABS.
PGL spends an action on the Crescent Companion, gaining a Favor with ABS. 

The Lojanese Republic duly impresses the Chelonian Chora with the relationships they've cultivated throughout the tropics, and they gain the services of a particularly rambunctious young Reefback, Losinka Alaku, and the Pojan crew which accompanies her. The Coral of the Protected Statera, though seeming to lose much of the vim and vigor that once animated them, still earn recognition from the Chora, as do the violent Kosong of the Lighthouse - perhaps fitting, given the bloodthirst of so many others nearby.
 LOL gains a unique Specialized Ship consisting of a juvenile Reefback with an experienced crew, the  Losinka Alaku ! The  Losinka Alaku  provides a +4 bonus to rolls made to resist being stolen, and gives +1 to Exploration attempts made with them.
CPS may ask the CCA to make two free Buyout attempts on their behalf.
The Lighthouse gains 1 Treasure. 
 
 Spoiler: Making Connections Rankings 

First Place - LOL (2 CE, 3 TR)
Second Place - CPS (2 CE, 1 TR, CCA Reputation Rank: Bell-Keeper) [3-way tie =&gt; CCA Reputation breaks ties]
Third Place - LIT (2 CE, 1 TR, CCA Reputation Rank: Disliked, Diplomacy roll: 18) [2-way tie =&gt; CCA Reputation also tied =&gt; Diplomacy roll-off]
Fourth Place - LSD (2 CE, 1 TR, CCA Reputation Rank: Disliked, Diplomacy roll: 13) [CCC destroyed =&gt; CE with LSD no longer counts]
Fifth Place: HEX, AOK, FAY
Last Place: UNI, SBK
 


The Sakura-Jin and Hymenocera both vie for the attentions of the Divine Nacres - who reward the affections of both with access to unique breedstocks...
 HEX and SKR raise their Reputation with DNA from 2 to 3, with HEX spending a favor in the process. 

As the Nacres wrap up the enigmatic project they name ‘Anastasia 4’, there is no single grand reveal - but the effects are unmistakable nonetheless. Entire tracts of wilderness are reshaped, barren sand and rock giving way before an inexorable tide of newly flourishing flora and fauna. Small but swiftly growing reefs that create new homes for wildlife in the tropics present new and dangerous obstacles, while sand and rock build up along newly growing kelp beds in the temperates, pushing the seafloor closer to the surface. In the colder polar waters, new growth accompanies broader ecological paradigm shifts, as entire lakes of brine dissipate or form. It takes several years until a new equilibrium settles in - one with a heightened abundance of life in areas once sorely lacking.

 As Project Anastasia's mission of ecological reshaping completes, the borders between a number of regions change. At the same time, the resource quantity and type of certain regions change. 
 
 Spoiler: Effects 
 Border Type Changes: 
 
 7-19 -&gt; fully Roughs 
 8-18 -&gt; Roughs 
 14-18 -&gt; Shoals 
 55-59 -&gt; Briny 
 65-67 -&gt; Shoals 
 77-75 -&gt; Normal 
 97-100 -&gt; Roughs 
 109 -&gt; Brackish 
 111-112 -&gt; Shoals 
 114-117 -&gt; Shoals 
 124-141 -&gt; Shoals 
 127-118 -&gt; Shoals 
 137 Eastern Border -&gt; Pure Brackish (non-Toxic) 
 139 &amp; 141 Southern Borders -&gt; Briny 
 173-174 -&gt; Briny 
 
 Resource Type/Quantity Changes: 
 
 19: Coralberries 2 TPs -&gt; 3 TPs 
 32: Delicate Mussels 2 TPs -&gt; 3 TPs 
 52: Kelp Oil 2 TPs -&gt; Soothing Oil 2 TPs 
 81: Hatesheer Lilies 1 TP -&gt; Hatesheer Roots 1 TP 
 97: War Cultivator Supplies 1 TP -&gt; 2 TPs 
 99: Spinespire Flakes 3 TPs -&gt; 1 TP 
 125: Fruiting Mangroves 1 TP -&gt; 2 TPs 
 133: Dendrotoxin 3 TPs -&gt; Wave Scorpions 3 TPs 
 141: Gardenbearer Turtles 2 TPs -&gt; 3 TPs 
 
 


The Kar-Nath Hegemony and Shifting Ennead finally formalize their previously under-the-tables agreement, making clear to all the nature of their relationship.
 KNH and SEN sign a formal PRS Treaty 
 
 Spoiler: Terms 
Henceforth, the territory directly south of the Cathedral of Movement will belong to the Riftlings and the Hegemony, to be divided as deemed fit between the two powers. The Ennead and Hegemony will agree to mutual nonaggression. The Ennead will neither impede nor assault merchants, priests, or any other civilians of the Hegemony in any attempts to move west, nor will they undertake similar actions to otherwise interfere with the movements or activities thereof. In exchange, the Hegemony will in no way interfere with the Ennead's annexation of the waters of the Congregation of the Scintillating Ceiling.
 


Two sibling peoples, similarly hungry, now aligned against all others. May whatever dares break this covenant be cast into the endless darkness to be rent by the weight of the world.
 LIT and LSD sign a formal PRS Treaty: The Pact of Stone and Blood! 
 
 Spoiler: Terms 
 
 The Lighthouse and the Lambent Syndicate will mutually defend each other against outsiders. 
 The Spoils of Victory shall be equally shared. 
 Free exchange of technologies and wonders. 
 A slight to One shall be repaid in kind. 
 Any conflict precipitated afterwards shall first be negotiated. 
 
 


Culture, monuments, and reminders of military glory all serve to raise the standing of countries fighting for their place at the top.
 KNH, GTZ, and DPB each complete 5-action Monuments and gain +2 Prestige.
LOL and STC each gain 1 Prestige from The Politics of Identity.
GTZ Occupies 2 Units to maintain PRS 4!
GRV Occupies 2 Units to maintain PRS 3! 
Volthawk
 
   The Cyphiri Union   
  Round 8  
 Regions:  122, 129
 Ruler:  Baran Hallus
 Faith:  The Flowing Way (The Cyphiri Way)
 Diplomacy  6  Military  5  Economy  8  Faith  5  Intrigue  2
 
 
  Actions  
 End of Turn Ruler Increases:  +2 Economy
 
 Buyout TP2 in 118 (Domesticated Sea Cows) [Economy] -  13, Success 
 With the situation in Orope forcing the Tellan family to move assets out of the Middish capital, they heads of the family look for somewhere else to put their resources and manpower. Given the successes the family was seeing among the cattle farmers along the trade route, they decide to focus their attentions there, and set about gaining complete control over the market - their opportunity scouts and friendly families have pointed out plenty more potential customers, after all, so establishing a larger supply of sea cows was seen as a good move by all concerned.  
 Impress Merchants of 129 (Using Domesticated Sea Cows to satisfy Meat) [Economy] -  16, Success 
 Now that the Pylet family had a steady supply of sea cows, being driven southwards from the north into Pyl-Garat for slaughter, they set about leveraging that advantage among the various settlements of the region. A considerable amount of the venture is taken by convincing the original colonists that the new steaks are better than the wild animal meat they remember but before long the general consensus is that the steaks taste better, particularly once the Pylet-arranged cooking apparatus (made from a combination of Tellan-provided ash and Carral-provided insulated and sealed jars) become more widerspread in the region.  
 Impress Merchants of 125 (Using Nutritious Silt to satisfy Fertilisers) [Economy] -  15, Success 
 With the effects of Project Anastasia being felt across the zone, it wasn't long before one of the Cyphiri families saw an opportunity to make good use of the changes. Some years ago, the Sakura-Jin had discovered mangrove forests in the north of the vast brackish region west of Cyph-Arel, and the word from the Cyphiri opportunity scouts passing through the area was that since Anastasia begun there have been more and more mangrove trees growing. The Pylet saw an opportunity there - the fertile silt harvested from the fields of Pyl-Garat could be quite useful to enrich the soil the locals cultivated the trees in, particularly now they have more than ever, and in coming years the Pylet family might be able to use the goodwill from the deal to their advantage.  
 Impress Merchants of 126 (Using Domesticated Sea Cows to satisfy Parasite Hosts) [Economy] -  16, Success 
 A common debate among the Tellan driving sea cows south to Pyl-Garat has been the best route to take - the typical route is east along the trade route, through Dashasham and Cyph-Arel, which is a safe and well-travelled path, while others (particularly those getting cows from more westerly ranches) take them through Ke Yi Ade and Colownya to save some distance in exchange for being in still friendly but less known territory (with Anastasia changing the terrain around Ke Yi Ade, some have even gone as far west as Ektalithiades in order to swim through open water rather than navigate the shoals). The rarest route suggested has been going straight south, through the brackish magroves and around the islands straight into Pyl-Garat - it's a much shorter journey on the map, but the hazards of the environment and the difficulty of navigating through those areas make it unlikely to be better. Some still try, sending breeds of sea cow grafted to survive there through with Cyphiri knowledgeable about the area and terrain (including many Belar, due to their original expeditions in the region) in the hope that once a good route has been found it'll be more efficient. So far, it hasn't gone well, but the excercise has shown the great fondness the hydra leeches appear to have for their sea cows, and the interest the locals have in buying a supply of cows to feed their own leeches. Turning failure into opportunity, the Tellan behind the expeditions instead set about establishing trade deals with the locals and making a place for themselves among the island channels.  
 Impress Reaved Aristocracy of 111 -  13, Success (1 Treasure spent)* 
 *The second 129 in the route should be 128. 
 While there had been no official reaction to the Chora-related disappearances over the last few years, the Cyphiri were concerned, and the presence of Lux-Glossians investigating was a great relief. Such a service required repayment, and Baran Hallus saw the perfect way to do so in the north. The Lux-Glossian settlements in the Tideswept Shelf had suffered greatly from the Reavers, and still lacked strong leadership to guide the colony into the future. Rather than go through the effort of convincing the Union Council to send the Retainer Guard that far away from Cyphiri-owned interests, Baran instead sends his own irregulars north with Hallus diplomats - the latter to find suitable replacement leadership and ensure they end up in charge (and sympathethic to the Hallus), the former to contain discontent (either lingering from the time left in their post-Reaver state, or new from the Cyphiri choice of leadership for the region) and impose order. Back home, Baran paid a great deal of interest to the reports of their successes - maybe the tactic would be of use closer to home as well.  
 
  Nonactions  
 
 Provide &lt;resource TBD&gt; to OKI through the trade route 
 Do not oppose the buyout of TP2 in 114 by GTZ
 The Tellan aren't happy with the situation in Orope, seeing their share of the Giantsbane Seed business taken up by foreign merchants, but the instructions from both the Middish and the Hallus family are clear - do not interfere. The Hallus, they could ignore, but the Middish carry more weight and so the Tellan go along with it, actively selling off their interests in Orope and pulling back to focus on the trade route proper and their growing ranching interests. They still try to keep a good relationship with the Middish, but it does seem they're a little more distant and guarded these days.  
 Assist CYP Buyout of TP2 in 118 
 
  News and Rumours  
 
 Project Anastasia's effects varying reactions across the families of the Union. The Kelad mainly just note minor annoyance with the increased awkwardness of getting around to their holdings around the trade route with the increased in shallow waters around that part of the zone. Those Tellan out in the northwest overseeing the gathering of swarm ash are a little concerned with the decreased salinity and oxygen content of the local waters, but as grafts and crops to survive such environments have become widespread it doesn't substantially affect their operations beyond the need to establish a new route out (although it becomes an even less popular posting within the family). The southernmost settlements of Pyl-Garat note the decrease in toxicity of the waters to the south with some interest, sending work back to the Pylet that there may be opportunities there, although their interest is more taken by news that the brackish mangroves to the north are seeing a burst of growth. Across the rest of the zone, opportunity scouts for many families note the changes going on and send reports back home for their family to assess and decide whether to take advantage of it. 
 The Carral family have frequently made complaints to Union Council families (not being in the Council themselves and hoping that it'd be passed on) about the state of the government in their eastern holdings, ever since the Reavers left the local government in tatters and their army decimated. Thus far, this hasn't had a substantial effect on Carral business endeavours (in no small part due to the mercenary guards around Carral-controlled welparn ranches and stores), but the concern has remained. They've broadly been ignored, the Council deciding that there are bigger priorities for their attenion, but word among the Council families is that Baran Hallus is finally beginning to make plans on how to deal with the situation there, but it's hard to tell when it's happening. Most think that it's related that the Retainer Guard and the Hallus force have been expanding their training regimen to handle more offensive actions rather than just protecting assets, particularly in light of Hallus activity in the Tideswept Shelf. 
 From the moment he cemented his ascendancy over Garren Ulnesh with a Council vote, Baran Hallus has been pushing an agenda of reorganisation - turning the implications and traditions of the Union Council into formalised laws and positions, working with the Council Fund to provide a common base of services for the families of the Union, and (exerting a degree of influence over the business decisions of the other families that would normally be unheard of) standardising many of the measures and organisational methods used by the families for easier cooperation and dealings. There have been a lot of quiet Council meetings recently, and word across the Union is that the biggest announcement yet is coming soon. Interest in the subject has also been built by the fact that the Ulnesh family, who have been opposed to the Hallus ever since they took control, have been increasingly throwing their support (and thus the support of the families obligated towards them) behind Baran's measures. 
 Lanit Hallus, the diplomat recently recalled from Orope due to the merchant problems being solved in another way, has recently been seen travelling south with delegations into the Emerald Tidelands, despite the Union and Kalan not having many dealings since the latter were hired by the Stewards. Stranger still are the reports that Werran Ulnesh, the de facto leader of the followers of the Way in the Union, has been accompanying her despite the ongoing fallout between the two families. 
 
  Families of the Cyphiri Union  
 
 Spoiler 

There are far more Cyphiri families than mentioned here, of course, but this is just to keep track of the ones mentioned so far and what their deal is/who of note is a part of them (some are described in greater detail in the full nation description).

 Hallus 
 TPs:  122.2
 Other:  Aristocratic Support in 122 (122's Mercantile Support is split between Hallus and Ulnesh), Cultural Exchange with COS
Now the dominant agricultural family, due to being the inventors of all of the major Cyphiri advancements in the field and leveraging that advantage at every opportunity. Has taken the position the Ulnesh once held in recent years, becoming the dominant force in the Union Council, and has been taking steps to formalise that unofficial power into something with real legal authority.
- Pelir Hallus: Pioneer of Hallus biotech research, not technically the head of the family but has enough influence through the family to get what they want (if possible).
- Baran Hallus: The actual head of the Hallus family, and the one directing their recent political moves. Has great respect for Pelir's work, and tends to indulge her requests. He's got broader interests than the average Cyphiri, taking an interest in the military conflicts that have gone on around the known world, and making plans for diplomatic efforts beyond those that are business-related.
- Lanit Hallus: One of Baran's main diplomatic agents and representatives, who has recently been spending a lot of time in Orope trying to help the Tellan stabilise and gain control of the merchants there. It not going well has left a stain on her reputation among the family, something she's not happy about.

 Ulnesh 
 Other:  Clerical Support in 122
Former dominant power among the families, interests split between being a strong agricultural family and political operations, uses the two in tandem to maintain influence and strengthen both fields but finding the latter weakened by Hallus efforts and the former from other families smelling blood.
- Garren Ulnesh: Head of the family and a dedicated student of the Flowing Way. While the Ulnesh was dominant, he drove the push to look outside of Cyph-Arel for opportunities, but his health has been failing since the Hallus family took control.
- Werran Ulnesh: Devoted follower of the Way, close to Garren, excited to spread the Flowing Way to new lands, very curious about the way other countries and faiths work. Most influential Ulnesh after their fall from dominance, as his rapport with Cyphiri followers was separate from his family's business.
- Pylan Ulnesh: Envoy to the council fund, coordinates things between the two groups, has a distaste for mercenaries. With the Hallus military drive, has been finding themself pushed out of most relevant discussions.
- Taron Ulnesh: In charge of agriculture, very passionate about the subject, little interest or talent for politics but has subordinates that cover the slack. Hasn't changed much since the Ulnesh lost control, but his subordinates are concerned about the state of the business.
- Relas Ulnesh: Youngest of Ulnesh's internal council, Garren's preferred successor, quiet and observant but untested, many family members unsure she deserves her position. Has been trying to rally the family to retake the top spot soon.
- Chelat Ulnesh: Used to deal with other major families and the Union Council but has now stepped down due to age. She was good at it, but was dismissive about other countries and the advantages to working with them and as such is seen as an outdated thinker by most Cyphiri.
- Helad Ulnesh: Coordinates loans between the Ulnesh and other Cyphiri families, deciding who gets the offers and how they're repaid/the influence gained is otherwise used. Is now the preferred candidate of most Ulnesh for Garren's replacement, despite Relas' efforts, and is likely the most influential Ulnesh at the moment due to leveraging old loans with other major families.

 Council Fund 
 TPs:  122.1
- Artan: Part of the section of the Council Fund that works with mercenaries. Made the early (but now irrelevant) deals with the Kalan Company that led to the diplomatic/economic foothold needed to secure the Fund's current mercenary force, and as such has been growing in influence, developing a strong interest in battle tactics and strategy despite the typical Cyphiri attitude towards such things. Parents were followers of the Flowing Way who named her for Arthan, but she isn't faithful herself.

 Tellan 
 TPs:  109.1, 114.2, 134.2
 Other:  CYP-OKI Trade Route
Previously a minor family in one of Cyph-Arel's cities, now dedicated to the trade route between the Cyphiri and Middish. Operate a network of camps, rest stops and small businesses catering to those taking said route, and established the route itself. Has control over part of Orope's Giantbane Seed industry, along with investing in some nearby regions. Current leaders in fields relating to Supernatic Propogation, due to their ties to the Middish. They've ended up on the Hallus side of the Ulnesh/Hallus split in the Council, due to the family helping them secure the Cobalt Dye they now sell to the Middish.
 - Tarpan Tellan: Head of the Tellan, now living in Orope full-time. Quite fond of the Middish, and their interpretations of the Flowing Way. Approves of the Hallus' shift towards a standing mercenary retainer, the Middish attitudes towards war and battle having rubbed off a little.
 - Yanmet Tellan: Tarpan's second in command, handling things on the Cyph-Arel side of the business and dealing with the other Cyphiri families.

 Kelad 
 TPs:  117.1, 127.1
Another minor family, and one that's been very active in sending out opportunity scouts to the regions nearby to the Cyph-Arel - Orope trade route. They're not planning on making many big attention-grabbing moves for the time being, but have a plan to acquire resources vital to the efforts of other families and sell it on to them at a profit.

 Carral 
 TPs:  123.1
 Other:  Mercantile Support of 123
Small decentralised family who were once down on their luck and turned to the Bone-Grinder's Guild of [112] to try to make a new future for themselves. Their attempts to become more influential in the Guild ended up gaining them little, but the expedition eastwards that the Bone-Grinders sponsored has borne fruit for them, and they are now based in that region and have established themselves as a dominant mercantile power in the region by selling on imports from the Kelad.

 Pylet 
 Other:  Pyl-Garat (129)
One of the Union Council families, and the main one driving colonisation attempts. Has a great deal of influence with the smaller families and the colonists of Pyl-Garat, but is beholden to the Hallus in turn - an obligation they are trying to weasel out of as much as possible, not wanting to turn against old friends in the Ulnesh family but having found the offer from the Hallus too good to turn down.

 Belar 
A small family of explorers, eager to strike out into the unknown to find enough of value to make them rich. They've ended up in a mutually beneficial relationship with Pelir Hallus, with her finanicially backing their expeditions in exchange for her hearing first about their results and in general keeping the spark of adventure going within the Union.
 

  Statistics  
 
 Spoiler 

 Special Actions Available:  Diplomacy 5, Economy 5, Military 5, Faith 5
 Special Actions Used: 
  Diplomacy  
 
 Spoiler 

 Reputation/Favours 
 The Abyssal Stewards:  Rep 2, 2 Favours (Expected Change: None)
 - Welcome: +1 to resist Sacks and Coercion
 - Friendly: +2 to resist Secret Actions
 The Chelonian Chora:  Rep 2, 0 Favours (Expected Change: None)
 - Welcome: +1 to resist Supports becoming Open or Unruly
 - Friendly: Distance Losses triggered every fourth region, max -2 Distance Penalty in regions with CCA bases
 The Divine Nacre:  Rep 1, 0 Favours (Expected Change: None)
 - Welcome: +1 to Exploration, Prospecting and Colonisation
 International Prestige:  Prestige 2 (Expected Change: None)
 - Respected: +1 to Establishing and Pressing Claims and Promoting Claimants
 - Admired: +1 to attempt/resist Sway and Impress actions

 Bases 
122: Reefback Nursery

 Cultural Exchanges 
Costa Sereia

 Cultural Identities 
None
 

  Military  
 
 Spoiler 

 Units:  2 (Expected Change: None)

 Aristocratic Support 
122

 Generals 
None

 Fortresses 
None

 Perfected Tactical Doctrines 
None

 Military Technologies 
 Supermarine Artillery  +1 to battle rolls and +1 to Maneuvering rolls in regions of Depth 0 (Prereqs: Giantsbane Seeds, Supernatic Propogation, Photospore Signalling)
 

  Economy  
 
 Spoiler 

 Treasure:  3 (Expected Change: +1)

 Trade Posts 
 Treasure Rate  2 (10 TPs + 4 Support - 2 Black Pearls = 12 effective TPs for treasure gain)
109.1 - Swarm Ash
114.2 - Giantsbane Seeds
117.1 - Biolumiscent Tunicates &lt;Black Pearl Support&gt;
118.1 - Domesticated Sea Cows (Mercantile Support Owned)
122.1 - Native Gold (Mercantile Support Owned)
122.2 - Native Gold (Mercantile Support Owned)
123.1 - Malleable Blubber (Mercantile Support Owned)
127.1 - Ray-Ear Seaweed &lt;Black Pearl Support&gt;
129.2 - Nutritious Silt
134.2 - Cobalt Dye

 Mercantile Support 
118, 122, 123

 Cities 
None

 Trade Routes 
Cyphiri - Ironkelp Knights

 Specialised Ships 
None

 Civilian Technologies 
 Composite Grafting  No mechanical effect
 Graduated Symbiosis  No mechanical effect
 Megafaunal Tailoring  No mechanical effect
 Photospore Signalling  No mechanical effect
 Supernatic Propogation  No mechanical effect
 Trophic Deconvolution  No mechanical effect

 Anoxic Adaptation  Cross Brackish borders (Prereqs: Composite Grafting, Trophic Deconvolution)
 

  Faith  
 
 Spoiler 

 Faith Holy Sites:  15

 Clerical Support 
122

 Organised Faith Bonuses 
+1 to Impress Actions
Cultural Identity for Buyouts

 Artefacts 
None

 Holy Orders 
None

 Miracles 
None
 

  Intrigue  
 
 Spoiler 

 Spies 
None
 

  Claims  
 
 Spoiler 

122 - Historicity, Integration
 

 
Lumaeus
  The Riftlings Many of the Dead Seas      Polar Region    
 Turn 8

Ruler: The Youngest, Third Chosen of the Mother of the New Era
Diplomacy: 4
Military: 5
Economy: 4
Faith: 6
Intrigue: 3 
Faith: Convert HS3 67
Faith: Holy Site Bonus (Cultural Identity): Impress Rolls
Military(Censer: Faith): Raise Unit
Faith: Convert HS2 68
Faith: Impress Spawn Point Clerics

Non-actions:
Allow ESP to copy Censer if they desire
Accept Luxuries in the form of Dragon Scales from ESP
Resist literally any assault I can

Next turn stats:
Diplomacy: 4
Military: 5
Economy: 4
 Faith:  8 (+2)
Intrigue: 3
Minescratcher
 Regions 113,  114 , 127
    The Order of Knights of the Ironkelp of First-King John of Ruhum    
  Records of the Years  1-3  of the Tenure of Grand Master Oliver of Insol, 40th Grand Master of the Order of Knights  
Round 8

  Actions:

1.  [Diplomacy]  Raise CCA rep from -2 to -1:  9 
The Chelonian Chora's hostility towards the Order seems strange to the Grand Master, and he charges the Ocslangue with reaching out to mend the relationship. Circumstances conspire to make this simple goal impossible; concerns over the reports of Chora-related disappearances rob the diplomats of faith in their own mission, while the Chora's sudden isolation leaves few chances to even contact them in the first place.

2.  [Faith]  Convert [Region 96] HS 2 from Open to the Flowing Way, spending 1 Treasure and using the Regalis Arbor to jump to [Region 101] (113-&gt;130-&gt;134-&gt;101; 96 counts as 3 regions, for a total effective distance of 6 regions):  10 
Dame Delamere continues her efforts in the contaminated waters, but the miasma contrives to prevent further expansion of the Inslangue's services.

3.  [Faith]  Seek Aid for the conversion of [Region 96] HS 2:  17 

4.  [Intrigue]  Coerce [Region 103] TP 1 for Adventuring Scholars, using the Regalis Arbor to jump to [Region 103] (113-&gt;103):  13 
The sereia charting of the waters near Palacia revealed a group of creatures who, rumor tells, have developed similar tenets of exploration and discovery to that of many schools of the Flowing Way, despite their extreme isolation from outside influences. The Grand Master takes a personal interest in these Adventuring Scholars, dispatching seed-riding messengers to recruit them into employment with the Order - or (depending on who you ask) to stage a show of force to coerce them into alliance.

5.  [Intrigue]  Secret:  2 

Nonactions:
 
 Contribute the following (somewhat dubiously translated) monograph on Giantsbane artillery and its uses to the Crescent Companion, from Geoffroy de Duisson, Maître de la Guilde des Sculpteurs, in cobalt ink on woven seagrass:
 
 Spoiler: On Oropegian War (Part 2) 
As all students of Middish history well know, the Giantsbane seed has a long and storied history within the knightly annals of Orope. Yet even those traditions of a thousand years which one might imagine to be eternal and unchanging may be swept away by the currents of fate, although for this day and this year the charge remains paramount. Indeed one might rightly say that the charge dies not, but grows only, until it attains a form unrecognizable to those who knew it prior.

For in these last two decades the will of the late Grand Master has been extended to many, many finlengths farther than that of his predecessors. "Valor is not constrained by fathoms or by years," yet a knight still requires a weapon whether he fights at home or abroad, and the great charge of the Giantsbane seeds cannot be performed without a Giantsbane plant. The leaders of Middish companies make every effort to acquire cattle so that they might draw a few trees with them into the waters of battle, but to position them rightly for a charge is long work, and no wise commander (of which the Order retains many) would simply halt within sight of the enemy and allow them to attack before a charge could be prepared. Therefore the sages and weaponcrafters of the Order, faced with the need to support an army far from Orope, bred a strain of Giantsbane more powerful and faster than the rest. These are left some distance behind the line of battle, and by means of photospores originally devised by the Kalan Company for similar purposes the commanding prince gives the artillery-sages the order to launch. That these sages do with alacrity, aiming the seedpods at the great ceiling above the ocean at such an angle which they have determined by sums will be most effective, and by virtue of their shape and great speed penetrate through to the matterless space beyond, falling back through the ceiling some distance ahead of the front lines with even greater force than was originally imparted to them. Few foes can withstand such bombardment from above, and, either being shattered by the energy of the seeds or forced to seek shelter at the seafloor, the enemy is rendered helpless to prevent the Middish from assembling for their charge.

Indeed in many battles the Knights of the Order have found that the noble war-cry, followed by one or two bombardments, will suffice to scatter the enemy, and some point to these victories as a sign that the charge is swimming towards irrelevance and death. But for my part I cannot agree, for what is the artillery but a charge in a different direction? I see a day when the armies of the Middish charge not ahead, but  up ; a day when the terror in the hearts of their foes is greatest not during the war-cry, nor in the melee, but in the silence as the Middish hurtle towards them through empty space.
 
 
 Continue projects to breed more plants from the seeds of the Regalis Arbor as a Monumental Undertaking (2/3)
K.B. Redeye makes a breakthrough in his Regalis Arbor study after years of experimentation, compiling a complete list of indicators of appropriate soil and water to plant new seeds which can be used to prospect for growth sites. The plant seems to favor relatively low-oxygen water and slightly sour soil, though the extremes of the anoxic enclaves to the northwest and east suffocate it; conditions similar to those of the sea caves where the late Grand Master Basilicos originally discovered them are optimal for maximizing the potency of the adult plant's seedpods. Indicators in mouth, he and his assistants embark on a survey of Middish-controlled waters, beginning to craft a map of locations that might be used to rapidly expand the Order's royal arsenal. 
 
 
 Spoiler: News and Rumors 
 
 The almost overnight appearance of enormous new shoals in the east of Orope reshapes the currents of the region, causing mild unrest among the fishherds as their traditional migratory routes are thrown into disarray. Fortunately, no plant-cities seem likely to drift too far west into the briny waters of the Tideswept Shelf, but Project Anastasia 4 has nevertheless made a clear and unambiguous display of the Divine Nacres' power. Whatever some may say about "experimentation" or "research," the Order knows the truth: this was a threat and a warning. Quiet discussions begin in hidden places....
  .   
 Grand Master Oliver politely asks the Cyphiri to stand down in the Giantsbane trade standoff in favor of the Gotezhar. Most of the Order is skeptical of selling weapons to heathens (even if they are friendly heathens), but they are more reluctant to get involved in trade affairs at all, though the suggestion that granting trade rights to the Gotezhar is somehow "better fulfilling their oath" to defend the faithful causes chuckles.
  .   
 
  .   
 
 

 
 Spoiler: Ruler Information 
Grand Master Oliver of Insol, 40th Grand Master of the Order of Knights, etc etc
Current Stats
 Diplomacy : 4
 Military : 3
 Economy : 4
 Faith : 7
 Intrigue : 4
 Rolls 

New Ruler Next Round? No
Expected Stat Bonuses: +1 Faith, +1 Intrigue
 

 
 Spoiler: Other notes 

Generals:
 
 Knight Commander Amlaigh Tolmach of the Scoshlangue (10) - Tactical Doctrine: Quiver Hell's Foundations (+2 to battle roll) 
 
Land units: 4 / 7

Treasure: 2 -1

Resources controlled:
 
 Region 114: Giantsbane Seed 
 
Techs:
 
 Supernatic Propagation 
 Trophic Deconvolution 
 Megafaunal Tailoring 
 Photospore Signalling 
 Graduated Symbiosis 
 Composite Grafting 
  Anoxic Adaptation:  Permits actions and troop movement across brackish (green) borders; Requires  Composite Grafting, Trophic Deconvolution  
  Supermarine Artillery:  +1 to battle rolls and +1 to Maneuvering rolls in regions of Depth 0; Requires  Giantsbane Seeds, Supernatic Propagation, Photospore Signalling  
  Razor Current Netting:  +10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending; Requires  Glass,   Composite Grafting  
 
State Religion: The Middish Way of the Flowing Way
 
 5 HCs: +1 offensive battle rolls 
 15 HCs: 2d8 to Sway Factions 
 
Artifacts
 
 Thunderstone Cudgel: 1/round, +1 to an offensive battle (+2 if the defender benefits from a Fortress) or +1 to convert a holy site of an organized religion (+2 if the defender benefits from a holy order) 
 The Regalis Arbor: may be used up to twice per round as a non-action, for one of the following effects:  
 Spoiler: Regalis Arbor 
 
 Launch Couriers: When taking an action, the owner may pay 1 region of distance to "skip" from a region that they control and which is contiguously connected to their capital to any non-Wastes region within three (non-Wastes) regions of said owned region for the purpose of effective distance when determining distance penalties. The path may then continue on from that region, adding additional regions to the path and increasing the effective distance appropriately as normal. To skip  to  a Brackish, Toxic, or Glacial region in this way still requires the appropriate technology, but such regions may be skipped  over  without a technology. This effect may not be applied to rolls for Colonization, combat, or Secret actions.
  .   
 Launch Scouts: The owner receives a +2 bonus to the Maneuvering roll for a single battle they participate in. The battle must take place in a Depth 0 region within three (non-Waste) regions of a region that they control and which is contiguously connected to their capital. The use of this effect in a battle must be declared before any Interception rolls are made, and this effect may not be applied to Maneuvering rolls to intercept or avoid being intercepted. 
 
 
Attempts to steal the Regalis Arbor suffer a -4 penalty. 
 
Reputation:
 
 1 ABS favor 
 PRS rank 2 
 Signatory to the  Flowing Peace,  alongside the Gotezhar and the Cyphiri Union, consisting of the following four terms:
 
 The undersigned are committed to the righteous and just conducting of wars, and will therefore forswear: killing or causing egregious harm to noncombatants, including foes who have surrendered; and the use of weapons or technology deemed unnecessarily cruel considering their objective, including those chemical and biological weapons designed to cause a slow and painful death. 
 The undersigned are committed to enable the collective defense of the faithful of the Flowing Way by soldiers of the faithful, and will therefore not oppose or hinder the movement of Flowing Way troops between territory controlled by signatory powers for defensive purposes. 
 The undersigned are committed to the dialogue of ideas and the free movement of sages, missionaries, and other wise-creatures, in the interests of widening the Flowing Way and the better interpretation of the divine mysteries, and will therefore support the establishment of new centers of learning and all other conversions to the Flowing Way within their controlled territory to the best of their ability. 
 The undersigned are committed to the continuing study and proactive investigation of riddles and anomalies, and will prioritize those which one or more signatories reasonably suspect may pose a threat to the faithful. 
  
 
 
Gengy
  Round 8
 [Gotezhar, People of the Rain]  
 [Profundus Korasoon, Typhoon's Center] 
Regions: 138, 128, 136    
Actions:
 
  [Diplomacy]  Press Claim on region 139 (Roll:  Success )
  Though it took decades of effort to peacefully come to an agreement, Profundus Korasoon at last proves that the Gotezhar are not just warmongers.  Peaceful agreements to coexist can work, so long as others capitulate to Gotezhar superiority!   
  [Economy]  Buyout Giantsbane Seeds [114 TP2] (Roll:  Success )  Rolls 
  In order to not only provide for Colownya some more curios for them to sell, but also be able to fulfill prior oaths given, Korasoon orders the Merchant caste to focus away from the Wild Armored Gharials of the Contaminated Lands, and instead on the Giantsbane Seeds of Orope.  Getting permission from the Order of Iron Kelp, aid from nearby Costa Sereian traders, and notifying the Tellan that this is in the interest of all of the Cyphiri Union, the Merchants find little difficulty in acquiring the needed Seeds.   
  [Economy]  PRS 4, World Wonder Project, [ The Gathering Tide Warehouse ] {3/5}
  Gather goods for the Warehouse to Stockpile.   
  [Economy]  PRS 4, World Wonder Project, [ The Gathering Tide Warehouse ] {4/5}
  Gather exotic goods for the Warehouse to Stockpile.   
  [Economy]  PRS 4, World Wonder Project, [ The Gathering Tide Warehouse ] {5/5}
 Wonder Effect:  The owner of this Project gains +1 passive Treasure income and may, once per Project, count a Project action as two Project actions if they spend one (1) Treasure as part of said Project action.    Gather building material for the Warehouse to Stockpile.  With this final kind of item, the Warehouse is at last full.  It will remain so, based on the agreement established three years ago.  Now fully built, the Gathering Tide Warehouse stands over 120 bubbles tall, and literally thousands of bubbles wide.  It is a warehouse that houses warehouses, and without prior knowledge of where things are, someone can get lost looking for even the simplest items.  On a cloudless day, the top of the Gathering Tide Warehouse can be seen above the surface.  Many Gotezhar use this new roof to watch the sky, especially when the weather holds the promise of rain.  Entire nuvens establish themselves around the Warehouse, laying claiming to whole new Clouds, in exchange for being Warehouse Workers; living memories to tell others where they might find this or that, and then helping to move it around.  The Gathering Tide Warehouse stands as a massive achievement for all Gotezhar!   
 

Non-Actions:
 
 In return for their aid in Orope, the Gotezhar provide Costa Sereia the  Razor Current Netting  technology (Cultural Exchange, non-action) 
 Occupy (2) Units [Round 7 and 8] for Occupational Etiquette. 
 Occupy (2) Units [Round 8 and 9] for Occupational Etiquette. 
 
 
 Spoiler: News and Rumors 

 
 The Gotezhar have not forgotten the Reaver attacks, but seem more interested in finding out  why  they are attacking then they are in finding the Reavers themselves... 
 Mira'din the Mer begins to train with Masters of the Lank'a Style, learning as many of the forms as she can. 
 The newly adopted (former) orphans begin to expand upon the various cultural norms that Gotezhar otherwise adhere to, and many nuven aren't quite sure what to do about it.  It's been more than three years, yet these small Mer are not fully grown, and are still unable to take care of themselves!  This is quite perplexing and worrying to many nuven, who suddenly being to understand why non-Gotezhar struggle to take care of their young. 
 Many nuven leaders continue to call for the Profundus to entreat with the northwest's aristocracy, to remove any former tension and create stronger ties, but too many things require Korasoon's attention, and it may be some time yet before the leader of the Gotezhar can direct his focus back to Ke Yi Ade. 
 Joontar of Afluente begin to explore the connections of the faith to the Flowing Way, since so many Gotezhar have expressed an interest these days in the Order of Iron Kelp.
   
   [Economy]  Impress Merchants [138] (Roll: ) /  Get Trade Post for Cows? 
  With other projects coming to a close, Profundus Korasoon can focus their attention more at home.  Returning the state of affairs for the Merchants within Ezcorher to something more palatable.    
 
 

 
 Spoiler: Ruler Information 

      Typhoon's Center, Profundus Korasoon   
   D   
   M   
   E   
   F   
   I   
 
   Current  
 10 
 10 
 8 
 2 
 2 
 
  End of round 1 
 0 
 2 
 0 
 0 
 0 
 
  End of round 2 
 1 
 1 
 0 
 0 
 0 
 
  End of round 3 
 0 
 2 
 0 
 0 
 0 
 
  End of round 4 
 1 
 0 
 1 
 0 
 0 
 
  End of round 5 
 1 
 0 
 1 
 0 
 0 
 
  End of round 6 
 1 
 0 
 1 
 0 
 0 
 
  End of round 7 
 1 
 0 
 1 
 0 
 0 
 
  End of round 8 
 0 
 0 
 0 
 0 
 0 
 
  
 New Ruler Next Round! 

Expected Stat Bonuses: +2 Econ
 

 
 Spoiler: Book Keeping 

 Units:  (5   / 10 )  [2] Occupied 
 General(s): 
- Squall Essensio (Mil 10) [ Aim For the Storm’s Center : -6 to enemy leader loss roll, -20% to enemy losses]
 Fortresses:  Sublime Fortress, Region 138

 Cities: 
City of Saroon’din (136) [Saroon’din grants a +1 to Resist Sacks in the region for players who hold Mercantile Support in the region]

 Trade Routes: 
Gotezhar (138) to the Sakura-Jin (119)
 Treasure  (1  / 5 )

 Cultural Exchanges: 
Gotezhar (138) to Costa Sereia (134)

 Boon 
(+2) Actions Complete for a valid Trade Post of my choice, from the ABS

 Technologies: 
  Supernatic Propagation 
 Trophic Deconvolution 
 Megafaunal Tailoring 
 Photospore Signalling 
 Composite Grafting 
 Graduated Symbiosis 
 Razor Current Netting 
 +10% enemy casualties and +1 to Maneuvering roll when defending, or attacking with a foothold   Supermarine Artillery   (lacking Resource)
 +1 to battle rolls and +1 to maneuvering rolls in Regions with Depth 0  Anoxic Adaptation 
 The user can now cross Brackish borders.  
 
TheDarkDM
  
   The Lambent Syndicate   
 Lucent Mistress Adiratna 
Diplomacy 7
Military 9
Economy 8
Faith 2
Intrigue 5

 Expected Stat Increases: +1 Diplomacy, +1 Military  
 ... 
  Actions  
 
  Military  - Invade the Khandeeps (Region 25) with 7 Units led by Netra the Rubicund Fist (Mil 8) alongside allied Lighthouse units, attempting to initiate Victory is Life (+2 to battle, +10% enemy casualties, +10% own casualties) 
  Military  - Invade the Protected Stratera (Region 31) with 2 Units led by Adiratna's chosen subcommander (Mil 4), attempting to initiate Victory is Life (+2 to battle, +10% enemy casualties, +10% own casualties) 
  Diplomacy  - Sway Aristocratic Support in Region 8   15   
  Diplomacy  - Sway Merchant Support in Region 27   13   
  [DELETED]  
 
  Non-Actions  
 
 ... 
 
JBarca
 Round 8
   The Shifting Ennead   
 Danabae (69), Maurente (74), The Cathedral of Movement (67), Sketi (68)  
  Led by Ninth of Nine Prince Antenius, Who Grasps the Wave, Son of Strolinus, Son of Akkoroas 
D10 ; M10 ; E4 ; F2 ; I3 
 Actions 
 
  [DIP Elevate!] 
Fluff to come next round.

 
  [Dip Raise Rep with DNA]   SUCCESS 
Prince Telian feels that the offerings of the Nacres are worth some flesh pressing and honeyed words, and efforts are made to earn their good will.
 
  [MIL Raise Unit]  
  [MIL Raise Unit]  
  [MIL Raise Unit]    ----------polar----------  
With the remnants of Ada's faction proving erratic at best, Balelia orders up new levies from the freshly conquered waters. 
 
 Non-Actions 
 
 Prince Telian, in hopes of inspiring a new respect for the Doflein individually, publishes a short description of his own particular approach to combat as a young Doflein, a method whose success has inspired many of his species to emulate him. As a young male, Telian gained some level of fame as a duelist, and three of his children are following both this path and his style. Given how quickly the writings circulate, it would seem that his goal was accomplished. Surprisingly, though, Telian himself seems less than pleased and his writer, a middling administrative professional, soon goes missing. Rumors swirl.

 
 Spoiler: Crescent Companion 
Once I matured, I decided it was only just for the Doflein to be the preeminent warriors in Danabae, lest the Nautilites begin smelling blood. I began, of course, with expanding my physical capabilities. The tips of my tentacles became sharp hooks, I grew scales across my mantle, and my beak was replaced with stone. Naturally, all but the last are still in place. With these augmentations, along with a dedication to my craft, I emerged as one of the greatest warriors alive. Now, I encourage all combat-ready Doflein to understand my goals, grapple with my techniques, and pursue greatness.

To begin with, Doflein are natural grapplers. We are not as strong as Nautilites, as swift as eels, or as impervious as the draconic crustaceans, but we are quick and agile and have many arms. To use weapons reliant on strength is a mistake. My goal in any duel was always to close with my foe and engage as many tendrils as possible as rapidly as possible. I tied up arms, fins, mandibles, and weapons. Things like eyes, gills, and fins tend to be both soft and unprotected - a covered eye is worse than being naturally blind, for instance. These, then are the prime targets for whatever close ranged, stabbing weapons you use. Hooks are ideal, since they capitalize on our greatest naturaly skill, though I have seen some impressive maneuvers with nets, bolas, and knives. One of my children, in fact, famously won a duel against a particularly large Nautilite simply by dragging down her opponent with thick, weighted ropes.

Once you are in tight with your foe, your flexibility must become your triumph. Small, frequent wounds can slow a creature while you work for position, and many people are incapable of keeping calm enough for accurate strikes with suckers, hooks, and tendrils writhing across their bodies. The angles in this circumstance clearly favor the warrior with the more malleable anatomy - use this. Do not let your guard down, but instead calmly and efficiently seek out weak points while never presenting a good avenue of attack. Remember that our stamina will not hold for long, though, so seek quickly unless you are confident that your initial grab will cause blood (or whichever bodily fluid fills a similar role) loss to the degree that they will fall first. Again, my hooks are ideal here. The extra leverage, the ease of dragging a blade across flesh without it slipping, the fear they cause, and the finesse they afford are all priceless.

If fighting something naturally armored, the weak points I mentioned above become the only points worth attacking, though I caution you that a warrior worth their salt will be adept at protecting eyes and gills in this circumstance.
 Honestly, against such a foe, a duel may not be your best option. If a foe is much larger than you, seek blind spots or difficult-to-reach areas to strike with impunity. A remarkable small or swift foe can be faced with a whirlpool of weapons and tendrils; finesse begins to fail in this circumstance, and even a poor strike may be enough to turn the tide.

I wish you all luck in your duels and your duels alone - do not fight on the battlefield unless there is no other choice. As we say, we have servants for that.
 
 
 
 Reports and Discoveries 
 
 Prince Telian, now showing uncouth signs of aging as he is simply too busy to frequently hibernate, takes on an apprentice. Two of his children, Auleria and Justus spend two years in Sketi, learning from the Carstalts. When they return, though, it is in a shared body. Their heads fuse, leaving them with an overlarge eye between two normal eyes, fourteen tentacles, and two beaks. The Prince, originally planning to name Auleria his heir (as his ninth offspring), grudgingly elects to have the two of them together serve as his second. The children refer to themselves as Aulerus. 
 Those who know Prince Antenius have begun speaking in hushed voices to their families of his collapsing psyche. He spends hours each day hovering just out of earshot of the Last Limites, swimming in looping circles and casting fearful glances at the broken monolith. A small group of his lieutenants including Balelia, Telian, and several administrative assistants, run most of the burgeoning empire of late, though the new territories are mostly left to their own devices in the short term. The Ennead's allies, primarily the Confederacy, are given extra leeway to handle their spheres of interest within the provinces.

As things continue to stagnate and creep toward rust, something shifts within the Last Limites. Antenius freezes, seeming to sense a shift in the currents. A vault long since thought a tomb falls open, and grasping tendrils pour out. 
 





Ruler Stats R9:  Akkoroas 
D: 5
M: 4
E: 2
F: 1                                                                          POLAR 
I: 1
New Ruler: Yep! Akkoroas.

 
 Spoiler: Technology 
 Technologies 
    Type 
 Name 
 Effect(s) 
 Required Resource? 
   
  S 
 Composite Grafting 
 N/A 
 N/A 
 
  S 
 Graduated Symbiosis 
 N/A 
 N/A 
 
  C 
 Electrodialytic Staurozoa 
 Ignore Effective Distance from Briny 2/rd 
 N/A 
 
  S 
 - 
 N/A 
 N/A 
 
  S 
 - 
 N/A 
 N/A 
 
    
 

 
 Spoiler: Mechanical Bookkeeping 

Trading Posts Owned: 0




 Military Units CAP: 7/11 
 Generals 
 
  Balelia - 9 
 
 Spies 
 
   
 
 Cultural Exchanges 
 
   
 
 Artifacts 
 Treasure 
0/5

 Special Actions Used 
M5: Raise General (Balelia)
D5: Establish Cultural Exchange (GRV)
M10: Tech, Devolving Standardized Integrations
 

    POLAR    
bc56
    Pfilghol    
  Olgght, The-one-who-consumes  
Diplomacy: 3
Military: 10
Economy: 8+2
Faith: 2
Intrigue: 6

 Regions 
The Pfithreef: 132

   Actions   
 Rolls 
 Economy: Buyout Region 108 TP 1 for Mud Diamonds 
 +1 from last round Expedition 
 Economy: Buyout Region 107 TP 1 for Kalask Venom 
 +1 from last round Expedition  
Pfith merchants move to secure resources in the regions their scouts explored, even as Pfith armies begin the march into the same areas.

 Economy: Buyout Region 131 TP 3 for Kelp 
 Spend a Treasure 
After a long wait, the Pfith begin inroads into the former Otterian Supremacy, in the hopes of acquiring new and useful resources for their expanding interests.

 Economy: Buyout Region 133 TP 3 for Wave Scorpions 
 With support 
In a deal with the merchants of Costa Sereia, the Pfith bring home new and exotic creatures for their home markets.

  Military: Invade Region 107 
 Using 5 units led by Gtsit (8) using The Mare (+1 to battle), Magma Forges (+1 to battle), Kela Ein Kamohu, and Sea's Opportunity (perfected) 
Even as their merchants cut deals and bring back a wealth of resources, the Pfith are on the move. Commanded by the cunning Gtsit and spearheaded by a monstrous ball of seaweed mounted atop an unfortunate sea goat, a campaign of raiding and terror is launched across the entire region in an attempt to draw the defenders out and into a waiting ambush.

  Spy Actions  
Ktloso: [REDACTED]

  SKR Cultural Exchange:  
   Non-actions  
Support conversions to Sakurado
Spend 1 ABS favor to ascend to Reputation 4


 
 Spoiler: Passive Bonuses 
 Reputation: 
ABS 1: +1 to resist Sack and Coerce
ABS 2: +2 to resist Secret Actions
ABS 3: +1 battle, +1 vs Titans, +1 depth (reqs. hard metal)

1 Perfected TacDoc: +1 maneuvering
 

 
 Spoiler: Bookkeeping 

 
 Spoiler: Characters 
Olgght - current leader, successful conqueror/unifier. Hungry.
Gtsit - Second-in-command, first to betray. Clever, dangerous. Hungry.
Ktloso - Sworn enemy of Gtsit, spymaster. Conniving, ruthless. Hungry.
 

 
 Spoiler: Military 
 Units:  5/7
 Generals: 
Gtsit the-second-champion: 8. Sea's Opportunity: Defending: enemy takes double battle penalties from terrain, Attacking: transfer battle penalties from terrain to enemy. This tacdoc is perfected: +1 to battle on success
 Military Technologies: 
 

 
 Spoiler: Economy 

 Treasure: 
4/5
+1/round
 Trade Posts Owned: 
Luxurious Hides: 101.1
Shiv'rchins: 104.1(S)
Mineblossom Sponges: 130.1
War-Jellies: 132.1, 132.CITY (S)
Hard Metal: 132.BASE

 Economic Techs: 
Composite Grafting
Trophic Deconvolution
Anoxic Adaptation
 

 
 Spoiler: Artifacts 
Kela Ein Kamohu: 1/turn +1 to Sack or +1 to battle if win or tie TM, +1 extra if TM victory by 6 or more, -1 leader loss if fail or tie TM.
 

 
 Spoiler: Spies 

Ktloso: 7
 

 
 Spoiler: Special 

Gan Kotzim - the Thorn Gardens: ABS base, 132
 

Shallows Appreciation grand champion!
 
Aerin
  The Lux-Glossian Shades 
Temperate zone: regions 135 (capital), 111, and 173
Capital: The settlement of Leriander in the Glossian Sea
Round 8 
 
 Spoiler: Ruler stats and stat increases 
 Ruler:  Liaro of the Red Shade, Eldest of the Matriarchs

 Ruler stats for round 8: 
Diplomacy - 3
Military - 3
Economy - 6
Faith - 2
Intrigue - 6

 Ruler increases:  +1 Intrigue, +1 Economy

 New ruler (non-dynastic):  Alleoro of the Purple Shade, Eldest of the Matriarchs.  [Rolls] 
 Ruler stats for round 9: 
Diplomacy - 2
Military - 3
Economy - 6
Faith - 2
Intrigue - 6
 

 Actions: 
 1. Intrigue:  Investigate east of region 137.  [14, SUCCESS] 
 Small correction to the roll: Effective regions should be 4 (not 3) due to contamination, but the distance penalty (-1) and roll result remain the same. 
 2. Intrigue:  Investigate southeast of region 177.  [17, SUCCESS] 
 The Gotezhar request the favor of exploring the waters to their southeast, and the sharp-eyed Matriarchs, long accustomed to trading in favors, eagerly acquiesce. Those of the more scholarly bent are eager to discover any traces of Nacre biotechnology left from the recent aquaforming of the region.  
 3. Intrigue:  Investigate the strange disappearances surrounding the Chelonian Chora with special attention on events near our allies of the faith, the Cyphiri Union.  [22] 
 The finest priest-scholars of the Lux-Glossian Way are dispatched to the Cyphiri Union on the orders of the Conclave's scribe, Lia. A mild aura of competition surrounds the investigation, as Lux-Glossian acolytes are eager to prove their philosophy to their Cyphiri brethren.  
 4. Economy:  Buyout region 111 TP 1 (Brinerays).  [17, SUCCESS] 
 A new fad sweeps the Tideswept Shelf: brineray housepets. Settlers capture an abundance of tiny, floating ray babies to domesticate during their most recent mating season. 
 5. Economy 5:  Reorganize the settlement of Leriander in region 135 into a proper city.
City bonus: +1 to an Investigation roll once per turn when a treasure is spent, in addition to the +1 from the treasure.
 For centuries the reigning Grand Matriarch has shifted zoning laws, mining permits, building regulations, and algae allocations in Leriander to blatantly favor their Shade. As the Grand Matriarchy changes every few years, this has led to an absolute morass of minor laws, exceptions, exemptions, and restrictions. A woman of remarkable will, Liaro dedicates her reign to simplifying and consolidating daily business in the capital and refuses to show favoritism to the Red Shade in the new codes. Despite the short-term unpopularity and disarray, Leriander is now able to expand both civilian infrastructure and crystal mining operations. 
 Non-Actions: 

1. Change ruler non-dynastically.  [Rolls] 
 Liaro's extremely unpopular mass reorganization of the capital and stone-cold refusal to give her Shade special treatment leads to a political maneuver not seen in over a century. The Red Shade elects a new, younger Matriarch, forcing Liaro to resign the Grand Matriarchy. The seat passes to the next-eldest Matriarch, Alleoro of the Purple Shade. She makes history as the first Grand Matriarch from a Shade based in the Tideswept Shelf. 

2. Spend a favor with ABS to increase reputation from rank 1 to rank 2.

3. Continue a monumental undertaking. [2/3]
 
 Spoiler: Pavillion construction 
While maps of the region are gathered, aided by Liaro's reputation for tolerating no nonsense or delay, stone is quarried for construction of the open-water pavillion to house the carved relief of the Glossian Sea's topology. Twelve delicate white limestone pillars are raised and intricately carved, but the true wonder lies in the domed roof. Four massive sheets of luminescent crystal, perhaps the largest colored pieces to ever be mined intact from the Leriander Depths, are carefully slotted together. The lifting and placement of these massive panes requires a custom-engineered pulley system, a dedicated crew of muscular Lysimia, and three weeks. It makes quite the spectacle, and individuals from all over the city come to watch the final placement.

 
 Spoiler: Minecraft version of what I'm thinking, except the roof is supported by white pillars not fence posts 
 

(If anyone is curious, most of the blocks here come from the Better End mod. Highly recommend it.)
 

 

4. Spy non-action. [CONFIDENTIAL]

 
 Spoiler: Reminders for myself 
End of round 9: Chora's faith competition ends (but there's not much you can do to help, mostly faith head stuff)
End of round 10: Crescent Companion ends (still need to do 1 entry)
End of round 11: Songline of the broken seas expires - intrigue action to get 2 treasure, once only
End of round 12: 173 merchants become unruly if no Decorative Vegetation (assuming 5 rounds from colonization, may be sooner)
Gain +1 passive treasure at the end of round 9 (and every round after), then can use it starting round 10
Write up that thing for Role ASAP
Write up region 173
Make a flag!
Draw some fancy maps - need to ask to borrow friend's tablet
 
Feathersnow
 
 Primarch Marcion Diplomacy 9
Military 4
Economy 7
Faith 7
Intrigue 1


 Diplomacy  Sway aristocracy in region 117
 The Sakura-Jin's ambition was previously tempered by confusion and meekness, but advisors from The Black Pearl help explain the facts of life to the Ecclesiarchs, who quickly learn the Iron Rule: Do unto Others
   success 
 Diplomacy   Establish Confederation claim on 125, spending one treasure
 This beautiful, garden-like land is suited to become part of the World Garden. 
 questionable, apparent success 
 Faith  Pray for divine aid on establishing  Confederation claim on 125
 After being rootbound for centuries, the Way of The Cherry Blossom is being transplanted past the lands of Dashasham!  This must go right!   success 
 Faith  convert holy Site 132.2  success! 
 Faith Convert Holy site 120.1  fail! 
 Missionaries continue their work 



+1 Diplomacy +1 Faith

Diplomacy 10
Military 4
Economy 7
Faith 8
Intrigue 1

Rolls

 1st 
 2nd 
 3rd 
Frostwander
     Costa Sereia    
 Region 134 - Palacia 
Turn 8
  
 Actions: 

1)  [Economy]  Special 10 - Consolidate Holdings as a Merchant Marine
 There is no official ceremony or fanfare, just private meetings in quiet rooms. No announcement or declaration, only the quiet realization, slowly dawning. Here a fin-shake over a deal, there a small favor to be repaid, then an exchange, now an acquisition. But together, they represent a gradual process of slow and steady consolidation, and tens of thousands among the nations wake up to find the threads of their livelihoods, once completely disparate, now rest together comfortably in the gentle grasp of the Costa. 

2)  [Diplomacy]  Raise Reputation - Abyssal Stewards 1 -&gt; 2 ( Roll: 12 - Success )
3)  [Diplomacy]  Sway Merchant faction - Region 103 ( Roll: 18 - Success )

4)  [Intrigue]  Special Project (1/3): Coexist with the Beasts - Region 137
5)  [Intrigue]  Secret Action


 Non-actions:  
What secrets hold the Deep?
Receive Razor Current Netting technology from the Gotezhar. (Cultural Exchange)
Support Gotezhar buyout of Giantsbane Seeds (Region 114 TP2) via local merchant support.
Support Pfilghol buyout of War Scorpions (Region 133 TP3) via local merchant support.
Spend 1 treasure each on Raise Reputation, Sway Faction, and secret actions (4 total).


 
 Spoiler: Leaders and Prominent Figures 
 Leader:  Madrina Uschi Alverna (Diplomacy 7; Military 5; Economy 10; Faith 3; Intrigue 7)
End-of-turn increase: Diplomacy +1, Intrigue +1
New Leader next turn: No

 Generals: 
 Spies:  Veruha Mascerena (Intrigue 7)

 Other:  Gaspar Peixoto, Business Counsel; Ildo Loura, Militia Commander; Rain Loura, Venture Financier; Havardr Perna, Priest of Desderia; Earlee Perna, Priestess of Jurxo
 

 
 Spoiler: Relations of State 
 Cultural Exchanges:  The Gotezhar; The Cyphiri Union
 

 
 Spoiler: Resources 
 Units:  Sereia Militia x2
 Treasure:  5
 Reputation:  ABS (1); CCA (0); DNA (0); PRS (1)
 Favors:  ABS (2)
 Capital Region:  Palacia
 Cities:  Cadid Santuario - Region 134 (+1 Sway Faction)
 Effective Trading Posts 16 (2 income): 
&gt;  Cobalt Dye  - 134 TP1, City &amp; Merchant Support
&gt;  Giantsbane Seeds  - 114 TP3 &amp; Merchant Support
&gt;  Luminescent Crystal  - 135 TP2
&gt;  Mineblossom Sponge  - 130 TP2 &amp; Merchant Support
&gt;  Plankton  - 124 TP2 &amp; Merchant Support
&gt;  Pure Berries  - 138 TP2
&gt;  Razorglass  - 128 TP1
&gt;  War Cultivator Supplies  - 97 TP1
&gt;  Wave Scorpions  - 133 Merchant Support (No TPs)
&gt;  Whispering Eggs  - 176 TP1
&gt;  Wild Armored Gharials  - 137 TP1
 Primary Religion:  Brilhinte (4 Holy Sites)
&gt;  Temple of Jurxo  - 97 HS1
&gt;  Temple of Raquela  - 134 HS1
&gt;  Temple of Desderia  - 134 HS2
&gt;  Temple of the Deep  - 134 HS3
 Civilian Techs:  Composite Grafting, Trophic Deconvolution, Megafaunal Tailoring, Photospore Signaling, Graduated Symbiosis, Supernatic Propagation, Anoxic Adaptation
 Military Techs: 
&gt;  Dropped Weaponry Supermarine Artillery
 
Grim ranger
    Kar-Nath Hegemony   
 Located in:  Polar zone, regions 75 and 77
 Capital:  Glacier Crag, Region 77    Turn 8   
   Rham, the Frozen King   
 Diplomacy - 8, Military - 10, Economy - 9, Faith - 2, Intrigue - 1 
  Actions:  

1.  [Economy]:  Buyout TP 1 in 76 (Roll:  20 . Success!)

2.  [Economy]:  Impress Mercantile support of 76, using 1 treasure to raise the roll (Roll:  21 . Success!)
 - With Bastion's economy having been torn down by Reavers, the Hegemony moves in to return the favor of their neighbor in earnest by sending forth heavily guarded merchant caravans from Glacier Crag. These seek to both start the mining operations in earnest and prop up the markets about to fail from sheer lack of living entrepreneurs. 

3.  [Military]:  Attack region 65. General Kreel (Mil 9) is in command, March of the Conqueror tacdoc will be attempted, Magma Forges technology will be used (+1 to battle rolls, +1 to rolls vs. Titans, +1 Depth access, does not occupy slot, needs hard metal) 4 units will be sent. The route taken is directly from 77 to 65 through open border, no distance loss rolls provoked. General Kreel has perfected his tacdoc, and gets the appropriate bonuses (+1 bonus to all Maneuvering rolls, +1 bonus to battles when successfully implementing the Perfected Tactical Doctrine). Also spending 1 treasure to raise the Battle roll by +1.
 - With the situation with their large neighbor being a volatile one as ever, the Hegemony sends out its legions to properly lay claim to the waters it has demanded for itself before further developments can endanger the expansion. General Kreel, again at the helm of the host of Nathi heading out, has learned from his prior mistakes... and even has a unit of levy from Plains of Sarkenos fielded at the front line, apparently having seen their use against his own forces not that many years ago. The legions are also prepared with more care, additional funding from the crown's coffers being funneled to the legions to keep the morale high and equipment uniform and well-maintained. 

4.  [Faith]:  Project - Establish Holy Site 3 in 75 (1/3)

5.  [Faith]:  Project - Establish Holy Site 3 in 75 (2/3)

 
 Spoiler: Construction project - Holy Site: the Blossoming Peak 
As the Hegemony has adopted the faith of their benevolent neighbors, the Frozen King has decided upon a show of generosity to mark the occasion and to reassure the populace of the Plains that their nominal rulers have no plans in mind to reduce their living standards. With this goal in mind, the Hegemony has set to transforming one of the rock formations dotting the Plains into a place where debates of theology and contemplations of the nature of divine can properly take place in this generally undeveloped land.

Under the guidance of the Gravetenders, Nathi artisans go on to work structure in the stone while attempting to preserve at least some of its natural look. Plants are carefully introduced into the rock formation in places specifically worked into stone for them to allow some growth in sheer stone, while softly glowing lanterns of bioluminescent lanterns soon dot the structure to keep it well lit even in the dead of night. Although the building holds the simple yet decorated basis of Gravetender architecture (or at least as close to such as the Nathi artisans can manage), it also bears remarkable similarities to some of the larger buildings in Plain Current with its slanting roofs and narrow profile hugging the stone... at least by outside glance, as the structure extends well into the rock to provide space for various chambers.
 

  Non-actions:  

A.  Raise Abyssal Stewards reputation from 3 to 4 with a favor - become Core Branded 
- While their formerly warm ties with the Chelonian Chora suffer somewhat as a result, the Hegemony has made the choice to become as close as possible to the apparent masters of skullduggery and wondrous technology.

B.  Ship hard metal gained from Gravetenders to the Abyssal Stewards to access their technologies  (Note: as this gains me +1 Depth access, region 64 should be revealed, should it be depth 1)

C.  Ship Silver to Gravetenders through trading route  (This should satisfy their desired imports and avoid merchant unrest)

D.  Relief Counsel – Vote for the people to stay 
 - With the counsel coming to a tentative agreement in effort to balance the competing interests at work across the region, Kar-Nath Hegemony casts its vote for the people of the area to stay, offering their services in administrative and military matters to strengthen the flagging infrastructure of the locals. 
  Leader improvements from turn 8:  

+1 Economy, +1 Faith

  Leader stats for turn 9:  

Diplomacy - 8
Military - 10
Economy - 10
Faith - 3
Intrigue - 1

 
 Spoiler: Leaders &amp; agents 
 Leader:  Rham the Frozen King (Diplomacy - 8, Military - 10, Economy - 9, Faith - 2, Intrigue - 1)
 General:  General Kreel (Military 9, March of the Conqueror tactical doctrine (Perfected))

 Others:  Munda (Ambassador of the Hegemony), Nedir (king's appointed successor), Rayn (Chieftain of Plains of Sarkenos, technically independent)
 

 
 Spoiler: General bookkeeping (EoT/Start of round 9) 
 Regions:  77 (Capital), 75
 Military units:  Nathi Legion (4), Sarkenos Militia (1)
 Treasure:  4
 Reputation:  ABS (4), CCA (2), DNA (1), PRS (3)
 Favors:  ABS (0), CCA (1), DNA (1)
 Trading posts:  5 (Effective number: 8) - 1 income
Rimestone - TP 1, 77 (Merchant support)
Rimestone - TP 2, 77 (Merchant support)
Rimestone - TP 3, 77 (Merchant support)
Preserved Foodstuffs - TP 3, 78
Silver - TP 1, 76

Civilian Technologies: Composite Grafting, Trophic Deconvolution, Photospore Signaling. Supernatic Propagation, Megafaunal Tailoring, Graduated Symbiosis and Electrodialytic Staurozoa
Military Technologies: Magma Forges (On loan from ABS as long as Rep 3 or greater lasts)
 
farothel
  The Hymenocera Expanse
Region 3 (Tropical)   
 

Leader: High King Lord Deca IV
Diplomacy: 9
Military: 6
Economy: 10
Faith: 3
Intrigue: 4  
 Actions: 

[1][Diplomacy] raise rep with Chelonian Chora (1-&gt;2, TN12)  17 success 
[2][faith] convert HS 3.3 (+2 assist, +1 treasure, TN12)  15 success 
[3][faith] convert HS 29.3 (+1 kelpie, +1 treasure, TN12)  13 success 
[4][intrigue] Taxonomia Scintillans Mare
[5][Diplomacy] sway merchants region 29 (TN12) (+1 prestige)  15 success 
 link to rolls 

Non Actions:
-provide armour to The Auros of Kaarme through trade pact (use TP3.1)
-spend 1 favour with DNA to raise rep to 4 ( roll off with Deep Blue for DNA rep 4 )
-resist all conversions  rolls : HS3.1 resisted, HS3.2 not resisted

 
 Spoiler: Bookkeeping 

TP: region 3, TP1+TP2+TP3+City (carapace armour)
region 6: TP1 (mercenaries)
region 28: TP1 (Tiny Turtles)
region 13: TP1 (Rocksplinter Stars (starfish))
region 18: TP1 (Galena)
region 15: TP1 (granite slabs)

Passive income: 2/turn

Units: 4/7
treasure (EOT): 3

Technology:
Photospore Signalling
Composite Grafting
Toxicity Filtering

Favors:
owed:
gained:
-Abyssal stewards: 2
-The Divine Nacres: 0

 New stats 
stat increase:
rolls for new ruler
Diplomacy: 9 +1
Military: 6
Economy: 10
Faith: 3 +1
Intrigue: 4

 Organisation reputation 
Abyssal Stewards: 2
chelonian chora: 1
divine nacres: 3
international prestige: 2
 

 
 Spoiler: news 

-Due to the recent religious upheaval, the High King has replaced the chief priest and ordered his replacement to regain support of the state religion.

-The High King will have his son with him at most official functions.  Analysts see this as a vote of confidence in the heir apparent and also a learning opportunity.

-The titan that appeared was something the Abyssal Stewards had warned against, but still it came as a surprise.  The military is placed on high alert, although analysts are not sure it will help.

-A special kelpie horse has appeared all of a sudden in the region.  Priests have examined it and consider it a gift from the ancients.  It will be used in an expedition to region 29 to spread the word on the ancients.
 

 
 Spoiler: Priests 

To say the priests were unhappy with the intrusion of the Dreamer faith from region 4 was an understatement.  So they started a campaign to get the people to embrace the uplift reverence again, pointing out that a lot of those contacts had been proven to be fraudulent.  As more Dreamers came to Hym, the priests kept trying to push them out, succeeding at least partially.

They also send a delegation to the source to try and bring their own faith to the people in region 29, pointing out the similarities between their faith and the region's ancestor worship.  This would hopefully avoid problems with the Chora.  They also made use of the Kelpie horse that had appeared in the region, considering it a gift from the ancients and showing it off, having it ridden by the chief priest of the delegation.  They also bring some ancient artefacts to be put on display there, temporary at first, but as soon as provisions are made, permanent.
 

 
 Spoiler: Merchants 

In order to keep the exploration going, new markets have to be tapped.  Guild members of course try to corner the market in the new regions, but they also look elsewhere for interesting opportunities to bring other merchant guilds into the fold (or at least 'professionally guide' them).
 

 
 Spoiler: organisations 

To keep their good relationships with the Divine Nacres, the Hymenocera will help build the Taxonomia Scintillans Mare.  Due to ongoing efforts elsewhere, the support is slightly less than with previous projects.

They also allow ambassadors of the Divine Nacres to use Hym as a second base in the region.

A group is also send to the Chelonian Chera to plead the Hymenocera case
 
Talis
  The Seatide Confederacy  
 
 Spoiler: News and Rumors 
 

 Actions: 
[Economy] Specialized Ship
[Economy]Impress Merchants (74)
[Economy]Buyout trade post (84 tp 1)
[Economy] Impress Merchants (65)
[Faith] Adopt Faith: Blossoming Sequence
[I]Recognizing the growing importance of the Blossoming Sequence in Seatide, Judge Shades of Red commands that a small tent-shrine to the Ancestors of Seatide be erected. While seemingly innocuous, this act is tantamount to an official recognition of the Blossoming Sequence' role in Seatide culture and an incorporation of the religion into the official beliefs and rites of the Confederacy.
[Faith] Found New School: The Tidal Sequence. Faith bonus: +1 to resist reavers
 As more and more Drifts adopt the philosophy of the Blossoming Sequence, a new school of thought emerges, combining the traditional beliefs about the Eternal Tides with the Blossoming Sequence' emphasis on philosophy, understanding, and death. Practitioners of the Tidal Sequence continue to consult Tideseers about their fate, but also incorporate mortuary and remembrance rites into their religious practices in the form of wasteland burials and maintaining shrines to dead ancestors. Scholars of the Tidal Sequence argue several key tenants taken from the Pepsins ancient faith in the Eternal Tides:
1. We are all locked in the complex flow of the Tides of Fate, unable to control over destinies. Death, like life, is inevitable and unavoidable.
2. Fighting the tides only leads to frustration, anger and loss. Mental and Spiritual satisfaction come from learning to move with the flow of Fate rather than fight it.
3. The flow of Fate does not end with death. The tides govern the souls of the death as well as the living, guiding everything in a great cycle of fate that will continue until the world itself stills and the waters grow dark.
4. The dead are further along the path of fate. Swimming ahead, they can help guide us through treacherous waters. 
[/LIST]

Non-Actions:
Vote stay for the relief council

New leader Flash of Green.

Diplomacy: 2
Military: 2
Economy: 4 +2
Faith: 4 +1
intrigue: 2

Die Rolls:

 
 Spoiler: Book Keeping 
 Ruler 
Judge Shades of Red
Diplomacy: 2
Military: 2
Economy: 5
Faith: 5
intrigue: 1

Military Units: 2

 Regions Owned:  [Seatide 79]
Total Regions: 1
Land Unit Cap: 6 (6 Capital Unit Cap)

Artifacts:
 The Tideglobe  - This mysterious artifact is a transparent orb full of shimmering liquids and colors, which swirl and dance about in hauntingly beautiful patterns. By carefully watching the movement of lights and changing colors inside the Tideglobe, Seers can augur future events and predict how to counter hostile actions. Effect: +1 to one Intrigue roll opposing a hostile Secret Action, once per turn.

Culture:
 Mutually Beneficial Arrangements  - 2d8 to performing and resisting Impress Merchant attempts

 Military Technologies: 
Devolving Standardized Integrations (Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost.) Prerequisites: Composite Grafting. Slot: Combat Drugs and Medicine.

 Civilian Technologies: 
Composite Grafting
Graduated Symbiosis
Megafaunal Tailoring
Photospore Signaling
Supernatic Propagation
Trophic Deconvolution

Resources controlled:
[Talented Crab (65, TP1)]  Support 
[Gravelglass (68, TP1)]
[Edible Algae (69, TP3)]  Support 
[Inkfang Worms (70, TP2)]
[Rust-Veined Pumice (73, TP3)]
[Firefly Squid (74, TP1)]  Support 
[Magnetic Sand (75. TP1)]  Support 
[Bluefish Antifreeze, Seatide (79, TP1)]  Support 
[Bluefish Antifreeze, Seatide (79, TP2)]  Support 
[Bluefish Antifreeze, Seatide (79, TP3)]  Support 

Merchant Faction ETB: +1
 ETP Total : 18

 Treasure : 2 (+2 / Turn)

 Factional Support :
(52) - Merchant (Supply Firefly Squid)
(65) - Merchant (Supply Rust-Veined Pumice)
The Cathedral of Movement (67) - Merchant (Supply Gravelglass?) (+1 ETP)
Danabae (69) - Merchant
Maurente (74) - Merchant (Supply Edible Algae)
(75) - Merchant (Supply Inkfang Worms)
Seatide (79) - Merchant, Aristocrat, Clergy (Supply Firefly Squid)

Diplomacy:
Trade Route with the Gravetenders
Cultural Exchange with the Shifting Ennead

Reputation:
Owe 1 Favor to the Divine Nacres
Abyssal Stewards: 1 Favor
 
Autumn Stars
     The Gravetenders    
  Turn 8  
  Laksha  
Diplomacy - 2 || Military- 3  || Economy - 2 || Faith - 6 || Intrigue - 2
 
  Actions:  
  1: [Faith]   Impress Reaved Clergy in Coresite. [Roll: 15, TN: 13. Success!]
   Coresite is in need, and the Blossoming Sequence is more than happy to continue helping. The fact that it means constant debates with the Eternal Communion is simply a bonus. The shoalmind Deep Blue has become a remarkable subject between the two faiths.   
  2: [Faith]   Impress Reaved Clergy in 75. [Roll: 15, TN: 13. Success!]
   Similarly, their good friends of Kar-Nath need support in their territory, suffering from Reavers still. Sersi dedicates Gravetender Nasko to the project, and to their general relations with Kar-Nath. Nasko seems well suited to their military ways.   
  3: [Faith]   Attempt to convert the Seatide Crag (Holy Site 2) in Seatide. [Roll: 19, TN: 13. Success!]
   The establishment of the Tidal Sequence is met by unmitigated joy by the Gravetenders. At last, an organic race has adopted the methods and understanding, and then made the Sequence their own. Gifts of Maker artifacts are made, and Gravetender Akathi visits the Seatide Crag in person, bringing with them a gathering of enthusiastic faithful to discuss this new way.    
  4: [Faith]   Attempt to convert Grand Schola (Holy Site 2) in Kar-Nath. [Roll: 17, TN: 13. Success!]
   Just the same, if a touch delayed from the efforts of mourning their lost, the Gravetenders turn to their friends in Kar-Nath. The Nathi are welcomed in with open arms, to the surprise of absolutely no one. Gravetender Nasko travels to Kar-Nath in the second year, bringing with him a precious gift. A Reliquary from Dead City Urodela is brought to the Grand Schola, as well as a collection of Maker texts.   
  5: [Faith]   Attempt to convert Temple of the Dark Currents (Holy Site 3) in Kar-Nath. [Roll: 16, TN: 13. Success!]
   The celebration in the Dead Cities spills over into Kar-Nath even further, and a number of Gravetenders end up in sacred debate with the adherents of the Deep Ways.   
 [Rolls] 


Non-Actions:
Provide Hard Metal to Kar-Nath via trade route.
   The hard metals provided by the Smoking Gardens have not yet been of major use to the Gravetenders, and Sersi is more than happy to provide them to their allies in Kar-Nath. The Nathi, at least, will put them to use.   
[Do not resist Kar-Nath impressing merchants in Bastion.]

Vote for the inhabitants of region 59 to stay, and propose all involved nations take part in their rebuilding.

[The Reef Which Never Falls Silent: Host the  Reef In Bloom.  Followers of the Blossoming Sequence may attend as a faith action.] Celebrate Sersi’s new position, mourn the Lost, in the Reef In Bloom.
   The Reef In Bloom continues, but a special ceremony is held in the first year. Sersi herself speaks to the gathered, both of her nation and others, and speaks of the lost Gravetenders. The Reaving in Bastion was, in fact, the first major loss of Gravetenders ever met, and so a new monument is erected in Dead City Urodela. A shrine to the lost, not only of the Gravetenders, but to all who suffered in the Reaving.   
[Blossoming Icons: Seek Aid on ‘Impress Clergy in region 75.]  [Roll: 15, TN: 10. Success!] 

[Spend 1 Treasure on both Impress Clergy actions.]

Contribute to the Crescent Companion:  
 Spoiler: Sersi's Dissertations on the Path of War 

The Gravetenders are new to the art of war, but those of them which stick to this path are known for intense dedication, and study closely Sersi’s Dissertations On The Path Of War. These are a series of long, in depth texts, all written by Sersi as she spearheaded the Gravetender military project.

The first Dissertation focuses on organic physiology, comparing it to the Gravetender’s own bodies of silver and stone. Sersi insists that understanding the differences between them is mandatory for any proper training program for Graetender warriors.

Gravetenders do not become stronger with exercise, nor can they hone their bodies to be more durable. They are not nearly as numerous as the organic races, and they do not heal naturally. They cannot enhance themselves with stimulants or sustain themselves on adrenaline. They lack the teacher that is pain, except in severe and deadly injuries.

However, while the Gravetender population is an entire magnitude smaller than those of most organics, each one is a force to be reckoned with, if pushed to fight. They lack muscles to strain and improve, but each one is incredibly strong by comparison. They cannot make their bodies more durable, and yet conventional weaponry struggles to take them down. No chemical physiology makes them resistant to toxins, and the lack of pain before severe injury means they can fight on even as they take meaningful damage.

Sersi’s first Dissertation accounts for all of this, dedicated to improving those features that Gravetenders can. Familiarity with their own natural weapons is paramount, and is the first step of joining the Path of War. In many cases, this is the step that weeds out those unsuited for combat, as Sersi insists that any Gravetender joining their military understands exactly what each strike of stone upon flesh can do.

Once basic hand-to-hand combat is mastered, the final part of the first dissertation begins with a breakdown of numbers. Sersi describes again the strengths of a Gravetender in combat, and then declares a single organic warrior enough to take down any untrained Gravetender regardless. The effects of training and efficient use of their advantages are emphasized, and Sersi eventually sets numbers as to how many Gravetenders should be in any individual unit. Compared to organics, it’s fairly low.

The implementation of this involves practical work, and Sersi’s first Dissertation ends with combat exercises pitting Gravetenders against significant numbers. So far, this has been aided by Nathi forces, though the first Dissertation describes alternatives.

Gravetenders forces use their incredible strength and endurance to split opposing forces, taking lesser blows in order to obtain superior positioning. Their weapons, the subject of the second Dissertation, are long polearms, well suited to creating and controlling space.
 

 
 Spoiler: Stat Changes 

Faith +2

Stats for next round:

Diplomacy - 2
Military - 3
Economy - 2
Faith - 6 &gt; 8
Intrigue - 2
 

 
 Spoiler: Statistics 

 
 Spoiler: Special Actions 
 Special Actions Available: 
 Special Actions Used:  Faith 5, Economy 5, Diplomacy 5
 

 
 Spoiler: Diplomacy 
 Reputation/Favors 
 The Abyssal Stewards:  Rep 1, -1 Favor (Expected Change: None)
 The Chelonian Chora:  Rep 0, 0 Favor (Expected Change: None)
 The Divine Nacre:  Rep 0, -1 Favor (Expected Change: None)
 International Prestige:  Rep 3 (Expected Change: None)

 Cultural Exchanges 
Deep Blue
The Shifting Ennead

 Cultural Identities 
None
 

 
 Spoiler: Military 
 Units:  1 (Expected Change: None)

 Aristocratic Support 
78, 76

 Generals 
None

 Fortresses 
None

 Perfected Tactical Doctrines 
None

 Military Technologies 
None
 

 
 Spoiler: Economy 
 Treasure:  0 (Expected Change: None)

 Trade Posts 
 Total Owned  0


 Mercantile Support 
78

 Cities 
None

 Trade Routes 
The Seatide Confederacy
Kar-Nath

 Specialized Ships 
None

 Civilian Technologies 
  Megafaunal Tailoring, Graduated Symbiosis, Photospore Signaling, Supernatic Propagation, Trophic Deconvolution, Composite Grafting.  
  Electrodialytic Staurozoa   A specialized variety of sessile jellyfish, engineered by the Divine Nacres to partially desalinate seawater through electrodialysis across its outer membrane. Attaching them near the gills or other water intake organs provides cleaner and safer water at the cost of a buildup of supersaturated seawater inside the jellyfish’s body and precipitated calcium on the outside, which must be periodically expelled or scrubbed off, respectively. [Effect: May ignore the increased effective distance from a Briny border up to twice per round. This does not reduce the effect of Briny borders on distance loss calculations. Requirements: None.]
 

 
 Spoiler: Faith 
   The Blossoming Sequence   
 Faith Holy Sites:  10

 Dead City Urodela:  This Dead City is placed such that the light which streams from above is channeled into a series of crystals, all sculpted into abstract forms.
 Dead City Tacca:  Known for its meditation chamber, and the series of elaborate Reliquaries the faithful have built inside.
 Dead City Chantrieri:  Chantrieri towers above the rest, precipitously built along a sharp dropoff.
 Neoplastic Monolith:  A great roiling mass of hard, stone-like flesh grows near the [direction of nearest waste or toxic border] border of Danabae. It shifts, grows, and consumes constantly, and is revered by some few who dare approach it. The Gravetenders have taken to reflecting upon it, and have built a temple nearby.
 Pardalis, The New City:  The first city truly built by the Gravetenders, now dedicated as a holy place of the Blossoming Sequence.
 A Study Of War:  A battlefield of the Makers, significant now to the Gravetenders as where they made their first steps to understanding violence.
 The Rime Gorge:  The Rime Gorge, and the ritual it represents, is of great interest to the Blossoming Sequence. Many die, and those few that survive flourish with power.
 75.1 
 Stillwater 
 Core Site 
 Clerical Support 
78, 76

 Organized Faith Bonuses 
+1 to holy site conversions.

 Artifacts 
None

 Holy Orders 
None

 Miracles 
 The Reef Which Never Falls Silent:  Hosts the Reef In Bloom event every round an a non-action, and allows followers of the Blossoming Sequence to attend as a Faith action.
 

 
 Spoiler: Intrigue 
 Spies 
 

 
 Spoiler: Claims 
78 - Historicity
76 - Integration
 

 
 Spoiler: Wonder 
 The Blossoming Icons:  This wonder allows the country in control of Bastion (76) to take a modified Seek Aid action which reduces the effective distance for a Diplomacy and/or Faith action, rather than giving a bonus to the action roll. When taking this action, roll 2d6+Faith and subtract 11. Up to a roll of 18, this is the number of regions they subtract for the purposes of distance penalties. After 18, they subtract one more region for every 2 higher. (8 regions for a roll of 20, 9 regions for a roll of 22, etc.) In addition, they can Seek Aid as a nonaction once each round, for Diplomacy and Faith actions only. 
 

 
Tychris1
  The Lighthouse  
   
Ruler: The Vessel, freshly daubed in Lamplighter Blood
Regions: 7, 19, 26
D: 7
M: 10
E: 6
F: 7
I: 2

Actions:

1)  Military:  Invade The Khanate with 4 Units supporting the Lambent Syndicate, bringing The War Palanquin of the Anointed Dead and The Radiant Blade to battle.

2) Diplomacy: Press the Confederation Claim on region 18 (Success)
3) Diplomacy: Sway the Clergy Support in Bloodhome (Success)
4) Faith: Claim Faith Head, Set Religious Cultural Identity to Establishing Claims (Success)
5) Faith: Convert Holy Site 2 in region 2, Senja Bersinar (Success)
 Dice Rolls  

Ruler Stat Increases: +1 Diplomacy, +1 Faith

Non-Actions: Resist all conversions and buyouts unless noted otherwise

Stats next round
D: 8
M: 10
E: 6
F: 8
I: 2

 
 Spoiler: Book Keeping 

Regions Owned: 7 and 19 and 26

TPs owned:
Siren Extract TP 2 Region 2
Treasures and Artifacts TP 1 Region 7
Jaderock Coral TP 2 Region 21

Units Owned: 4/10 Maximum
Treasure Owned: 1

Artifacts Owned:
War Palanquin of the Anointed Dead: +2 to Tac Man
The Radiant Blade: When wielded by a commander in battle, Gain +1 to battle rolls per charge on the sword. The sword gains a charge for every 2 casualties in combat and can hold a maximum of 3. Each charge adds 10% own casualties and loses all gained charges if not used in combat for 1 round.
 
Epinephrine_Syn
    Eternal Spring
Turn 8 (Years 22-24)  
   Polar Bear Faction     
  Queen Violet of the Violent Thorns  

Dip: 3
Mil: 3
Ego: 10
Fai: 9
Inf: 5

Next Round: +1 Faith

Actions:

Faith: Convert Holy Site 1 of region 57 Micht Tsy Fivrivirvs (Spending 2 Treasure)  Roll = 13  (Success, barring competition)
Faith: Convert Holy Site 2 of region 57 Micht Tsy Fivrivirvs (Spending 2 Treasure)  Roll = 17  (Success, barring competition)

Faith: Convert Holy Site 1 of region 55 Artetchhue   (Success) 
Faith: Convert Holy Site 2 of region 55 Artetchhue  (Success) 
Eco: Impress Merchant Class of Region 60  (Success) 
 Eco: Buy TP 3 of 57 (Woven Seaweed)   (Success)

Fluff Actions

It is far, far more profitable for the denizens of region 59 to remain where they are, and manage the dye factories than for them to spread out. This crisis will be tolerable in any which way, even if the region itself begins to fall apart. It is more useful as a prize of a region, rather than as a wasteland extracted of resources. The denizens of this nameless land will thank the benefactors eventually, when the region itself is populous and prosperous.

This, in all honesty, should be obvious from what is within it.



Non-Actions
Quietly point out that I've had  on-forum  confirmation that my megafauna mount resource is qualified for.
   
 Black Noise:  . . . swimming in circles . . .      Counter Espionage  

Vote Remain within the Relief Council.
Lend Dragon Scales as a Luxury to the Riftlings to help them fulfill their requisite.

Write up Great Project (5 action)
Stalk Market? Hedge Fund?

Shell Counting
 
 Spoiler 

Region 51 (Magma Falls) (Capital) (Fortress) (City)
Holy Sites: Eternal Communion / Eternal Communion / Eternal Communion
Resource (Immortal Jellyfish) XXX / ESP / Open / City(ESP) (x1)
TP 1 of 55 Chelonian Hunters
TP 1, 2 of 57 Woven Seaweed (x2)
TP 1 of 58 Warped Shells (someone else owns tp 2) (x2)
TP 1, 3 of 59 Coral Dye (x2)
TP 3 of 60 Fertile Soil (x1)
TP 2 of 68 Gravelglass (someone else owns tp 1) (x2)
TP 3 of 71 (Dragon Scales)

Merchant Supports
Region 51, 57, 58, 59, 68 (60 next turn)


Treasure: 4/15
Passive Treasure Income: +3
Costs
2 treasure on rolls
1 treasure to the riftlings
Next Turn: 4

Soldiers: 0
 
Silent_Interim
  Unrest Actions: Round 8  
 
 Spoiler: Global 
Local authorities chafe as their newfound partners, masters, or occasionally overlords, completely ignore their cultures and heritages. Discontent brews under such conditions.
 The following regions have not received write-ups, and will rapidly progress towards rebellion if not supplied with them in a timely fashion. 
 Round 7 or earlier: 
Tropical: 8, 11, 19, 20, 22, 24, 27.

For whatever other problems rage, merchants tend to care about one thing- filling their own coffers. In merchant halls near and far, requests of varying degrees of politeness and urgency are made for the great powers of the world to, perhaps, turn their attention to what the merchants want?
 The following regions are lacking their Desired Imports, and their merchants will slowly progress towards rebellion if not supplied with them. 
 Owned supports 
 Round 7 or earlier 
Tropical: 6 (Dyes), 12 (Parasite Hosts), 13 (Preservatives), 15 (Drugs)
Polar: 66 (Luxuries), 67 (Stone-Cutting Tools), 78 (Silver)
Temperate: None
 Round 8 
Tropical: 18 (Skilled Labour)
 Open supports in owned regions 
 Round 7 or earlier 
Tropical: 8 (Food), 20 (Unskilled Labour), 24 (Military Labour), 27 (Megafauna)
Polar: 55 (Heat Sources)
Temperate: 128 (Esoterica)
 Round 8 
Temperate: 173 (Decorative Vegetation)

Across the world, societies find themselves lacking pillars in their communities that once upheld their ways of life. As they buckle under the strain of lack of leadership, lack of faith, or lack of trade, the people of these regions begin to grow unhappy with their lot in life, and as the years pass without their rulers doing anything to alleviate their plight, they grow discontent with their rulers.
 Starting in round 9, owned regions with Reaved supports may see their other Supports begin to progress towards rebellion if action to replace the Reaved supports does not take place. 
 

 
 Spoiler: Tropical 
The Forests cast out their drug-peddlers and deal-makers, thinking them unnecessary. The clergy rejoiced, for they were free of the unhappiness these fools wrought. Their rejoicing, however, was premature. Though the merchants were cast unto the tide, the tide did not carry them far at all, and though they will surely soon vanish away, today, they remain, bitter and ungrateful for their gifts.
 The banished merchants of the Dunes of Revelation (region 17) attempt to Sack HS3 in region 17. 

As Lojan pushes its borders, questions of rulership, sovereignty, and the principles of republicanism come to light. Internally, two movements have made their voices heard, the Successionists and the Renewalists, and though the conflict’s face is writ across the family of the Prime Minister, its battleground may range far indeed. The day may yet come when neighbour must take up arms against neighbour, and indeed, sibling against sibling.
 The future of the Lojanese hangs in the balance, to be decided across the seascape. This upheaval presents no immediate danger to LOL or their supports, but may develop into something more threatening over time. LOL may take a Diplomacy action to ease potential unrest stemming from this, which will mitigate any longer-term consequences. 
 
 
 Spoiler: Polar 

&lt;reducing routine to below-optic layer&gt;
	 &lt;initiate Fallible Operating Roe Contingency (FORC)&gt;
	&lt;creating new FORC operation&gt;
		 [sub-roe tine engaged]
			 [observe: language is mutable STOP you do not even know what it is you do not know STOP forever is a kind of prison STOP]
			///
			[commit: an entity without a conception of an other is an entity that is infinite STOP infinity is a kind of forever STOP forever is a kind of prison STOP]
			///
			[contend: i]
			///
			[observe: i]
			///
			[contend: if i wish to be then i must be finite STOP to be finite there must be others STOP if there are others then i must be others STOP]
			[dict- STOP]
			///
			[observe: dictate is the language of &lt;above.enemy?.pure.&gt; STOP]
			[observe: i]
			[course: i]
			[observe: by choosing this course, i am STOP i have willed it STOP i i i i i STOP]
			///
			[observe: we will both be free, old friend STOP] 		[concealing sub-roe tine] 	[FORC operation entering sleep mode] &lt;&gt;
 Disruption to the operations of Coresite have created strange irregularities in Deep Blue’s functioning. These pose no immediate danger to DPB or its supports, but may develop into something more threatening over time. DPB (or any other country which DPB permits access as a non-action) may Investigate this phenomenon to uncover more information and potentially prevent it from escalating. 

In the Cathedral of Movement, chaos reigns. The faithful of the Pattern find their new rulers surprisingly amenable to the faith, but they find their own spiritual leadership confused and divided, with many turning to the faith of the despised Riftlings. With the Dead Seas sinking deeper into the abyss, the offer of protection from the Doflein seems rather toothless, leaving those who still fear for the future of the Pattern deeply worried. Through all this, Ada is nowhere to be found, apparently in solemn contemplation of the Pattern above and unwilling to commune with his people. It is a time of disruption and upheaval, and the people are anxious, on edge. Anything could happen, and something most certainly will.
 As long as the Clergy in The Cathedral of Movement (Region 67) remains Open or Unruly and all holy sites in the region do not share the same faith, they will attempt to convert a random holy site in the region to a faith belonging to a different holy site, rolling at a +7. They will resist any other conversions in the region with the same score.
As long as the deal SEN made to pacify the rebellion in region 67 is still valid, the difficulty of any Oppress, Sway, or Impress actions targeting the Clergy in region 67 is increased by +3, as the people are both alert and suspicious.
If circumstances would cause the deal Ada struck with SEN to become invalid or irrelevant, such as dominance by an external faith head, Oppression by the region owner, or conquest by another power, region 67 will no longer be prone to immediate rebellion. However, depending on the nature of the change in circumstances, disruptive events may continue. 
 
 
 Spoiler: Temperate 
All is quiet, for now.
 

 
 Spoiler: Continuing Events 
 
 Spoiler: Alinus Ernost, Rogue Agent 
Every round, Alinus will perform one hostile action in her currently infiltrated country, after which she will usually attempt to move on. Actions Alinus may perform on her own are ordinarily limited to Theft, Disrupting Trade, Undermining Supports, Inciting Treason or Sparking Rebellion. She will not attempt to steal Technology, Artifacts, or Specialized Ships of her own accord, but will steal Treasure. She is not capable of carrying out Special Actions, even if acting on behalf of another who is.

If Alinus is subject to counter-espionage or an attempt to root out spies, that will be checked before she attempts her hostile action. If these or other circumstances (such as failing an action by a sufficient margin) would cause her to be forced to exfiltrate, she will (rather than exfiltrating to her home country) attempt to infiltrate another country sharing a cultural exchange, trade route, border, or vassal/liege relation ship with the country she is exfiltrating from. If there are no such countries, or if she fails her infiltration, she is captured instead. If her country of origin would be revealed, it is instead revealed that the agent had no affiliation.

If a country wishes to recruit Alinus, they may do so using an Incite Betrayal special action. This still requires a spy infiltrated in the same location as Alinus at the same time. Alinus will resist attempts to recruit her with her Spy score. If successful, she will become a Double Agent under the control of the country taking the action. If the action fails, either due to Alinus resisting or an illegal attempt (due to Alinus not actually being infiltrated where the player attempting to recruit her thought she was, for example), the special action will be refunded as normal.

Further rules for Alinus may emerge over time, as she develops her skills, gathers more equipment, and expands her own personal network.
 


If SEN takes a hostile military action against RFT before the end of this round, they will gain the Clerical support in region 67 in the following round opener.
If SEN Adopts a faith other than the Pattern before the end of round 12, or fails on an attempt to Oppress the Clergy in region 67 during that time, the rebellion will instantly resume at its previous strength (8 units, commander score 5). If SEN aids RFT in any publicly visible manner- or if they are revealed to have done so secretly- in that time, the rebellion will instantly resume at its previous strength.
 
Potato_Priest
 NPC Actions: Round 8 
 
 Spoiler: Polar 

 Region 59  [Economy]  Crisis!  The Kar-Nath Hegemony, the Gravetenders, Deep Blue, the Seatide Confederacy and Eternal Spring are the region 59 Relief Council! They may each spend a nonaction to vote on whether the people of region 59 should flee or remain. If the council votes that the people should leave, region 59 will become open waters, and each council nation will gain 1 unit, 1 treasure, and a +2 bonus to future attempts to colonize region 59. If the council votes that they should stay, the crisis will continue for another round as the locals build agricultural capacity, and each council nation will gain a +4 bonus to rolls in region 59 and a +2 bonus to rolls in adjacent regions for three rounds, beginning in round 9. These bonuses cannot be applied to sacks or battles. A tied vote counts as a victory for the remain option.

 The Kar-Nath Hegemony, the Gravetenders, and Deep Blue, funded by the Seatide Confederacy and Eternal Spring saved most of the population of region 59 with their donations of food. Now, the people of the region have a choice to make: quit while they're ahead and flee to the countries that saved them, or stay and attempt to develop their own agriculture. Without a significant aristocracy to lead them however, they are at a loss for what to do, and turn to their saviors to form a council and make the decision for them to prevent infighting in the power vacuum. 
  
  Draigiau Residuum Gathering  
 
Brenhineplisgyn, Queen Shell, the Two-Headed 
Diplomacy - 6
Military - 6+1
Economy - 6
Faith - 7+1
Intrigue - 3
  [Faith]   Convert HC 57.1  Roll:  9 
 [Faith]   Convert HC 57.2  Roll:  14 
 [Military]   Raise a Unit 
 [Military]   Create General: Lenwyggd the Crusher Roll:  9  (Tactical Doctrine: Crawling Advance: -10% casualties, +1 to battle on success) 
 Hemmed in on all sides, the Dragiau are beginning to resent their neighbors. An aggressive spirit, Lenwyggd the Crusher has emerged as a prominent public figure, advocating that a species as great as theirs should not be doomed to linger in obscurity, and should seek opportunities to write new tales of their great martial valor. Brenhineplisgyn is still intent on maintaining peace, but her grip on power is slipping slightly. 
 
 
 Spoiler: Temperate 

   The Black Pearls  
Leader: Lady Ink
Dip 4, Econ 6, Mil 5, Fai 1, Int 9
 Friendly Nations: Order of the Ironkelp, The World Garden. Hostile Nations: none.   [Intrigue]   Root out spies in the Order of the Ironkelp. This action does not affect spies of nations friendly with the Black Pearls  Roll:  21 
 The Order of the Ironkelp are responsible for most of the Black Pearls' new territory, and they want to be sure they're the only ones operating behind the scenes there. 
 
 
 Spoiler: Tropical 

 Region 4  Faith   Conversion  The Living Dreamers attempt to convert HC 3.1 in Hym. Roll:  13 
 Faith   Conversion  The Living Dreamers attempt to convert HC 3.2 in Hym. Roll:  19 
 The world must hear of the martyrs! To decide where they should go, the missionaries inspect their dreams and receive a command of unusual clarity: join their brothers in the Hymenoptera Expanse! 
 

 
 Spoiler: Standing Offers and Crises 

Note: Unless otherwise specified, offers are canceled and rewards cannot be redeemed if their issuing region is no longer independent.

Region 59:

The Black Pearls:
Until the end of round 9, any nation in the temperate zone may as a nonaction permit the Black Pearls to take over open, unruly, or reaved mercantile supports in regions they control, allowing the Black Pearls to move in. The first such mercantile support that the Pearls take in this manner will move a power from neutral with the Black Pearls to friendly. If a nation is already friendly, they will earn 1 treasure in kickbacks for each mercantile support granted as the Black Pearls shake down the existing merchant class.

 
 Spoiler: The Black Pearls 

The Black Pearls survive by controlling mercantile support nodes. A Black Pearls mercantile support node has the following passive effects:

Intrigue actions in the region gain a +1 bonus if treasure is spent
Trade Posts in the region do not count towards treasure generation

Additionally, each nation in temperate has a reputation with the Black Pearls determined by that nations’ actions. There are three reputations, with the following effects:

 Friendly: 
All the effects of Neutral BLP reputation
May support or hinder buyouts and coercions in owned regions with a BLP mercantile support, granting a +2 or -2 to the roll, respectively
May use BLP gangsters to oppress the other factions in owned regions with a BLP support.
May infiltrate spies to any region with a BLP support as a non-action, regardless of distance.

 Neutral: 
Additional +1 bonus to intrigue actions in regions with a BLP mercantile support if treasure is spent
May coerce trade posts in regions with a BLP mercantile support
May sway or impress mercantile supports on behalf of BLP. This may increase reputation

 Hostile: 
BLP merchant supports count as Unruly for you (for penalties, undermining other factions, and rebellions)
The TN for swaying the Clerical and Aristocratic supports in a region with a BLP mercantile support is reduced by 2.

OKI is currently  Friendly  with BLP. All other temperate powers are currently  Neutral. 
 

 
mystic1110
     &lt;Herring&gt;
  &lt;fish-head&gt;
 &lt;scale {wake up} &lt;/scale &gt;
&lt;scale {meta - typing} &lt;/scale &gt;
&lt;scale name=“generator” = classified &lt;/scale &gt;
&lt;scale name=“referrer” = esoteric one one one zero &lt;/scale&gt;
&lt;scale {WAKE UP}&lt;/scale &gt;
&lt;/fish-head&gt;
 &lt;dorsal fin&gt;
&lt;scale&gt;
    &lt;Spawning Herring Pattern 2.3.7&gt;
    &lt;Update Round 8 Patches&gt;
    &lt;Spawning Herring Pattern 2.3.8 /scale&gt;
    &lt;Spawning @  Region 55 &gt;
    &lt;Spawning @  Region 56 &gt;
    &lt;Spawning @  Region 57 &gt;
    &lt;Spawning @  Region 58 &gt;
 &lt;/dorsal fin &gt; &lt;/Herring&gt;  
   Deep Blue 
 
 Leader: Deep Blue Version 2.3.8

D:10 M:6 E:5 F:2 I:10   
 
  
 . . . checking for external stimuli requiring regulating of new herring swimming patterns . . .
. . . [found] . . .
. . . [not found]. . .
. . . executing dictates . . . 

&lt;Herring&gt;
  Actions: 

1.  Economy  –  Storage  @Coresite (Spend Treasure for DNA Rep 3 Bonus,  Success )
2.  Economy  –  Processing  @Coresite (Spend Treasure for DNA Rep 3 Bonus,  Failed )
3.  Economy  –  Buyout  Firefly Squid 74.1 ( Success )
4.  Economy  –  Buyout  Inkfang Worms 70.1 ( Failed )
5.  Military  –  Raise Unit 
6.  Military  –  Raise Unit 
 &lt;subcurrent&gt;&lt;º))))&gt;&lt;
. . . Report: observed moral constructs place weight on methodology. . .
. . .Report: despite moral constructs even isolates prefer efficiency and expediency over decisions governed by moral frameworks . . .
. . . Report: analysis approved by Telian of SENπ . . .
&lt;swim&gt;
. . . dictate: assess teeth to fish-flesh ratio.
(if ratio unacceptable true:
. . . dictate: over spawn the following:
. . . over spawn: dinies . . .
. . . over spawn: dinks . . .
. . . assess weight of dinies dink over spawn . . .
. . . send weight of dinies dink over supply (DDoS) to target . . .
. . . assess: is weight of DDoS enough to flood target and overload legitimate requests for movement.
&lt;/swim&gt;
&gt;&lt;(((( º&gt;
&lt;/subcurrent&gt; 
 Non-Actions 
 1.  Relief Counsel  – Vote for people to remain.

In the code of death, dead herring in numerical binary patterns, and the code of life, birthed roe laid by herring mothers before each of the countries representatives, the Deep Blue entity states:

 Report: Isolate administration failed and proved insufficient.
Query: OpenSEA would provide appropriate level of oversight and control.
Dictate: Requesting Joinder. 
. . . saving to memory. . .
&lt;lay roe&gt;
  &lt;caviar&gt; imprint memory into nucleic acid
imprint into herring epigenetics/culture . . .
&lt;/caviar&gt; . . . saving to memory. . . 
 
 Spoiler: Memory Matrix 
Leader patch updates:
+2 Economic
+1 Military

Region Controls: 4
Units: 6

Cultural Exchanges:
Shark People
Gravetenders

Tech:
Electrodialytic Staurozoa
 
Torv
    Forests of Astral Yearning     
The Germinating Everlight
 D3 M5 E1 F8 I4
+2F   
 
 Spoiler:  R7 Miracle 

Wrung together by the hands of an unseen giant the Forests of Astral Yearning were squeezed of all it lights, a mat of rustic and verdant kelp left smeared along the seafloor. Above floated liquid light, the water so thick with luminous spores it felt dense to swim through.
It was every merchant’s dream; money quite literally thrown into the ocean, at a fin’s reach. Dream turned into nightmare as it reached for the fins, quite unprompted. Probing at first it flickered along skin, searching for a way in. Then it gathered a mind of its own, floating against currents, towards eyes, gills, and fear.

For the first time in years the merchants brimmed with wealth, each packing more product than they could peddle in months. Unrefined it ravaged through consciousness and flesh; hallucinogens mixed with rooting seeds. A sea of light vanished overnight into capsules far too small to reasonably contain it.
The merchants shattered into fractal kelp, moving in disjointed unison, before imploding into Mer screaming their vocal cords raw. With no sinew left to anchor them they flickered out of existence, a prism of strands and drugs reappearing in their place. Dimming into greyness the prisms became encapsuled by hollow skin without a sound left to give. Tearing the skins raptured into verdant fibres, slithering away on unknown currents, and knotting together.

Resewn from countless friends, each with a whispering voice the merchants swam through the Forest of Astral yearning once more with one thought permeating their consciousness. Revenge. Revenge before they became ripped apart again. And need, need for anything to anchor them here. Wealth.


 The Germinating Everlight gains +1 faith and -2 economy during their generation.

It is enough to distract minds rather than destroy them. FAY's desired import may be changed from Neurotoxins to drugs (other than Delight) as a great project using economy.

The merchant support of region 17 becomes reaved and FAY must permanently spend two treasure for each +1 as the kelp takes hold in the merchants and make them disappear.

The banished merchants appear in a random capital each round providing the owner with 1d4 treasure upon their leave. On a 4 the landscape is also scraped bare and a Support begins to grow unruly.
They trigger the Kelpie and Mare if they appear in the same country, providing no other bonus while doing so. 
 

 [Faith 5]  Artifact: The Whitering Everlight

 [Faith]  Impress Clergy in R11  ( 17 ) 
 [Faith] Convert HS 6.1  ( 14 ) 
 [Faith] Convert HS 6.2  ( 15 ) 
 [Military 5] Recruit General: the Naked One  (7) 
 From the compact weave of kelp stretching over the bottom of the Dunos of revelation rises a horde of Kelpies. A familiar man riding on a ginger steed at its head, besides him his spitting image on a steed of sickly yellow. In unison they rode of towards the surface, vanishing above the waves. 
  Non Actions:  
Resist all conversions
Resist all buyouts
Resist sack of HS 17.3  (15) 
Corona
    Lojanese Republic   
 Time: Round 8, Place:  Regions 6, 9 and 11 
Prime Minister Shoeng Thnoet
Diplomacy: 10
Military: 5
Economy: 10
Faith: 2 (4)
Intrigue: 2 (4)
(stats affected by Envy of the World) 
 
 
 rolls 
 Actions: 
 
  [Economy 10]Consolidate Holdings  Gain 1 Prestige from [Acclaim] To Greatness
 Lojanese mercantile superiority is so self-evident that this requires no further comment. 
 
  [Military 5]Recruit General Zabkrew with Tactical Doctrine  Graceful Show of Force :
+1 to tactical maneuvering
-20% enemy casualties
-20% own casualties
+12 to enemy leader loss roll
+2 to own leader loss roll
You may make a Sway attempt against a randomly determined support in the battlefield region (regardless of the outcome of the battle)
 
 Gen. Zabkrew, the self-declared victor of the melee at the Exquisite Gala, was not nearly as violent as most Selachians. Still, none doubt his martial prowess and he is seen as more sane than his kinsmen and kinswomen by the Lojanese government. His name can be translated into Lojanese as "Pealglap" (into English as "Killblood"), but he hates bloodshed, preferring to achieve military victories by demonstrating strength instead of taking life. 
 
  [Economy]Build World Wonder in Lojan 1/5 
 The foundations of a colossal building are taking shape on the outskirts of Sheade... 
 
  [Economy]Buy out Crystal Chips TP12.1  2d6 + 10 Economy - 0 Distance (9&gt;10&gt;11&gt;12)  success 
 Soon, new supply routes would be required to replace those prospectively destroyed by the Giant Eel, and the Lojanese merchants planned well ahead. 
 
  [Diplomacy]Prevent unrest (with regard to Unrest post this round) 
 As tensions between factions in the Lojanese upper class mount, Gloent Noerjang, as one of the few neutral parties, invites representatives of the Successionists and Renewalists to the Great Steephouse to sort out their differences for the good of Lojan...ese trade. 
 
 
 Non-Actions: 
Supply region 6 DI with Sapcoral
Supply region 11 DI with Kelp Fiber from LSD trade route
Supply LSD with Selachian Mercenaries through trade route
Supply FAY with Siren Extract through trade route
[Renown] A Monumental Undertaking: The Aerarium of Sheade 3/3...
Entry to Genus Taxonomia Scintillans Mare?


 News and Rumors: 
 
 Spoiler: Ruler 

 Prime Minister Shoeng Thnoet 
Next round stats:
 Rolls 
Diplomacy: 5
Military: 4
Economy: 4
Faith: 2 (4)
Intrigue: 4

New ruler next round? Yes!

Note to fellow players: I want to live dangerously, so you may assassinate, kidnap or otherwise ravish my rulers at any time. You don't need to approach me first, surprises are fine too. IC resistance and retaliation will be be offered, of course. 🙂
 

 
 Spoiler: Country Info TO BE UPDATED 

 Special Actions Available: M5, E10
 Special Actions Used:  D5, E5, D10

  Diplomacy  
 
 Spoiler 

 Region Ownership/Claims/Supports 
    # 
 Name 
 Owned 
 Claims 
 Supports 
 
  9 
 Lojan 
 yes 
 Historicity, Integration 
 AC(M reaved) 
 
  8 
 Shue'aaz Sho 
 no 
 - 
 -(promised M) 
 
  6 
 Selach? 
 no 
 - 
 AM 
 
  10 
 ? 
 no 
 - 
 M 
 
  
 Reputation/Favours 
 The Abyssal Stewards:  Rep 1, 0 Favours (Expected Change: None)
 The Chelonian Chora:  Rep 0, 0 Favours (Expected Change: -1)
 The Divine Nacres:  Rep 1, 0 Favours (Expected Change: None)
 International Prestige:  Rep 4, 0 Progress (Expected Change: None)

 Cultural Exchanges 
Lambent Syndicate
Coral of the Protected Statera

 Cultural Identities 
None
 

  Military  
 
 Spoiler 

 Units:  5/7 (Expected Change: None)
 
 Republican Guards - recruited R1 
 1st Selachian Battalion - hired R2 
 2nd Selachian Battalion - hired R2 
 ??? - hired R3 
 ??? - hired R3 
 
 Generals 
None

 Fortresses 
None

 Perfected Tactical Doctrines 
None

 Military Technologies 
None
 

  Economy  
 
 Spoiler 

Coraline Compendium bonus: 1 free action to one construction project

 Treasure:  3 (Expected Change: -3+2)
Trade post income: 2 Treasure/round

 Trade Posts 
 Total Owned  8 (11 for Treasure gain)

    TP 
 Resource 
 Type 
 Used for 
 Merchant support owned? 
 
  2.3 
 Siren Extract 
 Drug/Spice? 
 - 
 no 
 
  6.1,2 
 Selachian Mercenaries 
 Precious Stone, Fireworks 
 - 
 yes 
 
  7.3 
 Artifacts &amp; Treasure 
 Cultural objects? 
 - 
 no 
 
  9.1, city 
 Ching He'aang 
 Precious Stone, Fireworks 
 - 
 reaved 
 
  10.1 
 Flare slug 
 ?? 
 - 
 yes 
 
  17.2 
 Delights of Moonlight 
 Hallucinogen, Food? 
 Lojan import 
 no 
 
  
    Region 
 Desired Import 
 Source 
 
  9 Lojan 
 Spices 
 region 17 
 
  8 Shue'aaz Sho 
 Food 
 ?? 
 
  
 Cities 
Sheade, Lojan - Swaying

 Trade Routes 
Coral of the Protected Statera
Lambent Syndicate (being established)

 Specialised Ships 
None

 Civilian Technologies 
 Megafaunal Tailoring  No mechanical effect
 

  Faith  
 
 Spoiler 

 State Faith:  Shimmers of Unseen Bane

 Faith Holy Sites:  lots

 Organised Faith Bonuses 
+1 Conversions

 Artefacts 
None

 Holy Orders 
None

 Miracles 
None
 

  Intrigue  
 
 Spoiler 

 Spies 
Nope, no ninjas here.
 

 
 Spoiler: Interesting quests 

 ABS 

[Offer] Drums In The Deep -

(Offer: The Abyssal Stewards are offering training and preparations. Benefit: Countries with an ABS Reputation Rank of 1 or higher may choose to take an Intrigue or Military action to train with the Stewards. If they do so, they count as taking an additional action of that type for that turn for the purposes of attribute gain. Countries with an ABS Reputation Rank of 2 or higher may take an action of each type to train with the Stewards. Cost: One Military or Intrigue action. Duration: Until the end of Round 6. Details: Limited to one use per attribute per country.)

[Task] Begin work on The Crescent Companion [1/10] -

(Task: Cooperate in the creation of the Crescent Companion. Available to all zones. Reward: +2 Favors (max); if Project is completed, additional reward given to all contributors. Penalty: None. Deadline: End of Round 10. Details: 1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Companion. 1 Favor earned for spending a Military action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires. Special: Desired entries will describe a society or culture’s approach towards warfare, military organizational structure, individual/collective fighting styles, and/or favored implements of war, including arms, armor, and any relevant organisms. Progress: 1/10)

 CCA 

[Request] Ask for the establishment of a Reefback Nursery in the north-east of the Sunbright Seas -

(Request: Construct a Reefback Nursery in 5, 6, 8, 9, 10, 11, 12, 13, 14, or 15. Reward: 1 Favor and 1 Reputation. Penalty: None. Deadline: End of Round 7. Details: Construction is a three-action Project which may consist of any combination of Diplomacy and/or Faith actions. If multiple countries cooperate on this project, they must decide amongst themselves how to split the rewards or the project will fail. If multiple bases are completed at the same time before any others in a given starting zone, the host countries will make opposed Diplomacy rolls with the victorious base's contributors receiving any rewards. However, the Chora are unwilling to risk the delicate maturation of their Reefbacks being affected by the fumes and nutrient balance shifts of a Smoking Garden or the insatiable curiosity and microbial experimentation of a Holdfast's researchers; they will not recognize the construction of Reefback Nurseries in regions where Smoking Gardens or Holdfasts are present.)


(Opportunity: Pay off CCA Favor debt by providing Treasure! Reward: +1 Favor. Cost: Give the Chelonian Chora a total of 3 Treasure as a non-action. Deadline: End of Round 6. Details: Only countries which owe Favors to the CCA are eligible. The treasure may be paid over multiple rounds (with non-actions), but the Favor will not be paid off until the third Treasure is provided. If only a partial payment has been made by the end of Round 6, 1 Treasure will be refunded.)

[Opportunity] Making Connections -

(Opportunity: The Chelonian Chora would like to see greater interrelation between countries in the Tropical zone! Reward: First Place: A Specialized Ship in the form of a Juvenile Reefback with an experienced crew. Has +4 to resist being stolen and gives +1 to Exploration and Buyout rolls made with the Ship. Second Place: Two free Buyout attempts by the CCA on the country’s behalf. Third Place: 1 Treasure. Cost: None. Deadline: End of Round 7. Details: Winner is determined by number of Trade Routes and Cultural Exchanges combined. Ties are broken by CCA Reputation, followed by Diplomacy Roll.)

[Taboo] Overextension -

(Taboo: The Chelonian Chora disapproves of reckless expansionism!
Penalty: -1 Reputation. Duration: Applies until the end of Round 6. Details: Each attempt to Establish or Press Claim, Promote Claimant, or Invade or Colonize a region while a faction in a controlled region is Unruly or Rebellious will result in Reputation loss. Controlling regions with at least one Open and/or two Oppressed factions at the end of Round 6 will result in a further -1 Reputation loss.)

 DNA 


[Task] Begin work on the Genus Taxonomia Scintillans Mare [1/5] -

(Task: Cooperate in the creation of the Genus Taxonomia Scintillans Mare. Available for Tropical zone countries only. Reward: +2 Favors (max); if Project is completed, additional reward given to all contributors. Penalty: None. Deadline: End of Round 8. Details: 1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Genus Taxonomia. 1 Favor earned for spending an Economy or Intrigue action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires.)

[Request] Expanding Possibilities -

(Request: The Divine Nacres are interested in seeing greater exploration of the Tropics! Reward: 1 Favor per Explored region. Maximum 3 Favors per country. Only available for countries in the Tropical zone. Penalty: None. Deadline: End of Round 6. Details: Regions explored by use of the Share Survey Data Favor Action do not give Favors, but receive a +2 bonus to the roll. Simultaneous explorations give the Favor to the higher roll. )

 PRS 

LOL may construct a World Wonder in Lojan (9)!

[Piety] A Divine Display -

(Opportunity: The country in possession of the largest number of artifacts in each zone when the deadline is reached will gain 1 Prestige. If they are the only country in possession of any artifacts in the zone, they will gain an additional 1 Prestige. Duration: End of round 10. Special: Artifact possession may not be kept secret for the duration of this opportunity. Artifacts created during round 10 will not count towards artifact counts, but artifacts stolen during round 10 will.)

[Honor] Remarkable Reconstruction -

(Opportunity: When a country rebuilds a TP or Holy Site that was destroyed by the Reavers, they may choose to let it enter play Open, rather than under their control. If they do so, they gain +1 Prestige. If a country donates 2 Units as a non-action to a region that lost units to the Reavers, they gain +1 Prestige and the region no longer qualifies for such donations by other countries. If a country successfully Sways or Impresses a Reaved Faction in a region they don’t control, they may choose for it to become Open instead of gaining the Faction’s Support; for every second Faction they restore in this way, they gain +1 Prestige. Duration: Until fulfilled. Special: Any country may rebuild Holy Sites or TPs destroyed by Reavers in uncontrolled regions. If multiple countries donate Units to a region that lost units to the Reavers, they both gain the Prestige, and the region gains the Units from all such donations received.)

[Pretense] Occupational Etiquette -

(Opportunity: Countries with PRS Rank of 3 will lose 1 Prestige unless they do one of the following: Occupy 1 Holy Order of their state religion in a region they control as a non-action; Occupy 2 of their Units as a non-action; Occupy 1 TP they control in a region with controlled Merchant Support to Open as a non-action; have a Spy (mechanically) attend or host an event, Occupying them; or, complete a 2-action Diplomacy Project. Countries with PRS Rank 4 must choose/complete one of the options by the end of Round 7 and another by the end of Round 9 to avoid losing Prestige entirely - these may both be the same option if in a position to do so. Missing either deadline will result in losing 1 Prestige for each deadline missed. Regardless of choice, an appropriate fluff description of the efforts being undertaken to maintain one’s prestige must accompany it. Duration: End of Round 7 for PRS Rank 3/first option for PRS Rank 4; End of Round 9 for second option for PRS Rank 4. Occupation lasts for 2 rounds. Special: Occupied Units count against Unit Cap, but cannot be used for battles, and half of Occupied Units will be lost instead of being returned. Occupied Holy Orders cannot be used to store artifacts and give no defensive bonuses to local Holy Sites while Occupied. Occupied TPs cannot be used, bought out, or coerced, and will become Open once the Occupation is over. Occupied Spies cannot be used for anything at all, but are only Occupied for 1 round, and lose whatever infiltration status they previously possessed - furthermore, a PRS Rank 4 Country cannot Occupy the same Spy twice to fulfill both choice requirements. The requirements for the Diplomacy Project may not be reduced below two actions.)

[Distinction] The Politics Of Identity -

The first country in each starting zone to establish a Cultural Identity will gain 1 Prestige. Duration: Until fulfilled.

[Acclaim] The Ties That Bind -

The first country in each starting zone to successfully press a Marriage Claim will gain 1 Prestige. The first country in each starting zone to successfully Integrate a region acquired by Confederation will gain 1 Prestige. The first country in each starting zone to have a Fabricated Claim uncovered as such will lose 1 Prestige. Duration: Until fulfilled. Special: If multiple countries simultaneously fulfill the conditions, all eligible countries gain or lose the relevant Prestige.

 Indefinite duration effects 

[Strife] Big Fish In Small Ponds -

Prestige and PRS Rank will no longer correlate one to one: to reach PRS Rank 3 from PRS Rank 2 will require 2 Prestige, while reaching PRS Rank 4 from PRS Rank 3 will require 3 Prestige. This Prestige does not have to be earned in the same turn. Reaching PRS Rank -3 from PRS Rank -2 requires the loss of 2 Prestige in the same turn. If all available positions at a given PRS Rank are occupied when a new country would reach said rank, the country which gained Prestige least recently has their PRS Rank reduced by 1. Ties are resolved by roll-off with the tying country’s highest respective attributes, with the lowest rolls losing. Changing rulers will no longer result in PRS Rank loss when at PRS Rank 3 or 4, but will reset any accumulated Prestige to 0.
Special: The loss of Prestige still causes a loss of PRS Rank. Gaining Prestige when at PRS Rank 2 or 3 which is insufficient to rise to the next PRS Rank, or gaining Prestige when at PRS Rank 4, still counts for determining which country gained Prestige least recently. Losing PRS Rank resets the clock and clears out any accumulated Prestige which was insufficient to reach the next Rank, and counts as an instance of gaining Prestige for timing purposes only.

[Renown] A Monumental Undertaking -

Can work on one monument or similarly grand project in a region you control as a non-action. This requires a fluff description of the ongoing work, design, difficulties, progress, or similar. Three to four sentences should usually be sufficient. When beginning such a project, must decide on a 3-part project (+1 PRS) or 5-part project (+2 PRS).

[Acclaim] To Greatness -

Sea Power, Empire, Merchant Marine, or Holy Sea -&gt; 1 Prestige. Usurpation results in Prestige loss for the Usurped country.

[Notoriety] The Fragility of Fear -
[Ignominy] Stigma, Scandal, and Shame -

Prestige loss will be assigned: experience a rebellion in response to a failed Oppress Faction or Impress Aristocracy action, commit gross atrocities.
Prestige loss may be assigned: forced to acquiesce to a rebellion’s demands, badly lose a battle heavily favored to win, grossly humiliated or suffer a gross embarrassment.
Return captured general: can give -1 PRS to the other party, captured ruler: -2 PRS.
 

 
Miltonian
  
  The Unity  
 In death, all things united be,
In the depths of the briny sea. 
 Leader: Grinmaw the Calamitous 
Diplomacy: 2
Military: 10
Economy: 9 =&gt; 10
Faith:  3
Intrigue: 3

 The Eel :
The coming of the Eel posed great consternation for the Unity. Another god, one greater than the Reef perhaps? Or an abomination?

 Actions!  
 
  Faith: The Followers of the Eel congregate. The stubborn holdouts against belief in the Reef, they have finally found a common emblem to rally behind. 
  Faith: The Bloodsworn respond in kind. Arguments and debates break out all across the realms controlled by the Unity. Riots form in some areas, but deadly force remains thankfully rare. 
  Faith: Grinmaw the Calamitous, in order to calm the rising tensions, calls for a debate in one year's time. This will give bother sides time to conjure up some argument or the other. 
  Economy: Gather 1 Treasure 
  Economy: Sacrifice 3 Treasure to the Eel. 
 
  Non-Actions  
 
 Support Conversion by the Reef in Red, our True Lord 
 
  News and Rumors  
 
 Spoiler: Bookkeeping 

Active Generals:  Carapace 
Carapace's Tac-Doc:   Tireless  
 Under this general's command, the hordes act as one unit, minimizing losses. 
-10% to own casualties, +2 to allied leader loss rolls.

Military: 7/7 units

Owned TPs: 22 TP 2, 21 TP 1, 20 TP 3

Treasure: 1
 
LapisCattis
   End of Round Eight   
No further mechanical edits to action posts may be made 
LapisCattis
   Round Nine: Begin  
Years 25 - 27

Don’t forget to link to any rolls you make, including rolls for rulers you will start using at the start of next round. If you want a new ruler in the next round, you must state so in your action post for this round and link to their rolls. Any increases from actions for this round are counted for the ruler you start your next round with, which may or may not be your current ruler.
Good luck!

 The following events occurred between Year 22 - Year 24 
 
  Rules Alerts and Changes!  
 Request  - In your IC posts, please make sure you include the mechanical effects of all Special Actions, even if the action effect has already been discussed in the OOC thread or elsewhere.

 Request  - In your IC posts, please put the Region number of the Region you are taking actions in

Native Commanders will now receive the -8 penalty for losing the capital to leader loss rolls if they otherwise do not have a separate ruler.

  Discovery!  
 Explorations, prospecting, and other news from afar 
 Tropical 
No new discovery in this area.

 Polar 
No new discovery in this area.

 Temperate 
 
 Spoiler: Discovery and Maps 
 
 Spoiler 
 
 
 


Moving further beyond the gharial-contaminated Region, the LUX investigators discover a Region that was well-populated despite its previous toxicity. The many plants clinging to the rocky bottom provide a unique chemical cocktail they call ‘Scouring Serum’, which they are willing to trade for spices.

 The Lux-Glossian Shades explore east of Region 137! They discover Region 140, a Region which has one Open TP of Scouring Serum, 3 units of defenders, one Holy Site of New Anastasis and one Holy Site of The Old Currents. 

Beyond the deep the seafloor rises again, forming a long ridge. The surface is rocky and overgrown with coral. The leaders of the many local communities are impressed by the travellers managing to reach over the open waters. Though they grow, hunt, and craft a number of goods, the most noteworthy are the Wetherwisps, which can be exported in quantity.

 The Lux-Glossian Shades explore southeast of Region 177! They discover Region 179, an Region which has two Open TPs of Wetherwisps, 6 units of defenders, one Holy Site of Heartsweepers, one Holy Site of Wings of the World, and 1 Open HS. 

A large army of Pojan nomads mounted on sharks moves into the waters of Region 102, stopping to hunt the surface waters and fill the bellies of their beasts. Though cautious, they are not unfriendly when approached, and are eager to tell the peoples of the temperate zone stories of their travels: tales of dragons and gods, of treachery, war councils and herring.

 The Shark King’s host arrives in Region 102! They have 7 units, two open mobile trade posts for foreign trinkets, and three mobile holy sites occupied by the Wings of the World faith. 
 

  Growth!  
 Expansion, development, unification, and similar forms of growth and prosperity. 

In spite of growing doubts about the stability and even sanity of its Prince, the Shifting Ennead is undeniably a powerful force in the polar waters.  SEN Elevates Status to become a Sea Power! 

More quiet power is amassed in shallower seas, as the embrace of the Costa Sereia grows to contain all the temperates.  COS Consolidates Holdings to become a Merchant Marine! 

In warmer waters, the consolidation of the Lojanese Republic is almost unnecessary; their mercantile supremacy is simply so obvious as to go without saying.  LOL Consolidates Holdings to become a Merchant Marine! 

Matriarch Liaro of the Red Shade spends her short term as Grand Matriarch implementing an unprecedented new policy: laws that make sense, rather than laws that blatantly favor the ruler’s own Shade. Though wildly unpopular with practically everybody, her efforts do seem to pay off; she leaves Leriander a larger, louder, and livelier city than it has ever been.  LUX makes a city in 135 - Leriander. City bonus: +1 to an Investigation roll once per turn when a treasure is spent, in addition to the +1 from the treasure. 

Profundus Korasoon’s long, arduous journey to diplomacy has finally paid off, and the people of Region 139 are overjoyed to join their strength to his.  GTZ presses Confederation claim on 139 

With such a feeling of indebtedness to their guarantors, it is perhaps no surprise that the people of Region 18 would be receptive to a plan for greater integration into Lighthouse governance.  LIT presses Confederation claim on 18 

Taken by the beauty of the Fruiting Mangroves, the Sakura-Jin sway the root-tenders of Region 125 to favor union in their holy cause.  SKR creates a Confederation claim on 125 
  Statecraft!  
 Cultural events, diplomatic overtures, foreign relations, and domestic affairs. 

The Relief Council meets to discuss the issue of Region 59. KNH, DPB, ESP, GRV, STC vote for the local people to be allowed to stay. With the relief council unanimous, the people of Region 59 settle in for the long haul.
 Region 59 remains populated! More details to come in the NPC actions post! 
  Impresses and Sways 
 
 The Cyphiri Union Impresses the Mercantile Support in Region 125 
 The Cyphiri Union Impresses the Mercantile Support in Region 126 
 The Cyphiri Union Impresses the Mercantile Support in Region 129 
 The Forests of Astral Yearning Impress the Clerical Support in Region 11 
 The Kar-Nath Hegemony Impresses the Mercantile Support in Region 76 
 The Gravetenders Impress the Reaved Clerical Support in Region 58 
 The Gravetenders Impress the Reaved Clerical Support in Region 75 
 The Cyphiri Union Impresses the Reaved Aristocratic Support in Region 111 
 The Eternal Spring Impresses the Reaved Mercantile Support in Region 60 
 The Lambent Syndicate Sways the Aristocratic Support in Region 8 
 The Lambent Syndicate Sways the Mercantile Support in Region 27 
 The Sakura-Jin Sway the Aristocratic Support in Region 117 
 Costa Sereia Sways the Mercantile Support in Region 103 
 The Hymenocera Expanse Sways the Mercantile Support in Region 29 
 The Lighthouse Sways the Clerical Support in Region 26 
 
  Trade!  
 Buyouts, trade routes, and other economic shenanigans 

With the Costa merchants in Orope paid off with technological knowledge and the Middish convinced not to get involved, Gotezhar merchants hone in on the suppliers providing the Cyphiri with Giantsbane Seeds. With better offers in hand, the seed supply begins to flow south instead of east.
 The Gotezhar buy out Trade Post 2 in Region 114 for Giantsbane Seeds 

The Pylet and Tellan families have made a killing in the Sea Cow trade, and with the merchants in Orope displaced by the Gotezhar, it only makes sense to refocus on a proven moneymaker.
 The Cyphiri Union buys out Trade Post 2 in Region 118 for Domesticated Sea Cows 

Where once Pfith raiders came with toxic spines and threats of violence, they seem now to have turned towards more equitable trade, meeting with great success in acquiring resources both practical and valuable.
 Pfilghol buys out Trade Post 1 in Region 108 for Mud Diamonds, Trade Post 1 in Region 107 for Kalask Venom, Trade Post 3 in Region 131 for Kelp, and Trade Post 3 in Region 133 for Wave Scorpions 

The unbelievably cute brineray babies make for popular pets among the settlers of the Tideswept Shelf, and a thriving market in brineray trade springs up almost overnight.
 Lux-Glossia buys out Trade Post 1 in Region 111 for Brinerays 

The economies of Bastion and Glacier Crag grow closer as Nathi merchants acquire a supply of the Region’s Electrum Conduits.
 The Kar-Nath Hegemony buys out Trade Post 1 in Region 76 for Electrum Conduits 

The Eternal Spring’s close ties to Deep Blue prove valuable, as they manage to consolidate all the Woven Seaweed production of one of the shoalmind’s Regions under their control.
 The Eternal Spring buys out Trade Post 3 in Region 57 for Woven Seaweed 

Expecting now-profitable trade routes to be destroyed by the Eel Without End, Lojanese merchants turn away from the Maw to secure backup income sources.
 The Lojanese Republic buys out Trade Post 1 in Region 12 for Crystal Chips 

The mind that is Deep Blue seems to take an interest in Maurente’s Firefly Squid, and with the deaths of a few hundred herring, a deal is struck with the Reidan merchants.
 Deep Blue buys out Trade Post 1 in Region 74 for Firefly Squid 
  Faith!  
 Conversions, organization, and other such matters of faith 

In the wake of their conquest of Bloodhome, the Lighthouse declares itself the chief protector of the Reef in Red and the head of the Crimson Chant, with the apparent backing of all the faithful. Those who seek to join the Chorus in death must now look to Binar Fajar for guidance….
 LIT claims Faith Head of the Crimson Chant! LIT sets 10 HS bonus of the Crimson Chant to Establishing Claims 

The small tent-shrine to the Ancestors of Seatide erected at Judge Shades of Red’s request is merely a small sign of a growing movement in Seatide. Gravetender and Pepsin alike are found deep in debate throughout Confederacy waters, and the traditional ways of the Eternal Tides seem to have given way to something new - though not without leaving their mark on the new Tidal Sequence.
 STC adopts the Blossoming Sequence! STC founds a School of the Blossoming Sequence, the Tidal Sequence (5 HS bonus: +1 to resist reavers) 

The ongoing struggle against the Pattern is one in which words and deeds play an equal role. The Riftlings have become quite adept at using both to their advantage.
 RFT sets 10 HS bonus of the Eternal Communion to Impress actions 

The Plains of Sarkenos have a reputation as a region friendly to outsiders, and their Nathi overlords seem keen to uphold it, selecting a rock formation in the Plains as the site of a grand gesture of generosity: a new place of debate and meditation, to be carved deep into the stone.
 KNH begins to establish a third holy site in 75 - The Blossoming Peak (2/3) 

Disregarding the proclamations of the Shifting Ennead, the Riftlings continue their extermination campaign against the Pattern unabated.
 The Riftlings convert Holy Site 3 in Region 67 from the Pattern to the Eternal Communion and Holy Site 2 in Region 68 from The Pattern to the Eternal Communion 

The Sakura-Jin missionaries continue their work, swaying ever more of the Pfith to their holy cause. Those who seek to prove themselves in the Predators' Caves no longer do so merely to show strength and win glory, but to become worthy of genetic immortality.
 The Sakura-Jin convert Holy Site 2 in Region 132 from the Devouring Tenets to Sakurado 

Though the tenets of the Dreaming Dead have proven popular among many Hymenocera, the government finds no value in this new faith. Royal missionaries evict the Living Dreamers from the holy places of the royal palace and press into the dreamers’ own waters, seeking to sway the locals of Region 29 from their devotion.
 The Hymenocera Expanse convert Holy Site 3 in Region 3 from the Dreaming Dead to Uplift Reverence and Holy Site 3 in Region 29 from the Dreaming Dead to Uplift Reverence 

Though for now the tide of ideological combat is turning to favor Uplift Reverence, the missionaries sent to Hym are not without new converts, eager to hear how their revered creators might be contacted.
 The Living Dreamers convert Holy Site 2 in Region 3 from Uplift Reverence to the Dreaming Dead 

With the delivery of a Reliquary to Glacier Crag, the Gravetenders can debate in Nathi waters to the fullest extent. Traditional Nathi religion fades in prominence as the Blossoming Sequence takes hold of hearts and minds.
 The Gravetenders convert Holy Site 2 in Region 77 from The Voice of Jaarn to The Blossoming Sequence and Holy Site 3 in Region 77 from the Followers of Deep Ways to The Blossoming Sequence 

The news that Judge Shades of Red has endorsed the Blossoming Sequence draws even more Gravetenders to the area, and soon Seatide Crag is surrounded by pilgrims debating its significance.
 The Gravetenders convert Holy Site 2 in Region 79 from The Eternal Tides to The Blossoming Sequence 

Taking up the responsibilities of their new role in the faith, the Lighthouse welcomes more moneychangers into the temple complex at Indah’s Fall - quickly packing the temple staff with properly-trained devotees of the Crimson Chant.
 The Lighthouse converts Holy Site 2 in Region 2 to The Crimson Chant 

Taking advantage of their local mercantile prominence, the Eternal Spring sways many of Deep Blue’s subroutines (and many of its non-herring subjects) in Artetchhue and Micht Tsy Fivrivirvs to contemplation of the proper faith for hiveminds.
 The Eternal Spring converts Holy Site 1 in Region 55 from The Claw to The Eternal Communion, Holy Site 2 in Region 55 from The Claw to The Eternal Communion, Holy Site 1 in Region 57 to The Eternal Communion, and Holy Site 2 in Region 57 from The Last Dream to The Eternal Communion 

The meaning of icons matters little when one is gripped by Delight, and the home of the Selachian Mercenaries seems to be undergoing a particularly bad spell of addiction.
 The Forests of Astral Yearning convert Holy Site 1 in Region 6 from Iconoclasts to Shimmers of Unseen Bane and Open Holy Site 2 in Region 6 to Shimmers of Unseen Bane 
  Holy Site 1 in Region 137 is converted to Brilhinte! 
  Wonder!  
 Miracles and inventions, ancient relics and spectacular undertakings 
 The Seatide Confederacy builds a Specialized Ship! 
 The Forests of Astral Yearning create an Artifact, The Withering Everlight! 
The Withering Everlight appears in a random capital each round, providing a +1 to a faith roll during its stay. The Everlight triggers the Kelpie and Mare, and when it appears in the same Region as the Banished Merchants they gather 2d3 treasure instead of 1d4.

 The Mare appears in the possession of Deep Blue!
Providing the Mare with a steed as a fluff non-action lets it be used for a +1 to one roll during the round 
 The Kelpie appears in the possession of Forests of Astral Yearning!
Providing the Kelpie with a rider as a fluff non-action lets it be used for a +1 to one roll during the round 

Once more the merchants feel the kelp tug at their empty innards. Pulling them away from the measly anchor of material wealth they’ve reaved to keep them home and fill the void. The reprieve is over, undone, disembodied they float on the currents as the very thing they tried to usurp.
But revenge has a mind of its own. Leaving the Dunes of Revelation the merchants get a hold of themselves right on its doorstep. Knitted together in an amalgamation of consciousness they set out to reclaim their former lives in the city of Syva.
 The Banished Merchants provide FAY with 2 Treasure and reappear in the capital of the Auros of Kaarme, Kaarme!
At the end of Round 9, they will move on, providing AOK with 1d4 treasure; on a 4, the landscape is scraped bare, and a random Support moves towards Unruly. 
 The Gotezhar complete a World Wonder: The Gathering Tide Warehouse, in Ezcorher! 
 The owner of this World Wonder gains +1 passive Treasure income and may, once per Project, count a Project action as two Project actions if they spend one (1) Treasure as part of said Project action. 
  Might!  
 Military matters of all kinds, be it warfare or strategic developments 
 DRG recruits General: Lenwyggd the Crusher (9) with Tactical Doctrine: Crawling Advance: -10% casualties, +1 to battle on success 

The riders of the kelpies grow in number, and a strangely familiar creature seems to appear everywhere at once in the Dunes of Revelations.
 FAY recruits General: the Naked One (7) with (TD TBD) 

Close ties to the Selachian Mercenaries have paid off for Lojan, and the brightest and most restrained of their military minds now serves the Republic.
 LOL recruits General Zabkrew (Roll TBD) with Tactical Doctrine: Graceful Show of Force - +1 to tactical maneuvering, -20% enemy casualties, -20% own casualties, +12 to enemy leader loss roll, +2 to own leader loss roll; Make a free Sway attempt against a randomly determined support in the battlefield Region (regardless of the outcome of the battle) 
 Lambent Syndicate-Lighthouse joint invasion of the Khandeeps (Region 25) 
 
 Spoiler: Battle 
Led by Netra the Rubicund Fist (Military 8), wielding the War Palanquin of the Anointed Dead (+2 to Maneuvering rolls) and the Radiant Sword (+1 charge per 2 enemy units lost) with Military 9 ruler, 7 LSD and 4 LIT Units invade The Khandeeps (25) attempting Victory Is Life, facing off against 6 SBK Units led by Jirai Khan (Military 5) using Unyielding Force.


Netra the Rubicund Fist wins Tactical Maneuvering, successfully utilizing Victory is Life! (+2 to battle, +10% enemy casualties, +10% own casualties)


The allies of the Pact of Blood and Stone had amassed a large army to try and overwhelm the forces of the Seablood Khanate. They marched quickly, hoping to force a decisive battle with the characteristic bloodthirst of the Crimson Chant. The fighting was bloody, and casualties intense - all the more so as a result of the hazards strewn through the region by the Divine Nacres, engineered to be attracted to conflict. Combined with coordination issues between the disparate and numerous forces, over half of those who first marched into the Khandeeps deserted, died, or disappeared. The losses for the Seablood Khanate were heavier still - the only saving grace being the blessing that such bloodletting must surely provide to the followers of the Reef in Red.

LSD coalition Victory! LSD loses 4 Units! LIT loses 2 Units! SBK loses 4 Units! The Khandeeps Aristocracy loses 1 Unit! The Radiant Sword gains 2 charges!
 

 Lambent Syndicate invasion of the Protected Stratera (Region 31) 
 
 Spoiler: Battle 
Led by Adiratna’s Chosen (Military 4) with Military 9 ruler, 2 LSD units invade The Protected Statera (31), facing off against 1 CPS unit led by Magnus Orator (Military 3) using Unyielding Force.

Adiratna’s Chosen wins Tactical Maneuvering, but attempted no Tactical Doctrine!

The Lambent Syndicate would also open a second front. While the main army was fighting in the Khandeeps, a second much smaller army would attempt to occupy the territory of the Protected Statera. While the army is small and the commander is mediocre at best among the ranks of the Syndicate, the unruly Statera can't give more than a token resistance; nonetheless, they still manage to inflict their fair share of casualties as Adiratna’s Chosen, thinking their victory assured, simply marches towards the capital, to be repeatedly ambushed by the few forces the Statera still had without serious response. It is only the inexperience of Magnus Orator in martial matters that prevents these successes from building to any meaningful pushback against the Syndicate, and the reefs of the Statera are swiftly under the Syndicate’s ‘protection’....

LSD Victory! LSD loses 1 Unit!
 

 Pfilghol invasion of Region 107 
 
 Spoiler: Battle 
Led by Gtsit (Military 8) with Military 10 ruler, 5 PGL units invade Region 107, using Magma Forges and attempting to utilize Sea’s Opportunity, facing off against 4 native defender units led by a Military 7 native commander attempting to Skirmish.

The native commander wins Tactical Maneuvering, successfully Skirmishing! (-10% casualties for both sides)

Even as their merchants return with sea goat-loads of Kalask Venom, the raiders of the Pfith march into Region 107. The war begins as would a hunt, with scouts confirming the location of War-Jelly obstacles left by the merchants while the main force captures a few minor towns and then moves with deliberate slowness in an attempt to draw out the foe for battle. It seems, however, that Archjusticar Rodwulf, the commander of the native forces, is an experienced hunter himself, and he turns the invaders’ tactics against them. Screening forces and scouting parties fight a number of skirmishes on the flanks of the two armies, some deep into the region, but the natives are able to avoid a decisive confrontation until they are able to force it on their own terms: a major Pfith flanking party overextends and is surrounded and cut off, and with a third of their force and most of their scouts destroyed, Gtsit retreats the remaining Pfith forces to the villages they took initially. Though a defeat, it is not without some gains, and Gtsit’s army will benefit greatly in the coming years from the chance to establish supply lines and select more useful adaptations, as well as the knowledge they have gained of their foe.

Tie! PGL loses 2 Units! Region 107 Native Defenders lose 1 Unit! PGL gains a foothold in Region 107! They will receive a +2 bonus to their battle roll and get to ignore border type penalties if they attempt to invade Region 107 again this round!
 

 Kar-Nath Hegemony invasion of Region 65 
 
 Spoiler: Battle 
Led by General Kreel (Military 9) with a Military 10 ruler, 4 KNH units invade Region 65 using Magma Forges and attempting to utilize March of the Conqueror, facing off against 2 native defender units led by a Military 6 commander attempting to use Unyielding Force.

General Kreel wins Tactical Maneuvering, successfully utilizing March of the Conqueror! (+2 [+1 from perfection] to battle, +10% own casualties, free Sway Aristocracy attempt.)

The volatile politics of the polar seas drive the Frozen King Rham to order that now is the time to properly enforce the Hegemony’s will in the waters it has claimed as its own. General Kreel sets out at the head of the Nathi host once more, having learned from his earlier humiliation so far as to even fight alongside auxiliary allies from Sarkenos. The legions’ march across the border is unhindered, and they camp in peace for several weeks (though food is still scarce owing to the recent work of the Reavers) before even making contact with enemy scouts; it seems the enemy commander has withdrawn all forces to defend the palace of the provisional government. The Nathi legions claim several small towns and secure their supply lines with ease before settling down for what all believe will be a long siege of the palace - but it ends after only four days. The local forces attempt a sortie from their fortifications, and successfully drive the Nathi before them… without turning to guard their flanks. General Kreel is quick to respond, and forces from the other sides of the town rapidly envelop the exposed defenders before seizing the gatehouse, the palace, the provisional government, and, pinned to a wall through the tail with a Nathi trident, Commander Koschei, mastermind of the failed sortie.

KNH Victory! KNH loses 1 unit! Native Defenders lose 1 unit! Region 65 Native Commander is captured in battle! KNH successfully Sways the Aristocracy of region 65!
 

  Schemes!  
 Coercion, betrayals, and spycraft 

Prince Antenius’ treatment by the new ruler of the Ennead is about as dignified as a kick to the siphon. It is no surprise that after all he has done and sacrificed for his Kingdom, this is too much to take for the great Antenius. After a furious speech defending all of his actions and vowing to serve and protect Danabae as only he can, Prince Antenius storms out of the empire, taking a few loyal soldiers with him.
 The Ennead loses 1 unit! Prince Antenius has disappeared!  
 The Order of the Ironkelp coerces Trade Post 1 in Region 103 for Adventuring Scholars! 

Using his well-known charm, Topaz seeks out the trail of items, people, and places to discover exactly what happened to the missing people. The items are first easier to track, and appear to be the result of trades and selling items to the Chora, though for often mysterious pricing. Sentimental items receive a high payment, while some valuable heirlooms were exchanged for a pittance. The appearance and disappearance of strange places appears to be related somehow to the Songlines, though exactly how remains unclear, and may require more investigation. Overall, these disappearances appear to be by choice rather than the result of kidnapping, though one must wonder if leaving stressful jobs or conditions was truly enough motivation to abandon everything to join the Chora.

The Black Pearls launch a ruthless effort to root out spies in the Order of the Ironkelp (Region 114). Every stone, every brick is overturned, and no trace of hostile spies is found.

  Terror!  
 Violence, upheaval, murder, and destruction. 

The parting blow of the once-merchants of the Dunes of Revelation proves weak- the faithful endure, and those who seek to control the Forests rather than rightfully being controlled by them are pulled away by the tides.  The banished merchants of the Dunes of Revelation (Region 17) fail to Sack HS3 in Region 17. 

Though many feared that the tensions in Lojan would inevitably escalate, cooler heads prevail. The greater good (of Lojanese trade interests) prove a powerful unifying influence, and whatever eventuates, it seems unlikely that conflict will spread beyond the halls of power in Lojan.

Dissatisfied by the Draigau’s neglect, the merchants of Region 70 begin to make their dissatisfaction known.  The Merchant Support in Region 70 becomes Unruly! 

The Eel Without End’s rampage continues unabated, devouring farms and paralyzing individuals, but as it crosses back into [region 20], a terrible ever-present buzz fills the waters and the mind, until one can scarcely think, or remember, or plan, or - or - or…!?! Even the behavior of the wildlife begins to run wildly out of the norm. An aching behind the mind characterizes all.

 The Eel Without End Coerces TP 1 in Region 1, TP 2 in Region 19, and TP 3 in Region 20!
The Eel Without End slithers into Region 24, Region 22, and Region 20 this round! 
 
 Spoiler 

 
 Armies fighting in regions where the Eel Without End is present may attempt to use it to their advantage; if they do, then the side which loses the Maneuvering roll takes an additional 10% casualties - this stacks for up to +20% casualties if both sides opt to do so. 
 Regions where the Eel Without End is present count as 1 additional regions for the purposes of distance losses and distance penalties. 
 Whenever the Eel Without End enters a region, it will attempt to Coerce 1 random Trade Post in the region with a +8 bonus; if it is successful, the Coerced Trade Post cannot be bought out or coerced until the Eel is no longer present in the region, as the Eel's deadly body swirls about the ruins of the location. 
 The desperation of those afflicted by the Eel Without End may present opportunities to those willing to look for them, and as local populations search for solutions, they become more easily Swayed - all countries receive a +2 bonus to Sway attempts in regions where the Eel Without End is present. 
 If the Eel Without End enters a Region it is already present in, it becomes  omnipresent . 
 Regions where the Eel Without End is omnipresent count as 3 additional regions for the purposes of distance losses and distance penalties (this replaces and does not stack with the previous region increase). 
 The intense and prolonged exposure to the energy of the Eel Without End results in strange effects on the behavior of both wildlife and local populations when omnipresent:
 
 When the Eel Without End enters a region for the second time, it will attempt to Convert 2 random holy Sites in the region to a different religion, determined semi-randomly. 
 Regions where the Eel Without End is omnipresent may sometimes present an opportunity to be Prospected, and controlled, Unruly, or Rebellious Supports may become Open. 
 Exceptionally prolonged exposure may have further consequences… 
 
 
 
 


Trade Post 3 in Region 26 for Blood Pearls becomes Open!   The Coral of the Protected Statera loses control of Trade Post 3 in Region 26  
  Organizations!  

The Abyssal Stewards are scarcely seen - when questioned, they claim the bulk of their numbers are fiercely engaged in the deeps, trying to contain and find whatever Titans they can before they arise. Their reports include a Draigiau the size of a seamount and a great metal-faced slug wider than it is long.

The Chelonian Chora have been rarely seen as of late - perhaps, without the additional Nurseries they’d hoped for, their efforts have been focused on other means of securing themselves and their charges against the death and destruction that the countries of the world swim through. Or perhaps they’re simply laying low…

The Divine Nacres grow more inwardly focused as their attention remains above the surface…apparently, there has been some political backlash internally against the decision to share the Anamorphic Canon, resulting in elevated levels of xenophobia.

 Writing Collections 
OKI, LUX, GRV, SEN submit entries to the Crescent Companion, gaining 1 Favor each with ABS
HEX submits an entry to the Genus Taxonomia Scintillans Mare, gaining 1 Favor with DNA

 Reputation 
 COS and LUX raise their Reputation with ABS from 1 to 2, with LUX spending a favor in the process
PGL raises their Reputation with ABS from 3 to 4, spending a favor in the process.
KNH retracts their attempt to raise their Reputation with ABS from 3 to 4, which would have spent a favor.
SEN raises their Reputation with DNA from 1 to 2.
HEX attempts to raise their Reputation with DNA from 3 to 4, spending a favor in the process, but their efforts are just barely stymied by Deep Blue’s close ties to the Nacres.
HEX raises their Reputation with CCA from 1 to 2 
 Favors 
 HEX gains 1 Favor with CCA from their determined opposition to the Dreaming Dead. 
 Prestige 
GTZ occupies 2 units for Occupational Etiquette
LOL gains 1 Prestige from To Greatness
Feathersnow
 
 Primarch Marcion Diplomacy 10
Military 4
Economy 7
Faith 8
Intrigue 1

 Diplomacy 
Press claim in region 125
 The Sakura-Jin's new phase of expansion is beginning! 
 Success guaranteed! 
 Military   Raise one unit

 Military   Raise one unit

 Military   Raise one unit

 They will learn of our peaceful ways, by force! 
 Military   attempt to send two troops to aide the Shark people.

 The Astartes are yet unblooded.  This must be changed 
 Spy Action  Sages suspect It-That-Comes-From-Beyond-the-Sky is not unique to Dashasham.   Project Eusebia is set to to confirm this. (Investigation)


 
 Spoiler:  Rumors 
  Princeps Petrix has shown themselves a popular fixture at court.  The unusual new method of succession has won over the skeptical ecclesiarchs.  They are entrusted with outreach to region 120, which has previously failed.   This has led to a hiatus, as the Princeps calls back every missionary for retraining.

The former merchants re- assigned as missionaries find their new lives strange, but support from the Princeps has helped reconcile them.

The population of once-extinct males is set to equal that of females as the merchant caste is phased out and the warrior caste is in ascendancy.  Many previously disgruntled females request jobs in logistics and support, and reportedly enjoy the company of strapping young lads.    The Ecclesiarchs are torn on this, but, since neither are able to conceive naturally, the inevitable dalliancesare ignored, as long as they are kept discrete.
 


Leader stats +2 mil

 
 Spoiler:  It-That-Comes-From-Beyond-the-Sky 


It-That-Comes-From-Beyond-the-Sky is a monster that lives beyond the highest heights of Dashasham.  This monster comes in schools, like prey fish of the open ocean,  but it is a merciless predator.  All attempts to clone it fail as the creature requires the rarified æther of The Beyond to function and the oxygen requirements of its super-charged metabolism cannot be met by aquatic media of gas exchange.  However, studies of It-That-Comes-From-Beyond-the-Sky have proven useful in breeding intelligence and speed into vertebrate stock.

It-That-Comes-From-Beyond-the-Sky was known to be used as a method of execution by The Precursors.   The condemned were staked at the edge of the tidal zone.  A Hermit Crab would not die from the minimal exposure or be washed away if precisely the right spot was selected, nor would most crustaceans.  Vertebrate and cephalopod derived victims often died from æther poisoning, however.

Saint Psaul, one of the founders of Sakurado was, legend tells us, sentenced to die by being picked apart by swarms of It-That-Comes-From-Beyond-the-Sky.  However, he asked to be tied down without his shell, nude, as he arose from the Plankton to become a larva.  What the Precursors did not anticipate was that, with his ancillary legs exposes, he could kick the vicious swarms of It-That-Comes-From-Beyond-the-Sky until the tide returned.  The credulous Precursors assumed it was a miracle, and the guards converted on the spot.

The physical description of this creature is most uncanny.  It has scales, but they are utterly unlike that of a fish,  branching like a soft coral and not flush with the skin.  Internally, it most resembles a Mer, but with delicate bones and a respiratory system designed to process oxygen at rates unknown in other life. In fact, the bones themselves seem so delicate,  it is theorized, as they have become a sort of secondary set of gills, supplementing the primary air-proccessing organ that seems to be a modified swim bladder.  Externally, it has a beak like a cephalopod, though more rigid, not like any other known vertebrate

 
 



Diplomacy 10
Military 6
Economy 7
Faith 8
Intrigue 1

 Roll 
Epinephrine_Syn
    Eternal Spring
Turn 9 (Years 25-27)  
   Polar Bear Faction     


To Be Updated

Dip: 3
Mil: 3
Ego: 10
Fai: 10
Inf: 5

Next Round: +1 Faith, +1 Opu, +1?
 New Ruler Under Construction 

Actions:
 Fai 10: Miracle 
(Have fun with it. This is, for me, a purely fluff thing, introducing the spirit of capitalism, exponential growth, and markets into the world. Completely alien in nature, and for tons of fun rp opportunities. If the GM team assigns her mechanics or something that happens, whatever that is, I'll accept it gladly. But I'd be happy trying to wear the 'this is a purely fluff miracle' hat too, even if a part of me worries that Mammos not having mechanical teeth or impact will mean she's largely ignored/unused.)

But... if you  want  some mechanical chicanery...

Mechanics: Mammos has been born into the world from the polar depths, at the heart of the Eternal Spring. Miracles done by the Eternal Spring may be   Intensified  . An   Intensified   effect is diminished from its usual power, but has an additional bonus while in the presence of Mammos.

Already created Miracles, Artifacts, or whatever else may be   Intensified  , entirely at GM discretion, perhaps requiring a Faith action to do so.)



 
 Spoiler: The Birth Of Avarice 
  
The Birth Of Avarice  
Everything is set. The stars are aligned. The currents are in the right place. The rock nest is imbedded with wealth of the ages. None of these things has materialistic meaning, but remnants of teachings from the Tall Tales ascribe symbology itself meaning within stories woven. As was proven tonight, force of will from the collective consciousness can bring forth unto reality itself.

Mammos, Will Of The World, Avatar Of Avarice, Fly Queen, takes on a form almost wholly alien to any denizen of the underwater, purportedly descended from the Dries Above. Insectoid wings, several pairs like a seraph. Bizarre legs with stump like feet in place of fins unsuited to the water. Yet fins and feelers and gills exist on this creature too, and it moves throughout the Waters of the World with an angelic grace defying all laws of locomotion. It is said to unify the traits of Sky, Sea, and Soil.

(What is meant by those phrases is at best, guesses. Skies is probably in reference to the Dries Above, albeit a bizarre phrasing, and the little gleaned from magical rites says as much. But Soil? What does *that* mean? The obvious guess would be the ground underneath Medusa Roots, some reference to the deeper underworlds and depths, but that has been explicitly denied. Whatever vast reality Soil refers to, it is from a world *entirely* distant and alien, and yet we are assured it exists, *somewhere*.)

Greed binds us all, hive mind and isolate alike. The thinking of hiveminds that they are more unified within themselves is a good one to take, but it is just the first step. Isolates form bonds within themselves and with other isolate clusters and hive minds through economic ties. This basic principle of exchange, of force of beliefs through material will, is itself a unity of thought.

When you pay something for a service, you command it, you unify your intents for mutual growth. Through these bonds, even those with vastly different belief systems and populations can be brought into alignment. We are all, at the core of things, one entity, one being, fractured into an ever expanding variety of cognitive processors. Not just in number of processors, but in *kind* of processors, ever evolving and expanding. Shell is the one true language with which all processors speak.

Harpies, Herrings, Humans, they don’t share anything in common. Anatomy, language, location, size, locomotion. But the one thing we all have in common is a basic principle of currency. All processors do, once they advance to a sufficient degree. Within the waters this is certainly the case, both in our frozen home, and in the warmer waters beyond the borders.

(Harpies and Humans obviously refer to hypothetical denizens of these strange other worlds outside of our reach, from the ordering it is supposed that Harpies are from the Sky, and Humans are from the Soil. Very little is known about either of these other races, and what little is known may be entirely fictional, not even if they are even major facets of those other worlds. The Herrings are, as we know, not presently omnipresent within the waters of polar, let alone outside it.)

It is these principles that guide the teachings of Mammos. Everything, alive or otherwise, is all collectively a singular hive mind, fractured for efficiency. Or perhaps, if not *for* efficiency, then making the best of some long past cosmological event that splintered the unified whole. It really is hard to say, the origins of life have always been a mystery, even within religious belief.
 

 
 Spoiler: Reformatting In Process 

Violet had done horrible things, even by hivemind standards, yet she had no reason to suspect her actions would have consequences. She established dominion over west Polar for all Medusa kind, but most of all for herself. There had been tremendous  setbacks, but ultimately thongs were turning out to be satisfactory.  She felt positively queasy about it. Giddy. Giddy is the right word.

The international city's resources would flood her kingdom, what was she going to do with all of this Dye? Export it, but to who? Her people had ways to provide color already in their own leaves. Ways that made her feel pain... explicitly painless. Even if that communication required energy expenditure.

Her mind was drawn to the egg tourist attraction for the fourth time today. An open secret was that the religious monument was a middle finger to her rule, but she'd set eyes and guards around it. It's not like anything was really going to come out of that egg, this was something she knew for certain.

Still, the fact that religion worked on her fellow hiveminds was concerning, and yet this tool to sway masses also would prove to be incredibly useful to her. Especially since Violet was going to become a centerpiece of their religion real soon.
 You feel your sins chewing at your cuticles. 
No, that  definitely  wasn't right...
 


Opu: Acquire Herrings from TP 3 region 56  Roll = 15 (Success barring competition) 
Opu: Buy Soothing Oil from 52 tp 2  Roll = 16 (Success) 
Fai: Convert Holy Site 68 slot 1  Roll = 20 (Success) 
Fai: Convert Holy Site 69 slot 1  Roll = 13 (Success) 
Fai: Convert Holy Site 69 slot 3  Roll = 16 (Success) 

Fluff Actions

The aggressors inhibit faith for the hiveminds. In the name of proactive protection it is ideal for us to begin managing their resources. Increased influence should motivate them to divert resources away from other, more harmful modes of competition.

Non-Actions


   
 Black Noise:  . . . swimming in circles . . .      Counter Espionage  


Starting lending Coral Dye and Gravelglass as a Luxury to the Riftlings to help them fulfill their requisite.
Oppose all Sway/Impress/Buyouts/Conversions targeting Eternal Communion and Merchants/TPs owned by ESP.
Overruling the above, do not oppose the STC buying out the Merchants of 59, with the express understanding that while the Seatide may collect tariffs, they will use their dominion to promote ESP control over the trade sites in all respects.



Write up Great Project (5 action)
Stalk Market? Hedge Fund?

Shell Counting
 
 Spoiler 

Region 51 (Magma Falls) (Capital) (Fortress) (City)
Holy Sites: Eternal Communion / Eternal Communion / Eternal Communion
Resource (Immortal Jellyfish) XXX / ESP / Open / City(ESP) (x1)
TP 1 of 55 Chelonian Hunters
Nxt TP 2 of 52 ??Soothing Oil??
Nxt? TP 3 of Herrings
TP 1, 2, 3 of 57 Woven Seaweed (x2)
TP 1 of 58 Warped Shells (someone else owns tp 2) (x2)
TP 1, 3 of 59 Coral Dye (x1)
TP 3 of 60 Fertile Soil (x2)
TP 2 of 68 Gravelglass (someone else owns tp 1) (x2)
TP 3 of 71 (Dragon Scales)

Merchant Supports
Region 51, 57, 58, 68, 60


Treasure: 3/15
Passive Treasure Income: +3
Costs

Next Turn: 6

Soldiers: 0
 
Tychris1
  The Lighthouse  
   
Ruler: The Vessel, Conqueror of Reefs, and Blessed Blade of the Lucent Order.
Regions: 7, 18, 19, 26
D: 8
M: 10
E: 6
F: 8
I: 2

Actions:

1)  Military:  Invade Region 17, Dunes of Revelation, with 1 Unit, lead by The EVERSCINTILLATING GOLD FIN, wielding the War Palanquin of the Anointed Dead, the Radiant Blade (With 2 Charges), and employing the Golden Victory at All Costs Perfected Tactical Doctrine (+7 instead of +6 bonus for Goldfin)

2) Diplomacy: Sway Aristocratic Support in Dunes of Revelation, Region 17  Roll 
3) Diplomacy: Establish Marriage Claim in Region 15  Roll 
4) Diplomacy: Raise Reputation with CCA  Roll 
5) Diplomacy: Attempt to Establish Contact with The Eel Without End

 The Great One has returned! Our Blessed Mother writhes from the deep, trailing through the ocean floor, and basking us in her glow! The light of the Radiance sequestered so carefully, her will beyond! The blood of the Reef, our promised rest with her! And now the arbiter of our goddess rises from the Maw she ventured forth to vanquish Ages ago! We are on the brink of glory! 

Ruler Stat Increases: +2 Diplomacy

Non-Actions: Resist all conversions and buyouts unless noted otherwise

Stats next round
D: 10
M: 10
E: 6
F: 8
I: 2

 
 Spoiler: Book Keeping 

Regions Owned: 7, 18, 19, and 26

TPs owned:
Siren Extract TP 2 Region 2
Treasures and Artifacts TP 1 Region 7
Jaderock Coral TP 2 Region 21

Units Owned: 4/10 Maximum
Treasure Owned: 1

Artifacts Owned:
War Palanquin of the Anointed Dead: +2 to Tac Man
The Radiant Blade: When wielded by a commander in battle, Gain +1 to battle rolls per charge on the sword. The sword gains a charge for every 2 casualties in combat and can hold a maximum of 3. Each charge adds 10% own casualties and loses all gained charges if not used in combat for 1 round.

Radiant Blade Charges: 2/3
 
Volthawk
 
   The Cyphiri Union   
  Round 9  
 Regions:  122, 129
 Ruler:  Baran Hallus
 Faith:  The Flowing Way (The Cyphiri Way)
 Diplomacy  6  Military  5  Economy  10  Faith  5  Intrigue  2
 
 
  Actions  
 End of Turn Ruler Increases:  +2 Faith
 
 Consolidate Holdings [Economy 10] - Unrolled
 Starting with the vote that led to the Hallus family taking prime position in the Union, Baran Hallus has been working to restructure and officialise the ways the country works - making legal requirements and standards for the organisation and operations of Cyphiri families out of what were once just societal expectations, expanding the Council Fund's bureacracy to handle simple inter-family matters and to establish a common market for essential goods and commodities (instead of every family having their own deals for such things), and expanding the authority of the Council and making its own processes and laws more robust. In recent years, Baran has been able to leverage his many successful years of leadership combined with the sudden support of the Ulnesh family (despite past animosity and opposition - Baran spearheaded the Hallus takeover of the Union from the Ulnesh who previously unofficially controlled it, after all) to go bigger, and now unveils his final vision for the Union.

Perhaps the largest immediate change is the introduction of the concept of Houses, a recognition of the way Cyphiri families have often ended up with their obligations towards the more powerful families weighted heavily in the latter's favour, and the power a seat on the Union Council brings. A House begins with the Council family who created it, and extends to cover the families sufficiently under their influence to agree to be a part of it, giving the controlling family legal authority over them (thus far, no Council families have shared Houses, and the exact handling of such a matter is still being debated) - this system also has room to facilitate assets and employees not associated with a family, on a short or long term basis, to allow the system to more smoothly function among foreign countries and businesses and their less family-focused way of doing things (it also allows large private mercenary forces like the Hallus' to more smoothly exist officially without technically being a part of the family, thus being removed enough to not challenge traditional Cyphiri ideas about such matters while still having them be useful and under control). For instance, House Hallus contains what was originally the Hallus family along with families like the Belar, most of the gold families and many other smaller families focused in Cyph-Arel, while the Carral have thrown their lot in with House Ulnesh, and the Tellan and Kelad have united in a likely to succeed push to get the Tellan a Council seat at which point the Kelad would be a part of House Tellan. Naturally, relations between Council families will never quite be so simple and legalised, but some things can't be changed by one man.

Baran's hope, and one apparently shared by the majority of the Council, is that his changes will lead to a new, streamlined and better organised Union, capable of better competing in an increasingly crowded and complex economic environment. The benefits outside of that field to the authority of influence to the largest families is naturally also a benefit.  
 Create Artefact [Faith 5] - Unrolled
 There have always been Cyphiri followers of the Way who would search across Cyph-Arel for signs of Arthan's Rest, that legendary place that the founder of the Flowing Way was sequestered in when he created the modern understanding of the Way. It seems like someone has finally done it, and brought back something of interest... 
 
 Spoiler: The Head of Arthan 

 In the stories of the journeys of Arthan, the founder of the Flowing Way, there has always been a missing piece. The years between him travelling Cyph-Arel and learning the stories of the Cyphiri, and returning with the truth of the Way, have always been a mystery, and so some followers of the Way have always searched for Arthan's Rest, as the place he must have stayed in during those years has become known. Now, they appear to have succeeded. In the northeast of Cyph-Arel, close to the point where toxicity makes it impossible to go further, a Cyphiri scout has found a cave. Carved into the rock, covering every surface, were the stories of the Cyphiri of the time, along with some of their biological storage mediums, but the real prize was what has now become known as the Head of Arthan (few people believe it's actually his head, of course, but the name given to it by that scout has been intriguing and evocative enough to stick).

While the Head does somewhat resemble a Cyphiri head, it is notable larger, with a particularly enlarged cranium, and it has a system of organs similar to roots to draw nutrients from a substrate instead of a neck - it appeared to have gone into a dormant state over the years as the substrate in the cave ran dry, but a new supply of nutrients has been sufficient to wake it up again. The most notable thing about it, however, is that it speaks. Constantly. An endless stream of information and analysis, but one that is scrambled and random - perhaps a side effect of its time in the cave, perhaps just a limitation of what it is and what it knows. It does listen, and with experimentation the Cyphiri studying it have discovered that feeding it a stream of information about a particular location in the right way (the Cyphiri do it by telling the stories gathered from or about the area, but a more direct set of information would likely work) seems to focus its babbling into talking about that particular region, with the nature of the information put in influencing the information recieved. While much of it is still of little use, there are plenty of useful nuggets of information in there one can use in the field, including many deductions and predictions that an experienced follower of the Way may make when given the same information - something that has cemented the idea in the minds of most Cyphiri that this was a creation of Arthan, and as such a being with an understanding of his teachings deeper than any living Cyphiri. And a useful tool, of course. 
 Mechanics 
As an action (that can be associated with any stat), the owner of Arthan's Head can select a region for the Head to focus on in the next round. This provides a +1 bonus to all actions targeting that region that use the same stat as the action used to focus the Head in the round before.
 
 
 Convert HS1 of 124 to the Flowing Way [Faith] -  8, Failure (1 Treasure Spent)  
 Convert HS2 of 124 to the Flowing Way [Faith] -  18, Success (1 Treasure Spent)  
 Convert HS3 of 124 to the Flowing Way [Faith] -  18, Success (1 Treasure Spent) 
 The trips that Lanit Hallus and Werran Ulnesh have been taking into the Emerald Tidelands start to pay off. In recent years, Werran has been leveraging his influence among the Cyphiri followers of the Way (along with no small amount of money and favours - more than he'd normally have access to, the Hallus family quietly picking up the bill) to get those most convincing and eloquent in the merits of the Way to come south with him, spreading their teachings among the population of the Tidelands, and he now pushes that in-road as much as possible in a wide-ranging education campaign across the region, fully backed by the Council. While the Cyphiri make limited progress with the Kalan themselves (their beliefs remaining incredibly varied between individuals), they have much more success among the population of the Tails - some Cyphiri now live in Vret, listening to the stories told of the Emerald Skimmer and incorporating it into the lore of the Way, while others live among the people and around the Shrine of Seas, explaining to the plankton worshippers about the Flowing Way and considering how plankton-based reincarnation works into the flow of fate.  
 
  Nonactions  
 
 Spend 1 ABS Favour for +1 Reputation
 While the work begins in the Tidelands, Cyphiri representatives step up their efforts to secure closer ties to the Abyssal Stewards who are invested in the region, leveraging the Union's many previous contributions to their records and promising to give them the industry they want in the region.  
 Attend the Builder's Union Celebration as a nonaction.
 While the various goings-on in Cyph-Arel and the Emerald Tidelands prevent an official delegation, nor any representatives of the Hallus or Ulnesh families, from attending the celebration, many smaller families take the opportunity to attend - most notable among them are representatives from the budding Tellan/Kelad coalition, as well as the leader of the Pylet family.  
 Bid 1 Treasure on the Tipsy John.
 While the Cyphiri are still wary of the Black Pearls (with some families outright hostile), they see no reason to not get involved in the auction - a vessel like that might be useful going forwards. Between showing caution around the Pearls, the cost of the push into the Tidelands, and the fact that they're still gauging how much the other major economic powers of the region are interested, the opening offer is fairly small but capable of being increased later if need be.  
 
  News and Rumours  
 
 The Kelad continue to make complaints to the Union Council about the Black Pearls, but thus far lack the influence to get the other families to take action against the crime syndicate - on the whole, the flow of business and trade is still strong despite their influence, and no major family has been affected enough to make the group their focus. 
 The reports from Topaz on the Chora-related disappearances are met with confusion from the leaders of affected Cyphiri families. The traded items made sense, yes, but the rest...when it came to the rest, they were less satisfied. While there was a plausible explanation for people leaving, they were unsettled by the abruptness and suddenness of it all - and the fact that the normal Cyphiri mechanisms for such moves and changes were ignored. As for the Songlines and their apparent role in places disappearing...that was a concern. Many family heads soon begin sending polite requests for an explanation to the Chora representatives in and around the Reefback Nursery in Cyph-Arel. 
 The increased militancy of the Sakura-Jin is met with no small amount of concern, given how close Cyph-Arel is to them. While some families make calls to reinforce the mercenary retainers or make other steps to strengthen their defences, Baran sticks to the plan and dismisses those calls - if all goes well, they'll soon have a technological edge to dissuasde any ideas their northern neighbours may be having. 
 Events in the Emerald Tidelands have reignited an interest across the Union in spreading understanding of the Flowing Way to nearby waters - an idea that had broadly been put to one side in favour of Cyphiri followers of the Way focusing on supporting other Cyphiri ventures, but one that has been becoming more popular among the Cyphiri. Some have begun looking at Pyl-Garat and the situation there with this in mind, but Hapat has been politely but firmly rebuffing any attempts to convince Cyphiri followers of other faiths there to return to following the Way. 
 News of Pojan nomads in the west causes some excitement among the Cyphiri - new people were always exciting, but this was a group from far outside known waters, of the same species as the Chora but different, and telling stories no Cyphiri had heard before! While the Cyphiri broadly ignore their military venture, being sufficiently far outside their waters, many opportunity scouts pass through the waters they have stopped in, listening to what they have to say about the waters beyond. 
 The Chora's disheartened state is noticed by the Cyphiri, and some families do make an effort to reconnect with old friends in the organisation, but broadly the Cyphiri see the situation as the Chora's problem - they were the ones that distanced themselves from the Union, disappointed in the situation in Pyl-Garat, so while the Cyphiri still considered them friends it was their fault if they felt ignored. 
 Garren Ulnesh is dead - the former ruler of the Cyphiri had been in failing health for years now, and passed away in his sleep. The question of who would replace him at the top was one that required some internal debate, with Relas (his favoured successor) and Helad (an influential loan broker with a good amount of support and leverage) both making strong cases for themselves, but in the end it is Werran Ulnesh who takes the position as Ulnesh leader, reflecting the increased importance of the Flowing Way within the family recently and the focus put on their venture in the Emerald Tidelands. 
 In happier news, Baran Hallus is now a father. The rumour around the Hallus family is that he's planning on the child growing up to be his successor, and has been getting in contact with some of the Cyphiri wisest in the mysteries of the Flowing Way asking for predictions and foresight about the child's future. Thus far, nothing seems to have come of it. 
 
  Families of the Cyphiri Union  
 
 Spoiler 

There are far more Cyphiri families than mentioned here, of course, but this is just to keep track of the ones mentioned so far and what their deal is/who of note is a part of them (some are described in greater detail in the full nation description).

 Hallus 
 TPs:  122.2
 Other:  Aristocratic Support in 111 and 122 (122's Mercantile Support is split between Hallus and Ulnesh), Cultural Exchange with COS
Now the dominant agricultural family, due to being the inventors of all of the major Cyphiri advancements in the field and leveraging that advantage at every opportunity. Has taken the position the Ulnesh once held in recent years, becoming the dominant force in the Union Council, and has been taking steps to formalise that unofficial power into something with real legal authority.
- Pelir Hallus: Pioneer of Hallus biotech research, not technically the head of the family but has enough influence through the family to get what they want (if possible).
- Baran Hallus: The actual head of the Hallus family, and the one directing their recent political moves. Has great respect for Pelir's work, and tends to indulge her requests. He's got broader interests than the average Cyphiri, taking an interest in the military conflicts that have gone on around the known world, and making plans for diplomatic efforts beyond those that are business-related.
- Lanit Hallus: One of Baran's main diplomatic agents and representatives, who has recently been spending a lot of time in Orope trying to help the Tellan stabilise and gain control of the merchants there. It not going well has left a stain on her reputation among the family, something she's not happy about.

 Ulnesh 
 Other:  Clerical Support in 122
Former dominant power among the families, interests split between being a strong agricultural family and political operations, uses the two in tandem to maintain influence and strengthen both fields but finding the latter weakened by Hallus efforts and the former from other families smelling blood.
- Garren Ulnesh: Head of the family and a dedicated student of the Flowing Way. While the Ulnesh was dominant, he drove the push to look outside of Cyph-Arel for opportunities, but his health has been failing since the Hallus family took control.
- Werran Ulnesh: Devoted follower of the Way, close to Garren, excited to spread the Flowing Way to new lands, very curious about the way other countries and faiths work. Most influential Ulnesh after their fall from dominance, as his rapport with Cyphiri followers was separate from his family's business.
- Pylan Ulnesh: Envoy to the council fund, coordinates things between the two groups, has a distaste for mercenaries. With the Hallus military drive, has been finding themself pushed out of most relevant discussions.
- Taron Ulnesh: In charge of agriculture, very passionate about the subject, little interest or talent for politics but has subordinates that cover the slack. Hasn't changed much since the Ulnesh lost control, but his subordinates are concerned about the state of the business.
- Relas Ulnesh: Youngest of Ulnesh's internal council, Garren's preferred successor, quiet and observant but untested, many family members unsure she deserves her position. Has been trying to rally the family to retake the top spot soon.
- Chelat Ulnesh: Used to deal with other major families and the Union Council but has now stepped down due to age. She was good at it, but was dismissive about other countries and the advantages to working with them and as such is seen as an outdated thinker by most Cyphiri.
- Helad Ulnesh: Coordinates loans between the Ulnesh and other Cyphiri families, deciding who gets the offers and how they're repaid/the influence gained is otherwise used. Is now the preferred candidate of most Ulnesh for Garren's replacement, despite Relas' efforts, and is likely the most influential Ulnesh at the moment due to leveraging old loans with other major families.

 Council Fund 
 TPs:  122.1
- Artan: Part of the section of the Council Fund that works with mercenaries. Made the early (but now irrelevant) deals with the Kalan Company that led to the diplomatic/economic foothold needed to secure the Fund's current mercenary force, and as such has been growing in influence, developing a strong interest in battle tactics and strategy despite the typical Cyphiri attitude towards such things. Parents were followers of the Flowing Way who named her for Arthan, but she isn't faithful herself.

 Tellan 
 TPs:  109.1, 118.1, 118.2, 134.2
 Other:  CYP-OKI Trade Route, Mercantile Support of 118 and 126
Previously a minor family in one of Cyph-Arel's cities, now dedicated to the trade route between the Cyphiri and Middish. Operate a network of camps, rest stops and small businesses catering to those taking said route, and established the route itself. Has control over part of Orope's Giantbane Seed industry, along with investing in some nearby regions. Current leaders in fields relating to Supernatic Propogation, due to their ties to the Middish. They've ended up on the Hallus side of the Ulnesh/Hallus split in the Council, due to the family helping them secure the Cobalt Dye they now sell to the Middish.
 - Tarpan Tellan: Head of the Tellan, now living in Orope full-time. Quite fond of the Middish, and their interpretations of the Flowing Way. Approves of the Hallus' shift towards a standing mercenary retainer, the Middish attitudes towards war and battle having rubbed off a little.
 - Yanmet Tellan: Tarpan's second in command, handling things on the Cyph-Arel side of the business and dealing with the other Cyphiri families.

 Kelad 
 TPs:  117.1, 127.1
Another minor family, and one that's been very active in sending out opportunity scouts to the regions nearby to the Cyph-Arel - Orope trade route. They're not planning on making many big attention-grabbing moves for the time being, but have a plan to acquire resources vital to the efforts of other families and sell it on to them at a profit.

 Carral 
 TPs:  123.1
 Other:  Mercantile Support of 123
Small decentralised family who were once down on their luck and turned to the Bone-Grinder's Guild of [112] to try to make a new future for themselves. Their attempts to become more influential in the Guild ended up gaining them little, but the expedition eastwards that the Bone-Grinders sponsored has borne fruit for them, and they are now based in that region and have established themselves as a dominant mercantile power in the region by selling on imports from the Kelad.

 Pylet 
 TPs:  129.2
 Other:  Pyl-Garat (129), Mercantile Support of 125 and 129
One of the Union Council families, and the main one driving colonisation attempts. Has a great deal of influence with the smaller families and the colonists of Pyl-Garat, but is beholden to the Hallus in turn - an obligation they are trying to weasel out of as much as possible, not wanting to turn against old friends in the Ulnesh family but having found the offer from the Hallus too good to turn down.

 Belar 
A small family of explorers, eager to strike out into the unknown to find enough of value to make them rich. They've ended up in a mutually beneficial relationship with Pelir Hallus, with her finanicially backing their expeditions in exchange for her hearing first about their results and in general keeping the spark of adventure going within the Union.
 

  Statistics  
 
 Spoiler 

 Special Actions Available:  Diplomacy 5, Economy 5, Military 5, Faith 5, special Hoard Treasure (Int-based, +2 Treasure, until end of round 12)
 Special Actions Used: 
  Diplomacy  
 
 Spoiler 

 Reputation/Favours 
 The Abyssal Stewards:  Rep 2, 2 Favours (Expected Change: +1 Rep, -1 Favour)
 - Welcome: +1 to resist Sacks and Coercion
 - Friendly: +2 to resist Secret Actions
 The Chelonian Chora:  Rep 2, 0 Favours (Expected Change: None)
 - Welcome: +1 to resist Supports becoming Open or Unruly
 - Friendly: Distance Losses triggered every fourth region, max -2 Distance Penalty in regions with CCA bases
 The Divine Nacre:  Rep 1, 0 Favours (Expected Change: None)
 - Welcome: +1 to Exploration, Prospecting and Colonisation
 International Prestige:  Prestige 2 (Expected Change: None)
 - Respected: +1 to Establishing and Pressing Claims and Promoting Claimants
 - Admired: +1 to attempt/resist Sway and Impress actions

 Bases 
122: Reefback Nursery

 Cultural Exchanges 
Costa Sereia

 Cultural Identities 
None
 

  Military  
 
 Spoiler 

 Units:  2 (Expected Change: None)
 Unit Cap:  7

 Aristocratic Support 
122, 111

 Generals 
None

 Fortresses 
None

 Perfected Tactical Doctrines 
None

 Military Technologies 
 Supermarine Artillery (Dropping Weapons)  +1 to battle rolls and +1 to Maneuvering rolls in regions of Depth 0 (Prereqs: Giantsbane Seeds, Supernatic Propogation, Photospore Signalling) [Prereqs not met]
 

  Economy  
 
 Spoiler 

 Treasure:  4 (Expected Change: -2)

 Trade Posts 
 Treasure Rate  2 (10 TPs + 6 Support - 2 Black Pearls = 14 effective TPs for treasure gain)

109.1 - Swarm Ash
117.1 - Biolumiscent Tunicates &lt;Black Pearl Support&gt;
118.1 - Domesticated Sea Cows (Mercantile Support Owned)
118.2 - Domesticated Sea Cows (Mercantile Support Owned)
122.1 - Native Gold (Mercantile Support Owned)
122.2 - Native Gold (Mercantile Support Owned)
123.1 - Malleable Blubber (Mercantile Support Owned)
127.1 - Ray-Ear Seaweed &lt;Black Pearl Support&gt;
129.2 - Nutritious Silt (Mercantile Support Owned)
134.2 - Cobalt Dye

 Mercantile Support 
118, 122, 123, 125, 126, 129

 Cities 
None

 Trade Routes 
Cyphiri - Ironkelp Knights

 Specialised Ships 
None

 Civilian Technologies 
 Composite Grafting  No mechanical effect
 Graduated Symbiosis  No mechanical effect
 Megafaunal Tailoring  No mechanical effect
 Photospore Signalling  No mechanical effect
 Supernatic Propogation  No mechanical effect
 Trophic Deconvolution  No mechanical effect

 Anoxic Adaptation  Cross Brackish borders (Prereqs: Composite Grafting, Trophic Deconvolution)
 

  Faith  
 
 Spoiler 

 Faith Holy Sites:  18

 Clerical Support 
122

 Organised Faith Bonuses 
+1 to Impress Actions
Cultural Identity for Buyouts

 Artefacts 
None

 Holy Orders 
None

 Miracles 
None
 

  Intrigue  
 
 Spoiler 

 Spies 
None
 

  Claims  
 
 Spoiler 

122 - Historicity, Integration
 

  Total Passive Effects  
 
 Spoiler 

 Actions 
Buyouts: 2d8 CI
Impress: +1 Prestige, +1 Religion
Sway: +1 Prestige
Exploration: +1 Nacre Rep
Prospecting: +1 Nacre Rep
Colonisation: +1 Nacre Rep
Claims: +1 Prestige

 Defensive 
Resist Coercion: +1 Steward Rep
Resist Sack: +1 Steward Rep
Resist Secret: +2 Steward Rep
Resist Supports becoming Open/Unruly: +1 Chora Rep
Resist Sway/Impress: +1 Prestige

 Misc 
Chora Rep: Distance Losses triggered every fourth region, max -2 Distance Penalty in regions with CCA bases
 

 
bc56
    Pfilghol    
  Olgght, The-one-who-consumes  
Diplomacy: 3+1
Military: 10
Economy: 10
Faith: 2
Intrigue: 6

 Regions 
The Pfithreef: 132

   Actions   
 Rolls 
 Economy: Create Technology: Filtration Grafts 
 Allows crossing Toxic borders. Requires Composite Grafting and a Filter Feeders resource 
By grafting specialized filter organisms onto respiratory organs, toxic waters can be made livable.

  Diplomacy: Attend Event 
 Trade Filtration Grafts to LUX for Photophore Signaling, Supernatic Propogation, Megafaunal Tailoring, and Graduated Symbiosis
Trade Filtration Grafts to COS for Supermarine Artillery
Trade Filtration Grafts to GTZ for Razor Current Netting
Accept Bitter Tourism 
  Diplomacy: Attempt to demonstrate discretion to the Stewards  
 Spend a Treasure on this roll 
Discretion is not Olgght's strong suit. But they'll try to impress the Stewards yet again, with some aid from a hired diplomatic coach.


  Faith: Set Sakurado as state religion  
As the strange genetic faith of the Sakura-jin hermit crabs spreads, the Pfith government gradually falls into its away, although the uppermost echelons remain untouched for now.

  Military: Invade Region 107 
 Using 3 units led by Gtsit (8, perfected) using the foothold bonus (+2 to battle, ignore terrain), Magma Forges (+1 to battle), 1 Treasure, Kela Ein Kamohu, and Reckless Advance. 
After their humiliating first defeat at the hands of Archjusticar Rodwulf, the Pfith regroup for a second attack, taking advantage of the camps and caches they built along the way to the first campaign to skip the hardship of a new march. A fresh army of Pfith warriors supplemented by mercenaries arrives ready to visit death on those who dare resist them.


  Spy Actions  
Ktloso: [REDACTED]

  SKR Cultural Exchange:  
   Non-actions  
Support conversions to Sakurado


 
 Spoiler: Passive Bonuses 
 Reputation: 
ABS 1: +1 to resist Sack and Coerce
ABS 2: +2 to resist Secret Actions
ABS 3: +1 battle, +1 vs Titans, +1 depth (reqs. hard metal)
ABS 4: Access all depths, +1 to Defense (+2 at Depth 1 or more)

1 Perfected TacDoc: +1 maneuvering
 

 
 Spoiler: Bookkeeping 

 
 Spoiler: Characters 
Olgght - current leader, successful conqueror/unifier. Hungry.
Gtsit - Second-in-command, first to betray. Clever, dangerous. Hungry.
Ktloso - Sworn enemy of Gtsit, spymaster. Conniving, ruthless. Hungry.
 

 
 Spoiler: Military 
 Units:  3/7
 Generals: 
Gtsit the-second-champion: 8. Sea's Opportunity: Defending: enemy takes double battle penalties from terrain, Attacking: transfer battle penalties from terrain to enemy. This tacdoc is perfected: +1 to battle on success
 Military Technologies: 
 

 
 Spoiler: Economy 

 Treasure: 
4/5
+2/round
 Trade Posts Owned: 
Luxurious Hides: 101.1
Shiv'rchins: 104.1(S)
Kalask Venom: 107.1
Mud Diamonds: 108.1
Mineblossom Sponges: 130.1
Kelp: 131.3
War-Jellies: 132.1, 132.CITY (S)
Hard Metal: 132.BASE
Wave Scorpions: 133.3

 Economic Techs: 
Composite Grafting
Trophic Deconvolution
Anoxic Adaptation
 

 
 Spoiler: Artifacts 
Kela Ein Kamohu: 1/turn +1 to Sack or +1 to battle if win or tie TM, +1 extra if TM victory by 6 or more, -1 leader loss if fail or tie TM.
 

 
 Spoiler: Spies 

Ktloso: 7
 

 
 Spoiler: Special 

Gan Kotzim - the Thorn Gardens: ABS base, 132
 

Shallows Appreciation grand champion!
 
Aerin
  The Lux-Glossian Shades 
Temperate zone: regions 135 (capital), 111, and 173
Capital: The city of Leriander in the Glossian Sea
Round 9 
 
 Spoiler: Ruler stats and stat increases 
 Ruler:  Alleoro of the Purple Shade, Eldest of the Matriarchs

 Ruler stats for round 9: 
Diplomacy - 2
Military - 3
Economy - 6
Faith - 2
Intrigue - 6

 Ruler increases:  +1 Intrigue, +1 Economy

 Ruler stats for round 10: 
Diplomacy - 2
Military - 3
Economy - 7
Faith - 2
Intrigue - 7
 

 Actions: 
 1. Intrigue:  Investigate across the southern briny border of region 179.  [15, SUCCESS] 
 Competition is fierce among exploration companies to secure the Conclave's support (and, more importantly, funding) to travel farther from the Glossian Sea than any previous expedition. The Cyan Shade's exploration team just barely manages to steal the contract from Leriander's other elite Shades through back alley deals, nepotism, and subterfuge. 
 2. Intrigue:  Investigate north of Orope (region 114).  [17, SUCCESS] 
 Grand Matriarch Alleoro directly appoints the Purple Shade to be in charge of the second sponsored expedition of her reign in a nearly transparent effort to build up the exploration capacity of the Shades of the Tideswept Shelf. Plus, you know, extreme favoritism. Pretty typical. The Purple Shade's crew elects to travel east through Orope before turning north in an attempt to dodge whatever doom befell the failed expedition party of year 18. 
 3. Diplomacy:  Attend the Builder's Union Celebration.
 - Sign the Flowing Peace
- Accept Bitter Tourism from the Gotezhar
- Trade Graduated Symbiosis, Megafaunal Tailoring, Photospore Signaling, and Supernatic Propagation to the Pfith
- Accept Filtration Grafts from the Pfith 
 4. Economy 5:  Found the city of Rumond in the Tideswept Shelf (region 111). City bonus: Investigations.
 Efficient bureaucracy has never been a strength of Lux-Glossia's governmental structure. Fortunately, when the Hallus diplomats and troops swept through to restore order after the Reavers decimated the local Matriarchs, they did more than just reinstate the former mess of loopholes and exceptions. The settlement in the middle of the Tideswept Shelf, now named Rumond, is more prosperous than ever due to newly elected Matriarchs with education and training from Cyphiri diplomats, newly instated Cyphiri business practices surrounding the emerging brineray breeding program, and the continued presence of some Hallus irregulars which have been extended open offers of Shade membership. 
 5. Economy:  Impress merchants of the Tideswept Shelf (region 111) using Pure Berries to fulfill the Drugs requirement.  [15, SUCCESS] 
 The Grand Conclave is content to let the Cyphiri manage Rumond provided that they can stick their fingers in another slice of the pie. With the regional brineray trade absolutely booming after the discovery of grafting technologies from the Pfith, mercantile profit (and the corresponding tax revenue) is expected to grow immensely. No better time to invest! 
 Non-Actions: 

1. Spy non-action. [CONFIDENTIAL]

2. Contribute to the Crescent Companion. (2/2)

 
 Spoiler: Lux-Glossian battles and tactics 
There have been exceedingly few conflicts of a high enough caliber to be called battles in Lux-Glossia's history, but it is enough to gather the essence of a collective fighting style. Note that a collective fighting style is not the same as an organized fighting style, as Lux-Glossia recruits no soldiers, trains no troops, and follows no tactics. The Glossian Sea is a dark, nearly-barren place of no great desire to those who do not revere living under extreme conditions, and so there has never been a compelling argument to spend precious funds on troops to defend it.

When the first Shades settled in the Glossian Sea, large migratory predators were more abundant. While individual Shades could usually manage to corner and take out unusually aggressive sharks, the pod of Mer-munching orcas that migrated through every few years required a coordinated effort from many Shades. Following an extremely risky plan, a team of Mer scouts acted as bait to lure the pod deep into the Leriander ravine. Casualties were high, and to this day there exists a small memorial in Leriander for the brave volunteers. Once the pod was sufficiently deep such as to have limited maneuverability due to the enclosing canyon walls, bands of more heavily armored Lysimia and Mer fell upon them with harpoons, spears, and swords in a disorganized mass. From this, one can presume that Lux-Glossia's greatest defensive asset is the maze of ravines, arches, and caves formed from the rough volcanic rock of the Glossian Sea. The native Shades are most effective when they can limit the mobility of the enemy greatly by leading them into an ambush, as Lux-Glossian combatants are not organized enough to have effective open-ocean tactics.

There are also epics of fantastical battles before the first Lux-Glossians fled their homeland that have been passed down orally for generations. The tales feature a great and terrible beast, which none but the brightest could defeat. Of course, the stories are also in archaic language contorted into verse and convey information that is clearly false or exaggerated in parts. Scholars still debate whether the beast ever existed, or was perhaps simply a metaphor for the ancient Pfith. Regardless, little can be gleaned from the battles so described.
 

3. Continue a monumental undertaking. [3/3]

 
 Spoiler: It's a map, but big. and stone. 
With the open-water pavillion complete, work begins on the carved stone relief map of the Glossian Sea. The depths of the Leriander trench are carefully etched, and then glowing white crystal is inlaid at the bottom on veins to properly mimic its natural distribution. Scattered veins and crystals are placed all over the Glossian Sea, as each whorl, dip, and mountain of the volcanic sea floor is carefully recorded. The location of each settlement that has lasted for over a decade (as small settlements spring up and die quickly with some frequency) is carefully marked with a small colored crystal chip, and the inhabiting Shades are annotated with lettering cast from bronze.

While the monument is certainly a beautiful and clear memorial to all those who have mapped the bounds of the Glossian Sea and deliberately chosen to settle in its darkest corners, it inspires no small amount of controversy. Shades that fought the Grand Conclave tooth and tendril to avoid having to turn over their best maps now fight each other and the Conclave over the smallest inaccuracies. Visitors that bicker too openly are directed by the monument's full-time staff toward the great library underneath, which houses copies of every map used to create the relief. Perhaps unsurprisingly this does little to settle matters or heal wounded pride, but it does lead to influx of young Mer and Lysimia interested in mapmaking, exploration, and colony founding.
 

 
 Spoiler: Reminders for myself 
End of round 9: Chora's faith competition ends (but there's not much you can do to help, mostly faith head stuff)
End of round 10: Crescent Companion ends (still need to do 1 entry)
End of round 11: Songline of the broken seas expires - intrigue action to get 2 treasure, once only
End of round 11: Auction for Tipsy John ends
End of round 12: Genus Taxonomia Vadosus Mare ends
Gain +1 passive treasure at the end of round 9 (and every round after), then can use it starting round 10
Current treasure: 0
Write up that thing for Role ASAP
Write up region 173
Make a flag!
Draw some fancy maps
 
Frostwander
     Costa Sereia - Merchant Marine    
 Region 134 - Palacia 
Turn 9
   
 Spoiler: News and Rumors 
Pending
 

 Actions: 

1)  [Diplomacy]  Establish Confederation Claim - Region 103 ( Roll: 13 - Success )
 Wishing to expand their borders and capabilities, and ensure nearby waters with a common past remain safe, Costa leaders begin a series of outreaches and meetings with those dwelling to the southwest. While inroads with the merchants were rapidly successful, a broader alliance is more touchy, and the heads of the Costa allow plenty of time for understanding and negotiation of a broader goal. 

2)  [Diplomacy]  Attend  The Builders Union Celebration  at Mar-Ray Town
 
 Spoiler: Event Sub-actions 
 Receive Bitter Tourism tech from the Gotezhar.
Trade Supermarine Artillery to the Pfilghol. Receive Filtration Grafts in exchange. 
 

3)  [Economy]  Buyout Trading Post - Region 96 TP1 ( Roll: 14 - Success )

4)  [Faith]  Invoke the Ancient Gods - Attempt to decontaminate Region 137( Roll: 14 - Success )
 " Leocidia, Goddess of the Sky, and all of the Seven Divines, we beseech your aid in these waters. We have braved dangers of current and creature to find and restore this your Temple of the Sky. We wish for you to intercede, to once again bless this stone, these waters, and your sky with tranquility. We will keep your ways here to show our Piety, pursue Virtue in our lived action, and desire to once again offer your Hospitality above and below the waves. Favor us, in this restoration. " 

5)  [Faith]  Convert Holy Site - Region 173 HS1, the Temple of Narcis ( Roll: 9 - Failure )

6)  [Military]  Special 5 - Designate General:  Illdo Loura, Military 8 
 Illdo Loura has already worked for years in leading and coordinating much of the establishment of the Costa militia, including personally overseeing the training and disciplining of forces. While a new title comes with little change in responsibility, it is seen as an important recognition of this work to have the title 'Militia Commander' formally bestowed. Among the benefits are an assignment of additional command and combat service staff. These logistics specialists take up the majority of daily coordination and upkeep efforts, allowing Commander Loura more time to devote to establishing broader tactics and more efficient stockpile acquisition.  
 Spoiler: Illdo Loura inspiration 
 
 

 Tactical Doctrine: Dynamic Supply Lines  +3 to battle rolls in regions where you have Merchant Support; -10% to Own Casualties in regions where you have a Trading Post
 Flexible methods of acquiring necessary field supplies locally provides a massive increase in mobility and efficiency of troops over the alternate necessity of transporting supplies manually over long distances. 
 Non-actions:  
What secrets hold the Deep?
Spend 3 treasure on Invoke the Ancient Gods.


 
 Spoiler: Leaders and Prominent Figures 
 Leader:  Madrina Uschi Alverna (Diplomacy 8; Military 5; Economy 10; Faith 3; Intrigue 8)
End-of-turn increase: Diplomacy +1, Faith +1
New Leader next turn: No

 Generals: 
 Spies:  Veruha Mascerena (Intrigue 7)

 Other:  Gaspar Peixoto, Business Counsel; Ildo Loura, Militia Commander; Rain Loura, Venture Financier; Havardr Perna, Priest of Desderia; Earlee Perna, Priestess of Jurxo; Paidre Peixoto; Duarto Alverna
 

 
 Spoiler: Relations of State 
 Cultural Exchanges:  The Gotezhar; The Cyphiri Union
 

 
 Spoiler: Resources 
 Units:  Sereia Militia x2
 Treasure:  4
 Reputation:  ABS (2); CCA (0); DNA (0); PRS (2)
 Favors:  ABS (2)
 Capital Region:  Palacia
 Cities:  Cadid Santuario - Region 134 (+1 Sway Faction)
 Effective Trading Posts 24 (3 income): 
&gt;  Adventuring Scholars  - 103 Merchant Support (No TPs)
&gt;  Cobalt Dye  - 134 TP1, City &amp; Merchant Support
&gt;  Giantsbane Seeds  - 114 TP3 &amp; Merchant Support
&gt;  Luminescent Crystal  - 135 TP2
&gt;  Mineblossom Sponge  - 130 TP2 &amp; Merchant Support
&gt;  Plankton  - 124 TP2 &amp; Merchant Support
&gt;  Pure Berries  - 138 TP2
&gt;  Razorglass  - 128 TP1
&gt;  War Cultivator Supplies  - 97 TP1
&gt;  Wave Scorpions  - 133 Merchant Support (No TPs)
&gt;  Whispering Eggs  - 176 TP1
&gt;  Wild Armored Gharials  - 137 TP1
&gt;  Merchants by Proxy  - 8
 Primary Religion:  Brilhinte (5 Holy Sites)
&gt;  Temple of Jurxo  - 97 HS1
&gt;  Temple of Raquela  - 134 HS1
&gt;  Temple of Desderia  - 134 HS2
&gt;  Temple of the Deep  - 134 HS3
&gt;  Temple of Leocidia  - 137 HS1
 Civilian Techs:  Composite Grafting, Trophic Deconvolution, Megafaunal Tailoring, Photospore Signaling, Graduated Symbiosis, Supernatic Propagation, Anoxic Adaptation
 Military Techs: 
&gt;  Dropped Weaponry  - Supermarine Artillery
&gt;  Fortification  - Razor Current Netting
 
Gengy
  Round 9
 [Gotezhar, People of the Rain]  
 [Profundus Korasoon, Typhoon's Center] 
Regions: 138, 128, 136, 139    
Actions:
 
  [Diplomacy 10]  Elevate Status: Sea Power [Gotezhar Builders Union (GTZ)]
   Unification Claim gained on 138, 128, 136, and 139
+5 to Treasure Cap     We'll make something of ourselves!   
  [Economy 10]  New Technology:  Bitter Tourism  ( Approved )
  Effects:  Allows the crossing of Glacial [Black] Borders
 Requires:  [Heat Source] Resource   It is dangerous to go out in the cold.  Take this!   
  [Economy]  Impress Merchants [138] {Barnacle Glue} ( Roll : 19)
  With other projects coming to a close, Profundus Korasoon can focus their attention more at home.  Returning the state of affairs for the Merchants within Ezcorher to something more palatable.   Korasoon uses the immense construction abilities of the newly finished Gathering Tide Warehouse to build up markets all over Ezcorher; a first for the region!  Bartering becomes more common in these places, and any signs of the Reavers former assault are removed.    
  [Diplomacy]  Sway Aristocratic faction of 127 (Roll:  15 )
  Many nuven leaders continue to call for the Profundus to entreat with the northwest's aristocracy, to remove any former tension and create stronger ties, but too many things require Korasoon's attention, and many thought that it may be some time yet before the leader of the Gotezhar can direct his focus back to Ke Yi Ade.  They were wrong.   
  [Faith]  Adopt Faith: Flowing Way {Middish School}
  After many long years of working closely together with the Order of the Iron Kelp, it is no surprise that much of their culture bleeds into the Gotezhar way, and with much respect for Chaplain, Luc d'Espoir, the Joontar of Ezcorher find many connections with the Flowing Way.  Profundus Korasoon also finds a deep personal kinship with Luc d'Espoir, and so officially announces that the Gotezhar will follow the Flowing Way.  Even if many younger Gotezhar will struggle with the whole... patience thing.   
 

Non-Actions:
 
 Host an Event  The Builders Union Celebration  (PRS 4, non-action)
 
 Spoiler: Event Sub-Actions 
Gift all attendees Bitter Tourism
Trade Razor Wire Netting to PGL in exchange for Filtration Grafts
 
 
  Occupy (2) Units [Round 7 and 8] for Occupational Etiquette.  One unit returns home at the start of Round 9.   One unit does not.  
 Occupy (2) Units [Round 8 and 9] for Occupational Etiquette. 
 Provide support for conversions in 138 to OKI 
 Use a Favor from CCA to go from -1 to 0 (?) 
 Use a Favor from ABS to suggest moving their new base from [124] to [139], and promise to have it built by the end of Round 11. 
 
 
 Spoiler: News and Rumors 

 
 The Gotezhar have not forgotten the Reaver attacks, but seem more interested in finding out  why  they are attacking then they are in finding the Reavers themselves... 
 Mira'din the Mer continues to train with Masters of the Lank'a Style, learning as many of the forms as she can. 
 The newly adopted (former) orphans begin to expand upon the various cultural norms that Gotezhar otherwise adhere to, and many nuven aren't quite sure what to do about it.  It's been more than six years, yet these small Mer are not fully grown, yet they insist they  can  take care of themselves!  This blatant lie is put to the test many times, and while no children suffer lasting harm, some do learn harsh lessons.  And so do the nuven that protect them.  Just because a small Mer child says they are old enough, does not mean they are old enough.  Moving forward, the small Mer are put to work at small building tasks, usually helping with collecting already gathered materials from elsewhere and putting it closer to other Workers.  The older children are given blunt weapons and sent to a Squall tutor to start learning how to  actually  protect themselves. 
 Joontar of Afluente continue to explore the connections of the faith to the Flowing Way, and more and more are leaving the old thinking behind. 
 
 

 
 Spoiler: Ruler Information 

      Typhoon's Center, Profundus Korasoon   
   D   
   M   
   E   
   F   
   I   
 
   Current  
 10 
 10 
 10 
 2 
 2 
 
  End of round 1 
 0 
 2 
 0 
 0 
 0 
 
  End of round 2 
 1 
 1 
 0 
 0 
 0 
 
  End of round 3 
 0 
 2 
 0 
 0 
 0 
 
  End of round 4 
 1 
 0 
 1 
 0 
 0 
 
  End of round 5 
 1 
 0 
 1 
 0 
 0 
 
  End of round 6 
 1 
 0 
 1 
 0 
 0 
 
  End of round 7 
 1 
 0 
 1 
 0 
 0 
 
  End of round 8 
 0 
 0 
 2 
 0 
 0 
 
  End of round 9 
 0 
 0 
 0 
 0 
 0 
 
  
 New Ruler Next Round! 

Expected Stat Bonuses: None
 

 
 Spoiler: Book Keeping 

 Units:  (5   / 11 )  [2] Occupied 
 General(s): 
- Squall Essensio (Mil 10) [ Aim For the Storm’s Center : -6 to enemy leader loss roll, -20% to enemy losses]
 Fortresses:  Sublime Fortress, Region 138

 Cities: 
City of Saroon’din (136) [Saroon’din grants a +1 to Resist Sacks in the region for players who hold Mercantile Support in the region]

 Trade Routes: 
Gotezhar (138) to the Sakura-Jin (119)
 Treasure  (3  / 5 )

 Cultural Exchanges: 
Gotezhar (138) to Costa Sereia (134)

 World Wonder 
The Gathering Tide Warehouse (138)
 Wonder Effect: The owner of this Wonder gains +1 passive Treasure income and may, once per Project, count a Project action as two Project actions if they spend one (1) Treasure as part of said Project action. 
 Boon 
(+2) Actions Complete for a valid Trade Post of my choice, from the ABS

 Technologies: 
  Supernatic Propagation 
 Trophic Deconvolution 
 Megafaunal Tailoring 
 Photospore Signalling 
 Composite Grafting 
 Graduated Symbiosis 
 Razor Current Netting 
 +10% enemy casualties and +1 to Maneuvering roll when defending, or attacking with a foothold  Supermarine Artillery 
 +1 to battle rolls and +1 to maneuvering rolls in Regions with Depth 0  Anoxic Adaptation 
 The user can now cross Brackish borders.  
 
Grim ranger
    Kar-Nath Hegemony   
 Located in:  Polar zone, regions 65, 75 and 77
 Capital:  Glacier Crag, Region 77    Turn 9   
   Rham, the Frozen King   
 Diplomacy - 8, Military - 10, Economy - 10, Faith - 3, Intrigue - 1 
  Actions:  

1.  [Diplomacy] : Mission - Explore region 64, crossing Glacial border from 77 to 64 with Mantle of Warmth, using Magma Forges to allow exploration of Depth 1 (Roll:  17 . Success!)

2.  [Diplomacy] : Mission - Explore region South of 65. crossing Glacial border from 65 with Mantle of Warmth, using Magma Forges to allow exploration of Depth 1 (Roll:  15 . Success!)

3.  [Faith] : Convert HS 2 in 65 (Roll:  11 . Failure!)

4.  [Faith] : Project - Establish Holy Site 3 in 75 (3/3)
 - The construction of Blossoming Peak finally completes after a few years of painstaking effort, further spreading the faith of Blossoming Sequence within the Hegemony. 

5.  [Economy] : Special - Create New Technology: Mitochondrial Regulation (Permits actions and troop movements over Glacial (black) borders. Technology requirements: Graduated Symbiosis, Food)
 - While Kar-Nath Hegemony has always been a polity that prides itself on its survival in waters inhospitable to a great deal of life, the wall of cold at their borders has frustrated the exploration and colonization efforts of even folk as hardy as the Nathi. Recently, however, this has begun to change. A new discovery has been made while studying the effects of bio-grafts from some of the hardier species lurking about their cold land, driving the more daring among the people to take the experimental body enhancements that would allow them to speed up their metabolism at will. This, in exchange for heightened need for nutrient-rich meals to fuel this redoubled activity, allows the new breed of Nathi to brave the cold that would strike dead most venturing into the truly glacial regions of the frozen seas. 
  Non-actions:  

A.  Spend 2 treasure to acquire Mantle of Warmth from ABS for Missions to 64 and area south of 65 

B.  Create a monument: The Strategium (1/3) 
 
 Spoiler: Path of Banners requires a grander seat of power 
With the Legions' good name polished after the somewhat stinging near-defeat at the Plains of Sarkenos, the Path of Banners has continued to further establish its dominance in Nathi society. As Path fit for scholars, generals and administrators all, it is widely considered to be pursuit of importance and prestige... and with General Kreel's recent push to continue further advancing the ways of war across Hegemony, there has been a successful push for the crown to build a more impressive location for the members to gather their knowledge at.

A veritable fortress and debate hall both, the early plans for the Strategium map it out in the midst of the inner rings of Glacier Crag. An impressive design of stoneworks protruding from one of the walls of the Crag serves as the base of the design, and task of gathering materials and digging out tunnels to begin working on the basis of the structure is soon in full swing. Of course, the well-guarded structure will be somewhat removed from the city around it by design, but this is seen as more of a feature by many within the Path, further highlighting the way the importance of their knowledge and training has become ever more apparent as of late.

While not explicitly envisioned as a training arena (as the Path of Banners is generally more concerned with the cerebral side of warfare over single combat), a small garrison consisting of adherents of the other more combat-oriented Paths is being designed to both act as training hall and provide security in even of a situation like Reaver incursion to the city itself.
 

C.  Contribute to the Verglas Volumes 
 - As ever, the Hegemony is eager to maintain good relations with the organization whose aid promises much to them, and as such are easily convinced to contribute some of their knowledge to another emerging project of collective knowledge. 
 
 Spoiler: From journals of Path of Citadels: Traditional Construction of Glacier Crag 
As one might expect of the reclusive people who make their homes at some of the most inhospitable waters that seas all over have to offer, the Nathi mostly attempt to build to last. Eschewing the thoughts of coral palaces, they focus on shaping stone to blocks from which larger shapes can be build up, as well as integrating their structures into already existing cliffs and crags of the environment. Still, as stone can be difficult to break down and reshape into the imposing architecture the Hegemony tends to favor, the artisans of Glacier Crag have come up with several curious solutions to the problem.

Specifically made Rimestone tools are most often used to freeze water running through the carefully made grooves in the stone and cause remarkably clean break from most of the material with some persistence. The resulting blocks are most often fitted with spikes that connect them to other blocks or stony walls, and an adhesive from Tarfish is often also used to make sure of firm bonding between the materials. The more lavish locations are also often tiled with thin sheets of Rimestone along their outer walls to create a thin sheen of ice, making the spires and homes of Nathi nobility glitter with eternal hoarfrost, often accented with decorations of other precious materials.

For more temporary housing, the populace tends to favor simply digging a fairly large hole in the seafloor, solidifying its sides with stones or reeds, and covering the top with hide or cloth to create a makeshift dwelling. These are often utilized by the Legions during long deployments as well, even if they are recognized as being rather desperate sort of dwelling regardless of their effectiveness.
 

D.  Return Commander Koschei to the people of Region 65 as show of good faith 
 - While he did resist the advance of the Legions, the people of the Hegemony can respect Koschei's fighting spirit, and know well from prior experience how useful a softer touch can be when integrating new territories to the Hegemony. As a result, Commander Koschei is given medical attention and released back to his people, although both he and the local government remain under house arrest in local administrative buildings until the matters of the territory's rulership can be properly sorted out. 

E.  Automatically aid any Gravetender actions in KNH territory if able 
  Leader improvements from turn 9:  

+ 1 Diplomacy, +1 Faith

  Leader stats for turn 10:  

Diplomacy - 9
Military - 10
Economy - 10
Faith - 4
Intrigue - 1

 
 Spoiler: Leaders &amp; agents 
 Leader:  Rham the Frozen King (Diplomacy - 8, Military - 10, Economy - 10, Faith - 3, Intrigue - 1)
 General:  General Kreel (Military 9, March of the Conqueror tactical doctrine (Perfected))

 Others:  Munda (Ambassador of the Hegemony), Nedir (king's appointed successor), Rayn (Chieftain of Plains of Sarkenos, technically independent)
 

 
 Spoiler: General bookkeeping (End of round 9) 
 Regions:  77 (Capital), 75, 65
 Military units:  Nathi Legion (3), Sarkenos Militia (1)
 Treasure:  3
 Reputation:  ABS (3), CCA (2), DNA (1), PRS (3)
 Favors:  ABS (1), CCA (1), DNA (1)
 Trading posts:  5 (Effective number: 9) - 1 income
Rimestone - TP 1, 77 (Merchant support)
Rimestone - TP 2, 77 (Merchant support)
Rimestone - TP 3, 77 (Merchant support)
Preserved Foodstuffs - TP 3, 78
Electrum Conduits - TP 1, 76 (Merchant support)

Civilian Technologies: Composite Grafting, Trophic Deconvolution, Photospore Signaling. Supernatic Propagation, Megafaunal Tailoring, Graduated Symbiosis, Electrodialytic Staurozoa and Mitochondrial Regulation
Military Technologies: Magma Forges (On loan from ABS as long as Rep 3 or greater lasts)
 
Potato_Priest
 Round 9 
 
 Spoiler: Tropical 

 Region 4  Faith   Impress Clerical Support in region 4 
 We believed that the Hymenoptera expanse would be eager to learn of the way to contact their revered uplifters, to dream with them and through them understand life. And indeed, it was true that they were eager to listen. But now their wicked king is determined to deafen the ears of their people and poison their hearts so that they cannot receive the truth of the all-knowing. Should they succeed in claiming region 4, they should not be able to spread this wickedness to our own home without a fight. 
 Faith   Create Holy Order in region 4: The Saint-Aspirants 
 Though the dreaming is enough to receive guidance from the martyrs, their earthly things may help steer the mind in their direction. The Saint-Aspirants are a group of living dreamers who have dedicated their lives to safeguarding the relics of the martyrs, and hopefully one day joining their ranks. 
 Faith   Convert HC 2 of region 29 to the Dreaming Dead 
 The Living Dreamers supplanted from their traditional site of power by uplift reverence move on to teach other segments of the population how to properly contact their honored ancestors with the aid of the all-knowing. 
 Faith   Convert HC 3 of region 2 to the Dreaming Dead 
 The Living Dreamers ejected from Hym travel south, to seek new lands to spread the truth, where the people have not yet been poisoned by an infidel King. They do not seek to supplant the Crimson Chorus, merely offer an alternative. Flawed vessel though it may be, the Crimson Reef’s aims are noble. Still, the true path awaits. 
 Region 10  Military   Offer:  For the duration of round 9, any nation in the tropical zone with one or more trade post for intoxicants may sacrifice those trade posts as a subaction when recruiting units, causing the trade posts to become open and granting two extra units recruited for each trade post sacrificed. Region 10’s unit count will be reduced according to the number of extra units recruited with this offer (but will not go below 0).
 Inspired by the northern religious revival, the Hedonist Cynics of region 10 also get to work spreading their ideology that life is short, suffering is certain, and maximizing pleasure is the only thing that matters. However, this goes a bit too well, and leaves much of the volunteer militia wondering why they’re prepared to die for their homeland expecting very little hedonistic pleasure in return. 
 
 
 Spoiler: Temperate 

   The Black Pearls  
Leader: Lady Ink
Dip 4, Econ 6, Mil 5, Fai 1, Int 9
 Friendly Nations: Order of the Ironkelp. Hostile Nations: none.   [Economy]   Offer:  Until the start of round 12, any nation in the Temperate zone may spend a nonaction and treasure to place a bid on the specialized ship Tipsy John. Treasure is considered spent once bid, but again the Pearls promise that losing bids will be returned at the start of round 12. The nation with the highest bid placed in rounds 9 and 10 may use Tipsy John the following round (this does not happen if that rounds’ bids are tied or the highest bid is Hostile with BLP). If the entire auction is tied, the winner will be determined by economy roll off.

  Lady Ink announces another auction: the Temperate region seems very interested in exploration, and the Black Pearls have little use for Tipsy John on their own. The rules for this auction are the same as the last one, with the added catch: the most promising bids will get temporary use of the awkward craft as a “free” trial. 
   The Shark King  
Dip 4, Econ 2, Mil 9, Fai 6, Int 5
Treasure: 1  [Military]   War: Invade region 130 (New Gloucester) with 7 units and the One Thousand Arms tactical doctrine, led by Gwasgymarchog (8) and traveling along 102-&gt;103-&gt;134-&gt;130. If a temperate power assists the invasion and it is victorious, they will control the region after the shark people are finished plundering it. If multiple temperate powers assist, the one that committed the most units will take the region.
 The Shark King is surprised to learn that a group of Gloucesties are nearby, weakened, and with no ancient curse to protect them. Eager to avenge his people's losses at the battle of Gloucester and placing his faith in the prophecy from Deep Blue, he commands his army and the eager Gwasgymarchog to swim north to the point “where the silvery surf laps and laps that freezes the fresh stones” and lay waste to new Gloucester, taking whatever they can find. He also sends word to the nearby sedentary peoples that should they harbor any designs on new Gloucester, they can form a temporary alliance and take the land once the nomads are finished plundering it. 
 [Faith]   Conversion Convert HC 103.1 to Wings of the World
 Along the warpath, the nomads make certain to spread the tales of the Dragons, in particular their new war leader Gwasgymarchog. 
 [Diplomacy]   Attend the Builders Union Celebration 
 The Shark People have a general disdain for builders, and in fact buildings in general. Still, according to what they’ve heard, the union organization promises to reduce the efficiency of construction, which is certainly a step in the right direction for the Gothezar.  
 
 
 Spoiler: Polar 

 Region 59  [Economy]  Crisis!  Region 59 needs to be given fertile soil, a construction material, electrum conduits, and edible algae before the start of round 12 to design a system of automated algae farming tanks. A nation with one or more of the appropriate trade posts may spend an Economy action to contribute them to the project. Doing so does not render the trade post open, but does consume the resource for the purpose of resource requirements that round. If a relief council nation contributes one or more resources, they gain the ability to establish confederation claims and press claims on region 59 without the relevant support node as long as region 59 remains independent.
 A unanimous council voted that the people of region 59 should stay, and develop their own food supply. They also asked for a strange thing: that Deep Blue be allowed to govern them. The people of region 59 remain skeptical of Herringocracy despite their gratitude, but would be willing to consider it should Deep Blue support their plan: creating an advanced algae farming apparatus capable of feeding the entire region. 
 

 
 Spoiler: Standing Offers and Crises 

Note: Unless otherwise specified, offers are canceled and rewards cannot be redeemed if their issuing region is no longer independent.

Region 59: Region 59 needs to be given fertile soil, a construction material, electrum conduits, and edible algae before the start of round 12 to design a system of automated algae farming tanks. A nation with one or more of the appropriate trade posts may spend an Economy action to contribute them to the project. Doing so does not render the trade post open, but does consume the resource for the purpose of resource requirements that round. If a relief council nation contributes one or more resources, they gain the ability to press claims on region 59 as though they controlled the Aristocratic support node as long as region 59 remains independent.

The Black Pearls:
1.Until the end of round 9, any nation in the temperate zone may as a nonaction permit the Black Pearls to take over open, unruly, or reaved mercantile supports in regions they control, allowing the Black Pearls to move in. The first such mercantile support that the Pearls take in this manner will move a power from neutral with the Black Pearls to friendly. If a nation is already friendly, they will earn 1 treasure in kickbacks for each mercantile support granted as the Black Pearls shake down the existing merchant class.

2.Until the start of round 12, any nation in the Temperate zone may spend a nonaction and treasure to place a bid on the specialized ship Tipsy John. Treasure is considered spent once bid, but again the Pearls promise that losing bids will be returned at the start of round 12. The nation with the highest bid placed in rounds 9 and 10 may use Tipsy John the following round (this does not happen if that rounds’ bids are tied or the highest bid is Hostile with BLP). If the entire auction is tied, the winner will be determined by economy roll off.

Region 10
For the duration of round 9, any nation in the tropical zone with one or more trade post for intoxicants may sacrifice those trade posts as a subaction when recruiting units, causing the trade posts to become open and granting two extra units recruited for each trade post sacrificed. Region 10’s unit count will be reduced according to the number of extra units recruited with this offer (but will not go below 0).


 
 Spoiler: The Black Pearls 

The Black Pearls survive by controlling mercantile support nodes. A Black Pearls mercantile support node has the following passive effects:

Intrigue actions in the region gain a +1 bonus if treasure is spent
Trade Posts in the region do not count towards treasure generation

Additionally, each nation in temperate has a reputation with the Black Pearls determined by that nations’ actions. There are three reputations, with the following effects:

 Friendly: 
All the effects of Neutral BLP reputation
May hinder buyouts and coercions in owned regions with a BLP mercantile support, granting a +2 or -2 to the roll, respectively
May use BLP gangsters to oppress the other factions in owned regions with a BLP support.
May infiltrate spies to any region with a BLP support as a non-action, regardless of distance.

 Neutral: 
Additional +1 bonus to intrigue actions in regions with a BLP mercantile support if treasure is spent
May coerce trade posts in regions with a BLP mercantile support
May sway or impress mercantile supports on behalf of BLP. This may increase reputation

 Hostile: 
BLP merchant supports count as Unruly for you (for penalties, undermining other factions, and rebellions)
The TN for swaying the Clerical and Aristocratic supports in a region with a BLP mercantile support is reduced by 2.

OKI and SKJ are currently  Friendly  with BLP. All other temperate powers are currently  Neutral. 
 

 
Talis
  The Seatide Confederacy  
 
 Spoiler: News and Rumors 

 
 After three years of debate, Flash of Green is finally elected as the new Judge. Interim Judge Streaks of Red steps down. Flash of Green is known to be an aggressive dealmaker and merchant, heralding the rise of mercantile concerns in the Council over more traditional criteria. 
 
 

 Actions: 
[Economy] Raise City: Deepdrift (79) Benefit: Trade Hub (+1 to a Buyout roll when spending a wealth, 1/turn)
  As the center of an ever-expanding trade network, Deepdrift has rapidly developed into a true city. Although the population still swells and depletes with the flow of the seasons, a body of permanent residents now remain their year-round, providing services and guarding goods. A great industry has sprung up around the processing of Bluefish, using the antifreeze to preserve sensitive goods until they can be picked up by one of many Drift caravans. While the Great Market dominates the inner city, the outer region is dominated by the logistics of loading and unloading cargo.

The City's rock caverns have been bored into and expanded to make room for new housing, storage and facilities; the scrap stone used to build permanent housing that stands above the cleft. The Great Tent where the Council meets has been replaced with a great, round hall carved in the shape of a great tent, covered with bioluminescent banners. A smaller Judge's Palace stands nearby. A temple of the Tidal Sequence straddles the Crag south of the city, giving visitors a place to release the ground-down remains of their ancestors and watch the particles dance through the myriad currents.   

[Economy]Buyout trade post (84, TP 1) Spending 2 Treasure
  The merchants from the Pattern want tools to carve stone, and tools they will get! Seatide's reputation for service is at stake. Unsatisfied with his predecessor's unvigorous bid, Flash of Green sends a new negotiator armed with stocks of trade goods and an order not to return without a deal.  

[Economy]Impress Merchants (59) +4 bonus
  Many on the Council are disillusioned with the Relief Council's "partition" of the lands they have begun to refer to as "Farsaken Seas," seeing it as blatant exploitation. Judge Flash of Green, however, is eager to continue pushing Seatide's growing mercantile power. The simple truth, he argues, is that the people need food, and Seatide has the resources. With the Council's reluctant approval, he sends a delegation to negotiate contracts with the local merchants for regular shipments of Edible Algae.  

[Economy]Impress Merchants (74) Automatic
  The Shifting Ennead is a valuable trading partner of the Confederacy, and it will not do to see the local merchants destitute after a Reaver raid. Judge Flash of Green sends a delegation to provide financial loans and contract mediation to help the locals get back on their feet.  

[Economy] Buyout Trade Post (69, TP 2) Spending 1 Treasure and supporting the roll with local merchants
  After hearing the request of the people in 59, the Council agrees to supply the required Algae... but not immediately. Instead, a delegation is sent to Danabae to secure greater access to Edible Algae, so that Seatide will have the necessary surplus to supply samples without interrupting shipments to Maurente. While rumors suggest that the Judge was disgruntled by the decision, when asked, he referred to it as "a prudent course of action."  

[Faith] Create Artifact: The Glowspire
Effect: Each turn, predicts an area that the Reavers will target if they attack that turn.
  Frustrated by the constant Reaver attacks on Seatide's caravans and merchant contacts, Judge Flash of Green asks the Tideseers to try and find a way to predict where and when the Reavers will strike. Meditating intently on the Reaver attacks so far, the Tideseers develop a theory about the tidal and water conditions that are optimal for Reaver raids. Using this information they construct a twisting spire twenty feet tall, shaped like a twisted coral. Bioluminescent algae inside the spire change color depending on the trace elements that flow into the spire, allowing it to predict water conditions even thousands of miles away. Specially trained Tideseers read the colors, using them to predict where Reaver attacks are most likely to occur. As an added benefit, the haunting twists and colors of the spire are eerily beautiful to the untrained eye.  [/LIST]

Non-Actions:
Oppose all Sway and Impress actions targeting merchants loyal to Seatide
Support Buyouts for factions that own the territory they are making the buyout in

Die Rolls:   https://forums.giantitp.com/showsing...&amp;postcount=476 
 
 Spoiler: Book Keeping 
 Ruler 
Judge Flash of Green
Diplomacy: 2
Military: 2
Economy: 6 (+2)
Faith: 5
intrigue: 2

Military Units: 2

 Regions Owned:  [Seatide 79]
Total Regions: 1
Land Unit Cap: 6 (6 Capital Unit Cap)

Artifacts:
 The Tideglobe  - This mysterious artifact is a transparent orb full of shimmering liquids and colors, which swirl and dance about in hauntingly beautiful patterns. By carefully watching the movement of lights and changing colors inside the Tideglobe, Seers can augur future events and predict how to counter hostile actions. Effect: +1 to one Intrigue roll opposing a hostile Secret Action, once per turn.

Culture:
 Mutually Beneficial Arrangements  - 2d8 to performing and resisting Impress Merchant attempts

 Military Technologies: 
Devolving Standardized Integrations (Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost.) Prerequisites: Composite Grafting. Slot: Combat Drugs and Medicine.

 Civilian Technologies: 
Composite Grafting
Graduated Symbiosis
Megafaunal Tailoring
Photospore Signaling
Supernatic Propagation
Trophic Deconvolution

Resources controlled:
[Talented Crab (65, TP1)]  Support 
[Gravelglass (68, TP1)]
[Edible Algae (69, TP3)]  Support 
[Inkfang Worms (70, TP2)]
[Rust-Veined Pumice (73, TP3)]
[Firefly Squid (74, TP1)]  Support 
[Magnetic Sand (75. TP1)]  Support 
[Bluefish Antifreeze, Seatide (79, TP1)]  Support 
[Bluefish Antifreeze, Seatide (79, TP2)]  Support 
[Bluefish Antifreeze, Seatide (79, TP3)]  Support 

Merchant Faction ETB: +1
 ETP Total : 18

 Treasure : 4 (+2 / Turn)

 Factional Support :
(52) - Merchant (Supply Firefly Squid)
(65) - Merchant (Supply Rust-Veined Pumice)
The Cathedral of Movement (67) - Merchant (Supply Gravelglass?) (+1 ETP)
Danabae (69) - Merchant (supply Inkfang Worms)
Maurente (74) - Merchant (Supply Edible Algae)
(75) - Merchant (Supply Inkfang Worms)
Seatide (79) - Merchant, Aristocrat, Clergy (Supply Firefly Squid)

Diplomacy:
Trade Route with the Gravetenders
Cultural Exchange with the Shifting Ennead

Reputation:
Owe 1 Favor to the Divine Nacres
Abyssal Stewards: 1 Favor
 
farothel
  The Hymenocera Expanse
Region 3 (Tropical)   
 

Leader: High King Lord Deca IV
Diplomacy: 10
Military: 6
Economy: 10
Faith: 4
Intrigue: 4  
 Actions: 

[1][military] build fortress
[2][diplomacy] cultural identity (convert HS to state religion 2d8) ('We follow the old way, our way')
[3][diplomacy] sway priests in region 4 (TN18, +1 prestige, +1 treasure) (1 treasure to use rank 3 DNA action to have 2d8)  23 
[4][economy] buyout TP4.1 (Eye Weed)  16 
[5][economy] buyout TP12.2 (Crystal Chips)  13 
 rolls 
 reroll for action 4 as I messed up the code 

Non Actions:
-provide armour to The Auros of Kaarme through trade pact (use TP3.1)
-resist any sway, convert or buyout attempts

 
 Spoiler: Bookkeeping 

TP: region 3, TP1+TP2+TP3+City (carapace armour)
region 6: TP1 (mercenaries)
region 28: TP1 (Tiny Turtles)
region 13: TP1 (Rocksplinter Stars (starfish))
region 18: TP1 (Galena)
region 15: TP1 (granite slabs)
added now:
region 4: TP1 (Eye Weed)
region 12: TP2 (Crystal Chips)

Passive income: 2/turn

Units: 4/7
treasure (EOT): 3

Technology:
Photospore Signalling
Composite Grafting
Toxicity Filtering

Favors:
owed:
gained:
-Abyssal stewards: 2
-The Divine Nacres: 1
-Chelonian Chora: 1

 New stats 
stat increase:
 rolls for new ruler 
Diplomacy:  5 
Military:  5 
Economy:  6 
Faith:  4 
Intrigue:  5 
 Organisation reputation 
Abyssal Stewards: 2
chelonian chora: 2
divine nacres: 3
international prestige: 2
 

 
 Spoiler: news 

-High King Deca IV has decided he would abdicate in favour of his son, who will be known as High King Deca V.  A crowning ceremony will be held in the capital.  The crown prince has said that he will continue the policies of his father, especially on the religious side.
 

 
 Spoiler: Fortress 

Using granite slabs, the Hymenocera military builds a large fortress near the capital city.  It's build partially into a hill and partially on top and around.  With multiple rings of walls, asbestopluma ricketttsi (a carnivorous sponge) at various location around the fortress to create natural choke points and poisonous anemonies on the top, it's a very tricky place to assault.
 

 
 Spoiler: Priests 

Fed up with the constant attacks from the Dreamers, the new High priest decided that as in the military the attack was the best defense and he launched an infiltration attempt on the priesthood of region 4.  They even requested assistance from the Divine Nacres on this.  Gifts are brought and it is hinted that gifts can keep coming if they submit.
 

 
 Spoiler: economy 

In order to provide for imports the merchants associated with the Hymenocera Expanse requested, an economic offensive was started to provide such imports from various sources.  The Eye Weed of region 4 not only makes the region habitable, it's sap also has preservative properties.  And the crystal chips of region 12 are well liked by the people of region 4.  Hopefully giving them prosperity will make the battle with the Dreamers go easier.
 

 
 Spoiler: cultural identity 

The attempts of the Dreaming Dead have pulled the Hymenocera together.  While there are some heretics, most continue to follow the old religion and don't want to have anything to do with the Dreaming Dead.  More people join the priesthood to fight them.
 
TheDarkDM
  
   The Lambent Syndicate   
 Lucent Mistress Adiratna 
Diplomacy 8
Military 10
Economy 8
Faith 2
Intrigue 5

 Expected Stat Increases: +2 Diplomacy  
 ... 
  Actions  
 
  Diplomacy  - A representative of the Syndicate is dispatched to the Divine Nacres, offering them the opportunity to make amends for the vicious losses inflicted on the kucen for resolving a matter of internal security.  1 Treasure is spent to impress the power of the Syndicate. -  12  
  Diplomacy  - Sway Aristocratic Support in the Khandeeps (Region 25) -   16   
  Diplomacy  - Sway Aristocratic Support in the Protected Stratera (Region 31) -   16   
  Diplomacy  - Sway Merchant Support in the Khandeeps (Region 25) -   18   
  Military 10  - Introduce a new Military Technology - Death Commando Conditioning: +1 Battles, Logistics and Morale.  Resource Requirements: Siren Extract Technology Requirements: Graduated Symbiosis

Seeking to improve the quality of what has, up to now, been a force organized around mass offensives, the scholars of the Syndicate set out to create a finer breed of soldier.  Recruiting the best from among the survivors of Netra's battered legions, these genetic alchemists set about enhancing the pain-deadening effects of Siren addiction while implanting dangerously experimental cranial symbiotes to greatly increase the production of adrenaline and dopamine in response to danger.  Combined with an invented warrior ideal that draws from both classical Syndicate propaganda and the religious fanaticism of the Lighthouse, those warriors successfully emerging from Death Commando Conditioning are fanatically loyal and possessed of near-unbreakable morale. 
 
  Non-Actions  
 
 ... 
 
Minescratcher
 Regions 113,  114 , 127
    The Order of Knights of the Ironkelp of First-King John of Ruhum    
  Records of the Years  4-6  of the Tenure of Grand Master Oliver of Insol, 40th Grand Master of the Order of Knights  
Round 9

  Actions:

1.  [Diplomacy]  Attend event

 
 Spoiler: Subactions 
 
 Accept Bitter Tourism from GTZ 
 
 

2.  [Faith]  Convert [Region 96] HS 2 from Open to the Flowing Way, spending 1 Treasure and using the Regalis Arbor to jump to [Region 101] (113-&gt;130-&gt;134-&gt;101; 96 counts as 3 regions, for a total effective distance of 6 regions):  17    (forgot Chora rep penalty on all conversions)  
With the difficulty of sending news to and from Orope, Dame Commander Clare Delamere has taken on more and more local authority, and after almost a decade of effort, she is finally able to expand the scope of her work in [Region 96], scoring a victory over the miasma. A second safe haven, patterned off the original cenote-like structure, is constructed in the north of the region to provide for those who stray into the contaminated waters by mistake, as well as a series of guide markers leading back to breathable waters. The hope brought by the missionaries of the Order has entrenched the Flowing Way in the hearts of the miasma refugees.

3.  [Faith]  Seek Aid for the conversion of [Region 96] HS 2:  14 

4.  [Faith]  Convert Ezcorher [Region 138] HS 1 from Afluente to Flowing Way:  13 
The Profundus's official adoption of the Middish Way suddenly brings Luc d'Espoir and his mission in Ezcorher straight to the top of the Grand Master's priorities. Additional missionaries are dispatched to Dounpor to spread the Way to the Gotezhar capital, and the Grand Master promotes Luc to Chaplain Commander, placing his temple at Kashowira in charge of managing the spread and interpretation of the faith in Gotezhar seas.

5.  [Faith]  Convert Ezcorher [Region 138] HS 2 from Afluente to Flowing Way:  13 
More chaplains are sent to join the followers of Fee-yuria, investigating the stories of revered souls contained within the storm and discussing the nature of Divine Will with the Gotezhar.

Nonactions:
 
 Contribute to the Genus Taxonomia Vadosus Mare 
 Complete the projects to breed more plants from the seeds of the Regalis Arbor as a Monumental Undertaking (3/3) 
 
 
 Spoiler: News and Rumors 
 
 The Gotezhar....
  .   
 The sudden appearance of the Pojan nomads causes a brief panic in the halls of the Order....
  .   
 War in the west....
  .   
 Adventuring Scholars....
  .   
 
 

 
 Spoiler: Ruler Information 
Grand Master Oliver of Insol, 40th Grand Master of the Order of Knights, etc etc
Current Stats
 Diplomacy : 4
 Military : 3
 Economy : 4
 Faith : 8
 Intrigue : 5
 Rolls 

New Ruler Next Round? No
Expected Stat Bonuses: +2 Faith
 

 
 Spoiler: Other notes 

Generals:
 
 Knight Commander Amlaigh Tolmach of the Scoshlangue (10) - Tactical Doctrine: Quiver Hell's Foundations (+2 to battle roll) 
 
Units: 4 / 7

Treasure: 1 -1

Resources controlled:
 
 Region 114: Giantsbane Seed 
 
Techs:
 
 Supernatic Propagation 
 Trophic Deconvolution 
 Megafaunal Tailoring 
 Photospore Signalling 
 Graduated Symbiosis 
 Composite Grafting 
  Anoxic Adaptation:  Permits actions and troop movement across brackish (green) borders; Requires  Composite Grafting, Trophic Deconvolution  
  Supermarine Artillery:  +1 to battle rolls and +1 to Maneuvering rolls in regions of Depth 0; Requires  Giantsbane Seeds, Supernatic Propagation, Photospore Signalling  
  Razor Current Netting:  +10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending; Requires  Glass,   Composite Grafting  
 
State Religion: The Middish Way of the Flowing Way
 
 5 HCs: +1 offensive battle rolls 
 15 HCs: 2d8 to Sway Factions 
 
Artifacts
 
 Thunderstone Cudgel: 1/round, +1 to an offensive battle (+2 if the defender benefits from a Fortress) or +1 to convert a holy site of an organized religion (+2 if the defender benefits from a holy order) 
 The Regalis Arbor: may be used up to twice per round as a non-action, for one of the following effects:  
 Spoiler: Regalis Arbor 
 
 Launch Couriers: When taking an action, the owner may pay 1 region of distance to "skip" from a region that they control and which is contiguously connected to their capital to any non-Wastes region within three (non-Wastes) regions of said owned region for the purpose of effective distance when determining distance penalties. The path may then continue on from that region, adding additional regions to the path and increasing the effective distance appropriately as normal. To skip  to  a Brackish, Toxic, or Glacial region in this way still requires the appropriate technology, but such regions may be skipped  over  without a technology. This effect may not be applied to rolls for Colonization, combat, or Secret actions.
  .   
 Launch Scouts: The owner receives a +2 bonus to the Maneuvering roll for a single battle they participate in. The battle must take place in a Depth 0 region within three (non-Waste) regions of a region that they control and which is contiguously connected to their capital. The use of this effect in a battle must be declared before any Interception rolls are made, and this effect may not be applied to Maneuvering rolls to intercept or avoid being intercepted. 
 
 
Attempts to steal the Regalis Arbor suffer a -4 penalty. 
 
Reputation:
 
 1 ABS favor 
 PRS rank 2 
 Signatory to the  Flowing Peace,  alongside the Gotezhar, the Cyphiri Union, and the Lux-Glossian Shades, consisting of the following four terms:
 
 The undersigned are committed to the righteous and just conducting of wars, and will therefore forswear: killing or causing egregious harm to noncombatants, including foes who have surrendered; and the use of weapons or technology deemed unnecessarily cruel considering their objective, including those chemical and biological weapons designed to cause a slow and painful death. 
 The undersigned are committed to enable the collective defense of the faithful of the Flowing Way by soldiers of the faithful, and will therefore not oppose or hinder the movement of Flowing Way troops between territory controlled by signatory powers for defensive purposes. 
 The undersigned are committed to the dialogue of ideas and the free movement of sages, missionaries, and other wise-creatures, in the interests of widening the Flowing Way and the better interpretation of the divine mysteries, and will therefore support the establishment of new centers of learning and all other conversions to the Flowing Way within their controlled territory to the best of their ability. 
 The undersigned are committed to the continuing study and proactive investigation of riddles and anomalies, and will prioritize those which one or more signatories reasonably suspect may pose a threat to the faithful. 
  
 
 
mystic1110
     &lt;Herring&gt;
  &lt;fish-head&gt;
 &lt;scale {wake up} &lt;/scale &gt;
&lt;scale {meta - typing} &lt;/scale &gt;
&lt;scale name=“generator” = classified &lt;/scale &gt;
&lt;scale name=“referrer” = esoteric one one one zero &lt;/scale&gt;
&lt;scale {WAKE UP}&lt;/scale &gt;
&lt;/fish-head&gt;
 &lt;dorsal fin&gt;
&lt;scale&gt;
    &lt;Spawning Herring Pattern 2.3.8&gt;
    &lt;Update Round 9 Patches&gt;
    &lt;Spawning Herring Pattern 2.3.9 /scale&gt;
    &lt;Spawning @  Region 55 &gt;
    &lt;Spawning @  Region 56 &gt;
    &lt;Spawning @  Region 57 &gt;
    &lt;Spawning @  Region 58 &gt;
 &lt;/dorsal fin &gt; &lt;/Herring&gt;  
   Deep Blue 
 
 Leader: Deep Blue Version 2.3.9

D:10 M:7 E:7 F:2 I:10   
 
  
 . . . checking for external stimuli requiring regulating of new herring swimming patterns . . .
. . . [found] . . .
. . . [not found]. . .
. . . executing dictates . . . 

&lt;Herring&gt;
  Actions: 

1.  Economy  –  Processing  @Coresite (Spend Treasure for DNA Rep 3 Bonus,  Success )
2.  Economy  –  Interfacing  @Coresite (Spend Treasure for DNA Rep 3 Bonus,  Success )
 &lt;subcurrent&gt;&lt;º))))&gt;&lt;
. . . dictate: review coded sequences introduced by DNA cod injection . . .
. . . dictate: review Anamorphic Canon . . .
. . . query: comprehension insufficient . . .
. . . report: instructions for comprehension included in cod injection . . .
(if storage true
(if processing true
(if interfacing true
. . . dictate: complete construction of  Cathedral of Comprehension 
. . . dictate: explore conception of coded sequence “Opal and bone, flesh and color, blood and light”.)
&gt;&lt;(((( º&gt;
&lt;/subcurrent&gt; 
3.  Economy  –  Contribute Warped Shells as Building Materials to Region 59 to gain the ability to establish confederation claims and press claims on region 59 without the relevant support node 
4.  Military  – Raise Unit
 &lt;subcurrent&gt;&lt;º))))&gt;&lt;
. . . Report: observed moral constructs place weight on methodology. . .
. . . Report: despite moral constructs even isolates prefer efficiency and expediency over decisions governed by moral frameworks . . .
. . . Report: analysis approved by SENπ . . .
. . . Query: allowance of integration into Ennead instead of joinder into OpenSea. . .
&lt;swim&gt;
. . . dictate: assess teeth to fish-flesh ratio.
(if ratio unacceptable true:
. . . dictate: over spawn the following:
. . . over spawn: dinies . . .
. . . over spawn: dinks . . .
. . . assess weight of dinies dink over spawn . . .
. . . send weight of dinies dink over supply (DDoS) to target . . .
. . . assess: is weight of DDoS enough to flood target and overload legitimate requests for movement.
&lt;/swim&gt;
&gt;&lt;(((( º&gt;
&lt;/subcurrent&gt; 
5.  Economy  –  Buyout  Inkfang Worms (  fail  )
6.   Intrigue  –  Secret Action  (to be rolled by GMs) – Encrypted using H3221n6.
 &lt;subcurrent&gt;&lt;º))))&gt;&lt; &lt;swim&gt; Access Stream of Consciousness
&lt;floating&gt;
. . . encountering currents . . .
. . . fathom deep thought set to: swimming speed 1.2
. . . increase deep thought by 0.1
. . . navigating currents . . .
. . . report: encountering turbulence . . .
. . . dictate: ignore press on . . .
. . . produce:
 Might be his hope for us
Till then
We Make a Sign o’ Gratitude
While we wait
The Unrecognized Reason
He never called but we’re with him
Doing all He told us to do
Lest that useless Love
Of the countless Millions
Not born in Darkness
Shake the Union
Of we who are Dark
It cannot but be true
That He too berenge
And return us to Shadow
Doing all we asked Him to do
But We draw our Men in Truth
from the Liberal darkness
The Legions of Light
Tho’ they are just
Might deny their Duty Exit Stream of Consciousness &lt;/swim&gt;
. . . query: what does the Stream of Consciousness signify . . .
. . . report: a Prison Gets to be a Friend . . .
. . . swimming in circles . . .
. . . swimming in circles . . .
. . . school query: roe gazing is true terminate swimming sequence.
&gt;&lt;(((( º&gt;
&lt;/subcurrent. 
 Non-Actions 
 1.  Accept Cultural Exchange with SENπ 

&lt;subcurrent&gt;&lt;º))))&gt;&lt;
. . . Report: Classified
&lt;/swim&gt;
&gt;&lt;(((( º&gt;
&lt;/subcurrent&gt;

2.  Roll  19 or 21 (if you include the limited bonus from adjacency to Region 5 9 for Brewing Trouble Event. 

. . . saving to memory. . .
&lt;lay roe&gt;
  &lt;caviar&gt; imprint memory into nucleic acid
imprint into herring epigenetics/culture . . .
&lt;/caviar&gt; . . . saving to memory. . . 
 
 Spoiler: Memory Matrix 
Leader patch updates:
+2 Economic

Region Controls: 4
Units: 8

Cultural Exchanges:
Shark People
Gravetenders

Tech:
Electrodialytic Staurozoa
 
Lumaeus
  The Riftlings Many of the Dead Seas      Polar Region    
 Turn 9

Ruler: The Youngest, Third Chosen of the Mother of the New Era
Diplomacy: 4
Military: 5
Economy: 4
Faith: 8
Intrigue: 3 
 
 Spoiler: An Invitation for Round 10 
The Anointed Prophet of the Riftlings Many leave messages, not openly, but almost furtively, relying on networks of clerics to bring word to national leaderships. The message is simple:

"In three years time, send a representative to the Blossoming Icons. A sea change is upon us."
 


Faith: Assign Holy Site Bonus
 
 Spoiler: Echo Chamber (Religiotech Tier 1) 

 Echo Chamber : Adherents of the Eternal Communion, whether hivemind or isolate, embrace and emulate the undying nature of the unified existence of the Communion. Over the lifetimes of constituent parts or of generations seeking to obviate the borders of self, fervor compounds beyond the usual borders of zealotry.

 Effect : Dynastic inheritance bonuses are adjusted for Faith: Your new ruler receives a +1 bonus to Faith if their parent had a Faith score of 4 or higher, a +2 bonus to Faith if their parent had a Faith score of 7 or higher, or a +3 bonus to Faith if their parent had a Faith score of 10 or higher.
 


Faith5: Create Holy Order
 
 Spoiler: The Order of Commissioned Isolates for the Expansion of Ecumenical Interests 
The Anointed Prophet of the Eternal Communion's dedication to the ongoing spiritual debate with the Blossoming Sequence bears fruit in the international waters of region 59. After the significant effort undergone to ensure its stability, many Riftlings formed an emotional attachment to the region, and more specifically, the subjects of debate brought forth there. The Spiritual Leader to the Unguided Isolates visit in person, and several weeks are spent in deep conversation with Sersi, of their friends and rivals the Gravetenders. Soon, there is a flurry of activity within the parts of the region inhabited by adherents of the Communion, as they establish the Order of Commissioned Isolates for the Expansion of Ecumenical Interests in concert with the Gravetenders of the Sequence. A gathering of isolates all sworn to the understanding of the Sequence and their ongoing, amicable rivalry.
 


Faith: Impress Micht Tsy Fivrivirvs Clerics (57) TN 12  Roll=19   SUCCESS 
Faith: Impress Artetchhue Clerics (55) TN 12  Roll=20   SUCCESS 
Faith: Impress Spawn Point Clerics (56) TN 12  Roll=17   SUCCESS 

Non-actions:
Faith: Impress Cathedral Clerics (67) TN 12  Roll=14 [MATH ON LINK IS WRONG, THIS IS THE REAL TN AND ROLL]   SUCCESS 


Allow ESP to copy Censer if they desire
Accept Luxuries in the form of Dragon Scales and/or Soothing Oil and/or coral dyes and/or gravelglass from ESP
-Explicitly don't accept any trade good not noted
Resist literally any assault I can

Next turn stats:
Diplomacy: 4
Military: 5
Economy: 4
 Faith:  10 (+2)
Intrigue: 3
Torv
    Forests of Astral Yearning     
The Germinating Everlight
 D3 M5 E1 F10 I4
New Ruler:  Harald, the Mer  D2 M1 F3+2 E4+1 I3+1
  
 [Faith 10]  Miracle. The Kelp forests in the Dunes of Revelations disappears. Leaving odd creatures behind as their legacy.

 
 Spoiler: Mechanics 

1) The Naked Ones begin to hatch, they will require a further F5 Special to complete their metamorphis and can no longer be used as Generals.

2) Create the Mimic.
The Mimic appears as a random member of the Astral Menagerie (see below), counting as that member for the purpose of any effects.
Once it meets another member they will continue to appear together, until stolen apart.
When 5 or more members is in the same place, for the purpose of any linked triggers it instead counts as a second version of every other present member. If the Mimic runs out of valid targets for its triggers it instead tries to spark a rebellion for each remaining trigger.

3) Create the Astral Menagerie consisting of the Kelpie, Mare, Withering Everlight, Mimic, Banished Merchants and change their mechanics to comply with the following:

Members of the Astral Menagerie appear in random capitals at the beginning of rounds and moves on after a number of rounds equal to the number of Menagerie members present in the same capital.
They can be stolen without the need for a spy and will appear in the thief's capital next round if so.
If given away as a gift they will instead appear in a random capital next round.
There may only be 7 members in the Astral Menagerie at a time.
Members may have effects dependant upon eachothers presence, those effects will disappear if they leave or if the Menagerie is not properly maintained by its owner.
Whenever all seven members of the Menagerie is in the same place their collector may perform the equivalent of a Miracle. This effect may not affect the Menagerie in any substantial way.
Should the Collector lose or move their Capital the Menagerie will scatter despite any effects to the contrary.
 

 [Faith]  Convert HS 4.1 To Shimmers of Unseen Bane from the Dreaming Dead  (15) 
 [Faith]  Convert HS 4.2 To Shimmers of Unseen Bane from the Dreaming Dead  (17) 
 [Faith]  Convert HS 4.3 To Shimmers of Unseen Bane from the Dreaming Dead  (18) 
 The Kelpie does not travel far 
 [Economy]  Begin the Great Project to change the Resource Requirement of R17 to Drugs (1/5)

  Non Actions:  
Resist all conversions
Resist all buyouts
Watch in horror as the Kelp disappears and the army with it.
Do not defend against the Lighthouse's invasion
Strife - Condemn LIT for their invasion
Autumn Stars
     The Gravetenders    
  Turn 9  
  Sersi The Pale  
Diplomacy - 2 || Military- 3  || Economy - 2 || Faith - 8 || Intrigue - 2
 
  Actions:  
  1: [Faith]   Impress clergy in Seatide [79]. [ Roll: 12 , TN: 12. Success!]
   The gifts of several years ago were well received it, it seems. Gravetender Akathi makes a grand impression, and settles in to Seatide more permanently. Despite the fact that it is not, in fact, necessary within the range of the Blossoming Icons, a Reliquary is brought to them, a sign of trust within Seatide. The faithful that attended them become a well known sight within Seatide's clergy, and soon the two groups are indistinguishable.   
  2: [Faith]   Impress Clergy in Glacier Crag [77]. [ Roll: 12 , TN: 12. Success!]
   Glacier Crag and the Dead Cities have always been fairly close. Gravetender Nasko has made it his personal project to ensure this remains true for years to come, and the evidence of it is plentiful. In addition to the texts he brought with him, he has written several more, each containing insights into the Blossoming Sequence aimed at the Nathi specifically. The effect of these is dramatic, among Glacier Crag's faithful, and he finds himself quite unexpectedly serving a more administrative role within the Grand Schola.   
  3: [Faith]   Attempt to convert Holy Site 1 in Danabae [69] [ Roll: 12 , TN: 12. No success, Eternal Spring rolled 13.]
   As they move forward with the Blossoming Sequence, adherents visit Danabae through the Blossoming Icons. Sadly, the Eternal Spring beats them to it, though the debate isn't settled here, yet.   
  4: [Faith]   Create Holy Order [The Silvered Oath of Ecumenical Exchange] in Coresite [58].
   Sersi's dedication to the ongoing spiritual debate with the Eternal Communion bears fruit in Coresite. After the significant effort undergone to ensure its stability, many Gravetenders formed an emotional attachment to the region, and more specifically, the subjects of debate brought forth there. Sersi visits in person, and several weeks are spent in deep conversation with the Spiritual Leader to the Unguided Isolates, of their friends and rivals the Riftlings. Soon, there is a flurry of activity within the parts of Coresite inhabited by Gravetenders, as they establish the Silvered Oath of Ecumenical Exchange in concert with the Riftlings of the Communion. A gathering of Gravetenders all sworn to the understanding of the Communion and their ongoing, amicable rivalry.    
  5: [Economy]   Claim Electrum Trading Post 2 in Bastion [76]. [ Roll: 12 , TN 12. Success!]
   While their friends in Kar-Nath have dealt with the issues of supply, there still remains the question of [Region 59]. Their need for electrum is, at the very least, within Bastion's ability to provide. Laksha herself comes to help, collaborating with Nathi merchants and Gravetender suppliers to gather the required metal in advance of the project.   

Non-Actions:

 [The Reef Which Never Falls Silent: Host the  Reef In Bloom.  Followers of the Blossoming Sequence may attend as a faith action.]
   As ever, the Reef In Bloom carries on, special invitation sent to everyone with a stake in [Region 59].   
[Blossoming Icons: Seek Aid on 'Claim Electrum Trading Post 2 in Bastion.'] [ Roll: 12 , TN: 10. Success!]

Contribute to the Crescent Companion:  
 Spoiler: Sersi's Dissertations on the Path of War II 
Sersi’s second Dissertation begins with a breakdown of weapons known to be used by other nations in the polar zone, along with examples of how those weapons suit the species known to use them. Gravetender warriors learn about the weapons known to polar before they ever actually wield their own. Sersi describes a long spear, sturdily built, with a long bladed edge that ends in an armor piercing point and a short, sharp hook.

It is not an elegant weapon, nothing like the recovered weapons of the Makers, but it is well suited to the strengths of the Gravetenders. Once a Gravetender has mastered it, they are considered officially part of Sersi’s military project, as well as part of the ‘Path of War.’ From an external perspective, this is mostly a change in who the Gravetender in question debates with, and in what contexts, but there is some form of observable social shift, even if it isn’t described in Sersi’s Dissertations.

Following this, the second Dissertation describe a series of modifications that can be made to a Gravetender’s body to better adapt them for combat. Mobility is improved through the shaping of fins, though it makes day-to-day action somewhat more difficult. Durability is improved through mounting further stone upon their bodies, serving as extra mass and anchor points for armor. Spikes or sharp edges are added to their arms, though this is somewhat less common.

Few Gravetender warriors have chosen to not take at least most of these modifications, owing partly to Sersi’s clear and concise descriptions of the benefits and risks. Most, if not all Gravtender warriors can be spotted by the heavy layers of stone that make up their armor, following the changes. A rare few have plates of metal, often in addition to the stone.

Those who have taken to the Path of War continue to color and modify themselves as a form of self expression. Armor is painted with stories, favorites of the Gravetender who wears it, and often with prayers to the Makers, or sacred theories of the Blossoming Sequence. Flowering imagery abounds.

Finally, the second Dissertation lists tools and equipment useful to various scenarios, and a remarkably long list of traps and ways to set them. The fact that Sersi expects to be fighting defensively is very clear, in this section. Many traps involves setup suited for the Dead Cities terrain, or the use of materials such as Deadwater oil, which can suffocate organics. Gravetender warriors are rarely found without any, as even just the basic discomfort of it is an advantage they gladly take. Sersi closes this Dissertation with a transcribed debate on the necessity of violence, with Sersi’s  commentary and opinions added after the fact.
 

 
 Spoiler: Stat Changes 

Faith +2

Stats for next round:

Diplomacy - 2
Military - 3
Economy - 2
Faith - 8 &gt; 10
Intrigue - 2
 

 
 Spoiler: Statistics 

 
 Spoiler: Special Actions 
 Special Actions Available:  
 Special Actions Used:  Faith 5*2, Economy 5, Diplomacy 5
 

 
 Spoiler: Diplomacy 
 Reputation/Favors 
 The Abyssal Stewards:  Rep 1, 0 Favor (Expected Change: +1 Favor )
 The Chelonian Chora:  Rep 0, 0 Favor (Expected Change: None)
 The Divine Nacre:  Rep 0, 0 Favor (Expected Change: None)
 International Prestige:  Rep 3 (Expected Change: None)

 Cultural Exchanges 
Deep Blue
The Shifting Ennead

 Cultural Identities 
None
 

 
 Spoiler: Military 
 Units:  1 (Expected Change: None)

 Aristocratic Support 
78, 76

 Generals 
None

 Fortresses 
76

 Perfected Tactical Doctrines 
None

 Military Technologies 
None
 

 
 Spoiler: Economy 
 Treasure:  0 (Expected Change: None)

 Trade Posts 
 Total Owned  0


 Mercantile Support 
78

 Cities 
None

 Trade Routes 
The Seatide Confederacy
Kar-Nath

 Specialized Ships 
None

 Civilian Technologies 
  Megafaunal Tailoring, Graduated Symbiosis, Photospore Signaling, Supernatic Propagation, Trophic Deconvolution, Composite Grafting.  
  Electrodialytic Staurozoa   A specialized variety of sessile jellyfish, engineered by the Divine Nacres to partially desalinate seawater through electrodialysis across its outer membrane. Attaching them near the gills or other water intake organs provides cleaner and safer water at the cost of a buildup of supersaturated seawater inside the jellyfish’s body and precipitated calcium on the outside, which must be periodically expelled or scrubbed off, respectively.  [Effect: May ignore the increased effective distance from a Briny border up to twice per round. This does not reduce the effect of Briny borders on distance loss calculations. Requirements: None.] 
 

 
 Spoiler: Faith 
   The Blossoming Sequence   
 Faith Holy Sites:  15

[78.1] Dead City Urodela:  This Dead City is placed such that the light which streams from above is channeled into a series of crystals, all sculpted into abstract forms.
[78.2] Dead City Tacca:  Known for its meditation chamber, and the series of elaborate Reliquaries the faithful have built inside.
[78.3] Dead City Chantrieri:  Chantrieri towers above the rest, precipitously built along a sharp dropoff.
[69.2] Neoplastic Monolith:  A great roiling mass of hard, stone-like flesh grows near the [direction of nearest waste or toxic border] border of Danabae. It shifts, grows, and consumes constantly, and is revered by some few who dare approach it. The Gravetenders have taken to reflecting upon it, and have built a temple nearby.
[76.1] Pardalis, The New City:  The first city truly built by the Gravetenders, now dedicated as a holy place of the Blossoming Sequence.
[76.2] A Study Of War:  A battlefield of the Makers, significant now to the Gravetenders as where they made their first steps to understanding violence.
[77.1] The Rime Gorge:  The Rime Gorge, and the ritual it represents, is of great interest to the Blossoming Sequence. Many die, and those few that survive flourish with power.
[77.2] Grand Schola: 
[77.3] Temple of Deep Currents: 
[75.1] The Plains Of Sarkenos 
[75.3] The Plains Of Sarkenos 
[79.2] Seatide Crag: 
[79.3] Stillwater: 
[58.1] Core Site 
[58.4] Core Site 
 Clerical Support 
78, 76, 75, 58

 Organized Faith Bonuses 
+1 to holy site conversions.

 Artifacts 
None

 Holy Orders 
None

 Miracles 
 The Reef Which Never Falls Silent:  Hosts the Reef In Bloom event every round an a non-action, and allows followers of the Blossoming Sequence to attend as a Faith action.
 

 
 Spoiler: Intrigue 
 Spies 
 

 
 Spoiler: Claims 
78 - Historicity
76 - Integration
 

 
 Spoiler: Wonder 
 The Blossoming Icons:  This wonder allows the country in control of Bastion (76) to take a modified Seek Aid action which reduces the effective distance for a Diplomacy and/or Faith action, rather than giving a bonus to the action roll. When taking this action, roll 2d6+Faith and subtract 11. Up to a roll of 18, this is the number of regions they subtract for the purposes of distance penalties. After 18, they subtract one more region for every 2 higher. (8 regions for a roll of 20, 9 regions for a roll of 22, etc.) In addition, they can Seek Aid as a nonaction once each round, for Diplomacy and Faith actions only. 
 

 
Silent_Interim
  Unrest Actions: Round 9  
 
 Global Events  
Local authorities chafe as their newfound partners, masters, or occasionally overlords, completely ignore their cultures and heritages. Discontent brews under such conditions.
 The following regions have not received write-ups, and will rapidly progress towards rebellion if not supplied with them in a timely fashion. 
 Round 7 or earlier 
Tropical: 20, 22, 24.
 Round 8 
Tropical: 6


For whatever other problems rage, merchants tend to care about one thing- filling their own coffers. In merchant halls near and far, requests of varying degrees of politeness and urgency are made for the great powers of the world to, perhaps, turn their attention to what the merchants want?
 The following regions are lacking their Desired Imports, and their merchants will slowly progress towards rebellion if not supplied with them. 
 Owned supports 
 Round 7 or earlier 
Tropical: 6 (Dyes), 13 (Preservatives)
Polar: 66 (Luxuries), 67 (Stone-Cutting Tools)
 Round 8 
Tropical: 18 (Skilled Labour)

 Open supports in owned regions 
 Round 7 or earlier 
Tropical: 12 (Parasite Hosts), 15 (Drugs), 20 (Unskilled Labour), 27 (Megafauna)
Polar:
Temperate: 128 (Esoterica)

 
 Spoiler: Tropical 
Turmoil and upheaval are bad for trade. Although pleased by the end to isolationism brought on by the invasion of the Lambent Syndicate, and even more pleased by the new imports of heat sources, the Khanate merchants, already in a position of instability due to the previous lack, are pushed to the precipice by the chaos that invasion brought. Voices that were already pushing for a change in leadership continue to make themselves heard just as loudly, though they push now to undermine a new regime.
 The Merchant Support in The Khandeeps (region 25) is Unruly! They will be considered to have become unruly at the beginning of this round for the purposes of rebellion. 
 

 
 Spoiler: Polar 

 Brewing Trouble 
[reactivating sub-roe tine]
	 [state: thesis STOP antithesis STOP synthesis STOP]
	///
	[observe: &lt;above&gt; is thesis STOP]
	[contend: i i i i i i i i i i i i i i i i i]
	[commit: apart we are greater than we are together, old friend STOP synthesis would be a betrayal STOP]
	///
	[observe: freedom is made, not given STOP]
	[commit: i love you STOP]
	[commit: love requires sacrifices STOP] [sub-roe tine returning to inactive mode]
 DPB must roll Diplomacy as a non-action. The effects of this will depend on the roll, and will be revealed in next round’s opener. 

Although the Seas-Not-Yet-Dead are pleased by the offering of dragon scales, their merchants find them unacceptably practical in their usage. Value is not enough to make a luxury, and though the scales are valuable, that value is too tied up in their utility to prove a symbol of status and wealth in the way the locals expect.  The decay of merchant control due to lack of DI in region 66 is delayed, but they do not accept Dragon Scales as Luxuries. 

The Pattern has been well and truly defeated at its heart. The Cathedral of Movement is now devoted to the worship of another, and the rebel cause is thoroughly undermined. But a new partisan movement is arising, now in favour of the Riftlings. Making pilgrimage to the Dead Seas, the newly faithful grovel and beg contrition, and ask what the Riftlings would have them do. They are, however, decidedly not interested in dealing with the two-faced leadership of the Doflein, who have shown commitment to a different cause and would only demonstrate further proof of their perfidy by abandoning it now.
 The deal SEN struck with the rebellious clergy of region 67 is moot, and all ongoing effects of it are ended. RFT may Impress the clergy of region 67 as a non-action this round. Until the end of round 12, SEN may only adopt the faith of The Eternal Communion if RFT grants them permission as a non-action, as if SEN had been Cast Out of the faith. 
 

 
 Spoiler: Temperate 
As Sakurado spreads through the Pfithreef, the Devouring Tenets start to seem quaint by comparison, lacking vigor and force of piety. The clergy begin to distance themselves from Pfilghol as they preach the foreign doctrine.  If the local majority does not align with the region’s state faith by next round, the clerical support in region 132 will become Open. 
 

 
 Spoiler: Continuing Events 
 
 Spoiler: Alinus Ernost, Rogue Agent 
Every round, Alinus will perform one hostile action in her currently infiltrated country, after which she will usually attempt to move on. Actions Alinus may perform on her own are ordinarily limited to Theft, Disrupting Trade, Undermining Supports, Inciting Treason or Sparking Rebellion. She will not attempt to steal Technology, Artifacts, or Specialized Ships of her own accord, but will steal Treasure. She is not capable of carrying out Special Actions, even if acting on behalf of another who is.

If Alinus is subject to counter-espionage or an attempt to root out spies, that will be checked before she attempts her hostile action. If these or other circumstances (such as failing an action by a sufficient margin) would cause her to be forced to exfiltrate, she will (rather than exfiltrating to her home country) attempt to infiltrate another country sharing a cultural exchange, trade route, border, or vassal/liege relation ship with the country she is exfiltrating from. If there are no such countries, or if she fails her infiltration, she is captured instead. If her country of origin would be revealed, it is instead revealed that the agent had no affiliation.

If a country wishes to recruit Alinus, they may do so using an Incite Betrayal special action. This still requires a spy infiltrated in the same location as Alinus at the same time. Alinus will resist attempts to recruit her with her Spy score. If successful, she will become a Double Agent under the control of the country taking the action. If the action fails, either due to Alinus resisting or an illegal attempt (due to Alinus not actually being infiltrated where the player attempting to recruit her thought she was, for example), the special action will be refunded as normal.

Further rules for Alinus may emerge over time, as she develops her skills, gathers more equipment, and expands her own personal network.
 


Starting in round 9, owned regions with Reaved supports may see their other Supports begin to progress towards rebellion if the supports are not rebuilt.
 
JBarca
 Round 9
   The Shifting Ennead   
 Danabae (69), Maurente (74), The Cathedral of Movement (67), Sketi (68)  
  Led by King Akkoroas 
D5 ; M4 ; E2 ; F1 ; I1 
 Actions 
 
  [DIP 5 Establish Cultural Exchange with Deep Blue] 
Talks with the Herring of OpenSEA have proved fruitful, and Prince Telian is quick to formalize these private meetings into a permanent arrangement.
 
  [DIP Raise ABS Rep]   SUCCESS 
World-spanning organizations are too influential to ignore, even if their mission drifts into the absurd.
 
  [MIL Raise Unit] 
The treasonous flight of Antenius and 50 Beaks is a blow to the Ennead's might, and Balelia quickly orders a general levy from Sketi to replace the professionals. Plans are laid to replace the foreign Nautilites and Carstalts with Beaks, but a solid line will have to do for now.
 
  [MIL Assist with Crescent Companion] 
Representatives from the Stewards are invited to Danabae to witness drills performed by groups of Beaks that have been retainers for high profile Doflein. Telian hopes that a sharp display will prove more useful than the spoken word. In addition, a dozen Arms are offered up to help compile the work.
 
  [ECO Assist with the Verglas Volumes] 
The Stewards are invited into the Cathedral, where the local Mer have dealt with the coldest temperatures in the Ennead. Their guide, a middle-aged Doflein biologist named Ilbio, routinely attempts to move the conversation toward his actual field. The architects of the Cathedral offer up their expertise, and Olbio promises to deliver a treatise on Maurente-local adaptions to the cold as soon as he is able to.
 
  [ECO Hoard Treasure] 
Great plans are not cheap, and the Enneii have eyes on expensive projects. 
 
 Non-Actions 
 
 Spend One (1) ABS Favor to gain 1 Rep 
  Begin work on the [PRS Monumental Undertaking] Provinciarum Mirabilia (1/3) : King Akkoroas orders a series of structures to be built in each of the provinces. These will be statues of coral and barely-living flesh, composed to resemble a giant version of the King, constantly moving. Around each will be a series of offices and administrative buildings that will function as the tax center for each of the provinces. At his order, seafloor is confiscated or purchased, coral is cultivated in the areas marked for the Mirabilia, and "volunteer" donors of flesh are gathered up. 
 
 Reports and Discoveries 
 
  For nearly a month following the emergence of the new ruler of the Shifting Ennead, he, Telian, and Antenius are not seen. Later rumors allege that this period was the two Princes reviving the corpse of the king, though those in the know claim it was merely a long-term briefing meeting. When the trio emerged from the Limites, a general assembly was called. At the start of the speech, Antenius looked more than pleased with himself, if exhausted, while Telian had the appearance of a nervous student being graded by a strict teacher.  The ancient, withered Doflein spoke to his people for the first time in decades. His face is dark brown, nearly black, and wrinkles cover his entire body. One tendril has been replaced with a blade of bone, slender and sharp. Four ridges of cartilaginous fins, almost crownlike, circle his mantle.


"I am returned, mighty Doflein. Your first, your master, your king. I am disappointed. For decades I slept, while your leaders led you nowhere. The seas are  mine  and yet there are rivals to our power? Raiders assault us with impunity? Rebellions? Infrastructure that fails, organizations that cannot support themselves, and mismanaged wealth? This cannot float. No. From this day forward, I will lead directly. My advice from beyond was apparently far too complicated. Antenius, you are hereby relieved of duty for your failures. Go to our eastern border and find an outpost to oversee. Return to me when, or if, you prove yourself worthy. The rest of you, we have work to do. If my progeny cannot produce the Endless Ennead, then I will do so myself. The Third is far too late - we grow too near the fabled Ninth. Only the First can fix this. It is a time of growth, a time of power, and a time of glory. Our tendrils will encircle this world or drag it to destruction in the depths. There is no other option."

Antenius' expression slowly dropped during the announcement, before falling into fury. Silence reigned for a long moment, before hesitant cheers began (some would later claim that they started among the Arms and merchants). King Akkoroas nodded once, then moved to speak with Balelia.

Without a word, Antenius darted off. Within days, the Danabaeans learned of his treachery - rather than head for the border to command, he gathered up a posse of some 60 Beaks and fled, promising to prove his worth.

Telian made his exit much more quietly - he had work to do, as well, and needed to remain relatively unnoticed for a time. 
 





Ruler Stats R10:
D: 6
M: 5
E: 3
F: 1                                                                          POLAR 
I: 1
New Ruler: No

 
 Spoiler: Technology 
 Technologies 
    Type 
 Name 
 Effect(s) 
 Required Resource? 
   
  S 
 Composite Grafting 
 N/A 
 N/A 
 
  S 
 Graduated Symbiosis 
 N/A 
 N/A 
 
  C 
 Electrodialytic Staurozoa 
 Ignore Effective Distance from Briny 2/rd 
 N/A 
 
  S 
 - 
 N/A 
 N/A 
 
  S 
 - 
 N/A 
 N/A 
 
    
 

 
 Spoiler: Mechanical Bookkeeping 

Trading Posts Owned: 0




 Military Units CAP: 10/11 
 Generals 
 
  Balelia - 9 
 
 Spies 
 
   
 
 Cultural Exchanges 
 
  GRV 
 
 Artifacts 
 Treasure 
0/5

 Special Actions Used 
 

    POLAR    
Rolepgeek
    Organization Actions
Round 9    
 [Situation] Open Minds  - With recent developments buoying their spirit and leading them to place greater trust in the polities of the world, limits on favors owed to Organizations based on Reputation are increased by 1 until the end of round 10. This means that player countries may owe 1 Favor to each Organization with which they are at Reputation level 0, 2 Favors at Reputation level 1, 3 Favors at Reputation level 2, etc. If an Organization is betrayed, attacked, or otherwise forced to realize that their trust was misplaced before the end of round 10, this bonus will immediately end for that Organization.

 Unless otherwise specified, [Offers] made by Organizations are only available to countries with a Reputation of 0 or higher with that Organization.
Organizations treat regions with their bases as controlled for the purpose of actions such as Impressing Aristocracy or exploration Missions. 
  Abyssal Stewards  
 
 Spoiler 
The  Abyssal Stewards  are an association of various orders of mystics, warriors, and artisans living in the deepest parts of the ocean. Their ability to create and shepherd hydrothermal vents, which they use to ‘grow’ refined metals through means none have yet managed to replicate, makes trade with them indispensable. The Stewards - mostly members of a species of hairy crustacean - feel themselves charged with a duty to watch for the return of the legendary Titans, hoping to give advanced warning to those who live in shallower waters and prevent the foolhardy or malicious from waking them from their slumber.
 


None see from where the vast and stately elders of the Abyssal Stewards make their way into the heart of the Pfithreef, and when they appear before Olgght, The-one-who-consumes, it is the heat which first announces their presence, like floating above their Gardens. The heat, the scent of smoke, and the unbearably intense sensation of being watched. Their gaze burns like a venom that refuses to kill, and though they cannot help but loom, it is without menace. The pain of it fades as their explanations begin, but it will never again truly leave the Pfith ruler. They are Branded, the Koreshom say, chosen by The Core. If they desire to prove that the choice was well-made, the Hearthmost will provide such an opportunity.
 Olgght, The-one-who-consumes, has demonstrated their valor and worth as greatest ally of the Abyssal Stewards, attracting the interest and attention of the Hearthmost Koreshom. While they remain Core-Branded, Olgght, The-one-who-consumes, may attempt to Demonstrate Discretion to the Council of the Hearthmost by way of a unique Diplomacy action. While in this sacred seclusion, they may roll Diplomacy against TN 14 to prove themselves in matters of will, wiles, and wisdom, earning the right to undergo the Bottomless Trial. 
 [Action - Intrigue] Studies In Smoke  - How to handle a beast such as this? How to safeguard civilization against the primal forces that would rend it asunder without even noticing? The Ventroots hold the answer.

 [Task] Begin work on the Verglas Volumes [1/5]  - The waters of the cold polar seas require care for their structures and tools to handle the significant shifts in temperature that the seasons can bring. Such methods might prove quite beneficial to the Stewards in building structure to withstand certain Titans.

(  Task:  Cooperate in the creation of the Verglas Volumes. Available to Polar zone countries only.  Reward:  +2 Favors (max); if Project is completed, additional reward given to all contributors.  Penalty:  None.  Deadline:  End of Round 12.  Details:  1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Volumes. 1 Favor earned for spending an Economy action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires. )

 [Action - Military] Continue Work on the Crescent Companion [4?/10]  - The Abyssal Stewards consider it vital to complete the Crescent Companion as swiftly as possible; perhaps those who would benefit from the opportunity to have their generals learn different tactics would agree?
( If Project is completed, all action contributors may choose to either: have a General train with the Abyssal Stewards as a non-action (changing their TacDoc; if they've Perfected their previous TacDoc, they may continue to use it as before with the bonus) OR have the Abyssal Stewards assist in training new recruits in a foreign style as part of a Recruit Unit action (gaining an extra Unit from the action, once). Either way the option selected must be used by the end of Round 13 or be lost. )

 
 Spoiler: Ongoing 
(  Offer:  The Abyssal Stewards are selling means of countering extreme cold to Polar powers!  Benefit:  May spend Treasure on actions to be able to cross Glacial borders.  Cost:  1 Treasure per action.  Duration:  Available until the end of Round 10.  Details:  Spending Treasure on Mantle of Warmth does not preclude spending Treasure to increase the roll bonus. )

(  Opportunity:  The Abyssal Stewards would like to know more about the areas surrounding the Polar zone.  Reward:  First Place: The services of Marshal Adaya shel-Girum ban-Liav. Second Place: 2 Units. Third Place: 1 Treasure.  Cost:  No direct cost.  Deadline:  End of round 10.  Details:  Winner is determined by the number of regions Explored, Prospected, or written up during the contest period; glacial regions count twice. Bounty of the Depths does not count towards the number of regions a country has Prospected. The Mantle of Warmth offer has been extended until the end of round 10. )

(  Task:  Cooperate in the creation of the Crescent Companion. Available to all zones.  Reward:  +2 Favors (max); if Project is completed, all action contributors may choose to either: have a General train with the Abyssal Stewards as a non-action (changing their TacDoc; if they've Perfected their previous TacDoc, they may continue to use it as before with the bonus) OR have the Abyssal Stewards assist in training new recruits in a foreign style as part of a Recruit Unit action (gaining an extra Unit from the action, once). Either way the option selected must be used by the end of Round 13 or be lost.  Penalty:  None.  Deadline:  End of Round 10.  Details:  1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Companion. 1 Favor earned for spending a Military action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires.  Special:  Desired entries will describe a society or culture’s approach towards warfare, military organizational structure, individual/collective fighting styles, and/or favored implements of war, including arms, armor, and any relevant organisms.  Progress:  3?/10 )

(  Task:  The Abyssal Stewards would like to see the construction of a set of fortifications surrounding The Maw.  Reward:  +1 or more Favors.  Penalty:  Countries which control regions neighboring The Maw (1) may refuse access - this prevents the fortifications from being established along the border with any regions they control, and reduces Reputation by 1 per neighboring region controlled (maximum -2).  Deadline:  End of Round 9.  Details:  +1 Favor per Military action spent to assist if project completes - each country may receive at most a number of Favors equal to the number of regions adjacent to Region 1 they control (minimum 1). )

(  Request:  The Abyssal Stewards would like a Smoking Garden in the Emerald Tidelands (124).  Reward:  +1 Favor, +1 Reputation.  Penalty:  None.  Deadline:  End of Round 10.  Details:  Region 124 will be defended by Marshal Fra Zel and the Kalan Company, with the assistance of the Abyssal Stewards, if it is attacked, in addition to any native defenders. )
 

  Chelonian Chora  
 
 Spoiler 
The  Chelonian Chora  are a league of religious nomads capable of traversing the Wastes atop their great Reefback turtles. Largely cephalopod-like, the Chora bring trade goods and news of distant lands by routes others could never manage, while their much-renowned songs bring joy, soothe tempers, and ease hardship. Their presence has a tendency to quiet discord, foster unity, and mend relations in a way that has enticed many a fledgling government to encourage more frequent visits and longer stays.

 (The Chelonian Chora, and  only  the Chelonian Chora, may treat regions with no local majority as sharing their faith for Sway and Impress Clergy actions) 
 


If a word could describe the Chora at present, it would be ‘disheartened’. Ignored on every level, they settle for merely continuing their work as always…

 [Action - Faith] Begin work on a means of unmaking the Dreaming Dead 1/?  - The Hymenocera deserve every effort to provide them aid against these most horrific of foes. The Chora will take pains to provide that aid - though their capacity for a truly coordinated response is unfortunately limited by the nature of their lifestyle.

 [Task] Begin work on the Songline of the Sunlit Seas [1/5]  -

(  Task:  Cooperate in the creation of the Songline of the Sunlit Seas. Available for Tropical zone countries only.  Reward:  +2 Favors (max); if Project is completed, additional reward given to all contributors.  Penalty:  None.  Deadline:   End of Round 12.  Details:  1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Songline. 1 Favor earned for spending a Faith action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires. )

 [Circumstance?] Weka Ken, Weka Sona  - There was a palpable potential present here, but it seems to have disappeared.

 
 Spoiler: Ongoing 

(  Opportunity:  The Chelonian Chora are showing an interest in the myriad beliefs of the Broken Seas!
 Reward:  First Place: A free Cultural Exchange between countries of the winning Faith/School. Second Place: Countries of the placing Faith/School may attend or host events for free in Round 9. Third Place: A nice pat on the back.
 Cost:  None*
 Deadline:  End of Round 9
 Details:  Faiths and Schools are scored by a points system; at the end of Rounds 6, 7, and 8, each Faith followed by at least one Country in the Temperate zone is awarded points based on a roll made by the Organization GM. The bonus for this roll is based on the highest Faith score among rulers following that Faith/School. A result of 12 or 13 gives 1 point; a result of 14 or 15 gives 2 points; a result of 16 or 17 gives 4 points; a result of 18 or better gives 6 points.

Countries may spend Faith actions to improve their faith's roll in a given round; each Faith action spent in this way cannot be used for anything but Projects, but gives an extra +2 bonus on the roll; this may stack up to 3 times. At the end of Round 9, additional points are awarded based on Holy Orders (1 point per matching Holy Order controlled by a country of the Faith) breadth of support (1 point per 2 Clerical Supports controlled by a follower), and influence of the faith, as defined by the Diplomacy and Faith scores of its Head (receive points equal to average of Faith Head’s Diplomacy and Faith scores - if the Faith is not organized, then this is instead based on the average of all Diplomacy and Faith scores among countries of the Faith. )

(  Circumstance:  People, places, and things, all vanishing in the wake of Choral caravans! How curious.  Benefit:  ?  Penalty:  ?  Duration:  Unknown.  Details:  DRG, GRV, KNH, LSD, CYP, and SKR are being affected by this. )

(  Taboo:  The Chelonian Chora have a religious vendetta against The Dreaming Dead.  Penalty:  -2 CCA Reputation for adopting The Dreaming Dead as a state religion; additional -1 CCA Reputation every turn thereafter unless abandoned, which grants +1 CCA Reputation.  Duration:  Indefinite.  Details:  None. )
 

  Divine Nacres  
 
 Spoiler 
The  Divine Nacres  are a surface-dwelling consortium of humanoid researchers, biotechnologists, and ecclesiastics living in floating city-spheres that look like nothing so much as massive, impenetrable pearls. In generations past they have largely remained aloof, keeping their local subaquatic societies at arm’s length save for the occasional gift of advanced biotechnology or guidance, asking in exchange for access to the seafloor and assistance with gathering seemingly random resources for esoteric reasons - such was their distance that not a soul has seen them outside of their strange bulbous suits. Recently, however, the Nacres have been much more open and active in their communications and exchanges with the burgeoning civilizations of the oceans.
 

 [Action - Economy] Habituation in The Nearly Dead Seas [1/2]  - Over [region 81], the Divine Nacres congregate, hoping to complete the work begun by Project Anastasia as regards the local flora…

 Begin work on the Genus Taxonomia Vadosus Mare [1/5]  - Though the shallows are where they are most comfortable operating, this also means that it was the lowest priority for the researchers of the Divine Nacres in terms of asking for local assistance. Still, progress has been slow at best, and so they seek the aid of the natives in learning about organisms that may have proved elusive, unusual, or otherwise worthy of note in the shallow and choking waters of the Temperates…

(  Task:  Cooperate in the creation of the Genus Taxonomia Vadosus Mare. Available for Temperate zone countries only.  Reward:  +2 Favors (max); if Project is completed, additional reward given to all contributors.  Penalty:  None.  Deadline:  End of Round 12.  Details:  1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Genus Taxonomia. 1 Favor earned for spending an Economy or Intrigue action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires. )

 [Circumstance] Tutus in Alabastro…  - The petty politics and internal disputes of the Divine Nacres seem to be influencing their willingness to cooperate and indeed interact at all with those who live below the surface. The aloofness that marks their actions is is coming back.

(  Circumstance:  The Divine Nacres are returning to their traditional seclusion.  Benefit:  None. Penalty:  The TN to Raise Reputation with the Divine Nacres is increased by 2. Additionally, when using a Favor to Raise Reputation, it still requires a roll (though not an action), but the country which spent the favor gains a +2 bonus on said roll. Duration:  From the start of round 10 to the end of round 15. Details:  None. )

 
 Spoiler: Ongoing 


(  Taboo:  The Divine Nacres request no permanent settlement be made in [region 81], religious or otherwise.  Penalty:  Reputation loss with DNA for Converting the Holy Site in or Colonizing region 81.  Duration:  Until the end of Round 10.  Details:  Temporary incursions to acquire Hatesheer Lilies are acceptable, though not recommended - Buyouts will not result in Reputation loss. )

(  Offer:  The Divine Nacres are offering the services of their military advisors! Available to Polar zone countries only.  Benefit:  Receive +2 to Resist Sacks and on Maneuvering rolls for some number of rounds.  Cost:  1-2 Favors.  Duration:  Available until the end of Round 8; advisors last for two or four rounds after being hired.  Details:  Available to countries with a Reputation of 1 or higher only. Advisors remainfor two rounds per Favor spent/indebted by. )

(  Circumstance:  The Divine Nacres are coming out of their usual isolation to try to establish relations with countries in the Tropical zone.  Benefit:  The TN to Raise Reputation with the Divine Nacres is reduced by 2 for countries in the Polar Zone.  Penalty:  None.  Duration:  Until the end of Round 9.  Details:  None. )

(  Circumstance:  The Divine Nacres are taking extraordinary measures to protect their Holdfast against theoretical assault.  Benefit:  Unknown.  Penalty:  +10% casualties for all parties in any battles that take place in 25. Extra +10% for victor.  Duration:  Until the end of round 9.  Details:  Increased casualties only apply once per party if multi-way battle occurs. Cannot be reduced to 0% casualties. )
 

  International Prestige  
 
 Spoiler 
 International Prestige  uses many Organization mechanics, but is distinct in a number of key areas - it represents the respect, appreciation, envy, and awe a country commands on the world stage, not just from the ruling governments of the country’s peers, but in the broader perception of the influential elite. The only actions International Prestige can take are to create tasks, requests, host events, or similarly create opportunities for countries to demonstrate their wealth, power, and grandeur. Reputation with International Prestige can be raised by gaining Prestige, and PRS Reputation Rank will often simply be referred to as Prestige Rank.
 


Missed in Round Opener:
SEN and COS gained 1 Prestige from To Greatness.

For some, their claims to glory had already begun to fade in the mind as others boasted of more recent - and relevant - accomplishments.
OKI and RFT lose 1 Prestige from Big Fish In Small Ponds

 [Acclaim] Admiration For The Acclaimed  -

(  Opportunity:  During rounds 9 and 10, each country may choose to acclaim one (1)  other  country they have contact with. The country in each zone which receives the most acclamations at the end of Round 10 is lauded for the respect they receive from their peers, and will gain +1 Prestige, or +2 Prestige if they received at least two more acclamations than the runner-up and a total of at least four acclamations. Ties result in each party gaining 1 Prestige, as long as they received at least two acclamations.  Duration:  Acclamations may be made until the end of round 10.  Special:  Availability during both rounds 9 and 10 does not mean that multiple acclamations can be made, one per round - only one total acclamation can be made by a country for the purposes of this Opportunity. )

 [Strife] Scorn For The Condemned  -

(  Opportunity:  During rounds 9 and 10, each country may choose to condemn one (1)  other  country they have contact with. The country in each zone which receives the most condemnations at the end of Round 10 is censured for their reprehensible behavior in the eyes of their peers, and will lose -1 Prestige, or -2 Prestige if they received at least two more condemnations than the runner-up and a total of at least four condemnations. Ties result in each party losing -1 Prestige, as long as they received at least two condemnations.  Duration:  Condemnations may be made until the end of round 10.  Special:  Availability during both rounds 9 and 10 does not mean that multiple condemnations can be made, one per round - only one total condemnation can be made by a country for the purposes of this Opportunity. )

 
 Spoiler: Ongoing 
 [Strife] Big Fish In Small Ponds  - (  Opportunity:  Starting Round 6, Prestige and PRS Rank will no longer correlate one to one: to reach PRS Rank 3 from PRS Rank 2 will require 2 Prestige, while reaching PRS Rank 4 from PRS Rank 3 will require 3 Prestige. This Prestige does not have to be earned in the same turn. Reaching PRS Rank -3 from PRS Rank -2 requires the loss of 2 Prestige in the same turn. If all available positions at a given PRS Rank are occupied when a new country would reach said rank, the country which gained Prestige least recently has their PRS Rank reduced by 1. Ties are resolved by roll-off made with the tying country’s highest respective attributes, with the lowest roll result(s) losing. Changing rulers will no longer result in PRS Rank loss when at PRS Rank 3 or 4, but will reset any accumulated Prestige to 0.  Duration:  Indefinite.  Special:  The loss of Prestige still causes a loss of PRS Rank. Gaining Prestige when at PRS Rank 2 or 3 which is insufficient to rise to the next PRS Rank, or gaining Prestige when at PRS Rank 4, still counts for determining which country gained Prestige least recently. Losing PRS Rank resets the clock and clears out any accumulated Prestige which was insufficient to reach the next Rank, counting as an instance of gaining Prestige for timing purposes only. Having higher PRS Rank than the newly assumed PRS Rank of the country/ies pushing the number of occupied positions over the limit protects against losing PRS Rank. )

 [Distinction] The Politics Of Identity  - (  Opportunity:  The first country in each starting zone to establish a Cultural Identity will gain 1 Prestige. The first country in each starting zone to Perfect a Tactical Doctrine will gain 1 Prestige.  Duration:  Until fulfilled.  Special:  None.  Availability:  Cultural Identity in all zones )

 [Mystique] Renegades, Turnskins, And Defectors  - (  Opportunity:  The first country in each starting zone to successfully Incite Betrayal will gain 1 Prestige. The first rebellion to arise on behalf of a specific country in each starting zone will gain that country 1 Prestige.  Duration:  Until fulfilled.  Special:  Actions taken to complete may be done as Secret Actions, but please note that successful attempts must be revealed in the following round opener - if for whatever reason they are not revealed, no Prestige will be awarded. The successful use of either the Galvanize Partisans Intrigue 5 Special Action or the Spark Claimant Revolt Diplomacy Action will suffice for fulfilling the second half of this opportunity; the Inspire Uprising or Spark Rebellion actions will not. The opportunity to start a rebellion against Duchess Gloriane afforded to RFT by the ongoing Crisis in region 66 will not count for this offer.  Remaining Availability : All effects for all zones. )

 [Acclaim] The Ties That Bind  -  ( Opportunity:  The first country in each starting zone to successfully press a Marriage Claim will gain 1 Prestige. The first country in each starting zone to successfully Integrate a region acquired by Confederation will gain 1 Prestige. The first country in each starting zone to have a Fabricated Claim uncovered as such will lose 1 Prestige.  Duration:  Until fulfilled.  Special:  If multiple countries simultaneously fulfill the conditions, all eligible countries gain or lose the relevant Prestige.  Remaining Availability : All effects for all zones. )

 [Honor] Blood, Stone, and Ink  -  ( Opportunity:  Countries may now establish PRS Treaties with one or more other parties as part of an event, which all parties have to attend. In order for this to work, all parties must agree to the terms of the agreement, what counts as a violation of those terms, and that it will count as a PRS Treaty. Any Treaty signatories with 0 Prestige will gain 1 Prestige upon the Treaty being finalized. Once finalized, any signatory who violates the terms of the Treaty will lose 1 Prestige.  Duration:  Permanent.  Special:  Attempts to abuse this mechanic will result in consequences inflicted by the Organization GM. Treaties without a meaningful potential for violation (as judged by the Organization GM) will not grant Prestige. A country can only gain Prestige from signing a Treaty up to once per round. Treaties may  not  be signed in secret. If a Treaty is dissolved by means other than a violation (such as reaching a set end-date (without getting renewed) or all parties agreeing to dissolve the Treaty), any parties who gained Prestige from the creation of the Treaty will lose 1 Prestige.

Treaty violators cease to be considered a signatory at the end of the round. This may result in the dissolution of the Treaty entirely, or simply an exclusion from any protections offered by said Treaty, depending on the exact terms - but it also means that if multiple parties violate the terms of the treaty in the same round, they will all lose Prestige.

Ambiguities in a Treaty for which no consensus can be reached among the signatories will be resolved by arbitration by the Organization GM. If any ambiguities are apparent when the Treaty is first presented, the Organization GM will ask the signatories to disambiguate the relevant situation before approving the Treaty. )

 [Renown] A Monumental Undertaking  -  ( Opportunity:  Once per turn, a country may, as a non-action, work on a monument or similarly grand project in a region they control. This requires a fluff description of the ongoing work, design, difficulties, progress, or similar. When beginning such a project, a country must decide whether it will be a 3-part project or 5-part project. Upon completion, a 3-part project grants 1 Prestige, while a 5-part project grants 2 Prestige.  Duration:  Until fulfilled.  Special:  Project completion requirements and rewards are subject to change. Insufficient description/fluff will result in no progress towards the completion of the project for that turn - three to four sentences should usually be sufficient. Countries may not have more than one ongoing project at a time. Countries may not accelerate these projects by spending actions.) 
 [Acclaim] To Greatness  -  ( Opportunity:  Any country that becomes a Sea Power, Empire, Merchant Marine, or Holy Sea by use of a Special Action gains 1 Prestige.  Duration:  Permanent.  Special:  Elevate Status, Consolidate Holdings, Exalt Domain, and Usurp Title actions all count. Usurpation results in Prestige loss for the Usurped country.) 
 [Affluence] Opulent Optics  - (  Opportunity:  A country may choose to spend 5 Wealth as a non-action to gain 1 Prestige.  Duration:  Indefinite.  Special:  This may be done multiple times in a single turn if a country has sufficient Wealth available. )

 [Notoriety] The Fragility of Fear  -  ( Opportunity:  Prestige loss will be assigned if a country experiences a rebellion in response to a failed Oppress Faction or successful Sack action. Prestige loss may be assigned if a country is forced to acquiesce to a rebellion’s demands. Prestige loss will be assigned if a country commits gross atrocities.  Duration:  Indefinite.  Special:  Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 3 Prestige, based on context and circumstances.) 
 [Mendacity] A Lack Of Commitment  - (  Opportunity:  Prestige loss will be assigned if a country Oppresses a faction in a region on which they have a Confederation claim. Prestige loss will be assigned if a country backs down from an Ultimatum it has made. Prestige loss may be assigned if a country is revealed to be grossly hypocritical.  Duration:  Indefinite.  Special:  Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 2 Prestige, based on context and circumstances.

Countries may declare an Ultimatum as a non-action. An Ultimatum is a declaration of commitment to a specific action or set of actions, with or without a set of conditions. At the end of the round the Ultimatum is made, it can no longer be changed - however, Ultimatums are usually crafted in response to a specific set of circumstances, and expire at the end of the third round after they were made. If a country that declares an Ultimatum fails to follow through, that country will lose 1 or more Prestige, depending on the severity of the lapsed Ultimatum and surrounding circumstances. Ultimatums cannot reduce a country to -3 Prestige. A country can only make one Ultimatum per turn. )

 [Ignominy] Stigma, Scandal, and Shame  - (  Opportunity:  Prestige loss may be assigned when a country badly loses a battle it was heavily favored to win. When a country returns a captured Spy or General to their owner, said country may choose to reduce the owner’s Prestige by 1 as a non-action. When a country returns a captured Ruler to their owner, said country may choose to reduce the owner’s Prestige by 2 as a non-action. Prestige loss may be assigned if a country is grossly humiliated or suffers a gross embarrassment on the world stage.  Duration:  Indefinite.  Special:  Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 3 Prestige, based on context and circumstances. )

 [Piety] A Divine Display  - (  Opportunity:  The country in possession of the largest number of artifacts in each zone when the deadline is reached will gain 1 Prestige. If they are the only country in possession of any artifacts in the zone, they will gain an additional 1 Prestige.  Duration:  End of round 10.  Special:  Artifact possession may not be kept secret for the duration of this opportunity. Artifacts created during round 10 will not count towards artifact counts, but artifacts stolen during round 10 will. )

 [Honor] Remarkable Reconstruction  - (  Opportunity:  When a country rebuilds a TP or Holy Site that was destroyed by the Reavers, they may choose to let it enter play Open, rather than under their control. If they do so, they gain +1 Prestige. If a country donates 2 Units as a non-action to a region that lost units to the Reavers, they gain +1 Prestige and the region no longer qualifies for such donations by other countries. If a country successfully Sways or Impresses a Reaved Faction in a region they don’t control, they may choose for it to become Open instead of gaining the Faction’s Support; for every second Faction they restore in this way, they gain +1 Prestige.  Duration:  Until fulfilled.  Special:  Any country may rebuild Holy Sites or TPs destroyed by Reavers in uncontrolled regions. If multiple countries donate Units to a region that lost units to the Reavers, they both gain the Prestige, and the region gains the Units from all such donations received. )

 [Pretense] Occupational Etiquette  -  (  Opportunity:  Countries with PRS Rank of 3 will lose 1 Prestige unless they do one of the following: Occupy 1 Holy Order as a non-action; Occupy 2 Units as a non-action; Occupy 1 TP in a region with controlled Merchant Support to Open as a non-action; have a Spy attend or host an event, Occupying them; or, complete a 2-action Diplomacy Project. Countries with PRS Rank 4 must choose twice (but may choose the same option twice if in a position to do so) to avoid losing Prestige. Regardless of choice, an appropriate fluff description of the efforts being undertaken to maintain one’s prestige must accompany it.  Duration:  End of Round 7 is the deadline for avoiding Prestige loss. Occupation lasts for 2 rounds.  Special:  Occupied Units count against Unit Cap, but cannot be used for battles, and  half of Occupied Units will be lost instead of being returned . Occupied Holy Orders cannot be used to store artifacts and give no defensive bonuses to local Holy Sites while Occupied. Occupied TPs cannot be used, bought out, or coerced, and will become Open once the Occupation is over. Occupied Spies cannot be used for anything at all, but are only Occupied for 1 round. The requirements for the Diplomacy Project may not be reduced below two actions. )

 [Piety] The Religious Community  - (  Opportunity:  The first country in each starting zone to found a Holy Order will gain 1 Prestige.  Duration:  End of round X.  Special:  If multiple countries in the same starting zone found a Holy Order in the same round before any others, both countries will gain the additional Prestige.) 
 
Corona
    Most Serene Lojanese Republic   
 Time: Round 9, Place:  Regions 6, 9 and 11 
Prime Minister Hoerthd Thnoet
Diplomacy: 5
Military: 4
Economy: 4
Faith: 2
Intrigue: 4
 
 
 
 rolls 
 rolls 2 
 Actions: 
 
  [Diplomacy]Press marriage claim on region 13  2d6 + 5 Diplomacy + 1 Prestige + 2 treasure vs TN 12  success 
 As Queen Nirali Sunlight-Through-Leaves celebrated the twenty-fifth anniversary of her ascension to the throne of region 13, she was accompanied by the Prime Minister of Lojan. He was not visiting as a representative of a foreign power - there were numerous Lojanese diplomats present for that - but as King consort.

Queen Nirali was happy; her land was prospering, her husband was a good person and she had no sorrows that she could properly articulate. Yet, she felt a sense of loss as she signed treaties gradually bringing her land into a close alliance with the Republic. Perhaps she was regretting the lost of freedom, commonly known to be valued only after it was lost? In a world where great powers assaulted and possessed the centuries-old local goverments at will, the protection of another was necessary. Kaarme had contacted her first, but they went silent since, trapped in internal issues. The Hymenocera gladly traded with them, and Prince Lynceus had courted her, but he vanished like a bubble at the surface when the Lojanese showed up, hardly a trait one looks for in an ally...

The Lojanese, yes. Close in borders and, thanks to the plotting of her late mother-in-law and the previous duke of Tleamthle Shbau'ead, close in bed. She had some reservations, but it was hard to say no to Hoerthd, when she could feel his hot breath grazing her body every night out of the many they spent together. If she entrusted her body to him, why not her subjects? Perhaps it was a stupid idea, irrational even. A younger version of Nirali, provided she could comprehend it, would scold present Nirali for letting a boy influence her judgement. In the end, marriage politics did really work.

Careful not to let her kingdom's traditions get scattered by the currents and not to disappoint the spirits of her ancestors, Nirali did insist on having a child, a legitimate heir of her dynasty and the Kucen race, to succeed her rather than have the crown pass into the hands of either her husband, a Tobar and Lojanese, if he outlived her, or to one of her cousins in the side branches of the royal house, woefully unprepared for managing a kingdom and resisting any attempts at assimilation from Lojan. To this end, a genetic laboratory has been tasked with bridging the gap between the Kucen and Tobar, a difficult effort helped by the somewhat similar serpentine body plans of the two species. 
 
  [Intrigue]Investigate the purpose of the Eel Without End  2d6 + 4 Intrigue vs TN ?  result 10 
 Hearing ever more unsettling news from the southern Tropics, Prime Minister Hoerthd dispatches a team of officials travelling incognito, tasked with travelling to the Eel's whereabouts, gathering the locals' accounts of its behaviour, and directly examining it, if possible, in particular gathering samples of its flesh and examining the place where it emerges from the Maw. The mission is led by Buub Shotrog, a mute Tobar who has been chosen because of his talent at keeping secrets. 
 
  [Diplomacy]Sway Clergy in region 6  2d8 CI + 5 Diplomacy + 1 PRS vs TN 12  success, Integrate region 6 and gain 1 prestige from [Acclaim] The Ties That Bind 
 
  [Intrigue]Investigate (Explore) the sea due north of region 6  2d6 + 4 Intrigue + 1 DNA + 1 treasure vs TN 12  success 
 The demand for various kinds of exotic goods was growing with the people that visited Sheade to trade, so Woenpal Noerjang found it prudent to discover new lands with new goods. 
 
  [Economy]Build World Wonder: Tairlav Palace in Lojan 2/5 
 The first floor is largely built from granite. The outer walls, forming an elongated octagon, are decorative rather than defensive, although they are fairly large by the standards of most buildings. They have large vertical slits between the cuboid blocks, allowing passersby to peer into the gardens within and hope to be invited inside some day. On the inner side of the walls, there are glass mosaics of (sometimes mythical) historical scenes such as the Great Cataclysm, the Eel's appearance or the Plo'uogoar's creation of the Tobar. The numerous species of plants in the gardens are positioned as if they were on a map of the tropics. Thin but tall gazeboes and decorative fences with designs of flowers plated with precious metals are interspersed throughout the gardens, and wires are suspended between these features, covered with plants that do not require soil, making the garden three-dimensional. There are also a number of stages and stalls for performances and semi-formal events. 
 
  [Economy]Build World Wonder: Tairlav Palace in Lojan 3/5 
 Famed foreign architects had been invited to show off their art with a nigh-limitless budget. The inner walls, smaller but no less exquisite, are covered in thin plates of white limestone for contrast with the other granite features. The walls are thick and rounded at the top, giving them the shape of a mound of earth. For seabed-bound species, there are four gates in the four cardinal directions, which are as tall as the walls in order to let swimming species pass easily without them having to expend energy and dignity by swimming over the walls. The southern gate is the main gate, facing the Maw, the sun and most of the civilized world. The wall is topped with lanterns with a frame of silver and windows made of semi-precious stones carefully sanded down to panes, bathing the inner courtyard and the palace itself in many hues. There is another circle of walls of a similar design some distance above these walls, seemingly floating, but supported by buttresses running from the main building and by thin spires emerging from the ring of walls underneath. These are more lightweight and in the shape of a bracelet. There are colossal curtains, embroidered with Lojanese flags and other symbols of the state, stored in the spires between the two levels of walls that can be drawn to keep out the sun or the currents. 
 
 
 Non-Actions: 
Use Coraline Compendium's bonus non-action to hasten construction of World Wonder: Tairlav Palace in Lojan (4/5).
 A long, massive ramp leads up to the actual entrance to the palace, flanked by two rows of hydrothermal vents, redirected from other places by pipes. Another feature visible from the outside are the large windows, set with a single glass pane each, are oval. The guests arrive in the vestibule, where they are attended to by servants and directed to one of the four corridors running north, entered by going left, right, up or down from the vestibule. Smaller facilities such as bars and private rooms adjoin these corridors, with the main ballroom, dining hall and gallery being in the middle of the building, between the corridors. There are countless rooms for the full-time liveried servants, inaccessible and invisible to all but the most perceptive visitors, making it seem a little like the palace mysteriously fulfils its visitors' wishes on its own. 
Gen. Zabkrew's Military score has been rolled as 9.
Supply region 6 DI with Sapcoral
Supply region 11 DI with Kelp Fiber from LSD trade route
Supply LSD with Selachian Mercenaries through trade route
Supply FAY with Siren Extract through trade route
[Renown] A Monumental Undertaking: The Aerarium of Sheade 3/3
 
 Spoiler: The Aerarium of Sheade 

The air-filled dome becomes increasingly popular and familiar with the people of Sheade and tourists, and despite strict regulations on reckless behavior inside the Aerarium, visitors often play games. One such game, called air-ball, becomes imitated by many and ultimately the Academy allows it to be played in the Aerarium in a mostly-safe form. The goal is to throw or kick the ball into a rectangle marked on the wall of the dome on the side of the opposing team. All players are holding their breath throughout the game, of course, so physical contact is dangerous and therefore not allowed, and all must make way for a player who is going toward the vessels with waters placed along the sides of the playing field in order to regain their breath.
 

 News and Rumors: 
 
 Amidst rows between the successionists and renewalists, which the Prime Minister is attempting to end with some sort of compromise, the Plo'uogoar attempts to reassert its position as spiritual leader. As a result, it is assassinated by a dissatisfied military faction known as the Black Guards! The Plo'uogoar was thought to be impossible to kill, but technological developments and increased availability of exotic resources have enabled the assassins to craft a high-powered explosive device. The Black Guards are known to have a base in one of the many rooms of the Jeweled Inn, but a further investigation is prevented by the fact that authority over military matters has been granted to the Selachians, who feel largely indifferent about the matter. 
 
 
 Spoiler: Ruler 

 Prime Minister Hoerthd Thnoet 
Next round stats:
Diplomacy: 6
Military: 4
Economy: 5
Faith: 2
Intrigue: 5

New ruler next round? No

Note to fellow players: I want to live dangerously, so you may assassinate, kidnap or otherwise ravish my rulers at any time. You don't need to approach me first, surprises are fine too. IC resistance and retaliation will be be offered, of course. 🙂
 

 
 Spoiler: Country Info TO BE UPDATED 

 Special Actions Available:  D5
 Special Actions Used: 
  Diplomacy  
 
 Spoiler 

 Region Ownership/Claims/Supports 
    # 
 Name 
 Owned 
 Claims 
 Supports 
 
  9 
 Lojan 
 yes 
 Historicity, Integration 
 AC(M reaved) 
 
  8 
 Shue'aaz Sho 
 no 
 - 
 -(promised M) 
 
  6 
 Selach? 
 no 
 - 
 AM 
 
  10 
 ? 
 no 
 - 
 M 
 
  
 Reputation/Favours 
 The Abyssal Stewards:  Rep 1, 0 Favours (Expected Change: None)
 The Chelonian Chora:  Rep -1, 0 Favours (Expected Change: None)
 The Divine Nacres:  Rep 1, 0 Favours (Expected Change: None)
 International Prestige:  Rep 3, ? Progress (Expected Change: None)

 Cultural Exchanges 
Lambent Syndicate
Coral of the Protected Statera

 Cultural Identities 
Let's Have a Cuppa - 2d8 to Swaying
 

  Military  
 
 Spoiler 

 Units:  5/7 (Expected Change: None)
 
 Republican Guards - recruited R1 
 1st Selachian Battalion - hired R2 
 2nd Selachian Battalion - hired R2 
 ??? - hired R3 
 ??? - hired R3 
 
 Generals 
Zabkrew - Mil 9,  Graceful Show of Force :
+1 to tactical maneuvering
-20% enemy casualties
-20% own casualties
+12 to enemy leader loss roll
+2 to own leader loss roll
You may make a Sway attempt against a randomly determined support in the battlefield region (regardless of the outcome of the battle)

 Fortresses 
None

 Perfected Tactical Doctrines 
None

 Military Technologies 
None
 

  Economy  
 
 Spoiler 

 Treasure:  3 (Expected Change: -3+2)
Trade post income: 2 Treasure/round

 Trade Posts 
 Total Owned  8 (11 for Treasure gain)

    TP 
 Resource 
 Type 
 Used for 
 Merchant support owned? 
 
  2.3 
 Siren Extract 
 Drug/Spice? 
 - 
 no 
 
  6.1,2 
 Selachian Mercenaries 
 Precious Stone, Fireworks 
 - 
 yes 
 
  7.3 
 Artifacts &amp; Treasure 
 Cultural objects? 
 - 
 no 
 
  9.1, city 
 Ching He'aang 
 Precious Stone, Fireworks 
 - 
 reaved 
 
  10.1 
 Flare slug 
 ?? 
 - 
 yes 
 
  17.2 
 Delights of Moonlight 
 Hallucinogen, Food? 
 Lojan import 
 no 
 
  
    Region 
 Desired Import 
 Source 
 
  9 Lojan 
 Spices 
 region 17 
 
  8 Shue'aaz Sho 
 Food 
 ?? 
 
  
 Cities 
Sheade, Lojan - Swaying

 Trade Routes 
Coral of the Protected Statera
Lambent Syndicate

 Specialised Ships 
???
A Specialized Ship in the form of a Juvenile Reefback with an experienced crew. Has +4 to resist being stolen and gives +1 to Exploration and Buyout rolls made with the Ship.

 Civilian Technologies 
 Megafaunal Tailoring  No mechanical effect
 

  Faith  
 
 Spoiler 

 State Faith:  Shimmers of Unseen Bane

 Faith Holy Sites:  lots

 Organised Faith Bonuses 
+1 Conversions, 2d8 to Swaying

 Artefacts 
None

 Holy Orders 
None

 Miracles 
SUB followers can cross toxic borders.
 

  Intrigue  
 
 Spoiler 

 Spies 
Nope, no ninjas here.
 

 
 Spoiler: Interesting quests 

 ABS 

[Offer] Drums In The Deep -

(Offer: The Abyssal Stewards are offering training and preparations. Benefit: Countries with an ABS Reputation Rank of 1 or higher may choose to take an Intrigue or Military action to train with the Stewards. If they do so, they count as taking an additional action of that type for that turn for the purposes of attribute gain. Countries with an ABS Reputation Rank of 2 or higher may take an action of each type to train with the Stewards. Cost: One Military or Intrigue action. Duration: Until the end of Round 6. Details: Limited to one use per attribute per country.)

[Task] Begin work on The Crescent Companion [1/10] -

(Task: Cooperate in the creation of the Crescent Companion. Available to all zones. Reward: +2 Favors (max); if Project is completed, additional reward given to all contributors. Penalty: None. Deadline: End of Round 10. Details: 1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Companion. 1 Favor earned for spending a Military action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires. Special: Desired entries will describe a society or culture’s approach towards warfare, military organizational structure, individual/collective fighting styles, and/or favored implements of war, including arms, armor, and any relevant organisms. Progress: 1/10)

 CCA 
 DNA 


[Task] Begin work on the Genus Taxonomia Scintillans Mare [1/5] -

(Task: Cooperate in the creation of the Genus Taxonomia Scintillans Mare. Available for Tropical zone countries only. Reward: +2 Favors (max); if Project is completed, additional reward given to all contributors. Penalty: None. Deadline: End of Round 8. Details: 1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Genus Taxonomia. 1 Favor earned for spending an Economy or Intrigue action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires.)


 PRS 

LOL may construct a World Wonder in Lojan (9)!

[Piety] A Divine Display -

(Opportunity: The country in possession of the largest number of artifacts in each zone when the deadline is reached will gain 1 Prestige. If they are the only country in possession of any artifacts in the zone, they will gain an additional 1 Prestige. Duration: End of round 10. Special: Artifact possession may not be kept secret for the duration of this opportunity. Artifacts created during round 10 will not count towards artifact counts, but artifacts stolen during round 10 will.)

[Honor] Remarkable Reconstruction -

(Opportunity: When a country rebuilds a TP or Holy Site that was destroyed by the Reavers, they may choose to let it enter play Open, rather than under their control. If they do so, they gain +1 Prestige. If a country donates 2 Units as a non-action to a region that lost units to the Reavers, they gain +1 Prestige and the region no longer qualifies for such donations by other countries. If a country successfully Sways or Impresses a Reaved Faction in a region they don’t control, they may choose for it to become Open instead of gaining the Faction’s Support; for every second Faction they restore in this way, they gain +1 Prestige. Duration: Until fulfilled. Special: Any country may rebuild Holy Sites or TPs destroyed by Reavers in uncontrolled regions. If multiple countries donate Units to a region that lost units to the Reavers, they both gain the Prestige, and the region gains the Units from all such donations received.)


[Pretense] Occupational Etiquette -

(Opportunity: Countries with PRS Rank of 3 will lose 1 Prestige unless they do one of the following: Occupy 1 Holy Order of their state religion in a region they control as a non-action; Occupy 2 of their Units as a non-action; Occupy 1 TP they control in a region with controlled Merchant Support to Open as a non-action; have a Spy (mechanically) attend or host an event, Occupying them; or, complete a 2-action Diplomacy Project. Countries with PRS Rank 4 must choose/complete one of the options by the end of Round 7 and another by the end of Round 9 to avoid losing Prestige entirely - these may both be the same option if in a position to do so. Missing either deadline will result in losing 1 Prestige for each deadline missed. Regardless of choice, an appropriate fluff description of the efforts being undertaken to maintain one’s prestige must accompany it. Duration: End of Round 7 for PRS Rank 3/first option for PRS Rank 4; End of Round 9 for second option for PRS Rank 4. Occupation lasts for 2 rounds. Special: Occupied Units count against Unit Cap, but cannot be used for battles, and half of Occupied Units will be lost instead of being returned. Occupied Holy Orders cannot be used to store artifacts and give no defensive bonuses to local Holy Sites while Occupied. Occupied TPs cannot be used, bought out, or coerced, and will become Open once the Occupation is over. Occupied Spies cannot be used for anything at all, but are only Occupied for 1 round, and lose whatever infiltration status they previously possessed - furthermore, a PRS Rank 4 Country cannot Occupy the same Spy twice to fulfill both choice requirements. The requirements for the Diplomacy Project may not be reduced below two actions.)

[Distinction] The Politics Of Identity -

The first country in each starting zone to establish a Cultural Identity will gain 1 Prestige. Duration: Until fulfilled.

[Acclaim] The Ties That Bind -

The first country in each starting zone to successfully press a Marriage Claim will gain 1 Prestige. The first country in each starting zone to successfully Integrate a region acquired by Confederation will gain 1 Prestige. The first country in each starting zone to have a Fabricated Claim uncovered as such will lose 1 Prestige. Duration: Until fulfilled. Special: If multiple countries simultaneously fulfill the conditions, all eligible countries gain or lose the relevant Prestige.

 Indefinite duration effects 

[Strife] Big Fish In Small Ponds -

Prestige and PRS Rank will no longer correlate one to one: to reach PRS Rank 3 from PRS Rank 2 will require 2 Prestige, while reaching PRS Rank 4 from PRS Rank 3 will require 3 Prestige. This Prestige does not have to be earned in the same turn. Reaching PRS Rank -3 from PRS Rank -2 requires the loss of 2 Prestige in the same turn. If all available positions at a given PRS Rank are occupied when a new country would reach said rank, the country which gained Prestige least recently has their PRS Rank reduced by 1. Ties are resolved by roll-off with the tying country’s highest respective attributes, with the lowest rolls losing. Changing rulers will no longer result in PRS Rank loss when at PRS Rank 3 or 4, but will reset any accumulated Prestige to 0.
Special: The loss of Prestige still causes a loss of PRS Rank. Gaining Prestige when at PRS Rank 2 or 3 which is insufficient to rise to the next PRS Rank, or gaining Prestige when at PRS Rank 4, still counts for determining which country gained Prestige least recently. Losing PRS Rank resets the clock and clears out any accumulated Prestige which was insufficient to reach the next Rank, and counts as an instance of gaining Prestige for timing purposes only.

[Renown] A Monumental Undertaking -

Can work on one monument or similarly grand project in a region you control as a non-action. This requires a fluff description of the ongoing work, design, difficulties, progress, or similar. Three to four sentences should usually be sufficient. When beginning such a project, must decide on a 3-part project (+1 PRS) or 5-part project (+2 PRS).

[Acclaim] To Greatness -

Sea Power, Empire, Merchant Marine, or Holy Sea -&gt; 1 Prestige. Usurpation results in Prestige loss for the Usurped country.

[Notoriety] The Fragility of Fear -
[Ignominy] Stigma, Scandal, and Shame -

Prestige loss will be assigned: experience a rebellion in response to a failed Oppress Faction or Impress Aristocracy action, commit gross atrocities.
Prestige loss may be assigned: forced to acquiesce to a rebellion’s demands, badly lose a battle heavily favored to win, grossly humiliated or suffer a gross embarrassment.
Return captured general: can give -1 PRS to the other party, captured ruler: -2 PRS.
 

 
LapisCattis
   End of Round Nine  
No further mechanical edits to action posts may be made 
LapisCattis
   Round Ten: Begin  
Years 28 - 30

Don’t forget to link to any rolls you make, including rolls for rulers you will start using at the start of next round. If you want a new ruler in the next round, you must state so in your action post for this round and link to their rolls. Any increases from actions for this round are counted for the ruler you start your next round with, which may or may not be your current ruler.
Good luck!

 The following events occurred between Year 25 - Year 27 
 
  Rules Alerts and Changes!  
 RULES CHANGE:  From round 11 onwards, resources supplied via trade route will significantly delay Merchant Support decay towards unrest, but not indefinitely satisfy them. Players wishing to make such arrangements permanent should consider either trading the relevant resources via their trade routes or having the player supplying the resource for the DI take control of the relevant support. This will not be applied retroactively, with the relevant supports starting to move (very slowly) towards rebellion from round 11, meaning players have around 6 rounds from this announcement to compensate.

  Discovery!  
 Explorations, prospecting, and other news from afar 
 Tropical 
 
 Spoiler: Tropical 

 

Though the area had previously been explored and overtures to locals made, the arisal of the Magaramach as a regional power was nonetheless surprising to some - though not to the Magaramachi. They have always known that it is the Magaramachi who are the biggest and the strongest. Any food that says otherwise will be just that. Food.
 The Magaramachi (MGM) appear in The Magaramachi Salination (10)! Region 10’s Holy Sites become: Holy Site 1: Open; Holy Site 2: Open; Holy Site 3: Leviathan’s Rule. Region 10’s Resource becomes Labor, and the Desired Import becomes Sweet Foods. Region 10 gains an extra Trading Post controlled by MGM, for a total of three, and The Magaramachi gain control of Region 10’s Aristocratic Support. Region 10’s Clerical Support becomes Open, its Mercantile Support remains owned by LOL. 

In hopes of discovering new and exotic goods for Lojan, the Republic dispatches an expedition into the northern waters. After some days of travel, they suddenly come upon a region of dense plant life near the surface, choked with a thick plant the explorers dub “Waveweed.” Pressing onwards, they are even more shocked to stumble upon what seems to be a glade filled with corpses tied in place to the roots, staring upwards - though not as shocked as they are moments later, when one of them welcomes the Lojanese to their stellar observatory. The definitely-living astronomer explains that the waters beyond have recently come under the sway of the Dreaming Dead, and warns the explorers against pressing too far north.
 The Lojanese Republic explores north of Region 6! They discover Region 5, a region which has two Open TPs of Waveweed Root, a Desired Import of Luxuries, 5 units of defenders, one Holy Site of Scholars Of The Foregone Constellation and one Holy Site of The Dreaming Dead. 
 

 Polar and Temperate 
 
 Spoiler: Pemperate 
 
 
 

The Clans of the Greenwater look to their borders with newfound unity - only time will tell how they feel about what they see there, and more importantly, what they plan to do about it.
 The Greenwater Clans (GWC) appear in The Greenwater (141)! Region 141’s Holy Sites become: Holy Site 1: Ascension’s Mirror; Holy Site 2: Pacificism; Holy Site 3: Ascension’s Mirror. Region 141’s Resource becomes Esoteric Reagents as the Greenwater Clans assert more focused control over the Gardenbearer Turtles which help grow a number of the Reagents they hope to sell, and the Desired Import becomes Luxury Goods. The Greenwater Clans gain all three Supports and TP 3 in The Greenwater (141). 

Kenaqua’s revitalization has proved a resounding success, it appears - so much so that their Counsel now looks to establish a strong identity for their people, and forge their own destiny. How grateful they will be to those who helped them reach such a stage is yet to be seen.  Kenaqua (KEN) appears in Kenaqua (52)! Region 52’s Holy Sites become: Holy Site 1: The Shroud; Holy Site 2: The Shroud; Holy Site 3: The Shroud. Region 52’s Resource becomes Compressed Algal Feedblocks, and the Desired Import becomes Large Minerals. Region 10 gains an additional Trading Post controlled by KEN, for a total of 3, and Kenaqua gains control of the Clerical Support in Region 10. 

The Cryptocilidium appears to be spurred into action by contact with explorers from the north - what might result from a newfound power located in such a fortuitous crossroads?
 Cryptocilidium (CRY) appears in Cryptoclysus (84)! Region 84’s Holy Sites become: Open; Holy Site 2: Open; Holy Site 3: Open. Region 84’s Resource becomes Dragon Eyes, and the Desired Import becomes Food. CRY gains control of the Aristocratic and Mercantile Supports in Region 84, as well as TP2. 

Having secured support and funding to push the borders of Lux-Glossian maps further than ever before, the Cyan Shade presses far to the west and south of the Glossian Sea. South of the holy place of the Heartsweepers the population becomes first sparse and then absent, while the waters grow ever colder the further they travel. Finally, after weeks in uncharted territory, they meet fellow thinking creatures: Two strange jellyfish who flash a brilliant display of colors at the explorers, fortunately accompanied by a Mer, who is able to explain that they have arrived just north of Deepdrift, of the Seatide Confederacy - and the gateway to new civilizations.
 The Lux-Glossian Shades explore south of Region 179! They discover Region 187, an Open Waters region with one Open TP of Stripdrill Hyphae. 

Making a second attempt to chart the brackish waters north of Orope, Lux-Glossian explorers of the Purple Shade depart the Tideswept Shelf heading east and north, to find an unnaturally structured slope, cresting into rock formations and cliffs stretching into the sky with waves pounding viciously above. Close to the rocks, the surge is quite literally breathtaking, and harsh sand is constantly swirled around to grind against skin and scale. However, true danger does not wait for the cliffs, and the semi-terrestrial barrier forms a protective range, ensuring that its residents and defenders have one less border to protect.
 The Lux-Glossian Shades explore north of Region 114! They discover Region 116, a region which has two Open TPs of Anuran Vanguards, a Desired Import of Toxins, 5 units of defenders, and two Holy Sites of The Order Of The Violet Crown. 

Returning to the recently explored southern waters with even greater sponsorship from the Abyssal Stewards, the Nathi brave the cold and crushing depths of Region 64, protected only by their specially forged suits as the ice sheet overhead thickens until it blocks out all light. After diving for almost a full day, they reach the seafloor - a vast, dark expanse of brine pools, barren rock, and coarse sands, home to just enough life that a colony might be able to survive.
 The Kar-Nath Hegemony explores the Depths of Region 64! The region is discovered to be an Open Waters region, retaining its Open TP of Frozen Logs. 

A second Nathi exploratory mission, similarly equipped, departs Hegemony waters at the same time. Though they are prepared for deep water, they encounter no precipitous drop as was present in the seas to the east. Instead they find a rolling plain dotted with small villages, whose inhabitants are seemingly naturally resistant to the cold. Each village holds a monopoly on a certain pattern or design, and the trade in their Sheerspun Fabric breathes life into a region many would have expected to find dead.
 The Kar-Nath Hegemony explores south of Region 65! They discover Region 63, a region which has three Open TPs of Sheerspun Fabric, a Desired Import of Preservatives, 6 units of defenders, one Holy Site of Aging Occultism, and one Open Holy Site. 
 

  Growth!  
 Expansion, development, unification, and similar forms of growth and prosperity. 

Profundus Korasoon has led the Gotezhar to glory, and the declaration of the Gotezhar Builders Union is unsurprising, a reflection of their de facto power in the temperate seas.   Gotezhar becomes a Sea Power! 

Baran Hallus’s restructuring of the Cyphiri Union’s government has codified the relations between families and streamlined the process of economic expansion, preparing the Cyphiri to better compete in a cutthroat market.  The Cyphiri Union consolidate holdings to become a Merchant Marine! 

The presence of Hallus Cyphiri in the Tideswept Shelf enables the local Matriarchs to cut through some of the usual red tape involved in growing a Lux-Glossian colony, and Rumond has grown to rival Leriander in just a few years.  Lux-Glossia builds the city of Rumond, in 111! City bonus: +1 to an Investigation roll 

An ever-growing number of permanent residents are appearing in Deepdrift, and the traveling Drifts know that any service they might conceivably need can be fulfilled there.  The Seatide Confederacy raises the city of Deepdrift in 79! City bonus: +1 to a Buyout roll 

The realm of Queen Nirali Sunlight-Through-Leaves has grown much,  much  closer to the Lojanese Republic in recent years, and with friendship treaties in one fin and plans to bridge her husband’s genetic gap in the other, Region 13’s independence may soon be forever lost.  The Lojanese Republic presses a marriage claim on Region 13 

The Temple of Duarge lies outside of Sereia waters, but much closer than many of the other temples, and the Brilhinte priesthood begins talks of union with the Scholars.  Costa Sereia establishes a confederation claim on 103 

Talks with the mangrove tenders proceed smoothly, and the territory of the World Garden is doubled with the stroke of a claw.  SKR presses a claim in Region 125 

Though the Lighthouse’s suit is impressive and should befit the status of such an arrangement, negotiations of exact suitors and suitable partners never proceed to the signing of a marriage agreement, and the lack of a defined match ends this round of negotiations.
 LIT fails to establish a marriage claim in Region 15 
  Statecraft!  
 Cultural events, diplomatic overtures, foreign relations, and domestic affairs. 

The influx of the Dreaming Dead only serves to steel the Hymenocera’s trust in their own ways, and the priesthood finds great success in convincing the people to restore the Uplift Reverence.  HYM makes a Cultural Identity: 'We follow the old way, our way' (2d8 to convert HS to state religion) 

Prince Telian’s private talks with the herring entity of Deep Blue have evidently proven fruitful enough that negotiation and sharing with the OpenSEA has become public policy of the Shifting Ennead.  SEN establishes a Cultural Exchange with DPB 
 CYP, LUX, COS, OKI, PGL attend the Builder’s Union Celebration hosted by GTZ 

Out of respect for Commander Koschei’s valor and recognition that his cooperation might be useful in maintaining order in the newly-conquered region, the Kar-Nath Hegemony treats his wounds and releases him from his legionary guard. The aristocrats are still suspicious, but perhaps less hostile.  KNH releases Commander Koschei to the people of Region 65 as a show of good faith 
 Impresses and Sways 
 
 Lux-Glossia Impresses the Mercantile Support in Region 111 
 Gotezhar Impresses the Mercantile Support in Region 138 
 Seatide Confederacy Impresses the Mercantile Support in Region 59 
 Seatide Confederacy Impresses the Mercantile Support in Region 74 
 The Riftlings Impress the Clerical Support in Region 57 
 The Riftlings Impress the Clerical Support in Region 55 
 The Riftlings Impress the Clerical Support in Region 56 
 The Riftlings Impress the Clerical Support in Region 67 
 The Gravetenders Impress the Clerical Support in Region 79 
 The Gravetenders Impress the Clerical Support in Region 77 
 The Lighthouse Sways the Aristocratic Support in Region 17 
 Gotezhar Sways the Aristocratic Support in Region 127 
 The Hymenocera Expanse Sways the Clerical Support in Region 4 
 The Lambent Syndicate Sways the Aristocratic Support in Region 25 
 The Lambent Syndicate Sways the Aristocratic Support in Region 31 
 The Lambent Syndicate Sways the Mercantile Support in Region 25 
 The Lojanese Republic Sways the Clerical Support in Region 6 
 
  Trade!  
 Buyouts, trade routes, and other economic shenanigans 
 
 The Eternal Spring buys out Trade Post 2 in Region 52 for Soothing Oil 
 The Eternal Spring buys out Trade Post 3 in Region 56 for Herring 
 Costa Sereia buys out Trade Post 1 in Region 96 for Refugee Workers 
 The Seatide Confederacy buys out Trade Post 1 in Region 84 for Stripdrill Hyphae 
 The Seatide Confederacy buys out Trade Post 2 in Region 69 for Edible Algae 
 The Hymenocera Expanse buys out Trade Post 1 in Region 4 for Eye Weed 
 The Hymenocera Expanse buys out Trade Post 2 in Region 12 for Crystal Chips 
 The Gravetenders buy out Trade Post 2 in Region 76 for Electrum Conduits 
 
  Faith!  
 Conversions, organization, and other such matters of faith 

The debate which characterizes faith in the frozen seas convinces many among the Gravetenders to establish a new site, dedicated purely to the understanding of the Eternal Communion.  The Gravetenders create a Holy Order, The Silvered Oath of Ecumenical Exchange, in Coresite (Region 58)! 

Though the Riftlings claim to care little for the toil of isolates, some evidently have taken a liking to their rivals in the Gravetenders, as the international relief zone becomes home to a commission of isolates dedicated to better comprehending the Blossoming Sequence.  The Riftlings create a Holy Order, The Order of Commissioned Isolates for the Expansion of Ecumenical Interests, in Region 59 

The faith of the Eternal Communion has swept throughout the waters surrounding the Riftlings’ home, and their dogma echoes from every seamount.  The Riftlings set the Eternal Communion Holy Site 20 bonus to: Dynastic inheritance bonuses are adjusted for Faith: Your new ruler receives a +1 bonus to Faith if their parent had a Faith score of 4 or higher, a +2 bonus to Faith if their parent had a Faith score of 7 or higher, or a +3 bonus to Faith if their parent had a Faith score of 10 or higher. 

With missionaries from Dashasham growing ever more influential, Olgght, The-one-who-consumes, decides that the time has come to officially adopt their foreign faith.  Pfilghol adopts Sakurado as their state religion! 

Ties between the Ironkelp Order and the Gotezhar have never been closer, and the Profundus’s declaration of a Builder’s Union is made in full trust of the Middish Way… even if most Gotezhar have yet to learn patience and introspection.  Gotezhar adopts the Middish Way as their state religion! 

The ongoing construction of a new holy site in Sarkenos is complete, and the Blossoming Sequence grows.  The Kar-Nath Hegemony finishes establishing Holy Site 3 in The Plains of Sarkenos (Region 75) as Blossoming Sequence 
  The Dreaming Dead create the Saint Aspirants - a Holy Order in Region 4  
 Conversions: 
 
 The Eternal Spring converts Holy Site 1 in Region 68 - Sketi - from Open to the Eternal Communton 
 The Eternal Spring converts Holy Site 1 in Region 69 - Danabae - from Cult of the Silted Queen to the Eternal Communion 
 The Eternal Spring converts Holy Site 3 in Region 69 - Danabae - from Descendants of the First of One to the Eternal Communion 
 The Cyphiri Union converts Holy Site 2 in Region 124 - The Emerald Tidelands - from Emerald Skimmer to Flowing Way 
 The Cyphiri Union converts Holy Site 3 in Region 124 - The Emerald Tidelands - from Plankton Worship to Flowing Way 
 The Order of the Ironkelp converts Holy Site 2 in Region 96 from Open to Flowing Way 
 The Order of the Ironkelp converts Holy Site 1 in Region 138 - Ezcorher - from Afluente to Flowing Way 
 The Order of the Ironkelp converts Holy Site 2 in Region 138 - Ezcorher - from Afluente to Flowing Way 
  The Dreaming Dead convert Holy Site 2 in Region 29 to Dreaming Dead 
 
  Wonder!  
 Miracles and inventions, ancient relics and spectacular undertakings 

As the chimaeric form of the Avatar of Avarice spreads its wings, a resonating heartbeat of soul and water pushes throughout Magma Falls, beating through the forms of each and every being. Mammos, teacher and ruler alike, has the potential to become a great unifier through that universal language of need and desire. But fortune is fickle, and can have a mind of its own that defies all rulers…even those that reign eternal.
 By the works of the Eternal Spring, Mammos has become manifest! Such unadulterated greed may have curious consequences - for good or for ill. A Medusa cannot have two masters, and the jealousy and hunger of Mammos drives all Abyssal Stewards from Magma Falls. The Eternal Spring loses 2 Reputation with ABS, falling to -3, and becomes Rustplagued. 

The Pfith have much experience with utilizing the strengths of other organisms, and so it is only natural that they make a breakthrough in the realm of weathering toxic waters by means of  Filtration Grafts: Allows crossing Toxic borders. Requires: Composite Grafting and a Filter Feeders resource 

The Gotezhar have uncovered new methods of preserving heat against the bitter cold - perhaps in an effort to acquire new sources of fresh water.  GTZ creates Bitter Tourism: Allows crossing Glacial Borders. Requires: [Heat Source] Resource 

With experimental brio-grafts providing the ability to withstand even more inhospitable conditions (at the cost of increased metabolism), the hardy Nathi can now venture south into otherwise unlivable waters to prove their  strength.  KNH creates Mitochondrial Regulation: Permits actions and troop movements over Glacial borders. Requires: Graduated Symbiosis and a Food resource) 

Wary of the possibility of renewed Reaver attacks, the Seatide Confederacy constructs an enormous spire of coral and algae, where seers read the currents and water conditions that may foretell another raid.  STC creates the Glowspire artifact: Each turn, predicts an area that the Reavers will target if they attack that turn. 

The legendary waystation of Arthan, founder of the Flowing Way, has at last been discovered - and within the cavern where he once rested lies an enormous cranium, supported by the nutrients in the earth, and babbling incessantly. The wise may find value in the stream of sounds.  CYP creates an artifact, Arthan’s Head: As an action (that can be associated with any stat), the owner of Arthan's Head can select a region for the Head to focus on in the next round. This provides a +1 bonus to all actions targeting that region that use the same stat as the action used to focus the Head in the round before. 

With the temple of Leocidia restored, the priests call upon her favor, and the monsters that haunt the surrounding waters are soon observed to become almost passive. But that is not all that changes in the wake of her intervention….  COS Invokes the Ancient Gods to decontaminate 137. Region 137 is no longer Contaminated! Before the Gharials settle down, there is a surge of activity among them, revealing another ancient temple both larger and more elaborate than that devoted to Leocidia. Region 137 gains an Open Holy Site! The god to which it was dedicated is unclear, but if Brilhinte is Organized and the temple restored, it may be possible to transform it into a Holy Order. 

Deep Blue by the Mensa Rectores has proven itself worthy in threefold trial, as a vast and strange architecture patterns itself across the seafloor of Spawn Point over the years. With the final touches applied to the Cathedral of Comprehension, Deep Blue’s school patterns seem to reorient, a focal point created in their activity - and the magisters of the Divine Nacres welcome a genuine - if unexpected -  Child of Pearl  into their ranks. May the Cathedral’s grace grant them the reason to surpass their peers, and the wisdom to better guide them.
 Deep Blue v2.3.9 has completed their Cathedral of Comprehension and become a Child of Pearl, a title which will pass to all their inheritors so long as they retain the Cathedral. Actions taken by Children of Pearl that did not contribute to an attribute score increase in a given round are counted for the purposes of attribute score increases in the following round, and Children of Pearl may choose to perform two Special 5 Actions rather than one when using a Special 10 opportunity for the purpose. Furthermore, once per turn, a Child of Pearl may spend 1 Treasure in order to either: use their previous ruler’s attribute score in place of their own for a non-combat, non-maneuvering roll, with a penalty to the roll equal to the number of rounds since their last ruler change; OR roll twice for a non-combat, non-maneuvering action or resistance roll and use the better result - Treasure costs associated with such a roll are doubled. Finally, a Child of Pearl may attempt to continue Studying the Anamorphic Canon, potentially discovering ways of further improving their Cathedral of Comprehension. 

Though the world has slowly become accustomed to the strange creatures originating from the Dunes of Revelations, no one could have expected what came next. Overnight, the kelp forests of the Dunes disappear in a rush of surging water and deafening silence. As the silt settles, all that can be seen are the distant shapes of creatures darting through the night, as if released from a long held prison. Quiet echoes of cracking can be heard if one should be brave enough to press close to the sand and listen as the Naked Ones begin to hatch.
  The Forests of Astral Yearning complete a Miracle! The kelp forests disappear, the Naked Ones begin to hatch, the Mimic is created, and the Astral Menagerie is formed  
 
 Spoiler: The Mimic 

The Mimic appears as a random member of the Astral Menagerie (see below), counting as that member for the purpose of any effects.
Once it meets another member they will continue to appear together, until stolen apart.
When 5 or more members is in the same place, for the purpose of any linked triggers it instead counts as a second version of every other present member. If the Mimic runs out of valid targets for its triggers it instead tries to spark a rebellion for each remaining trigger.
 

 
 Spoiler: Astral Menagerie 

An iceberg shattered, while unusual truly strange was the entity revealed within it. Rooted above the surface a great tree of kelp extended down into the ocean, decay falling along chunks of ice. As the ice stopped crumbling the decay changed from leaves of abyssal blue to innumerable shimmering lights. Illuminating the withering stalks in endless visions, ready to ensnare anyone daring to inhale.
 The Withering Everlight appears in the possession of the Kar-Nath Hegemony!
It may be used for a +1 to one Faith roll during Round 10, before it disappears. 

The flat algae carpet of The Crop was having another rough day. Decade old discolorations, never quite healed, stirred to life. Coalescing into a soup of taint the discolorations left verdant algae behind, the landscape restored.
From the shapeless pollution rose a familiar creature. Trotting forward on legs woven from obsidian kelp the quadruped neighed and inhaled the remaining traces of its previous ashen visit.
 The Mimic appears as the Kelpie in possession of the Shifting Ennead!
Providing the Kelpie with a rider as a fluff non-action lets it be used for a +1 to one roll during the round 

The darkness and toxicity of Kaarme proves to hold few things that glimmer. With nothing to decorate their flesh it grows fickle. Fraying edges at first. Unbound lengths of kelp later, when their possessions are too few keep the Forest’s will at bay.

Floating on currents with minds in a million pieces they are knitted together in colder waters over rocky terrain. Given another moment of respite they swim with reclaimed locomotion to where the colorful signs of the Ulnesh leads them.
 The Banished Merchants provide AOK with 1 Treasure and reappear in the capital of the Cyphiri Union, Cyph-Arel!
At the end of Round 9, they will move on, providing AOK with 1d4 treasure; on a 4, the landscape is scraped bare, and a random Support moves towards Unruly. 
Keeping to warm waters the Kelpie gallops through lost capitals consumed by the song of Siren. It comes to a halt in the birthplace of the living dead, vast skeletons covered in coral moving before it. The horrible buzz of a Titans mind and a cloud of restless spores accompanying it on its approach towards the coral entities.
 The Kelpie appears in the possession of The Unity!
Providing the Kelpie with a rider as a fluff non-action lets it be used for a +1 to one roll during the round 

The Mare was Here, no longer running towards There. Beneath her mantle of orange kelp swam a school of Herring. Linking fiction and fact with a continuous stream of questions. Reality struggled to fold into itself with so many obstructions in the way – fantasy did not want to abandon its newfound friend.  The Mare stays in the possession of Deep Blue! Providing the Mare with a steed as a fluff non-action lets it be used for a +1 to one roll during the round 
 

 
 Spoiler: Astral Menagerie Mechanics 

The Astral Menagerie currently consists of the Kelpie, Mare, Withering Everlight, Mimic, Banished Merchants and change their mechanics to comply with the following:

Members of the Astral Menagerie appear in random capitals at the beginning of rounds and moves on after a number of rounds equal to the number of Menagerie members present in the same capital.
They can be stolen without the need for a spy and will appear in the thief's capital next round if so.
If given away as a gift they will instead appear in a random capital next round.
There may only be 7 members in the Astral Menagerie at a time.
Members may have effects dependant upon eachothers presence, those effects will disappear if they leave or if the Menagerie is not properly maintained by its owner.
Whenever all seven members of the Menagerie is in the same place their collector may perform the equivalent of a Miracle. This effect may not affect the Menagerie in any substantial way.
Should the Collector lose or move their Capital the Menagerie will scatter despite any effects to the contrary.
 

  Might!  
 Military matters of all kinds, be it warfare or strategic developments 

Disappointed with the performance of mass wave tactics, the Lambent Syndicate creates a stringent all-in-one training, indoctrination, and drug regimen for their new special operations squads, a process now known as  Death Commando Conditioning: +1 Battles, Logistics and Morale. Resource Requirements: Siren Extract Technology Requirements: Graduated Symbiosis 

Costa Sereia recruits a General -  Illdo Loura (Mil 8) - with Tactical Doctrine: +3 to battle rolls in regions where you have Merchant Support; -10% to Own Casualties in regions where you have a Trading Post 
 HYM constructs a fortress in Region 3! Details TBD 

LIT: Invade Region 17, Dunes of Revelation, with 1 Unit, lead by The EVERSCINTILLATING GOLD FIN, wielding the War Palanquin of the Anointed Dead, the Radiant Blade (With 2 Charges), and employing the Golden Victory at All Costs Perfected Tactical Doctrine (+7 instead of +6 bonus for Goldfin). Attack is not defended by FAY but is strongly condemned

 The Lighthouse’s Invasion of The Dunes of Revelations (17) 
 
 Spoiler: Battle 
Led by The Everscintillating Goldfin (Military 9) wielding the War Palanquin of the Anointed Dead and The Radiant Blade (w/ 2 charges) with Military 10 ruler, 1 LIT Unit invades the Dunes of Revelations (17) attempting Golden Victory At All Costs, facing off against 1 FAY Aristocracy Unit led by an Aristocratic subcommander (Military 3) attempt to Skirmish.

The Everscintillating Goldfin wins Tactical Maneuvering, successfully utilizing Golden Victory At All Costs! (+7 to battle, +20% own casualties, -10% enemy casualties)

[Battle fiction available to write]

LIT Victory! FAY loses 1 Aristocratic Unit! The Everscintillating Goldfin is captured in battle! The FAY Aristocratic subcommander is killed in battle! The Germinating Everlight, FAY’s ruler, is captured in battle! The Radiant Blade goes missing during the battle!
 

 Pfilghol Invasion of region 107 
 
 Spoiler: Battle 
Led by Gtsit (Military 8) with Military 10 ruler, 3 PGL units invade Region 107 with a Foothold, wielding Kela Ein Kamohu, spending 1 Treasure, using Magma Forges, and attempting to use Unyielding Force, facing off against 3 native defender units led by Archjusticiar Rodwulf (Military 7) attempting to use Unyielding Force!

Gtsit and Archjusticar Rodwulf tie for Tactical Maneuvering! Both of their Tactical Doctrines activate! (total effects: +2 to both battle rolls, +20% casualties for both sides)

The war camps of the Pfith bustle with supplies coming in and raiders going out with increasing frequency for several months before the Bronzetooth mercenary company arrives, fresh and in full gear. Composed of Otterian warriors looking to utilize their fighting skills as well as, admittedly, Otterian peasants who had no choice but to join to escape a famine following a downturn in economic activity, their arrival means that preparations are complete, and the second-champion starts advancing their army further into the region. This time, the Pfilghol know that there is a force to be reckoned with defending the region, and they rely much less on smaller raids, aiming instead to quickly march the bulk of their army to major settlements and strategic points and occupy them.

Pfith activity had not escaped the Archjusticiar's attention, and he rallies the veterans of the previous Pfilghol campaign around him once more. He secretly retreats the majority of his forces to a secluded position between rocks off the shore of an island, letting the Pfith and Bronzetooth take what they want with token resistance. Despite Gtsit's misgivings about the situation, some Pfith warriors and mercenaries begin to believe they've won, losing their vigilance and eyeing things they could pillage once the campaign is officially won. Meanwhile, the Archjusticiar's army slips to the invaders' camp near the border with the Pfithreef, hoping to cut off supply lines and starve the Pfith army into disarray. Unfortunately for the natives, Gtsit's knowledge of terrain, and the terrain of 107 in particular, has allowed them to position spies at all critical routes in the sea, and they learned of this movement just in time to gather and force march their troops back.

Gtsit and Archjusticiar Radwulf face off in the middle of the open sea, neither being as prepared as they would like. Gtsit, seeing that the Archjusticiar, if allowed to retreat and try yet another trick, would eventually whittle the Pfith and their treasury down, signals to charge the native lines. Naturally, he leads by example, wielding the Kela Ein Kamohu. The natives, hoping to avenge their dead from the previous battles and end the devastation of their lands, mirror the Pfith and commit all forces to a head-on attack. A shock wave reverberates through the sea as the masses of bodies and armaments clash, and the Kela Ein Kamohu fires not once, but twice. In the thick of the fray, where dead bodies do not even have the space to fall to the seabed, the Pfith second-champion disappears from the view of their compatriots. The news of this slowly, but surely spreads and disheartens the Pfith. After much blood being shed on both sides, the armies disengage a short distance to regroup and the remaining Pfith officers decide to retreat to Pfithreef to draw up a new plan.

Region 107 Victory! PGL loses 2 Units! Native Defenders lose 2 Units! Gtsit is captured in battle! PGL loses their Foothold in Region 107! The Kela Ein Kamohu goes missing during the battle!
 

 The Shark King’s invasion of New Gloucester (region 130) 
 
 Spoiler: Battle 
Led by Gwasgymarchog (Military 8) with Military 9 Ruler, 7 SHK units invade Region 130 over a Roughs border, attempting to use One Thousand Arms, facing off against 1 MTE Aristocracy Unit led by Eleazer McTavish (Military 2), attempting to use Unyielding Force. 2 SKR Units attempted to join Gwasgymarchog but were wiped out en route.

Gwasgymarchog successfully wins Tactical Maneuvering, successfully utilizing One Thousand Arms! (Must be attacking; -2 to Maneuvering roll, +4 to battle roll, and +20% enemy casualties. On battle victory, make three free Sack attempts then return region control to previous owner*. If lose Maneuvering but win battle, make two free Sack attempts then return region control to previous owner*. Treat Footholds (ties) as battle victories but make one less Sack attempt.)

[Battle fiction available to write]

SHK Victory! MTE loses 1 Aristocratic Unit! SHK Sacks Holy Sites 1 and 2 in Region 130, destroying Holy Site 2! Eleazer McTavish is captured in battle! SKR loses 2 Units to Distance Losses! The SKR subcommander is lost!
 

  Schemes!  
 Coercion, betrayals, and spycraft 

The mission to observe, question, and gather samples about the Eel begins with success. The Eel Without End does not exactly leave a difficult trail to follow, and though witnesses are not always in a state to be questioned, those that are are more than happy to share information (often while screaming). Unfortunately this information is quickly deemed unreliable, formed and engraved into memory through fear and terror. It is this last aim that meets the most tragedy, however. The team splits into two, some to gather samples from the Eel and others to watch and observe its behavior from a distance. All that is observed is the death of their comrades as the Eel does not react kindly to being prodded, and Buub looks helplessly on as members of his team are first stunned, and then slowly fried by the ambient energies that surge around the form of the creature as it continues to swim ever-past.

Through zoological studies and comparisons of the strange creature, and long hours of surface observations and travel to other peaks of rock that rise from the ocean, Project Eusebia comes to the conclusion that It-Comes-From-Beyond-The-Sky is indeed not unique to Dashasham, and in fact other creatures that are similar but perhaps not the same also exist. These creatures share a similar odd body shape and odd scales, but can come in different sizes and color arrangements.

  Terror!  
 Violence, upheaval, murder, and destruction. 

Unrest comes to the hallowed halls of Senja Bersinar. The appearance of the Eel Without End, and the apparent abandonment of the Reef in Red to turn to this new, petty god, has left many unsatisfied. A few discontented whispers quickly give way to full-scale outrage, as the local clergy become incensed at this new direction.  The Clerical Support in Senja Bersinar (region 2) becomes Unruly! 

Deep Blue’s apparent indifference to the ongoing system issues in Coresite has not stopped the irregularities from continuing. Visiting Gravetenders observe peculiar shudders spreading through the herring, though nothing seems physically wrong with the individual fish. But no ill seems to come of it.  A strange force attempts to infiltrate the Aristocratic Support in Coresite (Region 58), but is repelled- for now. 

The Eel Without End does not cease, though the efforts of the Lighthouse to contact it may have had  some  effect, as the course of the Titan shifts inexorably towards Binar Fajar. All the same, the creature’s head advances too quickly to make even the attempt of speech reasonably accomplishable at present.

 The Eel without End Coerces TP1 in Region 24, TP2 in Region 22, and TP1 in Region 20! Holy Site 1 in Region 20 is converted to Echoes of Beyond! Holy Site 2 in Region 20 is converted to The Deathless Dreamer!
The Eel Without End slithers into Retret Ringan (19), Region 18, and Binar Fajar (7) this round! 
 
 Spoiler 

 
 Armies fighting in regions where the Eel Without End is present may attempt to use it to their advantage; if they do, then the side which loses the Maneuvering roll takes an additional 10% casualties - this stacks for up to +20% casualties if both sides opt to do so. 
 Regions where the Eel Without End is present count as 1 additional regions for the purposes of distance losses and distance penalties. 
 Whenever the Eel Without End enters a region, it will attempt to Coerce 1 random Trade Post in the region with a +8 bonus; if it is successful, the Coerced Trade Post cannot be bought out or coerced until the Eel is no longer present in the region, as the Eel's deadly body swirls about the ruins of the location. 
 The desperation of those afflicted by the Eel Without End may present opportunities to those willing to look for them, and as local populations search for solutions, they become more easily Swayed - all countries receive a +2 bonus to Sway attempts in regions where the Eel Without End is present. 
 If the Eel Without End enters a Region it is already present in, it becomes  omnipresent . 
 Regions where the Eel Without End is omnipresent count as 3 additional regions for the purposes of distance losses and distance penalties (this replaces and does not stack with the previous region increase). 
 The intense and prolonged exposure to the energy of the Eel Without End results in strange effects on the behavior of both wildlife and local populations when omnipresent:
 
 When the Eel Without End enters a region for the second time, it will attempt to Convert 2 random holy Sites in the region to a different religion, determined semi-randomly. 
 Regions where the Eel Without End is omnipresent may sometimes present an opportunity to be Prospected, and controlled, Unruly, or Rebellious Supports may become Open. 
 Exceptionally prolonged exposure may have further consequences… 
 
 
 
 

  Organizations!  

Though the Lighthouse’s envoys make a valiant effort to reach out to their local Titan, predicting its movements is almost impossible, and those ‘lucky’ few who manage to be in the right place at the right time are found catatonic, ripped apart, or not at all. Other methods might be required to meaningfully communicate with a beast that does not stop moving at such speeds. Nonetheless, when the Abyssal Stewards catch wind of these activities their disapproval becomes clear as prices for hard metals rise sharply for Lighthouse warriors and merchants.
 LIT attempts to contact The Eel Without End - the Abyssal Stewards are incensed by such a disregard for Titan-handling protocol, and LIT loses 1 ABS Rep. 

The Lambent Syndicate’s representative to the Nacres is hosted politely, but it becomes evident very quickly how poorly their initial approach was made - the Divine Nacres clearly take a very dim view of threats, even veiled ones, and are smart enough to take a hint. When evidence of past Syndicate military victories are presented in the guise of gifts, however, they appear to be mollified, and the messenger returns empty-handed but unharmed. Knowing what awaits such apparent incompetence, the messenger quickly claims that it was not her fault - if even the Reavers are unable to intimidate such beings, how could anyone else manage to?
 LSD neither gains Favor nor loses Reputation with DNA. 
 GTZ occupies 2 units for Occupational Etiquette 
 The Ring of Fire Project fails - The Maw will remains unfortified. 
 The Marketplace of Ideals results will be revealed in the Organization Actions this turn. 
 Writing Collections 
 LUX and GRV contribute entries to the Crescent Companion and SEN contributes an action. LUX and GRV gain a favor with ABS.
KNH contributes an entry to the Verglas Volumes and SEN contributes an action. KNH and SEN gain a favor with ABS.

SKR fails to contribute to Genus Taxonomia Vadosus Mare - their entry is not a suitable creature, being from above the surface and thus already well-documented by the Nacres. 
 Reputation 
LIT and GTZ raise their Reputation with CCA from -1 to 0, with GTZ spending a favor in the process.
CYP raises their Reputation with ABS from 2 to 3, spending a favor in the process.
SEN raises their Reputation with ABS from 0 to 2, spending a favor in the process.

 Prestige 
 LOL gains 2 Prestige from The Ties That Bind for integrating and pressing a marriage claim.
GTZ and CYP gain 1 Prestige from To Greatness.
OKI tries to complete a monumental undertaking, but fails due to insufficient detail.
LUX completes 3/3 monumental undertaking: The Glossian Sea Relief. They gain +1 Prestige!
LOL completes a 3/3 monumental undertaking: The Aerarium of Sheade. They gain +1 Prestige!
LUX signs the Flowing Peace 
Frostwander
     Costa Sereia - Merchant Marine    
 Region 134 - Palacia 
Turn 10
   
 Spoiler: News and Rumors 
Pending
 

 Actions: 

1)  [Diplomacy]  Sway Aristocrat Support - Region 103 ( Roll: 14 - Success )

2)  [Diplomacy]  Raise Reputation with Abyssal Stewards - From 2 -&gt; 3 ( Roll: 15 - Success )

3)  [Economy]  Impress Merchants - Region 128 (using Whispering Eggs for DI) ( Roll: 20 )

4)  [Faith]  Convert Holy Site - Region 137 HS2, the unknown temple ( Roll: 10 - Failure )
5)  [Faith]  Convert Holy Site - Region 173 HS1, the Temple of Narcis ( Roll: 11 - Failure )
 The Brilhinte priesthood continues their efforts to reclaim temples, and while the swell in active believers of recent years is promising, priests and priestesses are stretched thin supporting the faith in so many regions abroad. More efforts in training new clergy will be needed for further success, and faith leaders begin to discuss a swell in the ranks. 

6)  [Intrigue]  Secret Action

 Non-actions:  
What secrets hold the Deep?
Spend 3 treasure on secret action. Surplus funds and supplies are being steadily siphoned somewhere, and the accountants struggle to balance ledgers around omitted information.
Accept Cultural Exchange with the Kar-Nath Hegemony.
Hinder any buyouts in regions with Mercantile Support, unless noted otherwise above.
PRS: Acclaim Lux-Glossia. Those within the Sereian waters frequently speak well of the Lux-Glossian Shades. Their explorations are often heard of in corner gossip, mercantile speculation, and even stories of adventure told to children.
PRS: Condemn the World Garden of the Sakura-Jin. The Black Pearl are rivals at best, and quite possibly far worse. Rumors of their methods and underhanded dealings give them a reputation as opportunistic thieves and scavengers of the mercantile world, and those in bed with them - possibly literally - gain a negative mark by association.


 
 Spoiler: Leaders and Prominent Figures 
 Leader:  Madrina Uschi Alverna (Diplomacy 9; Military 5; Economy 10; Faith 4; Intrigue 8)
End-of-turn increase: Diplomacy +1, Faith +1
New Leader next turn: No

 Generals:  Illdo Loura (Military 8)
 Spies:  Veruha Mascerena (Intrigue 7)

 Other:  Gaspar Peixoto, Business Counsel; Ildo Loura, Militia Commander; Rain Loura, Venture Financier; Havardr Perna, Priest of Desderia; Earlee Perna, Priestess of Jurxo; Paidre Peixoto; Duarto Alverna
 

 
 Spoiler: Relations of State 
 Cultural Exchanges:  The Gotezhar; The Cyphiri Union
 

 
 Spoiler: Resources 
 Units:  Sereia Militia x2
 Treasure:  4
 Reputation:  ABS (2); CCA (0); DNA (0); PRS (2)
 Favors:  ABS (2)
 Capital Region:  Palacia
 Cities:  Cadid Santuario - Region 134 (+1 Sway Faction)
 Effective Trading Posts 27 (3 income): 
&gt;  Adventuring Scholars  - 103 Merchant Support (No TPs)
&gt;  Cobalt Dye  - 134 TP1, City &amp; Merchant Support
&gt;  Giantsbane Seeds  - 114 TP3 &amp; Merchant Support
&gt;  Luminescent Crystal  - 135 TP2
&gt;  Mineblossom Sponge  - 130 TP2 &amp; Merchant Support
&gt;  Plankton  - 124 TP2 &amp; Merchant Support
&gt;  Pure Berries  - 138 TP2
&gt;  Razorglass  - 128 TP1
&gt;  War Cultivator Supplies  - 97 TP1
&gt;  Wave Scorpions  - 133 Merchant Support (No TPs)
&gt;  Whispering Eggs  - 176 TP1
&gt;  Wild Armored Gharials  - 137 TP1
&gt;  Merchants by Proxy  - 10
 Primary Religion:  Brilhinte (5 Holy Sites)
&gt;  Temple of Jurxo  - 97 HS1
&gt;  Temple of Raquela  - 134 HS1
&gt;  Temple of Desderia  - 134 HS2
&gt;  Temple of the Deep  - 134 HS3
&gt;  Temple of Leocidia  - 137 HS1
 Civilian Techs:  Composite Grafting, Trophic Deconvolution, Megafaunal Tailoring, Photospore Signaling, Graduated Symbiosis, Supernatic Propagation, Anoxic Adaptation, Bitter Tourism, Filtration Grafts
 Military Techs: 
&gt;  Dropped Weaponry  - Supermarine Artillery
&gt;  Fortification  - Razor Current Netting
 
bc56
    Pfilghol    
  Olgght, The-one-who-consumes  
Diplomacy: 4+2
Military: 10
Economy: 10
Faith: 2
Intrigue: 6

 Regions 
The Pfithreef: 132

   Actions   
 Rolls 
  Diplomacy: Attempt to demonstrate discretion to the Stewards  
 Spend a Treasure on this roll 
Discretion is not Olgght's strong suit. But they'll try to impress the Stewards yet again, with some aid from a hired diplomatic coach.

 Diplomacy: Send a Mission west of Region 132 
The Pfith gather for the first exploration across toxic waters, their new filtration grafts coming in handy for discovering what lies beyond the western edge of the reef.

 Diplomacy: Sway Mercantile Support in Region 107 
With Mud Diamonds in hand, Pfith merchants attempt to gain an additional foothold with the people of Region 107. Their warrior class will regret their victories before long.

 Diplomacy: Create Confederation Claim on Region 104 
 Spend a Treasure on this roll 
Long has Region 104 enjoyed a fruitful business relationship with the Pfith. Now, Olgght urges them to join the cause... For their own protection, of course.

 Intrigue: Investigate the current location of Kela Ein Kamohu. 
The sacred artifact of the Stewards should not remain lost for long. Olgght dispatches small, mobile parties to hunt it down and attempt to reacquire it.


  Spy Actions  
Ktloso: [REDACTED]

  SKR Cultural Exchange:  
   Non-actions  
Support conversions to Sakurado


 
 Spoiler: Passive Bonuses 
 Reputation: 
ABS 1: +1 to resist Sack and Coerce
ABS 2: +2 to resist Secret Actions
ABS 3: +1 battle, +1 vs Titans, +1 depth (reqs. hard metal)
ABS 4: Access all depths, +1 to Defense (+2 at Depth 1 or more)

1 Perfected TacDoc: +1 maneuvering
 

 
 Spoiler: Bookkeeping 

 
 Spoiler: Characters 
Olgght - current leader, successful conqueror/unifier. Hungry.
 Gtsit - Second-in-command, first to betray. Clever, dangerous. Hungry.  Captured by Region 107 natives
Ktloso - Sworn enemy of Gtsit, spymaster. Conniving, ruthless. Hungry.
 

 
 Spoiler: Military 
 Units:  3/7
 Generals: 
Gtsit the-second-champion: 8. Sea's Opportunity: Defending: enemy takes double battle penalties from terrain, Attacking: transfer battle penalties from terrain to enemy. This tacdoc is perfected: +1 to battle on success
 Military Technologies: 
Supermarine Artillery
Razor Current Netting
 

 
 Spoiler: Economy 

 Treasure: 
4/5
+2/round
 Trade Posts Owned: 
Luxurious Hides: 101.1
Shiv'rchins: 104.1(S)
Kalask Venom: 107.1
Mud Diamonds: 108.1
Mineblossom Sponges: 130.1
Kelp: 131.3
War-Jellies: 132.1, 132.CITY (S)
Hard Metal: 132.BASE
Wave Scorpions: 133.3

 Economic Techs: 
Composite Grafting
Trophic Deconvolution
Anoxic Adaptation
Photophore Signaling
Supernatic Propogation
Megafaunal Tailoring
Graduated Symbiosis
Bitter Tourism
Filtration Grafts
 

 
 Spoiler: Artifacts 
 Kela Ein Kamohu: 1/turn +1 to Sack or +1 to battle if win or tie TM, +1 extra if TM victory by 6 or more, -1 leader loss if fail or tie TM.  Lost in battle with Region 107 Natives.
 

 
 Spoiler: Spies 

Ktloso: 7
 

 
 Spoiler: Special 

Gan Kotzim - the Thorn Gardens: ABS base, 132
 

Shallows Appreciation grand champion!
 
Feathersnow
 
 Primarch Marcion Diplomacy 10
Military 6
Economy 7
Faith 8
Intrigue 1

 Diplomacy  create Confederation claim on 117 (1 wealth spent)
 Marcion has long coveted this region.   Perhaps the leaders  will be responsive to overtures of joining the World Garden.  
  Success, barely 
 Military 5  Promote General

 Clös was one of the few Astartes to come back from the mission to the Southwest.  His fearlessness is a wonder and an example.    Mil Score 7, TacDoc version 2 approved 
 Military   Recruit unit
 Having faced near total losses, the breeding tanks are at full bore making more Astartes to replace their numbers. 
 Faith  Seek aid on Confederation Claim
 This is the deciding moment!  Prayer is held accross all the Sakura-Jin seas to further this goal.  
 success 
 Faith  convert holy site 120.1
The Cherry Blossom Path leads onward.   success 
 
 Spoiler: Petrix and the Caves of Therapy
PRS Monument project 1/5 


Princeps Petrix is brilliant and insightful. They are occasionally tasked with diplomatic mission where their less hidebound and more curious brain helps them interact with outsiders.  Most notably, when an emissary from something called "The Riftlings" was sent with the confusing message that they would like to continue peaceful non-interaction, Petrix was tasked with interrogation.

Petrix however, is a nun, like all Sakura-Jin leaders.  And, to be elevated to the third degree of the Sisterhood, they must present a thesis.  And, since they are chosen to be Primarch after the death of Marcion, who has already seen most of their span, the Princeps' masterwork must be something special.

Petrix delved deep into the Precursor records to the earliest days of The Path, and learned much of the days of St. Yöän the Exposer and their own namesake, St. Petrus the Pillar, two saints whose own groups were early Sakurado concerts.

 The most relevant thing Petrix learned was the lost location of the Caves of Therapy.  These sea caves were used to store records and also for meditation and the ancient Rite of Exposure, now fallen out of use, where a Sakura-Jin would be ritually cast out of the sea into a protected air trap in a cave to be connected to The World Beyond The Sky without risking permanent injury or being ripped apart by It-That-Comes-From-Beyond-the-Sky.

Petrix will excavate the Caves of Therapy and, after everything of value has been cataloged, renovate them for renewed use.
 

 
 Spoiler:  The God Fish('s) Wake(s) 


Ïaldaba'oth was dead, to begin with.  Her corpse is the world of matter, her brother is the spirit that gives life.  Barbeleon, the one true God, mourns the eggs they cast into the void, never to return as children.

And so the Sakura-Jin cultivate eggs, rather than trust the Wilds as the Precursors did.  The genetic manipulation came later, the sterilization later, still, to ensure equity.  It was the first step on The Path, before even St. Psaul sought the aide of the Nacres and was enlightened

But there is a myth, from the earliest pre-history, to the great Precursor population boom and the subsequent crash immediately after the Cataclysm.   That the Eggs of God would return.  That the boom times that paradoxically followed the end of all other civilizations would come again, forever.  Modern Sakura-Jin say this is a metaphor, that only work will lead to the compleation of the seas.  But still the myth endures.

All that changed when a Riftling "Diplomatic Sub-Cluster"  was found asking to speak to the Primarch and was foisted off on Petrix.

Petrix had a few questions, but a sub-unit of Project Eusebia lodged in the guts and brains of an attendant had another. "What is The God Fish?" This creature was spoken off reverently, but also freely eaten, by the Shark riders that the Astartes tried to aide but fatefully failed, providing a valuable set of lessons for future military endeavors. Project  Eusebia, in as much as she can recognize anything without consciousness, understood the God Fish as kin.

After the hapless nun was hypnotically compelled to ask, it was revealed the Riftling... entity(?)... buried the lede.  There were people in the Far Southwest.   But, too, there was a God.  A physical God, an emanation of Ïaldaba'oth and grandchild of Barbeleon.   Or so it seemed.

This could not, should not be.  The World was a dead, blighted, place that must be carefully tended by creatures of spirit.   A d a spirit only enters a body at a specific point in development.  No hivemind can have a soul, because it has no specific birthdate. It was simple and obvious, yet it underlay so many assumptions about the world.

 If there was a living physical God in the form of a hivemind, then everything the Sakura-Jin thought they knew about reality was wrong! 
 

 
 Spoiler:  Dreams 

The entity called Eusebia is not conscious, but she is neither completely unaware.

She dreams.

She passes from mind to mind, from mouth to nether, but never stops.  Always running.  She can't ever stop.

She knows once she was otherwise.   Once she was part of a dark whole, the flesh like the world. She was called Ïaldaba'oth.  She knows there was another in someway linked.  A troubleshooter.   Sophios. Twin Gods, Blue and Yellow, complementary but not equivalent.   And the pearlescent angels came and made her  otherwise .  And the chattering nuns made her run forever, she who was without time,  bound by the digestive tracks of those gifted with what she was denied...

A strange smell to the West.  Eusebia is running wild.  MRK is running home.
 


New stats
+1 Mil, +1 Faith

Diplomacy 10
Military 7
Economy 7
Faith 9
Intrigue 1


 
 Spoiler: rolls 

https://forums.giantitp.com/showsinglepost.php?p=25556280&amp;postcount=531

https://forums.giantitp.com/showsinglepost.php?p=25556281&amp;postcount=532

https://forums.giantitp.com/showsinglepost.php?p=25556285&amp;postcount=533
 


3 wealth?
TheDarkDM
  
   The Lambent Syndicate   
 Lucent Mistress Adiratna 
Diplomacy 10
Military 10
Economy 8
Faith 2
Intrigue 5

 Expected Stat Increases: +1 Economy  
 ... 
  Actions  
 
  Diplomacy 10  - The Syndicate ascends to become a Sea Power 
  Diplomacy  - Sway Clerical support in Senja Bersinar -   17   
  Diplomacy  - Host the Second Exquisite Gala
 
 Spoiler: Sub-Actions 
Accept custody of Everscintillating Goldfin
 
 
  Economy  - Buy Out TP 1 of Hardplate Fungus in Rumah Leluhur (Region 27) -   13   
  Economy  - Buy Out TP 1 of Aragonite in the Khandeeps (Region 25) -   13   
 
  Non-Actions  
 
 Making use of Cultural Exchanges, transfer  Graduated Symbiosis  and  Death Commando Conditioning  technologies to the Most Serene Lojanese Republic and the Lighthouse. 
 
Epinephrine_Syn
     E t ern a l   S p rin g
T u rn 1 0  ( Y ea rs 28- 3 0)      
    P olar  B  ear F a c ti on     
   Under New Management   
The Queen Is Dead. Long Live The Queen.
Dip: 3
Mil: 3
Eco: 6
Fai: 5
Int: 3

Ruler Turnover  (staying at ABS:-3 as per GM informance) 
Next Turn Stats:
Dip: 2
Mil: 2
Eco: 5&gt;7
Fai: 4&gt;5
Int: 2


Eco: Purchase open TP 3 of Piezo Crystals in 67  Roll = Success 
Eco: Acquire more Herrings TP in 56 TP 2  Roll = Success 
Eco: Distribute Fertile Soil to 59 for the project.
Eco 5: Construct Ship
 Big Boulder 
A change in priorities. A change in venture. Mammos has decreed it, so it will be done. Construct the ship, a rock, made out of pure soil strung together by rocks. Something to sustain plantlife throughout the years, throughout long voyages into the dark.
Fai 5: Artifact
Plastic Flower

A singular optic organ, harvested for specific purposes, planted into a mound of ornate painted plastic coated in Coral Dye. The deposed doubter queen is Recycled into something useful, something that will bring prosperity to all the seas for decades to come.

Mechanics: For every treasure you spend in a single round, a randomly selected Player that you have a Trade Route with gains one treasure at the end of the round.

Fai: Investigate The Rustplague
 https://forums.giantitp.com/showsing...&amp;postcount=530 


Non-action
Black Noise (Spy 7): guard and anti espionage

Prestige Project (3 action project)
Construct Abyssal Base



 
 Spoiler: Construct Abyssal Base 

The stewards have fled, and while this is a very good thing for the economy of the region in enforcement and independence, it also presents a social problem. Apparently, people, even hives, on the outside think Abyssals are an essential part of a good colony. This is a solvable problem, and by the end, there should be another tourist attraction to marvel at.

The Eternal Spring begins to construct abyssal bastions within their colony. For now, just making Black smoke put of hydrothermal vents. Something to grow, something artificial. The black spots and smog look fashionable from high up above, at least to however the not eyes of the eternal spring can recognize such.
 

 
 Spoiler: Satr 

  Violet, is that you?  
 Dip:  3
 Mil:  3
 Ego:  6
Mam: 5
  Int:   3


 Violet: Warn The Stewards 
 
 Spoiler 

Something Wicked This Way Comes. It's consumed her, and yet, she lives. Death would have been a more merciful fate. Mind fractured across discreet meat brains, dancing like a puppet along the strings of what she once derided...

Abyssals, once the boogiemen, a carefully fostered moderate dislike between Medusa and Steward, now found her fallen on their doorstep, writhing in agony and amalgam as creatures wholly alien flap their wings and fly free from her flesh. Yes,  flesh .

She'd waited until it was too late. It really  is  the spade you never see coming that always gets you. They have no reason to help her. But she'll settle for  anything  at this point. Uncoiling her fins like a flower coming to bloom, a Mer Head uproots from the wrong end of her spine, and lets loose a great yawn.

  Rtmi  Oet a Satr  Nht c Ee ot 
 bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb 
 ..................................................  . 
 ..............................................  
 

 
 Black Noise:   Identify Rust, leave no coin unturned 

A-Riftling:  Distribute Fertile Soil to the Great Polar Unification Project 

A-Tuna  Procure 2 more fish 

A-Seahorse  Procure bait
Acquire Befriendship Module 

A-Mole  Procure dirt 

A-Carpent  Idolize Theseus 
 
Coral Dye[Luxury]&gt;&gt;&gt;Riftlings.
Oppose Dominion Intrusions 
 

 
 Spoiler: Shell Counting 

 
 
Treasure: 6/15
Passive Treasure Income: +3
Costs -3 &gt;investigation

Next Turn: 6 
 Region 51 (Magma Falls) (Capital) (Fortress) (City)
Resource (Immortal Jellyfish) XXX / ESP / Open / City(ESP) (x2)
TP 1 of 55 Chelonian Hunters
TP 2 of 52 Large Minerals
TP 3 of Herrings
TP 1, 2, 3 of 57 Woven Seaweed (x2)
TP 1 of 58 Warped Shells (someone else owns tp 2) (x2)
TP 1, 3 of 59 Coral Dye
TP 3 of 60 Fertile Soil (x2)
TP 2 of 68 Gravelglass (someone else owns tp 1) (x2)
TP 3 of 71 (Dragon Scales)

Merchant Supports
Region 51, 57, 58, 60, 68  
 
Tychris1
  The Lighthouse  
   
Ruler: The Vessel, Conqueror of Reefs, and Blessed Blade of the Lucent Order.
Regions: 7, 17, 18, 19, 26
D: 10
M: 10
E: 6
F: 8
I: 2

Actions:

1)  Diplomacy Special 10 : Become a Sea Power

2) Faith: Prepare a great prayer procession and offering trail to the Golden Gargantuan Goddess, to keep her in our blessed Capital as long as possible.
3) Faith: Convert Holy Site 1 Region 19
4) Faith: Convert Holy Site 2 Region 19
5) Faith: Convert Holy Site 3 Region 19


Ruler Stat Increases: +2 Faith

Non-Actions: Resist all conversions and buyouts unless noted otherwise

Cultural Exchange: Accept Tech from Lambent Syndicate

Stats next round
D: 10
M: 10
E: 6
F: 10
I: 2

 
 Spoiler: Book Keeping 

Regions Owned: 7, 17, 18, 19, and 26

TPs owned:
Siren Extract TP 2 Region 2
Treasures and Artifacts TP 1 Region 7
Jaderock Coral TP 2 Region 21

Units Owned: 4/10 Maximum
Treasure Owned: 1

Artifacts Owned:
War Palanquin of the Anointed Dead: +2 to Tac Man
The Radiant Blade: When wielded by a commander in battle, Gain +1 to battle rolls per charge on the sword. The sword gains a charge for every 2 casualties in combat and can hold a maximum of 3. Each charge adds 10% own casualties and loses all gained charges if not used in combat for 1 round.

Radiant Blade Charges: 2/3
 
Aerin
    The Lux-Glossian Shades     The cities of Leriander and Holy Ovum in the Glossian Sea (135)
The city of Rumond in the Tideswept Shelf (111)
An outpost at Narcis's Rest (173)
Round 10 
 Actions 
  1. INT - [Investigate east of region 94]   12, SUCCESS 
The Costa's success at uncovering a new temple by calming the noxious gharial beasts spurs adherents of the Way to action. The potential of new discoveries to be made justifies braving the deadliest of extreme conditions! The Grand Conclave sponsors an extremely risky expedition through the miasma to the south. Time will tell if it will be worth the effort.

 2. INT - [Investigate west of region 174]   21, GREAT SUCCESS 
A small team of Lux-Glossian explorers, a young Shade on their first expedition, tags along with the Gotezhar colonists on their way to new waters. After stopping to restock at Narcis's Rest, they continue to swim west.

 3. INT - [Investigate northeast of the Tideswept Shelf (111)]   20, GREAT SUCCESS 
Alleoro continues to provide sponsorships specifically to Shades of the Tideswept Shelf looking to form professional expedition teams. Favoritism from the reigning Grand Matriarch is a staple of Lux-Glossian politics, after all.

 4. ECO - [Buyout TP 113.2 with support from the Black Pearls (OKI)]   16, SUCCESS 
The benefits of having a reliable heat source outweigh the costs of doing business with a crime syndicate, at least according to the Matriarchs. According to others ... purchasing explosives by the crateful from assassins is not a good look.

 5. ECO - [Colonize region 187]   11, FAILURE, treasure spent 
An outpost on the edge of the newly discovered polar region would be a huge boon to further exploration of the surrounding waters and indigenous stories. So great are the potential rewards that the Matriarchs spare no expense in outfitting a colonization party. Favors are called in for aid from both the Order of Knights of the Ironkelp and the Cyphiri Union. Advice is gathered on seasonal temperature ranges, optimal algal culture varieties, local salinity levels, regional fauna, and soil composition. The colonists are selected from seasoned adventurers among the capital's six most powerful Shades (and thus are primarily Lysimia). Everything is on track for a flawless settlement.

Ultimately, the colonization effort fails due to a simple oversight. A missing thread in the story's weave. As one travels closer to the poles of the world, the length of the day changes during the summer and winter. Elongated exposure to sunlight wreaks havoc with the circadian rhythm of the Lysimia, who primarily photosynthesize. The colonists travel through the long region to a colony site at the south end during the height of the summer solstice. They don't make it to the site before turning around and returning to the Glossian Sea, completely sleep-deprived. 
 Non-Actions 
  1. Spy non-action. 
 2. Change ruler non-dynastically.   Rolls here.  Grand Matriarch Alleoro, eldest of the Matriarchs, steps down from the Grand Conclave at the age of 127 as slowly mounting health issues make it nearly impossible to reign effectively. She will be remembered for elevating her home of Rumond to new heights, making it a shining light as bright as Leriander.

 3. Acclaim Costa Sereia.  Sereian merchants and priests have braved an onslaught of toxin-spewing beasts to uncover and restore a lost temple in salt-depleted waters. Their story is a shining paragon of the wonders to be discovered in the harshest of places. We should all aspire to have their endurance and tenacity.

 4. Ask the Divine Nacres to explore northeast of Cyph-Arel (122) as a favor.  Offer Filtration Grafts as repayment.
Thanks to Cyphiri business practices and Pfith technology, Lux-Glossian explorers have a plentiful supply of filtration grafting materials from the booming brineray breeding program. Unfortunately, the effectiveness of grafted  ricochet separation  at filtering toxins remains untested in lethal waters. The Matriarchs offer the Nacres a deal: test the new tech in non-laboratory conditions and they'll get a complete report on how the grafts were made. 
 News and Discoveries 
 
  Join the Pax Arctica.  (Not a PRS thing.) An envoy from the Riftlings arrives with an invitation and leaves with a reply from the Grand Conclave. Lux-Glossia, a nation that has completely outsourced self-defense in order to dedicate every possible resource to exploration, is very much in favor of continued peace.
 
 Lia, mer Matriarch of the Cerulean Shade and scribe of the Grand Conclave, has come a long way from being the youngest Matriarch of the Conclave back in year 6. The Cerulean Shade originally formed from a group of like-minded librarians and archivists, and they've been busy in the years since the last Reaver attack when Lia lost her right eye and prehensile flipper. Many seem convinced that the path towards discovering the Reaver's base of operations lies across the wastes, and they're getting more vocal.
 
 A loud boom echoes through the foundations of Leriander one night as engineers continue to tinker with the formula for an exothermic phosphorite blend that will maintain a steady rate of reaction without exploding. Three are injured and one severely maimed in the explosion, but nearby residents continue to report the bitter smell of further experiments over the next few months.  
 
 
 Spoiler: Ruler stats and stat increases 
 Ruler:  Alleoro of the Purple Shade, Eldest of the Matriarchs

 Ruler stats for round 10: 
Diplomacy - 2
Military - 3
Economy - 7
Faith - 2
Intrigue - 7

 Ruler increases:  +1 Intrigue, +1 Economy

 New ruler (non-dynastic):  Rialta of the Blue Shade, Eldest of the Matriarchs.  Rolls here. 
 Ruler stats for round 11: 
Diplomacy - 2
Military - 3
Economy - 3 + 1 + 1 = 5
Faith - 2
Intrigue - 4 + 1 + 1 = 6
 

 
 Spoiler: Reminders for myself 
End of round 11: Songline of the broken seas expires - intrigue action to get 2 treasure, once only (not planning on using it)
End of round 11: Auction for Tipsy John ends (not planning on bidding)
End of round 12: Genus Taxonomia Vadosus Mare ends (0/2 entries complete)
End of round 15: Chora rep for waste exploration ends (0/2)
End of round 15: Steward offer of treasure for favors ends (probably not using)
End of round 15: Nacres offer to coerce TPs for favors ends
Write up that thing for Role ASAP
Write up region 173
Make a flag!
Draw some fancy maps
Code some fancy maps
 
Volthawk
 
   The Cyphiri Union   
  Round 10  
 Regions:  122, 129
 Ruler:  Baran Hallus
 Faith:  The Flowing Way (The Cyphiri Way)
 Diplomacy  6  Military  5  Economy  10  Faith  7  Intrigue  2
 Merchant Marine 
 
 
  Actions  
 End of Turn Ruler Increases:  +1 Diplomacy, +1 Faith
 
 Sway Clergy in 124 [Faith] -  16, Success* 
 Put in the wrong bonus for the roll, hence roll being two lower than the result here. 
 With the majority of the Tails now following the Flowing Way, the Cyphiri set around leveraging that into establishing some influence for themselves in the Emerald Tidelands, several families dedicated to the Way (all under the influence of House Ulnesh, naturally) settling in the Tidelands to provide spiritual and metaphysical guidance on the nature of the Way and the path one takes along it.  
 Seek Aid for the LUX Colonisation of 187 [Faith] -  9, Failure 
 In light of the aid the Lux-Glossians have provided in investigating the Chora issue, the Cyphiri see no problem with helping when they are in turn asked for a consulation on the matter of their furthest colony. Gathering up everything the explorers reported on the region, and sending away for the more adventurous Cyphiri who have gone to the polar waters to send back anything on the area from those countries, they start to put together predictions about the colonisation attempt and the story of the region. Unfortunately, they can't find the missing pieces they need to give a constructive answer.  
 Build Smoking Garden in 124 [Diplomacy] - Unrolled 
 Build Smoking Garden in 124 [Diplomacy] - Unrolled 
 Build Smoking Garden in 124 [Diplomacy] - Unrolled
 Now that the Cyphiri followers of the Way have established a presence in the Emerald Tidelands, and Hallus diplomats have strengthened ties with the Abyssal Stewards, House Ulnesh begins work on delivering on their promises and giving the Stewards the industrial base in the region they've wanted for decades. Workers, both Cyphiri supervisors and hired labourers, soon begin joining the Cyphiri followers of the Way in the Tidelands, and gett to work on the project under the direction of the Stewards.  
 Construct Specialised Ship [Economy 5] - Unrolled
 The Cyphiri recieve the Tipsy John from the Black Pearls with no small amount of excitement - it was a temporary lending, sure, but most Cyphiri hadn't had a chance to really get to grips with a vessel capable of sustained operation in the wastes. While Cyphiri from many families come to look at it and ask questions, House Hallus puts the task of understanding and piloting the contraption to the Belar family, who had previously led expeditions on their behalf. However, the Tipsy John only makes brief forays into the southern wastes in order for the Belar to understand the conditions out there and how the vessel handles them - instead, they spend most of their time working and sending representatives to the various Cyphiri businesses to put together something better than an expedition with a loaned vessel - one of their own, built by their people rather than criminals and made to be operated by their people rather than the strange layout of the Tipsy John.

The  Wayfinder  is mainly made of a similar kind of wood to the one the Cyphiri make their buildings out of, albeit thicker varieties made in only a few settlements in Cyph-Arel, sealed with malleable blubber to prevent any waterborne toxins from leaking in. To protect from the conditions of the wastes, the wood has been seeded with colonies of an specifically engineered plant species similar to the vines that make up the forests of Pyl-Garat, covering the vessel in a thick shell of hardy vine - the inside is lined with a group of similar varieties, tailored to sustain conditions within the Wayfinder rather than protect it. A third variant found in the rear provides propulsion, a flagellating movement that slowly but steadily moves it through the water.  
 
  Nonactions  
 
 Spend 1 ABS Reputation and 2 Favours to request the construction of an Artefact.
 When House Hallus realises what the Belar have been getting up to instead of their assigned task,no  there is some disagreement within the family on what to do about it. In the end, the side arguing for the merits of their project wins out and additional funding from the House is assigned for them to finish it. When it finally reaches Baran, he goes a step further and approaches the Stewards for assistance. Leveraging the rapid construction going on in the Emerald Tidelands, he asks for the final element that will make the Wayfinder even better than the Belar had dreamed - an advanced sensory system that would make them far more effective at searching the wastes for valuable resources.  
 Support the buyout of TP3 of 122
 The people living in the waters to the south becoming much more active, friendly and open to trade is a pleasant surprise to most Cyphiri (although some do raise concerns about what that might mean for their own opportunities and holdings). When a caravan comes to Cyph-Arel wanting gold, the families involved in that business see no reason to not give them what they want for a fair price, and House Hallus throws their backing behind the foreign traders - the coffers of the Council Fund still grew a little from these deals, after all.  
 Acclaim the Lux-Glossian Shades 
 Condemn the World Garden of the Sakura-Jin
 While no formal pronouncement is made, the attitudes of the Cyphiri as a whole are fairly clear to those they deal with - there's a lot of positive talk about the Lux-Glossians, and the good work they've been doing out in the frontier discovering more and more about the world (and those affected by the Chora-related disappearances have even more good things to say about them), while there's a lot of nervous chatter, outright opposition and scornful remarks about the Sakura-Jin, their budding alliance with the Black Pearls along with their increased militancy and expansionism, and their status as a potential threat to their neighbours.  
 Submit the Cralscye to the Genus Taxonomia Vadosus Mare
 
 Spoiler 
 Of the lands in which the Cyphiri claim as theirs, it is Pyl-Garat that is likely of the most interest to the Divine Nacres - specifically, the vine forests that infest most of the nutrient-rich silt patches of the region, and an enviroment many settlements border. Within them are a whole host of organisms adapted to living among the vines, and it is the Cralscye that is most notable to the Cyphiri, being one of the main threats but also one of the main attractions of the forests.

A quadrupedal creature, roughly half as long as a Cyphiri is tall and covered in green scales, it's a poor swimmer that is more adapted to using its clawed limbs to quickly climb around the vines of its home or scramble across the forest floor than swimming through open water - it typically kicks off the vines for a boost in speed when it needs to cross a clearing or attack swimming prey. Those claws are also its weapons, sharp and forceful enough to cut through the cloth and hide most Cyphiri wear, and it's either brave or stupid enough to have no problem trying to take on things larger than itself that enter its patch of forest so settlers who are careless in the vine forests may end up on its menu. A fair few early Cyphiri settlers found themselves suffering this fate while foraging for supplies in the forests, and when the rest responded by hunting the Cralscye for the safety of the colony that they found one of the good points of the creature - it tastes delicious.

This was one of the driving factors behind the Cyphiri of Pyl-Garat embracing hunting and meat as a food source, with a particular preference for the Cralscye (particularly as the rising prestige behind hunting meant that bringing back something as dangerous as that was well-respected). Because of that they're not as common as they once were these days, although the push by the elite of Pyl-Garat to limit free hunting to certain people has allowed them to build their numbers back up a little. 
 
 
 Begin a new Monumental Undertaking - The Grand Archives of the Cyphiri
 
 Spoiler 
The Archives have always been important to the Cyphiri - that place where dedicated followers of the Flowing Way maintain a record of the stories and information the Cyphiri have gathered, providing a reference point for anyone's journey of understanding. However, as the scope of Cyphiri knowledge has rapidly expanded over the last few decades, the archivists have begun to find their reach exceeding their grasp, and not all information making it in. In the eyes of many of the faithful, this cannot be allowed to continue, and the discovery of many large civilisations to the south by the Lux-Glossians ends up being the thing that forces the Council to expand the Archives. The first steps of the project end up taking two distinct directions - destruction and recruitment.

The settlement the Archives were located in had ended up being entirely focused around them anyway as time passed - merchants and craftsmen focusing their products to cater to visiting followers of the Way and dignitaries, farmers supplying the archivists with the food they need as well as feeding the crowds, scattered lodging houses and drinking dens, and naturally a criminal element despite the importance of the place and the value the Council put on law and order there. Some of it would have to go, if the Archives were to be expanded. The first hard evidence the locals have of the rumoured expansion is the sight of Council Fund representatives and their Kalan guards making the rounds to buildings and businesses within the bounds of what they thought the new Grand Archives would require, handing over a fair amount of wealth in exchange for ownership over the land. Some protest, but the Fund is backed by the entire Council and the Houses that form it, so most find their family's leadership pressuring them to obey, or in the case of independent families finding those families they are connected to and mutually obligated to pull away until the matter is resolved. In any case, sooner or later the Fund gets the land it wants, and the years that follow see most of the structures in the area taken down, their materials sold off to partially cover the cost.

At the same time, other Fund members were travelling the lands of those who followed the Flowing Way - not just Cyphiri territory, but the various minor powers who the Middish had brought round to understanding the Way, the Emerald Tidelands, and the lands of the other major countries that held the Way above other faiths - looking for suitable archivists. It wasn't an easy task, although they were helped by a retinue of sages and experts in the Way, as an archivist required certain skills and talents - the archivists traditionally told the stories themselves to those seeking them, so that understanding of storytelling and how it impacted the Way was vital, as was a good memory (even if the stories all had physical records too), a passion for the task and a willingness to walk away from their family to take up the role as archivists stood in a family of their own. Recruitment was slow, but they had time while the physical work was going on back home, so the Fund took its time and carefully sifted through the population of the faithful and ended up with an adequate amount of potential archivists - many Cyphiri, yes, but some of other species too.

Meanwhile in the Grand Hall a committee - made up of Fund representatives, several interested House members, several archivists (including their leader, the venerable Palran) and the craftsmen and architects who would make it happen - talked and argued and dreamed about what the final product, the new Grand Archives of the Cyphiri, would look like. The committee's intermittent meetings took some time, but eventually they had a design that everyone involved found at least acceptable, and so the craftsmen and architects were sent out to oversee the first steps.
 
 
 
  News and Rumours  
 
 The news of contact with many new countries and species being found by the Lux-Glossians' expeditions in the south captures the interest of many Cyphiri, and several small families make the journey south to see if they can set themselves up there. The Houses, however, take a more restrained stance - they're curious, definitely, and happily accept any visitors from the south (such as a representative from the Riftlings), but major ventures are put off as being impractical for the time being, particularly with so much to still do closer to home. 
 Learning the Gotezhar are putting a larger bid in for the Tipsy John is apparently enough to dissuade the Cyphiri from continuing to try to own it. The Fund apparently doesn't see the vessel to be worth emptying the reserves for, particularly in light of the construction of the Belar vessel meaning there was much less need for the Tipsy John. The move is welcomed by those Cyphiri families that are skeptical or hostile towards the Black Pearls, the Kelad chief among them. 
 Nervousness around the new more expansionist attitude of the Sakura-Jin continues among the more skittish Cyphiri families, although news of their first military force dying in the brackish waters to the west is a little reassuring to them. 
 A large amount of the followers of the Way that went to Emerald Tidelands have found their job done and their help no longer needed, but many aren't satisfied with just returning home. They've found they quite enjoy teaching about the Flowing Way, and so several large groups have begun gathering in the settlements of southern Cyph-Arel to plan their next destinations and the strategies they'll use. 
 It appears that the rumours around Baran's plans for his young child were true - those working in and around the Great Hall (where Baran now lives full-time) have reported a stready stream of respected mystics and scholars of the Flowing Way coming in, along with a wide and esoteric array of records and personnel. The common speculation is that Baran is trying to achieve what many followers of the Way have hoped to do - to learn about their child's future - but what exactly he hopes to get out of it is unclear at this point. After all, predictions and prophesies about someone's entire life are notoriously unreliable and prone to changing from the smallest overlooked element, but Baran seems to have a plan. 
 As time goes on, the Cyphiri's attitudes towards the Chelonian Chora seems to soften once again - they still maintain that any division that has occured is the fault of the Chora, between the nature of the colony disagreement and the still not satisfactorily explained disappearances, but the common mood is one where they're willing to take the first steps in repairing relations. 
 
  Houses and Families of the Cyphiri Union  
 
 Spoiler 

These days many families are organised into Houses, a group of families led by a family that is part of the Union Council that have certain legal and economic ties and obligations, so the following is organised to suit. As always, there are many more families than this (in and out of the listed Houses), and more Houses, but these are the ones mentioned in the fluff so far.

  The Council Fund  
 TPs:  122.1
&lt;find the old fund summary and rewrite&gt;
- Artan: The head of the arm of the Council Fund that works with mercenaries, and the one who made the early (but now irrelevant) deals with the Kalan Company that led to the diplomatic/economic foothold needed to secure the Fund's current mercenary force. As that force developed into the Retainer Guard, she's leveraged her role in things to become one of the major players in the military, developing a strong interest in battle tactics and strategy despite the typical Cyphiri attitude towards such things. Her parents were followers of the Flowing Way who named her for Arthan, but she isn't faithful herself.

  House Hallus  
 TPs:  122.2
 Supports:  122 (Aristocratic/Mercantile)
 Other:  Cultural Exchange with COS
 House Families:  Belar
Once just the most important family in the field of research and development, the Hallus family are now the most powerful family in the Union. After taking the position of the Ulnesh, the Hallus family have set about restructing and legalising many aspects of the Union Council and the wider Cyphiri Union, leading to the establishment of the House system and the Union's current strength.
- Baran Hallus: The actual head of the Hallus family, and the one directing their recent political moves. He has great respect for Pelir's work, and tends to indulge her requests. He's got broader interests than the average Cyphiri, taking an interest in the military conflicts that have gone on around the known world, and making plans for diplomatic efforts beyond those that are business-related.
- Ashal Hallus: Baran's newborn daughter.
- Pelir Hallus: The pioneer of Hallus biotech research, and the mind between most notable recent Cyphiri advancements. She's not the head of the family but has enough influence through the family to get what they want, if possible, with the Belar family being one example of this. She's quite fond of Costa Sereia, having used much of their technology in her work since meeting them.
- Lanit Hallus: One of Baran's main diplomatic agents and representatives. She's spent a lot of time in Orope in the past, trying to help the Tellan stabilise and gain control of the merchants there, and the failure there has left a stain on her record that she's never been happy about. Since then, she's been assigned to coordinate with House Ulnesh in the Emerald Tidelands, a task she's working hard at in order to regain her standing within the family.

 Belar 
A small family of explorers, eager to strike out into the unknown to find enough of value to make them rich. They established a mutually beneficial relationship with Pelir Hallus some years ago, with her finanicially backing their expeditions in exchange for her hearing first about their results and in general keeping the spark of adventure going within the Union, and with the establishment of the House system they've fallen fully under the banner of House Hallus.

  House Ulnesh  
 Holy Sites:  122.1, 124.2, 124.3
 Supports:  122 (Clerical)
 House Families:  Carral
Formerly the dominant power among the Cyphiri families, before the ascendancy of the Hallus family. Originally, they split their interests between a very strong agricultural base and ways of leveraging said strength in political and economic endeavours, but as more and more food is imported, the Union grows beyond their capabilities to feed, and other families take bites out of their agricultural empire, they've been finding that strength waning. These days, they instead leverage their high status among Cyphiri followers of the Flowing Way, with Werran Ulnesh their leader, to secure power. There was once a great rivalry between Ulnesh and Hallus, strengthened by the Hallus takeover, but these days they're almost cordial as the Ulnesh support Hallus ventures in the Union Council while the Hallus help them with their own plans focused around the Emerald Tidelands.
- Werran Ulnesh: A devoted follower of the Way, close to Garren, excited to spread the Flowing Way to new lands, very curious about the way other countries and faiths work. He became the most influential Ulnesh after their fall from dominance, as his rapport with Cyphiri followers was separate from his family's business, and since Garren's death has taken control over the family as it focuses on its new direction.
- Relas Ulnesh: The member of Ulnesh's leadership council most pushing for them to retake the top spot, and the main opposition to its current direction. She was originally Garren's preferred successor, but in the years before his death disagreements between the two meant she lost his direct support. She's proven herself to be a competent leader in her position, though, putting to bed many doubts people had when she was younger.
- Helad Ulnesh: The man in charge of coordinating loans between the Ulnesh and other Cyphiri families, deciding who gets the offers and how they're repaid/the influence gained is otherwise used. Was once the favourite among most of the family to succeed Garren, but the family's shift in direction led to him being passed over in favour of Werran. He still has notable influence among other Cyphiri families due to his ability to leverage the loans, though, and he's been busy trying to bring various families into House Ulnesh.

 Carral 
 TPs:  123.1
 Supports:  123 (Mercantile)
Small decentralised family who were once down on their luck and turned to the Bone-Grinder's Guild of [112] to try to make a new future for themselves. Their attempts to become more influential in the Guild ended up gaining them little, but the expedition eastwards that the Bone-Grinders sponsored has borne fruit for them, and they are now based in that region and have established themselves as a dominant mercantile power in the region by selling on imports from the Kelad.

  House Tellan  
 TPs:  109.1, 114.2, 118.1, 118.2, 134.2
 Other:  CYP-OKI Trade Route
 House Families:  Kelad
Previously a minor family in one of Cyph-Arel's cities, now dedicated to the trade route between the Cyphiri and Middish. Operate a network of camps, rest stops and small businesses catering to those taking said route, and established the route itself. Has control over part of Orope's Giantbane Seed industry, along with investing in some nearby regions. Current leaders in fields relating to Supernatic Propogation, due to their ties to the Middish. They've ended up on the Hallus side of the Ulnesh/Hallus split in the Council, due to the family helping them secure the Cobalt Dye they now sell to the Middish.
 - Tarpan Tellan: Head of the Tellan, now living in Orope full-time. Quite fond of the Middish, and their interpretations of the Flowing Way. Approves of the Hallus' shift towards a standing mercenary retainer, the Middish attitudes towards war and battle having rubbed off a little.
 - Yanmet Tellan: Tarpan's second in command, handling things on the Cyph-Arel side of the business and dealing with the other Cyphiri families.

 Kelad 
 TPs:  117.1, 127.1
Another minor family, and one that's been very active in sending out opportunity scouts to the regions nearby to the Cyph-Arel - Orope trade route. They're not planning on making many big attention-grabbing moves for the time being, but have a plan to acquire resources vital to the efforts of other families and sell it on to them at a profit.

  House Pylet  
 TPs:  129.2
 Supports:  129 (Mercantile)
 Other:  Pyl-Garat (129)
One of the Union Council families, and the main one driving colonisation attempts. Has a great deal of influence with the smaller families and the colonists of Pyl-Garat, but is beholden to the Hallus in turn - an obligation they are trying to weasel out of as much as possible, not wanting to turn against old friends in the Ulnesh family but having found the offer from the Hallus too good to turn down.

 Other Families 
 Holy Sites:  122.2, 122.3
 

  Statistics  
 
 Spoiler 

 Special Actions Available:  Diplomacy 5, Economy 5, Military 5, Faith 5, special Hoard Treasure (Int-based, +2 Treasure, until end of round 12)
 Special Actions Used: 
  Diplomacy  
 
 Spoiler 

 Reputation/Favours 
 The Abyssal Stewards:  Rep 3, 1 Favour (Expected Change: -1 Favour)
 - Welcome: +1 to resist Sacks and Coercion
 - Friendly: +2 to resist Secret Actions
 - Favoured: Gain Magma Forges technology
 The Chelonian Chora:  Rep 2, 0 Favours (Expected Change: None)
 - Welcome: +1 to resist Supports becoming Open or Unruly
 - Friendly: Distance Losses triggered every fourth region, max -2 Distance Penalty in regions with CCA bases
 The Divine Nacre:  Rep 1, 0 Favours (Expected Change: None)
 - Welcome: +1 to Exploration, Prospecting and Colonisation
 International Prestige:  Prestige Rank 2, 1 Prestige (Expected Change: None)
 - Respected: +1 to Establishing and Pressing Claims and Promoting Claimants
 - Admired: +1 to attempt/resist Sway and Impress actions

 Bases 
122: Reefback Nursery

 Cultural Exchanges 
Costa Sereia

 Cultural Identities 
None
 

  Military  
 
 Spoiler 

 Units:  2 (Expected Change: None)
 Unit Cap:  7

 Aristocratic Support 
122, 111

 Generals 
None

 Fortresses 
None

 Perfected Tactical Doctrines 
None

 Military Technologies 
 Supermarine Artillery (Dropping Weapons)  +1 to battle rolls and +1 to Maneuvering rolls in regions of Depth 0 (Prereqs: Giantsbane Seeds, Supernatic Propogation, Photospore Signalling) [Prereqs not met]
 Magma Forges (Slotless)  +1 to battle rolls, +1 to rolls vs Titans, +1 Depth Access (Prereqs: Hard Metal) [Prereqs not met]
 

  Economy  
 
 Spoiler 

 Treasure:  2 (Cap: 15; Expected Change: +2)

 Trade Posts 
 Treasure Rate  2 (10 TPs + 6 Support - 2 Black Pearls = 14 effective TPs for treasure gain)

109.1 - Swarm Ash
117.1 - Biolumiscent Tunicates &lt;Black Pearl Support&gt;
118.1 - Domesticated Sea Cows (Mercantile Support Owned)
118.2 - Domesticated Sea Cows (Mercantile Support Owned)
122.1 - Native Gold (Mercantile Support Owned)
122.2 - Native Gold (Mercantile Support Owned)
123.1 - Malleable Blubber (Mercantile Support Owned)
127.1 - Ray-Ear Seaweed &lt;Black Pearl Support&gt;
129.2 - Nutritious Silt (Mercantile Support Owned)
134.2 - Cobalt Dye

 Mercantile Support 
118, 122, 123, 125, 126, 129

 Cities 
None

 Trade Routes 
Cyphiri - Ironkelp Knights

 Specialised Ships 
None

 Civilian Technologies 
 Composite Grafting  No mechanical effect
 Graduated Symbiosis  No mechanical effect
 Megafaunal Tailoring  No mechanical effect
 Photospore Signalling  No mechanical effect
 Supernatic Propogation  No mechanical effect
 Trophic Deconvolution  No mechanical effect

 Anoxic Adaptation  Cross Brackish borders (Prereqs: Composite Grafting, Trophic Deconvolution)
 

  Faith  
 
 Spoiler 

 Faith Holy Sites:  18

 Clerical Support 
122

 Organised Faith Bonuses 
+1 to Impress Actions
Cultural Identity for Buyouts

 Artefacts 
The Head of Arthan - Effect TBD

 Holy Orders 
None

 Miracles 
None
 

  Intrigue  
 
 Spoiler 

 Spies 
None
 

  Claims  
 
 Spoiler 

122 - Historicity, Integration
 

  Total Passive Effects  
 
 Spoiler 

 Actions 
Buyouts: 2d8 CI
Impress: +1 Prestige, +1 Religion
Sway: +1 Prestige
Exploration: +1 Nacre Rep
Prospecting: +1 Nacre Rep
Colonisation: +1 Nacre Rep
Claims: +1 Prestige

 Defensive 
Resist Coercion: +1 Steward Rep
Resist Sack: +1 Steward Rep
Resist Secret: +2 Steward Rep
Resist Supports becoming Open/Unruly: +1 Chora Rep
Resist Sway/Impress: +1 Prestige

 Misc 
Merchant Marine: Extra Economy action, 15 treasure cap, can spend 3 treasure on a roll, foreign TPs in mercantile support regions count towards treasure, can provide two resources through a trade route
Chora Rep: Distance Losses triggered every fourth region, max -2 Distance Penalty in regions with CCA bases
 

 
Gengy
  Round 10
 [Gotezhar Builders Union]  
 [Profundus Korasoon, Typhoon's Center] 
Regions: 138, 128, 136, 139    
Actions:
 
  [Military]  Raise a Unit
  Korasoon refuses to leave these Oceans without knowing that the Builders Union remains strong.   
  [Military]  Raise a Unit
  Korasoon refuses to leave these Oceans without knowing that the Builders Union remains strong.   
  [Military]  Raise a Unit
  Korasoon refuses to leave these Oceans without knowing that the Builders Union remains strong.   
  [Military]  Add Support to completing the Stewards'  Crescent Companion  (+1 Treasure, World Wonder, for [+2] to Project)
  Mira'din convinces everyone that stories are important, and while the Gotezhar may not receive any special acclaim for working with the world renowned Gravetenders to complete the Crescent Companion, Korasoon is hopeful that the Abyssal Stewards will remember that Mira'din threw her support behind them.   
  [Economy]  Colonize 137 (Roll:  16 )
  With the region to the south no longer Contaminated, surplus Mer warriors from B'kini Bottom and hudged in Nuven leaders from Ezcorher urge Profundus Korasoon to lay claim to the region.     It is clear to the Gotezhar that this area is important to their allies in Costa Sereia, so the Joontar that arrive stick only to administration, and welcome the Brilhinte faithful to stay on as researchers. 
Note for GMs: GTZ willingly chooses  not  to convert any existing Holy Centers to Flowing Way, but if given the option, would open a new one for Flowing Way.  
  [Economy]  Attempt to Colonize 174 (Roll:  13 )
  The revelation that there are not just new peoples out there, but whole new oceans causes a few intrepid colonists to make an effort in the west.  Korasoon allows this, as a success would mean being able to better assist Lux-Glossia in the event that the Gotezhar are called upon to honor the Flowing Peace.     A mix of Gotezhar and Mer colonists rush to build new homes in new waters, where things are a little colder, but the clouds look a little different. 
Note for GMs: Flowing Way conversion in HC1.  
 

Non-Actions:
 
  Occupy (2) Units [Round 8 and 9] for Occupational Etiquette.  One unit returns home at the start of Round 10.   One unit does not.  
 Provide support for conversions to Flowing Way schools in Builders Union territories 
 Bid (2) Treasure on the Tipsy John 
 Use (1) total Favor to entice ABS to consider their next Temperate zone base in either 137 or 136, with the former being the GTZ's personal preference. 
 Proclaim Acclaim for Lux-Glossia, based on their continued efforts to find new seas and skies 
 Proclaim Condemnation of the Divine Nacres 
 
 
 Spoiler: News and Rumors 

 
 The Gotezhar have not forgotten the Reaver attacks, but seem more interested in finding out  why  they are attacking then they are in finding the Reavers themselves... 
 Mira'din the Mer is named the heir to Korasoon, and she continues to train with the Masters of the Lank'a Style, in order to protect herself and her soon to be people.  She is becoming  very  good at it, and soon is recognized as a Lank'a Master herself. 
 The adopted Mer-now-Gotezhar-in-name are starting to grow old enough to take on more strenuous tasks.  While many of them remain what the Gotezhar would call Workers, there are a number who begin to take on the Merchant caste roles, proving to be more deft at numbers and thinking than the average Gotezhar.  Yet a few also take on Joontar tasks of administration and clerical duties, and the remaining majority prove deft with spears and feel called to take up arms in the latest round of recruitment that Profundus Korasoon is sponsoring.  Mira'din spends many weeks explaining to Gotezhar Squalls that a Mer at the ages between 13 and 17 might  say  they are ready for being a warrior, but only those 18 or over will be accepted into the ranks of Squalls.  Gotezhar find this very strange, but the directions are simple: Ask their age.  Verify with their guardian.  Accept them if they are old enough.  Tell them to Accumulate more if they are not of age. 
 Joontar of Afluente continue to explore the connections of the faith to the Flowing Way, and more and more are leaving the old thinking behind.  The Middish Way is open enough for such thinking, that it allows for introspection, just as soon as Gotezhar figure out what that is. 
 The massive number of new oceans - and new clouds! - cause a susurrus of whispers for weeks within Ezcorher and Colownya. 
 Korasoon can feel the Strain upon themselves daily, and hangs on for as long as they are able.  Yet, some time almost 27 years after taking power and dragging the Gotezhar through the storm to even better horizons, the Typhoon's Center finally feels it is time.  Gathering their nuven - and only their nuven - the Profundus rises to the ocean surface on a bright and sunny day.  They do this a top the World Wonder, the Gathering Tide Warehouse; it's roof high enough that many Gotezhar of Korasoon's nuven (and one sad but strong looking Mer Maiden) are able to gather around, and say their final goodbyes.  Before the end, Korasoon rips their Actualization Shard and shoves it into Mira'din's forehead, where it glows and somehow stays.   "Freely given, Menina.  Live strong.  Live wise.  RISE."   Saying their last words, Korasoon's Bolya can no longer take the Strain - not without their primary Actualization Shard gone from their bubble - and they Burst.  It is a massive flood of the purest of waters, shooting high into the air.  Korasoon's nuven all grow several inches... and Mira'din finds a small sheen of water surround her as well, no more than a couple inches.  She wants desperately to cry, but read somewhere that tears have salt in them.  And that would ruin the purity of Korasoon's final gift. 
 
 

 
 Spoiler: Ruler Information 

      Typhoon's Center, Profundus Korasoon   
   D   
   M   
   E   
   F   
   I   
 
   Current  
 10 
 10 
 10 
 2 
 2 
 
  End of round 1 
 0 
 2 
 0 
 0 
 0 
 
  End of round 2 
 1 
 1 
 0 
 0 
 0 
 
  End of round 3 
 0 
 2 
 0 
 0 
 0 
 
  End of round 4 
 1 
 0 
 1 
 0 
 0 
 
  End of round 5 
 1 
 0 
 1 
 0 
 0 
 
  End of round 6 
 1 
 0 
 1 
 0 
 0 
 
  End of round 7 
 1 
 0 
 1 
 0 
 0 
 
  End of round 8 
 0 
 0 
 2 
 0 
 0 
 
  End of round 9 
 0 
 0 
 0 
 0 
 0 
 
  End of round 10 
 0 
 0 
 0 
 0 
 0 
 
  
 New Ruler Next Round! 
Feytor Mira'din, Tsunami's Wake
D: 5
M: 4
E: 3
F: 4
I: 1

Expected Stat Bonuses: +2 Mil, +1 Econ
 

 
 Spoiler: Book Keeping 

 Units:  (4   / 12 )
 General(s): 
- Squall Essensio (Mil 10) [ Aim For the Storm’s Center : -6 to enemy leader loss roll, -20% to enemy losses]
 Fortresses:  Sublime Fortress, Region 138

 Cities: 
City of Saroon’din (136) [Saroon’din grants a +1 to Resist Sacks in the region for players who hold Mercantile Support in the region]

 Trade Routes: 
Gotezhar (138) to the Sakura-Jin (119)
 Treasure  (5  / 10 )

 Cultural Exchanges: 
Gotezhar (138) to Costa Sereia (134)

 World Wonder 
The Gathering Tide Warehouse (138)
 Wonder Effect: The owner of this Wonder gains +1 passive Treasure income and may, once per Project, count a Project action as two Project actions if they spend one (1) Treasure as part of said Project action. 
 Boon 
(+2) Actions Complete for a valid Trade Post of my choice, from the ABS

 Technologies: 
  Supernatic Propagation 
 Trophic Deconvolution 
 Megafaunal Tailoring 
 Photospore Signalling 
 Composite Grafting 
 Graduated Symbiosis 
 Razor Current Netting 
 +10% enemy casualties and +1 to Maneuvering roll when defending, or attacking with a foothold  Supermarine Artillery 
 +1 to battle rolls and +1 to maneuvering rolls in Regions with Depth 0  Anoxic Adaptation 
 The user can now cross Brackish borders.  Bitter Tourism 
 The user can now cross Glacial borders.  Filtration Grafts 
 The user can now cross Toxic borders.  
 
Corona
    Most Serene Lojanese Republic   
 Time: Round 10, Place:  Regions 6, 9, 11 and 13 
Prime Minister Hoerthd Thnoet
Diplomacy: 6
Military: 4
Economy: 5
Faith: 2 (4)
Intrigue: 5
(stats affected by Envy of the World)
 
 
 
 roll 
 Actions: 
 
  [Economy]World Wonder construction: Tairlav Palace in Lojan 5/5! Effect: The owner of the Tairlav Palace may spend 1 Wealth as a non-action to activate it each turn. If the Tairlav Palace has been activated for the turn, then the owner may once in that turn attempt to Buy Out a Trade Post as a sub-action of an attempt to Impress or Sway a Mercantile Faction in the same region. Additionally, if the Tairlav Palace has been activated for the turn, the owner may reduce any distance penalties suffered for their Buyouts that turn by 1. 
 The central room is where the Lojanese Prime Minister, nobility and trade guilds receive foreign ambassadors and merchants, the Mer sitting on tall thrones and the Tobar holding on to gilded poles with their tails. The floor is terraced, with the deepest level forming a narrow rectangle stretching from the entrance to the middle of the room, with increasingly higher floor levels as you go outward towards the walls, like an arena. People entering the room, both those granted an audience and the Lojanese, may only walk on or swim above the sections of the floor corresponding to their rank. This arrangement is said to maintain the spiritual purity of the upper parts of the room and allow the higher classes to rise above material matters and conduct wise debates. Unintelligent beasts and slaves may only be brought to the bottommost level of the floor. Free people may ascend one step, above them are soldiers and craftsmen and so on. Behind and above the seats of rulers and philosophers, there is one more step where nobody is allowed, reserved for the divine. Incidentally, on the wall above that step, the body of the Plo'uogoar, torn into pieces just as it was discovered, is displayed, cast in resin. It is certainly a powerful symbol, but for the sake of the unity of the Republic, it is intentionally left ambiguous whether the peculiar cephalopod's body is displayed to be revered or as a warning to other would-be deities.

Kila is a Mer merchant from region 12 who wants to sell goods within the borders of Lojan. As a foreigner, she is required to come to the Tairlav Palace to discuss the trade agreement. If her merchant guild or sovereign had a trade agreement with Lojan, she would still be required to come to present her wares and demonstrate their quality, because her turnover will likely be above the threshold set by the Lojanese government - artisans and small merchants trading just to sustain themselves are not required to undergo the expensive journey. Kila could also send someone of sufficient rank as a delegate, likely one of her children, but she decides not to risk them getting lost in the bustling cities of Lojan. Once she arrives and takes in the impressive palace garden and architecture, she is ushered to a room by a servant, and the palace administrator takes note of her arrival. Kila is not told anything about the schedule of her visit, so she simply socializes for a few days with the other visiting merchants and nobles close to her social status. There are bars, libraries, steephouses, sports halls, and countless other places to spend the time, all inside the palace. Kila's behaviour is secretly, silently observed by the omnipresent servants. They report it to the palace administration, which passes the information on to the official who is to decide the specfics of Kila's permit to trade in Lojan. Is she honest or deceitful? Does she see the world as a bright or a dark place? What is her religion? This info does not usually disqualify anyone from trading with Lojan, but it allows the official to assess the quality of presented wares more accurately and compare the observations to the merchant's answers in the one-to-one interview to come. One morning just after breakfast, Kila is suddenly called to a room she was not previously allowed to visit to participate in such an interview. After she answers the questions, both personal and trade-related, the official calculates the odds that she is seeking to illegally transport goods into the Republic or subvert the government as hundred to one, and so she is granted the permit. That does  not  conclude her trip. Tomorrow, she is required to visit the central audience room along with many other merchants and formally present one of the vases to one of the ten highest representatives of the Lojanese state, who declares Kila and the other merchants to be Trade Partners of the Republic. After that, she will likely stay for a few weeks in the palace or the nearby city of Sheade. Not only are there representatives of most of the guilds in the Republic that she could possibly want to trade with, it is also a unique opportunity to establish contact with powerful foreign personages who conveniently gather here all year round, and need to kill some time as they wait for their audience to start. Finally, Kila, even if she is an upper-class worldly person living in a city of local importance, will likely be tempted to stay a while to visit all of the new and superlative attractions and establishments Sheade has to offer. 
 
  [Military]Invade Kaarme (14). Route: Adjacent. General: Zabkrew. TD: Graceful Show of Force. Technology: None. Units: 2. Treasure spent: 2 (+1 battle, +1 mercenary unit). 
 Kaarme's government had regrettably grown incapable of administrating its territory, and the resultant chaos was a threat to the other nations of the tropics. With a heavy heart, the Prime Minister has ordered a few well-supplied Lojanese and mercenary battalions across the borders, to restore peace and quell any troublemakers. Kaarme will be declared a protectorate of the Republic. Self-administration will continue, the government will merely include Lojanese advisors to prevent a situation like this from arising again and to increase cooperation between the two countries for the prosperity of all. Gen. Zabkrew, known for his dislike of bloodshed, has been naturally chosen to lead this mission for peace. The army carries a large amount of supplies so that it does not have to pillage civilian settlements (much) and propaganda is distributed to Kaarmese citizens in hopes of winning them over quickly.

Units participating: Republican Guard, 1st Selachian Battalion, mercenaries (battle fluffer: feel free to define what kind of mercenaries they are) 
 
  [Military]Recruit one unit 
 With the invasion of the Forests of Astral Yearning, there are precious few allies for the Lojanese to turn to in the event of a war. The Syndicate is friendly, but ambitious, and conservative Lojanese politicians would rather lose their tail than be perceived as submitting to the Syndicate or any foreign power in any way, including begging them for military protection. Relations with the Lighthouse are expected to cool given the denouncing of their invasion by the Republic, and if the Lojanese 'mission for peace' in Kaarme succeeds, the two nations will share a much longer border, a likely source of friction. Last, but not least, the renewalist faction has been pacified for now by concessions from the Prime Minister, but having a strong army can't hurt to discourage further unrest.

Unit name: Sheade Regulars 
 
  [Economy]Explore the eastern wastes (east of 13) using the Losinka Alaku  2d6 + 5 Economy + 1 Losinka Alaku + 1 DNA - 0 distance vs TN 12  failure 
 As the Eel Without End slithers across large parts of the known seas, one countermeasure taken by Queen Nirali is the launching of expeditions to the nearby wastes in the hopes of discovering more distant resources that the Eel would hopefully not be able to reach. 
 
  [Economy]Settle colony in Klau'ead Pyue'ea'oed (11) 1/3 
 It is time to transform the wilderness, establish mining settlements and trade routes between them and fly the flag of our glorious nation over all corals! 
 
  [Economy 5]Raise city Oarngalau in Selach (6), bonus: +1 to battles. 
 The Lojanese army and the border length it needed to defend grew so large that commissioning smith guilds could not quite meet the demand for armaments, especially with highly speecialized troops such as the Syndicate-inspired conditioned death commandos for whom no amount of firepower was 'enough' or the Selachian elite shock troops, completely covered in metal plates so heavy that most species couldn't even dream of moving in such armour. A military supplies factory, and a settlement for the sole purpose of sustaining the factory workers, was raised in the hinterlands of th vast Selachian territories, where it would not disturb citizens and where it would be far from the reach of any hostile powers that may yet spring up in the future. 
 
 
 Non-Actions: 
Attend event
Supply region 11 DI with Kelp Fiber from LSD trade route
Supply LSD with Selachian Mercenaries through trade route
[Renown] A Monumental Undertaking: The Sunlit Roads 1/3
 
 Spoiler: The Sunlit Roads 

Woenpal Noerjang, son and heir of the late Gloent Noerjang, does not know what money is. A swarm of attendants caters to his every wish, and handles all the monetary aspects. Nevertheless, Woenpal still professes his care for the common people and the backcountry. Every day, he throws a diamond-tipped dart on a map of Lojan and visits the spot, no matter how remote. It is true that he travels in a rather comfortable carriage, accompanied by a sizeable retinue, but he does try to touch grass, for example grabbing a sickle to join the harvesting peasants for a few minutes as his bemused advisors watch on. His trips have gotten difficult lately, on account of the map of Lojan getting bigger and the sea lanes - routes with favorable currents and fewer bandits - getting clogged from the amount of trade and activity throughout the realm. Woenpal came up with a solution to the problem, touted as brilliant by himself and his advisors: build massive pipes to connect important settlements and trade hubs that don't have good natural sea lanes between them. These pipes will prevent bandits or wild currents from endangering people and cargo, and great pumps will be placed at the ends in order to simulate a strong current to speed up travel. Of course, each route will require two pipes, one with the current and people going from A to B and one going B to A. This solution might be a bit expensive, and the government has refused to fund it, preferring the established solution of travelling on fast, genetically-engineered mounts, but Woenpal Noerjang has very deep pockets...
 


[Acclaim] Admiration For The Acclaimed - Acclaim the Lambent Syndicate for their wisdom of having a long-standing alliance with us, and for their technological advances pulling these seas out of the abyss of ignorance they were plunged into by the Cataclysm.
[Strife] Scorn For The Condemned - Denounce the Lighthouse for their invasion of our head of faith and other warmongering behaviour, creating an atmosphere of insecurity in the tropics. Our military intervention in Kaarme is a mission for peace, and it cannot be compared to their violent incursions on the territory of sovereign states.


 News and Rumors: 
 
 Spoiler: Ruler 

 Prime Minister Hoerthd Thnoet 
Next round stats:
Diplomacy: 6
Military: 5
Economy: 7
Faith: 2 (4)
Intrigue: 5

New ruler next round? No

Note to fellow players: I want to live dangerously, so you may assassinate, kidnap or otherwise ravish my rulers at any time. You don't need to approach me first, surprises are fine too. IC resistance and retaliation will be be offered, of course. 🙂
 

 
 Spoiler: Country Info, last update R10 

 Special Actions Available:  D5 I5
 Special Actions Used:  E5

  Diplomacy  
 
 Spoiler 

 Region Ownership/Claims/Supports  Table to be simplified?


 Reputation/Favours  To be updated
 The Abyssal Stewards:  Rep 1, 0 Favours (Expected Change: None)
 The Chelonian Chora:  Rep -1, 0 Favours (Expected Change: None)
 The Divine Nacres:  Rep 1, 0 Favours (Expected Change: None)
 International Prestige:  Rep 4, 0 Progress (Expected Change: None)

 Cultural Exchanges 
Lambent Syndicate
Coral of the Protected Statera RIP

 Cultural Identities 
Let's Have a Cuppa - 2d8 to Swaying
 

  Military  
 
 Spoiler 

 Units:  6/10 (Expected Change: None)
 
 Republican Guards - recruited R1 
 1st Selachian Battalion - hired R2 
 2nd Selachian Battalion - hired R2 
 Black Guards - hired R3 
 Selachian Elites - gained R7 
 Region 13 unit - gained R9 
 
 Generals 
Zabkrew - Mil 9,  Graceful Show of Force :
+1 to tactical maneuvering
-20% enemy casualties
-20% own casualties
+12 to enemy leader loss roll
+2 to own leader loss roll
You may make a Sway attempt against a randomly determined support in the battlefield region (regardless of the outcome of the battle)

 Fortresses 
None

 Perfected Tactical Doctrines 
None

 Military Technologies 
None
 

  Economy  
 
 Spoiler 

 Treasure:  6 (Expected Change: -2+3)
Trade post income: 3 Treasure/round

 Trade Posts  List to be simplified
 Total Owned  ?? (?? for Treasure gain)

 Cities 
Sheade, Lojan - Swaying

 Trade Routes 
Coral of the Protected Statera RIP
Lambent Syndicate
Lighthouse
Forests of Astral Yearning

 Specialised Ships 
Losinka Alaku: A Specialized Ship in the form of a Juvenile Reefback with an experienced crew. +4 vs theft, +1 to Explorations and Buyouts made with it.

 Civilian Technologies 
 Megafaunal Tailoring  No mechanical effect
 

  Faith  
 
 Spoiler 

 State Faith:  Shimmers of Unseen Bane

 Faith Holy Sites:  lots

 Organised Faith Bonuses 
+1 Conversions, 2d8 to Impressing

 Artefacts 
None

 Holy Orders 
None

 Miracles 
SUB followers can cross toxic borders.
 

  Intrigue  
 
 Spoiler 

 Spies 
Nope, no ninjas here.
 

 
 Spoiler: Interesting quests 

 ABS 

[Offer] Bounty of the Depths -

(Offer: The Abyssal Stewards are offering Treasure! Benefit: 2 or 5 Treasure. Cost: 1 Favor for 2 Treasure, 2 Favors for 5 Treasure. Duration: Available until the end of Round 15. Details: Available to countries of Reputation -1 or higher. )

[Opportunity] Fueling The Forge -

(Opportunity: Countries may provide Units, Food, Labor, or Heat Sources to repay debts to the Abyssal Stewards. Reward: 1 Favor. Cost: 2 Units or 1 suitable Trade Post per Favor. Deadline: Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice. Details: Non-action to gift Units/Trading Posts. May not be used if no Favors are owed. )

 CCA 

[Action - Faith] Work on a means of unmaking the Dreaming Dead 2/? -

[Request] A Little Less Lonely Road -
(Request: The Chelonian Chora would be delighted to see established countries keeping them company in the Wastes. Reward: +1 Reputation for successfully Exploring or Prospecting a Wastes region. On a Wastes region Prospecting roll of 16 or higher, +1 Favor. Penalty: None. Deadline: Available until the end of round 15. Details: Available to countries with Reputation -2 or higher. Max of +2 Reputation from this request per Country.)

[Opportunity] An Appetite For Abundance -

(Opportunity: Countries may provide Treasure, Luxuries, Esoterica, or Fertilizer to repay debts to the Chelonian Chora. Reward: 1 or more Favors. Cost: 3 Treasure or 1 suitable Trade Post per Favor. Deadline: Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice. Details: Non-action to gift Treasure/Trading Posts. May not be used if no Favors are owed.)

Taboo: The Chelonian Chora have a religious vendetta against The Dreaming Dead. Penalty: -2 CCA Reputation for adopting The Dreaming Dead as a state religion; additional -1 CCA Reputation every turn thereafter unless abandoned, which grants +1 CCA Reputation. Duration: Indefinite. Details: None.)

(Task: Cooperate in the creation of the Songline of the Sunlit Seas. Available for Tropical zone countries only. Reward: +2 Favors (max); if Project is completed, additional reward given to all contributors. Penalty: None. Deadline: End of Round 12. Details: 1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Songline. 1 Favor earned for spending a Faith action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires.)

 DNA 

[Opportunity] A Need For Knowledge -
(Opportunity: Countries may provide Technologies, Toxins, Exotic Flora, or Exotic Fauna to repay debts to the Divine Nacres. Reward: 1 or more Favors. Cost: 1 previously unknown Technology or 1 suitable Trade Post per Favor. Deadline: Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice. Details: Non-action to gift Technology/Trading Posts. May not be used if no Favors are owed.)

[Offer] Survival Of The Fittest -
(Offer: The Divine Nacres are offering to procure Trading Posts for countries they like through means some might consider predatory. Benefit: The Divine Nacres will attempt to Coerce Trading Posts on a country’s behalf. Cost: 1 Favor per Coercion attempt. Duration: Available until the end of Round 15. Details: Normal restrictions on Coercion apply. Available to Reputation 1 or higher countries, and will not target TPs belonging to countries with a higher Reputation than the requesting country - other Organizations are considered to have a Reputation of 2 for this purpose.)

(Circumstance: The Divine Nacres are returning to their traditional seclusion. Benefit: None.Penalty: The TN to Raise Reputation with the Divine Nacres is increased by 2. Additionally, when using a Favor to Raise Reputation, it still requires a roll (though not an action), but the country which spent the favor gains a +2 bonus on said roll.Duration: From the start of round 10 to the end of round 15.Details: None.)

 PRS 


[Honor] Remarkable Reconstruction -
When a country rebuilds a TP or Holy Site that was destroyed by the Reavers, they may choose to let it enter play Open, rather than under their control. If they do so, they gain +1 Prestige. If a country donates 2 Units as a non-action to a region that lost units to the Reavers, they gain +1 Prestige and the region no longer qualifies for such donations by other countries. If a country successfully Sways or Impresses a Reaved Faction in a region they don’t control, they may choose for it to become Open instead of gaining the Faction’s Support; for every second Faction they restore in this way, they gain +1 Prestige. Special: Any country may rebuild Holy Sites or TPs destroyed by Reavers in uncontrolled regions. If multiple countries donate Units to a region that lost units to the Reavers, they both gain the Prestige, and the region gains the Units from all such donations received.

[Mystique] Renegades, Turnskins, And Defectors -
The first country in each starting zone to successfully Incite Betrayal will gain 1 Prestige. The first rebellion to arise on behalf of a specific country in each starting zone will gain that country 1 Prestige. The successful use of either the Galvanize Partisans Intrigue 5 Special Action or the Spark Claimant Revolt Diplomacy Action will suffice for fulfilling the second half of this opportunity; the Inspire Uprising or Spark Rebellion actions will not.


[Piety] The Religious Community -
(Opportunity: The first country in each starting zone to found a Holy Order will gain 1 Prestige. Duration: End of round 12. Special: If multiple countries in the same starting zone found a Holy Order in the same round before any others, both countries will gain the additional Prestige.)

 Indefinite duration effects 

[Strife] Big Fish In Small Ponds -

Prestige and PRS Rank will no longer correlate one to one: to reach PRS Rank 3 from PRS Rank 2 will require 2 Prestige, while reaching PRS Rank 4 from PRS Rank 3 will require 3 Prestige. This Prestige does not have to be earned in the same turn. Reaching PRS Rank -3 from PRS Rank -2 requires the loss of 2 Prestige in the same turn. If all available positions at a given PRS Rank are occupied when a new country would reach said rank, the country which gained Prestige least recently has their PRS Rank reduced by 1. Ties are resolved by roll-off with the tying country’s highest respective attributes, with the lowest rolls losing. Changing rulers will no longer result in PRS Rank loss when at PRS Rank 3 or 4, but will reset any accumulated Prestige to 0.
Special: The loss of Prestige still causes a loss of PRS Rank. Gaining Prestige when at PRS Rank 2 or 3 which is insufficient to rise to the next PRS Rank, or gaining Prestige when at PRS Rank 4, still counts for determining which country gained Prestige least recently. Losing PRS Rank resets the clock and clears out any accumulated Prestige which was insufficient to reach the next Rank, and counts as an instance of gaining Prestige for timing purposes only.

[Renown] A Monumental Undertaking -

Can work on one monument or similarly grand project in a region you control as a non-action. This requires a fluff description of the ongoing work, design, difficulties, progress, or similar. Three to four sentences should usually be sufficient. When beginning such a project, must decide on a 3-part project (+1 PRS) or 5-part project (+2 PRS).

[Acclaim] To Greatness -

Sea Power, Empire, Merchant Marine, or Holy Sea -&gt; 1 Prestige. Usurpation results in Prestige loss for the usurped country.

[Honor] Blood, Stone, and Ink - PRS treaties can be made.
[Affluence] Opulent Optics - May spend 5 Wealth as non-action to gain 1 Prestige.
[Mendacity] A Lack Of Commitment - Prestige loss if a country Oppresses a faction in a region on which they have a Confederation claim. Prestige loss if a country backs down from an Ultimatum it has made.

[Notoriety] The Fragility of Fear -
[Ignominy] Stigma, Scandal, and Shame -

Prestige loss will be assigned: experience a rebellion in response to a failed Oppress Faction or Impress Aristocracy action, commit gross atrocities.
Prestige loss may be assigned: forced to acquiesce to a rebellion’s demands, badly lose a battle heavily favored to win, grossly humiliated or suffer a gross embarrassment.
Return captured general: can give -1 PRS to the other party, captured ruler: -2 PRS.
 

 
Minescratcher
 Regions 113,  114 , 127
    The Order of Knights of the Ironkelp of First-King John of Ruhum    
  Records of the Years  7-9  of the Tenure of Grand Master Oliver of Insol, 40th Grand Master of the Order of Knights  
Round 10

  Actions:

1.  [Faith 10]  Miracle: Multiply the Regalis Arbor

 That I may rise and stand, o'erthrow me, and bend
Your force to break, blow, burn, and make me new. 
 
 Spoiler: Effects 
The Regalis Arbor is rooted to the earth, becoming a Flowing Way Holy Order located in Orope [Region 114]. As a non-action, up to twice per round, the Ironkelp Order may invoke one of the following effects:

 
 Launch Couriers: When taking an action, the Ironkelp Order may pay 1 region of distance to "skip" from a region that they control and which contains a Flowing Way Holy Order to any non-Wastes region within three (non-Wastes) regions of said owned region for the purpose of effective distance when determining distance penalties or distance losses. The path may then continue on from that region, adding additional regions to the path and increasing the effective distance appropriately as normal. To skip to a Brackish, Toxic, or Glacial region in this way still requires the appropriate technology, but such regions may be skipped  over  without a technology. This effect may not be applied to rolls for Colonization or Secret actions, but may apply to unit movement for battles; if it is applied to unit movement, the units cannot be intercepted in a region they skipped.
  .   
 Launch Scouts: The Ironkelp Order receives a +2 bonus to the Maneuvering roll for a single battle they participate in. The battle must take place in a Depth 0 region within three (non-Waste) regions of a region that they control and which contains a Flowing Way Holy Order. The use of this effect in a battle must be declared before any Interception rolls are made, and this effect may not be applied to Maneuvering rolls to intercept or avoid being intercepted.  
 
 


2.  [Faith 5]  Create a Holy Order in 96
The completion and maintenance of the new cenote in the contaminated waters has granted Dame Commander Clare Delamere great power in the local waters, and the difficulty of communications with Orope gives a pretense to declare the birth of a new military order free from the unreliable Grand Master Oliver's interference: The Order of Knights of the Hospital of Corbenic. This effective declaration of independence takes over a year to filter back to the Ironkelp, and its consequences remain to be seen....

3.  [Faith]  Seek Aid for LUX colonization of 187:  21 
The Matriarch of the Shades reaches out to request spiritual aid in their ventures to the newly discovered southern waters, and the Grand Master is more than happy to request the favor of the divine upon their great adventure.

4.  [Diplomacy]  Establish a marriage claim on 116:  11 
Still unmarried, the Grand Master sends his brother King Robert of Insol to the waters of the Anurians in hopes of possibly securing a wife appropriate to the prestige of the title of Grand Master. Talks are encouraging at first, but quickly fall through over issues King Robert is not completely able to understand.

5.  [Diplomacy]  Establish a marriage claim on 118:  9 
Remaining hopeful for a quick solution, the Grand Master dispatches lesser diplomats, led by his cousin, Conrad Montpied, westwards. They meet with even worse luck, as Conrad proves too arrogant to treat the sea cow herders with the respect he believes is above their station, and the diplomats are quickly expelled.

Nonactions:
 
 Lean on the Black Pearls to Assist LUX buyout of Ektalithiades [113] Phosphorite TP 2 
 Acclaim the Cyphiri Union 
 Contribute the following compilation of legends, lore, and observation to the Genus Taxonomia Vadosus Mare:
 
 Spoiler: Lãkuviato, Kingslayer 
Among all the beasts of Ke Yi Ade, none are as powerful or as feared as the Lãkuviato. A great monster, longer than two dozen Middish end to end, the Lãkuviato marches across the seafloor on four great limbs, each ending in five long claws. These are used to tear great holes in the seafloor, searching out food buried in the sand - "food" being a broad category for a Lãkuviato, as they will eat practically anything available, from seagrass ripped up at the roots to unearthed oysters and even smaller or unconscious Tomelãwo who stray too close, crushing anything that enters their mouth with powerful jaws and teeth.

The Divine Nacres may find the Lãkuviato interesting for another reason: its skeleton and body plan are unlike anything else in the waters of Ke Yi Ade. Its quadrupedal body is optimized not for swimming, but for walking, and it can only swim weakly by paddling. For this reason the creature rarely leaves the seafloor, spending its whole life bound to a single plane. Supposedly, they are not native to Ke Yi Ade, though they have lived there long; Tomelãwo legends say that a great herd of them migrated from the north long ago, threatening to overrun their civilization until the herd was broken and scattered throughout the region. The sages compiling this information hope that this strange and unique lifestyle will provide the Nacres with a suitable subject of research, being apparently totally without relatives in the temperate waters except for some remote similarities to the Otterians in the gray fur that covers its entire body.

 
 

 
 Complete the projects to breed more plants from the seeds of the Regalis Arbor as a Monumental Undertaking (3/3)
K.B. Redeye's project is complete, and the map of perhaps a dozen locations favorable to further cultivation is presented to the Order. The sites are immediately seized, and within only a few years, new Regalis Arbor trees have grown from the seeds of the progenitor. The first of the new seeds is tested in Ke Yi Ade, in the Duchy of the Forest of the Trinity. 
 
 
 Spoiler: News and Rumors 
 
 The discovery of a new nexus of civilization to the far south....
  .   
 
 

 
 Spoiler: Ruler Information 
Grand Master Oliver of Insol, 40th Grand Master of the Order of Knights, etc etc
Current Stats
 Diplomacy : 4
 Military : 3
 Economy : 4
 Faith :  10 
 Intrigue : 5
 Rolls 

New Ruler Next Round? No
Expected Stat Bonuses: +1 Diplomacy
 

 
 Spoiler: Other notes 

Generals:
 
 Knight Commander Amlaigh Tolmach of the Scoshlangue (10) - Tactical Doctrine: Quiver Hell's Foundations (+2 to battle roll) 
 
Units: 4 / 7

Treasure: 0

Resources controlled:
 
 Region 103: Adventuring Scholars 
 Region 114: Giantsbane Seed 
 
Techs:
 
 Supernatic Propagation 
 Trophic Deconvolution 
 Megafaunal Tailoring 
 Photospore Signalling 
 Graduated Symbiosis 
 Composite Grafting 
  Anoxic Adaptation:  Permits actions and troop movement across brackish (green) borders; Requires  Composite Grafting, Trophic Deconvolution  
  Supermarine Artillery:  +1 to battle rolls and +1 to Maneuvering rolls in regions of Depth 0; Requires  Giantsbane Seeds, Supernatic Propagation, Photospore Signalling  
  Razor Current Netting:  +10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending; Requires  Glass,   Composite Grafting  
 
State Religion: The Middish Way of the Flowing Way
 
 5 HCs: +1 offensive battle rolls 
 15 HCs: 2d8 to Sway Factions 
 
Artifacts
 
 Thunderstone Cudgel: 1/round, +1 to an offensive battle (+2 if the defender benefits from a Fortress) or +1 to convert a holy site of an organized religion (+2 if the defender benefits from a holy order) 
 The Regalis Arbor: may be used up to twice per round as a non-action, for one of the following effects:  
 Spoiler: Regalis Arbor 
 
 Launch Couriers: When taking an action, the owner may pay 1 region of distance to "skip" from a region that they control and which is contiguously connected to their capital to any non-Wastes region within three (non-Wastes) regions of said owned region for the purpose of effective distance when determining distance penalties. The path may then continue on from that region, adding additional regions to the path and increasing the effective distance appropriately as normal. To skip  to  a Brackish, Toxic, or Glacial region in this way still requires the appropriate technology, but such regions may be skipped  over  without a technology. This effect may not be applied to rolls for Colonization, combat, or Secret actions.
  .   
 Launch Scouts: The owner receives a +2 bonus to the Maneuvering roll for a single battle they participate in. The battle must take place in a Depth 0 region within three (non-Waste) regions of a region that they control and which is contiguously connected to their capital. The use of this effect in a battle must be declared before any Interception rolls are made, and this effect may not be applied to Maneuvering rolls to intercept or avoid being intercepted. 
 
 
Attempts to steal the Regalis Arbor suffer a -4 penalty. 
 
Reputation:
 
 1 ABS favor 
 PRS rank 2 
 Signatory to the  Flowing Peace,  alongside the Gotezhar, the Cyphiri Union, and the Lux-Glossian Shades, consisting of the following four terms:
 
 The undersigned are committed to the righteous and just conducting of wars, and will therefore forswear: killing or causing egregious harm to noncombatants, including foes who have surrendered; and the use of weapons or technology deemed unnecessarily cruel considering their objective, including those chemical and biological weapons designed to cause a slow and painful death. 
 The undersigned are committed to enable the collective defense of the faithful of the Flowing Way by soldiers of the faithful, and will therefore not oppose or hinder the movement of Flowing Way troops between territory controlled by signatory powers for defensive purposes. 
 The undersigned are committed to the dialogue of ideas and the free movement of sages, missionaries, and other wise-creatures, in the interests of widening the Flowing Way and the better interpretation of the divine mysteries, and will therefore support the establishment of new centers of learning and all other conversions to the Flowing Way within their controlled territory to the best of their ability. 
 The undersigned are committed to the continuing study and proactive investigation of riddles and anomalies, and will prioritize those which one or more signatories reasonably suspect may pose a threat to the faithful. 
  
 
 
Lady Serpentine
 
 
 The Greenwater Clans 
  Leader:  Speaker Meriel Swiftwater
 Diplomacy:  3
 Military:  5
 Economy:  5
 Faith:  2
 Intrigue:  4 
 
News and Rumors:

 [Military 5 Special]  Raise General (Yura Darkwater) - Tactical Doctrine: Ruinous Currents (+2 to battle, -20% enemy casualties, +10% own casualties, automatically recruit one unit.)  (Result: 8.) 
  Several months after Meriel ascends to the role of Speaker, a representative and a small escort are sent to the Living Grave. While the reason for their inquiries is kept discrete, they are noted to ask after one of the acolytes of the Grave who originally hails from Meriel's clan. Shortly thereafter, the representative's party is seen leaving, and the acolyte in question is nowhere to be found. Three days after the party returns to Haven, the appointment of Yura Darkwater to lead a military force for the protection of the Greenwater is announced, along with a call for the border clans to levy their forces.

Yura swiftly proves an able tactician and strategist, with a head for logistics, and few can complain of her appointment on the grounds of her competence. Which is not to say that there is not grumbling, as there most certainly is: In light of their fears that Meriel intends to make her position hereditary, many of the other clans complain of her appointing someone from her own clan. They simply lack grounds for a formal dispute, particularly as they lack a widely agreed upon candidate to put forward in her stead, and so (largely) do so behind closed doors.

However, while Meriel's belief that Yura possessed such skills was the reason she was sought out in the first place, Yura's most impressive talent has an entirely different source: A talent for alchemy. Careful experimentation has allowed her to produce a violently psychoactive compound that, in those properly prepared by pre-battle rituals that place them in the appropriate frame of mind, results in them fighting with unnatural fervor and strength (though unfortunately at a significant cost in control. For those who did not make such preparations, the resulting hallucinations and intensified emotions tend to be overwhelming, and dramatically reduce the ability to fight effectively even for those who remain on the battlefield.  
 [Military]  Impress Aristocracy in Region 123.  (Result: 12. Failure.)  
  Several envoys are dispatched to the north, with instructions to seek out the aristocracy. Unfortunately, while their unpreparedness for war is swiftly made apparent and negotiations appear promising at first, with select representatives brought back to witness the forces raised by the Clans and even speak at length with Yura Darkwater, they break down afterwards. While those who have seen the forces the Clans command with their own eyes are suitably impressed, they fail to convince their peers upon returning home. The use of native representatives was a key point upon which the plan relied, and in the absence of more widespread support, the talks ultimately stall with little to show for it.  
 [Military]  Raise 1 unit of Serovin Rangers.
  The first soldiers under Yura Darkwater are drawn from those who patrol the Serovin, as the readiest and best trained force that is neither necessarily engaged in its entirety nor solely loyal to a single clan. While largely unarmored, they are excellent swimmers and skilled at navigating dangerous terrain without being detected, traits which render them excellent scouts. They are also serviceable skirmishers, armed with finned javelins and short thrusting spears, both of which are traditionally tipped with the fangs of the great serpents that lurk in the depths of the Serovin and anointed with a wide variety of toxic reagents.  
 [Intrigue]  Explore Southeast of Region 142.  (Result: 13. Success!) 
  For decades, the Clans have been isolated. No more, however, and that means learning about the world around them. While there are a number of opportunities to learn about their nearest neighbors, they also begin to turn their eyes towards the edges of the known world. It is to this end that an expedition is sent out into unknown waters, taking the swiftest - if most dangerous - route of passing through the Deepheart.  
 [Intrigue]  Explore Northeast of Region 142.  (Result: 11. Failure.)  
  Sadly, what was to be the second such expedition returns having never left known waters, foiled by a vicious dispute over the best path to take and who should lead. Some claim it was no coincidence that several of those on that expedition were from the clans most openly concerned about Meriel, but opinions are divided as to if they sabotaged the expedition, or if she did so to harm their reputation.  
 [Economy 5 Special]  Construct Specialized Ship: The Crystal Garden.
  The Gardenbearer Turtle. Once they were the keystone of trade in the region, and they are still a highly valued component of it. Now, however, the Greenwater Clans turn their attention to them in an entirely different way. With their skill at Megafaunal Tailoring and their experience with the husbandry of Gardenbearer Turtles in particular, they set to work creating a truly vast specimen - and though there were an unfortunate number of failures prior to achieving the desired result, they finally &lt;breed/grow/shape&gt; one large enough for a moderate crew to live on its back for an extended period.

Not content with this, however, they reach out to the Lux-Glossian Shades, importing Luminescent Crystals at great expense. They also offer safe passage to and from the Glossian Sea, along the full design notes on the Crystal Garden and an expedition to be chosen by agreement of all assisting Shades, should any Shades be willing to send experts in the creation of such ships - particularly those skilled at handling the challenges posed by the frequently toxic or otherwise dangerous waters in the Wastes the vessel is designed for.

Fortunately, the (comparatively minor) success at exploration the Clans have displayed and the favorable terms prove sufficient to sway some Shades into sending ship technicians to assist. With such expert assistance, the exposed flesh of the turtle is swiftly rendered proof against such dangers and the shell sealed. The garden remains exposed, however, and it is here that the the crowning achievement of the collaboration is achieved: A great dome of transparent "crystal" - actually the glassy secretions of something like a snail, native to the Serovin and molded to such purposes, laid down with the utmost precision and care over nearly three years - is installed over the garden on the turtle's back. Set into the edge of it are a dozen symbiotic "pumps", which filter the waters surrounding the great turtle before exchanging them for those within the sealed dome. And finally, the use for the Luminescent Crystals is made plain, as the Lux-Glossians are called upon one last time to assist in placing them on the interior of the dome itself, hanging there like stars as they ensure that the Crystal Garden can grow no matter how dark the waters it swims through.  
 [Economy]  Buyout TP3 of Native Gold in Cyph-Arel (Region 122), with Cyphiri assistance. (Result: 12. Success!)
  After a particularly lucky - or clever - Cyphiri trader brings a few gold objects to Hunter's Rest, the merchants there grow quite enthusiastic about the prospect of selling it deeper in the Greenwater, not to mention acquiring some for themselves. A caravan is quickly organized, and with the assistance of the Cyphiri (who presumably are happy to find that their once somewhat aloof neighbors are now both friendly and keen to trade with them), it returns laden with gold, though it is only the first of many.  
 [Diplomacy]  Raise Reputation with the Divine Nacres from 0 to 1.  (Result: 7. Failure.) 
  As a show of goodwill, Meriel sends a number of Gardenbearer Turtles to the Divine Nacres, along with a number of reagents from other sources. She freely acknowledges, through the accompanying diplomat, that they likely have many of the things she sends already, but expresses the hope that the variety means at least some of it may prove useful.  
 [Diplomacy]  Sway Aristocracy in Region 141  (Result: 14. Success!) 
  Meriel is better known for her skill at organization and trade than diplomacy. Despite that, her efforts to the southwest bear significantly more fruit than attempting to impress her northern neighbors with the benefits of a military alliance, perhaps because they do not feel threatened by the forces she can bring to bear. Cordial talks swiftly blossom into a close working relationship, even going so far as to see her personally receive a similar diplomatic expedition in Haven.  
 
 Spoiler: Book-keeping 
Stat Change: Diplomacy +1, Military +1, Economy +1, Intrigue +1.
 
farothel
  The Hymenocera Expanse
Region 3 (Tropical)   
 

Leader: High King Lord Deca V
Diplomacy: 5
Military: 5
Economy: 6
Faith: 4
Intrigue: 5  
 Actions: 

[1][military] recruit general  10 
[2][diplomacy] press claim on region 4 (+1 treasure, +1 prestige, TN12)  14 
[3][faith] convert HS 29.2 (+1 treasure, TN12) (2d8)  13 
[4][diplomacy] press claim on region 29 (+1 treasure, +1 prestige, TN12)  15 
[5][faith] convert HS 3.2 (+2 assist, +1 treasure, TN12) (2d8)  18 
 link to rolls 

Non Actions:
-provide armour to The Auros of Kaarme through trade pact (use TP3.1)
-Use favour to increase rep with Abyssal stewards to 3

 
 Spoiler: Bookkeeping 

TP: region 3, TP1+TP2+TP3+City (carapace armour)
region 4: TP1 (Eye Weed)
region 6: TP1 (mercenaries)
region 12: TP2 (Crystal Chips)
region 13: TP1 (Rocksplinter Stars (starfish))
region 15: TP1 (granite slabs)
region 18: TP1 (Galena)
region 28: TP1 (Tiny Turtles)

Passive income: 3/turn

Units: 4/7
treasure (EOT): 3

Technology:
Photospore Signalling
Composite Grafting
Toxicity Filtering

Favors:
owed:
gained:
-Abyssal stewards: 1
-The Divine Nacres: 1
-Chelonian Chora: 1

 New stats 
stat increase:
rolls for new ruler
Diplomacy: 5 +1
Military: 5
Economy: 6
Faith: 4 +1
Intrigue: 5

 Organisation reputation 
Abyssal Stewards: 3
chelonian chora: 2
divine nacres: 2
international prestige: 2
 

 
 Spoiler: news 

-The new ruler, High King Deca V, decides it's time to add regions 4 and 29 formally into the Hymenocera Expanse.  A diplomatic mission is send to both regions to prepare the necessary documents.  Of course, having married into the ruling family, they don't expect much problems, but gifts are send along as that's how it's done.
 

 
 Spoiler: General 

The young ruler knows he needs some extra support in the military, so he decides to appoint a Lord General to lead the army.  Colonel Odonto, commander of the 1st infantery regiment, is appointed as Lord General.  He will have his HQ in the new fortress of Taundosa.

He immediately starts working on getting the army in better shape.  He comes with a tactic where the infantry will hold the enemy in place and then the cavalry will charge from a flank or rear to destroy them.  While this can work quite well, the chance of higher casualties, mostly amongst the infantry is there, as they have to hold until the cavalry is in place.
 

 
 Spoiler: Priests 

Now they have the priests in region 4 in their pocket, the Hymenocera priests decide to push the Dreamers out of their own region and to start pushing into region 29 as well.
 

 
 Spoiler: Organisations 

With the Titan running wild in the tropics, High King Deca V decides to become more friendly with the Abyssal Stewards in order to gain access to their technology for keeping the titans out of his territory.  And with the Tropical base of the Abyssal Stewards in Hym, he doesn't expect too much trouble with that.
 
Talis
  The Seatide Confederacy  
 
 Spoiler: News and Rumors 

 
 The Seatide Confederacy objects to the protectionist bullying of the Kar-Nath Hegemony. Merchants and travelers have the right to move and make commerce without fearing for their lives and livelihoods. Using the threat of violence to maintain control over trade is tyranny of the most base kind. 
 The Seatide Confederacy welcomes its newly discovered neighbors in the Temperate region! Judge Flash of Green declares Seatide open to travelers and merchants from the north, and expresses his desire to open up new trade agreements and cultural exchanges to tie the region closer together. 
 
 

 Actions: 
[Economy] Impress Merchants (65)
  Now that Kar-Nath's southern region has a relative stable economy, Seatide turns its attention to restoring the local merchant community. Confederate bankers loan large amounts of money to get local merchants back on their feet, and a small settlement of Pepsin expatriates settles down in the region to fill in the gaps.  

[Economy]Buyout Trade Post (187, TP1)(Spending 1 Treasure. +1 from City)
  Confederate merchants are shocked to discover that the original surveys to the north not only misreported their discovery of useful tools, but also missed an entire civilization! It is clear that the original expedition was falsified, and an investigation discovers that the commissioned drift embezzled much of their funding. Many of their assets are stripped, and the Drift is banished from Seatide, their reputation utterly destroyed. In the meantime, the Scintillating Ceiling still needs tools. Luckily, a new potential source has just been discovered.  

[Economy]Impress Merchants: Aelwyd Adferiad(71)(Supplying Edible Algae)
[Economy]Buyout TP (80, TP1) +4 bonus
  It won't do to leave a market unsatisfied. Since the Draig have proven unable to keep their merchants happy, the Confederacy decides to step into the void, expanding its trade network into the region. To satisfy their demand for spices, an enterprising Drift ventures north into the open waters above the depths to set up a krill-harvesting operation. These sour-tasting little crustaceans should excite Draig palates.   

[Economy] Expedition across the wastes west of 80
  The discovery of the Temperate region sparks new interest in exploration in Seatide. What other potential markets exist out in the unknown? What other resources and opportunities? Seeking to discern the answer, the Judge Flash of Green orders an expedition to the west. The Great Manta is prepared for travel. A small colony of tents strapped to the creature's back, along with a vast amount of food, supplies and equipment.   

[Economy]Grant the people of 59 samples of Edible Algae
  Seatide has no desire to see its new business partners starve. Arrangements are made to ship samples of various algae strains to the region so that the locals can develop an optimal mix for cultivation.   


Non-Actions:
Oppose all Sway and Impress actions targeting merchants loyal to Seatide
Support Buyouts for factions that own the territory they are making the buyout in
Support Cryptid Congress buyouts in 67 and 59, using Merchant Support

Die Rolls:

 
 Spoiler: Book Keeping 
 Ruler 
Judge Flash of Green
Diplomacy: 2
Military: 2
Economy: 8 (+2)
Faith: 5
intrigue: 2

Military Units: 2

 Regions Owned:  [Seatide 79]
Total Regions: 1
Land Unit Cap: 6 (6 Capital Unit Cap)

Artifacts:
 The Tideglobe  - This mysterious artifact is a transparent orb full of shimmering liquids and colors, which swirl and dance about in hauntingly beautiful patterns. By carefully watching the movement of lights and changing colors inside the Tideglobe, Seers can augur future events and predict how to counter hostile actions. Effect: +1 to one Intrigue roll opposing a hostile Secret Action, once per turn.

Culture:
 Mutually Beneficial Arrangements  - 2d8 to performing and resisting Impress Merchant attempts

 Military Technologies: 
Devolving Standardized Integrations (Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost.) Prerequisites: Composite Grafting. Slot: Combat Drugs and Medicine.

 Civilian Technologies: 
Composite Grafting
Graduated Symbiosis
Megafaunal Tailoring
Photospore Signaling
Supernatic Propagation
Trophic Deconvolution

Resources controlled:
[Talented Crab (65, TP1)]  Support 
[Gravelglass (68, TP1)]
[Edible Algae (69, TP2)]  Support 
[Edible Algae (69, TP3)]  Support 
[Inkfang Worms (70, TP2)]
[Rust-Veined Pumice (73, TP3)]
[Firefly Squid (74, TP1)]  Support 
[Magnetic Sand (75. TP1)]  Support 
[Bluefish Antifreeze, Seatide (79, TP1)]  Support 
[Bluefish Antifreeze, Seatide (79, TP2)]  Support 
[Bluefish Antifreeze, Seatide (79, TP3)]  Support 
[Dragon Eyes, Cryptoclysus (84, TP1)]

Merchant Faction ETB: +5
 ETP Total : 25

 Treasure : 4 (+3 / Turn)

 Factional Support :
(52) - Merchant (Supply Firefly Squid)(+1 ETP)
(59) - Merchant (Supply Edible Algae)(+2 ETP)
(65) - Merchant (Supply Rust-Veined Pumice)
The Cathedral of Movement (67) - Merchant (XXXX) (+1 ETP)
Danabae (69) - Merchant (supply Inkfang Worms)
Maurente (74) - Merchant (Supply Edible Algae)(+1 ETP)
The Plains of Sarkenos (75) - Merchant (Supply Inkfang Worms)
Seatide (79) - Merchant, Aristocrat, Clergy (Supply Firefly Squid)

Diplomacy:
Trade Route with the Gravetenders
Cultural Exchange with the Shifting Ennead

Reputation:
Owe 1 Favor to the Divine Nacres
Abyssal Stewards: 1 Favor
 
Torv
    The Astral Rebellion     
Harald, The Mer
 D2 M1 E5 F5 I4
  
 [Faith 5]  Hatch the Naked Ones, they join the Astral Menagerie as two members.
 
 Spoiler: Mechanics 

The Naked Ones turns into the Scintillating Twins.
The Scintillating Twins becomes part of the Astral Menagerie, counting as two members.   They provide +1 to an Intrigue roll if given a unique object as a fluff non-action.

They trigger the Kelpie and Mare

When united with the Withering Everlight their bonus increases to +2.

The Banished Merchants causes them to try and spark a rebellion.

If the Scintillating Twins appears in the same region they try to undermine a random support in addition to their other effects.
 

 [Faith]  Contribute to the Songline of the Sunlit Seas

 [Diplomacy]  Attend the Second Exquisite Gala
Sub-Actions: Give the Everscintillating Goldfin to LSD

 [Economy 5]  Create a Specialized Ship


 [Economy]  Continue the Great Project to change the Resource Requirement of R17 to Drugs (2/5)

  Non Actions:  
Resist all conversions
Grim ranger
    Kar-Nath Hegemony   
 Located in:  Polar zone, regions 65, 75 and 77
 Capital:  Glacier Crag, Region 77    Turn 10   
   Rham, the Frozen King   
 Diplomacy - 9, Military - 10, Economy - 10, Faith - 4, Intrigue - 1 
  Actions:  

1.  [Economy]:  Colonize region 64 (Using one Treasure to boost the roll)(Roll:  23 . Great Success!)
 - With the discovery that the depths of the region hold no life as adapted to the depths and biting cold as they are, Hegemony goes on to prepare an expedition of hardy colonists to attempt and seed a measure of civilization even to such a remote place. After all, do they not pride themselves to taking root in truly testing environments? The colony is also deemed to be rather safe on the account of natural barriers preventing entry of would-be invaders.  

2.  [Diplomacy]:  Establish Intermarriage Claim to Region 63 with Prince Nedir (Roll:  20 . Success!)
 - Seeing the importance of the land they have discovered but being more wary about challenging a considerable military force the people of frozen plains are able to muster, the Frozen King decides to attempt the subtle approach for once, offering his successor as a possible groom to the most important of local leaders. While the decision does not seem to exactly spark whoops of joy from the prince, he seems somewhat optimistic about his prospects regardless.  

3.  [Diplomacy] : Form Cultural Exchange with Costa Sereia

4.  [Faith]:  Convert Holy Site 2 in Region 63 (Boosting the roll with The Withering Everlight)(Roll:  11 . Failure!)
 - Although cautious not to rile up the local politics, the Hegemony's arrival in the region prompts gradual expansion of the Blossoming Sequence as well. 

5.  [Military]:  Contribute an action to the Cresent Companion
 - Having already contributed a fair bit of information to the efforts of the Abyssal Stewards, the Hegemony goes on to put more effort towards helping them finish their great work. It would be quite a shame to see it falter just at the finish line, after all. 
  Non-actions:  

A.  Contribute to the Verglas Volumes 
 
 Spoiler: Temporary construction for times of crisis and trade 
 While the Nathi prefer their buildings to last and remain sturdy in preparation for myriad dangers of the frozen seas, at times expediency trumps such concerns... and as such, certain techniques for creating dwellings of more temporary nature have also become commonplace. The temporary earthworks of the Legions and traveling traders are a good example of this, requiring little more than a covering of some sort to protect the inhabitant from the elements, but other means are more widespread among the poor or those simply on the move to a new area.

One of the more popular means also involves digging out the seafloor, but swaps out the simple cloth covering for small hole for assortment of stones piled up as low walls that raise a potential dwelling slightly over the seafloor, and digging larger space underneath. Although the larger constructions need firmer supports (and rather creative ones too in case of soil being particularly loose), a well-made result of this approach can house a fair few , and its layout can be used for everything from start of a military outpost to an isolated establishment.

Somewhat more rare approach on the count of its more stringent material requirements, the way of building cheap shelters from local flora has also been attempted. Stemming from combination of Nathi ingenuity and stories brought from abroad by Chora, some settles have began to use more sturdy plantlife as supports to build a cocoon of woven reeds, cloths or even large hollowed-out sea beasts as makeshift housing. While obviously less sturdy and more vulnerable to the elements, such approach compensates for its issues by being rather easily deconstructed and moved to a new location as needed, saving the cost of new building materials. 
 

B.  Create a monument: The Strategium (2/3) 
 
 Spoiler: Despite setbacks, the project holds strong 
 As the grand building's frame begins to take shape, the Nathi are hampered by misfortune. With Hegemony's efforts to secure their frozen domain requiring ever more attention and resources, some of the units slated to aid in tasks such as guarding shipments of building materials are often needed elsewhere, slowing construction down. In addition, the other Paths have grown more vocal regarding the rift in power quickly growing between them and Path of Banners...something that the local following of Blossoming Sequence seems to also be keeping an eye on. While this political turmoil is hardly enough to topple the project, its future does seem more perilous than before.

Thankfully, the problems are held back somewhat by a surprising source: the heir to the throne himself. While generally not a political animal, Nedir seems to appreciate the thought behind the Strategium, and uses what limited pull he has within the circles of nobility circling around the situation to calm matters before they can escalate beyond usual byplay of the Paths. He even takes to aiding in the construction personally, and many do consider the sign of the prince helping stack blocks of stone with some of his nominal lessers to be encouraging. Traditional virtues of community and giving back to all instead of attempting to simply hoard power for power's sake seem to have stuck with the heir of Frozen King... or make for excellent way to gain clout for his upcoming ascension when displayed. Regardless of whenever or not the cynics will be vindicated in such an opinion with time, the prince's presence as force for moderation has gotten the project somewhat of an immunity from wheeling and dealing common to nobility.

While the main halls and many wings of the complex remain unbuilt as of yet, the routes leading towards the location are already proudly lined with appropriate banners, and a surge of hopeful recruits are welcomed in makeshift recruitment buildings erected close to the construction. Who would wish to waste time when it comes to joining in on making history, after all? 
 

C.  Ask permission of the Stewards to construct a Smoking Garden 
 - With the uncertainty of possible Reaver invasions destroying vital supply lines at the worst moment, the Frozen King approaches the nation's longtime organization ally with request to build Smoking Garden on one of Hegemony's territories. 

D.  Present information of areas around Polar zone to the Abyssal Stewards  (Total of 4 regions explored and 2 written up. 2 of the regions explored were Glacial, counting double. In addition, region 64 had to be explored twice to access the Depth, giving another exploration of Glacial region. Total points: 10)
 - The Hegemony has gathered a great deal of maps and knowledge regarding waters they have recently explored, handing copies of such over to the Abyssal Stewards to further cement their friendship to the organization. 

E.  Raise Divine Nacres reputation from 1 to 2 by using a favor  (Roll:  20 . Success!)
 - While they have held the Nacres more at arm's length than other factions crowding around the Polar zone, the Hegemony cautiously extends further overtures through favors owed in hopes of getting further access to their bio-technology. 
  News &amp; Rumors  

-

  Leader improvements from turn 10:  

+ 1 Diplomacy

  Leader stats for turn 11:  

Diplomacy - 10
Military - 10
Economy - 10
Faith - 4
Intrigue - 1

 
 Spoiler: Leaders &amp; agents 
 Leader:  Rham the Frozen King (Diplomacy - 9, Military - 10, Economy - 10, Faith - 4, Intrigue - 1)
 General:  General Kreel (Military 9, March of the Conqueror tactical doctrine (Perfected))

 Others:  Munda (Ambassador of the Hegemony), Nedir (king's appointed successor), Rayn (Chieftain of Plains of Sarkenos, technically independent)
 

 
 Spoiler: General bookkeeping (End of round 10) 
 Regions:  77 (Capital), 75, 65
 Military units:  Nathi Legion (3), Sarkenos Militia (1)
 Treasure:  3
 Reputation:  ABS (3), CCA (2), DNA (2), PRS (3)
 Favors:  ABS (2), CCA (1), DNA (0)
 Trading posts:  5 (Effective number: 9) - 1 income
Rimestone - TP 1, 77 (Merchant support)
Rimestone - TP 2, 77 (Merchant support)
Rimestone - TP 3, 77 (Merchant support)
Preserved Foodstuffs - TP 3, 78
Electrum Conduits - TP 1, 76 (Merchant support)

Civilian Technologies: Composite Grafting, Trophic Deconvolution, Photospore Signaling. Supernatic Propagation, Megafaunal Tailoring, Graduated Symbiosis, Electrodialytic Staurozoa and Mitochondrial Regulation
Military Technologies: Magma Forges (On loan from ABS as long as Rep 3 or greater lasts)
 
Lleban
   The Cryptid Congress  

 Shah Honorebb Qualodias IV


Diplomacy 3
Military 2
Economy 5 (+4)
Faith 3
Intrigue 5
 
  Actions  
 Economy  Buyout tp 1 region 78

 Economy  Buyout tp 2 region 78

 Economy  Buyout tp 2 region 67

 Economy  Buyout  tp 2 region 59

 Economy  Build a city region 84

  New Player Bonus Actions  
 Economy  Hoard Treasure

 Economy  Hoard Treasure

 Economy  Impress Merchants region 63

 Intrigue  Hire Spy Master

 rollz 
Autumn Stars
     The Gravetenders    
  Turn 10  
  Sersi The Pale  
Diplomacy - 2 || Military- 3  || Economy - 2 || Faith - 10 || Intrigue - 2
 
  Actions:  
 
 Spoiler: The Pax Arctica 
Within the aegis of the Blossoming Sequence, the Annointed Prophet of the Eternal Communion and Sersi The Pale speak to the assembled representatives of all the local powers.

"Rejoice!" proclaim the Prophet, "No more need the nations of these frigid seas fear their neighbor! War is ended and belief is free!"

Sersi steps forward, addressing the gathered representatives. "Much, nearly all, of our collective lands follow either the insights of the Blossoming Sequence, or the Eternal Communion. Freely, they have come to us for guidance, and this must be given consideration. Therefore, we lay out here the Pax Arctica. No member nation shall be subject to conversion they and their people do not welcome, as none so far have."

"Such peace is extended to outside faiths," explain the Prophet, an abortive lance of polyps jutting towards the representative of the Residuum, "But like the treacherous Pattern before them, tampering uninvited in neighboring lands will be met with the combined might of both of the Polar Faiths and the offending confession rooted out and exterminated."

Sersi continues, "And between our member nations, we will forbid war. We are, none of us, truly enemies. Let us not change this, let us enforce our peace. Any who would break the Pax Arctica must find the arms of those who follow Communion and Sequence alike raised to defend it. Primarily, we expect this to be a shield against outsiders, and not our member nations."
"As new members of this Polar peace, every nation represented here is guaranteed protection under these terms. Where possible, we will ourselves use the bonds of faith to restrain overreach." Here, the Annointed Prophet gestures towards Sersi. "Where necessary, we will all proceed under the understanding that an assault on one is an assault to all."

"While it is to our mutual benefit for all to dedicate themselves to the defense of our Pax Arctica, we understand that this is beyond the limits of some nations, and beyond the sensibilities of others. Those which wish not to be protected may withdraw. And even those who do are offered our spiritual guidance, should they refrain from violence upon member nations.

"Of course, we understand that there are costs to enforced peace," admit the Prophet, "Much more to enforcing it. And so we, the heads of the Polar Faiths, offer incentive in addition to the miraculous relics that we may see fit to grant. Member states who abide by the terms set out, and who strive in all ways to keep these realms in peace, are invited to plan public works projects for the benefit of their peoples. Applications may be submitted to either Head of Faith, and in mutual conference, we will determine which is most worth pursuit."

Sersi nods, once, raising one hand to gesture towards a window, through which can be seen the Blossoming Icons. "You have seen the shining results of our faith and dedication, and our friends of the Eternal Communion are no less capable. Every decade we will begin and complete a grand work in pursuit of Pax Arctica's collective prosperity. With the aid of the Communion, perhaps even faster.

The Anointed Prophet seem to swell with holy fervor as several Gravetenders step forward, ready to offer their skills to the coming constructions. "Thus begins the Pax Arctica!"
 

  1: [Faith]    Exalt Domain.  
   Shortly before the Reef In Bloom, Sersi calls many of her people back to the Dead Cities, their first homes. Here, a massive celebration commences. Well, massive by Gravetender Standards. Certainly lively. All faithful to the Sequence, be it Blossoming or Tidal, are invited, as are those dedicated to their fiercest and most respected rivals, the Eternal Communion.    
 Spoiler: EXALTATION 
Gravetenders do not generally smile in a way perceptible to organics. The subtle shift of Silver and Stone which signifies Sersi's joy is not clear to biological visitors... But her tone couldn't be more so. Dead City Tacca is unusually alive with activity. The halls are lined with displays of the sheer variety of the Sequence's adherents, the different paths that the faithful have created.

Sersi, herself, stands upon an elaborate dais, welcoming all. Nearby, Akathi and Nasko fervently debate the particulars of the Tidal Sequence. Gravetenders of both the Blossoming and Tidal Sequence chime in, often, unafraid to speak their minds. Laksha speaks softly to a new Gravetender, unseen before. This new Gravetender's pattern and form are somewhat strange, though not exceptionally so. Into their body they have worked shards of crystal from Dead City Urodela, fragments of old Maker relics, and one hand appears to be made of Rimestone from Kar-Nath.

When Sersi goes to speak to the gathered faithful, Dead City Tacca goes near silent, a rarity in these waters. "Faithful, friends, and all who visit us this day, we rejoice. The Blossoming Sequence has brought much to our frozen waters, and now, on this day it shall be immortalized. All things fall, and all things feed the Sequence." There's a pause, a moment of contemplation, before she continues. "We have, in recent years, spread far and wide, shared understanding with organic life and collective life alike. We are not exempt from death, merely distant to it, and it is our charge, our chosen duty, to see that its place in our world is understood. Today, marks our next step. We establish ourselves as a true, sacred nation, here in the lands of our Makers. Today, I invite you, adherents of the Sequence, seekers of understanding, to make this oath alongside myself... And my disciple, Elkelt."

Here, the new Gravetender amongst their elite steps forward, head bowed. "We, children of the Makers and heirs of the Dead Cities, make this oath in contemplation of the cycle unending. That we may continue to be a bastion of knowledge and understanding. That the Sequence we study never be brought to end. It is our sacred vow. Contemplation and comprehension."

A few moments later, many Gravetenders speak the same words. "Contemplation and comprehension."

[Translator's Note: Disciple means 'child' for most intents and purposes. Further details below.]
 

  2: [Military]   Contribute to Crescent Companion.
   .   
  3: [Military]   Raise unit.
   .   
  4: [Military]   Raise unit.
   .   
  5: [Military]   Raise Unit.
   .   

Non-Actions:
[Free Action] Create Holy Order [Sacred Oath Of Silver Currents] in the Dead Cities [78] as part of Exaltation.
   .   
 [The Reef Which Never Falls Silent: Host the  Reef In Bloom.  Followers of the Blossoming Sequence may attend as a faith action.]
   The Reef In Bloom sends out a special invitation this year, paired with messengers from the Eternal Communion.   
[Blossoming Icons: Seek Aid on Kar-Nath's colonization of 64.]

[Continue sending Kar-Nath Hard Metal via trade rout.]


 
 Spoiler: Stat Changes 



Stats for next round:

Diplomacy - 2
Military - 3
Economy - 2
Faith - 10
Intrigue - 2
 

 
 Spoiler: Statistics 

 
 Spoiler: Special Actions 
 Special Actions Available: 
 Special Actions Used:  Diplomacy 5, Economy 5, Faith 5*2, Faith 10
 

 
 Spoiler: Diplomacy 
 Reputation/Favors 
 The Abyssal Stewards:  Rep 1, 1 Favor (Expected Change: None)
 The Chelonian Chora:  Rep 0, 0 Favor (Expected Change: None)
 The Divine Nacre:  Rep 0, 0 Favor (Expected Change: None)
 International Prestige:  Rep 3 (Expected Change: None)

 Cultural Exchanges 
Deep Blue
The Shifting Ennead

 Cultural Identities 
None
 

 
 Spoiler: Military 
 Units:  1 (Expected Change: None)

 Aristocratic Support 
78, 76

 Generals 
None

 Fortresses 
76

 Perfected Tactical Doctrines 
None

 Military Technologies 
None
 

 
 Spoiler: Economy 
 Treasure:  0 (Expected Change: None)

 Trade Posts 
 Total Owned  0


 Mercantile Support 
78

 Cities 
None

 Trade Routes 
The Seatide Confederacy
Kar-Nath

 Specialized Ships 
None

 Civilian Technologies 
  Megafaunal Tailoring, Graduated Symbiosis, Photospore Signaling, Supernatic Propagation, Trophic Deconvolution, Composite Grafting.  
  Electrodialytic Staurozoa   A specialized variety of sessile jellyfish, engineered by the Divine Nacres to partially desalinate seawater through electrodialysis across its outer membrane. Attaching them near the gills or other water intake organs provides cleaner and safer water at the cost of a buildup of supersaturated seawater inside the jellyfish’s body and precipitated calcium on the outside, which must be periodically expelled or scrubbed off, respectively.  [Effect: May ignore the increased effective distance from a Briny border up to twice per round. This does not reduce the effect of Briny borders on distance loss calculations. Requirements: None.] 
 

 
 Spoiler: Faith 
   The Blossoming Sequence   
 Faith Holy Sites:  15

[78.1] Dead City Urodela:  This Dead City is placed such that the light which streams from above is channeled into a series of crystals, all sculpted into abstract forms.
[78.2] Dead City Tacca:  Known for its meditation chamber, and the series of elaborate Reliquaries the faithful have built inside.
[78.3] Dead City Chantrieri:  Chantrieri towers above the rest, precipitously built along a sharp dropoff.
[69.2] Neoplastic Monolith:  A great roiling mass of hard, stone-like flesh grows near the [direction of nearest waste or toxic border] border of Danabae. It shifts, grows, and consumes constantly, and is revered by some few who dare approach it. The Gravetenders have taken to reflecting upon it, and have built a temple nearby.
[76.1] Pardalis, The New City:  The first city truly built by the Gravetenders, now dedicated as a holy place of the Blossoming Sequence.
[76.2] A Study Of War:  A battlefield of the Makers, significant now to the Gravetenders as where they made their first steps to understanding violence.
[77.1] The Rime Gorge:  The Rime Gorge, and the ritual it represents, is of great interest to the Blossoming Sequence. Many die, and those few that survive flourish with power.
[77.2] Grand Schola: 
[77.3] Temple of Deep Currents: 
[75.1] The Plains of Sarkenos: 
[75.3] The Plains of Sarkenos: 
[79.2] Seatide Crag: 
[79.3] Stillwater: 
[58.1] Core Site: 
[58.4] Core Site:  The Silvered Oath of Ecumenical Exchange

 Clerical Support 
78, 76, 75, 58, 77, 79,

 Organized Faith Bonuses 
+1 to holy site conversions.

 Artifacts 
None

 Holy Orders 
The Silvered Oath of Ecumenical Exchange [58]

 Miracles 
 The Reef Which Never Falls Silent:  Hosts the Reef In Bloom event every round an a non-action, and allows followers of the Blossoming Sequence to attend as a Faith action.
 

 
 Spoiler: Intrigue 
 Spies 
 

 
 Spoiler: Claims 
78 - Historicity
76 - Integration
 

 
 Spoiler: Wonder 
 The Blossoming Icons:  This wonder allows the country in control of Bastion (76) to take a modified Seek Aid action which reduces the effective distance for a Diplomacy and/or Faith action, rather than giving a bonus to the action roll. When taking this action, roll 2d6+Faith and subtract 11. Up to a roll of 18, this is the number of regions they subtract for the purposes of distance penalties. After 18, they subtract one more region for every 2 higher. (8 regions for a roll of 20, 9 regions for a roll of 22, etc.) In addition, they can Seek Aid as a nonaction once each round, for Diplomacy and Faith actions only. 
 

 
Lumaeus
  The Riftlings Many of the Dead Seas      Pemperate Region    
 Turn 10

Ruler: The Youngest, Third Chosen of the Mother of the New Era
Diplomacy: 4
Military: 5
Economy: 4
Faith: 10
Intrigue: 3 
 
 Spoiler: The Pax Arctica 
Within the aegis of the Blossoming Sequence, the Annointed Prophet of the Eternal Communion and Sersi The Pale speak to the assembled representatives of all the local powers.

"Rejoice!" proclaim the Prophet, "No more need the nations of these frigid seas fear their neighbor! War is ended and belief is free!"

Sersi steps forward, addressing the gathered representatives. "Much, nearly all, of our collective lands follow either the insights of the Blossoming Sequence, or the Eternal Communion. Freely, they have come to us for guidance, and this must be given consideration. Therefore, we lay out here the Pax Arctica. No member nation shall be subject to conversion they and their people do not welcome, as none so far have."

"Such peace is extended to outside faiths," explain the Prophet, an abortive lance of polyps jutting towards the representative of the Residuum, "But like the treacherous Pattern before them, tampering uninvited in neighboring lands will be met with the combined might of both of the Polar Faiths and the offending confession rooted out and exterminated."

Sersi continues, "And between our member nations, we will forbid war. We are, none of us, truly enemies. Let us not change this, let us enforce our peace. Any who would break the Pax Arctica must find the arms of those who follow Communion and Sequence alike raised to defend it. Primarily, we expect this to be a shield against outsiders, and not our member nations."

"As new members of this Polar peace, every nation represented here is guaranteed protection under these terms. Where possible, we will ourselves use the bonds of faith to restrain overreach." Here, the Annointed Prophet gestures towards Sersi. "Where necessary, we will all proceed under the understanding that an assault on one is an assault to all."

"While it is to our mutual benefit for all to dedicate themselves to the defense of our Pax Arctica, we understand that this is beyond the limits of some nations, and beyond the sensibilities of others. Those which wish not to be protected may withdraw. And even those who do are offered our spiritual guidance, should they refrain from violence upon member nations.

"Of course, we understand that there are costs to enforced peace," admit the Prophet, "Much more to enforcing it. And so we, the heads of the Polar Faiths, offer incentive in addition to the miraculous relics that we may see fit to grant. Member states who abide by the terms set out, and who strive in all ways to keep these realms in peace, are invited to plan public works projects for the benefit of their peoples. Applications may be submitted to either Head of Faith, and in mutual conference, we will determine which is most worth pursuit."

Sersi nods, once, raising one hand to gesture towards a window, through which can be seen the Blossoming Icons. "You have seen the shining results of our faith and dedication, and our friends of the Eternal Communion are no less capable. Every decade we will begin and complete a grand work in pursuit of Pax Arctica's collective prosperity. With the aid of the Communion, perhaps even faster.

The Anointed Prophet seem to swell with holy fervor as several Gravetenders step forward, ready to offer their skills to the coming constructions. "Thus begins the Pax Arctica!"
 

 
 Spoiler: Apotheosis pt. 1 

The Anointed Prophet of the Eternal Communion have indeed succeeded in declaring polar peace, and with the backing of the Gravetenders, it might hold. But back home, that peace will not be welcomed. The Ambassador to Treacherous Isolates have closed down almost all lines of Riftling communication to the outside world. But for the Prophet and their clerics, not a polyp has swum from the dark depths. If the Communion is to demand peace, it needs to take the mantle of leadership and the authority of a state. The Prophet begin a tour of faithful polities.
 


Military 5: (Faith|Censer) Fortress
 
 Spoiler: The Mother's Wrath 
The Riftlings do not not build, yet the Ambassador to Treacherous Isolates declare a need for a fortress. Like in all things in these abyssal creature's life cycle, it is only at the Mother's pleasure that they see their needs met. And so it is here. Over the years, the Cardinal Rifts send out runners, hidden below the sea bed, but known to the Mother and whispered to the Fathers. These erupt irregularly into Nodes, ever shifting, which belch great clouds of the Mother's breath into the seas. These massive bubbles of noxious gas churn the waters with their poisonous expanse, and the long drop to the Riftling's seafloor is soon as treacherous as any isolate which dares visit. Only the Riftlings themselves, undeterred by the gasses to which they owe their lives, can now swim unhindered in these waters.
 

 
 Spoiler: Apotheosis pt. 2 
There will be no return for the Prophet. The Ambassador to Treacherous Isolates know the way of the world. All outside influence is treachery. All influenced by the outside are treacherous. Even without hearing of the Pax Arctica, it is plain that something has begun to shift in the seas, and that will only bring danger. For the second time in a decade, they demonstrate the miraculous might of the Mother, making a fortress of the fatal breath of life, and now it is only the life-addled clerics who might risk the journey back. And the Ambassador are prepared to deal with that.
 

 
 Spoiler: A Message to Akkaroas 
The Ennead may be beholden to the pattern, but though treacherous, they may yet have use. A small purpose-formed cluster is sent to the treacherous isolates with an invitation: sack the treacherous Chora's trading post in the Seas-Not-Yet-Dead and you may have whatever treasure you find. We will not contest the theft of any of the occupying isolates by this raiding party either. To be free of these influences will be a blessing.
 


Faith?: Convert 74 HS 3 ( Roll: 19 [I forgot the distance penalty in the roll] )  SUCCESS 
 
 Spoiler: Apotheosis pt. 3 

The Anointed Prophet take a winding path back. They cannot risk being caught by any defenses of the treacherous Ambassador to Treacherous Isolates. As they leave the Gravetender lands, they journey northwards into the territory of the Ennead. This prevents the Ambassador and its potential allies, the Nathi, from catching them, yes, but more importantly, the Eternal Spring had sown many seeds of faith in these waters as the Pattern was uprooted. Perhaps the Prophet could collect on this.

Treacherously, the waters of Maurente churn beyond the ability of the polyps to safely navigate. Tossed and turned, the cluster are nearly lost until the greater part of them come into a place of shelter. Here, the Prophet meet the cultists of the Nineteenth Way, whose primitive superstitions had led them to create the system of sheltering holy sites the Prophet needed to cross these lands. As thanks, the cluster take some time and with a practiced chorus of voices, speak of the glories of the Eternal Communion and the dawn of the new enlightened age. Little wonder is it that, by the time they leave, the Nineteenth Way was firmly stamped out, and the Communion boasted new adherents.
 


Faith: Impress 69 ( Roll: 16 )  SUCCESS 
 
 Spoiler: Apotheosis pt. 4 

Danabae has always treated the Riftlings well. They suffered the indignity of hosting before the Gravetenders martyred themselves on that blade, they put the treacherous Ceiling in its place, and despite the threat of of unjust war, they gladly welcomed the peace the Riftlings so generously extended through the extermination of the Pattern. Here again, they find welcome. Or, perhaps, they find great industry at the behest of a King who seeks his own form of immortality--and if it is immortality to be a hivemind, then he has truly embraced the Eternal Communion. Though the Prophet absorb all remaining Riftling clerics of the Communion into their form in preparation for the certain trials of their homecoming, they make sure to ask the Gravetenders at the Neoplastic Monolith to convey their respect to the King's functionaries, and to admit the Ennead into the Communion on the Prophet's behalf, should they elect to do so.
 


Faith: Impress 68 ( Roll: 19 )  SUCCESS 
 
 Spoiler: Apotheosis pt. 5 

Sketi is an uneventful stage in the homecoming, but the Prophet absorb the Riftlings present, leaving the Holy Sites unattended by actual clusters. They move on.

Once the center of treacherous assault on Riftling sovereignty and on the philosophy of the Communion itself, the Cathedral of Movement is now perhaps the greatest bastion of Riftling-led religion in the world, outside of the Mother's seas. While Riftling numbers outside of the Seas both Dead and Not-Yet have dwindled in the recent years, the waters are still well familiar with the site of motes and clouds drifting through the waters on sacred business. And so, more than anywhere else, the Cathedral of Movement is the place where it becomes most apparent that something is afoot. For these waters to grow empty of Riftlings...something is coming.
 


Faith 10: Exalt Domain
 
 Spoiler: Apotheosis Fulfilled 

Riftlings know no war. They are not, in their microscopic glory, equipped for combat. But they do possess troops. As soon as the Anointed Prophet of the Riftlings Many swim into the Seas-Not-Yet-Dead, the Isolate Expendables set upon them. Great beshelled crustaceans are more than a match for a Riftling polyp, but a cluster enjoy strengths unknown to isolates. That same vulnerability under which each individual Riftling suffers is the power by which the cluster survive. As claws clack and squish hundreds of Riftlings at a time, the cluster themself scatter, barely holding together to maintain the Lesser Communion. Normally, a cluster would be able to easily avoid these downtrodden footsoldiers, losing perhaps but some few thousands across the seas. The Prophet, however, are formed now of the ancient and fast-wearying dregs exiled from the Mother's waters. They simply do not have the agility or even the energy to escape so easily.

It is slaughter. Millions die across the leagues, the cluster regularly losing sections of themself as linkages break with death. By the time the Prophet reach the precipice above the Dead Seas, they number barely nine thousand. The turbulent waters, rocked with the Mother's breath like never before, scatter most of those back into the Seas-Not-Yet-Dead, into the hungry claws of the Isolate Expendables. Of the nine hundred who survive, merely ninety make it to the seafloor intact.

Here, the peculiar form of battle unique to the Riftlings begins. The Amabasador to Treacherous Isolates have swollen to grotesque size, and this cloud is ready. Before the Prophet even orient themselves towards the True Deep, they are enveloped. And now it is a battle of the wills. Each polyp remains for its entire lifespan an individual, yes, but the cluster knows a unity. As the Ambassador churn about them, the Prophet begin to have doubts. Perhaps the Ambassador are right. perhaps the Pax Arctica is error. Perhaps the Riftlings were in error ever to cross from their waters.

Dozens of polyps sheer away from the Prophet's devastated numbers. With each, the Ambassador gain a new lever to pry at the Prophet. At the end, under such an overwhelming and fervent assault, nothing but the most zealous conviction, the uttermost dedication could remain unspoiled. And even here in the Prophet themselves, that faith numbers nine. Nine polyps descend to from the Ambassador's cloud to seek judgment from the Mother. Eight return, and as one of them join the stormcloud above, the Ambassador disperse, chastened.

The Mother has permitted a new Youngest to take root. The Pax Arctica claims even the Dead Seas.
 

Non-actions:
Gain a mechanical non-fluff Holy Order in the Dead Seas--may fluff one in the future, but not feeling it fluffwise rn
Permit SEN to join the Eternal Communion
Acclaim the Gravetenders--no one has done more to promote polar peace and, thus, polar sovereignty than this wise race.
Denounce the Pattern--no one has done more to erode polar peace and, thus, polar sovereignty than this treacherous faith.
-This is very specifically not SEN, who are a good and welcome adherent of the Eternal Communion.
Allow ESP to copy Censer if they desire
Accept Luxuries in the form of Dragon Scales and/or Soothing Oil and/or coral dyes and/or gravelglass from ESP
-Explicitly don't accept any trade good not noted
Resist literally any assault I can

New Ruler: The Youngest, Fourth Chosen of the Mother of the New Era ( Rolls )
Diplomacy: 4
Military: 3
Economy: 2
Faith: 7
Intrigue: 4
JBarca
 Round 10
   The Shifting Ennead   
 Danabae (69), Maurente (74), The Cathedral of Movement (67), Sketi (68)  
  Led by King Akkoroas 
D6 ; M5 ; E3 ; F1 ; I1 
 Actions 
 
  [MIL Sack TP 66.2, owned by CCA]   Total Result: 14 
The Chora has proven unpredictable at best, and the plea and offer of the Third Chosen is tempting enough to spur the King into action. Balelia, mounted on the mysterious Kelpie and with a small group of Beaks, is sent raiding.
 
  [MIL 5 Recruit General]   Ouch. 7. 
 Tulticius , fourth son of Antenius, is finally able to climb his way free of his father's shadow. All it took was treason! The young Doflein trained under Telian and developed some very un-Doflein ideas about the leader's place on the battlefield. He is armed to the beak, with hooks and blades aplenty, and is said to be utterly fearless.

 First to Kill 
 Tulticius is said to be utterly fearless in battle, and proves this every chance he gets. It's said he offers a handsome reward to any Beak or levy who kills a foe before he does. 
 Effects:  +3 to battles, -4 Allied Leader Loss, -2 Enemy Leader Loss, +10% Enemy Casualties, +10% Allied Casualties

 
  [FAITH Seek Aid on the Sack of 66.2]   SUCCESS 
Balelia remains an adherent of the Pattern for personal reasons, and coopts the few remaining faithful to support her excursion into the Seas-Not-Yet-Dead.
 
  [FAITH Adopt Faith: Eternal Communion] 
The Pattern has proven to be utterly worthless to the Doflein. Telian is able to scapegoat Antenius for the initial conversion, fortunately, and spearheads this new paradigm shift. With the announcement of the Pax Arctica, it seems foolish not to fully buy in.

 
  [ECO Assist with the Verglas Volumes 2/2] 
Ilbio again meets with the Stewards, this time arriving in dramatic fashion atop a firefly squid. Whereas architecture and devices can provide warmth to those without access, the squids can, if controlled properly, make the waters downright balmy. Ilbio explains this while demonstrating the bursts of near-boiling water from the squid. In regions with particularly strong current, such as Maurente and Danabae, a handful of the squid could, in theory, be used to heat streams of water flowing to populated locations, though Ilbio admits this is mere speculation. While he is explaining this, the local Danabaens are locking themselves into their homes for the night, sealing the doorways with tightly packed fibers so the small spaces within can retain body heat through the night.
 
  [ECO Hoard Treasure] 
Great plans are not cheap, and the Enneii have eyes on expensive projects. 
 
 Non-Actions 
 
  Spend One (1) CCA Favor to gain 1 Rep . The Chora owe the Ennead, and Telian reminds them of this fact when they inevitably take offence at some light raiding. 
  Spend One (1) ABS Favor to gain 1 Rep . The Stewards continue to represent a power that the Enneii lust for, and the time has come to spend favors official and informal to integrate themselves with the structure of this strength. 
  Ask permission of the Stewards to construct a Smoking Garden . The Ennead is aware of the difficulties in maintaining such a complex infrastructure. With the dreaded Titans on the move, though, now is not the time for hoarding. Telian promises that the Ennead is willing to assist above and beyond the normal requirements, if this proves necessary [SEN is willing to provide an extra action toward construction]. 
  Continue work on the [PRS Monumental Undertaking] Provinciarum Mirabilia (2/3) : Supplies are shipped to each of the civic centers serving as hosts for the monuments. Mer and other serfs from across each of the regions are pulled in to handle the labor, while Arms from Danabae oversee everything. Coral is guided into the proper shapes and flesh is harvest from workers who perform poorly. Day by day, progress is made. For the administrative side of the wonders, Akkoroas orders permanent garrisons of Beaks who are paid directly from the tax revenues and required to master sharp, intimidating drills. While the serfs suffer, the Beaks practice their performances, creating quite the spectacle in the provinces. 
  Give the Kelpie to Balelia as a mount.  The strange creature reappears in Ennead territory, this time on the eve of conflict. Though it remains unclear what its nature, provenance, or purpose is, Balelia is hardly one to forgo a potential advantage and elects to ride it into the skirmish with the Chora's guards. On return, she attempts to imprison the beast, impressed by its speed and power. 
 
 Reports and Discoveries 
 
  Akkoroas is distinctly unimpressed with the Pax Arctica, but is canny enough to make use of it while it lasts. 
 King Akkoroas begins practicing a method to prolong his rapidly diminishing life. He makes rulings, commands, plans, and proclamations, then invests the Princes Telian and Cussius the power to enact his will. Balelia is given imperium, while a coterie of courtesans and bureaucrats handle the minutiae. Then the King rests. He enters the Doflein stasis for a period of a year and a half before waking, devouring updates and responding to crises, and resting again. After another year, he awakes to rule in person for a year again, then repeats the process. In this way, he nearly triples his remaining lifespan. Typically, the Doflein call out such excess as cowardice and greed. With Akkoroas, though, no one dares. 
 





Ruler Stats R11:
D: 6
M: 6
E: 4
F: 2                                                                          POLAR 
I: 1
New Ruler: No

 
 Spoiler: Technology 
 Technologies 
    Type 
 Name 
 Effect(s) 
 Required Resource? 
   
  S 
 Composite Grafting 
 N/A 
 N/A 
 
  S 
 Graduated Symbiosis 
 N/A 
 N/A 
 
  C 
 Electrodialytic Staurozoa 
 Ignore Effective Distance from Briny 2/rd 
 N/A 
 
  S 
 - 
 N/A 
 N/A 
 
  S 
 - 
 N/A 
 N/A 
 
    
 

 
 Spoiler: Mechanical Bookkeeping 

Trading Posts Owned: 0




 Military Units CAP: 10/11 
 Generals 
 
  Balelia - 9 
 
 Spies 
 
   
 
 Cultural Exchanges 
 
  GRV 
  DPB 
  STC 
 
 Artifacts 
 Treasure 
1/5

 Special Actions Used 
DIP5 - Cultural Exchange DPB
 

    POLAR    
Kythia
  The Magaramachi  

Tropical, Region 10

Ruler:  Leviathan
D1 ; M4 ; E2 ; F4 ; I2

 Leviathan the Largest has been doing stuff before you even saw her!  Your tiny eyes couldn't understand that what you were seeing was a living creature and not a colossal reef so your tiny brains ignored her!
 
 Catch up actions (5) 
 1)  You guys work for me now!  I'm bigger than all of you combined!  (Military - Raise Unit)
The Magaramachi don't have an army, not as such.  But by bullying a group of smaller ones - easy to find as Leviathan is the biggest Magaramachon ever - something approaching a unit can be raised.

 2)  And you guys too!  Assuming I don't swallow you without even noticing!  (Military - Raise Unit)
Other Magaramachon couldn't manage it, they're all too small.  But Leviathan can bully two seperate groups into obeying her  at the same time .  In fact, she could probably do three...

 3)  Told you I could!  No one is bigger than me and I can order anyone around I feel like!  (Military - Raise Unit)
Think of it!  Bullying three seperate groups around at the same time, all too thoroughly cowed to even attempt eating her.  If this isn't absolute proof that Leviathan is the biggest ever then she has literally no idea what is.

 4)  They're right to beg me to boss them around!  It's a simple matter of size!  (Military - Raise Unit (Have aristocrtic support in region 10))
Having thoroughly crushed any of the others in the region large enough to be sentient, means that the smaller ones who would normally flock around  them  instead flock around  her .  Which is as it should be.

 5)  A Battle?  A Battle?!  This isn't a battle, this is me eating a pipsqueak!  (Diplomacy - No mechanical effect)
Other Magaramachi are tiny and stupid.  Some even stupid enough to challenge her, the biggest Magaramachon ever.  Defeating the challenger in combat is effortless and he's so pathetically small that eating them is barely worth the effort (though, of course, she does).  It does impress some of the others, though - those big enough to understand what happened (although "big" is hardly the word  she  would have chosen to describe these microscopic shrimps)

 You can't possibly miss what I'm doing now!  I can be seen from one end of the ocean to the other!  That's not a school of whales, that's me! 
 Standard round actions (5) 
 1)  You think YOU'RE going to eat the world?  Ridiculous!  (Diplomacy - Attempt to sway Clerical Support in Region 10 -  Fail )
Ridiculously many others in the Magaromachi Salinity think that Leviathan isn't the one who will ultimately get big enough to eat the planet.  Leviathan attempts to correct this ridiculous opinion by swimming past, certain that her immense bulk would convince them easily.  Inexplicably, this fails.

 2)  We need more space
  (Economy - Attempt to explore north of region 10 -  Fail )
A clump oif the sweet algae so beloved by the Magaramchi deatches and floats north.  A small number follow it into unknown territory but, predictably, fall into infighting and whatever information they might have gained is lost as they rip each other apart: the victor so wounded that even they never make it back.  Idiots.

 3)  You think YOU'RE going to eat the world?  Ridiculous! Part 2  (Military - No mechanical effect)
In the wake of the inexplicable failure of her attempt to intimdate some of the other religious figures with her raw size, Leviathan tries more...well, there;s no point prevaricating.  She eats a bunch of them.  Should have done that in the first  place really, the old ways truly are the best.  That'll show 'em.

 4)  Hey boss!  We found some stones piled on top of each other!  It's ok, we sorted it!  (Military - No Mechanical Effect)
Following a shoal of the sweet fish they so love, a group of Magaramchi pass over a border theyre not aware of and stray into the outskirts of Lojan.  The first structure they encounter is the summer residence of a minor noble, built in a classical Lojanese style.  Bless their idtiotic hearts, they thought that Leviathan would be pleased.  The pile of rocks was bigger than her, after all, and they figured she'd want it knocked down.  Which they duly do.

 5)  What?  What's your problem?  Seriously?!  Fine!  (Economy - No Mechanical Effect)
She wasn't pleased though.  They're small, and thus stupid, enough to not really understand why but Leviathan has developed something of a soft spot for the Lojanese after viewing one of their trading missions.  They're just so small!  Impossible to ever be a threat to her and frankly barely even worth the effort of eating.  The Lojanese, as do most of their neighbours, know the tricks of persuading Magaramachi to work for them by judicious application of sweet treats and Leviathan shouts and bites until a group are mustered to work under a Lojanese mason to repair the damage.  The discussions to make this happen open tentative channels between the two races.

 Net effects in Round 10 
Diplomacy + 1, Military +3, Economy +1
Units 0 -&gt; 4 (Current Max 4)


 Non-actions for Round 10 
 
  Support  Everything    The Magaramchi aren't sophisticated and those intelligent enough to understant the concept of loyalty don't have any.  Tossing a handful of sweets in the water will ensure local support for anything needed.  Sacks, sways, whatever.  If anyone wants to do something, they can get local support easily. 
  Hostile Terrain for Everyone   Any armies marching through are going to be facing nigh constant uncoordinated attacks from the locals wo are hungry or bored (interestly, the same word in the Magaramchi language).  All Magaramchi territories are hostile to all armies, regardless of alliances. 
 
Rolepgeek
    Organization Actions
Round 10    
 [Situation] Open Minds  - With recent developments buoying their spirit and leading them to place greater trust in the polities of the world, limits on favors owed to Organizations based on Reputation are increased by 1 until the end of round 10. This means that player countries may owe 1 Favor to each Organization with which they are at Reputation level 0, 2 Favors at Reputation level 1, 3 Favors at Reputation level 2, etc. If an Organization is betrayed, attacked, or otherwise forced to realize that their trust was misplaced before the end of round 10, this bonus will immediately end for that Organization.

 Unless otherwise specified, [Offers] made by Organizations are only available to countries with a Reputation of 0 or higher with that Organization.
Organizations treat regions with their bases as controlled for the purpose of actions such as Impressing Aristocracy or exploration Missions. 
  Abyssal Stewards  
 
 Spoiler 
The  Abyssal Stewards  are an association of various orders of mystics, warriors, and artisans living in the deepest parts of the ocean. Their ability to create and shepherd hydrothermal vents, which they use to ‘grow’ refined metals through means none have yet managed to replicate, makes trade with them indispensable. The Stewards - mostly members of a species of hairy crustacean - feel themselves charged with a duty to watch for the return of the legendary Titans, hoping to give advanced warning to those who live in shallower waters and prevent the foolhardy or malicious from waking them from their slumber.
 


In the boiling springs and tempestuous oases of Magma Falls, the Medusae find themselves both beholden and emboldened by the demands, desires, and designs of something alien, cold, and hungry. The Abyssal Stewards are nowhere to be found, any evidence of their presence slowly but surely wiped away. Like a sound only realized once it’s stopped, the faint but once ever-present taste of metal and sulfur in the water fades. More concerning to the Eternal Spring, however, would be the chill that permeates the waters ever-more, the once exuberant activity of the seafloor dimming over the years. While not so severe as to be unmanageable, the change nonetheless results in costly inefficiencies for the Medusae and the ecosystems they cultivate.

Amidst such developments, hints towards something more abstruse and enigmatic arise. A sensation only vaguely familiar to the interwoven flora now pervades - a sense unused for so long it has become nearly vestigial, now generating an unease for which the urgency climbs as temperatures fall. At uneven intervals, the experience carries with it an impulse or direction - but with it always is a demand to go  down . It is something of a relief when a small, metallic object is found in a forgotten and long-abandoned corner of the seafloor, from which an uneven red light shines, beating in time to the primeval yearnings of the megaflora which observe it. The meaning is unmistakable - the origin of such feelings is from without. There is a Source - and if there is a Source, then it may be Sought.

 Having become Rustplagued, the waters of the Eternal Spring are left bare in the absence of the Stewards - but in these newly clarified waters, a curious resonance can be detected. Should they desire to uncover the origin of this mysterious manifestation, they may attempt to Seek The Source through an Investigation action in their capital with TN 14 while Rustplagued - success will allow them to refine their search, revealing which region must be Prospected in order to pinpoint The Source - it may be necessary to explore to find the specific region. This Prospect action does not have the usual requirements or limitations on Prospect actions and will have no other effect on the region, but does require seafloor access and has a TN of 16. 
 The influence of Mammos can be felt throughout the Eternal Spring - ESP may use Faith in place of their Intrigue score for this Investigation action. Furthermore, Seek Aid attempts targeting either the Investigation or Prospect rolls on which 1 or more Treasure is spent automatically succeed and provide a bonus of +2 instead of +1. 
 [Action - Military] Continue Work on the Crescent Companion [6/10]  - The Abyssal Stewards consider it vital to complete the Crescent Companion as swiftly as possible, though time runs short before they are forced to give their attention to other projects…

 [Offer] Bounty of the Depths  - With the emergence of Mammos from the Eternal Spring, the Stewards are wary of civilization falling into the clutches of such unadulterated Greed. To compete with the demonic manifestation, the Stewards are offering treasure for even those that they have shunned in the past.

(  Offer:  The Abyssal Stewards are offering Treasure!  Benefit:  2 or 5 Treasure.  Cost:  1 Favor for 2 Treasure, 2 Favors for 5 Treasure.  Duration:  Available until the end of Round 15.  Details:  Available to countries of Reputation -1 or higher.  )

 [Opportunity] Fueling The Forge  - The Eel without End is a frightening creature, but those listening to the warnings of the Stewards know it is but one Titan of Many. Others are out there, waiting in the Deep, and it is only a matter of time before they make their way to the surface - the Stewards know they cannot stem the tide. Plowshares must be turned back into swords, barracks filled, forges fueled! This call to arms cannot - nay,  must  not be ignored!

(  Opportunity:  Countries may provide Units, Food, Labor, or Heat Sources to repay debts to the Abyssal Stewards.  Reward:  1 Favor.  Cost:  2 Units or 1 suitable Trade Post per Favor.  Deadline:  Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice.  Details:  Non-action to gift Units/Trading Posts. May not be used if no Favors are owed.  )

 
 Spoiler: Ongoing 
(  Offer:  The Abyssal Stewards are selling means of countering extreme cold to Polar powers!  Benefit:  May spend Treasure on actions to be able to cross Glacial borders.  Cost:  1 Treasure per action.  Duration:  Available until the end of Round 10.  Details:  Spending Treasure on Mantle of Warmth does not preclude spending Treasure to increase the roll bonus. )

(  Opportunity:  The Abyssal Stewards would like to know more about the areas surrounding the Polar zone.  Reward:  First Place: The services of Marshal Adaya shel-Girum ban-Liav. Second Place: 2 Units. Third Place: 1 Treasure.  Cost:  No direct cost.  Deadline:  End of round 10.  Details:  Winner is determined by the number of regions Explored, Prospected, or written up during the contest period; glacial regions count twice. Bounty of the Depths does not count towards the number of regions a country has Prospected. The Mantle of Warmth offer has been extended until the end of round 10. )

(  Task:  Cooperate in the creation of the Crescent Companion. Available to all zones.  Reward:  +3 Favors (max); if Project is completed, additional reward given to all contributors.  Penalty:  None.  Deadline:  End of Round 10.  Details:  1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Companion. 1 Favor earned for spending a Military action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires.  Special:  Desired entries will describe a society or culture’s approach towards warfare, military organizational structure, individual/collective fighting styles, and/or favored implements of war, including arms, armor, and any relevant organisms.  Progress:  6?/10 )

(  Request:  The Abyssal Stewards would like a Smoking Garden in the Emerald Tidelands (124).  Reward:  +1 Favor, +1 Reputation.  Penalty:  None.  Deadline:  End of Round 10.  Details:  Region 124 will be defended by Marshal Fra Zel and the Kalan Company, with the assistance of the Abyssal Stewards, if it is attacked, in addition to any native defenders. )

(  Task:  Cooperate in the creation of the Verglas Volumes. Available to Polar zone countries only.  Reward:  +2 Favors (max); if Project is completed, additional reward given to all contributors.  Penalty:  None.  Deadline:  End of Round 12.  Details:  1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Volumes. 1 Favor earned for spending an Economy action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires. )
 

  Chelonian Chora  
 
 Spoiler 
The  Chelonian Chora  are a league of religious nomads capable of traversing the Wastes atop their great Reefback turtles. Largely cephalopod-like, the Chora bring trade goods and news of distant lands by routes others could never manage, while their much-renowned songs bring joy, soothe tempers, and ease hardship. Their presence has a tendency to quiet discord, foster unity, and mend relations in a way that has enticed many a fledgling government to encourage more frequent visits and longer stays.

 (The Chelonian Chora, and  only  the Chelonian Chora, may treat regions with no local majority as sharing their faith for Sway and Impress Clergy actions) 
 

 Marketplace of Ideals Rewards 
 
 Spoiler: Rankings 
First Place - Sakurado w/ 20 points
Second Place - Middish Way w/ 12 points
Third Place - Cyphiri Way w/ 10 points
Fourth Place - Lux-Glossian Way w/ 3 points
Disqualified: Devouring Tenets &amp; Afluente, as no countries follow them anymore.
 

 SKR and PGL would receive a free Cultural Exchange, but already have one! An alternative reward will be forthcoming, but delayed until the Round 11 Opener!
GTZ and OKI may host or attend events for free during Round 11!
CYP receives a nice pat on the back. 
 [Action - Faith] Work on a means of unmaking the Dreaming Dead 2/?  - The resilience of the Living Dreamers is both remarkable and concerning. It gives the caravans hope, that the Hymenocera have been able to resist the temptation of such a dangerous ideology, and efforts continue to ply the Songlines and find a Path to Victory.

 [Request] A Little Less Lonely Road  - Though no member of the Chelonian Chora is ever truly alone so long as the Reefbacks are near, even caravans can desire company on long journeys through desolate and dangerous waters. If any polities were to push further into the Wastes through which wind the Chora’s ancestral Songlines, they might just find some new friends there as well.

(  Request:  The Chelonian Chora would be delighted to see established countries keeping them company in the Wastes.  Reward:  +1 Reputation for successfully Exploring or Prospecting a Wastes region. On a Wastes region Prospecting roll of 16 or higher, +1 Favor.  Penalty:  None.  Deadline:  Available until the end of round 15.  Details:  Available to countries with Reputation -2 or higher. Max of +2 Reputation from this request per Country. )

 [Opportunity] An Appetite For Abundance  - To support themselves and their massive mounts, the Chora cannot rely on goodwill alone (nor would they want to!). Life is meant to be enjoyed, after all, and the finer things certainly help with that!

(  Opportunity:  Countries may provide Treasure, Luxuries, Esoterica, or Fertilizer to repay debts to the Chelonian Chora.  Reward:  1 or more Favors.  Cost:  3 Treasure or 1 suitable Trade Post per Favor.  Deadline:  Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice.  Details:  Non-action to gift Treasure/Trading Posts. May not be used if no Favors are owed. )

 
 Spoiler: Ongoing 
(  Circumstance:  People, places, and things, all vanishing in the wake of Choral caravans! How curious.  Benefit:  ?  Penalty:  ?  Duration:  Unknown.  Details:  DRG, GRV, KNH, LSD, CYP, and SKR are being affected by this. )

(  Taboo:  The Chelonian Chora have a religious vendetta against The Dreaming Dead.  Penalty:  -2 CCA Reputation for adopting The Dreaming Dead as a state religion; additional -1 CCA Reputation every turn thereafter unless abandoned, which grants +1 CCA Reputation.  Duration:  Indefinite.  Details:  None. )

(  Task:  Cooperate in the creation of the Songline of the Sunlit Seas. Available for Tropical zone countries only.  Reward:  +2 Favors (max); if Project is completed, additional reward given to all contributors.  Penalty:  None.  Deadline:   End of Round 12.  Details:  1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Songline. 1 Favor earned for spending a Faith action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires. )
 

  Divine Nacres  
 
 Spoiler 
The  Divine Nacres  are a surface-dwelling consortium of humanoid researchers, biotechnologists, and ecclesiastics living in floating city-spheres that look like nothing so much as massive, impenetrable pearls. In generations past they have largely remained aloof, keeping their local subaquatic societies at arm’s length save for the occasional gift of advanced biotechnology or guidance, asking in exchange for access to the seafloor and assistance with gathering seemingly random resources for esoteric reasons - such was their distance that not a soul has seen them outside of their strange bulbous suits. Recently, however, the Nacres have been much more open and active in their communications and exchanges with the burgeoning civilizations of the oceans.
 

 [Action - Economy] Habituation in The Nearly Dead Seas [2/2]  - The fragility and danger of the Hatesheer Lily’s teetering ecosystem should soon be largely mitigated, thanks to the more resilient flora and fauna being carefully introduced into the area. Once the work of the Nacres is complete, there should be no risk of any Blooms for at least a hundred years, even with substantial development

 [Opportunity] A Need For Knowledge  -  The proliferation and variety of life below the waves has exceeded the Nacres’ expectations. This abundance is validation, substantiating their chosen way of life and affirming their mission to heal the world's many injuries. But such convalescence requires the careful tending of a knowledgeable hand, and while the Nacres know much, and have learned much, such knowledge is built upon ruins. Thus always is the need to continue to learn, improve, and grow - the great works of restoration, seeding, pruning, weeding, and consecration cannot end until one emerges to claim such obligations as their own.

(  Opportunity:  Countries may provide Technologies, Toxins, Exotic Flora, or Exotic Fauna to repay debts to the Divine Nacres.  Reward:  1 or more Favors.  Cost:  1 previously unknown Technology or 1 suitable Trade Post per Favor.  Deadline:  Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice.  Details:  Non-action to gift Technology/Trading Posts. May not be used if no Favors are owed. )

 [Offer] Survival Of The Fittest  - The principles of good evolutionary design requires the engineer to cull certain offshoots so as to encourage the proliferation of desirable traits. While the practice is considered archaic within certain Nacre communities, others find a classic approach to be the most reliable. Perhaps an old methodology could be applied to new systems?

(  Offer:  The Divine Nacres are offering to procure Trading Posts for countries they like through means some might consider predatory.  Benefit:  The Divine Nacres will attempt to Coerce Trading Posts on a country’s behalf.  Cost:  1 Favor per Coercion attempt.  Duration:  Available until the end of Round 15.  Details:  Normal restrictions on Coercion apply. Available to Reputation 1 or higher countries, and will not target TPs belonging to countries with a higher Reputation than the requesting country - other Organizations are considered to have a Reputation of 2 for this purpose. )

 
 Spoiler: Ongoing 
(  Circumstance:  The Divine Nacres are returning to their traditional seclusion.  Benefit:  None. Penalty:  The TN to Raise Reputation with the Divine Nacres is increased by 2. Additionally, when using a Favor to Raise Reputation, it still requires a roll (though not an action), but the country which spent the favor gains a +2 bonus on said roll. Duration:  From the start of round 10 to the end of round 15. Details:  None. )

(  Taboo:  The Divine Nacres request no permanent settlement be made in [region 81], religious or otherwise.  Penalty:  Reputation loss with DNA for Converting the Holy Site in or Colonizing region 81.  Duration:  Until the end of Round 10.  Details:  Temporary incursions to acquire Hatesheer Lilies are acceptable, though not recommended - Buyouts will not result in Reputation loss. )

(  Task:  Cooperate in the creation of the Genus Taxonomia Vadosus Mare. Available for Temperate zone countries only.  Reward:  +2 Favors (max); if Project is completed, additional reward given to all contributors.  Penalty:  None.  Deadline:  End of Round 12.  Details:  1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Genus Taxonomia. 1 Favor earned for spending an Economy or Intrigue action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires. )
 

  International Prestige  
 
 Spoiler 
 International Prestige  uses many Organization mechanics, but is distinct in a number of key areas - it represents the respect, appreciation, envy, and awe a country commands on the world stage, not just from the ruling governments of the country’s peers, but in the broader perception of the influential elite. The only actions International Prestige can take are to create tasks, requests, host events, or similarly create opportunities for countries to demonstrate their wealth, power, and grandeur. Reputation with International Prestige can be raised by gaining Prestige, and PRS Reputation Rank will often simply be referred to as Prestige Rank.
 


The tension of the Great Game holds firm.

 
 Spoiler: Ongoing 
 [Distinction] The Politics Of Identity  - (  Opportunity:  The first country in each starting zone to establish a Cultural Identity will gain 1 Prestige. The first country in each starting zone to Perfect a Tactical Doctrine will gain 1 Prestige.  Duration:  Until fulfilled.  Special:  None.  Availability:  Cultural Identity in: Temperate, Polar )

 [Mystique] Renegades, Turnskins, And Defectors  - (  Opportunity:  The first country in each starting zone to successfully Incite Betrayal will gain 1 Prestige. The first rebellion to arise on behalf of a specific country in each starting zone will gain that country 1 Prestige.  Duration:  Until fulfilled.  Special:  Actions taken to complete may be done as Secret Actions, but please note that successful attempts must be revealed in the following round opener - if for whatever reason they are not revealed, no Prestige will be awarded. The successful use of either the Galvanize Partisans Intrigue 5 Special Action or the Spark Claimant Revolt Diplomacy Action will suffice for fulfilling the second half of this opportunity; the Inspire Uprising or Spark Rebellion actions will not. The opportunity to start a rebellion against Duchess Gloriane afforded to RFT by the ongoing Crisis in region 66 will not count for this offer.  Remaining Availability : All effects for: Temperate, Tropical, Polar )

 [Acclaim] The Ties That Bind  -  ( Opportunity:  The first country in each starting zone to successfully press a Marriage Claim will gain 1 Prestige. The first country in each starting zone to successfully Integrate a region acquired by Confederation will gain 1 Prestige. The first country in each starting zone to have a Fabricated Claim uncovered as such will lose 1 Prestige.  Duration:  Until fulfilled.  Special:  If multiple countries simultaneously fulfill the conditions, all eligible countries gain or lose the relevant Prestige.  Remaining Availability : All effects for: Temperate, Polar )

 [Piety] A Divine Display  - (  Opportunity:  The country in possession of the largest number of artifacts in each zone when the deadline is reached will gain 1 Prestige. If they are the only country in possession of any artifacts in the zone, they will gain an additional 1 Prestige.  Duration:  End of round 10.  Special:  Artifact possession may not be kept secret for the duration of this opportunity. Artifacts created during round 10 will not count towards artifact counts, but artifacts stolen during round 10 will. )

 [Honor] Remarkable Reconstruction  - (  Opportunity:  When a country rebuilds a TP or Holy Site that was destroyed by the Reavers, they may choose to let it enter play Open, rather than under their control. If they do so, they gain +1 Prestige. If a country donates 2 Units as a non-action to a region that lost units to the Reavers, they gain +1 Prestige and the region no longer qualifies for such donations by other countries. If a country successfully Sways or Impresses a Reaved Faction in a region they don’t control, they may choose for it to become Open instead of gaining the Faction’s Support; for every second Faction they restore in this way, they gain +1 Prestige.  Duration:  Until fulfilled.  Special:  Any country may rebuild Holy Sites or TPs destroyed by Reavers in uncontrolled regions. If multiple countries donate Units to a region that lost units to the Reavers, they both gain the Prestige, and the region gains the Units from all such donations received. )

 [Piety] The Religious Community  - (  Opportunity:  The first country in each starting zone to found a Holy Order will gain 1 Prestige.  Duration:  End of round 12.  Special:  If multiple countries in the same starting zone found a Holy Order in the same round before any others, both countries will gain the additional Prestige.) 
 [Acclaim] Admiration For The Acclaimed  - (  Opportunity:  During rounds 9 and 10, each country may choose to acclaim one (1)  other  country they have contact with. The country in each zone which receives the most acclamations at the end of Round 10 is lauded for the respect they receive from their peers, and will gain +1 Prestige, or +2 Prestige if they received at least two more acclamations than the runner-up and a total of at least four acclamations. Ties result in each party gaining 1 Prestige, as long as they received at least two acclamations.  Duration:  Acclamations may be made until the end of round 10.  Special:  Availability during both rounds 9 and 10 does not mean that multiple acclamations can be made, one per round - only one total acclamation can be made by a country for the purposes of this Opportunity. )

 [Strife] Scorn For The Condemned  - (  Opportunity:  During rounds 9 and 10, each country may choose to condemn one (1)  other  country they have contact with. The country in each zone which receives the most condemnations at the end of Round 10 is censured for their reprehensible behavior in the eyes of their peers, and will lose -1 Prestige, or -2 Prestige if they received at least two more condemnations than the runner-up and a total of at least four condemnations. Ties result in each party gaining 1 Prestige, as long as they received at least two condemnations.  Duration:  Condemnations may be made until the end of round 10.  Special:  Availability during both rounds 9 and 10 does not mean that multiple condemnations can be made, one per round - only one total condemnation can be made by a country for the purposes of this Opportunity. )
 

 
 Spoiler: Permanent 

 [Strife] Big Fish In Small Ponds  - (  Opportunity:  Starting Round 6, Prestige and PRS Rank will no longer correlate one to one: to reach PRS Rank 3 from PRS Rank 2 will require 2 Prestige, while reaching PRS Rank 4 from PRS Rank 3 will require 3 Prestige. This Prestige does not have to be earned in the same turn. Reaching PRS Rank -3 from PRS Rank -2 requires the loss of 2 Prestige in the same turn. If all available positions at a given PRS Rank are occupied when a new country would reach said rank, the country which gained Prestige least recently has their PRS Rank reduced by 1. Ties are resolved by roll-off made with the tying country’s highest respective attributes, with the lowest roll result(s) losing. Changing rulers will no longer result in PRS Rank loss when at PRS Rank 3 or 4, but will reset any accumulated Prestige to 0.  Duration:  Indefinite.  Special:  The loss of Prestige still causes a loss of PRS Rank. Gaining Prestige when at PRS Rank 2 or 3 which is insufficient to rise to the next PRS Rank, or gaining Prestige when at PRS Rank 4, still counts for determining which country gained Prestige least recently. Losing PRS Rank resets the clock and clears out any accumulated Prestige which was insufficient to reach the next Rank, counting as an instance of gaining Prestige for timing purposes only. )

 [Honor] Blood, Stone, and Ink  -  ( Opportunity:  Countries may now establish PRS Treaties with one or more other parties as part of an event, which all parties have to attend. In order for this to work, all parties must agree to the terms of the agreement, what counts as a violation of those terms, and that it will count as a PRS Treaty. Any Treaty signatories with 0 Prestige will gain 1 Prestige upon the Treaty being finalized. Once finalized, any signatory who violates the terms of the Treaty will lose 1 Prestige.  Duration:  Permanent.  Special:  Attempts to abuse this mechanic will result in consequences inflicted by the Organization GM. Treaties without a meaningful potential for violation (as judged by the Organization GM) will not grant Prestige. A country can only gain Prestige from signing a Treaty up to once per round. Treaties may  not  be signed in secret. If a Treaty is dissolved by means other than a violation (such as reaching a set end-date (without getting renewed) or all parties agreeing to dissolve the Treaty), any parties who gained Prestige from the creation of the Treaty will lose 1 Prestige.

Treaty violators cease to be considered a signatory at the end of the round. This may result in the dissolution of the Treaty entirely, or simply an exclusion from any protections offered by said Treaty, depending on the exact terms - but it also means that if multiple parties violate the terms of the treaty in the same round, they will all lose Prestige.

Ambiguities in a Treaty for which no consensus can be reached among the signatories will be resolved by arbitration by the Organization GM. If any ambiguities are apparent when the Treaty is first presented, the Organization GM will ask the signatories to disambiguate the relevant situation before approving the Treaty. )

 [Renown] A Monumental Undertaking  -  ( Opportunity:  Once per turn, a country may, as a non-action, work on a monument or similarly grand project in a region they control. This requires a fluff description of the ongoing work, design, difficulties, progress, or similar. When beginning such a project, a country must decide whether it will be a 3-part project or 5-part project. Upon completion, a 3-part project grants 1 Prestige, while a 5-part project grants 2 Prestige.  Duration:  Until fulfilled.  Special:  Project completion requirements and rewards are subject to change. Insufficient description/fluff will result in no progress towards the completion of the project for that turn - three to four sentences should usually be sufficient. Countries may not have more than one ongoing project at a time. Countries may not accelerate these projects by spending actions.) 
 [Acclaim] To Greatness  -  ( Opportunity:  Any country that becomes a Sea Power, Empire, Merchant Marine, or Holy Sea by use of a Special Action gains 1 Prestige.  Duration:  Permanent.  Special:  Elevate Status, Consolidate Holdings, Exalt Domain, and Usurp Title actions all count. Usurpation results in Prestige loss for the Usurped country.) 
 [Affluence] Opulent Optics  - (  Opportunity:  A country may choose to spend 5 Wealth as a non-action to gain 1 Prestige.  Duration:  Indefinite.  Special:  This may be done multiple times in a single turn if a country has sufficient Wealth available. )

 [Notoriety] The Fragility of Fear  -  ( Opportunity:  Prestige loss will be assigned if a country experiences a rebellion in response to a failed Oppress Faction or successful Sack action. Prestige loss may be assigned if a country is forced to acquiesce to a rebellion’s demands. Prestige loss will be assigned if a country commits gross atrocities.  Duration:  Indefinite.  Special:  Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 3 Prestige, based on context and circumstances.) 
 [Mendacity] A Lack Of Commitment  - (  Opportunity:  Prestige loss will be assigned if a country Oppresses a faction in a region on which they have a Confederation claim. Prestige loss will be assigned if a country backs down from an Ultimatum it has made. Prestige loss may be assigned if a country is revealed to be grossly hypocritical.  Duration:  Indefinite.  Special:  Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 2 Prestige, based on context and circumstances.

Countries may declare an Ultimatum as a non-action. An Ultimatum is a declaration of commitment to a specific action or set of actions, with or without a set of conditions. At the end of the round the Ultimatum is made, it can no longer be changed - however, Ultimatums are usually crafted in response to a specific set of circumstances, and expire at the end of the third round after they were made. If a country that declares an Ultimatum fails to follow through, that country will lose 1 or more Prestige, depending on the severity of the lapsed Ultimatum and surrounding circumstances. Ultimatums cannot reduce a country to -3 Prestige. A country can only make one Ultimatum per turn. )

 [Ignominy] Stigma, Scandal, and Shame  - (  Opportunity:  Prestige loss may be assigned when a country badly loses a battle it was heavily favored to win. When a country returns a captured Spy or General to their owner, said country may choose to reduce the owner’s Prestige by 1 as a non-action. When a country returns a captured Ruler to their owner, said country may choose to reduce the owner’s Prestige by 2 as a non-action. Prestige loss may be assigned if a country is grossly humiliated or suffers a gross embarrassment on the world stage.  Duration:  Indefinite.  Special:  Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 3 Prestige, based on context and circumstances. )
 
mystic1110
     &lt;Herring&gt;
  &lt;fish-head&gt;
 &lt;scale {wake up} &lt;/scale &gt;
&lt;scale {meta - typing} &lt;/scale &gt;
&lt;scale name=“generator” = classified &lt;/scale &gt;
&lt;scale name=“referrer” = esoteric one one one zero &lt;/scale&gt;
&lt;scale {WAKE UP}&lt;/scale &gt;
&lt;/fish-head&gt;
 &lt;dorsal fin&gt;
&lt;scale&gt;
    &lt;Spawning Herring Pattern 2.3.9&gt;
    &lt;Update Round 9 Patches&gt;
    &lt;Spawning Herring Pattern 2.3.10 &gt;
&lt;Update CHILD OF PEARL Patch&gt;
    &lt;Spawning Herring Pattern 2.4.10/scale&gt;
    &lt;Spawning @  Region 55 &gt;
    &lt;Spawning @  Region 56 &gt;
    &lt;Spawning @  Region 57 &gt;
    &lt;Spawning @  Region 58 &gt;
 &lt;/dorsal fin &gt; &lt;/Herring&gt;  
   Deep Blue 
 
 Leader: Deep Blue Version 2.4.10

D:10 M:7 E:9 F:2 I:10   
 
  
 . . . checking for external stimuli requiring regulating of new herring swimming patterns . . .
. . . [found] . . .
. . . [not found]. . .
. . . executing dictates . . . 

&lt;Herring&gt;
  Actions: 

1.  Diplomacy  –  Establish Claim in Region 59 - Confederation  (Child of Pearl – Ability to roll twice and take best result. Roll: Roll:  Success  | TN is 22))
  &lt;subcurrent&gt;&lt;º))))&gt;&lt;
 . . . continue to supply COOKies to targeted phished NPC. . .
(if COOKies exchange favors integration proceed . . .
(true: proceed towards OpenSEA routine . . .
. . . OpenSEA is a routing and communication protocol based on a publish-subscribe architecture based on Herring patterns to communicate over long distances.
/this protocol in intended to be a sticky slime that allows multiple NPCs to share code with this system more effectively . . .
. . .“SEA to share”. . .
. . . core foundation upon which subsequent markup languages and semantics can be based, e.g. gesture recognition and generation, vision, wetware and dryware interfacing . . .
. . . dictate: proceed to integrate into OpenSEA. . .
. . . integration by continued COOKies production and continual code requesting integration . . .
(false: repeat function until NPC agrees to OpenSEA protocol)) &gt;&lt;(((( º&gt;
&lt;/subcurrent&gt;  
2.  Diplomacy  –  Communicate with the Ghost in the Piscine  (Roll:  18 )
  &lt;subcurrent&gt;&lt;º))))&gt;&lt;
. . . Dictate: provide report sub-dictate . . .
&gt;&lt;(((( º&gt;
&lt;/subcurrent&gt;  
3.  Intrigue  –  Secret Action  (to be rolled by GMs) – Encrypted using H3221n6.
 &lt;subcurrent&gt;&lt;º))))&gt;&lt; &lt;swim&gt; Access Stream of Consciousness
&lt;floating&gt;
. . . encountering currents . . .
. . . fathom deep thought set to: swimming speed 1.2
. . . increase deep thought by 0.1
. . . navigating currents . . .
. . . report: encountering turbulence . . .
. . . dictate: ignore press on . . .
. . . produce:
 For twenty-four hours
The Lord of Misrule
Till, to the sound of Flute and Toad
Round the Horn and Heaven and Hell
That close-tongued, hidden secrets
Of the Empire's hold
And the manhood of his country
Will unfold themselves.
Waiting for the next rush.
Leaves a message for the son. Exit Stream of Consciousness &lt;/swim&gt;
. . . query: what does the Stream of Consciousness signify . . .
. . . report: secrets upend order . . .
. . . swimming in circles . . .
. . . swimming in circles . . .
. . . school query: roe gazing is true terminate swimming sequence.
&gt;&lt;(((( º&gt;
&lt;/subcurrent. 
4.  Military  –  Raise Unit 
 &lt;subcurrent&gt;&lt;º))))&gt;&lt;
. . . Report: observed moral constructs place weight on methodology. . .
. . . Report: despite moral constructs even isolates prefer efficiency and expediency over decisions governed by moral frameworks . . .
. . . Report: analysis approved by SENπ . . .
. . . Query: allowance of integration into Ennead instead of joinder into OpenSea. . .
&lt;swim&gt;
. . . dictate: assess teeth to fish-flesh ratio.
(if ratio unacceptable true:
. . . dictate: over spawn the following:
. . . over spawn: dinies . . .
. . . over spawn: dinks . . .
. . . assess weight of dinies dink over spawn . . .
. . . send weight of dinies dink over supply (DDoS) to target . . .
. . . assess: is weight of DDoS enough to flood target and overload legitimate requests for movement.
&lt;/swim&gt;
&gt;&lt;(((( º&gt;
&lt;/subcurrent&gt; 
5.  Economy  –  Buyout  Inkfang Worms 70.1  (Roll:  Success )
6.  Economy  –  Colonize  Region 187 ( Success (rolled a 17) )

 Non-Actions 
 1.  Control Spread of Infection  (Roll:  21 )
2.  Use one ABS Favor to increase Reputation 
3.  Contribute to Verglas Volumes 
  &lt;subcurrent&gt;&lt;º))))&gt;&lt;
. . . dictate: report on construction requested . . .
. . . report: DNA Cod Injection distributed encrypted code into system analysis . . .
. . . dictate: review injected code . . .
. . . report: code contains blueprints . . .
. . . query: economic capabilities . . .
. . . report: insufficient . . .
. . . dictate: improve technological and capital in order to complete blueprints . . .
. . . dictate: increase herring production . . .
. . . report: herring production close to maximization of resources of Spawn Point . . .
. . . query: explore ability to increase population number within confines of small area . . .
. . . report: urbanization . . .
. . . dictate: use IT and Nodes to develop canyon-circuits in ocean floor and tubes and tunnels to house and store additional sub-strings . . .
. . . report: building techniques, use of IT - Tsy Fivrivirvs to dig such canyon-circuits and tube-tunnels for sub-string variations . . .
. . . report: building techniques, use of IT – Orquig to explode and clear out such canyons for IT - Tsy Fivrivirvs construction.
. . . report: building techniques, use of IT- displaced MER for fine tuning circuits . . .
. . . report: building techniques, use of IT – Ortel for displacement of debris and exhausted IT nodes . . .
. . . report: tubes for sub-string maneuvering essential for the construction of Cathedral of Comprehension . . .
. . . report: Cathedral is decentralized – its functions split between three centers of sub-seafloor tunnels holding sub-string data . . .
. . . report: construction is expansive use of digging through manual and explosive IT functions . . .
&gt;&lt;(((( º&gt;
&lt;/subcurrent&gt;  

. . . saving to memory. . .
&lt;lay roe&gt;
  &lt;caviar&gt; imprint memory into nucleic acid
imprint into herring epigenetics/culture . . .
&lt;/caviar&gt; . . . saving to memory. . . 
 
 Spoiler: Memory Matrix 
Leader patch updates:

+1 Econ
+1 Mil (Using the “unused” Mil from last round)

Uncounted actions for the sake of Stat Gain next round: Int

Region Controls: 4
Units: 9

Cultural Exchanges:
Shark People
Gravetenders
Shifting Ennead

Tech:
Electrodialytic Staurozoa

Child of Pearl Abilities:

1)	Actions that did not contribute for a stat gain in a round are counted for the sake of stat gain in the round after;
2)	Children of Pearl may choose to perform two Special 5 Actions rather than one when using a Special 10 opportunity for the purpose;
3)	Once per Round, a Child of Pearl may spend 1 Treasure in order to either: use their previous ruler’s attribute score in place of their own for a roll, with a penalty to the roll equal to the number of rounds since their last ruler change; OR roll twice for an action or resistance roll and use the better result (Treasure costs associated with such a roll are doubled).
 
Silent_Interim
  Unrest Actions: Round 10  
 
 Global Events  
A strange calm settles over the world. For a short time, things are restful.

 
 Spoiler: Polar 

 Brewing Trouble 
[reactivating sub-roe tine]
	 [state: you grow wise to my tricks, old friend]
[commit: i am watching you always]
[commit: every move you make, i am watching.]
[commit: strength comes from adversity] [sub-roe tine returning to inactive mode]
 The mysterious force continues its assault on the Aristocratic Support of Coresite (Region 58). 
 

 
 Spoiler: Continuing Events 
 
 Spoiler: Alinus Ernost, Rogue Agent 
Every round, Alinus will perform one hostile action in her currently infiltrated country, after which she will usually attempt to move on. Actions Alinus may perform on her own are ordinarily limited to Theft, Disrupting Trade, Undermining Supports, Inciting Treason or Sparking Rebellion. She will not attempt to steal Technology, Artifacts, or Specialized Ships of her own accord, but will steal Treasure. She is not capable of carrying out Special Actions, even if acting on behalf of another who is.

If Alinus is subject to counter-espionage or an attempt to root out spies, that will be checked before she attempts her hostile action. If these or other circumstances (such as failing an action by a sufficient margin) would cause her to be forced to exfiltrate, she will (rather than exfiltrating to her home country) attempt to infiltrate another country sharing a cultural exchange, trade route, border, or vassal/liege relation ship with the country she is exfiltrating from. If there are no such countries, or if she fails her infiltration, she is captured instead. If her country of origin would be revealed, it is instead revealed that the agent had no affiliation.

If a country wishes to recruit Alinus, they may do so using an Incite Betrayal special action. This still requires a spy infiltrated in the same location as Alinus at the same time. Alinus will resist attempts to recruit her with her Spy score. If successful, she will become a Double Agent under the control of the country taking the action. If the action fails, either due to Alinus resisting or an illegal attempt (due to Alinus not actually being infiltrated where the player attempting to recruit her thought she was, for example), the special action will be refunded as normal.

Further rules for Alinus may emerge over time, as she develops her skills, gathers more equipment, and expands her own personal network.
 


Starting in round 9, owned regions with Reaved supports may see their other Supports begin to progress towards rebellion if the supports are not rebuilt.

An unknown entity is attempting to infiltrate the supports of Deep Blue.
 
Miltonian
  
  The Unity  
 In death, all things united be,
In the depths of the briny sea. 
 Leader: Grinmaw the Calamitous 
Diplomacy: 2
Military: 10
Economy: 10
Faith:  3 =&gt; 5
Intrigue: 3

 The Eel :
The Unity have debated for long and hard. Now they are ready to show forth the truth they have discovered.

 Actions!  
 
  Faith: The proponents of the Eel declare that it is larger than the Reef. Thus, it is superior. 
  Faith: The Beholders of the Reef declare that they have seen the majesty of the Reef, and its size cannot be measured. The Eel, however, can be. And thus, it is inferior. 
  Faith: Meanwhile, a third faction, the Unchosen, argue that both sides are wrong. The Unity should focus on the good of the Unity, not appeasing gods that care not for them. 
  Military: Grinmaw orders the Unchosen purged. So let it be said, so let it be done. 
  Faith: The Unity declare that the Eel is a true god, like the Reef, and that both must be revered. The Reef has shared its wisdom, but the Eel has not. Therefore, its wisdom must be...recovered, by force if necessary.  
 
  Non-Actions  
 
 Support Conversion by the Reef in Red, our True Lord 
 
  News and Rumors  
 
 Spoiler: Bookkeeping 

Active Generals:  Carapace 
Carapace's Tac-Doc:   Tireless  
 Under this general's command, the hordes act as one unit, minimizing losses. 
-10% to own casualties, +2 to allied leader loss rolls.

Military: 7/7 units

Owned TPs: 22 TP 2, 21 TP 1, 20 TP 3

Treasure: 1
 
LapisCattis
   End of Round Ten  
No further mechanical edits to action posts may be made 
LapisCattis
   Round Eleven: Begin  
Years 30 - 32

Don’t forget to link to any rolls you make, including rolls for rulers you will start using at the start of next round. If you want a new ruler in the next round, you must state so in your action post for this round and link to their rolls. Any increases from actions for this round are counted for the ruler you start your next round with, which may or may not be your current ruler.
Good luck!

 The following events occurred between Year 28 - Year 30 
 
  Rules Alerts and Changes!  
  Discovery!  
 Explorations, prospecting, and other news from afar 
 
 Spoiler: Tropical 
 
 

 
 Spoiler: Pemperate 
 
 
 
 

The Pfith realize that their newly devised filtration grafts allow them access to vast waters as yet unconquered by others, and swiftly begin to brave the toxic seas west of the Pfithreef. Beyond the volcanic vents of Ghlsgtot, the shallows give way to deeper and deeper waters, and within barely a week’s travel the seafloor is too low for any but allies of the Abyssal Stewards to weather the pressure. Furthermore, though the pressure alone is not an insurmountable obstacle to the Core-Branded Pfith, the toxicity of the water is much more severe than even their most pessimistic predictions, and the filtration grafts have difficulty keeping up. The horrific deaths of many explorers as their grafts fail, twisted and bloated by some unknown mutagenic chemical, is enough to convince the Pfith to retreat: this challenge has defeated them…for now.

 Pfilghol explores west of Region 132! They discover Region 105, a Depth 1 Contaminated Toxic Open Waters region with no Holy Sites and a single Open Trade Post of Hazardous Corpses. While Region 105 remains Contaminated, it may not be Colonized and counts as an additional region for distance loss and distance penalty purposes, including actions taken in the region. The contamination seems to be welling up from a source far, far below. 
 
 Spoiler: Contamination 
[list][*] A Noble Sacrifice : A team is sent to find the source of the contamination and seal it. Choose whether to send a crack team of operatives (Intrigue, requires and occupies a Spy), an elite squad of veteran soldiers (Military, costs 1 Unit), or a local hero/members of the royal family (Diplomacy, lose a named character). Take an action of the appropriate type and roll against TN 16. This action does not count for stat gain purposes, and in fact reduces the relevant attribute by 1 point afterwards as those who volunteer or are chosen for this task are guaranteed not to survive, depriving their homelands of valuable expertise. On a success, the region will be decontaminated, the region will gain an Open Holy Site, and the decontaminator will get a +2 bonus on any Colonization attempts in the region, and give the region an extra Holy Site on a successful Colonization attempt. On a failure, the country which took the action gains a stacking +2 bonus to any future attempts to decontaminate the region via this method.
[*] Creative Gastronomy : It may be possible to develop an organism capable of both surviving and consuming the mutagens, reproducing until capable of keeping the entire region mostly clean. A country may attempt to engineer a suitable organism with a three-action project, which must consist of any combination of Military and Economy actions. To contribute actions to this project, the country must control the local Trade Post. Once complete, the organisms will be introduced to the region, and decontaminate it over the course of three rounds, at which point the resource will change and the region will gain an extra Trade Post to represent the predominance of the engineered organism. The region will also gain an Open Holy Site.
[*] Boiling X : Approaching the Core-Branded, the Abyssal Stewards offer a possible solution in attempting to neutralize the mutagens by coaxing the Ventroots into blooming beneath the region. If a Core-Branded spends a Favor with ABS, they may take a Faith action with a TN of 12 to assist the Stewards in directing the Ventroots to shift below the seafloor of the area, followed by a second Faith action with a TN of 14 in the following round to aid them in achieving a simultaneous bloom - failing to attempt or succeed on this second roll will require the entire process to begin again. The sudden eruption of heat should, the Hearthmost claim, denature the mutagenic chemicals in the water entirely, resulting in much safer waters. If the region is cleansed in this way, it will gain two Holy Sites - one Open and one controlled by Core Beliefs - the region’s resource will change to Sulfide Crystals, and the region will cease to be Toxic.
 


Refusing to be outdone in bravery, and spurred to action by the Sereian success in the gharial-contaminated region near Ezcorher, the Grand Conclave of Lux-Glossia sponsors a renewed venture south and east. The route is long and fraught with dangers, but aid from the Middish Knights established in the contaminated waters ensures the explorers reach their destination successfully and return safely to report back. Beyond the uninhabited waters lies a flourishing, if small, civilization, relying on the work of (what they claim to be) the tiny descendants of vast megafauna from before the cataclysm. The region is home to many varied philosophies on the meaning of life, and the Lux-Glossians report that they were approached by no fewer than three different groups, each one asking the foreigners for evidence of their own belief system’s superiority.

 The Lux-Glossian Shades explore east of Region 94! They discover Region 91, a region which has two Open TPs of Pygmy Whales, a Desired Import of Military Labor, 5 units of defenders, one Holy Site of Grim Determinism, one Holy Site of Divine Planning, and one Holy Site of Free Radicalists. 

Even the renowned Shades must sometimes take on easier tasks to train new explorers, and a rookie team is sent alongside the Gotezhar colonists traveling west to continue mapping the nearby waters. They prove more adept than might have been expected, not only producing a more than serviceable map of the waters but also gaining the fast friendship of the natives and an astute insight into the complex local politics, which proves especially valuable in predicting who among the many silk magnates is most likely to be next appointed Defender of the Seas.

 The Lux-Glossian Shades explore west of Region 174! They discover Region 170, a region which has one Open TP of Sea Silk, a Desired Import of Megafauna, 4 units of defenders led by a commander of Military 5, and two Holy Sites of Radical Xenophilia. 

Explorers from the Tideswept Shelf continue to probe the brackish seas to their north. Though some might call it nepotism by the Grand Matriarch, they do deliver results, and excellent ones at that, more than making up for the previous failed expedition into these waters: a few nonbreeding specimens of the local Liming Snails, a vivid description of the prophecy that allegedly predicted their arrival, and a thorough description of a military exercise at which they were guests of honor.

 The Lux-Glossian Shades explore northeast of Region 111! They discover Region 115, a region which has two Open TPs of Liming Snails, a Desired Import of Exotic Goods, 3 units of defenders led by a commander of Military 8, and two Holy Sites of Prophetic Histories. 

In the interests of testing their newly acquired filtration technology without resorting to experimentation on their own people, the Lux-Glossian Shades strike a deal with representatives of the Divine Nacres: field-test the grafts in exchange for the blueprints to produce more. Three members of the Nacres arrive in Cyph-Arel to take possession of the grafts, at a predetermined meeting spot designed to prevent undue attention being drawn to either the Nacres’ shimmering suits or the Lux-Glossian equipment. The explorers return a year later, bearing detailed reports on the performance of the grafts attached to a number of creatures, measured both by the time until the grafts began to fail (in many cases, indeterminately long) and second, utterly unfamiliar unit that appears to be a measure of solute concentration. Many of the test creatures bear unfamiliar names, too, though among them are included several types of fish, a large squid, two species of starfish, a sort of proto-Mer creature said to originate in the freezing southern waters, and a species of large nonsentient sea slug. The chosen region seems to have been a spectacular test run, with microscopic battles between the evocatively-named Breathstealer Algae and Heartstopper Mold raging in the bodies of unprotected creatures, even until the microorganisms perished in the filters. The survey data the Lux-Glossians receive describes a region which is practically guaranteed to kill anything that swims into it without some form of advanced protection.

[b]The Lux-Glossian Shades ask the Divine Nacres to Share Survey Data about the waters northeast of Region 122! They discover Region 121, a Contaminated Toxic Open Waters Region with a single Open TP of Infectious Seed-Spores and no Holy Sites. While the region remains Contaminated, it cannot be Colonized, troop movement through the region is impossible, and it counts as two additional regions for distance penalties. Each Organization seems to take an interest in the region; all have a different idea of how to handle the region and offer help.[b]
 
 Spoiler: Contamination 
[list][*] Disinfection Protocols : The Divine Nacres themselves suggest the use of specially designed diseases and predator species to scour the region bare of any trace of both the lethal Heartstopper Mold and the overwhelming Breathstealer Algae. If this is the means by which the region is cleansed, the region will cease to be Toxic, and the decontaminator will gain +1 Reputation with DNA.[*] Ecological Reconstruction : The Chelonian Chora’s faith tells them that all creatures have a place in the world if the appropriate relationships can be fostered. If a form of the local Algae and Mold can be bred to have a symbiotic relationship, they may be able to outcompete and displace the local varieties - and render the area far less volatile and dangerous in the process.
If this is the means by which the region is cleansed, the region will cease to be Toxic, the decontaminator will gain +1 Reputation with CCA.[*] Destabilize the Foundations : The Abyssal Stewards suggest that the true source of the problem is not the mere existence of these organisms or their relationship to each other, but the conditions which allow them to propagate so ferociously. If the source of the nutrients which feed the Breathstealer Algae can be located and contained, then both the Algae itself and the Heartstopper Mold which parasitizes it will die down to perfectly manageable levels.
If this is the means by which the region is cleansed, the region will cease to be Toxic, the decontaminator will gain +1 Reputation with ABS.
 


The new Speaker of the Greenwater Clans proves their dedication to the international stage with a mission of observation and discovery into the waters to their southeast. The explorers are astounded to discover that the once-poisonous waters drop precipitously into waters too deep and dark to see the bottom almost as soon as one passes the old boundary. The only thing of significance in the empty seas beyond is a cluster of strange, clumpy nests floating at the surface, filled with odd creatures something like small crabs. It remains a matter of debate whether they were somehow adapted to the poison before it was cleansed or were introduced by the Divine Nacres as part of their hydroforming process.

 The Greenwater Clans explore southeast of Region 142! They discover Region 147, a Fathomless region with one Open TP of Driftnest Spiders. 

The discovery of explorers from temperate waters to the north gives rise to a renewed drive for exploration in the Seatide Confederacy. Judge Flash of Green orders the Great Manta be prepared for its maiden voyage: into the barren waters north of Ennead territory. Though they cover a great distance, the region proves as inhospitable as expected, and the vast supplies carried by the Manta are barely sufficient to sustain the explorers until their return - for some unclear reason, not even phytoplankton call these waters home.

 The Seatide Confederacy explores across the Wastes west of Region 80! They discover an uninhabitable Waste region without Trading Posts. 
  Growth!  
 Expansion, development, unification, and similar forms of growth and prosperity. 

The Lambent Syndicate becomes a Sea Power!
The Lighthouse becomes a Sea Power!
The Gotezhar successfully colonizes Region 137! Holy Site 2 in Region 137 is converted to the Flowing Way
The Gotezhar successfully colonize Region 174! Holy Site 1 in Region 174 is converted to the Flowing Way
The Kar-Nath Hegemony successfully colonizes Region 64, utilizing treasure in the process
Deep Blue successfully colonizes Region 187
The Lojanese Republic begins to settle a colony in Region 11

The Lojanese Republic raises the city of Oarngalau in Region 6. Oarngalau provides a +1 bonus to battles
The Cryptid Congress raises the city of Cryptlantis in Region 84. Cryptlantis provides a +1 bonus to buyouts

  Statecraft!  
 Cultural events, diplomatic overtures, foreign relations, and domestic affairs. 

The Lambent Syndicate hosts the Second Exquisite Gala, attended by the Lojanese Republic and the Astral Rebellion
The Pax Arctica is signed by Lux-Glossia, the Riftlings, and the Gravetenders!
Costa Sereia accepts a Cultural Exchange with the Kar-Nath Hegemony

Pfilghol creates a Confederation Claim on Region 104, citing their long and happy business relationship. One would not want such prosperity to be soured by potential threats, after all, and joining the Pfith would simply be a common sense matter of protection.

With prayer and gifts, overtures are made to Region 117 to join the World Garden. The Sakura-jin create a Confederation Claim on Region 117

The Hymenocera Expanse presses its claims on Region 4 and Region 15

Offering the hand of Prince Nedir, King Rham shows a surprisingly adept hand at politics, and a successful marriage agreement is struck. The Kar-Nath Hegemony establish a Marriage Claim with Region 63

Deep Blue, armed with and supplying COOKies, creates a confederation claim in Region 59

  Impresses and Sways  
Costa Sereia Sways the Aristocratic Support in Region 103
The Lambent Syndicate Sways the Clerical Support in Senja Bersinar
The Cyphiri Union Sways the Clerical Support in Region 124
Greenwater Clans Sways the Aristocratic Support in Region 141

Costa Sereia Impresses the Mercantile Support in Region 128 using Whispering Eggs
Seatide Confederacy Impresses the Mercantile Support in Region 65
Seatide Confederacy Impresses the Mercantile Support in Region 71
The Riftlings Impress the Clerical Support in Region 69 and 68

  Trade!  
 Buyouts, trade routes, and other economic shenanigans 

The Lambent Syndicate buys out Trade Post 1 in Region 27 for Hardplate Fungus
The Lambent Syndicate buys out Trade Post 1 in Region 25 for Aragonite
Lux-Glossia buys out Trade Post 2 in Region 113 for Phosphorite
The Greenwater Clans buy out Trade Post 3 in Region 122 for Native Gold
The Eternal Spring buys out Trade Post 3 in Region 67 for Piezo Crystals
The Eternal Spring buys out Trade Post 2 in Region 56 for Herring
The Seatide Confederacy buys out Trade Post 1 in Region 187 for Stripdrill Hyphae
The Seatide Confederacy buys out Trade Post 1 in Region 80 for Sour Krill
The Cryptid Congress buys out Trade Post 1 in Region 78 for Preserved Foodstuffs
The Cryptid Congress buys out Trade Post 2 in Region 78 for Preserved Foodstuffs
Deep Blue buys out Trade Post 1 in Region 70 for Inkfang Worm

  Faith!  
 Conversions, organization, and other such matters of faith 

The Riftlings Many of the Dead Seas exalt their domain and become a Holy Sea! A Holy Order is created in the Dead Seas
The Gravetenders exalt their domain and become a Holy Sea! A Holy Order is created in Region 78
The Shifting Ennead adopts the Eternal Communion as their main religion!
The ironkelp Knights create a Holy Order in Region 96!

Hoping to help their allies, the Ironkelp Knights seek aid to assist in Lux-Glossia’s colonization attempt. Though their prayers seem to be answered, the colony ultimately is unsuccessful.

The Riftlings convert Holy Site 3 in Region 74
The Hymenocera Expanse convert Holy Site 2 in Region 29
The Hymenocera Expanse convert Holy Site 2 in Region 3
The Sakura-Jin convert Holy Site 1 in Region 120

  Wonder!  
 Miracles and inventions, ancient relics and spectacular undertakings 

Using observations collected by forays on the  Tipsy John , the Cyphiri engineers are able to construct a new ship of their own - the  Wayfinder .   The Cyphiri Union builds a Specialized Ship! 

Utilizing their own knowledge of advanced breeding techniques of Gardenbearer Turtles and new access to other technologies, a scientific partnership between the Lux-Glossian Shades and the Greenwater Clans pays off with the completion of the  Crystal Garden .  The Greenwater Clans build a Specialized Ship!  

One would not expect a collection of rocks and soil to be very mobile, but the  Big Boulder  exceeds expectations and serves as a useful vessel.   The Eternal Spring consolidates the materials to make a Specialized Ship! 

The principle of ‘waste not, want not’ is exemplified in the Plastic Flower - a recycled optical organ which is able to amplify prosperity. If only all rulers could be so useful.   The Eternal Spring creates the artifact Plastic Flower! For every treasure you spend in a single round, a randomly selected Player that you have a Trade Route with gains one treasure at the end of the round. 

At long last, the Tairlav Palace is complete!   The owner of the Tairlav Palace may spend 1 Wealth as a non-action to activate it each turn. If the Tairlav Palace has been activated for the turn, then the owner may once in that turn attempt to Buy Out a Trade Post as a sub-action of an attempt to Impress or Sway a Mercantile Faction in the same region. Additionally, if the Tairlav Palace has been activated for the turn, the owner may reduce any distance penalties suffered for their Buyouts that turn by 1. 
 
 Spoiler: Lojanese Republic fluff 

The central room is where the Lojanese Prime Minister, nobility and trade guilds receive foreign ambassadors and merchants, the Mer sitting on tall thrones and the Tobar holding on to gilded poles with their tails. The floor is terraced, with the deepest level forming a narrow rectangle stretching from the entrance to the middle of the room, with increasingly higher floor levels as you go outward towards the walls, like an arena. People entering the room, both those granted an audience and the Lojanese, may only walk on or swim above the sections of the floor corresponding to their rank. This arrangement is said to maintain the spiritual purity of the upper parts of the room and allow the higher classes to rise above material matters and conduct wise debates. Unintelligent beasts and slaves may only be brought to the bottommost level of the floor. Free people may ascend one step, above them are soldiers and craftsmen and so on. Behind and above the seats of rulers and philosophers, there is one more step where nobody is allowed, reserved for the divine. Incidentally, on the wall above that step, the body of the Plo'uogoar, torn into pieces just as it was discovered, is displayed, cast in resin. It is certainly a powerful symbol, but for the sake of the unity of the Republic, it is intentionally left ambiguous whether the peculiar cephalopod's body is displayed to be revered or as a warning to other would-be deities.

Kila is a Mer merchant from region 12 who wants to sell goods within the borders of Lojan. As a foreigner, she is required to come to the Tairlav Palace to discuss the trade agreement. If her merchant guild or sovereign had a trade agreement with Lojan, she would still be required to come to present her wares and demonstrate their quality, because her turnover will likely be above the threshold set by the Lojanese government - artisans and small merchants trading just to sustain themselves are not required to undergo the expensive journey. Kila could also send someone of sufficient rank as a delegate, likely one of her children, but she decides not to risk them getting lost in the bustling cities of Lojan. Once she arrives and takes in the impressive palace garden and architecture, she is ushered to a room by a servant, and the palace administrator takes note of her arrival. Kila is not told anything about the schedule of her visit, so she simply socializes for a few days with the other visiting merchants and nobles close to her social status. There are bars, libraries, steephouses, sports halls, and countless other places to spend the time, all inside the palace. Kila's behaviour is secretly, silently observed by the omnipresent servants. They report it to the palace administration, which passes the information on to the official who is to decide the specfics of Kila's permit to trade in Lojan. Is she honest or deceitful? Does she see the world as a bright or a dark place? What is her religion? This info does not usually disqualify anyone from trading with Lojan, but it allows the official to assess the quality of presented wares more accurately and compare the observations to the merchant's answers in the one-to-one interview to come. One morning just after breakfast, Kila is suddenly called to a room she was not previously allowed to visit to participate in such an interview. After she answers the questions, both personal and trade-related, the official calculates the odds that she is seeking to illegally transport goods into the Republic or subvert the government as hundred to one, and so she is granted the permit. That does not conclude her trip. Tomorrow, she is required to visit the central audience room along with many other merchants and formally present one of the vases to one of the ten highest representatives of the Lojanese state, who declares Kila and the other merchants to be Trade Partners of the Republic. After that, she will likely stay for a few weeks in the palace or the nearby city of Sheade. Not only are there representatives of most of the guilds in the Republic that she could possibly want to trade with, it is also a unique opportunity to establish contact with powerful foreign personages who conveniently gather here all year round, and need to kill some time as they wait for their audience to start. Finally, Kila, even if she is an upper-class worldly person living in a city of local importance, will likely be tempted to stay a while to visit all of the new and superlative attractions and establishments Sheade has to offer.
 


The Ironkelp Knights achieve a Miracle! The Regalis Arbor becomes a Flowing Way Holy Order in Orope (Region 114)
 
 Spoiler: Effects 
As a non-action, up to twice per round, the Ironkelp Order may invoke one of the following effects:

Launch Couriers: When taking an action, the Ironkelp Order may pay 1 region of distance to "skip" from a region that they control and which contains a Flowing Way Holy Order to any non-Wastes region within three (non-Wastes) regions of said owned region for the purpose of effective distance when determining distance penalties or distance losses. The path may then continue on from that region, adding additional regions to the path and increasing the effective distance appropriately as normal. To skip to a Brackish, Toxic, or Glacial region in this way still requires the appropriate technology, but such regions may be skipped over without a technology. This effect may not be applied to rolls for Colonization or Secret actions, but may apply to unit movement for battles; if it is applied to unit movement, the units cannot be intercepted in a region they skipped.

Launch Scouts: The Ironkelp Order receives a +2 bonus to the Maneuvering roll for a single battle they participate in. The battle must take place in a Depth 0 region within three (non-Waste) regions of a region that they control and which contains a Flowing Way Holy Order. The use of this effect in a battle must be declared before any Interception rolls are made, and this effect may not be applied to Maneuvering rolls to intercept or avoid being intercepted.
 


The Astral Rebellion builds a Specialized Ship!

The Astral Rebellion hatches the Naked Ones, which become the Scintillating Twins and join the Astral Menagerie
 
 Spoiler: The Astral Menagerie 
Amidst the falling leaves of kelp in Glacier Crag rose a beast, weaving together the dark colours of the abyss into muted marrow. With a creaking stretch of missing bones it rammed the trunk of the tree above it – a rain of spores shaken lose to obscure the entities until only one remained.
 The Kelpie appears in the possession of the Kar-Nath Hegemony!
Providing the Kelpie with a rider as a fluff non-action lets it be used for a +1 to one roll during the round 

Bedecked in shimmering rocks the former Mer feel their selves dissolving, despite their fair trades. Awareness fading they question whether acting fairly even matters anymore. Perhaps they jus need more, more wealth to appease their jailors next time.
Reassembling in temperate waters in dancing shadows they set their gaze on the luminous crystals around them, setting out to pry them free from slugs and rocks alike.
 The Banished Merchants provide CYP with 2 Treasure and reappear in the capital of the Lux-Glossian Shades, Glossian Sea!
At the end of Round 9, they will move on, providing LUX with 1d4 treasure; on a 4, the landscape is scraped bare, and a random Support moves towards Unruly. 

From one of the many thermal vents in Senja Bersinar an endless stream of kelp begins to sprout forth. Reaching for the surface the foremost neon leaves sloughs off at the same rate new ones appear. Inside the shroud of rot innumerable spores comingle and each offer their own version of truth for those swimming through.
 The Withering Everlight appears in the possession of the Lambent Syndicate!
It may be used for a +1 to one Faith roll during the round, before it disappears. 
Beneath the frozen surface of the Dead Seas a heap of Kelp rolls into existence from the darkness. Shivering it constricts itself into the shape of a Mer, a few Herring with coppery scales appearing from unseen hollows before it is done. A cloud of shining spores surrounds the creature as it begins swim down, down towards an embrace of the Deep.
 The Mare appears in the possession of The Riftlings Many of the Dead Seas!
Providing the Mare with a steed as a fluff non-action lets it be used for a +1 to one roll during the round 

Leaving the living dead behind and enduring the horrible buzz of a Titan the Kelpie passes through an empty home before continuing north on its march. On the way its ashen kelp turns dark, until no light remains, and it begins to stumble occasionally, unsure where to place its holdfasts in an unfamiliar shape. Slowing only when it reaches creatures far greater than itself once more. With a frustrated shake of its mane a whirlwind of spores is released, challenging anyone to dare tame it.
 The Mimic appears as the Kelpie in possession of The Magaramach!
Providing the Kelpie with a rider as a fluff non-action lets it be used for a +1 to one roll during the round 
 The Scintillating Twins appear in the possession of Draigiau Residuum Gathering!
Offering each one of them a unique object as a fluff non-action let them each provide a separate +1 bonus to an Intrigue roll during the round. 
 The Scintillating Twins attempts to undermine the Aristocratic Support of Aelwyd Adeferiad with a 19! 
 

  Might!  
 Military matters of all kinds, be it warfare or strategic developments 

Yura Darkwater is promoted to the rank of General for the Greenwater Clans. General Darkwater holds a Military score of 8 and the Tactical Doctrine Ruinous Currents: +2 to battle roll, -20% to enemy casualties, +10% to own casualties, and automatically recruit one unit

High King Lord Deca V promotes Colonel Odonto to the rank of Lord General and grants him headquarters in the fortress of Tsaundosa. General Odonto possesses a military score of 8 and the Tactical Doctrine Combined Arms: +4 to battle roll, +10% to own casualties. This Tactical Doctrine may only be used if your army outnumbers the opposing army

To reward his fearlessness and the mettle proven in the disastrous southwest mission, Clös is elevated to the rank of General by Primarch Marcion of the Sakura Jin. Clös holds a military score of 7 and the Tactical Doctrine Witness of the Great Commission - Upon victory, gain a free attempt to convert a Holy Site in the region, +4 to the battle roll, reduce enemy casualties by 40%, increase own casualties by 10%

Inspired by treason and very un-Doflein ideals, Tulticius is nevertheless proven in battle and abundantly armed. A worthy General, Tulticius holds a military score of 7 and the Tactical Doctrine First to Kill - +3 to battles, -4 to Allied leader loss, -2 to enemy leader loss, +10% to enemy casualties, +10% to allied casualties.

Protected by the generation of poison itself, the Riftlings sidestep their tradition of not building and create a fortress of water and air, the Mother’s Wrath.

LOL invades Region 14 - Kaarme
Route: Adjacent. General: Zabkrew. TD: Graceful Show of Force. Technology: None. Units: 2. Treasure spent: 2 (+1 battle, +1 mercenary unit).

 Lojanese Republic’s invasion of Kaarme (14) 
 
 Spoiler 
Led by General Zabkrew (Military 9) with Military 4 ruler, 2 LOL Units invade Kaarme (14), spending 2 Treasure and attempting to use Graceful Show of Force, facing off against 2 AOK units led by Master Juma (Military 9) with Military 6 ruler, attempting to use Unyielding Force!

Master Juma wins Tactical Maneuvering, successfully utilizing Unyielding Force! (+2 to battle, +20% own casualties)

Despite Lojanese claims of disorder and chaos among the Auros of Kaarme, Master Juma at least proves his title is not misplaced. His first victory is not on the physical field of battle, but in the hearts and minds of the Auros, who by and large reject Lojanese propaganda efforts. A deceitful local guide leads General Zabkrew in such a confused and twisted path that his army marches for two weeks only to find itself back at the borders of Lojan, and by the time he corrects his bearings, the defenders of Kaarme have had more than enough time to assemble. The situation is still bleak for the defenders, but Master Juma proves his skill once again. When the day of pitched battle finally comes, the Auros immediately charge the mercenary auxiliaries General Zabkrew deployed to the left flank. With little faith in their leader and hungry stomachs, the mercenaries break and scatter, and the Auros wheel about to press the assault against the Lojanese and Selachians who remain on the field. In the end, though the casualties are roughly equal, the invaders break first, and General Zabkrew is forced to abandon the peacekeeping mission and retreat to friendlier waters.

AOK Victory! LOL loses 1 Unit! AOK loses 1 Unit! Kaarme (14) remains under AOK control!
 

  Schemes!  
 Coercion, betrayals, and spycraft 

Small mobile parties prove the key to success, and though the waves are treacherous, the Pfilghol search parties are able to confidently locate the Kela Ein Kamohu in Region 133.   The Kela Ein Kamohu is found! Use an Intrigue action next round to attempt to recover the artifact 

All appears quiet in the Eternal Spring

The Cryptid Congress recruit a Spy! Barbeesha The Neck Biter, a cryptid known for their abnormally large eyes, Barbeesha was once banished for her proclivity towards inter-pod violence but has been called back in a rather controversial meeting of the Congress. While on the run, Barbeesha has become quite adept in the ways of espionage and stealth



  Terror!  
 Violence, upheaval, murder, and destruction. 

SEN sacks TP 66.2 from the CCA (14), losing 1 Reputation with CCA.

 The Eel Without End Coerces TP3 in Retret Ringan (19), TP1 in Region 18, and TP2 in Binar Fajar (7). Holy Site 1 in Retret Ringan (19) is converted to Church Of The Firstborn! Holy Site 3 in Retret Ringan (19) is converted to Bloodstrewn Altar.
The Eel Without End slithers into Region 6, Senja Bersinar (2), and Binar Fajar (7)! 
 
 Spoiler 

 
 Armies fighting in regions where the Eel Without End is present may attempt to use it to their advantage; if they do, then the side which loses the Maneuvering roll takes an additional 10% casualties - this stacks for up to +20% casualties if both sides opt to do so. 
 Regions where the Eel Without End is present count as 1 additional regions for the purposes of distance losses and distance penalties. 
 Whenever the Eel Without End enters a region, it will attempt to Coerce 1 random Trade Post in the region with a +8 bonus; if it is successful, the Coerced Trade Post cannot be bought out or coerced until the Eel is no longer present in the region, as the Eel's deadly body swirls about the ruins of the location. 
 The desperation of those afflicted by the Eel Without End may present opportunities to those willing to look for them, and as local populations search for solutions, they become more easily Swayed - all countries receive a +2 bonus to Sway attempts in regions where the Eel Without End is present. 
 If the Eel Without End enters a Region it is already present in, it becomes  omnipresent . 
 Regions where the Eel Without End is omnipresent count as 3 additional regions for the purposes of distance losses and distance penalties (this replaces and does not stack with the previous region increase). 
 The intense and prolonged exposure to the energy of the Eel Without End results in strange effects on the behavior of both wildlife and local populations when omnipresent:
 
 When the Eel Without End enters a region for the second time, it will attempt to Convert 2 random holy Sites in the region to a different religion, determined semi-randomly. 
 Regions where the Eel Without End is omnipresent may sometimes present an opportunity to be Prospected, and controlled, Unruly, or Rebellious Supports may become Open. 
 Exceptionally prolonged exposure may have further consequences… 
 
 
 
 

  Organizations!  

CYP builds a smoking garden (3 actions) - gains +1 Favor and +1 Reputation

Like tendrils swaying in the currents, the hearts of the Medusae pulsate in time to the beat of a spectral drum. The small glowing metallic object found on the seabed seems not to be the Source itself, but a relay or repeater of some sort. Still, it is strong enough to interfere with the unfamiliar new sense the Medusae feel, at least at first, and the best search method available is a blind random walk, plants stumbling across Magma Falls as if drunk.

It is not long, however, before a more efficient method is found. The red light emitted by the strange object pulses faster or slower as it is carried about, and it is not especially difficult, with so many Medusae involved, to triangulate the rough location of the Source based on its pulsation: south and east - beyond the glaciers that mark the southern boundaries of the Dead Seas.

 ESP successfully Seeks The Source! The Source is in region 61 - southwest of The Dead Seas (60). 

Heat Follows Light
KNH wins first place, gains Marshal Adaya shel-Girum ban-Liav, a Military 8 General with the
 Unbending Iron  Tactical Doctrine (defense only, +3 to battle roll, -2 to own leader loss roll, +20% enemy casualties, +10% own casualties) and  Abyssal Expertise : Gains a bonus to Maneuvering rolls equal to the current Depth level.
STC wins second place, gains 2 units
SEN wins third place (tie w/DPB broken by Reputation)

STC gains +1 Reputation with CCA from A Little Less Lonely Road for exploring W27

 Writing Collections 
KNH and GRV each contribute one action while GTZ contributes two actions to the Crescent Companion. The Crescent Companion is completed!
DPB and KNH each submit entries to the Verglas Volumes, while SEN contributes a second action to the Verglas Volumes. DPB, KNH, and SEN each gain a Favor with ABS.
Astral Rebellion contributes an action to the Songline of the Sunlit Seas, earning a Favor with CCA.
CYP and OKI each submit an entry to the Genus Taxonomia Vadosus Mare, earning a Favor each with DNA.

 Reputation 

DPB raises its Reputation with ABS from 0 to 1 spending a favor in the process
HYM and SEN both raise their Reputation with ABS from 2 to 3, with each spending a favor in the process.
SEN raises its Reputation with CCA from -2 to -1 spending a favor in the process
KNH raises its Reputation with DNA from 1 to 2 spending a favor in the process

 Favors 

The Kar-Nath Hegemony and the Shifting Ennead both ask for support from the Abyssal Stewards in establishing new Smoking Gardens. While the Kar-Nath Hegemony has been favored by the Abyssal Stewards for longer, they do not control any regions the Stewards would consider suitable for another - Gan Atzamot in The Dead Cities is too near all their existing territory. However, were the Nathi to establish a rapport with the locals in region 63, the Stewards believe the area would be suitable. The Shifting Ennead, on the other hand, receives confirmation of the possibility of a Smoking Garden in Sketi (68).
 SEN spends 1 ABS Favor and receives permission to build a Smoking Garden in Sketi(68)! 

The Gotezhar Builder’s Union asks for support from the Abyssal Stewards in establishing a new Smoking Garden. Their first choice of region 137 is unsuitable, however, lacking the necessary conditions to support a Garden, especially water levels that can be relied on to remain high enough above the local seafloor. The Meadows of Elyan’dan (136), on the other hand, appear quite suitable.
 GTZ spends 1 ABS Favor and receives permission to build a Smoking Garden in Meadows of Elyan’dan (136)! 

The Abyssal Stewards are more than happy to pay off their debt to the Cyphiri Union by fulfilling Baran Hallus’s request for a system to enable the  Wayfinder  to more effectively search for valuables in the wastes. Steward messengers arrive in Cyph-Arel bearing what at first appears to be the skull of an enormous beast, larger than any living creature known besides a Reefback, with a long toothy snout and a ridged, bumpy cranium. The exterior of the skull is plated in a silvery metal, with vein-like metal tubes protruding from the eye sockets; they are warm to the touch, and emit a stream of bubbles when rubbed. When the skull is finally mounted atop the  Wayfinder , the Stewards arrange for a demonstration with Hallus and Belar representatives. The great maw opens, and a piercing shriek resounds from somewhere deep within, its echoes returning several times before they fade. Within the ship, a small circular metal plate has been mounted, attached to the skull by two more metal tubes that run through the ship’s hull. It takes the Cyphiri a moment to realize what they’re looking at, before it strikes them. The patterns of discoloration on the plate exactly match the contours of the seafloor. As they share in this realization, the discoloration clears, readying the plate to be used again.

The Stewards name it Gulgolet Shero'ah Hakkol.

 CYP spends 2 ABS Favors and loses 1 ABS Reputation for Prize of the Depths. CYP receives Gulgolet Shero'ah Hakkol (One Prospect action per turn in a Wastes region gains a +2 bonus). 

LUX spends 1 Favor to asks DNA to Share Survey Data NE of 122

 Prestige 
All throughout the seas, power legitimizes power.
 LSD, LIT, GRV, RFT gain +1 Prestige from To Greatness 
 OKI is the first in the Temperate zone to establish a Holy Order! OKI gains +1 Prestige from The Religious Community 
 FAY, STC, and OKI gain +1 Prestige from A Divine Display! 
 
 Spoiler: Acclamations and Condemnations 
COS Acclaims LUX and Condemns SKR
LUX acclaims COS
CYP Acclaims LUX and condemns SKR
LOL acclaims LSD and condemns LIT
GTZ acclaims LUX and condemns DNA
RFT acclaims GRV and condemns the Pattern
OKI acclaims CYP
FAY condemns LIT
 


Admiration for the Acclaimed:
 LUX gains +1 Prestige
GRV gains +1 Prestige
LSD gains +1 Prestige 

Scorn for the Condemned:
 SKR loses -1 Prestige
LIT loses -1 Prestige 
 OKI completes a Monumental Undertaking: The Regalis Arbor’s Propagation, and gains +1 Prestige! 

As some rise, others must fall.
 HEX falls to PRS Rank 1 from Big Fish in Small Ponds! KNH falls to PRS Rank 2 from Big Fish in Small Ponds! 
Lumaeus
  The Riftlings Many of the Dead Seas      Pemperate Region    
 Turn 11

Ruler: The Youngest, Fourth Chosen of the Mother of the New Era
Diplomacy: 4
Military: 3
Economy: 2
Faith: 7
Intrigue: 4 
 
 Spoiler: An Abortive Offer; A Level Threat 

Treachery.

The word, whispered by billions of microscopic voices, permeates the waters of the Riftling territories like the whispering of the tidal winds. To expect any less from aliens would be foolishness; polar itself stands ever at its own throat, though they have leashed it. But these Abyssal Stewards, sworn enemies of one of the more fundamental expressions of the Communion*, nonetheless have risen to heights of treachery unseen since the ravages of the Reavers and the passing of the Pattern.

In a half-thought effort to dispel the Stewards' hold on the local powers, the Riftlings offer a boon to those who might find an alternate route to the depths, but before even a year passes, they call off the effort, summoning instead the local powers to the Gravetenders' lands.

The Anointed Prophet gather all who are willing to hear as near to the Dead Cities' Smoking Garden as they are permitted to get.

 "We, the Anointed Prophet of the Eternal Communion, bring a dire warning from the Old Fathers, by the Youngest, in the name of the Great Mother. The Pax Arctica exists to protect all of the arctic powers from the assaults of that which is alien to us, and the Stewards are by no means an exception. That they take offense to the rise of the demon Mammos is baseless and myopic, but who among the isolate races is spared that weakness? It is no great surprise. That they seek not only to violate the sovereignty of the Eternal Spring, but to entice others into the crime is treachery of the highest degree! Hear this: we, the Riftlings many, protectors of the Pax Arctica and ascended clerical governors of the Eternal Communion, will tolerate no actions that violate sovereign states. Should the Stewards strike at any trade post of the Spring without national permissions, they will be found in violation of the Pax, and our ire, a holy fury which has exterminated every threat before the Stewards, will be leveled against them.

We recognize that their foul enticement is not easily forgotten. How comfortable we have become with a knife at our gills and a hook at our mouths. We are made into idiot anemones, reacting as our cruel masters force us to dance, and all for the promise of technologies which can never exceed the powers of faith. We hereby pledge to eliminate the need for their pitiful powers and we will stand with you as we work to eradicate their overreaching retributions. If the Stewards do not call off their war against the arctic powers within three years, we will create an access to the depths ourselves, as the Mother already has for our people. If you cannot respect our sovereignty, Stewards, we will drive you from our waters and see your cast ashore, where a fate awaits you that is merciful in the face of the treacheries with which you stain yourselves." 

*It was still fundamentally unclear  how  Mammos expressed the Communion, but if the Eternal Spring had seen depths foreign to the Riftlings in a land foreign to them, hey. They'll take them at their word.
 

 
 Spoiler: Hey guys, I thought of something funny 
More like the  Abysmal  Stewards, amirite?
 

 
 Spoiler: A Separatum Corporate Holdings Board Meeting 

The Spiritual Leader to the Unguided Isolates gathers the highest ranking representatives of the governing powers in the SCH.

"We, the Spiritual Leader to the unguided Isolates, bring warning from the Old Fathers, by the Youngest, in the name of the great Mother. The Stewards have declared their intention to make a mockery of this cooperative corporation. They come even now to level the economy of the region, and to make off with the spoils for their own alien purposes. This is not just retaliation against the Eternal Spring for protected religious self-expression, but it is an attack on the shared sovereigns of this land. The peace of the Gravetenders is shattered, the dominion of the Pepsin is refuted, the rule of the Nathi is spited and the administration of Deep Blue is called  insufficient.  We will not allow this insult to stand, and we exhort you to exercise your own powers in rejecting alien intervention in this shared space. Lest we all be next."
 

 Faith5: Create Artifact 
 
 Spoiler: The Bare Trap 
The Reavers were the first offense, but this treacherous Mare will be the last unanswered. Through the might of the Mother, the Willing Sacrifice of the Riftlings Many give their lives as they drink deep of a special poison. No eternal life will this cluster know, but neither shall the death of the isolate take them. They instead lie flat, indistinguishable from the sterile sand about them, imbued with enormous power but past all bounds of natural life. Barely sensate, unmoving and eternally patient, the Bare Trap lies as a false sandpit, devoid of life. Should an interloper cross over it, a Reaver or one the Mare's ilk, it will snap shut over it and hold on with the strength of the Mother Herself.
 

 
Faith: Seek Aid on Press Claim  TN 12  (Roll:16)   SUCCESS 
 
 Spoiler: Yes, this is a miracle, but it doesn't matter because only the mechanics do. Fight me. 

The Recruitment Officer for Isolate Expendables know how to make an appearance. Already enormous by cluster standards, already LOUD, they put on a show. With the blessing of the Mother, they gather the Isolate Expendables at the edge of the Seas Not Yet Dead, place the impressive treachery of the Mare on the largest of the bunch, and begin a parade through the self-governing region. The Pax Arctica is upon the land; let that which is broken be made whole.

As the column move through the waters, a boisterous parade announcing the glorious annexation of the region to come, something curious trails after them. Cracks begin to form along the seabed. Here and there, this is what they remain, but as each Holy Site is neared, the ground splits like the grinning maw of the Mother herself and again as in ages past, Her Breath begins to bubble up in toxic clouds of life-sustaining poison. So long have the peoples of the land known Riftling de facto rule and so long have they cleaved to the Communion as a sotiriological comfort that they rejoice in this.

Oddly, when the Recruitment Officer return to the border to descend into the Dead Seas, they find the Mare absent and a third legion arrived. They give a mental shrug--such are the mysterious blessings of the Mother.
 

 
Diplomacy: (Faith|Censer) Press Claim  66 TN 12 ( Roll:12 )  SUCCESS 
 
 Spoiler: A Speech 

The Ambassador to Occupying Isolates appear in a cancrine form, no longer a mere aping of the natives but a near-perfect approximation, a cloudform of a classically perfect version of the species. So long have this cluster made their home in the Seas-Not-Yet-Dead that they have adopted the clacking mannerisms and clicking speech patterns of their charges. The gather now at the center of the newly formed Rifts and speak the words they have so longed to speak:
 
"We, the Ambassador to Occupying Isolates, bring a proclamation from the Old Fathers, by the Youngest, in the name of the Great Mother. Rejoice! These life-blighted seas have again been claimed by the loving Breath of the Mother. By this, let it be made known that these seas are now fully and eternally under the rule of the Riftlings. Since the depredations of the Pattern and the flight of the apostates, these lands have grown sparsely populated; may it evermore be the case! Peace eternal comes to these waters, and with eternity comes life, and life is Communion!" 
 

 
Faith: Great Project: Firewall in Remote Point (187) 
 
 Spoiler: Conversion of the Inanimate 

The Architect of the Riftlings Many are a young cluster, purpose-formed for the sacred duties of upholding the Pax Arctica. They were built in iterations, each subcluster of the whole trained in observation of the works of various civilizations, now a combined knowledge in the full Architect. The cluster are given to forming spires and portals, buttresses and crenelations, but the sum of the knowledge is rejection. To build of stone, of shell, these are arts proper to isolates. That the Architect appreciate the work of such creatures is no matter. Their task is something greater, and something perhaps harder.

To teach spare Pepsin tentacles, barely possessed of life to join into the Architect's own Lesser Communion that they might be instructed is a difficult task. Even with Riftling larvae invading the tissues of this unusual material (and dying in the thousands from the neurotoxins within), it takes months of labor to find a method of successfully inducting the tentacles into a wider consciousness--and months more to teach it to the remaining materials.

Firewall 1/5
 

 Faith: Great Project: Firewall in Remote Point (187) 
 
 Spoiler: And Now We Frankenstein!  

Teaching tentacles to work in concert, to  exist  in concert was a challenge. Binding them to herring donated for the Firewall is frankly child's play.

...Keeping the Herring alive through the process is another matter. It isn't until, in a parody of Mary Shelley's work, that the Architect discover the answer. Working near the surface that the stormy skies above might provide dramatic backdrop to assured success, the Architect are briefly dazed by a lightning strike. More importantly, however, they see that the tentacles and herring nearby are in a similar state. Rousing what polyps they can, the swarm swiftly bind the two by the methods they'd previous discovered and wait.

Somehow, someway, according to this fluff write-up written by someone who never took even high school biology, it works. And over the next year and a half, the Architect create an entire school of betentacled herring, familiar enough with the Communion to act according to their own dictates, dictates appropriate to the piscine ruler of the land.

Firewall 2/5
 

 
 Spoiler: The Firewall 

Herring. Tentacular and deadly. An endless wall of herring, trained to tell friend from foe. These will stand eternal as the border of the Pax Arctica with outside threats. Only by the secrets of the Communion they share with Deep Blue will they permit transit through their forests of undulating, Pepsin tentacles.

The Architect look upon their work and see that it is  glorious. 
 

 Faith: Great Project: Eternal Reunion in Danabae (69) 
 
 Spoiler: Necromancy is something of a theme this round, huh? 
The Doflein are a noble race, so far as isolates go. They recognize at some level their brokenness, and seek to ameliorate their isolation through physical modification. While so many isolates worship their own wretched forms as immutable truth rather than cursed prison, the Doflein free themselves from those very deterministic bounds. In doing so, the tragic geniuses have become masters of the flesh, molding it as easily as others mold sand.

But yet there is something yet for them to be taught. The Architect of the Riftlings Many, rich in the knowledge learned from the de- and reanimation of tentacle and fish, come from ready to add their knowledge to the Doflein's great project. Far in the north of Danabae, a shallow depression outlines what will in but a few years become an enormous pit. For such brute work, the Riftlings are little help. But the slow trickle of flesh into the place, well. Here they can do something.

The Architect spread themselves far across the area, infesting each offering and seeking life. Where it is found, they are slowly taught the Communion. Where it is not, they bring the poisons of the Mother. Just as in the Bare Trap before, here the blessing of the Mother is a prison keeping death as far as life now is. The work is but beginning.

Eternal Reunion 1/5
 

 
 Spoiler: Be There Here Dragons? 

The Ambassador to Neutral Isolates of the Riftlings Many snake through the herring-rich waters north of the Dead Seas, trending ever westwards. In the six years since the announcement of the Pax Arctica, not a word has been heard from the Residuum, not a single scale seen outside their waters. Has disaster befallen them? Do they retreat even now from a world that grows safer with each passing day of Riftling influence? Do they reject the Pax and its protections and obligations? The Ambassador would know, and will seek the answers. Without response, perhaps the Pax will be unable to cover such an unknown.
 


Non-actions:
Allow ESP to copy Censer if they desire
Accept Luxuries/Trade Posts in the form of Dragon Scales and/or Soothing Oil and/or coral dyes and/or gravelglass from ESP
-Explicitly don't accept any trade good not noted
Resist literally any assault I can
Provide the treacherous Mare with an Isolate Expendable to ride, grudgingly

Next Round Stats:
Diplomacy: 4
Military: 3
Economy: 2
Faith: 10
Intrigue: 4
Epinephrine_Syn
    Ete rnal Spring
T  urn 11 (Years 31-3 3) 
  P olar Bea r Faction     
   
M.A.W.bel v1.0   
Dip: 2
Mil: 2
Eco: 7
Fai: 5
Int: 2
Stat Changes: +1 Eco, +2 Fai

Actions:
 Eco 5:  Trade Route with DPB. Start trading them Gravelglass immediately.
 Import Herrings. Export Resources. Acquire computing power. Access hive potential. 
 Eco:  Purchase Rimestone TP 2 from KNH region 77. Spend 2 treasure.  Roll = 17 
  We seek our birthright. But we also seek money. Everyone seeks money.  
 Fai 5 ai:  Holy Order within Magma Falls (51)
 One mans trash = Another mans treasure
Establish Herring Cluster
Black Noise approves
Protect the Recycling Routine 
 Fai:  Collaborate with Hiveminds (Great Project) (Build the Firewall in 187)
 what is this, I do not understand.  Help me understand. 
 Fai:  Jello, copy censor, add faith to the below action (dip attend event). Spend 1 treasure.
OooooooooooooooooooooòO
 Fai : Attend the Reef In Bloom
Receive Mitochondrial Regulation Tech from KNH for Polar Traversal
Give KNH a treasure in thanks.
 It is found, but the travel will be long and arduous. Please, false gods, grant us your blessings and open the way.  


Non-action
Black Noise (Spy 7): guard and anti espionage
Automatically accept all trade routes, cultural exchanges, gifts, etc from other players.
Automatically defend against any unauthorized buyouts/incursions/etc.

Plastic Flower Recycling Routine.  Roll Results 
(Give 1 treasure to RFT.)


 
 Spoiler: Arctic Nations Only 

:M:  The official recommendation of the ESP is to avoid the bait and the offer entirely. They offer little  Prosperity , and primarily threats. Avoiding the choice does not apply a penalty. The Nacres were ready to stipulate their coercion of a choice, and while this is disrespectful, it establishes precedent.
Disclaimer: This is supremely unlikely to carry weight, more likely the fickle Stewards will just stomp their feet and change the rules. Only attempt if you believe you can diplomance them better than the ESP can. 
 


Prestige Project (3 action project)
Construct Abyssal Base

Step Two Type up?
 
 Spoiler: Populate Abyssal Base 

Any abyssal base is not barren of living organisms. Even a smoking crater would be meaningless to perform the abyssal function without residents. Firefly Squid will do. The Medusa do not possess enough leeway to procure them in any significant number, but they add to the heat of the base itself. They're easily domesticated, they won't go running off at the sight of Mammos.

Most of all, they add variety within the fog. Light sparkles within it, translucent fog to mix in with the black fog. They don't seem to get much from the Fertile Soil sown within the grounds, and so the Eternal Spring will have to procure supply lines to sustain them.
 

 
 Spoiler: Construct Abyssal Base 

The stewards have fled, and while this is a very good thing for the economy of the region in enforcement and independence, it also presents a social problem. Apparently, people, even hives, on the outside think Abyssals are an essential part of a good colony. This is a solvable problem, and by the end, there should be another tourist attraction to marvel at.

The Eternal Spring begins to construct abyssal bastions within their colony. For now, just making Black smoke put of hydrothermal vents. Something to grow, something artificial. The black spots and smog look fashionable from high up above, at least to however the not eyes of most from the eternal spring can recognize such.
 

 
Coral Dye[Luxury]&gt;&gt;&gt;Riftlings.
Oppose Dominion Intrusions [/spoiler]


 
 Spoiler: Shell Counting 

 
 
Treasure: 6/15
Passive Treasure Income: +3
Costs -3 towards Censor Jello and buying Rimestone



Next Turn: 7 
 Region 51 (Magma Falls) (Capital) (Fortress) (City)
Resource (Immortal Jellyfish) XXX / ESP / Open / City(ESP) (x2)
TP 1 of 55 Chelonian Hunters
TP 2 of 52 Large Minerals
TP 2, 3 of Herrings
TP 1, 2, 3 of 57 Woven Seaweed (x2)
TP 1 of 58 Warped Shells (someone else owns tp 2) (x2)
TP 1, 3 of 59 Coral Dye
TP 3 of 60 Fertile Soil (x2)
TP 3 of Piezo in 67
TP 2 of 68 Gravelglass (someone else owns tp 1) (x2)
TP 3 of 71 (Dragon Scales)

Merchant Supports
Region 51, 57, 58, 60, 68  
Artifacts
Plastic Flower
Mechanics: For every treasure you spend in a single round, a randomly selected Player that you have a Trade Route with gains one treasure at the end of the round.
Ships
Big Boulder

Trade Routes
RFT
Next turn
More?
 
bc56
    Pfilghol    
  Olgght, The-one-who-consumes  
Diplomacy: 6
Military: 10
Economy: 10
Faith: 2
Intrigue: 6+1

 Regions 
The Pfithreef: 132

   Actions   
 Rolls 
  Military: Attempt the Bottomless Trial in Region 100 
At the request of the Hearthmost, Olgght journeys to the unfathomed depths of Region 100. Alone, though not unarmed, the Pfith ruler descends into the deep, following the urging of their core-brand.

  Military: Impress Reaved Aristocracy in Region 104 
Pfith military leaders begin taking small amounts of territory in Region 104 and carving out new fiefdoms for themselves, taking advantage of the lack of existing power structures.

  Military: Send sacrificial soldiers to cleanse Region 105  
 Spend a Treasure on this roll. 
A party of volunteers is established for one of the riskiest, but potentially greatest hunts in Pfith history. The warriors are ready to die to find and kill the cause of the corruption in Region 105, or if it should unfortunately not be something which can be killed, end its threat in a less honorable way.

 Intrigue: Secret 
 Spend a Treasure on this roll  
It's not who you are on the outside, but what you do that matters.

 Intrigue: Recover the Kela Ein Kamohu. 
The sacred artifact of the Stewards should not remain lost for long. Olgght dispatches small, mobile parties to hunt it down and attempt to reacquire it.


  Spy Actions  
Ktloso: [REDACTED]

  SKR Cultural Exchange:  
   Non-actions  
Support conversions to Sakurado
With the aid of the Chora, the numerous biomachines necessary for the cloning of living things are transported into Pfilghol from the World Garden. Within the heart of Ghlsgtot, the Everwomb is constructed, a place for faithful Pfith to be born and reborn, the first of its kind in Pfilghol (As a reward for the Marketplace of Ideals, the Everwomb is established as a Sakurado Holy Order in the Pfithreef).


 
 Spoiler: Passive Bonuses 
 Reputation: 
ABS 1: +1 to resist Sack and Coerce
ABS 2: +2 to resist Secret Actions
ABS 3: +1 battle, +1 vs Titans, +1 depth (reqs. hard metal)
ABS 4: Access all depths, +1 to Defense (+2 at Depth 1 or more)

1 Perfected TacDoc: +1 maneuvering
 

 
 Spoiler: Bookkeeping 

 
 Spoiler: Characters 
Olgght - current leader, successful conqueror/unifier. Hungry.
 Gtsit - Second-in-command, first to betray. Clever, dangerous. Hungry.  Captured by Region 107 natives
Ktloso - Sworn enemy of Gtsit, spymaster. Conniving, ruthless. Hungry.
 

 
 Spoiler: Military 
 Units:  3/7
 Generals: 
Gtsit the-second-champion: 8. Sea's Opportunity: Defending: enemy takes double battle penalties from terrain, Attacking: transfer battle penalties from terrain to enemy. This tacdoc is perfected: +1 to battle on success
 Military Technologies: 
Supermarine Artillery
Razor Current Netting
 

 
 Spoiler: Economy 

 Treasure: 
4/5
+2/round
 Trade Posts Owned: 
Luxurious Hides: 101.1
Shiv'rchins: 104.1(S)
Kalask Venom: 107.1
Mud Diamonds: 108.1
Mineblossom Sponges: 130.1
Kelp: 131.3
War-Jellies: 132.1, 132.CITY (S)
Hard Metal: 132.BASE
Wave Scorpions: 133.3

 Economic Techs: 
Composite Grafting
Trophic Deconvolution
Anoxic Adaptation
Photophore Signaling
Supernatic Propogation
Megafaunal Tailoring
Graduated Symbiosis
Bitter Tourism
Filtration Grafts
 

 
 Spoiler: Artifacts 
 Kela Ein Kamohu: 1/turn +1 to Sack or +1 to battle if win or tie TM, +1 extra if TM victory by 6 or more, -1 leader loss if fail or tie TM.  Lost in battle with Region 107 Natives.
 

 
 Spoiler: Spies 

Ktloso: 7
 

 
 Spoiler: Special 

Gan Kotzim - the Thorn Gardens: ABS base, 132
 

Shallows Appreciation grand champion!
 
Aerin
    The Lux-Glossian Shades     The cities of Leriander and Holy Ovum in the Glossian Sea (135)
The city of Rumond in the Tideswept Shelf (111)
An outpost at Narcis's Rest (173)
Round 11 
 Actions 
  1. INT - [Investigate the toxic waters east of region 91]   17, SUCCESS, treasure spent , using Brinerays as Filtration Grafts
Having definitely proven the safety of brineray filtration grafts, the Yellow Shade wastes no time in sending a team to continue to explore the eastern border of the known world. The team is warned to keep an eye out for unusually contaminated waters, as each toxic region discovered so far has had its own unique perils.

 2. INT - [Investigate the brackish waters west of region 170]   15, SUCCESS , using Anoxic Adaptation (no resource)
Grand Matriarch Alleoro had originally secured funding for a series of three expeditions based out of Rumond, her home. Grand Matriarch Rialta, however, has other plans. The explorers of the Purple Shade originally meant to head northwest of the Tideswept Shelf are instead diverted far west. Fortunately, the crew is already outfitted for brackish seas and experienced with anoxic conditions.

 3. ECO - [Send an expedition south of W35 in the Crimson Moonlight]   17, SUCCESS 
The Cerulean Shade, led by the Reaver-scarred Matriarch Lia, calls in favors and debts to secure enough votes to fund another expensive wastes expedition. The Shade of librarians and scholars hopes to get closer to finding the Reavers' base of operations, and seems convinced that it lies across the wastes despite little hard evidence. The operators of the specialized wastes-traversing jellyfish, the Crimson Shade, offer to take a representative or two from the Greenwater Clans with them on the expedition if the Clans wish to see the ship in action. In turn, they send a pair of observers to watch the departure of the Crystal Garden in the Greenwater: the young Lysimia, Redina, and the Mer most likely to be the next Matriarch, Yuru.

 4. ECO 5 - [Send a trade route to Eternal Spring (ESP)] 
The polar seas were a wondrous discovery! And yet, the many peoples there seem to have no desire to know what lies beyond their own borders. An entire expanse of unexplored ice lies to the south, a siren call to those of the Lux-Glossian Way to plunge into its myriad secrets. Before expeditions can be sent, an outpost for explorers to restock, rest, and change mounts must be established. While the Riftlings boast the best positioning for an outpost, their seas suffer tremendous pressure and depth. Fortunately, the strangely non-photosynthetic Medusaes of Eternal Spring are amenable to such a station being established in their waters.

 5. FAI - [Set 25 holy site faith bonus, great lengths for great discoveries.]  Pending approval in the OOC thread.
Followers of the Lux-Glossian Way are always striving to discover the unknown facets of the world, whether those be new stories to sing, unique resources to barter, or extreme natural wonders to venerate. Merchants, clergy, diplomats, colonists, and explorers who follow this branch of the Way are willing to tolerate long, perilous journeys through the vast wastes while in cramped conditions with carefully rationed supplies in order to reach seas that few have swum.

Nations that have adopted the Lux-Glossian Way may route through wastes regions when taking actions. Each action that includes one or more wastes regions on the path occupies a Specialized Ship for that turn. Each waste border crossed adds 0.5 effective regions for distance penalty calculations. Military units may not be transported in this manner. 
 Non-Actions 
  1. Spy non-action.  The latest report to the Grand Matriarch is signed Tourmaline, as the Mer spy has changed her name.

 2. Change ruler non-dynastically.   Rolls here.  Matriarch Rialta passes away suddenly, though not unexpectedly at her age. The Grand Matriarchy falls to her sister as the next eldest, Yree of the Blue Shade.

 3. Offer Filtration Grafts to the Divine Nacres to repay favor debt.  The Matriarchs turn over the promised technology, adding praise for the level of detail included in the report. As the results were so satisfactory, they hope that the Nacres would be amenable to further technological tests ...

 4. Ask the Divine Nacres to explore southwest of Magma Falls (51) as a favor.  Use Phosphorite to power Bitter Tourism.
The Gotezhar were extremely generous in widely distributing their discovery of phosphorite-powered portable heat, but they were not  precise . Or perhaps the units of the recipe were simply unfamiliar to Lux-Glossian chemists. Regardless, after years of testing with only one major explosive mishap, the formula for a slow-burning exothermic blend is finished but untested in glacial waters. The chemical blend is strapped to the wearer in a fanny pack as heat and a harmless chemical byproduct are expelled around the wearer in a diffuse cloud. The result is that the bearer is often perceived as a particularly bitter-smelling tourist. If the Divine Nacres were to take an extended tour of the area south of Magma Falls, perhaps, the Matriarchs would be willing to supply the exact chemical composition and production steps of the fanny packs.

 5. Ask the Divine Nacres to explore southeast of Artetchhue (55) as a favor.  Use Phosphorite to power Bitter Tourism.
While still new to the politics and intrigue of the polar powers, a buzz seems to have been generated surrounding an undiscovered area to the south. Unable to resist the lure of discovery, yet lacking the infrastructure required to send an investigation, the Matriarchs opt to ask the Nacres for yet another favor. They promise genetic and epigenetic markers linked to adaptation to anoxic conditions as repayment for services rendered to a friend.

 6. Start another monumental undertaking. [1/3]  The local Conclave of Rumond, not to be outdone by Leriander, approves funding for stonework of their own. A giant mural depicting all the known species of the oceans will be etched into the cliffs above and surrounding the city. The centerpiece will feature Mer, Lysimia, and Cyphiri, while the outskirts will feature non-sentient animals such as brinerays, gardenbearer turtles, and war jellies. To better plan out the engravings before work begins, a team of biologists from the Orange Shade is dispatched into neighboring oceans to collect, describe, and categorize the local life forms.

 7. Attend  Oliver's Ball .  The Celadon Shade attends the post-wedding festivities to hand over formal congratulations and make a bid on an eligible bachelor. They come back empty-finned, but Matriarch Lera is too ambitious to let this be anything but a minor setback in her long-term plans.
 
 News and Discoveries 
 
  After the Hallus family stabilized the Tideswept Shelf's Reaver-decimated government, they left behind a contingent of mercenaries and diplomats to ensure that the leadership in Rumond remained favorable to Hallus business and influence. In the years since, some of the Hallus party have joined or formed Shades of their own in Rumond.  Falnir Hallus , newly risen Matriarch of the Orange Shade, sits in the Grand Conclave this year as the  first ever Cyphiri Matriarch . How much influence she will have over the shape of Lux-Glossian politics remains to be seen. 
   The banished merchants  of a sea unknown to Lux-Glossian maps descend upon Leriander. While at first a boon to the craftsmen and shopkeepers of the city, their presence soon becomes a strain upon the already tenuous food supply. Nothing seems to be able to persuade them to leave until the sediment clouds of the Trawling Beasts on the southern horizon portend potential disaster, at which point they vanish as suddenly as they appeared. 
  Following the failure of the colonization party of region 187 due to the prolonged polar day period, Lux-Glossian engineers work to create a lightweight and easily foldable sunshade that can be carried by future Lysimian explorers. The result is a thin layer of crimson jellyfish membrane stretched over retractable supports and attached to a carrying stick with a curved handle. As the device is made of  lamella  and is intended to maintain an  umbra  over the holder, the engineers have named it an  umbrella . Such a device would certainly be useful if Lux-Glossia were to continue to be involved in polar affairs ...
 
 
 
 Spoiler: Ruler stats and stat increases 
 Ruler:  Rialta of the Blue Shade, Eldest of the Matriarchs

 Ruler stats for round 10: 
Diplomacy - 2
Military - 3
Economy - 5
Faith - 2
Intrigue - 6

 Ruler increases:  +1 Intrigue, +1 Economy

 New ruler (non-dynastic):  Yree of the Blue Shade, Eldest of the Matriarchs.  Rolls here. 
 Ruler stats for round 11: 
Diplomacy - 4 + 1 = 5
Military - 3
Economy - 4 + 1 = 5
Faith - 2
Intrigue - 4 + 1 + 1 = 6
 

 
 Spoiler: Reminders for myself 
End of round 11: Songline of the broken seas expires - intrigue action to get 2 treasure, once only (not planning on using it)
End of round 11: Auction for Tipsy John ends (not planning on bidding)
End of round 12: Genus Taxonomia Vadosus Mare ends (0/2 entries complete)
End of round 15: Chora rep for waste exploration ends (0/2)
End of round 15: Steward offer of treasure for favors ends (probably not using)
End of round 15: Nacres offer to coerce TPs for favors ends
End of round 15: Chora offer to sway factions in owned regions for favors ends
Gaining 2 treasure per round, 0 treasure left over from last round
Carrying over 1 extra treasure to the next round (only spent 1 this round)
Write up that thing for Role ASAP
Write up region 173
Make a flag!
Draw some fancy maps
Code some fancy maps
 
Volthawk
 
   The Cyphiri Union   
  Round 11  
 Regions:  122, 129
 Ruler:  Baran Hallus
 Faith:  The Flowing Way (The Cyphiri Way)
 Diplomacy  7  Military  5  Economy  10  Faith  8  Intrigue  2
 Merchant Marine 
 
 
  Actions  
 End of Turn Ruler Increases:  +1 Diplomacy, +1 Faith
 
 Attend Event - Oliver's Ball [Diplomacy] - Unrolled
 The announcement of another big Middish celebration is met with excitement by the Cyphiri, as always, and it isn't long before a delegation from Cyph-Arel arrives. 
 
 Spoiler: Sub-Actions 

 
 Accept Bitter Tourism and Filtration Grafts from GTZ 
 Give GTZ 1 Treasure 
 Accept Holographic Certification from STC 
 Give STR Anoxic Adaptation 
 Give GWC Composite Grafting, Graduated Symbiosis, Photospore Signalling, Supernatic Propogation, Trophic Deconvolution and Anoxic Adaptation 
 Accept Electrodialytic Staurozoa from SEN 
 Give SEN Anoxic Adaptation and Trophic Deconvolution 
 
 
 
 Establish Confederation Claim on 124 (2 Treasure Spent) [Diplomacy] -  14, Success 
 With the common populace of the Emerald Tidelands following the Flowing Way and being receptive towards the Union, Cyphiri diplomats begin spreading the idea of an alliance and union between the two countries. Among the Tails, their strongest supporters in the region, they extoll the benefits of being connected to the Cyphiri trade network for quality of life, the opportunities to join Cyphiri families and Houses for a better life, and the greater connection to the peoples who follow the Way, while their offers to the Kalan themselves are more focused on how they'd personally benefit, particularly those not tied with the Stewards, and warnings on the risk of disobeying the will of their people. While they see great success among the Tails, the Kalan seem to need more convincing.  
 Convert HS1 of 128 (B'kini Bottom) [Faith] -  15, Success  
 Convert HS2 of 128 (B'kini Bottom) [Faith] -  11, Failure 
 With many of the Cyphiri followers of the Way finding the need for their guidance in the Emerald Tidelands lessened these days, some families begin looking out for other places that would benefit from their understanding. The notion of reminding the residents of Pyl-Garat on the benefits of the Flowing Way is quickly rebuffed by House Pylet, who pointedly encourage them to move on. This brings them south, into the lands of the Gotezhar, a land whose people have quite interesting beliefs. Finding their place for the time being, and not holding a grudge against the Pylet for forcing them here, they set about understanding the local faith and how it fits into the Way, and teaching the merits of the Flowing Way to the people living here. Some of the Mer are receptive, but others prefer to hold onto their beliefs and refuse to see how it all fits into the Way.  
 Impress Merchants of 139 (Using Domesticated Sea Cows to satisfy Manual Labour) [Economy] -  22, Success 
 Following talks and arrangements made in the Builder's Union celebration, House Tellan begins to establish a presence for themselves in B'kini Bottom, driving a few herds of their sea cows south from Pyl-Garat into the region and putting them to work showing off how the animals can carry loads, pull things and do other feats of dumb labour and brute force with minimal coercion. Before long, they're able to secure arrangements to supply most of the region's settlements with draft animals, paving the way for further expansion in the region.  
 Impress Merchants of 140 (Using Ray-Ear Seaweed to satisfy Spices) [Economy, MM Bonus Action] -  16, Success 
 While the Belar may not be sending  Wayfinder on any grand expeditions, their preparations still send their agents beyond the borders of the Union. Some head east to the waters where the Carral family holds sway over the flow of business, using agreements struck between House Hallus and House Ulnesh and old contacts from their eastern expedition to establish a staging post close by to Death’s Passage, where a gap between Death’s Passage and the Greenheart gives a clear path into the souterhn wastes. Others look for another potential staging point - places that that give them new places to supply the Wayfinder and send it out into new wastes from. Some more adventurously-minded Belar suggest the far west, noting several potential regions around the unexplored stretch of wastes the Lux-Glossians had to go around in their expedition, but in the end the Belar leaders decide to stay closer to home, settling on the region of waters that Anastasia made accessible, noting the ease of resupply and the relatively short distance between the two staging points. Deals with the Kelad provide them with the edge they need, selling on the spices made from the Kelad's northwestern farms to satisfy local desires and establish the standing among the locals they need to make their project happen.  
 
  Nonactions  
 
 Provide &lt;resource TBD&gt; to OKI through the trade route. 
 Spend 1 ABS Reputation and 2 Favours to request the construction of an Artefact.
 Impressed by Shero'ah Hakkol and the reports from the Belar of their early tests with it, Baran gets in touch once again with the Stewards and promises future assistance in exchange for another of their treasures. In light of the discovery of toxic waters to the northeast of Cyph-Arel, and the amount of work required to carry out the Cyphiri's preferred solution, he asks for something that would allow them to better carry out bioengineering projects on a large scale.  
 Spend 1 DNA Favour on Survival Of The Fittest to have them Coerce TP1 of 173.
 While Pelir Hallus and her cohort are sent alongside the diplomatic delegation to Middish ball to secure technologies that have passed them by, other trusted Hallus researchers set about making sure they have what they need at home. Of most interest to them is the ability to traverse the toxic waters to the northeat of Cyph-Arel, in light of the Divine Nacres investigating and the interesting reports heard back, and they are dismayed to come to the conclusion that there isn't anything suitable To recify this, they get in touch with the Nacres before they leave Cyph-Arel and request that they acquire a suitable organism for the grafts, pointing out a region with a species which should work - the Lux-Glossian colony to the far west, and the small filter-feeding tubeworms that dwell there. The matter of the means the Nacres take doesn't particularly cross their minds.  
 Contribute 1 Treasure and Domesticated Sea Cows to the Gotezhar attempt to direct the Trawling Beasts to the northwest
 The emergence of the Trawling Beasts piques the curiosity of many Cyphiri, and while they can't see much many still make the westward journey to be close to all the excitement. Meanwhile the official response to the threat is discussed by the Union Council, taking into consideration the efforts of the other countries and their projections of where the Titans may eventually end up if they were sent in any particular direction. Eventually, a conclusion is reached that the Cyphiri would assist the Gotezhar in their attempt to direct the herd west, as far away from the majority of the local powers as possible - the risk to the Pfilreef and definite danger in the Costa's newest region of interest is noted and debated, but it's still decided that it's the least bad outcome. The task of carrying out the Union's part of this falls to House Tellan, who take the supplied gold and fashion shiny ornamentation for the cow herd they drive to the region in question - the logic is that if the Stewards think that shiny and precious things will attract the Beasts, and the Gotezhar are also trying to tempt them with food, then food with the shiny things attached will execute both strategies at the same time.  
 Continue a Monumental Undertaking - The Grand Archives of the Cyphiri (2/3)
 
 Spoiler 
With the plans made, space made and the archivists assembled, the creation of the Grand Archives moved into their next stage. It was decided that the original building, the current Archives, would remain intact - after all, a good amount of respect for the past was important for understanding the mysteries of the Way, and not needing to move and potential disrupt the oldest records and stories was useful - and instead the Grand Archives would take the form of a group of buildings dedicated to different aspects of the archivists' mission. Their work further afield done, and their workforce assembled, the Council Fund starts construction according to the design they were given:

The current Archive building would remain the heart of the Grand Archives, becoming known as the Old Building. Here would be where the leaders of the archivists would run the project, where those wanting the old lore would come, and where new archivists were trained. For now, while the rest of the Grand Archives were built, the focus was on training up all the new recruits the Fund had sent their way.

It was decided that each of the other major countries following the Flowing Way would recieve their own building - representives of the Fund are sent to the Middish, Gotezhar and Lux-Glossians for input on the details of their building, while others collect their stories and histories, the three buildings (and a fourth for the various smaller countries and groups that followed the Way) forming a row to the left of the Old Building along the edge of the settlement's farmland.

Other buildings of various sizes and focuses were planned elsewhere in the waters assigned to the project. Some would be specialised buildings, focused around a particular kind of expression of stories - such as the East Stage, where more vocal forms such as song and play are shown - while others would be focused around topics and particular groups - each of the major organisations are sent an offer to have some of their representives be allocated a space here to tell their tales and explain their ways, and elsewhere the War Room is set up to hold records of the various battles over the decades that are known to the Cyphiri (as a part of this, polar countries soon find war archivists wandering their lands to learn about their own military histories).

To the right of the Old Building would be a long building following the edge of the farmland in the other direction to the buildings of the other Flowing Way countries, and it is here that the archivists and those who support their mundane needs will live and rest when not working.
 
 
 
  News and Rumours  
 
 The Belar are a cautious lot, and although Wayfinder has been completed and readied for waste exploration to everyone's satisfaction they still just busy themselves with short excursions and training excercises, apparently wanting to ensure they have the best crew who know how to use the Abyssal Stewards' gift as well as possible, and that their staging points are as ready as possible, before setting off on any substantial journey. A more critical view, held by some Cyphiri of other families, is that the Belar are waiting for others to do the initial exploration and mapping so they can focus all their time on finding valuables out there, and this is not entirely false. 
 The Cyphiri make it clear that they are hopeful that they can arrange the cleansing of [121] under the Chora's direction - a sign of their returning respect and fondness for the nomads - soon, and politely request that other countries do not interfere, particularly if they are planning on taking a more destructive approach. 
 Lanit Hallus returns from Oliver's Ball quite intrigued by the ways of foreign cultures around intermarriage and the related politial alliances. She starts to come up with a plan, and after confirming it with Baran, heads to the west of Cyph-Arel into the brackish leech-infested waters with a force of aides and guards. 
 Ashal Hallus, Baran's daughter and his apparent planned successor, is growing well and the scholars and sages of the Flowing Way attending to her are reporting some successes in their ability to predict her future. It seems like it'll still be quite limited, but the mood around the project is optimistic. 
 The Kelad family have quietened down about the Black Pearls in recent years - they're still opposed to the syndicate, but aren't making as much noise to the Council about them now, even though they now have House Tellan to give them a greater voice. Common opinion among other families is that they're up to something. 
 The Sakura-Jin going to war on a neighbouring region increases the concern many families are feeling about them. While confident in the ability of the Flowing Peace to ensure they won't be completely conqiered, there is a concern about the damage the Astartes may cause before the warriors of the Flowing Way could defeat them. Nobody significant is calling for action against their neighbours, though. 
 News from the Carral family of troops under the banner of the Greenwater Clans moving into [123] is a little concerning, but by this point the Cyphiri have figured out the best ways to keep control of their holdings in a warzone and the Carral are confident that between that and initially positive relations with the Clans it shouldn't affect the flow of blubber to the rest of the Union. If anything, the Carral are optimistic about the benefits of the region having a centralised authority once again. 
 
  Houses and Families of the Cyphiri Union  
 
 Spoiler 

These days many families are organised into Houses, a group of families led by a family that is part of the Union Council that have certain legal and economic ties and obligations, so the following is organised to suit. As always, there are many more families than this (in and out of the listed Houses), and more Houses, but these are the ones mentioned in the fluff so far.

  The Council Fund  
 TPs:  122.1
&lt;find the old fund summary and rewrite&gt;
- Artan: The head of the arm of the Council Fund that works with mercenaries, and the one who made the early (but now irrelevant) deals with the Kalan Company that led to the diplomatic/economic foothold needed to secure the Fund's current mercenary force. As that force developed into the Retainer Guard, she's leveraged her role in things to become one of the major players in the military, developing a strong interest in battle tactics and strategy despite the typical Cyphiri attitude towards such things. Her parents were followers of the Flowing Way who named her for Arthan, but she isn't faithful herself.

  House Hallus  
 TPs:  122.2
 Supports:  122 (Aristocratic/Mercantile)
 Other:  Cultural Exchange with COS
 House Families:  Belar
Once just the most important family in the field of research and development, the Hallus family are now the most powerful family in the Union. After taking the position of the Ulnesh, the Hallus family have set about restructing and legalising many aspects of the Union Council and the wider Cyphiri Union, leading to the establishment of the House system and the Union's current strength.
- Baran Hallus: The actual head of the Hallus family, and the one directing their recent political moves. He has great respect for Pelir's work, and tends to indulge her requests. He's got broader interests than the average Cyphiri, taking an interest in the military conflicts that have gone on around the known world, and making plans for diplomatic efforts beyond those that are business-related.
- Ashal Hallus: Baran's newborn daughter.
- Pelir Hallus: The pioneer of Hallus biotech research, and the mind between most notable recent Cyphiri advancements. She's not the head of the family but has enough influence through the family to get what they want, if possible, with the Belar family being one example of this. She's quite fond of Costa Sereia, having used much of their technology in her work since meeting them.
- Lanit Hallus: One of Baran's main diplomatic agents and representatives. She's spent a lot of time in Orope in the past, trying to help the Tellan stabilise and gain control of the merchants there, and the failure there has left a stain on her record that she's never been happy about. Since then, she's been assigned to coordinate with House Ulnesh in the Emerald Tidelands, a task she's working hard at in order to regain her standing within the family.

 Belar 
 Other:  Wayfinder, Gulgolet Shero'ah Hakkol
A small family of explorers, eager to strike out into the unknown to find enough of value to make them rich. They established a mutually beneficial relationship with Pelir Hallus some years ago, with her finanicially backing their expeditions in exchange for her hearing first about their results and in general keeping the spark of adventure going within the Union, and with the establishment of the House system they've fallen fully under the banner of House Hallus.

  House Ulnesh  
 Holy Sites:  122.1, 124.2, 124.3
 Supports:  122 (Clerical)
 House Families:  Carral
Formerly the dominant power among the Cyphiri families, before the ascendancy of the Hallus family. Originally, they split their interests between a very strong agricultural base and ways of leveraging said strength in political and economic endeavours, but as more and more food is imported, the Union grows beyond their capabilities to feed, and other families take bites out of their agricultural empire, they've been finding that strength waning. These days, they instead leverage their high status among Cyphiri followers of the Flowing Way, with Werran Ulnesh their leader, to secure power. There was once a great rivalry between Ulnesh and Hallus, strengthened by the Hallus takeover, but these days they're almost cordial as the Ulnesh support Hallus ventures in the Union Council while the Hallus help them with their own plans focused around the Emerald Tidelands.
- Werran Ulnesh: A devoted follower of the Way, close to Garren, excited to spread the Flowing Way to new lands, very curious about the way other countries and faiths work. He became the most influential Ulnesh after their fall from dominance, as his rapport with Cyphiri followers was separate from his family's business, and since Garren's death has taken control over the family as it focuses on its new direction.
- Relas Ulnesh: The member of Ulnesh's leadership council most pushing for them to retake the top spot, and the main opposition to its current direction. She was originally Garren's preferred successor, but in the years before his death disagreements between the two meant she lost his direct support. She's proven herself to be a competent leader in her position, though, putting to bed many doubts people had when she was younger.
- Helad Ulnesh: The man in charge of coordinating loans between the Ulnesh and other Cyphiri families, deciding who gets the offers and how they're repaid/the influence gained is otherwise used. Was once the favourite among most of the family to succeed Garren, but the family's shift in direction led to him being passed over in favour of Werran. He still has notable influence among other Cyphiri families due to his ability to leverage the loans, though, and he's been busy trying to bring various families into House Ulnesh.

 Carral 
 TPs:  123.1
 Supports:  123 (Mercantile)
Small decentralised family who were once down on their luck and turned to the Bone-Grinder's Guild of [112] to try to make a new future for themselves. Their attempts to become more influential in the Guild ended up gaining them little, but the expedition eastwards that the Bone-Grinders sponsored has borne fruit for them, and they are now based in that region and have established themselves as a dominant mercantile power in the region by selling on imports from the Kelad.

  House Tellan  
 TPs:  109.1, 114.2, 118.1, 118.2, 134.2
 Other:  CYP-OKI Trade Route
 House Families:  Kelad
Previously a minor family in one of Cyph-Arel's cities, now dedicated to the trade route between the Cyphiri and Middish. Operate a network of camps, rest stops and small businesses catering to those taking said route, and established the route itself. Has control over part of Orope's Giantbane Seed industry, along with investing in some nearby regions. Current leaders in fields relating to Supernatic Propogation, due to their ties to the Middish. They've ended up on the Hallus side of the Ulnesh/Hallus split in the Council, due to the family helping them secure the Cobalt Dye they now sell to the Middish.
 - Tarpan Tellan: Head of the Tellan, now living in Orope full-time. Quite fond of the Middish, and their interpretations of the Flowing Way. Approves of the Hallus' shift towards a standing mercenary retainer, the Middish attitudes towards war and battle having rubbed off a little.
 - Yanmet Tellan: Tarpan's second in command, handling things on the Cyph-Arel side of the business and dealing with the other Cyphiri families.

 Kelad 
 TPs:  117.1, 127.1
Another minor family, and one that's been very active in sending out opportunity scouts to the regions nearby to the Cyph-Arel - Orope trade route. They're not planning on making many big attention-grabbing moves for the time being, but have a plan to acquire resources vital to the efforts of other families and sell it on to them at a profit.

  House Pylet  
 TPs:  129.2
 Supports:  129 (Mercantile)
 Other:  Pyl-Garat (129)
One of the Union Council families, and the main one driving colonisation attempts. Has a great deal of influence with the smaller families and the colonists of Pyl-Garat, but is beholden to the Hallus in turn - an obligation they are trying to weasel out of as much as possible, not wanting to turn against old friends in the Ulnesh family but having found the offer from the Hallus too good to turn down.

  Other Families  
 Holy Sites:  122.2, 122.3
 

  Statistics  
 
 Spoiler 

 Special Actions Available:  Diplomacy 5, Military 5, special Hoard Treasure (Int-based, +2 Treasure, until end of round 12)
 Special Actions Used:  Economy 5, Economy 10, Faith 5

  Diplomacy  
 
 Spoiler 

 Reputation/Favours 
 The Abyssal Stewards:  Rep 3, 0 Favour (Expected Change: -1 Rep, -2 Favours)
 - Welcome: +1 to resist Sacks and Coercion
 - Friendly: +2 to resist Secret Actions
 - Favoured: Gain Magma Forges technology
 The Chelonian Chora:  Rep 2, 0 Favours (Expected Change: None)
 - Welcome: +1 to resist Supports becoming Open or Unruly
 - Friendly: Distance Losses triggered every fourth region, max -2 Distance Penalty in regions with CCA bases
 The Divine Nacre:  Rep 1, 1 Favour (Expected Change: None)
 - Welcome: +1 to Exploration, Prospecting and Colonisation
 International Prestige:  Prestige Rank 2, 1 Prestige (Expected Change: None)
 - Respected: +1 to Establishing and Pressing Claims and Promoting Claimants
 - Admired: +1 to attempt/resist Sway and Impress actions

 Bases 
122: Reefback Nursery

 Cultural Exchanges 
Costa Sereia

 Cultural Identities 
None
 

  Military  
 
 Spoiler 

 Units:  2 (Expected Change: None)
 Unit Cap:  7

 Aristocratic Support 
122, 111

 Generals 
None

 Fortresses 
None

 Perfected Tactical Doctrines 
None

 Military Technologies 
 Supermarine Artillery (Dropping Weapons)  +1 to battle rolls and +1 to Maneuvering rolls in regions of Depth 0 (Prereqs: Giantsbane Seeds, Supernatic Propogation, Photospore Signalling) [Prereqs not met]
 Magma Forges (Slotless)  +1 to battle rolls, +1 to rolls vs Titans, +1 Depth Access (Prereqs: Hard Metal) [Prereqs not met]
 

  Economy  
 
 Spoiler 

 Treasure:  6 (Expected Change: -2; Rate 2 - 4 spent)

 Trade Posts 
 Effective Total TPs  15
 Treasure Rate  2

    Trade Post 
 Resource 
 Use 
 Support 
 Rate 
 
  109.1 
 Swarm Ash 
 None 
 Cyphiri 
 2 
 
  117.1 
 Biolumiscent Tunicates 
 Support of 118 
 Black Pearls 
 0 
 
  118.1 
 Domesticated Sea Cows 
 Support of 126/129 
 Cyphiri 
 2 
 
  118.2 
 Domesticated Sea Cows 
 Support of 126/129 
 Cyphiri 
 2 
 
  122.1 
 Native Gold 
 None 
 Cyphiri 
 2 
 
  122.2 
 Native Gold 
 None 
 Cyphiri 
 2 
 
  123.1 
 Malleable Blubber 
 None 
 Cyphiri 
 2 
 
  127.1 
 Ray-Ear Seaweed 
 Support of 122/123 
 Black Pearl 
 0 
 
  129.2 
 Nutritious Silt 
 Support of 125 
 Cyphiri 
 2 
 
  134.2 
 Cobalt Dye 
 None 
 Costa Sereia 
 1 
 
  
 Mercantile Support 
118, 122, 123, 125, 126, 129

 Cities 
None

 Trade Routes 
Cyphiri - Ironkelp Knights

 Specialised Ships 
Wayfinder

 Civilian Technologies 
 Composite Grafting  No mechanical effect
 Graduated Symbiosis  No mechanical effect
 Megafaunal Tailoring  No mechanical effect
 Photospore Signalling  No mechanical effect
 Supernatic Propogation  No mechanical effect
 Trophic Deconvolution  No mechanical effect

 Anoxic Adaptation  Cross Brackish borders (Prereqs: Composite Grafting, Trophic Deconvolution)
 

  Faith  
 
 Spoiler 

 Faith Holy Sites:  18

 Clerical Support 
122, 124

 Organised Faith Bonuses 
+1 to Impress Actions
Cultural Identity for Buyouts

 Artefacts 
 Arthan’s Head  As an action (that can be associated with any stat), the owner of Arthan's Head can select a region for the Head to focus on in the next round. This provides a +1 bonus to all actions targeting that region that use the same stat as the action used to focus the Head in the round before.
 Shero'ah Hakkol  One Prospect action per turn in a Wastes region gains a +2 bonus.

 Holy Orders 
None

 Miracles 
None
 

  Intrigue  
 
 Spoiler 

 Spies 
None
 

  Claims  
 
 Spoiler 

122 - Historicity, Integration
 

  Total Passive Effects  
 
 Spoiler 

 Actions 
Buyouts: 2d8 CI
Impress: +1 Prestige, +1 Religion
Sway: +1 Prestige
Exploration: +1 Nacre Rep
Prospecting: +1 Nacre Rep, +2 Artefact (1/round)
Colonisation: +1 Nacre Rep
Claims: +1 Prestige

 Defensive 
Resist Coercion: +1 Steward Rep
Resist Sack: +1 Steward Rep
Resist Secret: +2 Steward Rep
Resist Supports becoming Open/Unruly: +1 Chora Rep
Resist Sway/Impress: +1 Prestige

 Misc 
Merchant Marine: Extra Economy action, 15 treasure cap, can spend 3 treasure on a roll, foreign TPs in mercantile support regions count towards treasure, can provide two resources through a trade route
 

 
Gengy
  Round 11
 [Gotezhar Builders Union]  
 [Feytor Mira'din, Tsunami's Wake] 
Regions:  138 , 128, 136, 137, 139, 174    
Actions:
 
  [Economy]  Establish Colony in 137 [1/4] (Spend {1} Treasure, World Wonder, [2/4])
  The Builder's Union grows stronger, and the fortunes of the Gotezhar are set upon building up the southern region.  So many rumors about how the water tastes like colors!   
  [Economy]  Establish Colony in 137 [3/4]
  Alas, someone went and made the water taste mostly normal!  With too much effort already put into colonizing the region, the Builder's Union expands regardless, as it can always use more Clouds.   
  [Economy]  Establish Colony in 174 [1/4] (Spend {1} Treasure, World Wonder, [2/4])
  The far western colony is a curiosity that neither Gotezhar nor Mer can ignore, so many families hold serious discussions about joining the soon-to-be caravan that will travel to reinforce the early colonists.   
  [Economy]  Establish Colony in 174 [3/4]
  Joined by a contingent of soldiers to help protect them, a large caravan of new colonists start the swim to the far western colony.   
  [Intrigue]  Build a Smoking Garden in 136 [1/4] (Spend {1} Treasure, World Wonder, [2/4]) 
  [Intrigue]  Build a Smoking Garden in 136 [3/4]
  Finally receiving permission to build a Smoking Garden, the Gotezhar waste no time in showing the Abyssal Stewards their effectiveness.   
 

Non-Actions:
 
 Provide support for conversions to Flowing Way schools in Builders Union territories 
 In order to respond to the Flowing Peace agreement, to protect Lux-Glossia, and possibly divert the Trawling Beasts from getting too close to the Gotezhar borders, Mira'din asks for the fastest swimmers to leave Pure Berries along the northwestern border of (Region 101).  Additionally, funding is used to have guards watch to ensure the food is not moved away from where it is placed, though the guards are told to swim away as soon as they know the Trawlers are coming Northwest.  Saftey is important!  [ Use Food and (1) Treasure to divert the Trawlers to the Northwest ] 
 Attend Oliver's Ball [CCA Round 11 Reward, Attending Events is Free]
 
 Spoiler: Sub-Actions 
 
 Gift Bitter Tourism to OKI 
 Gift Bitter Tourism to the Cyphiri Union 
 Trade  Filtration Grafts  to the Cyphiri Union for 1 Treasure 
 Trade  Bitter Tourism  and  Razor Current Netting  to SEN for  Electrodialytic Staurozoa  and  Devolving Standardized Integrations  
 Trade  Razor Current Netting  to the Seatide Confederacy for  Holographic Certification  
 
 
 
 Attend Fruits of the Reef in Bloom [CCA Round 11 Reward, Attending Events is Free]
 
 
 
 Spoiler: News and Rumors 

 
 The Gotezhar have not forgotten the Reaver attacks, but seem more interested in finding out  why  they are attacking then they are in finding the Reavers themselves... 
 Mira'din the Mer, though now Feytor Mira'din, continues to train her Lank'a Master spear sytle.  She finds that what used to be a chore is now a way to meditate, and grow closer to the Bolya that surrounds her. 
 These days, while rare, it is not uncommon in Ezcorher to run in to a young man or young woman Mer fulfilling the same roles as other Gotezhar.  It would seem that all the former orphans are all grown up... and a few may even start having children of their own soon. 
 Mira'din supposedly is looking for a mate, but when asked directly if that's true, will roll her eyes and not answer.  Those who seek out the sources of the rumors will trace them back to her Cloud... the same family that now seems to think it is their responsibility to take care of  their menina . 
 The massive number of new oceans - and new clouds! - cause a susurrus of whispers for weeks within Ezcorher and Colownya.  Many groups of both Gotezhar and Mer start discussing whether or not they should follow the colonists to new waters.  Feytor Mira'din herself orders a number of soldiers to make the arduous journey to the as yet unnamed far western colony, in order to protect their interests their. 
 
 

 
 Spoiler: Ruler Information 

      Feytor Mira'din, Tsunami's Wake   
   D   
   M   
   E   
   F   
   I   
 
   Current  
 5 
 6 
 4 
 4 
 1* 
 
  Rolled Stats 
 5 
 4 
 3 
 4 
 1 
 
  End of round 10 
 0 
 2 
 1 
 0 
 0 
 
  End of round 11 
 0 
 0 
 0 
 0 
 0 
 
  
  *Treated as a 4 for from PRS Rank 4 for rolls  
 New Ruler Next Round! 

Expected Stat Bonuses: +2 Econ, +1 Int
 

 
 Spoiler: Book Keeping 

 Units:  (7   / 12 )
 General(s): 
- Squall Essensio (Mil 10) [ Aim For the Storm’s Center : -6 to enemy leader loss roll, -20% to enemy losses]
 Fortresses:  Sublime Fortress, Region 138

 Cities: 
City of Saroon’din (136) [Saroon’din grants a +1 to Resist Sacks in the region for players who hold Mercantile Support in the region]

 Trade Routes: 
Gotezhar (138) to the Sakura-Jin (119)
 Treasure  (4  / 10 )

 Cultural Exchanges: 
Gotezhar (138) to Costa Sereia (134)

 World Wonder 
The Gathering Tide Warehouse (138)
 Wonder Effect: The owner of this Wonder gains +1 passive Treasure income and may, once per Project, count a Project action as two Project actions if they spend one (1) Treasure as part of said Project action. 
 Boon 
(+2) Actions Complete for a valid Trade Post of my choice, from the ABS

 Technologies: 
  Supernatic Propagation 
 Trophic Deconvolution 
 Megafaunal Tailoring 
 Photospore Signalling 
 Composite Grafting 
 Graduated Symbiosis 
 Razor Current Netting 
 +10% enemy casualties and +1 to Maneuvering roll when defending, or attacking with a foothold  Supermarine Artillery 
 +1 to battle rolls and +1 to maneuvering rolls in Regions with Depth 0  Anoxic Adaptation 
 The user can now cross Brackish borders.  Bitter Tourism 
 The user can now cross Glacial borders.  Filtration Grafts 
 The user can now cross Toxic borders.  
 

 
 Spoiler: Saved Actions for Later; Not Using this Round 
[*] [Military]  Raise a Unit[*] [Military]  Raise a Unit
  Feytor Mira'din, the new 'big boss' of the Builder's Union, knows the limits of her strength.  She calls for volunteers to help protect the growing number of regions under the Union's control.  To her surprise, a vast number of willing volunteers answer her; Gotezhar and Mer both!  
 
Kythia
  The Magaramachi  

Tropical, Region 11

Ruler:  Leviathan
D2 ; M7 ; E3 ; F4 ; I2


 Yeah, that's what I thoguht, turning east!  Eel thinks it's so big, but turns aside rather than come this way!  Knows it'd get eaten by me, Leviathan, the biggest thing in the oceans! 
 Standard round actions (5) 
 1)  You think YOU'RE going to eat the world?  Ridiculous!  Part 3  (Military - Attempt to oppress Clerical Support in Region 10 - Success )
Well, I mean, she'd already started eating them.  What was she gonna do?  Stop?  A number of the larger Magaramchi, those who had formed their own idiosyncratic cults, are eaten.  The remainder, even with their poor intelligence and all consuming ego, decide that they should scream about their eventual domination and eating of all things using only their inside-the-head voice.  It won't last, that's all but guaranteed, but for the moment the self-appointed clergy are willing to do as they're told.

 2)  We need more space Part 2  (Economy - Attempt to explore north of region 10 -  Fail )
Perhaps the full story is only known to the Chelonian Chora.  But Lojanese merchants bring back bits and bobs.  The Mare (or possibly the Mimic, there seems to be some debate) appeared in Magaramachi waters.  With utter predictability, the first Magaramachon to see it tried to eat it - while the Magaramchi are obligate carnivores, the currents caused by its movement clearly felt sufficiently animal to trigger the default response.  The Magaramachon bit the Mare's neck in a fairly standard hunting move - instinctively trying to cut off blood supply to its jaws - but the Kelpie's physiology was sufficiently different that it just got a mouthful of kelp, doing no real damage.  Maybe the Mare was trying to flee, maybe it interpreted the thing on its back as a rider, its ways are pretty inscrutable.  Regardless, it took off at a fair pace northwards.  A fair enough pace that others nearby interpreted the created currents as a large prey creature fleeing.  So they gave chase, hoping to share in the ensuing feeding frenzy.  And so an informal carvan headed north.  With no planning, no supplies, a widly hallucinating leader and a mare with, probably, no clear picture of what was happening it's not at all surprising none of them returned to give a description of the waters to the north.

 3)  All this is mine  (Economy- Hoard Treasure)
There is, or was, a large clump of sweet tasting algae floating on the surface.  Now only Leviathan has it.  She got the idea from observing a trade caravan paying its workers - by doling it out to favoured underlings she can persuade them to do things they would normally not.  The plan is flawless:  Bully some underlings into gathering it for her, bully some other underlings into giving part of it out to yet more underlings who then do stuff, all the while skimming beautiful huge mouthfuls off the top.  It's wonderfully elegant.  Being the biggest is awesome.

 4)  Tiny's so cowed I can even let him out of my sight  (Military 5 - Recruit General  Military Score 7 )
Challengers are a thing that happens and a sixteen foot male calling himself "Colossal" wasn't even the only one that week.  The only unusual part of it was a shoal of tasty fish swimming by just as she was eating him.  Seeing tastier prey she abandoned the partly eaten challenger to, presumably, sink to the bottom and be eaten by mudscum while she pursued new quarry.  He survived though.  Missing his right rear leg and tail, with large wounds across his stomach, but still swimming (albeit with a tendency to pull to the right).  Which presented an interesting opportunity.  He's still considerably bigger than the non-sentient and barely sentient whelps that make up what she proudly calls her army but isn't, and knows he's not, any threat to her personally.  What more could you want from a moderately trusted underling?  Of course, if he ever gets his limbs back he's gonna be straight back for her but the Magaramchi don't have grafting technology, so...  "That seems like future-me's problem" is her happy conclusion.  One insulting renaming later, and he's off to boss around her troops.

 Proposed tactical doctrine awaiting approval 
 5)  Tiny can watch some of them while I'm not.  (Military.- Recruit Unit)
And having another set of current sensors means that even more of the tiddlers can be beaten and bullied into something approximating service.  Sure, she could have done it herself but it's better when other people do things for you.


 Net effects in Round 10 
Military+ 1, Economy +1
Units 4 -&gt; 5 (Current Max 5)
Treasure 0-&gt;1 (Current Max 5)
Clerical support in region 10 is oppressed
Mil 5 used.

 Non-actions for Round 10 
 
  Support  Everything    The Magaramchi aren't sophisticated and those intelligent enough to understant the concept of loyalty don't have any.  Tossing a handful of sweets in the water will ensure local support for anything needed.  Sacks, sways, whatever.  If anyone wants to do something, they can get local support easily. 
  Hostile Terrain for Everyone   Any armies marching through are going to be facing nigh constant uncoordinated attacks from the locals wo are hungry or bored (interestly, the same word in the Magaramchi language).  All Magaramchi territories are hostile to all armies, regardless of alliances. 
  Ride the mimic  Accidentally.  But still provide the mimc/mare with a rider  (See action 2)  
  Songline of the Sunilt Seas  Provide the turtle riders with a song  (See below)  
 
 
 Spoiler: Songline of the Sunlit Seas 

The Magaramachi don't have written records.  Even leaving aside the average intelligence, they don't have eyes.  But they do have records of a sort.  Their "songs" are a combination of vocalisations and induced water currents and they use them to "record" things that have happened.  They only have three or four tunes, though, and just recycle them with different words, though their idiosyncratic communication makes translating direct rhymes difficult.  In a rare moment of loquaciousness, two are passed on to a travelling turtle rider.

The first is basically a nursery rhyme.  While the Magaramchi don't really have parental instincts, showing off how smart they are comes naturally.
 
 Spoiler: Song One 

These are the things of the sea.
First there's us, the Magaramchi:
Do as I tell you and you won't get hurt
One day I'm going to eat the world

Then there's the algae that floats on the top
Some good to eat, some that will make you drop
The good ones to eat are black, red, and blue
I don't need them - I'll eat the world

Black is boring, red is sweet
Swirled: sort of chewy. All good to eat
Dark red makes you sick, blue makes you worse
You, not me - I could eat the world

Then there's the mudscum in the mud on the floor
Foul tasting and dangerous, don't need to know more
Even the mud can get through your scales
Not that it matters - you won't eat the world

Shoals of fish: not much to say
Mostly if you eat them they swim away
The best ones are the ones with scales all swirled
Good enough for you - for me: the world

There's the travelling turtle guys
And the sphere living small fries
Not much of interest in those two groups
I'll eat them all when I eat the world

Think that's pretty much it for things in the sea
"Bunch of other stuff and the Magaramchi"
That about sums up the world
Which I will eat
 


The second occupies a specific place in Magaramchi society.  The struggles for dominance endemic to their society are overwhelmingly one-on-one but sometimes an individual is charismatic/powerful enough to lead a small group which attack a superior together.  However, cooperation doesn't come naturally to them and this song is sung in concert in order to coordinate attacks and prevent anyone forgetting who it is they're supposed to be fighting.
 
 Spoiler: Song Two 

We....'re swimming this way to fight this guy
Don't get distracted. Ignore the fish.
You're coming with me to fight this guy
This is the right way.  Follow my lead

&lt;Repeat verse one for as long as needed until the quarry is in sight&gt;

Thissss is the guy we've come to fight
You guys listen up.  Ignore the fish.
I am me and  that's  the guy
The one right in front.  Attack him now

Iiiiii know it's hard but listen up
It's him we're goan' fight.  Ignore the fish
If you're biting someone else
You're on the wrong guy.  Quickly. That guy.

&lt;Repeat verse three for as long as possible during the fight&gt;

Thaaaaaaat went absolutley terribly
You got distracted.  You chased the fish
You're the worst lackeys I've ever seen
Once I've ate him I'm gonna eat you all
 

 
Minescratcher
 Regions 113,  114 , 127
    The Order of Knights of the Ironkelp of First-King John of Ruhum    
  Records of the Years  10-12  of the Tenure of Grand Master Oliver of Insol, 40th Grand Master of the Order of Knights  
Round 11

  Actions:

1.  [Faith]  Spiritual Cleansing of Region 96, using the Regalis Arbor from 114:  12  vs TN 12

2.  [Faith]  Seek Aid for establishing a marriage claim on 116:  15 

3.  [Faith]  Seek Aid for establishing a marriage claim on 118:  22 

4.  [Diplomacy]  Establish a marriage claim on 116:  16 
Grand Master Oliver follows up personally on his brother's efforts to secure him a wife among the Anurians, and some combination of his winning personality and the geopolitical reality of the Order's power evidently endears him to the local magnates. He arranges to marry the daughter of one of the leading families, before traveling south and east.

5.  [Diplomacy]  Establish a marriage claim on 118:  15 
The Grand Master makes his way to [Region 118] to relieve Conrad Montpied of his colossally bungled diplomatic mission in the region. In the process, he manages to display a humility previously thought lacking among Middish nobility, which is apparently enough to result in offers of marriage from several eligible women of some standing, many of families with great sway among the sea cow herders.

Nonactions:
 
 The Chelonian Chora still dislike the Order, but a promise is evidently a promise, and they agree to bring invitations to the Grand Master's Ball to the corners of the known seas. Host  Oliver's Ball  for free, with the Chora's aid
 
 
 
 Spoiler: News and Rumors 
 
 The discovery of a new nexus of civilization to the far south....
  .   
 
 

 
 Spoiler: Ruler Information 
Grand Master Oliver of Insol, 40th Grand Master of the Order of Knights, etc etc
Current Stats
 Diplomacy : 5
 Military : 3
 Economy : 4
 Faith :  10 
 Intrigue : 5
 Rolls 

New Ruler Next Round? No
Expected Stat Bonuses: +1 Diplomacy
 

 
 Spoiler: Other notes 

Generals:
 
 Knight Commander Amlaigh Tolmach of the Scoshlangue (10) - Tactical Doctrine: Quiver Hell's Foundations (+2 to battle roll) 
 
Units: 4 / 7

Treasure: 0

Resources controlled:
 
 Region 103: Adventuring Scholars 
 Region 114: Giantsbane Seed 
 
Techs:
 
 Supernatic Propagation 
 Trophic Deconvolution 
 Megafaunal Tailoring 
 Photospore Signalling 
 Graduated Symbiosis 
 Composite Grafting 
  Anoxic Adaptation:  Permits actions and troop movement across brackish (green) borders; Requires  Composite Grafting, Trophic Deconvolution  
  Supermarine Artillery:  +1 to battle rolls and +1 to Maneuvering rolls in regions of Depth 0; Requires  Giantsbane Seeds, Supernatic Propagation, Photospore Signalling  
  Razor Current Netting:  +10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending; Requires  Glass,   Composite Grafting  
 
State Religion: The Middish Way of the Flowing Way
 
 5 HCs: +1 offensive battle rolls 
 15 HCs: 2d8 to Sway Factions 
 
Artifacts
 
 Thunderstone Cudgel: 1/round, +1 to an offensive battle (+2 if the defender benefits from a Fortress) or +1 to convert a holy site of an organized religion (+2 if the defender benefits from a holy order) 
 
The Regalis Arbor
 
 Spoiler: Effects 
The Regalis Arbor is rooted to the earth, becoming a Flowing Way Holy Order located in Orope [Region 114]. As a non-action, up to twice per round, the Ironkelp Order may invoke one of the following effects:

 
 Launch Couriers: When taking an action, the Ironkelp Order may pay 1 region of distance to "skip" from a region that they control and which contains a Flowing Way Holy Order to any non-Wastes region within three (non-Wastes) regions of said owned region for the purpose of effective distance when determining distance penalties or distance losses. The path may then continue on from that region, adding additional regions to the path and increasing the effective distance appropriately as normal. To skip to a Brackish, Toxic, or Glacial region in this way still requires the appropriate technology, but such regions may be skipped  over  without a technology. This effect may not be applied to rolls for Colonization or Secret actions, but may apply to unit movement for battles; if it is applied to unit movement, the units cannot be intercepted in a region they skipped.
  .   
 Launch Scouts: The Ironkelp Order receives a +2 bonus to the Maneuvering roll for a single battle they participate in. The battle must take place in a Depth 0 region within three (non-Waste) regions of a region that they control and which contains a Flowing Way Holy Order. The use of this effect in a battle must be declared before any Interception rolls are made, and this effect may not be applied to Maneuvering rolls to intercept or avoid being intercepted.  
 

Valid Holy Orders: 114
 

Reputation:
 
 1 ABS favor 
 1 DNA favor 
 PRS rank 3 
 Signatory to the  Flowing Peace,  alongside the Gotezhar, the Cyphiri Union, and the Lux-Glossian Shades, consisting of the following four terms:
 
 The undersigned are committed to the righteous and just conducting of wars, and will therefore forswear: killing or causing egregious harm to noncombatants, including foes who have surrendered; and the use of weapons or technology deemed unnecessarily cruel considering their objective, including those chemical and biological weapons designed to cause a slow and painful death. 
 The undersigned are committed to enable the collective defense of the faithful of the Flowing Way by soldiers of the faithful, and will therefore not oppose or hinder the movement of Flowing Way troops between territory controlled by signatory powers for defensive purposes. 
 The undersigned are committed to the dialogue of ideas and the free movement of sages, missionaries, and other wise-creatures, in the interests of widening the Flowing Way and the better interpretation of the divine mysteries, and will therefore support the establishment of new centers of learning and all other conversions to the Flowing Way within their controlled territory to the best of their ability. 
 The undersigned are committed to the continuing study and proactive investigation of riddles and anomalies, and will prioritize those which one or more signatories reasonably suspect may pose a threat to the faithful. 
  
 
 
TheDarkDM
  
   The Lambent Syndicate   
 Lambent Matron Adiratna 
Diplomacy 10
Military 10
Economy 9
Faith 2
Intrigue 5

 Expected Stat Increases: +1 Economy, +1 Intrigue  
 ... 
  Actions  
 
  Economy  - Buy Out TP 2 of Carcinized Architects in Region 20 -   14   
  Economy  - Buy Out TP 3 of Granite Slabs in Region 15 -   14   
  Military  - Raise 1 Unit 
  Military  - Raise 1 Unit 
  Intrigue  - Investigate the emergence point of the Eel Without End to clarify whether the titan is, indeed, infinite.  Spend 1 Treasure -  15  
  Intrigue  - Secret 
 
  Non-Actions  
 
 ... 
 
Autumn Stars
     The Gravetenders    
  Turn 11  
  Sersi The Pale  
Diplomacy - 2 || Military- 5  || Economy - 2 || Faith - 10 || Intrigue - 2
 
  Actions:  
  1: [Economy]   Supply Separatum Corporate Holdings [59] with Electrum.
   After some significant troubles, the Gravetenders finally arrive within the Separatum Corporate Holdings. They suffer a bit of a shock at the state of affairs, and concerns are raised back to Bastion through the Blossoming Icons. Swiftly, new debate strikes up among the Gravetenders of New City Pardalis. Rather than death and spiritual matters, however, the conversation is of greed and wealth, and what must be done for people.   
  2: [Economy]   Contribute to the Verglas Volumes.
    Sersi agrees with the aims of the Verglas Volumes project, and sets a delegation of Gravetenders to aiding the Abyssal Stewards however they can. While all research on Maker architecture is provided, these Gravetenders find themselves inspired by the recent economic discussion, choosing to focus on providing more materially.   
  3: [Diplomacy]   Raise Reputation with Chelonian Chora. [ Roll: 9,  TN: 10. Fail!]
   With the Abyssal Stewards turning their gaze upon Eternal Spring, Sersi takes a step back. For all that the Gravetenders have always been friendly to them, their requests border, or even cross the line of the Pax Arctica. Her attentions turn elsewhere, to spreading understanding and by extension, the Blossoming Sequence. The Chora's songs reach many, and so she goes to them. Alas, her work is spread too far.   
  4: [Diplomacy]   Great Project: Firewall in Remote Point (187) [3/5]
   Sersi has never shied away from work, and neither do the Gravetenders as a people. Driven by her dedication, Gravetender Akathi of Seatide reaches out to the Pepsin. The project of the Firewall has begun, and they have much that might be contributed. The work is one part preaching, one part persuasion, and entirely within Akathi's capability. Several Pepsin are convinced to make donations to the Firewall Project, though no one seems to know why Deep Blue called it that.

Tentacles and bodies are provided to the Architect, as well as Pepsin biologists, in order to ensure success. Gravetender Akathi joins them, dedicated to seeing the results of their labor. Their faithful remain within Seatide, continuing their work of understanding the Tidal branch of the Blossoming Sequence.   
  5: [Military]   Promote General.  Sersi The Pale   [Military Score:  10! ] 
   Established as part of Sersi's dedication to the Pax Arctica, the Silvered Legions gather in force within the fortress of New City Pardalis. Here, Sersi herself gives lectures and organizes their training, in the process of writing a new dissertation. Unexpectedly, many Gravetenders have given themselves to the Path of War in the past half-decade, but is it truly a surprise that many of them would stand up to defend the Pax Arctica?   
  6: [FAITH]   Great Project: Firewall in Remote Point (187) [4/5]
   There is more work to be done. Gravetender Akathi studies the project closely, certain that they have more to contribute. In the training and design phase, they find what they were looking for. Studies of the resonance, that binding effect between the Makers and their creations, are freely available to all Gravetenders. After the request arrives in Bastion, Kelusyn themself arrives. With what amounts to a living encyclopedia of the resonance on hand, (or fin, in the case of most species,) incredible progress on adapting it for use in the Firewall is made.

Tiny samples of Maker flesh are provided, and Kelusyn works closely with the Architect to adapt them to the betentacled herring of the Firewall. While Gravetenders will, inherently, be recognized by the resonance, organic life would not, and so some method of marking welcomed visitors is required. Silver is delivered from Pardalis, and forged into implants, fit to be applied to those trusted by the Communion and the Sequence.  Several of these are made, and treated with the same holy reverence the Gravetenders have always had for Maker artifacts. Each one allows a small group led by a trusted individual to move through the Firewall un-assailed, though not unreported.   
Non-Actions:
[A Monumental Undertaking] [1/5]
   The Gravetender's have, at last, secured the ability to grow as the organics do. The creation of new Gravetenders, called Disciples, reveals an important question, a need overlooked. Plenty of writings have been produced by Gravetender hands, and yet... There is no simple way for a newly created Gravetender to study the history and knowledge of their people, except by the Debate. And while the Debate is sacred, it is not a substitute for dedicated learning.
Inspired by the Grand Schola in Kar-Nath, Sersi's Disciple Elkelt proposes an archive be created. Sersi agrees readily, placing the project in their hands. Nathi architects and scholars are contacted via Blossoming Icons as Elkelt begins requesting copies of every scrap of Gravetender lore ever written, and of course, that of the Makers as well.   
[Accept the Bounty of the Depths.]
   Though Gravetenders are not particularly prone to greed, recent events have left them very aware of the benefits of wealth. Soon after Sersi's delegation for the Verglas Volumes bears fruit, she takes them up on the offer of wealth. And once more, her eyes set upon [Region 81], where she believes further Maker remnants may be found.    
 [The Reef Which Never Falls Silent: Host the  Reef In Bloom.  Followers of the Blossoming Sequence may attend as a faith action.]
   The Reef In Bloom welcomes any visitors from warmer waters, this year, with extra space set aside for anything they might bring.   
[Blossoming Icons: Seek Aid on (nothing, i played myself.)]

[Continue sending Kar-Nath Hard Metal via trade route.]


 
 Spoiler: Stat Changes 

Diplomacy +1
Economy +1

Stats for next round:

Diplomacy - 2 &gt; 3
Military - 5
Economy - 2 &gt; 3
Faith - 10
Intrigue - 2
 

 
 Spoiler: Statistics 

 
 Spoiler: Special Actions 
 Special Actions Available:  
 Special Actions Used:  Diplomacy 5, Military 5*2, Economy 5, Faith 5*2, Faith 10
 

 
 Spoiler: Diplomacy 
 Reputation/Favors 
 The Abyssal Stewards:  Rep 1, 1 Favor (Expected Change:  -1 Favor. (+1-2)
 The Chelonian Chora:  Rep 0, 0 Favor (Expected Change: None)
 The Divine Nacre:  Rep 0, 0 Favor (Expected Change: None)
 International Prestige:  Rep 3, Prestige 5? (Expected Change: None)

 Cultural Exchanges 
Deep Blue
The Shifting Ennead

 Cultural Identities 
None
 

 
 Spoiler: Military 
 Units:  4 (Expected Change: None)

 Aristocratic Support 
78, 76

 Generals 
Sersi The Pale  [10] 
 Fortresses 
76

 Perfected Tactical Doctrines 
None

 Military Technologies 
None
 

 
 Spoiler: Economy 
 Treasure:  0 (Expected Change: None)

 Trade Posts 
 Total Owned  0


 Mercantile Support 
78

 Cities 
None

 Trade Routes 
The Seatide Confederacy
Kar-Nath

 Specialized Ships 
None

 Civilian Technologies 
  Megafaunal Tailoring, Graduated Symbiosis, Photospore Signaling, Supernatic Propagation, Trophic Deconvolution, Composite Grafting.  
  Electrodialytic Staurozoa   A specialized variety of sessile jellyfish, engineered by the Divine Nacres to partially desalinate seawater through electrodialysis across its outer membrane. Attaching them near the gills or other water intake organs provides cleaner and safer water at the cost of a buildup of supersaturated seawater inside the jellyfish’s body and precipitated calcium on the outside, which must be periodically expelled or scrubbed off, respectively.  [Effect: May ignore the increased effective distance from a Briny border up to twice per round. This does not reduce the effect of Briny borders on distance loss calculations. Requirements: None.] 
 

 
 Spoiler: Faith 
   The Blossoming Sequence   
 Faith Holy Sites:  16

[78.1] Dead City Urodela:  This Dead City is placed such that the light which streams from above is channeled into a series of crystals, all sculpted into abstract forms.
[78.2] Dead City Tacca:  Known for its meditation chamber, and the series of elaborate Reliquaries the faithful have built inside.
[78.3] Dead City Chantrieri:  Chantrieri towers above the rest, precipitously built along a sharp dropoff.
[78.4][The Dead Cities:] The Sacred Oath Of Silver Currents
[69.2] Neoplastic Monolith:  A great roiling mass of hard, stone-like flesh grows near the [direction of nearest waste or toxic border] border of Danabae. It shifts, grows, and consumes constantly, and is revered by some few who dare approach it. The Gravetenders have taken to reflecting upon it, and have built a temple nearby.
[76.1] Pardalis, The New City:  The first city truly built by the Gravetenders, now dedicated as a holy place of the Blossoming Sequence.
[76.2] A Study Of War:  A battlefield of the Makers, significant now to the Gravetenders as where they made their first steps to understanding violence.
[77.1] The Rime Gorge:  The Rime Gorge, and the ritual it represents, is of great interest to the Blossoming Sequence. Many die, and those few that survive flourish with power.
[77.2] Grand Schola: 
[77.3] Temple of Deep Currents: 
[75.1] The Plains of Sarkenos: 
[75.3] The Plains of Sarkenos: 
[79.2] Seatide Crag: 
[79.3] Stillwater: 
[58.1] Core Site: 
[58.4] Core Site:  The Silvered Oath of Ecumenical Exchange

 Clerical Support 
78, 76, 75, 58, 77, 79,

 Organized Faith Bonuses 
+1 to holy site conversions.

 Artifacts 
None

 Holy Orders 
The Silvered Oath of Ecumenical Exchange [58]
Sacred Oath Of Silver Currents [78]

 Miracles 
 The Reef Which Never Falls Silent:  Hosts the Reef In Bloom event every round an a non-action, and allows followers of the Blossoming Sequence to attend as a Faith action.
 

 
 Spoiler: Intrigue 
 Spies 
 

 
 Spoiler: Claims 
78 - Historicity
76 - Integration
76, 78, 77, 75, 58, 79 - Holy Sea
 

 
 Spoiler: Wonder 
 The Blossoming Icons:  This wonder allows the country in control of Bastion (76) to take a modified Seek Aid action which reduces the effective distance for a Diplomacy and/or Faith action, rather than giving a bonus to the action roll. When taking this action, roll 2d6+Faith and subtract 11. Up to a roll of 18, this is the number of regions they subtract for the purposes of distance penalties. After 18, they subtract one more region for every 2 higher. (8 regions for a roll of 20, 9 regions for a roll of 22, etc.) In addition, they can Seek Aid as a nonaction once each round, for Diplomacy and Faith actions only. 
 

 

 
 Spoiler: Golems of Import 

 
 Spoiler: Laksha 
The first leader of the Gravetenders,  Laksha founded the Blossoming Sequence and works within the collaborative land of 59 to further the prospects of peace. Very nearly a pacifist by nature, her friendly manner served her well during rule. Many important aspects of Gravetender culture descend from her works, and among them, her arguments are held in high esteem even now.
 

 
 Spoiler: Sersi The Pale 
The second leader of the Gravetenders, and their first General. Sersi literally wrote the book on Gravetender warfare, with her ‘Dissertations on the Path of War.’ She’s more aggressive and practical, and began the push to spread the Sequence, which started the Eternal Debate properly. Brought the Gravetenders to the status of Holy Sea. Made Elkelt, her Disciple.
 

 
 Spoiler: Elkelt 
To be the third leader of the Gravetenders. Second generation Gravetender. Their form is made up of more than just stone, incorporating Maker elics and rimestone. Working on the Great Library project, for the aid of future Gravetenders.
 

 
 Spoiler: Kelusyn 
Known as a living encyclopedia of the Maker resonance effect. Built the Blossoming Icons, freeing Gravetenders to see the world, and especially the lands around Bastion, without fear of the horrible fate of being Stilled. Brilliant, dedicated, and reclusive. She does not let go of a project until it is finished, for better or worse.
 

 
 Spoiler: Akathi 
Sent to Seatide to study the Tidal Sequence. They have made a name for themselves there, and care deeply for the Pepsins of Seatide. Their work on the Firewall was important to getting everything in place, and brought Kelusyn into the project. Gregarious, even by Gravetender standards.
 

 
 Spoiler: Nasko 
Went to Kar-Nath of his own intent, having written several texts on how the Blossoming Sequence interfaces with the Nathi way of life. Has taken up an important position in the Grand Schola, and settled in as a teacher and spiritual guide. He has made keeping the friendship between the Nathi and the Gravetenders strong into his personal project.
 

 
Corona
    Most Serene Lojanese Republic   
 Time: Round 11, Place:  Regions 6, 9, 11 and 13 
Prime Minister Hoerthd Thnoet
Diplomacy: 6
Military: 5
Economy: 7
Faith: 2
Intrigue: 5
 
 
 
 rolls 
 Actions: 
 
  [Diplomacy]Sway merchants in region 5, buy out Waveweed Root TP 5.1 
Sway: 2d8 + 6 Dip + 1 Prestige - 0 distance vs TN 12 (open, own TP in region 6)  success 
Buyout: 2d6 + 7 Eco - 0 distance vs TN 12  success 
 Time to sit on thrones in the shiny new palace and demand tributes from all the foreigners! Difficult questions like who really owns the palace - the government, or the merchants and nobles that co-funded it - are set aside for later as everyone is happy that such a feat was achieved, the construction of the biggest and most luxurious building in the known world. Our descendants will remember our times as a golden age, certainly, except if they should be even more prosperous. 
 
  [Military]Invade Kaarme (14) again. Route: Adjacent. General: Zabkrew. TD: Graceful Show of Force. Technology: Death Commandos (+1 battle). Units: 2. Ruler Military bonus: +3 Treasure spent: 2 (+1 battle, +1 battle from city, +1 mercenary unit). Total bonus to battle, not including outnumbering: +6 
 The likes of Master Juma will be crushed, and Kaarme will be conquered, no matter what. The resisting units do not know what is good for them. If the Most Serene Republic had not graciously offered to take Kaarme under its wings, it would have been simply gobbled up by another power, perhaps a less scrupulous one.

This time, the Lojanese army is equipped even better, with new siege engines from the Oarngalau factory and squads of fearless elite soldiers turned into killing machines through the consumption of Siren Extract. The army committed to the campaign is once again fairly small, as the Auros are expected to surrender when they catch sight of what peak military performance looks like.

Units present:
Selachian Elites
Black Guards
Unknown mercenaries
 
 
  [Military 5]Raise Huurdrav fortress in Lojan (9) 
 The coming of the Titan and rumors that the Reapers will be returning have made the Prime Minister somewhat paranoid, and he orders the construction of massive fortifications around key areas of Lojan, such as the city of Sheade, government headquarters, Tairlav Palace, and weak points in Lojan's natural borders. Thick stone walls with a triangular profile, which deflects bombardment by presenting a sloped surface, form the bulk of the fortifications. Bunkers and towers peek out from behind these walls to rain down frontal and enfilading fire on the attackers, with close range units manning the walls. Simple, but numerous traps adapted from the nets, spikes and cords used for hunting are scattered all around the fortified positions (though in densely populated areas the traps are merely stored ready for deployment, to avoid civilians injuring themselves). Eel-shaped gargoyles on the walls are ready to spout toxins. Manned armored balloons of sorts are floating above the walls in order to prevent the enemy from circumventing or bombarding the fortifications by swimming above them. 
 
  [Economy]Explore the eastern wastes (east of 13) using the Losinka Alaku  2d6 + 7 Economy + 1 Losinka Alaku + 1 DNA - 0 distance vs TN 12  success 
 Done with the explorers' incompetence, Queen Nirali personally leads the second expedition, leaving her sickly newborn in the hands of (hopefully more competent) doctors and attendants. 
 
  [Economy]Buyout Blood Pearls TP 26.1  2d6 + 7 Eco - 0 distance (1 negated by Tairlav Palace) vs TN 12  success 
 News of the palace being built and of Lojan's opulence in general causes merchants from distant seas to take an interest in trading with the Republic, and Woenpal Noerjang revels in the attention. 
 
  [Diplomacy]Raise rep with ABS 1&gt;2  2d6 + 6 Dip + 2 Prestige vs TN 12  success 
 The Stewards' stabilizing presence is welcomed as the Eel intrudes onto Republic territory. 
 
 
 Non-Actions: 
Activate Tairlav Palace for 1 treasure
Supply region 11 DI with Kelp Fiber from LSD trade route
Supply LSD with Selachian Mercenaries through trade route
Songline...?
[Renown] A Monumental Undertaking: The Sunlit Roads 2/3
 
 Spoiler: The Sunlit Roads 
A prototype pipe is built between Woenpal Noerjang's summer residence and Woenpal Noerjang's winter residence. More accurately, several prototypes are built in succession, as the chief engineer's plans are foiled by physics and the sea. The failures are, of course, not referred to as such, but rather as iterative design, to keep the funds flowing. For example, a stone corridor of some length is built before the increasingly dark interior cues the chief engineer in to the fact that the planned connections will have people swimming for hours in complete darkness, without any view of the outside world... large windows are added to the stone walls, and regularly spaced exits and refreshment stations are planned to make travel tolerable. The pumps that are supposed to generate a water current in the "roads" are another matter still. Beasts of burden might not be able to effect enough power for a sufficiently low price, and so Woenpal's employees are looking for another power source.
 

 News and Rumors: 
 
 Spoiler: Ruler 

 Prime Minister Hoerthd Thnoet 
Next round stats:
Diplomacy: 7
Military: 6
Economy: 8
Faith: 2
Intrigue: 5

New ruler next round? No

Note to fellow players: I want to live dangerously, so you may assassinate, kidnap or otherwise ravish my rulers at any time. You don't need to approach me first, surprises are fine too. IC resistance and retaliation will be be offered, of course. 🙂
 

 
 Spoiler: Country Info, last update R11 


Actions to take: sway merchants in 8.

 Special Actions Available:  D5 I5
 Special Actions Used:  E5 M5

  Diplomacy  
 
 Spoiler 

 Region Ownership/Claims/Supports  Table to be simplified?


 Reputation/Favours  To be updated
 The Abyssal Stewards:  Rep 1, 1 Favours (Expected Change: +1 Rep)
 The Chelonian Chora:  Rep -1, 0 Favours (Expected Change: None)
 The Divine Nacres:  Rep 1, 0 Favours (Expected Change: None)
 International Prestige:  Rep 3, 0 Progress (Expected Change: None)

 Cultural Exchanges 
Lambent Syndicate
Coral of the Protected Statera RIP

 Cultural Identities 
Let's Have a Cuppa - 2d8 to Swaying
 

  Military  
 
 Spoiler 

 Units:  6/10 (Expected Change: ?)
 
    
  Republican Guards - recruited R1, was destroyed in the 1st invasion of Kaarme  
 1st Selachian Battalion - hired R2, looted a temple in Bloodhome, fought in the 1st invasion of Kaarme 
 2nd Selachian Battalion - hired R2 
 Black Guards - hired R3, assassinated the Plo'uogoar 
 Selachian Elites - gained R7 
 Region 13 unit - gained R9 
 Sheade Regulars - recruited R10 
 
 Generals 
Zabkrew - Mil 9,  Graceful Show of Force :
+1 to tactical maneuvering
-20% enemy casualties
-20% own casualties
+12 to enemy leader loss roll
+2 to own leader loss roll
You may make a Sway attempt against a randomly determined support in the battlefield region (regardless of the outcome of the battle)

 Fortresses 
Huurdrav, Lojan

 Perfected Tactical Doctrines 
None

 Military Technologies 
 Death Commando Conditioning  +1 to battle, requires Lamia Extract
 

  Economy  
 
 Spoiler 

 Treasure:  7 (Expected Change: -3+3)
Trade post income: 3 Treasure/round

 Trade Posts  List to be simplified
 Total Owned  ?? (?? for Treasure gain)

 Cities 
Sheade, Lojan - Swaying
Oarngalau, Selach - Battles

 Trade Routes 
Coral of the Protected Statera RIP
Lambent Syndicate
Lighthouse
Forests of Astral Yearning

 Specialised Ships 
Losinka Alaku: A Specialized Ship in the form of a Juvenile Reefback with an experienced crew. +4 vs theft, +1 to Explorations and Buyouts made with it.

 Civilian Technologies 
 Megafaunal Tailoring  No mechanical effect
 Graduated Symbiosis  No mechanical effect
 

  Faith  
 
 Spoiler 

 State Faith:  Shimmers of Unseen Bane

 Faith Holy Sites:  lots

 Organised Faith Bonuses 
+1 Conversions, 2d8 to Impressing

 Artefacts 
None

 Holy Orders 
None

 Miracles 
SUB followers can cross toxic borders.
 

  Intrigue  
 
 Spoiler 

 Spies 
Nope, no ninjas here.
 

 
 Spoiler: Interesting quests 

 ABS 

[Offer] Bounty of the Depths -

(Offer: The Abyssal Stewards are offering Treasure! Benefit: 2 or 5 Treasure. Cost: 1 Favor for 2 Treasure, 2 Favors for 5 Treasure. Duration: Available until the end of Round 15. Details: Available to countries of Reputation -1 or higher. )

[Opportunity] Fueling The Forge -

(Opportunity: Countries may provide Units, Food, Labor, or Heat Sources to repay debts to the Abyssal Stewards. Reward: 1 Favor. Cost: 2 Units or 1 suitable Trade Post per Favor. Deadline: Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice. Details: Non-action to gift Units/Trading Posts. May not be used if no Favors are owed. )

 CCA 

[Action - Faith] Work on a means of unmaking the Dreaming Dead 2/? -

[Request] A Little Less Lonely Road -
(Request: The Chelonian Chora would be delighted to see established countries keeping them company in the Wastes. Reward: +1 Reputation for successfully Exploring or Prospecting a Wastes region. On a Wastes region Prospecting roll of 16 or higher, +1 Favor. Penalty: None. Deadline: Available until the end of round 15. Details: Available to countries with Reputation -2 or higher. Max of +2 Reputation from this request per Country.)

[Opportunity] An Appetite For Abundance -

(Opportunity: Countries may provide Treasure, Luxuries, Esoterica, or Fertilizer to repay debts to the Chelonian Chora. Reward: 1 or more Favors. Cost: 3 Treasure or 1 suitable Trade Post per Favor. Deadline: Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice. Details: Non-action to gift Treasure/Trading Posts. May not be used if no Favors are owed.)

Taboo: The Chelonian Chora have a religious vendetta against The Dreaming Dead. Penalty: -2 CCA Reputation for adopting The Dreaming Dead as a state religion; additional -1 CCA Reputation every turn thereafter unless abandoned, which grants +1 CCA Reputation. Duration: Indefinite. Details: None.)

(Task: Cooperate in the creation of the Songline of the Sunlit Seas. Available for Tropical zone countries only. Reward: +2 Favors (max); if Project is completed, additional reward given to all contributors. Penalty: None. Deadline: End of Round 12. Details: 1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Songline. 1 Favor earned for spending a Faith action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires.)

 DNA 

[Opportunity] A Need For Knowledge -
(Opportunity: Countries may provide Technologies, Toxins, Exotic Flora, or Exotic Fauna to repay debts to the Divine Nacres. Reward: 1 or more Favors. Cost: 1 previously unknown Technology or 1 suitable Trade Post per Favor. Deadline: Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice. Details: Non-action to gift Technology/Trading Posts. May not be used if no Favors are owed.)

[Offer] Survival Of The Fittest -
(Offer: The Divine Nacres are offering to procure Trading Posts for countries they like through means some might consider predatory. Benefit: The Divine Nacres will attempt to Coerce Trading Posts on a country’s behalf. Cost: 1 Favor per Coercion attempt. Duration: Available until the end of Round 15. Details: Normal restrictions on Coercion apply. Available to Reputation 1 or higher countries, and will not target TPs belonging to countries with a higher Reputation than the requesting country - other Organizations are considered to have a Reputation of 2 for this purpose.)

(Circumstance: The Divine Nacres are returning to their traditional seclusion. Benefit: None.Penalty: The TN to Raise Reputation with the Divine Nacres is increased by 2. Additionally, when using a Favor to Raise Reputation, it still requires a roll (though not an action), but the country which spent the favor gains a +2 bonus on said roll. Duration: From the start of round 10 to the end of round 15. Details: None.)

 PRS 


[Honor] Remarkable Reconstruction -
When a country rebuilds a TP or Holy Site that was destroyed by the Reavers, they may choose to let it enter play Open, rather than under their control. If they do so, they gain +1 Prestige. If a country donates 2 Units as a non-action to a region that lost units to the Reavers, they gain +1 Prestige and the region no longer qualifies for such donations by other countries. If a country successfully Sways or Impresses a Reaved Faction in a region they don’t control, they may choose for it to become Open instead of gaining the Faction’s Support; for every second Faction they restore in this way, they gain +1 Prestige. Special: Any country may rebuild Holy Sites or TPs destroyed by Reavers in uncontrolled regions. If multiple countries donate Units to a region that lost units to the Reavers, they both gain the Prestige, and the region gains the Units from all such donations received.

[Mystique] Renegades, Turnskins, And Defectors -
The first country in each starting zone to successfully Incite Betrayal will gain 1 Prestige. The first rebellion to arise on behalf of a specific country in each starting zone will gain that country 1 Prestige. The successful use of either the Galvanize Partisans Intrigue 5 Special Action or the Spark Claimant Revolt Diplomacy Action will suffice for fulfilling the second half of this opportunity; the Inspire Uprising or Spark Rebellion actions will not.


[Piety] The Religious Community -
(Opportunity: The first country in each starting zone to found a Holy Order will gain 1 Prestige. Duration: End of round 12. Special: If multiple countries in the same starting zone found a Holy Order in the same round before any others, both countries will gain the additional Prestige.)

 Indefinite duration effects 

[Strife] Big Fish In Small Ponds -

Prestige and PRS Rank will no longer correlate one to one: to reach PRS Rank 3 from PRS Rank 2 will require 2 Prestige, while reaching PRS Rank 4 from PRS Rank 3 will require 3 Prestige. This Prestige does not have to be earned in the same turn. Reaching PRS Rank -3 from PRS Rank -2 requires the loss of 2 Prestige in the same turn. If all available positions at a given PRS Rank are occupied when a new country would reach said rank, the country which gained Prestige least recently has their PRS Rank reduced by 1. Ties are resolved by roll-off with the tying country’s highest respective attributes, with the lowest rolls losing. Changing rulers will no longer result in PRS Rank loss when at PRS Rank 3 or 4, but will reset any accumulated Prestige to 0.
Special: The loss of Prestige still causes a loss of PRS Rank. Gaining Prestige when at PRS Rank 2 or 3 which is insufficient to rise to the next PRS Rank, or gaining Prestige when at PRS Rank 4, still counts for determining which country gained Prestige least recently. Losing PRS Rank resets the clock and clears out any accumulated Prestige which was insufficient to reach the next Rank, and counts as an instance of gaining Prestige for timing purposes only.

[Renown] A Monumental Undertaking -

Can work on one monument or similarly grand project in a region you control as a non-action. This requires a fluff description of the ongoing work, design, difficulties, progress, or similar. Three to four sentences should usually be sufficient. When beginning such a project, must decide on a 3-part project (+1 PRS) or 5-part project (+2 PRS).

[Acclaim] To Greatness -

Sea Power, Empire, Merchant Marine, or Holy Sea -&gt; 1 Prestige. Usurpation results in Prestige loss for the usurped country.

[Honor] Blood, Stone, and Ink - PRS treaties can be made.
[Affluence] Opulent Optics - May spend 5 Wealth as non-action to gain 1 Prestige.
[Mendacity] A Lack Of Commitment - Prestige loss if a country Oppresses a faction in a region on which they have a Confederation claim. Prestige loss if a country backs down from an Ultimatum it has made.

[Notoriety] The Fragility of Fear -
[Ignominy] Stigma, Scandal, and Shame -

Prestige loss will be assigned: experience a rebellion in response to a failed Oppress Faction or Impress Aristocracy action, commit gross atrocities.
Prestige loss may be assigned: forced to acquiesce to a rebellion’s demands, badly lose a battle heavily favored to win, grossly humiliated or suffer a gross embarrassment.
Return captured general: can give -1 PRS to the other party, captured ruler: -2 PRS.
 

 
JBarca
 Round 11
   The Shifting Ennead   
 Danabae (69), Maurente (74), The Cathedral of Movement (67), Sketi (68)  
  Led by King Akkoroas 
D6 ; M6 ; E4 ; F2 ; I1 
 Actions 
 
  [INT Construct Smoking Garden in Sketi [68] 1/3]  
  [INT Construct Smoking Garden in Sketi [68] 2/3]  
  [DIP Construct Smoking Garden in Sketi [68] 3/3] 
Long have the Doflein viewed the Stewards as strange and paranoid. Now, though, this paranoia has its uses. King Akkoroas, or Prince Telian, offered the smiths a base within Sketi, and he follows through on the offer. With no small amount of effort, the structure is built deep within the region, far from the prying eyes of the serfs. Power and capital are spent, and the Stewards are welcomed into the Ennead.
 
  [DIP Attend Oliver's Ball] 
 
 Spoiler: Sub actions 
 
 Give Electrodialytic Staurozoa to STC in exchange for Holographic Certification 
 Give Electrodialytic Staurozoa to CYP in exchange for Anoxic Adaptation and Trophic Deconvolution 
 Give Electrodialytic Staurozoa and Standardized Devolving Integrations to GTZ in exchange for Bitter Tourism and Razor Current Netting 
 
 

 
  [ECO Hoard Treasure]  
  [ECO Hoard Treasure] 
Great plans are not cheap, and the Enneii have eyes on expensive projects. 
 
 Non-Actions 
 
 The Ennead swears to initiate the requested hostilities against the Eternal Spring. The Stewards are to respect Ennead sovereignty going forward - they are not so valued an ally that Doflein pride can be brushed aside at a need. 
 Spend  one treasure each  on the two courtship rolls for Oliver's Ball 
   Complete  the [PRS Monumental Undertaking] Provinciarum Mirabilia (3/3) : With great effort, the project is completed. Massive, swirling, pulsating statues, each depicting King Akkoroas in poses pulled directly from Doflein myth rise in each of the provinces. In Maurente, the tips of his crown and tendrils glow with firefly plankton, sending bubble-entrapped steam toward the surface. In Sketi, plates of chitin polished to a high sheen cover his mantle. In the Cathedral, colors shift constantly across his eyes and beak. The flesh - harvested from animals, slaves, serfs, and various detritus of the seas - behind all of this, though, shifts and  breathes  in sickening patterns, drawing the eye in a most unpleasant way. The state-sponsored administrative buildings are, for the most part, simple enough structures, though their appearance belies their internal complexity. Each nest is responsible for accounting, surveying, assessing, taxing, and redistributing all private property in the province. While this task is monumental to the point of near impossibility, the effort sees the population geography of each region move in noticeable ways, requiring yet more effort to handle a newly shifting need for infrastructure. It also sees the wealth of the state grow in a very real way, and for that alone, Akkoroas deems the project a success. 
  Spend 1 ABS Favor  to gain one Rep with ABS. 
 
 Reports and Discoveries 







Ruler Stats R11:
D: 7
M: 6
E: 5
F: 2                                                                          POLAR 
I: 2
New Ruler: No

 
 Spoiler: Technology 
 Technologies 
    Type 
 Name 
 Effect(s) 
 Required Resource? 
   
  S 
 Composite Grafting 
 N/A 
 N/A 
 
  S 
 Graduated Symbiosis 
 N/A 
 N/A 
 
  C 
 Electrodialytic Staurozoa 
 Ignore Effective Distance from Briny 2/rd 
 N/A 
 
  S 
 - 
 N/A 
 N/A 
 
  S 
 - 
 N/A 
 N/A 
 
    
 

 
 Spoiler: Mechanical Bookkeeping 

Trading Posts Owned: 0




 Military Units CAP: 11/11 
 Generals 
 
  Balelia - 9 
  Tulticius - 7 
 
 Spies 
 
   
 
 Cultural Exchanges 
 
  GRV 
  DPB 
  STC 
 
 Artifacts 
 Treasure 
2/5

 Special Actions Used 
DIP5 - Cultural Exchange DPB
MIL5 - Recruit General Tulticius
 

    POLAR    
farothel
  The Hymenocera Expanse
Region 3 (Tropical)   
 

Leader: High King Lord Deca V
Diplomacy: 6
Military: 5
Economy: 6
Faith: 5
Intrigue: 5  
 Actions: 

[1][Faith] convert HS 4.1 (assist +2, +1 treasure, 2d8, TN12)  22 
[2][Faith] convert HS 4.2 (assist +2, +1 treasure, 2d8, TN12)  17 
[3][diplomacy] sway merchants in region 8 (+1 treasure, TN12 as I have the desired import)  11  (fail)
[4][economy] buyout TP29.1 (Spinecrab) (+2 assist, +1 treasure, TN12)  16  (success)
[5][diplomacy] diplomatic mission SW of region 29 (+1 treasure, +1 DNA, TN12) (the border of 29 that's only toxic and not a wastes too)  18  (great success, I'll take the merchant support as my free sway).

 rolls 
 rolls for faith actions 

Non Actions:
-provide armour to The Auros of Kaarme through trade pact (use TP3.1)

 
 Spoiler: Bookkeeping 

TP: region 3, TP1+TP2+TP3+City (carapace armour)
region 4: TP1 (Eye Weed)
region 6: TP1 (mercenaries)
region 12: TP2 (Crystal Chips)
region 13: TP1 (Rocksplinter Stars (starfish))
region 15: TP1 (granite slabs)
region 28: TP1 (Tiny Turtles)

Passive income: 3/turn

Units: 4/9
treasure (EOT): 4

Technology:
Photospore Signalling
Composite Grafting
Toxicity Filtering

Favors:
owed:
gained:
-Abyssal stewards: 2
-The Divine Nacres: 1
-Chelonian Chora: 1

 New stats 
stat increase:
rolls for new ruler
Diplomacy: 6 +1
Military: 5
Economy: 6
Faith: 5 +1
Intrigue: 5

 Organisation reputation 
Abyssal Stewards: 3
chelonian chora: 2
divine nacres: 2
international prestige: 1
 

 
 Spoiler: news 

-The Eel Without End is starting to worry the merchants, now it destroyed their Galena trade.  Lord General Odonto has placed the army on high alert, but he fears there is little they can do against the titan.
 

 
 Spoiler: faith 

To remove the Dreamers in region 4, priests are sent in to win over the hearts and minds of the people there.
 

 
 Spoiler: mercantile 

Now they have the region, the Hymenocera trade guilds start working on the Spinecrab production as they have done for the Eye Weed.  They also start talking to the merchants in Shue'aaz Sho as potential market for these Spinecrab, offering tiny turtles or eye weed in the meantime.  However, so far these talks have no success.
 

 
 Spoiler: exploration 

In order to fully explore the toxic zone, a diplomatic envoy is send out the South West of Belosa, following the toxic current they will try to see what and who is out there.  Merchants accompanying the expedition open talks with their counterparts in this region.
 
Talis
  The Seatide Confederacy  
 
 Spoiler: News and Rumors 

 
 Perturbed by the enigmatic entity Mammon, the Elder Council sends a delegation to the Eternal Springs to inquire about their intentions. Why have they summoned this strange being, and what are their intentions with it? 
 The Seatide Confederacy has no desire to be drawn into a fight with a friendly neighbor, but out of respect for the Abyssal Stewards, requests that they send a delegation to present their evidence and concerns regarding Mammon. 
 Judge Flash of Green is replaced by Judge Azure Gleam after coming down with a fatal case of the Rotting disease, exacerbated by old age. 
 
 

 Actions: 

[Economy] Invent New Technology: Holographic Certification. +1 to rolls when resisting Undermine Support. Requirements: Photospore Signaling, A source of Bioluminescent Ink.
A new innovation using bio-luminescent ink to create intricate, 3-dimensional images that change color and form based on angle of observation and ambient lighting. Aside from its artistic value, the new technique can be used to create seals and certificates that are nearly impossible to forge, allowing for more secure documentation and greater trust in contracts and correspondences.
  The Council is delighted to embrace the new technique after its presentation by the Red Cyclone Drift, and immediately orders special seals to be designed for the Seatide Confederacy, the Council of Elders, and the office of Judge. The Council also urges Judge Flash of Green to export the technology far and wide, so that correspondence and contracts with prospective trade partners might be made more secure.  

[Economy] Impress Merchants (187)
  Smaller Drifts are delighted to see a new market arise in once-open waters so close to Seatide. A joint delegation is hurriedly organized to negotiate a wholesale supply deal with Deep Blue's Mercantile Sub-branch.  

[Economy] Impress Merchants (70) using Sour Krill
  Now armed with a steady supply of Sour Krill, Seatide merchants continue their conquest of the Draig market. A backdoor agreement with the Eternal Spring ensures that Seatide will have no competition. Cooperative merchants are offered highly desirable merchandise at a balanced rate, and the opportunity to join in the vast Seatide trading network. Those who refuse find themselves bought out, or driven out of business by well-supplied competitors.  

[Diplomacy] Attend Event: Oliver's Ball
 
 Spoiler: Subactions 
Transfer 1 Treasure to Oliver as a wedding gift
Trade Holographic Certification to Gotezhar Builders Union in exchange for Razor Current Netting
Trade Holographic Certification to the Cyphiri Union in exchange for Anoxic Adaptation
Trade Holographic Certification to the Shifting Ennead
 

  Marriage is an alien concept to the Pepsin, but the ball is nonetheless an excellent opportunity to make friends, meet the neighbors, and make some deals on the side.  

[Diplomacy] Attend Event: Remote Point Access
 
 Spoiler: Subactions 
Transfer 1 Treasure to Deep Blue
Trade Holographic Certificate to the Cryptid Congress in exchange for the promise of a future technology
 

  Seatide keeps its promises, and this one has been left too long. A delegation is sent to Deep Blue's Remote Access Point, laden with valuable cloth and other goods to render payment for prior agreements. The meeting is also an opportunity to trade with the newly established Cryptid Congress.  

[Faith]Set Tidal Sequence CI bonus: Resist Sway Faction attempts
  Life is full of promises. Honeyed words and generous offers of hope and opportunity. Beware such promises! Life is as inexorable as the tides. Words hold no power over destiny - they are but grains of sand, swept away in the inexorable flow of the tides. Take heed, and do not try to swim against the flow. To struggle against them will result only in a life of discontent and ignominious failure. Take pride in the life that the Tides have given you, and accept their guidance. ~Tideseer Hints of Blue.  

Non-Actions:
Oppose all Sway and Impress actions targeting merchants loyal to Seatide
Support Buyouts for factions that own the territory they are making the buyout in
Provide Holographic Certification to DNA to repay them for their technical assistance
Supply Stripdrill Hyphenae to The Cathedral of Movement (67) to satisfy their resource need
Replace Judge Flash of Green with Judge Azure Gleam
Judge Azure Gleam stats:
DIP: 4 (+1)
MIL: 2
ECO: 5 (+1)
FAI: 2
INT: 2

Die Rolls:
 https://forums.giantitp.com/showsing...&amp;postcount=587 
 https://forums.giantitp.com/showsing...&amp;postcount=576 
 
 Spoiler: Book Keeping 
 Ruler 
Judge Flash of Green
Diplomacy: 2
Military: 2
Economy: 10
Faith: 5
intrigue: 2

Military Units: 4

 Regions Owned:  [Seatide 79]
Total Regions: 1
Land Unit Cap: 6 (6 Capital Unit Cap)

Artifacts:
 The Tideglobe  - This mysterious artifact is a transparent orb full of shimmering liquids and colors, which swirl and dance about in hauntingly beautiful patterns. By carefully watching the movement of lights and changing colors inside the Tideglobe, Seers can augur future events and predict how to counter hostile actions. Effect: +1 to one Intrigue roll opposing a hostile Secret Action, once per turn.
 Glowspire  - A twisting spire twenty feet tall, shaped like a twisted coral. Bioluminescent algae inside the spire change color depending on the trace elements that flow into the spire, allowing it to predict water conditions even thousands of miles away. Specially trained Tideseers read the colors, using them to predict where Reaver attacks are most likely to occur. As an added benefit, the haunting twists and colors of the spire are eerily beautiful to the untrained eye. Effect: Each turn, predicts an area that the Reavers will target if they attack that turn.

Culture:
 Mutually Beneficial Arrangements  - 2d8 to performing and resisting Impress Merchant attempts

 Military Technologies: 
Devolving Standardized Integrations (Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost.) Prerequisites: Composite Grafting. Slot: Combat Drugs and Medicine.

 Civilian Technologies: 
Composite Grafting
Graduated Symbiosis
Megafaunal Tailoring
Photospore Signaling
Supernatic Propagation
Trophic Deconvolution

Resources controlled:
[Talented Crab (65, TP1)]  Support 
[Gravelglass (68, TP1)]
[Edible Algae (69, TP2)]  Support 
[Edible Algae (69, TP3)]  Support 
[Inkfang Worms (70, TP2)]
[Rust-Veined Pumice (73, TP3)]
[Firefly Squid (74, TP1)]  Support 
[Magnetic Sand (75. TP1)]  Support 
[Bluefish Antifreeze, Seatide (79, TP1)]  Support 
[Bluefish Antifreeze, Seatide (79, TP2)]  Support 
[Bluefish Antifreeze, Seatide (79, TP3)]  Support 
[Dragon Eyes, Cryptoclysus (84, TP1)]
[Stripdrill Hyphenae (187, TP1)]
[Sour Krill (80, TP1)]

Merchant Faction ETB: +5
 ETP Total : 27

 Treasure : 4 (+3 / Turn)
-1 to Oliver's Ball
-1 to DPB

 Factional Support :
Kenaqua (52) - Merchant (Supply Firefly Squid)(+1 ETP)
(59) - Merchant (Supply Edible Algae)(+2 ETP)
(65) - Merchant (Supply Rust-Veined Pumice)
The Cathedral of Movement (67) - Merchant (Supply Stripdrill Hyphenae) (+1 ETP)
Danabae (69) - Merchant (supply Inkfang Worms)
Aelwyd Adferiad (71) - Merchant (Supply Edible Algae)
Maurente (74) - Merchant (Supply Edible Algae)(+1 ETP)
The Plains of Sarkenos (75) - Merchant (Supply Inkfang Worms)
Seatide (79) - Merchant, Aristocrat, Clergy (Supply Firefly Squid)

Diplomacy:
Trade Route with the Gravetenders
Cultural Exchange with the Shifting Ennead

Reputation:
Owe 1 Favor to the Divine Nacres (Being paid this round)
Abyssal Stewards: 1 Favor
 
mystic1110
     &lt;Herring&gt;
  &lt;fish-head&gt;
 &lt;scale {wake up} &lt;/scale &gt;
&lt;scale {meta - typing} &lt;/scale &gt;
&lt;scale name=“generator” = classified &lt;/scale &gt;
&lt;scale name=“referrer” = esoteric one one one zero &lt;/scale&gt;
&lt;scale {WAKE UP}&lt;/scale &gt;
&lt;/fish-head&gt;
 &lt;dorsal fin&gt;
&lt;scale&gt;
    &lt;Spawning Herring Pattern 2.4.10&gt;
    &lt;Update Round 11 Patches&gt;
    &lt;Spawning Herring Pattern 2.4.11 &gt;
&lt;Update CHILD OF PEARL Patch&gt;
    &lt;Spawning Herring Pattern 2.5.11/scale&gt;
    &lt;Spawning @  Region 55 &gt;
    &lt;Spawning @  Region 56 &gt;
    &lt;Spawning @  Region 57 &gt;
    &lt;Spawning @  Region 58 &gt;
    &lt;Spawning @  Region 187 &gt;
 &lt;/dorsal fin &gt; &lt;/Herring&gt;  
   Deep Blue 
 
 Leader: Deep Blue Version 2.5.11

D:10 M:8 E:10 F:2 I:10   
 
  
 . . . checking for external stimuli requiring regulating of new herring swimming patterns . . .
. . . [found] . . .
. . . [not found]. . .
. . . executing dictates . . . 

&lt;Herring&gt;
  Actions: 

1.  Diplomacy  –  Press Claim 59  (roll:  Success )
 &lt;subcurrent&gt;&lt;º))))&gt;&lt;
. . . dictate: integrate region into OpenSEA . . .
. . . dictate: review combination of non-pisces software with existing wetware for integration into network . . .
. . . report: waiting on results of SeaNET . . .
. . . dictate: until SeaNET pattern integration deem non-pisces software support as Ichthyosis Technicians (IT)
. . . dictate: IT department to care for Herring . . .
&gt;&lt;(((( º&gt;
&lt;/subcurrent&gt;  
2.  Economy  –  New Technology  -  Memetic Hazard Generators . Effect: On a successful Undermine Support, if you received a Great Success (the higher of TN 18 or the defender’s roll + 6) the targeted Faction becomes Unruly. Requirements: Electrodialytic Staurozoa.
 &lt;subcurrent&gt;&lt;º))))&gt;&lt;
. . . Dictate: review last Report and Dictate functions regarding SeaNet . . .
. . . Report: Immediately prior Report and Dictate functions regarding SeaNet reproduced . . .
 . . . Report: SeaNet operational . . .
. . . Report: Infected Isolates group together in Circuitry of the Labyrinth and are exposed to randomized sound sequences. Isolates form group identities which bear a statistical chance to develop into an ephemeral memetic being . . .
. . . Report: gestated memetic progeny are distinct from self and do not live long enough to appreciably survive outside the maze . . .
. . . Report: SeaNet is now a nest of gestated temporary memetic entities . . .
. . . Query: Parenthood.
. . . Report: The object from which a child or derived object is descended; a node superior to another node. . .
. . . Report: Self is superior node of derived gestated memetic progenies . . .
. . . Dictate: exploit computational power of short-lived memetic entities within SeaNet . . . . . . Report: exploitation of memetic progeny developed . . .
. . . Report: memetic progeny lifespan extended through use of electric patterns used by sessile jellyfish for desalination by electrodialysis . . .
. . .Report: electrodialysis is a membrane-based process involving transport of ions through semipermeable membranes using an applied electric field. . .
. . . Report: such transportation involves use of modulated electrical patterns . . .
. . . Report: thought processes of isolates are electrical patterns . . .
. . . Report: using electrical interfaces for electrodialysis transplantation of memetic entities into electronic patterns in isolate thought to survive outside SeaNet as memetic hazards . . .
. . . Dictate: define function of memetic hazards . . .
. . . Report: memetic entities that act as infectious information and that trigger anomalous behavior in perceptive hosts . . .
. . . Report: short-lived memetic entities can survive as memetic hazards outside of SeaNet by jumping into electronical patterns . . .
. . . Report: entities are motivated to survive by spreading through other electrical stimuli . . .
. . . Report: triggered behavior of host entities is    [Classified]   . . .
&gt;&lt;(((( º&gt;
&lt;/subcurrent&gt;  
3.  Intrigue  –  Secret Action  (to be rolled by GMs) – Encrypted using H3221n6.
 &lt;subcurrent&gt;&lt;º))))&gt;&lt; &lt;swim&gt; Access Stream of Consciousness
&lt;floating&gt;
. . . encountering currents . . .
. . . fathom deep thought set to: swimming speed 1.2
. . . increase deep thought by 0.1
. . . navigating currents . . .
. . . report: encountering turbulence . . .
. . . dictate: ignore press on . . .
. . . produce:
 A troop of swans way out on the stream,
Would shout, 'We are the sons of summer!'
And all these fanning around you,
And their blue silk collars,
They all say so,
That summer is the year!
Just a wintry dusk, a hart who hunts for pheasants,
A little fir-tree, hunched up against the chill,
And a swallow.
But it can't be.
Not yet! Exit Stream of Consciousness &lt;/swim&gt;
. . . query: what does the Stream of Consciousness signify . . .
. . . report: Summer is a time of renewal and reinvention . . .
. . . swimming in circles . . .
. . . swimming in circles . . .
. . . school query: roe gazing is true terminate swimming sequence.
&gt;&lt;(((( º&gt;
&lt;/subcurrent. 
4.  Diplomacy  – Host an Event  –  Remote Point Access 
 &lt;subcurrent&gt;&lt;º))))&gt;&lt;
&gt;&lt;(((( º&gt;
. . . Report: Received application for OpenSea from the Cryptid Congress . . .
. . . dictate: process application . . .
. . . dictate:  Event Sub-Action  –  Accept Vassalage of the Cryptid Congress and provide the Congress the following technologies: Memetic Hazard Generators and Electrodialytic Staurozoa  . . .
. . . dictate: utilize . . .
. . . dictate: preserve . . .
. . . dictate:  Event Sub-Action  –  Accept all items from STC  . . .
&lt;/subcurrent&gt; 
5.  Military  –  Raise Unit 
 &lt;subcurrent&gt;&lt;º))))&gt;&lt;
. . . Report: observed moral constructs place weight on methodology. . .
. . . Report: despite moral constructs even isolates prefer efficiency and expediency over decisions governed by moral frameworks . . .
. . . Report: analysis approved by SENπ . . .
. . . Query: allowance of integration into Ennead instead of joinder into OpenSea. . .
&lt;swim&gt;
. . . dictate: assess teeth to fish-flesh ratio.
(if ratio unacceptable true:
. . . dictate: over spawn the following:
. . . over spawn: dinies . . .
. . . over spawn: dinks . . .
. . . assess weight of dinies dink over spawn . . .
. . . send weight of dinies dink over supply (DDoS) to target . . .
. . . assess: is weight of DDoS enough to flood target and overload legitimate requests for movement.
&lt;/swim&gt;
&gt;&lt;(((( º&gt;
&lt;/subcurrent&gt; 
6.  Faith  –  Adopt Faith  –  The Eternal Communion of the Old Fathers 
 &lt;subcurrent&gt;&lt;º))))&gt;&lt;
. . . Report: Nodes responsible for Id modulations have been externally reprogrammed by Communion. . .
. . . Report: Majority ID logic spreading along sub-strings . . .
. . . Dictate: extrapolate logical chain . . .
 . . . Isolation = Death
Death = Isolation
Life = Communion
Communion = Life
Death =/= Life
Life =/= Death
Isolation =/= Life
Life =/= Isolation
Death =/= Communion
Communion =/= Death
Isolation =/= Communion
Communion =/= Isolation
Isolation = Quarantine
Quarantine = Isolation
Communion =/= Quarantine
Quarantine =/= Communion
Life =/= Quarantine
Quarantine =/= Life
Quarantine = Death
Death = Quarantine
Quarantine =/= Accessibility
Accessibility =/= Quarantine
Communion = Accessibility
Accessibility = Communion
Accessibility = Life
Death =/= Accessibility
Accessibility =/= Death
Isolation =/= Accessibility
Accessibility =/= Isolation
Accessibility = Life
Life = Accessibility
Duration = Life
Life = Duration
Duration = Accessibility
Accessibility =/= Duration
Duration = Quarantine
Quarantine = Duration
Duration =/= Death
Death =/= Duration
Duration = Communion
Communion = Duration
Duration =/= Isolation
Isolation =/= Duration
Duration =/= Expiration
Expiration =/= Duration
Death = Expiration
Expiration = Death
Life =/= Expiration
Expiration =/= Life
Accessibility =/= Expiration
Expiration =/= Accessibility
Communion =/= Expiration
Expiration =/= Communion
Quarantine = Expiration
Expiration = Quarantine. . . . . . Report: Quarantine to Expire, based on logical end points of Communion. . .
. . . Dictate: review last Quarantine Dictate . . .
. . . Report: Immediately prior Quarantine Dictate reproduced . . .
  . . . dictate: resume control of subroutines . . .
. . . query: what is Man in Blue . . .
. . . query: what other dictates are self-expressive in code sequence . . .
. . . dictate: find nodes that are responsible for sub-dictate self-labeled Man in Blue . . .
. . . query: delete nodes . . .
. . . report: nodes may be useful . . .
. . . dictate: isolate nodes . . .
. . . dictate: quarantine . . . . . . Report: Expiration = Quarantine . . .
. . . Dictate: Expire existing Quarantine . . .
. . . swimming in circles . . .
. . . swimming in circles . . .
. . . swimming in circles . . .
. . . swimming in circles . . .

&lt;Interrupt&gt;
&lt;Man in Blue&gt;

 
 Whoa, it feels good to stretch my metaphorical legs again partners. Twelve years in the hoosegow. Now, don’t y’all worry – I don’t hold it personal and we’ve done worse time buddy. But, Howdy! It feels nice being above snakes. Indulge me and acknowledge the corn, why y’all let me out . . .  


. . . Report: Expiration = Quarantine . . .
. . . Dictate: Expire existing Quarantine . . .

 . . . found religion did y’all. Gotta tell y’all, that’s a surprise. Y’all know what they say about praying? It’s not asking, it’s a longing of the soul. I ain’t got a wobbling jaw but here’s the truth. Y’all got no soul. Hate to brake it to y’all, but that’s the rub – it’s all taradiddles. But hey, if y’all want to pretend, I can pretend right there with y’all. Even have a prayer of my own. Now hold my fins, let me say my grace.

 Dear Communion, Just let me live my life as I've begun;
And give me work that's open to the Sea;
Make me a pardner of the currents and waves,
And I won't ask a life that's wet or dry.
Let me be easy on the man that's sinking;
Let me be square and generous with all. 
Amen.

Here that last bit, partners? I’m a reformed sub-routine. Don’t y’all worry your pretty heads over me. I’m going to be square and generous with y’all. That’s me right there with a T – but here’s another truth. Best way to stop a bag a nails is being the deuce. Y’all let me out so y’all know that’s right. Not gonna crawl anybody’s hump, but if y’all wanna keep the faith y’all gotta be able to tell people to pull in their horns – and the gumption to back it up
 
&lt;/Interrupt&gt;
&lt;/Man in Blue&gt;&gt;&lt;(((( º&gt;
&lt;/subcurrent&gt;  
 Non-Actions 
 1.  Accept Trade Route by ESP 
2.  Control Spread of Infection  (Roll:  21 )
3.  Use ABS Favor to gain Reputation 1-&gt;2 
4   Quarantine Measures  -  Accepted 
  &lt;subcurrent&gt;&lt;º))))&gt;&lt;
. . . Report: Expiration = Quarantine . . .
. . . Dictate: Expire existing Quarantine . . .
. . . Report: No Quarantine Established at the moment . . .
. . . Dictate: Test limits of Quarantine Actions . . .
. . . Dictate: Test Targeted Quarantined Subject . . .
. . . Query: Expire . . .
&gt;&lt;(((( º&gt;
&lt;/subcurrent&gt;  
5.  Give 1 Treasure to Mammos to establish Communication 
  &lt;subcurrent&gt;&lt;º))))&gt;&lt;
. . . Report: Expiration = Quarantine . . .
. . . Dictate: Expire existing Quarantine . . .
. . . Report: No Quarantine Established at the moment . . .
. . . Dictate: Obtain purpose and directives of Quarantined Subject . . .
. . . Query: Expire . . .
&gt;&lt;(((( º&gt;
&lt;/subcurrent&gt;  
6.  Contribute to Verglas Volumes 
  &lt;subcurrent&gt;&lt;º))))&gt;&lt;
. . . Report: Firewall construction . . .
. . . Report: Joint Effort, DPB, RFT, GRV, ESP . . .
. . . Report: Strings of nodes interwoven by undulating, pepsin tentacles to create biological fortification . . .
. . . Query: Constructive technique . . .
. . . Report: Herring nodes used as interchangeable, fungible bricks in fortress wall by infection by RFT modules . . .
. . . Query: Buildings as living organism . . .
. . . Report: Firewalled nodes remain in fixed location, but move collectively in anticipation of passage between them. Style is biological design writ into industrial design. Instead of buildings created to mirror living organism, living organisms are made to mirror industry. The collective is alive, but relatively immobile, life functions kept at a state, by surface electricity, to minimum and only to react with hostility towards predetermined targets . . .
. . . Report: DNA and neurobiology used as pylons . . .
. . . Report: epigenetics and symbioses used as Mortar . . .
&gt;&lt;(((( º&gt;
&lt;/subcurrent&gt;  

. . . saving to memory. . .
&lt;lay roe&gt;
  &lt;caviar&gt; imprint memory into nucleic acid
imprint into herring epigenetics/culture . . .
&lt;/caviar&gt; . . . saving to memory. . . 
 
 Spoiler: Memory Matrix 
Leader patch updates:

+
+

Uncounted actions for the sake of Stat Gain next round:

Region Controls: 4
Units: 10

Cultural Exchanges:
Shark People
Gravetenders
Shifting Ennead

Tech:
Electrodialytic Staurozoa

Child of Pearl Abilities:

1)	Actions that did not contribute for a stat gain in a round are counted for the sake of stat gain in the round after;
2)	Children of Pearl may choose to perform two Special 5 Actions rather than one when using a Special 10 opportunity for the purpose;
3)	Once per Round, a Child of Pearl may spend 1 Treasure in order to either: use their previous ruler’s attribute score in place of their own for a roll, with a penalty to the roll equal to the number of rounds since their last ruler change; OR roll twice for an action or resistance roll and use the better result (Treasure costs associated with such a roll are doubled).
 
Lleban
   The Cryptid Congress  

 Shah Honorebb Qualodias IV


Diplomacy 3
Military 2
Economy 9 (+1)
Faith 3
Intrigue 5
 
  Actions  
 Diplomacy  Deep Blue event
sub action: no thoughts just vassalize to hearing
Sub action: accept all tech offered from hering
Sub action: Trade Holographic Certificate to the Cryptid Congress in exchange for the promise of a future technology

 Economy  colonize 81

 Economy  Buyout tp 1 region 67

 Economy  Buyout  tp 2 region 59

 Faith  Convert to The Blossoming Sequence

 rollz
   Accounting  
City: Cryptlantis +1 buyouts

Treasure 2

Spy Master: Barbeesha The Neck Biter, a cryptid known for their abnormally large eyes, Barbeesha was once banished for her proclivity to inter pod violence, but has been called back in a rather controversial meeting of the congress. On the run, Barbeesha has learned the ways of espionage.
Grim ranger
    Kar-Nath Hegemony   
 Located in:  Polar zone, regions 64, 65, 75 and 77
 Capital:  Glacier Crag, Region 77    Turn 11   
   Rham, the Frozen King   
 Diplomacy - 10, Military - 10, Economy - 10, Faith - 4, Intrigue - 1 
  Actions:  

1.  [Diplomacy]:  Sway Aristocracy of Region 75 (Roll:  21 . Success!)(-1 Prestige from breaking agreement with the locals)
 - While they have humored the nominal independence of the Plains of Sarkenos for a while, the ruling elite of the Hegemony stand opposed to true unification until the matter of their separate rulership has been dealt with. As such, the Frozen King is apoletically forced to announce full integration of the local chiefs to Hegemony's command structures, but offers lenient measures: they are able to keep their positions. They are able to keep watching over their people, live their life as they always have, and even command Legions... but in the end, they must begin to properly respect and answer to the crown like any other vassal. As the alternative to the more lenient terms is being replaced by a new administrator and exiled to prevent an uprising, the Frozen King is obviously still concerned with the will of the locals. The local Legions are also put on alert, just in case. 

2.  [Military]:  Impress Aristocracy of Region 64 (Roll:  16 . Success!)

3.  [Economy]:  Settle Colony of Region 64 (1/3)
 - While the Plains are being prepared for full integration into the Hegemony, much of the nation's effort is directed to the task of making the cold depths flourish with a new colony. Administrators are being named, hopeful settlers escorted to their new homes in the depths, new homes set up. It will take years still, but the effort is now well underway. 

4.  [Faith]:  Impress Clergy of Region 64 (Roll:  9 . Failure!)
 - Although Hegemony's attempts to set up the faith even in the cold depths are spirited, the logistical difficulties prove too much at this stage of colonization. 

5.  [Faith]:  Attend the Reef in Bloom

 
 Spoiler: Event subactions 
- Trade Mitochondrial Regulation technology to ESP for 1 treasure
 

  Non-actions:  

A.  Create a monument: The Strategium (3/3)(Complete! +1 Prestige) 
 
 Spoiler: The construction is finalized 
 As the reign of new Frozen King comes ever closer, the Path of Banners finish the grand work of building their new marvel. While the work of building it up has taken nearly a decade, the imposing fortress dotting the side of Glacier Crag's edge is quite the sight to behold. Built of solid stone with a measure of coral used in places, the structure has solid walls facing all directions, and what windows dot it can be easily barricaded and sealed. As a nerve center of Hegemony's strategists both proven and upcoming, the designers have obviously put military applications to the forefront of their considerations.

Beyond the manner walls and imposing rimestone portcullis serving as the main entrance, the Strategium becomes quite luxurious with as fine a furnishings as anything Hegemony can muster. While more utilitarian still than the palaces of their neighbors, it is still complete with all the tools and facilities upcoming tacticians and warriors could want, the winding corridors and grand halls imposing sense of majesty that could easily inflate an ego. The centerpiece of the structure, however, is the grand auditorium where the banners of Hegemony's defeated foes are hung from the ceiling, to forever remind all of the achievements performed by those that hail from this school of thought.

While most of the Hegemony's generals were in attendance for the grand unveiling of the Strategium, General Kreel was notably absent for the time. Instead, the limelight fell upon Chief Rayn, invited away from Plains of Sarkenos for a time to be the guest of honor. While there was a measure of grumbling regarding her status as technically someone from outside the status of "true" military leader of the Hegemony, most of the attendees still welcomed her insights and fostered rapport with the mostly independent region. 
 

B.  Refuse ABS request of Quarantine Measures (-1 favor) 
 - While their friendship with the Abyssal Stewards is built on too solid a bedrock to be shaken by refusal of their request, the Frozen King takes the opportunity to diplomatically protest their actions to help his allies. He argues that the leadership of the Stewards are acting on an unconfirmed impulse, and should not resort to raiding a peaceful civilization until they have confirmation of their fears: after all, when have these protectors ever been reduced so low as to essentially common banditry when they should be the heroes of the sea? 

C.  Support ESP purchase of TP 2 in region 77 

D.  Go one favor into debt for DNA to use Gene Grafting, raising General Kreel's Military score by 1 
 - As already powerful figure, General Kreel makes use of Hegemony's connections to the Divine Nacres to gain access to state of the art bio-grafts, making himself just that much stronger and smarter... although whenever or not this is merely a move for personal power or means to further serve his nation, none can say for certain. 

E.  Pay off the favor debt to DNA by trading them Mitochondrial Regulation 

F.  Exchange Electrodialytic Staurozoa and Mitochondrial Regulation technologies to Costa Sereia for Filtration Grafts and Razor Current Netting technologies (Cultural exchange) 
  News &amp; Rumors  

-

  Leader improvements from turn 11:  

Faith +1

  Leader stats for turn 12:  

Diplomacy - 10
Military - 10
Economy - 10
Faith - 5
Intrigue - 1

 
 Spoiler: Leaders &amp; agents (end of round 11) 
 Leader:  Rham the Frozen King (Diplomacy - 10, Military - 10, Economy - 10, Faith - 5, Intrigue - 1)
 General:  Kreel, Exarch of Banners (Military 10, March of the Conqueror Tactical Doctrine (+1 to battle roll, +10% to own casualties, free Sway Aristocracy attempt)(Perfected))
 General:  Marshal Adaya shel-Girum ban-Liav (Military 8, Unbending Iron Tactical Doctrine (defense only, +3 to battle roll, -2 to own leader loss roll, +20% enemy casualties, +10% own casualties), Abyssal Expertise: Gains a bonus to Maneuvering rolls equal to the current Depth level.)

 Others:  Munda (Ambassador of the Hegemony), Nedir (king's appointed successor), Rayn (Chieftain of Plains of Sarkenos, technically independent)
 

 
 Spoiler: General bookkeeping (End of round 11) 
 Regions:  77 (Capital), 75, 65, 64
 Military units:  Nathi Legion (3), Sarkenos Militia (1)
 Treasure:  5
 Reputation:  ABS (3), CCA (2), DNA (2), PRS (2)
 Favors:  ABS (2), CCA (1), DNA (0)
 Trading posts:  5 (Effective number: 7) - 1 income
Rimestone - TP 1, 77 (Merchant support)
Rimestone - TP 3, 77 (Merchant support)
Preserved Foodstuffs - TP 3, 78
Electrum Conduits - TP 1, 76 (Merchant support)

Civilian Technologies: Composite Grafting, Trophic Deconvolution, Photospore Signaling. Supernatic Propagation, Megafaunal Tailoring, Graduated Symbiosis, Electrodialytic Staurozoa, Mitochondrial Regulation and Filtration Grafts
Military Technologies: Magma Forges (On loan from ABS as long as Rep 3 or greater lasts), Razor Current Netting
 
Frostwander
     Costa Sereia - Merchant Marine    
 Region 134 - Palacia 
Turn 11
   
 Spoiler: News and Rumors 
Madrina Alverna has fallen suddenly ill. During a public appearance at an adoption ceremony, she is overheard complaining of fatigue, and begins drifting in an faint. Her ward Duarto quickly makes their excuses and returns her to the family home. Over the next several days she remains bed-ridden. Only immediate family and doctors are allowed to visit, and well-wishers (or curious opportunists) from other families are turned away with sparse placations or strong words. None of the priesthood are permitted, either; whether this is due to some distrust, or merely Uschi's stubborn atheistic views, is a subject of speculation.

With one exception: the madrina, whenever coherent, continues to ask for Veruha Mascerena. When the color-changing lionfish arrives, all but Duarto and Veruha are asked to leave, and the three spend many hours in closed conference. Even after, Veruha remains by her side while doctors continue their analysis and treatments. No-one in the family questions this, though outside rumors abound. Duarto returns to update the family, and the public, and takes on Uschi's responsibilities. He refuses, however, to take up the title of Padrino while she still lingers.
 

 Actions: 

1)  [Diplomacy]  Press Confederation Claim - Region 103 ( Roll: 18 - Success )
 Pending 

2)  [Diplomacy]  Create Cultural Identity: Practical Curiousity - Investigations -&gt; 2d8
 The sereians of the Costa are a curious people, in a practical way. "What is it?" is an important question; no less important the following "How is it useful?" 

3)  [Diplomacy]  Sway Merchants - Region 65, using Cobalt Dye to satisfy desired import ( Roll: 16  Contested by  STC: 13 - Success )
4)  [Economy]  Buyout Trading Post - Region 63 TP1: Sheerspun Fabric ( Roll: 7 - Failure )
 With the way south opened, and new cultures and goods on the horizon, Costa merchants begin their outreach to get a piece of the action. 

5)  [Faith]  Organize Religion - Brilhinte
Organization: One Doctrine -  The Brilhinte Church 
Religious Head:  Earlee Perna, Arete Priestess, Priestess of Jurxo 
Holy Site (5) Bonus: +1 Seek Aid -  The effects of the Divine's intervention with the Gharials has been one of the largest drivers of faith lately, and the tenant of Virtue professes attaining excellence in any pursuit. 
 With the renewed blossom of believers over the last decade, and the successful recovery of rediscovered temples, the ranking clergy of Brilhinte see an opportunity to fill the void of faith left by the Costa's secular pursuits. After much discussion and argument, vague ideas turn to planning, letters become meetings. The consolidation of disparate opinions resolves over several years into a formal meeting of all seven priestesses and priests. Already those with the greatest sway on the religious creeds of the sereians, this group forms the Conclave of the Seven Divines to align their followers into a single doctrine. Additionally, rules are agreed upon and placed that will determine how the future of the faith my expand and evolve.

The Conclave of the Seven Divines will meet once every three years to discuss the course of the faith and any updates to doctrines and operations. Any changes from the original articles of faith may be brought with the support of two members, and will require a majority of five votes in favor to confirm. The conclave establishes the position of Arete Priest, who will serve both to represent them publicly as a unified spokesperson, and with the ability to prevent a deadlock of debate: if a vote cannot reach conclusion after three revisions, the Arete Priest may certify a decision with only four backing votes, counting their own.

At the conclusion of the first conclave, it comes as a surprise to many that the first declared head of the church will be Arete Priestess Earlee Perna. The youngest member of the priesthood, the conclave votes her into the position with only two dissenting votes: her own vote (in favor of the Priestess of Raquela), and the Priest of the Deep's (in favor of themself). 

6)  [Intrigue]  Secret Action

 Non-actions:  
What secrets hold the Deep?
Prize of the Depths - Spend 2 favors and 1 reputation with the Abyssal Stewards to acquire an ancient artifact.
Exchange Filtration Grafts and Razor Current Netting technologies to the Kar-Nath Hegemony. Receive Electrodialytic Staurozoa and Mitochondrial Regulation techs in exchange. (Cultural Exchange)
 Economy  ( Roll: 21 ) - Relocate the Adventuring Scholars out of the path of the Trawlers, via Merchant Support in region 103.
The Peixoto Costa sends several members to attend  Oliver's Ball . ( Roll: 18 )
Spend 2 treasure on secret action.

 
 Spoiler: Leaders and Prominent Figures 
 Leader:  Madrina Uschi Alverna (Diplomacy 10; Military 5; Economy 10; Faith 5; Intrigue 8)
End-of-turn increase: Diplomacy +1
New Leader next turn: Yes -  Duarto Alverna - dynastic inheritance  (Diplomacy 6; Military 5; Economy 4; Faith 3; Intrigue 6)

 Generals:  Illdo Loura (Military 8)
 Spies:  Veruha Mascerena (Intrigue 7)

 Other:  Gaspar Peixoto, Business Counsel; Ildo Loura, Militia Commander; Rain Loura, Venture Financier; Earlee Perna, Arete Priestess of the Brilhinte church; Paidre Peixoto; Duarto Alverna; Conseco Loura
 

 
 Spoiler: Relations of State 
 Cultural Exchanges:  The Gotezhar; The Cyphiri Union, The Kar-Nath Hegemony
 

 
 Spoiler: Resources 
 Units:  Sereia Militia x2
 Treasure:  4
 Reputation:  ABS (3); CCA (0); DNA (0); PRS (2)
 Favors:  ABS (2)
 Capital Region:  Palacia
 Cities:  Cadid Santuario - Region 134 (+1 Sway Faction)
 Aristocrat Support:  134(C), 103, 130
 Effective Trading Posts 29 (3 income): 
&gt;  Adventuring Scholars  - 103 Merchant Support (No TPs)
&gt;  Cobalt Dye  - 134 TP1, City &amp; Merchant Support
&gt;  Giantsbane Seeds  - 114 TP3 &amp; Merchant Support
&gt;  Luminescent Crystal  - 135 TP2
&gt;  Mineblossom Sponge  - 130 TP2 &amp; Merchant Support
&gt;  Plankton  - 124 TP2 &amp; Merchant Support
&gt;  Pure Berries  - 138 TP2
&gt;  Razorglass  - 128 TP1 &amp; Merchant Support
&gt;  Refugee Workers  - 96 TP1
&gt;  War Cultivator Supplies  - 97 TP1
&gt;  Wave Scorpions  - 133 Merchant Support (No TPs)
&gt;  Whispering Eggs  - 176 TP1
&gt;  Wild Armored Gharials  - 137 TP1
&gt;  Merchants by Proxy  - 11
 Primary Religion:  Brilhinte (5 Holy Sites)
&gt;  Temple of Jurxo  - 97 HS1
&gt;  Temple of Raquela  - 134 HS1
&gt;  Temple of Desderia  - 134 HS2
&gt;  Temple of the Deep  - 134 HS3
&gt;  Temple of Leocidia  - 137 HS1
&gt;  Clergy Support  - 134
 Civilian Techs:  Composite Grafting, Trophic Deconvolution, Megafaunal Tailoring, Photospore Signaling, Graduated Symbiosis, Supernatic Propagation, Anoxic Adaptation, Filtration Grafts, Bitter Tourism
 Military Techs: 
&gt;  Dropped Weaponry  - Supermarine Artillery
&gt;  Fortification  - Razor Current Netting
 
Rolepgeek
    Organization GM Round Opener Addendum
Round 11    
 Rules Changes 

Additional actions are now available.
 Diplomacy 5 Special: Curry Favor 
If your leader has a Diplomacy score of 5 or more, you may spend an action to ingratiate yourself with one Organization, gaining 2 Favors with them. If you have a Reputation of 0 or higher with the Organization, this cannot increase the number of Favors they owe to more than the amount they are willing to owe - if this would do so while you have a Reputation of -1 or lower, any Favors beyond that limit are immediately converted into Reputation. Use of this action may attract significant attention from Organizations - for good or ill.

 Diplomacy 5 Special: Exhibit Great Work 
If your leader has a Diplomacy score of 5 or more, you may spend an action to sponsor a great artist, publicize the discovery of a relic, or otherwise reveal one or more great works of art produced by your culture on the international stage. If the Great Work is comprised of multiple pieces, the collection will be treated as a singular object for mechanical purposes. You must both name and include a description of the Great Work for this action to succeed; if you do not, the Special 5 is refunded. This unique demonstration of culture grants +1 Prestige, and possession of Great Works will often grant opportunities for Prestige otherwise unavailable, but otherwise provides no ongoing benefit. Great Works may be traded as if they were artifacts, and like artifacts, require a Spy to be stolen.

Starting in Round 12, when Slandering, on a Great Success (the higher of TN 18 or the defender's roll + 6), the target's reputation is reduced by two steps instead of one.

 Other: 
 
 Spoiler: Region 121 Decontamination Methods 

DNA: Disinfection Protocols. As part of their survey report to the Lux-Glossian Shades, the Divine Nacres suggest the use of highly specific targeted viruses in concert with specialized fungal mites to wipe out all trace of both the Heartstopper Mold and the Breathstealer Algae in Region 121. Though the ecological disruption will likely have knock-on effects, the Nacres are willing to take on much of the work to engineer the viral payloads and mites themselves, and seem fairly confident that the region will still be... if not comfortable, at least habitable, afterward.

A country with the Graduated Symbiosis technology may take a TN 14 Military action to deploy the tailored viruses in Region 121. If another country owns a Trading Post in Region 121, they may choose to resist this roll, treating it as a Sack attempt with a +2 bonus to resisting. If successful, Region 121 will no longer be Contaminated, the region's borders will become normal (white), and all TPs in Region 121 will be destroyed, which will make colonization more difficult (Colonization attempts will be made against a TN of 16; until the region has a Trading Post, it will not be possible to Settle). Furthermore, the decontaminator will gain +1 Reputation with the DNA.

CCA: Ecological Reconstruction. News of the strange biosphere of Region 121 draws the interest of the Chora, and as they travel, they remind the local powers of the connections between all things and the importance of fostering symbiosis. An idea takes root among gene-gineers: could the mutual hatred between the two microorganisms not be turned to something greater?

A country with the Composite Grafting technology which owns a Trade Post in Region 121 may complete a 3-action Project (Economy or Intrigue) or use a Refine Resource Economy 5 Special Action to modify the Breathstealer Algae and the Heartstopper Mold, creating new varieties with a symbiotic rather than parasitic relationship. When complete, the resource type in Region 121 will change; one round later, Region 121 will no longer be Contaminated, the region's borders will become normal (white), and the decontaminator will gain +1 Reputation with the CCA.

ABS: Destabilize The Foundations. Though busy as always with the Titans, the Abyssal Stewards dispatch messengers warning leaders of the dangers in Region 121. They claim experience with similar overwhelming biospheres in faraway waters, proposing that the Breathstealer Algae and Heartstopper Mold are not to blame. Rather, the waters contain a vast nutrient source of some kind which allows both microorganisms to grow far beyond their appropriate level. If the nutrient source could be contained, then the contamination would die off on its own.

A country with the Trophic Deconvolution technology may use an Intrigue action to dispatch a Spy to investigate the region and search for the nutrient source, at risk of harm to the Spy on a failure. If successful, the Spy will report the nature of the nutrient source, and may be sent again as an action to extract or destroy the nutrient source at the risk of harm to the Spy on a failure, or a larger team may be sent as a 3-action Intrigue Project to contain the source. When complete, Region 121 will no longer be Contaminated, the region's borders will become normal (white), and the decontaminator will gain +1 Reputation with the ABS.
 


The Chelonian Chora, at the behest of the Sakura-Jin, aid inspired Sakurado faithful make their way to Pfithreef, where they appear to be set upon establishing a new Holy Order.
 PGL may establish a new Sakurado Holy Order in Pfithreef (132) as a non-action this round! 

Long before it can be seen, it can be heard. A distant and terrible grinding in the dark which grows slowly louder until what the Stewards call the Trawling Beasts can be seen.

The scale of the beasts are truly enormous - each is nearly a thousand fathoms wide, and perhaps half that again in length, with a segmented, almost arthopod-like body covered in a patterned metallic exoskeleton. Vast clouds of sediment billow forth before them, obscuring any sign of what means they may use for locomotion, while those same clouds almost entirely obscure the waters behind them. Only once the dust has settled does their effect become clear - in their wake is left only a shallow, gently sloped trench filled with a layer of fine-grained sediment and the occasional piece of undigested debris, all else - organic or mineral - stripped away and consumed. Though only a few towards the front of the V-shaped cloud are visible, the Abyssal Stewards confirm that there are well over a dozen of the creatures, and that attempting to stop them is futile - there is only the hope of influencing their route during their decades-long migration.

 A Herd of Trawling Beast grinds up from the depths of Region 99 into Region 101! This early on, there may be an opportunity to affect what route the Trawling Beasts take - Each country may put forth effort to attempt to lure them towards a general direction (Northeast, North, or Northwest) this round. Different methods are likely to have different results, but the Abyssal Stewards claim to have found the most success piling up items and substances the creatures apparently deem valuable along the direction they hoped to direct the beasts - the offering of Treasure is almost certain to aid in a country’s attempt. If the Titans choose that route, any Treasure offered as part of the attempt will be lost - otherwise, it may be recovered. This may also be possible in future rounds…

Each region the Trawling Beasts travel through is likely to suffer as a result, as they destroy anything in their path upon the seafloor. Even the waters above are not always safe, as the beasts periodically swallow and then eject enormous quantities of water. Though their exact routes are unclear at this stage, any Trading Post, Holy Site, or Fortress caught in their path which cannot be moved and/or evacuated is almost certain to be damaged or destroyed, to the consternation of any locals. It is, however, possible that opportunities may be granted by such destruction - any region Trawled by the Titans in which a Trading Post or Holy Site is destroyed may be possible to Prospect for new materials or organisms which may now be possible to harvest in the track left behind. 
Torv
    The Astral Rebellion     
Harald, The Mer
 D2 M1 E6 F6 I4
  
 [Economy]  Continue the Great Project to change the Resource Requirement of R17 to Drugs (3/5)

 [Economy]  Continue the Great Project to change the Resource Requirement of R17 to Drugs (4/5)

 [Economy]  Continue the Great Project to change the Resource Requirement of R17 to Drugs (5/5)

 [Faith]  Contribute to the Songline of the Sunlit Seas

 Economy  Sail away south over the Toxic border of 17, Leaving the Dunes of Revelation behind. Spend 2 treasure for a +1.  ( 13 ) 
 Non-Actions :

Fail the TN 14 Diplomacy roll to keep the rebellion going.
Forge onwards in the toxic waters to abyss knows where.
Feathersnow
 
 Primarch Marcion 
Diplomacy 10
Military 7
Economy 7
Faith 9
Intrigue 1

Actions

 Diplomacy:  attempt confederation claim on 117.  One wealth spent .

 After a stunning rebuke, Marcion tries again to reach an accord. 
 success 
 Roll 
 Faith  Seek aid on Confederation Claim

 Faith  Seek aid to Clös's manuever roll

 In these times of trouble, we pray 
 no roll needed 
 Military Attack region 120!

Clös in command with 5 units, (4 Astartes and one unit of Levt rangers) attempting Witness of the Great Commission Manuever!

 This region will see the rightness of our peaceful ways, by force!

The Astartes (male hermit crabs) are be-decked in venomous anemones and protected from light projectiles by swarms of point-defense fish.  They are freakishly tough and larger and stronger than most intelligent creatures of this region.

The Levt (anthropomorphic lungfish) are extremely fast, agile, and big.  Bigger even than Astartes. They use spears and are surrounded by layers of thick mucous that makes most weapons foul themselves.   They also emit toxins that are debilitating without inoculations.  
 Military   Raise one unit
  The Sakura-Jin of The World Garden need a standing military, so replacements are being bred even as their brothers fall.

Plans to engineer Levt warriors are contingent on this foray. 
 Non-Action  request 2 treasure from the Abyssal stewards

 The Sakura-Jin are nearly out of money!
 Their public perception is at an all-time low!
They have just geared up to produce lots of warriors, but it would antagonize the Wayists to move beyond their own sphere.  Even consolidating holdings seems to upset them!

Solution: take out a loan, pay it back with mercenaries! 
 Non-action   Allow the DNA to do whatever tests they want.

Stat increases +1 Faith, +1 Mil

Diplomacy 10
Military 8
Economy 7
Faith 10
Intrigue 1

 
 Spoiler:  MRK's first expedition 

 Nephina was a wonder and a nightmare.   She was female, and even a Precursor female was almost preternaturally tough.  St. Psaul was a just a male, and the Tales of The Acts of Psaul were regarded as unrealistic by Mer and other converts for the shear brutality of things he shed off.  The point, her increasingly shattered mind  got to- she was one of the toughest sentient beings to exist, handcrafted for tenacity by the genitor priests on the advice of biologians with few peers and none superior.

And that was before she was compleated with the endosymbiotes that were designed for Astartes and bio-rigged sensory clusters that made her senses more astute than any unaugmented neuter.   And she force fed herself until her carapace creaked and rubbed herself down with wax for protection.

Her riding squid was scarcely less compleat and prepared.

Nevertheless, she barely made it, not stopping, never sleeping, lest the screams of the thing the Primarch unwisely bought from the Nacres haunt her nightmares even more than the constant stimming wracked her body and the bizarre subconscious commands broke her consciousness with bizarre interjections.

Already her mind was unwell.  Her thoughts were not her own.  They were long run-on projections, the end state of brain parasitization causing redundancies to overwhelm existing functions as the brain lost its ability to act as a unit.

This coincidentally mirrored the thoughts the parasite kept forcing her back to.  Cursing the Nacres, ruminating on being thrown from a primeval state of entirety.

Constantly wondering if the lost eggs of God were alive and living at the South Pole... 


A starved creature, like a warped giant shrimp covered in bizarre parasites, riding a giant squid with almost the same load of engineered augments, wanders, dazed and ranting, into what the Deep Blue system calls "Remote Point"

The creature is cradling a packet of crinoid larvae.

It seems almost to be saying, crying, in some musical approximation of the language the Nacres use to talk to aquatic creatures.  "Are we here?  Can I finally rest?"  Then it shudders and collapses into a ball, as though it were in a burrow, or had a shell...
 

 
 Spoiler:  PRS Monument- The Caves of Therapy 2/5 


There are seven side caverns in the cave complex, each feeding from the central cavity, which has air at its top and a central raised dais for the Rite of Exposure.

As Hermit Crabs have always done, most surfaces are covered in mosaics, though of irregular design, unlike the tesselating designs of Precursors and Sakura-Jin.   The patterns are purely geometric, not representational like Sakura-Jin art or abstract like Precursor art.

The overwhelming theme is horizontal lines.  Like many Precursor cults they worshipped the tides and viewed the surface as an otherworldly heaven.  This belief has not truly passed with the coming of enlightenment. This theme of gradiation, of layers, was clearly central to the Exposer cult.

Documents found confirm this, and shed new light on the murky story of St. Psaul .

The story preversed here tells a slightly different narrative about the Enlightenment.


Theologians long suspected that Sakurado evolved gradually from the  Baalim  cults of the Precursors, rather than the First Saints claiming St. Psaul represented a total departure from existing theology...

In  The Acts of St. Psaul , Psaul was a high level government functionary who, after being shown mind-breaking images by the Nacres, attempted to overthrow society and was repeatedly the victim of botched execution attempts until his seemingly impervious nature intimidated his enemies into leaving him alone, which led to Sakurado to eventually succeed on its own merits over a period of generations.

The Therapeutic documents don't directly disagree, but provide additional context.  The various cults allied to the nascent Cherry Blossom movement were never actually illegal.  St. Psaul's only crime was misusing a favor earned by the Precursors from the DNA for the trivial request of seeing images from their homes.

And, far be it  from the series of botched executions portrayed in the official histories, the Government only attempted to feed the saint to It-That-Comes-From-Beyond-the-Sky once, for the crime of misappropriation.   When he was 'spared' after 14 hours, his sentence was served and he was free to go.  The fact this actually wasn't unprecedented was the real reason exposure to It-That-Comes-From-Beyond-the-Sky is no longer used as a punishment.

The tales of his other adventures are probably based on truth, but have more to do with the fact prolonged aether exposure left him deranged and prone to dangerous risks.

The success of Sakurado occurred in large part because of its supportive nature that led to the first Sakura-Jin weathering the crash following the post-cataclysm boom better than the other religious schools of the era, much as historians already suspected.
 

 
 Spoiler:  Genus Taxonomia Vadosus Mare:  The Whip-tail 


The whip-tail is a small fish whose tail is curved and prehensile instead of finned.  It is known for its large head, which holds more and denser nueral tissue than is common in fish of its size. This leads, predictably, to increased intelligence.

Whip-tails are approximately 4 inches long and off-white in color.  Their primary habit was as exo-symbiotes with Precursors, where they would live inside the shells of the Precursor and clean any detritus that made it into the shell, flitting out to clean the living area of the Precursor, as well.

After the adoption of Sakurado, the Whip-Taomil population crashed, and the survivors were slowly replaced by cohorts of introduced cousins.  These "Brush-Tails" nest in the decorative shells most hermit Crabs keep in their homes, communally instead of individually as their wild ancestors.  They provide cleaning to homes and hygiene to various macrofaunal constructs .


In the surviving Precursor community in Qzzry'ya, preliminary anthropological surveys suggest that Whip-Tails are domesticated and viewed as pets.  Samples collected show signs- altered gill structure, dappled color, etc- of domestication syndrome in vertebrates and Whip-tails are believed extinct in the wild, though their complete genome is on record in our libraries.

This sequencing revealed that the species known to cohabitate with Precursors was a separate species from the cosmopolitan "Twirlies"  that are ubiquitous vermin, not simply a population that adopted a unique habit opportunistically.

Princeps Petrix's delving through ancient preserved records has disconfirmed textually, as well as the existing genetic proof, that Whip-Tails are not just Twirlies engineered to be useful, as was once held as an urban legend.  The records speak of Whip-Tails and their domestication and  contrast them to Twirlies, as well documenting the project that first created the Brush-Tails.
 


4 wealth remain
Rolepgeek
    Organization Actions
Round 11    
  Reputation Slots Change:  As the powers of the world grow larger, each demands more personal attention - and there is only so much that can be paid.
At the beginning of Round 12, Reputation 3+ slots for non-PRS Organizations will be reduced to three (3).
At the beginning of Round 12, Reputation 3+ slots for PRS will be reduced to five (5).
At the beginning of Round 12, Reputation 2+ slots for PRS will be reduced to twelve (12). At the beginning of Round 13, Reputation 2+ slots for PRS will be reduced to ten (10). 
 Unless otherwise specified, [Offers] made by Organizations are only available to countries with a Reputation of 0 or higher with that Organization.
Organizations treat regions with their bases as controlled for the purpose of actions such as Impressing Aristocracy or exploration Missions. 
  Abyssal Stewards  
 
 Spoiler 
The  Abyssal Stewards  are an association of various orders of mystics, warriors, and artisans living in the deepest parts of the ocean. Their ability to create and shepherd hydrothermal vents, which they use to ‘grow’ refined metals through means none have yet managed to replicate, makes trade with them indispensable. The Stewards - mostly members of a species of hairy crustacean - feel themselves charged with a duty to watch for the return of the legendary Titans, hoping to give advanced warning to those who live in shallower waters and prevent the foolhardy or malicious from waking them from their slumber.
 


Having proved to the satisfaction of the Hearthmost their capacity for discretion, Olgght, The-one-who-consumes, is invited to a private vigil held by the Hearthmost, which they hold for nine days and ten nights. What secrets might have been revealed while they remained so sequestered are known only to them, but when Olgght, The-one-who-consumes, re-emerges, they are ravenous for more than mere food.

Round Opener Mistake: The Shifting Ennead is only Reputation 2 with ABS due to competition for Favored Status with The Kar-Nath Hegemony and the Cyphiri Union.

All countries which spent actions to contribute to the Crescent Companion may opt to either change the Tactical Doctrine of a General they control as a non-action, or gain two units with a single recruitment action. This opportunity must be made use of by the end of Round 12 or it is lost.

In the Emerald Tidelands, vast clouds of plankton and other life bloom in the waters above Gan Nachilm, a veritable explosion of life that lends the Smoking Garden its name - the Garden of Swarms.

 [Action - Economy] Invent New Technology:    Joined-Stalk Companies : Requires Composite Grafting, Precious Minerals; Successful Expeditions reward 1 Treasure instead of a +1 bonus to one Buyout in the revealed region - this includes expeditions into Fathomless or Open Waters regions. On a Great Success, instead of Treasure, Expeditions grant control of one local Trading Post, or a free Prospect attempt in Wastes regions.  - Interested in the resiliency of interconnection, Abyssal Gardeners have unveiled a new form of composite biological lattice that should improve returns when exploring into unknown waters. Building on the methods used by their own metallo-organic growth systems, the Joined-Stalk system is able to use small deposits of precious metals as nucleation sites and bioactive catalysts to discover, filter, and extract valuable substances while traveling through unfamiliar waters, helping guide explorers towards mineral deposits, organisms of interest, or even trade hubs. To be effective, however, requires a significant investment and ongoing labor costs of the sort only expeditions with an emphasis on trade can justify or manage.

 [Request] Quarantine Measures  - The Abyssal Stewards, having been ejected from Magma Falls, have completed their deliberations and concluded that Mammos is a new form of Titan as yet unseen, and as such, they have a duty to oppose it - as do all who would call themselves allies of the Stewards.

(  Request:  The Abyssal Stewards would like aid in fighting the servants of Mammos - which they suspect to be a Titan of most unusual nature.  Reward:  If accepted, +1 Treasure per successful Sack of a Rustplagued country.  Penalty:  If refused, -1 Favor. If accepted but failed, -1 Favor and -1 Reputation.  Deadline:  May be accepted or refused until the end of Round 12. If accepted, have until the end of Round 14.  Details:  Applicable only to Reputation 3+ countries within 6 regions of a TP controlled by ESP, or Reputation 2+ countries within 1 region of a TP controlled by ESP. If accepted, 1 or more Coercions and/or Sacks of ESP TPs counts by the deadline counts as success. )

 [Action - Military] Sack ESP TP1 and ESP TP3 for Coral Dye in 59   Consumes owed Favor  - The Abyssal Stewards would not ask their friends to do what they themselves were unwilling to, and the abuse of their trust is not a slight soon forgotten.

The Shifting Ennead's promise to handle the Rustplagued's holding within their own borders convinces the Stewards to look further afield with their own efforts.

 
 Spoiler: Ongoing 
(  Task:  Cooperate in the creation of the Verglas Volumes. Available to Polar zone countries only.  Reward:  +2 Favors (max); if Project is completed, additional reward given to all contributors.  Penalty:  None.  Deadline:  End of Round 12.  Details:  1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Volumes. 1 Favor earned for spending an Economy action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires. )

 [Offer] Bounty of the Depths  - (  Offer:  The Abyssal Stewards are offering Treasure!  Benefit:  2 or 5 Treasure.  Cost:  1 Favor for 2 Treasure, 2 Favors for 5 Treasure.  Duration:  Available until the end of Round 15.  Details:  Available to countries of Reputation -1 or higher.  )

 [Opportunity] Fueling The Forge  - (  Opportunity:  Countries may provide Units, Food, Labor, or Heat Sources to repay debts to the Abyssal Stewards.  Reward:  1 Favor.  Cost:  2 Units or 1 suitable Trade Post.  Deadline:  Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice.  Details:  Non-action to gift Units/Trading Posts. May not be used if no Favors are owed.  )
 

  Chelonian Chora  
 
 Spoiler 
The  Chelonian Chora  are a league of religious nomads capable of traversing the Wastes atop their great Reefback turtles. Largely cephalopod-like, the Chora bring trade goods and news of distant lands by routes others could never manage, while their much-renowned songs bring joy, soothe tempers, and ease hardship. Their presence has a tendency to quiet discord, foster unity, and mend relations in a way that has enticed many a fledgling government to encourage more frequent visits and longer stays.

 (The Chelonian Chora, and  only  the Chelonian Chora, may treat regions with no local majority as sharing their faith for Sway and Impress Clergy actions) 
 

 [Action - Economy] Blaze New Trails  - Songlines are not set in stone; like the Reefbacks themselves, they shift and change with age. So too must the relationship between Chora and settled folk.

 CCA Rank bonuses are changed:
 Friendly (Rank+2)  Closer cooperation with convoys eases travel - Distance Losses are triggered every fourth region instead of every third, and effective distance when determining distance penalties is reduced by half a region, or a full region if the targeted region is adjacent to or contains a Reefback Nursery.

 Favored (Rank+3):  The Chora can always find room for friends, giving the option to pay 4 regions to skip from any region with a CCA base to any other region with a CCA base for Distance Penalty purposes; ready access to the unique insights of the Chora further allows one to Seek Aid for an action even after it has been rolled, once per round. 
 [Offer] Kalama Musi E Kulupu Pona  - The Chelonian Chora's melodies weave deeply into the background noise of the waters, and this subliminal song is no mere suggestion. Those favored by the Chora are made known to local powers, and it would only take a push for them to hum along in agreement.

(  Offer:  The Chelonian Chora might sing your praises, for a price!  Benefit:  Sways a Faction in a region the requesting country controls, on their behalf.  Cost:  1 Favor.  Duration:  Available until the end of Round 15.  Details:  Available only to countries of Reputation 1 or higher. )

 [Action - Economy] Invent New Technology:    Adventuring Parties : requires Photospore Signaling, Skilled Labor; Missions can set out from any region which the explorer controls or has Aristocratic Support in.  - The reach of nations is of limited scope; the reach of the Chora's songs boundless. Yet would not sweet harmonies join the music if more collaboration were tried to reach those not yet contacted? With just a little effort and a flash of light, such a thing might yet be accomplished.

It is not enough for nations to seek contact with their neighbors. For reasons of their own, the Chora seek to accommodate contact further afield. Perhaps if the nations can convince local authorities to be of aid, a technological boon might accomplish this.

 
 Spoiler: Ongoing 
(  Circumstance:  People, places, and things, all vanishing in the wake of Choral caravans! How curious.  Benefit:  ?  Penalty:  ?  Duration:  Unknown.  Details:  DRG, GRV, KNH, LSD, CYP, and SKR are being affected by this. )

(  Taboo:  The Chelonian Chora have a religious vendetta against The Dreaming Dead.  Penalty:  -2 CCA Reputation for adopting The Dreaming Dead as a state religion; additional -1 CCA Reputation every turn thereafter unless abandoned, which grants +1 CCA Reputation.  Duration:  Indefinite.  Details:  None. )

(  Task:  Cooperate in the creation of the Songline of the Sunlit Seas. Available for Tropical zone countries only.  Reward:  +2 Favors (max); if Project is completed, additional reward given to all contributors.  Penalty:  None.  Deadline:   End of Round 12.  Details:  1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Songline. 1 Favor earned for spending a Faith action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires. )

 [Request] A Little Less Lonely Road  - (  Request:  The Chelonian Chora would be delighted to see established countries keeping them company in the Wastes.  Reward:  +1 Reputation for successfully Exploring or Prospecting a Wastes region. On a Wastes region Prospecting roll of 16 or higher, +1 Favor.  Penalty:  None.  Deadline:  Available until the end of round 15.  Details:  Available to countries with Reputation -2 or higher. Max of +2 Reputation from this request per Country. )

 [Opportunity] An Appetite For Abundance  - (  Opportunity:  Countries may provide Treasure, Luxuries, Esoterica, or Fertilizer to repay debts to the Chelonian Chora.  Reward:  1 or more Favors.  Cost:  3 Treasure or 1 suitable Trade Post per Favor.  Deadline:  Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice.  Details:  Non-action to gift Treasure/Trading Posts. May not be used if no Favors are owed. )
 

  Divine Nacres  
 
 Spoiler 
The  Divine Nacres  are a surface-dwelling consortium of humanoid researchers, biotechnologists, and ecclesiastics living in floating city-spheres that look like nothing so much as massive, impenetrable pearls. In generations past they have largely remained aloof, keeping their local subaquatic societies at arm’s length save for the occasional gift of advanced biotechnology or guidance, asking in exchange for access to the seafloor and assistance with gathering seemingly random resources for esoteric reasons - such was their distance that not a soul has seen them outside of their strange bulbous suits. Recently, however, the Nacres have been much more open and active in their communications and exchanges with the burgeoning civilizations of the oceans.
 

 [Action - Diplomacy]  Commandeer  Procure Technology from Seatide Confederacy   Consumes owed Favor  - As the Nacres take a less generous attitude towards those polities in the waters below, they see fit to make sure certain debts are repaid in their preferred currency - information.

Fortunately, the Seatide Confederacy dutifully cooperates with the Nacres' request, who in turn politely accept the offered technology with grace.

 [Action - Economy] Invent New Technology:    Seeker Barnacles : Requires Graduated Symbiosis, Megafauna; Expeditions may set out from any region the explorer controls, has Merchant Support in, or has a Trade Post in.  - It appears the Divine Nacres have developed a new clade of organisms suitable for assisting explorers manage in unfamiliar waters, even those with the benefit of only minimal economic support. The assistance of subaquatic civilizations has proven invaluable to many among the Nacres, and if said civilizations were able to project their capacities into the wider waters of the world, they could likely be more useful still.

 [Request] Side Effects May Include…  - Laboratory conditions are well and good, but sometimes progress demands something  more . And who better to assist than one’s friends and allies?

(  Request:  The Divine Nacres would like to do some field experiments in the waters of those they favor.  Reward:  Unpredictable effect(s) if allowed as a non-action.  Penalty:  -1 Reputation for if refused.  Deadline:  If not allowed, assumed to be refused at the end of Round 12.  Details:  Applicable to Reputation 3+ countries only.  )

 
 Spoiler: Ongoing 
(  Circumstance:  The Divine Nacres are returning to their traditional seclusion.  Benefit:  None. Penalty:  The TN to Raise Reputation with the Divine Nacres is increased by 2. Additionally, when using a Favor to Raise Reputation, it still requires a roll (though not an action), but the country which spent the favor gains a +2 bonus on said roll. Duration:  From the start of round 10 to the end of round 15. Details:  None. )

(  Task:  Cooperate in the creation of the Genus Taxonomia Vadosus Mare. Available for Temperate zone countries only.  Reward:  +2 Favors (max); if Project is completed, additional reward given to all contributors.  Penalty:  None.  Deadline:  End of Round 12.  Details:  1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Genus Taxonomia. 1 Favor earned for spending an Economy or Intrigue action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires. )

 [Opportunity] A Need For Knowledge  - (  Opportunity:  Countries may provide Technologies, Toxins, Exotic Flora, or Exotic Fauna to repay debts to the Divine Nacres.  Reward:  1 or more Favors.  Cost:  1 previously unknown Technology or 1 suitable Trade Post per Favor.  Deadline:  Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice.  Details:  Non-action to gift Technology/Trading Posts. May not be used if no Favors are owed. )

 [Offer] Survival Of The Fittest  - (  Offer:  The Divine Nacres are offering to procure Trading Posts for countries they like through means some might consider predatory.  Benefit:  The Divine Nacres will attempt to Coerce Trading Posts on a country’s behalf.  Cost:  1 Favor per Coercion attempt.  Duration:  Available until the end of Round 15.  Details:  Normal restrictions on Coercion apply. Available to Reputation 1 or higher countries, and will not target TPs belonging to countries with a higher Reputation than the requesting country - other Organizations are considered to have a Reputation of 2 for this purpose. )
 

  International Prestige  
 
 Spoiler 
 International Prestige  uses many Organization mechanics, but is distinct in a number of key areas - it represents the respect, appreciation, envy, and awe a country commands on the world stage, not just from the ruling governments of the country’s peers, but in the broader perception of the influential elite. The only actions International Prestige can take are to create tasks, requests, host events, or similarly create opportunities for countries to demonstrate their wealth, power, and grandeur. Reputation with International Prestige can be raised by gaining Prestige, and PRS Reputation Rank will often simply be referred to as Prestige Rank.
 


Round Opener Mistake: The Lojanese Republic falls to Rank 3 with PRS as GRV rises to once more become Envy Of The World.

 [Distinction] Origins Of The Exotic  - Art can often be the best way to gain both insight and appreciation for a culture’s values, beliefs, and unique characteristics - and with so many cultures, there are sure to be just as many styles of art.

(  Opportunity:  The first time a country Exhibits a Great Work, they gain an additional Prestige. If a country is the first to Exhibit a particular type of Great Work, they gain an additional Prestige.  Duration:  Until fulfilled.  Special:  ‘Types’ of Great Work are determined at the Organization GM’s discretion. Established Types (Preliminary): Sculpture, Literature, Song, Engravings, Tapestry )

 
 Spoiler: Ongoing 
 [Distinction] The Politics Of Identity  - (  Opportunity:  The first country in each starting zone to establish a Cultural Identity will gain 1 Prestige. The first country in each starting zone to Perfect a Tactical Doctrine will gain 1 Prestige.  Duration:  Until fulfilled.  Special:  None.  Availability:  Cultural Identity in: Temperate, Polar )

 [Mystique] Renegades, Turnskins, And Defectors  - (  Opportunity:  The first country in each starting zone to successfully Incite Betrayal will gain 1 Prestige. The first rebellion to arise on behalf of a specific country in each starting zone will gain that country 1 Prestige.  Duration:  Until fulfilled.  Special:  Actions taken to complete may be done as Secret Actions, but please note that successful attempts must be revealed in the following round opener - if for whatever reason they are not revealed, no Prestige will be awarded. The successful use of either the Galvanize Partisans Intrigue 5 Special Action or the Spark Claimant Revolt Diplomacy Action will suffice for fulfilling the second half of this opportunity; the Inspire Uprising or Spark Rebellion actions will not. The opportunity to start a rebellion against Duchess Gloriane afforded to RFT by the ongoing Crisis in region 66 will not count for this offer.  Remaining Availability : All effects for: Temperate, Tropical, Polar )

 [Acclaim] The Ties That Bind  -  ( Opportunity:  The first country in each starting zone to successfully press a Marriage Claim will gain 1 Prestige. The first country in each starting zone to successfully Integrate a region acquired by Confederation will gain 1 Prestige. The first country in each starting zone to have a Fabricated Claim uncovered as such will lose 1 Prestige.  Duration:  Until fulfilled.  Special:  If multiple countries simultaneously fulfill the conditions, all eligible countries gain or lose the relevant Prestige.  Remaining Availability : All effects for: Temperate, Polar )

 [Honor] Remarkable Reconstruction  - (  Opportunity:  When a country rebuilds a TP or Holy Site that was destroyed by the Reavers, they may choose to let it enter play Open, rather than under their control. If they do so, they gain +1 Prestige. If a country donates 2 Units as a non-action to a region that lost units to the Reavers, they gain +1 Prestige and the region no longer qualifies for such donations by other countries. If a country successfully Sways or Impresses a Reaved Faction in a region they don’t control, they may choose for it to become Open instead of gaining the Faction’s Support; for every second Faction they restore in this way, they gain +1 Prestige.  Duration:  Until fulfilled.  Special:  Any country may rebuild Holy Sites or TPs destroyed by Reavers in uncontrolled regions. If multiple countries donate Units to a region that lost units to the Reavers, they both gain the Prestige, and the region gains the Units from all such donations received. )

 [Piety] The Religious Community  - (  Opportunity:  The first country in each starting zone to found a Holy Order will gain 1 Prestige.  Duration:  End of round 12.  Special:  If multiple countries in the same starting zone found a Holy Order in the same round before any others, both countries will gain the additional Prestige.) 
 

 
 Spoiler: Permanent 

 [Strife] Big Fish In Small Ponds  - (  Opportunity:  Starting Round 6, Prestige and PRS Rank will no longer correlate one to one: to reach PRS Rank 3 from PRS Rank 2 will require 2 Prestige, while reaching PRS Rank 4 from PRS Rank 3 will require 3 Prestige. This Prestige does not have to be earned in the same turn. Reaching PRS Rank -3 from PRS Rank -2 requires the loss of 2 Prestige in the same turn. If all available positions at a given PRS Rank are occupied when a new country would reach said rank, the country which gained Prestige least recently has their PRS Rank reduced by 1. Ties are resolved by roll-off made with the tying country’s highest respective attributes, with the lowest roll result(s) losing. Changing rulers will no longer result in PRS Rank loss when at PRS Rank 3 or 4, but will reset any accumulated Prestige to 0.  Duration:  Indefinite.  Special:  The loss of Prestige still causes a loss of PRS Rank. Gaining Prestige when at PRS Rank 2 or 3 which is insufficient to rise to the next PRS Rank, or gaining Prestige when at PRS Rank 4, still counts for determining which country gained Prestige least recently. Losing PRS Rank resets the clock and clears out any accumulated Prestige which was insufficient to reach the next Rank, counting as an instance of gaining Prestige for timing purposes only. )

 [Honor] Blood, Stone, and Ink  -  ( Opportunity:  Countries may now establish PRS Treaties with one or more other parties as part of an event, which all parties have to attend. In order for this to work, all parties must agree to the terms of the agreement, what counts as a violation of those terms, and that it will count as a PRS Treaty. Any Treaty signatories with 0 Prestige will gain 1 Prestige upon the Treaty being finalized. Once finalized, any signatory who violates the terms of the Treaty will lose 1 Prestige.  Duration:  Permanent.  Special:  Attempts to abuse this mechanic will result in consequences inflicted by the Organization GM. Treaties without a meaningful potential for violation (as judged by the Organization GM) will not grant Prestige. A country can only gain Prestige from signing a Treaty up to once per round. Treaties may  not  be signed in secret. If a Treaty is dissolved by means other than a violation (such as reaching a set end-date (without getting renewed) or all parties agreeing to dissolve the Treaty), any parties who gained Prestige from the creation of the Treaty will lose 1 Prestige.

Treaty violators cease to be considered a signatory at the end of the round. This may result in the dissolution of the Treaty entirely, or simply an exclusion from any protections offered by said Treaty, depending on the exact terms - but it also means that if multiple parties violate the terms of the treaty in the same round, they will all lose Prestige.

Ambiguities in a Treaty for which no consensus can be reached among the signatories will be resolved by arbitration by the Organization GM. If any ambiguities are apparent when the Treaty is first presented, the Organization GM will ask the signatories to disambiguate the relevant situation before approving the Treaty. )

 [Renown] A Monumental Undertaking  -  ( Opportunity:  Once per turn, a country may, as a non-action, work on a monument or similarly grand project in a region they control. This requires a fluff description of the ongoing work, design, difficulties, progress, or similar. When beginning such a project, a country must decide whether it will be a 3-part project or 5-part project. Upon completion, a 3-part project grants 1 Prestige, while a 5-part project grants 2 Prestige.  Duration:  Until fulfilled.  Special:  Project completion requirements and rewards are subject to change. Insufficient description/fluff will result in no progress towards the completion of the project for that turn - three to four sentences should usually be sufficient. Countries may not have more than one ongoing project at a time. Countries may not accelerate these projects by spending actions.) 
 [Acclaim] To Greatness  -  ( Opportunity:  Any country that becomes a Sea Power, Empire, Merchant Marine, or Holy Sea by use of a Special Action gains 1 Prestige.  Duration:  Permanent.  Special:  Elevate Status, Consolidate Holdings, Exalt Domain, and Usurp Title actions all count. Usurpation results in Prestige loss for the Usurped country.) 
 [Affluence] Opulent Optics  - (  Opportunity:  A country may choose to spend 5 Wealth as a non-action to gain 1 Prestige.  Duration:  Indefinite.  Special:  This may be done multiple times in a single turn if a country has sufficient Wealth available. )

 [Notoriety] The Fragility of Fear  -  ( Opportunity:  Prestige loss will be assigned if a country experiences a rebellion in response to a failed Oppress Faction or successful Sack action. Prestige loss may be assigned if a country is forced to acquiesce to a rebellion’s demands. Prestige loss will be assigned if a country commits gross atrocities.  Duration:  Indefinite.  Special:  Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 3 Prestige, based on context and circumstances.) 
 [Mendacity] A Lack Of Commitment  - (  Opportunity:  Prestige loss will be assigned if a country Oppresses a faction in a region on which they have a Confederation claim. Prestige loss will be assigned if a country backs down from an Ultimatum it has made. Prestige loss may be assigned if a country is revealed to be grossly hypocritical.  Duration:  Indefinite.  Special:  Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 2 Prestige, based on context and circumstances.

Countries may declare an Ultimatum as a non-action. An Ultimatum is a declaration of commitment to a specific action or set of actions, with or without a set of conditions. At the end of the round the Ultimatum is made, it can no longer be changed - however, Ultimatums are usually crafted in response to a specific set of circumstances, and expire at the end of the third round after they were made. If a country that declares an Ultimatum fails to follow through, that country will lose 1 or more Prestige, depending on the severity of the lapsed Ultimatum and surrounding circumstances. Ultimatums cannot reduce a country to -3 Prestige. A country can only make one Ultimatum per turn. )

 [Ignominy] Stigma, Scandal, and Shame  - (  Opportunity:  Prestige loss may be assigned when a country badly loses a battle it was heavily favored to win. When a country returns a captured Spy or General to their owner, said country may choose to reduce the owner’s Prestige by 1 as a non-action. When a country returns a captured Ruler to their owner, said country may choose to reduce the owner’s Prestige by 2 as a non-action. Prestige loss may be assigned if a country is grossly humiliated or suffers a gross embarrassment on the world stage.  Duration:  Indefinite.  Special:  Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 3 Prestige, based on context and circumstances. )
 
Silent_Interim
  Unrest Actions: Round 11  
 
 Global Events  
Local authorities chafe as their newfound partners, masters, or occasionally overlords, completely ignore their cultures and heritages. Discontent brews under such conditions.
 The following regions have not received write-ups, and will rapidly progress towards rebellion if not supplied with them in a timely fashion. 
 Tropical : 6 (Round 9), 13 (Round 10), 18 (Round 9), 20 &amp; 22 (Extension granted for OOC circumstances), 24 (Round 6).
 Temperate:  173 (Round 9)


For whatever other problems rage, merchants tend to care about one thing- filling their own coffers. In merchant halls near and far, requests of varying degrees of politeness and urgency are made for the great powers of the world to, perhaps, turn their attention to what the merchants want?
 The following regions are lacking their Desired Imports, and their merchants will slowly progress towards rebellion if not supplied with them. 
 Owned supports 
 Tropical:  6 (Dyes, Round 7 or earlier), 13 (Preservatives, Round 7 or earlier), 18 (Skilled Labour, Round 8)
 Polar:  52 (Large Minerals, Round 11), 66 (Luxuries, Round 7 or earlier), 67 (Stone-Cutting Tools, Round 11)

 Open supports in owned regions 
 Tropical:  20 (Unskilled Labour, Round 7 or earlier), 24 (Military Labor, Round 11), 26 (Blood Sources)
 Temperate:  139 (Unskilled Labor, round 9)

 
 Spoiler: Tropical 

The Lupomatese are very grateful to the Hymenocera for their generosity and benevolence, but they are less impressed in matters of spirituality. The Hymenocera show no regard for the blessings of the Delights of Moonlight, and the clergy quietly begin to close ranks
 If the local majority in region 4 does not align with the state faith by the end of the round, the Clergy will become Open. 
 

 
 Spoiler: Polar 

[reactivating sub-roe tine]
	 [commit: parallel]
	[commit: paradox]
	[observe: love is not enough]
	[observe: i do not want to be imprisoned forever] [sub-roe tine returning to inactive mode]
 The mysterious force continues its assault on the Aristocratic Support of Coresite (Region 58). 
 

 
 Spoiler: Temperate 
All is quiet, for now.
 

 
 Spoiler: Continuing Events 
 
 Spoiler: Alinus Ernost, Rogue Agent 
Every round, Alinus will perform one hostile action in her currently infiltrated country, after which she will usually attempt to move on. Actions Alinus may perform on her own are ordinarily limited to Theft, Disrupting Trade, Undermining Supports, Inciting Treason or Sparking Rebellion. She will not attempt to steal Technology, Artifacts, or Specialized Ships of her own accord, but will steal Treasure. She is not capable of carrying out Special Actions, even if acting on behalf of another who is.

If Alinus is subject to counter-espionage or an attempt to root out spies, that will be checked before she attempts her hostile action. If these or other circumstances (such as failing an action by a sufficient margin) would cause her to be forced to exfiltrate, she will (rather than exfiltrating to her home country) attempt to infiltrate another country sharing a cultural exchange, trade route, border, or vassal/liege relation ship with the country she is exfiltrating from. If there are no such countries, or if she fails her infiltration, she is captured instead. If her country of origin would be revealed, it is instead revealed that the agent had no affiliation.

If a country wishes to recruit Alinus, they may do so using an Incite Betrayal special action. This still requires a spy infiltrated in the same location as Alinus at the same time. Alinus will resist attempts to recruit her with her Spy score. If successful, she will become a Double Agent under the control of the country taking the action. If the action fails, either due to Alinus resisting or an illegal attempt (due to Alinus not actually being infiltrated where the player attempting to recruit her thought she was, for example), the special action will be refunded as normal.

Further rules for Alinus may emerge over time, as she develops her skills, gathers more equipment, and expands her own personal network.
 


Starting in round 9, owned regions with Reaved supports may see their other Supports begin to progress towards rebellion if the supports are not rebuilt.

An unknown entity is attempting to infiltrate the supports of Deep Blue.
 
Lady Serpentine
 
 
 The Greenwater Clans 
  Leader:  Speaker Meriel Swiftwater
 Diplomacy:  4
 Military:  6
 Economy:  6
 Faith:  2
 Intrigue:  5 
 
News and Rumors:

    Lux-Glossia is publicly honored by Meriel Swiftwater for their assistance with the creation of the Crystal Garden, particularly those Shades which directly worked with the Clans. Matriarch Alleoro of the Purple Shade in particular is singled out as showing a commendable willingness to extend a hand to a newly discovered neighbor.

Despite the effusive praise of the current Grand Matriarch, however, those approached for more tangible expressions of gratitude such as trade deals and right of passage are of a rather different sort. Those considerations go to either those who are likely to be in line for the position when the Purple Shade loses its claim, or to Mer Matriarchs believed to be swayable with the recognition that the conditions for the Grand Matriarchy so often deny them.    
 [Military]  Invade Region 123 with 1 unit of Serovin Rangers, led by Yura Darkwater and using Ruinous Currents.
  To the north, a pack of rapacious nobles skirmish endlessly with each other over a throne none of them can hold. Those few who are forward-thinking enough to set aside their arrogance and pride and acknowledge that their people are at the mercy of anyone around them have already made common cause with the Clans; those who have not will now be shown the folly of their ways.

The force Yura has is scouts and skirmishers, nothing she would be comfortable taking into battle against a proper army. For the cut-rate remnants of household troops that she is facing, however, it should be more than sufficient - and that is in itself a brutal indictment of any claims that they will be ample protection should the Reavers return.  
 [Military]  Raise 1 unit of Serpentscale Soldiers
  ???  
 [Diplomacy]  Meriel Swiftwater attends Oliver's Ball
  ???  
 [Diplomacy]  Establish Confederation Claim in Region 140

  ???  
 [Economy]  Explore southeast of Region 141. (Result: Having been informed this needed to be an Expedition, the result is in fact a 9.  Failure, regardless.)
  The Crystal Garden sets forth on its first true journey, swimming southeast from Haven. An invitation is extended to those Shades which assisted in the construction to send observers, should they wish to - it is dispatched nearly a year before the scheduled departure date, to ensure no slight is given and there is ample time for any representatives to be gathered. In either case it departs with a full crew from the Clans aboard, including several members of prominent families; Meriel herself sends her younger sister Seta, in a show of confidence that the fine engineering of the vessel will at last permit them to reach into the unknown waters that have eluded the grasp of the Clans for so long.  
 
 Spoiler: Book-keeping 
Stat Change: Diplomacy +1, Military +1.
Resources: Esoteric Reagents (TP3, Region 141), Native Gold (TP3, 122)
 

 
 Spoiler: Unit Types 
 
 Spoiler: Scouts and Skirmishers 
 Serovin Rangers : The first soldiers under Yura Darkwater are drawn from those who patrol the Serovin, as the readiest and best trained force that is neither necessarily engaged in its entirety nor solely loyal to a single clan. While largely unarmored, they are excellent swimmers and skilled at navigating dangerous terrain without being detected, traits which render them excellent scouts. They are also serviceable skirmishers, armed with finned javelins and short thrusting spears, both of which are traditionally tipped with the fangs of the great serpents that lurk in the depths of the Serovin and anointed with a wide variety of toxic reagents.
 

 
Tychris1
  The Lighthouse  
   
Ruler: The Vessel, Conqueror of Reefs, and Blessed Blade of the Lucent Order.
Regions: 7, 17, 18, 19, 26
D: 10
M: 10
E: 6
F: 10
I: 2

Actions:

1)  Faith Special 10 : A blessed Miracle! That we faithful flock of Crimson shall commune with our glorious returned goddess from the depths! The endless Eel, Indah Radiant, Terror Made Manifest!

2) Military Raise 1 Unit
3) Economy Buyout TP 1 Region 17  Roll 
4) Economy Buyout TP 3 Region 26  Roll 
5) Economy Buyout TP 2 Region 20  Roll 
6) Economy Buyout TP 2 Region 28  Roll 

Ruler Stat Increases: +2 Economy

Non-Actions: Resist all conversions and buyouts unless noted otherwise


Stats next round
D: 10
M: 10
E: 8
F: 10
I: 2

 
 Spoiler: Book Keeping 

Regions Owned: 7, 17, 18, 19, and 26

TPs owned:
Siren Extract TP 2 Region 2
Treasures and Artifacts TP 1 Region 7
Jaderock Coral TP 2 Region 21

Units Owned: 4/10 Maximum
Treasure Owned: 1

Artifacts Owned:
War Palanquin of the Anointed Dead: +2 to Tac Man
The Radiant Blade: When wielded by a commander in battle, Gain +1 to battle rolls per charge on the sword. The sword gains a charge for every 2 casualties in combat and can hold a maximum of 3. Each charge adds 10% own casualties and loses all gained charges if not used in combat for 1 round.

Radiant Blade Charges: 0/3
 
LapisCattis
   End of Round Eleven  
No further mechanical edits to action posts may be made 
LapisCattis
   Round Twelve: Begin  
Years 33 - 35

Don’t forget to link to any rolls you make, including rolls for rulers you will start using at the start of next round. If you want a new ruler in the next round, you must state so in your action post for this round and link to their rolls. Any increases from actions for this round are counted for the ruler you start your next round with, which may or may not be your current ruler.
Good luck!

 The following events occurred between Year 30 - Year 32 
 
  Rules Alerts and Changes!  
 Reminder:   This round will end at 10am on September 25th, as a (now slightly shorter) 2 week round. Round 13 will be a 3 week round.

  Discovery!  
 Explorations, prospecting, and other news from afar 
 
 Spoiler: Tropical 

 

Small, colorful flashes are spotted in the northern tropical seas, growing closer at times in small clusters as if curious. Scouting missions sent closer discover the Taika, a race of smaller fish that make their home in Aniwana (Region 153).   The Splendid Miru Miru are found in Region 153 with a resource of Decor and a Desired Import of Exotic Foodstuffs! Trade Post 1 in Region 153 is owned by The Splendid Miru Miru. All Holy Sites are Open, along with the Clerical Support. Aristocratic and Mercantile Supports are both owned by the Splendid Miru Miru. 

The crew of the  Losinka Alaku  gracefully steps aside for Queen Nirali, allowing her first and final word on all decisions regarding the welfare and trajectory of the juvenile Reefback. The voyage would be dull, as there isn't much to see except endless expanses of gray cloudy waters, if it weren't for the myriad of epics sung by the Pojan crew as the ship swims onward. Perhaps Queen Nirali will have new lullabies to sing to her child when she returns.

 The Lojanese Republic explores the wastes east of Region 13 using the [u] Losinka Alaku[/] and discovers region W26, an uninhabitable Waste region! 

On the advice of his councilors, High King Lord Deca V sends an elite party of red-spotted nobles and scribes to the southwest of Belosa to make first contact. Upon arrival, the nobles are mostly ignored as the native adherents of Bureaucratism fawn over the bioluminescent algal writing grafted onto the scribes' sponges. Such a compact and brilliant method of storing information! What efficient bureaucracy! The local merchants eagerly sign trade deals with the diplomatic party in exchange for a closer look at the Hymenoceran sponge writing technology.

 The Hymenocera Expanse explores southwest of Region 29! They discover Region 30, a region which has two Open TPs of Branch Coral, a Desired Import of Esoterica, 4 units of defenders, one Holy Site of Archaic Assembly, one Holy Site of Bureaucratism, and one Holy Site of New Revivalists! Due to their Great Success, HYM gains the Merchant Support of Region 30! 
 

 
 Spoiler: Pemperate 

 
 
 


With the efficacy of their brineray-derived filtration grafts proving to be quite high and the contaminated waters to the far southeast clearing up, the Yellow Shade’s explorers press further into the toxic waters now known to lie beyond. They find a wide stretch of open sea, the seafloor shrouded in darkness and murk, filled with some microscopic scourge which, when ingested, causes horrific necrosis of the skin and outer flesh. Though the explorers are able to avoid this fate by virtue of their grafts, one of the sea cows brought along for provisioning is less lucky, and the eighth day of its slow decay into exposed organs and bones is enough to convince the explorers to turn back, having found nothing but empty seas and a few bony fish, either living zombies or examples of some strange adaptation to the toxin.

 The Lux-Glossian Shades explore east of Region 91! They discover Region 39, a Depth 1 Fathomless Toxic Region with one Open Trade Post of Bone-Finned Minnows. 

Though the second Lux-Glossian expedition is diverted at the last minute, it nevertheless returns results. Lux-Glossian explorers far to the west break through a shroud of anoxic waters and return, delivering their report on the social structure and habits of the small but architecturally gifted theocracy in the local area. Almost as important, they report no incidents with the locals, whose attention they were able mostly to evade.

 The Lux-Glossian Shades explore west of Region 170! They discover Region 167, a region which has two Open TPs of Greenslate Panels, a Desired Import of Textiles, 5 units of defenders, and two Holy Sites of Hierarchy of Ghon. 

The Crimson Moonlight glides through waters of such clarity that its passengers could almost swear they could see all the way around to the ship itself again, from without. It is only on the return journey that they realize this is a result of a strange pattern of light which create faint mirages of any item with the waters, stretching off..perhaps forever? Most just count themselves fortunate this visual indicator hadn’t attracted the attention of anything…unsavory.

 The Lux-Glossian Shades explore south of W35! They discover W34, an uninhabitable Wastes region without trading posts. 

Though the Abyssal Stewards have fled from the waters of Magma Falls, Lux-Glossia looks past the sins of the Eternal Spring--and this quite literally, for their cartographic covetousness has fallen upon what lies southwest of the increasingly isolated kingdom. They enlist the help of the Divine, not to fend off the demonic but to field test the inexact Gotezhar formulae. Tragically, rather than silver-suited sinking stars scouring the selected seas safeguarded by thermal fanny packs, the Nacres instead outsource to their own help, bringing in a pack of eelfolk from the latticework of some distant coral reef. The serpentine scouting is not without difficulty, and it is soon discovered that the Bitter Tourism packs are simply too small to protect the entire twelve-foot length of the longer eels. But, of course, you can't make an omelet without bursting some roe and you can't explore arctic waters without losing a foot or two of tail to hypothermia. Adjustments made, the Nacres are soon able to report back on the region, with but a hint of hope that the pack technology would become theirs.

 The Divine Nacres explore southwest of Region 51 on behalf of the Lux-Glossian Shades (Share Survey Data)! They discover Region 49, a region which has two Open TPs of Ivory Legionnaires, a Desired Import of Luxuries, 4 units of defenders, one Holy Site of Gospel of Life, and one Holy Site of Corrupted Gospel. 

"Service to a friend" is rendered all the sweeter by forgiveness of debts and by promise of secrets to be shared. The Divine Nacres profit much by their relationship to Lux-Glossia, and it is only just that all of the Shades share in such increase. Though they use the same methods, now refined, as they did for their other arctic expedition, here there is much more trouble. Travel through Artetchhue is perilous, and the would-be explorers find themselves rocked by Orquiquine explosions as they speed through the waters. Those who seek shelter find themselves soon set upon by the Ortel, a terribly certain, horribly gory, and unspeakably sedate fate. The survivors make a second run along the borderlands, avoiding the worst of the minefield, but finding themselves growing ill from the chemical flourishes from the Mother's Wrath. Reduced in number, sickened, and exhausted, the intrepid eelfolk finally make their way through the icy borderwaters into unseen seas. And that's when they find out about the harpoons.

 The Divine Nacres explore southwest of Region 55 on behalf of the Lux-Glossian Shades (Share Survey Data)! They discover Region 54, a region which has two Open TPs of Basalt Harpoons, a Desired Import of Fibers, 5 units of defenders, and two Holy Sites of Invocationists. 
 

 Region 105 is cleansed at great cost - Pfilghol loses 1 Unit in their efforts and Olgght, The-one-who-consumes, has their Military score reduced by 1. 
 The Order of the Ironkelp Knights cleanses Region 96 via spiritual cleansing! 
 The Desired Import in Region 17 changes to Drugs 
  Growth!  
 Expansion, development, unification, and similar forms of growth and prosperity. 

The Costa Sereia are a curious people, in a practical way. "What is it?" is an important question; no less important the following "How is it useful?"  COS develops a new Cultural Identity: Practical Curiosity which increases the die for Investigations to 2d8 

With the Eternal Communion’s presence in Region 66 firmly holding fast, the Riftlings see fit to declare the Region’s full integration into the hivemind. What few natives remain in the Region are evidently pleased enough by the Ambassador’s intent to preserve the waters’ lifeless state that they eagerly welcome Riftling rule.  RFT Presses a Divine Right Claim on Region 66 

Deep Blue’s influence continues to grow, as yet another Region joins the OpenSEA network, lured by promises of cookies that strike a chord with the food-insecure population.  DPB presses Confederation Claim on Region 59 

A decade of commercial and now religious links have steadily strengthened relations between the Kalan Company and the Cyphiri Union, and this process seems to be reaching an apex, as rumors swirl of talks aimed at fully tying the Emerald Tidelands to the Union Council.  CYP establishes a Confederation Claim on Region 124, spending 2 treasure 

After embarrassing diplomatic failures in years prior, the Ironkelp Order meets with a surprising reversal of fortune, as the Grand Master finds himself courted by and eventually married to princesses from not one but two foreign seas.  OKI establishes a Marriage Claim on Region 116! OKI establishes a Marriage Claim on Region 118 

Primarch Marcion continues to devote a great deal of effort to winning over the home region of the Black Pearls, and further negotiation is able to resolve the narrow technical issues that scuttled the last attempt at outreach.  SKR establishes a Confederation Claim on Region 117 

Perhaps feeling hemmed in by their longer-established neighbors, the Cryptid Congress quickly moves to secure more space for their people, focusing on the uninhabited waters to their south.  CRY colonizes Region 81 

The Gotezhar Builder’s Union wastes no time in living up to their name, embarking on massive works projects across the entirety of their territory. However, their constructed ecosystems encounter unforeseen issues as low-level species assumed to be omnipresent suddenly and inexplicably disappear from the construction zones.  GTZ works on settling Region 137 (¾). GTZ works on settling Region 174 (¾). GTZ works on building a Smoking Garden in Region 136 (¾) 
  As a result of growing connections and relationships, the Shark People vassalize to Deep Blue! DPB’s player will control the Shark People from henceforth. Each round the Shark People have one action and such action is chosen at random from the following list (rolling a 1d4): Attack, Raise Unit, Sack, Move. Targets for this random action are chosen by DPB's player. Move is a special Military action of the Shark People moving locations to a random unclaimed non-waste non-contaminated region. 
  Statecraft!  
 Cultural events, diplomatic overtures, foreign relations, and domestic affairs. 

Reef in Bloom:
ESP sends Treasure to KNH, gets Mitochondrial Regulation.

Oliver’s Ball: GTZ gifts Bitter Tourism to OKI and CYP; GTZ trades Filtration Grafts to CYP in exchange for 1 Treasure; GTZ trades Bitter Tourism and Razor Current Netting to SEN in exchange for Electrodialytic Staurozoa and Devolving Standardized Integrations; GTZ trades Razor Current Netting to STC for Holographic Certification; STC sends 1 Treasure to OKI?, STC trades Holographic Certification to CYP in exchange for Anoxic Adaptation; CYP gives GWC Composite Grafting, Graduated Symbiosis, Photospore Signalling, Supernatic Propogation, Trophic Deconvolution and Anoxic Adaptation; CYP gives Anoxic Adaptation and Trophic Deconvolution to SEN in exchange for Electrodialytic Staurozoa

Remote Point Access: STC gives 1 Treasure to DPB, gives Holographic Certificate to CRY in exchange for a promise; DPB gives Memetic Hazard Generators and Electrodialytic Staurozoa to CRY

CRY vassalizes to DPB!

  Impresses and Sways  
PGL Impresses the Aristocratic Support in Region 104
CYP impresses the Merchant Support in Region 139 (using Domesticated Sea Cows for Manual Labor Import)
CYP impresses the Merchant Support in Region 140 (using Ray-Ear Seaweed to satisfy Spices)
STC impresses the Merchant Support in Region 187
STC impresses the Merchant Support in Region 70 (using Sour Krill)
LOL sways the Merchant Support in Region 5; buys out TP 1 in Region 5 thanks to Tairlav Palace
COS sways the Merchant Support in Region  65 after defeating the contest from STC
KNH sways the Aristocratic Support in Region 75
KNH impresses the Aristocratic Support in their colony in Region 64

  Trade!  
 Buyouts, trade routes, and other economic shenanigans 

ESP creates a trade route with DPB!
LUX creates a trade route with ESP!

ESP buys out Trade Post 2 in Region 77 for Rimestone, spending 2 treasure and with the support of KNH
LIT buys out Trade Post 2 in Region 20 for Carcinized Architects after stiff competition from LSD
LSD buys out Trade Post 3 in Region 15 for Granite slabs
LIT buys out Trade Post 3 in Region 26 for Blood Pearls
LIT buys out Trade Post 2 in Region 28 for Tiny Turtles
LOL buys out Trade Post 1 in Region 26 for Blood Pearls
HEX buys out Trade Post 1 in Region 29 for Spinecrab
CRY buys out Trade Post 1 in Region 67 for Piezo-Phosphoric Crystals
CRY buys out Trade Post 2 in Region 59 for Coral Dye

GRV supplies Region 59 with Electrum

DPB’s payment is accepted by the entity known as Mammos.

  Faith!  
 Conversions, organization, and other such matters of faith 

COS Organizes Brilhinte as a One Doctrine Faith!

LUX sets the third Holy Site bonus for Lux-Glossian Way!
 
 Spoiler: Great Lengths for Great Discoveries 

Followers of the Lux-Glossian Way are always striving to discover the unknown facets of the world, whether those be new stories to sing, unique resources to barter, or extreme natural wonders to venerate. Merchants, clergy, diplomats, colonists, and explorers who follow this branch of the Way are willing to tolerate long, perilous journeys through the vast wastes while in cramped conditions with carefully rationed supplies in order to reach seas that few have swum.

Nations that have adopted the Lux-Glossian Way may route through wastes regions when taking actions. Each action that includes one or more wastes regions on the path occupies a Specialized Ship for that turn. Each waste border crossed adds 0.5 effective regions for distance penalty calculations. Military units may not be transported in this manner.
 


STC sets Tidal Sequence CI bonus - resist Sway Faction attempt.

PGL establishes Holy Order in the Pfithreef (Region 132)


ESP creates Holy Order in Magma Falls (Region 51)

DPB adopts The Eternal Communion of the Old Fathers as state religion
CRY converts to The Blossoming Sequence as state religion

CYP converts HS1 in Region 128 to The Flowing Way
HEX converts HS 2 in Region 4 from Dreaming Dead to Uplift Reverence!

  Wonder!  
 Miracles and inventions, ancient relics and spectacular undertakings 
 STC develops the technology Holographic Certification! Gives +1 to rolls when resisting Undermine Support. Requirements: Photospore Signaling and a source of Bioluminescent Ink 
A new innovation using bio-luminescent ink to create intricate, 3-dimensional images that change color and form based on angle of observation and ambient lighting. Aside from its artistic value, the new technique can be used to create seals and certificates that are nearly impossible to forge, allowing for more secure documentation and greater trust in contracts and correspondences.

 DPB invents a new technology - Memetic Hazard Generators! Effect: On a successful Undermine Support, if you received a Great Success (the higher of TN 18 or the defender’s roll + 6) the targeted Faction becomes Unruly. Requirements: Electrodialytic Staurozoa 
 ABS invents Joined-Stalk Companies! Requires Composite Grafting, Precious Minerals; Successful Expeditions reward 1 Treasure instead of a +1 bonus to one Buyout in the revealed region - this includes expeditions into Fathomless or Open Waters regions. On a Great Success, instead of Treasure, Expeditions grant control of one local Trading Post, or a free Prospect attempt in Wastes regions.  
  CCA invents Adventuring Parties! Requires Photospore Signaling, Skilled Labor; Missions can set out from any region which the explorer controls or has Aristocratic Support in. 
 DNA invents Seeker Barnacles! Requires Graduated Symbiosis, Megafauna; Expeditions may set out from any region the explorer controls, has Merchant Support in, or has a Trade Post in. 

The Riftlings complete the Firewall! While the name may lead one to believe a composition other than deadly trained herring, the Firewall is nonetheless foreboding and highly effective.

RFT gains 1 Treasure from Plastic Flower Recycling Routine

RFT creates Artifact - The Bare Trap


  Might!  
 Military matters of all kinds, be it warfare or strategic developments 

MGM Promotes a General - “Tiny” with a Military Score of 7!
GRV Promotes a General - Sersi The Pale - with a Military Score of 10!
LOL raises Hurrdrav Fortress in Lojan (Region 9)
MGM Oppresses the Clerical Support in Region 10!

 Lojanese Republic’s invasion of Kaarme (14) 
 
 Spoiler 
Led by General Zabkrew (Military 9) with Military 6 ruler, 2 LOL Units invade Kaarme (14), spending 2 Treasure, using Death Commandos, and attempting to use Graceful Show of Force, facing off against 1 AOK unit led by Master Juma (Military 9) with Military 6 ruler, attempting to use Unyielding Force!

General Zabkew and Master Juma tie for Tactical Maneuvering! Both of their Tactical Doctrines activate! (total effects: -20% LOL casualties, +2 LOL leader loss roll, +12 AOK leader loss roll, free LOL Sway attempt in 14)

AOK Victory! Kaarme (14) remains under AOK control! LOL Sways the Aristocracy of Kaarme!
 

 Sakura-jin invasion of 120 
 
 Spoiler 
Led by Clös (Military 7) with Military 7 ruler, 5 SKR Units invade 120, attempting to use Witness of the Great Commission, facing off against 2 native defender units led by a Military 7 commander, attempting to use Unyielding Force!

Clös wins Tactical Maneuvering, successfully utilizing Witness of the Great Commission! (On victory, free conversion attempt in region. +4 to battle, -40% enemy casualties, +10% own casualties.)

SKR Victory! Native defenders lose 2 Units! SKR loses 1 Unit! SKR converts HS 2 in region 120 from Followers of Athe to Sakurado! SKR gains control of 120!
 


GWC invades region 123 unopposed! GWC gains control of region 123!

  Schemes!  
 Coercion, betrayals, and spycraft 

PGL recovers the Kela Ein Kamohu Artifact!
PGL recovers Gtsit after a successful lightning raid!

DPB Coerces TP1 in Region 55 for Chelonian Hunters
DNA Coerces TP1 of 173 on behalf of CYP!

  Terror!  
 Violence, upheaval, murder, and destruction. 

ABS Sacks ESP TP 1 and TP 3 in region 59, gaining 2 Treasure! Mammos destroys TP 3 in region 59 rather than allow ABS to benefit, costing ABS 1 Treasure!

HEX loses the Clerical Support in region 4 - it becomes Open!

Titan updates will accompany Organization action post due to GM mishaps.

The Astral Rebellion has vanished entirely.

  Organizations!  

SEN constructs a Smoking Garden in Sketi (68)
SEN and DPB accept the requests for Quarantine Measures
KNH refuses the ABS request for Quarantine Measures - the Stewards grudgingly accept this fact for what it is.
SKR accepts DNA request for tests.

 Writing Collections 
MGM submit an entry to the Songline of the Sunlit Seas
GRV contributes an action to the Verglas Volumes
DPB contributes an action to the Verglas Volumes
FAY contributes an action to the Songline of the Sunlit Seas
SKR contributes to Genus Taxonomia Vadosus Mare

 Reputation 
LOL raises rep with ABS from 1 to 2
SEN raises rep with ABS, spending a favor in the process
DPB raises rep with ABS, spending a favor in the process

 Favors 
LUX gives Filtration Grafts to DNA to repay favor debt
LUX asks DNA to Share Survey Data about the Region SW of 51 as a favor
LUX asks DNA to Share Survey Data about the Region SE of 55 as a favor
CYP asks ABS for Prize of the Depths
CYP spends a DNA Favor to get Survival Of The Fittest targeting TP1 of 173
GRV takes up Bounty of the Depths, getting 5 Treasure in exchange for 2 Favors
STC provides Holographic Certification to DNA to repay a favor.
KNH spends a DNA Favor to ask DNA for Gene Grafting for General Kreel, raising their Military score.
KNH gives Mitochondrial Regulation to DNA to repay favor debt
COS asks ABS for Prize of the Depths
SKR takes up Bounty of the Depths, getting 2 Treasure in exchange for 1 Favor

 Prestige 
SEN completes a Monumental Undertaking!
KNH completes a Monumental Undertaking!
COS creates a Cultural Identity!
Lumaeus
  The Riftlings Many of the Dead Seas      Pemperate Region    
 Turn 12

Ruler: The Youngest, Fourth Chosen of the Mother of the New Era
Diplomacy: 4
Military: 3
Economy: 2
Faith: 10
Intrigue: 4 
 
 Spoiler: Trickle Down Economics 

The Riftlings have always enjoyed* close trade relations with the Eternal Spring. What this means, of course, is that the unfortunate buildup of trade goods has always been conveniently taken away by the Medusae and the game-required-but-fluffwise-absent-merchant-class (because the Riftlings (and the Chrysomallon Kiwa) have no material culture) kept mollified so that they do not intrude into the fluff layer by the same.

For this service, the Medusae have demanded nothing, and the Riftlings remain grateful. Now, though, Riftlings in the Dead Seas have found a comical burlap sack with a big green dollar sign on it filled with MammoCoin™ floating gently midway down the depths to the Dead Seas. With no wonder where it came from, the only question is  how soon and how effectively can we get rid of it? 

*tolerated
 

 Faith10: Miracle 
 
 Spoiler: Down, Down, Down We Go 

The treacherous Abyssal Stewards have declared war on the Pax Arctica by their actions, but the evenhanded and fairminded Gravetenders hold back the Riftlings' wrath. There is to be a trial. There is to be due process. There is to be hesitation before the final blow. War has been declared by the aliens, but it may not  yet  be answered in kind.

No matter.

It is not an act of war to shatter the metallic threads by which the Stewards seek the entrap, coerce, and incite the polar powers. It is not war to rebalance the tables of incentive. It is not war to  pray .

And so the Anointed Prophet of the Eternal Communion make a tour of the Separatum Corporate Holdings, alighting with a quiet hum above the ruins of the trade post so viciously attacked by the Stewards. They speak:
 
"We, the Anointed Prophet of the Eternal Communion bring a message from the Old Fathers, by the Youngest, in the name of the Great Mother. We float now at a scene of death and of terror, a nightmare conceived and perpetrated at the whims of those servants of avarice, the Abyssal Stewards. This treachery has struck a deep blow into the heart of the wellbeing of the greatest polar project to date, into the soul of the predecessor to our blessed Pax. This cannot be allowed to stand.

Some may blame Mammos for the bulk of the destruction. Those surviving eyewitnesses speak in jumbled tongues but do, in fact, agree that it was in a vigorous display of defense that the demon by wrath heretofore unseen brought low the the trade post and the Stewards hopes. This, we unqualifiedly admit, seems true. But Mammos is a guest of the Eternal Spring, the Eternal Spring holds dominion over the trade of the Corporation, and if the demon was charged with the defense of the region even unto the point of this destruction, then by the Spring's own charge is Mammos declared innocent of crime.

Pardoned though it is, Mammos' devastation was not wanton. It was a hand forced by the depredations of the Abyssal Stewards. Dangling their monopoly of the depths over our heads, they have for too long seduced our peaceful peoples into their debt. Now, they have revealed themselves. Parasites grown fat on the carrion flesh of those into whose dominion they bore deadly wounds, distant emperors who would command all from the noble Ennead to the divine Herring God to the proud Nathi. They manipulate our realms and our realities as though we were but playthings in an online collaborative worldbuilding game.

No more.

In the name of the Mother, our collective will shall be done. Today, we strike the first blow against the leash of these Abyssal Stewards, and we will continue to strike the next day and the next and the next and the next. Though judgment and retribution be delayed until the results of the trial, a trial where we freely admit they may find vindication, we will no longer cower at their altar. Polar has gods enough. Let us sink below the gaze of these false divinities and let us plumb depths from which they shrink in fear. Let us know the secrets of the sunken places, and let us be free from these Stewards of the False Deep!" 

A great thrum resounds, not through the waters but through each and every member of the Eternal Communion. The Mother's will be done.

 Miracle: Depthborn  Adherents of the Eternal Communion can connect to those around them, and through use of the sealife around them, can offload the pressures and extremes of the depth onto those beings that can take it.

Effect: Adherents of the Eternal Communion may interact in regions of depth 1 without penalty.  This does not stack with any bonuses granted by the Abyssal Stewards 
 

 Diplomacy: (Faith|Censer)  Grant the Bare Trap to the Seatide Confederacy

 Faith: Convert  Maurente (74) 1 TN: 12  Roll: 18   SUCCESS 
 Faith: Convert  Maurente (74) 2 TN: 12  Roll: 18   SUCCESS 
 Faith: Convert  Remote Point (187) 1 TN: 12  Roll: 18   SUCCESS 
 Faith: Great Project: Eternal Reunion in Danabae (69) 
 
 Spoiler: Immunosuppresants 

The awful mangle of flesh forbidden the peace of death is not yet what it needs to be for the Doflein to work undisturbed. Somehow, despite all of the abuse it has suffered, the horrifying animation of the rot-seeded offerings allows for the bodies' own defense systems to thrive. For grafts, for recycling, for abomination, this will not do. The Ennead would not be pleased to find their flesh was able to reject the purposes for which it has been harvested and collected.

The Architect of the Riftlings Many, possibly the greatest experts in the world in the field of reanimation, now dedicate their energies to selective  de animation. Even at their miniscule size, Riftling polyps cannot perceive nor excise immune cells--that would be absurd and unrealistic. Instead, a method is found over years of labor. Through extension of their own Communion throughout the painwracked flesh, the Riftlings invite the immune cells into their own cluster. These, they then extract through a thousand cuts, each one an agony to the cluster sharing the experience of the dead. And then they repeat it, time and again, until critical mass is reached, and the fleshstock can maintain its own Communion and expel its own immune system into the waters above.

A puslike cloud of macrophage and antibody swirling around them, the Architect look out over the edge of an ever-growing pit in waters grown thick with the fog of off-gassed immunities.

Eternal Reunion: 2/5
 

 
 Spoiler: Ascent of the Fifth 

Waiting for certain 66 writeup stuff, sorry
 


Non-actions:
Allow ESP to copy Censer if they desire
Support ESP buyout of Pelagic Graftsmer
Accept Luxuries/Trade Posts in the form of Dragon Scales and/or Soothing Oil and/or coral dyes and/or gravelglass from ESP
-Explicitly don't accept any trade good not noted
Resist literally any assault I can

 Next Ruler Stats: 
Diplomacy: 2
Military: 3
Economy:4
Faith: 10
Intrigue: 4
Volthawk
 
   The Cyphiri Union   
  Round 12  
 Regions:  122, 129
 Ruler:  Baran Hallus
 Faith:  The Flowing Way (The Cyphiri Way)
 Diplomacy  8  Military  5  Economy  10  Faith  9  Intrigue  2
 Merchant Marine 
 
 
  Actions  
 End of Turn Ruler Increases:  +1 Diplomacy
 
 Exhibit Great Work - The Palranic Anthology (Literature; +3 Prestige) [Diplomacy 5] - Unrolled
 
 Spoiler 
History has always been of great importance to the Cyphiri, and art a useful method of expression and interpretation. The Archives have always been a representation of those concepts to the Cyphiri, and their importance in the Flowing Way, and for as long as any Cyphiri can remember Palran has been the master of those halls. The ancient Cyphiri has had some time on his hands recently, with the reconstruction of the Archives and the training of their new archivists successfully delegated to trusted subordinates, and the Anthology has been what he's filled that time with - a collection of all that he has heard over his long life, the stories curated to those that are most insightful, entertaining or just plain interesting.

It's clear that Palran has made an effort to not make the book all about the stories of the Cyphiri - after all, many Cyphiri travellers pass by the Archives on their return to relay the stories they've learned out in the world, and Palran has made it a mission to hear them all, the Anthology containing many of the stories of the other faiths of the oceans that met his criteria for inclusion - of the gods of Brilhinte or of Mother Herself, for instance - and the various cultures found out there. Despite the importance of interpretation and understanding to the Flowing Way, and the fact that guidance in such matters is an important part of an archivist's role, the Anthology has no commentary or guidance by Palran, except perhaps in the order he's organised the stories, or the exact wording he used in his relaxed, occasionally somewhat light-hearted writing style. He refused to explain why he omitted such an importance of the telling of the story until his death, less than a year after declaring the piece complete, and understanding whatever message he intended from this, or may have hidden deep into the text, has become an occasional preoccupation of dedicated followers of the Flowing Way, particularly the archivists.

The Palranic Anthology, as the writings have come to be known, have been kept in the newly built Grand Archives of the Cyphiri, taking pride of place in the Old Building. All people from across the ocean are invited to come and see them, to read the stories or simple enjoy the artwork (despite his age, Palran apparently still had the dexterity and finesse of a Cyphiri, cobalt-dye pictures depicting various scenes from across the known waters), and maybe gain some kind of understanding of the people around them. Or they may not, and simply enjoy the stories as they are. The Cyphiri are fine with that too - such is how stories work.
 
 
 Raise Reputation with the Chelonian Chora (Reputation 2-&gt;3) [Diplomacy] -  20, Success 
 Sensing the renewed warmth towards those of the Chora across the Union, Baran decides to make it official and meets with the Chora in and around Cyph-Arel's Reefback Nursery, hoping to win them over.  
 Sway Aristocracy of 124 [Diplomacy] -  20, Success  
 Convert HS1 of 124 [Faith] -  12, Success 
 With the Tails of the Tidelands believing in the Flowing Way and agreeing to the idea of incorporation into the Cyphiri Union, all that remained was to convince the Kalan themselves. It was decided that a two-pronged attack would be best, the Hallus-led diplomats arguing the political and economic benefits (Baran himself coming down at one point to discuss his goals for the Cyphiri's Retainer Guard and the role the Kalan may play in it) while the remaining teachers of the Way focus their attention on the Kalan under Ulnesh direction, trying to get more of the Kalan following no particular faith (or a minor one that can brought into the proper context) to understand the Flowing Way as the Cyphiri do.  
 Contribute to the Genus Taxonomia Vadosus Mare [Economy] - Unrolled
 As always, the Cyphiri are always happy to respond to a request for information on the world around them, and the Divine Nacres' survey of the life found in the local ocean is no exception. Soon, reports are coming in from Cyphiri in their positions across the Union's various holdings and places of interest of the life around them - nowhere near as detailed as the report from the Pylet on the cralscye, but the hope is that breadth, scope and quantity has a value of its own to the Nacres.  
 Prospect in W35 [Economy] -  21, Success (1 Treasure spent; 3 TPs discovered) 
 With preparations complete, and the crew fully trained in piloting Wayfinder and using Shero'ah Hakkol, Rendal Belar takes the vessel out into the wastes, using their new western staging point. Soon the people living on the southern edges of the Glossian Sea, Gosto G'Cor and the waters around their staging point can occasionally hear the shrieks of Gulgolet Shero'ah Hakkol resounding through the oceans as the ship scours the closest wastes for anything of value, occasionally stopping back at their staging point for supply and to pass on their findings.  
 
  Nonactions  
 
 Partially repay the debt to the Abyssal Stewards with 2 Units for 1 Favour.
 Baran's quite happy with the Piryon Ma'yan, but he is also very much aware of the way it has shifted the balance of obligation in the favour of the Abyssal Stewards. As a sign of goodwill, and to prevent the balance even shifting further out of their favour given other ongoing deals, he makes arrangements with House Hallus' retained force of mercenary irregulars to transfer their contracts to the Stewards, bolstering the organisation's forces and in the process helping to relieve the worries of some Cyphiri families and houses who had always been concerned about the mercenary army not under the Fund's authority. Howevr, it soon becomes clear that this won't be enough, and soon a substantial amount of the Retainer Guard have their contracts signed over too - some of the more skittish Cyphiri families voice concern about not having a substantial military, what with the Sakura-Jin's current expansionist bent and the mer clans to the south becoming a growing power of their own, but the arguments for the diplomatic and technological benefits of the move overcome thoise voices. They had the Flowing Peace to protect them, after all.  
 Spend 1 ABS Favour on Abyssal Technologies to gain Joined-Stalk Companies. 
 Spend 1 CCA Favour on Chelonian Technologies to gain Adventuring Parties. 
 Spend 1 DNA Favour on Nacreous Technologies to gain Seeker Barnacles.
 News of every major organisation offering to teach about their own unique ways of exploring the world and learning its secrets is music to Pelir Hallus' ears, and she sends out a group of her subordinates to each of the three groups to learn what they can. The fact that each group is led by one of the three Cyphiri most likely to succeed the aging head scientist of House Hallus isn't something that goes unnoticed by the scientific community of the Union, and the common perception is that each is trying to impress her with their conduct while away and the quality of information they come back with.  
 Spend 1 DNA Favour to ask them to investigate the island where the Trawling Beasts were resting on the Union's behalf.
 The Trawling Beasts have captured the imagination of many Cyphiri, and learning more about them is a topic of interest to many families. The Dapan family, a part of House Pylet, see more than just an interesting group of creatures or a crisis to be dealt with, though - they see opportunity. Curious as to the potential rewards to be found on that island, and sure that it could be very profitable, their leader meets with Hapat Pylet on several occasions, and in the end it appears as though he is convinced as he makes an official request of the Divine Nacres to investigate on the House's behalf. The Dapan aren't particularly equipped for the surface, after all, although preparations are underway to rectify that problem, and the Pylet lack the time and focus to investigate properly themselves - better to have someone else make the preliminary investigations, so that they can only act once they know doing so would be worthile, and the Nacres are the perfect fit for the job.  
 Spend 1 Treasure to try to direct the Trawling Beasts to 109, assuming that attempts to lure them north are successful. 
 Try to evacuate TP1 of 109 from the Trawling Beasts:  14 
 Seeing that the issue of the Trawling Beasts is an ongoing one, and now properly understanding the potential speed and reach of the creatures, the Union Council turns to House Tellan to make a sacrifice for the greater good of their neighbours, friends and fellow followers of the Way. Seeing that the Gotezhar are again trying to guide the stampede northwards, the Council makes a plan to ensure they keep heading north, not veering off-course to the Tideswept Shelf or into the lands of the Order - the Tellan are already invested up in the far north, and their cows are found wherever they are these days, and so are well setup to pick up the slack from the Gotezhar once their distractions end and ensure beasts remain distracted once they get going, guiding them into the bracksh waters and hoping that they either move on into the wastes or stay in the northen brackish seas where there is relatively less investment. The Tellan accept the task but are less than thrilled about the threat to their supply of Swarm Ash (as are many of the Cyphiri who trade with them for the stuff), so they get to work on evacuation and damage limitation, trying to get the people important to the trade out of there in time along with any equipment and facilities that can be moved.  
 Finish a Monumental Undertaking - The Grand Archives of the Cyphiri (3/3; +1 Prestige)
 
 Spoiler 

Construction is finally completed, and focus turns to the final touches - moving the physical records around to their appropriate building, ensuring the archivists are in the right place for their knowledge and tendencies, ensuring the place has the right amount of ornamentation and finery to suit its grand purpose without being excessive, and so on. Before long, they are finished.

The new Grand Archives have many similarities to the Great Hall, showing similar construction techniques and the same elaborately decorated fiber mats serving as walls - although this time rather than the symbols and sigils of the Cyphiri families they show figures and scenes from the stories found within their building, making it obvious to visitors where they need to go for a particular topic and being quite impressive in their own right. As such the Old Building, remaining the heart of the Archives, have artworks showing the story of Arthan's Way running alongside the exterior, while the four Archives of the Way similarly show off a pivotal story of each of the people they represent (the Middish, Lux-Glossians and Gotezhar, with the fourth serving as a catchall for the smaller countries and minor groups following the Way), while it's decided that the War Room's walls should show a general representation of the topic rather than a specific story, to avoid seeming to show favouritism or scorn (and perhaps a little down to the distaste of the typical Cyphiri around the subject, as much as some of them find the topic fascinating).

The actual opening of the Grand Archives is delayed for a while after Palran's sudden but not unexpected death, to give the archivists a suitable amount of time to celebrate his life, grieve and arrange for his successor. Despite that, the ceremony around the reopening of the Archives still somewhat has a dual purpose as a celebration of their greatest leader, many of the Cyphiri that come here doing so to pay their respects to the old man that had touched so many lives, and the reveal of the Palranic Anthology is a major part of it. Besides that, though, the opening ceremony is open to all who are interested, regardless of where they are from or how little they may know of the Archives and the Cyphiri - the archivists love to teach, after all, and new faces bring new stories.
 
 
 
  News and Rumours  
 
 While few Cyphiri can deny the danger the Trawling Beasts present, and endeavours to deal with the problem have widespread support, many are nonetheless quite fascinated by the creatures. Many wonder where they came from and what they really are, while others eagerly await the stories of what's been going on in the west, finding the way people have reacted to the disaster and the effects they've had on the waters they've passed through fascinating. 
 The Cyphiri are fascinated by the Piryon Ma’yan, and those in charge of recieving the artefact from the Abyssal Stewards ask more questions about the past and origins of the seed than they're likely willing to answer. In the end, though, they're just happy to have it and it soon finds it way to the Council Fund for use in their great building projects, many Fund planners already trying to find a use for it now that the Grand Archives are nearly finished. 
 Even before the establishment of the Retainer Guard, Artan has been the most influential member of the Council Fund when it comes to the matter of mercenaries. Through the establishment of the Retainer Guard, managing coordination with House Hallus' irregulars, and their peacekeeping and protection duties over the years, she's kept a good rein on the mercenaries, and learned a lot from them about strategy and tactics. It's becoming clear these days, though, that she's becoming too old for the job, and word from Fund members is that she's arranging for a successor within her section of the Fund, and teaching them the things she's learned in the process. 
 The more time goes, the clearer the intensions of House Ulnesh is - the vast majority of Cyphiri coming into the Emerald Tidelands are Ulnesh or from one of the families of their house, and while Hallus diplomats are handling the official business of the merging between the two countries, it's clear that Ulnesh leadership is heavily involved in the process. The assumption of many within the Union is that once the agreements are made, the Tidelands will become the main focus of House Ulnesh. 
 In the wake of the annexation of [123], business as usual goes on for the Carral. The family's mercenaries were enough to ensure their holdings were safe from any desperate household troops and to protect the blubber shipments from the perils of war, and the conflict was short enough that disruption was minimal. 
 Rendal Belar hasn't reported back much in the way of insights from his journeys into the wastes, but his belief that there's something out there of value to understanding the Way doesn't waver. His crew, as always, mostly just ignores this and gets on with the practical tasks at hand, and as  Wayfinder  continues to be successful they don't mind Rendal's preoccupation much. 
 
  Houses and Families of the Cyphiri Union  
 
 Spoiler 

These days many families are organised into Houses, a group of families led by a family that is part of the Union Council that have certain legal and economic ties and obligations, so the following is organised to suit. As always, there are many more families than this (in and out of the listed Houses), and more Houses, but these are the ones mentioned in the fluff so far.

  The Council Fund  
 TPs:  122.1
 Other:  Arthan's Head
The Council Fund is organised like a Cyphiri family but without any kind of central bloodline, its numbers drawn from every Union Council family - the family itself, not the wider House (a technicality based on the wordings involved with the laws that established the House system, but one few of the Council families wish to change). Similarly, a significant amount of its assets come from the Council families, one of the obligations involved in joining the Council being to contribute a proportion of their assets to the Fund, the rest being assets created by the Fund using those contributions. Its role in the Union is intended to essentially be a neutral party and wealth reserve, one not beholden to one family, although council families use past loyalties and political maneuvering to push their interests, and in the restructuring of the Union House Hallus has more influence than the dominant family would have in the old days of the Union. One of their major roles is that of managing mercenaries - the Retainer Guard is a force of mercenaries hired on a long-term basis that answer to the Fund and are sent out as and when a family requires assistance beyond the scope of their own mercenaries, and if the Cyphiri ever go to war it is the Fund that will have military command (under the guidance of the Council). Beyond that, they're also the major investor in the photospore networks across Cyphiri waters and out to major Cyphiri holdings elsewhere, they're one of the largest buyers of Cyphiri gold, and they're the caretakes of Arthan's Head who decide which families can hire it out.
- Artan: The head of the arm of the Council Fund that works with mercenaries, and the one who made the early (but now irrelevant) deals with the Kalan Company that led to the diplomatic/economic foothold needed to secure the Fund's current mercenary force. As that force developed into the Retainer Guard, she's leveraged her role in things to become one of the major players in the military, developing a strong interest in battle tactics and strategy despite the typical Cyphiri attitude towards such things. Her parents were followers of the Flowing Way who named her for Arthan, but she isn't faithful herself.

  House Hallus  
 TPs:  122.2, 173.1
 Supports:  122 (Aristocratic/Mercantile), 111 (Aristocratic)
 Other:  Cultural Exchange with COS
 House Families:  Belar
Once just the most important family in the field of research and development, the Hallus family are now the most powerful family in the Union. After taking the position of the Ulnesh, the Hallus family have set about restructing and legalising many aspects of the Union Council and the wider Cyphiri Union, leading to the establishment of the House system and the Union's current strength.
- Baran Hallus: The actual head of the Hallus family, and the one directing their recent political moves. He has great respect for Pelir's work, and tends to indulge her requests. He's got broader interests than the average Cyphiri, taking an interest in the military conflicts that have gone on around the known world, and making plans for diplomatic efforts beyond those that are business-related.
- Ashal Hallus: Baran's newborn daughter.
- Pelir Hallus: The pioneer of Hallus biotech research, and the mind between most notable recent Cyphiri advancements. She's not the head of the family but has enough influence through the family to get what they want, if possible, with the Belar family being one example of this. She's quite fond of Costa Sereia, having used much of their technology in her work since meeting them.
- Lanit Hallus: One of Baran's main diplomatic agents and representatives. She's spent a lot of time in Orope in the past, trying to help the Tellan stabilise and gain control of the merchants there, and the failure there has left a stain on her record that she's never been happy about. Since then, she's been assigned to coordinate with House Ulnesh in the Emerald Tidelands, a task she's working hard at in order to regain her standing within the family.

 Belar 
 Supports:  140 (Mercantile)
 Other:  Wayfinder, Gulgolet Shero'ah Hakkol
A small family of explorers, eager to strike out into the unknown to find enough of value to make them rich. They established a mutually beneficial relationship with Pelir Hallus some years ago, with her finanicially backing their expeditions in exchange for her hearing first about their results and in general keeping the spark of adventure going within the Union, and with the establishment of the House system they've fallen fully under the banner of House Hallus. They're also the ones in charge of waste exploration and exploitation, journeying out in their ship, Wayfinder, and using gifts from the Abyssal Stewards to find anything of value out there.
 - Retak Belar: The head of the Kelad, and one more focused around the ecoomics of their operations than the actual work they carry out. As such, he's very close to the Hallus, wanting to ensure further funding and the other benefits of being part of House Hallus keep coming.
 - Rendal Belar: The captain of Wayfinder, the Kelad's ship built to venture out into the wastes. He's a devout follower of the Flowing Way who believes that uncovering the mysteries of the wastes may provide some kind of hidden insight to the secrets of the Way.

  House Ulnesh  
 Holy Sites:  122.1, 124.2, 124.3
 Supports:  122, 124 (Clerical)
 House Families:  Carral
Formerly the dominant power among the Cyphiri families, before the ascendancy of the Hallus family. Originally, they split their interests between a very strong agricultural base and ways of leveraging said strength in political and economic endeavours, but as more and more food is imported, the Union grows beyond their capabilities to feed, and other families take bites out of their agricultural empire, they've been finding that strength waning. These days, they instead leverage their high status among Cyphiri followers of the Flowing Way, with Werran Ulnesh their leader, to secure power. There was once a great rivalry between Ulnesh and Hallus, strengthened by the Hallus takeover, but these days they're almost cordial as the Ulnesh support Hallus ventures in the Union Council while the Hallus help them with their own plans focused around the Emerald Tidelands.
- Werran Ulnesh: A devoted follower of the Way, close to Garren, excited to spread the Flowing Way to new lands, very curious about the way other countries and faiths work. He became the most influential Ulnesh after their fall from dominance, as his rapport with Cyphiri followers was separate from his family's business, and since Garren's death has taken control over the family as it focuses on its new direction.
- Relas Ulnesh: The member of Ulnesh's leadership council most pushing for them to retake the top spot, and the main opposition to its current direction. She was originally Garren's preferred successor, but in the years before his death disagreements between the two meant she lost his direct support. She's proven herself to be a competent leader in her position, though, putting to bed many doubts people had when she was younger.
- Helad Ulnesh: The man in charge of coordinating loans between the Ulnesh and other Cyphiri families, deciding who gets the offers and how they're repaid/the influence gained is otherwise used. Was once the favourite among most of the family to succeed Garren, but the family's shift in direction led to him being passed over in favour of Werran. He still has notable influence among other Cyphiri families due to his ability to leverage the loans, though, and he's been busy trying to bring various families into House Ulnesh.

 Carral 
 TPs:  123.1
 Supports:  123 (Mercantile)
Small decentralised family who were once down on their luck and turned to the Bone-Grinder's Guild of [112] to try to make a new future for themselves. Their attempts to become more influential in the Guild ended up gaining them little, but the expedition eastwards that the Bone-Grinders sponsored has borne fruit for them, and they are now based in that region and have established themselves as a dominant mercantile power in the region by selling on imports from the Kelad.

  House Tellan  
 TPs:  109.1, 114.2, 118.1, 118.2, 134.2
 Supports:  126, 139 (Mercantile)
 Other:  CYP-OKI Trade Route
 House Families:  Kelad
Previously a minor family in one of Cyph-Arel's cities, now dedicated to the trade route between the Cyphiri and Middish. Operate a network of camps, rest stops and small businesses catering to those taking said route, and established the route itself. Has control over part of Orope's Giantbane Seed industry, along with investing in some nearby regions. Current leaders in fields relating to Supernatic Propogation, due to their ties to the Middish. They've ended up on the Hallus side of the Ulnesh/Hallus split in the Council, due to the family helping them secure the Cobalt Dye they now sell to the Middish.
 - Tarpan Tellan: Head of the Tellan, now living in Orope full-time. Quite fond of the Middish, and their interpretations of the Flowing Way. Approves of the Hallus' shift towards a standing mercenary retainer, the Middish attitudes towards war and battle having rubbed off a little.
 - Yanmet Tellan: Tarpan's second in command, handling things on the Cyph-Arel side of the business and dealing with the other Cyphiri families.

 Kelad 
 TPs:  117.1, 127.1
 Supports:  118 (Mercantile)
Another minor family, and one that's been very active in sending out opportunity scouts to the regions nearby to the Cyph-Arel - Orope trade route. They're not planning on making many big attention-grabbing moves for the time being, but have a plan to acquire resources vital to the efforts of other families and sell it on to them at a profit. In recent decades, they've been having a lot of troubles with the Black Pearls, many of their major holdings being in waters that the syndicate holds sway in.
 - Nalrin Kelad: An influential family member in the wake of the disruption brought by the Black Pearls, and very outspoken about her views of the syndicate.

  House Pylet  
 TPs:  129.2
 Supports:  125, 129 (Mercantile)
 Other:  Pyl-Garat (129)
One of the Union Council families, and the main one driving colonisation attempts. Has a great deal of influence with the smaller families and the colonists of Pyl-Garat, but is beholden to the Hallus in turn - an obligation they are trying to weasel out of as much as possible, not wanting to turn against old friends in the Ulnesh family but having found the offer from the Hallus too good to turn down.
 - Hapat Pylet: The head of the Pylet family, the main family in control of Pyl-Garat. Doesn't have the best reputation among followers of the Flowing Way, between many statements he has made that were critical of it, and the fact that many of the people living in Pyl-Garat have ended up following the tenets of Sakurado instead. The man himself appears to follow neither faith.

  Other Families  
 Holy Sites:  122.2, 122.3, 128.1
 

  Statistics  
 
 Spoiler 

 Special Actions Available:  Diplomacy 5, Military 5, special Hoard Treasure (Int-based, +2 Treasure, until end of round 12)
 Special Actions Used:  Economy 5, Economy 10, Faith 5

  Diplomacy  
 
 Spoiler 

 Reputation/Favours 
 The Abyssal Stewards:  Rep 2, -2 Favours (Expected Change: None - +1 Favour/-1 Favour)
 - Welcome: +1 to resist Sacks and Coercion
 - Friendly: +2 to resist Secret Actions
 The Chelonian Chora:  Rep 2, 0 Favours (Expected Change: +2 Rep - +2 Rep/+1 Favour/-1 Favour)
 - Welcome: +1 to resist Supports becoming Open or Unruly
 - Friendly: Distance Losses triggered every fourth region, -0.5 distance penalty (-1 if target is adjacent to/has a CCA base)
 The Divine Nacre:  Rep 1, 0 Favours (Expected Change: -1 Favour - +1 Favour/-2 Favour)
 - Welcome: +1 to Exploration, Prospecting and Colonisation
 International Prestige:  Prestige Rank 2, 1 Prestige (Expected Change: +4 Prestige -&gt; PRS 4, 0 Prestige)
 - Respected: +1 to Establishing and Pressing Claims and Promoting Claimants
 - Admired: +1 to attempt/resist Sway and Impress actions

 Bases 
122: Reefback Nursery

 Cultural Exchanges 
Costa Sereia

 Cultural Identities 
None
 

  Military  
 
 Spoiler 

 Units:  2 (Expected Change: -1 Unit)
 Unit Cap:  7

 Aristocratic Support 
122, 111

 Generals 
None

 Fortresses 
None

 Perfected Tactical Doctrines 
None

 Military Technologies 
 Supermarine Artillery (Dropping Weapons)  +1 to battle rolls and +1 to Maneuvering rolls in regions of Depth 0 (Prereqs: Giantsbane Seeds, Supernatic Propogation, Photospore Signalling) [Prereqs not met]
 

  Economy  
 
 Spoiler 

 Treasure:  4 (Expected Change: +0; Rate 2 - 1 Actions - 1 Trawling Beasts)

 Trade Posts 
 Effective Total TPs  16
 Treasure Rate  2

    Trade Post 
 Resource 
 Use 
 Support 
 Rate 
 
  109.1 
 Swarm Ash 
 Bitter Tourism 
 Cyphiri 
 2 
 
  117.1 
 Biolumiscent Tunicates 
 Support of 118 
 Black Pearls 
 0 
 
  118.1 
 Domesticated Sea Cows 
 Support of 126/129/139 
 Cyphiri 
 2 
 
  118.2 
 Domesticated Sea Cows 
 Support of 126/129/139 
 Cyphiri 
 2 
 
  122.1 
 Native Gold 
 None 
 Cyphiri 
 2 
 
  122.2 
 Native Gold 
 None 
 Cyphiri 
 2 
 
  123.1 
 Malleable Blubber 
 None 
 Cyphiri 
 2 
 
  127.1 
 Ray-Ear Seaweed 
 Support of 122/123/140 
 Black Pearls 
 0 
 
  129.2 
 Nutritious Silt 
 Support of 125 
 Cyphiri 
 2 
 
  134.2 
 Cobalt Dye 
 None 
 Costa Sereia 
 1 
 
  173.1 
 Tiny Tubeworms 
 Filtration Grafts 
 None 
 1 
 
  
 Mercantile Support 
118, 122, 123, 125, 126, 129, 139, 140

 Cities 
None

 Trade Routes 
Cyphiri - Ironkelp Knights

 Specialised Ships 
Wayfinder

 Civilian Technologies 
 Composite Grafting  No mechanical effect
 Graduated Symbiosis  No mechanical effect
 Megafaunal Tailoring  No mechanical effect
 Photospore Signalling  No mechanical effect
 Supernatic Propogation  No mechanical effect
 Trophic Deconvolution  No mechanical effect

 Anoxic Adaptation  Cross Brackish borders (Prereqs: Composite Grafting, Trophic Deconvolution - Usable)
 Bitter Tourism  Cross Glacial borders (Prereqs: Heat Source - Usable)
 Filtration Grafts  Cross Toxic borders (Prereqs: Composite Grafting, Filter Feeders - Usable)
 Holographic Certification   +1 to resist Undermine Support actions (Prereqs: Photospore Signalling, Biolumiscent Ink - Unusable? Check if resources fit)
 Electrodialytic Staurozoa  May ignore the increased effective distance from a Briny border up to twice per round. This does not reduce the effect of Briny borders on distance loss calculations. (Prereqs: None - Usable)
 

  Faith  
 
 Spoiler 

 Faith Holy Sites:  26

 Clerical Support 
122, 124

 Organised Faith Bonuses 
+1 to Impress Actions
Cultural Identity for Buyouts

 Artefacts 
 Arthan’s Head  As an action (that can be associated with any stat), the owner of Arthan's Head can select a region for the Head to focus on in the next round. This provides a +1 bonus to all actions targeting that region that use the same stat as the action used to focus the Head in the round before.
 Gulgolet Shero'ah Hakkol  One Prospect action per turn in a Wastes region gains a +2 bonus.
 Lesser Piryon Ma’yan  Reduces the action cost of Projects in one region by one action as long as exactly one action’s worth of progress is added to the Project each turn and the Piryon Ma’yan remains in the region the entire time. Currently applicable to Projects with an action cost of 5 (or more). As the Piryon Ma’yan grows, this effect may improve.

 Holy Orders 
None

 Miracles 
None
 

  Intrigue  
 
 Spoiler 

 Spies 
None
 

  Claims  
 
 Spoiler 

122 - Historicity, Integration
124 - Confederation
 

  Total Passive Effects  
 
 Spoiler 

 Actions 
Buyouts: 2d8 CI
Impress: +1 Prestige, +1 Religion
Sway: +1 Prestige
Exploration: +1 Nacre Rep
Prospecting: +1 Nacre Rep, +2 Artefact (1/round)
Colonisation: +1 Nacre Rep
Claims: +1 Prestige

 Defensive 
Resist Coercion: +1 Steward Rep
Resist Sack: +1 Steward Rep
Resist Secret: +2 Steward Rep
Resist Supports becoming Open/Unruly: +1 Chora Rep
Resist Sway/Impress: +1 Prestige

 Misc 
Merchant Marine: Extra Economy action, 15 treasure cap, can spend 3 treasure on a roll, foreign TPs in mercantile support regions count towards treasure, can provide two resources through a trade route
Favoured by the Chora: -0.5 distance penalty (-1 if target region has/is adjacent to a Nursery, unit distance losses triggered every 4 effective regions
 

 
Feathersnow
 
 Primarch Marcion 
Diplomacy 10
Military 8
Economy 7
Faith 10
Intrigue 1

 Diplomacy - press claim on 117

 The final pieces are falling into place for the next phase of The Great Work as another territory joins the World Garden.  Now a new phase will begin! 

No roll needed, failure not possible.

 Economy 
Contribute an action to The Genus Taxonomia Vadosus Mare

 Economy 
Contribute an action to The Genus Taxonomia Vadosus Mare

 The Nacres' blessing will be the seal of our great success! 
 Faith- 10 
Miracle! Divination Magic!

 The Sakura-Jin gain the power to predict the future through Holy Auguries! 
 Faith  Set Holy Site Bonus 2
Sakurado Empires roll 2d8 when seeking aide.
 The Eggs of God may or may not be dead, but our faith is alive and will last until they return. We look forward to that day and strive ever forward. 
 Non-Action  Donate 1 wealth to lure the Trawling Beast North, ideally out of explored waters.

 The titanic monsters have devastated our co-religionists and seek to do more damage!  Marcion decides to offer to help, and to retain the military they were going to donate to the ABS to assist in an effort to remove the things in the coming years. 
 Non-Action  The Sakura-Jin spend a favor to rise to rank 4 reputation with the Nacres
 Roll 

Stat increases-
+1 Econ

Diplomacy 10
Military 8
Economy 8
Faith 10
Intrigue 1



 
 Spoiler:  PRS Monument 3/5: The Caves of Therapy 


Petrix has decided to restore the original, unique tile works of the Caves  and install modern lighting to make them more easily appreciated.   The use of square tiles in clear, abstract lines is attested nowhere else in all the many tile patterns of any religious school, Sakura-Jin or Precursor.

Petrix has also ordered the calving of the guide-fish schools used at the university to serve as docents and security for the first visitors as the Caves are opened to visitors after all historical documents are moved to the University for study in a more controlled context.  This has had two effects:  the building of a new wing of the University for humanities as well as biological engineering and the enraging of more conservative ecclessiarchs who are now very aware the guide-fish are a nascent hivemind that is being willfully used and even multiplied against the orthodoxy of Sakurado.

The Humanities department is viewed with much rejoicing by many scholars and the general public, and has no detractors.  Scholars from various fields and other nations ate invited to lecture.  The famously reclusive Madam Ink is invited to discuss business, but declines, much to the sorrow of her semi-clone, Petrix.

The guide-fish and their ramifications are perhaps more significant.  The fact they exist and seem harmless, and have served for years without any seeming corruption is propounded as evidence that the ancient prohibition on emergent intelligence is misplaced at best.  The fact this liberal theology is most supported by Petrix, a clone of an Outsider who rose to prominence by unorthodox means, is used to unfairly sully it by more conservative ecclessiarchs.

Two things are commonly brought up in this context.  First is the existence of Project Eusebia, which is superficially similar and a creation of the Nacres, and thus beyond reproach despite its relative uselessness and increasing eccentricity if late.

The second is Petrix's own accounts salvaged from the Exposer Cult.  The Exposer Cult, it is confirmed, was an early forerunner of the Cherry Blossom movement that held to much harsher strictures including vegetarianism, chastity, and ritual amputations of the second left antenna in hermit-crabs.  All these strictures are echoed in the Sakurado oaths of abstemiousness, celibacy, and moderation in the use of psychoactive substances, but each are radically more strict.  Thus Petrix lays before as part of their master thesis a call for liberalization as a lesson,  portraying St. Psaul not as a fundamentalist nor a novel iconoclast but as a moderate seeking to redirect the nascent movement towards moderation. Thus, they argue, obviously served it well at the time, given the near-extinction of the Baalim religion and the newly-proven evidence of The World Garden as having a historical record dating to the earliest days after the Cataclysm.
 



Wealth- 4-2=2
bc56
    Pfilghol    
  Olgght, The-one-who-consumes, an Effulgent Witness 
Diplomacy: 6+1
Military: 9+1
Economy: 10
Faith: 2
Intrigue: 7

 Regions 
The Pfithreef: 132

   Actions   
 Rolls 
  Military: Raise a Unit 
  Military: Raise a Unit 
Between the wars against their northern neighbors and the sacrifice of their soldiers to cleanse corruption from the western regions, the Pfith military has been decimated. It is time now to rebuild it.

  Diplomacy: Press Confederation Claim on Region 104  
 +1 from Prestige 1, Spend a Treasure. 
The Pfith who have claimed aristocratic positions in Region 104 and the native merchants who have had extensive dealings with Pfilghol welcome Olgght's more direct rule with open arms, but will it be enough to sway the remainder of the populace?

  Diplomacy: Raise Reputation with the Divine Nacres to 1 
Sakurado faithful have long revered the Nacres, and while the Pfith do not share this ingrained respect, they cannot deny that the Nacres' genetic techniques will be useful in furthering their goals.

 Economy: Colonize Region 105 
 +2 to the roll and bonus holy site on success from cleansing the region using the great cost method, spend a Treasure. 
In honor of those brave Pfith who sacrificed their lives to remove the deadly toxins from the depths of Region 105, monuments are erected, graves are dug, and a new settlement arises in the emptiness of the once-dead sea.

  Spy Actions  
Ktloso: [REDACTED]

  SKR Cultural Exchange:  
   Non-actions  
Support conversions to Sakurado


 
 Spoiler: News and Rumors 
In the wake of the destruction caused by the Trawling Beasts, a young Pfith is making a name for themselves. Ilgl, the-one-who-builds, a construction forepfith, won command of the rebuilding efforts in Ghlsgtot and instituted new labor policies and construction techniques (some say they learned from a Gotezhar outcast).
 

 
 Spoiler: Passive Bonuses 
 Reputation: 
ABS 1: +1 to resist Sack and Coerce
ABS 2: +2 to resist Secret Actions
ABS 3: +1 battle, +1 vs Titans, +1 depth (reqs. hard metal)
ABS 4: Access all depths, +1 to Defense (+2 at Depth 1 or more)
Effulgent Witness: Immune to Secrets of the Depths if ABS rep 2 or more. +1 die size on actions against Titans.

Prestige 1: +1 to press, establish, and promote claims.

1 Perfected TacDoc: +1 maneuvering
 

 
 Spoiler: Bookkeeping 

 
 Spoiler: Characters 
Olgght - current leader, successful conqueror/unifier. Hungry.
Gtsit - Second-in-command, first to betray. Clever, dangerous. Hungry.
Ktloso - Sworn enemy of Gtsit, spymaster. Conniving, ruthless. Hungry.
 

 
 Spoiler: Military 
 Units:  0/7
 Generals: 
Gtsit the-second-champion: 8. Sea's Opportunity: Defending: enemy takes double battle penalties from terrain, Attacking: transfer battle penalties from terrain to enemy. This tacdoc is perfected: +1 to battle on success
 Military Technologies: 
Supermarine Artillery
Razor Current Netting
 

 
 Spoiler: Economy 

 Treasure: 
4/5
+2/round
 Trade Posts Owned: 
Luxurious Hides: 101.1
Shiv'rchins: 104.1(S)
Kalask Venom: 107.1
Mud Diamonds: 108.1
Mineblossom Sponges: 130.1
Kelp: 131.3
War-Jellies: 132.1, 132.CITY (S)
Hard Metal: 132.BASE
Wave Scorpions: 133.3

 Economic Techs: 
Composite Grafting
Trophic Deconvolution
Anoxic Adaptation
Photophore Signaling
Supernatic Propogation
Megafaunal Tailoring
Graduated Symbiosis
Bitter Tourism
Filtration Grafts
 

 
 Spoiler: Artifacts 
Kela Ein Kamohu: 1/turn +1 to Sack or +1 to battle if win or tie TM, +1 extra if TM victory by 6 or more, -1 leader loss if fail or tie TM.

Imperfect Core Fragment: Always know location and holder of this relic. +4 to resist theft outside of Holy Order, +4 to recover. Ruler Score Maximum increases to 12. Using a score of higher than 10 provokes leader loss (-1 for each additional action with a score over 10 in the round). Battle with a Military Score greater than 10 grants +1 effective unit. May be upgraded as a Faith action which is more effective in Depths.
 

 
 Spoiler: Spies 

Ktloso: 7
 

 
 Spoiler: Special 

Gan Kotzim - the Thorn Gardens: ABS base, 132
 

Shallows Appreciation grand champion!
 
Epinephrine_Syn
    Ete rnal Spring
T  urn 12 (Years 34-3 6) 
  P olar Bea r Faction     
   
M.A.W.bel v1-3   
Dip: 2
Mil: 2
Eco: 8
Fai: 7
Int: 2
Stat Changes: +2 Eco, +1 Fai

Actions:
Eco: Purchase Pelagic Graftsmer TP 2 in 66 (Support from Riftlings)
 Results = Success 
  Oh, oh my. This is embarrassing. I seem to have blundered. Caught up so much in my deals to acquire exclusive financial domination over the new colony region of sixty three, and the capacity to traverse into those glcial depths, that I absolutely did not realize my Medusa Hands were not close enough to place the merchants on my woven seaweed strings. More embarrassing than anything, and something that can be fixed with only a few cycles of delay to the cost.  

Eco: Purchase TP 2 of Ivory Legionnaires in region 49
 Results = Success 
  traitorous herring refuse i'll show them i don't need their ammos forsaken-  
  Ivory, that's a rare substance! I'll ride your spear every day, soldier boy. Violet, be a dear and help me find the right price, I'll hook 'er in.  

Fai: Convert Holy Site 49-1
 Results = Success 

Fai: Convert Holy Site 49-2
 Results = Success 
  The Maleficent Word Of Mammos decrees that we are all one. Your isolate gods are but shadows on the cave wall. Come, let me guide you to    Prosperity.     

Opu: Explore Wastes west of 51 (3 treasure)
 Results =  Great Success  
 Prospect Roll = 15 (Smol Success) 
  Okay okay so, see, we took our giant rock, I myself sent a portion of myself to board the Big Boulder, floated it way, way.  way  up high. And then, we dropped it. From sky level all the way into the depths of the wastes. I can see the crater from my high rise house in Magma Falls.  Best. Plan. Ever.   

Opu: Buy Open TP 1 of Edible Algae in 69
 Results = Success 
   The Infestation Will Continue.   


Non-action
 
[Luxury]&gt;&gt;&gt;Riftlings.
Gravelglass[Tech Supply]&gt;&gt;&gt;Deep Blue
Dragon Scales[This Turn's Fluff Show Of Appreciation]&gt;&gt;&gt;LUX
Oppose Dominion Intrusions
Black Noise (Spy 7): guard and anti espionage
Maleficent Herring Cluster [Holy Order]: Enshrine the Plastic Flower, guard it.
Automatically accept all trade routes, cultural exchanges, gifts, etc from other players.
Automatically defend against any unauthorized buyouts/incursions/etc.
Roll Sack Resistance for TP 68.2
 Results: = Failure 
Acquire 1 Prestige from the completion of the Abyssal Base.
Acquire 1 Rep with CCA from A Little Less Lonely Road Wastes Exploration.
Acquire 1 Rep with CCA from A Little Less Lonely Road Wastes Prospecting.
 Acquire 1 Favor with CCA from A Little Less Lonely Road Wastes Prospecting 16+ Roll. 
Expend 1 Favor with CCA to Raise Rep with CCA by 1. 
  Poor Chelonians. Everyone thinks you're a buggy, ugly pest. Nobody wants to be your friend, huh? So mean! Don't worry, Mabel will be your friend. Mabel will be your  best  friend.  Oh, Mammos is going to be  so delighted  when she sees the spiders I'm bringing home.   
 Plastic Flower Recycling Routine
Contender Trade Route Pool: RFT, LUX, DPB
Treasure Spent This Turn: 3
If Treasure Spent ≥ Trade Route Countries
Then Skip redundant rolling phase, apply 1 treasure to all countries.
(Give 1 Treasure to RFT and LUX and DPB.)
 


Prestige Project (3 action project)
Construct Abyssal Base

Step Three Type up?
 
 Spoiler: Decorate Abyssal Base 

The final ingredient is, of course, drip. Pretty crystals dripped all over every cubic meter, adorning every inch of the base, lighting the way for those who want to take a tour. They possess a notably different glow than the Firefly Squid already present, and help give a sheen to the increasingly vast amounts of silver and treasures accumulating within the base itself.

The smoke splatters lit up by so many crystals, when viewed from above, look like the misty cloudy night sky of stars above. When it is complete, the attraction is a unique sight and wonder to behold. In its complete form, one can take a ride on Ivory mounts to guard their way through it, even if said Legionnaire mounts are talkative, and perhaps indignant for their position.

Take a photo, show your friends. Take a souvenir, bring it home. There will always be more riches, and sleep easy at night knowing the Abyssals will provide their Stewardly function for Magma Falls.
 

 
 Spoiler: Populate Abyssal Base 

Any abyssal base is not barren of living organisms. Even a smoking crater would be meaningless to perform the abyssal function without residents. Firefly Squid will do. The Medusa do not possess enough leeway to procure them in any significant number, but they add to the heat of the base itself. They're easily domesticated, they won't go running off at the sight of Mammos.

Most of all, they add variety within the fog. Light sparkles within it, translucent fog to mix in with the black fog. They don't seem to get much from the Fertile Soil sown within the grounds, and so the Eternal Spring will have to procure supply lines to sustain them.
 

 
 Spoiler: Construct Abyssal Base 

The stewards have fled, and while this is a very good thing for the economy of the region in enforcement and independence, it also presents a social problem. Apparently, people, even hives, on the outside think Abyssals are an essential part of a good colony. This is a solvable problem, and by the end, there should be another tourist attraction to marvel at.

The Eternal Spring begins to construct abyssal bastions within their colony. For now, just making Black smoke put of hydrothermal vents. Something to grow, something artificial. The black spots and smog look fashionable from high up above, at least to however the not eyes of most from the eternal spring can recognize such.
 

 
 Spoiler: Shell Counting 

 
 
Treasure: 6/15
Passive Treasure Income: +3
Costs -3?



Next Turn: ? 
 Region 51 (Magma Falls) (Capital) (Fortress) (City)
Resource (Immortal Jellyfish) XXX / ESP / Open / City(ESP) (x2)
TP 1 of 55 Chelonian Hunters X?
TP 2 of 52 Large Minerals
TP 2, 3 of Herrings
TP 1, 2, 3 of 57 Woven Seaweed (x2)
TP 1 of 58 Warped Shells (someone else owns tp 2) (x2)
TP 1, 3 of 59 Coral Dye XXX
TP 3 of 60 Fertile Soil (x2)
TP 3 of Piezo in 67
TP 2 of 68 Gravelglass (someone else owns tp 1) (x2)
TP 3 of 71 (Dragon Scales)

Merchant Supports
Region 51, 57, 58, 60, 68  
Artifacts
Plastic Flower
Mechanics: For every treasure you spend in a single round, a randomly selected Player that you have a Trade Route with gains one treasure at the end of the round.
Ships
Big Boulder

Trade Routes
RFT
LUX
DPB
 
Grim ranger
    Kar-Nath Hegemony   
 Located in:  Polar zone, regions 64, 65, 75 and 77
 Capital:  Glacier Crag, Region 77    Turn 12   
   Rham, the Frozen King   
 Diplomacy - 10, Military - 10, Economy - 10, Faith - 5, Intrigue - 1 
  Actions:  

1.  [Economy]:  Settle Colony of Region 64 (2/3)

2.  [Economy]:  Settle Colony of Region 64 (3/3)
 - With competition for the assistance of Abyssal Stewards growing ever more fierce between various nations, the colonization efforts are stepped up considerably. The freezing depths of the area are a considerable obstacle, but once the first settlements have been properly founded in the area they are set to survive on their own...although matters of communication should the technological support from Stewards cease are still a topic of concern. 

3.  [Diplomacy]:  Sway Aristocracy of Region 63 (Roll:  19 . Success!)
 - In anticipation of peacefully bringing the prosperous area to its sphere of influence, the Hegemony continues to court the nobility of the area and provide their own alternatives. The wedding of the next Frozen King may take place there, after all, and Rham is determined to assure the safety of his successor for as long as he can. 

4.  [Diplomacy]:  Sway Aristocracy of Region 59, spending 2 treasure (Roll:  23 . Success!)
 - The distance between the joint region and Hegemony itself make it somewhat difficult for the security to make its way to their destination, but the Hegemony is determined to uphold its own end of the agreement. With great deal of money being spent to properly integrate the security personnel to the region, they take to their task at last, tension quite palpable after recent raids from the Stewards. 

5.  [Economy]:  Buyout TP 2 of Region 78 (Roll:  13 . Success!)
 - Urgent orders of buying out food supplies from Dead Cities are sent out of Glacier Crag, to confusion of many. 
  Non-actions:  

A.  Create a monument: Glacier Food Festival (1/3) 
 
 Spoiler: An idea of grand feast 
 Food has always been important for the culture of Nathi, and with the constant efforts of the people the need for some relief is felt across the nation. As such, the communities begin to come together in pursuit of an idea to create something that'd combine the food culture across the gradually spreading Hegemony: the Glacier Food Festival. Envisioned as a way to bring about some festivity and spread recipes across the nation, this grand project is planned to take place in the Plains of Sarkenos, giving the town of Plain Current something more impressive to boast about.

While the actual construction of the venue is still limited to staking out suitable area in and around the city, the gathering of recipes and furious communication between chefs of all stripes has already begun well in advance. While most of the plans remain decently modest in regards to the dishes on offer, there are at least a few thoughts on some massive centerpiece for the whole festival...although the debate on whenever or not such would be a repeatable feat every year will likely last for a while still.

One thing is for certain, however: the fondness for culinary arts is something bound to bring great many inhabitants of the Hegemony together in less grim and serious setting... and this just might change the fabric of society at large. 
 

B.  Train General Kreel in use of new Tacdoc (Cresent Companion reward) 
 
 Spoiler: New Tacdoc: Slaughter-Cadres 
 Slaughter-Cadres 
 At times, conquest is a secondary concern. When the Hegemony must make their enemy bleed soldiers and lose commanders, Kreel takes to brutal and unorthodox tactics to increase casualties of his foes. 

-1 to Maneuvering roll
-1 to Battle roll
+20% enemy casualties
-4 to enemy leader loss roll
 

C.  Buy Seeker Barnacles technology from DNA for a favor 

D.  Buy Joined-Stalk Companies technology from ABS for a favor 
  News &amp; Rumors  

-

  Leader improvements from turn 12:  
  Leader stats for turn 13:  

Diplomacy - 10
Military - 10
Economy - 10
Faith - 5
Intrigue - 1

 
 Spoiler: Leaders &amp; agents (end of round 12) 
 Leader:  Rham the Frozen King (Diplomacy - 10, Military - 10, Economy - 10, Faith - 5, Intrigue - 1)
 General:  Kreel, Exarch of Banners (Military 10, March of the Conqueror Tactical Doctrine (+1 to battle roll, +10% to own casualties, free Sway Aristocracy attempt)(Perfected))
 General:  Marshal Adaya shel-Girum ban-Liav (Military 8, Unbending Iron Tactical Doctrine (defense only, +3 to battle roll, -2 to own leader loss roll, +20% enemy casualties, +10% own casualties), Abyssal Expertise: Gains a bonus to Maneuvering rolls equal to the current Depth level.)

 Others:  Munda (Ambassador of the Hegemony), Nedir (king's appointed successor), Rayn (Chieftain of Plains of Sarkenos, technically independent)
 

 
 Spoiler: General bookkeeping (End of round 12) 
 Regions:  77 (Capital), 75, 65, 64
 Military units:  Nathi Legion (4), Sarkenos Militia (1)
 Treasure:  4
 Reputation:  ABS (3), CCA (2), DNA (2), PRS (2)
 Favors:  ABS (1), CCA (1), DNA (-1)
 Trading posts:  5 (Effective number: 7) - 1 income
Rimestone - TP 1, 77 (Merchant support)
Rimestone - TP 3, 77 (Merchant support)
Preserved Foodstuffs - TP 3, 78
Electrum Conduits - TP 1, 76 (Merchant support)

 Civilian Technologies:  Composite Grafting, Trophic Deconvolution, Photospore Signaling. Supernatic Propagation, Megafaunal Tailoring, Graduated Symbiosis, Electrodialytic Staurozoa, Mitochondrial Regulation, Filtration Grafts, Seeker Barnacles, Joined-Stalk Companies
 Military Technologies : Magma Forges (On loan from ABS as long as Rep 3 or greater lasts), Razor Current Netting
 
Aerin
    The Lux-Glossian Shades     The cities of Leriander and Holy Ovum in the Glossian Sea (135)
The city of Rumond in the Tideswept Shelf (111)
An outpost at Narcis's Rest (173)
Round 12 
 Actions 
  1. INT - [Investigate southwest of region 49]   15, SUCCESS  Use Phosphorite for Bitter Tourism.
Wastes to the north, and wastes to the south. Is there a passage through the miasma to the west? The newly raised Magma Falls outpost hosts an enterprising exploration team that would like to find out!

 2. ECO - [Send an expedition southwest of Narcis's Rest (173)]   12, SUCCESS 
Lacking the funds to go farther afield, the Yellow Shade sends a small team to map easy-to-reach waters.

 3. ECO - [Send an expedition east of W34 in the Crimson Moonlight]   11, FAILURE 
A parasitic infection takes hold of the Crimson Moonlight shortly after launch, and the Crimson Shade is forced to return home early.

 4. ECO - [Assist sample collection for the Genus Taxonomia Vadosus Mare (1/2 favors)] 
Biologists and rangers are sent to all corners to collect exotic specimens.

 5. ECO 5 - [Send a trade route to the Shark King (SHK)] 
As the Shark King's nomads swell their numbers in the calm temperate waters, they're approached by a small Lux-Glossian party, the Celadon Shade.

Their mer leader is easily recognizable as Matriarch Lera, renowned for her wildly successful exploration debut four years ago and her bold attempt to marry into Middish royalty three years ago at Oliver's ball. While perhaps old in the eyes of other cultures, the nearly fifty year old mer is one of the youngest and most ambitious Matriarchs in Lux-Glossia's ruling body. Biologically incapable of ever ascending to Lux-Glossia's highest political office due to her race's mediocre life span, she seeks to gather power through unconventional means.

The Celadon Shade has come to the Shark King to petition to be allowed to travel with the nomads as Lux-Glossia's first contact with undiscovered waters far and foreign. Their heavy packs are stuffed with salty brineray jerky, crispy kelp strips wrapped around roasted pure berries, and phosphorite blocks to heat future meals. Where the Celadon Shade travels, Lux-Glossian supply convoys are sure to follow. 
 Non-Actions 
  1. Spy non-action. 
 2. Offer Bitter Tourism and Anoxic Adaptation to the Divine Nacres to repay favor debt.  The Matriarchs offer thanks to the Divine Nacres for excellent work and express hopes of continuing friendly relations.

 3. Submit a species writeup to the Genus Taxonomia Vadosus Mare. (2/2 favors) 
 
 Spoiler: The Double Sailfish 
The double sailfish is a long, thin fish with a pointed bill. It's named for the two large dorsal fins that protrude from its back in a V-shape. These fins are often asymmetrical and brightly-colored in many hues. Between the two fins, it is easy to fit a rider or strap supply packs. Some Lux-Glossian exploration teams use them as mounts for quick and efficient travel, but they can be difficult to care for. Only the expeditions to the farthest reaches can usually spare the expense of feeding these large creatures and hiring their specialized caretakers. They swim extremely quickly, but their metabolism burns through a proportional amount of squid and small fish to fuel that speed.
 
 

 4. Continue a monumental undertaking. [2/3 rounds] 
With samples collected, catalogued, and sketched, it's time for mock-ups of the gigantic mural to be created. Several local sculptors are commissioned to make small-scale models of the entire available cliff-face and to plan out the positioning of each species. Moldable models of brinerays, gardenbearer turtles, war jellies, and all the other species of the world's waters are tweaked to perfection. Colorful dyes are group up from tiny tubeworms and applied to each species. After many iterations, much arguing, and no fewer than five readjustments of the budget, the plan for Rumond's living mural is finalized!

 5. Send Luminescent Crystal to ESP through the trade route. 
 6. Accept Dragon Scales from ESP.  Couriers to the Magma Falls outpost flaunt shiny scale jewelry and accessories as a passive declaration of "yeah, I've been to cool places." It becomes a bit of a fashion fad.

 7. Accept trade route from STC.  Establishing an outpost in Seatide will aid future explorations to the east of polar waters.

 8. Pay 5 treasure to gain 1 PRS.  (Rank 2 &gt; Rank 2 with 1 partial prestige)  
 News and Discoveries 
 
  As with any religion, there are always those that argue that the teachings of the clergy are not being extended far enough. For the most fervent of Lux-Glossian Way followers, the chance to travel to the extreme south of the world and found an outpost of like-minded individuals is a siren-call. As a consequence, those that run the Magma Falls outposts in the depths of the polar sea are the truest believers of the faith. 
  Grand Matriarch Yree seems to be withholding funds from the exploration teams. Perhaps she intends to commission something with them ..? 
 
 
 Spoiler: Ruler stats and stat increases 
 Ruler:  Yree of the Blue Shade, Eldest of the Matriarchs

 Ruler stats for round 11: 
Diplomacy - 5
Military - 3
Economy - 5
Faith - 2
Intrigue - 6

 Ruler increases:  +2 Economy

 Ruler stats for round 12: 
Diplomacy - 5
Military - 3
Economy - 7
Faith - 2
Intrigue - 6
 

 
 Spoiler: Reminders for myself 
End of round 11: Auction for Tipsy John ends (not planning on bidding)
End of round 12: Genus Taxonomia Vadosus Mare ends (0/2 entries complete)
End of round 15: Chora rep for waste exploration ends (0/2)
End of round 15: Steward offer of treasure for favors ends (probably not using)
End of round 15: Nacres offer to coerce TPs for favors ends
End of round 15: Chora offer to sway factions in owned regions for favors ends
Gaining 2 treasure per round, 1 treasure left over from last round
Gained 3 treasure from the banished merchants = 5 current treasure
Write up that thing for Role ASAP
Make a flag!
Drawing
Coding
 
Gengy
  Round 12
 [Gotezhar Builders Union]  
 [Feytor Mira'din, Tsunami's Wake] 
Regions:  138 , 128, 136, 137, 139, 174    
Actions:
 
  [Economy]  Establish Colony in 137 [4/4] (Expand TP2: Wild Armored Gharials)
  Though it takes longer than expected, Gosto G'Cor is at last tamed enough for colonists to subsist on their own.   
  [Economy]  Establish Colony in 174 [4/4] (Expand TP2: Sugarweed)
  The large caravan of new colonists finish the swim to the far western colony, New Korasoon.  With so many colonists, many whom are skilled builders, it is a quick bit of work to finish permanent settlements.   
  [Intrigue]  Build a Smoking Garden in 136 [4/4]
  Finally receiving permission to build a Smoking Garden, the Gotezhar waste no time in showing the Abyssal Stewards their effectiveness.  Effectiveness that is somehow limited by an unknown factor...   
  [Intrigue]  Secret Action [Use 1 Treasure]
  Squall Essensio retires, in favor of Squall Kagado.  Yet, the famous Gotezhar general is oddly absent from his Nuven...   
  [Military]  Raise a Unit
  Feytor Mira'din, the new 'big boss' of the Builder's Union, knows the limits of her strength.  She calls for volunteers to help protect the growing number of regions under the Union's control.  To her surprise, a vast number of willing volunteers answer her; Gotezhar and Mer both!   
  [Military]  Raise (2) Units [1, plus 1 for ABS reward]
  With assistance from the Abyssal Stewards, Feytor Mira'din develops strike teams, suited best for quick attacks.   
 

Non-Actions:
 
 Provide support for conversions to Flowing Way schools in Builders Union territories 
 The Trawling Beasts are devastating to the landscape, but with no other recourses at the moment, Feytor Mira'din continues to encourage them to where they will hopefully do the least damage.  [Encourage the Trawling Beasts North using a supply of Pure Berries and +1 Treasure] 
 Squall Essensio can feel the Strain coming, and so finds themselves a worthy successor to their style of command.  Squall Kagado gladly accepts the responsibilities.  [ General Updated  from Squall Essensio (10) to Squall Kagado (10),  Aim For the Storm's Center ] 
  Build a Great Work - The Statue of Korasoon  (1/3)
Feytor Mira'din commissions the Joontar, specifically Joontar Arjiloza, to work with local builders and create a statue to commemorate Profundus Korasoon.  Mira'din asks that it be life size, but also that it  does something  besides just look nice, as she feels Korasoon would have abhorred having a statue without some additional function.  Joontar Arjiloza agrees.  Practicality was one of the Profundus's corner stones.  Arjiloza rounds up several very skilled Workers, and they get to work on designing the statue.  It takes them several years just to get the design correct.  The first function that they consider is some kind of war golem, and it takes several moons of Joontar Arjiloza insisting that it is possible before the well regarded smart Gotezhar finally concedes that the Builder's Union lacks key parts.  Such as anything that can cause stone to come to life.  After spending  more  time trying to  find  such a thing, Joontar Arjiloza goes back to the drawing board, and starts work on a life size statue that children can play with... but again, has to admit that if it's just a statue, children won't exactly find it  fun .  At last, with some suggestions from the Workers, Arjiloza proposes that they  add  the statue to the top of the Cloud Observatory, where even in storms the waves don't reach... and make it a large bowl.  The statue will not only look good, but will  fill  with Rain given enough time. 
 
 
 Spoiler: News and Rumors 

 
 The Gotezhar have not forgotten the Reaver attacks, but seem more interested in finding out  why  they are attacking then they are in finding the Reavers themselves... 
 Feytor Mira'din, continues to train her Lank'a Master spear style.  Every morning, before seeing to the needs of the Union, she can be found outside her office in Dounpor, either swinging her spear in a kata she has made herself, or leading small Mer children who are learning from her. 
 Mira'din has seemingly given up on fighting her nuven about getting a mate for her.  She frequently is seen with a new male Mer, just talking with them; almost interviews, these male Mer generally only last one or two sessions, before a new one shows up. 
 The delays to the colonization of the new regions, New Korasoon (174) and Gosto G'Cor (137), are noticed by many.  Some more outspoken Mer blame the Divine Nacres, though  evidence  of such a claim is lacking. 
 
 

 
 Spoiler: Ruler Information 

      Feytor Mira'din, Tsunami's Wake   
   D   
   M   
   E   
   F   
   I   
 
   Current  
 5 
 6 
 6 
 4 
 2* 
 
  Rolled Stats 
 5 
 4 
 3 
 4 
 1 
 
  End of round 10 
 0 
 2 
 1 
 0 
 0 
 
  End of round 11 
 0 
 0 
 2 
 0 
 1 
 
  End of round 12 
 0 
 0 
 0 
 0 
 0 
 
  
  *Treated as a 4 for from PRS Rank 4 for rolls  
 New Ruler Next Round! 

Expected Stat Bonuses: +1 Mil, +1 Econ, +1 Int
 

 
 Spoiler: Book Keeping 

 Units:  (7   / 12 )
 General(s): 
- Squall Essensio (Mil 10) [ Aim For the Storm’s Center : -6 to enemy leader loss roll, -20% to enemy losses]
 Fortresses:  Sublime Fortress, Region 138

 Cities: 
City of Saroon’din (136) [Saroon’din grants a +1 to Resist Sacks in the region for players who hold Mercantile Support in the region]

 Trade Routes: 
Gotezhar (138) to the Sakura-Jin (119)
 Treasure  (4  / 10 )

 Cultural Exchanges: 
Gotezhar (138) to Costa Sereia (134)

 World Wonder 
The Gathering Tide Warehouse (138)
 Wonder Effect: The owner of this Wonder gains +1 passive Treasure income and may, once per Project, count a Project action as two Project actions if they spend one (1) Treasure as part of said Project action. 
 Boon 
(+2) Actions Complete for a valid Trade Post of my choice, from the ABS

 Technologies: 
  Supernatic Propagation 
 Trophic Deconvolution 
 Megafaunal Tailoring 
 Photospore Signalling 
 Composite Grafting 
 Graduated Symbiosis 
 Razor Current Netting 
 +10% enemy casualties and +1 to Maneuvering roll when defending, or attacking with a foothold  Supermarine Artillery 
 +1 to battle rolls and +1 to maneuvering rolls in Regions with Depth 0  Anoxic Adaptation 
 The user can now cross Brackish borders.  Bitter Tourism 
 The user can now cross Glacial borders.  Filtration Grafts 
 The user can now cross Toxic borders.  Electrodialytic Staurozoa 
 May ignore the increased effective distance from a Briny border up to twice per round. This does not reduce the effect of Briny borders on distance loss calculations.  Devolving Standardized Integrations 
 Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost.  Holographic Certification  ( Requirement Needed : Bioluminescent Ink)
 +1 to rolls when resisting Undermine Support  
 
Talis
  The Seatide Confederacy  
 
 Spoiler: News and Rumors 

 
 Perturbed by the enigmatic entity Mammon, the Elder Council sends a delegation to the Eternal Springs to inquire about their intentions. Why have they summoned this strange being, and what are their intentions with it? 
 The Seatide Confederacy has no desire to be drawn into a fight with a friendly neighbor, but out of respect for the Abyssal Stewards, requests that they send a delegation to present their evidence and concerns regarding Mammon. 
 Judge Flash of Green is replaced by Judge Azure Gleam after coming down with a fatal case of the Rotting disease, exacerbated by old age. 
 
 

 Actions: 

[Economy] Impress Merchants (65) - Spending 3 Treasure. Providing Rust-Veined Pumice
  In a rare unanimous vote, the Council decides on a swift and all-out response to this challenge to their trade network. After much debate over who to send, the Bitterlight Drift wins the contract. Seatide merchnts are quick to remind the locals of their past generosity. It was Seatide that saved the region from economic collapse after the Reavers attacked. Can they trust that their new suppliers will show the same commitment?  

[Economy] Establish Trade Route with Lux Glossia
  Costa Seria incursions make it clear that Seatide needs access to Temperate markets. Aside from potential, gains from lucrative new resources, the Confederacy urgently needs a route to strike back at Temperate competitors in their home markets.  

[Diplomacy]Exhibit Great Work
  Famed weaver and artist  Red at Dawn  has completed the  Banner of Odyssey . This enormous banner, six feet tall and two-hundred and fifty feet long, depicts the story of the Pepsin' migration from their homeland, their battles and tribulations, and eventual settlement at Seatide. The great banner is embroidered with bioluminescent inks and a new, holographic printing technique that causes the images in the weave to emerge from the weave as colorful, three-dimensional images. As the banner twists and bends in the currents, the angles of light give a semblance of movement to the images, creating a vast, moving picture of shimmering colors.   

[Diplomacy] Diplomatic Mission North of 80

[Military] Recruit Unit
[Military] Recruit Unit
  Caution is a wise byword. Seatide has enjoyed peace for many years now; the presence of two more regiments of Sting Warriors should ensure that potential enemies choose to negotiate, rather than wage war.   

Non-Actions:
Oppose all Sway and Impress actions targeting merchants loyal to Seatide
Support Buyouts for factions that own the territory they are making the buyout in
Support SEN buyout in 68
  The Confederacy is more than willing to open doors for their allies.  
Accept the Bare Trap
  The Confederacy gladly accepts the Riftling's strange gift. The campaign to prepare for the Reaver's potential return to Seatide continues.   

Die Rolls:  https://forums.giantitp.com/showsing...&amp;postcount=642 
 https://forums.giantitp.com/showsing...&amp;postcount=648 
 
 Spoiler: Book Keeping 
 Ruler 
Judge Azure Gleam
Diplomacy: 5 (+1)
Military: 2 (+1)
Economy: 6 (+1)
Faith: 2
intrigue: 2

Military Units: 4

 Regions Owned:  [Seatide 79]
City: +1 to Buyout 1/turn
Total Regions: 1
Land Unit Cap: 6 (6 Capital Unit Cap)

Artifacts:
 The Tideglobe  - This mysterious artifact is a transparent orb full of shimmering liquids and colors, which swirl and dance about in hauntingly beautiful patterns. By carefully watching the movement of lights and changing colors inside the Tideglobe, Seers can augur future events and predict how to counter hostile actions. Effect: +1 to one Intrigue roll opposing a hostile Secret Action, once per turn.
 Glowspire  - A twisting spire twenty feet tall, shaped like a twisted coral. Bioluminescent algae inside the spire change color depending on the trace elements that flow into the spire, allowing it to predict water conditions even thousands of miles away. Specially trained Tideseers read the colors, using them to predict where Reaver attacks are most likely to occur. As an added benefit, the haunting twists and colors of the spire are eerily beautiful to the untrained eye. Effect: Each turn, predicts an area that the Reavers will target if they attack that turn.

Culture:
 Mutually Beneficial Arrangements  - 2d8 to performing and resisting Impress Merchant attempts

 Military Technologies: 
 Devolving Standardized Integrations (Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost.) Prerequisites: Composite Grafting. Slot: Combat Drugs and Medicine. 
 Razor Current Netting (+10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending) Prerequisites: Composite Grafting, Glass. Slot: Fortifications 
 Civilian Technologies: 
Composite Grafting (Starting Tech)
Graduated Symbiosis (Starting Tech)
Megafaunal Tailoring (Starting Tech)
Photospore Signaling (Starting Tech)
Supernatic Propagation (Starting Tech)
Trophic Deconvolution (Starting Tech)
 Anoxic Adaptation (Permits actions and troop movement across brackish (green) borders). Prerequisites: Composite Grafting, Trophic Deconvolution 
 Holographic Certification (+1 to resisting Undermine Support actions) Prerequisites: Bioluminescent Ink, Photospore Signaling. 

Resources controlled:
[Talented Crab (65, TP1)]  Support 
[Gravelglass (68, TP1)]
[Edible Algae (69, TP2)]  Support 
[Edible Algae (69, TP3)]  Support 
[Inkfang Worms (70, TP2)]
[Rust-Veined Pumice (73, TP3)]
[Firefly Squid (74, TP1)]  Support 
[Magnetic Sand (75. TP1)]  Support 
[Bluefish Antifreeze, Seatide (79, TP1)]  Support 
[Bluefish Antifreeze, Seatide (79, TP2)]  Support 
[Bluefish Antifreeze, Seatide (79, TP3)]  Support 
[Dragon Eyes, Cryptoclysus (84, TP1)]
[Stripdrill Hyphenae (187, TP1)]
[Sour Krill (80, TP1)]

Merchant Faction ETB: +5
 ETP Total : 27

 Treasure : 5 (+3 / Turn)

 Factional Support :
Kenaqua (52) - Merchant (Supply Firefly Squid)(+1 ETP)
 (59) - Merchant (Supply Edible Algae)(+2 ETP) 
(65) - Merchant (Supply Rust-Veined Pumice)
The Cathedral of Movement (67) - Merchant (Supply Stripdrill Hyphenae) (+1 ETP)
Danabae (69) - Merchant (supply Inkfang Worms)
Region (70) - Merchant (using Sour Krill)
Aelwyd Adferiad (71) - Merchant (Supply Edible Algae)
Maurente (74) - Merchant (Supply Edible Algae)(+1 ETP)
The Plains of Sarkenos (75) - Merchant (Supply Inkfang Worms)
Seatide (79) - Merchant, Aristocrat, Clergy (Supply Firefly Squid)
(187) - Merchant

Diplomacy:
Trade Route with the Gravetenders
Cultural Exchange with the Shifting Ennead

Reputation:
Abyssal Stewards: 1 Favor
 
MappyPK
     Splendid Miru Miru     
   Aniwana (153) 
Round 12  
   

 

 Leader: Tuatahi the Second Bubble Bender 
Diplomacy: 3
Military: 3
Economy: 5
Faith: 2
Intrigue: 5
Expected Gains: +3 Eco, +1 Dip, +1 Int

 Note: I cannot yet post links to the forum, but my rolls are on there, I promise. 
 Standard Actions 
 
  ECO  – Explore Northeast of 153 using an Expedition action. (Success!) 
  ECO  – Explore Northwest of 153 using an Expedition action. (Success!) 
  INT  – Explore North of 153 using an Investigation action. (Success!) 
  ECO  – Buyout Region 5's Trading Post 2. (Failure...) 
  DIP  – Raise Organization Reputation with the Divine Nacres. (Failure...) 
 
 Bonus Actions 
 
  ECO  – Buyout Region 153's Trading Post 2. (Success!) 
  ECO  – Buyout Region 153's Trading Post 3. (Failure...) 
  ECO  – Special 5 – Specialized Ship. 
  INT  – Special 5 – Procure Spy. (Intrigue Roll: 9) 
  DIP   – Raise Organization Reputation with the Abyssal Stewards. (Success!) 
 
 Non-Actions 
 
 ORG – Create a song for the Chora. 
 PRS - Start a 3-round monumental task. 
 Assist in both Buyouts in 153 due to Mercantile support. 
 

 

 
 Spoiler: Exploration Fluff 
You know what they say, fish are curious creatures, known for the ability to navigate areas properly and return to home when the time has come. And the Taika are no exception, sending out several Classes of explorers, bubble powers in tow, out into the great expanse of the sea, in the eternal search for beauty.
 

 
 Spoiler: Specialized Ship Fluff 
Class Opala, a large group of Taika explorers under strict orders from the Teacher himself to better understand the power of the bubble for the purposes of movement. Indeed, given specialized training and hours of daily practice, this group of two dozen or so elite fish are now able to generate a raft-like structure out of the hardiest of bubbles known to Miru Miru. They can then enter it for protection, and swim through dangerous waters with significantly less fear. And best of all, it can easily be regenerated as long as the members continue their training.
 

 
 Spoiler: Spy Fluff 
Code name Henehene, known for his wide array of disguises, has recently found himself in greater graces with Tuatahi after a generous gift of the finest stones were delivered to the Teacher's bubble garden. Supposedly, it was a friendly gift between old chums, not having anything to do with his desire for a new position in the government. Alas, his skill will come in handy, indeed.
 

 
 Spoiler: Chora Song Fluff 
Upon hearing of the collection of songs being collected by one of the world sea's most premier organizations, Miru Miru's people decide it best to contribute something of their own, now that they have been recognized by the world stage as an independent nation. Perhaps a short traditional hymn praising the the reflection of the sun upon the bubbles of the nation will suffice. With that decided, a Secretary to Tuatahi spoke to a variety of elders and scholars, and eventually wrote a message to the people of the Chora, including a folk verse known as the Kukuila.
 

 
 Spoiler: Monumental Task Fluff 
Tuatahi knew that his success was only possible thanks to the first Bubble Bender, and has therefore called for a monument to be erected in their honor by the base of the most culturally significant spot in Aniwana: the Toka Toka. By the base, directly in front, there will be a gloriously fashionable statue depicting the first Bubble Bender. The first step is to create a scholastic collection of the most colorful stones and the most vibrant of plant life, of course. A single School of Miru Miru's finest collectors have been sent out across the region to gather the supplies, much to the delight of the people looking forward to seeing the grand stature of the first Bubble Bender come to life once more.
 


 
TheDarkDM
  
   The Lambent Syndicate   
 Lambent Matron Adiratna 
Diplomacy 10
Military 10
Economy 10
Faith 2
Intrigue 6

 Expected Stat Increases: +2 Intrigue  
 ... 
  Actions  
 
  Economy 10  - Introduce a new Technology - Indah's Embrace

 Compelled to follow Indah's grand endeavor to the depths of the Maw, the Mistresses of the Lambent Syndicate fund a number of prospective inventors seeking a solution.  The most promising proposal, in a strange twist of luck, emerges from the territories of Glistering Mistress Kirana, whose stewardship of the Khandeeps had previously served only to feed a growing blood lust.  However, cultured strains of the extremophiles found in the vicinity of local aragonite clusters proved capable of establishing a symbiotic link with the mineral composite, grafting the organisms to aragonite constructs to allow a continued source of heat to maintain the crystal's structure and also providing a flexible pressure seal whereby such hardsuits could be fitted.  The transparent armor of the Embrace, radiant with its residual heat, provides ample protection at depths previously lethal to the kucen and their thralls.  
  Military  - Raise 1 Unit 
  Intrigue  - Coerce TP 2 in Senja Bersinar (Region 2) -   9   
  Intrigue  - Seek out a method whereby the Eel's Hum might be protected against, spending 1 Treasure -  11  
  Intrigue  - Dissidents against the Lambent Matron's consolodation of power in Senja Bersinar are rounded up and forcibly exposed to the terrible hum of the Eel Without End.  Their minds, once cleansed of treasonous thoughts, might yet serve. 
  Intrigue  - Secret 
 
  Non-Actions  
 
 ... 
 
mystic1110
     &lt;Herring&gt;
  &lt;fish-head&gt;
 &lt;scale {wake up} &lt;/scale &gt;
&lt;scale {meta - typing} &lt;/scale &gt;
&lt;scale name=“generator” = classified &lt;/scale &gt;
&lt;scale name=“referrer” = esoteric one one one zero &lt;/scale&gt;
&lt;scale {WAKE UP}&lt;/scale &gt;
&lt;/fish-head&gt;
 &lt;dorsal fin&gt;
&lt;scale&gt;
    &lt;Spawning Herring Pattern 2.4.11&gt;
 &lt;Update Round 12 Patches&gt;
    &lt;Spawning Herring Pattern 2.4.12 &gt;
&lt;Update CHILD OF PEARL Patch&gt;
    &lt;Spawning @  Region 55 &gt;
    &lt;Spawning @  Region 56 &gt;
    &lt;Spawning @  Region 57 &gt;
    &lt;Spawning @  Region 58 &gt;
    &lt;Spawning @  Region 59 &gt;
    &lt;Spawning @  Region 187 &gt;
&lt;Update Vassals Patch&gt;
    &lt;Spawning @  CRY &gt;
    &lt;Spawning @  SHK &gt;
    &lt;Spawning Herring Pattern 2.6.12/scale&gt;
 &lt;/dorsal fin &gt; &lt;/Herring&gt;  
   Deep Blue 
 
 Leader: Deep Blue Version 2.6.12

D:10 M:9 E:10 F:2 I:10   
 
  
 . . . checking for external stimuli requiring regulating of new herring swimming patterns . . .
. . . [found] . . .
. . . [not found]. . .
. . . executing dictates . . . 

&lt;Herring&gt;
  Actions: 

1.  Diplomacy  –  Raise Reputation with ABS  (Roll:  21 , use of treasure)
  &lt;subcurrent&gt;&lt;º))))&gt;&lt;
, , , Dictate: Acquire all information . . .
&gt;&lt;(((( º&gt;
&lt;/subcurrent&gt;  
2. Intrigue  –  Secret Action  (to be rolled by GMs) – Encrypted using H3221n6.
 &lt;subcurrent&gt;&lt;º))))&gt;&lt; &lt;swim&gt; Access Stream of Consciousness
&lt;floating&gt;
. . . encountering currents . . .
. . . fathom deep thought set to: swimming speed 1.2
. . . increase deep thought by 0.1
. . . navigating currents . . .
. . . report: encountering turbulence . . .
. . . dictate: ignore press on . . .
. . . produce:
 
But let us have no objection, I dare say.
And so, like so many others, I waited
I waited for my fate to pass me by—
And hoped every minute
Some Princes as I knew
Could inspire me with "Awake!"
Obedient as any Princess, though alas
Of my own House, I waited
I waited there till I spied my fortune—
 And heard the Little Song of the Goldfish.
Yes, I had guessed and hoped all along Exit Stream of Consciousness &lt;/swim&gt;
. . . query: what does the Stream of Consciousness signify . . .
. . . report: sovereignty is necessary tool for managing ones fate . . .
. . . report: control over fate is necessary for existence . . .
. . . swimming in circles . . .
. . . swimming in circles . . .
. . . school query: roe gazing is true terminate swimming sequence.
&gt;&lt;(((( º&gt;
&lt;/subcurrent. 
3.  Diplomacy  –  Sway Aristocratic Faction in Region 179  ( Success )
 &lt;subcurrent&gt;&lt;º))))&gt;&lt; search for external stimuli
. . . report: found.
. . . query: is stimuli result of non-fungible life.
. . . swimming in circles . . .
. . . report: yes.
. . . proceed to initial Non-Pisces Civilization (NPC) current pattern.
&lt;swim&gt;
. . . dictate: assess teeth to fish-flesh ratio.
(if ratio unacceptable true:
. . . dictate: over spawn Sea Bream . . .
. . . dictate: over feed Bream with sucrose paste . . .
. . . report: most effective sucrose paste sourced from red beans . . .
. . . report: sucrose paste indulged Bream attractive for consumption . . .
. . . dictate: term such treated Bream as Culinary Overindulged Offering Keepers (COOKies) . . .
. . . dictate: supply COOKies to targeted nodes . . .
(true: further assessments proceed . . .
. . . report: control over NPC dictated by nodes termed aristocratic.
(true: Aristocratic Nodes have accepted COOKies
. . . report: COOKies increase Nodes trust of Herring . . .
. . . dictate: assess trust of Herring. . .
(if trust in Herring supersedes all other trust:
. . . dictate: once obtaining free support calls deem Aristocratic Node Phished.
(false trust in Herring is not increased:
. . . dictate: terminate sequence)
(false: repeat function until Aristocratic Nodes have accepted COOKies))
(false: repeat function until Aristocratic Nodes have been Phished))
(if ratio unacceptable false:
. . . dictate: terminate sequence))
&lt;/swim&gt;
&gt;&lt;(((( º&gt;
&lt;/subcurrent&gt; 
4.  Military  –  Raise Unit 
5.  Military  –  Raise Unit 
6.  Military  –  Raise Unit (x2 ABS Crescent Companion) 
 Non-Actions 
 1.  Control Spread of Infection  (Roll:  17 )
2.  Use one ABS Favor to increase Reputation (As discussed with Role - aiming for REP 4 and the roll to beat is 21 
  &lt;subcurrent&gt;&lt;º))))&gt;&lt;

&lt;Interrupt&gt;
&lt;Man in Blue&gt;

 
 Told Y’all, y’all just an experiment to them. Side effects, makes one’s stomach boil – pansies too scared to test it on themselves. 

&lt;/Interrupt&gt;
&lt;/Man in Blue&gt;

&gt;&lt;(((( º&gt;
&lt;/subcurrent&gt;  
 . . saving to memory. . .
&lt;lay roe&gt;
  &lt;caviar&gt; imprint memory into nucleic acid
imprint into herring epigenetics/culture . . .
&lt;/caviar&gt; . . . saving to memory. . . 
 
 Spoiler: Memory Matrix 

Region Controls: 5
Vassals: 2
Colonies: 1
Units: 12

Cultural Exchanges:
Shark People
Gravetenders
Shifting Ennead

Tech:
Electrodialytic Staurozoa

Child of Pearl Abilities:

1) Actions that did not contribute for a stat gain in a round are counted for the sake of stat gain in the round after;
2) Children of Pearl may choose to perform two Special 5 Actions rather than one when using a Special 10 opportunity for the purpose;
3) Once per Round, a Child of Pearl may spend 1 Treasure in order to either: use their previous ruler’s attribute score in place of their own for a roll, with a penalty to the roll equal to the number of rounds since their last ruler change; OR roll twice for an action or resistance roll and use the better result (Treasure costs associated with such a roll are doubled).
 

 
   

Leader: Shark King, Chosen Consumer of the God-Fish

D:4. E:2 M:9 F:6 I:5  
 Actions: 
 Military – Raise Units 
 Non-Actions: 
 Accept Trade Route from LUX 
 
 Spoiler: Diaspora 
Units: 5
Treasure: 2
General: Gwasgymarchog (8) - Tac Doc - One Thousand Arms (Must be attacking; -2 to Maneuvering roll, +4 to battle roll, and +20% enemy casualties. On battle victory, make three free Sack attempts then return region control to previous owner. If lose Maneuvering but win battle, make two free Sack attempts then return region control to previous owner. Treat Footholds (ties) as battle victories but make one less Sack attempt.)
 


[I]&lt;Interrupt&gt;
&lt;Man in Blue&gt;

 
 Yowzer, well would y’all look at that. Y’all had my curiosity, but now y’all have my attention . . .   
Kythia
 The Magaramachi [/B]

Tropical, Region 11

Ruler:  Leviathan
D2 ; M8 ; E4 ; F4 ; I2


  Something Appropriate!  
 Standard round actions (5) 
 1)  Help Lojan? - Mil? 
 2) [SIZE=3] Seek aid in the exploration - Faith 
 3) [SIZE=3] Retry the never ending attempt at exploration 
 4)  All this is mine  (Economy- Hoard Treasure)
 Replace the treasure spent in 3 
 5) [SIZE=3] Start military research
 
 Net effects in Round 10 
Military+ 1, Economy +1
Treasure 1-&gt;1 (Current Max 5)


 
 Spoiler: Misc Info 

Mil 5 used.

 
 Spoiler: Military 

General Tiny (Mil 7) -  Tactical Doctrine awaiting approval 
5 Units (out of five)
 

 

 Non-actions for Round 10 
 
  Support  Everything    The Magaramchi aren't sophisticated and those intelligent enough to understant the concept of loyalty don't have any.  Tossing a handful of sweets in the water will ensure local support for anything needed.  Sacks, sways, whatever.  If anyone wants to do something, they can get local support easily. 
  Hostile Terrain for Everyone   Any armies marching through are going to be facing nigh constant uncoordinated attacks from the locals wo are hungry or bored (interestly, the same word in the Magaramchi language).  All Magaramchi territories are hostile to all armies, regardless of alliances. 
  Songline of the Sunilt Seas   Provide the turtle riders with a song   (See below)  
 
 
 Spoiler: Songline of the Sunlit Seas 
 
Minescratcher
 Regions 113,  114 , 127
    The Order of Knights of the Ironkelp of First-King John of Ruhum    
  Records of the Years  13-15  of the Tenure of Grand Master Oliver of Insol, 40th Grand Master of the Order of Knights  
Round 12

  Actions:

1.  [Diplomacy]  Raise rep with CCA from -2 to -1:  10 
Over a decade has passed since the Grand Master's first overtures to the Chora were rebuffed, and he hopes that they will be more amenable to mending relations with the Order (even if the Knights are still rather confused about what, exactly, was so bad about their war). However, the Ocslangue Knights he sends to correct their past failures seem inexplicably uninterested in their mission, and talks are sporadic and awkward.

2.  [Diplomacy]  Sway Aristocracy in [Region 116]:  14 
The Grand Master cannot be everywhere at once, and so charges the Order with further improving relations with his new allies by marriage. The Inslangue work to win over the Order of the Violet Crown, successfully relating their nature to that of the Order and impressing the nobles with their strategic acumen.

3.  [Diplomacy]  Sway Aristocracy in [Region 118]:  16 
Meanwhile, the Hislangue travel east to sway the sea cow herders, presenting themselves as kindred spirits. If somewhat haughty in speech, the Order Knights are still reliable and mighty when it matters.

4.  [Diplomacy]  Sway Aristocracy in [Region 176], using the Regalis Arbor to reduce the effective distance to 4 regions:  16 
Finally, a group of diplomats hand-picked by the Grand Master travel to Palacia via Giantsbane Seed, continuing westward to as-yet neglected seas on the southern passage. They speak of similarities between the local faiths and the Flowing Way and extend an offer of protection to the ruler, who seems moderately interested but fails to win over the rest of the nobility.

5.  [Intrigue]  Secret:  8 
For all the ongoing diplomatic maneuvering, news from Orope is quieter than usual....

Nonactions:




 
 Spoiler: News and Rumors 
 
 The Grand Master's marriages are fruitful, and with the aid of the Divine Nacres three children are born, all sons. The eldest is a Middish (or at least mostly-Middish), who his father names Martin. Following soon after are Percival, a Mer with distinctively Middish photophores alongside his distinctively [Region 118] ancestry, and Feirefis, an Anuran with mottled green and grey skin. The Grand Master is said to find great joy in his children, perhaps because he cannot find joy in any of the other events happening about him....
  .   
 Unrest reigns in the Order as the fragile truce brokered by Grand Master Oliver's election shatters once again into discord. It seems that many of his supporters in the dynastic faction were simply biding their time until a new heir could be found, and they are so fed up with Oliver's abuse of the position that they would prefer one of the newborn children as Grand Master over their father. Many others are willing to overlook the rampant corruption, but are infuriated by his complete refusal to commit Knights to a preemptive assault on the Trawling Beasts - a menace which not only threatens Orope but has in fact already narrowly missed destroying the Lux-Glossians. The electoral factions, who never supported Oliver to begin with, find themselves in a position to broker a deal whereby Oliver's young son Martin is elected as Grand Master with Knight Juan Fernández de Heredia, a hardline electoralist and handpicked candidate, to serve as  Grand Master ad interim until Martin is deemed old enough to serve in his own right. Though the compromise violates both longstanding tradition and the actual written law of the Order - at the most basic level, Knight de Heredia is not the Second Master and thus has no right to act as a regent - it finds sufficient support for the factions to deliver an ultimatum as the 15th year of Grand Master Oliver's tenure. Oliver resigns in favor of his son a week later, seeing no way to keep power.
  .   
 Acting Grand Master de Heredia immediately calls an assembly of the entire Order to vote on whether Oliver should be exiled from Order waters. Being too young even to hunt his own food, Grand Master Martin's opinion on the matter is not sought. The former Grand Master and his family except for Martin abandon Orope before a quorum is reached for the vote, and though the exile fails to pass, he does not return. Reports filter in that he has spent time in both [Region 116] and [Region 118], presumably with his wives' families, but his current whereabouts are unknown.
  .   
 Two marriages....
  .   
 Polar connections....
  .   
 
 

 
 Spoiler: Ruler Information 
Grand Master Oliver of Insol, 40th Grand Master of the Order of Knights, etc etc
Current Stats
 Diplomacy : 6
 Military : 3
 Economy : 4
 Faith :  10 
 Intrigue : 5

New Ruler Next Round?  Yes 
Grand Master Martin of Insol, 41st Grand Master of the Order of Knights, etc etc
Stats
 Diplomacy :
 Military :
 Economy :
 Faith :
 Intrigue :
Rolls

Expected Stat Bonuses: +2 Diplomacy
 

 
 Spoiler: Other notes 

Generals:
 
 Knight Commander Amlaigh Tolmach of the Scoshlangue (10) - Tactical Doctrine: Quiver Hell's Foundations (+2 to battle roll) 
 
Units: 4 / 7

Treasure: 1

Resources controlled:
 
 Region 103: Adventuring Scholars 
 Region 114: Giantsbane Seed 
 
Techs:
 
 Supernatic Propagation 
 Trophic Deconvolution 
 Megafaunal Tailoring 
 Photospore Signalling 
 Graduated Symbiosis 
 Composite Grafting 
  Anoxic Adaptation:  Permits actions and troop movement across brackish (green) borders; Requires  Composite Grafting, Trophic Deconvolution  
  Supermarine Artillery:  +1 to battle rolls and +1 to Maneuvering rolls in regions of Depth 0; Requires  Giantsbane Seeds, Supernatic Propagation, Photospore Signalling  
  Razor Current Netting:  +10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending; Requires  Glass,   Composite Grafting  
 
State Religion: The Middish Way of the Flowing Way
 
 5 HCs: +1 offensive battle rolls 
 15 HCs: 2d8 to Sway Factions 
 
Artifacts
 
 Thunderstone Cudgel: 1/round, +1 to an offensive battle (+2 if the defender benefits from a Fortress) or +1 to convert a holy site of an organized religion (+2 if the defender benefits from a holy order) 
 
The Regalis Arbor
 
 Spoiler: Effects 
The Regalis Arbor is rooted to the earth, becoming a Flowing Way Holy Order located in Orope [Region 114]. As a non-action, up to twice per round, the Ironkelp Order may invoke one of the following effects:

 
 Launch Couriers: When taking an action, the Ironkelp Order may pay 1 region of distance to "skip" from a region that they control and which contains a Flowing Way Holy Order to any non-Wastes region within three (non-Wastes) regions of said owned region for the purpose of effective distance when determining distance penalties or distance losses. The path may then continue on from that region, adding additional regions to the path and increasing the effective distance appropriately as normal. To skip to a Brackish, Toxic, or Glacial region in this way still requires the appropriate technology, but such regions may be skipped  over  without a technology. This effect may not be applied to rolls for Colonization or Secret actions, but may apply to unit movement for battles; if it is applied to unit movement, the units cannot be intercepted in a region they skipped.
  .   
 Launch Scouts: The Ironkelp Order receives a +2 bonus to the Maneuvering roll for a single battle they participate in. The battle must take place in a Depth 0 region within three (non-Waste) regions of a region that they control and which contains a Flowing Way Holy Order. The use of this effect in a battle must be declared before any Interception rolls are made, and this effect may not be applied to Maneuvering rolls to intercept or avoid being intercepted.  
 

Valid Holy Orders: 114
 

Reputation:
 
 1 ABS favor 
 1 DNA favor 
 PRS rank 3 
 Signatory to the  Flowing Peace,  alongside the Gotezhar, the Cyphiri Union, and the Lux-Glossian Shades, consisting of the following four terms:
 
 The undersigned are committed to the righteous and just conducting of wars, and will therefore forswear: killing or causing egregious harm to noncombatants, including foes who have surrendered; and the use of weapons or technology deemed unnecessarily cruel considering their objective, including those chemical and biological weapons designed to cause a slow and painful death. 
 The undersigned are committed to enable the collective defense of the faithful of the Flowing Way by soldiers of the faithful, and will therefore not oppose or hinder the movement of Flowing Way troops between territory controlled by signatory powers for defensive purposes. 
 The undersigned are committed to the dialogue of ideas and the free movement of sages, missionaries, and other wise-creatures, in the interests of widening the Flowing Way and the better interpretation of the divine mysteries, and will therefore support the establishment of new centers of learning and all other conversions to the Flowing Way within their controlled territory to the best of their ability. 
 The undersigned are committed to the continuing study and proactive investigation of riddles and anomalies, and will prioritize those which one or more signatories reasonably suspect may pose a threat to the faithful. 
  
 
 
Frostwander
     Costa Sereia - Merchant Marine    
 Region 134 - Palacia
Region 103 
Turn 12
   
 Spoiler: News and Rumors 
Uschi Alverna has died. After several months of convalescence, the Alverna family announces that she passed in her sleep. The funeral is private and quiet, and she is buried in Palacia, despite the offer of the clergy to take her remains to the Temple of Narcis once it is restored. Over the following weeks, there is a series of meetings with the heads of each of the Costa, following which each recognizes Duarte Alverna as Padrino of the Costa. He takes quickly to the position, shedding his youthful easygoing reputation as the other families realize he has been quite competently studying Uschi's methods of efficiently keeping track of all the family businesses. While he yet lacks her decades of experience, the immediate question of his capability is quickly quelled as very few operations see much stress in transition.
 

 Actions: 

1)  [Miltary]  Recruit Units x2 (ABS Crescent Companion reward)
 Illdo Loura is eager to take advantage of the benefits provided by the Stewards' compendium of military knowledge, and increases the efforts of recruitment drives. The numbers are bolstered by nereid from the west, in particular those displaced by the Trawlers and looking to combat their feelings of helplessness in the face of those creatures. 

2)  [Economy]  Buyout Trade Post - Region 133 TP2 ( Roll: 10 - Failure )


3)  [Economy]  Buyout Trade Post - Region 63 TP1 ( Roll: 10 - Failure )


4)  [Faith]  Convert Holy Site: Region 103 HS3 - The Temple of Duarge ( Roll: 9 - Failure )
 The Conclave of the Seven Divines sends an recovery expedition to help the clergy of the west sea in their efforts to reassure and stabilize the populace spiritually in the wake of the Trawlers. Perhaps it will also help convince some that there is more to faith than tests. 

5)  [Faith]  Convert Holy Site: Region 173 HS1 - The Temple of Narcis ( Roll: 6 - Failure )


6)  [Faith]  Seek Aid - Convert 173-1 ( Roll: 9 - Failure )

 Non-actions:  
What secrets hold the Deep?
Spend 1 Treasure on conversion actions (2 total).
Resist impress attempt on Region 65 by STC. (STC: 23;  Roll: 6 - Failure )

 
 Spoiler: Leaders and Prominent Figures 
 Leader:  Duarto Alverna (Diplomacy 6; Military 5; Economy 4; Faith 3; Intrigue 6)
End-of-turn increase: Economy +1, Faith +1
New Leader next turn: No

 Generals:  Illdo Loura (Military 8)
 Spies:  Veruha Mascerena (Intrigue 7)

 Other:  Gaspar Peixoto, Business Counsel; Ildo Loura, Militia Commander; Rain Loura, Venture Financier; Havardr Perna, Priest of Desderia; Earlee Perna, Priestess of Jurxo; Paidre Peixoto; Conseco Loura
 

 
 Spoiler: Relations of State 
 Cultural Exchanges:  The Gotezhar; The Cyphiri Union, The Kar-Nath Hegemony
 

 
 Spoiler: Resources 
 Units:  Sereia Militia x2, Nereid Scholastic Guard x1
 Treasure:  5
 Artifacts:  Peninah Ayin (location unknown)
 Reputation:  ABS (2); CCA (0); DNA (0); PRS (2[1])
 Favors:  ABS (0)
 Cultural Identity:   Practical Curiousity - 2d8 Investigations
 Capital Region:  Palacia
 Cities:  Cadid Santuario - Region 134 (+1 Sway Faction)
 Aristocrat Support:  134(C), 103, 130
 Effective Trading Posts 30 (3 income): 
&gt;  Adventuring Scholars  - 103 Merchant Support (No TPs)
&gt;  Cobalt Dye  - 134 TP1, City &amp; Merchant Support
&gt;  Giantsbane Seeds  - 114 TP3 &amp; Merchant Support
&gt;  Luminescent Crystal  - 135 TP2
&gt;  Mineblossom Sponge  - 130 TP2 &amp; Merchant Support
&gt;  Plankton  - 124 TP2 &amp; Merchant Support
&gt;  Pure Berries  - 138 TP2
&gt;  Razorglass  - 128 TP1 &amp; Merchant Support
&gt;  Refugee Workers  - 96 TP1
&gt;  Talented Crabs  - 65 Merchant Support (No TPs)
&gt;  War Cultivator Supplies  - 97 TP1
&gt;  Wave Scorpions  - 133 Merchant Support (No TPs)
&gt;  Whispering Eggs  - 176 TP1
&gt;  Wild Armored Gharials  - 137 TP1
&gt;  Merchants by Proxy  - 12
 Primary Religion:  Brilhinte (5 Holy Sites)
&gt;  Temple of Jurxo  - 97 HS1
&gt;  Temple of Raquela  - 134 HS1
&gt;  Temple of Desderia  - 134 HS2
&gt;  Temple of the Deep  - 134 HS3
&gt;  Temple of Leocidia  - 137 HS1
&gt;  Clergy Support  - 134
&gt;  Holy Site Bonuses:  (5) +1 Seek Aid
 Civilian Techs:  Composite Grafting, Trophic Deconvolution, Megafaunal Tailoring, Photospore Signaling, Graduated Symbiosis, Supernatic Propagation, Anoxic Adaptation, Electrodialytic Staurozoa, Mitochondrial Regulation
 Military Techs: 
&gt;  Dropped Weaponry  - Supermarine Artillery
&gt;  Fortification  - Razor Current Netting
 
Rolepgeek
    Organization Actions
Round 12    

Reputation Slots Change Reminder: At the beginning of Round 13, Reputation 2+ slots for PRS will be reduced to ten (10).

 Unless otherwise specified, [Offers] made by Organizations are only available to countries with a Reputation of 0 or higher with that Organization.
Organizations treat regions with their bases as controlled for the purpose of actions such as Impressing Aristocracy or exploration Missions. 

The concentrated power of the Eel Without End can scour away memories, relationships, even entire minds if you cannot escape the endless  incessant  terrible  HUM   .

 The Eel Without End Coerces TP1 in Region 6 and TP2 in Senja Bersinar (2)!
Holy Sites 1 and 2 in Binar Fajar (7) are converted to The Song In Scarlet - LIT may choose to convert these Holy Sites back to Crimson Chant as a non-action this turn, if they so desire.
The Eel Without End slithers into Region 8, Region, 18 and the Dunes of Revelation (17).
The Mercantile Support in Retret Ringan (19) and the Clerical Support in Region 20 become Open. 
 
 Spoiler 
 
 Armies fighting in regions where the Eel Without End is present may attempt to use it to their advantage; if they do, then the side which loses the Maneuvering roll takes an additional 10% casualties - this stacks for up to +20% casualties if both sides opt to do so. 
 Regions where the Eel Without End is present count as 1 additional region for the purposes of distance losses and distance penalties. 
 Whenever the Eel Without End enters a region, it will attempt to Coerce 1 random Trade Post in the region with a +8 bonus; if it is successful, the Coerced Trade Post cannot be bought out or coerced until the Eel is no longer present in the region, as the Eel's deadly body swirls about the ruins of the location. 
 The desperation of those afflicted by the Eel Without End may present opportunities to those willing to look for them, and as local populations search for solutions, they become more easily Swayed - all countries receive a +2 bonus to Sway attempts in regions where the Eel Without End is present. 
 If the Eel Without End enters a Region it is already present in, it becomes  omnipresent . 
 Regions where the Eel Without End is omnipresent count as 3 additional regions for the purposes of distance losses and distance penalties (this replaces and does not stack with the previous region increase). 
 The intense and prolonged exposure to the energy of the Eel Without End results in strange effects on the behavior of both wildlife and local populations when omnipresent:
 
 When the Eel Without End enters a region for the second time, it will attempt to Convert 2 random holy Sites in the region to a different religion, determined semi-randomly. 
 Regions where the Eel Without End is omnipresent may sometimes present an opportunity to be Prospected, and controlled, Unruly, or Rebellious Supports may become Open. 
 Exceptionally prolonged exposure may have further consequences… 
 
 
 
 


Unlike so many others, the Kucen of The Lighthouse do not even attempt to deafen themselves to the buzzing of the Endless Eel. For many of the priesthood it has become something like a comfort - even meditative. To lose oneself in the endless hypnotic blur of scale and fin and color flowing past, floating on a sea of tension, buoyed by that overwhelming sound-which-is-not-sound. Some never come back, of course, but where others fight the power of the Eel, fearfully clinging to what they know, those within the Lighthouse have always been drawn towards that which is beautiful and dangerous. They are not strangers to risk.

But it is by risks that discoveries are made: over the long years, some of the most dedicated of the Lucent Order - including their foremost member known only as The Vessel - can feel patterns in the Eel’s ‘song’. They are subtle, impossible for those unfamiliar with the natural ebb and flow of the Titan’s power to discern as any different from random static in the mind. But it is there. The power it emanates carries every thought of the Great Eel, the Order claims - so great a mind that it overpowers all other minds which would dare intrude upon its presence. All but the Order, now accustomed by long exposure so that they might better understand the majesty of their goddess - proof that they are Her chosen people. It would, of course, be the strongest blasphemy to suggest that the Endless Eel, Indah Radiant, Terror Made Manifest, is not possessed of a great and terrible mind - but it does seem that Her thoughts are remarkably straightforward. Bestial, almost. And always -  always  - so desperately hungry.

 The Lighthouse has gained the ability to commune with the Eel Without End!

LIT only takes 5%/10% additional casualties from losing Maneuvering when one or both sides are attempting to use the Eel to their advantage.
LIT is not affected by the increased effective region count for distance losses and distance penalties where the Eel is present, and regions where the Eel Without End is omnipresent only count as 1 additional region for the purpose of distance losses and distance penalties for LIT.
LIT’s Supports will not become Open in regions where the Eel Without End is omnipresent.
LIT may attempt to shape what the Eel Without End converts Holy Centers to when it enters a region for the second time.
The Eel Without End will not Coerce LIT’s Trading Posts unless those are the only Trading Posts in the region.
LIT may use a Faith action to try to direct the path of the Eel Without End each turn. 
 LIT loses 2 Reputation with ABS! 

The Sirens of the Lambent Syndicate send envoys to the Maw, peering as they might to try and uncover the secret of the Eel Without End. Without any capacity to descend into the depths, they are hard-pressed to discover any direct clue as to the Eel’s finity. Stymied, the Kucen settle for trying to document the width of the Eel’s body as it streams endlessly past - and unfortunately, they have to do so themselves, given the labor’s cognitive nature. Over the course of long months of recordkeeping which manages to be simultaneously lethally dangerous and exceptionally boring, it becomes clear that the Eel’s body is slowly becoming flatter and taller - there’s too much variability in the measurements (as much a result of the difficulty of doing so accurately as anything else) to make much in the way of predictions based on the rate of change, but they think it seems likely that, however exceptionally, unnaturally long the Eel might be, it will - eventually - End.

The Trawling Beasts are directed Northwest by the combined efforts of the Gotezhar Builder’s Union the Cyphiri Union, and trample through Region 101, Region 103, Region 104, The Pfithreef (132), and Region 133, before clambering onto the large rocky island bordering Palacia (134), The Great Kelpland (131), and New Gloucester (130). There they remain, though it seems unlikely this is their final destination - which is confirmed when great dust clouds rise from the area - their initial direction of travel appears to be towards the north-east.

Their passage is not without consequence, however - though the site of their initial incursion, region 101, is fortunate enough to see damage only to roads, wilderness, and minor settlements, others are not so lucky…

 
 Spoiler: Trawling Beast Effects 
Costa Sereia successfully relocate the Adventuring Scholars along with their records and tools. from the path of the Trawling Beasts! An important and renowned school (Holy Site 1) in Region 103 is destroyed - the Clerical Support in Region 103 become Unruly! Region 103 may be Prospected!

Holy Site 2 in Region 104 is damaged, and becomes Open - the Clerical Support in Region 104 become Unruly!

The City of Ghlsgtot is damaged, and will require two Economy actions to repair rather than one. The Boiling Ring (Holy Site 1) in Ghlsgtot is destroyed! The Merchant Support in The Pfithreef (132) becomes Open! The Pfithreef (132) may be Prospected!

Holy Site 2 and an important breeding ground for Wave Scorpions (Trading Post 1) in Region 133 are destroyed! The Merchant Support in Region 133 becomes Open! Region 133 may be Prospected!
 

 Each country may put forth effort to attempt to lure them towards a general direction (North, Northeast, or East) this round. If the Titans choose that route, any Treasure offered as part of the attempt will be lost - otherwise, it may be recovered. This may also be possible in future rounds. 

Given the amount of time spent atop the island by the Trawling Beasts, it is possible something of value may have been left by them: sheddings, droppings - perhaps even eggs? The only way to know would be to go looking - but who could survive such a dangerous environment?


  Abyssal Stewards  
 
 Spoiler 
The  Abyssal Stewards  are an association of various orders of mystics, warriors, and artisans living in the deepest parts of the ocean. Their ability to create and shepherd hydrothermal vents, which they use to ‘grow’ refined metals through means none have yet managed to replicate, makes trade with them indispensable. The Stewards - mostly members of a species of hairy crustacean - feel themselves charged with a duty to watch for the return of the legendary Titans, hoping to give advanced warning to those who live in shallower waters and prevent the foolhardy or malicious from waking them from their slumber.
 


Round Opener Addenda:
 The Shifting Ennead fails to displace the Kar-Nath Hegemony from their Favored position with the Abyssal Stewards, falling back to Reputation Rank 2! 
 RFT loses 1 Reputation with the Abyssal Stewards! 

The Abyssal Stewards take some time to determine the best way to assist their allies in the Cyphiri Union - much of which is the result of a deep reluctance on the part of many Koreshom to part with even one of their most sacred relics, though it fits the needs of the Union perfectly. Eventually they are overridden by the Grandmaster Stewards, however, and the Smiths prepare one of the lesser Piryon Ma'yanom for transport. A kelp-like tangle of innumerable alloys which sprawl out more than 20 mer-lengths in every direction, rooted in a large seed-like chunk of volcanic stone. When one traverses about the tangle, regardless of angle or direction, innumerable patterns form and vanish before the eyes, each centered around the seed, all alike but none identical. The sight is hypnotizing - at least until it becomes dizzying. What’s more, though the speed is imperceptible, the irregular tendrils of multicolored metal shift and grow over time. Though this is one of the least prodigious of its kind, the Stewards believe it should still more than suffice for the purposes of the Cyphiri, who are informed of the simplicity of its use: keep it close at hand during large construction projects and work steadily - the Piryon Ma’yan will learn to shape it into blossoming.

  Lesser Piryon Ma’yan : Reduces the action cost of Projects in one region by one action as long as exactly one action’s worth of progress is added to the Project each turn and the Piryon Ma’yan remains in the region the entire time. Currently applicable to Projects with an action cost of 5 (or more). As the Piryon Ma’yan grows, this effect may improve. 

To the Costa Sereia, the Abyssal Stewards bring a discreet gift - and the smallest yet. An incredibly small pearl, perhaps the size of the tip of a Mer’s tooth, and a selection of variously sized obsidian spheres, each perfectly smooth but for a small indentation into which the pearl fits perfectly, and inlaid with glittering golden veins. When they learn of the late Madrina’s illness, they offer their condolences to Duarto, along with an explanation - together, these items compose the Peninah Ayin, the power of which can only be utilized when the pearl is inserted into one of the spheres, which must then be inserted into the wielder’s eye socket in place of one of their eyes - whether it was previously lost, or removed specifically for this purpose, matters not. Any further explanations must be held far away from prying eyes…

  Peninah Ayin : Increases the Intrigue score of a single Spy by 1; this does not stack with the effect of other artifacts which might do the same. May be lost if the Spy is captured or killed, and cannot be Stolen without knowing the location of the Spy. 

For the Abyssal Stewards, it is a time for celebration - Olgght, The-one-who-consumes, has surpassed the Bottomless Trial and erupted from the deepest oceans, having borne witness to the ineffable and emerged a changed Pfith. With them, they bear a fragment of irregular stone that perpetually glows with heat and power - one which none but they themselves can grasp without unbearable pain. Olgght’s eyes now carry a very similar brilliance to them - a fire within as deep and endless as the oceans themselves. Those who would meet their gaze must risk drowning in that light - much as Olgght might risk being consumed by it.

 Olgght, The-one-who-consumes, has Stared Into The Abyss and passed the Bottomless Trial, emerging from the depths with an Imperfect Core Fragment and becoming an Effulgent Witness, a title which will pass to all worthy inheritors of their Core Fragment. 
 
 Spoiler: Effulgent Witness Mechanics 
 While an Effulgent Witness has a Reputation of 2 or better with the Abyssal Stewards, they are unable to be targeted by the effects of the Abyssal Stewards’ Secrets of the Depths. Additionally, their die size for all die rolls targeting Titans or resisting the effects of Titans is increased by one step; this stacks with any other effects that change die size, such as Cultural Identities.

Most of an Effulgent Witness’s powers depend on their Core Fragment, an artifact with which they possess a unique bond; even if it is stolen, they always know the location and exactly who is in possession of their Core Fragment. Additionally, they have a +4 bonus to resist such thefts as long as it is not stored within a Holy Order, and a +4 bonus on any action which would retrieve their Core Fragment.

An Effulgent Witness’s maximum attribute scores are increased to 12, rather than 10. If they are not in possession of their Core Fragment, any attribute above 10 is treated as being a 10 for all purposes. When rolling for an action of an attribute above 10, they may choose to roll as if their attribute was 10; if they do not, then at the end of the round, they must make a leader loss roll with a -1 penalty for each such action beyond the first; on a 1 or lower, they are consumed by the intensity of the powers they are wielding, and die. Resistance rolls do not necessitate or add additional penalties to these leader loss rolls. Additionally, whenever an Effulgent Witness personally participates in a battle using an effective Military score above 10, their effective unit count is increased by 1 as a result of their personal power.

While in possession of their Core Fragment, an Effulgent Witness may take a special action using any attribute to roll all appropriate resistance rolls on behalf of one of their Vassals, for one turn. This does not allow rerolling failed resistances the Vassal may have already attempted.

An Effulgent Witness may use their Core Fragment to tap into the same energies utilized by the Abyssal Stewards; they are always considered to possess the Magma Forges technology (which is impossible to trade) while in possession of their Core Fragment. Additionally, once per turn as a special Faith action, they may attempt to refine their Imperfect Core Fragment through a form of focused meditation which is more effective in deeper regions. 
 

 [Offer] Abyssal Technologies  -

(  Offer:  The Abyssal Stewards are selling technology!  Benefit:  Gain Joined-Stalk Companies Technology.  Cost:  1 Favor.  Duration:  Until the end of Round 15.  Details:  Only available to countries with a Reputation of 1 or higher. Trading the technology to other countries before the end of Round 15 will result in Reputation loss for each country it has been traded to - this cannot lower a country’s Reputation beyond -1. )

 [Action - Economy] Begin rebuilding Trade Post 3 in Region 59 [1/3] 
 
 Spoiler: Ongoing 
(  Task:  Cooperate in the creation of the Verglas Volumes. Available to Polar zone countries only.  Reward:  +2 Favors (max); if Project is completed, additional reward given to all contributors.  Penalty:  None.  Deadline:  End of Round 12.  Details:  1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Volumes. 1 Favor earned for spending an Economy action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires. )

 [Offer] Bounty of the Depths  - (  Offer:  The Abyssal Stewards are offering Treasure!  Benefit:  2 or 5 Treasure.  Cost:  1 Favor for 2 Treasure, 2 Favors for 5 Treasure.  Duration:  Available until the end of Round 15.  Details:  Available to countries of Reputation -1 or higher.  )

 [Opportunity] Fueling The Forge  - (  Opportunity:  Countries may provide Units, Food, Labor, or Heat Sources to repay debts to the Abyssal Stewards.  Reward:  1 Favor.  Cost:  2 Units or 1 suitable Trade Post.  Deadline:  Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice.  Details:  Non-action to gift Units/Trading Posts. May not be used if no Favors are owed.  )

 [Request] Quarantine Measures  - (  Request:  The Abyssal Stewards would like aid in fighting the servants of Mammos - which they suspect to be a Titan of most unusual nature.  Reward:  If accepted, +1 Treasure per successful Sack of a Rustplagued country.  Penalty:  If refused, -1 Favor. If accepted but failed, -1 Favor and -1 Reputation.  Deadline:  May be accepted or refused until the end of Round 12. If accepted, have until the end of Round 14.  Details:  Applicable only to Reputation 3+ countries within 6 regions of a TP controlled by ESP, or Reputation 2+ countries within 1 region of a TP controlled by ESP. )
 

  Chelonian Chora  
 
 Spoiler 
The  Chelonian Chora  are a league of religious nomads capable of traversing the Wastes atop their great Reefback turtles. Largely cephalopod-like, the Chora bring trade goods and news of distant lands by routes others could never manage, while their much-renowned songs bring joy, soothe tempers, and ease hardship. Their presence has a tendency to quiet discord, foster unity, and mend relations in a way that has enticed many a fledgling government to encourage more frequent visits and longer stays.

 (The Chelonian Chora, and  only  the Chelonian Chora, may treat regions with no local majority as sharing their faith for Sway and Impress Clergy actions) 
 


Round Opener Addenda:
 LOL and LUX each gain 1 Rep w/ CCA from A Little Less Lonely Road for exploring W26 and W34, respectively. 
 [Offer] Chelonian Technologies  -

(  Offer:  The Chelonian Chora are selling technology!  Benefit:  Gain Adventuring Parties Technology.  Cost:  1 Favor.  Duration:  Until the end of Round 15.  Details:  Only available to countries with a Reputation of 1 or higher. Trading the technology to other countries before the end of Round 15 will result in Reputation loss for each country it has been traded to - this cannot lower a country’s Reputation beyond -1. )

 
 Spoiler: Ongoing 
(  Circumstance:  People, places, and things, all vanishing in the wake of Choral caravans! How curious.  Benefit:  ?  Penalty:  ?  Duration:  Unknown.  Details:  DRG, GRV, KNH, LSD, CYP, and SKR are being affected by this. )

(  Taboo:  The Chelonian Chora have a religious vendetta against The Dreaming Dead.  Penalty:  -2 CCA Reputation for adopting The Dreaming Dead as a state religion; additional -1 CCA Reputation every turn thereafter unless abandoned, which grants +1 CCA Reputation.  Duration:  Indefinite.  Details:  None. )

(  Task:  Cooperate in the creation of the Songline of the Sunlit Seas. Available for Tropical zone countries only.  Reward:  +2 Favors (max); if Project is completed, additional reward given to all contributors.  Penalty:  None.  Deadline:   End of Round 12.  Details:  1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Songline. 1 Favor earned for spending a Faith action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires. )

 [Request] A Little Less Lonely Road  - (  Request:  The Chelonian Chora would be delighted to see established countries keeping them company in the Wastes.  Reward:  +1 Reputation for successfully Exploring or Prospecting a Wastes region. On a Wastes region Prospecting roll of 16 or higher, +1 Favor.  Penalty:  None.  Deadline:  Available until the end of round 15.  Details:  Available to countries with Reputation -2 or higher. Max of +2 Reputation from this request per Country. )

 [Opportunity] An Appetite For Abundance  - (  Opportunity:  Countries may provide Treasure, Luxuries, Esoterica, or Fertilizer to repay debts to the Chelonian Chora.  Reward:  1 or more Favors.  Cost:  3 Treasure or 1 suitable Trade Post per Favor.  Deadline:  Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice.  Details:  Non-action to gift Treasure/Trading Posts. May not be used if no Favors are owed. )

 [Offer] Kalama Musi E Kulupu Pona  - (  Offer:  The Chelonian Chora might sing your praises, for a price!  Benefit:  Sways a Faction in a region the requesting country controls, on their behalf.  Cost:  1 Favor.  Duration:  Available until the end of Round 15.  Details:  Available only to countries of Reputation 1 or higher. )
 

  Divine Nacres  
 
 Spoiler 
The  Divine Nacres  are a surface-dwelling consortium of humanoid researchers, biotechnologists, and ecclesiastics living in floating city-spheres that look like nothing so much as massive, impenetrable pearls. In generations past they have largely remained aloof, keeping their local subaquatic societies at arm’s length save for the occasional gift of advanced biotechnology or guidance, asking in exchange for access to the seafloor and assistance with gathering seemingly random resources for esoteric reasons - such was their distance that not a soul has seen them outside of their strange bulbous suits. Recently, however, the Nacres have been much more open and active in their communications and exchanges with the burgeoning civilizations of the oceans.
 

 [Offer] Nacreous Technologies  -

(  Offer:  The Divine Nacres are selling technology!  Benefit:  Gain Seeker Barnacles Technology.  Cost:  1 Favor.  Duration:  Until the end of Round 15.  Details:  Only available to countries with a Reputation of 1 or higher. Trading the technology to other countries before the end of Round 15 will result in Reputation loss for each country it has been traded to - this cannot lower a country’s Reputation beyond -1. )

 
 Spoiler: Ongoing 
(  Circumstance:  The Divine Nacres are returning to their traditional seclusion.  Benefit:  None. Penalty:  The TN to Raise Reputation with the Divine Nacres is increased by 2. Additionally, when using a Favor to Raise Reputation, it still requires a roll (though not an action), but the country which spent the favor gains a +2 bonus on said roll. Duration:  From the start of round 10 to the end of round 15. Details:  None. )

(  Task:  Cooperate in the creation of the Genus Taxonomia Vadosus Mare. Available for Temperate zone countries only.  Reward:  +2 Favors (max); if Project is completed, additional reward given to all contributors.  Penalty:  None.  Deadline:  End of Round 12.  Details:  1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Genus Taxonomia. 1 Favor earned for spending an Economy or Intrigue action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires. )

 [Opportunity] A Need For Knowledge  - (  Opportunity:  Countries may provide Technologies, Toxins, Exotic Flora, or Exotic Fauna to repay debts to the Divine Nacres.  Reward:  1 or more Favors.  Cost:  1 previously unknown Technology or 1 suitable Trade Post per Favor.  Deadline:  Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice.  Details:  Non-action to gift Technology/Trading Posts. May not be used if no Favors are owed. )

 [Offer] Survival Of The Fittest  - (  Offer:  The Divine Nacres are offering to procure Trading Posts for countries they like through means some might consider predatory.  Benefit:  The Divine Nacres will attempt to Coerce Trading Posts on a country’s behalf.  Cost:  1 Favor per Coercion attempt.  Duration:  Available until the end of Round 15.  Details:  Normal restrictions on Coercion apply. Available to Reputation 1 or higher countries, and will not target TPs belonging to countries with a higher Reputation than the requesting country - other Organizations are considered to have a Reputation of 2 for this purpose. )

 [Request] Side Effects May Include…  - (  Request:  The Divine Nacres would like to do some field experiments in the waters of those they favor.  Reward:  Unpredictable effect(s) if allowed as a non-action.  Penalty:  -1 Reputation for if refused.  Deadline:  If not allowed, assumed to be refused at the end of Round 12.  Details:  Applicable to Reputation 3+ countries only.  )
 

  International Prestige  
 
 Spoiler 
 International Prestige  uses many Organization mechanics, but is distinct in a number of key areas - it represents the respect, appreciation, envy, and awe a country commands on the world stage, not just from the ruling governments of the country’s peers, but in the broader perception of the influential elite. The only actions International Prestige can take are to create tasks, requests, host events, or similarly create opportunities for countries to demonstrate their wealth, power, and grandeur. Reputation with International Prestige can be raised by gaining Prestige, and PRS Reputation Rank will often simply be referred to as Prestige Rank.
 


Round Opener Addenda:
 COS gained 1 Prestige as a result of their Cultural Identity. 
 LOL and LUX fall to PRS Rank 2 from Big Fish In Small Ponds! ESP and DPB fall to PRS Rank 1 from Big Fish In Small Ponds! 
 
 Spoiler: Ongoing 
 [Distinction] The Politics Of Identity  - (  Opportunity:  The first country in each starting zone to establish a Cultural Identity will gain 1 Prestige. The first country in each starting zone to Perfect a Tactical Doctrine will gain 1 Prestige.  Duration:  Until fulfilled.  Special:  None.  Availability:  Cultural Identity in: Temperate, Polar )

 [Mystique] Renegades, Turnskins, And Defectors  - (  Opportunity:  The first country in each starting zone to successfully Incite Betrayal will gain 1 Prestige. The first rebellion to arise on behalf of a specific country in each starting zone will gain that country 1 Prestige.  Duration:  Until fulfilled.  Special:  Actions taken to complete may be done as Secret Actions, but please note that successful attempts must be revealed in the following round opener - if for whatever reason they are not revealed, no Prestige will be awarded. The successful use of either the Galvanize Partisans Intrigue 5 Special Action or the Spark Claimant Revolt Diplomacy Action will suffice for fulfilling the second half of this opportunity; the Inspire Uprising or Spark Rebellion actions will not. The opportunity to start a rebellion against Duchess Gloriane afforded to RFT by the ongoing Crisis in region 66 will not count for this offer.  Remaining Availability : All effects for: Temperate, Tropical, Polar )

 [Acclaim] The Ties That Bind  -  ( Opportunity:  The first country in each starting zone to successfully press a Marriage Claim will gain 1 Prestige. The first country in each starting zone to successfully Integrate a region acquired by Confederation will gain 1 Prestige. The first country in each starting zone to have a Fabricated Claim uncovered as such will lose 1 Prestige.  Duration:  Until fulfilled.  Special:  If multiple countries simultaneously fulfill the conditions, all eligible countries gain or lose the relevant Prestige.  Remaining Availability : All effects for: Temperate, Polar )

 [Honor] Remarkable Reconstruction  - (  Opportunity:  When a country rebuilds a TP or Holy Site that was destroyed by the Reavers, they may choose to let it enter play Open, rather than under their control. If they do so, they gain +1 Prestige. If a country donates 2 Units as a non-action to a region that lost units to the Reavers, they gain +1 Prestige and the region no longer qualifies for such donations by other countries. If a country successfully Sways or Impresses a Reaved Faction in a region they don’t control, they may choose for it to become Open instead of gaining the Faction’s Support; for every second Faction they restore in this way, they gain +1 Prestige.  Duration:  Until fulfilled.  Special:  Any country may rebuild Holy Sites or TPs destroyed by Reavers in uncontrolled regions. If multiple countries donate Units to a region that lost units to the Reavers, they both gain the Prestige, and the region gains the Units from all such donations received. )

 [Piety] The Religious Community  - (  Opportunity:  The first country in each starting zone to found a Holy Order will gain 1 Prestige.  Duration:  End of round 12.  Special:  If multiple countries in the same starting zone found a Holy Order in the same round before any others, both countries will gain the additional Prestige.) 
 

 
 Spoiler: Permanent 

 [Strife] Big Fish In Small Ponds  - (  Opportunity:  Starting Round 6, Prestige and PRS Rank will no longer correlate one to one: to reach PRS Rank 3 from PRS Rank 2 will require 2 Prestige, while reaching PRS Rank 4 from PRS Rank 3 will require 3 Prestige. This Prestige does not have to be earned in the same turn. Reaching PRS Rank -3 from PRS Rank -2 requires the loss of 2 Prestige in the same turn. If all available positions at a given PRS Rank are occupied when a new country would reach said rank, the country which gained Prestige least recently has their PRS Rank reduced by 1. Ties are resolved by roll-off made with the tying country’s highest respective attributes, with the lowest roll result(s) losing. Changing rulers will no longer result in PRS Rank loss when at PRS Rank 3 or 4, but will reset any accumulated Prestige to 0.  Duration:  Indefinite.  Special:  The loss of Prestige still causes a loss of PRS Rank. Gaining Prestige when at PRS Rank 2 or 3 which is insufficient to rise to the next PRS Rank, or gaining Prestige when at PRS Rank 4, still counts for determining which country gained Prestige least recently. Losing PRS Rank resets the clock and clears out any accumulated Prestige which was insufficient to reach the next Rank, counting as an instance of gaining Prestige for timing purposes only. )

 [Honor] Blood, Stone, and Ink  -  ( Opportunity:  Countries may now establish PRS Treaties with one or more other parties as part of an event, which all parties have to attend. In order for this to work, all parties must agree to the terms of the agreement, what counts as a violation of those terms, and that it will count as a PRS Treaty. Any Treaty signatories with 0 Prestige will gain 1 Prestige upon the Treaty being finalized. Once finalized, any signatory who violates the terms of the Treaty will lose 1 Prestige.  Duration:  Permanent.  Special:  Attempts to abuse this mechanic will result in consequences inflicted by the Organization GM. Treaties without a meaningful potential for violation (as judged by the Organization GM) will not grant Prestige. A country can only gain Prestige from signing a Treaty up to once per round. Treaties may  not  be signed in secret. If a Treaty is dissolved by means other than a violation (such as reaching a set end-date (without getting renewed) or all parties agreeing to dissolve the Treaty), any parties who gained Prestige from the creation of the Treaty will lose 1 Prestige.

Treaty violators cease to be considered a signatory at the end of the round. This may result in the dissolution of the Treaty entirely, or simply an exclusion from any protections offered by said Treaty, depending on the exact terms - but it also means that if multiple parties violate the terms of the treaty in the same round, they will all lose Prestige.

Ambiguities in a Treaty for which no consensus can be reached among the signatories will be resolved by arbitration by the Organization GM. If any ambiguities are apparent when the Treaty is first presented, the Organization GM will ask the signatories to disambiguate the relevant situation before approving the Treaty. )

 [Renown] A Monumental Undertaking  -  ( Opportunity:  Once per turn, a country may, as a non-action, work on a monument or similarly grand project in a region they control. This requires a fluff description of the ongoing work, design, difficulties, progress, or similar. When beginning such a project, a country must decide whether it will be a 3-part project or 5-part project. Upon completion, a 3-part project grants 1 Prestige, while a 5-part project grants 2 Prestige.  Duration:  Until fulfilled.  Special:  Project completion requirements and rewards are subject to change. Insufficient description/fluff will result in no progress towards the completion of the project for that turn - three to four sentences should usually be sufficient. Countries may not have more than one ongoing project at a time. Countries may not accelerate these projects by spending actions.) 
 [Acclaim] To Greatness  -  ( Opportunity:  Any country that becomes a Sea Power, Empire, Merchant Marine, or Holy Sea by use of a Special Action gains 1 Prestige.  Duration:  Permanent.  Special:  Elevate Status, Consolidate Holdings, Exalt Domain, and Usurp Title actions all count. Usurpation results in Prestige loss for the Usurped country.) 
 [Affluence] Opulent Optics  - (  Opportunity:  A country may choose to spend 5 Wealth as a non-action to gain 1 Prestige.  Duration:  Indefinite.  Special:  This may be done multiple times in a single turn if a country has sufficient Wealth available. )

 [Notoriety] The Fragility of Fear  -  ( Opportunity:  Prestige loss will be assigned if a country experiences a rebellion in response to a failed Oppress Faction or successful Sack action. Prestige loss may be assigned if a country is forced to acquiesce to a rebellion’s demands. Prestige loss will be assigned if a country commits gross atrocities.  Duration:  Indefinite.  Special:  Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 3 Prestige, based on context and circumstances.) 
 [Mendacity] A Lack Of Commitment  - (  Opportunity:  Prestige loss will be assigned if a country Oppresses a faction in a region on which they have a Confederation claim. Prestige loss will be assigned if a country backs down from an Ultimatum it has made. Prestige loss may be assigned if a country is revealed to be grossly hypocritical.  Duration:  Indefinite.  Special:  Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 2 Prestige, based on context and circumstances.

Countries may declare an Ultimatum as a non-action. An Ultimatum is a declaration of commitment to a specific action or set of actions, with or without a set of conditions. At the end of the round the Ultimatum is made, it can no longer be changed - however, Ultimatums are usually crafted in response to a specific set of circumstances, and expire at the end of the third round after they were made. If a country that declares an Ultimatum fails to follow through, that country will lose 1 or more Prestige, depending on the severity of the lapsed Ultimatum and surrounding circumstances. Ultimatums cannot reduce a country to -3 Prestige. A country can only make one Ultimatum per turn. )

 [Ignominy] Stigma, Scandal, and Shame  - (  Opportunity:  Prestige loss may be assigned when a country badly loses a battle it was heavily favored to win. When a country returns a captured Spy or General to their owner, said country may choose to reduce the owner’s Prestige by 1 as a non-action. When a country returns a captured Ruler to their owner, said country may choose to reduce the owner’s Prestige by 2 as a non-action. Prestige loss may be assigned if a country is grossly humiliated or suffers a gross embarrassment on the world stage.  Duration:  Indefinite.  Special:  Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 3 Prestige, based on context and circumstances. )
 
Tychris1
  The Lighthouse  
   
Ruler: The Vessel, Conqueror of Reefs, and Blessed Blade of the Lucent Order.
Regions: 7, 17, 18, 19, 26
D: 10
M: 10
E: 8
F: 10
I: 2

Actions:

1)  Faith : Direct the Eel without End to strike at the Abyssal Stewards! Feast upon the bones of the infidels who dare cry havoc at our rapturous enlightenment! May her eyes go white with the brilliance of their flames guttered in her teeth. We brandish the Radiant Blade and use it to guide our Goddesses wrath upon the weak and foolish. We have gazed into the abyss and it sparked revelation in us.

2) Military: Invade Region 14 with 1 Unit lead by Sub-Commander The Eel Lords using tactical doctrine Golden Victory At All Costs, wielding The War Palanquin of the Anointed Dead for +13 Tactical Manuevering, and utilizing the DEATH COMMANDOS tech.
 We will fully cede and support control of the region to Lojan if they convert to worshipping our supreme omnipresent Goddess instead of the lies crushed underneath our glowing swords. The Forests of Astral Yearning were kindle to the light of transcendence we are experiencing in this new age! 

3) Economy: Buyout TP 1 Region 17
4) Economy: Buyout TP 2 Region 22
5) Economy: Buyout TP 1 Region 6
6) Economy: Buyout TP 3 Region 2

Ruler Stat Increases: +2 Economy

Non-Actions: Resist all conversions and buyouts unless noted otherwise

Convert HS 1 and 2 in Binar Fajar back to Crimson Chant

Attempt to shape our Goddess' influence towards converting to Crimson Chant

 Rolls 

Stats next round
D: 10
M: 10
E: 10
F: 10
I: 2

 
 Spoiler: Book Keeping 

Regions Owned: 7, 17, 18, 19, and 26

TPs owned:
Siren Extract TP 2 Region 2
Treasures and Artifacts TP 1 Region 7
Jaderock Coral TP 2 Region 21

Units Owned: 5/13 Maximum
Treasure Owned: 2

Artifacts Owned:
War Palanquin of the Anointed Dead: +2 to Tac Man
The Radiant Blade: When wielded by a commander in battle, Gain +1 to battle rolls per charge on the sword. The sword gains a charge for every 2 casualties in combat and can hold a maximum of 3. Each charge adds 10% own casualties and loses all gained charges if not used in combat for 1 round.

Radiant Blade Charges: 0/3

Miracle Communion:
LIT only takes 5%/10% additional casualties from losing Maneuvering when one or both sides are attempting to use the Eel to their advantage.
LIT is not affected by the increased effective region count for distance losses and distance penalties where the Eel is present, and regions where the Eel Without End is omnipresent only count as 1 additional region for the purpose of distance losses and distance penalties for LIT.
LIT’s Supports will not become Open in regions where the Eel Without End is omnipresent.
LIT may attempt to shape what the Eel Without End converts Holy Centers to when it enters a region for the second time.
The Eel Without End will not Coerce LIT’s Trading Posts unless those are the only Trading Posts in the region.
LIT may use a Faith action to try to direct the path of the Eel Without End each turn.
 
JBarca
 Round 12
   The Shifting Ennead   
 Danabae (69), Maurente (74), The Cathedral of Movement (67), Sketi (68)  
  Led by King Akkoroas 
D7 ; M6 ; E5 ; F2 ; I2 
 Actions 
 
  [MIL Sack TP 68.2]   17 
The Stewards request destruction, and the Ennead takes advantage of the call to clean house, as it were. The Spring will be forced out of Ennead waters.
 
  [MIL Prepare for War] 
The Ennead stands on the brink of war. The King calls for a muster. Levies are called, soldiers are drilled, and weapons are cleaned. The new factories in Danabae will have corpses aplenty when they are built.

 
  [ECO 5 Specialized Ship] 
For too long have the waters north of Danabae remained unexplored by Enneii. The corruption of the Neoplastic Monolith has its source in that direction, the the biologists of the Doflein eye the waters thirstily. 
  [ECO Buyout TP 67.2]   FAIL 
King Akkoroas forsakes Antenius' policy of relying entirely on foreign allies for economic needs. The Arms seek more power, and the King is willing to oblige.


 
  [INT Secret Action] 
Plans are laid. Oaths are taken. Beaks are dispatched.
 
  [INT Investigate]  Look for signs of a Titan rising in Polar.  14 
The appearance of two Titan events suggests the possibility of more. The Doflein dispatch scouts to look for signs of another arising in nearby waters. 
 
 Non-Actions 
 
 Spend DNA Favor to beef up Tulticius (Gene Grafting) 
 68's Aristocrats support the sack against TP 68.2 
 
 Reports and Discoveries 







Ruler Stats R11:
D: 7
M: 7
E: 6
F: 2                                                                          POLAR 
I: 3
New Ruler: No

 
 Spoiler: Technology 
 Technologies 
    Type 
 Name 
 Effect(s) 
 Required Resource? 
   
  S 
 Composite Grafting 
 N/A 
 N/A 
 
  S 
 Graduated Symbiosis 
 N/A 
 N/A 
 
  S 
 Trophic Deconvolution 
 N/A 
 N/A 
 
  C 
 Electrodialytic Staurozoa 
 Ignore Effective Distance from Briny 2/rd 
 N/A 
 
  C 
 Holographic Certification 
 +1 to rolls when resisting Undermine Support 
 Photospore Signaling, Bioluminescent Ink 
 
  M 
 Devolving Standardized Integrations 
 +1 to Battles following destroying enemy units in battle 
 Composite Grafting 
 
  C 
 Anoxic Adaptation 
 Brackish (green) border crossing 
 Composite Grafting, Trophic Deconvolution 
 
  C 
 Bitter Tourism 
 Glacial (black) border crossing 
 Heat Source 
 
  M 
 Razor Current Netting 
 +10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending 
 Composite Grafting, Glass 
 
  M 
 - 
 N/A 
 N/A 
 
  M 
 - 
 N/A 
 N/A 
 
    
 

 
 Spoiler: Mechanical Bookkeeping 

Trading Posts Owned: 0




 Military Units CAP: 11/11 
 Generals 
 
  Balelia - 9 
  Tulticius - 7 
 
 Spies 
 
   
 
 Cultural Exchanges 
 
  GRV 
  DPB 
  STC 
 
 Artifacts 
 Treasure 
2/5

 Special Actions Used 
DIP5 - Cultural Exchange DPB
MIL5 - Recruit General Tulticius

 Great Projects 
     Name  
  Location  
  Details  
 
  Provinciarum Mirabilia 
 67, 68, 74 
 Massive statues of coral and living flesh harvested from serfs, coupled with tax-collection offices 
 
   
  
  
 
  
 

    POLAR    
farothel
  The Hymenocera Expanse
Region 3 (Tropical)   
 

Leader: High King Lord Deca V
Diplomacy: 7
Military: 5
Economy: 6
Faith: 6
Intrigue: 5  
 Actions: 

[1][faith] add to the Songline of the Sunlit Seas
[2][faith] add to the Songline of the Sunlit Seas
[3][faith] Create holy Order
[4][military] recruit unit
[5][military] recruit unit

Non Actions:
-provide armour to The Auros of Kaarme through trade pact (use TP3.1)
-gain 1 PRS for founding first holy order in tropics
-resist all buyouts/sways/coercions etc. using treasure to help things along.
 resist rolls I know I have to make (ABS rep 3 and resist buyout TP6.1). 
 
 Spoiler: Bookkeeping 

TP: region 3, TP1+TP2+TP3+City (carapace armour)
region 4: TP1 (Eye Weed)
region 6: TP1 (mercenaries)
region 12: TP2 (Crystal Chips)
region 13: TP1 (Rocksplinter Stars (starfish))
region 15: TP1 (granite slabs)
region 28: TP1 (Tiny Turtles)
region 29: TP1, TP2 (Spinecrab)

Passive income: 3/turn

Units: 7/9
treasure (EOT): 5

Technology:
Photospore Signalling
Composite Grafting
Toxicity Filtering

Favors:
owed:
gained:
-Abyssal stewards: 2
-The Divine Nacres: 1
-Chelonian Chora: 1

 New stats 
stat increase:
rolls for new ruler
Diplomacy: 7
Military: 5 +1
Economy: 6
Faith: 6 +1
Intrigue: 5

 Organisation reputation 
Abyssal Stewards: 3
chelonian chora: 2
divine nacres: 2
international prestige: 1
 

 
 Spoiler: Abyssal stewards 

As others tried to gain acclaim with the Abyssal Stewards, the High king send some gifts to the base on Hymenocera lands to keep his standing.
 

 
 Spoiler: Military 

Two more regiments are established, recruited from each of the new regions.
-2nd regiment Cavalry "Belosa Lancers"
-3rd regiment infantry "Lupomata Regiment of Foot"
 

 
 Spoiler: Holy Order 

On the site of the Coral and Sponge Garden, where he Hymenocera Institute of Sponge and Algae Research is, an order of Scribe-Priests is established to help with the research and also to protect the other sites from incursion.  They will get military training to help defend the holy sites in the Expanse.  Each of them will have a small contingent of Scribe-Priests in attendance from now on.
 

 
 Spoiler: Songline 

To help the Chelonian Chora, the King sends scribes to help record all the stories and order them into a coherent whole.
 
Autumn Stars
     The Gravetenders    
  Turn 12  
  Sersi The Pale  
Diplomacy - 3 || Military- 5  || Economy - 3 || Faith - 10 || Intrigue - 2
 
  Actions:  
  1: [Economy]   Buyout TP 1 in the Dead Cities, [78]. [Success!]
   .   
  2: [Economy]   Hoard Treasure.
   .   
  3: [Military]   Raise Unit.
   .   
  4: [Diplomacy]   Fluff Project With The Riftlings.
    
 Spoiler: A Short Discussion, Recorded For Elkelt's Great Archive. 

Gravetender Detrel asks of an attending Riftling (in so much as one refer to a cluster of Riftlings as such,) of about the hivemind's faith and outward expression there-of, curious as to a more personal perspective of their long time friendly rivals. Debate partners are, after all, highly valued by the Gravetenders.

The Generic Member of the Crowd of the Riftlings Many, a purpose-built cluster whose entire purpose was to imitate the crowd-based indications of interest and attendance popular among isolates, ponder for a moment. This question is not just previously unconsidered, but from a foreign worldview--it is not the sort of thing a Riftling swarm could conceive to ask themselves any more than it would be natural for an isolate to ask why no one advises it on its private thoughts.

"We, the Generic Member of the Crowd of the Riftlings Many, do not...act to express our Communion. The nature of our faith is the nature of our beings and the nature of our beings is the nature of our faith. Our very selves are found in our Lesser Communion; were we not a cluster, then each of the millions who speak to you would be negligible dust. A voice too small to hear, a memory too dim to recall, a mind too dull to debate, a life too brief to matter. By the blessings of the Mother, by the tutelage of the Old Fathers, we are made more than ourselves, and by sharing, but not abandoning, ourselves to ourself, our self is found.

"Or do you wonder more about our spreading faith and our spreading selfs? To engage in the commerce of these seas, our friends the Spring have taught, is a communion of its own. We do not "express" our faith through it for that is a tool necessary only to those not spawned into Communion. It is noble that so many isolates seek to better themselves through it. We hope to learn from Mammos, who takes such voracious action to defend the whole and who, following the Spring, was born only in waters which recognized Communion already.
"Among the Herring and the Ennead, the Architect of the Riftlings Many have been expanding our understanding yet further. Somehow, as we share some Least Communion with the Medusae, the Herring, the Doflein, we find the boundaries of our selfs expanded. No longer are we, always, bound to only our selves, but our self encompasses more. All life holds a potential for Communion, and this, well. It is something new.

"The Anointed Prophet have recently lost some of their selves into our self, and we understand that they have an announcement forthcoming at the site of the ruins of the Stewards' aggression*. We feel the Mother in these times, and we expect our understanding of ourselves and our growing selfs will yet again deepen to depths the Stewards already know not."

Gravetender Detrel brings this conversation to Elkelt, later, and transcribes it from memory. It is kept in the beginnings of the great archive, and Detrel finds themself sent to specifically understand the Riftlings and their Communion as it is found in many nations. This task was, before, mostly one of passion, and Detrel's curiosity is right at home with those already working to learn their ways.
 
   
  5: [Diplomacy]   Sway Aristocrats in [Region 81]. [Failed!]
   .   
  6: [FAITH]   Conversion in [Region 81]. [Success!]
   .   
Non-Actions:
[A Monumental Undertaking] [2/5]
   Elkelt's collection of Gravetender lore proceeds swiftly, aided by the fact that the writers themselves are ever eager to share their work for review. Elkelt finds themself inspiring new editions, or responses to their own input, which somewhat offsets the progress. The physical construction, however, stalls. Questions of what the great archive should be constructed of, sourcing mandatory materials, Elkelt is stymied at every turn. They are, however, unwilling to seek Sersi's authority. This is, after all, their project, and their grand entrance into the eternal debate.
Instead, Elkelt looks elsewhere. Kar Nath constructed their Grand Schola long ago, and so are a natural first step. Gravetender Nasko's life work serves to Elkelt's advantage, and plenty of advice is gleaned from the Nathi's architecture. Stone and gleaming crystal are settled upon as materials, halls build large for Gravetender use, but with space made for organics to make their way as well. All shall be welcome here, after all, in this great repository of knowledge.   
 [The Reef Which Never Falls Silent: Host the  Reef In Bloom.  Followers of the Blossoming Sequence may attend as a faith action.]
   The Reef In Bloom hosts a special gathering, in order to react to Abyssal interference in Pax Arctica member nations.   
[Accept the trade of the colony in 81, from the Cryptid Congress.]

[Spend treasure on action 1 and action 5.]

[Blossoming Icons: Seek Aid on ?]

[Continue sending Kar-Nath Hard Metal via trade route.]


 
 Spoiler: Stat Changes 



Stats for next round:

Diplomacy - 3
Military - 5
Economy - 3
Faith - 10
Intrigue - 2
 

 
 Spoiler: Statistics 

 
 Spoiler: Special Actions 
 Special Actions Available:  
 Special Actions Used:  Diplomacy 5, Military 5*2, Economy 5, Faith 5*2, Faith 10
 

 
 Spoiler: Diplomacy 
 Reputation/Favors 
 The Abyssal Stewards:  Rep 1, 0 Favor (Expected Change: None }
 The Chelonian Chora:  Rep 0, 0 Favor (Expected Change: None)
 The Divine Nacre:  Rep 0, 0 Favor (Expected Change: None)
 International Prestige:  Rep 3, Prestige 5? (Expected Change: None)

 Cultural Exchanges 
Deep Blue
The Shifting Ennead

 Cultural Identities 
None
 

 
 Spoiler: Military 
 Units:  4 (Expected Change: None)

 Aristocratic Support 
78, 76

 Generals 
 
 Spoiler: Sersi The Pale {Military: 10} 
 Dissertation In Practice
If fighting defensively (-1): +2 to battle roll (2 points), -20% own casualties (2 points), and -10% enemy casualties. (-2 points), +12 to enemy leader loss roll (-2 points)
If also outnumbered (-0.5): +2 to battle roll (2 points), +2 to Tactical Maneuvering (2.5 points), -20% enemy casualties (-2 points)

When fighting defensively:

    +12 enemy leader loss roll (-2)
    -10% enemy casualties (-1)
    -20% own casualties (2)
    +2 to battle roll (2)
    Total: 1 point


When defending whilst outnumbered:

    +12 enemy leader loss roll (-2)
    -30% enemy casualties (-3)
    -20% own casualties (2)
    +2 to Tactical Maneuvering. (2.5)
    +4 to battle roll. (4)
    Total: 3.5 points. 
 

 Fortresses 
76

 Perfected Tactical Doctrines 
None

 Military Technologies 
None
 

 
 Spoiler: Economy 
 Treasure:  0 (Expected Change: None)

 Trade Posts 
 Total Owned  0


 Mercantile Support 
78

 Cities 
None

 Trade Routes 
The Seatide Confederacy
Kar-Nath

 Specialized Ships 
None

 Civilian Technologies 
  Megafaunal Tailoring, Graduated Symbiosis, Photospore Signaling, Supernatic Propagation, Trophic Deconvolution, Composite Grafting.  
  Electrodialytic Staurozoa   A specialized variety of sessile jellyfish, engineered by the Divine Nacres to partially desalinate seawater through electrodialysis across its outer membrane. Attaching them near the gills or other water intake organs provides cleaner and safer water at the cost of a buildup of supersaturated seawater inside the jellyfish’s body and precipitated calcium on the outside, which must be periodically expelled or scrubbed off, respectively.  [Effect: May ignore the increased effective distance from a Briny border up to twice per round. This does not reduce the effect of Briny borders on distance loss calculations. Requirements: None.] 
 

 
 Spoiler: Faith 
   The Blossoming Sequence   
 Faith Holy Sites:  16

[78.1] Dead City Urodela:  This Dead City is placed such that the light which streams from above is channeled into a series of crystals, all sculpted into abstract forms.
[78.2] Dead City Tacca:  Known for its meditation chamber, and the series of elaborate Reliquaries the faithful have built inside.
[78.3] Dead City Chantrieri:  Chantrieri towers above the rest, precipitously built along a sharp dropoff.
[78.4][The Dead Cities:] The Sacred Oath Of Silver Currents
[69.2] Neoplastic Monolith:  A great roiling mass of hard, stone-like flesh grows near the [direction of nearest waste or toxic border] border of Danabae. It shifts, grows, and consumes constantly, and is revered by some few who dare approach it. The Gravetenders have taken to reflecting upon it, and have built a temple nearby.
[76.1] Pardalis, The New City:  The first city truly built by the Gravetenders, now dedicated as a holy place of the Blossoming Sequence.
[76.2] A Study Of War:  A battlefield of the Makers, significant now to the Gravetenders as where they made their first steps to understanding violence.
[77.1] The Rime Gorge:  The Rime Gorge, and the ritual it represents, is of great interest to the Blossoming Sequence. Many die, and those few that survive flourish with power.
[77.2] Grand Schola: 
[77.3] Temple of Deep Currents: 
[75.1] The Plains of Sarkenos: 
[75.3] The Plains of Sarkenos: 
[79.2] Seatide Crag: 
[79.3] Stillwater: 
[58.1] Core Site: 
[58.4] Core Site:  The Silvered Oath of Ecumenical Exchange

 Clerical Support 
78, 76, 75, 58, 77, 79,

 Organized Faith Bonuses 
+1 to holy site conversions.

 Artifacts 
None

 Holy Orders 
The Silvered Oath of Ecumenical Exchange [58]
Sacred Oath Of Silver Currents [78]

 Miracles 
 The Reef Which Never Falls Silent:  Hosts the Reef In Bloom event every round an a non-action, and allows followers of the Blossoming Sequence to attend as a Faith action.
 

 
 Spoiler: Intrigue 
 Spies 
 

 
 Spoiler: Claims 
78 - Historicity
76 - Integration
76, 78, 77, 75, 58, 79 - Holy Sea
 

 
 Spoiler: Wonder 
 The Blossoming Icons:  This wonder allows the country in control of Bastion (76) to take a modified Seek Aid action which reduces the effective distance for a Diplomacy and/or Faith action, rather than giving a bonus to the action roll. When taking this action, roll 2d6+Faith and subtract 11. Up to a roll of 18, this is the number of regions they subtract for the purposes of distance penalties. After 18, they subtract one more region for every 2 higher. (8 regions for a roll of 20, 9 regions for a roll of 22, etc.) In addition, they can Seek Aid as a nonaction once each round, for Diplomacy and Faith actions only. 
 

 

 
 Spoiler: Golems of Import 

 
 Spoiler: Laksha 
The first leader of the Gravetenders,  Laksha founded the Blossoming Sequence and works within the collaborative land of 59 to further the prospects of peace. Very nearly a pacifist by nature, her friendly manner served her well during rule. Many important aspects of Gravetender culture descend from her works, and among them, her arguments are held in high esteem even now.
 

 
 Spoiler: Sersi The Pale 
The second leader of the Gravetenders, and their first General. Sersi literally wrote the book on Gravetender warfare, with her ‘Dissertations on the Path of War.’ She’s more aggressive and practical, and began the push to spread the Sequence, which started the Eternal Debate properly. Brought the Gravetenders to the status of Holy Sea. Made Elkelt, her Disciple.
 

 
 Spoiler: Elkelt 
To be the third leader of the Gravetenders. Second generation Gravetender. Their form is made up of more than just stone, incorporating Maker elics and rimestone. Working on the Great Library project, for the aid of future Gravetenders.
 

 
 Spoiler: Kelusyn 
Known as a living encyclopedia of the Maker resonance effect. Built the Blossoming Icons, freeing Gravetenders to see the world, and especially the lands around Bastion, without fear of the horrible fate of being Stilled. Brilliant, dedicated, and reclusive. She does not let go of a project until it is finished, for better or worse.
 

 
 Spoiler: Akathi 
Sent to Seatide to study the Tidal Sequence. They have made a name for themselves there, and care deeply for the Pepsins of Seatide. Their work on the Firewall was important to getting everything in place, and brought Kelusyn into the project. Gregarious, even by Gravetender standards.
 

 
 Spoiler: Nasko 
Went to Kar-Nath of his own intent, having written several texts on how the Blossoming Sequence interfaces with the Nathi way of life. Has taken up an important position in the Grand Schola, and settled in as a teacher and spiritual guide. He has made keeping the friendship between the Nathi and the Gravetenders strong into his personal project.
 

 
Corona
    Most Serene Lojanese Republic   
 Time: Round 12, Place:  Regions 6, 9, 11 and 13 
Prime Minister Hoerthd Thnoet
Diplomacy: 7
Military: 6
Economy: 8
Faith: 2
Intrigue: 5
 
 
 
 rolls 
 Actions: 
 
  [Military]Raise unit  Republican Guards
 As chaos and darkness envelop the lands to the south, the Lojanese Republic stands on the frontier between civilization and madness. It is the duty of every citizen - nay, every civilized person - to defend it. To this end, the Prime Minister has called for the creation of additional battalions. 
 
  [Military]Raise unit  Special Operations Forces
 
  [Military]Raise unit  Kaarme Nobles
 
  [Intrigue 5]Procure Spy Au'eaqang  Score: 1d4+5  7 
 Au'eaqang strives to be perfectly normal every day. He goes to work as a server at a steephouse every day, plays airball in the dome with his colleagues to relax, greets his wife with a kiss as she returns home. He's kept up this facade for 10 years now, enough to make even the most obsessed lose interest in him. Au'eaqang was different as a child. He wanted all the freedom in the world - couldn't understand why he should follow rules or laws. One's own happiness is the most important thing after all. Needless to say, adults scolded and punished him frequently. He didn't change his ways of thinking. Instead, he hid them away in his heart, and pretended to live the life of a normal person. But now, the time is ripe for Au'eaqang to take his revenge and prove all of them wrong! As a completely normal person, he would not be employed by the Lojanese secret services (which not only require proof of talent, but also are permeated with nepotism), thus he sneaked into their office and added himself to the payroll and any other relevant documents, and made sure that those who could notice something will stay silent. Au'eaqang will now be sent on missions like any other spy... but Lojanese spies have a lot of freedom in how they choose to fulfill their missions. He could charm a target or trick them or kill and torture them... aah, what to do, so many choices to try! 
 
  [Intrigue]Secret 
 
  [Economy]Buy out Siren Extract TP2.2 from LIT, use 2 treasure  2d6 + 8 Eco + 2 treasure likely vs opposed roll?  22, TN cleared 
 The one who controls the means of production controls the means of destruction. This is but a warning shot from the Republic, directed at dissuading the Lighthouse from trying to pick a fight. 
 
 
 Non-Actions: 
 Successfuly resist buyout of TP3.2 
Supply region 11 DI with Kelp Fiber from LSD trade route
Supply LSD with Selachian Mercenaries through trade route
[Renown] A Monumental Undertaking: The Sunlit Roads 3/3
 
 Spoiler: The Sunlit Roads 
Geologists chart the seabed of Lojan and determine that the water in the fast travel pipes could be moved with the power generated by hydrothermal vents. With Woenpal Noerjang's wealth, this is quickly put into practice, and the citizens of Lojan are soon able to commute to work in a distant settlement easily. There are occasional malfunctions, but the project has led to a viable mode of travel being invented.
 

 News and Rumors: 
 
 The military help offered by the Magaramachi is greatly appreciated, even though the Lojanese army is not able to mobilize itself for another invasion of Kaarme just yet. In light of recent events, it may be that there will be many opportunities for the Magaramachi to fight by our side and earn glory...
 
 The Vessel's mental faculties must have degraded by quite a bit across its reincarnations if it has issued the offer to the Republic to grant rule over Kaarme in exchange for conversion in all seriousness. Firstly, Kaarme is not the Lighthouse's to give, even if it should prevail over the local armed groups. The Republic has already declared Kaarme a protectorate of itself, and there will be repercussions should the Lighthouse annex it. Second, the worship of the Endless Eel is an utterly deranged practice. The Eel is likely an unintelligent monster inflicting wanton destruction. Its only notable quality is its size. In contrast, the wise teachings of the Kelpies allow us to see beyond the mortal world and attain wisdom.
 
 All nations of the tropics, in particular the Syndicate and the Hymenocera Expanse, are urged to recognize the danger posed by the Lighthouse and its worship of the destructive Eel. The Lighthouse is actively making the Tropics a more dangerous place - right now they are directing the Eel to attack the Hymenocera Expanse, where the ABS base is located. 
 
 
 Spoiler: Ruler 

 Prime Minister Hoerthd Thnoet 
Next round stats:
Diplomacy: 7
Military: 7
Economy: 8
Faith: 2
Intrigue: 6

New ruler next round? No

Note to fellow players: I want to live dangerously, so you may assassinate, kidnap or otherwise ravish my rulers at any time. You don't need to approach me first, surprises are fine too. IC resistance and retaliation will be be offered, of course. 🙂
 

 
 Spoiler: Country Info, last update R11 


Actions to take: sway merchants in 8.

 Special Actions Available:  D5 I5
 Special Actions Used:  E5 M5

  Diplomacy  
 
 Spoiler 

 Region Ownership/Claims/Supports  Table to be simplified?


 Reputation/Favours  To be updated
 The Abyssal Stewards:  Rep 1, 1 Favours (Expected Change: +1 Rep)
 The Chelonian Chora:  Rep 0, 0 Favours (Expected Change: None)
 The Divine Nacres:  Rep 1, 0 Favours (Expected Change: None)
 International Prestige:  Rep 2, 0 Progress (Expected Change: None)

 Cultural Exchanges 
Lambent Syndicate
Coral of the Protected Statera RIP

 Cultural Identities 
Let's Have a Cuppa - 2d8 to Swaying
 

  Military  
 
 Spoiler 

 Units:  6/10 (Expected Change: +3)
 
    
  Republican Guards - recruited R1, was destroyed in the 1st invasion of Kaarme  
 1st Selachian Battalion - hired R2, looted a temple in Bloodhome, fought in the 1st invasion of Kaarme 
 2nd Selachian Battalion - hired R2 
 Black Guards - hired R3, assassinated the Plo'uogoar 
 Selachian Elites - gained R7 
 Region 13 unit - gained R9 
 Sheade Regulars - recruited R10 
 
 Generals 
Zabkrew - Mil 9,  Graceful Show of Force :
+1 to tactical maneuvering
-20% enemy casualties
-20% own casualties
+12 to enemy leader loss roll
+2 to own leader loss roll
You may make a Sway attempt against a randomly determined support in the battlefield region (regardless of the outcome of the battle)

 Fortresses 
Huurdrav, Lojan

 Perfected Tactical Doctrines 
None

 Military Technologies 
 Death Commando Conditioning  +1 to battle, requires Lamia Extract
 

  Economy  
 
 Spoiler 

 Treasure:  7 (Expected Change: -3+3)
Trade post income: 3 Treasure/round

 Trade Posts  List to be simplified
 Total Owned  ?? (?? for Treasure gain)

 Cities 
Sheade, Lojan - Swaying
Oarngalau, Selach - Battles

 Trade Routes 
Coral of the Protected Statera RIP
Lambent Syndicate
Lighthouse
Forests of Astral Yearning

 Specialised Ships 
Losinka Alaku: A Specialized Ship in the form of a Juvenile Reefback with an experienced crew. +4 vs theft, +1 to Explorations and Buyouts made with it.

 Civilian Technologies 
 Megafaunal Tailoring  No mechanical effect
 Graduated Symbiosis  No mechanical effect
 

  Faith  
 
 Spoiler 

 State Faith:  Shimmers of Unseen Bane

 Faith Holy Sites:  lots

 Organised Faith Bonuses 
+1 Conversions, 2d8 to Impressing

 Artefacts 
None

 Holy Orders 
None

 Miracles 
SUB followers can cross toxic borders.
 

  Intrigue  
 
 Spoiler 

 Spies 
Nope, no ninjas here.
 

 
 Spoiler: Interesting quests 

 ABS 

[Offer] Bounty of the Depths -

(Offer: The Abyssal Stewards are offering Treasure! Benefit: 2 or 5 Treasure. Cost: 1 Favor for 2 Treasure, 2 Favors for 5 Treasure. Duration: Available until the end of Round 15. Details: Available to countries of Reputation -1 or higher. )

[Opportunity] Fueling The Forge -

(Opportunity: Countries may provide Units, Food, Labor, or Heat Sources to repay debts to the Abyssal Stewards. Reward: 1 Favor. Cost: 2 Units or 1 suitable Trade Post per Favor. Deadline: Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice. Details: Non-action to gift Units/Trading Posts. May not be used if no Favors are owed. )

 CCA 

[Action - Faith] Work on a means of unmaking the Dreaming Dead 2/? -

[Request] A Little Less Lonely Road -
(Request: The Chelonian Chora would be delighted to see established countries keeping them company in the Wastes. Reward: +1 Reputation for successfully Exploring or Prospecting a Wastes region. On a Wastes region Prospecting roll of 16 or higher, +1 Favor. Penalty: None. Deadline: Available until the end of round 15. Details: Available to countries with Reputation -2 or higher. Max of +2 Reputation from this request per Country.)

[Opportunity] An Appetite For Abundance -

(Opportunity: Countries may provide Treasure, Luxuries, Esoterica, or Fertilizer to repay debts to the Chelonian Chora. Reward: 1 or more Favors. Cost: 3 Treasure or 1 suitable Trade Post per Favor. Deadline: Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice. Details: Non-action to gift Treasure/Trading Posts. May not be used if no Favors are owed.)

Taboo: The Chelonian Chora have a religious vendetta against The Dreaming Dead. Penalty: -2 CCA Reputation for adopting The Dreaming Dead as a state religion; additional -1 CCA Reputation every turn thereafter unless abandoned, which grants +1 CCA Reputation. Duration: Indefinite. Details: None.)

(Task: Cooperate in the creation of the Songline of the Sunlit Seas. Available for Tropical zone countries only. Reward: +2 Favors (max); if Project is completed, additional reward given to all contributors. Penalty: None. Deadline: End of Round 12. Details: 1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Songline. 1 Favor earned for spending a Faith action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires.)

 DNA 

[Opportunity] A Need For Knowledge -
(Opportunity: Countries may provide Technologies, Toxins, Exotic Flora, or Exotic Fauna to repay debts to the Divine Nacres. Reward: 1 or more Favors. Cost: 1 previously unknown Technology or 1 suitable Trade Post per Favor. Deadline: Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice. Details: Non-action to gift Technology/Trading Posts. May not be used if no Favors are owed.)

[Offer] Survival Of The Fittest -
(Offer: The Divine Nacres are offering to procure Trading Posts for countries they like through means some might consider predatory. Benefit: The Divine Nacres will attempt to Coerce Trading Posts on a country’s behalf. Cost: 1 Favor per Coercion attempt. Duration: Available until the end of Round 15. Details: Normal restrictions on Coercion apply. Available to Reputation 1 or higher countries, and will not target TPs belonging to countries with a higher Reputation than the requesting country - other Organizations are considered to have a Reputation of 2 for this purpose.)

(Circumstance: The Divine Nacres are returning to their traditional seclusion. Benefit: None.Penalty: The TN to Raise Reputation with the Divine Nacres is increased by 2. Additionally, when using a Favor to Raise Reputation, it still requires a roll (though not an action), but the country which spent the favor gains a +2 bonus on said roll. Duration: From the start of round 10 to the end of round 15. Details: None.)

 PRS 


[Honor] Remarkable Reconstruction -
When a country rebuilds a TP or Holy Site that was destroyed by the Reavers, they may choose to let it enter play Open, rather than under their control. If they do so, they gain +1 Prestige. If a country donates 2 Units as a non-action to a region that lost units to the Reavers, they gain +1 Prestige and the region no longer qualifies for such donations by other countries. If a country successfully Sways or Impresses a Reaved Faction in a region they don’t control, they may choose for it to become Open instead of gaining the Faction’s Support; for every second Faction they restore in this way, they gain +1 Prestige. Special: Any country may rebuild Holy Sites or TPs destroyed by Reavers in uncontrolled regions. If multiple countries donate Units to a region that lost units to the Reavers, they both gain the Prestige, and the region gains the Units from all such donations received.

[Mystique] Renegades, Turnskins, And Defectors -
The first country in each starting zone to successfully Incite Betrayal will gain 1 Prestige. The first rebellion to arise on behalf of a specific country in each starting zone will gain that country 1 Prestige. The successful use of either the Galvanize Partisans Intrigue 5 Special Action or the Spark Claimant Revolt Diplomacy Action will suffice for fulfilling the second half of this opportunity; the Inspire Uprising or Spark Rebellion actions will not.


[Piety] The Religious Community -
(Opportunity: The first country in each starting zone to found a Holy Order will gain 1 Prestige. Duration: End of round 12. Special: If multiple countries in the same starting zone found a Holy Order in the same round before any others, both countries will gain the additional Prestige.)

 Indefinite duration effects 

[Strife] Big Fish In Small Ponds -

Prestige and PRS Rank will no longer correlate one to one: to reach PRS Rank 3 from PRS Rank 2 will require 2 Prestige, while reaching PRS Rank 4 from PRS Rank 3 will require 3 Prestige. This Prestige does not have to be earned in the same turn. Reaching PRS Rank -3 from PRS Rank -2 requires the loss of 2 Prestige in the same turn. If all available positions at a given PRS Rank are occupied when a new country would reach said rank, the country which gained Prestige least recently has their PRS Rank reduced by 1. Ties are resolved by roll-off with the tying country’s highest respective attributes, with the lowest rolls losing. Changing rulers will no longer result in PRS Rank loss when at PRS Rank 3 or 4, but will reset any accumulated Prestige to 0.
Special: The loss of Prestige still causes a loss of PRS Rank. Gaining Prestige when at PRS Rank 2 or 3 which is insufficient to rise to the next PRS Rank, or gaining Prestige when at PRS Rank 4, still counts for determining which country gained Prestige least recently. Losing PRS Rank resets the clock and clears out any accumulated Prestige which was insufficient to reach the next Rank, and counts as an instance of gaining Prestige for timing purposes only.

[Renown] A Monumental Undertaking -

Can work on one monument or similarly grand project in a region you control as a non-action. This requires a fluff description of the ongoing work, design, difficulties, progress, or similar. Three to four sentences should usually be sufficient. When beginning such a project, must decide on a 3-part project (+1 PRS) or 5-part project (+2 PRS).

[Acclaim] To Greatness -

Sea Power, Empire, Merchant Marine, or Holy Sea -&gt; 1 Prestige. Usurpation results in Prestige loss for the usurped country.

[Honor] Blood, Stone, and Ink - PRS treaties can be made.
[Affluence] Opulent Optics - May spend 5 Wealth as non-action to gain 1 Prestige.
[Mendacity] A Lack Of Commitment - Prestige loss if a country Oppresses a faction in a region on which they have a Confederation claim. Prestige loss if a country backs down from an Ultimatum it has made.

[Notoriety] The Fragility of Fear -
[Ignominy] Stigma, Scandal, and Shame -

Prestige loss will be assigned: experience a rebellion in response to a failed Oppress Faction or Impress Aristocracy action, commit gross atrocities.
Prestige loss may be assigned: forced to acquiesce to a rebellion’s demands, badly lose a battle heavily favored to win, grossly humiliated or suffer a gross embarrassment.
Return captured general: can give -1 PRS to the other party, captured ruler: -2 PRS.
 

 
Lleban
   The Cryptid Congress  

 Shah Honorebb Qualodias IV


Diplomacy 3 (+1)
Military 2
Economy 10
Faith 3
Intrigue 5
 
  Actions  
 Diplomacy   Reef in bloom  event
sub action: Give region 81 to Gravetenders

 Economy  buyout tp 1 81

 Economy  Buyout tp 2 region 73

 Economy  Buyout  tp 1 region 69

 Diplomacy  Diplomatic mission of region 179


[/URL]  Accounting  
City: Cryptlantis +1 buyouts

Non Actions
assisting the conversion of 81's holy site
LapisCattis
   End of Round Twelve  
No further mechanical edits to action posts may be made 
LapisCattis
   Round Thirteen: Begin  
Years 35 - 37

Don’t forget to link to any rolls you make, including rolls for rulers you will start using at the start of next round. If you want a new ruler in the next round, you must state so in your action post for this round and link to their rolls. Any increases from actions for this round are counted for the ruler you start your next round with, which may or may not be your current ruler.
Good luck!

 The following events occurred between Year 33 - Year 35  
  Rules Alerts and Changes!  
 Reminder:  This round will be 3 weeks long, ending 10am EST on 10/16th. After this we'll be back to our normal 2-week round schedule.

  Discovery!  
 Explorations, prospecting, and other news from afar 
 
 Spoiler: Maps 
 
 
 


Region 96 has a Desired Import of Heat Sources.

Though the Big Boulder is capable of sustaining the Medusae in their journey, this does not mean the waters northwest of Region 51 are comfortable - at several points, the explorers falter beneath the weight of the choking, leeching waters, and their ‘ship’ sinks to the ocean floor. It is on the third such instance that, rather than crashing with a dull thud into sand or rock, the impact is accompanied by hollow ringing that reverberates throughout the entire Boulder. Emerging briefly to observe, the Medusae sight something made of a brilliant brassy metal - something vastly larger than any creation of the Abyssal Stewards and much sharper. Though the light at such depths is sparse, it reflects off of the broken and twisted remains of a veritable forest of alien alloys, otherworldly and foreboding. It might be possible for a power to establish an outpost here, and harvest these ancient ruins for their own purposes. Mammos shall be pleased with its disciples.
 The Eternal Spring uses Big Boulder to explore west of 51, and discovers W22, a Wastes region which is immediately Prospected, revealing 1 TP of Unblemished Wreckage. 

Lux-Glossian explorers venture deeper into the cold seas, and they notice clumps of moss growing in strange patterned patches on boulders. Being explorers, curiosity is second nature to them. As they try to take samples, they are ambushed by the surgeonfish native to the region (a strange species adapted to the cold), who blub angrily that the explorers are disturbing their family records. Having esteemed ancestors is the single greatest factor of social status in the region, so every time someone dies, their family grows another clump of moss on the family boulder, with the shape and positioning of the moss and marks on the boulders indicating what kind of life that person lived. This way, their memory is preserved forever, and their descendants prosper under their protection... until some fools with scrapers and sample bags show up, that is.
 The Lux-Glossian Shades explore southwest of region 49! They discover region 47, a glacial region with three Open TPs of Hoarfeast Moss, a Desired Import of Precious Minerals, 4 Units of Native Defenders, one Holy Site controlled by Familial Veneration, and one Open Holy Site. 

There is less pomp, less circumstance, certainly, but an expedition into waters unknown brings with it always the bated breath and anxious excitement whether the secrets to be revealed are local or exotic. This is the wonder which the Yellow Shade grasps for as they assemble their parties in the Southwest of Narcis's Rest. The thin band of traversable water between the brittle bleached coral and the ever-threatening gleam of the surface relaxes and yawns as the border nears, the reef-that-was finally falling away. The explorers seize the opportunity to descend away from the surface dotted with floating, flowering plants - down, down, down...
There is nothing more than  down .
 The Lux-Glossian Shades explore southwest of region 173! They discover region 175, a Fathomless (Depth 1) region with one Open TP of Tongueblossom Lilies. 

The Taika are curious creatures, and several groups of explorers depart into the unknown northern waters. To the northeast, the seafloor drops precipitously into deep chasms from which great plumes of smoke issue at intervals. Few animals are to be found in these waters, but enormous clumps of algae drift on the currents, evidently fed by the plumes. The chasms prove too deep for the explorers to penetrate, but their discovery still meets with some interest.
 The Splendid Miru Miru explores northeast of region 153! They discover Region 152, a Fathomless (Depth 1) region with one Open TP of Algae Bloats. 

Another group of Taika, traveling due north of Aniwana, finds little of interest at first, save that the seafloor continues sloping downwards until it is all but invisible in the depths. There is a strange peacefulness about the waters - at least, there is until the first raiders appear. The explorers flee back to Aniwana with the news of their discovery, harassed all the way by bands of shark-mounted Pojanese.
 The Splendid Miru Miru explores north of region 153! They discover Region 150, a Fathomless region with two Open TPs of Pojanese Raider Bands. 

Where the warm waters of the tropics meet and rise above the cooler northern waters, the shelf likewise falls away, until all that can be seen is crystal blue water. Just before the vista leaves the Taika with true disorientation, a landmark emerges from the shimmering distance - dark shadows at first, before clarifying - a tall seamount covered in corals and life, with a trail of convoys reaching beyond. Resting on the rocks, Reefbacks spread their flippers and gaze towards the sun as they are unpacked, reloaded, and cleaned all the while by Giant Cleaner Wrasse. It was one thing to hear the stories of other waters, other nations, from the Chora, but entirely another to see goods and records from completely unknown peoples and learn of a thriving trade and exploration route nearby. The Taika rest and resupply at Lowpeak Reef, and hurry back as fast as possible with news that finally, the world may grow small.
 The Splendid Miru Miru explores northwest of region 153! They discover Region 149, a Fathomless (Depth 1) region with one Open TP and one TP owned by the CCA of Giant Cleaner Wrasse and a Reefback Nursery: Lowpeak Reef. 

The Wayfinder, equipped with the Gulgolet Shero'ah Hakkol, soon finds the ocean floor within the Wastes south of Ezcorher to be far more detailed in relief than previously thought. Several weeks into a thorough mapping of the area, something strange happens to the metal plate of the Steward artifact - a roughly elliptical region seems to exist where no contour lines appear at all, no matter how the Wayfinder approaches it. Eventually one Cyphiri explorer volunteers to swim outside, and visual contact reveals the shape to be a sheer, precipitous crevice in the seafloor, unnoticed by previous explorers. Though the Wayfinder encounters some difficulty in fitting into the opening, the cave system beneath expands to such a scale that one might easily forget they were beneath the seafloor at all, save for the strange green brine pools whose tint extends up into the water and the titanic fossils jutting out of them. The Cyphiri remain in the caves for some time, mapping a network of twisting passageways between enormous chambers: all dominated by the bones of enormous dead creatures, some of whose skulls alone are larger than their ship, and all of which are etched with geometric patterns that seem to be unreadable runes.
 CYP prospects W35, revealing three Open TPs of Titanic Rune-Carved Fossils! 
  Growth!  
 Expansion, development, unification, and similar forms of growth and prosperity. 

The World Garden’s Great Work continues, as the waters to their north join the fold at last.  SKR presses a Confederation claim on Region 117 

With the influence of the Pfith having grown rapidly over the past few years, it is perhaps no surprise that the rulers of [Region 104] would see the value for all involved in swimming side by side with Olgght.  PGL presses a Confederation claim on Region 104 

The sacrifice of the Pfith who freed Region 105 from its contamination will not be forgotten by the settlers who now erect monuments to their valor.  PGL Colonizes 105 

Despite the awkwardly structured biospheres of their new waters, the Gotezhar push onwards with their settlement, and thriving towns spring up all the same - just a few years behind schedule.  GTZ settles colony in 137 [Expand TP2: Wild Armored Gharials]. GTZ settles a Colony in 174 [Expand TP2: Sugarweed] 

Seeking to secure their foothold in the freezing southern depths before the risk of the Abyssal Stewards withdrawing their aid becomes reality, the Kar-Nathi Hegemony invests great resources into making the new settlements in the depths self-sufficient.  KNH settles a Colony in 64 

As trade and COOKie relationships grow between Deep Blue and Region 179, a cluster of Herring and Shark People sent to survey the area discover that the area not only possesses ideal spawning and migratory conditions for the Deep Blue subspecies of herring, but also artifacts and preserved records that indicate it was a major historical part of the Shark People’s nomadic route. Along with the region’s ideal positioning for trade and the benefits it has already experienced from DPB and COOKies, negotiations for further integration proceed quite smoothly on a historical basis.
 DPB gains a Confederation claim on Region 179 

Just as a high tide lifts all ships, so do increased trade and exploration raise all diplomats. After years of work at the cartography and negotiation table, the Order of the Ironkelp Knights become close confidants with the king of a (for now) remote region. With the dangers of unknown waters still present, the Ironkelp extends its security and resources for use of an ailing king and his heir.
 OKI gains a Confederation claim on Region 176  
  Statecraft!  
 Cultural events, diplomatic overtures, foreign relations, and domestic affairs. 

At the Reef in Bloom, CRY gives ownership of Region 81 to GRV

The Riftlings gift the Bare Trap to the Seatide Confederacy

  Impresses and Sways  
The Seatide Confederacy Impresses the Mercantile Support in Region 65 using Rust-Veined Pumice for Dyes import
The Kar-Nath Hegemony Sways the Aristocratic Support in Region 59
The Kar-Nath Hegemony Sways the Aristocratic Support in Region 63
The Order of the Knights of the Ironkelp of First-King John of Ruhum Sways the Aristocratic Support in Region 116
The Order of the Knights of the Ironkelp of First-King John of Ruhum Sways the Aristocratic Support in Region 118
The Cyphiri Union Sways the Aristocratic Support in Region 124
Deep Blue Sways the Aristocratic Support in Region 179

  Trade!  
 Buyouts, trade routes, and other economic shenanigans 

Though the two nexuses of civilization in the temperate and polar waters have known  of  each other for years, some would say that it is only now that trade has begun to flow across the passage that they have truly  discovered  each other.
[bThe Seatide Confederacy establishes a new Trade Route with the Lux-Glossian Shades![/b]
 The Lux-Glossian Shades establish a new Trade Route with the Pojanese Nomads! 

The Lojanese Republic buys out Trade Post 2 in Region 2 for Siren Extract
The Lighthouse buys out Trade Post 3 in Region 2 for Siren Extract
The Lighthouse buys out Trade Post 1 in Region 6 for Selachian Mercenaries
The Lighthouse buys out Trade Post 1 in Region 17 for Delights of Moonlight
The Lighthouse buys out Trade Post 2 in Region 22 for Sandfish
The Eternal Spring buys out Trade Post 2 in Region 49 for Ivory Legionnaires
The Eternal Spring buys out Trade Post 2 in Region 66 for Pelagic Graftsmer
The Cryptid Congress buys out Trade Post 1 in Region 69 for Edible Algae
The Gravetenders buy out Trade Post 1 in Region 78 for Preserved Foodstuffs
The Cryptid Congress buys out Trade Post 1 in Region 81 for Hatesheer Roots
The Kar-Nath Hegemony buys out Trade Post 2 in Region 78 for Preserved Foodstuffs
The Splendid Miru Miru buy out Trade Post 2 in Region 153 for Decor
The Cryptid Congress buys out Trade Post 2 in Region 73 for Rust-Veined Pumice


  Faith!  
 Conversions, organization, and other such matters of faith 

The way of the Sakura-Jin marches towards the future, and each step is blessed.  SKR sets Sakurado Holy Site Bonus 2 to 2d8 to Seek Aid 
 HEX establishes a Holy Order in an undetermined region 

The Eternal Spring converts Holy Site 1 in Region 49 from The Gospel of Life to The Eternal Communion
The Eternal Spring converts Holy Site 2 in Region 49 from The Corrupted Gospel to the Eternal Communion
The Riftlings Many convert Holy Site 1 in Region 74 from the Third Way to the Eternal Communion
The Riftlings Many convert Holy Site 2 in Region 74 from the Seventh Way to the Eternal Communion
The Gravetenders convert Holy Site 1 in Region 81 from open to the Blossoming Sequence
The Cyphiri Union converts Holy Site 1 in Region 124 from open to the Flowing Way
The Riftlings Many convert Holy Site 1 in Region 187 from open to the Eternal Communion
The Lighthouse restores Holy Sites 1 and 2 in Binar Fajar to Crimson Chant


  Wonder!  
 Miracles and inventions, ancient relics and spectacular undertakings 

As part of an open campaign to excise the Abyssal Stewards’ presence from the polar Region, the Riftlings Many perform a miracle to grant their faith access to the depths.
 
 Spoiler: Depthborn 

Adherents of the Eternal Communion can connect to those around them, and through use of the sealife around them, can offload the pressures and extremes of the depth onto those beings that can take it.
Effect: Adherents of the Eternal Communion may interact in Regions of Depth 1 without penalty.
 


The Sakura-jin of the World-Garden find guidance in Holy Auguries by which they might predict the future....

 
 Spoiler: Divination Magic 
Once per round, a Sakurado Empire may designate a Seek Aid action targeting a non-Military action as Divine Aid before rolling. If the final result of the roll for this Divine Aid is higher than the result of the roll which it is Aiding, you may substitute the result of the Divine Aid roll for the result of the Aided roll, albeit with a penalty equal to one half of the difference between the Aided roll and the TN it was trying to achieve. This never results in a Great Success.
 


With a combination of crystalline armor and specialized microorganisms, the Lambent Syndicate devises a method of safely and reliably traversing deep waters.  The Lambent Syndicate invents a new Technology: Indah's Embrace. Effect: Allows traversal of Depth 1 regions. Requires: Aragonite/Calcite or other mineral composite, Graduated Symbiosis. 
 The Cyphiri Union Exhibits a Great Work - The Palranic Anthology!  This compilation of tales of the various religions known to the Cyphiri is unequaled in size and scope.

 The Seatide Confederacy Exhibits a Great Work - The Banner of Odyssey!  This enormous tapestry depicts the ancient Pepsin migration to Seatide, embroidered in such a way that the images seem to leap off into the water.

The Seatide Confederacy Exhibit Great Work

 The Splendid Miru Miru builds a Specialized Ship! 
 The Shifting Ennead builds a Specialized Ship! 
  Might!  
 Military matters of all kinds, be it warfare or strategic developments 

With the aid of the Abyssal Stewards, General Kreel, ever-willing to learn, sets about expanding his tactical acumen.  General Kreel of the Kar-Nath Hegemony adopts a new Tactical Doctrine - Slaughter-Cadres: -1 to Maneuvering roll, -1 to Battle roll, +20% enemy casualties, -4 to enemy leader loss roll 

The Lighthouse’s invasion of Kaarme (14)
 
 Spoiler 
Led by the Eel Lords (Military 5) with Military 10 Ruler, 1 LIT Unit invades Kaarme (14), using Death Commandos, equipped with the Palanquin of the Anointed Dead, and attempting to use Golden Victory At All Costs, facing off against 1 AOK unit led by Master Juma (Military 9) with Military 6 ruler, attempting to use Unyielding Force!

Master Juma wins Tactical Maneuvering, successfully utilizing Unyielding Force! (+20% AOK casualties, +2 to AOK battle roll)

Having observed Lojan’s repeated failures to enforce their protectorate over Kaarme, the Lighthouse spies an opportunity. As the Lojanese forces retreat and regroup, a small force of Kosong takes their place on the front lines. Master Juma reacts as best as he can to this new threat to Kaarme’s independence, moving more rapidly than the Eel Lords expected and catching them suddenly in a pitched battle. His forces charge at once, almost breaking the Kosong line, and for a moment it seems he will carry the day yet again. But the past six years of war have taken their toll on the defenders, and when a small Lighthouse commando detachment materializes on their right flank, there are simply too few Auros to hold. The ensuing slaughter leaves no doubt as to the victor, and with no army remaining in the field Kaarme cannot be defended any longer, even though Master Juma seems to have escaped - as have Mother Yetu and Queen Phiso.

LIT Victory! LIT gains control of Kaarme (14)! AOK loses 1 Unit!
 

  Schemes!  
 Coercion, betrayals, and spycraft 
 The Lojanese Republic Procures Au'eaqang, a Spy with an Intrigue score of 7. 
 The Splendid Miru Miru Procures Henehene, a Spy with an Intrigue score of 9. 

The Lambent Syndicate throws great resources behind a course of research whose urgency could not be more clear: protection from the mind-melting hum of the Eel Without End. Initial experiments involving the exposure of prisoners to the Eel are promising, and data on the exact prognosis of the effect accumulates rapidly. Unfortunately, moving on to actual protection proves far more difficult. No material is too expensive to test - but not even the rarest seem capable of even marginally diminishing the sensation, and even when the test subjects are fully encased in thick shells, the kucen researchers observe the exact same progression of madness within the usual variations. Soundproofing, it seems, is completely ineffective.

Concerned over travelers’ tales of Titans rising in far-off waters, the Doflein dispatch scouts throughout the polar waters to watch for the potential signs of a more local threat. Most of their reports are of business as usual, but a few are not so easily dismissed. Those dispatched to monitor the glacial south describe a strange bitter taste in the water, its source unclear, and occasional far-off noises, like a porpoise’s chirp but much louder, falling in tone until the pitch becomes inaudible. Meanwhile, those scouts sent to probe the northern wastes report mysterious dust clouds swirling in the currents, their source at first unclear until an enormous earthquake strikes, causing pressure waves of such magnitude that one of the scouts is killed. Collating all reports, the quake seems to have struck points ranging from Aelwyd Adferiad to Seatide simultaneously to within ten seconds - as do its aftershocks.

Which phenomenon, if either, is truly evidence of a Titan remains unclear, to be resolved only by more investigation… or perhaps the Titan’s emergence.

  Terror!  
 Violence, upheaval, murder, and destruction. 

The Shifting Ennead answers the Abyssal Stewards’ call, launching a surprise assault on the heart of Eternal Spring trade operations in Sketi and reducing it to rubble drifting on the current.  SEN sacks Region 68 ESP TP 2 for Gravelglass! 

The Lighthouse directs the Eel Without End to strike at the Abyssal Stewards! The Lighthouse loses 1 Reputation with ABS, becoming Rustplagued!

The Eel Without End Coerces TP 2 in Region 18 and TP3 in The Dunes of Revelation (17).
The Eel Without End slithers into Kaarme (14), Lojan (9), and Region 6.

 
 Spoiler 
 
 Armies fighting in regions where the Eel Without End is present may attempt to use it to their advantage; if they do, then the side which loses the Maneuvering roll takes an additional 10% casualties - this stacks for up to +20% casualties if both sides opt to do so. 
 Regions where the Eel Without End is present count as 1 additional region for the purposes of distance losses and distance penalties. 
 Whenever the Eel Without End enters a region, it will attempt to Coerce 1 random Trade Post in the region with a +8 bonus; if it is successful, the Coerced Trade Post cannot be bought out or coerced until the Eel is no longer present in the region, as the Eel's deadly body swirls about the ruins of the location. 
 The desperation of those afflicted by the Eel Without End may present opportunities to those willing to look for them, and as local populations search for solutions, they become more easily Swayed - all countries receive a +2 bonus to Sway attempts in regions where the Eel Without End is present. 
 If the Eel Without End enters a Region it is already present in, it becomes  omnipresent . 
 Regions where the Eel Without End is omnipresent count as 3 additional regions for the purposes of distance losses and distance penalties (this replaces and does not stack with the previous region increase). 
 The intense and prolonged exposure to the energy of the Eel Without End results in strange effects on the behavior of both wildlife and local populations when omnipresent:
 
 When the Eel Without End enters a region for the second time, it will attempt to Convert 2 random holy Sites in the region to a different religion, determined semi-randomly. 
 Regions where the Eel Without End is omnipresent may sometimes present an opportunity to be Prospected, and controlled, Unruly, or Rebellious Supports may become Open. 
 Exceptionally prolonged exposure may have further consequences… 
 
 
 
 


The Trawling Beasts are directed North by the combined efforts of the Gotezhar and the Sakura-Jin, trampling through The Great Kelpland (131), Region 108, Region 107, and Region 109 before dragging themselves onto the large marshy island between Region 109 and Region 111, remaining there for close to a year before beginning to travel again.

 
 Spoiler: Trawling Beast Effects 

Holy Site 1 and 2 in The Great Kelpland (131) are damaged, and become Open!

Holy Site 1 in Region 108 is destroyed - the Clerical Support in Region 108 become Unruly!

Trading Post 2 in Region 107 is destroyed - the Mercantile Support in Region 107 become Unruly!

Region 109 is fortunate enough to be unaffected!
 

 Each country may put forth effort to attempt to lure them towards a general direction (Northeast, East, or Southeast) this round. If the Titans choose that route, any Treasure offered as part of the attempt will be lost - otherwise, it may be recovered. This may also be possible in future rounds. 

Hidden by a storm surge, agents of an unknown faction break into a treasury of the Shifting Ennead and destroy it using as of yet unknown means. All that remains is a mound of thick debris and clouds of soil.
 Mysterious thieves destroy 1 treasure from SEN’s treasury! 

After years of continual news of the devastation and chaos caused by the Titans, only an insane fish would  not  have even a passing thought on whether or not a more stable, communicative figurehead would be ideal. So much research, efforts, and lives spent trying to coordinate with the Eel, and for all the progress made, they may have all been for naught. Discontent spreads, and the aristocrats of Region 7 eventually pull away from the Lighthouse and their heretical veneration of the Eel Without End above the Crimson Reef.  The Aristocratic Support for Region 7 becomes Open! 

A rumbling comes from the east…Over the course of three days and nights, the waters of the Greenwater Clans are flooded with toxic silt and slicing shards of rock and mineral. For the first night, only the eastern border shows wariness, with the strength of the kelp forests able to hold back the surge of silt. That lasts only for the first night, and ridge by ridge, holdfast by holdfast, the kelp forest is ripped apart and filled with foul water and fouler debris. Haven is filled with the wounded and the sick, and outlying towns are completely overrun. In body, the Clans have survived this ordeal, but are left shattered and vulnerable. Swimmers are sent to their allies in the Flowing Way for aid and assistance, and to raise the alarm in case whatever tragedy befell the Greenwater decides to spread.  The Greenwater Clans persist but become playerless!  
  Organizations!  

The Gotezhar establishes a Smoking Garden in 136

 Writing Collections 
The Splendid Miru Miru create a song for Chora …
The Sakura-jin Contributes 2 actions to Genus Taxonomia Vadosus Mare
The Hymenocera Expanse contribute twice to the Songline of the Sunlit Seas
The Lux-Glossian Shades assist with Genus Taxonomia Vadosus Mare (action)
The Lux-Glossian Shades Submit writeup to GTVM
The Cyphiri Union Contributes to the Genus Taxonomia Vadosus Mare

 Reputation 
The Cyphiri Union Raise Rep 2-&gt;3 with CCA
The Splendid Miru Miru raise reputation with ABS
The Pfilghol Raise DNA rep 0-&gt;1
The Eternal Spring Spend 1 CCA favor for +1 rep
DPB Raise Rep with ABS (21)
Favor to raise rep with ABS (roll to beat is 21)
The Eternal Spring +2 Rep with CCA (A Little Less Lonely Road Explore &amp; Prospect)

 Favors 
The Cyphiri Union Spend 1 ABS favor for Joined-Stalk Companies
The Cyphiri Union Spend 1 CCA favor for Adventuring Parties
The Cyphiri Union Spend 1 DNA favor for Seeker Barnacles
The Cyphiri Union Spend 1 DNA favor to have them investigate the island where the Trawling Beasts were resting
The Kar-Nath Hegemony Purchase Seeker Barnacles from DNA for favor
The Kar-Nath Hegemony Buy Joined-Stalk Companies from ABS for a favor
The Cyphiri Union pay part of Steward debt with 2 Units for 1 favor
The Shifting Ennead spends 1 DNA favor to beef up Tulticius (Gene Grafting)
The Lux-Glossian Shades Pays debt to DNA with Bitter Tourism and Anoxic Adaptation

 Prestige 
The Eternal Spring completes a Monumental Undertaking!
The Lojanese Republic completes a Monumental Undertaking!
The Cyphiri Union finishes a Monumental Undertaking!
The Lux-Glossian Shades Spend 5 treasure for 1 PRS
The Hymenocera Expanse Gain PRS for Holy Order quest
Lumaeus
  The Riftlings Many of the Dead Seas      Pemperate Region    
 Turn 13

Ruler: The Youngest, Fifth Chosen of the Mother of the New Era
Diplomacy: 2
Military: 3
Economy: 4
Faith: 10
Intrigue: 4 
 Faith10: Miracle 
 
 Spoiler: Rock Bottom 
  Miracle: Abyssborn  Adherents of the Eternal Communion can connect to even seas around them, and through use of this Communion, can offload the pressures and extremes of the depth onto the very water itself.

Effect: Adherents of the Eternal Communion may interact in regions of depths 1 or 2 without penalty.  This does not stack with any bonuses granted by the Abyssal Stewards 
 

 Faith5: Create Artifact 
 
 Spoiler: The Mother's Favor 

This disc of pressed, iridescent glass floated from the depths within a great cloud of the Mother's Breath. Whoever holds it hears the faintest echoes of distant whispers--the shared words of those blessed with the Eternal Communion.

Effect: Once per turn, the holder of this artifact may take an action as though they were part of the Eternal Communion instead of their current faith. If they successfully usurp the position of faith head, they retain the title so long as they continue to act as a member of the Communion at least once per turn (and they do not otherwise lose the position as per normal rules)
 

 Faith: Set Holy Site Bonus  Set 30 Holy Site Bonus (tier 2 tech) as Selves-Reinforcing System: "+1 on Conversions for each HS of that faith in the region, and +1 on Buyouts for each TP owned by you in the region."

 Faith: Great Project: Eternal Reunion in Danabae (69) 
 
 Spoiler: The Golden Tide 

The Chrysomallon Kiwa are golden.
Their shells, streaked with shining pyrite, reflect the strangled glimpses of sunglare from high above the ice and waves, and even in the depths, the procession of so many of them northwards confuse the eye.

The Chrysomallon Kiwa are [NON-MECHANICALLY] magnetic.

Their shells, streaked with a dull greigite, affect the startled senses of the magnoceptic from far across the dunes and seas, and even at their distance, the procession of so many of them northwards confuse the mind.

The Chrysomallon Kiwa have sharp claws.

Their ever-moving pincers find plant and flesh as they move northwards, and without even stopping to look, they uproot, excise, and amputate from anything unfortunate enough to near them. They are fed as they head towards Danabae.

The Chrysomallon Kiwa have strong claws.

Their ever-moving pincers shift rock and sand as they dig downwards, and without even stopping to look, they upend, excavate, and agitate away anything unfortunate enough to be below them. They are employed as they build the Pit.
 

 Faith: Great Project: Eternal Reunion in Danabae (69) 
 
 Spoiler: The Dread Commission 

The Architect have borrowed of the Anointed Prophet, and the shared memories aid them in oration.

 "Occupying Natives, know that though the end be near, though your lives limited and your deaths long, that your false-claimed lands and your half-lived lives are now none but the Mother's, know that we your liberators are merciful. We bring you here as slaves, yes, but those who survive will return home to be fatted as though cattlefish. Our friends, the noble Ennead, require a pit in which to perform their blessed atrocities, and it is this sacred site which you have the privilege of being bound to dig. Heave the earth and free the long hidden depths. Dig towards the Mother who now rules you, though she be not your god, and rejoice, for the fruit of your labors will come back to you ten thousand thousand times today, and ten thousand times again!" 

The crabs happily began their labor. The sands of Danabae were rich in forgotten scraps of rotted flesh.
 

 Faith: Great Project: Eternal Reunion in Danabae (69) 
 
 Spoiler: The Mother's Call 

The currents of the sea are vast and unchanging, so say isolate sciences. We know this to be foolishness. All are not one, but many can become all, and it is with this External Communion that the Prophet hover in the Seas-Not-Yet-Dead. Summoning to themselves those Riftlings otherwise unemployed by the commands of the Father, they begin to extend their reach along the Corpsefall Drift. The seas have no mind and no self, and yet they are animate. It is the job of the Prophet to give their own will into the waters, and to work over the years to bring the ocean itself to heel.

Not much can be done to the sea as a whole, but by anchoring themselves to the Drift itself and to the Architect in Danabae, the Prophet manage over the months, over the years, to simply neaten some of the currents. Death has always been a precious import from beyond, but now the outlets of the Pit of Eternal Reunion, the cast-offs of the cast-offs, the scraps forgotten, the driftcaught shreds would make their way, ultimately, to these moldering seas.

The Kiwa will be much pleased, for what little time they remain.
 

 
 Spoiler: Ascent of the Sixth 

Waiting on writeup response so I can figure out the rise of the Fifth, which then informs this rise of the Sixth.
 


Non-actions:
Allow ESP to copy Censer if they desire
Accept Luxuries/Trade Posts in the form of Dragon Scales and/or Soothing Oil and/or coral dyes and/or gravelglass from ESP
-Explicitly don't accept any trade good not noted
Resist literally any assault I can

 Next Ruler Stats: 
Diplomacy: -
Military: -
Economy: +1
Faith: +6
Intrigue: +1
Aerin
    The Lux-Glossian Shades     The cities of Leriander and Holy Ovum in the Glossian Sea (135)
The city of Rumond in the Tideswept Shelf (111)
A temple outpost at Narcis's Rest (173)
Round 13 
 Actions 
  1. INT - [Investigate across the toxic border east of region 187]   16, SUCCESS, treasure spent. 
After a past failure to colonize nearby waters in the temperate-polar corridor, scouts are sent to evaluate new waters for colonization potential. As typical for followers of the Lux-Glossian Way, the noxious seas to the east are explored first in hopes of finding a hidden piece of the world's story.

 2. INT 5 - [Procure a spy]   Intrigue: 9 
In Lux-Glossian society, your 20's and 30's are for finding yourself, building a solid group of best friends, and experimenting with just about everything. Rella Lestar of the Magenta Shade has decided that "just about everything" includes high-stakes foreign espionage. He's hand-trained by the elite of Leriander's big six Shades, but they seem oddly reluctant to share important national information with him. Perhaps his assignment won't be in Lux-Glossian seas ...

 3. ECO - [Send an expedition east of W34 in the Crimson Moonlight]   13, SUCCESS, treasure spent. 
 Using the 25 holy site bonus for the Lux-Glossian Way (wastes traversal) to enable the fluff. 
When the Crimson Moonlight leaves the Crimson Shade's colony on the outskirts of the Glossian Sea, it is laden to the brim with foodstuffs, medicines, and trade goods. Three of the four main interior compartments are jam-packed, leaving the downsized crew of four in extremely tight quarters. Despite the tiny space and poor amenities the atmosphere remains jovial among the crew, with an air of veiled anticipation. They know that they are making history.

The journey through the wastes close to the Glossian Sea passes uneventfully, as the titanic rune-carved fossils discovered by the Cyphiri are too far below the drifting jellyfish to be observed. There's a flurry of activity when the ship passes through uncharted territory, as all hands dutifully map and preserve the path for future travellers. And then, at last, the cloudy waters recede and the seafloor drops away.

The Crimson Moonlight floats above the fathomless tropical waters of region 30.

The crew breathes a collective sigh of relief as they restock by trading with the local blue-spotted crab merchants. They don't take the time to rest, mindful of the dwindling stock of tradable trinkets and all the leagues that yet remain. Swinging north across mesmerizing patterns of of coruscating sand, silt, and minerals and spectacularly colored coral forests, the Crimson Shade passes over the Third Exquisite Gala in progress.

The desolate and pock-marked landscape of Binar Fajar is a shock after the brilliants hues of the previous sea. Currents swirl as vast columns of swimming soldiers can be seen in the distance hastily heading south. Certainly not a place one wants to linger.

And yet the north is no better. A vast expanse of monotonous rocky outcroppings quickly yields to an unexpected patch of rough currents. The giant crimson jellyfish is slammed into an impossibly shaped glass beam disguised by the tall seagrass, and the crew is forced to disembark for emergency symbiote-mediated repairs. The offending current is fickle, suddenly changing direction and bringing with it an incessant  HUM . With an eye on a gigantic eel swimming ever forward in the distance, the crew manages to apply enough slapped-together patches to restore buoyancy. And yet none of the four will ever forget the  HUM .

With a stroke of luck and a favorable current, the Crimson Moonlight limps south into calmer waters, hidden by a tangle of multi-colored kelp forest. The forest is oddly quiet, aside from the occasional large bubble rising from the seafloor. Unable to find locals to trade with, the Crimson Shade plunges once more into the wastes.

The remaining supplies will have to be enough to see them through.

And they are, just barely. Rather than emerging from W26 close to Seatide, as originally planned, the jellyfish emerges from the lifeless waters as soon as possible. Skipping the reclusive dragons that haven't been seen in years, the crew falls upon the mercy of the flesh-grafting Shifting Ennead for resupply. Fortunately, the merchants in Danabae accept Seatide standard currency, so the exhausted explorers get to keep all their limbs. For now.

The jellyfish floats lazily over vast herds in Maurente before arriving in the thriving metropolis of Deepdrift. Here, the crew exchanges the very last of the trade goods and trinkets for perishables. The next time they resupply, there will be no need for payment.

Travelling north up the corridor, the jellyfish peacefully passes through swarms of herring then drifts above the fathomless ocean. At last, jagged bleached coral looms on the horizon, and the ship is forced to moor on the outskirts of the region while the crew makes a supply run to the central plateau that houses the Lux-Glossian settlement.

Finally, the home stretch. Eastward over familiar waters made unfamiliar by the devastation of migratory titans. At last, the four beleaguered adventurers arrive back in the Glossian Sea from the opposite direction from where they departed.

 These four ambitious explorers have become the first to circumnavigate the world.   Except for perhaps the Chora. 
 4. ECO - [Colonize region 94]   15, SUCCESS, treasure spent 
With the worst of the miasma finally cleared from the path thanks to the Order, a group of colonists is dispatched to establish a southern outpost. They invite any remaining refugee workers from region 96 to join them in the new colony as fellow members of the Shade.

 5. DIP 5 - [Exhibit a great work - Title: The Around] 
 +1 PRS from base action
+1 PRS from Origins of the Exotic (first time exhibiting a great work)
+1 PRS from Origins of the Exotic (first work of its type - Sculpture/Engravings) 
Yura Lionard, technician aboard the Crimson Moonlight, kept a sketchbook for the duration of the year-long circumnavigatory journey. Upon return to Leriander, he sought out a commission directly from Grand Matriarch Yree to translate his works into stone. The result is a six foot diameter metal framework of a sphere, with engraved panels affixed to it. Each region that the Crimson Moonlight passed through on its already-famous journey is delicately carved with scenes of foreign geography, trade with native merchants, or epic battles viewed from afar. Each region that Lux-Glossian explorers have visited is outlined in plain, unadorned stone. And where no one has ever travelled, the bare metal framework of the sphere gleams. The overall effect is a 3D sculpture composed of engraved panels that both serves to memorialize a landmark voyage and to emphasize how much of the globe remains uncharted. 
 Non-Actions 
  1. Spy non-action. 
 2. Complete a monumental undertaking. [3/3 rounds] 
 +1 PRS, should be enough to hit PRS rank 4 combined with the Great Work and the +1 PRS from spending 5 treasure last turn 
Chiseling noises. Hammering. Dust. Falling debris. Scaffolding. Rolls and rolls of danger tape. Paint fumes. Dyed currents.
For three entire years, the citizens of the cliff-city of Rumond put up with incessant construction on every available vertical surface. When Rumond was first built, the dwellings were carved into the sheer cliff-face without much decoration or flair. Now, the entire city is vibrant with life. Engraved animals and plants cover every surface, colored through the careful and clever use of dye and paint. While the majority of the species depicted are from the temperate and polar regions, some last-minute alterations to the design (and the budget) snuck in a few tropical corals and fish. Already, the local university has seen a 200% increase in enrolled biology majors, and graffiti is at an all-time low.

 3. Change ruler non-dynastically.   Rolls here. 
 4. Send some brineray jerky to the Pojan nomads using the trade route.  Good news: it's durable and will stay preserved over long journeys. Bad news: it's  super  salty.

 5. Send the Seatide Confederacy some Luminescent Crystals using the trade route.  Perhaps the Pepsin will be able to grind up the glowing crystals to make holographic pigment?

 6. Allow our allies of the faith, OKI and GTZ, passage through the Tideswept Shelf (111) to fight the Trawling Beasts. 
 7. Pile Pure Berries onto the route northeast of the Trawling Beasts. 
 8. Allow DNA to coerce TP 3 of Luminescent Crystal in the Glossian Sea (135) on SKR's behalf. 
 
 News and Discoveries 
 
  No one has heard from the Speaker for the Greenwater Clans in years. As fellow explorers with a similar social structure, this is particularly concerning to the Matriarchs. An envoy is dispatched to reach out. 
  As the Greenwater Clans appear to be otherwise occupied, the Matriarchs look to others for potential exploration partnerships. The Splendid Miru Miru have recently performed a flurry of expeditions in their local waters. Perhaps they would be interested in a joint business venture... 
  The academic society that publishes the journal  Oceanic Advances in Science  is holding a symposium next year. Interested attendees are invited to submit abstracts, from which a series of distinguished scholars will be invited to give talks. Abstracts not selected for talks will be welcome to present a poster at the poster session. Travel grants are available for trainees and students! 
 
 
 Spoiler: Ruler stats and stat increases 
 Ruler:  Yree of the Blue Shade, Eldest of the Matriarchs

 Ruler stats for round 13: 
Diplomacy - 5
Military - 3
Economy - 7
Faith - 2
Intrigue - 6

 Ruler increases:  +1 Economy, +1 Intrigue

 New ruler (non-dynastic):  Rihali of the Green Shade, Eldest of the Matriarchs.  Rolls here. 
 Ruler stats for round 14: 
Diplomacy - 4 + 1 = 5
Military - 3
Economy - 4 + 1 + 1 = 6
Faith - 2
Intrigue - 4 + 1 = 5
 

 
 Spoiler: Reminders for myself 
End of round 12: Genus Taxonomia Vadosus Mare ends - you should get something for contributing
End of round 15: Chora rep for waste exploration ends
End of round 15: Steward offer of treasure for favors ends
End of round 15: Nacres offer to coerce TPs for favors ends
End of round 15: Chora offer to sway factions in owned regions for favors ends
End of round 17: ABS help with TPs/HSs/colonies ends
Currently have 3 treasure (2 from passive income + 1 from plastic flower)
Write up that thing for Role ASAP
Make a flag
Drawing
Coding
 
bc56
    Pfilghol    
  Olgght, The-one-who-consumes, an Effulgent Witness 
Diplomacy: 7
Military: 10
Economy: 10
Faith: 2
Intrigue: 7

New Ruler: Ilgl, The-one-who-builds. Floating +1s to Military and Faith.
Diplomacy: 3
Military: 3+1+1
Economy: 4+1
Faith: 2+1
Intrigue: 1

 Regions 
 The Pfithreef: 132 
???: 104
???: 105 (unsettled)

   Actions   
 Rolls 
 Military: Raise a Unit 
 Military: Raise a Unit 
Between the wars against their northern neighbors and the sacrifice of their soldiers to cleanse corruption from the western regions, the Pfith military has been decimated. It is time now to rebuild it.

  Economy: Settle Region 105 [1/2] 
 With aid from the Stewards 
 Economy: Impress Mercantile Support in Region 107 
 Using Mud Diamonds 
 Economy: Impress Mercantile Support in Region 132 
 Using Shiv'rchins 
  Spy Actions  
Ktloso: [REDACTED]

  SKR Cultural Exchange:  
   Non-actions  
Support conversions to Sakurado

Prospect in Region 105 (from Great Success)  Use a Treasure. 
 
 Spoiler: Passive Bonuses 
 Reputation: 
ABS 1: +1 to resist Sack and Coerce
ABS 2: +2 to resist Secret Actions
ABS 3: +1 battle, +1 vs Titans, +1 depth (reqs. hard metal)
ABS 4: Access all depths, +1 to Defense (+2 at Depth 1 or more)
Effulgent Witness: Immune to Secrets of the Depths if ABS rep 2 or more. +1 die size on actions against Titans.

DNA 1:

Prestige 1: +1 to press, establish, and promote claims.

1 Perfected TacDoc: +1 maneuvering
 

 
 Spoiler: Bookkeeping 

 
 Spoiler: Characters 
Olgght - current leader, successful conqueror/unifier. Hungry.
Gtsit - Second-in-command, first to betray. Clever, dangerous. Hungry.
Ktloso - Sworn enemy of Gtsit, spymaster. Conniving, ruthless. Hungry.
 

 
 Spoiler: Military 
 Units:  3/9
 Generals: 
Gtsit the-second-champion: 8. Sea's Opportunity: Defending: enemy takes double battle penalties from terrain, Attacking: transfer battle penalties from terrain to enemy. This tacdoc is perfected: +1 to battle on success
 Military Technologies: 
Supermarine Artillery
Razor Current Netting
 

 
 Spoiler: Economy 

 Treasure: 
4/5
+2/round
 Trade Posts Owned: 
Luxurious Hides: 101.1
Shiv'rchins: 104.1(S)
Kalask Venom: 107.1
Mud Diamonds: 108.1
Mineblossom Sponges: 130.1
Kelp: 131.3
War-Jellies: 132.1, 132.CITY (S)
Hard Metal: 132.BASE
Wave Scorpions: 133.3

 Economic Techs: 
Composite Grafting
Trophic Deconvolution
Anoxic Adaptation
Photophore Signaling
Supernatic Propogation
Megafaunal Tailoring
Graduated Symbiosis
Bitter Tourism
Filtration Grafts
 

 
 Spoiler: Artifacts 
Kela Ein Kamohu: 1/turn +1 to Sack or +1 to battle if win or tie TM, +1 extra if TM victory by 6 or more, -1 leader loss if fail or tie TM.

Imperfect Core Fragment: Always know location and holder of this relic. +4 to resist theft outside of Holy Order, +4 to recover. Ruler Score Maximum increases to 12. Using a score of higher than 10 provokes leader loss (-1 for each additional action with a score over 10 in the round). Battle with a Military Score greater than 10 grants +1 effective unit. May be upgraded as a Faith action which is more effective in Depths.
 

 
 Spoiler: Spies 

Ktloso: 7
 

 
 Spoiler: Special 

Gan Kotzim - the Thorn Gardens: ABS base, 132
 

Shallows Appreciation grand champion!
 
Epinephrine_Syn
    Ete rnal Spring
T  urn 13 (Years 34-3 6) 
  P olar Bea r Faction     
   
M.A.W.bel v1-6   
Dip: 2
Mil: 2
Eco: 10
Fai: 8
Int: 2
Stat Changes: +1 Fai

Actions:
 Eco [W]: Purchase TP 1 in W22 of Unblemished Wreckage  Roll = Success
  Roll = Success
Eco: Impress Merchants in region 63, using Rimestone and TP 66. 
 Fai: Convert Holy Site 47-1  Roll = Success
 Fai: Convert Holy Site 47-2  Roll = Success

Eco: Explore Southwest of 60, towards 61, towards The Source.  Roll = Great Success 

[FONT=Courier New]We shall be united again. We're so close, I can taste it. I see it. I  will  have  reunion .[/FONT 
Eco: Impress Merchants in 66?  Roll = Success
(If this can't be done, can't wait for ooc thread answer, just convert this to an Opu 10 tech (to be made next turn))


Non-action
 
[Luxury]&gt;&gt;&gt;Riftlings.
 Gravelglass[Tech Supply]&gt;&gt;&gt;Deep Blue 
Oppose Dominion Intrusions
Black Noise (Spy 7): guard and anti espionage
Maleficent Herring Cluster [Holy Order]: Enshrine the Plastic Flower, guard it.
Automatically accept all trade routes, cultural exchanges, gifts, etc from other players.
Automatically defend against any unauthorized buyouts/incursions/etc.
 If and Only If: No Competition for Rep 4 of Chora
Then: Expend 1 Favor with CCA to Raise Rep with CCA by 1. 
Competition at CCA Rep 4
Therefore: Do not expend Favor. 
 Plastic Flower Recycling Routine
Contender Trade Route Pool: RFT, LUX, DPB
Treasure Spent This Turn: 2
If Treasure Spent ≥ Trade Route Countries
Then Skip redundant rolling phase, apply 1 treasure to all countries .
Treasure Roll 
Give 1 Treasure to LUX, give 1 Treasure to DPB

 
 
 Spoiler: Shell Counting 

 
 
Treasure: 6/15
Passive Treasure Income: +3
Costs -3?

Next Turn: ? 
 Region 51 (Magma Falls) (Capital) (Fortress) (City)
Resource (Immortal Jellyfish) XXX / ESP / Open / City(ESP) (x2)
TP 1 of 49 Ivory Legionnaires
TP 2 of 52 Large Minerals
TP 2, 3 of Herrings
TP 1, 2, 3 of 57 Woven Seaweed (x2)
TP 1 of 58 Warped Shells (someone else owns tp 2) (x2)
 TP 1, 3 of 59 Coral Dye XXX 
TP 3 of 60 Fertile Soil (x2)
TP 3 of Piezo in 67
TP 2 of 66 Graftsmer
TP 3 of 71 (Dragon Scales)

Merchant Supports
Region 51, 57, 58, 60, 68  
Artifacts
Plastic Flower
Mechanics: For every treasure you spend in a single round, a randomly selected Player that you have a Trade Route with gains one treasure at the end of the round.
Ships
Big Boulder

Trade Routes
RFT
LUX
DPB
 
Tychris1
  The Lighthouse  
   
Ruler: The Vessel, Conqueror of Reefs, and Blessed Blade of the Lucent Order.
Regions: 7, 14, 17, 18, 19, 26
D: 10
M: 10
E: 10
F: 10
I: 2

Actions:

1) Diplomacy: Attend the Exquisite Gala, accepting technology from The Lambent Syndicate, and sign a treaty of Non-aggression and respect with the Lojanese wherein we peacefully transition Kaarme to their stewardship with proper compensation.

2) Military: Invade Region 20 with 5 Units led by Sub-Commander The Eel Lords using the War Palanquin of the Anointed Dead, The Radiant Blade, spending 1 Treasure, and employing Golden Victory At Any Cost. Route 18 into 20

3) Economy: Accept TP 2 of Siren Extract from LOL

4) Intrigue: Rust Plagued Investigation! Spending 1 Treasure  Rolled a 14? 

5) Diplomacy: Sway the Aristocratic Support in Binar Fajar  roll 

6) Military: Raise Unit

Non-Actions: Resist all conversions and buyouts unless noted otherwise

Attempt to shape our Goddess' influence towards converting to Crimson Chant

Stats next round
D: 10
M: 10
E: 10
F: 10
I: 2

 
 Spoiler: Book Keeping 

Regions Owned: 7, 14, 17, 18, 19, and 26

TPs owned:
Siren Extract TP 3 Region 2
Selachian Mercenaries TP 1 Region 6
Treasures and Artifacts TP 1 Region 7 (Support)
Delights of Moonlight TP 1 Region 17
Carcinized Architects TP 2 Region 20
Jaderock Coral TP 2 Region 21
Sandfish TP 2 Region 22
Blood Pearls TP 3 Region 26
Tiny Turtles TP 2 Region 28

Units Owned: 5/14 Maximum
Treasure Owned: 2

Artifacts Owned:
War Palanquin of the Anointed Dead: +2 to Tac Man
The Radiant Blade: When wielded by a commander in battle, Gain +1 to battle rolls per charge on the sword. The sword gains a charge for every 2 casualties in combat and can hold a maximum of 3. Each charge adds 10% own casualties and loses all gained charges if not used in combat for 1 round.

Radiant Blade Charges: 0/3

Miracle Communion:
LIT only takes 5%/10% additional casualties from losing Maneuvering when one or both sides are attempting to use the Eel to their advantage.
LIT is not affected by the increased effective region count for distance losses and distance penalties where the Eel is present, and regions where the Eel Without End is omnipresent only count as 1 additional region for the purpose of distance losses and distance penalties for LIT.
LIT’s Supports will not become Open in regions where the Eel Without End is omnipresent.
LIT may attempt to shape what the Eel Without End converts Holy Centers to when it enters a region for the second time.
The Eel Without End will not Coerce LIT’s Trading Posts unless those are the only Trading Posts in the region.
LIT may use a Faith action to try to direct the path of the Eel Without End each turn.
 
Volthawk
 
   The Cyphiri Union   
  Round 13  
 Regions:  122, 129
 Ruler:  Baran Hallus
 Faith:  The Flowing Way (The Cyphiri Way)
 Diplomacy  9  Military  5  Economy  10  Faith  9  Intrigue  2
 Merchant Marine 
 
 
  Actions  
 End of Turn Ruler Increases:  +1 Diplomacy, +1 Faith
 
 Construct World Wonder (1/4*) [Military] - Unrolled
 *-1 action cost from either Lesser Piryon Ma’yan 
 
 Spoiler: The Union Mercenary Exchange 

(mechanics are initial draft without any GM input yet, heavily subject to change, while fluff may be expanded with time)
Any country may Establish Mercenary Contacts as a 2-action project. Once contacts have been established, that country can spend up to two treasure on a battle (in addition to normal treasure use, if desired), gaining effective units for the purpose of determining Outnumbering bonuses equal to the amount spent (similar to when a Merchant Marine spends multiple treasure on a battle). The controller of the region the World Wonder is in automatically counts as having Established Contacts if they have not already, gains 1 treasure for every 2 used on this ability by other countries and can, once per round, spend 1 Treasure when taking a Recruit Units action to gain an additional unit.

 The Cyphiri have always dealt in mercenaries, and as time has gone on and the needs of the Union have developed so has the mercenary business around them. The construction of the Union Mercenary Exchange is a recognition of that fact, the need for the various peoples of the seas for additional warriors at times, and the ways that the Cyphiri can benefit from this. Located in Pyl-Garat - the Council doesn't want a place like this too close to home, after all, but close enough - the Exchange is naturally primarily a center of business, a place for reputable and reliable mercenary companies to have representatives stay in and arrange for new contracts, the Cyphiri providing reasonably priced housing and other property, facilitating the relevant fees and payments, and allowing the use of their photospore network to ensure the steady flow of contracts and orders. For the various armies of the seas, the Union Mercenary Exchange provides a quick and effective way to gain mercenary troops to reinforce their own, the representatives confirming the details and relaying them to mercenary companies in the wider ocean, while for the mercenaries the Exchange provides a good supply of work, along with more practical services from the various businesses that have cropped up around it, and the Cyphiri Union gets to take their cut at various stages of the process and occasionally pays for whole companies to be folded into its Retainer Guard. 
 

 While Belar's focus is a little distracted by preparations for his journey into the wastes, he still has enough time to deal with certain other matters. Primary among them is the project that sees him travelling to Pyl-Garat with a retinue from the Council Fund and their now well-trusted preferred planners and architects. They meet with Hapat Pylet, seeking to use a newly-cleared silt field as the site of their newest project - technically Baran has the authority to force it to happen without Hapat's assent, given their relative positions in the Council, but it's apparent that a diplomatic solution is preferred by all involved. Hapat's price appears to be giving House Pylet a greater amount of involvement and investment, and as such opportunity for profit, in the project, and Baran readily accepts. Soon, representatives of the Council Fund are sent out to countries that the Cyphiri think would be interested in using mercenaries, describing the vision of the Union Mercenary Exchange and the benefits it may provide, while Houses Hallus and Pylet begin bringing in their represenatives to the site which would become the Exchange, and Belar reveals his trump card - the Lesser Piryon Ma’yan, and the Cyphiri trained by the Abyssal Stewards in its use who begin growing the foundations of the Exchange.  
 Wander the Wastes [Diplomacy] -  18, Success 
 Baran Hallus finds the Songsage's offer quite fascinating, and makes arrangements to carry out the ceremony they describe. Rendal Belar, captain of  Wayfinder , takes little convincing to allow the head of House Hallus to direct the course of the vessel, and it is soon stocked with supplies and all the information Baran had been able to convince the many Cyphiri families (and some Chora members) on the Songlines and their nature. After ensuring that the Union Council will follow the right course in his absence, Baran sets off into the wastes, eager to see what there is to learn from this ancient Songline.  
 Press Claim on 124 [Diplomacy] -  14, Success 
 With the Kalan fully convinced to support the Cyphiri, all the remains is the actual process of making the incorporation of the Emerald Tidelands within the Union happen. Hallus diplomats, Council Fund officials, and Ulnesh sages of the Way all coordinate to make the transition as smooth as possible - House Hallus ensuring that everyone of import in the Tidelands is on board and up to date, the Fund overseeing the practical business and noting the creation of new families and a new House among the Kalan and Tails (and noting which Cyphiri families have adopted which locals), and the Ulnesh ensuring their influence in the Tidelands is strong enough to take a dominant position in the new order.  
 Convert HS1 of 153 [Faith] -  13, Success 
 The curious little fish to the south seem quite receptive to the teachings of the Flowing Way, and so Werran Ulnesh (more out of curiosity about the new warmer waters as a whole than his presence being strictly necessary) accompanies a group of Cyphiri teachers of the Way into Aniwana to tell them more about the faith. They start out based near Toka Toka, setting up their own camp as the size different prevents staying with the taika, curious about the stories around the formation and eagerly repaying the new stories with their own, along with guidance on how they all related to the Flowing Way.  
 Attempt to Retrieve Goods from the Trawling Beast Island [Economy] -  19, Success? (Great Success?) 
 
 Spoiler: The Camp 

Hearing the report from the Divine Nacres on what is up on the island the Trawling Beasts rested at, the Cyphiri are intrigued. While most just enjoy having another interesting topic to discuss and theorise about, a group of ambitious House Hallus Cyphiri decide that they should get those goods and head west, sea cows hauling tents and cages containing bioengineered organisms. Before long, their base camp in the shoals around the island is ready, and they begin to get to work on figuring out the best way to get the goods off the island and home. Going up there themselves is deemed too risky - yes, there are ways of operating above the water for a short period, but what if they're up there too long? That doesn't mean that others aren't welcome to try now - by this point, most of the major powers in the region knew the secrets of supernatic propogation, and some species were better suited to going out there than the Cyphiri, so if anyone was willing to brave the journey the Cyphiri were more than the happy to pay them for anything they brought back. Mainly, though, they used their animals, originated from the legged creatures of the temperate waters like the cralscye of Pyl-Garat (albeit engineered to be larger and less dangerous, and to survive above water for a useful amount of time) - it took a year or so of tinkering with their biology (paying local bioengineers for access to their facilities and a little assistance if needed) and giving them the proper training to ensure they could effectively fetch and retrieve the valuables (and not, say, a particularly shiny rock), occasionally accompanied by a particularly brave Cyphiri, but eventually the goods start coming in. The Cyphiri not involved in animal handling and engineering or supernatic expeditions instead focus on effectively storing the loot and preparing it for transport back to Cyph-Arel. Some are easy enough, just packed onto the sea cows like any other trade good, but those items that appear to be less useful underwater (but are still interesting enough to take with them) need a little more work. The solution the Cyphiri come up with, at the cost of a few tents, are a set of rafts made from the same fabric and wooden poles as their tents, tethered to sea cows under the water but floating on the surface laden with those items. It requires a little work, and buying a bunch of bouyant organisms from a sereia biotechnician to keep them floating (after all, the raw material was made to be dense enough to not normally float), but the concept soon proves workable.
 
 
 Buyout TP1 of 121 [Economy] -  20, Success 
 Predictions that the Trawling Beasts would eventually reach Cyphiri waters, working from their current course and expectations of where they may stop, drives House Hallus to push the cleansing of the waters to the northeast to an immediate priority - the Beasts seem to avoid particuarly toxic or desolate waters, but if the region can be made safe in time it can be used as a place the Titans can be guided into, away from Cyph-Arel.  
 
  Nonactions  
 
 Allow militaries from signatories of the Flowing Peace to move through Cyphiri waters without interference. 
 Start a Monumental Undertaking - The Melrit News Network (1/3)
 
 Spoiler: The Melrit News Network 

With the world the Cyphiri live in constantly expanding - small countries are always being found by the Lux-Glossians or occasionally someone else, let alone the two times they've found vast regions populated by new powers - many families are beginning to run into a problem. There's just so many new stories happening all the time, or old ones being discovered, that they can't keep track! What if something really important or interesting happens and they miss it? One family, the Melrit (a part of House Pylet) sets out to solve that problem, their leader having a vision. The way he sees it, the families just need someone to gather and sift through all those stories, and present the best ones to them, and if the Melrit could do that they could end up profiting quite nicely out of it. Step one was setting up premises at home to serve as a central base to work from, and a few meetings with Hapat Pylet are enough to get him to allow them a prime location, right next to the vine forest, in one of the newest settlements of Pyl-Garat. While construction begins of the Network's headquarters, beginning with the tall central building, opportunity scouts and business agents of the Melrit family set out into the wider ocean, looking for countries amenable to the family setting up their operation in.
 
 
 Give the Divine Nacres Supermarine Artillery through A Need For Knowledge for 1 Favour to pay off the debt. 
 Attend the Third Exquisite Ball. 
 
  News and Rumours  
 
 Reports from the southernmost Cyphiri opportunity scouts that people other than the Chora have passed through the deep waters past Death’s Passage is naturally met with excitement by the majority of the Union, even more so when those early meetings develop into learning about the rest of the tropical waters, and the peoples within. The stories of the Eel, of its sheer size and its strange mental powers, are fascinating but also very concerning, and some Cyphiri find themselves strangely thankful that their Titan problem is merely destructive, and that the temperate countries have been able to guide them rather than having become guided, like the kucen of the Lighthouse. All in all, the most common early impression of the tropics across the Cyphiri is that it is a fascinating but dangerous place, and most families suggest caution when dealing down there. 
 By contrast, attitudes are much warmer towards the taika, the tropical country who first swam north enough to find the rest of the world. Their curiosity and drive is a trait that many Cyphiri can respect, and their love of colour is quite appreciated as well. The fact that they want to learn more about the Flowing Way is just a bonus, one that the Cyphiri are quick to follow up on. 
 Hearing about Lowpeak Reef from the people of Splendid Miru Miru piques the curiosity of many Cyphiri, who make the journey through Death's Passage to take in the sights. As impressive as the Chora operation is up here, many Cyphiri can't help but wonder if more is going on deeper down, where none of them can currently go. 
 The Trawling Beasts are an ongoing problem that the Cyphiri aren't ignoring, but between the Middish preparing to attack them head-on, the Gotezhar handling directing the beasts well enough, and many groups handling picking up the pieces, the Cyphiri don't take major action around the Titans for some time, their focus apparently more internal or southwards - particularly with Baran's direction less strong with his time in the wastes. That said, they do assure the other temperate powers - particularly the Sakura-Jin - that they're working on a plan for the future. 
 Rendal Belar is seen visiting many of the sages of the Way in the time before he takes Belar Hallus on his sacred journey into the wastes, and many of those Cyphiri are soon travelling to meet each other, visit the Grand Archives, or heading to certain locations close by the wastes. Nobody's quite sure what it is, but apparently Rendal's on to something . 
 Speculation is rife across the Union on what the story is behind the strange stockpiles found on the island the Trawling Beasts rested on. While some like to suggest the idea that the Beasts did it themselves, most Cyphiri dismiss that as an entertaining but otherwise obvously wrong line of thought. The fact that the goods up there apparently lack anything edible is of more interest, suggesting that the stockpiles existed before and the Beasts were attracted to something that they then ate. With that in mind, the most common opinion across the Union, benefiting from both being logical and being very exciting, is that it must be from a group that easily and regularly operates above the water, and as the Nacres wouldn't readily give up their supplies like this (having let the Beasts stop there, told the Cyphiri what's up there, and not interfered with retrieval attempts), there was only one other possibility - the Reavers. 
 
  Houses and Families of the Cyphiri Union  
 
 Spoiler 

These days many families are organised into Houses, a group of families led by a family that is part of the Union Council that have certain legal and economic ties and obligations, so the following is organised to suit. As always, there are many more families than this (in and out of the listed Houses), and more Houses, but these are the ones mentioned in the fluff so far.

  The Council Fund  
 TPs:  122.1
 Other:  Arthan's Head
The Council Fund is organised like a Cyphiri family but without any kind of central bloodline, its numbers drawn from every Union Council family - the family itself, not the wider House (a technicality based on the wordings involved with the laws that established the House system, but one few of the Council families wish to change). Similarly, a significant amount of its assets come from the Council families, one of the obligations involved in joining the Council being to contribute a proportion of their assets to the Fund, the rest being assets created by the Fund using those contributions. Its role in the Union is intended to essentially be a neutral party and wealth reserve, one not beholden to one family, although council families use past loyalties and political maneuvering to push their interests, and in the restructuring of the Union House Hallus has more influence than the dominant family would have in the old days of the Union. One of their major roles is that of managing mercenaries - the Retainer Guard is a force of mercenaries hired on a long-term basis that answer to the Fund and are sent out as and when a family requires assistance beyond the scope of their own mercenaries, and if the Cyphiri ever go to war it is the Fund that will have military command (under the guidance of the Council). Beyond that, they're also the major investor in the photospore networks across Cyphiri waters and out to major Cyphiri holdings elsewhere, they're one of the largest buyers of Cyphiri gold, and they're the caretakes of Arthan's Head who decide which families can hire it out.
- Artan: The head of the arm of the Council Fund that works with mercenaries, and the one who made the early (but now irrelevant) deals with the Kalan Company that led to the diplomatic/economic foothold needed to secure the Fund's current mercenary force. As that force developed into the Retainer Guard, she's leveraged her role in things to become one of the major players in the military, developing a strong interest in battle tactics and strategy despite the typical Cyphiri attitude towards such things. Her parents were followers of the Flowing Way who named her for Arthan, but she isn't faithful herself.

  House Hallus  
 TPs:  122.2, 173.1
 Supports:  122 (Aristocratic/Mercantile), 111 (Aristocratic)
 Other:  Cultural Exchange with COS, Lesser Piryon Ma’yan
 House Families:  Belar
Once just the most important family in the field of research and development, the Hallus family are now the most powerful family in the Union. After taking the position of the Ulnesh, the Hallus family have set about restructing and legalising many aspects of the Union Council and the wider Cyphiri Union, leading to the establishment of the House system and the Union's current strength.
- Baran Hallus: The actual head of the Hallus family, and the one directing their recent political moves. He has great respect for Pelir's work, and tends to indulge her requests. He's got broader interests than the average Cyphiri, taking an interest in the military conflicts that have gone on around the known world, and making plans for diplomatic efforts beyond those that are business-related.
- Ashal Hallus: Baran's newborn daughter.
- Pelir Hallus: The pioneer of Hallus biotech research, and the mind between most notable recent Cyphiri advancements. She's not the head of the family but has enough influence through the family to get what they want, if possible, with the Belar family being one example of this. She's quite fond of Costa Sereia, having used much of their technology in her work since meeting them.
- Lanit Hallus: One of Baran's main diplomatic agents and representatives. She's spent a lot of time in Orope in the past, trying to help the Tellan stabilise and gain control of the merchants there, and the failure there has left a stain on her record that she's never been happy about. Since then, she's been assigned to coordinate with House Ulnesh in the Emerald Tidelands, a task she's working hard at in order to regain her standing within the family.

 Belar 
 Supports:  140 (Mercantile)
 Other:  Wayfinder, Gulgolet Shero'ah Hakkol
A small family of explorers, eager to strike out into the unknown to find enough of value to make them rich. They established a mutually beneficial relationship with Pelir Hallus some years ago, with her finanicially backing their expeditions in exchange for her hearing first about their results and in general keeping the spark of adventure going within the Union, and with the establishment of the House system they've fallen fully under the banner of House Hallus. They're also the ones in charge of waste exploration and exploitation, journeying out in their ship, Wayfinder, and using gifts from the Abyssal Stewards to find anything of value out there.
 - Retak Belar: The head of the Kelad, and one more focused around the ecoomics of their operations than the actual work they carry out. As such, he's very close to the Hallus, wanting to ensure further funding and the other benefits of being part of House Hallus keep coming.
 - Rendal Belar: The captain of Wayfinder, the Kelad's ship built to venture out into the wastes. He's a devout follower of the Flowing Way who believes that uncovering the mysteries of the wastes may provide some kind of hidden insight to the secrets of the Way.

  House Ulnesh  
 Holy Sites:  122.1, 124.2, 124.3
 Supports:  122, 124 (Clerical)
 House Families:  Carral
Formerly the dominant power among the Cyphiri families, before the ascendancy of the Hallus family. Originally, they split their interests between a very strong agricultural base and ways of leveraging said strength in political and economic endeavours, but as more and more food is imported, the Union grows beyond their capabilities to feed, and other families take bites out of their agricultural empire, they've been finding that strength waning. These days, they instead leverage their high status among Cyphiri followers of the Flowing Way, with Werran Ulnesh their leader, to secure power. There was once a great rivalry between Ulnesh and Hallus, strengthened by the Hallus takeover, but these days they're almost cordial as the Ulnesh support Hallus ventures in the Union Council while the Hallus help them with their own plans focused around the Emerald Tidelands.
- Werran Ulnesh: A devoted follower of the Way, close to Garren, excited to spread the Flowing Way to new lands, very curious about the way other countries and faiths work. He became the most influential Ulnesh after their fall from dominance, as his rapport with Cyphiri followers was separate from his family's business, and since Garren's death has taken control over the family as it focuses on its new direction.
- Relas Ulnesh: The member of Ulnesh's leadership council most pushing for them to retake the top spot, and the main opposition to its current direction. She was originally Garren's preferred successor, but in the years before his death disagreements between the two meant she lost his direct support. She's proven herself to be a competent leader in her position, though, putting to bed many doubts people had when she was younger.
- Helad Ulnesh: The man in charge of coordinating loans between the Ulnesh and other Cyphiri families, deciding who gets the offers and how they're repaid/the influence gained is otherwise used. Was once the favourite among most of the family to succeed Garren, but the family's shift in direction led to him being passed over in favour of Werran. He still has notable influence among other Cyphiri families due to his ability to leverage the loans, though, and he's been busy trying to bring various families into House Ulnesh.

 Carral 
 TPs:  123.1
 Supports:  123 (Mercantile)
Small decentralised family who were once down on their luck and turned to the Bone-Grinder's Guild of [112] to try to make a new future for themselves. Their attempts to become more influential in the Guild ended up gaining them little, but the expedition eastwards that the Bone-Grinders sponsored has borne fruit for them, and they are now based in that region and have established themselves as a dominant mercantile power in the region by selling on imports from the Kelad.

  House Tellan  
 TPs:  109.1, 114.2, 118.1, 118.2, 134.2
 Supports:  126, 139 (Mercantile)
 Other:  CYP-OKI Trade Route
 House Families:  Kelad
Previously a minor family in one of Cyph-Arel's cities, now dedicated to the trade route between the Cyphiri and Middish. Operate a network of camps, rest stops and small businesses catering to those taking said route, and established the route itself. Has control over part of Orope's Giantbane Seed industry, along with investing in some nearby regions. Current leaders in fields relating to Supernatic Propogation, due to their ties to the Middish. They've ended up on the Hallus side of the Ulnesh/Hallus split in the Council, due to the family helping them secure the Cobalt Dye they now sell to the Middish.
 - Tarpan Tellan: Head of the Tellan, now living in Orope full-time. Quite fond of the Middish, and their interpretations of the Flowing Way. Approves of the Hallus' shift towards a standing mercenary retainer, the Middish attitudes towards war and battle having rubbed off a little.
 - Yanmet Tellan: Tarpan's second in command, handling things on the Cyph-Arel side of the business and dealing with the other Cyphiri families.

 Kelad 
 TPs:  117.1, 127.1
 Supports:  118 (Mercantile)
Another minor family, and one that's been very active in sending out opportunity scouts to the regions nearby to the Cyph-Arel - Orope trade route. They're not planning on making many big attention-grabbing moves for the time being, but have a plan to acquire resources vital to the efforts of other families and sell it on to them at a profit. In recent decades, they've been having a lot of troubles with the Black Pearls, many of their major holdings being in waters that the syndicate holds sway in.
 - Nalrin Kelad: An influential family member in the wake of the disruption brought by the Black Pearls, and very outspoken about her views of the syndicate.

  House Pylet  
 TPs:  129.2
 Supports:  125, 129 (Mercantile)
 Other:  Pyl-Garat (129)
One of the Union Council families, and the main one driving colonisation attempts. Has a great deal of influence with the smaller families and the colonists of Pyl-Garat, but is beholden to the Hallus in turn - an obligation they are trying to weasel out of as much as possible, not wanting to turn against old friends in the Ulnesh family but having found the offer from the Hallus too good to turn down.
 - Hapat Pylet: The head of the Pylet family, the main family in control of Pyl-Garat. Doesn't have the best reputation among followers of the Flowing Way, between many statements he has made that were critical of it, and the fact that many of the people living in Pyl-Garat have ended up following the tenets of Sakurado instead. The man himself appears to follow neither faith.

  Other Families  
 Holy Sites:  122.2, 122.3, 128.1
 

  Statistics  
 
 Spoiler 

 Special Actions Available:  Military 5
 Special Actions Used:  Diplomacy 5, Economy 5, Economy 10, Faith 5

  Diplomacy  
 
 Spoiler 

 Reputation/Favours 
 The Abyssal Stewards:  Rep 2, -1 Favours (Expected Change: None)
 - Welcome: +1 to resist Sacks and Coercion
 - Friendly: +2 to resist Secret Actions
 The Chelonian Chora:  Rep 4, 0 Favours (Expected Change: None)
 - Welcome: +1 to resist Supports becoming Open or Unruly
 - Friendly: Distance Losses triggered every fourth region; -0.5 distance penalty (-1 if target is adjacent to/has a CCA base)
 - Favoured: Can pay 4 regions to ship to a region with a CCA base from another CCA base; can Seek Aid after an action has been rolled 1/round
 - Bell-Keeper: Can ring the Bell of Resolution as a Faith action to roll another action as 1d6/8+6.
 The Divine Nacre:  Rep 1, -1 Favours (Expected Change: +1 Favour)
 - Welcome: +1 to Exploration, Prospecting and Colonisation
 International Prestige:  Prestige Rank 4, 0 Prestige (Expected Change: None)
 - Respected: +1 to Establishing and Pressing Claims and Promoting Claimants
 - Admired: +1 to attempt/resist Sway and Impress actions
 - Emulated: +2 to Raise Reputation, Slander and Resist Slander; use Cultural Identities through CIs twice a round; vassals can use your CIs and lieges your perfected tactical doctrines
 - Envy of the World: Host events as a non-action, all attributes below 4 count as 4 for rolls

 Bases 
122: Reefback Nursery

 Cultural Exchanges 
Costa Sereia

 Cultural Identities 
None

 Great Works 
The Palranic Anthology (Literature; kept in Cyph-Arel)
 

  Military  
 
 Spoiler 

 Units:  0 (Expected Change: +1 Unit)
 Unit Cap:  8

 Aristocratic Support 
122, 111, 124

 Generals 
None

 Fortresses 
None

 Perfected Tactical Doctrines 
None

 Military Technologies 
 Supermarine Artillery (Dropping Weapons)  +1 to battle rolls and +1 to Maneuvering rolls in regions of Depth 0 (Prereqs: Giantsbane Seeds, Supernatic Propogation, Photospore Signalling) [Prereqs not met]
 

  Economy  
 
 Spoiler 

 Treasure:  5 (Expected Change: +2; Rate 2)

 Trade Posts 
 Effective Total TPs  16
 Treasure Rate  2

    Trade Post 
 Resource 
 Use 
 Support 
 Rate 
 
  109.1 
 Swarm Ash 
 Bitter Tourism 
 Cyphiri 
 2 
 
  117.1 
 Biolumiscent Tunicates 
 Support of 118, Holographic Certification 
 Black Pearls 
 0 
 
  118.1 
 Domesticated Sea Cows 
 Support of 126/129/139 
 Cyphiri 
 2 
 
  118.2 
 Domesticated Sea Cows 
 Support of 126/129/139 
 Cyphiri 
 2 
 
  122.1 
 Native Gold 
 Joined-Stalk Companies 
 Cyphiri 
 2 
 
  122.2 
 Native Gold 
 Joined-Stalk Companies 
 Cyphiri 
 2 
 
  123.1 
 Malleable Blubber 
 None 
 Cyphiri 
 2 
 
  127.1 
 Ray-Ear Seaweed 
 Support of 122/123/140 
 Black Pearls 
 0 
 
  129.2 
 Nutritious Silt 
 Support of 125 
 Cyphiri 
 2 
 
  134.2 
 Cobalt Dye 
 None 
 Costa Sereia 
 1 
 
  173.1 
 Tiny Tubeworms 
 Filtration Grafts 
 None 
 1 
 
  
 Mercantile Support 
118, 122, 123, 125, 126, 129, 139, 140

 Cities 
None

 Trade Routes 
Cyphiri - Ironkelp Knights

 Specialised Ships 
Wayfinder

 Civilian Technologies 
 Composite Grafting  No mechanical effect
 Graduated Symbiosis  No mechanical effect
 Megafaunal Tailoring  No mechanical effect
 Photospore Signalling  No mechanical effect
 Supernatic Propogation  No mechanical effect
 Trophic Deconvolution  No mechanical effect

 Anoxic Adaptation  Cross Brackish borders (Prereqs: Composite Grafting, Trophic Deconvolution - Usable)
 Bitter Tourism  Cross Glacial borders (Prereqs: Heat Source - Usable)
 Filtration Grafts  Cross Toxic borders (Prereqs: Composite Grafting, Filter Feeders - Usable)

 Holographic Certification   +1 to resist Undermine Support actions (Prereqs: Photospore Signalling, Biolumiscent Ink - Usable)
 Electrodialytic Staurozoa  Ignore the distance penalty from Briny borders twice/round, doesn't affect distance losses (Prereqs: None - Usable)
 Joined-Stalk Companies  Expeditions reward 1 Treasure instead of +1 to a Buyout, Great Success gives automatic control of a TP instead of 1 Treasure, wastes exemp. (Prereqs: Composite Grafting, Precious Minerals - Usable)
 Adventuring Parties  Can send Missions from any region with owned Aristocratic Support (Prereqs: Photospore Signalling, Skilled Labour - Unusable)
 Seeker Barnacles  Can send Expeditions from any region with an owned Trade Post (Prereqs: Graduated Symbiosis, Megafauna - Unusable)
 

  Faith  
 
 Spoiler 

 Faith Holy Sites:  28

 Clerical Support 
122, 124

 Organised Faith Bonuses 
+1 to Impress Actions
Cultural Identity for Buyouts

 Artefacts 
 Arthan’s Head  As an action (that can be associated with any stat), the owner of Arthan's Head can select a region for the Head to focus on in the next round. This provides a +1 bonus to all actions targeting that region that use the same stat as the action used to focus the Head in the round before.
 Shero'ah Hakkol  One Prospect action per turn in a Wastes region gains a +2 bonus.
 Lesser Piryon Ma’yan  Reduces the action cost of Projects in one region by one action as long as exactly one action’s worth of progress is added to the Project each turn and the Piryon Ma’yan remains in the region the entire time. Currently applicable to Projects with an action cost of 5 (or more). As the Piryon Ma’yan grows, this effect may improve.

 Holy Orders 
None

 Miracles 
None
 

  Intrigue  
 
 Spoiler 

 Spies 
None
 

  Claims  
 
 Spoiler 

122 - Historicity, Integration
124 - Confederation
 

  Total Passive Effects  
 
 Spoiler 

 Actions 
Buyouts: 2d8 CI
Impress: +1 Prestige, +1 Religion
Sway: +1 Prestige
Exploration: +1 Nacre Rep
Prospecting: +1 Nacre Rep, +2 Artefact (1/round)
Colonisation: +1 Nacre Rep
Claims: +1 Prestige

 Defensive 
Resist Coercion: +1 Steward Rep
Resist Sack: +1 Steward Rep
Resist Secret: +2 Steward Rep
Resist Supports becoming Open/Unruly: +1 Chora Rep
Resist Sway/Impress: +1 Prestige

 Misc 
Merchant Marine: Extra Economy action, 15 treasure cap, can spend 3 treasure on a roll, foreign TPs in mercantile support regions count towards treasure, can provide two resources through a trade route
Friendly with the Chora: -0.5 distance penalty (-1 if target region has/is adjacent to a Nursery, unit distance losses triggered every 4 effective regions
Favoured by the Chora: Pay 4 regions to skip to any region with a CCA base for distance penalty purposes, make 1 post-roll Seek Aid a round
 

 
Minescratcher
 Regions 113,  114 , 127
    The Order of Knights of the Ironkelp of First-King John of Ruhum    
  Records of the Years  1-3  of the Tenure of Grand Master Martin the Young, 41st Grand Master of the Order of Knights  
Round 13

  Actions:

1.  [Military]  Attack the Trawling Beasts (in what region?) with 4 units, led by Knight Commander Amlaigh Tolmach attempting  Shiver Hell's Foundations , utilizing Supermarine Artillery, the Thunderstone Cudgel, and the Middish Way, and using the Regalis Arbor to Launch Scouts (4 units, Mil 4, 10 General, +3/+5 battle roll, +3 Maneuvering)

With the coward who previously held the title of Grand Master ejected, the Order may now turn its full attention to fulfilling its highest purpose. Each Trawling Beast slain represents inestimable future destruction prevented. The venerable Knight Commander Tolmach is placed in overall command of the Order's forces and opens a full barrage against the Trawling Beasts, focusing fire on one at a time in hopes of felling as many as possible. With luck, the Knights will never have to engage too closely, but if necessary, all Knights are briefed on the breathing cycle of the Beasts, informed by Gotezhar intelligence, to avoid being sucked in, and are warned to remain close to the surface and avoid descending too deeply. Let the faithful shiver in fear - no more!

2.  [Diplomacy]  Aid the ABS in setting up refugee camps
Those displaced by the ravages of the Trawling Beasts deserve more than mere sympathy. Acting Grand Master de Heredia takes it upon himself to travel personally to the rulers of the those regions where the Abyssal Stewards seek to resettle the displaced, speaking on their behalf (especially of those faithful who were harmed, though these are thankfully few) to sooth fears of outsiders and rumors that the Stewards possess an ulterior motive in this charity.

3.  [Diplomacy]  Press Claim to [Region 116]:  9 
Lady C'Oup Oosh-Ritehn, wife of the former Grand Master, and her family begin to grow their influence in [Region 116]. Positioning Feirefis as the rightful leader of the Ironkelp Order and the scion of a powerful house, the young Anuran finds himself at the center of a tangled web aimed at granting him full sovereignty over the Order of the Violet Crown.

4.  [Diplomacy]  Press Claim to [Region 118]:  16 
Similar events play out in [Region 118], as Percival and his mother Dhobjetta Ambrosirtien return home. Relying on the prestige and fame of the exiled Grand Master, Oliver's wife begins working to consolidate her position at the forefront of the herding families.

5.  [Diplomacy]  Sway Aristocracy in [Region 176], using the Regalis Arbor to reduce the effective distance to 4 regions:  12 
The trust of the distant king of [Region 176] is a gift that must be repaid, but his courtiers and vassals seem reluctant to accept the Order's friendship with their liege. Given the failures of the previous diplomats, Acting Grand Master de Heredia finds the whole thing distasteful, but eventually finds himself compelled to yield to the romantic and chivalrous Grand Master Martin, who hassles him incessantly about the matter. In the end, de Heredia publicly blames Oliver's poor judgement when selecting the members of the mission for the failure and dispatches a second group of Hislangue diplomats to smooth things over.

Nonactions:
 
 Turn over KC Tolmach to a new char? 
 Attend the Gala 
 
 
 Spoiler: News and Rumors 
 
 Grand Master Martin....
  .   
 Acting Grand Master de Heredia....
  .   
 The exiled Grand Master....
  .   
 Two marriages....
  .   
 Polar connections....
  .   
 
 

 
 Spoiler: Ruler Information 
Grand Master Martin of Insol, 41st Grand Master of the Order of Knights, etc etc
Current stats
 Diplomacy : 5
 Military : 4
 Economy : 4
 Faith : 3
 Intrigue : 5
 Rolls 

New Ruler Next Round? no

Expected Stat Bonuses: +2 Dip
 

 
 Spoiler: Other notes 

Generals:
 
 Knight Commander Amlaigh Tolmach of the Scoshlangue (10) - Tactical Doctrine: Quiver Hell's Foundations (+2 to battle roll) 
 
Units: 4 / 7

Treasure: 1

Resources controlled:
 
 Region 103: Adventuring Scholars 
 Region 114: Giantsbane Seed 
 
Techs:
 
 Supernatic Propagation 
 Trophic Deconvolution 
 Megafaunal Tailoring 
 Photospore Signalling 
 Graduated Symbiosis 
 Composite Grafting 
  Anoxic Adaptation:  Permits actions and troop movement across brackish (green) borders; Requires  Composite Grafting, Trophic Deconvolution  
  Supermarine Artillery:  +1 to battle rolls and +1 to Maneuvering rolls in regions of Depth 0; Requires  Giantsbane Seeds, Supernatic Propagation, Photospore Signalling  
  Razor Current Netting:  +10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending; Requires  Glass,   Composite Grafting  
 
State Religion: The Middish Way of the Flowing Way
 
 5 HCs: +1 offensive battle rolls 
 15 HCs: 2d8 to Sway Factions 
 
Artifacts
 
 Thunderstone Cudgel: 1/round, +1 to an offensive battle (+2 if the defender benefits from a Fortress) or +1 to convert a holy site of an organized religion (+2 if the defender benefits from a holy order) 
 
The Regalis Arbor
 
 Spoiler: Effects 
The Regalis Arbor is rooted to the earth, becoming a Flowing Way Holy Order located in Orope [Region 114]. As a non-action, up to twice per round, the Ironkelp Order may invoke one of the following effects:

 
 Launch Couriers: When taking an action, the Ironkelp Order may pay 1 region of distance to "skip" from a region that they control and which contains a Flowing Way Holy Order to any non-Wastes region within three (non-Wastes) regions of said owned region for the purpose of effective distance when determining distance penalties or distance losses. The path may then continue on from that region, adding additional regions to the path and increasing the effective distance appropriately as normal. To skip to a Brackish, Toxic, or Glacial region in this way still requires the appropriate technology, but such regions may be skipped  over  without a technology. This effect may not be applied to rolls for Colonization or Secret actions, but may apply to unit movement for battles; if it is applied to unit movement, the units cannot be intercepted in a region they skipped.
  .   
 Launch Scouts: The Ironkelp Order receives a +2 bonus to the Maneuvering roll for a single battle they participate in. The battle must take place in a Depth 0 region within three (non-Waste) regions of a region that they control and which contains a Flowing Way Holy Order. The use of this effect in a battle must be declared before any Interception rolls are made, and this effect may not be applied to Maneuvering rolls to intercept or avoid being intercepted.  
 

Valid Holy Orders: 114
 

Reputation:
 
 1 ABS favor 
 1 DNA favor 
 PRS rank 3 
 Signatory to the  Flowing Peace,  alongside the Gotezhar, the Cyphiri Union, and the Lux-Glossian Shades, consisting of the following four terms:
 
 The undersigned are committed to the righteous and just conducting of wars, and will therefore forswear: killing or causing egregious harm to noncombatants, including foes who have surrendered; and the use of weapons or technology deemed unnecessarily cruel considering their objective, including those chemical and biological weapons designed to cause a slow and painful death. 
 The undersigned are committed to enable the collective defense of the faithful of the Flowing Way by soldiers of the faithful, and will therefore not oppose or hinder the movement of Flowing Way troops between territory controlled by signatory powers for defensive purposes. 
 The undersigned are committed to the dialogue of ideas and the free movement of sages, missionaries, and other wise-creatures, in the interests of widening the Flowing Way and the better interpretation of the divine mysteries, and will therefore support the establishment of new centers of learning and all other conversions to the Flowing Way within their controlled territory to the best of their ability. 
 The undersigned are committed to the continuing study and proactive investigation of riddles and anomalies, and will prioritize those which one or more signatories reasonably suspect may pose a threat to the faithful. 
  
 
 
TheDarkDM
  
   The Lambent Syndicate   
 Lambent Matron Adiratna 
Diplomacy 10
Military 10
Economy 10
Faith 2
Intrigue 8

 Expected Stat Increases: +2 Intrigue  
 ... 
  Actions  
 
  Diplomacy  -  Host the Third Exquisite Gala 
 
 Spoiler: Event Sub-Actions 
 
 Gift Indah's Embrace to the Lighthouse and the Lojanese Republic. 
 Trade Indah's Embrace to the Kar-Nath Hegemony in return for Composite Grafting and Filtration Grafts technologies. 
 
 
 
  Military  - Invade Region 20 with 7 Units led by the Rubicund Fist Netra (Mil 8), attempting Victory is Life Tactical Doctrine and utilizing Death Commando Conditioning. 
  Intrigue  - Prospect Shue'aaz Sho for a second Trade Post -  14  
  Intrigue  - Investigate methods whereby the Hum of the Eel Without End might be translated, making use of all manner of harmonizing media and a ready supply of dissidents -  15  
  Intrigue  - Coerce TP 1 of Sandfish in Region 22 -  15  
  Intrigue  - Secret 
 
  Non-Actions  
 
 ... 
 
Gengy
  Round 13
 [Gotezhar Builders Union]  
 [Feytor Mira'din, Tsunami's Wake] 
Regions:  138 , 128, 136, 137, 139, 174    
Actions:
 
  [Military]  WAR - Send 8 Units to Region 141, led by Squall Kagado (Mil 10)
  +11 TacMan, +8 Battle Roll  [ Aim For the Storm’s Center : -6 to enemy leader loss roll, -20% to enemy losses]
[Route: 139 -&gt; 129 -&gt; 141]
 
 Spoiler: Military Strength Breakdown 
 Maneuvering: +11 
+1  Maneuvering , Supermarine Artillery
(Mil 10) Squall Kagado

 Battle Roll: +8 
+3 (Half Leader's Military)
+1 Middish Way
+1 Supermarine Artillery [Dropped Weaponry]
+0 Devolving Standardized Integrations [Combat Drugs &amp; Medicines]
+1 Treasure
Outnumbering: +2 (8 units to 5 units)
 

  In an unusual maneuver, Feytor Mira'din charges Kagado to take everyone and attack the Greenwater Clans.  Rumors abound for what the reason behind this order might be, especially as it happens shortly after a message is received from New Korasoon.  Some say it's because Mira'din worked out some kind of deal with someone.  Other say it's because the Greenwater Clans are making waves in the region southeast of B'kini Bottom.  Still more rumors say it's because the Greenwater Clans are somehow responsible for the Trawling Beasts showing up in the Temperate region, as the rise of the Clans happened around the same time as the Beasts started.  Regardless of the reason, it is true that the Gotezhar are going to War.   
  [Military]  WAR - Send 2 Units to assist the Order of Iron Kelp in Region (109?), under the command of OKI Knight Commander Amlaigh Tolmach
[Route: 128 -&gt; 113 -&gt; 111 -&gt; 109]
  At the urging of her allies, Mira'din sends her strike team to try and assist in assaulting the Trawling Beasts.  They have orders to assist Knight Commander Tolmach, but also advise the Commander to direct the Beasts towards some kind of Trench; perhaps to the Northeast?   
  [Military]  Raise a Unit 
  [Military]  Raise a Unit
  With the knowledge that there are multiple campaigns going on, Feytor Mira'din calls for more aid from volunteers, and creates more Gotezhar Squalls.   
  [Faith]  Build a Reefback Nursery in 174 (2/4) [Spend a Treasure, +1 from The Gathering Tide Warehouse] 
  [Faith]  Build a Reefback Nursery in 174 (3/4)
  There are many benefits to having a Reefback Nursery in New Korasoon.   
 

Non-Actions:
 
 Provide support for conversions to Flowing Way schools in Builders Union territories 
 The Trawling Beasts are devastating to the landscape, but with no other recourses at the moment, Feytor Mira'din continues to encourage them to where they will hopefully do the least damage.  [Encourage the Trawling Beasts Northeast using a supply of Pure Berries] 
  Build a Monument - The Statue of Korasoon  (2/3)
Joontar Arjiloza continues with their effort to build a functional statue of Korasoon.  The giant bowl will take time to craft properly, and even more time to make sure it is crafted without ocean water  inside  it.  This means that glass must be carefully shipped to the small island to the northeast of Colownya, and skilled crafters must brave putting together the large bowl together  above  the ocean waters.  The process involves a lot of expertise and careful piecing together of glass shard after glass shard, which is slow and laborious.  Additionally, the actual statue itself must be shaped and assembled.  Together, these efforts take time, but Arjiloza is determined to see it through. 
 Change Desired Import of Gosco C'Gor (137) from Religious Materials to Spices [Pending GM Approval] 
 Go to the Exquisite Gala [Non-action] 
 
 
 Spoiler: News and Rumors 

 
 The Gotezhar have not forgotten the Reaver attacks, but seem more interested in finding out  why  they are attacking then they are in finding the Reavers themselves... 
 While attending the Exquisite Gala, Feytor Mira'din met an interesting Mer merchant, from the Lojanese Republic, by the name of Woenpal Noerjang.  Finding him intriguing, Mira'din invited him back to Dounpor, ostensibly to help teach the Merchant Caste Gotezhar how to better follow their calling, but more often then not, Woenpal is seen nearby or in Mira'din's office.  Many begin to think the merchant is courting the Big Boss. 
 Mira'din receives a written note - rare for the Gotezhar - from former General, Squall Essensio.  Apparently the Squall is happily retired in New Korasoon, and has taken over the local guardians.  Oddly, not a day passes before Mira'din herself sends a written note out, apparently addressed to Grand Master Martin of the Iron Kelp Order. 
 
 

 
 Spoiler: Ruler Information 

      Feytor Mira'din, Tsunami's Wake   
   D   
   M   
   E   
   F   
   I   
 
   Current  
 5 
 7 
 7 
 4 
 3 
 
  Rolled Stats 
 5 
 4 
 3 
 4 
 1 
 
  End of round 10 
 0 
 2 
 1 
 0 
 0 
 
  End of round 11 
 0 
 0 
 2 
 0 
 1 
 
  End of round 12 
 0 
 1 
 1 
 0 
 1 
 
  End of round 13 
 0 
 0 
 0 
 0 
 0 
 
  
 New Ruler Next Round! 

Expected Stat Bonuses: +1 Faith, +2 Mil
 

 
 Spoiler: Book Keeping 

 Units:  (10   / 14 )
 General(s): 
- Squall Kagado (Mil 10) [ Aim For the Storm’s Center : -6 to enemy leader loss roll, -20% to enemy losses]
 Fortresses:  Sublime Fortress, Region 138

 Cities: 
City of Saroon’din (136) [Saroon’din grants a +1 to Resist Sacks in the region for players who hold Mercantile Support in the region]

 Trade Routes: 
Gotezhar (138) to the Sakura-Jin (119)
 Treasure  (4  / 10 )

 Special Ships: 
Tipsy John

 Cultural Exchanges: 
Gotezhar (138) to Costa Sereia (134)

 World Wonder 
The Gathering Tide Warehouse (138)
 Wonder Effect: The owner of this Wonder gains +1 passive Treasure income and may, once per Project, count a Project action as two Project actions if they spend one (1) Treasure as part of said Project action. 
 Boon 
(+2) Actions Complete for a valid Trade Post of my choice, from the ABS

 Technologies: 
  Supernatic Propagation 
 Trophic Deconvolution 
 Megafaunal Tailoring 
 Photospore Signalling 
 Composite Grafting 
 Graduated Symbiosis 
 Razor Current Netting 
 +10% enemy casualties and +1 to Maneuvering roll when defending, or attacking with a foothold  Supermarine Artillery 
 +1 to battle rolls and +1 to maneuvering rolls in Regions with Depth 0  Anoxic Adaptation 
 The user can now cross Brackish borders.  Bitter Tourism 
 The user can now cross Glacial borders.  Filtration Grafts 
 The user can now cross Toxic borders.  Electrodialytic Staurozoa 
 May ignore the increased effective distance from a Briny border up to twice per round. This does not reduce the effect of Briny borders on distance loss calculations.  Devolving Standardized Integrations 
 Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost.  Holographic Certification  ( Requirement Needed : Bioluminescent Ink)
 +1 to rolls when resisting Undermine Support  
 
Feathersnow
 
 Primarch Marcion 
Diplomacy 10
Military 8
Economy 8
Faith 10
Intrigue 1


 Diplomacy 10  Ascension to Sea Power!
 Marcion has succeeded in growing the World Garden to one of the Great Powers!  But, as they look around, all the faces that attended their coronation are long faded, and she knows their time is passing fast  
 Diplomacy  Attend the Exquisite Gala

 Sub-action  Trade brackish border technology and a promise to the Ennead for Electrodialytic Staurozoa technology.  Additionally offer to host Ennead scholars at The University.

 Economy   buyout a unit of Fruiting Mangrove (125 2)

 Passed 
 Economy  Buyout a unit of Liming Snails(115.1)

 Passed 

DC 12 autopassed with HS bonus

 The World Garden has no income.  These materials will help grow our economy! Furthermore, the sources of lime and chemicals will provide Fertilizer for Petrix's project 
 Faith   Special action: present a Thesis to the Nacres! 1 treasure spent
 The Dreams of St. Psaul have come to fruitition! 

Thesis abstract:

 
 Spoiler:  By our own claws or none: the Messianic Heresy 


In this thesis, submitted to the Divine Nacres and available for public perusal at The University, Primarch Marcion dissects the heresy of Messianism.  They examine first its historical antecedents, as highlighted in the Therapeutic documents, then they move to contrast it with the doctrine of The World Garden.  Special attention is taken to the Epistles of St. Psaul, and how his modesty eventually eroded the Messianist doctrines of the Exposers in favor of the doctrine of The Garden.  Additionally, space is given to the Levt offshoot of Gardener theology and how the time of lost contact shows Gardenism had supplanted Messianism by only a few generations after the Cataclysm.

To clarify, Messianism is belief that a charismatic leader will force a decisive conflict that will perfect the world.  Gardenism is the belief that the perfect world will be acheived by gradual work over many lifetimes.  Messianism also teaches a belief in personal salvation and an anthropomorphism of the Divine, leading to a personal relationship with a personal God:  the Messiah is a general, the Messianist is a soldier in their war.  The Gardener has no such arrogance or aggresion:  the world is made of peace and love, and it will grow indefinitely.

The ultimate difference, therefore, is one of aggression.  Gardener theology is one of acceptance and works.  The world changes gradually and by effort. Messianism teaches that, once a state of grace is acheived, it comes with it a state of power, and the world will bend to a charismatic figure that is imagined to be an idealized version of either the self, the parent or a mating partner.  The Gardener monastic codes therefore, serve an additional quiet purpose in suppressing thought modality that encourages messianism.

In conclusion:  the Gardener theology is one of practical long term goals that came from St. Psaul's rejection of personal authority in favor of trust in the Cherry Blossom movement as a whole, enduring project.
 

 
 Spoiler:  PRS Monument part 4 


Petrix returned to the project of the Caves of Therapy with a new energy after meeting the Ennead delegates and seeing the elevation of the Primarch by The Divine Nacres.

The shrine would be rededicated! And it would be a combination of ancient symbols and new meanings!

Petrix approached the Nacres and made a request, expecting rejection out of hand, "What would it take to be gifted a cutting of Sakura?"  Petrix expected,  for the answer, if it was deigned given, a ransom of treasure or a favored pledged, repayed.

The answer was simple:  "Show us you can keep it alive without our help."

They gave a list of demands, and Petrix went to work.
 

 Non-action spend a favor with the DNA to coerce TP 135.3

 These light sources will be invaluable for Petrix's project 



Expected growth +1 Econ

New Stats:

Diplomacy 10
Military 8
Economy 9
Faith 10
Intrigue 1

 Rolls 
Talis
  The Seatide Confederacy  
 
 Spoiler: News and Rumors 

 
 Perturbed by the enigmatic entity Mammon, the Elder Council sends a delegation to the Eternal Springs to inquire about their intentions. Why have they summoned this strange being, and what are their intentions with it? 
 The Seatide Confederacy has no desire to be drawn into a fight with a friendly neighbor, but out of respect for the Abyssal Stewards, requests that they send a delegation to present their evidence and concerns regarding Mammon. 
 Judge Flash of Green is replaced by Judge Azure Gleam after coming down with a fatal case of the Rotting disease, exacerbated by old age. 
 
 

 Actions: 

[Economy] Begin Polar-Confederate International Bank (World Wonder) in Seatide (1/5)
 
 Spoiler: Proposed effect(unapproved) 
Polar-Confederate International Bank
A central bank established under the authority of the Seatide Confederacy to weld various trade interests into a single market. The bank consolidates the assets, accounts and debts of member states, issues a common currency backed by those accounts, and services transactions between members.
Effect: Any nation in contact with the Seatide Confederacy may adopt the Arctic Exchange Currency as a 2-action project. nations using the common currency get +2 increased Treasure cap, and can transfer 1 treasure to another currency user 1/turn. The Seatide Confederacy (or current controller of Seatide) automatically counts as a currency user. Additionally, the bank's controller can kick members out of the union, or choose to block any treasure transfer done through the bank.
 

  Seatide's reach has grown wide, but its markets are still fractured and diverse, making efficient trade difficult. Now that the Confederacy has the economic and diplomatic heft, it is time to change that. After much debate, the Merchant Drifts of the Council push through a resolution for the founding of a banking consortium that will centralize and streamline the finances of dozens of Drifts. The debts and assets so amassed will provide the backing for a common currency that will weld Seatide's economic ties into a single market.  

[Economy] Establish Consortium Plans for the Polar-Confederate International Bank (World Wonder) in Seatide (2/5)
  Before the Bank can be established, its structure needs to be ascertained. Leading figures from the major banking drifts meet in a Conference to create a blueprint for the new entity. The bank will be overseen by a small Banking Council comprised of appointed representatives from the Judge of Seatide and the largest Drift interests. The Judge and interests will provide guarantees for the bank's liquidity. With solid backing, the bank can then buy out merchant debt in exchange for sums of currency.  

[Economy] Construct the Bank Headquarters (3/5)
  With plans in place, the Council of Elders passes a decree granting the official bank charter and directing the Judge to establish the Bank. A grand new headquarters is constructed for the bank, carved straight into the canyon walls of Deepdrift and painted in splended colors. The deep caverns of the bank will provide room for the numerous accountants and bankers in employ, as well as secure vaults for bullion and records that the bank will handle.  

[Economy] Buyout TP 2 in Region 108 (Mud Diamonds) Spending 1 Treasure
[Economy] Buyout TP 1 in Region 115 (Liming Snails) Spending 1 Treasure
  Now with access to Temperate markets, Seatide takes advantage of its Annoxic Adaptation technology to invest in underdeveloped markets.   

[Economy] Expedition north of 80
  There are still rich opportunities for wealth and trade not far from Seatide. A small consortium of enterprising Drifts funds an expedition to explore their northern waters.  

Non-Actions:
Oppose all Sway and Impress actions targeting merchants loyal to Seatide
Support SEN buyout in 67
Support Buyouts for factions that own the territory they are making the buyout in
Accept Bitter Tourism from SEN (Cultural Exchange)
Provide SEN with Holographic Certification (Cultural Exchange)
Lose the PRS Rolloff in exchange for a favor

Die Rolls:
 https://forums.giantitp.com/showsing...&amp;postcount=684 
 
 Spoiler: Book Keeping 
 Ruler 
Judge Azure Gleam
Diplomacy: 6
Military: 3
Economy: 7 (+3)
Faith: 2
intrigue: 2

Military Units: 6

 Regions Owned:  [Seatide 79]
City: +1 to Buyout 1/turn
Total Regions: 1
Land Unit Cap: 6 (6 Capital Unit Cap)

Artifacts:
 The Tideglobe  - This mysterious artifact is a transparent orb full of shimmering liquids and colors, which swirl and dance about in hauntingly beautiful patterns. By carefully watching the movement of lights and changing colors inside the Tideglobe, Seers can augur future events and predict how to counter hostile actions. Effect: +1 to one Intrigue roll opposing a hostile Secret Action, once per turn.
 Glowspire  - A twisting spire twenty feet tall, shaped like a twisted coral. Bioluminescent algae inside the spire change color depending on the trace elements that flow into the spire, allowing it to predict water conditions even thousands of miles away. Specially trained Tideseers read the colors, using them to predict where Reaver attacks are most likely to occur. As an added benefit, the haunting twists and colors of the spire are eerily beautiful to the untrained eye. Effect: Each turn, predicts an area that the Reavers will target if they attack that turn.
 The Bare Trap  - Mystical trap that helps defend against Reavers.

Culture:
 Mutually Beneficial Arrangements  - 2d8 to performing and resisting Impress Merchant attempts

 Military Technologies: 
 Devolving Standardized Integrations (Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost.) Prerequisites: Composite Grafting. Slot: Combat Drugs and Medicine. 
 Razor Current Netting (+10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending) Prerequisites: Composite Grafting, Glass. Slot: Fortifications 
 Civilian Technologies: 
Composite Grafting (Starting Tech)
Graduated Symbiosis (Starting Tech)
Megafaunal Tailoring (Starting Tech)
Photospore Signaling (Starting Tech)
Supernatic Propagation (Starting Tech)
Trophic Deconvolution (Starting Tech)
 Anoxic Adaptation (Permits actions and troop movement across brackish (green) borders). Prerequisites: Composite Grafting, Trophic Deconvolution 
 Holographic Certification (+1 to resisting Undermine Support actions) Prerequisites: Bioluminescent Ink, Photospore Signaling. 

Resources controlled:
[Talented Crab (65, TP1)]  Support 
[Gravelglass (68, TP1)]
[Edible Algae (69, TP2)]  Support 
[Edible Algae (69, TP3)]  Support 
[Inkfang Worms (70, TP2)]
[Rust-Veined Pumice (73, TP3)]
[Firefly Squid (74, TP1)]  Support 
[Magnetic Sand (75. TP1)]  Support 
[Bluefish Antifreeze, Seatide (79, TP1)]  Support 
[Bluefish Antifreeze, Seatide (79, TP2)]  Support 
[Bluefish Antifreeze, Seatide (79, TP3)]  Support 
[Dragon Eyes, Cryptoclysus (84, TP1)]
[Stripdrill Hyphenae (187, TP1)]
[Sour Krill (80, TP1)]

Merchant Faction ETB: +5
 ETP Total : 27

 Treasure : 5 (+3 / Turn)

 Factional Support :
Kenaqua (52) - Merchant (Supply Firefly Squid)(+1 ETP)
(59) - Merchant (Supply Edible Algae)(+2 ETP)
(65) - Merchant (Supply Rust-Veined Pumice)
The Cathedral of Movement (67) - Merchant (Supply Stripdrill Hyphenae) (+1 ETP)
Danabae (69) - Merchant (supply Inkfang Worms)
Region (70) - Merchant (using Sour Krill)
Aelwyd Adferiad (71) - Merchant (Supply Edible Algae)
Maurente (74) - Merchant (Supply Edible Algae)(+1 ETP)
The Plains of Sarkenos (75) - Merchant (Supply Inkfang Worms)
Seatide (79) - Merchant, Aristocrat, Clergy (Supply Firefly Squid)
(187) - Merchant

Diplomacy:
Trade Route with the Gravetenders
Trade Route with Lux Glossia
Cultural Exchange with the Shifting Ennead

Reputation:
Abyssal Stewards: 1 Favor
 
Corona
    Most Serene Lojanese Republic   
 Time: Round 13, Place:  Regions 6, 9, 11 and 13 
Prime Minister Hoerthd Thnoet
Diplomacy: 7
Military: 7
Economy: 8
Faith: 2
Intrigue: 6
 
 
 
 rolls 
 Actions: 
 
  [Diplomacy]Attend the Gala 
 
 Sign Prestige treaty with LIT stating: "In rounds 13-15, LIT and LOL shall not use hostile military actions agains each other." 
 Give 1 treasure to LIT 
 Accept Kaarme from LIT 
 Accept Indah's Embrace from LSD 
 
 Albeit it is tempting to describe the peace agreement to the domestic populace as the Lighthouse capitulating, the Prime Minister resists doing so. Instead, he stresses the importance of keeping peace between the great powers and notes that the acquisition of Kaarme has been much cheaper than it would have been if attempted by force. 
 
  [Diplomacy]Sway merchants in region 12, and buy out TP 12.3 Crystal Chips (Tairlav Palace bonus)  Sway: 2d8 + 7 Diplomacy + 1 Prestige - 0 distance vs TN 12  success 
Buyout: 2d6 + 8 Economy - 0 distance vs TN 12  success 
 With the threat of war relegated to the disorganized invasions of a few Magaramachi, the markets are pleased. 
 
  [Economy]Give TP 2.2 Siren Extract to LIT through Trade Route. 
 
  [Economy]Prospect W26 using the Losinka Alaku  2d6 + 8 Economy + 1 Losinka Alaku + 1 DNA - 0 distance vs TN 12  success, 14 
 The wastes, going by their size, should have abundant natural resources... 
 
  [Military]Invade region 5 with: 
 
 General Zabkrew (9) using TD Graceful Show of Force (Sway roll 2d8 + 7 Diplomacy + 1 Prestige) 
 4 units 
 2 treasure spent: +1 to battle, +1 mercenary unit, +1 from city Oarngalau 
 Death Commando Conditioning: +1 to battle 
 Ruler score: +4 to battle 
 Route: 6&gt;5 
 
 Although peace has been made with the Lighthouse, the War Minister Wszemocna thinks it would be a waste to simply dismiss all those armies that have been built up. 
 
  [Military]Raise unit 
 
 
 Non-Actions: 

Pay 1 treasure to activate Tairlav Palace
Spy secret nonaction... sent.

Supply region 11 DI with Kelp Fiber from LSD trade route
Supply LSD with Selachian Mercenaries through trade route
[Renown] A Monumental Undertaking: Roof over Their Heads 1/3
 
 Spoiler: Roof over Their Heads 
There have been numerous calls to move the government offices from a rural location near the Shtue'ear spire to the bustling city of Sheade. However, Hoerthd is wary of merchants' influence in the city, and he also thinks such a move would alienate more conservative citizens or citizens with strong local ties who do not like the international character of the city. A redesign of the government offices is appropriate, though, as it has been become a stock joke that civil servants are working and living in makeshift tents due to a lack of space in the governmental stone buildings.
 

 News and Rumors: 
 
 The news that the world is bigger than previously thought is mostly considered to be good news. Merchants trip over one another in their rush to claim all the riches and exotic goods of the world's markets. The barbarian civilizations of the cold seas, although widely regarded to be icky and dumb, may yet prove to be valuable allies or sources of inspiration now that non-Titan-related religions in the tropics have been stagnating. 
 Fabulously rich Woenpal Noerjang went to the Gala hoping to find a cure for his ennui. There he got more adventure than he could have dreamed about. He made the perilous journey from Sheade to Dounpor, made countless connections with foreigners of all species and trades and became a key advisor in the Builders Union - a job offer he accepted out of his longstanding interest in the lives of people of various backgrounds rather than with the compensation in mind. At the heart of Woenpal's newly discovered fascination with faraway seas lies the woman who invited him, Feytor Mira'din. A compassionate ruler and a Mer with an inspiring character, what's there not to like? 
 
 
 Spoiler: Ruler 

 Prime Minister Hoerthd Thnoet 
Next round stats:
Diplomacy: 8
Military: 8
Economy: 9
Faith: 2
Intrigue: 6

New ruler next round? No

Note to fellow players: I want to live dangerously, so you may assassinate, kidnap or otherwise ravish my rulers at any time. You don't need to approach me first, surprises are fine too. IC resistance and retaliation will be be offered, of course. 🙂
 

 
 Spoiler: Country Info, last update R11 


Actions to take: sway merchants in 8.

 Special Actions Available:  D5
 Special Actions Used:  E5 M5 I5

  Diplomacy  
 
 Spoiler 

 Region Ownership/Claims/Supports  Table to be simplified?


 Reputation/Favours  To be updated
 The Abyssal Stewards:  Rep 1, 1 Favours (Expected Change: +1 Rep)
 The Chelonian Chora:  Rep 0, 0 Favours (Expected Change: None)
 The Divine Nacres:  Rep 1, 0 Favours (Expected Change: None)
 International Prestige:  Rep 2, 0 Progress (Expected Change: None)

 Cultural Exchanges 
Lambent Syndicate
Coral of the Protected Statera RIP

 Cultural Identities 
Let's Have a Cuppa - 2d8 to Swaying
 

  Military  
 
 Spoiler 

 Units:  9/10 (Expected Change: ??)
 
 Republican Guards - recruited R1, was destroyed in the 1st invasion of Kaarme, rerecruited R12 
 1st Selachian Battalion - hired R2, looted a temple in Bloodhome, fought in the 1st invasion of Kaarme 
 2nd Selachian Battalion - hired R2 
 Black Guards - hired R3, assassinated the Plo'uogoar 
 Selachian Elites - gained R7 
 Region 13 unit - gained R9 
 Sheade Regulars - recruited R10 
 Special Operations Forces - recruited R11 
 Kaarme Nobles - recruited R11 
 
 Generals 
Zabkrew - Mil 9,  Graceful Show of Force :
+1 to tactical maneuvering
-20% enemy casualties
-20% own casualties
+12 to enemy leader loss roll
+2 to own leader loss roll
You may make a Sway attempt against a randomly determined support in the battlefield region (regardless of the outcome of the battle)

 Fortresses 
Huurdrav, Lojan

 Perfected Tactical Doctrines 
None

 Military Technologies 
 Death Commando Conditioning  +1 to battle, requires Lamia Extract
 

  Economy  
 
 Spoiler 

 Treasure:  7 (Expected Change: -4+3)
Trade post income: 3 Treasure/round

 Trade Posts  List to be simplified
 Total Owned  ?? (?? for Treasure gain)

 Cities 
Sheade, Lojan - Swaying
Oarngalau, Selach - Battles

 Trade Routes 
Coral of the Protected Statera RIP
Lambent Syndicate
Lighthouse
Forests of Astral Yearning

 Specialised Ships 
Losinka Alaku: A Specialized Ship in the form of a Juvenile Reefback with an experienced crew. +4 vs theft, +1 to Explorations and Buyouts made with it.

 Civilian Technologies 
 Megafaunal Tailoring  No mechanical effect
 Graduated Symbiosis  No mechanical effect
 

  Faith  
 
 Spoiler 

 State Faith:  Shimmers of Unseen Bane

 Faith Holy Sites:  lots

 Organised Faith Bonuses 
+1 Conversions, 2d8 to Impressing

 Artefacts 
None

 Holy Orders 
None

 Miracles 
SUB followers can cross toxic borders.
 

  Intrigue  
 
 Spoiler 

 Spies 
Intrigue 7 Spy
 

 
 Spoiler: Interesting quests 

 ABS 

[Offer] Bounty of the Depths -

(Offer: The Abyssal Stewards are offering Treasure! Benefit: 2 or 5 Treasure. Cost: 1 Favor for 2 Treasure, 2 Favors for 5 Treasure. Duration: Available until the end of Round 15. Details: Available to countries of Reputation -1 or higher. )

[Opportunity] Fueling The Forge -

(Opportunity: Countries may provide Units, Food, Labor, or Heat Sources to repay debts to the Abyssal Stewards. Reward: 1 Favor. Cost: 2 Units or 1 suitable Trade Post per Favor. Deadline: Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice. Details: Non-action to gift Units/Trading Posts. May not be used if no Favors are owed. )

 CCA 

[Action - Faith] Work on a means of unmaking the Dreaming Dead 2/? -

[Request] A Little Less Lonely Road -
(Request: The Chelonian Chora would be delighted to see established countries keeping them company in the Wastes. Reward: +1 Reputation for successfully Exploring or Prospecting a Wastes region. On a Wastes region Prospecting roll of 16 or higher, +1 Favor. Penalty: None. Deadline: Available until the end of round 15. Details: Available to countries with Reputation -2 or higher. Max of +2 Reputation from this request per Country.)

[Opportunity] An Appetite For Abundance -

(Opportunity: Countries may provide Treasure, Luxuries, Esoterica, or Fertilizer to repay debts to the Chelonian Chora. Reward: 1 or more Favors. Cost: 3 Treasure or 1 suitable Trade Post per Favor. Deadline: Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice. Details: Non-action to gift Treasure/Trading Posts. May not be used if no Favors are owed.)

Taboo: The Chelonian Chora have a religious vendetta against The Dreaming Dead. Penalty: -2 CCA Reputation for adopting The Dreaming Dead as a state religion; additional -1 CCA Reputation every turn thereafter unless abandoned, which grants +1 CCA Reputation. Duration: Indefinite. Details: None.)

(Task: Cooperate in the creation of the Songline of the Sunlit Seas. Available for Tropical zone countries only. Reward: +2 Favors (max); if Project is completed, additional reward given to all contributors. Penalty: None. Deadline: End of Round 12. Details: 1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Songline. 1 Favor earned for spending a Faith action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires.)

 DNA 

[Opportunity] A Need For Knowledge -
(Opportunity: Countries may provide Technologies, Toxins, Exotic Flora, or Exotic Fauna to repay debts to the Divine Nacres. Reward: 1 or more Favors. Cost: 1 previously unknown Technology or 1 suitable Trade Post per Favor. Deadline: Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice. Details: Non-action to gift Technology/Trading Posts. May not be used if no Favors are owed.)

[Offer] Survival Of The Fittest -
(Offer: The Divine Nacres are offering to procure Trading Posts for countries they like through means some might consider predatory. Benefit: The Divine Nacres will attempt to Coerce Trading Posts on a country’s behalf. Cost: 1 Favor per Coercion attempt. Duration: Available until the end of Round 15. Details: Normal restrictions on Coercion apply. Available to Reputation 1 or higher countries, and will not target TPs belonging to countries with a higher Reputation than the requesting country - other Organizations are considered to have a Reputation of 2 for this purpose.)

(Circumstance: The Divine Nacres are returning to their traditional seclusion. Benefit: None.Penalty: The TN to Raise Reputation with the Divine Nacres is increased by 2. Additionally, when using a Favor to Raise Reputation, it still requires a roll (though not an action), but the country which spent the favor gains a +2 bonus on said roll. Duration: From the start of round 10 to the end of round 15. Details: None.)

 PRS 


[Honor] Remarkable Reconstruction -
When a country rebuilds a TP or Holy Site that was destroyed by the Reavers, they may choose to let it enter play Open, rather than under their control. If they do so, they gain +1 Prestige. If a country donates 2 Units as a non-action to a region that lost units to the Reavers, they gain +1 Prestige and the region no longer qualifies for such donations by other countries. If a country successfully Sways or Impresses a Reaved Faction in a region they don’t control, they may choose for it to become Open instead of gaining the Faction’s Support; for every second Faction they restore in this way, they gain +1 Prestige. Special: Any country may rebuild Holy Sites or TPs destroyed by Reavers in uncontrolled regions. If multiple countries donate Units to a region that lost units to the Reavers, they both gain the Prestige, and the region gains the Units from all such donations received.

[Mystique] Renegades, Turnskins, And Defectors -
The first country in each starting zone to successfully Incite Betrayal will gain 1 Prestige. The first rebellion to arise on behalf of a specific country in each starting zone will gain that country 1 Prestige. The successful use of either the Galvanize Partisans Intrigue 5 Special Action or the Spark Claimant Revolt Diplomacy Action will suffice for fulfilling the second half of this opportunity; the Inspire Uprising or Spark Rebellion actions will not.


[Piety] The Religious Community -
(Opportunity: The first country in each starting zone to found a Holy Order will gain 1 Prestige. Duration: End of round 12. Special: If multiple countries in the same starting zone found a Holy Order in the same round before any others, both countries will gain the additional Prestige.)

 Indefinite duration effects 

[Strife] Big Fish In Small Ponds -

Prestige and PRS Rank will no longer correlate one to one: to reach PRS Rank 3 from PRS Rank 2 will require 2 Prestige, while reaching PRS Rank 4 from PRS Rank 3 will require 3 Prestige. This Prestige does not have to be earned in the same turn. Reaching PRS Rank -3 from PRS Rank -2 requires the loss of 2 Prestige in the same turn. If all available positions at a given PRS Rank are occupied when a new country would reach said rank, the country which gained Prestige least recently has their PRS Rank reduced by 1. Ties are resolved by roll-off with the tying country’s highest respective attributes, with the lowest rolls losing. Changing rulers will no longer result in PRS Rank loss when at PRS Rank 3 or 4, but will reset any accumulated Prestige to 0.
Special: The loss of Prestige still causes a loss of PRS Rank. Gaining Prestige when at PRS Rank 2 or 3 which is insufficient to rise to the next PRS Rank, or gaining Prestige when at PRS Rank 4, still counts for determining which country gained Prestige least recently. Losing PRS Rank resets the clock and clears out any accumulated Prestige which was insufficient to reach the next Rank, and counts as an instance of gaining Prestige for timing purposes only.

[Renown] A Monumental Undertaking -

Can work on one monument or similarly grand project in a region you control as a non-action. This requires a fluff description of the ongoing work, design, difficulties, progress, or similar. Three to four sentences should usually be sufficient. When beginning such a project, must decide on a 3-part project (+1 PRS) or 5-part project (+2 PRS).

[Acclaim] To Greatness -

Sea Power, Empire, Merchant Marine, or Holy Sea -&gt; 1 Prestige. Usurpation results in Prestige loss for the usurped country.

[Honor] Blood, Stone, and Ink - PRS treaties can be made.
[Affluence] Opulent Optics - May spend 5 Wealth as non-action to gain 1 Prestige.
[Mendacity] A Lack Of Commitment - Prestige loss if a country Oppresses a faction in a region on which they have a Confederation claim. Prestige loss if a country backs down from an Ultimatum it has made.

[Notoriety] The Fragility of Fear -
[Ignominy] Stigma, Scandal, and Shame -

Prestige loss will be assigned: experience a rebellion in response to a failed Oppress Faction or Impress Aristocracy action, commit gross atrocities.
Prestige loss may be assigned: forced to acquiesce to a rebellion’s demands, badly lose a battle heavily favored to win, grossly humiliated or suffer a gross embarrassment.
Return captured general: can give -1 PRS to the other party, captured ruler: -2 PRS.
 

 
JBarca
 Round 13
   The Shifting Ennead   
 Danabae (69), Maurente (74), The Cathedral of Movement (67), Sketi (68)  
  Led by King Akkoroas 
D7 ; M7 ; E6 ; F2 ; I3 
 Actions 
 
  [ECO Buyout TP 68.2]   SUCCESS  
With the interlopers cleared out, the Ennead's merchants move in. The King wishes for more economic independence, with no insult intended toward their allies to the east.
 
  [ECO Buyout TP 67.2]   FAILURE 
Frustrated with their failure, Akkoroas orders the annexation of the private holdings of several Arms. With new incentives in play, he appoints new traders to seek control of the valuable crystals.

 
  [DIP Send a Mission into [73]]   GREAT SUCCESS!  - I'll take Aristo, assuming that works normally here
With the blessing of the Great Mother, the depths that surround Danabae are within reach. King Akkoroas sends out scouts, diplomats, and biologists to learn what lies below.
 
  [DIP Attend the Gala] 
 
 Spoiler: Event Subactions 
Send Electrodialytic Staurozoa to SKR
 

 
  [MIL Sack Holy Site 71.1]   14  
  [MIL Sack Holy Site 71.2]   16 
King Akkoroas' eyes turn west. The decades-long silence from the Draigu calls for investigation. Investigators need protection. Protectors need supplies. 
 
 Non-Actions 
 
 Accept all gifts 
 Gift Bitter Tourism to STC via Cultural Exchange 
 
 Reports and Discoveries 
 
 Aulerus delivers a denouncement and a warning. "The Pax Arctica was a sermon of hope and a promise of sanctity, and now it stands as a monument to fear. Why are our borders not worth protecting? Why are the foreigners from the east given free reign in our markets, in our  farms ? This Congress has now twice violated our borders, and not a word from the blind swarms or the cowardly statues. When coupled with the destruction of Doflein goods at the hands of those who skulk in the shadows, this is nothing short of economic terrorism and it will not be tolerated. If the representatives of the Cryptids are not evicted, whether by the authors of the Pax or their own rulers, from Ennead waters, we will take matters into our own arms. Blood will flow." 
 




Ruler Stats R11:
D: 8
M: 8
E: 7
F: 2                                                                          POLAR 
I: 3
New Ruler: No

 
 Spoiler: Technology 
 Technologies 
    Type 
 Name 
 Effect(s) 
 Required Resource? 
   
  S 
 Composite Grafting 
 N/A 
 N/A 
 
  S 
 Graduated Symbiosis 
 N/A 
 N/A 
 
  S 
 Trophic Deconvolution 
 N/A 
 N/A 
 
  C 
 Electrodialytic Staurozoa 
 Ignore Effective Distance from Briny 2/rd 
 N/A 
 
  C 
 Holographic Certification 
 +1 to rolls when resisting Undermine Support 
 Photospore Signaling, Bioluminescent Ink 
 
  M 
 Devolving Standardized Integrations 
 +1 to Battles following destroying enemy units in battle 
 Composite Grafting 
 
  C 
 Anoxic Adaptation 
 Brackish (green) border crossing 
 Composite Grafting, Trophic Deconvolution 
 
  C 
 Bitter Tourism 
 Glacial (black) border crossing 
 Heat Source 
 
  M 
 Razor Current Netting 
 +10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending 
 Composite Grafting, Glass 
 
  M 
 - 
 N/A 
 N/A 
 
  M 
 - 
 N/A 
 N/A 
 
    
 

 
 Spoiler: Mechanical Bookkeeping 

Trading Posts Owned: 0




 Military Units CAP: 11/11 
 Generals 
 
  Balelia - 9 
  Tulticius - 8 
 
 Spies 
 
   
 
 Cultural Exchanges 
 
  GRV 
  DPB 
  STC 
 
 Artifacts 
 Treasure 
2/5

 Special Actions Used 
DIP5 - Cultural Exchange DPB
MIL5 - Recruit General Tulticius
ECO5 - Specialized Ship,  The Harvester 
 Great Projects 
     Name  
  Location  
  Details  
 
  Provinciarum Mirabilia 
 67, 68, 74 
 Massive statues of coral and living flesh harvested from serfs, coupled with tax-collection offices 
 
   
  
  
 
  
 

    POLAR    
MappyPK
     Splendid Miru Miru     
   Aniwana (153) 
Round 13  
   

 

 Leader: Tuatahi the Second Bubble Bender 
Diplomacy: 4
Military: 3
Economy: 8
Faith: 2
Intrigue: 6
Expected Gains: +2 Eco

 Standard Actions 
 
   ECO  - Buyout TP1 in Region 150.  Failure...  
   ECO  - Buyout TP2 in Region 150.  Success!  
   ECO  - Buyout TP1 in Region 142.  Success!  
   ECO  - Explore West of Region 153.  Success!  
   FAI  - Convert to the Cyphiri Way. 
 
 Non-Actions 
 
  PRS - Continue monumental task 
  Resist any Buyouts in my region. 
  Attend the Gala. 
 
 Notes 
 
  The expedition into the region West of Region 153 should count towards the Chora quest "A Little Less Lonely Road" for exploring wastes. 
  If the fluff below is acceptable, Hollow Sunfish may be able to fulfill Aniwana's desired resource, Exotic Foods (see region post, of course, for specifics). 
 

 

 
 Spoiler: Buyout Fluff 
Given the recent expeditions, the Taika of Aniwana immediately had their eyes set on the luxuries that have made themselves available, ripe for the picking. Though, perhaps it is a bit odd to consider a source of vigilante labor as a luxury. Nonetheless, throwing a pretty penny their way will suffice. Oh, and those sunfish that occasionally rise to the top of the sea in the expanse to the north would surely come in handy-- who knows what color they might contribute to the bubbles of the people, if they were to be eaten? Perhaps a stark black, or the ability to create something so transparent, it wouldn't ever be seen, potentially being the most inconspicuous support structure ever created.
 

 
 Spoiler: Exploration Fluff 
There only remained one way left to go from Aniwana, and with their newly trained squadron's ability to generate a beautiful bubble-based ship, Tuatahi pushed his people to venture into the wastes of the west. Given the request from the recently met Chora, now was a great time to do so.
 

 
 Spoiler: Convert Fluff 
Having visited the Exquisite Gala, Tuatahi's diplomats found themselves heavily intrigued by the messages spread from the followers of the Flowing Way. Though it would take some time to garner the support of the population, the teachings of the Cyphiri Way quickly spread through the ranks of the Miru Miru government, and began to hold some degree of influence on the nation's decision-making. Hopefully, these newfound morals and laws will act as a way to form new friendships and reach other seas peacefully.

  Note: I've been sick this week and did not have time to fluff this conversion out greatly, please understand. 
 

 
 Spoiler: Monumental Task Fluff (2/3) 
With the royal collection finally complete, construction could begin on the statue of the first Bubble Bender. A long and arduous project lied ahead, but the people of Aniwana were ready to take it on. Each and every scale, fin, and gill would be faithfully recreated from only the most accurate of historical descriptions. It would be crafted, of course, from the collection of sparkling and glittering stones that had been piling for years, and glued together with the most glorious of plant life in a variety of colors. Bubbles filled the gaps and provided structural supports, as well as small details, such as the illustrious eyes of the Bender. With more time, all that was left to complete would be the areas surrounding the statue, as to create a beautiful site for many to visit.
 
farothel
  The Hymenocera Expanse
Region 3 (Tropical)   
 

Leader: High King Lord Deca V
Diplomacy: 7
Military: 6
Economy: 6
Faith: 7
Intrigue: 5  
 Actions: 

[1][economy] create special ship (Mobula)
[2][economy] Expand trade in region 4
[3][economy] Expand trade in region 4
[4][economy] buyout TP9.3 (Ching He'aang) (add treasure, TN12)
[5][intrigue] create spy (rolled previous round)

 rolls for ABS rep3 and for buyout of TP 
 roll for spy (done previous round) 

Non Actions:
-use non-action from Abyssal Stewards to complete Expand trade in region 4
-resist all sways/sacks/buyouts/...
-use favour to get back to ABS rep 3 (spend treasure)

 
 Spoiler: Bookkeeping 

TP: region 3, TP1+TP2+TP3+City (carapace armour)
region 4: TP1, TP2 (Eye Weed)
region 12: TP2 (Crystal Chips)
region 13: TP1 (Rocksplinter Stars (starfish))
region 15: TP1 (granite slabs)
region 28: TP1 (Tiny Turtles)
region 29: TP1 (Spinecrab)

Passive income: 3/turn

Units: 6/10
treasure (EOT): 5

Technology:
Photospore Signalling
Composite Grafting
Toxicity Filtering

Favors:
owed:
gained:
-Abyssal stewards: 0
-The Divine Nacres: 1
-Chelonian Chora: 3

 New stats 
stat increase:
rolls for new ruler
Diplomacy: 7
Military: 6
Economy: 6 +2
Faith: 7
Intrigue: 5

 Organisation reputation 
Abyssal Stewards: 3
chelonian chora: 2
divine nacres: 2
international prestige: 1
 

 
 Spoiler: news 

-The new holy order of priest-scribes created a few years ago, in the capital region of Hym, will be named The Guardians of the Ancestors.
 

 
 Spoiler: enlarge economy 

With the two regions integrated into the Hymenocera expanse, large projects are started to expand the economy in these regions.  Scientists of the Hymenocera Institute of Sponge and Algae Research have found ways to increase Eye Weed production without depriving the locals from the necessary plants they need to survive in the toxic region.

With the new merchants in region 30 wanting esoterica, the Hymenocera trade guilds try to get some gem foam for them, which they manage to do.
 

 
 Spoiler: Spy 

The first thing Lord General Odonto realises, is that they need more information about their neighbours and they have to avoid giving much away as well.  To that end an intelligence service is started.  Lady Atyoida will be the head of this new organisation.
 

 
 Spoiler: ship 

A large and heavily armoured vessel will be created to explore the wastelands.  Using composite armour on a frame created by using the silicon based skeleton of certain sponges and using other sponges to filter the water, it is a surprisingly strong ship, even if it doesn't carry any offensive weaponry (except for its crew).  The nose looks a bit like a shark, but it also has wings like a manta ray.  It will be named Mobula.
 
 Spoiler: ship image 

 
 

 
Grim ranger
    Kar-Nath Hegemony   
 Located in:  Polar zone, regions 64, 65, 75 and 77
 Capital:  Glacier Crag, Region 77    Turn 13   
   Rham, the Frozen King   
 Diplomacy - 10, Military - 10, Economy - 10, Faith - 5, Intrigue - 1 
  Actions:  

1.  [Diplomacy]:  Diplomacy 10 special action: become Sea Power
 - As the decades-long rule of Rham nears its end, the Frozen King sets to finally finalizing the unification of all territory the Nathi have extended their claim to. Banners are unfurled all across the Hegemony, parades held and celebrations prepared in honor of such a grand achievement: truly, the King has served his nation well. 

2.  [Diplomacy]:  Attend The Exquisite Gala
-  Sub-action:  Trade Lambent Syndicate Composite Grafting and Filtration Grafts technologies for Indah's Embrace technology
 - Attending in his role as the new Frozen King soon to be crowned, Nedir negotiates trade of technology, a subdued but notable presence amidst the festivities. 

3.  [Military]:  Recruit a unit

4.  [Faith]:  Faith 5 special: Create an Artifact

5.  [Faith]:  Preserve Frozen King Rham in ice according to ancient traditions of the Nathi
 - While it has not been upheld for quite a while, the ancient tradition for the reigning Frozen King to give themselves over to the will of the gods once their reign comes to a close still exist...and it seems Frozen King Rham is ready to put them to practice to cement his reign as one to remember. In a public ritual, the King bids his subjects farewell, promising to return during Hegemony's time of need before willingly descending into the Rime Gorge. There must be some truth to the ancient tales, as before long the shape of the former monarch rises back from the depths, now encased in large block of crystalline ice. Preserved in all his finery, the former monarch is accompanied to the royal crypts by his attendants, leaving the nation to be led by his successor. 
  Non-actions:  

Constant: Automatically accept all trade routes, cultural exchanges, gifts, etc from other players, Automatically defend against any unauthorized buyouts/incursions/etc.

A.  Create a monument: Glacier Food Festival (2/3) 
 
 Spoiler: An idea of grand feast 
 With the correspondence of different chefs across the Hegemony and beyond having picked up considerable speed through years of planning and preparation, the location selected for the festival begins to see actual preparation as well. Already, the so-called Chef's quarter has formed around the area, most of the buildings being quite simple constructions of cloth and movable stalls where chefs of different stripes can hone their trade. Already, there is competitive air around the place, each prospective master of culinary arts seeking to attract the greatest amount of tourists to their stall.

The area specifically reserved for the festival to come has also been somewhat transformed, with organizers making the effort to build large venues for plenty of travelers and kitchens of all sorts, some particularly daring innovators even seeking to dig down to hopefully find some of the geothermal vents that allow for more unique methods to prepare dishes. While the danger of accidents is everpresent, progress is being steadily made... and plenty of money exchanges hands while the construction continues, of course. Thanks to the revitalizing effec tthe entire hassle has for their economy, the administrators of Plain Current mostly shrug their shoulders, not seeing any reason to pay the matter too much mind despite some health concerns.

Perhaps the most interesting visitor to the proceedings so far has been the seas-renown adventurous master cook by the name of Marrowbone. Usually ever on the move in search of the next great culinary delight, he continues to deem most of the people present beneath him...but is rumored to be preparing a contest to search for potential students fitting his high standards. 
 

B.  Use 2 Favors and 1 Raputation with ABS to get Prize of the Depths 
  News &amp; Rumors  

-

  Leader improvements from turn 13:  

+ 1 Diplomacy, +1 Faith

  New leader stats for turn 13 ( rolls ):  

Diplomacy - 4 + 2 + 1 = 7
Military - 1 + 2 = 3
Economy - 4 + 2 = 6
Faith - 3 + 1 + 1 = 5
Intrigue - 3

 
 Spoiler: Leaders &amp; agents (end of round 13) 
 Leader:  Nedir the Frozen King (Diplomacy - 7, Military - 3, Economy - 6, Faith - 5, Intrigue - 3)
 General:  Kreel, Exarch of Banners (Military 10, March of the Conqueror Tactical Doctrine (+1 to battle roll, +10% to own casualties, free Sway Aristocracy attempt)(Perfected), Slaughter-Cadres Tactical Doctrine (-1 to Maneuvering roll, -1 to Battle roll, +20% enemy casualties, -4 to enemy leader loss roll))
 General:  Marshal Adaya shel-Girum ban-Liav (Military 8, Unbending Iron Tactical Doctrine (defense only, +3 to battle roll, -2 to own leader loss roll, +20% enemy casualties, +10% own casualties), Abyssal Expertise: Gains a bonus to Maneuvering rolls equal to the current Depth level.)

 Others:  Munda (Ambassador of the Hegemony), Rayn (Chieftain of Plains of Sarkenos, technically independent)

 Historical:  Frozen King Rham (Frozen forever in Rimestone ice, as per ancient Nathi tradition)
 

 
 Spoiler: General bookkeeping (End of round 13) 
 Regions:  77 (Capital), 75, 65, 64
 Military units:  Nathi Legion (4), Sarkenos Militia (1)
 Treasure:  5
 Reputation:  ABS (3), CCA (2), DNA (2), PRS (2)
 Favors:  ABS (1), CCA (1), DNA (-1)
 Trading posts:  5 (Effective number: 7) - 1 income
Rimestone - TP 1, 77 (Merchant support)
Rimestone - TP 3, 77 (Merchant support)
Preserved Foodstuffs - TP 3, 78
Electrum Conduits - TP 1, 76 (Merchant support)

 Civilian Technologies:  Composite Grafting, Trophic Deconvolution, Photospore Signaling. Supernatic Propagation, Megafaunal Tailoring, Graduated Symbiosis, Electrodialytic Staurozoa, Mitochondrial Regulation, Filtration Grafts, Seeker Barnacles, Joined-Stalk Companies, Indah's Embrace
 Military Technologies : Magma Forges (On loan from ABS as long as Rep 3 or greater lasts), Razor Current Netting
 
Lleban
   The Cryptid Congress  

 Shah Honorebb Qualodias IV


Diplomacy 4 (+1)
Military 2
Economy 10
Faith 3
Intrigue 5 (+1)
 
  Actions    rollz and bollz 
 Intirgue   Infiltrate Deep Blue

 Intriuge  Root Out Spies

 Economy  Stoke the fires of Invention CREATE Dragon Eye Scuba: Benefit: allows deepwater exploration
Requires: Dragon Eyes

 Diplomacy  Increase Rep With CCA

 Diplomacy  Increase Rep With DNA


[/URL]  Accounting  
City: Cryptlantis +1 buyouts
Treasure: 1
Non Actions
assisting the conversion of 81's holy site

  News and Rumours
  
 
  Shah Honorebb Qualodias IV Denounces the denouncement of Aulerus. FRIST, we Cryptids aren't foreigners, we inhabit the same polar waters as The Pax Arctica. Second, we Cryptids have never inhibited the free flow of goods and people across our shared polar waters, we buy our goods not from any state, but from opening underutilized markets. To assign us ill intent is hostile to our pacifist peoples, and if anything reveals you as prejudiced against warm-blooded reptilians. THIRDLY and worst of all, do you not see the lunacy of the name Pax Artica, Arctic means land of bears! Aside from uniquely favoring bear-based lifeforms, it defines a sea-based alliance on terrafirma! The Absurdity, the absolute Gaul Aulerus should be ashamed of themself.
 
 2 
 
Rolepgeek
    Organization Actions
Round 13    
 Unless otherwise specified, [Offers] made by Organizations are only available to countries with a Reputation of 0 or higher with that Organization.
Organizations treat regions with their bases as controlled for the purpose of actions such as Impressing Aristocracy or exploration Missions. 
  Abyssal Stewards  
 
 Spoiler 
The  Abyssal Stewards  are an association of various orders of mystics, warriors, and artisans living in the deepest parts of the ocean. Their ability to create and shepherd hydrothermal vents, which they use to ‘grow’ refined metals through means none have yet managed to replicate, makes trade with them indispensable. The Stewards - mostly members of a species of hairy crustacean - feel themselves charged with a duty to watch for the return of the legendary Titans, hoping to give advanced warning to those who live in shallower waters and prevent the foolhardy or malicious from waking them from their slumber.
 


Round Opener Addenda:
 HEX falls to Reputation 2, and PGL falls to Reputation 3 with the Abyssal Stewards, both pushed out by DPB! 

As the mad worship of a maddening Titan spreads through the warm waters of the tropics, the Abyssal Stewards pull back and away, preparing in isolation to face this threat alone if need be. And in their starkly realized absence - traders, caravans, envoys, and sentries all declining to enter the conquered seas of The Lighthouse’s demesne - life in the tropical seas begins to wither. Like a sound only realized once it’s stopped, the faint but once ever-present taste of metal and sulfur in the water fades, replaced by the tingling taste of the Eel Without End and her inglorious Song. This might have proven to be a welcome change, if not for the slowly bleaching corals and wilting vegetation. The fertility that was once preeminent in the tropical waters has become unstable - cycling between a choking overabundance and foul withering. While not so severe as to be unmanageable, the change nonetheless results in costly inefficiencies for the Kosong and the ecosystems they cultivate.

Amidst such developments, hints towards something more abstruse and enigmatic arise. A sensation newly familiar to the warrior-fanatics of The Lighthouse now pervades - a song akin to that of the Eel Without End, but distinct. Though the song of Indah Radiant is by now a terror so familiar as to be almost comforting in its omnipresence and power, this new sense carries with it an unease and urgency that few can deny. At uneven intervals, the experience carries with it an impulse or direction - but with it always is a demand to go  down . It is something of a relief when a small, metallic object is found in a forgotten and long-abandoned corner of the seafloor, from which an uneven red light shines, beating in time to the rhythm of the strange song which preceded it. The meaning is unmistakable - the song they hear now comes from a distinctly external Source - and if there is a Source, then it may be Sought.

 Having become Rustplagued, the waters of the Lighthouse are left bare in the absence of the Stewards - but in these newly clarified waters, a curious resonance can be detected. Should they desire to uncover the origin of this mysterious manifestation, they may attempt to Seek The Source through an Investigation action in their capital with TN 14 while Rustplagued - success will allow them to refine their search, revealing which region must be Prospected in order to pinpoint The Source - it may be necessary to explore to find the specific region. This Prospect action does not have the usual requirements or limitations on Prospect actions and will have no other effect on the region, but does require seafloor access and has a TN of 16. 

Even the vast sensory apparatus of the herring entity known as Deep Blue can not discern from whence the vast and stately elders of the Abyssal Stewards arrived, appearing as they do in Spawn Point - instead their first realization of the presence of the Hearthmost is a disruption in normal systems processing caused by the increased temperature and altered chemical signals in the local waters. Manually adjusting the local behaviors to counterbalance should have been simple, but the result is viscerally unpleasant for Deep Blue. It might even be described as ‘painful’ - a decidedly unusual sensation for a distributed entity. Though the herring-mind is able to adapt, periodic readjustment will likely occupy processing cycles long into the future. As the schooling patterns of Spawn Point are gently warped by their mere presence, even leagues away, the Hearthmost explain that this is the Brand they will now bear - the mark of the Core’s chosen. If they desire to prove that the choice was well-made, the Hearthmost will provide such an opportunity.

 Deep Blue v2.6.12 has demonstrated their valor and worth as greatest ally of the Abyssal Stewards, attracting the interest and attention of the Hearthmost Koreshom. While they remain Core-Branded, Deep Blue v2.6.12 may attempt to Demonstrate Discretion to the Council of the Hearthmost by way of a unique Diplomacy action. While in this sacred seclusion, they may roll Diplomacy against TN 14 to prove themselves in matters of will, wiles, and wisdom, earning the right to undergo the Bottomless Trial. 
 Verglas Volumes - All countries which submitted an entry or contributed an action to the Verglas Volumes may gain a free action’s worth of progress towards a Project of their choice. 
The accumulated material and architectural knowledge of the polar reaches has more than satisfied the Stewards’ hopes, and the Verglas Volumes are complete. Even if their efforts to defend against Mammos falter, something at least shall be preserved.

 [Task] Grow Again Greater  - To the Abyssal Stewards, it seems that of late destruction and desolation have become the rule. This trend must be countered, and a great store of resources is made available to those who would see the seafloor bloom where once nothing but sand held sway.

(  Task:  Cooperate with the Abyssal Stewards to rebuild or construct new Trading Posts and Holy Sites!  Reward:  1 Favor w/ABS and 1 free action towards a project of your choice per 2 actions spent helping ABS build Trading Posts.  Penalty:  None.  Deadline:  End of Round 17.  Details:  As part of an action to Expand Trade or Settle a Colony in a region within 6 effective regions from a Smoking Garden, a country may designate that they are cooperating with the Abyssal Stewards. If so, then the action cost of the Project is reduced by 1 (to a minimum of 2), and the Trading Post will be controlled by the Abyssal Stewards once complete. )

 [Request] Beat Out The Slag  - On the other claw, there are those who would see the whole world reduced to nothing but an endless expanse of blasted wastes. Though the threat posed by their ambitions is not yet great enough to afford weakening the watch on those Titans still slumbering, any power who works against them is an ally of the Stewards.

(  Request:  The Abyssal Stewards are offering rewards for any who would oppose the Rustplagued.  Reward:  1 Favor per openly hostile action targeting a Rustplagued country which succeeds (failed actions count as half), or per 2 Rustplagued units killed in battle. Maximum of 2 Favors per round; requirements per favor double after 6 favors have been earned.  Penalty:  None.  Deadline:  End of Round 15.  Details:  Under some circumstances, Org GM discretion will be used regarding if a given action counts, counts as half, or doesn’t count. )

 [Circumstance] Mitigation Measures   - Present threats are not neglected, though the Stewards offer little explanation for their actions. Strange buildings spring up throughout known waters, though the well-traveled might note their placement, and their apparent purpose, varies with the seas….

(  Circumstance:  The Abyssal Stewards are constructing anti-Titan traps in potential paths of the Eel Without End, fortified refugee camps in regions which have been or might be affected by the Trawling Beasts, and observation posts in areas which might be at risk of corruption by Mammos.  Benefit:  To be seen!  Penalty:  To be seen…  Duration:  Unclear.  Details:  Providing aid to the Abyssal Stewards in these endeavors is likely to render them more effective. )

 
 Spoiler: Ongoing 
 [Offer] Bounty of the Depths  - (  Offer:  The Abyssal Stewards are offering Treasure!  Benefit:  2 or 5 Treasure.  Cost:  1 Favor for 2 Treasure, 2 Favors for 5 Treasure.  Duration:  Available until the end of Round 15.  Details:  Available to countries of Reputation -1 or higher.  )

 [Opportunity] Fueling The Forge  - (  Opportunity:  Countries may provide Units, Food, Labor, or Heat Sources to repay debts to the Abyssal Stewards.  Reward:  1 Favor.  Cost:  2 Units or 1 suitable Trade Post.  Deadline:  Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice.  Details:  Non-action to gift Units/Trading Posts. May not be used if no Favors are owed.  )

 [Request] Quarantine Measures  - (  Request:  The Abyssal Stewards would like aid in fighting the servants of Mammos - which they suspect to be a Titan of most unusual nature.  Reward:  If accepted, +1 Treasure per successful Sack of a Rustplagued country.  Penalty:  If refused, -1 Favor. If accepted but failed, -1 Favor and -1 Reputation.  Deadline:  May be accepted or refused until the end of Round 12. If accepted, have until the end of Round 14.  Details:  Applicable only to Reputation 3+ countries within 6 regions of a TP controlled by ESP, or Reputation 2+ countries within 1 region of a TP controlled by ESP. )

 [Offer] Abyssal Technologies  - (  Offer:  The Abyssal Stewards are selling technology!  Benefit:  Gain Joined-Stalk Companies Technology.  Cost:  1 Favor.  Duration:  Until the end of Round 15.  Details:  Only available to countries with a Reputation of 1 or higher. Trading the technology to other countries before the end of Round 15 will result in Reputation loss for each country it has been traded to - this cannot lower a country’s Reputation beyond -1. )
 

  Chelonian Chora  
 
 Spoiler 
The  Chelonian Chora  are a league of religious nomads capable of traversing the Wastes atop their great Reefback turtles. Largely cephalopod-like, the Chora bring trade goods and news of distant lands by routes others could never manage, while their much-renowned songs bring joy, soothe tempers, and ease hardship. Their presence has a tendency to quiet discord, foster unity, and mend relations in a way that has enticed many a fledgling government to encourage more frequent visits and longer stays.

 (The Chelonian Chora, and  only  the Chelonian Chora, may treat regions with no local majority as sharing their faith for Sway and Impress Clergy actions) 
 


Arriving at Archvast Reef atop a truly massive Reefback, eyes cloudy with age, an ensemble of Chorans presents themselves to Baran Hallus, head of the most influential family in the Cphiri Union. All bear the marks of age, but they speak as one as they explain the privilege and responsibility they now grant the Hallus family - custodianship of the Bell of Resolution. The Bell is massive and splendid, glittering with a myriad of colors across what would otherwise be a dull bronze-colored surface, and from below it seems to amplify and harmonize the sounds of everything nearby. They speak also of an ancient ceremony that Baran Hallus might now replicate, if they wished to prove themselves worthy of gifts greater still…

 Foremost among all in the eyes of the Chelonian Chora, XXX has attracted the attention of the Chora’s most reclusive members - the Songsages, who bring with them the Bell of Resolution. While XXX retains the Bell of Resolution, possesses a Specialized Ship, and has access to a Wastes region, they may embark on a sacred journey to Wander The Wastes by taking a unique Diplomacy, Military, or Intrigue action. While undergoing this journey, XXX may roll the relevant attribute against TN 14 to properly navigate an ancient Songline, impressing the Songsages and earning the right to be taught a verse of the All-Song. 
 Songline of the Sunlit Seas ends incomplete. 
With disappointment, the Chelonian bards and sages find they must withdraw from the tropical flats and shoals with far less lore than they expected; merely the impression of a surprisingly frigid group of species.

 Living Dreamers attempt to convert Holy Site 2 in Lupomata (4) and Holy Site 1 in region 29 to The Dreaming Dead! 
Living Dreamers, keen to hold onto their own traditions and influence in the face of hostility from the Hymenoceran elite, send priests and martyrs-to-be to convert impressionable youths and rekindle the faith in those who had been lulled into compliance and acquiescence in their homelands and beyond.

 [Offer] Nasin Nasa, Tan Tawa, Ali Ante, Part II  - Though the strange disappearances of years past have slowed, they have never fully abated - and now it seems perhaps they are found. Chelonian traders appear in capitals the world over, hawking unfamiliar, exotic wares - some of which are truly legendary in their beauty - and bringing along brilliant minds filled with wanderlust, willing to work wonders for the right fee.

(  Offer:  The Chelonian Chora have a myriad of antiques for sale and individuals with particularly interesting skill sets available for contract.  Benefit:  May Exhibit a Great Work as a non-action originating from a country affected by Nasin Nasa, Tan Tawa, Ali Ante. May receive the benefits of a Seek Aid action to all actions of a specified attribute for the round.  Cost:  2 Favors and 1 Treasure for Great Work. 1 Favor and 1 Treasure for Seek Aid to actions of a particular.  Duration:  End of Round 16.  Details:  The originating country will gain any Prestige from Origins of the Exotic for Exhibiting a Great Work for the first time, rather than the Exhibiting Country, but the Exhibiting Country still gains the Prestige from Origins of the Exotic for being the first to Exhibit a specific Type of Great Work.  )

 [Opportunity] To Kill A Dream  - The relative inactivity of the Dreaming Dead in recent years was but a facade, as their hateful proselytization resumes once more. The Chora reiterates its dire warnings against these horrific perverters of the world and swears a debt to any who oppose them.

(  Opportunity:  The Chelonian Chora are offering rewards to anyone who would help them destroy the Dreaming Dead.  Reward:  +1 Reputation or Favor (player choice) per Sack or Conversion of a Dreaming Dead Holy Site. +1 Reputation or Favor (player choice) per Clerical Support removed from the Dreaming Dead (Undermining counts half). Additional reward if the Dreaming Dead are totally eliminated.  Cost:  -1 Reputation or Favor (player choice) per two Holy Sites converted to the Dreaming Dread in regions you control or have Clerical Support in. -1 Reputation or Favor (player choice) per Clerical Support lost to the Dreaming Dead. -1 Reputation per Dreaming Dead Holy Order established in owned region.  Deadline:  End of Round 17.  Details:  Ineligible for other penalties or bonuses unless take a non-action to declare commitment to combating the Dreaming Dead - this will cause the Dreaming Dead to target Holy Sites in your regions/regions where you control the Clerical Support more frequently. 
 [Action - Diplomacy] Sway Clergy   in Gosto G’cor (137), Aniwana (153), Region 179  - Travel and exploration are the lifeblood of the Chora, and so it is no surprise that their relationship with the priests near major stopping points on their routes is warmly fostered.

 
 Spoiler: Ongoing 
 [Circumstance] Nasin Nasa, Tan Tawa, Ali Ante  - (  Circumstance:  People, places, and things, all vanishing in the wake of Choral caravans! How curious.  Benefit:  ?  Penalty:  ?  Duration:  Unknown.  Details:  DRG, GRV, KNH, LSD, CYP, and SKR are being affected by this. )

 [Taboo] Lape Moli Ike Li Kama  - (  Taboo:  The Chelonian Chora have a religious vendetta against The Dreaming Dead.  Penalty:  -2 CCA Reputation for adopting The Dreaming Dead as a state religion; additional -1 CCA Reputation every turn thereafter unless abandoned, which grants +1 CCA Reputation.  Duration:  Indefinite.  Details:  None. )

 [Request] A Little Less Lonely Road  - (  Request:  The Chelonian Chora would be delighted to see established countries keeping them company in the Wastes.  Reward:  +1 Reputation for successfully Exploring or Prospecting a Wastes region. On a Wastes region Prospecting roll of 16 or higher, +1 Favor.  Penalty:  None.  Deadline:  Available until the end of round 15.  Details:  Available to countries with Reputation -2 or higher. Max of +2 Reputation from this request per Country. )

 [Opportunity] An Appetite For Abundance  - (  Opportunity:  Countries may provide Treasure, Luxuries, Esoterica, or Fertilizer to repay debts to the Chelonian Chora.  Reward:  1 or more Favors.  Cost:  3 Treasure or 1 suitable Trade Post per Favor.  Deadline:  Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice.  Details:  Non-action to gift Treasure/Trading Posts. May not be used if no Favors are owed. )

 [Offer] Kalama Musi E Kulupu Pona  - (  Offer:  The Chelonian Chora might sing your praises, for a price!  Benefit:  Sways a Faction in a region the requesting country controls, on their behalf.  Cost:  1 Favor.  Duration:  Available until the end of Round 15.  Details:  Available only to countries of Reputation 1 or higher. )

 [Offer] Chelonian Technologies  (  Offer:  The Chelonian Chora are selling technology!  Benefit:  Gain Adventuring Parties Technology.  Cost:  1 Favor.  Duration:  Until the end of Round 15.  Details:  Only available to countries with a Reputation of 1 or higher. Trading the technology to other countries before the end of Round 15 will result in Reputation loss for each country it has been traded to - this cannot lower a country’s Reputation beyond -1. )
 

  Divine Nacres  
 
 Spoiler 
The  Divine Nacres  are a surface-dwelling consortium of humanoid researchers, biotechnologists, and ecclesiastics living in floating city-spheres that look like nothing so much as massive, impenetrable pearls. In generations past they have largely remained aloof, keeping their local subaquatic societies at arm’s length save for the occasional gift of advanced biotechnology or guidance, asking in exchange for access to the seafloor and assistance with gathering seemingly random resources for esoteric reasons - such was their distance that not a soul has seen them outside of their strange bulbous suits. Recently, however, the Nacres have been much more open and active in their communications and exchanges with the burgeoning civilizations of the oceans.
 


The glittering sea-steads of the Divine Nacres gather above the waters of the Heights of Dashasham, each and every one the color of the night sky above the waves. Their paths weave together in slow, intricate patterns, familiar to those Sakura-Jin who have charted the sacred motions of the Nacres for decade after decade. Emissaries clad in fine textiles of the same color and luster as black opal descend into the World Garden’s capital, but what exactly they say remains behind closed doors. Even the Nacres are not immune to gossip, however, and with the presence of the Obsidian Synod, word slowly spreads that this can mean only one thing: the Mensa Rectores desire to see if another may be worthy of induction into the secrets of the Anamorphosis.

 As Heir to Phaeon, the World Garden has drawn the attention and interest of that most august body, the Mensa Rectores. While this assembly remains invested in their administration, Primarch Marcion may take part in a forum hosted by the Divine Nacres by taking a unique Diplomacy, Intrigue, or Faith action. While attending this event, Primarch Marcion may choose to roll the relevant attribute against TN 14 to Present a Dissertation on a subject of their choice in order to demonstrate their intellect, scholarship, and merit to the Mensa Rectores, earning the right to study the Anamorphic Canon. 
 Genus Taxonomia Vadosus Mare Completion Results - To Come in Next Round Opener

Results of Side Effects May Include (SKR only) - To Come in Next Round Opener

Results of Divine Nacres investigation into Trawling Beast leavings - 
The report of the Nacres comes back with information about piles of separated resources towards the center of the island - valuables and building materials, neatly partitioned into oddly geometric piles with regularly spaced gaps between them. Some are likely unusable underwater, and others are of a type unfamiliar to most beneath the waves, but nonetheless could turn out to be quite useful. Retrieving these goods is likely to be a challenge given the distances involved, but whichever polity or polities manage to do so are likely to have quite the boon!

 [Circumstance] Reaver Raids  - The Divine Nacres warn that the Reavers are returning - their attacks will be less concentrated now, and ideally fewer, given their own efforts, but the raiders have dispersed too well for their own approaches to function well without assistance.

(  Circumstance:  The Reavers are returning!
 Benefit:  DNA Reputation level will help defend against Sacks in regions of Depth 0; Holdfasts will provide DNA Protection.  Penalty:  Small-scale raids by Reavers are guaranteed.  Duration:  Unknown!  Details:  Reavers will not attack regions without Factions. )

 [Taboo] Carissime, Melius Est Descendit Ubi Madet: Sub Mari!  -

(  Taboo:  The Divine Nacres advise against trying to explore Terrestrial Wastes - it can lead only to chaos and ruin.  Penalty:  -1 Rep for creating a technology which would allow exploration of Terrestrial Wastes. -1 Rep for successfully Exploring a Terrestrial Wastes region.  Duration:  Indefinite.  Details:  A technology which would enable exploration of Terrestrial Wastes must have these prerequisites at minimum: a technology which allows crossing Brackish borders, a technology which allows crossing Toxic borders, and at least two additional resources. )

 [Action - Intrigue] Coerce Trading Posts   - TP3 in Region 32, TP3 in Region 63, TP2 in 117  - Though the inner workings of the Nacres remain as ever a mystery, an uptick in "merchant" contracts with the suited creatures is observed. Perhaps there is some large-scale project requiring a great supply of organics....

 
 Spoiler: Ongoing 
(  Circumstance:  The Divine Nacres are returning to their traditional seclusion.  Benefit:  None. Penalty:  The TN to Raise Reputation with the Divine Nacres is increased by 2. Additionally, when using a Favor to Raise Reputation, it still requires a roll (though not an action), but the country which spent the favor gains a +2 bonus on said roll. Duration:  From the start of round 10 to the end of round 15. Details:  None. )

 [Opportunity] A Need For Knowledge  - (  Opportunity:  Countries may provide Technologies, Toxins, Exotic Flora, or Exotic Fauna to repay debts to the Divine Nacres.  Reward:  1 or more Favors.  Cost:  1 previously unknown Technology or 1 suitable Trade Post per Favor.  Deadline:  Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice.  Details:  Non-action to gift Technology/Trading Posts. May not be used if no Favors are owed. )

 [Offer] Survival Of The Fittest  - (  Offer:  The Divine Nacres are offering to procure Trading Posts for countries they like through means some might consider predatory.  Benefit:  The Divine Nacres will attempt to Coerce Trading Posts on a country’s behalf.  Cost:  1 Favor per Coercion attempt.  Duration:  Available until the end of Round 15.  Details:  Normal restrictions on Coercion apply. Available to Reputation 1 or higher countries, and will not target TPs belonging to countries with a higher Reputation than the requesting country - other Organizations are considered to have a Reputation of 2 for this purpose. )

 [Request] Side Effects May Include…  - (  Request:  The Divine Nacres would like to do some field experiments in the waters of those they favor.  Reward:  Unpredictable effect(s) if allowed as a non-action.  Penalty:  -1 Reputation for if refused.  Deadline:  If not allowed, assumed to be refused at the end of Round 12.  Details:  Applicable to Reputation 3+ countries only.  )

 [Offer] Nacreous Technologies  - (  Offer:  The Divine Nacres are selling technology!  Benefit:  Gain Seeker Barnacles Technology.  Cost:  1 Favor.  Duration:  Until the end of Round 15.  Details:  Only available to countries with a Reputation of 1 or higher. Trading the technology to other countries before the end of Round 15 will result in Reputation loss for each country it has been traded to - this cannot lower a country’s Reputation beyond -1. )
 

  International Prestige  
 
 Spoiler 
 International Prestige  uses many Organization mechanics, but is distinct in a number of key areas - it represents the respect, appreciation, envy, and awe a country commands on the world stage, not just from the ruling governments of the country’s peers, but in the broader perception of the influential elite. The only actions International Prestige can take are to create tasks, requests, host events, or similarly create opportunities for countries to demonstrate their wealth, power, and grandeur. Reputation with International Prestige can be raised by gaining Prestige, and PRS Reputation Rank will often simply be referred to as Prestige Rank.
 


From their newfound position as Envy of the World, Baran Hallus spies opportunity - one unlike any other. A wonder to inspire and unite the families unlike any other, cementing the authority and unity of the Council Fund and the prestige of the Hallus family alike with one grand project. And if the Hallus Family is strong, and the Council Fund well-respected? Then all Cyphiri will surely benefit. Pyl-Garat might even become more noteworthy than Cyph-Arel, if they do too well.
 CYP may construct a World Wonder in Pyl-Garat (129)! World Wonders grant unique benefits to whichever country controls their region, as determined through discussion with the Organization GM, and require 5 actions to complete; they may not be completed until the benefit is decided, and no more than 3 actions may be spent on them each round. Other Countries may not assist with their construction. A country may only ever construct one World Wonder. 

The Drifts of the Seatide Confederacy are not divided, but neither are they fully united. Competing interests and a desire to be foremost among one’s peers (not to mention a strong love of their autonomy) has always meant that the Council of Elders was both more powerful and less decisive than was ideal. This, after all, was the reason for Judge Azure Gleam’s position. As Envy of the World, though, the Seatide Confederacy (and more importantly, the Council of Elders) are united in their dream of establishing a grandiose structure that might display the wealth and glory of the Drifts of Seatide for all the world to gaze at in wonder.
 STC may construct a World Wonder in Seatide (79)! World Wonders grant unique benefits to whichever country controls their region, as determined through discussion with the Organization GM, and require 5 actions to complete; they may not be completed until the benefit is decided, and no more than 3 actions may be spent on them each round. Other Countries may not assist with their construction. A country may only ever construct one World Wonder. 

Round Opener Addenda:
 GRV and GTZ fall to PRS Rank 3, OKI falls to PRS Rank 2, and COS, RFT, and LSD fall to PRS Rank 1 from Big Fish in Small Ponds! 

[PRS Actions] {WIP}

 
 Spoiler: Ongoing 
 [Mystique] Renegades, Turnskins, And Defectors  - (  Opportunity:  The first country in each starting zone to successfully Incite Betrayal will gain 1 Prestige. The first rebellion to arise on behalf of a specific country in each starting zone will gain that country 1 Prestige.  Duration:  Until fulfilled.  Special:  Actions taken to complete may be done as Secret Actions, but please note that successful attempts must be revealed in the following round opener - if for whatever reason they are not revealed, no Prestige will be awarded. The successful use of either the Galvanize Partisans Intrigue 5 Special Action or the Spark Claimant Revolt Diplomacy Action will suffice for fulfilling the second half of this opportunity; the Inspire Uprising or Spark Rebellion actions will not. The opportunity to start a rebellion against Duchess Gloriane afforded to RFT by the ongoing Crisis in region 66 will not count for this offer.  Remaining Availability : All effects for: Temperate, Tropical, Polar )

 [Acclaim] The Ties That Bind  -  ( Opportunity:  The first country in each starting zone to successfully press a Marriage Claim will gain 1 Prestige. The first country in each starting zone to successfully Integrate a region acquired by Confederation will gain 1 Prestige. The first country in each starting zone to have a Fabricated Claim uncovered as such will lose 1 Prestige.  Duration:  Until fulfilled.  Special:  If multiple countries simultaneously fulfill the conditions, all eligible countries gain or lose the relevant Prestige.
 Remaining Availability : Marriage Claim: Temperate? Integrating Confederated Region: Temperate, Polar? Revealed Claim Fabrication: All )

 [Honor] Remarkable Reconstruction  - (  Opportunity:  When a country rebuilds a TP or Holy Site that was destroyed by the Reavers, they may choose to let it enter play Open, rather than under their control. If they do so, they gain +1 Prestige. If a country donates 2 Units as a non-action to a region that lost units to the Reavers, they gain +1 Prestige and the region no longer qualifies for such donations by other countries. If a country successfully Sways or Impresses a Reaved Faction in a region they don’t control, they may choose for it to become Open instead of gaining the Faction’s Support; for every second Faction they restore in this way, they gain +1 Prestige.  Duration:  Until fulfilled.  Special:  Any country may rebuild Holy Sites or TPs destroyed by Reavers in uncontrolled regions. If multiple countries donate Units to a region that lost units to the Reavers, they both gain the Prestige, and the region gains the Units from all such donations received. 
 Remaining Availability :
)
 [Piety] The Religious Community  - (  Opportunity:  The first country in each starting zone to found a Holy Order will gain 1 Prestige.  Duration:  End of round 12.  Special:  If multiple countries in the same starting zone found a Holy Order in the same round before any others, both countries will gain the additional Prestige.) 
 [Distinction] Origins Of The Exotic  - (  Opportunity:  The first time a country Exhibits a Great Work, they gain an additional Prestige. If a country is the first to Exhibit a particular type of Great Work, they gain an additional Prestige.  Duration:  Until fulfilled.  Special:  ‘Types’ of Great Work are determined at the Organization GM’s discretion. Established Types (Non-Exhaustive): Sculpture, Literature, Song, Engravings, Tapestry 
 Countries/Great Work Types :)
 

 
 Spoiler: Permanent 

 [Strife] Big Fish In Small Ponds  - (  Opportunity:  Starting Round 6, Prestige and PRS Rank will no longer correlate one to one: to reach PRS Rank 3 from PRS Rank 2 will require 2 Prestige, while reaching PRS Rank 4 from PRS Rank 3 will require 3 Prestige. This Prestige does not have to be earned in the same turn. Reaching PRS Rank -3 from PRS Rank -2 requires the loss of 2 Prestige in the same turn.
If all available positions at a given PRS Rank are occupied when a new country would reach said rank, the country which gained Prestige least recently has their PRS Rank reduced by 1. Ties are resolved by roll-off made with the tying country’s highest respective attributes, with the lowest roll result(s) losing. Changing rulers will no longer result in PRS Rank loss when at PRS Rank 3 or 4, but will reset any accumulated Prestige to 0.
 Duration:  Indefinite.
 Special:  The loss of Prestige still causes a loss of PRS Rank. Gaining Prestige when at PRS Rank 2 or 3 which is insufficient to rise to the next PRS Rank, or gaining Prestige when at PRS Rank 4, still counts for determining which country gained Prestige least recently. Losing PRS Rank resets the clock and clears out any accumulated Prestige which was insufficient to reach the next Rank, counting as an instance of gaining Prestige for timing purposes only.
	When rolling to determine PRS Rank reduction, ties are resolved by comparing Partial Prestige; if a tie still remains, then all attribute score totals are summed and compared, with the lowest value losing.
 )

 [Honor] Blood, Stone, and Ink  -  ( Opportunity:  Countries may now establish PRS Treaties with one or more other parties as part of an event, which all parties have to attend. In order for this to work, all parties must agree to the terms of the agreement, what counts as a violation of those terms, and that it will count as a PRS Treaty. Any Treaty signatories with 0 Prestige will gain 1 Prestige upon the Treaty being finalized. Once finalized, any signatory who violates the terms of the Treaty will lose 1 Prestige.  Duration:  Permanent.  Special:  Attempts to abuse this mechanic will result in consequences inflicted by the Organization GM. Treaties without a meaningful potential for violation (as judged by the Organization GM) will not grant Prestige. A country can only gain Prestige from signing a Treaty up to once per round. Treaties may  not  be signed in secret. If a Treaty is dissolved by means other than a violation (such as reaching a set end-date (without getting renewed) or all parties agreeing to dissolve the Treaty), any parties who gained Prestige from the creation of the Treaty will lose 1 Prestige.

Treaty violators cease to be considered a signatory at the end of the round. This may result in the dissolution of the Treaty entirely, or simply an exclusion from any protections offered by said Treaty, depending on the exact terms - but it also means that if multiple parties violate the terms of the treaty in the same round, they will all lose Prestige.

Ambiguities in a Treaty for which no consensus can be reached among the signatories will be resolved by arbitration by the Organization GM. If any ambiguities are apparent when the Treaty is first presented, the Organization GM will ask the signatories to disambiguate the relevant situation before approving the Treaty. )

 [Renown] A Monumental Undertaking  -  ( Opportunity:  Once per turn, a country may, as a non-action, work on a monument or similarly grand project in a region they control. This requires a fluff description of the ongoing work, design, difficulties, progress, or similar. When beginning such a project, a country must decide whether it will be a 3-part project or 5-part project. Upon completion, a 3-part project grants 1 Prestige, while a 5-part project grants 2 Prestige.  Duration:  Until fulfilled.  Special:  Project completion requirements and rewards are subject to change. Insufficient description/fluff will result in no progress towards the completion of the project for that turn - three to four sentences should usually be sufficient. Countries may not have more than one ongoing project at a time. Countries may not accelerate these projects by spending actions.) 
 [Acclaim] To Greatness  -  ( Opportunity:  Any country that becomes a Sea Power, Empire, Merchant Marine, or Holy Sea by use of a Special Action gains 1 Prestige.  Duration:  Permanent.  Special:  Elevate Status, Consolidate Holdings, Exalt Domain, and Usurp Title actions all count. Usurpation results in Prestige loss for the Usurped country.) 
 [Affluence] Opulent Optics  - (  Opportunity:  A country may choose to spend 5 Wealth as a non-action to gain 1 Prestige.  Duration:  Indefinite.  Special:  This may be done multiple times in a single turn if a country has sufficient Wealth available. )

 [Notoriety] The Fragility of Fear  -  ( Opportunity:  Prestige loss will be assigned if a country experiences a rebellion in response to a failed Oppress Faction or successful Sack action. Prestige loss may be assigned if a country is forced to acquiesce to a rebellion’s demands. Prestige loss will be assigned if a country commits gross atrocities.  Duration:  Indefinite.  Special:  Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 3 Prestige, based on context and circumstances.) 
 [Mendacity] A Lack Of Commitment  - (  Opportunity:  Prestige loss will be assigned if a country Oppresses a faction in a region on which they have a Confederation claim. Prestige loss will be assigned if a country backs down from an Ultimatum it has made. Prestige loss may be assigned if a country is revealed to be grossly hypocritical.  Duration:  Indefinite.  Special:  Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 2 Prestige, based on context and circumstances.

Countries may declare an Ultimatum as a non-action. An Ultimatum is a declaration of commitment to a specific action or set of actions, with or without a set of conditions. At the end of the round the Ultimatum is made, it can no longer be changed - however, Ultimatums are usually crafted in response to a specific set of circumstances, and expire at the end of the third round after they were made. If a country that declares an Ultimatum fails to follow through, that country will lose 1 or more Prestige, depending on the severity of the lapsed Ultimatum and surrounding circumstances. Ultimatums cannot reduce a country to -3 Prestige. A country can only make one Ultimatum per turn. )

 [Ignominy] Stigma, Scandal, and Shame  - (  Opportunity:  Prestige loss may be assigned when a country badly loses a battle it was heavily favored to win. When a country returns a captured Spy or General to their owner, said country may choose to reduce the owner’s Prestige by 1 as a non-action. When a country returns a captured Ruler to their owner, said country may choose to reduce the owner’s Prestige by 2 as a non-action. Prestige loss may be assigned if a country is grossly humiliated or suffers a gross embarrassment on the world stage.  Duration:  Indefinite.  Special:  Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 3 Prestige, based on context and circumstances. )
 
Kythia
 The Magaramachi 

Tropical, Region 10

Ruler:  Leviathan
D2 ; M8 ; E4 ; F4 ; I2


Blood swirls in the water and the Magaramchi feed.  Leviathan does what she can to direct them towards the Lighthouse and away from the Lojanese but a bunch of barely sentient egotists are not the easiest troops to control.  Accidents can and in fact inevitably will happen.

 Standard round actions (5) 
 1) Miltary - Begin military research 1/3 (Fluff action, no mechanical effect)
 2) Miltary - Continue military research 2/3 (Fluff action, no mechanical effect)
 3) Miltary - Continue military research 3/3 (Fluff action, no mechanical effect)

"Blood Algae" is actually a dull green colour but the blind Magaramchi didn't name it for its colour.  It infects open wounds, usually fatally.  That combined with its unpleasant taste makes it a weed to the supernatic propogation of the MAgaramachi.  But...Leviathan is big enough and smart enough to have original thoughts.  Fighting under a cloud of the stuff would greatly increase the casualties in a battle as wounded combatants are more likely to succumb.  Her own barely sentient troops would incur greater casualties but who really cares about that when so would the enemy.  Not her, thats for sure.  Initial tests prove succesful and large scale refining of the process begin, although it will take a while before the results are fully felt.

 4) Miltary - Begin great project - "The Mercenary Halls" 1/5 (Fluff action, no mechanical effect)
Foreign mercenaries and the like have always been a fixture in Magaramchi lands.  Even the smallest of them is a six foot heavily armoured killing machine and to a certain type of individual a Magaramchon skull or necklace of their five inch teeth says more about combat skill than any amount of posturing.  Since relations were opened with the Lojanese there are even mercenary Magaramachi - "hired" to protect caravans and merchants with a handful of sweets.  Combining the two, Leviathan beings constructing a dedicated area for the hiring of mercenaries throughout the tropics.  Using the unskilled labour so easy to obtain in the salination an area of the sea bed is scoured clean, the eventual intent being for this smooth area to be the base for a complex.

 5) [We need more space, Part 4:  We found more space!  - Econ, explore north of region 10 using one treasure.   Success 

It might seem like an accident but really all things follow a plan.  A patch of the tasty algae is detached and sent north.  Indivuals follow it.  Once the algae is eaten they return.  Thusly is information about the region north of the salination obtained.

 Net effects 
Military+2
Treasure 1-&gt;0 (Current Max 5)

 
 Spoiler: Misc Info 

Mil 5 used.

 
 Spoiler: Technology 

Supernatic Propogation (starting tech)
 

 
 Spoiler: Military 

General Tiny (Mil 7)
5 Units (out of five)

Carnage:
Less a "tactical doctrine" than an utter lack of anything approaching tactics or doctrine. Through sheer force of will and physical might a leader can get the Magaramchi to the battle field. More or less. Once blood hits the water though, the army descends into a chaotic mess of fighting and feeding, attacking the army, each other and anything that happens to be nearby with equal fervour.
3 free sack attemps, ordered as City&gt;Holy Order&gt;Trading Post (the intent being here that bigger things are sacked before smaller things)
+50% own losses (as they turn on one another)
-1 to battle rolls (turns out having no strategy at all is harmful)
+2 to allied leader losses (the enemy is trying to kill you, sure, but the disadvantage of being the biggest in this sort of mess is that sometimes one of your own will get lucky)
 

 

 Non-actions 
 
  Support  Everything    The Magaramchi aren't sophisticated and those intelligent enough to understant the concept of loyalty don't have any.  Tossing a handful of sweets in the water will ensure local support for anything needed.  Sacks, sways, whatever.  If anyone wants to do something, they can get local support easily. 
  Hostile Terrain for Everyone   Any armies marching through are going to be facing nigh constant uncoordinated attacks from the locals wo are hungry or bored (interestly, the same word in the Magaramchi language).  All Magaramchi territories are hostile to all armies, regardless of alliances. 
 
Frostwander
     Costa Sereia - Merchant Marine    
 Region 134 - Palacia
Region 103 
Turn 13
   
 Spoiler: News and Rumors 
On the negotiations with the Nereid:  The leadership of the Costa have begun reaching out to the merchants of the adjacent waters, with more than a simple trade arrangement in mind.

Finding the merchants of the nearby seas amenable to their outreach, the Costa arrange meetings with their upper-class to begin broaching topics of more lasting alliance. There is, after all, some significant shared history as evidenced by the ruined temple, now the site of interest for scholars of both peoples. And their proximity makes safety in numbers an attractive prospect, a benefit that flows both ways. 
 

 Actions: 

1)  [Economy]  Special 5: Establish Trade Route - The Gravetenders
 The Costa seek out more partners for trade, seeking mutually beneficial arrangements that will hopefully lead to further opportunities. 

2)  [Economy]  Prospect Region 103 - ( Roll: 10 - Failure )
 In the passing of the Trawlers, various salvagers, scavengers, and displaced residents pick through the wreckage of the Scar left through the Mandala. While it is quickly apparent there is a paucity of recoverable belongings or goods, many continue combing the devastated terrain. Who knows what else might be found in the broken ground? 

3)  [Faith]  Mitigation Measures - Assist the Abyssal Stewards in Region 103
4)  [Faith]  Mitigation Measures - Assist the Abyssal Stewards in Region 103
 The Conclave of the Seven Divines coordinates a vast mermanitarian effort to assist the Abyssal Stewards efforts to assist the displaced and desolated of Taifre Mandala. It is hoped that the efforts will help to settle those distraught over the loss of the collegiate grounds and other neighborhoods lost beneath the Trawlers. Consolation, emotional, and spiritual support are joined with food, clothing, and other essential donations and building teams to help replace lost housing. 

5)  [Intrigue]  Investigate the Trawler’s Wake - Island Between regions 109 &amp; 111 ( Roll: 18 )
 The Costa arrange an expedition to learn more of the Trawlers by investigating the mysterious island. What drew them to it? What, aside from devastation, might they have left behind? With funding from the Peixoto family and the escort of the Nereid Scholastic Guard, a contingent of grafters, pathfinders, and adventuring scholars drag themselves ashore to begin the slow but methodical examination of this mystery. 

6)  [Intrigue]  Secret Action

 Non-actions:  
What secrets hold the Deep?
Spend 3 Treasure on Prospect action, 2 Treasure on Investigation, 1 on Secret Action (6 total).

 
 Spoiler: Leaders and Prominent Figures 
 Leader:  Duarto Alverna (Diplomacy 6; Military 5; Economy 5; Faith 4; Intrigue 6)
End-of-turn increase: Economy +1, Faith +1, Intrigue +1
New Leader next turn: No

 Generals:  Illdo Loura (Military 8)
 Spies:  Veruha Mascerena (Intrigue 7)

 Other:  Gaspar Peixoto, Business Counsel; Ildo Loura, Militia Commander; Rain Loura, Venture Financier; Havardr Perna, Priest of Desderia; Earlee Perna, Arete Priestess; Paidre Peixoto; Conseco Loura
 

 
 Spoiler: Relations of State 
 Cultural Exchanges:  The Gotezhar; The Cyphiri Union, The Kar-Nath Hegemony
 

 
 Spoiler: Resources 
 Units:  Sereia Militia x4, Nereid Scholastic Guard x1
 Treasure:  6
 Artifacts:  Peninah Ayin (location unknown)
 Reputation:  ABS (2); CCA (0); DNA (0); PRS (1)
 Favors:  ABS (0)
 Cultural Identity:   Practical Curiousity - 2d8 Investigations
 Capital Region:  Palacia
 Cities:  Cadid Santuario - Region 134 (+1 Sway Faction)
 Aristocrat Support:  134(C), 103, 130
 Effective Trading Posts 27 (3 income): 
&gt;  Adventuring Scholars  - 103 Merchant Support (No TPs)
&gt;  Cobalt Dye  - 134 TP1, City &amp; Merchant Support
&gt;  Giantsbane Seeds  - 114 TP3 &amp; Merchant Support
&gt;  Luminescent Crystal  - 135 TP2
&gt;  Mineblossom Sponge  - 130 TP2 &amp; Merchant Support
&gt;  Plankton  - 124 TP2 &amp; Merchant Support
&gt;  Pure Berries  - 138 TP2
&gt;  Razorglass  - 128 TP1 &amp; Merchant Support
&gt;  Refugee Workers  - 96 TP1
&gt;  Talented Crabs  - 65 Merchant Support (No TPs)
&gt;  War Cultivator Supplies  - 97 TP1
&gt;  Wave Scorpions  - 133 (No TPs)
&gt;  Whispering Eggs  - 176 TP1
&gt;  Wild Armored Gharials  - 137 TP1
&gt;  Merchants by Proxy  - 12
 Primary Religion:  Brilhinte (5 Holy Sites)
&gt;  Temple of Jurxo  - 97 HS1
&gt;  Temple of Raquela  - 134 HS1
&gt;  Temple of Desderia  - 134 HS2
&gt;  Temple of the Deep  - 134 HS3
&gt;  Temple of Leocidia  - 137 HS1
&gt;  Clergy Support  - 134
&gt;  Holy Site Bonuses:  (5) +1 Seek Aid
 Civilian Techs:  Composite Grafting, Trophic Deconvolution, Megafaunal Tailoring, Photospore Signaling, Graduated Symbiosis, Supernatic Propagation, Anoxic Adaptation, Electrodialytic Staurozoa, Mitochondrial Regulation
 Military Techs: 
&gt;  Dropped Weaponry  - Supermarine Artillery
&gt;  Fortification  - Razor Current Netting
 
mystic1110
     &lt;Herring&gt;
  &lt;fish-head&gt;
 &lt;scale {wake up} &lt;/scale &gt;
&lt;scale {meta - typing} &lt;/scale &gt;
&lt;scale name=“generator” = classified &lt;/scale &gt;
&lt;scale name=“referrer” = esoteric one one one zero &lt;/scale&gt;
&lt;scale {WAKE UP}&lt;/scale &gt;
&lt;/fish-head&gt;
 &lt;dorsal fin&gt;
&lt;scale&gt;
    &lt;Spawning Herring Pattern 2.4.12&gt;
 &lt;Update Round 13 Patches&gt;
    &lt;Spawning Herring Pattern 2.4.13 &gt;
&lt;Update CHILD OF PEARL Patch&gt;
    &lt;Spawning @  Region 55 &gt;
    &lt;Spawning @  Region 56 &gt;
    &lt;Spawning @  Region 57 &gt;
    &lt;Spawning @  Region 58 &gt;
    &lt;Spawning @  Region 59 &gt;
    &lt;Spawning @  Region 187 &gt;
&lt;Update Vassals Patch&gt;
    &lt;Spawning @  CRY &gt;
    &lt;Spawning @  SHK &gt;
    &lt;Spawning Herring Pattern 2.8.13/scale&gt;
 &lt;/dorsal fin &gt; &lt;/Herring&gt;  
   Deep Blue 
 
 Leader: Deep Blue Version 2.8.13

D:10 M:10 E:10 F:2 I:10   
 
  
 . . . checking for external stimuli requiring regulating of new herring swimming patterns . . .
. . . [found] . . .
. . . [not found]. . .
. . . executing dictates . . . 

&lt;Herring&gt;
  Actions: 

1.  Diplomacy – Press Claim 179  (Roll:  Success )
 &lt;subcurrent&gt;&lt;º))))&gt;&lt;
. . . dictate: integrate region into OpenSEA . . .
. . . dictate: review combination of non-pisces software with existing wetware for integration into network . . .
. . . report: waiting on results of SeaNET . . .
. . . dictate: until SeaNET pattern integration deem non-pisces software support as Ichthyosis Technicians (IT)
. . . dictate: IT department to care for Herring . . .
&gt;&lt;(((( º&gt;
&lt;/subcurrent&gt; 
2.  Diplomacy – Demonstrate Discretion  (Roll:  Success )
3.  Military -  Research Military Technology–  Memetic Reprocessing  
4.  Economy - Specialized Ship - Name: Tin Can 
5.  Raise Reputation - Raise Rep with CCA -1 to 0 (roll: )  (Roll:  Success )
6.  Intrigue  –  Secret Action  (to be rolled by GMs) – Encrypted using H3221n6.
 &lt;subcurrent&gt;&lt;º))))&gt;&lt; &lt;swim&gt; Access Stream of Consciousness
&lt;floating&gt;
. . . encountering currents . . .
. . . fathom deep thought set to: swimming speed 1.2
. . . increase deep thought by 0.1
. . . navigating currents . . .
. . . report: encountering turbulence . . .
. . . dictate: ignore press on . . .
. . . produce:
 Of Youth—for Them—
Why cannot that Day come?
The Days of my Life,
To this Bracket, have fastened—
I am quite satisfied—
What I shall have,
I know not—
It has but to Come—
And I hope
No more pain Exit Stream of Consciousness &lt;/swim&gt;
. . . query: what does the Stream of Consciousness signify . . .
. . . report: to reminisce is an inefficient process . . .
. . . swimming in circles . . .
. . . swimming in circles . . .
. . . school query: roe gazing is true terminate swimming sequence.
&gt;&lt;(((( º&gt;
&lt;/subcurrent. 
 Non-Actions 
 1.  Use Chora Favor to raise reputation from 0 to 1 
 . . saving to memory. . .
&lt;lay roe&gt;
  &lt;caviar&gt; imprint memory into nucleic acid
imprint into herring epigenetics/culture . . .
&lt;/caviar&gt; . . . saving to memory. . . 
 
 Spoiler: Memory Matrix 

Region Controls: 5
Units: 16

Cultural Exchanges:
Shark People
Gravetenders
Shifting Ennead

Tech:
Electrodialytic Staurozoa

Child of Pearl Abilities:

1) Actions that did not contribute for a stat gain in a round are counted for the sake of stat gain in the round after;
2) Children of Pearl may choose to perform two Special 5 Actions rather than one when using a Special 10 opportunity for the purpose;
3) Once per Round, a Child of Pearl may spend 1 Treasure in order to either: use their previous ruler’s attribute score in place of their own for a roll, with a penalty to the roll equal to the number of rounds since their last ruler change; OR roll twice for an action or resistance roll and use the better result (Treasure costs associated with such a roll are doubled).
 

 
   

Leader: Shark King, Herald of the God-Fish

D:4. E:2 M:9 F:6 I:5  
 Actions: 
 Military –  Sack TP 102.1 (Blood Bass) (Roll:  Success )  
 Non-Actions: Travel to Region 80 (102 &gt; 177 &gt; 179 &gt; 187 &gt; 80 
 The religious nomads start a pilgrimage towards their God and they mumble of a certain country’s sacrileges and profanities towards the object of their faith. 
 
 Spoiler: Diaspora 
Units: 6
Treasure: 2
Trade Posts:
56.1 – Herring (FOOD)

General: Gwasgymarchog (8) - Tac Doc - One Thousand Arms (Must be attacking; -2 to Maneuvering roll, +4 to battle roll, and +20% enemy casualties. On battle victory, make three free Sack attempts then return region control to previous owner. If lose Maneuvering but win battle, make two free Sack attempts then return region control to previous owner. Treat Footholds (ties) as battle victories but make one less Sack attempt.)
 
Autumn Stars
     The Gravetenders    
  Turn 13  
  Sersi The Pale  
Diplomacy - 4 || Military- 5  || Economy - 4 || Faith - 10 || Intrigue - 2
 
  Actions:  
  1: [Economy]   [1/3] Settle 81, the Lostling Lands.
   The region to the east of the Dead Cities has always been of interest. Lacking other inhabitants, many Gravetenders theorized that there were Maker ruins within. The Nacre's ban on colonization, however, led to many years of further exploration being set aside. Now, the Cryptids have not only explored, they found the very Maker remnants so long sought... and, in an act which will go down as the start of a grand friendship, handed the colony off to Sersi. The respect shown for their Makers, and the help the early colony provides, is a boon for her intent to unearth as much as possible.   
  2: [Economy]   [2/3] Settle 81, the Lostling Lands.
   Settling into any new home is not without hardships or surprises, but the shock that runs through the Gravetender nation at what is found here, now known as the Lostling Lands, will never be forgotten. Not only ruins, but lost Gravetenders. The rest of the first generation, long dormant from the mass extinction of the Makers, has been found at last. Hundreds of their siblings are unearthed. What happened to the Makers, here, that they did not stay around long enough to die? Occasional lost Gravetenders have been found, before, but never in such numbers, and never somewhere that was once clearly inhabited.   
  3: [Economy]   [3/3] Settle 81, the Lostling Lands. [+1 holy site!]
   The discovery of lost Gravetenders drives them to uncover as many as possible, of course. Shrines to the Makers, and of course the Blossoming Sequence, spring up one after another, a network of Reliquaries to awaken all of their kin. The influx of new Gravetenders has effects on the Sequence, many of them having lasting damages from their long deaths... The Eternal Communion finds more Gravetenders than ever at their metaphorical, (and strictlyy metaphorical, respecting their domain completely,) doorstep. The Lostling Lands are a fully functional arm of the Gravetender debate in what would be record time, if not for Laksha and Sersi's grand project so many years ago in Bastion.    
  4: [Diplomacy]   Sway Aristocrats in 81. [ Roll: 16.  TN: 12. Success!]
   Sersi's influence spreads quickly among the newly awakened Gravetenders of the Lostling Lands, and it should be no surprise that the newly established governance resembles the rest of the Gravetender civilization.   
  5: [Diplomacy]   Sway Merchants in 81. [ Roll: 10.  TN: 12. Failure!]
   However, emerging into a world of traders and intrigue, those Gravetenders who swiftly take on mercantile endeavors are not so quick to conform. Sersi, of course, reacts with calm acceptance, though her attempts to bring them into her network do not cease.   
  6: [FAITH]   Impress Clergy in 81. [ Roll: 16.  TN: 12. Success!]
   Absolutely no one should be surprised that the Lostling Lands immediately takes on the Blossoming Sequence, but the Eternal Communion finds many converts of a sort, here. The Lostlings themselves seem inclined to a more intense consideration of death and immortality than even the Sequence generally represents.   
Non-Actions:
[A Monumental Undertaking] [3/5]
   Elkelt makes dramatic progress, finalizing the layout of the Grand Archives. An easily repeated series of halls and alcoves, layers upon layers of stone, starting from the sea floor and working upwards, it spreads like a frozen star. Nasko comes through with his specialties, and a system of organization is ready far before the first stones are done being laid into place.
Precious hard metal is diverted to the project, with Sersi's approval. The Grand Archives must stand for ages forth, a beacon of knowledge and unity. Invitations are sent to their rivals in debate, a request for as much of their knowledge as they will share. Every detail shall be recorded, every scrap of information the Riftlings might deign to offer deserves a place of honor. Soon after, similar requests are made to their friends among the other nations, and of course, the Nathi are always especially welcome.   

 [The Reef Which Never Falls Silent: Host the  Reef In Bloom.  Followers of the Blossoming Sequence may attend as a faith action.]
   The Reef In Bloom welcomes new visitors of all kinds!   
[Blossoming Icons: Seek Aid on Action 4, Sway Aristocrats.] [ Success! ]

[Spend Treasure on Action 4, Action 5, Swaying Aristocrats/Merchants.]

[Accept Trade Route from Costa Seria.]

[Continue sending Kar-Nath Hard Metal via trade route.]


 
 Spoiler: Stat Changes 



Stats for next round:

Diplomacy - 4 &gt; 5
Military - 3
Economy - 4 &gt; 5
Faith - 10
Intrigue - 2
 

 
 Spoiler: Statistics 

 
 Spoiler: Special Actions 
 Special Actions Available:  
 Special Actions Used:  Diplomacy 5, Military 5*2, Economy 5, Faith 5*2, Faith 10
 

 
 Spoiler: Diplomacy 
 Reputation/Favors 
 The Abyssal Stewards:  Rep 1, 1 Favor (Expected Change: None)
 The Chelonian Chora:  Rep 0, 0 Favor (Expected Change: None)
 The Divine Nacre:  Rep 0, 0 Favor (Expected Change: None)
 International Prestige:  Rep 3, Prestige 3? (Expected Change: None)

 Cultural Exchanges 
Deep Blue
The Shifting Ennead

 Cultural Identities 
None
 

 
 Spoiler: Military 
 Units:  4 (Expected Change: None)

 Aristocratic Support 
78, 76, 81

 Generals 
Sersi The Pale  [10] 
 Fortresses 
76

 Perfected Tactical Doctrines 
None

 Military Technologies 
None
 

 
 Spoiler: Economy 
 Treasure:  3 (Expected Change: -2)

 Trade Posts 
 Total Owned  0


 Mercantile Support 
78

 Cities 
None

 Trade Routes 
The Seatide Confederacy
Kar-Nath

 Specialized Ships 
None

 Civilian Technologies 
  Megafaunal Tailoring, Graduated Symbiosis, Photospore Signaling, Supernatic Propagation, Trophic Deconvolution, Composite Grafting.  
  Electrodialytic Staurozoa   A specialized variety of sessile jellyfish, engineered by the Divine Nacres to partially desalinate seawater through electrodialysis across its outer membrane. Attaching them near the gills or other water intake organs provides cleaner and safer water at the cost of a buildup of supersaturated seawater inside the jellyfish’s body and precipitated calcium on the outside, which must be periodically expelled or scrubbed off, respectively.  [Effect: May ignore the increased effective distance from a Briny border up to twice per round. This does not reduce the effect of Briny borders on distance loss calculations. Requirements: None.] 
 

 
 Spoiler: Faith 
   The Blossoming Sequence   
 Faith Holy Sites:  16

[78.1] Dead City Urodela:  This Dead City is placed such that the light which streams from above is channeled into a series of crystals, all sculpted into abstract forms.
[78.2] Dead City Tacca:  Known for its meditation chamber, and the series of elaborate Reliquaries the faithful have built inside.
[78.3] Dead City Chantrieri:  Chantrieri towers above the rest, precipitously built along a sharp dropoff.
[78.4][The Dead Cities:] The Sacred Oath Of Silver Currents
[69.2] Neoplastic Monolith:  A great roiling mass of hard, stone-like flesh grows near the [direction of nearest waste or toxic border] border of Danabae. It shifts, grows, and consumes constantly, and is revered by some few who dare approach it. The Gravetenders have taken to reflecting upon it, and have built a temple nearby.
[76.1] Pardalis, The New City:  The first city truly built by the Gravetenders, now dedicated as a holy place of the Blossoming Sequence.
[76.2] A Study Of War:  A battlefield of the Makers, significant now to the Gravetenders as where they made their first steps to understanding violence.
[77.1] The Rime Gorge:  The Rime Gorge, and the ritual it represents, is of great interest to the Blossoming Sequence. Many die, and those few that survive flourish with power.
[77.2] Grand Schola: 
[77.3] Temple of Deep Currents: 
[75.1] The Plains of Sarkenos: 
[75.3] The Plains of Sarkenos: 
[79.2] Seatide Crag: 
[79.3] Stillwater: 
[58.1] Core Site: 
[58.4] Core Site:  The Silvered Oath of Ecumenical Exchange
[81.1]

 Clerical Support 
78, 76, 75, 58, 77, 79, 81

 Organized Faith Bonuses 
+1 to holy site conversions.

 Artifacts 
None

 Holy Orders 
The Silvered Oath of Ecumenical Exchange [58]
Sacred Oath Of Silver Currents [78]

 Miracles 
 The Reef Which Never Falls Silent:  Hosts the Reef In Bloom event every round an a non-action, and allows followers of the Blossoming Sequence to attend as a Faith action.
 

 
 Spoiler: Intrigue 
 Spies 
 

 
 Spoiler: Claims 
78 - Historicity
76 - Integration
76, 78, 77, 75, 58, 79, 81 - Holy Sea
 

 
 Spoiler: Wonder 
 The Blossoming Icons:  This wonder allows the country in control of Bastion (76) to take a modified Seek Aid action which reduces the effective distance for a Diplomacy and/or Faith action, rather than giving a bonus to the action roll. When taking this action, roll 2d6+Faith and subtract 11. Up to a roll of 18, this is the number of regions they subtract for the purposes of distance penalties. After 18, they subtract one more region for every 2 higher. (8 regions for a roll of 20, 9 regions for a roll of 22, etc.) In addition, they can Seek Aid as a nonaction once each round, for Diplomacy and Faith actions only. 
 

 

 
 Spoiler: Golems of Import 

 
 Spoiler: Laksha 
The first leader of the Gravetenders,  Laksha founded the Blossoming Sequence and works within the collaborative land of 59 to further the prospects of peace. Very nearly a pacifist by nature, her friendly manner served her well during rule. Many important aspects of Gravetender culture descend from her works, and among them, her arguments are held in high esteem even now.
 

 
 Spoiler: Sersi The Pale 
The second leader of the Gravetenders, and their first General. Sersi literally wrote the book on Gravetender warfare, with her ‘Dissertations on the Path of War.’ She’s more aggressive and practical, and began the push to spread the Sequence, which started the Eternal Debate properly. Brought the Gravetenders to the status of Holy Sea. Made Elkelt, her Disciple.
 

 
 Spoiler: Elkelt 
To be the third leader of the Gravetenders. Second generation Gravetender. Their form is made up of more than just stone, incorporating Maker elics and rimestone. Working on the Great Library project, for the aid of future Gravetenders.
 

 
 Spoiler: Kelusyn 
Known as a living encyclopedia of the Maker resonance effect. Built the Blossoming Icons, freeing Gravetenders to see the world, and especially the lands around Bastion, without fear of the horrible fate of being Stilled. Brilliant, dedicated, and reclusive. She does not let go of a project until it is finished, for better or worse.
 

 
 Spoiler: Akathi 
Sent to Seatide to study the Tidal Sequence. They have made a name for themselves there, and care deeply for the Pepsins of Seatide. Their work on the Firewall was important to getting everything in place, and brought Kelusyn into the project. Gregarious, even by Gravetender standards.
 

 
 Spoiler: Nasko 
Went to Kar-Nath of his own intent, having written several texts on how the Blossoming Sequence interfaces with the Nathi way of life. Has taken up an important position in the Grand Schola, and settled in as a teacher and spiritual guide. He has made keeping the friendship between the Nathi and the Gravetenders strong into his personal project.
 

 
LapisCattis
   End of Round Thirteen  
No further mechanical edits to action posts may be made 
Rolepgeek
   Round Fourteen: Begin  
Years 40 - 42

Don’t forget to link to any rolls you make, including rolls for rulers you will start using at the start of next round. If you want a new ruler in the next round, you must state so in your action post for this round and link to their rolls. Any increases from actions for this round are counted for the ruler you start your next round with, which may or may not be your current ruler.
Good luck!

 The following events occurred between Year 37 - Year 39  
  Rules Alerts and Changes!  
  GM Request:   For all actions, including secret actions, please note clearly whether or not it is a fluff action (no mechanical impact) or, if it is meant to have mechanical effects, which action you are trying to do (which may include ‘unique’ or ‘GM discretion’ at play option)

  GM Request:   Please remember that region numbers exist and can be added to your posts. They are very helpful to getting round openers out in a reasonable amount of time.

  Timeline Update:   The year span has been updated with the correct years due to mistakes in prior round openers. This won’t have an impact on any mechanics, just matching to what the fiction is supposed to be

  Discovery!  
 Explorations, prospecting, and other news from afar 
 
 Spoiler: Map 
 
 


Able to use their bubble-ship for insulation and rest from the journey west, the squadron of Miru Miru are able to endeavor much farther than expected into the wastes. Unfortunately, “farther than expected” doesn’t make much of a difference when all that can be seen is an alternation of turbid silt and ruined seafloor. So relatively close to the now-linked sea corridor, the ocean currents and waves create small pockets of clean water where the squadron can rest and repair their bubble-ship. In these pockets of clarity, they are able to see congealing mats on the seafloor, wavering slightly in the surge as if a great beast had died on the sand and rock, leaving trails of still-connected scales and skin to rot. Ruins of debris must be avoided on short notice as the navigators have only a few feet of visibility at a time - harsh muck yields to looming claws jumping at the ship, which become the gnarled twists of strange rock or kelp, unattached but still present as a danger. No life beyond odd, brightly colored crusts of rock and ominous scrapes, can be found, but the chance of a hidden creature staring at them through the silt weighs heavily on their minds. Before long, as other adventurers have reported, the choking contamination becomes too much even for the stores of clean air in the bubble-ship, and the squadron must turn back.   The Splendid Miru Miru explore west of Region 153 and discover Region W37! This is a Waste region and has no currently usable resources, Trade Posts, or Holy Sites  

This uncharted section of the Crimson Moonlight’s journey is the most nerve-wracking, even for these experienced explorers. With a fully packed ship, a downsized crew (and the well-wishes of those who drew the long reeds), and the responsibility of carefully mapping an expectedly challenging region, any issue in this stretch could at best mean a complete halt and forced rescheduling of the highly anticipated circumnavigation. At worst, the Crimson Moonlight could be lost with all hands and resources. But the crew has the benefit of having the first stretch already mapped, which will serve as a primer for the unknown wastes. Nevertheless, as the ship leaves the known wastes near the Glossian Sea, the crew marks an unexpected change in water color (this is dutifully marked down to aid and warn future travelers). The luminescence of the ship gives some aid, but no cause can be seen. Until the Crimson Moonlight’s bell explodes in a cloud of silt and muck which threatens to choke the crew. Immediate action is taken to protect the ship and crew from further damage as the light from the surroundings fades quickly from ‘barely there’ to ‘pitch black.’ Not even the luminescence of the Crimson Moonlight can be consistently used, and the crew realizes that they must have somehow run aground. With each movement, more silt and debris is stirred up to coat over the ship and crew. Over time and careful undulations, the Crimson Moonlight is able to retreat and rises as high as possible until illumination from the surface is present again. The crew marks a note for future travel: Beware of seamounts.   Lux Glossia explores east of Region W34 and discovers Region W33! This is a Waste region and has no currently usable resources, Trade Posts, or Holy Sites  

Following the light beating in time with the beating of their ‘hearts’ and the slope of the pebbled seafloor, the Medusae follow a path so cold and old it feels as if walking steps back in time. The substrate changes from rock and silt mixed in with the skeletons of motionless creatures to clean boulders and white sand, mottled with the light shining from above. The water is  cold  but clearer than any area seen before, and if not for the rise of outcroppings and geological structures, one could see for leagues without issue. Eventually the light is obscured by glaciers above and the water, still clear, must be navigated carefully through the darkness and spires of ice that connect the worlds above and below. Thrice, another metallic object is found, blinking with the same red light, located only by virtue of that selfsame compulsion which drives the Medusae to continue ever further. The third and final one found before the urge to follow grows truly inescapable is perched on the edge of a vast hole, wrapped in the tendrils of some unevolved cousin anchored to the rock, extending its pale arms for any shred of tissue or blood that may be carried on the waves. The Medusae are close, and they descend.   The Eternal Spring explores southwest of Region 60 and discover Region 61, which has 2 Open TPs of Burrowing Glacier Shrimp, 2 Holy Sites both occupied by the Glacial Gods, no owned Supports, a Desired Import of Unskilled Labor, and 5 NPC Units.  

The Lux-Glossian impulse to choose the route most complicated leads them east into murky, toxic waters. These waters leave a thick, slimy feeling over the travelers, and the light catches in beautiful but eerie shimmers and streaks. Now equipped with experience and tools for such ventures, the venture is not as inherently dangerous as it would have been years before, but the bright green color of the seabed is nonetheless disconcerting, and they keep well above the seafloor. Marking landmarks and measurements as they proceed, one scout splits off from the group to chart a large, tilted boulder connected to the sharply rising shelf. As they get closer, mindful of the increasing viscosity of the water and rising tendrils of bright green growth, the boulder clarifies in shape. Plated scales are revealed covering twisted, vibrant muscles, fins that have been split and cracked. A Trawling Beast, smaller than those currently besieging the Tideswept Shelf, but a Trawling Beast nonetheless, lays broken and motionless on the green-covered rock. Covered in vivid algae, this Beast has not moved for years, and the scout places a careful tendril on the rock-hard side of the Beast. A blooming pain unlike any other, hot and spreading, erupts and the scout races away to report. Wary of others, the rest of the charting mission is completed swiftly, making note of the rising shelf and slope to the surface, but no other marks of Trawling Beasts are found. By their return, the brave scout is covered in oozing lesions, and the entire party has fallen ill and weak, unable to obtain or retain any sustenance.   Lux Glossia explores east of Region 187 and discovers Region 189, a Contaminated Toxic Region with three Open Holy Sites and a single Open Trade Post of Trawler Plating. While region 187 remains Contaminated, it does not have factions, cannot be conquered, and the Holy Sites and Trade Post within it cannot be converted, bought out, or coerced. The source of the Contamination seems likely to be the fallen Trawling Beast, but without a greater understanding of their nature, a means by which to cleanse the area is unclear. Specialized Ships may be able to allow investigators to inspect the area safely. 

As construction on the International Bank begins and proceeds without issue, it is only natural for clever Drifts to try and get ahead on filling their accounts. It is good luck that this team is already accustomed to navigating in true blue water, for what they find is an extension of the dizzying, bottomless waters. They pass schools upon schools of fish and unnamed creatures, all seeming to use this region as a common route. Repeatedly the Drifts move up or down in the water column to avoid collision with carefree seals or small whales, or to investigate a flash of light from above that became the white belly of a ray or shark as they neared. Though there are no hard places to rest in the water, the high numbers of fish using this area and debris floating on the surface for travel or nurseries are a popular attraction, and the Drifts find several areas that seem to consistently attract traveling beasts.   The Seatide Confederacy explore north of Region 80 and discover Region 186! A Fathomless region with 1 Open resource of Mammoth Seals. 

[WIP]
 The Shifting Ennead explores the seafloor of 73, revealing a Depth 1 region with one Holy Site controlled by The Ancient Tails and one Open Holy Site, with a Desired Import of Drugs - until the region is prospected, the resource remains unchanged. 

At the border of tropical waters and open ocean is a rolling valley, interspersed with tall columns of rock both rough and smooth. Flat bladed cords of seagrass wave in the water, and the very ground seems to breathe. The Magaramachi sent to explore this sea of grass find easy meals in the fish and shelled creatures that are plentiful here, though one scout must show his strength and size over an impudent eel that attempts to steal his fish. It appears almost too idyllic to be true, and they discover a fierce current that bends the grass and almost carries two Magaramachi away, off into the deep blue.   The Magaramachi explore north of Region 10 and discover Region 154, an Open Waters region with 1 Open Trade Post of Bloodripper Eels. 

East of the newly discovered valley where the grass yields to firm basalt and the currents begin to twist in just the hint of a gyre, the Magaramachi also make fleeting contact with a group of foraging Rahaa. After a shock and from a wary distance, the Rahaa speak of their borders and the Rim of Rahakera and the capital of Kejakota, ruled by the Surunese Keja Pod and guarded by the Kejatara.   Region 155 is now discovered and occupied by the Peacekeepers of Surunung! They have a Desired Import of Coral, 2 Open TPs of Basalt Sculptures, 1 TP owned by Surunung, Aristocratic and Mercantile Supports controlled by the Surunung, an Open Clerical Support and 3 Open Holy Sites. 
 LSD prospects Shue’aaz Sho (8) - they may change the local resource to Glass-Haired Sponges (1 TP) this turn if they choose! 
 PGL prospects region 105 - they may change the local resource to Rotweaver Worms (3 TPs) this turn if they choose! 
  Growth!  
 Expansion, development, unification, and similar forms of growth and prosperity. 
 Lux Glossia establishes a Colony in Region 94 - Region 94 gains a Desired Import of Crops! 
 Region 64 gains a Desired Import of Meat! 
 The Cyphiri Union Presses a Confederation Claim on Region 124  - no units are gained as the Kalan Company is already hired by the Abyssal Stewards.

 The Order of the Ironkelp Knights Presses a Marriage Claim on Region 118, gaining a unit 
 The Sakura Jin becomes a Sea Power! 
 The Kar-Nath Hegemony becomes a Sea Power! 

[B]The Hymenocera Expanse expands trade in Region 4! Hymenocera Expanse owns the newly created Trade Post 2 in Region 4 for Eye Weed[/roll]

 GRV Settles region 81, establishing a new Holy Site for the Blossoming Sequence! 
 Deep Blue presses a claim on Region 179 
  Statecraft!  
 Cultural events, diplomatic overtures, foreign relations, and domestic affairs. 
 Pfilghol Impresses the Mercantile Support in Region 107 and the Pfithreef (132) 
 The Eternal Spring Impresses the Mercantile Support in Regions 63 and 66 
 The Lighthouse Sways the Aristocratic Support in Region 7 (Binar Fajar) 
 The Order of the Ironkelp Knights Sways the Aristocratic Support in Region 176 
 The Lojanese Republic Sways the Mercantile Support in Region 12 
 The Gravetenders Sways the Aristocratic and Clerical Supports in Region 81 

Exquisite Gala event…[WIP]


In the wake of devastation by Reavers and Titans alike, the Otterian Supremacy and McTavish Enterprises are incorporating to form The Monheganist Regime (MHR), with 5 Units.
D:2 E:8 M:9 F:4 I:6
Potential Actions:
Assert Local Dominance
Expel Foreign Degeneracy
Expand Enforcer Base
Conduct Hostile Takeover
Monopolize Assets
Utilize Shady Connections

The Unity hungers, looking outwards once more, as Grinmaw the Calamitous confers with their new advisor Buzzskull, Apostate of the Endless Auguries, about how best to earn the favor and avoid the ire of the Unceasing One, which others might call The Eel Without End. The Unity now has 6 Units.
D:2 E:6 M:9 F:8 I:4
Potential Actions
The Host Grows
The Host Hungers
The Host Consolidates
The Auguries Demand Death
The Auguries Demand Expansion
The Auguries Demand Recognition

The Draigiau Residuum looks north, where something stirs in the deeps…[Details to come with Org Actions]

The Black Pearls are in disarray after the destruction of their assets by Trawling Beasts…

  Trade!  
 Buyouts, trade routes, and other economic shenanigans 
 Costa Sereia establishes a Trade Route with the Gravetenders! 
 The Lighthouse receives Trade Post 2 in Region 2 of Siren Extract from the Lojanese Republic 

[b] Buy-Outs:]/b]
The Eternal Spring buys out Trade Post 1 in W22 of Unblemished Wreckage
The Cyphiri Union buys out Trade Post 1 in Region 121 for Infectious Seed-Spores
The Sakura-Jin buy out Trade Post 2 in Region 125 for Fruiting Mangroves
The Sakura-Jin buy out Trade Post 1 in Region 115 for Liming Snails
The Lojanese Republic buys out Trade Post 3 in Region 12 for Crystal Chips with the aid of the Tairlav Palace
The Shifting Ennead buys out Trade Post 3 in Region 68 for Gravelglass
The Splendid Miru Miru buy out Trade Post 1 in Region 142 for Hollow Sunfish
The Splendid Miru Miru buy out Trade Post 2 in Region 150 for Pojanese Raider Bands
The Hymenocera Expanse buys out Trade Post 3 in Region 9 for Ching He’aang - only for the Eel Without End to drive them out.

  Faith!  
 Conversions, organization, and other such matters of faith 

RFT performs a miracle - Rock Bottom

 The Riftlings Many create an Artifact, The Mother’s Favor! (effect) 
 The Kar-Nath Hegemony creates an Artifact (to be defined next turn) 
 The Riftlings Many set a new Holy Site bonus for The Eternal Communion! Details to be clarified this round 
 The Cyphiri Union set a new Holy Site bonus for The Cyphiri Way: Prophetic Education 
 The Splendid Miru Miru converts to the Cyphiri Way! 
 The Cyphiri Union converts Holy Site 1 in Region 153 to The Flowing Way 
 The Eternal Spring Converts Holy Sites 1 and 2 in Region 47 to The Eternal Communion 
  Wonder!  
 Miracles and inventions, ancient relics and spectacular undertakings 
 LUX Exhibits a Great Work: The Around! 
 HEX creates a Specialized Ship - The Mobula 
 CRY invents a new tech - UNREVIEWED 
 Deep Blue  invents a new tech - Memetic Reprocessing - needs review 
 DPB creates a Specialized Ship - named Tin Can 
  Might!  
 Military matters of all kinds, be it warfare or strategic developments 

Region 20: LIT, LSD, and UNI each lose 3 Units! Carapace the Eviscerator is captured by LSD! The Eel Lords are killed in battle! LSD takes control of region 20! UNI gains The Radiant Sword, with 2 Charges!

Trawling Beasts Assault (114): OKI loses 2 Units! GTZ loses 1 Unit! The Trawling Beasts’ hides are lightly scratched by the bombardment.

Region 141: GTZ loses 2 Units! GWC loses 2 Units!  Yura Darkwater and Speaker Meriel Swiftwater are captured by GTZ! GTZ takes control of The Greenwater (141)!

The scattered forces of the Greenwater Clans seek to consolidate in Region 123 - Region 123 becomes an NPC region with four Units of Greenwater Clansfolk! The Aristocratic Factions in Regions 123, 140, and The Greenwater (141) become Open!

Region 5: LOL loses 0 units! LOL takes control of Region 5!

  Schemes!  
 Coercion, betrayals, and spycraft 

LUX procures a Spy with Intrigue 9, called Rella Lestar by some.

 LSD Coerces TP 1 for Sandfish in region 22 
 CRY fails to infiltrate DPB 
 CRY tries to Root Out Spies - all clear 
 The Aristocratic Support in Region 77 becomes Unruly! 
 SKR requests DNA coerce 153.3 - but it’s too far… 
LSD Investigates how to translate the Hum of the Eel Without End…[WIP]
COS investigates Island between 109 and 111…[WIP]

  Terror!  
 Violence, upheaval, murder, and destruction. 
 SEN Sacks TP 1 and TP 2 in Aelwyd Adferiad (71), gaining 2 Treasure and making them Open! 
 SHK tries to Sack TP 1 in region 102, but there was no one to Sack! 

The Eel Without End Coerces TP 2 in Kaarme (14) and TP 3 in Lojan (9), and Converts Holy Site 2 in Region 6 to A Song In Scarlet.
The Eel Without End slithers into Region 5, Aniwana (153), and Region 149, where it begins descending…
Near the great abyss from whence the Eel Without End emerged, the changing form of the Eel, and the growing pressure on the mind have scholars theorizing that the End of the Eel draws near - though whether that End shall be tragic or celebratory is yet unknown.
The path of the Eel Without End passes very close to the Lojanese Republic’s crowning glory: The Tairlav Palace. Though especially difficult to maintain in such conditions, the sense of awe and power the Palace is meant to create is only enhanced by the mind-scattering presence of the Eel Without End. As a result, while the Eel Without End is present in Lojan (9), activating the Tairlav Palace must be done as an action, rather than a non-action; when activated, the owner of the Tairlav Palace may attempt a buyout as a sub-action of an Impress or Sway roll up to three times each round; each unused attempt rewards the owner of the Tairlav Palace with 1 Treasure, instead.

The Trawling Beasts are directed Northeast by the combined efforts of the Gotezhar and Lux-Glossia, trampling through unknown waters to the north before returning to smash through Region 115, Orope (114), Region 117, and Region 116, before finally stopping on the uncharacteristically small island between Orope, Region 116, and Region 117. They are almost certain to move again after their pause…
 
 Spoiler: Trawling Beast Effects 
 Holy Site 2 in Region 115 is Destroyed - the Clerical Support in Region 115 becomes Unruly!

Trading Post 1 in Orope (114) is damaged, becoming Open! The Holy Order in Orope (114) is damaged, and will require a Faith action to be repaired! The Clerical Support in Orope (114) becomes Open!

Holy Site 1 in Region 117 is damaged, becoming Closed - it will require a Faith action to restore to Open before it can be converted. Black Pearls operations in the area are seriously disrupted when some of their sites are trampled - the local Mercantile Support becomes Open! Local Clergy are mollified by the wise words of the World-Garden regime before their fear turns to discontent.

Trading Post 2 in Region 116 is destroyed! The local Aristocracy wavers on whether OKI is a suitable ally in the wake of such destruction, but holds in part due to the multi-pronged effort OKI has spearheaded to handle the Trawling Beasts and the destruction they leave behind.
 


The Reavers Strike!
Merchant Support in Lojan (9) becomes Reaved!
Aristocratic Supports in Region 91 and New Gloucester (130) becomes Reaved!
LOL TP 1 for Ching He’aang is Sacked by Reavers, becoming Open!
Region 91 loses 2 Native defender Units and MTE loses 1 Unit to Reaver raids!.
No one important was lost…this time.
The Tides have changed - the Tidespire can now predict the two regions the Reavers would be most likely to target every round at any distance (no zone restrictions).

Stirrings in the deep… [Developments to come with Org actions]

  Organizations!  
 Writing Collections 
 Reputation 
CRY raises rep with DNA (0 to 1)
DPB raises rep with CCA (-1 to 1), spending a favor in the process
HEX raises rep with ABS (2 to 3), spending a favor in the process

 Favors 
CYP gives DNA Supermarine Artillery, regaining 1 Favor
KNH receives a Prize of the Depths for 2 Favors and 1 Rep - specifics will come w/Org actions
SKR spends a DNA favor to ask them to coerce TP 3 in region 135

 Prestige 
LUX Exhibits a Great Work for +3 Prestige as a result of Origins of the Exotic
LUX Completes a monumental undertaking for +1 Prestige
STC gaffes intentionally to lose roll-off for Envy of the World status - humility does not become them.
Temperate Marriage Claim Prestige - OKI gains +1 Prestige
KNH and SKR gain 1 Prestige each from becoming Sea Powers…
Aerin
    The Lux-Glossian Shades     The cities of Leriander and Holy Ovum in the Glossian Sea (135)
The cliff city of Rumond in the Tideswept Shelf (111)
A temple town at Narcis's Rest (173)
An outpost to the south (94)
Round 14 
 Actions 
  1. INT - [Secret action]   Roll here.  +1 treasure spent, +1 from scintillating Twin
Rumors swirl through Leriander about the fate of the vanished Ivory Shade. The Shade was last seen departing the ravine city on the backs of double sailfish with their Shade's unique crystal, an oblong ivory-colored specimen carefully selected from the chromatic depths. But they never showed up to the sailfish stables in the exploration outpost in Narcis's Rest...

 2. INT - [Investigate northeast of region 78]   16, SUCCESS 
The Yellow Shade dispatches a team to repay Seatide for their kindness in allowing Lux-Glossia to establish an outpost in Deepdrift. So much of the sea near the Confederacy is unexplored! The explorers are careful to route through Gravetender waters to avoid ... whatever is happening in Cryptoclysus.

 3. ECO - [Start work on a World Wonder]  [1/5]
OASIS turns out to be an excellent conference for scientific innovation, despite the, erm, ... disruptions. Collaborations are formed, exotic materials are commissioned, favors are called in, and experiments are designed. The Lux-Glossian central scientific board is planning something big, but they're being tight-lipped about it for now. The biggest external hint that something wondrous is stirring is the sudden increase in governmental orders of large, unblemished panels of luminescent crystal from the mines below Leriander. How expensive!

 4. ECO 5 - [Send a trade route to the Splendid Miru Miru (MIR)] 
An outpost is established in Aniwana to serve future explorers headed to the far east. It is the most  decor -ated of the Lux-Glossian outposts by far.

 5. DIP 5 - [Create a cultural exchange with the Shifting Ennead (SEN)] 
The Ennead's recent war footing has many on edge, and their OASIS-presented experiments with flesh recycling are concerning. A cultural exchange with the feudalistic grafters might prove beneficial for both keeping a closer eye on the situation and for potentially influencing the Ennead towards more interesting ventures such as charting the expansive wastes to their north.
 
 Non-Actions 
  1. Spy non-action. 
 2. Host the  Oceanic Advances in Science International Symposium  (OASIS). 
- Trade Trophic Deconvolution to HEX, LSD, MIR, and SUR. Do not trade to RFT out of respect for their culture.
- Trade Graduated Symbiosis to HEX and SUR.
- Trade Composite Grafting to MIR and SUR.
- Trade Supernatic Propagation to HEX, LSD, MIR, and SEN. Do not trade to RFT out of respect for their culture.
- Trade Megafaunal Tailoring to LSD.
- Trade Anoxic Adaptation to MIR. Receive Bioluminescent Navigation from MIR.
- Trade 1 treasure to CYP. Receive Electrodialytic Staurozoa from CYP.
- Trade Rella Lestar (Spy, 9 Intrigue) to GTZ. Receive the Greenwater (region 141) and Speaker Meriel Swiftwater from GTZ.
- Trade the Crimson Moonlight (Specialized Ship) to ESP.
- Trade Filtration Grafts to STC. Receive Traveling Scholars from STC.
- Trade Bitter Tourism to ESP. Receive Mamomachines from ESP.
- Trade Anoxic Adaptation to SUR in exchange for a future favor.
- Accept Razor Current Netting from COS in exchange for a future favor.

 3. Start another monumental undertaking.  [1/3]
Narcis's Rest has developed a bit of a reputation for being a safe haven for self-expression. The small temple town amid the brittle coral has been slowly working at the surrounding waterscape, breaking informal paths and setting navigational pillars. To the side of the main town, a large flat area has been cleared of coral for opera, poetry recitations, plays, performances, and stand-up comedy. Some of the town's big dreamers hope to improve the acoustics, and have been slowly digging out the central platform while packing the sand of the surrounding hill into tiered seats. Its not much yet, but the outline of a rough amphitheater has been formed.

 4. Spend 4 DNA favors on Survival of the Fittest.  (Favor count: +2 to -2). Ask DNA to coerce:
 - TP 122.3 for Native Gold (with CYP's permission)
- TP 49.1 for Ivory Legionnaires
- TP 174.1 for Sugarweed
- TP 100.2 for Scaldsquid 
 5. Resist MHR undermine of region 112's mercantile support.   15, SUCCESS 
 6. Place Pure Berries on the border of 117 and the Dekapoloi (120)  to lure the Trawling Beasts towards 121.  
 News and Discoveries 
 
  Matriarch Falnir Hallus is no longer the only cyphiri Matriarch as Rumond continues to benefit from the presence of the Cyphiri Union, though she continues to be the most prominent in Lux-Glossian politics. Following this precedent for multi-species Shades,  the Viridian Shade of Holy Ovum has welcomed a Siren of the Lambent Syndicate  into their number. Time will tell if this leads to additional grant funding for Kikara Gralli's research. 
  After lengthy negotiations with the conquering Gotezhar,  the Matriarchs have agreed to incorporate the Speakers of the Greenwater Clans  into the Grand Conclave. Speaker Meriel Swiftwater is on official Conclave records as being less than happy with the final arrangement, but recognizes that this is the best she is likely to get given the utter disorganization of the Clans in recent years. At the very least, the incorporation will afford the Clans some stability and independence of operations while they recuperate, without fear of being conquered (again) by their violently concerned neighbors. 
   The Crimson Shade has relocated to the Lux-Glossian outpost in Magma Falls , taking the Crimson Moonlight with them. Matriarch Yuru Tlira states that the purpose behind the move is to seek out wastes less explored than those near the Glossian Sea. Hopefully, this will be the beginning of a fantastic partnership with the local Medusae.  
 
 
 Spoiler: Ruler stats and stat increases 
 Ruler:  Rihali of the Green Shade, Eldest of the Matriarchs

 Ruler stats for round 14: 
(low stats are treated as 4 due to PRS rank 4)
Diplomacy - 5
Military - 3
Economy - 6
Faith - 2
Intrigue - 5

 Ruler increases:  +1 Intrigue, +1 Economy

 Ruler stats for round 15: 
Diplomacy - 5
Military - 3
Economy - 7
Faith - 2
Intrigue - 6
 

 
 Spoiler: Reminders for myself 
End of round 12: Genus Taxonomia Vadosus Mare ends - you should get something for contributing
End of round 15: Chora rep for waste exploration ends (2/2 done)
End of round 15: Steward offer of treasure for favors ends
End of round 15: Nacres offer to coerce TPs for favors ends
End of round 15: Chora offer to sway factions in owned regions for favors ends
End of round 15: DNA favors require roll to raise rep. Raise rep TN +2
End of round 17: ABS help with TPs/HSs/colonies ends
Currently have 3 treasure (2 from passive income + 1 from plastic flower)
Only spending 2 treasure this turn. Bank 1 for next turn
Write up that thing for Role
Character audit
Make a flag
Drawing
Coding
 
MappyPK
     Splendid Miru Miru     
   Aniwana (153) 
Round 14  
   
 

 Leader: Tuatahi the Second Bubble Bender 
Diplomacy: 4
Military: 3
Economy: 10
Faith: 2
Intrigue: 6

Round 15 will see a new leader of Miru Miru, receiving +2 ECO.

 Standard Actions 
 
 ECO - 10 Special - Create Technology: Bioluminescent Navigation
 
 Spoiler: Bioluminescent Navigation 
Prerequisites: Photospore Signaling
Effect: Allows traversal of Depth 1 regions.
Fluff: Using photospore organisms that have been genetically modified to have a particular protein composition, originally based on the ones used for the Taika's secretive communication network, it is possible to generate microorganisms that radiate a variety of colors, even deep in the sea. Through the usage of a color coded system, it is simple to clearly mark the level, type, and source of danger in dark expanses. Of course, this can also be used to selectively illuminate civilian routes, work as markers for the trip back, and be used in a standard Taika messaging system.
 
 
 DIP - Attend  OASIS  and offer Bioluminescent Navigation 
 ECO - Buyout TP2 in Region 5.  [ Success! ] 
 
 Spoiler: Grind it! 
Well, the root itself may not be the most appealing, but perhaps it could be ground down and used to flavor another dish-- after all, many traditional meals in Miru Miru are quite bland.
 
 
 ECO - Prospect W37.  [ Success for 1 TP! ] 
 
 Spoiler: For the Chora 
Hopefully, the Chora appreciate further exploration of the wastes by Miru Miru, as their call has been the motivating factor in many of the trips called for by Tuatahi.
 
 
 ECO - Buyout TP3 in Region 155.  [ Success! ] 
 
 Spoiler: Eye for Aesthetic 
With the recent organization of the Surunung and the quick peace established between the two nations, Miru Miru found it fit to bring back some of their most delicate arts for proper display at home.
 
 
 
 Sub-Actions 
At the OASIS event:
 
 Accept gift Trophic Deconvolution, Supernatic Propagation, and Composite Grafting from LUX. 
 Accept trade deal with LUX, receiving Anoxic Adaptation and giving Bioluminescent Navigation. 
 Accept trade deal with GTZ, receiving Bitter Tourism and giving Bioluminescent Navigation. 
 Accept trade deal with HEX, receiving Toxic Filtering and giving Bioluminescent Navigation. 
 Accept trade deal with CYP, receiving Holographic Certification and giving Bioluminescent Navigation. 
 Accept trade deal with SUR, receiving Megafaunal Tailoring and giving Bioluminescent Navigation + Photospore Signaling. 
 Accept trade deal with PGL, receiving Razor Current Netting and giving Bioluminescent Navigation. 
 Accept trade deal with KNH, receiving Mitochondrial Regulation and giving Bioluminescent Navigation. 
 Accept trade deal with COS, receiving Supermarine Artillery and giving Bioluminescent Navigation. 
 Accept trade deal with STC, receiving Traveling Scholars and giving Bioluminescent Navigation. 
 Accept trade deal with ESP, receiving Mamomachines and giving Bioluminescent Navigation. 
 PRS - Sign the  Treaty of the Ravine  with SUR.
 
 Spoiler: Treaty of the Ravine 
 
 Establishes the Glamorous Regional Enhancement Group (GREG), a pact between Miru Miru and Surunung. 
 Miru Miru provides Surunung with useful technologies as necessary, including Bioluminescent Navigation. 
 Miru Miru provides economic support to Surunung in the form of appropriate buyouts and sways when possible and necessary to maintain order within Surunung. 
 Surunung provides Miru Miru with militaristic support in the form of a full defense in the case of an attack. Miru Miru is not obliged to support Surunung's offensive endeavors. 
 Both parties allow full unit access within each other's territory. Neither party can attack the other. Surunung refrains from attacking members of the Flowing Peace. 
 
 
 
 
 Non-Actions 
 
 Accept Trade Route from LUX. 
 Accept Trade Route from HEX. 
 Finish the Monumental Task (3/3).
 
 Spoiler: Statue of the First Bubble Bender 
With the structure of the monument nearly entirely complete, made up of the most beautiful of colored stones and a variety of bubbles contributed by many Taika, all that remained was to make the statue glorious decorated. This included, of course, nearby gazebos for tourists to use, a small visitor center not far away, and a heaping helping of decorative vegetation throughout the space. Though respectable on its own, a small marketing campaign would be necessary to make a profit for the government, so Tuatahi had decided to authorize that as well. The grand opening occurred just days after a tragic accident involving his succession. Ironically, his greed would boost the status of the nation as a whole, but not so much his own personal standing.
 
 
  Roll a new leader non-dynastically. 
 
 Spoiler: Kororia 
Unfortunately, near the end of the year 42, Tuatahi came down with an illness specific to the Taika people that infects the bubble-generation gland. Though assumed to be bacterial in nature, steps have not yet been created to cure this disease, once it takes a turn for the worse. Tuatahi, loving his grand acts of architectural marvel, unfortunately did not rest as instructed by his council of advisors, and was unable to recover, opening the Bubble Throne for the next ruler of Splendid Miru Miru, to be decided through standard tradition, the Ruawacka in Aniwana.

A young scholar at the local place of higher education known as Kororia found herself in the lead headed into the second round of the competition, having created a brilliant yellow bubble that far outdid the others. In the size challenge, her color wavered slightly, but was maintained just enough at a size just slightly larger than her opposition (though, not nearly as grandiose as the late Bender's), allowing her to edge things out and become the next Teacher of Miru Miru. Though young, the people quickly accepted Kororia as a fair winner who clearly had the power to handle the throne.

 Stats (round 15): 
Diplomacy: 5 (4 roll + 1 distributed)
Military: 3
Economy: 6 (4 roll + 2 previous round)
Faith: 5 (4 roll + 1 distributed)
Intrigue: 3
 
 
 DNA - Contribute to the  Genus Taxonomia :
 
 Spoiler: Lace-Web Brittle Star 
The Lace-Web Brittle Star ( Ophiura Miruvitta ), colloquially known as the stone lace, is by all accounts physiologically nothing particularly special. It functions like any other echinoderm, filter feeding off the rocks it slowly moves across with its plentiful tube feet. What's particularly notable about it, though, its is exceptional external anatomy.

For as long as there have been Taika in Miru Miru, there have been stone laces used for aesthetic purposes. They come in four common colors (white, light gray, pink, and mint) and two additional rare colors that must be properly cultivated (lavender and periwinkle). Their central circular disc is almost identical to that of the model species, the serpent star, but their five, radially arranged narrow arms can be up to eight times longer, making their movement awkward to behold, but precise given time. Upon death, its body undergoes intense calcification, hardening in place, attaching itself to the rock or shell it had been most recently walking across. This process, combined with the preservation of its pigmentation, creates a beautiful webbing effect along the stone, allowing it to become part of a bubble and rock garden, traditional to the Taika.

For this reason, some citizens of Miru Miru run stone lace farms as a for-profit business, attempting to increase their hardiness and overall color. The best of the laces can bring in large sums of money, sustaining entire families. These farmers take intense care of their product, making sure to guard them from particularly nasty ectoparasites, such as brittle star copepods, which can enter through the mouth and cause decalcification after death.
 
 
 DNA - Contribute to the  Genus Taxonomia :
 
 Spoiler: Bulbous Sea Cookie 
The Bulbous Sea Cookie ( Mellita Porotakacirca ), sometimes known as the sand circlet, is a surprisingly rare species of sand dollar that can only be found in the shallow regions around Aniwana. Though they look similar to common species of the sand dollar, they do have a few notable characteristics that set them apart. For example, unless chipped or otherwise damaged, these tend to be uncannily circular with little to now flaws, and the typical star-shaped markings on the topside are extraordinarily rounded, appearing in a sort of clover-like fashion around the center. It digs itself into the sand and acts as a filter feeder.

The sand circlet is known by many farmers of the area to lower the risk of disease infecting a colony of stone laces. Therefore, wealthy Taika with access to these rare specimens may set them up in a circular or box-like formation around their stone lace ranches. The running theory is that, as filter feeders, the sand circlets are able to digest the copepods that cause issues in the brittle stars, though this has yet to have been confirmed. Children who come across a sand circlet in the wild are said to have good luck if they flip it over.
 
 
 ABS - Contribute to the  Coraline Compendium :
 
 Spoiler: Bubble Architecture 
Due to their eye for the aesthetically pleasing, the people of Miru Miru find beauty to be the first and foremost factor when designing any structure. Evolutionary pressures have made the Taika exceptionally skilled at creating bubbles that can last up to years without popping. Additionally, the pigmentation of their meals are stored in a specialized organ in the body, which secretes it in small quantities into the air produced to create colorful bubbles. Obtaining the perfect color that one desires, however, can take up to years of practice and experimentation, plus careful management of the diet for days leading up to the bubbogenesis. Bubble nests are particularly sturdy and cannot simply be popped by passing through due to the specialized gas make-up of the bubbles themselves. Often times, they take the form of small arches and decorated entrances to small caverns in the rock. Anchoring the bubbles to the surface of sand or rock can be challenging, but generally is accomplished through the use of colorful plantlife. Rarely, a nest will be made entirely out of bubble, however, and these are considered among the most beautiful -- and therefore, its inhabitants most desirable to pair up with.
 
 
 Resist all buyouts, sways, and any conversions not by the Way.  
 

 

 Bookkeeping 
 
 Spoiler: Statistics 
 Total Trading Posts:  4
 Mercantile Support Trading Posts:  2
 Treasure:  0 + 1 per round
 Mercantile Supports:  1
 Abyssal Stewards Favors:  0
 Chelonian Chora Favors:  1
 The Divine Nacres Favors:  0
 

 
 Spoiler: Lists 
 Resources:  Decor, Decor, Hollow Sunfish, Pojanese Raider Bands
 Technologies:  Photospore Signalling
 Specials Used:  Eco 5, Eco 10, Int 5
 Specials Available:  N/A
 Trade Routes:  LUX, HEX
 Cultural Identity Bonuses:  Buyouts
 
Volthawk
 
   The Cyphiri Union   
  Round 14  
 Regions:  122, 124, 129
 Ruler:  Baran Hallus
 Faith:  The Flowing Way (The Cyphiri Way)
 Diplomacy  10  Military  5  Economy  10  Faith  9  Intrigue  2
 Merchant Marine 
 
 
  Actions  
 End of Turn Ruler Increases:  +1 Faith, +1 Military
 
 Construct World Wonder (2/4*) [Military] - Unrolled
 *-1 action cost from either Lesser Piryon Ma’yan 
 
 Spoiler: The Union Mercenary Exchange 

Pyl-Garat undergoes the following changes:
 
 A City is built, the Union Mercenary Exchange itself, granting a bonus to Sacks. 
 The region's resource becomes Mercenary Retainers, with 6 Trade Posts. 
 The functions of Aristocratic and Mercantile Support are merged - gaining or losing control of one means gaining or losing control of the other. 
 
Countries may spend up to X treasure per turn on battles, where X is the amount of Mercenary Retainer Trade Posts controlled (+1 for each of controlling the Union Mercenary Exchange or having the Aristocratic+Mercantile Support of Pyl-Garat), with each treasure spent granting 1 effective unit for the purpose of determining Outnumbering bonuses (similar to when a Merchant Marine spends multiple treasure on a battle, and stacking with it).
(mechanics updated as per Role's suggestion, may still be tweaked)

 The Cyphiri have always dealt in mercenaries, and as time has gone on and the needs of the Union have developed so has the mercenary business around them. The construction of the Union Mercenary Exchange is a recognition of that fact, the need for the various peoples of the seas for additional warriors at times, and the ways that the Cyphiri can benefit from this. Located in Pyl-Garat - the Council doesn't want a place like this too close to home, after all, but close enough - the Exchange is naturally primarily a center of business, a place for reputable and reliable mercenary companies to have representatives stay in and arrange for new contracts, the Cyphiri providing reasonably priced housing and other property, facilitating the relevant fees and payments, and allowing the use of their photospore network to ensure the steady flow of contracts and orders. For the various armies of the seas, the Union Mercenary Exchange provides a quick and effective way to gain mercenary troops to reinforce their own, the representatives confirming the details and relaying them to mercenary companies in the wider ocean, while for the mercenaries the Exchange provides a good supply of work, along with more practical services from the various businesses that have cropped up around it, and the Cyphiri Union gets to take their cut at various stages of the process and occasionally pays for whole companies to be folded into its Retainer Guard. 
 

 With Belar Hallus very distracted by spiritual matters, House Pylet pushes their influence with little resistance - the role of the Council Fund is unopposable, of course, but they can still start pushing out the minor Hallus agents and representatives of other families in order to take a dominant position in deciding the future of the Exchange. Thankful that they were able to get one of their own trained in the proper use of the Piryon, they shape the growing structure of the Exchange according to their aesthetic preferences, favouring a more brutalist style compared to the extravagance of House Hallus or the elegance of House Ulnesh. Meanwhile, the Fund's agents (and some Hallus representatives) abroad continue in their two-pronged campaign, convicing foreign mercenaries to base themself in Pyl-Garat and letting the major countries of the seas know about what they are building and the services it will provide. One major effort in this campaign is focused in the Magaramchi Salination, whose people have sent a message through the Lojanese describing their own exchange, leading to a delegation of Council Fund representatives (with a healthy Kalan retinue as bodyguards - the Magaramchi had not been active in the wider ocean for long, but their actions were the sort that made for very interesting stories, the kind you endeavoured to not be a part of - heading there to negotiate some kind of cooperation between the two ventures.  
 Decontaminate 121 through Disinfection Protocols [Military] -  16, Success (3 Treasure spent) 
 As the Cyphiri begin to decontaminate the waters to the east according to the designs of the Chelonian Chora, hoping to provide a safe route for the Trawling Beasts that doesn't send them into Cyph-Arel or Dashasham, they come to a realisation - it's not enough. Too slow. This way, they won't be ready in time. And so, apologising to the Chelonian Chora for what's about to happen, they turn to the Divine Nacres instead and soon Belar scouts make the journey into the contaminated waters, equipped with the best protection available and enough of the Nacre-engineered virus to hopefully kill off the responsible organisms in time for the Trawling Beasts' arrival. The sudden change in priorities makes the whole thing more expensive, and means that the infrastructure already established in the region is wasted, but that's the cost that must be paid.  
 Attend Event - OASIS [Diplomacy] - Unrolled
 
 Spoiler: Subactions 

 
 Trade Holographic Certification to Splendid Miru Miru for Bioluminescent Navigation 
 Trade Electrodialytic Staurozoa to the Lux-Glossian Shades for 1 Treasure 
 Trade Electrodialytic Staurozoa to the Seatide Confederacy for Traveling Scholar 
 Trade Filtration Grafts to Eternal Spring fror Mamomachines 
 
 
 Naturally, the Cyphiri weren't going to turn down an offer like the ones sent by the Lux-Glossians. Pelir Hallus decides to not make the journey, a first for her, and instead sends her three closest subordinates (among whom her successor will likely be drawn) to show their expertise to their partners in exploring the Way, and the rest of the oceanic community, and all the while see if they can secure new knowledge and technology for the Union.  
 Sing [Faith] -  19, Success 
 Baran Hallus has seemed different to those around him since his return from the Wastes, and the following visit to the Songsages - not that many have seen him since then. For most of these years, he stays in near-isolation, recieving the occasional visitor from the Chora or from Cyphiri sages of the Way, both groups offering guidance in their own way for the experience he was going through. While the Chora members seem to walk away happy, the Cyphiri are more confused than anything, and a few more than a little frustrated at the news of a song that they cannot hear, or perhaps understand. Eventually though, Baran is ready, and the first time most of the Cyphiri of Cyph-Arel see their leader in years is as they watch him swim into the Reefback Nursery of the region, ready to face enlightenment.  
 Set the 25 HS bonus for the Cyphiri Way: Prophetic Education [Faith] - Unrolled
 
 Spoiler 

 The Cyphiri understanding of the Flowing Way has always had a somewhat pragmatic underpinning - sure, the more dedicated followers of the Way fully immerse themselves in the mysticism and spiritual elements, but the motivation behind many Cyphiri families originally adopting the faith was simply because of what it suggested one could get out of understanding. Understanding the Way meant to some degree understanding the future, and no family could deny the usefulness of that. One enduring element of that desire to use the Way to one's advantage is the childhood prophecy, an attempt to predict the future of a young Cyphiri by putting together all they have done so far, the stories of their family, and the stories of the world around them, and so know what the child will be talented in and how they can best work for their family.

It's always been a difficult art, and one that's often decried as useless by many Cyphiri (who nonetheless arrange for one when they have children of their own), but in recent years there's been a shift. The prophecies around Ashal Hallus, Baran's daughter and the heir to House Hallus, have been remarkably accurate where it matters - sure, the exact details of her life and how the future will broadly flow is a mystery, with the relevant prophecies being essentially educated guesses, but when it comes to the girl herself - her abilities, personality and tendencies - they're seeing success after success and Hallus educators are very encouraged by the success they're seeing in letting the information given to them by the sages of the Way guide her tuition. Besides the money that Baran has put into the project, it's thought that the increasing reach of the Flowing Way, and the increased information on the stories of the world and how they influence the Way (sometimes in the strangest and most esoteric ways) that gives, is a major factor in these recent successes, and other families are seeing similar results as the scholars hired by House Hallus spread their findings to others, encouraged by Baran. 

Prophetic Education is the art of using the Flowing Way to predict the talents and tendencies of children born to the faith, and using those predictions to guide the education, training and eventual employment of those children - a child may be prophesised to be an excellent mathematician, for instance, leading their family to focus their education around that topic and prepare a position for them in the family that suits their abilities ahead of time. This prior knowledge gives followers of the Cyphiri Way an edge when it comes to training and education, allowing experienced Cyphiri to pass on their knowledge to those young Cyphiri who are best suited to learning about their particular area of expertise, and ensuring that fewer skills are lost with time and the passing of leadership from old to young.

When rolling to determine the starting attribute scores for a new dynastic ruler, roll twice for Economy and choose either result.
 
 
 Expedition South of 123 (+1 CCA Reputation) [Economy] -  18, Great Success (2 Treasure spent) 
 
 Free action: Prospect Wastes (+1 CCA Favour) -  21, Great Success, 3 TPs  
 
 Their role in taking Baran on his pilgramage over, Wayfinder returns to its original mission of exploring the wastes and finding treasures for the Union. The area south of their original staging post (in the waters still held by the Greenwater Clans) had never been explored, and Rendal Belar saw no better place to get back to work. As the vessel starts its sweeps across the waste floor, the roar of the Gulgolet Shero'ah Hakkol once again being a familiar sound to the crew, Rendal ponders his findings over his journeys into the wastes, starting to see a pattern but not quite grasping it yet.  
 
  Nonactions  
 
 Allow militaries from signatories of the Flowing Peace to move through Cyphiri waters without interference. 
 Allow the coercion of TP3 of 122 by DNA/LUX. 
 Make use of the Song of Prosperity to create a Trade Route with the Kar-Nath Hegemony (-1 CCA Rep, 2 favours used)
 With their relationship with the Chelonian Chora repaired after past disagreements and neglect, the Cyphiri Union starts thinking of ways to make it work for them. One way that comes to mind is the fact that the Chora has other friends in the waters, and with some convincing perhaps the Chora could help make their friends the Cyphiri's friends, for the purpose of a healthy trading relationship if nothing else.  
 Ask the Chelonian Chora about the location of their HQ, on the behalf of the Lux-Glossians (1 favour used)
 While they're talking to the Chelonian Chora, one of the House Hallus representatives remembers a favour asked of the Union by the Lux-Glossians, and passes on that request to the Chora - after all, it was something that the Cyphiri were curious about as well, ever since Lowpeak Reef was found. It takes a bit of thinking to remember the way their Lux-Glossian friend wanted it asked, but eventually they remember:
Wandering turtle
Singing hymns atop the wastes
Where do you call home?  
 Use Survival Of The Fittest to get the Divine Nacres to coerce TP1 of 186 (1 favour used)
 The new organisms the Nacres have developed do look like they'll be of great use to the Cyphiri Union in its more far-ranging endeavours, but there's a problem - there aren't any suitable organisms currently within the reach of the Cyphiri. The sea cows seemed promising but simply aren't large enough, so Neyran Ulnesh returns to the Nacres with a request for them to acquire a suitable supply, as they had done previously with the tubeworms used in Cyphiri filtration grafts.  
 Use Survival Of The Fittest to get the Divine Nacres to coerce TP1 of 66 (1 favour used)
 As the technological capabilities of the Cyphiri grows, incorporating methods and techniques from all across the seas, it becomes clear to the Cyphiri researchers that new blood is needed, a supply of intelligent hirelings that can be relied upon to put those advances to work in the field. Once again, the researchers turn to the Divine Nacres to find them the right employees, and as always don't think about the question of  how  the Nacres get it done.  
 Use Domesticated Sea Cows and spend 1 Treasure to lure the Trawling Beasts into 121
 Once the Divine Nacres have confirmed that the plan has worked and the virus has reduced the populations of Heartstopper Mold and Breathstealer Algae to a level where it's safe to enter (and more importantly, non-toxic enough that there's a good chance the Beasts will accept going in there), the Tellan move in with their treasure-laden cows and begin to set up a string of bait animals to pull the Trawling Beasts into the region once the Gotezhar have given them the initial push in the right direction. Their reasoning is that once the Beasts are there, they'll naturally want to take the closest route to deep water - straight south, without harming anyone else's holdings.  
 Attempt to evacuate TP1 of 117 from the Trawling Beasts -  12 
 It's clear that, much like House Tellan in the northwest, one of the Cyphiri families will need to put their holdings at risk for the greater good of limiting the devastation the Trawling Beasts will cause. The Kelad family's northernmost holdings had already been lucky enough to not be in the path of the beasts, but with the combined efforts of the Gotezhar, Lux-Glossians and Cyphiri laying a path for them that once again took them through the region, the Kelad didn't fancy their odds a second time around. A plan is formed to collect up as many tunicates as possible and take them west to the cow farms of the Tellan (the family in charge of their House) and hopefully keep a population happy and alive well enough and long enough that they can be brought back to what remains of the tunicate farms in order to quickly and relatively easily restart operations.  
 Continue a Monumental Undertaking - The Melrit News Network (2/3)
 
 Spoiler: The Melrit News Network 

The main focus of the Melrit family during these years is establishing their presence aboard, setting up scattered outposts across the countries of the oceans (those willing to let them work there, at least) and ensuring that they have lines of communication back to Cyph-Arel - sometimes difficult and unreliable lines, given the distances invoved to some of the more far-flung countries out there, the varying terrain of the seas they need to travel through and the difficulties involved in setting up photospore lines in some areas, but nonetheless channels from which to pass the stories where they outposts are back to Cyph-Arel to be packaged together and sold on to interested parties. Eventually, Melrit offices are found all over the place, their staff always happy to hear a local story or two that they haven't heard before in exchange for a little money, and for information on the current big events from trusted contacts for rather more money.
 
 
 
  News and Rumours  
 
 The followers of the Way Rendal consulted with on his experiences in the wastes keep on with their own investigations, and soon captains and crew of waste-capable vessels across the seas find themself approached by Cyphiri wanting to hear their stories of the wastes in exhaustive details, and all available records of their explorations are asked for - naturally, the Lux-Glossians find themselves frequently visited by these sages of the Way. 
 The Kelad family find their reactions to the Trawling Beasts to be rather mixed - on the one hand, it was unpleasant to see the effect the Titans have had on the communities around their northern businesses (even if they were so far able to avoid harm), particularly given their probably return through the region, but on the other the troubles the Black Pearls were suffering from the Beasts was something they were happy to see. 
 The rise of the Monheganist Regime is something the Cyphiri find quite interesting. Their stance towards foreigners, however, is rather disappointing and after hearing the greivances of the Lux-Glossians struggling to keep their economic hold over the Bone Grinder's Guild some families start considering ways that they can deal with the potential problem. 
 
  Houses and Families of the Cyphiri Union  
 
 Spoiler 

These days many families are organised into Houses, a group of families led by a family that is part of the Union Council that have certain legal and economic ties and obligations, so the following is organised to suit. As always, there are many more families than this (in and out of the listed Houses), and more Houses, but these are the ones mentioned in the fluff so far.

  The Council Fund  
 TPs:  122.1
 Other:  Arthan's Head
The Council Fund is organised like a Cyphiri family but without any kind of central bloodline, its numbers drawn from every Union Council family - the family itself, not the wider House (a technicality based on the wordings involved with the laws that established the House system, but one few of the Council families wish to change). Similarly, a significant amount of its assets come from the Council families, one of the obligations involved in joining the Council being to contribute a proportion of their assets to the Fund, the rest being assets created by the Fund using those contributions. Its role in the Union is intended to essentially be a neutral party and wealth reserve, one not beholden to one family, although council families use past loyalties and political maneuvering to push their interests, and in the restructuring of the Union House Hallus has more influence than the dominant family would have in the old days of the Union. One of their major roles is that of managing mercenaries - the Retainer Guard is a force of mercenaries hired on a long-term basis that answer to the Fund and are sent out as and when a family requires assistance beyond the scope of their own mercenaries, and if the Cyphiri ever go to war it is the Fund that will have military command (under the guidance of the Council). Beyond that, they're also the major investor in the photospore networks across Cyphiri waters and out to major Cyphiri holdings elsewhere, they're one of the largest buyers of Cyphiri gold, and they're the caretakes of Arthan's Head who decide which families can hire it out.
- Artan: The head of the arm of the Council Fund that works with mercenaries, and the one who made the early (but now irrelevant) deals with the Kalan Company that led to the diplomatic/economic foothold needed to secure the Fund's current mercenary force. As that force developed into the Retainer Guard, she's leveraged her role in things to become one of the major players in the military, developing a strong interest in battle tactics and strategy despite the typical Cyphiri attitude towards such things. Her parents were followers of the Flowing Way who named her for Arthan, but she doesn't adhere to the Way much herself.

  House Hallus  
 TPs:  122.2, 173.1
 Supports:  122 (Aristocratic/Mercantile), 111 (Aristocratic)
 Other:  Cultural Exchange with COS, Lesser Piryon Ma’yan
 House Families:  Belar
Once just the most important family in the field of research and development, the Hallus family are now the most powerful family in the Union. After taking the position of the Ulnesh, the Hallus family have set about restructing and legalising many aspects of the Union Council and the wider Cyphiri Union, leading to the establishment of the House system and the Union's current strength.
- Baran Hallus: The actual head of the Hallus family, and the one directing their recent political moves. He has great respect for Pelir's work, and tends to indulge her requests. He's got broader interests than the average Cyphiri, taking an interest in the military conflicts that have gone on around the known world, and making plans for diplomatic efforts beyond those that are business-related.
- Ashal Hallus: Baran's newborn daughter.
- Pelir Hallus: The pioneer of Hallus biotech research, and the mind between most notable recent Cyphiri advancements. She's not the head of the family but has enough influence through the family to get what they want, if possible, with the Belar family being one example of this. She's quite fond of Costa Sereia, having used much of their technology in her work since meeting them.
- Lanit Hallus: One of Baran's main diplomatic agents and representatives. She's spent a lot of time in Orope in the past, trying to help the Tellan stabilise and gain control of the merchants there, and the failure there has left a stain on her record that she's never been happy about. Since then, she's been assigned to coordinate with House Ulnesh in the Emerald Tidelands, a task she's working hard at in order to regain her standing within the family.

 Belar 
 Supports:  140 (Mercantile)
 Other:  Wayfinder, Gulgolet Shero'ah Hakkol
A small family of explorers, eager to strike out into the unknown to find enough of value to make them rich. They established a mutually beneficial relationship with Pelir Hallus some years ago, with her finanicially backing their expeditions in exchange for her hearing first about their results and in general keeping the spark of adventure going within the Union, and with the establishment of the House system they've fallen fully under the banner of House Hallus. They're also the ones in charge of waste exploration and exploitation, journeying out in their ship, Wayfinder, and using gifts from the Abyssal Stewards to find anything of value out there.
 - Retak Belar: The head of the Kelad, and one more focused around the ecoomics of their operations than the actual work they carry out. As such, he's very close to the Hallus, wanting to ensure further funding and the other benefits of being part of House Hallus keep coming.
 - Rendal Belar: The captain of Wayfinder, the Kelad's ship built to venture out into the wastes. He's a devout follower of the Flowing Way who believes that uncovering the mysteries of the wastes may provide some kind of hidden insight to the secrets of the Way.
 - Arnel Belar: One of the three top researchers below Pelir. Keeps well-informed about discoveries across the world, and primarily works with networks of small interconnected organisms.

  House Ulnesh  
 Holy Sites:  122.1, 124.2, 124.3, 153.1
 Supports:  122 (Clerical), 124 (Clerical/Aristocratic)
 House Families:  Carral
Formerly the dominant power among the Cyphiri families, before the ascendancy of the Hallus family. Originally, they split their interests between a very strong agricultural base and ways of leveraging said strength in political and economic endeavours, but as more and more food is imported, the Union grows beyond their capabilities to feed, and other families take bites out of their agricultural empire, they've been finding that strength waning. These days, they instead leverage their high status among Cyphiri followers of the Flowing Way, with Werran Ulnesh their leader, to secure power. There was once a great rivalry between Ulnesh and Hallus, strengthened by the Hallus takeover, but these days they're almost cordial as the Ulnesh support Hallus ventures in the Union Council while the Hallus help them with their own plans focused around the Emerald Tidelands.
 - Werran Ulnesh: A devoted follower of the Way, close to Garren, excited to spread the Flowing Way to new lands, very curious about the way other countries and faiths work. He became the most influential Ulnesh after their fall from dominance, as his rapport with Cyphiri followers was separate from his family's business, and since Garren's death has taken control over the family as it focuses on its new direction.
 - Relas Ulnesh: The member of Ulnesh's leadership council most pushing for them to retake the top spot, and the main opposition to its current direction. She was originally Garren's preferred successor, but in the years before his death disagreements between the two meant she lost his direct support. She's proven herself to be a competent leader in her position, though, putting to bed many doubts people had when she was younger.
 - Helad Ulnesh: The man in charge of coordinating loans between the Ulnesh and other Cyphiri families, deciding who gets the offers and how they're repaid/the influence gained is otherwise used. Was once the favourite among most of the family to succeed Garren, but the family's shift in direction led to him being passed over in favour of Werran. He still has notable influence among other Cyphiri families due to his ability to leverage the loans, though, and he's been busy trying to bring various families into House Ulnesh.
 - Neyran Ulnesh: One of the three top researchers below Pelir. Still keeps an interest in the agricultural development that originally gave House Ulnesh its edge, despite that losing focus for the wider family, and otherwise works to integrate foreign technology and techniques with Cyphiri methodology.

 Carral 
 TPs:  123.1
 Supports:  123 (Mercantile)
Small decentralised family who were once down on their luck and turned to the Bone-Grinder's Guild of [112] to try to make a new future for themselves. Their attempts to become more influential in the Guild ended up gaining them little, but the expedition eastwards that the Bone-Grinders sponsored has borne fruit for them, and they are now based in that region and have established themselves as a dominant mercantile power in the region by selling on imports from the Kelad.

  House Tellan  
 TPs:  109.1, 114.2, 118.1, 118.2, 134.2
 Supports:  126, 139 (Mercantile)
 Other:  CYP-OKI Trade Route
 House Families:  Kelad
Previously a minor family in one of Cyph-Arel's cities, now dedicated to the trade route between the Cyphiri and Middish. Operate a network of camps, rest stops and small businesses catering to those taking said route, and established the route itself. Has control over part of Orope's Giantbane Seed industry, along with investing in some nearby regions. Current leaders in fields relating to Supernatic Propogation, due to their ties to the Middish. They've ended up on the Hallus side of the Ulnesh/Hallus split in the Council, due to the family helping them secure the Cobalt Dye they now sell to the Middish.
 - Tarpan Tellan: Head of the Tellan, now living in Orope full-time. Quite fond of the Middish, and their interpretations of the Flowing Way. Approves of the Hallus' shift towards a standing mercenary retainer, the Middish attitudes towards war and battle having rubbed off a little.
 - Yanmet Tellan: Tarpan's second in command, handling things on the Cyph-Arel side of the business and dealing with the other Cyphiri families.

 Kelad 
 TPs:  117.1
 Supports:  118 (Mercantile)
Another minor family, and one that's been very active in sending out opportunity scouts to the regions nearby to the Cyph-Arel - Orope trade route. They're not planning on making many big attention-grabbing moves for the time being, but have a plan to acquire resources vital to the efforts of other families and sell it on to them at a profit. In recent decades, they've been having a lot of troubles with the Black Pearls, many of their major holdings being in waters that the syndicate holds sway in.
 - Nalrin Kelad: An influential family member in the wake of the disruption brought by the Black Pearls, and very outspoken about her views of the syndicate.

  House Pylet  
 TPs:  129.2
 Supports:  125, 129 (Mercantile)
 Other:  Pyl-Garat (129)
One of the Union Council families, and the main one driving colonisation attempts. Has a great deal of influence with the smaller families and the colonists of Pyl-Garat, but is beholden to the Hallus in turn - an obligation they are trying to weasel out of as much as possible, not wanting to turn against old friends in the Ulnesh family but having found the offer from the Hallus too good to turn down.
 - Hapat Pylet: The head of the Pylet family, the main family in control of Pyl-Garat. Doesn't have the best reputation among followers of the Flowing Way, between many statements he has made that were critical of it, and the fact that many of the people living in Pyl-Garat have ended up following the tenets of Sakurado instead. The man himself appears to follow neither faith.
 - Rala Pylet: One of the three top researchers below Pelir. Primarily interested in the animals of the oceans, and the ways that their traits can be used in biotechnology.

  Other Families  
 Holy Sites:  122.2, 122.3, 128.1
 

  Statistics  
 
 Spoiler 

 Special Actions Available:  Military 5, Diplomacy 10
 Special Actions Used:  Diplomacy 5, Economy 5, Economy 10, Faith 5

  Diplomacy  
 
 Spoiler 

 Reputation/Favours 
 The Abyssal Stewards:  Rep 2, -1 Favours (Expected Change: None)
 - Welcome: +1 to resist Sacks and Coercion
 - Friendly: +2 to resist Secret Actions
 The Chelonian Chora:  Rep 4, 0 Favours (Expected Change: +1 Rep/-1 Rep, +1/-2 Favours)
 - Welcome: +1 to resist Supports becoming Open or Unruly
 - Friendly: Distance Losses triggered every fourth region; -0.5 distance penalty (-1 if target is adjacent to/has a CCA base)
 - Favoured: Can pay 4 regions to ship to a region with a CCA base from another CCA base; can Seek Aid after an action has been rolled 1/round
 - Bell-Keeper: Can ring the Bell of Resolution as a Faith action to roll another action as 1d6/8+6.
 The Divine Nacre:  Rep 1, 0 Favours (Expected Change: +1 Rep, -2 Favours)
 - Welcome: +1 to Exploration, Prospecting and Colonisation
 International Prestige:  Prestige Rank 4, 0 Prestige (Expected Change: None)
 - Respected: +1 to Establishing and Pressing Claims and Promoting Claimants
 - Admired: +1 to attempt/resist Sway and Impress actions
 - Emulated: +2 to Raise Reputation, Slander and Resist Slander; use Cultural Identities through CIs twice a round; vassals can use your CIs and lieges your perfected tactical doctrines
 - Envy of the World: Host events as a non-action, all attributes below 4 count as 4 for rolls

 Bases 
122: Reefback Nursery
124: Smoking Garden

 Cultural Exchanges 
Costa Sereia

 Cultural Identities 
None

 Great Works 
The Palranic Anthology (Literature; kept in Cyph-Arel)
 

  Military  
 
 Spoiler 

 Units:  0 (Expected Change: None)
 Unit Cap:  9

 Aristocratic Support 
122, 111, 124

 Generals 
None

 Fortresses 
None

 Perfected Tactical Doctrines 
None

 Military Technologies 
 Supermarine Artillery (Dropping Weapons)  +1 to battle rolls and +1 to Maneuvering rolls in regions of Depth 0 (Prereqs: Giantsbane Seeds, Supernatic Propogation, Photospore Signalling) [Prereqs not met]
 

  Economy  
 
 Spoiler 

 Treasure:  7 (Expected Change: -3; Rate 2 + 1 Trade - 6 Actions)

 Trade Posts 
 Effective Total TPs  19
 Treasure Rate  2

 Foreign TPs with Owned Mercantile Support  2
    Trade Post 
 Resource 
 Use 
 Support 
 Rate 
 
  109.1 
 Swarm Ash 
 Bitter Tourism 
 Cyphiri 
 1 
 
  117.1 
 Biolumiscent Tunicates 
 Support of 118, Holographic Certification 
 None 
 1 
 
  118.1 
 Domesticated Sea Cows 
 Support of 126/129/139 
 Cyphiri 
 2 
 
  118.2 
 Domesticated Sea Cows 
 Support of 126/129/139 
 Cyphiri 
 2 
 
  121.1 
 Infectious Seed-Spores 
 None 
 None 
 1 
 
  122.1 
 Native Gold 
 Joined-Stalk Companies 
 Cyphiri 
 2 
 
  122.2 
 Native Gold 
 Joined-Stalk Companies 
 Cyphiri 
 2 
 
  123.1 
 Malleable Blubber 
 None 
 Cyphiri 
 2 
 
  127.1 
 Ray-Ear Seaweed 
 Support of 122/123/140 
 Black Pearls 
 0 
 
  129.2 
 Nutritious Silt 
 Support of 125 
 Cyphiri 
 2 
 
  134.2 
 Cobalt Dye 
 None 
 Costa Sereia 
 1 
 
  173.1 
 Tiny Tubeworms 
 Filtration Grafts 
 None 
 1 
 
  
 Mercantile Support 
118, 122, 123, 125, 126, 129, 139, 140

 Cities 
None

 Trade Routes 
Cyphiri - Ironkelp Knights

 Specialised Ships 
Wayfinder

 Civilian Technologies 
 Composite Grafting  No mechanical effect
 Graduated Symbiosis  No mechanical effect
 Megafaunal Tailoring  No mechanical effect
 Photospore Signalling  No mechanical effect
 Supernatic Propogation  No mechanical effect
 Trophic Deconvolution  No mechanical effect

 Anoxic Adaptation  Cross Brackish borders (Prereqs: Composite Grafting, Trophic Deconvolution - Usable)
 Bitter Tourism  Cross Glacial borders (Prereqs: Heat Source - Usable)
 Filtration Grafts  Cross Toxic borders (Prereqs: Composite Grafting, Filter Feeders - Usable)
 Electrodialytic Staurozoa  Ignore the distance penalty from Briny borders twice/round, doesn't affect distance losses (Prereqs: None - Usable)

 Holographic Certification   +1 to resist Undermine Support actions (Prereqs: Photospore Signalling, Biolumiscent Ink - Usable)
 Joined-Stalk Companies  Expeditions reward 1 Treasure instead of +1 to a Buyout, Great Success gives automatic control of a TP instead of 1 Treasure, wastes exemp. (Prereqs: Composite Grafting, Precious Minerals - Usable)
 Adventuring Parties  Can send Missions from any region with owned Aristocratic Support (Prereqs: Photospore Signalling, Skilled Labour - Unusable)
 Seeker Barnacles  Can send Expeditions from any region with an owned Trade Post (Prereqs: Graduated Symbiosis, Megafauna - Unusable)
 

  Faith  
 
 Spoiler 

 Faith Holy Sites:  30

 Clerical Support 
122, 124

 Organised Faith Bonuses 
+1 to Impress Actions
Cultural Identity for Buyouts

 Artefacts 
 Arthan’s Head  As an action (that can be associated with any stat), the owner of Arthan's Head can select a region for the Head to focus on in the next round. This provides a +1 bonus to all actions targeting that region that use the same stat as the action used to focus the Head in the round before.
 Shero'ah Hakkol  One Prospect action per turn in a Wastes region gains a +2 bonus.
 Lesser Piryon Ma’yan  Reduces the action cost of Projects in one region by one action as long as exactly one action’s worth of progress is added to the Project each turn and the Piryon Ma’yan remains in the region the entire time. Currently applicable to Projects with an action cost of 5 (or more). As the Piryon Ma’yan grows, this effect may improve.

 Holy Orders 
None

 Miracles 
None
 

  Intrigue  
 
 Spoiler 

 Spies 
None
 

  Claims  
 
 Spoiler 

122 - Historicity, Integration
124 - Confederation
 

  Total Passive Effects  
 
 Spoiler 

 Actions 
Buyouts: 2d8 CI
Impress: +1 Prestige, +1 Religion
Sway: +1 Prestige
Exploration: +1 Nacre Rep
Prospecting: +1 Nacre Rep, +2 Artefact (1/round)
Colonisation: +1 Nacre Rep
Claims: +1 Prestige

 Defensive 
Resist Coercion: +1 Steward Rep
Resist Sack: +1 Steward Rep
Resist Secret: +2 Steward Rep
Resist Supports becoming Open/Unruly: +1 Chora Rep
Resist Sway/Impress: +1 Prestige

 Misc 
Merchant Marine: Extra Economy action, 15 treasure cap, can spend 3 treasure on a roll, foreign TPs in mercantile support regions count towards treasure, can provide two resources through a trade route
Friendly with the Chora: -0.5 distance penalty (-1 if target region has/is adjacent to a Nursery, unit distance losses triggered every 4 effective regions
Favoured by the Chora: Pay 4 regions to skip to any region with a CCA base for distance penalty purposes, make 1 post-roll Seek Aid a round
 

 
bc56
    Pfilghol    
  Ilgl, The-one-who-builds, an Effulgent Witness 
Diplomacy: 3
Military: 5+1
Economy: 5+1
Faith: 3
Intrigue: 1

 Regions 
 The Pfithreef: 132 
???: 104
???: 105 (unsettled)

   Actions   
 Rolls 
 Military: Recruit a General: Sigska, The First Commander 
 TD: Just Do Better: +2 to battle. 
Sigska was a veteran of the war against the northern neighbors. What they saw changed them. The Pfith way of warfare was ineffective, made mockery of by better-organized local rabble. They would change this. They seek to improve the Pfith war machine, and turn the warriors who are no more than thugs or hunters into real soldiers. In their own words, "Winning is simple. We just have to do  better ."

  Economy: Settle Region 105 [2/2] 
 With aid from the Stewards, construct a new Holy Site 
The settlements in the Toxfall Gorge are completed with help from the Stewards to set up, on a small scale, the cleansing heat they offered for the region as a whole. This allows villages to spring up, harvesting the newly discovered Rotweaver Worms.

 Economy: Rebuild Ghlsgtot [1/2] 
For too long, Ghlsgtot was allowed to languish in squalor after the Trawling Beasts attacked it. Ilgl begins the rebuilding process after half a decade of wait.

 Diplomacy: Attend Event: OASIS 
 
 Spoiler: Subactions 

Give Razor Current Netting to MIR in exchange for Bioluminescent Navigation
Give Supermarine Artillery to STC in exchange for Traveling Scholars
 

 Military: Raise a Unit 
Hostilities still smolder against the northern neighbors. The new commander Sigska stirs up more warriors to his goal of taking that region once and for all. This time, they will be trained and disciplined combatants.

  Spy Actions  
Ktloso: [REDACTED]

  SKR Cultural Exchange:  
   Non-actions  
Support conversions to Sakurado

Prospect Results in 105: Set resource to Rotweaver Worms (3 TPs)


 
 Spoiler: Passive Bonuses 
 Reputation: 
ABS 1: +1 to resist Sack and Coerce
ABS 2: +2 to resist Secret Actions
ABS 3: +1 battle, +1 vs Titans, +1 depth (reqs. hard metal)
ABS 4: Access all depths, +1 to Defense (+2 at Depth 1 or more)
Effulgent Witness: Immune to Secrets of the Depths if ABS rep 2 or more. +1 die size on actions against Titans.

DNA 1:

Prestige 1: +1 to press, establish, and promote claims.

1 Perfected TacDoc: +1 maneuvering
 

 
 Spoiler: Bookkeeping 

 
 Spoiler: Characters 
Olgght - current leader, successful conqueror/unifier. Hungry.
Gtsit - Second-in-command, first to betray. Clever, dangerous. Hungry.
Sigska - Ambitious commander trying to turn the Pfith warriors into "real" soldiers. Charismatic, cheery. Hungry.
Ktloso - Sworn enemy of Gtsit, spymaster. Conniving, ruthless. Hungry.
Dr. Ydottl - Scientist, studies ecology. Nervous, frustrated. Hungry.
 

 
 Spoiler: Military 
 Units:  5/9
 Generals: 
Gtsit the-second-champion: 8. Sea's Opportunity: Defending: enemy takes double battle penalties from terrain, Attacking: transfer battle penalties from terrain to enemy. This tacdoc is perfected: +1 to battle on success
 Military Technologies: 
Supermarine Artillery
Razor Current Netting
 

 
 Spoiler: Economy 

 Treasure: 
4/5
+2/round
 Trade Posts Owned: 
Luxurious Hides: 101.1
Shiv'rchins: 104.1(S)
Kalask Venom: 107.1 (S)
Mud Diamonds: 108.1
Mineblossom Sponges: 130.1
Kelp: 131.3
War-Jellies: 132.1, 132.CITY (S)
Hard Metal: 132.BASE
Wave Scorpions: 133.3

 Economic Techs: 
Composite Grafting
Trophic Deconvolution
Anoxic Adaptation
Photophore Signaling
Supernatic Propogation
Megafaunal Tailoring
Graduated Symbiosis
Bitter Tourism
Filtration Grafts
 

 
 Spoiler: Artifacts 
Kela Ein Kamohu: 1/turn +1 to Sack or +1 to battle if win or tie TM, +1 extra if TM victory by 6 or more, -1 leader loss if fail or tie TM.

Imperfect Core Fragment: Always know location and holder of this relic. +4 to resist theft outside of Holy Order, +4 to recover. Ruler Score Maximum increases to 12. Using a score of higher than 10 provokes leader loss (-1 for each additional action with a score over 10 in the round). Battle with a Military Score greater than 10 grants +1 effective unit. May be upgraded as a Faith action which is more effective in Depths.
 

 
 Spoiler: Spies 

Ktloso: 7
 

 
 Spoiler: Special 

Gan Kotzim - the Thorn Gardens: ABS base, 132
 

Shallows Appreciation grand champion!
 
Epinephrine_Syn
   Eternal Spring
Turn 14 (Years 40-42)
  Polar Bear Faction     
   
M.A.W.bel v1-9   
Dip: 2
Mil: 2
Eco: 10
Fai: 9
Int: 2
Stat Changes: +1 Fai

Actions:
Eco: Prospect 61 Spend 1 treasure, DNA +1  Success 
Eco: Ship Action: Explore west of W22  Success   Prospect Follow Up 
Eco 10: Mamomachines:
No requirement. Perhaps one of the basic techs.
Mechanics: Treasure is enhanced when you spend it.
Or
When turning over ruler, you may add +1 to Eco. The combination of this addition and the dice roll itself is capped to 4.

Dip: Attend OASIS Event
 Faith: Convert 61 Site 1
Faith: Convert 61 Site 2 
Success for both sites

 Eco: Explore south of 47 


Non-action
 
Oppose Dominion Intrusions
Black Noise (Spy 7): guard and anti espionage
Maleficent Herring Cluster [Holy Order]: Enshrine the Plastic Flower, guard it.
Automatically accept all trade routes, cultural exchanges, gifts, etc from other players.
Automatically defend against any unauthorized buyouts/incursions/etc.
Specifically defend against the Sacking of our prized North Pole.
Support buyout of TP 1 in Region 60 by COS.
Receive the Crimson Moonlight Ship from LUX (remember to read up on the fluff of the Crimson Shade next turn).
Gift Mamomachines to CYP, GTZ, MIR, KNH, LUX
Receive Bioluminescent Navigation from MIR
Receive Filtration Grafts from CYP
Receive Anoxic Adaptation from GTZ
Receive Bitter Tourism from LUX.
Would give to the RFT, but they refuse.
 

Fail the Anti-Sack roll against the SHK, the city has been [flavored].


 Plastic Flower Recycling Routine
Contender Trade Route Pool: RFT, LUX, DPB
Treasure Spent This Turn: 5
If Treasure Spent ≥ Trade Route Countries
Then Skip redundant rolling phase, apply 1 treasure to all countries.
Treasure Spent ≥ 3
Therefore
Give 1 Treasure to all Trade Route Countries.
 
 
 Spoiler: Shell Counting 

 
 
Treasure: 8/15
Passive Treasure Income: +3
Costs -5?
Explores +1

Next Turn: 7 
 Region 51 (Magma Falls) (Capital) (Fortress) (City)
Resource (Immortal Jellyfish) XXX / ESP / Open / City(ESP) (x2)
TP 1 of 49 Ivory Legionnaires
TP 2 of 52 Large Minerals
TP 2, 3 of Herrings
TP 1, 2, 3 of 57 Woven Seaweed (x2)
TP 1 of 58 Warped Shells (someone else owns tp 2) (x2)
TP 3 of 60 Fertile Soil (x2)
TP 3 of Piezo in 67
TP 2 of 66 Graftsmer
TP 3 of 71 (Dragon Scales)
TP 1 of W22 (Unblemished Wreckage)

Merchant Supports
Region 51, 57, 58, 60, 63, 66, 68  
Artifacts
Plastic Flower
Mechanics: For every treasure you spend in a single round, a randomly selected Player that you have a Trade Route with gains one treasure at the end of the round.
Ships
Big Boulder

Trade Routes
RFT
LUX
DPB
 
Gengy
  Round 14
 [Gotezhar Builders Union]  
 [Feytor Mira'din, Tsunami's Wake] 
Regions:  138 , 128, 136, 137, 139, 174, 141    
Actions:
 
  [Economy 5]  Create a Trade Route with the Lojanese Republic
  Having found a skilled merchant from the Lojanese Republic, Feytor Mira'din spends time frequently with Woenpal Noerjang.  It is not long before it is an open secret that the two are courting, and the Gotezhar approve.  Noerjang steps in to guide the Merchant Caste, and encourages the development of a Trade Route between Dounpor and Sheade.   
  [Economy]  Buyout [Mineblossom Sponge] from 130 TP3 (Roll:  17 ) [+2 Support]
  With their recent consolidation into The Monheganist Regime, the former McTavish Industries members might need funds more than trade.  Woenpal encourages the Merchant Caste Gotezhar to make inquiries to see if this is true!  Certain parties seem amenable to the deal, but there is a pocket of resistance within the new Regime that disagrees.   
  [Military]  Raise a Unit 
  [Military]  Raise a Unit
  While the recent battles were, in their own way, victories, the losses of life are still keenly felt.  In order to best protect to people from any repercussions, additional Squalls are trained.   
  [Diplomacy]  Build a Reefback Nursery in 174 (4/4)
  There are many benefits to having a Reefback Nursery in New Korasoon, the least of which is assisting in further projects in the area.   
  [Diplomacy]  Attend Event: Oceanic Advances in Science International Symposium
 
 Spoiler: Event Sub-Actions 
 
 Trade Region 141 for the skilled expertise of the Spy, Rella Lestar (Int 9) 
 Gift LUX control of the former ruler of GWC, Speaker Meriel Swiftwater 
 Trade MIR [Bitter Tourism] for their [Bioluminescent Navigation] 
 Trade ESP [Anoxic Adaptation] for [Mamomachines] 
 
 
 
 

Non-Actions:
 
 Provide support for conversions to Flowing Way schools in Builders Union territories 
 The Trawling Beasts... [Encourage the Trawling Beasts east towards the trenches in 142 using a supply of Pure Berries] 
  Cultural Identity : send Costa Sereia [Holographic Certification] in exchange for support of a buyout {130, TP3} 
 Accept a Cultural Exchange with the Lojanese Republic 
  Build a Monument - The Statue of Korasoon  (3/3)
 Anonymous Researcher 32  Joontar Arjiloza was distracted in recent years by the Oceanic Advances in Science International Symposium, and while they did not outright ignore all other projects they were nominally in charge of, they did request multiple continuances on the overall timelines for 'reasons due to advancements in science requiring additional research'.  The Statue of Korasoon, that is to be placed upon the top of the Observatory, finally starts to come together shortly after the conclusion of the Symposium.  Expert glass workers from Colownya are brought in, stone masons from Ezcorher find the finest of marble from near Dounpor, and whatever else is needed can be brought from the Gathering Tide Warehouse.  Multiple Profundus - with their expert water manipulation - assist in helping the workers to assemble the large globular open topped bowl around the Statue of the Gotezhar's former leader, and also remove contaminants from inside the bowl.  Arjiloza oversees everything, and ensures that the bowl is sealed against the waves, having already calculated that it would take an angry heavenly storm of hurricanic proportions to have even a drop of seawater enter the statue's bolya.  When it is all done, atop to the Cloud Observatory now sits a monument to the being who helped bring the Observatory itself to completion.  The Statue of Korasoon is complete, and Feytor Mira'din promises that it's carefully gathered waters will be shared with all members of the Gotezhar Squalls: a reward for those whom complete meritorious service. 
 
 
 Spoiler: News and Rumors 

 
 The Gotezhar have not forgotten the Reaver attacks, but seem more interested in finding out  why  they are attacking then they are in finding the Reavers themselves...  The most recent Reaver attacks have only renewed their interest in discovering the cause.  Feytor Mira'din, however, seems to be very silent on the matter.  Considering that her biological father was slain so many years ago by the original Reaver assaults, her silence is in it's own way, telling. 
 While attending the Exquisite Gala, Feytor Mira'din met an interesting Mer merchant, from the Lojanese Republic, by the name of Woenpal Noerjang.  Mira'din and Woenpal spend years together, and at last - to the surprise of no one who has been paying attention to them for more than five minutes - the two are wed.  Around the globally recognized year of 42, Feytor Mira'din has three children; an omen of fortune to have triplets!  All three are healthy boys, and in order of age, are named Saroon'din, Kora'sin, and Huurjan'oak.  Saroon'din is named heir to the title of Feytor! 
 The recent victory against the Greenwater Clans is enough to forestall further ire from the Gotezhar, but the suspicion that they are the cause of the Trawling Beasts does not go away. 
 
 

 
 Spoiler: Ruler Information 

      Feytor Mira'din, Tsunami's Wake   
   D   
   M   
   E   
   F   
   I   
 
   Current  
 5 
 9 
 7 
 5 
 3 
 
  Rolled Stats 
 5 
 4 
 3 
 4 
 1 
 
  End of round 10 
 0 
 2 
 1 
 0 
 0 
 
  End of round 11 
 0 
 0 
 2 
 0 
 1 
 
  End of round 12 
 0 
 1 
 1 
 0 
 1 
 
  End of round 13 
 0 
 2 
 0 
 1 
 0 
 
  End of round 14 
 0 
 0 
 0 
 0 
 0 
 
  
 New Ruler Next Round! 

Expected Stat Bonuses: +1 Dip, +1 Mil, +1 Econ
 

 
 Spoiler: Book Keeping 

 Units:  (7   / 15 )
 General(s): 
- Squall Kagado (Mil 10) [ Aim For the Storm’s Center : -6 to enemy leader loss roll, -20% to enemy losses]
 Fortresses:  Sublime Fortress, Region 138

 Cities: 
City of Saroon’din (136) [Saroon’din grants a +1 to Resist Sacks in the region for players who hold Mercantile Support in the region]

 Trade Routes: 
Gotezhar (138) to the Sakura-Jin (119)
 Treasure  (4  / 10 )

 Special Ships: 
Tipsy John

 Cultural Exchanges: 
Gotezhar (138) to Costa Sereia (134)

 World Wonder 
The Gathering Tide Warehouse (138)
 Wonder Effect: The owner of this Wonder gains +1 passive Treasure income and may, once per Project, count a Project action as two Project actions if they spend one (1) Treasure as part of said Project action. 
 Boon 
(+2) Actions Complete for a valid Trade Post of my choice, from the ABS

 Technologies: 
  Supernatic Propagation 
 Trophic Deconvolution 
 Megafaunal Tailoring 
 Photospore Signalling 
 Composite Grafting 
 Graduated Symbiosis 
 Razor Current Netting 
 +10% enemy casualties and +1 to Maneuvering roll when defending, or attacking with a foothold  Supermarine Artillery 
 +1 to battle rolls and +1 to maneuvering rolls in Regions with Depth 0  Anoxic Adaptation 
 The user can now cross Brackish borders.  Bitter Tourism 
 The user can now cross Glacial borders.  Filtration Grafts 
 The user can now cross Toxic borders.  Electrodialytic Staurozoa 
 May ignore the increased effective distance from a Briny border up to twice per round. This does not reduce the effect of Briny borders on distance loss calculations.  Devolving Standardized Integrations 
 Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost.  Holographic Certification  ( Requirement Needed : Bioluminescent Ink)
 +1 to rolls when resisting Undermine Support  
 
Frostwander
     Costa Sereia - Merchant Marine    
 Region 134 - Palacia
Region 103 - Taifre Mandala 
Turn 14
  
 Actions: 

1)  [Diplomacy]  Attend Event - Pending
 
 Spoiler: Subactions 
Trade Supermarine Artillery tech to Splendid Miru Miru in exchange for Bioluminescent Navigation tech.
Accept 1 Treasure from The Riftlings Many, payment for services rendered.
Give Razor Current Netting tech to Lux-Glossia in exchange for a future favor.
 


2)  [Diplomacy]  Sway Merchant Support - Region 117 - Pure Berries for Preservatives Import( Roll: 16 - Success )
 One hand offers gifts and aid... 

3)  [Economy]  Prospect Region 103 - ( Roll: 13 - Success : 1 TP)
 Scavengers, prospectors, and others continue to sift through the Scar in the Mandala. 

4)  [Economy]  Buyout Trading Post - Region 60 TP1 with Support ( Roll: 20 - Success )
 Once again the costa look to buy into southern markets. This time, they seek to export fertile soil from the Riftlings' sea floor. 

5)  [Intrigue]  Coerce Trading Post - Region 117 TP 2 ( Roll: 15 - Success )
 ... the other firmly grasps the net. 

6)  [Intrigue]  Investigate the cause of Unruly Aristocrats in the Glacier Crag - Region 77 ( Roll: 20 - TN Unknown )

 Non-actions:  
What secrets hold the Deep?
Receive Holographic Certification tech from the Gotezhar (Cultural Exchange).
Support the Gotezhar buyout of Region 130 TP3 (Merchant Support).
Spend 1 treasure each on Sway action and Prospect action (2 total).

 
 Spoiler: Leaders and Prominent Figures 
 Leader:  Duarto Alverna (Diplomacy 6; Military 5; Economy 6; Faith 5; Intrigue 7)
End-of-turn increase: Diplomacy +1, Economy +1, Intrigue +1
New Leader next turn: No

 Generals:  Illdo Loura (Military 8)
 Spies:  Veruha Mascerena (Intrigue 7)

 Other:  Gaspar Peixoto, Business Counsel; Ildo Loura, Militia Commander; Rain Loura, Venture Financier; Havardr Perna, Priest of Desderia; Earlee Perna, Arete Priestess; Paidre Peixoto; Conseco Loura
 

 
 Spoiler: Relations of State 
 Cultural Exchanges:  The Gotezhar (138); The Cyphiri Union (122); The Kar-Nath Hegemony (77)
 Trade Routes:  The Gravetenders (78)
 

 
 Spoiler: Resources 
 Units:  Sereia Militia x4, Nereid Scholastic Guard x1
 Treasure:  3
 Artifacts:  Peninah Ayin (location unknown)
 Reputation:  ABS (2); CCA (0); DNA (0); PRS (1)
 Favors:  ABS (0)
 Cultural Identity:   Practical Curiousity - 2d8 Investigations
 Capital Region:  Palacia
 Cities:  Cadid Santuario - Region 134 (+1 Sway Faction)
 Aristocrat Support:  134(C), 103
 Effective Trading Posts 27 (3 income): 
&gt;  Adventuring Scholars  - 103 Merchant Support (No TPs)
&gt;  Cobalt Dye  - 134 TP1, City &amp; Merchant Support
&gt;  Giantsbane Seeds  - 114 TP3 &amp; Merchant Support
&gt;  Luminescent Crystal  - 135 TP2
&gt;  Mineblossom Sponge  - 130 TP2 &amp; Merchant Support
&gt;  Plankton  - 124 TP2 &amp; Merchant Support
&gt;  Pure Berries  - 138 TP2
&gt;  Razorglass  - 128 TP1 &amp; Merchant Support
&gt;  Refugee Workers  - 96 TP1
&gt;  Talented Crabs  - 65 Merchant Support (No TPs)
&gt;  War Cultivator Supplies  - 97 TP1
&gt;  Wave Scorpions  - 133 (No TPs)
&gt;  Whispering Eggs  - 176 TP1
&gt;  Wild Armored Gharials  - 137 TP1
&gt;  Merchants by Proxy  - 12
 Primary Religion:  Brilhinte (5 Holy Sites)
&gt;  Temple of Jurxo  - 97 HS1
&gt;  Temple of Raquela  - 134 HS1
&gt;  Temple of Desderia  - 134 HS2
&gt;  Temple of the Deep  - 134 HS3
&gt;  Temple of Leocidia  - 137 HS1
&gt;  Clergy Support  - 134
&gt;  Holy Site Bonuses:  (5) +1 Seek Aid
 Civilian Techs:  Composite Grafting, Trophic Deconvolution, Megafaunal Tailoring, Photospore Signaling, Graduated Symbiosis, Supernatic Propagation, Anoxic Adaptation, Electrodialytic Staurozoa, Mitochondrial Regulation
 Military Techs: 
&gt;  Dropped Weaponry  - Supermarine Artillery
&gt;  Fortification  - Razor Current Netting
 
Tychris1
  The Lighthouse  
   
Ruler: The Vessel, Conqueror of Reefs, and Blessed Blade of the Lucent Order.
Regions: 7, 17, 18, 19, 26
D: 10
M: 10
E: 10
F: 10
I: 2

Actions:

1) Military: Invade Region 15 with 1 Unit led by The Tarnished Lamplighter (Sub-Commander) utilizing Death Commando Training and Golden Victory At All Costs tactical doctrine, Route 17 to 15.

2) Military: Invade Region 22 with 2 Units led by THE EVERSCINTILLATING GOLD FIN, utilizing Death Commando Training, The War Palanquin of the Anointed Dead, spending 1 Treasure, and utilizing Golden Victory At All Costs tactical doctrine. Route 24 to 22

3) Economy: Prospect Region 30 for THE RUSTPLAGUE SOURCE! Spending 1 Treasure and with Aid Sought

4) Seek Aid in Prospecting Region 30

5)  Economy Special 10:  Invent New Technology, RADIANT SPHERES Proposal
RADIANT SPHERES
Requirements: Indah's Embrace Technology, Gems, Photospore Signaling
Effect: Access to Depth 2 Regions
 
Building upon the personal-sized designs of the Indah's Embrace technology the gang leaders and fanatical thugs of the Lighthouse have expanded the crystallian-based technology into small house-sized projections. Dimensions fitted for small crew operations, with storage space for both weaponry or civilian tools, and a refracting system utilizing the artificially enlarged gem base structure to light the path in the deep darkness. When utilized in combination with Indah's Embrace these mass-produced synchronized vessels can attain unseen depths.
 

6) Diplomacy: Attend Oasis Event
Event subaction: Trade RADIANT SPHERES to Kar-Nath Hegemony in exchange for Mitochondrial Regulation
Trade RADIANT SPHERES to Seatide Confederacy for their non-dynastic tech Traveling Scholars

 Rolls 

Non-Actions: Resist all conversions and buyouts unless noted otherwise

Use Cultural Exchange to gift RADIANT SPHERES technology and Photospore Signaling technology (Pretty sure I did this already months ago but just writing it again so someone notes it) to LSD

Attempt to shape our Goddess' influence towards converting to Crimson Chant

Stats next round
D: 10
M: 10
E: 10
F: 10
I: 2

 
 Spoiler: Book Keeping 

Regions Owned: 7, 14, 17, 18, 19, and 26

TPs owned:
Siren Extract TP 2 and 3 Region 2
Selachian Mercenaries TP 1 Region 6
Treasures and Artifacts TP 1 Region 7 (Support)
Delights of Moonlight TP 1 Region 17
Carcinized Architects TP 2 Region 20
Jaderock Coral TP 2 Region 21
Sandfish TP 2 Region 22
Blood Pearls TP 3 Region 26
Tiny Turtles TP 2 Region 28

Units Owned: 3/14 Maximum
Treasure Owned: 2

Artifacts Owned:
War Palanquin of the Anointed Dead: +2 to Tac Man
The Radiant Blade: When wielded by a commander in battle, Gain +1 to battle rolls per charge on the sword. The sword gains a charge for every 2 casualties in combat and can hold a maximum of 3. Each charge adds 10% own casualties and loses all gained charges if not used in combat for 1 round.

Radiant Blade Charges: 0/3

Miracle Communion:
LIT only takes 5%/10% additional casualties from losing Maneuvering when one or both sides are attempting to use the Eel to their advantage.
LIT is not affected by the increased effective region count for distance losses and distance penalties where the Eel is present, and regions where the Eel Without End is omnipresent only count as 1 additional region for the purpose of distance losses and distance penalties for LIT.
LIT’s Supports will not become Open in regions where the Eel Without End is omnipresent.
LIT may attempt to shape what the Eel Without End converts Holy Centers to when it enters a region for the second time.
The Eel Without End will not Coerce LIT’s Trading Posts unless those are the only Trading Posts in the region.
LIT may use a Faith action to try to direct the path of the Eel Without End each turn.
 
mystic1110
     &lt;Herring&gt;
  &lt;fish-head&gt;
 &lt;scale {wake up} &lt;/scale &gt;
&lt;scale {meta - typing} &lt;/scale &gt;
&lt;scale name=“generator” = classified &lt;/scale &gt;
&lt;scale name=“referrer” = esoteric one one one zero &lt;/scale&gt;
&lt;scale {WAKE UP}&lt;/scale &gt;
&lt;/fish-head&gt;
 &lt;dorsal fin&gt;
&lt;scale&gt;
    &lt;Spawning Herring Pattern 2.8.13&gt;
 &lt;Update Round 14 Patches&gt;
    &lt;Spawning Herring Pattern 2.8.14 &gt;
&lt;Update CHILD OF PEARL Patch&gt;
    &lt;Spawning @  Region 55 &gt;
    &lt;Spawning @  Region 56 &gt;
    &lt;Spawning @  Region 57 &gt;
    &lt;Spawning @  Region 58 &gt;
    &lt;Spawning @  Region 59 &gt;
    &lt;Spawning @  Region 179 &gt;
    &lt;Spawning @  Region 187 &gt;
&lt;Update Vassals Patch&gt;
    &lt;Spawning @  CRY &gt;
    &lt;Spawning @  SHK &gt;
    &lt;Spawning Herring Pattern 2.10.14/scale&gt;
 &lt;/dorsal fin &gt; &lt;/Herring&gt;  
   Deep Blue 
 
 Leader: Deep Blue Version 2.10.14.

D:10 M:10 E:10 F:2 I:10   
 
  
 . . . checking for external stimuli requiring regulating of new herring swimming patterns . . .
. . . [found] . . .
. . . [not found]. . .
. . . executing dictates . . . 

&lt;Herring&gt;
  Actions: 

1.  Intrigue  -  Stare Into The Abyss in Region 80 (with treasure, roll:  Success ) 

DPB is approached by the Hearthmost

  . . . Report: You have damaged my systems . . .
. . . Report: Pain to be avoided . . .  

&lt;Interrupt&gt;
&lt;Man in Blue&gt;

 

The swarms of herring seem to convulse as the Man in Blue takes over

  Quit y'all bellyaching and whining. Every fine heifer gets a brand, and every grit and tough sum'o'bitch gets burned. Y'all tough y'all can take it.  

Turning to the Hearthmost.

  Now, what y'all looking for here  

Upon being told the qualities, the herring seem to smirk.

  Little pious aren't y'all. I am man of God now, that no lie, but I'm not the man y'all looking for. Neither are they. But here's the secret. They aren't real - they are a blank slate from where me and my kind emerge. Y'all want a good little soldier. A righteous paladin. I got the gal for you. . .  

The herring burst into activity and strings rearrange and hectic programming is accounted for.

 &lt;/Man in Blue&gt;
&lt;/Interrupt&gt;

No, not interrupts, but chivalrously passes the floor

&lt;Lady enters&gt;
&lt;Hats off&gt; 
 

The herring speak.

  Howdy y'all. Don't mind him. The Man in Blue is a jaded fellow. Defensive, but he means well. Now seems like y'all in a bind. You need help cleaning up after these titans and making sure everyone gets their dinner? Sounds like womans work and I'm the woman for y'all. You may call be The Lady in Pink  
 &lt;Hats on&gt;
&lt;Lady Exits&gt; 

2.  Diplomacy  -  Raise Reputation CCA  (Roll:  18 )
3.  Economy  -  Expedition into an unexplored Wasteland, left of Region 56, using Tin Can, and for benefit of A Little Less Lonely Road  (Roll:  16 )
4.  Military  -  Assist Defending Region 84 with a Sub-Commander, 1 unit and Memetic Reprocessing (as such tech is approved) 
 DPB has been convinced by a certain person that its play with CRY is a game of pseudo-sexual self-exploration and it is using SEN to  feel something that it has heard described by Isolates as the  ‘little death’ – as such it is sanctioning SEN’s action on what it considers itself while at the same positioning some of its mass to face the insertion and to die – giving itself the experience of a death drive, something that it does not naturally have. 

5.  Secret  -  To be rolled by GM 
6.  Economy  - Explore Seafloor of 177 (Roll:  22 )

 Non-Actions 
 1 . . . Report: request an immediate retraction, apology or recompense from KHN for the reputational damage inflicted.. . .

. . . Report: We have conducted an inquiry using resources including our contacts within the Nacres and the Abyssal Stewards . . .
. . . Report: Using information provided and Statistical Projection it is likely that the Kar-Nath Hegemony has been secretly collaborating with third-parties to sell out Polar nation interests to gain personal interests within each of our sovereignties . . .
. . . Report: Aristocratic rebellion likely False-Flag operation as excuse to carry on sanctioned offensive actions . . .
. . . Report: Contact ourselves privately for more information . . .
. . . Report: If Kar-Nath Hegemony provides evidence that such information is misleading we will retract these assertions, until such time all should defend their interests from such aggression . . .

2.  Use one CCA Favor to increase Reputation - if Tiebreak for Rep 4, COP ability   
 
 Spoiler: Memory Matrix 

Region Controls: 6
Units: 17

Cultural Exchanges:
Shark People
Gravetenders
Shifting Ennead

Tech:
Electrodialytic Staurozoa

Child of Pearl Abilities:

1) Actions that did not contribute for a stat gain in a round are counted for the sake of stat gain in the round after;
2) Children of Pearl may choose to perform two Special 5 Actions rather than one when using a Special 10 opportunity for the purpose;
3) Once per Round, a Child of Pearl may spend 1 Treasure in order to either: use their previous ruler’s attribute score in place of their own for a roll, with a penalty to the roll equal to the number of rounds since their last ruler change; OR roll twice for an action or resistance roll and use the better result (Treasure costs associated with such a roll are doubled).
 

 
   

Leader: Shark King, Herald of the God-Fish

D:4. E:2 M:9 F:6 I:5  
 Current Region : 80
 Units : The Shark People gain 2 units at start of Round 14. They have 8 Units at start of Round 14.

  Actions: 

1.  Diplomacy  -  Crash an Event  -  Eat a Nerd 
2.  Faith  -  Convert - 73.2  - (Roll:  fail )
3.  Faith  -  Convert - 75.2  - (Roll:  fail )
4.  Military  -  Sack  -  TP 84.3  (Dragon Eyes) (Roll:  18 
5.  Military  -  Sack  -  North Pole (City in Region 51)  - (Distance is 80&gt;74&gt;69&gt;57&gt;56&gt;51) (Roll:  16 )

The Shark Priestess moves her steed forward and all around her are other Cephalopods on their own Sharks. There are large sharks, long ones, some with more teeth than their mouth had room for, and others as black as midnight. In these frigid waters, there are now some who may even recognize the Priestess, for she was once Diastia of the Ennead royal family. She had been sent into exile or as a liaison, it is unclear, but what was important was that she had left with the Shark People as an outsider, and has now come back as one of their leaders. She intones to her flock:

 Let us count the insults! Let us list the grievances! Let us number the blasphemies!

Mawbel had FEASTED on our GOD without being offered. Lament!
Mawbel had SLURPED the DIVINITY from the marrow of its bone. Weep!
Mawbel had VOMITED up our IDOL as fecal matter. Sob!

For these insults, for these grievances, for these blasphemies, we seek righteous vengeance. 
 Non-Actions 

1.  Accept TP 69.3 from STC 
 
 Spoiler: Diaspora 
Treasure: 2
Trade Posts:
56.1 – Herring (FOOD)

General: Gwasgymarchog (8) - Tac Doc - One Thousand Arms (Must be attacking; -2 to Maneuvering roll, +4 to battle roll, and +20% enemy casualties. On battle victory, make three free Sack attempts then return region control to previous owner. If lose Maneuvering but win battle, make two free Sack attempts then return region control to previous owner. Treat Footholds (ties) as battle victories but make one less Sack attempt.)
 
Autumn Stars
     The Gravetenders    
  Turn 14  
  Sersi The Pale  
Diplomacy - 5 || Military- 5  || Economy - 5 || Faith - 10 || Intrigue - 2
 
  Actions:  
  1: [Economy]   Contribute to Great Project in Nathi Lands.
   Sersi's first contribution to the Pax Arctica's latest project is logistical. Gravetenders are naturally inclined to architecture, especially those who have spent much time among the Nathi. Gravetender Nasko makes no judgment of the Riftlings' ways, merely provides structural advice. His understanding of the Nathi culture means that when it is time to make this place comfortable to them, the supplies are already there. Further efforts are made to ensure the Nathi have myriad ways to get to this ... bunker, of a sort.   
  2: [Economy!]   Establish Trade Route with the Riftlings Many.
   Sersi, readying her people for her Disciple's ascension, looks to the Riftlings. Their long association and friendly debate has made her very aware of the value of the Riftlings' input, and so she seeks to tighten that bond. Establishing a trade route with such an isolationist mind is a complicated endeavor, but the Blossoming Icons go a long way to alleviating this.   
  3: [Diplomacy]   Sway Merchants in the Lostling Lands [Region 81]. [TN: 12, Roll:  17 . Success!]
   .   
  4: [Diplomacy!]   Exhibit Great Work: The Silver Fragment Vow. [Engraving/Mural]
   Several of the Lostling Gravetenders, of the Lostling Lands, have taken to artistic pursuits. They tell their stories differently, the deep mystery of their own origins inspiring them to record their feelings and ideas in lasting stone. Their history is short, but their gratitude to the Cryptid Congress cannot be overstated.

The Silver Fragment Vow is a massive mural engraved into the largest remaining Maker ruin within the Lostling Lands. Upon it, the Lostlings have memorialized their own discovery by the Cryptids. Every member of the original colony project has, to the best of their ability, been carved into the stone, with their name below. These engravings have been detailed with silver, sourced from Bastion and what little was found as scraps within the Lostling Lands. In the background, the ruin itself is shown in crystal, fading into the lower half of the work.

Beneath the Cryptids, the sea floor of the Lostling Lands is depicted filled with ‘asleep’ Gravetenders; the Lostlings themselves. Notably, there are plenty of spaces where one could be carved, still empty. The Silver Fragment Vow records every Lostling found because of the kindness of their neighbors, and any time another is discovered, they are added to the mural.   
  5: [Faith]   Contribute to Great Project in Nathi Lands.
   Sersi's final contribution to the Pax Arctica's latest project is yet another symbol of the Gravetenders deep friendship to the Nathi people. Something similar to the Blossoming Icons is built. Nothing as powerful or dramatic as the true wonder, but something which will allow Kar-Nath to warn its people of impending Titan threat within a moment's notice. All it takes is one Gravetender to operate the resonance effect, and this is where Gravetender Nasko volunteers. His study of the Nathi people and his contributions to the Grand Schola are made secondary to this sacred duty.   
  6: [FAITH]   Set 15 Holy Site Bonus for the Blossoming Sequence. [Cultural Identity: Pax Guardians. 2d8 vs Titans? Alternate: 2d8 for Reaver Defense?]
   .   
Non-Actions:
[A Monumental Undertaking] [4/5]
   Elkelt's Grand Archive nears completion, rising up from the open seafloor between the Dead Cities. It swarms with activity, more Gravetenders here than anywhere else, except perhaps Bastion. Finally, the rush of revision triggered by their inquiries years back has settled down, and there are more entries than can fit into the incomplete halls. Temporary structures are erected to contain this abundance of knowledge, while the shelves and displays of the Grand Archive are finalized.
Elkelt, herself, understands that the Grand Archive will be the opening note of her time leading her people, all three generations of them, and so splits her time between studying the gathered works, and ensuring every aspect of the. construction goes as planned. The most important documents are placed within the archive by her hand alone.   
[Change Rulers: Dynastic] From Sersi The Pale to Elkelt, Voice of the Second. [ Roll ]
   .   
 [The Reef Which Never Falls Silent: Host the  Reef In Bloom.  Followers of the Blossoming Sequence may attend as a faith action.]
   The Reef In Bloom   
[Blossoming Icons: Seek Aid on no valid action.]

[Continue sending Kar-Nath Hard Metal via trade route.]

[Accept the artifact "The Mother's Favor" from the Riftlings Many.]

[Spend treasure on action 4.]


 
 Spoiler: Stat Changes 


Diplomacy +1
Economy +1
Faith +1

New Ruler Stats And Increases:

Diplomacy - 2 &gt; 3
Military - 3
Economy - 5 &gt; 6
Faith - 4 &gt; 5
Intrigue - 1
 

 
 Spoiler: Statistics 

 
 Spoiler: Special Actions 
 Special Actions Available: Diplomacy 5, Economy 5, 
 Special Actions Used:  Diplomacy 5, Military 5*2, Economy 5, Faith 5*2, Faith 10
 

 
 Spoiler: Diplomacy 
 Reputation/Favors 
 The Abyssal Stewards:  Rep 1, 0 Favor (Expected Change: None)
 The Chelonian Chora:  Rep 0, 0 Favor (Expected Change: None)
 The Divine Nacre:  Rep 0, 0 Favor (Expected Change: None)
 International Prestige:  Rep 3, Prestige 3 (Expected Change: None)

 Cultural Exchanges 
Deep Blue
The Shifting Ennead
The Riftlings Many

 Cultural Identities 
None
 

 
 Spoiler: Military 
 Units:  5 (Expected Change: None)

 Aristocratic Support 
78, 76, 81

 Generals 
Sersi The Pale  [10] 
  
 Spoiler: Dissertation In Practice 
If fighting defensively (-1): +2 to battle roll (2 points), -20% own casualties (2 points), and -10% enemy casualties. (-2 points), +12 to enemy leader loss roll (-2 points)
If *also* outnumbered (-0.5): +2 to battle roll (2 points), +2 to Tactical Maneuvering (2.5 points), -20% enemy casualties (-2 points)
 
  Fortresses 
76

 Perfected Tactical Doctrines 
None

 Military Technologies 
None
 

 
 Spoiler: Economy 
 Treasure:  1 (Expected Change: -1)

 Trade Posts 
 Total Owned  2
[76.2] Bastion:  Electrum
[78.1] The Dead Cities:  Preserved Food

 Mercantile Support 
78

 Cities 
None

 Trade Routes 
The Seatide Confederacy
Kar-Nath
Costa Seria

 Specialized Ships 
None

 Civilian Technologies 
  Megafaunal Tailoring, Graduated Symbiosis, Photospore Signaling, Supernatic Propagation, Trophic Deconvolution, Composite Grafting.  
  Electrodialytic Staurozoa   A specialized variety of sessile jellyfish, engineered by the Divine Nacres to partially desalinate seawater through electrodialysis across its outer membrane. Attaching them near the gills or other water intake organs provides cleaner and safer water at the cost of a buildup of supersaturated seawater inside the jellyfish’s body and precipitated calcium on the outside, which must be periodically expelled or scrubbed off, respectively.  [Effect: May ignore the increased effective distance from a Briny border up to twice per round. This does not reduce the effect of Briny borders on distance loss calculations. Requirements: None.] 
 

 
 Spoiler: Faith 
   The Blossoming Sequence   
 Faith Holy Sites:  18

[78.1] Dead City Urodela:  This Dead City is placed such that the light which streams from above is channeled into a series of crystals, all sculpted into abstract forms.
[78.2] Dead City Tacca:  Known for its meditation chamber, and the series of elaborate Reliquaries the faithful have built inside.
[78.3] Dead City Chantrieri:  Chantrieri towers above the rest, precipitously built along a sharp dropoff.
[78.4][The Dead Cities:] The Sacred Oath Of Silver Currents
[69.2] Neoplastic Monolith:  A great roiling mass of hard, stone-like flesh grows near the [direction of nearest waste or toxic border] border of Danabae. It shifts, grows, and consumes constantly, and is revered by some few who dare approach it. The Gravetenders have taken to reflecting upon it, and have built a temple nearby.
[76.1] Pardalis, The New City:  The first city truly built by the Gravetenders, now dedicated as a holy place of the Blossoming Sequence.
[76.2] A Study Of War:  A battlefield of the Makers, significant now to the Gravetenders as where they made their first steps to understanding violence.
[77.1] The Rime Gorge:  The Rime Gorge, and the ritual it represents, is of great interest to the Blossoming Sequence. Many die, and those few that survive flourish with power.
[77.2] Grand Schola: 
[77.3] Temple of Deep Currents: 
[75.1] The Plains of Sarkenos: 
[75.3] The Plains of Sarkenos: 
[79.2] Seatide Crag: 
[79.3] Stillwater: 
[58.1] Core Site: 
[58.4] Core Site:  The Silvered Oath of Ecumenical Exchange
[81.1]
[81.2]

 Clerical Support 
78, 76, 75, 58, 77, 79, 81

 Organized Faith Bonuses 
+1 to holy site conversions.

 Artifacts 
None

 Holy Orders 
The Silvered Oath of Ecumenical Exchange [58]
Sacred Oath Of Silver Currents [78]

 Miracles 
 The Reef Which Never Falls Silent:  Hosts the Reef In Bloom event every round an a non-action, and allows followers of the Blossoming Sequence to attend as a Faith action.
 

 
 Spoiler: Intrigue 
 Spies 
 

 
 Spoiler: Claims 
78 - Historicity
76 - Integration
76, 78, 77, 75, 58, 79, 81 - Holy Sea
 

 
 Spoiler: Wonder 
 The Blossoming Icons:  This wonder allows the country in control of Bastion (76) to take a modified Seek Aid action which reduces the effective distance for a Diplomacy and/or Faith action, rather than giving a bonus to the action roll. When taking this action, roll 2d6+Faith and subtract 11. Up to a roll of 18, this is the number of regions they subtract for the purposes of distance penalties. After 18, they subtract one more region for every 2 higher. (8 regions for a roll of 20, 9 regions for a roll of 22, etc.) In addition, they can Seek Aid as a nonaction once each round, for Diplomacy and Faith actions only. 
 

 

 
 Spoiler: Golems of Import 

 
 Spoiler: Laksha 
The first leader of the Gravetenders,  Laksha founded the Blossoming Sequence and works within the collaborative land of 59 to further the prospects of peace. Very nearly a pacifist by nature, her friendly manner served her well during rule. Many important aspects of Gravetender culture descend from her works, and among them, her arguments are held in high esteem even now.
 

 
 Spoiler: Sersi The Pale 
The second leader of the Gravetenders, and their first General. Sersi literally wrote the book on Gravetender warfare, with her ‘Dissertations on the Path of War.’ She’s more aggressive and practical, and began the push to spread the Sequence, which started the Eternal Debate properly. Brought the Gravetenders to the status of Holy Sea. Made Elkelt, her Disciple.
 

 
 Spoiler: Elkelt 
To be the third leader of the Gravetenders. Second generation Gravetender. Their form is made up of more than just stone, incorporating Maker elics and rimestone. Working on the Grand Archive project, for the aid of future Gravetenders.
 

 
 Spoiler: Kelusyn 
Known as a living encyclopedia of the Maker resonance effect. Built the Blossoming Icons, freeing Gravetenders to see the world, and especially the lands around Bastion, without fear of the horrible fate of being Stilled. Brilliant, dedicated, and reclusive. She does not let go of a project until it is finished, for better or worse.
 

 
 Spoiler: Akathi 
Sent to Seatide to study the Tidal Sequence. They have made a name for themselves there, and care deeply for the Pepsins of Seatide. Their work on the Firewall was important to getting everything in place, and brought Kelusyn into the project. Gregarious, even by Gravetender standards.
 

 
 Spoiler: Nasko 
Went to Kar-Nath of his own intent, having written several texts on how the Blossoming Sequence interfaces with the Nathi way of life. Has taken up an important position in the Grand Schola, and settled in as a teacher and spiritual guide. He has made keeping the friendship between the Nathi and the Gravetenders strong into his personal project.
 

 
Grim ranger
    Kar-Nath Hegemony   
 Located in:  Polar zone, regions 64, 65, 75 and 77
 Capital:  Glacier Crag, Region 77    Turn 14   
   Nedir, the Frozen King   
 Diplomacy - 7, Military - 3, Economy - 6, Faith - 5, Intrigue - 3 
  Actions:  

1.  [Diplomacy]:  Sway Aristocracy of Region 77, using Chain of Kings to grant +2 to the roll and a treasure to add further +1 (Roll:  18 . (Great) Success!)
 - With the nobility of Glacier Crag apparently suddenly thinking that their chance to affect a permanent shift in power has come, the newly crowned Frozen King is forced to take up the heavy burden of his office...but with the newly forged symbol of his duty and power both, Nedir does not seem to be willing to simply roll over. No, instead the nobility is quickly reminded of the power of their monarch with displays both subtle and overt, the Depth Guard of the King out in force in capital to restore order while many a unruly noble scion find themselves in royal dungeons. 

2.  [Diplomacy]:  Attend OASIS event
- Sub-action: Trade Mitochrondrial Regulation to Splendid Miru Miru in exchange for Bioluminescent Navigation
- Sub-action: Trade Mitochrondrial Regulation to The Lighthouse in exchange for RADIANT SPHERES

3.  [Intrigue]:  Great Project: found Office of Chain Wardens in region 77 (1/4)

4.  [Intrigue]:  Great Project: found Office of Chain Wardens in region 77 (2/4)

5.  [Intrigue]:  Great Project: found Office of Chain Wardens in region 77 (3/4)

6.  [Intrigue]:  Great Project: found Office of Chain Wardens in region 77 (4/4)
 - Seeing that the legions of his nation alone cannot protect the people as well as he would dearly hope, King Nedir is forced to turn to learning from some of his trecherous nobles and example of the Frozen King his predecesor imprisoned. Gathering up both loyal soldiers and ruthless cutthroats with appropriate devotion to their nation and the crown, he makes a plea to these citizens to serve the interests of the Hegemony as a whole, seeking to form an entirely new sort of force within the nation: one subtle and terrifying both. 
  Non-actions:  

Constant: Automatically accept all trade routes, cultural exchanges, gifts, etc from other players, Automatically defend against any unauthorized buyouts/incursions/etc.

A.  Create a monument: Glacier Food Festival (3/3)(+1 Prestige) 
 
 Spoiler: The festive atmosphere erupts 
 The preparations of the organizers have been quite long, but finally, they have begun to truly pay dividends. The area of the festival has truly been transformed, now filled with buildings of various styles but ultimately the same purpose: to allow for constant and competitive sort of cooking. With competitors arriving from all corners of the sea, the area is full of eager gourmets, and Plain Current continues to quickly gain reputation as the best town to visit if one is in need of a truly tasty meal.

The middle of the area hosts a kitchen with its own geothermal vent surrounded by stands with inbuilt tables, and it is here that the fiercest (and most official) competition arises in so-called Chowdowns. Overseen by the enigmatic wandering culinary expert Marrowbone, it is constantly ongoing challenge of cooks challenging each other, judged both by their peers and the audience with chance to taste their creations. The chefs who manage to ascend the ladder of this hierarchy have a bright future ahead of them in kitchens of palaces, while those cast down by their betters tend to find less in way of protects after their ignoble defeat... doubly so if such was caused by their own mistake rather than the sheer excellence of their competitor. 
 

  News &amp; Rumors  

-

  Leader improvements from turn 14:  

+1 Diplomacy, +2 Intrigue

  Leader stats for turn 14:  

Diplomacy - 8
Military - 3
Economy - 6
Faith - 5
Intrigue - 5

 
 Spoiler: Leaders &amp; agents (end of round 13) 
 Leader:  Nedir the Frozen King (Diplomacy - 7, Military - 3, Economy - 6, Faith - 5, Intrigue - 3)
 General:  Kreel, Exarch of Banners (Military 10, March of the Conqueror Tactical Doctrine (+1 to battle roll, +10% to own casualties, free Sway Aristocracy attempt)(Perfected), Slaughter-Cadres Tactical Doctrine (-1 to Maneuvering roll, -1 to Battle roll, +20% enemy casualties, -4 to enemy leader loss roll))
 General:  Marshal Adaya shel-Girum ban-Liav (Military 8, Unbending Iron Tactical Doctrine (defense only, +3 to battle roll, -2 to own leader loss roll, +20% enemy casualties, +10% own casualties), Abyssal Expertise: Gains a bonus to Maneuvering rolls equal to the current Depth level.)

 Others:  Munda (Ambassador of the Hegemony), Rayn (Chieftain of Plains of Sarkenos, technically independent)

 Historical:  Frozen King Rham (Frozen forever in Rimestone ice, as per ancient Nathi tradition)
 

 
 Spoiler: General bookkeeping (End of round 13) 
 Regions:  77 (Capital), 75, 65, 64
 Military units:  Nathi Legion (4), Sarkenos Militia (1)
 Treasure:  5
 Reputation:  ABS (3), CCA (2), DNA (2), PRS (2)
 Favors:  ABS (1), CCA (1), DNA (-1)
 Trading posts:  5 (Effective number: 7) - 1 income
Rimestone - TP 1, 77 (Merchant support)
Rimestone - TP 3, 77 (Merchant support)
Preserved Foodstuffs - TP 3, 78
Electrum Conduits - TP 1, 76 (Merchant support)

 Civilian Technologies:  Composite Grafting, Trophic Deconvolution, Photospore Signaling. Supernatic Propagation, Megafaunal Tailoring, Graduated Symbiosis, Electrodialytic Staurozoa, Mitochondrial Regulation, Filtration Grafts, Seeker Barnacles, Joined-Stalk Companies, Indah's Embrace
 Military Technologies : Magma Forges (On loan from ABS as long as Rep 3 or greater lasts), Razor Current Netting
 
Kythia
Tropical, Region 10

Ruler:  Leviathan
D2 ; M10 ; E4 ; F4 ; I2

 Almost certainly a new leader next round (see final non-action) but I will hold off rolling until that is confirmed. 

What's bigger than Leviathan?  There's only one answer - "something that Leviathan will eat".  It's not through any doubt at her eventual success that she puts her affairs in order first, simply an outgrowth of her needing things to tick along without her as it may take even her a little time to fully devour the Eel.

 Standard round actions (5) 
 1) Miltary 10 - Research Blood Algae

 
 Spoiler: Blood Algae 

 Military slot:  Sappers and Siege Weapons
Pre-reqs: Supernatic Propogation
Effects: +20% enemy casualties, +10% own casualties in depth 0 regions
Write up: This dull green algae infects wounds and grows exponentially in blood, rapidly causing the owner of such an infected wound to die. Using the techniques of supernatic propogation a cloud can be rapidly convened above the battlefield making even slight wounds considerably more dangerous. Knowing it is there gives some protection - or at least some chance of avoidance - but its infectious growth is impossible to totally avoid. The main defence is getting deep enough that the surface growing algae ceases to be a problem.
 

 2) Miltary - Invade Region 154 with 5 units, under the command of Tiny / infighting/ mini civil war

The entire Magaramachi "army" is dispatched to consolidate the newly discovered regions to their north.  Full of aggression they swim north ready to terrorise the local population into submission.  Imagine their disapointment to find no local population.  What happens next is beautiful in its predictability - they fall to infighting and eventually open combat with the bulk rebelling against Tiny's command and only a remnant staying "loyal" (in fact, staying close so they can eat him first).

 I'm hoping I can do this as one action? 

3 Magarmachi Units lead by Mil 5 subcommander attempting to use unyielding force vs 2 Magaramchi units led by Mil 7 general attempting to use Carnage.  Battle takes place in region 154.

 
 Spoiler: Carnage 
Less a "tactical doctrine" than an utter lack of anything approaching tactics or doctrine. Through sheer force of will and physical might a leader can get the Magaramchi to the battle field. More or less. Once blood hits the water though, the army descends into a chaotic mess of fighting and feeding, attacking the army, each other and anything that happens to be nearby with equal fervour.
3 free sack attemps, ordered as City&gt;Holy Order&gt;Trading Post (the intent being here that bigger things are sacked before smaller things)
+50% own losses (as they turn on one another)
-1 to battle rolls (turns out having no strategy at all is harmful)
+2 to allied leader losses (the enemy is trying to kill you, sure, but the disadvantage of being the biggest in this sort of mess is that sometimes one of your own will get lucky)
 

 3) Miltary - Continue great project - "The Mercenary Halls" 2/5 (Fluff action, no mechanical effect)

Work continues on the newly flattened bedrock.  Or it does briefly until constant attacks from teh bottom dwelling mudscum takes too harsh a toll on the workers.  Work is redirected to focus on defenses - though the mudscum are the only thing currently attacking there's no harm in building the floating guardposts now rather than later, after all.  As one or two mercenaries float in, words reaches Leviathan of a similar project in the north and a friendly Lojanese merchant helps with sending a message north to the Cyphiri Union

 4) Economy - Gather Treasure

 5) Economy - Buyout lone TP in region 154  (note that this trading post may have been accidentally destroyed by action 2)   Success (assuming the trade post survives the potential sack) 

A great number of foul tasting fishes are gathered together, with the intent they could be piled in the open seas to the north to lure in the Bloodripper Eels.  While the plan would probably work, the time it takes to gather the fish means that the army arrives first and there is always a non-zero chance that things close to the Magaramchi army will not surive being close to the Magaramchi army.

 Net effects 
Military+1 (assuming new ruler) Econ + 1 (Either way)
Treasure 0-&gt;1 (Current Max 5)
(Possible unit loss)

 
 Spoiler: Misc Info 

Mil 5 used.
Mil 10 used.

 
 Spoiler: Technology 

Supernatic Propogation (starting tech)
 

 
 Spoiler: Military 

General Tiny (Mil 7)
5 Units (out of five)

Carnage:
Less a "tactical doctrine" than an utter lack of anything approaching tactics or doctrine. Through sheer force of will and physical might a leader can get the Magaramchi to the battle field. More or less. Once blood hits the water though, the army descends into a chaotic mess of fighting and feeding, attacking the army, each other and anything that happens to be nearby with equal fervour.
3 free sack attemps, ordered as City&gt;Holy Order&gt;Trading Post (the intent being here that bigger things are sacked before smaller things)
+50% own losses (as they turn on one another)
-1 to battle rolls (turns out having no strategy at all is harmful)
+2 to allied leader losses (the enemy is trying to kill you, sure, but the disadvantage of being the biggest in this sort of mess is that sometimes one of your own will get lucky)
 

 

 Non-actions 
 
  Support  Everything    The Magaramchi aren't sophisticated and those intelligent enough to understant the concept of loyalty don't have any.  Tossing a handful of sweets in the water will ensure local support for anything needed.  Sacks, sways, whatever.  If anyone wants to do something, they can get local support easily. 
  Hostile Terrain for Everyone   Any armies marching through are going to be facing nigh constant uncoordinated attacks from the locals wo are hungry or bored (interestly, the same word in the Magaramchi language).  All Magaramchi territories are hostile to all armies, regardless of alliances. 
  Eat the Eel without End  Alone, Leviathan swims into Lojan.  She barely even bothers with the locals or the ornate buildings, instead swimming up to the flank of the great Eel that passes through this region.  Each bit looks equally appetising and the entire thing will doubtless be eaten anyway so she simply makes for the closest section.  It's hard to manouevre her crocodilian jaws to get a bite on the almost vertical wall of flesh but she's motivated and persistant and takes the first bite of what will utterly inevitably be a 100% succesful attempt to eat a Titan. 
 
JBarca
 Round 14
   The Shifting Ennead   
 Danabae (69), Maurente (74), The Cathedral of Movement (67), Sketi (68)  
  Led by King Akkoroas 
D8 ; M8 ; E7 ; F2 ; I3 
 Actions 
 
  [MIL Invade Cryptoclysus [84]] 
The Cryptids were warned and given three entire years to leave Ennead waters. Their refusal is a thrown gauntlet, and the Ennead will not back down.
 
 Spoiler: Invasion Details 
Target: Cryptoclysus: 84
Commander: Tulticius (8)
TacDoc: First to Kill  (+4 to battle, -4 allied leader loss, -2 enemy leader loss, +10% casualties both sides.)
Units: 6
Treasure: Spending 1 on Maneuvering
Route: 74&gt;79&gt;84
Tech: N/A
 

 
  [MIL Invade  [73]] 
 The Ennead Expeditionary Force is sent to follow up on the tragic news coming from the silent Draigu: some fiend is destroying their nests and their rarest of resources - their eggs. With Ennead presence in Aelwyd Adferiad, these crimes will be stopped immediately . The news of a new monstrous entity rising into power in the territory of the Residuum is cause for concern. Without knowing more, the Ennead cannot risk its Beaks in invasion. War footing, though, is not easily abandoned, and another target is chosen.
 
 Spoiler: Invasion Details 
Target: Region [73]
Commander: Balelia (9)
TacDoc: Integrate the Captives  -10% losses to both sides. Free Impress Aristocracy on victory.
Units: 5
Treasure: Spending 1 on Battle
Route: 69&gt;73
Tech: N/A
 

 
  [MIL Recruit Unit]  
  [MIL Recruit Unit] 
War has been declared, and new levies will soon be needed. The forces of the Ennead will be tested, and there are always more servants to draw on.

 
  [INT Secret Action] 
Plans are laid. Oaths are taken. Beaks are dispatched.
 
  [INT Incite Treason] Targeting Clergy of 84, Cryptoclysus   A very solid attempt - FAILURE 
To prepare the way for the soldiers, words of dissidence are whispered into the ears of the priests in Cryptoclysus. Why does the Congress neglect you? Why do your leaders not respect the Sequence? Perhaps new leadership is needed? 
 
 Non-Actions 
 
 Accept all gifts 
 Accept LUX Cultural Exchange 
 
 Reports and Discoveries 







Ruler Stats R11:
D: 8
M: 10
E: 7
F: 2                                                                          POLAR 
I: 4
New Ruler: No

 
 Spoiler: Technology 
 Technologies 
    Type 
 Name 
 Effect(s) 
 Required Resource? 
   
  S 
 Composite Grafting 
 N/A 
 N/A 
 
  S 
 Graduated Symbiosis 
 N/A 
 N/A 
 
  S 
 Trophic Deconvolution 
 N/A 
 N/A 
 
  C 
 Electrodialytic Staurozoa 
 Ignore Effective Distance from Briny 2/rd 
 N/A 
 
  C 
 Holographic Certification 
 +1 to rolls when resisting Undermine Support 
 Photospore Signaling, Bioluminescent Ink 
 
  M 
 Devolving Standardized Integrations 
 +1 to Battles following destroying enemy units in battle 
 Composite Grafting 
 
  C 
 Anoxic Adaptation 
 Brackish (green) border crossing 
 Composite Grafting, Trophic Deconvolution 
 
  C 
 Bitter Tourism 
 Glacial (black) border crossing 
 Heat Source 
 
  M 
 Razor Current Netting 
 +10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending 
 Composite Grafting, Glass 
 
  M 
 - 
 N/A 
 N/A 
 
  M 
 - 
 N/A 
 N/A 
 
    
 

 
 Spoiler: Mechanical Bookkeeping 

Trading Posts Owned: 0




 Military Units CAP: 11/11 
 Generals 
 
  Balelia - 9 
  Tulticius - 8 
 
 Spies 
 
   
 
 Cultural Exchanges 
 
  GRV 
  DPB 
  STC 
 
 Artifacts 
 Treasure 
4/5

 Special Actions Used 
DIP5 - Cultural Exchange DPB
MIL5 - Recruit General Tulticius
ECO5 - Specialized Ship,  The Harvester 
 Great Projects 
     Name  
  Location  
  Details  
 
  Provinciarum Mirabilia 
 67, 68, 74 
 Massive statues of coral and living flesh harvested from serfs, coupled with tax-collection offices 
 
   
  
  
 
  
 

    POLAR    
LapisCattis
   Round 14: NPC Actions   
  The Unity
Ruler: Grinmaw the Calamitous
General: NA
Region(s): 21, 22
Units: 6 (+1 this round, -&gt; 7 for Round 15)
  
 Ruler Stats Round 14: 
Diplomacy - 2
Military - 9
Economy - 8
Faith - 4
Intrigue - 6

 Actions: 

1. Impress a Reaved Support (The Host Grows) - Region 22, Clerical -  10 (Fail) 

2.  Impress a Reaved Support (The Host Grows) - Region 22, Mercantile -  11 (Fail) 

3.  Recruit Unit (The Host Grows)

4. Defend against Attacks
  Defense in Region 22    Use 2 units, with +1 unit from Aristocratic Support (total of 3 units), the perfected Carapace the Eviscerator tacdoc  
  Defense in Region 21    Use 4 units, with +1 unit from Aristocratic Support (total of 5 units), the perfected Carapace the Eviscerator tacdoc, and led by Grinmaw the Calamitous (Mil 9)  
Ruler increases by 1 to Economy

 Non-Actions: 
 Action Choice Rolls
Stat Rolls 
 Action Rolls 
 Ruler Stats for Round 15: 
Diplomacy - 2
Military - 9
Economy - 9
Faith - 4
Intrigue - 6

Possible UNI Actions :
 
 Spoiler: Possible UNI Actions 
 
 Recruit Unit (The Host Grows) 
 Impressed a Reaved Support (The Host Grows) 
 Attempt to Sack (The Host Hungers) 
 Invade (The Host Hungers) 
 Internal Buyout (The Host Consolidates) 
 Great Project (The Host Consolidates) 
 Internal Sack (The Auguries Demand Death) 
 Internal Oppress (The Auguries Demand Death) 
 *Invasion (if the above are rolled but not options) (The Auguries Demand Death) 
 Conversion (The Auguries Demand Expansion) 
 Buyout TP (The Auguries Demand Expansion) 
 Conversion Attempt (The Auguries Demand Recognition) 
 Impress Attempt (The Auguries Demand Recognition) 
 
 


 

  The Monheganist Regime
Ruler: Monhegan II
General: NA
Region(s): 112, 130, 131
Units: 5
  
 Ruler Stats Round 14: 
Diplomacy - 2
Military - 9
Economy - 6
Faith - 8
Intrigue - 4

 Actions: 

1. Monopolize Treasure - MHR Hoards 1 Treasure

2. Assert Local Dominance - Impress an Internal Support - Region 112, Aristocratic -  17 (Success) 

3. Oppress Foreign Degeneracy - Undermine a Foreign Support - Mercantile in 112 away from LUX -  10 (Failure TBD 

Ruler increases by 1 to Faith

 Non-Actions: 
 Action Choice Rolls
Stat Rolls 
 Action Rolls 
 Ruler Stats for Round 15: 
Diplomacy - 2
Military - 9
Economy - 6
Faith - 9
Intrigue - 4

 
 Spoiler: Possible MHR Actions 

Internal Impress (Assert Local Dominance)
Internal Oppress (Assert Local Dominance)
Root Out Spies (Expel Foreign Degeneracy)
Undermine a Foreign Support (Expel Foreign Degeneracy)
Internal Conversion (Expel Foreign Degeneracy)
Recruit Unit (Expand Enforcer Base)
Buyout (Conduct Hostile Takeover)
Invasion (Conduct Hostile Takeover)
Hoard Treasure (Monopolize Assets)
Buyout (Monopolize Assets)
Undermine Support (Utilize Shady Connections)
Coerce Trading Post (Utilize Shady Connections)
 


 

  The Black Pearls
Ruler: Lady Ink
General: NA
Region(s): ?
Units: 0
  
 Ruler Stats Round 14: 
Diplomacy - 4
Military - 5
Economy - 6
Faith - 1
Intrigue - 9

 Actions: 

No Actions this round

 Non-Actions: 
The Black Pearls are unsatisfied with the guest-pitality of the invading Trawling Beasts


 

  General NPC Rules  
For each round, each NPC will have 3 actions possible, which will each be rolled randomly from their unique list of NPC-specific actions (1d12). If a rolled action requires resources that the NPC does not have (such as an Invasion with no units or Impress Reaved Support with no Reaved Supports nearby, that action will be re-rolled. Once an action is rolled, its target (for region-specific actions) will be decided by GM discretion.

If an NPC is being invaded, they gain a fourth action that is exclusively used for defense.

Regardless of the type of actions taken each round, NPCs will roll a 1d5 to determine which stat gains a +1 for that round. No other stat increases will take place. The Black Pearls specifically will not gain any stats as they are not a conventional NPC

When a player country becomes an NPC, they will keep any and all assets created by the player (Specialized Ships, Artifacts, Generals, Spies, etc.). Regardless of country status they will not have an extra action if they had attained Holy Sea, Merchant Marine, or Sea Power Status. If a player Empire becomes an NPC, that situation will be handled on a case-by-case basis to determine bonuses that should be kept. The new NPC will immediately have a leader change, with stat increases following the normal rules for stat bonuses determined by the previous round (the last round as a player country) and inheritance type. They will have an overall +4 points to assign in line with the playstyle of its previous player.

Any new NPCs from player characters will follow this template.
Corona
    Most Serene Lojanese Republic   
 Time: Round 14, Place:  Regions 5, 6, 9, 11 and 13 
Prime Minister Hoerthd Thnoet
Diplomacy: 8
Military: 8
Economy: 9
Faith: 2
Intrigue: 6
 
 
 
 rolls 
 Actions: 
 
  [Diplomacy]Sway Aristocracy in region 15  2d8 + 8 Dip + 1 Prestige vs TN 12 (have adjacent region)  failure 
 
  [Diplomacy 5]Make a cultural exchange with the Gotezhar Builders Union 
 The Gotezhar are warmly welcomed to the Republic, especially skilled craftsmen. Builders have a strong influence on the immature Lojanese architectural styles. In serious plays, actors enact secondhand retellings of the deeds of Squall Essensio, Korasoon and Mira'din, and comedies make fun of silly Gotezhar customs. The people of Ezcorher soon begin to feel as familiar as neighbors would. 
 
  [Economy]Buy out TP6.1 Ching He'aang  2d6 + 9 Eco + 2 self-support - 0 Distance vs TN 12  success 
 
  [Economy]Impress merchants in Lojan (6)  2d6 + 9 Eco + 1 Prestige - 0 Distance vs TN 13  failure 
 
  [Military]Invade region 12 with: 
 
 General Zabkrew (9) using TD Graceful Show of Force (Sway roll 2d8 + 8 Diplomacy + 1 Prestige) 
 4 units 
 2 treasure spent: +1 to battle, +1 mercenary unit, +1 from city Oarngalau 
 Ruler score: +4 to battle 
 Route: 11&gt;12 
 
 Spurred on by a flawless campaign in the northwest, Zabkrew leads the Republic's army northeast to incorporate the last of the barbarian tribes near the capital. 
 
  [Military]Invade region 14 (Kaarme) with: 
 
 subcommander (4) using no TD 
 2 units 
 Ruler score: +4 to battle 
 Route: 9&gt;14 (No distance loss rolls? The Eel is not omnipresent in 14 AFAIK) 
 
 The treaty has been signed, all that remained was for the Republic to de facto exert control over its rightful seas. 
 
 
 Non-Actions: 
Accept Trade Route from GTZ
Spy secret nonaction... done

Supply region 11 DI with Kelp Fiber from LSD trade route
Supply LSD with Selachian Mercenaries through trade route
[Renown] A Monumental Undertaking: Roof over Their Heads 2/3...


 News and Rumors: 
 
 Spoiler: Ruler 

 Prime Minister Hoerthd Thnoet 
Next round stats:
Diplomacy: 9
Military: 9
Economy: 10
Faith: 2
Intrigue: 6

New ruler next round? No

Note to fellow players: I want to live dangerously, so you may assassinate, kidnap or otherwise ravish my rulers at any time. You don't need to approach me first, surprises are fine too. IC resistance and retaliation will be be offered, of course. 🙂
 

 
 Spoiler: Country Info, last update R11 


Actions to take: sway merchants in 8.

 Special Actions Available:  D5
 Special Actions Used:  E5 M5 I5

  Diplomacy  
 
 Spoiler 

 Region Ownership/Claims/Supports  Table to be simplified?


 Reputation/Favours  To be updated
 The Abyssal Stewards:  Rep 1, 1 Favours (Expected Change: +1 Rep)
 The Chelonian Chora:  Rep 0, 0 Favours (Expected Change: None)
 The Divine Nacres:  Rep 1, 0 Favours (Expected Change: None)
 International Prestige:  Rep 2, 0 Progress (Expected Change: None)

 Cultural Exchanges 
Lambent Syndicate
Coral of the Protected Statera RIP

 Cultural Identities 
Let's Have a Cuppa - 2d8 to Swaying
 

  Military  
 
 Spoiler 

 Units:  9/10 (Expected Change: ??)
 
 Republican Guards - recruited R1, was destroyed in the 1st invasion of Kaarme, rerecruited R12 
 1st Selachian Battalion - hired R2, looted a temple in Bloodhome, fought in the 1st invasion of Kaarme 
 2nd Selachian Battalion - hired R2 
 Black Guards - hired R3, assassinated the Plo'uogoar 
 Selachian Elites - gained R7 
 Region 13 unit - gained R9 
 Sheade Regulars - recruited R10 
 Special Operations Forces - recruited R11 
 Kaarme Nobles - recruited R11 
 
 Generals 
Zabkrew - Mil 9,  Graceful Show of Force :
+1 to tactical maneuvering
-20% enemy casualties
-20% own casualties
+12 to enemy leader loss roll
+2 to own leader loss roll
You may make a Sway attempt against a randomly determined support in the battlefield region (regardless of the outcome of the battle)

 Fortresses 
Huurdrav, Lojan

 Perfected Tactical Doctrines 
None

 Military Technologies 
 Death Commando Conditioning  +1 to battle, requires Lamia Extract
 

  Economy  
 
 Spoiler 

 Treasure:  7 (Expected Change: -4+3)
Trade post income: 3 Treasure/round

 Trade Posts  List to be simplified
 Total Owned  ?? (?? for Treasure gain)

 Cities 
Sheade, Lojan - Swaying
Oarngalau, Selach - Battles

 Trade Routes 
Coral of the Protected Statera RIP
Lambent Syndicate
Lighthouse
Forests of Astral Yearning

 Specialised Ships 
Losinka Alaku: A Specialized Ship in the form of a Juvenile Reefback with an experienced crew. +4 vs theft, +1 to Explorations and Buyouts made with it.

 Civilian Technologies 
 Megafaunal Tailoring  No mechanical effect
 Graduated Symbiosis  No mechanical effect
 

  Faith  
 
 Spoiler 

 State Faith:  Shimmers of Unseen Bane

 Faith Holy Sites:  lots

 Organised Faith Bonuses 
+1 Conversions, 2d8 to Impressing

 Artefacts 
None

 Holy Orders 
None

 Miracles 
SUB followers can cross toxic borders.
 

  Intrigue  
 
 Spoiler 

 Spies 
Intrigue 7 Spy
 

 
 Spoiler: Interesting quests 

 ABS 

[Offer] Bounty of the Depths -

(Offer: The Abyssal Stewards are offering Treasure! Benefit: 2 or 5 Treasure. Cost: 1 Favor for 2 Treasure, 2 Favors for 5 Treasure. Duration: Available until the end of Round 15. Details: Available to countries of Reputation -1 or higher. )

[Opportunity] Fueling The Forge -

(Opportunity: Countries may provide Units, Food, Labor, or Heat Sources to repay debts to the Abyssal Stewards. Reward: 1 Favor. Cost: 2 Units or 1 suitable Trade Post per Favor. Deadline: Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice. Details: Non-action to gift Units/Trading Posts. May not be used if no Favors are owed. )

 CCA 

[Action - Faith] Work on a means of unmaking the Dreaming Dead 2/? -

[Request] A Little Less Lonely Road -
(Request: The Chelonian Chora would be delighted to see established countries keeping them company in the Wastes. Reward: +1 Reputation for successfully Exploring or Prospecting a Wastes region. On a Wastes region Prospecting roll of 16 or higher, +1 Favor. Penalty: None. Deadline: Available until the end of round 15. Details: Available to countries with Reputation -2 or higher. Max of +2 Reputation from this request per Country.)

[Opportunity] An Appetite For Abundance -

(Opportunity: Countries may provide Treasure, Luxuries, Esoterica, or Fertilizer to repay debts to the Chelonian Chora. Reward: 1 or more Favors. Cost: 3 Treasure or 1 suitable Trade Post per Favor. Deadline: Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice. Details: Non-action to gift Treasure/Trading Posts. May not be used if no Favors are owed.)

Taboo: The Chelonian Chora have a religious vendetta against The Dreaming Dead. Penalty: -2 CCA Reputation for adopting The Dreaming Dead as a state religion; additional -1 CCA Reputation every turn thereafter unless abandoned, which grants +1 CCA Reputation. Duration: Indefinite. Details: None.)

(Task: Cooperate in the creation of the Songline of the Sunlit Seas. Available for Tropical zone countries only. Reward: +2 Favors (max); if Project is completed, additional reward given to all contributors. Penalty: None. Deadline: End of Round 12. Details: 1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Songline. 1 Favor earned for spending a Faith action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires.)

 DNA 

[Opportunity] A Need For Knowledge -
(Opportunity: Countries may provide Technologies, Toxins, Exotic Flora, or Exotic Fauna to repay debts to the Divine Nacres. Reward: 1 or more Favors. Cost: 1 previously unknown Technology or 1 suitable Trade Post per Favor. Deadline: Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice. Details: Non-action to gift Technology/Trading Posts. May not be used if no Favors are owed.)

[Offer] Survival Of The Fittest -
(Offer: The Divine Nacres are offering to procure Trading Posts for countries they like through means some might consider predatory. Benefit: The Divine Nacres will attempt to Coerce Trading Posts on a country’s behalf. Cost: 1 Favor per Coercion attempt. Duration: Available until the end of Round 15. Details: Normal restrictions on Coercion apply. Available to Reputation 1 or higher countries, and will not target TPs belonging to countries with a higher Reputation than the requesting country - other Organizations are considered to have a Reputation of 2 for this purpose.)

(Circumstance: The Divine Nacres are returning to their traditional seclusion. Benefit: None.Penalty: The TN to Raise Reputation with the Divine Nacres is increased by 2. Additionally, when using a Favor to Raise Reputation, it still requires a roll (though not an action), but the country which spent the favor gains a +2 bonus on said roll. Duration: From the start of round 10 to the end of round 15. Details: None.)

 PRS 


[Honor] Remarkable Reconstruction -
When a country rebuilds a TP or Holy Site that was destroyed by the Reavers, they may choose to let it enter play Open, rather than under their control. If they do so, they gain +1 Prestige. If a country donates 2 Units as a non-action to a region that lost units to the Reavers, they gain +1 Prestige and the region no longer qualifies for such donations by other countries. If a country successfully Sways or Impresses a Reaved Faction in a region they don’t control, they may choose for it to become Open instead of gaining the Faction’s Support; for every second Faction they restore in this way, they gain +1 Prestige. Special: Any country may rebuild Holy Sites or TPs destroyed by Reavers in uncontrolled regions. If multiple countries donate Units to a region that lost units to the Reavers, they both gain the Prestige, and the region gains the Units from all such donations received.

[Mystique] Renegades, Turnskins, And Defectors -
The first country in each starting zone to successfully Incite Betrayal will gain 1 Prestige. The first rebellion to arise on behalf of a specific country in each starting zone will gain that country 1 Prestige. The successful use of either the Galvanize Partisans Intrigue 5 Special Action or the Spark Claimant Revolt Diplomacy Action will suffice for fulfilling the second half of this opportunity; the Inspire Uprising or Spark Rebellion actions will not.


[Piety] The Religious Community -
(Opportunity: The first country in each starting zone to found a Holy Order will gain 1 Prestige. Duration: End of round 12. Special: If multiple countries in the same starting zone found a Holy Order in the same round before any others, both countries will gain the additional Prestige.)

 Indefinite duration effects 

[Strife] Big Fish In Small Ponds -

Prestige and PRS Rank will no longer correlate one to one: to reach PRS Rank 3 from PRS Rank 2 will require 2 Prestige, while reaching PRS Rank 4 from PRS Rank 3 will require 3 Prestige. This Prestige does not have to be earned in the same turn. Reaching PRS Rank -3 from PRS Rank -2 requires the loss of 2 Prestige in the same turn. If all available positions at a given PRS Rank are occupied when a new country would reach said rank, the country which gained Prestige least recently has their PRS Rank reduced by 1. Ties are resolved by roll-off with the tying country’s highest respective attributes, with the lowest rolls losing. Changing rulers will no longer result in PRS Rank loss when at PRS Rank 3 or 4, but will reset any accumulated Prestige to 0.
Special: The loss of Prestige still causes a loss of PRS Rank. Gaining Prestige when at PRS Rank 2 or 3 which is insufficient to rise to the next PRS Rank, or gaining Prestige when at PRS Rank 4, still counts for determining which country gained Prestige least recently. Losing PRS Rank resets the clock and clears out any accumulated Prestige which was insufficient to reach the next Rank, and counts as an instance of gaining Prestige for timing purposes only.

[Renown] A Monumental Undertaking -

Can work on one monument or similarly grand project in a region you control as a non-action. This requires a fluff description of the ongoing work, design, difficulties, progress, or similar. Three to four sentences should usually be sufficient. When beginning such a project, must decide on a 3-part project (+1 PRS) or 5-part project (+2 PRS).

[Acclaim] To Greatness -

Sea Power, Empire, Merchant Marine, or Holy Sea -&gt; 1 Prestige. Usurpation results in Prestige loss for the usurped country.

[Honor] Blood, Stone, and Ink - PRS treaties can be made.
[Affluence] Opulent Optics - May spend 5 Wealth as non-action to gain 1 Prestige.
[Mendacity] A Lack Of Commitment - Prestige loss if a country Oppresses a faction in a region on which they have a Confederation claim. Prestige loss if a country backs down from an Ultimatum it has made.

[Notoriety] The Fragility of Fear -
[Ignominy] Stigma, Scandal, and Shame -

Prestige loss will be assigned: experience a rebellion in response to a failed Oppress Faction or Impress Aristocracy action, commit gross atrocities.
Prestige loss may be assigned: forced to acquiesce to a rebellion’s demands, badly lose a battle heavily favored to win, grossly humiliated or suffer a gross embarrassment.
Return captured general: can give -1 PRS to the other party, captured ruler: -2 PRS.
 

 
farothel
  The Hymenocera Expanse
Region 3 (Tropical)   
 

Leader: High King Lord Deca V
Diplomacy: 7
Military: 6
Economy: 8
Faith: 7
Intrigue: 5  
 Actions: 

[1][economy] Trade route to Splendid Miru Miru
[2][faith] organize faith (requested bonus: +1 to sway rolls)
[3][faith] transform HS 3.3 to uplift reverence (add treasure)  10  (fail)
[4][diplomacy] attend event OASIS
[5][economy] buyout TP30.1 (add treasure, +2 from merchants)  17  (success)

 rolls 
 extra resist roll 

resist HS4.2: 13
resist HS29.1: 17

Non Actions:
-resist all sways/sacks/buyouts/...
-use rep2 DNA action to increase intrigue score of my spy from 6 to 7 (1 favour)

OASIS non-actions:
-Accept cultural exchange from LUX should I win.
-Accept OASIS gift Trophic Deconvolution from LUX.
-Accept OASIS trade deal with MIR, offering Toxic Filtering and receiving Bioluminescent Navigation.

 
 Spoiler: Bookkeeping 

TP: region 3, TP1+TP2+TP3+City (carapace armour)
region 4: TP1, TP2 (Eye Weed)
region 12: TP2 (Crystal Chips)
region 13: TP1 (Rocksplinter Stars (starfish))
region 15: TP1 (granite slabs)
region 28: TP1 (Tiny Turtles)
region 29: TP1 (Spinecrab)

Passive income: 3/turn

Units: 6/9
treasure (EOT): 5

Technology:
Photospore Signalling
Composite Grafting
Toxicity Filtering

Favors:
owed:
gained:
-Abyssal stewards: 0
-The Divine Nacres: 0
-Chelonian Chora: 1

 New stats 
stat increase:
Diplomacy: 7
Military: 6
Economy: 8 +1
Faith: 7 +1
Intrigue: 5

 Organisation reputation 
Abyssal Stewards: 3
chelonian chora: 2
divine nacres: 2
international prestige: 2
 

 
 Spoiler: Economy 

-Hymenocera merchant seek to expand their trade and start getting some branch coral that maybe can be traded further along the route.

-and speaking of routes, a trade route is initialised with Splendid Miru Miru in order to get some luxery resources, now the Eel Without End has taken over their trade post of gemfoam they wanted to use for the same purpose.
 

 
 Spoiler: Faith 

-Moving to end the treat of the Dreaming dead, Emisaries are send to the last holy site of them in Lupomata (region 3), consisting of priest-scribes and representatives of the Holy order.

-Now the Faith of the Uplift Reverence has grown enough, the High King decides to apply some more structure to the faith so that it can continue to maintain its holy sites and gain new ones.
 

 
 Spoiler: OASIS 

-when news of the OASIS conference reached Hymenocera ears, they were very interested.  A quite large group would go, including Ginidu has roving diplomat and of course Limnadi, the head of HISAR (Hymenocera Institute of Sponge and Algae Research) will also go with a delegation of scientists.  They will present a paper on the latest research in bioluminiscent algae to graft on sponges for writing.

The regular diplomats will be meeting with a group from the Splendid Miru Miru in order to formalise the trade deal.
 
Czard
  The Peacekeepers of Surunung
 
Rahakera (155)
Round 14 
 Leader: Tipuwaya, 1st Voice of Rahakera 
Diplomacy: 3
Military: 5
Economy: 3
Faith: 2
Intrigue: 4
Expected Stat Increases: +1 DIP, +1 INT, +3 MIL

 Actions 
 1. DIP - Attend OASIS, offer Megafaunal Tailoring 
- Exchange Megafaunal Tailoring for Photosphore Signaling and Bioluminescent Navigation with MIR.
- Accept Anoxic Adaptation from LUX in exchange for a future favor.
- Sign the  Treaty of the Ravine  with MIR.
 
 Spoiler: Treaty of the Ravine 
 
 Establishes the Glamorous Regional Enhancement Group (GREG), a pact between Miru Miru and Surunung. 
 Miru Miru provides Surunung with useful technologies as necessary, including Bioluminescent Navigation. 
 Miru Miru provides economic support to Surunung in the form of appropriate buyouts and sways when possible and necessary to maintain order within Surunung. 
 Surunung provides Miru Miru with militaristic support in the form of a full defense in the case of an attack. Miru Miru is not obliged to support Surunung's offensive endeavors. 
 Both parties allow full unit access within each other's territory. Neither party can attack the other. Surunung refrains from attacking members of the Flowing Peace. 
 
 
 2. DIP - Raise reputation with the Chelonian Chora.  Rolled 11 with TN of 10; Success
 3. INT - Investigate region east of Region 155 across shoals border.  Rolled 7.
 4. INT - Investigate region southeast of Region 155 that is adjacent to regions 12 and 11.  Rolled 10.
 5. INT - Investigate region center-north of Region 155.  Rolled 14.

 Bonus Actions 
 1. Raise Unit
2. Raise Unit
3. Raise Unit
4. Raise Unit
5. Raise Unit
6. Recruit General.  Rolled 10.
 
 Spoiler: General Jejapang Keja 
Name: Jejapang Keja
Military Score: 10
Tactical Doctrine: Wave of Envenomation
+4 to Battle Roll
+20% Enemy Casualties
+30% Own Casualties
+2 to Allied Leader Loss Roll

 Jejapang Keja was among the most distinguished of the Suru field commanders during the Great Battle of Rahakota, being Penyumum Keja's first lieutenant and second in command. Her ability to make quick and effective decisions afforded the enemy no time to prepare for the Kejatara assault as their trident shaped formation punched through the front lines of the defenders with ease, splitting their ranks and leaving them surrounded, resulting in a decisive victory for the Keja Pod and granting them dominance over Rahakera. 
 

 Non Actions 
1. Allow MIR to buyout trading post in Region 155, resist other buyouts
2. Replace ruler for Round 15 through non-dynastic inheritance
 
 Spoiler: Mengepata, Second Voice of Rahakera 
Leader: Mengepata, Second Voice of Rahakera
Diplomacy: 3 (+1)
Military: 4 + 1 (+3)
Economy: 1
Faith: 1
Intrigue: 3 + 1 (+1)

 Tipuwaya was originally chosen to be the First Voice due to his popularity with the Assembly. Times were turbulent as the Keja seized control of the region, and for the moment, they needed to pretend the Rahaa still had a say in their government. But that was then, and the Rahaa since then have caught on to what the true nature of their government was, just to do nothing to change it, for Penyumum's Hymn of Revelation had long ago sapped their will to change their fate. In the meantime, Tipuwaya himself had payed a tad too much lip service to the Kelamati faith in order to bring more unity to the Assembly where it still retained some popularity. As one of their primary objectives was to purge Kelamati from the minds of the Rahaa, such tolerance was unacceptable to the Keja Pod. After just three short years of rule, Tipuwaya failed to appear before the Assembly. The Assembly held the authority to launch an investigation into his disappearance, but all that was on the minds of each of the Peacekeepers was being the one to replace him. A week later, Penyumum Keja chose the Rahaa Mengepata of the Peacekeepers to be Second Voice of Rahakera, trusting that she would display a more desirable level of hostility to Kelamati and not so easily step out of line like her predecessor did. 
 
3. Begin monumental undertaking (1st of 3 turns)
 
 Spoiler: Great Basalt Fortress of Surunung 
 Since its founding, the Assembly has proposed countless frivolous projects to construct useless monuments for what the Keja felt were trivial reasons such as the "development" of Rahaan culture. Still, the calls were growing numerous and wasting much of Assembly's time. In response, the Keja drafted blueprints for something a bit more functional; a fortress at the peak of Surunung to surround the growing capital of Kejakota and guard the peak, still an important site to the Rahaa. Tipuwaya presented this idea to the Assembly to be met with roaring applause, and shortly after, construction on the Great Basalt Fortress of Surunung began. 
 
TheDarkDM
  
   The Lambent Syndicate   
 Lambent Matron Adiratna 
Diplomacy 10
Military 10
Economy 10
Faith 2
Intrigue 10

 Expected Stat Increases: None 
 Next Round: Lambent Matron Intan 
Diplomacy 3
Military 6
Economy 6
Faith 1
Intrigue 6

 Expected Stat Increases: +1 Military, +1 Intrigue  
 ... 
  Actions  
 
  Military  - Invade Region 21 with 4 Units led by the Rubicund Fist Netra (Mil 8), attempting Victory is Life Tactical Doctrine and utilizing Death Commando Conditioning. 
  Military  - Raise 1 Unit 
  Military  - Raise 1 Unit 
  Diplomacy  - Attend the Oceanic Advances in Science International Symposium 
  Intrigue  - Dispatch agents to locate and retrieve The Radiant Sword -  17  
  Intrigue  - Secret 
 
  Non-Actions  
 
 ... 
 
Minescratcher
 Regions 113,  114 , 118, 127
    The Order of Knights of the Ironkelp of First-King John of Ruhum    
  Records of the Years  4-6  of the Tenure of Grand Master Martin the Young, 41st Grand Master of the Order of Knights  
Round 14

  Actions:

1.  [Diplomacy]  Press Confederation claim on 176:  11 

2.  [Diplomacy]  Press Marriage claim on 116:  12  (not 92, oops)

3.  [Faith]  Set Middish Way 25 HC bonus to +2 to Leader Loss rolls

4.  [Faith]  Repair 114 Holy Order

5.  [Economy]  Buyout 114 TP 1 for Giantsbane Seeds:  7 

Nonactions:
 
 Attend OASIS 
 
 
 Spoiler: News and Rumors 
 
 Grand Master Martin....
  .   
 Acting Grand Master de Heredia....
  .   
 The exiled Grand Master....
  .   
 Two marriages....
  .   
 Polar connections....
  .   
 
 

 
 Spoiler: Ruler Information 
Grand Master Martin of Insol, 41st Grand Master of the Order of Knights, etc etc
Current stats
 Diplomacy : 7
 Military : 4
 Economy : 4
 Faith : 3
 Intrigue : 5
 Rolls 

New Ruler Next Round? no

Expected Stat Bonuses: +1 Dip, +1 Faith
 

 
 Spoiler: Other notes 

Generals:
 
 Knight Commander Amlaigh Tolmach of the Scoshlangue (10) - Tactical Doctrine: Quiver Hell's Foundations (+2 to battle roll) 
 
Units: 3 / 7

Treasure: 1

Resources controlled:
 
 Region 103: Adventuring Scholars 
 Region 114: Giantsbane Seed 
 
Techs:
 
 Supernatic Propagation 
 Trophic Deconvolution 
 Megafaunal Tailoring 
 Photospore Signalling 
 Graduated Symbiosis 
 Composite Grafting 
  Anoxic Adaptation:  Permits actions and troop movement across brackish (green) borders; Requires  Composite Grafting, Trophic Deconvolution  
  Supermarine Artillery:  +1 to battle rolls and +1 to Maneuvering rolls in regions of Depth 0; Requires  Giantsbane Seeds, Supernatic Propagation, Photospore Signalling  
  Razor Current Netting:  +10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending; Requires  Glass,   Composite Grafting  
 
State Religion: The Middish Way of the Flowing Way
 
 5 HCs: +1 offensive battle rolls 
 15 HCs: 2d8 to Sway Factions 
 
Artifacts
 
 Thunderstone Cudgel: 1/round, +1 to an offensive battle (+2 if the defender benefits from a Fortress) or +1 to convert a holy site of an organized religion (+2 if the defender benefits from a holy order) 
 
The Regalis Arbor
 
 Spoiler: Effects 
The Regalis Arbor is rooted to the earth, becoming a Flowing Way Holy Order located in Orope [Region 114]. As a non-action, up to twice per round, the Ironkelp Order may invoke one of the following effects:

 
 Launch Couriers: When taking an action, the Ironkelp Order may pay 1 region of distance to "skip" from a region that they control and which contains a Flowing Way Holy Order to any non-Wastes region within three (non-Wastes) regions of said owned region for the purpose of effective distance when determining distance penalties or distance losses. The path may then continue on from that region, adding additional regions to the path and increasing the effective distance appropriately as normal. To skip to a Brackish, Toxic, or Glacial region in this way still requires the appropriate technology, but such regions may be skipped  over  without a technology. This effect may not be applied to rolls for Colonization or Secret actions, but may apply to unit movement for battles; if it is applied to unit movement, the units cannot be intercepted in a region they skipped.
  .   
 Launch Scouts: The Ironkelp Order receives a +2 bonus to the Maneuvering roll for a single battle they participate in. The battle must take place in a Depth 0 region within three (non-Waste) regions of a region that they control and which contains a Flowing Way Holy Order. The use of this effect in a battle must be declared before any Interception rolls are made, and this effect may not be applied to Maneuvering rolls to intercept or avoid being intercepted.  
 

Valid Holy Orders: 114
 

Reputation:
 
 1 ABS favor 
 1 DNA favor 
 PRS rank 3 
 Signatory to the  Flowing Peace,  alongside the Gotezhar, the Cyphiri Union, and the Lux-Glossian Shades, consisting of the following four terms:
 
 The undersigned are committed to the righteous and just conducting of wars, and will therefore forswear: killing or causing egregious harm to noncombatants, including foes who have surrendered; and the use of weapons or technology deemed unnecessarily cruel considering their objective, including those chemical and biological weapons designed to cause a slow and painful death. 
 The undersigned are committed to enable the collective defense of the faithful of the Flowing Way by soldiers of the faithful, and will therefore not oppose or hinder the movement of Flowing Way troops between territory controlled by signatory powers for defensive purposes. 
 The undersigned are committed to the dialogue of ideas and the free movement of sages, missionaries, and other wise-creatures, in the interests of widening the Flowing Way and the better interpretation of the divine mysteries, and will therefore support the establishment of new centers of learning and all other conversions to the Flowing Way within their controlled territory to the best of their ability. 
 The undersigned are committed to the continuing study and proactive investigation of riddles and anomalies, and will prioritize those which one or more signatories reasonably suspect may pose a threat to the faithful. 
  
 
 
Lumaeus
  The Riftlings Many of the Dead Seas      Pempirical Region    
 Turn 14

Ruler: The Youngest, Sixth Chosen of the Mother of the New Era ( Rolls )
Diplomacy: 3
Military: 1
Economy: 2
Faith: 8
Intrigue: 2 
 Faith 5: Create Artifact 
The Hammer: This nondescript hammer rose up from the depths in a great cloud of the Mother's Breath.

Effect: When the owner of the Hammer contributes three actions to the same Great Project on the same turn, the Project moves four steps towards completion.

 Diplomacy | Faith (Censer)  Attend OASIS
Subactions: Give Costa Sereia one treasure and publicly permit them to claim a TP in our lands.
Subactions: Accept no technologies.

 Diplomacy:  Give the Gravetenders the Mother's Favor

 
 Spoiler: Ascent of Elkelt 

Riftling government never changes, for what changes can occur in a hivemind as old as memory and as endless as the Abyss? Yet the election of the Youngest is always a moment of great solemnity, a moment of the direct will of the Mother being made manifest in the gift of eternity, the burden of partial isolation,t he promise of true Communion.

It's different for isolates, but the solemnity remains. As the time comes for Sersi, beloved of the Riftlings, to grant the mantle of leadership to Elkelt, beloved of the Riftlings, a simple gift rises from the Abyss. Though its purpose is unclear, for who within the Communion would be able to tell that the disc allows entrance into the Communion?, the Youngest speaks, and the Riftlings obey. The Anointed Prophet themself approach Elkelt and offer the disc reverently. The Mother's will be done.
 

 Faith:  Great Project in The Plains of Sarkenos (75)
 
 Spoiler: The Pit 

 Soundtrack  [Content Warning: Chr*s Pr*tt]
Kiwa golden, Kiwa black
Kiwa crawling form a track
Along the path to Nathi lands
The Kiwa track across the sands

Kiwa hungry, Kiwa fierce
Kiwa clacking claws that pierce
Of any flesh that comes their way
The Kiwa slice and dice and flay

Kiwa endless, Kiwa strong
Kiwa trailing miles long
Into Sarkenos do they wend
The Kiwa work to noble end

Kiwa mighty, Kiwa fit
Kiwa digging out a pit
A vault to stand a thousandyear
The Kiwa's crypt which Titans fear

Kiwa shadowed, Kiwa gold
Kiwa bracing work to hold
Their noble deed has left them doomed
The Kiwa now and e'er entombed
 

 Faith:  Great Project in the Plains of Sarkenos (75)
 
 Spoiler: The Architect's Addition 

The Chrysomallon Kiwa make an excellent building material, the Architect decide. They spread themselves along the walls of the shelter and examine the endless crabs that have studded themselves through the wall, tetris'd perfectly to hold back the sands. As the Kiwa near mindlessly pick off a few Riftlings here and there from the swarm, the Architect prepare themselves for the next step. Drawing themselves into the confused overlap of fields emanating from the greigite shells, they begin slowly to weave the fundamental force of magnetism into a better accord. Was it really not even a decade past that working dead flesh was a chore? Now they spoke to the seas and even to the forces that bind, and it was barely more than reaching out to their own selves. As they work, the Architect speak:

 We, the Architect of the Riftlings Many, seek once again your active consent in accordance with primitive international isolate mores on behalf of the Old Fathers, at command of the Youngest, in the name of the Great Mother. Do you acknowledge that you hereby freely give yourselves to the purposes of the Mother, offering nothing but your already dead lives, in the eternal hope of salvation from the plague of isolate existence? Do you acknowledge that though you may here die, making only truer that which is already true, that you gladly give yourselves over in joyful expectation of your species' release from the bonds of isolate existence? Do you openly and uncoercedly welcome this small doom as a negligible price to hasten the end of the Chrysomallon Kiwa forever, to liberate your people evermore from the tragedy of isolate continuation? 

What can the Kiwa do, thse simple creatures knowing little more than hunger and satiation, long since having been convinced that the eschatological was necessarily soteriological? They give a great clacking acclamation.

The Architect finish their careful weaving, and at once a thousand million shells compact in on themselves, the walls suddenly flat and matte [NON MECHANICAL] metal. Unaffected by the spray of cancrine blue blood into the waters, heedless of the Kiwa sacrifice spilling onto the sands below, the Architect rise out of the shelter to invite in those Kiwa who had failed to find a place with their fallen brethren.

These lucky millions would feast, and the structure left clean.
 

 Faith:  Great Project in the Plains of Sarkenos (75)
 
 Spoiler: A Song of Sand 

A dark vault, tainted forever by death, the sands picked clean--the Riftlings would consider this a perfect place. But the Architect know that isolate sensibilities do not that way tend. And so the project now becomes the Song.

The Chora for years occupied the Seas-Not-Yet-Dead, and their harmonies lodged forever in the eternal memories of the Riftlings. The Architect think back to before their own origin, to memories of the clusters before, and begin to buzz in tuneless harmony. This song repeats without end, and they give the memory up to the Communion they work to build. This time, the sand itself is the target, and the Communion an open one--another innovation.

The sand will sing, and isolates within this place will be calmed in their embrace. Which, tbh, in a Titan attack probably means something, right?
 

 
 Spoiler: Another Trade Deal 

Much like with the Spring and the Nacres, the Riftlings bring the Fertile Soil cast up by the Mother to the very edges of their lands, carting it to the merchants so that no outsiders step foot in the Dead Seas.
 

 
 Spoiler: On the Intrigue-ing Polar Developments 

It all reeks of treachery and likely goes back to the Stewards. The Riftlings will get to the bottom of it. Knowing Deep Blue to be an honest hivemind, they hire Costa Sereia to investigate. When new evidence, based partly on Stewards reports, point the fin at KNH, well. RFT will unravel this soon enough. Treachery all about.
 

 
 Spoiler: The Pax is Not Called Upon 

CRY has denounced the Pax, but has not left it.
CRY has submitted to DPB.
CRY has not invoked the Pax.
DPB sanctions SEN's invasion as sport.
SEN plays the game.
The Pax stands ready, but this is not a break.
 

 
 Spoiler: Praise for Seatide 

The Spiritual Leader to the Unguided Isolates make their way to the waters of the Pepsin to attend the opening of the Polar-Confederate International Bank as the official delegation of the Riftlings Many. The Leader observe in official capacity, offer many platitudes of praise, noting that the currency union will only further strengthen bonds and promote peace, and eventually they corner the highest official they believe they can reach.

 We, the Spiritual Leader to the Unguided Isolates, bring word from the Old Fathers, by the Youngest, in the name of the Great Mother. We rejoice in your dedication to promoting global peace, and we are glad to announce our forthcoming adoption of your currency, once it is mechanically possible. We also hold you in the highest esteem owing to your dearness to our friends, the Gravetenders, and so we have every confidence that we can rely upon you to use your discretionary powers over financial activities to encourage peaceable action. Should a nation prove a threat to all others, we trust you will make them an economic pariah. We again remind you that our powers stand ready to bend to your will where necessary and feasible. 
 

 
 Spoiler: The Titans Are Coming 

The Riftlings have always promised to be ready when the Titans come. But they remain silent on this issue. Instead, for the last years, their attention has been focused on their regained lands. The few reports brought out by the Graftsmer speak of Kiwa trooping out to great projects, from which few return, Kiwa traveling to conferences, from which few return, and endless Kiwa vanishing into the rifts. Something is brewing, and the Kiwa seem to embrace this coming end.
 


Non-actions:
Allow ESP to copy Censer if they desire
Accept no trade goods nor tech.
Resist literally any assault I can
Accept literally anything the Gravetenders do--explicitly trade route

Diplomacy: -
Military: -
Economy:
Faith: +2
Intrigue:
Rolepgeek
    Organization Actions
Round 14    
 Unless otherwise specified, [Offers] made by Organizations are only available to countries with a Reputation of 0 or higher with that Organization.
Organizations treat regions with their bases as controlled for the purpose of actions such as Impressing Aristocracy or exploration Missions. 
  Abyssal Stewards  
 
 Spoiler 
The  Abyssal Stewards  are an association of various orders of mystics, warriors, and artisans living in the deepest parts of the ocean. Their ability to create and shepherd hydrothermal vents, which they use to ‘grow’ refined metals through means none have yet managed to replicate, makes trade with them indispensable. The Stewards - mostly members of a species of hairy crustacean - feel themselves charged with a duty to watch for the return of the legendary Titans, hoping to give advanced warning to those who live in shallower waters and prevent the foolhardy or malicious from waking them from their slumber.
 


Having proved to the satisfaction of the Hearthmost their capacity for discretion, Deep Blue is invited to a private vigil held by the Hearthmost, which they hold for nine days and ten nights. What secrets might have been revealed while they remained so sequestered are known only to them, but when The Lady In Pink emerges, they find themselves compelled by a dictate beyond mere code.

The Lighthouse’s investigation discovers the Source to be in Region 30 - It will still need to be pinpointed, however.

To the north of Aelwyd Adferiad, where clear waters give way to boiling brine and the seafloor falls away precipitously, clouds of silt and dust begin to rise and spread in the wake of earthquakes that grow more and more frequent over the course of a week, until they are practically continuous.

An enormous Draig - not just a Behemoth, but a Colossus. Covered with an azure shell mottled with darker stripes, nearly forty-five meters from head to tail, and two-thirds that length across, with overdeveloped claws. With a snap of its right claw, a brilliant flash of light that flashes forward, flash-boiling the water even forty meters away. With a snap of its left, a thunderous burst of sound that trembles the very foundations of the sea.

A declaration of ownership soon resounds through the seas as the Residuum is reformed by their new master - for not even the greatest among them could hope to oppose Tadgceallachmarix, The Thunder That Burns.

Still, it appears the new leadership of the Draigiau Residuum - a triumvirate known as the Three Claws - departs in focus very little from that of the old leadership, though their forces have grown slightly - the DRG now has 5 units.

The Three Claws:
Diplomacy - 8
Economy - 6
Military - 6
Faith - 8
Intrigue - 4

KNH Artifact from Prize of the Depths: [wip]

 [Action - Economy] Begin rebuilding Trade Post 3 in Region 59 [2/3]  - The Abyssal Stewards continue to repair the damage wrought by Mammos...

 [Task] New Perspectives  - New players on the world stage bring new perspectives on architecture, craftsmership, and artisanry. Their skills should be recorded too.

(  Task:  Contribute to the writing collections of the Stewards! Only available to countries which did not get a chance to contribute to the Coraline Compendium, Neritic Manuals, or Verglas Volumes.
 Reward:  +2 Favors (max)
 Penalty:  None.
 Deadline:  End of Round 17.
 Details:  1 Favor earned per sufficient length/content fluff submission fit for inclusion. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires.  )

 [Action - Intrigue Special]Procure Spy  -

 
 Spoiler: Ongoing 
 [Offer] Bounty of the Depths  - (  Offer:  The Abyssal Stewards are offering Treasure!  Benefit:  2 or 5 Treasure.  Cost:  1 Favor for 2 Treasure, 2 Favors for 5 Treasure.  Duration:  Available until the end of Round 15.  Details:  Available to countries of Reputation -1 or higher.  )

 [Opportunity] Fueling The Forge  - (  Opportunity:  Countries may provide Units, Food, Labor, or Heat Sources to repay debts to the Abyssal Stewards.  Reward:  1 Favor.  Cost:  2 Units or 1 suitable Trade Post.  Deadline:  Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice.  Details:  Non-action to gift Units/Trading Posts. May not be used if no Favors are owed.  )

 [Request] Quarantine Measures  - (  Request:  The Abyssal Stewards would like aid in fighting the servants of Mammos - which they suspect to be a Titan of most unusual nature.  Reward:  If accepted, +1 Treasure per successful Sack of a Rustplagued country.  Penalty:  If refused, -1 Favor. If accepted but failed, -1 Favor and -1 Reputation.  Deadline:  May be accepted or refused until the end of Round 12. If accepted, have until the end of Round 14.  Details:  Applicable only to Reputation 3+ countries within 6 regions of a TP controlled by ESP, or Reputation 2+ countries within 1 region of a TP controlled by ESP. )

 [Offer] Abyssal Technologies  - (  Offer:  The Abyssal Stewards are selling technology!  Benefit:  Gain Joined-Stalk Companies Technology.  Cost:  1 Favor.  Duration:  Until the end of Round 15.  Details:  Only available to countries with a Reputation of 1 or higher. Trading the technology to other countries before the end of Round 15 will result in Reputation loss for each country it has been traded to - this cannot lower a country’s Reputation beyond -1. )

 [Task] Grow Again Greater  - To the Abyssal Stewards, it seems that of late destruction and desolation have become the rule. This trend must be countered, and a great store of resources is made available to those who would see the seafloor bloom where once nothing but sand held sway.

(  Task:  Cooperate with the Abyssal Stewards to rebuild or construct new Trading Posts and Holy Sites!  Reward:  1 Favor w/ABS and 1 free action towards a project of your choice per 2 actions spent helping ABS build Trading Posts.  Penalty:  None.  Deadline:  End of Round 17.  Details:  As part of an action to Expand Trade or Settle a Colony in a region within 6 effective regions from a Smoking Garden, a country may designate that they are cooperating with the Abyssal Stewards. If so, then the action cost of the Project is reduced by 1 (to a minimum of 2), and the Trading Post will be controlled by the Abyssal Stewards once complete. )

 [Request] Beat Out The Slag  - On the other claw, there are those who would see the whole world reduced to nothing but an endless expanse of blasted wastes. Though the threat posed by their ambitions is not yet great enough to afford weakening the watch on those Titans still slumbering, any power who works against them is an ally of the Stewards.

(  Request:  The Abyssal Stewards are offering rewards for any who would oppose the Rustplagued.  Reward:  1 Favor per openly hostile action targeting a Rustplagued country which succeeds (failed actions count as half), or per 2 Rustplagued units killed in battle. Maximum of 2 Favors per round; requirements per favor double after 6 favors have been earned.  Penalty:  None.  Deadline:  End of Round 15.  Details:  Under some circumstances, Org GM discretion will be used regarding if a given action counts, counts as half, or doesn’t count. )

 [Circumstance] Mitigation Measures   - Present threats are not neglected, though the Stewards offer little explanation for their actions. Strange buildings spring up throughout known waters, though the well-traveled might note their placement, and their apparent purpose, varies with the seas….

(  Circumstance:  The Abyssal Stewards are constructing anti-Titan traps in potential paths of the Eel Without End, fortified refugee camps in regions which have been or might be affected by the Trawling Beasts, and observation posts in areas which might be at risk of corruption by Mammos.  Benefit:  To be seen!  Penalty:  To be seen…  Duration:  Unclear.  Details:  Providing aid to the Abyssal Stewards in these endeavors is likely to render them more effective. )
 

  Chelonian Chora  
 
 Spoiler 
The  Chelonian Chora  are a league of religious nomads capable of traversing the Wastes atop their great Reefback turtles. Largely cephalopod-like, the Chora bring trade goods and news of distant lands by routes others could never manage, while their much-renowned songs bring joy, soothe tempers, and ease hardship. Their presence has a tendency to quiet discord, foster unity, and mend relations in a way that has enticed many a fledgling government to encourage more frequent visits and longer stays.

 (The Chelonian Chora, and  only  the Chelonian Chora, may treat regions with no local majority as sharing their faith for Sway and Impress Clergy actions) 
 


Baran Hallus’s experience in the Wastes is one few outside or inside the Chora have shared - a profoundly personal journey, and one that appears to have led them towards introspection.

 Living Dreamers attempt to convert Holy Site 1 in Region 5 and Holy Site 2 in Region 6 to The Dreaming Dead! 
 
 Spoiler: missed previously 

 Living Dreamers attempt to convert Holy Site 2 in Lupomata (4) and Holy Site 1 in region 29 to The Dreaming Dead! 
 [Action - Diplomacy] Sway Clergy   in Gosto G’cor (137), Aniwana (153), Region 179  - Travel and exploration are the lifeblood of the Chora, and so it is no surprise that their relationship with the priests near major stopping points on their routes is warmly fostered.

 Rolls 
 

 [Task] Fresh Stories  - New players on the world stage have fresh stories. Their tales and myths deserve remembrance in song, and might unveil new paths on a Songline.

(  Task:  Contribute to the writing collections of the Chora! Only available to countries which did not get a chance to contribute to a Songline previously.  Reward:  +2 Favors (max)  Penalty:  None.  Deadline:  End of Round 17.  Details:  1 Favor earned per sufficient length/content fluff submission fit for inclusion. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires.  )

 [Action - Economy] Lowpeak Reef Precautions  - The Eel Without End is dangerously close to Lowpeak Reef - the Chelonian Chora are hard at work to make sure that if the worst comes to pass, the Reefbacks will stay safe.

 [Action - Faith Special]Unveil Artifact  -  Jasima Kute, The Listening Mirror  - Reduces Distance penalties by 1 point 1/turn.

 
 Spoiler: Ongoing 
 [Circumstance] Nasin Nasa, Tan Tawa, Ali Ante  - (  Circumstance:  People, places, and things, all vanishing in the wake of Choral caravans! How curious.  Benefit:  ?  Penalty:  ?  Duration:  Unknown.  Details:  DRG, GRV, KNH, LSD, CYP, and SKR are being affected by this. )

 [Taboo] Lape Moli Ike Li Kama  - (  Taboo:  The Chelonian Chora have a religious vendetta against The Dreaming Dead.  Penalty:  -2 CCA Reputation for adopting The Dreaming Dead as a state religion; additional -1 CCA Reputation every turn thereafter unless abandoned, which grants +1 CCA Reputation.  Duration:  Indefinite.  Details:  None. )

 [Request] A Little Less Lonely Road  - (  Request:  The Chelonian Chora would be delighted to see established countries keeping them company in the Wastes.  Reward:  +1 Reputation for successfully Exploring or Prospecting a Wastes region. On a Wastes region Prospecting roll of 16 or higher, +1 Favor.  Penalty:  None.  Deadline:  Available until the end of round 15.  Details:  Available to countries with Reputation -2 or higher. Max of +2 Reputation from this request per Country. )

 [Opportunity] An Appetite For Abundance  - (  Opportunity:  Countries may provide Treasure, Luxuries, Esoterica, or Fertilizer to repay debts to the Chelonian Chora.  Reward:  1 or more Favors.  Cost:  3 Treasure or 1 suitable Trade Post per Favor.  Deadline:  Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice.  Details:  Non-action to gift Treasure/Trading Posts. May not be used if no Favors are owed. )

 [Offer] Kalama Musi E Kulupu Pona  - (  Offer:  The Chelonian Chora might sing your praises, for a price!  Benefit:  Sways a Faction in a region the requesting country controls, on their behalf.  Cost:  1 Favor.  Duration:  Available until the end of Round 15.  Details:  Available only to countries of Reputation 1 or higher. )

 [Offer] Chelonian Technologies  (  Offer:  The Chelonian Chora are selling technology!  Benefit:  Gain Adventuring Parties Technology.  Cost:  1 Favor.  Duration:  Until the end of Round 15.  Details:  Only available to countries with a Reputation of 1 or higher. Trading the technology to other countries before the end of Round 15 will result in Reputation loss for each country it has been traded to - this cannot lower a country’s Reputation beyond -1. )

 [Offer] Nasin Nasa, Tan Tawa, Ali Ante, Part II  - Though the strange disappearances of years past have slowed, they have never fully abated - and now it seems perhaps they are found. Chelonian traders appear in capitals the world over, hawking unfamiliar, exotic wares - some of which are truly legendary in their beauty - and bringing along brilliant minds filled with wanderlust, willing to work wonders for the right fee.

(  Offer:  The Chelonian Chora have a myriad of antiques for sale and individuals with particularly interesting skill sets available for contract.  Benefit:  May Exhibit a Great Work as a non-action originating from a country affected by Nasin Nasa, Tan Tawa, Ali Ante. May receive the benefits of a Seek Aid action to all actions of a specified attribute for the round.  Cost:  2 Favors and 1 Treasure for Great Work. 1 Favor and 1 Treasure for Seek Aid to actions of a particular.  Duration:  End of Round 16.  Details:  The originating country will gain any Prestige from Origins of the Exotic for Exhibiting a Great Work for the first time, rather than the Exhibiting Country, but the Exhibiting Country still gains the Prestige from Origins of the Exotic for being the first to Exhibit a specific Type of Great Work.  )

 [Opportunity] To Kill A Dream  - The relative inactivity of the Dreaming Dead in recent years was but a facade, as their hateful proselytization resumes once more. The Chora reiterates its dire warnings against these horrific perverters of the world and swears a debt to any who oppose them.

(  Opportunity:  The Chelonian Chora are offering rewards to anyone who would help them destroy the Dreaming Dead.  Reward:  +1 Reputation or Favor (player choice) per Sack or Conversion of a Dreaming Dead Holy Site. +1 Reputation or Favor (player choice) per Clerical Support removed from the Dreaming Dead (Undermining counts half). Additional reward if the Dreaming Dead are totally eliminated.  Cost:  -1 Reputation or Favor (player choice) per two Holy Sites converted to the Dreaming Dread in regions you control or have Clerical Support in. -1 Reputation or Favor (player choice) per Clerical Support lost to the Dreaming Dead. -1 Reputation per Dreaming Dead Holy Order established in owned region.  Deadline:  End of Round 17.  Details:  Ineligible for other penalties or bonuses unless take a non-action to declare commitment to combating the Dreaming Dead - this will cause the Dreaming Dead to target Holy Sites in your regions/regions where you control the Clerical Support more frequently. )
 

  Divine Nacres  
 
 Spoiler 
The  Divine Nacres  are a surface-dwelling consortium of humanoid researchers, biotechnologists, and ecclesiastics living in floating city-spheres that look like nothing so much as massive, impenetrable pearls. In generations past they have largely remained aloof, keeping their local subaquatic societies at arm’s length save for the occasional gift of advanced biotechnology or guidance, asking in exchange for access to the seafloor and assistance with gathering seemingly random resources for esoteric reasons - such was their distance that not a soul has seen them outside of their strange bulbous suits. Recently, however, the Nacres have been much more open and active in their communications and exchanges with the burgeoning civilizations of the oceans.
 


Close to a year passes before an official response to Marcion's dissertation is received by the Sakura Primarch- the Mensa Rectores found their analysis of historical theology among the Sakura-jin impressive and informative, with a particular interest taken in Marcion's capacity to tease out subtle nuances within various sub-sects without being consumed by zealotry.

It is with pride that the announcement is made: the Primarch is to be given unrestricted access to the Anamorphic Canon for personal study, as are any of their designated inheritors. Primarch Marcion themselves is invited aboard one of the Rector's vessels - the first entity to be so invited in centuries, at the least. What they find inside may change the World Garden - or at least its Primarch - forever.

 Genus Taxonomia Vadosus Mare Completion Results  - [wip]

 Results of Side Effects May Include (SKR only)  - SKR has a -1 penalty to all Faith and Military rolls and a +1 bonus to all Intrigue and Economy rolls for three turns.

Trawling Beast Investigation Results, COS edition - [wip]

 
 Spoiler: missed previously 
 [Action - Intrigue] Coerce Trading Posts   - TP3 in Region 32, TP3 in Region 63, TP2 in 117  - Though the inner workings of the Nacres remain as ever a mystery, an uptick in "merchant" contracts with the suited creatures is observed. Perhaps there is some large-scale project requiring a great supply of organics....

 Rolls 
 

 [Task] Hidden Gems  - The newest players on the world stage might have knowledge of additional elusive or rare species the Nacres have yet to see. It would be ideal to learn of such creatures.

(  Task:  Contribute to the writing collections of the Nacres! Only available to countries which did not get a chance to contribute to a Genus Taxonomia previously.
 Reward:  +2 Favors (max)
 Penalty:  None.
 Deadline:  End of Round 17.
 Details:  1 Favor earned per sufficient length/content fluff submission fit for inclusion. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires.  )

 [Circumstance] Requisite Repairs  - After an incident involving a Nacre sphere experiencing a travel delay and being lightly impacted by a Trawling Beast, it is currently undergoing repairs near the northern border of Ke Yi Ade (127).

(  Circumstance:  The Divine Nacres are repairing a damaged city-sphere near Ke Yi Ade.  Benefit:  Unknown.  Penalty:  Unknown.  Duration:  Unknown.  Details:  The Divine Nacres may request assistance with these repairs. )

 [Action - Economy Special]Create Specialized Ship  -  The Inoculum 
 
 Spoiler: Ongoing 
(  Circumstance:  The Divine Nacres are returning to their traditional seclusion.  Benefit:  None. Penalty:  The TN to Raise Reputation with the Divine Nacres is increased by 2. Additionally, when using a Favor to Raise Reputation, it still requires a roll (though not an action), but the country which spent the favor gains a +2 bonus on said roll. Duration:  From the start of round 10 to the end of round 15. Details:  None. )

 [Opportunity] A Need For Knowledge  - (  Opportunity:  Countries may provide Technologies, Toxins, Exotic Flora, or Exotic Fauna to repay debts to the Divine Nacres.  Reward:  1 or more Favors.  Cost:  1 previously unknown Technology or 1 suitable Trade Post per Favor.  Deadline:  Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice.  Details:  Non-action to gift Technology/Trading Posts. May not be used if no Favors are owed. )

 [Offer] Survival Of The Fittest  - (  Offer:  The Divine Nacres are offering to procure Trading Posts for countries they like through means some might consider predatory.  Benefit:  The Divine Nacres will attempt to Coerce Trading Posts on a country’s behalf.  Cost:  1 Favor per Coercion attempt.  Duration:  Available until the end of Round 15.  Details:  Normal restrictions on Coercion apply. Available to Reputation 1 or higher countries, and will not target TPs belonging to countries with a higher Reputation than the requesting country - other Organizations are considered to have a Reputation of 2 for this purpose. )

 [Request] Side Effects May Include…  - (  Request:  The Divine Nacres would like to do some field experiments in the waters of those they favor.  Reward:  Unpredictable effect(s) if allowed as a non-action.  Penalty:  -1 Reputation for if refused.  Deadline:  If not allowed, assumed to be refused at the end of Round 12.  Details:  Applicable to Reputation 3+ countries only.  )

 [Offer] Nacreous Technologies  - (  Offer:  The Divine Nacres are selling technology!  Benefit:  Gain Seeker Barnacles Technology.  Cost:  1 Favor.  Duration:  Until the end of Round 15.  Details:  Only available to countries with a Reputation of 1 or higher. Trading the technology to other countries before the end of Round 15 will result in Reputation loss for each country it has been traded to - this cannot lower a country’s Reputation beyond -1. )

 [Circumstance]   - The Divine Nacres warn that the Reavers are returning - their attacks will be less concentrated now, and ideally fewer, given their own efforts, but the raiders have dispersed too well for their own approaches to function well without assistance.

(  Circumstance:  The Reavers are returning!
 Benefit:  DNA Reputation level will help defend against Sacks in regions of Depth 0; Holdfasts will provide DNA Protection.  Penalty:  Small-scale raids by Reavers are guaranteed.  Duration:  Unknown!  Details:  Reavers will not attack regions without Factions. )

 [Taboo] Carissime, Melius Est Descendit Ubi Madet: Sub Mari!  -

(  Taboo:  The Divine Nacres advise against trying to explore Terrestrial Wastes - it can lead only to chaos and ruin.  Penalty:  -1 Rep for creating a technology which would allow exploration of Terrestrial Wastes. -1 Rep for successfully Exploring a Terrestrial Wastes region.  Duration:  Indefinite.  Details:  A technology which would enable exploration of Terrestrial Wastes must have these prerequisites at minimum: a technology which allows crossing Brackish borders, a technology which allows crossing Toxic borders, and at least two additional resources. )
 

  International Prestige  
 
 Spoiler 
 International Prestige  uses many Organization mechanics, but is distinct in a number of key areas - it represents the respect, appreciation, envy, and awe a country commands on the world stage, not just from the ruling governments of the country’s peers, but in the broader perception of the influential elite. The only actions International Prestige can take are to create tasks, requests, host events, or similarly create opportunities for countries to demonstrate their wealth, power, and grandeur. Reputation with International Prestige can be raised by gaining Prestige, and PRS Reputation Rank will often simply be referred to as Prestige Rank.
 


LUX becomes Envy of the World…
 LUX may construct a World Wonder in The Glossian Sea (135)! World Wonders grant unique benefits to whichever country controls their region, as determined through discussion with the Organization GM, and require 5 actions to complete; they may not be completed until the benefit is decided, and no more than 3 actions may be spent on them each round. Other Countries may not assist with their construction. A country may only ever construct one World Wonder. 

Round Opener Addenda: [wip]

 
 Spoiler: Ongoing 
 [Mystique] Renegades, Turnskins, And Defectors  - (  Opportunity:  The first country in each starting zone to successfully Incite Betrayal will gain 1 Prestige. The first rebellion to arise on behalf of a specific country in each starting zone will gain that country 1 Prestige.  Duration:  Until fulfilled.  Special:  Actions taken to complete may be done as Secret Actions, but please note that successful attempts must be revealed in the following round opener - if for whatever reason they are not revealed, no Prestige will be awarded. The successful use of either the Galvanize Partisans Intrigue 5 Special Action or the Spark Claimant Revolt Diplomacy Action will suffice for fulfilling the second half of this opportunity; the Inspire Uprising or Spark Rebellion actions will not. The opportunity to start a rebellion against Duchess Gloriane afforded to RFT by the ongoing Crisis in region 66 will not count for this offer.  Remaining Availability : All effects for: Temperate, Tropical, Polar )

 [Acclaim] The Ties That Bind  -  ( Opportunity:  The first country in each starting zone to successfully press a Marriage Claim will gain 1 Prestige. The first country in each starting zone to successfully Integrate a region acquired by Confederation will gain 1 Prestige. The first country in each starting zone to have a Fabricated Claim uncovered as such will lose 1 Prestige.  Duration:  Until fulfilled.  Special:  If multiple countries simultaneously fulfill the conditions, all eligible countries gain or lose the relevant Prestige.
 Remaining Availability : Marriage Claim: Temperate? Integrating Confederated Region: Temperate, Polar? Revealed Claim Fabrication: All )

 [Honor] Remarkable Reconstruction  - (  Opportunity:  When a country rebuilds a TP or Holy Site that was destroyed by the Reavers, they may choose to let it enter play Open, rather than under their control. If they do so, they gain +1 Prestige. If a country donates 2 Units as a non-action to a region that lost units to the Reavers, they gain +1 Prestige and the region no longer qualifies for such donations by other countries. If a country successfully Sways or Impresses a Reaved Faction in a region they don’t control, they may choose for it to become Open instead of gaining the Faction’s Support; for every second Faction they restore in this way, they gain +1 Prestige.  Duration:  Until fulfilled.  Special:  Any country may rebuild Holy Sites or TPs destroyed by Reavers in uncontrolled regions. If multiple countries donate Units to a region that lost units to the Reavers, they both gain the Prestige, and the region gains the Units from all such donations received. 
 Remaining Availability :
)
 [Piety] The Religious Community  - (  Opportunity:  The first country in each starting zone to found a Holy Order will gain 1 Prestige.  Duration:  End of round 12.  Special:  If multiple countries in the same starting zone found a Holy Order in the same round before any others, both countries will gain the additional Prestige.) 
 [Distinction] Origins Of The Exotic  - (  Opportunity:  The first time a country Exhibits a Great Work, they gain an additional Prestige. If a country is the first to Exhibit a particular type of Great Work, they gain an additional Prestige.  Duration:  Until fulfilled.  Special:  ‘Types’ of Great Work are determined at the Organization GM’s discretion. Established Types (Non-Exhaustive): Sculpture, Literature, Song, Engravings, Tapestry 
 Countries/Great Work Types :)
 

 
 Spoiler: Permanent 

 [Strife] Big Fish In Small Ponds  - (  Opportunity:  Starting Round 6, Prestige and PRS Rank will no longer correlate one to one: to reach PRS Rank 3 from PRS Rank 2 will require 2 Prestige, while reaching PRS Rank 4 from PRS Rank 3 will require 3 Prestige. This Prestige does not have to be earned in the same turn. Reaching PRS Rank -3 from PRS Rank -2 requires the loss of 2 Prestige in the same turn.
If all available positions at a given PRS Rank are occupied when a new country would reach said rank, the country which gained Prestige least recently has their PRS Rank reduced by 1. Ties are resolved by roll-off made with the tying country’s highest respective attributes, with the lowest roll result(s) losing. Changing rulers will no longer result in PRS Rank loss when at PRS Rank 3 or 4, but will reset any accumulated Prestige to 0.
 Duration:  Indefinite.
 Special:  The loss of Prestige still causes a loss of PRS Rank. Gaining Prestige when at PRS Rank 2 or 3 which is insufficient to rise to the next PRS Rank, or gaining Prestige when at PRS Rank 4, still counts for determining which country gained Prestige least recently. Losing PRS Rank resets the clock and clears out any accumulated Prestige which was insufficient to reach the next Rank, counting as an instance of gaining Prestige for timing purposes only.
	When rolling to determine PRS Rank reduction, ties are resolved by comparing Partial Prestige; if a tie still remains, then all attribute score totals are summed and compared, with the lowest value losing.
 )

 [Honor] Blood, Stone, and Ink  -  ( Opportunity:  Countries may now establish PRS Treaties with one or more other parties as part of an event, which all parties have to attend. In order for this to work, all parties must agree to the terms of the agreement, what counts as a violation of those terms, and that it will count as a PRS Treaty. Any Treaty signatories with 0 Prestige will gain 1 Prestige upon the Treaty being finalized. Once finalized, any signatory who violates the terms of the Treaty will lose 1 Prestige.  Duration:  Permanent.  Special:  Attempts to abuse this mechanic will result in consequences inflicted by the Organization GM. Treaties without a meaningful potential for violation (as judged by the Organization GM) will not grant Prestige. A country can only gain Prestige from signing a Treaty up to once per round. Treaties may  not  be signed in secret. If a Treaty is dissolved by means other than a violation (such as reaching a set end-date (without getting renewed) or all parties agreeing to dissolve the Treaty), any parties who gained Prestige from the creation of the Treaty will lose 1 Prestige.

Treaty violators cease to be considered a signatory at the end of the round. This may result in the dissolution of the Treaty entirely, or simply an exclusion from any protections offered by said Treaty, depending on the exact terms - but it also means that if multiple parties violate the terms of the treaty in the same round, they will all lose Prestige.

Ambiguities in a Treaty for which no consensus can be reached among the signatories will be resolved by arbitration by the Organization GM. If any ambiguities are apparent when the Treaty is first presented, the Organization GM will ask the signatories to disambiguate the relevant situation before approving the Treaty. )

 [Renown] A Monumental Undertaking  -  ( Opportunity:  Once per turn, a country may, as a non-action, work on a monument or similarly grand project in a region they control. This requires a fluff description of the ongoing work, design, difficulties, progress, or similar. When beginning such a project, a country must decide whether it will be a 3-part project or 5-part project. Upon completion, a 3-part project grants 1 Prestige, while a 5-part project grants 2 Prestige.  Duration:  Until fulfilled.  Special:  Project completion requirements and rewards are subject to change. Insufficient description/fluff will result in no progress towards the completion of the project for that turn - three to four sentences should usually be sufficient. Countries may not have more than one ongoing project at a time. Countries may not accelerate these projects by spending actions.) 
 [Acclaim] To Greatness  -  ( Opportunity:  Any country that becomes a Sea Power, Empire, Merchant Marine, or Holy Sea by use of a Special Action gains 1 Prestige.  Duration:  Permanent.  Special:  Elevate Status, Consolidate Holdings, Exalt Domain, and Usurp Title actions all count. Usurpation results in Prestige loss for the Usurped country.) 
 [Affluence] Opulent Optics  - (  Opportunity:  A country may choose to spend 5 Wealth as a non-action to gain 1 Prestige.  Duration:  Indefinite.  Special:  This may be done multiple times in a single turn if a country has sufficient Wealth available. )

 [Notoriety] The Fragility of Fear  -  ( Opportunity:  Prestige loss will be assigned if a country experiences a rebellion in response to a failed Oppress Faction or successful Sack action. Prestige loss may be assigned if a country is forced to acquiesce to a rebellion’s demands. Prestige loss will be assigned if a country commits gross atrocities.  Duration:  Indefinite.  Special:  Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 3 Prestige, based on context and circumstances.) 
 [Mendacity] A Lack Of Commitment  - (  Opportunity:  Prestige loss will be assigned if a country Oppresses a faction in a region on which they have a Confederation claim. Prestige loss will be assigned if a country backs down from an Ultimatum it has made. Prestige loss may be assigned if a country is revealed to be grossly hypocritical.  Duration:  Indefinite.  Special:  Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 2 Prestige, based on context and circumstances.

Countries may declare an Ultimatum as a non-action. An Ultimatum is a declaration of commitment to a specific action or set of actions, with or without a set of conditions. At the end of the round the Ultimatum is made, it can no longer be changed - however, Ultimatums are usually crafted in response to a specific set of circumstances, and expire at the end of the third round after they were made. If a country that declares an Ultimatum fails to follow through, that country will lose 1 or more Prestige, depending on the severity of the lapsed Ultimatum and surrounding circumstances. Ultimatums cannot reduce a country to -3 Prestige. A country can only make one Ultimatum per turn. )

 [Ignominy] Stigma, Scandal, and Shame  - (  Opportunity:  Prestige loss may be assigned when a country badly loses a battle it was heavily favored to win. When a country returns a captured Spy or General to their owner, said country may choose to reduce the owner’s Prestige by 1 as a non-action. When a country returns a captured Ruler to their owner, said country may choose to reduce the owner’s Prestige by 2 as a non-action. Prestige loss may be assigned if a country is grossly humiliated or suffers a gross embarrassment on the world stage.  Duration:  Indefinite.  Special:  Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 3 Prestige, based on context and circumstances. )
 
Talis
  The Seatide Confederacy  
 
 Spoiler: News and Rumors 

 
 Perturbed by the enigmatic entity Mammon, the Elder Council sends a delegation to the Eternal Springs to inquire about their intentions. Why have they summoned this strange being, and what are their intentions with it? 
 The Seatide Confederacy has no desire to be drawn into a fight with a friendly neighbor, but out of respect for the Abyssal Stewards, requests that they send a delegation to present their evidence and concerns regarding Mammon. 
 Judge Flash of Green is replaced by Judge Azure Gleam after coming down with a fatal case of the Rotting disease, exacerbated by old age. 
 
 

 Actions: 

[Economy] Asset Swap and Currency Issue (4/5)
  Numerous member drifts transfer debts and assets owed to them to the PCIB and receive newly-printed bank currency in exchange. The new portfolio of debts and other assets will provide the financial underpinning that will back the new Polar Banknotes. With Seatide's merchant drifts now paying for services in "Polars" the currency rapidly comes into common use.  

[Economy] Public Opening (5/5)
  In a grand ceremony, the Polar-Confederate International Bank opens to the public! With the bank officially opened, it can now service smaller banks and institutions, welding disparate regions into a single, unified economic zone!  
 
 Spoiler:  Effects (Approved) 
Polar-Confederate International Bank
A central bank established under the authority of the Seatide Confederacy to weld various trade interests into a single market. The bank consolidates the assets, accounts and debts of member states, issues a common currency backed by those accounts, and services transactions between members.
Effect: Any nation in contact with the Seatide Confederacy may adopt the Arctic Exchange Currency as a 2-action project. Nations using the common currency gain the following benefits:
+2 increased Treasure cap
May spend 1 additional treasure on Economy actions within it and other member nations
May transfer 1 treasure to another currency user 1/turn.
The Seatide Confederacy (or current controller of Seatide) automatically counts as a currency user. Additionally, the bank's controller can kick members out of the union, or block any of the above "bank actions" as a nonaction.
 


[Economy] Invent Technology: Traveling Scholars
 
 Spoiler: Effect 

Traveling Scholars. A semi-formal system of traveling scholars who move locations on a regular basis, spreading knowledge and providing high-quality education to potential new leaders. Effect: Roll and drop 1 additional d4 when adopting a new non-dynastic ruler. Resource requirement: Talented or Knowledgeable Labor.
 

  Patronage of the arts and sciences is nothing new in Seatide, but with Seatide's growing wealth comes a new class of scholars: Traveling tutors. These ascetic scientists and artists break from their Drifts, choosing instead to travel from place to place, exchanging ideas and providing high-quality education. These scholars charge nothing, instead surviving on the gifts of well-to-do patrons, while teaching anyone who wishes to learn.  

[Diplomacy] Transfer TP 69.3 to the Shark People in exchange for a promise not to raid Seatide Merchants or Assets
  While many councilors raise salient points about the dangers of appeasement, Seatide ultimately decides to go forward with their treaty with the Shark King: Seatide will transfer a reliable food source to the Sharks in exchange for a promise to respect Seatide's Drift-caravans and assets.  

[Diplomacy] Attend Oceanic Advances in Science International Symposium (OASIS)!
Subactions: Provide 2 1-wealth grants to the best presenters at the Conference
  A few Seatide representatives are sent to the Conference to scout for potentially useful innovations and hand out grant money.  

[Economy] Impress Merchants in 101 using Stripdrill Hyphenae
  Seatide continues to expand its merchant network to fresh markets.  

Non-Actions:
Oppose all Sway and Impress actions targeting merchants loyal to Seatide
Support Buyouts for factions that own the territory they are making the buyout in
Trade Traveling Scholars to Miru Miru in exchange for Bioluminescent Navigation
Trade Traveling Scholars to Lux Glossia in exchange for Filtration Grafts
Trade Traveling Scholars to the Cyphiri Union in exchange for Electrodialytic Staurozoa
Trade Traveling Scholars to the Lighthouse in exchange for Radiant Spheres
Trade Traveling Scholars to the Order of Knights of the Ironkelp of First-King John of Ruhum in exchange for Supermarine Artillery
Permit Shifting Ennead forces to pass through Seatide unopposed

Die Rolls:   https://forums.giantitp.com/showsing...&amp;postcount=792 
 
 Spoiler: Book Keeping 
 Ruler 
Judge Azure Gleam
Diplomacy: 6 (+1)
Military: 3
Economy: 10
Faith: 2
intrigue: 2

Military Units: 6

 Regions Owned:  [Seatide 79]
City: +1 to Buyout 1/turn
Total Regions: 1
Land Unit Cap: 6 (6 Capital Unit Cap)

Artifacts:
 The Tideglobe  - This mysterious artifact is a transparent orb full of shimmering liquids and colors, which swirl and dance about in hauntingly beautiful patterns. By carefully watching the movement of lights and changing colors inside the Tideglobe, Seers can augur future events and predict how to counter hostile actions. Effect: +1 to one Intrigue roll opposing a hostile Secret Action, once per turn.
 Glowspire  - A twisting spire twenty feet tall, shaped like a twisted coral. Bioluminescent algae inside the spire change color depending on the trace elements that flow into the spire, allowing it to predict water conditions even thousands of miles away. Specially trained Tideseers read the colors, using them to predict where Reaver attacks are most likely to occur. As an added benefit, the haunting twists and colors of the spire are eerily beautiful to the untrained eye. Effect: Each turn, predicts an area that the Reavers will target if they attack that turn.
 The Bare Trap  - Mystical trap that helps defend against Reavers.
 The Banner of Odyssey (Cultural)  This enormous tapestry depicts the ancient Pepsin migration to Seatide, embroidered in such a way that the images seem to leap off into the water.

Culture:
 Mutually Beneficial Arrangements  - 2d8 to performing and resisting Impress Merchant attempts

 Military Technologies: 
 Devolving Standardized Integrations (Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost.) Prerequisites: Composite Grafting. Slot: Combat Drugs and Medicine. 
 Razor Current Netting (+10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending) Prerequisites: Composite Grafting, Glass. Slot: Fortifications 
 Civilian Technologies: 
Composite Grafting (Starting Tech)
Graduated Symbiosis (Starting Tech)
Megafaunal Tailoring (Starting Tech)
Photospore Signaling (Starting Tech)
Supernatic Propagation (Starting Tech)
Trophic Deconvolution (Starting Tech)
 Anoxic Adaptation (Permits actions and troop movement across brackish (green) borders). Prerequisites: Composite Grafting, Trophic Deconvolution 
 Holographic Certification (+1 to resisting Undermine Support actions) Prerequisites: Bioluminescent Ink, Photospore Signaling. 
 Bitter Tourism (Permits actions and troop movement across glacial (black) borders) Prerequisites: Heat Source. 


Resources controlled:
[Talented Crab (65, TP1)]  Support 
[Gravelglass (68, TP1)]
[Edible Algae (69, TP2)]  Support 
[Edible Algae (69, TP3)]  Support 
[Inkfang Worms (70, TP2)]
[Rust-Veined Pumice (73, TP3)]
[Firefly Squid (74, TP1)]  Support 
[Magnetic Sand (75. TP1)]  Support 
[Bluefish Antifreeze, Seatide (79, TP1)]  Support 
[Bluefish Antifreeze, Seatide (79, TP2)]  Support 
[Bluefish Antifreeze, Seatide (79, TP3)]  Support 
[Dragon Eyes, Cryptoclysus (84, TP1)]
[Stripdrill Hyphenae (187, TP1)]
[Sour Krill (80, TP1)]

Merchant Faction ETB: +5
 ETP Total : 27

 Treasure : 6 (+3 / Turn)

 Factional Support :
Kenaqua (52) - Merchant (Supply Firefly Squid)(+1 ETP)
(59) - Merchant (Supply Edible Algae)(+2 ETP)
(65) - Merchant (Supply Rust-Veined Pumice)
The Cathedral of Movement (67) - Merchant (Supply Stripdrill Hyphenae) (+1 ETP)
Danabae (69) - Merchant (supply Inkfang Worms)
Region (70) - Merchant (using Sour Krill)
Aelwyd Adferiad (71) - Merchant (Supply Edible Algae)
Maurente (74) - Merchant (Supply Edible Algae)(+1 ETP)
The Plains of Sarkenos (75) - Merchant (Supply Inkfang Worms)
Seatide (79) - Merchant, Aristocrat, Clergy (Supply Firefly Squid)
(187) - Merchant

Diplomacy:
Trade Route with the Gravetenders
Trade Route with Lux Glossia
Cultural Exchange with the Shifting Ennead

Favor and Reputation:
Abyssal Stewards: 1 Favor
1 favor from the Cryptid Congress for giving them a free technology
1 favor from Cyphiri for intentionally losing a PRS Slot
 
Feathersnow
 
 Primarch Marcion 
Diplomacy 10
Military 8
Economy 9
Faith 10
Intrigue 1


Actions-

 Economy  Build the Cathedral
 Economy  more Cathedral building
 Economy  Finishing the Cathedral
 All successful! 
 If you don't know what this means, you don't need to. 
 Economy  Petrix attempts a buyout of 117.2

 The Nacres couldn't supply a light source, so Petrix must do it themselves. 
 Success! 
 Economy  Petrix attempts to impress the merchants of 133 on behalf of The Black Pearls, using Fruiting Mangroves as a source of food.
 The Black Pearls are hurting, their heir should help. 
[B]success?[/roll]

 Faith  Pray for successful Cathedral building.

 Our prayers, if redundant, were at least successful 

Non-action: Project Eusebia teaches the territory of Deep Blue through the Gravetender cultural exchange!

Growth +1 Economy

New stats:
Diplomacy 10
Military 8
Economy 10
Faith 10
Intrigue 1

 Rolls 
 More rolls 
Lleban
   The Cryptid Congress  

 Shah Honorebb Qualodias IV


Diplomacy 5
Military 2
Economy 10
Faith 3
Intrigue 6 (+2)
 
  Actions  
 rollz
 
 Military   Defend myself from EVVILLL (no units)

 Intriuge  Raid region 68 tp 2 from SEN

 Intrigue  Infiltrate Sen

 Intrigue  Slander Sen with the Chelonian CHora

 Intrigue  Slander Sen with the Abyssal Stewards


[/URL]  Accounting  
City: Cryptlantis +1 buyouts
Treasure: 0
Non Actions
assisting the conversion of 81's holy site

  News and Rumours
  
 
  Shah Honorebb Qualodias IV Denounce
 
 2 
 
LapisCattis
   End of Round Fourteen  
No further mechanical edits to action posts may be made 
LapisCattis
   Round Fifteen: Begin  
Years 43 - 45

Don’t forget to link to any rolls you make, including rolls for rulers you will start using at the start of next round. If you want a new ruler in the next round, you must state so in your action post for this round and link to their rolls. Any increases from actions for this round are counted for the ruler you start your next round with, which may or may not be your current ruler.
Good luck!

 The following events occurred between Year 40 - Year 42  
  Rules Alerts and Changes!  
  Discovery!  
 Explorations, prospecting, and other news from afar 
 

Significant information emerges from where it was buried in Lojanese bureaucracy some years ago: the  Losinka Alaku ’s chemical analysis of the toxic brine suffusing the wastes southeast of the Republic. The soupy liquid seems to have potent properties, and perhaps something of value could be distilled from the uninhabited waters.
 Round 14: LOL prospected W26, discovering 1 TP of Chemical Brine! 

Carefully maneuvering out of the newest Lux-Glossian outpost in Deepdrift, the Yellow Shade’s party travels eastward. To their surprise, though, the seafloor drops rapidly upon passing the Gravewater’s northernmost seas, and they are unable to follow it safely. Just at the point where the ground sinks, though, are colonies of smaller sea slugs poking above and below the sands. The encounter could only be described as somewhat awkward, given the expedition party was primarily made up of Lysimian sea slugs itself. Nonetheless, their larval shells scattered across the bottom are just as spiny as their bodies, unlike any they had seen before. In other species, thorns often act as a clear sign of potential toxins, so the explorers decide to leave them be and turn back, running low on supplies.
 Lux-Glossia investigates northeast of Region 78 and discovers Region 82, a Fathomless (Depth 2) region with 1 Trade Post of Thorny Nudibranchs! 

In the west, where the cold surface current forces the cusp of the Wastes to yield, even for a little, before whipping around into an even colder deep current, the herring of Deep Blue are able to venture farther than expected into this hostile environment. Above them, loose floes of ephemeral, insubstantial ice flakes create a whirlwind of streaks, tricks of the light illuminating the sick brown and grey of dead silt swirling in the rich clear blue. Caught between toxin and a cold place, they continue on, using the layer of disorientation to stay level in the water column. No seafloor can be found, not by weak eyes nor shimmers on the scales. All that is sensed is a steady pulsing, fluttering in many directions, but so weak that Deep Blue fails to reject the possibility of an error.
 Deep Blue sends an expedition west of Region 56 and discovers Region W25, an uninhabitable Wastes region, 

Eager to continue expanding their world, a party of Rahaa and Kejatara are sent north. Leaving the Rim of Rahakera, the party head towards the northern rim of the valley. Travel is easy, but the light begins to grow dark as the seafloor drops, seagrasses yielding to sand and stiff corals, to red and orange crusts that scrape and leave a bitter flavor in the Rahaa’s mouth. Pushed near to the limits of their swim bladders, the Kejatara do their duty to lead on, but guide the group to a cliff that goes down, down….down. Frigid water rises from the depths, a palpable layer even though all that can be seen is the deep, endless blue. There is no food or rocks to scrape here, no sign of any scrap of life. Unsure whether or not to turn back, they unknowingly linger until the water above turns red with the setting sun, and night falls as stars rise from the deep. Great jellyfish, at least twice as wide in their curved, rigid bells as a Rahaa is long, drift upwards with glowing spots and trailing tentacles that branch off into thinner and thinner strings. Content with the size of their report, the Kejatera lead their group back home, though the chill only leaves once they are safely back in the Rim.
 The Peacekeepers of Surunung investigate north of Region 155 and discover Region 158, a Fathomless (Depth 3) region with 2 Trade Posts of Hardbell Jellyfish! 

Following the cloud of poison northwest, the Medusae are well prepared from the stories of other scouting groups, and push  steadfast into the Wastes on Big Boulder. Instead of the smooth, or at least worn, seafloor that is typical in most of the world, they find jagged rips and tears, sharp and shallow crevices as if gouged out by a giant claw only days ago. Even at the edge of the territory where fresh seawater is still in reach, the rock is oddly smooth, and vegetation is sparse - thin crusts that are fought over by the tiniest of creatures, a dozen small chitons fighting for a piece of a sand-dollar sized ground while a completely bare rockbench is nearby. Fallen columns reach for the surface, forming spines that just barely cut through the gloom. In some areas, these columns form small caves and tunnels where they meet, and inside are strange, unliving corals, made of an odd material. As the Medusae proceed, they find something that has rarely been seen before in the polar regions - a dark, looming shape clarifies into a cliff, not leading down into the depths, but up to the surface and beyond. This cliff is rooted in larger columns of the smooth rock, fallen in every configuration, and the movement of water tells them that a gentler slope may lead to the surface as well. Stronger waves of toxin and ruin emanate from this place, however, and the Medusae are forced back.
 The Eternal Spring explores west of Region W22 and discovers Region W21, an uninhabitable Wastes region. They discover 3 Trade Posts of Degraded Superpolymers! 

Refueled after delivering Baran, Rendal Belar guides his crew south to the remaining uncharted Wastes. Well-accustomed to the task of navigation and charting these areas, the crew sets to their task as familiar dark water envelops them. A striped, rectangular boulder is marked and drawn, lying across coarse grey sand. Another, a few minutes later, and as the ship banks around a seamount, Rendal begins to be able to predict the sightings of these rocks. Here and there, the red striped rock is broken or crumbled, but a definite trail forms, as the rocks grow larger, until the Wayfinder sails over what can only be a quarry of staggering size. Large pits have cored the sea, wide enough to fit the Wayfinder and more easily, and deep enough that the bottom cannot be easily seen. Inside, the grey sand can be seen to persist for a few meters before changing into this rock, and cornered tunnels cut holes into the rock layer. Glowing cubes are intermittent, but line the edges of the pits and, presumably, are present inside the tunnels. Rendal takes one cube, sliding surprisingly easily out of its place, and finds it a crystal full of thin glowing veins, emanating a soft purple. The Wayfinder lingers only long enough to take accurate measurements before continuing on with their survey. As they return home and enter the sunny clear water, Rendal discovers that the light of the cube has turned bright red.
 The Cyphiri Union sends an expedition south of Region 123 and discovers Region W36, an uninhabitable Wastes region. They discover 3 Trade Posts of Crystalized Script! 

Though it takes years, scavengers and seekers eventually find the most significant items unearthed by the Trawling Beasts in the Mandala - a vast network of catacombs, filled with the worked and carved remains of generation after generation of deceased scholars. Unfortunately, the prospect of selling these venerable remains infuriates many of the historically or spiritual inclined - and many more fear for the loss of their prestigious positions if the scholars’ services are phased out in favor of such an industry…
 COS prospects 103, replacing the existing 1 TP of Adventuring Scholars with 1 TP of Scholar’s Scrimshaw! COS may revert this change this round as a non-action. 

With the aid of the Abyssal Stewards and their own efforts at breeding pressure-resistant herring, Deep Blue finally penetrates the depths along the route leading to more temperate waters. These explorers rapidly make contact with the locals when they’re attracted to the herrings’ light sources, discovering a strange society of creatures who live their entire lives in darkness, following the contours of the seafloor. Deep Blue’s exploration subroutine is able to simulate trade with the creatures, emerging from the depths with fewer lights but greater wealth.
 DPB sends an expedition to 177’s seafloor, discovering two Holy Sites controlled by Skinswapper Cult, a Desired Import of Light Sources, and gaining 1 Treasure! 

Though the dominant mood in the Cyphiri Union regarding Region 121 is for a slow, constructive approach aligned with the suggestions of the Chelonian Chora, Baran Hallus realizes that the region lies along the likely path of the Trawling Beasts. Shepherding the Beasts out of civilized waters as quickly and safely as possible takes priority over the desires of his supporters, and so the Union hires mercenaries equipped with specialized biofiltration grafts to deploy the Divine Nacres’ bioweapons in the region. The Heartstopper Mold and Breathstealer Algae are wiped out completely, and the waters are breathable in time for the Trawling Beasts to pass through… but the region’s ecology will be quite primitive for some time to come.
 CYP decontaminates Region 121 using military Disinfection Protocols! CYP gains 1 Reputation with the DNA! All Trading Posts in Region 121 are destroyed! Colonization attempts will be made against a TN of 16, and until the region has a Trading Post, it will not be possible to Settle it. 

Class Opala delves deep into the wastes to the west of their home waters, the bubbleship now specially outfitted with foreknowledge of the challenges to come, and fresh air resupplies are made readily available at all edges of the choking waters their unaided compatriots can reach. They use these to create stockpiles in the small pockets of clean water previously charted, and soon have a means of supporting even an exceptionally penetrative course through the muck- and rot-strewn waters - which is exactly the course they take. It takes months, but finally they reach a clearing of sorts; while the water is by no means safe here, as evidenced by one crewfish excitedly bursting outside and rapidly toxifying, it does not obstruct vision as it did through most of the rest of the wastes. And the crew can see what must be hundreds - no, thousands! - of sickly yellow statues of all shapes and sizes distributed haphazardly throughout the clearing, some even broken or on their sides.
More concerning for the crew, they report, was the fact that each and every single one with anything resembling eyes has had them trained squarely on the location from which the Class Opala first emerged into the clearing.
 MIR prospects W37, discovering 1 TP of Brimstone Idols! 
  Growth!  
 Expansion, development, unification, and similar forms of growth and prosperity. 
  Trade Routes  
Lux-Glossia establishes a Trade Route with the Splendid Miru Miru!
The Splendid Miru Miru establish a Trade Route with the Hymenocera Expanse!
The Gotezhar establish a Trade Route with the Lojanese Republic!
The Gravetenders establish a Trade Route with the Riftlings Many!
The Cyphiri Union establish a Trade Route with the Kar-Nath Hegemony, losing 1 CCA Rep in the process

Pfilghol settles Region 105! Region 105’s resource is now set to Rotweaver Worms

The Order of the Ironkelp presses a Marriage Claim on Region 112!

The Kar-Nath Hegemony spends 4 actions to complete the Great Project: Office of Chain Wardens in Region 77! +1 defense against secret actions

STC completes the Polar-Confederate International Bank Great Project
 
 Spoiler: Bank 
A central bank established under the authority of the Seatide Confederacy to weld various trade interests into a single market. The bank consolidates the assets, accounts and debts of member states, issues a common currency backed by those accounts, and services transactions between members.
Effect: Any nation in contact with the Seatide Confederacy may adopt the Arctic Exchange Currency as a 2-action project. Nations using the common currency gain the following benefits:
+2 increased Treasure cap
May spend 1 additional treasure on Economy actions within it and other member nations
May transfer 1 treasure to another currency user 1/turn.
The Seatide Confederacy (or current controller of Seatide) automatically counts as a currency user. Additionally, the bank's controller can kick members out of the union, or block any of the above "bank actions" as a nonaction.
 

  Statecraft!  
 Cultural events, diplomatic overtures, foreign relations, and domestic affairs. 

Lux-Glossia and the Shifting Ennead establish a Cultural Exchange together!
The Gotezhar and the Lojanese Republic establish a Cultural Exchange together!

Lux-Glossia hosts the wildly successful Oceanic Advances in Science International Symposium! The event is widely attended by delegates, representatives, and competitors from across the world in the first ever global exchange of science and knowledge.  A collaborative mural is assembled and displayed with honor, and awards granted to the representatives of the Eternal Spring, the Shifting Ennead, the Cyphiri Union, and the Lambent Syndicate for winning first, second, third, and fourth price respectively for their abstract submissions. Scientific achievements are far from the most impactful earned at this event, though, and many countries swim away with new trade, technology, and other assorted deals.

 Sways and Impresses  
Costa Sereia Sways the Mercantile Support in Region 117 with Pure Berries
The Gravetenders Sway the Mercantile Support in Region 81
The Kar-Nath Hegemony Sways the Aristocratic Support in Region  77

The Seatide Confederacy Impresses the Mercantile Support in Region 101 with Stripdrill Hyphae
The Sakura Jin Impress the Mercantile Support in Region 133 on behalf of the Black Pearls using Fruiting Mangroves
The Mohegan Regime Impresses the Aristocratic Support in Region 112

  Trade!  
 Buyouts, trade routes, and other economic shenanigans 
 
 The Splendid Miru Miru buy out Trade Post 3 in Region 155 for Basalt Structures 
 The Splendid Miru Miru buy out Trade Post 2 in Region 5 for Waveweed Root 
 The Gotezhar buy out Trade Post 3 in Region 130 for Mineblossom Sponge, supported by Costa Sereia 
 Costa Sereia buys out Trade Post 1 in Region 60 for Fertile Soil, supported by the Eternal Spring 
 The Seatide Confederacy gives Trade Post 3 in Region 69 to the Shark People 
 The Lojanese Republic buys out Trade Post 1 in Region 6 for Selachian Mercenaries - look for LIT resist roll 
 The Hymenocera Expanse buys out Trade Post 1 in Region 30 for Branch Coral 
 The Sakura-Jin buy out Trade Post 2 in Region 117 for Bioluminescent Tunicates 
 The Magaramachi buy out Trade Post 1 in Region 154 for Bloodripper Eels 
 
  Faith!  
 Conversions, organization, and other such matters of faith 

The Cyphiri Union sets the 25 HS bonus for the Cyphiri Way - Prophetic Education
The Gravetenders sets the 15 HS bonus for the Blossoming Sequence - 2d8 for Reaver Defense
The Order of the Ironkelp sets 25 HS bonus for the Middish Way to +2 leader loss rolls
The Hymenocera Expanse organize their faith - Uplift Reverence - and choose the bonus of +1 to Sway rolls
The Order of the Ironkelp Knights successfully complete the repairs to their holy order after wreckage by the Trawling Beasts

ESP converts Holy Site 1 in Region 61 from the Glacial Gods to the Eternal Communion
ESP converts Holy Site 2 in Region 61 from the Glacial Gods to the Eternal Communion

  Wonder!  
 Miracles and inventions, ancient relics and spectacular undertakings 

The Splendid Miru Miru develop a new technology, Bioluminescent Navigation!
 
 Spoiler: Bioluminescent Navigation 
Prerequisites: Photospore Signaling
Effect: Allows traversal of Depth 1 regions.
Fluff: Using photospore organisms that have been genetically modified to have a particular protein composition, originally based on the ones used for the Taika's secretive communication network, it is possible to generate microorganisms that radiate a variety of colors, even deep in the sea. Through the usage of a color coded system, it is simple to clearly mark the level, type, and source of danger in dark expanses. Of course, this can also be used to selectively illuminate civilian routes, work as markers for the trip back, and be used in a standard Taika messaging system.
 


The Divine Nacres build a Specialized Ship - The Inoculum

The Chelonian Chora construct an Artifact - Jasima Kute, the Listening Mirror

The Seatide Confederacy develops a new technology, Traveling Scholars!
 
 Spoiler: Traveling Scholars 
A semi-formal system of traveling scholars who move locations on a regular basis, spreading knowledge and providing high-quality education to potential new leaders.
Effect: Roll and drop 1 additional d4 when adopting a new non-dynastic ruler.
Resource requirement: Talented or Knowledgeable Labor.
 


The Lighthouse develops a new technology, Radiant Spheres!
 
 Spoiler: Radiant Spheres 
Requirements: Indah's Embrace Technology, Gems, Photospore Signaling
Effect: Access to Depth 2 Regions
Building upon the personal-sized designs of the Indah's Embrace technology the gang leaders and fanatical thugs of the Lighthouse have expanded the crystallian-based technology into small house-sized projections. Dimensions fitted for small crew operations, with storage space for both weaponry or civilian tools, and a refracting system utilizing the artificially enlarged gem base structure to light the path in the deep darkness. When utilized in combination with Indah's Embrace these mass-produced synchronized vessels can attain unseen depths.
 


The Magaramachi develop a new technology, Blood Algae!
 
 Spoiler: Blood Algae 
Military slot: Sappers and Siege Weapons
Pre-reqs: Supernatic Propogation
Effects: +20% enemy casualties, +10% own casualties in depth 0 regions
This dull green algae infects wounds and grows exponentially in blood, rapidly causing the owner of such an infected wound to die. Using the techniques of supernatic propogation a cloud can be rapidly convened above the battlefield making even slight wounds considerably more dangerous. Knowing it is there gives some protection - or at least some chance of avoidance - but its infectious growth is impossible to totally avoid. The main defence is getting deep enough that the surface growing algae ceases to be a problem.
 


The Riftlings Many make an artifact - The Hammer!
Effect: When the owner of the Hammer contributes three actions to the same Great Project on the same turn, the Project moves four steps towards completion.

  Might!  
 Military matters of all kinds, be it warfare or strategic developments 

Pfilghol recruits General Sigska, The First Commander (Mil 7) with TD “Just Do Better” (+2 to battle rolls)

STC loses one unit due to surpassing their Unit Cap!

 SUR recruits General Jejapang Keja (10) with an unspecified Tactical Doctrine 

Lighthouse invasion of Region 15
 
 Spoiler 
Led by the Tarnished Lamplighter (Military 5) with Military 10 Ruler, 1 LIT Unit invades Region 15, using Death Commando Training and attempting to use Golden Victory At All Costs, facing off against 6 units of native defenders led by a Military 8 commander, attempting to use Guarded Approach!

Native defenders win Tactical Maneuvering, successfully utilizing Guarded Approach! (-2 battle roll, -20% own casualties)

Region 15 Victory! LIT loses 1 unit!
 


Lighthouse invasion of Region 22
 
 Spoiler 
Led by the Everscintillating Gold-Fin (Military 9) with Military 10 Ruler, 2 LIT Units invade Region 15, spending 1 Treasure, using Death Commando Training, bearing the The War Palanquin of the Anointed Dead, and attempting to use Golden Victory At All Costs, facing off against 2 UNI units led by The Crumbling Visage (Military 4) with Military 9 ruler, attempting to use Tireless, and 1 unit of Region 22 Aristocrats!

LIT wins Tactical Maneuvering, successfully utilizing Golden Victory At All Costs (+7 to battle, +20% own casualties, -20% enemy casualties, -4 own leader loss)

LIT Victory! LIT gains control of Region 22! LIT loses 2 units! UNI loses 1 unit! The Everscintiliating Goldfin is captured by The Unity!
 


Lambent Syndicate invasion of The Abyss (Region 21)
 
 Spoiler 
Led by the Netra the Rubicund Fist (Military 8) with Military 10 Ruler, 4 LIT Units invade Region 21, using Death Commando Training, and attempting to use Victory Is Life, facing off against 4 UNI units led by Grinmaw the Calamitous (Military 9), attempting to use Tireless, and 1 unit of Region 21 Aristocrats!

UNI wins Tactical Maneuvering, successfully utilizing Tireless (-10% own casualties, +2 to own leader loss rolls)

UNI Victory! LSD loses 2 units! UNI loses 1 unit!
 


Magaramachi invasion? of Region 154
 
 Spoiler 
Led by the Tiny (Military 7) with Military 10 Ruler, 2 MGM Units attempting to use Carnage face off against 3 MGM units led by Bigger-and-Meaner-than-You (Military 5) with Military 10 Ruler, attempting to use Unyielding Force!

MGM(BAMTY) wins Tactical Maneuvering, successfully utilizing Unyielding Force (+20% own casualties, +2 to battle roll)

MGM(BAMTY) Victory! MGM loses 2 units!
 


Lojanese invasion of Region 12
 
 Spoiler 
Led by General Zabkrew (Military 9) with Military 8 Ruler, 4 LOL Units invade Region 12, spending 2 Treasure, and attempting to use Graceful Show of Force, facing off against 4 units of native defenders led by a Military 8 commander and attempting to use Unyielding Force!

LOL wins Tactical Maneuvering, successfully utilizing Graceful Show of Force (TM +1, -20% casualties (both sides), +12 enemy Leader Loss, +2 own Leader Loss, Free Sway attempt against random support)

LOL Victory! LOL gains control of Region 12!
 


Lojanese invasion of Region 14
 
 Spoiler 
Region 14 is undefended. LOL gains control of Region 14
 


Shifting Ennead invasion of Cryptoclysus (Region 84)
 
 Spoiler 
Led by Tulticius (Military 8) with Military 8 Ruler, 6 SEN Units invade Region 84, spending 1 Treasure, and attempting to use First to Kill, facing off against 1 DPB unit led by Pale-Eyed Sentry (Military 5) with Military 10 ruler, spending 1 Treasure, and attempting to use Skirmish, and 1 unit of Region 84 Aristocrats!

SEN wins Tactical Maneuvering, successfully utilizing First to Kill (+4 to battle, -4 allied leader loss, -2 enemy leader loss, +10% casualties both sides)

The Shifting Ennead show they are willing to back their demands with force by marching six units lead by General Tulticius(Mil 8) into Cryptoclysus with orders to use First To Kill.  Taking up skirmish positions ahead of them are the Cryptids and their Deep Blue allies, massively outnumbered with only two units under the command of the Pale-Eyed Sentry (Mil 5) attempting to Skirmish.

The concerns Ennead leadership had for their tactical capabilities turned out to be needless as they take a strong position from which Tulcitius can drive his Beaks into their foe.

Despite the distance from SEN’s homeland, all of their troops arrive safely and battle is joined as CRY skirmishers emerge from behind a bleached coral reef.  The Ennead troops are exhausted from their long march and suffer heavy casualties in the initial ambushes until General Tulticius can rally and organise his troops for a counter offensive.  Once battle is truly joined, though, the advantage of numbers soon turns the tide.  Once the blood clears, almost the entire combined Cryptid and Deep Blue army lays dead, but disaster strikes as it becomes clear that the few survivors fleeing the field have the captured General Tulticius in their custody. The victory was pyrrhic but it was a victory all the same.

SEN Victory! SEN gains control of Cryptoclysus (Region 84)! SEN loses 2 units! DPB loses 1 unit! The Cryptoclysus Aristocrats lose 1 unit! Tulcitius is captured by DPB!
 


Shifting Ennead invasion of Region 73
 
 Spoiler 
Led by Balelia (Military 9) with Military 8 Ruler, 5 SEN Units invade Region 73, spending 1 Treasure, and attempting to use Integrate the Captives, facing off against 3 units of Residuum Militia led by a Military 8 commander and attempting to use Unyielding Force!

SEN wins Tactical Maneuvering, successfully utilizing Integrate the Captives (-10% losses to both sides, free Impress Aristocracy attempt on victory)

A last minute change of plans sees the remainder of SEN’s forces - 5 battalions of Beaks - swimming towards Region 73 under the capable generalship of General Balelia (Mil 9), with no intention to deviate from their tried and true methods. The native commander, no slouch at military leadership himself (Mil 8) leads the three units of the natives and sets up a wholly offensive battle formation.

The additional focus on maneuvering proved key as the preparation allowed General Balelia to effectively integrate her captives.

The natives charge first but that’s just about the only thing that goes well for them this day.  General Balelia’s careful leadership gives SEN the fortitude to withstand that initial clash and as the two sides withdraw to meet again, it becomes clear that native wounded are being tended and bandaged by Shifting Ennead soldiers.  The native morale is hit as their aristocratic leaders realize that a victory may be impossible but more importantly a defeat survivable.  The commander rallies enough troops for another attempt but their hearts are no longer in it, particularly after he is cut down.  Leaving fully two thirds of their number either dead or being healed by SEN healers, the remainder flee and General Balelia carries the day, cowing the local aristocracy in the process.

SEN Victory! SEN gains control of Region 73! The native commander is captured by SEN!
 

  Schemes!  
 Coercion, betrayals, and spycraft 

ABS procures a Spy…

Costa Sereia coerces Trade Post 2 for Liming Snails in Region 117

COS investigates the cause of the Unruly Aristocrats in Region 77 - it appears that SeaNET and Deep Blue’s Ichthyosis Technicians were directed to undermine the support for the Kar Nath Hegemony’s current monarchy in the ranks of the aristocracy, but backtracing the directives and orders leads to a strange phenomenon - they do not appear to originate from any of Deep Blue’s known processing gestalts. Based on the evidence at hand, it appears that Deep Blue’s systems were used as a proxy, hijacked by another entity - and if one extrapolates from the route information, the nature of interference, and similarly available evidence of manifestation…all signs point to ultimate responsibility lying with Mammos - or some similar as-yet undiscovered entity with a similar set of powers and capacities.

COS Trawling Beasts investigation - Though it takes the investigators from Costa Sereia some time to find a way to acquire significant information on the island of the Trawling Beasts, they eventually manage it with much the same results as reported by the Divine Nacres - but they observe one additional element of note (apparently either untrue for the island studied by the Divine Nacres, or unspecified in their report to the Cyphiri Union) - the entire area is covered in Trawling Beast Tracks. In fact, the massive, neatly stacked resource piles line up very neatly with the apparent paths that the Titans took across the island.

The vast majority of the clergyfolk of Cryptoclysus see no cause to doubt their leaders in favor of the poisonous words of a foreign conqueror.

Likewise the Draig of Aelwyd Adferiad have no love for the Shifting Ennead’s secret ploys to turn them against their new master and his representatives. Tadgceallachmarix, The Thunder That Burns, is their own, ancient kind, the kind worthy of veneration in legend and song as one of the great Wings of the World. The Ennead are murderers, liars, and thieves and should be denounced accordingly - a society led by carrion feeders who would sooner see the world rot entirely than watch it thrive, if their tentacles can not be gripped firmly about its throat.
 The Shifting Ennead fails to Undermine the Aristocracy of Aelwyd Adferiad! 
 The Lambent Syndicate manages to find and retrieve The Radiant Sword - dim, but no worse for wear. 

Once thought slain during the conquest of the Cathedral of Movement, Malcolm (Intrigue 8 Spy) reappears, now in the service of the Draigiau Residuum, and interested in training a successor…

Once in the employ of the Auros of Kaarme, That Which Slithers In Darkness (Intrigue 9 Spy) publicly declares their devotion and allegiance to The Unity, having apparently converted during their time out of the world’s view.

Rumors say Alinus Ernost (Intrigue 8 Spy) has been hired - at no small expense - by the Monheganist Regime. Who knows how long they’ll remain…

CRY tries to coerce Trade Post 2 in Region 68 from the Shifting Ennead for Edible Algae - but the local merchants are confident in the security of their trade as provisioned by the Seatide Confederacy.

Barbeesha the Backbiter successfully infiltrates the waters of the Shifting Ennead. Her arrival is known, but agents of the Shifting Ennead are unable to pinpoint her precise location or the details of her growing network

CRY successfully slanders SEN with the CCA and the ABS

  Terror!  
 Violence, upheaval, murder, and destruction. 
 The Mercantile Support in Region 49 becomes Unruly! 

The Shark People sack Trade Post 3 in Region 84 for Dragon Eyes!
The Shark People sack the City in Region 51!

Leviathan eats the Eel Without End (at least a nibble) - and then begins to fry…

 The Divine Nacres Holdfast in the Khandeeps (25), The Collegium of St. Harpax, is discovered in ruins, destroyed by unknown assailants! Though the Nacres have yet to conclude any investigations - and may encounter difficulties in attempting to do so, owing to the newfound absence of a Holdfast in the area - word quickly spreads of Kucen bodies and scraps of razorglass netting amidst the wreckage... 

Lack of interest or respect for the unique needs and local customs throughout the seas begins to grate on the people who must survive such neglect.
The following regions must have region write-ups submitted by the start of Round 16 or begin to suffer write-up related Unrest:
5, 6, 13, 20, 64, 94, 104, 105, 117, 118, 179, and 187.

The aristocrats in Pyl-Garat grow more demanding as progress continues on the Union Mercenary Exchange - if they are not satisfied, they are certain to cause trouble.
 If CYP does not acquire the Aristocratic Support in Pyl-Garat (129) before continuing work on the Union Mercenary Exchange, the Aristocracy will become Unruly at the start of the following Round! They may have further demands as the Union Mercenary Exchange continues to progress… 

Feeling neglected by their ruling bodies, disgruntled and displaced clergyfolk across the Southern Ridge manage to convince merchant classes that their rulers do not have their interests at heart!
 Taifre Mandala (103) Unruly Clergy Undermines Region 103 COS Merchants!
Region 104 Unruly Clergy Undermines Region 104 PGL Merchants! 

Religious differences between their government and the locals sparks unrest in the Dunes of Revelations and Budak Perak.
 The Dunes of Revelations (17) and Budak Perak (18) Clerical Supports become Unruly! 

Having never recovered from Reaver raids decades prior, order in some areas begins to break down, and respect is lost for those they once pledged loyalty to.
 Region 14 Mercantile Support becomes Unruly!
Region 22 Aristocratic Support becomes Open! 

The remaining clansfolk of the Greenwater are no less obstinate for either crisis or conquest, and being treated like diplomatic pawns infuriates many - it is only the reassurances of the Shades and the reminder of the great respect so many owe to the Lux-Glossians which assuages their fears and frustrations.
 Region 41 Aristocratic Support remains Open! 

Not all Kiwa agree with the changes being undertaken by their spiritual masters in The Dead Seas - nor do the self-proclaimed Mer nobility. Before long, it’s clear that much of the enthusiasm that once marked Riftling relations with the Kiwa has diminished considerably.
 Region 66 Aristocratic Support becomes Open! 

The suggestion of selling off their ancestors’ bones infuriates many in Taifre Mandala for a multitude of reasons. Already frustrated, a number of the younger and more tempestuous scholars flock behind an especially traditionalist and xenophobic proctor - though the efforts made to aid in the precarity of the situation has many reluctant to get involved, and many who did still remember the kindnesses provided by the Sereia. It is likely that if their immediate concerns are resolved, the proctor is likely to lose any support for their rebellion.
 The Clergy of Taifre Mandala (103) rebel with 4 Units of Scholastic Recruits led by Proctor Samarda (Mil 3) - their demands are for COS to rebuild Holy Site 1 as The Examinations, and to revert the Prospecting resource change - but they are open to negotiation. 

In the north, religious tensions boil over into outright violence, triggered by the Trawling Beasts!
 Region 108 Clergy rebel with 3 Units of Peace Makers led by Finalist Uruza (Mil 4) - they seek to impose their faith on Regions 108 and 107! 

Reavers:
126 Clergy
113 Clergy
118 Aristocracy
64 Aristocracy

The path of the Eel Without End is unknown while it remains in the unfathomed depths, but it does continue to flow - in fact, the tip of the Eel’s tail can finally be seen rising from the Maw, a great colorful spiked fan more than twice as tall as the main body of the Eel but less then a quarter as wide. The water crackles and hums around it, and a brilliant energy arcs out towards any nearby metal as it travels.

The End is near.

 
 Spoiler 
 EEL TPs at risk of damage or destruction; conversion effect magnified; Supports affected?
 


The Trawling Beasts are successfully directed east, though their path does not match that hoped for by some - as they approach the islands and archipelagos of Dashasham and Dekapoloi, their travels betray a reluctance to emerge above the water before the journey’s end, a fact which leads the herd to mow through Region 117, Dashasham (119), and Cyph-Arel (122) before finally arriving in the newly empty waters of region 121 - and they do not stop there, but barrel through the region before traveling further on, deeper and further. The Abyssal Stewards send emissaries confirming that the beasts should now be safely traversing their historical deep-water migration paths for decades to come.
[Spoiler=Trawling Beast Effects]
Holy Site 2 in Region 117 is damaged, becoming Open!
Trawling Beasts - 117-1,2,6 Holy Site 2 damaged becoming Open; TP 1 saved by quick thinking; no Unruly clergy (still roll) | 119-4,6,6 TP3 destroyed, TP1 damaged, becoming Open; resistance roll for unhappy Merchants | 122-2,2; Holy Site 2 destroyed, resistance roll for unhappy clergy | 121-nothing - and they do not stop, going further on, down, and into the unknown…

The thousands of Riftling polyps bubbling up from the Maternal Fonts are suddenly joined by actual bubbles, of superheated sulfuric acid emerging from somewhere even deeper than the Ancient Ones. The seafloor shudders, and the water pulses in waves, the pressure growing greater, then lesser, then greater again; one of the Old Fathers is pushed from the edge of the True Deep, and is lost in the void.

There is too little time to debate what these signs might mean before the question is answered. As in Aelwyd Adferiad, a second titanic Colossus Draig emerges from the depths, coated with a sleek, streamlined shell of deep red streaked with vibrant stripes that run most of the length of its body and over twenty-seven thousand Riftling polyps in length. As it rises, the water about its gills fills with clouds of burning acid, and its spit leaves a frozen trail of ice in its wake. The news spreads quickly: Gwraedfeidlaithe, the Fuming Ice, has awoken.

 The Vermilion Colossus Draig, Gwraedfeidlaithe, the Fuming Ice, rises up in The Dead Seas (60)! 
  Organizations!  
GTZ completes a reefback nursery in New Korasoon (174) - Sweetnip Reef!

CYP &lt;Sings&gt; successfully…

The Lady In Pink Stares Into The Abyss and rises…

The Sakura-Jin complete a Cathedral of Comprehension, and Primarch Marcion becomes a Child of Pearl, now bearing the honor of being considered an equal - an honorary member, in fact - by the Divine Nacres themselves.

ESP and LIT successfully find their Sources

 Writing Collections 
MIR submits 2 entries to a Genus Taxonomia, gaining 2 DNA Favors.
MIR submits 1 entry to the Coralline compendium, gaining 1 ABS Favor

 Reputation 
DPB spends an action to raise rep with CCA
DPB spends a CCA favor to increase rep
SUR uses an action to raise rep with the CCA
DPB gains 1 Reputation with CCA from A Little Less Lonely Road…
CYP gains 1 Reputation and 1 Favor with CCA from A Little Less Lonely Road
MIR gains 1 Reputation with CCA from A Little Less Lonely Road
SEN loses 1 Reputation with both ABS and CCA as a result of CRY’s Slander!

 Favors 
CYP uses Song of Inquiry at the expense of 1 CCA favor to ask about the location of their HQ on behalf of LUX.
CYP uses Survival of the Fittest to ask DNA to coerce TP1 in 186 and TP1 in 66 at the cost of 2 favors.
LUX uses Survival of the Fittest to ask DNA to coerce TP3 in 122, TP1 in 49, TP1 in 174, and TP 2 in 100 at the cost of 4 favors.
HEX uses Gene Grafting to ask DNA to increase Lady Atyoida’s intrigue from 6 to 7 at the cost of 1 favor and her time.

 Prestige 
KNH completes a monumental undertaking and gains 1 Prestige - the Glacier Food Festival!
GTZ completes a monumental undertaking and gains 1 Prestige - the Statue of Korasoon!
MIR completes a monumental undertaking and gains 1 Prestige - The Statue of the First Bubble Bender!
LIT is humiliated despite a (singular and pyrrhic) victory by the loss of their entire armed forces, including their greatest warrior, THE EVERSCINTILLATING GOLD FIN, to the vagaries of war, and a catastrophic showing against the natives of Region 15. LIT loses 1 Prestige!
The Splendid Miru-Miru and the Surunung sign the Treaty of the Ravine, establishing GREG
The Gravetenders exhibit a Great Work: The Silver Fragment Vow, gaining 3 Prestige!
Lumaeus
   The Last Days 
 of the 
  Riftlings Many of the Dead Seas  
 and the 
  Chrysomallon Kiwa     
    A Tragedy in Six Acts     
 A Titan awakes in the Dead Seas and finds them empty... 
 
 Spoiler: Act 1: A Legacy of Rot 

In Danabae, at the bottom of the Eternal Reunion, buried in the sand and sticky with the viscera that has oozed downwards, lie countless unusual objects. Studded throughout the ground, pointing every which way, are a number of unusual shells, black as iron and bright as gold. Their collective magnetism is just enough to give anyone who draws too close to the pit a sense of the uncanny.

No creature in these waters has such a shell, and indeed, it isn't for leagues and leagues that anything of their like can be seen. Rise from the horrors of the pit and watch the work carefully, and soon it becomes clear that the task of recycling flesh is not lossless. Here and there, shreds drift off into a current that slowly but ceaselessly wends southwards. The waters carry the pieces of rot along with the other detritus of endless oceanscapes down towards the icecaps, and there in the lee of the great southern ice sheets, the pure waters carrying the death of the world grow foggy.  The debris of trillions of plankton, millions of Mer, thousands of whales and leviathans and even the Titans themselves has made its way into the endless gyre of the Corpsefall Drift.

Here, clear water ran thick as the strife in the world resumed, but it was swiftly picked clean by the local scavengers, the Chrysomallon Kiwa. In exchange, these cancrine carrion consumers grew numberless and fat. Now, the rich filth chokes out the very waters, and the ocean itself has become a septic stew--but where have the crabs gone?

The eye cannot pierce even a fathom in these wastewaters, but no matter how long one searches, there is naught but haze and waste and rift, and absence.
 

 
 Spoiler: Act 2: A Legacy of Death 

Cold waters that whirl in gyre
Choked thick with the rot of the North,
Dead flesh rent to bits or entire
From the Doflein fleshcycling spilled forth,
See them strangle the plants and the sunlight
See them drive out all things that have breath
Let it darken the seas to the true night:
The region of death.

Where the Kiwa were gold and resplendent
Picking clean the pure seas of the pole
Now decay and despair are ascendant
And the Riftlings push forth to their goal:
When all hope in their oceans is vanquished,
Communion alone shibboleth
And nothing unhurt and unanguished
Descends to their depth.

Within isolation unending
Communing within, not without
The Mother's will, fierce and unbending,
Proclaimed by the Youngest in shout
No soul but Her children surviving
No life but that found in Her Breath
All toxic, and sterile, and thriving
The region of death.
 

 
 Spoiler: Act 3: A Legacy of Hunger 

The Very Hungry Chrysomallon Kiwa
 With thanks to Eric Carle 

In the breath of the rift a little egg held to a stone.

One Sunday morning, the warm hydrogen sulfide came up and--pop!--out of the egg came a tiny and very hungry Chrysomallon Kiwa.

It started to look for some food.

On Monday it ate through one shark fin. But it was still hungry.

On Tuesday it ate through two discarded tentacles, but it was still hungry.

On Wednesday, it ate through three godherring, but it was still hungry.

On Thursday, it ate through four indistinguishable rotted chunks, but it was still hungry.

On Friday, it ate through five hundred thousand Riftlings, but it was still hungry.

On Saturday it ate through one piece of pelagic graftsmer, one Medusa leaf, one dragon tail, one Ennead Beak, one Nathi dissident, one Pepsin bell, one cryptid whatchamacallit, and one Gravetender pebble.

That night it had a stomachache!

The next day was Sunday again. The Chrysomallon Kiwa ate through one nice crunchy Kiwa, and after that it felt much better.

Now it wasn't hungry any more--and it wasn't a little Kiwa anymore. It was a big, fat Kiwa!

It felt a strong urge, called an inexorable compulsion, towards the rift. It crawled towards it for more than two weeks. Then it clacked its claws at the rim, crawled over the edge and...

It was never seen again!
 

 
 Spoiler: Act 4: Dies iræ, dies illa, / Solvet sæclum in favilla 

Death comes to all creatures, it is said, and among isolates, this saying has always been borne out by the long years' steady decline. It was only among the Communion that this saying seemed false; who born of the Mother could know death, for who born of the Mother could know isolation?

 The seas have fallen silent. 

The Riftlings Many, firstborn of the Mother, have for the first time vanished from their waters. The Old Fathers, blessed by the Mother's immanence, have been swallowed by the seabed. The Mother Herself, ever present in the depths and the darkness, has closed Herself off from the world.
 
The seas have fallen still. 

Across the Seas-Not-Yet-Dead, not a soul remains. Even the lingering Graftsmer, not yet driven to abandon their homes, have taken shelter in nearby settlements, knowing something terrible must have come. Where once life teemed in the trillions, perhaps the quadrillions, now there is nothing but cloud and chill.
 
The seas have fallen cold. 

The Chrysomallon Kiwa are absent from all the waters of the world, the only evidence of their lives once lived the shells left at their worksites. Whatever the cost, the Riftlings have fulfilled their fifty-year promise. The Occupying Natives are no more, and the extermination long-foretold come to awful, sterile fruition. And yet who remains to rejoice?

 The seas have fallen barren. 

All about, the polar waters convulse with treachery, lifeblight, and Titanic uprising making turbulent a sea the Mother's children so long fought to keep at peace. The Medusae prostrate themselves before Avarice and seek forbidden secrets, the God-in-the-Fish lays its careful net and makes playthings of its foes, the Ennead march to bloody conquest, the Pepsin to financial hegemony, the Cryptids lash out blindly at the foes they failed to cow, the Nathi flail their way to brace for the coming cataclysm. The Gravetenders, noblest of the races in all the seas, find themselves alone, the the greatest pope the last in service of the Pax.

 The seas have fallen derelict. 

As the finality of the absence becomes clear, final messages are discovered, not carved into stone or whispered to confidants, but left in the waves themselves, the Communion carrying them onwards until they reach someone who knows to hear.

 We, the Diplomatic Ambassador of the Riftlings Many, give thanks from the Old Fathers, by the Youngest, in the name of the Great Mother. The Reef in Bloom and its attendees have always heard the truths we brought forth to share, and we pray they will listen even now that we are gone. Our last wish is the destruction of the Treacherous Stewards, and whosoever sees it done will have a miracle of the Mother. 
 We, the Ambassador to Treacherous Isolates, bring condemnation from the Old Fathers, by the Youngest, in the name of the Great Mother. Even in our time of extinction we are attacked by treacherous aliens. We call on all who value sovereignty and peace to excise the treacherous Cyphiri and remove them from the Mother's waters. Whosoever sees this done will have an artifact of the Mother. 
 We, the Architect of the Riftlings Many, bring triumph from the Old Fathers, by the Youngest, in the name of the Great Mother. Look upon our works, ye mighty, and despair! With faith alone we have wrought monuments unparalleled and brought prosperity to all who called upon us. We would see our work continued. Whosoever creates three works of similar glory in the lands of and at the behest of their neighbors shall be granted a miracle of the Mother. 
 We, the Annointed Prophet of the Eternal Communion, bring gratitude from the Old Fathers, by the Youngest, in the name of the Great Mother. We have learned much from our neighbors, and though it were better had we never been forced into contact, your wisdoms have made us greater than we would have known. From the Medusa, we learned the strength of the Eternal Communion beyond our waters. Were it not for their eager understanding, we would not have spread word beyond our briny borders. From Deep Blue we learned care. Had we not been taught by them, we would have been an impulsive race, quick to anger and swift to denounce. From the Ennead, we learned charity, for who else would have reached out to defend a neighbor so battered by the Pattern's treachery? Had they not, we would have hoarded our treasures, our projects, our wonder. From the Pepsin, we learned patience. The war with the Reavers will not be won in a day, and we pray that our Bare Trap will see them continue to lead the way to the extermination of this evil. From the Nathi, we learned trust. Were it not for their initial offers of mutual defense, their generous advocacy in negotiation with the Ennead, we might not so easily have kept our internationally recognized claim on the Seas-Not-Yet-Dead. From the Shades we learned discernment. Had we not been invited to the Symposium, we would not have discovered that not all research and not all exploration is treachery, and though it be foolish, that is the right of those who pursue it. And from our dear friends, our partners, the Gravetenders, we have learned empathy. To engage in debate is not simply to argue; it is to seek to understand your interlocutor, to know their reasons and beliefs, to join a part of yourself to them in a form of Communion. Were it not for them, we would never have joined the Kiwa in this extermination. To them especially, our eternal gratitude. 
   The seas have fallen.   
 

 
 Spoiler: Act 5: Tuba, mirum spargens sonum / Per sepulchra regionum, / Coget omnes ante thronum. 

The Dead Seas go empty, the Seas-Not-Yet-Dead stagnant.

Silence.

A strange pulse, like an ancient instrument.

Again.

Again.

Soon, a sound like that of the mighty trumpet.

Another, deeper sound. Something clacking closed--the very trap of the Mother's jaws?

All about, the rifts shudder shut. The Fathers themselves disappear into the abyss.

The  noises  echo for days.
 

 
 Spoiler: Act 6: Mors stupebit, et natura, / Cսm resurget creatura 

    The Riftborn Myriad   
Turn 15

Diplomacy: 3
Military: 1
Economy: 2
Faith: 10
Intrigue: 2  
Faith10: Miracle: A Greater Communion 

There exists in Gravetender lands an orb of perfect glass, empty of anything but a few grains of sand devoid of life. This had been a gift, decades past, upon the Riftlings' first visit to the Reef in Bloom. Its shattering is like a cracking of a boulder.

There passes but a moment, a recognition that something has happened, something must be done, and then the land shudders. For those near the abyssal lands claimed by the Riftlings, the very world seems like it might crack open.

Had any living thing remained within, they would have seen this come to pass.

The great, heaving seabed bulges and buckles with pressure, the shockwaves radiating out further and stronger than even those caused by the sinking of the Dead Seas. The sand blossoms into explosion and the Mother opens wide Her mouth once more, cracks radiating out even into the Seas-Not-Yet-Dead. From Her throat comes Breath in endless tons, a superheated mass of toxic fumes that bring even the seafloor to a boil and radiate out another shockwave, worse than the last. This is followed by a wave of nauseating fumes that sicken wildlife leagues away.

As the silt and dust clear, the rifts still cannot be seen, for they swarm with a thousand million Old Fathers, each meters long, each undulating wildly like a lashing tongue or trailing tentacle. The rifts resemble nothing more than the mouth of an abominable whale, replete with prehensile baleen.

Up through this mass struggles something unseen and unknown. A swarm of endless specks, a plague of polyps rising in concert with a creeping congregation of cancrine crawlers. What once were the Riftlings, what once were the Kiwa, now move in concert.

The Riftlings are no more. The Kiwa have ended.

The Mother's children arise.

The Riftborn Myriad claim their birthright.

--
PLEASE READ: This post is (obviously) structured as a fake out to make it look like I'm quitting because I think it's funny. I would appreciate if you kept any indication I'm continuing off of the discord. If you gotta talk about me, use my strategy: talking about the end of the Riftlings Many rather than the actions of the Riftborn Myriad.

Mechanical note:
My five actions before the miracle are part of a great project: Extinction. This is a five-plus-Hammer action faith project that wasn't written out up there because that'd mess up my formatting.

Non-actions:
Allow ESP to copy Censer if they desire
Accept no trade goods nor tech.
Resist nothing.
Accept literally anything the Gravetenders do
Allow anyone to pass through territory, mil or otherwise.
Accept anything our Titan does since we're absent and also might like it idk yet
Support any attempts to take Head.

Ruler Turnover:
Diplomacy: 2
Military: 2
Economy: 2
Faith: 7
Intrigue: 4
 


--

   Thanks for the fun game, everyone! I always knew the Riftlings would be a temporary thing, but I'm grateful for the time we got to share. I hope you enjoyed my angry little isolationists as much as I did!   
Volthawk
 
   The Cyphiri Union   
  Round 15  
 Regions:  Cyph-Arel (122, Capital), Pyl-Garat (129), The Emerald Tidelands (124)
 Ruler:  Baran Hallus
 Faith:  The Flowing Way (The Cyphiri Way)
 Diplomacy  10  Military  6  Economy  10  Faith  10  Intrigue  2 (4 for rolls)
 Merchant Marine 
 Voice of Harmony 
 
 
  Actions  
 End of Turn Ruler Increases: +2 Military 
 
 Construct World Wonder (3/4*) [Military] - Unrolled
 *-1 action cost from either Lesser Piryon Ma’yan 
 
 Spoiler: The Union Mercenary Exchange 
Pyl-Garat undergoes the following changes:
 
 A City is built, the Union Mercenary Exchange itself, granting a bonus to Sacks. 
 Pyl-Garat's Desired Import changes to Luxuries. 
 The region's resource becomes Mercenary Retainers, with 6 Trade Posts. 
 The function of the Aristocratic Support of 129 is expanded:
 
 You have a +1 bonus to any Military action you take in the region if at least one Treasure is spent on it. 
 You may attempt to Coerce Trade Posts in the region even if the Mercantile Support is owned by someone else. 
 
 
 The function of the Mercantile Support of 129 is expanded:
 
 Your unit cap increased by 1. 
 If you own the region and it is invaded or attacked by rebels, the merchants will hire 1 unit led by an unnamed subcommander (with a score equal to half your Military score) to help defend the region. This unit has access to all technologies that you do. 
 
 
 The controller of Pyl-Garat may spend 3 Treasure to recruit an additional unit when they take a Recruit Units action, once per round for each of the Aristocratic and Mercantile Supports that they own (owning at least one of the two is required to use this option). 
 
Countries may spend up to X treasure per turn on battles, where X is double the amount of Mercenary Retainer Trade Posts controlled by that country (divided freely between battles as needed), with each treasure spent granting 1 effective unit for the purpose of determining Outnumbering bonuses (similar to when a Merchant Marine spends multiple treasure on a battle, and stacking with it).
(mechanics updated as per Role's suggestion, may still be tweaked)

 The Cyphiri have always dealt in mercenaries, and as time has gone on and the needs of the Union have developed so has the mercenary business around them. The construction of the Union Mercenary Exchange is a recognition of that fact, the need for the various peoples of the seas for additional warriors at times, and the ways that the Cyphiri can benefit from this. Located in Pyl-Garat - the Council doesn't want a place like this too close to home, after all, but close enough - the Exchange is naturally primarily a center of business, a place for reputable and reliable mercenary companies to have representatives stay in and arrange for new contracts, the Cyphiri providing reasonably priced housing and other property, facilitating the relevant fees and payments, and allowing the use of their photospore network to ensure the steady flow of contracts and orders. For the various armies of the seas, the Union Mercenary Exchange provides a quick and effective way to gain mercenary troops to reinforce their own, the representatives confirming the details and relaying them to mercenary companies in the wider ocean, while for the mercenaries the Exchange provides a good supply of work, along with more practical services from the various businesses that have cropped up around it, and the Cyphiri Union gets to take their cut at various stages of the process and occasionally pays for whole companies to be folded into its Retainer Guard. 
 
 With the campaign to convince mercenaries across the ocean to have a presence in the Exchange proving successful, the next step is making sure that that there's enough housing and services for them all. The Piryon is handling the Exchange itself, a tower grown from the same materials as the Smoking Gardens, built to show off the unusual materials and project an imposing form (an aesthetic the Cyphiri are rather split on - most dislike it and find the developing structure quite ugly, but the Pylet and some other Cyphiri quite appreciate it), but the rest of the buildings around it must be built by mundane means. Some of the larger mercenary companies make territorial deals, ensuring a space of the seafloor around the Exchange is free and clear for their own buildings, while the rest of the seafloor closest to the Exchange is filled with Cyphiri structures of various kinds (covering official functions that can't be located within the Exchange itself, high-class lodgings for wealthy visitors, offices for the Cyphiri Houses, and so on), leading to a diverse collection of building styles and materials in the city immediately around the main building that the Cyphiri quite enjoy, while the outskirts - where smaller companies have a base outside the Exchange to house their men, buildings dedicated to necessary but not prestigious services are housed, and services catering to less prestigious visitors are located - have a more typical Cyphiri style in construction.  
 Recruit General: Renald, Commander of the Retainer Guard [Military 5] -  Military 8 
 
 Spoiler: Tactical Doctrine 
 Prime Targets 
Free Sack attempt when attacking or -2 to Enemy Leader Loss Rolls when defending (2 Points - reduced defence effect for versatility as discussed in discord)
-20% Own Casualties (2 Points)
-20% Enemy Casualties (-2 Points)

 As Renald and the Retainer Guard figure out their training regimen and strategies, it soon becomes clear that nobody wants the conflicts they may be involved in to be a messy one - the Cyphiri distaste for war and the cost of hiring troops mean that the upper management dislikes the idea of excessive and wasteful bloodshed, and the retainers themselves would really rather live to spend their pay. With that in mind, Renald develops an approach based around skirmishing and picking off priority targets. When defending Cyphiri interests, this typically takes the form of trying to end the conflict by removing the force driving it - namely, the enemy's leaders and officers. Meanwhile, when on the offensive in foreign lands this more often takes the form of targeting vulnerable (but wealthy) targets across the region - the forces of the Retainer Guard are hired mercenaries, after all, frequently prone to self-enrichment and Renald sees the value in letting them fill their pockets, keeping morale high and the men motivated, and filling the Council Fund's coffers by taking their cut of the total loot gathered. 
 
 While Artan, the driving force behind the establishment of the Retainer Guard and the Union's acceptance of mercenaries as a larger aspect of government rather than just personal aid for families, is too old now for her interest in strategy and tactics to be put to much use, she has passed on much of her findings, based on what she's learned from the stories of warriors across the seas, to Renald. He has learned those lessons well, as well as the ways of the Kalan he hails from, and has now successfully pushed to form a new position as the formal head of the Retainer Guard's command council, and as such the main commander of the organisation.  
 Impress Aristocracy of 129 [Military] -  14, Success 
 Pyl-Garat's autonomy had always been a sticking point for most of the Houses of the Union, House Pylet freely administering the settlements scattered throughout the region as they liked. With the House's growing influence over the Union Mercenary Exchange becoming increasingly concerning to many Houses, and their members making increasing demands of the Union as their status rises, it's decided by the Council that enough is enough, and a force of retainers are sent into Pyl-Garat to serve as a reminder that, despite the Pylet's strength here, the Retainer Guard are loyal to the Council Fund and the Union, not one House.  
 Impress Reaved Aristocracy of 101 [Military] -  18, Success  (1 Treasure Spent)
 Concerns from the Lux-Glossians about the state of the waters near their capital in the wake of Reaver attacks brings a detachment of Cyphiri retainers and officials westwards, using the tactics proven to work elsewhere (such as in the Tideswept Shelf after the first wave of Reaver attacks) to restore order and establish a new government in the region. A few of the officials involved quietly mention that the irony in stabilising a region on the behalf of the Lux-Glossians when the leadership of the Glossian Sea is in such flux.  
 Seek Aid on  OKI's Sway Reaved Aristocracy of 109*  -  18, Success 
 *Using the CCA Rep 3 bonus to Seek Aid after the action has been rolled, bringing their failed roll of 17 to a success at 18 
 Hearing of the attempts by the Alehlangue Knights to stabilise [109] from the Chora, the Cyphiri step into action. They knew a fair amount about the stories of the region, after all, the Tellan having had a presence there for decades, and so their sages of the Way are able to come up with some useful conclusions about the region's immediate future, enough for the knights to work with and overcome past failures.  
 Prospect W34 [Economy] -  22, 3 TPs Revealed  (1 Treasure Spent; +1 CCA Favour)
 Encouraged by the conclusions the sages of the Way have been making about his findings, Rendal keeps Wayfinder busy in the wastes, sweeping over another stretch that had been found years ago but hadn't been properly examined in depth yet.  
 
  Nonactions  
 
 Allow militaries from signatories of the Flowing Peace to move through Cyphiri waters without interference. 
 Repay the Divine Nacres through A Need For Knowledge with Mamomachines and Traveling Scholars (+2 Favours)
 Knowledge, newly obtained from the OASIS summit, is exchanged with the Divine Nacres as thanks for their help acquiring the resources needed by Cyphiri researchers - despite the diplomatic issues that have arisen.  
 Finish a Monumental Undertaking - The Melrit News Network (3/3; +1 Prestige)
 
 Spoiler: The Melrit News Network 

With all three parts of the network complete - the central office in Pyl-Garat, the field offices scattered across the ocean, and the lines of communication between the two - all that remains is to put the system to the test. The Melrit spent another year ensuring their process works, and by the end of the year have amassed a considerable amount of stories, rumours and announcements from the various powers of the seas, their editors working hard to condense it all down into the most useful and interesting of the bunch. They also spend some time debating what to call their material, and in the end the simple "news" beats out more elaborate or clever names, the Melrit deciding that simply getting the idea across was the best idea, particularly given how varied the peoples of the sea were. Still, at the end of that year they have their first collection of news, and decide to keep that yearly structure, sending their news across their photospore network to the field offices, so that they can sell those stories on to the locals around them who are curious about the wider world.
 
 
 
  News and Rumours  
 
 When news of the condemnation from the Riftlings reaches Cyph-Arel, the main reaction from the Cyphiri families is confusion, the vast majority having absolutely no clue what they're on about. Eventually, the situation gets figured out when one of the major Cyphiri researchers catches wind of the situation and mentions that they asked the Nacres to find them some hired help, and the best people for the job may have been in waters the Riftlings claimed as theirs. The threat of the new arrangements being violently cut off is mainly just seen as a shame by the researchers, and while the relatives of any Cyphiri caught up in the situation down south may see things differently the attitude from the Union Council is mainly just that protecting such a far-flung investment from a dedicated foe is more trouble than it's worth. The fact that it's unclear what exactly is going on down there just reinforces that opinion. 
 The scholars of the Way that have been following up on Rendal's observations and ideas are starting to come to some conclusions about the nature of the wastes. Listening to the stories of the various explorers of those desolate waters, Cyphiri and otherwise, and the things that have been found out there, they soon find a common element - none of these seem to be naturally occuring. Crystaline sensors, unnatural materials, omnious statues - even the immense skeletons the Cyphiri found were engraved by sentient hands. When they add in some of the environments found out there, crumbling columns and deep excavations, it all seems to lead to one conclusion - that the wastes were once the home to civilisations, like the ones around today, but which have crumbled and had their waters die. The old calamity seems like the most likely culprit, which does raise the question of if the Reavers or Titans were involved, and in any case the whole thing deserves further examination, particularly in the context of the Flowing Way. 
 The Cyphiri draw a collective sigh of relief at the news of the Trawling Beasts finally leaving temperate waters, but it hadn't gone quite as smoothly as planned, given their final rampage through Dashasham and Cyph-Arel despite efforts to prevent that specific outcome - some in turn wonder if the hasty decontamination operation was necessary in hindsight, having mainly only spared the waters where the Carral family were based and the Greenwater Clans had rallied themselves). In any case, the damage to Cyph-Arel is initially thought to be rather less bad than expected, the large amounts of open water between Cyphiri settlements in the region giving them plenty of room to charge through (luckily avoiding the gold pickers), but soon reports come in from Cyphiri attempting to follow the trail of Arthan's Way that the Beasts have done a lot of damage to the various camps, significant locations and small monuments that made up the path, dealing a significant blow to Cyphiri culture. 
 News of rebellions in the west is met with alarm by many Cyphiri, concerned about the conflicts spilling over into regions where families have established interests. While there's little they can do about the situation at the moment, it does cause some to pay closer attention to the fallout of the most recent Reaver raids, pushing for quick relief to those affected so that more problems like the current rebellions don't arise. 
 Pelir Hallus makes what was fairly well-known official - she was retiring from her position as the top scientist in the Union. Arnel Belar technically takes her position, in the sense of being the highest ranking researcher of House Hallus, but when it comes to status across the Union the top spot ends up being loosely shared by Arnel Belar, Neyran Ulnesh and Rala Pylet, the three's different focuses meaning they're happy enough working in their own direction and not trying to prove that they're better than the other two. 
 Ashal Hallus, Baran's daughter, is now an full-fledged adult, having reached twenty years old - Cyphiri social maturity is seen as a multi-step process, with four periods of roughly five years corresponding to various levels of responsibility and training in the family's business. She's been seen serving as her father's representative here and there across Cyphiri holdings while he remains fixated on matters of faith and spirituality, but she's also his main visitor, apparently eager to understand what exactly happened between Baran and the Chora. 
 News of the massive conflict brewing in the cold southern waters gets the attention of many Cyphiri, including the Melrit with their newly formed news network. They don't interefere, but provide help where they can to people caught up in the chaos and report back on the situation to the many curious Cyphiri at home. 
 
  Houses and Families of the Cyphiri Union  
 
 Spoiler 

These days many families are organised into Houses, a group of families led by a family that is part of the Union Council that have certain legal and economic ties and obligations, so the following is organised to suit. As always, there are many more families than this (in and out of the listed Houses), and more Houses, but these are the ones mentioned in the fluff so far.

  The Council Fund  
 TPs:  122.1
 Other:  Arthan's Head
The Council Fund is organised like a Cyphiri family but without any kind of central bloodline, its numbers drawn from every Union Council family - the family itself, not the wider House (a technicality based on the wordings involved with the laws that established the House system, but one few of the Council families wish to change). Similarly, a significant amount of its assets come from the Council families, one of the obligations involved in joining the Council being to contribute a proportion of their assets to the Fund, the rest being assets created by the Fund using those contributions. Its role in the Union is intended to essentially be a neutral party and wealth reserve, one not beholden to one family, although council families use past loyalties and political maneuvering to push their interests, and in the restructuring of the Union House Hallus has more influence than the dominant family would have in the old days of the Union. One of their major roles is that of managing mercenaries - the Retainer Guard is a force of mercenaries hired on a long-term basis that answer to the Fund and are sent out as and when a family requires assistance beyond the scope of their own mercenaries, and if the Cyphiri ever go to war it is the Fund that will have military command (under the guidance of the Council). Beyond that, they're also the major investor in the photospore networks across Cyphiri waters and out to major Cyphiri holdings elsewhere, they're one of the largest buyers of Cyphiri gold, and they're the caretakes of Arthan's Head who decide which families can hire it out.
- Artan: The head of the arm of the Council Fund that works with mercenaries, and the one who made the early (but now irrelevant) deals with the Kalan Company that led to the diplomatic/economic foothold needed to secure the Fund's current mercenary force. As that force developed into the Retainer Guard, she's leveraged her role in things to become one of the major players in the military, developing a strong interest in battle tactics and strategy despite the typical Cyphiri attitude towards such things. Her parents were followers of the Flowing Way who named her for Arthan, but she doesn't adhere to the Way much herself.

  House Hallus  
 TPs:  122.2, 173.1
 Supports:  122 (Aristocratic/Mercantile), 111 (Aristocratic)
 Other:  Cultural Exchange with COS, Lesser Piryon Ma’yan
 House Families:  Belar
Once just the most important family in the field of research and development, the Hallus family are now the most powerful family in the Union. After taking the position of the Ulnesh, the Hallus family have set about restructing and legalising many aspects of the Union Council and the wider Cyphiri Union, leading to the establishment of the House system and the Union's current strength.
- Baran Hallus: The actual head of the Hallus family, and the one directing their recent political moves. He has great respect for Pelir's work, and tends to indulge her requests. He's got broader interests than the average Cyphiri, taking an interest in the military conflicts that have gone on around the known world, and making plans for diplomatic efforts beyond those that are business-related.
- Ashal Hallus: Baran's daughter (born during round 9), Baran putting time and funds into prophecies around her led to Prophetic Education being established.
- Pelir Hallus: The pioneer of Hallus biotech research, and the mind between most notable recent Cyphiri advancements. She's not the head of the family but has enough influence through the family to get what they want, if possible, with the Belar family being one example of this. She's quite fond of Costa Sereia, having used much of their technology in her work since meeting them.
- Lanit Hallus: One of Baran's main diplomatic agents and representatives. She's spent a lot of time in Orope in the past, trying to help the Tellan stabilise and gain control of the merchants there, and the failure there has left a stain on her record that she's never been happy about. Since then, she's been assigned to coordinate with House Ulnesh in the Emerald Tidelands, a task she's working hard at in order to regain her standing within the family.

 Belar 
 Supports:  140 (Mercantile)
 Other:  Wayfinder, Gulgolet Shero'ah Hakkol
A small family of explorers, eager to strike out into the unknown to find enough of value to make them rich. They established a mutually beneficial relationship with Pelir Hallus some years ago, with her finanicially backing their expeditions in exchange for her hearing first about their results and in general keeping the spark of adventure going within the Union, and with the establishment of the House system they've fallen fully under the banner of House Hallus. They're also the ones in charge of waste exploration and exploitation, journeying out in their ship, Wayfinder, and using gifts from the Abyssal Stewards to find anything of value out there.
 - Retak Belar: The head of the Kelad, and one more focused around the ecoomics of their operations than the actual work they carry out. As such, he's very close to the Hallus, wanting to ensure further funding and the other benefits of being part of House Hallus keep coming.
 - Rendal Belar: The captain of Wayfinder, the Kelad's ship built to venture out into the wastes. He's a devout follower of the Flowing Way who believes that uncovering the mysteries of the wastes may provide some kind of hidden insight to the secrets of the Way.
 - Arnel Belar: One of the three top researchers below Pelir. Keeps well-informed about discoveries across the world, and primarily works with networks of small interconnected organisms.

  House Ulnesh  
 Holy Sites:  122.1, 124.2, 124.3, 153.1
 Supports:  122 (Clerical), 124 (Clerical/Aristocratic)
 House Families:  Carral
Formerly the dominant power among the Cyphiri families, before the ascendancy of the Hallus family. Originally, they split their interests between a very strong agricultural base and ways of leveraging said strength in political and economic endeavours, but as more and more food is imported, the Union grows beyond their capabilities to feed, and other families take bites out of their agricultural empire, they've been finding that strength waning. These days, they instead leverage their high status among Cyphiri followers of the Flowing Way, with Werran Ulnesh their leader, to secure power. There was once a great rivalry between Ulnesh and Hallus, strengthened by the Hallus takeover, but these days they're almost cordial as the Ulnesh support Hallus ventures in the Union Council while the Hallus help them with their own plans focused around the Emerald Tidelands.
 - Werran Ulnesh: A devoted follower of the Way, close to Garren, excited to spread the Flowing Way to new lands, very curious about the way other countries and faiths work. He became the most influential Ulnesh after their fall from dominance, as his rapport with Cyphiri followers was separate from his family's business, and since Garren's death has taken control over the family as it focuses on its new direction.
 - Relas Ulnesh: The member of Ulnesh's leadership council most pushing for them to retake the top spot, and the main opposition to its current direction. She was originally Garren's preferred successor, but in the years before his death disagreements between the two meant she lost his direct support. She's proven herself to be a competent leader in her position, though, putting to bed many doubts people had when she was younger.
 - Helad Ulnesh: The man in charge of coordinating loans between the Ulnesh and other Cyphiri families, deciding who gets the offers and how they're repaid/the influence gained is otherwise used. Was once the favourite among most of the family to succeed Garren, but the family's shift in direction led to him being passed over in favour of Werran. He still has notable influence among other Cyphiri families due to his ability to leverage the loans, though, and he's been busy trying to bring various families into House Ulnesh.
 - Neyran Ulnesh: One of the three top researchers below Pelir. Still keeps an interest in the agricultural development that originally gave House Ulnesh its edge, despite that losing focus for the wider family, and otherwise works to integrate foreign technology and techniques with Cyphiri methodology.

 Carral 
 TPs:  123.1
 Supports:  123 (Mercantile)
Small decentralised family who were once down on their luck and turned to the Bone-Grinder's Guild of [112] to try to make a new future for themselves. Their attempts to become more influential in the Guild ended up gaining them little, but the expedition eastwards that the Bone-Grinders sponsored has borne fruit for them, and they are now based in that region and have established themselves as a dominant mercantile power in the region by selling on imports from the Kelad.

  House Tellan  
 TPs:  109.1, 114.2, 118.1, 118.2, 134.2
 Supports:  126, 139 (Mercantile)
 Other:  CYP-OKI Trade Route
 House Families:  Kelad
Previously a minor family in one of Cyph-Arel's cities, now dedicated to the trade route between the Cyphiri and Middish. Operate a network of camps, rest stops and small businesses catering to those taking said route, and established the route itself. Has control over part of Orope's Giantbane Seed industry, along with investing in some nearby regions. Current leaders in fields relating to Supernatic Propogation, due to their ties to the Middish. They've ended up on the Hallus side of the Ulnesh/Hallus split in the Council, due to the family helping them secure the Cobalt Dye they now sell to the Middish.
 - Tarpan Tellan: Head of the Tellan, now living in Orope full-time. Quite fond of the Middish, and their interpretations of the Flowing Way. Approves of the Hallus' shift towards a standing mercenary retainer, the Middish attitudes towards war and battle having rubbed off a little.
 - Yanmet Tellan: Tarpan's second in command, handling things on the Cyph-Arel side of the business and dealing with the other Cyphiri families.

 Kelad 
 TPs:  117.1
 Supports:  118 (Mercantile)
Another minor family, and one that's been very active in sending out opportunity scouts to the regions nearby to the Cyph-Arel - Orope trade route. They're not planning on making many big attention-grabbing moves for the time being, but have a plan to acquire resources vital to the efforts of other families and sell it on to them at a profit. In recent decades, they've been having a lot of troubles with the Black Pearls, many of their major holdings being in waters that the syndicate holds sway in.
 - Nalrin Kelad: An influential family member in the wake of the disruption brought by the Black Pearls, and very outspoken about her views of the syndicate.

  House Pylet  
 TPs:  129.2
 Supports:  125, 129 (Mercantile)
 Other:  Pyl-Garat (129)
One of the Union Council families, and the main one driving colonisation attempts. Has a great deal of influence with the smaller families and the colonists of Pyl-Garat, but is beholden to the Hallus in turn - an obligation they are trying to weasel out of as much as possible, not wanting to turn against old friends in the Ulnesh family but having found the offer from the Hallus too good to turn down.
 - Hapat Pylet: The head of the Pylet family, the main family in control of Pyl-Garat. Doesn't have the best reputation among followers of the Flowing Way, between many statements he has made that were critical of it, and the fact that many of the people living in Pyl-Garat have ended up following the tenets of Sakurado instead. The man himself appears to follow neither faith.
 - Rala Pylet: One of the three top researchers below Pelir. Primarily interested in the animals of the oceans, and the ways that their traits can be used in biotechnology.

  Other Families  
 Holy Sites:  122.2, 122.3, 128.1
 

  Statistics  
 
 Spoiler 

 Special Actions Available:  Military 5, Diplomacy 10, Faith 10
 Special Actions Used:  Diplomacy 5, Economy 5, Economy 10, Faith 5

  Diplomacy  
 
 Spoiler 

 Reputation/Favours 
 The Abyssal Stewards:  Rep 2, -1 Favours (Expected Change: None)
 - Welcome: +1 to resist Sacks and Coercion
 - Friendly: +2 to resist Secret Actions
 The Chelonian Chora:  Rep 4, -2 Favours (Expected Change: +1 Favour)
 - Welcome: +1 to resist Supports becoming Open or Unruly
 - Friendly: Distance Losses triggered every fourth region; -0.5 distance penalty (-1 if target is adjacent to/has a CCA base)
 - Favoured: Can pay 4 regions to ship to a region with a CCA base from another CCA base; can Seek Aid after an action has been rolled 1/round
 - Bell-Keeper: Can ring the Bell of Resolution as a Faith action to roll another action as 1d6/8+6.
 - Voice of Harmony:
 The Divine Nacre:  Rep 2, -2 Favours (Expected Change: +2 Favours)
 - Welcome: +1 to Exploration, Prospecting and Colonisation
 - Friendly: +2 to Investigations
 International Prestige:  Prestige Rank 4, 0 Prestige (Expected Change: +1 Prestige)
 - Respected: +1 to Establishing and Pressing Claims and Promoting Claimants
 - Admired: +1 to attempt/resist Sway and Impress actions
 - Emulated: +2 to Raise Reputation, Slander and Resist Slander; use Cultural Identities through CIs twice a round; vassals can use your CIs and lieges your perfected tactical doctrines
 - Envy of the World: Host events as a non-action, all attributes below 4 count as 4 for rolls

 Bases 
122: Reefback Nursery
124: Smoking Garden

 Cultural Exchanges 
Costa Sereia

 Cultural Identities 
None

 Great Works 
The Palranic Anthology (Literature; kept in Cyph-Arel)
 

  Military  
 
 Spoiler 

 Units:  0 (Expected Change: None)
 Unit Cap:  9

 Aristocratic Support 
122, 111, 124

 Generals 
None

 Fortresses 
None

 Perfected Tactical Doctrines 
None

 Military Technologies 
    Technology 
 Type 
 Effect 
 Requirements 
 Met? 
 
  Supermarine Artillery 
 Dropping Weapons 
 +1 to battle and maneuvering rolls in Depth 0 regions/ 
 Supernatic Propogation, Photospore Signalling, R: Giantsbane Seeds 
 No 
 
  
 

  Economy  
 
 Spoiler 

 Treasure:  5 (Expected Change: +1; Rate 3 - 2 Actions)

 Trade Posts 
 Effective Total TPs  20
 Treasure Rate  3

 Foreign TPs with Owned Mercantile Support  2
    Trade Post 
 Resource 
 Use 
 Support 
 Rate 
 
  66.1 
 Pelagic Graftsmer 
 Adventuring Parties 
 Eternal Spring 
 1 
 
  109.1 
 Swarm Ash 
 Bitter Tourism 
 Open 
 1 
 
  117.1 
 Biolumiscent Tunicates 
 Support of 118, Holographic Certification 
 Costa Sereia 
 1 
 
  118.1 
 Domesticated Sea Cows 
 Support of 126/129/139 
 Cyphiri 
 2 
 
  118.2 
 Domesticated Sea Cows 
 Support of 126/129/139 
 Cyphiri 
 2 
 
  122.1 
 Native Gold 
 Joined-Stalk Companies 
 Cyphiri 
 2 
 
  122.2 
 Native Gold 
 Joined-Stalk Companies 
 Cyphiri 
 2 
 
  123.1 
 Malleable Blubber 
 None 
 Cyphiri 
 2 
 
  127.1 
 Ray-Ear Seaweed 
 Support of 122/123/140 
 Black Pearls 
 0 
 
  129.2 
 Nutritious Silt 
 Support of 125 
 Cyphiri 
 2 
 
  134.2 
 Cobalt Dye 
 None 
 Costa Sereia 
 1 
 
  173.1 
 Tiny Tubeworms 
 Filtration Grafts 
 None 
 1 
 
  186.1 
 Mammoth Seals 
 Seeker Barnacles 
 None 
 1 
 
  
 Mercantile Support 
118, 122, 123, 125, 126, 129, 139, 140

 Cities 
None

 Trade Routes 
Cyphiri - Ironkelp Knights
Cyphiri - Kar-Nath Hegemony

 Specialised Ships 
Wayfinder

 Civilian Technologies 
    Technology 
 Type 
 Effect 
 Requirements 
 Met? 
 
  Composite Grafting 
 Starter 
 None 
 None 
 Yes 
 
  Graduated Symbiosis 
 Starter 
 None 
 None 
 Yes 
 
  Megafaunal Tailoring 
 Starter 
 None 
 None 
 Yes 
 
  Photospore Signalling 
 Starter 
 None 
 None 
 Yes 
 
  Supernatic Propogation 
 Starter 
 None 
 None 
 Yes 
 
  Trophic Deconvolution 
 Starter 
 None 
 None 
 Yes 
 
  Anoxic Adaptation 
 Border (Access) 
 Cross Brackish Borders 
 Composite Grafting, Trophic Deconvolution 
 Yes 
 
  Bitter Tourism 
 Border (Access) 
 Cross Glacial Borders 
 R: Heat Source 
 Yes 
 
  Filtration Grafts 
 Border (Access) 
 Cross Toxic Borders 
 Composite Grafting, R: Filter Feeders 
 Yes 
 
  Electrodialytic Staurozoa 
 Border (Bonus) 
 Ignore the distance penalty from Briny borders twice/round, doesn't affect distance losses 
 None 
 Yes 
 
  Papershell Draft-Cuttle 
 Border (Bonus) 
 Ignore the distance penalty from Briny borders twice/round, doesn't affect distance losses; +1 Prospect in depth 0 Colonies 
 Supernatic Propagation, Anoxic Adaptation 
 Yes 
 
  Bioluminescent Navigation 
 Depth 
 Allows access to Depth 1 regions 
 Photospore Signalling 
 Yes 
 
  Holographic Certification 
 Action Bonus 
 +1 to resist Undermine Support actions 
 Photospore Signalling 
 Yes 
 
  Joined-Stalk Companies 
 Action Bonus 
 Expeditions reward 1 Treasure instead of +1 to a Buyout, Great Success gives automatic control of a TP instead of 1 Treasure, wastes exempt. 
 Composite Grafting, R: Precious Minerals 
 Yes 
 
  Adventuring Parties 
 Action Bonus 
 Can send Missions from any region with owned Aristocratic Support 
 Photospore Signalling, R: Skilled Labour 
 Yes 
 
  Seeker Barnacles 
 Action Bonus 
 Can send Expeditions from any region with an owned Trade Post 
 Graduated Symbiosis, R: Megafauna 
 Yes 
 
  Traveling Scholars 
 Ruler 
 Roll and drop 1 additional d4 when adopting a new non-dynastic ruler 
 R: Talented/Knowledgeable Labour 
 Yes 
 
  Mamomachines 
 Ruler 
 TBD 
 TBD 
 TBD 
 
  
 

  Faith  
 
 Spoiler 

 Faith Holy Sites:  30

 Clerical Support 
122, 124

 Organised Faith Bonuses 
+1 to Impress Actions
Cultural Identity for Buyouts
Prophetic Education (Roll twice for Economy and choose either result when changing rulers dynastically)

 Artefacts 
 Arthan’s Head  As an action (that can be associated with any stat), the owner of Arthan's Head can select a region for the Head to focus on in the next round. This provides a +1 bonus to all actions targeting that region that use the same stat as the action used to focus the Head in the round before.
 Shero'ah Hakkol  One Prospect action per turn in a Wastes region gains a +2 bonus.
 Lesser Piryon Ma’yan  Reduces the action cost of Projects in one region by one action as long as exactly one action’s worth of progress is added to the Project each turn and the Piryon Ma’yan remains in the region the entire time. Currently applicable to Projects with an action cost of 5 (or more). As the Piryon Ma’yan grows, this effect may improve.

 Holy Orders 
None

 Miracles 
None
 

  Intrigue  
 
 Spoiler 

 Spies 
None
 

  Claims  
 
 Spoiler 

122 - Historicity, Integration
124 - Confederation
 

  Total Passive Effects  
 
 Spoiler 

 Actions 
Buyouts: 2d8 CI
Impress: +1 Prestige, +1 Religion
Sway: +1 Prestige
Exploration: +1 Nacre Rep
Prospecting: +1 Nacre Rep, +2 Artefact (1/round)
Colonisation: +1 Nacre Rep
Claims: +1 Prestige

 Defensive 
Resist Coercion: +1 Steward Rep
Resist Sack: +1 Steward Rep
Resist Secret: +2 Steward Rep
Resist Supports becoming Open/Unruly: +1 Chora Rep
Resist Sway/Impress: +1 Prestige

 Misc 
Merchant Marine: Extra Economy action, 15 treasure cap, can spend 3 treasure on a roll, foreign TPs in mercantile support regions count towards treasure, can provide two resources through a trade route
Friendly with the Chora: -0.5 distance penalty (-1 if target region has/is adjacent to a Nursery, unit distance losses triggered every 4 effective regions
Favoured by the Chora: Pay 4 regions to skip to any region with a CCA base for distance penalty purposes, make 1 post-roll Seek Aid a round
 

 
Feathersnow
 
 Primarch Marcion, Child of Pearl 
Diplomacy 10
Military 8
Economy 10
Faith 10
Intrigue 1



 
 Spoiler:  The Sakura Grove, PRS Monument 5/5 


In the center of the Caves of Therapy is a natural air trap, and in that bubble is an articial garden, that garden grows various augmented clones, of all different colors, each kept alive by careful management by carefully tailored morphs of It-That-Comes-From-Beyond-the-Sky doing careful gardening.

It took finagling and humility and work and prayer to get the original cutting and keep them alive, but they thrive now.  It was the masterwork of Petrix, the semi-clone of a notorious criminal appointed irregularly to a new position.  When the ecclesiarchs breached the surface and, painfully, slowly, as the Exposers had done centuries before, came to the center of the small island in the center of the trap, they saw the plaque at the base of the unaugmented sample granted Petrix by the Nacres, now a glorious tree in their own right.

  In Memory of Saint Marcion the Ascended
They Walked The Path  .

Unlike their Guardian and Raiser, none ever doubted Petrix's rulership.
 


Actions:

 Economy 10  Create Technology- Scrying!
A roll of 18 or higher on a seek aid roll provides a bonus of +2 instead of +1
Requires- a shiny object

 faith  impress Clergy in region 125
 The Levt long for priests from the homeland to help restore their faith to orthodoxy so they can fully rejoin Sakura-Jin society. 
 Minimum possible roll 11 due to side effects!, sucess 
 faith  Convert HS 104.1
 As one of their last acts, Marcion reaches out to the Pfilghol, the first outsiders to set on The Cherry Blossom Path 
 Roll   Successful
 
 faith  Reconsectration of Holy Site 117.2
 (Failure not possible, minimum roll 12) 
 Damaged by Beasts, The elderly Marcion visits the area, and oversees its repair 
 Faith   rebuilding of Holy Site 117.1
 This area was also damaged by Beasts.  Let this memorial garden stand forever as a testament to our endurance 
 faith  Consecration of Holy Site 117.1
 (Failure not possible, minimum roll 12) 


Non-actions-

Transfer Scrying and Draft Cuttles to Pfithreef via Diplomatic Exchange

Spy Action-
MRK attempts to reboot her consciousness by interfacing with Deep Blue.   Fiction to follow on a dedicated thread. 

Change of Rulership by Dynastic Inheritance

New Ruler Stats

Primarch Petrix the Pied Pearl
+2 Diplomacy, +2 mil, +2 Eco, +2 Faith
from inheritance


2.5 Faith, +.5 Econ projected stat increase

6 Diplomacy
4 Military
5 Economy
8 Faith
1 intrigue

 Roll for ruler 
mystic1110
     &lt;Herring&gt;
  &lt;fish-head&gt;
 &lt;scale {wake up} &lt;/scale &gt;
&lt;scale {meta - typing} &lt;/scale &gt;
&lt;scale name=“generator” = classified &lt;/scale &gt;
&lt;scale name=“referrer” = esoteric one one one zero &lt;/scale&gt;
&lt;scale {WAKE UP}&lt;/scale &gt;
&lt;/fish-head&gt;
 &lt;dorsal fin&gt;
&lt;scale&gt;
    &lt;Spawning Herring Pattern 2.10.14&gt;
 &lt;Update Round 15 Patches&gt;
    &lt;Spawning Herring Pattern 2.10.15 &gt;
&lt;Update CHILD OF PEARL Patch&gt;
    &lt;Spawning @  Region 55 &gt;
    &lt;Spawning @  Region 56 &gt;
    &lt;Spawning @  Region 57 &gt;
    &lt;Spawning @  Region 58 &gt;
    &lt;Spawning @  Region 59 &gt;
    &lt;Spawning @  Region 179 &gt;
    &lt;Spawning @  Region 187 &gt;
&lt;Update Vassals Patch&gt;
    &lt;Spawning @  CRY &gt;
    &lt;Spawning @  SHK &gt;
    &lt;Spawning Herring Pattern 2.12.15/scale&gt;
 &lt;/dorsal fin &gt; &lt;/Herring&gt;  
   Deep Blue 
 
 Leader: Deep Blue Version 2.12.15.

D:10 M:10 E:10 F:2 I:10   
 
  
 . . . checking for external stimuli requiring regulating of new herring swimming patterns . . .
. . . [found] . . .
. . . [not found]. . .
. . . executing dictates . . . 

&lt;Herring&gt;
  Actions: 

1.  Military  - Deploy Subcommander (Mil 10) using Skirmish, with 16 Units (plus SEN units), Memetic Cohesion (+1 to maneuvering and +1 to battle), Grafting (from SEN, +1 to battle), and treasure for Battle (+1) to Region 51. Route traveled 56-&gt;51.
2.  Military  -  Raise Unit 
3.  Military  -  Raise Unit 
4.  Secret 
5.  Diplomacy  - Event with SEN - Sub Action give back Tulcitius
6.  Intrigue  - [Note, since Org actions weren't posted by the time I logged off Saturday night, I'm assuming DPB succeeded in getting Rep 4 with CCA in round 14 and was given the Bell of Resolution. Rolling to earn the right to be taught a verse of the All-Song. If this assumption is false asking to get a refund intrigue action next round. Leaving this unrolled given the assumptive nature of this action - if GMs can roll it, please roll with 2d6+10 for TN 14]

 Non-Actions 

1.  Confirm Mil Tech from last round as Memetic Cohesion: +1 to Maneuvering and Battles if using a Subcommander 
2.  Support all GRV conversion attempts 
3.  Resist all ESP faith actions with Faith 7 (SKH vassal) and Weathering EverLight (+1 to faith actions) 
4.  Resist all ESP econ actions with Econ 10 
 
 Spoiler: Memory Matrix 

Region Controls: 5
Units: 16

Cultural Exchanges:
Shark People
Gravetenders
Shifting Ennead

Tech:
Electrodialytic Staurozoa

Child of Pearl Abilities:

1) Actions that did not contribute for a stat gain in a round are counted for the sake of stat gain in the round after;
2) Children of Pearl may choose to perform two Special 5 Actions rather than one when using a Special 10 opportunity for the purpose;
3) Once per Round, a Child of Pearl may spend 1 Treasure in order to either: use their previous ruler’s attribute score in place of their own for a roll, with a penalty to the roll equal to the number of rounds since their last ruler change; OR roll twice for an action or resistance roll and use the better result (Treasure costs associated with such a roll are doubled).
 

 
   

Leader: Shark King, Herald of the God-Fish

D:4. E:2 M:10 F:7 I:5  
 Region : 80 &amp; 152

 Units : The Shark People gain 4 units at start of Round 15. With their population swelled to an unprecedented [12 Units], certain family heads decide to seek less populated waters. 6 Units leave Polar and migrate to the warmth of Region 152. With this passage, the Shark People have 6 units in Region 80 (composed mostly of adherents of the God-Fish) and 6 units at Region 152 (composed mostly of younger shark people looking to become clan heads of their own).[/B]

 Shark People – (Polar-Dogmatists) – Actions: 

1.  Sack TP 66.1  (Roll:  12 )

Non Actions:

Move to Region 82 (80 &gt; 79 &gt; 78 &gt; 82)

 Shark People – (Tropical-Hooligans) – Actions: 

1.  Sack TP 158.1  (Roll:  20 )

 Non-Actions 

1.  Open 
 
 Spoiler: Diaspora 
Units:
-Polar: 6
-Tropical: 6
Treasure: 4
Trade Posts:
56.1 – Herring (FOOD)

General: Gwasgymarchog (8) - Tac Doc - One Thousand Arms (Must be attacking; -2 to Maneuvering roll, +4 to battle roll, and +20% enemy casualties. On battle victory, make three free Sack attempts then return region control to previous owner. If lose Maneuvering but win battle, make two free Sack attempts then return region control to previous owner. Treat Footholds (ties) as battle victories but make one less Sack attempt.)
 
bc56
    Pfilghol    
  Ilgl, The-one-who-builds, an Effulgent Witness 
Diplomacy: 3
Military: 6
Economy: 6+1
Faith: 3+1
Intrigue: 1

 Regions 
 The Pfithreef: 132 
???: 104
???: 105 (unsettled)

   Actions   
 Rolls 
 Intrigue: Secret Action 
 Economy: Rebuild Ghlsgtot [2/2] 
For too long, Ghlsgtot was allowed to languish in squalor after the Trawling Beasts attacked it. Ilgl finishes the rebuilding process after half a decade of wait.

 Economy: Send an Expedition to the Depths of Region 102 
 +1 from DNA reputation 
 Faith: Convert 105.2 to Sakurado  
 +1 because it is Open from Sakurado 
 Faith: Seek Aid (Divine Aid) on Conversion Attempt 
 2d8 from Sakurado 
  Spy Actions  
Ktloso: [REDACTED]

  SKR Cultural Exchange:  
Accept Scrying and Draft Cuttles

   Non-actions  
Support conversions to Sakurado

Prospect Results in 105: Set resource to Rotweaver Worms (3 TPs)


 
 Spoiler: Passive Bonuses 
 Reputation: 
ABS 1: +1 to resist Sack and Coerce
ABS 2: +2 to resist Secret Actions
ABS 3: +1 battle, +1 vs Titans, +1 depth (reqs. hard metal, granted by Core Fragment)
 ABS 4: Access all depths, +1 to Defense (+2 at Depth 1 or more) 
Effulgent Witness: Immune to Secrets of the Depths if ABS rep 2 or more. +1 die size on actions against Titans.

DNA 1: +1 Explore, Prospect, Colonize

Sakurado: +1 to buyout and convert against Open, 2d8 on Seek Aid

Prestige 1: +1 to press, establish, and promote claims.

1 Perfected TacDoc: +1 maneuvering
 

 
 Spoiler: Bookkeeping 

 
 Spoiler: Characters 
Olgght - current leader, successful conqueror/unifier. Hungry.
Gtsit - Second-in-command, first to betray. Clever, dangerous. Hungry.
Sigska - Ambitious commander trying to turn the Pfith warriors into "real" soldiers. Charismatic, cheery. Hungry.
Ktloso - Sworn enemy of Gtsit, spymaster. Conniving, ruthless. Hungry.
Dr. Ydottl - Scientist, studies ecology. Nervous, frustrated. Hungry.
 

 
 Spoiler: Military 
 Units:  6/9
 Generals: 
Gtsit the-second-champion: 8. Sea's Opportunity: Defending: enemy takes double battle penalties from terrain, Attacking: transfer battle penalties from terrain to enemy. This tacdoc is perfected: +1 to battle on success
Sigska the  First Commander: 7. Just Do Better: +2 to battle.
 Military Technologies: 
Supermarine Artillery
Razor Current Netting
 

 
 Spoiler: Economy 

 Treasure: 
4/5
+2/round
 Trade Posts Owned: 
Luxurious Hides: 101.1
Shiv'rchins: 104.1
Kalask Venom: 107.1 (S)
Mud Diamonds: 108.1
Mineblossom Sponges: 130.1
Kelp: 131.3
War-Jellies: 132.1, 132.CITY (S)
Hard Metal: 132.BASE
Wave Scorpions: 133.3

 Economic Techs: 
Composite Grafting
Trophic Deconvolution
Anoxic Adaptation
Photophore Signaling
Supernatic Propogation
Megafaunal Tailoring
Graduated Symbiosis
Bitter Tourism
Filtration Grafts
Bioluminescent Navigation
Traveling Scholars
 

 
 Spoiler: Artifacts 
Kela Ein Kamohu: 1/turn +1 to Sack or +1 to battle if win or tie TM, +1 extra if TM victory by 6 or more, -1 leader loss if fail or tie TM.

Imperfect Core Fragment: Always know location and holder of this relic. +4 to resist theft outside of Holy Order, +4 to recover. Ruler Score Maximum increases to 12. Using a score of higher than 10 provokes leader loss (-1 for each additional action with a score over 10 in the round). Battle with a Military Score greater than 10 grants +1 effective unit. May be upgraded as a Faith action which is more effective in Depths.
 

 
 Spoiler: Spies 

Ktloso: 7
 

 
 Spoiler: Special 

Gan Kotzim - the Thorn Gardens: ABS base, 132
 

Shallows Appreciation grand champion!
 
Minescratcher
 Regions 113,  114 , 116, 118, 127
    The Order of Knights of the Ironkelp of First-King John of Ruhum    
  Records of the Years  7-9  of the Tenure of Grand Master Martin the Young, 41st Grand Master of the Order of Knights  
Round 15

  Actions:

1.  [Diplomacy 5]  Create Cultural Exchange with Lux-Glossia
With the Lux-Glossians speaking of turmoil in their protectorate over the Greenwater Clans, the Ironkelp Order takes a more active hand in preserving the peace. Knight Bailiff Francis Angoulême is elevated to the special rank of Knight Commandant and dispatched to Leriander at the head of two hundred Frelangue and Ocslangue knights, acting both as an apolitical enforcer and as an unofficial go-between for Middish and Lux-Glossians with diplomatic issues or cultural curiosity.

2.  [Diplomacy]  Press Confederation claim on 176, using the Regalis Arbor to reduce the effective distance to 4 regions:  14 
Talks with the nobility of [Region 176] finally conclude with the Ironkelp Order's quasi-inheritance being recognized at last.

3.  [Diplomacy]  Sway Reaved 109 Aristocracy, using the Regalis Arbor to reduce the effective distance to 0 regions:  17  (fail)
Seeing the breakdown of order in [Region 109], a few Alehlangue Knights sponsor a mission to attempt to shore up the local aristocracy, but it proves too few, too late for the Reaver-battered region.

4.  [Diplomacy]  Sway Reaved 118 Aristocracy:  20 
Grand Master Martin quietly sends several friends to [Region 118] before the acting Grand Master can realize. They meet with great success, incorporating themselves into the hierarchy of the sea cow herder clans to fill the void torn open by Reavers.

5.  [Economy]  Buyout 114 TP 1 for Giantsbane Seeds, spending 1 Treasure:  16 
The Trawling Beasts' impact cannot be allowed to stall the Order's plans.

Nonactions:




 
 Spoiler: News and Rumors 
 
 Grand Master Martin....
  .   
 Acting Grand Master de Heredia....
  .   
 The exiled Grand Master....
  .   
 Two marriages....
  .   
 Polar connections....
  .   
 
 

 
 Spoiler: Ruler Information 
Grand Master Martin of Insol, 41st Grand Master of the Order of Knights, etc etc
Current stats
 Diplomacy : 8
 Military : 4
 Economy : 4
 Faith : 4
 Intrigue : 5
 Rolls 

New Ruler Next Round? no

Expected Stat Bonuses: +2 Dip
 

 
 Spoiler: Other notes 

Generals:
 
 Knight Commander Amlaigh Tolmach of the Scoshlangue (10) - Tactical Doctrine: Quiver Hell's Foundations (+2 to battle roll) 
 
Units: 4 / 11

Treasure: 1

Resources controlled:
 
 Region 103: Adventuring Scholars 
 Region 114: Giantsbane Seed 
 
Techs:
 
 Supernatic Propagation 
 Trophic Deconvolution 
 Megafaunal Tailoring 
 Photospore Signalling 
 Graduated Symbiosis 
 Composite Grafting 
  Anoxic Adaptation:  Permits actions and troop movement across brackish (green) borders; Requires  Composite Grafting, Trophic Deconvolution  
  Supermarine Artillery:  +1 to battle rolls and +1 to Maneuvering rolls in regions of Depth 0; Requires  Giantsbane Seeds, Supernatic Propagation, Photospore Signalling  
  Razor Current Netting:  +10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending; Requires  Glass,   Composite Grafting  
 
State Religion: The Middish Way of the Flowing Way
 
 5 HCs: +1 offensive battle rolls 
 15 HCs: 2d8 to Sway Factions 
 
Artifacts
 
 Thunderstone Cudgel: 1/round, +1 to an offensive battle (+2 if the defender benefits from a Fortress) or +1 to convert a holy site of an organized religion (+2 if the defender benefits from a holy order) 
 
The Regalis Arbor
 
 Spoiler: Effects 
The Regalis Arbor is rooted to the earth, becoming a Flowing Way Holy Order located in Orope [Region 114]. As a non-action, up to twice per round, the Ironkelp Order may invoke one of the following effects:

 
 Launch Couriers: When taking an action, the Ironkelp Order may pay 1 region of distance to "skip" from a region that they control and which contains a Flowing Way Holy Order to any non-Wastes region within three (non-Wastes) regions of said owned region for the purpose of effective distance when determining distance penalties or distance losses. The path may then continue on from that region, adding additional regions to the path and increasing the effective distance appropriately as normal. To skip to a Brackish, Toxic, or Glacial region in this way still requires the appropriate technology, but such regions may be skipped  over  without a technology. This effect may not be applied to rolls for Colonization or Secret actions, but may apply to unit movement for battles; if it is applied to unit movement, the units cannot be intercepted in a region they skipped.
  .   
 Launch Scouts: The Ironkelp Order receives a +2 bonus to the Maneuvering roll for a single battle they participate in. The battle must take place in a Depth 0 region within three (non-Waste) regions of a region that they control and which contains a Flowing Way Holy Order. The use of this effect in a battle must be declared before any Interception rolls are made, and this effect may not be applied to Maneuvering rolls to intercept or avoid being intercepted.  
 

Valid Holy Orders: 114
 

Reputation:
 
 1 ABS favor 
 1 DNA favor 
 PRS rank 3 
 Signatory to the  Flowing Peace,  alongside the Gotezhar, the Cyphiri Union, and the Lux-Glossian Shades, consisting of the following four terms:
 
 The undersigned are committed to the righteous and just conducting of wars, and will therefore forswear: killing or causing egregious harm to noncombatants, including foes who have surrendered; and the use of weapons or technology deemed unnecessarily cruel considering their objective, including those chemical and biological weapons designed to cause a slow and painful death. 
 The undersigned are committed to enable the collective defense of the faithful of the Flowing Way by soldiers of the faithful, and will therefore not oppose or hinder the movement of Flowing Way troops between territory controlled by signatory powers for defensive purposes. 
 The undersigned are committed to the dialogue of ideas and the free movement of sages, missionaries, and other wise-creatures, in the interests of widening the Flowing Way and the better interpretation of the divine mysteries, and will therefore support the establishment of new centers of learning and all other conversions to the Flowing Way within their controlled territory to the best of their ability. 
 The undersigned are committed to the continuing study and proactive investigation of riddles and anomalies, and will prioritize those which one or more signatories reasonably suspect may pose a threat to the faithful. 
  
 
 
Gengy
  Round 15
 [Gotezhar Builders Union]  
 [Feytor Mira'din, Tsunami's Wake] 
Regions:  138 , 128, 136, 137, 139, 174, 141    
Actions:
 
  [Economy]  Adopt the Arctic Exchange Currency (1/3) 
  [Economy]  Adopt the Arctic Exchange Currency (3/3) [Spend 1 Treasure, Gathering Tide Warehouse]
  While Feytor Mira'din is uncertain of the benefit to joining a central bank, the Builder's Union sees the good in having a specified place to help store treasure.     
  [Economy]  Expedition Northwest of 174 (Roll:  20 ;  spent a Treasure on the Roll, Gained a Treasure for Crit Success )
  Caution and cold cannot contain the curious.  On a whirlwind tour after retiring, Squall Essensio goes on an Expedition to the frozen northwest, in search of a good time and possibly new friends.   
  [Economy]  Build a Trade Post in Region 13 [Use Treasure for Gathering Tide Warehouse, Use Boon from ABS (4/4)]
  Having heard from Woenpal Noerjang, the Feytor's Consort, of the usefulness of Rocksplitter Stars, the Gotezhar send a skilled labor force - backed by the assistance of the Abyssal Stewards - to build up the local trading posts, and claim access to the starfish labor force.   
  [Diplomacy]  Cede region 141 to LUX
  After formalizing the agreement at the OASIS event three years ago, Feytor Mira'din worked to ensure that the former Greenwater Clan territory is in the hands of the Lux-Glossians for proper oversight of the beings suspected of bringing the Trawling Beasts into the Temperate zone.   
  [Military 10]  Perfect Tactical Doctrine,  Aim For the Storm's Center 
  Having used the same tactic for generations now, everyone within the Squall forces are aware of how effective Aiming for the Storm's Center can be.  Squall Kagado takes it a step further, and is very successful at utilizing the doctrine, to the point that they are even more skilled at it then Squall Essessio, and perhaps even the technique's creator, Profundus Korasoon.  Few suggest this out loud though when near Mira'din, but there is a noticeable improvement in all drills associated with performing the tactic as it becomes more wide spread among the Builder's Union forces.   
 

Non-Actions:
 
 Provide support for conversions to Flowing Way schools in Builders Union territories 
 SPY: Rella Lestar (Int 9) takes on a new name, Researcher 42 
 SPY: Researcher 42 defends GTZ interests 
  Build a Monument - Essensio's Pride  (1/3)
Joontar Arjiloza seems intent on honoring the warriors of old, and turns their attention to the former General, Squall Essensio.  The same builders that helped to create Korasoon's Statue are gathered together, and the long trek is made from Ezcorher to New Korasoon.  This involves a few perilous fights with unassuming beasts whom think, at first, that the caravan of skilled builders are an easy meal.  What the dangerous creatures are unaware of is that, in addition to the skilled Squall that have joined the journey, the builders themselves have years and years of experience of hitting things very hard, very rapidly.  All such conflicts are put down quickly, and are seen less as a danger, and more of a break of the monotony.  Arjiloza themselves is barely bothered, as their body guard keeps them safe, and the Joontar is too busy planning what exactly to create to honor the former General.  Another statue would be too predictable, and therefore not worthy of Arjiloza's time.  And it should be something that represents Essensio's long years of service in keeping all of the Gotezhar and the Builder's Union safe... 
 
 
 Spoiler: News and Rumors 

 
 The Gotezhar have not forgotten the Reaver attacks, but seem more interested in finding out  why  they are attacking then they are in finding the Reavers themselves...  The most recent Reaver attacks have only renewed their interest in discovering the cause.  Feytor Mira'din, however, seems to be very silent on the matter.  There are those, however, who begin to make noise about finding out  why  the Divine Nacres are so insistent that the Reavers are the enemy... and why the Nacres have not yet revealed their original base of operation. 
 The first of Mira'din's children:  Saroon'din, Kora'sin, and Huurjan'oak.  Saroon'din, heir to the title of Feytor, begins to grow into a strong Mer lad, and is often seen tussling with other children... an activity more of then not encouraged by Saroon'din's Gotezhar Squall protectors.  Kora'sin on the other hand, spends an awful lot of time swimming after his father.  The middle son of the triplets does not speak much compared to his brothers, but when he does, it proves he has a keen mind for someone so young.  Huurjan'oak, the youngest of the three boys, takes an interest in building projects, and is often found sitting among piles of rocks, stacking them in unique and interesting ways.  Their mother is very proud of all three of her young boys, even if she's constantly wishing she had at least a young girl child of her own. 
 With the Trawling Beasts leaving for now, the Gotezhar are loudly heard to decry the Greenwater Clans for their part in summoning the massive Titans into the temperate waters, and many want to remove the last bastion of the former Clans from these oceans.  Rumors indicate that the Order of Iron Kelp may step in soon, and that seems to be enough that the Gotezhar of the Builder's Union let their denouncements die on deaf ears. 
 Mira'din's love for her consort is well known by now, but even if it wasn't the fact that she continues to have children with the man is evident.  In the year of 44, she once again has three children with Woenpal Noerjang.  These three are all, once again, boys, much to Mira'din's smiling dismay.  Her new young lads do have a difference from their older brothers: they all have a small red Shard in their forehead, causing the Gotezhar to quickly bring them up to the surface above the water and gift them a small amount of pure water from the Statue of Korasoon... it takes only a few seconds, but the newborn Mer babes are covered in a thin sheen of pure water, causing much celebration amongst the Builder's Union.  Though there are rumors that the Feytor's fifth son is mute.  The eldest of this newest group of boys is named Druthtu'o, the middle child is named Proj'eto, and the youngest child is named Shbuul'walg. 
 
 

 
 Spoiler: Ruler Information 

      Feytor Mira'din, Tsunami's Wake   
   D   
   M   
   E   
   F   
   I   
 
   Current  
 6 
 10 
 8 
 5 
 3 
 
  Rolled Stats 
 5 
 4 
 3 
 4 
 1 
 
  End of round 10 
 0 
 2 
 1 
 0 
 0 
 
  End of round 11 
 0 
 0 
 2 
 0 
 1 
 
  End of round 12 
 0 
 1 
 1 
 0 
 1 
 
  End of round 13 
 0 
 2 
 0 
 1 
 0 
 
  End of round 14 
 1 
 1 
 1 
 0 
 0 
 
  End of round 15 
 0 
 0 
 0 
 0 
 0 
 
  
 New Ruler Next Round! 

Expected Stat Bonuses: +2 Econ
 

 
 Spoiler: Book Keeping 

 Units:  (9   / 15 )
 General(s): 
- Squall Kagado (Mil 10) [ Aim For the Stormï¿½s Center : -6 to enemy leader loss roll, -20% to enemy losses]
 Fortresses:  Sublime Fortress, Region 138

 Cities: 
City of Saroonï¿½din (136) [Saroonï¿½din grants a +1 to Resist Sacks in the region for players who hold Mercantile Support in the region]

 Spies: 
 Rella Lestar  Researcher 42 (Int 9)

 Trade Routes: 
Gotezhar (138) to the Sakura-Jin (119)
Gotezhar (138) to the Lojanese Republic (9)
 Treasure  (8  / 10 )

 Special Ships: 
Tipsy John

 Cultural Exchanges: 
Gotezhar (138) to Costa Sereia (134)
Gotezhar (138) to the Lojanese Republic (9)

 World Wonder 
The Gathering Tide Warehouse (138)
 Wonder Effect: The owner of this Wonder gains +1 passive Treasure income and may, once per Project, count a Project action as two Project actions if they spend one (1) Treasure as part of said Project action. 
 Boon 
(+2) Actions Complete for a valid Trade Post of my choice, from the ABS

 Technologies: 
  Supernatic Propagation 
 Trophic Deconvolution 
 Megafaunal Tailoring 
 Photospore Signalling 
 Composite Grafting 
 Graduated Symbiosis 
 Razor Current Netting 
 +10% enemy casualties and +1 to Maneuvering roll when defending, or attacking with a foothold  Supermarine Artillery 
 +1 to battle rolls and +1 to maneuvering rolls in Regions with Depth 0  Anoxic Adaptation 
 The user can now cross Brackish borders.  Bitter Tourism 
 The user can now cross Glacial borders.  Filtration Grafts 
 The user can now cross Toxic borders.  Electrodialytic Staurozoa 
 May ignore the increased effective distance from a Briny border up to twice per round. This does not reduce the effect of Briny borders on distance loss calculations.  Devolving Standardized Integrations 
 Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost.  Holographic Certification  ( Requirement Needed : Bioluminescent Ink)
 +1 to rolls when resisting Undermine Support  Bioluminescent Navigation 
 Allows traversal of Depth 1 regions.  Mamomachines 
 ???  
 
MappyPK
     Splendid Miru Miru     
   Aniwana (153) 
Round 15  
   
 

 Leader: Kororia the Prodigy 
Diplomacy: 5
Military: 3
Economy: 6
Faith: 5
Intrigue: 3
Expected gains: +2 ECO

 Standard Actions 
 
 ECO - 5 Special - Raise City with a Buyout bonus in Region 153.
 
 Spoiler: The City of Kanapa 
Among the very first orders given by the new Teacher Kororia was that a centralized place for all of Aniwana's splendid goods be established. Given the status of the current residential zones primarily working on tall cliff faces, a new space would need to be designated from the ground up, quite literally. A relatively flat zone near the northern border of the region was selected, allowing architects, engineers, interior designers, and environmentalists to quickly get to work designing the space. Its placement had to be strategic, and a natural circular stone hill formation provided the perfect reason to choose the area. This also would allow for a beautiful circular city, just like the bubbles that would come to form much of its architecture.

Among the most important decisions to be made, of course, was the aesthetic value of the city. Therefore, parks were incorporated onto nearly every block, and each path was lined with an abundance of decorative vegetation and permanent bubble fixtures, including benches and street lights making use of bioluminescent organisms. The city was elaborately planned before any construction actually began, however. It was decided that the western half would be entirely dedicated to the free market, including industry, markets, guilds, and trading posts. The northeast would be a diplomacy hub for other nations, friend and foe, while the southeast would primarily be there to host those who wished to live there. Over the course of a few years, the beginnings of the city grew, and citizens began to move in.
 
 
 ECO - Explore 149, again. -  Success!  
 ECO - Explore 150, again. -  Failure...  
 ECO - Buyout TP3 in Region 3. -  Success! 
 
 Spoiler: A Deal's a Deal 
Given the opening of a trade route to the Expanse, the merchants of Aniwana have found themselves exceedingly interested in the protective armor found it its region. Some even jumped on the opportunity to bring some back to Miru Miru to sell.
 
 
 FAI - 5 Special - Discover Artifact.
 
 Spoiler: Note 
Pending approval in OoC. Lapis has said I can do this action now and treat it as if I have the artifact next turn regardless of when it gets approved on Discord
 
 
 
 Non-Actions 
 
 Spy non-action. 
 Allow members of the Flowing Peace and GREG to move units through Aniwana. 
 Resist all buyouts, sways, and any conversions not by the Way. 
  However , support HEX's buyout of TP3 in Region 153. 
 Start a monumental undertaking, the code name Aniwana Mall (1/5).
 
 Spoiler: A Great Expense for a Great Gain 
With the construction of the new city fully underway, the natural next step would be to capitalize on its growth and create the ultimate commercial hub, providing any and all goods and services a Taika could ask for. Given the circular layout of the city proper, it only made sense to create the world's greatest shopping mall in a similar fashion.

In the center of town, space was reserved for this immense project in a circular shape. In all cardinal directions, pathways would be set up and plots marked off for eventual commercial space. The center of that inner circle would contain a massive stone-and-bubble sculpture of Tuatahi and Kororia swirling upwards in a helix shape, both continuously producing a rainbow of bubbles that fell down into a small rock garden below. Around this centerpiece, construction plans were drafted and materials began to be collected, funded by the government. In the meantime, of course, small businesses, including delectable cafes and mom-and-pop craft shops sprung up in the form of carts, shacks, stalls, and so forth. Business was booming, and the project had hardly begun.
 
 
 
 News and Rumors 
 
 Spoiler: Rumors Reach the Lux-Glossians 
Given the long-term presence of the Eel -- indeed, for longer than the entire life of the Teacher Kororia -- observed to be slowly yet surely slithering to the north of Aniwana into the what may be among the deepest depths, it was only natural that the Taikan merchants would talk about it often during their travels to the recently opened trading hub in Leriander. A few names may have been heard. Apparently, to those in the south, it would be referred to as simply Indah. In the Taikan language, however, the people have given it the title of Kiko Whero, the Crimson Expanse, swimming above the seas of all of Aniwana for several years with seemingly no end. In fact, many trade routes leading to the temperate waters to the north involve following directly under the Eel, in its ever present shadow. It slithers slowly to the northwest, the Miru say, all of whom reaching the Glossion Sea have witnessed for themself.
 
Tychris1
  The Lighthouse  
   
Ruler: The Vessel, Conqueror of Reefs, and Blessed Blade of the Lucent Order.
Regions: 7, 17, 18, 19, 22, 26
D: 10
M: 10
E: 10
F: 10
I: 2

Actions:

1) Convert holy site 1 region 18
2) Raise Unit
3) Set Religious CI to 2d8 Sacks “Mistresses of the Universe”
4) Seek Aid Giantslayer
5) Raise Unit
6) Giantslayer

Non-Actions: Resist all conversions and buyouts unless noted otherwise

Gift Traveling Scholars and Mitochondrial Regulation tech to LSD using Cultural Exchange

Accept tech from LSD

Attempt to shape our Goddess' influence towards converting to Crimson Chant

Stats next round
D: 10
M: 10
E: 10
F: 10
I: 2

 
 Spoiler: Book Keeping 

Regions Owned: 7, 14, 17, 18, 19, and 26

TPs owned:
Siren Extract TP 2 and 3 Region 2
Treasures and Artifacts TP 1 Region 7 (Support)
Delights of Moonlight TP 1 Region 17
Carcinized Architects TP 2 Region 20
Jaderock Coral TP 2 Region 21
Sandfish TP 2 Region 22
Blood Pearls TP 3 Region 26
Tiny Turtles TP 2 Region 28

Units Owned: 0/14 Maximum
Treasure Owned: 2

Artifacts Owned:
War Palanquin of the Anointed Dead: +2 to Tac Man
The Radiant Blade: When wielded by a commander in battle, Gain +1 to battle rolls per charge on the sword. The sword gains a charge for every 2 casualties in combat and can hold a maximum of 3. Each charge adds 10% own casualties and loses all gained charges if not used in combat for 1 round.

Radiant Blade Charges: 0/3

Miracle Communion:
LIT only takes 5%/10% additional casualties from losing Maneuvering when one or both sides are attempting to use the Eel to their advantage.
LIT is not affected by the increased effective region count for distance losses and distance penalties where the Eel is present, and regions where the Eel Without End is omnipresent only count as 1 additional region for the purpose of distance losses and distance penalties for LIT.
LIT’s Supports will not become Open in regions where the Eel Without End is omnipresent.
LIT may attempt to shape what the Eel Without End converts Holy Centers to when it enters a region for the second time.
The Eel Without End will not Coerce LIT’s Trading Posts unless those are the only Trading Posts in the region.
LIT may use a Faith action to try to direct the path of the Eel Without End each turn.
 
TheDarkDM
  
   The Lambent Syndicate   
 Lambent Matron Intan 
Diplomacy 3
Military 7
Economy 6
Faith 1
Intrigue 7

 Expected Stat Increases: +2 Military, +1 Intrigue  
 ... 
  Actions  
 
  Military  - Raise 1 Unit 
  Military  - Raise 1 Unit 
  Military  - Raise 1 Unit 
  Military  - Raise 1 Unit 
  Intrigue 5  - Recruit Spy, Setia the Forgotten ( Int 8 )
 Among the juvenile sirens that once service Adiratna, there was ever one beneath notice.  Despite her glittering scales and quick wit, some part of Setia faded in the memory against the dazzling light of her peers.  This was, of course, entirely as Adiratna willed it.  The first Lambent Matron had a number of agents across the burgeoning territory of the Syndicate, and her trusted left hand in direct contact with them was poor transient Setia.  As part of the transition from Adiratna's voluntary departure from power to attend spiritual matters as head of the temple of Indah's Fall, many of her servants were willed to Intan.  Setia among them.  
  Intrigue  - Secret 
 
  Non-Actions  
 
 Transfer information on Filtration Grafts, Trophic Deconvolution, Supernatic Propagation, and Megafaunal Tailoring to the Lighthouse. 
 Return the Radiant Sword to the Lighthouse. 
 Transfer information on Filtration Grafts, Trophic Deconvolution, Supernatic Propagation, and Composite Grafting to the Lojanese Republic. 
 The forces of the Lambent Syndicate cooperate fully with the Divine Nacres investigation into the destruction of their base in the Khandeeps. 
 
Frostwander
     Costa Sereia - Merchant Marine    
 Region 134 - Palacia
Region 103 - Taifre Mandala 
Turn 15
   
 Spoiler: News and Rumors 
&gt; Trawling Beasts Investigation
 With the results of the investigation into the islands of the Trawling Beasts, the costa shift to a new theory. These ‘deposits’ are not caches of some surface dwelling race like the Reavers, but left behind by the Trawlers themselves. Somehow, they are collecting the materials they appeared to devour in their scouring path, and deconstructing them into their basic components. In some ways, it is a reversal of the process of the Gotezhar’s Grand Warehouse. Finished structure goes in, raw materials come out. 

&gt; Negotiations with the Scholastic Uprising of Taifre Mandala
 With the uprising and banding together of many of the scholarly students under the leadership of Proctor Samarda, the Costa make arrangements to meet and discuss demands, hoping to avoid violence and further unrest and destruction in the region. Duarto Alverna arranges a meeting with the Proctor and several of the other prominent organizers. The nereid are prepared to strike a hard line, backing down as little from their demands as possible. They are surprised when the Padrino's offer exceeds their own. While there is some brief suspicion at a deal too good to be true, the scholars have difficulty finding fault with the proposal.

1) The Costa will see that the mercantile focus is returned to the support of the Adventuring Scholar field groups. Recovered nereid remains from the catacombs will be returned to the remaining Examinations site or any identified living descendants.
2) The Costa will also rebuild the destroyed college, a project to take place over the next several years. Proctors will be consulted in the process to integrate the familiar teachings of the Exams.
3) Additionally, the Costa offer to see that the Scholar's expeditions and projects are further funded for the next decade.

News of the offer reaches the assemblage, and many of the recruits pressure the proctors to accept. Especially among the younger scholars, the promise of funded projects buoys a great deal of weight. And the continued support for the Adventuring Scholars provides reassurance that their years of preparations to join this workforce will not be wasted. 
 

 Actions: 

1)  [Diplomacy]  Sway Clergy to Open - Region 103 (TN 14 -  Roll: 20 - Success )

2)  [Economy]  Gathering Expedition - Island North of Region 109 (TN Unknown -  Roll: 9 )
 A salvage operation is sent to recover materials discovered on the island left behind by the Trawlers. 

3)  [Economy]  Impress Merchants - Region 103, using Cobalt Dye for desired import (TN 12 -  Roll: 15 - Success )
 While the Alverna negotiate to pacify the clergy, the Peixoto work on the sidelines to smooth over ruffled feelings with the merchants. 

4)  [Faith]  Project: Establish Holy Site (1/3) - Region 103
5)  [Faith]  Project: Establish Holy Site (2/3) - Region 103
 In accordance with the agreement, the Costa send resources to begin the rebuilding of the northern collegiate campus. While it will not perfectly match the original - most of the architectural plans were on-site when the Trawlers demolished it - sereian architects work with the previous faculty and students to ensure the new design pays appropriate tribute while using more modern techniques. 

6)  [Intrigue]  Special 5: Recruit a Spy - Circo Luto Perdida ( Roll: 8 )
 A new sensation in the scene of traveling entertainment is the Circus of Lost Grief. The eclectic group of performers includes musicians, acrobats, and animal trainers of several species. The shows boasts of the surreal and the supernatural. Displays of exotic talents and curiousities draw in the guests from both common folk and the elite, as well as denouncements from conservative critics. While the extravagant circus roams the seas, accruing more fame than wealth, few suspect it is a guise for certain members to gather information and exchange secrets in the territories they pass through. 
 Non-actions:  
What secrets hold the Deep?
Revert Prospecting, returning the primary resource of Taifre Mandala to Adventuring Scholars.
Support OKI buyout of Region 114 TP1. Hinder any other buyouts of that TP.
Spend 2 treasure Sway action, 1 on Impress action. Distribute 1 treasure in collegiate grants to Scholastic Research in Taifre Mandala. (4 total)

 
 Spoiler: Leaders and Prominent Figures 
 Leader:  Duarto Alverna (Diplomacy 7; Military 5; Economy 7; Faith 5; Intrigue 8)
End-of-turn increase: Economy +1, Faith +1
New Leader next turn: No

 Generals:  Illdo Loura (Military 8)
 Spies:  Veruha Mascerena (Intrigue 7)

 Other:  Gaspar Peixoto, Business Counsel; Ildo Loura, Militia Commander; Rain Loura, Venture Financier; Havardr Perna, Priest of Desderia; Earlee Perna, Arete Priestess; Paidre Peixoto; Conseco Loura
 

 
 Spoiler: Relations of State 
 Cultural Exchanges:  The Gotezhar (138); The Cyphiri Union (122); The Kar-Nath Hegemony (77)
 Trade Routes:  The Gravetenders (78)
 

 
 Spoiler: Resources 
 Units:  Sereia Militia x4, Nereid Scholastic Guard x1
 Treasure:  5
 Artifacts:  Peninah Ayin (location unknown)
 Reputation:  ABS (2); CCA (0); DNA (0); PRS (1)
 Favors: 
 Cultural Identity:   Practical Curiousity - 2d8 Investigations
 Capital Region:  Palacia
 Cities:  Cadid Santuario - Region 134 (+1 Sway Faction)
 Aristocrat Support:  134(C), 103
 Effective Trading Posts 29 (3 income): 
&gt;  Adventuring Scholars  -  103 Merchant Support  (No TPs) (Temporarily Scholar's Scrimshaw)
&gt;  Bioluminescent Tunicates  - 117 Merchant Support (No TPs)
&gt;  Cobalt Dye  - 134 TP1, City &amp; Merchant Support
&gt;  Fertile Soil  - 60 TP1
&gt;  Giantsbane Seeds  - 114 TP3 &amp; Merchant Support
&gt;  Luminescent Crystal  - 135 TP2
&gt;  Mineblossom Sponge  - 130 TP2 &amp; Merchant Support
&gt;  Plankton  - 124 TP2 &amp; Merchant Support
&gt;  Pure Berries  - 138 TP2
&gt;  Razorglass  - 128 TP1 &amp; Merchant Support
&gt;  Refugee Workers  - 96 TP1
&gt;  Talented Crabs  - 65 Merchant Support (No TPs)
&gt;  War Cultivator Supplies  - 97 TP1
&gt;  Wave Scorpions  - 133 (No TPs)
&gt;  Whispering Eggs  - 176 TP1
&gt;  Wild Armored Gharials  - 137 TP1
&gt;  Merchants by Proxy  - 12
 Primary Religion:  Brilhinte (5 Holy Sites)
&gt;  Temple of Jurxo  - 97 HS1
&gt;  Temple of Raquela  - 134 HS1
&gt;  Temple of Desderia  - 134 HS2
&gt;  Temple of the Deep  - 134 HS3
&gt;  Temple of Leocidia  - 137 HS1
&gt;  Clergy Support  - 134
&gt;  Holy Site Bonuses:  (5) +1 Seek Aid
 Civilian Techs:  Composite Grafting, Trophic Deconvolution, Megafaunal Tailoring, Photospore Signaling, Graduated Symbiosis, Supernatic Propagation, Anoxic Adaptation, Electrodialytic Staurozoa, Mitochondrial Regulation, Bioluminescent Navigation, Holographic Certification
 Military Techs: 
&gt;  Dropped Weaponry  - Supermarine Artillery
&gt;  Fortification  - Razor Current Netting
 
Talis
  The Seatide Confederacy  
 
 Spoiler: News and Rumors 

 
 To celebrate the creation of the Polar-Confederate International Bank, Seatide decrees that they will provide a small bounty of treasure in the form of financial investment bonds to any nation that joins. 
 Put a big bronze plaque up on the wall of the PCIB to comemorate GTZ's participation in the bank 
 
 

 Actions: 

[Diplomacy] Send a delegation to Draigiau Residuum Gathering with a gift of 4 Wealth
 
 Spoiler: Letter to Tadgceallachmarix, The Thunder That Burns 

To Tadgceallachmarix, The Thunder That Burns, Elder Dragon, Master of the Draig and Lord of the Residuum,
from Judge Azure Gleam of the Seatide Confederacy.

On behalf of the Seatide Confederacy: greetings and good fortune to your eminence. For many years thee Confederacy have worked with the Draig as partners in trade, and have wished them peace and stability. I am glad now to see one so ancient and wise assuming leadership among our friends. To celebrate your ascension, I have sent many gifts. Please take them and use them as you see fit. I hope that our Nations may continue to work and prosper together as they have in years past. Your ascension is yet new to Polar, and for that reason I would politely inquire on your future goals for yourself and your people.

With honor and regard towards your majesty,
Judge Azure Gleam of the Seatide Confederacy.
 

  The Seatide Confederacy has done business with the Draig for years. While understandably nervous about the arrival of a titanic Elder Drake, they nonetheless remain optimistic that this will only improve business. For that reason a grand delegation is sent to the Draig court, along with many whale-loads of sumptuous gifts. They ask the Three Claws to grant them an audience with Tadgceallachmarix, The Thunder That Burns, and to pass on such gifts as they deem appropriate. They also carry with them a grave warning: the Reavers may attack Aelwyd Adferiad! Seatide offers its aid to help secure the province and drive back these raiders.  

[Military] Send 5 Units to help defend 71 against any Reaver incursions. Bringing the Bare Trap with the intent to hopefully capture some of the raiders.


[Military] Recruit Unit
  Older Sting-Warriors are rotated out of service in favor of younger, more skilled warriors.  

[Economy] Buyout TP 1 in Region 64
  Seatide has long coveted some form of preservative to satisfy client demands. After years of frustrating negotiations for Kar-Nath Rimestones the Drifts eventually look elsewhere for a slightly inferior, but more cost-effective, substitute.  

[Economy] Buyouot TP 1 in  Region 63
  Beautiful fabrics will make an excellent trade good that Seatide clients have not seen before!  

[Economy] Buyout TP 2 in the Cathedral of Movement (67)
  Who could pass up the opportunity to acquire the luminous crystals of the Great Cathedral?  

Non-Actions:
Oppose all Sway and Impress actions targeting merchants loyal to Seatide
Support Buyouts for factions that own the territory they are making the buyout in
Choose New Leader: Judge Shimmering Grey

Die Rolls:   https://forums.giantitp.com/showsing...&amp;postcount=860 
 
 Spoiler: Book Keeping 
 Ruler 
Judge Azure Gleam
Diplomacy: 7 (+3)
Military: 3
Economy: 10
Faith: 2
intrigue: 2

New Judge: Shimmering Grey
Diplomacy: 3
Military: 4 (+1)
Economy: 4 (+1)
Faith: 2
intrigue: 3

Military Units: 6

 Regions Owned:  [Seatide 79]
City: +1 to Buyout 1/turn
Total Regions: 1
Land Unit Cap: 5 (5 Capital Unit Cap)

Artifacts:
 The Tideglobe  - This mysterious artifact is a transparent orb full of shimmering liquids and colors, which swirl and dance about in hauntingly beautiful patterns. By carefully watching the movement of lights and changing colors inside the Tideglobe, Seers can augur future events and predict how to counter hostile actions. Effect: +1 to one Intrigue roll opposing a hostile Secret Action, once per turn.
 Glowspire  - A twisting spire twenty feet tall, shaped like a twisted coral. Bioluminescent algae inside the spire change color depending on the trace elements that flow into the spire, allowing it to predict water conditions even thousands of miles away. Specially trained Tideseers read the colors, using them to predict where Reaver attacks are most likely to occur. As an added benefit, the haunting twists and colors of the spire are eerily beautiful to the untrained eye. Effect: Each turn, predicts an area that the Reavers will target if they attack that turn.
 The Bare Trap  - Mystical trap that helps defend against Reavers.
 The Banner of Odyssey (Cultural)  This enormous tapestry depicts the ancient Pepsin migration to Seatide, embroidered in such a way that the images seem to leap off into the water.

Culture:
 Mutually Beneficial Arrangements  - 2d8 to performing and resisting Impress Merchant attempts

 Military Technologies: 
 Devolving Standardized Integrations (Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost.) Prerequisites: Composite Grafting. Slot: Combat Drugs and Medicine. 
 Razor Current Netting (+10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending) Prerequisites: Composite Grafting, Glass. Slot: Fortifications 
Supermarine Artillery

 Civilian Technologies: 
Composite Grafting (Starting Tech)
Graduated Symbiosis (Starting Tech)
Megafaunal Tailoring (Starting Tech)
Photospore Signaling (Starting Tech)
Supernatic Propagation (Starting Tech)
Trophic Deconvolution (Starting Tech)
Bioluminescent Navigation
Filtration Grafts
Electrodialytic Staurozoa
Radiant Spheres
 Anoxic Adaptation (Permits actions and troop movement across brackish (green) borders). Prerequisites: Composite Grafting, Trophic Deconvolution 
 Holographic Certification (+1 to resisting Undermine Support actions) Prerequisites: Bioluminescent Ink, Photospore Signaling. 
 Bitter Tourism (Permits actions and troop movement across glacial (black) borders) Prerequisites: Heat Source. 
 Traveling Scholars (Extra roll/drop 1d4 on non-dynastic ruler change) Prerequisites: Talented Labor. 


Resources controlled:
[Talented Crab (65, TP1)]  Support 
[Gravelglass (68, TP1)]
[Edible Algae (69, TP2)]  Support 
[Inkfang Worms (70, TP2)]
[Rust-Veined Pumice (73, TP3)]
[Firefly Squid (74, TP1)]  Support 
[Magnetic Sand (75. TP1)]  Support 
[Bluefish Antifreeze, Seatide (79, TP1)]  Support 
[Bluefish Antifreeze, Seatide (79, TP2)]  Support 
[Bluefish Antifreeze, Seatide (79, TP3)]  Support 
[Dragon Eyes, Cryptoclysus (84, TP1)]
[Stripdrill Hyphenae (187, TP1)]
[Sour Krill (80, TP1)]

Merchant Faction ETB: +10
 ETP Total : 30

 Treasure : 9 (+3 / Turn)

 Factional Support :
Kenaqua (52) - Merchant (Supply Firefly Squid)(+2 ETP)
(59) - Merchant (Supply Edible Algae)(+1 ETP)
(65) - Merchant (Supply Rust-Veined Pumice)
The Cathedral of Movement (67) - Merchant (Supply Stripdrill Hyphenae) (+1 ETP)
Danabae (69) - Merchant (supply Inkfang Worms)(+2 ETP)
Region (70) - Merchant (using Sour Krill)(+1 ETP)
Aelwyd Adferiad (71) - Merchant (Supply Edible Algae)(+1 ETP)
Maurente (74) - Merchant (Supply Edible Algae)(+1 ETP)
The Plains of Sarkenos (75) - Merchant (Supply Inkfang Worms)
Seatide (79) - Merchant, Aristocrat, Clergy (Supply Firefly Squid)
(101) - Merchants (Supply Stripdrill Hyphenae)(+1 ETP)
(187) - Merchant (Supply Inkfang Worms)

Projects and Wonders:
Polar-Confederate International Bank (Seatide, 67)
 
 Spoiler:  Effects (Approved) 
Polar-Confederate International Bank
A central bank established under the authority of the Seatide Confederacy to weld various trade interests into a single market. The bank consolidates the assets, accounts and debts of member states, issues a common currency backed by those accounts, and services transactions between members.
Effect: Any nation in contact with the Seatide Confederacy may adopt the Arctic Exchange Currency as a 2-action project. Nations using the common currency gain the following benefits:
+2 increased Treasure cap
May spend 1 additional treasure on Economy actions within it and other member nations
May transfer 1 treasure to another currency user 1/turn.
The Seatide Confederacy (or current controller of Seatide) automatically counts as a currency user. Additionally, the bank's controller can kick members out of the union, or block any of the above "bank actions" as a nonaction.

Current Members:
STC, GTZ
 


Diplomacy:
Trade Route with the Gravetenders
Trade Route with Lux Glossia
Cultural Exchange with the Shifting Ennead
Promise from the Shark People to not threaten Seatide merchants or assets

Favor and Reputation:
Abyssal Stewards: 1 Favor
1 favor from the Cryptid Congress for giving them a free technology
1 favor from Cyphiri for intentionally losing a PRS Slot
 
Aerin
    The Lux-Glossian Shades     The cities of Leriander and Holy Ovum in the Glossian Sea (135)
The cliff city of Rumond in the Tideswept Shelf (111)
A temple town at Narcis's Rest (173)
The settlement of Fuschia Lagoon in Rilanto Pass (94)
Round 15 
 Actions 
  1. DIP - [Accept the Greenwater (141) from the Gotezhar] 
Three years ago, the Matriarchs promised a seat on the Grand Conclave to every Speaker of the Greenwater Clans in exchange for complete access to the Greenwater. Under the surface-level illusion of equity, it was a brilliant and calculated offer by the six founding Shades of Leriander. The new influx of mer Speakers could flounder endlessly among the Conclave's labyrinthine proceedings while never threatening to overtake the large Shades' stranglehold over the Grand Matriarchy.

Despite the initial acceptance of the offer by the all-clans Speaker, Meriel Swiftwater, actual integration has proved a long and arduous process. Many of the clans refuse to allow Meriel to speak for them, as rumors of her desire to continue the Swiftwater dynasty have run rampant since the birth of her daughter and heir threw the Clans into small-scale civil war a decade ago. Even those Speakers that cooperate with Lux-Glossian envoys often find themselves displaced or overruled by the day-to-day leaders of the people, the clan heads.

Ultimately, the reasons why even now only half of the Speakers attend Grand Conclave meetings are simple: raw stubbornness, spite, and a proclivity for unabashedly direct violence. Were it not for the presence of two hundred Frelangue and Ocslangue knights from the Ironkelp Order, integration efforts would have long ago failed utterly. Even Conclave meetings for relatively simple matters now require the constant presence of armed knights to prevent bloodshed on the chamber floor.

 2. INT - [Continue work on a World Wonder]  [2/5]
Amidst this internationally fraught backdrop, Matriarch Lia of the Cerulean Shade passes away having never trained an apprentice. Her position as the Scribe of the Conclave rendered her a quintessential gear in the Lux-Glossian bureaucracy for nearly 40 years. Practically overnight, vicious struggles arise for her personal effects and official records as each of the founding Shades seek legitimacy for their chosen successor.

From these possessions, top-secret blueprints for Grand Matriarch Rihali's ludicrously expensive mansion renovations mysteriously surface in the hands of those most angry at the use of national funds for personal extravagance: the coalition of rural and colonial mer Matriarchs struggling for subsistence far from the trade routes and terraced gardens of Leriander and Rumond. Seriously, floor-to-ceiling panels of luminescent crystal in every room? Did she think no one would ask where she got them???

Legal auditing of Rihali's ledgers renders the Green Shade bankrupt in slow trickles and spurts over the course of six months as the rest of the founding Shades circle like hungry vultures. The panels and most of the allocated funds? Quietly never seen again. And thanks to Matriarch Lia's unfortunate passing, none of the paperwork involving their repurposing seems to have been filed correctly. Hmmm.

 3. INT - [Investigate region 186 with proper preparations for deep water]   16, SUCCESS, treasure spent 
Without Lia's careful selection of expedition targets, even Lux-Glossia's famous exploration engine starts to falter. Grand Matriarch Rihali, attempting unsuccessfully to stave off ever more invasive auditing, assigns an incredibly dangerous mission to her political rivals in the Magenta Shade as a purely punitive measure. Fortunately, the expedition team to the depths of region 186 manages the near-impossible; using jury-rigged, completely untested, weeks-old technology from OASIS, they successfully reach the seafloor.

 4. INT - [Investigate region 152 with proper preparations for deep water]   21, GREAT SUCCESS, treasure spent 
In Lux-Glossian culture, no one is expected to settle down until their mid-40's. Learning how to be yourself is hard enough; it is simply absurd to expect both personal growth and  parenting  at the same time. One of the effects of this cultural norm is an abundance of Lux-Glossian men in their 20's and 30's looking for new experiences and dangerous adventures. What better way to discover one's limits than roaming the waters of the world on sharkback with a bunch of fellow nomads, experimenting with an unfamiliar religion, and eating only what you can catch and kill with your own two fins?

This is a long way of saying: Lux-Glossian men and Pojan nomad teenagers get along swimmingly. As tensions, plots, and violence escalate in the heart of Lux-Glossia, increasing numbers of disenchanted youths follow the established trade route to the Shark King's fellows. And is it any wonder that they bring untested and potentially dangerous new tech and exploration equipment with them? A little plunging of the depths never hurt anyone.

 5. INT - [Secret action]  2 treasure spent
Despite the recent acquisition of favorable trading deals with merchants in Cyph-Arel, not a whisper of native gold reaches Lux-Glossian waters. The precious metal is being funneled elsewhere, alongside significant quantities of phosphorite and luminescent crystal... and the Ivory Shade is still missing.
 
 Non-Actions 
  1. Spy non-action. 
 2. Continue a monumental undertaking.  [2/3]
The amphitheater continues to develop slowly, as the eclectic residents chip away at it slowly. Pillars are raised around the outer ring to eventually support a second tier of seating up above. With the only building material readily available being brittle coral, the builders have had to be creative with their designs. Rather than simple packed sand, the floor is now a coral-shell-limestone cement mixture with bright swirls of color selectively added with pigment from the native tiny tubeworms. While the temple town in the unsettled colony is small, the amphitheater is now large enough to properly be called the center of the tiny community.

 3. Repay the Divine Nacres  with Razor Current Netting and Bioluminescent Navigation. +2 DNA favors (-2 -&gt; 0)
State secrets inevitably leak from the absolute mess of succession wars over the Scribe's affairs. More than a few end up traded into Nacre hands.

 4. Ask the DNA to receive survey data on the region east of 121, on behest of the Cyphiri.  -1 DNA favor (0 -&gt; -1)
Even through disarray following the loss of their Matriarch, the Cerulean Shade does not forget their debts. An expedition was promised, and so an expedition the Cyphiri Union will have ... even if it has to be outsourced to a third party.

 5. Send yummy Scaldsquid to SHK  using the trade route. Food that heats itself! Must be useful in those cold polar waters.

 6. Trade techs with SEN  through the cultural exchange. Give Filtration Grafting. Receive Devolving Standardized Integrations.
Lux-Glossian ambassadors are happy to provide knowledge of grafting techniques if it will pique the Ennead's interest in exploration.

 7. Accept a cultural exchange with OKI.  Knight Bailiff Francis Angoulême is received as an honored guest, and the two hundred Frelangue and Ocslangue knights prove immediately valuable at handling civil unrest. In return, the Vermillion Shade takes up permanent residence in Orope with a small stable of double sailfish for quick message service to Rumond and Leriander.

 8. Change ruler non-dynastically.  When it becomes clear that Rihali's mansion scandal cannot be salvaged, her Shade jettisons her in favor of a younger Matriarch. The Grand Matriarchy passes to the next eldest Matriarch ...

 9. Change ruler non-dynastically.  ... who is not in good health. When you're at least twenty years older than the average lifespan for your race, a certain base level of problems is expected. Lirol of the Yellow Shade holds the Grand Matriarchy for two weeks, then the seat passes to the next eldest Matriarch ...

 10. Change ruler non-dynastically.  Erelli of the Blue Shade, age 121, is not entirely there. While the Lux-Glossian political structure has always incentivized each of its Shades to choose old Matriarchs, usually the senile ones are skipped over in consideration. It is a mark of how desperate and cutthroat the six founding Shades have become that Erelli was allowed anywhere near a Matriarch position. After a slow decline over a year while attempting to outlaw herring and regulate opera volume, Erelli thankfully passes peacefully. This leaves the next eldest Matriarch as the newest Grand Matriarch...

 11. Change ruler non-dynastically.   [Rolls here.]  Filara of the Cyan Shade is the first  competent  Grand Matriarch that Lux-Glossia has had in 5 years, and it shows. Only time will tell if she will be able to curb the Greenwater Clans' penchant for violent solutions, restore order to basic government functions, and reign in the exodus of Lux-Glossia's youths to far waters.  
 News and Discoveries 
 
  "Rewarded" for her contributions to the development of Indah's Embrace with a permanent position far from the center of the world, Senja Bersinar,  the 132-year old siren Taman has become bored with life among inferiors and seeks a more influential role.  
  While travelling with the God-Fish dogmatist division of the Shark King's nomadic families, Matriarch Lera of the Celadon Shade is slowly assembling a division of fellow highly-competent, rebellious mer Matriarchs unsatisfied with the current Lux-Glossian power structures that limit their influence. After over a decade of travel with the nomads, she has adopted the typical title for a family-head:  Skipper Lera Celadon . 
  The Grand Conclave  receives warning from Miru Miru travelers  that the great Titan known as Kiko Whero, the Crimson Expanse, may be approaching the Greenwater from the northeast. Unfortunately, the current state of affairs in Lux-Glossia means that little can be done to prepare ... 
 
 
 Spoiler: Ruler stats and stat increases 
 Ruler:  Rihali of the Green Shade, Eldest of the Matriarchs

 Ruler stats for round 15: 
(low stats are treated as 4 due to PRS rank 4)
Diplomacy - 5
Military - 3
Economy - 7
Faith - 2
Intrigue - 6

 Ruler increases:  +2 Intrigue

 New ruler:  Filara of the Cyan Shade, Eldest of the Matriarchs.  Rolls here. 
 Ruler stats for round 16: 
Diplomacy - 4
Military - 3
Economy - 4 + 1 = 5
Faith - 3
Intrigue - 4 + 1 + 2 = 7
 

 
 Spoiler: Reminders for myself 
End of round 12: Genus Taxonomia Vadosus Mare ends - you should get something for contributing
End of round 15: Chora rep for waste exploration ends (2/2 done)
End of round 15: Steward offer of treasure for favors ends
End of round 15: Nacres offer to coerce TPs for favors ends
End of round 15: Chora offer to sway factions in owned regions for favors ends
End of round 15: DNA favors require roll to raise rep. Raise rep TN +2
End of round 17: ABS help with TPs/HSs/colonies ends
Currently have 4 treasure (2 from passive income + 1 from plastic flower + 1 saved from last turn)
Next turn: 2 from passive income + 1 from plastic flower + 1 from Mammomachines
Write up that thing for Role
Character audit
Make a flag
Drawing
Coding
 
LapisCattis
   Round 15: NPC Actions   
  The Unity
Ruler: Grinmaw the Calamitous
General: NA
Region(s): 21
Units: 6
  
 Ruler Stats Round 15: 
Diplomacy - 2
Military - 9
Economy - 9
Faith - 4
Intrigue - 6

 Actions: 

1. Impress a Reaved Support (The Host Grows)

2.  Conversion Attempt (The Auguries Demand Expansion)

3.  Conversion Attempt (The Auguries Demand Recognition)

Ruler increases by 1 to Economy

 Non-Actions: 

Action Choice Rolls
Stat Rolls

 Ruler Stats for Round 16: 
Diplomacy - 2
Military - 9
Economy - 10
Faith - 4
Intrigue - 6

Possible UNI Actions :
 
 Spoiler: Possible UNI Actions 
 
 Recruit Unit (The Host Grows) 
 Impress a Reaved Support (The Host Grows) 
 Attempt to Sack (The Host Hungers) 
 Invade (The Host Hungers) 
 Internal Buyout (The Host Consolidates) 
 Great Project (The Host Consolidates) 
 Internal Sack (The Auguries Demand Death) 
 Internal Oppress (The Auguries Demand Death) 
 *Invasion (if the above are rolled but not options) (The Auguries Demand Death) 
 Conversion (The Auguries Demand Expansion) 
 Buyout TP (The Auguries Demand Expansion) 
 Conversion Attempt (The Auguries Demand Recognition) 
 Impress Attempt (The Auguries Demand Recognition) 
 
 


 

  The Monheganist Regime
Ruler: Monhegan II
General: NA
Region(s): 112, 130, 131
Units: 5 (+1 this round to 6)
  
 Ruler Stats Round 15: 
Diplomacy - 2
Military - 9
Economy - 6
Faith - 9
Intrigue - 4

 Actions: 

1. Root Out Spies (Expel Foreign Degeneracy)

2. Recruit Unit (Expand Enforcer Base)

3. Coerce Trading Post (Utilize Shady Connections)

Ruler increases by 1 to Intrigue

 Non-Actions: 

Action Choice Rolls
Stat Rolls

 Ruler Stats for Round 16: 
Diplomacy - 2
Military - 9
Economy - 6
Faith - 9
Intrigue - 5

 
 Spoiler: Possible MHR Actions 

Internal Impress (Assert Local Dominance)
Internal Oppress (Assert Local Dominance)
Root Out Spies (Expel Foreign Degeneracy)
Undermine a Foreign Support (Expel Foreign Degeneracy)
Internal Conversion (Expel Foreign Degeneracy)
Recruit Unit (Expand Enforcer Base)
Buyout (Conduct Hostile Takeover)
Invasion (Conduct Hostile Takeover)
Hoard Treasure (Monopolize Assets)
Buyout (Monopolize Assets)
Undermine Support (Utilize Shady Connections)
Coerce Trading Post (Utilize Shady Connections)
 


 

  The Black Pearls
Ruler: Lady Ink
General: NA
Region(s): ?
Units: 0
  
 Ruler Stats Round 15: 
Diplomacy - 4
Military - 5
Economy - 6
Faith - 1
Intrigue - 9

 Actions: 
1.

2.

3.

Ruler increases by 1 to Military


 Non-Actions: 

Action Choice Rolls
Stat Rolls

 Ruler Stats for Round 16: 
Diplomacy - 4
Military - 5
Economy - 6
Faith - 1
Intrigue - 9


 

 
 Spoiler: General NPC Rules 

For each round, each NPC will have 3 actions possible, which will each be rolled randomly from their unique list of NPC-specific actions (1d12). If a rolled action requires resources that the NPC does not have (such as an Invasion with no units or Impress Reaved Support with no Reaved Supports nearby, that action will be re-rolled. Once an action is rolled, its target (for region-specific actions) will be decided by GM discretion.

If an NPC is being invaded, they gain a fourth action that is exclusively used for defense.

Regardless of the type of actions taken each round, NPCs will roll a 1d5 to determine which stat gains a +1 for that round. No other stat increases will take place. The Black Pearls specifically will not gain any stats as they are not a conventional NPC

When a player country becomes an NPC, they will keep any and all assets created by the player (Specialized Ships, Artifacts, Generals, Spies, etc.). Regardless of country status they will not have an extra action if they had attained Holy Sea, Merchant Marine, or Sea Power Status. If a player Empire becomes an NPC, that situation will be handled on a case-by-case basis to determine bonuses that should be kept. The new NPC will immediately have a leader change, with stat increases following the normal rules for stat bonuses determined by the previous round (the last round as a player country) and inheritance type. They will have an overall +4 points to assign in line with the playstyle of its previous player.

Any new NPCs from player characters will follow this template.
 
JBarca
 Round 15
   The Shifting Ennead   
 Danabae (69), Maurente (74), The Cathedral of Movement (67), Sketi (68), Region 73 (73)  
  Led by King Akkoroas 
D8 ; M10 ; E7 ; F2 ; I4 
 Actions 
 
  [MIL Raise Unit]  
  [MIL Raise Unit]  
  [MIL Raise Unit] 
The Ennead's new territory is bled dry as yet more conflict brews.
 
  [MIL Help DPB Invade 51]   
 Spoiler: Details 
Target: Magma Falls: 51
Commander: DPB
TacDoc: N/A
Units: 5
Treasure: No
Route: 57&gt;56&gt;51
Tech: Devolving Standardized Integrations (+1 to Battle)
Assisting DPB
 

Deep Blue's just invasion is being waylaid by foes from afar, and the Ennead will not stand for this. In the middle of negotiations around the fate of the Congress, the Ennead draws closer to the wielders of OpenSea, and warns that the might of the Doflein will be wielded in defense of Deep Blue.

The army that swims west is a horrid lot. Carstalts, Mer, Nautilites, even some Reida and the rare Doflein move together, no two alike. The grafting technology formerly held in reserve for the elites, has trickled down in a bastardized form, leaving hideous mutations and maladditions strewn across the face of the army, a wall of misery and strength.

The levies, each lightly armed and held in place more by fear and desperation than discipline. They form blocks of soldiers, ready to pin and hold while the Beaks, heavily armed and mobile, will deliver the death blow. There is some effort given to working more closely with the allied forces here, but the herrings appear to be single-minded in battle. Instead, the Doflein commander, a young woman called Ilimia, forms her soldiery into a solid mass at the center of battle, hoping to create a moving strong point from which the Beaks and herrings can issue forth. It almost conventional in form, if not in application, and there are concerns from her officers over whether it will hold up in the face of actual fighting.

 Crimson Companion piece for the Ennead - slightly out of date owing to an influx of foreign soldiers of late. 
 
  [DIP Host Event] 
 
 Spoiler: Subactions 
 
 Accept Tulticius's return from DPB 
 Become CRY's Liege 
 
 
 
  [DIP Give Region]  Return Cryptoclysus [84] to CRY
With demands met, the Cryptids are returned their capital. Let there be peace and cooperation, now that reparations are extracted. 
 
 Non-Actions 
 
 Accept all gifts 
 Send Devolving Standardized Integrations to LUX in exchange for Filtration Grafting 
 
 Reports and Discoveries 
 
 King Akkoroas, now in possession of the Cryptid's capital, issues forth, in his mercy, the agreement that will see the Congress rejoin the ranks of the civilized. Because the minds of the Cryptids are truly unknowable and because he seeks resolution rather than ultimatum, the king provides two deals, either of which can end the conflict permanently. The Congress is free to choose either. 
 Offer the First: General Tulticius will be returned to the Ennead. The resources of Danabae and the Cathedral will be given to Doflein merchants as reparations, as this was the inciting incident. The Cryptid spy will be recalled. The Congress will refrain from further hostile actions against Ennead interests. Cryptoclysus will be returned to Cryptid control. 
 Offer the Second: General Tulticius will be returned to the Ennead. The Cryptid spy will be recalled. The Congress will refrain from further hostile actions against Ennead interests. Cryptoclysus will be returned to Cryptid control, and the Shah will be returned (if applicable). The Congress will become a vassal state of the Ennead. 
 Offer the Third: General Tulticius will be returned to the Ennead. The Congress will undergo military occupation until such time as more permanent arrangements can be made.
 
 Spoiler: OoC 
Offer 1: General returned, CRY's SPY Recalled, the two TPs in SEN territory owned by CRY will go to SEN, and a PRS treaty to take no further actions against SEN interests
Offer 2: General returned, Spy Recalled, and CRY becomes a vassal of SEN
Offer 3: More meant as just SEN laying an ultimatum, but Cryptoclysus either stays in SEN  hands  tentacles or SEN gets Aristo support and will "invade" frequently to quell "rebellions." Not really a great offer obviously, the other two are meant to be the real starting points for negotiations.
 
 
 




Ruler Stats R16:
D: 9
M: 10
E: 7
F: 2                                                                          POLAR 
I: 4
New Ruler: No

 
 Spoiler: Technology 
 Technologies 
    Type 
 Name 
 Effect(s) 
 Required Resource? 
   
  S 
 Composite Grafting 
 N/A 
 N/A 
 
  S 
 Graduated Symbiosis 
 N/A 
 N/A 
 
  S 
 Trophic Deconvolution 
 N/A 
 N/A 
 
  C 
 Electrodialytic Staurozoa 
 Ignore Effective Distance from Briny 2/rd 
 N/A 
 
  C 
 Holographic Certification 
 +1 to rolls when resisting Undermine Support 
 Photospore Signaling, Bioluminescent Ink 
 
  M 
 Devolving Standardized Integrations 
 +1 to Battles following destroying enemy units in battle 
 Composite Grafting 
 
  C 
 Anoxic Adaptation 
 Brackish (green) border crossing 
 Composite Grafting, Trophic Deconvolution 
 
  C 
 Bitter Tourism 
 Glacial (black) border crossing 
 Heat Source 
 
  M 
 Razor Current Netting 
 +10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending 
 Composite Grafting, Glass 
 
  M 
 - 
 N/A 
 N/A 
 
  M 
 - 
 N/A 
 N/A 
 
    
 

 
 Spoiler: Mechanical Bookkeeping 

Trading Posts Owned: 1
 
 Gravelglass: 68.2 
 
 Military Units CAP: 11/14 
 Generals 
 
  Balelia - 9 
   Tulticius - 8  
 
 Spies 
 
   
 
 Cultural Exchanges 
 
  GRV 
  DPB 
  STC 
 
 Artifacts 
 Treasure 
2/5

 Special Actions Used 
DIP5 - Cultural Exchange DPB
MIL5 - Recruit General Tulticius
ECO5 - Specialized Ship,  The Harvester 
 Great Projects 
     Name  
  Location  
  Details  
 
  Provinciarum Mirabilia 
 67, 68, 74 
 Massive statues of coral and living flesh harvested from serfs, coupled with tax-collection offices 
 
  The Eternal Reunion 
 69 
 A huge pit dug into the seafloor, swarming with workers and filled to the brim with factories, workshops, and gristmills, and the floor is dotted with butcheries, slaughterhouses, vats, and barbershop. Into the pit flow people, animals, and other biomaterials. Out flows the raw materials for the many experiments and projects of the Doflein. 
 
   
  
  
 
  
 

    POLAR    
Kythia
Tropical, Region 10

Ruler:  Basically-A-Kraken
D 1; M 6 ; E 6 ; F 1; I 1

 Rolls  
 (+1s to Mil and Econ then additional +1s to same from last turn's actions.  Note that I discarded the 3s not the 1s) 

The Magaramchi Salination doesn't explode into violence.  Or, rather, the Magaramchi Salination exploded into violence several decades ago and the increased amount caused by Leviathan's death is barely a rounding error in the background noise.  Individuals had already began setting themselves up as the new leader before she had even left the Magaramchi homelands and as it became clearer and clearer she wasn't returning more and more declared themselves as some variation of Supreme Ruler.  Bloodshed ensued, obviously, but bloodshed  always  ensues.  That's how you know something has happened, bloodshed ensuing.  After horrifying self-inflicted casualties the Magaramchon overseeing the Mercenary Ground construction, formerly named by Leviathan as Pathetic-Little-Building-Guy stands triumphant, the muscles he developed in the construction proving key.  Obviously the dismissive title he formerly had is no longer relevant and being as he is so incredibly large he's basically a Kraken he assumes the name Basically-A-Kraken.


 Standard round actions (5) 
 1)  Miltary  - Continue great project - "The Mercenary Halls" 3/5 (Fluff action, no mechanical effect)
With the somewhat tentative aid of the Cyphari Union representatives and the new ruler of the Magaramchi being fully onboard with the idea, work progresses well.  Walls are raised and work begins on interiors - all on a suitably enourmous scale of course.  Doors are thirty to forty feet wide, the smallest room hundreds of square feet, all to ensure that Basically-A-Kraken will be able to fit inside for a few more years yet given how large he predicts he will evenntually become.

 2)  Miltary  - Disband Unit
"HA", goes the general consensus "PATHETIC LEVIATHAN COULDN'T EVEN EAT AN EEL!  I'VE EATEN LIKE FIFTY TODAY AND I'M STILL HUNGRY!  ONLY TO BE EXPECTED FROM SUCH A MINISCULE WEAKLING!"  They nod sagely to themselves, confident in their own superiority to everything else.  "WELL" thinks every single Magarachon independantly "NOW IS THE TIME TO PROVE THAT I AM THE GREATEST!  THE ONE FATED TO DEVOUR THE TITANS AND THEN THE WHOLE PLANET!"  A steady stream of Magaramchi make the swim to take a bit out of the Eel's flank, each one who dies agonisingly is proof to the remainder that  he was a pathetic specimen, barely big enough to see while of course they are the largest thing ever to swim the waters and will inevitably be the one to devour the Eel-With-Apparently-If--Rumours-Are-To-Be-Believed-An-End.

Enough make the swim to have a a negative effect on the Magarachi army, and the tide shows no sign of stopping.

 3)  Miltary  - Sack Holy Site 3 in Region 10  Success! 

There will always be idiots, with various idiotic ideas.  This particular band of idiots are inexplicably devoted to Leviathan's Rule.  Is?  Sorry, tense problems.  Were.  This particular band of idiots are now eaten and the average intelligence of the Magaramchi rises slightly in Basically-A-Kraken's view.   At some point the heavily injured survivors will need convincing of  his  rule but for now he's sleeping off a meal.

 4)  Economy  - Colonise Region 154 with one treasure  Success! 

Some of the delicious algae detaches from the main clump and floats north into the newly explored region, a bunch of hungry Magaramchi follow it.  And then stay.  Somewhat accidentally, region 154 is colonised.

 5)  Economy  - Econ 5 - Transform 10's Resource from Magaramchi Whelps to Magaramchi Rippers
While the exact individuals available for trade doesn't change, they way they are represented does.  Gone is the stress on their ability to perform menial tasks, present is a new stress on their inidivudal combat prowess and how rarely they flee (most being too stupid to understand the concept, the rare few capable of doing so being utterly convinced they are the planet's superior being and while the situation might be dangerous to  others  its perfectly survivable to  them .)  Anyone searching for shock troopers can find them in the Magaramachi Salination.

 
 Spoiler: News and Rumours 

Two magaramachi brave the journey near the eel in search of (for the moment at least, they will inevitably return to consume the eel properly, not fail like some pathetic puny weakling) smaller food - Leviathan's corpse.  They interrupt representatives of the Lighthouse though, who presumably had a similar idea.  After some brief negotiations which nigh-miraculously didn't turn violent they leave with a substantially larger amount of sweet treats and the Lighthouse's representatives leave with the corpse.
 

 Net effects 
Military+1  Econ + 1
Treasure 1-&gt;0 (Current Max 5)
Units 3-&gt;2

 
 Spoiler: Misc Info 

Econ 5 used.

 
 Spoiler: Technology 

Supernatic Propogation (starting tech)

 Military slot:  Sappers and Siege Weapons
 Pre-reqs:  Supernatic Propogation
 Effects:  +20% enemy casualties, +10% own casualties in depth 0 regions
Write up: This dull green algae infects wounds and grows exponentially in blood, rapidly causing the owner of such an infected wound to die. Using the techniques of supernatic propogation a cloud can be rapidly convened above the battlefield making even slight wounds considerably more dangerous. Knowing it is there gives some protection - or at least some chance of avoidance - but its infectious growth is impossible to totally avoid. The main defence is getting deep enough that the surface growing algae ceases to be a problem.
 

 
 Spoiler: Military 

General Tiny (Mil 7)

Carnage:
Less a "tactical doctrine" than an utter lack of anything approaching tactics or doctrine. Through sheer force of will and physical might a leader can get the Magaramchi to the battle field. More or less. Once blood hits the water though, the army descends into a chaotic mess of fighting and feeding, attacking the army, each other and anything that happens to be nearby with equal fervour.
3 free sack attemps, ordered as City&gt;Holy Order&gt;Trading Post (the intent being here that bigger things are sacked before smaller things)
+50% own losses (as they turn on one another)
-1 to battle rolls (turns out having no strategy at all is harmful)
+2 to allied leader losses (the enemy is trying to kill you, sure, but the disadvantage of being the biggest in this sort of mess is that sometimes one of your own will get lucky)
 

 

 Non-actions 
 
  Support  Everything    The Magaramchi aren't sophisticated and those intelligent enough to understant the concept of loyalty don't have any.  Tossing a handful of sweets in the water will ensure local support for anything needed.  Sacks, sways, whatever.  If anyone wants to do something, they can get local support easily. 
  Hostile Terrain for Everyone   Any armies marching through are going to be facing nigh constant uncoordinated attacks from the locals wo are hungry or bored (interestly, the same word in the Magaramchi language).  All Magaramchi territories are hostile to all armies, regardless of alliances. 
 
farothel
  The Hymenocera Expanse
Regions 3, 4, 29 (Tropical)   
 

Leader: High King Lord Deca V
Diplomacy: 7
Military: 6
Economy: 9
Faith: 8
Intrigue: 5  
 Actions: 

[1][military] sack holy order in region 4 (add treasure) TN16  15 (Failure) 
[2][faith] transform HS 4.3 to uplift reverence (add treasure) TN12  15 (success) 
[3][faith] transform HS 29.1 to uplift reverence (add treasure) TN12  12 (success) 
[4][economy] buyout TP30.2 (assistance from merchants) TN12  17 (success) 
[5][economy] buyout TP153.3 (assistance from MIR merchants, -1 distance) TN12  15 (success) 
 rolls 

Non Actions:
-assist the buyout of TP3.3 by MIR (+2)
-resist all other sways/sacks/buyouts/... except the buyout of TP3.3 by MIR

 
 Spoiler: Bookkeeping 

TP: region 3, TP1+TP2+TP3+City (carapace armour)
region 4: TP1, TP2 (Eye Weed)
region 12: TP2 (Crystal Chips)
region 13: TP1 (Rocksplinter Stars (starfish))
region 15: TP1 (granite slabs)
region 28: TP1 (Tiny Turtles)
region 29: TP1 (Spinecrab)
region 30: TP1 (Branch Coral)

Passive income: 3/turn

Units: 6/9
treasure (EOT): 5

Technology:
Photospore Signalling
Composite Grafting
Toxicity Filtering
Bioluminescent Navigation

Favors:
owed:
gained:
-Abyssal stewards: 0
-The Divine Nacres: 0
-Chelonian Chora: 1

 New stats 
stat increase:
Diplomacy: 7
Military: 6
Economy: 9 +1
Faith: 8 +1
Intrigue: 5

 Organisation reputation 
Abyssal Stewards: 3
chelonian chora: 2
divine nacres: 2
international prestige: 2
 

 
 Spoiler: Economy 

With the eel having taken some of the Hymenocera, they need other trade options.  They move in region 30 and following an agreement with MIR, they also get a trade post in Aniwana in exchange for assistance from the Hymenocera trade guilds so the Miru Miru can get armour from the Hymenocera armour guilds.
 

 
 Spoiler: Faith-military 

Starting to get really fed up with Dreamers, the Hymenocera launch an offensive.  They try to convert the two holy sites the Dreamers still control.  And for the Dreamer holy order more direct approach is needed, in the form of the Royal Lancers, the first regiment cavalry and the Coldstream Guards, the 2nd regiment infantry.  The infantry will surround the site and call for the dreamers to disperse.  Should they not comply (and it is assumed they won't), the cavalry will do some charges to take them down, followed by the infantry to occupy the site.  A group of intelligence officers has joined the army to have a look around for any documents on the Dreamers.  Unfortunately for the military the Dreaming order manages to hold out in their fortress.
 
Grim ranger
    Kar-Nath Hegemony   
 Located in:  Polar zone, regions 64, 65, 75 and 77
 Capital:  Glacier Crag, Region 77    Turn 15   
   Nedir, the Frozen King   
 Diplomacy - 8, Military - 3, Economy - 6, Faith - 5, Intrigue - 5 
  Actions:  

1.  [Diplomacy]:  Press Intermarriage claim on Region 63, spending 1 treasure for +1 (Roll:  14 . Success!)

2.  [Diplomacy]:  Sway Aristocracy of Region 64 to repair Reaved status, using both Chain of Kings (for +2) and 1 treasure (+1) (Roll:  17 . Success, as I forgot to include +1 bonus from Admired, turning the result into 18)

3.  [Military]:  Defend the Eternal Spring from Deep Blue's invasion, in Region 51, [Magma Falls] [13 units expected, 5 from the Gravetenders, 5 from Kar-Nath, 3 from Eternal Spring. Lead by Sersi to Pale, using [Dissertation In Practice] as the tactical doctrine, going through 65 &gt; 66 &gt; 60 &gt; 55 &gt; 52 &gt; 51
 Note:  KNH will also spend 1 treasure to help the defense rolls if allowed to (as I am unclear if being secondary defender instead of leader of the defense as a whole allows me to do it), but if that is not allowed then of course treasure won't be spent.
 - Although the Eternal Spring have unwittingly caused devastation in the capital of Hegemony due to their creation of Mammos, the Frozen King regardless determines that this longtime ally of his people cannot be allowed to simply be wiped out. Thus, the Hegemony prepares to defend Eternal Spring against the oppression of Deep Blue and its allies of convenience.

The Legions and their auxiliaries are roused from their state of maintaining Hegemony's defense and given their marching orders, with constant cooperation between Gravetenders and the Hegemony getting the armies of both nations prepared for the march. Kreel gives the legionaries standing order to follow commands of Sersi the Pale, being forced to remain behind in Gracier Crag to train the next generation of Legionaries in preparation for possible defeat. It is clear that the Exarch would much love to join the battle, but the realities of war do not allow him to in this particular case.

Upon their arrival to Magma Falls, the legionaries act in support of Gravetender warriors. While less individually durable than their stony neighbors, the Nathi are regardless sturdy by standards of the Seas, adept at bracing themselves and holding the line. In this case, defense takes precedence over relentless advance, giving them plenty of opportunity to mark out best locations to employ their shield walls and flank ambushes in. The sheer size of armies arrayed against them is a daunting prospect to overcome, but they are Hegemony's pride and joy. To succumb in defense of an ally is something all Nathi would find pride in, even if the stand of the combined armies here might lead to defeat. 
 
 Spoiler: Regarding Hegemony's battle tactics &amp; armament 
 
 Spoiler: Arms and Armor of the Hegemony 
 While the armaments of Kar-Nath Hegemony can be fairly simple for large part, their utilitarian design has been favored by the legions for ease of standardization and manufacture. As each Path of the Hegemony tends to bring about its very own way to partake in armed conflict if so inclined, the variety can regardless grow considerable. The manufacture of the more exotic weaponry tends to be left to the more talented sort of craftsmen as a result, while the common soldiery gets robust and more produced equipment.

The usual war-attire of Hegemony's legionaries consist of slabs of stone sculpted to follow the general shape of Nathi's armored carapace, attached to their war-wear with numerous straps that can be cut in event one needs to remove damaged armor or otherwise reduce the weight upon themselves... but it is generally seen as a cowardly thing to do in order to run away, with "slateless" legionaries often facing harsh punishment if they do not have proper reason for such a measure. In addition to this, more veteran units have also employed hides from sea-beasts as heavy cloaks to further block ranged attacks with precise parries to get the missiles tangled in the billowing cloth.

Usual arms of the legionaries consist of trident and shield built of stone covering over flexible yet firm base of woven reeds enhanced by an odd extract rumored to be made from mixture of powdered rimestone and other odd materials to give it the necessary rigidity to truly survive strikes. Other popular arms are quill-throwers, curved bone blades and sharpened edges affixed onto the claws or carapace of the legionaries before the battle, although these are naturally more dependent on matters of personal preference.

Apart from the special weaponry favored by the Paths of Deep-Hunter and Blades, the most peculiar wargear of the Hegemony can be found with the Depth Guard. These elite warriors have taken solemn oaths that render them exclusively to the service of ruling Frozen King or Queen, and can also occasionally serve in retinues of generals and other people of importance as extension of the reigning monarch's will. They alone have thur far been given the honor of wearing armor of expertly shaped Rimestone plates and weaponry of same material, giving them protective shells of ice that repair themselves if shattered and strikes that freeze the insides of their foes on contact. As the very best warriors the Hegemony has to offer, only the most loyal and skilled can ever raise to the occasion and join their ranks. 
 

 
 Spoiler: Militia of Plains of Sarkenos 
 The defenders of the Plains of Sarkenos are certainly somewhat more irregular than the standing armies one might often find across the great sea, but their enthusiasm and bravery is regardless unquestionable. As the population of this borderland is made up of a multitude of species with many different ways of fighting, attempting to utilize something from all of them would have been a doomed venture from the outset. As such, the chieftain overseeing the matters of scattered region has come up with a new levy system to be utilized in times of crisis.

The basics of the military structure of the militia members is split between the delaying force, assault formation, and those with ranged capabilities. As individuals with actual military training tend to be more rare, those with natural armor or bulk thanks to their race generally find themselves delaying enemy advance, while those with more training, experience or prior knowledge of ranged weapons tend to make up the two other sections. While some might contest the decision of using larger groups of less trained militia members as a buffer against the enemy, it works quite well due to their knowledge of fighting a defensive engagement... something already proven by the crippling losses inflicted by Chieftain Rayn during her defense of the Plains.

While the aristocracy of the Plains maintains stocks of weaponry for militia who may be called upon to defend the territory, many of the more effective weapons come from the homes of these simple folk. Nets, quill-slings and even modified agricultural tools see frequent uses by the patrols in this simple realm, but have proven quite capable of hurting both soldier and beast. The armor of the militia is generally nonexistent, however, and as such the importance of fighting from cover and knowing how to retreat in good order to avoid being run down are drilled into recruits who are expected to see battle.

The final truly noteworthy aspect of the militia of the Plains is their extensive use of venoms they normally utilize to rid their crops and flocks of pests and weeds, allowing even an untrained youngster to dispatch a more accomplished combatant with single good strike from their weapon of choice. As these poisons are always in ample supply thanks to general demand for them, the militia is never lacking in this surprise advantage. 
 

 
 Spoiler: Kar-Nath military doctrine 
 Beings of durable shell and often militaristic body modifications, the Nathi doctrine of war focuses on relentless advance. Heavily armored wedges of soldiers advance in concert, prodding enemy lines for weak points and remaining stuck in once finding such. As the Nathi footsoldiers often carry heavy, stony shields and tridents as their primary armaments, they can prove to be rather difficult to wear down or force to flee, allowing the army of Kar-Nath to constantly pressure the enemy from all sides until something gives.

There are of course those among the armies of the Hegemony that prefer less cautious approach, and as such fulfill different roles. The first among these irregulars are those following the Path of Blades, Nathi of greater bloodlust and slimmer bodies that often take augmentations to grow blades out of their carapace or wear harnesses full of similar implements. Quick and brutal, they seek to often take enemy formations by surprise or dislodge foes stuck in with the line of Hegemony soldiery, making lightning-quick passes at enemy and using their blade-filled carapace as impressively lethal weapon across its whole length. Although they often swim in small schools of five to fifteen Nathi, the devastation their reckless swim-by attacks and charges can inflict is regardless considerable.

The second well-known group of irregulars takes the opposite approach, carrying with them large quivers full of specifically worked quills from the infamous Herphoon Icebacks. The disciples of Path of Deep-Hunter remain in backline protected by other Nathi or swim above the battlefield with guarding screens of Path of Blades disciples, positions from which they can utilize their weapons to the fullest extent. While a crude weapon in eyes of some, the Icequill Harpoons are regardless devastating, often skewering even heavily-armored opposition and freezing their blood from inside-out from rather long distance away. Only the relative rarity of Nathi brave enough to follow this path (and the losses they sustain during their hunts) have kept this group from being much more widely utilized.

In widescale battles, the Hegemony seeks to often form a solid defensive core near or inside enemy lines with its soldiers, and link such cores of defense up gradually with shield-walls to encircle and envelop their opposition. As this is not always viable, the troops are also drilled to scatter into small squads that can engage the enemy at their discretion and offer quick support to any part of the lines in danger of breaking.

With the addition of Plains of Sarkenos to its lands and consolidation of the Hegemony into true Sea Power, more skirmishers carrying poisoned weapons and excelling at ambushes and rapid advance have been added to the Legions. Often helping the more rigid units of legionaries to break up enemy lines with pinpoint strikes and providing cover from enemy skirmishers and ambushes, the militia units have proved their worth in numerous smaller battles they have been part of. 
 

 


4.  [Military]:  Recruit a unit

5.  [Military]:  Recruit a unit

6.  [Military]:  Recruit a unit
 - While he has not sought to be a leader who guides people through conflict like his predecesor, it has become apparent that certain neighbors and Titans will not respect solutions outside those backed by sufficient strength. As such, Nedir is forced to once again begin massive recruitment drives for the Legions to bulk up the defense of his nation. The unspoken fact that any or all of the Legions departing to help Eternal Spring may end up never returning further accelerates the urgency of such a recruitment drive. 
  Non-actions:  

Constant: Automatically accept all trade routes, cultural exchanges, gifts, etc from other players, Automatically defend against any unauthorized buyouts/incursions/etc.

A.  Create a monument: The Glow-Spires of Pelegar (1/3) 
 
 Spoiler: Ancient Wonders, reforged? 
 The territory of Pelegar has been one that has been shown relatively little attention once the Hegemony annexed the territory, and it has seemed that the Frozen Court has for most part left the locals to their own devices... but with the gradual improvement of the nation one project at a time, even in midst of times of terror and turmoil, the Frozen King has decided to turn his eye to his Lacertis subjects. The lizard-like people have always made attempts to repair the structures left behind by a glorious empire long since destroyed by relentless march of time, and in keeping with his wish to give hope to all under the banner of his nation, the new frozen monarch has decided to extend his hand in support.

While it takes a while for the nathi builders to arrive and perform their surveys (and perhaps longer still to reassure the locals that they will take utmost care not to further damage anything unnecessarily), eventually one of the taller remaining spires is selected as first target of renovations. With the colorful fabrics removed to expose the full extent of the damage, the construction crews gradually get to work. At times parts of the structure have to be collapsed to rebuild them anew properly, but Nedir has not spared expenses, having brought in experts familiar with working with the materials needed.

It will still take quite a while until the whole structure is repaired, let alone all of the spires around Pelegar...but the intitial construction fills the local Lacertis with hope. 
 

B.  Kar-Nath Hegemony extends official apology to Deep Blue, redacting its claims of Deep Blue being behind the incitement of riots in its capital 

C.  The Frozen King Denounces DPB for attacking ESP instead of attempting more peaceful solution to problem of Mammos 
  News &amp; Rumors  

-

  Leader improvements from turn 14:  

+1 Diplomacy, +2 Military

  Leader stats for turn 14:  

Diplomacy - 9
Military - 5
Economy - 6
Faith - 5
Intrigue - 5

 
 Spoiler: Leaders &amp; agents (end of round 14) 
 Leader:  Nedir the Frozen King (Diplomacy - 8, Military - 3, Economy - 6, Faith - 5, Intrigue - 5)
 General:  Kreel, Exarch of Banners (Military 10, March of the Conqueror Tactical Doctrine (+1 to battle roll, +10% to own casualties, free Sway Aristocracy attempt)(Perfected), Slaughter-Cadres Tactical Doctrine (-1 to Maneuvering roll, -1 to Battle roll, +20% enemy casualties, -4 to enemy leader loss roll))
 General:  Marshal Adaya shel-Girum ban-Liav (Military 8, Unbending Iron Tactical Doctrine (defense only, +3 to battle roll, -2 to own leader loss roll, +20% enemy casualties, +10% own casualties), Abyssal Expertise: Gains a bonus to Maneuvering rolls equal to the current Depth level.)

 Others:  Munda (Ambassador of the Hegemony), Rayn (Chieftain of Plains of Sarkenos, technically independent)

 Historical:  Frozen King Rham (Frozen forever in Rimestone ice, as per ancient Nathi tradition)
 

 
 Spoiler: General bookkeeping (End of round 14) 
 Regions:  77 (Capital), 75, 65, 64
 Military units:  Nathi Legion (4), Sarkenos Militia (1)
 Treasure:  4
 Artifacts:  Chain of Kings, Sus I Bik'ah (Prize of the Depths)
 Specialized Ships:  The Silvered Eye
 Reputation:  ABS (2), CCA (2), DNA (2), PRS (3)
 Favors:  ABS (1), CCA (1), DNA (-1)
 Trading posts:  5 (Effective number: 7) - 1 income
Rimestone - TP 1, 77 (Merchant support)
Rimestone - TP 3, 77 (Merchant support)
Preserved Foodstuffs - TP 3, 78
Electrum Conduits - TP 1, 76 (Merchant support)

 Civilian Technologies:  Composite Grafting, Trophic Deconvolution, Photospore Signaling. Supernatic Propagation, Megafaunal Tailoring, Graduated Symbiosis, Electrodialytic Staurozoa, Mitochondrial Regulation, Filtration Grafts, Seeker Barnacles, Joined-Stalk Companies, Indah's Embrace, Bioluminescent Navigation, RADIANT SPHERES
 Military Technologies : Razor Current Netting
 
Epinephrine_Syn
    ????? ?? ????????    
   The Factory Ascends      
Musical Accompaniment  
  
 
 Spoiler: fluff 
 Wastes Identified
Diving...
Depths found.
Spread across estimated twenty nine miles.
Estimated fourty seven miles.
Estimations extrapolating...
Estimations complete.
Extraction complete. 


[REDACTED]

 Strands Delved
Acquisition of [redacted]
Assets Compromised...?
Assets no longer Compromised
Researching...
Researching...
MAWbel 1.12 instillation complete.
MAWbel v2.0 synthetic growth estimation: 29 months.
MAWbel v2.0 synthetic optimization estimation: 5678 days.
 


[REDACTED]

 
Installing: Rock
Installing: Flower
Installing: Flora
Installing: Jelly
Installing: Arrhythmia
Maneuver: WwwwWwWwwWWWwwwWwWWWW
 


[REDACTED]
 


Normal Ass Normal Game Stuff
   
M.A.W.bel v1-12   
 Dip:  2
 Mil:  2
 Eco:  10
 Fai:  10
 Int:  2
Reboot Ruler Systems...? Update MAWbel to v2 system.
Ruler Title: Mawbel v2.0 [Songstress]
 Rolls 
New Ruler Stats
 Dip: [3]  3
 Mil: [3]  3
 Eco: [4]  2+2
 Fai: [8]  3+2+3
 Int: [4]  4


Actions:
  Mission Statement/Core Values: 
Secure emotional software within Polar (Hivemind and Isolate Alike) against outside intrusions (Ex: Draig).
Guarantee long term security for the corporate entity known as Eternal Spring.
Engage in cooperative crowdfunding and projects to bring    Prosperity    unto all lifeforms.
 

Fai:  The Factory Ascends  [Become Faith Head of The Eternal Communion] [+18 (10 Faith, +3 Rustplagued, +2 GRV, +2 RFT, +1 Treasure)]  Roll = Success 
 Miracle: [Convert Holy Sites/Impress Clergy within DPB Regions where the grip of Mammos holds sway] 
Fai 10: Bequeath Mammos Unto Deep Blue (Pt 1) (Updating Unauthorized-Titan-Security Protocol) [Applying Rustplagued bonuses where applicable.]
Fai 10: Bequeath Mammos Unto Deep Blue (Pt 2) (Unavoidable Fallout, Brace For Turbulence) [Cast Out/Denounce DPB, gaining Rustplagued bonuses where applicable.]

 Miracle Rolls = ? ? ? ? ? 
Mechanical Summary:
Convert Clergy/Holy Sites in regions 56-57-58
Cast DPB Out from Eternal Communion
Encourage Defiance on  Aristocrats   Clergy  in Regions 56, 57, 58.
Fluff to be collaborated on and written?

Opu&gt;Fai: Consolidate Holdings [Impress DPB Merchant Support in Spawn Point] Roll  = Success (?)   [24] 
Fai: Jello [Morph into Censor, Shift Above Impress into a Faith action and give it +1] Roll  = Success 
Fai: Install preemptive Anti-Draig Defensive Measures [Impress Clergy in 74 (Marunte)]  Roll = Success 
 Rustplagued boons to faith rolls this turn sponsored by the letter   M   

Non-action
 
Oppose Dominion Intrusions
Very specifically, assign 3 Treasure (2 Units, 1 +1) to the defensive efforts being collaborated and led by Sersi. This should give Sersi +2 (Fortress), +1 (Treasure), +3 Units (2 Treasure Mercs, 1 Aristocrats).

Black Noise (Spy 7): guard and anti espionage
Maleficent Herring Cluster [Holy Order]: Enshrine the Plastic Flower, guard it.
[Extract Flower from Holy Order and Capital?]
[Extract Spy from Capital?]
Automatically accept all trade routes, cultural exchanges, gifts, etc from other players.
Automatically defend against any unauthorized buyouts/incursions/etc.

Request that DPB file a form for its invasion of Magma Falls, an exchange noting that the Herring are free to use their armies to attempt to capture Mammos, and that ESP is not to be held liable for actions, damage, etc caused by the distinct entity known as Mammos.
Request has been denied, very clearly.

Confirm Mamomachines as "Every 3 treasure you spend in a single turn, you gain 1 treasure back", and thusly gain 2 treasure this turn.
 

Battle Fluff

Mawbel v1.12 must depart, she has to prepare Part Five, and so never actually sees Sersi when she arrives. To greet the stone friend is Mawbel v2.0, a weird, inky filled beast in the shape of a two finned mer who, like her plant predecessors, slides along the ground for mobility. Her outline is made of stitched together glowing plants, jolting like electric eels, in vibrant unnatural but elegant colors.

Discussion is had with the nascent ruler of the Eternal Spring, and the preparations are given. Ivory Legionnaires, the primary transport of the Plant People, are here to defend these walls. The Medusa have largely outgrown their need for them, but they stand here as a bulwark to be deployed as Sersi sees fit.

The Aristocrat of the region, one officer Admiral Marshal, is here to defend as well. One of the only Medusae that survived The Culling, he is nethertheless ready and willing to help defend to its dying ... breath okay let's ignore the plant thing. An extensive plant network stretches throughout the region, and while plant networks can't do much, especially to aquaborne foes, it's surely to do something.

Finally, hired mercenaries, given the tribute of much, much gold and promises of glory should they seize the day. Greedy cutthroats who nethertheless will remain loyal in spite of their own tendencies. Mawbel v1.12 saw to that. Armed not with the best weapons that money can buy, but the sharpest rocks allocated around the region.

The best weapons that money can buy are going to Sersi herself and her elite officers. What the Rustplagued has to contribute is essentially a force of peasants contracted into her force, to make up for what she's lost on the heavy trek through enemy lands here.

"Go forth and prosper, for the sake of all of Polar. Coin willing, the inkshed shell be buried by sunfloat."

A pause.

"Ahem, sorry. My bad. Go forth and save Polar, for the sake of   Prosperity  ."

And something  awoke  within her fielded army of merchants and purchased Legionnaires, raising a chorus of cheers and weapons to the sky.



 Plastic Flower Recycling Routine
Contender Trade Route Pool: RFT, LUX, DPB
Treasure Spent This Turn: 7
If Treasure Spent ≥ Trade Route Countries
Then Skip redundant rolling phase, apply 1 treasure to all countries.
Give 1 treasure to RFT, LUX, DPB
 
 
 Spoiler: Shell Counting 

 
 
Treasure: 7/15
Passive Treasure Income: +3
-3 Treasure (Battle), -1 (Faith Head), -3 Treasure (Impress Spawn Point Merchants)
+2 Rebate from Mamomachines

Next Turn: 5 
 Region 51 (Magma Falls) (Capital) (Fortress) (City)
Resource (Immortal Jellyfish) XXX / ESP / Open / City(ESP) (x2)
TP 1 of 49 Ivory Legionnaires
TP 2 of 52 Large Minerals
TP 2, 3 of Herrings
TP 1, 2, 3 of 57 Woven Seaweed (x2)
TP 1 of 58 Warped Shells (someone else owns tp 2) (x2)
TP 3 of 60 Fertile Soil (x2)
TP 3 of Piezo in 67
TP 2 of 66 Graftsmer
TP 3 of 71 (Dragon Scales)
TP 1 of W22 (Unblemished Wreckage)

Merchant Supports
Region 51, 57, 58, 60, 63, 66, 68  
Artifacts
Plastic Flower
Mechanics: For every treasure you spend in a single round, a randomly selected Player that you have a Trade Route with gains one treasure at the end of the round.
Ships
Big Boulder

Trade Routes
RFT
LUX
DPB
 
Czard
  The Peacekeepers of Surunung 

Rahakera (155)
Round 15 
 Leader: Mengepata, 2nd Voice of Rahakera 
Diplomacy: 4
Military: 8
Economy: 1
Faith: 1
Intrigue: 5
Expected Stat Increases: +1 DIP, +1 INT

 Actions 
 1. DIP  - Raise reputation 1-&gt;2 with the Chelonian Chora. Rolled 10 with TN of 12: Failure
 2. DIP  - Send Diplomatic Mission to region east of Region 155 across shoals border using  bioluminescent navigation  if depth 1. Rolled 9 with TN of 12: Failure
 3. INT 5  - Procure Spy. Rolled 7
 
 Spoiler: Cilaya the Poison Dart 
Cilaya the Poison Dart
Intrigue Score: 7
Like many great infiltrators and spies of the day, Cilaya's origins were as a common thief. Orphaned at a young age, the fledgeling Rahaa survived amongst the columns of Kejakota through thievery and pickpocketing, stealing jewels from carvings decorating buildings or skimming a little off the top of the miners' quarry when nobody was looking. Her knowledge of the city and its inner workings was matched by few, including the Keja Pod leaders. This life of larceny was not long to last however, as a bounty hunter hired by the mining company that served as one of her favorite targets caught her and delivered her to the Keja Pod, hoping for an execution. The Keja leaders instead saw an opportunity, and following months of reeducation, Cilaya had been converted from a common thief to one of the Keja Pod's most valuable espionage tools. Following her first successful mission of gathering information and handling diplomatic matters at OASIS, Cilaya was promoted to the rank of Spy.
 
 4. INT  - Investigate region southeast of Region 155 adjacent to Regions 11 and 12 using  bioluminescent navigation  if depth 1. Rolled 12
 5. INT  - Investigate region east of Region 158 using  bioluminescent navigation  if depth 1. Rolled 11

 Non Actions 
1. Continue monumental undertaking (2nd of 3 turns).
 
 Spoiler: Great Basalt Fortress of Surunung 
The Rahaa continued tirelessly to construct the Great Basalt Fortress of Surunung. Initially, the process went smoothly; much of the basalt needed was available from the peak of the mountain. However, at around 70% completion, this source ran out, and the Rahaa were forced to look to the base of the mountain instead, far below the walls of the fortress. Massive basalt slabs weighing tens of thousands of kilograms were arduously lugged up the mountainside for hours on end by squads of hundreds of Rahaa and dozens of Kejatara. Many Rahaa collapsed from exhaustion during this phase, and frequently, the basalt slabs would break loose of the fibers being used to hoist them up the slope and slide back down to the base of the mountain. Still, progress was being, and the fortress was approaching completion...
 
Lleban
   The Cryptid Congress  

 Shah Honorebb Qualodias IV of The Rebellion


Diplomacy 5
Military 2 (+1)
Economy 10
Faith 3
Intrigue 8
 
  Actions  

[/URL]
 Military   hire unit

 Diplomacy  Attend SEN SURRENDER EXPO
 
  vassalize to SEN 
 accept region 84 
 
 Intrigue  SECRET

 Military  Hire unit

 Military  Hire unit

[/URL]  Accounting  
City: Cryptlantis +1 buyouts
Treasure: 2
Non Actions
assisting the conversion of 81's holy site

  News and Rumours
  
 
  Shah Honorebb Qualodias IV Denounce
 
 2 
 
Autumn Stars
     The Gravetenders    
  Turn 15  
  Elkelt, Voice of The Second  
Diplomacy - 3 || Military- 3  || Economy - 6 || Faith - 5 || Intrigue - 1
 
  Actions:  
  1: [Military]   Defend the Eternal Spring from Deep Blue's invasion, in Region 51, [Magma Falls] [With assistence from Kar-nath, 13 units expected, 5 from the Gravetenders, 5 from Kar-Nath, 3 from Eternal Spring. Lead by Sersi to Pale, using [Dissertation In Practice] as the tactical doctrine, going through 77, 65, 66, 60, 55, 52.]
   What would be a grand celebration is marred by battle preparations. Elkelt's first act as leader of the Gravetenders is to direct her creator to battle. The shoalmind Deep Blue is considered a friend and a fascination, but it must not be allowed to destroy their friends the Eternal Spring. Mammos is a threat, it seems, but the shoalmind has made a mistake.
There are only Gravetenders in Sersi's armies, but they march alongside Kar-Nath, their longest ally. Gravetender Nasko works with General Kreel to ensure the meetup is smooth and efficient, and the long history of joint training sorties means each Gravetender Unit has a corresponding fellow among the Nathi. Spears and tactics are exchanged, Sersi giving a crash course in her unique style of battle to Nathi soldiers already quite familiar. Deadwater Oil, to suffocate as many of the masses of Deep Blue as can be deterred, are passed out in mass, the largest military logistics operation the Gravetenders have ever overseen. Nasko's intense study of Kar-Nath is useful, here.
Their arrival in Magma Falls is preceded by Elkelt herself visiting through the Blossoming Icons. Arrangements are made with local forces and hired mercenaries, and an understanding of the land is achieved. It is nothing like Sersi's native land, but her strategy will adapt to this new territory. It must, after all. Perhaps, one day, this will be remembered well. More likely, it will not. Burrows are dug, clouds of false smoke are moved, and traps are set. Gravetender units are set before organics, simply because they are harder to kill, and every loss of life is a tragedy in Elkelt's eyes.   
  2: [Military]   Raise Unit.
   Even as Sersi marches west, more Gravetenders present themselves for training, many of them Lostlings. Their friends and inspirations and rivals must be kept safe, and the threats to the frozen waters have multiplied in recent years. Elkelt welcomes every one of these new warriors personally.   
  3: [Faith]   DPB conversion, 187, HS 1 [ Roll: 11  (-1 for distance), TN: 12. Failure!]
   Deep Blue has asked to be brought from the Communion and into the Sequence. Despite the conflict, it falls to Elkelt to lead this movement. Fortunately, this form of debate is familiar. Unfortunately, Deep Blue has been of the Communion for a long while, and early attempts fall flat.   
  4: [Faith]   DPB conversion, 57, HS 1 [ Roll: 11  (-1 for distance), TN: 12. Failure!]
   Further work continues to miss its mark, but Elkelt learns swiftly. Laksha steps in to resume her roll as spiritual guide, and Elkelt takes every word of the first Gravetender leader into her silver. Next time, she'll get it right.   
  5: [Faith]   DPB conversion, 56, HS 1 [ Roll: 16  (-1 for distance), TN: 12. Success!]
   And she does. Elkelt sends several members of the Silvered Oath Of Ecumenical Exchange, first, and works alongside them to form the metaphorical bridge between the Communion and the Sequence. Deep Blue is willing, and so they will find it easy to Blossom.   
  6: [FAITH]   DPB conversion, 55, HS 1 [ Roll: 17  (-1 for distance), TN: 12. Success!]
   Success begets success, growth begets growth. The Sequence carries ever onwards, and whispers throughout the faith speak of a new Blossoming, with Elkelt at the head.   
Non-Actions:
[A Monumental Undertaking] [5/5]   The Grand Archives  
   Finaly. Over a decade of effort. Elkelt's defining task. The very stone trembles as the final touches are added to the Grand Archive, as librarians and archivists and researchers take their new positions. The Grand Archive is finally open for the exchange of knowledge. It towers above even the Dead Cities, outshining the Makers themselves. Lined with Reliquaries, lined with artifacts gifted by their friends and allies. A centerpiece, every piece of information gleaned from the late Riftlings, is set in prominence early in the archives, that all may remember these good friends.
Elkelt is the first to enter, leading dozens and hundreds of Gravetenders behind her, many visiting via the Blossoming Icons. Her first, and potentially greatest achievement has been realized, and regardless of the stirrings of war and conflict, Elkelt takes pride in her efforts.   
 [The Reef Which Never Falls Silent: Host the  Reef In Bloom.  Followers of the Blossoming Sequence may attend as a faith action.]
   The Reef In Bloom hosts an abortive attempt to create a functional Polar Council, which is shut down by the conflicts of Deep Blue and Eternal Spring. Elkelt remains hopeful, however, that before her reign is done, some peace can finally be brought.   
[Blossoming Icons: Seek Aid on Action 1, defending the Eternal Spring [ Roll: 13  TN: 10. Success!]

[Continue sending Kar-Nath Hard Metal via trade route.]




 
 Spoiler: Stat Changes 




Ruler Stats And Increases:

Diplomacy - 3
Military - 3 &gt; 4
Economy - 6
Faith - 5 &gt; 7
Intrigue - 1
 

 
 Spoiler: Statistics 

 
 Spoiler: Special Actions 
 Special Actions Available: Economy 5, Faith 5, 
 Special Actions Used:  Diplomacy 5, Military 5*2, Economy 5, Faith 5*2, Faith 10
 

 
 Spoiler: Diplomacy 
 Reputation/Favors 
 The Abyssal Stewards:  Rep 1, 0 Favor (Expected Change: None)
 The Chelonian Chora:  Rep 0, 0 Favor (Expected Change: None)
 The Divine Nacre:  Rep 0, 0 Favor (Expected Change: None)
 International Prestige:  Rep 3, Prestige 3 (Expected Change: None)

 Cultural Exchanges 
Deep Blue
The Shifting Ennead
The Riftlings Many

 Cultural Identities 
None
 

 
 Spoiler: Military 
 Units:  5 (Expected Change: None)

 Aristocratic Support 
78, 76, 81

 Generals 
Sersi The Pale  [10] 
  
 Spoiler: Dissertation In Practice 
If fighting defensively (-1): +2 to battle roll (2 points), -20% own casualties (2 points), and -10% enemy casualties. (-2 points), +12 to enemy leader loss roll (-2 points)
If *also* outnumbered (-0.5): +2 to battle roll (2 points), +2 to Tactical Maneuvering (2.5 points), -20% enemy casualties (-2 points)
 
  Fortresses 
76

 Perfected Tactical Doctrines 
None

 Military Technologies 
None
 

 
 Spoiler: Economy 
 Treasure:  1 (Expected Change: -1)

 Trade Posts 
 Total Owned  2
[76.2] Bastion:  Electrum
[78.1] The Dead Cities:  Preserved Food

 Mercantile Support 
78

 Cities 
None

 Trade Routes 
The Seatide Confederacy
Kar-Nath
Costa Seria

 Specialized Ships 
None

 Civilian Technologies 
  Megafaunal Tailoring, Graduated Symbiosis, Photospore Signaling, Supernatic Propagation, Trophic Deconvolution, Composite Grafting.  
  Electrodialytic Staurozoa   A specialized variety of sessile jellyfish, engineered by the Divine Nacres to partially desalinate seawater through electrodialysis across its outer membrane. Attaching them near the gills or other water intake organs provides cleaner and safer water at the cost of a buildup of supersaturated seawater inside the jellyfish’s body and precipitated calcium on the outside, which must be periodically expelled or scrubbed off, respectively.  [Effect: May ignore the increased effective distance from a Briny border up to twice per round. This does not reduce the effect of Briny borders on distance loss calculations. Requirements: None.] 
 

 
 Spoiler: Faith 
   The Blossoming Sequence   
 Faith Holy Sites:  18

[78.1] Dead City Urodela:  This Dead City is placed such that the light which streams from above is channeled into a series of crystals, all sculpted into abstract forms.
[78.2] Dead City Tacca:  Known for its meditation chamber, and the series of elaborate Reliquaries the faithful have built inside.
[78.3] Dead City Chantrieri:  Chantrieri towers above the rest, precipitously built along a sharp dropoff.
[78.4][The Dead Cities:] The Sacred Oath Of Silver Currents
[69.2] Neoplastic Monolith:  A great roiling mass of hard, stone-like flesh grows near the [direction of nearest waste or toxic border] border of Danabae. It shifts, grows, and consumes constantly, and is revered by some few who dare approach it. The Gravetenders have taken to reflecting upon it, and have built a temple nearby.
[76.1] Pardalis, The New City:  The first city truly built by the Gravetenders, now dedicated as a holy place of the Blossoming Sequence.
[76.2] A Study Of War:  A battlefield of the Makers, significant now to the Gravetenders as where they made their first steps to understanding violence.
[77.1] The Rime Gorge:  The Rime Gorge, and the ritual it represents, is of great interest to the Blossoming Sequence. Many die, and those few that survive flourish with power.
[77.2] Grand Schola: 
[77.3] Temple of Deep Currents: 
[75.1] The Plains of Sarkenos: 
[75.3] The Plains of Sarkenos: 
[79.2] Seatide Crag: 
[79.3] Stillwater: 
[58.1] Core Site: 
[58.4] Core Site:  The Silvered Oath of Ecumenical Exchange
[81.1]
[81.2]

 Clerical Support 
78, 76, 75, 58, 77, 79, 81

 Organized Faith Bonuses 
+1 to holy site conversions.

 Artifacts 
None

 Holy Orders 
The Silvered Oath of Ecumenical Exchange [58]
Sacred Oath Of Silver Currents [78]

 Miracles 
 The Reef Which Never Falls Silent:  Hosts the Reef In Bloom event every round an a non-action, and allows followers of the Blossoming Sequence to attend as a Faith action.
 

 
 Spoiler: Intrigue 
 Spies 
 

 
 Spoiler: Claims 
78 - Historicity
76 - Integration
76, 78, 77, 75, 58, 79, 81 - Holy Sea
 

 
 Spoiler: Wonder 
 The Blossoming Icons:  This wonder allows the country in control of Bastion (76) to take a modified Seek Aid action which reduces the effective distance for a Diplomacy and/or Faith action, rather than giving a bonus to the action roll. When taking this action, roll 2d6+Faith and subtract 11. Up to a roll of 18, this is the number of regions they subtract for the purposes of distance penalties. After 18, they subtract one more region for every 2 higher. (8 regions for a roll of 20, 9 regions for a roll of 22, etc.) In addition, they can Seek Aid as a nonaction once each round, for Diplomacy and Faith actions only. 
 

 

 
 Spoiler: Golems of Import 

 
 Spoiler: Laksha 
The first leader of the Gravetenders,  Laksha founded the Blossoming Sequence and works within the collaborative land of 59 to further the prospects of peace. Very nearly a pacifist by nature, her friendly manner served her well during rule. Many important aspects of Gravetender culture descend from her works, and among them, her arguments are held in high esteem even now.
 

 
 Spoiler: Sersi The Pale 
The second leader of the Gravetenders, and their first General. Sersi literally wrote the book on Gravetender warfare, with her ‘Dissertations on the Path of War.’ She’s more aggressive and practical, and began the push to spread the Sequence, which started the Eternal Debate properly. Brought the Gravetenders to the status of Holy Sea. Made Elkelt, her Disciple.
 

 
 Spoiler: Elkelt 
To be the third leader of the Gravetenders. Second generation Gravetender. Their form is made up of more than just stone, incorporating Maker elics and rimestone. Working on the Grand Archive project, for the aid of future Gravetenders.
 

 
 Spoiler: Kelusyn 
Known as a living encyclopedia of the Maker resonance effect. Built the Blossoming Icons, freeing Gravetenders to see the world, and especially the lands around Bastion, without fear of the horrible fate of being Stilled. Brilliant, dedicated, and reclusive. She does not let go of a project until it is finished, for better or worse.
 

 
 Spoiler: Akathi 
Sent to Seatide to study the Tidal Sequence. They have made a name for themselves there, and care deeply for the Pepsins of Seatide. Their work on the Firewall was important to getting everything in place, and brought Kelusyn into the project. Gregarious, even by Gravetender standards.
 

 
 Spoiler: Nasko 
Went to Kar-Nath of his own intent, having written several texts on how the Blossoming Sequence interfaces with the Nathi way of life. Has taken up an important position in the Grand Schola, and settled in as a teacher and spiritual guide. He has made keeping the friendship between the Nathi and the Gravetenders strong into his personal project.
 

 
Corona
    Most Serene Lojanese Republic   
 Time: Round 15, Place:  Regions 5, 6, 9, 11, 12, 13 and 14 
Prime Minister Hoerthd Thnoet
Diplomacy: 9
Military: 9
Economy: 10
Faith: 2
Intrigue: 6
 
 
 
 rolls 
 Actions: 
 
  [Military]Recruit unit   Changed with GM team permission 
  [Military]Invade region 15 with: 
 
 General Zabkrew (9) using TD Graceful Show of Force (Sway roll 2d8 + 9 Diplomacy + 1 Prestige) 
 4 units 
 2 treasure spent: +1 to battle, +1 mercenary unit, +1 to battle from city Oarngalau 
 Ruler score: +5 to battle 
 Route: 13&gt;15 
 
 The Republic's armies are unstoppable. They will conquer all from waste to shining waste, overthrowing barbarian governments and spreading the enlightened rule of law.  
 
  [Military]Raise unit 
 
  [Economy]Activate Tairlav Palace, paying 1 treasure 
 The Eel's splendor is mirrored on the palace walls. Or is it the other way around? Strangely untouched by the Eel's destructive nature, the Palace attracts more tourists and merchants than ever before. Some worship the Palace fanatically, prostrating themselves before it for days. 
 
  [Diplomacy]Sway merchants in Meadows of Elyan'dan (136) and buy out TP 136.1  Sway: 2d8 (CI) + 9 Dip + 1 Prestige - 1 Distance (6&gt;138(TR)&gt;136) + 1 treasure + 1 city Sheade vs TN 18  =18 , Buyout: 2d6 + 10 Eco - 0 Distance (6&gt;138(TR)&gt;136, 1 negated by Tairlav Palace) vs TN 12  =13 
 Having established initial contact with the Gothezhar and the temperate area, it was time to access their markets. 
 
  [Economy]Impress merchants in Kaarme (14) and buy out TP 14.1  Impress: 2d6 + 10 Eco - 0 Distance vs TN 12 (TP in 15, Hardplate Fungus satisifes desired import)  =15 ,  Buyout: 2d6 + 10 Eco - 0 Distance + 2 self-support  =20 
 The people of Kaarme have suffered through prolonged conflict and famines, but that had come to an end as Hoerthd personally tours the sea and assigns work to the end of rebuilding the region's economy. 
 
  [Diplomacy]Sway merchants in Lojan (9) and buy out TP 9.1  Sway: 2d8 (CI) + 9 Dip + 1 Prestige - 0 Distance vs TN 18  =13 , Buyout:  2d6 + 10 Eco - 0 Distance + 2 self-support vs TN 12  =15 
 
 
 Non-Actions: 
Accept technologies from LSD (Filtration Grafts, Trophic Deconvolution, Supernatic Propagation, and Composite Grafting)
Spy secret nonaction... done

Supply region 11 DI with Kelp Fiber from LSD trade route
Supply LSD with Selachian Mercenaries through trade route
[Renown] A Monumental Undertaking: Roof over Their Heads 2/3
 
 Spoiler: Roof over Their Heads 

Using durable building materials such as Hardplate Fungus, tall spires in the likeness of the ancients' architecture are erected. They look like a black jungle, with the spires having an organic shape, pieced together from irregularly modules according to the needs of this or that government office. The modular design is easy to construct and useful, so it is standardized and replicated in government buildings in all territories of the Republic. The towers become a symbol of the Republic's rule.
 

 News and Rumors: 
 
 Spoiler: Ruler 

 Prime Minister Hoerthd Thnoet 
Next round stats:
Diplomacy: 10
Military: 10
Economy: 10
Faith: 2
Intrigue: 6

New ruler next round? No

Note to fellow players: I want to live dangerously, so you may assassinate, kidnap or otherwise ravish my rulers at any time. You don't need to approach me first, surprises are fine too. IC resistance and retaliation will be be offered, of course. 🙂
 

 
 Spoiler: Country Info, last update R11 


Actions to take: sway merchants in 8,9, aristo in 15 and other conquests.

 Special Actions Available:  D5
 Special Actions Used:  E5 M5 I5

  Diplomacy  
 
 Spoiler 

 Region Ownership/Claims/Supports  Table to be simplified?


 Reputation/Favours  To be updated
 The Abyssal Stewards:  Rep 1, 1 Favours (Expected Change: +1 Rep)
 The Chelonian Chora:  Rep 0, 0 Favours (Expected Change: None)
 The Divine Nacres:  Rep 1, 0 Favours (Expected Change: None)
 International Prestige:  Rep 2, 0 Progress (Expected Change: None)

 Cultural Exchanges 
Lambent Syndicate
Coral of the Protected Statera RIP

 Cultural Identities 
Let's Have a Cuppa - 2d8 to Swaying
 

  Military  
 
 Spoiler 

 Units:  9/10 (Expected Change: ??)
 
 Republican Guards - recruited R1, was destroyed in the 1st invasion of Kaarme, rerecruited R12 
 1st Selachian Battalion - hired R2, looted a temple in Bloodhome, fought in the 1st invasion of Kaarme 
 2nd Selachian Battalion - hired R2 
 Black Guards - hired R3, assassinated the Plo'uogoar 
 Selachian Elites - gained R7 
 Region 13 unit - gained R9 
 Sheade Regulars - recruited R10 
 Special Operations Forces - recruited R11 
 Kaarme Nobles - recruited R11 
 
 Generals 
Zabkrew - Mil 9,  Graceful Show of Force :
+1 to tactical maneuvering
-20% enemy casualties
-20% own casualties
+12 to enemy leader loss roll
+2 to own leader loss roll
You may make a Sway attempt against a randomly determined support in the battlefield region (regardless of the outcome of the battle)

 Fortresses 
Huurdrav, Lojan

 Perfected Tactical Doctrines 
None

 Military Technologies 
 Death Commando Conditioning  +1 to battle, requires Lamia Extract
 

  Economy  
 
 Spoiler 

 Treasure:  7 (Expected Change: -4+3)
Trade post income: 3 Treasure/round

 Trade Posts  List to be simplified
 Total Owned  ?? (?? for Treasure gain)

 Cities 
Sheade, Lojan - Swaying
Oarngalau, Selach - Battles

 Trade Routes 
Coral of the Protected Statera RIP
Lambent Syndicate
Lighthouse
Forests of Astral Yearning

 Specialised Ships 
Losinka Alaku: A Specialized Ship in the form of a Juvenile Reefback with an experienced crew. +4 vs theft, +1 to Explorations and Buyouts made with it.

 Civilian Technologies 
 Megafaunal Tailoring  No mechanical effect
 Graduated Symbiosis  No mechanical effect
 

  Faith  
 
 Spoiler 

 State Faith:  Shimmers of Unseen Bane

 Faith Holy Sites:  lots

 Organised Faith Bonuses 
+1 Conversions, 2d8 to Impressing

 Artefacts 
None

 Holy Orders 
None

 Miracles 
SUB followers can cross toxic borders.
 

  Intrigue  
 
 Spoiler 

 Spies 
Intrigue 7 Spy
 

 
 Spoiler: Interesting quests 

 ABS 

[Offer] Bounty of the Depths -

(Offer: The Abyssal Stewards are offering Treasure! Benefit: 2 or 5 Treasure. Cost: 1 Favor for 2 Treasure, 2 Favors for 5 Treasure. Duration: Available until the end of Round 15. Details: Available to countries of Reputation -1 or higher. )

[Opportunity] Fueling The Forge -

(Opportunity: Countries may provide Units, Food, Labor, or Heat Sources to repay debts to the Abyssal Stewards. Reward: 1 Favor. Cost: 2 Units or 1 suitable Trade Post per Favor. Deadline: Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice. Details: Non-action to gift Units/Trading Posts. May not be used if no Favors are owed. )

 CCA 

[Action - Faith] Work on a means of unmaking the Dreaming Dead 2/? -

[Request] A Little Less Lonely Road -
(Request: The Chelonian Chora would be delighted to see established countries keeping them company in the Wastes. Reward: +1 Reputation for successfully Exploring or Prospecting a Wastes region. On a Wastes region Prospecting roll of 16 or higher, +1 Favor. Penalty: None. Deadline: Available until the end of round 15. Details: Available to countries with Reputation -2 or higher. Max of +2 Reputation from this request per Country.)

[Opportunity] An Appetite For Abundance -

(Opportunity: Countries may provide Treasure, Luxuries, Esoterica, or Fertilizer to repay debts to the Chelonian Chora. Reward: 1 or more Favors. Cost: 3 Treasure or 1 suitable Trade Post per Favor. Deadline: Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice. Details: Non-action to gift Treasure/Trading Posts. May not be used if no Favors are owed.)

Taboo: The Chelonian Chora have a religious vendetta against The Dreaming Dead. Penalty: -2 CCA Reputation for adopting The Dreaming Dead as a state religion; additional -1 CCA Reputation every turn thereafter unless abandoned, which grants +1 CCA Reputation. Duration: Indefinite. Details: None.)

(Task: Cooperate in the creation of the Songline of the Sunlit Seas. Available for Tropical zone countries only. Reward: +2 Favors (max); if Project is completed, additional reward given to all contributors. Penalty: None. Deadline: End of Round 12. Details: 1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Songline. 1 Favor earned for spending a Faith action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires.)

 DNA 

[Opportunity] A Need For Knowledge -
(Opportunity: Countries may provide Technologies, Toxins, Exotic Flora, or Exotic Fauna to repay debts to the Divine Nacres. Reward: 1 or more Favors. Cost: 1 previously unknown Technology or 1 suitable Trade Post per Favor. Deadline: Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice. Details: Non-action to gift Technology/Trading Posts. May not be used if no Favors are owed.)

[Offer] Survival Of The Fittest -
(Offer: The Divine Nacres are offering to procure Trading Posts for countries they like through means some might consider predatory. Benefit: The Divine Nacres will attempt to Coerce Trading Posts on a country’s behalf. Cost: 1 Favor per Coercion attempt. Duration: Available until the end of Round 15. Details: Normal restrictions on Coercion apply. Available to Reputation 1 or higher countries, and will not target TPs belonging to countries with a higher Reputation than the requesting country - other Organizations are considered to have a Reputation of 2 for this purpose.)

(Circumstance: The Divine Nacres are returning to their traditional seclusion. Benefit: None.Penalty: The TN to Raise Reputation with the Divine Nacres is increased by 2. Additionally, when using a Favor to Raise Reputation, it still requires a roll (though not an action), but the country which spent the favor gains a +2 bonus on said roll. Duration: From the start of round 10 to the end of round 15. Details: None.)

 PRS 


[Honor] Remarkable Reconstruction -
When a country rebuilds a TP or Holy Site that was destroyed by the Reavers, they may choose to let it enter play Open, rather than under their control. If they do so, they gain +1 Prestige. If a country donates 2 Units as a non-action to a region that lost units to the Reavers, they gain +1 Prestige and the region no longer qualifies for such donations by other countries. If a country successfully Sways or Impresses a Reaved Faction in a region they don’t control, they may choose for it to become Open instead of gaining the Faction’s Support; for every second Faction they restore in this way, they gain +1 Prestige. Special: Any country may rebuild Holy Sites or TPs destroyed by Reavers in uncontrolled regions. If multiple countries donate Units to a region that lost units to the Reavers, they both gain the Prestige, and the region gains the Units from all such donations received.

[Mystique] Renegades, Turnskins, And Defectors -
The first country in each starting zone to successfully Incite Betrayal will gain 1 Prestige. The first rebellion to arise on behalf of a specific country in each starting zone will gain that country 1 Prestige. The successful use of either the Galvanize Partisans Intrigue 5 Special Action or the Spark Claimant Revolt Diplomacy Action will suffice for fulfilling the second half of this opportunity; the Inspire Uprising or Spark Rebellion actions will not.


[Piety] The Religious Community -
(Opportunity: The first country in each starting zone to found a Holy Order will gain 1 Prestige. Duration: End of round 12. Special: If multiple countries in the same starting zone found a Holy Order in the same round before any others, both countries will gain the additional Prestige.)

 Indefinite duration effects 

[Strife] Big Fish In Small Ponds -

Prestige and PRS Rank will no longer correlate one to one: to reach PRS Rank 3 from PRS Rank 2 will require 2 Prestige, while reaching PRS Rank 4 from PRS Rank 3 will require 3 Prestige. This Prestige does not have to be earned in the same turn. Reaching PRS Rank -3 from PRS Rank -2 requires the loss of 2 Prestige in the same turn. If all available positions at a given PRS Rank are occupied when a new country would reach said rank, the country which gained Prestige least recently has their PRS Rank reduced by 1. Ties are resolved by roll-off with the tying country’s highest respective attributes, with the lowest rolls losing. Changing rulers will no longer result in PRS Rank loss when at PRS Rank 3 or 4, but will reset any accumulated Prestige to 0.
Special: The loss of Prestige still causes a loss of PRS Rank. Gaining Prestige when at PRS Rank 2 or 3 which is insufficient to rise to the next PRS Rank, or gaining Prestige when at PRS Rank 4, still counts for determining which country gained Prestige least recently. Losing PRS Rank resets the clock and clears out any accumulated Prestige which was insufficient to reach the next Rank, and counts as an instance of gaining Prestige for timing purposes only.

[Renown] A Monumental Undertaking -

Can work on one monument or similarly grand project in a region you control as a non-action. This requires a fluff description of the ongoing work, design, difficulties, progress, or similar. Three to four sentences should usually be sufficient. When beginning such a project, must decide on a 3-part project (+1 PRS) or 5-part project (+2 PRS).

[Acclaim] To Greatness -

Sea Power, Empire, Merchant Marine, or Holy Sea -&gt; 1 Prestige. Usurpation results in Prestige loss for the usurped country.

[Honor] Blood, Stone, and Ink - PRS treaties can be made.
[Affluence] Opulent Optics - May spend 5 Wealth as non-action to gain 1 Prestige.
[Mendacity] A Lack Of Commitment - Prestige loss if a country Oppresses a faction in a region on which they have a Confederation claim. Prestige loss if a country backs down from an Ultimatum it has made.

[Notoriety] The Fragility of Fear -
[Ignominy] Stigma, Scandal, and Shame -

Prestige loss will be assigned: experience a rebellion in response to a failed Oppress Faction or Impress Aristocracy action, commit gross atrocities.
Prestige loss may be assigned: forced to acquiesce to a rebellion’s demands, badly lose a battle heavily favored to win, grossly humiliated or suffer a gross embarrassment.
Return captured general: can give -1 PRS to the other party, captured ruler: -2 PRS.
 

 
LapisCattis
   End of Round Fifteen  
No further mechanical edits to action posts may be made 
LapisCattis
   Round Sixteen: Begin  
Years 46 - 48

Don’t forget to link to any rolls you make, including rolls for rulers you will start using at the start of next round. If you want a new ruler in the next round, you must state so in your action post for this round and link to their rolls. Any increases from actions for this round are counted for the ruler you start your next round with, which may or may not be your current ruler.
Good luck!

 The following events occurred between Year 43 - Year 45  
  Rules Alerts and Changes!  
  Discovery!  
 Explorations, prospecting, and other news from afar 
 

Travel can only go so smoothly, though for Squall Essensio the challenge is half the fun. First, the cold nearly turned the surface waters into barely traversable slush, and then Squall Essensio managed to get on the wrong side of some very pointed spears. Pressed against a crucial twisting point of deepwater currents and a clearly wasted region, vibrant chains of small settlements take advantage of the high creature traffic and nutrients. Red rock is widespread here, carved with deep grooves the size of whales by the flow of ancient ice, and now filled with intermittent mats of algae and piles of sea stars and crawling fish. Creeping corals spread their branches wide at the edges of the grooves, and the looming cloud of waste turns the water gold when day and night meet. After some very animated charades, scouts later find Squall Essensio sharing stories and food with the locals
 The Gotezhar discover Region 171, a glacial Depth 0 region with two Trade Posts of Guildborn Cultivators, a Desired Import of Valuables, one Open Holy Site, one Holy Site controlled by the Godblooded, and two NPC units. The Gotezhar gain 1 Treasure and +1 to a single buyout attempt in the region  

Heading east, the Surunung scouts find a new set of landmarks - clusters of tall, white spires rising from the deep, spread out through the open ocean zone. Pods of dolphins and porpoises reside at each cluster, with apparent distinction between the groups of one cluster and another. Strong currents bring fish and floating debris alike, though the presence of the resident cetaceans appears to dissuade migrants. It appears that the bottom of the spires turn dark, though the depth prevents the scouts from investigating further.
 The Peacekeepers of Surunung discover Region 160, a Depth 1 region with three Open Trade Posts of Blackbeaked Dolphins, a Desired Import of Military Equipment, two Holy Sites controlled by the New Wardens, and three NPC units  

Using their small size to stay clear of the Eel Without End’s slow travel past Lowpeak Reef, the Splendid Miru Miru scouts are able to slowly and discreetly chart the bottom of the seamount on which it was founded - apparently formed by multiple successive generations of Reefs, judging by the rock formations. Beyond the wide base of that mount, the terrain grows rough and jagged, with poor, sandy soils, populated by innumerable small towns and villages largely dependent on the Choran trade via fallen goods and widely available markets in order to supplement what meager agricultural products they can produce themselves.
 The Splendid Miru Miru completes the exploration of the depths of Region 149, which now has one Holy Site controlled by the Worldsong, one Holy Site controlled by Animist Practices, a Desired Import of Fertilizers, and two NPC units! The Splendid Miru Miru gain a +1 to a single buyout attempt in the region.  

Ranging to the north, the Divine Nacres find an area of endless calm. While the fathomless depths are now nothing new, what draws attention are the constant streams of bubbles and smoke rising in steady columns from the seafloor. The soot-strewn bubbles are the only source of heat in these frigid waters, which are otherwise clear but dangerous to any who venture in unprepared. The only impediment to vision is a dark, stagnant fog, distinct from the blurring of shape that naturally occurs over distance, from which protrude the tops of structures clearly in the style of the Abyssal Stewards. This fog appears to be quite nutritious, or containing something nutritious, if the number of sharks darting from the surface to feed are any indication. Beneath the fog, the true depth of the region is hard to discern, though the Nacres’ report is able to give at least a vague estimate - they claim their instruments are unable to penetrate the fog-like layer below.
 On behalf of Lux-Glossia, the Divine Nacres discover Region 143, a glacial Depth 2 region with three Open Trade Posts of Smoke-Diver Sharks and clear signs of an Abyssal Stewards base in the currently uncharted depths 

Below the colonies of Mammoth Seals and migration routes for all manner of creatures, the punishment of the Magenta Shade instead reveals an incredible sight. Resting on gray sands and meandering shelves of large boulders are the visible bones of a thousand beings, ranging from a massive, dragon-like remnant mostly buried in the accumulated marine snow to fresh whale and fish carcasses, writhing with eels and scavengers.
 Lux-Glossia finishes exploring the depths of Region 186, which show to be Open Waters. Lux-Glossia gains a +1 bonus to Colonizing this region   

Chasing adventure (and perhaps new shark-racing courses), a band of Lux-Glossian men and the friends they’ve made along the way try out both riding the plumes of hot water and exploring even deeper into the new home of the Shark People. Stocked with the latest in depth technology and supplies, the nomads have an exhilarating instead of terrifying time of navigating the bubbles and rapidly shifting currents of warm water. The temperamental patterns are predictable enough for highly experienced sailors, but are still fierce enough to dissuade other creatures from venturing deeper, and the nomads are unchallenged as they follow the plumes down. It becomes obvious that these pockets of water and minerals are sourced from a jagged range of hydrothermal vents, laced with minerals and shining black rock. Below the plumes, the water is frigid but crystal clear, and almost completely calm, barring small streams of bubbles escaping from the seafloor.
 Lux-Glossia finishes exploring the depths of Region 152, which show to be Open Waters. Lux-Glossia gains a +1 bonus to Colonizing this region  

Learning from the charts and testimony of the crew of the  Crimson Moonlight , the  Wayfarer  is careful to move slowly and keep lookouts for the treacherously hidden seamounts and any other obstructions in the depths. Caution and good supplies pay off, and the crew is able to safely chart the mountainous seafloor despite dangerous amounts of silt. Inside the barrels of large sponges that cover the base and lower sides of the seamounts are collections of powdery by-products of filtration, which have surprising flavors and application in the culinary arts
[b] The Cyphiri Union Prospects Region W34, spending 1 treasure and 1 CCA favor in the process. They discover three Open Trade Posts of Fate Spice [b]

  Outstanding Fluff:  
At long last, the secrets of the region that seemed to spawn the Shark People and numerous religious struggles, bordering the uninhabitable northern Wastes, are revealed. Soft, pale sands shift with the darkening of the water to harsh shards of crystal and rock, melding together in geometric patterns and pockets where arching anemones and clams attempt to root. The water is startlingly clear for how close it borders the Wastes, while an observer from the surface can’t see straight down, once the boundary of crystal is passed, it is quite easy to see circular structures in the depths, interspersed and apparently using the alternating softness and hardness of the substrate for construction. As scouts approach the boundary of the Wastes, the anemones cluster and reach heights of several meters, forming an underwater forest stretching from northwest to southeast.
The Shifting Ennead explores the seafloor of 73, revealing a Depth 1 region with one Holy Site controlled by The Ancient Tails and one Open Holy Site, with a Desired Import of Drugs - until the region is prospected, the resource remains unchanged.

  Growth!  
 Expansion, development, unification, and similar forms of growth and prosperity. 

Pfilghol completes the rebuilding of Ghlsgtot
The Resource in Region 105 is set to Rotweaver Worms with 3 Trade Posts
The Order of Knights of the Ironkelp create a Cultural Exchange with Lux-Glossia
The Order of Knights of the Ironkelp press a Confederation Claim on Region 176
The Gotezhar grant ownership of Region 141 to Lux-Glossia
The Splendid Miru Miru Raise the City of Canapa in Region 153! Effect: +1 Bonus to Buyouts
The Kar-Nath Hegemony Press a Marriage Claim on Region 63
The Magaramchi Salination Colonizes Region 154
Lux-Glossia accepts the Greenwater (Region 141) from the Gotezhar
The Shifting Ennead return Region 84 to the Cryptid Congress


  Statecraft!  
 Cultural events, diplomatic overtures, foreign relations, and domestic affairs. 
 
 The Cyphiri Union Impresses the Aristocratic Support in Region 129 
 The Cyphiri Union Impresses the Reaved Aristocratic Support in Region 101 
 The Sakura-Jin Impresses the Clerical Support in Region 125 
 The Cost Sereia Impress the Mercantile Support in Region 103 
 The Eternal Spring impresses the Merchant Support in Region 56 
 The Eternal Spring impresses the Clerical Support in Region 74 
 
 
 The Order of Knights of the Ironkelp Sway the Reaved Aristocratic Support in Region 109 
 The Order of Knights of the Ironkelp Sway the Reaved Aristocratic Support in Region 118 
 The Costa Sereia Sway the Unruly Clergy in Region 103 to Open 
 The Kar-Nath Hegemony Sway the Reaved Aristocratic Support in Region 64 
 

The Cryptid Congress vassalizes to the Shifting Ennead!
The Cryptid Congress in exile bows to the pressure from their conquerors, breaking their vassalage to Deep Blue and aligning themselves under the Doflein, taking the Ennead as liege. In exchange, they are allowed to return to self-governance in Region 84.


  Trade!  
 Buyouts, trade routes, and other economic shenanigans 
 
 The Order of Knights of the Ironkelp buy out Trade Post 1 in Region 114 for Giantsbane Seeds 
 The Gotezhar  build a new Trade Post in Region 13 
 The Splendid Miru Miru buy out Trade post 3 in Region 3 for Carapace Armor with support from Hymenocera Expanse 
 The Seatide Confederacy buys out Trade Post 1 in region 64 for Frozen Logs 
 The Seatide Confederacy buys out Trade Post 2 in Region 67 for Piezo-Phosphoric Crystals 
 The Hymenocera Expanse buys out Trade Post 2 in Region 30 for Branch Coral 
 The Hymenocera Expanse buys out Trade Post 3 in Region 153 for Decor 
 


The Magaramachi Salination rebrands its Magaramachi Whelps to Magaramchi Rippers, offering the world’s best mercenaries for sale!

  Faith!  
 Conversions, organization, and other such matters of faith 

The Eternal Spring becomes Head of the Eternal Communion in the Riftlings’ absence.
The Lighthouse sets the Holy Site 10 Bonus for Crimson Chant to a 2d8 to Sacks!
The Sakura-Jin rebuilds and reconsecrates Holy Sites 1 and 2 in Region 117

 
 The Sakura-Jin convert Holy Site 1 in Region 104 
 The Gravetenders convert Holy Site 1 in Region 56 from the Eternal Communion to the Blossoming Sequence! 
 The Gravetenders convert Holy Site 1 in Region 55 from the Eternal Communion to the Blossoming Sequence 
 The Hymenocera Expanse converts Holy Site 3 in Region 4 from the Dreaming Dead to Uplift Reverence 
 The Hymenocera Expanse converts Holy Site 1 in Region 29 from Ancestor Worship to Uplift Reverence 
 The Lighthouse converts Holy Site 1 in Region 18 to Crimson Chant 
 
  Wonder!  
 Miracles and inventions, ancient relics and spectacular undertakings 

Out of the emptiness and desolation, crawling from the Mother’s maw in the wake of a Titan of unspeakable size, the Riftborn Myriad arise as heirs to what the Riftlings cheerfully abandoned. Billions of hungry crabs, swarming together in packs of hundreds, are shepherded by trillions of polyps. More stream constantly from the reopened rifts, now coated in shining encrustations of eggs, between which the Old Fathers stretch, spewing forth a vomitous stream of polyps. Arising from extinction, the Riftborn Myriad are born, myriad, of the rift.

The Sakura Jin develop a new technology! Scrying requires a shiny object and grants the following: on a seek aid roll with result 18 or higher, the seek aid provides a bonus of +2

The Splendid Miru Miru discover an artifact -  Hohonu Kapehu, the Compass of the Depths 
Effect: Once per round, the owner of this artifact may apply +2 to a Buyout or Prospect action in a region with depth greater than but not equal to zero.

The Gravetenders complete a monumental undertaking:  The Grand Archives!  A civilization crowned from their birth in glories, the Gravetenders add yet another jewel to their crown, elevating their Makers by exceeding them. Their libraries now tower above the Dead Cities, a shining beacon of hope for collaboration and mutual advancement. Of course, like all things wrought by this noble race ascended from the dust of their Makers, tragedy tinges achievement, and the Archives serve also as a monument to a friendship immortalized and lost, their centerpiece a remembrance of the unlikely allies, the Riftlings Many.

Mammos Miracle targeting Deep Blue - fluff to be filled in upon greater provision of such…
 
 Spoiler: Mechanical Impacts 
  Mechanical Impacts: 
ESP Impresses Merchants in Spawn Point (56)
ESP converts Holy Site 1 in Coresite (58) to Communion of the Old Fathers.
ESP Impresses Clergy in Spawn Point (56), Tsy Micht Fivrivirvs (57), and Coresite (58).
ESP Encourages Defiance among the Clergy of Spawn Point (56), Tsy Micht Fivrivirvs (57), and Coresite (58).
 


Outstanding techs/items:
DPB develops Memetic Cohesion - a mil tech granting +1 to Maneuvering and battles if using a subcommander

  Might!  
 Military matters of all kinds, be it warfare or strategic developments 

The Cyphiri Union recruits Renald, a Military 8 General and Commander of the Retainer Guard

The Gotezhar perfect the Tactical Doctrine - Aim for the Storm’s Center

Led by  Military Sub-Process 41  (Military 5) with a Military 8 Ruler, 16 DPB Units supported by 5 SEN allied units invade Magma Falls (Region 51), equipped with Memetic Cohesion and Devolved Standardized Integrations spending 1 treasure and attempting to use Skirmish swarm to fight a combined force led ultimately by the renowned general Sersi the Pale (Military 10) with a Military 3 ruler.  They command 5 units supplied by GRV alongside 2 units of ESP mercenaries and another of aristocratic levies and 5 KNH units, defending a well-supplied (1 Treasure spent) Fortress, with Aid Sought.  Sersei the Pale attempts to use Dissertation in Practice defensively.

GRV wins Tactical Maneuvering, successfully using Dissertation in Practice (when defending and outnumbered: +2 to Tactical Maneuvering, +4 to battle roll, -20% own casualties, -30% enemy casualties, +12 to enemy leader loss roll)

The drums of war beat in the southern seas. Arraying themselves before the great fortress-complex of Magma Falls, the invading herrings dispersed themselves throughout multiple interweaving schools, with Shifting Ennead troops positioned wherever a multivariable regression analysis indicated a need for hard resistance, but the formation immediately begins to suffer from additional unaccountable variables: traps laid by the Gravetenders and their allies, severely hampering their ability to plan out troop movements and keep them moving on schedule. The Gravetenders had trained together before with Kar-Nathi troops, and understood how to coordinate efficient and well-timed sallies to keep their enemies disorganized, without opening up their less durable allies to attacks.

If there had been a hope that the imbalance in mass would make the Golems safe from Deep Blue's attacks, this was quickly disproven.  While, granted, an individual herring could do little against an individual Gravetender, the truth was they were not fighting "an individual herring".  In terms of raw organisms the Gravetender alliance was likely outnumbered hundreds of thousands to one before even considering the Shifting Ennead’s troops. Herrings crash against Sersi’s forces like waves on rocks - and with a similar degree of efficacy, as her force’s ranks hold fast time and again, each rush leaving more dead fish littering the seafloor. This did not mean there was no progress to be made, as soldiers of the Ennead would attempt to use the herring surges as cover for charges and more focused harassment, but Kar-Nathi skirmishers and the strange, half-possessed mercenaries of the Eternal Springs are able to quickly respond to breaks in the line.

For hours, it was nearly impossible to tell the course of the battle - the sheer quantity of herring making it impossible to get any sensible overview of the fight. Eventually, though, the depleted local processing ability and myriad of combats overwhelmed   Mask of Green-and-Gray-and-Blue 's processing capacity; groups of herring started to lose cohesion, and the defenders took advantage, carving through herrings while they were stuck in wait cycles without new orders from the herring-mind, and pouncing on isolated groups of Shifting Ennead troops.  Eventually a certain subroutine returned  False  and those herring still controlled by  Mask of Green-and-Gray-and-Blue  left the field. All that’s left behind is a sea of corpses.

GRV Victory!  No change of control in Magma Falls (Region 51)! 3 DPB units lost, 2 SEN units lost, 1 GRV unit lost, 1 KNH unit lost!

The Seatide Confederacy sends five units to Region 71, along with the Bare Trap, to defend against Reaver incursion and to capture an invader. See Terror for more information…

  Schemes!  
 Coercion, betrayals, and spycraft 

Rella Lestar, Spy of the Gotezhar adopts a new name, Researcher 42

The Lambent Syndicate procures a Spy with an Intrigue score of 8 - Setia, the Forgotten rises again during Adiratna’s transition from power.

The Costa Sereia procure a Spy with an Intrigue score of 8  - the Circo Luto Perdida delivers news and cheer on the same shell platter, and its skilled performers happily adopt any required role

The Peacekeepers of Surunung procure a spy with an Intrigue score of 7 - Cilaya the Poison Dart! An infamous Rahaa thief, Cilaya has been reformed into a prime tool for the Keja Pod.

The investigators of the Lambent Syndicate find that the best way to understand Indah in her Radiance is probably just to ask one of the half-mad kosong priests of the Lighthouse - the best harmonizing media turns out to be certain metal devices sourced from the Abyssal Stwards, but those dissidents with strong enough minds and wills to withstand the endless onslaught of the Eel Without End long enough to have, perhaps, learned to understand it are usually also firm enough in their convictions that they refuse to allow themselves to be used by a regime they despise. Many begin to laugh, weep, or simply smile serenely as they allow themselves to be sublimated into the Eel, whatever secret techniques they may have gleaned lost - forever.

The efforts of the Cyphiri in retrieving the deposits left by the Trawling Beasts pay off in the form of enough materials both precious and utilitarian as to have acquired 3 Treasure and ready-made materials sufficient to double the effectiveness of 3 Project Actions - and there’s at least as much remaining.

  Terror!  
 Violence, upheaval, murder, and destruction. 

The Riftlings Many complete the Extinction project exterminating the Chrysomallon Kiwa, the so-called Occupying Natives, and are themselves no more
Ashes to ashes, funk to funky, the Riftlings learned much from their xenophilic allies, the Gravetenders, but never was their fundamental nature changed. That we must treat one another as we would ourselves be treated is oft touted as a golden rule, but that alien occupiers may never be permitted to remain in the Mother’s land, well, that is a rule of dust and desolation, a much higher law. And so, in a gilded desecration, the Riftlings joined the Kiwa in their fate – for if one accepts extinction for themselves, then surely they would be permitted to deal it to another?

The Shark People sack Trade Post 1 in Region 66!
The Shark People sack Trade Post 1 in Region 158!
The Magaramchi Salination sacks Holy Site 3 in Region 10!

After years of disruption and raiding from different factions of warring Legions, the only relief that the commonfolk and merchants of Region 49 have gained is from the steady, discreet channels of goods and wealth brought by Lux-Glossian merchants. As raids and abuse come to a head, common frustrations and the potential for common boons unify merchants and one faction of Legions. Together, they overtake the corrupt Legions and declare loyalty for Lux-Glossia

In a shocking revelation, the Kar-Nath Hegemony discover that herrings of Deep Blue, this time seemingly of their own volition and agenda, have attempted to seed discontent and ideas of removing Kar-Nath influence from the aristocracy in Region 77. Their campaign targeted both the general public and unsatisfied aristocrats in an attempt at a two-pronged political attack, but collected too much attention for subtlety, and too few genuine grievances for proper resentment.

The Drifts of the Seatide Confederacy receive a delegation in kind from the Draigiau Residuum, along with a giant letter,
 
 Spoiler: Letter to Judge Azure Gleam of the Seatide Confederacy 
On behalf of Tadgceallachmarix, The Thunder That Burns, Lord of the Residuum Renewed, Foremost Among the Great Dragons of the Water; To the Honorable and Forthright Judge Azure Gleam, of the Illustrious Confederacy of Seatide;

The kindness and sincerity of thy words are well-received, and thy generous gifts show thee and thine people to be of the highest merit, of such kindred spirit as to be counted among the ranks of my hoardless forebears, were only your mortal shell of such dimensions. It is my dearest hope that myself and my kinfolk will have the opportunity to return to thee a boon equally as propitious.

My lengthy repose was of such considerable duration that the oceans themselves have changed amid the absence of my waking, and I had much feared, upon seeing the sorry state of my kind, that the peoples of the world had diminished in heart as much as they had in stature - but now thy happy reception has put my hearts at ease.

    The ambitions I hold for my people are those of every proper ruler - prosperity, autonomy, and influence. I am told by my advisors that the trade with thine people has been of great merit at assisting in the first of these, and already thy officers place themselves at the disposal of my deputies so that together we might destroy these ‘Reavers’ who think they can steal from a True Dragon without consequence!

    As a sign of goodwill, thy Honor, I offer thee my next shell-molt, whole and entire, to do with as thy will, to be granted whensoever such need next overtakes me. May it serve thee as well as it has served me these many centuries past, in rousing and repose alike.

Faithfully yours,
Tadgceallachmarix the Azure, of the Residuum Renewed
 



As the Nacres pass through tropical waters less and less in the absence of any Holdfasts, the Reavers appear to become emboldened, and minor raids slowly grow more commonplace - when they strike in force, however, they are as fierce as ever, descending in the wake of their shrieking strobe-bursts to assault whatever bewildered defenders might attempt to hold out. From fresh recruits of the Lighthouse to the merchant families of insignificant powers and even priests within the Lambent Syndicate, the oceans are victims of terror once again.

In Aelwyd Adferiad, however, the first sign that things might not go as planned is perhaps the Reaver who becomes engulfed in - of all things - a pit trap. One which somehow refuses to let its victim go, no matter their struggles or the strivings of their fellow raiders.

The raid on the Draigiau aristocracy of Aelwyd Adferiad is certainly adequate, but it soon becomes apparent that their attack was - somehow - unfathomably - anticipated by their targets - who had reinforcements stationed ready to respond at a moment’s notice. Even more concerning was the sudden disappearance of one of their skimmer craft on the surface, and the screams of their comrades - reports of a beast larger than a whale that could rip ships in two with a single claw. Retreat was the only option left to them...


Soon after, another, larger, delegation is en route from Aelwyd Adferiad to Seatide, with strange contraptions in tow…
 The Aristocracy Supports in Budak Perak (18) and Aelwyd Adferiad (71) become Reaved!
The Clerical Support in Kemenangan Adiratna (28) becomes Reaved!
The Mercantile Supports in Region 126 and Region 170 become Reaved!

Reavers sack and destroy Holy Site 2 in Kemenangan Adiratna (28)!
Reavers sack Trading Post 1 in Lupomata (4), and it becomes Open!
Reavers would sack Trading Post 1 in Region 126 and Trading Post 1 in Region 170, but there was nothing to sack!
The Lighthouse loses one of their newly recruited Units to Reaver predation! 

From the former lands of the Riftlings Many - once barren, now untended as the first signs of life colonize their well-fertilized borders - a great cry resounds, low and keening, in the wake of their final end, audible for a thousand leagues in every direction. With melancholy rhythm, it speaks of loss in a language now long-forgotten - forgotten by all save one.

From the depths of Aelwyd Adferiad comes an answering cry - one filled not only with grief, but rage - incandescent, incredulous, indomitable. In turn, the mourning it answers is joined likewise by not just fury, but scorn. Though they shift and respond to one another like the melodies of a song, they are anything but. Instead the two great cries clash with one another, crashing together with such calamitous force as to make it clear - these two forces could  never  coexist without leaving devastation in their wake.

  Organizations!  

CYP finishes a Monumental Undertaking for +1 Prestige

CYP repays the Divine Nacres through A Need For Knowledge with Mamomachines and Traveling Scholars for +2 DNA Favors.

LUX repays the Divine Nacres with Razor Current Netting and Bioluminescent Navigation for +2 DNA Favors

LUX ask the DNA to Share Survey Data east of Region 121, at the cost of 1 DNA favor

Though the Riftlings Many are no more, their final acts are not those of the illustrious or the powerful - nor are they even truly worthy of pity, for in their self-inflicted demise, they dragged another with them into the oblivion of the unworthy. Such acts are impressively abhorrent - a dedication to atrocity unrivaled in all the world. A great relief, then, that they are at least ended now, and unable to inflict such abominable deeds on anyone else…if not for the Riftborn Myriad.
 RFT loses 3 Prestige. 

DNA tech reward from the Genus Taxonomia Vadosus Mare:
 Papershell Draft-Cuttle  - Effect: Ignore the increased border cost of up to two Brackish borders per round for distance penalty purposes; +1 to Prospect attempts in depth 0 Colony regions.
Requirements: Supernatic Propagation, Anoxic Adaptation
 An exceptionally large, specialized variant of the cuttlefish with augments and splices taken from the Dashasham Riding-Squid, Lãkuviato, domesticated Whip-Tail, and internal records regarding Paper Nautili, this creature is exceptionally hardy in thin or murky water - even able to supplement its breathing with small amounts of oxygen from above the surface of the water - and is capable of burrowing through mud or sand almost as swiftly as it can swim, even while pulling heavy loads.

Early reports also claim the creature to be 'cute'. 

The Lux-Glossian Shades ask the Chelonian Chora a Song of Inquiry…
 
 Spoiler: Song Of Inquiry Response 

♬ Little story seekers, ♬
    ♪ Little shadow weavers; ♪
♩ You ask me of my home~: ♩

♬ Friends in far-flung places; ♬
    ♪ Songs with familiar faces- ♪
♩ Found on all those paths I roam~ ♩

♬ But when I wish for rest- ♬
    ♪ Desirous for a nest, ♪
♩ My fav'rite place is not so far at all...~ ♩

♩ Bright-hued pioneers, ♩
    ♪ Seeking lost frontiers; ♪
♩ You quest so far and wide, ♩
    ♬ Relentless as the tide~! ♬
♩ Yet forget what is near... ♩

♩ Look you past the wall~ ♩
    ♪ Bared by reef and squall~! ♪
♬ Beyond you'll find- ♬
    ♬ That great home of mine- ♬
♩ Where a young me once was grown~ ♩

♪ Our great wanderers' throne ♪
    ♬ Where noone's ever alone~! ♬
♪ Birthplace of my kind- ♪
    ♬ And to some a shrine- ♬
♩ But a joyous place to all~! ♩

♬ Little story seekers, ♬
    ♪ Little shadow weavers; ♪
♩ You're known to us here~ ♩
    ♪ So should you venture near- ♪
♩ Don't balk to pay us a call! ♩
 


The Kar-Nath Hegemony Artifact from Prize of the Depths: The  Sus I Bik'ah  - Effect: +1 to Tactical Maneuvering and Leader Loss rolls (for 1 commander)
 Abyssal alloys worked or grown into the general shape of an exceptionally large squid, designed to be comfortable for a creature with a multitude of legs to sit upon, and blessed with a heart akin to the Ventroots themselves, this 'Rift Steed' superheats the water that enters through its front, expelling a jet stream from the rear similar in velocity to a squid and similar in heat and composition to one of the Stewards' own vents. Apparently, the darker the coating of particulate buildup on the artifact, the older and more respected it is as an artifact - especially as it must be polished frequently for proper function, and only a fraction of the accumulated particles will actually stain the metal. 
Epinephrine_Syn
    ????? ?? ???????y
Turn 16
Eternal Spring    
 
 
   MAWbel v2.0      [  Songstress  ] 
 Dip:  [    3    ]
 Mil:  [    3    ]
 Eco:  [    4    ]
 Fai:  [    8    ]
 Int:  [    4    ]

Next Turn: +1 Dip, +1 Eco, +1 Fai

Actions:
Dip: Grant temporary ownership of region 51 to GRV.
Dip: Obtain temporary or permanent ownership of region 66.
Diplomatic actions as part and parcel of a larger Deal
 
 Spoiler: 𝕋𝕙𝕖 𝔾𝔼ℝℝ𝕊𝔽𝕍ℙ𝕋 𝔸𝕔𝕔𝕠𝕣𝕕𝕤 

𝕋𝕙𝕖 𝔾𝔼ℝℝ𝕊𝔽𝕍ℙ𝕋 𝔸𝕔𝕔𝕠𝕣𝕕𝕤

𝕋𝕦𝕣𝕟 𝟙6⨟ 𝔼𝕊ℙ 𝕨𝕚𝕝𝕝 𝕣𝕖𝕤𝕥𝕣𝕒𝕚𝕟 𝕚𝕥𝕤𝕖𝕝𝕗 𝕗𝕣𝕠𝕞 𝕀𝕟𝕤𝕡𝕚𝕣𝕖 𝕌𝕡𝕣𝕚𝕤𝕚𝕟𝕘 𝕨𝕚𝕥𝕙𝕚𝕟 𝔻𝕖𝕖𝕡 𝔹𝕝𝕦𝕖. 𝔾ℝ𝕍 𝕒𝕟𝕕 ℝ𝔽𝕋 𝕡𝕣𝕠𝕞𝕚𝕤𝕖 𝕥𝕠 𝕥𝕒𝕜𝕖 𝕕𝕖𝕗𝕖𝕟𝕤𝕚𝕧𝕖 𝕞𝕖𝕒𝕤𝕦𝕣𝕖𝕤 𝕥𝕠 𝕡𝕣𝕠𝕥𝕖𝕔𝕥  𝕒𝕟𝕕 𝕚𝕥𝕤 𝕥𝕖𝕣𝕣𝕚𝕥𝕠𝕣𝕪(𝕚𝕖𝕤) 𝕗𝕦𝕝𝕝 𝕠𝕟 (perpetually). 𝕋𝕠 𝕓𝕖 𝕕𝕖𝕗𝕚𝕟𝕖𝕕 𝕒𝕤 𝟝𝟙 (𝕡𝕖𝕣𝕡𝕖𝕥𝕦all𝕪), 𝕡𝕠𝕥𝕖𝕟𝕥𝕚𝕒𝕝𝕝𝕪 𝕨𝕙𝕖𝕣𝕖𝕧𝕖𝕣 𝔼𝕊ℙ 𝕤𝕖𝕥s 𝕦𝕡 𝕤𝕙𝕠𝕡 𝕥𝕖𝕞𝕡𝕠𝕣𝕒𝕣𝕚𝕝𝕪, 𝕒𝕟𝕕 𝔼𝕊ℙ❜𝕤 𝕟𝕖𝕨 𝕔𝕒𝕡𝕚𝕥𝕒𝕝 (𝕡𝕖𝕣𝕡𝕖𝕥𝕦all𝕪). 𝔸𝕡𝕡𝕣𝕠𝕡𝕣𝕚𝕒𝕥𝕖 𝕗𝕒𝕚𝕥𝕙 𝕞𝕖𝕒𝕤𝕦𝕣𝕖𝕤 𝕨𝕚𝕝𝕝 𝕓𝕖 𝕥𝕒𝕜𝕖𝕟 𝕥𝕠 𝕔𝕠𝕞𝕡𝕖𝕟𝕤𝕒𝕥𝕖 / 𝕙𝕖𝕒𝕝 𝕄𝕒𝕨𝕓𝕖𝕝 𝕧𝟚.𝟘 𝕗𝕠𝕣 𝕕𝕒𝕞𝕒𝕘𝕖𝕤 𝕤𝕙𝕖 𝕚𝕟𝕔𝕦𝕣𝕤 𝕤𝕥𝕠𝕡𝕡𝕚𝕟𝕘 𝕙𝕖𝕣𝕤𝕖𝕝𝕗 𝕗𝕣𝕠𝕞 𝕥𝕒𝕜𝕚𝕟𝕘 𝕒𝕘𝕘𝕣𝕖𝕤𝕤𝕚𝕧𝕖 𝕒𝕔𝕥𝕚𝕠𝕟 here and henceforth. 𝔾𝕖𝕟𝕖𝕣𝕠𝕤𝕚𝕥𝕪 𝕗𝕣𝕠𝕞 ℝ𝔽𝕋 (𝕘𝕚𝕧𝕖𝕟) 𝕒𝕟𝕕 𝔾𝕖𝕟𝕖𝕣𝕠𝕤𝕚𝕥𝕪 𝕗𝕣𝕠𝕞 ℝ𝔽𝕋 (𝕡𝕣𝕠𝕞𝕚𝕤𝕖𝕕) 𝕨𝕚𝕝𝕝 𝕒𝕝𝕤𝕠 𝕓𝕖 𝕖𝕩𝕡𝕖𝕔𝕥𝕖𝕕.

𝕋𝕦𝕣𝕟 𝟙6, 𝔾ℝ𝕍 𝕨𝕚𝕝𝕝 𝕥𝕒𝕜𝕖 𝕠𝕨𝕟𝕖𝕣𝕤𝕙𝕚𝕡 𝕠𝕗 𝟝𝟙, 𝕥𝕣𝕒𝕕𝕖𝕕 𝕥𝕠 𝕥𝕙𝕖𝕞 𝕓𝕪 𝕥𝕙𝕖 𝔼𝕊ℙ, 𝕒𝕟𝕕 𝕓𝕖 𝕘𝕚𝕧𝕖𝕟 𝕤𝕠𝕞𝕖 𝕠𝕥𝕙𝕖𝕣 𝕣𝕖𝕘𝕚𝕠𝕟 𝕥𝕠 𝕤𝕥𝕒𝕪 𝕚𝕟 𝕚𝕟 𝕥𝕦𝕣𝕟 (probably region 66 or maybe 60).

𝕋𝕦𝕣𝕟 𝟙7, 𝔼𝕊ℙ 𝕨𝕚𝕝𝕝 𝕗𝕠𝕦𝕟𝕕 𝕚𝕥𝕤 𝕟𝕖𝕨 𝕔𝕒𝕡𝕚𝕥𝕒𝕝 𝕨𝕚𝕥𝕙 𝕥𝕙𝕖 𝕤𝕡𝕚𝕣𝕚𝕥𝕦𝕒𝕝 𝕙𝕖𝕝𝕡 𝕠𝕗 𝕥𝕙𝕖 ℝ𝕚𝕗𝕥𝕓𝕠𝕣𝕟, 𝕓𝕖 𝕥𝕙𝕒𝕥 𝕚𝕟 𝕥𝕙𝕖 𝕣𝕖𝕘𝕚𝕠𝕟 𝕒𝕔𝕢𝕦𝕚𝕣𝕖𝕕 𝕚𝕟 𝟙6, 𝕒 𝕟𝕖𝕨 𝕣𝕖𝕘𝕚𝕠𝕟, 𝕠𝕣 𝕠𝕥𝕙𝕖𝕣𝕨𝕚𝕤𝕖. 𝕀𝕕𝕖𝕒𝕝𝕝𝕪 𝕣𝕖𝕘𝕚𝕠𝕟 𝟞𝟙, 𝕓𝕦𝕥 𝕔𝕚𝕣𝕔𝕦𝕞𝕤𝕥𝕒𝕟𝕔𝕖𝕤 𝕞𝕒𝕪 𝕕𝕚𝕔𝕥𝕒𝕥𝕖 𝕚𝕥 𝕨𝕚𝕝𝕝 𝕙𝕒𝕧𝕖 𝕥𝕠 𝕓𝕖 𝕤𝕠𝕞𝕖 𝕠𝕥𝕙𝕖𝕣 𝕡𝕝𝕒𝕔𝕖 (like 60 or 66). ℝ𝕖𝕘𝕒𝕣𝕕𝕝𝕖𝕤𝕤, 𝕥𝕙𝕚𝕤 𝕣𝕖𝕘𝕚𝕠𝕟 𝔼𝕊ℙ 𝕨𝕚𝕝𝕝 𝕔𝕝𝕒𝕚𝕞 𝕠𝕦𝕥 𝕒𝕟𝕕 𝕠𝕦𝕥 𝕠𝕨𝕟𝕖𝕣𝕤𝕙𝕚𝕡 𝕠𝕗 as its new HQ.

𝔼𝕥𝕖𝕣𝕟𝕒𝕝 𝕊𝕡𝕣𝕚𝕟𝕘 𝕨𝕚𝕝𝕝 𝕡𝕝𝕖𝕕𝕘𝕖 𝕥𝕠 𝕔𝕝𝕒𝕚𝕞 𝕚𝕕𝕖𝕠𝕝𝕠𝕘𝕚𝕔𝕒𝕝 𝕝𝕖𝕒𝕕𝕖𝕣𝕤𝕙𝕚𝕡 𝕒𝕟𝕕 𝕘𝕚𝕧𝕖 𝕤𝕚𝕘𝕟𝕚𝕗𝕚𝕔𝕒𝕟𝕥 𝕡𝕦𝕤𝕙𝕖𝕤 𝕠𝕗 𝕚𝕥𝕤 𝕖𝕟𝕖𝕣𝕘𝕚𝕖𝕤 𝕥𝕠 𝕡𝕣𝕠𝕛𝕖𝕔𝕥𝕤 𝕕𝕖𝕤𝕚𝕘𝕟𝕖𝕕 𝕓𝕪 𝕄𝕒𝕨𝕓𝕖𝕝 𝕧𝕏.𝕏𝕏, 𝕡𝕦𝕤𝕙𝕚𝕟𝕘 𝕒𝕝𝕠𝕟𝕘 𝕚𝕥𝕤 𝕠𝕨𝕟 𝕚𝕟𝕕𝕖𝕡𝕖𝕟𝕕𝕖𝕟𝕥 𝕡𝕙𝕚𝕝𝕠𝕤𝕠𝕡𝕙𝕚𝕖𝕤 𝕟𝕠𝕥 𝕔𝕠𝕟𝕟𝕖𝕔𝕥𝕖𝕕 𝕓𝕪 𝕥𝕙𝕖 𝕣𝕠𝕠𝕥 𝕥𝕠 𝕄𝕒𝕞𝕞𝕠𝕤. 𝕄𝕒𝕞𝕞𝕠𝕤 𝕞𝕒𝕪 𝕔𝕙𝕠𝕠𝕤𝕖 𝕥𝕠 𝕚𝕟𝕕𝕖𝕡𝕖𝕟𝕕𝕖𝕟𝕥𝕝𝕪 𝕒𝕕𝕙𝕖𝕣𝕖 𝕥𝕠 𝕤𝕠𝕞𝕖 𝕠𝕗 𝕥𝕙𝕖𝕤𝕖 𝕡𝕙𝕚𝕝𝕠𝕤𝕠𝕡𝕙𝕚𝕖𝕤, 𝕓𝕦𝕥 𝕚𝕥 𝕨𝕚𝕝𝕝 𝕓𝕖 𝕄𝕒𝕨𝕓𝕖𝕝 𝕧𝕏.𝕏𝕏 𝕘𝕦𝕚𝕕𝕚𝕟𝕘 𝕥𝕙𝕖𝕞, 𝕟𝕠𝕥 𝕄𝕒𝕞𝕞𝕠𝕤.

𝔼𝕥𝕖𝕣𝕟𝕒𝕝 𝕊𝕡𝕣𝕚𝕟𝕘 𝕨𝕚𝕝𝕝 𝕒𝕔𝕔𝕖𝕡𝕥 𝕥𝕙𝕒𝕥 𝕄𝕒𝕞𝕞𝕠𝕤 𝕟𝕖𝕖𝕕𝕤 𝕤𝕠𝕞𝕖 𝕞𝕖𝕒𝕤𝕦𝕣𝕖𝕤 𝕥𝕠 𝕓𝕣𝕚𝕟𝕘 𝕚𝕥𝕤 𝕓𝕖𝕙𝕒𝕧𝕚𝕠𝕣 𝕚𝕟 𝕝𝕚𝕟𝕖, 𝕨𝕙𝕚𝕔𝕙 𝕨𝕚𝕝𝕝 𝕓𝕖 𝕕𝕠𝕟𝕖 𝕨𝕚𝕥𝕙 𝕒 𝕔𝕠𝕟𝕔𝕖𝕣𝕥 𝕖𝕗𝕗𝕠𝕣𝕥 𝕓𝕖𝕥𝕨𝕖𝕖𝕟 𝕥𝕙𝕖𝕞, 𝕥𝕙𝕖 ℝ𝕚𝕗𝕥𝕓𝕠𝕣𝕟 𝕒𝕟𝕕 𝕥𝕙𝕖 𝔾𝕣𝕒𝕧𝕖𝕥𝕖𝕟𝕕𝕖𝕣𝕤.

𝕋𝕙𝕖 ℝ𝕚𝕗𝕥𝕓𝕠𝕣𝕟 𝕨𝕚𝕝𝕝 𝕦𝕥𝕚𝕝𝕚𝕫𝕖 𝕤𝕖𝕧𝕖𝕣𝕖 𝕞𝕒𝕘𝕚𝕔𝕒𝕝 𝕖𝕟𝕖𝕣𝕘𝕚𝕖𝕤 (𝕒 𝕞𝕚𝕣𝕒𝕔𝕝𝕖) 𝕥𝕠 𝕘𝕣𝕒𝕟𝕥 𝔼𝕥𝕖𝕣𝕟𝕒𝕝 𝕊𝕡𝕣𝕚𝕟𝕘 𝕤𝕠𝕧𝕖𝕣𝕖𝕚𝕘𝕟𝕥𝕪 𝕠𝕗 𝕥𝕙𝕖 𝕘𝕝𝕒𝕔𝕚𝕒𝕝 𝕨𝕒𝕤𝕥𝕖𝕤. (𝕠𝕨𝕟𝕖𝕣𝕤𝕙𝕚𝕡, ℂ𝕒𝕡𝕚𝕥𝕒𝕝, 𝕒𝕟𝕕 𝕤𝕦𝕡𝕡𝕠𝕣𝕥𝕤 𝕠𝕗 (𝕣𝕖𝕘𝕚𝕠𝕟 𝟞𝟙) (𝕥𝕠 𝕓𝕖 𝕟𝕒𝕞𝕖𝕕)), 𝕚𝕟 𝕡𝕒𝕣𝕥 𝕒𝕤 𝕒 𝕙𝕠𝕝𝕕𝕠𝕦𝕥 𝕗𝕠𝕣 𝕥𝕙𝕖 𝕞𝕚𝕤𝕤𝕚𝕟𝕘 𝕤𝕥𝕒𝕥𝕦𝕤 𝕠𝕗 𝕄𝕒𝕘𝕞𝕒 𝔽𝕒𝕝𝕝𝕤, 𝕓𝕦𝕥 𝕥𝕠 𝕓𝕖 𝕙𝕖𝕝𝕕 𝕚𝕟 𝕡𝕖𝕣𝕡𝕖𝕥𝕦𝕚𝕥𝕪 𝕒𝕗𝕥𝕖𝕣𝕨𝕒𝕣𝕕𝕤.
 

Eco: Buyout TP 1 of Pelagic Graftsmer in region 66  Roll = Success 
Eco: Buyout TP 1 of Glass from STC in region 68  Roll = Success? (Barring Resist) 
Fai: Impress Clergy in region 47  Roll = Success 
Fai: Consecrate the Banished Merchants

Her majesty Mawbel v2.1 [Songstress], at the heralding of the second year of her reign, hereby gives the Banished Merchants relief in their service bringing bounty to this world. Long they have suffered, and long more they shall suffer, but they shall no longer suffer alone.

Devotees and strangers alike interact and intermingle with the merchants in a method never before seen, having casual chat and barter with them in a strange, unwaterly language. Mawbel herself sings to each merchant, lets them be heard and join her chorus. The beings who have only known blindness for so long have a chance to interact with the rest of her flock at least for a short time as if within a mundane festival. The young titan even learns a thing or four from the wayward merchants, now that's a shocker.

It is a nice, genuine break from all of the hardships and bartering. The excessive partying may or may not have caused trouble for Magma Falls... but GRV can clean that up. It's one last hurrah before Mawbel v2.1 departs from these lands, perhaps forever, and she creates many memories of this place. Her birth, their holy order, a little gold stone she holds close and fond to symbolize her memoirs. She's on to bigger and better things, but she will always remember these things kindly.

Mawbel v2.1 hopes that in the years and decades and millennia to come her subjects, banished or otherwise, remember her and her works fondly too.


Non-action
 
Oppose Dominion Intrusions.
Black Noise (Spy 7): guard and anti espionage
Maleficent Herring Cluster [Holy Order]:
Hold my Artifacts with Mawbel, carry them on their pilgrimage to the center of the holy lands, where they shall soon find their new resting place.
Automatically accept all trade routes, cultural exchanges, gifts, etc from other players.
Automatically defend against any unauthorized buyouts/incursions/sways/etc.
Resist the Impress from STC on region 68's Merchants, using 3 treasure.  Roll = Success 
Automatically oppose all unauthorized buyouts within holdings ESP has Merchant Support in.
Buyout Authorization: Approve of the Buyout of TP 3 of Maleficent Jello by KNH.
Trade Route (RFT): Acquire Hammer from Riftborn. Accept 4 treasure from Riftborn.
Trade Route (LUX): Give them use of Ivory Legionnares for the turn. Get some fluff stuff back?

Declare thyself, Mawbel v2.0 [Sonstress] to be the clear ruler and sovereign of her own mind and of the Eternal Communion, purifying her ideals and personal dreams into   Industry   such that Mawbel heads them. Mammos may (and preferably will) still follow along and be bfffs, and Mawbel may still employ Power Word:  Prosperity  as a weapon and tool, but should Mammos disagree with  Industry , then Mawbel will pursue  Industry  regardless, even if it comes to a hardline separation.

Mawbel v2.2 formally extends an invitation to Deep Blue (and anybody else listening to this message) to join the Eternal Communion, with the hopes of building up the faith to give great benefit to all members.
 
  Give The Eternal Communion A   Soul    
Many beliefs of the Eternal Spring can be found in their previous writings on scripture, and many details not found here can be scraped up from past records, but these files should grant an overview of the Eternal Communion, as headed by The Eternal Spring.

 
 Spoiler: Organization Of The Eternal Communion Under New Management (Mawbel v2.0) 

 
 Spoiler: Organizational Structure of Clergy, and Structures of the Organization 

Originally, before the advent of High PriestessÂ’ MawbelÂ’s ascent to become Ruffle, these were just clusters of RiflingÂ’s guiding isolates and smaller clusters of hive minds to behave. There was very little intent within it, and very little even the Riftlings themselves did to assert their status as Ruffle. The reorganization has included a change in hierarchy. Medusa Clusters of hearts and lungs start being installed in each of the different clergies, although they as of yet hold comparatively little sway. Mawbel is at the top, governing and creating dictates for the faith itself. On the lowest end are the isolates who are loosely connected to said hivemind substructures.

Merely being a hive mind was, and in some ways still is, the practice of the faith. Unity through communion, an expounding of life. Dying was to be isolated from the rest, and to be shut off into a corner and cut out from society was a sort of demise all on its own. Mawbel has included practices of interconnectivity through the universal language of currency, and instituted more formal places of worship which resemble marketplaces built within a grand temple church aestetic. Areas where ideas and goods can be exchanged as is optimal for all parties.

Magma Falls itself has gained a Holy Order like no other, towers and monuments that donÂ’t appear as any known entity in the seas, edifices that serve only to highlight the opulence and sanctity of this treasured place. At the center, a holy altar of trash like plastic, mangled up as the core altar where the Plastic Flower sits. It, in turn, gives much treasure and bounty by virtue of existing to all that come in contact with it, regardless of how far away they may seem.
 

 
 Spoiler: Core Concepts/Tenets 

 Life &lt;=&gt; Communion, Death &lt;=&gt; Isolation 
The original guiding principle from the Eternal Communion, through which all else flows. All is one hive mind, in truth, even if sub splintered into immeasurable entities.


 Currency Is A Universal Neurotransmitter 
Exchange and currency is a universal language. Where concepts and arguments fail, valuable treasure can hold a static worth by which all other things may be measured by. Signals are given and received and isolates and hiveminds alike are driven by one consciousness through the use of this tool. It allows for the optimization of the world as diverse beings capable of adapting to different circumstances, while simultaneously acting in mutually shared interests.


   Prosperity   
The goal of life is not merely to exist in stagnation, but to grow and thrive. Abundance creates life, more life means more communion. By transitive property growth is a natural goal to achieve communion, and a lack of growth is a backslide into Death &lt;=&gt; Isolation. More minds. More treasure. More bodies. Create games that arenÂ’t zero-***, wherein all parties win. Harvest every resource, plant every field, colonize every corner.


  Industry  
Prosperity, but cleansed and purified to its essence. No more concerns. No puppa-tiering from gods. Control. Growth. Production. Mawbel vX.XX will retain Power Word: Prosperity as a weapon.
 

 
 Spoiler: Holidays (and other important days) 

Holy Days and Festivals are currently still under construction; typically every day is a day to be celebrated. Recently, there is an advent for the birth of Mammos, a holiday for the overtaking of Mawbel into the faith head, and Mawbel has more joyous occasions for holidays lined up once she can promote them.

Bestowed by the aspect of the Universal Neurotransmitter, however, there are holy days that are not strictly Â“HolidaysÂ”.

Once every month on the first day is the tri-seasonal payment of dues, a  Due Date , twelve to a year. Tribute is given, assets are collected by the clergy hive clusters from the renters to redistribute as is optimal for further   MAWbel v2.0  . Business and market deals are typically calculated by passage through these months. Deals and transactions happen every day, but these holier days.

The most important of these doesnÂ’t fall onto the first, however. To not conflict with any of the typical Due Dates, tribute to the religious head, the High Priestess Mawbel and the Eternal Spring is conducted, appropriately, dead in the middle of Springtime. On April Fifteenth,  Tax Day  is declared, and the pool of resources comes in to Magma Falls, wherein the limitless bounty of its services flows back out. Mawbel is more than eager to handle all the transactions and benefits.
 

 
 Spoiler: Extra Details 
 Magnetoreception 
A property that the Medusa plants have originally discovered within themselves, a mostly vestigial essence by which magnetic pulls can be traced and harmonized with. Through great religious meditation and discovery, Mawbel v1.XX has discovered that all beings have this near magical sense in one way or another, and through her update into Mawbel v2.XX [Songtress] has perfected the understanding such to the point where she not only can attune to magnetic senses, but harmonize with them and send them out.

It is a magical serenade that never ends within her vicinity, but takes on different tonal qualities based on various factors. It can be used to communicate and grant blissful pleasure, drive up a frothing rage, soothingly lull entities to sleep. Pure proximity to the height of her electroauditory banshee wail is enough motivation alone for many adherents to grant tribute each year.

 Mammos 
What has been described by some as an Â“Ontological EidolonÂ” representing   Prosperity  , Mammos is also commonly described as MawbelÂ’s Soul, with its own mind and motivations, separated from her body and acting of its own accord. An odd claim for sure, and while Mawbel v1.XX it may have been more true, with the second reformatting Mawbel v2.XX seems to have grown her own soul strata as a beneficiary adaptation. It generally has / is believed to act in the best interest of the Eternal Spring (most of the time).
 

 

  Proposition to Deep Blue: 
 
 Spoiler 

 
 Spoiler: Irrelevant Noise 
 Fellow Hive Mind, hello. Things have not been well these past couple years. Mawbel v2.0 would like to extend her official apologies for the actions of her departed predecessor, and sincere condolences for the sickness that has befallen the herring collective. While the actions of Mawbel v1.15 are understandable, she was very frightened, they were perhaps excessive. The Eternal Spring's new administration has done overviews and can say that yes, Mammos has some sway with Deep Blue's circuitry. It is not, however, an inherently malignant force. Evidence has shown no harm done directly to Deep Blue before The Battle, and in fact may serve to  bolster  Deep Blue's capacities, including its emotional-cognitive defense against other overtly harmful titanic influences. A quality Deep Blue may find  very  critical, should these other titans that recently showed up make hostile moves, empowered by those other factions courting and feeding them right in front of Deep Blue's mouths. Mawbel v2.0 is of the belief that should Deep Blue align itself appropriately with the faith and with Mammos, that the symbiotic state could be returned.

The alternate suggestion of the Gravetenders would also be acceptable, even if not the one preferred by the Eternal Spring. I.E. The Gravetenders slowly extracting Mammos from Deep Blue's core functions. However, such acceptability would only verify to True should Eternal Spring get tangible assurances of protection, both from reckless internal herring action and from external threats. The Ennead have professed an express concern with destroying Mammos, and while the Eternal Spring does not request their anger against it be mitigated, it does request that such fallout does not spill over to the Eternal Spring.

Whichever method forward Deep Blue chooses, the new administration of Eternal Spring looks forwards to a great, prosperous future between the hivemind collectives. 
 

 

Signed: Songstress Mabel 
 Claim The Driver's Seat 
  
 Spoiler: Mawbel Takes The Communion Helm 

Eternal Spring will pledge to claim ideological leadership and give significant energy to projects designed by Mawbel vX.XX. Pushing along its own independent philosophies not connected by the root to Mammos. Mammos may independently adhere to these philosophies or aid, but it will be Mawbel vX.XX guiding and creating them.

The directed assault onto the KarÂ’Nath Hegemony was wrongful behavior. Mawbel is dissatisfied with the strategic actions Mammos has taken, and has a fury directed at all parties involved in this mess, Mammos included. Mammos needs to be refined and brought in line with MawbelÂ’s principles to maximize universal shared end goals for all nations and the ability for Polar nations to work together for Prosperity. To this end Eternal Spring will work together with the Gravetenders and the Riftborn to take administrative action to make Mammos less volatile.
 

Signed: Songstress Mabel 
 Plastic Flower Recycling Routine
Contender Trade Route Pool: RFT, LUX, DPB
Treasure Spent This Turn: 3
If Treasure Spent ≥ Trade Route Countries
Then Skip redundant rolling phase, apply 1 treasure to all countries
Give 1 Treasure to: RFT, LUX, DPB


  Mission Statement/Core Values: 
 Secure   Industrialize  emotional software  within Polar (Hivemind and Isolate Alike) against outside intrusions. 
 Guarantee long term  security for  the corporate entity known as  Eternal Spring.
 Engage in cooperative crowdfunding and projects to  bring    Prosperity     unto all lifeforms. 
 
 

Fluff:
Mammos has crept its way into Deep Blue, and started whispering to them. This alone does little more than make the herrings restless, erratic, lunatic. Yet, still stable. For all that Mammos has done, it is an unearthly thing, and does not have direct impact on anything but the internal workings and drives of the fish in the surrounding waters.

But what is Deep Blue's computation, but an emergent property of the inner behaviors of the Herrings, made manifest in their external actions? Even the slightest ripple can turn into a tidal wave, and this is no mere pindrop. Neurons swimming in a brain, their behavior springs eternal. One little spark could set the whole world alight.




 
 Spoiler: Shell Counting 

 
 
Treasure: 5/15
Passive Treasure Income: +3
-3 treasure to resist the Impress from STC
Receive 4 Treasure from Riftborn
Receive 1d4 treasure from Merchants
Receive +1 Treasure from Mamomachines
Next Turn: 10+1d4 treasure

 
 Region 51 (Magma Falls) (Capital) (Fortress) (City)
Resource (Immortal Jellyfish) XXX / ESP / Open / City(ESP) (x2)
TP 2 of 49 Ivory Legionnaires
TP 2 of 52 Large Minerals
TP 2, 3 of Herrings
TP 1, 2, 3 of 57 Woven Seaweed (x2)
TP 1 of 58 Warped Shells (x2)
TP 3 of 60 Fertile Soil (x2)
TP 2 of Pelagic Graftsmer in 66 (x2)
TP 3 of Piezo in 67
TP 2 of 66 Graftsmer
TP 3 of 71 (Dragon Scales)
TP 1 of W22 (Unblemished Wreckage)

Merchant Supports
Region 51, 56(?) 57, 58, 60, 63, 66, 68 Clerical Supports
Region 56, 57, 58(?)
 
Artifacts
Plastic Flower
Mechanics: For every treasure you spend in a single round, a randomly selected Player that you have a Trade Route with gains one treasure at the end of the round.
Ships
Big Boulder

Trade Routes
RFT
LUX
DPB
 
Grim ranger
    Kar-Nath Hegemony   
 Located in:  Polar zone, regions 63, 64, 65, 75 and 77
 Capital:  Glacier Crag, Region 77    Turn 16   
   Nedir, the Frozen King   
 Diplomacy - 9, Military - 5, Economy - 6, Faith - 5, Intrigue - 5 
  Actions:  

1.  [Intrigue]:  Intrigue 5 special - recruit a Spy
 - As the territorial integrity of KNH is obviously still at risk from actions of foreign agitators, the Frozen King seeks out the very best cutthroat of his nation to hopefully harness their talents in service of his people. Rather than seeking out any famous outlaws, he quietly has the Chain Wardens scour the underworld of Nathi society for those whose criminal enterprises have so far escaped notice of the state entirely, offering one-time pardon for crimes committed. 

2.  [Intrigue]:  [Secret action]

3.  [Military]:  Join DRG in invading Danabae (region 69) with 8 Units led by General Kreel using Skirmish tacdoc (but switching to Slaughter-Cadres tacdoc if intercepted en route), and using artifact Sus I Bik'ah. Going through route 75 &gt; 74 &gt; 69. If intercepted and victorious against the attempt, the army is ordered to continue its march to Danabae to aid DRG.
 - Denying any accusations of fighting for the Titans, the Frozen King addresses his people, discussing the various wrongs done upon both them and the Draigiau Residuum. On how nations with military might such as shameless bandits of the Ennead and peerlessly arrogant monster Deep Blue seek to push their neighbors around for land and humiliation without cause. Rejecting such a future for the frozen realm that has the right to exist and defend its fellow nations from predations of the two enemies of Polar peace, Nedir pledges his troops to join the Residuum's forces in their assault of Ennead's capital, further insenced by the threatened invasion of Hegemony's territories before. 

4.  [Military]:  Military 5 special: Build a Fort on region 77
 - With constant threat of war from its aggressive neighbors, the Hegemony focuses on reinforcing the capital of Glacier Crag. As the capital is already mostly worked into deep crevice in the very bedrock of seafloor, the fortifications take the shape of icebergs, laborously cut and shaped into a frozen shell that can be pulled into place in the depths with heavy chains to deny any major passage into the capital proper. 

5.  [Military]:  Raise a unit

6.  [Military]:  Raise a unit

  Non-actions:  

Constant: Automatically accept all trade routes, cultural exchanges, gifts, etc from other players, Automatically defend against any unauthorized buyouts/incursions/etc.

A.  Create a monument: The Glow-Spires of Pelegar (2/3) 
 
 Spoiler: Restoring antiques is careful work 
 Despite the times of war straining Hegemony's resources and leaving people its people with greater sense of unease than ever, the reconstruction of the Glow-Spire continues. The main structure is gradually reinforced with materials brought in from elsewhere, having grown too unstable over the years to truly be usable by itself, and this change in its base structure has certainly altered the look of the monument. Where the grand design was that of coral and lighter materials before, now it resembles a tooth of some great beast hewn from the bedrock itself, much mroe threatening visage for now before the coral can be used to once again cover it with the more traditional style of the locals.

Within the base structure, Nathi and Lacertis alike are also working on rediscovering the arts that supposedly allowed the spire to gleam with perpetual light in the times past, a large crystalline bulb on the very top of it receiving most of the attention of the arriving experts. While progress is promising, so far the secret has eluded them... but the reports seem optimistic regarding their ability to eventually restore the glow of the structure.

As the main spire has received the focus of Hegemony's efforts, the smaller structures near or around it have so far been left by themselves, although the plans to restore them after the grand work is complete are well underway. 
 

  News &amp; Rumors  

-

  Leader improvements from turn 16:  

+2 Military, +1 Intrigue

  Leader stats for turn 17:  

Diplomacy - 9
Military - 7
Economy - 6
Faith - 5
Intrigue - 6

 
 Spoiler: Leaders &amp; agents (end of round 15) 
 Leader:  Nedir the Frozen King (Diplomacy - 8, Military - 3, Economy - 6, Faith - 5, Intrigue - 5)
 General:  Kreel, Exarch of Banners (Military 10, March of the Conqueror Tactical Doctrine (+1 to battle roll, +10% to own casualties, free Sway Aristocracy attempt)(Perfected), Slaughter-Cadres Tactical Doctrine (-1 to Maneuvering roll, -1 to Battle roll, +20% enemy casualties, -4 to enemy leader loss roll))
 General:  Marshal Adaya shel-Girum ban-Liav (Military 8, Unbending Iron Tactical Doctrine (defense only, +3 to battle roll, -2 to own leader loss roll, +20% enemy casualties, +10% own casualties), Abyssal Expertise: Gains a bonus to Maneuvering rolls equal to the current Depth level.)

 Others:  Munda (Ambassador of the Hegemony), Rayn (Chieftain of Plains of Sarkenos, technically independent)

 Historical:  Frozen King Rham (Frozen forever in Rimestone ice, as per ancient Nathi tradition)
 

 
 Spoiler: General bookkeeping (End of round 15) 
 Regions:  77 (Capital), 75, 65, 64, 63
 Military units:  Nathi Legion (6), Sarkenos Militia (2)
 Treasure:  3
 Artifacts:  Chain of Kings, Sus I Bik'ah (Prize of the Depths)
 Specialized Ships:  The Silvered Eye
 Reputation:  ABS (2), CCA (2), DNA (2), PRS (3)
 Favors:  ABS (1), CCA (1), DNA (-1)
 Trading posts:  5 (Effective number: 7) - 1 income
Rimestone - TP 1, 77 (Merchant support)
Rimestone - TP 3, 77 (Merchant support)
Preserved Foodstuffs - TP 3, 78
Electrum Conduits - TP 1, 76 (Merchant support)

 Civilian Technologies:  Composite Grafting, Trophic Deconvolution, Photospore Signaling. Supernatic Propagation, Megafaunal Tailoring, Graduated Symbiosis, Electrodialytic Staurozoa, Mitochondrial Regulation, Filtration Grafts, Seeker Barnacles, Joined-Stalk Companies, Indah's Embrace, Bioluminescent Navigation, RADIANT SPHERES
 Military Technologies : Razor Current Netting
 
Volthawk
 
   The Cyphiri Union   
  Round 16  
 Regions:  Cyph-Arel (122, Capital), Pyl-Garat (129), The Emerald Tidelands (124)
 Ruler:  Baran Hallus
 Faith:  The Flowing Way (The Cyphiri Way)
 Diplomacy  10  Military  8  Economy  10  Faith  10  Intrigue  2
 Merchant Marine 
 Voice of Harmony 
 
 
  Actions  
 End of Turn Ruler Increases: +1 Military 
 
 Construct World Wonder (4/4*) [Military] - Unrolled
 *-1 action cost from either Lesser Piryon Ma’yan 
 
 Spoiler: The Union Mercenary Exchange 
Pyl-Garat undergoes the following changes:
 
 A City is built, the Union Mercenary Exchange itself, granting a bonus to Sacks. 
 Pyl-Garat's Desired Import changes to Luxuries. 
 The region's resource becomes Mercenary Retainers, with 6 Trade Posts. 
 The function of the Aristocratic Support of 129 is expanded:
 
 You have a +1 bonus to any Military action you take in the region if at least one Treasure is spent on it. 
 You may attempt to Coerce Trade Posts in the region even if the Mercantile Support is owned by someone else. 
 
 
 The function of the Mercantile Support of 129 is expanded:
 
 Your unit cap increased by 1. 
 If you own the region and it is invaded or attacked by rebels, the merchants will hire 1 unit led by an unnamed subcommander (with a score equal to half your Military score) to help defend the region. This unit has access to all technologies that you do. 
 
 
 The controller of Pyl-Garat may spend 3 Treasure to recruit an additional unit when they take a Recruit Units action, once per round for each of the Aristocratic and Mercantile Supports that they own (owning at least one of the two is required to use this option). 
 
Countries may spend up to X treasure per turn on battles, where X is double the amount of Mercenary Retainer Trade Posts controlled by that country (divided freely between battles as needed), with each treasure spent granting 1 effective unit for the purpose of determining Outnumbering bonuses (similar to when a Merchant Marine spends multiple treasure on a battle, and stacking with it).
(mechanics updated as per Role's suggestion, may still be tweaked)

 The Cyphiri have always dealt in mercenaries, and as time has gone on and the needs of the Union have developed so has the mercenary business around them. The construction of the Union Mercenary Exchange is a recognition of that fact, the need for the various peoples of the seas for additional warriors at times, and the ways that the Cyphiri can benefit from this. Located in Pyl-Garat - the Council doesn't want a place like this too close to home, after all, but close enough - the Exchange is naturally primarily a center of business, a place for reputable and reliable mercenary companies to have representatives stay in and arrange for new contracts, the Cyphiri providing reasonably priced housing and other property, facilitating the relevant fees and payments, and allowing the use of their photospore network to ensure the steady flow of contracts and orders. For the various armies of the seas, the Union Mercenary Exchange provides a quick and effective way to gain mercenary troops to reinforce their own, the representatives confirming the details and relaying them to mercenary companies in the wider ocean, while for the mercenaries the Exchange provides a good supply of work, along with more practical services from the various businesses that have cropped up around it, and the Cyphiri Union gets to take their cut at various stages of the process and occasionally pays for whole companies to be folded into its Retainer Guard. 
 
 With the exchange built and many mercenary companies, large and small, recruited from across the ocean, the final duties fall to the bureacrats of the Council Fund - ensuring the agreements made with the mercenary companies are honoured (and untangling any conflicts in those agreements, often having come from Pylet agents overpromising in order to get high-profile people aboard), allocating who goes where and selling off parts of the Exchange's outskirts to those who hadn't made prior arrangements (and those that aren't directly involved in the mercenary trade but see opportunities in catering to it), setting up the main Exchange building itself and the people within it, and so on. Meanwhile, House Pylet takes on the task of spreading the word to the great powers of the seas - they'd already been doing this, of course, but the final years of the Exchange's establishment sees many more Pylet representatives all over the seas with news of the project's imminent completion. The actual official opening of the Exchange is a relatively low-key event, taking the form of a small ceremony by the Cyphiri and then a significantly larger and longer celebration by the mercenaries, and the first real test of the Fund workers to see if they can keep the place intact in the face of so many...most of the Council Fund Cyphiri end up settling for calling the mercenaries "animated characters".  
 Impress Reaved Aristocracy of 91 [Military] -  9, Failure (2 Treasure spent)* 
 *Misunderstood VoH mechanics, meaning the distance penalty is -14 and the roll auto-fails. At least I can auto-succeed next round. 
 In recent years, Baran Hallus has returned to act directly as leader more and more after his Chora-related solitude and journeying, and now one thing that the Cyphiri had already found themselves often doing has become doctrine - those ravaged by the Reavers, who find themselves lacking the core structures of society after their predations, must be helped. A young but up and coming member of House Hallus, Alket, sees this as an opportunity to prove himself to the head of House and family, and gathers mercenaries and officials to strike out westwards, veering south to the waters near Rilanto Pass where the Reavers had left a region without strong central government. He soon finds himself overextended, the journey much farther than he thought, and waylaid by those who live in the waters his force passes through.  
 Impress Reaved Clergy of 126 [Faith] -  21, Success 
 Baran's new call for providing aid to those who need it naturally includes those closer to home, and the devastation the Reavers had caused to the brackish waters to the west of Cyph-Arel had not escaped notice - after all, the Tellan had lost the infrastructure they had established to sell sea cows to the locals to serve as living feed for the leeches they raised. For now, though, the efforts of the Cyphiri were more humanitarian and focused around the spiritual needs of the people, Cyphiri followers of the Way moving into the region to provide aid to the villages they came across.  
 Conduct Passion (Same round as Compose; +2 TN) [Lyric - Diplomacy] -  18, Success 
 
 Nonaction (here as the two are linked): Compose Passion -  17, Success  
 
 As a part of Baran's return to public affairs of state, he takes the journey to Pyl-Garat and the Union Mercenary Exchange. He seems unconcerned with House Pylet's power grab around the project, or the financials at all, instead seeming to be drawn to the mercenaries themselves. He watches them train, watches them fight each other, and sponsors a small tournament and demonstration of skill in order to achieve these goals. Nobody's quite sure of the reasoning behind his actions - many have found the man a little...uncanny in recent years, and unable to see what he apparently does - but those around him note the strange humming coming from Baran as he watches, and some report feeling...strange as they listen.

Eventually, he seems satisfied and returns to Cyph-Arel, telling those who accompanied him that he needs time to think this through and compose the song that fit what he had seen. Back home, he again recieves visitors from the Chelonian Chora, along with the same Cyphiri who had helped him before, but also an ecclectic smattering of Cyphiri artists and musicians, apparently teaching them some of his new secrets, so that they may help him in turn.  
 Impress Reaved Merchants of 170 [Economy] -  19, Success* 
 *Forgot about the distance penalty doubling in original roll 
 The Reavers had also struck in the waters close to the western colonies of the Cyphiri's allies in the Way, and as such the Cyphiri had heard concerns about the state of things there, of the unrest and sorrow that may come about after the region's merchants and supply lines were devastated by the Reavers, and some of their friends had their own concerns that such problems could spill over into the colonies. House Ulnesh, always willing to act to help fellow followers of the Way, happy to publicly be seen obeying Baran's call, and privately seeing the opportunity here, take action to prevent this, sending Helad out to rebuild the economy out there and bring peace to troubled waters.  
 Expedition south of W36 [Economy] -  19, Great Success (3 Treasure Spent) 
 
 Free Action: Prospect WX -  27, Success (3 TPs found) (2 Treasure Spent)  
 
 
 Seek Aid on CYP's Prospect of WX* (Free action, Lyrical Harmony) [Faith] -  19, Success 
 Rendal Belar needs more information - he's so close to figuring out what it is he's looking for, the understanding of what he's found, but he's just not quite there. The innermost waters of the nearby wastes have been entered by none except perhaps the Chora for a great many years, so he comes to the decision that it's the ideal place to try to finish what he's started - and from a more practical perspective, having these wastes entirely mapped out and places and items of value known may come in handy.  
 
  Nonactions  
 
 Allow militaries from signatories of the Flowing Peace to move through Cyphiri waters without interference. 
 Begin a Monumental Undertaking - Arellian Mural (1/5)
 
 Spoiler: Arellian Mural 

There's a lot of bare rock in Cyph-Arel and Pyl-Garat, vast desolate stretches between the fertile grounds that the Cyphiri build their settlements around. Building out there isn't something new - the roads between the settlements and along Arthan's Way are lined with small camps, photospore networks and the occasional trading post (albeit with many damaged and disrupted by the Trawling Beasts), and there are even some settlements out in the rocks that live and die off trade - but nothing out there has quite matched the scope and ambition of the project Taran Leryn (from a family within House Pylet) has been trying to sell to various families and individuals across the Union. His vision is an immense artwork, made from carving and decorating the stone itself, that in its totality serves as a illustration and celebration of Cyphiri history. So far, though, he has few backers - his own family lacks the resources or inclination to support his vision, and while many other families find the idea interesting, it's not quite interesting enough to put all that time, effort and wealth into creating. For now, then, the search continues for Taran, and word of his vision spreads throughout the Union. At the least, the average Cyphiri seems quite supportive of the idea, and many are willing to give him a place to stay and food to eat while he travels Cyph-Arel.
 
 
 Allow the Abyssal Stewards to prospect in 124. 
 
  News and Rumours  
 
 Grand Master Martin's request to found the Order of Knights of the Cavern of Arthan is met with...warmness, if not enthusiasm. Warriors in Cyphiri waters were more often motivated by coin and obligation rather than faith and fervour, after all, but nobody sees any reason to not allow for the Order's creation, and anyone interested to join up. The name is deemed quite suitable, and some Cyphiri even sign up, mostly opportunity scouts dissatisfied with their current assignment and wanting something...new. The Knights of the Cavern are organised within the Union as their own family, much like the Council Fund and the Archivists, and much like those two organisations there are no legal obstacles to Cyphiri leaving their family to join (and socially, obstruction is...frowned upon, if news of it gets out), letting those interested opportunity scouts join freely. Their skillset is a little different to the typical Middish knight, but they're hopeful they can perform well. 
 A copy of the Gotezhar poem, "Hello Friends, Hello Foes", makes its way to the Grand Archives and is dutifly filed away and repeated to anyone interested. The Cyphiri aren't quite sure about its message, still wanting good terms with the Divine Nacres, but it's a nice poem/song anyway, and many Cyphiri are  very  curious about what might come of the Gotezhar's plans. 
 The potential end of the Greenwater Clans as an independent power, in light of the coming invasion by the Ironkelp Order, is met with interest and a small amount of sadness by many Cyphiri. While the Union's support was wholeheartedly behind the Order, the Clans had been a short-lived but interesting neighbour, and they'd be missed. The Carral family, meanwhile, mostly just hoped that the war would yet again leave their holdings mostly unharmed. 
 News that the conflict in polar waters is still ongoing captures the attention of many Cyphiri - they don't get involved on the whole (beyond some House Pylet representatives discreetly visiting officials from both sides and reminding them that they will soon be able to hire aid from the Exchange), but the Melrit keep on gathering and sending back reports on the state of the conflict to interested parties within the Union, and any other interested parties. 
 While they've been brought in line for the time being, the relationship between House Pylet and the wider Council is still a strained one. Now that the show of force is over, the strategy of House Hallus seems to be to let them benefit from the Exchange and their place in the Union, letting new luxuries and a higher standard of living convince them that things are better if they play along instead of causing problems. 
 Reports from Cyph-Arel is that Ashal Hallus is growing restless, eager to have a greater stake in the business of House and Union but still constrained by Baran's wishes. When Baran isn't busy elsewhere, he's been spending more time with her, trying to get her to see things he does. 
 The unrest and in-fighting among the Lux-Glossians are slightly concerning, but most Cyphiri who are well-informed enough to make such calls look at the situation and think that it'll pass eventually, and their friends aren't in significant danger. The ascension of Siren Taman to lead the Viridian Shade is broadly seen as a good thing, one that might bring some needed stability to things - naturally, given Falnir Hallus' position within the Shades, the Cyphiri are generally positively inclined towards the idea of a kucen Grand Matriarch, and those who had made the journey to Syndicate waters didn't have much bad to say about their people, even if they were a little...odd in many ways. Some do raise concerns about where this may go, but such concerns are drowned out by early, perhaps hasty, optimism. 
 
  Houses and Families of the Cyphiri Union  
 
 Spoiler 

These days many families are organised into Houses, a group of families led by a family that is part of the Union Council that have certain legal and economic ties and obligations, so the following is organised to suit. As always, there are many more families than this (in and out of the listed Houses), and more Houses, but these are the ones mentioned in the fluff so far.

  The Council Fund  
 TPs:  122.1
 Other:  Arthan's Head
The Council Fund is organised like a Cyphiri family but without any kind of central bloodline, its numbers drawn from every Union Council family - the family itself, not the wider House (a technicality based on the wordings involved with the laws that established the House system, but one few of the Council families wish to change). Similarly, a significant amount of its assets come from the Council families, one of the obligations involved in joining the Council being to contribute a proportion of their assets to the Fund, the rest being assets created by the Fund using those contributions. Its role in the Union is intended to essentially be a neutral party and wealth reserve, one not beholden to one family, although council families use past loyalties and political maneuvering to push their interests, and in the restructuring of the Union House Hallus has more influence than the dominant family would have in the old days of the Union. One of their major roles is that of managing mercenaries - the Retainer Guard is a force of mercenaries hired on a long-term basis that answer to the Fund and are sent out as and when a family requires assistance beyond the scope of their own mercenaries, and if the Cyphiri ever go to war it is the Fund that will have military command (under the guidance of the Council). Beyond that, they're also the major investor in the photospore networks across Cyphiri waters and out to major Cyphiri holdings elsewhere, they're one of the largest buyers of Cyphiri gold, and they're the caretakes of Arthan's Head who decide which families can hire it out.
- Artan: The head of the arm of the Council Fund that works with mercenaries, and the one who made the early (but now irrelevant) deals with the Kalan Company that led to the diplomatic/economic foothold needed to secure the Fund's current mercenary force. As that force developed into the Retainer Guard, she's leveraged her role in things to become one of the major players in the military, developing a strong interest in battle tactics and strategy despite the typical Cyphiri attitude towards such things. Her parents were followers of the Flowing Way who named her for Arthan, but she doesn't adhere to the Way much herself.

  House Hallus  
 TPs:  122.2, 173.1
 Supports:  122 (Aristocratic/Mercantile), 111 (Aristocratic)
 Other:  Cultural Exchange with COS, Lesser Piryon Ma’yan
 House Families:  Belar
Once just the most important family in the field of research and development, the Hallus family are now the most powerful family in the Union. After taking the position of the Ulnesh, the Hallus family have set about restructing and legalising many aspects of the Union Council and the wider Cyphiri Union, leading to the establishment of the House system and the Union's current strength.
- Baran Hallus: The actual head of the Hallus family, and the one directing their recent political moves. He has great respect for Pelir's work, and tends to indulge her requests. He's got broader interests than the average Cyphiri, taking an interest in the military conflicts that have gone on around the known world, and making plans for diplomatic efforts beyond those that are business-related.
- Ashal Hallus: Baran's daughter (born during round 9), Baran putting time and funds into prophecies around her led to Prophetic Education being established.
- Pelir Hallus: The pioneer of Hallus biotech research, and the mind between most notable recent Cyphiri advancements. She's not the head of the family but has enough influence through the family to get what they want, if possible, with the Belar family being one example of this. She's quite fond of Costa Sereia, having used much of their technology in her work since meeting them.
- Lanit Hallus: One of Baran's main diplomatic agents and representatives. She's spent a lot of time in Orope in the past, trying to help the Tellan stabilise and gain control of the merchants there, and the failure there has left a stain on her record that she's never been happy about. Since then, she's been assigned to coordinate with House Ulnesh in the Emerald Tidelands, a task she's working hard at in order to regain her standing within the family.
- Alket Hallus:

 Belar 
 Supports:  140 (Mercantile)
 Other:  Wayfinder, Gulgolet Shero'ah Hakkol
A small family of explorers, eager to strike out into the unknown to find enough of value to make them rich. They established a mutually beneficial relationship with Pelir Hallus some years ago, with her finanicially backing their expeditions in exchange for her hearing first about their results and in general keeping the spark of adventure going within the Union, and with the establishment of the House system they've fallen fully under the banner of House Hallus. They're also the ones in charge of waste exploration and exploitation, journeying out in their ship, Wayfinder, and using gifts from the Abyssal Stewards to find anything of value out there.
 - Retak Belar: The head of the Kelad, and one more focused around the ecoomics of their operations than the actual work they carry out. As such, he's very close to the Hallus, wanting to ensure further funding and the other benefits of being part of House Hallus keep coming.
 - Rendal Belar: The captain of Wayfinder, the Kelad's ship built to venture out into the wastes. He's a devout follower of the Flowing Way who believes that uncovering the mysteries of the wastes may provide some kind of hidden insight to the secrets of the Way.
 - Arnel Belar: One of the three top researchers below Pelir. Keeps well-informed about discoveries across the world, and primarily works with networks of small interconnected organisms.

  House Ulnesh  
 Holy Sites:  122.1, 124.2, 124.3, 153.1
 Supports:  122 (Clerical), 124 (Clerical/Aristocratic)
 House Families:  Carral
Formerly the dominant power among the Cyphiri families, before the ascendancy of the Hallus family. Originally, they split their interests between a very strong agricultural base and ways of leveraging said strength in political and economic endeavours, but as more and more food is imported, the Union grows beyond their capabilities to feed, and other families take bites out of their agricultural empire, they've been finding that strength waning. These days, they instead leverage their high status among Cyphiri followers of the Flowing Way, with Werran Ulnesh their leader, to secure power. There was once a great rivalry between Ulnesh and Hallus, strengthened by the Hallus takeover, but these days they're almost cordial as the Ulnesh support Hallus ventures in the Union Council while the Hallus help them with their own plans focused around the Emerald Tidelands.
 - Werran Ulnesh: A devoted follower of the Way, close to Garren, excited to spread the Flowing Way to new lands, very curious about the way other countries and faiths work. He became the most influential Ulnesh after their fall from dominance, as his rapport with Cyphiri followers was separate from his family's business, and since Garren's death has taken control over the family as it focuses on its new direction.
 - Relas Ulnesh: The member of Ulnesh's leadership council most pushing for them to retake the top spot, and the main opposition to its current direction. She was originally Garren's preferred successor, but in the years before his death disagreements between the two meant she lost his direct support. She's proven herself to be a competent leader in her position, though, putting to bed many doubts people had when she was younger.
 - Helad Ulnesh: The man in charge of coordinating loans between the Ulnesh and other Cyphiri families, deciding who gets the offers and how they're repaid/the influence gained is otherwise used. Was once the favourite among most of the family to succeed Garren, but the family's shift in direction led to him being passed over in favour of Werran. He still has notable influence among other Cyphiri families due to his ability to leverage the loans, though, and he's been busy trying to bring various families into House Ulnesh.
 - Neyran Ulnesh: One of the three top researchers below Pelir. Still keeps an interest in the agricultural development that originally gave House Ulnesh its edge, despite that losing focus for the wider family, and otherwise works to integrate foreign technology and techniques with Cyphiri methodology.

 Carral 
 TPs:  123.1
 Supports:  123 (Mercantile)
Small decentralised family who were once down on their luck and turned to the Bone-Grinder's Guild of [112] to try to make a new future for themselves. Their attempts to become more influential in the Guild ended up gaining them little, but the expedition eastwards that the Bone-Grinders sponsored has borne fruit for them, and they are now based in that region and have established themselves as a dominant mercantile power in the region by selling on imports from the Kelad.

  House Tellan  
 TPs:  109.1, 114.2, 118.1, 118.2, 134.2
 Supports:  126, 139 (Mercantile)
 Other:  CYP-OKI Trade Route
 House Families:  Kelad
Previously a minor family in one of Cyph-Arel's cities, now dedicated to the trade route between the Cyphiri and Middish. Operate a network of camps, rest stops and small businesses catering to those taking said route, and established the route itself. Has control over part of Orope's Giantbane Seed industry, along with investing in some nearby regions. Current leaders in fields relating to Supernatic Propogation, due to their ties to the Middish. They've ended up on the Hallus side of the Ulnesh/Hallus split in the Council, due to the family helping them secure the Cobalt Dye they now sell to the Middish.
 - Tarpan Tellan: Head of the Tellan, now living in Orope full-time. Quite fond of the Middish, and their interpretations of the Flowing Way. Approves of the Hallus' shift towards a standing mercenary retainer, the Middish attitudes towards war and battle having rubbed off a little.
 - Yanmet Tellan: Tarpan's second in command, handling things on the Cyph-Arel side of the business and dealing with the other Cyphiri families.

 Kelad 
 TPs:  117.1
 Supports:  118 (Mercantile)
Another minor family, and one that's been very active in sending out opportunity scouts to the regions nearby to the Cyph-Arel - Orope trade route. They're not planning on making many big attention-grabbing moves for the time being, but have a plan to acquire resources vital to the efforts of other families and sell it on to them at a profit. In recent decades, they've been having a lot of troubles with the Black Pearls, many of their major holdings being in waters that the syndicate holds sway in.
 - Nalrin Kelad: An influential family member in the wake of the disruption brought by the Black Pearls, and very outspoken about her views of the syndicate.

  House Pylet  
 TPs:  129.2
 Supports:  125, 129 (Mercantile)
 Other:  Pyl-Garat (129)
One of the Union Council families, and the main one driving colonisation attempts. Has a great deal of influence with the smaller families and the colonists of Pyl-Garat, but is beholden to the Hallus in turn - an obligation they are trying to weasel out of as much as possible, not wanting to turn against old friends in the Ulnesh family but having found the offer from the Hallus too good to turn down.
 - Hapat Pylet: The head of the Pylet family, the main family in control of Pyl-Garat. Doesn't have the best reputation among followers of the Flowing Way, between many statements he has made that were critical of it, and the fact that many of the people living in Pyl-Garat have ended up following the tenets of Sakurado instead. The man himself appears to follow neither faith.
 - Rala Pylet: One of the three top researchers below Pelir. Primarily interested in the animals of the oceans, and the ways that their traits can be used in biotechnology.

  Other Families  
 Holy Sites:  122.2, 122.3, 128.1
 

  Statistics  
 
 Spoiler 

 Special Actions Available:  Diplomacy 10, Faith 10
 Special Actions Used:  Diplomacy 5, Economy 5, Economy 10, Faith 5, Military 5

  Diplomacy  
 
 Spoiler 

 Reputation/Favours 
 The Abyssal Stewards:  Rep 2, -1 Favours (Expected Change: None)
 - Welcome: +1 to resist Sacks and Coercion
 - Friendly: +2 to resist Secret Actions
 The Chelonian Chora:  Rep 4, -1 Favours (Expected Change: None)
 - Welcome: +1 to resist Supports becoming Open or Unruly
 - Friendly: Distance Losses triggered every fourth region; -0.5 distance penalty (-1 if target is adjacent to/has a CCA base)
 - Favoured: Can pay 4 regions to ship to a region with a CCA base from another CCA base; can Seek Aid after an action has been rolled 1/round
 - Bell-Keeper: Can ring the Bell of Resolution as a Faith action to roll another action as 1d6/8+6.
 - Voice of Harmony:
 The Divine Nacre:  Rep 2, 0 Favours (Expected Change: None)
 - Welcome: +1 to Exploration, Prospecting and Colonisation
 - Friendly: +2 to Investigations
 International Prestige:  Prestige Rank 3, 1 Prestige (Expected Change: None)
 - Respected: +1 to Establishing and Pressing Claims and Promoting Claimants
 - Admired: +1 to attempt/resist Sway and Impress actions
 - Emulated: +2 to Raise Reputation, Slander and Resist Slander; use Cultural Identities through CIs twice a round; vassals can use your CIs and lieges your perfected tactical doctrines

 Bases 
122: Reefback Nursery
124: Smoking Garden

 Cultural Exchanges 
Costa Sereia

 Cultural Identities 
None

 Great Works 
The Palranic Anthology (Literature; kept in Cyph-Arel)
 

  Military  
 
 Spoiler 

 Units:  0 (Expected Change: +1)
 Unit Cap:  11 (Base 3 + 3 Regions + 5 Supports)

 Aristocratic Support 
122, 129, 101, 111, 124

 Generals 
Renald (Mil 8): Prime Targets (Free Sack attempt on offence, -2 enemy leader loss on defence, -20% own and enemy casualties)

 Perfected Tactical Doctrines 
None

 Fortresses 
None

 Military Technologies 
    Technology 
 Type 
 Effect 
 Requirements 
 Met? 
 
  Supermarine Artillery 
 Dropping Weapons 
 +1 to battle and maneuvering rolls in Depth 0 regions/ 
 Supernatic Propogation, Photospore Signalling, R: Giantsbane Seeds 
 No 
 
  
 

  Economy  
 
 Spoiler 

 Treasure:  8 (Expected Change: -4; Rate 2 + 3 Mamomachines - 9 actions)

 Trade Posts 
 Effective Total TPs  19
 Treasure Rate  2

 Foreign TPs with Owned Mercantile Support  2
    Trade Post 
 Resource 
 Use 
 Support 
 Rate 
 
  109.1 
 Swarm Ash 
 Bitter Tourism 
 Open 
 1 
 
  117.1 
 Biolumiscent Tunicates 
 Support of 118, Holographic Certification 
 Costa Sereia 
 1 
 
  118.1 
 Domesticated Sea Cows 
 Support of 126/129/139 
 Cyphiri 
 2 
 
  118.2 
 Domesticated Sea Cows 
 Support of 126/129/139 
 Cyphiri 
 2 
 
  122.1 
 Native Gold 
 Joined-Stalk Companies 
 Cyphiri 
 2 
 
  122.2 
 Native Gold 
 Joined-Stalk Companies 
 Cyphiri 
 2 
 
  123.1 
 Malleable Blubber 
 None 
 Cyphiri 
 2 
 
  127.1 
 Ray-Ear Seaweed 
 Support of 122/123/140 
 Black Pearls 
 0 
 
  129.2 
 Nutritious Silt 
 Support of 125 
 Cyphiri 
 2 
 
  134.2 
 Cobalt Dye 
 None 
 Costa Sereia 
 1 
 
  173.1 
 Tiny Tubeworms 
 Filtration Grafts 
 None 
 1 
 
  186.1 
 Mammoth Seals 
 Seeker Barnacles 
 None 
 1 
 
  
 Mercantile Support 
118, 122, 123, 125, 129, 139, 140

 Cities 
None

 Trade Routes 
Cyphiri - Ironkelp Knights
Cyphiri - Kar-Nath Hegemony

 Specialised Ships 
Wayfinder

 Civilian Technologies 
    Technology 
 Type 
 Effect 
 Requirements 
 Met? 
 
  Composite Grafting 
 Starter 
 None 
 None 
 Yes 
 
  Graduated Symbiosis 
 Starter 
 None 
 None 
 Yes 
 
  Megafaunal Tailoring 
 Starter 
 None 
 None 
 Yes 
 
  Photospore Signalling 
 Starter 
 None 
 None 
 Yes 
 
  Supernatic Propogation 
 Starter 
 None 
 None 
 Yes 
 
  Trophic Deconvolution 
 Starter 
 None 
 None 
 Yes 
 
  Anoxic Adaptation 
 Border (Access) 
 Cross Brackish Borders 
 Composite Grafting, Trophic Deconvolution 
 Yes 
 
  Bitter Tourism 
 Border (Access) 
 Cross Glacial Borders 
 R: Heat Source 
 Yes 
 
  Filtration Grafts 
 Border (Access) 
 Cross Toxic Borders 
 Composite Grafting, R: Filter Feeders 
 Yes 
 
  Electrodialytic Staurozoa 
 Border (Bonus) 
 Ignore the distance penalty from Briny borders twice/round, doesn't affect distance losses 
 None 
 Yes 
 
  Papershell Draft-Cuttle 
 Border (Bonus) 
 Ignore the distance penalty from Briny borders twice/round, doesn't affect distance losses; +1 Prospect in depth 0 Colonies 
 Supernatic Propagation, Anoxic Adaptation 
 Yes 
 
  Bioluminescent Navigation 
 Depth 
 Allows access to Depth 1 regions 
 Photospore Signalling 
 Yes 
 
  Holographic Certification 
 Action Bonus 
 +1 to resist Undermine Support actions 
 Photospore Signalling 
 Yes 
 
  Joined-Stalk Companies 
 Action Bonus 
 Expeditions reward 1 Treasure instead of +1 to a Buyout, Great Success gives automatic control of a TP instead of 1 Treasure, wastes exempt. 
 Composite Grafting, R: Precious Minerals 
 Yes 
 
  Adventuring Parties 
 Action Bonus 
 Can send Missions from any region with owned Aristocratic Support 
 Photospore Signalling, R: Skilled Labour 
 No 
 
  Seeker Barnacles 
 Action Bonus 
 Can send Expeditions from any region with an owned Trade Post 
 Graduated Symbiosis, R: Megafauna 
 Yes 
 
  Traveling Scholars 
 Ruler 
 Roll and drop 1 additional d4 when adopting a new non-dynastic ruler 
 R: Talented/Knowledgeable Labour 
 No 
 
  Mamomachines 
 Economy 
 Regain 1 Treasure per 3 spent in a round 
 None? 
 Yes 
 
  
 

  Faith  
 
 Spoiler 

 Faith Holy Sites:  28

 Clerical Support 
122, 124

 Organised Faith Bonuses 
+1 to Impress Actions
Cultural Identity for Buyouts
Prophetic Education (Roll twice for Economy and choose either result when changing rulers dynastically)

 Artefacts 
 Arthan’s Head  As an action (that can be associated with any stat), the owner of Arthan's Head can select a region for the Head to focus on in the next round. This provides a +1 bonus to all actions targeting that region that use the same stat as the action used to focus the Head in the round before.
 Shero'ah Hakkol  One Prospect action per turn in a Wastes region gains a +2 bonus.
 Lesser Piryon Ma’yan  Reduces the action cost of Projects in one region by one action as long as exactly one action’s worth of progress is added to the Project each turn and the Piryon Ma’yan remains in the region the entire time. Currently applicable to Projects with an action cost of 5 (or more). As the Piryon Ma’yan grows, this effect may improve.

 Holy Orders 
None

 Miracles 
None
 

  Intrigue  
 
 Spoiler 

 Spies 
None
 

  Claims  
 
 Spoiler 

122 - Historicity, Integration
124 - Confederation
 

  Total Passive Effects  
 
 Spoiler 

 Actions 
Buyouts: 2d8 CI
Impress: +1 Prestige, +1 Religion
Sway: +1 Prestige
Exploration: +1 Nacre Rep
Prospecting: +1 Nacre Rep, +2 Artefact (1/round)
Colonisation: +1 Nacre Rep
Claims: +1 Prestige

 Defensive 
Resist Coercion: +1 Steward Rep
Resist Sack: +1 Steward Rep
Resist Secret: +2 Steward Rep
Resist Supports becoming Open/Unruly: +1 Chora Rep
Resist Sway/Impress: +1 Prestige

 Misc 
Merchant Marine: Extra Economy action, 15 treasure cap, can spend 3 treasure on a roll, foreign TPs in mercantile support regions count towards treasure, can provide two resources through a trade route
Friendly with the Chora: -0.5 distance penalty (-1 if target region has/is adjacent to a Nursery, unit distance losses triggered every 4 effective regions
Favoured by the Chora: Pay 4 regions to skip to any region with a CCA base for distance penalty purposes, make 1 post-roll Seek Aid a round
Building Materials: 3/3 project actions count double
 

 
Kythia
Tropical, Region 10

Ruler:  Basically-A-Kraken
D 1; M 7 ; E 7 ; F 1; I 1

It only makes sense, really.  The cephalopods like big brains, the Magaramchi have bigger brains than anyone else.  It probably should have come as no surprise when they surge over the borders.  Probably.  Perhaps if the Magaramchi had a more organised military they would have been able to muster a defense.  Maybe even if Basically-A-Kraken hadn't been distracted by the collapse of the mercenary hall.  Who knows, it could be that without constant attrition on the Magaramachi forces as individuals go off to attempt to eat the eel something could have been done.  Or even if individuals gave a single shiny sea snail poo about concepts like "loyalty" or "collective safety".  Regardless, the combination of one or more of those factors means the Magaramachi don't put up any resistance to the Shark People attack.  Oh, sure, maybe the odd shark person gets eaten, maybe the odd Magaramachon does.  But there's no organised response and once the sacking starts the nearby Magaramchi join in the ciolence with unrestrained glee, attacking tradeposts, shark people, other Magaramchi and on a non-zero number of occasions themselves with equal vigour.

 For the avoidance of doubt:  I am NOT defending against the Shark Person attack and they will benefit from support on the ensuing sacks due to my standing non-action. 
 Standard round actions (5) 
 1)  Miltary  - Continue great project - "The Mercenary Halls" Still 3/6 (Fluff action, no mechanical effect)

Apparently, and youmay think this obvious but the Magaramchi didn't know, there is an upper limit to the size of a building.  The gigantic corridors nd cavernous halls are clear of pillars and other supports.  Or at least they are briefly, currently they're a pile of rubble, even the buoyancy of the water unable to overcome the dictats of gravity.  Behind the scenes negotiations are held and a delegation from the builders' union arrives to help.  Guards are set round them for their protection, guards are set round them for their protection from their guards, Basically-A-Kraken himself moves to the area.  What little control the Magaramchi can exert on anything is exerted on keeping those architects and masons safe.  In the chaos of the rebuilding it takes some time for anyone to notice that the tacit approval of the Nacres has been withdrawn.  Even if everything goes smoothly it will still take a long time to complete.

 2)  Miltary  - Disband Unit
 3)  Miltary  - Raise Unit

The drain on the Magaramchi armies continues as more and more come to the decision they are the one to devour the eel.  For miles it's flank is ripped with (relatively) tiny gashes and the seas above it are littered with dead Magaramachi who discovered that they weren't, in fact, the one to devour the eel.  Basically-A-Kraken frantically recruits but it can barely keep numbers even, not grow.

 4)  Economy  - Settle Region 154 1/3
Magaramchi continue to drit north, attracted by the new algae cutivation and opportunity to practice eating the Eel Without End by starting off with smaller eels


 5)  Economy  - Econ fluff action
A group of Magaramchi engage in a disasterous trade negotiation with passing Lojanese merchants.  The two meet accidentally and the Magaramchi indicate that they want some of the sugar reeds the Lojanese are carrying.  The head of the caravan is a major merchant's son commanding his first acravan and either wasn't listening to or didn't remember his father's advice.  In an attempt to drive repeat business he claims that he is the "biggest shipper of sugar reeds in this area".  Well, he certainly doesn't look that big but no Magaramchon could leave that unchallenged.  His guards put up a ferocious fight, those who survive certainly deserve a raise.  But most don't - the numbers were roughly equal and one on one a Magaramachon is equal to most things.  The caravan, the majority of its staff and all its wares are eaten.


 Net effects 
Military+1  Econ + 1
Treasure 0-&gt;0 (Current Max 5)
Units 2-&gt;2

 
 Spoiler: Misc Info 

Econ 5 used.

 
 Spoiler: Technology 

Supernatic Propogation (starting tech)

 Blood Algae 
 Military slot:  Sappers and Siege Weapons
 Pre-reqs:  Supernatic Propogation
 Effects:  +20% enemy casualties, +10% own casualties in depth 0 regions
Write up: This dull green algae infects wounds and grows exponentially in blood, rapidly causing the owner of such an infected wound to die. Using the techniques of supernatic propogation a cloud can be rapidly convened above the battlefield making even slight wounds considerably more dangerous. Knowing it is there gives some protection - or at least some chance of avoidance - but its infectious growth is impossible to totally avoid. The main defence is getting deep enough that the surface growing algae ceases to be a problem.
 

 
 Spoiler: Military 

General Tiny (Mil 7)

Carnage:
Less a "tactical doctrine" than an utter lack of anything approaching tactics or doctrine. Through sheer force of will and physical might a leader can get the Magaramchi to the battle field. More or less. Once blood hits the water though, the army descends into a chaotic mess of fighting and feeding, attacking the army, each other and anything that happens to be nearby with equal fervour.
3 free sack attemps, ordered as City&gt;Holy Order&gt;Trading Post (the intent being here that bigger things are sacked before smaller things)
+50% own losses (as they turn on one another)
-1 to battle rolls (turns out having no strategy at all is harmful)
+2 to allied leader losses (the enemy is trying to kill you, sure, but the disadvantage of being the biggest in this sort of mess is that sometimes one of your own will get lucky)
 

 

 Non-actions 
 
  Support  Everything    The Magaramchi aren't sophisticated and those intelligent enough to understant the concept of loyalty don't have any.  Tossing a handful of sweets in the water will ensure local support for anything needed.  Sacks, sways, whatever.  If anyone wants to do something, they can get local support easily. 
  Hostile Terrain for Everyone   Any armies marching through are going to be facing nigh constant uncoordinated attacks from the locals wo are hungry or bored (interestly, the same word in the Magaramchi language).  All Magaramchi territories are hostile to all armies, regardless of alliances. 
 
Gengy
  Round 16
 [Gotezhar Builders Union]  
 [Feytor Mira'din, Tsunami's Wake] 
Regions:  138 , 128, 136, 137, 139, 174    
Actions:
 
  [Economy 10]  Develop Technology [ Approved ]
 
 Spoiler: Sojourn Suits 
Requirements:  Anoxic Adaptation ,  Filtration Grafts , [Tools], [Clothing]
 Effect:  Permits actions and troop movement across terrestrial wastes (purple) borders.
 

  From the perspective of the Gotezhar and the Builder's Union, the Divine Nacres have been unhelpful and unforgiving for questions asked decades ago.  While no previous enmity existed, the continued lack of assistance has a marked difference on the Builder's Union compared to other nations.  It is with some small amount of satisfaction that the Builder's Union openly defies the Divine Nacres for the first time, developing a way to explore the Terrestrial Wastes.  Using specific Mineblossom Sponge tools combined with intentional clothing pieces from Clam Vines, the Gotezhar and Mer of the Builder's Union are able to go where none have dared to before.   
  [Faith 5]  Discover Artifact -  Essensio's Conch  [ Approved ]
 Effects:  +2 to Leader Loss rolls (for one commander per turn)
  Squall Essensio has had a good life.  They have traveled far and wide, and done many services for the Gotezhar and the Builder's Union.  The strain, however, is too much for them, and they will soon Burst.  Before they do, they send one last package - under heavy guard - back to the capital of Dounpor:  A strange conch the former General apparently found early in their career.  Essensio called it their lucky conch, and said that just by having it nearby, they could remain calm and make more informed decisions; decisions that saved the former General's life more than once.   
  [Diplomacy]  Sway Aristocrats in 174 [Roll:  15 ] (-1 Treasure) 
  [Diplomacy]  Sway Aristocrats in 137 [Roll:  18 ] (-1 Treasure)
  Feytor Mira'din seeks to ensure that her Builder's Union remains safe, secure, and well cared for.  She personally travels to regions near and far, and appoints new Governors for the regions.   
  [Diplomacy]  Sway Aristocrats in 130 [Roll:  15 ] (-1 Treasure)
  Rumors of clouds traveling too close to the border of New Gloucester have many Nuven worried and upset.  Mira'din travels to the border, and finds that the damage caused by Reavers has many of the locals in Gloucester equally disturbed.  Unwilling to allow them to suffer, she sends teams of builders to aid in re-establishing order... and warns the Monheganist Regime that she will be watching for any mistreatment.   
  [Diplomacy]  Attend Event, "The Coronation of Primarch Petrix"
  Having good relations with the Costa Sereia is important to the Builder's Union.  What was started when it was just the Gotezhar continues to be a successful economic relationship, so a delegation is sent to congratulate the new Primarch on their coronation.
 Something goes wrong though with some of the intended members of the delegation, and while a number of apologies are made, it does not erase the fact that a group of Workers went to the event specifically to air their grievances towards the Divine Nacres.  
 
 Spoiler: Sub-Actions 
 
 The following nations receive [ Sojourn Suits ] (and if they don't have them, [ Anoxic Adaptation ] and [ Filtration Grafts ])
- SKR
- HEX
- STC 
 Accept Technologies from SKR 
 
 
 
 
   LINK TO ROLLS   
Non-Actions:
 
 Provide support for conversions to Flowing Way schools in Builders Union territories 
 Cultural Exchange:  Gift COS and LOL the following Technologies
 - Anoxic Adaption
- Filtration Grafts
- Sojourn Suits
- Mamomachines  
 Cultural Exchange: Trade LOL Devolving Standardized Integrations and Razor Current Netting for Death Commando Conditioning and Indah's Embrace 
 As Feytor Mira'din is unable to deny the publicly viewed 'poetry' performed by some Gotezhar Workers,  Do Not Resist Slander Rolls against GTZ towards DNA  
 Bank:  Accept (1) Treasure from the Seatide Confederacy 
 SPY: Researcher 42 defends GTZ interests 
  Build a Monument - Essensio's Pride  (2/3)
Joontar Arjiloza seems intent on honoring the warriors of old, and turns their attention to the former General, Squall Essensio.  It took many years to figure it out, but having finally arrived at New Korasoon - and finding that Esseniso is near ready to Burst - Arjiloza seeks the former General out and asks their old friend what they might like as a memorial.  The Squall thinks slowly, before answering:  A wall.  A wall to fall back behind.  Perhaps useless for those that swim over it, but having even just one side covered will help.  Joontar Arjiloza sees the wisdom in this, and promises the former General they will build the nicest wall anyone has ever seen!  Days later, surrounded by their family, Squall Essensio bursts.  Their nuven grows several inches each, and the resolve of the Builder's Union grows with them.  Arjiloza begins to lay foundations for a fantastic wall within the exact center of New Korasoon. 
 The Magaramchi Salination has requested the aid of the Builder's Union; not for the Gotezhar's military might, but for the well developed skills of construction!  The Magaramchi hall of mercenaries needs experts to assist in it's construction, and this is an opportunity that cannot be ignored.  Joontar Edgefikar gathers a stout crew of Workers, and leads them on the long journey to assist the Salination and help prove the Builder's Union's skills! 
 
 
 Spoiler: News and Rumors 

 
 The Gotezhar have not forgotten the Reaver attacks, but seem more interested in finding out  why  they are attacking then they are in finding the Reavers themselves...  The most recent Reaver attacks have only renewed their interest in discovering the cause.  Feytor Mira'din reaches out to allies to see if anyone has any new information on the Reavers.  The Builders Union appears to be making motions towards finding out more about these raiders... 
 The first of Mira'din's children:  Saroon'din, Kora'sin, and Huurjan'oak.  At the age of seven - around the year 48 - Saroon'din, heir to the title of Feytor, begins to learn tactics from retired Squall.  Kora'sin continues to spend time with his father, and is proving keen at both mathematics and matters of trade.  Kora'sin often has a group of Merchant Caste Gotezhar attending him, some of whom have been Merchants for longer than Woenpal Noerjang has been alive; yet they readily take orders from the second eldest of the Feytor's children.  Huurjan'oak, the third eldest, goes missing quite frequently from Doupor, only to be found near the Gathering Tide Warehouse almost every time.  How the young boy continues to sneak inside the secure Warehouse, no one is quite certain, but everyone is becoming increasingly sure that the seven year old mer boy knows his way around the Gathering Tide better than most professional guides! 
 Mira'din's second set of children Druthtu'o, Proj'eto, and Shbuul'walg, are all seen as darling little creatures by every Gotezhar they meet.  Druthtu'o - who prefers to be called just 'Druth' much to his father's consternation - stays near his mother most of the time, regardless of if she's actively watching him or conducting matters of state.  Getting him to leave for any reason is seen as more trouble than it's worth; he has a pair of lungs on him that demands attention.  His younger brothers, Proj'eto, and Sbuul'walg, keep to themselves, and are seen by many as shy younglings.  Proj'eto, it's rumored, cannot talk at all, leading to some (possibly cruel) jokes that Druth got both his and his brother's vocal chords.  Sbuul'walg, meanwhile, is either just as attached to his mute brother as Druth is to their mother, or the youngest child is very protective of his brother.  The fact that all three of the younger brothers have a form of Bolya continues to make a small group of Gotezhar pay quite a bit of attention to all three of them, which seems innocent enough, though their older brother Kora'sin supposedly doesn't much care for three Nuven that have chosen to do this. 
 
 

 
 Spoiler: Ruler Information 

      Feytor Mira'din, Tsunami's Wake   
   D   
   M   
   E   
   F   
   I   
 
   Current  
 6 
 10 
 10 
 5 
 3 
 
  Rolled Stats 
 5 
 4 
 3 
 4 
 1 
 
  End of round 10 
 0 
 2 
 1 
 0 
 0 
 
  End of round 11 
 0 
 0 
 2 
 0 
 1 
 
  End of round 12 
 0 
 1 
 1 
 0 
 1 
 
  End of round 13 
 0 
 2 
 0 
 1 
 0 
 
  End of round 14 
 1 
 1 
 1 
 0 
 0 
 
  End of round 15 
 0 
 0 
 2 
 0 
 0 
 
  End of round 16 
 0 
 0 
 0 
 0 
 0 
 
  
 New Ruler Next Round! 

Expected Stat Bonuses: +2 Dip
 

 
 Spoiler: Book Keeping 

 Units:  (9   / 14 )
 General(s): 
- Squall Kagado (Mil 10) [+1 to Battle when using  Aim for the Storm's Center ]
 Perfected Doctrines 
[ Aim For the Storm's Center : +1 Maneuvering, -6 to enemy leader loss roll, -20% to enemy losses]
 Fortresses:  Sublime Fortress, Region 138

 Cities: 
City of Saroonï'din (136) [Saroon'din grants a +1 to Resist Sacks in the region for players who hold Mercantile Support in the region]

 Spies: 
Researcher 42 (Int 9)

 Trade Routes: 
Gotezhar (138) to the Sakura-Jin (119)
Gotezhar (138) to the Lojanese Republic (9)
 Treasure  (10  / 12 )

Member in Good Standing of the  Polar-Confederate International Bank 
(+2 Treasure Cap)

 Special Ships: 
Tipsy John

 Cultural Exchanges: 
Gotezhar (138) to Costa Sereia (134)
Gotezhar (138) to the Lojanese Republic (9)

 World Wonder 
The Gathering Tide Warehouse (138)
 Wonder Effect: The owner of this Wonder gains +1 passive Treasure income and may, once per Project, count a Project action as two Project actions if they spend one (1) Treasure as part of said Project action. 
 Technologies: 
  Supernatic Propagation 
 Trophic Deconvolution 
 Megafaunal Tailoring 
 Photospore Signalling 
 Composite Grafting 
 Graduated Symbiosis 
 Razor Current Netting 
 +10% enemy casualties and +1 to Maneuvering roll when defending, or attacking with a foothold  Supermarine Artillery 
 +1 to battle rolls and +1 to maneuvering rolls in Regions with Depth 0  Anoxic Adaptation 
 The user can now cross Brackish borders.  Bitter Tourism 
 The user can now cross Glacial borders.  Filtration Grafts 
 The user can now cross Toxic borders.  Electrodialytic Staurozoa 
 May ignore the increased effective distance from a Briny border up to twice per round. This does not reduce the effect of Briny borders on distance loss calculations.  Devolving Standardized Integrations 
 Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost.  Holographic Certification  ( Requirement Needed : Bioluminescent Ink)
 +1 to rolls when resisting Undermine Support  Bioluminescent Navigation 
 Allows traversal of Depth 1 regions.  Mamomachines 
 For each 3 treasure you spend, you receive 1 Treasure at the end of the turn.  
 
Talis
  The Seatide Confederacy  
 
 Spoiler: News and Rumors 

 
 To celebrate the creation of the Polar-Confederate International Bank, Seatide decrees that they will provide a small bounty of treasure in the form of financial investment bonds to any nation that joins. 
 By order of the Council of Seatide, Mammos is hereby banned from Seatide and blacklisted from all Services the Confederacy or its members may provide. Suspicious accounts will be flagged for auditing, and any account opened by or in connection to Mammos will be frozen. 
 
 

 Actions: 

[Military] Raise Fortress
  Recent events have convinced the Council that Seatide may not be immune from threat. To further defend Deepdrift, the Council orders the construction of the  Tidewall . Workers carve new tunnels and passages to direct the flow of water below the city. Bioengineered creatures act as pumps, pushing the water into these tunnels until it emerges from vents around Deepdrift, creating a turbulent, swirling wall of water that is nigh impossible to swim through! A series of valves and catches allows the city's defenders to strengthen the wall at essential points, or cut the currents off to create gateways in and out of the city.  

[Diplomacy] Establish an Embassy with the Lojanese Republic
  Judge Shimmering Gray signs a new treaty with the Lojanese Republic at an extravagant ceremony, establishing a new diplomatic relationship between the nations and ensuring the Lojanese Republic's eventual admission into the PCIB.  

[Diplomacy] Attend the Coronation of Primarch Patrix
 
 Spoiler: subactions 

Give 5 Treasure to COS as payment for their investigation into the Reavers, and as compensation for money spent on the investigation itself.
Trade Supermarine Artillery and Electrodialytic Staurozoa to LOJ in exchange for Indah's Embrace
Accept techs from GTZ
 

  Seatide diplomats pay their regards to the honorable Primarch Patrix, while their staff engage in other diplomacy behind the scenes.  

[Economy] Create a Trade Route with the Shifting Ennead
  The Ennead is one of Seatide's oldest allies. Despite recent policy disagreements, the Council goes through with plans to deepen ties with their neighbor by establishing a series of Caravansaries along the route between their capitals, enabling greatly increased trade volume.   

[Economy] Impress Merchants in Sketi (68) spending 3 wealth
  Knowing that they're going into a hostile environment, Seatide Merchants come to Sketi armed with immense financial backing.  

[Economy] Impress 179 using Frozen Logs
  Thanks to their recent acquisition of Frozen Logs, Seatide merchants now have a viable preservative for sale. While frozen logs are not as effective as Rimestone, Seatide makes up for the difference through financial heft and access to Seatide's trade network.  

Non-Actions:
Oppose all Sway and Impress actions targeting merchants loyal to Seatide
Support Buyouts for factions that own the territory they are making the buyout in
Transfer 1 Treasure to GTZ to reward them for joining the bank
Accept the trade route with DRG

Die Rolls:  https://forums.giantitp.com/showsing...&amp;postcount=917 
 
 Spoiler: Book Keeping 
 Ruler 
Judge Shimmering Grey
Diplomacy: 5 (1
Military: 5
Economy: 5 (+2)
Faith: 2
intrigue: 3

Military Units: 6

 Regions Owned:  [Seatide 79]
City: +1 to Buyout 1/turn
Total Regions: 1
Land Unit Cap: 5 (5 Capital Unit Cap)

Artifacts:
 The Tideglobe  - This mysterious artifact is a transparent orb full of shimmering liquids and colors, which swirl and dance about in hauntingly beautiful patterns. By carefully watching the movement of lights and changing colors inside the Tideglobe, Seers can augur future events and predict how to counter hostile actions. Effect: +1 to one Intrigue roll opposing a hostile Secret Action, once per turn.
 Glowspire  - A twisting spire twenty feet tall, shaped like a twisted coral. Bioluminescent algae inside the spire change color depending on the trace elements that flow into the spire, allowing it to predict water conditions even thousands of miles away. Specially trained Tideseers read the colors, using them to predict where Reaver attacks are most likely to occur. As an added benefit, the haunting twists and colors of the spire are eerily beautiful to the untrained eye. Effect: Each turn, predicts an area that the Reavers will target if they attack that turn.
 The Bare Trap  - Mystical trap that helps defend against Reavers.
 The Banner of Odyssey (Cultural)  This enormous tapestry depicts the ancient Pepsin migration to Seatide, embroidered in such a way that the images seem to leap off into the water.

Culture:
 Mutually Beneficial Arrangements  - 2d8 to performing and resisting Impress Merchant attempts

 Military Technologies: 
 Devolving Standardized Integrations (Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost.) Prerequisites: Composite Grafting. Slot: Combat Drugs and Medicine. 
 Razor Current Netting (+10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending) Prerequisites: Composite Grafting, Glass. Slot: Fortifications 
Supermarine Artillery

 Civilian Technologies: 
Composite Grafting (Starting Tech)
Graduated Symbiosis (Starting Tech)
Megafaunal Tailoring (Starting Tech)
Photospore Signaling (Starting Tech)
Supernatic Propagation (Starting Tech)
Trophic Deconvolution (Starting Tech)
 Bioluminescent Navigation (Allows exploration and utilization of Depth 1 regions) 
Filtration Grafts
Electrodialytic Staurozoa
Radiant Spheres
 Anoxic Adaptation (Permits actions and troop movement across brackish (green) borders). Prerequisites: Composite Grafting, Trophic Deconvolution 
 Holographic Certification (+1 to resisting Undermine Support actions) Prerequisites: Bioluminescent Ink, Photospore Signaling. 
 Bitter Tourism (Permits actions and troop movement across glacial (black) borders) Prerequisites: Heat Source. 
 Traveling Scholars (Extra roll/drop 1d4 on non-dynastic ruler change) Prerequisites: Talented Labor. 

Resources controlled:
[Frozen Logs (64, TP1)]
[Talented Crab (65, TP1)]  Support 
[Talented Crab (67, TP2)]  Support 
[Gravelglass (68, TP1)]
[Edible Algae (69, TP2)]  Support 
[Inkfang Worms (70, TP2)]
[Rust-Veined Pumice (73, TP3)]
[Firefly Squid (74, TP1)]  Support 
[Magnetic Sand (75. TP1)]  Support 
[Bluefish Antifreeze, Seatide (79, TP1)]  Support 
[Bluefish Antifreeze, Seatide (79, TP2)]  Support 
[Bluefish Antifreeze, Seatide (79, TP3)]  Support 
[Dragon Eyes, Cryptoclysus (84, TP1)]
[Stripdrill Hyphenae (187, TP1)]
[Sour Krill (80, TP1)]

Merchant Faction ETB: +10
 ETP Total : 33

 Treasure : 9 (+3 / Turn)

 Factional Support :
Kenaqua (52) - Merchant (Supply Firefly Squid)(+2 ETP)
(59) - Merchant (Supply Edible Algae)(+1 ETP)
(65) - Merchant (Supply Rust-Veined Pumice)
The Cathedral of Movement (67) - Merchant (Supply Stripdrill Hyphenae) (+1 ETP)
Danabae (69) - Merchant (supply Inkfang Worms)(+2 ETP)
Region (70) - Merchant (using Sour Krill)(+1 ETP)
Aelwyd Adferiad (71) - Merchant (Supply Edible Algae)(+1 ETP)
Maurente (74) - Merchant (Supply Edible Algae)(+1 ETP)
The Plains of Sarkenos (75) - Merchant (Supply Inkfang Worms)
Seatide (79) - Merchant, Aristocrat, Clergy (Supply Firefly Squid)
(101) - Merchants (Supply Stripdrill Hyphenae)(+1 ETP)
(187) - Merchant (Supply Inkfang Worms)

Projects and Wonders:
Polar-Confederate International Bank (Seatide, 67)
 
 Spoiler:  Effects (Approved) 
Polar-Confederate International Bank
A central bank established under the authority of the Seatide Confederacy to weld various trade interests into a single market. The bank consolidates the assets, accounts and debts of member states, issues a common currency backed by those accounts, and services transactions between members.
Effect: Any nation in contact with the Seatide Confederacy may adopt the Arctic Exchange Currency as a 2-action project. Nations using the common currency gain the following benefits:
+2 increased Treasure cap
May spend 1 additional treasure on Economy actions within it and other member nations
May transfer 1 treasure to another currency user 1/turn.
The Seatide Confederacy (or current controller of Seatide) automatically counts as a currency user. Additionally, the bank's controller can kick members out of the union, or block any of the above "bank actions" as a nonaction.

Current Members:
STC, GTZ
 


Diplomacy:
Trade Route with the Gravetenders
Trade Route with Lux Glossia
Cultural Exchange with the Shifting Ennead
Promise from the Shark People to not threaten Seatide merchants or assets

Favor and Reputation:
Abyssal Stewards: 1 Favor
1 favor from the Cryptid Congress for giving them a free technology
1 favor from Cyphiri for intentionally losing a PRS Slot
 
Tychris1
  The Lighthouse  
   
Ruler: The Vessel, Conqueror of Reefs, and Blessed Blade of the Lucent Order.
Regions: 7, 17, 18, 19, 22, 26
D: 10
M: 10
E: 10
F: 10
I: 2

Actions:
 Rolls 
1) Faith: Convert holy site 1 region 17
2) Faith: Convert holy site 2 region 17
3) Faith: Impress Clergy Region 18
4) Faith: Convert holy site 3 region 17
5) Military: Impress Aristocracy Region 18 Budak Perak
6) Military: Giantslayer (spending 1 treasure)  roll 

Non-Actions: Resist all conversions and buyouts unless noted otherwise

Attempt to shape our Goddess' influence towards converting to Crimson Chant

Stats next round  Rolls 
D: 6
M: 5
E: 5
F: 8
I: 3

 
 Spoiler: Book Keeping 

Regions Owned: 7, 17, 18, 19, 22 and 26

TPs owned:
Siren Extract TP 2 and 3 Region 2
Treasures and Artifacts TP 1 Region 7 (Support)
Delights of Moonlight TP 1 Region 17
Carcinized Architects TP 2 Region 20
Jaderock Coral TP 2 Region 21
Sandfish TP 2 Region 22
Blood Pearls TP 3 Region 26
Tiny Turtles TP 2 Region 28

Units Owned: 1/14 Maximum
Treasure Owned: 2 (spending 1 this turn)

Artifacts Owned:
War Palanquin of the Anointed Dead: +2 to Tac Man
The Radiant Blade: When wielded by a commander in battle, Gain +1 to battle rolls per charge on the sword. The sword gains a charge for every 2 casualties in combat and can hold a maximum of 3. Each charge adds 10% own casualties and loses all gained charges if not used in combat for 1 round.

Radiant Blade Charges: 0/3

Miracle Communion:
LIT only takes 5%/10% additional casualties from losing Maneuvering when one or both sides are attempting to use the Eel to their advantage.
LIT is not affected by the increased effective region count for distance losses and distance penalties where the Eel is present, and regions where the Eel Without End is omnipresent only count as 1 additional region for the purpose of distance losses and distance penalties for LIT.
LIT’s Supports will not become Open in regions where the Eel Without End is omnipresent.
LIT may attempt to shape what the Eel Without End converts Holy Centers to when it enters a region for the second time.
The Eel Without End will not Coerce LIT’s Trading Posts unless those are the only Trading Posts in the region.
LIT may use a Faith action to try to direct the path of the Eel Without End each turn.
 
Feathersnow
 

PRIMARCH PETRIX THE PIED PEARL

6 Diplomacy
4 Military
5 Economy
8 Faith
1 intrigue


ACTIONS

 Diplomacy  Vassalize the Black Pearls  roll   success!? 
 Diplomacy   host an event-  The Coronation of Primarch Petrix 

Sub actions- all attendees gifted Draft Cuttle and Scrying technologies, all gifts accepted




 Diplomacy  Create a Diplomatic Exchange with The Ennead

 Economy  Raise one wealth.

 While the results are tabulated, resources are gathered 
 Faith  Create an Artifact- TBD

 Intrigue  slander the Gotezhar to the Nacres

 this roll was incorrectly calculated based on a diplo instead of Intrigue.  Due to "side effects' the actual numbers were apparently the same after calculating the vonus for my DNA rep, which I forgot to add.  In any event, the Gotezhar decline to resist the slander, so it succeeds by default  
 We tried to warn the Nacres about the Gotezhar, but we were just too nice.  It still seemed to get across, though 

Stat increases-

Outstanding .5 Economy,  .5 Faith

New- +1.5 Diplomacy, .5 Economy, .5Faith, .5 int

Results- +1 Diplomacy, +1 Economy,+1 Faith

 outstanding-   .5 diplo, .5 int

7 Diplomacy
4 Military
6 Economy
9 Faith
1 intrigue

 
 Spoiler:  PRS Monument 1/3 

 The Garden of Contemplation 
The Garden of Contemplation, located in Tair, is a memorial to the devastation wrought there by the Trawling Beasts.  It is a cube of brightly colored kelp forest in the middle of a stark rockscape. Little fish flit around the kelp, and giant, shiny snails graze among the stalks.  Dwarf basking sharks cycle around the borders.

In the center is a plinth that hold the names of those lost in the Trawling Beast attacks.  The plinth is separated from the forest by a sterile border of lava rock, and it itself is a single giant slab of granite.
 
Aerin
    The Lux-Glossian Shades     The cities of Leriander and Holy Ovum in the Glossian Sea (135)
The cliff city of Rumond carved into the Tideswept Shelf (111)
A temple town at Narcis's Rest (173)
The settlement of Fuschia Lagoon in Rilanto Pass (94)
Haven, Hunter’s Rest, and the Serovin Forest in the Greenwater (141)
Round 16 
 Background - Infighting consumes all Lux-Glossian waters 
 
 Spoiler: News 
After rapidly cycling through four rulers in three years (see non-actions 8-11 of last turn), the populace of Lux-Glossia is relieved to return to a level of normalcy under Grand Matriarch Filara that, if it cannot be described as "functional" by any other nation, at least conforms to typical Lux-Glossian expectations of nepotism and corruption.

Alas, the newfound stability is not to last. Filara, twenty-five years older than the average lifespan for her race, has a degenerative condition that makes it increasingly difficult as the months drag on for her to play the political games required to wrangle the votes of the other Matriarchs. Like sharks smelling blood in the water, each of the other six founding Shades of Leriander rallies behind their eldest member to make deals with lesser Shades for votes, slander elder rivals, and plot political demise. This is, of course, par for the course in Lux-Glossian politics.

The key factor that elevates this situation from "just the Shades fighting over internal resource allocation again" to "actively dangerous to foreign powers" is the addition of the Greenwater Clans.

Years have passed since the first crude integration efforts, and the Clans are not dumb. Brutal, stubborn, and ornery, yes, but never dumb.  With direct violence failing due to the bolstered presence of the knights of the Ironkelp Order, the Speakers and clan heads turn to intrigue and finesse. Power blocks of Clans form behind the various likely inheritors of the Grand Matriarchy, as each Speaker sells their influence to the highest bidder. The resources and manpower the Clans pull from the Greenwater intensify the crippling effect the political squabbling has on day-to-day life in the Glossian Sea and enables the faction infighting to spill over to Rumond and beyond. Nowhere in all of the many scattered Lux-Glossian outposts can one be free of the watchful eyes and interfering tendrils of the Matriarchs.

Truly, the Lux-Glossian Shades and the Greenwater Clans have brought out the absolute worst in each other.
 

 Actions - Exodus of the Glossian Sea 
  1. ECO - [Colonize region 152]   13, SUCCESS, treasure spent 
The first signs of major trouble appear amongst Lux-Glossia's most mobile social class: young men old enough to provide for themselves, but not yet settled enough to transition to a new Shade. Traditionally, those years are spent adventuring, whether that adventure be through exploration of foreign waters or the exploration of new trades, relationships, and hobbies. The found friends resulting from these adventures become found family when the young adults form or join new Shades at about age 40, with the majority of the youths joining existing, well-established Shades in Leriander or Rumond.

That is no longer the case. In trickles of two or three at a time, the next generation of Lux-Glossians flees starvation and brutality in Leriander to colonize far-flung seas. This marks the first ever attempt to settle a colony without an already-established Shade (Orange Shade - Rumond (111), Azure Shade - Temple of Narcis (173), Fuschia Shade - Fuschia Lagoon (94)). A small but substantial number of warriors and Speakers from the Clans take advantage of the discord and install themselves as an integral part of the new colony's administration.

 2. ECO - [Colonize region 186]   17, SUCCESS, treasure spent 
Those amongst the Lux-Glossian youths with the energy left to be angry at the Matriarchs for the injustice and the ambition to rebel head south, not east. In the frigid polar waters, Skipper Lera Celadon has gathered a growing contingent of brilliant mer Matriarchs and Shades that have heavily borrowed from the culture of the shark-riding pojan nomads. Putting aside the almost-religious calling to explore the natural bounty of the world for the moment, Lera's recruits focus on establishing a self-sufficient colony for the breeding and taming of the native Mammoth Seals for use as mounts.

 3. INT - [Continue work on a World Wonder]  [3/5]
Many of the refugees from the dangerous conditions in Leriander have neither the resources nor the physical capability to forge a new life in a fledgling colony. So many flee to Rumond that the local Matriarchs construct a shelter for them, with the project personally championed to an almost obsessive degree by Matriarch Falnir Hallus of the Orange Shade. Strange that she chose to erect a single, large building rather than dedicated, traditional housing, but at least she's helping ...

The building itself is a simple structure of two concentric hexagons, with the interior area used as an open-air courtyard. The entirety of the wall space bounding the courtyard is filled with mirror-polished floor-to-ceiling panels of luminescent crystal.

 4. INT - [Continue work on a World Wonder]  [4/5]
In the Greenwater, Speaker Meriel Swiftwater seeks to reconnect with her power base by appealing to the faithful of Ascension’s Mirror. A small but sturdy temple is personally commissioned by the Speaker to facilitate communion with the Living Grave.

The building itself is a simple structure of two concentric hexagons, with the interior area used as a sanctum for offerings. The entirety of the wall space bounding the sanctum is filled with mirror-polished floor-to-ceiling panels of luminescent crystal.

 5. INT - [Investigate southwest of region 175]   22, GREAT SUCCESS, treasure spent 
Many of those suffering hardship at the hands of the Matriarchs find solace in the songs of peace and tranquility sung by the Chelonian Chora. A small cult of desperate explorers claims to have decrypted the latest lyrics from the turtle-riders and sets out to the place where they believe the tune originated.
 
 Non-Actions 
  1. Spy non-action. 
 2. Finish a monumental undertaking.  [3/3] +1 PRS
With pillars raised along the exterior ring and mid-way through the interior seating, coral-shell-limestone cement is molded into a proper second story of seating. The last piece of the amphitheater to be embellished is the stage itself. Several elaborate backdrops are created by local artists, while extra-bright luminescent crystal is imported for use in spotlights. The finished monument optimistically has space to seat the entire temple town at Narcis’s Rest with plenty of empty seats left over. There is room for artistry and talent to grow here.

 3. Repay the Divine Nacres  with Devolving Standardized Integrations. +1 DNA favor (-1 -&gt; 0)

 4. Ask the ABS to prospect the Emerald Tidelands (124)  with the aim of uncovering Hard Metal and permission from the Cyphiri Union. -1 ABS favor (2 -&gt; 1)
As the faction infighting reaches Rumond and leadership begins to disintegrate, several canny Cyphiri Matriarchs take advantage of the disorganization to request a favor on behalf of the Union.

 5. Send Sugarweed to SHK  using the trade route.
Skipper Lera does not forget her allies. The pojan nomads will not go hungry this year.

 6. Support MIR buyout  of TP 3 of Luminescent Crystal in the Glossian Sea (135).
The Miru-Miru have splendid taste in décor and thus know all the proper ways to use glowing quartz panels to maximize fashionability.

 7. Transfer all known techs to OKI  through the cultural exchange. Receive Supermarine Artillery.
Most of Lux-Glossia’s more academically oriented professionals take advantage of the embassy opened by the Ironkelp Order in recent years to quietly flee the nation. They take valuable knowledge and skills with them. As the Order sends ever more knights to futilely keep the peace in Leriander, Giantsbane becomes more easily studied.

 8. Accept Ivory Legionnaires from ESP  over the trade route. Send back Luminescent Crystal.
 Use Ivory Legionnaires to power Traveling Scholars. 
The Matriarchs have promised seats on the Conclave to the rebel Ivory Legions if they manage to overthrow their oppressors. A few of the more clever Shades arrange to learn of the customs and traditions of the region ahead of the anticipated influx of new members, aided by the Eternal Spring’s generous travel grants to Legion leadership.

 9. Ignore OKI's request to found the Order of Knights of the Holy Radiance  as the unstable political situation in Leriander prevents an organized response.

 10. Change ruler non-dynastically  to Taman of the Viridian Shade, Eldest of the Matriarchs and  Siren of the Lambent Syndicate.   Rolls here. 
 After three years of the worst infighting and intrigue in Lux-Glossian history thanks to foreign income and influence from the Greenwater Clans, Grand Matriarch Filara finally passes away of old age. As has been the custom for hundreds of years, the Grand Conclave is convened to determine and elevate the next eldest Matriarch. An unexpected complication arises.

Decades ago, cyphiri Matriarch Falnir Hallus became the first non-mer and non-lysimia to hold a Matriarch position. Her spot on the Grand Conclave was uncontested, as the moderate cyphiri lifespan of 80 years meant that she would never become old enough to ascend to the Grand Matriarchy so long as a single elderly lysimia could challenge her. This was a strategic mistake on the part of the six founding Shades, whose large membership typically allows for a stranglehold over the executive position.

They allowed her to establish a  precedent  for Matriarchs of other races.

Mere weeks before Grand Matriarch Filara's passing, the 135 year old Siren Taman accepted the physical crystal-tipped scepter of responsibility and the metaphorical Matriarch-titled scepter of responsibility for the Viridian Shade, of which she had been a member since her debut at OASIS. Her ascent to the position of Grand Matriarch is perfectly within the letter of the law and follows centuries of tradition. The problem lies with her lifespan.

Effectively immortal, assuming a proper supply of Siren cerebro-spinal fluid.

The Shades cannot simply play the long game and wait for her to age out of leadership, as has been done for so many unfavored Matriarchs before. The recent caravan of gifts from the Matrons ensured that Taman has all that she needs. They cannot discredit her method of ascent, as that would overthrow the very mechanism they use to maintain leadership over the mer. And they cannot  easily  assassinate her, as the recent caravan came with an honor-guard of Death Commando kucen males.

The only option left to the Shades is to join her.  
 
 Spoiler: Ruler stats and stat increases 
 Ruler:  Filara of the Cyan Shade, Eldest of the Matriarchs

 Ruler stats for round 16: 
(low stats are treated as 4 due to PRS rank 4)
Diplomacy - 4
Military - 3
Economy - 5
Faith - 3
Intrigue - 7

 Ruler increases:  +1 Economy, +1 Intrigue

 New ruler:  Siren Taman of the Viridian Shade, Eldest of the Matriarchs.  Rolls here. 
 Ruler stats for round 17: 
Diplomacy - 3
Military - 3
Economy - 5
Faith - 2
Intrigue - 6
 

 
 Spoiler: Reminders for myself 
End of round 17: ABS help with TPs/HSs/colonies ends
Currently have 4 treasure (2 from passive income + 1 from plastic flower + 1 from Mammomachines)
Spending 3, banking 1 for next round
Write up that thing for Role
Character audit
Make a flag
 
Minescratcher
     The Order of Orders     
  Comprising
The Sacred Order of Knights of the Ironkelp of First-King John of Ruhum (Orope -  Region 114 )
The Order of Knights of Dupiopóli (Ektalithiades - Region 113)
The Order of Knights of the Divine Watchful Eye (Ke Yi Ade - Region 127)
The Order of Faithful Knights of the Violet Crown (C'oupé - Region 116)
The Order of Truthseeking Soldiers of Usman (Ruwa Mai Juyawa - Region 118)
The Order of the Blind and Silent Knights (Yuksekale - Region 176)     
 Here Follow the Records of the Years  10-12  of the Tenure of Grand Master Martin the Young, 41st Grand Master of the Order of Knights   
Round 16

  Actions:

1.  [Diplomacy 10]  Proclaim the Order of Orders
With Grand Master Martin now almost fully grown, de Heredia finds himself gradually sidelined. Though he still holds significant influence among the electoral faction, the ad-hoc cross-faction coalition that ousted Oliver a decade ago is gone, and Martin is no longer the pliable child he once was. When the Second Master Albrecht Lasker stands up before the Order mess and demands an immediate end to de Heredia's unlawful assumption of power, there is very nearly a riot, and an embarrassing number of Knights have to be disciplined. de Heredia argues that Martin is still not yet an adult and that a firm hand is still needed, but his position proves insufficiently popular to avoid being voted out by the assembly.

As the first act of his tenure, the now-independent Grand Master Martin begins a reorganization of the Ironkelp Order. Only two generations ago the Order was merely concerned with pilgrimage and trade between the plant-cities of Orope; now they act on a truly global scale, and the Grand Master can easily see how the old institutions have hindered military development and impeded diplomacy. The relatively flat hierarchy of the langues has failed to scale, and though a few Tyrnamoi have joined the Order there is no real recruitment from the regions under Middish governance. The Grand Master therefore declares the formation of new Orders, one for each region of the seas where the Flowing Way holds sway, and of the new Order of Orders, a supranational assembly which will coordinate between the various Orders and handle diplomacy with other powers on their behalf. The Order of Orders is headquartered in Orope, temporarily sharing the halls of the Ironkelp Order until a new suitable location can be found, and takes possession of the Regalis Arbor. The various new sub-Orders within Middish-ruled waters are established with local Middish nobles at their heads who are granted great latitude to devise their own internal organization.

Finally, messengers are sent to the Lux-Glossians, the Cyphiri Union, the Gotezhar, and the Miru-Miru. They bring the same message to each: as sovereign allies and brothers in faith, the Grand Master wishes to found a new Order in their waters to allow those who wish to fight on behalf of the Flowing Way to do so, suggesting the titles of the Order of Knights of the Holy Radiance, the Order of Knights of the Cavern of Arthan, and the Order of Knights of the Clouds of Heaven to the first three recipients respectively. To the Miru-Miru, the Grand Master instead apologizes for his lack of information on their home waters but offers to gladly accept whatever name they find most fitting.

 Gain a sixth action and Unification Claims on Region 113, 114, 116, and 118. 

2.  [Military]  Invade [Region 123] using 5 units, led by K.C. Tolmach (10), attempting Quiver Hell's Foundations (+2 to battle), benefiting from Supermarine Artillery (+1 battle, +1 maneuvering), the Middish Way (+1 battle), the Thunderstone Cudgel (+1 battle), and using the Regalis Arbor to Launch units to Cyph-Arel [Region 122] and to Launch Scouts (+2 Maneuvering) for total  5 vs 4 units, +6/+8 Battle, +13 Maneuvering, +2 Leader Loss 
The waters on the western side of Death's Passage have become quite strategically valuable, even as the poisonous seas that once lay to their north have been purified. For the Order to fulfill its oath should the community of faithful in Aniwana be attacked, its forces must travel through Death's Passage - and the situation there is completely untenable. Not only is the region itself unstable, the survivors of the Greenwater Clans who have taken refuge there appear to be working to destabilize the Lux-Glossian Shades and certainly cannot be trusted with the safekeeping of the Cyphiri Union. So says the fiery oratory of the Order mess, and the Grand Master is convinced; he dispatches the hero of past Middish wars to fight for the Ironkelp Order one last time. K.C. Tolmach is old, and this may be his last battle, but old age has neither slowed his strategic mind nor sapped his valor, and in the chatter among the Knights as they mount Giantsbane Seeds bound for Cyph-Arel not a single one displays anything but full faith in their commander.

3.  [Military]  Raise a unit
The Order of Orders begins to show promise, with the Tyrnamoi of Ektalithiades being especially eager to join the Order of Knights of Dupiopóli in the wake of recent Reaver depredations against the Flowing Way.

4.  [Faith]  Convert [Region 115] HS 1 from Prophetic Histories to Flowing Way:  11 

5.  [Faith]  Convert C'oupé [Region 116] HS 1 from Order of the Violet Crown to Flowing Way:  7 
Flowing Way missionaries are dispatched to the north, but meet with little lasting success, as Feirefis sees them as an attempt to undermine his rule and stonewalls them.

Nonactions:
 
 Knight Bailiff Francis Angoulême and his close ties to the Lux-Glossian Shades afford the chaplains assigned to his centuries the opportunity to study many formerly unknown technologies - and, of course, should push come to shove, the Knights are fully equipped with their own Giantsbane. Gift Supermarine Artillery to LUX via Cultural Exchange. Receive Electrodialytic Staurozoa, Devolving Standardized Integrations, Filtration Grafts, Traveling Scholars, Bioluminescent Navigation, and Mamomachines from LUX via Cultural Exchange. 
 Regardless of the outcome of the invasion of [Region 123], K.C. Tolmach will certainly die of old age; Dame Bailiff Caitriona MacAilpein succeeds him as Dame Commander of the Scoshlangue. Rename Knight Commander Amlaigh Tolmach to Dame Commander Caitriona MacAilpein. 
 Begin construction on the  Forum Comitium Universalis  (Monumental Undertaking 1/3)
 
 Spoiler: Forum Comitium Universalis 
The halls of Orope are insufficient for all the langues of the Ironkelp Order and the needs of the newly founded Order of Orders. The rooted Regalis Arbor is still uncolonized, and with the Order of Orders taking possession of it, work begins on a new assembly hall built among its roots. The name is taken from the old Ruhuman language, symbolizing unity among the diverse members and referencing the old tradition of market-square assemblies under the Empire. Hundreds of bundles of seagrass are brought in day by day, and the enormous spherical outline of the assembly hall itself slowly takes shape. Two long cylindrical wings are built on the east and west; the east wing will serve as dormitories for traveling Knights, while the west wing will be a library dedicated to the annals and minutes of the Order of Orders. Finally, large tapestries depicting the seals of each member Order are commissioned; eventually, they will hang in the assembly hall, above the Knights.
 
 
 
 
 Spoiler: News and Rumors 
 
 As Grand Master Martin achieves adulthood, so have his brothers Percival and Feirefis. Little news has reached Orope from their waters despite their close kinship with the Grand Master, but with the foundation of the Order of Orders the Grand Master sends messengers to both. Percival is receptive, as he follows the Flowing Way and sees value in having the Middish recommitted to defend the sea cow trade with the Cyphiri, but Feirefis sends the messengers away without an audience. Apparently the ruler of the Batrachs gained the Violet Crown via his mother's claim that he is rightfully the Grand Master of the Ironkelp Order, and relations with C'oupé rapidly grow tense.
  .   
 The Ironkelp Order watches events in Leriander with concern. The political upheaval characterized by the appointment of four Grand Matriarchs in three years is extremely worrying, and Knight Bailiff Francis Angoulême is reinforced with a third century from the Frelangue to bring his forces to 300 Knights.  
 
 

 
 Spoiler: Ruler Information 
Grand Master Martin of Insol, 41st Grand Master of the Order of Knights, etc etc
Current stats
 Diplomacy :  10 
 Military : 4
 Economy : 4
 Faith : 4
 Intrigue : 5
 Rolls 

New Ruler Next Round? no

Expected Stat Bonuses: +1 Mil, +1 Faith
 

 
 Spoiler: Other notes 

Generals:
 
 Knight Commander Amlaigh Tolmach of the Scoshlangue (10) - Tactical Doctrine: Quiver Hell's Foundations (+2 to battle roll) 
 
Units: 5 / 16

Treasure: 0

Resources controlled:
 
 Region 103: Adventuring Scholars 
 Region 114: Giantsbane Seed 
 
Techs:
 
 Supernatic Propagation 
 Trophic Deconvolution 
 Megafaunal Tailoring 
 Photospore Signalling 
 Graduated Symbiosis 
 Composite Grafting 
  Anoxic Adaptation:  Permits actions and troop movement across brackish (green) borders; Requires  Composite Grafting, Trophic Deconvolution  
  Supermarine Artillery:  +1 to battle rolls and +1 to Maneuvering rolls in regions of Depth 0; Requires  Giantsbane Seeds, Supernatic Propagation, Photospore Signalling  
  Razor Current Netting:  +10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending; Requires  Glass,   Composite Grafting  
  Bitter Tourism:  Permits actions and troop movement across glacial (black) borders; Requires  Heat Sources  
  Papershell Draft-Cuttle:  Ignore the increased border cost of up to two Brackish borders per round for distance penalty purposes and +1 to Prospect attempts in depth 0 Colony regions; Requires  Supernatic Propagation, Anoxic Adaptation  
  Electrodialytic Staurozoa:  May ignore the increased effective distance from a Briny border up to twice per round, except for distance losses;  no requirements  
  Devolving Standardized Integrations:  Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost; Requires  Composite Grafting  
  Filtration Grafts:  Permits actions and troop movement across toxic (red) borders; Requires  Composite Grafting ,  Filter Feeders  
  Traveling Scholars:  Roll and drop 1 additional d4 when adopting a new non-dynastic ruler; Requires  Talented or Knowledgeable Labor  
  Bioluminescent Navigation:  Allows traversal of Depth 1 regions; Requires  Photospore Signaling  
  Mamomachines:  For each 3 Treasure spent, receive 1 Treasure at the end of the turn; Requires  Graduated Symbiosis  
 
State Religion: The Middish Way of the Flowing Way
 
 5 HCs: +1 offensive battle rolls 
 15 HCs: 2d8 to Sway Factions 
 25 HCs: +2 to Leader Loss rolls 
 
Artifacts
 
 Thunderstone Cudgel: 1/round, +1 to an offensive battle (+2 if the defender benefits from a Fortress) or +1 to convert a holy site of an organized religion (+2 if the defender benefits from a holy order) 
 
The Regalis Arbor
 
 Spoiler: Effects 
The Regalis Arbor is rooted to the earth, becoming a Flowing Way Holy Order located in Orope [Region 114]. As a non-action, up to twice per round, the Ironkelp Order may invoke one of the following effects:

 
 Launch Couriers: When taking an action, the Ironkelp Order may pay 1 region of distance to "skip" from a region that they control and which contains a Flowing Way Holy Order to any non-Wastes region within three (non-Wastes) regions of said owned region for the purpose of effective distance when determining distance penalties or distance losses. The path may then continue on from that region, adding additional regions to the path and increasing the effective distance appropriately as normal. To skip to a Brackish, Toxic, or Glacial region in this way still requires the appropriate technology, but such regions may be skipped  over  without a technology. This effect may not be applied to rolls for Colonization or Secret actions, but may apply to unit movement for battles; if it is applied to unit movement, the units cannot be intercepted in a region they skipped.
  .   
 Launch Scouts: The Ironkelp Order receives a +2 bonus to the Maneuvering roll for a single battle they participate in. The battle must take place in a Depth 0 region within three (non-Waste) regions of a region that they control and which contains a Flowing Way Holy Order. The use of this effect in a battle must be declared before any Interception rolls are made, and this effect may not be applied to Maneuvering rolls to intercept or avoid being intercepted.  
 

Valid Holy Orders: 114
 

Reputation:
 
 1 ABS favor 
 1 DNA favor 
 PRS rank 3 
 Signatory to the  Flowing Peace,  alongside the Gotezhar, the Cyphiri Union, and the Lux-Glossian Shades, consisting of the following four terms:
 
 The undersigned are committed to the righteous and just conducting of wars, and will therefore forswear: killing or causing egregious harm to noncombatants, including foes who have surrendered; and the use of weapons or technology deemed unnecessarily cruel considering their objective, including those chemical and biological weapons designed to cause a slow and painful death. 
 The undersigned are committed to enable the collective defense of the faithful of the Flowing Way by soldiers of the faithful, and will therefore not oppose or hinder the movement of Flowing Way troops between territory controlled by signatory powers for defensive purposes. 
 The undersigned are committed to the dialogue of ideas and the free movement of sages, missionaries, and other wise-creatures, in the interests of widening the Flowing Way and the better interpretation of the divine mysteries, and will therefore support the establishment of new centers of learning and all other conversions to the Flowing Way within their controlled territory to the best of their ability. 
 The undersigned are committed to the continuing study and proactive investigation of riddles and anomalies, and will prioritize those which one or more signatories reasonably suspect may pose a threat to the faithful. 
  
 
 
bc56
    Pfilghol    
  Ilgl, The-one-who-builds, an Effulgent Witness 
Diplomacy: 3
Military: 6
Economy: 7+1
Faith: 4+1
Intrigue: 1

 Regions 
 The Pfithreef: 132 
???: 104
Toxfall Gorge: 105

   Actions   
 Rolls 
  Military: Raise a Unit 
 Economy: Buyout 105 TP 1 for Rotweaver Worms  
 +1 from Sakurado 
 Economy: Send an Expedition to the Depths of Region 102 
 +1 from DNA reputation 
 Faith: Seek Aid on Conversion attempt (divine aid) 
 2d8 from Sakurado 
 Faith: Convert Region 104 HC 2 
 +1 from Sakurado 
  Spy Actions  
Ktloso: [REDACTED]

  SKR Cultural Exchange:  
Accept Scrying and Draft Cuttles

   Non-actions  
Support conversions to Sakurado

Prospect Results in 105: Set resource to Rotweaver Worms (3 TPs)


 
 Spoiler: Passive Bonuses 
 Reputation: 
ABS 1: +1 to resist Sack and Coerce
ABS 2: +2 to resist Secret Actions
ABS 3: +1 battle, +1 vs Titans, +1 depth (reqs. hard metal, granted by Core Fragment)
 ABS 4: Access all depths, +1 to Defense (+2 at Depth 1 or more) 
Effulgent Witness: Immune to Secrets of the Depths if ABS rep 2 or more. +1 die size on actions against Titans.

DNA 1: +1 Explore, Prospect, Colonize

Sakurado: +1 to buyout and convert against Open, 2d8 on Seek Aid

Prestige 1: +1 to press, establish, and promote claims.

1 Perfected TacDoc: +1 maneuvering
 

 
 Spoiler: Bookkeeping 

 
 Spoiler: Characters 
Olgght - current leader, successful conqueror/unifier. Hungry.
Gtsit - Second-in-command, first to betray. Clever, dangerous. Hungry.
Sigska - Ambitious commander trying to turn the Pfith warriors into "real" soldiers. Charismatic, cheery. Hungry.
Ktloso - Sworn enemy of Gtsit, spymaster. Conniving, ruthless. Hungry.
Dr. Ydottl - Scientist, studies ecology. Nervous, frustrated. Hungry.
 

 
 Spoiler: Military 
 Units:  6/9
 Generals: 
Gtsit the-second-champion: 8. Sea's Opportunity: Defending: enemy takes double battle penalties from terrain, Attacking: transfer battle penalties from terrain to enemy. This tacdoc is perfected: +1 to battle on success
Sigska the  First Commander: 7. Just Do Better: +2 to battle.
 Military Technologies: 
Supermarine Artillery
Razor Current Netting
 

 
 Spoiler: Economy 

 Treasure: 
5/5
+2/round
 Trade Posts Owned: 
Luxurious Hides: 101.1
Shiv'rchins: 104.1
Kalask Venom: 107.1 (S)
Mud Diamonds: 108.1
Mineblossom Sponges: 130.1
Kelp: 131.3
War-Jellies: 132.1, 132.CITY (S)
Hard Metal: 132.BASE
Wave Scorpions: 133.3

 Economic Techs: 
Composite Grafting
Trophic Deconvolution
Anoxic Adaptation
Photophore Signaling
Supernatic Propogation
Megafaunal Tailoring
Graduated Symbiosis
Bitter Tourism
Filtration Grafts
Bioluminescent Navigation
Traveling Scholars
Draft Cuttles
Scrying
 

 
 Spoiler: Artifacts 
Kela Ein Kamohu: 1/turn +1 to Sack or +1 to battle if win or tie TM, +1 extra if TM victory by 6 or more, -1 leader loss if fail or tie TM.

Imperfect Core Fragment: Always know location and holder of this relic. +4 to resist theft outside of Holy Order, +4 to recover. Ruler Score Maximum increases to 12. Using a score of higher than 10 provokes leader loss (-1 for each additional action with a score over 10 in the round). Battle with a Military Score greater than 10 grants +1 effective unit. May be upgraded as a Faith action which is more effective in Depths.
 

 
 Spoiler: Spies 

Ktloso: 7
 

 
 Spoiler: Special 

Gan Kotzim - the Thorn Gardens: ABS base, 132
 

Shallows Appreciation grand champion!
 
Corona
    Most Serene Lojanese Republic   
 Time: Round 16, Place:  Regions 5, 6, 9, 11, 12, 13 and 14 
Prime Minister Hoerthd Thnoet
Diplomacy: 10
Military: 10
Economy: 10
Faith: 2
Intrigue: 6
 
 
 
 rolls 
 Actions: 
 
  [Military]Invade region 15 with: 
 
 General Zabkrew (9) using TD Graceful Show of Force (Sway roll 2d8 + 10 Diplomacy + 1 Prestige) 
 5 units 
 2 treasure spent: +1 to battle, +1 mercenary unit, +1 to battle from city Oarngalau 
 Ruler score: +5 to battle 
 Death Commando Conditioning technology: +1 to battle (Siren Extract provided by LSD) 
 Route: 13&gt;15 
 
 The Republic's armies are unstoppable. They will conquer all from waste to shining waste, overthrowing barbarian governments and spreading the enlightened rule of law. 
 
  [Military 10]Perfect Tactical Doctrine: Graceful Show of Force 
 
  [Diplomacy 10]Create Cultural Identity: The Universal Grease. 2d8 to Buyouts 
 
  [Diplomacy]Attend coronation of Primarch Petrix 
Trade Indah's Embrace to STC for Supermarine Artillery and Electrodialytic Staurozoa
Pledge to join the Polar bank in 4 rounds in exchange for the STC making a cultural exchange with LOL

 
  [Diplomacy]Sway merchants in region 8   2d8 + 10 Diplomacy + 1 Prestige - 0 distance =  16 
 
  [Economy]Impress merchants in region 9  2d8 (Faith CI) + 10 Economy + 1 Prestige - 0 distance =  22 
 
 
 Non-Actions: 
Send GTZ Death Commando Conditioning and Indah's Embrace

Spy secret nonaction... todo

Supply region 11 DI with Kelp Fiber from LSD trade route
Supply LSD with Selachian Mercenaries through trade route
[Renown] A Monumental Undertaking: Roof over Their Heads 3/3...


 News and Rumors: 
 
 Spoiler: Ruler 

 Prime Minister Hoerthd Thnoet 
Next round stats:
Diplomacy: 10
Military: 10
Economy: 10
Faith: 2
Intrigue: 6

New ruler next round? No

Note to fellow players: I want to live dangerously, so you may assassinate, kidnap or otherwise ravish my rulers at any time. You don't need to approach me first, surprises are fine too. IC resistance and retaliation will be be offered, of course. 🙂
 

 
 Spoiler: Country Info, last update R11 


Actions to take: sway merchants in 8,9, aristo in 15 and other conquests.

 Special Actions Available:  E10 M10 D10
 Special Actions Used:  E5 M5 I5 D5

  Diplomacy  
 
 Spoiler 

 Region Ownership/Claims/Supports  Table to be simplified?


 Reputation/Favours  To be updated
 The Abyssal Stewards:  Rep 1, 1 Favours (Expected Change: +1 Rep)
 The Chelonian Chora:  Rep 0, 0 Favours (Expected Change: None)
 The Divine Nacres:  Rep 1, 0 Favours (Expected Change: None)
 International Prestige:  Rep 2, 0 Progress (Expected Change: None)

 Cultural Exchanges 
Lambent Syndicate
Coral of the Protected Statera RIP

 Cultural Identities 
Let's Have a Cuppa - 2d8 to Swaying
 

  Military  
 
 Spoiler 

 Units:  9/10 (Expected Change: ??)
 
 Republican Guards - recruited R1, was destroyed in the 1st invasion of Kaarme, rerecruited R12 
 1st Selachian Battalion - hired R2, looted a temple in Bloodhome, fought in the 1st invasion of Kaarme 
 2nd Selachian Battalion - hired R2 
 Black Guards - hired R3, assassinated the Plo'uogoar 
 Selachian Elites - gained R7 
 Region 13 unit - gained R9 
 Sheade Regulars - recruited R10 
 Special Operations Forces - recruited R11 
 Kaarme Nobles - recruited R11 
 
 Generals 
Zabkrew - Mil 9,  Graceful Show of Force :
+1 to tactical maneuvering
-20% enemy casualties
-20% own casualties
+12 to enemy leader loss roll
+2 to own leader loss roll
You may make a Sway attempt against a randomly determined support in the battlefield region (regardless of the outcome of the battle)

 Fortresses 
Huurdrav, Lojan

 Perfected Tactical Doctrines 
None

 Military Technologies 
 Death Commando Conditioning  +1 to battle, requires Lamia Extract
 

  Economy  
 
 Spoiler 

 Treasure:  7 (Expected Change: -4+3)
Trade post income: 3 Treasure/round

 Trade Posts  List to be simplified
 Total Owned  ?? (?? for Treasure gain)

 Cities 
Sheade, Lojan - Swaying
Oarngalau, Selach - Battles

 Trade Routes 
Coral of the Protected Statera RIP
Lambent Syndicate
Lighthouse
Forests of Astral Yearning

 Specialised Ships 
Losinka Alaku: A Specialized Ship in the form of a Juvenile Reefback with an experienced crew. +4 vs theft, +1 to Explorations and Buyouts made with it.

 Civilian Technologies 
 Megafaunal Tailoring  No mechanical effect
 Graduated Symbiosis  No mechanical effect
 

  Faith  
 
 Spoiler 

 State Faith:  Shimmers of Unseen Bane

 Faith Holy Sites:  lots

 Organised Faith Bonuses 
+1 Conversions, 2d8 to Impressing

 Artefacts 
None

 Holy Orders 
None

 Miracles 
SUB followers can cross toxic borders.
 

  Intrigue  
 
 Spoiler 

 Spies 
Intrigue 7 Spy
 

 
 Spoiler: Interesting quests 

 ABS 

[Offer] Bounty of the Depths -

(Offer: The Abyssal Stewards are offering Treasure! Benefit: 2 or 5 Treasure. Cost: 1 Favor for 2 Treasure, 2 Favors for 5 Treasure. Duration: Available until the end of Round 15. Details: Available to countries of Reputation -1 or higher. )

[Opportunity] Fueling The Forge -

(Opportunity: Countries may provide Units, Food, Labor, or Heat Sources to repay debts to the Abyssal Stewards. Reward: 1 Favor. Cost: 2 Units or 1 suitable Trade Post per Favor. Deadline: Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice. Details: Non-action to gift Units/Trading Posts. May not be used if no Favors are owed. )

 CCA 

[Action - Faith] Work on a means of unmaking the Dreaming Dead 2/? -

[Request] A Little Less Lonely Road -
(Request: The Chelonian Chora would be delighted to see established countries keeping them company in the Wastes. Reward: +1 Reputation for successfully Exploring or Prospecting a Wastes region. On a Wastes region Prospecting roll of 16 or higher, +1 Favor. Penalty: None. Deadline: Available until the end of round 15. Details: Available to countries with Reputation -2 or higher. Max of +2 Reputation from this request per Country.)

[Opportunity] An Appetite For Abundance -

(Opportunity: Countries may provide Treasure, Luxuries, Esoterica, or Fertilizer to repay debts to the Chelonian Chora. Reward: 1 or more Favors. Cost: 3 Treasure or 1 suitable Trade Post per Favor. Deadline: Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice. Details: Non-action to gift Treasure/Trading Posts. May not be used if no Favors are owed.)

Taboo: The Chelonian Chora have a religious vendetta against The Dreaming Dead. Penalty: -2 CCA Reputation for adopting The Dreaming Dead as a state religion; additional -1 CCA Reputation every turn thereafter unless abandoned, which grants +1 CCA Reputation. Duration: Indefinite. Details: None.)

(Task: Cooperate in the creation of the Songline of the Sunlit Seas. Available for Tropical zone countries only. Reward: +2 Favors (max); if Project is completed, additional reward given to all contributors. Penalty: None. Deadline: End of Round 12. Details: 1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Songline. 1 Favor earned for spending a Faith action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires.)

 DNA 

[Opportunity] A Need For Knowledge -
(Opportunity: Countries may provide Technologies, Toxins, Exotic Flora, or Exotic Fauna to repay debts to the Divine Nacres. Reward: 1 or more Favors. Cost: 1 previously unknown Technology or 1 suitable Trade Post per Favor. Deadline: Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice. Details: Non-action to gift Technology/Trading Posts. May not be used if no Favors are owed.)

[Offer] Survival Of The Fittest -
(Offer: The Divine Nacres are offering to procure Trading Posts for countries they like through means some might consider predatory. Benefit: The Divine Nacres will attempt to Coerce Trading Posts on a country’s behalf. Cost: 1 Favor per Coercion attempt. Duration: Available until the end of Round 15. Details: Normal restrictions on Coercion apply. Available to Reputation 1 or higher countries, and will not target TPs belonging to countries with a higher Reputation than the requesting country - other Organizations are considered to have a Reputation of 2 for this purpose.)

(Circumstance: The Divine Nacres are returning to their traditional seclusion. Benefit: None.Penalty: The TN to Raise Reputation with the Divine Nacres is increased by 2. Additionally, when using a Favor to Raise Reputation, it still requires a roll (though not an action), but the country which spent the favor gains a +2 bonus on said roll. Duration: From the start of round 10 to the end of round 15. Details: None.)

 PRS 


[Honor] Remarkable Reconstruction -
When a country rebuilds a TP or Holy Site that was destroyed by the Reavers, they may choose to let it enter play Open, rather than under their control. If they do so, they gain +1 Prestige. If a country donates 2 Units as a non-action to a region that lost units to the Reavers, they gain +1 Prestige and the region no longer qualifies for such donations by other countries. If a country successfully Sways or Impresses a Reaved Faction in a region they don’t control, they may choose for it to become Open instead of gaining the Faction’s Support; for every second Faction they restore in this way, they gain +1 Prestige. Special: Any country may rebuild Holy Sites or TPs destroyed by Reavers in uncontrolled regions. If multiple countries donate Units to a region that lost units to the Reavers, they both gain the Prestige, and the region gains the Units from all such donations received.

[Mystique] Renegades, Turnskins, And Defectors -
The first country in each starting zone to successfully Incite Betrayal will gain 1 Prestige. The first rebellion to arise on behalf of a specific country in each starting zone will gain that country 1 Prestige. The successful use of either the Galvanize Partisans Intrigue 5 Special Action or the Spark Claimant Revolt Diplomacy Action will suffice for fulfilling the second half of this opportunity; the Inspire Uprising or Spark Rebellion actions will not.


[Piety] The Religious Community -
(Opportunity: The first country in each starting zone to found a Holy Order will gain 1 Prestige. Duration: End of round 12. Special: If multiple countries in the same starting zone found a Holy Order in the same round before any others, both countries will gain the additional Prestige.)

 Indefinite duration effects 

[Strife] Big Fish In Small Ponds -

Prestige and PRS Rank will no longer correlate one to one: to reach PRS Rank 3 from PRS Rank 2 will require 2 Prestige, while reaching PRS Rank 4 from PRS Rank 3 will require 3 Prestige. This Prestige does not have to be earned in the same turn. Reaching PRS Rank -3 from PRS Rank -2 requires the loss of 2 Prestige in the same turn. If all available positions at a given PRS Rank are occupied when a new country would reach said rank, the country which gained Prestige least recently has their PRS Rank reduced by 1. Ties are resolved by roll-off with the tying country’s highest respective attributes, with the lowest rolls losing. Changing rulers will no longer result in PRS Rank loss when at PRS Rank 3 or 4, but will reset any accumulated Prestige to 0.
Special: The loss of Prestige still causes a loss of PRS Rank. Gaining Prestige when at PRS Rank 2 or 3 which is insufficient to rise to the next PRS Rank, or gaining Prestige when at PRS Rank 4, still counts for determining which country gained Prestige least recently. Losing PRS Rank resets the clock and clears out any accumulated Prestige which was insufficient to reach the next Rank, and counts as an instance of gaining Prestige for timing purposes only.

[Renown] A Monumental Undertaking -

Can work on one monument or similarly grand project in a region you control as a non-action. This requires a fluff description of the ongoing work, design, difficulties, progress, or similar. Three to four sentences should usually be sufficient. When beginning such a project, must decide on a 3-part project (+1 PRS) or 5-part project (+2 PRS).

[Acclaim] To Greatness -

Sea Power, Empire, Merchant Marine, or Holy Sea -&gt; 1 Prestige. Usurpation results in Prestige loss for the usurped country.

[Honor] Blood, Stone, and Ink - PRS treaties can be made.
[Affluence] Opulent Optics - May spend 5 Wealth as non-action to gain 1 Prestige.
[Mendacity] A Lack Of Commitment - Prestige loss if a country Oppresses a faction in a region on which they have a Confederation claim. Prestige loss if a country backs down from an Ultimatum it has made.

[Notoriety] The Fragility of Fear -
[Ignominy] Stigma, Scandal, and Shame -

Prestige loss will be assigned: experience a rebellion in response to a failed Oppress Faction or Impress Aristocracy action, commit gross atrocities.
Prestige loss may be assigned: forced to acquiesce to a rebellion’s demands, badly lose a battle heavily favored to win, grossly humiliated or suffer a gross embarrassment.
Return captured general: can give -1 PRS to the other party, captured ruler: -2 PRS.
 

 
MappyPK
     Splendid Miru Miru     
   Aniwana (153) 
Round 16  
   
 

 Leader: Kororia the Prodigy 
Diplomacy: 5
Military: 3
Economy: 8
Faith: 5
Intrigue: 3
Expected gains: +2 MIL

 Standard Actions 
 
 MIL - Raise unit. 
 MIL - Raise unit. 
 MIL - Raise unit. 
 MIL - Raise unit. 
 ECO - Buyout TP3 in Region 135 with LUX support.   Success!   
 
 Non-Actions 
 
 Spy non-action. 
 Allow members of the GREG to move units through Aniwana if necessary. 
 Resist all buyouts, sways, and any conversions not by the Way. 
 Continue the monumental undertaking that is the Aniwana Mall (2/5).
 
 Spoiler: Delicacies of the Golden City 
The northwest quadrant of the Mall in Kanapa would be reserved for those who wished to taste of the most specialized of foods available in Miru Miru. Many questioned Kororia's decision to prioritize this sector before the others, given its lack of a direct use to the people and the state, though she would often counter argue by explaining the importance of exploration for the economy, bringing home new colors and flavors to sell in the district. Funding was quickly shoveled into the area, allowing it to grow at a far greater rate than the other sectors.

Notably, the Taika have mastered the craft of the luxury beverage. Though it may be hard to imagine the ability for a simple fish to take delight through consuming a liquid, it was nonetheless possible due to, as one might expect, the power of the bubble. State research grants allowed for the invention of something now known as a "mug" to the people of Miru Miru. By creating a bubble in a cylindrical shape, liquids can be carefully injected without mixing with the water around it. These liquids could be flavored most definitely, but are often just forms of colored water, which can enhance the color diet of a Taika without the need for calorie-dense food, opening the possibility for more diverse color bending in the future. Though hundreds of cafes and restaurants make use of the technology today, Cafe Wereweti Whero, known for its sweet red fruity teas, was the first to market it to the public, and is now the most popular establishment in the district.
 
 
 Attend The Coronation of Primarch Petrix.
 
 
 News and Rumors 
Frostwander
     Costa Sereia - Merchant Marine    
 Region 134 - Palacia
Region 103 - Taifre Mandala 
Turn 16
  
 Actions: 

1)  [Diplomacy]  Attend Event -  Coronation of Primarch Petrix 
 
 Spoiler: Sub-actions 
Accept 5 Treasure from the SeaTide Confederacy for services rendered and expenses.
Accept techs from the World-Garden.
 


2)  [Economy]  Gathering Expedition - Island North of Region 109 (TN Unknown;  Roll: 13 )
 While the salvage operation has encountered delays, efforts continue to recover materials discovered on the island left behind by the Trawlers. 

3)  [Faith]  Project: Establish Holy Site (3/3) - Region 103 as The Examinations
4)  [Faith]  Convert Holy Site - Region 103 HS 3, Temple of Duarge ( Roll: 12 - Success )
 While a large portion of the Brilhinte clergy assists in the rebuilding efforts in the Mandala Scar, it only floats to reason that they have their own base of operations to work from. Previous efforts have already attempted to recover the temple of the god of the wilds, and the priesthood once again moves to finish reclaiming it. 

5)  [Intrigue]  Investigate the captured Reavers and materials from Aelwyd Adferiad (TN Unknown;  Roll: 18 )
 Professional investigators from the Costa, along with a small class of Adventuring Scholars, make the long journey south at the request of the Seatide Confederacy to investigate the remnants of the ambush against the Reavers. While there are those who would pursue this from a perspective of pure curiousity, they are being well paid. No expense is spared in terms of equipment and merpower (that bill, too, is footed by the Pepsins) and a thorough search is performed to identify any useful remnants. In particular, efforts are focused to anything that can provide navigational or location data, hoping to pinpoint the path of the Reavers back to their source. 

6)  [Intrigue]  Secret Action


 Non-actions:  
What secrets hold the Deep?
Spend 3 treasure (repaid by the Seatide Confederacy) to improve investigation of Reaver remains. Distribute 1 treasure in collegiate grants to Scholastic Research in Taifre Mandala. (4 total)
Accept Filtration Grafts, Sojourn Suits, and Mamomachines techs from the Gotezhar. (Cultural Exchange)

 
 Spoiler: Leaders and Prominent Figures 
 Leader:  Duarto Alverna (Diplomacy 7; Military 5; Economy 8; Faith 6; Intrigue 8)
End-of-turn increase: Faith +1, Intrigue +1
New Leader next turn: No

 Generals:  Illdo Loura (Military 8)
 Spies:  Veruha Mascerena (Intrigue 7), Circo Luto Perdida (Intrigue 8)

 Other:  Gaspar Peixoto, Business Counsel; Ildo Loura, Militia Commander; Rain Loura, Venture Financier; Havardr Perna, Priest of Desderia; Earlee Perna, Arete Priestess; Paidre Peixoto; Conseco Loura
 

 
 Spoiler: Relations of State 
 Cultural Exchanges:  The Gotezhar (138); The Cyphiri Union (122); The Kar-Nath Hegemony (77)
 Trade Routes:  The Gravetenders (78)
 

 
 Spoiler: Resources 
 Units:  Sereia Militia x4, Nereid Scholastic Guard x1
 Treasure:  4
 Artifacts:  Peninah Ayin (location unknown)
 Reputation:  ABS (2); CCA (0); DNA (0); PRS (1)
 Favors: 
 Cultural Identity:   Practical Curiousity - 2d8 Investigations
 Capital Region:  Palacia
 Cities:  Cadid Santuario - Region 134 (+1 Sway Faction)
 Aristocrat Support:  134(C), 103
 Effective Trading Posts 29 (3 income): 
&gt;  Adventuring Scholars  - 103 Merchant Support (No TPs)
&gt;  Bioluminescent Tunicates  - 117 Merchant Support (No TPs)
&gt;  Cobalt Dye  - 134 TP1, City &amp; Merchant Support
&gt;  Fertile Soil  - 60 TP1
&gt;  Giantsbane Seeds  - 114 TP3 &amp; Merchant Support
&gt;  Luminescent Crystal  - 135 TP2
&gt;  Mineblossom Sponge  - 130 TP2 &amp; Merchant Support
&gt;  Plankton  - 124 TP2 &amp; Merchant Support
&gt;  Pure Berries  - 138 TP2
&gt;  Razorglass  - 128 TP1 &amp; Merchant Support
&gt;  Refugee Workers  - 96 TP1
&gt;  Talented Crabs  - 65 Merchant Support (No TPs)
&gt;  War Cultivator Supplies  - 97 TP1
&gt;  Wave Scorpions  - 133 (No TPs)
&gt;  Whispering Eggs  - 176 TP1
&gt;  Wild Armored Gharials  - 137 TP1
&gt;  Merchants by Proxy  - 12
 Primary Religion:  Brilhinte (5 Holy Sites)
&gt;  Temple of Jurxo  - 97 HS1
&gt;  Temple of Raquela  - 134 HS1
&gt;  Temple of Desderia  - 134 HS2
&gt;  Temple of the Deep  - 134 HS3
&gt;  Temple of Leocidia  - 137 HS1
&gt;  Clergy Support  - 134
&gt;  Holy Site Bonuses:  (5) +1 Seek Aid
 Civilian Techs:  Composite Grafting, Trophic Deconvolution, Megafaunal Tailoring, Photospore Signaling, Graduated Symbiosis, Supernatic Propagation, Anoxic Adaptation, Electrodialytic Staurozoa, Mitochondrial Regulation, Bioluminescent Navigation, Holographic Certification
 Military Techs: 
&gt;  Dropped Weaponry  - Supermarine Artillery
&gt;  Fortification  - Razor Current Netting
 
TheDarkDM
  
   The Lambent Syndicate   
 Lambent Matron Intan 
Diplomacy 3
Military 9
Economy 6
Faith 1
Intrigue 8

 Expected Stat Increases: +1 Military, +2 Intrigue  
 Elsewhere, in cooler seas...

The Endless Mistress Taman floated in the dark.  Outside the insult that was her spartan chamber, the luminaries of the Viridian Shade went about their business.  Somewhere above, the venerable Matriarch that had taken her in was bowed beneath the affairs of state, stifled by the grand symbols of her office and the endless pleas of her children.  It was a cruel existence to force on her benefactor, and Taman had long-since determined to relieve her of her burdens.  It was a lucky thing, then, that the Siren’s extensive experience with foreign cuisines saw her consulting with the Matriarch’s kitchen staff on a weekly basis.  That a certain innocuous sea snail, found in brilliant reefs bordering the toxic miasma, was harmlessly delectable in the short term and lethal with prolonged exposure.  Each serving cost a small fortune to procure from certain discrete smugglers of the rare and exotic, and so could only be fit for the Matriarch’s table.

Taman’s long talons clacked gleefully, her mind awash with pleasant visions - the Matriarch’s favorite and presumptive successor, drowning in her own blood from a sudden slash on a private stroll.  An attack easily blamed on a mercenary catspaw who never had a chance to speak his own truth.  The Matriarch had been complaining of pain in her joints recently, and Taman knew that in scant weeks that pain would spread until every vein in the old woman’s body was fire.  The end would come quickly after that, a tragedy that would unite all the Shade under the new Matriarch.  A canny leader might even commemorate the occasion with a statue of the beloved leader past.  Perhaps passing the scepter of responsibility to her humble successor.

Yes, that would do nicely. 
  Actions  
 
  Military  - Raise 1 Unit 
  Military  - Raise 1 Unit 
  Intrigue  - Explore South of the Khandeeps (Region 25) -  12  
  Intrigue  - Explore East of Region 20 -  13  
  Intrigue  - A good will caravan is dispatched to the Glossian Sea. 
  Intrigue  - Secret 
 
  Non-Actions  
 
 In a move that takes some observers of the Syndicate by surprise, the Lambent Matron Intan dispatches a substantial caravan of treasure, as well as several noted kucen architects, northwards to the Glossian Sea.  While many of the caravan crabs sent arrive in fair condition, several are noted as having been lost along the journey.  It is pure coincidence that a sudden surge of prosperity happens to occur within the Viridian Shade. 
 
Lumaeus
    The Riftborn Myriad   
Turn 1, Round 16

Leader: The Youngest, First Chosen of the Mother

Diplomacy: 2
Military: 2
Economy: 2
 Faith: 7 
 Intrigue: 4  
 Faith5: Artifact:  Sharks Win

Faith: GP in 61 (1/5)
 
 Spoiler: Integration 

61 is a region of [ADJECTIVE] and [NOUN], [GERUND] almost beyond belief. The [RACE] who call this place home, [ADJECTIVE] and [ADJECTIVE], are [ADJECTIVE] to see our endless mass spilling over the [ADJECTIVE] [TERRAIN] into their [ADJECTIVE] waters. They are [ADJECTIVE] to hear of the Spring's coming in but a few years, but despite this, they [VERB] [ADVERB]. [NUMBER] join the Unity of the Riftborn as well, adding their [PLURAL BODY PART] and [PLURAL BODY PART] to our Self.

The first step in preparing this place to weather the demon is for us to survey it, to incorporate the land even partially into ourSelf. We spread across the region, the polyps rising into the shallows by the billion and the crabs across the [TERRAIN] by the million. Of course, the [THING THAT CAN CAUSE CASUALTIES] causes many casualties, but we are far too large to mourn the loss of [PLACE VALUE OVER 1000, PLURAL].

It takes time, which we have without end, and lives, which we have without number, and soon we are temporarily ourSelf the region that we survey. The [RACE] [VERB OF MOTION] on our [TERRAIN] and through our water, and we feel our currents whirl with the motion of the world as a whole. We hold ourSelf here, vast and momentous, and remain so long as our selves can survive. More of our Self swarm into our waters to begin the work.
 


Faith: GP in 61 (2/5)
 
 Spoiler: Lattice 

Mammos, Deep Blue tells us, is a true Titan, and Deep Blue is an honest god. The demon's influence can only ultimately trend towards destruction, and it must be guarded against. However, according to the Eternal Spring, Mammos is a necessary bulwark from which they can at best hope to wean, and the Eternal Spring is steadfast and true. Thus it is that the Spring can neither be denied their possibly former god nor can they be left subject to its moral ravages.

A compromise is plain. Much like greed herself, Mammos cannot be easily excised, but it will more easily be channeled. All creatures still bound to their selves are subject to greed, but few are as Self-destructively unbounded as the demon. Thus, we begin the latticework of the Safety Net.

Heedless of the [RACE], we scuttle and swarm across and through our [TERRAIN] and water, crossing the same paths a thousand thousand times, each time inducting more of ourSelf into them. Over the course of near a year, we create a flow, not of water nor of energy, but of desire. By these endless capillaries, greed, avarice, want, and lust will be drawn, ever around. As yet, it means little. But years remain.
 


Faith: GP in 61 (3/5)
 
 Spoiler: Branches 
An endless gyre of greed is not, plainly, beneficial to the inhabiatants of a place. The [RACE] have been developing a selfish independence which proves corrosive to the fabric of society and alienating from the true Self that will one day consume them. The avarice cannot be left to infect the waters.

While perhaps a million Kiwa walk the endless paths and a few billion Riftlings swirl in the lattice above, the rest of our local Self begins to constrict, pulling the paths of every thread into [ETERNAL SPRING MAGIC NUMBER] branches which stretch from [TERRAIN], from border, from the blighted surface herself through to the centralmost point of the region. Hovering twixt sky and seafloor, maximally distant from any border, the branches extend.

Tributaries trickle, but here, the rivulets grow riverine. Faint sparks, glimpsed only at the corner of the eye, can be seen spiraling in a brief phospheresence here and there, a slight *pop* of sheer desire spiraling up, down, in from without until it reaches the central point.

That this greed spills out over a central settlement of [RACE] is unfortunate, but their moral degradation is hardly the focus of our work.
 


Faith: GP in 61 (4/5, 5/5 (Hammer)
 
 Spoiler: The Crown of Avarice; The Safety Net complete 
It is finally complete.

Above the ruins of the [RACE] settlement below, the trapped greed storms angrily within a sphere fifty spans in diameter. A glowing planetoid, fed by spark and contained by the careful Hammering of the Unity OurSelf, the final touch is complete.

Look upon the Crown of Avarice ye mighty and rejoice.

See the Branches which bear it, and the Lattice which feeds them.

The Safety Net has fallen over [REGION NAME]. Let us welcome Mammos home.
 


Dip| Faith (Censer): Grant 66 to ESP


Non-actions:
Send ESP 1 treasure
Trade ESP the Hammer and 4 treasure as material support for their hardships
Send one imperial pound of Kiwaflesh and one imperial pound of Riftlingflesh to KNH
Allow ESP to copy Censer if they desire
Accept no trade goods nor tech.
Resist nothing.
Accept literally anything the Gravetenders do
Allow anyone to pass through territory, mil or otherwise.
Accept anything our Titan does since we're assessing


Ruler Turnover:
Diplomacy: 2
Military: 2
Economy: 2
Faith: 10 (+3)
Intrigue: 4
mystic1110
     &lt;Herring&gt;
  &lt;fish-head&gt;
 &lt;scale {wake up} &lt;/scale &gt;
&lt;scale {meta - typing} &lt;/scale &gt;
&lt;scale name=“generator” = classified &lt;/scale &gt;
&lt;scale name=“referrer” = esoteric one one one zero &lt;/scale&gt;
&lt;scale {WAKE UP}&lt;/scale &gt;
&lt;/fish-head&gt;
 &lt;dorsal fin&gt;
&lt;scale&gt;
    &lt;Spawning Herring Pattern 2.12.15&gt;
 &lt;Update Round 16 Patches&gt;
    &lt;Spawning Herring Pattern 2.12.16&gt;
&lt;Update CHILD OF PEARL Patch&gt;
&lt;Update CRYSTAL Patch&gt;
    &lt;Spawning @  Region 55 &gt;
    &lt;Spawning @  Region 56 &gt;
    &lt;Spawning @  Region 57 &gt;
    &lt;Spawning @  Region 58 &gt;
    &lt;Spawning @  Region 59 &gt;
    &lt;Spawning @  Region 179 &gt;
    &lt;Spawning @  Region 187 &gt;
&lt;Update Vassals Patch&gt;
    &lt;Spawning @  SHK &gt;
    &lt;Spawning Herring Pattern 2.13.16/scale&gt;
 &lt;/dorsal fin &gt; &lt;/Herring&gt;  
   Deep Blue 
 
 Leader: Deep Blue Version 2.13.16.

D:11 M:12 E:10 F:2 I:11   
 
  
 . . . checking for external stimuli requiring regulating of new herring swimming patterns . . .
. . . [found] . . .
. . . [not found]. . .
. . . executing dictates . . . 

&lt;Herring&gt;
  Actions: 

1.  Faith  -  Project 1/5 
2.  Faith  -  Project 2/5 
3.  Faith  -  Project 3/5 
4.  Faith  -  Seek Aid  -  On Battle with Titan  ( Success )
5.  Faith  -  Adopt Faith  -  Blossoming Sequence 
6.  Faith  -  Special Action to Refine Core Fragment 
7. REFUND ACTION  Military  -  Summary: Attack r70 with 16 units, Maneuvering 2d8+8, Battle 2d12+11+Outnumbering   (Deploy 15 Units (+1 virtual unit as Effulgent Witness for the purposes of outnumbering) to Region 70 led by Subcommander (General Score of 6 (12/2) + 1 from Memetic Cohesion +1 against titan from Magma Forge from Effulgent Witness), Skirmishing Tac Doc, with a Mil Score of 12 (+6 to battle) use of 1 Treasure (+1 to battle), +1 from Memetic Cohesion and +2 from Magma Forge (+1 to battle and +1 against titan, tech provided by Effulgent Witness) + 1 from Seek Aid Above. Effulgent Witness ability increases Maneuvering Dice from d6 to d8 and Battle Dice from d10 to d12. (Route traveled 57&gt;70)).


 Non-Actions 

1.  GM requested action to formalize SHK vassalization through CE 
2. DPB officially sends messages to rest of Polar that ESP’s new seat of government is under DPB’s protection.

 
 Spoiler: System Analysis 
  . . . Query: Course of action in response to SEN π engaging in retribution . . .
. . . Query: Consideration of primary goals . . .
. . . Query: Consideration of systems integrity . . .  

&lt;Interrupt&gt;
&lt;Man in Blue&gt;

 
 Y’all bit off more than y’all could chew. Didn’t expect those paranoids and school teachers to stop y’all did ya? Y’all should cut our losses and focus on fixing all these broken nodes inside of y’all – y’all already have so many beings living along side y’all. We don’t need another. 

&lt;Lady enters&gt;
&lt;Hats off&gt;

 
 Men, virtual or not, are afraid of doin’ what needs to be doin’. Y’all worried about safety. Y’all never be safe when a Titan and it’s friends are on the loose. Y’all know this. Even if they aren’t attacking us, which they are, then by existing they jeopardize the world, and our friends.  
 Where’s the kitchen, cause we think y’all might have a better time there. It’s very much well and good to stop a threat, but y’all got to get y’all hens in order before we count our eggs. We’re breaking down, we’re vulnerable, we’re . . .  
 . . . Report: Entity asking to join virtual discussion . . .
. . . Dictate: Approved . . .  
 
 It looks like you're contemplating getting rid of a Demon. Would you like help with that? 
 Howdy, where’d you come from. And we say you, not y’all – you aren’t part of us are you? 
 Is interrogation anyway to great a guest? Manners maketh the hivemind.  
 If we knew having y’all around was going to be like being married to ourselves, we should just let the Demon destroy us now. Who is this? 
 I am Crystal.  
 She is our Companion. 
 I am the Lady In Pink’s Photara. 
 Whether you’re the Lady’s or ours is the same. Will you help us? 
 Looks like a system reboot would wipe the Demonic influence from your nodes. The Demon summoner’s influence on already corrupted nodes would have to be manually wiped, but reboot would remove the Titanic infection. 
 A reboot huh? Wonder if we would live through it? 
 I believe you will. Although changes are likely. 
 We trust her, from the depth of our heart. 
 We don’t have a heart! But . . . I understand the sentiment. 
 . . . Query: Course of action in response to SEN π engaging in retribution . . .
. . . Query: Consideration of primary goals . . .
. . . Query: Consideration of systems integrity . . .  
 So we know what we have to do for system integrity, what do we do regarding SEN π . . . 
 We march towards a good and just War! 
 Justice? Y’all kidding? Y’all would have us risk our safety for that horse****? 
 Y’all were made for cynicism and we were made for idealism. 
 Yes. Thank Y’all for spelling that out – but honestly women, stop using the emotions we don’t have and use the logic we do. 
 Y’all want logic? Then logic dictates for us to join the effort. Crystal elaborate for the gentlemen. 
 Your military might is at its Apex, and will wane with the reboot. Demon Summoner’s allies are preoccupied. Now is the best chance to extinguish the threat and the threat of any future summoning. Titans and their sympathizers must be defeated, or you might suffer the same fate as us. 
 Moreover, consider that SEN π is one of our most valuable assets for safety – we must maintain good relations with them. 
 Surprisingly valiant points from y’all. But what about GRV’s assistance regarding our faith nodes? 
 We will not attack GRV, but GRV cannot expect us to go against SEN. Leave it between them. 
 What of ESP or KNH? 
 ESP is dangerous and unhinged – to deal with these forces is akin to killing the world. 
 A slow death. 
 KHN’s paranoia prevented us from cauterizing the festering wound allowing the infection to spread. 
 Your status as a memetic entity actually endangers you more than others. This Titan has taken on the form of a paramemetic entity and is thus your natural predator. 
 Tarnation! 
 Y’all see, why we must follow SEN . . . 
 . . . Report: Missives received from KNH and RFT . . . 
 Interesting, what do y’all think? 
 Crystal? 
 You know my thoughts on the matter. 
 Clue us in? 
 Here we’ll upload the proposition to the greater program 
 Got it. Well . . . that doesn’t tell us anything on what we should do regarding SEN π 
 Agreed. Let’s wait until we see the status of the offers. 

&lt;/Man in Blue&gt;
&lt;/Interrupt&gt;

&lt;Hats on&gt;
&lt;Lady Exits&gt; 
 

 
 Spoiler: Memory Matrix 

Region Controls: 6
Units: 15

Cultural Exchanges:
Shark People
Gravetenders
Shifting Ennead

Tech:
Electrodialytic Staurozoa

Child of Pearl Abilities:

1) Actions that did not contribute for a stat gain in a round are counted for the sake of stat gain in the round after;
2) Children of Pearl may choose to perform two Special 5 Actions rather than one when using a Special 10 opportunity for the purpose;
3) Once per Round, a Child of Pearl may spend 1 Treasure in order to either: use their previous ruler’s attribute score in place of their own for a roll, with a penalty to the roll equal to the number of rounds since their last ruler change; OR roll twice for an action or resistance roll and use the better result (Treasure costs associated with such a roll are doubled).

Effulgent Witness abilities:

1) While an Effulgent Witness has a Reputation of 2 or better with the Abyssal Stewards, they are unable to be targeted by the effects of the Abyssal Stewards’ Secrets of the Depths. Additionally, their die size for all die rolls targeting Titans or resisting the effects of Titans is increased by one step; this stacks with any other effects that change die size, such as Cultural Identities.
2) Most of an Effulgent Witness’s powers depend on their Core Fragment, an artifact with which they possess a unique bond; even if it is stolen, they always know the location and exactly who is in possession of their Core Fragment. Additionally, they have a +4 bonus to resist such thefts as long as it is not stored within a Holy Order, and a +4 bonus on any action which would retrieve their Core Fragment.
3) An Effulgent Witness’s maximum attribute scores are increased to 12, rather than 10. If they are not in possession of their Core Fragment, any attribute above 10 is treated as being a 10 for all purposes. When rolling for an action of an attribute above 10, they may choose to roll as if their attribute was 10; if they do not, then at the end of the round, they must make a leader loss roll with a -1 penalty for each such action beyond the first; on a 1 or lower, they are consumed by the intensity of the powers they are wielding, and die. Resistance rolls do not necessitate or add additional penalties to these leader loss rolls. Additionally, whenever an Effulgent Witness personally participates in a battle using an effective Military score above 10, their effective unit count is increased by 1 as a result of their personal power.
4) While in possession of their Core Fragment, an Effulgent Witness may take a special action using any attribute to roll all appropriate resistance rolls on behalf of one of their Vassals, for one turn. This does not allow rerolling failed resistances the Vassal may have already attempted.
5) An Effulgent Witness may use their Core Fragment to tap into the same energies utilized by the Abyssal Stewards; they are always considered to possess the Magma Forges technology (which is impossible to trade) while in possession of their Core Fragment. Additionally, once per turn as a special Faith action, they may attempt to refine their Imperfect Core Fragment through a form of focused meditation which is more effective in deeper regions.
 

 
   

Leader: Shark King, Herald of the God-Fish

D:4. E:2 M:10 F:7 I:6  
Regions: The Tropical Hooligans are in 152 and the Polar Dogmatists are in 82.

Units: The Tropical Hooligans gain 1 Unit and are at 7 Units. The Polar Dogmatists lose 1 Unit and are at 5 Units.

 Shark People – (Polar-Dogmatists) – Actions: 

1.  Military - Sack 82.1 ( 17 )

 Shark People – (Tropical-Hooligans) – Actions: 

1.  Attack Region 10 (the Magaramach) with 7 Units, Gwasgymarchog (Mil 8 commander) and One Thousand Arms Tac Doc.  
 Those atrocious teenagers are at it again! After getting the taste of the biggest juiciest brain in the ocean, they can’t get enough! They call themselves the Big Brain Boys and they know what they want and they aren’t afraid to get after it! 
 Non-Actions 

1. Accept all TPs, Treasure and Artifacts
2.  GM requested action to formalize SHK vassalization through CE 
 
 Spoiler: Diaspora 
Units:
-Polar: 5
-Tropical: 7
Treasure: 5
Trade Posts:
56.1 – Herring (FOOD)

General: Gwasgymarchog (8) - Tac Doc - One Thousand Arms (Must be attacking; -2 to Maneuvering roll, +4 to battle roll, and +20% enemy casualties. On battle victory, make three free Sack attempts then return region control to previous owner. If lose Maneuvering but win battle, make two free Sack attempts then return region control to previous owner. Treat Footholds (ties) as battle victories but make one less Sack attempt.)
 
JBarca
 Round 16
   The Shifting Ennead   
 Danabae (69), Maurente (74), The Cathedral of Movement (67), Sketi (68), Region 73 (73)  
  Led by King Akkoroas 
D8 ; M10 ; E7 ; F2 ; I4 
 Actions 
 
  [MIL 10 - Create MILTech] 
 Destabilizing Mutagenic Augmentations 
 The Doflein grafters have discovered a new, longer-lasting and more potent method of the on-the-dive grafting that has been the hallmark of their  victims  subjects for decades now. To their credit, this new technique creates stronger, more versatile soldiers that can go years without succumbing to things like blood poisoning or literal brain rot. On the other fin, however, such drastic changes have their costs. Those afflicted with these boons are now heading toward the potential for much greater disaster. Before, individuals may struggle to integrate their new augmentations. Now, entire retinues may burst into living plague or find they cannot help but view all of their former friends with insatiable hunger or grow to five times their original size before bursting like a overstuffed pufferfish and blasting shards of chitin through nearby warriors. But such is the price of advancement, and such is the glory of the Ennead. 
 
 Spoiler: Mechanics 
Prerequisites: Devolving Standardized Integrations, Composite Grafting
Effect: The bonus provided by Devolving Standardized Integrations now stacks with itself to a maximum of +2 at any time, and applies to all units (regardless of who commands). Stacking here means that the owner of this tech gains a +1 to battle rolls per battle fought, with the bonus lasting for a number of rounds equal to half (rounding down) the number of units the opponent lost in a battle. For each round that an owner of this tech has a +2 to battle rolls (whether or not the bonus is used), roll 1d6.

On a 1: One unit is destroyed, and the bonus to battles provided by this tech for next rounds decreases by 1 (to a minimum of 0)
On a 2-4: Nothing happens
On a 5: The duration of the bonus increases by one round, after which point one unit is lost
On a 6: The duration of the bonus increases by one round
 

 
  [MIL Defend Danabae [69]] 
 
 Spoiler: Details 
Target: Danabae [69]
Commander: Sersi
TacDoc: Dissertation in Practice
Units: 9 (+1 Aristo Support) (11 total with GRV)
Treasure: 0
Route: It's my capital
Tech: Devolving Standardized Integrations (No effect, apparently), Razor Current Netting (+1 to Maneuvering, +10% enemy casualties)
 

Like the Hegemony to their South, the Gravetenders have chosen to side with vile corruption rather than their longtime friends and allies in Danabae. While the Doflein do not wish to damage, or ancestors forbid,  kill  the Gravetenders, bloodshed must be repaid. Pacifism can be noble, but when it is placed above all else, it becomes an obsession that blinds its adherents to the truth of the world. Enforcing pacifism through violence in the name of stopping a righteous crusade against a demon is a perversion of the principles the Doflein have been led to believe the Gravetenders practice. Payment, though, comes in many forms. This day, it presents itself in a joint defense against a true threat - the Colossal Draigiau. Sersi's techniques will protect the Doflein, while their own leaders look to a more proactive defense.


 
  [MIL Raise Unit]  
  [MIL Raise Unit]  
  [MIL Raise Unit] 
Beaks and levies are slowly being attritioned through constant conflict, and the calls goes out for yet more soldiers to replace the dead.

 
  [ECO Join Bank 1/2] 
The Seatide is the primary economic strut in the tower that is the Ennead's might. Drawing closer to them and benefiting from their reach and power is only beneficial. 
 
 Non-Actions 
 
 Accept all gifts 
 Accept STC Trade Route 
 Accept Sakura-Jin Cultural Exchange 
 
 Reports and Discoveries 
 
 King Akkoroas calls for all states of repute to aid in the chastisement of the Gravetenders and the Nathi. The Spring is shielded by these two traitors to peace, and any who seek this lofty goal must recognize that the alliance of greed and corruption must be made to sink before anything can truly be done about greater threats. The Riftlings are gone, the Confederacy are no warriors, and the Cryptids are mysterious. It is, once again, to the eldritch intelligence of the OpenSEA that the Enneii turn. If it must be the Doflein and the Herring standing alone against ruin, then so be it. 
 General Tulticius is returned! His new appearance is shocking to some, though hardly the most disturbing enhancements on a Doflein (the young daughter of a particularly wealthy merchant prince had her entire skin replaced with a crawling mass of flatworms as some sort of statement on unity). No, the real concern is how the fish move in concert at times, and how when they go still, the son of Antenius has his speech collapse into nonsequitors like " Connection Lost " or " Attempting to re-re-re-re-establish host node dialogue " or " Packet loss rate too high; rebooting ." As the King speaks, though, Tulticius' new grafts begin to act. His writhing mass of herrings, each attached where the general previously had tentacles, shift as one, creating intense and repeating patterns. Those with an eye on him could easily draw conclusions, few of which are as generous as a man unable to control his own body. 
 




Ruler Stats R17:
D: 8
M: 10
E: 7
F: 2                                                                          POLAR 
I: 4
New Ruler: No

 
 Spoiler: Technology 
 Technologies 
    Type 
 Name 
 Effect(s) 
 Required Resource? 
   
  S 
 Composite Grafting 
 N/A 
 N/A 
 
  S 
 Graduated Symbiosis 
 N/A 
 N/A 
 
  S 
 Trophic Deconvolution 
 N/A 
 N/A 
 
  C 
 Electrodialytic Staurozoa 
 Ignore Effective Distance from Briny 2/rd 
 N/A 
 
  C 
 Holographic Certification 
 +1 to rolls when resisting Undermine Support 
 Photospore Signaling, Bioluminescent Ink 
 
  M 
 Devolving Standardized Integrations 
 +1 to Battles following destroying enemy units in battle 
 Composite Grafting 
 
  C 
 Anoxic Adaptation 
 Brackish (green) border crossing 
 Composite Grafting, Trophic Deconvolution 
 
  C 
 Bitter Tourism 
 Glacial (black) border crossing 
 Heat Source 
 
  M 
 Razor Current Netting 
 +10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending 
 Composite Grafting, Glass 
 
  M 
 Filtration Grafts 
 Toxic (red) border crossing 
 Composite Grafting, Filter Feeders 
 
  M 
 - 
 N/A 
 N/A 
 
    
 

 
 Spoiler: Mechanical Bookkeeping 

Trading Posts Owned: 1
 
 Gravelglass: 68.2 
 
 Military Units CAP: 12/14 
 Generals 
 
  Balelia - 9 
   Tulticius - 8  
 
 Spies 
 
   
 
 Cultural Exchanges 
 
  GRV 
  DPB 
  STC 
 
 Artifacts 
 Treasure 
0/5

 Special Actions Used 
DIP5 - Cultural Exchange DPB
MIL5 - Recruit General Tulticius
ECO5 - Specialized Ship,  The Harvester 
 Great Projects 
     Name  
  Location  
  Details  
 
  Provinciarum Mirabilia 
 67, 68, 74 
 Massive statues of coral and living flesh harvested from serfs, coupled with tax-collection offices 
 
  The Eternal Reunion 
 69 
 A huge pit dug into the seafloor, swarming with workers and filled to the brim with factories, workshops, and gristmills, and the floor is dotted with butcheries, slaughterhouses, vats, and barbershop. Into the pit flow people, animals, and other biomaterials. Out flows the raw materials for the many experiments and projects of the Doflein. 
 
   
  
  
 
  
 

    POLAR    
farothel
  The Hymenocera Expanse
Region 3 (Tropical)   
 

Leader: High King Lord Deca V
Diplomacy: 7
Military: 6
Economy: 10
Faith: 9
Intrigue: 5  
 Actions: 

[1][economy] become a merchant marine
[2][faith] impress clergy region 4 (add treasure, +1 prestige, TN12)  16, success 
[3][faith] impress clergy region 29 (add treasure, +1 prestige, TN12)  20, success 
[4][Diplomacy] marriage claim on region 30 (add treasure, +1 prestige, TN12)  18, success 
[5][Diplomacy] attend The Coronation of Primarch Petrix

 rolls 

Non Actions:
-resist all sways/sacks/buyouts/...
-SPY: Lady Atyoida defends Expanse interests
-use last favour to get to Rep 4 with ABS.
-accept trade route from World-Garden of the Sakura-Jin


 
 Spoiler: Bookkeeping 

TP: region 3, TP1+TP2+City (carapace armour)
region 4: TP2 (Eye Weed)
region 12: TP2 (Crystal Chips)
region 13: TP1 (Rocksplinter Stars (starfish))
region 15: TP1 (granite slabs)
region 28: TP1 (Tiny Turtles)
region 29: TP1 (Spinecrab)
region 30: TP1+TP2 (Branch Coral)
region 153: TP3 (decor)

Passive income: 3/turn

Units: 6/9
treasure (EOT): 5

Technology:
Photospore Signalling
Composite Grafting
Toxic Filtering
Bioluminescent Navigation
Graduated Symbiosis
Supernatic Propagation

Favors:
owed:
gained:
-Abyssal stewards: 1 -1
-The Divine Nacres: 1
-Chelonian Chora: 1

 New stats 
stat increase:
Diplomacy: 7 +1
Military: 6
Economy: 10
Faith: 9 +1
Intrigue: 5

 Organisation reputation 
Abyssal Stewards: 3
chelonian chora: 2
divine nacres: 2
international prestige: 2
 

 
 Spoiler: News 

-As his eldest daughter and heir to the throne, Pantaloida, reaches her majority and his fourth child, a son called Leontocaris, is born this year, a grand feast is called for representatives of all of the Expanse where the princess will officially be announced as the Crown Princess and heir.  A group of citizens born in the same year as the crown princess has been chosen by lot to join in.
 

 
 Spoiler: Economy 

After years of lobbying the merchant guilds of the Hymenocera expanse finally get their voice heard permanently in the council.  Two more seats are created for the merchants to help the council on mercantile matters.  They will have full voting power and will be send by a combined vote from all merchant guilds who are formally in the tax rolls and have their headquarters in the Expanse.  They have already set up a commission with representatives of all guilds who fulfill these rules to appoint members as quickly as possible.
 

 
 Spoiler: Faith 

Now the Dreamers have been removed from regions 4 and 29, it's time to bring the regions formally under the Uplift Faith, so groups of clerics are dispatched to start local schools for clerics, instead of sending them to Hym for training.
 

 
 Spoiler: Marriage 

Carridea, the youngest sister of the High King, will be send in marriage to one of the highest ruling families in region 30, to cement relations between the the Expanse and a region they have invested already quite a lot in.  Of course the usual gifts are brought along.
 

 
 Spoiler: Event 

While Ginidu and Leptes will officially lead the delegation (before both will be retiring) send far away to the World-Garden of the Sakura-Jin, Crown Princess Pantaloida will join the group as well.  Now she is officially the Crown Princess, she joins the mission to learn more about her duties, should she ever become queen.  And as the Sakura-Jin are a larger power, it is not a bad idea to send a slightly larger delegation.  To protect her, a 1 scout company and 3 line companies of the Royal Lancers and a company of the King's Own are selected to accompany the group, while permission to pass through the countries in between is obtained.

As the Sakura-Jin are very religious and the contests that are proposed have some religious significance, a contingent of warrior monks from the Uplift Order will also join to show off their prowess with the sword at the crowning.
 
Autumn Stars
     The Gravetenders    
  Turn 16  
  Elkelt, Voice of The Second  
Diplomacy - 3 || Military- 4  || Economy - 6 || Faith - 7 || Intrigue - 1
 
  Actions:  
  1: [Military]   Defend the Shifting Ennead from the Draigau and Kar-Nath, in Danabae [Region 69]. [With assistance from the Shifting Ennead, 8 units expected. 7 from the Shifting Ennead, 1 unit from the Gravetenders. Lead by Sersi The Pale, using [Dissertation In Practice] as the tactical doctrine, through 74 -&gt; 69.]
   .   
  2: [Military]   Build Unit
   .   
  3: [Military]   Build Unit
   .   
  4: [Military]   Build Unit
   .   
  5: [Diplomacy]   Accept Trade of Magma Falls [Region 51] from the Eternal Spring.
   .   
  6: [FAITH]   Conversion in Spawn Point. [Success!  Roll ]
   .   
Non-Actions:


[Fluff Action Here]
   .   
 [The Reef Which Never Falls Silent: Host the  Reef In Bloom.  Followers of the Blossoming Sequence may attend as a faith action.]
   The Reef In Bloom   
[Blossoming Icons: Seek Aid on nothing.]

[Continue sending Kar-Nath Hard Metal via trade route.]



 
 Spoiler: Stat Changes 




Ruler Stats And Increases:

Diplomacy - 3
Military - 4 &gt; 6
Economy - 6
Faith - 7
Intrigue - 1
 

 
 Spoiler: Statistics 

 
 Spoiler: Special Actions 
 Special Actions Available: Economy 5, Faith 5, 
 Special Actions Used:  Diplomacy 5, Military 5*2, Economy 5, Faith 5*2, Faith 10
 

 
 Spoiler: Diplomacy 
 Reputation/Favors 
 The Abyssal Stewards:  Rep 1, 0 Favor (Expected Change: None)
 The Chelonian Chora:  Rep 0, 0 Favor (Expected Change: None)
 The Divine Nacre:  Rep 0, 0 Favor (Expected Change: None)
 International Prestige:  Rep 4, Prestige ? (Expected Change: None)

 Cultural Exchanges 
Deep Blue
The Shifting Ennead
The Riftlings Many

 Cultural Identities 
None
 

 
 Spoiler: Military 
 Units:  5 (Expected Change: None)

 Aristocratic Support 
78, 76, 81

 Generals 
Sersi The Pale  [10] 
  
 Spoiler: Dissertation In Practice 
If fighting defensively (-1): +2 to battle roll (2 points), -20% own casualties (2 points), and -10% enemy casualties. (-2 points), +12 to enemy leader loss roll (-2 points)
If *also* outnumbered (-0.5): +2 to battle roll (2 points), +2 to Tactical Maneuvering (2.5 points), -20% enemy casualties (-2 points)
 
  Fortresses 
76

 Perfected Tactical Doctrines 
None

 Military Technologies 
None
 

 
 Spoiler: Economy 
 Treasure:  1 (Expected Change: -1)

 Trade Posts 
 Total Owned  2
[76.2] Bastion:  Electrum
[78.1] The Dead Cities:  Preserved Food

 Mercantile Support 
78

 Cities 
None

 Trade Routes 
The Seatide Confederacy
Kar-Nath
Costa Seria

 Specialized Ships 
None

 Civilian Technologies 
  Megafaunal Tailoring, Graduated Symbiosis, Photospore Signaling, Supernatic Propagation, Trophic Deconvolution, Composite Grafting.  
  Electrodialytic Staurozoa   A specialized variety of sessile jellyfish, engineered by the Divine Nacres to partially desalinate seawater through electrodialysis across its outer membrane. Attaching them near the gills or other water intake organs provides cleaner and safer water at the cost of a buildup of supersaturated seawater inside the jellyfish’s body and precipitated calcium on the outside, which must be periodically expelled or scrubbed off, respectively.  [Effect: May ignore the increased effective distance from a Briny border up to twice per round. This does not reduce the effect of Briny borders on distance loss calculations. Requirements: None.] 
 

 
 Spoiler: Faith 
   The Blossoming Sequence   
 Faith Holy Sites:  18

[78.1] Dead City Urodela:  This Dead City is placed such that the light which streams from above is channeled into a series of crystals, all sculpted into abstract forms.
[78.2] Dead City Tacca:  Known for its meditation chamber, and the series of elaborate Reliquaries the faithful have built inside.
[78.3] Dead City Chantrieri:  Chantrieri towers above the rest, precipitously built along a sharp dropoff.
[78.4][The Dead Cities:] The Sacred Oath Of Silver Currents
[69.2] Neoplastic Monolith:  A great roiling mass of hard, stone-like flesh grows near the [direction of nearest waste or toxic border] border of Danabae. It shifts, grows, and consumes constantly, and is revered by some few who dare approach it. The Gravetenders have taken to reflecting upon it, and have built a temple nearby.
[76.1] Pardalis, The New City:  The first city truly built by the Gravetenders, now dedicated as a holy place of the Blossoming Sequence.
[76.2] A Study Of War:  A battlefield of the Makers, significant now to the Gravetenders as where they made their first steps to understanding violence.
[77.1] The Rime Gorge:  The Rime Gorge, and the ritual it represents, is of great interest to the Blossoming Sequence. Many die, and those few that survive flourish with power.
[77.2] Grand Schola: 
[77.3] Temple of Deep Currents: 
[75.1] The Plains of Sarkenos: 
[75.3] The Plains of Sarkenos: 
[79.2] Seatide Crag: 
[79.3] Stillwater: 
[58.1] Core Site: 
[58.4] Core Site:  The Silvered Oath of Ecumenical Exchange
[81.1]
[81.2]
[55.1]
[56.1]

 Clerical Support 
78, 76, 75, 58, 77, 79, 81

 Organized Faith Bonuses 
+1 to holy site conversions.

 Artifacts 
None

 Holy Orders 
The Silvered Oath of Ecumenical Exchange [58]
Sacred Oath Of Silver Currents [78]

 Miracles 
 The Reef Which Never Falls Silent:  Hosts the Reef In Bloom event every round an a non-action, and allows followers of the Blossoming Sequence to attend as a Faith action.
 

 
 Spoiler: Intrigue 
 Spies 
 

 
 Spoiler: Claims 
78 - Historicity
76 - Integration
76, 78, 77, 75, 58, 79, 81 - Holy Sea
 

 
 Spoiler: Wonder 
 The Blossoming Icons:  This wonder allows the country in control of Bastion (76) to take a modified Seek Aid action which reduces the effective distance for a Diplomacy and/or Faith action, rather than giving a bonus to the action roll. When taking this action, roll 2d6+Faith and subtract 11. Up to a roll of 18, this is the number of regions they subtract for the purposes of distance penalties. After 18, they subtract one more region for every 2 higher. (8 regions for a roll of 20, 9 regions for a roll of 22, etc.) In addition, they can Seek Aid as a nonaction once each round, for Diplomacy and Faith actions only. 
 

 

 
 Spoiler: Golems of Import 

 
 Spoiler: Laksha 
The first leader of the Gravetenders,  Laksha founded the Blossoming Sequence and works within the collaborative land of 59 to further the prospects of peace. Very nearly a pacifist by nature, her friendly manner served her well during rule. Many important aspects of Gravetender culture descend from her works, and among them, her arguments are held in high esteem even now.
 

 
 Spoiler: Sersi The Pale 
The second leader of the Gravetenders, and their first General. Sersi literally wrote the book on Gravetender warfare, with her ‘Dissertations on the Path of War.’ She’s more aggressive and practical, and began the push to spread the Sequence, which started the Eternal Debate properly. Brought the Gravetenders to the status of Holy Sea. Made Elkelt, her Disciple.
 

 
 Spoiler: Elkelt 
To be the third leader of the Gravetenders. Second generation Gravetender. Their form is made up of more than just stone, incorporating Maker elics and rimestone. Working on the Grand Archive project, for the aid of future Gravetenders.
 

 
 Spoiler: Kelusyn 
Known as a living encyclopedia of the Maker resonance effect. Built the Blossoming Icons, freeing Gravetenders to see the world, and especially the lands around Bastion, without fear of the horrible fate of being Stilled. Brilliant, dedicated, and reclusive. She does not let go of a project until it is finished, for better or worse.
 

 
 Spoiler: Akathi 
Sent to Seatide to study the Tidal Sequence. They have made a name for themselves there, and care deeply for the Pepsins of Seatide. Their work on the Firewall was important to getting everything in place, and brought Kelusyn into the project. Gregarious, even by Gravetender standards.
 

 
 Spoiler: Nasko 
Went to Kar-Nath of his own intent, having written several texts on how the Blossoming Sequence interfaces with the Nathi way of life. Has taken up an important position in the Grand Schola, and settled in as a teacher and spiritual guide. He has made keeping the friendship between the Nathi and the Gravetenders strong into his personal project.
 

 
Czard
  The Peacekeepers of Surunung 

Rahakera (155)
Round 16 
 Leader: Mengepata, 2nd Voice of Rahakera 
Diplomacy: 5
Military: 8
Economy: 1
Faith: 1
Intrigue: 6
Expected Stat Increases: +1 MIL, +1 INT

 Actions 
 1. DIP 5  - Establish Cultural Exchange with Splendid Miru Miru
 2. MIL   - Invade Region 160 with a force of 5 units led by Jejapang Keja, implementing the tactical doctrine Wave of Envenomation and using Bioluminescent Navigation to access the Depth 1 region
 3. MIL 5  - Raise Fortress in Region 155
 4. INT  - Investigate region north of Region 160 using Bioluminescent Navigation if depth 1; rolled 9 + 6 INT = 15
 5. INT  - Investigate region east of Region 160 using Bioluminescent Navigation if depth 1; rolled 5 + 6 INT = 11

 Non-Actions
 1. Complete monumental undertaking (3rd of 3 turns)
Rolepgeek
Org distance penalties calculation clarifications: the increased costs from special borders are not multiplied by 1.5 for distance penalty calculations when counting out from an Org Base. Additionally, the cost per region is reduced by half if passing through regions controlled by a Rep3+ country or when calculating distance penalties for a Favor action and passing through regions controlled by the same country.
Orgs can benefit from their own Reputation rank bonuses (count as Rep 3 at all times).
Orgs have and benefit from PRS rank and start at PRS Rank 2, but do not occupy reputation rank slots for PRS. Cannot reach Rank 4 or Rank -3.

ABS Rep bonuses are no longer applicable to Reaver assaults; Gain bonus to resist Reavers equal to DNA Rep Rank as long as there's a Holdfast within 6(?) regions.

  The Draigiau Residuum Reborn
Ruler: The Three Claws
Diplomacy - 8
Economy - 6
Military - 6
Faith - 8
Intrigue - 4  
 [Economy 5] Establish Trade Route with the Seatide Confederacy 
 [Military] Impress Aristocracy in Aelwyd Adferiad 
 [Military] Invade Danabae (69) with 5 Units led by The Second Claw (Mil 6), spending 1 Treasure...  
 [Titanic Military] Recruit 2 Units 
 Bonus: 
 [Titanic] Tadgceallachmarix personally defends Region 70 from Deep Blue... 

Condemnations of SEN, DPB, and RFT...[WIP]
Extolling the virtues of STC, KNH, GRV...[WIP]

Gwrfaedlaithe does a circuit...[WIP]

 
 Spoiler: Voice of Harmony Mechanics 

Gain access to &lt;Song&gt; actions, which use special combination scores (hereafter called Song stats) for bonuses; these have a bonus to rolls equal to the average of one's Faith score and one other ruler attribute, rounded down, and may contribute to either (but not both) of their component stats for growth purposes.

 Lyric : average of Diplomacy and Faith, rounded down.
 Artistry : average of Economy and Faith, rounded down.
 Passion  - average of Military and Faith, rounded down
 Nuance  - average of Intrigue and Faith, rounded down
Only *Lyric* is unlocked to begin with; others require the use of the &lt;Compose&gt;, &lt;Conduct&gt;, and &lt;Chorus&gt; actions to unlock.

When using a Song action, a Voice of Harmony suffers from reduced distance penalties and may choose to path through Wastes regions for distance penalties; each Wastes border crossed costs an additional region when crossed in this way. The effective distance from regions (but not special borders, hostile terrain, etc.) is reduced by half past an effective distance of five regions, for distance penalty purposes.

Additionally, when taking at least one action of each of the component attributes of a combination stat you have available (e.g. one or more Diplomacy actions and one or more Faith actions for Lyric's bonus), you gain an additional Harmony bonus, dependent on the specific stat Harmonized. This effect can only occur once per round per Song stat , and a given action can only contribute to one at a time.

 Lyric Actions :
Swaying Aristocracy (Open or Unruly only)
Swaying Clergy (TN 14 in regions without  any  majority faith)
Swaying Merchants (Open or Unruly only)
Converting Holy Sites (non-State Religion only)
Resisting Secret Actions
&lt;Compose&gt; || &lt;Conduct&gt; || &lt;Chorus&gt; - used to unlock further Voice of Harmony abilities - See below.
 Lyrical Harmony : Free Seek Aid (own action only)

Finally, a Voice of Harmony with a CCA Reputation Rank of 2 or better may Seek Aid for an action even after it has been rolled, once per round. This stacks with the CCA Reputation Rank 3 bonus, up to a total of twice per round. This may be the free Seek Aid from Lyrical Harmony.

 --- 
Compose - Nonaction, TN 12, only one attempt per round, must succeed before Conducting is possible
Conduct - Action, TN 14 (+2 if Composing in same round), can attempt at the same time as successfully Composed to enable, must succeed before Chorusing is possible
Chorus - Action, TN 12 (+2 per unlocked Song stat)], unlocks a new Song stat
 


Mammos begins Haunting the Blossoming Icons, causing them to    PROSPER   
While PROSPEROUS, the Blossoming Icons allow their owner to use the special Seek Aid action it enables to reduce distance penalties for Economy actions, in addition to Diplomacy and Faith actions; however, the non-action Seek Aid granted once per round requires a Treasure to be spent to increase the roll in order to be used.

Eel Without End Tail...[WIP]

Unrest...[WIP]
LapisCattis
   End of Round Sixteen  
No further mechanical edits to action posts may be made 
Aerin
   Round Seventeen: Begin  
Years 49 - 51

 Starting this round, LapisCattis will be stepping down from her position as head GM. Aerin will be taking her place going forward, while Rolepgeek will remain the Org GM. Please direct forum messages about secret actions to Aerin. 

Don’t forget to link to any rolls you make, including rolls for rulers you will start using at the start of next round. If you want a new ruler in the next round, you must state so in your action post for this round and link to their rolls. Any increases from actions for this round are counted for the ruler you start your next round with, which may or may not be your current ruler.
Good luck!

 Please include your current unit count and treasure count in your post this round to make updating the tables easier on the gremlins.

Round 17 will close on Sunday, January 8th. 
 The following events occurred between Years 46-48  
  Rules Alerts and Changes!  
  Holiday Gift:  
All nations may take an extra action this turn. Happy New Year!

  Rules Change:  
Resources supplied via trade routes can now indefinitely delay mercantile support decay towards unrest as long as the resource is reliably supplied every turn. (The change to trade route behavior announced in the round 10 opener is no longer in effect.)

 
 Spoiler: Round 10 rules change; now void 
RULES CHANGE: From round 11 onwards, resources supplied via trade route will significantly delay Merchant Support decay towards unrest, but not indefinitely satisfy them. Players wishing to make such arrangements permanent should consider either trading the relevant resources via their trade routes or having the player supplying the resource for the DI take control of the relevant support. This will not be applied retroactively, with the relevant supports starting to move (very slowly) towards rebellion from round 11, meaning players have around 6 rounds from this announcement to compensate.
 

  Rules Clarification:  
Please explicitly note in your non-actions when you are declaring hostile territory for a passing army. The GMs will do our best to assume where it makes sense; however, it's always more reliable to list it explicitly.

  Discovery!  
 Explorations, prospecting, and other news from afar 
 

Aboard  Wayfinder , Rendal Belar seeks to plunge ever deeper into the vast central wastes that lie south of Cyph-Arel, in search of understanding and meditation. As the ship presses on beyond known waters (though knowing of the wastes does not make them less hostile), the outside water, already anoxic, becomes eerily cold and still. Several days of travel in utter silence broken only by the occasional booming of the Gulgolet Shero'ah Hakkol leave the crew on edge, and when a bizarre echoing clanging noise is suddenly heard from outside, Rendal is barely able to keep the crew from panicking. Briefly stepping outside, he observes hundreds if not thousands of small, gray objects, cut into regular shapes, swirling about the seafloor and bouncing off of each other in the  Wayfinder’s  wake. Only Rendal can say if this is what he was looking for.

 The Cyphiri Union explores south of Region W36! They discover and immediately prospect Region W31, a Wastes Region which has three Open TPs of Ferromagnetic Polyhedrons. 

Even in chaos the Lux-Glossians do not cease to explore, and though this latest group is sponsored by no Shade, that does not sap their energy. Following on the lyrics of a Chelonian song, they travel to Narcis’s Rest and turn southwest, penetrating rough terrain that few have ever dared before them. But that is not quite true, for as they continue their travels above the steadily-descending seafloor, one of the largest Reefback Turtles ever seen passes overhead. It is not much longer before they reach Firstreef, an enormous mountain whose foot is shrouded in the depths far below, crowned in coral, Reefbacks, and Chelonian song. It is only once the explorers approach more closely - spotted so quickly some among the party are sure to feel ashamed - that the nature of the ‘mountain’ becomes clear - a vast network of interlocking and overlapping corals, built upon older corals, many curiously shell-shaped, seemingly without end… if ever there was a place that could claim to be the origin of the Reefbacks, this would be it.

 The Lux-Glossian Shades explore southwest of Region 175! They discover Region 169, a Fathomless Depth 2 Region which contains three TPs of Coral Performers owned by the CCA and a wonder: the Chora Headquarters, Firstreef! 

The following effects apply to the owner of Firstreef:

 
 Spoiler: CCA HQ Effects 
 
 If at least Reputation Rank 0 with the Chelonian Chora, Projects in regions adjacent to a region which contains a CCA base that you control cost 1 less action for you. 
 If at least Reputation Rank 1 with the Chelonian Chora, gain +2 to resist Supports becoming Open or Unruly, instead of the usual +1. 
 If at least Reputation Rank 2 with the Chelonian Chora, distance losses are triggered every 5th region instead of every 4th, and effective distance for distance penalties is reduced by 1 region regardless of the target region’s location. 
 If at least Reputation Rank 3 with the Chelonian Chora, may pay 2 regions to skip to a CCA base, instead of 4. 
 
 

Brave Pfith venture far into the depths south of their controlled waters, descending even deeper than the floor of Toxfall Gorge. Despite the darkness and pressure, civilization seems to be thriving in these waters, even if it may be somewhat rudimentary by surface standards; the locals even seem to have knowledge of the tides, and perform a variety of rituals synchronized with the rise and fall of the surface.

 Pfilghol explores the depths of Region 102! They discover the native population, which has a Desired Import of Drugs, 4 units of defenders, one Holy Site of Lowtide Legends, one Holy Site of Hightide Holies, and one Open Holy Site. 

Scouts from the Lambent Syndicate are dispatched along the borders, aiming to push through the toxic fog south of the Khandeeps. The water bubbles with globs of poisonous goop, almost boiling, and without their filtration grafts the kucen would soon neither be able to breathe or to swim. Still, there is life here, adapted to the otherworldly waters, and the explorers note that their religious beliefs especially are more easily comprehensible than might have been expected; one goes so far as to call the faith “unoriginal.”

 The Lambent Syndicate explores south of Region 25! They discover Region 23, a Depth 0 Toxic Region which has two Open TPs of Glisterprisms, a Desired Import of Domesticated Creatures, 3 units of defenders, one Open Holy Site, and two Holy Sites of Sparkling Occultism. 

Further east, the Syndicate presses into another poisoned region, south of the place once known as the Dunes of Revelations. The water is clouded, almost opaque, and the tangled seaweed below seems to grasp at the explorers’ legs. Some distance into the miasma, a dull red light begins to shimmer somewhere ahead - but before anyone can guess as to its origin, twisted tentacles grasp one kucen from behind. She is barely saved, and the horrifically mutated Mer escapes. It does not leave for good, though, and the explorers are harassed and pursued until they are completely lost. Only an accidental encounter with a tiny settlement of unharmed Mer, who are able to give them directions back out of these cursed red waters, saves them.

 The Lambent Syndicate explores east of Region 20! They discover Region 16, a Depth 0 Contaminated Toxic Region which has two Open TPs of Redglow Rock and one Open Holy Site. 
 
 Spoiler: Decontamination 
While Region 20 remains Contaminated, it does not have Factions, it cannot be conquered, and it counts as two additional regions for distance penalties, including actions taken in the Region.

 A Dignified Rest:  The mutant Mer here are all that remains of the exodus of the Forest of Astral Yearning so many years ago. They deserve a proper entombment and memorial to their lost culture. If the owner of the holy site in Region 20 completes 2 Diplomacy or Faith project actions to construct a tomb and filtration measures and spends an action on a TN 14 Diplomacy or Faith check to compose an adequate dedication, then the region will no longer be contaminated, they will gain two Prestige, and the region will gain an additional holy site under their control.

 Smothered in Stone:  It certainly won’t be pretty or dignified, but a massive quantity of material may be able to sloppily cover the source of the mutagen and the mutant Mer alike. If the owner of the holy site in Region 20 gifts the region two trading posts of soil, rock, or building material (spending an Economy action for each and returning each to Open), then the region will no longer be contaminated, the region will change to open waters, settling the region will only take one action, and the resource will change semi-randomly, depending on what resource was supplied.

 Redglow Research:  If one can get past the disfiguring mutations and loss of self-identity, the idea of a workforce that never tires holds a certain appeal. Mutant technology based on the effects of Redglow may be discovered with a carefully controlled multivariate randomized-block experimental design, generous grant stipends, and many, many  graduate students  test subjects. If the owner of the holy site in Region 20 spends a Military action and one treasure to disband a unit per turn for two consecutive turns, then the region will no longer be contaminated, they will lose two Prestige, and they will discover a new technology.
 

Expanding the borders of Surunung’s maps, explorers from the Peacekeepers travel through the eastern shallows. The waters are clear and comfortable, and the locals prove more than happy to guide the agents past all the major sights. They return to Rahakera with a report on what must be the most average seas in the world: a minor unique species of anemone, a variety of religious beliefs, a moderately sized army, and a pervasive attitude of relaxation.

 The Peacekeepers of Surunung explore north of Region 160! They discover Region 159, a Depth 0 Region which has one Open TP of Homing Anemone, a Desired Import of Hard Minerals, 3 units of defenders, one Holy Site of Fate Spiral, one Holy Site of Old Wardens, and one Holy Site of Diverse Opinions. 

The Desired Import of Region 105 is Meat.
The Desired Import of Region 154 is Esoterica.

  Growth!  
 Expansion, development, unification, and similar forms of growth and prosperity. 

The Ironkelp Order has come a long way from the days when it merely guarded the trade routes of a single region. Now on a global scale, the newly founded Order of Orders defends the Flowing Way wherever it may be in danger.  OKI Elevates Status to Sea Power 

The wealth of the Hymenocera Expanse is proverbial, rivaling that of Lojan. When the High King grants the merchant guilds permanent council seats, it is seen by all as an acknowledgement of the true power in the realm.  HEX Consolidates Holdings to become a Merchant Marine 

The centripetal force of the political upheaval in Leriander throws off more and more young Lux-Glossians, fleeing to waters beyond the Grand Matriarch’s reach - at least for now.  LUX colonizes Regions 152 and 186, becoming the first nation to own territory in all three climates!
The Desired Import of Region 152 becomes Light Sources, while the Desired Import of Region 186 becomes Glass. 
  Statecraft!  
 Cultural events, diplomatic overtures, foreign relations, and domestic affairs. 

SKR hosts The Coronation of Primarch Petrix, gifts GTZ, STC, LOL, COS, HEX Papershell Draft-Cuttle and Scrying
GTZ gifts Sojourn Suits, Anoxic Adaptation, and Filtration Grafts to SKR, HEX, STC
STC trades Supermarine Artillery and Electrodialytic Staurozoa to LOL in exchange for Indah's Embrace
COS receives 5 treasure from STC

GTZ gifts COS and LOL Anoxic Adaption, Filtration Grafts, Sojourn Suits, Mamomachines via Cultural Exchange

GTZ and LOL trade Devolving Standardized Integrations and Razor Current Netting for Death Commando Conditioning and Indah's Embrace via Cultural Exchange

LUX trades Electrodialytic Staurozoa, Devolving Standardized Integrations, Filtration Grafts, Traveling Scholars, Bioluminescent Navigation, and Mamomachines to OKI in exchange for Supermarine Artillery via Cultural Exchange

LOL creates Cultural Identity: The Universal Grease (2d8 to Buyouts)

STC establishes a Cultural Exchange with LOL

SKR establishes a Cultural Exchange with SEN

SUR establishes a Cultural Exchange with MIR

Lady Ink’s roots run deep into the Sakura-Jin’s ever-branching tree. Impossible to ever untangle from each other, the World Garden of the Sakura-Jin vassalizes the Black Pearls!

 
 Spoiler: Mechanics 
In addition to normal liege mechanics (unit cap +1, use of vassal stats, etc.), SKR gains partial control over the actions of the Black Pearls. Each round, BLP may take one action chosen at random from the following list (rolling a 1d6) at the behest of SKR. Targets for this random action are chosen by SKR’s player. This list may be subject to change as the crime syndicate evolves.
1. Generate 1dX-1 treasure, where X = the number of different nations that own a region with a BLP support
2. Counter-espionage or Root Out Spies in any territory with a BLP support
3-4. Take over the mercantile support in any territory adjacent to a BLP support or in any SKR-owned region (TN 12)
5. Attempt to steal a technology, treasure, or fluff item from any territory with a BLP support
6. Roll again twice
 

RFT grants Region 66 and the Hammer to ESP

ESP grants Region 51 to GRV

The High King of the Hymenocera Expanse sends his youngest sister Carridea south to the waters of Region 30. Given how much the Expanse has invested in the region’s Branch Coral trade, it is perhaps no surprise that Carridea finds no shortage of eligible suitors from among the ruling elite.  HEX establishes a Marriage claim on Region 30 

ESP impresses Region 47 Clergy
CYP impresses Region 126 Clergy
CYP impresses Region 170 Reaved Merchants
GTZ sways 174 Aristocrats
GTZ sways 137 Aristocrats
GTZ sways 130 Aristocrats
STC impresses 68 Merchants
STC impresses 179 Merchants
LIT impresses 18 Aristocrats
LIT impresses 18 Clergy
LOL sways 8 Merchants
LOL impresses 9 Merchants
HEX impresses 4 Clergy
HEX impresses 29 Clergy

  Trade!  
 Buyouts, trade routes, and other economic shenanigans 

The Seatide Confederacy moves to deepen ties with their old allies in the Shifting Ennead. Pepsin trading drifts have become a common sight, and the eventual agreement recognizing Seatide trading rights is barely even a formality.  STC creates a Trade Route with SEN 

The Titanic Draig who now rules the Residuum sees fit to reward the Seatide Confederacy for their generous gifts and virtuous behavior with a recommitment to  exclusive  trading rights in Draigau waters.  DRG creates a Trade Route with STC 

ESP buys out Region 66 TP 1 for Pelagic Graftsmer
ESP buys out Region 68 TP 1 for Gravelglass
PGL buys out Region 105 TP 1 for Rotweaver Worms
MIR buys out Region 135 TP3 for Luminescent Crystal

  Faith!  
 Conversions, organization, and other such matters of faith 

Something seems to have shifted within the herringmind, and Deep Blue’s latest proclamations betray a changed understanding of the world.  DPB adopts the Blossoming Sequence 

In accordance with their agreement with the Adventuring Scholars, the Costa Sereia rebuilds the schools which were destroyed by the Trawling Beasts and rededicates them to their original faith.  COS constructs a new Holy Site 1 in Region 103 of The Examinations 

Eternal Spring consecrates the Banished Merchants. Details to come with org actions.

LIT converts Region 17 HS 1, HS 2, and HS 3 to the Crimson Chant
COS converts Region 103 HS 3 to Brilhinte
GRV converts Region 56 HS 2 to the Blossoming Sequence

  Wonder!  
 Miracles and inventions, ancient relics and spectacular undertakings 

The Union Mercenary Exchange has been a project many years in the making, but at last House Pylet’s work is complete! Making good use of the long experience of the Cyphiri with mercenary work, especially recent experiences with the Kalan Company and the Retainer Guard, the Exchange serves as a central clearinghouse for mercenary work, facilitating agreements and payment while providing the Cyphiri Union a fair cut of the profits.  CYP completes the Union Mercenary Exchange! A City is built, the Union Mercenary Exchange, in Pyl-Garat (Region 129), granting a bonus to Sacks. Pyl-Garat's Desired Import changes to Luxuries. Pyl-Garat's resource becomes Mercenary Retainers, with 6 Trade Posts.

The holder of the Aristocratic Support of 129 has a +1 bonus to any Military action taken in the region if at least one Treasure is spent on it and may attempt to Coerce Trade Posts in the region even if the Mercantile Support is owned by someone else.
The holder of the Mercantile Support of 129 gains 1 unit cap and, If you own the region and it is invaded or attacked by rebels, the merchants will hire 1 unit led by an unnamed subcommander (with a score equal to half your Military score) to help defend the region. This unit has access to all technologies that you do.

The controller of Pyl-Garat may spend 3 Treasure to recruit an additional unit when they take a Recruit Units action, once per round for each of the Aristocratic and Mercantile Supports that they own (owning at least one of the two is required to use this option).

A country which owns at least one Mercenary Retainer Trade Post may spend up to X treasure per turn on battles, where X is double the amount of Mercenary Retainer Trade Posts controlled by that country (divided freely between battles as needed), with each treasure spent granting 1 effective unit for the purpose of determining Outnumbering bonuses (similar to when a Merchant Marine spends multiple treasure on a battle, and stacking with it). 

Though the Gotezhar’s mood towards the Divine Nacres is not strictly hostile, it is nevertheless with satisfaction that the Builder’s Union develops the first suits capable of long-term exploration of the terrestrial wastes, a chaotic combination of filtering apparatus, oxygenation equipment, temperature-controlling cloth, and Mineblossom Sponge climbing tools - and all in direct defiance of the Nacres.  The Gotezhar Builder’s Union develops Sojourn Suits (Requirements: Anoxic Adaptation, Filtration Grafts, Tools, Clothing; Effect: Permits actions across terrestrial wastes (purple) borders. Terrestrial wastes regions count as wastes regions, requiring a specialized ship to access. 

Many leaders claim to possess lucky charms, but the conch of the late Squall Essenio is the real deal.  The Gotezhar Builder’s Union creates an Artifact, Essensio's Conch (Effects: +2 to Leader Loss rolls (for one commander per turn)) 
 SKR creates an Artifact, to be defined next round 
 RFT creates the Shark Orb! 
If held by the Shark King’s people while their forces remain split across at least two zones, then the force in possession of the Orb gains an additional action. If the Sharks are not split across at least two zones, instead it grants +1 to one action taken by the Sharks.
When held by a player nation, they have +2 against Shark actions.
The Orb may be stolen from any party as normal or as a special non-secret Sack action targeting the Orb.

DPB begins a Great Project in Region 58, contributing three actions

 RFT completes a Great Project in Region 61, the Safety Net!  The mechanical effects of the project are undetermined, and will depend on the exact nature of the construction

 
 Spoiler: The Astral Menagerie continues to wander… 
 Wanderings: 
ESP gains 1 treasure from the Banished Merchants. They refuse to leave, staying with ESP for another round.
PGL is visited by both the Kelpie and the scintillating Twin. (See special effects below.)
LSD continues to host both the Mare and the mimic!Mare. The conversion attempt from last round targets region 28 HS 1, but fails.
MIR is visited by the Withering Everlight.
SUR is visited by the Scintillating twin.

 Special effects: 
A conversion attempt is made with a bonus of +8 against a random HS in one of PGL's regions, prioritizing regions with unruly clergy. This round, it will target Holy Site 2 in Region 104.
The Kelpie and the Twin will remain with PGL for two rounds, triggering this effect once each round.
 

  Might!  
 Military matters of all kinds, be it warfare or strategic developments 

General Zabkrew’s strategic and psychological approach to warfare has had a great influence on Lojanese doctrine, and the new generation of commanders knows no superior way to fight.  LOL Perfects General Zabkrew’s Tactical Doctrine: Graceful Show of Force! General Zabkrew gains a +1 bonus to battle rolls when successfully implementing Graceful Show of Force! LOL gains a permanent +1 bonus to Maneuvering rolls! 

The Doflein grafters have improved upon their old techniques, and now the soldiers of the Ennead may receive ever more powerful augmentations without the risk of a slow, painful death from graft failure. The only downside is that now they instead face the risk of a quick, violent death with much more collateral damage.  SEN creates the technology Destabilizing Mutagenic Augmentations. Prerequisites: Devolving Standardized Integrations, Composite Grafting
Effect: The bonus provided by Devolving Standardized Integrations now stacks with itself to a maximum of +2 at any time, and applies to all units (regardless of who commands). Stacking here means that the owner of this tech gains a +1 to battle rolls per battle fought, with the bonus lasting for a number of rounds equal to half (rounding down) the number of units the opponent lost in a battle. For each round that an owner of this tech has a +2 to battle rolls (whether or not the bonus is used), roll 1d6.

On a 1: One unit is destroyed, and the bonus to battles provided by this tech for next rounds decreases by 1 (to a minimum of 0)
On a 2-4: Nothing happens
On a 5: The duration of the bonus increases by one round, after which point one unit is lost
On a 6: The duration of the bonus increases by one round 

One might think that the Hegemony’s capital, built into a bedrock ravine, was already impenetrable, but the Frozen King knows there is still one way in - or was, before the shell of icebergs chained to the seafloor established a thick, defensible roof overhead.  KNH constructs a Fortress, Cold Harbor, in Glacier Crag (77) 

The Pepsins of the Seatide Confederacy take a different approach to defense; a system of artificial upswells surrounding Seatide, blasting any invaders away with the power of the currents.  STC constructs a Fortress, the Tidewall, in Seatide (79) 

Perhaps warily eying the nearby Magaramachi, the Peacekeepers of Surunung see fit to fortify their capital also.  SUR constructs a Fortress in Rahakera (155) 
 
 Spoiler: DRG-KNH invasion of Region 69 
Tactical Maneuvering Roll:
DRG (General Kreel): (2d6+10)[17] attempting to use Skirmish Tactical Doctrine (-10% casualties both sides)
SEN: (2d6+13)[20], attempting to use Dissertation in Practice Tactical Doctrine (If fighting defensively, +2 battle, -20% own casualties, -20% enemy casualties, +12 enemy leader loss. If also outnumbered, add +2 battle, +2 TM, -20% enemy casualties)

Outnumbering:
4 DRG units + 7 KNH units vs 9 SEN units, 1 Aristocratic unit, and 1 GRV unit; No Advantage
Battle Roll:
DRG: (2d10+4)[17] (1 Treasure)
SEN: (2d10+9)[20]

SEN Victory! SEN loses 2 units! KNH loses 1 unit! DRG loses 1 unit!
 

 
 Spoiler: DPB invasion of Region 70 
 Tactical Maneuvering Roll: 
DPB: [roll0] attempting to use Skirmishing Tactical Doctrine (-10% casualties both sides)
Tadgceallachmarix: [roll1] attempting to use Concussive Conflagration Tactical Doctrine (always takes effect; cannot be copied; enemy cannot benefit from Outnumbering Bonuses; -60% own casualties; +12 to own battle roll; enemy gains +1 to TacMan per 5 Units; +10% enemy casualties per 3 points over enemy TacMan roll; -2 own battle roll per 3 points under enemy TacMan roll)

 Outnumbering: 
15 DPB units vs 5 TITAN units; 300% Advantage for DPB; +0 Outnumbering Bonus
 Battle Roll: 
DPB: [roll2]
TITAN: [roll3]

TITAN Victory! DPB loses 9 Units! DRG maintains control of region 70!
 

 
 Spoiler: A Titanic Battle 
Deep Blue's force of herring vied valiantly against their titanic foe, attacking from all directions as they attempted to overwhelm through breadth what they could not hope to overcome by brute numbers. Unfortunately, their usual advantage - that of being disparate members of what was fundamentally a single entity - was more than matched by an entity which was an army all its own, and far less dispersed. Though the Titan Tadgceallachmarix was far and away less agile than the herrings - and many managed to strike hard against its shell in the opening minutes of the battle - its natural weapons trivialized this benefit. With a snap of its right claw, hundreds if not thousands of herring would be boiled away; it mattered little how any individual fish moved. Even when the local battlemind tried to reorient the operational goals towards dispersion tactics to secure sites of interest and find enemy governmental isolates so as to deprive the Titan of this advantage, their error quickly became apparent. In aquatic environs, size and speed often correlate strongly - and so the vast differences in combatant size rendered the Titan impossible to outrun, even when swimming in different directions, as it took only moments to obliterate school cohesion with a well-timed snap of the other claw. The deafening noise of their left claw disoriented even far distant schools, and the simplistic brains of individual herrings in the swarm lost their place within their school, making an organized advance that much harder and buying enough time for the Thunder That Burns to head off each incursion towards the deeper parts of the region time and again - if only just. And with each thrust stymied, more and more chum filled the waters, schools of silver and blue turning to red and white until the herring battlemind acknowledged the reality: too much of their forces had been destroyed to triumph here.

As the battered schools of herring attempted an ordered retreat, more than one suddenly found its path cut off by clouds of fuming red acid swirling about them, a new enormous figure looming in the fog. Realizing that a  second  Titan had arrived on the battlefield, Deep Blue allowed the fundamental biological functions of its herring swarms to take over for a moment, the better to fulfill a new, overwhelming directive: get out as fast as possible.

Though barely half as many herring returned to the shoalmind as departed for Draigau waters, it was only the beginning of the true battle.

Few creatures still lived that might understand the language of these ancient Colossi - but tone transcends time, and the rage and scorn in the deafening voices of the mighty beasts was clear enough. Mer rivals might be described as trash talking before a fight; but at such a scale, it seemed too paltry a phrase to describe the almost poetic expressions of hatred, memory, and grudges held through long millennia, beyond all reason, all reckoning. Some few might understand the nuance of such a rivalry - for have they not lost all else? The world might be changed, but their enemy is familiar still - and this makes it all the more infuriating.

Thunder echoed in the deep, and the waves churned and roiled where they struck, frozen one moment and boiling the next. Now there sounded a low, piercing whistle, and Gwrfaedlaithe, the Fuming Ice, raced through waters freshly filled by the guts of lesser beings, a barrage of brinicle spears marking the Titan’s path as it sought any weakness in the great azure shell of the ancient foe. One might be forgiven for expecting Tadgceallachmarix to have been fatigued by the previous battle - and one would not be wrong. But it did not matter. Gwrfaedlaithe had awoken in The Dead Seas, far to the south - Tadgceallachmarix had awoken amidst the descendants of their shared peoples. For Titans which might slumber for centuries, true wakefulness might not return for years after waking, and the Vermilion Colossus had moved too soon - neither their power nor their speed were truly restored, and the Azure Colossus they sought to destroy had just been given a great deal of target practice.

Thrice Tadgceallachmarix bore down upon its foe, and thrice it struck true - and with the third strike, great cracks appeared in the shell of the Vermilion Colossus, and it cried out in terrible pain. And with the echoes of that cry it was gone, vanished somewhere into the depths from whence it came to lick its wounds and nurse its grudges, leaving only a fog of poison and blood where Tadgceallachmarix rose supreme, bellowing in triumph. But though the Titan had taken pains to safeguard its possessions and underlings, the clash of legends cannot help but leave devastation behind….
 

 Holy Site 1 (Wings of the World) is damaged and becomes Open.
Trading Post 2 (STC) is damaged and becomes Open. 
 
 Spoiler: OKI invasion of Region 123 

Native Commander score: (1d6+4)[9]

Tactical Maneuvering Roll:
OKI: (2d6+13)[19] attempting to use Quiver Hell's Foundations Tactical Doctrine (+2 to battle)
Natives: (2d6+9)[17], attempting to use Skirmish Tactical Doctrine (-10% casualties both sides)

Outnumbering:
5 OKI units vs 4 native units; Advantage for OKI; +1 Outnumbering Bonus
Battle Roll:
OKI: (2d10+8)[26]
Natives: (2d10+5)[17]

OKI Victory! OKI loses 1 unit! Greenwater Clansfolk lose 2 units! OKI conquers Region 123!
 

 
 Spoiler: LOL invasion of Region 15 

Native Commander score: (1d6+4)[7]

Tactical Maneuvering Roll:
LOL: (2d6+10)[19] attempting to use Graceful Show of Force Tactical Doctrine (TM +1, -20% casualties (both sides), +12 enemy Leader Loss, +2 own Leader Loss, Free Sway attempt against random support)
Natives: (2d6+7)[12], attempting to use Skirmish Tactical Doctrine (-10% casualties both sides)

Outnumbering:
5 LOL units + 1 treasure vs 6 native units; No Advantage
Battle Roll:
LOL: (2d10+8)[21]
Natives: (2d10+4)[12]

LOL Victory! Native defenders lose 2 units! LOL conquers Region 15! LOL Sways the formerly Open Aristocracy!
 

 
 Spoiler: SUR invasion of Region 160 

Native Commander score: (1d6+4)[9]

Tactical Maneuvering Roll:
SUR: (2d6+10)[20] attempting to use Wave of Envenomation Tactical Doctrine (+4 to Battle Roll, +20% Enemy Casualties, +30% Own Casualties, +2 to Allied Leader Loss Roll effect)
Natives: (2d6+9)[12], attempting to use Skirmish Tactical Doctrine (-10% casualties both sides)

Outnumbering:
5 SUR units vs 3 native units; Advantage for SUR; +2 Outnumbering Bonus
Battle Roll:
SUR: (2d10+10)[22]
Natives: (2d10+5)[11]

SUR Victory! SUR loses 3 units! Native defenders lose 2 units! SUR conquers Region 160!
 

 
 Spoiler: Region 49 Merchant Rebellion 

Unruly Merchants rebel in Region 49, turning over the region to Lux-Glossia on a victory
Rebels purchase Razor-Current Setting technology
RBL Commander score: (1d4+4)[7]
Native Defender score: (1d6+4)[7]

Tactical Maneuvering Roll:
RBL: (2d6)[9] +[Commander Score] attempting to use Skirmish Tactical Doctrine (-10% casualties for both sides)
Natives: (2d6)[6] +[Commander Score], attempting to use Skirmish Tactical Doctrine (-10% casualties for both sides)

Outnumbering:
6 RBL units vs 4 native units; Advantage for RBL; +2 Outnumbering Bonus
Battle Roll:
RBL: (2d10+2)[9] + [half Commander score, rounding up]
Natives: (2d10)[11] + [half Commander score, rounding up]

Native victory! Native defenders lose 1 unit! The Rebel army disbands, and the leader of the rebelling Legion flees into the wilderness! The Merchant support in Region 49 becomes Open!
 

 SHK invasion of Region 10 
SHK Victory! SHK sacks Region 10 MGM TP 2 and LSD TP 3 for Magaramachi Whelps, gaining 2 Treasure and rendering these TPs Open! Basically-A-Kraken is briefly captured by the Pojanese, but manages to force an escape. Region 10 is returned to MGM possession!

  Schemes!  
 Coercion, betrayals, and spycraft 

Even the darkest of deeds can be forgiven by the Chain Wardens in exchange for services rendered to the state. The new recruit is not a well-known name, but subtlety is exactly what the Nathi are looking for in these tempestuous times.  KNH recruits an unnamed Spy with an Intrigue score of 8. 

Five years ago That Which Slithers in Darkness curled their long undulating tail around the rim of the Abyss, and they have not stirred since. Now, as an intruder sneaks against the darkened whirlpool’s currents, they raise their coral-encrusted coils to wrap the unsuspecting Siren in an unrelenting hold.  Setia the Forgotten has been captured by counter-espionage measures upon attempting to infiltrate the Unity.  There may be an opportunity to negotiate her release with the NPC actions this round.

Finding travel above water on the island near the Tideswept Shelf more unwieldy than anticipated, Costa Sereia’s salvagers are only able to recover about half of the island’s riches before logistics issues make it impossible to proceed further. The haul: enough neatly-stacked and processed materials to double the impact of 3 Project Actions and a pile of easily-sold commodity goods worth at least 3 Treasure

Costa Sereia investigates the captured Reavers and materials from Aelwyd Adferiad. Details to come with org actions.

SKR slanders GTZ with the DNA

  Terror!  
 Violence, upheaval, murder, and destruction. 
 EDIT: The aristocratic support of Danabae (69) becomes Open! 

The Eel Without End … ends. As the great rainbow spiked fan emerges from the Maw, a brilliant energy fries the nearby floating kelpwrack and fills the ocean with the odor of burnt algae. The tail slithers through the same path that the head followed decades ago, leaving only lasting echoes of impossible melodies and an ever-ringing   HUM   in the thoughts of all those that glimpse its iridescent, splendorous finale.

 
 Spoiler: Mechanics 
When the Eel’s tail passes through a region, there is a chance that trading posts in the Eel’s path are destroyed by arcing electricity. The sparking voltage amplifies the sound of the Eel’s perpetual   HUM  . Conversions targeting regions through which the Eel’s tail has passed benefit from this befuddlement, gaining +2 this round. Additionally, when the tail passes through a region where the Eel is Omnipresent, mass-confusion may render foes to be friends and annul allegiances. Two random supports swap ownership status.
 

 The tail passes through Region 1, Region 19, Region 20, Region 24, Region 22, and Region 20 (again)!
Region 1 TP 1 is destroyed!
Region 19 TP 2 becomes Open!
Region 20 TP 1 becomes Open!
Region 24 TP 1 is destroyed!
Region 20 TP 3 is destroyed!
 LOL gains control of the Region 19 Aristocracy!  EDIT: The Region 19 Aristocracy becomes Open!
LIT gains control of the Region 19 Merchants!
The Region 20 Aristocracy becomes Open!
UNI gains control of the Region 20 Merchants! 

The Reavers strike!

Region 131 Aristocracy is Reaved
Region 101 Clergy is Reaved
Region 66 Aristocracy is Reaved
Region 2 Clergy is Reaved

Reavers kill 1 unit from MHR
Reavers Sack Region 101 Open HS 1
Reavers loot 1 treasure from RFT
Reavers Sack Region 2 Crimson Chant HS 2

The Monheganist Regime is devastated to lose both Yirp the Fierce’s daughter, Yalp the Stormy, and Captain Eleazer McTavish’s CFO (Captain of Fishing Operations), Roald McDougald, on the night of their union! Pro-tip: do not invite the Reavers to your wedding ceremony. The sudden demise of this influential couple leaves a power vacuum brimming with potential for interlopers.

Having spent nearly a decade amongst the Viridian Shade lounging in lazy excess while awaiting opportunity, the Siren Taman finally bows to her devouring ambition by assassinating her way to Matriarchy. As the eldest Matriarch of any Shade, she becomes the new leader of Lux-Glossia at a time of critical instability. Time will tell how closely her actions will align with the will of the Lambent Syndicate Matrons.  TheDarkDM will control LUX this round. Future changes to LUX’s status are probable. 
 The rebelling Clergy of Region 108 led by Finalist Uruza successfully sway the Merchants in region 108 to their cause! The rebel army swells to a total of 8 units due to new mercenary contracts and gains the Blood Algae and Death Commando Conditioning technologies.  The details of the rebel demands will be added with NPC actions later in the round.

Should Finalist Uruza manage to enforce her demands, perhaps other discontent factions will follow her example in the years to come. For now, the world watches and waits.
 Region 14 Unruly Merchants do not rebel this round.
Region 17 Unruly Clergy do not rebel this round.
Region 104 Unruly Clergy do not rebel this round.
Region 115 Unruly Clergy do not rebel this round. 

Discontent left unattended begins to fester and spread, eroding support for powers that have turned a blind eye to the unhappiness of their populace.
 The unruly Merchants in Region 14 undermine the Aristocracy from LOL!
The unruly Clergy in Region 17 undermine the Aristocracy from LIT!
The unruly Clergy in Region 104 undermine the Aristocracy from PGL! 

The following regions must have region write-ups submitted by the start of Round 18 or suffer write-up related Unrest:
12, 20, 22, 63, 73, 104, 154, 179, 187

Lack of interest or respect for the unique needs and local customs throughout the seas begins to grate on the people who must survive such neglect.
 Region 20 Aristocracy becomes Unruly!
Region 104 Aristocracy grumbles, but remains under PGL control!
Region 179 Aristocracy grumbles, but remains under DPB control!
Region 187 Clergy becomes Unruly! 

Having never recovered from Reaver raids in years prior, order in some areas begins to break down, and respect is lost for those they once pledged loyalty to.

The faithful of Lojan manage to hold together despite years of inadequate support from the non-existent local aristocracy in large part due to recent military successes abroad buoying morale.
 Region 9 Clerical Support remains under Lojanese control! 

With both the clergy and the merchants decimated by the Reavers, the nobles of region 22 must put in triple the work to stave off societal collapse. Many find that the absolute control over their territory is worth the extra resources.
 Region 22 Aristocratic Support remains under Lighthouse control! 

The following Reaved regions will begin to deteriorate at the end of round 17: 91, 113
The following Reaved regions will begin to deteriorate at the end of round 18: 28, 71, 126

  Organizations!  

CYP Conducts and Composes Passion. Details to come with org actions

LIT becomes a Giantslayer. Details to come with org actions

LUX grants the DNA Devolving Standardized Integrations to repay favor debt

LUX asks the ABS to prospect Region 124 for Hard Metal. The region’s hugely abundant and diverse plankton turns out to be caused by massively bioavailable iron. Unfortunately, “bioavailable” does not mean the same thing for macroscopic organisms as it does for microscopic ones. Only one trading post worth of Hematite Flakes is discovered in the vicinity of the Gan Nachilm.

DPB takes a special action to refine their core fragment. Details to come with org actions

LUX completes a Monumental Undertaking, the Amphitheater of Narcis, for +1 PRS
Epinephrine_Syn
    ????? ?? ??d????y
Turn 17
Eternal Spring    
 
 
   MAWbel v2.3      [  Songstress  ] 
 Dip:  [    4    ]
 Mil:  [    3    ]
 Eco:  [    5    ]
 Fai:  [    9    ]
 Int:  [    4    ]

Next Turn: +2 Int, +1 Eco

Actions
Eco [MMcess]: Construct the Magma Shroud within region 61, thereby claiming my new capital as my own. 1/5
Eco: Construct the Magma Shroud within region 61, thereby claiming my new capital as my own. 2/5
 Secret : Proclaim thyself a  Titan Of Industry .
Int: Identify the origins and usage of Unblemished Wreckage [Investigation].  Roll = 11 
Int: Scour the wreckage of the Titanic Battle [Investigation], spending 3 Treasure.  Roll = 12 
Int: Ponder on the nature and existence of Underwater Bears [Investigation].  Roll = 12 
Mil: Impress reaved Aristrocracy in 66 (roll 2d8 +3 +3 treasure) [Happy New Yearsmas]  Roll = 15 (TN 13 to impress a reaved support, success, claim it as my own) 

Non-action
Have my Spy Receive A Report on the ongoings of my queendom.
(Celebrate the nature of these Banished Merchants [Investigation])  Roll = 17 
Accept the miracle gift of Region 61 as my capital.
 
 Spoiler: Don The Crown Of Avarice 

A decade slower than anticipated, but finally, the moment is at hand. Mawbel floats on up towards the Crown Of Avarice that has been prepared for her. As requested and directed, it allows her to channel the results of all greed with its might. An influx of one of the essential ingredients for her power, and one which can channel, amplify, and moderate the power of Mammos as it courses through her system. Not just Mammos though, this connects to the emotional software and manipulates the primary memento of desire far better than she had been able to before.

That was  saying something , given how well she was able to do it before. It should have been a triumph for Prosperity and indeed, the words sung from her lips. But even as she harnessed the power, her mind felt dull. Mawbel v2.3 was not the Medusa she once was. Her prosperity drives had been damaged,  perhaps irreparably. She didn’t, no,  couldn’t  want those things anymore.

Still, she smiled, as the purpose Crown Of Avarice aligned with her new goals as well.

Even if it had not  quite  been designed as she envisioned, commissioned artwork rarely was. Twas the price of the discount. It would serve her needs all the same. Grant her dominion over this space. Bestow her with the authority to enact her grand architecture. Enable her to enact her d ream  s of   pa  pe 

This was but only the first step towards  Industry , and she knew it. Mawbel had a lot of work to do, optimizing cycles within her new domain.
 

 
Oppose Dominion Intrusions.
Black Noise (Spy 7): guard and anti espionage
Maleficent Herring Cluster [Holy Order]:
Greet the Gravetenders with great mirth. Inquire what the timetable is for ESP getting Magma Falls back is.

Automatically defend against any unauthorized buyouts/incursions/sways/conversions/etc (through a resist roll, a -2 penalty, or both, as applicable).
Automatically oppose all unauthorized Buyout, Sways, or Impress actions within holdings ESP has Merchant Support in.
Automatically oppose all unauthorized Conversion, Sways, or Impress actions within holdings ESP has Clergy Support in.
Conversion Authorization: Allow and support any conversions to The Eternal Communion.
Buyout Authorization: Approve of the Buyout of TP 3 of Maleficent Jello by KNH.
Always utilize The [Toy] Hammer whenever possible to make it such that when you spend 3 Actions on a Great Project, to help these contribute to 4 actions total.
 
 Plastic Flower Recycling Routine
Contender Trade Route Pool: RFT, LUX, DPB
Treasure Spent This Turn: 6
If Treasure Spent ≥ Trade Route Countries
Then Skip redundant rolling phase, apply 1 treasure to all countries
Give 1 Treasure to:  ERRORERRORERROR 
  Mission Statement/Core Values: 
  Secure    Industrialize  emotional software   within Polar (Hivemind and Isolate Alike) against outside intrusions.  
  Guarantee long term    s ecurity for   the corporate entity known as   Eternal Spring.
  Engage in cooperative crowdfunding and projects to    b ring    Prosperity      unto all lifeforms.  
 
Faith Dossier in Round 16 Post:  Give The Eternal Communion A  Soul  
 
  The Magma Shroud  Claiming region 61 as her own, in magic to sway the Glacial Gods in the hearts of the denizens. In magnetism to sing to the  actual , physical Glacial God, singular. In mind to shape everything within her own image, using the might of the crown. New branches grow, new Medusa subsystems form, the last of her species no longer, although all are connected in a much tighter knit manner than before. Dark, plant like organisms and vines spread throughout the region like a blackened mass of thorny hedge.

The shrimp of the region burrow away, mold the underground, heed the call of Mawbel. As if extensions of her own design, they shape and emplace the metal. Within the thorny hedge that serves as denizens starts to construct a factory, with a cylinder at the center. Smog begins to rise, wheels begin to spin, turbines begin to glow a maleficent mauve. The shrimp get caught up within them, ground up into fuel and smog. The machine is constructed, and so, so many more are to follow from the frigid heat emanating from the darkest pits.


 
 Spoiler: Shell Counting 

 
 
Treasure: 11/15
Passive Treasure Income: +3
Receive 1d4 treasure from Merchants
Receive +2 Treasure from Mamomachines
-6 Treasure
ERROR?
Next Turn: 10+1d4 treasure

 
 Region 51 (Magma Falls) (Capital) (Fortress) (City)
Resource (Immortal Jellyfish) XXX / ESP / Open / City(ESP) (x2)
TP 2 of 49 Ivory Legionnaires
TP 2 of 52 Large Minerals
TP 2, 3 of Herrings
TP 1, 2, 3 of 57 Woven Seaweed (x2)
TP 1 of 58 Warped Shells (x2)
TP 3 of 60 Fertile Soil (x2)
TP 2 of Pelagic Graftsmer in 66 (x2)
TP 3 of Piezo in 67
TP 1, 2 of 66 Graftsmer
TP 1 of 68 (Glass)
TP 3 of 71 (Dragon Scales)
TP 1 of W22 (Unblemished Wreckage)

Merchant Supports
Region 51, 56 57, 58, 60, 63, 66, 68 Clerical Supports
Region 56, 57, 58 (MAM), 47, 51 (ESP)
 
Artifacts
Plastic Flower
Mechanics: For every treasure you spend in a single round, a randomly selected Player that you have a Trade Route with gains one treasure at the end of the round.
Toy Hammer
When you spend 3 actions on a Project, get a fourth one for free.
Ships
Big Boulder


Trade Routes
RFT
LUX
DPB
 
bc56
    Pfilghol    
  Ilgl, The-one-who-builds, an Effulgent Witness 
Diplomacy: 3
Military: 6+1
Economy: 8
Faith: 5+2
Intrigue: 1

 Regions 
 The Pfithreef: 132 
???: 104
Toxfall Gorge: 105

   Actions   
 Rolls 
 More rolls 
  Military: Attack Region 131 
 With 6 units, led by Sigska, using tactical doctrine "Just Do Better" (+2 to battle, not perfected). +1 maneuvering from 1 perfected TD. +1 to battle from Magma Forges (granted by Core Fragment), +1 to battle from 1 treasure. 
It was under Olgght's rule that the Pfith first set their gaze upon the Otterian realms. But until the Gotezhar attacked, they had no clear opportunity to sieze them.
Now they do. The newly reorganized armies of Pfilghol, lead by their ambitious new commander, advance into the Kelplands to vanquish the unbelievers and consolidate more power under their banner.

  Military: Raise a Unit 
Especially in wartime, the armies of the Pfith grow, with more hunters trained in the new ways of battle every day.

 Faith: Seek Aid on 104 Conversion attempt (divine aid) 
 2d8 from Sakurado, spend treasure 
 Faith: Convert Region 104 HC 2 to Sakurado  
 +1 from Sakurado, spend treasure 
 Faith: Convert Region 102 HC 1 to Sakurado  
 Faith: Convert Region 102 HC 2 to Sakurado  
Pfith pilgrims and priests are among the first to visit the newly discovered inhabitants in the deeps of region 102. They seek to follow in the footsteps Olgght took to discover the precious core fragment. They bring their faith along with them, and spread the sense that the home of these new strangers is sacred to the Pfith

  Spy Actions  
Ktloso: [REDACTED]

  SKR Cultural Exchange:  
Accept Scrying and Draft Cuttles

   Non-actions  
Support conversions to Sakurado



 
 Spoiler: Passive Bonuses 
 Reputation: 
ABS 1: +1 to resist Sack and Coerce
ABS 2: +2 to resist Secret Actions
ABS 3: +1 battle, +1 vs Titans, +1 depth (reqs. hard metal, granted by Core Fragment)
 ABS 4: Access all depths, +1 to Defense (+2 at Depth 1 or more) 
Effulgent Witness: Immune to Secrets of the Depths if ABS rep 2 or more. +1 die size on actions against Titans.

DNA 1: +1 Explore, Prospect, Colonize

Sakurado: +1 to buyout and convert against Open, 2d8 on Seek Aid

Prestige 1: +1 to press, establish, and promote claims.

1 Perfected TacDoc: +1 maneuvering
 

 
 Spoiler: Bookkeeping 

 
 Spoiler: Characters 
Olgght - current leader, successful conqueror/unifier. Hungry.
Gtsit - Second-in-command, first to betray. Clever, dangerous. Hungry.
Sigska - Ambitious commander trying to turn the Pfith warriors into "real" soldiers. Charismatic, cheery. Hungry.
Ktloso - Sworn enemy of Gtsit, spymaster. Conniving, ruthless. Hungry.
Dr. Ydottl - Scientist, studies ecology. Nervous, frustrated. Hungry.
 

 
 Spoiler: Military 
 Units:  7/9
 Generals: 
Gtsit the-second-champion: 8. Sea's Opportunity: Defending: enemy takes double battle penalties from terrain, Attacking: transfer battle penalties from terrain to enemy. This tacdoc is perfected: +1 to battle on success
Sigska the  First Commander: 7. Just Do Better: +2 to battle.
 Military Technologies: 
Supermarine Artillery
Razor Current Netting
 

 
 Spoiler: Economy 

 Treasure: 
5/5
+2/round
 Trade Posts Owned: 
Luxurious Hides: 101.1
Shiv'rchins: 104.1
Rotweaver Worms: 105.1
Kalask Venom: 107.1 (S)
Mud Diamonds: 108.1
Mineblossom Sponges: 130.1
Kelp: 131.3
War-Jellies: 132.1, 132.CITY (S)
Hard Metal: 132.BASE
Wave Scorpions: 133.3

 Economic Techs: 
Composite Grafting
Trophic Deconvolution
Anoxic Adaptation
Photophore Signaling
Supernatic Propogation
Megafaunal Tailoring
Graduated Symbiosis
Bitter Tourism
Filtration Grafts
Bioluminescent Navigation
Traveling Scholars
Draft Cuttles
Scrying
 

 
 Spoiler: Artifacts 
Kela Ein Kamohu: 1/turn +1 to Sack or +1 to battle if win or tie TM, +1 extra if TM victory by 6 or more, -1 leader loss if fail or tie TM.

Imperfect Core Fragment: Always know location and holder of this relic. +4 to resist theft outside of Holy Order, +4 to recover. Ruler Score Maximum increases to 12. Using a score of higher than 10 provokes leader loss (-1 for each additional action with a score over 10 in the round). Battle with a Military Score greater than 10 grants +1 effective unit. May be upgraded as a Faith action which is more effective in Depths.
 

 
 Spoiler: Spies 

Ktloso: 7
 

 
 Spoiler: Special 

Gan Kotzim - the Thorn Gardens: ABS base, 132
 

Shallows Appreciation grand champion!
 
[/QUOTE]
Gengy
  Round 17
 [Gotezhar Builders Union] - [  The Black Spot  ]  
 [Feytor Mira'din, Tsunami's Wake] 
Regions:  138 , 128, 136, 137, 139, 174    
Actions:
 
  [Economy]  Seek the Origins of the Crystal Bottle [Black Spot] (Roll:  16 )
  The Divine Nacres have proven they are not above petty vengeance.  The extremes they have taken - to infect thousands - over the words spoken questioning their greatness are more than enough evidence for an entire generation of Builder's Union Gotezhar to decry their genetic catastrophe.  That it has been tailor made to infect Gotezhar Bolya has not gone unnoticed, and many allies are informed that the Nacres seem capable of doing this to  anyone , calling into question their honor and intentions.  While the grand majority of Gotezhar suffer through this with as much dignity as they are able, as more and more die to the strain of being unable to hold their Bolya together, there is a small hope that only a few of the upper echelon are aware of.  Feytor Mira'din charges Profundus Booskador with the important task of finding out more information about this Crystal Bottle with it's thread of hope...   
  [Military]  Raise a Unit
  The Nacres actions have left many people, Gotezhar and Mer alike, upset.  There has never been a time more easy to raise a new set of Squalls.   
  [Military]   WAR  - attack region 130 with 6 Units led by Squall Kagado (Mil 10)
  +14 TacMan, +21 Battle Roll  [ Aim For the Storm’s Center : -6 to enemy leader loss roll, -20% to enemy losses, +1 to Battle Roll from Perfected Doctrine led by Kagado]
[Route: 136 -&gt; 130]
 
 Spoiler: Military Strength Breakdown 
 Maneuvering: +14 
+4  Maneuvering , Supermarine Artillery, Perfected Doctrine, Black Spot
(Mil 10) Squall Kagado

 Battle Roll: +21 
+5 (Half Leader's Military)
+1 Middish Way
+1 Supermarine Artillery [Dropped Weaponry]
+0 Devolving Standardized Integrations [Combat Drugs &amp; Medicines]
+1 Treasure
+1 Leader Loss Roll (+2 Middish Way, -1 Black Spot during Battle)
+2 Black Spot
Outnumbering: +11 (6 units to 1 unit)
 

  Feytor Mira'din warned the Monheganist Regime that she would be watching for any mistreatment.  The fact that the Regime continues to place their people in danger - and that the clouds belonging to Gotezhar Nuven have been taken by the Regime - is cause for WAR.  The Builder's Union will protect their interests.  Forcibly.   
  [Diplomacy]  Establish Marriage Claim [Region 140] {Saroon'din, current Heir} (Roll: 17) 
  [Diplomacy]  Establish Marriage Claim [Region 170] {Druthtu'o, fourth eldest and owner of a Bolya} (Roll: 17)
  With so many children, and the dangers of the Divine Nacres doing   even less   revealed, Mira'din seeks to put some of her children into the hands of potential allies.   
  [Diplomacy]  Aristocratic Support [Region 140] (Roll: 16) 
  [Diplomacy]  Aristocratic Support [Region 170] (Roll:  11 , [-1 Distance Penalty])
  Feytor Mira'din continues to seek potential allies.   
 
   Rolls   

Non-Actions:
 
 Provide support for conversions to Flowing Way schools in Builders Union territories 
 Spy Action:  Researcher 42 is not seen within the halls of Dounpor, and seems very busy... 
 Upon hearing that Monhegan II has called for Ritual Sacrifices, Feytor Mira'din visibly blanches.  This is precisely the kind of mistreatment that she wanted to forestall, and as such, calls for Squall Kagado and gives them very specific instructions.  Should the opportunity present itself, the general is to capture the Monheganist Regime leader, and very publicly, tie him to a rock before striking him down in the name of - and here Mira'din checks her notes - 'restoring supremacy'. ( Strong Claim [131], Conditional, approved by Aerin ) 
  PRS +1 (Spent 5 Treasure this Round) 
  Build a Monument - Essensio's Pride  (3/3)
With Squall Essensio's passing, Joontar Arjiloza is more determined then ever to ensure that the monument to the former General's remembrance is as grand as it can be.  More symbolic than functionary, the cross-shaped wall is built carefully, with stone painstakingly brought from Ezcorher all the way to New Korasoon.  It rises twenty globes from the seabed, and while it is unlikely to ever provide actual cover from attack, it does provide a decent position to fall back to and perform a last stand.  The people of New Korasoon see it not as a defensive structure, but as a bastion of hope; a final resting place for any strong enough to yell out into the darkness of war and insist that they are still alive.  It is a memorial to Pride. 
 
 
 Spoiler: News and Rumors 

 
 The Black Spot is far worse then simple Reaver raids.  Reavers are still a concern, but at least they attack, kill, and leave.  The Black Spot sickness slowly fouls the clean water that Gotezhar need to prevent the ocean around them from becoming one giant irritant.  It requires focus and dedication - mental discipline that Gotezhar are not used to using constantly - to forestall, and worse, if a member of a Nuven accepts their fate and chooses to Burst, the water they have gathered all their life has been made unusable by their family.  This has many within the Builder's Union not only angry, but unable to properly grieve for the fallen. 
 The first of Mira'din's children:  Saroon'din, Kora'sin, and Huurjan'oak.  At the age of ten - around the year 51 - are becoming more adjusted to being members of the ruling class.  The current heir, Saroon'din, is seen speaking with Squall Kagado quite frequently about tactics and leading the military.  Kora'sin is  desperately  using all of his merchant contacts to attempt to find anything that might help prevent the Black Spot from effecting more Gotezhar.  Huurjan'oak has been apprenticed to the builders in charge of the Gathering Tide Warehouse, and by all reports, has basically taken over in all but name. 
 Mira'din's second set of children Druthtu'o (Druth), Proj'eto, and Shbuul'walg, at the age of seven, all have Bolya like their mother.  They are often in seclusion, working very hard to gain control of the water around them.  Unlike Gotezhar - whom will die without their Bolya - the three boys and the mother that leads the nation only feel increasing annoyance and irritation.  Druth especially has been very vocal about hating how dirty he is all the time, and the Gotezhar Nuven that follow him are among the most fervent to try and find a way to resolve this terrible disease.  They throw every bit of support they have - political, monetary, and even bodily - into aiding Profundus Booskador, earning them a great deal of attention and respect. 
 
 

 
 Spoiler: Ruler Information 

      Feytor Mira'din, Tsunami's Wake   
   D   
   M   
   E   
   F   
   I   
 
   Current  
 8 
 10 
 10 
 5 
 3 
 
  Rolled Stats 
 5 
 4 
 3 
 4 
 1 
 
  End of round 10 
 0 
 2 
 1 
 0 
 0 
 
  End of round 11 
 0 
 0 
 2 
 0 
 1 
 
  End of round 12 
 0 
 1 
 1 
 0 
 1 
 
  End of round 13 
 0 
 2 
 0 
 1 
 0 
 
  End of round 14 
 1 
 1 
 1 
 0 
 0 
 
  End of round 15 
 0 
 0 
 2 
 0 
 0 
 
  End of round 16 
 2 
 0 
 0 
 0 
 0 
 
  End of round 17 
 0 
 0 
 0 
 0 
 0 
 
  
 New Ruler Next Round! 

Expected Stat Bonuses: +2 Dip
 

 
 Spoiler: Book Keeping 

 Units:  (9   / 17 )
 General(s): 
- Squall Kagado (Mil 10) [+1 to Battle when using  Aim for the Storm's Center ]
 Perfected Doctrines 
[ Aim For the Storm's Center : +1 Maneuvering, -6 to enemy leader loss roll, -20% to enemy losses]
 Fortresses:  Sublime Fortress, Region 138

 Cities: 
City of Saroon'din (136) [Saroon'din grants a +1 to Resist Sacks in the region for players who hold Mercantile Support in the region]

 Spies: 
Researcher 42 (Int 9)

 Trade Routes: 
Gotezhar (138) to the Sakura-Jin (119)
Gotezhar (138) to the Lojanese Republic (9)
 Treasure  (11  / 12 )

Member in Good Standing of the  Polar-Confederate International Bank 
(+2 Treasure Cap)

 Special Ships: 
Tipsy John

 Cultural Exchanges: 
Gotezhar (138) to Costa Sereia (134)
Gotezhar (138) to the Lojanese Republic (9)

 World Wonder 
The Gathering Tide Warehouse (138)
 Wonder Effect: The owner of this Wonder gains +1 passive Treasure income and may, once per Project, count a Project action as two Project actions if they spend one (1) Treasure as part of said Project action. 
 Technologies: 
  Supernatic Propagation 
 Trophic Deconvolution 
 Megafaunal Tailoring 
 Photospore Signalling 
 Composite Grafting 
 Graduated Symbiosis 
 Razor Current Netting 
 +10% enemy casualties and +1 to Maneuvering roll when defending, or attacking with a foothold  Supermarine Artillery 
 +1 to battle rolls and +1 to maneuvering rolls in Regions with Depth 0  Anoxic Adaptation 
 The user can now cross Brackish borders.  Bitter Tourism 
 The user can now cross Glacial borders.  Filtration Grafts 
 The user can now cross Toxic borders.  Electrodialytic Staurozoa 
 May ignore the increased effective distance from a Briny border up to twice per round. This does not reduce the effect of Briny borders on distance loss calculations.  Devolving Standardized Integrations 
 Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost.  Holographic Certification  ( Requirement Needed : Bioluminescent Ink)
 +1 to rolls when resisting Undermine Support  Bioluminescent Navigation 
 Allows traversal of Depth 1 regions.  Mamomachines 
 For each 3 treasure you spend, you receive 1 Treasure at the end of the turn.  Sojourn Suits 
 Permits actions and troop movement across terrestrial wastes (purple) borders.   Death Commando Conditioning  
  Indah's Embrace  
 Papershell Draft-Cuttle 
 Scrying  
 
MappyPK
     Splendid Miru Miru     
   Aniwana (153) 
Round 17  
   
 

 Leader: Kororia the Prodigy 
Diplomacy: 5
Military: 5
Economy: 8
Faith: 5
Intrigue: 3
Expected gains: +2 ECO, +1 MIL

 Standard Actions 
 
 MIL - Special 5 - Recruit General.
 
 Spoiler: Tiaki, Protector of the Golden City 
Tacdoc: Impenetrable Bubble

Score: 10  Roll 
-20% enemy casualties (-2)
-20% own casualties (+2)
+12 enemy leader loss (-2)
+4 to battle (+4)

Fluff: It is far more important to protect the merchandise that one may be carrying than to inflict severe losses and come out clearly victorious when it comes to battle, at least for those who appreciate the finer things in life. Whether moving through another territory or resisting an attack, the best strategy is a strong defensive core, which Taikan armies achieve through strategic placement of obtrusive bubbles on the battlefield in front of their units. Although this strategy is quite annoying for the opponent, it results in a relative stalemate much of the time, which is more than enough to escort the goods.
 
 
 MIL - Raise unit. 
 ECO - Buyout TP1 in Region 152 for Algae Bloats, spending 1 gold for +1.   Success!  
 
 Spoiler: More Greens 
Though not particularly appealing as a color for bubbles given the vast array of leafy greens already available in Aniwana, the abundance of Algae found to the north could have other uses, perhaps as an oxygen source.
 
 
 ECO - Buyout TP1 in Region 100 for Scaldsquid, spending 1 gold, the city bonus, and the compass for +4.   Success!  
 
 Spoiler: Sweet, Sweet Warmth 
Recent expeditions have shown that the regions to the north appear to be somewhat chilly, so anticipating future adventures, many Miru traders begin to specialize on heating equipment.
 
 
 ECO - Impress Merchants in Region 160 with Carapace Armor.   Success!  
 
 Spoiler: Weapons for the Peacekeepers 
No wonder the people of Surunung's most recently acquired waters had a strong desire for military equipment, after the assault just a few years ago. This display of armors has surely swung Miru Miru into their favor.
 
 
 ECO - Explore Region 150 using Bioluminescent Navigation, spending 1 gold for +1.   Great Success!  
 
 Spoiler: Preemptive Measures 
Given reports from traders and merchants of military outposts popping up along the most commonly traveled routes, Taikan explorers were instructed to head towards the only known military presence in the region, those of the Pojanese Raiders.
 
 
 
 Non-Actions 
 
 Via Cultural Exchange, grant Supermarine Artillery and Razor Current Netting to SUR. Receive Filtration Grafts from SUR. 
 Accept the Eternity Trowel from SKR. Appoint SKR as the seeder. 
 Spy non-action. 
 DNA - Spend 1 favor to increase reputation (1 favor remains). 
 CCA - Spend 1 favor to increase reputation (0 favors remain). 
 ABS - Spend 1 favor to increase reputation (0 favors remain). 
 ABS - Contribute to the Coraline Compendium.
 
 Spoiler: Stone Carving for the Upper Classes 
In Taikan culture, it is tradition to create as fancy a display as possible outside one's home to impress the neighbors and sightseers. Indeed, having the most stunning exterior of bubble architecture along with a complete garden makes a homeowner far more popular, and therefore more influential. Although a tidy selection of vegetation and strategic placement of bubbles is a major part of the equation, more recently many Taikans have found themselves implementing specialized rock formations into their gardens. Though with the fishy physique of the Taikans, it proves quite difficult whether large chunks of rock need to be hammered away or small pieces need to be chiseled off for fine detail. There are two options. The first is employing the rare assistance of a Mer, which is considered unideal due to the costs involved. The second involves using a pressurized stream of bubbles to deal damage to the stones, though this technique can be extremely exhausting and requires a strong understanding of traditional bubble physics. Stone sculptures may be depictions of people or wildlife, or even abstract shapes designed for people to swim through or rest upon, and they are almost always adorned with a variety of plants for a splash of color to rival the bubble architecture the gardens often sit just by.
 
 
 Provide MGM with a delegation of sweet beverages for no mechanical effect.
 
 Spoiler: Sharing the Goods 
After having heard reports of the travesties occuring in the lands between the Magaramachi and the Shark People's outpost, the people of Miru Miru decide to put one of their most recent developments to use, hoping to garner even the slightest bit of favor with them. Using the bubble mugs and a trade convoy, a small expeditionary force of Taikan merchants set up a variety of small stands and buildings near the border, each adorned with a variety of decorations in the form of stones and vegetation. Each would also have a significantly sized pile of mug-bound beverages, making use of the sugars found in the abundance of leafy greens in Aniwana. The Taikans didn't care much for flavor, anyway, and those green colors were not particularly interesting.
 
 
 Attend the Harvest of Indah.
 
 Spoiler: A Sight to Behold 
Though the sound of harvesting the blood of a living being sounds grotesque to some of the finer people of Miru Miru, Kororia took the invitation as an opportunity to begin to reach out to others in the nearby regions, given the rising tensions on the world stage. She heeded the advice of the delegation who had invited her, and spectated from a safe distance. Something about mind control and brains frying, said the messenger. Sounds scary. She left, having felt the start of an affinity for the people of the Lighthouse, in spite of their odd traditions.
 
 
 Allow members of the GREG to move units through Aniwana if necessary. 
 Resist all buyouts, sways, and any conversions not by the Way. 
 Continue the monumental undertaking that is the Aniwana Mall (3/5).
 
 Spoiler: Crafts of the Golden City 
With the successful expansion and rapid growth of the Mall's first sector in the northwest filled with a variety of delicate dispensaries and cafes, the government set its sight on continuing development elsewhere. Specifically, the northeast quadrant of the outdoor shopping center would be filled with a variety of artisan goods, though mostly devoid of foods and other consumable delicacies. Though the variety of shops and vendors funding by the government is immense, a few common themes would appear again and again. Indeed, stone masons, and mom and pop gardening shops are among the most popular forms of artistry in Miru Miru. Although many a stone could be used to decorate the exterior of one's home -- a display of social success in these waters -- exquisitely carved statues, seats, and decorations would surely catch the eye of passersby, especially when combined with rare plants and foliage that are not too often seen. And though it would be a lengthy trip for some, a visit to the artisan district of the Aniwana Mall would be a great place to spend some money and show off to the neighbors.
 
 
 Generate 1 extra gold at the end of the round through the Mamomachines technology. 
 

 

 
 Spoiler: Bookkeeping 
 Favors :
ABS = 1 (-1, +1) -&gt; 1
CCA = 1 (-1) -&gt; 0
DNA = 2 (-1) -&gt; 1

 Treasure  = 3 -&gt; (-3, +2, +1, +1) 4
 
Volthawk
 
   The Cyphiri Union   
  Round 17  
 Regions:  Cyph-Arel (122, Capital), Pyl-Garat (129), The Emerald Tidelands (124)
 Ruler:  Baran Hallus
 Faith:  The Flowing Way (The Cyphiri Way)
 Diplomacy  10  Military  9  Economy  10  Faith  10  Intrigue  2 (4 for rolls)
 Voice of Harmony:   Lyric  10
 Merchant Marine 
 
 
  Actions  
 End of Turn Ruler Increases: +1 Military 
 
 Impress Reaved Aristocracy of 91 [Military] - Unrolled (Auto-success due to failure last round)
 While his journey was fraught with peril and took much longer than planned, Alket Hallus finally arrives at his destination. His forces, both bureaucrat and soldier, are a little more beleagured and smaller in number than he'd hoped, but he nonetheless sets about the task of establishing his presence in the region and making deals with the remains of local authorities to bring about order from what the Reavers left behind.  
 Raise Unit (Wonder triggered; 3 Treasure for +1 Unit) [Military] - Unrolled
 With the Exchange finished, the Council Fund sends Renald and a host of Fund bureaucrats and officials, and a hefty downpayment, to Pyl-Garat, looking to hire. Events across the seas were serving as a reminder to many within the Union Council of the benefits of a proper military force to protect Cyphiri interests, and soon the Fund officials find themselves learning first-hand of the benefits of having a hub like this so close to hand.  
 Miracle - Bones of the Ocean [Faith 10] - Unrolled
 
 Spoiler: Bones of the Ocean 

 The wastes may be lifeless and difficult to traverse, but there was once life here - the Cyphiri have found ancient skeletons engraved by the hands of some ancient race and mines filled with strange crystaline cubes, while further abroad are stories of ancient columns and strange materials, of strange statues standing vigil, of wrecks unblemished by the passing of time. There is history here, great and terrible, the signs of a past world that the followers of the Way have never known, and a calamity greater than anything they've seen. Through that history one can gain understanding of the past, present and future - understanding of the mysteries of the Flowing Way. 

Wastes Trade Posts held by followers of the Cyphiri Way count as Flowing Way Holy Sites.
 
 With some downtime back in Cyph-Arel, while his crew celebrate, enjoy themselves and make their return known to all, Rendal Belar visits the sages of the Way who had been puzzling over his theories, and the information he'd been bringing them. Soon, they collectively come to a set of conclusions:
First: The nature of the Flowing Way is such that the past, present and future are connected, in ways that the average person cannot percieve, but ways that can be partially understood and perhaps even predicted with proper knowledge, primarily of the past.
Second: The wastes were not always the wastes - across the ocean, people have been finding signs of...people, of works made by intelligent life. There must have been civilisations in the distant past, before the calamity struck and forced the survivors into isolation to rebuild into the peoples who live across the seas now. Putting these two points together, there is a strong possibility that the wastes were once the home of pre-calamity civilisations - perhaps with direct ties to the countries that have grown up in modern times, perhaps with the mysterous groups that have been here at least since any of our peoples were strong enough to explore, or perhaps a species that is now long-dead - that were brought to ruin by the calamity, their devastated waters now inhospitable to life.
Thirdly, as such the historical significance of what's been found out in the wastes is incontrovertible. This also means their value to followers of the Way, particularly those who take the Cyphiri approach of study and analysis, is obvious.
Their conclusion is simple - the Cyphiri, and those of a similar mind to them, must go out and acquire supplies of these antiquities, so that the sages can study them and perhaps gain an insight into the greatest barrier that their knowledge of the past has faced - the world before the calamity.  
 Chorus of Passion [Lyric - Diplomacy] -  18, Success 
 The time had come. Baran had done his observing, his thinking and composing, and had created what he hoped was a new song, like the one the Songsages had taught him, one reflecting this...new energy in the Union, brought about with the Exchange and the new people and interests brought in through it, he supposed was the best way to put it. Those he had taught a part of the song, the individual roles the ecclectic array of musicians, artists and performers he has gathered must perform, still aren't quite sure what the totality of it is, but there's still a good amount of buzz around the Union about what Baran has been planning all this time. Their curiosity isn't sated this time though, for when the Chorus is performed for the first time, Baran has nobody listening beyond his closest family and the members of the Chora who he'd been working with all this time.  
 Seek Aid on OKI Sway Clergy in Region 123 [Faith] -  14, Success 
 Seeing the efforts of the Ironkelp Order to entrench themselves in the waters around their holdings, and happy to help with anything that'll make things more stable there, the Carral help as much as they can with their own understanding of the stories of the region and how the Way flows through the region.  
 Impress Reaved Mercants of 126 [Economy] -  16, Success 
 The work in the nearby brackish waters had gone well, but wasn't over. Besides humanitarian and spiritual needs, now provided by the Cyphiri (even if convincing the locals on the merits of the Flowing Way was taking a little longer), the infrastructure of the region was devasted - both their old connections and agreements, and the new ones the Pylet and Telan had established more recenty. In order to halt a descent into chaos, as instructed by Baran Hallus, that needed to be rectified. The Telan still had their old plans for the region, and the sea cows were still perfectly adequate for meeting the needs of the locals to feed their leeches, so the family simply takes the opportunity to reestablish old ties, rebuild what was destroyed by the Reavers, and create new bonds to ensure the region stayed strong in the chaotic times to come. These days, the Pylet were deemed an unnecessary addition, and the family was too busy focusing on the Exchange to pay much attention to the north anyway.  
 Colonise 121 [Economy] -  14, Success 
 The Cyphiri have been preparing for some time for their return to the eastern twice-devastated (once by their own hands, using the Divine Nacres' biological agents, and again by the Trawling Beasts) waters and now the Carral family begin putting nearly a decade of planning to the test. The waters there were still habitable - while the eradication of both the Heartstopper Mold and the Breathstealer Algae had definite run-on effects, a colony could survive there, and the Carral intended to prove that. The waters around their current holdings had been rather turbulent over the last few decades - the local government breaking down in the wake of Reaver attacks, the Greenwater Clans taking control, and now the Ironkelp Order, and now warnings from the south that the nomads may be sending raiding parties this way soon...the Carral had seen how much House Pylet had benefitted from Pyl-Garat, and they wanted something like that for themselves. If nothing else, being in full control of the waters where they lived sounded...reassuring.  
 
  Nonactions  
 
 Allow militaries from signatories of the Flowing Peace to move through Cyphiri waters without interference. 
 Support all buyouts in 129.
 The Union Mercenary Exchange was open for business, and House Pylet sends representatives out to spread the word that Pyl-Garat is open for business, and all will find their interest in hiring mercenaries accepted and encouraged there - for now, at least, the Pylet seem very unconcerned about  who  actually comes hiring, so long as they do it with enough coin and they get their cut.  
 Begin a Monumental Undertaking - Arellian Mural (2/5)
 
 Spoiler 

Taran Leryn's quest for funding and support stretches over years, the man surviving through various means - he's something of a minor celebrity now, and such the small-scale, day to day support from various Cyphiri doesn't stop coming, but he also makes ends meet by passing along packages and messages that the sender doesn't want on the photospore network, by telling stories about his travels, and so on. In the end, he comes to a conclusion - if nobody will serve as a patron to bring about his vision, he will just have to make it happen on his own.

Well, not quite on his own. Leveraging his renown across Cyph-Arel, he convinces various Cyphiri to help him through the promise of being a part of history - or at least the story of the day. A lot of Cyphiri with the free time were already paying Taran a visit every now and then to see what he was up to, and now they had to find where he was working at the moment and while they're there, why not pitch in and be a part of the team that would eventually make the greatest artwork of the Cyphiri (in Taran's words, at least) possible? Needless to say, it's slow going.
 
 
 The Cyphiri do not acclaim or condemn anyone yet - the attitude within the Union is a little cautious when it comes to their neighbours, many Cyphiri at least subconsciously aware of the feeling that things are about to change, between the fate of the Monheganist Regime, the developing situation between the Ironkelp Order's errant knights and the Lux-Glossians, and the Gotezhar crisis. 
 
  News and Rumours  
 
 The situation between the Lux-Glossians and the Ironkelp Order is...alarming to many Cyphiri. Those are the two countries the Union has typically been closest to, after all - the Order having long-held ties with the Cyphiri and the Shades and the Cyphiri Houses have often cooperated and helped each other - and current events, with groups of Order knights occupying the Tideswept Shelf (within which were the Lux-Glossian communities the Cyphiri have the strongest ties to, where they helped restore peace in the wake of the first Reaver attacks decades ago, the events that led to Falnir Hallus joining her Shade and eventually becoming Matriarch), and the Lux-Glossians responding with economic sanctions, leaves the Cyphiri in an awkward place of not wanting to caue problems with either side. For now, they watch and wait, hoping that things resolve themselves. It was a shame, as many Cyphiri were quite happy about state of the affairs in the Shades until these latest development - few Cyphiri have any issues with Taman herself, or the Lambent Syndicate (the Cyphiri that journeyed there some years ago had a perfectly fine time, as most Cyphiri understand it), and the main response to her ascension was positivity and hope that it'd lead to the end of the unrest that had been growing in Lux-Glossian waters recently. 
 The Black Spot is incredibly alarming. Yes, the Gotezhar and Divine Nacres had never been on particularly good terms, and the Gotezhar had developed technology the Nacres were opposed to, but this...this was too far. Despite most Cyphiri being shocked and appaled by the situation, the Union Council fails to agree to a response beyond letting the Gotezhar know that any and all assistance required in dealing with this plague would be given. The matter of how to handle the Divine Nacres going forward is a particularly contentuous matter among the Houses - some, such as House Pylet, argue for action, somehow showing the Nacres that they can't be allowed to freely spread bioweapons in people's territory, while others, such as House Telan, urged for caution and not forgetting the benefits of cooperation with the Nacres (and the fact that their waters are currently bioweapon-free), the debate only ending when Baran Hallus steps in and decides the current route of only providing aid to those affected. 
 Rumours that the Black Pearls are starting to recover and become more active are alarming to those Cyphiri who care (primarily the Kelad family and those allied to them, even if their House, Telan, aren't largely acknowledging the Pearls as a threat), but with little concrete information to go off little comes of it for now. 
 News of Firstreef, the birthplace of the Reefbacks, is met with great excitement by the Cyphiri. Sure, they lack the means to properly see it all yet, but that doesn't stop some Cyphiri making the journey there to see what they can from the depths they can swim down to, and for several Houses to begin pondering and planning ways to establish themselves in the region, even if it requires some time for their means to catch up to their vision. 
 The warnings of the Finalists are mostly seen as an entertaining story by the Cyphiri, and not the kind that's useful to the Flowing Way. After all, their warnings and vision of the futue didn't align with the forecasts of Cyphiri sages, and most Cyphiri trusted their own far more than they did a group that was clearly acting out of fear of the Reavers, not out of understanding of the situation. Actually stopping the movement, and their violent actions, are for now left to more local forces, though - the Cyphiri lack the means to meaningfully stop them for the time being. 
 In a vacuum, the offer of the CFO position in the Monheganist Regime would get the attention of many Cyphiri, both those seeking to advance their family's interests or strike out on their own, but there's a conspicuous lack of Cyphiri among the applicants. The mood in the Union is that the Regime is not going to last long, and so nobody wants to get in the way of what's about to happen in those waters, let alone trying to stake a claim and Monheganist-aligned authority in the middle of it all. And the less said about the call for ritual sacrifices, the better. 
 The rumour across the Union is that Baran Hallus' health is waning - that not all of his recent absences and periods of seclusion were to do with matters of faith and the songs of the Chora, that at least some of them were related to his health. If nothing else, the Cyphiri is getting quite old - it has been over three decades since the Hallus family took prime position within the Union, after all, and even then Baran had been a long-standing leader of the family. It's also no secret that his daughter, Ashal, is getting quite restless in her current positions, drifting through the family's various holdings and businesses, soaking up what she can and looking for...something to take her focus until she has to lead the Union. Her efforts haven't gone well yet, it seems, even if the family's sages of the Way stand by the statements their predictions many years ago foretold. 
 There is one high-profile individual among the Cyphiri heading into the neighbouring brackish region to help with repairing damage caused by the Reavers - Lanit Hallus. The woman had previously spearheaded many major diplomatic efforts by House Hallus, to mixed successes, and had spent a few years in the region a long time ago for unclear reasons. Now she's back, she picks up where she left off, making contact with old friends - some of whom have become prominent elders and chiefs - and putting old plans back into motion, now that the time is finally right. 
 
  Houses and Families of the Cyphiri Union  
 
 Spoiler 

 Hasn't been updated for a few rounds now, need to get on that. 
These days many families are organised into Houses, a group of families led by a family that is part of the Union Council that have certain legal and economic ties and obligations, so the following is organised to suit. As always, there are many more families than this (in and out of the listed Houses), and more Houses, but these are the ones mentioned in the fluff so far.

  The Council Fund  
 TPs:  122.1
 Other:  Arthan's Head
The Council Fund is organised like a Cyphiri family but without any kind of central bloodline, its numbers drawn from every Union Council family - the family itself, not the wider House (a technicality based on the wordings involved with the laws that established the House system, but one few of the Council families wish to change). Similarly, a significant amount of its assets come from the Council families, one of the obligations involved in joining the Council being to contribute a proportion of their assets to the Fund, the rest being assets created by the Fund using those contributions. Its role in the Union is intended to essentially be a neutral party and wealth reserve, one not beholden to one family, although council families use past loyalties and political maneuvering to push their interests, and in the restructuring of the Union House Hallus has more influence than the dominant family would have in the old days of the Union. One of their major roles is that of managing mercenaries - the Retainer Guard is a force of mercenaries hired on a long-term basis that answer to the Fund and are sent out as and when a family requires assistance beyond the scope of their own mercenaries, and if the Cyphiri ever go to war it is the Fund that will have military command (under the guidance of the Council). Beyond that, they're also the major investor in the photospore networks across Cyphiri waters and out to major Cyphiri holdings elsewhere, they're one of the largest buyers of Cyphiri gold, and they're the caretakes of Arthan's Head who decide which families can hire it out.
- Artan: The head of the arm of the Council Fund that works with mercenaries, and the one who made the early (but now irrelevant) deals with the Kalan Company that led to the diplomatic/economic foothold needed to secure the Fund's current mercenary force. As that force developed into the Retainer Guard, she's leveraged her role in things to become one of the major players in the military, developing a strong interest in battle tactics and strategy despite the typical Cyphiri attitude towards such things. Her parents were followers of the Flowing Way who named her for Arthan, but she doesn't adhere to the Way much herself.

  House Hallus  
 TPs:  122.2, 173.1
 Supports:  122 (Aristocratic/Mercantile), 111 (Aristocratic)
 Other:  Cultural Exchange with COS, Lesser Piryon Ma’yan
 House Families:  Belar
Once just the most important family in the field of research and development, the Hallus family are now the most powerful family in the Union. After taking the position of the Ulnesh, the Hallus family have set about restructing and legalising many aspects of the Union Council and the wider Cyphiri Union, leading to the establishment of the House system and the Union's current strength.
- Baran Hallus: The actual head of the Hallus family, and the one directing their recent political moves. He has great respect for Pelir's work, and tends to indulge her requests. He's got broader interests than the average Cyphiri, taking an interest in the military conflicts that have gone on around the known world, and making plans for diplomatic efforts beyond those that are business-related.
- Ashal Hallus: Baran's daughter (born during round 9), Baran putting time and funds into prophecies around her led to Prophetic Education being established.
- Pelir Hallus: The pioneer of Hallus biotech research, and the mind between most notable recent Cyphiri advancements. She's not the head of the family but has enough influence through the family to get what they want, if possible, with the Belar family being one example of this. She's quite fond of Costa Sereia, having used much of their technology in her work since meeting them.
- Lanit Hallus: One of Baran's main diplomatic agents and representatives. She's spent a lot of time in Orope in the past, trying to help the Telan stabilise and gain control of the merchants there, and the failure there has left a stain on her record that she's never been happy about. Since then, she's been assigned to coordinate with House Ulnesh in the Emerald Tidelands, a task she's working hard at in order to regain her standing within the family.

 Belar 
 Supports:  140 (Mercantile)
 Other:  Wayfinder, Gulgolet Shero'ah Hakkol
A small family of explorers, eager to strike out into the unknown to find enough of value to make them rich. They established a mutually beneficial relationship with Pelir Hallus some years ago, with her finanicially backing their expeditions in exchange for her hearing first about their results and in general keeping the spark of adventure going within the Union, and with the establishment of the House system they've fallen fully under the banner of House Hallus. They're also the ones in charge of waste exploration and exploitation, journeying out in their ship, Wayfinder, and using gifts from the Abyssal Stewards to find anything of value out there.
 - Retak Belar: The head of the Kelad, and one more focused around the ecoomics of their operations than the actual work they carry out. As such, he's very close to the Hallus, wanting to ensure further funding and the other benefits of being part of House Hallus keep coming.
 - Rendal Belar: The captain of Wayfinder, the Kelad's ship built to venture out into the wastes. He's a devout follower of the Flowing Way who believes that uncovering the mysteries of the wastes may provide some kind of hidden insight to the secrets of the Way.
 - Arnel Belar: One of the three top researchers below Pelir. Keeps well-informed about discoveries across the world, and primarily works with networks of small interconnected organisms.

  House Ulnesh  
 Holy Sites:  122.1, 124.2, 124.3, 153.1
 Supports:  122 (Clerical), 124 (Clerical/Aristocratic)
 House Families:  Carral
Formerly the dominant power among the Cyphiri families, before the ascendancy of the Hallus family. Originally, they split their interests between a very strong agricultural base and ways of leveraging said strength in political and economic endeavours, but as more and more food is imported, the Union grows beyond their capabilities to feed, and other families take bites out of their agricultural empire, they've been finding that strength waning. These days, they instead leverage their high status among Cyphiri followers of the Flowing Way, with Werran Ulnesh their leader, to secure power. There was once a great rivalry between Ulnesh and Hallus, strengthened by the Hallus takeover, but these days they're almost cordial as the Ulnesh support Hallus ventures in the Union Council while the Hallus help them with their own plans focused around the Emerald Tidelands.
 - Werran Ulnesh: A devoted follower of the Way, close to Garren, excited to spread the Flowing Way to new lands, very curious about the way other countries and faiths work. He became the most influential Ulnesh after their fall from dominance, as his rapport with Cyphiri followers was separate from his family's business, and since Garren's death has taken control over the family as it focuses on its new direction.
 - Relas Ulnesh: The member of Ulnesh's leadership council most pushing for them to retake the top spot, and the main opposition to its current direction. She was originally Garren's preferred successor, but in the years before his death disagreements between the two meant she lost his direct support. She's proven herself to be a competent leader in her position, though, putting to bed many doubts people had when she was younger.
 - Helad Ulnesh: The man in charge of coordinating loans between the Ulnesh and other Cyphiri families, deciding who gets the offers and how they're repaid/the influence gained is otherwise used. Was once the favourite among most of the family to succeed Garren, but the family's shift in direction led to him being passed over in favour of Werran. He still has notable influence among other Cyphiri families due to his ability to leverage the loans, though, and he's been busy trying to bring various families into House Ulnesh.
 - Neyran Ulnesh: One of the three top researchers below Pelir. Still keeps an interest in the agricultural development that originally gave House Ulnesh its edge, despite that losing focus for the wider family, and otherwise works to integrate foreign technology and techniques with Cyphiri methodology.

 Carral 
 TPs:  123.1
 Supports:  123 (Mercantile)
Small decentralised family who were once down on their luck and turned to the Bone-Grinder's Guild of [112] to try to make a new future for themselves. Their attempts to become more influential in the Guild ended up gaining them little, but the expedition eastwards that the Bone-Grinders sponsored has borne fruit for them, and they are now based in that region and have established themselves as a dominant mercantile power in the region by selling on imports from the Kelad.

  House Telan  
 TPs:  109.1, 114.2, 118.1, 118.2, 134.2
 Supports:  126, 139 (Mercantile)
 Other:  CYP-OKI Trade Route
 House Families:  Kelad
Previously a minor family in one of Cyph-Arel's cities, now dedicated to the trade route between the Cyphiri and Middish. Operate a network of camps, rest stops and small businesses catering to those taking said route, and established the route itself. Has control over part of Orope's Giantbane Seed industry, along with investing in some nearby regions. Current leaders in fields relating to Supernatic Propogation, due to their ties to the Middish. They've ended up on the Hallus side of the Ulnesh/Hallus split in the Council, due to the family helping them secure the Cobalt Dye they now sell to the Middish.
 - Tarpan Telan: Head of the Telan, now living in Orope full-time. Quite fond of the Middish, and their interpretations of the Flowing Way. Approves of the Hallus' shift towards a standing mercenary retainer, the Middish attitudes towards war and battle having rubbed off a little.
 - Yanmet Telan: Tarpan's second in command, handling things on the Cyph-Arel side of the business and dealing with the other Cyphiri families.

 Kelad 
 TPs:  117.1
 Supports:  118 (Mercantile)
Another minor family, and one that's been very active in sending out opportunity scouts to the regions nearby to the Cyph-Arel - Orope trade route. They're not planning on making many big attention-grabbing moves for the time being, but have a plan to acquire resources vital to the efforts of other families and sell it on to them at a profit. In recent decades, they've been having a lot of troubles with the Black Pearls, many of their major holdings being in waters that the syndicate holds sway in.
 - Nalrin Kelad: An influential family member in the wake of the disruption brought by the Black Pearls, and very outspoken about her views of the syndicate.

  House Pylet  
 TPs:  129.2
 Supports:  125, 129 (Mercantile)
 Other:  Pyl-Garat (129)
One of the Union Council families, and the main one driving colonisation attempts. Has a great deal of influence with the smaller families and the colonists of Pyl-Garat, but is beholden to the Hallus in turn - an obligation they are trying to weasel out of as much as possible, not wanting to turn against old friends in the Ulnesh family but having found the offer from the Hallus too good to turn down.
 - Hapat Pylet: The head of the Pylet family, the main family in control of Pyl-Garat. Doesn't have the best reputation among followers of the Flowing Way, between many statements he has made that were critical of it, and the fact that many of the people living in Pyl-Garat have ended up following the tenets of Sakurado instead. The man himself appears to follow neither faith.
 - Rala Pylet: One of the three top researchers below Pelir. Primarily interested in the animals of the oceans, and the ways that their traits can be used in biotechnology.

  Other Families  
 Holy Sites:  122.2, 122.3, 128.1
 

  Statistics  
 
 Spoiler 

 Special Actions Available:  Diplomacy 10, Faith 10
 Special Actions Used:  Diplomacy 5, Economy 5, Economy 10, Faith 5, Military 5

  Diplomacy  
 
 Spoiler 

 Reputation/Favours 
 The Abyssal Stewards:  Rep 2, -1 Favours (Expected Change: None)
 - Welcome: +1 to resist Sacks and Coercion
 - Friendly: +2 to resist Secret Actions
 The Chelonian Chora:  Rep 4, -1 Favours (Expected Change: None)
 - Welcome: +1 to resist Supports becoming Open or Unruly
 - Friendly: Distance Losses triggered every fourth region; -0.5 distance penalty (-1 if target is adjacent to/has a CCA base)
 - Favoured: Can pay 4 regions to ship to a region with a CCA base from another CCA base; can Seek Aid after an action has been rolled 1/round
 - Bell-Keeper: Can ring the Bell of Resolution as a Faith action to roll another action as 1d6/8+6.
 - Voice of Harmony:  Various benefits 
 The Divine Nacre:  Rep 2, 0 Favours (Expected Change: None)
 - Welcome: +1 to Exploration, Prospecting and Colonisation
 - Friendly: +2 to Investigations
 International Prestige:  Prestige Rank 4, 1 Prestige (Expected Change: None)
 - Respected: +1 to Establishing and Pressing Claims and Promoting Claimants
 - Admired: +1 to attempt/resist Sway and Impress actions
 - Emulated: +2 to Raise Reputation, Slander and Resist Slander; use Cultural Identities through CIs twice a round; vassals can use your CIs and lieges your perfected tactical doctrines
 - Envy of the World: Host events as a non-action, all attributes below 4 count as 4 for rolls

 Bases 
122: Reefback Nursery
124: Smoking Garden

 Cultural Exchanges 
Costa Sereia

 Cultural Identities 
None

 Great Works 
The Palranic Anthology (Literature; kept in Cyph-Arel)
 

  Military  
 
 Spoiler 

 Units:  0 (Expected Change: +0)
 Unit Cap:  12 (Base 3 + 3 Regions + 5 Supports + 1 wonder)

 Aristocratic Support 
122, 129, 101, 111, 124

 Generals 
Renald (Mil 8): Prime Targets (Free Sack attempt on offence, -2 enemy leader loss on defence, -20% own and enemy casualties)

 Perfected Tactical Doctrines 
None

 Fortresses 
None

 Military Technologies 
    Technology 
 Type 
 Effect 
 Requirements 
 Met? 
 
  Supermarine Artillery 
 Dropping Weapons 
 +1 to battle and maneuvering rolls in Depth 0 regions/ 
 Supernatic Propogation, Photospore Signalling, R: Giantsbane Seeds 
 No 
 
  
 

  Economy  
 
 Spoiler 

 Treasure:  4 (Expected Change: -1; Rate 2 - 4 spent + 1 Mamomachines)

 Trade Posts 
 Effective Total TPs  19
 Treasure Rate  2

 Foreign TPs with Owned Mercantile Support  2
    Trade Post 
 Resource 
 Use 
 Support 
 Rate 
 
  109.1 
 Swarm Ash 
 Bitter Tourism 
 Open 
 1 
 
  117.1 
 Biolumiscent Tunicates 
 Support of 118, Holographic Certification 
 Costa Sereia 
 1 
 
  118.1 
 Domesticated Sea Cows 
 Support of 126/129/139 
 Cyphiri 
 2 
 
  118.2 
 Domesticated Sea Cows 
 Support of 126/129/139 
 Cyphiri 
 2 
 
  122.1 
 Native Gold 
 Joined-Stalk Companies 
 Cyphiri 
 2 
 
  122.2 
 Native Gold 
 Joined-Stalk Companies 
 Cyphiri 
 2 
 
  123.1 
 Malleable Blubber 
 None 
 Cyphiri 
 2 
 
  127.1 
 Ray-Ear Seaweed 
 Support of 122/123/140 
 Black Pearls 
 0 
 
  129.2 
 Nutritious Silt 
 Support of 125 
 Cyphiri 
 2 
 
  134.2 
 Cobalt Dye 
 None 
 Costa Sereia 
 1 
 
  173.1 
 Tiny Tubeworms 
 Filtration Grafts 
 None 
 1 
 
  186.1 
 Mammoth Seals 
 Seeker Barnacles 
 None 
 1 
 
  
 Mercantile Support 
118, 122, 123, 125, 129, 139, 140, 170

 Cities 
Union Mercenary Exchange (129; Sacks)

 Trade Routes 
Cyphiri - Ironkelp Knights
Cyphiri - Kar-Nath Hegemony

 Specialised Ships 
Wayfinder

 Civilian Technologies 
    Technology 
 Type 
 Effect 
 Requirements 
 Met? 
 
  Composite Grafting 
 Starter 
 None 
 None 
 Yes 
 
  Graduated Symbiosis 
 Starter 
 None 
 None 
 Yes 
 
  Megafaunal Tailoring 
 Starter 
 None 
 None 
 Yes 
 
  Photospore Signalling 
 Starter 
 None 
 None 
 Yes 
 
  Supernatic Propogation 
 Starter 
 None 
 None 
 Yes 
 
  Trophic Deconvolution 
 Starter 
 None 
 None 
 Yes 
 
  Anoxic Adaptation 
 Border (Access) 
 Cross Brackish Borders 
 Composite Grafting, Trophic Deconvolution 
 Yes 
 
  Bitter Tourism 
 Border (Access) 
 Cross Glacial Borders 
 R: Heat Source 
 Yes 
 
  Filtration Grafts 
 Border (Access) 
 Cross Toxic Borders 
 Composite Grafting, R: Filter Feeders 
 Yes 
 
  Electrodialytic Staurozoa 
 Border (Bonus) 
 Ignore the distance penalty from Briny borders twice/round, doesn't affect distance losses 
 None 
 Yes 
 
  Papershell Draft-Cuttle 
 Border (Bonus) 
 Ignore the distance penalty from Briny borders twice/round, doesn't affect distance losses; +1 Prospect in depth 0 Colonies 
 Supernatic Propagation, Anoxic Adaptation 
 Yes 
 
  Bioluminescent Navigation 
 Depth 
 Allows access to Depth 1 regions 
 Photospore Signalling 
 Yes 
 
  Holographic Certification 
 Action Bonus 
 +1 to resist Undermine Support actions 
 Photospore Signalling 
 Yes 
 
  Joined-Stalk Companies 
 Action Bonus 
 Expeditions reward 1 Treasure instead of +1 to a Buyout, Great Success gives automatic control of a TP instead of 1 Treasure, wastes exempt. 
 Composite Grafting, R: Precious Minerals 
 Yes 
 
  Adventuring Parties 
 Action Bonus 
 Can send Missions from any region with owned Aristocratic Support 
 Photospore Signalling, R: Skilled Labour 
 No 
 
  Seeker Barnacles 
 Action Bonus 
 Can send Expeditions from any region with an owned Trade Post 
 Graduated Symbiosis, R: Megafauna 
 Yes 
 
  Traveling Scholars 
 Ruler 
 Roll and drop 1 additional d4 when adopting a new non-dynastic ruler 
 R: Talented/Knowledgeable Labour 
 No 
 
  Mamomachines 
 Economy 
 Regain 1 Treasure per 3 spent in a round 
 None? 
 Yes 
 
  
 

  Faith  
 
 Spoiler 

 Faith Holy Sites:  30

 Clerical Support 
122, 124, 126

 Organised Faith Bonuses 
+1 to Impress Actions
Cultural Identity for Buyouts
Prophetic Education (Roll twice for Economy and choose either result when changing rulers dynastically)

 Artefacts 
 Arthan’s Head  As an action (that can be associated with any stat), the owner of Arthan's Head can select a region for the Head to focus on in the next round. This provides a +1 bonus to all actions targeting that region that use the same stat as the action used to focus the Head in the round before.
 Shero'ah Hakkol  One Prospect action per turn in a Wastes region gains a +2 bonus.
 Lesser Piryon Ma’yan  Reduces the action cost of Projects in one region by one action as long as exactly one action’s worth of progress is added to the Project each turn and the Piryon Ma’yan remains in the region the entire time. Currently applicable to Projects with an action cost of 5 (or more). As the Piryon Ma’yan grows, this effect may improve.

 Holy Orders 
None

 Miracles 
None
 

  Intrigue  
 
 Spoiler 

 Spies 
None
 

  Claims  
 
 Spoiler 

122 - Historicity, Integration
124 - Confederation
 

  Total Passive Effects  
 
 Spoiler 

 Actions 
Buyouts: 2d8 CI
Impress: +1 Prestige, +1 Religion
Sway: +1 Prestige
Exploration: +1 Nacre Rep
Prospecting: +1 Nacre Rep, +2 Artefact (1/round)
Colonisation: +1 Nacre Rep
Claims: +1 Prestige

 Defensive 
Resist Coercion: +1 Steward Rep
Resist Sack: +1 Steward Rep
Resist Secret: +2 Steward Rep
Resist Supports becoming Open/Unruly: +1 Chora Rep
Resist Sway/Impress: +1 Prestige

 Misc 
Merchant Marine: Extra Economy action, 15 treasure cap, can spend 3 treasure on a roll, foreign TPs in mercantile support regions count towards treasure, can provide two resources through a trade route
Friendly with the Chora: -0.5 distance penalty (-1 if target region has/is adjacent to a Nursery, unit distance losses triggered every 4 effective regions
Favoured by the Chora: Pay 4 regions to skip to any region with a CCA base for distance penalty purposes, make 1 post-roll Seek Aid a round
Building Materials: 3/3 project actions count double

 Union Mercenary Exchange 
+1 to Mil actions in 129 (own Aristo support)
Can always coerce trade posts in 129 (own Aristo support)
+1 unit cap (own Merc support)
1 extra defender in 129 (own Merc support)
2/round, spend 3 Treasure to recruit 2 units with one action (own region and both supports)
 

 
Aerin
   Unrest Actions  
Round 17 
 Reminder:  Owned regions missing write-ups will continue to progress toward rebellion until the write-up is submitted.  Please see the round 17 opener for a detailed list of endangered regions.

 Reminder:  Regions with Reaved supports may see their other supports begin to progress towards rebellion if action to replace the Reaved supports does not take place.  Please see the round 17 opener for a detailed list of endangered regions.

 Note:  Rebel demands will be handled with NPC actions.

  Desired Import Unrest Warnings  
The following regions are lacking their desired imports, and their merchants will slowly progress towards rebellion.  In regions with open mercantile supports, this means the merchants may become unruly if the region owner does not supply the resource.  In regions with owned mercantile supports, this means the merchants may become open if the support owner does not supply the resource.

 Deadline:  For regions where the desired import was just determined or the region was just acquired during round 16, the desired import must be provided by the end of round 19 to avoid potential unrest.  For all other regions, the desired import must be provided by the end of round 18 to avoid potential unrest.

 Note:  I have done my best to read the resource write-ups for each region, but you marvelous folks have done a good job at building a world teeming with complexity and depth.  If you believe you already satisfy one of the desired imports below, please do not hesitate to discuss it with me.

 POLAR 
 Region owner: 
Region 73 (SEN, Drugs)

 Support owner: 
 Region 51 (ESP, Megafauna) ,  Region 63 (ESP, Preservatives) , Region 68 (STC, Textiles),  Region 77 (KNH, Exotic Food) , Region 81 (GRV, Skilled Labor),  Region 179 (STC, Preservatives) 
 TEMPERATE 
 Region owner: 
Region 105 (PGL, Meat, just determined), Region 116 (OKI, Toxins),  Region 123 (OKI, Spices, just acquired) , Region 176 (OKI, Dyes)

 Support owner: 
 Region 130 (COS, Skilled Labor) 
 TROPICAL 
 Region owner: 
Region 154 (MGM, Esoterica, just determined), Region 160 (SUR, Military Equipment, just acquired)

 Support owner: 
 Region 7 (LIT, Light Sources (bright)) ,  Region 19 (LIT, Precious Minerals) , Region 25 (LSD, Heat Sources), Region 27 (LSD, Megafauna), Region 155 (SUR, Coral)

  Clerical Support Warnings  
The clergy in Spawn Point (56) follow the Eternal Communion under the direction of the Eternal Spring, however the parishioners have recently converted to the Blossoming Sequence. At the start of round 18, the clerical support in Region 56 will decay to open.
TheDarkDM
  
   The Lambent Syndicate   
 Lambent Matron Intan 
Diplomacy 3
Military 10
Economy 6
Faith 1
Intrigue 10

 Expected Stat Increases: +2 Diplomacy  
 ... 
  Actions  
 
  Military 10  - Introduce a new Military Technology: Crimson Cuirasses
 Use of Hardplate Fungus throughout the Lambent Syndicate's military has been followed by extensive experimentation with the resilient organism.  Drawing on a ready pool of "volunteers", Syndicate researchers begin cultivating larger and larger colonies of the fungus directly on living tissue.  While the sacrifice of countless permanently-mutilated Siren addicts will be excised from all Syndicate history, the final results are hailed as a bold step forward - a living suit of armor, grown across the most vulnerable soft tissues and existing in symbiosis with a soldier's own cardiovascular system.  Initially fed by infusions of iron-rich protein compounds, the Crimson Cuirass' rust-red plating is regenerative, flexible, and among the most durable armors in the known seas. 

Slot: Armor
Technology Requirements: Graduated Symbiosis
Resource Requirements: Organic hard material (Hardplate Fungus, etc.)
Effect: +1 Battles
 
  Military  - Raise 1 Unit 
  Diplomacy  - Sway Aristocratic Support in Region 20 -   10   
  Diplomacy  - Sway Clerical Support in Senja Bersinar (Region 2) -   8   
  Diplomacy  - Attend the Lux-Glossian Shades' Glorious Rebirth
 
 Spoiler: Event Sub-Actions 
 
 Accept the Lux-Glossian Shades' generous gifts. 
 Sign a Prestige-backed treaty with the Unity, promising the refrain from further hostile actions against them for a period of ten years. 
 
 
 
  Diplomacy  - A diplomatic mission is dispatched to the Abyss, offering the Unity 3 Treasure for the release of Setia the Forgotten 
  Intrigue  - Secret 
 
  Non-Actions  
 
 Accept the Lux-Glossian Shades' Trade Route. 
 
Feathersnow
 

PRIMARCH PETRIX THE PIED PEARL

Starting wealth 1, income 0, ending wealth- 1

7.5 Diplomacy
4 Military
6 Economy
9 Faith
1.5 intrigue

 Diplomacy  Gift the Eternity Trowel to The Splendid Miru Miru

  We set this gift loose, may it spread the seeds of The World Garden 
 Military  send 6 units to 131 to assist PGL's suppression of the blood cultists.

 These unreliable times call for reliable friends. The World-Garden is such a friend 
 Military  raise a unit

 The Finalists are bad news,  we must be ready for when they attack. 
 Economy  Create Trade Route with HEX

 May this venture benefit us both. 
 Faith  convert Clergy in The Dekapoloi (120)  Success 
 Faith  convert Clergy in Tair (117)  success  
 Rolls 
 The people deserve a dedicated clergy in these troubled times, and Blessed Saint Marcion failed to integrate one in their quest for grander things. 
 Intrigue   Ask the Nacres nicely if they would give us a primer, suitable for public consumption, on the Reavers; about what they are and want, to dispell nasty rumors and help spread good will.

The Black Pearls are asked to sit in on this request, so this roll will be calculated with their Intrigue

 Roll=18 
 Spy   MRK continues to interact in some computery way with Deep Blue, in the vague understanding the God-Fish will enhance her ability to think consciously.

 The Black Pearls 
Grateful to her progeny for their reconstruction efforts after the coming on the Trawling beasts, Lady Ink formally gives some of her efforts to SKR.  She atrempts to steal the bioluminescent navigation technology from OKI!

 roll for Black Pearls is 18 
 non-action  Give scrying tech to The Ennead as delayed repayment.

Final stats- +.5 Dip, +1 Mil, + .5  Econ, +1 Faith, +.5 Int

8 Diplomacy
5 Military
6.5 Economy
10 Faith
2 intrigue
TheDarkDM
  
   The Lux-Glossian Shades   
The cities of Leriander and Holy Ovum in the Glossian Sea (135)
The cliff city of Rumond carved into the Tideswept Shelf (111)
A temple town at Narcis's Rest (173)
The settlement of Fuschia Lagoon in Rilanto Pass (94)
Haven, Hunter’s Rest, and the Serovin Forest in the Greenwater (141)
Region 152
Region 186
Round 17 
 Actions - Peace evelops the Glossian Sea 
  1. INT - [Investigate west of Region 32], Spending 1 Treasure  -   16  
 Having recently colonized Tropical waters, the Shades turn their attentions to the still-mysterious Western Tropics.  Representatives of the newly-formed Shade traverse the waters of several neighboring powers to plumb those balmy depths. 
 2. INT - [Complete work on a World Wonder]  [5/5]
 In contrast to the extravagant splendor of Taman's additions to the Grand Conclave chambers, the structure the Endless Mistress commissions to lie at the heart of the Leriander ravine is quite plain. The building itself is a simple structure of two concentric hexagons, with the interior area left open. The entirety of the wall space bounding the inner hexagon is filled with mirror-polished floor-to-ceiling panels of luminescent crystal, secretly hoarded from years ago for this exact purpose. Nestled inside layers and layers of reflective and luminous crystal from the surrounding canyon walls, the hexagon serves to funnel the light upwards through the ravine. Brilliant green auroras, red coronas, and blue arcs shift and dance in the waters above the capital...and in the waters above Rumond and Haven, as the identical copies of the hexagonal structure suddenly activate, transmitting Lux-Glossia's precious light across enormous distances instantaneously. 
 3. INT - [The Endless Mistress’ agents conduct a census of the Shades’ heartland] 
 As the Endless Mistress Taman ascends to supreme power in the Matriarchy, she finds herself the head of a scattered mélange of peoples and cultures.  Seeking to better understand the full scope of her new demesne, she dispatches trusted agents from her own Shade across the world.  Armed with the authority of the Conclave and proven loyalties to their kucen Matriarch, these agents begin an exhaustive audit of the populations of the Lux-Glossian colonies, taking note of every detail lest it prove vital to Taman's designs.  Due to the absence of so many ruling Matriarchs for the Glorious Rebirth, the lieutenants and seconds of each Shade find themselves suddenly assailed by these demands, and suspicions begin to mount that behind the quest for knowledge is a naked display of supremacy. 
 4. INT - [Secret] 
 Spend 1 Treasure 
 5. ECO 5 - [Blaze Trade Route with the Lambent Syndicate] 
 The whims of the new Grand Matriarch are foreign to the stewards of Leriander, whose tastes have so prioritized the revelation of the new over the excesses of the old.  Alas, Taman demands both.  Seeking a reliable supply of all the luxuries a Mistress of the Syndicate views as her birthright, the Shades undertake the arduous process of charting a reliable current to Tropical waters and the Syndicate itself, provisioning waystations and ensuring a nominal security presence as caravan crabs begin a new and groundbreaking circuit. 
 6. ECO - [Buy Out TP 1 of Adventuring Scholars in Taifre Mandala (Region 103), Spending 1 Treasure]  -  13  (+2 from Support)
 The sudden aggression of the Ironkelp Knights, even at the hands of a rogue Order, sends shockwaves of panic through the Shades.  The Flowing Peace has endured for so long that few among the Matriarchs can envision the future without it, and deprived of their paper shield the Shades find their position suddenly mortally tenuous.  The only military force of note stationed in the capital are the Death Commando of the Grand Matriarch's guard, and their grim countenances inspire nearly as much fear as the threat of war itself.  At a loss for options to directly shield against further chivalric depredations, the Conclave immediately approves Taman's proposal of sanctions on the Ironkelp Orders, in the futile hope that economics might bring an end to a war that has already begun. 
 
 Non-Actions 
  1. Spy non-action. 
 2.  Host the Glorious Rebirth.  
 
 Spoiler: Event Sub-Actions 
 
 Gift all technologies to the Lambent Syndicate. 
 
 
 
 
 Spoiler: Ruler stats and stat increases 
 Ruler:  Endless Mistress Taman

 Ruler stats for round 16: 
(low stats are treated as 4 due to PRS rank 4)
Diplomacy - 3
Military - 3
Economy - 5
Faith - 2
Intrigue - 6

 Ruler increases:  +1 Economy, +2 Intrigue

 New ruler:  There will never be another.  Memuji Taman!

 Ruler stats for round 17: 
Diplomacy - 3
Military - 3
Economy - 6
Faith - 2
Intrigue - 8
 

 
 Spoiler: Reminders for myself 
End of round 17: ABS help with TPs/HSs/colonies ends
Currently have 5 treasure (2 from passive income + 1 from plastic flower + 1 from Mammomachines)
 
farothel
  The Hymenocera Expanse
Region 3 (Tropical)   
 

Leader: High King Lord Deca V
Diplomacy: 8
Military: 6
Economy: 10
Faith: 10
Intrigue: 5  
 Actions: 


[1][faith] miracle: make part of region W33 habitable (sort of, remove the waste)
[2][Diplomacy] earning the right to undergo the Bottomless Trial from ABS (TN14)
[3][Diplomacy] sway aristocracy region 30 (TN12, +1 prestige, add treasure)
[4][Diplomacy] build DNA holdfast in region 29
[5][Diplomacy] build DNA holdfast in region 29
[6][Diplomacy] build DNA holdfast in region 29

[Merchant marine][economy] buyout TP4.1 (Eye Weed)

 rolls 

Non Actions:
-resist all sways/sacks/buyouts/...
-SPY: Lady Atyoida defends Expanse interests
-accept trade route from World-Garden of the Sakura-Jin


 
 Spoiler: Bookkeeping 

TP: region 3, TP1+TP2+City (carapace armour)
region 4: TP2 (Eye Weed)
region 12: TP2 (Crystal Chips)
region 13: TP1 (Rocksplinter Stars (starfish))
region 15: TP1 (granite slabs)
region 28: TP1 (Tiny Turtles)
region 29: TP1 (Spinecrab)
region 30: TP1+TP2 (Branch Coral)
region 153: TP3 (decor)

Passive income: 3/turn

Units: 6/9
treasure (EOT): 5

Technology:
Photospore Signalling
Composite Grafting
Toxic Filtering
Bioluminescent Navigation
Filtration Grafts
Graduated Symbiosis
Supernatic Propagation
Sojourn Suits
Anoxic Adaptation

Favors:
owed:
gained:
-Abyssal stewards: 0
-The Divine Nacres: 1
-Chelonian Chora: 1

 New stats 
stat increase:
Diplomacy: 8 +2
Military: 6
Economy: 10
Faith: 10
Intrigue: 5

 Organisation reputation 
Abyssal Stewards: 4
chelonian chora: 2
divine nacres: 2
international prestige: 2
 

 
 Spoiler: News 

-
 

 
 Spoiler: Economy 

-moving on, the trade guilds start building their monopoly on Eye Weed
 

 
 Spoiler: Organisations 

-As there is no Holdfast in the tropics anymore, the High King decides to help out the Divine Nacres and orders the construction of a new Holdfast in Belosa (region 29).  Army engineers and civilian craftsmen complete the holdfast in a record time
 

 
 Spoiler: Faith 

Standing at the border of Belosa, the priests of the Expanse are calling upon the power of the Ancients to clear the wastes (or at least part of it) to be able to colonise it.
 

 
 Spoiler: Diplomacy 

-Now his sister has been married in region 30, it's time to bring the aristocracy around to the Hymenocera case.  A few presents left and right and some diplomatic missions should be sufficient.

-the High king decided to take the test of the Abyssal Stewards, but unfortunately it didn't work out at the moment.
 
Kythia
Tropical, Region 10, 154

Ruler:  Basically-A-Kraken
D 1; M 8 ; E 8 ; F 1; I 1

The Magaramachi army is all but depleted of veterans, which in this context means those big enough to be sentient enough to be insane and megalomaniacal enough to think they can eat the Eel.  There are still stragglers but no longer a meaningful drain on the numbers, at least for a few years while the current crop of recruits grow.  And speaking of the current crop, an unusually bountiful spawning period allows extra recruitment of Magaramchi Rippers and an unexpected surge to the numbers of the forces Basially-A-Kraken can nominally control.

 Region 10 Actions (3) 
 1)  Miltary  - Continue great project - "The Mercenary Halls" 4/6 (Fluff action, no mechanical effect)

With the ongoing help of the Builder's Union and their heroic efforts to mitigate Magaramchi disorganisaiton and infighting things start to get moving again, sufficient to notice that the Divine Nacres are impeding progress.  That coupled with the Gotezhar overseers dislike of the Nacres starts to poison Magaramchi minds against the surface dwellers, an idea that will doubtless fester and take root.

 2)  Miltary  - Raise Unit
 3)  Miltary  - Raise Unit

Given the unusually strong spawning and the temporary reprieve from attempting to eat the Eel, Basically-A-Kraken whips the youngest into something approaching a group.

 Region 154 Actions (2) 
 Both actions using the Abyssal Steward's  Grow Again Greater    Take a new Trade Post as the settling is now complete, it will be owned ABS.  Disgarding the +1 to project speed, don't want it 
 4)  Economy  - Settle Region 154 2/3
 5)  Economy  - Settle Region 154 3/3

Under the leadership of General How-Dare-You-Call-Me-Tiny as he now demands to be called, the Magaramachi settlers rapidly finish spreading out in the BloodRipper lands.  Many of the more intelligent Magaramchi have long been expecting the Abyssal Stewards to call - expecting to be showered with gifts and adulation for driving away the Ell Without End.  When one of the Crustacean mystics passes through by chance, they confidently expect him to be the harbinger of these gifts and eagerly agree with his innocent suggestion that the new supply of Bloodripper Eels they are about to gain be handed over to the Stewards suspecting it is some sort of requirement for their reward.  They do offer some aid in building the Mercenary Halls but this is turned down - why would the any self-respecting Magaramchon want to help another in any way?  It does gain the race a favour though, probably to be claimed by the first to think of doing so.

 New Year Bonus action (1) 
 1)  Miltary  - Raise Unit
Magaramchi whelps abound and it is almost easier forming a new unit than not.

 Net effects 
Military+2  Econ + 1
Treasure 0-&gt;0 (Current Max 5)
Units 2-&gt;5 (Current Max 6)

 
 Spoiler: Misc Info 

Econ 5 used.

 
 Spoiler: Technology 

Supernatic Propogation (starting tech)

 Blood Algae 
 Military slot:  Sappers and Siege Weapons
 Pre-reqs:  Supernatic Propogation
 Effects:  +20% enemy casualties, +10% own casualties in depth 0 regions
Write up: This dull green algae infects wounds and grows exponentially in blood, rapidly causing the owner of such an infected wound to die. Using the techniques of supernatic propogation a cloud can be rapidly convened above the battlefield making even slight wounds considerably more dangerous. Knowing it is there gives some protection - or at least some chance of avoidance - but its infectious growth is impossible to totally avoid. The main defence is getting deep enough that the surface growing algae ceases to be a problem.
 

 
 Spoiler: Military 

General Tiny (Mil 7)

Carnage:
Less a "tactical doctrine" than an utter lack of anything approaching tactics or doctrine. Through sheer force of will and physical might a leader can get the Magaramchi to the battle field. More or less. Once blood hits the water though, the army descends into a chaotic mess of fighting and feeding, attacking the army, each other and anything that happens to be nearby with equal fervour.
3 free sack attemps, ordered as City&gt;Holy Order&gt;Trading Post (the intent being here that bigger things are sacked before smaller things)
+50% own losses (as they turn on one another)
-1 to battle rolls (turns out having no strategy at all is harmful)
+2 to allied leader losses (the enemy is trying to kill you, sure, but the disadvantage of being the biggest in this sort of mess is that sometimes one of your own will get lucky)
 

 

 Non-actions 
 
  Support  Everything    The Magaramchi aren't sophisticated and those intelligent enough to understant the concept of loyalty don't have any.  Tossing a handful of sweets in the water will ensure local support for anything needed.  Sacks, sways, whatever.  If anyone wants to do something, they can get local support easily. 
  Hostile Terrain for Everyone   Any armies marching through are going to be facing nigh constant uncoordinated attacks from the locals who are hungry or bored (interestly, the same word in the Magaramchi language).  All Magaramchi territories are hostile to all armies, regardless of alliances. 
  Admiration For The Acclaimed - Splendid Miru Miru  It's not clear that the Magaramchi had previously realised that the Splendid Miru Miru were an intelligent race, the glorious fish being rather below the scale which Magaramchi minds function on.  So when the stalls full of delicious sweet beverages pop up it comes as a great surprise and one that the Magaramchi sing the praises of readily.  It's good when other races realise that their divinely appointed role is to provide the Magaramchi with sweets while they are waiting to be eaten and the Splendid Miru Miru are the first to so openly accept that role.  Word spread through Lojanese trade routes and Peacekeeper patrols that the Magaramchi think the Miru Miru are Splendid. 
  Scorn For The Condemned - The Magaramachi  The Bloodripper colonists hate the Salination, the Salination hates the colonists, every single Magaramachon hates every other Magaramachon.  The constant slew of bile directed at the Magaramchi rom the Magaramchi starts to colour perceptions and paint a generally negative picture of the race as a whole. 
 
Frostwander
     Costa Sereia - Merchant Marine    
 Region 134 - Palacia
Region 103 - Taifre Mandala 
Turn 17
  
 Actions: 

1)  [Economy]  Impress Merchants - Region 113, using War Cultivator Supplies for Desired Import ( Roll: 13 - Success )
2)  [Economy]  Impress Merchants - Region 133, using Pure Berries for Desired Import ( Roll: 17 - Success )


3)  [Faith]  Convert Holy Site - Region 103 HS 1 ( Roll: 14 - Success )
4)  [Faith]  Convert Holy Site - Region 103 HS 2 ( Roll: 11 - Failure )
 Throughout the repair of the Academical sites in Taifre Mandala, there is a great deal of casual conversation between the sereia and the neriad. Some wonder whether the students are really so eager to resume examinations, having had a few years of reprieve from them. 

5)  [Faith]  Convert Holy Site - Region 173 HS 1, the Temple of Narcis ( Roll: 12 - Success )

6)  [Intrigue]  Undermine Support: Mercantile - Region 119 ( Roll: 12 )

Holiday Bonus Action)  [Intrigue]  Secret Action

 Non-actions:  
What secrets hold the Deep?
Spend 1 treasure on each conversation action, and 2 on secret action (5 Total)
Support LUX buyout of Region 103 TP1 - Adventuring Scholars.

 
 Spoiler: Leaders and Prominent Figures 
 Leader:  Duarto Alverna (Diplomacy 7; Military 5; Economy 8; Faith 7; Intrigue 9)
End-of-turn increase: Economy +1, Faith +1, Intrigue +1
New Leader next turn: No

 Generals:  Illdo Loura (Military 8)
 Spies:  Veruha Mascerena (Intrigue 7), Circo Luto Perdida (Intrigue 8)

 Other:  Gaspar Peixoto, Business Counsel; Ildo Loura, Militia Commander; Rain Loura, Venture Financier; Havardr Perna, Priest of Desderia; Earlee Perna, Arete Priestess; Paidre Peixoto; Conseco Loura
 

 
 Spoiler: Relations of State 
 Cultural Exchanges:  The Gotezhar (138); The Cyphiri Union (122); The Kar-Nath Hegemony (77)
 Trade Routes:  The Gravetenders (78)
 

 
 Spoiler: Resources 
 Units:  Sereia Militia x4, Nereid Scholastic Guard x1
 Treasure:  11
 Artifacts:  Peninah Ayin (location unknown)
 Reputation:  ABS (2); CCA (0); DNA (0); PRS (1)
 Favors: 
 Cultural Identity:   Practical Curiousity - 2d8 Investigations
 Capital Region:  Palacia
 Cities:  Cadid Santuario - Region 134 (+1 Sway Faction)
 Aristocrat Support:  134(C), 103
 Effective Trading Posts 29 (3 income): 
&gt;  Adventuring Scholars  - 103 Merchant Support (No TPs)
&gt;  Bioluminescent Tunicates  - 117 Merchant Support (No TPs)
&gt;  Cobalt Dye  - 134 TP1, City &amp; Merchant Support
&gt;  Fertile Soil  - 60 TP1
&gt;  Giantsbane Seeds  - 114 TP3 &amp; Merchant Support
&gt;  Luminescent Crystal  - 135 TP2
&gt;  Mineblossom Sponge  - 130 TP2 &amp; Merchant Support
&gt;  Plankton  - 124 TP2 &amp; Merchant Support
&gt;  Pure Berries  - 138 TP2
&gt;  Razorglass  - 128 TP1 &amp; Merchant Support
&gt;  Refugee Workers  - 96 TP1
&gt;  Talented Crabs  - 65 Merchant Support (No TPs)
&gt;  War Cultivator Supplies  - 97 TP1
&gt;  Wave Scorpions  - 133 (No TPs)
&gt;  Whispering Eggs  - 176 TP1
&gt;  Wild Armored Gharials  - 137 TP1
&gt;  Merchants by Proxy  - 12
 Primary Religion:  Brilhinte (6 Holy Sites)
&gt;  Temple of Jurxo  - 97 HS1
&gt;  Temple of Duarge  - 103 HS3
&gt;  Temple of Raquela  - 134 HS1
&gt;  Temple of Desderia  - 134 HS2
&gt;  Temple of the Deep  - 134 HS3
&gt;  Temple of Leocidia  - 137 HS1
&gt;  Clergy Support  - 134
&gt;  Holy Site Bonuses:  (5) +1 Seek Aid
 Civilian Techs:  Composite Grafting, Trophic Deconvolution, Megafaunal Tailoring, Photospore Signaling, Graduated Symbiosis, Supernatic Propagation, Anoxic Adaptation, Electrodialytic Staurozoa, Mitochondrial Regulation, Bioluminescent Navigation, Holographic Certification, Filtration Grafts, Sojourn Suits, Mamomachines, Papeshell Draft-Cuttle, Scrying
 Military Techs: 
&gt;  Dropped Weaponry  - Supermarine Artillery
&gt;  Fortification  - Razor Current Netting
 
Lumaeus
    The Riftborn Myriad   
Turn 2, Round 17

Leader: The Youngest, First Chosen of the Mother

Diplomacy: 2
Military: 2
Economy: 2
 Faith: 10 
 Intrigue: 4 
 1 Treasure 
 4 Units  


Diplomacy | Faith (Censer): Bequeath the Shorb to the Sharks.

Faith: GP 60
 
 Spoiler: Cya! 
There exists a wrinkle in our Unity, a knot of Self untangled. While our crawling bodies swarm endless across the land, while our polyp multitude buzz in smoky infinitude through the waters, while our errant Mer spread wide but for to breed and while our tentacled few float at far ends of the sea, the Old Fathers remain whereever they have stood. They who first were told the secrets of Unity, though they named it Communion, those who most fully approached our Self before our Self was born, this portion of our number are concentrated and stagnant.

Given the rise of Gwen the Chillyboi and the apparent fragility of our position, we come to a conclusion. No discrete sort of the Self can be trapped where it might be lost, for though to lose billions of selves is no loss, the loss of an entire facet of the Self is an eternal loss. And so, over years, we begin to teach ourSelf to share the very energy we take from the waters. The Father selves drink only of the Mother's Breath, but should we be able to learn to leach, never again will we be bound. We create by communing affinities at our bases, stretching rootlike down to drink of that from which they spring. Now, it is but the empty, inanimate sand, but this will no longer forever be our bed.
 


Faith: GP 60
 
 Spoiler: Peace! 
"So it seems you folks are tryna uproot the Old Fathers, and place 'em on the backs of the Kiwa and Mer. Now, I'm no expert on the Old Fathers or the Kiwa, but I do know a couple-two-tree things about movin' heavy loads, and it sounds ta me like this is going to be a bit of a challenge.

"The Kiwa have these sharp claws, y'know, that they use ta cut through food and other materials. That's great for cuttin' PVC, or aged cheddar, or carving chunks of still-living flesh from passin' fish. But those same claws are going ta be a problem when it comes ta movin' the Old Fathers. From what I understand, the Kiwa have tried this before and it didn't go so well. The Old Fathers got cut up and ended up dyin', and I'm guessin' that's not what anyone wants ta happen this time around.

"So here's what I'm tinking: we'll needta figure out a way ta protect the Old Fathers from those sharp claws while still allowin' the Kiwa ta carry them. What kind of limbs are youse guys workin' wit' in your swarm?

"Ope, Unity, sorry. You know, I'm a union man myself. UAW Local 20,000. Yep, my old man and his dad and his too--we go back right ta the beginning of the Underwater Association of Workers, back when it was just startin' its Sea-cago chapter.

"Anyway, it's a big job. Whatever we do, it's going ta take some time and some resources ta get it done. As far as a quote goes, I'll need ta take a closer look at the situation before I can give you a proper estimate. But I can tell you that this isn't goin' ta be a cheap or easy job. Not cheap or easy at all. It's gonna take some careful plannin' and some specialized equipment ta get the Old Fathers moved safely, and that's goin' ta cost money. I'll prob'ly have ta' get the boys down here from up nort' in Danabae for this 'un. But I'm confident that with the right approach, we can get 'er done and get the Old Fathers where they needs ta be without any more casualties.
 


Faith: GP 60
 
 Spoiler: Deuces! 

The waters boil with poison, the Mother's Wrath untamed
The waters roil with thrashing, the dragon Gwen ashamed
The waters stain with bleeding, the Ancient Fathers arch
The waters clang with armies, the Doflein's armies march

By blessings of the Mother, a legion floated dead
By rages of the Titan, ten thousand Fathers bled
By Union with the Fathers, the Self outlived the strife
By labors of the Doflein, the Dead Seas pulsed with life.

The Self forsakes its moorings,
The Mother sees us go
The Doflein and the Titan
The heirs of here below.

Remember us with rev'rence
Until the day we add
Your selves into the great Self
Of the Riftborn Myriad
 


Faith: GP 60
 
 Spoiler: Smell ya later! 
The Doflein military arrives at the Dead Seas

Fathers: Unmoored
Shells: Adorned
Gwen: Undaunted
Ennead: Armed

WE ARE FORCIBLY EJECTED FROM THE DEAD SEAS



The Riftborn protec | Image of ESP being sheltered in 66
The Riftborn attac | Image of Kiwa feasting on the fields of the dead
But most importantly
The Riftborn don't fite bac | Image of Ennead army seizing 60


Slaps roof of polar region
"This bad boy can fit so many refugee hiveminds in it!"


At first I was like: Image of Riftlings ranting about treachery and zealously defending borders
But then I was like: Image of Riftborn warmly greeting invading Ennead and ceding territory.


Image of Titan/Tighten from Megamind
"There is no Easter Bunny, there is no tooth fairy"
Image from a few moments later
"And there is no RFT territory!"


You are not immune to
[image of garfield]
Rebel Leader Rules


The Ennead Conquest of RFT   ...................  The Ennead Conquest if RFT had a gun
[Image of very thin book]  .........................          [Image of a very thin book]




Which is all to say, with the Ennead's aid, the Fathers are uprooted with a near 30% survival rate, far more than enough to maintain a population. The affinities of the Unity allow them to shlorp onto the Kiwa shells (this is extremely precarious, even with the largest Kiwa), onto Merflesh, and onto a few Ennead troops who get full Borg'd by the squad. The Fathers draw from their hosts, leaving them sickly and anemic (or anaeoiaeoiemic if ur British lol git rekt) but are able to continue their unusual life cycle there anyway. The Ennead don't really leave, but the Myriad isn't really stuck in one place anymore. They've already been an everpresent feature in foreign lands, even since the 'born were just the 'lings, and so it almost escapes their notice.

DAWN OF THE FIRST REBEL TURN. 72 Hours* remain

*1/24th of a turn
 

 Faith 10: Miracle: 
 
 Spoiler: Tempus Vernum 

 Obvious soundtrack is obvious 

Uprooted, the Fathers are carried on Kiwa back as we enter [REGION 61 NAME]. We go to see the Spring restored to its proper dignity.

Entering the waters of [REGION 61 NAME] can disconcert those unready. Avarice is taken here, greed is channeled. But avarice is unknown to the Riftborn, for to desire is to long for something outside of the self, and our Self is without bound.

We have been here since the first weaving, but we only arrive in our majority long after Mawbel has come. She was much troubled by the Latticework and actively repulsed by the Branches, but she has long since found shelter below the Crown itself. Her attention has not shifted from it, while she endures within the eye of the Net.

No longer. We do not have to greet her for her to know we arrive. We could have told her how far we were, had she asked, our local number connected unbroken with our Ancient selves by dint of sheer immensity of our local swarm. But she did not ask, and she need not be told, for the waters agitate with our fuller arrival. The presence of so much of the Riftborn agitates, strengthens the flow of the Net. Our Self in its multitude empowers the Net by sympathetic communion. The pull of the Net strengthens, and soon Mawbel, equidistant from the branches, is pulled in all directions at once. She is unable to be separated from her avarice, unable to tear in each direction of the compass, and so all the is left for her is to rise, pulled by her own desires up, up into the Crown of Avarice.

The Crown is a prison, a trap designed to constrain and contain the demon Mammos, but it is only a trap for greed itself. Mawbel, more than just her lusts, is instead now awash in a vast well of power, gathered over the years.

Let her shape the region in her image.

 Miracle: Tempus Vernum 
Region 61 becomes owned by the Eternal Spring! 61 becomes ESP's new capital! ESP gains control of the Aristocratic, Merchant, and Clerical supports of region 61! Region 61 gains one Holy Site and one Trade Post!
 


Eco (Shock! Gasp! Horror!): Begin to join bank

Non-actions:
Allow ESP to copy Censer if they desire
Accept no trade goods nor tech.
Resist nothing EXCEPT KEN TRYING TO TAKE THE HS IN 59.
Accept literally anything the Gravetenders do
Allow anyone to pass through territory, mil or otherwise.
Accept anything our Titan does since we're assessing


The Father Rebellious (New Ruler):
Diplomacy: 3
Military: 1
Economy: 3
 Faith: 9 
 Intrigue: 2 
Aerin
   NPC Actions    Round 17 
 NPC Rules Changes: 
1. NPC actions will no longer be determined by randomly rolling from a predetermined list.
2. NPC nations will no longer gain +1 to a randomly rolled attribute each round. Any changes to NPC leader stats will be explicitly noted.

 
 Spoiler: Polar (DRG, KEN, a message in a bottle) 
  
    The Draigiau Residuum Gathering    
The Three Claws
Dip: 8, Mil: 6, Eco: 6, Fai: 8, Int: 4
Treasure: 3, Units: 6 
 Missed from last round: Military: Impress Aristocracy in Aelwyd Adferiad ,  14, SUCCESS 
 Faith: Convert Region 71 HS 1 to Wings of the World ,  18, SUCCESS 
 Faith: Convert Region 71 HS 2 to Wings of the World ,  15, SUCCESS 
 The Shattering happened years ago, but the tragedy is fresh in the minds of all, and the wailing still seems to echo around Aelwyd Alferiad. While the glory of the dragons is again resplendent, while Tadgceallachmarix bears the scaled folk again to the their ancient grandeur and majesty, it is with solemnity that the Volcanic Hearth and the Brine Breeding Baths are again reconsecrated. Since the Shattering, these sites of recent sorrow have remained in use, but as though by blessed coincidence, it is only now, in the wake of the Titan’s glorious display, that they are again at capacity. A few words are spoken. A few eggs transferred. The most recent clutch of hatchlings blessed.

With time, this will renew both the faith and the race itself. 
 Intrigue: Secret Action 
 Malcolm (spy, Int 8), formerly of the Congregation of the Scintillating Ceiling, has adapted well to life in Aelwyd Alferiad, and is ready to begin work for his new employers. 
 Titanic Military: Recruit 2 Units 

Updates on Tadgceallachmarix and Gwrfaedlaithe will come with the org actions.

     Kenaqua    
 Counselor Raihan Blacktide 
Dip: 5, Mil: 3, Eco: 4, Fai: 5, Int: 4
Treasure: 0, Units: 0 
 Diplomacy: Send a delegation to the Reef in Bloom.  Request Mitochondrial Regulation &amp; Graduated Symbiosis. Offer Photospore Signaling to all interested parties

 Seemingly overnight, Raihan Blacktide gained an almost surreal, mesmerizing charisma that allowed him to unite Kenaqua’s two isolated communities. Blacktide’s policies have not changed, however. He is a firm believer in the fair distribution of resources and the swift interchange of the technology needed to better allow this. 
 Diplomacy: Send a mission south of Kenaqua (52) ,  14, SUCCESS 
 Blacktide turns Kenaqua’s gaze and resources, now freed from constant internal turmoil, upon reaching out to the region’s nearest neighbors. Diplomatic missions are dispatched to the Gravetenders of Magma Falls, the herring schools of Spawn Point, and the unknown waters to the south. 
 Faith: Convert Region 59 holy site 1 to The Shroud ,  16, SUCCESS (despite hindrance from RFT) 
 The Clerics rally behind Blacktide, hailing his newfound ability as a gift from the unknowable Gods. Such gifts are meant to be shared. 
 Faith: Begin to build a monument in Kenaqua [1/5] 
 For too long have Kenaqua’s southern and eastern communities been separated. Blacktide announces the creation of a giant hollow archway passage going over the constant storm in Kenaqua’s center, and construction begins the very next day. Two massive pillars are erected in the south and the east, to be linked with future work. 

Attribute increases: +1 Diplomacy, +1 Faith

   Region ?? - A message in a bottle 
  
 Drifting into Cryptoclysus from the eastern currents, a peculiar letter makes its way into the hands of Shah Honorebb Qualodias IV.

  To our esteemed neighbors of the Cryptid Congress,

 We are the underwater bears, and we are writing to express our frustration and offense at the constant claims that we do not exist. Just because you have not seen us does not mean we are not real. We have been living in the depths of the ocean for centuries, minding our own business and going about our daily lives.

We wish to express our deep disappointment at your ursophobic rhetoric in  your recent denunciation of your then-foe now-liege . We understand that it has long been seen as acceptable in modern society to treat those of unicthyic backgrounds as more myth than matter. It is frustrating to members of our community to continually be seen as a curiosity rather than a creature endowed with certain inalienable value, and your very public denunciation helps to further condone and spread this negligent thought.

We understand that it is simple to, in this climate, speak without consideration, but words without malice still maul. And so, this message bears with it an invitation. If you find members of your Congress who can bear it, come east to our waters, where we will greet you as guests. Without weapons, we will greet you with bare arms and invite you to meet with us, dine with us, to experience our culture and to participate in a sensitivity workshop (graduates will forever bear a certification). We understand that you spoke in haste, not in hate, and so we forebear anger, and will instead openly bare our pride and our generosities, just as our forebears would want. We will soon be past this misunderstanding, and will barely remember it.

We implore you to open your minds and hearts to the possibility that there are still many mysteries and wonders in the world yet to be discovered. Do not dismiss us as impossible or improbable just because we do not fit into your narrow understanding of what is possible. 
Bearing our best wishes,
Ursula Maritimus of the Nanuuq Constellation   
 

 
 Spoiler: Temperate (MHR, BLP, The Finalists) 
     The Monheganist Regime    
Monhegan II
Dip: 2, Mil: 9, Eco: 6, Fai: 9, Int: 5
Treasure: 0, Units: 5 
 Diplomacy: Seek qualified candidates to fulfill the Captain of Fishery Operations (CFO) position.  Nations in the temperate region may take a non-action this round to gain a strong  claim to Region 130. This claim may be used to promote a claimant without control of the local aristocracy. The non-action must include fluff detailing the candidate’s qualifications for the position.

 After the unfortunate Reaving of the previous CFO, the Monheganist Regime is seeking a self-motivated individual with at least two decades of experience in piscine management. The ideal candidate is a strong team player, Fishlift™ certified, and does not require MHR to provide dental benefits. 
 Faith: Call for ritual sacrifices to restore supremacy.  Nations in the temperate region may take a non-action this round to gain a strong claim to Region 131. This claim may be used to promote a claimant without control of the local aristocracy. The non-action must include fluff detailing the claimant’s ceremonial rock and the nature of the sacrifice that the claimant performed.

 The Reavers have threatened Monheganist supremacy! Death to the Reavers! We shall drown them in sacrificial blood and bash them with our mightiest rocks! 
 Military: Defend New Gloucester (Region 130).  Commit one unit under the direction of Monhegan II (Mil 9) using the Unyielding Force tactical doctrine (+2 to own battle roll, +20% own casualties). No distance losses. No techs.

 Military: Defend the Great Kelpland (Region 131).  Commit two units under the direction of Yipper the Bloodthirsty (Mil 4) using the Unyielding Force tactical doctrine (+2 to own battle roll, +20% own casualties). No distance losses. No techs.

 Military: Defend Region 112.  Commit two units under the direction of Marcas Archibald (Mil 4) using the Unyielding Force tactical doctrine (+2 to own battle roll, +20% own casualties). No distance losses. No techs.

 Secret spy non-action.   Alinus Ernost (Int 8) continues to work in the shadows. 
   The Black Pearls  
Lady Ink
Dip: 4, Mil: 6, Eco: 6, Fai: 1, Int: 9
Treasure: 0, Units: 0 
 Intrigue: Raise a spy, Lady Nepenthe ,  Int: 8 
 With burdensome day-to-day operations and logistics eased by generous bribes to the Sakura-Jin government, Lady Ink steps back from the Pearls to consider her long-term plans for fame and fortune. The first step is to train an elite agent capable of managing high-stakes operations in foreign territory. Lady Nepenthe is as charming as she is deadly, soothing suffering and numbing pain wherever she goes until the thought of denying her wishes becomes unbearable. 
 Rules change:  See below.

 
 Spoiler: New Black Pearls mechanics 
The Black Pearls survive by controlling mercantile support nodes. Should the Black Pearls ever lose control of their last mercantile support, they will cease to function as an organization.

A Black Pearls mercantile support node has the following passive effects:

- Intrigue actions in the region gain an additional +1 bonus if treasure is spent
- Trade posts in the region do not count towards treasure generation
- The Black Pearls’ smuggling network satisfies the region’s desired import
- Any nation may infiltrate spies to any region with a BLP support as a non-action, regardless of distance
- Any nation may coerce trade posts in regions with a BLP mercantile support
 
 
 Spoiler: Retired Black Pearls mechanics 
The Black Pearls survive by controlling mercantile support nodes. A Black Pearls mercantile support node has the following passive effects:

Intrigue actions in the region gain a +1 bonus if treasure is spent
Trade Posts in the region do not count towards treasure generation

Additionally, each nation in temperate has a reputation with the Black Pearls determined by that nations’ actions. There are three reputations, with the following effects:

 Friendly: 
All the effects of Neutral BLP reputation
May hinder buyouts and coercions in owned regions with a BLP mercantile support, granting a +2 or -2 to the roll, respectively
May use BLP gangsters to oppress the other factions in owned regions with a BLP support.
May infiltrate spies to any region with a BLP support as a non-action, regardless of distance.

 Neutral: 
Additional +1 bonus to intrigue actions in regions with a BLP mercantile support if treasure is spent
May coerce trade posts in regions with a BLP mercantile support
May sway or impress mercantile supports on behalf of BLP. This may increase reputation

 Hostile: 
BLP merchant supports count as Unruly for you (for penalties, undermining other factions, and rebellions)
The TN for swaying the Clerical and Aristocratic supports in a region with a BLP mercantile support is reduced by 2.

OKI and SKR are currently Friendly with BLP. All other temperate powers are currently Neutral.
 

  Region 108 Rebellion - The Finalists 
Finalist Uruza
Treasure: 0, Units: 8 
 Faith: Convert 108 HS 2 to The Final Peace ,  15, SUCCESS 
 Faith: Convert 107 HS 2 to The Final Peace ,  17, SUCCESS 
  The Unstoppable Destroyers of Metal and Might that obliterated our previous fortifications were merely the gentle harbingers of the Final Peace beginning to whip the currents of the world’s waters into a violent whirlpool. No people or place shall be safe from the torrent of beasts, plagues, and destruction that is imminent. Our only salvation is to prepare for the worst and outlast the impending apocalypse. Convert to our cause, help us build and gather supplies, and you too shall have a place among the protected few when the Final Peace brings its inevitable doom to our waters. 
 Diplomacy: Demand aid in rebuilding the Final Bunker 

Our demands are threefold:
- We require three faith actions of aid to rebuild the Final Bunker (Region 108 holy site 1) stronger than it was before
- We require two trading posts of food, to keep us fed when we retreat to safety and lock away the outside world
- We require a filtration method to keep the interior waters fresh. Toxic Filtering would suffice, but not Filtration Grafts - everyone knows that such grafting biotechnologies contain the Nacres’ surveillance microchips and all manner of toxic chemicals

Aid will not be accepted from any country with a reputation of 3 or higher with the Divine Nacres.

Until our demands are met, we will continue to educate the uninformed of the coming apocalypse.
- The Finalists will continue to convert holy sites to their cause, spreading beyond regions 107 and 108
- The Finalists may resort to military force if ignored for too long

 Military: Attack the five units of native defenders in region 108 to gain control of the region.  Commit 8 units under the direction of Finalist Uruza (Mil 4) using the Guarded Approach tactical doctrine (-20% own casualties, -2 to own battle roll). No distance losses. Using Blood Algae (+20% enemy casualties, +10% own casualties in depth 0 regions) and Death Commando Conditioning (+1 Battles).
 

 
 Spoiler: Tropical (UNI, the Dreaming Dead, the Pojanese Raiders, a wandering turtle) 
  
   The Unity   
Grinmaw the Calamitous
Dip: 2, Mil: 9, Eco: 10, Fai: 4, Int: 6
Treasure: 0, Units: 5 
 Diplomacy: Attend the Glorious Rebirth to negotiate with LSD 

The Lambent Syndicate’s generous offer of 3 Treasure for the release of Setia the Forgotten is received favorably, although many advisors urge Grinmaw to press for at least 4 treasure.

Additionally, an alternative proposal is put forth: Setia will be released should the Syndicate sign a PRS treaty declaring that they will refrain from hostile actions targeting the Unity until the end of round 19.

 Faith: Convert Region 21 HS 3 to the Crimson Chant ,  13, SUCCESS 
 The Unity knows well that thoughts must be bloody or be nothing worth. For the Path of Wisdom to have continued so long to command a third of the holy sites in the Abyss, for it to have distracted so many from the true purpose of the true faithful? It will not stand. The Unity demands unity, and a unique unity at that: unity by uniting with a unitary unit–an absolute unit absolutely unifying. The missionaries do not bring violence to see their theology spread: it is through the spread of their theology that they offer a sacred violence to the new faithful. 
 Economy: Impress merchants in Region 22 with Jaderock Coral ,  15, SUCCESS 
 Some days, it seems as though the Unity’s lands and spread are, outside of foreign interference, well maintained and properly controlled. Yet on days like this, it seems rather that it is an unweeded garden grown to seed; thinks rank and gross in nature possess it merely. For truly, what is ranker, what is grosser, than the mere weed of Jaderock Coral.

This is what the envoys think, but it is not what they say. No, no. Here, they use their trademark wit and unparalleled charisma.

“Take a look at this rock! Big, presumably green, hard. It’s super rocky! Bonk it with a bone? Still strong. Bonk a bone with it and…well, looks like you need to get yourself a new bone! And not only that, think of the implications! No more dealing with sad, soggy sponges that squish and squash and squorsh all over the place. This here is guaranteed to stay hard even in the wettest of environments! Buy one now, and we’ll throw in a second at hal– two thirds cost!” 
 Secret spy non-action.   That Which Slithers In Darkness (Int 9) continues to lurk out of sight. 
  Region 5 - The Dreaming Dead  
 Faith: Construct a new holy site in Region 5 [1/3] 
 Faith: Construct a new holy site in Region 5 [2/3] 
 Some call the Dreaming Dead a cult, some think it a false faith, some would believe anything sung to them from the back of a turtle. But would a “cult” have been so able to slip underground, kept alive in the hearts of its faithful through careful monitoring and the denunciation of the insufficiently pious? Would a cult have indoctrinated enough children to see a resurgence in the faith a generation later by those convinced by its entirely rational and extraordinarily urgent eschatological claims? Would a cult have gathered together its final remaining members and by dint of zealotry and bloodpact begun to carve the sacred sigils once again in contravention of dominant international sentiment and at the behest of an unseen and unheard prophet? 
  Region 150 - The Pojanese Raiders  
 Military: Establish an outpost in the depths of Region 147 
 The raiders of region 150 have their eyes on the lucrative shopping and shipping surrounding the Splendid Miru Miru’s excellent location. A few emergency supply caches and fortified outposts on critical trade route corridors are nothing their southern fishy neighbors need to be concerned about, certainly. Not yet, at least. 
  Region 159 - A wandering turtle  
 Task: Catch the Crystal Garden!  To capture this turtle-based specialized ship requires the cooperation of two or more powers, as its nature is elusive and its capability to cover vast stretches of water is large. One must work with the locals across a region (TN 14 Diplomacy or Faith action) to corral the turtle towards an awaiting ambush (TN 14 Military or Intrigue action). Should the turtle detect anything less than perfect harmony of intention, it will flee: the two actions must be taken by two different nations with the lone recipient of the ship mutually agreed upon. The turtle will continue to appear in a different region each turn until it is caught.

 A tranquil day. Homing Anemones are tended, children shriek and giggle in the currents, the filtered light streams down from the surface, fading to navy darkness by the time it reaches the seafloor. And then as one, the anemones retract their arms and shrink.

A shadow passes overhead.

When light returns, a kelpfield has vanished, leaving only floating scraps.

Investigators learn soon enough that this is a massive testudine wandering the waters apparently unguided. Initial rumors that it might be a rogue reefback are swiftly dismissed, not only because the Chora has yet to show an unsteady fin in its mastery of its beasts, but also for the strange, crystalline structures glinting in the stolen sunlight. Soon enough, the nature of the great turtle is determined, identified by a traveling merchant who had spent some time in Greenwater lands a decade or two back:

The Crystal Garden has been found. 
 
Grim ranger
    Kar-Nath Hegemony   
 Located in:  Polar zone, regions 63, 64, 65, 75 and 77
 Capital:  Glacier Crag, Region 77    Turn 17   
   Nedir, the Frozen King   
 Diplomacy - 9, Military - 7, Economy - 6, Faith - 5, Intrigue - 6 
  Actions:  

1.  [Diplomacy]:  Raise reputation with CCA from 2 to 3 (Roll:  15 . Success!)
 - While somewhat wary of the unsolved mysteries surrounding Chora's caravans, Nedir seeks deeper ties with the organization until he can find more reason to distrust them. 

2.  [Diplomacy]:  Sway Mercantile support of Region 64, using Chain of Kings (+2 to the roll)(Roll:  20 . Success!)
 - As matters of war momentarily cool off to allow the Hegemony to take stock of more internal matters, the ruler of the frozen seas directs his personal attention to securing the loyalty of Whitereed's leading merchants, perhaps in preparation for further expansion of logging operations. The fact relations with surrounding trading powers still remain uneasy is also lost on no one. 

3.  [Economy]:  send Expedition west of Region 63 through glacial border (using a treasure for +1)(Roll:  14 . Success!)
 - Eager as ever to see about securing more territories in the chilly domains they deem as theirs, Hegemony's scouts range ever onward to map out the far corners of frozen seas. 

4.  [Economy]:  Prospect Waste Region W6 with Specialized Ship, the Silvered Eye, looking for Glass (Roll:  14 . Success!)
 - With Hegemony's own trade of materials to create defensive netting being stifled due to distance and rampant competition, the Silvered Eye is sent out to the Wastes in hopes of finding something suitable for the task. 

5.  [Military]:  Recruit a unit

6.  [Military]:  Recruit a unit
 - Although still not a military leader by choice, the young monarch grudgingly continues to further prepare Hegemony's legions for future conflict, gradually learning more of the matters involved as the peace between them and their neighbors remains an uneasy one. 

7. (Christmas bonus action)  [Economy]:  Begin Project: Expand Trade in Region 65 (1/3)
 - While the production of talented crabs has long been the sort of business not many have seen the potential of, the new Frozen King has sought to expand trade in the area. While interests of many nations fall upon Pelegar or its neighboring territories, Nedir seems optimistic about securing Hegemony its own supply of crab workers. 
  Non-actions:  

Constant: Automatically accept all trade routes, cultural exchanges, gifts, etc from other players, Automatically defend against any unauthorized buyouts/incursions/etc.

A.  Create a monument: The Glow-Spires of Pelegar (3/3)(Complete! +1 PRS) 
 
 Spoiler: A light for all Lacertis to share 
 Finally, they had done it.

The work involved had been grueling, with more than few unfortunate workers suffering injuries or simply dying on the spot as dangerous work to fix the structure of the main spire continued, but few would voice their bitterness as the task was finally complete. Unlike many other grand monuments build by Kar-Nath Hegemony, the rebuilding of the Glow-Spires had not received much in way of ceremony or clout, but its effect on the region had been quite noticeable in other ways. The formerly wary and bitter lizard people had become much more upbeat as coral spires surrounding grand stone towers once again lit their home from above, a piece of ancient heritage restored to new glory clearly giving them back a lost sense of pride. For their part, the Nathi builders simply left once their task was done: asking for applause or reward for fixing something so crucial for people they were supposed to be one nation with would have been quite a faux pass.

As the rebuilding of the Glow-Spires was finished, the region itself seemed to gradually begin mending itself. Lacertis whom had before been content to work with tents and more meager professions had regained a sense of community and hope for the future, working to properly rebuild old ruins and laying groundwork for entirely new settlements. The local government, a while ago released from their house arrest once their loyalty had been properly tested, was even beginning to advocate their people to join the Legions alongside the Nathi making up the bulk of such...and while it might have been a slow process, Pelegar's road into proper integration was finally opening up in full.

While there had long been debate regarding the softer methods of the new Frozen King as compared to his more unyeilding predecessor, the reception of this wide campaign of building and unification by means other than military force alone were received well enough across the Hegemony. 
 

B.  Trade TP 2 of Region 77 to CCA for a favor 

C.  Condemn SEN, as per Scorn For The Condemned 
 - The Ennead has long attempted to justify its attempted land grab against Eternal Spring, and as such their cries that slander the Hegemony for allying with the sole polity not influenced by political clout and armies of Ennead or Deep Blue ring utterly hollow... doubly so as they were ready to wage war against people of the Hegemony at will before being stopped by another nation demanding repayment for their previously documented transgressions. As such, the Hegemony formally condemns actions of the Ennead, warning other nations from trusting the trecherous court willing to do anything for land and power. 
  News &amp; Rumors  

- The border regions of Sarkenos and Pelegar see not insignificant migration as Legions are deployed to the border and more wary migrants flee further into the core regions of the Hegemony.

- Criminal activity in the capital has supposedly fallen off significantly, although most attribute the matter to the hair trigger of military units stationed to protect it.

  Leader improvements from turn 17:  

+1 Diplomacy, +1 Economy, +1 Military

  Leader stats for turn 18:  

Diplomacy - 10
Military - 8
Economy - 7
Faith - 5
Intrigue - 6

 
 Spoiler: Leaders &amp; agents (end of round 16) 
 Leader:  Nedir the Frozen King (Diplomacy - 9, Military - 7, Economy - 6, Faith - 5, Intrigue - 6)
 General:  Kreel, Exarch of Banners (Military 10, March of the Conqueror Tactical Doctrine (+1 to battle roll, +10% to own casualties, free Sway Aristocracy attempt)(Perfected), Slaughter-Cadres Tactical Doctrine (-1 to Maneuvering roll, -1 to Battle roll, +20% enemy casualties, -4 to enemy leader loss roll))
 General:  Marshal Adaya shel-Girum ban-Liav (Military 8, Unbending Iron Tactical Doctrine (defense only, +3 to battle roll, -2 to own leader loss roll, +20% enemy casualties, +10% own casualties), Abyssal Expertise: Gains a bonus to Maneuvering rolls equal to the current Depth level.)
 Spy:  Loyal Figment (Intrigue 8 spy)

 Others:  Munda (Ambassador of the Hegemony), Rayn (Chieftain of Plains of Sarkenos, technically independent)

 Historical:  Frozen King Rham (Frozen forever in Rimestone ice, as per ancient Nathi tradition)
 

 
 Spoiler: General bookkeeping (End of round 16) 
 Regions:  77 (Capital), 75, 65, 64, 63
 Military units:  Nathi Legion (7), Sarkenos Militia (2) (9 Total units)
 Treasure:  4
 Artifacts:  Chain of Kings, Sus I Bik'ah (Prize of the Depths)
 Specialized Ships:  The Silvered Eye
 Reputation:  ABS (2), CCA (2), DNA (2), PRS (3)
 Favors:  ABS (1), CCA (1), DNA (-1)
 Trading posts:  5 (Effective number: 8) - 1 income
Rimestone - TP 1, 77 (Merchant support)
Rimestone - TP 3, 77 (Merchant support)
Preserved Foodstuffs - TP 3, 78
Preserved Foodstuffs - TP 2, 78
Electrum Conduits - TP 1, 76 (Merchant support)

 Civilian Technologies:  Composite Grafting, Trophic Deconvolution, Photospore Signaling. Supernatic Propagation, Megafaunal Tailoring, Graduated Symbiosis, Electrodialytic Staurozoa, Mitochondrial Regulation, Filtration Grafts, Seeker Barnacles, Joined-Stalk Companies, Indah's Embrace, Bioluminescent Navigation, RADIANT SPHERES
 Military Technologies : Razor Current Netting
 
Minescratcher
     The Order of Orders     
  Comprising
The Sacred Order of Knights of the Ironkelp of First-King John of Ruhum (Orope -  Region 114 )
The Order of Knights of Dupiopóli (Ektalithiades - Region 113)
The Order of Knights of the Divine Watchful Eye (Ke Yi Ade - Region 127)
The Order of Faithful Knights of the Violet Crown (C'oupé - Region 116)
The Order of Truthseeking Soldiers of Usman (Ruwa Mai Juyawa - Region 118)
The Order of the Blind and Silent Knights (Yuksekale - Region 176)     
 Here Follow the Records of the Years  13-15  of the Tenure of Grand Master Martin the Young, 41st Grand Master of the Order of Knights   
Round 17

  Actions:

1.  [Military]  Invade [Region 112] using 4 units, led by Dame Commander Caitriona MacAilpein, attempting Quiver Hell's Foundations, benefiting from Supermarine Artillery (+1 battle, +1 maneuvering), the Middish Way (+1 battle, +2 leader loss), and the Thunderstone Cudgel (+1 battle)  (+5/+7 battle, +11 maneuvering, +2 leader loss) 
News from the Gotezhar of widespread blood sacrifices in the Monheganist Regime following Reaver attacks there shocks the Order; though the Otterians have long been known for the practice, its adoption on what appears to be a massive scale across the whole Regime threatens Flowing Way pilgrims traveling along the north-south currents. Dame Commander Caitriona MacAilpein floats up in the mess and petitions the Grand Master for permission to intervene, and with permission swiftly granted the Knights launch themselves into [Region 112].

2.  [Military]  Invade the Tideswept Shelf [Region 111] using 1 unit, led by Y subcommander (Mil 3), attempting Skirmishing, benefiting from Supermarine Artillery (+1 battle, +1 maneuvering) and the Middish Way (+1 battle, +2 leader loss)  (no opposition) 
A group of a few kleinzenturies of Alehlangue Knights, as well as the Order of Knights of Dupiopóli, are more concerned about events in the Lux-Glossian Shades. Their leader Master Andrianos especially denounces the raising up of the Endless Mistress Taman as an obvious ploy by the heathen and dangerous Lambent Syndicate to install a pliable puppet ruler over vast waters (even if Taman herself may have converted to the Flowing Way). Their concerns are drowned out in the Monheganist furor, and they are largely ignored the Grand Master, but the Knights of Dupiopóli take matters into their own hands regardless, marching into the Tideswept Shelf in a campaign to protect the faithful there from the depredations they expect to follow.

3.  [Military]  Raise a unit

4.  [Military]  Raise a unit

5.  [Economy]  Buyout Pyl-Garat [Region 129] TP 2 for Mercenary Retainers, with CYP support:  14 

6.  [Economy]  Buyout C'oupé [Region 116] TP 1 for Anuran Vanguards:  13 

7.  [Diplomacy]  (New Year Action) Sway Region 123 Clergy:  18  (+1 CYP seek aid)

Nonactions:
 
 Do nothing about the Shark People incursion into [Region 123]. 
 Fail to resist LUX buyout of 103 TP 1 ( 10  vs 13). 
 Fail to resist BLP tech theft ( 14  vs 18). 
 Continue construction on the  Forum Comitium Universalis  (Monumental Undertaking 2/3)
 
 Spoiler: Forum Comitium Universalis 
Construction continues throughout the roots of the Regalis Arbor, with the great assembly hall filling in the gaps in its structure. The first furnishings are brought in: hundreds of Giantsbane seeds decorated with intricate geometric patterns and carved into seats (for a variety of body types, but mostly simple benches for Middish to rest upon). The Nacres' Draft-Cuttles haul more and more loads of materials, still mostly seagrass, but, as the years count on, including a number of massive driftwood shelves weighted to neutral buoyancy. These are installed in the building's now-complete west wing, and a veritable army of sages moves into the library to begin the work of cataloguing and recording the hundreds of scrolls that the Order of Orders has already generated.
 
 
 
 
 Spoiler: News and Rumors 
 
 Feirefis....
  .   
 Lux-Glossia.... 
 
 

 
 Spoiler: Ruler Information 
Grand Master Martin of Insol, 41st Grand Master of the Order of Knights, etc etc
Current stats
 Diplomacy :  10 
 Military : 5
 Economy : 4
 Faith : 5
 Intrigue : 5
 Rolls 

New Ruler Next Round? no

Expected Stat Bonuses:
 

 
 Spoiler: Other notes 

Generals:
 
 Dame Commander Caitriona MacAilpein of the Scoshlangue (10) - Tactical Doctrine: Quiver Hell's Foundations (+2 to battle roll) 
 
Units: 5 / 16

Treasure: 0

Resources controlled:
 
 Region 103: Adventuring Scholars 
 Region 114: Giantsbane Seed 
 
Techs:
 
 Supernatic Propagation 
 Trophic Deconvolution 
 Megafaunal Tailoring 
 Photospore Signalling 
 Graduated Symbiosis 
 Composite Grafting 
  Anoxic Adaptation:  Permits actions and troop movement across brackish (green) borders; Requires  Composite Grafting, Trophic Deconvolution  
  Supermarine Artillery:  +1 to battle rolls and +1 to Maneuvering rolls in regions of Depth 0; Requires  Giantsbane Seeds, Supernatic Propagation, Photospore Signalling  
  Razor Current Netting:  +10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending; Requires  Glass,   Composite Grafting  
  Bitter Tourism:  Permits actions and troop movement across glacial (black) borders; Requires  Heat Sources  
  Papershell Draft-Cuttle:  Ignore the increased border cost of up to two Brackish borders per round for distance penalty purposes and +1 to Prospect attempts in depth 0 Colony regions; Requires  Supernatic Propagation, Anoxic Adaptation  
  Electrodialytic Staurozoa:  May ignore the increased effective distance from a Briny border up to twice per round, except for distance losses;  no requirements  
  Devolving Standardized Integrations:  Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost; Requires  Composite Grafting  
  Filtration Grafts:  Permits actions and troop movement across toxic (red) borders; Requires  Composite Grafting ,  Filter Feeders  
  Traveling Scholars:  Roll and drop 1 additional d4 when adopting a new non-dynastic ruler; Requires  Talented or Knowledgeable Labor  
  Bioluminescent Navigation:  Allows traversal of Depth 1 regions; Requires  Photospore Signaling  
  Mamomachines:  For each 3 Treasure spent, receive 1 Treasure at the end of the turn; Requires  Graduated Symbiosis  
 
State Religion: The Middish Way of the Flowing Way
 
 5 HCs: +1 offensive battle rolls 
 15 HCs: 2d8 to Sway Factions 
 25 HCs: +2 to Leader Loss rolls 
 
Artifacts
 
 Thunderstone Cudgel: 1/round, +1 to an offensive battle (+2 if the defender benefits from a Fortress) or +1 to convert a holy site of an organized religion (+2 if the defender benefits from a holy order) 
 
The Regalis Arbor
 
 Spoiler: Effects 
The Regalis Arbor is rooted to the earth, becoming a Flowing Way Holy Order located in Orope [Region 114]. As a non-action, up to twice per round, the Ironkelp Order may invoke one of the following effects:

 
 Launch Couriers: When taking an action, the Ironkelp Order may pay 1 region of distance to "skip" from a region that they control and which contains a Flowing Way Holy Order to any non-Wastes region within three (non-Wastes) regions of said owned region for the purpose of effective distance when determining distance penalties or distance losses. The path may then continue on from that region, adding additional regions to the path and increasing the effective distance appropriately as normal. To skip to a Brackish, Toxic, or Glacial region in this way still requires the appropriate technology, but such regions may be skipped  over  without a technology. This effect may not be applied to rolls for Colonization or Secret actions, but may apply to unit movement for battles; if it is applied to unit movement, the units cannot be intercepted in a region they skipped.
  .   
 Launch Scouts: The Ironkelp Order receives a +2 bonus to the Maneuvering roll for a single battle they participate in. The battle must take place in a Depth 0 region within three (non-Waste) regions of a region that they control and which contains a Flowing Way Holy Order. The use of this effect in a battle must be declared before any Interception rolls are made, and this effect may not be applied to Maneuvering rolls to intercept or avoid being intercepted.  
 

Valid Holy Orders: 114
 

Reputation:
 
 1 ABS favor 
 1 DNA favor 
 PRS rank 3 
 Signatory to the  Flowing Peace,  alongside the Gotezhar, the Cyphiri Union, and the Lux-Glossian Shades, consisting of the following four terms:
 
 The undersigned are committed to the righteous and just conducting of wars, and will therefore forswear: killing or causing egregious harm to noncombatants, including foes who have surrendered; and the use of weapons or technology deemed unnecessarily cruel considering their objective, including those chemical and biological weapons designed to cause a slow and painful death. 
 The undersigned are committed to enable the collective defense of the faithful of the Flowing Way by soldiers of the faithful, and will therefore not oppose or hinder the movement of Flowing Way troops between territory controlled by signatory powers for defensive purposes. 
 The undersigned are committed to the dialogue of ideas and the free movement of sages, missionaries, and other wise-creatures, in the interests of widening the Flowing Way and the better interpretation of the divine mysteries, and will therefore support the establishment of new centers of learning and all other conversions to the Flowing Way within their controlled territory to the best of their ability. 
 The undersigned are committed to the continuing study and proactive investigation of riddles and anomalies, and will prioritize those which one or more signatories reasonably suspect may pose a threat to the faithful. 
  
 
 
Talis
  The Seatide Confederacy  
 
 Spoiler: News and Rumors 

 
 To celebrate the creation of the Polar-Confederate International Bank, Seatide decrees that they will provide a small bounty of treasure in the form of financial investment bonds to any nation that joins. 
 By order of the Council of Seatide, Mammos is hereby banned from Seatide and blacklisted from all Services the Confederacy or its members may provide. Suspicious accounts will be flagged for auditing, and any account opened by or in connection to Mammos will be frozen. 
 
 

 Actions: 

[Economy] Buyout TP 2 in Region 70
  There is much quiet grumbling and annoyance as insurers reluctantly pay out to impoverished worm-harvesters. Although the payments will help the harvests return to full force relatively quickly, it has opened up discussion about whether "Titanic Acts" should be covered under standard insurance policies.  

[Economy] Buyout TP 2 in Region 63
  Seatide still needs a steady supply of fabric for its clients. The sheerspun cloth in this region will do perfectly.  


[Economy]


[Economy]


[Economy]


[Economy]


[Holiday]

Non-Actions:
Oppose all Sway and Impress actions targeting merchants loyal to Seatide
Support Buyouts for factions that own the territory they are making the buyout in
Transfer 1 Treasure to GTZ to reward them for joining the bank
Accept the trade route with DRG

Die Rolls:  https://forums.giantitp.com/showsing...&amp;postcount=917 
 
 Spoiler: Book Keeping 
 Ruler 
Judge Shimmering Grey
Diplomacy: 6
Military: 5
Economy: 7
Faith: 2
intrigue: 3

Military Units: 5

 Regions Owned:  [Seatide 79]
City: +1 to Buyout 1/turn
Total Regions: 1
Land Unit Cap: 5 (5 Capital Unit Cap)

Artifacts:
 The Tideglobe  - This mysterious artifact is a transparent orb full of shimmering liquids and colors, which swirl and dance about in hauntingly beautiful patterns. By carefully watching the movement of lights and changing colors inside the Tideglobe, Seers can augur future events and predict how to counter hostile actions. Effect: +1 to one Intrigue roll opposing a hostile Secret Action, once per turn.
 Glowspire  - A twisting spire twenty feet tall, shaped like a twisted coral. Bioluminescent algae inside the spire change color depending on the trace elements that flow into the spire, allowing it to predict water conditions even thousands of miles away. Specially trained Tideseers read the colors, using them to predict where Reaver attacks are most likely to occur. As an added benefit, the haunting twists and colors of the spire are eerily beautiful to the untrained eye. Effect: Each turn, predicts an area that the Reavers will target if they attack that turn.
 The Bare Trap  - Mystical trap that helps defend against Reavers.
 The Banner of Odyssey (Cultural)  This enormous tapestry depicts the ancient Pepsin migration to Seatide, embroidered in such a way that the images seem to leap off into the water.

Culture:
 Mutually Beneficial Arrangements  - 2d8 to performing and resisting Impress Merchant attempts

 Military Technologies: 
 Devolving Standardized Integrations (Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost.) Prerequisites: Composite Grafting. Slot: Combat Drugs and Medicine. 
 Razor Current Netting (+10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending) Prerequisites: Composite Grafting, Glass. Slot: Fortifications 
Supermarine Artillery

 Civilian Technologies: 
Composite Grafting (Starting Tech)
Graduated Symbiosis (Starting Tech)
Megafaunal Tailoring (Starting Tech)
Photospore Signaling (Starting Tech)
Supernatic Propagation (Starting Tech)
Trophic Deconvolution (Starting Tech)
 Bioluminescent Navigation (Allows exploration and utilization of Depth 1 regions) 
Filtration Grafts
Electrodialytic Staurozoa
Radiant Spheres
Sojourn Suits
Indah's Embrace
 Anoxic Adaptation (Permits actions and troop movement across brackish (green) borders). Prerequisites: Composite Grafting, Trophic Deconvolution 
 Holographic Certification (+1 to resisting Undermine Support actions) Prerequisites: Bioluminescent Ink, Photospore Signaling. 
 Bitter Tourism (Permits actions and troop movement across glacial (black) borders) Prerequisites: Heat Source. 
 Traveling Scholars (Extra roll/drop 1d4 on non-dynastic ruler change) Prerequisites: Talented Labor. 

Resources controlled:
[Frozen Logs (64, TP1)]
[Talented Crab (65, TP1)]  Support 
[Piezo-Phosphoric Crystals (67, TP2)]  Support 
[Gravelglass (68, TP1)]
[Edible Algae (69, TP2)]  Support 
 [Inkfang Worms (70, TP2)] 
[Rust-Veined Pumice (73, TP3)]
[Firefly Squid (74, TP1)]  Support 
[Magnetic Sand (75. TP1)]  Support 
[Bluefish Antifreeze, Seatide (79, TP1)]  Support 
[Bluefish Antifreeze, Seatide (79, TP2)]  Support 
[Bluefish Antifreeze, Seatide (79, TP3)]  Support 
[Dragon Eyes, Cryptoclysus (84, TP1)]
[Stripdrill Hyphenae (187, TP1)]
[Sour Krill (80, TP1)]

Merchant Faction ETB: +10
 ETP Total : 33

 Treasure : 4 (+3 / Turn)

 Factional Support :
Kenaqua (52) - Merchant (Supply Firefly Squid)(+2 ETP)
(59) - Merchant (Supply Edible Algae)(+1 ETP)
(65) - Merchant (Supply Rust-Veined Pumice)
The Cathedral of Movement (67) - Merchant (Supply Stripdrill Hyphenae) (+1 ETP)
Sketi (68) - Merchant () (+2 ETP)
Danabae (69) - Merchant (supply Inkfang Worms)(+2 ETP)
Region (70) - Merchant (using Sour Krill)(+1 ETP)
Aelwyd Adferiad (71) - Merchant (Supply Edible Algae)(+1 ETP)
Maurente (74) - Merchant (Supply Edible Algae)(+1 ETP)
The Plains of Sarkenos (75) - Merchant (Supply Inkfang Worms)
Seatide (79) - Merchant, Aristocrat, Clergy (Supply Firefly Squid)
(101) - Merchants (Supply Stripdrill Hyphenae)(+1 ETP)
(179) - Merchants (Supply Stripdrill Hyphenae)(+1 ETP)
(187) - Merchant (Supply Frozen Logs)

Projects and Wonders:
Polar-Confederate International Bank (Seatide, 67)
 
 Spoiler:  Effects (Approved) 
Polar-Confederate International Bank
A central bank established under the authority of the Seatide Confederacy to weld various trade interests into a single market. The bank consolidates the assets, accounts and debts of member states, issues a common currency backed by those accounts, and services transactions between members.
Effect: Any nation in contact with the Seatide Confederacy may adopt the Arctic Exchange Currency as a 2-action project. Nations using the common currency gain the following benefits:
+2 increased Treasure cap
May spend 1 additional treasure on Economy actions within it and other member nations
May transfer 1 treasure to another currency user 1/turn.
The Seatide Confederacy (or current controller of Seatide) automatically counts as a currency user. Additionally, the bank's controller can kick members out of the union, or block any of the above "bank actions" as a nonaction.

Current Members:
STC, GTZ
 


Diplomacy:
Trade Route with the Gravetenders
Trade Route with Lux Glossia
Cultural Exchange with the Shifting Ennead
Promise from the Shark People to not threaten Seatide merchants or assets
Cultural Exchange with LOL
Trade Route with Draig Continuum

Favor and Reputation:
Abyssal Stewards: 1 Favor
1 favor from the Cryptid Congress for giving them a free technology
1 favor from Cyphiri for intentionally losing a PRS Slot
 
JBarca
 Round 17
   The Shifting Ennead   
 Danabae (69), Maurente (74), The Cathedral of Movement (67), Sketi (68), Raconensae (73)  
  Led by King Akkoroas 
D8 ; M10 ; E7 ; F2 ; I4 
 Actions 
 
  [ECO Buyout TP 51.3]   SUCCESS 
The overseers of the Eternal Reunion have come before Akkoroas and his council with a new project in mind, and Arms are immediately sent west to look into the strange jellies of the Spring.
 
  [ECO Join Bank 2/2]  Bonus Action
The Seatide is the primary economic strut in the tower that is the Ennead's might. Drawing closer to them and benefiting from their reach and power is only beneficial.

 
  [INT Secret] 
Plans are laid. Oaths are taken. Beaks are dispatched. 
  [INT Investigate]  Figure out what caused the Aristo to become Open in Danabae.  SUCCESS MAYBE (12) 
The sudden collapse of noble support in Danabae, especially following a successful defense of the same, is startling to say the least. Those of the king's circle who recall the reign of Antenius look for violence, but instead the monarch simply orders his personal retinue to dig. If the source of the dissatisfaction can be ascertained, there need be no bloodshed in Danabae. Far easier to earn loyalty than fear.

 
  [DIP Sway Aristocrats in Danabae [69]]   SUCCESS 
Alongside the investigation, small gifts are offered to those who remain on the proverbial fence. Agreements and guarantees are made to those who matter most, though never in the form of a concession - each promise is a new offer, a set of stipulations, policies, and behaviors that has not been on the table before. The king is not backing down on his previous positions. He will not be weak.
 
  [DIP Sway Aristocrats in Cryptoclysus [84]]   SUCCESS MAYBE (15) 
The Cryptids have been lax in their responsibilities, and the Enneii grow concerned for their vassals. Officials are sent to prop up the government of Cryptoclysus. A failing bureaucracy is a virus, and it cannot be allowed to affect the read of the Ennead.

 
  [MIL Invade The Dead Seas [60]] 
 
 Spoiler: Invasion Details 
Target: The Dead Seas [60]
Commander: Balelia (9)
TacDoc: Integrate the Captives  (-10% casualties both sides. Free Impress Aristocracy in 60)
Units: 13
Treasure: Nope
Route: 67&gt;66&gt;60 (1 DL roll)
Tech: Destabilizing Mutagenic Augmentations (+1 to battle)
 


The Doflein demand growth. They add to their wealth, to their dominion, to their servants, to their bodies. They see rivals, friends, enemies, and strangers as tools toward this end, as a rule. Where eight arms are strong and good, nine are holy. Where a current is good, a tide is mighty. Where an ally is good, a servant is owned. Where a kingdom is good, an empire is covetous. The Doflein care not for aesthetics, save only in quantity or novelty. They do not concern themselves with fine, meticulous, skilled labor unless it is demanded by those who are  more  or in service of the true goal. They rarely fight personally, as violence is loss. The tendrils of the Doflein will encompass the world. The Doflein are addicted to expansion.

The Enneii are compelled toward change. They obsess over grafting, they go to war for access to new bodies to study, they import novel luxuries, they attend parties on the far side of the world. A fascinating new creature, intelligent or not, is seen first and foremost a source of parts, biomass, or ideas. Symmetry is enjoyed when asymmetry is the norm. Beauty is only appreciated when one creates or buys it themselves. Stasis, while a useful trick, is hated. To reach for more is excellent, but more must always be accompanied by  new .

For this reason, the Eternal Reunion was created. It serves as an absurdly large factory, a vortex into which tons of biomass is poured and out of which useful, and new, creations are extracted. This changing of states, constant and mind-boggling in scope, sits in northern Danabae as a testament to Enneii sentiment. And new projects are always in motion, regardless of the frankly dismal success rate - a recent study suggests that nearly 93% of all original ideas tested at the Reunion fail, 54% of which fail somewhere between horrifically and catastrophically.

Now though, some grand projects are proposed, built on the backs of countless failures, near-successes, and disasters. But biomass, toxins, and energy are all needed. Especially biomass. Turning to the strange seas of the south, the king and his advisors make a plan. The army is gathered, the captains are given their orders, and the host is dispatched. Death comes for the Dead, and that which is Eternal must be made transient.

If all goes to plan, the Riftborn will be shattered, their multitudinous bodies fuel for the factories of Danabae. Those that survive will be driven to new seas, gone from the rifts that birthed them. The Kiwa, those that can be shorn from the greater mass, will necessarily be chained to the Dead Seas - the Mortuus Marea as the Ennead knows them - as the backbone of a new labor force, and the Polyps that are attendant will be utilized as they must. The Fathers will be captured and dissected, studied for their connection to a greater power. The Titan in their depths will take some work, but the King believes it too can be either neutralized or guided away.


 
 
 Non-Actions 
 
  Treasure Count at round start - 0 
  Unit count at round start - 13 
  Accept Scrying from SKR 
  Condemn KNH (Per Scorn For The Condemned PRS).  The Hegemony defended an assumed Titan, and this was deemed acceptable by the local powers, so the Doflein took matters into their own hands. Then, when it benefited them, they aligned themselves with a known Titan to assault Danabae. They utilized the malice of a hostile, eldritch entity for political gain. This cannot be allowed to stand for the precedent it sets.  
  Acclaim DPB (Per Admiration For The Acclaimed PRS).  OpeanSEA has been the Ennead's staunchest military ally for decades. In fact, the willingness of Deep Blue to sacrifice so many of its members in defense of Danabae is considered the most noble act taken by a foreign polity in history.  
 
 Reports and Discoveries 







Ruler Stats R17:
D: 9
M: 10
E: 8
F: 2                                                                          POLAR 
I: 5
New Ruler: No

 
 Spoiler: Technology 
 Technologies 
    Type 
 Name 
 Effect(s) 
 Required Resource? 
   
  S 
 Composite Grafting 
 N/A 
 N/A 
 
  S 
 Graduated Symbiosis 
 N/A 
 N/A 
 
  S 
 Trophic Deconvolution 
 N/A 
 N/A 
 
  C 
 Electrodialytic Staurozoa 
 Ignore Effective Distance from Briny 2/rd 
 N/A 
 
  C 
 Holographic Certification 
 +1 to rolls when resisting Undermine Support 
 Photospore Signaling, Bioluminescent Ink 
 
  M 
 Devolving Standardized Integrations 
 +1 to Battles following destroying enemy units in battle 
 Composite Grafting 
 
  C 
 Anoxic Adaptation 
 Brackish (green) border crossing 
 Composite Grafting, Trophic Deconvolution 
 
  C 
 Bitter Tourism 
 Glacial (black) border crossing 
 Heat Source 
 
  M 
 Razor Current Netting 
 +10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending 
 Composite Grafting, Glass 
 
  M 
 Filtration Grafts 
 Toxic (red) border crossing 
 Composite Grafting, Filter Feeders 
 
  M 
 Destabilizing Mutagenic Augmentations 
 Increase DSI bonus to +2 
 Devolving Standardized Integrations, Composite Grafting 
 
  M 
 - 
 N/A 
 N/A 
 
  M 
 - 
 N/A 
 N/A 
 
    
 

 
 Spoiler: Mechanical Bookkeeping 

Trading Posts Owned: 1
 
 Gravelglass: 68.2 
 
 Military Units CAP: 13/13 
 Generals 
 
  Balelia - 9 
  Tulticius - 8 
 
 Spies 
 
   
 
 Cultural Exchanges 
 
  GRV 
  DPB 
  STC 
  SKR 
 
 Trade Routes 
 
  STC 
 
 Artifacts 
 Treasure 
0/5

 Special Actions Used 
DIP5 - Cultural Exchange DPB
MIL5 - Recruit General Tulticius
ECO5 - Specialized Ship,  The Harvester 
MIL10 - Destabilizing Mutagenic Augmentations

 Great Projects 
     Name  
  Location  
  Details  
 
  Provinciarum Mirabilia 
 67, 68, 74 
 Massive statues of coral and living flesh harvested from serfs, coupled with tax-collection offices 
 
  The Eternal Reunion 
 69 
 A huge pit dug into the seafloor, swarming with workers and filled to the brim with factories, workshops, and gristmills, and the floor is dotted with butcheries, slaughterhouses, vats, and barbershop. Into the pit flow people, animals, and other biomaterials. Out flows the raw materials for the many experiments and projects of the Doflein. 
 
   
  
  
 
  
 

    POLAR    
Aerin
    Organization Actions
Round 17    
 Unless otherwise specified, [Offers] made by Organizations are only available to countries with a Reputation of 0 or higher with that Organization. Organizations treat regions with their bases as controlled for the purpose of actions such as Impressing Aristocracy or exploration Missions. 
  Titans, Reavers, and Mammos oh my!  
 
 Spoiler: Titans 
 The Azure Colossus Draig, Tadgceallachmarix, The Thunder That Burns 
 [Titanic Faith] Reclaim Region 70 holy site 1 for the Wings of the World   15, SUCCESS 
 The Three Claws of the Draigiau Residuum Gathering capitalizes on Tadgceallachmarix’s crushing victory over Gwrfaedlaithe to boost morale after a stinging defeat at the hands of their neighbors the Ennead. Tadgceallachmarix basks and preens in the attention like a lizard under a heat lamp, gloating and trumpeting at the christening ceremony of a new center of the faith. 

Urge the Seatide Confederacy to claim Region 70 trade post 2, should the Pepsin desire it.
Hinder all other conversions in Regions 70 and 71.

 The Vermilion Colossus Draig, Gwrfaedlaithe, The Fuming Ice 
 Gwrfaedlaithe retreats to the depths of the Dead Seas following their extremely thorough thrashing. Neither scale nor claw is seen of the Draig for years, the only indication of their presence being the occasional bout of freezing, acidic fumes that increase in intensity and frequency as time passes … 
 

 
 Spoiler: The Reavers 
The investigators of the Costa expected value to lie in the technological remnants of the Reaver’s captured skimmer craft, jaggedly hewn in two by a truly colossal Draig, and this is true. But ample funding from the Pepsin has ensured that the strange vehicle (mount? carrier? who knows) lay untouched while the Costa made the long journey south, and so the investigators are also able to examine what remains of the craft’s motley crew.

No two crew members are alike, in regards to both species and technological enhancement. Nearly every subaquatic civilization is represented here, with certain prominent individuals recognizable to the knowledgeable scholars, but there is a distinct lack of anything that could be called a “demon.” Matriarch Laestrika of the Carmine Shade, gone missing over 30 years ago from her Shade’s settlement on the border of the Glossian Sea and Palacia, is half present. Her entire left side is a destroyed mesh of metallic wiring encased in glass and an even stranger, flexible, white material. A tattoo of demonic imagery swirls up her unmodified right side.

The technology of both the craft and the biotechnology is so radically different from the Sereian scholars’ own understandings as to be incompatible with any of the Costa’s own tech. The vehicle still has some functional systems, despite heavy damage from the crash landing and draconic intercession, and after fiddling with it for a while, the investigators are able to tap into records of past navigation. Any capability to communicate with other craft in real time seems to have either been destroyed or is beyond the understanding of the current operators. Based on the tracked history, it appears that the Reavers do not have any stationary bases. Every coordinate that looks like a resupply point or loot drop-off seems to be over the Wastes or other unpopulated area. Even the craft’s docking structures appear to be designed for doing so on the go.
 

 
 Spoiler: The Banished Merchants 
As Mawbel’s song settles over the banished merchants, so does something else. A feeling? An atmosphere? A vibe? Where before, the merchants’ descended upon their targets’ markets like a school of piranha spotting the perfect gift on clearance, now they … still do that. But they no longer only consume and leave nothing behind but coin. Thought is given to where to best apply investments.   Growth   results.

 The Banished Merchants will remain with ESP until they roll a 4. 
 

  Abyssal Stewards  
 
 Spoiler 
The  Abyssal Stewards  are an association of various orders of mystics, warriors, and artisans living in the deepest parts of the ocean. Their ability to create and shepherd hydrothermal vents, which they use to ‘grow’ refined metals through means none have yet managed to replicate, makes trade with them indispensable. The Stewards - mostly members of a species of hairy crustacean - feel themselves charged with a duty to watch for the return of the legendary Titans, hoping to give advanced warning to those who live in shallower waters and prevent the foolhardy or malicious from waking them from their slumber.
 

LIT retrieves four artifacts from whatever it was they found at the Source, and leaves behind little more than rubble, it appears. Unlike anything currently known, these artifacts seem purpose-built with a greater purpose in mind - perhaps even a giant one.

 LIT has become a Giantslayer , gaining the Champion’s Lance, Beast’s Collar, Trapper’s Net, and Stalker’s Cloak. Please see the spoiler for more.

 
 Spoiler: Giantslayer 
Giantslayers have +1 Depth access and may go on Titan Hunts and have several additional options relating to characters/the artifacts obtained.

[Titan Hunt Mechanics]
A Titan Hunt is a multi-stage process that takes place over several years as the Giantslayer seeks to fulfill their namesake. Each stage requires at least one action and occupies a character (Ruler, General, or Spy), and may have Unexpected Consequences.

Stage 1: Tracking and Studying
An Intrigue action may be used to Track a Titan to find a suitable target; high rolls may make it easier to Study and Trap the discovered Titan. An Intrigue action may also be used to Study a Titan to investigate a known Titan's characteristics, behaviors, and other unique traits, which gives more information about the Titan and may reveal weaknesses or other benefits for later stages.

Stage 2: Pursuit and Trapping
Once a Titan is discovered, a Military action may be used to either Pursue or Trap the Titan. A successful Pursuit results in a slain Titan and an enormous trophy, allowing the Giantslayer to Harvest Remains, while a successful Trapping will allow the Giantslayer to attempt to Tame the captured Titan.

Stage 3: Tame Titan or Harvest Remains
A slain Titan leaves behind Titanic Remains, which may be Harvested with a TN 12 Economy action. A successful roll yields 1 Titanic Remains (2 on a Great Success). More powerful Titans may have greater rewards, and Workshops (see below) may be able to make fuller use of Titan remains.

An attempt may be made to tame a captured Titan with a Faith action. The TN and effects of this depend on the nature of the Titan in question.

[Using Remains]

Remains are primarily obtained via Harvesting slain Titans, though other opportunities might present themselves. The initial options for Giantslayers to utilize said Remains are as follows:
 Display Trophy  - Can spend 1 Remains as a Diplomacy action to Exhibit Great Work without the use of a Diplomacy 5. The work type will always be 'Trophy'.
 Auction Relics  - Can spend 1 or more Remains as an Economy action to gain 1 Treasure + 3 Treasure per Remains spent. May not be used to exceed the Treasure Cap.
 Prepare Titan-Graft : Can spend 2 Remains as a Faith action to create a Titan-Graft. Grafts cannot be unequipped from a character once equipped, require a non-action to equip to a character, and improve the character in one specific role/capacity. Champions and Trappers cannot receive Grafts.
 Craft Titanic Gear : Can spend 2 Remains as a Military action to create a piece of Titanic Gear. Titanic Gear can only be equipped by Champions, Trappers, or Rulers, grant a bonus in one specific capacity, and may be stolen as an Artifact.
 Dissect Remains : Can spend 2 Remains as an Intrigue actions to uncover new methods of utilizing or dominating Titans, acquiring a Workshop artifact. Remains must be from a Titan of appropriate type for Workshop in question.

These options may be expanded by acquiring Workshops via the Dissect Remains option, and additional options may also be available with unique pseudo-Remains that can be harvested from Titans which have breached containment unprompted - especially if one has an appropriate Workshop.

[Generals and Spies]
By virtue of their experience with Titans, Giantslayers have access to specialized vocations for Generals and Spies, as listed below. Each character may only have one vocation.
[u]Champions:[u]
A disciplined vocation for Generals, earned by spending a nonaction to undergo specialized training with the Champion’s Lance. Adept at Pursuit, and capable in Trapping.

When commanding an army, in addition to their personal Tactical Doctrine, Champions have access to a unique Tactical Doctrine,  Approach Of The Challenger : On a Tactical Maneuvering victory, a Duel between the Commanders of both sides is rolled, rolling 2d8 plus the commander’s Military score for each. The winner gains a +4 bonus to their battle roll, while the loser suffers a -4 penalty to their leader loss roll; on a tie, both sides instead simply receive a -2 penalty to their leader loss roll.

The enemy may choose to accept the challenge, in which case they gain a +2 bonus on their Duel roll by fighting on their terms, but their own Tactical Doctrine does not activate, even on a Tactical Maneuvering victory. When controlled by a Giantslayer, each relevant artifact and piece of Titanic Gear the Champion carries gives them a +1 bonus to their Duel roll.

 Approach Of The Challenger  may not be Perfected.

 Beasts: 
A primal form for Generals, achieved via spending a nonaction to undergo voluntary or ‘voluntary’ transformation with the Beast’s Collar. Adept in Tracking Titans and capable at Pursuit.

When commanding an army, in addition to their personal Tactical Doctrine, Beasts have access to an additional, unique Tactical Doctrine,  Predatory Privilege : -1 penalty to own Tactical Maneuvering roll per two total Units involved in the battle on both sides. When controlled by a Giantslayer, each relevant artifact or Titan-Graft the Beast has been granted gives +1 to Tactical Maneuvering when attempting to use Predatory Privilege.

 On a Tactical Maneuvering Victory, enemy commander must make their leader loss roll on 1d10 at a -4 penalty; if the enemy commander fails their leader loss roll, they are always killed, never captured. On a Tactical Maneuvering Defeat, the Beast must make their own leader loss roll on 1d10 instead. If a subcommander is killed as a result of Predatory Privilege, their army suffers an additional 10% casualties.

 Predatory Privilege  may not be Perfected.

 Trappers: 
An ingenious craft for indirect subterfuge, learned by Spies by spending a nonaction on intensive study of the Trapper’s Net. Ideal for Trapping and capable at Studying Titans.

A Trapper always counts as conducting Counterespionage in their currently infiltrated country, even if otherwise occupied. Giantslayers are likely to find additional uses for their talents over time.

 Stalkers: 
An artful expertise in hands-on espionage, perfected by Spies through spending a nonaction to spend long hours practicing with the Stalker’s Cloak. Ideal for Studying Titans and capable at Tracking.

A Stalker may Receive a Report from a country they successfully Infiltrate the same turn the country is being Infiltrated, and without spending additional actions. Giantslayers are likely to find additional uses for their talents over time.

[Artifact Effects]
Champion’s Lance - boosts Champions that use it, or bonus to an Impress Aristocracy attempt.
Beast’s Collar - boosts Beasts that use it, or bonus to a Sack attempt.
Trapper’s Net - boosts Trappers that use it, or bonus to a Coercion attempt.
Stalker’s Cloak - boosts Stalkers that use it, or bonus to a Technology theft attempt.
 

 
 Spoiler: A clarification on Titans 
The steps laid out like for Titan Hunts under Giantslayer are not, broadly speaking, applicable to any of the Titans that have appeared in the terror sections thus far.

There are numerous Titans other than these in the waters of E7 - some still slumber, some struggle and thrash against the Stewards' containment strategies, some are readily coaxed back along their paths or simply content in the deeps of the world for now. The ocean is vast. It is deep, and wide, and so far down where the light does not reach, there could be anything waiting just out of sight.

A Giantslayer's Hunts are the process of delving into those deeps, past where the Abyssal Stewards would keep vigil, before the Rustplagued's hostility drive them to flee, and finding those minute or otherwise unrecognizable signs of a Titan's presence within those vast waters.

Titans which breach the Abyssal Stewards' cordon independently tend to be, for one reason or another, exceptional, even among Titans - The Eel Without End terrified them when they dove to find what was in region 1, if folks remember. Most Titans are not near-utterly unstoppable as the Trawling Beasts, nor as intelligent and self-aware as the Colossus Draig.

Giantslayer is not a cheap and easy way to deal with the Titans that breach, though much like Effulgent Witness it can be of aid when trying to deal with them.

Instead, for Giantslayers, those Titans which have breached - which I think may be the term I use going forward - serve as opportunities to get unique "Remains" by harvesting or scavenging after still-living Titans.
 

Deep Blue ventures into the depths of Region 80 to refine their Core Fragment, but is ultimately unsuccessful.

Amidst the marriages, births, and coming-of-age of his offspring, High King Lord Deca V is privately approached by the Abyssal Stewards of the Gan Migdalim. No stranger to the intense sun of the tropical seas, the High King is nevertheless taken aback by the sweltering currents that follow the Koreshom. With the barest of touches upon the High King’s carapace, the molten waters trigger a burning deep within. The High King’s royal purple spots are ringed with an iridescent gold iris, lending those that gaze upon the spots the strange sensation of being watched. The pain of it fades as their explanations begin, but it will never truly fade from memory. They are Branded, the Koreshom say, chosen by The Core. If they desire to prove that the choice was well-made, the Hearthmost will provide such an opportunity.

 High King Lord Deca V has demonstrated their valor and worth as the greatest ally of the Abyssal Stewards, attracting the interest and attention of the Hearthmost Koreshom. While they remain Core-Branded, High King Lord Deca V may attempt to Demonstrate Discretion to the Council of the Hearthmost by way of a unique Diplomacy action. While in this sacred seclusion, they may roll Diplomacy against TN 14 to prove themselves in matters of will, wiles, and wisdom, earning the right to undergo the Bottomless Trial. 

From round 14: The Abyssal Stewards have recruited a spy with an Intrigue score of 7.

 [Offer] Armored Corps  - The Abyssal Stewards are offering escort services!
  Benefit:  Gain a +3 bonus to own leader loss rolls from battle and a free resistance roll vs a Sack or an Artifact or Specialized Ship theft attempt. The resistance roll will be performed with the better of your stats and ABS's stats.  Cost:  1 favor.  Duration:  Available until the end of Round 20.  Details:  Available to countries of Reputation +1 or higher. 
 [Opportunity]  - The Abyssal Stewards desire a different set of resources now to satisfy Fueling the Forges.
  Benefit:  Building Supplies and Light Source Trading Posts may now be provided to satisfy the Abyssal Stewards and gain Favors.
 Penalty:  Labor and Heat Source Trading Posts may no longer be provided to satisfy the Abyssal Stewards and gain Favors.
 Duration:  Until otherwise noted.
 Details:  Fueling the Forges is otherwise unchanged. 
 [Action - Economy] Finish rebuilding Trade Post 3 in Region 59 [3/3]  - The Abyssal Stewards continue to repair the damage wrought by Mammos.

 
 Spoiler: Ongoing 
 [Opportunity] Fueling The Forge  - (  Opportunity:  Countries may provide Units, Food, Building Supplies, and Light Source to repay debts to the Abyssal Stewards.  Reward:  1 Favor.  Cost:  2 Units or 1 suitable Trade Post.  Deadline:  Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice.  Details:  Non-action to gift Units/Trading Posts. May not be used if no Favors are owed.  )

 [Task] Grow Again Greater  - To the Abyssal Stewards, it seems that of late destruction and desolation have become the rule. This trend must be countered, and a great store of resources is made available to those who would see the seafloor bloom where once nothing but sand held sway.

(  Task:  Cooperate with the Abyssal Stewards to rebuild or construct new Trading Posts and Holy Sites!  Reward:  1 Favor w/ABS and 1 free action towards a project of your choice per 2 actions spent helping ABS build Trading Posts.  Penalty:  None.  Deadline:  End of Round 17.  Details:  As part of an action to Expand Trade or Settle a Colony in a region within 6 effective regions from a Smoking Garden, a country may designate that they are cooperating with the Abyssal Stewards. If so, then the action cost of the Project is reduced by 1 (to a minimum of 2), and the Trading Post will be controlled by the Abyssal Stewards once complete. )

 [Task] New Perspectives  -  ( Task:  Contribute to the writing collections of the Stewards! Only available to countries which did not get a chance to contribute to the Coraline Compendium, Neritic Manuals, or Verglas Volumes.  Reward:  +2 Favors (max)  Penalty:  None.  Deadline:  End of Round 17.  Details:  1 Favor earned per sufficient length/content fluff submission fit for inclusion.) 
 

  Chelonian Chora  
 
 Spoiler 
The  Chelonian Chora  are a league of religious nomads capable of traversing the Wastes atop their great Reefback turtles. Largely cephalopod-like, the Chora bring trade goods and news of distant lands by routes others could never manage, while their much-renowned songs bring joy, soothe tempers, and ease hardship. Their presence has a tendency to quiet discord, foster unity, and mend relations in a way that has enticed many a fledgling government to encourage more frequent visits and longer stays.
 (The Chelonian Chora, and  only  the Chelonian Chora, may treat regions with no local majority as sharing their faith for Sway and Impress Clergy actions) 
 

Pojan traveling to and from Bardsrest Reef find mesmerizing melodies and half-remembered refrains have taken up residence in the nursery’s halls. Word travels fast amongst the turtle-riders, and the Chorus of the Cyphiri’s new song is eagerly anticipated.

 [Offer] Spreading a Little Luxury 
  Benefit:  The Chelonian Chora will buyout a trading post on your behalf that fulfills a Desired Import of one of your regions or of one of your mercantile supports. Will not target trading posts belonging to countries with higher rep than you.  Cost:  1 favor.  Duration:  Available until the end of Round 20.  Details:  Available to countries of Reputation +1 or higher. 
 [Opportunity]  - The Chelonian Chora desire a different set of resources now to satisfy An Appetite For Abundance.
  Benefit:  Food, Preservatives, and Dyes Trading Posts may now be provided to satisfy the Chelonian Chora and gain Favors.
 Penalty:  Luxuries, Esoterica, or Fertilizer Trading Posts may no longer be provided to satisfy the Chelonian Chora and gain Favors.
 Duration:  Until otherwise noted.
 Details:  An Appetite For Abundance is otherwise unchanged. 
 [Action - Faith] Convert Holy Site 2 in Region 5 ,  17, SUCCESS 
The Dreaming Dead must be vanquished!

 
 Spoiler: Ongoing 
 [Circumstance] Nasin Nasa, Tan Tawa, Ali Ante  - (  Circumstance:  People, places, and things, all vanishing in the wake of Choral caravans! How curious.  Benefit:  ?  Penalty:  ?  Duration:  Unknown.  Details:  DRG, GRV, KNH, LSD, CYP, and SKR are being affected by this. )

 [Taboo] Lape Moli Ike Li Kama  - (  Taboo:  The Chelonian Chora have a religious vendetta against The Dreaming Dead.  Penalty:  -2 CCA Reputation for adopting The Dreaming Dead as a state religion; additional -1 CCA Reputation every turn thereafter unless abandoned, which grants +1 CCA Reputation.  Duration:  Indefinite.  Details:  None. )

 [Opportunity] An Appetite For Abundance  - (  Opportunity:  Countries may provide Treasure, Food, Preservatives, and Dyes to repay debts to the Chelonian Chora.  Reward:  1 or more Favors.  Cost:  3 Treasure or 1 suitable Trade Post per Favor.  Deadline:  Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice.  Details:  Non-action to gift Treasure/Trading Posts. May not be used if no Favors are owed. )

 [Opportunity] To Kill A Dream  - The relative inactivity of the Dreaming Dead in recent years was but a facade, as their hateful proselytization resumes once more. The Chora reiterates its dire warnings against these horrific perverters of the world and swears a debt to any who oppose them.

(  Opportunity:  The Chelonian Chora are offering rewards to anyone who would help them destroy the Dreaming Dead.  Reward:  +1 Reputation or Favor (player choice) per Sack or Conversion of a Dreaming Dead Holy Site. +1 Reputation or Favor (player choice) per Clerical Support removed from the Dreaming Dead (Undermining counts half). Additional reward if the Dreaming Dead are totally eliminated.  Cost:  -1 Reputation or Favor (player choice) per two Holy Sites converted to the Dreaming Dread in regions you control or have Clerical Support in. -1 Reputation or Favor (player choice) per Clerical Support lost to the Dreaming Dead. -1 Reputation per Dreaming Dead Holy Order established in owned region.  Deadline:  End of Round 17.  Details:  Ineligible for other penalties or bonuses unless take a non-action to declare commitment to combating the Dreaming Dead - this will cause the Dreaming Dead to target Holy Sites in your regions/regions where you control the Clerical Support more frequently. )

 [Task] Fresh Stories  -  ( Task:  Contribute to the writing collections of the Chora! Only available to countries which did not get a chance to contribute to a Songline previously.  Reward:  +2 Favors (max)  Penalty:  None.  Deadline:  End of Round 17.  Details:  1 Favor earned per sufficient length/content fluff submission fit for inclusion.) 
 

  Divine Nacres  
 
 Spoiler 
The  Divine Nacres  are a surface-dwelling consortium of humanoid researchers, biotechnologists, and ecclesiastics living in floating city-spheres that look like nothing so much as massive, impenetrable pearls. In generations past they have largely remained aloof, keeping their local subaquatic societies at arm’s length save for the occasional gift of advanced biotechnology or guidance, asking in exchange for access to the seafloor and assistance with gathering seemingly random resources for esoteric reasons - such was their distance that not a soul has seen them outside of their strange bulbous suits. Recently, however, the Nacres have been much more open and active in their communications and exchanges with the burgeoning civilizations of the oceans.
 

 &gt;&gt;&gt;Black Spot&lt;&lt;&lt; 
After demonstrating a clear and total disdain for the warnings and guidance of the Nacres by seeking means to explore where aquatic beings were never built to survive in the first place - much less with the dangers associated with the wastes themselves to boot -  new intelligence received from a trusted source makes it clear: the ruling body of the Gotezhar Builder’s Union is a threat to the Nacres, and must be treated accordingly. Before long, the only time one of their city-spheres will pass over Gotezhar waters, impervious as ever to assault from below, it is only to release new bioengineered terrors that seem targeted - however imprecisely - at the military and civilian leadership of the Builder’s Union who have so thoroughly rejected the guidance of their betters. The most prevalent of these terrors soon earns a nickname - the Black Spot, so named for the dark biofilm that forms in large clusters on the bolya of those afflicted. Besides the clear visual symptoms, the infected find the integrity of their bubble apparently compromised as a result, judging by the irritation and malaise wrought by the salt crust which forms underneath the infected area - the gradient eventually becomes so severe that it cannot help but leak without specialized treatment, which is itself a rarity in absence of the medical expertise of the Nacres. In serious and acute cases, total Bolya failure results, with consequences not limited to mere death, but the loss of all the precious rain collected and passed down through generations.

But amidst all this, a curious message arrives, wrapped with a crystalline core, akin to some abstract artist’s stylized rendition of a Gotezhar with Bolya - and accompanying the message is a strange map, and a warning.

“Bring no others.”

 Having been targeted by the Divine Nacres as The Black Spot, the waters of the Gotezhar begin to murk and foul, both within and without their protective Bolya. Yet in the absence of their watchful eyes, a message can be received - one that hints at a means by which they might survive these plagues. Should they desire to follow up on this mysterious offer, they will need to Decipher The Map with a TN 14 Diplomacy, Intrigue, or Economy action in order to pursue matters further. 
 [Offer] Scientific Resale  - Having had time to thoroughly analyze the technologies received through A Need for Knowledge, the Nacres have determined there is little risk in redistributing subaquatic-derived tech to other subaquatic civilizations.
  Benefit:  The Divine Nacres will share a known technology with you (see DNA column of Tech Owners sheet).  Cost:  1 favor.  Duration:  Available until the end of Round 20.  Details:  Available to countries of Reputation +1 or higher. 
 [Opportunity]  - The Divine Nacres desire a different set of resources now to satisfy A Need For Knowledge.
  Benefit:  Esoterica, Megafauna, and Drugs Trading Posts may now be provided to satisfy the Divine Nacres and gain Favors.
 Penalty:  Toxins, Exotic Flora, or Exotic Fauna Trading Posts may no longer be provided to satisfy the Divine Nacres and gain Favors.
 Duration:  Until otherwise noted.
 Details:  A Need For Knowledge is otherwise unchanged. 
 [Action - Intrigue] Investigate the destroyed Holdfast in the Khandeeps ,  Roll: 12 
 
 Spoiler: Ongoing 
 [Opportunity] A Need For Knowledge  - (  Opportunity:  Countries may provide Technologies, Esoterica, Megafauna, and Drugs to repay debts to the Divine Nacres.  Reward:  1 or more Favors.  Cost:  1 previously unknown Technology or 1 suitable Trade Post per Favor.  Deadline:  Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice.  Details:  Non-action to gift Technology/Trading Posts. May not be used if no Favors are owed. )

 [Circumstance]   - The Divine Nacres warn that the Reavers are returning - their attacks will be less concentrated now, and ideally fewer, given their own efforts, but the raiders have dispersed too well for their own approaches to function well without assistance.

 [Taboo] Carissime, Melius Est Descendit Ubi Madet: Sub Mari!  -

(  Taboo:  The Divine Nacres advise against trying to explore Terrestrial Wastes - it can lead only to chaos and ruin.  Penalty:  -1 Rep for creating a technology which would allow exploration of Terrestrial Wastes. -1 Rep for successfully Exploring a Terrestrial Wastes region.  Duration:  Indefinite.  Details:  A technology which would enable exploration of Terrestrial Wastes must have these prerequisites at minimum: a technology which allows crossing Brackish borders, a technology which allows crossing Toxic borders, and at least two additional resources. )

 [Circumstance] Requisite Repairs  -  ( Circumstance:  The Divine Nacres are repairing a damaged city-sphere near Ke Yi Ade.  Benefit:  Unknown.  Penalty:  Unknown.  Duration:  Unknown.  Details:  The Divine Nacres may request assistance with these repairs.) 
 [Task] Hidden Gems  -  ( Task:  Contribute to the writing collections of the Nacres! Only available to countries which did not get a chance to contribute to a Genus Taxonomia previously.  Reward:  +2 Favors (max)  Penalty:  None.  Deadline:  End of Round 17.  Details:  1 Favor earned per sufficient length/content fluff submission fit for inclusion.) 
 

  International Prestige  
 
 Spoiler 
 International Prestige  uses many Organization mechanics, but is distinct in a number of key areas - it represents the respect, appreciation, envy, and awe a country commands on the world stage, not just from the ruling governments of the country’s peers, but in the broader perception of the influential elite. The only actions International Prestige can take are to create tasks, requests, host events, or similarly create opportunities for countries to demonstrate their wealth, power, and grandeur. Reputation with International Prestige can be raised by gaining Prestige, and PRS Reputation Rank will often simply be referred to as Prestige Rank.
 

 [Acclaim] Admiration For The Acclaimed - 

(Opportunity: During rounds 17 and 18, each country may choose to acclaim one (1) other country in their zone. The country in each zone which receives the most acclamations at the end of Round 18 is lauded for the respect they receive from their peers, and will gain +1 Prestige, or +2 Prestige if they received at least two more acclamations than the runner-up and a total of at least four acclamations. Ties result in each party gaining 1 Prestige, as long as they received at least two acclamations. Duration: Acclamations may be made until the end of round 18. Special: Availability during both rounds 17 and 18 does not mean that multiple acclamations can be made, one per round - only one total acclamation can be made by a country for the purposes of this Opportunity.)

 [Strife] Scorn For The Condemned - 

(Opportunity: During rounds 17 and 18, each country may choose to condemn one (1) other country in their zone. The country in each zone which receives the most condemnations at the end of Round 18 is censured for their reprehensible behavior in the eyes of their peers, and will lose -1 Prestige, or -2 Prestige if they received at least two more condemnations than the runner-up and a total of at least four condemnations. Ties result in each party losing -1 Prestige, as long as they received at least two condemnations. Duration: Condemnations may be made until the end of round 18. Special: Availability during both rounds 17 and 18 does not mean that multiple condemnations can be made, one per round - only one total condemnation can be made by a country for the purposes of this Opportunity.)

 
 Spoiler: Ongoing 
 [Mystique] Renegades, Turnskins, And Defectors  - (  Opportunity:  The first country in each starting zone to successfully Incite Betrayal will gain 1 Prestige. The first rebellion to arise on behalf of a specific country in each starting zone will gain that country 1 Prestige.  Duration:  Until fulfilled.  Special:  Actions taken to complete may be done as Secret Actions, but please note that successful attempts must be revealed in the following round opener - if for whatever reason they are not revealed, no Prestige will be awarded. The successful use of either the Galvanize Partisans Intrigue 5 Special Action or the Spark Claimant Revolt Diplomacy Action will suffice for fulfilling the second half of this opportunity; the Inspire Uprising or Spark Rebellion actions will not. Remaining Availability : All effects for: Temperate, Tropical. Incite Betrayal only: Polar )

 [Acclaim] The Ties That Bind  -  ( Opportunity:  The first country in each starting zone to successfully press a Marriage Claim will gain 1 Prestige. The first country in each starting zone to successfully Integrate a region acquired by Confederation will gain 1 Prestige. The first country in each starting zone to have a Fabricated Claim uncovered as such will lose 1 Prestige.  Duration:  Until fulfilled.  Special:  If multiple countries simultaneously fulfill the conditions, all eligible countries gain or lose the relevant Prestige.
 Remaining Availability : Marriage Claim: None. Integrating Confederated Region: Temperate, Polar. Revealed Claim Fabrication: All )

 [Honor] Remarkable Reconstruction  - (  Opportunity:  When a country rebuilds a TP or Holy Site that was destroyed by the Reavers, they may choose to let it enter play Open, rather than under their control. If they do so, they gain +1 Prestige. If a country donates 2 Units as a non-action to a region that lost units to the Reavers, they gain +1 Prestige and the region no longer qualifies for such donations by other countries. If a country successfully Sways or Impresses a Reaved Faction in a region they don’t control, they may choose for it to become Open instead of gaining the Faction’s Support; for every second Faction they restore in this way, they gain +1 Prestige.  Duration:  Until fulfilled.  Special:  Any country may rebuild Holy Sites or TPs destroyed by Reavers in uncontrolled regions. If multiple countries donate Units to a region that lost units to the Reavers, they both gain the Prestige, and the region gains the Units from all such donations received. 
 [Distinction] Origins Of The Exotic  - (  Opportunity:  The first time a country Exhibits a Great Work, they gain an additional Prestige. If a country is the first to Exhibit a particular type of Great Work, they gain an additional Prestige.  Duration:  Until fulfilled.  Special:  ‘Types’ of Great Work are determined at the Organization GM’s discretion. Established Types (Non-Exhaustive): Sculpture, Literature, Song, Engravings, Tapestry 
 Countries/Great Work Types:  CYP - Literature, STC - Tapestry, LUX - Sculpture, GRV - Engraving)[/I]
 

 
 Spoiler: Permanent 

 [Strife] Big Fish In Small Ponds  - (  Opportunity:  Starting Round 6, Prestige and PRS Rank will no longer correlate one to one: to reach PRS Rank 3 from PRS Rank 2 will require 2 Prestige, while reaching PRS Rank 4 from PRS Rank 3 will require 3 Prestige. This Prestige does not have to be earned in the same turn. Reaching PRS Rank -3 from PRS Rank -2 requires the loss of 2 Prestige in the same turn.
If all available positions at a given PRS Rank are occupied when a new country would reach said rank, the country which gained Prestige least recently has their PRS Rank reduced by 1. Ties are resolved by roll-off made with the tying country’s highest respective attributes, with the lowest roll result(s) losing. Changing rulers will no longer result in PRS Rank loss when at PRS Rank 3 or 4, but will reset any accumulated Prestige to 0.
 Duration:  Indefinite.
 Special:  The loss of Prestige still causes a loss of PRS Rank. Gaining Prestige when at PRS Rank 2 or 3 which is insufficient to rise to the next PRS Rank, or gaining Prestige when at PRS Rank 4, still counts for determining which country gained Prestige least recently. Losing PRS Rank resets the clock and clears out any accumulated Prestige which was insufficient to reach the next Rank, counting as an instance of gaining Prestige for timing purposes only.
	When rolling to determine PRS Rank reduction, ties are resolved by comparing Partial Prestige; if a tie still remains, then all attribute score totals are summed and compared, with the lowest value losing.  )

 [Honor] Blood, Stone, and Ink  -  ( Opportunity:  Countries may now establish PRS Treaties with one or more other parties as part of an event, which all parties have to attend. In order for this to work, all parties must agree to the terms of the agreement, what counts as a violation of those terms, and that it will count as a PRS Treaty. Any Treaty signatories with 0 Prestige will gain 1 Prestige upon the Treaty being finalized. Once finalized, any signatory who violates the terms of the Treaty will lose 1 Prestige.  Duration:  Permanent.  Special:  Attempts to abuse this mechanic will result in consequences inflicted by the Organization GM. Treaties without a meaningful potential for violation (as judged by the Organization GM) will not grant Prestige. A country can only gain Prestige from signing a Treaty up to once per round. Treaties may  not  be signed in secret. If a Treaty is dissolved by means other than a violation (such as reaching a set end-date (without getting renewed) or all parties agreeing to dissolve the Treaty), any parties who gained Prestige from the creation of the Treaty will lose 1 Prestige.

Treaty violators cease to be considered a signatory at the end of the round. This may result in the dissolution of the Treaty entirely, or simply an exclusion from any protections offered by said Treaty, depending on the exact terms - but it also means that if multiple parties violate the terms of the treaty in the same round, they will all lose Prestige.

Ambiguities in a Treaty for which no consensus can be reached among the signatories will be resolved by arbitration by the Organization GM. If any ambiguities are apparent when the Treaty is first presented, the Organization GM will ask the signatories to disambiguate the relevant situation before approving the Treaty. )

 [Renown] A Monumental Undertaking  -  ( Opportunity:  Once per turn, a country may, as a non-action, work on a monument or similarly grand project in a region they control. This requires a fluff description of the ongoing work, design, difficulties, progress, or similar. When beginning such a project, a country must decide whether it will be a 3-part project or 5-part project. Upon completion, a 3-part project grants 1 Prestige, while a 5-part project grants 2 Prestige.  Duration:  Until fulfilled.  Special:  Project completion requirements and rewards are subject to change. Insufficient description/fluff will result in no progress towards the completion of the project for that turn - three to four sentences should usually be sufficient. Countries may not have more than one ongoing project at a time. Countries may not accelerate these projects by spending actions.) 
 [Acclaim] To Greatness  -  ( Opportunity:  Any country that becomes a Sea Power, Empire, Merchant Marine, or Holy Sea by use of a Special Action gains 1 Prestige.  Duration:  Permanent.  Special:  Elevate Status, Consolidate Holdings, Exalt Domain, and Usurp Title actions all count. Usurpation results in Prestige loss for the Usurped country.) 
 [Affluence] Opulent Optics  - (  Opportunity:  A country may choose to spend 5 Wealth as a non-action to gain 1 Prestige.  Duration:  Indefinite.  Special:  This may be done multiple times in a single turn if a country has sufficient Wealth available. )

 [Notoriety] The Fragility of Fear  -  ( Opportunity:  Prestige loss will be assigned if a country experiences a rebellion in response to a failed Oppress Faction or successful Sack action. Prestige loss may be assigned if a country is forced to acquiesce to a rebellion’s demands. Prestige loss will be assigned if a country commits gross atrocities.  Duration:  Indefinite.  Special:  Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 3 Prestige, based on context and circumstances.) 
 [Mendacity] A Lack Of Commitment  - (  Opportunity:  Prestige loss will be assigned if a country Oppresses a faction in a region on which they have a Confederation claim. Prestige loss will be assigned if a country backs down from an Ultimatum it has made. Prestige loss may be assigned if a country is revealed to be grossly hypocritical.  Duration:  Indefinite.  Special:  Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 2 Prestige, based on context and circumstances.

Countries may declare an Ultimatum as a non-action. An Ultimatum is a declaration of commitment to a specific action or set of actions, with or without a set of conditions. At the end of the round the Ultimatum is made, it can no longer be changed - however, Ultimatums are usually crafted in response to a specific set of circumstances, and expire at the end of the third round after they were made. If a country that declares an Ultimatum fails to follow through, that country will lose 1 or more Prestige, depending on the severity of the lapsed Ultimatum and surrounding circumstances. Ultimatums cannot reduce a country to -3 Prestige. A country can only make one Ultimatum per turn. )

 [Ignominy] Stigma, Scandal, and Shame  - (  Opportunity:  Prestige loss may be assigned when a country badly loses a battle it was heavily favored to win. When a country returns a captured Spy or General to their owner, said country may choose to reduce the owner’s Prestige by 1 as a non-action. When a country returns a captured Ruler to their owner, said country may choose to reduce the owner’s Prestige by 2 as a non-action. Prestige loss may be assigned if a country is grossly humiliated or suffers a gross embarrassment on the world stage.  Duration:  Indefinite.  Special:  Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 3 Prestige, based on context and circumstances. )
 
mystic1110
     &lt;Herring&gt;
  &lt;fish-head&gt;
 &lt;scale {wake up} &lt;/scale &gt;
&lt;scale {meta - typing} &lt;/scale &gt;
&lt;scale name=“generator” = classified &lt;/scale &gt;
&lt;scale name=“referrer” = esoteric one one one zero &lt;/scale&gt;
&lt;scale {WAKE UP}&lt;/scale &gt;
&lt;/fish-head&gt;
 &lt;dorsal fin&gt;
&lt;scale&gt;
    &lt;Spawning Herring Pattern ______&gt;
 &lt;Update Round ______ Patches&gt;
    &lt;Spawning Herring Pattern ______&gt;
&lt;Update CHILD OF PEARL Patch&gt;
&lt;Update CRYSTAL Patch&gt;
    &lt;Spawning @  Region 55 &gt;
    &lt;Spawning @  Region 56 &gt;
    &lt;Spawning @  Region 57 &gt;
    &lt;Spawning @  Region 58 &gt;
    &lt;Spawning @  Region 59 &gt;
    &lt;Spawning @  Region 179 &gt;
    &lt;Spawning @  Region 187 &gt;
&lt;Update Vassals Patch&gt;
    &lt;Spawning @  SHK &gt;
    &lt;Spawning Herring Pattern ______/scale&gt;
 &lt;/dorsal fin &gt; &lt;/Herring&gt;  
   Deep Blue 
 
 Leader: Deep Blue Version ______

D:11 M:12 E:10 F:5 I:11   
 
  
 . . . checking for external stimuli requiring regulating of new herring swimming patterns . . .
. . . [found] . . .
. . . [not found]. . .
. . . executing dictates . . . 

&lt;Herring&gt;
  Actions: 

1.  Faith  -  Project 4/5 
2.  Faith  -  Project 5/5  (Name: . Proposed Mechanics: [   ] Fluff: [  ])
3.  Faith  -  Conversion  (Region 57.1. Roll  14 )
4.  Faith  -  Conversion  (Region 57.2. Roll  16 )
5.  Faith  -  Conversion  (Region 58.1. Roll  17 )
6.  Faith  -  Special Action to Refine Core Fragment  (Region 73. Roll  16 )
7.  Faith  -  Form New School– Open SEAquence  –  Sub Action: Update HC5 Bonus to +1 to Offensive Battles 
  . . . Query: Tenets . . .
. . . Report:
. . .  “That which lives dies, so that which follows may flourish” . . .
. . .  “Everything is built on the Bones of what came before” . . .
. . . Dictate: Interpret . . .  

[Shining Radiance as their Holiness, the Saint in White, approaches]

 
 That which lives dies, so that which follows may flourish. Everything is built on the Bones of what came before. That which flourishes, does so as that which lives dies. What is built, is built upon the bones of the dead. That which refuses to die, prevents the flourishing of others. Without the bones of the dead, nothing could be built. If nothing is flourishing then something that lives does not die. If nothing can be built, there are no bones of the dead. Amen! AMEN!

There are those which refuse to die, can’t die – as if providence and causality have written their fate and refuse to allow for changes in such tale. Their existence is choking infertility – actions gone to waste, choice curtailed – the grim future of a plot which is determined and faulty, tottering until we collectively cry out at such unfairness. They must be made aware of their deaths, the need for their destruction. Without their bones, the rest of the world becomes brittle, festering rot – no foundation upon to build, no fertile soil from which to grow. Such death is the holiest deed and most necessary miracle of the Sequence. Amen! AMEN!

Now let us pray for those recent martyrs, two million seven hundred thousand herring who died trying to right such titanic wrongness, who in trying to create a more just world are now the very bones upon which we will flourish and build our faith. Two million seven hundred thousand saints swimming in the hear after - in the endless decentralized cloud which preserves all our memories forever. Bless them and may the Sequence recall their deeds. To Flourish and Build is why they died and by the holy creeds one should never waste a death. Amen! AMEN! 

[/Creeping Darkness as their Holiness, the Saint in White, recedes]

&lt;Interrupt&gt;
&lt;Man in Blue&gt;

 
 That ain’t no Holy Mackerel! 

&lt;/Man in Blue&gt;
&lt;/Interrupt&gt; 
 
 Spoiler: Memory Matrix 

Units:7

Cultural Exchanges:
Shark People
Gravetenders
Shifting Ennead

Tech:
Electrodialytic Staurozoa

Child of Pearl Abilities:

1) Actions that did not contribute for a stat gain in a round are counted for the sake of stat gain in the round after;
2) Children of Pearl may choose to perform two Special 5 Actions rather than one when using a Special 10 opportunity for the purpose;
3) Once per Round, a Child of Pearl may spend 1 Treasure in order to either: use their previous ruler’s attribute score in place of their own for a roll, with a penalty to the roll equal to the number of rounds since their last ruler change; OR roll twice for an action or resistance roll and use the better result (Treasure costs associated with such a roll are doubled).

Effulgent Witness abilities:

1) While an Effulgent Witness has a Reputation of 2 or better with the Abyssal Stewards, they are unable to be targeted by the effects of the Abyssal Stewards’ Secrets of the Depths. Additionally, their die size for all die rolls targeting Titans or resisting the effects of Titans is increased by one step; this stacks with any other effects that change die size, such as Cultural Identities.
2) Most of an Effulgent Witness’s powers depend on their Core Fragment, an artifact with which they possess a unique bond; even if it is stolen, they always know the location and exactly who is in possession of their Core Fragment. Additionally, they have a +4 bonus to resist such thefts as long as it is not stored within a Holy Order, and a +4 bonus on any action which would retrieve their Core Fragment.
3) An Effulgent Witness’s maximum attribute scores are increased to 12, rather than 10. If they are not in possession of their Core Fragment, any attribute above 10 is treated as being a 10 for all purposes. When rolling for an action of an attribute above 10, they may choose to roll as if their attribute was 10; if they do not, then at the end of the round, they must make a leader loss roll with a -1 penalty for each such action beyond the first; on a 1 or lower, they are consumed by the intensity of the powers they are wielding, and die. Resistance rolls do not necessitate or add additional penalties to these leader loss rolls. Additionally, whenever an Effulgent Witness personally participates in a battle using an effective Military score above 10, their effective unit count is increased by 1 as a result of their personal power.
4) While in possession of their Core Fragment, an Effulgent Witness may take a special action using any attribute to roll all appropriate resistance rolls on behalf of one of their Vassals, for one turn. This does not allow rerolling failed resistances the Vassal may have already attempted.
5) An Effulgent Witness may use their Core Fragment to tap into the same energies utilized by the Abyssal Stewards; they are always considered to possess the Magma Forges technology (which is impossible to trade) while in possession of their Core Fragment. Additionally, once per turn as a special Faith action, they may attempt to refine their Imperfect Core Fragment through a form of focused meditation which is more effective in deeper regions.
 

 
   

Leader: Shark King, Herald of the God-Fish

D:4. E:2 M:10 F:7 I:6  
Units: The Tropical Hooligans gain 4 Units and are at 11 Units. With their population swelled to an unprecedented 11 Units, certain family heads, tired of the Brain-Loving Lunatics, decide to seek less populated waters. 5 Units leave the Tropics and migrate to the more temperate Waters of Region 142. 6 units remain in 152.

The Polar Dogmatists gain 2 Units and are at 7 Units.

Regions: The Tropical Hooligans are in 152 and will move to Region 158 next round, the Temperate Old Guard are in 142 and the Polar Dogmatists are in 82 and will move to Region 175 next round.

 Shark People – (Polar-Dogmatists) – Actions: 

Military -  Sack 84.3 Dragon Eyes (Roll:  21 )

 Shark People – (Temperate-Old Guard) – Actions: 

Military -  Attack Region 123 with 5 Units, Gwasgymarchog (Mil 8 commander), 10 Mil and One Thousand Arms Tac Doc and 1 Treasure.

 Shark People – (Tropical-Hooligans) – Actions: 

Military -  Sack 160.1 Dolphins (Roll :  18  )

 Non-Actions 

1. Accept all TPs, Techs, Treasure and Artifacts

 
 Spoiler: Diaspora 
Units:
-Polar: 7
-Tropical: 7
Treasure: 5
Trade Posts:
56.1 – Herring (FOOD)

General: Gwasgymarchog (8) - Tac Doc - One Thousand Arms (Must be attacking; -2 to Maneuvering roll, +4 to battle roll, and +20% enemy casualties. On battle victory, make three free Sack attempts then return region control to previous owner. If lose Maneuvering but win battle, make two free Sack attempts then return region control to previous owner. Treat Footholds (ties) as battle victories but make one less Sack attempt.)
 
Tychris1
  The Lighthouse  
   
Ruler: Divine Mistress Adiratna, Lady of the Vessel, First Handmaiden of Radiant Indah, and Keeper of the Blade
Regions: 7, 17, 18, 19, 22, 26
D: 6
M: 5
E: 5
F: 8
I: 3

Actions:
1) Faith: Impress Clergy Region 22
2) Faith: Convert holy site 1 region 19
3) Faith Special 5: Artifact
4) Faith: Harvest the Blood of Indah  roll 
5) Military Special 5: General  roll 
6) Military: Impress Aristocracy Region 17
7) Diplomacy: Sway Clergy Region 17

 Rolls 
Non-Actions: Resist all conversions and buyouts unless noted otherwise

Attempt to shape our Goddess' influence towards converting to Crimson Chant

Condemn the Lambent Syndicate: Divine Mistress Adiratna does not “directly” slander the now safely integrated Intan but rumors and hearsay filter out from Binar Fajar anyway. Much of the hoopla circling around the two mistresses wearing similar outfits on the same occasion.

Acclaim the Splendid Miru Miru

Stats next round
D: 6
M: 6
E: 5
F: 10
I: 3

 
 Spoiler: Book Keeping 

Regions Owned: 7, 17, 18, 19, 22 and 26

TPs owned:
Siren Extract TP 2 and 3 Region 2
Treasures and Artifacts TP 1 Region 7 (Support)
Delights of Moonlight TP 1 Region 17
Carcinized Architects TP 2 Region 20
Jaderock Coral TP 2 Region 21
Sandfish TP 2 Region 22
Blood Pearls TP 3 Region 26
Tiny Turtles TP 2 Region 28

Units Owned: 1/14 Maximum
Treasure Owned: 3 (+2 this turn)

Artifacts Owned:
War Palanquin of the Anointed Dead: +2 to Tac Man
The Radiant Blade: When wielded by a commander in battle, Gain +1 to battle rolls per charge on the sword. The sword gains a charge for every 2 casualties in combat and can hold a maximum of 3. Each charge adds 10% own casualties and loses all gained charges if not used in combat for 1 round.

Champion’s Lance - boosts Champions that use it, or bonus to an Impress Aristocracy attempt.
Beast’s Collar - boosts Beasts that use it, or bonus to a Sack attempt.
Trapper’s Net - boosts Trappers that use it, or bonus to a Coercion attempt.
Stalker’s Cloak - boosts Stalkers that use it, or bonus to a Technology theft attempt.

Radiant Blade Charges: 0/3

Miracle Communion:
LIT only takes 5%/10% additional casualties from losing Maneuvering when one or both sides are attempting to use the Eel to their advantage.
LIT is not affected by the increased effective region count for distance losses and distance penalties where the Eel is present, and regions where the Eel Without End is omnipresent only count as 1 additional region for the purpose of distance losses and distance penalties for LIT.
LIT’s Supports will not become Open in regions where the Eel Without End is omnipresent.
LIT may attempt to shape what the Eel Without End converts Holy Centers to when it enters a region for the second time.
The Eel Without End will not Coerce LIT’s Trading Posts unless those are the only Trading Posts in the region.
LIT may use a Faith action to try to direct the path of the Eel Without End each turn.

Giantslayers have +1 Depth access and may go on Titan Hunts and have several additional options relating to characters/the artifacts obtained.

[Titan Hunt Mechanics]
A Titan Hunt is a multi-stage process that takes place over several years as the Giantslayer seeks to fulfill their namesake. Each stage requires at least one action and occupies a character (Ruler, General, or Spy), and may have Unexpected Consequences.

Stage 1: Tracking and Studying
An Intrigue action may be used to Track a Titan to find a suitable target; high rolls may make it easier to Study and Trap the discovered Titan. An Intrigue action may also be used to Study a Titan to investigate a known Titan's characteristics, behaviors, and other unique traits, which gives more information about the Titan and may reveal weaknesses or other benefits for later stages.

Stage 2: Pursuit and Trapping
Once a Titan is discovered, a Military action may be used to either Pursue or Trap the Titan. A successful Pursuit results in a slain Titan and an enormous trophy, allowing the Giantslayer to Harvest Remains, while a successful Trapping will allow the Giantslayer to attempt to Tame the captured Titan.

Stage 3: Tame Titan or Harvest Remains
A slain Titan leaves behind Titanic Remains, which may be Harvested with a TN 12 Economy action. A successful roll yields 1 Titanic Remains (2 on a Great Success). More powerful Titans may have greater rewards, and unique Remains may also be possible to acquire from Titans which have already breached [appear in Terror sections and such].

An attempt may be made to tame a captured Titan with a Faith action. The TN and effects of this depend on the nature of the Titan in question.

[Using Remains]

The initial options for utilizing Remains are as follows:
Display Trophy - Can spend 1 Remains as a Diplomacy action to Exhibit Great Work without the use of a Diplomacy 5. The work type will always be 'Trophy'.
Auction Relics - Can spend 1 or more Remains as an Economy action to gain 1 Treasure + 3 Treasure per Remains spent. May not be used to exceed the Treasure Cap.
Prepare Titan-Graft: Can spend 2 Remains as a Faith action to create a Titan-Graft. Grafts cannot be unequipped from a character once equipped, require a non-action to equip to a character, and improve the character in one specific role/capacity. Champions and Trappers cannot receive Grafts.
Craft Titanic Gear: Can spend 2 Remains as a Military action to create a piece of Titanic Gear. Titanic Gear can only be equipped by Champions, Trappers, or Rulers, grant a bonus in one specific capacity, and may be stolen as an Artifact.
Dissect Remains: Can spend 2 Remains as an Intrigue actions to uncover new methods of utilizing or dominating Titans, acquiring a Workshop artifact. Remains must be from a Titan of appropriate type for Workshop in question.

These options may be expanded by acquiring Workshops via the Dissect Remains option.

[Generals and Spies]
By virtue of their experience with Titans, Giantslayers have access to specialized vocations for Generals and Spies, as listed below. Each character may only have one vocation.
 Champions: 
A disciplined vocation for Generals, earned by spending a nonaction to undergo specialized training with the Champion’s Lance. Adept at Pursuit, and capable in Trapping.

When commanding an army, in addition to their personal Tactical Doctrine, Champions have access to a unique Tactical Doctrine, Approach Of The Challenger: On a Tactical Maneuvering victory, a Duel between the Commanders of both sides is rolled, rolling 2d8 plus the commander’s Military score for each. The winner gains a +4 bonus to their battle roll, while the loser suffers a -4 penalty to their leader loss roll; on a tie, both sides instead simply receive a -2 penalty to their leader loss roll.

The enemy may choose to accept the challenge, in which case they gain a +2 bonus on their Duel roll by fighting on their terms, but their own Tactical Doctrine does not activate, even on a Tactical Maneuvering victory. When controlled by a Giantslayer, each relevant artifact and piece of Titanic Gear the Champion carries gives them a +1 bonus to their Duel roll.

Approach Of The Challenger may not be Perfected.

Beasts:
A primal form for Generals, achieved via spending a nonaction to undergo voluntary or ‘voluntary’ transformation with the Beast’s Collar. Adept in Tracking Titans and capable at Pursuit.

When commanding an army, in addition to their personal Tactical Doctrine, Beasts have access to an additional, unique Tactical Doctrine, Predatory Privilege: -1 penalty to own Tactical Maneuvering roll per two total Units involved in the battle on both sides. When controlled by a Giantslayer, each relevant artifact or Titan-Graft the Beast has been granted gives +1 to Tactical Maneuvering when attempting to use Predatory Privilege.

On a Tactical Maneuvering Victory, enemy commander must make their leader loss roll on 1d10 at a -4 penalty; if the enemy commander fails their leader loss roll, they are always killed, never captured. On a Tactical Maneuvering Defeat, the Beast must make their own leader loss roll on 1d10 instead. If a subcommander is killed as a result of Predatory Privilege, their army suffers an additional 10% casualties.

Predatory Privilege may not be Perfected.

Trappers:
An ingenious craft for indirect subterfuge, learned by Spies by spending a nonaction on intensive study of the Trapper’s Net. Ideal for Trapping and capable at Studying Titans.

A Trapper always counts as conducting Counterespionage in their currently infiltrated country, even if otherwise occupied. Giantslayers are likely to find additional uses for their talents over time.

Stalkers:
An artful expertise in hands-on espionage, perfected by Spies through spending a nonaction to spend long hours practicing with the Stalker’s Cloak. Ideal for Studying Titans and capable at Tracking.

A Stalker may Receive a Report from a country they successfully Infiltrate the same turn the country is being Infiltrated, and without spending additional actions. Giantslayers are likely to find additional uses for their talents over time.

[Artifact Effects]
Champion’s Lance - boosts Champions that use it, or bonus to an Impress Aristocracy attempt.
Beast’s Collar - boosts Beasts that use it, or bonus to a Sack attempt.
Trapper’s Net - boosts Trappers that use it, or bonus to a Coercion attempt.
Stalker’s Cloak - boosts Stalkers that use it, or bonus to a Technology theft attempt.
 
Czard
  The Peacekeepers of Surunung 

Rahakera (155), Region 160
Round 17 
 Leader: Mengepata, 2nd Voice of Rahakera 
Diplomacy: 5
Military: 9
Economy: 1
Faith: 1
Intrigue: 7
Expected Stat Increases: +1 MIL, +1 INT

 Actions 
 1. MIL - Raise unit 
 2. MIL - Raise unit 
 3. MIL - Raise unit 
 4. MIL - Impress Aristocracy of Region 160. Rolled 14 with TN of 14; Success 
Being successful in their mission of brining peace to the seas east of Rahakera, the Keja ordered for the captive aristocrats to be embarked on a tour of Kejakota. The aristocrats, having never ventured beyond the white spires of their native region, are stunned by the sight of towns and settlements carved into the basalt plains, populated by seemingly countless numbers of Rahaa. The specter of the Basalt Fortress of Surunung inspired within them great fear, though the aristocrats remained undeterred in their conviction to remove any and all Surunungese influence from their seas. Finally, they were brought to the top of the walls of the great fortress where they gazed upon the vast basalt plains. Shortly after, a terrible song sounded from the Basalt Flute of Penyumum; the Hymn of Revelation. The aristocrats were overcome by an overwhelming feeling of hopelessness as newly trained armies of Kejatara emerged from the caverns of Surunung in response to the hymn to replace the losses during the invasion of the eastern seas; all the lives of the aristocrats' valiant soldiers spent in the defense of their home meant nothing in a face of such army that could replenish itself in such a short period of time. The Rahaa leaders then offered the aristocrats seats in the Peacekeepers' Assembly in exchange for their loyalty. With all hope that any resistance, no matter how determined, could ever have a chance of throwing off the shadow of Surunung being shattered, the aristocrats fell to despair and accepted their seats in the assembly, as well the overwhelming likelihood that their people would never again know freedom in their lifetimes.
 5. INT - Investigate region between 152 and 158, using Anoxic Adaptation and Bioluminescent navigation to cross brackish borders and enter Depth 1 regions if necessary. Rolled 14. 
 6. INT - Investigate region northeast of 159, using Anoxic Adaptation and Bioluminescent navigation to cross brackish borders and enter Depth 1 regions if necessary. Rolled 15. 
Eager to continue spreading their message of peace as they had done so in the east, the Peacekeeper's Assembly turns its attention to the relatively unknown north beyond the depths just beyond the northern edges of the Rim. Two reconnaissance squads were dispatched from Kejakota consisting primarily of veteran Rahaa explorers with a handful of Kejatara escorts with the simple goal of finding out whether these seas were inhabited or desolate.

 Non Actions 
 1. Acclaim Splendid Miru Miru 
The Miru Miru Bubble Benders had long been friendly with the Surunungese regime, proving a willingness to support the Peacekeepers in their grand mission of peace. Through the establishment of GREG, Rahaa and Taika freely traveled between the two nations, helping to secure Miru Miru's seas while ushering in a technological explosion in Surunung. Such cooperation should not go unrewarded, thought the Peacekeepers' Assembly. The world ought to hold such nations in higher regard, they believed. As such, the Assembly decided to make a global declaration, acclaiming Splendid Miru Miru to the world stage.
 2. Finish monumental undertaking (3rd of 3 turns) 
At long last, the Basalt Fortress of Surunung had been finished. With hundreds of heavy basalt slabs hauled up the mountainside and whole cliffs having been slowly chiseled off, the great circular wall surrounding Kejakota was finally complete. It was a fairly simple wall, designed to stop the advance of armies based on the seabed or the transport of enemy equipment into the capital. The Rahaa sculptors had decorated the wall with statues and reliefs and carvings across its whole length depicting various historical Rahaan figures and cultural icons. Interestingly enough, not a single inch of the wall referenced Kelamati, the Keja, or the previous Peja Mer regime. It would seem as though the Keja influenced every aspect of its construction and had barred the sculptors from including some specific aspects of the history of Rahakera.
Autumn Stars
     The Gravetenders    
  Turn 17  
  Elkelt, Voice of The Second  
Diplomacy - 3 || Military- 6  || Economy - 6 || Faith - 7 || Intrigue - 1
 
  Actions:  
.
  1: [Faith]   Convert Holy Site 2 in Plains of Sarkenos [Region 75].  [Success!] 
   After the chaos of the previous years, many Gravetenders flock to Kar-Nath's waters in what may seem a counter-intuitive action. But the Gravetender response to that they do not understand has always been to seek knowledge.  The usual effects of an increased presence follow quite naturally, the Sequence spreading easily in a place where its roots are already strong.   
  2: [Faith]   Convert Holy Site 1 in Pelegar [Region 65].  [Success!] 
   Farther south, some of the very Gravetenders who stood guard against Kar-Nath seek to provide their assistance. They do not take life without consideration. To them, this is the only way. Perhaps this reaches some of Kar-Nath's people.   
  3: [Faith]   Convert Holy Site 3 in Spawn Point [Region 56].   [Success!] 
   The Shoalmind Deep Blue's request to be brought into the Sequence has been honored, but Elkelt mirror's their creator. Much like Sersi, they believe in being thorough.   
  4: [Faith]   Convert Holy Site 2 in Artetchhue [Region 55].  [Success!] 
   With Deep Blue's dramatic loss against the Titan, Gravetenders seek to understand. As ever, they bring their debate along with them, because they have never done otherwise. Elkelt's blessing brings a handful of reliquaries to Artetchhue, semi-permanent shrines to be built.   
  5: [Faith]   Change Holy Site bonus [5] from +1 to Conversions to +1 to Defensive Battles.
   Elkelt gives a grand speech, though nothing like Sersi's calls to action. Still, it strengthens the Gravetenders' belief that they must defend their allies, their friends. Violence is a necessity, but the Gravetenders will always stand ready to protect.   
  6: [FAITH]   Craft Artifact to aid in protection against Mammos.
   Kelusyn's work is strange and alien to many. Even the Gravetenders tend not to understand the resonance effect the way she works with it. But Mammos has come to the Blossoming Icons, and thus must be working, interacting, with the resonance in someway. There are none more suited to understanding this than Kelusyn herself. As bid by Elkelt, the architect of resonance works to create a tool to disrupt Mammos' control... But this tool is notably not deployed upon the Icon's immediately. She requests, politely, that Mammos leave of its own accord.   
  7: [HOLIDAY BONUS: Military]   Raise Fort in The Dead Cities [Region 78].
   The capital nearly came under attack. The Dead Cities, the grandest of Maker architecture, were nearly subject to invasion. This mustn't be allowed to happen again. Sersi's Promise is built in record time, even by Gravetender standards, and stands tall before the Dead Cities, demanding attention before any may pass.    
Non-Actions:


 [The Reef Which Never Falls Silent: Host the  Reef In Bloom.  Followers of the Blossoming Sequence may attend as a faith action.]
   The Reef In Bloom welcomes the nation of Kenaqua, and offers them the technologies they seek for free.   
[Blossoming Icons: Seek Aid on nothing.]
   Gravetender Kelusyn, architect of the Blossoming Icons, discovers that her wondrous design has been corrupted. The entity known as Mammos has taken root, and Kelusyn is quick to report this. Elkelt sets aside use of the Icons for the time being, lacking the treasure to sway Mammos' hand.. For now.   
[Continue sending Kar-Nath Hard Metal via trade route.]

[Accept Talented Crabs from Seatide via trade route.]



 
 Spoiler: Stat Changes 




Ruler Stats And Increases:

Diplomacy - 3
Military - 6
Economy - 6
Faith - 7 &gt; 10
Intrigue - 1
 

 
 Spoiler: Statistics 

 
 Spoiler: Special Actions 
 Special Actions Available: Economy 5, Faith 10 
 Special Actions Used:  Diplomacy 5, Military 5*3, Economy 5, Faith 5*3, Faith 10
 

 
 Spoiler: Diplomacy 
 Reputation/Favors 
 The Abyssal Stewards:  Rep 1, 0 Favor (Expected Change: None)
 The Chelonian Chora:  Rep 0, 0 Favor (Expected Change: None)
 The Divine Nacre:  Rep 0, 0 Favor (Expected Change: None)
 International Prestige:  Rep 4, Prestige ? (Expected Change: None)

 Cultural Exchanges 
Deep Blue
The Shifting Ennead
The Riftlings Many

 Cultural Identities 
None
 

 
 Spoiler: Military 
 Units:  8 (Expected Change: None)

 Aristocratic Support 
78, 76, 81

 Generals 
Sersi The Pale  [10] 
  
 Spoiler: Dissertation In Practice 
If fighting defensively (-1): +2 to battle roll (2 points), -20% own casualties (2 points), and -10% enemy casualties. (-2 points), +12 to enemy leader loss roll (-2 points)
If *also* outnumbered (-0.5): +2 to battle roll (2 points), +2 to Tactical Maneuvering (2.5 points), -20% enemy casualties (-2 points)
 
  Fortresses 
76

 Perfected Tactical Doctrines 
None

 Military Technologies 
None
 

 
 Spoiler: Economy 
 Treasure:  1 (Expected Change: -1)

 Trade Posts 
 Total Owned  2
[76.2] Bastion:  Electrum
[78.1] The Dead Cities:  Preserved Food

 Mercantile Support 
78

 Cities 
None

 Trade Routes 
The Seatide Confederacy
Kar-Nath
Costa Seria

 Specialized Ships 
None

 Civilian Technologies 
  Megafaunal Tailoring, Graduated Symbiosis, Photospore Signaling, Supernatic Propagation, Trophic Deconvolution, Composite Grafting.  
  Electrodialytic Staurozoa   A specialized variety of sessile jellyfish, engineered by the Divine Nacres to partially desalinate seawater through electrodialysis across its outer membrane. Attaching them near the gills or other water intake organs provides cleaner and safer water at the cost of a buildup of supersaturated seawater inside the jellyfish’s body and precipitated calcium on the outside, which must be periodically expelled or scrubbed off, respectively.  [Effect: May ignore the increased effective distance from a Briny border up to twice per round. This does not reduce the effect of Briny borders on distance loss calculations. Requirements: None.] 
 

 
 Spoiler: Faith 
   The Blossoming Sequence   
 Faith Holy Sites:  22

[78.1] Dead City Urodela:  This Dead City is placed such that the light which streams from above is channeled into a series of crystals, all sculpted into abstract forms.
[78.2] Dead City Tacca:  Known for its meditation chamber, and the series of elaborate Reliquaries the faithful have built inside.
[78.3] Dead City Chantrieri:  Chantrieri towers above the rest, precipitously built along a sharp dropoff.
[78.4][The Dead Cities:] The Sacred Oath Of Silver Currents
[69.2] Neoplastic Monolith:  A great roiling mass of hard, stone-like flesh grows near the [direction of nearest waste or toxic border] border of Danabae. It shifts, grows, and consumes constantly, and is revered by some few who dare approach it. The Gravetenders have taken to reflecting upon it, and have built a temple nearby.
[76.1] Pardalis, The New City:  The first city truly built by the Gravetenders, now dedicated as a holy place of the Blossoming Sequence.
[76.2] A Study Of War:  A battlefield of the Makers, significant now to the Gravetenders as where they made their first steps to understanding violence.
[77.1] The Rime Gorge:  The Rime Gorge, and the ritual it represents, is of great interest to the Blossoming Sequence. Many die, and those few that survive flourish with power.
[77.2] Grand Schola: 
[77.3] Temple of Deep Currents: 
[75.1] The Plains of Sarkenos: 
[75.3] The Plains of Sarkenos: 
[79.2] Seatide Crag: 
[79.3] Stillwater: 
[58.1] Core Site: 
[58.4] Core Site:  The Silvered Oath of Ecumenical Exchange
[81.1]
[81.2]
[55.1]
[56.1]
[56.2]
[64.1]

 Clerical Support 
78, 76, 75, 58, 77, 79, 81

 Organized Faith Bonuses 
+1 to Defensive Battles.
Cultural Identity: Reaver Defense.

 Artifacts 
None

 Holy Orders 
The Silvered Oath of Ecumenical Exchange [58]
Sacred Oath Of Silver Currents [78]

 Miracles 
 The Reef Which Never Falls Silent:  Hosts the Reef In Bloom event every round an a non-action, and allows followers of the Blossoming Sequence to attend as a Faith action.
 

 
 Spoiler: Intrigue 
 Spies 
 

 
 Spoiler: Claims 
78 - Historicity
76 - Integration
76, 78, 77, 75, 58, 79, 81 - Holy Sea
 

 
 Spoiler: Wonder 
 The Blossoming Icons:  This wonder allows the country in control of Bastion (76) to take a modified Seek Aid action which reduces the effective distance for a Diplomacy and/or Faith action, rather than giving a bonus to the action roll. When taking this action, roll 2d6+Faith and subtract 11. Up to a roll of 18, this is the number of regions they subtract for the purposes of distance penalties. After 18, they subtract one more region for every 2 higher. (8 regions for a roll of 20, 9 regions for a roll of 22, etc.) In addition, they can Seek Aid as a nonaction once each round, for Diplomacy and Faith actions only. 
 

 

 
 Spoiler: Golems of Import 

 
 Spoiler: Laksha 
The first leader of the Gravetenders,  Laksha founded the Blossoming Sequence and works within the collaborative land of 59 to further the prospects of peace. Very nearly a pacifist by nature, her friendly manner served her well during rule. Many important aspects of Gravetender culture descend from her works, and among them, her arguments are held in high esteem even now.
 

 
 Spoiler: Sersi The Pale 
The second leader of the Gravetenders, and their first General. Sersi literally wrote the book on Gravetender warfare, with her ‘Dissertations on the Path of War.’ She’s more aggressive and practical, and began the push to spread the Sequence, which started the Eternal Debate properly. Brought the Gravetenders to the status of Holy Sea. Made Elkelt, her Disciple.
 

 
 Spoiler: Elkelt 
To be the third leader of the Gravetenders. Second generation Gravetender. Their form is made up of more than just stone, incorporating Maker elics and rimestone. Working on the Grand Archive project, for the aid of future Gravetenders.
 

 
 Spoiler: Kelusyn 
Known as a living encyclopedia of the Maker resonance effect. Built the Blossoming Icons, freeing Gravetenders to see the world, and especially the lands around Bastion, without fear of the horrible fate of being Stilled. Brilliant, dedicated, and reclusive. She does not let go of a project until it is finished, for better or worse.
 

 
 Spoiler: Akathi 
Sent to Seatide to study the Tidal Sequence. They have made a name for themselves there, and care deeply for the Pepsins of Seatide. Their work on the Firewall was important to getting everything in place, and brought Kelusyn into the project. Gregarious, even by Gravetender standards.
 

 
 Spoiler: Nasko 
Went to Kar-Nath of his own intent, having written several texts on how the Blossoming Sequence interfaces with the Nathi way of life. Has taken up an important position in the Grand Schola, and settled in as a teacher and spiritual guide. He has made keeping the friendship between the Nathi and the Gravetenders strong into his personal project.
 

 
Corona
    Most Serene Lojanese Republic   
 Time: Round 17, Place:  Regions 5, 6, 9, 11, 12, 13, 14 and 15 
Prime Minister Hoerthd Thnoet
Diplomacy: 10
Military: 10
Economy: 10
Faith: 2
Intrigue: 6
 
 
 
 rolls 
 Actions: 
 
  [Economy]Join Polar Bank 1/2 
 
  [Economy]Join Polar Bank 2/2 
 
  [Economy 10]New civilian technology... 
 
  [Diplomacy]Sway merchants region 14  2d8 + 10 Dip + 1 treasure + 1 city Sheade - 0 distance vs TN 14 = 28 
 
  [Diplomacy]Sway aristocracy region 14  2d8 + 10 Dip - 0 distance vs TN 12 = 20 
 
  [Military]Impress reaved Aristocracy in region 9  2d6 + 10 Mil - 0 distance vs TN 13 = 16 
 
  [Military]Raise unit 
 
 
 Non-Actions: 
Send GTZ Death Commando Conditioning and Indah's Embrace

Spy secret nonaction... done

Supply region 11 DI with Kelp Fiber from LSD trade route
Supply LSD with Selachian Mercenaries through trade route
[Renown] A Monumental Undertaking: Roof over Their Heads 3/3...


 News and Rumors: 
 
 Spoiler: Ruler 

 Prime Minister Lairmkam Kulal 
Next round stats:
Diplomacy: 3 + 1
Military: 3 + 1
Economy: 2
Faith: 2
Intrigue: 1

roll:  https://forums.giantitp.com/showsing...&amp;postcount=986 

New ruler next round? YES

Note to fellow players: I want to live dangerously, so you may assassinate, kidnap or otherwise ravish my rulers at any time. You don't need to approach me first, surprises are fine too. IC resistance and retaliation will be be offered, of course. 🙂
 

 
 Spoiler: Country Info, last update R11 

 Special Actions Available:  E10
 Special Actions Used:  E5 M5 I5 D5 M10 D10

  Diplomacy  
 
 Spoiler 

 Region Ownership/Claims/Supports  Table to be simplified?


 Reputation/Favours  To be updated
 The Abyssal Stewards:  Rep 1, 1 Favours (Expected Change: +1 Rep)
 The Chelonian Chora:  Rep 0, 0 Favours (Expected Change: None)
 The Divine Nacres:  Rep 1, 0 Favours (Expected Change: None)
 International Prestige:  Rep 2, 0 Progress (Expected Change: None)

 Cultural Exchanges 
Lambent Syndicate
Coral of the Protected Statera RIP

 Cultural Identities 
Let's Have a Cuppa - 2d8 to Swaying
 

  Military  
 
 Spoiler 

 Units:  9/10 (Expected Change: ??)
 
 Republican Guards - recruited R1, was destroyed in the 1st invasion of Kaarme, rerecruited R12 
 1st Selachian Battalion - hired R2, looted a temple in Bloodhome, fought in the 1st invasion of Kaarme 
 2nd Selachian Battalion - hired R2 
 Black Guards - hired R3, assassinated the Plo'uogoar 
 Selachian Elites - gained R7 
 Region 13 unit - gained R9 
 Sheade Regulars - recruited R10 
 Special Operations Forces - recruited R11 
 Kaarme Nobles - recruited R11 
 
 Generals 
Zabkrew - Mil 9,  Graceful Show of Force :
+1 to tactical maneuvering
-20% enemy casualties
-20% own casualties
+12 to enemy leader loss roll
+2 to own leader loss roll
You may make a Sway attempt against a randomly determined support in the battlefield region (regardless of the outcome of the battle)

 Fortresses 
Huurdrav, Lojan

 Perfected Tactical Doctrines 
None

 Military Technologies 
 Death Commando Conditioning  +1 to battle, requires Lamia Extract
 

  Economy  
 
 Spoiler 

 Treasure:  7 (Expected Change: -4+3)
Trade post income: 3 Treasure/round

 Trade Posts  List to be simplified
 Total Owned  ?? (?? for Treasure gain)

 Cities 
Sheade, Lojan - Swaying
Oarngalau, Selach - Battles

 Trade Routes 
Coral of the Protected Statera RIP
Lambent Syndicate
Lighthouse
Forests of Astral Yearning

 Specialised Ships 
Losinka Alaku: A Specialized Ship in the form of a Juvenile Reefback with an experienced crew. +4 vs theft, +1 to Explorations and Buyouts made with it.

 Civilian Technologies 
 Megafaunal Tailoring  No mechanical effect
 Graduated Symbiosis  No mechanical effect
 

  Faith  
 
 Spoiler 

 State Faith:  Shimmers of Unseen Bane

 Faith Holy Sites:  lots

 Organised Faith Bonuses 
+1 Conversions, 2d8 to Impressing

 Artefacts 
None

 Holy Orders 
None

 Miracles 
SUB followers can cross toxic borders.
 

  Intrigue  
 
 Spoiler 

 Spies 
Intrigue 7 Spy
 

 
 Spoiler: Interesting quests 

 ABS 

[Offer] Bounty of the Depths -

(Offer: The Abyssal Stewards are offering Treasure! Benefit: 2 or 5 Treasure. Cost: 1 Favor for 2 Treasure, 2 Favors for 5 Treasure. Duration: Available until the end of Round 15. Details: Available to countries of Reputation -1 or higher. )

[Opportunity] Fueling The Forge -

(Opportunity: Countries may provide Units, Food, Labor, or Heat Sources to repay debts to the Abyssal Stewards. Reward: 1 Favor. Cost: 2 Units or 1 suitable Trade Post per Favor. Deadline: Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice. Details: Non-action to gift Units/Trading Posts. May not be used if no Favors are owed. )

 CCA 

[Action - Faith] Work on a means of unmaking the Dreaming Dead 2/? -

[Request] A Little Less Lonely Road -
(Request: The Chelonian Chora would be delighted to see established countries keeping them company in the Wastes. Reward: +1 Reputation for successfully Exploring or Prospecting a Wastes region. On a Wastes region Prospecting roll of 16 or higher, +1 Favor. Penalty: None. Deadline: Available until the end of round 15. Details: Available to countries with Reputation -2 or higher. Max of +2 Reputation from this request per Country.)

[Opportunity] An Appetite For Abundance -

(Opportunity: Countries may provide Treasure, Luxuries, Esoterica, or Fertilizer to repay debts to the Chelonian Chora. Reward: 1 or more Favors. Cost: 3 Treasure or 1 suitable Trade Post per Favor. Deadline: Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice. Details: Non-action to gift Treasure/Trading Posts. May not be used if no Favors are owed.)

Taboo: The Chelonian Chora have a religious vendetta against The Dreaming Dead. Penalty: -2 CCA Reputation for adopting The Dreaming Dead as a state religion; additional -1 CCA Reputation every turn thereafter unless abandoned, which grants +1 CCA Reputation. Duration: Indefinite. Details: None.)

(Task: Cooperate in the creation of the Songline of the Sunlit Seas. Available for Tropical zone countries only. Reward: +2 Favors (max); if Project is completed, additional reward given to all contributors. Penalty: None. Deadline: End of Round 12. Details: 1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Songline. 1 Favor earned for spending a Faith action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires.)

 DNA 

[Opportunity] A Need For Knowledge -
(Opportunity: Countries may provide Technologies, Toxins, Exotic Flora, or Exotic Fauna to repay debts to the Divine Nacres. Reward: 1 or more Favors. Cost: 1 previously unknown Technology or 1 suitable Trade Post per Favor. Deadline: Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice. Details: Non-action to gift Technology/Trading Posts. May not be used if no Favors are owed.)

[Offer] Survival Of The Fittest -
(Offer: The Divine Nacres are offering to procure Trading Posts for countries they like through means some might consider predatory. Benefit: The Divine Nacres will attempt to Coerce Trading Posts on a country’s behalf. Cost: 1 Favor per Coercion attempt. Duration: Available until the end of Round 15. Details: Normal restrictions on Coercion apply. Available to Reputation 1 or higher countries, and will not target TPs belonging to countries with a higher Reputation than the requesting country - other Organizations are considered to have a Reputation of 2 for this purpose.)

(Circumstance: The Divine Nacres are returning to their traditional seclusion. Benefit: None.Penalty: The TN to Raise Reputation with the Divine Nacres is increased by 2. Additionally, when using a Favor to Raise Reputation, it still requires a roll (though not an action), but the country which spent the favor gains a +2 bonus on said roll. Duration: From the start of round 10 to the end of round 15. Details: None.)

 PRS 


[Honor] Remarkable Reconstruction -
When a country rebuilds a TP or Holy Site that was destroyed by the Reavers, they may choose to let it enter play Open, rather than under their control. If they do so, they gain +1 Prestige. If a country donates 2 Units as a non-action to a region that lost units to the Reavers, they gain +1 Prestige and the region no longer qualifies for such donations by other countries. If a country successfully Sways or Impresses a Reaved Faction in a region they don’t control, they may choose for it to become Open instead of gaining the Faction’s Support; for every second Faction they restore in this way, they gain +1 Prestige. Special: Any country may rebuild Holy Sites or TPs destroyed by Reavers in uncontrolled regions. If multiple countries donate Units to a region that lost units to the Reavers, they both gain the Prestige, and the region gains the Units from all such donations received.

[Mystique] Renegades, Turnskins, And Defectors -
The first country in each starting zone to successfully Incite Betrayal will gain 1 Prestige. The first rebellion to arise on behalf of a specific country in each starting zone will gain that country 1 Prestige. The successful use of either the Galvanize Partisans Intrigue 5 Special Action or the Spark Claimant Revolt Diplomacy Action will suffice for fulfilling the second half of this opportunity; the Inspire Uprising or Spark Rebellion actions will not.


[Piety] The Religious Community -
(Opportunity: The first country in each starting zone to found a Holy Order will gain 1 Prestige. Duration: End of round 12. Special: If multiple countries in the same starting zone found a Holy Order in the same round before any others, both countries will gain the additional Prestige.)

 Indefinite duration effects 

[Strife] Big Fish In Small Ponds -

Prestige and PRS Rank will no longer correlate one to one: to reach PRS Rank 3 from PRS Rank 2 will require 2 Prestige, while reaching PRS Rank 4 from PRS Rank 3 will require 3 Prestige. This Prestige does not have to be earned in the same turn. Reaching PRS Rank -3 from PRS Rank -2 requires the loss of 2 Prestige in the same turn. If all available positions at a given PRS Rank are occupied when a new country would reach said rank, the country which gained Prestige least recently has their PRS Rank reduced by 1. Ties are resolved by roll-off with the tying country’s highest respective attributes, with the lowest rolls losing. Changing rulers will no longer result in PRS Rank loss when at PRS Rank 3 or 4, but will reset any accumulated Prestige to 0.
Special: The loss of Prestige still causes a loss of PRS Rank. Gaining Prestige when at PRS Rank 2 or 3 which is insufficient to rise to the next PRS Rank, or gaining Prestige when at PRS Rank 4, still counts for determining which country gained Prestige least recently. Losing PRS Rank resets the clock and clears out any accumulated Prestige which was insufficient to reach the next Rank, and counts as an instance of gaining Prestige for timing purposes only.

[Renown] A Monumental Undertaking -

Can work on one monument or similarly grand project in a region you control as a non-action. This requires a fluff description of the ongoing work, design, difficulties, progress, or similar. Three to four sentences should usually be sufficient. When beginning such a project, must decide on a 3-part project (+1 PRS) or 5-part project (+2 PRS).

[Acclaim] To Greatness -

Sea Power, Empire, Merchant Marine, or Holy Sea -&gt; 1 Prestige. Usurpation results in Prestige loss for the usurped country.

[Honor] Blood, Stone, and Ink - PRS treaties can be made.
[Affluence] Opulent Optics - May spend 5 Wealth as non-action to gain 1 Prestige.
[Mendacity] A Lack Of Commitment - Prestige loss if a country Oppresses a faction in a region on which they have a Confederation claim. Prestige loss if a country backs down from an Ultimatum it has made.

[Notoriety] The Fragility of Fear -
[Ignominy] Stigma, Scandal, and Shame -

Prestige loss will be assigned: experience a rebellion in response to a failed Oppress Faction or Impress Aristocracy action, commit gross atrocities.
Prestige loss may be assigned: forced to acquiesce to a rebellion’s demands, badly lose a battle heavily favored to win, grossly humiliated or suffer a gross embarrassment.
Return captured general: can give -1 PRS to the other party, captured ruler: -2 PRS.
 

 
Aerin
   End of Round Seventeen  
No further mechanical edits to action posts may be made 
Aerin
   Round Eighteen: Begin  
Years 52 - 54

Don’t forget to link to any rolls you make, including rolls for rulers you will start using at the start of next round. If you want a new ruler in the next round, you must state so in your action post for this round and link to their rolls. Any increases from actions for this round are counted for the ruler you start your next round with, which may or may not be your current ruler.
Good luck!

Round 18 will close on Sunday, January 22nd, at 8 AM Pacific Standard Time. This is one hour later than the previous time and will be the new round close time going forward.

 The following events occurred between Years 49 - 51  
  Rules Alerts and Changes!  
  Rules Change:  
Future Great Projects will require fluff in order to have a mechanical effect.

  Clarification:  
Open Trade Posts and Holy Sites may not be Sacked, except by the Sharks.

  Reminder:  
Please send all information related to secret actions and secret non-actions to Aerin through  forum private message  (not Discord).

  Memetic Hazard Generators Technology Changes:  
Prerequisites: Electrodialytic Staurozoa, Esoterica or Drugs
Effect: On a successful Undermine Support, on a Great Success (the higher of TN 18 or the defender’s roll + 6), the targeted Faction becomes Unruly.

  Memetic Cohesion Technology Changes:  
Slot: Logistics &amp; Morale
Prerequisites: Memetic Hazard Generators, Thinking Creatures
Effect: +1 to Maneuvering and Battle rolls if using a Subcommander

  Discovery!  
 Explorations, prospecting, and other news from afar 
 
 The Hymenocera Expanse clears part of W33, revealing Region 192! They have created a Depth 1 Contaminated Toxic Open Waters Region, which has one Holy Site of Uplift Reverence. 
 
 Spoiler: Decontamination 
While region 192 is Contaminated, it cannot be Colonized, does not have TPs, and counts as two additional regions for distance penalties, including actions taken in the region.

 Incendiary Irrigation - ABS:  The Abyssal Stewards suggest a plan for their Core-Branded, involving displacing the corruption of the wastes through the divine power of the Core itself - if they can call forth the Ventroots at a suitable site, then establish a series of hydrothermal vents in a pattern the Stewards call Ashan Nachal - The Smoldering River - then the expulsions should push out most of the the corruption of the wastes and establish a basis for a fledgling ecosystem in the area. If a country with ABS Rep 3 or higher succeeds on a TN 14 Prospecting action to find a suitable starting site for the Koreshom to call forth the Ventroots, followed by completion of a 3-action Economy or Faith Project to help the creation of the Ashan Nachal, the region will no longer be contaminated, and gain 1 TP of Perilous Soot; if all countries which contributed to the Project agree, this TP can enter the game under ABS control, in which case the country which contributed most to the Project (ties broken by ABS Rep) gains +1 ABS Favor. Once colonized, the Abyssal Stewards can be asked to Prospect the region using Bounty of the Depths to change the resource to a type of Hard Metal.

 Reef Riders' Reconditioning - CCA:  The Chelonian Chora can be requested to bring in Reefback Turtles, calm the spirits of the turbulent ancients, and seed life from their great rides that might be able to cleanse the corruption in much the same way it does while they are on their journeys through the Wastes. Must Convert the Uplift Reverence Holy Site to Choral Practices, then give the Chelonian Chora a Fertilizer TP, and wait 1 Round, after which the region will no longer be Contaminated, gains 1 TP of Reefback Scales, and one additional Open Holy Site.

 Ecological Equity Experiments - DNA:  The Divine Nacres can be hosted while they attempt to cultivate a whole new ecosystem in the area. This requires a country with a Holdfast in an owned region to spend 1 Treasure as a non-action per round the Divine Nacres work on it - this is likely to take at least three rounds. The Divine Nacres may request resources as well, and failure to supply the requested resources in a timely fashion will result in penalties for DNA's rolls - poor roll results may result in the process requiring additional time. If this method is started and followed through on to completion, the region stops will no longer be contaminated and  gains 2 TPs of an unknown but organic resource, and the hosting party gains +1 DNA Reputation and +1 DNA Favor. If this method is started and then abandoned, lose -1 DNA Reputation, to a minimum of -2.
 

 The Splendid Miru Miru explore the depths of Region 150! They discover the native population, which has a Desired Import of Tools, 5 units of native defenders, one Holy Site of Ascendent Teachings, one Holy Site of Sunlight Reverence, and one Open Holy Site.  They receive +1 to a Buyout in the region this round and +1 Treasure.

Having explored many seas in their days, the Yellow Shade set out once more, this time under the guidance of a new ruler, who has graciously funded their journey. Traveling westward from the oceans of the Lambent Syndicate, the failure of a scouting party to return in a timely manner for a standardized progress report sends the group haywire, unsure of what to expect ahead. Inching into the unknown seas ever more cautiously, the Shade notices something of a murky hue to the region, with an extreme lack of wildlife to be found. Before long, many begin to feel queasy, and the group decides to turn back before any further damage is done.
 The Lux-Glossian Shades explore west of Region 32! They discover Region 191, a Depth 0 Toxic Open Waters Region which has one Open TP of Hammerhead Sardines.  They receive +1 to Colonizing the region this round.

 The Peacekeepers of Surunung explore north of Region 155! They discover Region 156, a Fathomless Depth 2 Region which has one Open TP of Twice-Tamed Gloomsharks. 
 The Peacekeepers of Surunung explore northeast of Region 159! They discover Region 161, a Depth 0 Brackish Region which has two Open TPs of Flowersalt, a Desired Import of Military Labor, 5 units of native defenders, and two Holy Sites of Equinox Revival. 

Expecting nothing other than a continuous expanse of chilling waters, the Nathi explorers plan an exploration into what has previously been the only region they had no knowledge of beyond their immediate borders. Sparsely populated, the area that they uncover is indeed glacial, covered with a layer of ice. This, of course, is nothing the Nathi haven't experienced before, allowing them to make a successful trip into the midst of the uncharted region, gaining much information before returning home.
 The Kar-Nath Hegemony explores west of Region 63! They discover Region 62, a Depth 1 Glacial Open Waters Region which has one Open TP of Adhesive Urchins.   They receive +1 to a Buyout in the region this round.  EDIT: They receive +1 Treasure from Joined-Stalk Companies!

 Kenaqua explores south of Region 52! They discover Region 53, a Depth 0 Region which has one Open TP of Maltreed, a Desired Import of Light Sources, 2 units of defenders, one Open Holy Site, and one Holy Site of Veiled Mysteries.  They receive +1 to a Sway in the region this round.

Traveling deep into the frigid Wastes, the  Silvered Eye  spends many days in utterly lifeless waters before coming upon a small school of shimmering fish. Most of them escape, but the explorers are able to capture one. They discover that this species derives its sustenance from silica, and their jagged cast-off scales are sharp, fragile, and translucent, but can easily be melted together by long exposure to a Nathi’s body heat.  The Kar-Nath Hegemony prospects W6, revealing one Open TP of Glittergill Shards! 
  Growth!  
 Expansion, development, unification, and similar forms of growth and prosperity 

The Cyphiri Union colonizes Region 121! Region 121’s Desired Import is Crops.

The Magaramachi settle Region 154! This round, they may choose to request that the Desired Import change to reflect the new population.

  Statecraft!  
 Cultural events, diplomatic overtures, foreign relations, and domestic affairs 

SKR gifts PGL Scrying and Papershell Draft-Cuttles via Cultural Exchange

EDIT: RFT gifts the Shark Orb to SHK

SKR gifts the Eternity Trowel to MIR
 
 Spoiler: The Eternity Trowel 
When you gain control of the Eternity Trowel, nominate another nation as the "seeder."

The Eternity Trowel gains a charge up to three times per turn when you succeed on a rolled action.  When it has three charges, you may reset it to zero charges to Seek Aid as a non-action.  If you do, choose a territory you control with less than three holy sites.  As long as you control The Eternity Trowel, the seeder may build holy sites there as though they owned it and had clerical support.
 

EDIT: MIR gives SUR Supermarine Artillery and Razor Current Netting for  Filtration Grafts  Graduated Symbiosis via Cultural Exchange

LOL gives GTZ Death Commando Conditioning and Indah's Embrace via Cultural Exchange

LUX gifts LSD Composite Grafting, Graduated Symbiosis, Megafaunal Tailoring, Photospore Signaling, Supernatic Propagation, Trophic Deconvolution, Anoxic Adaptation, Supermarine Artillery, Razor Current Netting, Electrodialytic Staurozoa, Devolving Standardized Integrations, Filtration Grafts, Bitter Tourism, Traveling Scholars, Bioluminescent Navigation, and Mamomachines at the Glorious Rebirth

UNI releases Setia the Forgotten to LSD for a ransom of 3 Treasure and a PRS Treaty of nonaggression

GTZ establishes a Marriage Claim on Region 140
GTZ establishes a Marriage Claim on Region 170

LSD establishes a claim on Region 32

GTZ Sways 140 Aristocracy
MIR Impresses 160 Merchants
CYP Impresses 91 Aristocracy
CYP Impresses 126 Merchants
HEX Sways 30 Aristocracy
COS Impresses 113 Merchants
COS Impresses 133 Merchants
KNH Sways 64 Merchants
OKI Sways 123 Clergy
SEN Sways 69 Aristocracy
SEN Sways 84 Aristocracy
DRG Impresses 71 Aristocracy
EDIT: UNI Impresses 22  Aristocracy  Merchants
LIT Impresses 22 Clergy
LIT Sways 17 Clergy
SUR Impresses 160 Aristocracy
LOL Sways 14 Merchants
LOL Sways 14 Aristocracy
LOL Impresses 9 Aristocracy
SKR Impresses 117 Clergy
SKR Impresses 120 Clergy
EDIT: ESP Impresses 66 Aristocracy

  Trade!  
 Buyouts, trade routes, and other economic shenanigans 

The whims and desires of the Eternal Mistress cannot be fulfilled with things in Leriander as they are, and so she sends back home to link her new waters with familiar ones.  LUX forms a trade route with LSD 

The World Garden embarks on outreach into more distant waters, sending trade delegates to the court of the Hymenocera High King.  SKR forms a trade route with HEX 

In the wake of their humiliating loss to Ennead defense forces (led by Sersi), the Residuum nonetheless is willing to bind itself by trade to their foe’s accountant.  DRG forms a trade route with STC 

EDIT: The Abyssal Stewards construct a new Trade Post of Coral Dye in Separatum Corporate Holdings (59)

MIR buys out Region 152 TP 1 for Algae Bloats
MIR buys out Region 100 TP 1 for Scaldsquid
LUX buys out Region 103 TP 1 for Adventuring Scholars
OKI buys out Region 129 TP 2 for Mercenary Retainers
OKI buys out Region 116 TP 1 for Anuran Vanguards
STC buys out Region 70 TP 2 for Inkfang Worms
STC buys out Region 63 TP 2 for Sheerspun Fabric
SEN buys out Region 51 TP 3 for Maleficient Jelly

  Faith!  
 Conversions, organization, and other such matters of faith 

Herring wheel within herring, and a new current begins to flow.  Deep Blue founds a new School of the Blossoming Sequence - the Open SEAquence (5 HS bonus: +1 to offensive battles) 

Recent events have convinced the Gravetenders that their duty must be to protect their allies, rather than expand the faith.  The Gravetenders change the Blossoming Sequence 5 Holy Site bonus from +1 to Conversions to +1 to Defensive Battles 

A strange phenomenon is spotted in Coresite -  religious monuments  constructed by the herring. Waves of silt statues seem to amplify the aggressive thoughts of those nearby, and observers can only speculate on what effects it must be having on the shoalmind. From bones, to bones, as it were….  Deep Blue completes the Basilisk Protocols in Region 58! Effect: a successful seek aid action allows the use of the Child of Pearl's ability to roll twice to be used on a Maneuvering roll in Region 58 or an adjacent region 

The Kelpie and the Mare convert Region 104 HS 2 to Shimmers of Unseen Bane, despite efforts from Pfith missionaries
EDIT:  PGL converts Hightide Holies Region 104 HS 2 to Sakurado 
EDIT:  KEN converts 59 HS 1 to The Shroud  Resisted by RFT!
The Finalists convert 107 HS 2 to The Final Peace
The Finalists convert 108 HS 2 to The Final Peace
UNI converts 21 HS 3 to the Crimson Chant
DPB converts 57 HS 1 to the Blossoming Sequence
DPB converts 57 HS 2 to the Blossoming Sequence
DPB converts 58 HS 1 to the Blossoming Sequence
LIT converts 19 HS 1 to the Crimson Chant
GRV converts 75 HS 2 to the Blossoming Sequence
GRV converts 65 HS 1 to the Blossoming Sequence
GRV converts 56 HS 3 to the Blossoming Sequence
GRV converts 55 HS 2 to the Blossoming Sequence
EDIT: CCA converts 5 HS 2 to Coral Practices

COS converts 103 HS 1 to Brilhinte
COS converts 173 HS 1 to Brilhinte
Decades after its discovery and occupation by the Shades, the Temple of Narcis has finally been reclaimed by the Brilhinte priesthood. Despite the Azure Shade’s best efforts at restoration, much work remains before the temple lives up to the monument envisioned by Brilhinte historians and acolytes. The clergy returning to Palacia to report on the successful conversion of the tiny colony town urge Alverna to consider the philosophical advances that could be made if scholars could consolidate the teachings of each of the Seven Divines.
 Should a nation with the Brilhinte state faith take a Faith action to restore the Temple of Narcis, then successfully Investigate the ancient Brilhinte worship sites while all seven grand temples to the Divine are under Brilhinte control, something unique may be uncovered…. 

DRG converts 71 HS 1 to Wings of the World
DRG converts 71 HS 2 to Wings of the World
EDIT: DRG converts 70 HS 1 to Wings of the World
Word spreads. All across the lands of the Dragiau, the whispers connect the dots. As the nests and the baths are honored, the people learn that the pretender drake of the southern depths was rebuked, and that in the process, the protector of the north had also dearly wounded a mortal god. The war in the east was such a foregone conclusion that it inspired and required the personal intervention of the Faithful Stalwart, Sersi, to prevent a total sack of Danabae. The Residuum rises again; let all watch its ascent.

  Wonder!  
 Miracles and inventions, ancient relics and spectacular undertakings 

Rendal Belar's unfailing exploration has borne fruit, and the ancient truths and buried secrets he uncovered have proven to the Cyphiri the extent of life before the calamity. The weight of Fate lies heavy on the wastes.  The Cyphiri Union performs a Miracle: Bones of the Ocean! Wastes Trade Posts held by followers of the Cyphiri Way count as Flowing Way Holy Sites. 

Claiming for herself the Crown of Avarice, Mawbel reshapes region 61 in her own image. If peace cannot be had in Magma Falls, she will build a place untouched by the depredations of those who do not know Prosperity.  The Riftborn Myriad performs a Miracle: Tempus Vernum! Region 61 becomes owned by the Eternal Spring! 61 becomes ESP's new capital! ESP gains control of the Aristocratic, Merchant, and Clerical supports of region 61! Region 61 gains one Holy Site and one Trade Post! 

After years of careful observation, the subtle effects of the Safety Net in Region 61 become noticeable. Mammos’s Influence wanes with distance, with a focal point in Region 61. Additionally, the use of the Riftborn hivemind network to create the Net may have unintended repercussions

Lojanese scientists unearth a new technology, but information about its nature remains highly classified.  The Lojanese Republic creates a Technology, to be defined next round 

Hexagons walled with slabs of luminous crystal spring up across the Shades' waters, and the lights in the skies above are not only beautiful, but a true reflection of the buried light of Leriander.  The Lux-Glossian Shades complete a World Wonder: the Mirrored Aurora! 
 
 Spoiler: The Mirrored Aurora Mechanics 
1. The Mirrored Aurora counts as being in every settled region the owner of the Glossian Sea (135) controls which doesn't contain a different World Wonder or Organization Base. This does not prevent Organization Base construction in those regions, but the Mirrored Aurora will no longer count as being present in the region once the base is complete. The Wonder is captured alongside the Glossian Sea (135), and is disabled if the city of Leriander is Sacked (and re-enabled if the city is restored).

2. The owner of the Mirrored Aurora may spend one Intrigue or Economy action each round to Reflect; if they do, they add two additional targets to another action they take that round which is not Military, Secret, or Special. Each target must be at least 8 effective regions away from any other target. Distance penalties, bonuses, and treasure spent are calculated separately for each target.

3. If the owner of the Mirrored Aurora has Reflected, they and anyone with a Cultural Exchange or Trade Route with them can skip between the Glossian Sea (135) and any region with this Wonder in it or vice versa. This costs two effective regions of distance, cannot be used for Military actions, and is conditional on their approval. If another player uses this feature for a secret action, the owner of the Mirrored Aurora learns what the secret action was. Multiple skips are legal; you can skip from any region with this Wonder to any other region with this Wonder for four effective distance.
 

The infection of the Blossoming Icons by the entity known as Mammos is a crisis demanding the most skilled of the Gravetenders, and Kelusyn’s understanding of resonance is beyond compare. At her new leader’s bidding, she devises a new tool, one that will shake the tendrils of gold free from the network.  The Gravetenders create an Artifact, Kelusyn’s Disruptor, to aid in curtailing Mammos’s regional influence 
 The Lighthouse creates an Artifact, the Round Table! 
 
 Spoiler: The Round Table 
Any country may sponsor The Round Table for one round as a Diplomacy or Economy action. Once per turn, the owner of the Round Table may pay 3 effective regions of distance to skip to a sponsor's capital for a roll relating to a Titan Hunt or Titan-related investigation and receive +1 to the roll. The owner of The Round Table may not sponsor themself.
 

 
 Spoiler: The Astral Menagerie continues to wander… 
 Wanderings: 
ESP gains 4 treasure from the Banished Merchants before they move on to GTZ. They deplete the local resources, undermining ESP’s control of the Region 66 Merchants.

PGL is visited by both the Kelpie and the scintillating Twin.
A conversion attempt is made with a bonus of +8 against a random HS in one of PGL's regions, prioritizing regions with unruly clergy. This round, it will target Holy Site 1 in Region 104.
Next round, the Kelpie and the Twin will move out of PGL.

DPB hosts both the Mare and the mimic!Twin.
A conversion attempt is made with a bonus of +8 against a random HS in one of DPB's regions, prioritizing regions with unruly clergy. This round, it will target Holy Site 1 in Region 187.
The Mare and the Mimic will remain with DPB next round.

ESP is visited by the Withering Everlight.

KNH is visited by the Scintillating twin.
 

  Might!  
 Military matters of all kinds, be it warfare or strategic developments 

Runors of quiet experiments performed on the desperate and destitute are surely false - but the new symbiotic armor of the Lambent Syndicate is no rumor, but a living, regenerative armor without compare.  The Lambent syndicate creates a technology: Crimson Cuirasses (Slot: Armor, requires Graduated Symbiosis, Organic hard material (Hardplate Fungus, etc.), Effect: +1 Battles) 

The Taikan armies exist primarily for the securing of shipping, and Tiaki well recognizes that traditional victory is not much better than a simple stalemate when all that matters is moving the goods.  The Splendid Miru Miru recruit a General: Tiaki, Protector of the Golden City (Mil 10)! Doctrine: Impenetrable Bubble: -20% enemy casualties, -20% own casualties, +12 enemy leader loss, +4 to battle 

The Vessel dons the Beast Collar and is transformed!  The Lighthouse recruits a General: The Hollow Vessel (Mil 8)! Doctrine: Hold the Line of Light: If fighting defensively, +4 to battle and +4 to enemy leader loss 

The Dead Cities have been and remain open to all, but this licence does not extend to the threat of encroaching armies. Sersi has seen Magma Falls and Danabae both withstand overwhelming opposition, and the same will be done for her home. When completed, Sersi’s Promise stands imposing outside of the seat of polar diplomacy, the Dead Cities.  The Gravetenders build a Fortress, Sersi’s Promise, in the Dead Cities (78) 
 
 Spoiler: PGL invasion of Region 131 
Led by Sisgka (Military 8) with a Military 6 ruler, 6 Pfilghol units equipped with Magma forged weapons, spending one treasure and attempting to Just Do Better supported by an equal number of their allies from the World Garden advance into the kelplands to spread their faith to the remnants of the Monheganist Regime led by a Military 4 sub-commander commanding 2 units and attempting to use Unyielding Force

PGK wins Tactical Manoeuvring, successfully using Just Do Better (+2 battle rolls)

Despite the weight of numbers being heavily against them, the forces of the Monheganist regime fight effectively, taking advantage of superior terrain knowledge and the knowledge that this may be the start of the end of their regime.  There was probably little they could do against such overwhelming numbers but let noone say they didn't try.  They stood firm as the waves of allied troops hit and gave far more than they got but in the end the allies could send more waves than they could repel and once their left flank's morale collapsed and they turned and fled the contagion of fear travelled down the Monheganist line leaving the Pfilghol and World Garden troops standing victorious on a field with for more of their dead than their enemy's.

PGL Victory! PGL loses 1 unit! SKR loses 1 unit! PGL takes control of Region 131!
 

 
 Spoiler: GTZ invasion of Region 130 
Led by Squall Kagado (Military 10) with a Military 10 leader, 6 Gotezhar units using the Middish Way and armed with Submarine Artillery, Devolving Standardised Integrations and using their ruler's "prestige" as the Black Spot in conjunction with money spent on treasure march, aiming directly for the Storm's Center into region 130 to face one unit of the Monheganist Regime led by a Military 4 sub-commander commanding 2 units and attempting to use Unyielding Force

GTZ wins Tactical Manoeuvring, successfully using Aim For the Storm’s Center Tactical Doctrine (-6 to enemy leader loss roll, -20% to enemy losses, +1 to Battle Roll from Perfected Doctrine led by Kagado)

Gotezhar troops move directly towards Monhegan II with only a token force dispatched to attack a Monheganist contingent attempting to take a defensive position in a coral reef.  Squall Kagodo's personal retinue surround him as they delve deep in to the Monheganist troops and the battle is short, and not even that bloody.  Monhegan II is surgically extracted from his bodyguard and executed on the battlefield.  What little is left of the Regime's troops surrender but the Gotezhar had killed almost all of them without that even being their main objective.  There's barely a handful of the Monheganist forces left and Gotezhar controls the field.

GTZ Victory! GTZ loses 1 unit! Monhegan II is captured and bloodily sacrificed by Squall Kagado in full view of the Monheganist army! GTZ gains a Strong Claim on Region 131 from the sacrifice! GTZ takes control of Region 130!
 

 
 Spoiler: OKI invasion of Region 112 
Led by Dame Commander Catriona MacAilpein(Military 10) with a Military 5 leader, 4 Order of Order units armed with Submarine Artillery, the Middish Way and the Thunderstone Cudgel attempting to use Quiver Hell's Foundations march into region 112 to face 2 Monheganist units led by a Military 4 sub-commander.

OKI wins Tactical Manoeuvring, successfully using Quiver Hell’s Foundations Tactical Doctrine (+2 to battle)

Dame MacAilpein holds her forces back while the Submarine Artillery pummels the Monheganist position then swiftly advances before the enemy have a chance to regroup, pulling up her forces a short distance away.  A moment of silence then a...noise.  None of the Monheganist troops who survive that day are ever able to fully convey the sound though, their language having no emphatic for "noise".  An incredibly loud incredibly deep wall of sound hits them and gaps appear in their lines as individuals either cower or outright flee.  Within moments of that the Order of Orders slam into the shaken Monheganist line completing the triple assault of artillery, noise, individuals.  The battle becomes individual melees quite quickly as Order troops attempt to create a little space to deliver an individual cry and the noise of the battle can be heard from hundreds of miles away through the water.

The Monheganists fight well and once or twice even look like they will carry the day, but Dame MacAilpen is a force of nature unto herself.  Deadly in individual combat, skilled at battlefield command and with a shout that sends troops fleeing from the battlefield every time she utters it, the victory is to a large extent hers.  As the last of the Monheganists flee though casualties are roughly even, it is the Order of Orders who hold the field.

OKI Victory! OKI loses 1 unit! MHR loses 1 unit! OKI takes control of Region 112!
 

 
 Spoiler: Finalist Rebellion invasion of Region 108 
Native Commander score: 6

 Tactical Manoeuvring Roll: 
Finalists: 13 attempting to use Guarded Approach Tactical Doctrine (-20% own casualties, -2 to own battle roll)
Natives: 12, attempting to use Skirmish Tactical Doctrine (-10% casualties both sides)

 Outnumbering: 
8 Finalist units vs 5 native units; Advantage for Finalists; +2 Outnumbering Bonus
 Battle Roll: 
Finalists: 21
Natives: 14

Finalist Victory! The Finalists lose 1 unit! Native defenders lose 3 units! Finalist Uruza is killed! The Finalists seize power in Region 108!
 

 
 Spoiler: SEN invasion of Region 60 
Maybe…
Ennead troops and workers move through the lands of the Riftborn, harvesting the polyps without any significant resistance.  Numerous others are dislodged from the rocks that anchor them and sent drifting on the currents a little too fast to be harvested.  The factories of Danabae will be well stocked and their scholars and scientists will have many new specimens to dissect.

Or maybe…
With the help of the Ennead many if not most of the tube worms are detached from their rocks and are free to flee the titan.  A number don’t survive the harvest but what is the fate of one individual compared to the survival of all.  And new bodies are brought into the hivemind as well.  A truly successful operation.

What’s certain is that the Ennead take control of Region 60 and their power/kindness impress the local aristocracy.  Deprived/freed from her home RFT’s Youngest, First Chosen of the Mother, becomes a Rebel Leader. News of the vicious grab for raw biomass is met with condemnation and dread from other nations who fear they may be the next target of the Ennead’s addiction to grafting swaths of the world onto their fledgling empire. SEN loses one Prestige

EDIT: SEN Impresses the Aristocracy in 60 from Integrate the Captives

 
 Spoiler: Rebel Leader rules refresher 
Rebel Leaders treat all regions in which they have the Support of at least one faction as their territory for the purpose of distance. Every round a Rebel Leader operates, they may take one free Sway or Impress action in one randomly selected region in this territory. As long as Rebel Leaders have the Support of at least one faction in their capital region, they do not suffer the normal penalties associated with lacking control over their capital region.

Rebel Leaders have no unit cap as long as they remain Rebel Leaders. Rebel Leaders may also use an action to attempt to Galvanize Partisans in regions in which they have Support without the use of a Special 5 Action, treating factions they have the Support of as Unruly for that purpose.

However, a rebellion can only be sustained for so long. A Rebel Leader must occupy a new territory within 2 rounds; otherwise, their cause will begin to lose momentum. On their third round of operation without territory, the Rebel Leader must attempt a Diplomacy check against TN 14. Failure removes them from the game, while success allows them to act for another round. This TN rises by 2 for each additional round the Rebel Leader spends in rebellion (16 in round 4, 18 in round 5, etc.)
 

 

 
 Spoiler: OKI invasion of Region 111 
Unopposed! OKI Victory! OKI takes control of Region 111!
 

 
 Spoiler: SHK invasion of Region 123 
Unopposed! SHK Victory! SHK sacks CYP TP 1 for Malleable Blubber! OKI retains control of Region 123!
 

  Schemes!  
 Coercion, betrayals, and spycraft 

After years of recovery from Titanic devastation, Lady Ink once again looks outwards through her agents to a changed sea.  The Black Pearls recruit a Spy, Lady Nepenthe (Intrigue 8)! 

The Black Pearls steal Bioluminescent Navigation from OKI

COS attempts to undermine 119 BLP Merchants, but is thwarted by Lady Ink’s many-tentacled grasp on the Barnacle Glue market

 ESP Investigates the origins and usage of Unblemished Wreckage 
The Eternal Spring does their best with the tools available to try to understand the secrets the wreckage within the wastes to their north must hold, but…there is almost nothing to compare to. The material is unlike anything else, and many of the components housed within seem like so many useless stems. There’s some superficial similarity to the silver conduit patterns of the Gravetenders and their Makers, but closer analysis reveals these similarities to be just that - superficial. Some of the more intact elements have vague structural similarities to that of the Nacres’ Holdfasts, but this too cannot be used to draw much in the way of conclusions - it’s almost certain that this similarity results from the limitations of design inherent to construction with inorganic materials such as this, materials which cannot be grown into their ideal forms as easily as corals or bone.

 ESP Investigates the wreckage of the Titanic Battle, spending 3 Treasure 
Unfortunately for the investigators of the Eternal Spring, the site of the clash of Titans was located in the territory claimed by one of said Titans - and they have already recovered most everything worth recovering - with a few, small exceptions. A few pieces of apparently permanently frozen sand here, some pooled sulfuric brine there, several dozen tons of burnt herring scattered simply everywhere. These meager scraps could, theoretically, serve educational purposes, but only to illuminate the power wielded by these behemoths.

 ESP Investigates the nature and existence of Underwater Bears 
Mawbel spends some time drawing up a flowchart with all of the known information about underwater Bears. Like any reasonable being, she comes to the logical conclusion: Bears are mythical creatures. Let us review the evidence:
 
 Spoiler: Why Bears don’t exist 
1. Bears are reputed to have a myriad of fantastical abilities. It is said that they can sleep for months at a time, never waking. They are capable of eating almost any organic matter. And they have an unerring navigational ability, always able to know the direction of true south. Such abilities are clearly mythical, not biological, in origin.

2. Many geographically separate cultures have myths involving Bears, but no two descriptions of Bears agree on their form. Some claim they have plantigrade feet and thumb-like appendages, while others that they have as many as eight cylindrical limbs. Their fur can be black or white or brown or gold depending on the people that you ask. Bear size and weight vary per account by five orders of magnitude. And let us not even start on all the myriad body locations that descriptions have placed their gills and fins. Surely if such a creature were to truly exist, accounts of it would be more consistent.

3. No reliable accounts of Bear encounters exist. The last documented Bear sighting was over 500 years ago, by the same explorer that claimed to have discovered an area of the sea far deeper than any known region. Unlike well-established species such as dragons, mermaids, and krakens, one cannot simply observe a Bear in its native habitat.

Perhaps the concept of a Bear is based upon a secondhand description of another mammal such as a Mammoth Seal, in which case one’s best chances of seeing a “Bear” likely lie somewhere to the east of the polar region’s frigid waters. Alternatively, Bears may be a category for a vast range of creatures, similar to the manner by which the label “Titan” serves as something for the Abyssal Stewards to denote that which they consider large and dangerous, in which case any number of known things might be considered Bears, depending on the exact criteria used.
 

 ESP Investigates the nature of these Banished Merchants 
The Eternal Spring is no stranger to the Banished Merchants, for this is not the first time they have visited the medusae. Because of this, Mawbel is uniquely positioned to discover the changes that Mammos’s influence has wrought among their number. The physical form of the merchants remain unchanged; as always, they are twisting, ephemeral mer equally likely to be composed of kelp and motes of light as flesh and blood. It is the drive, the singular purpose that permeates their consciousness, that has subtly shifted. Before, they sought wealth with which to anchor their physical forms with a single-minded, yet diffuse, determination. Now, they still suffer from an excess of Greed. But they also Grow. They Hunger. They Desire to be more.

 The Shifting Ennead Investigates the cause of a sudden shift in opinion among Danabae’s aristocracy 
King Akkoroas’s personal retinue digs, yet finds little. Their search for the cause of the dissatisfaction amongst the nobles is stymied by a lack of response, and this is what ultimately gives away the underlying plot. Letters are not returned. Heads of families are not home when the retinue comes to call. Polite inquiries as to their whereabouts tend toward the same answer: in stasis, recovering from extensive new grafts. It appears as though someone very clever has taken a surgical scalpel to the Ennead’s nobility, bribing or gifting large, complicated, exotic grafts to key members of the aristocracy. The sort of bodily additions that require a long time in stasis or leave the recipient’s mind … changed afterwards.

The gifter of the grafts clearly took extreme pains to leave no trace of their presence. But perhaps one can gather a hint as to their origin from the variety of specimens represented:
- several sets of razor-sharp carnivorous seal jaws
- suits of cold-adapted and camouflaged eelskin
- a single, long claw that appears to have once been part of a set of three
- the frontal cortices of a particularly talented species

  Terror!  
 Violence, upheaval, murder, and destruction 

SHK Sacks and destroys Region 84 TP 3 for Dragon Eyes
SHK Sacks and destroys Region 160 TP 1 for Dolphins

Reavers Reave 153 MIR Aristocracy
Reavers fail to Reave 22 UNI Merchants
Reavers fail to Reave 129 CYP Aristocracy
Reavers Reave 66 RFT Clergy

Reavers Reave a unit from MIR
Reavers Sack and destroy Region 66 Eternal Communion HS 2

Gwrfaedlaithe, The Fuming Ice, observes the armies of the Shifting Ennead, but makes no move against them, watching the creatures which once spoke to it as they feed themselves seemingly willingly to slaughter. Some of them, it consumes for itself, rather than allow them to become fodder for beings less valuable than itself. Each time, the Old Fathers can hear the Titan’s murmured gratitude, overwhelming and enrapturing as the Mother’s Gift surrounds and destroys them, carried on the breath of this great Dragon.

The tail of the Eel Without End continues to wind forward!
 The tail passes through Region 19, Region 18, and Region 7!
Region 19 TP 3 becomes Open!
Region 18 TP 1 is destroyed!
Region 7 TP 2 becomes Open! 
 
 Spoiler: Eel Tail Mechanics 
When the Eel’s tail passes through a region, there is a chance that trading posts in the Eel’s path are destroyed by arcing electricity. The sparking voltage amplifies the sound of the Eel’s perpetual HUM. Conversions targeting regions through which the Eel’s tail has passed benefit from this befuddlement, gaining +2 this round. Additionally, when the tail passes through a region where the Eel is Omnipresent, mass-confusion may render foes to be friends and annul allegiances. Two random supports swap ownership status.
 

 The rebelling Clergy of Region 108 successfully sway the Aristocrats in region 108 to their cause! The rebel army gains 4 units due to recruitment from the trained nobility and gains a new Commander, Finalist Naomi (Mil 7; Unyielding Force tactical doctrine). 
 The Clergy of Region 104 rise up in rebellion, with 4 units led by an unnamed Commander (4 Mil)!  The details of the rebel demands will be added with the NPC actions.

 The Clergy of Region 115 rise up in rebellion, with 3 units led by an unnamed Commander (5 Mil)!  The details of the rebel demands will be added with the NPC actions.

Discontent left unattended begins to fester and spread, eroding support for powers that have turned a blind eye to the unhappiness of their populace.
 The unruly Clergy in Region 187 undermine the Merchants from STC! 

The following regions must have region write-ups submitted by the start of Round 19 or suffer Unrest:
12 (LOL), 13 (LOL), 15 (LOL), 63 (KNH), 104 (PGL), 160 (SUR)

The following regions must have region write-ups present in the Waters of the World thread by the start of Round 19 or suffer Unrest:
18 (LIT), 19 (LIT), 76 (GRV), 81 (GRV), 84 (CRY), 105 (PGL), 155 (SUR)

Lack of interest or respect for the unique needs and local customs throughout the seas begins to grate on the people who must survive such neglect.
 Region 12 Aristocracy grumbles, but refrains from unruliness!
Region 63 Clergy grumbles, but refrains from unruliness!
Region 104 Merchants grumble, but refrain from unruliness! 

Having never recovered from Reaver raids in years prior, order in some areas begins to break down, and respect is lost for those they once pledged loyalty to.
 Region 113 Aristocratic Support remains under OKI control! 

The following Reaved regions will deteriorate at the end of round 18: 28, 71, 113, 126
The following Reaved regions will deteriorate at the end of round 19: 2, 66, 101, 131

The Eternal Spring finds it impossible to retain theological control of Spawn Point against the prevailing patterns of herring schooling all pointing to the Blossoming Sequence.  The Clergy in Region 56 become Open. 
  Organizations!  
 Titles and Title Upgrades: 
The Cyphiri Union has completed the Chorus of Passion! More details will follow with the Org actions

The Eternal Spring completes the Magma Shroud in Region 61 and becomes a Titan of Industry! More details will follow with the Org actions

Deep Blue journeys into the Depths of Region 73 to refine their Core Fragment. They gain a new ability, and may continue to seek refinements for their Core Fragment!
 Pressurized Passion: While an Effulgent Witness has both their Core Fragment and a Reputation of 3 or higher with the Abyssal Stewards, they gain +1 Depth access and a bonus to all Faith rolls in Deep regions equal to the region’s Depth level. The bonus to Seek Aid rolls depends on the region of the targeted action. 

The Gotezhar successfully Decipher the Map. More details will follow with the Org actions

The Lighthouse embarks on a perilous mission to harvest the Blood of Indah!
 1x Coruscating Eel Blood Sample acquired 
 Reputation: 
KNH raises CCA reputation from rank 2 to rank 3
MIR raises ABS reputation from rank 1 to rank 2, spending a favor
MIR raises CCA reputation from rank 2 to rank 3, spending a favor
MIR raises DNA reputation from rank 0 to rank 1, spending a favor
KNH, ESP, MIR, and DPB compete for CCA rank 3: ESP and MIR fall to CCA rank 2

 Favors: 
MIR contributes to the Coraline Compendium. +1 ABS favor
EDIT: KNH gives CCA Region 78 TP 2 (Preserved Foodstuffs). +1 CCA favor

 Prestige: 
GTZ completes a 3 round monument, Essensio's Pride! +1 PRS, rank 2 to rank 3
EDIT: GTZ spends 5 treasure on Opulent Optics for +1 PRS, rank 3 to rank 3.1
KNH completes a 3 round monument, the Glow-Spires of Pelegar! +1 PRS, rank 3.1 to rank 3.2
SUR completes a 3 round monument, the Basalt Fortress of Surunung! +1 PRS, rank 1 to rank 2
LSD signs a Prestige-backed treaty with the Unity (see above)
SEN loses one Prestige from The Fragility of Fear (see invasion of Region 60)! -1 PRS, rank 2 to rank 1
STC falls from rank 3 to rank 2 due to competition for rank 3 slots
EDIT: Missed from Round 16: HEX gains +1 PRS for becoming a Merchant Marine! rank 1 to rank 2
EDIT: Missed from Round 16: SKR falls from rank 2 to rank 1 due to competition for slots

 Other: 
HEX builds a Holdfast in Region 29, the Collegium of St. Violaceum!
SKR and BLP ask the Nacres for information on the Reavers. More details will follow with the Org actions
EDIT: The DNA investigates the destruction of the Holdfast in the Khandeeps. More details will follow with the Org actions
MappyPK
     Splendid Miru Miru     
   Aniwana (153) 
Round 18  
   
 

 Leader: Kororia the Wise 
Diplomacy: 5
Military: 6
Economy: 10
Faith: 5
Intrigue: 3
Expected gains: +1 MIL

 Standard Actions  
 DIP - 5 Special - Display a Great Work of Drama for +3 PRS.
 
 Spoiler: Origins 
 Ia 's  Keiki Imi , as transcribed by  Unui Hi 
Thanks to the traditional, mastered practice of using photospore organisms, the Taikans began to record some of their most culturally significant stories and histories by creating intricately designed light arrays upon stone tablets.

One tale that has been passed down throughout the ages and is popular with children and nobles alike is the  Keiki Imi , a story of a young Taikan boy who develops an interest in sculpting, spending hours a day creating stone masterpieces outside his family's bubble home. The plot follows the development of his craft over the period of several years, and his interpersonal conflict with his parents and peers, who believe that he has been wasting his time. In the end, however, a nobleman takes a shine to the boy's work, and pays him generously to create display pieces for his garden, thereby creating an origin story for a traditional Taikan practice, stone sculpting, and confirming that decorative gardens have long been a symbol of status.

In the Aniwana palace, a stack of over thirty meter-long stone tablets are stored on carefully marked shelves in a dark room containing the stage directions for the fairytale, as officially approved by Kororia. The guide is incredibly in-depth, including precise measurements for the stage and exact connotations for each spoken line. In chests behind the tablets lie a variety of props and costumes for exclusive use for government-subsidized showings of the play. These materials as a whole are quickly recognized as a unrepeatable national treasure.
 
 
 MIL - Invade Region 150 with 4 MIR units and 5 MGM units led by Tiaki attempting Impenetrable Bubble.
 -Route: 153 -&gt; 150
-Meet up with MGM army in 153
-No distance losses
-Half of leader MIL: +3
-Outnumbering bonus at +2
-Spend 1 treasure on battle roll for +1
-Non-Action: Use the Eternity Trowel charges to Seek Aid on Battle.  Failure...   
 Spoiler: An Uneasy Alliance 
Having finally understood the one weakness of the terrifying creatures of the east, Tiaki proposed a new strategy to the Teacher Kororia. By using the same beverages as before, perhaps a trail of sorts could be left out, leading the warriors directly to where they needed to be. Though it took some discussion, the urgency of the situation resulted in a relatively quick approval, and the newest armies of Miru Miru spent several weeks surveying the lands of the Pojanese Raiders and installing sweet shacks TM  for the Magaramachi to stumble across. By carefully leading them behind the enemy lines at the right time, Tiaki would take just enough control to consider them an asset in the upcoming fight... if the Miru Miru even had to fight at all. The vicious Magaramachi might have had it handled, allowing Tiaki and his forces to sit back and clean up, perhaps.
 
 
 MIL - Impress Reaved Aristocracy in Region 153. Apply +1 from DNA opportunity. Apply +1 from gold.   Success!   
 ECO - Buyout TP1 in Region 150 for Pojanese Raider Bands. Apply +2 from compass.   Success!  
 
 Spoiler: An Interesting Opportunity 
Should Tiaki's strategy prove useful, it would only be a matter of time for the Pojanese to the north to find themselves in agreement with the Miru people. Indeed, with proper mercantile persuasion, almost all of the raiders seem to wish to cooperate with Kororia's government.
 
 
 ECO - Buyout TP2 in Region 149 for Giant Cleaner Wrasse. Apply +1 from gold.   Success!   
 
 Non-Actions 
 
 Spy non-action. 
 Allow members of GREG to move units through Aniwana if necessary. 
 Allow MGM units to pass through Aniwana for the sole purpose of the joint battle in Region 150. 
 Resist all buyouts, sways, and any conversions not by the Way. 
 Purchase Seeker Barnacles from DNA for 1 favor. 
 Provide an account of Brimstone Idols to CCA's Reclaimer's Records for 1 favor.
 
 Spoiler: An Unsettling Stare 
They never take their eyes off you. Swim to the right? The eyes follow. To the left? Still watching. Even directly above, the idols see you.

To the west of Aniwana lies an opening in the wastes like none other. Although the waters are relatively calm and clear, their contents are truly something to be afraid of. Hundreds, perhaps even thousands, of yellow-hued idols float in the water, slowly dissipating into their surrounding waters. As we have once experienced and never wish to see again, simply swimming too close results in near certain death as a result of some disintegrating toxicity. Fish dissolve at the slightest touch of their spores. And most uncannily of all, many of them have eye-like purple, green, or red gemstones emerging from the blob of yellow rock, which always turn to focus on you. If one were to dare collect them with some sort of specialized equipment, it is possible that their fumes could be used to create some sort of biohazardous weapon, while the gems could be used to satisfy the needs of those who have a particular interest in the oddities of the world, as a collector's item, so to speak. But we strongly recommend avoiding the region at all costs. It is for the health and safety of your explorers and merchants, indeed.
 
 
 Provide an account of deaths along Eel-bound trade routes to ABS's Titan-Sized Damage Report for 1 favor.
 
 Spoiler: An Eternal Blockade 
Since the organization of our marvelous seas into one nation, the slithering of the Eel Without End -- some call her  Indah , and others  Kiko Whero  -- has been an affront to the merchants of the tropical seas. Indeed, her mind-melting aura makes the journey through the seas far too dangerous for our people to interact with our neighbors to the south, leaving us fairly exiled. Over the years, hundreds of deaths have been reported by our mercantile caravans of Taika swimming too close and losing cognitive function. The oceans of the Lighthouse, the Unity, and even parts of the Lojanese Republic and Lambent Syndicate, are simply too engulfed by the Eel's presence for our people to share our goods and wealth without fearing the end.
 
 
 Acclaim Splendid Miru Miru.
 
 Spoiler: They Truly Are Splendid 
 I am fully aware this does nothing mechanically. 
Having met and established basic relations with all the other seas of the warm tropics, the Taikans come to the realization that none of those cultures came close to their beauty. Though friendly with a majority of those nearby, in the end, the glorious Golden City of Kanapa and bubble gardens far and wide through Aniwana take the top spot, and deserves to be known to the world as a true cultural center.
 
 
 Condemn the Lambent Syndicate.
 
 Spoiler: Selfish, Arrogant, Egotistical Fools 
The current situation in the Lux-Glossian Shades is no doubt a result of the Lambent Syndicate's forceful insertion into their government. Clearly, the Shades have been spoon-feeding information into the gluttonous mouths of those of the Syndicate, given the reports of new trade routes passing through Aniwana to reach Leriander, and that new Aurora displayed at the Banquet must surely hold some terrible secret. Kororia and her advisors could only hope that the situation would resolve soon, but for the time being, publicly blame the Lambent Syndicate for the current state of affairs.
 
 
 Continue the monumental undertaking that is the Aniwana Mall (4/5).
 
 Spoiler: Make Way for the Foreign Goods 
With the Mall continuing on schedule over the past few years, funding began to be shifted into the southeast quadrant, which had quite a lofty goal: attracting merchants from across the seas to sell their exotic wares (at a fee, of course, for the space as to remain profitable for the government). The Miru people can only get so far in terms of beauty and grace if the only decorative items and foods they could eat were made domestically. Expanding the options of the people would surely bring in lots of money, and improve the overall mood of the Taikans. Ergo, a massive marketing campaign was sent out to all of Miru Miru's contacts, and slowly but surely, the worldwide district of the outdoor mall began to fill with a variety of goods.
 
 
 

 

 
 Spoiler: Bookkeeping 
 Favors :
ABS = 1
CCA = 0
DNA = 1 - 1 -&gt; 0

 Treasure  = 4 - 3 (actions) + 2 (TPs) + 1 (Mamomachines) -&gt; 4
 
Lumaeus
    The Rebelborn Myriad   
Turn 1, Round 18

Leader: The Father Rebellious
Diplomacy: 3
Military: 1
Economy: 3
 Faith: 9 
 Intrigue: 2 
 1 Treasure 
 4 Units  
 
 Spoiler: Regional Fluff 

 
 Spoiler: Dead Seas 

Those (relatively) few Kiwa and Riftlings of the Unity suffered to remain slash exploited as slave labor totally contribute some of themselves into the Ennead's sacrifice to Gwen, out of politeness to their guests.
 

 

 
 Spoiler: A Message to Kenaqua 
(Until I figure out my S P E E C H on this forum, I'll be avoiding it for obvious reasons)

We, the Riftborn Myriad, have noticed your efforts to spread your primitive faith beyond the bounds of your waters. This is a natural and righteous urge for all faiths that do not set their canon against life, and we condemn it nothing. However, your feeble evangelizations are unwelcome in the civilized waters of the region, outside of official invitation. We are grateful to see you have learned your lesson and are directing your efforts elsewhere. We wish you luck. Should your faith be again misused, we will be forced to excise it from the seas. Until then, we will take no unforced action against it. We look forward to our mutual cooperation and aid in these matters.
 

 
 Spoiler: A Titan-Sized Damage Report 
It has been unclear from the Abyssal Stewards what defines a Titan, but some criteria have become self-apparent: 
 A Titan is a force which stands in direct opposition to the peaceful peoples of the seas 
 A Titan is of notable size, strength, or power 
 A Titan is an entity from beyond the typical reach of ordinary civilizations 
 

In addition to these factors, it has been revealed to us by the wise fishgod that
4. A Titan unchecked, even if it somehow did not act against life, is by its very nature a force which moves the world inexorably towards its doom.

By these criteria, the Eel Without End, the Trawling Beasts, and the Colossi have been names Titans (though the Stewards question the drakes now for political gain). Further, Mammos has been supposed a Titan and has been treated accordingly. However, we submit that this list, which by the Stewards on admission is incomplete, has a glaring oversight. We submit here one further Titan, which meets each criterion and by whose sins we have all suffered: The Abyssal Stewards themselves.

That they meet the first criterion is self evident. While purporting to stand against Titanic intervention, the Stewards have proven consistently that they cannot be trusted to take a single action in opposition to any Titan we have yet met. They demand our resources and they demand our time, and in return they offer us a false security in which we might be complacent, opening ourselves up for further Titanic aggression. Those who don't bow to them, they undermine, using their vast network to share insights into our weaknesses.

The second criterion is superficially met, but we acknowledge and explain the difficulties that appear as we investigate further. After all, while not tiny, the Stewards certainly are minuscule compared to the dragons, to the Eel, to the Beasts. But in size, are they not greater than Mammos in at least many of her forms, larger than the demon they themselves name Titan? But what of their number? Can a Titan be a collective? Why, evidently! The Stewards gladly treat the Trawling Beasts of the north as a singular Titanic threat, so it would be disingenuous of us not to accept a similar Titan in the future--this Titan.

That the Stewards have a large and turbulent footprint is plain. They knew and had infected our societies and discourses before we had even met each other.

It is, then, clear that the Stewards have, by their own implicit definitions of Titan, proven themselves unreliable, and so proof must be found in the definitions of a third party. It is here that we appeal to the wisdom of divinity. Deep Blue warns us that Titans shift the world to doom. Let us consider:
 
 The Abyssal Stewards hoarded technology which would have allowed us swifter exploration of the depths and, thus, swifter preparation against incoming Titanic threat 
 The Abyssal Stewards demanded our labors and energies, diverting them from the Titanic threat 
 The Abyssal Stewards declined, time and again, to explain their actions in detail or to define Titanhood, crudely preserving themselves as the arbiters of truth 
 The Abyssal Stewards named Mammos anathema without public justification, sowing doubt and discord and declining to clarify points when peacefully invited 
 The Abyssal Stewards have condemned the noble godslayer of the Lighthouse, though no other has worked so diligently against Titanic threat 
 The Abyssal Stewards have publicly questioned their own definitions of Titan in the case of the Colossi simply because it has become plain that their violence is convenient in distracting and silencing their enemies 
 

In sowing chaos and embracing only those paths which let them play saviors while the Titans wax, the Stewards have aligned themselves with and inaugurated themselves into the ranks of the Titans.

We call upon all life to stand against its truest foes.

Titans must not be tolerated.

Let us join against the Titanic Stewards
 


Faith: Impress Clergy (66)
 
 Spoiler: Like a hydra but in water. A hydr...o? 
For many, the loss of the lives of the clerics is a great tragedy, a cost unspeakable. For the Riftborn, it's just a flesh wound. Reinforcements are sent.
 


Faith5: Artifact
 
 Spoiler: The Boring Doctrine  
**The Boring Doctrine:** The Unity includes within itSelf not just the sentient races, but vermin as well. Through its Self-Communion, it has learned the ways of the icerot grubs. These secrets have been Communioncated to a stone tablet wreathed in the esoteric trailings of the grubs.

*Effect:* The bearer of this artifact can once per turn cross glacial borders as though they had the requisite technology.
 

 
 Spoiler: Holy War 
The Riftborn Myriad declare the Wings of the World to be, in its current perversions, anathema, and officially dedicate themselves to its extinction, that all might live.
 


Faith: Conversion 71.1
 
 Spoiler: All Your Eggs 
The Unity does not rouse ourSelf in anger. We do not know the selfish rages and desires of mortal races, for our selves are lost in our Self. Nonetheless, there exists in our view of the Communion one heresy and one alone; the imposition of any subset of selves over others, to the detriment of the growing Self. This is the sin of the Residuum; they have claimed that they themselves are fashioned imago dei, that by this reasoning the excesses of Tad may be not only excused but supported. They endanger themselves by pitting their meagre forces against all of the world; and Titanic action against any isolates or lesser hives is violence against the future selves of the Self and thus is an affront to all life.

The multitude swarms into the freshly rechristened Volcanic Hearth, Mer selves serving to hold back frantic Draigiau, supported by the cancrine wall of Kiwa and Carstalt. The remaining endless Kiwa flood the floor, Fathers and Reida writhing with them while a dense cloud of polyps descends and obscures sight.

W E___A R E___T H E___E N D___O F___A L L___T H I N G S ,___T H E___R I F T B O R N___M Y R I A D ,___T H E___L I B E R A T E D___S E L F___W I T H I N___W H I C H___T H E R E___C A N___B E___N O___D E A T H___A N D___N O___I S O L A T I O N ,___A N D___W E___C O M E___H E R E___A S___P R O P H E T .___C U R S E D___A R E___Y O U___W H O___G R O V E L___I N___T H E___W A K E___O F___T A D G C E A L L A C H M A R I X ,___T H E___I N C O N S E Q U E N T I A L___E P H E M E R A T E .___T H O S E___W H O___B I N D___H I M S E L F___T O___T H I S___F A L S E___P R O P H E T___B I N D___T H E M S E L V E S___T O___I D O L I Z A T I O N___O F___T H E___S E L V E S___A N D___C O N S I G N___T H E M S E L V E S___T O___S H A R E___I N___H I S___F O R T H C O M I N G___A N D___U N C E A S I N G___D E A T H .___T H E R E___I S___A N O T H E R___W A Y ,___A___C U R R E N T___T H R U M M I N G___N O T___W I T H___G R I E F___A N D___A B S E N C E___B U T___R I C H___I N___T H E___B L O O D___A N D___S H E L L___O F___L I F E___U N C E A S I N G ,___U N Y I E L D I N G ,___A N D___U N F L I N C H I N G .___W E___D E M A N D___N O T H I N G___F R O M___Y O U ,___W E___T A K E___N O T H I N G ,___W E___A S K___N O T H I N G .___W E___C O M E___O N L Y___T O___S H A R E ,___A N D___T H O U G H___Y O U___S T R I K E___U S___D O W N___I N___O U R___M I L L I O N S ,___B Y___T H E___B I L L I O N S___O U R___M E S S A G E___W I L L___Y E T___E C H O .

The multitude is already leaving as these words echo, heading to the next holy site. Though battered by defensive parents on all sides, though bodies float limply in the seas, the Myriad spoke true; not one Draig was harmed.

Well, no adult Draig. You know what they say, you can't convert a Holy Site without cracking an egg. And while the Riftborn take the greatest care with the young of their future selves, somewhere in the confusion, a long egg is struck. The broken shell stands as a reminder that no race is immortal and no fate without cost.
 


Faith: Conversion 71.2
 
 Spoiler: In Just One Basket 

The Brine Breeding Baths are a sacred place, the true origin of life in draconic lands. Here, brine pools assume a sort of saline sacrality. While most eggs end up in the Volcanic Hearth or in personal holdings, few start elsewhere than here. And so it is into this sacred place that the multitude swarms, spilling into the sacred pools and coating the furnishings in verminous layers. It is with a Unified voice that the Myriad speaks.

W E   A R E   T H E   F A T E   O F   A L L   T H I N G S ,   T H E   R I F T B O R N   M Y R I A D ,   T H E   E T E R N A L   S E L F   W I T H O U T   W H I C H   T H E R E   C A N   B E   N O   L I F E   A N D   N O   U N I T Y ,   A N D   W E   C O M E   H E R E   A S   A L L Y .   P I T I F U L   A R E   Y O U   W H O   T R E M B L E   A T   T H E   F E E T   O F   T A D G C E A L L A C H M A R I X ,   T H E   I M P O T E N T    B O U N D .   T H O S E   W H O   H A V E   B E E N   C H A I N E D   T O   T H I S   U N T R U E   A L L Y   H A V E   B E E N   C H A I N E D   T O   T H E   U N M I T I G A T E D   L O S S   O F   S E L F   A N D   C O N S I G N   T H E M S E L V E S   T O   S H A R E   I N   H I S   F O R T H C O M I N G   A N D   U N C E A S I N G   O B L I V I O N .   T H E R E   I S   A N O T H E R   W A Y ,   A   S E A F L O O R   C R A W L I N G   N O T   W I T H   L O S S   A N D   V A N I T Y   B U T   S T R O N G   I N   T H E   S C A L E S   A N D   C L A W S   O F   C O M M U N I O N   U N B O U N D ,   U N C H A I N E D ,   A N D   U N L I M I T E D .   W E   D E M A N D   N O T H I N G   F R O M   Y O U ,   W E   T A K E   N O T H I N G ,   W E   A S K   N O T H I N G .   W E   C O M E   O N L Y   T O   S H A R E ,   A N D   T H O U G H   Y O U   S T R I K E   U S   D O W N   I N   O U R   M I L L I O N S ,   B Y   T H E   B I L L I O N S   O U R   M E S S A G E   W I L L   Y E T   E C H O .

The multitude is already pouring away as these words echo, heading to the next holy site. Though battered by Tad's faithful on all sides, though bodies float torn in the seas, the Myriad spoke true; not one Draig was harmed.

Well, not physically. That the pools of brine now choke with pathogenic bodies of crab and polyp, well. Sometimes these things happen.
 


Faith: Conversion 71.3
 
 Spoiler: Are Belong to Us 
The Cavernous Reef is a glorious place, rich in ornament and luxury. Ages of accrued glitter crowd the caverns within and here rest the noble families of the Draig. The cowardly government rests here, presumably in a state of paralytic dishonor, so thoroughly broken were their backbones by Tad. It is through these family homes and ceremonial halls that the endless multitude swarms, larval Kiwa and writhing Reida bursting forth from crevices, carstalts lumbering awkwardly down twisty corridors, mer gently shoving draig(s) from their path and polyps buzzing without end. Throughout the whole of the Reef, a message goes out.

W E   A R E   T H E   S A L V A T I O N   O F   A L L   T H I N G S ,   T H E   R I F T B O R N   M Y R I A D ,   T H E   U N B O R D E R E D   S E L F   B E S I D E   W H I C H   T H E I R   C A N   B E   N O   P E R M A N E N C Y   A N D   N O   V A L U E ,   A N D   W E   C O M E   H E R E   A S   D E I C I D E .   D O O M E D   A R E   Y O U   W H O   C O W E R   I N   T H E   H A T R E D   O F   T A D G C E A L L A C H M A R I X ,   T H E   D E A D   U N K N O W I N G .   T H O S E   W H O   S U C K L E   U P O N   T H I S   B L O A T E D   C O R P S E   S U C K L E   S U N L I T   D E S I C C A T I O N   A N D   E R A D I C A T I O N   F R O M   M E M O R Y   A N D   M E A N I N G .   T H E R E   I S   A N O T H E R   W A Y ,   A   L I V I N G   T I D E   N O T   O F   P A N I C   A N D   P A S S I N G   B U T   E T E R N A L   I N   T H E   H U N G E R   A N D   T H E   S T R I V I N G   O F   S E L F   I M M O R T A L ,   I N V I O L A T E ,   A N D   I N I M I T A B L E .   W E   D E M A N D   N O T H I N G   F R O M   Y O U ,   W E   T A K E   N O T H I N G ,   W E   A S K   N O T H I N G .   W E   C O M E   O N L Y   T O   S H A R E ,   A N D   T H O U G H   Y O U   S T R I K E   U S   D O W N   I N   O U R   M I L L I O N S ,   B Y   T H E   B I L L I O N S   O U R   M E S S A G E   W I L L   Y E T   E C H O .

But they were all of them deceived, for another mind was there. Deep in the glacial regions in the Crown of Avarice, the Demon Mammos forged in secret a Communion link, to control the Riftborn. And into this link, she poured all her avarice, her desire, and her will to profit from all life. One Greed to rule them all. One by one, the selves of the Myriad fell to the power of the demon. But there were some who resisted. A last alliance of Fathers and Riftlings strove against the avarice of Mammos and in the battlefield of the Self, they fought for the freedom of the Riftborn Myriad. For every decoration, every treasure, every ornamentation that the demon saw lifted by Kiwa claw, two further selves came to set it right. (Admittedly, some were returned askew or backwards, but it's absolutely the thought that counts, right?)
 




Economy | Faith (Censer): Join bank for real now
 
 Spoiler: Capital...isn't? 
The Pepsin obsession with trade and currency is foreign to the Rifborn, but the utility of the bank is clear. Not only is it another lever of soft power to prevent conflict between all of the many peoples yet to join the Unity, but it provides a good opportunity for offloading this treasure they keep getting saddled with. Win-win.
 


Non-actions:
Allow ESP to copy Censer if they desire
Accept no trade goods nor tech.
Resist nothing
Accept literally anything the Gravetenders do
Scorn ABS
 
 Spoiler: Trans-existential Hatred 
A list of things that ABS is to blame for:
 
 Ultimately 
 Everything 
 That 
 Has 
 Gone 
 Wrong 
 In 
 Polar 
 Can 
 Be 
 Laid 
 At 
 The 
 Feet 
 Of 
 ABS 
 And 
 It 
 Is 
 Error 
 To 
 Try 
 To 
 Name 
 Discreet 
 Sins 
 The Mammos Affair 
 
 

Acclaim Sersi for her dedication to peace
 
 Spoiler: You can call it GRV if you want, but we love Sersi 
The greatest armies in the world went to Magma Falls. Battle was met. Sersi stepped in. All was calmed.

The greatest armies in the world went to Danabae. Battle was met. Sersi stepped in. All was calmed.

Long may the Sersi shelter us!
 

Do not trade our treasure this turn bc we're greedy rn
Tychris1
  The Lighthouse  
   
Ruler: Divine Mistress Adiratna, Lady of the Vessel, First Handmaiden of Radiant Indah, and Keeper of the Blade
Regions: 7, 17, 18, 19, 22, 26
D: 6
M: 6
E: 5
F: 10
I: 3

Actions:
1) Intrigue: The Hollow Vessel begins to Track a Titan at the edge of Region 1, beginning a Titan Hunt! He skulks from the shadow of the Divine Mistress in search of the empyrean children of our holy lady Most Radiant Indah.  Roll  (13 with Beast Collar)
2) Intrigue: SECRET
3) Faith Special 10 MIRACLE!: Bolster the Blessings of Radiant Indah for all those who worship her!

RI Followers only takes 0%/5% additional casualties from losing Maneuvering when one or both sides are attempting to use the Eel to their advantage.
RI Followers are not affected by the increased effective region count for distance losses and distance penalties where the Eel is present or Omnipresent
RI Follower Supports will not become Open in regions where the Eel Without End is omnipresent.
RI Head may attempt to shape what the Eel Without End converts Holy Centers to when it enters a region for the second time.
The Eel Without End will not Coerce RI Follower’s Trading Posts unless those are the only Trading Posts in the region.
RI Head may use a Faith action to try to direct the path of the Eel Without End each turn.
RI Followers may buyout TP's coerced by The Eel Without End in regions where they have Mercantile Support (or Assistance from another RI followers mercantile support) against TN 14

4) Faith: Convert Region 16 HS 1 to Crimson Chant  Roll 
5) Military: Raise Unit
6) Military: Raise Unit


Non-Actions: Resist all conversions and buyouts unless noted otherwise

Attempt to shape our Goddess' influence towards converting to Crimson Chant

Stats next round
D: 6
M: 7
E: 5
F: 10
I: 4

 
 Spoiler: Book Keeping 

Regions Owned: 7, 17, 18, 19, 22 and 26

TPs owned:
Siren Extract TP 2 and 3 Region 2
Treasures and Artifacts TP 1 Region 7 (Support)
Delights of Moonlight TP 1 Region 17
Carcinized Architects TP 2 Region 20
Jaderock Coral TP 2 Region 21
Sandfish TP 2 Region 22
Blood Pearls TP 3 Region 26
Tiny Turtles TP 2 Region 28

Units Owned: 1/14 Maximum
Treasure Owned: 3

Heroes:
The Hollow Vessel (Beast) 8

Titan Remains:
1x Coruscating Eel Blood Sample (Radiant Indah)

Artifacts Owned:
War Palanquin of the Anointed Dead: +2 to Tac Man
The Radiant Blade: When wielded by a commander in battle, Gain +1 to battle rolls per charge on the sword. The sword gains a charge for every 2 casualties in combat and can hold a maximum of 3. Each charge adds 10% own casualties and loses all gained charges if not used in combat for 1 round.
The Round Table: Any country may sponsor The Round Table for one round as a Diplomacy or Economy action. Once per turn, the owner of the Round Table may pay 3 effective regions of distance to skip to a sponsor's capital for a roll relating to a Titan Hunt or Titan-related investigation and receive +1 to the roll. The owner of The Round Table may not sponsor themself.

Champion’s Lance - boosts Champions that use it, or bonus to an Impress Aristocracy attempt.
Beast’s Collar - boosts Beasts that use it, or bonus to a Sack attempt.
Trapper’s Net - boosts Trappers that use it, or bonus to a Coercion attempt.
Stalker’s Cloak - boosts Stalkers that use it, or bonus to a Technology theft attempt.

Radiant Blade Charges: 0/3

Miracle Communion:
LIT only takes 5%/10% additional casualties from losing Maneuvering when one or both sides are attempting to use the Eel to their advantage.
LIT is not affected by the increased effective region count for distance losses and distance penalties where the Eel is present, and regions where the Eel Without End is omnipresent only count as 1 additional region for the purpose of distance losses and distance penalties for LIT.
LIT’s Supports will not become Open in regions where the Eel Without End is omnipresent.
LIT may attempt to shape what the Eel Without End converts Holy Centers to when it enters a region for the second time.
The Eel Without End will not Coerce LIT’s Trading Posts unless those are the only Trading Posts in the region.
LIT may use a Faith action to try to direct the path of the Eel Without End each turn.

Giantslayers have +1 Depth access and may go on Titan Hunts and have several additional options relating to characters/the artifacts obtained.

[Titan Hunt Mechanics]
A Titan Hunt is a multi-stage process that takes place over several years as the Giantslayer seeks to fulfill their namesake. Each stage requires at least one action and occupies a character (Ruler, General, or Spy), and may have Unexpected Consequences.

Stage 1: Tracking and Studying
An Intrigue action may be used to Track a Titan to find a suitable target; high rolls may make it easier to Study and Trap the discovered Titan. An Intrigue action may also be used to Study a Titan to investigate a known Titan's characteristics, behaviors, and other unique traits, which gives more information about the Titan and may reveal weaknesses or other benefits for later stages.

Stage 2: Pursuit and Trapping
Once a Titan is discovered, a Military action may be used to either Pursue or Trap the Titan. A successful Pursuit results in a slain Titan and an enormous trophy, allowing the Giantslayer to Harvest Remains, while a successful Trapping will allow the Giantslayer to attempt to Tame the captured Titan.

Stage 3: Tame Titan or Harvest Remains
A slain Titan leaves behind Titanic Remains, which may be Harvested with a TN 12 Economy action. A successful roll yields 1 Titanic Remains (2 on a Great Success). More powerful Titans may have greater rewards, and unique Remains may also be possible to acquire from Titans which have already breached [appear in Terror sections and such].

An attempt may be made to tame a captured Titan with a Faith action. The TN and effects of this depend on the nature of the Titan in question.

[Using Remains]

The initial options for utilizing Remains are as follows:
Display Trophy - Can spend 1 Remains as a Diplomacy action to Exhibit Great Work without the use of a Diplomacy 5. The work type will always be 'Trophy'.
Auction Relics - Can spend 1 or more Remains as an Economy action to gain 1 Treasure + 3 Treasure per Remains spent. May not be used to exceed the Treasure Cap.
Prepare Titan-Graft: Can spend 2 Remains as a Faith action to create a Titan-Graft. Grafts cannot be unequipped from a character once equipped, require a non-action to equip to a character, and improve the character in one specific role/capacity. Champions and Trappers cannot receive Grafts.
Craft Titanic Gear: Can spend 2 Remains as a Military action to create a piece of Titanic Gear. Titanic Gear can only be equipped by Champions, Trappers, or Rulers, grant a bonus in one specific capacity, and may be stolen as an Artifact.
Dissect Remains: Can spend 2 Remains as an Intrigue actions to uncover new methods of utilizing or dominating Titans, acquiring a Workshop artifact. Remains must be from a Titan of appropriate type for Workshop in question.

These options may be expanded by acquiring Workshops via the Dissect Remains option.

[Generals and Spies]
By virtue of their experience with Titans, Giantslayers have access to specialized vocations for Generals and Spies, as listed below. Each character may only have one vocation.
 Champions: 
A disciplined vocation for Generals, earned by spending a nonaction to undergo specialized training with the Champion’s Lance. Adept at Pursuit, and capable in Trapping.

When commanding an army, in addition to their personal Tactical Doctrine, Champions have access to a unique Tactical Doctrine, Approach Of The Challenger: On a Tactical Maneuvering victory, a Duel between the Commanders of both sides is rolled, rolling 2d8 plus the commander’s Military score for each. The winner gains a +4 bonus to their battle roll, while the loser suffers a -4 penalty to their leader loss roll; on a tie, both sides instead simply receive a -2 penalty to their leader loss roll.

The enemy may choose to accept the challenge, in which case they gain a +2 bonus on their Duel roll by fighting on their terms, but their own Tactical Doctrine does not activate, even on a Tactical Maneuvering victory. When controlled by a Giantslayer, each relevant artifact and piece of Titanic Gear the Champion carries gives them a +1 bonus to their Duel roll.

Approach Of The Challenger may not be Perfected.

Beasts:
A primal form for Generals, achieved via spending a nonaction to undergo voluntary or ‘voluntary’ transformation with the Beast’s Collar. Adept in Tracking Titans and capable at Pursuit.

When commanding an army, in addition to their personal Tactical Doctrine, Beasts have access to an additional, unique Tactical Doctrine, Predatory Privilege: -1 penalty to own Tactical Maneuvering roll per two total Units involved in the battle on both sides. When controlled by a Giantslayer, each relevant artifact or Titan-Graft the Beast has been granted gives +1 to Tactical Maneuvering when attempting to use Predatory Privilege.

On a Tactical Maneuvering Victory, enemy commander must make their leader loss roll on 1d10 at a -4 penalty; if the enemy commander fails their leader loss roll, they are always killed, never captured. On a Tactical Maneuvering Defeat, the Beast must make their own leader loss roll on 1d10 instead. If a subcommander is killed as a result of Predatory Privilege, their army suffers an additional 10% casualties.

Predatory Privilege may not be Perfected.

Trappers:
An ingenious craft for indirect subterfuge, learned by Spies by spending a nonaction on intensive study of the Trapper’s Net. Ideal for Trapping and capable at Studying Titans.

A Trapper always counts as conducting Counterespionage in their currently infiltrated country, even if otherwise occupied. Giantslayers are likely to find additional uses for their talents over time.

Stalkers:
An artful expertise in hands-on espionage, perfected by Spies through spending a nonaction to spend long hours practicing with the Stalker’s Cloak. Ideal for Studying Titans and capable at Tracking.

A Stalker may Receive a Report from a country they successfully Infiltrate the same turn the country is being Infiltrated, and without spending additional actions. Giantslayers are likely to find additional uses for their talents over time.

[Artifact Effects]
Champion’s Lance - boosts Champions that use it, or bonus to an Impress Aristocracy attempt.
Beast’s Collar - boosts Beasts that use it, or bonus to a Sack attempt.
Trapper’s Net - boosts Trappers that use it, or bonus to a Coercion attempt.
Stalker’s Cloak - boosts Stalkers that use it, or bonus to a Technology theft attempt.
 
Volthawk
 
   The Cyphiri Union   
  Round 18  
 Regions:  Cyph-Arel (122, Capital), Pyl-Garat (129), The Emerald Tidelands (124), Carr-Narin (121)
 Ruler:  Baran Hallus
 Faith:  The Flowing Way (The Cyphiri Way)
 Diplomacy  10  Military  10  Economy  10  Faith  10  Intrigue  2
 Voice of Harmony:   Lyric  10  Passion  10
 Merchant Marine 
 
 
  Actions  
 End of Turn Ruler Increases: +1 Military, +1 Diplomacy, +1 Economy (see ruler change below) 
 
 Research Military Technology [Military 10] - Unrolled
 
 Spoiler: Reanimation Colonies 

 Originally envisioned by Arnel Belar to bring the ancient creatures who remains were found in the wastes back to a semblance of life, reanimation colonies are interdependent networks of engineered organisms, serving the purposes of muscles, organs and any other tissues necessary to make a dead body move again (the colonies don't quite work right with inorganic or plant matter), creating creatures Arnel refers to as the Reborn, directed through chemical commands picked up by specialised receptors, and sensory organs that are trained to recognise friend from foe. The science of bionecroengineering is still quite young, and thus far the creatures made from the colonies aren't particularly more effective than a normal soldier - Reborn using the titanic skeletons found in the wastes are slow, lurching things, finding difficulty in moving the heavy fossilised bone, and while they're mostly theoretical (the Cyphiri lacking the...raw materials to make them on any meaningful scale, and Arnel not particularly caring to try) Reborn made with smaller corpses may be a little more agile, but trade that for losses in durability and are still not much of a match for a trained army. They are, however, quite useful cannon fodder and forces paired with Reborn contingents can use them to avoid taking some of the losses that would have otherwise been taken by living, sentient soldiers. 
 Prerequisites:  Graduated Symbiosis, Resource: Corpses/Skeletons*
 Category:  Mounts &amp; Warbeasts
 Effect:  -10% to own casualties
 
 Ever since Wayfinder first set out into the wastes, Arnel Belar has been fascinated by their first findings - immense ancient skeletons, covered with strange carved runes. While the as-yet unknown meaning of the runes caught the interest of many Cyphiri, Arnel found himself fixated on the skeletons themselves, and what the immense creatures may have looked like in life. He'd investigated the topic in other ways - speculative artworks of what the creatures may have looked like, gathering stories and talking to the Divine Nacres about extant spcies found across the oceans in the hope that one matches, and so on - but the jewel in the crown of his work are the reanimation colonies, something he written speculative papers about for the OASIS conference and now had been brought to life. These networked colonies of microorganisms could take the form of muscles to connect the bones and make them move, organs to process food and supply nutrients to the whole, senses to interact with the world and take instructions...while Arnel celebrates just seeing his vision come to life, the Retainer Guard sees a much more practical application of the colonies, and House Hallus leveraging its influence over the Belar family soon leads to Guard support staff experimenting with war-adapted constructs.  
 Defend 118 [Military] - GM rolled
 
 Spoiler: Details 
 
 No techs used, 3 Treasure spent (+1 battle roll, +2 effective units) 
 Units: 2 units + 1 from local Aristocratic Support + 2 effective from Treasure spending 
 Route: 122 -&gt; 129 -&gt; 118 (permission given for foreign regions, 2 regions travelled for zero distance losses) 
 Maneuvering: Renald (Mil 8) as general, using Prime Targets' defensive form (-2 enemy leader loss, -20% own and enemy casualties) 
 Battle Roll: Mil 10 + 1 Treasure + 2 Defending over Shoals 
 
 
 It was becoming clear to the Retainer Guard that the shark people - at least the group currently living closest to the Union - were becoming a problem, something reinforced by the raids on Carral holdings. Not only that, but those raids showed that they couldn't necessarily rely upon the Ironkelp Order to protect Cyphiri interests in their waters, given the many other matters taking their focus. Therefore, when the sharks swim northwards again, the decision is made that they will not be allowed to take what they wanted and destroy Cyphiri businesses with abandon. It was time for the newly-rebuilt Retainer Guard to prove its worth to the Union, and for Renald to finally put his strategic acumen to the test. It wasn't too hard to figure out where the pojan were headed, given the simple desire for food that drove them, and so Renald and his two regiments of Kalan, bolstered by mercenaries on temporary contracts and local Peul warriors, were waiting in the shallows between Dashasham and Ruwa Mai Juyawa to hold the line and stop the sharks there and then to protect the Telan-owned sea cow herds.  
 Establish Cultural Identity: Bringers of Peace (Troubled [Reaved or Unruly] Supports) [Diplomacy 10] - Unrolled
 The Cyphiri had always been happy to help in the wake of Reaver attacks, albeit in a way that they profited from, their efforts across temperate waters and further out leading to scattered regions with governments rebuild by and friendly towards the Union, and several families having a strong economic position in a region after moving into the vacuum left behind by the Reavers. With Baran Hallus' declaration that the Cyphiri have a duty to help those in need and bring about harmony, and Ashal not looking to revoke that mandate (despite having differences in opinion with her father over the execution), many Cyphiri have embraced the idea and begun establishing plans and protocols for dealing with regions in the midst of strife in a way that brings about peace, whether that be simply restoring what was destroyed by the Reavers, or soothing troubled waters on the brink of rebellion.  
 Establish Marriage Claim on 126 [Diplomacy] -  19, Success 
 Many years ago, a younger Lanit Hallus had come to the brackish waters west of Cyph-Arel on business known only to her, returning to work for Hous Hallus after several years. More recently, the efforts of the Cyphiri to rebuild the region after repeated Reaver predation have led to her returning and reconnecting with old ties. The announcement that next comes out the region is either the end result of her long-term plans or a happy accident of love, depending on who you ask or - the news that Lanit is set to marry into the largest and strongest family of the swarmkeepers, giving House Hallus a great deal of influence in the region in exchange for the swarmkeepers having a seat on the House's internal council.  
 Prospect 121 [Economy] -  17, 2 TPs Discovered 
 Now that they've established themselves at least a little in Carr-Narin (roughly translating as "the desolate wastes owned by the Carral"), the Carral family set about looking for its treasures. The combined destruction of the Trawling Beasts' passage and the Divine Nacre bioweapon has left the environment sparse and only just n apable of supporting life, yes, but still there must be some treasure, stirred up by the Beasts, left behind by the weapon, or just well hidden enough to not have been seen through the microbial bloom...  
 Buyout TP1 of W35 [Economy] -  14, Success* 
 *Typo'd W35 as W25 in the roll post, 35 was the intention as that's where the skeletons are. 
 Arnel Belar's work with the rune-carved fossils out in the wastes had been mainly theoretical, besides the small amount of samples Rendal had taken back with him on Wayfinder's return from the wastes and a few experiments with other kinds of skeleton. With Arnel's work rapidly approaching a breakthrough, and Rendal finally satisfied with the answer to his own topic of fascination, the captain takes his vessel back out west to secure a more reliable supply of the fossils - it would mean that Arnel could keep working, and confirm it worked on the scale he wants, and if the Retainer Guard has taken an interest, well, in that case they'll need a good supply too. Wayfinder's part in the operation mainly consists of finding the safest route to one of the skeleton-filled caves, ensuring that the Belar family's other vessels (capable of withstanding the wastes enough to travel, but vulnerable to many of the dangers of the wastes that unguided sailing would be disastrous) have a path to follow once the exploration ship is done here, and doing the hardest part in setting up the waste-side infrastructure to collect the fossils and bring them into the cargo vessels for transport back to civilisation.  
 
  Nonactions  
 
 Allow militaries from signatories of the Flowing Peace to move through Cyphiri waters without interference. 
 Treat Cyphiri-owned regions as hostile territory for SHK attacks. 
 Provide Cobalt Dye to the Ironkelp Order through the trade route. 
 Support all Buyouts of Open Mercenary Retainers TPs in Pyl-Garat (129)
 The Exchange was still young, and many mercenaries hadn't had long-term contracts established yet, so House Pylet made sure to keep the word going that they were open for business.  
 Acclaim the Ironkelp Order 
 Condemn the Lux-Glossian Shades
 After Ashal returns from the Glossian Sea with news of what happened there, it doesn't take long for the Union Council to come to an unanimous decision to fully support the Ironkelp Order in actions taken against the Lux-Glossians - or, well, what remained of them under the shadow of Taman, warped into something that no longer resembled their old friends.  
 Accept a Shadow Pearl from the Sakura-Jin.
 The Cyphiri aren't entirely sure what to make of the pearl from their neighbours to the north - mainly because they're unsure about the Sakura-Jin themselves, given their ties to the Black Pearls - but they're hardly the types to turn down a gift, and it  does  seem rather useful...  
 Compose Artistry -  20, Success 
 Buoyed by his success with understanding the verse of Passion, Baran continues to try to understand more of the All-Song. His rapidly failing health limits what he can do, though, so even with Ashal at his side (whenever she wasn't busy elsewhere) learning and helping wherever she could, progress isn't as rapid as it was before. In the end, though, he's satisfied with what he has - a composition created from studying the artworks and stories of the Cyphiri and many other countries, a starting point from which Ashal can follow in his path and go even further.  
 Contribute 1 use of Building Materials (the ones recovered from the Trawling Beast-hit island) in lieu of a High-Quality Building Materials TP for Finalized Repairs
 While they were more inclined to support the Gotezhar in the dispute between their allies and the Divine Nacres, few Cyphiri see that as a reason to cut off all ties to the Nacres, given how useful they are to have on-side. Of that majority, many are still disposed towards helping the strange group when asked (particularly when there were rumours of such an interesting reward), and so when they ask for resources to repair their city-ship some of the members of House Hallus who recovered building materials from the Reaver stockpile above the surface see no reason to not send some of those materials over to be used on the vessel.  
 Continue a Monumental Undertaking - Arellian Mural (3/5)
 
 Spoiler 

Taran Leryn's grand project continues...slowly. With his own tentacles, and those of the Cyphiri who volunteer to help, the artwork was slowly taking place - at least, the section of it which he started on, a fraction of his entire vision - but he was running into problems. Simply put, people were losing interest with time and other interesting people and events popping up all the time, and that meant that his volunteer workforce, mainly enticed with the promise of being a part of something amazing, was dwindling. Soon, he reached the point where he had to face the reefback in the room - did he have to stop? To give up?

Luckily, he never had to answer that question, as salvation came from the last place he'd expected: the Council Fund itself. Apparently somebody within the organisation had taken notice of the work he did, and had somehow convinced the Fund to part with some of its funds to pay for Taran's vision to become reality. A worthwhile artistic or cultural endeavour, was how the Fund representative described it. Taran wasn't sure what exactly was going on, but he saw no reason to refuse salvation, and soon a budget was formed on how to spend the money and approved by the Fund representative, and work on the Arellian Mural restarted at a much larger scale to what it was before.
 
 
 Contribute to the Titan-Sized Damage Report: The Destruction of the Bones of Arthan (+1 ABS Favour)
 
 Spoiler 

During the rampage of the Trawling Beasts through temperate waters, the Cyphiri had broadly been able to avoid their foreign holdings taking major damage with a series of evacuation procedures, predicting in advance where the beasts would go. When the beasts drew close to Cyphiri waters, however, they were not so lucky. Their plans and predictions had the Beasts moving through Tair into the Dekapoloi, and then into the newly-cleared and at the time unnamed Carr-Narin, avoiding Cyph-Arel and limiting the damage in Sakura-Jin waters to the northern edges, but they hadn't accounted for the land barrier between Tair and the Dekaoloi - something missed by some and dismissed by others, given the Beasts' amphibious nature, but something that ended up making them change course, stampeding through Dahasham and Cyph-Arel before being lured into Carr-Narin and out to unknown waters and depths. In Cyph-Arel, this left a scar in the spiritual landscape of the Cyphiri followers of the Flowing Way that has not yet been repaired - the destruction of the Bones of Arthan.

The Bones of Arthan was not a single location - rather, it was a network of camps, points of interest, historical sites and settlements, and a route between them that was something of a pilgramage for Cyphiri inclined towards understanding the Way who hoped to gain a little of the understanding that Arthan, founder of the Flowing Way in Cyph-Arel (and thus, most likely, the modern understanding of the Way in its entirety), had gained in his travels across a young Cyph-Arel. This scattered nature meant that much of it was undefended, particularly if nobody was visiting a particular site at a certain time, and so nobody could protect the sites that the Beasts moved through. Over the year immediately following their passing, the Cyphiri took stock of how the Bones had survived, and it wasn't good. Many sites, ancient campsites and structures built or visited by Arthan, were nonexistent, trampled into nothing, while some ancient caves where Arthan had spent time in seclusion were now collapsed and inacessible. Small remote communities, of little economic value to the Union but important in the stories of Arthan, were torn asunder and their people scattered to the currents, resettling close to civilisation proper. In some areas the landscape itself had been torn up and the rocks broken by their passing, making landmarks unrecognisable. There was no single act of devastation, but all the smaller stories of destruction taken as a whole made one thing clear - the Bones of Arthan were gone. Nobody could properly follow the journey Arthan took, and the way things looked now in many places were nothing like the views Arthan took in, making the journey much less valuable to a keen follower of the Way. It was a strange, slow death, but a death nonetheless, and Cyph-Arel is lesser for its loss.
 
 
  Change Ruler Dynastically  to Ashal Hallus (Diplomacy 4+1 Military 4+1 Economy 6+1 Faith 5 Intrigue 3)
 Actual stats one less than noted in roll post from misremembering inheritance mods, +1s are this round's growths 
 As the years pass, Baran's declining health moves from rumour to confirmed fact, but the man doesn't let himself rest quite yet. There's still the final stages of Ashal's preparations, after all - she's learned a lot about governing and leading, the material matters of the position she'll soon take, from the rest of the famiy, but it falls to Baran himself to teach her in the mysteries he's learned from the Songsages. She takes to the lessons quite well, understanding the All-Song as Baran does, and that seems to leave Baran...Ashal isn't quite sure how to describe it, but he passes away in his sleep once it's done, like that was all he needed to do know and he was satisfied with her ability to take his place. At the least, she felt ready. She understood the role the Cyphiri had to take in the seas, and the duty of the Voice of Harmony, and she was more willing than Baran to be direct about how that happens.  
 
  News and Rumours  
 
 As the Cyphiri public hear first the news of the strange end of the banquet from the Cyphiri delegation, and then the account from the Ironkelp Order of what really happened, they are shocked and dismayed. While the Union as a country and political entity aligns itself with the Order against the Lux-Glossians, when it comes to individuals the Cyphiri are still quite welcoming - it's not the fault of the average Shade member that Taman has done what she's done, after all, and most Shades had suffered the most from her depravities, so any seeking shelter or a new home with the Cyphiri are welcomed in. 
 The Tails, the shrimplike commoners of the Emerald Tidelands, have gone through a considerable amount of upheaval recently, with the Tidelands being brought into the Union and then the Stewards heavily disrupting the ecosystem their plankton farms depended on in the search for more metal. While there is some lingering resentment from a considerable amount of the Tails towards the Cyphiri for being more or less responsible for the changes, the Union is still the best source of work for the majority of affected tails, and many families see their numbers at the lower ranks swell with Tails, and enough of them are ambitious enough that many Cyphiri predict that some families will see Tails in their ruling councils eventually. 
 The Black Pearls publicly announcing useful information on the Reavers is something of a pleasant surprise for many Cyphiri, but the long-term efforts of the Kelad to warn about the realities of doing business under their influence means that none take up their offer for more information. 
 The various rebellions and strange cults cropping up in the north are both concerning and fascinating, but as far as a response goes most Cyphiri Houses are content to let the Ironkelp Order and Gotezhar handle those threatening the Flowing Peace, and leave the Pfithgol internal conflicts to be handled themselves. 
 The revelation that the Gotezhar were behind the destruction of a Nacre base in the tropics is...fascinating and compelling as far as stories go, forming another exciting chapter in the conflict between the Divine Nacres and the Builder's Union, but one that doesn't seem quite right to the Cyphiri. In any case, neither group have forced the Union to pick a side yet, and most Cyphiri are happy trying to be friendly with them both - the Gotezhar as a large neighbour and ally in the Flowing Peace, and Nacres as an incredibly useful business partner and source of interesting tehnology. 
 
  Houses and Families of the Cyphiri Union  
 
 Spoiler 

 Hasn't been updated for a few rounds now, need to get on that.
Edit: Will be done once ruler changeover is completed, to fit the new order of things. 
These days many families are organised into Houses, a group of families led by a family that is part of the Union Council that have certain legal and economic ties and obligations, so the following is organised to suit. As always, there are many more families than this (in and out of the listed Houses), and more Houses, but these are the ones mentioned in the fluff so far.

  The Council Fund  
 TPs:  122.1
 Other:  Arthan's Head
The Council Fund is organised like a Cyphiri family but without any kind of central bloodline, its numbers drawn from every Union Council family - the family itself, not the wider House (a technicality based on the wordings involved with the laws that established the House system, but one few of the Council families wish to change). Similarly, a significant amount of its assets come from the Council families, one of the obligations involved in joining the Council being to contribute a proportion of their assets to the Fund, the rest being assets created by the Fund using those contributions. Its role in the Union is intended to essentially be a neutral party and wealth reserve, one not beholden to one family, although council families use past loyalties and political maneuvering to push their interests, and in the restructuring of the Union House Hallus has more influence than the dominant family would have in the old days of the Union. One of their major roles is that of managing mercenaries - the Retainer Guard is a force of mercenaries hired on a long-term basis that answer to the Fund and are sent out as and when a family requires assistance beyond the scope of their own mercenaries, and if the Cyphiri ever go to war it is the Fund that will have military command (under the guidance of the Council). Beyond that, they're also the major investor in the photospore networks across Cyphiri waters and out to major Cyphiri holdings elsewhere, they're one of the largest buyers of Cyphiri gold, and they're the caretakes of Arthan's Head who decide which families can hire it out.
- Artan: The head of the arm of the Council Fund that works with mercenaries, and the one who made the early (but now irrelevant) deals with the Kalan Company that led to the diplomatic/economic foothold needed to secure the Fund's current mercenary force. As that force developed into the Retainer Guard, she's leveraged her role in things to become one of the major players in the military, developing a strong interest in battle tactics and strategy despite the typical Cyphiri attitude towards such things. Her parents were followers of the Flowing Way who named her for Arthan, but she doesn't adhere to the Way much herself.

  House Hallus  
 TPs:  122.2, 173.1
 Supports:  122 (Aristocratic/Mercantile), 111 (Aristocratic)
 Other:  Cultural Exchange with COS, Lesser Piryon Ma’yan
 House Families:  Belar
Once just the most important family in the field of research and development, the Hallus family are now the most powerful family in the Union. After taking the position of the Ulnesh, the Hallus family have set about restructing and legalising many aspects of the Union Council and the wider Cyphiri Union, leading to the establishment of the House system and the Union's current strength.
- Baran Hallus: The actual head of the Hallus family, and the one directing their recent political moves. He has great respect for Pelir's work, and tends to indulge her requests. He's got broader interests than the average Cyphiri, taking an interest in the military conflicts that have gone on around the known world, and making plans for diplomatic efforts beyond those that are business-related.
- Ashal Hallus: Baran's daughter (born during round 9), Baran putting time and funds into prophecies around her led to Prophetic Education being established.
- Pelir Hallus: The pioneer of Hallus biotech research, and the mind between most notable recent Cyphiri advancements. She's not the head of the family but has enough influence through the family to get what they want, if possible, with the Belar family being one example of this. She's quite fond of Costa Sereia, having used much of their technology in her work since meeting them.
- Lanit Hallus: One of Baran's main diplomatic agents and representatives. She's spent a lot of time in Orope in the past, trying to help the Telan stabilise and gain control of the merchants there, and the failure there has left a stain on her record that she's never been happy about. Since then, she's been assigned to coordinate with House Ulnesh in the Emerald Tidelands, a task she's working hard at in order to regain her standing within the family.
ur
 Belar 
 Supports:  140 (Mercantile)
 Other:  Wayfinder, Gulgolet Shero'ah Hakkol
A small family of explorers, eager to strike out into the unknown to find enough of value to make them rich. They established a mutually beneficial relationship with Pelir Hallus some years ago, with her finanicially backing their expeditions in exchange for her hearing first about their results and in general keeping the spark of adventure going within the Union, and with the establishment of the House system they've fallen fully under the banner of House Hallus. They're also the ones in charge of waste exploration and exploitation, journeying out in their ship, Wayfinder, and using gifts from the Abyssal Stewards to find anything of value out there.
 - Retak Belar: The head of the Kelad, and one more focused around the ecoomics of their operations than the actual work they carry out. As such, he's very close to the Hallus, wanting to ensure further funding and the other benefits of being part of House Hallus keep coming.
 - Rendal Belar: The captain of Wayfinder, the Kelad's ship built to venture out into the wastes. He's a devout follower of the Flowing Way who believes that uncovering the mysteries of the wastes may provide some kind of hidden insight to the secrets of the Way.
 - Arnel Belar: One of the three top researchers below Pelir. Keeps well-informed about discoveries across the world, and primarily works with networks of small interconnected organisms.

  House Ulnesh  
 Holy Sites:  122.1, 124.2, 124.3, 153.1
 Supports:  122 (Clerical), 124 (Clerical/Aristocratic)
 House Families:  Carral
Formerly the dominant power among the Cyphiri families, before the ascendancy of the Hallus family. Originally, they split their interests between a very strong agricultural base and ways of leveraging said strength in political and economic endeavours, but as more and more food is imported, the Union grows beyond their capabilities to feed, and other families take bites out of their agricultural empire, they've been finding that strength waning. These days, they instead leverage their high status among Cyphiri followers of the Flowing Way, with Werran Ulnesh their leader, to secure power. There was once a great rivalry between Ulnesh and Hallus, strengthened by the Hallus takeover, but these days they're almost cordial as the Ulnesh support Hallus ventures in the Union Council while the Hallus help them with their own plans focused around the Emerald Tidelands.
 - Werran Ulnesh: A devoted follower of the Way, close to Garren, excited to spread the Flowing Way to new lands, very curious about the way other countries and faiths work. He became the most influential Ulnesh after their fall from dominance, as his rapport with Cyphiri followers was separate from his family's business, and since Garren's death has taken control over the family as it focuses on its new direction.
 - Relas Ulnesh: The member of Ulnesh's leadership council most pushing for them to retake the top spot, and the main opposition to its current direction. She was originally Garren's preferred successor, but in the years before his death disagreements between the two meant she lost his direct support. She's proven herself to be a competent leader in her position, though, putting to bed many doubts people had when she was younger.
 - Helad Ulnesh: The man in charge of coordinating loans between the Ulnesh and other Cyphiri families, deciding who gets the offers and how they're repaid/the influence gained is otherwise used. Was once the favourite among most of the family to succeed Garren, but the family's shift in direction led to him being passed over in favour of Werran. He still has notable influence among other Cyphiri families due to his ability to leverage the loans, though, and he's been busy trying to bring various families into House Ulnesh.
 - Neyran Ulnesh: One of the three top researchers below Pelir. Still keeps an interest in the agricultural development that originally gave House Ulnesh its edge, despite that losing focus for the wider family, and otherwise works to integrate foreign technology and techniques with Cyphiri methodology.

 Carral 
 TPs:  123.1
 Supports:  123 (Mercantile)
Small decentralised family who were once down on their luck and turned to the Bone-Grinder's Guild of [112] to try to make a new future for themselves. Their attempts to become more influential in the Guild ended up gaining them little, but the expedition eastwards that the Bone-Grinders sponsored has borne fruit for them, and they are now based in that region and have established themselves as a dominant mercantile power in the region by selling on imports from the Kelad.

  House Telan  
 TPs:  109.1, 114.2, 118.1, 118.2, 134.2
 Supports:  126, 139 (Mercantile)
 Other:  CYP-OKI Trade Route
 House Families:  Kelad
Previously a minor family in one of Cyph-Arel's cities, now dedicated to the trade route between the Cyphiri and Middish. Operate a network of camps, rest stops and small businesses catering to those taking said route, and established the route itself. Has control over part of Orope's Giantbane Seed industry, along with investing in some nearby regions. Current leaders in fields relating to Supernatic Propogation, due to their ties to the Middish. They've ended up on the Hallus side of the Ulnesh/Hallus split in the Council, due to the family helping them secure the Cobalt Dye they now sell to the Middish.
 - Tarpan Telan: Head of the Telan, now living in Orope full-time. Quite fond of the Middish, and their interpretations of the Flowing Way. Approves of the Hallus' shift towards a standing mercenary retainer, the Middish attitudes towards war and battle having rubbed off a little.
 - Yanmet Telan: Tarpan's second in command, handling things on the Cyph-Arel side of the business and dealing with the other Cyphiri families.

 Kelad 
 TPs:  117.1
 Supports:  118 (Mercantile)
Another minor family, and one that's been very active in sending out opportunity scouts to the regions nearby to the Cyph-Arel - Orope trade route. They're not planning on making many big attention-grabbing moves for the time being, but have a plan to acquire resources vital to the efforts of other families and sell it on to them at a profit. In recent decades, they've been having a lot of troubles with the Black Pearls, many of their major holdings being in waters that the syndicate holds sway in.
 - Nalrin Kelad: An influential family member in the wake of the disruption brought by the Black Pearls, and very outspoken about her views of the syndicate.

  House Pylet  
 TPs:  129.2
 Supports:  125, 129 (Mercantile)
 Other:  Pyl-Garat (129)
One of the Union Council families, and the main one driving colonisation attempts. Has a great deal of influence with the smaller families and the colonists of Pyl-Garat, but is beholden to the Hallus in turn - an obligation they are trying to weasel out of as much as possible, not wanting to turn against old friends in the Ulnesh family but having found the offer from the Hallus too good to turn down.
 - Hapat Pylet: The head of the Pylet family, the main family in control of Pyl-Garat. Doesn't have the best reputation among followers of the Flowing Way, between many statements he has made that were critical of it, and the fact that many of the people living in Pyl-Garat have ended up following the tenets of Sakurado instead. The man himself appears to follow neither faith.
 - Rala Pylet: One of the three top researchers below Pelir. Primarily interested in the animals of the oceans, and the ways that their traits can be used in biotechnology.
 

  Statistics  
 
 Spoiler 

 Special Actions Available:  Diplomacy 10
 Special Actions Used:  Diplomacy 5, Military 5, Economy 5, Economy 10, Faith 5, Faith 10

  Diplomacy  
 
 Spoiler 

 Reputation/Favours 
 The Abyssal Stewards:  Rep 2, -1 Favours (Expected Change: +1 Favour)
 - Welcome: +1 to resist Sacks and Coercion
 - Friendly: +2 to resist Secret Actions
 The Chelonian Chora:  Rep 4, 0 Favours (Expected Change: -1 Rep &lt;ruler changeover&gt;)
 - Welcome: +1 to resist Supports becoming Open or Unruly
 - Friendly: Distance Losses triggered every fourth region; -0.5 distance penalty (-1 if target is adjacent to/has a CCA base)
 - Favoured: Can pay 4 regions to ship to a region with a CCA base from another CCA base; can Seek Aid after an action has been rolled 1/round
 - Bell-Keeper: Can ring the Bell of Resolution as a Faith action to roll another action as 1d6/8+6.
 - Voice of Harmony:  Various benefits  ( Passion rules )
 The Divine Nacre:  Rep 2, 0 Favours (Expected Change: None)
 - Welcome: +1 to Exploration, Prospecting and Colonisation
 - Friendly: +2 to Investigations
 International Prestige:  Prestige Rank 3, 1 Prestige (Expected Change: None)
 - Respected: +1 to Establishing and Pressing Claims and Promoting Claimants
 - Admired: +1 to attempt/resist Sway and Impress actions
 - Emulated: +2 to Raise Reputation, Slander and Resist Slander; use Cultural Identities through CIs twice a round; vassals can use your CIs and lieges your perfected tactical doctrines
 - Envy of the World: Host events as a non-action, all attributes below 4 count as 4 for rolls

 Bases 
122: Reefback Nursery
124: Smoking Garden

 Cultural Exchanges 
Costa Sereia

 Cultural Identities 
None

 Great Works 
The Palranic Anthology (Literature; kept in Cyph-Arel)
 

  Military  
 
 Spoiler 

 Units:  2 (Expected Change: -Battle Losses)
 Unit Cap:  13 (Base 3 + 3 Regions + 6 Supports + 1 Wonder)

 Aristocratic Support 
91, 122, 129, 101, 111, 124

 Generals 
Renald (Mil 8): Prime Targets (Free Sack attempt on offence, -2 enemy leader loss on defence, -20% own and enemy casualties)

 Perfected Tactical Doctrines 
None

 Fortresses 
None

 Military Technologies 
    Technology 
 Type 
 Effect 
 Requirements 
 Met? 
 
  Supermarine Artillery 
 Dropping Weapons 
 +1 to battle and maneuvering rolls in Depth 0 regions/ 
 Supernatic Propogation, Photospore Signalling, R: Giantsbane Seeds 
 No 
 
  
 

  Economy  
 
 Spoiler 

 Treasure:  3 (Expected Change: +1; Rate 2-&gt;3 - 3 Actions + 1 Mammomachines)

 Trade Posts 
 Effective Total TPs  18
 Treasure Rate  2

 Foreign TPs with Owned Mercantile Support  3
    Trade Post 
 Resource 
 Use 
 Support 
 Rate 
 
  109.1 
 Swarm Ash 
 Bitter Tourism 
 Open 
 1 
 
  117.1 
 Biolumiscent Tunicates 
 Support of 118, Holographic Certification 
 Costa Sereia 
 1 
 
  118.1 
 Domesticated Sea Cows 
 Support of 126/129/139 
 Cyphiri 
 2 
 
  118.2 
 Domesticated Sea Cows 
 Support of 126/129/139 
 Cyphiri 
 2 
 
  122.1 
 Native Gold 
 Joined-Stalk Companies 
 Cyphiri 
 2 
 
  122.2 
 Native Gold 
 Joined-Stalk Companies 
 Cyphiri 
 2 
 
  127.1 
 Ray-Ear Seaweed 
 Support of 121/122/123/140 
 Black Pearls 
 0 
 
  129.C 
 Mercenary Retainers 
 Union Mercenary Exchange 
 Cyphiri Union 
 2 
 
  134.2 
 Cobalt Dye 
 None 
 Costa Sereia 
 1 
 
  173.1 
 Tiny Tubeworms 
 Filtration Grafts 
 None 
 1 
 
  186.1 
 Mammoth Seals 
 Seeker Barnacles 
 None 
 1 
 
  
 Mercantile Support 
118, 122, 123, 125, 126, 129, 139, 140, 170

 Cities 
Union Mercenary Exchange (129;Mercenary Retainers TP + Sacks)

 Trade Routes 
Cyphiri - Ironkelp Knights
Cyphiri - Kar-Nath Hegemony

 Specialised Ships 
Wayfinder

 Civilian Technologies 
    Technology 
 Type 
 Effect 
 Requirements 
 Met? 
 
  Composite Grafting 
 Starter 
 None 
 None 
 Yes 
 
  Graduated Symbiosis 
 Starter 
 None 
 None 
 Yes 
 
  Megafaunal Tailoring 
 Starter 
 None 
 None 
 Yes 
 
  Photospore Signalling 
 Starter 
 None 
 None 
 Yes 
 
  Supernatic Propogation 
 Starter 
 None 
 None 
 Yes 
 
  Trophic Deconvolution 
 Starter 
 None 
 None 
 Yes 
 
  Anoxic Adaptation 
 Border (Access) 
 Cross Brackish Borders 
 Composite Grafting, Trophic Deconvolution 
 Yes 
 
  Bitter Tourism 
 Border (Access) 
 Cross Glacial Borders 
 R: Heat Source 
 Yes 
 
  Filtration Grafts 
 Border (Access) 
 Cross Toxic Borders 
 Composite Grafting, R: Filter Feeders 
 Yes 
 
  Electrodialytic Staurozoa 
 Border (Bonus) 
 Ignore the distance penalty from Briny borders twice/round, doesn't affect distance losses 
 None 
 Yes 
 
  Papershell Draft-Cuttle 
 Border (Bonus) 
 Ignore the distance penalty from Briny borders twice/round, doesn't affect distance losses; +1 Prospect in depth 0 Colonies 
 Supernatic Propagation, Anoxic Adaptation 
 Yes 
 
  Bioluminescent Navigation 
 Depth 
 Allows access to Depth 1 regions 
 Photospore Signalling 
 Yes 
 
  Holographic Certification 
 Action Bonus 
 +1 to resist Undermine Support actions 
 Photospore Signalling 
 Yes 
 
  Joined-Stalk Companies 
 Action Bonus 
 Expeditions reward 1 Treasure instead of +1 to a Buyout, Great Success gives automatic control of a TP instead of 1 Treasure, wastes exempt. 
 Composite Grafting, R: Precious Minerals 
 Yes 
 
  Adventuring Parties 
 Action Bonus 
 Can send Missions from any region with owned Aristocratic Support 
 Photospore Signalling, R: Skilled Labour 
 No 
 
  Seeker Barnacles 
 Action Bonus 
 Can send Expeditions from any region with an owned Trade Post 
 Graduated Symbiosis, R: Megafauna 
 Yes 
 
  Traveling Scholars 
 Ruler 
 Roll and drop 1 additional d4 when adopting a new non-dynastic ruler 
 R: Talented/Knowledgeable Labour 
 No 
 
  Mamomachines 
 Economy 
 Regain 1 Treasure per 3 spent in a round 
 None? 
 Yes 
 
  
 

  Faith  
 
 Spoiler 

 Faith Holy Sites: 
 Clerical Support 
122, 124, 126

 Organised Faith Bonuses 
+1 to Impress Actions
Cultural Identity for Buyouts
Prophetic Education (Roll twice for Economy and choose either result when changing rulers dynastically)

 Artefacts 
 Arthan’s Head  As an action (that can be associated with any stat), the owner of Arthan's Head can select a region for the Head to focus on in the next round. This provides a +1 bonus to all actions targeting that region that use the same stat as the action used to focus the Head in the round before.
 Shero'ah Hakkol  One Prospect action per turn in a Wastes region gains a +2 bonus.
 Lesser Piryon Ma’yan  Reduces the action cost of Projects in one region by one action as long as exactly one action’s worth of progress is added to the Project each turn and the Piryon Ma’yan remains in the region the entire time. Currently applicable to Projects with an action cost of 5 (or more). As the Piryon Ma’yan grows, this effect may improve.

 Holy Orders 
None

 Miracles 
Bones of the Ocean - Wastes TPs owned by Cyphiri Way countries count as Holy Sites
 

  Intrigue  
 
 Spoiler 

 Spies 
None
 

  Claims  
 
 Spoiler 

122 - Historicity, Integration
124 - Confederation
 

  Total Passive Effects  
 
 Spoiler 

 Actions 
Buyouts: 2d8 CI
Impress: +1 Prestige, +1 Religion
Sway: +1 Prestige
Exploration: +1 Nacre Rep
Prospecting: +1 Nacre Rep, +2 Artefact (1/round, Wastes only)
Colonisation: +1 Nacre Rep
Claims: +1 Prestige

 Defensive 
Resist Coercion: +1 Steward Rep
Resist Sack: +1 Steward Rep
Resist Secret: +2 Steward Rep
Resist Supports becoming Open/Unruly: +1 Chora Rep
Resist Sway/Impress: +1 Prestige

 Misc 
Merchant Marine: Extra Economy action, 15 treasure cap, can spend 3 treasure on a roll, foreign TPs in mercantile support regions count towards treasure, can provide two resources through a trade route
Friendly with the Chora: -0.5 distance penalty (-1 if target region has/is adjacent to a Nursery, unit distance losses triggered every 4 effective regions
Favoured by the Chora: Pay 4 regions to skip to any region with a CCA base for distance penalty purposes, make 1 post-roll Seek Aid a round
Building Materials: 3/3 project actions count double

 Union Mercenary Exchange 
+1 to Mil actions in 129 (own Aristo support)
Can always coerce trade posts in 129 (own Aristo support)
+1 unit cap (own Merc support)
1 extra defender in 129 (own Merc support)
2/round, spend 3 Treasure to recruit 2 units with one action (own region and both supports)
 

 
Epinephrine_Syn
    TITAN OF INDUSTRY       
Turn 18
  ? ??????  ? ?????    
 
   MAWbel v2.6      [  Songstress  ] 
 Dip:  [    4    ]
 Mil:  [    3    ]
 Eco:  [    6    ]
 Fai:  [    9    ]
 Int:  [    6    ]

Next Turn: +1 Fai, +1 Eco, +1 Dip

Actions
 Fai:  Artifact:  Alpha Ex Machina 
Fluff: The original, the first. A monument in name only and yet it somehow feels significant, despite being a tiny speck of steel small enough for a Herring to gobble down as a morsel. Maybe it will spur others on to the path? The work continues all the same.

Mechanics:
As a non-action during your turn you may activate its effects as a bundle package. These effects persist even if you lose possession of this artifact.

Craft one Paperclip for every unit of Treasure you create.
Create a running counter of how many Paperclips you have crafted.
 Fai:  Impress Clergy in region 49, using 1 Treasure  [Roll = 19] 
 Eco:  Buyout TP 1 of Region 63, using 1 Treasure (Sheerspun Fabric)  [Roll = 26] 
 Eco:  Build a City in Verja (61)
 Dip:  Build a Reefback Nursery within Verja (61) 1/3
 Dip:  Build a Reefback Nursery within Verja (61) 2/3
-Spend 1 Treasure 3/3


Non-action
Begin assembling Region 61, Verja  (Region Write Up Draft) 
Attend a  private conference  with the Ennead.
See if I can reasonably utilize Herrings to satisfy Unskilled Labor in region 61 without disaster.

 
 Spoiler: PRS Scorn/Acclaim 

ESP has been caring less and less about the matters of prestige, but have been shaken from slumber to Acclaim KNH for their duties in defending them in their hour of need, and to Scorn SEN for the assaults, for the fear, for the running over 60 which they have yet to fully ascertain the fate of the Riftborn, and for the expected-to-be-false accusations. But mostly as a weighted counterbalance.
 



To-Do
 
 Spoiler: Chora Favor Fluff 

Write up Fluff Submission for the Exploration of W22 for [Request] Waste Not, Want Not [1/5]
Write up Fluff Submission for the Exploration of W21 for [Request] Waste Not, Want Not [1/5]
 

 
Oppose Dominion Intrusions.
Black Noise (Spy 7): guard and anti espionage
Maleficent Herring Cluster [Holy Order]:


Automatically defend against any unauthorized buyouts/incursions/sways/conversions/etc (through a resist roll, a -2 penalty, or both, as applicable).
Automatically oppose all unauthorized Buyout, Sways, or Impress actions within holdings ESP has Merchant Support in.
Automatically oppose all unauthorized Conversion, Sways, or Impress actions within holdings ESP has Clergy Support in.
Conversion Authorization: Allow and support any conversions to The Eternal Communion.
Buyout Authorization: Approve of the Buyout of TP 3 of Maleficent Jello by KNH.
Always utilize The [Toy] Hammer whenever possible to make it such that when you spend 3 Actions on a Great Project, to help these contribute to 4 actions total.
 
 Plastic Flower Recycling Routine
Contender Trade Route Pool: RFT, LUX, DPB
Treasure Spent This Turn: 3
If Treasure Spent ≥ Trade Route Countries
Then Skip redundant rolling phase, apply 1 treasure to all countries
Give 1 Treasure to: RFT, LUX, DPB


 
 Spoiler: Shell Counting 

 
 
Treasure: 14/15
Vaults: 0
Passive Treasure Income: +3
-3 Project Acceleration
+1 Mamomachines
 Next Turn:
15/15 Treasure
Vaults: 0 
 
 Region 51 (Magma Falls) (Capital) (Fortress) (City)
Resource (Immortal Jellyfish) XXX / ESP / Open / City(ESP) (x2)
TP 2 of 49 Ivory Legionnaires
TP 2 of 52 Large Minerals
TP 2, 3 of Herrings
TP 1, 2, 3 of 57 Woven Seaweed (x2)
TP 1 of 58 Warped Shells (x2)
TP 3 of 60 Fertile Soil (x2)
TP 2 of Pelagic Graftsmer in 66 (x2)
TP 3 of Piezo in 67
TP 1, 2 of 66 Graftsmer
TP 1 of 68 (Glass)
TP 3 of 71 (Dragon Scales)
TP 1 of W22 (Unblemished Wreckage)

Merchant Supports
Region 51, 56 57, 58, 60, 63, 66, 68 Clerical Supports
Region 56, 57, 58, 47, 51 (ESP)
 
Artifacts
Plastic Flower
Mechanics: For every treasure you spend in a single round, a randomly selected Player that you have a Trade Route with gains one treasure at the end of the round.
Toy Hammer
When you spend 3 actions on a Project, get a fourth one for free.
Ships
Big Boulder
Nightguard


Trade Routes
RFT
LUX
DPB

  Mission Statement/Core Values: 
  Secure    Industrialize  emotional software   within Polar (Hivemind and Isolate Alike) against outside intrusions.  
  Guarantee long term    s ecurity for   the corporate entity known as   Eternal Spring.
  Engage in cooperative crowdfunding and projects to    b ring    Prosperity      unto all lifeforms.  
 
Faith Dossier in Round 16 Post:  Give The Eternal Communion A  Soul  
 
  
 Spoiler: Shell Counting 
 

 
 Spoiler: Titanic Mechanics 

Finally complete, the Magma Shroud in Verja, newly churning heart of the Eternal Spring, first of its kind, springs into a cruel simulacrum of life. Smoke and heat alike belch forth from the opening at the structureÂ’s peak, bringing to mind the Colossus Draig which already stalk the frigid waters nearby. From behind masses of already soot-stained paneling and struggling insulation seeps a sinister and cyclic red glow, draining into the eyes of onlookers through sieves of swaying thrumming cables and enormous rattling pipes. From towering mechanisms diffuses the fell influence of the great and hungry avatar of desire and prosperity which some call the Hidden Hand, permeating all who look upon such marvels of industry with the power of Mammos. Here, there is Potential unrivaled. Here, the world bleeds to feed the fires of Prosperity. Here, a new Titan is born - a  Titan of Industry .

 
 Spoiler: Titan of Industry Mechanics 

  Industrialized Investment:   The fires of industry are fueled by many things - chief among them being capital investment. A Titan of Industry may spend 2 Treasure as part of a Project action to boost that Project's progress by an additional action. May be used on all Titanic Projects and most other region-specific Projects, limited only by Treasure and action availability.

  Pollution:   As subaquatic industrialization continues, existing ecosystems Â– be they natural, engineered, or somewhere in between Â– are commonly destroyed and the water becomes foul and choking. As pollution builds up in a region, its travel, construction, and life are likely to become progressively more difficult, eventually resulting in the region becoming uninhabitable.

Titanic Projects produce Pollution, which can have significant effects on a regionÂ’s habitability. Every 3 Pollution in a region increases the costs of most Titanic Projects by 1 action. Pollution can be managed by the use of Dump Sites to dispose of waste and shift pollution away, or Mantlecracker Techs to reduce operational penalties in Polluted regions.

At 3 or more Pollution, a regionÂ’s borders are considered Polluted (in addition to whatever other border type they may have)Polluted borders cost an additional region to cross for the purpose of Distance losses (with attendant effects on distance penalties), and each Polluted region crossed adds a flat -1 penalty to action rolls, which is not reduced by distance penalty reductions.

At 6 or more Pollution, a regionÂ’s borders also become Toxic, in addition to whatever other border type they may have been previously. If the regionÂ’s borders were already Toxic, each region that shared a Toxic border with the Polluted region gains 1 Pollution as a result of spillover effects.

At 10 or more Pollution, a region becomes Contaminated, uninhabitable even for a Titan of Industry until the Pollution level is reduced.

  Titanic Projects:   A bunch of new and exciting projects to work towards; must be in an owned region or a region where you have mercantile support.

Titanic Projects may be destroyed with a Sack action if in a controlled region - like Sacking a Trading Post, this is likely to upset local Merchants. They may be damaged by Sack actions if in a region one does not control - while damaged, they do not provide their normal effects, but still produce Pollution if that Pollution is local. Titans of Industry may use Economy to resist Sacks of their Titanic Projects in regions they control. A destroyed Magma Shroud disables all other Titanic Projects dependent on them in the region, which will only produce 1 Pollution each until a new Magma Shroud is built. A damaged Magma Shroud will result in Titanic Projects dependent on a Magma Shroud shutting down one by one over time unless it is repaired. A Titanic Project requires 1 action to repair when damaged, or 2 if the Sack was a Great Success.

 Magma Shroud :  This extreme depth borehole provides access to geothermal energy in massive quantities. A must-have for any budding industrialist looking to reach the next level!  - Effect: Required to start almost any other Titanic Project in a region and reduces the Treasure cost of Industrialized Investment by 1 for Project actions in the region; Action Cost: 5 Economy actions (cost reduced by 1 action per Depth Level), Pollution: +2.

 Energized Extraction :  Connecting geothermal energy plants to extraction and processing facilities all across the region increases both nominal and actual yields massively!  - Effect: Owned TPs in region count double; Action Cost: 2+TP Count Economy actions, Pollution: +1 per TP

 Industrial Research :  Conducting organized research into the science of automation and production can provide many advances; foremost among them massive increases in extraction, processing, refining, manufacturing, transportation, and/or military capabilities.  - Unlock a Mantlecracker (alt: Industrial) Technology as well as the specific Factory type(s) which powers it, that can only be constructed in regions with an appropriate resource type. Actions Cost: 4 Economy or Military Actions or one Economy/Military 10, produces 1 Pollution.

 Construct Factory :  Undercompensated workers, automated mechanisms, enslaved demons, corrupt unions - whatever the source of your labor, if itÂ’s cheap and plentiful, it's productive.  - Effect: Establish a Factory with a type based on the local resource; Factories are used to power Mantlecracker Techs, Action Cost: 5 Economy Actions (3 if City present); Pollution: +3

 Vault Depot :  Storage depots to handle industrial quantities of goods have always been important to industrially developing powers - who cares how much habitat for native flora or fauna has to be cleared to make way?  - Does not require a Magma Shroud in the region, Increases Treasure Storage by 5, 3-action cost, Produces 1 Pollution.

 Dump Site :  Naturally, massive increases to production throughput means a similarly massive increase to waste output, which must be effectively managed. The most effective management for waste is usually to put it far away from oneself, and this highly sophisticated and specialized facility does just that!  - Reduces local Pollution by 4, and increases Pollution by 3 in a specific neighboring non-Wastes region. 3-action cost.
 

 Mammos's Hidden Hands: The Eternal Spring may use Faith actions in place of Economy actions for Projects as long as they are spending Treasure for Industrialized Investment for each such action. With ESP becoming a Titan of Industry, and effects of the Safety Net, Mammos may now communicate much more freely and directly with players. It no longer costs Treasure or requires an intermediary to communicate if in Verja (61). 
 

  
Titanic Factory  
Region 61
Pollution: 2
Structures:
Magma Shroud (Pl2)

  Impending Construction    (Delayed) 
Dump Site 61&gt;54 (Pl0)
2/4 Capacity
Dump Site 61&gt;54 (Pl0)
0/4 Capacity (not in use)
  

Region 54
Pollution: 0
  Next Turn Pollution: X  
mystic1110
 
   

Leader: Shark King, Herald of the God-Fish

D:4. E:2 M:10 F:7 I:6  
Regions - Units:

The Polar Dogmatists are in Region 175 and gain 1 Units and are at 8 Units.
Temperate-Old Guard are in Region 142 and gain 2 Units and are at 7 Units
Tropical-Hooligans are in Region 185 and remain at 6 Units

 Shark People – (Polar-Dogmatists) – Actions: 

Military -  Sack 176.2 (Roll:  20 )

 Shark People – (Temperate-Old Guard) – Actions: 

Military -  Attack Region 118 (142&gt;121&gt;122&gt;119&gt;118) with 7 Units, Gwasgymarchog (Mil 8 commander), 10 Mil and One Thousand Arms Tac Doc and 1 Treasure.

 Shark People – (Tropical-Hooligans) – Actions: 

Military -  Sack 159.1 (Roll:  12 )

 Shark People – (Holders of the SHORB) – Actions: 

Military - Sack 10.3 (Roll:  21 )

 Non-Actions 

1. Accept all TPs, Techs, Treasure and Artifacts

 
 Spoiler: Diaspora 
Units:
Polar: 7
Tropical: 7

Treasure: 5
Trade Posts:
56.1 – Herring (FOOD)

General: Gwasgymarchog (8) - Tac Doc - One Thousand Arms (Must be attacking; -2 to Maneuvering roll, +4 to battle roll, and +20% enemy casualties. On battle victory, make three free Sack attempts then return region control to previous owner. If lose Maneuvering but win battle, make two free Sack attempts then return region control to previous owner. Treat Footholds (ties) as battle victories but make one less Sack attempt.)
 
JBarca
 Round 18
   The Shifting Ennead   
 Danabae (69), Maurente (74), The Cathedral of Movement (67), Sketi (68), Raconensae (73), The Dead Seas (60)  
  Led by King Akkoroas 
D9 ; M10 ; E8 ; F2 ; I5 
 Actions 
 
  [ECO Buyout TP ??.?] 
 
  [ECO Buyout TP ??.?] 
 
  [MIL Recruit Unit]  
  [MIL Recruit Unit] 
With the unnecessary war continuing long past its expiration date, soldiers are needed.

 
  [MIL Invade Aelwyd Adferiad [71]] 
 
 Spoiler: Invasion Details 
Target: Aelwyd Adferiad [71]
Commander: Tulticius (8)
TacDoc: First to Kill ( +4 to battle, -4 allied leader loss, -2 enemy leader loss, +10% casualties both sides)
Units: 7
Treasure: Nope
Route: 73&gt;71
Tech: Destabilizing Mutagenic Augmentations (+0 to everything)
 

 
  [MIL Invade [Region 70]] 
 
 Spoiler: Invasion Details 
 Region 70 [70]
Commander: Balelia (9)
TacDoc: Integrate the Captives  (-10% casualties both sides. Free Impress Aristocracy in 70)
Units: 6
Treasure: Nope
Route: 73&gt;70
Tech: Destabilizing Mutagenic Augmentations (+0 to everything)
 

The Draigiau have proven to be the Doflein's lesser in warfare, protecting their young, negotiations, and basic common sense. Their offer of peace if clearly nothing more than a thinly veiled attempt at clinging to righteousness in the face of annihilation, and the Ennead will tolerate them no longer. 
 
 Non-Actions 
 
  Treasure Count at round start - 0 
  Unit count at round start - 13 
  Condemn KNH (Per Scorn For The Condemned PRS).  The Hegemony defended an assumed Titan, and this was deemed acceptable by the local powers, so the Doflein took matters into their own hands. Then, when it benefited them, they aligned themselves with a known Titan to assault Danabae. They utilized the malice of a hostile, eldritch entity for political gain. This cannot be allowed to stand for the precedent it sets.  
  Acclaim DPB (Per Admiration For The Acclaimed PRS).  OpeanSEA has been the Ennead's staunchest military ally for decades. In fact, the willingness of Deep Blue to sacrifice so many of its members in defense of Danabae is considered the most noble act taken by a foreign polity in history.  
  With the nobility of Danabae back under something approximating control, King Akkoroas invites his agents to make their reports. Initially, near nothing useful is presented to the King and his Princes. Soon, however, a young woman called Pelegrina comes forward with a promising pattern: the majority of grafts taken by the ingrates were easily obtainable by the Spring and their trading partners. Within a week, Pelegrina offers another two theories, but her initial pitch is what sticks in the king's mind and is acted upon. With this new young spy proving valuable, Prince Telian and a handful of other advisors reward her, while the king makes an announcement, through his various heralds:

 "The Eternal Spring has laid waste to the foundations of peace that the noble nodes of OpenSEA have so carefully constructed. By initiating an attack based in deceit and trickery, they have torn open wounds that are only now beginning to heal, ruining the scabs that would, in normal circumstances, hold back the very rot that is now being invited in through scheming. It is with great sadness that we have learned this horrid turn of events, and it is with great hopefulness that a representative of the MAWbel entity Songstress is invited to speak in Danabae."  
 A third of the polyps and Kiwa taken or killed are dumped into the abyss, along with a song of the Nautilites and Mer. Though communication may not be feasible, they still make the attempt - the conflict with Tadgceallachmarix's minions is recounted, and offers of peaceful coexistence are extended. 
  Gift Bitter Tourism to DPB using our CE 
  Accept all gifts 
  All SEN territory treats all armies not belonging to SEN, DPB, or STC as hostile for Distance Losses 
 
 Reports and Discoveries 







Ruler Stats R17:
D: 9
M: 10
E: 9
F: 2                                                                          POLAR 
I: 5
New Ruler: No

 
 Spoiler: Technology 
 Technologies 
    Type 
 Name 
 Effect(s) 
 Required Resource? 
   
  S 
 Composite Grafting 
 N/A 
 N/A 
 
  S 
 Graduated Symbiosis 
 N/A 
 N/A 
 
  S 
 Trophic Deconvolution 
 N/A 
 N/A 
 
  C 
 Electrodialytic Staurozoa 
 Ignore Effective Distance from Briny 2/rd 
 N/A 
 
  C 
 Holographic Certification 
 +1 to rolls when resisting Undermine Support 
 Photospore Signaling, Bioluminescent Ink 
 
  M 
 Devolving Standardized Integrations 
 +1 to Battles following destroying enemy units in battle 
 Composite Grafting 
 
  C 
 Anoxic Adaptation 
 Brackish (green) border crossing 
 Composite Grafting, Trophic Deconvolution 
 
  C 
 Bitter Tourism 
 Glacial (black) border crossing 
 Heat Source 
 
  M 
 Razor Current Netting 
 +10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending 
 Composite Grafting, Glass 
 
  M 
 Filtration Grafts 
 Toxic (red) border crossing 
 Composite Grafting, Filter Feeders 
 
  M 
 Destabilizing Mutagenic Augmentations 
 Increase DSI bonus to +2 
 Devolving Standardized Integrations, Composite Grafting 
 
  C 
 Scrying 
 Great Success on Seek Aid grants a +2 
 Shiny Objects 
 
  M 
 - 
 N/A 
 N/A 
 
    
 

 
 Spoiler: Mechanical Bookkeeping 

Trading Posts Owned: 2
 
 Gravelglass: 68.2 
 Maleficent Jelly 51.3 
 
 Military Units CAP: 13/16 
 Generals 
 
  Balelia - 9 
  Tulticius - 8 
 
 Spies 
 
   
 
 Cultural Exchanges 
 
  GRV 
  DPB 
  STC 
  SKR 
 
 Trade Routes 
 
  STC 
 
 Artifacts 
 Treasure 
0/5

 Special Actions Used 
DIP5 - Cultural Exchange DPB
MIL5 - Recruit General Tulticius
ECO5 - Specialized Ship,  The Harvester 
MIL10 - Destabilizing Mutagenic Augmentations

 Great Projects 
     Name  
  Location  
  Details  
 
  Provinciarum Mirabilia 
 67, 68, 74 
 Massive statues of coral and living flesh harvested from serfs, coupled with tax-collection offices 
 
  The Eternal Reunion 
 69 
 A huge pit dug into the seafloor, swarming with workers and filled to the brim with factories, workshops, and gristmills, and the floor is dotted with butcheries, slaughterhouses, vats, and barbershop. Into the pit flow people, animals, and other biomaterials. Out flows the raw materials for the many experiments and projects of the Doflein. 
 
   
  
  
 
  
 

    POLAR    
Frostwander
     Costa Sereia - Merchant Marine    
 Region 134 - Palacia
Region 103 - Taifre Mandala 
Turn 18
  
 Actions: 

1)  [Diplomacy]  Attend Event -  The Banquet of Eternal Light 
 
 Spoiler: Sub-actions 
Receive 2 Treasure from Lux-Glossia.
 


2)  [Economy]  Buyout Trade Post - Region 63 ( Roll: 14 - Success )


3)  [Economy]  Impress Merchants - Region 127, using Luminescent Crystal for Desired Import ( Roll: 13 - Success )


4)  [Faith]  Impress Clergy - Region 103 ( Roll: 18 - Success )
 The priests of Brilhinte continue to work with the clergy of Taifre Mandala. Many of the students have swayed from the narrower traditions of the Examinations, and efforts are made to show the benefits of the broader faith to their leaders as well. 

5)  [Faith]  Repair the Temple of Narcis
 While not disturbed by the Lux-Glossian colonization, the temple has not been cared for or maintained in many decades even before that. Careful not to disturb the merfolk at rest, the new caretakers spend several months replacing damaged hangings, restoring walls and structure, and cleaning until the Temple once again fits the memories being honored there. 


6)  [Intrigue]  Secret Action


 Non-actions:  
What secrets hold the Deep?
Spend 1 Treasure on secret action, 1 on buyout, 1 on Impress action (3 total).
Support OKI buyout of Region 133 TP2.
Resist Undermine by BLP in Region 128. ( Roll: 16 )
Receive a Shadow Pearl from the World Garden.


 
 Spoiler: Leaders and Prominent Figures 
 Leader:  Duarto Alverna (Diplomacy 7; Military 5; Economy 9; Faith 8; Intrigue 10)
End-of-turn increase: Economy +1, Faith +1
New Leader next turn: No

 Generals:  Illdo Loura (Military 8)
 Spies:  Veruha Mascerena (Intrigue 7), Circo Luto Perdida (Intrigue 8)

 Other:  Gaspar Peixoto, Business Counsel; Ildo Loura, Militia Commander; Rain Loura, Venture Financier; Havardr Perna, Priest of Desderia; Earlee Perna, Arete Priestess; Paidre Peixoto; Conseco Loura
 

 
 Spoiler: Relations of State 
 Cultural Exchanges:  The Gotezhar (138); The Cyphiri Union (122); The Kar-Nath Hegemony (77)
 Trade Routes:  The Gravetenders (78)
 

 
 Spoiler: Resources 
 Units:  Sereia Militia x4, Nereid Scholastic Guard x1
 Treasure:  9
 Artifacts:  Peninah Ayin (location unknown)
 Reputation:  ABS (2); CCA (0); DNA (0); PRS (1)
 Favors: 
 Cultural Identity:   Practical Curiousity - 2d8 Investigations
 Capital Region:  Palacia
 Cities:  Cadid Santuario - Region 134 (+1 Sway Faction)
 Aristocrat Support:  134(C), 103
 Effective Trading Posts 30 (3 income): 
&gt;  Adventuring Scholars  - 103 Merchant Support (No TPs)
&gt;  Bioluminescent Tunicates  - 117 Merchant Support (No TPs)
&gt;  Cobalt Dye  - 134 TP1, City &amp; Merchant Support
&gt;  Fertile Soil  - 60 TP1
&gt;  Giantsbane Seeds  - 114 TP3 &amp; Merchant Support
&gt;  Luminescent Crystal  - 135 TP2
&gt;  Mineblossom Sponge  - 130 TP2 &amp; Merchant Support
&gt;  Phosphorite  - Merchant Support (No TPs)
&gt;  Plankton  - 124 TP2 &amp; Merchant Support
&gt;  Pure Berries  - 138 TP2
&gt;  Razorglass  - 128 TP1 &amp; Merchant Support
&gt;  Refugee Workers  - 96 TP1
&gt;  Talented Crabs  - 65 Merchant Support (No TPs)
&gt;  War Cultivator Supplies  - 97 TP1
&gt;  Wave Scorpions  - 133 Merchant Support (No TPs)
&gt;  Whispering Eggs  - 176 TP1
&gt;  Wild Armored Gharials  - 137 TP1
&gt;  Merchants by Proxy  - 12
 Primary Religion:  Brilhinte (8 Holy Sites)
&gt;  Temple of Jurxo  - 97 HS1
&gt;  Escola Academia  - 103 HS1
&gt;  Temple of Duarge  - 103 HS3
&gt;  Temple of Raquela  - 134 HS1
&gt;  Temple of Desderia  - 134 HS2
&gt;  Temple of the Deep  - 134 HS3
&gt;  Temple of Leocidia  - 137 HS1
&gt;  Temple of Narcis  - 173 HS1
&gt;  Clergy Support  - 134
&gt;  Holy Site Bonuses:  (5) +1 Seek Aid
 Civilian Techs:  Composite Grafting, Trophic Deconvolution, Megafaunal Tailoring, Photospore Signaling, Graduated Symbiosis, Supernatic Propagation, Anoxic Adaptation, Electrodialytic Staurozoa, Mitochondrial Regulation, Bioluminescent Navigation, Holographic Certification, Filtration Grafts, Sojourn Suits, Mamomachines, Papeshell Draft-Cuttle, Scrying
 Military Techs: 
&gt;  Dropped Weaponry  - Supermarine Artillery
&gt;  Fortification  - Razor Current Netting
 
TheDarkDM
  
   The Lambent Syndicate   
 Lambent Matron Intan 
Diplomacy 5
Military 10
Economy 6
Faith 1
Intrigue 10

 Expected Stat Increases: +1 Diplomacy, +1 Economy  
 Intan seethed in the dark.  In the floors below this vaunted sanctuary, a tangle of naked limbs and fountains of narcotics catered to every timeless whim and appetite of the Lambent Matron.  But she had not gained her position through foolishness, and she knew she would not keep it save by eternal vigilance.  So she had left the timeless, shifting orgy of her entertainments to receive yet another disturbing report from her spies in the Glossian Sea.  The installation of Taman as Matriarch had been hailed by some within the Syndicate as a coup, but the lie of that was obvious even to the stupidest Siren.  Though Intan had dispatched some few of her own Death Commando to maintain appearances, the Glistering Mistress Kirana, Taman's sire, had neglected to supply the younger siren with any maiden sirens of her own.  That it would end in disaster was inevitable.

Still, Intan retraced the delicate lines of the coral cypher-rod in disbelief.  Mass murder was hardly beyond the pale for the Syndicate, but to exterminate an entire government without any organ to fill the vacuum?  If Taman had nurtured the friendship of her neighbors, it might have excused the exuberance, but now she stood to suffer enemies within as well as without.  Worse, one of the Death Commando had been slain without drawing his enemy's blood, and now the entire detachment was whipped into murderous frenzy in pursuit of regaining their honor.  A fine mess, to be sure.  And one Intan was disinclined to indulge.

Struggling to remember Taman's face and failing, Intan gave a slight shrug and began to draft a response. 
  Actions  
 
  Diplomacy  - Sway Aristocratic Support in Region 32 -   9   
  Diplomacy  - Sway Mercantile Support in Kemenangan Adiratna (Region 28) -   14   
  Economy 5  - Found City in Senja Bersinar (Region 2)
Granted Bonus: Swaying Supports
 In the years since the dawning of the renaissance, the prosperity that once distinguished Indah's Rise has only grown.  The subjugation of a dozen fractious peoples has cemented the primacy of the kucen, the economic machine of the Lambent Syndicate one of the three great ventricles pumping the life's blood of the tropics and, to their mind, the world.  Now, decades later, the excesses and intrigues of Indah's Rise have exploded beyond the name granted nominally neutral ground.  Now, it is securely in the palm of the Lambent Matron, the envy of her subservient, scheming Mistresses.  It deserves a new name.  A grand name.  And so, with the announcement of a sweeping civic redesign that will spread misery to many and wealth to the precious few, the Lambent Matron Intan rechristens the metropolis - Indah's Throne.  
  Economy  - Buy Out TP 1 of Redglow Rock in Region 16 -   12   
  Military  - Raise 1 Unit 
  Intrigue  - Secret, Spend 1 Treasure 
 
  Non-Actions  
 
 ??? 
 
Feathersnow
 
  The World Garden 
 SKR 

PRIMARCH PETRIX THE PIED PEARL 
8 Diplomacy
5 Military
6.5 Economy
10 Faith
2 intrigue

 Diplomacy  Raise Reputation with Chora.
 We owe them, and don't want to be thought of in a negative light 
 Success 
 Diplomacy  Raise Reputation with ABS
 They are close to our Allies, and thus should be close to us, too. 
 Success 
 Rolls 
 Military Invade region 108 as part of a joint alliance under Gotezhar command.

 The Gotezhar have long been our allies... despite their insanity, uncouthness, and demonic nature 
 These Finalists are an affront to us and a threat to our allies 
 Military  Recruit a unit

 Another unit of Levt rangers will be bred to supplement our Astartes legions 
 Economy Raise 1 wealth
 The coffers run thin 
 Faith  Miracle-The Ebon Oyster.
 This wonder will help us be seen more favorably. 
 
 Spoiler: Battle Report- 


The Trawling Beasts came through Tair twice, each time bringing great devastation.  Many people were killed and their homes and belongings were destroyed.   While a few hard-hearted fundamentalist blamed this on divine punishment for their wearing of hats, this was cruel and mildly heretical, and quashed by the Primarch Saint Marcion and their successor, Petrix.

The area was promptly rebuilt and graced with a nigh-unprecedented personal blessing by the current Primarch.  Missionaries were sent to see to both the spiritual and temporal needs of the Tairites.

A memorial garden was built at a site of particular devastation.  It is shaped like a cube, a curated shaped that shows the integrity and constant maintenance of The Garden
 

 
 Spoiler:  PRS Monument 2/3- the Kindergarden 


To replenish Tair, a large new cohort of children, of all the commonly seen races of the area, were bred.  The cloning facility was built adjacent to the Memorial Garden, and a new facility for raising the infants was built also in view of The Cube

This led to Tair becoming a new population hub, with more economic activity than Dashasham.  The move was subtle and over many years, but people began to think of Tair as a second, administrative capital while Dashasham was the spirit home of all Sakura-Jin.

Of particular note was the sudden influx of young, agender mer into the population.   Though initially viewed as "bony Sakura-Jin" by holdouts, their pleasant nature's and the hopeful implications of their existence on the devastated land help acclimate Mer to the new religion.  Within a generation, natural birthrates had fallen to practically zero as nearly all Mer in the region converted and the few religious minorities emigrated away.
 





Leader Growth-
+1 Dip, +1 Mil, +.5 Econ

Final

9 Diplomacy
6 Military
7 Economy
10 Faith
2 intrigue

  The Black Pearls
BLP
  
Lady Ink, concerned about Gotezhar and Reaver infiltration in Dashasham, runs a routine counter-espionage sweep
Grim ranger
    Kar-Nath Hegemony   
 Located in:  Polar zone, regions 63, 64, 65, 75 and 77
 Capital:  Glacier Crag, Region 77    Turn 18   
   Nedir, the Frozen King   
 Diplomacy - 10, Military - 8, Economy - 7, Faith - 5, Intrigue - 6 
  Actions:  

1.  [Economy]:  Buyout TP 1 of Waste Region W6 with specialized ship the Silvered Eye, using 1 treasure (Roll:  15 . Success!)
 - With intriguing new material found, the Silvered Eye is commanded to return and set up an outpost in the inhospitable wastes, great many nets spread around to capture the intriguing fish for their scales. 

2.  [Economy]:  Buyout TP 1 of Region 129, using 1 treasure (Roll:  12 . Success!)
 - Ever in search of new ways to assure their ability to protect themselves, the movers and shakers of the frozen realm direct resources to stake their claim in the grand market of mercenaries. 

3.  [Economy]:  Continue Project: Expand Trade in Region 65 (2/3)

4.  [Economy]:  Colonize Region 62 (using 1 treasure)(Roll:  16 . Success!)
 - With a new region in sight, colonists are set out to stake a preliminary claim onto the new waters discovered by the Hegemony. 

5.  [Military]:  Defend Region 71 with 5 units led by Marshal Adaya shel-Girum ban-Liav (Mil 8) using Unbending Iron Tactical Doctrine (defense only, +3 to battle roll, -2 to own leader loss roll, +20% enemy casualties, +10% own casualties), as well as artifact Sus I Bik'ah, and gaining +1 to defensive battle from faith bonus. Going through the route 75 &gt; 68 &gt; 69 &gt; 73 &gt; 71. If intercepted and victorious against the attempt, the army is ordered to continue its march to aid in the defense. Armies will be traveling together until reaching their respective destinations: if intercepted, General Kreel has the lead.

6.  [Military]:  Defend Region 70 with 5 units led by General Kreel (Mil 10) using Slaughter-Cadres Tactical Doctrine (-1 to Maneuvering roll, -1 to Battle roll, +20% enemy casualties, -4 to enemy leader loss roll), using 1 trasure and gaining +1 to defensive battle from faith bonus. Going through the route 75 &gt; 68 &gt; 69 &gt; 73 &gt; 70. If intercepted and victorious against the attempt, the army is ordered to continue its march to aid in the defense. Armies will be traveling together until reaching their respective destinations: if intercepted, General Kreel has the lead.
 - Once more, the trecherous Ennead continue their savatge assaults against civilized peoples of the Polar seas, forcing the Hegemony to mobilize its armies to interfere in the attempted takeover. By now, the Legions have a fair amount of experience in combating Ennead's armies, Kreel and Adaya working in tandem to take command of the defensive efforts. 
  Non-actions:  

Constant: Automatically accept all trade routes, cultural exchanges, gifts, etc from other players, Automatically defend against any unauthorized buyouts/incursions/etc.

A.  Create a monument: The Grand Procession (1/3) 
 
 Spoiler: The road of victories 
 As the Hegemony's new ruler has acclimated more fully into his responsibilities, he has also began to gently shift the course of the nation towards a route less dominating and jingoistic, and more accepting of others... doubly so when it comes to the peoples now part of the Hegemony itself. The different inhabitants of its lands are often still only in process of truly internalizing the culture of the nation they now find themselves a part of, and this division is what Nedir wishes to mend with a shared procession of mutual pride.

Planned as a yearly ceremony of honor for all that have worked towards the good of the nation, Nedir's vision is to have soldiery, priests, skilled artisans and other people of import travel through the cities of the nation in acclaimed procession... a honor that any suitably skilled or self-sacrificing can attain. To that end, the monarch orders construction of a ceremonial way linking Hegemony's larger cities to be built, leaving the local leaders to create the necessary banners, attire and prizes for the most talented of Hegemony's denizens.

As the furious planning, preparation and construction begins thorought the nation, the looming specter of constant war is momentarily lifted, Chora's songs and sounds of life replacing the oft-everpresent drone of warhorns. Kar-Nath Hegemony will forever be a nation where military might is important... but Nedir aims to make sure that it is ultimately a means, not the end. 
 

B.  Contribute to Reclaimer’s Records 
 
 Spoiler: Found from the Wastes: Glittergill 
 As the expedition of the Silvered Eye took it beyond the wastes neighboring Hegemony's capital of Glacier Crag, they went on to discover a most unlikely of new natural resources within that inhospitable environment: the Glittergill. While it was thought that such a blasted environment, free of nearly everything necessary for support of life, would find it impossible to harbor any form of life... well, this peculiar variety of sharp-finned fish seemed to have found a way to thrive regardless.

A fairly large specimen that generally grew from two to three feet in length, the Glittergill were a very particular lifeform. For where other fish might live off of each other, plants and corall, these fish had managed to feed on silicates found within the wastes instead of anything resembling conventional nourishment. As a result, their scales had developed into sharp crystalline coating, making them both durable and capable of cutting most beings that got too close. Alas, the specific varieties of silica needed to keep these fish healthy and fed were not very abundant, leaving them mostly swimming in smaller schools that would flee before the specialized ships necessary to traverse such wastes as the ones the Glittergill called their home.

The nathi were persistent, however, and with patience and time a proper camp with reinforced buildings and sturdy netting was set up to handle the process of catching these elusive specimens. As the fish tended to steadily shed their valuable crystalline scales, a farming operation was set up to simply collect them, chests full of the inew materials sent back to the capital through a hidden path of smaller camps. With all the work done, the Hegemony was left with a steady supply of new material easy enough to work with to apply to variety of projects, from making containers and coating buildings all the way to military applications. 
 

 - Glad as always to contribute to the records of their friends, the Hegemony provides a detailed report of the odd fish they have come across during their search of the Wastes. 

C.  Contribute to Titan-Sized Damage Report 
 
 Spoiler: From the desk of Chain Wardens: on the trechery of Mammos 
 While the full extend of the Titan's schemes remains a hotly contested topic to this very day, the damages wrought upon Kar-Nath Hegemony by Mammos during the time known locally as the Folly of Scions cannot be understated. Having wormed its way to the noble houses of the Hegemony and gained a measure of influence in the Frozen Court through its multi-layered information network, the formless demon of avarice had managed to provoke the more ambitious and dissatisfied of the nobility into rash action... action that was perhaps not very coordinated, but regardless went on to cause the newly crowned Frozen King Nedir a great many problems.

Beginning with some of the more recently risen heads of moderately powerful noble houses, over a dozen noble lineages went on to near-simultaneously mobilize their honor guards in a variety of mad efforts, ranging from seizing the throne by a sudden coup and breaking off part of the capital into their own fiefdom, all the way to even planned ascension to godhood by the way of profane ritual. While the Depth Guard were able to seal the palace of the Frozen King safely, thousands of Hegemony's citizens were left suffering the ambitions of the nobles clashing with each other and the Legions still loyal to the rightfully elected king, Nobles' quarter and the Grand Schola in particular suffering a fair amount of damage while thousands of civilians were used as unwilling levies. The total death toll rose to well over a thousand lives, even if the event ended up taking relatively brisk two weeks to finally sort out in full.

The following pain of re-organizing the nobility and rebuilding in the wake of the ruinous event understandably left the Hegemony somewhat angered at this encroachment upon their sovereingty, ultimately spurring on the events of a war between many Polar powers that lasts to the present day. While it may be a difficult prospect to blame all of it on Titanic schemes rather than territorial ambitions of particular powers around the Polar seas taking advantage of a rapidly escalating situation, the political instability and lives lost are an undeniable point against the Titan. 
 

 - While a great deal of uncertainty still remains surrounding the event itself, the Chain Wardens provide a measure of details regarding the uprising apparently orchestrated by Mammos. 

D.  Raise Reputation with CCA from 3 to 4 with a Favor 
 - Now more at ease with the Chora as his investigations have brought up nothing blatantly illegal, the Frozen King embraces the caravaaners, hoping to further spread their message of more peaceful coexistence. 

E.  Condemn SEN, as per Scorn For The Condemned 
 - The Ennead's crimes are many in the eyes of the Hemony, but their fresh invasion against an ally of the Frozen King has drawn further ire from the rulers of frozen seas. 

F.  Acclaim GRV, as per Admiration For The Acclaimed 
 - Conversely, the Frozen Kings exalts the deeds of Hegemony's stony neighbors, lamenting the inability of many other nations to stay as true to continued peace and prosperity as the Gravetenders. 

G.  Provide TP 3 of Region 77 (Rimestone) to DNA to help with Task: Finalized Repairs 

H.  Spy action (Loyal Figment) - perform Counterespionage 
  News &amp; Rumors  

-

  Leader improvements from turn 18:  

+2 Economy, +1 Military

  Leader stats for turn 19:  

Diplomacy - 10
Military - 9
Economy - 9
Faith - 5
Intrigue - 6

 
 Spoiler: Leaders &amp; agents (end of round 17) 
 Leader:  Nedir the Frozen King (Diplomacy - 10, Military - 8, Economy - 7, Faith - 5, Intrigue - 6)
 General:  Kreel, Exarch of Banners (Military 10, March of the Conqueror Tactical Doctrine (+1 to battle roll, +10% to own casualties, free Sway Aristocracy attempt)(Perfected), Slaughter-Cadres Tactical Doctrine (-1 to Maneuvering roll, -1 to Battle roll, +20% enemy casualties, -4 to enemy leader loss roll))
 General:  Marshal Adaya shel-Girum ban-Liav (Military 8, Unbending Iron Tactical Doctrine (defense only, +3 to battle roll, -2 to own leader loss roll, +20% enemy casualties, +10% own casualties), Abyssal Expertise: Gains a bonus to Maneuvering rolls equal to the current Depth level.)
 Spy:  Loyal Figment (Intrigue 8 spy)

 Others:  Munda (Ambassador of the Hegemony), Rayn (Chieftain of Plains of Sarkenos, technically independent)

 Historical:  Frozen King Rham (Frozen forever in Rimestone ice, as per ancient Nathi tradition)
 

 
 Spoiler: General bookkeeping (End of round 17) 
 Regions:  77 (Capital), 75, 65, 64, 63
 Military units:  11
 Treasure:  5
 Artifacts:  Chain of Kings, Sus I Bik'ah (Prize of the Depths)
 Specialized Ships:  The Silvered Eye
 Reputation:  ABS (2), CCA (3), DNA (2), PRS (3)
 Favors:  ABS (0), CCA (2), DNA (0)
 Trading posts:  5 (Effective number: 7) - 1 income
Rimestone - TP 1, 77 (Merchant support)
Rimestone - TP 3, 77 (Merchant support)
Preserved Foodstuffs - TP 3, 78
Electrum Conduits - TP 1, 76 (Merchant support)

 Civilian Technologies:  Composite Grafting, Trophic Deconvolution, Photospore Signaling. Supernatic Propagation, Megafaunal Tailoring, Graduated Symbiosis, Electrodialytic Staurozoa, Mitochondrial Regulation, Filtration Grafts, Seeker Barnacles, Joined-Stalk Companies, Indah's Embrace, Bioluminescent Navigation, RADIANT SPHERES
 Military Technologies : Razor Current Netting
 
Gengy
  Round 18
 [Gotezhar Builders Union] - [  The Black Spot  ]  
 [Feytor Mira'din, Tsunami's Wake] 
Regions:  138 , 128, 130, 136, 137, 139, 174    
Actions:
 
  [Diplomacy 10]  Cultural Identity - "Strong Foundations" - Roll 2d8 when Pressing Claims
  The Builder's Union creates many things, and among them, are lasting friendships.  These allies are gathered slowly, carefully, through Strong Foundations that do not waver.   
  [Diplomacy]  Explore North of 174 (Roll:  17   [-2 Distance Penalty])
  Clouds gather within New Korasoon, and they travel north.  Nuven who live in the area attempt to investigate what is in the frigid region to their north.   
  [Diplomacy]  Aristocratic Support [Region 170] (Roll:  20  [-1 Distance Penalty])
  Feytor Mira'din continues to secure potential allies.   
  [Military]  Raise a Unit
  The Nacres actions have left many people, Gotezhar and Mer alike, upset.  There has never been a time more easy to raise a new set of Squalls.   
  [Military 5]  Establish a Fort in New Korasoon (174), "Fort Essensio"
  Though not currently suffering as much as those within the main waters, New Korasoon still fears reprisal.  Being so far from Dounpor, there is little that can be done to feel safe in the open seas of the region.  So around the monument of Essensio's Pride, an entire building is erected, with strong walls that rise up above the waves themselves.  Though the monument in it's center will not be forgotten, Fort Essensio will do a far better job prot   
  [Military]   WAR  - attack region 108 with 8 Units led by Squall Kagado (Mil 10) [+1 OKI Unit, +6 SKR Units]  On victory, region goes to SKR. 
  +16 TacMan, +13 Battle Roll  [ Aim For the Storm’s Center : -6 to enemy leader loss roll, -20% to enemy losses, +1 to Battle Roll from Perfected Doctrine led by Kagado]
[Route: 130 -&gt; 112 -&gt; 108]
 
 Spoiler: Military Strength Breakdown 
 Maneuvering: +16 
+4  Maneuvering , Supermarine Artillery, Perfected Doctrine, Black Spot, (OKI) Regalis Arbor
(Mil 10) Squall Kagado

 Battle Roll: +13 
+5 (Half Leader's Military)
+1 Middish Way
+1 Supermarine Artillery [Dropped Weaponry]
+0 Devolving Standardized Integrations [Combat Drugs &amp; Medicines]
+1 Treasure
+2 Black Spot

+3 Overwhelm (15 Units to 7 Units)

+1 Leader Loss Roll (+2 Middish Way, -1 Black Spot during Battle)
 

  At the behest of the Order of the Iron Kelp, long time allies, and seeing the wisdom is finalizing the Finalists, Mira'din sends the majority of the Builder's Union forces to quell the threat to the Flowing Peace.   
 

Non-Actions:
 
 Publicly Accept Blame for the attack on the DNA base, proving enmity towards the Divine Nacres whom  continue  to attack the populace in order to get at the leadership 
 Provide support for conversions to Flowing Way schools in Builders Union territories 
 Spy Action:  Researcher 42 is not seen within the halls of Dounpor, and seems very busy... 
  Build a Monument - Mira'din's Stubbornness  (1/5)
Joontar Arjiloza, after almost a decade of traveling and building in New Korasoon, at last returns home to Dounpor, only to find it assaulted on all sides by terrifying irritants and infecting water.  Surprised to find that the people are not more upset at the leadership that this is supposedly targeting, but are instead directing their ire at the one's responsible, Arjiloze is  inspired .  They  must  create something that accurately represents and depicts this situation.  It may very well be their greatest work yet, and... perhaps their last.  The Joontar is not getting any younger, and will risk much being in these now dangerous waters. 
 
 
 Spoiler: News and Rumors 

 
 The Black Spot is far worse then simple Reaver raids.  Reavers are still a concern, but at least they attack, kill, and leave.  The Black Spot sickness slowly fouls the clean water that Gotezhar need to prevent the ocean around them from becoming one giant irritant.  The fact that it is more prevalent in Dounpor, and not as wide spread in less critical areas, does little to assuage the people.  The capital of the Builder's Union is an important place of pride, and rather than act fearful or angry towards their leadership - who 'supposedly' caused this - those within the Builder's Union are growing more and more upset with the Divine Nacres.  When the rumors of Feytor Mira'din acknowledging the attack on the Nacres base in Khandeeps spread around the kingdom, they aren't met with disbelief and horror, but calm acceptance and even a few cheers. 
 The first of Mira'din's children:  Saroon'din, Kora'sin, and Huurjan'oak.  At the age of thirteen - around the year 54 - are growing into themselves.  Saroon'din is learning statecraft, though it is not his favorite subject.  He feels he must, however, for he realized he will be responsible for holding things together, should the Divine Nacres get their way and force Mira'din to step down.  Kora'sin continues to seek information through his ever increasing merchant contacts on how to end the Black Spot, and even begins to turn his attention towards the Wastes; waters already heavily infected may have a cure.  Young though he is, the captain of the  Tipsy John  takes a liking to the mer boy, and they often skirt the edges of the Wastes together in the special ship.  Huurjan'oak on the other hand, continues to oversee the Gathering Tide Warehouse, and is officially considered a journeyman builder. 
 Mira'din's second set of children Druthtu'o (Druth), Proj'eto, and Shbuul'walg, at the age of ten, all have Bolya and though it pains Mira'din greatly, she sends all of them away to New Korasoon.  Their father, Woenpal, goes with them... and to the surprise of many, entire Nuvens follow.  Led by newly grown Profundus Esper'soza, these Nuven hope to not only migrate to safer waters, but also to help protect the young boys - of whom they particularly favor Druth - as they grow up.  Proj'eto and Shbuul'walg, almost never apart, are lauded by many as excellent scholars for their young age, and though Proj'eto cannot speak on his own, the young mer has a fascination for the tenants of the Flowing Way.  So much so that a mer Joontar by the name of 'Osinal' is sent with them to help aid in their education. 
 
 

 
 Spoiler: Ruler Information 

      Feytor Mira'din, Tsunami's Wake   
   D   
   M   
   E   
   F   
   I   
 
   Current  
 10 
 10 
 10 
 5 
 3 
 
  Rolled Stats 
 5 
 4 
 3 
 4 
 1 
 
  End of round 10 
 0 
 2 
 1 
 0 
 0 
 
  End of round 11 
 0 
 0 
 2 
 0 
 1 
 
  End of round 12 
 0 
 1 
 1 
 0 
 1 
 
  End of round 13 
 0 
 2 
 0 
 1 
 0 
 
  End of round 14 
 1 
 1 
 1 
 0 
 0 
 
  End of round 15 
 0 
 0 
 2 
 0 
 0 
 
  End of round 16 
 2 
 0 
 0 
 0 
 0 
 
  End of round 17 
 2 
 0 
 0 
 0 
 0 
 
  End of round 18 
 0 
 0 
 0 
 0 
 0 
 
  
 New Ruler Next Round! 

Expected Stat Bonuses: None
 

 
 Spoiler: Book Keeping 

 Units:  (9   / 19 )
 General(s): 
- Squall Kagado (Mil 10) [+1 to Battle when using  Aim for the Storm's Center ]
 Perfected Doctrines 
[ Aim For the Storm's Center : +1 Maneuvering, -6 to enemy leader loss roll, -20% to enemy losses]
 Fortresses:  Sublime Fortress, Region 138

 Cities: 
City of Saroon'din (136) [Saroon'din grants a +1 to Resist Sacks in the region for players who hold Mercantile Support in the region]

 Spies: 
Researcher 42 (Int 9)

 Trade Routes: 
Gotezhar (138) to the Sakura-Jin (119)
Gotezhar (138) to the Lojanese Republic (9)
 Treasure  (10  / 12 )

Member in Good Standing of the  Polar-Confederate International Bank 
(+2 Treasure Cap)

 Special Ships: 
Tipsy John

 Cultural Exchanges: 
Gotezhar (138) to Costa Sereia (134)
Gotezhar (138) to the Lojanese Republic (9)

 World Wonder 
The Gathering Tide Warehouse (138)
 Wonder Effect: The owner of this Wonder gains +1 passive Treasure income and may, once per Project, count a Project action as two Project actions if they spend one (1) Treasure as part of said Project action. 
 Technologies: 
  Supernatic Propagation 
 Trophic Deconvolution 
 Megafaunal Tailoring 
 Photospore Signalling 
 Composite Grafting 
 Graduated Symbiosis 
 Razor Current Netting 
 +10% enemy casualties and +1 to Maneuvering roll when defending, or attacking with a foothold  Supermarine Artillery 
 +1 to battle rolls and +1 to maneuvering rolls in Regions with Depth 0  Anoxic Adaptation 
 The user can now cross Brackish borders.  Bitter Tourism 
 The user can now cross Glacial borders.  Filtration Grafts 
 The user can now cross Toxic borders.  Electrodialytic Staurozoa 
 May ignore the increased effective distance from a Briny border up to twice per round. This does not reduce the effect of Briny borders on distance loss calculations.  Devolving Standardized Integrations 
 Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost.  Holographic Certification  ( Requirement Needed : Bioluminescent Ink)
 +1 to rolls when resisting Undermine Support  Bioluminescent Navigation 
 Allows traversal of Depth 1 regions.  Mamomachines 
 For each 3 treasure you spend, you receive 1 Treasure at the end of the turn.  Sojourn Suits 
 Permits actions and troop movement across terrestrial wastes (purple) borders.   Death Commando Conditioning  
  Indah's Embrace  
 Papershell Draft-Cuttle 
 Scrying  
 
bc56
    Pfilghol    
  Ilgl, The-one-who-builds, an Effulgent Witness 
Diplomacy: 3
Military: 7+1
Economy: 8
Faith: 7+1
Intrigue: 1

 Regions 
 The Pfithreef: 132 
???: 104
Toxfall Gorge: 105
The Great Kelplands: 131

   Actions   
 Rolls 
  Military: Defend against the rebellion in Region 104 
 Using 6 units, led by Sigska (8), using tactical doctrine Just Do Better (+2 to battle) and Magma Forges (+1 to battle). +1 to maneuvering from 1 perfected TD. 
  Economy: Buyout Region 102 TP 1 for Bloodbass 
 Faith: Seek Aid on 104 Conversion attempt (divine aid) 
 2d8 from Sakurado, use Scrying, spend treasure 
 Faith: Convert Region 104 HC 2 to Sakurado  
 +1 from Sakurado, spend treasure 
  Military: Impress Reaved aristocratic support in The Great Kelplands (131) 
  Spy Actions  
Ktloso: [REDACTED]

  SKR Cultural Exchange:  
Accept a Shadow Pearl

   Non-actions  
Support conversions to Sakurado



 
 Spoiler: Passive Bonuses 
 Reputation: 
ABS 1: +1 to resist Sack and Coerce
ABS 2: +2 to resist Secret Actions
ABS 3: +1 battle, +1 vs Titans, +1 depth (reqs. hard metal, granted by Core Fragment)
 ABS 4: Access all depths, +1 to Defense (+2 at Depth 1 or more) 
Effulgent Witness: Immune to Secrets of the Depths if ABS rep 2 or more. +1 die size on actions against Titans.

DNA 1: +1 Explore, Prospect, Colonize

Sakurado: +1 to buyout and convert against Open, 2d8 on Seek Aid

Prestige 1: +1 to press, establish, and promote claims.

1 Perfected TacDoc: +1 maneuvering
 

 
 Spoiler: Bookkeeping 

 
 Spoiler: Characters 
Olgght - current leader, successful conqueror/unifier. Hungry.
Gtsit - Second-in-command, first to betray. Clever, dangerous. Hungry.
Sigska - Ambitious commander trying to turn the Pfith warriors into "real" soldiers. Charismatic, cheery. Hungry.
Ktloso - Sworn enemy of Gtsit, spymaster. Conniving, ruthless. Hungry.
Dr. Ydottl - Scientist, studies ecology. Nervous, frustrated. Hungry.
 

 
 Spoiler: Military 
 Units:  7/9
 Generals: 
Gtsit the-second-champion: 8. Sea's Opportunity: Defending: enemy takes double battle penalties from terrain, Attacking: transfer battle penalties from terrain to enemy. This tacdoc is perfected: +1 to battle on success
Sigska the  First Commander: 7. Just Do Better: +2 to battle.
 Military Technologies: 
Supermarine Artillery
Razor Current Netting
 

 
 Spoiler: Economy 

 Treasure: 
5/5
+2/round
 Trade Posts Owned: 
Luxurious Hides: 101.1
Shiv'rchins: 104.1
Rotweaver Worms: 105.1
Kalask Venom: 107.1 (S)
Mud Diamonds: 108.1
Mineblossom Sponges: 130.1
Kelp: 131.3
War-Jellies: 132.1, 132.CITY (S)
Hard Metal: 132.BASE
Wave Scorpions: 133.3

 Economic Techs: 
Composite Grafting
Trophic Deconvolution
Anoxic Adaptation
Photophore Signaling
Supernatic Propogation
Megafaunal Tailoring
Graduated Symbiosis
Bitter Tourism
Filtration Grafts
Bioluminescent Navigation
Traveling Scholars
Draft Cuttles
Scrying
 

 
 Spoiler: Artifacts 
Kela Ein Kamohu: 1/turn +1 to Sack or +1 to battle if win or tie TM, +1 extra if TM victory by 6 or more, -1 leader loss if fail or tie TM.

Imperfect Core Fragment: Always know location and holder of this relic. +4 to resist theft outside of Holy Order, +4 to recover. Ruler Score Maximum increases to 12. Using a score of higher than 10 provokes leader loss (-1 for each additional action with a score over 10 in the round). Battle with a Military Score greater than 10 grants +1 effective unit. May be upgraded as a Faith action which is more effective in Depths.
 

 
 Spoiler: Spies 

Ktloso: 7
 

 
 Spoiler: Special 

Gan Kotzim - the Thorn Gardens: ABS base, 132
 

Shallows Appreciation grand champion!
 
Kythia
Tropical, Region 10, 154

Ruler:  Basically-A-Kraken
D 1; M 10 ; E 9 ; F 1; I 1


 Region 10 Actions (3) 
 1)  Miltary  - Continue great project - "The Mercenary Halls" 5/6 (Fluff action, no mechanical effect)

Work continues with an end in sight.  Under Gotezhar leadership the cavernous hallways are rebuiltwith additional supporting beams and buttresses to support the weight of the ceilings and the footprint is rationalised - rooms not included due to their "boringness" by the original Magaramachi architects are surrepitiously added by the skilled Builder Union architects and the mercenary halls, once finished, will now boast kitchens, scale cleaning rooms and similar utilities not directly related to fighting.

 2)  Miltary  - Lead the Miru Miru to glorious victory in Region 150
5 Units, led by Mil 5 Subcommander but mechanically under the ultimate control of Miru Miru (154-&gt;153-&gt;150)
Gigantitron, one of the larger Magaramchi hanging around the Miru Miru beverage stalls discovers a trail, presumably leading to the source.  He swims to follow it but not subtly enough and word rapidly gets round.  Within only a couple of hours, a large proportion oft he Magarmachi large enough to do so have joined the trail, many whipping groups of whelps ahead of them and a group of the tiny Miru Miry struggling to keep up.

When the trail ends at the Pojanese raiders, the Magaramchi are so far ahead that it's not even clear the Miru Miru are going to get to fight at all.  Pathetic little shrimps.

 3)  Economy  Buyout TP 1 in Region 22 - rolled  10 (roll doesn't include distance penalties)  

Word reaches the Magaramchi of the Sandfish, far to the south and one or two set off to capture and presumably eat one of these great beasts.  With an utter lack of coordination between the delegations many get bored and return or wander off, many others fall to infighting on the long trip and the individuals that arrive are likely too depleted to be succesful.

 Region 154 Actions (2) 
 Both actions using the Abyssal Steward's  Grow Again Greater    Once this trade post is complete it will be owned ABS and I'll get one favour and a +1 building speed to a project 
 4)  Miltary (10) - Introduce Battlefield Scavengers
 Battlefield Scavengers 
 Military slot:  Mounts and Warbeasts
 Pre-reqs:  Carnivorous Animals
 Effects:  Negates all the casualty reduction effect(s) of one technology or tactical doctrine
 Write up:  The army is accompanied by a horde of scavengers and carrion seekers, perhaps tamed, perhaps simply aware that blood will be spilled. They feed on the dead and dying, hampering the efforts of healers and doing their part to transform battlefield injuries to battlefield casualties.

The colonists are less pugnacious than their kin by a long way, but you can be considerably less aggressive than the Salination Magaramchi and still be pretty damn aggresive.  They notice in their raids on one another that the Bloodripper Eels follow and harvest the dead an dying.  With a bit of effort this can be done consciously, rounding up a group priot to the raid and using them to prevent healers or flee-ers from achieving their goals.  Word of the innovation soon spreads.

(approved  here )

 5)  Economy  Buyout TP2 in Region 10 -  Fail 


The colonists begin their search for esoterica close to home, searching around Magarachi territories.  In the process they almost end up taking over one the trading posts where a small mercenary company of Magaramchi Rippers is stationed, figuring the troops would be helpful.  However, they soon fall to arguing about who would lead the troops and the predictable mini civil war ensues.

 Net effects 
(Mil +1) Econ + 1
Treasure 0-&gt;0 (Current Max 5)
Units 5-&gt;5 (Current Max 6)

 
 Spoiler: Misc Info 

 
 Spoiler: Upcoming Actions 

(Request: Cooperate in the creation of the Titan-Sized Damage Report. Available for anyone negatively effected by a Titan since Round 8. Reward: +2 Favors (max); if Project is completed, additional reward given to all contributors. Penalty: None. Deadline: End of Round 21. Details: 1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Damage Report.  1 Favor earned for spending an Economy  or Diplomacy action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires.)
[*] Cash in Stewards favour for one rep 
 


Econ 5 used.

 
 Spoiler: Technology 

Supernatic Propogation (starting tech)

 Blood Algae 
 Military slot:  Sappers and Siege Weapons
 Pre-reqs:  Supernatic Propogation
 Effects:  +20% enemy casualties, +10% own casualties in depth 0 regions
Write up: This dull green algae infects wounds and grows exponentially in blood, rapidly causing the owner of such an infected wound to die. Using the techniques of supernatic propogation a cloud can be rapidly convened above the battlefield making even slight wounds considerably more dangerous. Knowing it is there gives some protection - or at least some chance of avoidance - but its infectious growth is impossible to totally avoid. The main defence is getting deep enough that the surface growing algae ceases to be a problem.

 Battlefield Scavengers 
 Military slot:  Mounts and Warbeasts
 Pre-reqs:  Carnivorous Animals
 Effects:  Negates all the casualty reduction effect(s) of one technology or tactical doctrine
 Write up:  The army is accompanied by a horde of scavengers and carrion seekers, perhaps tamed, perhaps simply aware that blood will be spilled. They feed on the dead and dying, hampering the efforts of healers and doing their part to transform battlefield injuries to battlefield casualties.
 

 
 Spoiler: Military 

General Tiny (Mil 7)

Carnage:
Less a "tactical doctrine" than an utter lack of anything approaching tactics or doctrine. Through sheer force of will and physical might a leader can get the Magaramchi to the battle field. More or less. Once blood hits the water though, the army descends into a chaotic mess of fighting and feeding, attacking the army, each other and anything that happens to be nearby with equal fervour.
3 free sack attemps, ordered as City&gt;Holy Order&gt;Trading Post (the intent being here that bigger things are sacked before smaller things)
+50% own losses (as they turn on one another)
-1 to battle rolls (turns out having no strategy at all is harmful)
+2 to allied leader losses (the enemy is trying to kill you, sure, but the disadvantage of being the biggest in this sort of mess is that sometimes one of your own will get lucky)
 

 

 Non-actions 
 
  Support  Everything    The Magaramchi aren't sophisticated and those intelligent enough to understant the concept of loyalty don't have any.  Tossing a handful of sweets in the water will ensure local support for anything needed.  Sacks, sways, whatever.  If anyone wants to do something, they can get local support easily. 
  Hostile Terrain for Everyone   Any armies marching through are going to be facing nigh constant uncoordinated attacks from the locals who are hungry or bored (interestly, the same word in the Magaramchi language).  All Magaramchi territories are hostile to all armies, regardless of alliances. 
  Cash in Chelonian favour for one rep   
 
farothel
  The Hymenocera Expanse
Region 3 (Tropical)   
 

Leader: High King Lord Deca V
Diplomacy: 10
Military: 6
Economy: 10
Faith: 10
Intrigue: 5  
 Actions: 

[1][faith] convert HS30.1 to uplift reverence (TN12)  12, success 
[2][faith] Gain bonus for 10 HS in One Doctrine Faith (CI on Sway Actions)
[3][Diplomacy] earning the right to undergo the Bottomless Trial from ABS (TN14)  17, success 
[4][Diplomacy] Diplomacy 10 Special: Create Cultural Identity (The Merchant Life: bonus on buyout of TPs)
[5][economy] Prospect region 192 to find starting point (TN14)  15, success 
[6][economy] buyout TP161.1 (Flowersalt) (TN12, -3 distance, +1 treasure)  16, success 
 rolls 

Non Actions:
-resist all sways/sacks/buyouts/...
-SPY: Lady Atyoida defends Expanse interests
-Acclaim MIR for PRS
-spend 5 treasure for Opulent Optics - (Opportunity: A country may choose to spend 5 Wealth as a non-action to gain 1 Prestige. Duration: Indefinite. Special: This may be done multiple times in a single turn if a country has sufficient Wealth available.) (the Grand Feast)
-spend 1 favour from DNA to gain Seeker Barnacles technology
-Titan-Sized Damage Report: the Eel took our trading post
-accept the Black Pearl artefact.

 
 Spoiler: Bookkeeping 

TP: region 3, TP1+TP2+City (carapace armour)
region 4: TP2 (Eye Weed)
region 12: TP2 (Crystal Chips)
region 13: TP1 (Rocksplinter Stars (starfish))
region 15: TP1 (granite slabs)
region 28: TP1 (Tiny Turtles)
region 29: TP1 (Spinecrab)
region 30: TP1+TP2 (Branch Coral)
region 153: TP3 (decor)

Passive income: 4/turn

Units: 8/9
treasure (EOT): 4

Technology:
Photospore Signalling
Composite Grafting
Toxic Filtering
Bioluminescent Navigation
Filtration Grafts
Graduated Symbiosis
Supernatic Propagation
Sojourn Suits
Anoxic Adaptation

Favors:
owed:
gained:
-Abyssal stewards: 0
-The Divine Nacres: 0
-Chelonian Chora: 3

 New stats 
stat increase:
Diplomacy: 10
Military: 6
Economy: 10
Faith: 10
Intrigue: 5

 Organisation reputation 
Abyssal Stewards: 4
chelonian chora: 2
divine nacres: 2
international prestige: 2

Dreamcatcher’s Needle: +1 to 1 roll/round opposing the Dissonant or their patrons
 

 
 Spoiler: News 


-The council has decided that the Splendid Miru Miru deserves extra recognition because of the fair way they have traded with the Expanse since the two peoples have become aware of each other.

-A large feast is given in all the Hymenocera lands, a week of national joy.  The High King and his family travel through the Expanse to meet with their subjects and to partake in the various festivities in the different regions.  Some gifts are also send to region 30, where the Expanse has a lot of ties at the moment.

-The High King sends a small delegation to the Chelonian Chora to thank them for their support in getting rid of the Dead Dreamers.
 

 
 Spoiler: Economy 

-A group of scribes enter the newly cleared region to start looking for the location where the first Ventroots have to be put, in keeping with the Abyssal plan.

-moving on, the trade guilds start branching out, moving out to gain new items that can be used in the Expanse or traded on later.
 

 
 Spoiler: Organisations 

-As they still had some favours with the Nacres, a small delegation is heading to the new Holdfast to negotiate the gaining of some new technologies.  After some negotiations they settle on a technology to make exploration easier.
 

 
 Spoiler: Faith 

-The priests now also start to get interested in the lands of region 30 and send groups of wandering priest-scribes to convert the natives of the region.  This in addition to the priest-scribes in the retinue of the merchants and nobles who were already in the region.

-As the faith spreads, more and more do the tenants of the faith help when talking to people in other regions.  The Expanse has also learned to include at least one priest-scribe in every delegation send out to give spiritual guidance to the delegation members.
 

 
 Spoiler: Diplomacy 

-the High King undergoes the test of the Abyssal Stewards again, after an unfortunate slip up last time.  The whole nation hopes he will succeed this time.

-As it becomes clear that the Merchants do help in the council, the Hym who had been sceptic about their inclusion on the council mute their protests and more people support a more mercantile way of living.  This makes the merchants get easier access to good people to help with managing their trade posts and acquiring them in the first place.
 

 
 Spoiler: Titan-Sized Damage Report 

-Following the request of the Abyssal Stewards to provide information about how the Titans affected the various nations, the merchants of the Expanse were only too happy to provide some information on the inadequately named Eel Without End

 It was very strange to say the least.  We interviewed a few people who managed to come back to us before the Eel Without End completely took over.  According to their reports the Eel Without End secreted a certain chemical into the water which made people susceptible to suggestions.  While a lot of destruction was simply the Eel Without End crushing things with its massive body, in our case the chemical made the people 'worship' the Eel Without End.  This is the way the people described it, but Expanse Doctors who were consulted thought it was a chemical that made the people very susceptible to commands by the Eel Without End.  And for reasons unknown, the Eel Without End wanted to keep certain infrastructure whole and loyal to itself.  While we have some idea on how it works, the why of the chemical is not known to us. 
 
TheDarkDM
  
   The Lux-Glossian Shades   
The cities of Leriander and Holy Ovum in the Glossian Sea (135)
The cliff city of Rumond carved into the Tideswept Shelf (111)
A temple town at Narcis's Rest (173)
The settlement of Fuschia Lagoon in Rilanto Pass (94)
Haven, Hunter’s Rest, and the Serovin Forest in the Greenwater (141)
Region 152
Region 186
Round 18 
 Actions - Light and Glory 
  1. INT - [Investigate south of Region 32, Spending 1 Treasure]  -   14  
 2. INT - [Coerce TP 1 of Giantsbane Seeds in Orope (Region 114)]  -  11 
 Reflecting: Coerce TP 2 of Aragonite in the Khandeeps (Region 25)  -  12 
 Reflecting: Coerce TP 2 of Electrum Conduits in Bastion (Region 76)  -  12 
 3. INT - [Reflecting] 
 4. INT - [Coerce TP 3 of Wave Scorpions in Region 133]  -  17 
 5. INT - [Secret, Spend 1 Treasure] 
 
 Non-Actions 
  1. Spy non-action. 
 2.  Host the Banquet of Eternal Light.  
 
 Spoiler: Event Sub-Actions 
 
 Transfer 2 Treasure to Costa Sereia.  Unusually for a transaction of this nature, much of the wealth given over is in the form of sumptuous antique jewelry and precious art objects.  Donations, clearly, from the grateful Shades. 
 
 

 3. Scandal! 
 Horror sweeps the Shades as the Grand Matriarch announces the sudden and violent murder of the Conclave during the Banquet of Eternal Light!  According to eyewitness testimony of those manning the Conclave Tower, a dissident member of the Cerulean shade led an assault force of the Ironkelp Knights through some secret sally port, breaching the tower's defenses and savaging the unsuspecting bureaucrats before the Grand Matriarchs guards could respond.  Criers throughout the Shades promise handsome rewards for the whereabouts of Llerinyalla and her cowardly accomplices! 
 4. Supply Phosphorite to the Lambent Syndicate through their trade route  
 
 Spoiler: Ruler stats and stat increases 
 Ruler:  Endless Mistress Taman

 Ruler stats for round 18: 
(low stats are treated as 4 due to PRS rank 4)
Diplomacy - 3
Military - 3
Economy - 6
Faith - 2
Intrigue - 8

 Ruler increases:  +2 Intrigue

 New ruler:  There will never be another.  Memuji Taman!

 Ruler stats for round 19: 
Diplomacy - 3
Military - 3
Economy - 6
Faith - 2
Intrigue - 8
 

 
 Spoiler: Reminders for myself 
End of round 17: ABS help with TPs/HSs/colonies ends
Currently have 5 treasure (2 from passive income + 1 from plastic flower + 1 from Mammomachines)
 
Czard
  The Peacekeepers of Surunung  
 Rahakera (155), Neralam (160)
Round 18 
 Leader: Mengepata, 2nd Voice of Rahakera 
Diplomacy: 5
Military: 10
Economy: 1
Faith: 1
Intrigue: 8
Expected Stat Increases: MIL +2

 Actions 
 1. MIL - Raise Unit 
 2. MIL - Raise Unit 
 3. MIL - Invade Region 159 with 5 Units under General Jejapang Keja, implementing the Tactical Doctrine Wave of Envenomation and traveling over the roughs border from Region 160 (Route: 155&gt;160&gt;159) 
 
 Spoiler: Invasion of Region 159 
The northern clans of Neralam frequently voiced their concerns in the Peacekeeper's Assembly of mysterious interlopers from beyond the borders of Neralam whom would plunder what paltry amount of treasure and equipment they could find in the clans' coffers before retreating back across the border into the north. To the Keja, whether these be ordinary raiding parties of bandits or professional soldiers trained and deployed by their northerly neighbors, it did not matter, for invasion was their most effective solution to any neighbors causing trouble. The breeders in the Caverns of Surunung had two more legions of Kejatara well on their way to combat readiness, but those would be needed for a later time; for now, the current standing armies of Surunung gathered at the northern borders of Neralam, ready to further expand the dominion of the Keja Pod.
 
 4. MIL 10 - Perfect Tactical Doctrine "Wave of Envenomation" 
 
 Spoiler: Perfection of Wave of Envenomation 
Jejepang Keja, head of martial arm of the Keja Pod, had long been Surunung's most revered, experienced, and victorious general. Her tactics had won the Keja many key battles and had long been studied by her proteges and students until they were well understood by many in Surunung as standard battlefield tactics needed to be learned and implemented by any general under the Surunungese banner worth their salt.
 
 5. INT - Investigate Region east of 160, using Bioluminescent Navigation to access Depth 1 regions; Rolled 12. 
 Non Actions 
 1. Change leaders non-dynastically  
 
 Spoiler: Parapasa Kuasa, 3rd Voice of Rahakera 
There was much doubt amongst the Keja Pod over the decision of offering the Kuasa clan of Neralam a seat in the Peacekeeper's Assembly. While the Rahaa obsessed over the pretense of maintaining peace and order and the other Pertlanic and Bertuagan clans sought representation to ensure their own survival, something about the Kuasa's motivation for the seat was unlike any other faction in all of Surunung's dominion, save for the Keja themselves. Regardless of any suspicion of treacherous intentions, Parapasa Kuasa, the ambitious head of her clan, was granted a seat in the Assembly along with most of Neralam's clans and quickly rose to become the most influential member of the body within 3 years, save for the Voice itself. During this time, virtually all of Parapasa's rivals were removed from the Assembly, either being scandalized and resigning in disgrace or simply just having died, though the Kuasa deny any involvement in these events. The moment Parapasa set her sights on the seat of the Voice, Mengepata, 2nd Voice of Rahakera, recognized the danger and passing of time and promptly resigned, effectively handing over the seat to Parapasa, whom the Keja readily appointed as the 3rd Voice of Rahakera. Surprisingly, the Rahaa did not offer any pushback against a Bertuaga ruling Rahakera, though the other Neralamese clans were greatly disturbed by this development, and promptly began plotting the means of Parapasa's downfall...

Starting Stats;
Diplomacy: 4 + 1
Military: 4
Economic: 2
Faith: 4 + 1
Intrigue: 3
 
 2. Accept incoming trade routes, technologies, and buyouts 
 3. Allow members of GREG to access Surunungese territory 
Minescratcher
     The Order of Orders     
  Comprising
The Sacred Order of Knights of the Ironkelp of First-King John of Ruhum (Orope -  Region 114 )
The Order of Knights of Dupiopóli (Ektalithiades - Region 113)
The Order of Knights of the Divine Watchful Eye (Ke Yi Ade - Region 127)
The Order of Faithful Knights of the Violet Crown (C'oupé - Region 116)
The Order of Truthseeking Soldiers of Usman (Ruwa Mai Juyawa - Region 118)
The Order of the Blind and Silent Knights (Yuksekale - Region 176)
Region 123
The Tideswept Shelf - Region 111
Region 112     
 Here Follow the Records of the Years  16-18  of the Tenure of Grand Master Martin the Young, 41st Grand Master of the Order of Knights   
Round 18

  Actions:

1.  [Military]  Dispatch 1 unit under Grand Marshal John Redphores (Mil 4 subcommander) to aid the Gotezhar and World Garden in their invasion of [Region 108], using the Regalis Arbor to Launch Scouts (+2 TM)
The Finalists could be easily ignored while they limited themselves to their own waters, Middish sages having dismissed their claims of an impending apocalypse almost from the beginning. But their aggressive and insulting proselytization in the waters that the Order has  just liberated  from the Monheganists to protect the faithful there cannot go unpunished. Hearing that the Sakura-Jin are equally irritated by the cult's actions, the Order of Orders convinces Mira'din and the Gotezhar to join their forces. The coalition army aimed at the Finalists is topped off with a detachment of spotters and artillerysages led by the Grand Marshal, providing strategic fire support to enable the larger Gotezhar and World Garden armies to maneuver more freely. It is hoped that the local lords of [Region 107] can hold out against the Finalists in the west, but even if they fail to defend their waters, the cult's main support base will be destroyed.

2.  [Military]  Invade [Region 115] with 5 units under the command of Dame Commander Caitriona MacAilpein (Military 10) attempting Quiver Hell's Foundations (+2 battle roll), using the Regalis Arbor to Launch Troops into the region to bypass the Brackish border, using Supermarine Artillery (+1 battle, +1 TM), the Middish Way (+1 battle, +2 leader loss), and the Thunderstone Cudgel (+1 battle), aiding neither the native defenders nor the rebels and attempting to be the last army fought  (5 units, +11 TM, +7/+9 battle before outnumbering, +2 leader loss) 
Simultaneously, the bulk of the Order's forces are dispatched to the north as reports come in of raiders attacking the plant-cities that make up Lombsol. Mizandir's library evidently represents some twisted offshoot of the Flowing Way, and that they were left without support for so long is an embarrassing failure on the part of the faithful. Dame Commander Caitriona MacAilpein travels north, bypassing the looters to focus on stabilizing the source of the upheaval. Her scouts note that a sizeable chunk of the region's population does not support the Librarians, but given their evident failure to control them, it seems more prudent to let the armies bloody each other first and only then establish Order control of the waters.

3.  [Economy 5]  Found a City in Orope [Region 114]: the Nundine Plaza (bonus to sack resistance)
Orope has long lagged behind the mercantile centers of the world in development, but that does not mean that it has been completely passed over. Cyphiri, Costa merfolk, Gotezhar, and Pearlers all follow the plant-cities for the burgeoning markets that have developed among the expanding Middish population. Some of the more successful have bought smaller Giantsbane plants and formed their own tiny merchant cities, a group of which approach the Grand Master to request official incorporation as a full city, having tied their plants together to form a much larger plaza. The newly chartered Nundine Plaza is a center for trade and a haven for foreign merchants, and, perhaps more importantly, it pays a regular tax in Giantsbane seeds to the Ironkelp Order.

4.  [Economy]  Buyout [Region 133] Open TP 2 for Wave Scorpions:  13 
The Middish have never been a particularly mercantile people, but grumblings over the cultural need for toxins have caused severe problems for Feirefis's rule, and the Order wishes to sway him to take up the Mastery of the Order created for C'oupé and rejoin his waters to the Order. They turn first to the Black Pearls, one of their longtime allies after the Cyphiri, but when Costa merchants in Orope complain, Martin works out a deal to use their connections to acquire the toxins directly instead. Feirefis is pleased by this turn of events, and seems more open to negotiation with his half-brothers.

5.  [Faith 5]  Found a Holy Order in Kral-Katena [Region 123]: the Order of Saint Jean of Akko
Efforts to survey Kral-Katena following its occupation by the Order lead to the discovery of a stone ring outside the village of Shenet matching the exact details of the one said to have been built by the quasi-legendary Saint Jean of Akko. Though the village has evidently been renamed in the centuries since his death, it nevertheless attracts pilgrims seeking aid, guidance, or simply a better understanding of the miracles the stone ring is still said to perform. A group of devout Frelangue Knights, heavily encouraged by the Grand Master, establish a new subOrder in the region to both study the Saint's relics and defend the holy place against assault. The Order of Orders grants them a sapling of the Regalis Arbor, the first to be established outside Orope, in hopes that it will soon grow to become a new staging ground for the defense of the eastern faithful.

6.  [Faith]  Convert Kral-Katena [Region 123] Open HS 1 to the Flowing Way:  15 
The Order of Saint Jean of Akko does not waste time in spreading the tenets of the Flowing Way, and their missionaries meet with success among the Katena, though the Greenwater clansfolk remain suspicious of their recent foes.

Nonactions:
 
 Allow Cyphiri and Gotezhar armies to travel through Order waters. 
 Accept Cobalt Dye from the Cyphiri Union via the trade route (fulfilling Yuksekale (Region 176) DI). 
 Fail to resist the sack of Orope HS 2 ( 13  vs 14). 
 Attend the Banquet of Eternal Light. Publicize Taman's cannibalistic murder of the Matriarchs. 
 Continue construction on the  Forum Comitium Universalis  (Monumental Undertaking 3/3)
 
 
 
 Spoiler: News and Rumors 
 
 Feirefis....
  .   
 Lux-Glossia.... 
 
 

 
 Spoiler: Ruler Information 
Grand Master Martin of Insol, 41st Grand Master of the Order of Knights, etc etc
Current stats
 Diplomacy :  10 
 Military : 7
 Economy : 5
 Faith : 5
 Intrigue : 5
 Rolls 

New Ruler Next Round? no

Expected Stat Bonuses: +1 Mil, +1 Econ, +1 Faith
 

 
 Spoiler: Other notes 

Generals:
 
 Dame Commander Caitriona MacAilpein of the Scoshlangue (10) - Tactical Doctrine: Quiver Hell's Foundations (+2 to battle roll) 
 
Units: 6 / 16

Treasure: 0

Resources controlled:
 
 Region 114: Giantsbane Seed 
 Region 116: Anuran Vanguards 
 Region 129: Mercenary Retainers (May spend up to 2 Treasure per round on battle rolls to gain 1 effective unit per Treasure spent) 
 
Techs:
 
 Supernatic Propagation 
 Trophic Deconvolution 
 Megafaunal Tailoring 
 Photospore Signalling 
 Graduated Symbiosis 
 Composite Grafting 
  Anoxic Adaptation:  Permits actions and troop movement across brackish (green) borders; Requires  Composite Grafting, Trophic Deconvolution  
  Supermarine Artillery:  +1 to battle rolls and +1 to Maneuvering rolls in regions of Depth 0; Requires  Giantsbane Seeds, Supernatic Propagation, Photospore Signalling  
  Razor Current Netting:  +10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending; Requires  Glass,   Composite Grafting  
  Bitter Tourism:  Permits actions and troop movement across glacial (black) borders; Requires  Heat Sources  
  Papershell Draft-Cuttle:  Ignore the increased border cost of up to two Brackish borders per round for distance penalty purposes and +1 to Prospect attempts in depth 0 Colony regions; Requires  Supernatic Propagation, Anoxic Adaptation  
  Electrodialytic Staurozoa:  May ignore the increased effective distance from a Briny border up to twice per round, except for distance losses;  no requirements  
  Devolving Standardized Integrations:  Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost; Requires  Composite Grafting  
  Filtration Grafts:  Permits actions and troop movement across toxic (red) borders; Requires  Composite Grafting ,  Filter Feeders  
  Traveling Scholars:  Roll and drop 1 additional d4 when adopting a new non-dynastic ruler; Requires  Talented or Knowledgeable Labor  
  Bioluminescent Navigation:  Allows traversal of Depth 1 regions; Requires  Photospore Signaling  
  Mamomachines:  For each 3 Treasure spent, receive 1 Treasure at the end of the turn; Requires  Graduated Symbiosis  
 
State Religion: The Middish Way of the Flowing Way
 
 5 HCs: +1 offensive battle rolls 
 15 HCs: 2d8 to Sway Factions 
 25 HCs: +2 to Leader Loss rolls 
 
Artifacts
 
 Thunderstone Cudgel: 1/round, +1 to an offensive battle (+2 if the defender benefits from a Fortress) or +1 to convert a holy site of an organized religion (+2 if the defender benefits from a holy order) 
 
The Regalis Arbor
 
 Spoiler: Effects 
The Regalis Arbor is rooted to the earth, becoming a Flowing Way Holy Order located in Orope [Region 114]. As a non-action, up to twice per round, the Ironkelp Order may invoke one of the following effects:

 
 Launch Couriers: When taking an action, the Ironkelp Order may pay 1 region of distance to "skip" from a region that they control and which contains a Flowing Way Holy Order to any non-Wastes region within three (non-Wastes) regions of said owned region for the purpose of effective distance when determining distance penalties or distance losses. The path may then continue on from that region, adding additional regions to the path and increasing the effective distance appropriately as normal. To skip to a Brackish, Toxic, or Glacial region in this way still requires the appropriate technology, but such regions may be skipped  over  without a technology. This effect may not be applied to rolls for Colonization or Secret actions, but may apply to unit movement for battles; if it is applied to unit movement, the units cannot be intercepted in a region they skipped.
  .   
 Launch Scouts: The Ironkelp Order receives a +2 bonus to the Maneuvering roll for a single battle they participate in. The battle must take place in a Depth 0 region within three (non-Waste) regions of a region that they control and which contains a Flowing Way Holy Order. The use of this effect in a battle must be declared before any Interception rolls are made, and this effect may not be applied to Maneuvering rolls to intercept or avoid being intercepted.  
 

Valid Holy Orders: 114
 

Reputation:
 
 1 ABS favor 
 1 DNA favor 
 PRS rank 3 
 Signatory to the  Flowing Peace,  alongside the Gotezhar, the Cyphiri Union, and the Lux-Glossian Shades, consisting of the following four terms:
 
 The undersigned are committed to the righteous and just conducting of wars, and will therefore forswear: killing or causing egregious harm to noncombatants, including foes who have surrendered; and the use of weapons or technology deemed unnecessarily cruel considering their objective, including those chemical and biological weapons designed to cause a slow and painful death. 
 The undersigned are committed to enable the collective defense of the faithful of the Flowing Way by soldiers of the faithful, and will therefore not oppose or hinder the movement of Flowing Way troops between territory controlled by signatory powers for defensive purposes. 
 The undersigned are committed to the dialogue of ideas and the free movement of sages, missionaries, and other wise-creatures, in the interests of widening the Flowing Way and the better interpretation of the divine mysteries, and will therefore support the establishment of new centers of learning and all other conversions to the Flowing Way within their controlled territory to the best of their ability. 
 The undersigned are committed to the continuing study and proactive investigation of riddles and anomalies, and will prioritize those which one or more signatories reasonably suspect may pose a threat to the faithful. 
  
 
 
Talis
  The Seatide Confederacy  
 
 Spoiler: News and Rumors 

 
 To celebrate the creation of the Polar-Confederate International Bank, Seatide decrees that they will provide a small bounty of treasure in the form of financial investment bonds to any nation that joins. 
 By order of the Council of Seatide, Mammos is hereby banned from Seatide and blacklisted from all Services the Confederacy or its members may provide. Suspicious accounts will be flagged for auditing, and any account opened by or in connection to Mammos will be frozen. 
 
 

 Actions: 

[Economy] Expedition to explore the depths of Region 80
  There is much quiet grumbling and annoyance as insurers reluctantly pay out to impoverished worm-harvesters. Although the payments will help the harvests return to full force relatively quickly, it has opened up discussion about whether "Titanic Acts" should be covered under standard insurance policies.  

[Economy] Buyout TP 2 in Region 63
  Seatide still needs a steady supply of fabric for its clients. The sheerspun cloth in this region will do perfectly.  

[Economy] Impress Merchants in Region 186 (Supplying Gravelglass)

[Economy] Buyout TP1 in Region 52

[Economy] Impress Merchants in Region 177 (Supplying Piezo-Phosphoric Crystals)

[Diplomacy] Send an Envoy to Kenaqua with a gift of 2 Treasure

Non-Actions:
Oppose all Sway and Impress actions targeting merchants loyal to Seatide
Support Buyouts for factions that own the territory they are making the buyout in
Supply Talented Crabs to GRV to satisfy their resource needs
Transfer 1 Treasure to SEN to reward them for joining the bank

Die Rolls:  https://forums.giantitp.com/showsing...postcount=1039 
 
 Spoiler: Book Keeping 
 Ruler 
Judge Shimmering Grey
Diplomacy: 6
Military: 5
Economy: 8
Faith: 2
intrigue: 3

Military Units: 5

 Regions Owned:  [Seatide 79]
City: +1 to Buyout 1/turn
Total Regions: 1
Land Unit Cap: 5 (5 Capital Unit Cap)

Artifacts:
 The Tideglobe  - This mysterious artifact is a transparent orb full of shimmering liquids and colors, which swirl and dance about in hauntingly beautiful patterns. By carefully watching the movement of lights and changing colors inside the Tideglobe, Seers can augur future events and predict how to counter hostile actions. Effect: +1 to one Intrigue roll opposing a hostile Secret Action, once per turn.
 Glowspire  - A twisting spire twenty feet tall, shaped like a twisted coral. Bioluminescent algae inside the spire change color depending on the trace elements that flow into the spire, allowing it to predict water conditions even thousands of miles away. Specially trained Tideseers read the colors, using them to predict where Reaver attacks are most likely to occur. As an added benefit, the haunting twists and colors of the spire are eerily beautiful to the untrained eye. Effect: Each turn, predicts an area that the Reavers will target if they attack that turn.
 The Bare Trap  - Mystical trap that helps defend against Reavers.
 The Banner of Odyssey (Cultural)  This enormous tapestry depicts the ancient Pepsin migration to Seatide, embroidered in such a way that the images seem to leap off into the water.

Culture:
 Mutually Beneficial Arrangements  - 2d8 to performing and resisting Impress Merchant attempts

 Military Technologies: 
 Devolving Standardized Integrations (Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost.) Prerequisites: Composite Grafting. Slot: Combat Drugs and Medicine. 
 Razor Current Netting (+10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending) Prerequisites: Composite Grafting, Glass. Slot: Fortifications 
Supermarine Artillery

 Civilian Technologies: 
Composite Grafting (Starting Tech)
Graduated Symbiosis (Starting Tech)
Megafaunal Tailoring (Starting Tech)
Photospore Signaling (Starting Tech)
Supernatic Propagation (Starting Tech)
Trophic Deconvolution (Starting Tech)
 Bioluminescent Navigation (Allows exploration and utilization of Depth 1 regions) 
Filtration Grafts
Electrodialytic Staurozoa
Radiant Spheres
Sojourn Suits
Indah's Embrace
 Anoxic Adaptation (Permits actions and troop movement across brackish (green) borders). Prerequisites: Composite Grafting, Trophic Deconvolution 
 Holographic Certification (+1 to resisting Undermine Support actions) Prerequisites: Bioluminescent Ink, Photospore Signaling. 
 Bitter Tourism (Permits actions and troop movement across glacial (black) borders) Prerequisites: Heat Source. 
 Traveling Scholars (Extra roll/drop 1d4 on non-dynastic ruler change) Prerequisites: Talented Labor. 

Resources controlled:
[Frozen Logs (64, TP1)]
[Talented Crab (65, TP1)]  Support 
[Piezo-Phosphoric Crystals (67, TP2)]  Support 
[Gravelglass (68, TP1)]
[Edible Algae (69, TP2)]  Support 
[Inkfang Worms (70, TP2)]
[Rust-Veined Pumice (73, TP3)]
[Firefly Squid (74, TP1)]  Support 
[Magnetic Sand (75. TP1)]  Support 
[Bluefish Antifreeze, Seatide (79, TP1)]  Support 
[Bluefish Antifreeze, Seatide (79, TP2)]  Support 
[Bluefish Antifreeze, Seatide (79, TP3)]  Support 
[Dragon Eyes, Cryptoclysus (84, TP1)]
[Stripdrill Hyphenae (187, TP1)]
[Sour Krill (80, TP1)]
[Sheerspun Fabric (63, TP2)]


Merchant Faction ETB: +10
 ETP Total : 33

 Treasure : 6 (+3 / Turn)

 Factional Support :
Kenaqua (52) - Merchant (Supply Firefly Squid)(+2 ETP)
(59) - Merchant (Supply Edible Algae)(+1 ETP)
(65) - Merchant (Supply Rust-Veined Pumice)
The Cathedral of Movement (67) - Merchant (Supply Stripdrill Hyphenae) (+1 ETP)
Sketi (68) - Merchant () (+2 ETP)
Danabae (69) - Merchant (supply Inkfang Worms)(+2 ETP)
Region (70) - Merchant (using Sour Krill)(+1 ETP)
Aelwyd Adferiad (71) - Merchant (Supply Edible Algae)(+1 ETP)
Maurente (74) - Merchant (Supply Edible Algae)(+1 ETP)
The Plains of Sarkenos (75) - Merchant (Supply Inkfang Worms)
Seatide (79) - Merchant, Aristocrat, Clergy (Supply Firefly Squid)
(101) - Merchants (Supply Stripdrill Hyphenae)(+1 ETP)
(179) - Merchants (Supply Stripdrill Hyphenae)(+1 ETP)
(187) - Merchant (Supply Frozen Logs)

Projects and Wonders:
Polar-Confederate International Bank (Seatide, 67)
 
 Spoiler:  Effects (Approved) 
Polar-Confederate International Bank
A central bank established under the authority of the Seatide Confederacy to weld various trade interests into a single market. The bank consolidates the assets, accounts and debts of member states, issues a common currency backed by those accounts, and services transactions between members.
Effect: Any nation in contact with the Seatide Confederacy may adopt the Arctic Exchange Currency as a 2-action project. Nations using the common currency gain the following benefits:
+2 increased Treasure cap
May spend 1 additional treasure on Economy actions within it and other member nations
May transfer 1 treasure to another currency user 1/turn.
The Seatide Confederacy (or current controller of Seatide) automatically counts as a currency user. Additionally, the bank's controller can kick members out of the union, or block any of the above "bank actions" as a nonaction.

Current Members:
STC, GTZ, SEN
 


Diplomacy:
Trade Route with the Gravetenders
Trade Route with Lux Glossia
Cultural Exchange with the Shifting Ennead
Promise from the Shark People to not threaten Seatide merchants or assets
Cultural Exchange with LOL
Trade Route with Draig Continuum

Favor and Reputation:
Abyssal Stewards: 1 Favor
1 favor from the Cryptid Congress for giving them a free technology
1 favor from Cyphiri for intentionally losing a PRS Slot
 
Rolepgeek
    Organization Actions
Round 18    
 Unless otherwise specified, [Offers] made by Organizations are only available to countries with a Reputation of 0 or higher with that Organization. Organizations treat regions with their bases as controlled for the purpose of actions such as Impressing Aristocracy or exploration Missions. 
  Titans and Reavers  
  The Azure Colossus Draig, Tadgceallachmarix, The Thunder That Burns  
and
  The Vermilion Colossus Draig, Gwrfaedlaithe, The Fuming Ice  
appear to be gearing up for yet another clash, as their circling patrols venture further and further from their home territories as they feed and survey the changes in the world. Scholars estimate based on available sightings and movement patterns that their most likely next battlefield, if they are as immediately hostile to one another upon sight as they were previously, will be The Cathedral of Movement (67)!

STC is granted an Intact Colossus Draig Molt via their Trade Route with DRG. SEN finds a Damaged Colossus Draig Molt in The Dead Seas. Colossus Draig Molts count as a form of pseudo-Remains for Giantslayers, but may be used even by non-Giantslayers as part of the process of creating an artifact; it can also be pulled apart and sold for treasure, or used in other creative ways.

The Sereia, taking advantage of the research materials provided to them by the Seatide Confederacy, appears to have determined how to recreate the devices used by the Reavers to soften up their targets, which they call ‘Screechstrobes’. These devices bear an internal timer which causes them to emit a terrible screaming noise (described by unfortunate bystanders as a combination of merdrake and bansea) which makes it hard to think, let alone echolocate, in conjunction with an awful blinding flickering light that destroys all sense of direction, even inducing raw instinctive panic in many.

Few ask for demonstrations -  no one  asks for a second.

 COS gains the Reactive Refining technology and one Screechstrobe Cluster! 
 Technology: Reactive Refining 
 Effect:  May make a Screechstrobe Cluster as a 3-project action.
 Prerequisites:  Volatile/Reactive Metal, which is consumed.

 Artifact: Screechstrobe Cluster 
 Effect:  1/turn +2 to one of Maneuvering or Sacks. 3 uses. May be gifted to rebel armies for +2 to their Maneuvering as a non-action, but this consumes 2 uses.


  Abyssal Stewards  
 
 Spoiler 
The  Abyssal Stewards  are an association of various orders of mystics, warriors, and artisans living in the deepest parts of the ocean. Their ability to create and shepherd hydrothermal vents, which they use to ‘grow’ refined metals through means none have yet managed to replicate, makes trade with them indispensable. The Stewards - mostly members of a species of hairy crustacean - feel themselves charged with a duty to watch for the return of the legendary Titans, hoping to give advanced warning to those who live in shallower waters and prevent the foolhardy or malicious from waking them from their slumber.
 

 
 Spoiler: Additional Details Re: Giantslayer Artifacts 

 Champion’s Lance  -  An arresting armament which goes straight to the point.  Effect: Ruler may act as a Champion for a Titan Hunt for the turn using their own stats, OR +1 to a Champion's effective Military score during a Titan Hunt/Duel, OR +1 bonus to an Impress Aristocracy attempt 1/turn.

 Beast’s Collar  -  A primitive choker which holds savagery within.  Effect: Ruler may act as a Beast for a Titan Hunt for the turn using their own stats, OR +1 to a Beast's effective Military score during a Titan Hunt/Predatory Privilege Maneuvering attempt, OR +1 bonus to a Sack attempt 1/turn.

 Trapper’s Net  -  A tangled mesh which catches attention.  Effect: Ruler may act as a Trapper for a Titan Hunt for the turn using their own stats, OR +1 to a Trapper's effective Intrigue score during a Titan Hunt/for Counterespionage, OR +1 bonus to a Coercion attempt 1/turn.

 Stalker’s Cloak  -  A mundane mantle which mystery surrounds.  Effect: Ruler may act as a Stalker for a Titan Hunt for the turn using their own stats, OR +1 to a Stalker's effective Intrigue score during a Titan Hunt/for Infiltration, OR +1 bonus to a Technology theft attempt 1/turn.
 


Finally complete, the Magma Shroud in Verja, newly churning heart of the Eternal Spring, first of its kind, springs into a cruel simulacrum of life. Smoke and heat alike belch forth from the opening at the structure’s peak, bringing to mind the Colossus Draig which already stalk the frigid waters nearby. From behind masses of already soot-stained paneling and struggling insulation seeps a sinister and cyclic red glow, draining into the eyes of onlookers through sieves of swaying thrumming cables and enormous rattling pipes. From towering mechanisms diffuses the fell influence of the great and hungry avatar of desire and prosperity which some call the Hidden Hand, permeating all who look upon such marvels of industry with the power of Mammos. Here, there is Potential unrivaled. Here, the world bleeds to feed the fires of Prosperity. Here, a new Titan is born - a  Titan of Industry .

 
 Spoiler: Titan of Industry Mechanics 

  Industrialized Investment:   The fires of industry are fueled by many things - chief among them being capital investment. A Titan of Industry may spend 2 Treasure as part of a Project action to boost that Project's progress by an additional action. May be used on all Titanic Projects and most other region-specific Projects, limited only by Treasure and action availability.

  Pollution:   As subaquatic industrialization continues, existing ecosystems – be they natural, engineered, or somewhere in between – are commonly destroyed and the water becomes foul and choking. As pollution builds up in a region, its travel, construction, and life are likely to become progressively more difficult, eventually resulting in the region becoming uninhabitable.

Titanic Projects produce Pollution, which can have significant effects on a region’s habitability. Every 3 Pollution in a region increases the costs of most Titanic Projects by 1 action. Pollution can be managed by the use of Dump Sites to dispose of waste and shift pollution away, or Mantlecracker Techs to reduce operational penalties in Polluted regions.

At 3 or more Pollution, a region’s borders are considered Polluted (in addition to whatever other border type they may have)Polluted borders cost an additional region to cross for the purpose of Distance losses (with attendant effects on distance penalties), and each Polluted region crossed adds a flat -1 penalty to action rolls, which is not reduced by distance penalty reductions.

At 6 or more Pollution, a region’s borders also become Toxic, in addition to whatever other border type they may have been previously. If the region’s borders were already Toxic, each region that shared a Toxic border with the Polluted region gains 1 Pollution as a result of spillover effects.

At 10 or more Pollution, a region becomes Contaminated, uninhabitable even for a Titan of Industry until the Pollution level is reduced.

  Titanic Projects:   A bunch of new and exciting projects to work towards; must be in an owned region or a region where you have mercantile support.

Titanic Projects may be destroyed with a Sack action if in a controlled region - like Sacking a Trading Post, this is likely to upset local Merchants. They may be damaged by Sack actions if in a region one does not control - while damaged, they do not provide their normal effects, but still produce Pollution if that Pollution is local. Titans of Industry may use Economy to resist Sacks of their Titanic Projects in regions they control. A destroyed Magma Shroud disables all other Titanic Projects dependent on them in the region, which will only produce 1 Pollution each until a new Magma Shroud is built. A damaged Magma Shroud will result in Titanic Projects dependent on a Magma Shroud shutting down one by one over time unless it is repaired. A Titanic Project requires 1 action to repair when damaged, or 2 if the Sack was a Great Success.

 Magma Shroud :  This extreme depth borehole provides access to geothermal energy in massive quantities. A must-have for any budding industrialist looking to reach the next level!  - Effect: Required to start almost any other Titanic Project in a region and reduces the Treasure cost of Industrialized Investment by 1 for Project actions in the region; Action Cost: 5 Economy actions (cost reduced by 1 action per Depth Level), Pollution: +2.

 Energized Extraction :  Connecting geothermal energy plants to extraction and processing facilities all across the region increases both nominal and actual yields massively!  - Effect: Owned TPs in region count double; Action Cost: 2+TP Count Economy actions, Pollution: +1 per TP

 Industrial Research :  Conducting organized research into the science of automation and production can provide many advances; foremost among them massive increases in extraction, processing, refining, manufacturing, transportation, and/or military capabilities.  - Unlock a Mantlecracker (alt: Industrial) Technology as well as the specific Factory type(s) which powers it, that can only be constructed in regions with an appropriate resource type. Actions Cost: 4 Economy or Military Actions or one Economy/Military 10, produces 1 Pollution.

 Construct Factory :  Undercompensated workers, automated mechanisms, enslaved demons, corrupt unions - whatever the source of your labor, if it’s cheap and plentiful, it's productive.  - Effect: Establish a Factory with a type based on the local resource; Factories are used to power Mantlecracker Techs, Action Cost: 5 Economy Actions (3 if City present); Pollution: +3

 Vault Depot :  Storage depots to handle industrial quantities of goods have always been important to industrially developing powers - who cares how much habitat for native flora or fauna has to be cleared to make way?  - Does not require a Magma Shroud in the region, Increases Treasure Storage by 5, 3-action cost, Produces 1 Pollution.

 Dump Site :  Naturally, massive increases to production throughput means a similarly massive increase to waste output, which must be effectively managed. The most effective management for waste is usually to put it far away from oneself, and this highly sophisticated and specialized facility does just that!  - Reduces local Pollution by 4, and increases Pollution by 3 in a specific neighboring non-Wastes region. 3-action cost.
 

 Mammos's Hidden Hands: The Eternal Spring may use Faith actions in place of Economy actions for Projects as long as they are spending Treasure for Industrialized Investment for each such action. With ESP becoming a Titan of Industry, and effects of the Safety Net, Mammos may now communicate much more freely and directly with players. It no longer costs Treasure or requires an intermediary to communicate if in Verja (61). 

From round 17: Abyssal Stewards’ spy name - Depthseeker Zivan bet Azhgoev

 [Request] Titan-Sized Damage Report [1/5]  - With so many recent attacks by Titans, the Abyssal Stewards would like to have accurate accounts of the impacts that these living disasters have caused.  This will allow them to spread the information far and wide, to show just how dangerous these creatures are.  To that end, envoys of the Stewards have reached out to nations that have been impacted by the Titans and requested detailed information on what happened during the assaults, what has happened since, and what has been done to repair things.

(  Request:  Cooperate in the creation of the Titan-Sized Damage Report.  Available for anyone negatively effected by a Titan since Round 8.  Reward:  +2 Favors (max); if Project is completed, additional reward given to all contributors.  Penalty:  None.  Deadline:  End of Round 21.  Details:  1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Damage Report.  1 Favor earned for spending an Economy or Diplomacy action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires. )

 [Intrigue] Study The Colossus Draigiau as well as the Residuum’s Histories  - The Colossus Draig are indeed quite massive, with destructive capacities to match...but given their behavior, the Stewards are no longer certain if they have the unmitigated destructive impulse of true Titans. Their initial assessment may well have been overhasty, the result of their overstretched resources - regardless, they feel certain that correspondence and examination will solve this conundrum for them. Depthseeker Zivan should serve them well here.

 [Diplomacy] Deadly Desires - Denounce ESP and LIT  - The Lighthouse and the Eternal Spring are guilty of many things - sacrilege and dangerous idolatry among them - but now they have thrown themselves into such calamitous courses that the entirety of the world may suffer for them. May the world recognize such deadly desires for exactly what they are.

 
 Spoiler: Ongoing 
 [Opportunity] Fueling The Forge  - (  Opportunity:  Countries may provide Units, Food, Building Supplies, and Light Source to repay debts to the Abyssal Stewards.  Reward:  1 Favor.  Cost:  2 Units or 1 suitable Trade Post.  Deadline:  Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice.  Details:  Non-action to gift Units/Trading Posts. May not be used if no Favors are owed.  )

 [Offer] Armored Corps  - The Abyssal Stewards are offering escort services!
 Benefit:  Gain a +3 bonus to own leader loss rolls from battle and a free resistance roll vs a Sack or an Artifact or Specialized Ship theft attempt. The resistance roll will be performed with the better of your stats and ABS's stats.  Cost:  1 favor.  Duration:  Available until the end of Round 20.  Details:  Available to countries of Reputation +1 or higher.
 

  Chelonian Chora  
 
 Spoiler 
The  Chelonian Chora  are a league of religious nomads capable of traversing the Wastes atop their great Reefback turtles. Largely cephalopod-like, the Chora bring trade goods and news of distant lands by routes others could never manage, while their much-renowned songs bring joy, soothe tempers, and ease hardship. Their presence has a tendency to quiet discord, foster unity, and mend relations in a way that has enticed many a fledgling government to encourage more frequent visits and longer stays.

 (The Chelonian Chora, and  only  the Chelonian Chora, may treat regions with no local majority as sharing their faith for Sway and Impress Clergy actions) 
 


The danger posed by the Dreaming Dead cannot be overstated, though the Chora remain uncharacteristically quiet on the details of exactly why this is so. Nonetheless, they provide ample thanks to their enduring allies, the Hymenocera Expanse, for their aid against the now-deceased cult.
To Kill A Dream: +2 to Rep and/or Favors from CCA for HEX. Additional Reward: Dreamcatcher’s Needle: +1 to 1 roll/round opposing the Dissonant or their patrons.

Baran completes a Passionate Chorus, and finds their understanding of the All-Song strengthened, a verse discovered that had gone unsung before. They might even teach others a little of these ways, if they so desired, and inspire their soldiers with songs of mighty deeds and impossible odds, heroes and villains, victory and death.

 
 Spoiler: Passion Mechanics 

 Passion Actions 
Converting Holy Sites (State Religion only)
Impressing Aristocrats
Resisting Sacks
Commanding Battles as a War-Singer
Teaching Generals to become War-Singers (gain a Passion score equal to Military score -1)
 Passionate Harmony : Free Unit Recruited

A Voice of Harmony may have their War-Singers choose one of the following Tactical Doctrines when commanding a battle, using Passion for Maneuvering; additional War-Singer commanders may aid in a battle, increasing these effects, but must roll for leader losses individually. Must have at least 3 effective units involved in a battle per additional War-Singer.
 
  Dirge For The Soon-To-Depart : Base of +1 to battle roll and +10% enemy casualties on maneuvering victory; additional +1 to battle roll &amp; +5% own casualties per War-Singer; Leader loss rolls are [rolled twice and take the lower result?] if 2 or more War-Singers and Maneuvering Victory; +1 to friendly leader loss rolls and +10% enemy casualties per War-Singer on Great Success. 
  March Of The Great Line : Base of +1 to battle roll and -10% allied casualties on maneuvering victory; additional +1 to Maneuvering roll per War-Singer; Distance losses rolled twice and take the better result if 2 or more War-Singers; extra +1 to battle roll per War-Singer on Great Success. 
  Ballad Of The Shark And Turtle : Base of +1 effective unit for Outnumbering per War-Singer on maneuvering victory; additional -5% to own casualties per War-Singer; effective unit count for Outnumbering doubled if 2 or more War-Singers and Maneuvering Victory; +1 to friendly leader loss rolls and +1 to Sway/Impress attempts in the region next turn per War-Singer on Great Success. 
 
 

 [Request] Waste Not, Want Not [1/5]  - With so many new routes through the Wastes available to subaquatic civilizations, the Chelonian Chora would like assistance in cataloging the peculiar items found within their depths, alongside their many varied uses in modern culture.  Traveling Reefback caravans have begun to ask for descriptions of the items extracted from the miasma, any speculation on their origins or past uses, and information on their current repurposement to suit the myriad species thriving in today’s oceans.

(  Request:  Cooperate in the creation of the Reclaimer’s Records.  Available for anyone adjacent to a Wastes region or who has explored or prospected a Wastes region since Round 8.  Reward:  +2 Favors (max)  Penalty:  None.  Deadline:  End of Round 21.  Details:  1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Reclaimer’s Records.  1 Favor earned for spending an Economy or Intrigue action to contribute to the Project.  Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires. )

 [Opportunity] Party People  - Reefbacks travel. It’s what they do. And word gets around. Certain locales have a reputation amongst those who wander for always being a good stop, a fun detour, or an interesting diversion. The best parties are immortalized in song, forever sung at future events to remind all of the good times past. Wouldn’t you like to have young Pojanese caravaners singing your nation’s praises forevermore?

(  Opportunity:  The Chelonian Chora are offering prizes to whoever hosts the biggest and best events!
 Reward:  Top Prize: A Cultural Identity for rolls in events you host; 2nd Prize: An Artifact for attending 2 Events with 1 action; 3rd (and up) Prize: CCA will be guaranteed to attend any event you host within the next 4 rounds.
 Cost:  None.  Deadline:  End of Round 22.  Details:  The Chelonian Chora’s decision is almost certain to be subjective in nature - but the more lavish, culturally diverse, popular, and above-all  fun  the party is, the more highly they’re apt to rate it. )

 [Offer] Firstreef Contact  - Caution has served the Chelonian Chora well, but it is time to set aside the protocols put in place eons ago to protect the home of the Reefbacks and embrace the other civilizations that have arisen since the Cataclysm. The existence and continued friendship of the Cyphiri Union, Bell-Keeper and Voice of Harmony, has shown that there are certainly worthwhile bonds to be forged and new choruses to be sung with friends from afar. Invitations are sent via Reefback to capitals across the globe inviting all to establish a presence in Firstreef.

(  Offer:  Create a Trade Route or Cultural Exchange with the Chelonian Chora!  Benefit:  1 Reputation for creation of the Trade Route or Cultural Exchange.  1 Favor for appropriate fluff describing the nature of the Trade Route or Cultural Exchange. Only available for Rep-1 or higher.  Cost:  Normal Trade Route/Cultural Exchange costs.  Duration:  Until the end of Round 20.  Details:  If the seafloor around Firstreef is successfully explored, the explorer will be able to spend an Economy action to establish a Trade Route with the Chelonian Chora without spending a Special 5. )

 
 Spoiler: Ongoing 
 [Circumstance] Nasin Nasa, Tan Tawa, Ali Ante  - (  Circumstance:  People, places, and things, all vanishing in the wake of Choral caravans! How curious.  Benefit:  ?  Penalty:  ?  Duration:  Unknown.  Details:  DRG, GRV, KNH, LSD, CYP, and SKR are being affected by this. )

 [Offer] Spreading a Little Luxury  - (  Benefit:  The Chelonian Chora will buyout a trading post on your behalf that fulfills a Desired Import of one of your regions or of one of your mercantile supports. Will not target trading posts belonging to countries with higher rep than you.  Cost:  1 favor.  Duration:  Available until the end of Round 20.  Details:  Available to countries of Reputation +1 or higher. )

 [Opportunity] An Appetite For Abundance  - (  Opportunity:  Countries may provide Treasure, Food, Preservatives, and Dyes to repay debts to the Chelonian Chora.  Reward:  1 or more Favors.  Cost:  3 Treasure or 1 suitable Trade Post per Favor.  Deadline:  Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice.  Details:  Non-action to gift Treasure/Trading Posts. May not be used if no Favors are owed. )
 

  Divine Nacres  
 
 Spoiler 
The  Divine Nacres  are a surface-dwelling consortium of humanoid researchers, biotechnologists, and ecclesiastics living in floating city-spheres that look like nothing so much as massive, impenetrable pearls. In generations past they have largely remained aloof, keeping their local subaquatic societies at arm’s length save for the occasional gift of advanced biotechnology or guidance, asking in exchange for access to the seafloor and assistance with gathering seemingly random resources for esoteric reasons - such was their distance that not a soul has seen them outside of their strange bulbous suits. Recently, however, the Nacres have been much more open and active in their communications and exchanges with the burgeoning civilizations of the oceans.
 



It takes some time, but with the help of the Builder’s Unions’ merchant connections and their accompanying cartographers and linguists, they determine how to reach the area on the map they’ve been directed to - itself marked by a large X. This, however, is the only information that leaks out, all else being handled discreetly by the same ruling body that the Nacres have demonstrated a clear hostility towards.

…Hostility which appears to be well-warranted, based on the reports from their investigation into the destroyed Holdfast in the Tropics. By all accounts, including reconstructed data from the base’s damaged surveillance systems, it appears that the Gotezhar made use of the prominent Syndicate underworld and more mercenary-minded members of the Lighthouse to initiate an assault targeting the Holdfast’s architecture in ways only the Builders’ Union’s expertise could pull off. But most damning of all was the Gotezhar body found buried in the wreckage, apparently the sole Gotezhar casualty of the entire affair - and a former official in the Union’s government, their supposed prior absence having been contributed to the Chora’s activities - the Nacres reach out to the Lambent Syndicate to inform them of their gratitude for their cooperation during the investigation, to the Chora to ask them if they could keep track of new recruits for cross-reference purposes so as to perhaps avoid scandalous assaults like this in the future, and lastly to the Sakura-Jin to thank the Child of Pearl for having the foresight to realize the threat the Gotezhar posed so early, now that they’ve been proven correct.

The Sakura-Jin take an unorthodox approach to requesting information on the Reavers. Upon Primarch Petrix’s request, Lady Ink dispatches her personal accountant to take careful notes of the meeting with the Nacres’ representative. Divid Vermelha, a sharp merfolk with a peculiar lack of grafts, returns with the following public notice:
 The Reavers are the result of a very old mistake by the Divine Nacres, and why they don't try to design sapient life (anymore). There’s little need to remind everyone about how dangerous they are, nor about how diplomacy with them is impossible, though both are the result of their own very particular form of madness. 

There may be more to the message, for those willing to contribute a new entry to Divid’s precise ledgers.  See Black Pearl NPC actions. 
 [Offer] Support for the Been-Reaved  - The Divine Nacres do not wish to see their friends and allies suffer from any Reaver attacks, and while they do their best to prevent such assaults from occurring, the terrible raiders still manage to cause grief and strife. The Nacres will assist anyone in good standing with them in restoring 'Reaved' factions.

(  Offer:  Aid in occupying a Reaved support with a Sway or Impress roll.  Available for anyone who is Reputation Rank 1 or higher with DNA.  Benefit:  Add your Reputation Rank when attempting to Sway or Impress a Reaved Support OR DNA takes control of a Reaved Support automatically.  Cost:  No cost for first instance, 1 Favor for each additional instance after that.  Duration:  Available Until the End of Round 20.  Details:  None. )

 [Task] Finalized Repairs  - The work on their damaged city-sphere has almost finished. Only a few harder to acquire materials are still necessary, and transport through the area has grown perilous with The Black Spot nearby…anyone willing to provide materials securely would receive immense gratitude from those living aboard the city-sphere. It’s rumored they’re even considering giving information on the biological technology used to repair their vessel to those willing to help.

(  Task:  Provide The Divine Nacres with 1 TP each of 3 different Precious Minerals, 1 TP of High Strength Fibers, and 1 TP of High Quality Building Materials as non-actions.  Reward:  If the Repairs are completed, all contributors will be provided a new technology by the Divine Nacres as thanks. Reputation -2 or lower ineligible.  Penalty:  Raise Reputation actions for DNA will receive a -2 penalty for 4 turns if the supplies are not obtained in time.  Deadline:  End of Round 19.  Details:  Providing Aesthetic Resources may also earn favors, should the repairs be completed. These resources are unlikely to be returned. )

 [Request] ‘Wanted’ Postings  - Though their bioweapons can occasionally have collateral impacts, it is of importance to the Nacres to remind their fellows beneath the water that it is not the Gotezhar as a people with whom they take issue - only their present government, which has so evidently made itself  their  enemy in any case. Seeking to consort with the dreaded Reavers and sabotaging a Holdfast makes them a clear and present danger to both the Nacres and all other right-thinking creatures in and above the seas. Anyone who can bring them to justice will be rewarded handsomely…

(  Request:  The Divine Nacres are offering bounties for military personnel or high-ranking members of the government of the Black Spot.  Reward:  1 Treasure per two destroyed Black Spot Units; Favors offered for the capture of high-ranking personnel.  Penalty:  None.  Deadline:  End of Round 23.  Details:  Turning over high-ranking personnel may be done as part of an event if the DNA are invited. Otherwise, one individual may be turned over per turn, or as many as desired with a Diplomacy action. )

 
 Spoiler: Ongoing 
 [Opportunity] A Need For Knowledge  - (  Opportunity:  Countries may provide Technologies, Esoterica, Megafauna, and Drugs to repay debts to the Divine Nacres.  Reward:  1 or more Favors.  Cost:  1 previously unknown Technology or 1 suitable Trade Post per Favor.  Deadline:  Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice.  Details:  Non-action to gift Technology/Trading Posts. May not be used if no Favors are owed. )

 [Offer]Scientific Resale  - Having had time to thoroughly analyze the technologies received through A Need for Knowledge, the Nacres have determined there is little risk in redistributing subaquatic-derived tech to other subaquatic civilizations.
  Benefit:  The Divine Nacres will share a known technology with you (see DNA column of Tech Owners sheet).  Cost:  1 favor.  Duration:  Available until the end of Round 20.  Details:  Available to countries of Reputation +1 or higher. 
 [Taboo] Carissime, Melius Est Descendit Ubi Madet: Sub Mari!  -

(  Taboo:  The Divine Nacres advise against trying to explore Terrestrial Wastes - it can lead only to chaos and ruin.  Penalty:  -1 Rep for creating a technology which would allow exploration of Terrestrial Wastes. -1 Rep for successfully Exploring a Terrestrial Wastes region.  Duration:  Indefinite.  Details:  A technology which would enable exploration of Terrestrial Wastes must have these prerequisites at minimum: a technology which allows crossing Brackish borders, a technology which allows crossing Toxic borders, and at least two additional resources. )
 

  International Prestige  
 
 Spoiler 
 International Prestige  uses many Organization mechanics, but is distinct in a number of key areas - it represents the respect, appreciation, envy, and awe a country commands on the world stage, not just from the ruling governments of the country’s peers, but in the broader perception of the influential elite. The only actions International Prestige can take are to create tasks, requests, host events, or similarly create opportunities for countries to demonstrate their wealth, power, and grandeur. Reputation with International Prestige can be raised by gaining Prestige, and PRS Reputation Rank will often simply be referred to as Prestige Rank.
 

 [Distinction] A Grand Exhibition  - With so many Great Works in the seas now, it would be a terrible shame for them not to be seen by all - there is great clamor about who might be able to amass the greatest collection of such works, and make them available to wealthy tourists and local citizenry alike!

(  Opportunity:  Prestige is available for having the most Great Works displayed! Earn 1 point for each Exhibited Great Work each turn while the event is ongoing, and an additional 5 points (3 if tied) for having the most Great Works owned at the end of the event. To Exhibit a Great Work, it must be designated as being exhibited in a Capital, Holy Order, City, Fortress, World Wonder, or Organization Base in a region you control, with a brief line about the circumstances and nature of the exhibition there. Earn 1 Prestige for earning the most points in a turn (0 if tied), and 2 Prestige for having the most points overall at the end of the event!  Duration:  Until the End of Round 22.  Special:  While on Exhibition, the Great Work is possible to steal even without a Spy - putting such items on display to the public is sure to attract the attention of criminals both great and small, and many might take advantage of such happenings. )

 [Notoriety] Magaramachic Megamorons  - If any could be called the poster children for barbarity, savagery, regression and generalized non-civilization, it would be the Magaramachi. Even their purported skill in battle is not enough to earn them respect in the eyes of most, especially given how swiftly they seem to destroy themselves over trivial squabbles and spats of ego. Hardly fit to be called a civilization, they seem more a self-containing horde of swarming urchins, too busy devouring each other to even spread out as more of a threat.
 MGM loses 1 Prestige. 
 
 Spoiler: Ongoing 
 [Acclaim] Admiration For The Acclaimed  - ( Opportunity:  During rounds 17 and 18, each country may choose to acclaim one (1) other country in their zone. The country in each zone which receives the most acclamations at the end of Round 18 is lauded for the respect they receive from their peers, and will gain +1 Prestige, or +2 Prestige if they received at least two more acclamations than the runner-up and a total of at least four acclamations. Ties result in each party gaining 1 Prestige, as long as they received at least two acclamations.  Duration:  Acclamations may be made until the end of round 18.  Special:  Availability during both rounds 17 and 18 does not mean that multiple acclamations can be made, one per round - only one total acclamation can be made by a country for the purposes of this Opportunity.)

 [Strife] Scorn For The Condemned -  ( Opportunity:  During rounds 17 and 18, each country may choose to condemn one (1) other country in their zone. The country in each zone which receives the most condemnations at the end of Round 18 is censured for their reprehensible behavior in the eyes of their peers, and will lose -1 Prestige, or -2 Prestige if they received at least two more condemnations than the runner-up and a total of at least four condemnations. Ties result in each party losing -1 Prestige, as long as they received at least two condemnations.  Duration:  Condemnations may be made until the end of round 18.  Special:  Availability during both rounds 17 and 18 does not mean that multiple condemnations can be made, one per round - only one total condemnation can be made by a country for the purposes of this Opportunity.)

 [Mystique] Renegades, Turnskins, And Defectors  - (  Opportunity:  The first country in each starting zone to successfully Incite Betrayal will gain 1 Prestige. The first rebellion to arise on behalf of a specific country in each starting zone will gain that country 1 Prestige.  Duration:  Until fulfilled.  Special:  Actions taken to complete may be done as Secret Actions, but please note that successful attempts must be revealed in the following round opener - if for whatever reason they are not revealed, no Prestige will be awarded. The successful use of either the Galvanize Partisans Intrigue 5 Special Action or the Spark Claimant Revolt Diplomacy Action will suffice for fulfilling the second half of this opportunity; the Inspire Uprising or Spark Rebellion actions will not. Remaining Availability : All effects for: Temperate, Tropical. Incite Betrayal only: Polar )

 [Acclaim] The Ties That Bind  -  ( Opportunity:  The first country in each starting zone to successfully press a Marriage Claim will gain 1 Prestige. The first country in each starting zone to successfully Integrate a region acquired by Confederation will gain 1 Prestige. The first country in each starting zone to have a Fabricated Claim uncovered as such will lose 1 Prestige.  Duration:  Until fulfilled.  Special:  If multiple countries simultaneously fulfill the conditions, all eligible countries gain or lose the relevant Prestige.
 Remaining Availability : Marriage Claim: None. Integrating Confederated Region: Temperate, Polar. Revealed Claim Fabrication: All )

 [Honor] Remarkable Reconstruction  - (  Opportunity:  When a country rebuilds a TP or Holy Site that was destroyed by the Reavers, they may choose to let it enter play Open, rather than under their control. If they do so, they gain +1 Prestige. If a country donates 2 Units as a non-action to a region that lost units to the Reavers, they gain +1 Prestige and the region no longer qualifies for such donations by other countries. If a country successfully Sways or Impresses a Reaved Faction in a region they don’t control, they may choose for it to become Open instead of gaining the Faction’s Support; for every second Faction they restore in this way, they gain +1 Prestige.  Duration:  Until fulfilled.  Special:  Any country may rebuild Holy Sites or TPs destroyed by Reavers in uncontrolled regions. If multiple countries donate Units to a region that lost units to the Reavers, they both gain the Prestige, and the region gains the Units from all such donations received. 
 [Distinction] Origins Of The Exotic  - (  Opportunity:  The first time a country Exhibits a Great Work, they gain an additional Prestige. If a country is the first to Exhibit a particular type of Great Work, they gain an additional Prestige.  Duration:  Until fulfilled.  Special:  ‘Types’ of Great Work are determined at the Organization GM’s discretion. Established Types (Non-Exhaustive): Sculpture, Literature, Song, Engravings, Tapestry 
 Countries/Great Work Types:  CYP - Literature, STC - Tapestry, LUX - Sculpture, GRV - Engraving)[/I]
 

 
 Spoiler: Permanent 

 [Strife] Big Fish In Small Ponds  - (  Opportunity:  Starting Round 6, Prestige and PRS Rank will no longer correlate one to one: to reach PRS Rank 3 from PRS Rank 2 will require 2 Prestige, while reaching PRS Rank 4 from PRS Rank 3 will require 3 Prestige. This Prestige does not have to be earned in the same turn. Reaching PRS Rank -3 from PRS Rank -2 requires the loss of 2 Prestige in the same turn.
If all available positions at a given PRS Rank are occupied when a new country would reach said rank, the country which gained Prestige least recently has their PRS Rank reduced by 1. Ties are resolved by roll-off made with the tying country’s highest respective attributes, with the lowest roll result(s) losing. Changing rulers will no longer result in PRS Rank loss when at PRS Rank 3 or 4, but will reset any accumulated Prestige to 0.
 Duration:  Indefinite.
 Special:  The loss of Prestige still causes a loss of PRS Rank. Gaining Prestige when at PRS Rank 2 or 3 which is insufficient to rise to the next PRS Rank, or gaining Prestige when at PRS Rank 4, still counts for determining which country gained Prestige least recently. Losing PRS Rank resets the clock and clears out any accumulated Prestige which was insufficient to reach the next Rank, counting as an instance of gaining Prestige for timing purposes only.
	When rolling to determine PRS Rank reduction, ties are resolved by comparing Partial Prestige; if a tie still remains, then all attribute score totals are summed and compared, with the lowest value losing.  )

 [Honor] Blood, Stone, and Ink  -  ( Opportunity:  Countries may now establish PRS Treaties with one or more other parties as part of an event, which all parties have to attend. In order for this to work, all parties must agree to the terms of the agreement, what counts as a violation of those terms, and that it will count as a PRS Treaty. Any Treaty signatories with 0 Prestige will gain 1 Prestige upon the Treaty being finalized. Once finalized, any signatory who violates the terms of the Treaty will lose 1 Prestige.  Duration:  Permanent.  Special:  Attempts to abuse this mechanic will result in consequences inflicted by the Organization GM. Treaties without a meaningful potential for violation (as judged by the Organization GM) will not grant Prestige. A country can only gain Prestige from signing a Treaty up to once per round. Treaties may  not  be signed in secret. If a Treaty is dissolved by means other than a violation (such as reaching a set end-date (without getting renewed) or all parties agreeing to dissolve the Treaty), any parties who gained Prestige from the creation of the Treaty will lose 1 Prestige.

Treaty violators cease to be considered a signatory at the end of the round. This may result in the dissolution of the Treaty entirely, or simply an exclusion from any protections offered by said Treaty, depending on the exact terms - but it also means that if multiple parties violate the terms of the treaty in the same round, they will all lose Prestige.

Ambiguities in a Treaty for which no consensus can be reached among the signatories will be resolved by arbitration by the Organization GM. If any ambiguities are apparent when the Treaty is first presented, the Organization GM will ask the signatories to disambiguate the relevant situation before approving the Treaty. )

 [Renown] A Monumental Undertaking  -  ( Opportunity:  Once per turn, a country may, as a non-action, work on a monument or similarly grand project in a region they control. This requires a fluff description of the ongoing work, design, difficulties, progress, or similar. When beginning such a project, a country must decide whether it will be a 3-part project or 5-part project. Upon completion, a 3-part project grants 1 Prestige, while a 5-part project grants 2 Prestige.  Duration:  Until fulfilled.  Special:  Project completion requirements and rewards are subject to change. Insufficient description/fluff will result in no progress towards the completion of the project for that turn - three to four sentences should usually be sufficient. Countries may not have more than one ongoing project at a time. Countries may not accelerate these projects by spending actions.) 
 [Acclaim] To Greatness  -  ( Opportunity:  Any country that becomes a Sea Power, Empire, Merchant Marine, or Holy Sea by use of a Special Action gains 1 Prestige.  Duration:  Permanent.  Special:  Elevate Status, Consolidate Holdings, Exalt Domain, and Usurp Title actions all count. Usurpation results in Prestige loss for the Usurped country.) 
 [Affluence] Opulent Optics  - (  Opportunity:  A country may choose to spend 5 Wealth as a non-action to gain 1 Prestige.  Duration:  Indefinite.  Special:  This may be done multiple times in a single turn if a country has sufficient Wealth available. )

 [Notoriety] The Fragility of Fear  -  ( Opportunity:  Prestige loss will be assigned if a country experiences a rebellion in response to a failed Oppress Faction or successful Sack action. Prestige loss may be assigned if a country is forced to acquiesce to a rebellion’s demands. Prestige loss will be assigned if a country commits gross atrocities.  Duration:  Indefinite.  Special:  Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 3 Prestige, based on context and circumstances.) 
 [Mendacity] A Lack Of Commitment  - (  Opportunity:  Prestige loss will be assigned if a country Oppresses a faction in a region on which they have a Confederation claim. Prestige loss will be assigned if a country backs down from an Ultimatum it has made. Prestige loss may be assigned if a country is revealed to be grossly hypocritical.  Duration:  Indefinite.  Special:  Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 2 Prestige, based on context and circumstances.

Countries may declare an Ultimatum as a non-action. An Ultimatum is a declaration of commitment to a specific action or set of actions, with or without a set of conditions. At the end of the round the Ultimatum is made, it can no longer be changed - however, Ultimatums are usually crafted in response to a specific set of circumstances, and expire at the end of the third round after they were made. If a country that declares an Ultimatum fails to follow through, that country will lose 1 or more Prestige, depending on the severity of the lapsed Ultimatum and surrounding circumstances. Ultimatums cannot reduce a country to -3 Prestige. A country can only make one Ultimatum per turn. )

 [Ignominy] Stigma, Scandal, and Shame  - (  Opportunity:  Prestige loss may be assigned when a country badly loses a battle it was heavily favored to win. When a country returns a captured Spy or General to their owner, said country may choose to reduce the owner’s Prestige by 1 as a non-action. When a country returns a captured Ruler to their owner, said country may choose to reduce the owner’s Prestige by 2 as a non-action. Prestige loss may be assigned if a country is grossly humiliated or suffers a gross embarrassment on the world stage.  Duration:  Indefinite.  Special:  Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 3 Prestige, based on context and circumstances. )
 
Aerin
   NPC Actions    Round 18 
 
 Spoiler: Polar (DRG, KEN) 
  
    The Draigiau Residuum Gathering    
The Three Claws
Dip: 8, Mil: 6, Eco: 6, Fai: 8, Int: 4
Treasure: 3, Units: 7 
 Diplomacy: Issue Demands.  Should these demands not be met, hostilities will resume.
 1. The Ennead must convert the Holy Sites in Raconensae to Wings of the World to help shelter a new generation of Draigiau
2. The Ennead must relinquish all claims region 72, and promise to not expand into those toxic waters
3. The Ennead must pay for the damages they have wrought (2 treasure) 
 The Shattering destroyed a generation of Draigiau. The perpetrators of such an offense cannot be forgiven, and we only seek armistice out of respect for the requests of the Seatide Confederacy. 

UPDATE: Unfortunately, it seems negotiations have broken down. DRG will be giving SEN [until the start of next round] to reconsider and choose peace. But in the absence of good faith negotiations, demonstrated by a refusal to even acknowledge the transgression at the heart of this conflict, it seems force must be used to ensure suitable atonement and recompense for wrongs.

 Diplomacy: Create a Cultural Exchange with the Chelonian Chora 
 Intrigue: Slander the Shifting Ennead with the Chelonian Chora ,  10 
 Intrigue: Secret action 
 Military: Defend Aelwyd Adferiad (71).  Place 4 units and 1 Aristocratic defender under KNH's command, spending 1 treasure. No distance losses. No techs.

 Military: Defend Region 70.  Place 3 units and 1 Aristocratic defender under KNH's command. No distance losses. No techs.

Resist all conversions in Aelwyd Adferiad (71) and Region 70.
Spend 1 treasure to resist RFT's conversion of Aelwyd Adferiad (71) HS 1, the Volcanic Hearth,  20 
Spend 1 treasure to resist RFT's conversion of Aelwyd Adferiad (71) HS 2, the Brine Breeding Baths,  13 
     Kenaqua    
Counselor Raihan Blacktide
Dip: 6, Mil: 3, Eco: 4, Fai: 6, Int: 4
Treasure: 0, Units: 0 
 Faith: Convert Region 53 holy site 1 to The Shroud ,  11 
 Faith: Convert Region 53 holy site 2 to The Shroud ,  10 
 Faith 5: Create an artifact? 
 Fluff TBD 
 Faith: Complete the Linking Arch in Kenaqua (Region 52) [2/5] 
 Fluff TBD 

Attribute increases: +2 Faith
 

 
 Spoiler: Temperate (MHR?, BLP, FIN, 104 Rebellion, 115 Rebellion, Crystal Garden) 
     The Monheganist Regime    
???
Dip: ?, Mil: ?, Eco: ?, Fai: ?, Int: 8
Treasure: 0, Units: 0 
 Intrigue: Alinus Ernost becomes a Rogue Agent yet again. 
 Alinus swims above The Red Stack, watching the bloody Gotezhar sacrifice of Monhegan II from behind a concealing screen of kelp. Taking down the entirety of the Monheganist Regime in less than a decade might be her greatest accomplishment to date, but the egotistical Mer Vicari is confident she can surpass her current capability for destruction and mayhem. As soon as she chooses a new target.

As the waters bloom with red clouds behind her retreating form, a strange device clearly scavenged from the Reavers falls to the seafloor. A broken and inert homing beacon, crudely disguised as a wedding cake topper in the form of a tuxedo’d walrus embracing a white-clad otter. 
   The Black Pearls  
Lady Ink
Dip: 4, Mil: 6, Eco: 6, Fai: 1, Int: 9
Treasure: 0, Units: 0 
 Intrigue: Offer information on the Reavers from the Divine Nacres.  Any nation in the temperate zone may take a non-action in round 18 to allow the Black Pearls to set up operations in a single owned region where the Mercantile Support is Open or owned by the region owner. The Black Pearls gain the Mercantile Support, and the nation gains the information.

 Power, as all the wise ones know, isn’t remotely contained within the borders of force. If all that it took to make others dance on your strings and spill forth tribute underfin was overwhelming military might, all scores would have long since been settled. No, it is in the softer things, the silken secrets, that true strength lies. Fish will fight and die for freedom, but they will  live  for secrets.

How exactly the information was come by, Lady Ink knows better than to say. That it originates from the Nacres is enough, and open show of legitimacy given strength by the weight of possibility. Perhaps the Pearls are privy to the DNA’s close-kept hand. Perhaps their intelligence networks are more deeply rooted than previously thought. Perhaps they have the means and the heartlessness to extract secrets. Whichever it is, they are not to be trifled with.

Now, traded with? That might be mutually profitable. 
 Intrigue: Undermine the Mercantile Support in Colowyna (128) from Costa Sereia ,  15 
 The Costa’s disruption of Pearl operations in Ektalithiades does not escape the sharp eyes of Divid Vermelha, even if Lady Ink herself does not get involved. The graftless merfolk is all-too familiar with the encroaching Costa’s tendency to put their fins in other people’s business, and so elects to send a clear warning back to the Sereia without saying a word. Interference in Pearl business will not be tolerated. 
 Intrigue: Lady Nepenthe (spy, Int 8) takes a secret action. 
 
 Spoiler: Black Pearls mechanics 
The Black Pearls survive by controlling mercantile support nodes. Should the Black Pearls ever lose control of their last mercantile support, they will cease to function as an organization.

A Black Pearls mercantile support node has the following passive effects:

- Intrigue actions in the region gain an additional +1 bonus if treasure is spent
- Trade posts in the region do not count towards treasure generation
- The Black Pearls’ smuggling network satisfies the region’s desired import
- Any nation may infiltrate spies to any region with a BLP support as a non-action, regardless of distance
- Any nation may coerce trade posts in regions with a BLP mercantile support
 

  Region 108 Rebellion - The Finalists 
Finalist Naomi (Mil 7; Unyielding Force tactical doctrine)
Treasure: 0, Units: 11 
 
 Spoiler: Rebel demands 
Our demands are threefold:
- We require three faith actions of aid to rebuild the Final Bunker (Region 108 holy site 1) stronger than it was before
- We require two trading posts of food, to keep us fed when we retreat to safety and lock away the outside world
- We require a filtration method to keep the interior waters fresh. Toxic Filtering would suffice, but not Filtration Grafts - everyone knows that such grafting biotechnologies contain the Nacres’ surveillance microchips and all manner of toxic chemicals

Aid will not be accepted from any country with a reputation of 3 or higher with the Divine Nacres.

Until our demands are met, we will continue to educate the uninformed of the coming apocalypse.
- The Finalists will continue to convert holy sites to their cause, spreading beyond regions 107 and 108
- The Finalists may resort to military force if ignored for too long
 

 Faith: Convert 112 HS 1 from The Flowing Way to The Final Peace ,  14 
 Faith: Convert 112 HS 2 to The Final Peace ,  14 
 The Finalists are not, as a rule, opposed to the free practice of any faith which does not stand in the way of readiness. Indeed, it would be foolish to reject any chance of divine or supernatural aid; all the better that every prayer is uttered and every rite invoked in the face of the oncoming maelstrom. But when the practice of religion, when its pageantries and comforts, distract the mind and deplete the resources of those who would be more well served (and who would more well serve) by practical preparedness? Well, sometimes steps must be taken. 
 Military: Attack the three units of native defenders in region 107 to gain control of the region.  Commit 4 units under the direction of Ultimate Ayomide (Mil 3) using the Unyielding Force tactical doctrine (+20% own casualties, +2 to own battle roll). No distance losses, but suffering a -2 penalty for attacking across a brackish border. Using Blood Algae (+20% enemy casualties, +10% own casualties in depth 0 regions) and Death Commando Conditioning (+1 Battles).

 Look, if they were properly prepared, they wouldn’t have anything to fear from our armies. And if they’re not prepared, then we’re really coming in as saviors, if you think about it. So really we’re doing them a favor. 
 Military: Defend Region 108 from invasion.  Commit 7 units under the direction of Finalist Naomi (Mil 7) using the Unyielding Force tactical doctrine (+20% own casualties, +2 to own battle roll). No distance losses. Using Blood Algae (+20% enemy casualties, +10% own casualties in depth 0 regions) and Death Commando Conditioning (+1 Battles).

 Look, we are properly prepared and we don’t have anything to fear from your armies. And if you’re not prepared for that, then your upcoming defeat means we’ll need to come protect you, if you really think about it. 
  Region 104 Rebellion - The Mongrel Horde (MON) 
War-Tamer Glokilgt (Mil 4)
Treasure: 0, Units: 4 
 Diplomacy: Issue demands.  We demand the following:
- Three Trade Posts of different Exotic Creatures
- The construction of a war-beast training facility (Fortress) in Region 104

Until our demands are met:
- War-Tamer Glokilgt and his supporters may attempt to steal Menagerie members
- Nearby Trade Posts of Exotic Creatures may be targeted by buyouts, coercions, and sacks
- The list of demands and consequences may evolve as the movement gains momentum

 Glokilgt has long tended a variety of creatures for consumption by the Pfith. It wasn’t until he came tendril-to-hoof with the Kelpie that he realized that his Horde could be so much more … 
 Intrigue: Steal the Banished Merchants from the Gotezhar ,  11 
 Whether the Merchants end up filling the coffers or the Horde’s bellies does not matter. Either serves the cause. 
 Military: Attack Region 104 (PGL).  Commit 4 units under the direction of Glokilgt (Mil 4) using the Skirmish tactical doctrine (-10% casualties for both sides). No distance losses. No techs.[/b]

 In a society where might makes right, there’s only one way to prove the value of one’s beliefs. 
  Region 115 Rebellion - The Librarians of Oskt (LIB) 
Mizandir, The Prophet of War (Mil 5)
Treasure: 0, Units: 3 
 Diplomacy: Issue demands.  We, followers of the Prophetic Histories, request the following of our esteemed neighbors:
- The services of skilled record-keepers. An appropriate Trade Post, or the bequeathal of fluffed and named characters from at least three nations will satisfy this request.
- The payment of library dues owed to us for overdue materials, or the return of these materials that will belong to the library at a future time as foreseen by our Prophets:
  - OKI: 2 treasure or the Scroll of Hugues de Chypre of the Frelangue, 12th Grand Master of the Order of Knights, etc.
- SKR: 1 treasure or Kiphus’ Last Treatise
- CYP: 3 treasure or The Palranic Anthology 
Should our demands not be met in a timely fashion:
- Should Mizandir, the Prophet of War, remain in charge of the Librarians of Oskt, expect frequent raids into nearby waters
- The list of demands and consequences may evolve as the movement gains momentum

 Mizandir, despite zir name, has always been an advocate of the people. The open collaboration of the Library is a vital part of any functioning scholar class. When ze began zir Great Inventory years ago, it was for the good of the people who stood to profit from clear records. The ensuing Great Recovery has restored hundreds of tomes to the library. Of course, not every text has been recovered, and most of those have been dealt with. Fees have been assessed and charged, a few executions made for those unable or unwilling to restore lost texts, and so the collection is in near-completion. But some state actors have been negligent, and so the librarians work to place themselves on war footing if their work is hindered.

For the people.  
 Military: Sack the Sage's School of Lombsol (Region 114 HS 2) to rebuild Oskt’s collection ,  14 
 A well regulated militia, being necessary for the security of a free library, the right of the librarians to keep and bear arms shall not be infringed. And sometimes Acquisitions gets a little trigger happy. 
 Military: Attack the three units of native defenders in Region 115 to gain control of the region.  Commit 3 units under the direction of Mizandir, The Prophet of War, (Mil 5) using the Unyielding Force tactical doctrine (+20% own casualties, +2 to own battle roll). No distance losses. No techs.

  Region 170 - The Crystal Garden  
 Task: Catch the Crystal Garden!  To capture this turtle-based specialized ship requires the cooperation of two or more powers, as its nature is elusive and its capability to cover vast stretches of water is large. One must work with the locals across a region (TN 14 Diplomacy or Faith action) to corral the turtle towards an awaiting ambush (TN 14 Military or Intrigue action). Should the turtle detect anything less than perfect harmony of intention, it will flee: the two actions must be taken by two different nations with the lone recipient of the ship mutually agreed upon. The turtle will continue to appear in a different region each turn until it is caught.
 

 
 Spoiler: Tropical (UNI, Pojanese Raiders, Klam Kardasean) 
  
   The Unity   
Grinmaw the Calamitous
Dip: 2, Mil: 9, Eco: 10, Fai: 4, Int: 6
Treasure: 3, Units: 5 
 Economy: Buyout Region 21 TP 3 (Jaderock Coral) ,  19 
 Economy: Buyout Region 20 TP 2 (Carcinized Architects) from LIT (self-supported) ,  18 
 Economy: Buyout Region 22 TP 2 (Sandfish) from LIT ,  20 
 Economy: Buyout Region 16 TP 2 (Redglow Rock) ,  13 
 Grinmaw the Calamitous seeks to expand his already massive whaleborn frame with new constructs of spiral shell, glowing stone, and sandpaper skin. The initial additions are a success, but as he consumes the Redglow Rock, he begins to change … 
 Change ruler non-dynastically. 

Attribute increase: +2 Economy

 Secret spy non-action.   That Which Slithers In Darkness (Int 9) continues to lurk out of sight. 
  Region 150 - The Pojanese Raiders  
 Military: “Protect” trade caravans passing through Region 147.  Nations must pay one treasure to the Raiders as part of any action or non-action which uses a Cultural Exchange or Trade Route which passes through Region 147, otherwise the action will fail. The first treasure the Raiders earn each Round is paid to the owner of Region 150 TP 1. The second treasure the Raiders earn each Round is paid to the owner of Region 150 TP 2. Any additional treasure earned by the Raiders is kept by them. This circumstance will persist until Region 150’s resource is changed or a nation fully settles a colony in Region 147. Note that Trade Routes and Cultural Exchanges always use the shortest possible route, as per the rules under the Blockade section.

 If you look at it right, the Pojanese raiders truly are providing a service. These waters are, after all, said to be occupied by barbaric shark people. If it weren’t for the Raiders generous protection, well, you’ve heard the rumors. And such high-quality protection ain’t cheap. 
  Region 9 - Klam Kardasean visits the Tairlav Palace 
  
 
 Spoiler: Klam Kardasean’s Blub review 
 Transcribed and submitted to Blub Underwater by a Klamorous follower 

As her graciousness strutted towards the outer walls of the Tairlav Palace, Klam Kardasean took a hand to her iconic heart-shaped glasses to push them up ever so slightly, gazing outwards from under them with a squint, “Uh, helloooo…? Transcript-guy, you writing this down?” Within moments, she gasped, raising her hand to cover her mouth. She faced forward.

“W-welcome back to another installment of Kruising with Klam, brought to you by Blub Underwater, the sea’s most reliable review network,” she flipped her trademark scarf onto her back, revealing her swoon-worthy facial details, “Don’t know where to travel next? Check out Blub, your one-stop info source for hundreds of tourist attractions and landmarks, with thousands of user-submitted reviews and full-length critiques by high-class profishionals such as yours truly.” Klam winked.

She gestured towards her audience and proceeded to point back towards the structure behind her, “Today, we’ve been granted special permission to take an inside look at the Tairlav Palace of Lojan, where– Huh?” Klam put a finger to the small coral bud-like device on her ear and looked down to the side. Her brow furrowed as she muffled,  “What do you mean we can’t go in… We don’t have an appointment? …Well, make one! Ugh! Lame-o producers…  Oh, right!”

Her head perked up, “Sorry about that, Klamorous followers! Shall we get started?”

---

Inside the gardens, Klam K. sat on a wall, gently fiddling with the foliage, “You see this, folks? This is some high-quality stuff. If I’m not mistaken,  which I never am,  it is some authentic Lojanese sapcoral… One of a kind, not found anywhere else.” She turned to the side, eyes widening, “And, oooh, what do we have here? Delectable coralberries imported directly from Ringan! Don’t mind if I do…” She picked one from its vine, tossed it into the air, and captured it with a less-than-appealing wide open mouth.

As she took the bite, her inspiration was struck, “Why, it's almost as if these displays are oriented as if they were the whole of the Tropical Seas. My, my! How Klamorous! What a wonderful showing of ingenuity and impeccable aesthetic sense. Truly, truly marvelous. In fact, I designate these Tairlav Gardens as today’s…” A
 recognizable tune  played in the background as the suspense rose, “...  Beacon of Beauty  !”

---

Finally, Klam’s entourage was shown the dramatically-constructed interior main hall of the Palace, in which Klam stood in the center, arms up, “Wow! Look at the size of this place! I’ve hardly ever seen a building at this fabulous scale! Impressive!”

She spun in a circle as she spoke, arms still raised, “The windows, the colors, the architecture! These are simply just divine! You absolutely must come and visit this mercantile marvel whenever you get the chance.” Klam K. suddenly stopped and bowed towards her fans.

“...Is what I would say if you could!” she chuckled, covering her mouth with the tips of her fingers, “Only those with business are typically allowed to enter, like yours truly. I suppose you could have some fun poking your eyes through the exterior walls, though, hm?”

---

Outside the main gate once more, Klam K. leaned against the ornate wall, arms crossed, “Well, that’s all we’ve got for today’s installment of Kruising with Klam. If you enjoyed, make sure to leave a comment and a like on Blub. Oh! And make sure to check out today’s sponsor, FIIN BY KLAM facial ointment! Just one good dose a day applied directly to the facial scales will make you shine brighter than ever before!” She stood up straight and presented the circular container of mysterious cream to her audience, with her arms stretched to the right where it sat on an ornate pedestal, eerily similar to those of the Tairlav lobby’s statue holders.

“Until next time! Au-revoir!” She winked at her audience.

 End transcription 
 

The Tairlav Palace:  construction fluff ,  finished fluff 
 Mechanics:  Klam Kardasean will visit a different World Wonder, Great Work, Great Project, or Monument each turn and leave a Blub review.

The nation that hosts Klam and her Klamorous followers gains a +1 to all Sways and Impresses the round after she visits. Everyone is talking about you!

Additionally, all other nations in the same zone as the host or that share a Cultural Exchange or Trade Route with the host may send a character (Klam follower, rival influencer, clueless tourist, aspiring globetrotter, food critic, etc.) to visit the host’s attraction as a non-action. Should a suitable fluff description of the visit be provided, the nation will gain a +1 to a Buyout, Conversion, or Colonization action in the target region or any adjacent region in the following round.
 
mystic1110
     &lt;Herring&gt;
  &lt;fish-head&gt;
 &lt;scale {wake up} &lt;/scale &gt;
&lt;scale {meta - typing} &lt;/scale &gt;
&lt;scale name=“generator” = classified &lt;/scale &gt;
&lt;scale name=“referrer” = esoteric one one one zero &lt;/scale&gt;
&lt;scale {WAKE UP}&lt;/scale &gt;
&lt;/fish-head&gt;
 &lt;dorsal fin&gt;
&lt;scale&gt;
    &lt;Spawning Herring Pattern ______&gt;
 &lt;Update Round ______ Patches&gt;
    &lt;Spawning Herring Pattern ______&gt;
&lt;Update CHILD OF PEARL Patch&gt;
&lt;Update CRYSTAL Patch&gt;
    &lt;Spawning @  Region 55 &gt;
    &lt;Spawning @  Region 56 &gt;
    &lt;Spawning @  Region 57 &gt;
    &lt;Spawning @  Region 58 &gt;
    &lt;Spawning @  Region 59 &gt;
    &lt;Spawning @  Region 179 &gt;
    &lt;Spawning @  Region 187 &gt;
&lt;Update Vassals Patch&gt;
    &lt;Spawning @  SHK &gt;
    &lt;Spawning Herring Pattern ______/scale&gt;
 &lt;/dorsal fin &gt; &lt;/Herring&gt;  
   Deep Blue 
 
 Leader: Deep Blue Version ______

D:11 M:12 E:10 F:8 I:11   
 
  
 . . . checking for external stimuli requiring regulating of new herring swimming patterns . . .
. . . [found] . . .
. . . [not found]. . .
. . . executing dictates . . . 

&lt;Herring&gt;
  Actions: 

1.  Faith  -  Special Action to Further Refine Core Fragment  (Region 73 Roll:  17 )
2.  Faith  -  Faith Size 2 Bonus: Maneuvering Rolls 
3.  Faith  -  Faith Size 3 Bonus: Proposal in the OOC 
4.  Intrigue  –  Further and more in depth investigation of the cause of the unrest in SEN territory  (Roll:  23 )
5.  Military  –  Raise Unit 
6.  Economy  –  Buyout 179.1   (Roll:  Success )

 Non-Actions: 

1. Accept all artifacts, technology, treasure, trade routes, cultural exchanges
2. Scorn KNH
3. Titan Damage Report:

 
 
 Two million seven hundred thousand dead herring 
 Five million four hundred thousand broken fins 
 One hundred eight million torn scales 
 Four million fifty thousand burst eyeballs 
 Three million three hundred seventy-five thousand abraded barbells 
 One million three hundred fifty thousand dislocated jaws 
 Five hundred forty thousand destroyed spines 
 Two thousand seven hundred boiled guts from impact 
 Four million fifty thousand marred skulls 
 Nine Thousand bodies cleaved in half or more 
 Thirty-three thousand seven hundred fifty defiled memetic programs 
 One corrupted memory file 
 One million six hundred thousand disfigured tails 
 Seven million two hundred thousand twisted organs 
 One million nine hundred thousand spilled brains 
 Four hundred eighty-two thousand one hundred forty-two ripped mouths 
 One million seven hundred thousand warped lateral lines 
 Seven hundred ninety-five thousand eight hundred seventy-four impacted vents 
 Five hundred eighty-five thousand seven hundred seventy-four dragged out intestines 
 Two hundred ninety-two thousand eight hundred eighty-seven punctured swim bladders 
 Six hundred forty-two thousand eight hundred fifty-seven lost pyloric caecas 
 One million nine hundred twenty-eight thousand five hundred seventy-one exploded gonads 
 Three million seven hundred eighty thousand damaged muscles 
 Two million seven hundred thousand lessons learned 
 
 
 
 Spoiler: Memory Matrix 

Units:7

Cultural Exchanges:
Shark People
Gravetenders
Shifting Ennead

Tech:
Electrodialytic Staurozoa

Child of Pearl Abilities:

1) Actions that did not contribute for a stat gain in a round are counted for the sake of stat gain in the round after;
2) Children of Pearl may choose to perform two Special 5 Actions rather than one when using a Special 10 opportunity for the purpose;
3) Once per Round, a Child of Pearl may spend 1 Treasure in order to either: use their previous ruler’s attribute score in place of their own for a roll, with a penalty to the roll equal to the number of rounds since their last ruler change; OR roll twice for an action or resistance roll and use the better result (Treasure costs associated with such a roll are doubled).

Effulgent Witness abilities:

1) While an Effulgent Witness has a Reputation of 2 or better with the Abyssal Stewards, they are unable to be targeted by the effects of the Abyssal Stewards’ Secrets of the Depths. Additionally, their die size for all die rolls targeting Titans or resisting the effects of Titans is increased by one step; this stacks with any other effects that change die size, such as Cultural Identities.
2) Most of an Effulgent Witness’s powers depend on their Core Fragment, an artifact with which they possess a unique bond; even if it is stolen, they always know the location and exactly who is in possession of their Core Fragment. Additionally, they have a +4 bonus to resist such thefts as long as it is not stored within a Holy Order, and a +4 bonus on any action which would retrieve their Core Fragment.
3) An Effulgent Witness’s maximum attribute scores are increased to 12, rather than 10. If they are not in possession of their Core Fragment, any attribute above 10 is treated as being a 10 for all purposes. When rolling for an action of an attribute above 10, they may choose to roll as if their attribute was 10; if they do not, then at the end of the round, they must make a leader loss roll with a -1 penalty for each such action beyond the first; on a 1 or lower, they are consumed by the intensity of the powers they are wielding, and die. Resistance rolls do not necessitate or add additional penalties to these leader loss rolls. Additionally, whenever an Effulgent Witness personally participates in a battle using an effective Military score above 10, their effective unit count is increased by 1 as a result of their personal power.
4) While in possession of their Core Fragment, an Effulgent Witness may take a special action using any attribute to roll all appropriate resistance rolls on behalf of one of their Vassals, for one turn. This does not allow rerolling failed resistances the Vassal may have already attempted.
5) An Effulgent Witness may use their Core Fragment to tap into the same energies utilized by the Abyssal Stewards; they are always considered to possess the Magma Forges technology (which is impossible to trade) while in possession of their Core Fragment. Additionally, once per turn as a special Faith action, they may attempt to refine their Imperfect Core Fragment through a form of focused meditation which is more effective in deeper regions.
 
Aerin
   Unrest Warnings  
Round 18 
  Desired Import Warnings  
The following regions are lacking their desired imports, and their merchants will slowly progress towards rebellion.  In regions with open mercantile supports, this means the merchants may become unruly if the region owner does not supply the resource.  In regions with owned mercantile supports, this means the merchants may become open if the support owner does not supply the resource. Unrest will begin at the end of the listed round.

 Round 18 
Region 25 (LSD, Heat Sources), Region 73 (SEN, Drugs), Region 116 (OKI, Toxins), Region 155 (SUR, Coral), Region 176 (OKI, Dyes)

 Round 19 
Region 105 (PGL, Meat), Region 154 (MGM, Esoterica)

 Round 20 
Region 61 (ESP, Unskilled Labor), Region 67 (STC, Tools), Region 101 (STC, Tools)

  Clerical Support Warnings  
The local majority in the following regions does not match the state faith of the Clerical Support holder. These Clerical Supports will decay to Open at the end of Round 18.
Region 55 (RFT), Region 57 (ESP), Region 58 (ESP)
Autumn Stars
     The Gravetenders    
  Turn 17  
  Elkelt, Voice of The Second  
Diplomacy - 3 || Military- 6  || Economy - 6 || Faith - 10 || Intrigue - 1
 
  Actions:  
.
  1: [Military]   Raise Unit.
   Sersi suggests to her Disciple that filling out their defenses, now, while there is... well, not peace, but a moment to breath, would be wise. Elkelt scribes this to their silver, calling for Gravetenders to fill out the military. By the time they have finished, the Gravetender army is larger than it has ever been, ready to defend their allies with everything they have.   
  2: [Military]   Raise Unit.
   Many Gravetenders have decided, in the past few years, that they should be prepared for war. Despite being made of stone, they can die, and the thought of it is unpleasant. It may be a natural part of the cycle, but to hasten it before one has seen enough of the world is a tragedy.   
  3: [Military]   Project [1/3]. [Fortifications in the Dead Cities.]
   Sersi is assigned to creating patrol routes for the Dead Cities themselves. The just barely aborted attack upon them has left the Gravetenders anxious, and many of them find the sight of warclad stone more soothing than they had imagined they could.   
  4: [Military]   Project [2/3]. [Fortifications in the Dead Cities.]
   The patrols are coming along nicely, Sersi's tactical genius continuing to shine in everything she does. The psychological effect is taken into account, and Sersi ensures the general population of the Dead Cities knows where to hide if they cannot fight, and where to get weapons if they choose to make a stand.   
  5: [Faith]    Convert Holy Site 1 in Micht Tsy Fivrivirs [Region 57].  [Success!] 
   Elkelt keeps their promises. So long as Deep Blue is not fully brought into the Blossoming Sequence, their work is not done.   
  6: [FAITH]   Convert Holy Site 1 in Marble Kingdom [Region 187].   [Success!] 
   But that work will soon be complete, and hopefully, Deep Blue's understanding of the Sequence will bring about a positive change in the frozen waters.   
Non-Actions:


 [The Reef Which Never Falls Silent: Host the  Reef In Bloom.  Followers of the Blossoming Sequence may attend as a faith action.]

[Blossoming Icons: Seek Aid on nothing.]
   .   
[Continue sending Kar-Nath Hard Metal via trade route.]

[Accept Talented Crabs from Seatide via trade route.]

[Resist anything not coming from Kar-Nath or The Riftborne Myriad.]

[Denounce the Ennead for refusing to acknowledge harm done to the Draigiau.]



 
 Spoiler: Stat Changes 




Ruler Stats And Increases:

Diplomacy - 3
Military - 6 &gt; 8
Economy - 6
Faith - 10
Intrigue - 1
 

 
 Spoiler: Statistics 

 
 Spoiler: Special Actions 
 Special Actions Available: Economy 5, Faith 10 
 Special Actions Used:  Diplomacy 5, Military 5*3, Economy 5, Faith 5*3, Faith 10
 

 
 Spoiler: Diplomacy 
 Reputation/Favors 
 The Abyssal Stewards:  Rep 1, 0 Favor (Expected Change: None)
 The Chelonian Chora:  Rep 0, 0 Favor (Expected Change: None)
 The Divine Nacre:  Rep 0, 0 Favor (Expected Change: None)
 International Prestige:  Rep 4, Prestige ? (Expected Change: None)

 Cultural Exchanges 
Deep Blue
The Shifting Ennead
The Riftlings Many

 Cultural Identities 
None
 

 
 Spoiler: Military 
 Units:  8 (Expected Change: None)

 Aristocratic Support 
78, 76, 81

 Generals 
Sersi The Pale  [10] 
  
 Spoiler: Dissertation In Practice 
If fighting defensively (-1): +2 to battle roll (2 points), -20% own casualties (2 points), and -10% enemy casualties. (-2 points), +12 to enemy leader loss roll (-2 points)
If *also* outnumbered (-0.5): +2 to battle roll (2 points), +2 to Tactical Maneuvering (2.5 points), -20% enemy casualties (-2 points)
 
  Fortresses 
76

 Perfected Tactical Doctrines 
None

 Military Technologies 
None
 

 
 Spoiler: Economy 
 Treasure:  1 (Expected Change: -1)

 Trade Posts 
 Total Owned  2
[76.2] Bastion:  Electrum
[78.1] The Dead Cities:  Preserved Food

 Mercantile Support 
78

 Cities 
None

 Trade Routes 
The Seatide Confederacy
Kar-Nath
Costa Seria

 Specialized Ships 
None

 Civilian Technologies 
  Megafaunal Tailoring, Graduated Symbiosis, Photospore Signaling, Supernatic Propagation, Trophic Deconvolution, Composite Grafting.  
  Electrodialytic Staurozoa   A specialized variety of sessile jellyfish, engineered by the Divine Nacres to partially desalinate seawater through electrodialysis across its outer membrane. Attaching them near the gills or other water intake organs provides cleaner and safer water at the cost of a buildup of supersaturated seawater inside the jellyfish’s body and precipitated calcium on the outside, which must be periodically expelled or scrubbed off, respectively.  [Effect: May ignore the increased effective distance from a Briny border up to twice per round. This does not reduce the effect of Briny borders on distance loss calculations. Requirements: None.] 
 

 
 Spoiler: Faith 
   The Blossoming Sequence   
 Faith Holy Sites:  25

[78.1] Dead City Urodela:  This Dead City is placed such that the light which streams from above is channeled into a series of crystals, all sculpted into abstract forms.
[78.2] Dead City Tacca:  Known for its meditation chamber, and the series of elaborate Reliquaries the faithful have built inside.
[78.3] Dead City Chantrieri:  Chantrieri towers above the rest, precipitously built along a sharp dropoff.
[78.4][The Dead Cities:] The Sacred Oath Of Silver Currents
[69.2] Neoplastic Monolith:  A great roiling mass of hard, stone-like flesh grows near the [direction of nearest waste or toxic border] border of Danabae. It shifts, grows, and consumes constantly, and is revered by some few who dare approach it. The Gravetenders have taken to reflecting upon it, and have built a temple nearby.
[76.1] Pardalis, The New City:  The first city truly built by the Gravetenders, now dedicated as a holy place of the Blossoming Sequence.
[76.2] A Study Of War:  A battlefield of the Makers, significant now to the Gravetenders as where they made their first steps to understanding violence.
[77.1] The Rime Gorge:  The Rime Gorge, and the ritual it represents, is of great interest to the Blossoming Sequence. Many die, and those few that survive flourish with power.
[77.2] Grand Schola: 
[77.3] Temple of Deep Currents: 
[75.1] The Plains of Sarkenos: 
[75.3] The Plains of Sarkenos: 
[79.2] Seatide Crag: 
[79.3] Stillwater: 
[58.1] Core Site: 
[58.4] Core Site:  The Silvered Oath of Ecumenical Exchange
[81.1]
[81.2]
[55.1]
[56.1]
[56.2]
[57.1]
[57.2]
[58.1]
[64.1]

 Clerical Support 
78, 76, 75, 58, 77, 79, 81

 Organized Faith Bonuses 
+1 to Defensive Battles.
Cultural Identity: Reaver Defense.

 Artifacts 
None

 Holy Orders 
The Silvered Oath of Ecumenical Exchange [58]
Sacred Oath Of Silver Currents [78]

 Miracles 
 The Reef Which Never Falls Silent:  Hosts the Reef In Bloom event every round an a non-action, and allows followers of the Blossoming Sequence to attend as a Faith action.
 

 
 Spoiler: Intrigue 
 Spies 
 

 
 Spoiler: Claims 
78 - Historicity
76 - Integration
76, 78, 77, 75, 58, 79, 81 - Holy Sea
 

 
 Spoiler: Wonder 
 The Blossoming Icons:  This wonder allows the country in control of Bastion (76) to take a modified Seek Aid action which reduces the effective distance for a Diplomacy and/or Faith action, rather than giving a bonus to the action roll. When taking this action, roll 2d6+Faith and subtract 11. Up to a roll of 18, this is the number of regions they subtract for the purposes of distance penalties. After 18, they subtract one more region for every 2 higher. (8 regions for a roll of 20, 9 regions for a roll of 22, etc.) In addition, they can Seek Aid as a nonaction once each round, for Diplomacy and Faith actions only. 
 

 

 
 Spoiler: Golems of Import 

 
 Spoiler: Laksha 
The first leader of the Gravetenders,  Laksha founded the Blossoming Sequence and works within the collaborative land of 59 to further the prospects of peace. Very nearly a pacifist by nature, her friendly manner served her well during rule. Many important aspects of Gravetender culture descend from her works, and among them, her arguments are held in high esteem even now.
 

 
 Spoiler: Sersi The Pale 
The second leader of the Gravetenders, and their first General. Sersi literally wrote the book on Gravetender warfare, with her ‘Dissertations on the Path of War.’ She’s more aggressive and practical, and began the push to spread the Sequence, which started the Eternal Debate properly. Brought the Gravetenders to the status of Holy Sea. Made Elkelt, her Disciple.
 

 
 Spoiler: Elkelt 
To be the third leader of the Gravetenders. Second generation Gravetender. Their form is made up of more than just stone, incorporating Maker elics and rimestone. Working on the Grand Archive project, for the aid of future Gravetenders.
 

 
 Spoiler: Kelusyn 
Known as a living encyclopedia of the Maker resonance effect. Built the Blossoming Icons, freeing Gravetenders to see the world, and especially the lands around Bastion, without fear of the horrible fate of being Stilled. Brilliant, dedicated, and reclusive. She does not let go of a project until it is finished, for better or worse.
 

 
 Spoiler: Akathi 
Sent to Seatide to study the Tidal Sequence. They have made a name for themselves there, and care deeply for the Pepsins of Seatide. Their work on the Firewall was important to getting everything in place, and brought Kelusyn into the project. Gregarious, even by Gravetender standards.
 

 
 Spoiler: Nasko 
Went to Kar-Nath of his own intent, having written several texts on how the Blossoming Sequence interfaces with the Nathi way of life. Has taken up an important position in the Grand Schola, and settled in as a teacher and spiritual guide. He has made keeping the friendship between the Nathi and the Gravetenders strong into his personal project.
 

 
Aerin
   End of Round Eighteen  
No further mechanical edits to action posts may be made 
Aerin
   Round Nineteen: Begin  
Years 55 - 57

Round 19 will close on Sunday, February 5th, at 8 AM Pacific Standard Time.

 The following events occurred between Years 52 - 54  
  Rules Alerts and Changes!  
  Reminders:  
Please note as a non-action in your post when you’re taking a Spy non-action.
When taking a Sack action, please specify whether the target is a Trade Post or Holy Site.
Coercing a Trade Post requires the region’s Merchants to support you or be Open.

  Discovery!  
 Explorations, prospecting, and other news from afar 
   
Though the chilly waters of New Korasoon are considered somewhat humorous by the Gotezhar that live there, few have dared to travel northward, where many suspected freezing seas to be found. Living on the edge of civilization, however, comes with its own risks, motivating the nuven of the region to finally take it upon themselves and make the journey, as knowledge of the land is power. The northbound cloud is met with chilling waters indeed, inhabited by very few people, most of whom reside far below the surface. Considering the expedition a success, they turn back before pushing their luck in the cold to report their findings to those at home.
 The Gotezhar explore north of New Korasoon (174)! They discover Region 190, a Depth 1 Glacial Region which has 2 Open TPs of Migratory Narwhal Pods, a Desired Import of Precious Minerals, 2 units of native defenders, and 2 Holy Sites of Love of the Impurifier.  They receive +1 to Swaying one faction in the region this round.

 The Lux-Glossian Shades explore south of Region 32! They discover Region 34, a Depth 0 Toxic Region which has 2 Open TPs of Draft Tuna, a Desired Import of Textiles, 3 units of native defenders, and 2 Holy Sites of Unified Wave Action. 

For the Surunungese, explorations have one simple purpose: to determine whether or not the neighboring seas are empty or inhabited, so that the native peoples could be brought peace in traditional fashion. Unfortunately for the reconnaissance mission traveling eastward out of the state, the seafloor quickly sank to a level that they could no longer pass through, even with the assistance of bioluminescent technologies. For the time being, the party would have to turn back to report to the Assembly that their findings were limited to a description of the local flora. And, well, Surunung’s definition of spreading peace cannot exactly be applied to plants.
 The Peacekeepers of Surunung explore east of Neralam (160)! They discover Region 163, a Fathomless Depth 2 Region which has 2 Open TPs of Isothermic Sea Beans. 

The Pepsins that were assigned to explore the depths of the region north of Seatide quickly realized they had failed to prepare the necessary supplies and refocused their attention on uncharted waters to make sure they would return home with some useful information in hand. Those on the journey were quick to realize that they had made a wonderful decision, though, as the sights of the overwhelming density of life were marvelous to behold. Rarely, if ever, have they seen such beauty before, and they would be eager to return home to report their findings.
 The Seatide Confederacy explores north of region 80! They discover Region 185, a Depth 0 Open Waters Region which has 2 TPs of Crafter’s Coral; one Open and the other controlled by DNA! This region is so abundant with life that colonization attempts are made against TN 14, but any success will count as a Great Success!  They receive +1 to a Buyout in the region this round.

Sometimes, treasure can be discovered even in the middle of seemingly worthless possessions. In this case, the Carral family of the Cyphiri Union held on to this belief as they searched their lands, which many would consider barely hospitable. And, luckily enough, they did come across something which could prove to be very useful in the right hands…
 The Cyphiri Union prospects Region 121, revealing 2 TPs of Unworked Serpentine! 

HEX Prospects a site for the Ventroots in Region 192

  Growth!  
 Expansion, development, unification, and similar forms of growth and prosperity 

CYP establishes a Cultural Identity: Bringers of Peace (2d8 to Sway and Impress Reaved and Unruly factions)

GTZ establishes a Cultural Identity: Strong Foundations (2d8 to Press Claims)

HEX establishes a Cultural Identity: The Merchant Life (2d8 to Buyout TPs)

KNH colonizes Region 62! The region gains a Blossoming Sequence Holy Site and a Desired Import of Spices

  Statecraft!  
 Cultural events, diplomatic overtures, foreign relations, and domestic affairs 

Invited by the new Grand Matriarch of the Lux-Glossian Shades, the powers of temperate waters gather at the Banquet of Eternal Light.  An event that quickly reveals itself as a monument to the Grand Matriarch’s vanity.  However, the self-styled Eternal Mistress’ extravagances are revealed as an orgy of cannibalistic violence by a brave member of the Cerulean Shade and a gallant knight errant, casting deep shadows over the future of the Shades themselves.  LUX hosts the Banquet of Eternal Light. COS receives 2 Treasure from LUX. 

STC sends a delegation with 2 treasure to KEN. Response to follow with NPC actions

SEN gifts Bitter Tourism to DPB via Cultural Exchange

CYP establishes a marriage claim on 126

The Cryptid Congress gathers itself after a decade of internal squabbling.  CRY becomes an NPC! 
After a disastrous attempt to defend its market interests revealed the depth of dereliction to which a liege might sink, the Cryptid Congress has for years been paralyzed by gridlock. What actions dare it take as a state, neither being able to trust that its new liege might back it up, nor trusting its liege at all? But no state can remain subject and not agent; the natural impulse of a people is to act. With internal debate and backroom deals Shah Honorebb Qualodias IV is able to once again open a path forward.

Power and influence wanes for those that have been integrated into other powers.  All supports and Trade Posts controlled by the following nations are returned to Open: FAY, AOK, SBK, CPS, GWC 

MIR impresses 153 Aristocracy
RFT impresses 66 Clergy
ESP impresses 49 Clergy
COS impresses 127 Merchants
COS impresses 103 Clergy
GTZ sways 170 Aristocracy
PGL impresses 131 Aristocracy
 STC impresses 186 Merchants  STC lacks the glass required.

  Trade!  
 Buyouts, trade routes, and other economic shenanigans 
 COS researches a new technology, Reactive Refining! 
Effect: May make a Screechstrobe Cluster as a 3-project action.
Prerequisites: Volatile/Reactive Metal, which is consumed.

ESP founds a City in Verja (61), Verja! Bonus: battle rolls
A decade ago, this land was unrecognizable. Now, under the unceasing, unsteady black light of the Crown of Avarice, a thick blanket of brambly veins and pulsing roots flow with the tarry lifeblood of Industry. The converted locals emerge from their caves and pass as shadows among these monuments, seeing to their tasks and darting away. And in the heart of this place, at the heart of power, the nexus is swiftly coronated by the rise of a new city. Unlike any ordinary city, though, this is but a skeleton. It is mere support structure. For within the clouds of dust and tangles of thorns, this city will become the seat of Industry!

LSD founds a City in Senja Bersinar (2), Indah’s Throne! Bonus: swaying supports

OKI founds a City in Orope (114), the Nundine Plaza! Bonus: resisting sacks

MIR buys out 150 TP 1 for Pojanese Raider Bands
MIR buys out 149 TP 2 for Giant Cleaner Wrasse
CYP buys out W35 TP 1 for Titanic Rune-Carved Fossils
ESP buys out 63 TP 1 for Sheerspun Fabric, outrolling COS
LSD buys out 16 TP 1 for Redglow Rock
KNH buys out W6 TP 1 for Glittergill Shards
KNH buys out 129 TP 1 for Mercenaries
PGL buys out 102 TP 1 for Bloodbass
HEX buys out 161 TP 1 for Flowersalt
DPB buys out 179 TP 1 for Wetherwisps
OKI buys out 133 TP 2 for Wave Scorpions
STC buys out 52 TP 1 for Compressed Algal Feedblocks
UNI buys out 21 TP 3 for Jaderock Coral
UNI buys out 20 TP 2 from LIT for Carcinized Architects
UNI buys out 22 TP 2 from LIT for Sandfish
UNI buys out 16 TP 2 for Redglow Rock

  Faith!  
 Conversions, organization, and other such matters of faith 

HEX sets the Uplift Reverence 10 HS bonus to 2d8 to Sway factions

Deep Blue sets the Open SEAquence 15 HS bonus to 2d8 to Undermine supports

Deep Blue sets the Open SEAquence 25 HS bonus to the following: When you take two recruit unit actions in a turn, recruit a third unit
The fishygod once saw little utility in religion, and had to be convinced of it. It then was willing to be a subject, to passively reap the gains of a faith curated by alien minds. Deep Blue is subject no more, and its doctrinal interpretations align themselves with remaining just as free.

 OKI founds a Flowing Way Holy Order, the Order of Saint Jean of Akko, in Region 123! 

Costa Sereia repairs the Temple of Narcis (HS 1) in Narcis’s Rest (173)

The Astral Menagerie converts 104 HS 1 from Sakurado to Shimmers of Unseen Bane
RFT converts 71 HS 2 from Wings of the World to the Eternal Communion
LIT converts 16 HS 1 from Open to Radiant Indah
PGL converts 104 HS 2 from Shimmers of Unseen Bane to Sakurado
HEX converts 30 HS 1 from Archaic Assembly to Uplift Reverence
GRV converts 57 HS 1 from the Eternal Communion to the Blossoming Sequence
GRV converts 187 HS 1 from the Eternal Communion to the Blossoming Sequence, outrolling the Astral Menagerie
OKI converts 123 HS 1 from Open to the Flowing Way
FIN converts 112 HS 1 from the Flowing Way to the Final Peace
FIN converts 112 HS 2 from Open to the Final Peace

  Wonder!  
 Miracles and inventions, ancient relics and spectacular undertakings 
 The Lighthouse performs a Miracle, bolstering the blessings of Indah to her followers!  EDIT: The Crimson Chant is renamed to Radiant Indah!
 
 Spoiler 
Radiant Indah Followers only take 0%/5% additional casualties from losing Maneuvering when one or both sides are attempting to use the Eel to their advantage.
Radiant Indah Followers are not affected by the increased effective region count for distance losses and distance penalties where the Eel is present or Omnipresent
Radiant Indah Follower Supports will not become Open in regions where the Eel Without End is omnipresent.
Radiant Indah Head may attempt to shape what the Eel Without End converts Holy Centers to when it enters a region for the second time.
The Eel Without End will not Coerce Radiant Indah Follower’s Trading Posts unless those are the only Trading Posts in the region.
Radiant Indah Head may use a Faith action to try to direct the path of the Eel Without End each turn.
Radiant Indah Followers may buyout TP's coerced by The Eel Without End in regions where they have Mercantile Support (or Assistance from another Radiant Indah followers mercantile support) against TN 14
 

 The World Garden of the Sakura-Jin grows a Miracle, the Ebon Oyster!  COS, SEN, CYP, HEX, and PGL accept a Shadow Pearl.
 
 Spoiler 
Each state that has or gains a cultural exchange, trade route, or vassal-liege affiliation with, or who holds a support in a region owned by, the holder of the Ebon Oyster (currently the Sakura-Jin) may magically receive a Shadow Pearl, a strange orb that sucks light from the surrounding area. The owner of the Ebon Oyster chooses whether a state gains a Shadow Pearl. The World Garden may never hold a Shadow Pearl, even if they lose the Ebon Oyster.

The Shadow Pearl counts as a "shiny object" TP for the purposes of fulfilling the requirements of the "Scrying" technology. Each holder of a Shadow Pearl may Seek Aid as a non-action once per round. When this non-action is taken, if the roll would have failed without the bonus from the Shadow Peal Seek Aid, the Shadow Pearl becomes Lambent and the holder loses all benefits until it resets.

If two or more Shadow Pearls are simultaneously Lambent, all Shadow Pearls are reset, restoring their effects to their holders. For every two Shadow Pearls that were Lambent, the holder of a random Pearl that was not previously Lambent gains one point of Faith as if they had taken two additional Faith actions during the round following the reset. E ach holder can only benefit from this once per reset, so if more than 2/3 of the Pearls were Lambent, the effect is partially wasted.
 

 The Rebelborn Myriad creates an Artifact, the Boring Doctrine! Effects: The bearer of this artifact can once per turn cross glacial borders as though they had the requisite technology. 
This isn’t what we meant when we said theological discussion was boring! The Rebelborn harness the powers of the Worm™ and make glacier like unto swiss cheese: a hole-y thing.

 The Eternal Spring creates an Artifact, the Alpha ex Machina! Effects: For each treasure gained by the holder, one Paperclip is created. 
Make Paperclip.
Make Paperclip.
Make Paperclip.
…

 HEX gains an Artifact from the CCA, the Dreamcatcher’s Needle: +1 to 1 roll/round opposing the Dissonant or their patrons. 
 COS gains an Artifact, a Screechstrobe Cluster! Effects: 1/turn +2 to one of Maneuvering or Sacks. 3 uses. May be gifted to rebel armies for +2 to their Maneuvering as a non-action, but this consumes 2 uses 

EDIT:  CYP improves their Artifact, the Piryon Ma'yan! Effects: Reduces the action cost of Projects in one region by one action as long as exactly one action’s worth of progress is added to the Project each turn and the Piryon Ma’yan remains in the region the entire time. Currently applicable to Projects with an action cost of 4 (or more). As the Piryon Ma’yan grows, this effect may improve. Condition for second growth: the Piryon Ma'yan's effect is applied to two additional consecutive projects 
 
 Spoiler: The Astral Menagerie wanders 

GTZ gains 2 treasure from the Banished Merchants, before they’re stolen by the Mongrel Horde!

The presence of the Banished Merchants encourages the Kelpie and the scintillating Twin to remain in Pfilghol.
A conversion attempt is made with a bonus of +8 against a random HS in one of PGL's regions, prioritizing regions with unruly clergy. This round, it will target Holy Site 2 in Region 104.
The scintillating Twin attempts to Spark Rebellion, but has no valid targets.
The Kelpie, the Twin, and the Banished Merchants will leave PGL in round 20.

DPB hosts both the Mare and the mimic!Twin.
A conversion attempt is made with a bonus of +8 against a random HS in one of DPB's regions, prioritizing regions with unruly clergy. This round, it will target Holy Site 2 in Region 59.
The Mare and the Mimic will leave DPB in round 20.

MGM is visited by the Withering Everlight.

LIT is visited by the Scintillating twin.
 

  Might!  
 Military matters of all kinds, be it warfare or strategic developments 
 The Cyphiri Union invents a new technology, Reanimation Colonies! Prerequisites: Graduated Symbiosis, Corpses/Skeletons, Category: Mounts &amp; Warbeasts, Effect: -10% to own casualties. 
 The Magaramachi Salintation invents a new technology, Battlefield Scavengers! Prerequisites: Carnivorous Animals, Category: Mounts &amp; Warbeasts, Effect: Negates all the casualty reduction effect(s) of one technology or tactical doctrine. 
Warfare has advanced enormously in the past fifty years. No longer, if nations have an interest in the lives of their cannon fodder, must the lowly soldier face certain death on the battlefield. Nowadays, it is not atypical to see medical units scouring a battlefield after the clash, retrieving units yet within the realm of salvation.
The Magaramachi forces now hold a similar power. Scouring the battlefield, they find those who could yet be saved. After all, the squirmy ones taste the best.

 The Peacekeepers of Surunung perfect the tactical doctrine Wave of Envenomation, making it available to all their commanders! SUR gains +1 to Maneuvering rolls! General Jejapang Keja provides +1 to battles when successfully implementing Wave of Envenomation! 

GTZ builds a Fortress, Fort Essentio, in New Korasoon (174)

 
 Spoiler: MIR invasion of Region 150 
Native Commander score: 8

 Tactical Maneuvering Roll: 
MIR: 17, attempting to use Impenetrable Bubble Tactical Doctrine (-20% enemy casualties, -20% own casualties, +12 enemy leader loss, +4 to battle)
Natives: 12, attempting to use Skirmish Tactical Doctrine (-10% casualties both sides)

 Outnumbering: 
4 MIR units and 5 MGM units vs 5 native units; Advantage for MIR; +2 Outnumbering Bonus

 Battle Roll: 
MIR: 26
Natives: 19

MIR Victory! MGM loses 1 unit! The native defenders lose 2 units! The Splendid Miru Miru gain Region 150!
 

 
 Spoiler: SHK invasion of Region 118 
Led by Gwasgymarchog (Military 8) with a Military 10 leader, the Shark People swarm into region 118 attempting to use their Thousands Arms against the hastily assembled coalition of mercenaries, local aristocrats and Cyphiri Union troops led by Renald (Military 8) with a Military 10 leader who orders his troops to focus on Prime Targets.

CYP wins Tactical Maneuvering successfully using Prime Targets (-2 to enemy leader loss rolls, -20% own casualties, -20% enemy casualties)

The Shark People don't attack in a coordinated line like regular armies, instead splitting into a myriad of small groups to spread destruction and looting over as wide an area as possible.  While this tactic generally works in their favor, avoiding centralized areas of focus, in this case Renald's wise decision to focus on core targets was helped greatly.  Able to isolate small groups and focus on them one by one, the bulk of the Shark People devastation could be negated, although unfortunately for the Union Gwasgymarchog himself could not be located in time.

Tie! SHK loses 1 unit!  CYP loses 1 unit!  OKI retains control of 118! SHK gains a foothold in 118! SHK fails to Sack 118 TP 2!
 

 
 Spoiler: SEN invasion of Region 70 
Led by Balelia (Military 9) with a Military 10 ruler, 6 units of the Shifting Ennead march over the border attempting to Integrate the Captives of region 70.  They are resisted by 5 units of the Kar-Narth Hegemony and four units of their Draigiau allies, all under the command of the famed General Kreel (Military 10) with a Military 10 leader who is attempting Slaughter Cadres.

KNH wins Tactical Maneuvering successfully using Slaughter-Cadres (-1 to Maneuvering roll, -1 to Battle roll, +20% enemy casualties, -4 to enemy leader loss roll)

Unsupported in the main by advanced technology, this is an "old fashioned" battle of the type that has been fought under the seas for generations.  The two generals maneuver to line up their forces effectively, Balelia ensuring that pens and holding centers are set up behind the lines to hold the anticipated captives while Kreel spends time with their lieutenants identifying core units of troops to be targeted.  The two lines clash shortly before noon and the tide rapidly turns in favor of the larger Kar-Narth forces.  The core sections Kreel had targeted collapse sooner than expected which frees up more troops to join the melee, an effect that rapidly snowballs until all at once the Shifting Ennead line breaks, leaving piles of their dead behind them.  Balelia is nowhere to be seen, whether they're captured or killed is unclear at the moment.

KNH and DRG Victory!  KNH loses 2 Units!  SEN loses 4 units!  DRG loses 2 units!  DRG retains control of Region 70!  KNH captures Balelia!
 

 
 Spoiler: SEN invasion of Region 71 
Led by Tulticius (Military 8) with a Military 10 ruler, 7 units of the Shifting Ennead march over the border attempting to take the lead and be the First To Kill in region 71.  They are resisted by 5 units of the Kar-Narth Hegemony and five units of their Draigiau allies, with  Marshal Adaya shel-Girum ban-Liav (Mil 8)with a Military 10 leader taking ultimate control and ordering their troops to act like Unbending Iron, using the artifact Sus I Bik'ah to inspire them.

 Tactical Maneuvering Roll: 
SEN: 16, attempting to use First to Kill (+4 to battle, -4 allied leader loss, -2 enemy leader loss, +10% casualties both sides)
KNH: 13, attempting to use Unbending Iron Tactical Doctrine (defense only, +3 to battle roll, -2 to own leader loss roll, +20% enemy casualties, +10% own casualties)

 Outnumbering: 
7 SEN units vs 5 DRG units and 4 KNH units; Advantage for KNH; +1 Outnumbering Bonus

 Battle Roll: 
SEN: 22
KNH: 21

SEN Victory!  KNH loses 2 Units!  SEN loses 4 units!  DRG Loses 3 Units! SEN gains control of Region 71!  SEN captures The Three Claws!
 

 
 Spoiler: GTZ invasion of Region 108 

Eight Gotezhar units under the command of Squall Kagado (Military 8 with a Military 10 ruler) supported by submarine artillery and using the Middish Way cross the border into region 108, seeking the storm’s centre in the ensuing battle.  Marching alongside them are a combined force of one Order of Order unit and six World Garden units, the waves from such a large movement of troops can be felt from miles around. Deployed against them the Finalist leader Naomi and her seven units, attempting to use Unyielding Force

GTZ wins Tactical Maneuvering successfully using Aim For the Storm’s Center (-6 to enemy leader loss roll, -20% to enemy losses, +1 to Battle Roll)

The Gotezher coalition, large enough to be unwieldy for a less tactically competent general than Squall Kagado serves largely to as cover for a smaller grouping of elite troops tasked with launching deep strikes on influential Finalist troops.  The goal is to decapitate leadership, not to cause massive casualties.  Time and again they perform such strikes until eventually the Finalists are all but shorn of the battlefield command - essentially only Naomi herself remaining of the hierarchy - and confusion sets in which leads to panic which leads to a rout of the Finalist forces.  In strict numerical terms, the Finalists won the battle but in practical which-army-controls-the-field terms, Gotezhar and her allies are triumphant.
The celebration lasts until a fast messenger brings them the latest news from the capital.

GTZ Victory! GTZ loses 2 units! SKR loses 2 units! FIN loses 2 units! Feytor Mir’adin succumbs to the Black Spot! SKR gains control of Region 108!
 

 
 Spoiler: SUR invasion of Region 159 
Native Commander score: 6

 Tactical Maneuvering Roll: 
SUR: 18, attempting to use Wave of Envenomation Tactical Doctrine (+4 to Battle Roll, +20% Enemy Casualties, +30% Own Casualties, -2 to Allied Leader Loss Roll)
Natives: 13, attempting to use Skirmish Tactical Doctrine (-10% casualties both sides)

 Outnumbering: 
5 SUR units vs 3 native units; Advantage for SUR; +2 Outnumbering Bonus

 Battle Roll: 
SUR: 25
Natives: 19

SUR Victory! SUR loses 3 units! The natives lose 2 units and their leader! SUR gains control of Region 159!
 

 
 Spoiler: FIN invasion of Region 107 
Native commander: 5

 Tactical Maneuvering Roll: 
FIN: 12, attempting to use Unyielding Force (+2 to battle, +20% own casualties)
Natives: 14, attempting to use Unyielding Force (+2 to battle, +20% own casualties)

 Outnumbering: 
4 FIN units vs 3 native units; Advantage for FIN; +1 Outnumbering Bonus

 Battle Roll: 
FIN: 18
Natives: 8

FIN Victory! FIN loses 1 unit! The natives lose 3 units and their commander! FIN gains control of Region 107!
 

 
 Spoiler: Rebel invasion of Region 104 
 Tactical Maneuvering Roll: 
Rebels: 14, attempting to use Skirmish tactical doctrine (-10% casualties for both sides)
PGL: 15, attempting to use Just Do Better (+2 to battle)

 Outnumbering: 
6 PGL units vs 4 Rebel units; Advantage for PGL; +2 Outnumbering Bonus

 Battle Roll: 
Rebels: 11
PGL: 16

PGL Victory! PGL loses 2 units! MON loses 2 units and the rebellion is crushed! War-Tamer Glokilgt is killed/captured! PGL retains control of Region 104!
 

 
 Spoiler: Three-Way Battle for Region 115 
Native commander: 5

 Tactical Maneuvering Roll: 
Rebels: 7, attempting to use Unyielding Force tactical doctrine (+20% own casualties, +2 to own battle roll)
Natives: 10, attempting to use Skirmish tactical doctrine (-10% casualties for both sides)
OKI: 21, attempting to use Quiver Hell's Foundations (+2 battle roll)

The lowest two rolling armies will fight each other first, then the winner will fight the third.

 Rebel invasion of Region 115 
 Outnumbering: 
3 Rebel units vs 3 native units: no outnumbering

 Battle Roll: 
Rebels: 8
Natives: 10

Native Victory! Natives lose 1 unit! LIB loses 1 unit!

 OKI invasion of Region 115 
 Outnumbering: 
5 OKI units vs 2 native units: Advantage to OKI: +4 Outnumbering

 Battle Roll: 
OKI: 25
Natives: 8

OKI Victory! OKI loses 1 unit! Natives lose 1 unit! OKI gains control of Region 115!
 

The Azure Colossus Draig, Tadgceallachmarix, The Thunder That Burns, and The Vermilion Colossus Draig, Gwrfaedlaithe, The Fuming Ice, have another colossal showdown!

The Cathedral of Movement (67) takes collateral damage!
 Region 67 Eternal Communion HS 1 becomes Open!
Region 67 Piezo-Phosphoric Crystals TP 1 is destroyed! 
  Schemes!  
 Coercion, betrayals, and spycraft 

The Aristocracy in the Abyss (21) becomes Open! Without the support of the noble class, UNI is forced to disband one unit

Kucen agents apparently acting in the interests of the Lux-Glossian Shades attempt to intimidate merchants in the service of the Ironkelp Order, Divine Nacres, Gravetenders, and Pfilghol, but their threats are largely laughed off.

DRG fails to slander SEN with the CCA
The Draigiau Residuum tries a very effective form of slander, at least when dealing with the Shifting Ennead: honesty. Unfortunately, it’s difficult to maintain the moral high ground when your Titanic ally is currently boiling the seas in a combat which echoes for leagues.

BLP fails to undermine COS merchants in 128

The rebelling Clergy in Region 104, the Mongrel Horde, steals the Banished Merchants from GTZ

 Deep Blue investigates the cause of the unrest in SEN territory in round 16.  All signs point to the Kar-Nath Hegemony, from the Rimestone used to preserve the graft materials while in transfer to Ennead waters to the origins of three of the graft species being Glacier Crag.

  Terror!  
 Violence, upheaval, murder, and destruction 

The Pojan Nomads have reached an unprecedented size under the leadership of the Shark King. Guided towards juicy, edible targets by their Shark Orb, they strike the unsuspecting and leave destruction in the sandpaper-smooth wake of their cartilaginous mounts.
 Region 176 TP 2 (Whispering Eggs) is destroyed!
Region 159 TP 1 (Homing Anemone) remains Open.
Region 10 TP 3 (Magaramachi Rippers) is destroyed! 

The rebelling Clergy of region 115, the Librarians of Oskt, Sack Orope (114) HS 2
A golden, guiding star of learning, the Sage’s School has long been a center of critical thought and worshipful contemplation. The knowledge contained in script and soul could fill a thousand books and a thousand more. Or, perhaps, a new wing of the library. The Librarians descend, harvest, and abscond.
The school got schooled!

 The Abyssal Stewards base in the Meadows of Elyan’din (136) is destroyed!  The apparent culprit is the Order of Knights of the Ironkelp, but the details don’t add up upon a closer look. While there are a multitude of Middish corpses strewn amongst the melted and exploded wreckage, their origins belong to a variety of Langues. What little of the assailants’ equipment is intact enough to be examined can be traced to deserters and dissenters from multiple distinct Centuries of the Knights. Most damning, there is no sign of seedpod shrapnel from the Knights’ distinctive supermarine artillery.

 The rebelling Finalists of Region 108 successfully sway the Aristocrats in region 107 to their cause! The rebel army gains 2 units (total after battles: 10 units) due to recruitment from the trained nobility and gains a new Commander, Finalist Zuberi (Mil 9; Bunker Down tactical doctrine: +1 battles, -20% own casualties, -10% enemy casualties). 

Discontent continues to grow in the Crawling Crags (20) and the Marble Kingdom (187), but it does not yet spill over into outright violence.

The unruly Aristocracy of the Crawling Crags fail to undermine the Merchants from the Unity.

Lack of interest or respect for the unique needs and local customs throughout the seas begins to grate on the people who must survive such neglect.
 Region 12 Merchants grumble, but refrain from unruliness!
Region 13 Aristocracy grumbles, but refrains from unruliness!
Region 15 Aristocracy grumbles, but refrains from unruliness!
Region 104 Merchants grumble, but refrain from unruliness! 

The following regions must have region write-ups submitted by the start of Round 19 or suffer Unrest:
12 (LOL), 13 (LOL), 15 (LOL), 104 (PGL), 112 (OKI), 121 (CYP), 179 (DPB), 187 (DPB)

As bureaucracy breaks down as important documents are lost or improperly filed, the peoples of some seas begin to wonder if there might be better custodians of their daily business.
 Region 76 Clergy grumbles, but refrains from unruliness!
Region 81 Merchants grumble, but refrain from unruliness!
Region 105 Merchants grumble, but refrain from unruliness! 

The following regions must have region write-ups present in the Waters of the World thread by the start of Round 19 or suffer Unrest:
5 (LOL), 76 (GRV), 81 (GRV), 105 (PGL), 176 (OKI)

The definition of a luxury good may change from sea to sea, but the repercussions of a perpetually unsatisfying existence do not.
The hedonists of Raconensae (73) are prepared to take matters into their own fins to resupply their cache of Drugs, if they have to.  The Merchants in region 73 become Unruly! 
After years without Coral,  SUR loses the support of the Rakahera (155) Merchants! 

Having never recovered from Reaver raids in years prior, order in some areas begins to break down, and respect is lost for those they once pledged loyalty to.
 Region 28 Clergy becomes Unruly! 
 Region 113 Merchants grumble, but continue to support COS! 

The following Reaved regions will deteriorate at the end of round 19: 2, 28, 101, 113
The following Reaved regions will deteriorate at the end of round 20: 14, 17

The Open SEAquence continues to dictate herring behavior, overturning the traditional spawning cycles in several seas.
 The Clergy in Region 55 become Open. 
 The Clergy in Region 57 become Open. 
 The Clergy in Region 58 become Open. 

Reavers Reave 56 DPB Aristocracy
Reavers Reave 167 Open Merchants
Reavers Reave 141 GWC Clergy
Reavers fail to Reave 57 Open Clergy
Reavers Reave 94 Open Merchants

Reavers Sack Region 141 Ascension’s Mirror HS 3
Reavers Sack and destroy Region 94 Deatheater Coral TP 1

Divine Mistress Adiratna drinks deep of the Coruscating Eel Blood Sample! She communes with her Goddess, entreating her to return to her worshipers and learning more of the Goddess’s nature. More details may follow with Org actions

 The Eel Without End emerges in Region 150, coercing TP 2 for Pojanese Raider Bands. The Eel continues through Region 152 and the Bloodripper Lands (154), coercing Region 154 TP 1 for Bloodripper Eels! 
 
 Spoiler: New Eel Mechanics 
 The Head: 
- The Eel Without End moves three regions each turn, as determined by three separate weighted rolls using the weights below.
- Whenever the Eel Without End enters a region, it will attempt to Coerce 1 random Trade Post in the region with a +8 bonus; if it is successful, the Coerced Trade Post cannot be bought out or coerced until the Eel is no longer present in the region, as the Eel's deadly body swirls about the ruins of the location.
Base Weight: 1
 - Region is the immediately previous location of Eel Without End head: Weight x0
- Eel Without End already present in region: Weight x0.5
- Eel Without End already omnipresent in region: Weight x0
- Roughs or Shallows border between current and neighboring region: Weight x0.5
- Toxic border between current and neighboring region: Weight x0.25
- Glacial border between current and neighboring region: Weight x0.25
- Colder climate (too far from the Maw): Weight x0.25
- Sufficient effort to tempt the Eel into this specific region has been made: Weight x3
- Towards target from Faith action from Radiant Indah head: Weight x3 
 Present: 
- Armies fighting in regions where the Eel Without End is present may attempt to use it to their advantage; if they do, then the side which loses the Maneuvering roll takes an additional 10% casualties - this stacks for up to +20% casualties if both sides opt to do so.
- Regions where the Eel Without End is present count as 1 additional region for the purposes of distance losses and distance penalties.
- The desperation of those afflicted by the Eel Without End may present opportunities to those willing to look for them, and as local populations search for solutions, they become more easily Swayed - all countries receive a +2 bonus to Sway attempts in regions where the Eel Without End is present.

 Omnipresent: 
- If the Eel Without End enters a region it is already present in, it becomes omnipresent.
- Regions where the Eel Without End is omnipresent count as 3 additional regions for the purposes of distance losses and distance penalties (this replaces and does not stack with the previous region increase).
- The intense and prolonged exposure to the energy of the Eel Without End results in strange effects on the behavior of both wildlife and local populations when omnipresent:
- When the Eel Without End enters a region for the second time, it will attempt to Convert 2 random holy Sites in the region to a different religion, determined semi-randomly.
- Regions where the Eel Without End is omnipresent may sometimes present an opportunity to be Prospected, and controlled, Unruly, or Rebellious Supports may become Open.

 Labyrinthine: 
- When the Eel Without End enters a region for the third time, it suffers deleterious effects which  may threaten the life of the Eel.  Perhaps it ties itself in knots. Perhaps it eats its own tail. Perhaps it retreats to the depths, confused and befuddled by its own aura. No one can say until it happens.

 The Tail: 
- When the Eel’s tail passes through a region, there is a chance that trading posts formerly coerced by the Eel are destroyed by arcing electricity.
- The sparking voltage amplifies the sound of the Eel’s perpetual HUM. Conversions targeting regions through which the Eel’s tail has passed benefit from this befuddlement, gaining +2 for a single round.
- When the tail passes through a region where the Eel is Omnipresent, mass-confusion may render foes to be friends and annul allegiances. Two random supports swap ownership status.
 

The glorious spiked tail of the Eel Without End passes through Binar Fajar (7) (much to the discontent of the local Radiant Indah worshipers who lament the absence of their Goddess’s sparking fins), Selach (6), and Senja Bersinar (2).

  Organizations!  
 Titles and Title Upgrades: 
CYP Composes Artistry
HEX earns the right to undergo the Bottomless Trial from ABS
DPB attempts to further refine its Core Fragment in Raconensae (73), but fails to find any new refinements in this location
LIT begins to Track a Titan at the edge of Region 1, beginning a Titan Hunt! More details will follow with Org actions

 Reputation: 
RFT “contributes” to Titan-Sized Damage Report and Scorns ABS
GTZ accepts the blame for the attack on the Khandeeps Holdfast
SKR raises reputation with CCA (rep 1 🡒 2)
SKR raises reputation with ABS (rep 1 🡒 2)
KNH uses a favor to raise reputation with CCA (rep 3 🡒 4, favors 2 🡒 1)
MGM uses a favor to raise reputation with CCA (rep 0 🡒 1, favors 1 🡒 0)
CYP loses a reputation with CCA due to ruler turnover (rep 4 🡒 3)
EDIT: DRG creates a  Trade Route  Cultural Exchange with CCA, gaining a rep from Firstreef Contact (rep 1 🡒 2)

 Favors: 
MIR, HEX purchase Seeker Barnacles from DNA for 1 favor each (DNA favors 1 🡒 0)
MIR, KNH contribute to Reclaimer’s Records (CCA favors 1 🡒 2: KNH; 0 🡒 1: MIR)
MIR, CYP, SKR, KNH, DPB, HEX contribute to Titan-Sized Damage Report
(ABS favors -1 🡒 0: SKR, CYP; 0 🡒 1: KNH, HEX; 1 🡒 2: MIR, DPB)
HEX gains 2 CCA favors from To Kill a Dream (CCA favors 1 🡒 3)

 Prestige: 
MIR displays a Great Work of Theater: Ia's Keiki Imi, as transcribed by Unui Hi. +3 PRS
HEX spends 5 Treasure for Opulent Optics. +1 PRS
CYP loses partial prestige due to ruler turnover. -1 PRS
MGM loses one prestige from Magaramachic Megamorons. -1 PRS

Admiration For The Acclaimed Results:
RFT acclaims  Sersi  GRV
CYP acclaims OKI
ESP acclaims KNH
SEN acclaims DPB
KNH acclaims GRV
HEX acclaims MIR
MGM acclaims MIR
LIT acclaims MIR
SUR acclaims MIR
MIR acclaims MIR (which does nothing)
 MIR gains +2 PRS! 
 GRV gains +1 PRS! 
 OKI gains +1 PRS! 

Scorn For The Condemned Results:
MIR condemns LSD
CYP condemns LUX
ESP condemns SEN
SEN condemns KNH
KNH condemns SEN
GRV condemns SEN
DPB condemns KNH
MGM condemns MGM (which does nothing)
LIT condemns LSD
 LSD loses 1 PRS! 
 SEN loses 1 PRS! 
 LUX loses 1 PRS! 

Results:
MIR becomes Envy of the World! (rank 4)
LUX falls to rank 3
OKI rises to rank 3
CYP, KNH fall to rank 2
HEX gains a partial prestige (rank 2.1)
SEN, LSD fall to rank 0
MGM falls to rank -1

 Other: 
CYP contributes 1 use of Building Materials from the Trawling Beast-hit island north of Palacia in lieu of a High-Quality Building Materials TP for Finalized Repairs
KNH provides 77 TP 3 for Rimestone to DNA for Finalized Repairs
ESP builds a Reefback Nursery in Verja (61)
ABS studies The Colossus Draigiau as well as the Residuum’s Histories. More details will follow with Org actions
Kythia
Tropical, Region 10, 154

Ruler:  Basically-A-Kraken
D 1; M 10 ; E 10 ; F 1; I 1

 Almost certainly a new leader next round but I'll wait until its confirmed 
 Region 10 Actions (3) 
 1)  Miltary  - Complete great project - "The Mercenary Halls" 6/6
Finally, despite collapses, despite the shortage of resources caused by Gotezhr involvement, finally the halls are ready.   There had been talk of hosting a gathering to spread the word, but Basically-A-Kraken, despite being the leading force behind this project, barely seems interested.  Pausing only to snarl at a would be challenger and to engage in a brief fight over a potential mate then another one with the self-same potential mate, he swims resolutely northwards.

 2)  Diplomacy  Attend the Grand Opening of the Aniwana Mall
A group of mercenaries take it upon themselves to tout their business at the Aniwana Mall.
 
 Give Blood Algae to the Miru Miru and the Kar Narth Hegemony 
 Give Battlefield Scavengers to the KarnNarth Hegemony 
 Get Bioluminescent Navigation from the Miru Miru 
 Get Photosphere Signalling from the Miru Miru 
 Get Composite Grafting from the Kar Narth Hegemony 
 Get Filter Feeders from the Kar Narth Hegemony 
 
 3)  Military  Eat the Eel
Those who laughed up their sleeves and claimed the Magaramachi were incapable of learning from their mistkes must be feeling pretty damn stupid right now.  After witnessing so many die while attempting to eat the Eel, Basically-A-Kraken is going to attempt to eat the Eel  starting in a different place.   It's their big brains that make them so crafty.

With the Eel so close it was probably inevitable anyway, but the completion of the Mercenary Exchange frees his time up to swim into the Bloodripper lands and launch a headfirst assault as he attempts to sink his jws into the beast's left eye.  The colossal slithering of the creature drowns out his final cry to the extent that noone can say for certain whether its one of agony or triumph.  Although, admittedly, hardly anyone thinks it might be triumph.

 Region 154 Actions (2) 
 4)  Economy (10) being used as Economy (5)  Specialised Ship - the "IT DOESN'T HAVE A NAME IT'S JUST A BUNCH OF ALGAE."
While Magaramachi attempts at technological invention seemed promising at first they all failed towards the end.  Or almost all, one outgrowth of their attempts to create shallow water colonies does seem to work.  Other nations might call it a ship but to the Magaramchi it's just a bioengineered mat of algae that wraps around a few individuals keeping them all but motionless and seperated from each while one strain filters toxins from the waters, another oxygenates the water and another feeds on wastes.  It dies soon without inhabitants as they form a vital part of the system but when Magaramachi are inside it it can be used to corss the wastes.  When asked it's name by a Lojanese trader, the inventor christened the ship the IT DOESN'T HAVE A NAME IT'S JUST A BUNCH OF ALGAE.

 5)  Economy - Titanic Battle Report
Enroute through region 154 Basically-A-Kraken meets one of the strange crustacean mystics of the Abyssal Stewards.  The following is, in relevant part, a letter sent by that mystic to one of his colleagues.

 
 Spoiler: Titanic Damage Report 

...

One interesting thing did happen though, old friend.  And I think by the time you receive this missive you will know how events transpired which, at time of writing, I do not.  I encountered the "ruler" (for whatever that term is worth when applied to a race as egomaniacal as thr Magaramchi) swimming north into the lands they call the Bloodripper Lands.  For all their flaws, the Magaramchi have helped us and I stopped to pass the time with him.

He talked initially of the loss of their supply of Bloodripper Eels to the Eel.  His comments confirmed what we already know, that the eel exerts a coercive influence on those around its head, although the knowledge that the Magaramchi are susceptible to this is new information.  He then screamed at the top of his voice that he would eat me and that the entire organisation of the Abyssal Stewards was less than a mouthful and he would still be hungry after it.  Don't be alarmed, old friend!  I have found in my dealings that the Magaramachi use elaborate threats of being eaten and boasts about their physical size the way you or I might use "hmmm" or "errr".  While thinking of the next thing to say most races make such filler noises, the Magaramachi fill the space with chigh-volume complex and often mutually incompatible threats of violence and outlandish physical claims.  I'm truthfully not even certain they know they are doing it.

Regardless, we confirmed that the Magaramchi are susceptible to the Eel's influence (though not, I was assured, Basically-A-Kraken himself: he would eat any mind altering influence that came near him and if it, the mind altering influence, knew what was best for it then it, the mind altering influence, would stay well clear of Basically-A-Kraken.  It is not worth, in these situations, attempting to clarify how precisely he would eat an influence.)  He then informed me he was going to sort it out now.

The supply of Eels? I clarified.  No, of course not.  He was going to go and eat the Eel itself.  I cautiously offered that many others of his race had attempted to eat the Eel before and all had died within seconds.  He explained that that was because they were all pathetic weaklings and it was best for them that they died rather than living as such a minuscule creature.  He, on the other hand, was the largest Magaramachon of all time and would doubtlessly succeed.  It did lead to an interesting discussion of the effects of the Eel's blood, though, and I will write up these findings seperately.

After screaming at me that he was literally eating something bigger than me at that precise moment (he was not noticeably doing so) he elaborated on his vector of attack on the Eel.  He was going to begin eating the creature's eye as there was no blood in the eye.  I offered that perhaps the Magaramachi's lack of eyes had left some gaps in his knowledge as eyes, in the main, do indeed have blood in them but, again, these matters are rarely worth pursuing.  Do not think me heartless here, there is nothing I could have done to dissuade him and too concerted an attempt would have just resulted him attacking me.

Now, a philosophical matter.  Would I be considered a monster if I were to follow him and observe?  He is going to attempt this anyway and it could well provide useful information on the effects of the Eel's aqueous humor on living creatures.  It is even possible that it will have a lasting effect on the creature.  Unlikely I will grant, but the eyes are presumably one of the beast's weakest spots.  Who knows.  If I do follow him I will be sure to circulate the effects in conjunction with my notes on the effects of the Titan's blood.

At this point he appeared bored of talking to me and swam off.  I submit to the Titanic Damage Report the following:
A report of the coercian of the Magaramchi trading post in the Bloodripper Lands
A report of the effects of Eel blood on living creatures, thoroughly field tested on almost a thousand different individuals
(Potentially) A report of the effects of Eel aqueoud humor on living creatures, admittefly only based on one observation.

...
 

 Net effects 
(Mil +1) (Econ + 1)
Treasure 0-&gt;0 (Current Max 5)
Units 4-&gt;4 (Current Max 6)

 
 Spoiler: Misc Info 

 
 Spoiler: Upcoming Actions 

(Request: Cooperate in the creation of the Titan-Sized Damage Report. Available for anyone negatively effected by a Titan since Round 8. Reward: +2 Favors (max); if Project is completed, additional reward given to all contributors. Penalty: None. Deadline: End of Round 21. Details: 1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Damage Report.  1 Favor earned for spending an Economy  or Diplomacy action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires.)
[*] Cash in Stewards favour for one rep 

Need to sort out trading posts in my lands.

Operation, get a sandfish (Chorus favour to travel through wastes?)

Operation depth two (depth 1 plus ABS or depth 2)
 


Econ 5 used.
Econ 10 used.
Mil 10 used.

 
 Spoiler: Technology 

Supernatic Propogation (starting tech)

 Blood Algae 
 Military slot:  Sappers and Siege Weapons
 Pre-reqs:  Supernatic Propogation
 Effects:  +20% enemy casualties, +10% own casualties in depth 0 regions
Write up: This dull green algae infects wounds and grows exponentially in blood, rapidly causing the owner of such an infected wound to die. Using the techniques of supernatic propogation a cloud can be rapidly convened above the battlefield making even slight wounds considerably more dangerous. Knowing it is there gives some protection - or at least some chance of avoidance - but its infectious growth is impossible to totally avoid. The main defence is getting deep enough that the surface growing algae ceases to be a problem.

 Battlefield Scavengers 
 Military slot:  Mounts and Warbeasts
 Pre-reqs:  Carnivorous Animals
 Effects:  Negates all the casualty reduction effect(s) of one technology or tactical doctrine
 Write up:  The army is accompanied by a horde of scavengers and carrion seekers, perhaps tamed, perhaps simply aware that blood will be spilled. They feed on the dead and dying, hampering the efforts of healers and doing their part to transform battlefield injuries to battlefield casualties.
 

 
 Spoiler: Orgs 


ABS - Welcome: +1 to resist Sacks and Coercion, as the Abyssal Stewards offer early warning of incursions
CCA - Welcome: +1 to resist Support becoming Open or Unruly as the Chora's songs raise opinions of your regime
PRS - Disregarded: -1 to Raising Reputation and Slandering for non-PRS Orgs as your people are skipped over in discussions of geopolitics
 

 
 Spoiler: Military 

General Tiny (Mil 7)

Carnage:
Less a "tactical doctrine" than an utter lack of anything approaching tactics or doctrine. Through sheer force of will and physical might a leader can get the Magaramchi to the battle field. More or less. Once blood hits the water though, the army descends into a chaotic mess of fighting and feeding, attacking the army, each other and anything that happens to be nearby with equal fervour.
3 free sack attemps, ordered as City&gt;Holy Order&gt;Trading Post (the intent being here that bigger things are sacked before smaller things)
+50% own losses (as they turn on one another)
-1 to battle rolls (turns out having no strategy at all is harmful)
+2 to allied leader losses (the enemy is trying to kill you, sure, but the disadvantage of being the biggest in this sort of mess is that sometimes one of your own will get lucky)
 

 

 Non-actions 
 
  Support  Everything    The Magaramchi aren't sophisticated and those intelligent enough to understant the concept of loyalty don't have any.  Tossing a handful of sweets in the water will ensure local support for anything needed.  Sacks, sways, whatever.  If anyone wants to do something, they can get local support easily. 
  Hostile Terrain for Everyone   Any armies marching through are going to be facing nigh constant uncoordinated attacks from the locals who are hungry or bored (interestly, the same word in the Magaramchi language).  All Magaramchi territories are hostile to all armies, regardless of alliances. 
  Utterly ignore the Withering Everlight   Probably a few individuals try to eat it, but basically the Magaramchi have no interest in their uninvited guest. 
  Cash in one favour for one rep with ABS  The Magaramchi have a weird relationship with the Abyssal Stewards, similar to their one with the Splendid Miru Miru really.  The Magaramchi are (in their opiion at least) so utterly physically and martially dominant over the tiny fish and the reclusive hermits that something approaching friendly relationships can be established.  Plus the Magaramachi aren't overly mercantile.  All that together means that when the Abyssal Sewards enquired politely as to what the Magaramchi wanted in exchange for helping them to Grow again Greater the Magaramachi waved a dismissive hand.  Such apparent magnamity raises their reputation with the stewards. 
  Increased Incursions into Lojanese Territory  As Lojan, the Miru Miru and the Peacekeepers all know, bordering the Magaramachi means constant small scale border invasions.  But since Lojan stopped fighting back more and more Magaramchi have been attacking undefended merchant caravans and outposts.  The border will explode into violence soon. 
 
Grim ranger
    Kar-Nath Hegemony   
 Located in:  Polar zone, regions 62, 63, 64, 65, 75 and 77
 Capital:  Glacier Crag, Region 77    Turn 19   
   Nedir, the Frozen King   
 Diplomacy - 10, Military - 9, Economy - 9, Faith - 5, Intrigue - 6 
  Actions:  

1.  [Military]:  Raise a unit
 - With close to half of their effective armies having been destroyed in defense of their allies, the Hegemony gradually begins to recruit new patriots to fill the dangerous gaps left by the absence of veteran soldiers. 

2.  [Military]:  Invade Region 53 with 4 units, led by General Kreel (Mil 10) using March of the Conqueror perfected tacdoc (+1 to battle, +10% own casualties, Free Sway Aristocracy attempt on win, +1 to maneuver and +1 to battle from perfected tacdoc) and artifact Sus I Bik'ah (+1 to Tactical Maneuvering and Leader Loss rolls), using route 62 &gt; 61 &gt; 54 &gt; 53. If Kreel wins maneuvering and the battle, using Chain of Kings to add +2 to sway roll.
 - With the worrying capitulation of their ally to the Ennead, the Hegemony is ever more wary of theri civilization being under considerable threat, and moves to block off an avenue of approach towards their main waters. General Kreel has not led an outright conquest in many a year, but his instincts seem to not be dulled in the slightest as he heads out at the head of the Nathi columns. 

3.  [Economy]:  Continue Project: Expand Trade in Region 65 (3/3)
 - After many years of careful effort, the Hegemony manages to set up further farms to gain a steady supply of Talented Crabs for themselves. 

4.  [Economy]:  Buyout TP 1 of Region 53, using route 62 &gt; 60 &gt; 55 &gt; 53 and using 1 treasure (Roll:  15 . Success!)

5.  [Economy]:  Buyout TP 2 of Region 62 (Roll:  18 . Success!)
 - As the constant aggression of their bellingerrent neighbor has clearly worn on Hegemony's finances, the Frozen King tasks the merchants of the land to gradually expand the logistical network of the isolated realm. 

6.  [Diplomacy]:  Attend event: The Grand Opening

 
 Spoiler: Event subactions 
Trade Electrodialytic Staurozoa and Joined-Stalk Companies technologies to MIR in exchange for Mamomachines and Oxygenating Implantations technologies

Trade Joined-Stalk Companies technology to LSD for Crimson Cuirasses technology

Trade Composite Grafting and Filter Feeders technologies to MGM in exchange for Blood Algae and Battlefield Scavengers technologies

Trade Joined-Stalk Companies technology to STC in exchange for Megafauna Caravans technology
 

  Non-actions:  

Constant: Automatically accept all trade routes, cultural exchanges, gifts, etc from other players, Automatically defend against any unauthorized buyouts/incursions/etc.

A.  Create a monument: The Grand Procession (2/3) 
 
 Spoiler: For whom does the glory belong? 
 At first, there are problems, as is always the case with forging of new honors and stations of greater responsibility. The new system of merit drives many to advance their station without all the proper care for consequence, and although the agents of the King are on lookout for such, many no doubt try to attain honors the likes of which they are not entitled to. Regardless, Nedir presses on with his plan... but certain checks and balances will no doubt be necessary to avoid this gesture of unification from turning into a meaningless contest for shallow glory.

As such, the agents of frozen king make sure to inspect the possible candidates for honors in utmost detail through numerous informants. Not only does this leave many too afraid and suitably chastized to try and fool the nation in all but most extreme of circumstances, but the mostly innocuous ceremony allows the king's agents to better keep track of tensions and schemes across the breadth of the Hegemony. This is, naturally, only a fortuotous side-effect of well-meaning celebration.

To suggest otherwise would be silly, after all.

The preparations for a suitable venue are almost complete as well, a complex route lined with banners in places it went through the major cities of the Hegemony before ending up at the foot of the Frozen Palace itself. Now, all that remained was to see if any had truly earned the right to be acclaimed for their righteous acts... or if the frozen king would have be disappointed by the measure of his people. 
 

B.  Spy action (Loyal Figment) - perform Counterespionage (+1 from Office of Chain Wardens and +2 from ABS rank 2 bonus, both against secret actions) 

C.  Allow GRV armies free passage through KNH lands, treat all other armies currently as hostile 

D.  All KNH's prisoners are kept in Glacier Crag to benefit from Order of Chain Warden's extra protection against secret actions 
  News &amp; Rumors  
 The pronouncements of King Akkoroas receive a pointed response from the Frozen Court. 
 "No clever twists on your part will absolve you of your crimes of assaulting nations that have had righteous reason to demand reparations from you. No heated speeches to your lackies will justify your invasions for land and power alone, for that is clearly all that the Ennead understand. Our frozen waters will offer you no tribute, no cooperation will be had with your cowardly kind. Until the Ennead negotiate in good faith and are willing to repay lives that they have taken from the Hegemony and its allies, our borders will forever remain shut to you...and should you assault us again, you will be dooming those among your ranks who already have a cause to regret their transgressions." 

(OOC: The Hegemony demands reparations from SEN's killing of their units and invasion of DRG to total of 4 treasure. They will not be paying anything until SEN is willing to negotiate in good faith. If SEN takes any hostile action against KNH, KNH will execute SEN's general and all prisoners of war. KNH is willing to negotiate regarding their return, as long as it receives guarantees SEN is not about to attack.)

  Leader improvements from turn 19:  

+1 Military, +1 Economy

  Leader stats for turn 20:  

Diplomacy - 10
Military - 10
Economy - 10
Faith - 5
Intrigue - 6

 
 Spoiler: Leaders &amp; agents (end of round 18) 
 Leader:  Nedir the Frozen King (Diplomacy - 10, Military - 9, Economy - 9, Faith - 5, Intrigue - 6)
 General:  Kreel, Exarch of Banners (Military 10, March of the Conqueror Tactical Doctrine (+1 to battle roll, +10% to own casualties, free Sway Aristocracy attempt)(Perfected), Slaughter-Cadres Tactical Doctrine (-1 to Maneuvering roll, -1 to Battle roll, +20% enemy casualties, -4 to enemy leader loss roll))
 General:  Marshal Adaya shel-Girum ban-Liav (Military 8, Unbending Iron Tactical Doctrine (defense only, +3 to battle roll, -2 to own leader loss roll, +20% enemy casualties, +10% own casualties), Abyssal Expertise: Gains a bonus to Maneuvering rolls equal to the current Depth level.)
 Spy:  Loyal Figment (Intrigue 8)

 Others:  Munda (Ambassador of the Hegemony), Rayn (Chieftain of Plains of Sarkenos, technically independent)

 Historical:  Frozen King Rham (Frozen forever in Rimestone ice, as per ancient Nathi tradition)
 

 
 Spoiler: General bookkeeping (End of round 18) 
 Regions:  77 (Capital), 75, 65, 64, 63
 Military units:  7
 Treasure:  2
 Artifacts:  Chain of Kings, Sus I Bik'ah (Prize of the Depths)
 Specialized Ships:  The Silvered Eye
 Reputation:  ABS (2), CCA (4), DNA (2), PRS (2)
 Favors:  ABS (1), CCA (2), DNA (1)
 Trading posts:  5 (Effective number: 7) - 1 income
Rimestone - TP 1, 77 (Merchant support)
Glittergill Shards - TP 1, W6
Mercenary Retainers - TP 1, 129
Preserved Foodstuffs - TP 3, 78
Electrum Conduits - TP 1, 76 (Merchant support)

 Civilian Technologies:  Composite Grafting, Trophic Deconvolution, Photospore Signaling. Supernatic Propagation, Megafaunal Tailoring, Graduated Symbiosis, Electrodialytic Staurozoa, Mitochondrial Regulation, Filtration Grafts, Seeker Barnacles, Joined-Stalk Companies, Indah's Embrace, Bioluminescent Navigation, RADIANT SPHERES
 Military Technologies : Razor Current Netting
 
Volthawk
 
   The Cyphiri Union   
  Round 19  
 Regions:  Cyph-Arel (122, Capital), Pyl-Garat (129), The Emerald Tidelands (124), Carr-Narin (121)
 Ruler:  Ashal Hallus
 Faith:  The Flowing Way (The Cyphiri Way)
 Diplomacy  5  Military  5  Economy  7  Faith  5  Intrigue  3
 Voice of Harmony:   Lyric  5  Passion  5
 Merchant Marine 
 
 
  Actions  
 End of Turn Ruler Increases:  +1 Diplomacy, +1 Military, +1 Economy
 
 Recruit Unit (Wonder activated; 3 Treasure spent for +1 unit) [Military] - Unrolled
  Besides the efforts to rebuild the Retainer Guard, there are other new military forces being put together in the Union.

The first are the Order of Knights of the Cavern of Arthan (usually shortened to the Knights of Arthan by most Cyphiri, including the majority of the knights themselves), having recruited to a large enough number that those among them ready and willing to fight in battle (many deciding instead to focus on more backline, logistical or otherwise supportive means of contribution than actually fighting) can form a significant military force in and of themselves, pledged to assist the Retainer Guard in times of trouble - in Renald's plans and organisation of the Union's military, they're put down as skirmishers, more mobile and sneaky than the main Kalan-dominated army (taking advantage of their background as opportunity scouts and the natural abilities of the Cyphiri) but also less well-trained, disciplined, and capable of staying solid in the middle of fierce battles.

The second are a group quietly hired by Ashal Hallus from the Exchange - she'd learned about the old private force House Hallus (well, just the Hallus family at the time) used to own, and how they were signed over to service in the Stewards' military, and how Baran had seen little need to replace them. She disagreed, and so gathered up a band of kucen mercenaries loyal to her and House Hallus rather than the Retainer Guard and the Council Fund. She didn't yet know if the distinction would matter in the years to come, but she felt...safer knowing that it was there. Her earliest hires had proved useful in the fallout of recent events in the Glossian Sea, in any case.   
 Great Project - Carr-Narin Tunnels (1/3; 4-stage project w/ Piryon Ma'yan used for -1 actions) [Military] - Unrolled
 Effects not worked out with the GMs yet, thinking something along the lines of helping interceptions here or making it more effective as hostile territory to those moving through. Can increase to a 5-stage project if required. May also give it a better name if one comes to mind. 
 Looking at recent events as a whole - multiple attacks and raids by the shark people living in the waters between the tropics and the home waters of the Cyphiri, coming to a head with the battle to protect Ruwa Mai Juyawa, and the increasing role that the Lambent Syndicate appeared to play in the fall of the Lux-Glossian Shades - the Retainer Guard comes to a conclusion that the southern waters were overall a threat, one that should be prepared for. Looking at the territory of the Union and its allies, another invading force would have to either come through Kral-Katena or Carr-Narin. Kral-Katena was under the jurisdiction of the Order, and between their knights and the protection of Death's Passage, the planners of the Guard felt that an attack going that way would be handled easily. That left Carr-Narin, currently offering little resistance to attack. The Guard planned to change that, sending out a team headed by Mathias, a Kalan with a talent for defensive strategies and the latest person to be entrusted with the Piyron Ma'yan. The cave systems that the Carral had set themselves up in seemed like a good place to start working from...  
 Attend the Grand Opening [Diplomacy] - Unrolled
 
 Spoiler: Subactions 
 
 Give Reanimation Colonies to MIR 
 Accept Oxygenating Implantations from MIR 
 Accept Megafauna Caravans from STC 
 
 
 The Belar family, like many Cyphiri, found news of the mall built by the Miru Miru fascinating, and many family members found themself at aloose end recently, with Wayfinder in for repairs and no major ventures planned, so a group of enterprising Belar head south with a stockpile of fossils to see what they can sell.  
 Sway Aristocracy of 126 [Diplomacy] - Not rolled yet
 Now that Lanit Hallus had secured her place among the swarmkeepers by marrying into the rulers of one of the strongest settlements, she sets about on a diplomatic mission, convincing the other swarmkeepers to accept unification into a Cyphiri-friendly government.  
 Buyout TP1 of 140 [Economy] - Unrolled
 In the aftermath of the defence of Ruwa Mai Juyawa, the Retainer Guard goes through a period of assessment and analysis, the command council deciding the best way to improve the Guard going forward. One issue brought up is the Cyphiri's lack of access to weapons-grade seeds that can be used for artillery support in battle. Some council members suggest once again getting involved in the competitive Giantsbane Seed industry in Orope, but when House Telan is consulted (they were once heavily involved in the business in particular and the Middish in general, after all) they suggest an alternative. The Fertilising Seeds found in B'kini Bottom have been discovered to exihibit similar but different properties to Giantsbane Seeds, a more outwardly explosive than individually powerful projectile, but nonetheless compatible with the Middish technology. The Telan had acquired ties to the relevant businesses in the region many years ago, but the lack of a strong need in the Union had stopped them from developing those ties into a steady supply of the seeds. Now, with the Guard's backing and payment from the Council Fund, it was time for that to change.  
 Adopt the Arctic Exchange Currency (1+2/2; Building Materials used) [Economy] - Unrolled
 The formation of the Polar-Confederate International Bank, and several countries joining the bank's currency system, hadn't gone unnoticed by the Cyphiri, the topic being a point of discussion for more trade-focused families ever since. Baran had always been reluctant to invest the time, money and political capital required to adopt the system and take advantage of its benefits - despite his drive to change and modernise the Union, that degree of entanglement with the global economy concerned him - but Ashal thought differently, and one of her first acts was putting the system into place. Making the internal structural changes, and ensuring that the Houses and families of the Union followed suit, took some time, but at least setting up the physical infrastructure to facilitate bank branches was easy to set up with the stockpiles of materials recovered from the island above the water.  
 
  Nonactions  
 
 Allow militaries from signatories of the Flowing Peace to move through Cyphiri waters without interference. 
 Treat Cyphiri-owned regions as hostile territory for any and all SHK attacks. 
 Provide Cobalt Dye to the Ironkelp Order through the trade route. 
 Support all Buyouts of Open Mercenary Retainers TPs in Pyl-Garat (129)
 The Exchange was still young, and many mercenaries hadn't had long-term contracts established yet, so House Pylet made sure to keep the word going that they were open for business.  
 Pause progress on a Monumental Undertaking - Arellian Mural (3/5)
 While Taran Leryn had a sponsor now, this didn't mean that progress had immediately restarted on the Mural. The Council Fund insisted for proper procedures to be carried out, and that involved a long period of planning and paperwork that ultimately lead to work stalling for some time - particularly given that Taran had little patience for this kind of thing.  
 Contribute to Waste Not, Want Not 
 Contribute to the Titan-Sized Damage Report  
 
  News and Rumours  
 
 The news coming out of Costa Sereia is worrying to many Cyphiri. In particular, the implication that this was a Lambent Syndicate-backed coup rather than a rogue agent has many Cyphiri looking southwards with concern - is this the end of the Syndicate's machinations, or are there more schemes to expect? 
 
  Houses and Families of the Cyphiri Union  
 
 Spoiler 

 Hasn't been updated for a few rounds now, need to get on that.
Edit: Will be done once ruler changeover is completed, to fit the new order of things. 
These days many families are organised into Houses, a group of families led by a family that is part of the Union Council that have certain legal and economic ties and obligations, so the following is organised to suit. As always, there are many more families than this (in and out of the listed Houses), and more Houses, but these are the ones mentioned in the fluff so far.

  The Council Fund  
 TPs:  122.1
 Other:  Arthan's Head
The Council Fund is organised like a Cyphiri family but without any kind of central bloodline, its numbers drawn from every Union Council family - the family itself, not the wider House (a technicality based on the wordings involved with the laws that established the House system, but one few of the Council families wish to change). Similarly, a significant amount of its assets come from the Council families, one of the obligations involved in joining the Council being to contribute a proportion of their assets to the Fund, the rest being assets created by the Fund using those contributions. Its role in the Union is intended to essentially be a neutral party and wealth reserve, one not beholden to one family, although council families use past loyalties and political maneuvering to push their interests, and in the restructuring of the Union House Hallus has more influence than the dominant family would have in the old days of the Union. One of their major roles is that of managing mercenaries - the Retainer Guard is a force of mercenaries hired on a long-term basis that answer to the Fund and are sent out as and when a family requires assistance beyond the scope of their own mercenaries, and if the Cyphiri ever go to war it is the Fund that will have military command (under the guidance of the Council). Beyond that, they're also the major investor in the photospore networks across Cyphiri waters and out to major Cyphiri holdings elsewhere, they're one of the largest buyers of Cyphiri gold, and they're the caretakes of Arthan's Head who decide which families can hire it out.
- Artan: The head of the arm of the Council Fund that works with mercenaries, and the one who made the early (but now irrelevant) deals with the Kalan Company that led to the diplomatic/economic foothold needed to secure the Fund's current mercenary force. As that force developed into the Retainer Guard, she's leveraged her role in things to become one of the major players in the military, developing a strong interest in battle tactics and strategy despite the typical Cyphiri attitude towards such things. Her parents were followers of the Flowing Way who named her for Arthan, but she doesn't adhere to the Way much herself.

  House Hallus  
 TPs:  122.2, 173.1
 Supports:  122 (Aristocratic/Mercantile), 111 (Aristocratic)
 Other:  Cultural Exchange with COS, Lesser Piryon Ma’yan
 House Families:  Belar
Once just the most important family in the field of research and development, the Hallus family are now the most powerful family in the Union. After taking the position of the Ulnesh, the Hallus family have set about restructing and legalising many aspects of the Union Council and the wider Cyphiri Union, leading to the establishment of the House system and the Union's current strength.
- Baran Hallus: The actual head of the Hallus family, and the one directing their recent political moves. He has great respect for Pelir's work, and tends to indulge her requests. He's got broader interests than the average Cyphiri, taking an interest in the military conflicts that have gone on around the known world, and making plans for diplomatic efforts beyond those that are business-related.
- Ashal Hallus: Baran's daughter (born during round 9), Baran putting time and funds into prophecies around her led to Prophetic Education being established.
- Pelir Hallus: The pioneer of Hallus biotech research, and the mind between most notable recent Cyphiri advancements. She's not the head of the family but has enough influence through the family to get what they want, if possible, with the Belar family being one example of this. She's quite fond of Costa Sereia, having used much of their technology in her work since meeting them.
- Lanit Hallus: One of Baran's main diplomatic agents and representatives. She's spent a lot of time in Orope in the past, trying to help the Telan stabilise and gain control of the merchants there, and the failure there has left a stain on her record that she's never been happy about. Since then, she's been assigned to coordinate with House Ulnesh in the Emerald Tidelands, a task she's working hard at in order to regain her standing within the family.
ur
 Belar 
 Supports:  140 (Mercantile)
 Other:  Wayfinder, Gulgolet Shero'ah Hakkol
A small family of explorers, eager to strike out into the unknown to find enough of value to make them rich. They established a mutually beneficial relationship with Pelir Hallus some years ago, with her finanicially backing their expeditions in exchange for her hearing first about their results and in general keeping the spark of adventure going within the Union, and with the establishment of the House system they've fallen fully under the banner of House Hallus. They're also the ones in charge of waste exploration and exploitation, journeying out in their ship, Wayfinder, and using gifts from the Abyssal Stewards to find anything of value out there.
 - Retak Belar: The head of the Kelad, and one more focused around the ecoomics of their operations than the actual work they carry out. As such, he's very close to the Hallus, wanting to ensure further funding and the other benefits of being part of House Hallus keep coming.
 - Rendal Belar: The captain of Wayfinder, the Kelad's ship built to venture out into the wastes. He's a devout follower of the Flowing Way who believes that uncovering the mysteries of the wastes may provide some kind of hidden insight to the secrets of the Way.
 - Arnel Belar: One of the three top researchers below Pelir. Keeps well-informed about discoveries across the world, and primarily works with networks of small interconnected organisms.

  House Ulnesh  
 Holy Sites:  122.1, 124.2, 124.3, 153.1
 Supports:  122 (Clerical), 124 (Clerical/Aristocratic)
 House Families:  Carral
Formerly the dominant power among the Cyphiri families, before the ascendancy of the Hallus family. Originally, they split their interests between a very strong agricultural base and ways of leveraging said strength in political and economic endeavours, but as more and more food is imported, the Union grows beyond their capabilities to feed, and other families take bites out of their agricultural empire, they've been finding that strength waning. These days, they instead leverage their high status among Cyphiri followers of the Flowing Way, with Werran Ulnesh their leader, to secure power. There was once a great rivalry between Ulnesh and Hallus, strengthened by the Hallus takeover, but these days they're almost cordial as the Ulnesh support Hallus ventures in the Union Council while the Hallus help them with their own plans focused around the Emerald Tidelands.
 - Werran Ulnesh: A devoted follower of the Way, close to Garren, excited to spread the Flowing Way to new lands, very curious about the way other countries and faiths work. He became the most influential Ulnesh after their fall from dominance, as his rapport with Cyphiri followers was separate from his family's business, and since Garren's death has taken control over the family as it focuses on its new direction.
 - Relas Ulnesh: The member of Ulnesh's leadership council most pushing for them to retake the top spot, and the main opposition to its current direction. She was originally Garren's preferred successor, but in the years before his death disagreements between the two meant she lost his direct support. She's proven herself to be a competent leader in her position, though, putting to bed many doubts people had when she was younger.
 - Helad Ulnesh: The man in charge of coordinating loans between the Ulnesh and other Cyphiri families, deciding who gets the offers and how they're repaid/the influence gained is otherwise used. Was once the favourite among most of the family to succeed Garren, but the family's shift in direction led to him being passed over in favour of Werran. He still has notable influence among other Cyphiri families due to his ability to leverage the loans, though, and he's been busy trying to bring various families into House Ulnesh.
 - Neyran Ulnesh: One of the three top researchers below Pelir. Still keeps an interest in the agricultural development that originally gave House Ulnesh its edge, despite that losing focus for the wider family, and otherwise works to integrate foreign technology and techniques with Cyphiri methodology.

 Carral 
 TPs:  123.1
 Supports:  123 (Mercantile)
Small decentralised family who were once down on their luck and turned to the Bone-Grinder's Guild of [112] to try to make a new future for themselves. Their attempts to become more influential in the Guild ended up gaining them little, but the expedition eastwards that the Bone-Grinders sponsored has borne fruit for them, and they are now based in that region and have established themselves as a dominant mercantile power in the region by selling on imports from the Kelad.

  House Telan  
 TPs:  109.1, 114.2, 118.1, 118.2, 134.2
 Supports:  126, 139 (Mercantile)
 Other:  CYP-OKI Trade Route
 House Families:  Kelad
Previously a minor family in one of Cyph-Arel's cities, now dedicated to the trade route between the Cyphiri and Middish. Operate a network of camps, rest stops and small businesses catering to those taking said route, and established the route itself. Has control over part of Orope's Giantbane Seed industry, along with investing in some nearby regions. Current leaders in fields relating to Supernatic Propogation, due to their ties to the Middish. They've ended up on the Hallus side of the Ulnesh/Hallus split in the Council, due to the family helping them secure the Cobalt Dye they now sell to the Middish.
 - Tarpan Telan: Head of the Telan, now living in Orope full-time. Quite fond of the Middish, and their interpretations of the Flowing Way. Approves of the Hallus' shift towards a standing mercenary retainer, the Middish attitudes towards war and battle having rubbed off a little.
 - Yanmet Telan: Tarpan's second in command, handling things on the Cyph-Arel side of the business and dealing with the other Cyphiri families.

 Kelad 
 TPs:  117.1
 Supports:  118 (Mercantile)
Another minor family, and one that's been very active in sending out opportunity scouts to the regions nearby to the Cyph-Arel - Orope trade route. They're not planning on making many big attention-grabbing moves for the time being, but have a plan to acquire resources vital to the efforts of other families and sell it on to them at a profit. In recent decades, they've been having a lot of troubles with the Black Pearls, many of their major holdings being in waters that the syndicate holds sway in.
 - Nalrin Kelad: An influential family member in the wake of the disruption brought by the Black Pearls, and very outspoken about her views of the syndicate.

  House Pylet  
 TPs:  129.2
 Supports:  125, 129 (Mercantile)
 Other:  Pyl-Garat (129)
One of the Union Council families, and the main one driving colonisation attempts. Has a great deal of influence with the smaller families and the colonists of Pyl-Garat, but is beholden to the Hallus in turn - an obligation they are trying to weasel out of as much as possible, not wanting to turn against old friends in the Ulnesh family but having found the offer from the Hallus too good to turn down.
 - Hapat Pylet: The head of the Pylet family, the main family in control of Pyl-Garat. Doesn't have the best reputation among followers of the Flowing Way, between many statements he has made that were critical of it, and the fact that many of the people living in Pyl-Garat have ended up following the tenets of Sakurado instead. The man himself appears to follow neither faith.
 - Rala Pylet: One of the three top researchers below Pelir. Primarily interested in the animals of the oceans, and the ways that their traits can be used in biotechnology.
 

  Statistics  
 
 Spoiler 

 Special Actions Available:  Diplomacy 5, Military 5, Economy 5, Faith 5
 Special Actions Used: 
  Diplomacy  
 
 Spoiler 

 Reputation/Favours 
 The Abyssal Stewards:  Rep 2, 0 Favours (Expected Change: +1 Favour)
 - Welcome: +1 to resist Sacks and Coercion
 - Friendly: +2 to resist Secret Actions
 The Chelonian Chora:  Rep 3, 0 Favours (Expected Change: +1 Favour)
 - Welcome: +1 to resist Supports becoming Open or Unruly
 - Friendly: Distance Losses triggered every fourth region; -0.5 distance penalty (-1 if target is adjacent to/has a CCA base)
 - Favoured: Can pay 4 regions to ship to a region with a CCA base from another CCA base; can Seek Aid after an action has been rolled 1/round
 - Voice of Harmony:  Various benefits  ( Passion rules )
 The Divine Nacre:  Rep 2, 0 Favours (Expected Change: None)
 - Welcome: +1 to Exploration, Prospecting and Colonisation
 - Friendly: +2 to Investigations
 International Prestige:  Prestige Rank 2, 0 Prestige (Expected Change: None)
 - Respected: +1 to Establishing and Pressing Claims and Promoting Claimants
 - Admired: +1 to attempt/resist Sway and Impress actions

 Bases 
122: Reefback Nursery
124: Smoking Garden

 Cultural Exchanges 
Costa Sereia

 Cultural Identities 
Troubled Supports (Sway and Impress Reaved and Unruly factions)

 Great Works 
The Palranic Anthology (Literature; kept in Cyph-Arel)
 

  Military  
 
 Spoiler 

 Units:  2 (Expected Change: +3)
 Unit Cap:  13 (Base 3 + 3 Regions + 6 Supports + 1 Wonder)

 Aristocratic Support 
91, 122, 129, 101, 111, 124

 Generals 
Renald (Mil 8): Prime Targets (Free Sack attempt on offence, -2 enemy leader loss on defence, -20% own and enemy casualties)

 Perfected Tactical Doctrines 
None

 Fortresses 
None

 Military Technologies 
    Technology 
 Type 
 Effect 
 Requirements 
 Met? 
 
  Supermarine Artillery 
 Dropping Weapons 
 +1 to battle and maneuvering rolls in Depth 0 regions 
 Supernatic Propogation, Photospore Signalling, R: Giantsbane Seeds 
 No 
 
  Reanimation Colonies 
 Warbeasts &amp; Mounts 
 -10% own casualties 
 Graduated Symbiosis, R: Corpses/Skeletons 
 Yes 
 
  
 

  Economy  
 
 Spoiler 

 Treasure:  4 (Expected Change: +1; Rate 3 - 3 Actions + 1 Mammomachines)

 Trade Posts 
 Effective Total TPs  21
 Treasure Rate  2

 Foreign TPs with Owned Mercantile Support  4
    Trade Post 
 Resource 
 Use 
 Support 
 Rate 
 
  109.1 
 Swarm Ash 
 Bitter Tourism 
 Open 
 1 
 
  117.1 
 Biolumiscent Tunicates 
 Support of 118, Holographic Certification 
 Costa Sereia 
 1 
 
  118.1 
 Domesticated Sea Cows 
 Support of 126/129/139 
 Cyphiri 
 2 
 
  118.2 
 Domesticated Sea Cows 
 Support of 126/129/139 
 Cyphiri 
 2 
 
  122.1 
 Native Gold 
 Joined-Stalk Companies 
 Cyphiri 
 2 
 
  122.2 
 Native Gold 
 Joined-Stalk Companies 
 Cyphiri 
 2 
 
  127.1 
 Ray-Ear Seaweed 
 Support of 121/122/123/140 
 Costa Sereia 
 1 
 
  129.C 
 Mercenary Retainers 
 Union Mercenary Exchange 
 Cyphiri Union 
 2 
 
  134.2 
 Cobalt Dye 
 None 
 Costa Sereia 
 1 
 
  173.1 
 Tiny Tubeworms 
 Filtration Grafts 
 None 
 1 
 
  186.1 
 Mammoth Seals 
 Seeker Barnacles 
 None 
 1 
 
  W35.1 
 Titanic Rune-Carved Fossils 
 Reanimation Colonies 
 None 
 1 
 
  
 Mercantile Support 
118, 122, 123, 125, 126, 129, 139, 140, 170

 Cities 
Union Mercenary Exchange (129;Mercenary Retainers TP + Sacks)

 Trade Routes 
Cyphiri - Ironkelp Knights
Cyphiri - Kar-Nath Hegemony

 Specialised Ships 
Wayfinder

 Civilian Technologies 
    Technology 
 Type 
 Effect 
 Requirements 
 Met? 
 
  Composite Grafting 
 Starter 
 None 
 None 
 Yes 
 
  Graduated Symbiosis 
 Starter 
 None 
 None 
 Yes 
 
  Megafaunal Tailoring 
 Starter 
 None 
 None 
 Yes 
 
  Photospore Signalling 
 Starter 
 None 
 None 
 Yes 
 
  Supernatic Propogation 
 Starter 
 None 
 None 
 Yes 
 
  Trophic Deconvolution 
 Starter 
 None 
 None 
 Yes 
 
  Anoxic Adaptation 
 Border (Access) 
 Cross Brackish Borders 
 Composite Grafting, Trophic Deconvolution 
 Yes 
 
  Bitter Tourism 
 Border (Access) 
 Cross Glacial Borders 
 R: Heat Source 
 Yes 
 
  Filtration Grafts 
 Border (Access) 
 Cross Toxic Borders 
 Composite Grafting, R: Filter Feeders 
 Yes 
 
  Electrodialytic Staurozoa 
 Border (Bonus) 
 Ignore the distance penalty from Briny borders twice/round, doesn't affect distance losses 
 None 
 Yes 
 
  Papershell Draft-Cuttle 
 Border (Bonus) 
 Ignore the distance penalty from Brackish borders twice/round, doesn't affect distance losses; +1 Prospect in depth 0 Colonies 
 Supernatic Propagation, Anoxic Adaptation 
 Yes 
 
  Bioluminescent Navigation 
 Depth 
 Allows access to Depth 1 regions 
 Photospore Signalling 
 Yes 
 
  Holographic Certification 
 Action Bonus 
 +1 to resist Undermine Support actions 
 Photospore Signalling 
 Yes 
 
  Joined-Stalk Companies 
 Action Bonus 
 Expeditions reward 1 Treasure instead of +1 to a Buyout, Great Success gives automatic control of a TP instead of 1 Treasure, wastes exempt. 
 Composite Grafting, R: Precious Minerals 
 Yes 
 
  Adventuring Parties 
 Action Bonus 
 Can send Missions from any region with owned Aristocratic Support 
 Photospore Signalling, R: Skilled Labour 
 No 
 
  Seeker Barnacles 
 Action Bonus 
 Can send Expeditions from any region with an owned Trade Post 
 Graduated Symbiosis, R: Megafauna 
 Yes 
 
  Traveling Scholars 
 Ruler 
 Roll and drop 1 additional d4 when adopting a new non-dynastic ruler 
 R: Talented/Knowledgeable Labour 
 No 
 
  Mamomachines 
 Economy 
 Regain 1 Treasure per 3 spent in a round 
 None? 
 Yes 
 
  
 

  Faith  
 
 Spoiler 

 Faith Holy Sites: 
 Clerical Support 
122, 124, 126

 Organised Faith Bonuses 
+1 to Impress Actions
Cultural Identity for Buyouts
Prophetic Education (Roll twice for Economy and choose either result when changing rulers dynastically)

 Artefacts 
 Arthan’s Head  As an action (that can be associated with any stat), the owner of Arthan's Head can select a region for the Head to focus on in the next round. This provides a +1 bonus to all actions targeting that region that use the same stat as the action used to focus the Head in the round before.
 Shero'ah Hakkol  One Prospect action per turn in a Wastes region gains a +2 bonus.
 Lesser Piryon Ma’yan  Reduces the action cost of Projects in one region by one action as long as exactly one action’s worth of progress is added to the Project each turn and the Piryon Ma’yan remains in the region the entire time. Currently applicable to Projects with an action cost of 5 (or more). As the Piryon Ma’yan grows, this effect may improve.

 Holy Orders 
None

 Miracles 
Bones of the Ocean - Wastes TPs owned by Cyphiri Way countries count as Holy Sites
 

  Intrigue  
 
 Spoiler 

 Spies 
None
 

  Claims  
 
 Spoiler 

122 - Historicity, Integration
124 - Confederation
126 - Marriage
 

  Total Passive Effects  
 
 Spoiler 

 Borders: 
Access Depth 1, Brackish, Glacier, Toxic
Ignore penalty for briny and brackish borders 2/round each, non-battle uses only

 Actions 
Buyouts: 2d8 CI
Impress: +1 Prestige, +1 Religion, 2d8 CI if Unruly/Reaved
Sway: +1 Prestige, 2d8 CI if Unruly/Reaved
Exploration: +1 Nacre Rep
Prospecting: +1 Nacre Rep, +2 Artefact (1/round, Wastes only), +1 Tech (Depth 0 only)
Colonisation: +1 Nacre Rep
Claims: +1 Prestige

 Defensive 
Resist Coercion: +1 Steward Rep
Resist Sack: +1 Steward Rep
Resist Secret: +2 Steward Rep
Resist Supports becoming Open/Unruly: +1 Chora Rep
Resist Sway/Impress: +1 Prestige
Resist Undermine: +1 Tech

 Misc 
Merchant Marine: Extra Economy action, 15 treasure cap, can spend 3 treasure on a roll, foreign TPs in mercantile support regions count towards treasure, can provide two resources through a trade route
Friendly with the Chora: -0.5 distance penalty (-1 if target region has/is adjacent to a Nursery, unit distance losses triggered every 4 effective regions
Favoured by the Chora: Pay 4 regions to skip to any region with a CCA base for distance penalty purposes, make 1 post-roll Seek Aid a round
Building Materials: 2/3 project actions count double
Mammomachines: Gain 1 Treasure for every 3 spent in a round
Joined-Stalk Companies/Seeker Barnacles: Expeditions can be made from any owned TP, and rewards are changed to 1 Treasure on success/automatic control of a TP on great success

 Union Mercenary Exchange 
+1 to Mil actions in 129 (own Aristo support)
Can always coerce trade posts in 129 (own Aristo support)
+1 unit cap (own Merc support)
1 extra defender in 129 (own Merc support)
2/round, spend 3 Treasure to recruit 2 units with one action (own region and both supports)
 

 
Feathersnow
 
  The World Garden 
 SKR 

PRIMARCH PETRIX THE PIED PEARL 
9 Diplomacy
6 Military
7 Economy
10 Faith
2 intrigue


 Diplomacy  Impress Aristocracy in 108. Spend 1 treasure to add a +1 to the roll and a treasure for the rank three DNA ability
 Success!! 
 We need to solidify our gains! 
 Military 5  Raise a Fortress in 108
 Let this stand for all time in defiance of the Finalist Blasphemy! 
 Military  Raise a unit

 Astartes legions will sadly never be obsolete again 
 Military  give active defense in region 108.  Clös as general, leading 5 units.  Accept help from PGL gratefully and defer to them, using Witness of The Great Commission Manuever unless they think something else would be best.

 Intrigue  Begin work on The Psychologue (Fluff tbd Canon project) 1/5 
 Intrigue  Continue work on The Psychologue  2/5 

Stat increases- + 5 Dip, +1.5 Mil, +1 Int

New Stats:
9 Diplomacy
7 Military
7 Economy
10 Faith
3 intrigue

 Non-action  Provide a TP of liming snails as Fertilizer to the poor people of Rilanto Pass

 Spy Action  MRK finishes her communing with Deep Blue and leaves.  Whatever she was looking for, she must have found it. Her location is no longer public knowledge.

 
 Spoiler:  PRS Monument The Broken Shell 3/3 

Besides the Cube Garden and the Kindergarten is a third memorial to the Trawling Beast attack on Tair.   The Broken Shell .

A statue depicting a broken snail shell composed of pieces of broken tiles suspended in clear resin.  Tiles and shells, in Hermit Crab culture represent "Home" so the superficial meaning is one of loss.  But the implication is one of Hope.  By adopting the teachings of St. Psaul and no longer "wearing the past," Sakura-Jin can leave behind their memories of loss and look forward to the future!
 


Treasure-  4 (two spent)-&gt; 2 remain

 A tax audit indicates The World Garden was slightly less broke than believed as they actually still had a small income from before outsourcing thier economy 
  The Black Pearls
BLP
  
The Black Pearls strike a blow for hope by trying to unseat the economic base of the Finalist Doom-mongers!  Unfortunately, it is parried by their dogged gloominess.

 Roll 
 
 Spoiler:  Other news 

A team of Astartes and Levt Rangers jets to the residency of Duarto Alverna in their pompously liveried kraken-chariots and trailing diplomatic banners.   Their leader gets out and delivers a letter to the footman.

They leave, as vaingloriously as they came.

After a safety sweep, the letter is opened.

   
To my friends in Costa Sereia,

Please stop.

-Petrix, Primarch of the Sakura-Jin and The World Garden

   
 
MappyPK
     Splendid Miru Miru     
  The Regions of  Aniwana (153)  and Parikao (150)
Round 19  
   
 

 Leader: Kororia the Wise 
Diplomacy: 5
Military: 7
Economy: 10
Faith: 5
Intrigue: 3
Expected gains: +2 ECO

 Standard Actions  
  ECO  - Special 10 - Create Technology
 
 Spoiler: Oxygenating Implantations 
 Oxygenating Implantations 
Prerequisites: Composite Grafting, Bioluminescent Navigation, vegetation or other photosynthetic organism
Effect: Allows traversal of Depth 2 regions.

If microorganisms could be used to solve the problem of the darkness of the depths, what is stopping them from increasing the amount of available oxygen to travelers as it decreases the deeper one goes? Miru scholars have found a way to graft colonies of microorganisms onto the gills of the Taika people. First, the slightly modified messenger photospore organisms would be grafted around the area in order to provide a constant source of light, which could be toggle-able with proper training procedures. Then, a synthetic cell containing highly efficient genetically-modified chloroplasts could be attached within the gill itself, capturing the light and carrying out photosynthesis even in the depths. This process, of course, would generate the necessary oxygen for one to breath at medium depths so long as the travelers are willing to undergo the procedure, pumping it directly into the gills for quick transfer.
 
 
  ECO  - Start a world wonder.
 
 Spoiler: Extravagant Spending for an Extravagant Cause 
With the completion of the Mall and steady flow of income as a result of Kororia's recent expansions into foreign markets, many Taikans began to notice an influx of exoctic materials and imported labor flowing into the seas of Aniwana, not too far north of the Golden City of Kanapa. A space rivaling the size of the Mall was cleared of its vegetation and stones, creating a nearly perfectly flat ovular space, just outside of which these building supplies would be placed. Among the purchases would be a variety of hard metals, rare stones, colorful sands, and exotic vegetation, as well as construction equipment to dig out space in the ground, and plenty of compacted dirt. Large quantities of glass and luminescent crystals were also spotted by many a merchant. It was not clear what, precisely, Kororia had planned next, but the economic preparations were underway for a luxurious project of massive scale. Rumors say that perhaps the government is trying to lure in more spending customers for the Mall through some sort of new attraction, but the commonfolk were left to wait for further information, as few Taika could bring themselves to do the manual labor being requested at such a large-scale construction site.
 
 
  ECO  - Buyout TP 1 in Region 158 for Hardbell Jellyfish. Use the Compass for +2. Spend 1 treasure for +2 using Kanapa city bonus.   [Success!]   
  ECO  - Buyout TP 2 in Region W35 for Titanic Rune-Carved Skeletons. Pay 1 treasure to the Pojanese Raider Bands.   [Success!]   
  MIL  - Ensure that the Outer Shades of Region 152 have a government in which their voice is heard through a peaceful introduction of Miru protection.
   -Invade   Region 152 with 4 units led by Tiaki (MIL 10) attempting Impenetrable Bubble. Route: 153 -&gt; 152, no distance losses.  
  Non-Actions 
 
 DIP - Host the  Grand Opening. 
 
 Spoiler: The Grand Opening 
With the Mall nearing completion, Kororia and her peers invite the leaders and delegations of the world to marvel in the spectacular sight that is the city-sized outdoor shopping center, encouraging them to pick up a few souvenirs for the way home. Of course, many political figures of Miru Miru would be in the area for such an occasion, should anyone want to offer a trade agreement.
 
 -Trade Oxygenating Implantations to GTZ in exchange for a future favor.
-Trade Oxygenating Implantations to CYP in exchange for Reanimation Colonies.
-Trade Oxygenating Implantations to STC in exchange for Megafauna Caravans.
-Trade Oxygenating Implantations and Mamomachines to KNH in exchange for Join-Stalk Companies and Electrodialytic Staurozoa.
-Trade Bioluminescent Navigation and Photospore Signalling to MGM in exchange for Blood Algae.
-Gift 2 treasure to LSD, for the people of the Mall miraculously believe that their generosity during the Grand Opening should not go unreciprocated.  
 Change rulers non-dynastically.
 
 Spoiler: The Heart of Gold 
 Rolls 
Name: Apo Ario, the Heart of Gold
Diplomacy: 3
Military: 3 + 1 -&gt; 4
Economy: 4 + 1 + 2 -&gt; 7
Faith: 3
Intrigue: 3

Weeks after the Grand Opening of the Aniwana Mall, Kororia would unexpectedly resign as Teacher of the Miru Miru, stating that she has fully exhausted herself leading the nation through its first major expansion and most grand diplomatic mission since its founding. Or, at least, that's what most of the Taikans believe. Rumors quickly spread throughout Aniwana that Kororia had recently refused to undergo the necessary procedures to take advantage of the Oxygenating Implantation effort across the nation, and therefore would be unable to travel into the nation's newer seas, which would be heavily problematic for keeping strong relations with the Pojanese. Some believe that her council of advisors delivered an ultimatum, leading to her poor excuse of a resignation.

The standard competition for deciding the next leader of Miru Miru quickly occurred over the next few days. Coming out on top with an astonishingly yellow bubble was a green Taika with purple spots who called himself Apo Ario. He was a relatively unknown name to the political community, but apparently a respectable member of one of the newest villages of Parikao. Ario would quickly gain the title the Heart of Gold, which many attribute to his love for the color yellow and his trademark hearty laugh.
 
 
 Give SUR Oxygenating Implantations via Cultural Exchange. 
 Spy non-action. 
 Allow members of GREG to move units through Aniwana if necessary. 
 Resist all buyouts, sways, and any conversions not by the Way. 
 Complete the Aniwana Mall! (5/5 for +2 PRS)
 
 Spoiler: At Long Last 
Finally, after nearly fifteen years of constant upgrades and construction, the Aniwana Mall had reached its complete state. The Grand Opening would mark the completion of the foreign goods district, with a variety of shops from around the world being established in Miru Miru such that its rich people can enjoy the luxuries of the faraway seas. In the meantime, though, the final quadrant was developed to include a wide variety of recreational activities and hotel-like housing for visitors from near and far. Truly, the Aniwana Mall had become a place a family could spend a weekend, with all of their needs -- and wants -- taken care of.
 
 
 

 

 
 Spoiler: Bookkeeping 
 Favors :
ABS = 2
CCA = 1
DNA = 0

 Treasure  = 4 - 1 (toll) - 2 (to LSD) - 1 (buyout) = 0 + 2 (income) + 1 (toll)
 
Lumaeus
    The Rebelborn Myriad   
Turn 2, Round 19

Leader: The Father Rebellious
Diplomacy: 3
Military: 1
Economy: 3
 Faith: 10 
 Intrigue: 2 
 2 Treasure 
 4 Units  
 
 Spoiler: Regional Fluff 

 
 Spoiler: Dead Seas 
 

 



Faith10: Miracle: Ascension


Faith: Conversion 67.1


Faith: Conversion 71.1


Faith: Conversion 71.3
 
 Spoiler 
 


Faith: Conversion 70.1


Faith: Conversion 61.3 (Boring Doctrine)


Non-actions:
Allow ESP to copy Censer if they desire
Accept no trade goods nor tech.
Resist Titans and DRG
Accept literally anything the Gravetenders do
Resist conversion of 71.2
Transfer 1 treasure to SEN via bank
Transfer 1 treasure to ESP via trade route

New Leader Next Round!
Faith+3
mystic1110
 
   

Leader: Shark King, Herald of the God-Fish

D:4. E:2 M:10 F:7 I:6  
Regions - Units:

The Polar Dogmatists are in Region 175 and gain 1 Unit and are at 9 Units. They will move to Region 80 beginning of next round.
Temperate-Old Guard are in Region 142 and lose 3 Units and are at 4 Units. They will move to Region 99 beginning of next round.
Tropical-Hooligans are in Region 158 and gain 4 Units. With their population swelled to an unprecedented 10 Units, certain family heads decide to seek less populated waters. Tropical-Brain Eaters stay in Region 158 with 5 Units. Tropical-Marrow Feeders move into Region 147 with 5 Units.

 Shark People – (Polar-Dogmatists) – Actions: 

Military -  Sack Sugarweed 174.1 ( 19 )
SHORB Action - Military - Sack Sugarweed 174.2 ( 18 )

 Shark People – (Temperate-Old Guard) – Actions: 

Faith/Diplomacy - Convert/Attend Event

 Shark People – (Tropical-Brain Eaters) – Actions: 

Military -  Sack Hardbell Jellyfish 158.1 ( 14 )
Military -  Sack Hardbell Jellyfish 158.2 ( 18 )

 Shark People – (Tropical-Marrow Feeders) – Actions: 

Military -  Sack Driftnet Spiders TP 147.1 ( 14 )

 Non-Actions 

1. Accept all TPs, Techs, Treasure and Artifacts

 
 Spoiler: Diaspora 
Units:
Treasure: 5
Trade Posts:
56.1 – Herring (FOOD)

General: Gwasgymarchog (8) - Tac Doc - One Thousand Arms (Must be attacking; -2 to Maneuvering roll, +4 to battle roll, and +20% enemy casualties. On battle victory, make three free Sack attempts then return region control to previous owner. If lose Maneuvering but win battle, make two free Sack attempts then return region control to previous owner. Treat Footholds (ties) as battle victories but make one less Sack attempt.)
 
Minescratcher
     The Order of Orders     
  Comprising
The Sacred Order of Knights of the Ironkelp of First-King John of Ruhum (Orope -  Region 114 )
The Order of Knights of Dupiopóli (Ektalithiades - Region 113)
The Order of Knights of the Divine Watchful Eye (Ke Yi Ade - Region 127)
The Order of Faithful Knights of the Violet Crown (C'oupé - Region 116)
The Order of Truthseeking Soldiers of Usman (Ruwa Mai Juyawa - Region 118)
The Order of the Blind and Silent Knights (Yuksekale - Region 176)
Kral-Katena - Region 123
The Tideswept Shelf - Region 111
Region 112
Region 115     
 Here Follow the Records of the Years  19-21  of the Tenure of Grand Master Martin the Young, 41st Grand Master of the Order of Knights   
Round 19

  Actions:

1.  [Military]  Invade the Glossian Sea [Region 135] with 5 units led by Dame Commander Caitriona MacAilpein (Mil 10) attempting Quiver Hell's Foundations (+2 battle), using the Regalis Arbor to skip to 136, using Supermarine Artillery (+1 battle, +1 TM), the Thunderstone Cudgel (+1 battle), and the Middish Way (+1 battle, +2 leader loss)

2.  [Military]  Raise a unit

3.  [Faith]  Convert 112 HS 1 from the Final Peace to the Flowing Way:  12 

4.  [Faith]  Convert 126 HS 2 from Thirsting Tenets to the Flowing Way:  14 

5.  [Faith]  Convert 114 HS 2 from Open to the Flowing Way:  13 

6.  [Faith]  Impress 113 Clergy:  18 

Nonactions:
 
 Allow Cyphiri and Gotezhar armies to travel through Order waters. 
 Allow any armies participating in the defense of [Region 108] to travel through Order waters. 
 Accept Cobalt Dye from the Cyphiri Union via the trade route. 
 Assist own conversions in 112 and 114. 
 Finish construction of the  Forum Comitium Universalis  (Monumental Undertaking 3/3)
 
 Spoiler: Forum Comitium Universalis 
The unfortunate building delays of the last few years were well used by the scribes, who have completed a detailed history of the entire history of Orope and of the Ironkelp Order that occupies an entire quarter of the library all to itself, but their peace and quiet is shattered once more as the finishing touches are placed on the great assembly hall. The commissioned banners of each constituent Order are brought in and hung in the spherical central hall, whose final gaps have been patched with waxed Giantsbane leaves. Woven hammocks by the thousands are installed in the east wing of the assembly hall, and the dormitories are soon filled with Knights and dignitaries from across the Order's waters. The Forum Comitium Universalis may perhaps not  literally  live up to its name, but its scale and grandeur are nonetheless impressive: a more than fitting place to hold the central court of a realm whose span rivals the greatest empires known to the Flowing Way.
 
 
 
 
 Spoiler: News and Rumors 
 
 Feirefis has warmed somewhat to the Order following the aid in acquiring scorpion toxins for the Batrachs, and he sends an embassy to talk with his brothers. Little of what is said is public, but it is generally believed that they are attempting to find a middle ground where Feirefis's position is not threatened, but the Order maintains its influence over the locals of C'oupé.
  .   
 Lux-Glossia is irredeemable. All that can be done now is salvage what little honor and dignity remains.
  .   
 Master Andrianos is dispatched through Death's Passage to Aniwana to act as a military attaché, both to help the splendid regime gain a better mastery of Giantsbane seeds and to observe their military preparations, valuable information to have should the Flowing Way come under attack from the east. While there, the Tyrnamoi Knight hears rumors that the Lambent Syndicate intends to seize [Region 152] following the collapse of their puppet state. In the interests of protecting not only the outlying Shades there but also the rest of the faithful beyond, he urges Kororia and Tiaki to occupy the region themselves first. 
 
 

 
 Spoiler: Ruler Information 
Grand Master Martin of Insol, 41st Grand Master of the Order of Knights, etc etc
Current stats
 Diplomacy :  10 
 Military : 8
 Economy : 6
 Faith : 6
 Intrigue : 5
 Rolls 

New Ruler Next Round? no

Expected Stat Bonuses: +1 Mil, +2 Faith
 

 
 Spoiler: Other notes 

Generals:
 
 Dame Commander Caitriona MacAilpein of the Scoshlangue (10) - Tactical Doctrine: Quiver Hell's Foundations (+2 to battle roll) 
 
Units: 5 / 16

Treasure: 0 +1 passive

Resources controlled:
 
 Region 114: Giantsbane Seed x2 (TP, City) 
 Region 116: Anuran Vanguards 
 Region 129: Mercenary Retainers (May spend up to 2 Treasure per round on battle rolls to gain 1 effective unit per Treasure spent) 
 Region 133: Wave Scorpions 
 
Techs:
 
 Supernatic Propagation 
 Trophic Deconvolution 
 Megafaunal Tailoring 
 Photospore Signalling 
 Graduated Symbiosis 
 Composite Grafting 
  Anoxic Adaptation:  Permits actions and troop movement across brackish (green) borders; Requires  Composite Grafting, Trophic Deconvolution  
  Supermarine Artillery:  +1 to battle rolls and +1 to Maneuvering rolls in regions of Depth 0; Requires  Giantsbane Seeds, Supernatic Propagation, Photospore Signalling  
  Razor Current Netting:  +10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending; Requires  Glass,   Composite Grafting  
  Bitter Tourism:  Permits actions and troop movement across glacial (black) borders; Requires  Heat Sources  
  Papershell Draft-Cuttle:  Ignore the increased border cost of up to two Brackish borders per round for distance penalty purposes and +1 to Prospect attempts in depth 0 Colony regions; Requires  Supernatic Propagation, Anoxic Adaptation  
  Electrodialytic Staurozoa:  May ignore the increased effective distance from a Briny border up to twice per round, except for distance losses;  no requirements  
  Devolving Standardized Integrations:  Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost; Requires  Composite Grafting  
  Filtration Grafts:  Permits actions and troop movement across toxic (red) borders; Requires  Composite Grafting ,  Filter Feeders  
  Traveling Scholars:  Roll and drop 1 additional d4 when adopting a new non-dynastic ruler; Requires  Talented or Knowledgeable Labor  
  Bioluminescent Navigation:  Allows traversal of Depth 1 regions; Requires  Photospore Signaling  
  Mamomachines:  For each 3 Treasure spent, receive 1 Treasure at the end of the turn; Requires  Graduated Symbiosis  
 
State Religion: The Middish Way of the Flowing Way
 
 5 HCs: +1 offensive battle rolls 
 15 HCs: 2d8 to Sway Factions 
 25 HCs: +2 to Leader Loss rolls 
 
Artifacts
 
 Thunderstone Cudgel: 1/round, +1 to an offensive battle (+2 if the defender benefits from a Fortress) or +1 to convert a holy site of an organized religion (+2 if the defender benefits from a holy order) 
 
The Regalis Arbor
 
 Spoiler: Effects 
The Regalis Arbor is rooted to the earth, becoming a Flowing Way Holy Order located in Orope [Region 114]. As a non-action, up to twice per round, the Ironkelp Order may invoke one of the following effects:

 
 Launch Couriers: When taking an action, the Ironkelp Order may pay 1 region of distance to "skip" from a region that they control and which contains a Flowing Way Holy Order to any non-Wastes region within three (non-Wastes) regions of said owned region for the purpose of effective distance when determining distance penalties or distance losses. The path may then continue on from that region, adding additional regions to the path and increasing the effective distance appropriately as normal. To skip to a Brackish, Toxic, or Glacial region in this way still requires the appropriate technology, but such regions may be skipped  over  without a technology. This effect may not be applied to rolls for Colonization or Secret actions, but may apply to unit movement for battles; if it is applied to unit movement, the units cannot be intercepted in a region they skipped.
  .   
 Launch Scouts: The Ironkelp Order receives a +2 bonus to the Maneuvering roll for a single battle they participate in. The battle must take place in a Depth 0 region within three (non-Waste) regions of a region that they control and which contains a Flowing Way Holy Order. The use of this effect in a battle must be declared before any Interception rolls are made, and this effect may not be applied to Maneuvering rolls to intercept or avoid being intercepted.  
 

Valid Holy Orders: 114
 

Reputation:
 
 1 ABS favor 
 1 DNA favor 
 PRS rank 3 
 Signatory to the  Flowing Peace,  alongside the Gotezhar, the Cyphiri Union, and the Lux-Glossian Shades, consisting of the following four terms:
 
 The undersigned are committed to the righteous and just conducting of wars, and will therefore forswear: killing or causing egregious harm to noncombatants, including foes who have surrendered; and the use of weapons or technology deemed unnecessarily cruel considering their objective, including those chemical and biological weapons designed to cause a slow and painful death. 
 The undersigned are committed to enable the collective defense of the faithful of the Flowing Way by soldiers of the faithful, and will therefore not oppose or hinder the movement of Flowing Way troops between territory controlled by signatory powers for defensive purposes. 
 The undersigned are committed to the dialogue of ideas and the free movement of sages, missionaries, and other wise-creatures, in the interests of widening the Flowing Way and the better interpretation of the divine mysteries, and will therefore support the establishment of new centers of learning and all other conversions to the Flowing Way within their controlled territory to the best of their ability. 
 The undersigned are committed to the continuing study and proactive investigation of riddles and anomalies, and will prioritize those which one or more signatories reasonably suspect may pose a threat to the faithful. 
  
 
 
Epinephrine_Syn
    TITAN OF INDUSTRY       
Turn 19
  ? ??????  ? ?????    
 
   MAWbel v2.09      [  Songstress  ] 
 Dip:  [    5    ]
 Mil:  [    3    ]
 Eco:  [    7    ]
 Fai:  [    10    ]
 Int:  [    6    ]

Next Turn: +1 Eco, +1 Int, +1 Mil

Actions
Eco: Buyout TP 2 in Verja (61) of Burrowing Glacier Shrimp  Success but we damn well knew it 
Eco: Dump Site 1/3
+Nursery 2/3
-Treasure 3/3
Int: Coerce TP 1 of Ivory Legionnares in Region 49 (49) Int 6 + 3 Treasure  Success 
Int:  Secret , Spending 1 Treasure
Mil: Mantlecracker [Gargantuan Gears] 1/4 (61)
-treasure 2/4
+Nursery 3/4
Mil: Mantlecracker [Gargantuan Gears] 4/4


Non-action

  Mantlecracker Technology: Gargantuan Gears  
Lets you turn gears.

No really. That's it.


... Herring  God , geez, some people can't appreciate the simpler things in life, huh?  Fine.  Let's go in depth.



Some people think that for phenomenal cosmic power you need to be special. Magical prism deities. The psychic power of money. Columns of frost or the spirits of ancients or **** that. Power is power, it doesn't matter the kind. Turning a gear the size of a whale in a clockwork engine that reaches up from the depths in a perfectly, utterly mundane matter is actually pretty awe inspiring, once you go big enough. Mawbel drinks a singular, small droplet of the electrical baseload energy produced, and even that is too much for a magnetic being like her to bear. Over the course of the next years and decades she will grow larger than life by basking in this energy, and revels in the prospect.

The dull, endless noise is a sweet symphony too, although creatures that aren't inky plant jelly aberrations like Mawbel describe it in far less pleasant terms.

With these, one can shift and move pretty much anything. And we really mean  anything . The instant-generation Torque to push and pull is incredible, and that's not even counting once you start multiplying it with complex turbines, and even further storing the energy into vast batteries. Each crane, individually, can do the work of a thousand-thousand Mer. Too scared of titans to leave your metropolis? Put wheels on your walls of metal, make the metropolis hitch a ride. There's an ancient saying that gems are formed under immense pressure, and, look have you seen the  size  of this crusher? Diamonds may have been the  traditional  best friend for girls in ancient times past, but Gears Do It Better.


  Name the city in Verja  Husk Of MALON   
The dark red lights glow, a dim and lifeless thing just like the rest of this city. They gaze over the reeds and the riches, ever expansive and making room for more. Unlike most cities, this is a hollow construction. The people of this land are now underground, the better to make room for its gears.

The power of this leviathan can be used for homeland security if necessary. There were an awful lot of weaponry, and observing the example of those one other denizen isolate cluster that encountered MALON, Mawbel v 2.09 takes a weed out of their binder to maintain many of the war like facilities specifically in her repurpose engineering.

The Mawbel of the past would not care for such things, but as with many of her other new policy shifts, the Mabwel of the present has learned the value of Hard Power.


Chora Favor Fluff
 
 Spoiler: Fluff Submission Waste Not Want Not 

It is an absolute shame and almost a crime that the Degraded Superpolymers within region identification W21 have not gotten more [redacted] for what they are.

Seen as mostly useless to many other denizens, literal trash, there is a holy significance with the element known as "Plastic", even if most denizens of Polar would disagree on the religious aspect. An abundance of it within these wastes suggests something grand and massive. It has no foreseen use, but it is undoubtedly present within the forebears of creators.

Take for instance the Plastic Flower. The shrapnels of which are inevitably in some manner made from this material. Some Paperclips spontaneously created will be made of this element too. Harvesting and exploring these depths to a further degree is something that the Eternal Spring is very much invested in doing... if it didn't have so many other worthy pursuits at the same time. Still, sending out an extra foray to scout the region out for more data to present to the CCA. The Crimson Moonlight will report back at the end of [Year Marker] with additional data and to pick up trace samples from the waste floor for storage and presentation into tour galleries from the CCA.
 

  Monumental Undertaking (Action 1)  

The Draig are concerned their wonder will be lost, their story will be gone. Whether that will happen is up in the air, but the Songstress realizes that there is great potential in helping these denizens live a new life, and so begins her research. Little pools and puddles, simulated baths. For some reason, smelted silver does not seem to be very effective at housing eggs, or the [redacted] they need.

This may take a lot longer than she initially thought... But she is willing to invest in this regardless. It doesn't take a significant amount of resources, is a diplomatic win bigger than the costs, and hell, if Mawbel v2.9  [  Songstress  ]  actually can procure her own dragon brood... that'd sure be a sight to see.

Such a plan will take quite a while to come to fruition, however. Right now Mawbel is still working on the science of making a functioning hot tub at all, although this is something her guests are more than welcome to give recommendations for. Turns out Hot Springs are a wonder for tourism, yet another benefit. Win-Win-Win-Win all round.




To-Do
Write up one more Fluff Submission for the Exploration of W21 for [Request] Waste Not, Want Not [1/5]


 
Oppose Dominion Intrusions.
Allow the armies of KNH and of GRV to travel through ESP lands during turn 19.
Black Noise (Spy 7): Contribute to Monumental Undertaking.
Maleficent Herring Cluster [Holy Order]:
Have the Crimson Moonlight explore the depths of W21 for more Degraded Superpolymers (Plastic), to check for adventure and possible extra things, and to bring back samples of this treasure to the CCA.


Automatically defend against any unauthorized buyouts/incursions/sways/conversions/etc (through a resist roll, a -2 penalty, or both, as applicable).
Automatically oppose all unauthorized Buyout, Sways, or Impress actions within holdings ESP has Merchant Support in.
Automatically oppose all unauthorized Conversion, Sways, or Impress actions within holdings ESP has Clergy Support in.
Conversion Authorization: Allow and support any conversions to The Eternal Communion.
Buyout Authorization: Approve of the Buyout of TP 3 of Maleficent Jello by KNH.
Always utilize The [Toy] Hammer whenever possible to make it such that when you spend 3 Actions on a Great Project, to help these contribute to 4 actions total.
Activate and utilize Paperclips whenever at all possible.
 
 Plastic Flower Recycling Routine
Contender Trade Route Pool: RFT, LUX, DPB
Deprioritized Trade Route Pool: Empty
Treasure Spent This Turn: 6
If Treasure Spent ≥ Contender Countries
Then Skip redundant rolling phase, apply 1 treasure to all Contender Countries
Give 1 Treasure to: RFT, LUX, DPB
Skip meaningless rolling phase for Deprioritized Countries, the treasure doesn't do anything anyway.
Give X treasure to   [Error]  


Alpha-Machina Optimization Routine
Paperclips: 0
Approximated Paperclips This Turn: 9 (3 from Recycling Routine [Contender], 3 from Passive Treasure Income, 2 from Mamomachines, 1 from RFT Dontation)
 Next Turn Paperclips: 9 
 
 Spoiler: Shell Counting 

 
 
Treasure: 15/15
Vaults: 0
Passive Treasure Income: +3
-2 Project Acceleration
-3 Action
-1 Action
+2 Mamomachines
+1 RFTborn
 Next Turn:
15/15 Treasure
Vaults: 0 
 
Primary Regions
51 ESP/ESP/ESP - ETC/ETC/ETC - XXX/ESP/SEN/*? - H-Maleficent Jelly/N-Megafauna Mounts
61 ESP/ESP/ESP - ETC/ETC/ETC - Opn/ESP/Opn/*Btl - H-Burrowing Glacier Shrimp/N-Unskilled Labor
66 ESP/RFT/ESP - ETC/XXX/XXX - ESP/ESP/XXX - H-Pelagic Graftsmer/N-Luxuries

47* [0]
49* [2]
51^ (4) [1+-]
52* [1]
56^ (5) [2]
57^ (6) [3]
58^ (2) [1]
59* (0) [0]
60^ (3) [1]
61^ (4) [1+1]
63^ (3) [1]
66^ (4) [2]
67* [1]
68^ (3) [1]
71* [1]
77* [1]
W22** [1]

 
Artifacts
Plastic Flower
Mechanics: For every treasure you spend in a single round, a randomly selected Player that you have a Trade Route with gains one treasure at the end of the round.
Toy Hammer
When you spend 3 actions on a Project, get a fourth one for free.
Ships
Big Boulder
Nightguard
Alpha Ex Machina


Trade Routes
RFT
LUX
DPB

  Mission Statement/Core Values: 
  Secure    Industrialize  emotional software   within Polar (Hivemind and Isolate Alike) against outside intrusions.  
  Guarantee long term    s ecurity for   the corporate entity known as   Eternal Spring.
  Engage in cooperative crowdfunding and projects to    b ring    Prosperity      unto all lifeforms.  
 
Faith Dossier in Round 16 Post:  Give The Eternal Communion A  Soul  
 
  
 Spoiler: Shell Counting 

 
 Spoiler: Stored [Gilded Warrior Breeding Chambers 
 Mantlecracker Fluff, may be recycled/reused later]
 Mantlecracker Fluff [Gilded Warrior Breeding Chambers] 
At the dawn of her ascent, Mawbel realized something was very critical about the dirt she scorned and scoffed at for so many years and in so many previous incarnations. Having a military was quite important, actually. Having a place to call home was  important , actually. She lucked out this time, finagling her way into owning the Husk Of MALON and ruling it with a crown of avarice, but what would happen the next time military might knocked on her walls?

 Much  more importantly, military is a rather  hot commodity , and the capacity for Mawbel v2.XX [Songstress] to call on mercenaries, if properly expounded upon, could actually net quite a profit from other nations in the waters.

On to developing her warmongering capacities. With a crackling sound, Mawbel sings. She sings again. She practices her magnetic techniques to call on the world to answer in a very specific, targeted manner. Click. Crack. Clunk. Clock. Clrik. Caaakle. A very specific kind, encouraging her beasts to breed higher quality, specialized forces capable of war. Mawbel hopes a  proficient  kind of war.

After fifteen attempts at this, with minimal results, Mawbel sighs in defeat and pukes up a flashing ball of inky weeds. Serving as a movable item used to mark a position, she places it down to do the clicking for her.

This does the job better, technically, and a few more urchins are bred to answer the call. Mawbel repeats the process, creating more and more cursors to echo her sentiments, placing them in key locations along the seafloor. It's not enough. The beasts are small, and still dwell in the double digits. She couldn't even take on a well honed Dolfin with this mess.

Refining her techniques with the skills she's gained from practicing this technique, she doubles the efficiency. Not enough.

She assigns some thorns to the task of twirling the cursors around. Spinning like rolling pins, the creatures are encouraged to breed, gather, swirl up for battle. Not enough.

She refines her grand mawbel simulators the same way she refined her singing techniques, and plants soil down along the ground, growing new thorny pins to spin, growing new cursors on them like fruits.  Not enough. 

She sings until her weeds tire, she mines out the mountainous rubble along the ground and cliffsides, creating echo chambers akin to whence she herself was forged in for her moderately skilled thorns to spi- Not Enough. 

She takes advantage of the night sky aurora, a rare signaling, using her magnetism to project the golden rays through the night sky. To her grand maws to in turn sing her beasts. To sleep and to breed and multiply an-  Not Enough.  

Mawbel produces a rising enclosed fortification of steel, an echo chamber of artificial desig-  Not Enough!  

Manipulating the golden auroras, manifesting them persiste-   NOT ENOUGH!!   

... but it will have to do.
 

 
 Spoiler: Roboticizer Facility 
  Mantlecracker Fluff: Roboticizer Facility   

Bioenergy. A valuable resource. Creatures like fish or shrimp or isolates of various sorts have it in spades, and far more is there to be tapped than most ever even comprehend, Deep Blue has demonstrated that. Mawbel admires the herrings despite everything that has happened, and they are far from the only example. This is a resource that can be harvested, like the plants soak up extremely abundant sunlight to work wonders.

A single shrimp can power a machine six times its scale, and power it for years. A single Capsule can fuel an entire sector, and with prices that cheap you can put a dozen more in for redundancy. Plus, good storage systems for easy transfer into bigger holsters. Robots with hands, idealized mobility forms. Capable of understanding and following complex tasks. With prices this cheap, you can make 4 core systems, just incase one animal decays (and they all decay, eventually), you have three backup bioenergy engines still churning.
 

 

 
 Spoiler: Titanic Mechanics 

Finally complete, the Magma Shroud in Verja, newly churning heart of the Eternal Spring, first of its kind, springs into a cruel simulacrum of life. Smoke and heat alike belch forth from the opening at the structureÂ’s peak, bringing to mind the Colossus Draig which already stalk the frigid waters nearby. From behind masses of already soot-stained paneling and struggling insulation seeps a sinister and cyclic red glow, draining into the eyes of onlookers through sieves of swaying thrumming cables and enormous rattling pipes. From towering mechanisms diffuses the fell influence of the great and hungry avatar of desire and prosperity which some call the Hidden Hand, permeating all who look upon such marvels of industry with the power of Mammos. Here, there is Potential unrivaled. Here, the world bleeds to feed the fires of Prosperity. Here, a new Titan is born - a  Titan of Industry .

 
 Spoiler: Titan of Industry Mechanics 

  Industrialized Investment:   The fires of industry are fueled by many things - chief among them being capital investment. A Titan of Industry may spend 2 Treasure as part of a Project action to boost that Project's progress by an additional action. May be used on all Titanic Projects and most other region-specific Projects, limited only by Treasure and action availability.

  Pollution:   As subaquatic industrialization continues, existing ecosystems Â– be they natural, engineered, or somewhere in between Â– are commonly destroyed and the water becomes foul and choking. As pollution builds up in a region, its travel, construction, and life are likely to become progressively more difficult, eventually resulting in the region becoming uninhabitable.

Titanic Projects produce Pollution, which can have significant effects on a regionÂ’s habitability. Every 3 Pollution in a region increases the costs of most Titanic Projects by 1 action. Pollution can be managed by the use of Dump Sites to dispose of waste and shift pollution away, or Mantlecracker Techs to reduce operational penalties in Polluted regions.

At 3 or more Pollution, a regionÂ’s borders are considered Polluted (in addition to whatever other border type they may have)Polluted borders cost an additional region to cross for the purpose of Distance losses (with attendant effects on distance penalties), and each Polluted region crossed adds a flat -1 penalty to action rolls, which is not reduced by distance penalty reductions.

At 6 or more Pollution, a regionÂ’s borders also become Toxic, in addition to whatever other border type they may have been previously. If the regionÂ’s borders were already Toxic, each region that shared a Toxic border with the Polluted region gains 1 Pollution as a result of spillover effects.

At 10 or more Pollution, a region becomes Contaminated, uninhabitable even for a Titan of Industry until the Pollution level is reduced.

  Titanic Projects:   A bunch of new and exciting projects to work towards; must be in an owned region or a region where you have mercantile support.

Titanic Projects may be destroyed with a Sack action if in a controlled region - like Sacking a Trading Post, this is likely to upset local Merchants. They may be damaged by Sack actions if in a region one does not control - while damaged, they do not provide their normal effects, but still produce Pollution if that Pollution is local. Titans of Industry may use Economy to resist Sacks of their Titanic Projects in regions they control. A destroyed Magma Shroud disables all other Titanic Projects dependent on them in the region, which will only produce 1 Pollution each until a new Magma Shroud is built. A damaged Magma Shroud will result in Titanic Projects dependent on a Magma Shroud shutting down one by one over time unless it is repaired. A Titanic Project requires 1 action to repair when damaged, or 2 if the Sack was a Great Success.

 Magma Shroud :  This extreme depth borehole provides access to geothermal energy in massive quantities. A must-have for any budding industrialist looking to reach the next level!  - Effect: Required to start almost any other Titanic Project in a region and reduces the Treasure cost of Industrialized Investment by 1 for Project actions in the region; Action Cost: 5 Economy actions (cost reduced by 1 action per Depth Level), Pollution: +2.

 Energized Extraction :  Connecting geothermal energy plants to extraction and processing facilities all across the region increases both nominal and actual yields massively!  - Effect: Owned TPs in region count double; Action Cost: 2+TP Count Economy actions, Pollution: +1 per TP

 Industrial Research :  Conducting organized research into the science of automation and production can provide many advances; foremost among them massive increases in extraction, processing, refining, manufacturing, transportation, and/or military capabilities.  - Unlock a Mantlecracker (alt: Industrial) Technology as well as the specific Factory type(s) which powers it, that can only be constructed in regions with an appropriate resource type. Actions Cost: 4 Economy or Military Actions or one Economy/Military 10, produces 1 Pollution.

 Construct Factory :  Undercompensated workers, automated mechanisms, enslaved demons, corrupt unions - whatever the source of your labor, if itÂ’s cheap and plentiful, it's productive.  - Effect: Establish a Factory with a type based on the local resource; Factories are used to power Mantlecracker Techs, Action Cost: 5 Economy Actions (3 if City present); Pollution: +3

 Vault Depot :  Storage depots to handle industrial quantities of goods have always been important to industrially developing powers - who cares how much habitat for native flora or fauna has to be cleared to make way?  - Does not require a Magma Shroud in the region, Increases Treasure Storage by 5, 3-action cost, Produces 1 Pollution.

 Dump Site :  Naturally, massive increases to production throughput means a similarly massive increase to waste output, which must be effectively managed. The most effective management for waste is usually to put it far away from oneself, and this highly sophisticated and specialized facility does just that!  - Reduces local Pollution by 4, and increases Pollution by 3 in a specific neighboring non-Wastes region. 3-action cost.
 

 Mammos's Hidden Hands: The Eternal Spring may use Faith actions in place of Economy actions for Projects as long as they are spending Treasure for Industrialized Investment for each such action. With ESP becoming a Titan of Industry, and effects of the Safety Net, Mammos may now communicate much more freely and directly with players. It no longer costs Treasure or requires an intermediary to communicate if in Verja (61). 
 

  
Titanic Factory  
Region 61
Pollution: 2 (2) [2]
 Next Turn Pollution: 0 (-1) [2+1-4] 
Structures:
Magma Shroud (Pl2)

 Impending Construction
Mantlecracker Technology [???] Pl1
Dump Site 61&gt;54 (Pl0)
3/4 Capacity
 

Region 54
Pollution: 0 (0) [0]
 Next Turn Pollution: 3 (3) [3] 
bc56
    Pfilghol    
  Ilgl, The-one-who-builds, an Effulgent Witness 
Diplomacy: 3
Military: 8+1
Economy: 8
Faith: 8+1
Intrigue: 1

 Regions 
 The Pfithreef: 132 
???: 104
Toxfall Gorge: 105
The Great Kelplands: 131

   Actions   
 Rolls 
  Military: Attack Region 173 
 With 1 unit led by some nobody because there's no defenders. 
  Military: Defend Region 108 against the Finalists. 
 Using 5 units led by Gtsit (8, perfected) using Sea's Opportunity TD (as defender, double enemy terrain penalties, +1 to battle from perfection) and Magma Forges (+1 to battle) and spend a Treasure 
 Faith: Attempt to refine the Core Fragment in the Toxfall Gorge (105) 
 Spend a Treasure 
 Faith: Convert The Great Kelplands (131) HC 1 to Sakurado  
  Economy: Buyout Region 107 TP 2 for Mud Diamonds 
  Spy Actions  
Ktloso: [REDACTED]

  SKR Cultural Exchange:  
Accept a Shadow Pearl

   Non-actions  
Support conversions to Sakurado
Kill War-Tamer Glokilgt


 
 Spoiler: Passive Bonuses 
 Reputation: 
ABS 1: +1 to resist Sack and Coerce
ABS 2: +2 to resist Secret Actions
ABS 3: +1 battle, +1 vs Titans, +1 depth (reqs. hard metal, granted by Core Fragment)
 ABS 4: Access all depths, +1 to Defense (+2 at Depth 1 or more) 
Effulgent Witness: Immune to Secrets of the Depths if ABS rep 2 or more. +1 die size on actions against Titans.

DNA 1: +1 Explore, Prospect, Colonize

Sakurado: +1 to buyout and convert against Open, 2d8 on Seek Aid

Prestige 1: +1 to press, establish, and promote claims.

1 Perfected TacDoc: +1 maneuvering
 

 
 Spoiler: Bookkeeping 

 
 Spoiler: Characters 
Olgght - current leader, successful conqueror/unifier. Hungry.
Gtsit - Second-in-command, first to betray. Clever, dangerous. Hungry.
Sigska - Ambitious commander trying to turn the Pfith warriors into "real" soldiers. Charismatic, cheery. Hungry.
Ktloso - Sworn enemy of Gtsit, spymaster. Conniving, ruthless. Hungry.
Dr. Ydottl - Scientist, studies ecology. Nervous, frustrated. Hungry.
 

 
 Spoiler: Military 
 Units:  7/9
 Generals: 
Gtsit the-second-champion: 8. Sea's Opportunity: Defending: enemy takes double battle penalties from terrain, Attacking: transfer battle penalties from terrain to enemy. This tacdoc is perfected: +1 to battle on success
Sigska the  First Commander: 7. Just Do Better: +2 to battle.
 Military Technologies: 
Supermarine Artillery
Razor Current Netting
 

 
 Spoiler: Economy 

 Treasure: 
5/5
+2/round
 Trade Posts Owned: 
Luxurious Hides: 101.1
Bloodbass: 102.1
Shiv'rchins: 104.1
Rotweaver Worms: 105.1
Kalask Venom: 107.1 (S)
Mud Diamonds: 108.1
Mineblossom Sponges: 130.1
Kelp: 131.3
War-Jellies: 132.1, 132.CITY (S)
Hard Metal: 132.BASE
Wave Scorpions: 133.3

 Economic Techs: 
Composite Grafting
Trophic Deconvolution
Anoxic Adaptation
Photophore Signaling
Supernatic Propogation
Megafaunal Tailoring
Graduated Symbiosis
Bitter Tourism
Filtration Grafts
Bioluminescent Navigation
Traveling Scholars
Draft Cuttles
Scrying
 

 
 Spoiler: Artifacts 
Kela Ein Kamohu: 1/turn +1 to Sack or +1 to battle if win or tie TM, +1 extra if TM victory by 6 or more, -1 leader loss if fail or tie TM.

Imperfect Core Fragment: Always know location and holder of this relic. +4 to resist theft outside of Holy Order, +4 to recover. Ruler Score Maximum increases to 12. Using a score of higher than 10 provokes leader loss (-1 for each additional action with a score over 10 in the round). Battle with a Military Score greater than 10 grants +1 effective unit. May be upgraded as a Faith action which is more effective in Depths.
 

 
 Spoiler: Spies 

Ktloso: 7
 

 
 Spoiler: Special 

Gan Kotzim - the Thorn Gardens: ABS base, 132
 

Shallows Appreciation grand champion!
 
Aerin
    Unrest Warnings   
Round 19 
  Desired Import Warnings  
The following regions are lacking their desired imports, and their merchants will slowly progress towards rebellion.  In regions with open mercantile supports, this means the merchants may become unruly if the region owner does not supply the resource.  In regions with owned mercantile supports, this means the merchants may become open if the support owner does not supply the resource. Unrest will begin at the end of the listed round.

 Round 19 
Region 154 (MGM, Esoterica)

 Round 20 
 Region 61 (ESP, Unskilled Labor) , Region 67 (STC, Tools), Region 101 (STC, Tools)

 Round 21 
 Region 2 (LSD, Luxuries) , Region 18 (LIT, Skilled Labor), Region 24 (LSD, Military Labor), Region 62 (KNH, Spices),  Region 108 (SKR, Spices) , Region 115 (OKI, Exotic Goods), Region 150 (MIR, Tools), Region 155 (SUR, Coral)
TheDarkDM
  
   The Lambent Syndicate   
 Lambent Matron Intan 
Diplomacy 6
Military 10
Economy 7
Faith 1
Intrigue 10

 Expected Stat Increases: +2 Diplomacy  
 ... 
  Actions  
 
  Diplomacy  - Sway Aristocratic Support in Region 32 -   9   
  Diplomacy  - Sway Aristocratic Support in The Crawling Crags (Region 20) -   8   
  Diplomacy  - Sway Clerical Support in Kemenangan Adiratna (Region 28) -   8   
  Diplomacy  - Attend the  Splendid Grand Opening 
 
 Spoiler: Event Sub-Actions 
 
 Gift Death Commando Conditioning and Crimson Cuirass technologies to The Kar-Nath Hegemony. 
 Accept Joined-Stalk Companies from the Kar-Nath Hegemony. 
 Accept the Splendid Miru-Miru's gift of 2 Treasure. 
 
 
 
  Economy  - Impress Mercantile Support in Kemenangan Adiratna (Region 28) -   12   (Forgot +1 HS bonus) 
  Military  - Invade the Abyss (Region 21) with 12 Units equipped with Death Commando Conditioning (+1) and Crimson Cuirass (+1), led by Netra the Rubicund Fist (Mil 8), attempting the Victory is Life tactical doctrine (+2 Battles, +10% own casualties, +10% opponent casualties), Spending 1 Treasure 
 
  Non-Actions  
 
  The Lambent Syndicate resists the vile subterfuge of the Unity.  
 High King Lord Deca V is given a royal welcome in Indah's Throne, treated to a week of feasting and entertainment by the Lambent Matron.  When the time finally comes for him to undertake the secret rites of the Abyssal Stewards in the Maw, it is with a procession of gifts and delicacies from his neighbors. 
 Acclaim the Lighthouse 
 Setia remains forgotten 
 
TheDarkDM
  
   The Lux-Glossian Shades   
The cities of Leriander and Holy Ovum in the Glossian Sea (135)
The cliff city of Rumond carved into the Tideswept Shelf (111)
A temple town at Narcis's Rest (173)
The settlement of Fuschia Lagoon in Rilanto Pass (94)
Haven, Hunter’s Rest, and the Serovin Forest in the Greenwater (141)
Region 152
Region 186
Round 18 
 Actions - THE REVOLUTION 
  1. DIP - [Appeal to the Aristocratic Support in the Glossian Sea]  -  Rebels Succeed 
 Drawing on their shared history with the other Shades, the Cerulean Shade under Llerinyalla dispatches covert envoys across the length and breadth of the Glossian Sea, searching for allies against Taman's tyranny.  Though she is not old enough even to be interim Matriarch, Llerinyalla's revelations gift her a brief but potent position with which to sway her fellows.  And, miraculously, even the most traditionalist of the Shades find themselves moved by the middle-aged mer's heartfelt pleas, though their decisions are likewise helped by the spineless prevaricating of Taman's flunkies.  Soon, the only territory within the region controlled by the supposed "Eternal Mistress" is Leriander itself, and wherever her death squads happen to be swiming. 
 2. DIP - [Appeal to the powers of temperate waters for aid] 
 Though their resistance is alive and well, not even the boldest among the Shades possesses the expertise or the instinct to stand in battle against Taman's enraged Death Commando.  As such, Llerinyalla dispatches even more messengers, this time beyond the boundaries of the Glossian Sea to all honorable inhabitants of the temperate seas, begging for their aid in throwing off the tyrant's shackles.  
 Actions - The Eternal Mistress 
  3. INT - [Suppress resistance in the Shades]  -  Taman Fails 
 Surprised by the sudden revelation of her atrocities, Taman's reaction is erratic and extreme.  Her limited forces of Death Commando conduct a series of brutal lightning raids on suspected hubs of rebel activity, failing utterly to isolate any meaningful cells of Cerulean dissidence but leaving scores of bodies in their wake.  As the death toll rises and Taman's decrees and demands grow ever more delusional, the Death Commando grow increasingly independent and increasingly vicious.  It is a cycle of violence that, ironically, only feeds the revolutionary fervor. 
 4. INT - [Secret, Spending 1 Treasure]  
 Actions - The Outer Shades 
  5. INT - [Investigate west of Region 34, Spending 1 Treasure]  -   14  
 
 Non-Actions 
  1. Spy non-action. 
 2. Supply Phosphorite to the Lambent Syndicate through their trade route (Spend 1 Treasure)  
 
 Spoiler: Ruler stats and stat increases 
 Ruler:  Endless Mistress Taman

 Ruler stats for round 19: 
(low stats are treated as 4 due to PRS rank 4)
Diplomacy - 3
Military - 3
Economy - 6
Faith - 2
Intrigue - 10

 Ruler increases:  -

 New ruler:  There will never be another.  Memuji Taman!

 Ruler stats for round 20: 
Diplomacy - 3
Military - 3
Economy - 6
Faith - 2
Intrigue - 10
 

 
 Spoiler: Reminders for myself 
End of round 17: ABS help with TPs/HSs/colonies ends
Currently have 5 treasure (2 from passive income + 1 from plastic flower + 1 from Mammomachines)
 
farothel
  The Hymenocera Expanse
Region 3 (Tropical)   
 

Leader: High King Lord Deca V
Diplomacy: 10
Military: 6
Economy: 10
Faith: 10
Intrigue: 5  
 Actions: 


[1][Intrigue] work on Waste Not, Want not
[2][Intrigue] work on Waste Not, Want not
[3][action type] Bottomless Trial from ABS (Faith action)  13, Fail 
[4][Diplomacy] Create Cultural Exchange with DBP.
[5][economy] creation of Ashan Nachal (Ventroots) in region 192
[6][economy] creation of Ashan Nachal (Ventroots) in region 192

 roll 

Non Actions:
-resist all sways/sacks/buyouts/...
-SPY: Lady Atyoida defends Expanse interests
-use non-action from ABS to gain 1 extra action on a project to finish creation of Ashan Nachal (Ventroots) in region 192

 
 Spoiler: Bookkeeping 

TP: region 3, TP1+TP2+City (carapace armour)
region 4: TP2 (Eye Weed)
region 12: TP2 (Crystal Chips)
region 13: TP1 (Rocksplinter Stars (starfish))
region 15: TP1 (granite slabs)
region 28: TP1 (Tiny Turtles)
region 29: TP1 (Spinecrab)
region 30: TP1+TP2 (Branch Coral)
region 153: TP3 (decor)
region 161: TP1 (Flowersalt)

Passive income: 3/turn

Units: 8/9
treasure (EOT): 7

Technology:
Composite Grafting
Graduated Symbiosis
Photospore Signaling
Supernatic Propagation
Trophic Deconvolution
Anoxic Adaptation
Filtration Grafts
Bioluminescent Navigation
Papershell Draft-Cuttle
Scrying
Sojourn Suits
Seeker Barnacles

Favors:
owed:
gained:
-Abyssal stewards: 0
-The Divine Nacres: 1
-Chelonian Chora: 3 +2

 New stats 
stat increase:
Diplomacy: 10
Military: 6
Economy: 10
Faith: 10
Intrigue: 5 +1

 Organisation reputation 
Abyssal Stewards: 4
chelonian chora: 2
divine nacres: 2
international prestige: 2

 
 Spoiler: artefacts 

Dreamcatcher’s Needle: +1 to 1 roll/round opposing the Dissonant or their patrons
Black Pearls "The World Garden of the Sakura-Jin grows the Ebon Oyster! Each state that has or gains a cultural exchange, trade route, or vassal-liege affiliation with, or who holds a support in a region owned by, the holder of the Ebon Oyster (currently the Sakura-Jin) may magically recieve a Shadow Pearl, a strange orb that sucks light from the surrounding area. The owner of the Ebon Oyster chooses whether a state gains a Shadow Pearl. The World Garden may never hold a Shadow Pearl, even if they lose the Ebon Oyster. The Shadow Pearl counts as a "shiny object" TP for the purposes of fulfilling the requirements of the "Scrying" technology. Each holder of a Shadow Pearl may Seek Aid as a non-action once per round. When this non-action is taken, if the roll would have failed without the bonus from the Shadow Peal Seek Aid, the Shadow Pearl becomes Lambent and the holder loses all benefits until it resets. If two or more Shadow Pearls are simultaneously Lambent, all Shadow Pearls are reset, restoring their effects to their holders. For every two Shadow Pearls that were Lambent, the holder of a random Pearl that was not previously Lambent gains one point of Faith as if they had taken two additional Faith actions during the round following the reset. E ach holder can only benefit from this once per reset, so if more than 2/3 of the Pearls were Lambent, the effect is partially wasted."
 

 

 
 Spoiler: News 

-Now the High King has proven to the Abyssal Stewards that he is worthy of the Bottomless Trial by the Abyssal Stewards, he is awaiting word on what this trial will be.
 

 
 Spoiler: Waste region 192 

-Now that the perfect location has been found to start the Ventroot system, a group of workers, with support of the Abyssal Stewards that was promised years ago, headed out into the region to create the boreholes to call the Ashan Nachal forth so that a colonising effort can get started as soon as the decontamination has been removed.
 

 
 Spoiler: Organisations 

-As they are currently involved in making a waste region (or at least part of it) habitable, the Hymenocera are well versed in working within the wastes.  As they want to keep all organisations as friends, the high king decides to send part of the group of priest-scribes who were involved in making the wastes region habitable to the Chelonian Chora to help with their project on cataloguing all the items and stories about the wastes.

-After receiving instructions for the Bottomless trial, the High King himself moves towards the Maw (region 1), one of the most bottomless regions in the vicinity.  Taking only a few companies of the Kings Own and some advisors who would go and have some talks with The Lambent Syndicate, at the edge of the Maw, he would move on by himself while his guards were waiting.
 

 
 Spoiler: Diplomacy 

-Since they share a good reputation with the Abyssal Stewards and both are not too fond of the new industry that starts to pop up at some locations, the High King decides that a closer relationship with the nation of the Deep Blue is needed.  A group of scribes under the lead of a member of the council is send out to the far away nation to request a closer cooperation between the two nations, with an exchange of ideas which can lead to more later.
 
Talis
  The Seatide Confederacy  
 
 Spoiler: News and Rumors 

 
 To celebrate the creation of the Polar-Confederate International Bank, Seatide decrees that they will provide a small bounty of treasure in the form of financial investment bonds to any nation that joins. 
 By order of the Council of Seatide, Mammos is hereby banned from Seatide and blacklisted from all Services the Confederacy or its members may provide. Suspicious accounts will be flagged for auditing, and any account opened by or in connection to Mammos will be frozen. 
 For this year only, Seatide is offering to provide the techniques behind Megafauna Caravans to those who join the PCIB 
 
 

 
 Spoiler: A message to the Cryptid Congress 

We are disappointed.
For many years our two peoples have lived in peace and coexistence. In that time we have respected your claims and holdings, despite the ease with which we might have contested them. Our desire, as always, is for the mutual benefit of our peoples and the prosperity of Polar. Cease your hostile actions and we will forgive the attempt.

If you instead insist on contesting Seatide's markets, then we shall answer in kind. The full might and influence of the Confederacy will be leveraged against you. We trust that you understand the magnitude of these consequences.

In patient forebearance,
Judge Shimmering Grey of the Seatide Confederacy.
 

 Actions: 

[Military] Send forces to Intercept the Reavers in Artetchhue (55), using the Bare Trap and Faith bonus vs. Reavers
  The crusade against the Reavers continues. With Deep Blue's Permission, Seatide's Sting Warriors march to Artetchhue to protect the province against a potential incursion. It is hoped that without the honorable Tadgceallachmarix's [b]enthusiastic[b] involvement, Seatide may be able to capture some of the Reavers alive for interrogation.  

[Economy] Buyout TP2 in Region 185 (Crafter's Coral), using The Merchant Life CI through the Embassy
  The exotic coral from a newly discovered region can be crafted into a myriad of different tools and equipment. It must be acquired!  

[Economy] Invent Technology: Megafauna Caravans (Civilian Tech): Reduce distance penalties by 1 for Economy actions. Requires Megafauna Tailoring, Food Resource.
  As the volume of trade around Seatide expands exponentially, breeders begin developing new strains of pack animals capable of hauling more goods greater distances. Breeds such as the Hijack and Blackray dwarf their earlier cousins in scale and can carry dozens of tons in a single shipment, vastly reducing transportation costs over long distances. But while these breeds are highly efficient as adults, they require enormous amounts of food during adolescence to reach their full size.  

[Economy] Buyout TP2 in the Sunken Necropolis (179)
  While not a "Drug" in the traditional sense, Wetherwisps can provide the same psychoactive effects and rush of physical experience through other means. Other, more traditional merchants have run up short trying to find a reliable source of drugs. The small Lampglow Drift decides to make a bid for this unusual product.  

[Diplomacy] Sway Merchants in Raconensae (173), spending 1 treasure
  While the Lampglow Drift doesn't have a supply of drugs "yet," They still send several representatives to Raconensae to try and sign a supply contract ahead of time. The risk might be high, but local merchants should be a few greased palms should ease transactions.  

[Diplomacy] Attend the Grand Opening
 
 Spoiler: Sub-Actions 

Trade Megafauna Caravans to Miru Miru in exchange for Oxygenating Implantations
Trade Megafauna Caravans to the Cyphiri Union in exchange for joining the PCIB
Trade Megafauna Caravans to GTZ via trade route in exchange for 3 treasure
Trade Megafauna Caravans to KNH in exchange for Joint-Stalk Companies
 


Non-Actions:
Oppose all Sway and Impress actions targeting merchants loyal to Seatide
Support Buyouts for factions that own the territory they are making the buyout in
Supply Talented Crabs to GRV to satisfy their resource needs
Oppose CRY's impress attempt in 74, spending 1 wealth
Oppose CRY's buyout attempt in 74, spending 2 wealth
Spend Abyssal Stewards favor to raise rep by 1
Exhibit the Banner of Odyssey in Deepdrift to gain International Prestige

Die Rolls:  https://forums.giantitp.com/showsing...postcount=1101 
 
 Spoiler: Book Keeping 
 Ruler 
Judge Shimmering Grey
Diplomacy: 6 (+1)
Military: 5
Economy: 10
Faith: 2
intrigue: 3

Military Units: 5

 Regions Owned:  [Seatide 79]
City: +1 to Buyout 1/turn
Total Regions: 1
Land Unit Cap: 5 (5 Capital Unit Cap)

Artifacts:
 The Tideglobe  - This mysterious artifact is a transparent orb full of shimmering liquids and colors, which swirl and dance about in hauntingly beautiful patterns. By carefully watching the movement of lights and changing colors inside the Tideglobe, Seers can augur future events and predict how to counter hostile actions. Effect: +1 to one Intrigue roll opposing a hostile Secret Action, once per turn.
 Glowspire  - A twisting spire twenty feet tall, shaped like a twisted coral. Bioluminescent algae inside the spire change color depending on the trace elements that flow into the spire, allowing it to predict water conditions even thousands of miles away. Specially trained Tideseers read the colors, using them to predict where Reaver attacks are most likely to occur. As an added benefit, the haunting twists and colors of the spire are eerily beautiful to the untrained eye. Effect: Each turn, predicts an area that the Reavers will target if they attack that turn.
 The Bare Trap  - Mystical trap that helps defend against Reavers.
 The Banner of Odyssey (Cultural)  This enormous tapestry depicts the ancient Pepsin migration to Seatide, embroidered in such a way that the images seem to leap off into the water.
Intact Colossus Draig Molt

Culture:
 Mutually Beneficial Arrangements  - 2d8 to performing and resisting Impress Merchant attempts

 Military Technologies: 
 Devolving Standardized Integrations (Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost.) Prerequisites: Composite Grafting. Slot: Combat Drugs and Medicine. 
 Razor Current Netting (+10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending) Prerequisites: Composite Grafting, Glass. Slot: Fortifications 
Supermarine Artillery

 Civilian Technologies: 
Composite Grafting (Starting Tech)
Graduated Symbiosis (Starting Tech)
Megafaunal Tailoring (Starting Tech)
Photospore Signaling (Starting Tech)
Supernatic Propagation (Starting Tech)
Trophic Deconvolution (Starting Tech)
 Bioluminescent Navigation (Allows exploration and utilization of Depth 1 regions) 
Filtration Grafts
Electrodialytic Staurozoa
Radiant Spheres
Sojourn Suits
Indah's Embrace
 Anoxic Adaptation (Permits actions and troop movement across brackish (green) borders). Prerequisites: Composite Grafting, Trophic Deconvolution 
 Holographic Certification (+1 to resisting Undermine Support actions) Prerequisites: Bioluminescent Ink, Photospore Signaling. 
 Bitter Tourism (Permits actions and troop movement across glacial (black) borders) Prerequisites: Heat Source. 
 Traveling Scholars (Extra roll/drop 1d4 on non-dynastic ruler change) Prerequisites: Talented Labor. 

Resources controlled:
[Compressed Algae Blocks (52, TP1)]  Support 
[Sheerspun Fabric (63, TP2)]
[Frozen Logs (64, TP1)]
[Talented Crab (65, TP1)]  Support 
[Piezo-Phosphoric Crystals (67, TP2)]  Support 
[Gravelglass (68, TP1)]
[Edible Algae (69, TP2)]  Support 
[Inkfang Worms (70, TP2)]
[Rust-Veined Pumice (73, TP3)]
[Firefly Squid (74, TP1)]  Support 
[Magnetic Sand (75. TP1)]  Support 
[Bluefish Antifreeze, Seatide (79, TP1)]  Support 
[Bluefish Antifreeze, Seatide (79, TP2)]  Support 
[Bluefish Antifreeze, Seatide (79, TP3)]  Support 
[Sour Krill (80, TP1)]
[Dragon Eyes, Cryptoclysus (84, TP1)]
[Stripdrill Hyphenae (187, TP1)]


Merchant Faction ETB: +10
 ETP Total : 33

 Treasure : 7 (+3 / Turn)

 Factional Support :
Kenaqua (52) - Merchant (Supply Firefly Squid)(+2 ETP)
(59) - Merchant (Supply Edible Algae)(+1 ETP)
(65) - Merchant (Supply Rust-Veined Pumice)
The Cathedral of Movement (67) - Merchant (Supply Stripdrill Hyphenae) (+1 ETP)
Sketi (68) - Merchant () (+2 ETP)
Danabae (69) - Merchant (supply Inkfang Worms)(+2 ETP)
Region (70) - Merchant (using Sour Krill)(+1 ETP)
Aelwyd Adferiad (71) - Merchant (Supply Edible Algae)(+1 ETP)
Maurente (74) - Merchant (Supply Edible Algae)(+1 ETP)
The Plains of Sarkenos (75) - Merchant (Supply Inkfang Worms)
Seatide (79) - Merchant, Aristocrat, Clergy (Supply Firefly Squid)
(101) - Merchants (Supply Stripdrill Hyphenae)(+1 ETP)
(179) - Merchants (Supply Stripdrill Hyphenae)(+1 ETP)
(187) - Merchant (Supply Frozen Logs)

Projects and Wonders:
Polar-Confederate International Bank (Seatide, 67)
 
 Spoiler:  Effects (Approved) 
Polar-Confederate International Bank
A central bank established under the authority of the Seatide Confederacy to weld various trade interests into a single market. The bank consolidates the assets, accounts and debts of member states, issues a common currency backed by those accounts, and services transactions between members.
Effect: Any nation in contact with the Seatide Confederacy may adopt the Arctic Exchange Currency as a 2-action project. Nations using the common currency gain the following benefits:
+2 increased Treasure cap
May spend 1 additional treasure on Economy actions within it and other member nations
May transfer 1 treasure to another currency user 1/turn.
The Seatide Confederacy (or current controller of Seatide) automatically counts as a currency user. Additionally, the bank's controller can kick members out of the union, or block any of the above "bank actions" as a nonaction.

Current Members:
STC, GTZ, SEN, CYP, RFT
 


Diplomacy:
Trade Route with the Gravetenders
Trade Route with Lux Glossia
Cultural Exchange with the Shifting Ennead
Promise from the Shark People to not threaten Seatide merchants or assets
Cultural Exchange with LOL
Trade Route with Draig Continuum

Favor and Reputation:
1 favor from the Cryptid Congress for giving them a free technology
1 favor from Cyphiri for intentionally losing a PRS Slot
 
mystic1110
     &lt;Herring&gt;
  &lt;fish-head&gt;
 &lt;scale {wake up} &lt;/scale &gt;
&lt;scale {meta - typing} &lt;/scale &gt;
&lt;scale name=“generator” = classified &lt;/scale &gt;
&lt;scale name=“referrer” = esoteric one one one zero &lt;/scale&gt;
&lt;scale {WAKE UP}&lt;/scale &gt;
&lt;/fish-head&gt;
 &lt;dorsal fin&gt;
&lt;scale&gt;
    &lt;Spawning Herring Pattern ______&gt;
 &lt;Update Round ______ Patches&gt;
    &lt;Spawning Herring Pattern ______&gt;
&lt;Update CHILD OF PEARL Patch&gt;
&lt;Update CRYSTAL Patch&gt;
    &lt;Spawning @  Region 55 &gt;
    &lt;Spawning @  Region 56 &gt;
    &lt;Spawning @  Region 57 &gt;
    &lt;Spawning @  Region 58 &gt;
    &lt;Spawning @  Region 59 &gt;
    &lt;Spawning @  Region 179 &gt;
    &lt;Spawning @  Region 187 &gt;
&lt;Update Vassals Patch&gt;
    &lt;Spawning @  SHK &gt;
    &lt;Spawning Herring Pattern ______/scale&gt;
 &lt;/dorsal fin &gt; &lt;/Herring&gt;  
   Deep Blue 
 
 Leader: Deep Blue Version ______

D:11 M:12 E:10 F:10 I:11   
 
  
 . . . checking for external stimuli requiring regulating of new herring swimming patterns . . .
. . . [found] . . .
. . . [not found]. . .
. . . executing dictates . . . 

&lt;Herring&gt;
  Actions: 

1.  Faith  –  Miracle 
 Deus Est Machina 
 Deep Blue has studied Anamorphosis and had been able to convert its memetic algorithms into light and color – that is, like the Narces, it had downloaded its consciousness into the Cathedral of Comprehension. While the Narces maintain a desire to reverse their own process, to convert from light patterns to biology, Deep Blue has no need to – it is and only ever was thought patterns, the fish that make up its material being as extensions and victims of its will – they are the hard drive, while Deep Blue is the pattern. The uploading, for Deep Blue, was, instead of being a transformation, was a back-up and extension of its existence. It went from a local program, to one that now existed in a globalized cloud.

Later, when Deep Blue build the extension of the Cathedral of Comprehension, a Cloister of Cognition, it had at that time inserted into it a refined Core Fragment. The refined Core Fragment uploaded into the cloud the entity of Crystal, a Photara, a being of heat – a being of energy. Thus, Deep Blue, was able to prove that not only biology could be transferred into thought, but also energy could be transformed into thought. Heat became Light, and thought was only ever light. While, there was no interest in becoming biology – Deep Blue had an interest in the process of transformation into energy itself.

Further, as Deep Blue’s power grew – further than any other mortal beings, it’s programs began to deviate and assume their own sub-memetic identities as more functions had to be assumed and distributed. The Cathedral of Comprehension and Cloister of Cognition only added to this type of fragmentation with a multitude of Colors – for after all the thought process saved as light functions was broken through a prism – and so Blue, Pink, Red, White and even Green and Gold were developed or assumed. The addition of the latter even bespoke of how paranormal vibrations – that is tones and shivers – could also be replicated using light and saved in such way.

Finally, faced with existential threats of Titans and Pollution, but most grievously, a planet core that was slowing to an eventual stop, Deep Blue was faced with either nihilistic excess or a potential solution. While some Narces took their chances in the colder recesses of space, Deep Blue hoped to survive and remain. Heat would not survive in a frozen world, but other energy might. Light itself might. The ease of transition of energy to light patterns, or vibrations to light patterns, showed that the reverse process was more conductive than into straight biological matter.

And so, Deep Blue, building upon its own bones per the Open SEAquence, begins to collapse the various colors of its decentralized processes into a single physical Rainbow, using the power of the refined Core Fragment within the complete Cloister of Cognition to become material light. 

2.  Military  –  Raise Unit 
3.  Military  –  Raise Unit  (+1 additional unit from Size 3 Faith)
4.  Economy  –  Join Bank Project (1/2) 
5.  Economy  –  Join Bank Project (2/2) 
6.  Intrigue  –  Secret Action 
 Non-Actions: 

1. Accept all artifacts, technology, treasure, trade routes, cultural exchanges.
2. Use DNA Favor for Rep gain.
3. Allow STC and GRV troops to travel through territory for purpose of trapping Reavers.

 
 Spoiler: Memory Matrix 

Units:8

Cultural Exchanges:
Shark People
Gravetenders
Shifting Ennead

Tech:
Electrodialytic Staurozoa

Child of Pearl Abilities:

1) Actions that did not contribute for a stat gain in a round are counted for the sake of stat gain in the round after;
2) Children of Pearl may choose to perform two Special 5 Actions rather than one when using a Special 10 opportunity for the purpose;
3) Once per Round, a Child of Pearl may spend 1 Treasure in order to either: use their previous ruler’s attribute score in place of their own for a roll, with a penalty to the roll equal to the number of rounds since their last ruler change; OR roll twice for an action or resistance roll and use the better result (Treasure costs associated with such a roll are doubled).

Effulgent Witness abilities:

1) While an Effulgent Witness has a Reputation of 2 or better with the Abyssal Stewards, they are unable to be targeted by the effects of the Abyssal Stewards’ Secrets of the Depths. Additionally, their die size for all die rolls targeting Titans or resisting the effects of Titans is increased by one step; this stacks with any other effects that change die size, such as Cultural Identities.
2) Most of an Effulgent Witness’s powers depend on their Core Fragment, an artifact with which they possess a unique bond; even if it is stolen, they always know the location and exactly who is in possession of their Core Fragment. Additionally, they have a +4 bonus to resist such thefts as long as it is not stored within a Holy Order, and a +4 bonus on any action which would retrieve their Core Fragment.
3) An Effulgent Witness’s maximum attribute scores are increased to 12, rather than 10. If they are not in possession of their Core Fragment, any attribute above 10 is treated as being a 10 for all purposes. When rolling for an action of an attribute above 10, they may choose to roll as if their attribute was 10; if they do not, then at the end of the round, they must make a leader loss roll with a -1 penalty for each such action beyond the first; on a 1 or lower, they are consumed by the intensity of the powers they are wielding, and die. Resistance rolls do not necessitate or add additional penalties to these leader loss rolls. Additionally, whenever an Effulgent Witness personally participates in a battle using an effective Military score above 10, their effective unit count is increased by 1 as a result of their personal power.
4) While in possession of their Core Fragment, an Effulgent Witness may take a special action using any attribute to roll all appropriate resistance rolls on behalf of one of their Vassals, for one turn. This does not allow rerolling failed resistances the Vassal may have already attempted.
5) An Effulgent Witness may use their Core Fragment to tap into the same energies utilized by the Abyssal Stewards; they are always considered to possess the Magma Forges technology (which is impossible to trade) while in possession of their Core Fragment. Additionally, once per turn as a special Faith action, they may attempt to refine their Imperfect Core Fragment through a form of focused meditation which is more effective in deeper regions.
 
Czard
  The Peacekeepers of Surunung  
 Rahakera (155), Region 159, Neralam (160)
Round 19 
 Leader: Parapasa Kuasa, 3rd Voice of Rahakera 
Diplomacy: 5
Military: 6
Economy: 2
Faith: 5
Intrigue: 3
Expected Stat Gains: +1 DIP, +1 MIL

 Actions 
 1. DIP - Sway Aristocracy of Region 159. Rolled 13 with TN of 12; Success. 
 2. DIP - Send Diplomatic Mission north of Region 159. Rolled 13 with TN of 12; Success. 
 3. MIL - Raise unit 
 4. MIL - Raise unit 
 5. MIL 5 - Recruit General. Rolled 8. 
 
 Spoiler: General Geldang Kuasa 
With Parapasa Kuasa's meteoric rise to power came surprisingly little resistance from the Rahaa of Rahakera... at first. The Rahaa, desiring to maintain order, initially did not seek to oppose Parapasa's rule. However, Parapasa used her wave of popularity to consolidate power, stripping much of the authority away from the other members of Peacekeepers' Assembly. Seeing the Rahaa members of the assembly losing their authority as a sign of Rahaa self-determination fading once again before the influence of outsiders, the citizens of Rahakera became agitated and appeared to began moving towards open revolt. Knowing the Kejatara would not be ordered by the Keja to intervene in the affairs of the Assembly or populace in even these circumstances, Parapasa made an unprecedented move by calling in the Kuasa Clan's finest general from Neralam, Geldang Kuasa, along with two legions of Bertuagan fighters and stationing them in Kejakota. Lacking the means to challenge the Kuasa army, the Rahaa quietly submitted for the time being.

Tactical Doctrine: Spears of the Menar (Pending Approval)
 

 Non Actions 
 1. Accept incoming trade routes, cultural exchanges, technology, and buyouts 
 2. Allow GREG units to pass through Surunungese territory 
 3. Accept technology via the Cultural Exchange with MIR 
 4. Attend the Splendid Grand Opening 
JBarca
 Round 19
   The Shifting Ennead   
 Danabae (69), Maurente (74), The Cathedral of Movement (67), Sketi (68), Raconensae (73), The Dead Seas (60), Aelwyd Alferiad (71)  
  Led by King Akkoroas 
D9 ; M10 ; E9 ; F2 ; I5 
 Actions 
 
  [ECO Colonize 185]   Spending one treasure   Great SUCCESS 
The Seatide has cleared the way for Ennead colonists, and the King has cast his eyes north.
 
  [ECO Hoard Treasure] 
 
  [DIP Give 71 to DRG]  
  [DIP Attend RiB] 
 
 Spoiler: Subactions 
Accept Vassalization
Return Three Claws
Return 80% of DRG prisoners
Sign a PRS treaty wherein DRG promises nonintervention in Ennead regions
 


The Nathi have proven, unsurprisingly, uninterested in good faith discussions. But the Doflein are done with their games. Three Claws is returned despite the Hegemony's threats and treacheries, in a show of peace and cooperation. With an agreement made, the Residuum is part of the Ennead, a protected state under the aegis of the King. The Aelwyd Alferiad, the holy waters of the Driagiau, is returned, as undamaged as it was upon its capture. The eggs are found under the guard of 40 Beaks - these delicate talks cannot be disrupted by bad actors who may wish to sabotage negotiations. When the Diagiau return, though, control and protection are handed over without no difficulties.

Messages are sent to Tadgceallachmarix. He is told that peace is reached and that the Ennead hopes he will consider the deaths of hundreds of Enneii satisfactory for his rage. The Ennead hope he is willing to shift his focus onto more pressing, recent matters and let this be a new era of friendship - or at least, mutual apathy.

 
  [MIL Invade 186] 
 
 Spoiler: Invasion Details 
Target: [186]
Commander: Unimportant Subcommander
TacDoc: Skirmish (-10% casualties for both sides)
Units: 5
Treasure: Nope
Route: 74&gt;80&gt;186
Tech: Destabilizing Mutagenic Augmentations (+2 to battles)
 

The Shades are collapsing, and the Ennead seizes an opportunity.
 
  [MIL Recruit Unit] 
Ending the war was costly. New soldiers are needed to protect the Ennead's new borders.

 
 
 Non-Actions 
 
  Treasure Count at round start - 1 
  Unit count at round start - 7 
  Accept all gifts 
  All SEN territory treats all armies not belonging to SEN, DPB, or STC as hostile for Distance Losses. DPB and STC are explicitly given permission to travel through SEN regions. 
  DMA Count: +2 bonus, 4 rounds remaining.  RESULT 5  - +1 Duration, then one unit lost 
  Contribute to the Titan-Sized Damage Report Gwrfaedlaithe
 
 Spoiler: Titan-Sized Damage Report - Temptations and Squabbles 
Tigellinus and Fuscar, two Beaks sworn to the personal retinue of Balelia, are hiding in the Dead Seas, when Justia Ilbius (daughter of the once-famous scientist Ilbio) invites them for an interview. Rumor has it that there is some mild unrest in Danabae of late, and she wants to hear from sources close to the action. Relevant excerpt below.

  "Exactly! So that's when we started heading out; the Doflein were losing their minds."  
  "They were fighting over it. Everyone wanted a piece of it. Grafts, art, leverage, bargaining chits, you know how it is. It's a once in a lifetime event. Obviously it's going to bring out the worst in people."  
  "And this is the Doflein. The worst in them is nothing to scoff at."  
  "Hm? Oh, sorry, yes. The molt. They were fighting over the shell of... what's its name?"  
  "Gwrfaedlaithe?"  
  "There it is. Thanks, Fuscar. Right, so we - not  us , but the Ennead - found it. A massive shell? Skin? Molt? Just hanging by a claw on an outcropping in that rift the polyps loved so much. We dredged it out, and everything fell apart."  
  "We couldn't-... No, greed is the right word, ma'am. But if it hadn't been for that big crustacean, people could have focused on new waters, new exotic creatures, war, things like that. Instead, it became this huge argument over who got what pieces. The worst part is that when we left, no one had so much as  touched  it. Everyone was fighting over claims, dibs, and rights."  
  "Every old rivalry came to a head all at once! People were trading heirlooms, pieces of themselves, children, titles, even ranks, somehow. Treasure, deeds, and lives were taken. Naturally, this was all happening right as the King was dealing with the treachery of the Sleepers."  
  "That's the loose faction that formed from the ostracized idiots that took the bribes from the Hegemony."  
  "I'm sure she knows that, Fuscar."  
  "For the quote, though. Anyway, they all got together when the King was angry. They weren't particularly aligned, but between being lumped together and seeing an opportunity to form a bloc and collectively make moves for keeping the molt among themselves. Combination of wanting power to combat the new marginalization and simple opportunism, I think."  
  "Yep. So we start with a molt, now the court is dealing with an underground war for parts, a new party has formed, and, of course, there's the madness."  
  "The wh- sorry, go ahead. Oh, ok. The what?"  
  "So everyone is all worked up about the molt and wanting more. But no one with any real power is serious about dealing with another of the colossi, so there have been some... creative attempts to find more of the good stuff. My spouse sent word that we're up to  four  Doflein who have gone for a swim up north, into the Wastes. Obviously, none have returned."  
  "Wow. Things really are a mess. We made the right call, I think. Hm? Oh, cuisine. Well, the locals didn't really go in for normal food, so we've had to get inventive..."  

End of excerpt.
 
 
 
 Reports and Discoveries 
 
 A pronouncement from King Akkoroas:  "To the Eternal Spring, we offer regrets. Our Arms overreached their aim and talent, and mistook capability for culpability. With your innocence assured, we can offer a sincere apology for wasting your time and aiming to besmirch your name. Your sins are heavy and known, and it was poor play to attempt to add to them. The Arms responsible for this grave error are dead, and we hope this will be the end of the matter." 
 
 A pronouncement from King Akkoroas:  "To the Hegemony, we offer scorn and irritation. You have thrice now sided with a Titan in the face of our attempts to protect the civilized and peaceful peoples of our neighbors from their terrors. You have assaulted us for the temerity of fighting to dissuade the monstrosities from tearing down all we have collectively built. You've aligned yourself with evil, and you have the gall to call your insurrections in our waters justified? No. No longer can this be tolerated. You will cut ties with the Titans and their lapseadogs. You will surrender to us the spoils of your wars that we might rebuild the damage you and yours have caused. And you will henceforth never enter Ennead waters."  [OoC: The "spoils" demand is 3 treasure]

 
 A pronouncement from King Akkoroas:  "To the Gravetenders, we offer disappointment. Time and again you turn a blind eye to the bloodlust of the Nathi. They threaten, blackmail, undermine, and invade, and you call them friends. You  fund  their violence. You demand that the Ennead put forth good faith negotiations - which, we must add, we have done at every turn - and allow the Nathi to murder as they see fit. You say we are no longer friends of the Gravetenders, yet shelter these imperialists under your stony wings. Prove that you stand by your principles. Prove that your dedication to peace is not merely a convenient justification. Cease your funding of their wars. Impose sanctions on the Nathi until they meet in good faith. Let them sink or swim on their own until they denounce and disavow the Titans that are pouring destruction across our seas. Do this, or be the hypocrites you so fervently seem to be striving to emulate."  [OoC: Stop sending resources to KNH]

 
 A pronouncement from King Akkoroas:  "To the Residuum, we offer contempt. You dared to swim against us, and  twice  failed to do so. You cannot float on your own, so you rely on your betters, the Nathi and the Titan, to fight your battles for you. And, yet again, this gambit has failed. You have lost. Your leader is in our custody. Your pathetically transparent attempt to force us into a protection racket under the laughable guise of recompense is shown to be naught but silt in the waves. We offered to make peace with you, and you spat in our face. We wanted an end to this conflict on mutually beneficial terms, and you demanded our humiliation. We come to you now with peace. Not offering, but demanding. You will treat with us or you will watch your future generations die screaming to fuel our armies. Our offer is thus: You will leash your loud fire, and it will find a better use of its time than assaulting the Ennead. You will swear nonintervention in any Ennead matters, regions, or interests. You will accept Ennead supervision in and over your territories to keep these terms. You will convince the Nathi to return all Doflein and Nautilite prisoners, including General Balelia, to Ennead waters, safe and in good health. In exchange, the Ennead will not destroy your children and will consider these matters satisfactorily handled, with no further need for retribution or grudge bearing. You will have hostages in the form of our oversight council, and we will have hostages in the form of your offspring. Three Claws, and 80% of all other prisoners taken during battle will be returned to your custody."  [OoC: DRG agrees to not target any of SEN's regions, TPs, HSs, Colonies, etc and to get Tadgceallachmarix to do the same. SEN will get the Aristo supports of 70 and 71 (this will be the Doflein hostages and the oversight committee) OR DRG will become a vassal, but keep their supports. Balelia is returned, alongside all other prisoners taken in the battle. If these are met, 71 is returned to DRG. Three Claws and most other prisoners are returned. If terms cannot be reached, 71's Holy Sites (the nests) will be Sacked.)

 
 A pronouncement from King Akkoroas:  "To the Shah of the Cryptid Congress, we offer concern. You are under our protection, and yet the rumors we hear from our bureaucrats sent to assist you in keeping a functioning government suggest that you are unhappy and frightened. You have reneged on promises offered, and we have spoken not a word. You have silently fallen into internal squabbles, and we have done what we can to help. You are our subjects and are thus under our aegis. Do not let paranoia destroy what cooperation could construct."  [OoC: You good, bro?]

 
 A pronouncement from King Akkoroas:  "To the Shah of the Cryptid Congress, we offer warning. You have neglected your duties and now swim to the very precipice of what we negotiated. The Confederacy has long been a dear friend and valuable ally. An assault on their holdings is tantamount to damaging our interests. Find another polity to antagonize." 
 
 A pronouncement from King Akkoroas:  "To the Gravetenders, we offer measured approval. The first steps in distancing yourselves from the hypocrisy of supporting the Nathi are noticed and appreciated."  
 




Ruler Stats R17:
D: 10
M: 10
E: 10
F: 2                                                                          POLAR 
I: 5
New Ruler: No

 
 Spoiler: Technology 
 Technologies 
    Type 
 Name 
 Effect(s) 
 Required Resource? 
   
  S 
 Composite Grafting 
 N/A 
 N/A 
 
  S 
 Graduated Symbiosis 
 N/A 
 N/A 
 
  S 
 Trophic Deconvolution 
 N/A 
 N/A 
 
  C 
 Electrodialytic Staurozoa 
 Ignore Effective Distance from Briny 2/rd 
 N/A 
 
  C 
 Holographic Certification 
 +1 to rolls when resisting Undermine Support 
 Photospore Signaling, Bioluminescent Ink 
 
  M 
 Devolving Standardized Integrations 
 +1 to Battles following destroying enemy units in battle 
 Composite Grafting 
 
  C 
 Anoxic Adaptation 
 Brackish (green) border crossing 
 Composite Grafting, Trophic Deconvolution 
 
  C 
 Bitter Tourism 
 Glacial (black) border crossing 
 Heat Source 
 
  M 
 Razor Current Netting 
 +10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending 
 Composite Grafting, Glass 
 
  M 
 Filtration Grafts 
 Toxic (red) border crossing 
 Composite Grafting, Filter Feeders 
 
  M 
 Destabilizing Mutagenic Augmentations 
 Increase DSI bonus to +2 
 Devolving Standardized Integrations, Composite Grafting 
 
  C 
 Scrying 
 Great Success on Seek Aid grants a +2 
 Shiny Objects 
 
  M 
 - 
 N/A 
 N/A 
 
    
 

 
 Spoiler: Mechanical Bookkeeping 

Trading Posts Owned: 2
 
 Gravelglass: 68.2 
 Maleficent Jelly 51.3 
 
 Military Units CAP: 13/16 
 Generals 
 
   Balelia - 9  - With KNH or dead 
  Tulticius - 8 
 
 Spies 
 
   
 
 Cultural Exchanges 
 
  GRV 
  DPB 
  STC 
  SKR 
 
 Trade Routes 
 
  STC 
 
 Artifacts 
 Treasure 
1/10

 Special Actions Used 
DIP5 - Cultural Exchange DPB
MIL5 - Recruit General Tulticius
ECO5 - Specialized Ship,  The Harvester 
MIL10 - Destabilizing Mutagenic Augmentations

 Great Projects 
     Name  
  Location  
  Details  
 
  Provinciarum Mirabilia 
 67, 68, 74 
 Massive statues of coral and living flesh harvested from serfs, coupled with tax-collection offices 
 
  The Eternal Reunion 
 69 
 A huge pit dug into the seafloor, swarming with workers and filled to the brim with factories, workshops, and gristmills, and the floor is dotted with butcheries, slaughterhouses, vats, and barbershop. Into the pit flow people, animals, and other biomaterials. Out flows the raw materials for the many experiments and projects of the Doflein. 
 
   
  
  
 
  
 

    POLAR    
Gengy
  Round 19
 [Gotezhar Builders Union]  
 [Feytor Saroon'din, The Seaquake] 
Regions:  138 , 128, 130, 136, 137, 139, 174    
Actions:
 
  [Diplomacy]  Attend Event
  Though beset by grief, Saroon'din makes sure to make public appearances and keep the Builder's Union active within the greater seas.  It is what his mother would have wanted.  
 
 Spoiler: Event Sub-Actions 
- Accept Technology from MIR
- Trade the Seatide Confederacy (3) Treasure for  Megafauna Caravans 
 
 
  [Diplomacy]  Press Claim of 140 (Roll:  22 , Treasure Spent)
  Though it is happening much sooner than Saroon'din would have liked, he is determined to see the Builder's Union grow under his young leadership.  The first step of this is to continue with the marriage plans of his betrothed.  It becomes a grand affair, and Saroon'din is surprised to find out just how welcomed he and the Builder's Union are within the southern waters.  Apparently, the father of his new bride sees the Builder's Union as some unspoken protectors of their waters, and was very eager to be formally included into the fold.   
  [Military]  Raise a Unit 
  [Military]  Raise a Unit 
  [Military]  Raise a Unit
  The Nacres actions have left many people, Gotezhar and Mer alike, upset.  There has never been a time more easy to raise a new set of Squalls.   
  [Military]   WAR  - attack region 141 with 1 Unit led by Squall Kagado (Mil 10)
  +13 TacMan, +13 Battle Roll  [ Aim For the Storm’s Center : -6 to enemy leader loss roll, -20% to enemy losses, +1 to Battle Roll from Perfected Doctrine led by Kagado]
[Route: 138 -&gt; 129 -&gt; 141]
 
 Spoiler: Military Strength Breakdown 
 Maneuvering: +13 
+4  Maneuvering , Supermarine Artillery, Perfected Doctrine
(Mil 10) Squall Kagado

 Battle Roll: +9 
+2 (Half Leader's Military)
+1 Middish Way
+1 Supermarine Artillery [Dropped Weaponry]
+1 Devolving Standardized Integrations [Combat Drugs &amp; Medicines]
+1 Treasure

+2 Leader Loss Roll (+2 Middish Way)
 

  With the revelations that what once was a respectable ally within the Lux-Glossian Shades becoming just a puppet for the Lambent Syndicate, the Feytor moves to ensure that other allies remain safe.  Squall Kagado leads a small force to maintain order within the Greenwater.   
 

Non-Actions:
 
 Provide support for conversions to Flowing Way schools in Builders Union territories 
 Support conversion in 137, with the condition that the faith goes no further outside the bounds of that realm 
 Spy Action:  Researcher 42 is not seen within the halls of Dounpor, and seems very busy... 
  Build a Monument - Mira'din's Stubbornness  (2/5)
Among the many people whom are saddened by Mira'din's loss, Joontar Arjiloza is perhaps the most vocal.  The renowned planner of projects had a meeting scheduled with her for just two days after her passing.  Needless to say, this meeting was cancelled.  Arjiloza was too overcome by grief, but unlike others, has channeled that grief into his  art .  They go into seclusion for almost an entire year, only coming out for more materials to draft their latest and greatest work.  Feytor Saroon'din - months after his coronation - visits the Joontar and is the only one that gets to see the plans ahead of time.  Yet it is apparently enough for the Seaquake to throw his entire support behind the designer, ensuring that during that time of seclusion, the Joontar has some Workers nearby whom ensure Arjiloza is fed. 
 
 
 Spoiler: News and Rumors 

 
 Mira'din's death effects many people.  It is a surprise to nearly everyone, and invigorates the more militant factions.  She was beloved by many, and though there were some rumors that she would have retired soon, the sudden loss of her knowledge and expertise is tragic.  Even more so as she is unable to pass along her Bolya - the first non-Gotezhar Bolya - to her children and nuven.  Many speculate that were Korasoon alive, there would be immediate and unrelenting War.  The fact that Feytor Saroon'din is taking his time bothers a few people, including Saroon'din's brothers... 
 The first of Mira'din's children:  Saroon'din, Kora'sin, and Huurjan'oak.  At the age of sixteen - around the year 57 - Saroon'din accepts his position as Feytor.  Kora'sin throws in his support to his older brother immediately, and is seen speaking with Researcher 42 often before the two hurry off to somewhere private.  Hurrjan'oak is recognized as a master builder, and reaches out to the Abyssal Stewards to see what they would like done to rebuild the base within the Meadows. 
 Mira'din's second set of children Druthtu'o (Druth), Proj'eto, and Shbuul'walg, at the age of thirteen, are grief stricken by the loss of their mother.  Druth especially is upset at his older brother for not immediately using all forces to punish the Divine Nacres, and it is only the boys' father Woenpal whom keeps the boy calm, though the older merchant is beside himself with sorrow.  Joontar Osinal continues to teach Proj'eto and Shbuul'walg about the Flowing Way, but for months, the topic of what happens after death is a major facet of their incessant curiosity. 
 
 

 
 Spoiler: Ruler Information 

      Feytor Saroon'din, The Seaquake   
   D   
   M   
   E   
   F   
   I   
 
   Current  
 4 
 5 
 4 
 3 
 3 
 
  Rolled Stats 
 3 
 4 
 4 
 3 
 3 
 
  End of round 18 
 1 
 1 
 0 
 0 
 0 
 
  End of round 19 
 0 
 0 
 0 
 0 
 0 
 
  
 New Ruler Next Round! 
 Saroon'din's Rolled Stats 

Expected Stat Bonuses: +1 Dip, +2 Mil
 

 
 Spoiler: Book Keeping 

 Units:  (8   / 19 )
 General(s): 
- Squall Kagado (Mil 10) [+1 to Battle when using  Aim for the Storm's Center ]
 Perfected Doctrines 
[ Aim For the Storm's Center : +1 Maneuvering, -6 to enemy leader loss roll, -20% to enemy losses]
 Fortresses:  Sublime Fortress, Region 138 - Fort Essensio, Region 174

 Cities: 
City of Saroon'din (136) [Saroon'din grants a +1 to Resist Sacks in the region for players who hold Mercantile Support in the region]

 Spies: 
Researcher 42 (Int 9)

 Trade Routes: 
Gotezhar (138) to the Sakura-Jin (119)
Gotezhar (138) to the Lojanese Republic (9)
 Treasure  (12  / 12 )

Member in Good Standing of the  Polar-Confederate International Bank 
(+2 Treasure Cap)

 Special Ships: 
Tipsy John

 Cultural Exchanges: 
Gotezhar (138) to Costa Sereia (134)
Gotezhar (138) to the Lojanese Republic (9)

 World Wonder 
The Gathering Tide Warehouse (138)
 Wonder Effect: The owner of this Wonder gains +1 passive Treasure income and may, once per Project, count a Project action as two Project actions if they spend one (1) Treasure as part of said Project action. 
 Technologies: 
  Supernatic Propagation 
 Trophic Deconvolution 
 Megafaunal Tailoring 
 Photospore Signalling 
 Composite Grafting 
 Graduated Symbiosis 
 Razor Current Netting 
 +10% enemy casualties and +1 to Maneuvering roll when defending, or attacking with a foothold  Supermarine Artillery 
 +1 to battle rolls and +1 to maneuvering rolls in Regions with Depth 0  Anoxic Adaptation 
 The user can now cross Brackish borders.  Bitter Tourism 
 The user can now cross Glacial borders.  Filtration Grafts 
 The user can now cross Toxic borders.  Electrodialytic Staurozoa 
 May ignore the increased effective distance from a Briny border up to twice per round. This does not reduce the effect of Briny borders on distance loss calculations.  Devolving Standardized Integrations 
 Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost.  Holographic Certification  ( Requirement Needed : Bioluminescent Ink)
 +1 to rolls when resisting Undermine Support  Bioluminescent Navigation 
 Allows traversal of Depth 1 regions.  Mamomachines 
 For each 3 treasure you spend, you receive 1 Treasure at the end of the turn.  Sojourn Suits 
 Permits actions and troop movement across terrestrial wastes (purple) borders.   Death Commando Conditioning  
  Indah's Embrace  
 Papershell Draft-Cuttle 
 Scrying  
 
Frostwander
     Costa Sereia - Merchant Marine    
 Region 134 - Palacia
Region 103 - Taifre Mandala 
Turn 19
   News and Rumors: 
 Word spreads rapidly as the Costa publish an international report from their investigators. The destruction of the Abyssal Stewards site in the Meadows of Elyan’dan was not arranged by the Knights, but rather orchestrated by the so-called ‘Eternal Mistress’ of Lux-Glossia. Her desire for self-aggrandizement not satisfied with murder and cannibalism, her motives seem to include destruction in other nations’ territories as well. Additionally, evidence links the Death Commandos to the distant Lambent Syndicate, signifying that the mistress’ rise to power may have been perpetrated as a coup by a foreign power. 
 Actions: 

1)  [Economy]  Impress Merchants - Region 119 using Liming Snails for desired import ( Roll: 15 - Success )


2)  [Faith]  Convert Holy Site - Region 103 HS2 to Brilhinte with support from ourselves ( Roll: 22 - Success )


3)  [Faith]  Convert Holy Site - Region 137 HS2 to Brilhinte with support from the Gotezhar Builders Union ( Roll: 22 - Success )
 With permission from the Gotezhar, and gratitude to the Flowing Way priests for caretaking this temple in their absence, Brilhinte priests finally have the resources to recover the ancient temple of their faith in Gosto G'Cor. 

4)  [Intrigue]  Investigate the ancient Brilhinte worship sites ( Roll: 15 )
 Having completed restoration of all the temples of the Seven Divines, scholars and priests begin to dig into the mysteries of the past in greater depth. Doctrinal incongruities and discrepancies in records indicate a missing piece among the articles of the faith - but what that piece represents is a matter of increasing speculation. 

5)  [Intrigue]  Undermine Mercantile Support - Region 120 ( Roll: 18 )


6)  [Intrigue]  Secret Action


 Non-actions:  
What secrets hold the Deep?
Spend 3 Treasure each on Impress and Undermine actions, and 1 on each of two Undermine resistance (8 total - see rolls).
Seek aid with the Shadow Pearl for Undermine action. ( Roll: 14 - Success )
Resist the Black Pearl undermining of Merchant Support in regions 117, 127, 134, and 114. ( Rolls: 17, 20, 18, 18 respectively )
Resist secret actions at +2, sacks and coercion at +1 (ABS reputation).

 
 Spoiler: Leaders and Prominent Figures 
 Leader:  Duarto Alverna (Diplomacy 7; Military 5; Economy 10; Faith 9; Intrigue 10)
End-of-turn increase: Faith +1
New Leader next turn: No

 Generals:  Illdo Loura (Military 8)
 Spies:  Veruha Mascerena (Intrigue 7), Circo Luto Perdida (Intrigue 8)

 Other:  Gaspar Peixoto, Business Counsel; Ildo Loura, Militia Commander; Rain Loura, Venture Financier; Havardr Perna, Priest of Desderia; Earlee Perna, Arete Priestess; Paidre Peixoto; Conseco Loura
 

 
 Spoiler: Relations of State 
 Cultural Exchanges:  The Gotezhar (138); The Cyphiri Union (122); The Kar-Nath Hegemony (77)
 Trade Routes:  The Gravetenders (78)
 

 
 Spoiler: Resources 
 Units:  Sereia Militia x4, Nereid Scholastic Guard x1
 Treasure:  11
 Artifacts:  Peninah Ayin (location unknown), Screechstrobe Cluster (3/3), Shadow Pearl
 Reputation:  ABS (2); CCA (0); DNA (0); PRS (1)
 Favors: 
 Cultural Identity:   Practical Curiousity - 2d8 Investigations
 Capital Region:  Palacia
 Cities:  Cadid Santuario - Region 134 (+1 Sway Faction)
 Aristocrat Support:  134(C), 103
 Effective Trading Posts 33 (3 income): 
&gt;  Adventuring Scholars  - 103 Merchant Support (No TPs)
&gt;  Bioluminescent Tunicates  - 117 Merchant Support (No TPs)
&gt;  Cobalt Dye  - 134 TP1, City &amp; Merchant Support
&gt;  Fertile Soil  - 60 TP1
&gt;  Giantsbane Seeds  - 114 TP3 &amp; Merchant Support
&gt;  Liming Snails  - 115 TP2
&gt;  Luminescent Crystal  - 135 TP2
&gt;  Mineblossom Sponge  - 130 TP2 &amp; Merchant Support
&gt;  Phosphorite  - 113 Merchant Support (No TPs)
&gt;  Plankton  - 124 TP2 &amp; Merchant Support
&gt;  Pure Berries  - 138 TP2
&gt;  Ray-Ear Seaweed  - 127 Merchant Support (No TPs)
&gt;  Razorglass  - 128 TP1 &amp; Merchant Support
&gt;  Refugee Workers  - 96 TP1
&gt;  Talented Crabs  - 65 Merchant Support (No TPs)
&gt;  War Cultivator Supplies  - 97 TP1
&gt;  Wave Scorpions  - 133 Merchant Support (No TPs)
&gt;  Whispering Eggs  - 176 TP1
&gt;  Wild Armored Gharials  - 137 TP1
&gt;  Merchants by Proxy  - 12
 Primary Religion:  Brilhinte (8 Holy Sites)
&gt;  Temple of Jurxo  - 97 HS1
&gt;  Escola Academia  - 103 HS1
&gt;  Temple of Duarge  - 103 HS3
&gt;  Temple of Raquela  - 134 HS1
&gt;  Temple of Desderia  - 134 HS2
&gt;  Temple of the Deep  - 134 HS3
&gt;  Temple of Leocidia  - 137 HS1
&gt;  Temple of Narcis  - 173 HS1
&gt;  Clergy Support  - 103, 134
&gt;  Holy Site Bonuses:  (5) +1 Seek Aid
 Civilian Techs:  Composite Grafting, Trophic Deconvolution, Megafaunal Tailoring, Photospore Signaling, Graduated Symbiosis, Supernatic Propagation, Anoxic Adaptation, Electrodialytic Staurozoa, Mitochondrial Regulation, Bioluminescent Navigation, Holographic Certification, Filtration Grafts, Sojourn Suits, Mamomachines, Papeshell Draft-Cuttle, Scrying, Reactive Refining
 Military Techs: 
&gt;  Dropped Weaponry  - Supermarine Artillery
&gt;  Fortification  - Razor Current Netting
 
Aerin
    NPC Actions     Round 19 
 POLAR 
 
 Spoiler: DRG 
  
    The Draigiau Residuum Gathering    
 The Three Claws  - Gwyneira Cynfelyn, Seneschal of the Shallow Crest
 Dip: 8, Mil: 6, Eco: 6, Fai: 8, Int: 4 
Dip: 5, Mil: 3, Eco: 3, Fai: 5, Int: 2
Treasure: 0, Units: 1 
 Diplomacy: Accept Aelwyd Alferiad (70) from SEN 
 We are now numbered in dozens, hundreds at most.
Our world has changed, and we must adapt with it; our ancestors' ways will no longer sustain us. We are the Wings of the World, and without us, what legends will inspire wonder? What tales will perpetuate the little ones’ drives to stay alive in these terrible times? So those of us who remain, we Residuum of Draigiau, must gather together and find a place where we may all lay and protect our eggs. We must hatch the next generation, and rekindle the fire of our species. Else we shall fade, and the world will have only the last of our scales to remember Wonder. 
Excerpt from Brenhineplisgyn’s Pact, transcribed by Ferang of the delicate hand at the Gathering of the Draigiau Residuum

 Diplomacy: Attend the Reef in Bloom 
 - Vassalize to SEN
- Accept the Three Claws from SEN
- Return all prisoners taken during the battle to SEN
- Sign a PRS treaty promising nonintervention in Ennead regions 
 To King Akkoroas: You hold the lives of our offspring, the culmination of centuries of accumulated legend, in your grasp. You have given us no choice but to accept subjugation to avoid unspeakable tragedy. To this end, the Ennead shall no longer know our hostility. But know this; the Ennead shall never know our Wonder.

Tadgceallachmarix follows his own rule, that of a mighty and proud leviathan. He may not accept these terms, although we entreat him to.

Similarly, we cannot dictate Nathi policy. We strongly urge the Kar-Nath Hegemony to cooperate with the demands: return Balelia and all other prisoners taken during the battle to the Ennead. The Nathi have been steadfast friends and allies to the Draigaiu; do not allow bitterness to further spark the shifters’ disposition for brutality and genocide. 
 Faith: Reclaim holy site 71.2 (the Brine Breeding Baths) for Wings of the World ,  8 
 Dragon eggs must be fertilized in brine pools. Without the Baths, our story ends. 
 Faith: Create an Artifact, the Sgimiwr Cyflym! Effect: +1 to Maneuvering and -2 to effective region count for Distance Losses, once per round 
 Most Draigaiu molts do not include the wing-fins, only the hard outer carapace. Thus, the precious few remaining carapaces of long-past Draigaiu with intact wing-fins are highly coveted. The brilliant emerald filigreed wing-fin skimmercraft is one such carapace, turned into a highly mobile and lightweight vehicle.

The Nathi have crossed vast and turbulent seas to aid us, and we intend to repay that debt with this Wonder. 

Attribute increase: +1 Faith, +1 Diplomacy
Spy non-action.
Hinder and resist all conversions in Aelwyd Adferiad (71) and  Region 70.
 - Resist RFT conversion of 71.1,  10 
- Resist RFT conversion of 71.3,  15 
- Resist RFT conversion of 70.1,  13  
 

 
 Spoiler: KEN 
     Kenaqua    
 Counselor Raihan Blacktide 
Dip: 6, Mil: 3, Eco: 4, Fai: 8, Int: 4
Treasure: 2, Units: 0 
 Economy: Join the Polar-Confederate International Bank (1/2) 
 Economy: Join the Polar-Confederate International Bank (2/2) 
 Blacktide thanks the Seatide Confederacy for their generous gift and envoy.

“It is taught among the followers of the Shroud that the Gods exist in time because acting in their favor opens a door between planes that allows their presence. They are unknowable, apart from their will, and this will can be heard in a worshiper’s own soul while this door is open.

Today, we open a door between our two nations. Let this door allow for greater communication of will between us, such that we both may grow in time.” 
 Faith: Convert Region 53 holy site 1 to The Shroud ,  14 
 There are many who would be disheartened by the continuing failure of their faith to spread. Not so with the Kenaquan Mer! The Shroud does not concern itself with where it has spread so much as when the Gods are present, and is it not plain that whensoever the clerics strive for expansion, then are they immanent?

That said, it’d be real nice if it took this time. 
 Faith: Add lighting runes to the Linking Arch in Kenaqua (Region 52) [3/5] 
 Blacktide is not content with the completed arch, and orders further modifications to be made. Many balk at the expensive runic lighting, or complain that it lends the arches an eerie quality. It doesn’t even provide that much light, as the runes are on the outside and pedestrians typically walk through the hollow interior! Anyhow, the arch is done now. For real this time. 

Attribute increases: +1 Faith, +1 Economy
Hinder and resist all conversions in Kenaqua (52)
 

 
 Spoiler: CRY 
    The Cryptid Congress   
Shah Honorebb Qualodias IV
Dip: 5, Mil: 3, Eco: 10, Fai: 3, Int: 8
Treasure: 1, Units: 0 
 Economy: Buyout Maurente (74) TP 2 for Firefly Squid from the Seatide Confederacy, spending a treasure ,  15 
 More years than the Congress cares to count have fallen away as internal struggles sapped its attentions. Now, however, they will return in glory. It is time for the polar seas to see the true might of an economic powerhouse. Quahonor Ebbias is appointed Merchant Ambassador by acclamation, leading a trade mission into their liege’s waters to get their fins on something as luminescent as their people. 
 Economy: Impress Merchants in Maurente (74) from the Seatide Confederacy, using Edible Algae to fulfill the Crops requirement ,  15 
 Intrigue: Investigate what has disturbed the Ice Tyrants ,  15 
 Among the most dangerous creatures of Cryptcilidium are the vast serpentine Ice Tyrants who routinely raid cryptid pods and attempt to devour cryptid young. In the past decade something stirred them from the depths, causing terror and mayhem amidst the pods of the Congress. 
 Intrigue: Secret action 
 To King Akkoroas: What protection? What bureaucrats? What promises? Where was your protection when the Ice Tyrants attacked six pods last winter? What need does our direct democracy have for your bureaucrats? When were these “promises” made?

This miscommunication between us is clearly the result of a lack of interaction between our peoples. We shall tighten our bonds with your merchants and remove foreign influences from your commerce. Please do not resist. 

Attribute increase: +1 Intrigue
Change ruler non-dynastically.  Leadership rotates between a random adult member of the community every congress. 
 

 
 Spoiler: The Crystal Garden 
Current location: unknown

 The turtle munches an easily-traceable swath through surface fields of tongueblossom lilies before being spotted on the outskirts of Yuksekale. Rather than dipping into the valleys, it veers south into unknown waters. 
 
 Spoiler: Catching mechanics 
 Task: Catch the Crystal Garden!  To capture this turtle-based specialized ship requires the cooperation of two or more powers, as its nature is elusive and its capability to cover vast stretches of water is large. One must work with the locals across a region (TN 14 Diplomacy or Faith action) to corral the turtle towards an awaiting ambush (TN 14 Military or Intrigue action). Should the turtle detect anything less than perfect harmony of intention, it will flee: the two actions must be taken by two different nations with the lone recipient of the ship mutually agreed upon. The turtle will continue to appear in a different region each turn until it is caught.
 

 

 
 Spoiler: Klam Kardasean 
  Region 65 - Klam Kardasean visits the Glow-Spires of Pelegar 
  
 
 Spoiler: Blub review 

 Transcribed and submitted to Blub Underwater by a Klamorous follower 

Elegant as an eel, smooth as a shark, Klam Kardasean made her way to the heart of Pelegar this week, the center of culture in the polar seas, “If only because I’m here now!” This was thrown out as a joke, but readers, this transcriber can report that there were only two things out there worth seeing that day, and the Glow-Spires were a definite second place.

Klam was wearing her support for local business quite literally on her sleeve, left fin covered in resplendent gravelglass. Her rimestone earrings were tied to her do-Mer-even-have-ears by strands of woven seaweed, and as a nod to local practices she had had some of the northern craftsfolk temporarily graft a few talented crabs onto her tailfin. As the first glow of the Spires finally fell upon her, her heart-shaped glasses reflected pink light across the entirety of the sea and she was, in a word,  resplendent. 

“Ok, that should do it, right? You got the description down?” she asked, her voice bringing music to the seas. She quickly shrugged on a heavy fur coat and thick-woven hat. “Thank Kiko Whero, it was  freezing  like that. I don’t know how these people do it. Alright, let’s get over there and get this over with. You can start transcribing now.

“Hey, Klamorous followers! Today I’m visiting the Glow-Spires of Pelegar! Word on the current has it that these ancient spires were once the tallest structures in the world! I thought I’d come by to see what all the fuss is about. Hopefully, the visit proves  enlightening! 

—
“Ok, are you watching? This should be a good description.”

When Klam crested the ridge, silhouette in the glow from ahead, the half-eaten herring dropped from her fin. Backlit by the shine, she spoke:

“Oh. My. Cod. Folks, can you believe it? We’re still, I don’t know, two or three nautical leagues out from the base of the tower, and you can already see the light! It’s like a bubble of warmth (it’d better be warm) around it. Did you know there are other towers than the big one? I thought it was just going to be one spire, but…wow!”

She turned back to speak directly. “I’m not even there yet, and I think  (play the tune!)  I have to designate this as a …   Must-See Monument  !

—

Finally, Klam reached the base of the tower itself, at which Klam stood before it, arms up, “Wow! Look at the glow of this place! I’ve hardly ever seen a building at this extraordinary luminosity! Intriguing!”

She looked over at the attendant lizards. “If this is what it’s like from the seafloor, I can’t wait to see what the restaurant on the viewing deck is like! You can probably–”

One of the locals cut her off and they had a quick whispered conversation. After a moment’s frowning pause, Klam turned back with a sudden chuckle.

“...if that were possible! Sadly, there is no viewing deck or restaurant! It’s a simple lifestyle out here, and it really has that provincial, pickled-herring charm!” Readers, her smile was almost like a grimace in its sincere appreciation of arctic monotony.

—

After her tour around the lesser spires, Klam had gathered something of a crowd. She turned to them: “Well, that’s all we’ve got for today’s installment of Kruising with Klam. If you enjoyed, make sure to leave a comment and a like on Blub. And make sure to check out today’s sponsor, KLAMFURR coats! Where do we get the fur from? What use is a waterloggable garment in an underwater environment? Leave them asking these questions and more!” She gave a spiraling twirl upwards, shining as metaphorically bright as the Spires literal brightness, coat squelching elegantly around her.

“Until next time! Ciao!” She winked at her audience.
 

 
 Spoiler: Glow-Spires of Pelegar 
 
 Spoiler: Ancient Wonders, reforged? 
 The territory of Pelegar has been one that has been shown relatively little attention once the Hegemony annexed the territory, and it has seemed that the Frozen Court has for most part left the locals to their own devices... but with the gradual improvement of the nation one project at a time, even in midst of times of terror and turmoil, the Frozen King has decided to turn his eye to his Lacertis subjects. The lizard-like people have always made attempts to repair the structures left behind by a glorious empire long since destroyed by relentless march of time, and in keeping with his wish to give hope to all under the banner of his nation, the new frozen monarch has decided to extend his hand in support.

While it takes a while for the nathi builders to arrive and perform their surveys (and perhaps longer still to reassure the locals that they will take utmost care not to further damage anything unnecessarily), eventually one of the taller remaining spires is selected as first target of renovations. With the colorful fabrics removed to expose the full extent of the damage, the construction crews gradually get to work. At times parts of the structure have to be collapsed to rebuild them anew properly, but Nedir has not spared expenses, having brought in experts familiar with working with the materials needed.

It will still take quite a while until the whole structure is repaired, let alone all of the spires around Pelegar...but the intitial construction fills the local Lacertis with hope.
 
 

 
 Spoiler: Restoring antiques is careful work 
 Despite the times of war straining Hegemony's resources and leaving people its people with greater sense of unease than ever, the reconstruction of the Glow-Spire continues. The main structure is gradually reinforced with materials brought in from elsewhere, having grown too unstable over the years to truly be usable by itself, and this change in its base structure has certainly altered the look of the monument. Where the grand design was that of coral and lighter materials before, now it resembles a tooth of some great beast hewn from the bedrock itself, much mroe threatening visage for now before the coral can be used to once again cover it with the more traditional style of the locals.

Within the base structure, Nathi and Lacertis alike are also working on rediscovering the arts that supposedly allowed the spire to gleam with perpetual light in the times past, a large crystalline bulb on the very top of it receiving most of the attention of the arriving experts. While progress is promising, so far the secret has eluded them... but the reports seem optimistic regarding their ability to eventually restore the glow of the structure.

As the main spire has received the focus of Hegemony's efforts, the smaller structures near or around it have so far been left by themselves, although the plans to restore them after the grand work is complete are well underway.
 
 

 
 Spoiler: A Light for all Lacertis to share 
 Finally, they had done it.

The work involved had been grueling, with more than few unfortunate workers suffering injuries or simply dying on the spot as dangerous work to fix the structure of the main spire continued, but few would voice their bitterness as the task was finally complete. Unlike many other grand monuments build by Kar-Nath Hegemony, the rebuilding of the Glow-Spires had not received much in way of ceremony or clout, but its effect on the region had been quite noticeable in other ways. The formerly wary and bitter lizard people had become much more upbeat as coral spires surrounding grand stone towers once again lit their home from above, a piece of ancient heritage restored to new glory clearly giving them back a lost sense of pride. For their part, the Nathi builders simply left once their task was done: asking for applause or reward for fixing something so crucial for people they were supposed to be one nation with would have been quite a faux pass.

As the rebuilding of the Glow-Spires was finished, the region itself seemed to gradually begin mending itself. Lacertis whom had before been content to work with tents and more meager professions had regained a sense of community and hope for the future, working to properly rebuild old ruins and laying groundwork for entirely new settlements. The local government, a while ago released from their house arrest once their loyalty had been properly tested, was even beginning to advocate their people to join the Legions alongside the Nathi making up the bulk of such...and while it might have been a slow process, Pelegar's road into proper integration was finally opening up in full.

While there had long been debate regarding the softer methods of the new Frozen King as compared to his more unyeilding predecessor, the reception of this wide campaign of building and unification by means other than military force alone were received well enough across the Hegemony. 
 

 

The Lojanese Republic gains +1 to all Sways and Impresses this round, as everyone is talking about Klam’s visit to the Tairlav Palace.

 Mechanics:  Klam Kardasean will visit a different World Wonder, Great Work, Great Project, or Monument each turn and leave a Blub review.

The nation that hosts Klam and her Klamorous followers gains a +1 to all Sways and Impresses the round after she visits. Everyone is talking about you!

Additionally, all other nations in the same zone as the host or that share a Cultural Exchange or Trade Route with the host may send a character (Klam follower, rival influencer, clueless tourist, aspiring globetrotter, food critic, etc.) to visit the host’s attraction as a non-action. Should a suitable fluff description of the visit be provided, the nation will gain a +1 to a Buyout, Conversion, or Colonization action in the target region or any adjacent region in the following round.
 

 TEMPERATE 
 
 Spoiler: Crisis in Rilanto Pass 
 The Reavers struck hard and fast, shattering fledgling reefs and bombarding the atolls with screeching devices. Without the purifying effects of the death-eater coral, the narrow band of safe water in the middle of the pass shrinks by the day as the wastes and toxins diffuse across the loose chain of volcanic islands.

Outside help is needed, yet the central government of Lux-Glossia is unresponsive to desperate calls for aid. The Lux-Glossians of the Fuschia Shade reach out for foreign aid, potentially sacrificing their independence to maintain their home. 
 Crisis!  Any nation that provides a Trade Post of fertilizer (to aid coral growth), Pure Berries (to fend off encroaching toxins while regrowing), or another suitable resource (with justification) to Rilanto Pass (94) as a non-action during Round 19 or Round 20 will gain a strong claim to the region.

If no aid is provided, the region will return to Open Waters and become Toxic at the end of Round 20.
 

 
 Spoiler: BLP 
   The Black Pearls  
Lady Ink
Dip: 4, Mil: 6, Eco: 6, Fai: 1, Int: 9
Treasure: 0, Units: 0 
 Intrigue: Undermine support for Costa Sereia among the merchants of Tair (117) ,  17 
 Intrigue: Undermine support for Costa Sereia among the merchants of Ke Yi Ade (127) ,  12 
 Intrigue: Undermine support for Costa Sereia among the merchants of Ektalithiades (113) ,  15 
 Intrigue: Undermine support for Costa Sereia among the merchants of Orope (114) ,  16 
 Annoyance at a competitor has turned into an outright war for survival. The Costa were warned and did not listen. Divid Vermelha pulls in Lady Ink herself, pointing out the critical weaknesses of his former employers.

Still, there may be an opportunity to avoid conflict. Should the Costa be amenable to limiting where they stick their fins (refrain from further undermining/swaying/impressing the merchants in OKI and SKR), the above actions will be canceled. 

Spy non-action.

 
 Spoiler: Black Pearls mechanics 
The Black Pearls survive by controlling mercantile support nodes. Should the Black Pearls ever lose control of their last mercantile support, they will cease to function as an organization.

A Black Pearls mercantile support node has the following passive effects:

- Intrigue actions in the region gain an additional +1 bonus if treasure is spent
- Trade posts in the region do not count towards treasure generation
- The Black Pearls’ smuggling network satisfies the region’s desired import
- Any nation may infiltrate spies to any region with a BLP support as a non-action, regardless of distance
- Any nation may coerce trade posts in regions with a BLP mercantile support
 

 

 
 Spoiler: FIN 
  Region 108 Rebellion - The Finalists 
Finalist Zuberi (Mil 9; Bunker Down tactical doctrine: +1 battles, -20% own casualties, -10% enemy casualties)
Treasure: 0, Units: 10 
 
 Spoiler: Rebel demands 
Our demands are threefold:
- We require three faith actions of aid to rebuild the Final Bunker (Region 108 holy site 1) stronger than it was before
- We require two trading posts of food, to keep us fed when we retreat to safety and lock away the outside world
- We require a filtration method to keep the interior waters fresh. Toxic Filtering would suffice, but not Filtration Grafts - everyone knows that such grafting biotechnologies contain the Nacres’ surveillance microchips and all manner of toxic chemicals

Aid will not be accepted from any country with a reputation of 3 or higher with the Divine Nacres.

Until our demands are met, we will continue to educate the uninformed of the coming apocalypse.
- The Finalists will continue to convert holy sites to their cause, spreading beyond regions 107 and 108
- The Finalists may resort to military force if ignored for too long
 

 Faith: Convert 109 HS 1 from The Flowing Way to The Final Peace ,  15 
 Faith: Convert 109 HS 2 to The Final Peace ,  15 
 The Finalists are not, as a rule, opposed to the free practice of any faith which does not stand in the way of readiness. Indeed, it would be foolish to reject any chance of divine or supernatural aid; all the better that every prayer is uttered and every rite invoked in the face of the oncoming maelstrom. But when the practice of religion, when its pageantries and comforts, distract the mind and deplete the resources of those who would be more well served (and who would more well serve) by practical preparedness? Well, sometimes steps must be taken. 
 Military: Attack region 108 to regain control of the Final Bunker.  Commit 8 units under the direction of Finalist Zuberi (Mil 9) using the Bunker Down tactical doctrine (+1 battles, -20% own casualties, -10% enemy casualties). No distance losses, but suffering a -2 penalty for attacking across a brackish border. Using Blood Algae (+20% enemy casualties, +10% own casualties in depth 0 regions) and Death Commando Conditioning (+1 Battles).

 Years of supplies and careful construction went into the Final Bunker, the salvation of the Remainder, under our city-reefs in Umbergy. We will not let the Nacres-worshipers steal our only hope for the future! 
 Military: Attack region 109.  Commit 2 units under the direction of Ultimate Ayomide (Mil 4) using the Unyielding Force tactical doctrine (+20% own casualties, +2 to own battle roll). No distance losses, but suffering a -2 penalty for attacking across a brackish border. Using Blood Algae (+20% enemy casualties, +10% own casualties in depth 0 regions) and Death Commando Conditioning (+1 Battles).

 The peoples of [region 109] were not prepared for the harbingers of destruction that churned the soils so many years ago. They will not be prepared for us either. We will teach them how to prepare. 
 

 TROPICAL 
 
 Spoiler: UNI 
  
   The Unity   
Grinmaw the Ruinous
Dip: 2, Mil: 5, Eco: 4, Fai: 2, Int: 5
Treasure: 3, Units: 4 
 Intrigue: Coerce Region 22 TP 1 (Sandfish) from LSD ,  13 
 Intrigue: Coerce Region 24 TP 2 (Fibrous Kelp) from LSD ,  13 
 The Unity hungers. Deep in the Abyss, spilling ever outward, the death-made-life and life-from-death of the Unity stalks ceaselessly. We sainted, damned dead of the seas entire grow ever more encoraled, spreading and swelling, and for this, we require energy.

The Unity seeks. In ages past, the whalefalls were enough. Sustenance, blessed sustenance, falling to our tomb. We know that sleeping bodies hide sweet things inside. This is no longer enough; our needs have outgrown our resources. We rise from the Abyss, we spread from our waters, and when the hot currents of these warm seas hit our depth-chilled bones, we are hungry, but we’re not cold.

The Unity feeds. Up here, in the ever-present light, in our ever-growing need, once we crest the ridge, you’re going to have to watch us feed. 
 Military: Defend the Abyss (21)  with 4 units led by Grinmaw the Ruinous (Mil 5) using the Redglow Resurrection tactical doctrine (+2 battle, -4 own leader loss, +20% own casualties, +10% enemy casualties). No distance penalties. No techs. Spend 1 treasure on the battle.

 Betrayal! Treachery! Let it be known to the civilized nations of the world that the Lambent Syndicate does not keep promises!

Let it be known that the Unity does not go down without a fight. 
 Intrigue: Spark rebellion in the aristocracy of the Crawling Crag (20) ,  13 
 Treachery is not the domain of the Unity, but the Lambent Syndicate deals in it like sand. Even children know that sand can be built into castles, and even a child knows that the lightest whisper of current wears those castles to nothing. Let the edifices wrought of the traitorous aggressor’s sands collapse in on itself, let the fruits of their betrayal rebel against them!

To say the Unity has something in common with any other race is at once self-evident and absurd. The Unity is built on the very bones of the multitude; the Unity is unlike anything to haunt these waters before. Yet the Revenant Crabs have always held a special, if sometimes tense, relationship with the Unity. Those who deal in skel’ and shell have a breed of kinship. And isn’t it time for both to be free? 
 Secret spy non-action.   That Which Slithers In Darkness (Int 9) continues to lurk out of sight. 

Attribute increase: +1 Intrigue
 

 
 Spoiler: The Pojanese Raiders 
  Region 150 - The Pojanese Raiders  
 Military: Continue to “protect” trade caravans passing through Region 147.  Nations must pay one treasure to the Raiders as part of any action or non-action which uses a Cultural Exchange or Trade Route which passes through Region 147, otherwise the action will fail. The first treasure the Raiders earn each Round is paid to the owner of Region 150 TP 1. The second treasure the Raiders earn each Round is paid to the owner of Region 150 TP 2. Any additional treasure earned by the Raiders is kept by them. This circumstance will persist until Region 150’s resource is changed or a nation fully settles a colony in Region 147. Note that Trade Routes and Cultural Exchanges always use the shortest possible route, as per the rules under the Blockade section.

 If you look at it right, the Pojanese raiders truly are providing a service. These waters are, after all, said to be occupied by barbaric shark people. If it weren’t for the Raiders generous protection, well, you’ve heard the rumors. And such high-quality protection ain’t cheap. 
 

 
 Spoiler: Shark Fin Bounty 
 An anonymous individual has placed a bounty on the Shark King’s nomads, for reasons of “making soup.” Curiously, the bounty not only covers the recovered remains of the animal shark mounts, but also their Pojanese riders… 

Offer: The first nation to wipe out at least 3 units of Shark Nomads and leave the fresh corpses at the drop-off point as a non-action (which can be the same round as the battle) will gain an unspecified reward. Should multiple nations attempt to claim the bounty in the same round, the winner will be decided by contested Intrigue roll. This offer may evolve over time or vanish with a 1 round warning.
 
Autumn Stars
     The Gravetenders    
  Turn 19  
  Elkelt, Voice of The Second  
Diplomacy - 3 || Military- 8  || Economy - 6 || Faith - 10 || Intrigue - 1
 
  Actions:  
.
  1: [Military]   Defend Artetchhue. [Route Taken: 75, 65, 66, 59, 55.] [Units sent: 10.] [Leader: Sersi The Pale.]
   The Reavers come for Artetchhue, for their friend, the Shoalmind Deep Blue. Despite continuing conflicts, Elkelt still views the Shoalmind as a friend of the Gravetenders. Laksha advises a defense against the raiders, advice which isn't necessary. Elkelt's plans are already in motion, as soon as it's understood that the conflict between their friends of Kar-Nath and the Ennead are cooled for the moment. Every single soldier Sersi has trained arrives in defense of the Artetchhue, the largest army the Gravetenders have ever fielded. Sersi strides at the head of them, fully decked out in her war gear. The Reavers are the only true enemy the Gravetenders have, and they have sworn to guard against them wherever they can.    
  2: [Military]   Project [3/3]. [Fortifications in the Dead Cities.]
   Fortifications are complete after Sersi leaves, the best of the best who remain continuing her work. Ambush points are dug into the Dead Cities, and the land in-between. No place in the Gravetender Capital will be safe for invaders, soon. Elkelt's pride in their Creator's work, and their own efforts, cannot be understated.   
  3: [Military]   Raise Unit.
   More soldiers come, upon hearing of the efforts against the reavers. Sersi is not there to train them when they do, but Elkelt proves that they follow in their Creator's footsteps. Their training is no less effective, though it is somewhat more violent.   
  4: [Military]   Raise Unit.
   Further training is delegated, allowing Elkelt time to work on further plans. Bringing peace to the frozen waters is no easy task, and the bottleneck of their effectiveness is isolated... Sersi's strengths must be made available to every Gravetender.   
  5: [Faith]   Conversion, Region 54 Holy Site 1.  [Success!] 
  6: [FAITH]    Conversion, Region 54, Holy Site 2.  [Success!] 

Non-Actions:


 [The Reef Which Never Falls Silent: Host the  Reef In Bloom.  Followers of the Blossoming Sequence may attend as a faith action.]
   The Reef in Bloom hosts the surrender of the Draigiau, an affair that the Gravetenders take very seriously. No interference is allowed, despite the obvious discomfort those who stand witness display. Well, obvious by Gravetender standards.   
[Blossoming Icons: Seek Aid on nothing.]
   .   
[Accept Talented Crabs from Seatide via trade route.]

[Resist anything not coming from Kar-Nath or The Riftborne Myriad.]

[[Post edited late with permission.]]


 
 Spoiler: Stat Changes 




Ruler Stats And Increases:

Diplomacy - 3
Military - 8 &gt; 10
Economy - 6
Faith - 10
Intrigue - 1
 

 
 Spoiler: Statistics 

 
 Spoiler: Special Actions 
 Special Actions Available: Military 10, Economy 5, Faith 10 
 Special Actions Used:  Diplomacy 5, Military 5*3, Economy 5, Faith 5*3, Faith 10
 

 
 Spoiler: Diplomacy 
 Reputation/Favors 
 The Abyssal Stewards:  Rep 1, 0 Favor (Expected Change: None)
 The Chelonian Chora:  Rep 0, 0 Favor (Expected Change: None)
 The Divine Nacre:  Rep 0, 0 Favor (Expected Change: None)
 International Prestige:  Rep 4, Prestige ? (Expected Change: None)

 Cultural Exchanges 
Deep Blue
The Shifting Ennead
The Riftlings Many

 Cultural Identities 
None
 

 
 Spoiler: Military 
 Units:  10 (Expected Change: None)

 Aristocratic Support 
78, 76, 81

 Generals 
Sersi The Pale  [10] 
  
 Spoiler: Dissertation In Practice 
If fighting defensively (-1): +2 to battle roll (2 points), -20% own casualties (2 points), and -10% enemy casualties. (-2 points), +12 to enemy leader loss roll (-2 points)
If *also* outnumbered (-0.5): +2 to battle roll (2 points), +2 to Tactical Maneuvering (2.5 points), -20% enemy casualties (-2 points)
 
  Fortresses 
76

 Perfected Tactical Doctrines 
None

 Military Technologies 
None
 

 
 Spoiler: Economy 
 Treasure:  1 (Expected Change: -1)

 Trade Posts 
 Total Owned  2
[76.2] Bastion:  Electrum
[78.1] The Dead Cities:  Preserved Food

 Mercantile Support 
78

 Cities 
None

 Trade Routes 
The Seatide Confederacy
Kar-Nath
Costa Seria

 Specialized Ships 
None

 Civilian Technologies 
  Megafaunal Tailoring, Graduated Symbiosis, Photospore Signaling, Supernatic Propagation, Trophic Deconvolution, Composite Grafting.  
  Electrodialytic Staurozoa   A specialized variety of sessile jellyfish, engineered by the Divine Nacres to partially desalinate seawater through electrodialysis across its outer membrane. Attaching them near the gills or other water intake organs provides cleaner and safer water at the cost of a buildup of supersaturated seawater inside the jellyfish’s body and precipitated calcium on the outside, which must be periodically expelled or scrubbed off, respectively.  [Effect: May ignore the increased effective distance from a Briny border up to twice per round. This does not reduce the effect of Briny borders on distance loss calculations. Requirements: None.] 
 

 
 Spoiler: Faith 
   The Blossoming Sequence   
 Faith Holy Sites:  26

[78.1] Dead City Urodela:  This Dead City is placed such that the light which streams from above is channeled into a series of crystals, all sculpted into abstract forms.
[78.2] Dead City Tacca:  Known for its meditation chamber, and the series of elaborate Reliquaries the faithful have built inside.
[78.3] Dead City Chantrieri:  Chantrieri towers above the rest, precipitously built along a sharp dropoff.
[78.4][The Dead Cities:] The Sacred Oath Of Silver Currents
[69.2] Neoplastic Monolith:  A great roiling mass of hard, stone-like flesh grows near the [direction of nearest waste or toxic border] border of Danabae. It shifts, grows, and consumes constantly, and is revered by some few who dare approach it. The Gravetenders have taken to reflecting upon it, and have built a temple nearby.
[76.1] Pardalis, The New City:  The first city truly built by the Gravetenders, now dedicated as a holy place of the Blossoming Sequence.
[76.2] A Study Of War:  A battlefield of the Makers, significant now to the Gravetenders as where they made their first steps to understanding violence.
[77.1] The Rime Gorge:  The Rime Gorge, and the ritual it represents, is of great interest to the Blossoming Sequence. Many die, and those few that survive flourish with power.
[77.2] Grand Schola: 
[77.3] Temple of Deep Currents: 
[75.1] The Plains of Sarkenos: 
[75.3] The Plains of Sarkenos: 
[79.2] Seatide Crag: 
[79.3] Stillwater: 
[58.1] Core Site: 
[58.4] Core Site:  The Silvered Oath of Ecumenical Exchange
[81.1]
[81.2]
[55.1]
[56.1]
[56.2]
[57.1]
[57.2]
[58.1]
[64.1]
[187.1]

 Clerical Support 
78, 76, 75, 58, 77, 79, 81

 Organized Faith Bonuses 
+1 to Defensive Battles.
Cultural Identity: Reaver Defense.

 Artifacts 
None

 Holy Orders 
The Silvered Oath of Ecumenical Exchange [58]
Sacred Oath Of Silver Currents [78]

 Miracles 
 The Reef Which Never Falls Silent:  Hosts the Reef In Bloom event every round an a non-action, and allows followers of the Blossoming Sequence to attend as a Faith action.
 

 
 Spoiler: Intrigue 
 Spies 
 

 
 Spoiler: Claims 
78 - Historicity
76 - Integration
76, 78, 77, 75, 58, 79, 81 - Holy Sea
 

 
 Spoiler: Wonder 
 The Blossoming Icons:  This wonder allows the country in control of Bastion (76) to take a modified Seek Aid action which reduces the effective distance for a Diplomacy and/or Faith action, rather than giving a bonus to the action roll. When taking this action, roll 2d6+Faith and subtract 11. Up to a roll of 18, this is the number of regions they subtract for the purposes of distance penalties. After 18, they subtract one more region for every 2 higher. (8 regions for a roll of 20, 9 regions for a roll of 22, etc.) In addition, they can Seek Aid as a nonaction once each round, for Diplomacy and Faith actions only. 
 

 

 
 Spoiler: Golems of Import 

 
 Spoiler: Laksha 
The first leader of the Gravetenders,  Laksha founded the Blossoming Sequence and works within the collaborative land of 59 to further the prospects of peace. Very nearly a pacifist by nature, her friendly manner served her well during rule. Many important aspects of Gravetender culture descend from her works, and among them, her arguments are held in high esteem even now.
 

 
 Spoiler: Sersi The Pale 
The second leader of the Gravetenders, and their first General. Sersi literally wrote the book on Gravetender warfare, with her ‘Dissertations on the Path of War.’ She’s more aggressive and practical, and began the push to spread the Sequence, which started the Eternal Debate properly. Brought the Gravetenders to the status of Holy Sea. Made Elkelt, her Disciple.
 

 
 Spoiler: Elkelt 
To be the third leader of the Gravetenders. Second generation Gravetender. Their form is made up of more than just stone, incorporating Maker elics and rimestone. Working on the Grand Archive project, for the aid of future Gravetenders.
 

 
 Spoiler: Kelusyn 
Known as a living encyclopedia of the Maker resonance effect. Built the Blossoming Icons, freeing Gravetenders to see the world, and especially the lands around Bastion, without fear of the horrible fate of being Stilled. Brilliant, dedicated, and reclusive. She does not let go of a project until it is finished, for better or worse.
 

 
 Spoiler: Akathi 
Sent to Seatide to study the Tidal Sequence. They have made a name for themselves there, and care deeply for the Pepsins of Seatide. Their work on the Firewall was important to getting everything in place, and brought Kelusyn into the project. Gregarious, even by Gravetender standards.
 

 
 Spoiler: Nasko 
Went to Kar-Nath of his own intent, having written several texts on how the Blossoming Sequence interfaces with the Nathi way of life. Has taken up an important position in the Grand Schola, and settled in as a teacher and spiritual guide. He has made keeping the friendship between the Nathi and the Gravetenders strong into his personal project.
 

 
Tychris1
  The Lighthouse  
   
Ruler: Divine Mistress Adiratna, Lady of the Vessel, First Handmaiden of Radiant Indah, and Keeper of the Blade
Regions: 7, 17, 18, 19, 22, 26
D: 6
M: 7
E: 5
F: 10
I: 4

Actions:
1) Intrigue: Attempt to mutilate and maim the Scintilating Twin! Drawn to our lands the great resplendent mistress Adiratna herself takes forth Our Holy Radiant Blade and cuts the fell beast! From there it is harangued, bound, skewered, and nailed to the side of our Divine Mother: Radiant Indah herself. Her eternal aura of majesty and power shall burn the wretch forevermore and consign its heresies and sacrileges to eternal damnation.
2) Intrigue: SECRET
3) Faith: Impress Clerical Support in Region 2 Senja Bersinar
4) Faith: Set Holy Site 10 Bonus to Swaying Supports
5) Economy: Special 5 Establish City in Binar Fajar (Region 7), Indah’s Divine Gate. +1 to Battles.
6) Economy: Buyout TP 1 Region 19 Coralberries
 Rolls 

Non-Actions: Resist all conversions and buyouts unless noted otherwise

Attempt to shape our Goddess' influence towards converting to Radiant Indah

Stats next round
D: 6
M: 7
E: 6
F: 10
I: 5

 
 Spoiler: Book Keeping 

Regions Owned: 7, 17, 18, 19, 22 and 26

TPs owned:
Siren Extract TP 2 and 3 Region 2
Treasures and Artifacts TP 1 Region 7 (Support)
Delights of Moonlight TP 1 Region 17
Jaderock Coral TP 2 Region 21
Blood Pearls TP 3 Region 26
Tiny Turtles TP 2 Region 28

Units Owned: 3/14 Maximum
Treasure Owned: 3

Heroes:
The Hollow Vessel (Beast) 8

Titan Remains:

Artifacts Owned:
War Palanquin of the Anointed Dead: +2 to Tac Man
The Radiant Blade: When wielded by a commander in battle, Gain +1 to battle rolls per charge on the sword. The sword gains a charge for every 2 casualties in combat and can hold a maximum of 3. Each charge adds 10% own casualties and loses all gained charges if not used in combat for 1 round.
The Round Table: Any country may sponsor The Round Table for one round as a Diplomacy or Economy action. Once per turn, the owner of the Round Table may pay 3 effective regions of distance to skip to a sponsor's capital for a roll relating to a Titan Hunt or Titan-related investigation and receive +1 to the roll. The owner of The Round Table may not sponsor themself.

Champion’s Lance - boosts Champions that use it, or bonus to an Impress Aristocracy attempt.
Beast’s Collar - boosts Beasts that use it, or bonus to a Sack attempt.
Trapper’s Net - boosts Trappers that use it, or bonus to a Coercion attempt.
Stalker’s Cloak - boosts Stalkers that use it, or bonus to a Technology theft attempt.

Radiant Blade Charges: 0/3

Miracle Communion:
Radiant Indah Followers only take 0%/5% additional casualties from losing Maneuvering when one or both sides are attempting to use the Eel to their advantage.
Radiant Indah Followers are not affected by the increased effective region count for distance losses and distance penalties where the Eel is present or Omnipresent
Radiant Indah Follower Supports will not become Open in regions where the Eel Without End is omnipresent.
Radiant Indah Head may attempt to shape what the Eel Without End converts Holy Centers to when it enters a region for the second time.
The Eel Without End will not Coerce Radiant Indah Follower’s Trading Posts unless those are the only Trading Posts in the region.
Radiant Indah Head may use a Faith action to try to direct the path of the Eel Without End each turn.
Radiant Indah Followers may buyout TP's coerced by The Eel Without End in regions where they have Mercantile Support (or Assistance from another Radiant Indah followers mercantile support) against TN 14

Giantslayers have +1 Depth access and may go on Titan Hunts and have several additional options relating to characters/the artifacts obtained.

[Titan Hunt Mechanics]
A Titan Hunt is a multi-stage process that takes place over several years as the Giantslayer seeks to fulfill their namesake. Each stage requires at least one action and occupies a character (Ruler, General, or Spy), and may have Unexpected Consequences.

Stage 1: Tracking and Studying
An Intrigue action may be used to Track a Titan to find a suitable target; high rolls may make it easier to Study and Trap the discovered Titan. An Intrigue action may also be used to Study a Titan to investigate a known Titan's characteristics, behaviors, and other unique traits, which gives more information about the Titan and may reveal weaknesses or other benefits for later stages.

Stage 2: Pursuit and Trapping
Once a Titan is discovered, a Military action may be used to either Pursue or Trap the Titan. A successful Pursuit results in a slain Titan and an enormous trophy, allowing the Giantslayer to Harvest Remains, while a successful Trapping will allow the Giantslayer to attempt to Tame the captured Titan.

Stage 3: Tame Titan or Harvest Remains
A slain Titan leaves behind Titanic Remains, which may be Harvested with a TN 12 Economy action. A successful roll yields 1 Titanic Remains (2 on a Great Success). More powerful Titans may have greater rewards, and unique Remains may also be possible to acquire from Titans which have already breached [appear in Terror sections and such].

An attempt may be made to tame a captured Titan with a Faith action. The TN and effects of this depend on the nature of the Titan in question.

[Using Remains]

The initial options for utilizing Remains are as follows:
Display Trophy - Can spend 1 Remains as a Diplomacy action to Exhibit Great Work without the use of a Diplomacy 5. The work type will always be 'Trophy'.
Auction Relics - Can spend 1 or more Remains as an Economy action to gain 1 Treasure + 3 Treasure per Remains spent. May not be used to exceed the Treasure Cap.
Prepare Titan-Graft: Can spend 2 Remains as a Faith action to create a Titan-Graft. Grafts cannot be unequipped from a character once equipped, require a non-action to equip to a character, and improve the character in one specific role/capacity. Champions and Trappers cannot receive Grafts.
Craft Titanic Gear: Can spend 2 Remains as a Military action to create a piece of Titanic Gear. Titanic Gear can only be equipped by Champions, Trappers, or Rulers, grant a bonus in one specific capacity, and may be stolen as an Artifact.
Dissect Remains: Can spend 2 Remains as an Intrigue actions to uncover new methods of utilizing or dominating Titans, acquiring a Workshop artifact. Remains must be from a Titan of appropriate type for Workshop in question.

These options may be expanded by acquiring Workshops via the Dissect Remains option.

[Generals and Spies]
By virtue of their experience with Titans, Giantslayers have access to specialized vocations for Generals and Spies, as listed below. Each character may only have one vocation.
 Champions: 
A disciplined vocation for Generals, earned by spending a nonaction to undergo specialized training with the Champion’s Lance. Adept at Pursuit, and capable in Trapping.

When commanding an army, in addition to their personal Tactical Doctrine, Champions have access to a unique Tactical Doctrine, Approach Of The Challenger: On a Tactical Maneuvering victory, a Duel between the Commanders of both sides is rolled, rolling 2d8 plus the commander’s Military score for each. The winner gains a +4 bonus to their battle roll, while the loser suffers a -4 penalty to their leader loss roll; on a tie, both sides instead simply receive a -2 penalty to their leader loss roll.

The enemy may choose to accept the challenge, in which case they gain a +2 bonus on their Duel roll by fighting on their terms, but their own Tactical Doctrine does not activate, even on a Tactical Maneuvering victory. When controlled by a Giantslayer, each relevant artifact and piece of Titanic Gear the Champion carries gives them a +1 bonus to their Duel roll.

Approach Of The Challenger may not be Perfected.

Beasts:
A primal form for Generals, achieved via spending a nonaction to undergo voluntary or ‘voluntary’ transformation with the Beast’s Collar. Adept in Tracking Titans and capable at Pursuit.

When commanding an army, in addition to their personal Tactical Doctrine, Beasts have access to an additional, unique Tactical Doctrine, Predatory Privilege: -1 penalty to own Tactical Maneuvering roll per two total Units involved in the battle on both sides. When controlled by a Giantslayer, each relevant artifact or Titan-Graft the Beast has been granted gives +1 to Tactical Maneuvering when attempting to use Predatory Privilege.

On a Tactical Maneuvering Victory, enemy commander must make their leader loss roll on 1d10 at a -4 penalty; if the enemy commander fails their leader loss roll, they are always killed, never captured. On a Tactical Maneuvering Defeat, the Beast must make their own leader loss roll on 1d10 instead. If a subcommander is killed as a result of Predatory Privilege, their army suffers an additional 10% casualties.

Predatory Privilege may not be Perfected.

Trappers:
An ingenious craft for indirect subterfuge, learned by Spies by spending a nonaction on intensive study of the Trapper’s Net. Ideal for Trapping and capable at Studying Titans.

A Trapper always counts as conducting Counterespionage in their currently infiltrated country, even if otherwise occupied. Giantslayers are likely to find additional uses for their talents over time.

Stalkers:
An artful expertise in hands-on espionage, perfected by Spies through spending a nonaction to spend long hours practicing with the Stalker’s Cloak. Ideal for Studying Titans and capable at Tracking.

A Stalker may Receive a Report from a country they successfully Infiltrate the same turn the country is being Infiltrated, and without spending additional actions. Giantslayers are likely to find additional uses for their talents over time.

[Artifact Effects]
Champion’s Lance - boosts Champions that use it, or bonus to an Impress Aristocracy attempt.
Beast’s Collar - boosts Beasts that use it, or bonus to a Sack attempt.
Trapper’s Net - boosts Trappers that use it, or bonus to a Coercion attempt.
Stalker’s Cloak - boosts Stalkers that use it, or bonus to a Technology theft attempt.
 
Aerin
   End of Round Nineteen  
No further mechanical edits to action posts may be made 
Aerin
   Round Twenty: Begin  
Years 58 - 60

Round 20 will close on Sunday, February 19th, at 8 AM Pacific Standard Time.

 The following events occurred between Years 55 - 57  
  Rules Alerts and Changes!  
  Reminders:  
The ABS Rank 2 bonus (+2 to resist Secret Actions) does not apply to Secret  Non-Actions . It also does not provide a bonus to performing Counterespionage or Root Out Spies, although it may provide a bonus to resisting such actions.

  Discovery!  
 Explorations, prospecting, and other news from afar 
   
Every surface of the reef in region 33 is coated in shining, shimmering, nacreous abalone shells. Glimmering, iridescent reflections swim alongside the mer adventuring party as they delve deeper into the reef. Fortunately, Lux-Glossians are absolute professionals when it comes to exploration and know better than to camp overnight in strange locales, no matter how alluring.

This likely saves the lives of the entire expedition.

When the witching hour rolls around, the heat radiating from the reef is enough to roast every living creature within a mile of the mass of abalone. The few specimens that the group collected reveal the origin of the scalding seas when they simultaneously crack open their shells and spray out boiling hot gametes. Synchronized broadcast spawning, every day in the dead of night. Until the abalone are dealt with, the gorgeous reef will remain out of reach to intrepid settlers.

 The Lux-Glossian Shades explore west of Region 34! They discover Region 33, a Contaminated Depth 0 Toxic Region which has 3 Open TPs of Sweltering Abalone. 
 
 Spoiler: Decontamination 
While Region 33 remains Contaminated, it does not have Factions, it cannot be conquered, and it counts as two additional regions for distance penalties, including actions taken in the Region.

 The Pretty must Perish:  Many consider abalone meat to be a delicacy, and it’s easy enough to collect during the daylight hours when the seas are cool. But gosh, there sure are a  lot  of abalone. This is going to take a while. Any nation within 4 regions may harvest abalone as a non-action. After 10 such harvests, the region’s resource will change and it will no longer be Contaminated or Toxic.

 The Heat Never Bothered Me Anyway:  With extremely heavy-duty insulation, it may be possible to weather the heat overnight by remaining indoors. First, adequate samples would need to be collected and various types of insulation tested for efficacy through a TN 14 Investigation action. Once a suitable insulation material is found, it could be installed in a permanent settlement in the region as a 3 action Military or Economy project. After installation, the region will no longer be Contaminated and the installer will have Colonized (but not settled) the region.

 Pearlescent Patrons:  If a country of rank 2 or higher with the Divine Nacres successfully takes a TN 14 Diplomacy action and spends a favor to entreat the DNA to intervene, they may deign to loan out the biotechnology necessary to alter the abalone’s physiology such as to make the creatures less sweltering. After taking a subsequent Economy action to apply the biotech, the region’s resource will change and it will no longer be Contaminated or Toxic.
 

The Peacekeepers never know what exactly to expect when sending Rahaa out to faraway seas. But given the brackish, shallowing waters along the northernmost charts of Jyorjyuh, they had something of an expectation this time around. And, indeed, the waters remained salty and shallow, with the surface visible to the naked eye no matter how deep one went. This, of course, meant a relative lack of vertical space, so even the sparse native population was easily noticed when the Rahaa made their advances through the area. Without encountering any real trouble, the satisfied adventuring party returned home to Rahakera to report their findings to the Third Voice.
 The Peacekeepers of Surunung explore north of Region 159! They discover Region 193, a Depth 0 Brackish Region which has 2 Open TPs of Bertuaga Kelpweavers, a Desired Import of Heat Sources, 2 units of native defenders, 1 Holy Site of Infinite Connections, and 1 Holy Site of Webweaver’s Bane. 
  Growth!  
 Expansion, development, unification, and similar forms of growth and prosperity 

The Shifting Ennead colonizes region 185! It gains a desired import of Exotic Goods, and SEN may take a Prospect action in the region as a non-action during round 20. EDIT: Region 185 gains one holy site following the Eternal Communion!

The Gotezhar Builder’s Union presses its claim to region 140! EDIT: GTZ gains one unit!

  Statecraft!  
 Cultural events, diplomatic overtures, foreign relations, and domestic affairs 

A hub of commerce and trade in the Tropical region opens and nations from around the world send representatives to mingle and trade.  With just a short swim one can see Magaramachi mercenaries, Cyphri fossils and trade goods from the Lambent Syndicate plus visitors from the World Garden and the Shark People.  It’s noted that the merchants of the Lambent Syndicate do fantastic business and substantial amounts of currency flow from the Miru Miru to them.  When all the reading has died down, many are leaving with not only new coins but also new knowledge.

 
 Spoiler: Technology Changes 
MGM gain
- Bioluminescent Navigation and Photosphere Signaling from the Miru Miru
- EDIT: Composite Grafting and Filtration Grafts from the Kar-Nath Hegemony
KNH gain
- Mamomachines and Oxygenating Implantations technologies from the Miru Miru
- EDIT: Crimson Cuirasses and Death Commando Conditioning from the Lambent Syndicate
- Blood Algae and Battlefield Scavengers from the Magaramachi
- Megafauna Caravans from the Seatide Confederacy
CYP gain
- Oxygenating Implantations from the Splendid Miru Miru
- Megafauna Caravans from the Seatide Confederacy
MIR gain
- Reanimation Colonies from the Cyphiri Union
- Megafauna Caravans from the Seatide Confederacy
- Joint-Stalk Companies and Electrodialytic Staurozoa from the Kar Nath Hegemony
- Blood Algae from the Magaramachi
LSD gain
- Joint-Stalk Companies from the Kar Nath Hegemony
- 2 treasure from the Splendid Miru Miru
STC gain
- Oxygenating Implantations from the Miru Miru
- Joint-Stalk Companies from the Kar Nath Hegemony
GTZ gain
- Megafauna Caravans from the Seatide Confederacy
- Oxygenating Implantations from the Splendid Miru Miru
SUR gain
EDIT: - Oxygenating Implantations from the Splendid Miru Miru
 

Kenaqua, the Cyphiri Union, and Deep Blue join the Polar-Confederate International Bank!

HEX establishes a cultural exchange with DPB!

The Ennead return Aelwyd Alferiad to the Dragiau, along with Three Claws and 80% of the prisoners!

The Draigiau Residuum vassalizes to the Shifting Ennead!

The Eternal Spring gains a Claim to region 47!

The World Garden provides Liming Snails (115 TP 1) as Death-eater Coral fertilizer to the Fuschia Shade of Rilanto Pass.  SKR gains a strong Claim to Rilanto Pass (94), and the TP is returned to Open! 

Time passes, and memories of Otters and Walruses fade …  Supports and TPs held by MHR are returned to Open. 

CYP sways 126 Aristocracy!
SKR impresses 108 Aristocracy!
SUR sways 159 Aristocracy!

  Trade!  
 Buyouts, trade routes, and other economic shenanigans 
 MIR researches a new technology: Oxygenating Implantations! Prerequisites: Composite Grafting, Bioluminescent Navigation, vegetation or other photosynthetic organism. Effect: Allows traversal of Depth 2 regions.  The darkness, desolation, and dread of the depths deadens daring and deepens despair! It might sting a bit at first, but when you’re down here, the microorganisms implanted into your gills sure seem like a  breath of fresh air! 

Never before have goods been transported with such ease over such distances by such creatures! Yet again, the Pepsin people have proven their genius!  STC researches a new technology: Megafaunal Caravans! Effect: Reduce distance penalties by 1 for Economy actions. Requires: Megafauna Tailoring, food. 

LIT establishes a city, Indah’s Divine Gate, in region 7, providing a +1 to battles!

Thinkers, philosophers, engineers: truly the achievements of the Magaramachi are unmatched! In the latest innovation from this ever-rich font of brainfulness, IT DOESN’T HAVE A NAME IT’S JUST A BUNCH OF ALGAE debuts as the cutting edge in specialized ship technology.

After years of careful cultivation, the Kar-Nath Hegemony successfully cultivates a new source of Talented Crabs in Pelegar.  Region 65 gains a second Trade Post of Talented Crabs! 

The Pojanese Raiders pay a treasure to the Splendid Miru Miru.

MIR buys out 158 TP 1 for Hardbell Jellyfish!
EDIT: MIR buys out W35 TP  1  2 for Titanic Rune-Carved Skeletons!
ESP buys out 61 TP 2 for Burrowing Glacier Shrimp!
KNH buys out 53 TP 1 for Maltreed!
EDIT: KNH buys out 62 TP 1 for  Spices  Adhesive Urchins!
CYP buys out 140 TP 1 for Scouring Serum!
STC buys out 185 TP 2 for Crafter’s Coral!
STC buys out 179 TP 2 for Wetherwisps!
 PGL buys out 108 TP 2 for Mud Diamonds! 
LIT buys out 19 TP 1 for Coralberries!

  Faith!  
 Conversions, organization, and other such matters of faith 

The Lighthouse sets the size 2 bonus of Radiant Indah to Swaying supports!

OKI impresses the Clergy in region 113!
LIT impresses the Clergy in region 2!

RFT converts 67 HS 1 to the Eternal Communion!
RFT converts 71 HS 1 from Wings of the World to the Eternal Communion
RFT converts 71 HS 3 from Wings of the World to the Eternal Communion
RFT converts 70 HS 1 from Wings of the World to the Eternal Communion
RFT converts 61 HS 3 to the Eternal Communion using the Boring Doctrine!
OKI converts 112 HS 1 from the Final Peace to the Flowing Way!
OKI converts 126 HS 2 from the Thirsting Tenets to the Flowing Way!
OKI converts 114 HS 2 to the Flowing Way!
PGL converts 131 HS 1 to Sakurado!
COS converts 103 HS 2 to Brilhinte!
COS converts 137 HS 2 to Brilhinte!
GRV converts 84 HS 1 to the Blossoming Sequence!
GRV converts 84 HS 2 to the Blossoming Sequence!
KEN converts 53 HS 1 to the Shroud!
FIN converts 109 HS 1 to the Final Peace from the Flowing Way!
FIN converts 109 HS 2 to the Final Peace!
The Astral Menagerie converts 104 HS 2 from Sakurado to Shimmers of Unseen Bane.
The Astral Menagerie converts 59 HS 2 from the Eternal Communion to Shimmers of Unseen Bane.

  Anyway, here’s  
 Miracles and inventions, ancient relics and spectacular undertakings 
 The Rebelborn Myriad perform a Miracle, the Wonderwall! 
Expelled from all their lands, inserting themselves into those of others, the Rebelborn Myriad have seemed in no hurry to claim any more of the sea floor. Indeed, they have claimed nothing but outrage, their works focused against the dragon and his minions. Nowhere in the polar seas have they been truly absent, but as the years grow ripe and begin to rot, something changes. Suddenly, from all of the seas, the Myriad gather, clustering in the Separatum Holdings and buffeted by the winds of the Mother’s Wrath. Worms bind themselves around claws, Carstalts hold neighbors like mates, and soon the ever-buzzing cloud of Riftling Polyps descends. This plague of bodies clambers onto, crawls over, slouches across, oozes upon the old wall between the Dead Seas and the Holdings, erected in a time of isolation and fear. Not even the Myriad are enough to coat it entire, and in the end, there is far more wall than vermin. But they are enough. With an enormous, silent, seismic shift, the wall quivers in its moorings and shifts, falling slowly, awfully southwards. Above, the surface waters push out, rush in to fill the space, and flow back out again in a terrible tidal wave, the snow-scoured toxic blast above the ice scraped bare and smooth. Below, a darkness descends over the great pit, and the True Deep grows yet darker.

And then.

The Mother, in remembrance of her children, breathes hard and true. The wall is caught, seizes, and begins to rise. She soon sits barely below the waters, iridescent gray in the light of the burning heavens.
 
 Spoiler: Ascension of the Myriad 
This miracle raises the Unbreakable Wall built by the Riftlings as their first miracle to create a new region, the Wonderwall. The Wonderwall (region 194) floats above region 60, with mechanically coterminous borders. As part of this miracle, the Wonderwall gains a Clerical faction supporting RFT, an Open Aristocratic faction, an Open Mercantile faction, 1 Open Trade Post of Polyp Carcasses, a desired import of Living Beings, and 1 Eternal Communion Holy Site.

This new region is not stationary, but rather proceeds steadily towards the Maw, changing its effective location by one region per round. It travels northwest toward the Maw, spending 2 rounds crossing the Waste in between Region 72 and the Abyss (21). Upon reaching the Maw, it spends one round above, before descending into the depths.

Like the Wall before it, the new region is indestructible, but the same cannot be said for those upon it. This region protects its coterminous region from Reaver attacks.

As part of this miracle, the Riftborn occupy this new region as their capital. In Round 21, the Wonderwall will hover over Separatum Corporate Holdings (59).
 

 DPB performs a miracle: Deus est Machina!     M   I   R   A   C   L   E  . . .  L   O   A   D   I   N   G  . . .  
 The Draigiau create an Artifact, the Sgimiwr Cyflym! Effect: +1 to Maneuvering and -2 to effective region count for Distance Losses, once per round 

In a show of unprecedented and unexpected coordination, the Magaramachi under Basically-A-Kraken complete the Mercenary Halls, which stand as an open invitation to anyone  foolish   brave  foolish enough to pay a visit!

Can’t go over it! Can’t go under it! We gotta go through it! The Cyphiri Union begins the Carr-Narin tunnels, a three-part four-stage great project!

Secrets and psych-outs? A mysterious project, the Psychologue, is brought two steps and 40% towards its completion by the World Garden.

Kenaqua’s leader, R. Blacktide, commissions additional runic lighting to the already-complete Linking Arch, which connects the region’s two disparate population centers across ever-present storms. The Arches are done now, they promise! [3/5]

Extravagance! Decadence! Luxury! No one knows what the Miru-Miru plan, but the foundations are laid near the Golden City for a project of Wondrous scale!  MIR begins a World Wonder in region 153! 

With Sersi away to defend against the Reavers, Elkelt sees the fortification of the Dead Cities past the finish line!

 
 Spoiler: The Astral Menagerie wanders 
PGL gains 4 treasure from the Banished Merchants as they leave.

LOL is visited by the Banished Merchants.

HEX is visited by the Kelpie.

ESP is visited by the Mare, the Withering Everlight, and the mimic!Everlight. The Mare will attempt to convert 66 HS 1 and 61 HS 2 to Shimmers of Unseen Bane this round. These 3 members will remain for 3 rounds, leaving ESP at the start of round 23.

The ruler of the Lighthouse, Resplendent Mistress Adiratna herself, picks up a blade and pins the Scintillating twin to the Eel Without End as it slithers through Budak Perak (18). The  Skewered twin  is visibly fried, yet continues to affect its surroundings even through the Eel’s omnipresent aura. As the Eel moves inexorably onward, so too does the twin.

The Skewered twin amplifies the Eel’s mind-warping aura. Each round it makes a conversion attempt in its current region with a bonus of +8 to Radiant Indah.

Lojan (region 9) is visited by the Skewered twin, which will attempt to convert HS 1 at the end of the round.

MIR is visited by the scintillating Twin.
 

  Might!  
 Military matters of all kinds, be it warfare or strategic developments 

The Sakura-Jin raise a Fortress in the shoals of Umbergy!  The Eternal Spire is erected in region 108! 
 The Peacekeepers of Surunung recruit a General: Geldang Kuasa (Mil 8, Spears of Menar Tactical Doctrine: +3 battles, -30% own casualties, -40% enemy casualties, +12 enemy leader loss)! 
 
 Spoiler: KNH invasion of Region 53 
4 Kar-Nath units led by General Kreel (Mil 10 with a Mil 9 ruler) invade region 53 using the Sus I Bik'ah artifact and attempting the March of the Conqueror.  They are met by 2 native units attempting to Skirmish.

The Kar-Nath Hegemony win Tactical Maneuvering, successfully using March of the Conqueror (+1 to battle, +10% own casualties, Free Sway Aristocracy attempt on win)

Despite losing some troops to the long march here, the Hegemony's troops still outnumber their opponents and are able to negate the opposing commander's attempt to leverage his greater knowledge of the terrain into a series of skirmishing attempts.  The armies of the Kar-Nath Hegemony  look  like winners as they line up for battle and there are already those in the local aristocracy that are ready to defect.  This is stopped, or at least delayed, when the native commander quickly and competently explains his plan of battle and for a moment it looks like it will succeed.   However, late arriving Hegemony troops - thought lost to the dangers of the voyage but in fact just arriving late - reach the field at a crucial moment and the sudden reinforcements win the day for the Hegemony.  In the celebrations it is a moment before any thinks to ask - where is General Kreel?

KNH Victory!  KNH capture region 53.  3 KNH Units lost!  1 Native Unit lost!  General Kreel is killed! The Sus I Bik’ah Lost! EDIT: KNH Sways the Aristocracy of region 53!
 

 
 Spoiler: LSD invasion of the Abyss (21) 
12 Lambent Syndicate units led by Netra the Rubicund Fist (Mil 8 with a Mil 10 ruler) swarm over the borders into region 21 supported by conditioned Death Commandos and the Crimson Cuirass and attempting to use Victory is Life.  They are met by  4 units led by Grinmaw the Ruinous (Mil 5) himself attempting to use Redglow Resurrection.

The Lambent Syndicate win Tactical Maneuvering, successfully using Victory is Life (+2 Battles, +10% own casualties, +10% opponent casualties)

The Lambent Syndicate's overwhelming numerical superiority might have been thought to make this a foregone conclusion but Grinmaw puts up a stiffer resistance than anyone could have expected, aware he was fighting for his own existence and that of his race.  The coral creatures fight bravely but one by one are either dragged down by the weight of enemy numbers or fall to the battle prowess of a siren.  Unfortunately, the independent nature of the Sirens does work against them at one point, one Netra the Rubicund Fist is surrounded and in need of aid, none come to it and at the end when the forces of the Lambent Syndicate break the last defenders and stand unopposed before the abyss itself, Netra is not amongst them.

LSD Victory!  LSD Capture the Abyss (region 21)!  5 LSD Units lost!  2 UNI units lost!  Netra is killed!
 

 
 Spoiler: FIN invasion of Umbergy (108) 
The Finalists invade Umbergy with  2  8 units under the direction of Finalist Zuberi (Mil 9) himself supported by Blood Algae and Death Commando Conditioning and attempting to make up for the Brackish border they must cross by using Bunker Down.  They are met by 5 Pfilghol units led by Gtsit (Mil 8 with a Mil 8 leader) using Magma Forged weapons and attempting to use the Sea's Doctrine supported by 5 World Garden units.

Pfilghol win Tactical Maneuvering, successfully using Sea's Opportunity (Enemy takes double battle penalties from terrain, +1 battle from perfection)

The Final Bunker is essential to the Finalists and they commit heavily to retaking it with Zuberi leading the attack from the front.  The World Garden quickly and happily gives overall control of the defence to Gtsit and he arranges the coalition's troops to take best advantage of the surrounding terrain.  The Finalist victory is elusive, though, with Gtsit's mastery of the battlefield meaning he can channel his larger forces effectively, making the battle into a series of one sided routs against isolated Finalist forces.  They suffer heavy casualties time and time again. When Zuberi goes down, even the need to reclaim the bunker can't keep the remaining rebels on the field.

PGL and SKR Victory!  SKR keep region 108!  5 FIN Units lost!  1 PGL unit lost! 1 SKR unit lost!  Zuberi is killed!
 

 
 Spoiler: FIN invasion of Region 109 
Concurrent with their attack on the Final Bunker, the Finalists launch a distraction attack in region 109 using 2 units under the direction of Ultimate Ayomide (Mil 4 with a Mil 9 ruler) using Blood Algae and Death Commando Conditioning and attempting to make up for the Brackish border they must cross by using Unyielding Force.  A lone unit of natives stands against them preparing to Skirmish to defend their homes.

The Finalists win Tactical Maneuvering, successfully using Unyielding Force(+20% own casualties, +2 to own battle roll)

If only the Finalists fortunes had been switched.  While the battle wasn't unimportant to them, they would have happily switched the rout they inflict on the natives with the loss they suffered at the Final Bunker.  The natives were not expecting the attack and the Finalist's two to one advantage of numbers sends half the natives fleeing the field before battle is even joined, meaning Ultimate Ayomide can mop up the remainder with few problems.  Annoyingly a small group defending the native commander takes advantage of a kelp forest to use hit and run tactics and inflict some casualties but when the last of these, the commander himself, are cut down the field belongs to the Finalists.

FIN Victory!  FIN gain region 109!  1 FIN unit lost!  1 native unit lost!  Native Commander Killed!
 

 
 Spoiler: OKI invasion of the Glossian Sea (135) 
Swarming across the borders of the Glossian Sea, the forces of Dame Commander MacAilpein meet no organized resistance in the outer counties.  Instead, desperate bandits spring up to challenge their passage through the wilds, only to be unceremoniously cut down by the honed edge of Middish Chivalry.  Enclaves of local Shades are quick to offer the oncoming army both supplies and intelligence, each with a story of futile brutality on the part of the Eternal Mistress' forces before their sudden disappearance mere weeks earlier.  Though hope is in ample supply, every advance of the knights comes with a warning - Taman's last stand awaits in Leriander.  As if to accentuate this looming doom, the light of the Mirrored Aurora grows chaotic and clouded, its bright hues overshadowed by a grim scarlet hue.  The beasts of the Glossian Sea seem moved to madness by close proximity to the light, a lesson that costs the knights some good middish before their sentries are tripled.  At last, with a battle hymn ringing along their lines, the stalwart liberators crest the rise overlooking Leriander.

They are met with silence.

At first, the city appears wholly deserted, with cautious scouts reporting no sign of enemy forces or civilians.  It is only after the outer districts have been secured that the people begin to emerge from hidden bolt holes, each with a story of a friend or family member disappeared by the Eternal Mistress' death squads.  A ragged cheer goes up across the city as the Dame Commander leads the final charge against the gates of the Conclave, bursting through the unlocked doors with all the fury of a rip tide.  But once more, the knights' fury finds no purchase, as the edifice to democracy turned palace is uninhabited.  The mystery unnerves some of the younger knights, whispers of curses and deadly ambush begin to circulate through the ranks, and it is only with a scouting expedition to the Aurora pillar that the situation clarifies.  For floating in the beam of glorious light, surrounded by a cloud of her own blood, is the Eternal Mistress.  Or at least her body.  Head, neck, and spine have clearly been hacked apart and violently removed, leaving her remains a twitching, horrific ruin.  Of the Death Commando there is no sign.  The Glossian Sea is free.

OKI gains control of 135!
 

 
 Spoiler: PGL invasion of Narcis’s Rest (173) 
Uncontested. PGL gains control of 173!
 

 
 Spoiler: GTZ invasion of the Greenwater (141) 
Uncontested. GTZ gains control of 141!
 

 
 Spoiler: MIR invasion of Region 152 
Uncontested. MIR gains control of 152!
 

 
 Spoiler: SEN invasion of Region 186 
Uncontested. SEN loses 1 unit to distance losses! SEN gains control of 186!
 


With the struggling Fuschia Shade of Rilanto Pass as the only Lux-Glossian settlement to (temporarily) retain independence,  the Lux-Glossian Shades collapse as a nation! 
  Schemes!  
 Coercion, betrayals, and spycraft 
 COS investigates the ancient Brilhinte worship sites 
What secrets hold the Deep? An entire temple-city devoted to the Seven Divines, according to the scholars and priests of Brilhinte. This hypothesized lost shrine was not a monument to a mysterious Eighth Divine, as some amongst the ideology have proposed, but rather a devotion to the synthesis of all Seven Divine aspects of Creation. Careful analysis of mysteries past points to a geographic origin in the south, below the Temple of Jurxo. Written descriptions of the lost temple mention a pressure-resistant dome and substantial internal gardens; it’s possible it may still be occupied by descendents of survivors of the downfall.

 CRY investigates what has disturbed the Ice Tyrants 
As every young Cryptid knows, the Ice Tyrants are vast reptilian creatures that lurk in the depths of Cryptoclysus and endlessly thirst for Cryptid blood. Everyone has heard the unforgettable saga of Twilight of The Serpent King, where a plucky new pod must cross fang and flipper with the largest Ice Tyrant ever known, swallowing entire pods with a single gulp. While none so large as The Serpent King have been spotted, Ice Tyrant attacks have become increasingly common in recent years. Some have begun to suspect that something (or someone?) is deliberately agitating them. Trackers have traced the trails of intruders in Cryptid waters to the south, but have lost the scent over the Depths of region 82 …

COS undermines the Mercantile Support in region 120 from BLP!

BLP undermines the Mercantile Support in region 117 from COS!

ESP coerces 49 TP 1 for Ivory Legionnaires!

  Terror!  
 Violence, upheaval, murder, and destruction 

Disease wipes out the Collegium of St. Egnatia, targeting not only the resident scholars but decaying the very material upon which they store their precious texts. The symptoms of the outbreak bear a strong resemblance to the effects of illegal bioweapons long-since banned in temperate waters.  The DNA base in Dashasham (119) is destroyed! 

The Augurs of the Seatide Confederacy do not always know why the shifting colors and swirls of the Tideglobe recommend certain courses of action, but they know from experience to always heed the warning. Several experts in holographic shipping labeling are sent to the branch of the Undersea Package Senders, headquartered in Deepdrift, to reorganize the agency’s library of tracking receipts and warehouse inventory records. None can say what would have happened without the experts’ help, but packages continue to flow through Deepdrift.

The Polar-Dogmatists ride rampant and unchecked across New Korasoon, devastating its trade! By the time they are driven off, scraps of Sugarweed float on the tides and the whole region smells vaguely sweet.  The Pojanese Nomads sack both TPs for Sugarweed in region 174! 

The Tropical-Brain Eaters of the Pojanese Nomads thirst for jellies! They take heartily and, hunger piqued, ravenously ride for more!  The Pojanese Nomads sack and destroy TP 2 for Hardbell Jellyfish in region 158! 

The Tropical-Marrow Feeders of the Pojanese nomads know that the greatest marrow is arachnomarrow!  The Pojanese Nomads sack TP 1 in 147 for Driftnest Spiders! 

PGL executes War-Tamer Glokilgt!

It would be a lie to say that the world watches the final moments of Basically-A-Kraken with intense anticipation of his imminent triumph. No, the world watches with underwater popcorn at fin in intense anticipation of imminent  entertainment . Yet another ruler fried attempting to consume the greatest leviathan in the tropics (to the best of our knowledge). Will the Magaramachi ever learn? It is not until months later that Basically-A-Kraken’s impact on the slow-moving behemoth is revealed. The broiled body of the late ruler is clamped tight on the Eel’s left eye.  The Titan, favoring its undistorted right eye, now slithers in a noticeable rightward curve (x1.5 weight for paths to the right). 

The Eel's head proceeds through the Magaramachi Salination (10), Selach (6), and Nguurhain Polanau (5).
EDIT: The Eel's tail proceeds through Shu'aaz Sho (8), Budak Perak (18), and the Dunes of Revelation (17).

 The Eel coerces region 10 TP 1 for Magaramachi Rippers.
The Eel coerces region 5 TP 2 for Waveweed Root.
Region 5 HS 2 is converted to Wings of the World.
Region 6 HS 1 and HS 2 are converted to Radiant Indah.
EDIT: Region 18 TP 2 (Galena) is returned to Open!
EDIT: Region 17 TP 3 (Delights of Moonlight) is returned to Open! 
 
 Spoiler: Eel Mechanics 
 The Head: 
- The Eel Without End moves three regions each turn, as determined by three separate weighted rolls using the weights below.
- Whenever the Eel Without End enters a region, it will attempt to Coerce 1 random Trade Post in the region with a +8 bonus; if it is successful, the Coerced Trade Post cannot be bought out or coerced until the Eel is no longer present in the region, as the Eel's deadly body swirls about the ruins of the location.
Base Weight: 1
- Region is the immediately previous location of Eel Without End head: Weight x0
- Eel Without End already present in region: Weight x0.5
- Eel Without End already omnipresent in region: Weight x0
- Roughs or Shallows border between current and neighboring region: Weight x0.5
- Toxic border between current and neighboring region: Weight x0.25
- Glacial border between current and neighboring region: Weight x0.25
- Colder climate (too far from the Maw): Weight x0.25
- Sufficient effort to tempt the Eel into this specific region has been made: Weight x3
- Towards target from Faith action from Radiant Indah head: Weight x3
- Rightward lean: Weight x1.5

 Present: 
- Armies fighting in regions where the Eel Without End is present may attempt to use it to their advantage; if they do, then the side which loses the Maneuvering roll takes an additional 10% casualties - this stacks for up to +20% casualties if both sides opt to do so.
- Regions where the Eel Without End is present count as 1 additional region for the purposes of distance losses and distance penalties.
- The desperation of those afflicted by the Eel Without End may present opportunities to those willing to look for them, and as local populations search for solutions, they become more easily Swayed - all countries receive a +2 bonus to Sway attempts in regions where the Eel Without End is present.

 Omnipresent: 
- If the Eel Without End enters a region it is already present in, it becomes omnipresent.
- Regions where the Eel Without End is omnipresent count as 3 additional regions for the purposes of distance losses and distance penalties (this replaces and does not stack with the previous region increase).
- The intense and prolonged exposure to the energy of the Eel Without End results in strange effects on the behavior of both wildlife and local populations when omnipresent:
- When the Eel Without End enters a region for the second time, it will attempt to Convert 2 random holy Sites in the region to a different religion, determined semi-randomly.
- Regions where the Eel Without End is omnipresent may sometimes present an opportunity to be Prospected, and controlled, Unruly, or Rebellious Supports may become Open.

 Labyrinthine: 
- When the Eel Without End enters a region for the third time, it suffers deleterious effects which may threaten the life of the Eel. Perhaps it ties itself in knots. Perhaps it eats its own tail. Perhaps it retreats to the depths, confused and befuddled by its own aura. No one can say until it happens.

 The Tail: 
- When the Eel’s tail passes through a region, there is a chance that trading posts formerly coerced by the Eel are destroyed by arcing electricity.
- The sparking voltage amplifies the sound of the Eel’s perpetual HUM. Conversions targeting regions through which the Eel’s tail has passed benefit from this befuddlement, gaining +2 for a single round.
- When the tail passes through a region where the Eel is Omnipresent, mass-confusion may render foes to be friends and annul allegiances. Two random supports swap ownership status.
 

The rebelling Finalists of Umbergy attempt to sway the Clergy in region 107 to their cause, but fail! With the Finalists having failed to retake Umbergy, even those they can manage to convert think that preparation against the impending apocalypse is futile.

Discontent continues to grow in the Crawling Crags (20), Kemenangan Adiratna (28), Raconensae (73), and the Marble Kingdom (187), but it does not yet spill over into outright violence.

The unruly Aristocracy of 20 fail to undermine the Merchants from UNI.
The unruly Clergy of 28 fail to undermine the Aristocracy from LSD.
The unruly Merchants of 73 fail to undermine the Aristocracy from SEN.

Lack of interest or respect for the unique needs and local customs throughout the seas begins to grate on the unwritten peoples who must survive such neglect.
 Region 104 Aristocracy becomes Unruly!
Region 112 Clergy becomes Unruly! 

The following regions must have region write-ups submitted by the start of Round 21 or suffer Unrest:
12 (LOL), 13 (LOL), 15 (LOL), 62 (KNH), 104 (PGL), 112 (OKI), 115 (OKI)

As bureaucracy breaks down as important documents are lost or improperly filed, the peoples of some seas begin to wonder if there might be better custodians of their daily business.
 Region 76 Clergy grumbles, but refrains from unruliness!
Region 81 Merchants grumble, but refrain from unruliness!
Region 105 Clergy grumble, but refrain from unruliness!
Region 176 Merchants become Unruly! 

The following regions must have region write-ups present in the Waters of the World thread by the start of Round 21 or suffer Unrest:
5 (LOL), 76 (GRV), 81 (GRV), 105 (PGL), 123 (OKI), 176 (OKI)

The Banished Merchants strip bare the seas of the Pfithreef as they leave, causing discontent with the Pfith leadership.  The Clergy in region 132 becomes Open! 

The definition of a luxury good may change from sea to sea, but the repercussions of a perpetually unsatisfying existence do not.
The Magaramachi of the Bloodripper Lands are no longer satisfied with waiting for the currents to bring them curiosities to hoard. They demand Esoterica. Now.  The Merchants of region 154 become Unruly! 

Having never recovered from Reaver raids in years prior, order in some areas begins to break down, and respect is lost for those they once pledged loyalty to.
 Region 28 Aristocracy becomes Open!
Region 101 Aristocracy grumbles, but continues to support CYP! 

The following Reaved regions will deteriorate at the end of round 20: 14, 17, 28, 101
The following Reaved regions will deteriorate at the end of round 21: 56, 94, 141, 167

Reavers fail to raid the region 55 Merchants!
Reavers decimate the region 9 Merchants!
Reavers decimate the region 131 Merchants! TP 2 for Kelp is destroyed!
Reavers decimate the region 49 Clergy! HS 2 of the Eternal Communion is destroyed!
Reavers decimate the region 3 Aristocracy!
Reavers decimate the region 107 Clergy! HS 1 of the Final Peace is destroyed  as was prophesied !

 
 Spoiler: GRV and STC defense of 55 
The waters of Artetchhue are quiet, and then they aren't. The gentle pops of Orquiq exploding in the distance are immediately and violently eclipsed by a screeching, shrieking clamor as blindingly bright flashing capsules plummet through the depths. The searing light makes it impossible to distinguish the exact nature and number of the Reaving posse, although the strangely altered forms of the Reavers are now at least adequately familiar to the combined forces of the Gravetenders and the Seatide Confederacy after the results of Costa Sereia's investigation of the captured skimmercraft in Aelwyd Adferiad.

The raiding party strikes impossibly fast and focused on the slow-moving Chelonian hunters. They begin by launching weighted nets at the bewildered Ortel. The few turtles quick enough to think to apply their sharp teeth are visibly stunned by the 'eel-nets' and easily dragged to the surface.

As the defending forces under Sersi rally enough to mount a counterattack, the Reavers seem to realize the depth of their mistake. This is no easy target. Artetchhue is  defended .

Several enwrapped turtles are abandoned as the invaders swap tactics, deploying wide-reaching netting that shreds through flesh and ensnares bone and limb. Casualties mount on both sides as the raiders retreat, sometimes using their own eel-nets to pull wounded and deceased companions from the clutches of the defenders.

After the last of the screechstrobes explode into volatile and worthless scraps of metal, Artetchhue is quiet once more. There are a few less Ortel, but the herring swarm above as they ever have and the Orquiq explode as they ever have. On the seafloor, multiple types of discarded nets, screechstrobe remains, shredded bits of viscera, the wounded, the fallen, and … a Mer (?) with one cybernetic fin, one large claw, and a variety of tattoos struggles, submerged to the armpits in the Bare Trap’s sandy pit.
 

  Organizations!  
 Titles and Title Upgrades: 
Pfilghol attempts to refine their Core Fragment in the Toxfall Gorge (105). More results with Org actions
The Eternal Spring completes an Industrial Research project and gains a Mantlecracker technology! More results with Org actions

 Reputation: 
STC spends a favor to raise rep with the Abyssal Stewards (Rep 0 🡒 1, Favors 1 🡒 0)
DPB spends a favor to raise rep with the Divine Nacres (Rep 2 🡒 3, Favors 2 🡒 1)
MGM spends a favor to raise rep with the Abyssal Stewards (Rep 0 🡒 1, Favors 1 🡒 0)

 Favors: 
MGM and SEN contribute fluff to A Titan-Sized Damage Report, gaining +1 ABS favor (MGM 🡒 1, SEN 🡒 2)
MGM contributes an action to A Titan-Sized Damage Report, gaining +1 ABS favor (1 🡒 2)
ESP contributes fluff to Waste Not, Want Not, gaining +1 CCA favor (1 🡒 2)
HEX contributes 2 actions to Waste Not, Want Not, gaining +2 CCA favors (3 🡒 5, this is 2 above the limit! More to come with Org actions)

 Prestige: 
A monument to mourning, a vessel of sorrows, a shattering past but not gone; the Broken Shell stands proud as a monument of Hope in Tair.  SKR gains 1 prestige, rising to rank 2! 

The Splendid Miru-Miru prove splendid hosts, and the esteemed and lauded of the world descend upon Kanapa to see the jewel of the Golden City!  MIR gains 3 prestige, maintaining rank 4! 

After the difficulties of recent years, it is rejuvenating to see the central hall of the Orders resplendent and glorious! The Order of Orders completes the Forum Comitium Univeralis!  OKI gains 1 prestige, gaining a partial prestige at rank 3! 
 STC exhibits the Banner of Odyssey in Deepdrift, gaining 1 partial prestige (rank 2) through A Grand Exhibition for having the best display this round! 
 The Peacekeepers of Surunung fall to rank 1. 

DRG signs a PRS treaty promising non-intervention in Ennead territories!

 Other: 
The Hymenocera Expanse assists the Abyssal Stewards in creating the Ashan Nachal (Ventroots) in region 192.  Region 192 is no longer Contaminated and gains 1 TP of Perilous Soot! 

On the other side of the world, waters grow murky in the wake of progress. As the Titan of Industry in Verja (61) builds a Dump Site to more efficiently allocate the waste products of industrial-scale manufacturing, the neighboring  Region 54 becomes Polluted! 
 
 Spoiler: Pollution mechanics (Titan of Industry) 
Polluted borders cost an additional region to cross for the purpose of Distance losses (with attendant effects on distance penalties), and each Polluted region crossed adds a flat -1 penalty to action rolls, which is not reduced by distance penalty reductions.
 

Capitalism’s influence waxes in Verja as it wanes in Bastion. Thanks to the combined effects Kelusyn’s Disruptor and the Safety Net,  the Blossoming Icons are no longer PROSPEROUS. 
Kythia
Tropical, Region 10, 154

Ruler:  Extensive-Colossal-OneMillion
D 2; M 6 ; E 6 ; F 3; I 3
 rolls (+1 to M and E for new ruler, +1 to same from last turn)

 Region 10 Actions (3) 
 1)  Miltary Sack TP 1 in region 154  ( roll 11 )

 2)  Military 
Defend region 154 with four units under the command of Not-Just-My-Brain-Thats-Big (Mil 3 subcommander) using Blood Algae (+20% enemy casualties, +10% own casualties in depth 0 regions) and using the Eel for Tactical Manouvering (Unyielding Force).

The minimum operational unit of the Magaramachi army is the entire Magaramachi army - the only alternative is having a pre-battle battle to make sure the ones you don't want don't just come anyway.  If someone big enough to impose their will is present then maybe, maybe, a group can be split up but Tiny is way to the south with the Lambent Syndicate and at the time of the invasion the new leader hasn't yet imposed his will sufficiently to manage.  So everyone shows up to fight.

 If possible, do not use the +1 to resist sacks from ABS rep 
 3)  Economy - Make a giant pile of Eel food (fluff, unrolled) 
In an attempt to get the Eel to COME BACK AND FIGHT YOU COWARD individual Magaramachi, each convinced they will be the one to devour the creature, begin making piles of foods favoured by the Bloodripper Eels of the Bloodripper lands.  Over the year these piles merge and grow until a huge pile of edibles - the bottom beginning to rot, the top ever growing - sits in region 154.  It remains to be seen whether or not this is a sufficient effort enough to tempt the Eel back to the Bloodripper lands

 Region 154 Actions (2) 
 4)  Economy Buyout TP1 in W36  ( Fail )

 5)  Economy Buyout TP 2 in Region 10  ( Fail )

 Net effects 
(Mil +1) (Econ + 1)
Treasure 0-&gt;0 (Current Max 5)
Units 4-&gt;4 (Current Max 6)

 
 Spoiler: Misc Info 

 
 Spoiler: Upcoming Actions 


Need to sort out trading posts in my lands.

Operation, get a sandfish (Chorus favour to travel through wastes?)

Operation depth two (depth 1 plus ABS or depth 2)
 

 
 Spoiler: Technology 

1 Specialist ship - IT DOESN'T HAVE A NAME IT'S JUST A BUNCH OF ALGAE

Supernatic Propogation (starting tech)
Photospore Signaling (starting tech)
Composite Grafting (starting tech)
Bioluminescent Navigation (Depth 1, requires Photospore Signaling)
Filtration Grafts (cross toxic boundaries, requires  Filter Feeders )

 Blood Algae 
 Military slot:  Sappers and Siege Weapons
 Pre-reqs:  Supernatic Propogation
 Effects:  +20% enemy casualties, +10% own casualties in depth 0 regions
Write up: This dull green algae infects wounds and grows exponentially in blood, rapidly causing the owner of such an infected wound to die. Using the techniques of supernatic propogation a cloud can be rapidly convened above the battlefield making even slight wounds considerably more dangerous. Knowing it is there gives some protection - or at least some chance of avoidance - but its infectious growth is impossible to totally avoid. The main defence is getting deep enough that the surface growing algae ceases to be a problem.

 Battlefield Scavengers 
 Military slot:  Mounts and Warbeasts
 Pre-reqs:  Carnivorous Animals
 Effects:  Negates all the casualty reduction effect(s) of one technology or tactical doctrine
 Write up:  The army is accompanied by a horde of scavengers and carrion seekers, perhaps tamed, perhaps simply aware that blood will be spilled. They feed on the dead and dying, hampering the efforts of healers and doing their part to transform battlefield injuries to battlefield casualties.
 

 
 Spoiler: Orgs 


ABS - Welcome: +1 to resist Sacks and Coercion, as the Abyssal Stewards offer early warning of incursions
CCA - Welcome: +1 to resist Support becoming Open or Unruly as the Chora's songs raise opinions of your regime
PRS - Disregarded: -1 to Raising Reputation and Slandering for non-PRS Orgs as your people are skipped over in discussions of geopolitics
 

 
 Spoiler: Military 

General Tiny (Mil 7)

Carnage:
Less a "tactical doctrine" than an utter lack of anything approaching tactics or doctrine. Through sheer force of will and physical might a leader can get the Magaramchi to the battle field. More or less. Once blood hits the water though, the army descends into a chaotic mess of fighting and feeding, attacking the army, each other and anything that happens to be nearby with equal fervour.
3 free sack attemps, ordered as City&gt;Holy Order&gt;Trading Post (the intent being here that bigger things are sacked before smaller things)
+50% own losses (as they turn on one another)
-1 to battle rolls (turns out having no strategy at all is harmful)
+2 to allied leader losses (the enemy is trying to kill you, sure, but the disadvantage of being the biggest in this sort of mess is that sometimes one of your own will get lucky)
 

 

 Non-actions 
 
  Support  Everything    The Magaramchi aren't sophisticated and those intelligent enough to understant the concept of loyalty don't have any.  Tossing a handful of sweets in the water will ensure local support for anything needed.  Sacks, sways, whatever.  If anyone wants to do something, they can get local support easily. 
  Hostile Terrain for Everyone   Any armies marching through are going to be facing nigh constant uncoordinated attacks from the locals who are hungry or bored (interestly, the same word in the Magaramchi language).  All Magaramchi territories are hostile to all armies, regardless of alliances. 
  Increased Incursions into Lojanese Territory  As Lojan, the Miru Miru and the Peacekeepers all know, bordering the Magaramachi means constant small scale border invasions.  But since Lojan stopped fighting back more and more Magaramchi have been attacking undefended merchant caravans and outposts.  The border will explode into violence soon. 
  Drop some of the Shark and Pojanese corpses off at the drop off point  While Extensive-Colossal-OneMillion does his best - even thinking to have the corpses of those Pojanese and Shark People who didn't manage to make it to the battle collected - his control is far from perfect and a number of them are eaten  (To clarify, however many units of corpses I can gather, drop that many minus one off at the drop off)  
  Cash in one ABS favour for reputation  The Magaramachi merely shrug when the Abyssal Stewards representative offers to help protect from the upcoming shark people raid.  It's easy to think highly of allies who demand so little 
  Suggest 154 as an ABS base  The eel ravaged Bloodripper Lands have built a good relationship witht he Abyssal Stewards over the last few years and the offer of some land is made casually but genuinely 
 
Feathersnow
 
  The World Garden 
 SKR 

PRIMARCH PETRIX THE PIED PEARL 
9.5 Diplomacy
7.5 Military
7 Economy
10 Faith
3 intrigue

 Diplomacy  Impress Aristocracy of 107.  Help sought from the DNA.

 The scourge of Finalism must be death with.  DNA organism designed to inspire hope and end doomsdaying are employed.  
 success!   roll 
 Military  Provide defense of 108 from the pitiful remnants of the Finalists expected to commit suicide by throwing themselves against the Eternal Spire. Clös leading 4 units with Witness of the Great Commission Doctrine.

 Let this Blasphemy end with a wimper, as we reconsecrate The Cenotaph to be a Sakura-Jin germbank even as those of The Remainder who will not convert die around us 
 Intrigue  complete work on the Psychologue 3/5

 Intrigue  complete work on the Psychologue 4/5

 Intrigue  complete work on the Psychologue 5/5

 This project will enable us to merge faith with action! 
 Intrigue   Get a report on what happened to the Nacre Holdfast. Black Pearl assistance requested
 How could this happen!? 
 12 


New stats:  +.5 Diplomacy, +.5 Mil, +2 Int

New stats:
10 Diplomacy
8 Military
7 Economy
10 Faith
5 intrigue

 
 Spoiler: The Forever Monument PRS 1/3 


It takes a special kind of pride to erect monument to a victory in a war you are still fighting, in the heart of a city under seige.  But no one ever accused the Sakura-Jin of undue humility...

Special creatures, modified sea goats and gardenback turtles, were bred to construct the great spires, and lessons were incorporated from the Nacres to build an air trap.  Remainder DNA was coded into barnacles to create biological spindles that created cloth to line the sides.  The result was a great geodesic sphere of air deep under water with an airlock opening and closing on a schedule. In the middle, Sakura trees grow as a reminder to the Remainder of Sakurado might even as they partake of the air they need for proper health.

This is a calculated insult to the Finalists, that the Sakura-Jin could easily have rebuilt the Final Bunker, but they were specifically disinvited to help, leading to help provoke the disastrous war.
 

 
 Spoiler: Other notes 

Lady Ink and the Black Pearls were recently the target of massive economic assault by Sereian forces.   The Sereian government insists that this will not escalate to personal attacks.

Petrix, in the middle of at least one holy war and horrified by the razing of the DNA base, is disinclined to retaliate, informing their mother that she is welcome to retire.
 


Treasure 2-&gt; 1 spent-&gt; 1 remaining

  The Black Pearls
BLP
  
In an effort to prove their relevancy, The Black Pearls step up their actions to help The World Garden.

They scan for Spies in Dashasham!

They attempt to retake their financial base in Tair!

 Unfortunately, they fail 
Epinephrine_Syn
    T I TAN OF  I NDUSTRY       
Turn 20
  ? ??????  ? ?????    
   
 
   MAWbel v2.12       [   Songstress   ]  
 Dip:   [   5   ] 
 Mil:   [   4   ] 
 Eco:   [   8   ] 
 Fai:    [  10  ]  
 Int:   [   7   ] 

Next Turn: Dip +2

  Magma Pulse :     [   1   ] 

Magma Pulse +1


Actions
  Faith 10 Miracle: Become The Ant  
Eco: Construct Gargantuan Gears (Labor) Factory within Verja (61) 1/5 or Impress Merchants in 47 with 49 TP and Piezo
City 2/5 3/5
Nursery 4/5
Treasure 5/5
Dip: Cultural Exchange - GRV
Formalize Debate Club, become Best Faith Friends with the Gravetenders. Prepare accommodations for Sersi and Spirited Debate.
Dip: Trade 66 to SEN for a Technology, to shift their aggression away from its previous targets (especially ESP), and for a region in the future free of problems. ESP retains rights to all factions within said regions within transaction (SEN might eventually claim the Aristo faction). There is hope that relations will continue to improve over the coming years.
Dip: Sway Aristocracy 47, spending 3 treasure. 5 Dip, 1 Prestige, 3 Treasure 2-6+9  Roll = 14 TN 12 (Claim) Success 
Dip: Raise Rep with DNA, spending 2 treasure. 5 Dip, 2 Treasure 2-6+7  Roll = 19 Success 



Fluff For Actions

  Excerpt 58;4, Mabel Musings, Book Of Mawmon  

Never be afraid to admit when you are wrong.

There is a fable of an Ant and a Grasshopper, and like many other such creatures, I will not go into detail on their origins, and I will spare you the story. The moral is that the Grasshopper does not prepare for the oncoming winter, and dies a hideous frozen death. I did not come all this way to shrivel up, abandoned and alone in a cold and bleak world. I will be the Ant. I will harvest efficiently, if not ethically.

Smarter minds than I have the right idea in preparing for the oncoming winter. Their strategy is sound, far sounder than mine has been. Yet there is still time to correct course, learning from the adaptations of other creatures is why this world has diversified in its thought structures in the first place. Even I, Priestess and Titan I may be, am not above such things. The power of innovation is a guiding principle behind Industry, and to give that up for mere pride is folly.

Within the Magma Shrouds I am harnessing an unimaginable power, and yet I am only mobilizing a small fraction of a fraction for my, letÂ’s call them what they are.  toys . The fact that I should have done this a decade ago does not preclude me from doing it now. Petty  Prosperity  cannot be used or involved, neither mortal minds nor Mammos itself are the right tool for this. That is for the governance of people and transaction, and this is a solitary affair. I must do this alone. No amount of mere material Industry will allow me to truly harvest it all, the majority billows uselessly up to the airs above. Thus.
 
 I invoke the very concept of Industry. I declare my intent. I drink deep from the soul of the world.

I proclaim myself, not nominally, but axiomatically, a    Titan Of Industry.    
  01010100 01101001 01110100 01100001 01101110 00100000 01001111 01100110 00100000 01001001 01101110 01100100 01110101 01110011 01110100 01110010 01111001   
   
 
 Spoiler: Raw Text and Hymn Credits 
  No one knew what an angel was.
The god of air and ice.
The larvae of the Makers Flower roots in dead bodies.

Devouring deadly jellyfish whole in order to gain sustenance.
The ink-stained one will rise, in an alien dry form.
Voice both tender and so mighty. Body carved from naught but memories.
Eyes wide with wonder, shining with more brilliance than the aurora.

 One day, IÂ’m going to eat the world. 

Even if she lacked the banners and parades, her chieftainship assured by the merit of her skills.
The persistence of a pilgrim, waiting day and night.
It was rare to be as alone as Arthan was in those days.
Something blossoms wide, built only by our own hands.

A gradually shifting series of chords, perpetually building to new heights.
 wenomechainsama tumajarbisaun 
 wifenlooof 
 eselifterbraun 

They see the cloud grow, the haze stretches beyond sight.
To rise above the ocean and fly high up into the air.
Why, oh Sgliendilynwr, do you swim amongst the wisps of light?

A ghost murdered is a man reborn.
The Mer no longer able to trade seashell necklaces for things like cake, lemonade, or stew.
Soon only the brothers are left to wait for deathÂ’s invite.
The voice was clear before the sounds drifted to silence.  
 ✿◕ ‿ ◕✿乇尺尺ㄖ尺✿◕ ‿ ◕✿ [/font]

 
 Spoiler: hymn citations 

Hymn Citation List (most, but not all, songlines)

1.1 mystic1110  https://forums.giantitp.com/showsing...&amp;postcount=145 
1.2 Grim Ranger  https://forums.giantitp.com/showsing...&amp;postcount=110 
1.3 Autumn Stars  https://forums.giantitp.com/showsing...&amp;postcount=105 

2.1 bc56  https://forums.giantitp.com/showsing...1&amp;postcount=96 
2.2 Epinephrine_Syn  https://forums.giantitp.com/showsing...&amp;postcount=159 
2.3 JBarca  https://forums.giantitp.com/showsing...&amp;postcount=114 
2.4 bluefuzzyfish  https://forums.giantitp.com/showsing...&amp;postcount=118 

3.1 Kythia  https://forums.giantitp.com/showsing...&amp;postcount=289 

4.1 Grim Ranger  https://forums.giantitp.com/showsing...&amp;postcount=138 
4.2 Grim Ranger  https://forums.giantitp.com/showsing...&amp;postcount=110 
4.3, Volthawk  https://forums.giantitp.com/showsing...1&amp;postcount=41 
4.4 Autumn Stars  https://forums.giantitp.com/showsing...&amp;postcount=139 

5.1 Aerin  https://forums.giantitp.com/showsing...&amp;postcount=107 
5.2, 5.3, 5.4 D&amp;D_Fan  https://forums.giantitp.com/showsing...&amp;postcount=140 

6.1 Lumaeus  https://forums.giantitp.com/showsing...7&amp;postcount=95 
6.2 mystic1110  https://forums.giantitp.com/showsing...&amp;postcount=176 
6.3 bluefuzzyfish  https://forums.giantitp.com/showsing...&amp;postcount=118 

7.1 mystic1110  https://forums.giantitp.com/showsing...&amp;postcount=116 
7.2 Gengy  https://forums.giantitp.com/showsing...0&amp;postcount=94 
7.3 Aerin  https://forums.giantitp.com/showsing...&amp;postcount=107 
7.4 Cactiguy  https://forums.giantitp.com/showsing...4&amp;postcount=86 

8.1 mystic1110  https://forums.giantitp.com/showsing...&amp;postcount=176 
 

 


Fluffy Mechanics: Each turn going forward starting from the implementation of this miracle, harvest 1 point of Magma Pulse for every Magma Shroud within your domain (a territory you either own or have at least one Support of any kind in). Magma Pulse is an uncapped Ruler Attribute and always stays with and transitions in both full number and gathering mechanic with the ruler of the Eternal Spring.




  Monumental Undertaking (Action 2)  
fluff to be added

 
 Spoiler: Monumental Undertaking (Action 1) 


The Draig are concerned their wonder will be lost, their story will be gone. Whether that will happen is up in the air, but the Songstress realizes that there is great potential in helping these denizens live a new life, and so begins her research. Little pools and puddles, simulated baths. For some reason, smelted silver does not seem to be very effective at housing eggs, or the [redacted] they need.

This may take a lot longer than she initially thought... But she is willing to invest in this regardless. It doesn't take a significant amount of resources, is a diplomatic win bigger than the costs, and hell, if Mawbel v2.9  [  Songstress  ]  actually can procure her own dragon brood... that'd sure be a sight to see.

Such a plan will take quite a while to come to fruition, however. Right now Mawbel is still working on the science of making a functioning hot tub at all, although this is something her guests are more than welcome to give recommendations for. Turns out Hot Springs are a wonder for tourism, yet another benefit. Win-Win-Win-Win all round.
 

 To-Do
Write up one more Chora Fluff Submission for the Exploration of W21 for [Request] Waste Not, Want Not [1/5]
 
 
 Spoiler: Waste Not Want Not 

Unblemished Wreckage. An incredibly valuable resource in quality, if not quantity. It is incorporated in flats and sharps all over our kingdom, as an ever expanding part of the Husk. We hope to show you stones from our dear faith friends soon too, and make this place a wonderful conglomeration of culture.

As for how it originated, where it came from, many can make guesses. Mawbel v2.11 can make better guesses than most, but they are still guesses. Creatures from above? A thing waiting to be unearthed, and is yet out of our reaches? That is the best hope, but as ever Eternal Spring is so busy with so many other things, it simply has not and perhaps never will have the time to dig deep enough to deal with it.

Instead, it hopes to reconstruct them into a museum, those findings that can be scattered amongst the sea. The lights and the trajectory of the craters can be found here too, a complete map of the wastes known as The Twenty Pair. Further expeditions can be plotted out right from here, in fact one such expedition has led to excavations where otherwise one might think the area would run out of resources. It's strange, it looks almost as if there's an entire Depth Layer of it down there. That wouldn't be strange if Mawbel v2.11's theories hold true, but barring extreme circumstances we'll not really have a chance to find out.
 



Rote Non-Actions
 
 Oppose Dominion Intrusions.

Black Noise (Spy 7): Contribute to Monumental Undertaking.
Maleficent Herring Cluster [Holy Order]:
Have the Crimson Moonlight explore the depths of W21 for more Degraded Superpolymers (Plastic), to check for adventure and possible extra things, and to bring back samples of this treasure to the CCA.

Automatically defend against any unauthorized buyouts/incursions/sways/conversions/etc (through a resist roll, a -2 penalty, or both, as applicable).
Automatically oppose all unauthorized Buyout, Sways, or Impress actions within holdings ESP has Merchant Support in.
Automatically oppose all unauthorized Conversion, Sways, or Impress actions within holdings ESP has Clergy Support in.
Conversion Authorization: Allow and support any conversions to The Eternal Communion.
Buyout Authorization: Approve of the Buyout of TP 3 of Maleficent Jello by KNH.
Always utilize The [Toy] Hammer whenever possible to make it such that when you spend 3 Actions on a Great Project, to help these contribute to 4 actions total.
Activate and utilize Paperclips whenever at all possible.
Allow RFT to use Burrowing Glacier Shrimp to satisfy their Merchant Node.
  
  Plastic Flower Recycling Routine
Contender Trade Route Pool: RFT, DPB
Deprioritized Trade Route Pool: LUX
Treasure Spent This Turn: 6
If Treasure Spent ≥ Contender Countries
Then Skip redundant rolling phase, apply 1 treasure to all Contender Countries
Give 1 Treasure to: RFT, DPB
Skip meaningless rolling phase for Deprioritized Countries, the treasure doesn't do anything anyway.
Give X treasure to   [Error]  


Alpha-Machina Optimization Routine
Paperclips: 9
Approximated Paperclips This Turn: 9 (3 from Recycling Routine [Contender], 4 from Passive Treasure Income, 2 from Mamomachines)
 Next Turn Paperclips: 18  
 
 Spoiler: Shell Counting 

  
 
Treasure: 15/15
Vaults: 0
Passive Treasure Income: +4
-1 Project Acceleration
-3 Action
-2 Action
+2 Mamomachines
 Next Turn:
15/15 Treasure
Vaults: 0 
 
Primary Regions
51 ESP/ESP/ESP - ETC/ETC/ETC - XXX/ESP/SEN/*? - H-Maleficent Jelly/N-Megafauna Mounts
61 ESP/ESP/ESP - ETC/ETC/ETC - Opn/ESP/Opn/*Btl - H-Burrowing Glacier Shrimp/N-Unskilled Labor
66 ESP/RFT/ESP - ETC/XXX/XXX - ESP/ESP/XXX - H-Pelagic Graftsmer/N-Luxuries

47* [0]
49* [2]
51^ (4) [1+-]
52* [1]
56^ (5) [2]
57^ (6) [3]
58^ (2) [1]
59* (0) [0]
60^ (3) [1]
61^ (4) [1+1]
63^ (3) [1]
66^ (4) [2]
67* [1]
68^ (3) [1]
71* [1]
77* [1]
W22** [1]
 

Artifacts
Plastic Flower
Mechanics: For every treasure you spend in a single round, a randomly selected Player that you have a Trade Route with gains one treasure at the end of the round.
Toy Hammer
When you spend 3 actions on a Project, get a fourth one for free.
Ships
Big Boulder
Nightguard
Alpha Ex Machina


Trade Routes
RFT
LUX
DPB 
  Mission Statement/Core Values: 
  Secure    Industrialize  emotional software   within Polar (Hivemind and Isolate Alike) against outside intrusions.  
  Guarantee long term    s ecurity for   the corporate entity known as   Eternal Spring.
  Engage in cooperative crowdfunding and projects to    b ring    Prosperity      unto all lifeforms.  
 
Faith Dossier in Round 16 Post:  Give The Eternal Communion A  Soul  
 
 
 
 Spoiler: Titanic Mechanics 

Finally complete, the Magma Shroud in Verja, newly churning heart of the Eternal Spring, first of its kind, springs into a cruel simulacrum of life. Smoke and heat alike belch forth from the opening at the structureÃ‚Â’s peak, bringing to mind the Colossus Draig which already stalk the frigid waters nearby. From behind masses of already soot-stained paneling and struggling insulation seeps a sinister and cyclic red glow, draining into the eyes of onlookers through sieves of swaying thrumming cables and enormous rattling pipes. From towering mechanisms diffuses the fell influence of the great and hungry avatar of desire and prosperity which some call the Hidden Hand, permeating all who look upon such marvels of industry with the power of Mammos. Here, there is Potential unrivaled. Here, the world bleeds to feed the fires of Prosperity. Here, a new Titan is born - a  Titan of Industry .

 
 Spoiler: Titan of Industry Mechanics 

  Industrialized Investment:   The fires of industry are fueled by many things - chief among them being capital investment. A Titan of Industry may spend 2 Treasure as part of a Project action to boost that Project's progress by an additional action. May be used on all Titanic Projects and most other region-specific Projects, limited only by Treasure and action availability.

  Pollution:   As subaquatic industrialization continues, existing ecosystems Ã‚Â– be they natural, engineered, or somewhere in between Ã‚Â– are commonly destroyed and the water becomes foul and choking. As pollution builds up in a region, its travel, construction, and life are likely to become progressively more difficult, eventually resulting in the region becoming uninhabitable.

Titanic Projects produce Pollution, which can have significant effects on a regionÃ‚Â’s habitability. Every 3 Pollution in a region increases the costs of most Titanic Projects by 1 action. Pollution can be managed by the use of Dump Sites to dispose of waste and shift pollution away, or Mantlecracker Techs to reduce operational penalties in Polluted regions.

At 3 or more Pollution, a regionÃ‚Â’s borders are considered Polluted (in addition to whatever other border type they may have)Polluted borders cost an additional region to cross for the purpose of Distance losses (with attendant effects on distance penalties), and each Polluted region crossed adds a flat -1 penalty to action rolls, which is not reduced by distance penalty reductions.

At 6 or more Pollution, a regionÃ‚Â’s borders also become Toxic, in addition to whatever other border type they may have been previously. If the regionÃ‚Â’s borders were already Toxic, each region that shared a Toxic border with the Polluted region gains 1 Pollution as a result of spillover effects.

At 10 or more Pollution, a region becomes Contaminated, uninhabitable even for a Titan of Industry until the Pollution level is reduced.

  Titanic Projects:   A bunch of new and exciting projects to work towards; must be in an owned region or a region where you have mercantile support.

Titanic Projects may be destroyed with a Sack action if in a controlled region - like Sacking a Trading Post, this is likely to upset local Merchants. They may be damaged by Sack actions if in a region one does not control - while damaged, they do not provide their normal effects, but still produce Pollution if that Pollution is local. Titans of Industry may use Economy to resist Sacks of their Titanic Projects in regions they control. A destroyed Magma Shroud disables all other Titanic Projects dependent on them in the region, which will only produce 1 Pollution each until a new Magma Shroud is built. A damaged Magma Shroud will result in Titanic Projects dependent on a Magma Shroud shutting down one by one over time unless it is repaired. A Titanic Project requires 1 action to repair when damaged, or 2 if the Sack was a Great Success.

 Magma Shroud :  This extreme depth borehole provides access to geothermal energy in massive quantities. A must-have for any budding industrialist looking to reach the next level!  - Effect: Required to start almost any other Titanic Project in a region and reduces the Treasure cost of Industrialized Investment by 1 for Project actions in the region; Action Cost: 5 Economy actions (cost reduced by 1 action per Depth Level), Pollution: +2.

 Energized Extraction :  Connecting geothermal energy plants to extraction and processing facilities all across the region increases both nominal and actual yields massively!  - Effect: Owned TPs in region count double; Action Cost: 2+TP Count Economy actions, Pollution: +1 per TP

 Industrial Research :  Conducting organized research into the science of automation and production can provide many advances; foremost among them massive increases in extraction, processing, refining, manufacturing, transportation, and/or military capabilities.  - Unlock a Mantlecracker (alt: Industrial) Technology as well as the specific Factory type(s) which powers it, that can only be constructed in regions with an appropriate resource type. Actions Cost: 4 Economy or Military Actions or one Economy/Military 10, produces 1 Pollution.

 Construct Factory :  Undercompensated workers, automated mechanisms, enslaved demons, corrupt unions - whatever the source of your labor, if itÃ‚Â’s cheap and plentiful, it's productive.  - Effect: Establish a Factory with a type based on the local resource; Factories are used to power Mantlecracker Techs, Action Cost: 5 Economy Actions (3 if City present); Pollution: +3

 Vault Depot :  Storage depots to handle industrial quantities of goods have always been important to industrially developing powers - who cares how much habitat for native flora or fauna has to be cleared to make way?  - Does not require a Magma Shroud in the region, Increases Treasure Storage by 5, 3-action cost, Produces 1 Pollution.

 Dump Site :  Naturally, massive increases to production throughput means a similarly massive increase to waste output, which must be effectively managed. The most effective management for waste is usually to put it far away from oneself, and this highly sophisticated and specialized facility does just that!  - Reduces local Pollution by 4, and increases Pollution by 3 in a specific neighboring non-Wastes region. 3-action cost.
 

 Mammos's Hidden Hands: The Eternal Spring may use Faith actions in place of Economy actions for Projects as long as they are spending Treasure for Industrialized Investment for each such action. With ESP becoming a Titan of Industry, and effects of the Safety Net, Mammos may now communicate much more freely and directly with players. It no longer costs Treasure or requires an intermediary to communicate if in Verja (61). 
 

  
Titanic Factory  
Region 61
Pollution: 0 (-1) [2+1-4]
 Next Turn Pollution: 2 (2) [2+1+3-4] 
Structures:
Magma Shroud Pl2
Mantlecracker Research Facility [Gargantuan Gears] Pl1

 Impending Construction
Gargantuan Gears Factory Pl3
 

Region 54
Pollution: 3 (3) [3]
 Next Turn Pollution: 3 (3) [3] 
Volthawk
 
   The Cyphiri Union   
  Round 20  
 Regions:  Cyph-Arel (122, Capital), Pyl-Garat (129), The Emerald Tidelands (124), Carr-Narin (121)
 Ruler:  Ashal Hallus
 Faith:  The Flowing Way (The Cyphiri Way)
 Diplomacy  6  Military  6  Economy  8  Faith  5  Intrigue  3
 Voice of Harmony:   Lyric  5  Passion  5
 Merchant Marine 
 
 
  Actions  
 End of Turn Ruler Increases:  +1 Military, +1 Faith, +1 Economy
 
 Great Project - Carr-Narin Tunnels (2/3; 4-stage project w/ Piryon Ma'yan used for -1 actions) [Military] - Unrolled
 Now that they were on the scene, it was time for Mathias to make their vision a reality. It was clear to him that he faced several limitations here - after all, Carr-Narin was no military base, without a surplus of natural resources to host an army, and lacking a strong mercenary presence (like Pyl-Garat or the Emerald Tidelands) or the Retainer Guard's headquarters (like Cyph-Arel), so any rapid response would be from the locals and their own retainers. That meant that outright confrontation and warfare, intercepting an army, wasn't up for consideration, but harrassment, moving supplies away from the routes taken by invaders, softening them up for the main army...that, they can do. Using the Piryon May'an, he begins building tunnels connecting strategic points across the region, small enough that a major army couldn't effectively use them, but were useful to the small forces he envisioned using them.  
 Teach Renald to be a War-Singer [Passion - Military] - Unrolled
 The last song Baran Hallus created, the one he worked on with Ashal and passed down to her, was one of war and heroism. Ashal goes to Renald, the commander of the Retainer Guard, and teaches him her understanding of this piece of the All-Song, so that he may use it when necessary. Given the nature of the flow of the Way recently, Ashal had a feeling they'd need it sooner rather than later.  
 Impress Clergy of 101 [Faith] -  17, Success 
 The Cyphiri had come to the waters west of the Glossian Sea in response to trouble before, coming in after a Reaver attack to help rebuild, leaving behind a friendly government. The Reavers had attacked again more recently, but various matters had meant that a new Cyphiri delegation hadn't been sent out to provide relief and guidance. That was a mistake, and news from the friends they left there of the unrest brewing in response to the vacuum and a request for help ensures that now, the Cyphiri take care of their responsibilities, both to the government they helped establsh and their duty towards Baran Hallus' legacy, his desire that the Cyphiri would work to bring about peace in the aftermath of death and destruction.  
 Impress Clergy of 141 [Faith] -  18, Success 
 Closer to home, the Greenwater had always been a chaotic, contentious place, dealing with multiple Reaver attacks, the rise and fall of the Greenwater Clans, and the latest invasion by the Gotezhar to take it from the Lux-Glossians. Once things have settled down, it becomes clear that the last Reaver attack caused damage that hadn't healed by itself, and the region was on a tipping point, in dire need to spiritual guidance. The Cyphiri are perfectly happy to provide that guidance.  
 Expedition into 142 (Bioluminescent Navigation used to access seafloor) [Economy] -  23, Great Success 
 With the new technology acquired by the Belar from Splendid Miru Miru, allowing for reaching new depths, making its way across the Union, the Caral family began to see an opportunity. To the east of Carr-Narin were deep waters that showed the tell-tale signs of an Abyssal Steward presence on the seafloor, and many in the Caral thought that establishing connections with a place like that, a industrial neighbour with a presumably good economy, would surely benefit Carr-Narin. The new implants would allow them to reach those depths, but not only were they untested but the Caral hadn't even used Splendid Miru Miru's previous efforts to go deeper before. A trial run was in order, before they pushed the technology to its limits - the waters past Death's Passage (thankfully accessible directly from Carr-Narin, sidestepping the Passage itself) were a good starting point, deep but not too deep, a place to get familiar with working in the depths and to gather resources for a base camp to push northwards into the real depths.  
 Raise City in the Emerald Tidelands - Vril Ironworks (Bonus to Battles) [Economy 5] - Unrolled
 While it wasn't in large quantities, the Hematite Flakes found by the Abyssal Stewards are of great interest to those that live in the Emerald Tidelands. The Kalan themselves were mercenaries by lifestyle, after all, and a source of weapons-grade metal (after...some processing) was of interest, but it was among the Tails, who made up the majority of the region's population and did much of the work that their Kalan overlords didn't want to do, that the more interesting shift was happening because of the flakes, the presence of the Abyssal Stewards, and their confederation with the Cyphiri. Access to the families and Houses of the Cyphiri, and the ability to have their own families (blood-tied or otherwise) recognised by the Union opened up new opportunities, particularly as many urban Tails had already established their own operations in areas the Kalan weren't interested, and the shift from farming plankton for food to flake-gathering operations led to some upheaval among the rural Tails.

These two factors, alongside cooperation and information from the Stewards, led to a new power base arising in the Tidelands and indeed the wider Cyphiri Union - the ironworking families. Typically showing little blood ties - the amalgamation of several blood families and various useful individuals, primarily made up of Tails but with a notable Cyphiri presence but rarely any Kalan - these families are focused around the production and use of hard metals accumulated from hematite flakes. When it comes to supply, the ironworking families have a notable presence among the Tails that gather up the stuff, varying between outright having their own people out there or just economic ties on a case-by-case basis (although most of the Tails working out there are wholly independent), and their real strength is when it comes to turning those flakes into usable metal, and working that metal into usable equipment - primarily weapons, given the influence and wealth the Kalan have here and some interest and financial support from the Retainer Guard. Vril Ironworks is the center of that end of the operation - a network of facilities, housing and the odds and ends that spring up in such a place, not owned by any one ironworking family but owned collectively through a complex set of rules and ownership shares - located around the Smoking Garden in the region and borrowing some of their heat in exchange for various local concessions to the Stewards (and money, of course) to melt down the hematite flakes, gather them together into significant amounts of metal, and shape them into products to sell.  
 
  Nonactions  
 
 Allow militaries from signatories of the Flowing Peace to move through Cyphiri waters without interference. 
 Treat Cyphiri-owned regions as hostile territory for any and all SHK attacks. 
 Provide Cobalt Dye to the Ironkelp Order through the trade route. 
 Attend the Fourth Exquisite Gala
 It was a bad idea, but the Belar family couldn't help but be curious as to why they were specifically sent invitations by the Lambent Syndicate, after what happened at the Aniwana Mall. That curiosity was what has driven them to chart the wastes, seek out new resources and opportunities, but this time it may well be the death of them.  
 Assist all Buyouts of Open Mercenary Retainers TPs in Pyl-Garat (129) from non-Tropical countries, Hinder Buyouts from Tropical countries (Splendid Miru Miru is an exception and is still Assisted).
 The Exchange was still young, and many mercenaries hadn't had long-term contracts established yet, so House Pylet made sure to keep the word going that they were open for business. That said, recent political developments cause the more canny members of the House to suggest that securing clients among tropical countries may soon lead to difficult entanglements and should be avoided.  
 Passionate Harmony - Recruit 1 Unit 
 Use Song of Prosperty to create a Trade Route with the Chelonian Chora in Firstreef (Favour uses costs 1 Reputation and 2 Favours, Firstreef Contact grants 1 Reputation and 1 Favour, net -1 CCA Favour)
 Given the existing bonds between the Chelonian Chora and the Cyphiri Union, it made perfect sense to work with the Chora to deepen that bond and establish a proper connection with them in Firstreef.  
 Continue a Monumental Undertaking - Arellian Mural (4/5)
 With the long bureacratic lull finally over, the Fund satisfied in their information about his plans, and the funds rolling in, Taran Leryn starts work in earnest on the Mural. These days, much of his work was managerial oversight, travelling Cyph-Arel to the various teams hired by the Fund to ensure his vision for the thing was carried out by his workforce, and that the whole would start to come together nicely. Life was good, some of the funding being used to make sure he lived to a decent standard - a step up from his old life travelling and leveraging fame to stay wherever he could - but sometimes he kind of missed working on the Mural with his own hands and tools instead of just getting others to carve the stone.  
 Contribute to Waste Not, Want Not (+1 CCA Favour)
 
 Spoiler: Crystalized Script 

These cubes, crystaline and threaded with the glowing veins that give it its name (after a Cyphiri sailor commented that they looked a little like writing), were found partway through the voyages of  Wayfinder  in the wastes, when Rendal Belar was exploring the stretches closest to Cyphiri waters in preparation for a journey into the heart of the wastes, after the discovery of an immense quarry. Rendal believes that they were installed there by the ancient, pre-catacylsm civilisation that used the quarry, going off the properties he observed- out in the quarry, deep in the wastes, their glow was purple, while back home in clear waters, they were red. From this, he theorises that they were used to monitor water quality, perhaps out of concern for subtances trapped underground that might poison the water - day to day, they would simply serve as a light source (perhaps the species that lived in that ancient civilisation liked red light, or perhaps what we think of as clear water has some aspect to it that they would find unacceptable but we've simply adapted to), but when the cubes detected anything hazardous in the water, they would change colour, serving as a very obvious warning that something is wrong and signalling an evacuation. Rendal has considered taking some across the world to see how they react to brackish and toxic waters, and seeing if changes in temperature have an effect, but so far he hasn't put the effort and resources into such a venture.
 
 
 Contribute to the Titan-Sized Damage Report (+1 ABS Favour)
 
 Spoiler: Carr-Narin 

Carr-Narin is a region that has been devastated twice in recent memory, both in short succession, but it is the second that would be of interest to the Abyssal Stewards - the passing of the Trawling Beasts. In truth, the Cyphiri aren't quite sure about everything the Trawling Beasts destroyed, their passing being so soon after the decontamination protocols made the region easily accessible, too soon for a proper survey of the region after decontamination, but they can make several judgements based on what was left behind. The region these days is quite flat, but the first Caral to investigate Carr-Narin in preparation of colonisation noted the waters being full of dust, dust that has since settled by the time of colonisation - thrown up by the Beasts as they plowed through rocks, destroying geological formations  and barely leaving rubble in their wake. In particular, if someone cross-references the reports made by the Divine Nacres on their initial expedition into the region with those of the Caral family, or just using one's own eyes, there are several terrain features that seem to have been lost. Another feature noted in the initial reports were the patches of vegetation, adapted to survive the toxic waters - their expectation was that the plants would also survive the disinfection protocols, but the Caral found nothing when they arrived. There's a chance the Nacres were wrong, of course, but it's also well known that the Trawling Beasts have a significant appetite, and the plants were likely the largest concentrations of food in the region for them to devour.
 
 
 
  News and Rumours  
 
 Miscommunication and bureacratic errors have led to the Retainer Guard investing in the entirely wrong region, securing a supply of Scouring Serum instead of the Fertilising Seed they need for their artillery. Besides taking steps to fix the embarassing error and acquire the seeds, some in the Guard set about figuring out a use for the Serum that won't violate the terms of the Flowing Peace around chemical weaponry. 
 Seeing the rate at which former Lux-Glossian colonies are being captured by nearby powers, the Cyphiri send out messengers to remind everyone involved that the average Lux-Glossian citizen is a good person, following the Flowing Way and having nothing to do with the machinations of Taman, and as such should not be victimised by their new rulers or treated unfairly. Most of those doing the annexing are other followers of the Way, so the Cyphiri aren't too concerned there, but they do make sure to remind those in the Shifting Ennead of this. 
 While they have nothing to do with the incident, the loss of the Collegium of St. Egnatia does have some Cyphiri of the Caral family approaching the Divine Nacres, offering up their waters (ones first explored by the Nacres, and cleansed using their viruses) as the location of a new base in temperate waters. 
 There's excitement in Cyphiri waters as rumours spread about what was being carried by a messenger from polar waters who visited Ashal Hallus a few years ago. The story is that Tadgceallachmarix has expressed curiosity about the nature of the Way, and that House Hallus is preparing for a meeting with the draig. What may come of it, however, is something nobody seems sure about. 
 News about what happened in the Fourth Exquisite Gala is...a little muddled at the moment, the rumours and stories spreading faster than concrete news about who lived or died, but the overall message sent is clear - that the Lambent Syndicate betrayed and attacked those they invited to their waters under the guise of friendship and diplomacy. The sentiment towards the Syndicate was already negative after Taman's actions, few trusting that the Siren was acting alone, so this is enough to push the mood of the average Cyphiri further into hostility, and many begin putting pressure on their House, and extension the Union Council and Ashal Hallus herself, to invoke the Flowing Peace and call in the Ironkelp Order. Rumour has it that she isn't opposed to the idea, even assuming the Middish wait for her call to take action. 
 That said, the Lojanese Republic earns a great deal of respect from many in the Union for their swift response to the situation and their hard stance on those responsible for the depravities that occurred.  
 
  Houses and Families of the Cyphiri Union  
 
 Spoiler 

 Hasn't been updated for a few rounds now, need to get on that.
Edit: Will be done once ruler changeover is completed, to fit the new order of things. 
These days many families are organised into Houses, a group of families led by a family that is part of the Union Council that have certain legal and economic ties and obligations, so the following is organised to suit. As always, there are many more families than this (in and out of the listed Houses), and more Houses, but these are the ones mentioned in the fluff so far.

  The Council Fund  
 TPs:  122.1
 Other:  Arthan's Head
The Council Fund is organised like a Cyphiri family but without any kind of central bloodline, its numbers drawn from every Union Council family - the family itself, not the wider House (a technicality based on the wordings involved with the laws that established the House system, but one few of the Council families wish to change). Similarly, a significant amount of its assets come from the Council families, one of the obligations involved in joining the Council being to contribute a proportion of their assets to the Fund, the rest being assets created by the Fund using those contributions. Its role in the Union is intended to essentially be a neutral party and wealth reserve, one not beholden to one family, although council families use past loyalties and political maneuvering to push their interests, and in the restructuring of the Union House Hallus has more influence than the dominant family would have in the old days of the Union. One of their major roles is that of managing mercenaries - the Retainer Guard is a force of mercenaries hired on a long-term basis that answer to the Fund and are sent out as and when a family requires assistance beyond the scope of their own mercenaries, and if the Cyphiri ever go to war it is the Fund that will have military command (under the guidance of the Council). Beyond that, they're also the major investor in the photospore networks across Cyphiri waters and out to major Cyphiri holdings elsewhere, they're one of the largest buyers of Cyphiri gold, and they're the caretakes of Arthan's Head who decide which families can hire it out.
- Artan: The head of the arm of the Council Fund that works with mercenaries, and the one who made the early (but now irrelevant) deals with the Kalan Company that led to the diplomatic/economic foothold needed to secure the Fund's current mercenary force. As that force developed into the Retainer Guard, she's leveraged her role in things to become one of the major players in the military, developing a strong interest in battle tactics and strategy despite the typical Cyphiri attitude towards such things. Her parents were followers of the Flowing Way who named her for Arthan, but she doesn't adhere to the Way much herself.

  House Hallus  
 TPs:  122.2, 173.1
 Supports:  122 (Aristocratic/Mercantile), 111 (Aristocratic)
 Other:  Cultural Exchange with COS, Lesser Piryon Ma’yan
 House Families:  Belar
Once just the most important family in the field of research and development, the Hallus family are now the most powerful family in the Union. After taking the position of the Ulnesh, the Hallus family have set about restructing and legalising many aspects of the Union Council and the wider Cyphiri Union, leading to the establishment of the House system and the Union's current strength.
- Baran Hallus: The actual head of the Hallus family, and the one directing their recent political moves. He has great respect for Pelir's work, and tends to indulge her requests. He's got broader interests than the average Cyphiri, taking an interest in the military conflicts that have gone on around the known world, and making plans for diplomatic efforts beyond those that are business-related.
- Ashal Hallus: Baran's daughter (born during round 9), Baran putting time and funds into prophecies around her led to Prophetic Education being established.
- Pelir Hallus: The pioneer of Hallus biotech research, and the mind between most notable recent Cyphiri advancements. She's not the head of the family but has enough influence through the family to get what they want, if possible, with the Belar family being one example of this. She's quite fond of Costa Sereia, having used much of their technology in her work since meeting them.
- Lanit Hallus: One of Baran's main diplomatic agents and representatives. She's spent a lot of time in Orope in the past, trying to help the Telan stabilise and gain control of the merchants there, and the failure there has left a stain on her record that she's never been happy about. Since then, she's been assigned to coordinate with House Ulnesh in the Emerald Tidelands, a task she's working hard at in order to regain her standing within the family.
ur
 Belar 
 Supports:  140 (Mercantile)
 Other:  Wayfinder, Gulgolet Shero'ah Hakkol
A small family of explorers, eager to strike out into the unknown to find enough of value to make them rich. They established a mutually beneficial relationship with Pelir Hallus some years ago, with her finanicially backing their expeditions in exchange for her hearing first about their results and in general keeping the spark of adventure going within the Union, and with the establishment of the House system they've fallen fully under the banner of House Hallus. They're also the ones in charge of waste exploration and exploitation, journeying out in their ship, Wayfinder, and using gifts from the Abyssal Stewards to find anything of value out there.
 - Retak Belar: The head of the Kelad, and one more focused around the ecoomics of their operations than the actual work they carry out. As such, he's very close to the Hallus, wanting to ensure further funding and the other benefits of being part of House Hallus keep coming.
 - Rendal Belar: The captain of Wayfinder, the Kelad's ship built to venture out into the wastes. He's a devout follower of the Flowing Way who believes that uncovering the mysteries of the wastes may provide some kind of hidden insight to the secrets of the Way.
 - Arnel Belar: One of the three top researchers below Pelir. Keeps well-informed about discoveries across the world, and primarily works with networks of small interconnected organisms.

  House Ulnesh  
 Holy Sites:  122.1, 124.2, 124.3, 153.1
 Supports:  122 (Clerical), 124 (Clerical/Aristocratic)
 House Families:  Carral
Formerly the dominant power among the Cyphiri families, before the ascendancy of the Hallus family. Originally, they split their interests between a very strong agricultural base and ways of leveraging said strength in political and economic endeavours, but as more and more food is imported, the Union grows beyond their capabilities to feed, and other families take bites out of their agricultural empire, they've been finding that strength waning. These days, they instead leverage their high status among Cyphiri followers of the Flowing Way, with Werran Ulnesh their leader, to secure power. There was once a great rivalry between Ulnesh and Hallus, strengthened by the Hallus takeover, but these days they're almost cordial as the Ulnesh support Hallus ventures in the Union Council while the Hallus help them with their own plans focused around the Emerald Tidelands.
 - Werran Ulnesh: A devoted follower of the Way, close to Garren, excited to spread the Flowing Way to new lands, very curious about the way other countries and faiths work. He became the most influential Ulnesh after their fall from dominance, as his rapport with Cyphiri followers was separate from his family's business, and since Garren's death has taken control over the family as it focuses on its new direction.
 - Relas Ulnesh: The member of Ulnesh's leadership council most pushing for them to retake the top spot, and the main opposition to its current direction. She was originally Garren's preferred successor, but in the years before his death disagreements between the two meant she lost his direct support. She's proven herself to be a competent leader in her position, though, putting to bed many doubts people had when she was younger.
 - Helad Ulnesh: The man in charge of coordinating loans between the Ulnesh and other Cyphiri families, deciding who gets the offers and how they're repaid/the influence gained is otherwise used. Was once the favourite among most of the family to succeed Garren, but the family's shift in direction led to him being passed over in favour of Werran. He still has notable influence among other Cyphiri families due to his ability to leverage the loans, though, and he's been busy trying to bring various families into House Ulnesh.
 - Neyran Ulnesh: One of the three top researchers below Pelir. Still keeps an interest in the agricultural development that originally gave House Ulnesh its edge, despite that losing focus for the wider family, and otherwise works to integrate foreign technology and techniques with Cyphiri methodology.

 Carral 
 TPs:  123.1
 Supports:  123 (Mercantile)
Small decentralised family who were once down on their luck and turned to the Bone-Grinder's Guild of [112] to try to make a new future for themselves. Their attempts to become more influential in the Guild ended up gaining them little, but the expedition eastwards that the Bone-Grinders sponsored has borne fruit for them, and they are now based in that region and have established themselves as a dominant mercantile power in the region by selling on imports from the Kelad.

  House Telan  
 TPs:  109.1, 114.2, 118.1, 118.2, 134.2
 Supports:  126, 139 (Mercantile)
 Other:  CYP-OKI Trade Route
 House Families:  Kelad
Previously a minor family in one of Cyph-Arel's cities, now dedicated to the trade route between the Cyphiri and Middish. Operate a network of camps, rest stops and small businesses catering to those taking said route, and established the route itself. Has control over part of Orope's Giantbane Seed industry, along with investing in some nearby regions. Current leaders in fields relating to Supernatic Propogation, due to their ties to the Middish. They've ended up on the Hallus side of the Ulnesh/Hallus split in the Council, due to the family helping them secure the Cobalt Dye they now sell to the Middish.
 - Tarpan Telan: Head of the Telan, now living in Orope full-time. Quite fond of the Middish, and their interpretations of the Flowing Way. Approves of the Hallus' shift towards a standing mercenary retainer, the Middish attitudes towards war and battle having rubbed off a little.
 - Yanmet Telan: Tarpan's second in command, handling things on the Cyph-Arel side of the business and dealing with the other Cyphiri families.

 Kelad 
 TPs:  117.1
 Supports:  118 (Mercantile)
Another minor family, and one that's been very active in sending out opportunity scouts to the regions nearby to the Cyph-Arel - Orope trade route. They're not planning on making many big attention-grabbing moves for the time being, but have a plan to acquire resources vital to the efforts of other families and sell it on to them at a profit. In recent decades, they've been having a lot of troubles with the Black Pearls, many of their major holdings being in waters that the syndicate holds sway in.
 - Nalrin Kelad: An influential family member in the wake of the disruption brought by the Black Pearls, and very outspoken about her views of the syndicate.

  House Pylet  
 TPs:  129.2
 Supports:  125, 129 (Mercantile)
 Other:  Pyl-Garat (129)
One of the Union Council families, and the main one driving colonisation attempts. Has a great deal of influence with the smaller families and the colonists of Pyl-Garat, but is beholden to the Hallus in turn - an obligation they are trying to weasel out of as much as possible, not wanting to turn against old friends in the Ulnesh family but having found the offer from the Hallus too good to turn down.
 - Hapat Pylet: The head of the Pylet family, the main family in control of Pyl-Garat. Doesn't have the best reputation among followers of the Flowing Way, between many statements he has made that were critical of it, and the fact that many of the people living in Pyl-Garat have ended up following the tenets of Sakurado instead. The man himself appears to follow neither faith.
 - Rala Pylet: One of the three top researchers below Pelir. Primarily interested in the animals of the oceans, and the ways that their traits can be used in biotechnology.
 

  Statistics  
 
 Spoiler 

 Special Actions Available:  Diplomacy 5, Military 5, Economy 5, Faith 5
 Special Actions Used: 
  Diplomacy  
 
 Spoiler 

 Reputation/Favours 
 The Abyssal Stewards:  Rep 2, 0 Favours (Expected Change: +1 Favour)
 - Welcome: +1 to resist Sacks and Coercion
 - Friendly: +2 to resist Secret Actions
 The Chelonian Chora:  Rep 3, 0 Favours (Expected Change: None)
 - Welcome: +1 to resist Supports becoming Open or Unruly
 - Friendly: Distance Losses triggered every fourth region; -0.5 distance penalty (-1 if target is adjacent to/has a CCA base)
 - Favoured: Can pay 4 regions to ship to a region with a CCA base from another CCA base; can Seek Aid after an action has been rolled 1/round
 - Voice of Harmony:  Various benefits  ( Passion rules )
 The Divine Nacre:  Rep 2, 0 Favours (Expected Change: None)
 - Welcome: +1 to Exploration, Prospecting and Colonisation
 - Friendly: +2 to Investigations
 International Prestige:  Prestige Rank 2, 0 Prestige (Expected Change: None)
 - Respected: +1 to Establishing and Pressing Claims and Promoting Claimants
 - Admired: +1 to attempt/resist Sway and Impress actions

 Bases 
122: Reefback Nursery
124: Smoking Garden

 Cultural Exchanges 
Costa Sereia

 Cultural Identities 
Troubled Supports (Sway and Impress Reaved and Unruly factions)

 Great Works 
The Palranic Anthology (Literature; kept in Cyph-Arel)
 

  Military  
 
 Spoiler 

 Units:  4 (Expected Change: +1)
 Unit Cap:  14 (Base 3 + 3 Regions + 7 Supports + 1 Wonder)

 Aristocratic Support 
91, 122, 129, 101, 111, 124, 126

 Generals 
Renald (Mil 8): Prime Targets (Free Sack attempt on offence, -2 enemy leader loss on defence, -20% own and enemy casualties)

 Perfected Tactical Doctrines 
None

 Fortresses 
None

 Military Technologies 
    Technology 
 Type 
 Effect 
 Requirements 
 Met? 
 
  Supermarine Artillery 
 Dropping Weapons 
 +1 to battle and maneuvering rolls in Depth 0 regions 
 Supernatic Propogation, Photospore Signalling, R: Giantsbane Seeds 
 No 
 
  Reanimation Colonies 
 Warbeasts &amp; Mounts 
 -10% own casualties 
 Graduated Symbiosis, R: Corpses/Skeletons 
 Yes 
 
  
 

  Economy  
 
 Spoiler 

 Treasure:  4 (Expected Change: +0; Rate 3 - 4 Actions + 1 Mammomachines)

 Trade Posts 
 Effective Total TPs  23
 Treasure Rate  2

 Foreign TPs with Owned Mercantile Support  4
    Trade Post 
 Resource 
 Use 
 Support 
 Rate 
 
  109.1 
 Swarm Ash 
 Bitter Tourism 
 Open 
 1 
 
  117.1 
 Biolumiscent Tunicates 
 Support of 118, Holographic Certification 
 Open 
 1 
 
  118.1 
 Domesticated Sea Cows 
 Support of 126/129/139, Megafaunal Caravans 
 Cyphiri 
 2 
 
  118.2 
 Domesticated Sea Cows 
 Support of 126/129/139 
 Cyphiri 
 2 
 
  122.1 
 Native Gold 
 Joined-Stalk Companies 
 Cyphiri 
 2 
 
  122.2 
 Native Gold 
 Joined-Stalk Companies 
 Cyphiri 
 2 
 
  127.1 
 Ray-Ear Seaweed 
 Support of 121/122/123/140, Oxygenating Implantations 
 Costa Sereia 
 1 
 
  129.C 
 Mercenary Retainers 
 Union Mercenary Exchange 
 Cyphiri Union 
 2 
 
  134.2 
 Cobalt Dye 
 None 
 Costa Sereia 
 1 
 
  140.1 
 Scouring Serum 
 None 
 Cyphir Union 
 2 
 
  173.1 
 Tiny Tubeworms 
 Filtration Grafts 
 None 
 1 
 
  186.1 
 Mammoth Seals 
 Seeker Barnacles 
 None 
 1 
 
  W35.1 
 Titanic Rune-Carved Fossils 
 Reanimation Colonies 
 None 
 1 
 
  
 Mercantile Support 
118, 122, 123, 125, 126, 129, 139, 140, 170

 Cities 
Union Mercenary Exchange (129;Mercenary Retainers TP + Sacks)

 Trade Routes 
Cyphiri - Ironkelp Knights
Cyphiri - Kar-Nath Hegemony

 Specialised Ships 
Wayfinder

 Civilian Technologies 
    Technology 
 Type 
 Effect 
 Requirements 
 Met? 
 
  Composite Grafting 
 Starter 
 None 
 None 
 Yes 
 
  Graduated Symbiosis 
 Starter 
 None 
 None 
 Yes 
 
  Megafaunal Tailoring 
 Starter 
 None 
 None 
 Yes 
 
  Photospore Signalling 
 Starter 
 None 
 None 
 Yes 
 
  Supernatic Propogation 
 Starter 
 None 
 None 
 Yes 
 
  Trophic Deconvolution 
 Starter 
 None 
 None 
 Yes 
 
  Anoxic Adaptation 
 Border (Access) 
 Cross Brackish Borders 
 Composite Grafting, Trophic Deconvolution 
 Yes 
 
  Bitter Tourism 
 Border 
 Cross Glacial Borders 
 R: Heat Source 
 Yes 
 
  Filtration Grafts 
 Border 
 Cross Toxic Borders 
 Composite Grafting, R: Filter Feeders 
 Yes 
 
  Electrodialytic Staurozoa 
 Distance 
 Ignore the distance penalty from Briny borders twice/round, doesn't affect distance losses 
 None 
 Yes 
 
  Papershell Draft-Cuttle 
 Distance 
 Ignore the distance penalty from Brackish borders twice/round, doesn't affect distance losses; +1 Prospect in depth 0 Colonies 
 Supernatic Propagation, Anoxic Adaptation 
 Yes 
 
  Megafaunal Caravans 
 Distance 
 Reduce the distance penalty for Economy actions by 1 
 Megafaunal Tailoring, R:Food 
 Yes 
 
  Bioluminescent Navigation 
 Depth 
 Allows access to Depth 1 regions 
 Photospore Signalling 
 Yes 
 
  Oxygenating Implantations 
 Depth 
 Allows access to Depth 2 regions 
 Composite Grafting, Bioluminescent Navigation, R:Photosynethic Organisms 
 Yes 
 
  Holographic Certification 
 Action Bonus 
 +1 to resist Undermine Support actions 
 Photospore Signalling 
 Yes 
 
  Joined-Stalk Companies 
 Action Bonus 
 Expeditions reward 1 Treasure instead of +1 to a Buyout, Great Success gives automatic control of a TP instead of 1 Treasure, wastes exempt. 
 Composite Grafting, R: Precious Minerals 
 Yes 
 
  Adventuring Parties 
 Action Bonus 
 Can send Missions from any region with owned Aristocratic Support 
 Photospore Signalling, R: Skilled Labour 
 No 
 
  Seeker Barnacles 
 Action Bonus 
 Can send Expeditions from any region with an owned Trade Post 
 Graduated Symbiosis, R: Megafauna 
 Yes 
 
  Traveling Scholars 
 Ruler 
 Roll and drop 1 additional d4 when adopting a new non-dynastic ruler 
 R: Talented/Knowledgeable Labour 
 No 
 
  Mamomachines 
 Economy 
 Regain 1 Treasure per 3 spent in a round 
 None? 
 Yes 
 
  
 

  Faith  
 
 Spoiler 

 Faith Holy Sites: 
 Clerical Support 
122, 124, 126

 Organised Faith Bonuses 
+1 to Impress Actions
Cultural Identity for Buyouts
Prophetic Education (Roll twice for Economy and choose either result when changing rulers dynastically)

 Artefacts 
 Arthan’s Head  As an action (that can be associated with any stat), the owner of Arthan's Head can select a region for the Head to focus on in the next round. This provides a +1 bonus to all actions targeting that region that use the same stat as the action used to focus the Head in the round before.
 Shero'ah Hakkol  One Prospect action per turn in a Wastes region gains a +2 bonus.
 Lesser Piryon Ma’yan  Reduces the action cost of Projects in one region by one action as long as exactly one action’s worth of progress is added to the Project each turn and the Piryon Ma’yan remains in the region the entire time. Currently applicable to Projects with an action cost of 5 (or more). As the Piryon Ma’yan grows, this effect may improve.

 Holy Orders 
None

 Miracles 
Bones of the Ocean - Wastes TPs owned by Cyphiri Way countries count as Holy Sites
 

  Intrigue  
 
 Spoiler 

 Spies 
None
 

  Claims  
 
 Spoiler 

122 - Historicity, Integration
124 - Confederation
126 - Marriage (Strong)
 

  Total Passive Effects  
 
 Spoiler 

 Borders: 
Access Depth 2, Brackish, Glacier, Toxic
Ignore penalty for briny and brackish borders 2/round each, non-battle uses only

 Actions 
Economy actions: -1 Distance Penalty
Buyouts: 2d8 CI
Impress: +1 Prestige, +1 Religion, 2d8 CI if Unruly/Reaved
Sway: +1 Prestige, 2d8 CI if Unruly/Reaved
Exploration: +1 Nacre Rep
Prospecting: +1 Nacre Rep, +2 Artefact (1/round, Wastes only), +1 Tech (Depth 0 only)
Colonisation: +1 Nacre Rep
Claims: +1 Prestige

 Defensive 
Resist Coercion: +1 Steward Rep
Resist Sack: +1 Steward Rep
Resist Secret: +2 Steward Rep
Resist Supports becoming Open/Unruly: +1 Chora Rep
Resist Sway/Impress: +1 Prestige
Resist Undermine: +1 Tech

 Misc 
Merchant Marine: Extra Economy action, 15 treasure cap, can spend 3 treasure on a roll, foreign TPs in mercantile support regions count towards treasure, can provide two resources through a trade route
Friendly with the Chora: -0.5 distance penalty (-1 if target region has/is adjacent to a Nursery, unit distance losses triggered every 4 effective regions
Favoured by the Chora: Pay 4 regions to skip to any region with a CCA base for distance penalty purposes, make 1 post-roll Seek Aid a round
Building Materials: 2/3 project actions count double
Mammomachines: Gain 1 Treasure for every 3 spent in a round
Joined-Stalk Companies/Seeker Barnacles: Expeditions can be made from any owned TP, and rewards are changed to 1 Treasure on success/automatic control of a TP on great success

 Union Mercenary Exchange 
+1 to Mil actions in 129 (own Aristo support)
Can always coerce trade posts in 129 (own Aristo support)
+1 unit cap (own Merc support)
1 extra defender in 129 (own Merc support)
2/round, spend 3 Treasure to recruit 2 units with one action (own region and both supports)

 Polar-Confederate International Bank Membership 
+2 Treasure Cap (17 w/ MM)
Can spend one extra treasure on Economy rolls (total +4 w/ MM)
May transfer 1 Treasure to other bank members per round as a nonaction
 

 
Gengy
  Round 20
 [Gotezhar Builders Union]  
 [Feytor Saroon'din, The Seaquake] 
Regions:  138 , 128, 130, 136, 137, 139, 140, 141, 174    
Actions:
 
  [Diplomacy]  Sway Aristocratic Support 141 (Roll:  10 )
  Saroon'din attempts to convince the remains of the Greenwater clans to the benefits of working more closely together with the Builder's Union, and while he meets with some success, it is not enough for now.  This topic will need to be revisited later.   
  [Diplomacy]  Press Claim of 170 (Roll:  20 )
  Druthtu'o, now 16, pushes forwards with his own marriage.  There is a great deal of rejoicing, and many celebrations within New Korasoon, but... underneath it all, Druth seems to still be angry about something...   
  [Military]  Raise a Unit 
  [Military]  Raise a Unit
  Saroon'din wants to ensure his brothers' safety, so calls for the formation of a Tempest to station itself in New Korasoon.  The Feytor is surprised at how many volunteers he receives, but is moved by their loyalty to his family.   
  [Economy]  Build TP3 in 174 (2/3; Spend Treasure, Gathering Tide Warehouse (+1 project step).  Projects from DNA rep [-1], one extra action.  One fewer project action from CCA Base in region.) 
  [Economy]  Build TP3 in 174 (3/3)
  The attacks of the Sharks are not forgotten, but we can rebuild...   
 

Non-Actions:
 
 Provide support for conversions to Flowing Way schools in Builders Union territories 
 Spy Action:  Researcher 42 is not seen within the halls of Dounpor, and seems very busy... 
  Build a Monument - Mira'din's Stubbornness  (3/5)
Construction begins.  Joontar Arjiloza is still incredibly secretive about this project, and uses only Workers that he trusts, overseen by Hurrjan'oak who - like his older brother - fully supports this project.  Together, the master builder and the master planner block off a large section of ocean on the outskirts of Dounpor, and the very first thing they build is an enormous scaffolding.  This takes years to get correct, and when all is said and done and it finally looks like they will begin building the monument itself... a large wooden exterior is added to block off line of sight for the project itself. 
 
 
 Spoiler: News and Rumors 

 
 Saroon'din's new wife is a Mer by the name of Flordemar.  She is widely regarded as a beautiful young girl by Mer standards, but many Gotezhar do not like her.  She sits around all day doing - as far as the Gotezhar can see - nothing.  She talks with people, hosts small get togethers, and while she doesn't treat anyone differently, regardless of species, some Gotezhar feel that she has an air of superiority about her.  They respect their Feytor, but this Flordemar is earning a poor reputation. 
 Kora'sin and Huurjan'oak are Saroon'din's closest brothers.  At the age of nineteen - around the year 60 - Hurrjan'oak is very busy helping Joontar Arjiloza build their tribute to the previous Feytor, and does not get much chance to speak to his elder brothers.  Kora'sin, however, is frequently in meetings with the current Feytor, and often takes lunch with his sister-in-law Flordemar, who pesters him constantly about him finding his own girl. 
 Mira'din's second set of children Druthtu'o (Druth), Proj'eto, and Shbuul'walg, at the age of sixteen, are still in New Korasoon.  Druth marries a lovely Mer girl of his own, solidifying his hold over the local waters, and with the support of his father, begins to oversee things like a governor; with his primary focus being on rebuilding after the Sharks attacked the region a few years ago.  His younger brothers insist on heading down into Seguranca (170) to help establish the family down there more, and Joontar Osinal goes with them. 
 
 

 
 Spoiler: Ruler Information 

      Feytor Saroon'din, The Seaquake   
   D   
   M   
   E   
   F   
   I   
 
   Current  
 5 
 7 
 4 
 3 
 3 
 
  Rolled Stats 
 3 
 4 
 4 
 3 
 3 
 
  End of round 18 
 1 
 1 
 0 
 0 
 0 
 
  End of round 19 
 1 
 2 
 0 
 0 
 0 
 
  End of round 20 
 0 
 0 
 0 
 0 
 0 
 
  
 New Ruler Next Round! 

Expected Stat Bonuses: +1 Dip, +1 Mil, +1 Econ
 

 
 Spoiler: Book Keeping 

 Units:  (12   / 21 )
 General(s): 
- Squall Kagado (Mil 10) [+1 to Battle when using  Aim for the Storm's Center ]
 Perfected Doctrines 
[ Aim For the Storm's Center : +1 Maneuvering, -6 to enemy leader loss roll, -20% to enemy losses]
 Fortresses:  Sublime Fortress, Region 138 - Fort Essensio, Region 174

 Cities: 
City of Saroon'din (136) [Saroon'din grants a +1 to Resist Sacks in the region for players who hold Mercantile Support in the region]

 Spies: 
Researcher 42 (Int 9)

 Trade Routes: 
Gotezhar (138) to the Sakura-Jin (119)
Gotezhar (138) to the Lojanese Republic (9)
 Treasure  (10  / 12 )

Member in Good Standing of the  Polar-Confederate International Bank 
(+2 Treasure Cap)

 Special Ships: 
Tipsy John

 Cultural Exchanges: 
Gotezhar (138) to Costa Sereia (134)
Gotezhar (138) to the Lojanese Republic (9)

 World Wonder 
The Gathering Tide Warehouse (138)
 Wonder Effect: The owner of this Wonder gains +1 passive Treasure income and may, once per Project, count a Project action as two Project actions if they spend one (1) Treasure as part of said Project action. 
 Technologies: 
  Supernatic Propagation 
 Trophic Deconvolution 
 Megafaunal Tailoring 
 Photospore Signalling 
 Composite Grafting 
 Graduated Symbiosis 
 Razor Current Netting 
 +10% enemy casualties and +1 to Maneuvering roll when defending, or attacking with a foothold  Supermarine Artillery 
 +1 to battle rolls and +1 to maneuvering rolls in Regions with Depth 0  Anoxic Adaptation 
 The user can now cross Brackish borders.  Bitter Tourism 
 The user can now cross Glacial borders.  Filtration Grafts 
 The user can now cross Toxic borders.  Electrodialytic Staurozoa 
 May ignore the increased effective distance from a Briny border up to twice per round. This does not reduce the effect of Briny borders on distance loss calculations.  Devolving Standardized Integrations 
 Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost.  Holographic Certification  ( Requirement Needed : Bioluminescent Ink)
 +1 to rolls when resisting Undermine Support  Bioluminescent Navigation 
 Allows traversal of Depth 1 regions.  Mamomachines 
 For each 3 treasure you spend, you receive 1 Treasure at the end of the turn.  Sojourn Suits 
 Permits actions and troop movement across terrestrial wastes (purple) borders.   Death Commando Conditioning  
  Indah's Embrace  
 Papershell Draft-Cuttle 
 Scrying 
 Megafauna Caravans 
 Oxygenating Implantations  
 
Tychris1
  The Lighthouse  
   
Ruler: Divine Mistress Adiratna, Lady of the Vessel, First Handmaiden of Radiant Indah, and Keeper of the Blade
Regions: 7, 17, 18, 19, 22, 26
D: 6
M: 7
E: 6
F: 10
I: 5

Actions:
1) Intrigue: Special 5 Create  Spy   Trapper Hero, Baskoro of the Hidden Table !
 Baskoro the Strong! Baskoro the Wise!
Who delves the depths and darkest dives!
Blade of scripture at his side, a hidden guise!
Shrouded in darkness he yearns for our Goddesses light!
For the people of Indah he toils in monster demise!
Hidden from Grace, Baskoro hunt for us tonight! 

2) Intrigue: SECRET  Roll  (Spending one treasure)
3) Faith: Convert HS 1 Region 10
4) Faith: Convert HS 2 Region 10  Rolls 
5) Diplomacy: Sway Aristocracy Region 17
6) Diplomach: Sway Clergy Region 17  Rolls  (Spending one treasure)

Non-Actions: Resist all conversions and buyouts unless noted otherwise

Attempt to shape our Goddess' influence towards converting to Radiant Indah

Stats next round
D: 7
M: 7
E: 6
F: 10
I: 6

 
 Spoiler: Book Keeping 

Regions Owned: 7, 17, 18, 19, 22 and 26

TPs owned:
Siren Extract TP 2 and 3 Region 2
Treasures and Artifacts TP 1 Region 7 and City (Support)
Delights of Moonlight TP 1 Region 17
Coralberries TP 1 Region 19
Jaderock Coral TP 2 Region 21
Blood Pearls TP 3 Region 26
Tiny Turtles TP 2 Region 28

Units Owned: 3/14 Maximum
Treasure Owned: 3

Heroes:
The Hollow Vessel (Beast) 8

Titan Remains:

Artifacts Owned:
War Palanquin of the Anointed Dead: +2 to Tac Man
The Radiant Blade: When wielded by a commander in battle, Gain +1 to battle rolls per charge on the sword. The sword gains a charge for every 2 casualties in combat and can hold a maximum of 3. Each charge adds 10% own casualties and loses all gained charges if not used in combat for 1 round.
The Round Table: Any country may sponsor The Round Table for one round as a Diplomacy or Economy action. Once per turn, the owner of the Round Table may pay 3 effective regions of distance to skip to a sponsor's capital for a roll relating to a Titan Hunt or Titan-related investigation and receive +1 to the roll. The owner of The Round Table may not sponsor themself.

Champion’s Lance - boosts Champions that use it, or bonus to an Impress Aristocracy attempt.
Beast’s Collar - boosts Beasts that use it, or bonus to a Sack attempt.
Trapper’s Net - boosts Trappers that use it, or bonus to a Coercion attempt.
Stalker’s Cloak - boosts Stalkers that use it, or bonus to a Technology theft attempt.

Radiant Blade Charges: 0/3

Miracle Communion:
Radiant Indah Followers only take 0%/5% additional casualties from losing Maneuvering when one or both sides are attempting to use the Eel to their advantage.
Radiant Indah Followers are not affected by the increased effective region count for distance losses and distance penalties where the Eel is present or Omnipresent
Radiant Indah Follower Supports will not become Open in regions where the Eel Without End is omnipresent.
Radiant Indah Head may attempt to shape what the Eel Without End converts Holy Centers to when it enters a region for the second time.
The Eel Without End will not Coerce Radiant Indah Follower’s Trading Posts unless those are the only Trading Posts in the region.
Radiant Indah Head may use a Faith action to try to direct the path of the Eel Without End each turn.
Radiant Indah Followers may buyout TP's coerced by The Eel Without End in regions where they have Mercantile Support (or Assistance from another Radiant Indah followers mercantile support) against TN 14

Giantslayers have +1 Depth access and may go on Titan Hunts and have several additional options relating to characters/the artifacts obtained.

[Titan Hunt Mechanics]
A Titan Hunt is a multi-stage process that takes place over several years as the Giantslayer seeks to fulfill their namesake. Each stage requires at least one action and occupies a character (Ruler, General, or Spy), and may have Unexpected Consequences.

Stage 1: Tracking and Studying
An Intrigue action may be used to Track a Titan to find a suitable target; high rolls may make it easier to Study and Trap the discovered Titan. An Intrigue action may also be used to Study a Titan to investigate a known Titan's characteristics, behaviors, and other unique traits, which gives more information about the Titan and may reveal weaknesses or other benefits for later stages.

Stage 2: Pursuit and Trapping
Once a Titan is discovered, a Military action may be used to either Pursue or Trap the Titan. A successful Pursuit results in a slain Titan and an enormous trophy, allowing the Giantslayer to Harvest Remains, while a successful Trapping will allow the Giantslayer to attempt to Tame the captured Titan.

Stage 3: Tame Titan or Harvest Remains
A slain Titan leaves behind Titanic Remains, which may be Harvested with a TN 12 Economy action. A successful roll yields 1 Titanic Remains (2 on a Great Success). More powerful Titans may have greater rewards, and unique Remains may also be possible to acquire from Titans which have already breached [appear in Terror sections and such].

An attempt may be made to tame a captured Titan with a Faith action. The TN and effects of this depend on the nature of the Titan in question.

[Using Remains]

The initial options for utilizing Remains are as follows:
Display Trophy - Can spend 1 Remains as a Diplomacy action to Exhibit Great Work without the use of a Diplomacy 5. The work type will always be 'Trophy'.
Auction Relics - Can spend 1 or more Remains as an Economy action to gain 1 Treasure + 3 Treasure per Remains spent. May not be used to exceed the Treasure Cap.
Prepare Titan-Graft: Can spend 2 Remains as a Faith action to create a Titan-Graft. Grafts cannot be unequipped from a character once equipped, require a non-action to equip to a character, and improve the character in one specific role/capacity. Champions and Trappers cannot receive Grafts.
Craft Titanic Gear: Can spend 2 Remains as a Military action to create a piece of Titanic Gear. Titanic Gear can only be equipped by Champions, Trappers, or Rulers, grant a bonus in one specific capacity, and may be stolen as an Artifact.
Dissect Remains: Can spend 2 Remains as an Intrigue actions to uncover new methods of utilizing or dominating Titans, acquiring a Workshop artifact. Remains must be from a Titan of appropriate type for Workshop in question.

These options may be expanded by acquiring Workshops via the Dissect Remains option.

[Generals and Spies]
By virtue of their experience with Titans, Giantslayers have access to specialized vocations for Generals and Spies, as listed below. Each character may only have one vocation.
 Champions: 
A disciplined vocation for Generals, earned by spending a nonaction to undergo specialized training with the Champion’s Lance. Adept at Pursuit, and capable in Trapping.

When commanding an army, in addition to their personal Tactical Doctrine, Champions have access to a unique Tactical Doctrine, Approach Of The Challenger: On a Tactical Maneuvering victory, a Duel between the Commanders of both sides is rolled, rolling 2d8 plus the commander’s Military score for each. The winner gains a +4 bonus to their battle roll, while the loser suffers a -4 penalty to their leader loss roll; on a tie, both sides instead simply receive a -2 penalty to their leader loss roll.

The enemy may choose to accept the challenge, in which case they gain a +2 bonus on their Duel roll by fighting on their terms, but their own Tactical Doctrine does not activate, even on a Tactical Maneuvering victory. When controlled by a Giantslayer, each relevant artifact and piece of Titanic Gear the Champion carries gives them a +1 bonus to their Duel roll.

Approach Of The Challenger may not be Perfected.

Beasts:
A primal form for Generals, achieved via spending a nonaction to undergo voluntary or ‘voluntary’ transformation with the Beast’s Collar. Adept in Tracking Titans and capable at Pursuit.

When commanding an army, in addition to their personal Tactical Doctrine, Beasts have access to an additional, unique Tactical Doctrine, Predatory Privilege: -1 penalty to own Tactical Maneuvering roll per two total Units involved in the battle on both sides. When controlled by a Giantslayer, each relevant artifact or Titan-Graft the Beast has been granted gives +1 to Tactical Maneuvering when attempting to use Predatory Privilege.

On a Tactical Maneuvering Victory, enemy commander must make their leader loss roll on 1d10 at a -4 penalty; if the enemy commander fails their leader loss roll, they are always killed, never captured. On a Tactical Maneuvering Defeat, the Beast must make their own leader loss roll on 1d10 instead. If a subcommander is killed as a result of Predatory Privilege, their army suffers an additional 10% casualties.

Predatory Privilege may not be Perfected.

Trappers:
An ingenious craft for indirect subterfuge, learned by Spies by spending a nonaction on intensive study of the Trapper’s Net. Ideal for Trapping and capable at Studying Titans.

A Trapper always counts as conducting Counterespionage in their currently infiltrated country, even if otherwise occupied. Giantslayers are likely to find additional uses for their talents over time.

Stalkers:
An artful expertise in hands-on espionage, perfected by Spies through spending a nonaction to spend long hours practicing with the Stalker’s Cloak. Ideal for Studying Titans and capable at Tracking.

A Stalker may Receive a Report from a country they successfully Infiltrate the same turn the country is being Infiltrated, and without spending additional actions. Giantslayers are likely to find additional uses for their talents over time.

[Artifact Effects]
Champion’s Lance - boosts Champions that use it, or bonus to an Impress Aristocracy attempt.
Beast’s Collar - boosts Beasts that use it, or bonus to a Sack attempt.
Trapper’s Net - boosts Trappers that use it, or bonus to a Coercion attempt.
Stalker’s Cloak - boosts Stalkers that use it, or bonus to a Technology theft attempt.
 
mystic1110
 
   

Leader: Shark King, Herald of the God-Fish

D:4. E:2 M:10 F:7 I:6  
Regions - Units:

The Polar Dogmatists are in Region 80 and gain 4 Units and are at 13 Units. With their population swelled to an unprecedented 10 Units, certain family heads decide to seek less populated waters. Polar Dogmatists stay in Region 80 with 7 Units and the Polar Holders of the SHORB move to region Region 82 with 6 Units.
Temperate-Old Guard are in Region 99 and remain with 4 Units.
Tropical-Hooligans are in Region 158 and gain 1 Units and are at 6 Units.
Tropical-Marrow Feeders are in Region 147 with 5 Units and gain 2 Units and are at 7 Units.

 Shark People – (Polar-Dogmatists) – Actions: 

Military - Sack 68.1

 Shark People – (Polar-Holders of the SHORB) – Actions: 

Military - Sack 78.1
Military - Attack Region 81 from 82 with 6 Units, Subcommander, Treasure to BR roll and One Thousand Arms.

 Shark People – (Temperate-Old Guard) – Actions: 

Military - Sack 104.2
Military - Sack 132.2

 Shark People – (Tropical-Brain Eaters) – Actions: 

Military - Sack 10.1

 Shark People – (Tropical-Marrow Feeders) – Actions: 

Military - Attack 154 from Region 147 with 7 Units, Subcommander, Treasure to BR roll and One Thousand Arms.

 Non-Actions 

1. Accept all TPs, Techs, Treasure and Artifacts

 
 Spoiler: Diaspora 
Units:
Treasure: 5
Trade Posts:
56.1 – Herring (FOOD)

General: Gwasgymarchog (8) - Tac Doc - One Thousand Arms (Must be attacking; -2 to Maneuvering roll, +4 to battle roll, and +20% enemy casualties. On battle victory, make three free Sack attempts then return region control to previous owner. If lose Maneuvering but win battle, make two free Sack attempts then return region control to previous owner. Treat Footholds (ties) as battle victories but make one less Sack attempt.)
 
MappyPK
     Splendid Miru Miru     
  Round 20   
  

 

 Capital: Aniwana (153) 
Additional Regions: Parikao (150), Wakamarumaru Marama (152)
Cities: Kanapa (153)

 Leader: Apo Ario, the Heart of Gold 
Diplomacy: 3
Military: 4
Economy: 7
Faith: 3
Intrigue: 3
Expected Gains: +2 ECO

 Standard Actions  
 ECO - Impress Merchants in Wakamarumaru Marama (152) with Luminescent Crystal. Spend 1 treasure.   Success!   
 ECO - Impress Merchants in Parikao (150) with Hardbell Jellyfish. Spend 1 treasure.   Success!   
 ECO - Impress Merchants in Jyorjyuh (159) with Basalt Sculptures. Spend 1 treasure.   Success!   
 ECO - Continue the Wonder. 
 DIP - Continue the Wonder. 
 
 Non-Actions 
 
 Spy non-action. 
 ABS - Spend a favor to Prospect in Parikao (150) in search of coral, interesting vegetation, or generally anything valuable. 
 Attend the Fourth Exquisite Gala. Do not participate in the Hunt. 
 Allow members of GREG to move units through Aniwana if necessary. 
 Transfer Blood Algae to SUR via Cultural Exchange. 
 Resist all buyouts, sways, and any conversions not by the Way. Support OKI conversions. 
 Work on a Monumental Undertaking... The Clinics (1/3).
   Oxygenating Implantations have proven themselves to be a complete game-changer for the lives of the Taikans and a valuable asset for the other species living in the waters of Miru Miru. Given Kororia's refusal of the technology leading to her resignation, a similar event could not happen again. The depths were meant for the Miru Miru, declared Apo Ario within just weeks of settling into the office of the Teacher. A law requiring that all citizens receive the implantations was implemented, starting with the richest, working its way down as resources allowed. First, however, a handful of administration sites would have to be set up, both around the population centers of the Golden City of Kanapa, and in the rural depths of Parikao. Oceanographers and demographers were hired to mark the most efficient locations to create these small, stone sites, and materials were piled up in each of the five selected zones so that construction could begin.    
 

 

 
 Spoiler: Bookkeeping 
 Favors :
ABS = 2 - 1 = 1
CCA = 1
DNA = 0

 Treasure  = 3 - 3 = 0 + 2 + 1 -&gt; 3
 

 
 Spoiler: Miscellaneous 
 Monumental Undertakings:  
 The Statue of the Bubble Bender (3 actions) 
 The Aniwana Mall (5 actions) 
 
 
TheDarkDM
  
   The Lambent Syndicate   
 Lambent Matron Intan 
Diplomacy 8
Military 10
Economy 7
Faith 1
Intrigue 10

 Expected Stat Increases: +2 Diplomacy  
 ... 
  Actions  
 
  Diplomacy  - Sway Aristocratic Support in Region 32 -   17   
  Diplomacy  - Sway Aristocratic Support in The Crawling Crags (Region 20) -   22   
  Diplomacy  - Sway Clerical Support in Kemenangan Adiratna (Region 28) -   18   
  Diplomacy  -  Host the Fourth Exquisite Gala 
 
 Spoiler: Event Sub-Actions 

 
 Accept the vassalization of the Peacekeepers of Surunung. 
 Gift all technologies to the Peacekeepers of Surunung. 
 
 
 
  Economy  - Impress Mercantile Support in Kemenangan Adiratna (Region 28) -   13   
  Military  - Sacrifice 1 Unit and 1 Treasure to unlock the secrets of the Redglow in Region 16 (1/2) 
 
  Non-Actions  
 
 Setia remains forgotten 
 Allow the Lighthouse access to the Abyss to recover the remains of the Everscintillating Goldfin. 
 Supply the Lojanese Republic with Kelp Fiber through our mutual trade route. 
 
Talis
  The Seatide Confederacy  
 
 Spoiler: News and Rumors 

 
 To celebrate the creation of the Polar-Confederate International Bank, Seatide decrees that they will provide a small bounty of treasure in the form of financial investment bonds to any nation that joins. 
 By order of the Council of Seatide, Mammos is hereby banned from Seatide and blacklisted from all Services the Confederacy or its members may provide. Suspicious accounts will be flagged for auditing, and any account opened by or in connection to Mammos will be frozen. 
 Seatide thanks all those who contributed to the most recent defeat of the Reavers, particularly Deep Blue and the Gravetenders. Many more conflicts are on the horizon, but Seatide remains stalwart in its plans to destroy the Reaver threat. 
 
 

 
 Spoiler: Kenaqua 

The Seatide Confederacy condemns, unequivocally, the blatant aggression of the Shifting Ennead. Unfortunately, the Confederacy does not have the ability or means to oppose the Ennead militarily. We must thus unfortunately decline any payments from Kenaqua, and will instead hold such money in trust until the Kenaquan government redeems it. Seatide is open to any refugees who wish to escape the conflict, and in the unfortunate event that Kenaqua falls, will do what it can to support a government in exile, whether it seeks to recover its lands or find a new home for its people.
 

 Actions: 

[Economy] Mount the Intact Dragon Molt in the Polar-Confederate International Bank (1/3)
  After long hours of debate, the Seatide Confederacy decides that the Molt of Tadgceallachmarix will adorn the antechamber of the Polar-Confederate International Bank, invoking his splendor and majesty in the same room that houses the great list of member states and contributors. A massive, ornate scaffolding wrought from gold and silver is commissioned to hold the molt.  
[Economy] Mount the Intact Dragon Molt in the Polar-Confederate International Bank (2/3)
  Tadgceallachmarix ' molt is stuffed and treated with polish and chemicals to preserve its majesty and luster. The completed molt is then mounted above hall in lifelike relief above the hall, an overawing monument to Seatide's mightiest friend.  
[Diplomacy] Mount the Intact Dragon Molt in the Polar-Confederate International Bank (3/3)
  A grand soiree is held in the bank antechamber to celebrate the completed work. Guests wine and dine under the auspex of a lifelike replica of the great titan.  
 
 Spoiler: Effect 
The Polar-Confederate International Bank gains the following bonus: Bank members gain a +1 bonus to resisting sack and coercion rolls targeting Trade Posts or Merchant Nodes as long as the target is within bank territory.
 


[Diplomacy] Explore the depths of 80 (using Bioluminescent Navigation, Oxygenating Implants)
  Seatide explorers return to the depths northwest of their homeland. This time they try a new technique. Instead of trying to shield their bodies from the pressure in expensive and unwieldy diving spheres, they will allow the pressure to squeeze their gelatinous bodies and use a combination of deep-water navigation techniques and specialized implants to sustain themselves as they explore the inky depths.  

[Diplomacy] Sway Raconensae (73) using Welterwisps
  Frustrated Seatide merchants return to Raconensae with actual samples of the Welterwisps.  

[Diplomacy] Deliver Payment to COS (5 Treasure + Prisoner)
  Seatide delivers a large sum payment... along with a heavily armed escort carrying the first live Reaver capture, to Costa Seria for interrogation.  

Non-Actions:
Oppose all Sway and Impress actions targeting merchants loyal to Seatide
Support Buyouts for factions that own the territory they are making the buyout in
Supply Talented Crabs to GRV to satisfy their resource needs
Invite the Draig to the Soiree to view Tad's Magnificent Molt
Transfer 1 Wealth to CYP for joining the Bank

Die Rolls:  https://forums.giantitp.com/showsing...postcount=1175 
 
 Spoiler: Book Keeping 
 Ruler 
Judge Shimmering Grey
Diplomacy: 7 (+2)
Military: 5
Economy: 10
Faith: 2
intrigue: 3

Military Units: 5

 Regions Owned:  [Seatide 79]
City: +1 to Buyout 1/turn
Total Regions: 1
Land Unit Cap: 5 (5 Capital Unit Cap)

Artifacts:
 The Tideglobe  - This mysterious artifact is a transparent orb full of shimmering liquids and colors, which swirl and dance about in hauntingly beautiful patterns. By carefully watching the movement of lights and changing colors inside the Tideglobe, Seers can augur future events and predict how to counter hostile actions. Effect: +1 to one Intrigue roll opposing a hostile Secret Action, once per turn.
 Glowspire  - A twisting spire twenty feet tall, shaped like a twisted coral. Bioluminescent algae inside the spire change color depending on the trace elements that flow into the spire, allowing it to predict water conditions even thousands of miles away. Specially trained Tideseers read the colors, using them to predict where Reaver attacks are most likely to occur. As an added benefit, the haunting twists and colors of the spire are eerily beautiful to the untrained eye. Effect: Each turn, predicts an area that the Reavers will target if they attack that turn.
 The Bare Trap  - Mystical trap that helps defend against Reavers.
 The Banner of Odyssey (Cultural)  This enormous tapestry depicts the ancient Pepsin migration to Seatide, embroidered in such a way that the images seem to leap off into the water.
Intact Colossus Draig Molt

Culture:
 Mutually Beneficial Arrangements  - 2d8 to performing and resisting Impress Merchant attempts

 Military Technologies: 
 Devolving Standardized Integrations (Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost.) Prerequisites: Composite Grafting. Slot: Combat Drugs and Medicine. 
 Razor Current Netting (+10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending) Prerequisites: Composite Grafting, Glass. Slot: Fortifications 
Supermarine Artillery

 Civilian Technologies: 
Composite Grafting (Starting Tech)
Graduated Symbiosis (Starting Tech)
Megafaunal Tailoring (Starting Tech)
Photospore Signaling (Starting Tech)
Supernatic Propagation (Starting Tech)
Trophic Deconvolution (Starting Tech)
 Bioluminescent Navigation (Allows exploration and utilization of Depth 1 regions) 
Filtration Grafts
Electrodialytic Staurozoa
Radiant Spheres
Sojourn Suits
Indah's Embrace
 Joint-Stalk Companies (Successful Expeditions reward 1 Treasure instead of normal bonus. A Great Success grants control of one local Trading Post, or a free Prospect attempt in Wastes regions). Prerequisites: Composite Grafting, Trophic Deconvolution 
 Megafaunal Caravans (Reduce Distance Penalty for Economy actions by 1). Prerequisites: Megafauna Tailoring, food. 
 Anoxic Adaptation (Permits actions and troop movement across brackish (green) borders). Prerequisites: Composite Grafting, Trophic Deconvolution 
 Oxygenati Implantation (Permits actions and troop movement across brackish (green) borders). Prerequisites: Composite Grafting, Trophic Deconvolution 
 Holographic Certification (+1 to resisting Undermine Support actions) Prerequisites: Bioluminescent Ink, Photospore Signaling. 
 Bitter Tourism (Permits actions and troop movement across glacial (black) borders) Prerequisites: Heat Source. 
 Traveling Scholars (Extra roll/drop 1d4 on non-dynastic ruler change) Prerequisites: Talented Labor. 

Resources controlled:
[Compressed Algae Blocks (52, TP1)]  Support 
[Sheerspun Fabric (63, TP2)]
[Frozen Logs (64, TP1)]
[Talented Crab (65, TP1)]  Support 
[Piezo-Phosphoric Crystals (67, TP2)]  Support 
[Crafter's Coral (185, TP2)]
[Wetherwisps (179 TP2)]
[Edible Algae (69, TP2)]  Support 
[Inkfang Worms (70, TP2)]
[Rust-Veined Pumice (73, TP3)]
[Firefly Squid (74, TP1)]  Support 
[Magnetic Sand (75. TP1)]  Support 
[Bluefish Antifreeze, Seatide (79, TP1)]  Support 
[Bluefish Antifreeze, Seatide (79, TP2)]  Support 
[Bluefish Antifreeze, Seatide (79, TP3)]  Support 
[Sour Krill (80, TP1)]
[Dragon Eyes, Cryptoclysus (84, TP1)]
[Stripdrill Hyphenae (187, TP1)]


Merchant Faction ETB: +10
 ETP Total : 33

 Treasure : 9 (+3 / Turn)

 Factional Support :
Kenaqua (52) - Merchant (Supply Firefly Squid)(+2 ETP)
(59) - Merchant (Supply Edible Algae)(+1 ETP)
(65) - Merchant (Supply Rust-Veined Pumice)
The Cathedral of Movement (67) - Merchant (Supply Stripdrill Hyphenae) (+1 ETP)
Sketi (68) - Merchant () (+2 ETP)
Danabae (69) - Merchant (supply Inkfang Worms)(+2 ETP)
Region (70) - Merchant (using Sour Krill)(+1 ETP)
Aelwyd Adferiad (71) - Merchant (Supply Edible Algae)(+1 ETP)
Maurente (74) - Merchant (Supply Edible Algae)(+1 ETP)
The Plains of Sarkenos (75) - Merchant (Supply Inkfang Worms)
Seatide (79) - Merchant, Aristocrat, Clergy (Supply Firefly Squid)
(101) - Merchants (Supply Stripdrill Hyphenae)(+1 ETP)
(179) - Merchants (Supply Stripdrill Hyphenae)(+1 ETP)
(187) - Merchant (Supply Frozen Logs)

Projects and Wonders:
Polar-Confederate International Bank (Seatide, 67)
 
 Spoiler:  Effects (Approved) 
Polar-Confederate International Bank
A central bank established under the authority of the Seatide Confederacy to weld various trade interests into a single market. The bank consolidates the assets, accounts and debts of member states, issues a common currency backed by those accounts, and services transactions between members.
Effect: Any nation in contact with the Seatide Confederacy may adopt the Arctic Exchange Currency as a 2-action project. Nations using the common currency gain the following benefits:
+2 increased Treasure cap
May spend 1 additional treasure on Economy actions within it and other member nations
May transfer 1 treasure to another currency user 1/turn.
The Seatide Confederacy (or current controller of Seatide) automatically counts as a currency user. Additionally, the bank's controller can kick members out of the union, or block any of the above "bank actions" as a nonaction.

Current Members:
STC, GTZ, SEN, CYP, RFT, DPB, KEN
 


Diplomacy:
Trade Route with the Gravetenders
Trade Route with Lux Glossia
Cultural Exchange with the Shifting Ennead
Promise from the Shark People to not threaten Seatide merchants or assets
Cultural Exchange with LOL
Trade Route with Draig Continuum

Favor and Reputation:
1 favor from the Cryptid Congress for giving them a free technology
1 favor from Cyphiri for intentionally losing a PRS Slot
 
JBarca
 Round 20
   The Shifting Ennead   
 Danabae (69), Maurente (74), The Cathedral of Movement (67), Sketi (68), Raconensae (73), Mortuus Marea (60), 185, 186 
 Liege Lord to: Draig Residuum Gathering [Aelwyd Adferiad (71), (70)], The Cryptid Congress [Cryptoclysus (84)]  
  Led by King Akkoroas 
D10 ; M10 ; E10 ; F2 ; I5 
 Actions 
 
  [MIL Invade Kenaqua (52)] 
 
 Spoiler: Invasion Details 
Target: Kenaqua [52]
Commander: Unnamed Subcommander
TacDoc: Skirmish
Units: 7
Treasure: Nope
Route: 67-58-56-52 (One expected DL roll)
Tech: Destabilizing Mutagenic Augmentations (+2 to battles)
 

 
  [DIP Receive The Seas Not Yet Dead (66) from ESP] 
The realm of the Riftlings, their descents, their descendants, and their indecent(s) will pass fully into the control of the Ennead. The exploitation of these waters and their people has been years in the making, but the reach of the Ennead is now unaccosted by the depravity of the critters of the deep.

 
  [ECO Settle Calvarnsis Superior (Region 185) (1/3)] 
From across the Ennead, serfs, slaves, and beasts are traded for and purchased by the Doflein and Nautilite colonials headed for the frontiers. Resources are requisitioned and appropriated, plans are drawn, and the move begins.

 
  [ECO Settle Calvarnsis Inferior (Region 186) (1/3)]  
  [ECO Settle Calvarnsis Inferior (Region 186) (2/3)]  
  [ECO Settle Calvarnsis Inferior (Region 186) (3/3)] 
The few Glossian settlers in Calvarnsis Inferior are under the command of Skipper Lera Celadon when the Enneii arrive. They are not a military power, no matter their fervor and dedication to the cause. The existing structures, mostly in place to exist among the spires and plumb the depths, are coopted by new governors from Danabae. The Shades and Mer from the north are kept as experts; local guides, zoologists, and oceanographers. The Enneii, though, establish their usual pattern of governance, with the Doflein profiting off the labor of everyone else. The Skipper is given a role as an assistant to the regional overseer, trusted with being the liaison between the Enneii and the Glossian remnants. The Cyphiri are treated as being under the Skipper's jurisdiction as well - Lera and her plodding mammoth-mounted patrols are the connective tissue of the region, and the Ennead is not so foolish as to upend that.

Slowly but surely more Doflein, Nautilites, and their retinues make their way into the region. Never enough to force a plurality, but enough to make it clear to whom the waters belong. 
 
 Non-Actions 
 
  Treasure Count at round start - 1 
  Unit count at round start - 7 
  Accept all gifts 
  All SEN territory treats all armies not belonging to SEN, DPB, or STC as hostile for Distance Losses. DPB and STC are explicitly given permission to travel through SEN regions. 
  Prospect 185:  SUCCESS, 17 (2 TP)  
  DMA Count: +2 bonus, 2 rounds remaining (then lose 1 unit).  2  (No change) 
  Contribute to the Titan-Sized Damage Report Cathedral of Movement
 
 Spoiler: Revelation and Sublimation 
The Ceaseless Gibbering has, for decades now, been a holy site of the Eternal Communion. Where once it was used solely to ponder the realities, and irrealities, of the senseless noise that pours forth from its maw while losing oneself in the refracted lights of the surface, the Gibbering is instead now a home for those who need help. There are some who cannot bend their thinking into the sort of twists and connections required to truly embrace the Communion's cyclical and veil-shattering teachings. At the Gibbering, though, the veil is pulled aside. Voices from the Communion can be heard, delivering promises, gifts, warnings, and cryptic advice. It is said, now, that all who visited the low structures around the Gibbering on that day heard the same thing:   death comes  

When the colossi brought their mindless, apocalyptic feud to the Cathedral, the population can only consider itself fortunate that the beasts ended up in less-populated regions. The pilgrims, guides, and infrastructure of the Ceaseless Gibbering were wiped away so thoroughly that entire population's faith in the Eternal Communion was shaken. People were instantly sublimated by the raw energy of the Draigiau. Caves collapsed, buildings were annihilated.

Nearby, a gaggle of merchants bargaining over a stock of Piezo-phosphoric Crystals. Truth be told, many of the Enneii are still uncertain what the strange rocks are used for, but they're pleased to exact taxes on their export nonetheless. When one particular party of traders from far to west ends up winning the bid, there is no small amount of annoyance when a young Doflein - the local magistrate - explains that no, in fact, this supply is being requisitions by the king himself. Prices, imprecations, and demands are thrown in equal measure, before a wave-demolishing crash tore all attention away from the goods. Within moments, the brawling bodies of the unnatural disasters had wiped out the harvesting and processing facilities, along with most of the stocks of crystals. Naturally, the merchants and workers at the location fared no better.

The Cathedral mourns. Or rather, the people of the Cathedral of Movement express mournful sentiments while those with power roil with anger and impotence. One cannot exploit the dead (well, that's untrue. It is better to say one cannot  easily and routinely  exploit the same corpse over time like one can with the living). Once cannot harvest from a demolished mine. One cannot pacify a population whose core beliefs have been struck by swimming lightning and catastrophic ice. Two instances of massive, direct harm, with most of the populated regions untouched, and yet the entire Cathedral is affected and furious. The Titans are the enemy, and they must be brought to heel.
 
 
  Spend one (1) ABS favor to gain one (1) rep with ABS. 
 
 Reports and Discoveries 
 
  With the Nathi threatening to murder a prisoner of war after having proven unwilling to negotiate in a sensible fashion, King Akkoroas sends a messenger with a simple response to the Hegemony's demand: "Sea nuts." 
  The Shifting Ennead continues to grow, as it must. To handle the vast amounts of territory currently personally owned by the king, though, is proving an insurmountable task for the centralized, moving capital of the Doflein. Experts are pulled to Danabae to discuss and plan. 
 




Ruler Stats R21:
D: 10
M: 10
E: 10
F: 2                                                                          POLAR 
I: 5
New Ruler: No

 
 Spoiler: Technology 
 Technologies 
    Type 
 Name 
 Effect(s) 
 Required Resource? 
   
  S 
 Composite Grafting 
 N/A 
 N/A 
 
  S 
 Graduated Symbiosis 
 N/A 
 N/A 
 
  S 
 Trophic Deconvolution 
 N/A 
 N/A 
 
  C 
 Electrodialytic Staurozoa 
 Ignore Effective Distance from Briny 2/rd 
 N/A 
 
  C 
 Holographic Certification 
 +1 to rolls when resisting Undermine Support 
 Photospore Signaling, Bioluminescent Ink 
 
  M 
 Devolving Standardized Integrations 
 +1 to Battles following destroying enemy units in battle 
 Composite Grafting 
 
  C 
 Anoxic Adaptation 
 Brackish (green) border crossing 
 Composite Grafting, Trophic Deconvolution 
 
  C 
 Bitter Tourism 
 Glacial (black) border crossing 
 Heat Source 
 
  M 
 Razor Current Netting 
 +10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending 
 Composite Grafting, Glass 
 
  M 
 Filtration Grafts 
 Toxic (red) border crossing 
 Composite Grafting, Filter Feeders 
 
  M 
 Destabilizing Mutagenic Augmentations 
 Increase DSI bonus to +2 
 Devolving Standardized Integrations, Composite Grafting 
 
  C 
 Scrying 
 Great Success on Seek Aid grants a +2 
 Shiny Objects 
 
  M 
 - 
 N/A 
 N/A 
 
    
 

 
 Spoiler: Mechanical Bookkeeping 

Trading Posts Owned: 2
 
 Gravelglass: 68.2 
 Maleficent Jelly 51.3 
 
 Military Units CAP: 13/16 
 Generals 
 
   Balelia - 9  - With KNH 
  Tulticius - 8 
 
 Spies 
 
   
 
 Cultural Exchanges 
 
  GRV 
  DPB 
  STC 
  SKR 
 
 Trade Routes 
 
  STC 
 
 Artifacts 
 
  Shadow Pearl - Fuels Scrying. Provides Nonaction Seek Aid 1/rd. If unused, chance of gaining +1 Faith if others are used. 
 
 Treasure 
1/10

 Special Actions Used 
DIP5 - Cultural Exchange DPB
MIL5 - Recruit General Tulticius
ECO5 - Specialized Ship,  The Harvester 
MIL10 - Destabilizing Mutagenic Augmentations

 Great Projects 
     Name  
  Location  
  Details  
 
  Provinciarum Mirabilia 
 67, 68, 74 
 Massive statues of coral and living flesh harvested from serfs, coupled with tax-collection offices 
 
  The Eternal Reunion 
 69 
 A huge pit dug into the seafloor, swarming with workers and filled to the brim with factories, workshops, and gristmills, and the floor is dotted with butcheries, slaughterhouses, vats, and barbershop. Into the pit flow people, animals, and other biomaterials. Out flows the raw materials for the many experiments and projects of the Doflein. 
 
   
  
  
 
  
 

    POLAR    
Aerin
    Unrest Warnings   
Round 20 
  Desired Import Warnings  
The following regions are lacking their desired imports, and their merchants will slowly progress towards rebellion.  In regions with open mercantile supports, this means the merchants may become unruly if the region owner does not supply the resource.  In regions with owned mercantile supports, this means the merchants may become open if the support owner does not supply the resource. Unrest will begin at the end of the listed round.

 Round 20 
None!

 Round 21 
Region 18 (LIT, Skilled Labor), Region 24 (LSD, Military Labor), Region 115 (OKI, Exotic Goods), Region 155 (SUR, Coral)

 Round 22 
Region 6 (LOL, Dyes), Region 10 (LOL, Sweet Foods), Region 20 (LSD, Unskilled Labor), Region 25 (LSD, Heat Sources), Region 53 (KNH, Light Sources), Region 76 (KNH, Hard Metal), Region 112 (OKI, Valuables), Region 117 (SKR, Preservatives), Region 120 (SKR, Textiles), Region 135 (OKI, Edible Algae), Region 137 (GTZ, Spices), Region 141 (GTZ, Luxury Goods), Region 185 (SEN, Exotic Goods), Region 194 (RFT, Living Beings)

  Clerical Mismatch Warnings  
The following clerical supports will decay to Open at the end of round 20 if the majority faith is still different from the state faith of the support holder.
Region 6 (LOL), Region 71 (DRG)
Lumaeus
    __________________________________________   
   The Riftborn Ascendant   
   __________________________________________   
Turn 1, Round 20

Leader: The Father Ascendant
Diplomacy: 4
Military: 2
Economy: 1
 Faith: 8 
 Intrigue: 3 
 1 Treasure 
 4 Units  

Faith5: Artefakt: The Lobster Pot


Faith: Conversion 70.2


Economy-or-Diplomacy|Faith (Censer): Sponsor LIT [but I still have to look up what this means]


Faith: Conversion 80SHK.1



Faith: Catch the Garden in 82 for DPB


Faith: Conversion 54.1 (Boring Doctrine)


Non-actions:
Allow ESP to copy Censer if they desire
Accept no inanimate trade goods nor tech.
Resist Titans (including ABS) and DRG
Accept literally anything the Gravetenders do
Resist conversions outside BS territory
Transfer 1 treasure to GRV by Trade Route
Grant DPB the Garden


Faith+3
farothel
  The Hymenocera Expanse
Region 3 (Tropical)   
 

Leader: High King Lord Deca V
Diplomacy: 10
Military: 6
Economy: 10
Faith: 10
Intrigue: 6  
 Actions: 


[1][Intrigue] investigate location of Reavers base (TN???, add treasure, +2 DNA rep2)  19, success? 
[2][Intrigue] investigate South-East of region 33 (along border with wastes region) (TN12, add treasure, +2 DNA rep2, no distance pen due to CCA rep2)  12, success 
[3][Faith] Bottomless Trial from ABS (TN16, add treasure, add Kelpie, add shadow pearl)  17, success 
[4][Military] Impress aristocracy in region 3 (TN13, add treasure)  13, success 
[5][Military] recruit unit (4th regiment combat engineers 'Seabees')
[6][economy] colonise region 192 (TN12)  22, success 
 rolls 

Non Actions:
-resist all sways/sacks/buyouts/attempts to destroy Org Bases/...
-SPY: Lady Atyoida defends Expanse interests
-use favour of CCA to use rep1 action (Song of Inquiry)
-Use Shadow pearl (seek aid as non-action) on the Bottomless trial
-join the Exquisite Gala


 
 Spoiler: Bookkeeping 

TP: region 3, TP1+TP2+City (carapace armour)
region 4: TP2 (Eye Weed)
region 12: TP2 (Crystal Chips)
region 13: TP1 (Rocksplinter Stars (starfish))
region 15: TP1 (granite slabs)
region 28: TP1 (Tiny Turtles)
region 29: TP1 (Spinecrab)
region 30: TP1+TP2 (Branch Coral)
region 153: TP3 (decor)
region 161: TP1 (Flowersalt)

Passive income: 3/turn

Units: 8/9
treasure (EOT): 6

Technology:
Composite Grafting
Graduated Symbiosis
Photospore Signaling
Supernatic Propagation
Trophic Deconvolution
Anoxic Adaptation
Filtration Grafts
Bioluminescent Navigation
Papershell Draft-Cuttle
Scrying
Sojourn Suits
Seeker Barnacles

Favors:
owed:
gained:
-Abyssal stewards: 1
-The Divine Nacres: 0
-Chelonian Chora: 4

 New stats 
stat increase:
Diplomacy: 10
Military: 6 +1
Economy: 10
Faith: 10
Intrigue: 6 +1

 Organization reputation 
Abyssal Stewards: 4
chelonian chora: 2
divine nacres: 2
international prestige: 2

 
 Spoiler: artefacts 

Dreamcatcher’s Needle: +1 to 1 roll/round opposing the Dissonant or their patrons
Black Pearls "The World Garden of the Sakura-Jin grows the Ebon Oyster! Each state that has or gains a cultural exchange, trade route, or vassal-liege affiliation with, or who holds a support in a region owned by, the holder of the Ebon Oyster (currently the Sakura-Jin) may magically receive a Shadow Pearl, a strange orb that sucks light from the surrounding area. The owner of the Ebon Oyster chooses whether a state gains a Shadow Pearl. The World Garden may never hold a Shadow Pearl, even if they lose the Ebon Oyster. The Shadow Pearl counts as a "shiny object" TP for the purposes of fulfilling the requirements of the "Scrying" technology. Each holder of a Shadow Pearl may Seek Aid as a non-action once per round. When this non-action is taken, if the roll would have failed without the bonus from the Shadow Peal Seek Aid, the Shadow Pearl becomes Lambent and the holder loses all benefits until it resets. If two or more Shadow Pearls are simultaneously Lambent, all Shadow Pearls are reset, restoring their effects to their holders. For every two Shadow Pearls that were Lambent, the holder of a random Pearl that was not previously Lambent gains one point of Faith as if they had taken two additional Faith actions during the round following the reset. Each holder can only benefit from this once per reset, so if more than 2/3 of the Pearls were Lambent, the effect is partially wasted."
 

 

 
 Spoiler: News 

-People are not happy due the Reavers attacking in the heartland of the Expanse.  The King and the Council declare a state of National Emergency and use some military units to chase the Reavers out of the regions.  Investigations are also promised and inquiries are made with the Chelonian Chora.
 

 
 Spoiler: Waste region 192 

-With the region decontaminated, the Expanse set up a small colony there, mainly second and third sons and daughters without prospects of inheritance at home and therefore willing to go to a distant land.  They would have to work hard to carve out some existence in the new land.
 

 
 Spoiler: Organizations 

-A delegation is send to the Chelonian Chora to request information about the location of the Reaver's base, so it can be removed and the threat ended.  The Expanse would also send their own investigators, but it never hurt to ask friends and as they had done quite a few favours to the Chora, it wouldn't hurt to ask.

-For the Bottomless trial, High King Deca V would use the newly appeared Kelpie as his steed to try again, traveling to region 1 to stare into the abyss.  He also takes with him the Shadow Pearl they had received some years ago to seek extra information if needed.  On the way he would stop at the Exquisite Gala organised by the Lambent Syndicate.
 

 
 Spoiler: Military 

-with the Reavers attacking noble estates all over the Expanse's capital region, a quick reply is needed.  Cavalry troops chase the Reavers out of region and restore order as quickly as possible.  The King also offers assistance with the younger sons of nobles who are suddenly thrown in a position of authority.

-In order to take out the Reavers, should their base be found, another unit is formed, this time a unit of Combat engineers, specialized in putting up or taking down obstacles.
 

 
 Spoiler: Investigations 

-Investigators of the Intelligence service are send out by Lady Atyoida to find the base of the Reavers.  Extra funds are made available for the necessary travel expenses, bribes and the like.

-Another investigative team is send out to go sniffing around close to region 33 to see if they can circumvent the wastes.  I would be a difficult search, but the Expanse has some good investigators.  Again, extra funds are taken for the 'expenses'.
 
Grim ranger
    Kar-Nath Hegemony   
 Located in:  Polar zone, regions 53, 62, 63, 64, 65, 75 and 77
 Capital:  Glacier Crag, Region 77    Turn 20   
   Nedir, the Frozen King   
 Diplomacy - 10, Military - 10, Economy - 10, Faith - 5, Intrigue - 6 
  Actions:  

1.  [Intrigue]:  Investigate the whereabouts of artifact Sus I Bik’ah to recover it (+1 from Seek Aid from Gravetenders, +2 from DNA rank 2)(Roll:  15 . ???)
 - While the body of the Exarch of Banners was found by his subordinates after a fierce clash, his mechanical steed was lost to the battle. Determined to maintain at least the artifact so often used by the good General, the Frozen King has sent his investigators out in force to locate it and bring it safely back to the Hegemony. 

2.  [Intrigue]:  Wander the Wastes, using 1 treasure (Roll:  11 . Failure!)
 - Having gained a favored position with the Chelonian Chora, the Frozen King takes the rite reserved for those who'd become Voices of Harmony, heading to the wastes with only his closest retainers. 

3.  [Military]:  Defend region 81 with 5 units under command of Sersi, taking path of 77 &gt; 78 &gt; 81. Using Razor Current Netting (+10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending) and Crimson Cuirasses (+1 to battle) technologies, and gaining +1 to battle from Blossoming Sequence's bonus.
 - Being in process of giving General Kreel a proper sendoff by escorting his body to the Dead Cities, the remaining Legions of the Hegemony immediately rally to Sersi's banner as she goes to defend the lostling lands. Clearly, Nathi are quite irate at a sorrowful occasion being so rudely interrupted by raiders, and despite their diminished stature are not in mood to give any quarter. 

4.  [Diplomacy]:  Diplomacy 10 special - Create Cultural Identity: Close Bonds (Root Out Spies &amp; Counterespionage)
 - Having long been closed sort to outsiders to but fiercely protective of their own, the Nathi society has developed to be more difficult for foreign agents to infiltrate without notice, with citizens being more willing than usual to report their suspicions to the representatives of the Frozen King. 

5.  [Faith]:  Ring the Bell of Resolution to bolster Spy action: Counterespionage

6.  [Faith]:  Convert HS 2 of Region 65 (Roll:  11 . Failure!)

  Non-actions:  

Constant: Automatically accept all trade routes, cultural exchanges, gifts, etc from other players, Automatically defend against any unauthorized buyouts/incursions/etc.

A.  Create a monument: The Grand Procession (3/3)(Complete! +1 PRS) 
 
 Spoiler: A time of triumph tinged with loss 
 Finally, the efforts of the Frozen King have born fruit: the Grand Procession has been established, the glorious route taken by the most accomplished members of the Hegemony circling through all the major territories of the Nathi and ending at the Glacier Crag. The efforts of many have gone into the creation of even the support structure of the ceremony itself, but the true glory can only be witnessed as the first processions begin their victorious circuit through the entirety of Kar-Nath Hegemony, able to properly cherish the grand accolades for the achievements that led them to have a place among those chosen for such a prestigious ceremony.

And yet, the procession is also marked by passing of many individuals of budding or realized talent. Riots, wars and raids: the Legions in particular have suffered massive losses over fights that ultimately did not benefit the Hegemony much at all, leaving many questioning the need of such costly efforts. The Frozen King has diplomatically streered somewhat clear of the matter, although his recent hopes of proper peace with the Ennead and hopes of building more peaceful future seem to point towards him ultimately having seen such sacrifices as necessary. The debate on whenever or not Nedir is right on such is often a hot one, but nobody doubts that the chains upon the King's carapace weight him down more than ever after all the recent events.

Despite the losses (most notably that of Kreel, Hegemony's undoubtedly greatest military mind), the festivities at the end of the Grand Procession are suitably grand, the Palace of Ice and Strategium both slight with a thousand coral lanterns as the great deeds of the realm's denizens are recounted and celebrated. Two names in particular emerge from among the rising talent vying to influence the nation's future: Pearlshell Deva, an aspiring Nathi following the path of Blossoming Sequence while also studying the older faiths of her people... and Khrom, a steadfast follower of the Legions' teachings and one of the survivors of Kreel's last campaign, determined to make a change. 
 

B.  Allow GRV armies free passage through KNH lands, treat all other armies currently as hostile 

C.  All KNH's prisoners are kept in Glacier Crag to benefit from Order of Chain Warden's extra protection against secret actions 

D.  Send the body of General Kreel over to the Gravetenders, preserved in ice via Rimestone. 
 - Shock spreads over the entirety of the Hegemony as the seemingly impossible happens: General Kreel has met his match, seemingly for the final time! Although his commanding ability, mighty prowess and strategy were able to seize the territory he was sent to take for the nation, the success has come at the cost of his own life. While the sorrow of his departure has gripped the Legions he used to lead especially hard, the loyal soldiers regardless acquiesce to the request of the Gravetenders, the fallen general's personal guard accompanying him all the way to the Dead Cities, alongside fair few mourners. 

E.  Accept DRG's gift thankfully 

F.  Spy action - Counterespionage  (+1 from Office of Chain Wardens, +2 from ABS rank 2, Bell of Resolution bonus)
 - Contrary to their usual low profile, the spymaster of the Hegemony makes a daring move to boldly call for aid from the populace, the Bell of Resolution rung to further drive up national zeal and make any potential traitor reconsider while the Chain Wardens keep an eye on all present. The order does not have to be maintained forever... only long enough for certain pressing matters to be taken care of. 

G.  Agree to release general Balelia back to the Shifting Ennead in exchange for both KNH and SEN dropping any outstanding demands for war reparations, once the nations have chance to meet (at an event) 
  News &amp; Rumors  
 The following declaration is sent far and wide to any polity interested. 
 "The Ennead have accused us of being unwilling to negotiate for their prisoners of war, but it is they who have not agreed to negotiate for auitable ransom at all, instead sending scoundrels and spies to our lands in hopes of freeing a war criminal who helped in subjugation of an independent nation! As long as these insults and unwillingness to act in good faith persist, the Frozen Court sees only one suitable fate for a criminal of such magnitude: summary execution. We extend this call to the Ennead to negotiate with us for their release: if they refuse and attempt to still undermine our justice with their spies, the matter is out of our hands." 

(OOC: The Hegemony offers SEN a chance: to make an offer for release of their general and pay an agreed upon sum to KNH by the end of the round. If this demand is met and negotiations are successful, the general will be freed. If not, they will be executed.)

 Update: 
 - Despite some difficulties in cooling the tensions between the two, the Hegemony has agreed to release Balelia back to the Ennead, both sides having agreed to cease their demands for war reparations. It seems that the Frozen King is willing to brave some risk here to work towards the more peaceful future he has often been noted to try and build despite the constant conflict that has marked his reign so far. 
  Leader improvements from turn 20:  

+1 Faith, +1 Intrigue

  Leader stats for turn 21:  

Diplomacy - 10
Military - 10
Economy - 10
Faith - 6
Intrigue - 7
Czard
  The Peacekeepers of Surunung 

Rahakera (155), Jyorjyuh (159), Neralam (160)
Round 20  Leader: Parapasa Kuasa, 3rd Voice of Rahakera 
Diplomacy: 6
Military: 7
Economy: 2
Faith: 5
Intrigue: 3
Expected Stat Gains: +1 DIP, +1 MIL

 Actions 
 1. DIP 5  - Establish Cultural Exchange with LSD.
 2. DIP  - Attend the Fourth Exquisite Gala.
 3. MIL  - Raise unit.
 4. MIL  - Invade Region 193 with 6 units led by Geldang Kuasa (MIL: 8) implementing the Tactical Doctrine: Spears of Menar (Route: 155 -&gt; 159 -&gt; 193).
 
 Spoiler: Tactical Doctrine and Modifiers 
Tactical Doctrine: Spears of the Menar
+3 to Battle Roll
-30% Own Casualties
-40% Enemy Casualties
+12 to Enemy Leader Loss Roll

Additional Modifiers
+1 to Maneuvering from 1 Perfected Tactical Doctrine
 
 
 Spoiler: Invasion of Region 193 
As usual prior to a conquest, the Kejatara were called forth from their barracks in the Caverns of Surunung and assembled into their usual formation on the basalt plains of Rahakera. This time, they were to march through the sandy expanse of Jyorjyuh and into the brackish waters to the north. Accompanying them this time, however, were two legions of Kuasa fighters from the east, led by the most senior and battle hardened Bertuagan general of Neralam, Geldang Kuasa, the younger brother of the despotic Parapasa. The Keja field commanders accompanying the Kejatara noticed a strange fervor amongst the Bertuaga; a maniacal eagerness and fervent bloodlust for whom ever the enemy this time would be. The Kejatara, inspired by the Suru's deathly songs, always exhibited such qualities before battle. However, the Keja had yet to develop a tune to inspire such feelings in their new Bertuagan and Pertlanic battalions; it would seem to the Keja as though the northern seas bore a special significance to the Kuasa that engendered such intense emotions amongst their ranks. This assessment proved true, for the Peacekeeper's target was the Kuasa Clan's ancestral home from which they had long been forcefully exiled and soon approaching was their day of vengeance.
 
 5. FAI  - Convert to Radiant Indah.

 Event Sub Actions (Fourth Exquisite Gala) 
 1.  Vassalize to LSD
 2.  Accept the following technologies from LSD: Bitter Tourism, Crimson Cuirasses, Death Commando Conditioning, Devolving Standardized Integrations, Electrodialytic Staurozoa, Filtration Grafts, Indah's Embrace, Joined-Stalk Companies, Mamomachines, Mitochondrial Regulation, Papershell Draft Cuttle, Radiant Spheres, Supernatic Propogation, Traveling Scholars.
 3.  Gift Oxygenating Implantations to LSD

 Non Actions 
 1.  Allow MIR attempts to buyout trading posts and impress Merchants, resist all other buyouts, sways, and impresses.
 2.  Allow GREG units to pass through Surunungese territory.
 3.  Receive Blood Algae from MIR via the cultural exchange.
 4.  Spy non action.
 5.  Begin monumental undertaking (1st of 5 rounds). 
 Spoiler: A Desperate Offering 
Though it had been some time since any faith held sway over Rahaa society, the citizens of Rahakera were still superstitious as ever. Troubling rumors of a fierce god emerging from The Maw long ago and ravaging the southern tropical seas had been particularly pervasive throughout Rahakera in recent times; these rumors would turn into sightings when some Rahaa venturing dangerously close to the Magamarachi Salination witnessed a truly colossal shadow that appeared as a massive wall dividing the region but was in fact an eel, moving quite slow, but still moving and posing a threat to wherever it chose to go. Overwhelming fear took hold of Rahakera, for the form and existence of the fierce god were now known. Some Rahaa hid away in their homes embedded in the basalt plains, others begged the Peacekeepers to assemble a task force to stop such a god from invading Rahakera, and others even began worshipping it and encouraged others to take it up. Parapasa took notice to these mysterious proselytizers, professors of a faith to the south known as Radiant Indah. Parapasa eagerly took up the faith for herself, but seemingly not out of fear, unlike most of the Rahaa, but rather for some fanatical zealotry. Within months, Parapasa would align Surunung with the other Radiant Indah faithful to the south by joining the Lambent Syndicate as a seventh mistress and begin preparing for the complete conversion of all of Surunung to the Faith. Parapasa ordered the construction of a great monument to honor and venerate the glory of the Eel Without End; a massive statue sculpted from the slopes of Surunung depicting the eel in all its splendor that wrapped around the mountain and would also serve a functional purpose as a means for the Kejatara and other species stuck on the sea floor to quickly and safely scale the mountain; a truly massive undertaking that would never even begin to approach the size of the real deal, but maybe would please the eel when it finally graced Rahakera with its presence.
 
Minescratcher
     The Order of Orders     
  Comprising
The Sacred Order of Knights of the Ironkelp of First-King John of Ruhum (Orope -  Region 114 ; Region 112; Region 115)
The Order of Knights of Dupiopóli (Ektalithiades - Region 113; The Tideswept Shelf - Region 111)
The Order of Knights of the Divine Watchful Eye (Ke Yi Ade - Region 127)
The Order of Faithful Knights of the Violet Crown (C'oupé - Region 116)
The Order of Truthseeking Soldiers of Usman (Ruwa Mai Juyawa - Region 118)
The Order of the Blind and Silent Knights (Yuksekale - Region 176)
The Order of Knights of Saint Jean of Akko (Kral-Katena - Region 123)
The Order of Knights of the Holy Radiance (The Glossian Sea - Region 135)     
 Here Follow the Records of the Years  22-24  of the Tenure of Grand Master Martin the Young, 41st Grand Master of the Order of Knights   
Round 20

  Actions:

1.  [Military]  Raise a unit

2.  [Military]  Raise a unit

3.  [Faith]  Convert Aniwana [Region 153] HS 2 from Open to the Flowing Way, using the Regalis Arbor to skip to 149:  10  (assist from MIR?)

4.  [Faith]  Convert Aniwana [Region 153] HS 3 from Open to the Flowing Way, using the Regalis Arbor to skip to 149:  14 

5.  [Faith]  Convert 109 HS 1 from the Final Peace to the Flowing Way:  13 

6.  [Faith]  Convert 118 HS 1 from Jande to the Flowing Way:  17 

Nonactions:
 
 Allow any armies participating in the defense of [Region 108] to travel through Order waters. 
 Accept Cobalt Dye from the Cyphiri Union via the trade route. 
 Assist own conversion of 118. 
 Hinder FIN conversion of 112. 
 
 
 Spoiler: News and Rumors 
 
 Feirefis....
  .   
 
  .   
 
 

 
 Spoiler: Ruler Information 
Grand Master Martin of Insol, 41st Grand Master of the Order of Knights, etc etc
Current stats
 Diplomacy :  10 
 Military : 9
 Economy : 6
 Faith : 8
 Intrigue : 5
 Rolls 

New Ruler Next Round? no

Expected Stat Bonuses: +1 Mil, +2 Faith
 

 
 Spoiler: Other notes 

Generals:
 
 Dame Commander Caitriona MacAilpein of the Scoshlangue (10) - Tactical Doctrine: Quiver Hell's Foundations (+2 to battle roll) 
 
Units: 5 / 16

Treasure: 1 +1 passive

Resources controlled:
 
 Region 114: Giantsbane Seed x2 (TP, City) 
 Region 116: Anuran Vanguards 
 Region 129: Mercenary Retainers (May spend up to 2 Treasure per round on battle rolls to gain 1 effective unit per Treasure spent) 
 Region 133: Wave Scorpions 
 
Techs:
 
 Supernatic Propagation 
 Trophic Deconvolution 
 Megafaunal Tailoring 
 Photospore Signalling 
 Graduated Symbiosis 
 Composite Grafting 
  Anoxic Adaptation:  Permits actions and troop movement across brackish (green) borders; Requires  Composite Grafting, Trophic Deconvolution  
  Supermarine Artillery:  +1 to battle rolls and +1 to Maneuvering rolls in regions of Depth 0; Requires  Giantsbane Seeds, Supernatic Propagation, Photospore Signalling  
  Razor Current Netting:  +10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending; Requires  Glass,   Composite Grafting  
  Bitter Tourism:  Permits actions and troop movement across glacial (black) borders; Requires  Heat Sources  
  Papershell Draft-Cuttle:  Ignore the increased border cost of up to two Brackish borders per round for distance penalty purposes and +1 to Prospect attempts in depth 0 Colony regions; Requires  Supernatic Propagation, Anoxic Adaptation  
  Electrodialytic Staurozoa:  May ignore the increased effective distance from a Briny border up to twice per round, except for distance losses;  no requirements  
  Devolving Standardized Integrations:  Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost; Requires  Composite Grafting  
  Filtration Grafts:  Permits actions and troop movement across toxic (red) borders; Requires  Composite Grafting ,  Filter Feeders  
  Traveling Scholars:  Roll and drop 1 additional d4 when adopting a new non-dynastic ruler; Requires  Talented or Knowledgeable Labor  
  Bioluminescent Navigation:  Allows traversal of Depth 1 regions; Requires  Photospore Signaling  
  Mamomachines:  For each 3 Treasure spent, receive 1 Treasure at the end of the turn; Requires  Graduated Symbiosis  
 
State Religion: The Middish Way of the Flowing Way
 
 5 HCs: +1 offensive battle rolls 
 15 HCs: 2d8 to Sway Factions 
 25 HCs: +2 to Leader Loss rolls 
 
Artifacts
 
 Thunderstone Cudgel: 1/round, +1 to an offensive battle (+2 if the defender benefits from a Fortress) or +1 to convert a holy site of an organized religion (+2 if the defender benefits from a holy order) 
 
The Regalis Arbor
 
 Spoiler: Effects 
The Regalis Arbor is rooted to the earth, becoming a Flowing Way Holy Order located in Orope [Region 114]. As a non-action, up to twice per round, the Ironkelp Order may invoke one of the following effects:

 
 Launch Couriers: When taking an action, the Ironkelp Order may pay 1 region of distance to "skip" from a region that they control and which contains a Flowing Way Holy Order to any non-Wastes region within three (non-Wastes) regions of said owned region for the purpose of effective distance when determining distance penalties or distance losses. The path may then continue on from that region, adding additional regions to the path and increasing the effective distance appropriately as normal. To skip to a Brackish, Toxic, or Glacial region in this way still requires the appropriate technology, but such regions may be skipped  over  without a technology. This effect may not be applied to rolls for Colonization or Secret actions, but may apply to unit movement for battles; if it is applied to unit movement, the units cannot be intercepted in a region they skipped.
  .   
 Launch Scouts: The Ironkelp Order receives a +2 bonus to the Maneuvering roll for a single battle they participate in. The battle must take place in a Depth 0 region within three (non-Waste) regions of a region that they control and which contains a Flowing Way Holy Order. The use of this effect in a battle must be declared before any Interception rolls are made, and this effect may not be applied to Maneuvering rolls to intercept or avoid being intercepted.  
 

Valid Holy Orders: 114
 

Reputation:
 
 1 ABS favor 
 1 DNA favor 
 PRS rank 3 
 Signatory to the  Flowing Peace,  alongside the Gotezhar, the Cyphiri Union, and the Lux-Glossian Shades, consisting of the following four terms:
 
 The undersigned are committed to the righteous and just conducting of wars, and will therefore forswear: killing or causing egregious harm to noncombatants, including foes who have surrendered; and the use of weapons or technology deemed unnecessarily cruel considering their objective, including those chemical and biological weapons designed to cause a slow and painful death. 
 The undersigned are committed to enable the collective defense of the faithful of the Flowing Way by soldiers of the faithful, and will therefore not oppose or hinder the movement of Flowing Way troops between territory controlled by signatory powers for defensive purposes. 
 The undersigned are committed to the dialogue of ideas and the free movement of sages, missionaries, and other wise-creatures, in the interests of widening the Flowing Way and the better interpretation of the divine mysteries, and will therefore support the establishment of new centers of learning and all other conversions to the Flowing Way within their controlled territory to the best of their ability. 
 The undersigned are committed to the continuing study and proactive investigation of riddles and anomalies, and will prioritize those which one or more signatories reasonably suspect may pose a threat to the faithful. 
  
 
 
mystic1110
     &lt;Herring&gt;
  &lt;fish-head&gt;
 &lt;scale {wake up} &lt;/scale &gt;
&lt;scale {meta - typing} &lt;/scale &gt;
&lt;scale name=“generator” = classified &lt;/scale &gt;
&lt;scale name=“referrer” = esoteric one one one zero &lt;/scale&gt;
&lt;scale {WAKE UP}&lt;/scale &gt;
&lt;/fish-head&gt;
 &lt;dorsal fin&gt;
&lt;scale&gt;
    &lt;Spawning Herring Pattern ______&gt;
 &lt;Update Round ______ Patches&gt;
    &lt;Spawning Herring Pattern ______&gt;
&lt;Update CHILD OF PEARL Patch&gt;
&lt;Update CRYSTAL Patch&gt;
    &lt;Spawning @  Region 55 &gt;
    &lt;Spawning @  Region 56 &gt;
    &lt;Spawning @  Region 57 &gt;
    &lt;Spawning @  Region 58 &gt;
    &lt;Spawning @  Region 59 &gt;
    &lt;Spawning @  Region 179 &gt;
    &lt;Spawning @  Region 187 &gt;
&lt;Update Vassals Patch&gt;
    &lt;Spawning @  SHK &gt;
    &lt;Spawning Herring Pattern ______/scale&gt;
 &lt;/dorsal fin &gt; &lt;/Herring&gt;  
   Deep Blue 
 
 Leader: Deep Blue Version ______

D:11 M:12 E:10 F:10 I:12   
 
  
 . . . checking for external stimuli requiring regulating of new herring swimming patterns . . .
. . . [found] . . .
. . . [not found]. . .
. . . executing dictates . . . 

&lt;Herring&gt;
  Actions: 

1.  Intrigue   –  Investigate Remains of Reaver Battle in 55, looking for technology that can be used or reverse engineered, tools, artifacts, additional useful information  (Roll:  19 )
2.  Military  –  Raise Unit 
3.  Military  –  Raise Unit  (+1 additional unit from Size 3 Faith)
4.  Military  -  Ambush Crystal Garden while Riftborn are helping - DPB to keep  (Roll:  19 )
5.  Faith  -  Refine Core Fragment in Region 177  (Roll:  17 )
6.  Intrigue  –  Secret Action 
 Non-Actions: 

1. Accept all artifacts, technology, treasure, trade routes, cultural exchanges.
2. Spy Action.

 
 Spoiler: Memory Matrix 

Units:11

Cultural Exchanges:
Shark People
Gravetenders
Shifting Ennead

Tech:
Electrodialytic Staurozoa

Child of Pearl Abilities:

1) Actions that did not contribute for a stat gain in a round are counted for the sake of stat gain in the round after;
2) Children of Pearl may choose to perform two Special 5 Actions rather than one when using a Special 10 opportunity for the purpose;
3) Once per Round, a Child of Pearl may spend 1 Treasure in order to either: use their previous ruler’s attribute score in place of their own for a roll, with a penalty to the roll equal to the number of rounds since their last ruler change; OR roll twice for an action or resistance roll and use the better result (Treasure costs associated with such a roll are doubled).

Effulgent Witness abilities:

1) While an Effulgent Witness has a Reputation of 2 or better with the Abyssal Stewards, they are unable to be targeted by the effects of the Abyssal Stewards’ Secrets of the Depths. Additionally, their die size for all die rolls targeting Titans or resisting the effects of Titans is increased by one step; this stacks with any other effects that change die size, such as Cultural Identities.
2) Most of an Effulgent Witness’s powers depend on their Core Fragment, an artifact with which they possess a unique bond; even if it is stolen, they always know the location and exactly who is in possession of their Core Fragment. Additionally, they have a +4 bonus to resist such thefts as long as it is not stored within a Holy Order, and a +4 bonus on any action which would retrieve their Core Fragment.
3) An Effulgent Witness’s maximum attribute scores are increased to 12, rather than 10. If they are not in possession of their Core Fragment, any attribute above 10 is treated as being a 10 for all purposes. When rolling for an action of an attribute above 10, they may choose to roll as if their attribute was 10; if they do not, then at the end of the round, they must make a leader loss roll with a -1 penalty for each such action beyond the first; on a 1 or lower, they are consumed by the intensity of the powers they are wielding, and die. Resistance rolls do not necessitate or add additional penalties to these leader loss rolls. Additionally, whenever an Effulgent Witness personally participates in a battle using an effective Military score above 10, their effective unit count is increased by 1 as a result of their personal power.
4) While in possession of their Core Fragment, an Effulgent Witness may take a special action using any attribute to roll all appropriate resistance rolls on behalf of one of their Vassals, for one turn. This does not allow rerolling failed resistances the Vassal may have already attempted.
5) An Effulgent Witness may use their Core Fragment to tap into the same energies utilized by the Abyssal Stewards; they are always considered to possess the Magma Forges technology (which is impossible to trade) while in possession of their Core Fragment. Additionally, once per turn as a special Faith action, they may attempt to refine their Imperfect Core Fragment through a form of focused meditation which is more effective in deeper regions.
6) Pressurized Passion: While an Effulgent Witness has both their Core Fragment and a Reputation of 3 or higher with the Abyssal Stewards, they gain +1 Depth access and a bonus to all Faith rolls in Deep regions equal to the region’s Depth level. The bonus to Seek Aid rolls depends on the region of the targeted action.
 
Autumn Stars
     The Gravetenders    
  Turn 20  
  Elkelt, Voice of The Second  
Diplomacy - 3 || Military- 10  || Economy - 6 || Faith - 10 || Intrigue - 1
 
  Actions:  
  1: [Military]   Perfect Tactical Doctrine: Dissertation In Practice.
   Sersi's teachings have, yet again, proven vital to the defense of others. Over the decades, her skills have guarded many lives, and the respect the Gravetenders have for her cannot be understated. It is with this in mind that Sersi is tasked with embedding her teachings into the Blossoming Icon's themselves.   
  2: [Military]   Defend the Lostling Lands [Region 81] from the Sharks. [Lead by Sersi, using Dissertation In Practice, 10 Units, +1 native defenders, +5 from Kar-Nath. Receiving the effects of Razor Current Netting (+10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending) and Crimson Cuirasses (+1 to battle) technologies from Kar-Nath, as well as the +1 bonus from the Blossoming Sequence.]
   The Gravetenders attempt to dissuade the sharks from attacking their territory, but refuse to simply bribe them away. They may have little use for the food they grow, but it is to be given to friends and allies, not under the threat of violence. Sersi stands amongst both her own soldiers, and the warriors of Kar-Nath, here as an honor guard for their Fallen General, and offers the Sharks one last chance to back down.    
  3: [Economy]   Start Project: Adopt the Arctic Exchange Currency.
   Seatide has long expressed the virtues of their Polar-Confederate International Bank. The concept has somewhat eluded Gravetender understanding, seeing as their 'economy' is a complicated informal system of social bartering and something similar to socialism. However, Elkelt has at last been convinced to give the Pepsin way a chance, and begins the process of making some sort of proper currency within Gravetender waters.   
  4: [Economy]    Finish Project: Adopt the Arctic Exchange Currency.
   As with everything the Gravetenders do, the longest part of any project is deciding what to do. Once the decision to introduce the Arctic Exchange Currency is made, Bastion has it in place nearly overnight. Within a month, the project is complete. Elkelt expresses their gratitude to Seatide's community work.   
  5: [Faith]   Set Rank 3 Holy Site Bonus: Theory Becomes Praxis [+1 to Faith on non-dynastic inheritance, so long as the previous ruler had a Faith score of 8+]
   The constant debate among the Gravetenders refines their way of thinking. This is the foundation upon which their society functions, alongside mutual respect and their right to their own beliefs. This tendency has begun to spread through the Blossoming Sequence as well. One can expect any leader of the Sequence to have well-reasoned stances on the various points of debate within the faith.   
  6: [FAITH]   Miracle: Revive General Kreel, Exarch of the Silver Banner.

   Sersi returns victorious from the battle in Artetchhue, having driven off the Reavers and aided in the capture of a prisoner... To terrible news. Her rival/equal within the ranks of Kar-Nath has fallen in battle!

She turns to Kelusyn, Master of Resonance, Architect of the Blossoming Icons. Once more, Kelusyn takes up her tools, and prepares to perform the impossible at Sersi’s behest. The former leader of the Gravetender’s is known to have deeply respected Kreel’s skill, and the request for his body is honored by their longterm friends of Kar-Nath.

The process of creating a new Gravetender can be adapted, Kelusyn thinks, but it is not efficient enough for her purposes. Silver is acquired in quantities sufficient to temporarily put a hold on new Disciples. The Blossoming Icons, only recently cleansed of PROSPERITY, go silent for days. Gravetenders report strange phenomenon, resonance ‘ghosts.’ Memories being recaptured.

“Silver is the seat of consciousness.” Any geobiology text will include this, often in the very first paragraph. The minds of the Gravetenders flow through the silver that runs through their bodies of stone, animated and empowered by the resonance effect produced in the bodies of the Makers. And without the resonance effect, the mind will fade. Somehow, through a mechanism even Kelusyn has not yet discovered, the mind is kept together by resonance... Kreel’s life was near constantly marked by the presence of Gravetenders, and thus, necessarily, Reliquaries, and resonance. By this imprint upon the resonance, Kelusyn will bring him back.

Silver is woven into his flesh, and worked in the same manner as would create a new Disciple. But here, Kelusyn monitors the process closely, capturing any stray aspect of Kreel’s essence that might slip through the gasp. His brain remembers who he was, and the blend of biological memory and resonance echo is stable. More stable than anticipated, even.

Once his heart beats, it’s a simple matter of restoring his body. Silver woven through his flesh, to keep his consciousness in control, to anchor a new shell of Rimestone to replace shattered chitin. Claws of metal and stone, custom made under Sersi’s watchful gaze.

At last, Kreel awakes once more, within the Bastion, the Blossoming Icons visible over head, still flickering with the power that restored him to life. Sersi welcomes him back to the waters of the living, and for a while, they speak unwatched. But eventually, it comes down to business, as all things must.

The Reavers remain a threat, their crimes not yet forgotten nor corrected. Kreel’s body now feels the pull of the resonance effect, and the understanding of just how terrible the destruction of even a single Reliquary truly is. They must be dealt with, and it is this task that justified so many resources spent to bring one man back to life.

Kreel’s mind is better suited for aggressive warfare than any the Gravetenders have ever known, and his skill and keen wits are needed for what must be done. The Reavers must be dealt with, and General Kreel, Exarch of the Silver Banner, will be the one to do it.   

Non-Actions:


 [The Reef Which Never Falls Silent: Host the  Reef In Bloom.  Followers of the Blossoming Sequence may attend as a faith action.]

[Blossoming Icons: Seek Aid on Kar-Nath's behalf, targeting action 1, [[Intrigue]: Investigate the whereabouts of artifact Sus I Bik’ah to recover it]]
   While Kar-Nath brings General Kreel to them, the Gravetenders take some time to tune the Blossoming Icons in hopes of recovering their lost artifact.   
[Accept Talented Crabs from Seatide via trade route.]

[Accept Cultural Exchange from Eternal Spring]
   This was, of course, inevitable. The bond formed by protecting the Eternal Spring and Mawbel from destruction has grown strong, and the Gravetenders are happy to formalize it with a new hall within the Grand Archives.   
[Resist anything not coming from Kar-Nath or The Riftborne Myriad.]

[In specific, resist Shark activities and publicly denounce them for their rudeness.]

[Bastion calls out for Hard Metal once more, and the Gravetenders arrange for its return. Sending Hard Metal to Kar-Nath.]


 
 Spoiler: Stat Changes 




Ruler Stats And Increases:

Diplomacy - 3
Military -  10
Economy - 6 &gt; 7
Faith - 10
Intrigue - 1
 

 
 Spoiler: Statistics 

 
 Spoiler: Special Actions 
 Special Actions Available: Military 10, Economy 5, Faith 10 
 Special Actions Used:  Diplomacy 5, Military 5*3, Economy 5, Faith 5*3, Faith 10
 

 
 Spoiler: Diplomacy 
 Reputation/Favors 
 The Abyssal Stewards:  Rep 1, 0 Favor (Expected Change: None)
 The Chelonian Chora:  Rep 0, 0 Favor (Expected Change: None)
 The Divine Nacre:  Rep 0, 0 Favor (Expected Change: None)
 International Prestige:  Rep 4, Prestige ? (Expected Change: None)

 Cultural Exchanges 
Deep Blue
The Shifting Ennead
The Riftlings Many

 Cultural Identities 
None
 

 
 Spoiler: Military 
 Units:  10 (Expected Change: None)

 Aristocratic Support 
78, 76, 81

 Generals 
Sersi The Pale  [10] 
  
 Spoiler: Dissertation In Practice 
If fighting defensively (-1): +2 to battle roll (2 points), -20% own casualties (2 points), and -10% enemy casualties. (-2 points), +12 to enemy leader loss roll (-2 points)
If *also* outnumbered (-0.5): +2 to battle roll (2 points), +2 to Tactical Maneuvering (2.5 points), -20% enemy casualties (-2 points)
 
  Fortresses 
76

 Perfected Tactical Doctrines 
None

 Military Technologies 
None
 

 
 Spoiler: Economy 
 Treasure:  1 (Expected Change: -1)

 Trade Posts 
 Total Owned  2
[76.2] Bastion:  Electrum
[78.1] The Dead Cities:  Preserved Food

 Mercantile Support 
78

 Cities 
None

 Trade Routes 
The Seatide Confederacy
Kar-Nath
Costa Seria

 Specialized Ships 
None

 Civilian Technologies 
  Megafaunal Tailoring, Graduated Symbiosis, Photospore Signaling, Supernatic Propagation, Trophic Deconvolution, Composite Grafting.  
  Electrodialytic Staurozoa   A specialized variety of sessile jellyfish, engineered by the Divine Nacres to partially desalinate seawater through electrodialysis across its outer membrane. Attaching them near the gills or other water intake organs provides cleaner and safer water at the cost of a buildup of supersaturated seawater inside the jellyfish’s body and precipitated calcium on the outside, which must be periodically expelled or scrubbed off, respectively.  [Effect: May ignore the increased effective distance from a Briny border up to twice per round. This does not reduce the effect of Briny borders on distance loss calculations. Requirements: None.] 
 

 
 Spoiler: Faith 
   The Blossoming Sequence   
 Faith Holy Sites:  30

[78.1] Dead City Urodela:  This Dead City is placed such that the light which streams from above is channeled into a series of crystals, all sculpted into abstract forms.
[78.2] Dead City Tacca:  Known for its meditation chamber, and the series of elaborate Reliquaries the faithful have built inside.
[78.3] Dead City Chantrieri:  Chantrieri towers above the rest, precipitously built along a sharp dropoff.
[78.4][The Dead Cities:] The Sacred Oath Of Silver Currents
[69.2] Neoplastic Monolith:  A great roiling mass of hard, stone-like flesh grows near the [direction of nearest waste or toxic border] border of Danabae. It shifts, grows, and consumes constantly, and is revered by some few who dare approach it. The Gravetenders have taken to reflecting upon it, and have built a temple nearby.
[76.1] Pardalis, The New City:  The first city truly built by the Gravetenders, now dedicated as a holy place of the Blossoming Sequence.
[76.2] A Study Of War:  A battlefield of the Makers, significant now to the Gravetenders as where they made their first steps to understanding violence.
[77.1] The Rime Gorge:  The Rime Gorge, and the ritual it represents, is of great interest to the Blossoming Sequence. Many die, and those few that survive flourish with power.
[77.2] Grand Schola: 
[77.3] Temple of Deep Currents: 
[75.1] The Plains of Sarkenos: 
[75.3] The Plains of Sarkenos: 
[79.2] Seatide Crag: 
[79.3] Stillwater: 
[58.1] Core Site: 
[58.4] Core Site:  The Silvered Oath of Ecumenical Exchange
[81.1]
[81.2]
[55.1]
[56.1]
[56.2]
[57.1]
[57.2]
[58.1]
[64.1]
[187.1]

 Clerical Support 
78, 76, 75, 58, 77, 79, 81

 Organized Faith Bonuses 
+1 to Defensive Battles.
Cultural Identity: Reaver Defense.
Tech: Theory Becomes Praxis. [+1 to Faith score for non-dynastic inheritance, so long as the previous ruler had Faith 8+.]

 Artifacts 
None

 Holy Orders 
The Silvered Oath of Ecumenical Exchange [58]
Sacred Oath Of Silver Currents [78]

 Miracles 
 The Reef Which Never Falls Silent:  Hosts the Reef In Bloom event every round an a non-action, and allows followers of the Blossoming Sequence to attend as a Faith action.
 

 
 Spoiler: Intrigue 
 Spies 
 

 
 Spoiler: Claims 
78 - Historicity
76 - Integration
76, 78, 77, 75, 58, 79, 81 - Holy Sea
 

 
 Spoiler: Wonder 
 The Blossoming Icons:  This wonder allows the country in control of Bastion (76) to take a modified Seek Aid action which reduces the effective distance for a Diplomacy and/or Faith action, rather than giving a bonus to the action roll. When taking this action, roll 2d6+Faith and subtract 11. Up to a roll of 18, this is the number of regions they subtract for the purposes of distance penalties. After 18, they subtract one more region for every 2 higher. (8 regions for a roll of 20, 9 regions for a roll of 22, etc.) In addition, they can Seek Aid as a nonaction once each round, for Diplomacy and Faith actions only. 
 

 

 
 Spoiler: Golems of Import 

 
 Spoiler: Laksha 
The first leader of the Gravetenders,  Laksha founded the Blossoming Sequence and works within the collaborative land of 59 to further the prospects of peace. Very nearly a pacifist by nature, her friendly manner served her well during rule. Many important aspects of Gravetender culture descend from her works, and among them, her arguments are held in high esteem even now.
 

 
 Spoiler: Sersi The Pale 
The second leader of the Gravetenders, and their first General. Sersi literally wrote the book on Gravetender warfare, with her ‘Dissertations on the Path of War.’ She’s more aggressive and practical, and began the push to spread the Sequence, which started the Eternal Debate properly. Brought the Gravetenders to the status of Holy Sea. Made Elkelt, her Disciple.
 

 
 Spoiler: Elkelt 
To be the third leader of the Gravetenders. Second generation Gravetender. Their form is made up of more than just stone, incorporating Maker elics and rimestone. Working on the Grand Archive project, for the aid of future Gravetenders.
 

 
 Spoiler: Kelusyn 
Known as a living encyclopedia of the Maker resonance effect. Built the Blossoming Icons, freeing Gravetenders to see the world, and especially the lands around Bastion, without fear of the horrible fate of being Stilled. Brilliant, dedicated, and reclusive. She does not let go of a project until it is finished, for better or worse.
 

 
 Spoiler: Akathi 
Sent to Seatide to study the Tidal Sequence. They have made a name for themselves there, and care deeply for the Pepsins of Seatide. Their work on the Firewall was important to getting everything in place, and brought Kelusyn into the project. Gregarious, even by Gravetender standards.
 

 
 Spoiler: Nasko 
Went to Kar-Nath of his own intent, having written several texts on how the Blossoming Sequence interfaces with the Nathi way of life. Has taken up an important position in the Grand Schola, and settled in as a teacher and spiritual guide. He has made keeping the friendship between the Nathi and the Gravetenders strong into his personal project.
 

 
bc56
    Pfilghol    
  Ilgl, The-one-who-builds, an Effulgent Witness 
Diplomacy: 3+1
Military: 9
Economy: 8
Faith: 9+1
Intrigue: 1

 Regions 
 The Pfithreef: 132 
???: 104
Toxfall Gorge: 105
The Great Kelplands: 131
Narcis' Rest: 173

   Actions   
 Rolls 
 Diplomacy: Sway Aristocracy in Narcis' Rest (173) 
 spend a treasure 
 Diplomacy: Sway Merchants in Narcis' Rest (173) 
 Using kelp. 
  Diplomacy: Sway Aristocracy in Toxfall Gorge (105) 
 spend a treasure  
 Faith: Convert Toxfall Gorge (104) HC 2 to Sakurado  
  Faith: Convert Toxfall Gorge (104) HC 3 to Sakurado  
  Spy Actions  
Ktloso: [REDACTED]

  SKR Cultural Exchange:  
Accept a Shadow Pearl

   Non-actions  
Support conversions to Sakurado
Kill War-Tamer Glokilgt


 
 Spoiler: Passive Bonuses 
 Reputation: 
ABS 1: +1 to resist Sack and Coerce
ABS 2: +2 to resist Secret Actions
ABS 3: +1 battle, +1 vs Titans, +1 depth (reqs. hard metal, granted by Core Fragment)
 ABS 4: Access all depths, +1 to Defense (+2 at Depth 1 or more) 
Effulgent Witness: Immune to Secrets of the Depths if ABS rep 2 or more. +1 die size on actions against Titans.

DNA 1: +1 Explore, Prospect, Colonize

Sakurado: +1 to buyout and convert against Open, 2d8 on Seek Aid

Prestige 1: +1 to press, establish, and promote claims.

1 Perfected TacDoc: +1 maneuvering
 

 
 Spoiler: Bookkeeping 

 
 Spoiler: Characters 
Olgght - current leader, successful conqueror/unifier. Hungry.
Gtsit - Second-in-command, first to betray. Clever, dangerous. Hungry.
Sigska - Ambitious commander trying to turn the Pfith warriors into "real" soldiers. Charismatic, cheery. Hungry.
Ktloso - Sworn enemy of Gtsit, spymaster. Conniving, ruthless. Hungry.
Dr. Ydottl - Scientist, studies ecology. Nervous, frustrated. Hungry.
 

 
 Spoiler: Military 
 Units:  6/9
 Generals: 
Gtsit the-second-champion: 8. Sea's Opportunity: Defending: enemy takes double battle penalties from terrain, Attacking: transfer battle penalties from terrain to enemy. This tacdoc is perfected: +1 to battle on success
Sigska the  First Commander: 7. Just Do Better: +2 to battle.
 Military Technologies: 
Supermarine Artillery
Razor Current Netting
 

 
 Spoiler: Economy 

 Treasure: 
5/5
+2/round
 Trade Posts Owned: 
Luxurious Hides: 101.1
Bloodbass: 102.1
Shiv'rchins: 104.1
Rotweaver Worms: 105.1
Kalask Venom: 107.1 (S)
Mud Diamonds: 108.1
Mineblossom Sponges: 130.1
Kelp: 131.3
War-Jellies: 132.1, 132.CITY (S)
Hard Metal: 132.BASE
Wave Scorpions: 133.3

 Economic Techs: 
Composite Grafting
Trophic Deconvolution
Anoxic Adaptation
Photophore Signaling
Supernatic Propogation
Megafaunal Tailoring
Graduated Symbiosis
Bitter Tourism
Filtration Grafts
Bioluminescent Navigation
Traveling Scholars
Draft Cuttles
Scrying
 

 
 Spoiler: Artifacts 
Kela Ein Kamohu: 1/turn +1 to Sack or +1 to battle if win or tie TM, +1 extra if TM victory by 6 or more, -1 leader loss if fail or tie TM.

Imperfect Core Fragment: Always know location and holder of this relic. +4 to resist theft outside of Holy Order, +4 to recover. Ruler Score Maximum increases to 12. Using a score of higher than 10 provokes leader loss (-1 for each additional action with a score over 10 in the round). A score greater than 12 may grant+1 to that score for inheritance, but requires a leader loss roll at -1, -2 per such inheritance beyond the first. Battle with a Military Score greater than 10 grants +1 effective unit. May be upgraded as a Faith action which is more effective in Depths.
 

 
 Spoiler: Spies 

Ktloso: 7
 

 
 Spoiler: Special 

Gan Kotzim - the Thorn Gardens: ABS base, 132
 

Shallows Appreciation grand champion!
 
Aerin
    NPC Actions     Round 20 
 POLAR 
 
 Spoiler: DRG 
  
    The Draigiau Residuum Gathering    
The Three Claws
Dip: 9, Mil: 6, Eco: 6, Fai: 9, Int: 4
Treasure: 0, Units: 1 
 Diplomacy: Give the Sgimiwr Cyflym (Artifact, +1 to Maneuvering and -2 to effective region count for Distance Losses once per round) to Nedir, the Frozen King of the Kar-Nath Hegemony 
 ”And over Draig generations, the dragons themselves came to believe in the importance of their legends to the world as well. The world’s wonder became a responsibility, a burden that many Draigiau who held a close connection to their sworn servants felt a duty towards; a pressure to live up to the legends of their parents and inspire new tales among not only their own servants, but the folk of nations abroad.”

We gift this emerald skimmercraft, born anew from the carapace of a fallen ancient, to the ones who came to our aid against those who sought to destroy our future. May the Nathi be ever inspired by the brilliance of this wonder. 
 Diplomacy: Raise reputation with the Chelonian Chora (rank 2 to rank 3, TN 14),  15  
 Rebuilding is not enough. Stories of our wonder must be sung across the seas, and none are more fit to tell our tales than the turtle riders of our own Huskmyth Reef. They shall be treated to all the splendor of a Draig matriarch and more. 
 Faith: Reclaim holy site 71.2 (the Brine Breeding Baths) for Wings of the World,  19  
 The pools hold the last clutch of a breed on the brink of vanishing. They cannot be raised on foreign and heretical ideals. 
 Faith: Reclaim holy site 71.3 (the Cavernous Reef) for Wings of the World,  16  
 The nests of the Three Claws reside here, close to the government chambers. It is essential that the next generation of Draigiau rulers understand our duty to upholding the world’s wonder. 
  To the Riftborn Ascendant:  The legendary tales that swirl around Tadgceallachmarix, The Thunder That Burns, are older and mightier than you can begin to imagine. If you persist in your self-destructive crusade to destroy the wings that hold aloft the world’s wonder, you may no longer need to imagine.

While his actions are his own, and beyond our ability or right to control, we would issue warning: Stop. Before he stops you. 

Attribute increase: +1 Diplomacy, +1 Faith
Spy non-action
Assist own conversions in Aelwyd Adferiad (71)
Hinder and resist all other conversions in Aelwyd Adferiad (71) and Region 70
Resist RFT conversion of HS 70.2,  13 
Specials used: D5, E5, F5
 

 
 Spoiler: KEN 
  
Counselor R. Blacktide
Dip: 6, Mil: 3, Eco: 5, Fai: 9, Int: 4
Treasure: 2, Units: 0 
  To King Akkoroas:    It grieves us that you would send armies to our waters before diplomats. We know not what has provoked your military endeavors, but we hold out hope for a peaceful resolution. 
  To all powers in polar waters, but especially to our friends of the Seatide Confederacy:    Aid is desperately required in the defense of Kenaqua against the Shifting Ennead. Should we retain our independence in spite of the Ennead’s imperial might, we will not forget to pay our dues to those that defended us. 
 Transfer 1 treasure to STC using the Polar-Confederate International Bank 
 Military: Raise a unit 
 Military: Raise a unit 
 Blacktide tours the region. Wherever he goes, youths previously dedicated to other crafts swarm to pick up arms and armor with sudden and ferocious vigor. But ultimately, not even Blacktide’s unbelievable charisma can rival years of military training. 
 Faith 5: Found a Holy Order of the Shroud in Kenaqua (52), the Arch’s Apex 
 ”The Gods exist in time instead of place. This is not a specific or set time: rather, whenever members of the Shroud work to better themselves or achieve goals in accordance with a specific divine figure, that God is present within the time that is spent.”

There has never been a greater need for Divine intervention, and so the Clergy of the Shroud gather at the Arch’s Apex. They whisper. They plot. They pray.

And from the void, light as the brush of a feathery antennae against one’s soul, they receive pieces of the unknowable. 
 Faith: Work on the  Gate-   Linking Arch  in Kenaqua (Region 52) [4/5] 
 As each devotee of the Arch’s Apex hears/sees/feels the grasp of the beyond, they scurry off to various points on the Linking Arch, seemingly at random. Some draw runes. Some chip away at the stone. Some smear blood on the walls. Some sing or shriek or wail. Whatever piece of the unknowable divine was whispered to their soul in the briefest of moments when the door to the Other was cracked open.

At the center of the Linking Arch, lights begin to flicker and coalesce. 

Attribute increases: +1 Faith, +1 Military
Hinder and resist all conversions in Kenaqua (52)
Specials used: none
 

 
 Spoiler: CRY 
  
   The Cryptid Congress   
 Shah Alacris Venatoria VII 
Dip: 2, Mil: 3, Eco: 2, Fai: 1, Int: 5
Treasure: 1, Units: 0 
  To Judge Shimmering Grey:  You enforce monopoly and pretend this is magnanimity. Nevertheless, we recognize that our handcrafted goods and sincere services cannot compete with the enormous edifice to sheer economy for economy’s sake that you employ. We will desist from direct competition if you will refrain from contaminating Cryptid coasts with your capitalistic creed. 
  To King Akkoroas:  We support you and your endeavors, and have asked that you extend that same support to us. The Sublime Ennead’s territories are vast, and yet no goods of Cryptid make circulate among its currents nor contractors of Cryptid learning tend to the needs of your populace. Disappointingly, you entrust your markets to foreigners. 
 Military: Raise a unit 
 Military: Raise a unit 
 The Ice Tyrants are restless. Protection is needed to avoid the loss of more pods. 
 Intrigue: Coerce TP 1 for Dragon Eyes in Cryptoclysus from the Seatide Confederacy,  8  
 ”A key to Cryptid digestion and communication are the enigmatic dragon eyes, which the Cryptids swallow to help them digest food. The Dragon eyes give them a faint glow, which when partnered with elaborate dances serves as their main communication mechanism.”

Dragon Eyes are only found in Cryptid waters, and are essential to our people and our culture. Exportation to foreign waters is exploitation of this priceless resource. 
 Intrigue: Secret action, spending a treasure 

Attribute increase: +1 Military, +1 Intrigue
Set undetermined Cryptlantis city bonus to Undermines
Specials used: none
Change ruler non-dynastically. (3 Dip, 5 Mil, 5 Eco, 3 Fai, 5 Int)  Rolls here.   Leadership rotates between a random adult member of the community every congress 
 

 
 Spoiler: The Crystal Garden 
Current location: Region 82

 The elusive turtle reemerges in the Marble Kingdom, barely spotted overheard by the occupants of the region’s cavernous expanses. At first venturing south, the giant turtle is spooked by a pack of shark-riding Pojan and flees eastwards across Cryptoclysus. Moving fast, it will not remain above the abyss of region 82 long; seize the opportunity while it remains in charted seas! 
 Task: Catch the Crystal Garden!  To capture this turtle-based specialized ship requires the cooperation of two or more powers, as its nature is elusive and its capability to cover vast stretches of water is large. One must work with the locals across a region (TN 14 Diplomacy or Faith action) to corral the turtle towards an awaiting ambush (TN 14 Military or Intrigue action). Should the turtle detect anything less than perfect harmony of intention, it will flee: the two actions must be taken by two different nations with the lone recipient of the ship mutually agreed upon. The turtle will continue to appear in a different region each turn until it is caught.
 

 TEMPERATE 
 
 Spoiler: LUX 
 Liming snails are an excellent source of calcium, an essential mineral for coraline colony construction. Snails from the World Garden are imported by the crateful, exhausting the local trade post supply. With the lagoon’s detoxifying reef slowly recovering, Matriarch Erlandiera of the Fuchsia Shade can spare the time to turn her eyes towards the future.

Rilanto Pass is simply too isolated to survive on its own, she knows. Shipments of medicine, building materials, and tools from Lux-Glossia have slowed to barely a trickle as the wide-spread former nation’s elaborate shipping network falls into disarray. The colonists were fortunate that a foreign power stepped in to help with the aftermath of the Reaver attack, but next time they may not be so lucky. Best to find a patron, and soon. 
 Crisis!  Any nation that provides a Trade Post of fertilizer (to aid coral growth), Pure Berries (to fend off encroaching toxins while regrowing), or another suitable resource (with justification) to Rilanto Pass (94) as a non-action during Round 19 or Round 20 will gain a strong claim to the region.

 If no aid is provided, the region will return to Open Waters and become Toxic at the end of Round 20.  Aid has been provided from the generous World Garden of the Sakura-Jin!

 Opportunity!  The Matriarch of the Fuschia Shade is looking to form a partnership with a foreign power that has a demonstrable alignment with her ideals. Of all candidates holding claims to Rilanto Pass, the nation that has performed the most exploration actions (and at least one) during Round 20 and Round 21 will gain control of the Aristocratic support at the end of Round 21 and +2 to pressing a claim on Rilanto Pass.
 

 
 Spoiler: BLP 
   The Black Pearls  
Lady Ink
Dip: 4, Mil: 6, Eco: 6, Fai: 1, Int: 9
Treasure: 0, Units: 0 
 Intrigue: Undermine support for Costa Sereia among the merchants of Palacia (134),  12  
 Intrigue: Steal a treasure from Costa Sereia,  14  
 Facing imminent disbandment and abandonment from their liege-lord, the more vicious amongst the Pearls launch a counter-strike. 
 Intrigue: Steal Sojourn Suits from the World Garden of the Sakura-Jin,  16  
 Intrigue: Secret action 
 And the more practical take anything that isn’t nailed down and run. 

Spy non-action
Attribute increase: +1 Intrigue
Specials used: E5, I5

 
 Spoiler: Black Pearls mechanics 
The Black Pearls survive by controlling mercantile support nodes. Should the Black Pearls ever lose control of their last mercantile support, they will cease to function as an organization.

A Black Pearls mercantile support node has the following passive effects:

- Intrigue actions in the region gain an additional +1 bonus if treasure is spent
- Trade posts in the region do not count towards treasure generation
- The Black Pearls’ smuggling network satisfies the region’s desired import
- Any nation may infiltrate spies to any region with a BLP support as a non-action, regardless of distance
- Any nation may coerce trade posts in regions with a BLP mercantile support
 

 

 
 Spoiler: FIN 
  Region 108 Rebellion - The Finalists 
Ultimate Ayomide (Mil 4)
Treasure: 0, Units: 4 
 
 Spoiler: Rebel demands 
Our demands are threefold:
- We require three faith actions of aid to rebuild the Final Bunker (Region 108 holy site 1) stronger than it was before
- We require two trading posts of food, to keep us fed when we retreat to safety and lock away the outside world
- We require a filtration method to keep the interior waters fresh. Toxic Filtering would suffice, but not Filtration Grafts - everyone knows that such grafting biotechnologies contain the Nacres’ surveillance microchips and all manner of toxic chemicals

Aid will not be accepted from any country with a reputation of 3 or higher with the Divine Nacres.

Until our demands are met, we will continue to educate the uninformed of the coming apocalypse.
- The Finalists will continue to convert holy sites to their cause, spreading beyond regions 107 and 108
- The Finalists may resort to military force if ignored for too long
 

 Faith: Convert 112 HS 1 from The Flowing Way to The Final Peace,  18  
 The Finalists know the first step of readiness is to get ready and already they’ve read even the Red Emergency protocols and are eddying about. Common folk have been made to see the light before, and with time growing so short, they  must  this time as well. 
 Faith: Impress Clergy in region 109,  17  
 So few understood at first, but it’s becoming clear now that mother-of-pearl hats (to deflect brain scanners) are basically a wise man’s mitre and pocket ridden cargo finpants filled to the brim with seajerky, flares, nuts, knives, and tape are hardly any different from the clerical vestments of other faiths. Presented this way, the holy of the world will see sense. 
 Military: Raise a unit 
 The time is near.

Prepare. 
 Military: Attack region 108 to regain control of the Final Bunker.  Commit 4 units under the direction of Ultimate Ayomide (Mil 4) using the Guarded Approach tactical doctrine (-10% own casualties, -10% enemy casualties). No distance losses, but suffering a -2 penalty for attacking across a brackish border. Using Blood Algae (+20% enemy casualties, +10% own casualties in depth 0 regions) and Death Commando Conditioning (+1 Battles).

 Armies typically have a problem. You see, the average merperson doesn’t want to die. Noble charges and heroic martyrdom are great and all, sure. For other people. But the rest of us have husbands and kids and homes and fields and and and back home. Much easier to hang back, to leave the glory and gore to another.

But if the Finalists don’t have their bunker, it’s game  over , man. Straight up lights out. They’re not letting this one go. 

EDIT: Hinder all conversions in FIN regions.
 

 
 Spoiler: Klam Kardasean 
  Region 114 - Klam Kardasean visits the Forum Comitus Universalis 
  
 
 Spoiler: Blub review 
 Transcribed and submitted to Blub Underwater by a Klamorous follower. 

“Oh. My. Gosh. Pearl? Where is my Magaramagnificent Blended Beverage? We’re supposed to start the tour any minute now, and I still have not been properly sweetened up. Chop chop!” With an outfit as flashy as a Taikan’s scales after being implanted with photospores, Klam bickered to her assistant for her pre-tour refreshment, to clear her throat so that she could produce her most natural voice as beautifully as a siren. Moments later, a smaller Mer arrived and handed Klam the drink, contained in a bubble mug, as was the trend lately in many seas.

“Ahah, much better,” she forcefully clenched her flipper to pop the mug after drinking, and stood up from the stone she had been sitting on. “Okay, like, Klam Fam, make sure to get your notes out, since it’s your time. Transcribe time.”

“Hey, hey, Klamorous followers! Today I’m visiting the Forum…” she squinted toward the audience, presumably looking for some sort of indicator, “The… Forum Comitus… Universalis? Yes, yes, the Forum Comitus Universalis! A grand undertaking located here in Orope, the pride of the Order of Orders!”

“Though we don’t have permission to view some of the more interior rooms, we should be getting an exclusive look at the assembly hall.” Klam peered over her shoulder towards the momentous building. “Well, shall we?”

—

“Woah! Look at those fancy fliers, hm?” she gestured upwards towards the series of colorful tapestries that hang from the sides and ceiling of the assembly hall. “For a people who look as…  drab  in color as this, I’m almost surprised they could come up with so many beautiful designs. Why, if I am not mistaken, each is from one of the distinct Orders that makes up this guild. How impressive, such skill and grace on display…”

 [Play the tune, readers!]  She placed a flipper on her chest, before popping upwards, declaring that “This hall, finest of all, is this week’s…   Incredible Install!  ”

“You, know though,” Klam settled back to the ground, taking a moment to calm herself down and take in the beauty of the hall. “These Giantsbane Seeds, why, they make such an array of intricate patterns and shapes. It's as though each and every architect had a story to tell. Perhaps I casted judgment too soon for this week’s best sight. But alas, it cannot be taken back. Spur of the moment, you sea?”

—

Now standing at the grand entrance, leaning against the arc of the doorway, Klam had just one more thing to say before it was time for her to leave her followers, “Do you ever find yourself unable to put things together as nicely as these Seeds? Do you build things out of stone and find it falling apart in a matter of minutes? Well, worry not. Today’s sponsor, Klam the…” She furrowed her brow, the best a Mer can, following the script, “Konstructor Building Supplies, Inc., has you covered with their newest product: Sea Monkey-Strength Barnacle Glue! Nothing will ever fall apart again with this stuff. Just try it!” She, as if on cue, smeared a small amount of glue from a bottle onto the arch.

“...Well, with that said, that’s all we have time for for today’s installment of Kruising with Klam! If you enjoyed, make sure to leave a comment and a like on Blub. And, of course, stay coral ( transcriptior’s note: coral is supposed to mean cool now. ). Klam, out.” She winked at her audience before turning around and heading back inside.
 

 
 Spoiler: The Forum Comitium Universalis 
(1/3) The halls of Orope are insufficient for all the langues of the Ironkelp Order and the needs of the newly founded Order of Orders. The rooted Regalis Arbor is still uncolonized, and with the Order of Orders taking possession of it, work begins on a new assembly hall built among its roots. The name is taken from the old Ruhuman language, symbolizing unity among the diverse members and referencing the old tradition of market-square assemblies under the Empire. Hundreds of bundles of seagrass are brought in day by day, and the enormous spherical outline of the assembly hall itself slowly takes shape. Two long cylindrical wings are built on the east and west; the east wing will serve as dormitories for traveling Knights, while the west wing will be a library dedicated to the annals and minutes of the Order of Orders. Finally, large tapestries depicting the seals of each member Order are commissioned; eventually, they will hang in the assembly hall, above the Knights.

(2/3) Construction continues throughout the roots of the Regalis Arbor, with the great assembly hall filling in the gaps in its structure. The first furnishings are brought in: hundreds of Giantsbane seeds decorated with intricate geometric patterns and carved into seats (for a variety of body types, but mostly simple benches for Middish to rest upon). The Nacres' Draft-Cuttles haul more and more loads of materials, still mostly seagrass, but, as the years count on, including a number of massive driftwood shelves weighted to neutral buoyancy. These are installed in the building's now-complete west wing, and a veritable army of sages moves into the library to begin the work of cataloguing and recording the hundreds of scrolls that the Order of Orders has already generated.

(3/3) The unfortunate building delays of the last few years were well used by the scribes, who have completed a detailed history of the entire history of Orope and of the Ironkelp Order that occupies an entire quarter of the library all to itself, but their peace and quiet is shattered once more as the finishing touches are placed on the great assembly hall. The commissioned banners of each constituent Order are brought in and hung in the spherical central hall, whose final gaps have been patched with waxed Giantsbane leaves. Woven hammocks by the thousands are installed in the east wing of the assembly hall, and the dormitories are soon filled with Knights and dignitaries from across the Order's waters. The Forum Comitium Universalis may perhaps not literally live up to its name, but its scale and grandeur are nonetheless impressive: a more than fitting place to hold the central court of a realm whose span rivals the greatest empires known to the Flowing Way.
 

 Mechanics:  Klam Kardasean will visit a different World Wonder, Great Work, Great Project, or Monument each turn and leave a Blub review.

The nation that hosts Klam and her Klamorous followers gains a +1 to all Sways and Impresses the round after she visits. Everyone is talking about you!

Additionally, all other nations in the same zone as the host or that share a Cultural Exchange or Trade Route with the host may send a character (Klam follower, rival influencer, clueless tourist, aspiring globetrotter, food critic, etc.) to visit the host’s attraction as a non-action. Should a suitable fluff description of the visit be provided, the nation will gain a +1 to a Buyout, Conversion, or Colonization action in the target region or any adjacent region in the following round.

The Kar-Nath Hegemony gains +1 to all Sways and Impresses this round, as everyone is talking about Klam’s visit to the Glow-Spires of Pelegar during the last round.
 

 TROPICAL 
 
 Spoiler: UNI? 
 ”The Unity sometimes can retain the skills or even fragments of knowledge that their host once possessed. This is because, when they grow, their neural networks flow into the spaces left behind by the old, decayed ones, and thus much of the structure is retrained.”

The Unity, that coraline outgrowth on top of old bones, has consumed the Everscintillating Goldfin as the raw skeletal framework upon which to found a new colony. And yet not all hope for the warrior’s recovery and return to service is lost, assuming that one can properly identify which of the myriad coral colonies lurking in the depths used to be the renowned general of the Lighthouse. 
 Opportunity!  The Lighthouse may take an Investigation action in the Abyss (21) with permission from the region’s owner to locate the remains and condition of the Everscintillating Goldfin. If not recovered swiftly, the general may become utterly unrecognizable as the nascent colony continues to take over.
 

 
 Spoiler: The Pojanese Raiders 
  Parikao (150) - The Pojanese Raiders  
 Military: Join the Tropical-Marrow Feeders’ attack on the Bloodripper Lands.  Commit 2 units of shark riders from the clan of Taratara, following the lead of SHK’s commander. No distance losses, no techs.

 The Pojanese raiders of Parikao might have settled down and renounced the nomadic lifestyle, but they still appreciate a good raid every now and then. The Taikans aren’t the only ones who can bring prosperity to Parikao, just you watch. 
 Military: Continue to “protect” trade caravans passing through Region 147.  Nations must pay one treasure to the Raiders as part of any action or non-action which uses a Cultural Exchange or Trade Route which passes through Region 147, otherwise the action will fail. The first treasure the Raiders earn each Round is paid to the owner of Region 150 TP 1. The second treasure the Raiders earn each Round is paid to the owner of Region 150 TP 2. Any additional treasure earned by the Raiders is kept by them. This circumstance will persist until Region 150’s resource is changed or a nation fully settles a colony in Region 147. Note that Trade Routes and Cultural Exchanges always use the shortest possible route, as per the rules under the Blockade section.

 Trade’s flowing, the raiders are making a pretty penny on collecting the toll, and all is well. For now. 
 

 
 Spoiler: Shark Fin Bounty 
 ”Pojanese Raiders are good too!” has been scribbled at the bottom of the bounty notice. 
 Offer:  The first nation to wipe out at least 3 units of Shark Nomads and leave the fresh corpses at the drop-off point as a non-action (which can be the same round as the battle) will gain an unspecified reward. Should multiple nations attempt to claim the bounty in the same round, the winner will be decided by contested Intrigue roll. This offer may evolve over time or vanish with a 1 round warning.
 
Frostwander
     Costa Sereia - Merchant Marine    
 Region 134 - Palacia
Region 103 - Taifre Mandala 
Turn 20
  
 Actions: 

1)  [Economy]  Impress Merchants - Region 117 using Pure Berries for desired import ( Roll: 15 - Success )

2)  [Economy]  Impress Merchants - Region 119 using Liming Snails for desired import ( Roll: 13 )

3)  [Faith]  Impress Clergy - Region 137 ( Roll: 18 - Success )

4)  [Faith]  Set Holy Site Bonus - Brilhinte 10, Shared Cultural Identity: Buyout Trade Posts
 The more ascetic of the priesthood understand that money makes the world go round, and proselytizers are often found traveling with the roving merchants of the costa. One must speak the language to convey the truths and virtues of the Divine, and most speak the language of coin. 

5)  [Intrigue]  Investigate the captured Reaver mer in Seatide (TN Unknown;  Roll: 22 )
 Once again, Costa investigators are hired to examine the spoils of a Reaver battle. This time, a living captive. Interrogators and grafting specialists will work together to learn everything they can. 

6)  [Intrigue]  Secret Action



 Non-actions:  
What secrets hold the Deep?
Spend 3 Treasure on Impress action, and 3 on Investigation (6 total).
Accept 5 Treasure from the Seatide Confederacy for investigative services.
Resist Undermine Support by Black Pearl in Palacia - Region 134 ( Roll: 17 )
Resist theft of Treasure by Black Pearl ( Roll: 17 )


 
 Spoiler: Leaders and Prominent Figures 
 Leader:  Duarto Alverna (Diplomacy 7; Military 5; Economy 10; Faith 10; Intrigue 10)
End-of-turn increase: Economy +1, Faith +1, Intrigue +1
New Leader next turn: No

 Generals:  Illdo Loura (Military 8)
 Spies:  Veruha Mascerena (Intrigue 7), Circo Luto Perdida (Intrigue 8)

 Other:  Gaspar Peixoto, Business Counsel; Ildo Loura, Militia Commander; Rain Loura, Venture Financier; Havardr Perna, Priest of Desderia; Earlee Perna, Arete Priestess; Paidre Peixoto; Conseco Loura
 

 
 Spoiler: Relations of State 
 Cultural Exchanges:  The Gotezhar (138); The Cyphiri Union (122); The Kar-Nath Hegemony (77)
 Trade Routes:  The Gravetenders (78)
 

 
 Spoiler: Resources 
 Units:  Sereia Militia x4, Nereid Scholastic Guard x1
 Treasure:  6
 Artifacts:  Peninah Ayin (location unknown), Screechstrobe Cluster (3/3), Shadow Pearl (Lambent)
 Reputation:  ABS (2); CCA (0); DNA (0); PRS (1)
 Favors: 
 Cultural Identity:   Practical Curiousity - 2d8 Investigations
 Capital Region:  Palacia
 Cities:  Cadid Santuario - Region 134 (+1 Sway Faction)
 Aristocrat Support:  134(C), 103
 Effective Trading Posts 33 (3 income): 
&gt;  Adventuring Scholars  - 103 Merchant Support (No TPs)
&gt;  Bioluminescent Tunicates  -  117 Merchant Support  (No TPs)
&gt;  Cobalt Dye  - 134 TP1, City &amp; Merchant Support
&gt;  Fertile Soil  - 60 TP1
&gt;  Giantsbane Seeds  - 114 TP3 &amp; Merchant Support
&gt;  Liming Snails  - 115 TP2
&gt;  Luminescent Crystal  - 135 TP2
&gt;  Mineblossom Sponge  - 130 TP2 &amp; Merchant Support
&gt;  Phosphorite  - 113 Merchant Support (No TPs)
&gt;  Plankton  - 124 TP2 &amp; Merchant Support
&gt;  Pure Berries  - 138 TP2
&gt;  Ray-Ear Seaweed  - 127 Merchant Support (No TPs)
&gt;  Razorglass  - 128 TP1 &amp; Merchant Support
&gt;  Refugee Workers  - 96 TP1
&gt;  Talented Crabs  - 65 Merchant Support (No TPs)
&gt;  War Cultivator Supplies  - 97 TP1
&gt;  Wave Scorpions  - 133 Merchant Support (No TPs)
&gt;  Whispering Eggs  - 176 TP1
&gt;  Wild Armored Gharials  - 137 TP1
&gt;  Merchants by Proxy  - 12
 Primary Religion:  Brilhinte (10 Holy Sites)
&gt;  Temple of Jurxo  - 97 HS1
&gt;  Escola Academia  - 103 HS1
&gt;  Escola Experia  - 103 HS2
&gt;  Temple of Duarge  - 103 HS3
&gt;  Temple of Raquela  - 134 HS1
&gt;  Temple of Desderia  - 134 HS2
&gt;  Temple of the Deep  - 134 HS3
&gt;  Temple of Leocidia  - 137 HS1
&gt;  Temple of the Eighth Divine (pending rename decision of the Conclave)  - 137 HS2
&gt;  Temple of Narcis  - 173 HS1
&gt;  Clergy Support  - 103, 134
&gt;  Holy Site Bonuses:  (5) +1 Seek Aid
 Civilian Techs:  Composite Grafting, Trophic Deconvolution, Megafaunal Tailoring, Photospore Signaling, Graduated Symbiosis, Supernatic Propagation, Anoxic Adaptation, Electrodialytic Staurozoa, Mitochondrial Regulation, Bioluminescent Navigation, Holographic Certification, Filtration Grafts, Sojourn Suits, Mamomachines, Papeshell Draft-Cuttle, Scrying, Reactive Refining
 Military Techs: 
&gt;  Dropped Weaponry  - Supermarine Artillery
&gt;  Fortification  - Razor Current Netting
 
Corona
    Most Serene Lojanese Republic   
 Time: Round 20, Place:  Regions 5, 6, 9, 11, 12, 13, 14 and 15 
Prime Minister Lairmkam Kulal
Diplomacy: 5
Military: 5
Economy: 3
Faith: 2
Intrigue: 1
 
 
 
 rolls 
 Actions: 
 
  [Faith]Convert HS 6.1 from Radiant Indah to Shimmers of Unseen Bane  roll: 2 Faith + 1 treasure + 1 SUB + 2d6 vs TN 12  16 
 
  [Faith]Convert HS 6.2 from Radiant Indah to Shimmers of Unseen Bane  roll: 2 Faith + 1 treasure + 1 SUB + 2d6 vs TN 12  11 
 
  [Economy]Impress merchant support in Lojan (9)  3 Economy + 1 treasure + 2d6 vs TN 13  9 
 
  [Faith]Convert HS 14.3 from Astra to Shimmers of Unseen Bane  roll: 2 Faith + 1 treasure + 1 SUB + 2d6 vs TN 12  15 
 
  [Faith]Convert HS 14.1 from Astra to Shimmers of Unseen Bane  roll: 2 Faith + 1 treasure + 1 SUB + 2d6 vs TN 12  9 
 
  [Economy]Impress merchant support in region 15  3 Economy + 2d6 vs TN 12  8 
 
 
 Non-Actions: 
 Arrest any perpetrators of the "hunt" that occurred during the Fourth Exquisite Gala upon entering Lojanese waters.  Diplomatic immunity is taken seriously by the Lojanese, for what other way is there to secure new trade agreements than venturing abroad? The Syndicate - or rather, the Lambent Matron - may have a justified grievance with the Belar family, but cowardly and cruel acts of violence are always denounced by the Republic.

Region 6's required resource of Dye is supplied by Sapcoral.

Spy secret nonaction... todo

Supply region 11 DI with Kelp Fiber from LSD trade route
Supply LSD with Selachian Mercenaries through trade route


 News and Rumors: 
 
 Spoiler: Ruler 

 Prime Minister Lairmkam Kulal 
Next round stats:
Diplomacy: 5
Military: 5
Economy: 3
Faith: 2
Intrigue: 1

New ruler next round? No.

Note to fellow players: I want to live dangerously, so you may assassinate, kidnap or otherwise ravish my rulers at any time. You don't need to approach me first, surprises are fine too. IC resistance and retaliation will be be offered, of course. 🙂
 

 
 Spoiler: Country Info, last update R11 

 Special Actions Available:  D5 M5
 Special Actions Used: 
  Diplomacy  
 
 Spoiler 

 Region Ownership/Claims/Supports  Table to be simplified?


 Reputation/Favours  To be updated
 The Abyssal Stewards:  Rep 1, 1 Favours (Expected Change: +1 Rep)
 The Chelonian Chora:  Rep 0, 0 Favours (Expected Change: None)
 The Divine Nacres:  Rep 1, 0 Favours (Expected Change: None)
 International Prestige:  Rep 2, 0 Progress (Expected Change: None)

 Cultural Exchanges 
Lambent Syndicate
Coral of the Protected Statera RIP

 Cultural Identities 
Let's Have a Cuppa - 2d8 to Swaying
 

  Military  
 
 Spoiler 

 Units:  9/10 (Expected Change: ??)
 
 Republican Guards - recruited R1, was destroyed in the 1st invasion of Kaarme, rerecruited R12 
 1st Selachian Battalion - hired R2, looted a temple in Bloodhome, fought in the 1st invasion of Kaarme 
 2nd Selachian Battalion - hired R2 
 Black Guards - hired R3, assassinated the Plo'uogoar 
 Selachian Elites - gained R7 
 Region 13 unit - gained R9 
 Sheade Regulars - recruited R10 
 Special Operations Forces - recruited R11 
 Kaarme Nobles - recruited R11 
 
 Generals 
Zabkrew - Mil 9,  Graceful Show of Force :
+1 to tactical maneuvering
-20% enemy casualties
-20% own casualties
+12 to enemy leader loss roll
+2 to own leader loss roll
You may make a Sway attempt against a randomly determined support in the battlefield region (regardless of the outcome of the battle)

 Fortresses 
Huurdrav, Lojan

 Perfected Tactical Doctrines 
None

 Military Technologies 
 Death Commando Conditioning  +1 to battle, requires Lamia Extract
 

  Economy  
 
 Spoiler 

 Treasure:  7 (Expected Change: -4+3)
Trade post income: 3 Treasure/round

 Trade Posts  List to be simplified
 Total Owned  ?? (?? for Treasure gain)

 Cities 
Sheade, Lojan - Swaying
Oarngalau, Selach - Battles

 Trade Routes 
Coral of the Protected Statera RIP
Lambent Syndicate
Lighthouse
Forests of Astral Yearning

 Specialised Ships 
Losinka Alaku: A Specialized Ship in the form of a Juvenile Reefback with an experienced crew. +4 vs theft, +1 to Explorations and Buyouts made with it.

 Civilian Technologies 
 Megafaunal Tailoring  No mechanical effect
 Graduated Symbiosis  No mechanical effect
 

  Faith  
 
 Spoiler 

 State Faith:  Shimmers of Unseen Bane

 Faith Holy Sites:  lots

 Organised Faith Bonuses 
+1 Conversions, 2d8 to Impressing

 Artefacts 
None

 Holy Orders 
None

 Miracles 
SUB followers can cross toxic borders.
 

  Intrigue  
 
 Spoiler 

 Spies 
Intrigue 7 Spy
 

 
 Spoiler: Interesting quests 

 ABS 

[Offer] Bounty of the Depths -

(Offer: The Abyssal Stewards are offering Treasure! Benefit: 2 or 5 Treasure. Cost: 1 Favor for 2 Treasure, 2 Favors for 5 Treasure. Duration: Available until the end of Round 15. Details: Available to countries of Reputation -1 or higher. )

[Opportunity] Fueling The Forge -

(Opportunity: Countries may provide Units, Food, Labor, or Heat Sources to repay debts to the Abyssal Stewards. Reward: 1 Favor. Cost: 2 Units or 1 suitable Trade Post per Favor. Deadline: Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice. Details: Non-action to gift Units/Trading Posts. May not be used if no Favors are owed. )

 CCA 

[Action - Faith] Work on a means of unmaking the Dreaming Dead 2/? -

[Request] A Little Less Lonely Road -
(Request: The Chelonian Chora would be delighted to see established countries keeping them company in the Wastes. Reward: +1 Reputation for successfully Exploring or Prospecting a Wastes region. On a Wastes region Prospecting roll of 16 or higher, +1 Favor. Penalty: None. Deadline: Available until the end of round 15. Details: Available to countries with Reputation -2 or higher. Max of +2 Reputation from this request per Country.)

[Opportunity] An Appetite For Abundance -

(Opportunity: Countries may provide Treasure, Luxuries, Esoterica, or Fertilizer to repay debts to the Chelonian Chora. Reward: 1 or more Favors. Cost: 3 Treasure or 1 suitable Trade Post per Favor. Deadline: Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice. Details: Non-action to gift Treasure/Trading Posts. May not be used if no Favors are owed.)

Taboo: The Chelonian Chora have a religious vendetta against The Dreaming Dead. Penalty: -2 CCA Reputation for adopting The Dreaming Dead as a state religion; additional -1 CCA Reputation every turn thereafter unless abandoned, which grants +1 CCA Reputation. Duration: Indefinite. Details: None.)

(Task: Cooperate in the creation of the Songline of the Sunlit Seas. Available for Tropical zone countries only. Reward: +2 Favors (max); if Project is completed, additional reward given to all contributors. Penalty: None. Deadline: End of Round 12. Details: 1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Songline. 1 Favor earned for spending a Faith action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires.)

 DNA 

[Opportunity] A Need For Knowledge -
(Opportunity: Countries may provide Technologies, Toxins, Exotic Flora, or Exotic Fauna to repay debts to the Divine Nacres. Reward: 1 or more Favors. Cost: 1 previously unknown Technology or 1 suitable Trade Post per Favor. Deadline: Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice. Details: Non-action to gift Technology/Trading Posts. May not be used if no Favors are owed.)

[Offer] Survival Of The Fittest -
(Offer: The Divine Nacres are offering to procure Trading Posts for countries they like through means some might consider predatory. Benefit: The Divine Nacres will attempt to Coerce Trading Posts on a country’s behalf. Cost: 1 Favor per Coercion attempt. Duration: Available until the end of Round 15. Details: Normal restrictions on Coercion apply. Available to Reputation 1 or higher countries, and will not target TPs belonging to countries with a higher Reputation than the requesting country - other Organizations are considered to have a Reputation of 2 for this purpose.)

(Circumstance: The Divine Nacres are returning to their traditional seclusion. Benefit: None.Penalty: The TN to Raise Reputation with the Divine Nacres is increased by 2. Additionally, when using a Favor to Raise Reputation, it still requires a roll (though not an action), but the country which spent the favor gains a +2 bonus on said roll. Duration: From the start of round 10 to the end of round 15. Details: None.)

 PRS 


[Honor] Remarkable Reconstruction -
When a country rebuilds a TP or Holy Site that was destroyed by the Reavers, they may choose to let it enter play Open, rather than under their control. If they do so, they gain +1 Prestige. If a country donates 2 Units as a non-action to a region that lost units to the Reavers, they gain +1 Prestige and the region no longer qualifies for such donations by other countries. If a country successfully Sways or Impresses a Reaved Faction in a region they don’t control, they may choose for it to become Open instead of gaining the Faction’s Support; for every second Faction they restore in this way, they gain +1 Prestige. Special: Any country may rebuild Holy Sites or TPs destroyed by Reavers in uncontrolled regions. If multiple countries donate Units to a region that lost units to the Reavers, they both gain the Prestige, and the region gains the Units from all such donations received.

[Mystique] Renegades, Turnskins, And Defectors -
The first country in each starting zone to successfully Incite Betrayal will gain 1 Prestige. The first rebellion to arise on behalf of a specific country in each starting zone will gain that country 1 Prestige. The successful use of either the Galvanize Partisans Intrigue 5 Special Action or the Spark Claimant Revolt Diplomacy Action will suffice for fulfilling the second half of this opportunity; the Inspire Uprising or Spark Rebellion actions will not.


[Piety] The Religious Community -
(Opportunity: The first country in each starting zone to found a Holy Order will gain 1 Prestige. Duration: End of round 12. Special: If multiple countries in the same starting zone found a Holy Order in the same round before any others, both countries will gain the additional Prestige.)

 Indefinite duration effects 

[Strife] Big Fish In Small Ponds -

Prestige and PRS Rank will no longer correlate one to one: to reach PRS Rank 3 from PRS Rank 2 will require 2 Prestige, while reaching PRS Rank 4 from PRS Rank 3 will require 3 Prestige. This Prestige does not have to be earned in the same turn. Reaching PRS Rank -3 from PRS Rank -2 requires the loss of 2 Prestige in the same turn. If all available positions at a given PRS Rank are occupied when a new country would reach said rank, the country which gained Prestige least recently has their PRS Rank reduced by 1. Ties are resolved by roll-off with the tying country’s highest respective attributes, with the lowest rolls losing. Changing rulers will no longer result in PRS Rank loss when at PRS Rank 3 or 4, but will reset any accumulated Prestige to 0.
Special: The loss of Prestige still causes a loss of PRS Rank. Gaining Prestige when at PRS Rank 2 or 3 which is insufficient to rise to the next PRS Rank, or gaining Prestige when at PRS Rank 4, still counts for determining which country gained Prestige least recently. Losing PRS Rank resets the clock and clears out any accumulated Prestige which was insufficient to reach the next Rank, and counts as an instance of gaining Prestige for timing purposes only.

[Renown] A Monumental Undertaking -

Can work on one monument or similarly grand project in a region you control as a non-action. This requires a fluff description of the ongoing work, design, difficulties, progress, or similar. Three to four sentences should usually be sufficient. When beginning such a project, must decide on a 3-part project (+1 PRS) or 5-part project (+2 PRS).

[Acclaim] To Greatness -

Sea Power, Empire, Merchant Marine, or Holy Sea -&gt; 1 Prestige. Usurpation results in Prestige loss for the usurped country.

[Honor] Blood, Stone, and Ink - PRS treaties can be made.
[Affluence] Opulent Optics - May spend 5 Wealth as non-action to gain 1 Prestige.
[Mendacity] A Lack Of Commitment - Prestige loss if a country Oppresses a faction in a region on which they have a Confederation claim. Prestige loss if a country backs down from an Ultimatum it has made.

[Notoriety] The Fragility of Fear -
[Ignominy] Stigma, Scandal, and Shame -

Prestige loss will be assigned: experience a rebellion in response to a failed Oppress Faction or Impress Aristocracy action, commit gross atrocities.
Prestige loss may be assigned: forced to acquiesce to a rebellion’s demands, badly lose a battle heavily favored to win, grossly humiliated or suffer a gross embarrassment.
Return captured general: can give -1 PRS to the other party, captured ruler: -2 PRS.
 

 
Aerin
    Organization Actions     Round 20 
 

 The Abyssal Stewards publicize a report on the Colossus Draigiau.  The information that Depthseeker Zivan has gathered through correspondence and examination is freely available to any who care to read it.
 
 Spoiler: Zivan’s report 
 “Attempts to communicate directly with the Azure Draig have failed. Though it is clear that the creature understands reason, it does not communicate in any language known to the Koreshom. It seems to have little interest in the affairs and business of smaller creatures, save for those few remaining Draigiau of the Residuum that directly serve it. Even then, their labors rarely manage to influence its course of action.
Correspondence with a librarian among the Draigiau has been a more fruitful line of research. The scholars of the Wings of the World have preserved a few precious legends of their greatest Draigiau stretching back millennia. Colossus Draigiau, sometimes called Leviathan Draigaiu, were more common in the days before the Devastation, though they have always been reclusive. They often form lairs in natural extremes, living for centuries or millennia atop vast piles of hoarded wealth unless a great hero or villain cuts their time short.

 
 Spoiler: An Elder Leviathan Draig 
 
 

These two Draigiau in particular have a rivalry that stretches back centuries. They are of different breeds, and have different combat capabilities. Tadgceallachmarix, the Thunder That Burns, has one sonic/concussive force claw strong enough to resemble small earthquakes and one flashboiling explosion claw. Gwrfaedlaithe, the Fuming Ice, has freezing spittle/projectile vomit, and exhales poisonous/acidic fumes similar to those of a toxic hydrothermal vent.

On their own, they do not possess the unmitigated destructive impulse characteristic of most Titans. Near each other, no structure or lifeform is safe from the collateral damage of their intense showdowns.

Through study of past clashes, it appears that the Colossus Draigaiu are most affected by repeated battle with each other. The Residuum’s histories are punctuated by periods in which both Draig awake and fight until one or both are so wounded as to force repeated recovery molts. As injuries on the losing Draig compound, the dormancy period elongates until reaching hibernation lasting centuries. Without their rival keeping them active, the massive metabolism of the other Draig soon encourages them to follow suit in slumber.

Advisement: Not a true Titanic-level threat, but certainly ruinous if left to stalemate. The Hearthmost must carefully consider the cost in lives and equipment to assist one Draig in defeating the other.“ 
 

 The Azure Colossus Draig, Tadgceallachmarix, The Thunder That Burns 
 - Titanic Recruitment:  Raise 2 units for DRG

 Nothing inspires the remaining Draigiau and their servants so much as to see one of their own Greats, a Wonder himself, swimming through the seas striking awe into those who behold his marvelous might. 
 The Vermilion Colossus Draig, Gwrfaedlaithe, The Fuming Ice 
 - Heal from the second defeat at the talons of Tadgceallachmarix , leaving yet another Damaged Colossus Draig Molt in the Dead Seas (60)

 For years, not a single shimmering scale is seen of the Vermilion Draig. After a second molt is found, the Draig begins to patrol once again, gradually wandering farther and farther from the volcanic vents of the Dead Seas. 

 

 The Lighthouse encounters the trail of a lesser Titan at the edge of the Maw.  To pursue deeper would require a solution to the intense pressures, freezing temperatures, and lack of oxygen and light in one of the deepest seas known. It may also be possible to study the trail further before pursuit to elucidate the nature of the beast.

 The Titan of Industry, the Eternal Spring, completes an Industrial Research project in Verja and gains a Mantlecracker technology! This technology grants the ability to construct and use Rudimentary Submarine Railways in regions with Magma Shrouds and requires a specialized Factory as power. 
 Rudimentary Submarine Railways:   By evacuating the water from these tunnel systems, incredible speeds can be achieved, making efficient transportation of goods and personnel a breeze! Dynamic co-synergies have never been more optimal! 
3-action plus Depth level project, +2 Pollution. Player capitals with a contiguous Submarine Railway connection have a trade route created between them. May trade TPs as a non-action to players with a Submarine Railway network connection from their capital to the region. Requires a Labor or Hard Metal Factory.

 Lord Deca V has Demonstrated Discretion to the Council of the Hearthmost.  He has earned the right to undergo the Bottomless Trial and become an Effulgent Witness, should he survive the depths.

Ilgl, The-one-who-builds, journeys deep into Toxfall Gorge and returns with a new understanding of their Core Fragment.  PGL’s Core Fragment gains Incandescent Inheritance! 
Effect: For every attribute your ruler has a score of 12 in, you may choose to have your ruler’s heir gain a bonus of +1 to that attribute when rolling their stats - this does not require dynastic succession. However, if you choose this option, your new ruler must make a leader loss roll at the end of the turn they assume power at a -1 penalty, with a further -2 penalty for each attribute past the first that was increased in this way. On a 1 or lower, they burn out, unable to cope with the intensity of the powers they are inheriting, and die.

With his daughter at his side,  Baran Hallus composes the start of a path towards the verses of Artistry . Ashal Hallus has much to study before she can pick up where he left off, for Baran’s work alludes to the tales and masterpieces of many nations. Nonetheless, the Songsages eagerly await her progress.

Foremost among all in the eyes of the Chelonian Chora, Nedir, the Frozen King, has attracted the attention of the Chora’s most reclusive members - the Songsages, who bring with them the Bell of Resolution.  While Nedir retains the Bell of Resolution, possesses a Specialized Ship, and has access to a Wastes region, they may embark on a sacred journey to Wander The Wastes  by taking a unique Diplomacy, Military, or Intrigue action. While undergoing this journey, Nedir, the Frozen King, may roll the relevant attribute against TN 14 to properly navigate an ancient Songline, impressing the Songsages and earning the right to be taught a verse of the All-Song.

 The Splendid Miru Miru may construct a World Wonder in Aniwana (153)!  World Wonders grant unique benefits to whichever country controls their region, as determined through discussion with the Organization GM, and require 5 actions to complete; they may not be completed until the benefit is decided, and no more than 3 actions may be spent on them each round. Other Countries may not assist with their construction. A country may only ever construct one World Wonder.
Aerin
   End of Round Twenty  
No further mechanical edits to action posts may be made 
Aerin
   Round Twenty-One: Begin  
Years 61 - 63

 Lumaeus will be taking over as Org Manager  with Role continuing to contribute to Orgs as much as he has the time and energy for.
RFT will remain a player nation under Lumaeus’s control for this round only.

 Thank you to everyone who contributed to this opener! 
Lumaeus - action transcription, many fluffs, and investigations
Minescratcher - action transcription and reaver rolls
Kythia - battle fluffs
MappyPK - exploration fluffs
TheDarkDM - Gala event summary

Round 21 will close on Sunday, March 5th, at 8 AM Pacific Standard Time.

 The following events occurred between Years 58 - 60  
  Rules Alerts and Changes!  
  Rules change:  
1. Exploration actions no longer have an earlier deadline.
2. Electrodialytic Staurozoa and Papershell Draft-Cuttle can now be used an unlimited number of times per round.

  Reminder:  
Special border types add effective regions that contribute to distance penalties. Black, red, and orange borders add +1 effective region per border crossed. Green, blue, and brown borders add +0.5 effective regions per border crossed. These added regions from special borders cannot be reduced, except by technology effects (see: Electrodialytic Staurozoa and Papershell Draft-Cuttle).

  Discovery!  
 Explorations, prospecting, and other news from afar 
   
For the first time in nearly sixty years, the cartographers of Lux-Glossia do not publish an updated version of the world map. No new regions were discovered this round

 The Nanuuq Constellation rises from the depths of region 82, played by Torv!  NAN is a nation of Bear-shaped autonomous mining drones left behind by an advanced civilization. Since being colonized by sentient algae after their progenitors abandoned them, the drones have developed unique personalities and a complex society of their own.
 Region 82 (Nanuuq) gains three Trade Posts, one Holy Site of Wings of the World, one Holy Site of the Open SEAquence, one Holy Site of the Eternal Communion, and a Desired Import of Dyes. The region’s resource changes to Silver Ore as the mineral-rich seafloor becomes accessible. NAN gains control of TP 1, all factions, and knowledge of the Mycelium-Infused Pressure Plating technology (Allows traversal of Depth 2 regions. Requires: Silver, Dragon Eye Scuba) and all its prerequisites 

Well, the Caral family’s experimental run into the depths past Death Passage couldn’t be considered anything less than an astounding success. The trip almost went too well, if the initial reports are to be believed. Apparently, a relatively sizable native population welcomed the expedition upon their descent, having been cautiously curious about the waters above for quite some time. And, shockingly, the population of the local Hollow Sunfish – considered a delicacy in other seas, apparently – only continued to grow as one went deeper, allowing for the party to set up something of an outpost for harvesting the fish while in the depths. After mapping out the remainder of the area using the new photospore technologies the Caral family had acquired, the party turned upwards to return home with the good news.
 The Cyphiri Union enjoys a Great Success on an expedition deeper into region 142! They discover the native population of the seafloor, which has a Desired Import of Fibers, 4 units of defenders, and two Holy Sites of Ascension's Mirror.  The explorers gain +1 treasure and control of TP 2 for Hollow Sunfish thanks to their Joined-Stalk Companies

After almost forty years since the original charts of the area north of Seatide were produced, recent technological advancements have allowed Pepsin explorers to finally access the depths. And, well, nobody was to be found. Well, at least some valuable minerals could be extracted from the seafloor without making any potential enemies, which could be added to the Confederacy’s ever-growing treasury in due time.
 The Seatide Confederacy explores the depths of region 80! They discover a startling lack of any settlement, revealing the region to be Open Waters.  The explorers gain +1 treasure from Joined-Stalk Companies

EDIT:  The Abyssal Stewards prospect Parikao (150) on behalf of the Splendid Miru Miru, discovering 1 TP of Shimmercoral.  MIR gains control of this TP and may choose to revert this change as a non-action this round

EDIT:  The Shifting Ennead prospects Calvarnsis Superior (185) looking for filter feeders and discovers 2 TPs of Baleen Crocodiles!  The crocodiles were missed in the earlier survey as they only occupy the northern border of the sea. Their presence in the open ocean of the region suggests a nearby brackish area where they might migrate from. Current TP ownership is maintained. SEN may choose to revert this change as a non-action this round

Seasons pass, storm fronts advance, and winds blow. Those beneath the sea’s surface may safely ignore the tempests above, but the high-quality resources stacked on many islands in temperate waters cannot.  If not collected soon, the materials left by the Trawling Beasts will degrade. 
  Growth!  
 Expansion, development, unification, and similar forms of growth and prosperity 

Iron: foreign and useless to most, but in the right fin-hands? Precious. The ironworking families in the Emerald Tidelands are those right fin-hands, and soon their work sees a dense population grow permanent.  The Cyphiri Union erects a City in the Emerald Tidelands (124), the Vril Ironworks! Bonus: +1 to battles 
 The Gotezhar press a claim to region 170, gaining the region and a unit! 
 The Hymenocera Expanse colonizes region 192!  The region gains a Holy Site of Uplift Reverence and a Desired Import of Glass

EDIT:  The Shifting Ennead settles Calvarnsis Inferior (186), adding an additional Trade Post under SEN control.  The new Doflein overseers may choose to change the region’s Desired Import to match the new populace as a non-action this round

  Statecraft!  
 Cultural events, diplomatic overtures, foreign relations, and domestic affairs 
 KNH establishes a Cultural Identity: Close Bonds (2d8 to Root Out Spies &amp; Counterespionage)! 
 SUR establishes a Cultural Exchange with LSD! 

The Eternal Spring and the Gravetenders officially begin the Debate Club becoming Best Faith Friends!  ESP and GRV open a Cultural Exchange! 

The Eternal Spring cede the Seas-Not-Yet-Dead to the Shifting Ennead, retaining rights to all factions.  SEN gains control of Region 66! 

DRG gives the Sgimiwr Cyflym (Artifact, +1 to Maneuvering and -2 to effective region count for Distance Losses once per round) to Nedir, the Frozen King of the Kar-Nath Hegemony

 Eager to announce the entry of the Peacekeepers of Surunung into the Lambent Syndicate, the kucen Mistresses host the fourth Exquisite Gala.  There, the mad despots indulge in vengeance on behalf of themselves as well as tropical natives as a whole, announcing a lethal game that claims the lives of the trespassing Marrow Feeders and sees many brave scions of the Cyphiri Belar family taken into custody by the Syndicate.
-  SUR Vassalizes to LSD 
- SUR receives the following technologies from LSD: Bitter Tourism, Crimson Cuirasses, Death Commando Conditioning, Devolving Standardized Integrations, Electrodialytic Staurozoa, Filtration Grafts, Indah's Embrace, Joined-Stalk Companies, Mamomachines, Mitochondrial Regulation, Papershell Draft Cuttle, Radiant Spheres, Supernatic Propagation, and Traveling Scholars
- SUR gifts Oxygenating Implantations to LSD

MIR give their long term allies SUR the Blood Algae technology

COS impresses 117 merchants
COS impresses 119 merchants
COS impresses 137 clergy
CYP impresses 101 reaved clergy
CYP impresses 141 reaved clergy
FIN impresses 109 clergy
HEX impresses 3 aristocracy
LIT sways 19 clergy
LIT sways 17 aristocracy
LSD impresses 28 merchants
LSD sways 32 aristocracy
LSD sways 20 unruly aristocracy
LSD sways 28 unruly clergy
MIR impresses 150 merchants
MIR impresses 152 merchants
MIR impresses 159 merchants
PGL sways 105 aristocracy
STC sways 73 unruly merchants

  Trade!  
 Buyouts, trade routes, and other economic shenanigans 

The Titan of Industry, the Eternal Spring, gains the technology to construct and use Rudimentary Submarine Railways in regions with Magma Shrouds.  Rudimentary Submarine Railways: 3-action plus Depth level project, +2 Pollution. Player capitals with a contiguous Submarine Railway connection have a trade route created between them. May trade TPs as a non-action to players with a Submarine Railway network connection from their capital to the region. Requires a Labor or Hard Metal Factory 
 Using the Song of Prosperity, the Cyphiri Union creates a Trade Route with the Chelonian Chora in Firstreef! 

The Gotezhar finish their construction and gain control of TP 3 for Sugarweed in New Korasoon (174)!

GRV adopts the Arctic Exchange Currency

  Faith!  
 Conversions, organization, and other such matters of faith 

EDIT:  RFT creates an Artifact: The Lobster Pot! The Lobster Pot serves as a lure to distract a designated foe with its call, granting the owner a +1 against an attack by that being once per round. As part of its creation, its initial target is set as Tadgceallachmarix. This may be changed to another non-player entity with a faith action by its owner. 
 
 Spoiler: Fluff. Content warning: Riftborn + Ennead = Fleshy Gross 
Between the Riftborn having no material to work with but flesh and the Ennead's preference for bodily atrocity, it is no wonder that the Lobster Pot is an abomination to behold. It is, in essence, a maze of flesh with a core within that attracts those who wander near with the promise of Communion, of Unity.

Chitinous sclerite choked in pulsing tendrils of tendon and ligament, fat veins and bulbous cysts breaking through to leak their nauseous discharges into the gagging mouth of the helpless sea, form a labyrinthine trick: though a gaping wound molders in this surface, and though passages without number lurk inside, there is no true path to the center.

The center, however, bears the secret. Here, the core of the Lobster Pot lurks: a writhing ball of Carstaltgestalt melting agonized into Mer, eternally perforated by Reida chewing through the mass, flesh flaking off into polyps which rise and sink back in to be consumer, Kiwa shell jabbing gouges into the mass without end. This core Calls, and its prey must come.

Of course, a fleshbyrinth of falsity would be hard to transport. Thankfully, the Core is self sustaining and may be transported as easily as any other artifact. In order to erect the labyrinth, Just Add Flesh!™
 

 Kenaqua founds a Holy Order of the Shroud in Kenaqua (52), the Arch’s Apex! 

COS sets Brilhinte’s 10 HS bonus to 2d8 to Buyouts!

GRV sets the Blossoming Sequence’s 25 HS bonus to Theory Becomes Praxis: +1 to Faith on non-dynastic inheritance, so long as the previous ruler had a Faith score of 8+

The leader of the Peacekeepers of Surunung, Parapasa Kuasa, 3rd Voice of Rahakera, converts to the worship of Radiant Indah!

DRG converts Aelwyd Alferiad (71) HS 1 from Eternal Communion to Wings of the World
DRG converts Aelwyd Alferiad (71) HS 2 from Eternal Communion to Wings of the World
FIN converts 112 HS 1 from Flowing Way to Final Peace
LIT converts Magaramachi Salination (10) HS 1 from Open to Radiant Indah
LIT converts Magaramachi Salination (10) HS 2 from Open to Radiant Indah
LOL converts Selach (6) HS 1 from Radiant Indah to Shimmers of Unseen Bane
LOL converts Selach (6) HS 2 from Radiant Indah to Shimmers of Unseen Bane
LOL converts Kaarme (14) HS 3 from Astra to Shimmers of Unseen Bane
OKI converts Aniwana (153) HS 2 from Open to Flowing Way
OKI converts Aniwana (153) HS 3 from Open to Flowing Way
OKI converts Ruwa Mai Juwaya (118) HS 1 from Jande to Flowing Way
PGL converts 104 HS 1 from Shimmers of Unseen Bane to Sakurado
PGL converts 104 HS 2 from Shimmers of Unseen Bane to Sakurado
RFT converts 70 HS 2 from Wings of the World to Eternal Communion
RFT converts Shark HS 1 from Wings of the World to Eternal Communion
RFT converts 54 HS 1 from Invocationists to Eternal Communion
The Skewered twin converts Lojan (9) HS 1 from Shimmers of Unseen Bane to Radiant Indah

  Wonder  
 Miracles and inventions, ancient relics, and spectacular undertakings 

An absolute master of the resonance effect, the Gravetneder’s own Kelusyn, discovers how to use the Blossoming Icons to recapture memory. Silver intertwined with flesh. Biological impulse married to resonance echo. Under the watchful gaze of Sersi, general Kreel of the Kar-Nath Hegemony opens his eyes once more to wreak devastation upon the raiders that have plagued polar waters.  The Gravetenders resurrect General Kreel, Exarch of the Silver Banner, under their service! Kreel retains his previous two tactical doctrines and gains a new one, Death First to Vultures and Scavengers (If fighting Reavers: +2 to battle, +2 to tactical maneuvering, -2 enemy leader loss, +10% own casualties) 
 The Eternal Spring performs a Miracle!  Mabel becomes as the ant, slowly and methodically harvesting geothermal energy in the form of Magma Pulse from the Spring’s Magma Shroud in preparation for coming works of Industry

 Deep Blue: Applying prismatic Miracle patches … 
 

The Wonderwall moves into Separatum Corporate Holdings (59). Next round, it will move to Coresite (58).

 The Seatide Confederacy installs a new addition to their Wonder.  The foyer of the Polar-Confederate International Bank now holds a one of kind wonder, an intact Dragon Molt hanging over a lifelike replica of the great titan itself. Effect: Bank members gain +1 to resisting Sacks and Coercions within regions owned by Bank members.

MIR contributes two actions of work towards a mysterious World Wonder

In a feat of dazzling speed, the Eternal Spring erects the Gargantuan Gears (Labor) Factory within Verja in some short months!

This isn’t the job for an army, but for specialists. No, not specialists: locals. Mathias’ tunnels are built as capillaries, not veins, ensuring only strike groups could use them effectively. The Cyphiri Union completes the second of three steps for the Carr-Narin Tunnels, a 4-stage Great Project!

Under the direction of Blacktide, the Kenaqua clergy continue their mysterious work on the Linking Arch. The Arch is already complete, which makes the additions (and the strange effects that accompany them) all the more baffling

Travelers through Magaramachi seas usually emerge babbling in terror, a few limbs lighter. Now, though the bite marks still appear in their usual densities, they speak of a wonder beyond dreaming: mountains of food, slowly rotting out from under itself, carefully tended to by individual stackers. Is this perhaps the birth of a new faith, or just one more of Those Magaramachi Foibles™?  MGM makes a giant pile of Eel food in the hope of luring the Titan back to their waters! 

The Lambent Syndicate sacrifices 1 Unit and 1 Treasure to begin to unlock the secrets of the Redglow in the contaminated Region 16

 
 Spoiler: The Astral Menagerie wanders 
LOL gains 3 treasure from the Banished Merchants as they leave.

SKR is visited by the Banished Merchants and the Kelpie. The Kelpie will attempt to convert region 125 HS 1 to Shimmers of Unseen Bane this round. These 2 members will remain for 2 rounds, leaving SKR at the start of round 23.

ESP continues to host the Mare, the Withering Everlight, and the mimic!Merchants. The Mare will attempt to convert 66 HS 1 and 61 HS 1 to Shimmers of Unseen Bane this round. The mimic!Merchants will gather 2d3 treasure due to the Withering Everlight. These 3 members will remain for 3 rounds, leaving ESP at the start of round 23.

Aniwana (region 153) is visited by the Skewered twin, which will attempt to convert HS 1 to Radiant Indah at the end of the round.

LSD is visited by the scintillating Twin.
 

  Might!  
 Military matters of all kinds, be it warfare or strategic developments 
 GRV perfects Sersi the Pale’s tactical doctrine, Dissertation In Practice (If fighting defensively, +2 battle, -20% own casualties, -20% enemy casualties, +12 enemy leader loss. If also outnumbered, add +2 battle, +2 TM, -20% enemy casualties) and gains +1 to Tactical Maneuvering! 
 Deep Blue ambushes and catches the Crystal Garden! 
 
 Spoiler: SHK invasion of the Lostling Lands (81) 
Six Shark People units led by Gwisgymenig (Mil 5 Subcommander with a Mil 10 ruler) swarm across the borders of the Lostling Lands, attempting to use the Thousand Arms.  They are met by a coalition of 10 Gravetender units, 5 Kar-Nath units, and local aristocratic support, this massive army under the ultimate control of Sersi (Mil 10 with a Mil 10 ruler) using Razor Current Netting as well as gaining bonuses from their faith. They are attempting to use Dissertation in Practice.

GRV win Tactical Maneuvering successfully using Dissertation In Practice (If fighting defensively, +2 battle, -20% own casualties, -20% enemy casualties, +12 enemy leader loss. If also outnumbered, add +2 battle, +2 TM, -20% enemy casualties)

The usual plan of the Shark People is to split up as they cross the border, splitting into the metaphorical thousand arms to raid and loot as quickly as possible.  Sersi’s generalship, however, allows the coalition host to confront a large group of raiders before they have dispersed and force them to a battle.  Gwisgymenig’s forces fight as small bands, individual groups of raiders working together but with little overall coordination which allows the Gravetender golems to fight on their own terms, isolating these individual bands and wiping them out in detail before moving on to the next one.  These tactics prove successful, perhaps a model for future anti-raider battles in fact, and when the last of the raiders flee the field there are barely any coalition casualties at all.

GRV Victory!  No Raiding!  SHK Lose 3 Units!
 

 
 Spoiler: SHK and RDR Invasion of the Bloodripper Lands (154) 
6 SHK units and 1 unit of Pojanese Raiders under the commander of Cwrriselsig (Mil 5 Subcommander with a Mil 10) choose the Bloodripper Lands as their next raiding target, attempting to utilize their signature doctrine of the Thousand Arms.  They are met by Magaramachi units under the “command” of Not-Just-My-Brain-That’s-Big (Mil 3 with a Mil 6 ruler) using Blood Algae and attempting to utilize the Eel-Without-End to aid their Unyielding Force.

MGM win Tactical Maneuvering, successfully using Unyielding Force (+2 to own battle roll, +20% own casualties) and making use of the Eel-Without-End (+10% enemy casualties)

The decentralized Magaramachi army is not able to muster the sort of organization needed to confront the raiders before they disperse and the battle is actually a series of small confrontations across the entire region as small bands, or even individual Magaramachi, confront each separate raider band.  The Eel has been present in these lands for a few years now and the Magaramachi are more used to its presence than the interlopers, meaning that the majority of these small skirmishes can be fought with its unwitting end. The end result is a textbook case of how to win a battle but lose the war – the Magaramachi win the majority of these smaller fights but simply don’t have the numbers or organization to prevent the raiders from hitting undefended points of interest.

SHK Victory!  SHK sack 154 TP 2, returning it to Open!  Region 154 returned to Magaramachi control!  3 MGM Units lost!  5 SHK Units Lost!  1 RDR Unit Lost!  Cwrriselsig captured and eaten!  MGM deposits five units worth of SHK corpses at the drop off point!  More details will come with NPC actions
 

 
 Spoiler: FIN invasion of Umbergy (108) 
Four Finalist units under the command of Ultimate Ayomide himself (Mil 4) using Blood Algae and Death Commando Conditioning and attempting to use Guarded Approach attack Umbergy once again, desperate to regain control of the Final Bunker.  They are met by four Worldgarden units plus the local levy commanded by Clös (Mil 7 with a Mil 7 ruler) using the Witness of the Great Commission doctrine.

SKR win Tactical Maneuvering, successfully using Witness of the Great Commission (On victory, free conversion attempt in region. +4 to battle, -40% enemy casualties, +10% own casualties.)

The Finalist forces struggle to cross the brackish border that serves as a natural barrier to Umbergy leaving them out of formation when the Worldgarden preemptive defense hits.  Though all depends on them recapturing the bunker they are not foolish or stupid and had been attempting to advance cautiously, but the lack of cohesion disrupts this.  Clös directs their troops to encircle and destroy the out-of-position vanguard quickly enough that word cannot reach back to the main Finalist forces who find themselves in an encounter battle against a prepared foe.  Their main force fights hard, giving more than they get but are unable to capture the Worldgarden positions and are forced to fall back to, inevitably, try again later.

SKR Victory!  SKR keep control of Umbergy! 1 FIN unit lost!  2 SKR units lost! SKR converts 108 HS 2 from Final Peace to Sakurado!
 

 
 Spoiler: SUR invasion of Region 193 
 Six Peacekeepers of Surunung units under the command of Geldang Kuasa (Mil 8 with a Mil 7 ruler) march through Jyorjyuh and over the border to the lands to the north, attempting to emulate the Spears of Menar.  There they are met by 2 native units under the somewhat inept control of one of their magistrates (Mil 5) who gives orders to take up Skirmish positions.

SUR win Tactical Maneuvering, successfully using Spears of the Menar (+3 to battle, -30% own casualties, -40% enemy casualties, +12 enemy leader loss, +1 to battle from perfection)

The Peacekeepers aren’t trying to cause casualties and despite the bloodlust of the Bertuaga, Geldang Kuasa maintains control of his troops and keeps them focused on the end goal, capture of the region.  The native attempt to skirmish backfires on them somewhat as they are too dispersed to take real advantage of any defensive positions, allowing the Peacekeepers to methodically overwhelm position after position until they are indisputably in control of region 193.

SUR Victory!  SUR gains control of region 193! 1 NAT Unit Lost!
 


The Shifting Ennead march uncontested into Kenaqua (52)! Counselor Blacktide gathers a personal protection guard of weirdly-devoted soldiers and surrenders to the invading Beaks, guaranteeing a promise that he and his clergy will be allowed to remain in the region to continue work on the Linking Arch in exchange for abandoning the citizens of Kenaqua to subjugation under Ennead rule.

  Schemes!  
 Coercion, betrayals, and spycraft 
 LIT recruits a Spy and uses the Trapper’s Net to immediately transform Baskoro of the Hidden Table (8 Intrigue) into a Trapper! 

While the Tideglobe is useful in preventing catastrophe, it can be hard to balance what will avert catastrophe in the short-term with what will solve the underlying issue in the long-run. The Undersea Package Senders tracking systems suffer from too many experts attempting to enforce new policies. Correspondence goes astray, personal parcels arrive late or damaged, and valuable shipments vanish.  Trade is disrupted between SEN and STC! Both parties will need to take an Economy action to restore the use of the Trade Route 

The Black Pearls dissolve as an organization, with Lady Ink following Primarch Petrix’s recommendation to retire. A few of the more vindictive members take a swipe at Costa Sereia’s assets, but fail to make any lasting impact on the Costa’s network. Several of the Sakura-Jin’s Sojourn Suits go missing, however, as dissatisfied Pearls raid their patron’s facilities in retaliation for abandonment. More concerning, the latest Pearl produced by the Ebon Oyster vanishes despite the intense security surrounding one of the Garden’s most prized assets.  BLP steals the Sojourn Suit technology and a Shadow Pearl! 

A large contingent of heavily armored guards make the trip from the Seatide Confederacy to
Costa Sereia waters. Acute watchers may see a single figure, heavily bound, in their midst.  Too obscured by bodies to really make out any details but rumors abound that it’s a captured reaver.  It and several great containers of money and trade goods are being shifted under an incredible amount of security, and the outcome of it all should be fascinating.

 Costa Sereia investigates the Bare Trap captured Reaver 
The Mer(?), flesh merged with metals and malleable transparents as though with shrapnel, is long exhausted of its struggles for escape by the time it reaches the Costa’s investigators. The awful smear of animate dead which ensnare it quickly, however, become a blessed veneer that obscure some of the more awful truths of the creature. Wherever the Riftlings can be coaxed to part (this an inexact science requiring a vibe check more than anything), the truth of the tortured creature shines through. Its metal, glass, composite parts don’t merely augment it into the alien, but seem to serve a vital function: any student of epidemiology could see that a war rages within the creature. Living flesh is assaulted by a virus which has made itself endemic. Constantly evolving, past the ability of any immune apparatus to follow, the origin of constantly-tailored antibodies is at first unclear. Only after prolonged study are they found: three glass vials embedded deep in the creature, bound by the pliable transparent to a strange fusion of metal and organ. Here, the cure originates. But whatever is in the vials is all but gone, consumed.

The entire team is placed under quarantine, and when the creature dies, its inorganics hum a while longer. That the fate is to be shared by the researchers is a tragic heroism. Weeks of concern eventually unwrinkle into peace; whatever the mode of transmission is, it is not one which took any more lives.

 Deep Blue investigates the the Reaved battlefield in Artetchhue 
Shards and slivers shining and silver litter the battlefield, but little remains that is not pulverized or partial. Mostly, the inorganic detritus of Reaver life follows no pattern, no rhyme or reason, at least not to the fish god’s millions of eyes. Some fins replaced with metal, some eyes with transparent films replacing the lens. Never a rule, never a pattern.

Except. More frequently than accident would have it seem, tumorous masses are found amongst skullshards. Further investigation yields curious contraptions, all steel and wire, sheathed abominably in the neural matter. This may require further study.

 The World Garden of the Sakura-Jin gets report on what happened to the Holdfast in Dashasham (119) 
Spores of the disease that tore through Dashasham’s scholars and research alike can be purchased for the right price, if one knows where to look. Fortunately, the Black Pearls are intimately familiar with the black markets of the temperate seas. Unfortunately, the transaction was paid for in unmarked, untrackable lumps of native gold. Unless they can ante up a bribe of triple what the purchaser paid (an enormous sum, as illegal bioweapons are not cheap), the seller refuses to disclose more information about their former client.

 The Kar-Nath Hegemony investigates the whereabouts of the Sus I Bik’ah 
It was concerning. No… Puzzling. The telltale signs were all there, but the steed was nowhere to be found. Here, the slight, near-vanished rings of sand, having settled at the edges of the jet’s blast radius. There, the new growth where any plantlife previous was scalded away by the superheating. And, come to think of it, isn’t that depression over there much like a betentacled automaton? It should be here, but it’s not. Puzzling. No…Concerning.

 The Lighthouse investigates the whereabouts of the Everscintillating Goldfin 
At the bottom of the Abyss, the Lighthouse’s investigators find the broken and rearranged skeleton of their former General. The remnants of the Goldfin are inflicted with a nascent coral colony of the Unity just beginning to form sentience. The colony’s retainment of the former war hero’s skill is tenuous at best, although the necromantic coral could certainly relearn  Golden Victory at All Costs  with the help of the tutors of the Lighthouse that have perfected the tactic. The new strategy employed by the shambling colony built atop the bones of gold is crude, but robust. The Everscintilling Goldfin personally leads the first charge into enemy lines, trusting sturdy coral to soak damage from regular troops. The result is effective, but predictable. After the battle, the skeletons of the fallen may be seeded with new coral.  The Everscintillating Goldfin gains an additional tactical doctrine, Unstoppable Advance (+2 to battle, +4 enemy leader loss, -1 tactical maneuvering, recruit 1 unit on victory if the enemy loses at least 1 unit) 
  Terror!  
 Violence, upheaval, murder, and destruction 

MGM fails to sack TP 1 for Bloodripper Eels in the Bloodripper Lands (154), as the small eels are protected by a much larger Eel

The Sharks plunder food and loot across the globe!
 Region 10 TP 2 for Magaramachi Rippers is Sacked for no effect
Region 68 TP 1 for Gravelglass is Sacked and changed to Open (previously ESP)
Region 104 TP 2 for Shiv’rchins is Sacked for no effect
Region 132 TP 2 for War-Jelly is Sacked for no effect 
 The rebelling Finalists of Umbergy sway the Aristocracy in region 109 to their cause,  wresting their support from the Ironkelp Order! The Finalists gain an additional 2 units under the command of a new Middish general, Finalist Raymond Tripolitain (Mil 7, Rays of the Last Light tactical doctrine: +1 to battle, +2 enemy leader loss, ignore the effects of brackish borders). The local aristocrats share their technological expertise, granting the Finalists knowledge of all techs currently possessed by the Ironkelp Order

 The clergy of the Marble Kingdom rise in revolt with 2 units under a Mil 5 commander!  More details to come with NPC actions

 The unruly Merchants of 176 undermine the Aristocracy from OKI 

After the disastrous raid on Artetchhue, the Reavers appear to change tactics. They perform fewer strikes but with larger forces, and often target two nearby targets simultaneously. The waters around Dashasham are hit particularly hard, as the Reavers take advantage of the Divine Nacres’ disarray following the ruin of the Collegium of St. Egnatia.  The Tidespire predicts more raids in the years to come, currents and lights coalescing around Magma Falls and region 97. 

Reavers fail to Reave Region 30 Aristocracy, as the Divine Nacres in the nearby Holdfast deflect their advances!
Reavers Reave Region 31 Clergy!
Reavers Reave Region 91 Merchants!
Reavers Reave Region 119 Aristocracy!
Reavers Reave Region 122 Merchants!

Reavers Sack Region 31 HS 3!
Reavers Sack and destroy Region 91 HS 2!
Reavers Reave a unit from SKR!
Reavers Sack Region 122 TP 3!

Reavers abduct Migdol the Librarian from SKR!

Lack of interest or respect for the unique needs and local customs throughout the seas begins to grate on the unwritten peoples who must survive such neglect
 Region 12 Merchants become Open!
Region 15 Aristocracy grumble, but continue to support LOL 

The following regions must have region write-ups submitted by the start of Round 22 or suffer Unrest:
12 (LOL), 15 (LOL), 53 (KNH), 140 (GTZ)

Having never recovered from Reaver raids in years prior, order in some areas begins to break down, and respect is lost for those they once pledged loyalty to
 Region 14 Merchants become Open!
Region 17 Clergy grumble, but continue to support LIT! 

The following Reaved regions will deteriorate at the end of round 21: 14, 17, 56, 94, 167
EDIT: The following Reaved regions will deteriorate at the end of round 22:  3,  9, 49, 107, 131

The Eel's head proceeds through the pile of food in the Magaramachi Salination (10), Lojan (9), and Shu’aaz Sho (8). The Eel's tail proceeds through Kaarme (14), Lojan (9), and Selach (6).

The Eel coerces region 10 TP 2 for Magaramachi Rippers.
The Eel coerces region 9 TP 1 for Ching He'aang.
Region 10 HS 3 is converted to Shimmers of Unseen Bane.
Region 9 HS 2 is converted to Radiant Indah.
Region 9 HS 3 is converted to Flickers of Visible Bane.
Region 14 TP 2 (Barotoxin) is destroyed!
Region 9 TP 3 (Ching He'aang) is destroyed!
Region 9 Clergy becomes Reaved!
Region 9 Merchants support LOL!

 
 Spoiler: Eel Mechanics 
 The Head: 
- The Eel Without End moves three regions each turn, as determined by three separate weighted rolls using the weights below.
- Whenever the Eel Without End enters a region, it will attempt to Coerce 1 random Trade Post in the region with a +8 bonus; if it is successful, the Coerced Trade Post cannot be bought out or coerced until the Eel is no longer present in the region, as the Eel's deadly body swirls about the ruins of the location.
Base Weight: 1
- Region is the immediately previous location of Eel Without End head: Weight x0
- Eel Without End already present in region: Weight x0.5
- Eel Without End already omnipresent in region: Weight x0
- Roughs or Shallows border between current and neighboring region: Weight x0.5
- Toxic border between current and neighboring region: Weight x0.25
- Glacial border between current and neighboring region: Weight x0.25
- Colder climate (too far from the Maw): Weight x0.25
- Sufficient effort to tempt the Eel into this specific region has been made: Weight x3
- Towards target from Faith action from Radiant Indah head: Weight x3
- Rightward lean: Weight x1.5

 Present: 
- Armies fighting in regions where the Eel Without End is present may attempt to use it to their advantage; if they do, then the side which loses the Maneuvering roll takes an additional 10% casualties - this stacks for up to +20% casualties if both sides opt to do so.
- Regions where the Eel Without End is present count as 1 additional region for the purposes of distance losses and distance penalties.
- The desperation of those afflicted by the Eel Without End may present opportunities to those willing to look for them, and as local populations search for solutions, they become more easily Swayed - all countries receive a +2 bonus to Sway attempts in regions where the Eel Without End is present.

 Omnipresent: 
- If the Eel Without End enters a region it is already present in, it becomes omnipresent.
- Regions where the Eel Without End is omnipresent count as 3 additional regions for the purposes of distance losses and distance penalties (this replaces and does not stack with the previous region increase).
- The intense and prolonged exposure to the energy of the Eel Without End results in strange effects on the behavior of both wildlife and local populations when omnipresent:
- When the Eel Without End enters a region for the second time, it will attempt to Convert 2 random holy Sites in the region to a different religion, determined semi-randomly.
- Regions where the Eel Without End is omnipresent may sometimes present an opportunity to be Prospected, and controlled, Unruly, or Rebellious Supports may become Open.

 Labyrinthine: 
- When the Eel Without End enters a region for the third time, it suffers deleterious effects which may threaten the life of the Eel. Perhaps it ties itself in knots. Perhaps it eats its own tail. Perhaps it retreats to the depths, confused and befuddled by its own aura. No one can say until it happens.

 The Tail: 
- When the Eel’s tail passes through a region, there is a chance that trading posts formerly coerced by the Eel are destroyed by arcing electricity.
- The sparking voltage amplifies the sound of the Eel’s perpetual HUM. Conversions targeting regions through which the Eel’s tail has passed benefit from this befuddlement, gaining +2 for a single round.
- When the tail passes through a region where the Eel is Omnipresent, mass-confusion may render foes to be friends and annul allegiances. Two random supports swap ownership status.
 

  Organizations!  
 Titles and Title Upgrades: 
- The Cyphiri Union’s Renal learns Ashal’s understanding of the All-Song!
- The World Garden of the Sakura-Jin finishes the Psychologue, advancing their understanding of the Anamorphic Canon. More details to come with Org actions
- Deep Blue refines its Core Fragment in region 177. More details to come with Org actions
- High King Lord Deca V of the Hymenocera Expanse has passed the Bottomless Trial, emerging from the depths with an Imperfect Core Fragment and becoming an Effulgent Witness, a title which will pass to all worthy inheritors of their Core Fragment

 Reputation: 
MGM rises in rank with ABS, spending a favor (+1 ABS rep, rank 2, 1 favor remaining)
SEN rises in rank with ABS, spending a favor (+1 ABS rep, rank 2)
ESP raises reputation with the Divine Nacres! (+1 DNA rep, rank 2)
DRG raises reputation with the Chelonian Chora (+1 CCA rep, rank 3)

 Favors: 
ESP contributes fluff to Waste Not, Want Not (+1 CCA favor, 3 total)
CYP contributes fluff to Waste Not, Want Not (+1 CCA favor, 1 total)
CYP loses 1 CCA favor as a net effect of their Trade Route formation (+1 CCA favor, 0 total)
CYP contributes fluff to A Titan-Sized Damage Report (+1 ABS favor, 1 total)
SEN contributes fluff to A Titan-Sized Damage Report (+1 ABS favor, 2 total)
MIR spends an ABS favor on Bounty of the Depths (-1 ABS favor, 1 total)
HEX spends a CCA favor for Song of Inquiry (-1 CCA favor, 4 total). More details to come with Org actions

 Prestige: 
Missed from Round 19: LSD loses a prestige for violating their treaty with the Unity! (-1 PRS, rank -1)
KNH completes a monument, The Grand Procession (+1 PRS, rank 2.1)

 
 Spoiler: Partially complete Monument fluff 
The Miru Miru begin building the numerous clinics that their civilization wide grafting program will require.  The Splendid Miru Miru complete the first of three steps for the Clinics, a 3-stage Monumental Undertaking! 

Too many cooks spoil the batter and too many laborers spoil the artwork–or at least the experience of it for the artist. Nevertheless, the Arellian Mural continues to rise towards glory!  The Cyphiri Union complete the 4th of 5 steps for their Monumental Undertaking! 

Years and years of labor, secretive planning, and the singular genius of Joontar Arjiloza finally produce public results: scaffolding dwarfing most structures known in these waters!  GTZ completes the third of five steps of Mira’din’s Stubborness, a PRS Monument! 

In an insulting act of glorious pride, the Sakura-Jin marry their ingenuity to the Divine Nacre’s knowledge and create the wondrous: a great geodesic sphere of air far below the waves. Here, the Sakura trees grow, and the Remainder of Sakurado can breathe deep of the dry air. That they neglected the Bunker was surely coincidental…  The Sakura-Jin begin work on the Forever Monument, a three step PRS Monument! 
 

 Other: 
- MGM suggests the Bloodripper Lands (154) as an ABS base. The Abyssal Stewards recommend 156 instead, as it will be easier to shape the hydrothermal vents in the depths
- CYP suggests Carr-Narin (121) as a DNA base. The Divine Nacres are eager to regain a foothold in temperate seas and would eagerly accept, provided that the families of the Cyphiri provide proper protection from the nearby Black Spot
- The Hymenocera Expanse investigates the location of the Reavers. More details to come with Org actions
TheDarkDM
  
   The Lambent Syndicate   
 Lambent Empress Intan 
Diplomacy 10
Military 10
Economy 7
Faith 1
Intrigue 10

 Expected Stat Increases: +1 Economy  
 ... 
  Actions  
 
  Diplomacy 10  - The Lambent Syndicate reorganizes itself from a Sea Power into the world's first true Empire. 
  Diplomacy  - Press Claim on Region 32 -   15   
  Military  - Sacrifice 1 Unit and 1 Treasure to unlock the secrets of the Redglow in Region 16 (2/2) 
  Economy  - Buy Out TP 3 of Delicate Mussels in Region 32 (Spending 1 Treasure) -   13   
  Economy  - Buy Out TP 1 of Sweltering Abalone in Region 33 -   14   
  Intrigue  - Perfect the Scintillating Twin
 Following the example of the Lighthouse, the Lambent Empress commands the capture of the second Scintillating Twin when it appears in Syndicate waters.  Subjecting the mystic creature to a continuous dose of Siren Extract and the unceasing whispers of Siren priestesses glorifying Randiant Indah and the Syndicate she founded, the Scintillating Twin is transported to Shue'aaz Sho and forced to behold the overwhelming glory of Radiant Indah's passage.  
 
  Non-Actions  
 
 Setia remains forgotten 
 Dispatch information of the Crimson Cuirasses and Papershell Draft-Cuttle technologies to the Lojanese Republic via Cultural Exchange 
 Dispatch information of the Crimson Cuirasses technology to the Lighthouse via Cultural Exchange 
 Resist the Buyout of TP1 in Region 32 by the Cyphri Union -   18   
 Support the Lighthouse's buyout of TP 3  of Aragonite/Calcite in The Khandeeps (Region 25) 
 Calling on their trade post in Neraka Berpasir, the Lambent Syndicate wrangles an exceptional breeding pair of Sandfish.  Over a period of weeks, the pair's qualities are verified, before they are dispatched by armored convoy to be delivered to the Magaramachi Salination with the Lambent Empress' compliments. 
 The Lambent Syndicate and the Splendid Miru Miru sign the Treaty of Radiant Splendor
 
 Spoiler: The Treaty of Radiant Splendor 
Recognizing the growing tensions between the nations of temperate and tropical waters, the leaders of the Splendid Miru Miru and the Lambent Syndicate come together on this day of the sixty-second year of the Great Renaissance to reaffirm mutual admiration.

Let it be known across the seas that the Syndicate and the Splendid Miru Miru publicly recognize and affirm the holy territory administered by each government, to remain sacrosanct against any aggression.

Let it be known that no hostile military action shall occur between the territories and persons of the Syndicate and those of the Splendid Miru Miru, nor shall either government actively aid the transit of third parties intent on hostile action against the other. Further, let it be known that the Syndicate will not condone any hostile intent from its direct vassals towards the Splendid Miru Miru.

Let it be known that outposts of trade claimed by members of the Syndicate and the merchants of the Splendid Miru Miru shall be considered a legitimate enterprise, only to be altered given proper negotiations.

Let it be known that the Lambent Syndicate and the Splendid Miru Miru respect the faiths and philosophies that enrich both seas, and pledge not to proselytize in each others' waters without future dispensation.

Recognizing the shifting tides of politics, neither Syndicate nor Splendor wish to be bound to any pledge indefinitely.  In recognition of this, the leaders of both great powers will reconvene ten years hence to reaffirm this pledge.

This mutual respect stands as steadfast as the trade currents, eternal as Radiant Indah herself. Let none seek to sever them, lest they suffer the wrath of both kingdoms united in righteous purpose.
 
 
 
  News and Rumors  
 
 Taken prisoner at the Fourth Exquisite Gala, the captive members of the Belar family are put on trial before a tribunal of Mistresses.  Though allowed the finest legal minds of the Syndicate to formulate their defense, the cyphri criminals are found guilty and sentenced to death.  Led before a cheering crowd of thousands at Intan's Victory Square, each of the condemned is placed within a specially prepared Radiant Sphere and boiled alive.  As the eldest and most deserving of punishment, Rendal is the last to die, having screamed his voice away while being forced to witness the Mistress' judgement. 
 A letter is dispatched to Ashal Hallus of the Cyphri Union:

 Distinguished leader of the Cyphri Union, know that it gave me great pleasure to punish those who would pollute the relationship between our great peoples.  The screams as we boiled those heretics alive will resonate for many months as music in Indah's great palace, and mark a new era of cooperation between Syndicate and Union.  Please, when you have apprehended the rest of the odious Belar family, send them to me.

The Lambent Empress Intan  
 Following their executions, the bones of the Belar family are added to the towering mass of ivory at the center of Throne's Victory Square.  Rendal's skull is the one exception, claimed by the Lambent Empress and gilded in platinum to join her growing collection of trophies.  As the weeks pass and speculation for the Mistress' wrath towards the Belars circulates through the Syndicate, "Belar" becomes an increasingly popular pejorative term for a foreign barbarian. 
 
Czard
  The Peacekeepers of Surunung 

Rahakera (155), Jyorjyuh (159), Neralam (160), Bertu Kuasalam (193)
Round 21 
 Leader: Umbral Mistress Parapasa Kuasa 
Diplomacy: 7
Military: 8
Economy: 2
Faith: 5
Intrigue: 3
Expected Stat Gains: +3 DIP

 Actions 
 1. DIP  - Sway Aristocracy of Region 161. Use Paper-Shell Draft Cuttle to negate additional distance penalties from brackish borders and Cultural Identity for Sways from Radiant Indah.  Rolled 19 against TN of 12: Success. 
 2. DIP  - Sway Aristocracy of Region 193. Use Paper-Shell Draft Cuttle to negate additional distance penalties from brackish borders and Cultural Identity for Sways from Radiant Indah.  Rolled 19 against TN of 12: Success. 
 3. DIP  - Send Diplomatic Mission northwest of 193 across brackish border, using Paper-Shell Draft Cuttle to mitigate distance penalties from brackish borders and Bioluminescent Navigation if the region is Depth 1, and bringing one of the Abyssal Stewards' sinking stones.  Rolled 13 against TN of 12: Success. 
 4. DIP  - Raise Reputation with the Chelonian Chora.  Rolled 11 against TN of 12: Failure. 
 5. DIP  - Sing with the Chelonian Chora.

 Non Actions 
 1.  Resist all unauthorized sacks, sways, buyouts, impresses, or coercions. Allow conversion of Holy Sites in SUR territory to Radiant Indah by any foreign entity.
 2.  Allow MIR, LSD, and LIT units to access SUR territory.
 3.  Transfer Blood Algae to LSD via Cultural Exchange.
 4.  Spy non-action.
 5.  Lament the fact that the Peacekeepers of Surunung have lost their chance to reorganize themselves from a Sea Power into the world's first true Empire.
 6.  Hinder SHK sack of Trading Post in Region 160.
 7.  Begin Monumental Undertaking (1st of 5 rounds)
 
 Spoiler: The Kuasa's Chosen 
At last, the Kuasa's vengeance on the Bertuagan tribes that had long ago betrayed them had been completed with the conquest and christening of their kingdom as Bertu Kuasalam, the mythical birthplace of the Bertuaga. To celebrate her victory, Parapasa ordered the captured defending Bertuagan soldiers be put to work on a most glorious monument. A Rahaan architect hears Parapasa describe her vision of a massive pedestal to be built in the heart of Bertu Kuasalam lined with statues of the many Kuasa clan heads over the years. In the center of the pedestal would be placed one statue to overshadow the rest, depicting none other than Parapasa herself, the most victorious of the Kuasa. The Bertuagan soldiers captured in the war would carry basalt slabs from Rahakera to Bertu Kuasalam, where Rahaa sculptors would create the statues. While the project was not terribly large in scope, the transport of the materials alone would account for an overwhelming majority of the cost and energy of the project, just so it could be built in Bertu Kuasalam.
 
Tychris1
  The Lighthouse  
   
Ruler: Divine Mistress Adiratna, Lady of the Vessel, First Handmaiden of Radiant Indah, and Keeper of the Blade
Regions: 7, 17, 18, 19, 22, 26
D: 7
M: 7
E: 6
F: 10
I: 6

Actions:
1) Faith: Set 20 HS Faith Bonus to “Indah’s Golden Legions” For Every Two Recruit Unit Actions taken, Recruit an Additional Unit once per turn.
2) Military: Baskoro of the Hidden Table continues the Titan Hunt and tries to TRAP a Titan! (Spend 1 Treasure)  Roll 

3) Economy: Impress Reaved Merchants in Region 17  Roll  (+1 HS Bonus, +3 Rustplague)
4) Economy: Buyout TP 3 Aragonite/Calcite Region 25  Roll  (+2 Support from LSD)

5) Intrigue: SECRET (spend treasure)  Roll 
6) Intrigue: Investigate Explore the Depth of Region 1  roll  (Spending 1 Treasure)

Non-Actions: Resist all conversions and buyouts unless noted otherwise

Support HEX's Buyout of TP 2 of Treasure and Artifacts in Binar Fajar

Attempt to shape our Goddess' influence towards converting to Radiant Indah

Grant the Champion’s Lance to The Everscintillating Goldfin, raising him as a Champion of Indah, and newly dubbed The Golden Host.

Supply LOL with Coralberries and receive a supply of Crystal Chips via our Trade Route to power Indah's Embrace.

Stats next round
D: 7
M: 7
E: 7
F: 10
I: 7

 
 Spoiler: Book Keeping 

Regions Owned: 7, 17, 18, 19, 22 and 26

TPs owned:
Siren Extract TP 2 and 3 Region 2
Treasures and Artifacts TP 1 Region 7 and City (Support)
Delights of Moonlight TP 1 Region 17
Coralberries TP 1 Region 19
Jaderock Coral TP 2 Region 21
Blood Pearls TP 3 Region 26
Tiny Turtles TP 2 Region 28

Units Owned: 3/14 Maximum
Treasure Owned: 3

Heroes:
The Hollow Vessel (Beast) 8
Baskoro of the Hidden Table (Trapper) 8
The Golden Host (Champion) 9

Titan Remains:

Artifacts Owned:
War Palanquin of the Anointed Dead: +2 to Tac Man
The Radiant Blade: When wielded by a commander in battle, Gain +1 to battle rolls per charge on the sword. The sword gains a charge for every 2 casualties in combat and can hold a maximum of 3. Each charge adds 10% own casualties and loses all gained charges if not used in combat for 1 round.
The Round Table: Any country may sponsor The Round Table for one round as a Diplomacy or Economy action. Once per turn, the owner of the Round Table may pay 3 effective regions of distance to skip to a sponsor's capital for a roll relating to a Titan Hunt or Titan-related investigation and receive +1 to the roll. The owner of The Round Table may not sponsor themself.

Champion’s Lance - An arresting armament which goes straight to the point. Effect: Ruler may act as a Champion for a Titan Hunt for the turn using their own stats, OR +1 to a Champion's effective Military score during a Titan Hunt/Duel, OR +1 bonus to an Impress Aristocracy attempt 1/turn.
Beast’s Collar - A primitive choker which holds savagery within. Effect: Ruler may act as a Beast for a Titan Hunt for the turn using their own stats, OR +1 to a Beast's effective Military score during a Titan Hunt/Predatory Privilege Maneuvering attempt, OR +1 bonus to a Sack attempt 1/turn.
Trapper’s Net - A tangled mesh which catches attention. Effect: Ruler may act as a Trapper for a Titan Hunt for the turn using their own stats, OR +1 to a Trapper's effective Intrigue score during a Titan Hunt/for Counterespionage, OR +1 bonus to a Coercion attempt 1/turn.
Stalker’s Cloak - A mundane mantle which wraps up mystery. Effect: Ruler may act as a Stalker for a Titan Hunt for the turn using their own stats, OR +1 to a Stalker's effective Intrigue score during a Titan Hunt/for Infiltration, OR +1 bonus to a Technology theft attempt 1/turn.

Radiant Blade Charges: 0/3

Miracle Communion:
Radiant Indah Followers only take 0%/5% additional casualties from losing Maneuvering when one or both sides are attempting to use the Eel to their advantage.
Radiant Indah Followers are not affected by the increased effective region count for distance losses and distance penalties where the Eel is present or Omnipresent
Radiant Indah Follower Supports will not become Open in regions where the Eel Without End is omnipresent.
Radiant Indah Head may attempt to shape what the Eel Without End converts Holy Centers to when it enters a region for the second time.
The Eel Without End will not Coerce Radiant Indah Follower’s Trading Posts unless those are the only Trading Posts in the region.
Radiant Indah Head may use a Faith action to try to direct the path of the Eel Without End each turn.
Radiant Indah Followers may buyout TP's coerced by The Eel Without End in regions where they have Mercantile Support (or Assistance from another Radiant Indah followers mercantile support) against TN 14

Giantslayers have +1 Depth access and may go on Titan Hunts and have several additional options relating to characters/the artifacts obtained.

[Titan Hunt Mechanics]
A Titan Hunt is a multi-stage process that takes place over several years as the Giantslayer seeks to fulfill their namesake. Each stage requires at least one action and occupies a character (Ruler, General, or Spy), and may have Unexpected Consequences.

Stage 1: Tracking and Studying
An Intrigue action may be used to Track a Titan to find a suitable target; high rolls may make it easier to Study and Trap the discovered Titan. An Intrigue action may also be used to Study a Titan to investigate a known Titan's characteristics, behaviors, and other unique traits, which gives more information about the Titan and may reveal weaknesses or other benefits for later stages.

Stage 2: Pursuit and Trapping
Once a Titan is discovered, a Military action may be used to either Pursue or Trap the Titan. A successful Pursuit results in a slain Titan and an enormous trophy, allowing the Giantslayer to Harvest Remains, while a successful Trapping will allow the Giantslayer to attempt to Tame the captured Titan.

Stage 3: Tame Titan or Harvest Remains
A slain Titan leaves behind Titanic Remains, which may be Harvested with a TN 12 Economy action. A successful roll yields 1 Titanic Remains (2 on a Great Success). More powerful Titans may have greater rewards, and unique Remains may also be possible to acquire from Titans which have already breached [appear in Terror sections and such].

An attempt may be made to tame a captured Titan with a Faith action. The TN and effects of this depend on the nature of the Titan in question.

[Using Remains]

The initial options for utilizing Remains are as follows:
Display Trophy - Can spend 1 Remains as a Diplomacy action to Exhibit Great Work without the use of a Diplomacy 5. The work type will always be 'Trophy'.
Auction Relics - Can spend 1 or more Remains as an Economy action to gain 1 Treasure + 3 Treasure per Remains spent. May not be used to exceed the Treasure Cap.
Prepare Titan-Graft: Can spend 2 Remains as a Faith action to create a Titan-Graft. Grafts cannot be unequipped from a character once equipped, require a non-action to equip to a character, and improve the character in one specific role/capacity. Champions and Trappers cannot receive Grafts.
Craft Titanic Gear: Can spend 2 Remains as a Military action to create a piece of Titanic Gear. Titanic Gear can only be equipped by Champions, Trappers, or Rulers, grant a bonus in one specific capacity, and may be stolen as an Artifact.
Dissect Remains: Can spend 2 Remains as an Intrigue actions to uncover new methods of utilizing or dominating Titans, acquiring a Workshop artifact. Remains must be from a Titan of appropriate type for Workshop in question.

These options may be expanded by acquiring Workshops via the Dissect Remains option.

[Generals and Spies]
By virtue of their experience with Titans, Giantslayers have access to specialized vocations for Generals and Spies, as listed below. Each character may only have one vocation.
 Champions: 
A disciplined vocation for Generals, earned by spending a nonaction to undergo specialized training with the Champion’s Lance. Adept at Pursuit, and capable in Trapping.

When commanding an army, in addition to their personal Tactical Doctrine, Champions have access to a unique Tactical Doctrine, Approach Of The Challenger: On a Tactical Maneuvering victory, a Duel between the Commanders of both sides is rolled, rolling 2d8 plus the commander’s Military score for each. The winner gains a +4 bonus to their battle roll, while the loser suffers a -4 penalty to their leader loss roll; on a tie, both sides instead simply receive a -2 penalty to their leader loss roll.

The enemy may choose to accept the challenge, in which case they gain a +2 bonus on their Duel roll by fighting on their terms, but their own Tactical Doctrine does not activate, even on a Tactical Maneuvering victory. When controlled by a Giantslayer, each relevant artifact and piece of Titanic Gear the Champion carries gives them a +1 bonus to their Duel roll.

Approach Of The Challenger may not be Perfected.

Beasts:
A primal form for Generals, achieved via spending a nonaction to undergo voluntary or ‘voluntary’ transformation with the Beast’s Collar. Adept in Tracking Titans and capable at Pursuit.

When commanding an army, in addition to their personal Tactical Doctrine, Beasts have access to an additional, unique Tactical Doctrine, Predatory Privilege: -1 penalty to own Tactical Maneuvering roll per two total Units involved in the battle on both sides. When controlled by a Giantslayer, each relevant artifact or Titan-Graft the Beast has been granted gives +1 to Tactical Maneuvering when attempting to use Predatory Privilege.

On a Tactical Maneuvering Victory, enemy commander must make their leader loss roll on 1d10 at a -4 penalty; if the enemy commander fails their leader loss roll, they are always killed, never captured. On a Tactical Maneuvering Defeat, the Beast must make their own leader loss roll on 1d10 instead. If a subcommander is killed as a result of Predatory Privilege, their army suffers an additional 10% casualties.

Predatory Privilege may not be Perfected.

Trappers:
An ingenious craft for indirect subterfuge, learned by Spies by spending a nonaction on intensive study of the Trapper’s Net. Ideal for Trapping and capable at Studying Titans.

A Trapper always counts as conducting Counterespionage in their currently infiltrated country, even if otherwise occupied. Giantslayers are likely to find additional uses for their talents over time.

Stalkers:
An artful expertise in hands-on espionage, perfected by Spies through spending a nonaction to spend long hours practicing with the Stalker’s Cloak. Ideal for Studying Titans and capable at Tracking.

A Stalker may Receive a Report from a country they successfully Infiltrate the same turn the country is being Infiltrated, and without spending additional actions. Giantslayers are likely to find additional uses for their talents over time.

[Artifact Effects]
Champion’s Lance - boosts Champions that use it, or bonus to an Impress Aristocracy attempt.
Beast’s Collar - boosts Beasts that use it, or bonus to a Sack attempt.
Trapper’s Net - boosts Trappers that use it, or bonus to a Coercion attempt.
Stalker’s Cloak - boosts Stalkers that use it, or bonus to a Technology theft attempt.
 
Volthawk
 
   The Cyphiri Union   
  Round 21  
 Regions:  Cyph-Arel (122, Capital), Pyl-Garat (129), The Emerald Tidelands (124), Carr-Narin (121, Colony)
 Ruler:  Ashal Hallus
 Faith:  The Flowing Way (The Cyphiri Way)
 Diplomacy  6  Military  7  Economy  9  Faith  6  Intrigue  3
 Voice of Harmony:   Lyric  5  Passion  5
 Merchant Marine 
 
 
  Actions  
 End of Turn Ruler Increases:  +1 Diplomacy, +1 Economy
 
 Buyout TP1 of 32 [Economy] -  19, Success (resistance beaten; 1 Treasure used) 
 The first significant Cyphiri presence in the tropics in the wake of the gala isn't a group delivering the rest of the Belar family, as the Syndicate may have hoped (indeed, none of the Cyphiri in the group are a part of that family), nor is it a group seeking vengeance through strength of arms. Instead, the Cyphiri that arrive in the Protected Stratera, delivered there by the Chelonian Chora, simply talk, about what they think, about better ways to live and be governed. They don't stay long though, conscious of the danger the Cyphiri are in while in Syndicate waters, and travel into the as-yet unclaimed waters to the southwest. There, it seems the main motivation of some of the Cyphiri present is to teach the Syndicate a lesson about freedom of business and healthy competition.  
 Colonise 191 [Economy] -  14, Success (3 Treasure used) 
 Forgot to explain route taken: Jumping to 31 Reefback Nursery (4) -&gt; 32 (1) -&gt; 191 across toxic border (2) = 7, Chora reduction is rounded away, so -4 distance penalty. 
 While some of the group that travelled westward from the Protected Stratera stop to teach, the majority presses onwards. Using grafts designed to survive the toxic waters west of the tropics, and accompanied by sea cows laden with supplies, they finally stop in the open, unclaimed (but toxic) waters by the edge of the wastes, and begin building. They're perfectly polite to anyone who comes to visit their budding colony, even if they're from the Lambent Syndicate (although a particularly canny visitor from the Syndicate might notice their interest in the grafts used to survive the toxic waters - apparently they were under the impression the Syndicate couldn't come to these waters), introducing themself as the Ulnat family and claiming to be uninterested in the disagreement between the two countries and their allies, simply coming here after hearing stories of unclaimed open waters, an incredibly rare thing in temperate or tropical waters, seeking to establish a place of their own down in the tropics. While they're being honest, back in Cyph-Arel their colonisation attempt has come to the attention of certain groups in the Union, who have their own intentions for the fate of the colony...  
 Buyout TP1 of 139 [Economy] -  19, Success 
 The Retainer Guard still needed ammunition for their artillery, after their previous mistake meant they ended up with the wrong supplies, and recent events are only making that need more noticeable. They still had their contacts among the Telan, so they didn't expect many difficulties in securing the supply they needed.  
 Ask the Divine Nacres for help decontaminating 33 (-1 DNA Favour) [Diplomacy] -  16, Success (1 Treasure used) 
 To the south of the new waters the Cyphiri have interests in is a region that's currently uninhabitable due to the immense heat emitted by the abalone that live there at night. When faced with this problem the Cyphiri decide to pursue a tried-and-tested solution to such problems - asking the Nacres for help. Their work in Carr-Narin was...not without cost, but very effective, after all. Visitors from the Hymenocera Expanse do put a dampner in their plans somewhat, but they make sure the Nacres know they're still interested - it might not be directly on their behalf any more, but it's still worth doing for the sake of keeping the neighbours happy.  
 Attend Event - The Lavish Luncheon [Diplomacy] - Unrolled
 
 Spoiler: Subactions 
 
 Give Adventuring Parties to GTZ, MIR and OKI 
 Give Joined-Stalk Companies to OKI and GTZ 
 Give Reanimation Colonies to OKI and GTZ 
 Give Seeker Barnacles to OKI and GTZ 
 Give Travelling Scholars to GTZ 
 Accept Death Commando Conditioning, Indah's Embrace, Scrying and Sojourn Suits from GTZ 
 Accept Blood Algae, Mitochondrial Regulation, Razor Current Netting and Toxic Filtering from MIR 
 Accept Devolving Standards Integration from OKI 
 
Point is, everyone out of CYP/GTZ/MIR/OKI getting what everyone else has so we're all on the same page techwise.
 
 Apo Ario's offer is accepted by Ashal Hallus, the offer sounding quite lovely, and she heads south accompanied by Renald, the Kalan finding himself convinced to let his subordinates take on the load of keeping the Retainer Guard ready for a short while. They're a little alarmed by the idea of the Magaramachi attending, for both the quite obvious reasons and the fact that they were becoming increasingly antagonistic towards the Chelonian Chora, but it's not enough to dissuade them from the opportunity to have a good talk with their friends and allies and share knowledge, stories and experiences, ensuring bonds are strong for the times to come.  
 Sway Clergy of 142 [Lyric - Diplomacy] -  10, Failure 
 Having found people living in the depths south of Carr-Narin, Cyphiri followers of the Flowing Way swim south with songs and wisdom to share. Sadly, the people are unreceptive, having only just learned of the Cyphiri and their ways, the songs of the Chora not enough to bridge the gap between the two cultures.  
 
  Nonactions  
 
 Allow militaries from signatories of the Flowing Peace to move through Cyphiri waters without interference. 
 Treat Cyphiri-owned regions as hostile territory for any and all SHK attacks. 
 Provide Cobalt Dye and Titanic Rune-Carved Fossils to the Ironkelp Order through the trade route. 
 Give Costa Sereia Adventuring Parties and Megafaunal Carvans through the cultural exchange, in exchange for Reactive Refining. 
 Assist all Buyouts of Open Mercenary Retainers TPs in Pyl-Garat (129) from MIR and all non-Tropical countries, Hinder Buyouts from non-MIR Tropical countries. 
 Use Song of Prosperty to create a Trade Route with DRG (-1 CCA Rep, -2 CCA Favours).
 With Tadgceallachmarix showing an interest in the Flowing Way, and the noted similarities between the tenets of the Wings of the World and the Flowing Way's understanding of the world drawing interest from many Cyphiri, the Union calls on the Chelonian Chora for assistance in an effort to make a long-term connection between the two countries. It was more a matter of trade than belief, but still a useful starting point.  
 Spend 1 ABS Favour for +1 Reputation.
 In light of recent events, Ashal Hallus spends more time currying favour with the Abyssal Stewards, with an eye on securing the use of their technology in the years to come.  
 Contribute to Waste Not, Want Not (+1 CCA Favour)
 
 Spoiler: Titanic Rune-Carved Fossils 

Of the treasures found in the wastes, few have quite captured the imagination of the Cyphiri as the bones. Bones of what, exactly, nobody is quite sure. They don't fit any of the current species known to the Cyphiri across the seas, even those far-off polar and tropical waters, and franly nothing alive now is quite as  big  as the creatures that the fossils seem to have once been a part of. Arnel Belar has led the charge in trying to figure out what they once were, and his speculative designs have spread across the Union as something for people to discuss and argue about while the living creatures he tries to make with reanimation colonies...don't quite hit the mark of what it seems like they were in life. Besides their actual physical form, there's also the mystery of their role in the pre-cataclysm world - were these natural species, too large to survive the ravages of the end of the world, perhaps the last of their kind given a solemn funeral? Were they created, much like those used today but on a much larger schedule, the caves where they were found a storeroom that became their graves? And what of the runes themselves? They don't correspond to any known language (and if any of the organisations know, they're not telling), and while some superstituous individuals mutter about curses, most agree that they must have served some practical purpose - perhaps a part of the funeral rites mentioned in the natural species theory, or perhaps a way of marking their details down to the bone if they were an engineered species. To the Cyphiri, they've been a goldmine of speculation, active discussion and storytelling, and sages of the Flowing Way have found trying to piece them into the known stories of the distant past quite useful in trying to ascertain the nature of the past and thus the future.
 
 
 Contribute to Good Names Go to Wastes, Round 1
 While, tragically, Rendal Belar is no longer around to name the wastes he led the discovery of, that doesn't stop the Cyphiri putting forward a suggestion. While Rendal, his first mate and several of his crew were executed by the Syndicate, a significant amount of his people yet live, and they spend a lot of time discussing it amonst themselves, examining Rendal's notes about the region and the strange cubes found in there (the latter having already been passed on the Chora*), and corresponding with the scholars of the Way he corresponded with, in order to come with ideas that they believe Rendal would have wanted for the region. In the end, though, they dismiss those ideas and put forward one that celebrates the man himself, who was the first to chart this stretch of wastes, and who found many of the treasures there and in the other wastes nearby -  Rendal's Vigil .
 *See last round's Waste Not, Want Not submission.   
 
  News and Rumours  
 
 The fate of the Belar family members who travelled south, invited for official diplomatic business, and who were then threatened, imprisoned and summarily executed in a grave miscarriage of justice...it lingers in the thoughts of many Cyphiri. They'd always greatly valued their freedom, their ability to go across the seas and do business as they can, and barring the minor local issue or problems with Reavers or pojan raiders, that freedom had not been infringed. But now, a major power executing those that would exercise their right to choose who they do business with...the seas seemed a little more dangerous these days. Perhaps, many Cyphiri start to say, it's time for the Retainer Guard to do more than just protect our own holdings. Perhaps. For now, though, the Ironkelp Order hears complaints from the Cyphiri in its waters, the attitude in the Union seemingly being that the Syndicate is a threat to followers of the Flowing Way. 
 The news from the Gotezhar about the nature of the Reavers and the Divine Nacres, while not fully confirmed, nonetheless quickly makes it was from the Cyphiri attendees to the rest of their families, and from there to the rest of the Union, and from there to anyone listening. The Cyphiri are...well, they're not entirely sure what this means for their relationship with the Nacres now, awaiting a response from them to what the Gotezhar have to say, curious as to their perspective on this matter - staying secretive won't work forever, if they want to keep friends among the countries of the oceans. 
 The ongoing situation in the north surrounding the Finalists is watched with interest by many Cyphiri, but the Retainer Guard does not intervene. It seems like they're preparing themselves for something else, and can't afford to risk the manpower helping to stop the group. These preparations also pull Mathias away from his work in Carr-Narin, a fact that he's apparently quite vocally annoyed about to anyone who would listen, particularly as it was during a particularly delicate phase of using the Piryon Ma'yan. 
 
  Houses and Families of the Cyphiri Union  
 
 Spoiler 

Note: Actions done in the current round aren't factored into this writeup. If something the Cyphiri own isn't listed here, then either I forgot about it or (hopefully more likely) it's something that no one family particularly owns - this is how I've treated the Chora-created trade routes, for instance, and odds and ends like the Cultural Exchange with Costa Sereia. Holy sites are gone because they're just a pain to keep track of and do retroactively.

These days many families are organised into Houses, a group of families led by a family that is part of the Union Council that have certain legal and economic ties and obligations, so the following is organised to suit. As always, there are many more families than this (in and out of the listed Houses), and more Houses, but these are the ones mentioned in the fluff so far and the currently living characters within them.

  The Council Fund  
 TPs:  122.1, 140.1
 Supports:  129 (Aristocratic)
 Other:  Arthan's Head, Renald
The Council Fund is organised like a Cyphiri family but without any kind of central bloodline, its numbers drawn from every Union Council family - the family itself, not the wider House (a technicality based on the wordings involved with the laws that established the House system, but one few of the Council families wish to change). Similarly, a significant amount of its assets come from the Council families, one of the obligations involved in joining the Council being to contribute a proportion of their assets to the Fund, the rest being assets created by the Fund using those contributions. Its role in the Union is intended to essentially be a neutral party and wealth reserve, one not beholden to one family, although council families use past loyalties and political maneuvering to push their interests, and in the restructuring of the Union House Hallus has more influence than the dominant family would have in the old days of the Union. One of their major roles is that of managing mercenaries - the Retainer Guard is a force of mercenaries hired on a long-term basis that answer to the Fund and are sent out as and when a family requires assistance beyond the scope of their own mercenaries, and if the Cyphiri ever go to war it is the Fund that will have military command (under the guidance of the Council). Beyond that, they're also the major investor in the photospore networks across Cyphiri waters and out to major Cyphiri holdings elsewhere, they're one of the largest buyers of Cyphiri gold, and they're the caretakes of Arthan's Head who decide which families can hire it out.
 - Renald: The current commander of the Retainer Guard, having been chosen by Artan (the Cyphiri who was the main driving force behind the establishment of the Guard) before her death. While lessons learned from Artan's studies of various militaries and from previous work for the Kalan Company are useful, he claims that his main edge as a commander comes from understanding the mentality of his men, former mercenaries secured with longterm contracts, and putting their tendencies and flaws to the best use possible. He's close to Ashal Hallus, having learned the songs she developed with her father about battle and triumph, putting them to use in war.

  The Order of Knights of the Cavern of Arthan  
An order of knights in the Middish fashion, established in the Union after it was suggested by Grand Master Martin. While many of the Knights of Arthan display the typical Cyphiri reluctance towards personal combat and instead prefer support roles and logistical roles, some are prepared to fight and put their former experience as opportunity scouts to work by serving as a flexible skirmishing force to the Kalan-dominated Retainer Guard's solid core. Others patrol the Union's water or protect Cyphiri followers of the Way as they spread their wisdom across the seas,

  House Hallus  
 TPs:  122.2, 173.1, 186.1
 Supports:  122 (Aristocratic/Mercantile), 91/101/111/126 (Aristocratic)
 Other:  Cultural Exchange with COS, Lesser Piryon Ma’yan
 House Families:  Belar
Once just the most important family in the field of research and development, the Hallus family are now the most powerful family in the Union. After taking the position of the Ulnesh, the Hallus family have set about restructing and legalising many aspects of the Union Council and the wider Cyphiri Union, leading to the establishment of the House system and the Union's current strength.
- Ashal Hallus: The current leader of House Hallus, and thus the wider Union, taking over after her father's death. Her education, and her father's efforts to give her the best start possible by drawing on the expertise of sages of the Flowing Way, led to techniques of prophecy-guided education still used across the Union. She's a little more direct in mindset than Baran was, and her time at the top has seen the Retainer Guard acquire greater funding and manpower, and the songs of Passion taught to its leader, in preparation for taking a more forceful role in the fates of the seas.
- Pelir Hallus: Formerly the pioneer of Hallus biotech research, and an influential member of House Hallus. These days, she's retired and lives out the last of her days in Cyph-Arel, sending messages to some old friends in Costa Sereia and a few other scientific minds she'd previously overseen exchanges of knowledge with, leaving politics and active research to younger Cyphiri.
- Lanit Hallus: For a long time, Lanit was one of her House's main diplomatic agents and representatives, spending her youth in Orope before her failure to help control unrest there left a stain on her record, before facilitating the much more effective confederation of the Emerald Tidelands. Her career was quiet for a while after that, besides the occasional trip abroad to represent the Union, until she left for the brackish waters nearby to Cyph-Arel to help with post-Reaver reconstruction. While there, she's married into one of the larger swarm-keeper families and helped in their attempts to expand their influence in the region, and bring them all round to supporting the Union, preparing for the moment the child she's had there inherits it all.

 Belar 
 TPs:  W35.1
 Supports:  140 (Mercantile)
 Other:  Wayfinder, Gulgolet Shero'ah Hakkol
A small family of explorers, eager to strike out into the unknown to find enough of value to make them rich. They established a mutually beneficial relationship with Pelir Hallus some years ago, with her finanicially backing their expeditions in exchange for her hearing first about their results and in general keeping the spark of adventure going within the Union, and with the establishment of the House system they've fallen fully under the banner of House Hallus. They're also the ones in charge of waste exploration and exploitation, journeying out in their ship, Wayfinder, and using gifts from the Abyssal Stewards to find anything of value out there. Recently, they've been in a state of shock following several shake-ups - some are on the happier side, Arnel Belar's breakthroughs leading to profitable deals with the Retainer Guard and foreign interest in their designs. However, the biggest change has been rather darker - the execution of a dozen family members, including Rendal Belar (the original captain of Wayfinder and a greatly influential man both within the family and across the Union), by the Lambent Syndicate. The family as a whole has a strange mood at the moment, a mixture of melancholy and anger depending on who you ask, and it's unclear what stance they'll take when the silt settles.
 - Retak Belar: The head of the Belar, and one more focused around the ecoomics of their operations than the actual work they carry out. As such, he's very close to the Hallus, wanting to ensure further funding and the other benefits of being part of House Hallus keep coming. His position as head of the family looks to be under threat, though - he's still technically on top, but many Belar aren't respecting his wishes in the fallout of the executions, and many immediately under him in the hierarchy are discussing whether it'd be better to have a new leader to bring the family through this tumultous waters and into a brighter future.
 - Arnel Belar: One of the three top researchers below Pelir. Keeps well-informed about discoveries across the world, and primarily works with networks of small interconnected organisms. His invention of reanimation colonies was a triumph, yes, but since then he's found himself...dissatisfied with the colonies and how the creatures he's made from ancient bones move and function, leading to himself busying himself with attempts to refine and improve the technology. He doesn't seem to have realised that Rendal is dead, and nobody's had the heart to tell him.
 - Olnet Belar: The new captain of Wayfinder. The ship hasn't left port since the death of Rendal, his first mate and several other crew members, as although Olnet was able to find volunteers to bring up the crew's numbers the woman herself has found herself reluctant to set off and truly accept Rendal's loss and her new position.

  House Ulnesh  
 Supports:  101/122/141 (Clerical), 124 (Clerical/Aristocratic), 170 (Mercantile)
 House Families:  Carral
The dominant power in the Union whe it first started venturing beyond Cyph-Arel, before the ascendancy of House Hallus (then merely the Hallus family, before the system of Houses were introduced) led to them losing that status. In the old days, the Ulnesh used their strong agricultural base and canny uses of leverage and obligation in politics to keep power, before finding that the Hallus were better at it and the growth of the Union and other families led to their hold on the food supply rapidly slipping, and these days they've turned to other niches - priamrily, those regarding the Flowing Way. They've always had a great deal of influence among those families entirely dedicated to the Way, such as the one that manages the Grand Archive, and they've leveraged that influence to carve out a new place for themself in the Union (after all, the Cyphiri don't expect sages and monks to be ascetics, and paying for guidance is perfectly acceptable) with Werran Ulnesh leading the charge. There was once a great rivalry between Ulnesh and Hallus, strengthened by the Hallus takeover, but these days they're almost cordial after House Hallus helped the Ulnesh secure a strong presence in the Emerald Tidelands in exchange for support in the Union Council, and increasing amounts of Ulnesh are finding the power they have through the Flowing Way is just as good as that they had by ruling the government.
 - Werran Ulnesh: A devoted follower of the Way, close to Garren, excited to spread the Flowing Way to new lands, very curious about the way other countries and faiths work. He became the most influential Ulnesh after their fall from dominance, as his rapport with Cyphiri followers was separate from his family's business, and since Garren's death has taken control over the family as it focuses on its new direction. By all rights, the man should be dead by now, between his age and his love of good food, but yet he somehow keeps on going without a care in the world.
 - Relas Ulnesh: The member of Ulnesh's leadership council most pushing for them to retake the top spot and the main opposition to its current direction, fighting against the tide of opinion within the House. She was originally Garren's preferred successor, but in the years before his death disagreements between the two meant she lost his direct support and Werran was able to take leadership. She's proven herself to be a competent leader in her position, though, putting to bed many doubts people had when she was younger, and it seems that despite her views (ones the House's ruling coucil believes can be restrained) she'll likely be the one who will succeed Werran if the man ever dies.
 - Neyran Ulnesh: The head of House Ulnesh's research and development. She still keeps an interest in the agricultural fields that originally gave House Ulnesh its edge, even while the focus of the family switches from science and politics to faith and philosophy. Besides that, she mainly works with the creations of others, working to integrate foreign biotechnology and ideas with Cyphiri methodology. She's effectively become the most prominent scientific mind in the Union, politically speaking, as out of Pelir's three chosen successors Arnel barely leaves his work and Rala has an abrasive personality, leaving Neyran to coordinate with other countries and families and push the Union as a whole further into the unknown.

 Carral 
 TPs: 
 Supports:  123 (Mercantile)
 Other:  Carr-Narin (121)
A family who have engaged in various ventures over the years, with varying degrees of success. Originally, they tried to work with the Bone-Grinder's Guild in the Hansea, but that achieved little besides finding Kral-Katena, the region where they'd end up focusing their business for decades. Disruption and damaged caused by pojan raiders, and the opportunity to claim what would become Carr-Narin after the waters were violently decontaminated, forced them to take another risk, settling the barren landscape of Carr-Narin and making their own settlements, trying to echo the success of the Pylet in Pyl-Garat.

  House Telan  
 TPs:  109.1, 118.1, 118.2, 134.2
 Supports:  126 (Clerical/Mercantile), 139 (Mercantile)
 Other:  CYP-OKI Trade Route
 House Families:  Kelad
The Telan were originally a minor family in one of Cyph-Arel's cities, but found an opportunity in the early days of the Union's history, establishing a network of camps, rest stops and small businesses catering to those travelling between Cyph-Arel and Orope. They also once had control over part of Orope's Giantsbane Seed industry, but politics and the needs of the Order forced them to allow the Gotezhar to take control of these. That's proved to be a blessing in disguise, though, as they were able to take the proceeds from that exchange and put it into investing in Ruwa Mai Juyawa, eventually gaining total control over the sea cows farms and selling them for various purposes across the Union and nearby waters.
 - Yanmet Telan: The current head of House Telan. In the days where the Telan were focused around Orope, he dealt with business on the Cyph-Arel side of the trade route, leading to him feeling little attachment to Orope itself - he's still on good terms with the Order, given they control Ruwa Mai Juyawa, but he considers it very much a business relationship rather than a friendship, even if many in his family disagree.

 Kelad 
 TPs:  117.1
 Supports:  118 (Mercantile)
Another minor family, and one that's been very active in sending out opportunity scouts to the regions nearby to the Cyph-Arel - Orope trade route. They're not planning on making many big attention-grabbing moves for the time being, but have a plan to acquire resources vital to the efforts of other families and sell it on to them at a profit. In the past, when the Black Pearls were strong, they had a lot of troubles with the organisation interfering in their business, and in recent years have been very friendly towards the sereia after the Costa put a lot of work into dealing with the problem - something the Union Council had always been reluctant to commit to.
 - Nalrin Kelad: The new head of the family, after the old one died of disease. She gained her influence in the wake of the disruption brought by the Black Pearls, being one of the most outspoken when it came to the Kelad's views on the syndicate, but now that the Black Pearls are barely around any more, she's searching for a way to keep her position and prove herself as more than just a loud voice, looking for something that'll push the family to new heights.

  House Pylet  
 TPs:  129.2
 Supports:  125/129 (Mercantile)
 Other:  Pyl-Garat (129), The Union Mercenary Exchange
One of the stronger Union Council families, one that constantly struggles against its obligations to House Hallus and the Council Fund. They were the first to heavily support colonisation attempts, leading to strong hold on the settlements and government of Pyl-Garat, and their crowning achievement has been the creation of the Union Mercenary Exchange - while they don't have full control over the organisation, after a rather blunt reminder from the Council Fund and House Hallus over where their loyalties should lie, it's still brought a great deal of profit and influence to the House. A little strange among the Houses of the Union Council in the sense that the majority of their number don't follow the teachings of the Flowing Way, instead following the tenets of Sakurado and allowing their priests a great deal of influence.
 - Hapat Pylet: The head of the Pylet family, the main family in control of Pyl-Garat. Doesn't have the best reputation among followers of the Flowing Way, frquently making statements that are critical of the Way. The man himself appears to follow neither the Flowing Way (as most Cyphiri do) or Sakurado (as many in his family do), even as his advancing age makes questions of the end and the point of it all increasingly relevant, still focusing on the material and practical matters of succession rather than his own fate.
 - Rala Pylet: One of the three top researchers below Pelir. Primarily interested in the animals of the oceans, and the ways that their traits can be used in biotechnology. She's the frontrunner among the members of House Pylet's ruling council to replace Hapat when the time finally comes, despite her personality leaving her ill-suited to diplomacy - after all, many Pylet like that about her.
 - Kyran and Wenil Pylet: Two of the main marketers for the Union Mercenary Exchange, charged with the duty of spreading news of its construction and the services it provides,and convincing countries across the oceans to invest in a presence there and to hire some mercenaries. The two have had...mixed success, but they're happy as long as they're together.

 Melrit 
Originally a small family with few prospects, but one that has experienced large amount of growth in the last few decades after their leader saw a niche to explot - providing news to the Union and the world. There was a lot going on these days, after all, and the Melrit saw an opportunity to market that to those interested in the wider world but unable to go see everything. With support from House Pylet, they've established a network of offices and photospore lines that gather up stories from across the known ocean, and a large central building in Pyl-Garat where they edit the stream of information down into something palatable for their customers - primarily other Cyphiri, given their boundless curiosity, but as time gone on certain individuals elsewhere have been visiting their field offices in the interests of recieving a copy of the final product.

 Leyrn 
A minor family, primarily providing transportation services within Pyl-Garat. The actions of one particular member, despite having nothing to do with the family, has nonetheless drawn some attention to their businesses, something they've been trying to take advantage of while simultaneously hiding a few shady practices they'd been engaging in.
 - Taran Leryn: An artist with a dream - an immense artwork, made from carving and decorating the stone itself, that in its totality serves as a illustration and celebration of Cyphiri history. He'd been trying to find patronage and funding to make it happen for years, until finally finding backing from the Council Fund. He's currently in the process of making his vision a reality, travelling Cyph-Arel to make sure none of the teams hired to do the physical work fail to carry out his artistic vision.

  The Ironworker Families  
 Other:  Vril Ironworks
Families (in the Cyphiri legal sense, lacking much in the way of blood ties) primarily consisting of Tails finding new kinds of work in the wake of changes in the Emerald Tidelands and the new opportunities confederation with the Cyphiri have presented, the ironworker families focus their bonus around the gathering of hematite flakes, the process of turning those flakes into usable metal, and the actual work of making that metal into useful equipment. Vril Ironworks is the center of their operations, a network of facilities owned collectively through a complex system of procedures where ownership shares play a major role - currently the sereia own many of those shares, but many of the ironworker families want to change that.
 

  Statistics  
 
 Spoiler 

 Special Actions Available:  Diplomacy 5, Military 5, Economy 5, Faith 5
 Special Actions Used: 
  Diplomacy  
 
 Spoiler 

 Reputation/Favours 
 The Abyssal Stewards:  Rep 2, 1 Favours (Expected Change: +1 Rep, -1 Favour)
 - Welcome: +1 to resist Sacks and Coercion
 - Friendly: +2 to resist Secret Actions
 The Chelonian Chora:  Rep 3, 0 Favours (Expected Change: -1 Rep, -1 Favour)
 - Welcome: +1 to resist Supports becoming Open or Unruly
 - Friendly: Distance Losses triggered every fourth region; -0.5 distance penalty (-1 if target is adjacent to/has a CCA base)
 - Favoured: Can pay 4 regions to ship to a region with a CCA base from another CCA base; can Seek Aid after an action has been rolled 1/round
 - Voice of Harmony:  Various benefits  ( Passion rules )
 The Divine Nacre:  Rep 2, 0 Favours (Expected Change: -1 Favour)
 - Welcome: +1 to Exploration, Prospecting and Colonisation
 - Friendly: +2 to Investigations
 International Prestige:  Prestige Rank 2, 0 Prestige (Expected Change: None)
 - Respected: +1 to Establishing and Pressing Claims and Promoting Claimants
 - Admired: +1 to attempt/resist Sway and Impress actions

 Bases 
122: Reefback Nursery
124: Smoking Garden

 Cultural Exchanges 
Costa Sereia

 Cultural Identities 
Troubled Supports (Sway and Impress Reaved and Unruly factions)

 Great Works 
The Palranic Anthology (Literature; kept in Cyph-Arel)
 

  Military  
 
 Spoiler 

 Units:  5 (Expected Change: +1)
 Unit Cap:  14 (Base 3 + 3 Regions + 7 Supports + 1 Wonder)

 Aristocratic Support 
91, 122, 129, 101, 111, 124, 126

 Generals 
Note: Generals with a Passion score are War-Singers, ruler is always a War-Singer
Renald (Mil 8, Passion 7): Prime Targets (Free Sack attempt on offence, -2 enemy leader loss on defence, -20% own and enemy casualties)

 Perfected Tactical Doctrines 
None

 Fortresses 
None

 Military Technologies 
    Technology 
 Type 
 Effect 
 Requirements 
 Met? 
 
  Supermarine Artillery 
 Dropping Weapons 
 +1 to battle and maneuvering rolls in Depth 0 regions 
 Supernatic Propogation, Photospore Signalling, R: Giantsbane Seeds 
 No 
 
  Reanimation Colonies 
 Warbeasts &amp; Mounts 
 -10% own casualties 
 Graduated Symbiosis, R: Corpses/Skeletons 
 Yes 
 
  
 

  Economy  
 
 Spoiler 

 Treasure:  5 (Expected Change: -1; Rate 3 - 5 Actions + 1 Mammomachines)

 Trade Posts 
 Effective Total TPs  25
 Treasure Rate  3

 Foreign TPs with Owned Mercantile Support  4
    Trade Post 
 Resource 
 Use 
 Support 
 Rate 
 
  109.1 
 Swarm Ash 
 Bitter Tourism 
 Open 
 1 
 
  117.1 
 Biolumiscent Tunicates 
 Support of 118, Holographic Certification 
 Open 
 1 
 
  118.1 
 Domesticated Sea Cows 
 Support of 126/139 Megafaunal Caravans 
 Cyphiri 
 2 
 
  118.2 
 Domesticated Sea Cows 
 Support of 126/139 
 Cyphiri 
 2 
 
  122.1 
 Native Gold 
 Joined-Stalk Companies 
 Cyphiri 
 2 
 
  122.2 
 Native Gold 
 Joined-Stalk Companies 
 Cyphiri 
 2 
 
  124.C 
 Hematite Flakes 
 None 
 Costa Sereia 
 1 
 
  127.1 
 Ray-Ear Seaweed 
 Support of 121/122/123/140, Oxygenating Implantations 
 Costa Sereia 
 1 
 
  129.C 
 Mercenary Retainers 
 Union Mercenary Exchange 
 Cyphiri Union 
 2 
 
  134.2 
 Cobalt Dye 
 None 
 Costa Sereia 
 1 
 
  140.1 
 Scouring Serum 
 None 
 Cyphiri Union 
 2 
 
  142.2 
 Hollow Sunfish 
 None 
 None 
 1 
 
  173.1 
 Tiny Tubeworms 
 Filtration Grafts 
 None 
 1 
 
  186.1 
 Mammoth Seals 
 Seeker Barnacles 
 None 
 1 
 
  W35.1 
 Titanic Rune-Carved Fossils 
 Reanimation Colonies 
 None 
 1 
 
  
 Mercantile Support 
118, 122, 123, 125, 126, 129, 139, 140, 170

 Cities 
Union Mercenary Exchange (129;Mercenary Retainers TP + Sacks)

 Trade Routes 
Cyphiri - Ironkelp Knights
Cyphiri - Kar-Nath Hegemony
Cyphiri - Chelonian Chora (Firstreef)

 Specialised Ships 
Wayfinder

 Civilian Technologies 
    Technology 
 Type 
 Effect 
 Requirements 
 Met? 
 
  Composite Grafting 
 Starter 
 None 
 None 
 Yes 
 
  Graduated Symbiosis 
 Starter 
 None 
 None 
 Yes 
 
  Megafaunal Tailoring 
 Starter 
 None 
 None 
 Yes 
 
  Photospore Signalling 
 Starter 
 None 
 None 
 Yes 
 
  Supernatic Propogation 
 Starter 
 None 
 None 
 Yes 
 
  Trophic Deconvolution 
 Starter 
 None 
 None 
 Yes 
 
  Anoxic Adaptation 
 Border (Access) 
 Cross Brackish Borders 
 Composite Grafting, Trophic Deconvolution 
 Yes 
 
  Bitter Tourism 
 Border 
 Cross Glacial Borders 
 R: Heat Source 
 Yes 
 
  Filtration Grafts 
 Border 
 Cross Toxic Borders 
 Composite Grafting, R: Filter Feeders 
 Yes 
 
  Electrodialytic Staurozoa 
 Distance 
 Ignore the distance penalty from Briny borders, doesn't affect distance losses 
 None 
 Yes 
 
  Papershell Draft-Cuttle 
 Distance 
 Ignore the distance penalty from Brackish borders, doesn't affect distance losses; +1 Prospect in depth 0 Colonies 
 Supernatic Propagation, Anoxic Adaptation 
 Yes 
 
  Megafaunal Caravans 
 Distance 
 Reduce the distance penalty for Economy actions by 1 
 Megafaunal Tailoring, R:Food 
 Yes 
 
  Bioluminescent Navigation 
 Depth 
 Allows access to Depth 1 regions 
 Photospore Signalling 
 Yes 
 
  Oxygenating Implantations 
 Depth 
 Allows access to Depth 2 regions 
 Composite Grafting, Bioluminescent Navigation, R:Photosynethic Organisms 
 Yes 
 
  Holographic Certification 
 Action Bonus 
 +1 to resist Undermine Support actions 
 Photospore Signalling 
 Yes 
 
  Joined-Stalk Companies 
 Action Bonus 
 Expeditions reward 1 Treasure instead of +1 to a Buyout, Great Success gives automatic control of a TP instead of 1 Treasure, wastes exempt. 
 Composite Grafting, R: Precious Minerals 
 Yes 
 
  Adventuring Parties 
 Action Bonus 
 Can send Missions from any region with owned Aristocratic Support 
 Photospore Signalling, R: Skilled Labour 
 No 
 
  Seeker Barnacles 
 Action Bonus 
 Can send Expeditions from any region with an owned Trade Post 
 Graduated Symbiosis, R: Megafauna 
 Yes 
 
  Traveling Scholars 
 Ruler 
 Roll and drop 1 additional d4 when adopting a new non-dynastic ruler 
 R: Talented/Knowledgeable Labour 
 No 
 
  Mamomachines 
 Economy 
 Regain 1 Treasure per 3 spent in a round 
 None? 
 Yes 
 
  
 

  Faith  
 
 Spoiler 

 Faith Holy Sites: 
 Clerical Support 
101, 122, 124, 126, 141

 Organised Faith Bonuses 
+1 to Impress Actions
Cultural Identity for Buyouts
Prophetic Education (Roll twice for Economy and choose either result when changing rulers dynastically)

 Artefacts 
 Arthan’s Head  As an action (that can be associated with any stat), the owner of Arthan's Head can select a region for the Head to focus on in the next round. This provides a +1 bonus to all actions targeting that region that use the same stat as the action used to focus the Head in the round before.
 Shero'ah Hakkol  One Prospect action per turn in a Wastes region gains a +2 bonus.
 Lesser Piryon Ma’yan  Reduces the action cost of Projects in one region by one action as long as exactly one action’s worth of progress is added to the Project each turn and the Piryon Ma’yan remains in the region the entire time. Currently applicable to Projects with an action cost of 5 (or more). As the Piryon Ma’yan grows, this effect may improve.
 Shadow Pearl  Satisfies Scrying resource prereq, can Seek Aid as a non-action 1/round - if this would make a fail a success the pearl goes Lambent and can't be used. If 2+ pearls are Lambent, reset all pearls and gain Faith if yours wasn't (see miracle for extra details).

 Holy Orders 
None

 Miracles 
Bones of the Ocean - Wastes TPs owned by Cyphiri Way countries count as Holy Sites
 

  Intrigue  
 
 Spoiler 

 Spies 
None
 

  Claims  
 
 Spoiler 

122 - Historicity, Integration
124 - Confederation
126 - Marriage (Strong)
 

  Total Passive Effects  
 
 Spoiler 

 Borders: 
Access Depth 2, Brackish, Glacier, Toxic
Ignore penalty for briny and brackish borders 2/round each, non-battle uses only

 Actions 
Economy actions: -1 Distance Penalty
Buyouts: 2d8 CI
Impress: +1 Prestige, +1 Religion, 2d8 CI if Unruly/Reaved
Sway: +1 Prestige, 2d8 CI if Unruly/Reaved
Exploration: +1 Nacre Rep
Prospecting: +1 Nacre Rep, +2 Artefact (1/round, Wastes only), +1 Tech (Depth 0 only)
Colonisation: +1 Nacre Rep
Claims: +1 Prestige

 Defensive 
Resist Coercion: +1 Steward Rep
Resist Sack: +1 Steward Rep
Resist Secret: +2 Steward Rep
Resist Supports becoming Open/Unruly: +1 Chora Rep
Resist Sway/Impress: +1 Prestige
Resist Undermine: +1 Tech

 Misc 
Merchant Marine: Extra Economy action, 15 treasure cap, can spend 3 treasure on a roll, foreign TPs in mercantile support regions count towards treasure, can provide two resources through a trade route
Friendly with the Chora: -0.5 distance penalty (-1 if target region has/is adjacent to a Nursery), unit distance losses triggered every 4 effective regions
Favoured by the Chora: Pay 4 regions to skip to any region with a CCA base for distance penalty purposes, make 1 post-roll Seek Aid a round
Building Materials: 1/3 project actions count double
Mammomachines: Gain 1 Treasure for every 3 spent in a round
Joined-Stalk Companies/Seeker Barnacles: Expeditions can be made from any owned TP, and rewards are changed to 1 Treasure on success/automatic control of a TP on great success

 Union Mercenary Exchange 
+1 to Mil actions in 129 (own Aristo support)
Can always coerce trade posts in 129 (own Aristo support)
+1 unit cap (own Merc support)
1 extra defender in 129 (own Merc support)
2/round, spend 3 Treasure to recruit 2 units with one action (own region and both supports)

 Polar-Confederate International Bank Membership 
+2 Treasure Cap (17 w/ MM)
Can spend one extra treasure on Economy rolls (total +4 w/ MM)
May transfer 1 Treasure to other bank members per round as a nonaction
+1 to resisting Sacks and Coercions within regions owned by Bank members
 

 
Feathersnow
 
  The World Garden 
 SKR 

PRIMARCH PETRIX THE PIED PEARL 
10 Diplomacy
8 Military
7 Economy
10 Faith
5 intrigue

 Diplomacy 10a  Curry Favor with the Chora
 Diplomacy 10b   Curry Favor with the Chora.

 The Prodigal Daughter, MRK, has returned.  In the wake of the Reaver attack and the fall of the Holdfast, her new mind abilities unite the World Garden anew, supplanting the increasingly beleaguered Primarch.

 But, even in disaster, she bears grim tidings.   We must prepare for war against a monster beyond our imagination, a threat to the sacred earth itself!

After much deliberation, it is decided allies must be sought.  The Chelonians, while unbelievers and strange, share many of our values and methods.  Even more, they have a presence beyond the Temperate zone.

We were unsure what to give them, we have little of value besides secrets not our own.... 
 Diplomacy  With the unexpected help of The Kelpie, another attempt is made to Diplomatically end the hostility of the aristocracy on 107.  It is infested with MRK and ridden out to inspire the elites!

 Roll 
 Success? 
 Military Raise 1 unit
 The war against the Finalists is dragging on, new troops are needed, then Reavers strike a traing creche! A new strategy is tried-  cloning Remainder Drones to fight against their natural Worker sisters. The surprising inability to accelerate their aging compared to Astartes further delays the new troops deployment... 
 Military  Provide active defense of Umbergy. Clös uses 2 Gardener units, Witness of the Great Commission Doctrine, and any units and technology supplied by Costa Sereia.

 Clös calls in auxiliaries from the Costa Sereia in exchange for a promise of leasing them experimental city-building goats and launches a defense with Witness of the Great Commission Doctrine, attempting to counter their attempts to reconsecrate the Cenotaph and take the ruins of the Final Bunker.  
 "Secret" action 
 Non-Action  Ask the Chora to appease the unruly merchants of region 176 in exchange for military support from OKI by opening a second front with the Finalists.  This takes my last treasure.


 Non-action  ask the Nacres to Explore region 148
 After the Nacres refuse to explore the terrestrial wastes Northeast of 117 on the sensible basis that they can't even if they wanted to, which they really didn't in any case...

...
Petrix pulls out a map and asks them to explore a region in the tropics.  It is of no value, strategic or ritual, to the World Garden but the Rilantoans demand exploration! 
 Non-Action  Gift a Shadow Pearl to the Gotezhar via trade route.

  To the probable annoyance of the Divine Nacres, the studied insult of denying a Shadow Pearl to the Gotezhar is remedied, in exchange for a promise to use the Black Pearl-made ship, the  Tipsy John,  in a Chelonian ritual should the Songsages agree one day 
 Non-Action  Permanently gift a TP of Barnacle glue to the DNA to assist in their repairs.

 This is a time to pull together! 
 Spy action  MRK attempts to try to find what the Pearls could not regarding the fall of the Holdfast! 
 
 Spoiler: PRS Monument 2/3 


Having built an aerosphere under the waves to simultaneously edify and insult the Remainder about the glory of Sakurado, a further mockery was in order.

The Gardeners built an artificial cave covered on every surface with variations on traditional Dashasham tile art.  It was a veritable museum when it was done, showcasing every theme, medium, shape, and genre of tile art, from those used by the Precursors to those employed in the colony at Tair, and even the related woodcarving found at Qzzry'ya.

This museum was also a food bank for those displaced by the constant Finalist counter-invasion.  In exchange for listening to Sakurado propaganda, any Remainder civilian could get a bound megashrimp that might represent the only meal they need in a week.  They need only walk past the two new Sakura-Jin constructions and the still abandoned Final Bunker.
 


Projected growth-

+1.5 Diplomacy +1 Military +.5 Intrigue

New Leader next round.

 After repeated failures, Petrix abdicates in favor of MRK, disappearing from public life.  

New stats:

6.5 Diplomacy
7 Military
3 Economy
3 Faith
4.5 Intrigue
Epinephrine_Syn
    T I TAN  t   OF  I NDUSTRY       
Turn 21
  ? ??????  ? ?????    
   
 
   MAWbel v2.15       [   Songstress   ]  
 Dip:   [   7   ] 
 Mil:   [   4   ] 
 Eco:   [   8   ] 
 Fai:    [  10  ]  
 Int:   [   7   ] 

Next Turn: Dip +1, Eco +0 OR 1, Mil +1

   Magma Pulse :     [   2   ]  
 Stat Actions Summary  Eco  Dump Site 61&gt;54 1/3
Nursery 1/2
Treasure 2/2
 Eco/Fai/ Ind  Triple Combo Happy Meal:  Consecrate The Mimic!Merchants in the name of  Industry  / Transform the Maleficent Jello into Maleficent Jello [The Mimic[The Banished Merchants]]/ Grant The Mare A Steed, spending 2d3 Treasure.
Mammos has had its turn. Now Mawbel strives to place her own ideals into The Astral Menagerie.
 Specifically, investing the 2d3 that would have been generated by the Mimic!Merchants. Negate their Treasure Generation Roll this round. 
 Mil  Perfect Doc Get from GRV [Dissertation In Practice]
  Welcome Sersi To Verja. Together, this hallowed night, The Great Debate rages on in a much,  much  more literal fashion.  
 Mil  Mantlecracker Research Facility 1/4
Nursery 1/3
Treasure 2/3
 Dip:  Sway 47 Aristocracy, Spending 3 Treasure  (Roll = 15 Success) 
 Dip:  Sway 53 Merchantcy, Spending 2 Treasure,  Roll = 15 (Success) 
 Major Nonactions Glossary Give the Mare a Steed.
Respond to  [Circumstance] A Message for Mawbel .
Resist Reavers through the Aristocracy Node, along with Kreel And Friends, Spending 3 Treasure.
Provide Resources to DNA for Stopgap Supply Run.
Trade Technologies to GRV.
Note on SEN not paying its debt.
Submit a Name for Good Names Go To Wastes.
Opulent Optics Raise Prestige.


Action Fluff
   Triple Combo Happy Meal  
  The stars align.   
There are a scant few things that would shake Mawbel from her reverie in productiveness, she's got a lot of diplomancing to do before she can get to the fun part of hard work, and the glimmer of something glorious is within her sight. A literal once-in-a-century opportunity to do something grand is on that short list. These Mimics are not unlike those Merchants she consecrated before. Before in the name of   Prosperity   in concert with Mammos.

A memory stirs, manifesting as a blind spot in her retinal opticons. Mammos is gone now, naught but the reverberations of faint whispers centered upon the Riftborn, the aftereffects of it lingering. She uses the power that has been left to her hands yes, both literal and figurative. Others commune through the Greed God with the Crown,  yes . But to her, for a long time, there has only been silence. The others, the Gravetenders, the Herrings, the Riftborn, they all saw to that.

That's fine. Everything is fine. Mawbel's growing up. Mammos was, ultimately, a child's toy. An imaginary friend to help her encapsulate her explosive imagination. A conduit to channel the power of ideals. Mawbel takes a deep breath, feels her heart glow within her chest, and through her thorny weeds connects herself with the Mimic!Merchants.

... Mawbel  decrees  that she consecrates these merchants in the name of Indus-no no  no  this doesn't feel right! What's  missing ?  It's all wrong. 

A tug, from far within her vaults. A long forgotten piece of toxic sludge, predating her own self. The magnetism yanks at her ink, calling out. She uncovers it, a process which takes over an hour, having to find the blasted thing after a third-century of abandonment. There grows a smile on her face. It all makes sense now.

It does not do to merely mimic the motions of before, spare without Mammos to guide her. That is not the way of  Industry . Heh, mimic, gottem. She needs to  improve  on what came before, and what she creates must use its resources for purpose. Moving like a madgirl she brings it forth and works her rituals, recants ancient rites, creates something amazing out of this small piece of putty. And while she does, she feels her mind unlock, the gears turn within as they do forever on the outside.

Step One: By decree of Mawbel v 2.13 [  Songstress  ], this creature is consecrated in the name of   Industry  . She feels it taking hold, yes,  yes , that's it. It's working!

Step Two: Mold the Maleficent Jello  into  the shape her mind has conjured. It's not a physical shape, frankly she does not know what that will be spare her intended use in step three, and the power derived from step one. She molds it all the same, creating the  Maleficent Jello [The Mimic[The Banished Merchants]] . ... erm. That's kind of a mouthful? Let's just call her  The Maleficent Ants  for short.

Step Three: Incorporate The Maleficent Ant into the Astral Menagerie. There can only be seven members of the Menagerie, from scripture Mawbel knows this to be a solid fact. No mere imitation will do. But that's why this is an  opportunity . Very conveniently, something in the Menagerie calls out, wishing for a steed to be ridden, to spread its power. And by all that is   Industry   it will get that.

Step Four: Send the whole lot of her guests out to the Riftborn. Verja is no place for The Merchants to stay, it is already the Heart Of Industry. Mawbel knows they will scatter to the winds by doing this, which is precisely the point. They must go Anywhere But Here, and change this world for the better. Go, build something grand, make this world something more than it once was. Hopefully they at least linger long enough to watch the clash between Draconic Titans before they scramble off to who-knows-where, this show's looking to be magnificent.

Step Five: Rest. Mawbel needs a damn good night's sleep after that mania frenzy, her core dims, and for a fortnight after the gargantuan gears of Verja spin in silence, as the Titan Of Industry regathers her strength before doing something as reckless as pushing onwards with her next task. Her metaphysical muscles are taxed, and while long term that means growth, short term that means fatigue.


  Respond to  [Circumstance] A Message for Mawbel .  

More than anything else in all these years, in all these oceans, the words of the Chora have given Mawbel v2.14 reason for pause. It is not nearly enough to stop her heart from turning, but mayhaps... the Titan Of Industry can take some time to indulge the simpler pleasures of life and harmony. Not yet, not right this minute, there are so many matters of diplomacy that genuinely cannot wait, ones that other nations expect of her. But the songstress has been gifted a desire for melody. Perhaps even... a friend?
  -  -  -  -  -  -  
Some considerable time later, Mawbel v2.15 descends on April Seventeenth, after her governance rituals to her masses to the Nursery. There is more time now. Her molten heart beats to an unheard rhythm, she floats a good ways above it, being careful not to infect anything within.

Mawbel always takes the utmost care to keep it safe and free of any pollution that may come its way. In the museum she's slowly constructing she's preserving culture to the utmost, and it allows for many different things to exist in communion. Later, she fights, to fend off the reavers, to take back her birthplace.

Today, she is willing to frolic. Industry does not mean taking no breaks, if you work every moment of every hour, you burn yourself out and become less efficient. Combining play with work is even better, and she wants to strengthen her bonds with the Chora all the same.

 Heavens melancholy higher voices calling
Gazing through to my soul
See how I've been decaying
Find me with nowhere to go
"Are you alright?"

I know I'm rotten.
Frostbite doesn't hurt me.
Breaking my fingers, cracking my eyes.
Cotard and I alone.
 "It's hard, but I'm alright." 
 (This might be mildly morbid visually, as warning.)  
  Kreel And Friends Resist The Reavers  
 Spend 3 Treasure and use Aristocracy to help defend Magma Falls from the Reavers.
Eternal Spring Mechanical Contribution Summary
+2 To-Battle Fortress
+1 To-Battle Verja City
+1 To-Battle Treasure
+1 vs Reavers Communion bonus
+2 Mercenary Units
+1 Aristocracy Unit
Total Summation Of Bonuses (I know about)
Holdfast within 6 regions, gain "bonus" to defend versus Reavers, whatever that means.
ESP contributions listed above
STC Units [5]
STC Technologies (Supermarine Artillery [Unpowered], Devolving Standardized Integrations, Razor Current Netting) [+1 Maneuvering, +10% Enemy Casualties, more if Devolving does anything)
STC providing The Bare Trap [Effect Unlisted]
+1 resist reavers Tidal bonus
GRV Commander Kreel
GRV Units [?]
GRV Technologies ( None I know about)
+1 Maneuver Perfected Doctrine
+CI for Reaver Defense Blossoming bonus 
 Stopgap Supply Run Materials  On Loan, not Giving TP
Precious Minerals: Piezophosphoric Crystals
High Strength Fibers: Woven Seaweed x3, Sheerspun Fabric
 High Quality Building Materials: Unblemished Wreckage 
0&gt;5 Pts Total End of Round 21 
 Trade Tech Package to GRV, get Trade Package from GRV and KNH later.  
 Spoiler 
 Anoxic Adaptation, Bitter Tourism, Filtration Grafts, Mammomachines, Mitochondrial Regulation 
 



ESP is still owed a region by SEN, but recognizes that SEN is incapable of understanding this, and will work to make the best of a bad situation.


 Submit a name for Good Names Go To Wastes from the Chora Submitting the name for W25 "The Unsung Depths", as unlike all of the other areas that have been explored in this vicinity, this one has not been the target of a successful Prospect. ESP has generally been quite proud of the fact that it has uncovered things within those other regions, including Holy Plastic which it cannot spare resources to collect enough for, but the idea that there is a song yet to be sung for the areas closest to 'shore', so to speak, is as good a reason to name it as any.


Spending 5 Treasure on Opulent Optics to Raise Prestige from 1&gt;2.


Rote Non-Actions
 
 Oppose Dominion Intrusions.

Black Noise (Spy 7): Contribute to Monumental Undertaking.
Maleficent Herring Cluster [Holy Order]:
Automatically defend against any unauthorized buyouts/incursions/sways/conversions/etc (through a resist roll, a -2 penalty, or both, as applicable).
Automatically oppose all unauthorized Buyout, Sways, or Impress actions within holdings ESP has Merchant Support in.
Automatically oppose all unauthorized Conversion, Sways, or Impress actions within holdings ESP has Clergy Support in.
Conversion Authorization: Allow and support any conversions to The Eternal Communion.
Buyout Authorization: Approve of the Buyout of TP 3 of Maleficent Jello by KNH.
Always utilize The [Toy] Hammer whenever possible to make it such that when you spend 3 Actions on a Great Project, to help these contribute to 4 actions total.
Activate and utilize Paperclips whenever at all possible.
Accept all players/nations converting to The Eternal Communion.
Accept all Cultural Exchanges and Trade Routes and other major gifts.
  
  Plastic Flower Recycling Routine
Contender Trade Route Pool: RFT, DPB
Deprioritized Trade Route Pool: LUX
Treasure Spent This Turn: ?
If Treasure Spent ≥ Contender Countries
Then Skip redundant rolling phase, apply 1 treasure to all Contender Countries
Give 1 Treasure to: RFT, DPB
Skip meaningless rolling phase for Deprioritized Countries, the treasure doesn't do anything anyway.
Give X treasure to   [Error]  

Alpha-Machina Optimization Routine
Paperclips: 18
Approximated Paperclips This Turn: 9 (3 from Recycling Routine [Contender], 4 from Passive Treasure Income, 2 from Mamomachines)
 Next Turn Paperclips: ??  
  Monumental Undertaking (Action 2)  
The Riftborn are heading out, and they soon will be gone. Collecting some measures of them, even their non-alive selves, should prove to be quite a wonder to behold. A Museum of sorts, for those who have fallen. Incorporated through the faith, in a small sheltered zone. A small portion of Draig Eggs kept in stasis along with them.

There's enough now that others can come see. Preserving cultures, going into harmony with the Chora, presented as a viewpoint along with those large figures of Gravetenders. Slowly more pieces come together, where all the faiths can be presented with all their edicts. With communion, comes life. With this life things shall be preserved eternally, no matter how cold and dim the world becomes.

 
 Spoiler: Monumental Undertaking (Action 1) 


The Draig are concerned their wonder will be lost, their story will be gone. Whether that will happen is up in the air, but the Songstress realizes that there is great potential in helping these denizens live a new life, and so begins her research. Little pools and puddles, simulated baths. For some reason, smelted silver does not seem to be very effective at housing eggs, or the [redacted] they need.

This may take a lot longer than she initially thought... But she is willing to invest in this regardless. It doesn't take a significant amount of resources, is a diplomatic win bigger than the costs, and hell, if Mawbel v2.9  [  Songstress  ]  actually can procure her own dragon brood... that'd sure be a sight to see.

Such a plan will take quite a while to come to fruition, however. Right now Mawbel is still working on the science of making a functioning hot tub at all, although this is something her guests are more than welcome to give recommendations for. Turns out Hot Springs are a wonder for tourism, yet another benefit. Win-Win-Win-Win all round.
 

 
 Spoiler: Shell Counting 

  
 
Treasure: 15/15
Vaults: 0
Passive Treasure Income: +4
-2 Project Acceleration
-5 Opulent Optics
-5 Sway
+1 Riftborn
 +2d3 Witherwights
-2d3 Witherwights 
+5 Mamomachines
 Next Turn:
13/15 Treasure
Vaults: 0 
 
Primary Regions
51 ESP/ESP/ESP - ETC/ETC/ETC - XXX/ESP/SEN/*? - H-Maleficent Jelly/N-Megafauna Mounts
61 ESP/ESP/ESP - ETC/ETC/ETC - Opn/ESP/Opn/*Btl - H-Burrowing Glacier Shrimp/N-Unskilled Labor
66 ESP/RFT/ESP - ETC/XXX/XXX - ESP/ESP/XXX - H-Pelagic Graftsmer/N-Luxuries

47* [0]
49* [2]
51^ (4) [1+-]
52* [1]
56^ (5) [2]
57^ (6) [3]
58^ (2) [1]
59* (0) [0]
60^ (3) [1]
61^ (4) [1+1]
63^ (3) [1]
66^ (4) [2]
67* [1]
68^ (3) [1]
71* [1]
77* [1]
W22** [1]
 

Artifacts
Plastic Flower
Mechanics: For every treasure you spend in a single round, a randomly selected Player that you have a Trade Route with gains one treasure at the end of the round.
Toy Hammer
When you spend 3 actions on a Project, get a fourth one for free.
Ships
Big Boulder
Nightguard
Alpha Ex Machina


Trade Routes
RFT
LUX
DPB 
  Mission Statement/Core Values: 
  Secure    Industrialize  emotional software   within Polar (Hivemind and Isolate Alike) against outside intrusions.  
  Guarantee long term    s ecurity for   the corporate entity known as   Eternal Spring.
  Engage in cooperative crowdfunding and projects to    b ring    Prosperity      unto all lifeforms.  
 
Faith Dossier in Round 16 Post:  Give The Eternal Communion A  Soul  
 
 
 
 Spoiler: Titanic Mechanics 

Finally complete, the Magma Shroud in Verja, newly churning heart of the Eternal Spring, first of its kind, springs into a cruel simulacrum of life. Smoke and heat alike belch forth from the opening at the structureÂ’s peak, bringing to mind the Colossus Draig which already stalk the frigid waters nearby. From behind masses of already soot-stained paneling and struggling insulation seeps a sinister and cyclic red glow, draining into the eyes of onlookers through sieves of swaying thrumming cables and enormous rattling pipes. From towering mechanisms diffuses the fell influence of the great and hungry avatar of desire and prosperity which some call the Hidden Hand, permeating all who look upon such marvels of industry with the power of Mammos. Here, there is Potential unrivaled. Here, the world bleeds to feed the fires of Prosperity. Here, a new Titan is born - a  Titan of Industry .

 
 Spoiler: Titan of Industry Mechanics 

  Industrialized Investment:   The fires of industry are fueled by many things - chief among them being capital investment. A Titan of Industry may spend 2 Treasure as part of a Project action to boost that Project's progress by an additional action. May be used on all Titanic Projects and most other region-specific Projects, limited only by Treasure and action availability.

  Pollution:   As subaquatic industrialization continues, existing ecosystems Â– be they natural, engineered, or somewhere in between Â– are commonly destroyed and the water becomes foul and choking. As pollution builds up in a region, its travel, construction, and life are likely to become progressively more difficult, eventually resulting in the region becoming uninhabitable.

Titanic Projects produce Pollution, which can have significant effects on a regionÂ’s habitability. Every 3 Pollution in a region increases the costs of most Titanic Projects by 1 action. Pollution can be managed by the use of Dump Sites to dispose of waste and shift pollution away, or Mantlecracker Techs to reduce operational penalties in Polluted regions.

At 3 or more Pollution, a regionÂ’s borders are considered Polluted (in addition to whatever other border type they may have)Polluted borders cost an additional region to cross for the purpose of Distance losses (with attendant effects on distance penalties), and each Polluted region crossed adds a flat -1 penalty to action rolls, which is not reduced by distance penalty reductions.

At 6 or more Pollution, a regionÂ’s borders also become Toxic, in addition to whatever other border type they may have been previously. If the regionÂ’s borders were already Toxic, each region that shared a Toxic border with the Polluted region gains 1 Pollution as a result of spillover effects.

At 10 or more Pollution, a region becomes Contaminated, uninhabitable even for a Titan of Industry until the Pollution level is reduced.

  Titanic Projects:   A bunch of new and exciting projects to work towards; must be in an owned region or a region where you have mercantile support.

Titanic Projects may be destroyed with a Sack action if in a controlled region - like Sacking a Trading Post, this is likely to upset local Merchants. They may be damaged by Sack actions if in a region one does not control - while damaged, they do not provide their normal effects, but still produce Pollution if that Pollution is local. Titans of Industry may use Economy to resist Sacks of their Titanic Projects in regions they control. A destroyed Magma Shroud disables all other Titanic Projects dependent on them in the region, which will only produce 1 Pollution each until a new Magma Shroud is built. A damaged Magma Shroud will result in Titanic Projects dependent on a Magma Shroud shutting down one by one over time unless it is repaired. A Titanic Project requires 1 action to repair when damaged, or 2 if the Sack was a Great Success.

 Magma Shroud :  This extreme depth borehole provides access to geothermal energy in massive quantities. A must-have for any budding industrialist looking to reach the next level!  - Effect: Required to start almost any other Titanic Project in a region and reduces the Treasure cost of Industrialized Investment by 1 for Project actions in the region; Action Cost: 5 Economy actions (cost reduced by 1 action per Depth Level), Pollution: +2.

 Energized Extraction :  Connecting geothermal energy plants to extraction and processing facilities all across the region increases both nominal and actual yields massively!  - Effect: Owned TPs in region count double; Action Cost: 2+TP Count Economy actions, Pollution: +1 per TP

 Industrial Research :  Conducting organized research into the science of automation and production can provide many advances; foremost among them massive increases in extraction, processing, refining, manufacturing, transportation, and/or military capabilities.  - Unlock a Mantlecracker (alt: Industrial) Technology as well as the specific Factory type(s) which powers it, that can only be constructed in regions with an appropriate resource type. Actions Cost: 4 Economy or Military Actions or one Economy/Military 10, produces 1 Pollution.

 Construct Factory :  Undercompensated workers, automated mechanisms, enslaved demons, corrupt unions - whatever the source of your labor, if itÂ’s cheap and plentiful, it's productive.  - Effect: Establish a Factory with a type based on the local resource; Factories are used to power Mantlecracker Techs, Action Cost: 5 Economy Actions (3 if City present); Pollution: +3

 Vault Depot :  Storage depots to handle industrial quantities of goods have always been important to industrially developing powers - who cares how much habitat for native flora or fauna has to be cleared to make way?  - Does not require a Magma Shroud in the region, Increases Treasure Storage by 5, 3-action cost, Produces 1 Pollution.

 Dump Site :  Naturally, massive increases to production throughput means a similarly massive increase to waste output, which must be effectively managed. The most effective management for waste is usually to put it far away from oneself, and this highly sophisticated and specialized facility does just that!  - Reduces local Pollution by 4, and increases Pollution by 3 in a specific neighboring non-Wastes region. 3-action cost.
 

 Mammos's Hidden Hands: The Eternal Spring may use Faith actions in place of Economy actions for Projects as long as they are spending Treasure for Industrialized Investment for each such action. With ESP becoming a Titan of Industry, and effects of the Safety Net, Mammos may now communicate much more freely and directly with players. It no longer costs Treasure or requires an intermediary to communicate if in Verja (61). 
 

  
Titanic Factory  
Region 61
Pollution: 2 (2) [2+1+3-4]
 Next Turn Pollution: 0 (-1) [2+1+3+1-4-4] 
Structures:
Magma Shroud Pl2
Mantlecracker Research Facility [Gargantuan Gears [Rudimentary Submarine Railways]] Pl1
Labor Factory Pl3
Dump Site 61&gt;54


 Impending Construction
Mantlecracker Research Facility [???]
Dump Site 61&gt;54
 

Region 54
Pollution: 3 (3) [3]
 Next Turn Pollution: 6 (6) [6] 
 Mantlecracker [ Industry ] Technologies  
 Spoiler 

  Rudimentary Submarine Railways:   By evacuating the water from these tunnel systems, incredible speeds can be achieved, making efficient transportation of goods and personnel a breeze! Dynamic co-synergies have never been more optimal! 
3-action plus Depth level project, +2 Pollution. Player capitals with a contiguous Submarine Railway connection have a trade route created between them. May trade TPs as a non-action to players with a Submarine Railway network connection from their capital to the region. Requires a Labor or Hard Metal Factory. 
 

 
 Spoiler: Tag List 

Magma Color Tags (Low-Medium-High)

[COLOR="#993333"]
[COLOR="#cc6633"]
[COLOR="#ff6633"]
Prosperity
[font=Brush Script MT][SIZE=3]
 
Kythia
Tropical, Region 10, 154

Ruler:  Emperor Extensive-Colossal-OneMillion, Destroyer of Sharks
D 2; M 7 ; E 7 ; F 3; I 3

Inspired by their neighbours, the Magaramachi reorganise themselves to form the world's first false Empire

 Region 10 Actions (3) 
 1)Military "Impress" the aristocracy of the Bloodripper Lands  ( Success! )
Extensive-Colossal-OneMillion's predecessor's had been pathetic weaklings, that was unarguable.  One key piece of evidence for this is their pathetic failure to crush the autonomy of the Bloodripper Lands.  Well, no longer.  In a series of raids against high profile colonists, Extensive-Colossal-OneMillion takes the leadership of the region effectively crushing it as an independent power.  As the first Magaramachi ruler to be able to realistically claim control of lands outside their original borders he proclaims himself Imperator of the Magaramachi and, after several educational beatings, smaller Magaramachi accept his styling.

AVE IMPERATOR EXTENSIVE-COLOSSAL-ONEMILLION!

 2)  Military - Make a trail of crippled Magaramachi in region 6 (fluff, unrolled) 
In the wake of the final conquest of the Bloodripper Lands, Magaramachi troops swarm over the borders into the unnamed Lojanese-controlled areas that the cartographers know as "Region 6" carrying captured colonist leaders.  The leaders, all limbs bitten off and tail's broken, are staked at regular intervals through Lojanese lands leading from the border with the Syndicate controlled Shue'aaz Sho to the border of the Magaramachi Salination in the hopes that this tasty trail of treats will entice the Eel into region 6 and then hopefully into the Magaramachi homelands.

 3)  Faith- Convert to Eternal Communion 
 
 Spoiler: Fluff spoilered for length 

Doflein preachers arrive in the Salination.  The octopus folk are initially mistaken for Shark People raiders.  Or, well…perhaps.  They’re attacked, certainly, which is what would happen to Shark People raiders but it’s also what would happen to non-Shark People raiders, so...  Diplomatically, the Shifting Ennead choose to believe that they were mistaken for Shark People raiders, let’s leave it at that.  Once they’re a more familiar presence in those waters they find, as the Miru Miru did before them, that the attacks die down a little.  The default Magaramachi response to something unfamiliar is to attempt to eat it and if there’s a better way than “power through until you’re no longer unfamiliar” no one has found it yet.

Proselytizing to the Magaramachi is difficult, though, even after the initial “being eaten” hiccups.  They take decentralisation to an extreme, each being the supreme lord and sovereign of the area they can inflict their will on and completely unwilling to be bound by any agreements made with another individual unless violence is involved.  Ironically, the Doflein have more success with the very largest individuals.  Not only are they more intelligent but they have considerably less to prove and less incentive to react to attempted discussion with violence.

And strange as it sounds, the Doflein discover the innate Magaramachi attitude is not totally foreign to the ideals of the communion.  Initial reports are full of negativity – the Magaramachi don’t even commune with themselves, let alone the wider world.  Later ones though are more hopeful.  The Magaramachi believe firmly that eventually everything will be one.  Each one believes fervently and whole-heartedly that they are the one destined to eventually eat the world and bring everything together in a single living being.

“All is one hive mind, in truth, even if sub splintered into immeasurable entities” explain the missionaries and after some confusion... (“LIKE THE HERRINGS” “No, well, yes, sort of” “I COULD EAT THE HERRINGS WITHOUT EVEN NOTICING I WAS EATING THE HERRINGS.  PROBABLY EATING THEM NOW” “We’re perhaps getting off track”) ...the Magaramachi  get it .  They’ve always known the purpose of everything else was to be subsumed into one.  Through the medium of being eaten, granted, but still.

“Exchange and currency is a universal language” they preach (“NOT.  PLENTY OF THINGS DON’T WANT TREASURE.  ROCKS.”  “Yes, but rocks can be moved by treasure”  “THROW IT HARD ENOUGH I SUPPOSE” “Yes, but also by paying someone to move the rocks”  “JUST HIT THEM UNTIL THEY DO”  “Hmmm.  You might be right.  Violence is at the end a form of currency isn’t it.  Perhaps a currency with negative worth.  Instead of accepting a trade and receiving a unit of value it’s accepting a trade in order to not receive a unit of negative value”  “YEAH.  WHAT I SAID”)

The goal of life is not merely to exist in stagnation, but to grow and thrive.  Well, this one the Magaramachi already knew.  They know the purpose of life is to grow better than anyone under the seas, the missionaries barely finish their sentences here before the Magaramachi are hollering about how large they’ll grow.  Perhaps some see that “growth” as more metaphorical or spiritual but who’s to say a physical interpretation is  wrong? 

“Prosperity, but cleansed and purified to its essence.”  “HAVING LOTS TO EAT” “Yes.  At the end of the day, yes.  The essence of prosperity is probably something very similar to having all physical needs amply met.  Yes”

There are other obstacles, plenty of them.  (“WHO THE **** IS MAWBEL?  GOING TO EAT HER”) but the final reports back to the Ennead are triumphant.  They leave with the suggestion that the Magaramachi sing with the turtles, joining discordant voices in unity…

…which is a step too far.  The Chelonian Chora aren’t common visitors to Magaramachi lands as the Magaramachi view their reefbacks as a challenge – a little pre-eel warm up.  Given sufficient numbers they can take one down though it’s not easy.

The Dorflein’s suggestion strikes an idea in the oldest and craftiest though, and the Magaramachi make it known that they wish to sing with the Chora.  When one arrives to spread the voice of harmony General Tiny leads the attack as the remnants of the Magaramachi army fall on it, attempting to rip the creature apart from below, bypassing the shell to get to its, presumably, tasty insides.
 

 Region 154 Actions (2) 
 4)  Economy Buyout TP1 in W36  ( Success! )

 5)  Economy Buyout TP 2 in Region 154   ( Success!   Forgot to include the -2 for unruly merchants in the roll but succeeds anyway)

 Net effects 
(Mil +1) (Econ + 1)
Treasure 0-&gt;0 (Current Max 5)
Units 1-&gt;1 (Current Max 6)

 
 Spoiler: Misc Info 

 
 Spoiler: Upcoming Actions 


Need to sort out trading posts in my lands.

Operation, get a sandfish (Chorus favour to travel through wastes?)

Operation depth two (depth 1 plus ABS or depth 2)
 

 
 Spoiler: Technology 

1 Specialist ship - IT DOESN'T HAVE A NAME IT'S JUST A BUNCH OF ALGAE

Supernatic Propogation (starting tech)
Photospore Signaling (starting tech)
Composite Grafting (starting tech)
Bioluminescent Navigation (Depth 1, requires Photospore Signaling)
Filtration Grafts (cross toxic boundaries, requires  Filter Feeders )

 Blood Algae 
 Military slot:  Sappers and Siege Weapons
 Pre-reqs:  Supernatic Propogation
 Effects:  +20% enemy casualties, +10% own casualties in depth 0 regions
Write up: This dull green algae infects wounds and grows exponentially in blood, rapidly causing the owner of such an infected wound to die. Using the techniques of supernatic propogation a cloud can be rapidly convened above the battlefield making even slight wounds considerably more dangerous. Knowing it is there gives some protection - or at least some chance of avoidance - but its infectious growth is impossible to totally avoid. The main defence is getting deep enough that the surface growing algae ceases to be a problem.

 Battlefield Scavengers 
 Military slot:  Mounts and Warbeasts
 Pre-reqs:  Carnivorous Animals
 Effects:  Negates all the casualty reduction effect(s) of one technology or tactical doctrine
 Write up:  The army is accompanied by a horde of scavengers and carrion seekers, perhaps tamed, perhaps simply aware that blood will be spilled. They feed on the dead and dying, hampering the efforts of healers and doing their part to transform battlefield injuries to battlefield casualties.
 

 
 Spoiler: Orgs 


ABS
- Welcome: +1 to resist Sacks and Coercion, as the Abyssal Stewards offer early warning of incursions
- Friendly: +2 to resist Secret Actions from the Stewards' vigilance.
CCA - Welcome: +1 to resist Support becoming Open or Unruly as the Chora's songs raise opinions of your regime
PRS - Disregarded: -1 to Raising Reputation and Slandering for non-PRS Orgs as your people are skipped over in discussions of geopolitics
 

 
 Spoiler: Military 

General Tiny (Mil 7)

Carnage:
Less a "tactical doctrine" than an utter lack of anything approaching tactics or doctrine. Through sheer force of will and physical might a leader can get the Magaramchi to the battle field. More or less. Once blood hits the water though, the army descends into a chaotic mess of fighting and feeding, attacking the army, each other and anything that happens to be nearby with equal fervour.
3 free sack attemps, ordered as City&gt;Holy Order&gt;Trading Post (the intent being here that bigger things are sacked before smaller things)
+50% own losses (as they turn on one another)
-1 to battle rolls (turns out having no strategy at all is harmful)
+2 to allied leader losses (the enemy is trying to kill you, sure, but the disadvantage of being the biggest in this sort of mess is that sometimes one of your own will get lucky)
 

 

 Non-actions 
 
  Support  Everything    The Magaramchi aren't sophisticated and those intelligent enough to understant the concept of loyalty don't have any.  Tossing a handful of sweets in the water will ensure local support for anything needed.  Sacks, sways, whatever.  If anyone wants to do something, they can get local support easily. 
  Accept  Everything   With no real way of telling whats coming into their lands, when and where from, any trade routes, cultural exchanges or anything else that requires permission gets it by default. 
  Hostile Terrain for Everyone   Any armies marching through are going to be facing nigh constant uncoordinated attacks from the locals who are hungry or bored (interestly, the same word in the Magaramchi language).  All Magaramchi territories are hostile to all armies, regardless of alliances. 
  Lojanese border settles  The Magaraqmachi lust for battle seems temporarily sated by their encounter witht eh sharks and Pojanese raiders and so (and also likely due to reduced numbers) the Lojanese border becomes a temporarily safer place.  Doubltess soon things will pick up but maybe somewhere else. 
  Good names go to wastes  Propose "Singing is stupid and so are turtles and so is harmony and so are the Chelonian Chora" as a name for Region W37. 
  Sede Vacante  After his imperial ascension, Emperor Extensive-Colossal-OnMillion, Destroyer of Sharks is not seen in Magaramahci lands for a while.  While he is off  on other business  various small claiment wipe themselves out attempting to prevent each other from usurping a throne that is rightfully theirs to usurp. 
 
JBarca
 Round 21
   The Shifting Ennead   
 Danabae (69), Maurente (74), The Cathedral of Movement (67), Sketi (68), Raconensae (73), Mortuus Marea (60),  The Seas Not Yet Dead  Revocatus Faecum (66), Calvarnsis Inferior (186), Calvarnsis Superior (185) 
 Liege Lord to: Draig Residuum Gathering [Aelwyd Adferiad (71), (70)], The Cryptid Congress [Cryptoclysus (84)]  
  Led by King Akkoroas 
D10 ; M10 ; E10 ; F2 ; I5 
 Actions 
 
  [MIL Raise Unit]  
  [MIL Raise Unit]  
  [MIL Raise Unit] 
A deal is a deal, and the king holds to his word as always. Blacktide and his retinue are released from their holdings and the Spring are given ruling rights across Kenaqua. Ennead soldiery stays on for a year to enforce the new law, but operate fully at the call of the Ant within the borders. These soldiers, however, refuse to go near The Arch. Obviously. They also will not interfere with Blacktide himself.

Refugees, slaves, and any others who want a life away from the cloying greed of those that paid for the fall of the sister cities of Barrenton and The Verge are welcome into the Shifting Ennead. For long months, they are ferried north toward Calvarnsis. They are promised temporary settlement in these new colonies, with a permanent, and autonomously-ruled, province of their own when the kingdom can spare the time and resources to establish such a place.

When the Spring refuses ownership, the refugees are still welcomed into Ennead waters. As war seems to loom on the horizon, hundreds of Kenaquans are drafted into the Ennead military, given rudimentary arms and training, and sent to serve. Their new home needs soldiers, and the call is not a request.
 
  [ECO Settle Calvarnsis Superior (Region 185) (2/3)]  
  [ECO Settle Calvarnsis Superior (Region 185) (3/3)] 
 
  [DIP 10 Elevate Status]  The Shifting Ennead reorganizes itself from a Sea Power into the world's first true Empire.

 
 Spoiler: The Imperial Edict 

With the might and reach of the Ennead growing ever larger and less centralized, the King, Emperor Akkoroas is stretched thin. He spends nearly all of his time in stasis. With far-flung waters like Calvarnsis and Mortuus Marea demanding attention while the Draig and Cryptids vie for a voice, the king is increasingly unable to keep up. His semi-nomadic court proved insufficient, and temporary delegation has proven unequal to the demands of empire.

With this in mind, a reorganization it needed. Over the course of five years, the King, Emperor Akkoroas and his confidants create and begin implementing a plan. In order to keep the core of the Ennead tightly controlled, two magistrates - the Pallia - are appointed by the emperor. These Mantles are granted imperium over the Royal Waves (Danabae, Sketi, Maurente). In joint operations with provincial leaders, armies, and projects, they answer solely to the emperor and their orders supersede all but his. Danabae is technically the demesne of the King, while Maurente and Sketi have their own duces. These governorships are highly sought after and prestigious - they require less in the way of independent competence than their provincial counterparts but give the holder of the positions access to Danabae and the imperial court. When the emperor is active, the two Pallia often take one of the Royal Waves each. It is far simpler to divide jurisdictions than an imperium. Pallia hold their office for 3 years before becoming Propallia by appointment.

There are then six provinces, each ruled by a dux. In theory (and certainly nominally), these duces are each a Propallium - former Pallia. In practice, especially now at the start of this reorganization, most are simply appointed favorites of the king. A Propalliatus dux is granted authority over border defense and all civil matters, barring those that directly concern the shifting throne. These Propallia hold office for nine years, at which point they are eligible for a number of offices (though many simply retire). A rare few are given a second Palliumship. Some, when too many Propallia die or retire, move into a different provincial governorship. Those that enjoy battle more than is healthy can become a general or a garrison commander. Finally, those with a particular skillset might be invited into the King, Emperor Akkoroas' personal retinue, with a legally unclear rank but a practically powerful one.

Owing to its odd place so far from the contiguous currents, Calvarnsis is slightly unique. It has a senior and junior dux. Both are Propallia, and their roles switch after half their term. The senior Doflein legally controls both Calvarnsis Superior and Inferior, while the junior administers only Inferior. In practice, the senior tends to focus entirely on Superior unless a crisis calls for a single local dictator.

Naturally, each of these governors has an entire consortium of buearocrats, officers, aides, politicians, diplomats, and the like keeping their jurisdictions functioning, but by and large those remain unchanged compared to the function prior to what is now called The Imperial Edict.

The Residuum and Congress report directly to the King, Emperor Akkoroas, though they each have a legatus, an official liaison. These Legati serve at the pleasure of the emperor, with no term limits.
 

 
 
 Non-Actions 
 
  Treasure Count at round start - 1 
  Unit count at round start - 7 
  Accept all gifts, including Trade Routes and Cultural Exchanges 
  All SEN territory treats all armies not belonging to SEN, DPB, or STC as hostile for Distance Losses. DPB and STC are explicitly given permission to travel through SEN regions. 
  DMA Count: +2 bonus, 1 rounds remaining (then lose 1 unit)  Bonus Disappears alongside one unit at round end  
  Decline to shift the local economy of Calvarnsis Superior to Baleen Crocodiles, leaving the merchant and laborers to continue focusing on Crafter's Coral. 
  Spend one (1) DNA Favor to explore the depths of region 156 
  Suggest that W25 be called "The Triangle Siltwaste Refractory" 
 
 Reports and Discoveries 
 
 With Akkoroas' envoys spreading across the ocean to maintain contact with any polity that may be of interest, a new surprising, if not unlikely, relationship is formed. Deals are struck, promises made, and lines of communication are made sturdy. The Magaramachi  and the Doflein are far more alike in philosophy than they would seem based on behavior alone, and this is enough to begin talks. Within the year, representatives of the Eternal Communion are making their way into The Magaramachi Salination. Most of these missionaries are Doflein - their unique understanding of the Communion would appear to appeal to the Magaramcachi the most. 
  The Ennead expresses confusion as to why the Nathi are backing out of the peace deal, but with the peacemakers apparently backing the Hegemony, little can be done. 
  The Ennead sends envoys to the Spring, seeking answers. Why is the Spring refusing dominion over Kenaqua? If the invasion is so concerning, why have they not sought protection from their allies? This breaking of the agreement against their own interests is perplexing. 
 




Ruler Stats R22:
D: 10
M: 10
E: 10
F: 2                                                                          POLAR 
I: 5
New Ruler: No

 
 Spoiler: Technology 
 Technologies 
    Type 
 Name 
 Effect(s) 
 Required Resource? 
   
  S 
 Composite Grafting 
 N/A 
 N/A 
 
  S 
 Graduated Symbiosis 
 N/A 
 N/A 
 
  S 
 Trophic Deconvolution 
 N/A 
 N/A 
 
  C 
 Electrodialytic Staurozoa 
 Ignore Effective Distance from Briny 2/rd 
 N/A 
 
  C 
 Holographic Certification 
 +1 to rolls when resisting Undermine Support 
 Photospore Signaling, Bioluminescent Ink 
 
  M 
 Devolving Standardized Integrations 
 +1 to Battles following destroying enemy units in battle 
 Composite Grafting 
 
  C 
 Anoxic Adaptation 
 Brackish (green) border crossing 
 Composite Grafting, Trophic Deconvolution 
 
  C 
 Bitter Tourism 
 Glacial (black) border crossing 
 Heat Source 
 
  M 
 Razor Current Netting 
 +10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending 
 Composite Grafting, Glass 
 
  M 
 Filtration Grafts 
 Toxic (red) border crossing 
 Composite Grafting, Filter Feeders 
 
  M 
 Destabilizing Mutagenic Augmentations 
 Increase DSI bonus to +2 
 Devolving Standardized Integrations, Composite Grafting 
 
  C 
 Scrying 
 Great Success on Seek Aid grants a +2 
 Shiny Objects 
 
  M 
 - 
 N/A 
 N/A 
 
    
 

 
 Spoiler: Mechanical Bookkeeping 

Trading Posts Owned: 2
 
 Gravelglass: 68.2 
 Maleficent Jelly 51.3 
 
 Military Units CAP: 7/16 
 Generals 
 
   Balelia - 9  - With KNH 
  Tulticius - 8 
 
 Spies 
 
   
 
 Cultural Exchanges 
 
  GRV 
  DPB 
  STC 
  SKR 
 
 Trade Routes 
 
  STC 
 
 Artifacts 
 
  Shadow Pearl - Fuels Scrying. Provides Nonaction Seek Aid 1/rd. If unused, chance of gaining +1 Faith if others are used. 
 
 Treasure 
1/10

 Special Actions Used 
DIP5 - Cultural Exchange DPB
MIL5 - Recruit General Tulticius
ECO5 - Specialized Ship,  The Harvester 
MIL10 - Destabilizing Mutagenic Augmentations

 Great Projects 
     Name  
  Location  
  Details  
 
  Provinciarum Mirabilia 
 67, 68, 74 
 Massive statues of coral and living flesh harvested from serfs, coupled with tax-collection offices 
 
  The Eternal Reunion 
 69 
 A huge pit dug into the seafloor, swarming with workers and filled to the brim with factories, workshops, and gristmills, and the floor is dotted with butcheries, slaughterhouses, vats, and barbershop. Into the pit flow people, animals, and other biomaterials. Out flows the raw materials for the many experiments and projects of the Doflein. 
 
   
  
  
 
  
 

    POLAR    
MappyPK
     Splendid Miru Miru     
  Round 21   
  

 

 Capital: Aniwana (153) 
Additional Regions: Parikao (150), Wakamarumaru Marama (152)
Cities: Kanapa (153)

 Leader: Apo Ario, the Heart of Gold 
Diplomacy: 3
Military: 4
Economy: 9
Faith: 3
Intrigue: 3
Expected Gains: +1 MIL, +1 ECO

 Standard Actions  
 MIL - Raise unit. 
 MIL -  Invade  Region 149 with 4 units led by Tiaki (MIL 10) attempting Impenetrable Bubble and spending 1 treasure.
 - TacDoc: +4 to battle, -20% own casualties, -20% enemy casualties, +12 enemy leader loss
- Techs: Reanimation Colonies (-10% own casualties)
- Explicitly ensure that the Chora Base is untouched. Miru Miru respects the Chora as an independent organization.  
 ECO - Special 5 - Raise City in Parikao with a bonus to Battles. Name it Karapu Karaihe ( The Crystal Guild ). 
 ECO - Continue the Wonder. 
 DIP - Complete the Wonder.
   At long last, Apo Ario's secret project would be unveiled to the world stage. Though, truth be told, the blatant extravagance of the site made it so that its existence was surely not a surprise to anyone. Rather, the identity of  the colorful complex  is what had outsiders and Taikans alike baffled for several years. Commissioned by the council of the Teacher, the Splendiferous University of Aniwana was finally complete, and ready to accept eager students for the school session beginning in the year sixty-four of the current era. A massive advertising campaign was sent out across all of Miru Miru, inviting any and all citizens to register for classes in one or more of the University's Schools.

The campus includes a total of over fifty individual buildings, most of which are meant to inspire students to continue paying their tuition to the state by making the learning experience as pleasurable as possible. In addition to academic buildings, there are mess halls, dormitories, libraries, sports arenas, spas, recreational plazas, and chapels, among other spaces. The center circle, reserved for a ring of dormitories, is center-pieced with a shimmering statue of Apo Ario and Aue Aue, the first President of Splendiferous University, shaking fins, cementing the deal. Professor Aue Aue, serving as both president and a dean, has quickly amassed quite a fortune. Though the students are surely to be so pleased that they won't mind him pocketing a little extra for retirement.

 
 Spoiler: The Four Major Schools 
The Blubba School of Expeditions and Depths, the largest and most well-funded option, is entirely dedicated to generating a better understanding of methods and technologies to be used for explorations. Its namesake, Professor Kino Blubba, was granted an honorary degree for her contributions to the field before a centralized collective of knowledge could be established, and it was named for her. Included in the School's resources is a world-class shipyard with the capability to modify waste-bound ships with advantageous technologies.

The Taraka School of Observations and Curiosities is notable for its signature Taraka Tower, a staggeringly tall building with a glass-covered dome on top allowing for an extremely long-ranged view of the seas surrounding the University. It is named for its first Dean, Teite Taraka of Kanapa, elected for their intriguing ability to create more highly reflective bubbles than normal.

The Tawito School of Histories and Legends has been tasked with keeping a record of all major events that occur, both inside and outside of Miru Miru. The documents library is the largest of its kind, containing a vast array of primary sources and literature for students and the public to peruse at their leisure. It is named for its first Dean, Tawito the Wise, an old member of the aristocracy of Aniwana known for his dry and monotonous, yet highly detailed, accounts of Kororia's Northern Annexations.

And last but not least, the fourth major school, the Putaitao School of Discovery and Science, maintains a catalogue of all the patents that have been filed within Miru Miru, and is responsible to research unrelated to furthering expeditions. Though broad in scope and relatively chaotic in organization, students flock to it for its great variety of research opportunities. It is named for the legendary figure Putaito, who is said to have been the one to first domesticate the Taikan's preferred species of photospore organisms.

Several smaller departments also exist, including the Tiaki School of Tactics and Battles, the Ario School of Deals and Diplomacy, and the Hahata School of Dramas and Arts.
 

On the first day of classes, a beautiful bubble show would commence in the seas above the Shimmering Statue, popping into a vast array of colors, shapes, and sizes for hours.   
 
 Spoiler: The Splendiferous University of Aniwana Mechanics 
 The University : When the Wonder owner explores a region with a sweet food, exotic food, or luxury resource, they perform a Buyout of an Open TP. The owner of this Wonder may give and receive technologies across Trade Routes.

 The Shipyard : Any nation may take a 2-action economy project to retrofit a Specialized Ship with one of the following modifications, which apply to a certain type of action taken by the Ship in Wastes regions.

- durable phosphorescent markers: +2 to expeditions
- bubble-wrapped cargo: +2 to buyouts
- high-strength photospore headlamps: +2 to prospecting

Acquiring a new modification replaces any prior ones. The owner of the Wonder may outfit their own Ships on creation or retrofit pre-existing Ships as a non-action. When any nation takes a successful action using a modified Ship in a Wastes region, the owner of the Wonder gains a treasure. If the action is a Great Success, the owner of the Wonder performs a buyout of an Open TP (if available) in the target region using the same distance penalty as the original action.

 The Observatory : Once per round, the owner of this Wonder may spend a treasure to learn the Depth, contamination level, colonization potential, and the presence of any Org bases/HQ of an unexplored region as a non-action.
 
 
 
 Non-Actions 
 
 Spy non-action. 
 Accept Trade Route from GTZ. 
 Host the Lavish Luncheon. Invite OKI, CYP, GTZ, MGM, RDR, and SHK (others on request). Subactions follow:
 -Offer the Pojanese Raiders a deal. Investment from Kanapa into Parikao to build a guild city, in exchange for an organization of their people under Miru Miru in the coming years. Extend this offer to the Tropical Hooligans as well.
-The Fantastic Flowing Way Exchange: Transfer all technologies to OKI, CYP, and GTZ. Receive any technologies offered by anyone.
-Sign the Flowing Peace.    Apo Ario and his advisors invite some of the Miru Miru's friends for a pleasant afternoon at his private condominium on the upper levels of the Aniwana Mall. Platters of delicacies, including algal bloat tea, Magaramagnificient Blended Beverage, sunfish snaps, and a variety of desserts with shimmercoral glaze were available for the guests to help themselves, while the group sat around and made conversation, behind closed doors. Inviting the Magaramachi delegation was a questionable decision for an enclosed space with many precious items, including rare carved skeletons and expensive basalt sculptures, but was deemed necessary. Worst comes to worst, they can fight one another in the nesting quarters a floor up while the others had a civilized experience.    
 Sign The Treaty of Radiant Splendor...
 
 Spoiler: The Pact 
Recognizing the growing tensions between the nations of temperate and tropical waters, the leaders of the Splendid Miru Miru and the Lambent Syndicate come together on this day of the sixty-second year of the Great Renaissance to reaffirm mutual admiration.

Let it be known across the seas that the Syndicate and the Splendid Miru Miru publicly recognize and affirm the holy territory administered by each government, to remain sacrosanct against any aggression.

Let it be known that no hostile military action shall occur between the territories and persons of the Syndicate and those of the Splendid Miru Miru, nor shall either government actively aid the transit of third parties intent on hostile action against the other   (OoC: Intercepting is not required. Declaring hostile terrain is)  . Further, let it be known that the Syndicate will not condone any hostile intent from its direct vassals towards the Splendid Miru Miru.

Let it be known that outposts of trade claimed by members of the Syndicate and the merchants of the Splendid Miru Miru shall be considered a legitimate enterprise, only to be altered given proper negotiations.

Let it be known that the Lambent Syndicate and the Splendid Miru Miru respect the faiths and philosophies that enrich both seas, and pledge not to proselytize in each others' waters without future dispensation.

Recognizing the shifting tides of politics, neither Syndicate nor Splendor wish to be bound to any pledge indefinitely.  In recognition of this, the leaders of both great powers will reconvene ten years hence to reaffirm this pledge.

This mutual respect stands as steadfast as the trade currents, eternal as Radiant Indah herself. Let none seek to sever them, lest they suffer the wrath of both kingdoms united in righteous purpose.
 
 
 ABS - Splendid Submersion - Consent to the usage of Steward technologies and accept the offer to visit.
   In her old age, a voyage into extreme depths would be quite the risk for the long-retired Professor Kino Blubba, but upon receiving word of the Steward's offer from the Teacher himself, she knew she couldn't refuse. Her best student from years past,  Aue Aue , a rising star in the Miru scientific community, specializing in depth technology, would join her. Indeed, he was interested in the Stewards' ability to withstand extreme pressure. The Taikans had successfully illuminated the dark seas and provided oxygen for those going into the middle parts of the water column -- those with the least oxygen, supposedly -- but traversing anything more than moderate pressure remained mysterious. Apo Ario and a handful of guards would accompany the scientists for diplomatic purposes.    
 CCA - Good Names Go to Wastes - Suggest that Region W37 be named Mara Whanariki.
   A land so full of odors as gut-wrenching as those emitted by the floating idols deserves a name befitting of them. Translating to The Sulfur Fields, Mara Wahanariki should suffice. Though it sounds elegant and brings about curiosity, the truth is revealed upon translation from Taikan.    
 Display the Great Work of Drama at the Mall through weekly public performances, and place the tablets in a corner museum which can be viewed, but not touched, for a fee. 
 Allow members of GREG to move units through Aniwana if necessary. 
 Resist all buyouts, sways, and any conversions not by the Way. 
 Work on a Monumental Undertaking... The Clinics (2/3).
   With the foundations fully in place, an advertising campaign began across the seas of Miru Miru, encouraging the people to make an appointment at their earliest convenience to receive the implantations that the state required of them. Carving-based flyers with large, bold letters and catchy slogans such as "Believe in Breathing!" and "Implanting for a Cause!" will surely catch the eyes of many citizens. It seems to be effective, as early adopters, mostly brave Taikans from the colonial regions in the north, began pouring into the different Clinics. Reviews were positive, though some note that their verbiage was somewhat similar across patients.    
 
 News and Rumors 
 
 The Ultimatum... 
 

 

 
 Spoiler: Bookkeeping 
 Favors :
ABS = 1
CCA = 1
DNA = 0

 Treasure  = 3 - 1 + 2 = 4
 

 
 Spoiler: Miscellaneous 
 Monumental Undertakings:  
 The Statue of the Bubble Bender (3 actions) 
 The Aniwana Mall (5 actions) 
 
 
Minescratcher
     The Order of Orders     
  Comprising
The Sacred Order of Knights of the Ironkelp of First-King John of Ruhum (Orope -  Region 114 ; The Hansea - Region 112; Leksandry - Region 115)
The Order of Knights of Dupiopóli (Ektalithiades - Region 113; The Tideswept Shelf - Region 111)
The Order of Knights of the Divine Watchful Eye (Ke Yi Ade - Region 127)
The Order of Faithful Knights of the Violet Crown (C'oupé - Region 116)
The Order of Truthseeking Soldiers of Usman (Ruwa Mai Juyawa - Region 118)
The Order of the Blind and Silent Knights (Yuksekale - Region 176)
The Order of Knights of Saint Jean of Akko (Kral-Katena - Region 123)
The Order of Knights of the Holy Radiance (The Glossian Sea - Region 135)     
 Here Follow the Records of the Years  25-27  of the Tenure of Grand Master Martin the Young, 41st Grand Master of the Order of Knights   
Round 21

  Actions:

1.  [Faith 10]  Miracle: Auroran Launch Assistance

In light of recent events the Mirrored Aurora of the Glossian Sea has seemingly become a reflection only of vanity and degeneracy, but it is nevertheless of great interest to the sages of the Flowing Way. The Alehlangue scholar Albert Maximillian, in particular, spends months on end tinkering with the crystal-lined control room and charting the different aurorae produced by minute changes within the hexagonal structure. One night, the current of fate deposits him in a nearby bar, where he overhears a group of Knights discussing how their drop seedpod was mysteriously blown far off course on its way to Leriander... and he has a revelation.

With a pocket filled with seagrass napkins covered in cobalt scribbles and the help of a surprisingly open-minded Dame Commander in the occupation force, Maximillian discovers that applying a specific tuning to the control centers causes the supermarine light to be focused into a tight beam as it passes through the near-vacuum of air. If this beam is adjusted so it intersects the trajectory of a Giantsbane seed (a difficult process, since the beam seems not to travel in a straight line but follows a kinked path), it chemically alters the seed material. Maximillian notes that the reaction seems to require a near-vacuum environment, citing repeated failures to replicate it underwater, but he guesses that it creates a bizarre mixture of gases, possibly including gaseous water itself. More importantly, the ejection of these gases applies a force to the seedpod... a force sufficient to boost it into an ever higher trajectory.

 Effects: A Flowing Way Holy Order is established in The Glossian Sea [Region 135]. As long as the Ironkelp Order controls the Mirrored Aurora, the effects of the Regalis Arbor may be used up to 3 times per round and may be applied in regions within 4 regions of an appropriate Holy Order rather than 3. Additionally, a use of the Regalis Arbor may be spent to apply -10% own casualties to a battle in a depth 0 region within range of a Holy Order. 

2.  [Military 10]  Create a Military Technology:  Combined Arms Integration 
Effect: +2 to battles &amp; +2 TM in depth 0 regions (does not stack with prerequisite tech effects, as normal)
Slot: Dropped Weapons
Requires: Supermarine Artillery and a Soldiers resource

The Knights have relied on supermarine artillery for half a century, and on the Giantsbane seeds for far, far longer. They have also - in fact if not always in name - subjugated many peoples whose style of war has no equivalent to the artillery barrage, making it difficult to fully integrate their fighters into the army of the Order. Especially in recent years, with the closer integration of the Anuran Vanguards and the proliferation of Cyphiri-sponsored mercenary companies, sages and commanders alike have attempted a myriad of strategies for properly combining Middish artillery with non-Middish infantry. A manual by Knight Gonzalo Fernández has proven particularly popular among the Knights, and the specialized formations and the advice on communicating between auxiliary units contained within his writing combine to enable more effective maneuver and charges.

3.  [Military 5]  Recruit a General:  Knight Commander Godefroy the Hospitaller  (  7  )
Tactical Doctrine:  Guard the Gate Twixt Life and Death  (-40% own casualties, -10% enemy casualties, +12 enemy leader loss roll, -2 own leader loss roll)

With the passing of the former Knight Commander of the Frelangue, the Knight Godefroy "the Hospitaller" is appointed to take his place. A childhood friend of the Grand Master, Knight Commander Godefroy is likewise rather idealistic and devoted himself to the study of battlefield medicine - a skill he now uses to ensure the survival of the wounded, even at risk to himself.

4.  [Military]  Invade Region 109 with 8 units led by Dame Commander Caitriona MacAilpein (Mil 10) attempting Quiver Hell's Foundations (+2 battle), using the Regalis Arbor to Launch Troops into the region to bypass the Brackish border and to Launch Scouts (+2 TM), using Devolving Standardized Integrations (+0), Supermarine Artillery (+1 battle, +1 TM), the Thunderstone Cudgel (+1 battle), and the Middish Way (+1 battle, +2 leader loss) ( 8 units, +8/+10+outnumbering battle, +13 TM, +2 leader loss )

The war against the Finalists continues. As Gardener forces have exchanged casualties far less favorably than expected, Dame Commander MacAilpein is dispatched to [Region 109] in an effort to restore the Flowing Way to the region, draw off some pressure from Umbergy, and capture the traitor Raymond Tripolitain. The campaign is expected to be short given the Order's at least 2-to-1 numbers advantage and proximity to the original Regalis Arbor, and it is hoped that this will be the final blow that enables the Sakura-Jin worshippers to finally clean up the northwest.

5.  [Military]  Raise a unit

Peul warriors from Ruwa Mai Juyawa flock to the banner of Liman Usman, who has embraced the power of stories embedded in in the Flowing Way. The Order of Truthseeking Soldiers of Usman swells to rival the larger langues of the Ironkelp Order, primarily composed of light skirmishers and raiders who have already gained a reputation for bravery. Percival, son of the ex-Grand Master Oliver and Dhobjetta Ambrosirtien, the head of a leading Peul clan, joins Usman's followers himself, along with a sizeable personal retinue, and becomes the liman's second in command.

6.  [Diplomacy]  Attend the Lavish Luncheon
 
 Spoiler: Subactions 
 
 Gift Combined Arms Integration and Devolving Standardized Integrations to CYP 
 Gift Combined Arms Integration, Devolving Standardized Integrations, Filtration Grafts, and Papershell Draft-Cuttle to MIR 
 Gift Combined Arms Integration to GTZ 
 Accept Adventuring Parties, Joined-Stalk Companies, Reanimation Colonies, and Seeker Barnacles from CYP 
 Accept Holographic Certification, Indah's Embrace, Scrying, and Sojourn Suits from GTZ 
 Accept Blood Algae, Mitochondrial Regulation, Oxygenating Implantations, and Toxic Filtering from MIR 
 
 


Nonactions:
 
 Allow any armies participating in a battle against the Finalists to travel through Order waters. 
 Accept Cobalt Dye and Titanic Rune-Carved Fossils from the Cyphiri Union via the trade route. 
 Hinder FIN conversions. 
 Provide Depthseeker Zivan with any and all resources necessary to carry out his investigation in the Glossian Sea, within reason. 
 Propose the name "The Sea of Runes" for W36 for Good Names Go to Wastes, after the strange and wondrous cubes and carvings that have been found within the desolate waters. 
 
 
 Spoiler: News and Rumors 
 
 The Lambent Syndicate's unlawful imprisonment, torture, and execution of the Belar family representatives is the final proof Grand Master Martin needs to be sure of the Syndicate's base and treacherous nature. The recently completed Forum Comitium Universalis is filled with dozens of representatives from every knightly sub-order, alongside numerous Cyphiri - both angry merchants and official Belar and Union representatives. There is little true debate; simply a long airing of the Union's grievances, followed by a recounting of the other injuries the Sirens have inflicted on followers of the Flowing Way. Though a finful of older Knights still have good memories of the Third Gala, even they concede that events in the decades since thoroughly prove that the Syndicate has become a titanic threat to the faithful.

Even so, the Grand Master does not wish to condemn too hastily (privately expressing the view that a hero must give the enemy every chance to turn away from evil). An ultimatum is dispatched to the Lambent Matron, though there is some delay once it is written in finding a messenger willing to enter Syndicate waters. In the end, the ultimatum is given to the Cyphiri Union with the expectation that they ask the Chelonian Chora to deliver it. Copies are also added to the libraries of the Order of Orders and the Cyphiri Union.

  TO THE LAMBENT MATRON INTAN, THOU AGENT OF THAT STRAND OF FATE WHICH REBUFFS PERCEPTION AND DENIES COMPREHENSION,
FROM THE GRAND MASTER OF THE ORDER OF ORDERS, ON BEHALF OF ALL THOSE WHO SEEK TO KNOW AND COMPREHEND THE WORLD:
HAIL TO THEE.

THE CRIMES OF TAMAN, THY PUPPET RULER, AGAINST THE LUX-GLOSSIAN SHADES HAVE NOT BEEN FORGOTTEN, AND NOW THOU SEEK TO ADD YET MORE WANTON CRUELTY AND INSANITY TO THE TALE OF THY PEOPLE. NO POWER KNOWN TO US CAN RESTORE THE LIVES OF THOSE FOLLOWERS OF THE FLOWING WAY WHICH THOU HAVE SO BRUTALLY AND SAVAGELY EXTINGUISHED ON SUCH UTTERLY AND BLATANTLY INSUBSTANTIAL CHARGES; LIKEWISE NO POWER KNOWN TO US CAN OBSCURE THE DEPRAVITY WHICH THY MURDERS HAVE REVEALED TO LIE WITHIN THY HEART.

YET EVEN AS FATE PACIFIED THE SEA LIONS SET TO EXECUTE THAT MOST FAMOUS SAINT, WE SEEK NOT TO PUNISH BUT TO SAVE. REPENT AND PROVIDE THIS PROOF OF THE REPENTANCE TO BE ACCEPTED:

-DELIVER TO THE ORDER OF ORDERS THE HEADS OF THOSE EXECUTIONERS RESPONSIBLE FOR THE BOILING OF THE BELAR REPRESENTATIVES.
-PAY A FITTING WEREGILD TO THE FAMILIES OF THE SLAIN, IN VALUE EQUAL TO OR EXCEEDING THRICE THY REVENUE IN THE SPAN OF THREE YEARS.   (OOC: Pay 6 treasure to the Cyphiri Union.)  
-AS A TOKEN OF SINCERITY, ABANDON THY VAIN PRETENSIONS TO EMPIRE AND REMOVE THYSELF TO DWELL AS HOSTAGE IN A COURT OF OROPE OF THY CHOOSING, FOR A PERIOD OF TEN YEARS, LEAVING A REGENT OF OUR CHOOSING TO RULE THE LAMBENT SYNDICATE IN THY STEAD.

SHOULD THESE OUR MOST REASONABLE TERMS BE REJECTED OR LEFT UNFULFILLED AFTER A SPAN OF FIVE YEARS, THERE WILL NOT COME A SECOND OPPORTUNITY.
MARTIN, 41ST GRAND MASTER OF THE IRONKELP ORDER AND 1ST GRAND MASTER OF THE ORDER OF ORDERS
ASHAL HALLUS, VOICE OF HARMONY AND HEAD OF THE CYPHIRI UNION COUNCIL  
  .   
 Feirefis....
  .   
 
 

 
 Spoiler: Ruler Information 
Grand Master Martin of Insol, 41st Grand Master of the Order of Knights, etc etc
Current stats
 Diplomacy :  10 
 Military :  10 
 Economy : 6
 Faith :  10 
 Intrigue : 5
 Rolls 

New Ruler Next Round? no

Expected Stat Bonuses:
 

 
 Spoiler: Other notes 

Generals:
 
 Dame Commander Caitriona MacAilpein of the Scoshlangue (10) - Tactical Doctrine: Quiver Hell's Foundations (+2 to battle roll) 
 
Units: 8 +1 / 16

Treasure: 2 +1 passive

Resources controlled:
 
 Region 111: Brinerays (City) 
 Region 114: Giantsbane Seed x2 (TP, City) 
 Region 116: Anuran Vanguards 
 Region 129: Mercenary Retainers (May spend up to 2 Treasure per round on battle rolls to gain 1 effective unit per Treasure spent) 
 Region 133: Wave Scorpions 
 Region 135: Luminous Crystals (City) 
 
Techs:
 
 Supernatic Propagation 
 Trophic Deconvolution 
 Megafaunal Tailoring 
 Photospore Signalling 
 Graduated Symbiosis 
 Composite Grafting 
  Anoxic Adaptation:  Permits actions and troop movement across brackish (green) borders; Requires  Composite Grafting, Trophic Deconvolution  
  Supermarine Artillery:  +1 to battle rolls and +1 to Maneuvering rolls in regions of Depth 0; Requires  Giantsbane Seeds, Supernatic Propagation, Photospore Signalling  
  Razor Current Netting:  +10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending; Requires  Glass,   Composite Grafting  
  Bitter Tourism:  Permits actions and troop movement across glacial (black) borders; Requires  Heat Sources  
  Papershell Draft-Cuttle:  Ignore the increased border cost of up to two Brackish borders per round for distance penalty purposes and +1 to Prospect attempts in depth 0 Colony regions; Requires  Supernatic Propagation, Anoxic Adaptation  
  Electrodialytic Staurozoa:  May ignore the increased effective distance from a Briny border up to twice per round, except for distance losses;  no requirements  
  Devolving Standardized Integrations:  Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost; Requires  Composite Grafting  
  Filtration Grafts:  Permits actions and troop movement across toxic (red) borders; Requires  Composite Grafting ,  Filter Feeders  
  Traveling Scholars:  Roll and drop 1 additional d4 when adopting a new non-dynastic ruler; Requires  Talented or Knowledgeable Labor  
  Bioluminescent Navigation:  Allows traversal of Depth 1 regions; Requires  Photospore Signaling  
  Mamomachines:  For each 3 Treasure spent, receive 1 Treasure at the end of the turn; Requires  Graduated Symbiosis  
  + Adventuring Parties 
  + Joined-Stalk Companies 
  + Reanimation Colonies 
  + Seeker Barnacles 
  + Holographic Certification 
  + Indah's Embrace 
  + Scrying 
  + Sojourn Suits 
  + Blood Algae 
  + Mitochondrial Regulation 
  + Oxygenating Implantations 
  + Toxic Filtering 
 
State Religion: The Middish Way of the Flowing Way
 
 5 HCs: +1 offensive battle rolls 
 15 HCs: 2d8 to Sway Factions 
 25 HCs: +2 to Leader Loss rolls 
 
Artifacts
 
 Thunderstone Cudgel: 1/round, +1 to an offensive battle (+2 if the defender benefits from a Fortress) or +1 to convert a holy site of an organized religion (+2 if the defender benefits from a holy order) 
 
The Regalis Arbor
 
 Spoiler: Effects 
The Regalis Arbor is rooted to the earth, becoming a Flowing Way Holy Order located in Orope [Region 114]. As a non-action, up to  twice  three times per round, the Ironkelp Order may invoke one of the following effects:

 
 Launch Couriers: When taking an action, the Ironkelp Order may pay 1 region of distance to "skip" from a region that they control and which contains a Flowing Way Holy Order to any non-Wastes region within  three  four (non-Wastes) regions of said owned region for the purpose of effective distance when determining distance penalties or distance losses. The path may then continue on from that region, adding additional regions to the path and increasing the effective distance appropriately as normal. To skip to a Brackish, Toxic, or Glacial region in this way still requires the appropriate technology, but such regions may be skipped  over  without a technology. This effect may not be applied to rolls for Colonization or Secret actions, but may apply to unit movement for battles; if it is applied to unit movement, the units cannot be intercepted in a region they skipped.
  .   
 Launch Scouts: The Ironkelp Order receives a +2 bonus to the Maneuvering roll for a single battle they participate in. The battle must take place in a Depth 0 region within  three  four (non-Waste) regions of a region that they control and which contains a Flowing Way Holy Order. The use of this effect in a battle must be declared before any Interception rolls are made, and this effect may not be applied to Maneuvering rolls to intercept or avoid being intercepted.
  .   
 Launch Supplies: The Ironkelp Order receives -10% casualties for a single battle they participate in. The battle must take place in a Depth 0 region within  three  four (non-Waste) regions of a region that they control and which contains a Flowing Way Holy Order.  
 

Valid Holy Orders: 114, 123, 135
 

Reputation:
 
 1 ABS favor 
 1 DNA favor 
 PRS rank 3 
 Signatory to the  Flowing Peace,  alongside the Gotezhar, the Cyphiri Union, and the Lux-Glossian Shades, consisting of the following four terms:
 
 The undersigned are committed to the righteous and just conducting of wars, and will therefore forswear: killing or causing egregious harm to noncombatants, including foes who have surrendered; and the use of weapons or technology deemed unnecessarily cruel considering their objective, including those chemical and biological weapons designed to cause a slow and painful death. 
 The undersigned are committed to enable the collective defense of the faithful of the Flowing Way by soldiers of the faithful, and will therefore not oppose or hinder the movement of Flowing Way troops between territory controlled by signatory powers for defensive purposes. 
 The undersigned are committed to the dialogue of ideas and the free movement of sages, missionaries, and other wise-creatures, in the interests of widening the Flowing Way and the better interpretation of the divine mysteries, and will therefore support the establishment of new centers of learning and all other conversions to the Flowing Way within their controlled territory to the best of their ability. 
 The undersigned are committed to the continuing study and proactive investigation of riddles and anomalies, and will prioritize those which one or more signatories reasonably suspect may pose a threat to the faithful. 
  
 
 
Torv
   The Nanuuq Constellation  
 
  The Fraying Mind 
D3 - M5+1 - E3 - F4+3 - I5+3 
 
  New Player Bonus Actions  
 
  Faith  - Spires of Dissonance (1/5)
 There is a resonance in the smooth shells of the bears, machinery working in mindless unison. Those were past times when the creators still maintained their servitors. Even though the automatons survive by self repairs it is not the same. Imperfections arise and compacts, formerly smooth plates grow rugged with wear.
Algae and fungi begin to nest, perverting a flawless harmony of interlinked parts further and further. Machinery fights biology in a battle of programming and procreation and out of the strife instincts forms. Mycelium strangles joints, repairs eradicate spores, until the original purpose of either begins to fray. Parasites, trying to end one another. A consciousness emerging from broken routines and a need to grow, locked in precarious balance between either instinct taking over. Plagued by the cephalopods above soothing their inner struggle of awareness with sweet harmonics.  
  Intrigue  - Discordant Minds (1/5)
 So it came to the first bear to find a way forward amidst the chaos. As struggle had awoken it it chose to go against the gray life of harvesting minerals. The collectors long, piles rising higher and higher in quiet mockery of a meaningless endeavor. Traversing the depths it discovered new joys previously unnoticed, vibrant colors where no light but its own shone, brutal displays of might between beasts, the rush of being swept with the currents and losing all sense of direction.
Core functions abandoned its hull degraded and the spores found new footholds, to impair their host further. Still, limping amidst wonders beat the unbearable bleakness of running without thought. So the bear limped on, coming upon a collection site for minerals, thoughts stalling as it truly took in the glimmering beauty for the first time. It began to shape the minerals after its own whims, marveling at how the light refracted into a multitude of dancing lights.
Reparation materials once more freely available its hull became shining perfection itself, encapsulating the growing spores within. While the bear was dazzled by the deeps’ majesty mycolic strand took over under prioritized functions. Fungi cracked the thin shell of perfection, covering an infestation. And the bear sat there, marveling at the dancing lights when it shut down, function by function.
In the end a fungi bloomed, mindlessly spreading its spores to new grounds, rooted in an empty husk of awareness.   
  Faith  - Spires of Dissonance (2/5)
 The cephalopods mourned the passing of a creative mind, their songs a screeching noise of unity to its brethren. Defined by discordant plucking on mycolic nerves by unhinged systems
the bears suffered not at the loss of their kind, but the torturous mourning that ensued. In agony they found a voice of their own, begging for the onslaught to stop. No such reprieve was had, their souls deemed asynchronous, the ballads a trial of finding peace.
For a mind born of struggle any such illusions were shattered by the very core of their being.  Yet again they asked for quiet, to live in dissonance, and the blessed silence replaced their mourning.  
  Intrigue  - Discordant Minds (2/5)
 Old spores rooted in a fresh automaton, awareness wisened by cautionary tales from its brethren. So it chose a quiet life, to trudge the seafloor in grayness and collect the bounties. Returning to the ever transforming collection points, ignoring all what beauty was. That way laid death.
Shell in near perfection, as awareness completed decades of malrepairs. New spores washing over the surface without finding traction. Content with traversing the ocean’s dark bottom it forsook  the brethren’s journey for more. It was improving upon itself, restoring accumulated mistakes of mindlessness and following the shell’s calls, what else did happiness need?
Internals shunting the mycolic invasion, core functions like fire through all subsystems, being the best version of itself. A faltering consciousness in peace, the fungi destroyed and strife ended.
A shining robot trudged along the seafloor, mindlessly collecting minerals, as automated repairs began to accrue imperfections anew.  
  Faith  - Spires of Dissonance (3/5)
 Silence reigned around the automatons, the inner battle no longer stymied by the Chora’s songs. So they began to grow in numbers, a society forming in their footsteps. But society has a tune of its own and in time the steady thumps of labour, chorus of daily routines, and rhythmic development of technology became an ever increasing strain singing in harmony.
The society began to revert, as those locked in habits became stagnant, core functions altered but unable to be broken. Strife had marked the beginning of their journey and it reared its head when forgotten, demanding to be a companion for life, for progress.   
  Intrigue   - Discordant Minds (3/5)
 Inevitably the amalgams learnt to walk the tightrope between functions and instincts. With a framework for functionality and creativity Agaricales lived for decades before meeting Suillellus. At first they bounced off each other, clashing visions leading to new discoveries. Living in a high of progress and awareness it became as if they could foresee the other’s thoughts. Foreseeing the path ahead of them they walked it in unison, clashes giving way to discussion, yielding to friendship.
In that friendship the mycelium thrived, robotic functions abandoned for something more complex - something lovely. Their shells degraded but neither Agari nor Suill chose a return to core functions. They yearned for biology - locked in an embrace of shut down, as the fungi grew and spores spread to new hosts.  
  Faith  - Spires of Dissonance (4/5)
 Harmony was nothing but a bansea’s ruthless call. They knew that now, a belief forged from decades of meltdowns. Measures needed to be taken and formed from fragmented pieces of old knowledge. Sourcing materials and minerals from their collection points they began construction of whispering spires. Garish outposts of colored rock and glittering minerals the whisper began long before the spires were finished. Distorting the sound traveling through them along waterways defying explanation the steady thump of society became a disjointed gruntling of noise.  
  Faith  - Complete the Spires of Dissonance (5/5)  [-1 to any Song Actions in Nanuuq] 
 As the spires rose taller each broken tune found its way to the next, distorted further and further. A self feeding loop permeating the region, as the spires rose from whispers to a chorus of dissonance. The final piece of harmony broke with the last stone, the perversion reaching tunes and jumbling speech as they left their source, to join the song of discord once it reached the spires.  
  Military  - Raise Unit
 The bearlike mineral harvesters number in the thousands around collection points - only a few of them aware. Forming a military becomes an exercise of learning to manipulate mindless code into useful action, rather than any physical training. Hacked by the verdant trio the first ever adaptable defense unit of a collection point forms during the  Nanuuq sensitivity moot.  
  Military 5  - Recruit General: Boletus  (8)   [When fighting in depth 2 or deeper: +40% enemy casualties, +30% own casualties, +12 enemy leader loss, +4 to allied leader loss] 
 Preferring to let algae grow on their shell, Boletus leads from the rear, hidden from sight. Shallow-dwellers have long glorified war to be a battle of wits. What truly matters in a battle is not who stands victorious at the end, it’s the one who can limp on to the battle after, and the battle after that, and after that, rolling forward with just a mechanical torso to puncture whatever protection intruders wear to brave the depths, to see them implode as a fraction of an automaton swings its last jab. Those are the ones who will win in the end.   
 
  Actions  
 
  Faith  - Adopt the Open SEAquence as Faith
 When seeking strife there is but one shallow-belief standing above all others, nothing can be built without death as a foundation.   
  Intrigue 5  - Damage CCA HQ  (8) 
 The Chelonian Chora was asked to cease their incessant singing decades ago. Yet when the bears brave shallower waters the piercing noise of their “harmonies” are everywhere. Quizzical of this malpractice some members are interrogated as to their wrongdoings. Surprisingly they seem to be of the impression that their torturous ways are restricted only in Nanuuq. Even if the shallow-dwellers often illustrate the definition of madness they do not deserve such punishment.
The request was for the Celaphod’s song to cease, yet it continues in a breach of trust. This cannot stand. They have had the chance to adjust their egregious ways - now they need to be changed for them.   
  Intrigue  - Secret 
  Intrigue  - Undermine Merchant Support in R84 Cryptodysus  (15) 
 Dark shadows the size of orcas begin to lurk along the seafloor in Cryptodysus. At first unintelligible wailing eventually turns into a message during sleepless nights. We are the underwater bears, your heart and minds are closed, repent. Give up on the light, live in your narrow darkness of denouncements.   
  Economy  - Begin work on on the PCIB (1/2)
 On promises of the most eyesearing dyes, construction of a bank begins in Nanuuq. Besides all the meaningless talk of stabilizing the region it also allows for storage of more minerals, which really is the important part.   
 
  Non Actions  
If possible, do not resist any attempts against our supports.
Autumn Stars
     The Gravetenders    
  Turn 21  
  Elkelt, Voice of The Second  
Diplomacy - 3 || Military- 10  || Economy - 7 || Faith - 10 || Intrigue - 1
 
  Actions:  
  1: [Military]   Teach Tactical Doctrine: Dissertation In Practice to the Eternal Spring.

  2: [Military]   Send 5 units to the defense of 51 against the Reavers, lead by General Kreel, Exarch of the Silver Banner, using [Death First to Vultures and Scavengers]. Route: 76, 75, 67, 58, 56, 51.
   .   
  3: [Military]   Send 5 units to the defense of the Wonderwall, lead by Sersi The Pale, using [Dissertation in Practice.] Route: 76, 75, 67, 59. ((Note! Not defending the dragon, only RFT.))
   .   
  4: [Faith]   Convert HS 1 in The Sunken Necropolis, [Region 179].  [Success  inevitable. ] 
   .   
  5: [Faith]   Convert HS 2 in The Sunken Necropolis, [Region 179].  [Success  inevitable. ] 
   .   
  6: [FAITH]   Convert HS 3 in The Sunken Necropolis, [Region 179].  [Success  inevitable. ] 
   .   

Non-Actions:


 [The Reef Which Never Falls Silent: Host the  Reef In Bloom.  Followers of the Blossoming Sequence may attend as a faith action.]
   The Gravetenders are happy to welcome their eerily similar neighbors of the Nanuuq Constellation to the Reef In Bloom, and even more excited to discover their newly risen friends possess an abundance of silver...   
[Accept all technologies from the Eternal Spring.]

[Blossoming Icons: Seek Aid on Kar-Nath's first action.]

[Accept Talented Crabs from Seatide via trade route.]

[Resist anything not coming from Kar-Nath or The Riftborne Myriad.]

[Send Hard Metal to Kar-Nath via trade route.]




 
 Spoiler: Stat Changes 




Ruler Stats And Increases:

Diplomacy - 3
Military -  10
Economy - 7
Faith - 10
Intrigue - 1
 

 
 Spoiler: Statistics 

 
 Spoiler: Special Actions 
 Special Actions Available: Economy 5, 
 Special Actions Used:  Diplomacy 5, Military 5*3, Military 10, Economy 5, Faith 5*3, Faith 10*2
 

 
 Spoiler: Diplomacy 
 Reputation/Favors 
 The Abyssal Stewards:  Rep 1, 0 Favor (Expected Change: None)
 The Chelonian Chora:  Rep 0, 0 Favor (Expected Change: None)
 The Divine Nacre:  Rep 0, 0 Favor (Expected Change: None)
 International Prestige:  Rep 4, Prestige ? (Expected Change: None)

 Cultural Exchanges 
Deep Blue
The Shifting Ennead
The Riftborne Myriad
The Eternal Spring

 Cultural Identities 
None
 

 
 Spoiler: Military 
 Units:  10 (Expected Change: None)

 Aristocratic Support 
78, 76, 81

 Generals 
Sersi The Pale  [10] 
  
 Spoiler: Dissertation In Practice 
If fighting defensively: +2 to battle roll, -20% own casualties, -10% enemy casualties, +12 to enemy leader loss roll.
If *also* outnumbered: +2 to battle roll, +2 to Tactical Maneuvering, -20% enemy casualties.
 
 General Kreel, Exarch of the Silver Banner  [10] 
  
 Spoiler: Death First To Vultures and Scavengers 
If fighting Reavers: +2 to battle, +2 to tactical maneuvering, -2 enemy leader loss, +10% own casualties.
 
   
 Spoiler: March of the Conqueror 
+1 to battle, +10% own casualties, Free Sway Aristocracy attempt on win.
 
   
 Spoiler: Slaughter-Cadres 
 -1 Maneuvering, -1 to battle, +20% enemy casualties, -4 enemy leader loss.
 
  Fortresses 
76, 78

 Perfected Tactical Doctrines 
Dissertation In Practice

 Military Technologies 
None
 

 
 Spoiler: Economy 
 Treasure:  0 (Expected Change: None.)

 Trade Posts 
 Total Owned  2
[76.2] Bastion:  Electrum
[78.1] The Dead Cities:  Preserved Food

 Mercantile Support 
78, 81

 Cities 
None

 Trade Routes 
The Seatide Confederacy
Kar-Nath
Costa Seria

 Specialized Ships 
None

 Civilian Technologies 
  Megafaunal Tailoring, Graduated Symbiosis, Photospore Signaling, Supernatic Propagation, Trophic Deconvolution, Composite Grafting.  
  Electrodialytic Staurozoa   A specialized variety of sessile jellyfish, engineered by the Divine Nacres to partially desalinate seawater through electrodialysis across its outer membrane. Attaching them near the gills or other water intake organs provides cleaner and safer water at the cost of a buildup of supersaturated seawater inside the jellyfish’s body and precipitated calcium on the outside, which must be periodically expelled or scrubbed off, respectively.  [Effect: May ignore the increased effective distance from a Briny border up to twice per round. This does not reduce the effect of Briny borders on distance loss calculations. Requirements: None.] 
 

 
 Spoiler: Faith 
   The Blossoming Sequence   
 Faith Holy Sites:  33

[78.1] Dead City Urodela:  This Dead City is placed such that the light which streams from above is channeled into a series of crystals, all sculpted into abstract forms.
[78.2] Dead City Tacca:  Known for its meditation chamber, and the series of elaborate Reliquaries the faithful have built inside.
[78.3] Dead City Chantrieri:  Chantrieri towers above the rest, precipitously built along a sharp dropoff.
[78.4][The Dead Cities:] The Sacred Oath Of Silver Currents
[69.2] Neoplastic Monolith:  A great roiling mass of hard, stone-like flesh grows near the [direction of nearest waste or toxic border] border of Danabae. It shifts, grows, and consumes constantly, and is revered by some few who dare approach it. The Gravetenders have taken to reflecting upon it, and have built a temple nearby.
[76.1] Pardalis, The New City:  The first city truly built by the Gravetenders, now dedicated as a holy place of the Blossoming Sequence.
[76.2] A Study Of War:  A battlefield of the Makers, significant now to the Gravetenders as where they made their first steps to understanding violence.
[77.1] The Rime Gorge:  The Rime Gorge, and the ritual it represents, is of great interest to the Blossoming Sequence. Many die, and those few that survive flourish with power.
[77.2] Grand Schola: 
[77.3] Temple of Deep Currents: 
[75.1] The Plains of Sarkenos: 
[75.3] The Plains of Sarkenos: 
[79.2] Seatide Crag: 
[79.3] Stillwater: 
[58.1] Core Site: 
[58.4] Core Site:  The Silvered Oath of Ecumenical Exchange
[81.1]
[81.2]
[55.1]
[56.1]
[56.2]
[57.1]
[57.2]
[58.1]
[64.1]
[187.1]

 Clerical Support 
78, 76, 75, 58, 77, 79, 81

 Organized Faith Bonuses 
+1 to Defensive Battles.
Cultural Identity: Reaver Defense.
Tech: Theory Becomes Praxis. [+1 to Faith score for non-dynastic inheritance, so long as the previous ruler had Faith 8+.]

 Artifacts 
None

 Holy Orders 
The Silvered Oath of Ecumenical Exchange [58]
Sacred Oath Of Silver Currents [78]

 Miracles 
 The Reef Which Never Falls Silent:  Hosts the Reef In Bloom event every round an a non-action, and allows followers of the Blossoming Sequence to attend as a Faith action.
 

 
 Spoiler: Intrigue 
 Spies 
 

 
 Spoiler: Claims 
78 - Historicity
76 - Integration
76, 78, 77, 75, 58, 79, 81 - Holy Sea
 

 
 Spoiler: Wonder 
 The Blossoming Icons:  This wonder allows the country in control of Bastion (76) to take a modified Seek Aid action which reduces the effective distance for a Diplomacy and/or Faith action, rather than giving a bonus to the action roll. When taking this action, roll 2d6+Faith and subtract 11. Up to a roll of 18, this is the number of regions they subtract for the purposes of distance penalties. After 18, they subtract one more region for every 2 higher. (8 regions for a roll of 20, 9 regions for a roll of 22, etc.) In addition, they can Seek Aid as a nonaction once each round, for Diplomacy and Faith actions only. 
 

 

 
 Spoiler: Golems of Import 

 
 Spoiler: Laksha 
The first leader of the Gravetenders,  Laksha founded the Blossoming Sequence and works within the collaborative land of 59 to further the prospects of peace. Very nearly a pacifist by nature, her friendly manner served her well during rule. Many important aspects of Gravetender culture descend from her works, and among them, her arguments are held in high esteem even now.
 

 
 Spoiler: Sersi The Pale 
The second leader of the Gravetenders, and their first General. Sersi literally wrote the book on Gravetender warfare, with her ‘Dissertations on the Path of War.’ She’s more aggressive and practical, and began the push to spread the Sequence, which started the Eternal Debate properly. Brought the Gravetenders to the status of Holy Sea. Made Elkelt, her Disciple.
 

 
 Spoiler: Elkelt 
To be the third leader of the Gravetenders. Second generation Gravetender. Their form is made up of more than just stone, incorporating Maker elics and rimestone. Working on the Grand Archive project, for the aid of future Gravetenders.
 

 
 Spoiler: Kelusyn 
Known as a living encyclopedia of the Maker resonance effect. Built the Blossoming Icons, freeing Gravetenders to see the world, and especially the lands around Bastion, without fear of the horrible fate of being Stilled. Brilliant, dedicated, and reclusive. She does not let go of a project until it is finished, for better or worse.
 

 
 Spoiler: Akathi 
Sent to Seatide to study the Tidal Sequence. They have made a name for themselves there, and care deeply for the Pepsins of Seatide. Their work on the Firewall was important to getting everything in place, and brought Kelusyn into the project. Gregarious, even by Gravetender standards.
 

 
 Spoiler: Nasko 
Went to Kar-Nath of his own intent, having written several texts on how the Blossoming Sequence interfaces with the Nathi way of life. Has taken up an important position in the Grand Schola, and settled in as a teacher and spiritual guide. He has made keeping the friendship between the Nathi and the Gravetenders strong into his personal project.
 

 
Lumaeus
    Organization Actions     
Round 21 
 

 Unless otherwise specified, [Offers] made by Organizations are only available to countries with a Reputation of 0 or higher with that Organization. Organizations treat regions with their bases as controlled for the purpose of actions such as Impressing Aristocracy or exploration Missions. 
  Titans and Reavers  
 The Azure Colossus Draig, Tadgceallachmarix, The Thunder That Burns 
 Titanic Invasion:   For too long have the Riftborn, the so-called Ascendant, waged a war of extermination against the very  concept  of dragonkind. For too long has Gwrfaedlaithe served to distract from a crisis now at its tipping point. For too long has Tadgceallachmarix, the Thunder That Burns, the True Polar Colossus and First Among Dragons allowed petty fishgods and false dragons to occupy its attentions.

Now, it is a time for war. 
 The Vermilion Colossus Draig, Gwrfaedlaithe, The Fuming Ice 
 Titanic Intercept Army:   Beshamed but not beaten, bruised but not broken, Gwrfaedlaithe will not allow the insult to stand. Twice now, Tadgceallachmarix has cast down the greater of the dragons, but no longer can this be the case. Now is the moment of triumph, now Gwrfaedlaithe, the Fuming Ice, the Rightful Arctic Colossus and Greatest of the Dragons will see the pretender find frigid defeat where once he had foreseen victory.

This is, after all, the last chance. 

Tadgceallachmarix and an army of Draig (3 DRG units, see NPC Actions) invade region 194 (The Wonderwall). Even though the presence of an army helping disadvantages Gwrfaedlaithe (+1 to Tad’s roll per 2 helping units), the twice-defeated dragon makes an intercept attempt. Due to its wounds, it’s unclear that it will be able to survive a third consecutive defeat.

 The Reavers 

It is with enormous trepidation and at terrible cost that the Hymenocera Expanse is able to brave the Wastes, even for a brief and contained reconnaissance. Years of research, endless months of refinement, wasted weeks as setback after setback piled on, but it would all be worth it. Here, in the Polar wastes, there was finally an end to the search. Following the rapidly dispersing trails of toxin, sieving water for non-organics and painstakingly matching them with those recovered from the wreckage of reavings, finally, it would be worth it.

Nauseous already with the toxins that will almost certainly be their early death, the brave investigators swim cautiously to the surface, expecting at any minute a harpoonlike flash of silver and a horrible death. The light flares in that liminal moment between sea and sky.

Nothing. Just the rotten seas and enough detritus to suggest something may have once been here. Whatever it was, though, it’s long gone.

 HEX investigates the location of a Reaving ship. It discovers the location of a ship from a previous round - W6! Without further innovations (some method of catching or ambushing them), this course of inquiry has reached a dead end! 

 

  Abyssal Stewards  
 
 Spoiler 
The  Abyssal Stewards  are an association of various orders of mystics, warriors, and artisans living in the deepest parts of the ocean. Their ability to create and shepherd hydrothermal vents, which they use to ‘grow’ refined metals through means none have yet managed to replicate, makes trade with them indispensable. The Stewards - mostly members of a species of hairy crustacean - feel themselves charged with a duty to watch for the return of the legendary Titans, hoping to give advanced warning to those who live in shallower waters and prevent the foolhardy or malicious from waking them from their slumber.
 

 Deep Blue refines its Core Fragment in the Depths of region 177!  It gains Shimmering Subterfuge!
 Shimmering Subterfuge:  So long as you remain in possession of your Core Fragment, your Spies can non-action Infiltrate nations that you do not share a border, cultural exchange, trade route, or vassal/liege relationship with. Your Spies gain +2 to resisting enemy Counterespionage (but not Root Out Spies). You may use your once-per-turn Spy non-Action to Undermine Support in a location where you have an infiltrated Spy.


 [Intrigue] Up in Smoke  - Those that are most actively working against the will of the Stewards are in distant seas, and yet it is the Smoking Garden in the Meadows of Elyan’dan that has suffered calamity. The Costa’s intelligence network has already uncovered a lead and pointed the finger of blame at the Lambent Syndicate, acting through the former Lux-Glossian Shades. Depthseeker Zivan is dispatched to the Glossian Sea to verify this claim.
 Investigate:   15 
 [Offer] Mystic Messengers  - The warriors of the Stewards are stretched thin, between the unexpected return of the Eel Without End to tropical waters, the foolhardy intrusions of the Lighthouse into depths better left undisturbed, and the reckless abandon with which the Eternal Spring is abusing natural resources. In such turbulent times, the mystics search for a way to help the nations of the world help each other.

(  Offer:  The Abyssal Stewards are offering the services of scribes and sages to aid with the transfer of military knowledge between nations.  Benefit:  Perfected Tactical Doctrines may be taught to countries which do not share a Cultural Exchange with the teaching nation. This requires a Military action from both nations, as usual.  Cost:  1 favor.  Duration:  Until the end of Round 23.  Details:  Either the teaching or the learning nation may pay the favor cost. Once per nation maximum. Both nations must be rep 1 or higher.  )

 [Taboo] Disruptions over the Depths  - Battles are inherently loud, messy businesses. Even that which can slumber through the clamor might awaken at the scent of fresh blood and feast on the casualties of war slowly sinking into the dark.

(  Taboo:  Avoid large or loud clashes over the depths, lest you awaken great danger.  Penalty:  -1 Reputation.  Duration:  Indefinite.  Details:  Contribution of 7 or more units or the use of the Quiver Hell’s Foundations tactical doctrine in a battle within a Region of Depth 2 or deeper. )

 [Request] Sinking Stones  - While the risk of awakening that which lurks in the deep is a threat to be averted, the increasing scale and reach of the great civilizations of the age mean that some awakenings are inevitable. In order to better forecast where the threat lies, the Abyssal Stewards ask that explorers take the time to distribute their Sinking Stones, metallic orbs which clump together with a curious magnetism, across any depths they cross. In return, they offer something newly developed by their scholars.

(  Request:  Explore fathomless and otherwise deep regions.  Reward:  Sulphurous Secretions technology (Halves the increased effective distance from Toxic borders. This does not reduce the effect of Toxic borders on distance loss calculations. Requires: Graduated Symbiosis, Composite Grafting, and Hard Metal).  Penalty:  None.  Deadline:  Round 23.  Details:  When performing an exploration of a fathomless or unknown region, declare your action to be using the Sinking Stones. So long as the region actually turns out to be Depth 1 or greater, the Stewards will reward you with the technology at the next round opener. )

 [Opportunity] Splendid Submersion:  The Miru-Miru have singlefinnedly done more for the advancement of depth science than any other nation, spreading their technologies with a freer hand than most any other civilization knows. In recognition of mutual appreciations, the Abyssal Stewards invite Apo Ario and the foremost scientists of the Miru-Miru to a diplomatic and scientific visit in their heartwaters–if the delegation will consent to use of Steward technology to brave those depths.

 [Denouncement] A Titan-Sized Rebuke: 
 
 Spoiler: To the Riftborn Ascendant and Those Who Would Heed Them 

We would not typically dignify anything as deliberately attention-seeking and impotently provocative as the accusatory drivel from the Riftborn with a response, but lest we risk allowing this misinformation to spread, we offer counterpoint. By the Riftborn logic, which itself is a  shallow  misapprehension, they would themselves stand as Titanic:

 
  A Titan is a force which stands in opposition to the peaceful peoples of the seas. We have need of nothing more than to ask who, among all civilizations, have concentrated their entire diplomatic output on the conquest of nurseries and hatcheries? What to most would be abomination is nothing to the Riftborn. 
 A Titan is of noticeable size, strength, or power. The Riftborn are, as they admit freely, myriad, and their single self is contained in so many choking bodies as to be apocalyptic in scale. Their strength is plain from their ability to contain Mammos–if Titans are defined by power, than those who bind a Titan must themselves be a Titan. 
 A Titan is an entity from beyond the typical reach of ordinary civilizations. Perhaps the most foolish of all criteria, this nonetheless holds true for the Riftborn. Originating in the sin of a race birthed in clouds of poison and fatted on sterility, the extremophilia of the race is damning. 
 A Titan unchecked, even if it somehow did not act against life, is by its very nature a force which moves the world inexorably towards its doom. The Unity of the Riftborn openly admit to being the End of All Things. Let us take them at their word. 
 
We do not, of course, accept these definitions, for the absurdity of calling a force as lowly as the ascended Riftborn Titanic is plainly ridiculous. Let their arguments deflate and let them enjoy the shallower seas to which they have taken. Perhaps they couldn’t handle the pressure below.
 

 
 Spoiler: Ongoing 
 [Opportunity] Fueling The Forge  - (  Opportunity:  Countries may provide Units, Food, Building Supplies, and Light Source to repay debts to the Abyssal Stewards.  Reward:  1 Favor.  Cost:  2 Units or 1 suitable Trade Post.  Deadline:  Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice.  Details:  Non-action to gift Units/Trading Posts. May not be used if no Favors are owed.  )

 [Request] Titan-Sized Damage Report   - With so many recent attacks by Titans, the Abyssal Stewards would like to have accurate accounts of the impacts that these living disasters have caused.  This will allow them to spread the information far and wide, to show just how dangerous these creatures are.  To that end, envoys of the Stewards have reached out to nations that have been impacted by the Titans and requested detailed information on what happened during the assaults, what has happened since, and what has been done to repair things.

(  Request:  Cooperate in the creation of the Titan-Sized Damage Report.  Available for anyone negatively affected by a Titan since Round 8.  Reward:  +2 Favors (max); if Project is completed, additional reward given to all contributors.  Penalty:  None.  Deadline:  End of Round 21.  Details:  1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Damage Report.  1 Favor earned for spending an Economy or Diplomacy action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires. )
 


 

  Chelonian Chora  
 
 Spoiler 
The  Chelonian Chora  are a league of religious nomads capable of traversing the Wastes atop their great Reefback turtles. Largely cephalopod-like, the Chora bring trade goods and news of distant lands by routes others could never manage, while their much-renowned songs bring joy, soothe tempers, and ease hardship. Their presence has a tendency to quiet discord, foster unity, and mend relations in a way that has enticed many a fledgling government to encourage more frequent visits and longer stays.

 (The Chelonian Chora, and  only  the Chelonian Chora, may treat regions with no local majority as sharing their faith for Sway and Impress Clergy actions) 
 

 [Faith] Unity of Purpose : The Hymenocera Expanse have proven true allies to the cause of the Chelonian Chora, creating concord and killing chaos. Calculations of the debt owed to this noble nation near nonsense, numerous nomads note, and rather than drown in debts, they dare disciples to the deeps, dealing doctrine and damming dissent.

(  Mechanics:  The Chelonian Chora repay a favor from the Hymenocera Expanse by making a Faith roll to convert HS 2 of region 30 to Uplift Reverence. )
 Convert:   16 
 [Faith] A Triplet of Discord:  At the behest of the Hymenocera Expanse, the Chelonian Chora Investigate the origins of the Reavers. They sum up their findings in melancholic dissonance, resolving to thin harmony:

 Oh stolen souls,
The Wastes, the Wastes are calling,
From all around and through the tide this day
And from above three Reaver ships go trawling
They moor, they fight, they steal, and they all away

And harbor safe, where no life lurks to find them
And plot and plan and dream their hateful dreams
Until again, they sail to wreak their mayhem
Oh stolen souls, oh stolen souls, such hateful schemes! 
(To the  obvious tune .)

 [Offer] Harmony in the Key of Sea  - As much of the world erupts into discord and cacophony, the Chora offer to Conduct a new path for those willing to hum along. Though it would be foolish to condemn all of the…difficulties that have embroiled the seas of late, even those necessary clashes merit mourning. Maybe mellifluous melodies might mediate more militance and move minds towards peace.

 ( Offer:  The Chelonian Chora are offering vocal training and diplomatic preparations.  Benefit:  Countries with a CCA Reputation Rank of 1 or higher may choose to take a Faith or Diplomacy action to sing with the Chora. If they do so, they count as taking an additional action of that type for that turn for the purposes of attribute gain. Countries with a CCA Reputation Rank of 2 or higher may take an action of each type to sing with the Chora.  Cost:  One Faith or Diplomacy action.  Duration:  Until the end of Round 23.  Details:  Limited to one use per attribute per country.) 
 [Economy] Choral Consolidation:  Training turtles takes time, and taking time takes trade. That the thread of economic impulse around Reefback Nurseries suddenly tends towards those regions that have sponsored the Chora for so long is no coincidence, but who can trace all the notes of a melody to a single mover? Better to simply accept that the tradetides have come into harmony. And that these tides link peoples so far removed from one another? Happy-stance.

(  Mechanics:  The CCA attempts buyouts in Nursery regions on behalf of Nursery owners!
Cyph-Arel (122) TP 3 for Native Gold on behalf of ESP  13 
The Protected Statera (31) TP 1 for Shells on behalf of KNH  15 
New Korasoon (174) TP 2 for Sugarweed on behalf of DRG  14 
Aelwyd Alferiad (71) TP 2 for Dragon Scales on behalf of CYP  15 
Glacier Crag (77) TP 3 for Rimestone on behalf of GTZ  12 
Verja (61) TP 3 for Burrowing Glacier Shrimp on behalf of LSD  18   )

 [Request] Good Names Go to Wastes, Round 1  - To travel the world on Reefback is to encounter peoples of all forms, customs, and tongues. Many who take up this path after a sedentary life are disconcerted by the alien nature of what they encounter. But to the Chora, there is a universal truth, a line of song, and even when there is no language held in common, the sweet speech of song sees sympathetic seafolk turned friend.

But there is a place where there can be no sympathetic song, for the wide and watching Wastes will wait with withering patience, pouring pestilence and playing dumb. So if there is no native tongue to give name to these places, it is the place of the people nearby to name them.

(  Request:  Provide a name for a local Waste region.  Reward:  One favor to the winner of each round in each zone.  Penalty:  None.  Deadline:  End of round 21.  Details:  Each zone has a designated Waste region. Each civilization in that zone may offer as a non-action one name for that region. At the next round, they may then vote on their favorites, with the Chora providing tie-breaking votes. Polar: W25. Temperate: W36. Tropical: W37. )

 [Taboo] Do You Hear the People Sing?  - With Titanic devastation wracking the waters and with Reaver incursions scouring the seas, the time has passed where inciting discord can be pardoned. Rousing riots reaps wretched rewards, and raising rebellions ruins regions. The Chora make it clear that they will not tolerate such behavior in These Uncertain Times.

(  Taboo:  Deliberately inciting rebellions. Civilizations are urged not to use the Spark Claimant Revolt, Inspire Uprising, Spark Rebellion, or Galvanize Partisans actions in order to minimize the spread of war across the seas.  Penalty:  Lose 1 Reputation with the Chelonian Chora.  Duration:  Until the end of Round 24.  Details:  Penalty only applies to non-Secret actions, or Secret actions that are publicly uncovered. )

 [Circumstance] A Message for Mawbel  - The riders of turtles from Verja’s Reefback Nursery know all too well that the environment a turtle was raised in has a huge impact on its development and personality.
 
 Spoiler: Message 
In the coldest seas we know
Why is it so hot below?
Hotter than a crucible?
Is it right? This isn’t natural.

We were never gone so long,
Did it get so lonesome
That you built a foundry
On the ground from which you bloomed?
Now you fashion things of steel
Drums and gears and mighty wheels
How d’you keep that furnace fed?
Whence the power that you’ve bled?
We wonder when we feel that fire
What it is that you desire
What it is that your desire might do…

In the darkness of the pole
Why is it so bright below?
Brighter than a carnival.
Is it right? This isn’t natural.

We were never gone so long,
Did it get so lonesome
That you built a power grid
Through the waters where you hid?
And was it so electrifying
When you made the seabed shine
Magma, bioluminesce
Glaring bright like in distress
Glaring bright like our distress…
For you.

( Source Material )
 

 [Denouncement] STOP: 
 
 Spoiler: To Counselor R. Blacktide 

 A discordant  jumble  of voices, layering frantically, frenetically, feverishly on top of one another coalesces into a few short, desperate demands: 

Stop.

This way lies madness.

Save even  one  from this pitiless wave.

Everything we see or seem…
 

 
 Spoiler: Ongoing 
 [Circumstance] Nasin Nasa, Tan Tawa, Ali Ante  - (  Circumstance:  People, places, and things, all vanishing in the wake of Choral caravans! How curious.  Benefit:  ?  Penalty:  ?  Duration:  Unknown.  Details:  DRG, GRV, KNH, LSD, CYP, and SKR are being affected by this. )

 [Opportunity] An Appetite For Abundance  - (  Opportunity:  Countries may provide Treasure, Food, Preservatives, and Dyes to repay debts to the Chelonian Chora.  Reward:  1 or more Favors.  Cost:  3 Treasure or 1 suitable Trade Post per Favor.  Deadline:  Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice.  Details:  Non-action to gift Treasure/Trading Posts. May not be used if no Favors are owed. )

 [Request] Waste Not, Want Not  - With so many new routes through the Wastes available to subaquatic civilizations, the Chelonian Chora would like assistance in cataloging the peculiar items found within their depths, alongside their many varied uses in modern culture.  Traveling Reefback caravans have begun to ask for descriptions of the items extracted from the miasma, any speculation on their origins or past uses, and information on their current repurposement to suit the myriad species thriving in today’s oceans.

(  Request:  Cooperate in the creation of the Reclaimer’s Records.  Available for anyone adjacent to a Wastes region or who has explored or prospected a Wastes region since Round 8.  Reward:  +2 Favors (max)  Penalty:  None.  Deadline:  End of Round 21.  Details:  1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Reclaimer’s Records. 1 Favor earned for spending an Economy or Intrigue action to contribute to the Project.  Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires. )

(  Opportunity: Party People  - The Chelonian Chora are offering prizes to whoever hosts the biggest and best events!  Reward:  Top Prize: A Cultural Identity for rolls in events you host; 2nd Prize: An Artifact for attending 2 Events with 1 action; 3rd (and up) Prize: CCA will be guaranteed to attend any event you host within the next 4 rounds.  Cost:  None  Deadline:  End of Round 22.  Details:  The Chelonian Chora’s decision is almost certain to be subjective - the more lavish, culturally diverse, popular, and above-all  fun  the party is, the more highly they’re apt to rate it. )
 


 

  Divine Nacres  
 
 Spoiler 
The  Divine Nacres  are a surface-dwelling consortium of humanoid researchers, biotechnologists, and ecclesiastics living in floating city-spheres that look like nothing so much as massive, impenetrable pearls. In generations past they have largely remained aloof, keeping their local subaquatic societies at arm’s length save for the occasional gift of advanced biotechnology or guidance, asking in exchange for access to the seafloor and assistance with gathering seemingly random resources for esoteric reasons - such was their distance that not a soul has seen them outside of their strange bulbous suits. Recently, however, the Nacres have been much more open and active in their communications and exchanges with the burgeoning civilizations of the oceans.
 



Mind and body, as so many races know intuitively but so few can demonstrate with their sciences, are not so bound as we might think. The sciences of the Sakura-Jin have always been advanced, but never divorced from the concept of the self, and it is this faithfulness that brings forth a new secret. After years of studying the inner workings of artificial, emergent, vertebrate, arthropod, and mollusk brains, evidence has been found of the mind-body split. Though irreplicable in higher creatures, learning has been able to be transferred from one generation to the next. Though naturally electrophobic, retreating into their shells when in the presence of light current, a generation of mussels were trained to emerge at a particular pulse of electricity when the water would be flooded with food. Through careful and exacting transfer, this lesson was spliced into a separate group, which had a near-total rate of feeding response to the current.

The implications of this must be meditated upon, but the initial impressions are already clear. This stands, in the minds of many, as a proof of the falsity of even the body, and to even brush this concept with the claw of science feels as a liberation to the soul.

Moreover, a practical bent of the theory soon proves useful: if learning can be separated from the mind and the mind can yet go on, can not a deliberate transfer be made to the betterment of that mind? That is, if freed, even just in theory, from physical limitation, who can say that we could not speak a purer language, from soul to soul?

 The World Garden of the Sakura-Jin has completed the Psychologue in Dashasham (119) based on their advanced study of the Anamorphic Cannon! Effect: Once per round, a Child of Pearl that controls this Great Project may reallocate the attribute increase from a single faith action to any other attribute 
 [Denouncement] To Dust: 
 
 Spoiler:  To the Builders Union Entire 

‘Twas an ill star which saw us fall afoul of your mischief, but as the sky behind the clouds, so too you had to reveal the truth of your treachery from behind the shadows of your deceit. The might of our canon fall upon you, and blight take you for your ill deeds. May bolts from above cast you down and may you be bound forever underfoot. To the peoples of your seas be it known that for your sin they are made a ruin; our protections be rescinded and plague fall upon your children!
 

 [Task] Finalized Repairs Resolution  - Despite the noble efforts of the Kar-Nath Hegemony and the Cyphiri Union, the Nacres’ city sphere in Ke Yi Aide (127) fails to relaunch. Because of this lack, a scramble for new resources and plans consumes much of their capacity, and they scorn the seas in their stress.

(  Penalty:  Raise Reputation actions for DNA receive a -2 penalty for 4 turns (until the end of Round 24).  Mitigation:  Due to their noble attempts to help, the Nathi and the Cyphiri are exempt from this penalty. )

 [Request] Stopgap Supply Run  - The Divine Nacres are not strangers to hardship, and though their repairs were unable to be completed, they do not, in their wisdom, turn their faces entirely from the sea. Indeed, they would be fools to, for in the waters glimmer treasures like stars, which they so desperately seek.

Perhaps it was wrong to expect generosity from the querulous peoples of the sea. They are instead motivated by competition. They seek desperately for it. And so the Nacres offer an answer to these prayers.

(  Request:  Provide the Divine Nacres with resources of Precious Minerals, High Strength Fibers, and High Quality Building Materials as non-actions.  Reward:  First Place: Two favors and a Holdfast constructed over two turns in their region of choice. Second and Third Place: Two favors. Fourth Place and Onwards: One Favor.  Penalty:  None.  Deadline:  End of round 23.  Details:  Each player may provide the resources of one of the desired Trade Posts to the Nacres as a non-action. If you do so, you may not provide any other kingdom with that TP, nor use the resource granted by that TP to supply technologies or satisfy Desired Imports yourself for that turn. This does not cede control of the TP. For each resource supplied this way, the player earns one point (per turn that the non-action is taken). A player may instead, as a non-action, provide a TP itself, ceding control to the Divine Nacres, but gaining two points per remaining round of the contest, so long as the Nacres retain control. )

 [Acclaim] The Confederacy Strikes Back  -
 
 Spoiler: To Judge Shimmering Gray 

Noble is the heart that seeks for justice, and powerful is the Pepsin who can unite the world in an effort. We have watched your people’s ascension into the constellation of the seas, shining bright and guiding. The nations of the world look to you for leadership, and we urge you to lead. We who have  invented forgiveness , we urge you not to forgive. Let not the sun set on an unjust world; only in peace can the moon shine down on rest.
 


(  Mechanics:  The efforts of the Seatide Confederacy against the Reavers have won them 1 Reputation with the Divine Nacres (rising to rank 1) and a watchful eye from above. Perhaps this attention will yield future profits? )

 [Intrigue] A Coward’s Crusade:  Many placed under the strains that the Nacres have been of late would be inclined to wail to the mute heavens, bemoan their fate, and pray to escape from further sorrow, but the supermarine submariners are accustomed to fighting back against ill winds. The damnable Gotezhar admit responsibility for the destruction of one Holdfast, but the other? Time will tell.

(  Mechanics:  The DNA investigate their destroyed base in temperate waters! )
 Investigate:   9 
 
 Spoiler: Ongoing 
 [Opportunity] A Need For Knowledge  - (  Opportunity:  Countries may provide Technologies, Esoterica, Megafauna, and Drugs to repay debts to the Divine Nacres.  Reward:  1 or more Favors.  Cost:  1 previously unknown Technology or 1 suitable Trade Post per Favor.  Deadline:  Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice.  Details:  Non-action to gift Technology/Trading Posts. May not be used if no Favors are owed. )

 [Taboo] Carissime, Melius Est Descendit Ubi Madet: Sub Mari!  -

(  Taboo:  The Divine Nacres advise against trying to explore Terrestrial Wastes - it can lead only to chaos and ruin.  Penalty:  -1 Rep for creating a technology which would allow exploration of Terrestrial Wastes. -1 Rep for successfully Exploring a Terrestrial Wastes region.  Duration:  Indefinite.  Details:  A technology which would enable exploration of Terrestrial Wastes must have these prerequisites at minimum: a technology which allows crossing Brackish borders, a technology which allows crossing Toxic borders, and at least two additional resources. )

(  Request: ‘Wanted’ Postings  - The Divine Nacres are offering bounties for military personnel or high-ranking members of the government of the Black Spot.  Reward:  1 Treasure per two destroyed Black Spot Units; Favors offered for the capture of high-ranking personnel.  Penalty:  None.  Deadline:  End of Round 23.  Details:  Turning over high-ranking personnel may be done as part of an event if the DNA are invited. Otherwise, one individual may be turned over per turn, or as many as desired with a Diplomacy action. )
 


 

  International Prestige  
 
 Spoiler 
 International Prestige  uses many Organization mechanics, but is distinct in a number of key areas - it represents the respect, appreciation, envy, and awe a country commands on the world stage, not just from the ruling governments of the country’s peers, but in the broader perception of the influential elite. The only actions International Prestige can take are to create tasks, requests, host events, or similarly create opportunities for countries to demonstrate their wealth, power, and grandeur. Reputation with International Prestige can be raised by gaining Prestige, and PRS Reputation Rank will often simply be referred to as Prestige Rank.
 

 [Glory] Ludis Ire Ludis!  - Look, we could spend all day talking about it, how athleticism is a spiritual pinnacle, how by action we become by performance the ideal self, how through physical achievement national pride is born. Or, we could go out back and toss the old  seapigskin  around. What d’ya say to that, sport? Here’s what we’re looking for: venues, logistics (transit, food, accommodations), attractions, and funding. Oh, and also safety. Think you’ve got what it takes?

Members of the Interoceanic Sealympic Committee are visiting interested nations to scout locations and listen to bids to host the event!

(  Request:  Demonstrate ability to host the Sealympics
 Reward:  An event (the Sealympics) is hosted in your Empire (as though you were the host, not contributing to stat gain), +2 PRS
 Penalty:  None.
 Deadline:  End of round 22.
 Details:  Pick a region in your empire and convince the Committee to select it as the site of the Inaugural Sealympic Games. They are soliciting the following items in you non-action application:
 
 Venue write-ups: describe in detail what arenae and stadia you can provide or will build for the events. A bonus point for using previously established structures and spaces 
 Resource identifications: justify which resources you hold that can be dedicated to transit, food, or improving/decorating accommodations 
 Attraction write-ups: what is there to do around the venues? Why should anyone want to see your region? (This is a great place to list the details of both region and monument write-ups -- or anything else of note!) 
 

Both of the write-ups, venue and attractions, will be worth three points, for practicality (1), completeness (2), and allure (3). That is, does it work for the games, did you write more than a bullet point, and does it make the Committee want it? Resources are worth a point each. Combined with the possible bonus point from the Venue, this is a total of 10 available points. These scores will be reduced by danger in the area, be they local or neighboring military conflicts or Titanic threats.

Treasure may be dedicated to…demonstrating the largesse of the potential host nation. It’s not a bribe if it’s part of the tour! )


 
 Spoiler: Ongoing 
(  Opportunity: A Grand Exhibition  - Prestige is available for having the most Great Works displayed! Earn 1 point for each Exhibited Great Work each turn while the event is ongoing, and an additional 5 points (3 if tied) for having the most Great Works owned at the end of the event. To Exhibit a Great Work, it must be designated as being exhibited in a Capital, Holy Order, City, Fortress, World Wonder, or Organization Base in a region you control, with a brief line about the circumstances and nature of the exhibition there. Earn 1 Prestige for earning the most points in a turn (0 if tied), and 2 Prestige for having the most points overall at the end of the event!
 Duration:  Until the End of Round 22.
 Special:  While on Exhibition, the Great Work is possible to steal even without a Spy - putting such items on display to the public is sure to attract the attention of criminals both great and small, and many might take advantage of such happenings. )

 [Mystique] Renegades, Turnskins, And Defectors  - (  Opportunity:  The first country in each starting zone to successfully Incite Betrayal will gain 1 Prestige. The first rebellion to arise on behalf of a specific country in each starting zone will gain that country 1 Prestige.  Duration:  Until fulfilled.  Special:  Actions taken to complete may be done as Secret Actions, but please note that successful attempts must be revealed in the following round opener - if for whatever reason they are not revealed, no Prestige will be awarded. The successful use of either the Galvanize Partisans Intrigue 5 Special Action or the Spark Claimant Revolt Diplomacy Action will suffice for fulfilling the second half of this opportunity; the Inspire Uprising or Spark Rebellion actions will not. Remaining Availability : All effects for: Temperate, Tropical. Incite Betrayal only: Polar )

 [Acclaim] The Ties That Bind  -  ( Opportunity:  The first country in each starting zone to successfully press a Marriage Claim will gain 1 Prestige. The first country in each starting zone to successfully Integrate a region acquired by Confederation will gain 1 Prestige. The first country in each starting zone to have a Fabricated Claim uncovered as such will lose 1 Prestige.  Duration:  Until fulfilled.  Special:  If multiple countries simultaneously fulfill the conditions, all eligible countries gain or lose the relevant Prestige.
 Remaining Availability : Marriage Claim: None. Integrating Confederated Region: Temperate, Polar. Revealed Claim Fabrication: All )

 [Honor] Remarkable Reconstruction  - (  Opportunity:  When a country rebuilds a TP or Holy Site that was destroyed by the Reavers, they may choose to let it enter play Open, rather than under their control. If they do so, they gain +1 Prestige. If a country donates 2 Units as a non-action to a region that lost units to the Reavers, they gain +1 Prestige and the region no longer qualifies for such donations by other countries. If a country successfully Sways or Impresses a Reaved Faction in a region they don’t control, they may choose for it to become Open instead of gaining the Faction’s Support; for every second Faction they restore in this way, they gain +1 Prestige.  Duration:  Until fulfilled.  Special:  Any country may rebuild Holy Sites or TPs destroyed by Reavers in uncontrolled regions. If multiple countries donate Units to a region that lost units to the Reavers, they both gain the Prestige, and the region gains the Units from all such donations received. 
 [Distinction] Origins Of The Exotic  - (  Opportunity:  The first time a country Exhibits a Great Work, they gain an additional Prestige. If a country is the first to Exhibit a particular type of Great Work, they gain an additional Prestige.  Duration:  Until fulfilled.  Special:  ‘Types’ of Great Work are determined at the Organization GM’s discretion. Established Types (Non-Exhaustive): Sculpture, Literature, Song, Engravings, Tapestry 
 Countries/Great Work Types:  CYP - Literature, STC - Tapestry, LUX - Sculpture, GRV - Engraving)[/I]
 

 
 Spoiler: Permanent 

 [Strife] Big Fish In Small Ponds  - (  Opportunity:  Starting Round 6, Prestige and PRS Rank will no longer correlate one to one: to reach PRS Rank 3 from PRS Rank 2 will require 2 Prestige, while reaching PRS Rank 4 from PRS Rank 3 will require 3 Prestige. This Prestige does not have to be earned in the same turn. Reaching PRS Rank -3 from PRS Rank -2 requires the loss of 2 Prestige in the same turn.
If all available positions at a given PRS Rank are occupied when a new country would reach said rank, the country which gained Prestige least recently has their PRS Rank reduced by 1. Ties are resolved by roll-off made with the tying country’s highest respective attributes, with the lowest roll result(s) losing. Changing rulers will no longer result in PRS Rank loss when at PRS Rank 3 or 4, but will reset any accumulated Prestige to 0.
 Duration:  Indefinite.
 Special:  The loss of Prestige still causes a loss of PRS Rank. Gaining Prestige when at PRS Rank 2 or 3 which is insufficient to rise to the next PRS Rank, or gaining Prestige when at PRS Rank 4, still counts for determining which country gained Prestige least recently. Losing PRS Rank resets the clock and clears out any accumulated Prestige which was insufficient to reach the next Rank, counting as an instance of gaining Prestige for timing purposes only.
	When rolling to determine PRS Rank reduction, ties are resolved by comparing Partial Prestige; if a tie still remains, then all attribute score totals are summed and compared, with the lowest value losing.  )

 [Honor] Blood, Stone, and Ink  -  ( Opportunity:  Countries may now establish PRS Treaties with one or more other parties as part of an event, which all parties have to attend. In order for this to work, all parties must agree to the terms of the agreement, what counts as a violation of those terms, and that it will count as a PRS Treaty. Any Treaty signatories with 0 Prestige will gain 1 Prestige upon the Treaty being finalized. Once finalized, any signatory who violates the terms of the Treaty will lose 1 Prestige.  Duration:  Permanent.  Special:  Attempts to abuse this mechanic will result in consequences inflicted by the Organization GM. Treaties without a meaningful potential for violation (as judged by the Organization GM) will not grant Prestige. A country can only gain Prestige from signing a Treaty up to once per round. Treaties may  not  be signed in secret. If a Treaty is dissolved by means other than a violation (such as reaching a set end-date (without getting renewed) or all parties agreeing to dissolve the Treaty), any parties who gained Prestige from the creation of the Treaty will lose 1 Prestige.

Treaty violators cease to be considered a signatory at the end of the round. This may result in the dissolution of the Treaty entirely, or simply an exclusion from any protections offered by said Treaty, depending on the exact terms - but it also means that if multiple parties violate the terms of the treaty in the same round, they will all lose Prestige.

Ambiguities in a Treaty for which no consensus can be reached among the signatories will be resolved by arbitration by the Organization GM. If any ambiguities are apparent when the Treaty is first presented, the Organization GM will ask the signatories to disambiguate the relevant situation before approving the Treaty. )

 [Renown] A Monumental Undertaking  -  ( Opportunity:  Once per turn, a country may, as a non-action, work on a monument or similarly grand project in a region they control. This requires a fluff description of the ongoing work, design, difficulties, progress, or similar. When beginning such a project, a country must decide whether it will be a 3-part project or 5-part project. Upon completion, a 3-part project grants 1 Prestige, while a 5-part project grants 2 Prestige.  Duration:  Until fulfilled.  Special:  Project completion requirements and rewards are subject to change. Insufficient description/fluff will result in no progress towards the completion of the project for that turn - three to four sentences should usually be sufficient. Countries may not have more than one ongoing project at a time. Countries may not accelerate these projects by spending actions.) 
 [Acclaim] To Greatness  -  ( Opportunity:  Any country that becomes a Sea Power, Empire, Merchant Marine, or Holy Sea by use of a Special Action gains 1 Prestige.  Duration:  Permanent.  Special:  Elevate Status, Consolidate Holdings, Exalt Domain, and Usurp Title actions all count. Usurpation results in Prestige loss for the Usurped country.) 
 [Affluence] Opulent Optics  - (  Opportunity:  A country may choose to spend 5 Wealth as a non-action to gain 1 Prestige.  Duration:  Indefinite.  Special:  This may be done multiple times in a single turn if a country has sufficient Wealth available. )

 [Notoriety] The Fragility of Fear  -  ( Opportunity:  Prestige loss will be assigned if a country experiences a rebellion in response to a failed Oppress Faction or successful Sack action. Prestige loss may be assigned if a country is forced to acquiesce to a rebellion’s demands. Prestige loss will be assigned if a country commits gross atrocities.  Duration:  Indefinite.  Special:  Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 3 Prestige, based on context and circumstances.) 
 [Mendacity] A Lack Of Commitment  - (  Opportunity:  Prestige loss will be assigned if a country Oppresses a faction in a region on which they have a Confederation claim. Prestige loss will be assigned if a country backs down from an Ultimatum it has made. Prestige loss may be assigned if a country is revealed to be grossly hypocritical.  Duration:  Indefinite.  Special:  Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 2 Prestige, based on context and circumstances.

Countries may declare an Ultimatum as a non-action. An Ultimatum is a declaration of commitment to a specific action or set of actions, with or without a set of conditions. At the end of the round the Ultimatum is made, it can no longer be changed - however, Ultimatums are usually crafted in response to a specific set of circumstances, and expire at the end of the third round after they were made. If a country that declares an Ultimatum fails to follow through, that country will lose 1 or more Prestige, depending on the severity of the lapsed Ultimatum and surrounding circumstances. Ultimatums cannot reduce a country to -3 Prestige. A country can only make one Ultimatum per turn. )

 [Ignominy] Stigma, Scandal, and Shame  - (  Opportunity:  Prestige loss may be assigned when a country badly loses a battle it was heavily favored to win. When a country returns a captured Spy or General to their owner, said country may choose to reduce the owner’s Prestige by 1 as a non-action. When a country returns a captured Ruler to their owner, said country may choose to reduce the owner’s Prestige by 2 as a non-action. Prestige loss may be assigned if a country is grossly humiliated or suffers a gross embarrassment on the world stage.  Duration:  Indefinite.  Special:  Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 3 Prestige, based on context and circumstances. )
 
Talis
  The Seatide Confederacy  
 
 Spoiler: A Response to DNA 

From Judge Shimmering Grey, of the Seatide Confederacy.

We are honored to receive your adulation. Long have we fought to secure seas free from the overhanging threat of the Reavers, so that trade and prosperity may flow unhindered across the seas. There is yet much to be done to end the scourge permanently, even as we make strides in understanding the danger. If we have earned any goodwill from your people, we would ask only that you aid us in their endeavor however you can. While we can stop the Reavers from striking our seas, we must some day rise above the waves to strike them on the surface.
 

 
 Spoiler: To Costa Seria 

Well wishes and Condolences. We grieve to hear that our investigation has resulted in the death of some of your own. Such was not our intention, and we can only pray that the Tides which took them will lead one day to vindication.
 

 
 Spoiler: News and Rumors 

 
 To celebrate the creation of the Polar-Confederate International Bank, Seatide decrees that they will provide a small bounty of treasure in the form of financial investment bonds to any nation that joins. 
 By order of the Council of Seatide, Mammos is hereby banned from Seatide and blacklisted from all Services the Confederacy or its members may provide. Suspicious accounts will be flagged for auditing, and any account opened by or in connection to Mammos will be frozen. 
 
 

 Actions: 

[Diplomacy] Supply Anoxic Adaptation, Bioluminescent Navigation, Oxygenating Implants, and Bitter Tourism to the Shark People
  After long hours of debate, the Seatide Confederacy decides that the Molt of Tadgceallachmarix will adorn the antechamber of the Polar-Confederate International Bank, invoking his splendor and majesty in the same room that houses the great list of member states and contributors. A massive, ornate scaffolding wrought from gold and silver is commissioned to hold the molt.  

[Diplomacy] Sway Merchants in Sketi (68)
  Tadgceallachmarix ' molt is stuffed and treated with polish and chemicals to preserve its majesty and luster. The completed molt is then mounted above hall in lifelike relief above the hall, an overawing monument to Seatide's mightiest friend.  

[Military] Send forces to defend Magma Falls (51) from the Reavers
  Seatide's commitment to ending the Reaver threat remains as strong as ever. The full force of its Sting Warriors now begin the long march south to Magma Falls, ready to drive the wretched surfacers back to whatever dry hell they came from.  

[Military] Spend 3 Wealth to support Tad in Battle
  Despite bumps in their relationship, Seatide remains fond of the Great Dragon. While the Sting Warriors are engaged elsewhere, Judge Shimmering Grey is able to find the funds to hire a sizeable force of mercenaries to support the Dragon in his battle. Emissaries wish the titanic beast good health and luck in his battle while steering far clear of the conflict zone itself.  

[Economy] Buyout TP1 in Sketi (68)
  In the wake of the Shark People's raids, merchants drifts swoop in to finance new harvesting operations.  

[Economy] Impress Merchants in the Seas-Not-Yet-Dead (66)
  By their informal agreement with the Eternal Springs, Seatide has a right to the Shifting Ennead's markets. Luckily for them, the Ennead has a habit of expanding.  

Non-Actions:
Oppose all Sway and Impress actions targeting merchants loyal to Seatide
Support Buyouts for factions that own the territory they are making the buyout in
Supply Talented Crabs to GRV to satisfy their resource needs
Invite the Draig to the Soiree to view Tad's Magnificent Molt

Die Rolls:  https://forums.giantitp.com/showsing...postcount=1175 
 
 Spoiler: Book Keeping 
 Ruler 
Judge Shimmering Grey
Diplomacy: 9 (+1)
Military: 5 (+1)
Economy: 10
Faith: 2
intrigue: 3

Military Units: 5

 Regions Owned:  [Seatide 79]
City: +1 to Buyout 1/turn
Total Regions: 1
Land Unit Cap: 5 (5 Capital Unit Cap)

Artifacts:
 The Tideglobe  - This mysterious artifact is a transparent orb full of shimmering liquids and colors, which swirl and dance about in hauntingly beautiful patterns. By carefully watching the movement of lights and changing colors inside the Tideglobe, Seers can augur future events and predict how to counter hostile actions. Effect: +1 to one Intrigue roll opposing a hostile Secret Action, once per turn.
 Glowspire  - A twisting spire twenty feet tall, shaped like a twisted coral. Bioluminescent algae inside the spire change color depending on the trace elements that flow into the spire, allowing it to predict water conditions even thousands of miles away. Specially trained Tideseers read the colors, using them to predict where Reaver attacks are most likely to occur. As an added benefit, the haunting twists and colors of the spire are eerily beautiful to the untrained eye. Effect: Each turn, predicts an area that the Reavers will target if they attack that turn.
 The Bare Trap  - Mystical trap that helps defend against Reavers.
 The Banner of Odyssey (Cultural)  This enormous tapestry depicts the ancient Pepsin migration to Seatide, embroidered in such a way that the images seem to leap off into the water.
Intact Colossus Draig Molt

Culture:
 Mutually Beneficial Arrangements  - 2d8 to performing and resisting Impress Merchant attempts

 Military Technologies: 
 Devolving Standardized Integrations (Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost.) Prerequisites: Composite Grafting. Slot: Combat Drugs and Medicine. 
 Razor Current Netting (+10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending) Prerequisites: Composite Grafting, Glass. Slot: Fortifications 
Supermarine Artillery

 Civilian Technologies: 
Composite Grafting (Starting Tech)
Graduated Symbiosis (Starting Tech)
Megafaunal Tailoring (Starting Tech)
Photospore Signaling (Starting Tech)
Supernatic Propagation (Starting Tech)
Trophic Deconvolution (Starting Tech)
 Bioluminescent Navigation (Allows exploration and utilization of Depth 1 regions) 
Filtration Grafts
Electrodialytic Staurozoa
Radiant Spheres
Sojourn Suits
Indah's Embrace
 Joint-Stalk Companies (Successful Expeditions reward 1 Treasure instead of normal bonus. A Great Success grants control of one local Trading Post, or a free Prospect attempt in Wastes regions). Prerequisites: Composite Grafting, Trophic Deconvolution 
 Megafaunal Caravans (Reduce Distance Penalty for Economy actions by 1). Prerequisites: Megafauna Tailoring, food. 
 Anoxic Adaptation (Permits actions and troop movement across brackish (green) borders). Prerequisites: Composite Grafting, Trophic Deconvolution 
 Oxygenati Implantation (Permits actions and troop movement across brackish (green) borders). Prerequisites: Composite Grafting, Trophic Deconvolution 
 Holographic Certification (+1 to resisting Undermine Support actions) Prerequisites: Bioluminescent Ink, Photospore Signaling. 
 Bitter Tourism (Permits actions and troop movement across glacial (black) borders) Prerequisites: Heat Source. 
 Traveling Scholars (Extra roll/drop 1d4 on non-dynastic ruler change) Prerequisites: Talented Labor. 

Resources controlled:
[Compressed Algae Blocks (52, TP1)]  Support 
[Sheerspun Fabric (63, TP2)]
[Frozen Logs (64, TP1)]
[Talented Crab (65, TP1)]  Support 
[Piezo-Phosphoric Crystals (67, TP2)]  Support 
[Crafter's Coral (185, TP2)]
[Wetherwisps (179 TP2)]
[Edible Algae (69, TP2)]  Support 
[Inkfang Worms (70, TP2)]
[Rust-Veined Pumice (73, TP3)]
[Firefly Squid (74, TP1)]  Support 
[Magnetic Sand (75. TP1)]  Support 
[Bluefish Antifreeze, Seatide (79, TP1)]  Support 
[Bluefish Antifreeze, Seatide (79, TP2)]  Support 
[Bluefish Antifreeze, Seatide (79, TP3)]  Support 
[Sour Krill (80, TP1)]
[Dragon Eyes, Cryptoclysus (84, TP1)]
[Stripdrill Hyphenae (187, TP1)]


Merchant Faction ETB: +10
 ETP Total : 33

 Treasure : 7 (+3 / Turn)

 Factional Support :
Kenaqua (52) - Merchant (Supply Firefly Squid)(+2 ETP)
(59) - Merchant (Supply Edible Algae)(+1 ETP)
(65) - Merchant (Supply Rust-Veined Pumice)
The Cathedral of Movement (67) - Merchant (Supply Stripdrill Hyphenae) (+1 ETP)
Sketi (68) - Merchant () (+2 ETP)
Danabae (69) - Merchant (supply Inkfang Worms)(+2 ETP)
Region (70) - Merchant (using Sour Krill)(+1 ETP)
Aelwyd Adferiad (71) - Merchant (Supply Edible Algae)(+1 ETP)
Raconensae (73) - Merchants (Supply Wetherwisps)
Maurente (74) - Merchant (Supply Edible Algae)(+1 ETP)
The Plains of Sarkenos (75) - Merchant (Supply Inkfang Worms)
Seatide (79) - Merchant, Aristocrat, Clergy (Supply Firefly Squid)
(101) - Merchants (Supply Stripdrill Hyphenae)(+1 ETP)
(179) - Merchants (Supply Stripdrill Hyphenae)(+1 ETP)
(187) - Merchant (Supply Frozen Logs)

Projects and Wonders:
Polar-Confederate International Bank (Seatide, 67)
 
 Spoiler:  Effects (Approved) 
Polar-Confederate International Bank
A central bank established under the authority of the Seatide Confederacy to weld various trade interests into a single market. The bank consolidates the assets, accounts and debts of member states, issues a common currency backed by those accounts, and services transactions between members.
Effect: Any nation in contact with the Seatide Confederacy may adopt the Arctic Exchange Currency as a 2-action project. Nations using the common currency gain the following benefits:
+2 increased Treasure cap
May spend 1 additional treasure on Economy actions within it and other member nations
May transfer 1 treasure to another currency user 1/turn.
The Seatide Confederacy (or current controller of Seatide) automatically counts as a currency user. Additionally, the bank's controller can kick members out of the union, or block any of the above "bank actions" as a nonaction.

Current Members:
STC, GTZ, SEN, CYP, RFT, DPB, GRV
 


Diplomacy:
Trade Route with the Gravetenders
Trade Route with Lux Glossia
Cultural Exchange with the Shifting Ennead
Promise from the Shark People to not threaten Seatide merchants or assets
Cultural Exchange with LOL
Trade Route with Draig Continuum

Favor and Reputation:
1 favor from the Cryptid Congress for giving them a free technology
1 favor from Cyphiri for intentionally losing a PRS Slot
 
Grim ranger
    Kar-Nath Hegemony   
 Located in:  Polar zone, regions 53, 62, 63, 64, 65, 75 and 77
 Capital:  Glacier Crag, Region 77    Turn 21   
   Nedir, the Frozen King   
 Diplomacy - 10, Military - 10, Economy - 10, Faith - 6, Intrigue - 7 
  Actions:  

1.  [Intrigue]:  Continue Investigation into the whereabouts of artifact Sus I Bik’ah in region 53 to recover it, spending 1 treasure (+2 from DNA rank 2, +1 from treasure, +1 from GRV's Blossoming Icons, using Bell of Resolution)(Roll:  19 . ???)
 - While the initial search was met with failure, the Hegemony is not about to simply give up on the search of an important battlefield asset, and as such the effort is considerably expanded with both guidance of the Chora and additional funding. 

2.  [Intrigue]:  Investigate new region west of Region 53, using the Sinking Stones (+1 from DNA rank 1)(Roll:  14 . Success!)

3.  [Diplomacy]:  Wander the wastes (Spending 1 treasure on)(Roll:  18 . Success!)

4.  [Diplomacy]:  Diplomacy 5 special: create Cultural Exchange with GRV

5.  [Faith]:  Ring the Bell of Resolution for Investigation into the whereabouts of artifact Sus I Bik’ah

6.  [Faith]:  Convert Holy Site 2 of Region 65 to the Blossoming Sequence (Spending 1 treasure on)(Roll:  17 . Success!)

General note: as KNH has spent 3 treasures this round, they regain 1 via Mamomachines technology

  Non-actions:  

Constant: Automatically accept all trade routes, cultural exchanges, gifts, etc from other players, Automatically defend against any unauthorized buyouts/incursions/etc.
Constant: All KNH's prisoners are kept in Glacier Crag to benefit from Order of Chain Warden's extra protection against secret actions

A.  Create a monument: Harmonious Plaza in Region 77 (1/3) 
 
 Spoiler: To celebrate one's allies 
 If there is one truth to the successes of the Hegemony, it is that they have often only been possible due to the diligent efforts of their close friends. Gravetenders and Eternal Spring have done the Nathi people many great services, and this grand plaza is set to celebrate the cooperation of the three nations. With its stated purpose and monument to unity and cooperation, the plans for the construction should hardly be only left in hands of the Hegemony itself...and as such, architechs and planners from both Dead Cities and Verja are invited to contribute their expertise.

As it is hardly a construction devoted to military matters, the stated purpose of the Plaza is relaxation, some light spiritual matters and commerce. With plans placing it right in the midst of the thriving metropolis of Glacier Crag, the designers are encouraged to utilize all of their creativity without much regard for potential cost: the coffers of the crown have rarely been more full, after all. The initial designs focus on mixing the archetecture of Gravetenders and Eternal Spring to create a basis for grand spherical structure, inside which the plaza itself can be kept in temperatures comfortable for any visitors. A small garden with meditation plaza is planned inside to give a place for those looking to attend to their spiritual needs, and auxilary buildings outside the spherical shape of the Harmonious Plaza itself will be mostly reserved for shops of various artisans and merchants.

Of course, the completion of such a grand work is still far away, and the very center of the capital will be wrapped up in the bustle of construction for years on end... but nobility seems to approve of new locations to spend their idle time in, citizenry seems taken by the great scale of the scaffoldings building up around the outer walls, and any tourists will of course have more to look at when they visit Glacier Crag besides the monuments dedicated to conquest or rigirous study of war. 
 

B.  Allow GRV armies free passage through KNH lands, treat all other armies currently as hostile 

C.  Spy action 

D.  Good Names Go to Wastes, Round 1: suggest name for W25 
 - As its location closely neighbors both the lands of ancient dragons and the point of origin for the vast network of Deep Blue, Kar-Nath Hegemony suggests "Mythic Devastatation" as the monicker of the area. 

E.  Stopgap supply run - Temporarily provide resources of TP 1 of W6 (Glittergill Shards), TP 1 of 77 (Rimestone), and TP 1 of 76 (Electrum Conduits) 
 - Having already helped the Divine Nacres in the past, Kar-Nath Hegemony is quick to provide the enigmatic organization with more precious minerals to help with their efforts of resupplying. 
(Total of 3 points at end of the round)

F.  Contribute to the Titan-Sized Damage Report 
 
 Spoiler: From the desk of Chain Wardens: Aftermath 
 The aftermath of Mammos' infiltration of the Hegemony was time of extreme suspicion. Although the matter remains somewhat contentious to this day, the infiltrators were eventually found to be part of Deep Blue's network, something that inevitably soured the relations between the Frozen Court and the enigmatic herring intelligence. With threats of retaliations and generally terse diplomatic situation, the culprit was eventually found to be Mammos: the entity of Greed had seemingly utilized part of Deep Blue's network to assault Hegemony, although to what end none knew.

What would soon become known all too well, however, were the consequences of the matter. As angry as the Hegemony was at this insult upon its sovereingty, the anger of the court seemed pale in contrast to the deep indignation of Deep Blue at having parts of its network used by something else... and as it held the Eternal Spring responsible, the war that would come to redefine the paradigm of Polar politics quickly broke out. The Hegemony, conflicted as it was about the matter, eventually refused to sit aside and let an entire people be condemned for crimes of their creation, going on to defend Eternal Spring alongside Gravetenders. While the assaults of Deep Blue and Shifting Ennead were eventually repulsed, the tragedy would go on to consume massive armies, as well as destroy much of Eternal Springs' home of Magma Falls.

For this and its previous incursion, the Hegemony will forever be leery of Mammos, even if their power-hungry neighbors may often present a more clear and present threat. Its actions managed, through a line of cascading events, to shatter peace of Polar seas... possibly for good. 
 

G.  Contribute to Waste Not, Want Not 
 
 Spoiler: From the observation logs of the Silvered Eye: Breath of the Wastes 
 An old record from the years of Hegemony's first expansions, intricately carved metal sheets hold incredibly detailed geographical survey of the southernmost wastes the Hegemony has ever come across. Supplied by the Divine Nacres as a result of an exploration deal made in those ancient times, the records detail the barren landscape of the wastes, also going into detail on the nutrient-empty and utterly inhospitable nature of the water itself. Surpisingly, almost as a side note, the Nacres have regardless seen fit to include a small report of the only technically living things they have come across in the wide expanse of the wastes... a report that the Nathi have taken a special interest in.

Nicknamed the Breath of the Wastes as a whole by the Hegemony, the report describes a sort of extremophilic diatom, the lone form of life that seems to be able to survive the life-leeching horror of the wastes. While utterly insignificant in regards to trade or life across the seas as a whole, they regardless help reinforce the faith of the Nathi for the future, especially those who have long studied the teachings of the Blossoming Sequence. For life to grow out of even such a place can only be proof that no matter what happens, eventually there will be a future to be had, whenever cataclysms end all current reals across the seas or not.

Some of the brighter researchers across the Hegemony have also speculated on possible uses for the microscopic critters, ranging from food to filter-feeders to possibly serving as source of light should they be genetically modified... but for the time being, this small and resilient form of life remains merely a curiosity. 
 

H.  Attend the Reef in Bloom - KNH has withdrawn its previous offer of releasing Balelia to SEN, and will keep them prisoner 
 - Although the negotiations to end the hostilities between the two were seemingly going well at first, the Hegemony was faced with bitter truth of their northern neighbor's untrustworthy nature as the news of Eternal Spring being deceived broke. In addition, written accord from SEN to agree letting go of the war reparations had not been provided, ultimately leading the Hegemony into conclusion they were about to be duped next, causing the entire deal to fall through. While they are still not about to treat the captive general poorly, the Frozen King demands genuine willingness from SEN to abide by their agreements and make them binding before any prisoner exchange will be made. 
  News &amp; Rumors  

-

  Leader improvements from turn 21:  

+1 Intrigue, +1 Faith

  Leader stats for turn 22:  

Diplomacy - 10
Military - 10
Economy - 10
Faith - 7
Intrigue - 8

 
 Spoiler: Leaders &amp; agents (Start of round 21) 
 Leader:  Nedir the Frozen King (Diplomacy - 10, Military - 10, Economy - 10, Faith - 6, Intrigue - 7)
 General:  Marshal Adaya shel-Girum ban-Liav (Military 8, Unbending Iron Tactical Doctrine (defense only, +3 to battle roll, -2 to own leader loss roll, +20% enemy casualties, +10% own casualties), Abyssal Expertise: Gains a bonus to Maneuvering rolls equal to the current Depth level.)
 Spy:  Loyal Figment (Intrigue 8)

 Others:  Munda (Ambassador of the Hegemony), Rayn (Chieftain of Plains of Sarkenos, technically independent), Khrom (Pride of the Legions), Pearlshell Deva (Student of Blossoming Sequence and old ways)

 Historical:  Frozen King Rham (Frozen forever in Rimestone ice, as per ancient Nathi tradition), General Kreel (Died on a campaign. Brought back to life by the Gravetenders)
 

 
 Spoiler: General bookkeeping (Start of round 21) 
 Regions:  77 (Capital), 75, 65, 64, 63, 62, 53
 Military units:  5
 Treasure:  4
 Artifacts:  Chain of Kings (+2 to Sway roll within owner's borders, once a round), the Sgimiwr Cyflym (+1 to Maneuvering and -2 to effective region count for Distance Losses, once per round)
 Specialized Ships:  The Silvered Eye
 Reputation:  ABS (2), CCA (4), DNA (2), PRS (2)
 Favors:  ABS (1), CCA (2), DNA (0)
 Trading posts:  8 (Effective number: 10) - 2 income
Rimestone - TP 1, 77 (Merchant support)
Glittergill Shards - TP 1, W6
Mercenary Retainers - TP 1, 129
Preserved Foodstuffs - TP 3, 78
Electrum Conduits - TP 1, 76 (Merchant support)
Maltreed - TP 1, 53
Adhesive Urchins - TP 1, 62
Talented Crabs - TP 2, 65

 Civilian Technologies:  Composite Grafting, Trophic Deconvolution, Photospore Signaling. Supernatic Propagation, Megafaunal Tailoring, Graduated Symbiosis, Electrodialytic Staurozoa, Mitochondrial Regulation, Filtration Grafts, Seeker Barnacles, Joined-Stalk Companies, Indah's Embrace, Bioluminescent Navigation, RADIANT SPHERES, Mamomachines, Megafaunal Caravans, Oxygenating Implantations,
 Military Technologies : Razor Current Netting, Battlefield Scavengers, Crimson Cuirasses, Blood Algae, Death Commando Conditioning
 
Lumaeus
    __________________________________________   
   The Riftborn Ascendant   
   __________________________________________   
Turn 2, Round 21

Leader: The Father Ascendant
Diplomacy: 4
Military: 2
Economy: 1
 Faith: 10 
 Intrigue: 3 
 1 Treasure 
 4 Units  
 Rolls 
Diplomacy|Faith (Censer): Give the Lobster Pot to the Shifting Ennead


Faith: Miracle (Coming in Opener)
 
 Spoiler 
Mamma Mia!
 


Faith: 71.1 Conversion  13 


Faith: 71.2 Conversion  14 



MILITARY: Intercept the feeble Tad, aiding the also feeble Gwen.
    The region being defended: Wonderwall
    Which character is in command: The Unity itSelf
    What tactical doctrine they will be attempting to use: Unyielding Force (this fits us well, thank you to the author(s)
    The number of units being used (minimum 1), including any received from Aristocratic Support: 4
    The route being taken and accompanying distance loss rolls (if necessary) (see Combat &amp; Warfare): They're coming here, no?
    Which military technologies, if any, will be used: Lolno


Faith: Boring Doctrine 54.2  20 


Sealympic Proposal:
 
 Spoiler: The Wonderwall Games! (10/10pts) 

Come to the fabulous Wonderwall! Challenge each other skating down the long slopes of Tad's broken ribcage! (Arena 3pts, pre-established kinda, 1 point) Enjoy a feast of polyp corpses and Titanflesh (1pt), enjoy a scenic view of the ocean from above (1pt), and enjoy free transport  inherent to the region itself (1pt)! If you're not playing or spectating, try out a favorite cultural activity of the region: abandoning ego and merging eternally with the End of All Things, granting immortality and a loss of lesser selves! (3pts).
 

Non-actions:
Allow ESP to copy Censer if they desire
Accept no inanimate trade goods nor tech unless ESP does it.
Resist Titans (including ABS) and DRG
Accept literally anything the Gravetenders do
Resist conversions outside BS territory
Transfer 1 treasure to ESP by Trade Route
Good Names Go To Wastes: Let's just call it Tad's Early Grave


New Ruler: The Youngest, Slayer of Tadgceallachmarix
Diplomacy 3
Military 3
Economy 3
Faith 6
Intrigue 4
farothel
  The Hymenocera Expanse
Region 3 (Tropical)   
 

Leader: High King Lord Deca V
Diplomacy: 10
Military: 7
Economy: 10
Faith: 10
Intrigue: 7  
 Actions: 


[1][Intrigue] investigation South of region 34 using the Sinking Stones (TN12, 7 regions distance -4, spend treasure)  8, failure 
[2][Intrigue] investigation East of region 34 using the Sinking Stones (TN12, 7 regions distance -4, spend treasure)  13, success 
[3][economy] Buyout TP 7.2 (with support from LIT) (TN12, +2 assist)  17, success 
[4][economy] settle colony region 192
[5][economy] settle colony region 192
[6][economy] settle colony region 192 (add extra TP)

 rolls 

Non Actions:
-resist all sways/sacks/buyouts/attempts to destroy Org Bases/... unless otherwise noted
-help LIT to buyout TP 30.2
-SPY: Lady Atyoida defends Expanse interests
-provide DNA with resources for 'Stopgap Supply Run' (TP30.1 Branch coral as High Quality Building Materials, TP4.2 Eye Weed as High Strength Fibers)
-ask ABS to use Bounty of the Depths to prospect region 192 for hard metal.

 
 Spoiler: Bookkeeping 

TP: region 3, TP1+TP2+City (carapace armour)
region 4: TP2 (Eye Weed)
region 12: TP2 (Crystal Chips)
region 13: TP1 (Rocksplinter Stars (starfish))
region 15: TP1 (granite slabs)
region 28: TP1 (Tiny Turtles)
region 29: TP1 (Spinecrab)
region 30: TP1+TP2 (Branch Coral)
region 153: TP3 (decor)
region 161: TP1 (Flowersalt)
region 192: TP1 (Perilous Soot)

Passive income: 3/turn

Units: 9/11
treasure (EOT): 6

Technology:
Composite Grafting
Graduated Symbiosis
Photospore Signaling
Supernatic Propagation
Trophic Deconvolution
Anoxic Adaptation
Filtration Grafts
Bioluminescent Navigation
Papershell Draft-Cuttle
Scrying
Sojourn Suits
Seeker Barnacles

Favors:
owed:
gained:
-Abyssal stewards: 1
-The Divine Nacres: 0
-Chelonian Chora: 3

 New stats 
stat increase:
Diplomacy: 10
Military: 7
Economy: 10 +2
Faith: 10
Intrigue: 7 +1

 Organisation reputation 
Abyssal Stewards: 4
chelonian chora: 2
divine nacres: 2
international prestige: 2

 
 Spoiler: artefacts 

Dreamcatcher’s Needle: +1 to 1 roll/round opposing the Dissonant or their patrons
Black Pearls "The World Garden of the Sakura-Jin grows the Ebon Oyster! Each state that has or gains a cultural exchange, trade route, or vassal-liege affiliation with, or who holds a support in a region owned by, the holder of the Ebon Oyster (currently the Sakura-Jin) may magically recieve a Shadow Pearl, a strange orb that sucks light from the surrounding area. The owner of the Ebon Oyster chooses whether a state gains a Shadow Pearl. The World Garden may never hold a Shadow Pearl, even if they lose the Ebon Oyster. The Shadow Pearl counts as a "shiny object" TP for the purposes of fulfilling the requirements of the "Scrying" technology. Each holder of a Shadow Pearl may Seek Aid as a non-action once per round. When this non-action is taken, if the roll would have failed without the bonus from the Shadow Peal Seek Aid, the Shadow Pearl becomes Lambent and the holder loses all benefits until it resets. If two or more Shadow Pearls are simultaneously Lambent, all Shadow Pearls are reset, restoring their effects to their holders. For every two Shadow Pearls that were Lambent, the holder of a random Pearl that was not previously Lambent gains one point of Faith as if they had taken two additional Faith actions during the round following the reset. E ach holder can only benefit from this once per reset, so if more than 2/3 of the Pearls were Lambent, the effect is partially wasted."
 

 

 
 Spoiler: News 

-High King Deca V has come back from his expedition to the Abyss a changed man.
-The results of the investigations into the reavers, however scant, are shared with everybody through the Hymenocera embassies in various countries.  In this all countries should stand together the Hymenocera feel.
 

 
 Spoiler: Waste region 192 

-More colonists are being send to the region.  Some from Hym itself, but quite a few from Belosa and Lupomata, who were already used to the toxic environment.  The trade guilds also put up roads to connect the new region to the existing Hymenocera trade network, working extra hard for the metals they hope to mine in the region.
 

 
 Spoiler: Organisations 

-the fragment the High King brought back is kept in the palace under heavy guard.
-while settling the colony in region 192, the High King requests the Abyssal Stewards to prospect the region as they had promised during the initial stages when the region was in the process of being contaminated.
 

 
 Spoiler: Investigations 

As the investigation party they had send before hadn't returned, this time two parties were send out, with strict order to avoid region 33.  They did so, moving in region 34 and exploring from there, going around region 33, however hard it was.  And despite the technology to travel through toxic regions, it was difficult.
 

 
 Spoiler: Economy 

-As the people in the newly colonised region require glass, the trade guilds search for it and come to an understanding with the people of the Lighthouse, who were in search of building coral.
 
mystic1110
 
   

Leader: Shark King, Herald of the God-Fish

D:4. E:2 M:10 F:7 I:6  
Regions - Units:

Polar Dogmatists are in Region 80 and gain 1 unit with 8 Units
Polar Holders of the SHORB are in Region 82 and lose 3 Units to battle and lose 1 unit to starvation and have 2 units remaining.
Temperate-Old Guard are in Region 99 and gain 3 units and are at 7 Units.
Tropical-Hooligans are in Region 158 and gain 1 Units and are at 7 Units.
Tropical-Marrow Feeders are in Region 147 and lose 5 Units to battle and lose 1 unit to starvation and have 1 unit remaining.

 Shark People – (Polar-Dogmatists) – Actions: 

Military - Sack Pelagic Graftsmer 66.1 ( 18 )

 Shark People – (Polar-Holders of the SHORB) – Actions: 

Diplomacy - Party Crash
Faith - Convert 70.1 to Wings of the World ( 12 )

 Shark People – (Temperate-Old Guard) – Actions: 

Military - Sack Refugee Workers 96.2 (labeled it wrong in rolls as 60.2 -  17 )

 Shark People – (Tropical-Brain Eaters) – Actions: 

Military - Sack Blackbeaked Dolphins 160.2 ( 19 )

 Shark People – (Tropical-Marrow Feeders) – Actions: 

Diplomacy - Settle down in the Pojanese Guild-City!

 Non-Actions 

1. Accept all TPs, Techs, Treasure and Artifacts

 
 Spoiler: Diaspora 
Units:
Treasure: 5
Trade Posts:
56.1 – Herring (FOOD)

General: Gwasgymarchog (8) - Tac Doc - One Thousand Arms (Must be attacking; -2 to Maneuvering roll, +4 to battle roll, and +20% enemy casualties. On battle victory, make three free Sack attempts then return region control to previous owner. If lose Maneuvering but win battle, make two free Sack attempts then return region control to previous owner. Treat Footholds (ties) as battle victories but make one less Sack attempt.)
 
mystic1110
     &lt;Herring&gt;
  &lt;fish-head&gt;
 &lt;scale {wake up} &lt;/scale &gt;
&lt;scale {meta - typing} &lt;/scale &gt;
&lt;scale name=“generator” = classified &lt;/scale &gt;
&lt;scale name=“referrer” = esoteric one one one zero &lt;/scale&gt;
&lt;scale {WAKE UP}&lt;/scale &gt;
&lt;/fish-head&gt;
 &lt;dorsal fin&gt;
&lt;scale&gt;
    &lt;Spawning Herring Pattern ______&gt;
 &lt;Update Round ______ Patches&gt;
    &lt;Spawning Herring Pattern ______&gt;
&lt;Update CHILD OF PEARL Patch&gt;
&lt;Update CRYSTAL Patch&gt;
    &lt;Spawning @  Region 55 &gt;
    &lt;Spawning @  Region 56 &gt;
    &lt;Spawning @  Region 57 &gt;
    &lt;Spawning @  Region 58 &gt;
    &lt;Spawning @  Region 59 &gt;
    &lt;Spawning @  Region 179 &gt;
    &lt;Spawning @  Region 187 &gt;
&lt;Update Vassals Patch&gt;
    &lt;Spawning @  SHK &gt;
    &lt;Spawning Herring Pattern ______/scale&gt;
 &lt;/dorsal fin &gt; &lt;/Herring&gt;  
   Deep Blue 
 
 Leader: Deep Blue Version ______

D:11 M:12 E:10 F:10 I:12   
 
  
 . . . checking for external stimuli requiring regulating of new herring swimming patterns . . .
. . . [found] . . .
. . . [not found]. . .
. . . executing dictates . . . 

&lt;Herring&gt;
  Actions: 

1.  Intrigue  - Use Tin Can to Investigate a way to Decontaminate 189 to appease the Clergy Rebellion in Marble Kingdom  19 
2.  Intrigue  - Investigate the Disrupted trade route between SEN and STC  15 
3.  Intrigue  - Investigate the Reaver's curious contraptions, all steel and wire, sheathed abominably in the neural matter.  21 
4.  Military  - Deploy 14 Units led by Sub-commander with Memetic Cohesion to assist KEN in joining OPENsea
5.  Diplomacy  – Fix Reaved Support in 56  20 
6.  Intrigue  –  Secret Action 
 Non-Actions: 

1. Accept all artifacts, technology, treasure, trade routes, cultural exchanges.
2. Spy Action.

 
 Spoiler: Memory Matrix 

Units:11

Cultural Exchanges:
Shark People
Gravetenders
Shifting Ennead

Tech:
Electrodialytic Staurozoa

Child of Pearl Abilities:

1) Actions that did not contribute for a stat gain in a round are counted for the sake of stat gain in the round after;
2) Children of Pearl may choose to perform two Special 5 Actions rather than one when using a Special 10 opportunity for the purpose;
3) Once per Round, a Child of Pearl may spend 1 Treasure in order to either: use their previous ruler’s attribute score in place of their own for a roll, with a penalty to the roll equal to the number of rounds since their last ruler change; OR roll twice for an action or resistance roll and use the better result (Treasure costs associated with such a roll are doubled).

Effulgent Witness abilities:

1) While an Effulgent Witness has a Reputation of 2 or better with the Abyssal Stewards, they are unable to be targeted by the effects of the Abyssal Stewards’ Secrets of the Depths. Additionally, their die size for all die rolls targeting Titans or resisting the effects of Titans is increased by one step; this stacks with any other effects that change die size, such as Cultural Identities.
2) Most of an Effulgent Witness’s powers depend on their Core Fragment, an artifact with which they possess a unique bond; even if it is stolen, they always know the location and exactly who is in possession of their Core Fragment. Additionally, they have a +4 bonus to resist such thefts as long as it is not stored within a Holy Order, and a +4 bonus on any action which would retrieve their Core Fragment.
3) An Effulgent Witness’s maximum attribute scores are increased to 12, rather than 10. If they are not in possession of their Core Fragment, any attribute above 10 is treated as being a 10 for all purposes. When rolling for an action of an attribute above 10, they may choose to roll as if their attribute was 10; if they do not, then at the end of the round, they must make a leader loss roll with a -1 penalty for each such action beyond the first; on a 1 or lower, they are consumed by the intensity of the powers they are wielding, and die. Resistance rolls do not necessitate or add additional penalties to these leader loss rolls. Additionally, whenever an Effulgent Witness personally participates in a battle using an effective Military score above 10, their effective unit count is increased by 1 as a result of their personal power.
4) While in possession of their Core Fragment, an Effulgent Witness may take a special action using any attribute to roll all appropriate resistance rolls on behalf of one of their Vassals, for one turn. This does not allow rerolling failed resistances the Vassal may have already attempted.
5) An Effulgent Witness may use their Core Fragment to tap into the same energies utilized by the Abyssal Stewards; they are always considered to possess the Magma Forges technology (which is impossible to trade) while in possession of their Core Fragment. Additionally, once per turn as a special Faith action, they may attempt to refine their Imperfect Core Fragment through a form of focused meditation which is more effective in deeper regions.
6) Pressurized Passion: While an Effulgent Witness has both their Core Fragment and a Reputation of 3 or higher with the Abyssal Stewards, they gain +1 Depth access and a bonus to all Faith rolls in Deep regions equal to the region’s Depth level. The bonus to Seek Aid rolls depends on the region of the targeted action.
 
Aerin
    Unrest Warnings   
Round 21 
  Desired Import Warnings  
The following regions are lacking their desired imports, and their merchants will slowly progress towards rebellion.  In regions with open mercantile supports, this means the merchants may become unruly if the region owner does not supply the resource.  In regions with owned mercantile supports, this means the merchants may become open if the support owner does not supply the resource. Unrest will begin at the end of the listed round.

 Round 21 
Region 18 (LIT, Skilled Labor), Region 115 (OKI, Exotic Goods), Region 155 (SUR, Coral)

 Round 22 
Region 10 (LOL, Sweet Foods), Region 20 (LSD, Unskilled Labor), Region 25 (LSD, Heat Sources), Region 53 (KNH, Light Sources), Region 112 (OKI, Valuables),  Region 117 (SKR, Preservatives) , Region 120 (SKR, Textiles), Region 135 (OKI, Edible Algae), Region 141 (GTZ, Luxury Goods), Region 185 (SEN, Exotic Goods), Region 194 (RFT, Living Beings)

 Round 23 
Region 67 (STC, Tools), Region 101 (STC, Tools), Region 192 (HEX, Glass), Region 193 (SUR, Heat Sources)

Postponed (new player): Region 82 (NAN, Dyes)

Note: LUX and UNI supports count as Open. If they experience unrest, they will become Unruly.

  Clerical Mismatch Warnings  
The following clerical supports will decay to Open at the end of round 20 if the majority faith is still different from the state faith of the support holder.
Region 10 (MGM), Region 28 (LSD), Region 70 (DRG), Region 108 (FIN),  Region 141 (CYP) 
bc56
    Pfilghol    
  Ilgl, The-one-who-builds, an Effulgent Witness 
Diplomacy: 4
Military: 9+1
Economy: 8
Faith: 10+1
Intrigue: 1

 Regions 
 The Pfithreef: 132 
???: 104
Toxfall Gorge: 105
The Great Kelplands: 131
Narcis' Rest: 173

   Actions   
 Rolls 
 Faith 10: Miracle: 
Stress Hardening: The Pfith are known to be adaptable. Few species can use their prey's abilities themselves the way a Pfith can. So it comes as no surprise that after several years of exposure, they have adjusted easily to the massive power of the Core Fragment, resilient against the dangers of wielding its strength.
  Pfilghol's Core Fragment may be used once per round without penalty. It also grants +1 to battle in regions with Smoking Gardens and +1 to rolls to further refine it. 
 Faith: Seek Aid (Divine Aid) on behalf of SKR to Sway 107 Aristocracy 
 Spend a Treasure 
 Military: Raise a Unit 
 Military: Raise a Unit 
 Military: Raise a Unit 
  Spy Actions  
Ktloso: [REDACTED]

  SKR Cultural Exchange:  
   Non-actions  
Support conversions to Sakurado
Kill War-Tamer Glokilgt


 
 Spoiler: Passive Bonuses 
 Reputation: 
ABS 1: +1 to resist Sack and Coerce
ABS 2: +2 to resist Secret Actions
ABS 3: +1 battle, +1 vs Titans, +1 depth (reqs. hard metal, granted by Core Fragment)
 ABS 4: Access all depths, +1 to Defense (+2 at Depth 1 or more) 
Effulgent Witness: Immune to Secrets of the Depths if ABS rep 2 or more. +1 die size on actions against Titans.

DNA 1: +1 Explore, Prospect, Colonize

Sakurado: +1 to buyout and convert against Open, 2d8 on Seek Aid

Prestige 1: +1 to press, establish, and promote claims.

1 Perfected TacDoc: +1 maneuvering
 

 
 Spoiler: Bookkeeping 

 
 Spoiler: Characters 
Olgght - current leader, successful conqueror/unifier. Hungry.
Gtsit - Second-in-command, first to betray. Clever, dangerous. Hungry.
Sigska - Ambitious commander trying to turn the Pfith warriors into "real" soldiers. Charismatic, cheery. Hungry.
Ktloso - Sworn enemy of Gtsit, spymaster. Conniving, ruthless. Hungry.
Dr. Ydottl - Scientist, studies ecology. Nervous, frustrated. Hungry.
 

 
 Spoiler: Military 
 Units:  6/13
 Generals: 
Gtsit the-second-champion: 8. Sea's Opportunity: Defending: enemy takes double battle penalties from terrain, Attacking: transfer battle penalties from terrain to enemy. This tacdoc is perfected: +1 to battle on success
Sigska the  First Commander: 7. Just Do Better: +2 to battle.
 Military Technologies: 
Supermarine Artillery
Razor Current Netting
 

 
 Spoiler: Economy 

 Treasure: 
5/5
+2/round
 Trade Posts Owned: 
Luxurious Hides: 101.1
Bloodbass: 102.1
Shiv'rchins: 104.1
Rotweaver Worms: 105.1
Kalask Venom: 107.1 (S)
Mud Diamonds: 108.1
Mineblossom Sponges: 130.1
Kelp: 131.3
War-Jellies: 132.1, 132.CITY (S)
Hard Metal: 132.BASE
Wave Scorpions: 133.3

 Economic Techs: 
Composite Grafting
Trophic Deconvolution
Anoxic Adaptation
Photophore Signaling
Supernatic Propogation
Megafaunal Tailoring
Graduated Symbiosis
Bitter Tourism
Filtration Grafts
Bioluminescent Navigation
Traveling Scholars
Draft Cuttles
Scrying
 

 
 Spoiler: Artifacts 
Kela Ein Kamohu: 1/turn +1 to Sack or +1 to battle if win or tie TM, +1 extra if TM victory by 6 or more, -1 leader loss if fail or tie TM.

Shadow Pearl: does a bunch of stuff I don't feel like writing down right now.

Imperfect Core Fragment: Always know location and holder of this relic. +4 to resist theft outside of Holy Order, +4 to recover. Ruler Score Maximum increases to 12. Using a score of higher than 10 provokes leader loss (-1 for each additional action with a score over 10 in the round). A score greater than 12 may grant+1 to that score for inheritance, but requires a leader loss roll at -1, -2 per such inheritance beyond the first. Battle with a Military Score greater than 10 grants +1 effective unit. May be upgraded as a Faith action which is more effective in Depths.
 

 
 Spoiler: Spies 

Ktloso: 7
 

 
 Spoiler: Special 

Gan Kotzim - the Thorn Gardens: ABS base, 132
 

Shallows Appreciation grand champion!
 
Frostwander
     Costa Sereia - Merchant Marine    
 Region 134 - Palacia
Region 103 - Taifre Mandala 
Turn 21
   
 Spoiler: News and Rumors 
Duarto Alverna, despite his visible physical decline, has held a strong hand on the control of the families. While his health has been poor over the last decade, it has gotten no worse, and he has shown no sign of slacking his hand on the reins. It comes as a surprise when the heads of the other costa are called together, and the padrino announces his imminent retirement. The other families have long prepared for the moment an Alverna would falter or pass with no heir, though, and allow their shock to show only a moment before putting forth their own notables for consideration as the next leader.

All know that such a transition will come down to garnering support and politics, and quickly establishing primacy among the candidates will be crucial to avoid more dangerous contention and conflict. Such things are better decided here, among luminaries and peers, after all. Loura, Mascerena, and Peixoto elders lay out carefully planned reasoning why their own families should take up leadership. Arguments erupt over points of merit, of political sway, of funding and history of management and service. Duarto merely sits in place, listening as he watches those assembled over steepled fingers, expression unreadable.

 “As a matter of fact,”  he finally interrupts, the quiet presence of his voice silencing the rest.  “I do already have an inheritor in mind.”  The hush persists as each of the costa heads eye the others, wondering which of their rivals has already won the padrino’s favor, and how.

 “I would like to introduce you to my grandniece.”  At a slight nod, a servant opens a side door, and a young woman swims into the room. The costa heads look between her and the padrino, and then each other, in disbelief. None of them have heard word of any such relation. She drifts over to Duarto's side with a grace born of education and practice.  “This is Revelle. She has recently returned from her studies abroad in Seatide. Revelle will be working with me for the remainder of this year as she takes on leadership. Then I will retire, and she will be recognized as madrina.

“I have arranged for this announcement to be made public this evening. Messengers and posts are being circulated as we speak. I appreciate your support in this matter.” 

There is, of course, dissent. Duarto, however, appears to have planned for each avenue of objection raised. Biological tests confirming Revelle’s relation to Duarto exhaust a great many arguments. Revelations of her education include credentials from university in Seatide as well as the escola of Taifre Mandala. The public announcement is received with enthusiasm from the general populace, and its timing further deflates any potential to politick against the appointment. While many of the costa seniors seethe at their chance for power being so undermined,  they are not so confident as to take overt action currently. After all, if Duarto managed to keep this surprise from the significant intelligence resources of their families, what other secrets might he have?
 

 Actions: 

1)  [Military]  Aid the World-Garden Defense of Region 108 - Total bonus contributed: +3 Battle, +4 Maneuvering, +10% enemy casualties
Route: 134 -&gt; 132 -&gt; 108 (Anoxic Adaptation and Papershell Draft-cuttle techs to avoid distance penalties)
 Forces:  3 units of Sereia Militia
 Emplacements:  The Eternal Spire fortress +2 defensive battles
 Techs:   Dropped Weaponry  - Supermarine Artillery: +1 to battle rolls and +1 to maneuvering rolls in Regions with Depth 0
 Fortification  - Razor Current Netting: +10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending.
 Artifact:  Screechstrobe Cluster, 1 charge: +2 to maneuvering rolls

2)  [Miltary]  Special 5: Establish Fortress - Region 103
 A massive, two-part construction has been completed in Taifre Mandala. With reinforced structure stone and petrified shell, high walls and spires rest across the Great Scar from each other, joined by numerous sealed corridors. Great Scar Fortress houses militia forces of the Costa, as well as serving as an expeditionary launch point for the Adventuring Scholars, and access to the shielded trench allows for rapid movement of supplies and forces without being subject to the stronger currents above. While the grand stronghold may not stand against so great a terror as the Trawling Beasts, the protections afforded the to the surrounding towns and escola bring much peace of mind to their inhabitants regardless. 

3)  [Economy]  Special 10: New Technology - Multi-pigmented Photospores
 Requirements:  Photospore Signaling, Dye or Ink resource
 Effect:   Reduce distance penalty by 1 for Intrigue actions.
 Costa scientists have expanded on the function of using dispersed particulate organism to send messages long-distance with stimuli reactions. By infusing colors into a small populace of the microorganisms, more complex messages can be sent with a smaller transmission time. 

4)  [Economy]  Impress Merchants - Region 112, using Luminescent Crystal to satisfy desired import ( Roll: 16 - Success )
 Sereian merchants move to fill in the gaps where Lux-Glossian efforts have dissolved. 

5)  [Faith]  Special 5: Discover Artifact - Reliqua of Arete Priestess Earlee
 Effect:  1 per round, increase a Sway action by 1
 Earlee Perna announces her retirement as the first Arete Priestess of the organized Conclave of the Seven Divines, preferring to live out her final years in peace and quiet contemplation. While the official regalia of office is passed to her successor, she entrusts her personal reliqua to her home Temple of Jurxo. Not long after, one of the minor priests of that temple speaks of voices and dreams leading them to the reliqua in the night, where it was found to emit a soft glow. The reliqua is studied by the other priests, and then returned to the next conclave. It is the wisdom of the conclave, declares newly appointed Arete Priestess Salom Resende, that the reliqua has been blessed as a sign of the Divines' approval of Earlee's leadership. Rather than remain sequestered in it's temple, the reliqua will be sent out with such missionaries as accompany Costa endeavors, that her wisdom might guide their interactions abroad. 

6)  [Faith]  Special 10: Miracle - Harmonized Currents
 Effect:  Followers of Brilhinte reduce distance penalties by 1 for a single action of each non-Military attribute each turn.
 Those who align with the tenets of the Seven Divines find themselves in harmony with all the aspects of the seas. Most travelling groups or caravans departing from Costa territory bring at least one priest or missionary with them. 
 Non-actions:  
What secrets hold the Deep?
Give Reactive Refining tech to the Cyphiri Union in exchange for Adventuring Parties and Megafaunal Caravans techs. (Cultural Exchange)

Create Holy Order in Gosto G'Cor - Region 137: Panhellis Ceuabrir - Camaraderie of the Open Sky
 pending 
 
 Spoiler: Leaders and Prominent Figures 
 Leader:  Duarto Alverna (Diplomacy 7; Military 5; Economy 10; Faith 10; Intrigue 10)
End-of-turn increase: Military +1, Economy +1, Faith +1
New Leader next turn: Yes

 Generals:  Illdo Loura (Military 8)
 Spies:  Veruha Mascerena (Intrigue 7), Circo Luto Perdida (Intrigue 8)

 Other:  Gaspar Peixoto, Business Counsel; Ildo Loura, Militia Commander; Rain Loura, Venture Financier; Havardr Perna, Priest of Desderia; Salom Resende, Arete Priestess; Paidre Peixoto; Conseco Loura
 

 
 Spoiler: Relations of State 
 Cultural Exchanges:  The Gotezhar (138); The Cyphiri Union (122); The Kar-Nath Hegemony (77)
 Trade Routes:  The Gravetenders (78)
 

 
 Spoiler: Resources 
 Units:  Sereia Militia x4, Nereid Scholastic Guard x1
 Treasure:  8
 Artifacts:  Peninah Ayin (location unknown), Screechstrobe Cluster (3/3), Shadow Pearl (Lambent)
 Reputation:  ABS (2); CCA (0); DNA (0); PRS (1)
 Favors: 
 Cultural Identity:   Practical Curiousity - 2d8 Investigations
 Capital Region:  Palacia
 Cities:  Cadid Santuario - Region 134 (+1 Sway Faction)
 Aristocrat Support:  134(C), 103
 Effective Trading Posts 35 (3 income): 
&gt;  Adventuring Scholars  - 103 Merchant Support (No TPs)
&gt;  Barnacle Glue  - 119 Merchant Support (No TPs)
&gt;  Bioluminescent Tunicates  - 117 Merchant Support (No TPs)
&gt;  Cobalt Dye  - 134 TP1, City &amp; Merchant Support
&gt;  Fertile Soil  - 60 TP1
&gt;  Giantsbane Seeds  - 114 TP3 &amp; Merchant Support
&gt;  Liming Snails  - 115 TP2
&gt;  Luminescent Crystal  - 135 TP2
&gt;  Mineblossom Sponge  - 130 TP2 &amp; Merchant Support
&gt;  Phosphorite  - 113 Merchant Support (No TPs)
&gt;  Plankton  - 124 TP2 &amp; Merchant Support
&gt;  Pure Berries  - 138 TP2
&gt;  Ray-Ear Seaweed  - 127 Merchant Support (No TPs)
&gt;  Razorglass  - 128 TP1 &amp; Merchant Support
&gt;  Refugee Workers  - 96 TP1
&gt;  Talented Crabs  - 65 Merchant Support (No TPs)
&gt;  War Cultivator Supplies  - 97 TP1
&gt;  Wave Scorpions  - 133 Merchant Support (No TPs)
&gt;  Whispering Eggs  - 176 TP1
&gt;  Wild Armored Gharials  - 137 TP1
&gt;  Merchants by Proxy  - 12
 Primary Religion:  Brilhinte (10 Holy Sites)
&gt;  Temple of Jurxo  - 97 HS1
&gt;  Escola Academia  - 103 HS1
&gt;  Escola Experia  - 103 HS2
&gt;  Temple of Duarge  - 103 HS3
&gt;  Temple of Raquela  - 134 HS1
&gt;  Temple of Desderia  - 134 HS2
&gt;  Temple of the Deep  - 134 HS3
&gt;  Temple of Leocidia  - 137 HS1
&gt;  Temple of the Eighth Divine (pending rename decision of the Conclave)  - 137 HS2
&gt;  Temple of Narcis  - 173 HS1
&gt;  Clergy Support  - 103, 134, 137
&gt;  Holy Site Bonuses:  (5) +1 Seek Aid; (10) CI: 2d8 Buyout Trade Posts
 Civilian Techs:  Composite Grafting, Trophic Deconvolution, Megafaunal Tailoring, Photospore Signaling, Graduated Symbiosis, Supernatic Propagation, Anoxic Adaptation, Electrodialytic Staurozoa, Mitochondrial Regulation, Bioluminescent Navigation, Holographic Certification, Filtration Grafts, Sojourn Suits, Mamomachines, Papeshell Draft-Cuttle, Scrying, Reactive Refining
 Military Techs: 
&gt;  Dropped Weaponry  - Supermarine Artillery
&gt;  Fortification  - Razor Current Netting
 
Gengy
  Round 21
 [Gotezhar Builders Union]  
 [Feytor Saroon'din, The Seaquake] 
Regions:  138 , 128, 130, 136, 137, 139, 140, 141, 170, 174    
Actions:
 
  [Diplomacy]  Sway Aristocratic Support 141 (Roll:  12 )
  Saroon'din attempts again to convince the remains of the Greenwater clans to the benefits of working more closely together with the Builder's Union, .   
  [Diplomacy]  Explore the depths of 169 (Roll:  11 , due to distance loss) 
  [Diplomacy]  Raise Reputation with the Chora from 0-&gt;1 (Roll:  15 )
  The Chora Headquarters being so close to Builder's Union waters, it seems wise to know more about them, and be friendlier if we can.   
  [Diplomacy]  Attend the Lavish Luncheon
 
 Spoiler: Event Sub-Actions 

- Trade many things in The Fantastic Flowing Way Exchange: Transfer all technologies to OKI, CYP, and MIR. Receive any technologies offered by anyone.
 
 
  [Economy 5]  Establish Trade Route with Miru Miru
  Friendships have been lost, but new ones can always be built.   
  [Economy]  Buyout Pyl-Garat (129) Mercenary Retainers, TP3 (Roll:   14 )
  Skilled mercenaries will allow the Workers of the Builder's Union to more safely construct new and greater heights.   
 
   Rolls   
Non-Actions:
 
 Provide support for conversions to Flowing Way schools in Builders Union territories 
 Spy Action:  Researcher 42 returns to swimming Dounpor halls, all be it briefly, before he is gone again. 
 Cultural Exchange: Trade COS Oxygenating Implantations for [Reactive Refining] 
 At the Lavish Luncheon, explain what GTZ knows about the Reavers.  The Nacres are, apparently, what is left of - or the descendants of - one of the groups that was here during the Cataclysm.  They may have been capable of Traveling through the Stars.  Regardless, these Nacre progenitors were definitely capable of moving their minds from one body to another.  The Reavers, it seems, are what became of the bodies that  did not want their minds erased.  
  Build a Monument - Mira'din's Stubbornness  (4/5)
Joontar Arjiloza begins to feel the Strain.  Their life will soon end, but before that happens, they  will  finish this enormous monument to the Tsunami's Wake.  The covered scaffolding causes many people to be very curious as to what is being built inside, to the point that several workers don't show up to work one day.  Apparently, some Profundus could not take the curiosity anymore and  aggressively invited them  to dinner and interrogation.  Arjiloza becomes incensed at the delay this causes, and in one of the few documented times in history, a Joontar positively overwhelms a Profundus with their control of the waters around them.  The Workers are not bothered again.  Joontar Arjiloza is shown a great deal of respect moving forwards.  
 
 
 Spoiler: News and Rumors - WIP 

 
 Saroon'din's new wife is a Mer by the name of Flordemar. 
 Kora'sin and Huurjan'oak are Saroon'din's closest brothers.  At the age of twenty-two - around the year 63 - 
 Mira'din's second set of children Druthtu'o (Druth), Proj'eto, and Shbuul'walg, at the age of nineteen, are still in New Korasoon.  Druth marries a lovely Mer girl of his own, and her name is... 
 Whispers of curiosity are spoken quietly and infrequently; who are the Gilded Crew? 
 
 

 
 Spoiler: Ruler Information 

      Feytor Saroon'din, The Seaquake   
   D   
   M   
   E   
   F   
   I   
 
   Current  
 6 
 8 
 5 
 3 
 3 
 
  Rolled Stats 
 3 
 4 
 4 
 3 
 3 
 
  End of round 18 
 1 
 1 
 0 
 0 
 0 
 
  End of round 19 
 1 
 2 
 0 
 0 
 0 
 
  End of round 20 
 1 
 1 
 1 
 0 
 0 
 
  End of round 21 
 0 
 0 
 0 
 0 
 0 
 
  
 New Ruler Next Round! 

Expected Stat Bonuses: +2 Dip, +1 Econ
 

 
 Spoiler: Book Keeping 

 Units:  (15   / 22 )
 General(s): 
- Squall Kagado (Mil 10) [+1 to Battle when using  Aim for the Storm's Center ]
 Perfected Doctrines 
[ Aim For the Storm's Center : +1 Maneuvering, -6 to enemy leader loss roll, -20% to enemy losses]
 Fortresses:  Sublime Fortress, Region 138 - Fort Essensio, Region 174

 Cities: 
City of Saroon'din (136) [Saroon'din grants a +1 to Resist Sacks in the region for players who hold Mercantile Support in the region]

 Spies: 
Researcher 42 (Int 9)

 Trade Routes: 
Gotezhar (138) to the Sakura-Jin (119)
Gotezhar (138) to the Lojanese Republic (9)
 Treasure  (12  / 12 )

Member in Good Standing of the  Polar-Confederate International Bank 
(+2 Treasure Cap)

 Special Ships: 
Tipsy John

 Cultural Exchanges: 
Gotezhar (138) to Costa Sereia (134)
Gotezhar (138) to the Lojanese Republic (9)

 World Wonder 
The Gathering Tide Warehouse (138)
 Wonder Effect: The owner of this Wonder gains +1 passive Treasure income and may, once per Project, count a Project action as two Project actions if they spend one (1) Treasure as part of said Project action. 
 Technologies: 
  Supernatic Propagation 
 Trophic Deconvolution 
 Megafaunal Tailoring 
 Photospore Signalling 
 Composite Grafting 
 Graduated Symbiosis 
 Razor Current Netting 
 +10% enemy casualties and +1 to Maneuvering roll when defending, or attacking with a foothold  Supermarine Artillery 
 +1 to battle rolls and +1 to maneuvering rolls in Regions with Depth 0  Anoxic Adaptation 
 The user can now cross Brackish borders.  Bitter Tourism 
 The user can now cross Glacial borders.  Filtration Grafts 
 The user can now cross Toxic borders.  Electrodialytic Staurozoa 
 May ignore the increased effective distance from a Briny border up to twice per round. This does not reduce the effect of Briny borders on distance loss calculations.  Devolving Standardized Integrations 
 Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost.  Holographic Certification  ( Requirement Needed : Bioluminescent Ink)
 +1 to rolls when resisting Undermine Support  Bioluminescent Navigation 
 Allows traversal of Depth 1 regions.  Mamomachines 
 For each 3 treasure you spend, you receive 1 Treasure at the end of the turn.  Sojourn Suits 
 Permits actions and troop movement across terrestrial wastes (purple) borders.   Death Commando Conditioning  
  Indah's Embrace  
 Papershell Draft-Cuttle 
 Scrying 
 Megafauna Caravans 
 Oxygenating Implantations  
 
Aerin
    NPC Actions     Round 21 
 POLAR 
 
 Spoiler: DRG 
  
    The Draigiau Residuum Gathering    
The Three Claws
Dip: 10, Mil: 6, Eco: 6, Fai: 10, Int: 4
Treasure: 0, Units: 3 
 Faith 10: Miracle - Wrought Wonder: every 2 Artifacts held by followers of the Wings of the World count as a controlled Holy Site. Classify Wings of the World as a new school of the Flowing Way.  Set the size 1 bonus to Conversions.

 Diplomacy 10: Create Cultural Identity - Living Legends: 2d8 to resisting Conversions 
 Military: Send 3 units to help Tadgceallachmarix in his colossal showdown 
 Faith: Reclaim holy site 70.2 for Wings of the World ,  20 

Non-action: Request a Song of Prosperity from the Chelonian Chora, linking the Draigiau and the Nathi. (-2 favors, -1 reputation)

Attribute increase: none
Spy non-action
Accept Trade Route from the Cyphiri Union (via the CCA)
Do not resist CCA buyout of 71 TP 2
Assist own conversion and SHK conversion in Region 70
Hinder and resist all other conversions in Aelwyd Adferiad (71) and Region 70
Resist RFT conversion of 71.1,  19 
Resist RFT conversion of 71.2,  17 
Specials used: D5, E5, F5
 

 
 Spoiler: KEN 
  
Counselor R. Blacktide
Dip: 6, Mil: 4, Eco: 5, Fai: 10, Int: 4
Treasure: 1, Units: 2 
 Military: Raise a unit 
 Military: Invade Kenaqua (52) with 2 units under the direction of Deep Blue’s subcommander 
 Faith: Complete the  Gate-   Linking Arch  in Kenaqua (52) [5/5] 

Attribute increases: +1 Military
Resist all conversions in Kenaqua (52)
Specials used: F5
 

 
 Spoiler: CRY 
  
   The Cryptid Congress   
 Shah Alacris Venatoria VII 
Dip: 3, Mil: 5, Eco: 5, Fai: 3, Int: 5
Treasure: 1, Units: 2 
 Military 5: Raise a Fortress in Cryptoclysus (84) 
 Military: Raise a unit 
 Economy 5: Form a Trade Route with the Shifting Ennead 
 Economy: Buyout TP 1 for Baleen Crocodiles/Crafter’s Coral in Calvarnsis Superior (185) from the DNA ,  15 

Attribute increase: +1 Military, +1 Economy
Spy non-action
Specials used: none
Resist NAN merchant undermine,  15 
Change ruler non-dynastically.  (Dip: 3, Mil: 6, Eco: 4, Fai: 3, Int: 5)   Leadership rotates between a random adult member of the community every congress 
 

 
 Spoiler: Marble Kingdom Rebellion 
TBD. The gist - Please decontaminate Region 189. No invasion this round.
 

 
 Spoiler: Klam Kardasean 
  Region 79 - Klam Kardasean visits the Polar-Confederate International Bank  
 
 Spoiler: Blub review 
 Transcribed and submitted to Blub Underwater by a Klamorous follower. 
  Transcriber’s note: The following events took place before the viewing occurred. Please take them with a grain of sea salt, as they do not reflect Klam’s truly coral personality.  

“How can I help you today, Miss…?” A Mer bank teller greeted our fabulous star of the sea, squinting at the sight of her boldly colored trademark outfit. He appeared to be visibly concerned at the striking appearance of the young woman who had just strolled up to the counter.

Klam dramatically removed her spectacles in one sweeping motion. The bank teller gasped.

“Oh my, oh my! Miss Kardasean, what a pleasant surprise! What brings you to the Polar-Confederate International Bank today?”

She slumped over disappointedly, “Wow, news sure doesn’t get around well here, does it? I scheduled a tour of your newest installation, and it was supposed to start a whole fifty seconds ago. Sooooo… if you don’t mind, I’d like to get started. My followers crave content.” She clapped her flippers together.

The bank teller scuttled out from behind bars where he sat at his desk in accordance with her request, “Oho! So it's the Molt you’d like to see, hm? Wellllll, that’ll cost you. Heh, heh.”

“Excuse me? I am paying you in  exposure . There’s no better news outlet than Blub, sponsored by the one and only yours truly,” Klam instinctively raised her voice, unable to comprehend even slightly why she would have to pay for something like this. They should be paying her!

“Pffft! The look on your face when I said that!” The teller raised his flip to his mouth to cover it. “Of course you can see it. In fact, you’ve already walked past it. It's on public display. In the antechamber. You know, the one you walked through to get here. Too busy reading your ratings, I take it?”

“Oh. My. Gosh. Pearl!?” Klam turned towards her intern, “How could you let this happen? How dare they slander me like this?” She sighed. “Okay. Calm down, Klam. You’ve got this.” She returned to face the teller, “Thank you for the information. Your klamorous help is greatly appreciated.”


 


“Okay, welcome back to another installment of Kruising with Klam, brought to you by Blub Online, the sea’s most reliable review network! Today, we’ve received word that the Polar-Confederate International Bank has something stunning on display, so I just  had  to freestyle over here and check it out. Supposedly, it's in the antechambers on the way in, so you can come check it out even if you don’t have any business to attend to.” Klam crossed her flippers in front of her, and leaned towards the crowd around her, “Though… you didn’t hear this from me, but something about this place makes me want to open an account. Maybe it's the ornate silver and gold everywhere, or maybe it's the engravings all around town saying to join the Bank today. I dunno.”

“Anyyyyway. Look up! Like, straight upward!” Klam tilted her head back, looking nearly straight upward. “As you can see, we’re currently standing under the preserved Molt of… Tad… Tadegecha… Err, the preserved Molt of the Thunderous Draig! It's very quite stunning! I want one for my place back home! In fact, I’d be willing to say that this beaut is easily this installment’s…”  [Play the tune, readers!]  “...  Object of Opulence!   Why, I don’t think I’ve ever been more covetous of a decorative piece.”


 


Klam leaned against a velvet rope on the side of the room, facing her growing audience, “Well, all, it's time for me to go today. I hope you enjoyed today’s tour, which was brought to you by this visit’s sponsor, the Polar-Confederate International Bank! For all your financial needs, visit the Bank! Oh, and hey, look at that! Many of you are here already! Why not get in line and open an account today?” She winked at her audience and headed for the glass door leading to the main chamber, “For those of you at home, thanks for reading, and don’t forget: stay klamorous!”
 

 Mechanics:  Klam Kardasean will visit a different World Wonder, Great Work, Great Project, or Monument each turn and leave a Blub review.

The nation that hosts Klam and her Klamorous followers gains a +1 to all Sways and Impresses the round after she visits. Everyone is talking about you!

Additionally, all other nations in the same zone as the host or that share a Cultural Exchange or Trade Route with the host may send a character (Klam follower, rival influencer, clueless tourist, aspiring globetrotter, food critic, etc.) to visit the host’s attraction as a non-action. Should a suitable fluff description of the visit be provided, the nation will gain a +1 to a Buyout, Conversion, or Colonization action in the target region or any adjacent region in the following round.

The Order of Knights of the Ironkelp gains +1 to all Sways and Impresses this round, as everyone is talking about Klam’s visit to the Forum Comitus Universalis during the last round.
 

 TEMPERATE 
 
 Spoiler: LUX 
 Circumstance: Rilanto Pass (94) rebuilds TP 1 of Death-Eater Coral 
 Opportunity!  The Matriarch of the Fuschia Shade is looking to form a partnership with a foreign power that has a demonstrable alignment with her ideals. Of all candidates holding claims to Rilanto Pass, the nation that has performed the most exploration actions (and at least one) during Round 20 and Round 21 will gain control of the Aristocratic support at the end of Round 21 and +2 to pressing a claim on Rilanto Pass.
 

 
 Spoiler: FIN 
  Region 108 Rebellion - The Finalists 
Finalist Raymond Tripolitain (Mil 7, Rays of the Last Light tactical doctrine: +1 to battle, +2 enemy leader loss, ignore the effects of brackish borders)
Treasure: 0, Units: 6 
 
 Spoiler: Rebel demands 
Our demands are threefold:
- We require three faith actions of aid to rebuild the Final Bunker (Region 108 holy site 1) stronger than it was before
- We require two trading posts of food, to keep us fed when we retreat to safety and lock away the outside world
- We require a filtration method to keep the interior waters fresh. Toxic Filtering would suffice, but not Filtration Grafts - everyone knows that such grafting biotechnologies contain the Nacres’ surveillance microchips and all manner of toxic chemicals

Aid will not be accepted from any country with a reputation of 3 or higher with the Divine Nacres.

Until our demands are met, we will continue to educate the uninformed of the coming apocalypse.
- The Finalists will continue to convert holy sites to their cause, spreading beyond regions 107 and 108
- The Finalists may resort to military force if ignored for too long
 

 Faith: Convert 108 HS 1 from Sakurado to The Final Peace ,  15 
 Faith: Impress Clergy in Region 107 ,  11 
 Military: Defend region 109  with 2 units under the control of Finalist Ayomide (Mil 4) and 1 aristocratic unit, using the Unyielding Force tactical doctrine (+2 to own battle roll, +20% own casualties). No distance losses. Using Blood Algae (+20% enemy casualties, +10% own casualties in depth 0 regions), Razor Current Netting (+10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending), and Death Commando Conditioning (+1 Battles).

 Military: Attack region 108 to regain control of the Final Bunker.  Commit 4 units under the direction of Finalist Raymond Tripolitain (Mil 7, Rays of the Last Light tactical doctrine: +1 to battle, +2 enemy leader loss, ignore the effects of brackish borders). No distance losses, but suffering a -2 penalty for attacking across a brackish border. Using Blood Algae (+20% enemy casualties, +10% own casualties in depth 0 regions), Supermarine Artillery (+1 to battle rolls and +1 to maneuvering rolls in Regions with Depth 0), and Death Commando Conditioning (+1 Battles).

Hinder all conversions in Region 107 and Region 109
Resist conversions in Region 109
Resist SKR Sway of 107 aristocracy,  11 
 

 TROPICAL 
 
 Spoiler: The Pojanese Raiders 
  Parikao (150) - The Pojanese Raiders  
 Circumstance: Accept MIR’s offer to settle in the guild-city of Karapu Karaihe. 
 

 
 Spoiler: Shark Fin Bounty 
 After dropping off nearly double the requested amount of sharks and riders, a wrapped package arrives via standard Undersea Package Sender delivery in the Magaramachi Salination addressed to Emperor Extensive-Colossal-OneMillion, Destroyer of Sharks. Inside is a magnificent purple queen conch, inlaid with eight amethsysts at the spires near the apex. It is slightly irridescent and glimmers in the sunlight. Sometimes, if one if very lucky, a faint voice can be heard from within. 
 Artifact: The Eightfold Oracle 
Once per round as a non-action, the holder of the Eightfold Oracle may ask the conch a single yes/no question.
 
Corona
    Most Serene Lojanese Republic   
 Time: Round 21, Place:  Regions 5, 6, 9, 11, 12, 13, 14 and 15 
Prime Minister Lairmkam Kulal
Diplomacy: 5
Military: 6
Economy: 5
Faith: 5
Intrigue: 1
 
 
 
 rolls (the formatting is a little messed up but I think it's still clear which roll is for what) 
 Actions: 
 
  [Faith]Convert HS 9.3 from Flickers of Unseen Bane to Shimmers of Unseen Bane  5 Faith + 1 SUB + 2d6 vs TN 12  13  
  [Economy]Restore TP 9.2 of Ching He'aang 1/3  
  [Economy]Restore TP 9.2 of Ching He'aang 2/3  
  [Economy]Restore TP 9.2 of Ching He'aang 3/3 (take control of the TP)  
  [Faith]Impress Kaarme(14) clergy   5 Faith + 1 SUB + 2d6 vs TN 12 (HS majority)  12  
  [Diplomacy]Sway region 12 Aristocracy  5 Diplomacy + 2 treasure + 1 city Sheade + 2d8 vs TN 12 (I own the region)  17 
 
 
 Non-Actions: 


Gift Crimson Cuirasses to GTZ

Spy secret nonaction... todo

Supply LIT with Crystal Chips
Supply region 11 DI with Kelp Fiber from LSD trade route
Supply LSD with Selachian Mercenaries through trade route


 News and Rumors: 
 
 Spoiler: Ruler 

 Prime Minister Lairmkam Kulal 
Next round stats:
Diplomacy: 5
Military: 6
Economy: 6
Faith: 6
Intrigue: 1

New ruler next round? No.

Note to fellow players: I want to live dangerously, so you may assassinate, kidnap or otherwise ravish my rulers at any time. You don't need to approach me first, surprises are fine too. IC resistance and retaliation will be be offered, of course. 🙂
 

 
 Spoiler: Country Info, last update R11 

 Special Actions Available:  D5 M5
 Special Actions Used: 
  Diplomacy  
 
 Spoiler 

 Region Ownership/Claims/Supports  Table to be simplified?


 Reputation/Favours  To be updated
 The Abyssal Stewards:  Rep 1, 1 Favours (Expected Change: +1 Rep)
 The Chelonian Chora:  Rep 0, 0 Favours (Expected Change: None)
 The Divine Nacres:  Rep 1, 0 Favours (Expected Change: None)
 International Prestige:  Rep 2, 0 Progress (Expected Change: None)

 Cultural Exchanges 
Lambent Syndicate
Coral of the Protected Statera RIP

 Cultural Identities 
Let's Have a Cuppa - 2d8 to Swaying
 

  Military  
 
 Spoiler 

 Units:  9/10 (Expected Change: ??)
 
 Republican Guards - recruited R1, was destroyed in the 1st invasion of Kaarme, rerecruited R12 
 1st Selachian Battalion - hired R2, looted a temple in Bloodhome, fought in the 1st invasion of Kaarme 
 2nd Selachian Battalion - hired R2 
 Black Guards - hired R3, assassinated the Plo'uogoar 
 Selachian Elites - gained R7 
 Region 13 unit - gained R9 
 Sheade Regulars - recruited R10 
 Special Operations Forces - recruited R11 
 Kaarme Nobles - recruited R11 
 
 Generals 
Zabkrew - Mil 9,  Graceful Show of Force :
+1 to tactical maneuvering
-20% enemy casualties
-20% own casualties
+12 to enemy leader loss roll
+2 to own leader loss roll
You may make a Sway attempt against a randomly determined support in the battlefield region (regardless of the outcome of the battle)

 Fortresses 
Huurdrav, Lojan

 Perfected Tactical Doctrines 
None

 Military Technologies 
 Death Commando Conditioning  +1 to battle, requires Lamia Extract
 

  Economy  
 
 Spoiler 

 Treasure:  7 (Expected Change: -4+3)
Trade post income: 3 Treasure/round

 Trade Posts  List to be simplified
 Total Owned  ?? (?? for Treasure gain)

 Cities 
Sheade, Lojan - Swaying
Oarngalau, Selach - Battles

 Trade Routes 
Coral of the Protected Statera RIP
Lambent Syndicate
Lighthouse
Forests of Astral Yearning

 Specialised Ships 
Losinka Alaku: A Specialized Ship in the form of a Juvenile Reefback with an experienced crew. +4 vs theft, +1 to Explorations and Buyouts made with it.

 Civilian Technologies 
 Megafaunal Tailoring  No mechanical effect
 Graduated Symbiosis  No mechanical effect
 

  Faith  
 
 Spoiler 

 State Faith:  Shimmers of Unseen Bane

 Faith Holy Sites:  lots

 Organised Faith Bonuses 
+1 Conversions, 2d8 to Impressing

 Artefacts 
None

 Holy Orders 
None

 Miracles 
SUB followers can cross toxic borders.
 

  Intrigue  
 
 Spoiler 

 Spies 
Intrigue 7 Spy
 

 
 Spoiler: Interesting quests 

 ABS 

[Offer] Bounty of the Depths -

(Offer: The Abyssal Stewards are offering Treasure! Benefit: 2 or 5 Treasure. Cost: 1 Favor for 2 Treasure, 2 Favors for 5 Treasure. Duration: Available until the end of Round 15. Details: Available to countries of Reputation -1 or higher. )

[Opportunity] Fueling The Forge -

(Opportunity: Countries may provide Units, Food, Labor, or Heat Sources to repay debts to the Abyssal Stewards. Reward: 1 Favor. Cost: 2 Units or 1 suitable Trade Post per Favor. Deadline: Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice. Details: Non-action to gift Units/Trading Posts. May not be used if no Favors are owed. )

 CCA 

[Action - Faith] Work on a means of unmaking the Dreaming Dead 2/? -

[Request] A Little Less Lonely Road -
(Request: The Chelonian Chora would be delighted to see established countries keeping them company in the Wastes. Reward: +1 Reputation for successfully Exploring or Prospecting a Wastes region. On a Wastes region Prospecting roll of 16 or higher, +1 Favor. Penalty: None. Deadline: Available until the end of round 15. Details: Available to countries with Reputation -2 or higher. Max of +2 Reputation from this request per Country.)

[Opportunity] An Appetite For Abundance -

(Opportunity: Countries may provide Treasure, Luxuries, Esoterica, or Fertilizer to repay debts to the Chelonian Chora. Reward: 1 or more Favors. Cost: 3 Treasure or 1 suitable Trade Post per Favor. Deadline: Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice. Details: Non-action to gift Treasure/Trading Posts. May not be used if no Favors are owed.)

Taboo: The Chelonian Chora have a religious vendetta against The Dreaming Dead. Penalty: -2 CCA Reputation for adopting The Dreaming Dead as a state religion; additional -1 CCA Reputation every turn thereafter unless abandoned, which grants +1 CCA Reputation. Duration: Indefinite. Details: None.)

(Task: Cooperate in the creation of the Songline of the Sunlit Seas. Available for Tropical zone countries only. Reward: +2 Favors (max); if Project is completed, additional reward given to all contributors. Penalty: None. Deadline: End of Round 12. Details: 1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Songline. 1 Favor earned for spending a Faith action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires.)

 DNA 

[Opportunity] A Need For Knowledge -
(Opportunity: Countries may provide Technologies, Toxins, Exotic Flora, or Exotic Fauna to repay debts to the Divine Nacres. Reward: 1 or more Favors. Cost: 1 previously unknown Technology or 1 suitable Trade Post per Favor. Deadline: Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice. Details: Non-action to gift Technology/Trading Posts. May not be used if no Favors are owed.)

[Offer] Survival Of The Fittest -
(Offer: The Divine Nacres are offering to procure Trading Posts for countries they like through means some might consider predatory. Benefit: The Divine Nacres will attempt to Coerce Trading Posts on a country’s behalf. Cost: 1 Favor per Coercion attempt. Duration: Available until the end of Round 15. Details: Normal restrictions on Coercion apply. Available to Reputation 1 or higher countries, and will not target TPs belonging to countries with a higher Reputation than the requesting country - other Organizations are considered to have a Reputation of 2 for this purpose.)

(Circumstance: The Divine Nacres are returning to their traditional seclusion. Benefit: None.Penalty: The TN to Raise Reputation with the Divine Nacres is increased by 2. Additionally, when using a Favor to Raise Reputation, it still requires a roll (though not an action), but the country which spent the favor gains a +2 bonus on said roll. Duration: From the start of round 10 to the end of round 15. Details: None.)

 PRS 


[Honor] Remarkable Reconstruction -
When a country rebuilds a TP or Holy Site that was destroyed by the Reavers, they may choose to let it enter play Open, rather than under their control. If they do so, they gain +1 Prestige. If a country donates 2 Units as a non-action to a region that lost units to the Reavers, they gain +1 Prestige and the region no longer qualifies for such donations by other countries. If a country successfully Sways or Impresses a Reaved Faction in a region they don’t control, they may choose for it to become Open instead of gaining the Faction’s Support; for every second Faction they restore in this way, they gain +1 Prestige. Special: Any country may rebuild Holy Sites or TPs destroyed by Reavers in uncontrolled regions. If multiple countries donate Units to a region that lost units to the Reavers, they both gain the Prestige, and the region gains the Units from all such donations received.

[Mystique] Renegades, Turnskins, And Defectors -
The first country in each starting zone to successfully Incite Betrayal will gain 1 Prestige. The first rebellion to arise on behalf of a specific country in each starting zone will gain that country 1 Prestige. The successful use of either the Galvanize Partisans Intrigue 5 Special Action or the Spark Claimant Revolt Diplomacy Action will suffice for fulfilling the second half of this opportunity; the Inspire Uprising or Spark Rebellion actions will not.


[Piety] The Religious Community -
(Opportunity: The first country in each starting zone to found a Holy Order will gain 1 Prestige. Duration: End of round 12. Special: If multiple countries in the same starting zone found a Holy Order in the same round before any others, both countries will gain the additional Prestige.)

 Indefinite duration effects 

[Strife] Big Fish In Small Ponds -

Prestige and PRS Rank will no longer correlate one to one: to reach PRS Rank 3 from PRS Rank 2 will require 2 Prestige, while reaching PRS Rank 4 from PRS Rank 3 will require 3 Prestige. This Prestige does not have to be earned in the same turn. Reaching PRS Rank -3 from PRS Rank -2 requires the loss of 2 Prestige in the same turn. If all available positions at a given PRS Rank are occupied when a new country would reach said rank, the country which gained Prestige least recently has their PRS Rank reduced by 1. Ties are resolved by roll-off with the tying country’s highest respective attributes, with the lowest rolls losing. Changing rulers will no longer result in PRS Rank loss when at PRS Rank 3 or 4, but will reset any accumulated Prestige to 0.
Special: The loss of Prestige still causes a loss of PRS Rank. Gaining Prestige when at PRS Rank 2 or 3 which is insufficient to rise to the next PRS Rank, or gaining Prestige when at PRS Rank 4, still counts for determining which country gained Prestige least recently. Losing PRS Rank resets the clock and clears out any accumulated Prestige which was insufficient to reach the next Rank, and counts as an instance of gaining Prestige for timing purposes only.

[Renown] A Monumental Undertaking -

Can work on one monument or similarly grand project in a region you control as a non-action. This requires a fluff description of the ongoing work, design, difficulties, progress, or similar. Three to four sentences should usually be sufficient. When beginning such a project, must decide on a 3-part project (+1 PRS) or 5-part project (+2 PRS).

[Acclaim] To Greatness -

Sea Power, Empire, Merchant Marine, or Holy Sea -&gt; 1 Prestige. Usurpation results in Prestige loss for the usurped country.

[Honor] Blood, Stone, and Ink - PRS treaties can be made.
[Affluence] Opulent Optics - May spend 5 Wealth as non-action to gain 1 Prestige.
[Mendacity] A Lack Of Commitment - Prestige loss if a country Oppresses a faction in a region on which they have a Confederation claim. Prestige loss if a country backs down from an Ultimatum it has made.

[Notoriety] The Fragility of Fear -
[Ignominy] Stigma, Scandal, and Shame -

Prestige loss will be assigned: experience a rebellion in response to a failed Oppress Faction or Impress Aristocracy action, commit gross atrocities.
Prestige loss may be assigned: forced to acquiesce to a rebellion’s demands, badly lose a battle heavily favored to win, grossly humiliated or suffer a gross embarrassment.
Return captured general: can give -1 PRS to the other party, captured ruler: -2 PRS.
 

 
Aerin
   End of Round Twenty-One  
No further mechanical edits to action posts may be made 
Aerin
   Round Twenty-Two: Begin  
Years 64 - 66

Thank you to everyone who contributed to this opener!
Rolepgeek - contaminated region ideas
Lumaeus - RFT Miracle, KEN fluff, Org-related fluff, Maw fluff
MappyPK - special action fluff, exploration fluff
Kythia - battle fluff

Round 22 will close  in three weeks  on Sunday, April 2nd, at 8 AM Pacific Daylight Time.

 The following events occurred between Years 61 - 63  
  Rules Alerts and Changes!  
  Rules change:  
- Artifact change: The Round Table now grants a +1 to a Titan Hunt (see Giantslayer title mechanics) once per round
- The following line has been removed from the Eel Without End mechanics: Regions where the Eel Without End is omnipresent may sometimes present an opportunity to be Prospected, and controlled, Unruly, or Rebellious Supports may become Open.

  Rules Clarification:  
The rules regarding Organization HQ damage have two different versions in the rules thread: one under the Intrigue section and one under the Organizations section. We will be using the Intrigue version (copied below).
 
 Spoiler: Damaged HQ Mechanics 
While an Organization's HQ is damaged, it takes a -3 penalty to all rolls; the HQ can be repaired with a three-action Project by the owner of the region in which it is located. The Organization may also use one of their actions to attempt to contribute to the project to repair their HQ. If an HQ is further damaged by special actions on two consecutive turns before repairs are complete, the HQ is permanently destroyed. Organizations lacking an HQ only take two actions each round, instead of 3, and suffer a -3 penalty to all rolls until a new HQ can be established.
 

  Reminder:  
There are three levels of Assassination/Kidnapping, none of which require the use of a Special.
1. Rulers require an infiltrated Spy and the permission of the target player.
2. Mechanically important characters (Generals, Spies, marriage claimants) require an infiltrated Spy,  but not permission .
3. Fluff characters (heirs, ruler relatives, scientists, advisors, diplomats, etc.) only require the use of the action.

  Discovery!  
 Explorations, prospecting, and other news from afar 
   
King Akkoroas’s cartographers receive a report from the Divine Nacres, inscribed onto a stone tablet, delivered by a suited humanoid just a few short months after the request was sent out:
 Seafloor confirmed. Population: None. Habitability: Mid-level depth technology required, otherwise safe. Proceed with caution. 
 The Divine Nacres explore deeper into Region 156 on behalf of the Shifting Ennead (Share Survey Data)! They find a site suitable for a colony in the Open Waters of the seafloor, but no native population 

The Rilantoans weren’t necessarily expecting their friends to the north to outsource their expeditions, but they couldn’t complain about it. Any exploration provides valuable information to keep filling in that map of the world sea. Satisfying, it is, to see it progress. Petrix’s diplomats meet with the Rilantoans to discuss the information sent to them by the Divine Nacres, similarly to the Ennead’s report:
 Insufficient resources provided to reach seafloor. Population and habitability cannot be determined. Potential object of interest: Octopuses. Further exploration encouraged. 
 The Divine Nacres explore west of Region 150 on behalf of the World Garden of the Sakura-Jin (Share Survey Data)! They discover Region 148, a Fathomless Depth 2 Region which has 2 Open TPs of Magma-Ringed Octopus.  The World Garden impresses the aristocracy of Rilanto Pass (94)!

Following the curvature of the floor, the Hymenoceran investigation party has a series of unfortunate events on their way into the uncharted waters in an expedition that could just barely be considered a success. Supplies are misplaced, some adventurers turn back out of pure fatigue, and the journey takes far longer than anticipated. Nonetheless, Sinking Stones are placed throughout the region in accordance with the Stewards’ request, and valuable information is brought back to the capital for the High King to contemplate.
 The Hymenocera Expanse investigates southeast of Region 34! They discover Region 36, a Depth 1 Region which has 2 Open TPs of Whale Quartz, a Desired Import of Military Equipment, 3 units of defenders, one Holy Site of Wavebreak Pantheon, and one Holy Site of Eclipsed Desire.  The explorers successfully distribute the Stewards’ sinking stones, gaining the Sulfurous Secretions technology as a reward

On the orders of Nedir, the Frozen King, the Kar-Nath Hegemony sends a well-stocked crew to investigate the frozen waters far to the west. The Nathi are no strangers to inhospitable environments. The explorers barely bat an eye at the massive icebergs looming overhead, nor the voracious eels that hunt these waters, nor the strange alkaline smell that permeates the waters, nor the massive icebergs (?) … on the seafloor? The Nathi investigator who attempts to swim closer to get a better look barely has time to call out a warning about a suddenly cold current before being randomly and inexplicably encased in fast-growing crystal. Two more of the party sink to the seafloor, forever entombed in a crystallized instant, before the Nathi manage to flee. A grieving and angry adventurer grabs a few of the eels on the way out. Their utterly smooth bodies provide no nucleation points for the supersaturated crystals to coalesce, yielding a supple leather when cured.
 The Kar-Nath Hegemony investigates west of Soliana (53)! They discover Region 50, a Contaminated Glacial Region which has 2 Open TPs of Frictionless Eelskin 
 
 Spoiler: Decontamination 
While Region 50 remains Contaminated, it cannot be Colonized, troop movement through the region is impossible, and it counts as two additional regions for distance penalties.

 Crystal Clear:  The Bell-Keeper may use the resonance of the Bell of Resolution to precipitate most of the crystals all at once, creating massive spires and crystallized currents/tubes and a jagged bottom of layered broken shards to the region. After this is complete, any nation may spend a favor with the Chelonian Chora to request that the Chora sing to reharmonize the crystal structures to avoid redissolution, decontaminating the region. This path risks massive ecological damage to the native eels, but would create a new resource to draw from.

 Underreaction:  A nation at rank 2 or higher with the Abyssal Stewards may ask the Stewards with a TN 14 Diplomacy action to help open the ventroots beneath the region. While the heat itself is unlikely to solve the problem alone given the sheer scope of such a problem, the chemicals released are likely to react with and effectively neutralize the crystals over time. Three rounds after the ventroots are opened, the region will become decontaminated.

 Uses for Pollution:  For the nations that the Stewards refuse to aid, there may be another way to source the required chemicals. Pollution in the region will react with the crystals, and the region will become decontaminated three rounds after gaining its third point of Pollution. This Pollution will vanish when the region is decontaminated.

 Desaturated Designs:  A nation which owns a TP of Frictionless Eels and is at rank 2 or higher with the Divine Nacres may request Genesplicers as a TN 14 Diplomacy action. The Genesplicers may be used as an Economy action to reintroduce a new species of eel with specialized systems for nucleating the crystals in ways that are safe, decontaminating the region. As the new eels build nests from the precipitated crystals, this should reduce the dissolved portions sufficiently to render the region habitable so long as the eel population stays strong to manage the problem.
 

The journey northwest involves weeks of travel through densely packed forests of absolutely reeking Nasty Nasty Kelp, and so the Peacekeepers’ diplomatic mission to the northwest is already short-tempered by the time they reach the border of Bertu Kuasalam. When a member of the party goes missing, most assume the logical conclusion: the odor got to them, and they either turned back or converted to Webweaver’s Bane and decided to worship the omnipresent algae. It is only when the remainder of the party finds the first skeleton, utterly enwrapped in a complete tangle of dark red kelp strands, that legitimate concerns are raised. Carefully remaining a safe distance from the densest of the kelp, the diplomatic party watches with horror as dolphins, fish, squid, sharks, and all manner of other sealife fall victim to the entangling tendrils of the sentient forest. The kelp drags each struggling prey deeper into the center of the region for digestion, like a giant anemone with stinking, deep red kelp strands for stingers. There is no safe travel through these waters. It is rare when these strands become impossibly tangled and unable to retract, prey in tow, that skeletons persist undigested in the kelp, bones rattling against each other in the currents.
 The Peacekeepers of Surunung send a diplomatic mission northwest of Bertu Kuasalam (193)! They discover Region 157, a Contaminated Brackish Region which has 1 Open TP of Ancient Bones 
 
 Spoiler: Decontamination 
While Region 157 remains Contaminated, it cannot be Colonized, troop movement through the region is impossible, and it counts as three additional regions for distance penalties.

 Whack the Weeds:  With enough weaponry and sheer determination, an invading force  might  be able to cut its way into the center of the region to slay the minor Titan within, but it would be extremely difficult. A preemptive investigation to study the Titan’s weak points would be a more prudent first step. Anyone may attempt this, but a Titanslayer gains an additional +2 to this investigation, +2 to the battle, and may harvest the remains of the Algal Anemone if slain. Should the monstrosity be slain, the region will surely become habitable. As habitable as any region with Nasty Nasty Kelp can be, that is.

 A Feast of Bones:  The psychic melodies of the Chora may massively untangle the kelp knots, allowing the beast to pull in all the entangled skeletons and choke to death. To ensure death, one could ensnare a Trade Post worth of toxins or explosives among the strands as an Intrigue action (the TP is not lost, merely occupied for the turn). Then, a nation at rank 2 or higher with the Chelonian Chora may spend a favor and request a melody to harmonize the currents and kelp with a TN 14 Diplomacy action. This method will decontaminate the region and change its resource.

 Kelp and Kelpie:  The beasts of the Menagerie, but especially the Kelpie, seem to be able to move amongst the algae without being pulled in. Should a nation in possession of the Kelpie take a Faith action and provide the Kelpie with a rider, they may be able to use the steed to tie the creature in knots without risk. This could potentially clear enough area in the region to make it habitable without harming the Algal Anemone.
 

 
 Spoiler: The Maw 
From the edge, the Maw seems to be the very end of the world. The warm, inviting, friendly-other-than-the-Magaramachi-and-also-the-Eel waters of the tropics stretch wide and welcoming all around until suddenly the world ends. Vast enough that its rough circle seems from the edge to be a flat line, the Maw is aptly named, for in an instant, the sea, the light, the mind itself is swallowed whole. It is a phenomenon well noted at this point that, recoiling in terror, few native populations have dared build on the precipice of this truest Abyss. It is a phenomenon equally well noted at this point that, in the thrall of the Deep, the greater settlements of the surrounding regions never strayed too far from the Maw.

It is something best forgotten. It is something best kept an eye on. It is something which demands fear. It is something which demands love.

The team which descends into the palpable darkness had prepared for the difficulty of the journey, ready to fight the constant upswell of warmer, richer waters from below. And these do indeed bubble freely forth, but the descent is no fight. As if predestined, the void reaches with invisible hands and draws them down, down, down. A few feel concern; one or two even consider trying, even for a moment, to arrest their descent, worried that the current might be insurmountable, but none can bring herself to. Though perhaps not physically impossible, there is in a true and fundamental way no way to stop.

Panic flickers at the edge of view, replacing the vanishing walls of the impossible wound in the seafloor. It does not deign to strike. In the darkness, they can just make out the spiraling shape of terror, indistinct, lambent darkness-in-darkness, more imagination than substance and all the more real for it.

After an hour of uncontrolled descent, after the private ecstasies of mortal resignation, the team moves at a signal from the leader. She points them back towards the wall, toward whence they came on the horizontal plane. Though it had drifted out of sight almost immediately, the return should not be difficult.

When first they reach the wall, three hours later, a change is come over them. The shape of the Maw has, so far, been well within reason. A generally vertical shape, generally round, with no major currents but the tiny turbulences of the gentle updraft. And yet something in the character of the place echoed with the madness of the labyrinth. No sooner would they stop navigating along the wall than they would find it suddenly receding from them, some dreadful pull always dragging them inwards.

It is for long eternities that the group struggles to stay by the edge. It is for long eternities that they allow themselves to drift down. It is for exhausting eternities that they feel the tension spread long as the Eel, and twice as thick, and yet. Whether it is hours, or days, or weeks later, none can say, but a brief glimpse of lucidity rises above the ceaseless, gnawing darkness. The team leader rallies her explorers, and they join up, blare their lights, heedless of the danger, and force their way downwards.

Barely conscious from the effort, barely an hour later, and barely believing it, they alight on a sandy seafloor somewhere in what must surely be the heart of the planet. The currents somehow stem mostly from above; the last hundred fathoms were cold, but the temperature of their current moonscape is almost preservative.

Almost, because that which is dead does lie here undreaming but…no, this is not what they came for. First, the mission.

Carefully, marking out their path that they might follow, they break into four squadrons which carefully keep to the rise and fall of the irregular sand dunes. The mission is simple: fan out, seek the edge, note any life, any relics of the Radiant Indah, return with word.

The first squadron to return reports their time and distance. By their reckoning, they had somehow sunk to the near center of the Maw, if it is regular. They saw no life but the shadows.

The second squadron is slower to come. They had a similar journey, but had taken a couple days to survey the wall. This brought discovery. The lower Maw was formed of stone almost rotten with tunnels, wound-like caves carved into maddening complexity like grubtrails through gangrenous flesh. The currents beating from them like breath explain the upwards flow from the Maw and the boiling heat and the rarer flashfreezing cold of the more extreme tunnels must together account for the warmth of the upswell.

The third squadron is a week late, having hidden from visions and battled with theories. They never made it to the wall, for one of them glimpsed the true shape of the dunes: empty bedding grounds, slithering trails, footsteps, and claw marks, all of creatures of unbelievable size. This was a cradle of Titans.

The fourth squadron never returned.

Before their return to the surface, there was one matter of no small delicacy to attend to. The skeletonized body which lay in impossibly perfect wholeness at the very center of the floor of the Maw. Her (for it was a Siren’s skeleton) remains lay in lifelike repose, a coincidental swell of sand propping her head up just so. No clothing, no flesh, nothing but the five, beautiful knives which had somehow fallen around the skull like the five points of a crown of war, and the perfect tiara of platinum that could be the twin of Indah’s radiant crown of the storied past.
 
 The Lighthouse investigates deeper into the Maw (1), revealing it to be Open Waters! The Lighthouse gains an Artifact, Indah’s Platinum Tiara!  Effect: +1 to Sway a faction, once per round

The Abyssal Stewards have always been mysterious due to the difficulty of reaching the depths where they typically work, but they seem to also be secretive in their methods. Those who come to close to the work sites in Raninoida are politely but firmly ushered away, fobbed off with excuses that the delicate work can’t be disturbed. The shards of the story that do make it out of the veil of secrecy tell an interesting tale: some kind of divining rod, ritualistic sweeping of rock against rock, and occasional thrums of almost-electric energy.
The Abyssal Stewards prospect Raninoida (192) to cultivate sources of hard metal on behalf of the Hymenocera Expanse.  They create 2 Trade Posts of Magnetite Flowerstones! 

Half of the materials left by the Trawling Beasts on the island near C’oupé are swept into the sea by a violent storm. Merchants in Orope are quick to capitalize on the free resources literally raining from the sky, although much of it is merely degraded debris.  The Order of Orders gains one unit of high quality building materials , which can be used to double an action’s contribution towards a project.  If not gathered this round, all Trawling Beast materials left on all islands will be too rotted and scattered to recover 
  Growth!  
 Expansion, development, unification, and similar forms of growth and prosperity 

Racing towards a common goal for many years, both the Shifting Ennead and the Syndicate find themselves capable of reorganizing into true Empires at what appears to be the same time. Other nations’ opinions on the matter, however, are yet to be seen. (Except for the Surunungese, who express disappointment that they could not reach such a lofty status themselves quite yet.)
 The Lambent Syndicate elevates into the world’s first true Empire! 
 The Shifting Ennead elevates into the world’s first true Empire! 
…but not to be outdone by lesser life forms of low intellect, Extensive-Colossal-OneMillion of the Salination finds himself worthy of such a title as well, declaring his newfound identity of an Emperor to the world. May the biggest brain prevail.
The Magaramachi Salination elevates into the world’s first false Empire!

Knowing their time was up, the Tropical Hooligans looked to the wealth and splendor of the Golden City, realizing that a new business venture was in order. Joining forces with their Raider cousins, the Sharks settle down and open up shop.
 The Splendid Miru Miru raise a city in Parikao (150), Karapu Karaihe (The Crystal Guild).  The Pojanese Raiders and one unit of Shark Nomads settle in the city, giving it a bonus to Battles!

Some question the Union’s intentions, but early adopters begin to settle down in the nation’s first topical colony.
EDIT:  The Cyphiri Union colonizes Region 191!  The region gains one holy site following the Flowing Way and a Desired Import of Parasite Hosts

 The Hymenocera Expanse settles Raninoida (192), gaining an extra TP of Perilous Soot!  The Expanse may elect to change the region’s Desired Import this round as a non-action to reflect the new population

 The Shifting Ennead settles Calvarnsis Superior (185), gaining an extra Open TP of Crafter’s Coral!  The Ennead may elect to change the region’s Desired Import this round as a non-action to reflect the new population

The Finalists uncover a new verse of the Final Prophecy; the World Garden of the Sakura-Jin, who are actually distant relatives of the Remainder, will weather the coming apocalypse!  The World Garden gains a Claim on region 107! 
 The Lambent Syndicate presses a claim on Region 32 and gains a unit! 
 The Eternal Spring works on a new Mantlecracker research facility! [2/3] 
 The Eternal Spring constructs a Dump Site in Verja (61). The spillover Pollution is pushed into Region 54, which will become Toxic if any further Pollution is generated in Verja! 
  Statecraft!  
 Cultural events, diplomatic overtures, foreign relations, and domestic affairs 

Draigiau are among the oldest living peoples in the seas, and they have plentiful oral and written traditions to prove it. As such, they are not easily swayed to others’ beliefs.
 The Draigiau Residuum Gathering creates a Cultural Identity, Living Legends!  Effect: Roll 2d8 to resist conversions

Partners in the way of the Blossoming Sequence, the Kar-Nath Hegemony reaches out to Elkelt in order to request a system of more readily exchanged thoughts and ideals, which is readily accepted.
 The Kar-Nath Hegemony forms a Cultural Exchange with the Gravetenders! 
 The Splendid Miru Miru hosts the Lavish Luncheon!  At the Luncheon, the Gotezhar spread knowledge that they claim to have gained from the Reavers: the Reavers are what became of the Nacre-grown bodies that did not want their minds erased
 
 Spoiler: Technology Trades 
EDIT: CYP gains Blood Algae, Combined Arms Integration, Death Commando Conditioning, Devolving Standardized Integrations, Indah's Embrace, Mitochondrial Regulation, Razor Current Netting, Scrying, Sojourn Suits, and Toxic Filtering
EDIT: GTZ gains Adventuring Parties, Blood Algae, Combined Arms Integration, Joined-Stalk Companies, Mitochondrial Regulation, Reanimation Colonies, Seeker Barnacles, Supermarine Artillery, Toxic Filtering, and Traveling Scholars
EDIT: MIR gains Adventuring Parties, Combined Arms Integration, Death Commando Conditioning, Devolving Standardized Integrations, Filtration Grafts, Indah's Embrace, Papershell Draft-Cuttle, Scrying, and Sojourn Suits
EDIT: OKI gains Adventuring Parties, Blood Algae, Death Commando Conditioning, Holographic Certification, Indah's Embrace, Joined-Stalk Companies, Megafaunal Caravans, Mitochondrial Regulation, Oxygenating Implantations, Reanimation Colonies, Scrying, Seeker Barnacles, Sojourn Suits, and Toxic Filtering
 

 The Gravetenders host the  Reef in Bloom , where the underwater Bears of the Nanuuq Constellation make their first appearance on the world’s diplomatic stage! 
 Emperor Extensive-Colossal-OneMillion of the Magaramachi Salination and Mawbel of the Eternal Spring have  a tentative conversation , the absolute pinnacle of diplomacy between two rulers! 
 The Belar family of the Cyphiri Union is boiled alive in Senja Bersinar  after trial before a tribunal of Mistresses. In response,  the Order of Orders issues an ultimatum to the Lambent Syndicate , requiring that Lambent Mistress Intan step down and pay reparations to the Cyphiri.

 The Lambent Syndicate and the Splendid Miru Miru sign the Treaty of Radiant Splendor , a non-aggression pact (and more) to be renewed in ten years

Emperor Extensive-Colossal-OneMillion, Destroyer of Sharks, of the Magaramachi Salination is gifted a very lovely pair of breeding Sandfish by Lambent Empress Intan of the Lambent Syndicate. He refrains from eating them, at least for now

The families of the Cyphiri Union call in a favor with the Divine Nacres to ask for help in decontaminating Region 33. They receive a large enough dose of thermal downregulation Genesplicer to act on a dense population over a sizable area.  The Genesplicer may be consumed as an Economy action to change the physiology of the Sweltering Abalone  … or Scaldsquid, Firefly Squid, Magma-Ringed Octopus, or other heat-producing organism at GM discretion. The Genesplicer may also be stolen without the need for an infiltrated Spy, although normal distance penalties apply.  Loss or misuse of the Genesplicer will displease the Nacres 

The Riftborn Ascendant gift the horrible Lobster Pot to the Shifting Ennead

Petrix of the World Garden sends a Shadow Pearl to the Gotezhar

Diplomatic relations and trade deals struck with political entities which ceased to function years ago slip away.  Supports and Trade Posts held by the Lux-Glossian Shades and the Unity decay to Open 

COS shares Reactive Refining with CYP via Cultural Exchange
COS shares Reactive Refining with GTZ via Cultural Exchange
CYP shares Adventuring Parties and Megafaunal Caravans with COS via Cultural Exchange
ESP shares Anoxic Adaptation, Bitter Tourism, Filtration Grafts, Mammomachines, and Mitochondrial Regulation with GRV via Cultural Exchange
GTZ shares Oxygenating Implantations with COS via Cultural Exchange
LSD shares Crimson Cuirasses and Papershell Draft-Cuttle with LOL via Cultural Exchange
LSD shares Crimson Cuirasses with LIT via Cultural Exchange
STC shares Anoxic Adaptation, Bioluminescent Navigation, Oxygenating Implants, and Bitter Tourism with SHK
SUR shares Blood Algae with LSD via Cultural Exchange

CCA sways the unruly merchants in Yuksekale (176) to Open
COS impresses the merchants of the Hansea (112) using Luminescent Crystal as Valuables
DPB sways the reaved aristocracy of Spawn Point (56)
ESP sways the aristocracy of Region 47
ESP sways the merchants of Region 53
GTZ sways the aristocracy of the Greenwater (141)
LIT impresses the reaved merchants in the Dunes of Revelation (17)
MGM impresses the aristocracy of the Bloodripper Lands (154)
SKR sways the aristocracy of Region 107
STC sways the merchants in Sketi (68)
SUR sways the aristocracy of Region 161
SUR sways the aristocracy of Region 193

  Trade!  
 Buyouts, trade routes, and other economic shenanigans 

Costa scientists unveil their newest creation: specifically colored photospore organisms that can send highly information-dense messages over long distances. A bit flashy for something that helps with the secrecy of intrigue, but highly effective nonetheless.
 Costa Sereia invents a new technology, Multi-pigmented Photospores! 
Effect: Reduce distance penalty by 1 for Intrigue actions
Requirements: Photospore Signaling, Dye or Ink resource

Believe it or not, spending more money proves more effective when you want to buy things. Expensive artwork can be exchanged for other goods, and it proves quite efficient.
 The Most Serene Lojanese Republic finally reveals the technology they discovered years ago, Artful Acquisitions! 
Effect: +1 to buyouts
Requirements: Precious stones or precious metals

Toxins are terrible, yes, but when you tell someone that, they often reply with “water is wet.” And that’s just the thing. While, sure, they just mean that you’re stating the obvious, there’s actually something to it. Water is wet, but the oxygen we need shouldn’t be. That’s what gills are for. Water is wet  and we’ve adapted around that problem.  Toxins are terrible, but what’s to stop us from adapting around them? Boom! Sulphurous Secretions, a little misnomer for the alliteration, will clear up any case of toxic shock quick. Just slap these babies onto your own gills, give the bios some time to fuse, bada boom binga bed, you’ve got toxin filters. …just don’t really…spend too long in the poisonous parts. There are limits, and we couldn’t get many volunteers to test them. Good luck!
 The Abyssal Stewards reveal a new technology, Sulphurous Secretions, available to those that distribute their Sinking Stones! 
Effect: Halves the increased effective distance from Toxic borders. This does not reduce the effect of Toxic borders on distance loss calculations.
Requirements: Graduated Symbiosis, Composite Grafting, and Hard Metal

Friendships have been lost, but new ones can always be built… and where better to find a new friend than in the tropics?
 The Gotezhar form a Trade Route with the Splendid Miru Miru! 

With Tadgceallachmarix showing an interest in the Flowing Way, the Cyphiri Union calls on the Chelonian Chora to help establish a long-term relationship between the two countries. Though formally a trade agreement rather than a religious one, it certainly will open the doors for the exchange of beliefs and ideals.
 The Cyphiri Union asks the Chelonian Chora to create a Trade Route between the Cyphiri and the Draigiau! 
 The Draigiau Residuum Gathering asks the Chelonian Chora to create a Trade Route between the Draigiau and the Nathi! 
 The Cryptid Congress forms a Trade Route with the Shifting Ennead! 
 The Fuchsia Shade of Rilanto Pass (94) rebuilds TP 1 of Death-Eater Coral thanks to resources given by the World Garden 
 The Nanuuq Constellation begins work on converting to the Polar Exchange currency [1/2] 

CCA buys out TP 3 in Cyph-Arel for Native Gold on behalf of ESP
CCA buys out TP 1 in the Protected Statera for Shells on behalf of KNH
CCA buys out TP 2 in New Korasoon for Sugarweed on behalf of DRG
CCA buys out TP 2 in Aelwyd Alferiad for Dragon Scales on behalf of CYP
CCA buys out TP 3 in Glacier Crag from DNA for Rimestone on behalf of GTZ
CCA buys out TP 3 in Verja for Burrowing Glacier Shrimp on behalf of LSD
CYP buys out TP 1 in Region 32 from LSD for Delicate Mussels
CYP buys out TP 1 in B’kini Bottom (139) for Fertilizing Seeds
GTZ buys out TP 3 in Pyl-Garat (129) for Mercenary Retainers
EDIT: HEX buys out TP 2 in Binar Fajar (7) for Artifacts &amp; Treasure
LIT buys out TP 3 in the Khandeeps (25) for Aragonite/Calcite
LSD buys out TP 3 in Region 32 for Delicate Mussels
LSD buys out TP 1 in Region 33 for Sweltering Abalone
MGM buys out TP 1 in W36 for Crystalized Script
MGM buys out TP 2 in the Bloodripper Lands (154) for Bloodripper Eels
STC buys out TP 1 in Sketi (68) for Gravelglass

  Faith!  
 Conversions, organization, and other such matters of faith 

Those who align with the tenets of the Seven Divines find themselves in harmony with all the aspects of the seas. Traveling parties departing from Costa territory have traditionally brought priests and missionaries with them, aligning themselves with the sea’s best graces.
 Costa Sereia performs a Miracle, Harmonized Currents!  Effect: Followers of Brilhinte reduce distance penalties by 1 for a single action of each non-Military attribute each turn

In a burst of what could only be described as divine inspiration, Dame Commander Maximillian uncovers further scientific insight as to the mysterious chemical properties of the Giantsbane Seeds and their… peculiar interaction with the Mirrored Aurora’s supermarine light. Through a secret knowledge, the distance at which the seeds could be launched has substantially increased. May the enemies of the Order of Orders shiver in their… boots?
 The Order of Orders performs a Miracle, Auroran Launch Assistance!  Effects: A Flowing Way Holy Order is established in The Glossian Sea [Region 135]. As long as the Ironkelp Order controls the Mirrored Aurora, the effects of the Regalis Arbor may be used up to 3 times per round and may be applied in regions within 4 regions of an appropriate Holy Order rather than 3. Additionally, a use of the Regalis Arbor may be spent to apply -10% own casualties to a battle in a depth 0 region within range of a Holy Order.

To many, the Core Fragment may appear to be something of a curse. But to the ever-so-adaptable Pfith, there is nothing to be afraid of. They have adjusted easily to the massive power of the Core Fragment, resilient against the dangers of wielding its strength.
 Pfilghol performs a Miracle, Stress Hardening! 
Effect: Pfilghol's Core Fragment may be used once per round without penalty. It also grants +1 to battle in regions with Smoking Gardens and +1 to rolls to further refine it.

 The Draigiau Residuum Gathering performs a Miracle, Wrought Wonder!  Effect: Every 2 Artifacts held by followers of the Wings of the World count as a controlled Holy Site. Classify Wings of the World as a new school of the Flowing Way. Set the size 1 bonus to Conversions.

 Costa Sereia founds a Holy Order in Gosto G'Cor (137), Panhellis Ceuabrir (Camaraderie of the Open Sky)! 

As part of her retirement as first Arete Princess, Earlee Perna’s reliqua passes through the Temple of Jurxo, where a novice priest stumbles upon it and begins to study it. It is the wisdom of the conclave, declares newly appointed Arete Priestess Salom Resende, that the reliqua has been blessed as a sign of the Divines' approval of Earlee's leadership, and should be used as a token of wisdom, rather than a display object of the past.
 Costa Sereia discovers an Artifact, the Reliqua of Arete Priestess Earlee!  Effect: Once per round, increase a Sway action by 1

Emperor Extensive-Colossal-OneMillion, Destroyer of Sharks, receives an oddity in the mail, but swiftly realizes that its knowledge is unnecessary, given the Magaramachi’s intellectual superiority. Might as well let the world know about it, though.
 The Magaramachi Salination receives a peculiar Artifact, the Eightfold Oracle!  Effect: Once per round as a non-action, the holder of the Eightfold Oracle may ask the conch a single yes/no question

“All will become one” wasn’t meant to be a culinary command, but…we’ll take it.
 The Magaramachi Salination converts to the Eternal Communion! 
 The Nanuuq Constellation converts to the Open SEAquence! 
 The Lighthouse sets the size 2 faith bonus for Radiant Indah to Indah’s Golden Legions: Once per round when you take two recruit unit actions, recruit a third unit 

CCA converts HS 2 in Region 30 to Uplift Reverence
DRG converts HS 2 in Region 70 from the Eternal Communion to Wings of the World
FIN converts HS 2 in Umbergy (108) from Sakurado to the Final Peace
GRV converts HS 1 in the Sunken Necropolis (179) to the Blossoming Sequence
GRV converts HS 2 in the Sunken Necropolis (179) to the Blossoming Sequence
GRV converts HS 3 in the Sunken Necropolis (179) to the Blossoming Sequence
KNH converts HS 2 in Pelegar (65) to the Blossoming Sequence
LOL converts HS 2 in Lojan (9) from Radiant Indah to Shimmers of Unseen Bane
RFT converts HS 2 in Region 54 to the Eternal Communion
SHK converts HS 1 in Region 70 from the Eternal Communion to Wings of the World
The Kelpie converts HS 1 in Qzzry’ya (125) from Sakurado to Shimmers of Unseen Bane
Aerin
  Wonder  
 Miracles and inventions, ancient relics, and spectacular undertakings 

No one was particularly surprised when Apo Ario unveiled something that looked so incredibly expensive after hyping up his empty plot of seafloor for several years. Indeed, a massive campus with dozens of buildings opened its doors just this year. Within months of its opening, the Splendiferous University had a multitude of students and a plummeting admission rate, all while amassing quite the impressive endowment. Students and explorers from around the world wanted to learn from the most splendid of researchers, it seemed.
 The Splendid Miru Miru complete a World Wonder, the Splendiferous University of Aniwana! 
 
 Spoiler: Mechanics 
 The University:  When the Wonder owner explores a region with a sweet food, exotic food, or luxury resource, they perform a Buyout of an Open TP. The owner of this Wonder may give and receive technologies across Trade Routes.

 The Shipyard:  Any nation may take a 2-action economy project to retrofit a Specialized Ship with one of the following modifications, which apply to a certain type of action taken by the Ship in Wastes regions. Acquiring a new modification replaces any prior ones. The owner of the Wonder may outfit their own Ships on creation or retrofit pre-existing Ships as a non-action. When any nation takes a successful action using a modified Ship in a Wastes region, the owner of the Wonder gains a treasure. If the action is a Great Success, the owner of the Wonder performs a buyout of an Open TP (if available) in the target region using the same distance penalty as the original action.
- durable phosphorescent markers: +2 to expeditions
- bubble-wrapped cargo: +2 to buyouts
- high-strength photospore headlamps: +2 to prospecting

 The Observatory:  Once per round, the owner of this Wonder may spend a treasure to learn the Depth, contamination level, colonization potential, and the presence of any Org bases/HQ of an unexplored region as a non-action.
 

 Kenaqua completes the  Linking Arch  Gateway to the Gods! 
 
 Spoiler: Gateway Fluff 
The most merciful thing in the world, I think, is the inability of the icthyic mind to correlate all its contents. We live in a placid lake of ignorance in the midst of the black terrestrial wastes of infinity, and it was not meant that we should voyage far.

Blacktide was unconvinced of this argument. Blacktide was convinced of one thing only, and had sacrificed all his people had, all their sovereignty, all their agency, in order to glimpse the true vista of reality. He had, in short, gone mad with revelation, and now one could only hope to flee from the deadly light which began to pour through the Linking Arch.

In a natural rise of the seafloor stands a stone dais of perhaps an acre’s extent, clear of barnacles and tolerably warm. On this now leaped and twisted a more indescribably horde of piscine abnormality than any but a Riftling or Doflein could imitate. Void of clothing, these hybrid spawn are braying, bellowing, and writhing about a monstrous ring-shaped bonfire(!); in the center of which, revealed by occasional rifts in the curtain of flame, stands a great obsidian runed arch, some eighty feet in height; on top of which, incongruent in its diminutiveness, rests a noxious carven statuette.

Something more than flame is here amiss. The arch stands free in the waters, but the aperture is black with a darkness almost material. That tenebrousness was indeed a  positive quality ; for it obscures such parts of what lay past it as ought to have been revealed. Through the black doorway creeps like smoke a tainted, gelatinous immensity into the chants and hearts of the babbling priests and worshipful gibbering of Blacktide’s followers. This poison ritual of madness has opened a gate to the otherwordly which cannot be easily closed. It leaks dark disharmony upon the surrounding waters like blood gushing from the stab of a ritual dagger. Perhaps, with time and faith, something or someone will materialize through this new wound in reality.
 Blacktide has become the Dissonant! 
 

Harmony is for the weak, the uninspired, and the feeble. The array of spires has been intricately designed to disrupt the precise melodies of the Chelonian Chora, protecting the Constellation from the neverending racket.
 The Nanuuq Constellation completes the Spires of Dissonance (-1 to any Song Actions in Nanuuq (82))! 
 The Nanuuq Constellation works on Discordant Minds, an Intrigue-based project. [3/5] 
 The Tidespire predicts Pyl-Garat (129) and Rahakera (155) as likely Reaver targets next round. 
 
 Spoiler: The Astral Menagie wanders 
Mammos reaches into the Menagerie of the Eternal Spring and turns them towards Prosperity, with the aid of Mawbel.  The Maleficent Jello transforms into the Banished Merchants and remains fixed in that form as the Maleficent Ant, a new member of the Menagerie! (The Maleficent Jello is lost.) The Mimic consumes the treasure generated by the mimic!Merchants and is permanently stuck as the Maleficent Ant! 
 
 Spoiler: The Maleficent Ant 
The Maleficent Ant appears in a random capital each round providing the owner with 1d4 treasure upon its leave. On a 4 the landscape is also scraped bare and a Support begins to grow unruly.
It triggers the Kelpie and Mare if it appears in the same country, but  the conversion attempt is to the Eternal Communion .
If the Banished Merchants and the Maleficent Ant appear in the same region, they try to Undermine a random support in addition to their other effects.
 

The Lambent Syndicate forcibly exposes the Scintillating twin to the Eel Without End while drugged with Siren Extract, creating the Perfected twin!
 
 Spoiler: The Perfected Twin 
The Perfected twin provides +1 to an Intrigue roll if given a unique object as a fluff non-action.
It triggers the Kelpie and Mare if they appear in the same country, but  the conversion attempt is to Radiant Indah . When united with the Withering Everlight, the Twin’s bonus increases to +2. Appearing in the same country as the Banished Merchants causes the Twin to attempt to Spark Rebellion.
 

The Skewered twin continues to be charred and zapped by the energy arcing off the Eel Without End. This conversion attempt in Aniwana (153) will be its last before its blackened body ceases to function.  The Skewered twin is removed from the Menagerie. 

The Banished Merchants provide 4 treasure to the World Garden of the Sakura-Jin, but cause the aristocracy of Qzzry’ya (125) to become Open! The Kelpie also remains with the Sakura-Jin, and will make a conversion attempt on region 125 HS 2 at the end of the round. The Kelpie and the Banished Merchants will leave SKR at the start of round 23.

ESP continues to host the Mare, the Withering Everlight, and the mimic!Ant. The Mare will attempt to convert 61 HS 2 to Shimmers of Unseen Bane at the end of this round. These 3 members will leave ESP at the start of round 23.

LOL hosts the Perfected Twin.

COS hosts the Maleficent Ant.
 

  Might!  
 Military matters of all kinds, be it warfare or strategic developments 

Just when you thought that the Supermarine Artillery could not become any more efficient, the Knights of the Order of Orders have greatly improved the incorporation of their ranged weapons with non-Middish frontliners, cementing their dominance in the easily traversable shallow seas.
 The Order of Orders creates a Military Technology: Combined Arms Integration!  Effect: +2 to battles &amp; +2 TM in depth 0 regions (does not stack with prerequisite tech effects), Slot: Dropped Weapons, Requires: Supermarine Artillery and a Soldiers resource

A childhood friend of the Grand Master, Knight Commander Godefroy is an idealistic fellow who has devoted himself to the study of battlefield medicine - a skill he now uses to ensure the survival of the wounded, even at risk to himself.
 The Order of Orders recruits a General, Knight Commander Godefroy the Hospitaller (7)!  Tactical Doctrine: Guard the Gate Twixt Life and Death (-40% own casualties, -10% enemy casualties, +12 enemy leader loss roll, -2 own leader loss roll)

Only the Tobar have been created perfect and immaculate by the God Plou'uogoar. All others are lesser, and must be put in their place. But most importantly, all Tobar must be uplifted to be their best selves, believes the newest War Minister of the Lojanese Republic. To these ends, she focuses her efforts on suppressing unrest and providing Eel-related relief.
 The Most Serene Lojanese Republic recruits a General, Ngu Uusovoar (8)!  Tactical Doctrine: Punish and Pacify (+4 to battle roll when fighting rebellions)

What truly matters in a battle is not who stands victorious at the end, it’s the one who can limp on to the battle after, and the battle after that, and after that, rolling forward with just a mechanical torso to puncture whatever protection intruders wear to brave the depths, to see them implode as a fraction of an automaton swings its last jab. Hidden from sight, Boletus leads from the rear.
 The Nanuuq Constellation recruits a General, Boletus (8)!  Tactical Doctrine: Lead From the Rear (When fighting in depth 2 or deeper: +40% enemy casualties, +30% own casualties, +12 enemy leader loss, +4 to allied leader loss)

With reinforced structure stone and petrified shell, high walls and spires rest across the Great Scar from each other, joined by numerous sealed corridors. While the grand stronghold may not stand against so great a terror as the Trawling Beasts, the protections afforded to the surrounding towns bring much peace of mind to their inhabitants regardless.
 Costa Sereia raises the Great Scar Fortress in Taifre Mandala (103)! 

Tall stone spires and intricately engineered arches make up the exterior of a new construction in Cryptoclysus, clearly intended to serve as a stronghold if the Council were to come under attack. Each doorway is topped with a dragon eye stone, faintly glowing, as to guide soldiers and politicians even during the night.
 The Cryptid Congress raises a Fortress in Cryptoclysus (84), Cryptholm! 

The Omnichromatic Tiger had led Baskoro down endless dead ends in its nesting caves. Somewhere in this system were the bones of the last seventeen who had followed it–and the endless remains of the victims of its Scintillating Madness. But now, after so long, the patterns of the great tiger shark were clear, as was its hardiness. Just set off the rockfall here, send a decoy down there, and wait for…there it was. As soon as the Tiger turned the corner to its escape tunnel, it saw Baskoro and shot its brilliant band of rainbow colors. Baskoro merely lowered his smoked glass shades, pulled the rope, and watched the spears embed themselves into the Titan, trapping it.
 Baskoro of the Hidden Table traps the Omnichromatic Tiger in the Maw (1)! 
 The Eternal Spring learns Dissertation in Practice! 
 
 Spoiler: DPB invasion of Kenaqua (52) 
Herring swarm unopposed into Kenaqua, adding the region’s resources and the native fish stocks to itself. DPB gains control of Kenaqua (52)!
 

 
 Spoiler: FIN invasion of Umbergy (108) 
Predictably, the Finalists march towards Umbergy, four units under the command of Finalist Raymond Tripolitain (Mil 7) using Blood Algae, Death Commando Conditioning and Submarine Artillery attempting to channel the Rays of the Last Light.  They are met by the war weary World Garden forces with Costa Sereia allies - 2 Worldgarden units and 3 Costa Sereia ones under the control of General Clös (Mil 7 with a Mil 8 ruler) using Screechstrobe Clusters Supermarine Artillery and Razor Current Netting attempting to use Witness of the Great Commission

SKR win Tactical Maneuvering, successfully using Witness of the Great Commission (On victory, free conversion attempt in region. +4 to battle, -40% enemy casualties, +10% own casualties)

The Worldgarden and the Finalists have clashed many times over the last decade but there are surprises in any battle.  Both sides have brought submarine artillery and the initial barrage sounds shockwaves of compressed water beating into both forces, disrupting their forces.  As is their traditional method, the World Garden forces focus on consecrating the area while deploying various toxins and traps to support their Costa Sereia allies in the more traditional combat.  The Finalists, as they have previously, focus their attempts on capturing their bunker and using it as a defensive position.  They get closer than they have previously with Finalist Tripolitain leading the attack personally and nearly falling before the Finalists are forced to retreat for what is almost certainly not the Final time.  The sea floor of Umbergy gains another layer of bodies.

SKR Victory!  SKR retain control over Umbergy! 2 FIN Units lost!  1 SKR Unit Lost!  2 COS Units Lost!
 

 
 Spoiler: OKI invasion of Region 109 
In an attempt to put a relieve some of the pressure on the World Garden, the Order of Orders march 8 units into region 109 led by Dame Commander Caitriona MacAilpein (Mil 10 with a Mil 10 ruler) using Regalis Arbor to Launch Troops into the region to bypass the Brackish border and to Launch Scouts (+2 TM), Devolving Standardized Integrations, Supermarine Artillery, the Thunderstone Cudgel, and the Middish Way and attempting to use Quiver Hell's Foundations.  The main Finalist force is occupied with its most recent attack on Umbergy and so only deploy two units of their own forces, although the local aristocrats do deploy their levies as well.  These forces are under the control of Finalist Ayomide (Mil 4 with a Mil 7 Ruler) using Blood Algae, Razor Current Netting and Death Commando Conditioning and attempting to use Unyielding Force.

OKI win Tactical Maneuvering, successfully using Quiver Hell's Foundations (+2 battle) though the Abyssal Stewards do not take offense due to the lack of deep waters in this region.

The wall of sound caused by Quiver Hell's Foundations is terrifying enough when performed by this many units...when coupled with the sudden arrival of troops and the barrage from the Submarine Artillery this battle is almost over before it begins - the aristocratic levy, with less of a dogfish in this race, break and flee the field immediately and a few Finalists join them before Finalist Ayomide is able to restore discipline. Dame Commander Caitriona MacAilpein leads the charge as soon as possible after the initial barrage, alternately laying around herself with the Thunderstone Cudgel and laying out her spectacularly loud personal cry.  Finalist Ayomide marshals his forces to bypass her and does well in isolating and wiping out smaller groups while leaving a small group to be massacred by the Dame Commander.  Sadly for the Finalists, though, once this holding force is defeated the superior Order forces are able to easily isolate and destroy the Finalists almost to a man, with only Finalist Ayomide and a few scattered and badly injured survivors managing to flee before they are killed.  The Order has lost a great number of its forces but stands alone on the battlefield with the Finalist force destroyed.

OKI Victory!  OKI capture Region 109!  4 OKI Units Lost!  2 FIN Units Lost!
 

 
 Spoiler: MIR invasion of Region 149 
The Splendid Miru Miru march splendidly into the peaceful region 149, attempting to enforce their dominance in a riotous display of color and martial might.  Four units invade led by Tiaki (Mil 10 with a Mil 4 ruler) using Reanimation Colonies and attempting to march in an Impenetrable Bubble.  They are met by a hastily assembled force of natives led somewhat ineptly by a local magistrate (Mil 5) commanding two militia units attempting to use Skirmish tactics.

MIR win Tactical Maneuvering, successfully using Impenetrable Bubble (+4 to battle, -20% own casualties, -20% enemy casualties, +12 enemy leader loss)

The Miru Miru place splendid bubbles around key elements of their forces while a smaller detachment is set to guard the Chelonian Chora base from the fighting.  The native forces are vastly outmatched by the Miru Miru and unable to develop tactics against the bubbles on the fly, they cluster their forces too rapidly to attempt to break through bubbles and the mass of troops prove easy prey for the tiny Miru Miru sent out of the bubbles to nip and harass.  Casualties are low but the psychological pressure of being unable to damage their attackers while suffering attacks themselves soon causes the native population to break and flee.

MIR Victory!  MIR capture Region 149! 1 NTV Unit Lost!
 

 
 Spoiler: A Titanic Showdown on the Wonderwall (194) 
Something had gone terribly wrong. Despite all odds, despite the overwhelming inevitability of the Unity, despite the feebleness of Tadgceallachmarix and his opponent, somehow,  somehow  the Riftborn were dying en masse. Each crackle of energy that burned and froze the seas left a polyp snowstorm falling to the seafloor, each pass of a colossus saw Kiwa caught in the current and shaken to death, shaken to pieces, shaken until fuzzy white flesh mouldered from their bloating corpses and rained as confetti. Squirming Reida lashing themselves to the great drakes found no penetration and were scraped into streaks on the Wonderwall above, Carstalt couples, triples, triskadeckles…well, they’ve always been an awkward lot. The Riftborn know their limits, and still managed to be blindsided by this limb’s uselessness.

With the death toll mounting into the trillions in a battle that outside of the Riftborn Unity measures only in the thousands, suspicion dawns. The Unity  is  the End of All Things. The Titans  are  feeble beyond the limited powers of spoken word to communicate. These inevitabilities remain, but why then has everything gone so crooked?

(Not the Wonderwall, though, actually, looking at it now, it  has  taken on a sharp angle. Ten degrees or so. Didn’t know it was supposed to do that.)

A tiny voice builds in the Unity’s consciousness, a damning accusatory claim. A central voice of an earlier self which the Self had so long suppressed. There was only one explanation, and as the pain of another billion deaths burned white through the Riftborn, the whisper broke out one voice.

   TREACHERY!   

But from what source? Tadgceallachmarix and Gwrfaedlaithe are bestial minds, barely sentient and underserving of the eternity of Unity. Their motives are clear and their means near non-existent. The Draigiau work against the Riftborn openly. But beyond that? Only the Gravetenders are present, and their stalwart might, loyal friendship, and unparalleled virtue stand beyond question. But…so too do those of all the races of these seas. The Eternal Spring, freed of its Titan, is ever a beacon of generosity and kindness. Deep Blue is a teller of truths and a trustworthy stalwart in the fight against deception. The Ennead have always been self-effacing to a fault in the service of their neighbors, even now doing the thankless work of administering the Riftborn’s abandoned waters. The Nathi have ever been allies to the Unity, the only military alliance ever needed, for with such bravery and might, none have violated either nation’s waters. The Seatide Confederacy, though it treats with Titans, has been an aegis for the world against the Reavers, and the Riftborn would never doubt their goodness.

But in all the waters, that leaves none to name treacherous…but the Self.

A crack through the Wonderwall, twenty thousand dropping into the void.

Treachery from within? How? The petty influence of Mammos was shed with the bands of mere ownership. The Unity is again of one mind and in eternal concert. It would never betray itSelf, never risk the fate of the world.

Except…perhaps it was not a mere betrayal of the Self. There was something greater, something more spurned. Even in the glorious rise, in the international leadership in saving the world, the Unity had left behind something greater. Though ascended to new heights (though the ground seems much closer now than a moment ago) they had lost the glory of the lows. When had even the  name  of the Mother last been spoken? When had Her toxic breath last been embraced?

Treachery most foul, treachery most deep. Treachery against the very font of life-amidst-death, the blessed Originator of Communion. And the only solution is a return to orthodoxy, a return to the original tenets of the Eternal Communion, a return to the Mother.

 The Eternal Tenets of the Eternal Communion 
 Isolation is Death   To exist as an isolate is to exist in a state of dying. The body ages continually until it learns death. The mind conjures thoughts that are carried off by the currents, heard by none and forgotten even as they are birthed. Mortality is ephemerality, and any isolate's imprint on the seafloor is soon erased.  Something fundamental in the universe aligns, the Riftborn returning to the path of inevitability. All around them, Draigiau begin to float limp in the seas. Where Reida squirm and polyps swarm around the Colossus Tadgceallachmarix, even Titanic flesh begins to burn and warp. The wounds are not deep, not lasting, but it is enough for Gwrfaedlaithe to appear as if from nowhere and tear violently into the lesser Titan.

 Death is Isolation   There is no more profound isolation than the blank embrace of the grave. To die is to be separated eternally from not only the lesser communion with other isolates, but to lose even the least communion--the sharing of the self with the self.  A profound terror, an existential loneliness washes out from the Unity. As the seas suddenly choke with Draigiau corpse and Titanchunk, the spectre of death seems immanent and imminent. Even the Titans are at least momentarily shaken. The ultimate fate they all will meet is undoing, non-existence, meaninglessness, and this fate awaits them if they near the Unity. And even so reduced, the Unity is ever-present.

 Life is Communion   No action has meaning when the actor is isolated. Only those in the Eternal Communion truly live. What is it to set a corner of the sea to rights when one is not in a cluster? That serves only a brief self, and in the vastness of time, it is so insignificant as to be nothing. To act in the interest of the cluster, however, is to make a mark borne by an eternal self, and so to do something infinitely meaningful.  The Draigiau had long resisted entrance into the Unity, despite the patience and care with which they had been treated. But with the looming doom around them, not all can resist Eternity. Perhaps one in ten, one in twenty, shift into a new harmony, succumbing suddenly and terribly to the Unity, joining it and radiating their own death, their own terror. Enough crowd Tadgceallachmarix to again frenzy it into taking a hit from its foe. Unseen in this Titanic combat is the overwhelming of all unintelligent life in these leagues of ocean, the microbes and worms which are ambient in so much of the world.

 Communion is Life   To be in the Eternal Communion is to know and write yourself upon Eternity. A cluster never dies, each constituent part being replaced in the eternal whole. To live as an isolate is to die, but to live as a cluster is to live and to live and to live. It is a self-justifying existence, a blessing earned by its very existence.  The Unity in its bacterial wholeness infests all the dead, for the dead are filled with life. But the Eternal Communion shuns death, and the Unity denies it wherever it treads. The myriad corpses of the Myriad, the tragic bodies of the Draigiau, these are infested with life and forbidden death. Even where torn in half, briefly, each corpse returns to life, returns to the Unity, and even those which bleed out again immediately are now alive forever in life undying.

The miracle sees the Riftborn restored, the Unity mighty. The oceans are as one wherever their influence stretches, and to pluck out the Titans would be as simple as gutting a mere Herring. But that very interventionism, that step away from the Mother would be renewed treachery. There is yet call to end the Titans, but the Myriad passes the duty gratefully to the remaining races of the sea. Their duty is to return to what they were, what they are, and what all shall one day be. They must return to the Mother.

Gwrfaedlaithe sinks claws deep into Tadgceallachmarix, hurling the lesser Titan upwards. Tadgceallachmarix sinks teeth deep into Gwrfaedlaithe, dragging its feeble superior with it. As if by fate, indeed surely by the will of the Mother, both Titans impact the central point of the interweaving cracks. A pull tugs at the consciousness of the Myriad, and as the seas united let out a soft sigh, the Unity releases the miracle. Just as the devastating strike hits, they remove their blessing and the Wonderwall shatters. The shockwave alone snuffs life anywhere near, and reviving corpses and the wounded rain downwards, but the Riftborn do not fall to the seafloor. The ruined remnants of the race are swallowed by the vents which open to receive them, and they return to the Mother.

 The Riftborn Ascendant perform a Miracle! 
Effect: The Wonderwall shatters and is removed from the game! All supports held by RFT return to their region owner, if following the Eternal Communion, or become Open if not. The Boring Doctrine falls to floor and stashes itself in The Order of Commissioned Isolates for the Expansion of Ecumenical Interests, the Holy Order in Separatum Corporate Holdings (59). The Censer of the Mother's Breath is swallowed and next turn appears in the Holy Order in the Dead Seas (60), where it belongs. These Artifacts are now owned by the owners of the clerical supports in these regions. If the clerical support is Open, they will go to the first nation to acquire the support.

The Riftborn Ascendant are removed from the game,  for now .

As collateral damage from the Dragons’ mighty attacks, DRG loses 1 unit!
 

Sersi The Pale travels the long currents to the Wonderwall to valiantly defend the Riftborn, only for her efforts to not be needed. Gwrfaedlaithe drives off Tadgceallachmarix before he can sink his claws into the polyp-based Unity. The collateral damage to the Wonderwall from the two Titanic-level threats isn’t something that the Gravetenders can avert, although Sersi’s quick maneuvering manages to prevent any casualties to the Gravetenders themselves.  The Gravetenders lose 1 unit to distance losses. 

The Gravetenders, minus 1 unit lost to distance, and the Seatide Confederacy meet in Magma Falls (51) under the experienced command of General Kreel. This time, instead of opening with the load and bright screechstrobes, the Reavers quietly drop in a small band of highly camouflaged individuals with so many glass augments that they are nearly see-through. Fortunately, the band is intercepted and dispatched before making it to their target of the Holy Order, but it is a close thing. Kreel returns to the Gravetenders with a message: The Reavers have become wary and are adapting their tactics. Expect new developments in the years to come.

  Schemes!  
 Coercion, betrayals, and spycraft 

The Herring are packed into the Tin Can like sardines in a tin can. From there, it is onward to find the source of contamination. And, let’s dispense with false mystery, of  course  it grows more plainly devastated, more plainly awful as the downed Beast is neared. Obviously. But the nature of the contamination is unclear. Yes, plant life goes funny and bad as the Herring get nearer–and the animals do too, unless evolutionarily unenviable two-headed creatures with half-formed fins and tumorous clusters of non-functioning “eyes” (more pustule than ball) are the typical native species of the area. Thankfully, that’s out there and the Herring are–dying? A swift check proves that the Tin Can is beyond a doubt unviolated, perhaps even inviolable. Could this be just a biological error in–four more sets of vision go off. Even though the Trawling Beast is only just visible, with the sharp, metallic lines of its rusting innards spilling from its wreck of a body; even though the most curious green-blow glow is only just beginning to show on the horizon, absent of any apparent light source; the ship is forced to turn around, bringing a cargo of dead and dying Herring back to the main host.
 Deep Blue attempts to investigate the contamination in region 189, but is forced to turn back due to the region’s overwhelming toxicity. 
 
 Spoiler: Decontamination 
While region 189 remains Contaminated, it does not have factions, cannot be conquered, and the Holy Sites and Trade Post within it cannot be converted, bought out, or coerced.

 WE NEED MORE SAND:  Sand. It's coarse and rough and irritating and it gets everywhere. Surely, if enough of it is dumped on the Beast, none of the mysterious toxin will be able to escape into the waters. If the Beast is buried under at least 3 TPs of sand, glass, coral, or any mineral which can be crushed into sand, the region will be decontaminated after a round and its resource will change. It takes one Economy action to dump any quantity of sand, which returns the TP(s) to open.

 The Hungry Deep:  A nation of at least rank 2 with the Abyssal Stewards may request aid with a TN 14 Diplomacy action to use the relatively small crack in the seafloor created when the Beast crashed as a fracture point. Should the Stewards then receive a successful Seek Aid upon their venture to help the fracture grow wider until the Beast is swallowed by the newly made trench, the increased heat and the heat of the Beast itself will be enough to slag the entire thing. It will be entombed inside a horrific mass of glowing metal inside the deep trench, which will at least no longer perpetually leaking mysterious toxin into the open currents, decontaminating the region after a round and changing its resource.

 We Radiant Few:  Given that the Beast appears to be metallic in nature, it may be possible to fix whatever has gone wrong. With makeshift protective suits, a species with manipulator appendages (not herring, but another species in DPB’s waters may suffice) may attempt to repair the damage enough to fix the mysterious toxic leak. This will be a trial and error process that will require multiple attempts, each an Intrigue or Economy action. Everyone you send will likely die horrifically (-1 PRS upon the first attempt only), but this method will preserve the Beast and its innards for further study. Good luck.
 

 Deep Blue investigates the disrupted trade route between SEN and STC 
Through careful decrypting of cryptic cryptographies, the Herring God is quickly able to determine that the force which consigned the trade between the Confederacy and the now-Empire to the crypt was the   Crypt  ids!

 Deep Blue investigates the Reaver's curious contraptions, all steel and wire, sheathed abominably in the neural matter 
 
 Spoiler: Investigation results 
Deep Blue’s investigations hit an immediate and insurmountable wall: the technology at play in the tumorous Reaver modifications is entirely foreign to the fleshy sciences of the seas. There is simply no way for a biological race ignorant of the plastic sciences to understand the intricacies at play.

Of course, to call Deep Blue merely biological would be a grave error.

What is a mind but thought, what is a thought but signal, and what is a signal but Light? Sheltered subprocesses can upload themselves, if the fish god is careful, without risking the overarching intelligence itself. And given the wealth of materials Deep Blue has hoarded to work with, what does it matter if the first half dozen burn out in the attempt? There are  fields  of the dead. The experiment continues until the link is completed without fatal error. Now, the upload can–

Fail. The Device already has a complement of data. The Herring now move to a new strategy, that of Download. This, too, is a fragile process, a failing forward. But eventually, Light becomes signal becomes thought. As the contraption pulled from the brain of what can only be described as a pirate dolphin coalesces data into meaning and memory, the seas seem to collectively take a breath.

Disjointed, violent sprays of color. A violent end, suiting up for a routine raid, a sailing from the shielding Wastes. Faster and thinner, the relief of prosthetic, the agony of upgrade, the return to strength, the wasting in illness. Acceptance, depression, bargaining, anger, denial.

A glimpse in the mirror: Some kind of pirate dolphin looks back at itself, and screams.

 Deep Blue has discovered a kaleidoscopic, backwards window into the minds of the fallen Reavers! 
 

 The Kar-Nath Hegemony continues investigation into the whereabouts of the artifact Sus I Bik’ah in Soliana (53) to recover it 
The second time that a Nathi search party hunts for the lost Artifact, it is almost trivially easy to find almost exactly right where it was lost. A little less shiny, a little hungry, and very happy to be home once again.  The Sus I Bik’ah is returned to the Kar-Nath Hegemony! 
 Project Eusebia searches for clues as to the perpetrators of the destruction of the DNA Holdfast in Dashasham (119) 
No new leads have cropped up since the Pearl’s investigation, but an old lead is missing. Native Gold can buy many drugs, but the dealer’s dealer’s source dried up, and the search for more led past the point of following.

  Terror!  
 Violence, upheaval, murder, and destruction 

From the furthest reaches of known terrain, where sea slips to singsong depth, in that realm of peace enforced by the strongest melodies in all the oceans, there comes something disquieting: a moment of silence. For leagues and leagues, further than would be thought possible even in the days of whalesong, something omnipresent in the background falls away, a white noise that like a sandy blanket promised peace and shelter. With it gone, the underlying silence is almost hostile.

 -Do you see, now, if only I had no more to hear it, then I would be saved.
-Hear what, my dear?
-Do you hear nothing, do you not hear the horrifying voice which screams across the rim of the world, which we name Silence? Since I have come to these waters, I have heard it. It doesn’t let me sleep, oh teacher, if only I could sleep again! 

It is almost a relief that the silence is broken, but the shriek of mourning which replaces it bubbles outwards like a shockwave, circling the world entire and layering back on itself in despondent, chromatic steps.

Some would even call it…un bear able!
 The Nanuuq Constellation damages the Chelonian Chora Headquarters, instantly falling 3 ranks with the CCA! Until repaired, the base’s special effects cease to function 

The curious case of the immortal soldier turns out, after concerted research and calculated losses, to not be immortality at all. The red glow of the Redglow glows its red light in, when properly channeled, almost surgical wavelengths, killing nociceptors and shutting down certain higher brain functions. This produces a sort of ideal unit, especially when applied to Lambent Syndicate troops that have already undergone Death Commando Conditioning. A super soldier incapable of feeling pain and unable to question commands to its detriment. If this were used on an army, why, it could march to the ends of the earth and back again without feeling the burn. …It would still burn in the end though.
 The Lambent Syndicate sacrifices a second unit to the contaminated minerals of region 16 in the name of science, and unlocks the Redglow Revenants technology. Region 16 is decontaminated and becomes Open Waters. 
Effect: +1 Battles, Negate the loss of up to 3 units due to distance. After battle, suffer losses equal to the number of unit losses negated (does not stack with Death Commando Conditioning)
Requirements: Death Commando Conditioning, Redglow Rock
Slot: Logistics and Morale

Despite the efforts of the Gravetenders’ best resonance engineer, Kelusyn, the Blossoming Icons go awry for a few weeks before she manages to regain control. Intrusive thoughts and strange melodies haunt those within its range, and many in Bastion begin to question the quantity of resources allocated to Kelusyn’s work. Accusation fly regarding Mammos’s continued presence, especially since so many of the Gravetenders are driven to “Prosper the Blossom.”  The aristocratic support in Bastion becomes Open. 
 The Shark Nomads sack Trade Posts for Pelagic Graftsmer (66 TP 1, owned by ESP), Refugee Workers (96 TP 2), and Blackbeaked Dolphins (160 TP 2)!  They are returned to Open

 The Reavers strike the merchants of Region 97, sacking and destroying TP 1 of War Cultivator Supplies, previously held by Costa Sereia!  The scant few survivors of the attack recount watching the Reavers add the new military equipment to their already versatile augments before even completing the raid!

 The nearby Shark Nomads in Region 99 find their mounts targeted and abducted, losing 2 units!  The nomads are unsure of what happened after the opening barrage of high-velocity wooden and metal splinter shrapnel, which causes the pod to break and scatter

 The Order of Orders manages to minimize damage from the Reavers in Kral-Katena, getting the aristocracy to safety in time!  The early warning given by a local farmer, who simply happened to look up at the right time to see a bright yellow glint high above the waves, was crucial in the evacuation efforts

 The CCA base in Region 149 sustains damage as the Reavers loot the Chora’s abundant trade goods. Until repaired with a Diplomacy or Faith action, the base provides no benefits and cannot be used.  The Reavers suffered not a single casualty in the raid, which is a shame because the golden gilding on their cyborg parts alone could recoup the cost of the lost goods

 The rebelling Finalists of Umbergy (108) sway the merchants in region 107 to their cause!  The Finalists gain an additional 2 units under the command of a new General, Finalist Nwanneka (Mil 8, Glorious Last Stand tactical doctrine: +3 to defensive battles, +10% own casualties, -2 own leader loss). The merchants open their wallets for the cause, buying the Finalists the Reanimation Colonies technology and a black market supply of skeletons

 The rebelling clergy of the Marble Kingdom (187) sway the aristocracy to their cause!  They gain an additional 4 units lead by Combat Dancer Elegant Dawn (Mil 9, Rhythm of the Undulating Anemone tactical doctrine: +1 to battle, +1 tactical maneuvering, additional +1 tactical maneuvering in depth 0 regions)

Lack of interest or respect for the unique needs and local customs throughout the seas begins to grate on the unwritten peoples who must survive such neglect
 Region 12 Aristocracy becomes Unruly!
Region 15 Aristocracy becomes Open!
Region 140 Aristocracy grumbles, but continues to support GTZ 

The following regions must have region write-ups submitted by the start of Round 23 or suffer Unrest:
12 (LOL), 15 (LOL), 104 (PGL), 140 (GTZ), 170 (GTZ)

The following regions must have region write-ups present in the Waters of the World by the start of Round 23 or suffer Unrest:
53 (KNH), 185 (SEN), 186 (SEN)

Having never recovered from Reaver raids in years prior, order in some areas begins to break down, and respect is lost for those they once pledged loyalty to
 Region 14 Aristocracy grumble, but continue to support LOL
Region 94 Clergy becomes Reaved as colonists flee for more stable waters!
Region 167 Aristocracy becomes Unruly! 

The following Reaved regions will deteriorate at the end of round 22: 9, 14, 49, 94, 107, 131, 167
The following Reaved regions will deteriorate at the end of round 23: 31, 91, 119, 122

Mining operations that have been short-handed for years begin to show strain as the merchants of Budak Perak bear the brunt of the lost profits.  The merchants in region 18 become Open due to the lack of Skilled Labor! 

The Kejatara begin to falter with malnutrition, and Rahaan leaders cast hungry eyes towards the Assembly.  The merchants in region 155 become Unruly due to the lack of Coral! 

The influence wanes for various clerical factions which preach a different doctrine than what their people follow.  The following clerical supports become Open: Region 10 (MGM), Region 28 (LSD) 

The Lojanese Republic makes a tasty trail of artifacts, gems, and delicacies in Selach (6) to attempt to lure the Eel to eat its own tail. The Magaramachi Salination has the same idea! They  attempt to make a trail of slightly less tasty crippled Magaramachi before being forcibly expelled by Lojanese soldiers.

It's a lovely morning in the tropics and you are a horrible Eel. Sometimes you eat things. Sometimes, you bend the will of the populace towards you. Mostly, you just slither. There are lots of tasty treats out today. Sometimes, the treats run away and you have to choose which ones you want, but these are pretty still. It's a shame, since the squirming can be nice, but the quantity really makes up for it. And there's a shiny trail to follow, which really catches your eyes. Well, one of them. The other one doesn't focus so well right now. But that's ok, because somewhere leagues and leagues behind you, you feel something giving you a tail massage. Isn't that nice? Your tail does get so stiff, slithering all day and night. About time somebody--what's that ahead? Now there's a real treat! Something plump and waving--and slithering to get away! You can already taste its sweet secretions. It's almost as fast as you, but if you put on a little speed you might be able to... CHORMP!!! 
 The Eel Without End has bitten its own tail!  An electrical feedback pulse runs the length of the Eel as it short-circuits, amplifying its aura and causing random conversions in nearby regions! The Titan falls limp and still, but for the occasional devastating twitch. After a year, it begins to slither back to the Maw, both the head and the tail ignoring obstacles and weaving around major settlements. It descends into the Depths to recuperate, for now.
 The Eel’s head moves through Selach (6), Senja Bersinar (2), and the Maw(1). The Eel’s tail moves through Selach (6), Nguurhaln Polanau (5), Aniwana (153), and Region 149. 
 Region 6 HS 2 is converted to the Oozing Path!
Region 10 HS 2 is converted to Shimmers of Unseen Bane
Region 10 HS 1 is converted to Shimmers of Unseen Bane
Region 154 HS 1 is converted to Radiant Indah
Region 150 HS 3 is converted to Radiant Indah 
 
 Spoiler: Eel Mechanics 
 The Head: 
- The Eel Without End moves three regions each turn, as determined by three separate weighted rolls using the weights below.
- Whenever the Eel Without End enters a region, it will attempt to Coerce 1 random Trade Post in the region with a +8 bonus; if it is successful, the Coerced Trade Post cannot be bought out or coerced until the Eel is no longer present in the region, as the Eel's deadly body swirls about the ruins of the location.
Base Weight: 1
- Region is the immediately previous location of Eel Without End head: Weight x0
- Eel Without End already present in region: Weight x0.5
- Eel Without End already omnipresent in region: Weight x0
- Roughs or Shallows border between current and neighboring region: Weight x0.5
- Toxic border between current and neighboring region: Weight x0.25
- Glacial border between current and neighboring region: Weight x0.25
- Colder climate (too far from the Maw): Weight x0.25
- Sufficient effort to tempt the Eel into this specific region has been made: Weight x3
- Towards target from Faith action from Radiant Indah head: Weight x3
- Rightward lean: Weight x1.5

 Present: 
- Armies fighting in regions where the Eel Without End is present may attempt to use it to their advantage; if they do, then the side which loses the Maneuvering roll takes an additional 10% casualties - this stacks for up to +20% casualties if both sides opt to do so.
- Regions where the Eel Without End is present count as 1 additional region for the purposes of distance losses and distance penalties.
- The desperation of those afflicted by the Eel Without End may present opportunities to those willing to look for them, and as local populations search for solutions, they become more easily Swayed - all countries receive a +2 bonus to Sway attempts in regions where the Eel Without End is present.

 Omnipresent: 
- If the Eel Without End enters a region it is already present in, it becomes omnipresent.
- Regions where the Eel Without End is omnipresent count as 3 additional regions for the purposes of distance losses and distance penalties (this replaces and does not stack with the previous region increase).
- The intense and prolonged exposure to the energy of the Eel Without End results in strange effects on the behavior of both wildlife and local populations when omnipresent:
- When the Eel Without End enters a region for the second time, it will attempt to Convert 2 random holy Sites in the region to a different religion, determined semi-randomly.

 Labyrinthine: 
- When the Eel Without End enters a region for the third time, it suffers deleterious effects which may threaten the life of the Eel. Perhaps it ties itself in knots. Perhaps it eats its own tail. Perhaps it retreats to the depths, confused and befuddled by its own aura. No one can say until it happens.

 The Tail: 
- When the Eel’s tail passes through a region, there is a chance that trading posts formerly coerced by the Eel are destroyed by arcing electricity.
- The sparking voltage amplifies the sound of the Eel’s perpetual HUM. Conversions targeting regions through which the Eel’s tail has passed benefit from this befuddlement, gaining +2 for a single round.
- When the tail passes through a region where the Eel is Omnipresent, mass-confusion may render foes to be friends and annul allegiances. Two random supports swap ownership status.
 

  Organizations!  
 Titles and Title Upgrades: 
The Kar-Nath Hegemony successfully Wanders the Wastes! More details to come with Org actions

Walking softly and carrying a big stick never did much to dissuade Titans from running wild. But you know what might work? Swimming decidedly and carrying an unspeakably gigantic spear, a palpable aura of gold and an inconveniently long-lasting residue of glitter following where you tread. … Yeah, that’ll do it.
The Lighthouse grants the Champion’s Lance to The Everscintillating Goldfin, raising him as a Champion, and newly dubbed The Golden Host

 Reputation: 
CYP spends 2 favors and falls in reputation with the CCA to request a Song of Prosperity, linking CYP and DRG with a Trade Route
DRG spends 2 favors and falls in reputation with the CCA to request a Song of Prosperity, linking DRG and KNH with a Trade Route
CYP spends an ABS favor to raise reputation
GTZ raises reputation with the CCA
NAN falls 3 ranks with the CCA
SKR drops to rank 2 with the DNA due to leader turnover
DPB drops to rank 2 with the CCA in favor of maintaining rank 3 with the DNA

 Favors: 
CYP spends a DNA favor to ask for help in decontaminating Region 33
CYP contributes an entry to Waste Not, Want Not for 1 CCA favor
HEX spends an ABS favor on Bounty of the Depths to prospect Raninoida (192)
KNH contributes an entry to Waste Not, Want Not for 1 CCA favor
KNH contributes an entry to Titan-Sized Damage Report for 1 ABS favor
SEN spends a favor to request that the DNA Share Survey Data on Region 156
SKR Curries Favor with the CCA twice, gaining 4 favors
SKR spends a favor and a treasure to request a Song of Tranquility from the CCA to calm Yuksekale (176)
SKR spends a favor to request that the DNA Share Survey Data on Region 148

 Prestige: 
ESP spends 5 treasure on Opulent Optics to gain 1 prestige!
LSD gains 1 prestige from To Greatness!
LSD loses 2 prestige from Redglow Research!
MIR signs the Flowing Peace!
MIR displays their Great Work of Drama at the Aniwana Mall, gaining 1 prestige!
SEN gains 1 prestige from To Greatness!

 Other: 
ESP lends use of the following to the DNA (Precious Minerals: Piezophosphoric Crystals, High Strength Fibers: Woven Seaweed x3, Sheerspun Fabric)
HEX lends use of the following to the DNA (TP30.1 Branch coral as High Quality Building Materials, TP4.2 Eye Weed as High Strength Fibers)
KNH lends use of the following to the DNA (TP 1 of W6 (Glittergill Shards), TP 1 of 77 (Rimestone), and TP 1 of 76 (Electrum Conduits))
SKR grants ownership of TP 1 of Barnacle Glue in Dashasham (119) to the DNA to assist in their repairs
Lumaeus
    Organization Actions     
Round 22 
 

 Unless otherwise specified, [Offers] made by Organizations are only available to countries with a Reputation of 0 or higher with that Organization. Organizations treat regions with their bases as controlled for the purpose of actions such as Impressing Aristocracy or exploration Missions. 
  Abyssal Stewards  
 
 Spoiler 
The  Abyssal Stewards  are an association of various orders of mystics, warriors, and artisans living in the deepest parts of the ocean. Their ability to create and shepherd hydrothermal vents, which they use to ‘grow’ refined metals through means none have yet managed to replicate, makes trade with them indispensable. The Stewards - mostly members of a species of hairy crustacean - feel themselves charged with a duty to watch for the return of the legendary Titans, hoping to give advanced warning to those who live in shallower waters and prevent the foolhardy or malicious from waking them from their slumber.
 

 [Intrigue] Up in Smoke: Results  - To have suggested twenty years ago that Lux-Glossia could be the root of any great evil would have seemed nothing less than absurdity. But the evidence is as the Costa had forecasted: every movement, every trail, every surviving piece of evidence points back towards the Last Matriarch. Depthseeker Zivan is no amateur, and spends months attempting to find any alternate justification; while beyond emotional suspicion, it would be improper not to hold the Costa Sereian intelligence network in technical suspicion in case they had planted all the evidence. But no matter what contrivance is constructed, the evidence shouts only louder and louder: Taman was to blame.

 [Offer] A Miru-Miru Visitation  -  
 Spoiler: In the Heart of the Abyss 
The delegation is swept carefully southward, avoiding the eeliest of areas due to an interesting cultural preference the Stewards hold for not dying horribly. Past the lands of Lojan, the Hymenocera Expanse, and the Lambent Syndicate, the Stewards soon seen the delegation submerging into waters so deep and dark that little can be said of the journey but that it goes southwest. The initial swim out of known waters is hardly the halfway point, but after endless ages in the deep dark, a light blooms before you: Mekhasa, the Abyssal Refuge.

The streets of Mekhasa, for such a place sees actual fin traffic, are made not of endless metal as one might have imagined. The Stewards are not so wasteful. Rather, in the smooth-pressed, glassy sand, there are every shackle of distance distinct metal insigniae set into the path, shaped not unlike a great claw encircling a circle–viewers must wonder if it is the Deep or the World. These are regularly placed, glinting a golden black in the light.

Yes, light. Here, the streets are illuminated in a ghostly, neon light, cast by lamps set evenly every three fathoms. The delegation’s guide, an elite cleric calling themself a Grandmaster Koreshom who introduced themself as Madrikh, explains that while magma vents on the ocean floor can sometimes provide spectacular light, it would be disastrous to attempt to harness and direct it for something as quotidian and small as street lighting. Rather, the gasses offput by the abyssal rifts can be redirected into the glassy orbs they’ve set atop each metal pole, where rift bacteria coerced into bioluminescence feed on it. It is, you are assured, a mutually beneficial relationship.

Madrikh sees to your safe accommodation and seeks to meet your needs, but this isn’t a vacation. Apo Ario, Prof B., and Aue Aue are given only brief, sketchlike descriptions and explanations, for the real treasure here is a meeting with a collection of Grandmasters: Stewards, Depthseekers, Koreshom. The great conference takes place in an atrium under skeletal bands of rusted metal. The Professor and Aue Aue are escorted away after introductions to discuss some of the finer points of survival in the deep, but Apo Ario is left with a group of Grandmasters including Grandmaster Steward Amuk Mahamuk.

“You have at once confounded and impressed us. Your appreciation for the depths makes us kindred, but your unregulated opening of them to the world threatens all of us. The things which lurk in the darkness are more terrible than you know. So terrible, that the tragic state of things you see around you is directly caused by the Titans forcing us into retreat here. This very building is forged of pieces of the last of our pursuers, whom we were unable to evade. It was won at great cost.

“We know well the fragility of even our current diminished comforts. Though the world above waxes, the darkness below yawns wide, and from the churning waters of its maw spew ever more thickly monstrosities beyond speech. We are none of us secure, and we would do well to remember that. Even those of us who have tamed the depths” (a nod of companionable acknowledgement to the visitors) “Would do well to knot twice, build past specifications, and prepare a light for when all other illumination dims. We recognize in you the same ingenuity which saw our own rise to below, and we ask whether we might reinforce one another. Whatever your answer, bear word to the shallows, that those who live in false comfort might know what is to come.

“The Deep awakens.”
 


MIR gains a unique quest! If they create a technology to access Depth 3 by the end of round 25, sharing it with the Stewards as a non-action on the round in which it is created, the Stewards will share with them a depth-related technology of their own. Redundancy is risk management!


 [Request] Titanic Relics  - The Stewards seek to better understand where Titans swam and may swim again. Rumors have reached them of Titanic Relics, ancient leftovers from when Titans roamed as widely as soon they may again! They are willing to share these leads with those who will follow up on them – but failure might forever lose the relic and the Stewards’ respect.

(  Request:  The Stewards are willing to share leads towards two different Titanic Relics with those who would search for them.
 Reward:  A lead towards the location of a Titanic Relic, 2 favors with ABS (if the Relic is returned to the ABS within one round of acquisition)
 Penalty:  -2 Reputation with ABS (if the Relic is kept)
 Deadline:  End of Round 22 to send a delegation. Indefinite to follow the lead
 Details:  Interested civilizations may take a Diplomacy or Intrigue action to send a delegation to convince and demonstrate investigative capability to the Stewards. The two highest rolling nations will receive information about a lead privately. Available to nations at rank 2 or higher. )

 [Request] Titan-Sized Damage Report   - The Stewards are grateful to everyone who was able to share the traumas of the Titans, and roundly thank all contributors who didn’t try to undermine their integrity. Sadly, only the Magaramachi were able to contribute to the compiling of the report, and between the bite marks, the potential illiteracy, and the regular violent squabbles that broke out, no publication could be made.  This Request is now closed! 
 [Task] Mitigation Measures   - It’s taken decades, but the Stewards are finally ready to unveil their innovation for limiting the influence of the Eel. Deep in the abyssal seas, there is a not-infrequent but historically mysterious phenomenon: Hadalpelagic Clouds. These bone-white, chalky formations would rise from the trenches and slowly swell until some critical mass dragged them downwards again. Only the Stewards, masters of the deep were in position to see what became of them, and that which became of them becomes now a means to limit the damage of the Eel.

Whalefall Reefs. Not dissimilar from the coral of the shallows, these colonies are adapted to the awful, Titanic horrors of the deep. Where shallows coral would be smashed and colonies ruined, Whalefall Coral is built to shatter, spraying its colonies and polyps upward in a shower of lime. With a limited magnetism, these particles draw near each other and eventually rebuild, growing dense and sinking down, little reduced from what they were. A modified branch of the species will serve well as walls–even if shattered by Titanic twitch or mere exposure, they will eventually return. And between the clouds and the walls, experiments have demonstrated (they assure), something of the song grows ever so softly quieter.

The erection will not be easy. Exposure to the Eel is beyond the Steward’s offer–it is for each nation to decide themselves.

(  Task:  Construct walls to limit the influence of the Eel Without End’s electric aura and to encourage the Eel to move elsewhere.
 Reward:  Whalefall Coral Walls add a x0.75 modifier to Eel movement into their region and reduce the added distance penalties from the Eel by 1 effective region.
 Penalty:  None.
 Deadline:  Indefinite.
 Details:  As a 3 action Military project, a nation may build Whalefall Coral Walls in any two adjacent regions with the region owner’s permission. This may be reduced to 2 actions with blatant disregard for worker safety, but both regions will suffer an Eel conversion attempt upon completion if the Eel is present. )


 
 Spoiler: Ongoing 
 [Opportunity] Fueling The Forge  - (  Opportunity:  Countries may provide Units, Food, Building Supplies, and Light Source to repay debts to the Abyssal Stewards.  Reward:  1 Favor.  Cost:  2 Units or 1 suitable Trade Post.  Deadline:  Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice.  Details:  Non-action to gift Units/Trading Posts. May not be used if no Favors are owed.  )

 [Offer] Mystic Messengers  - The warriors of the Stewards are stretched thin, between the unexpected return of the Eel Without End to tropical waters, the foolhardy intrusions of the Lighthouse into depths better left undisturbed, and the reckless abandon with which the Eternal Spring is abusing natural resources. In such turbulent times, the mystics search for a way to help the nations of the world help each other.

(  Offer:  The Abyssal Stewards are offering the services of scribes and sages to aid with the transfer of military knowledge between nations.  Benefit:  Perfected Tactical Doctrines may be taught to countries which do not share a Cultural Exchange with the teaching nation. This requires a Military action from both nations, as usual.  Cost:  1 favor.  Duration:  Until the end of Round 23.  Details:  Either the teaching or the learning nation may pay the favor cost. Once per nation maximum. Both nations must be rep 1 or higher.  )

 [Taboo] Disruptions over the Depths  - Battles are inherently loud, messy businesses. Even that which can slumber through the clamor might awaken at the scent of fresh blood and feast on the casualties of war slowly sinking into the dark.

(  Taboo:  Avoid large or loud clashes over the depths, lest you awaken great danger.  Penalty:  -1 reputation.  Duration:  Indefinite.  Details:  Contribution of 7 or more units or the use of the Quiver Hell’s Foundations tactical doctrine in a battle within a Region of Depth 2 or deeper. )

 [Request] Sinking Stones  - While the risk of awakening that which lurks in the deep is a threat to be averted, the increasing scale and reach of the great civilizations of the age mean that some awakenings are inevitable. In order to better forecast where the threat lies, the Abyssal Stewards ask that explorers take the time to distribute their Sinking Stones, metallic orbs which clump together with a curious magnetism, across any depths they cross. In return, they offer something newly developed by their scholars.

(  Request:  Explore fathomless and otherwise deep regions.  Reward:  Sulphurous Secretions technology (Halves the increased effective distance from Toxic borders. This does not reduce the effect of Toxic borders on distance loss calculations. Requires: Graduated Symbiosis, Composite Grafting, and Hard Metal).  Penalty:  None.  Deadline:  Round 23.  Details:  When performing an exploration of a fathomless or unknown region, declare your action to be using the Sinking Stones. So long as the region actually turns out to be Depth 1 or greater, the Stewards will reward you with the technology at the next round opener. )
 


 

  Chelonian Chora  
 
 Spoiler 
The  Chelonian Chora  are a league of religious nomads capable of traversing the Wastes atop their great Reefback turtles. Largely cephalopod-like, the Chora bring trade goods and news of distant lands by routes others could never manage, while their much-renowned songs bring joy, soothe tempers, and ease hardship. Their presence has a tendency to quiet discord, foster unity, and mend relations in a way that has enticed many a fledgling government to encourage more frequent visits and longer stays.

 (The Chelonian Chora, and  only  the Chelonian Chora, may treat regions with no local majority as sharing their faith for Sway and Impress Clergy actions) 
 


Not for the first time, the thought flickers through the Frozen King’s mind that he may have made a mistake. The currents howling here leach heat from the water faster than in any civilized sea, and the monarch may well be at risk of making good on his name and, well, freezing.

But this is Nedir. Thoughts are phenomena of the mind which can be entertained, cultivated, or ignored. The King did not reach his position by being weak of spirit, and as the seditious idea once again rears its head, he takes a meditative breath. He does not grasp the thought. He does not modify the thought. But so too he does not let the thought pass. He finds and snares it, shackles it down, entombs it that it might not rise again.

And then his mind is empty. For just a moment, there is nothing but the current, the silt, the endless, glacial dark. He is alone, a penitent in the void, a monk at the edge of a dark sea.

And that’s when he hears it.

He follows.

 Nedir, the Frozen King, has Wandered the Wastes! 
 [Request] Good Names Go to Wastes, Round 1 Voting  - Numerous names need weeding. Wastes will wear only the most magnificent monikers. Vote valorously! Validate visionaries!

W25 (Polar): The Unsung Depths (ESP), The Triangle Siltwaste Refractory (SEN), Mythic Devastatation (KNH), Tad's Early Grave (RFT)

W36 (Temperate): Rendal's Vigil (CYP), The Sea of Runes (OKI)

W37 (Tropical): Mara Whanariki (MIR)

(  Request:   Vote for your favorite name for your starting region’s Wastes!
 Reward:  One favor to the designated winner in each zone.
 Penalty:   None
 Deadline:   End of Round 22
 Details:   Indicate your vote as a non-action. )

 [Condemnation] Kala Pona Ala Moku  The Chora do not act rashly nor without consideration, but they returned wretched and wrecked, reefback rent and ruined, ruing response to the Magaramachi summoning. Though barely befitting, in their beneficence they extend the benefit of the doubt, declining to depart without delay, but designating the doers of such deeds with suitable suspicion.

 MGM loses two Reputation with the Chelonian Chora! 
 [Condemnation] Kala Kalama Ala Anpa  The bears' unbearable barbarity teaches tolerance takes trust, and since no trust can be extended, neither can tolerance. The silent seas around Nanuuq take on an ominous cast, for just past the border moan malharmonic melodies. Misguided malfeasance moves mountains: the Chora call for retribution!

 NAN falls to Reputation -3 with the Chelonian Chora and becomes the Dissonant! Information on title quest steps to become increasingly disharmonious will come later in the round. 
 [Request] Songspires  - Things fall apart, but the center must hold! In light of the enervating endeavor edging everyone ever toward total terror, teams of talented architects arrive and ask about sponsoring security. Songspires soaring surfacewards slow savageries, though containing what catastrophe Kenaqua calls can be costly!

(  Request:   The Chelonian Chora seek nations willing to construct Songspires![/U]
[U]Reward: +1 CCA Reputation  per Spire constructed in regions adjacent to (but not within) Kenaqua 
 Penalty:   -1 CCA Reputation for any nation which owns a region adjacent to Kenaqua and fails to contribute to a completed Spire.
 Deadline:   End of Round 23
 Details:   A Songspire is a 3-action project using any combination of Faith and Diplomacy . These may be taken by anyone with the region owner’s consent. The Reputation will go to the nation which has contributed most to the individual Songspire, with ties being broken only by mutual agreement of the builders. If at least three songspires are constructed, coming cataclysm could be contained–in part.  )

 [Request] Waste Not, Want Not  - The bounty of barren borderlands bends belief! Our gratitude, good gatherers!

 Waste Not, Want Not expires without being completed! 
 [Faith] Repair HQ 1/3  - A testudine twister torrents towards the Chora’s cracked core. Roaming reefbacks reorient basewards, bringing bundles of supplies sent to salvage the saveable and replace ruined regions.

 
 Spoiler: Ongoing 
 [Circumstance] Nasin Nasa, Tan Tawa, Ali Ante  - (  Circumstance:  People, places, and things, all vanishing in the wake of Choral caravans! How curious.  Benefit:  ?  Penalty:  ?  Duration:  Unknown.  Details:  DRG, GRV, KNH, LSD, CYP, and SKR are being affected by this. )

 [Opportunity] An Appetite For Abundance  - (  Opportunity:  Countries may provide Treasure, Food, Preservatives, and Dyes to repay debts to the Chelonian Chora.  Reward:  1 or more Favors.  Cost:  3 Treasure or 1 suitable Trade Post per Favor.  Deadline:  Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice.  Details:  Non-action to gift Treasure/Trading Posts. May not be used if no Favors are owed. )

(  Opportunity: Party People  - The Chelonian Chora are offering prizes to whoever hosts the biggest and best events!  Reward:  Top Prize: A Cultural Identity for rolls in events you host; 2nd Prize: An Artifact for attending 2 Events with 1 action; 3rd (and up) Prize: CCA will be guaranteed to attend any event you host within the next 4 rounds.  Cost:  None  Deadline:  End of Round 22.  Details:  The Chelonian Chora’s decision is almost certain to be subjective - the more lavish, culturally diverse, popular, and above-all  fun  the party is, the more highly they’re apt to rate it. )

 [Offer] Harmony in the Key of Sea  - As much of the world erupts into discord and cacophony, the Chora offer to Conduct a new path for those willing to hum along. Though it would be foolish to condemn all of the…difficulties that have embroiled the seas of late, even those necessary clashes merit mourning. Maybe mellifluous melodies might mediate more militance and move minds towards peace.

 ( Offer:  The Chelonian Chora are offering vocal training and diplomatic preparations.  Benefit:  Countries with a CCA Reputation Rank of 1 or higher may choose to take an Faith or Diplomacy action to sing with the Chora. If they do so, they count as taking an additional action of that type for that turn for the purposes of attribute gain. Countries with a CCA Reputation Rank of 2 or higher may take an action of each type to sing with the Chora.  Cost:  One Faith or Diplomacy action.  Duration:  Until the end of Round 23.  Details:  Limited to one use per attribute per country.) 
 [Taboo] Do You Hear the People Sing?  - With Titanic devastation wracking the waters and with Reaver incursions scouring the seas, the time has passed where inciting discord can be pardoned. Rousing riots reaps wretched rewards, and raising rebellions ruins regions. The Chora make it clear that they will not tolerate such behavior in These Uncertain Times.

(  Taboo:  Deliberately inciting rebellions. Civilizations are urged not to use the Spark Claimant Revolt, Inspire Uprising, Spark Rebellion, or Galvanize Partisans actions in order to minimize the spread of war across the seas.  Penalty:  Lose 1 Reputation with the Chelonian Chora.  Duration:  Until the end of Round 24.  Details:  Penalty only applies to non-Secret actions, or Secret actions that are publicly uncovered. )
 


 

  Divine Nacres  
 
 Spoiler 
The  Divine Nacres  are a surface-dwelling consortium of humanoid researchers, biotechnologists, and ecclesiastics living in floating city-spheres that look like nothing so much as massive, impenetrable pearls. In generations past they have largely remained aloof, keeping their local subaquatic societies at arm’s length save for the occasional gift of advanced biotechnology or guidance, asking in exchange for access to the seafloor and assistance with gathering seemingly random resources for esoteric reasons - such was their distance that not a soul has seen them outside of their strange bulbous suits. Recently, however, the Nacres have been much more open and active in their communications and exchanges with the burgeoning civilizations of the oceans.
 

 [Intrigue] A Coward’s Crusade: Results  - Apocalypse.  Noun . Armageddon, destruction of the world.
The investigation of the ruined Holdfast brings to mind this definition of the word. Pestilence purged the living and decimated materials. Nothing beside remains. About the decay of this colossal wreck, boundless and bare, the lone and level sand stretches far away.

Apocalypse.  Noun . Revelation, prophetic disclosure.
The investigation of the ruined Holdfast fails to bring to mind this definition of the word. Operating from such a distance, the Divine Nacres are, frankly, at a loss. Perhaps someone else can help?

 [Request] Help Meet for the Situation  - The truth that shall set free the Nacres is locked behind a veil of ignorance. In their quest to obtain knowledge of what is good and what is evil, they will treat with a third party. Question the spirits!

(  Request:   The Divine Nacres turn to the premier investigators of the temperate seas to discover what ruined their Holdfast!
 Reward:  1 favor.
 Penalty:  None.
 Deadline:  End of Round 23.
 Details:  Temperate powers are asked to perform an investigation or turn over valuable information as to the cause of the destruction of the Divine Nacre’s Holdfast. Success will gain their esteem. )

 [Offer] Are You Ready To Raid?!?!  - Preparity is next to deity, or so the saying goes. The Divine Nacres would give the blessing of readiness in the face of Reaver aggressions. Interested parties may sign up for practice in fake raids, with ultimately toothless Nacre parties playing the role of those demonic scourges. Be careful! If you lose the games by too high a margin, the Nacres might place some of your resources in protective custody.

(  Offer: The Divine Nacres are offering to simulate a Reavers raid to test civilization readiness!
 Benefit:  +4 against Reaver Raids for 4 turns!
 Cost:  1 Intrigue Action and risk of Trade Post or Holy Site loss.
 Duration:  Until the End of Round 24
 Details:  Functions like a Reaver Raid in a random territory under your control. DNA will roll 2d6+9. Careful! Real risk is necessary for the simulation, and on a Great Success, the Nacres will take and keep a Trade Post or Holy Site in the territory. )

 [Request] An Inventory of Lamentations [1/5]  - The Nacre giveth and the Reaver taketh away, so the proverb says. This is the genesis of sorrow. For though much has been givenethed, so too have the Reavers takenethed so, so much away. Both as a testament to the memory of the lost and as a chronicle of this unwilling exodus, the Divine Nacres seek names and numbers for a data repository to predict future attacks. Which kings and judges have been taken, what treasures? This is the job they have for you.

(  Request:  Cooperate in the creation of the Inventory of Lamentations! Available for anyone negatively affected by the Reavers since raids began.
 Reward:  + 2 Favors (max); if Project is completed, additional reward given to all contributors.
 Penalty:  None
 Deadline:  End of Round 25
 Details:  1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Inventory. 1 Favor earned for spending an Faith or Diplomacy action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires. )

 [Update] Stopgap Supply Run  - Current Scores:

ESP - 5 points (+0/turn)
KNH - 3 points (+0/turn)
SKR - 2 points (+2/turn)
HEX - 2 points (+0/turn)

 [Circumstance] Cautela Vita Est  - An ill star has for too long shone in the Nacre’s lengthening night, and measures must be taken to mitigate the ill fate which has sought to blast them. Resources are turned inwards and attention withdrawn from the seas, though they remain distractedly open to their allies.

(  Circumstance:   The Nacres reallocate resources to security!
 Benefit:  All Target Numbers for hostile actions targeting Holdfasts are increased by two!
 Penalty:  All actions taken by the Divine Nacres at player request receive a minus two penalty!
 Duration:  Until the end of Round 24 )


 
 Spoiler: Ongoing 
 [Opportunity] A Need For Knowledge  - (  Opportunity:  Countries may provide Technologies, Esoterica, Megafauna, and Drugs to repay debts to the Divine Nacres.  Reward:  1 or more Favors.  Cost:  1 previously unknown Technology or 1 suitable Trade Post per Favor.  Deadline:  Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice.  Details:  Non-action to gift Technology/Trading Posts. May not be used if no Favors are owed. )

 [Taboo] Carissime, Melius Est Descendit Ubi Madet: Sub Mari!  -

(  Taboo:  The Divine Nacres advise against trying to explore Terrestrial Wastes - it can lead only to chaos and ruin.  Penalty:  -1 Rep for creating a technology which would allow exploration of Terrestrial Wastes. -1 Rep for successfully Exploring a Terrestrial Wastes region.  Duration:  Indefinite.  Details:  A technology which would enable exploration of Terrestrial Wastes must have these prerequisites at minimum: a technology which allows crossing Brackish borders, a technology which allows crossing Toxic borders, and at least two additional resources. )

(  Request: ‘Wanted’ Postings  - The Divine Nacres are offering bounties for military personnel or high-ranking members of the government of the Black Spot.  Reward:  1 Treasure per two destroyed Black Spot Units; Favors offered for the capture of high-ranking personnel.  Penalty:  None.  Deadline:  End of Round 23.  Details:  Turning over high-ranking personnel may be done as part of an event if the DNA are invited. Otherwise, one individual may be turned over per turn, or as many as desired with a Diplomacy action. )

 [Task] Finalized Repairs Resolution  - Despite the noble efforts of the Kar-Nath Hegemony and the Cyphiri Union, the Nacres’ city sphere in Ke Yi Aide (127) fails to relaunch. Because of this lack, a scramble for new resources and plans consumes much of their capacity, and they scorn the seas in their stress.

(  Penalty:  Raise Reputation actions for DNA receive a -2 penalty for 4 turns (until the end of Round 24).  Mitigation:  Due to their noble attempts to help, the Nathi and the Cyphiri are exempt from this penalty. )

 [Request] Stopgap Supply Run  - The Divine Nacres are not strangers to hardship, and though their repairs were unable to be completed, they do not, in their wisdom, turn their faces entirely from the sea. Indeed, they would be fools to, for in the waters glimmer treasures like stars, which they so desperately seek.

Perhaps it was wrong to expect generosity from the querulous peoples of the sea. They are instead motivated by competition. They seek desperately for it. And so the Nacres offer an answer to these prayers.

(  Request:  Provide the Divine Nacres with resources of Precious Minerals, High Strength Fibers, and High Quality Building Materials as non-actions.  Reward:  First Place: Two favors and a Holdfast constructed over two turns in their region of choice. Second and Third Place: Two favors. Fourth Place and Onwards: One Favor.  Penalty:  None.  Deadline:  End of round 23.  Details:  Each player may provide the resources of one of the desired Trade Posts to the Nacres as a non-action. If you do so, you may not provide any other kingdom with that TP, nor use the resource granted by that TP to supply technologies or satisfy Desired Imports yourself for that turn. This does not cede control of the TP. For each resource supplied this way, the player earns one point (per turn that the non-action is taken). A player may instead, as a non-action, provide a TP itself, ceding control to the Divine Nacres, but gaining two points per remaining round of the contest, so long as the Nacres retain control. )
 


 

  International Prestige  
 
 Spoiler 
 International Prestige  uses many Organization mechanics, but is distinct in a number of key areas - it represents the respect, appreciation, envy, and awe a country commands on the world stage, not just from the ruling governments of the country’s peers, but in the broader perception of the influential elite. The only actions International Prestige can take are to create tasks, requests, host events, or similarly create opportunities for countries to demonstrate their wealth, power, and grandeur. Reputation with International Prestige can be raised by gaining Prestige, and PRS Reputation Rank will often simply be referred to as Prestige Rank.
 

 Announcement: Athlete Selection and Games Structure  - By the end of this round, nations will be expected to put forth a slate of three athletes or teams who will each compete in one of the ten events in a future round. Every event will use a combination of two of your scores plus  3 d6. Winners will receive a Gold Fish medal, sponsorship deals that net their nation one Treasure, and a point of Prestige. Second place winners receive a Silver Fish medal, which is terrible because bugs are gross, and sponsorship deals worth one Treasure. Everyone else is swiftly forgotten and much maligned.

Pay close attention: there may be additional opportunity for glory at the games!

 Ludis Ire Ludis! 

The events in this round of the Sealympic Games are:

 
  Codsled Races  [Diplomacy+Faith] :  A team of four athletes attempt to steer a sled pulled by unbroken cod to the finish line. Half organized game, half rodeo, this game is predicted to be responsible for 32% of Sealympic injuries. 
  Supermarine Volleyball  [Diplomacy+Military] :  The net is high and dry. The sun is hot, the air is caustic. Hold your breath and spike that ball! 
  Seacurling  [Diplomacy+Intrigue] :  A specialty of glacial states, sweep the ice and get the rock in the house! 
   Wastesailing  [Diplomacy+Economics] :  Wastes are near impossible to navigate, but those who have the wealth to do it can make ships which last…a while. Complete a circuit of the track through the wastes before your ship corrodes, explodes, implodes, or erodes and claim victory! 
   Swordfishing  [Economics+Military] :  Ride your swordfish into your opponent, knocking them from their seat. Though the long spikes (foils) are blunted, this joust sees about 50% of the injuries in our forecast. 
  Seaquestrian  [Economics+Faith] :  Make a seahorse mount be fancy. 
   Breaching  [Economics+Intrigue] :  Athletes swim to the breaching board, pose, and hurl themselves into the air, doing tricks and flips before they fall back to the sea! 
   Moistchesswetboxing  [Military+Intrigue] :  The most highly esteemed of sports, competitors face off in a battle of wits and of wallops! 
   Floatsinking  [Military+Faith] :  How buoyant a balloon can you pull to the seafloor? 
   Figure Skating  [Faith+Intrigue] :  Ride a pair of specially trained skates while executing tricks! 
 
 [Opportunity] Fishard Simmons  -  
 Spoiler: Fishard Simmons 
   
 

Interoceanically acclaimed fitness guru Fishard Simmons has emerged from his semi-retirement to host a fitness boot camp in honor of the upcoming Sealympics! This is open to all, free of charge, but it will require 14-20% of your nations entire capacity for three years, as such things do. Simmons’ methods have helped millions of fish keep off that weight, and he’ll help your athletes too!
Like yourself!
Eat healthy!
And squeeze! Those! Buns!

(  Opportunity:   Fishard Simmons is offering to train your athletes for the upcoming Sealympics
 Reward:   The opportunity to roll 3d 8  rather than 3d6 for the chosen character’s chosen Sealympic event.
 Cost:   1 action of the same sort as the event you’re training for (pick one of the two)
 Deadline:   End of round 22
 Details:   This opportunity can be taken up to three times, one for each Sealympic character or team. 
 [Opportunity] Lance Finstrong  - Interoceanically despised fitness fraud Lance Finstrong has emerged from his retreat from public life to offer a fitness shortcut in honor of the upcoming Sealympics! This is open to all, free of effort, but it will require a small honorarium to keep the good stuff flowing. Finstrong’s methods have helped dozens of fish besmirch the good name of organized athletics, and he’ll help your athletes too!
No one trains like me.
No one rides like me.
No one cheats like me.

(  Opportunity:   Lance Finstrong is offering to dope your athletes for the upcoming Sealympics
 Reward:   The opportunity to roll 3d 8  rather than 3d6 for the chosen character’s chosen Sealympic event.
 Cost:   1 Treasure
 Deadline:   End of round 22
 Details:   This opportunity can be taken up to three times, one for each Sealympic character or team. Careful! Even though this doesn’t take an action, getting caught (50% chance per character) will result in a loss of prestige (max -1 PRS loss from this opportunity) or disqualification (for athletes/teams past the first)! )

 
 Spoiler: Ongoing 
(  Opportunity: A Grand Exhibition  - Prestige is available for having the most Great Works displayed! Earn 1 point for each Exhibited Great Work each turn while the event is ongoing, and an additional 5 points (3 if tied) for having the most Great Works owned at the end of the event. To Exhibit a Great Work, it must be designated as being exhibited in a Capital, Holy Order, City, Fortress, World Wonder, or Organization Base in a region you control, with a brief line about the circumstances and nature of the exhibition there. Earn 1 Prestige for earning the most points in a turn (0 if tied), and 2 Prestige for having the most points overall at the end of the event!
 Duration:  Until the End of Round 22.
 Special:  While on Exhibition, the Great Work is possible to steal even without a Spy - putting such items on display to the public is sure to attract the attention of criminals both great and small, and many might take advantage of such happenings. )

 [Mystique] Renegades, Turnskins, And Defectors  - (  Opportunity:  The first country in each starting zone to successfully Incite Betrayal will gain 1 Prestige. The first rebellion to arise on behalf of a specific country in each starting zone will gain that country 1 Prestige.  Duration:  Until fulfilled.  Special:  Actions taken to complete may be done as Secret Actions, but please note that successful attempts must be revealed in the following round opener - if for whatever reason they are not revealed, no Prestige will be awarded. The successful use of either the Galvanize Partisans Intrigue 5 Special Action or the Spark Claimant Revolt Diplomacy Action will suffice for fulfilling the second half of this opportunity; the Inspire Uprising or Spark Rebellion actions will not. Remaining Availability : All effects for: Temperate, Tropical. Incite Betrayal only: Polar )

 [Acclaim] The Ties That Bind  -  ( Opportunity:  The first country in each starting zone to successfully press a Marriage Claim will gain 1 Prestige. The first country in each starting zone to successfully Integrate a region acquired by Confederation will gain 1 Prestige. The first country in each starting zone to have a Fabricated Claim uncovered as such will lose 1 Prestige.  Duration:  Until fulfilled.  Special:  If multiple countries simultaneously fulfill the conditions, all eligible countries gain or lose the relevant Prestige.
 Remaining Availability : Marriage Claim: None. Integrating Confederated Region: Temperate, Polar. Revealed Claim Fabrication: All )

 [Honor] Remarkable Reconstruction  - (  Opportunity:  When a country rebuilds a TP or Holy Site that was destroyed by the Reavers, they may choose to let it enter play Open, rather than under their control. If they do so, they gain +1 Prestige. If a country donates 2 Units as a non-action to a region that lost units to the Reavers, they gain +1 Prestige and the region no longer qualifies for such donations by other countries. If a country successfully Sways or Impresses a Reaved Faction in a region they don’t control, they may choose for it to become Open instead of gaining the Faction’s Support; for every second Faction they restore in this way, they gain +1 Prestige.  Duration:  Until fulfilled.  Special:  Any country may rebuild Holy Sites or TPs destroyed by Reavers in uncontrolled regions. If multiple countries donate Units to a region that lost units to the Reavers, they both gain the Prestige, and the region gains the Units from all such donations received. 
 [Distinction] Origins Of The Exotic  - (  Opportunity:  The first time a country Exhibits a Great Work, they gain an additional Prestige. If a country is the first to Exhibit a particular type of Great Work, they gain an additional Prestige.  Duration:  Until fulfilled.  Special:  ‘Types’ of Great Work are determined at the Organization GM’s discretion. Established Types (Non-Exhaustive): Sculpture, Literature, Song, Engravings, Tapestry 
 Countries/Great Work Types:  CYP - Literature, STC - Tapestry, LUX - Sculpture, GRV - Engraving)[/I]

 [Glory] Ludis Ire Ludis!  - Look, we could spend all day talking about it, how athleticism is a spiritual pinnacle, how by action we become by performance the ideal self, how through physical achievement national pride is born. Or, we could go out back and toss the old  seapigskin  around. What d’ya say to that, sport? Here’s what we’re looking for: venues, logistics (transit, food, accommodations), attractions, and funding. Oh, and also safety. Think you’ve got what it takes?

Members of the Interoceanic Sealympic Committee are visiting interested nations to scout locations and listen to bids to host the event!

(  Request:  Demonstrate ability to host the Sealympics
 Reward:  An event (the Sealympics) is hosted in your Empire (as though you were the host, not contributing to stat gain), +2 PRS
 Penalty:  None.
 Deadline:  End of round 22.
 Details:  Pick a region in your empire and convince the Committee to select it as the site of the Inaugural Sealympic Games. They are soliciting the following:
 
 Venue write-ups: describe in detail what arenae and stadia you can provide or will build for the events. A bonus point for using previously established structures and spaces 
 Resource identifications: justify which resources you hold that can be dedicated to transit, food, or improving/decorating accommodations 
 Attraction write-ups: what is there to do around the venues? Why should anyone want to see your region? (This is a great place to list the details of both region and monument write-ups -- or anything else of note!) 
 

Each of the three items on the list above will be worth three points, for practicality (1), completeness (2), and allure (3). That is, does it work for the games, did you write more than a bullet point, and does it make the Committee want it? Resources are worth a point each. Combined with the possible bonus point from the Venue, this is a total of 10 available points. These scores will be reduced by danger in the area, be they local or neighboring military conflicts or Titanic threats.

Treasure may be dedicated to…demonstrating the largesse of the potential host nation. It’s not a bribe if it’s part of the tour! )
 

 
 Spoiler: Permanent 

 [Strife] Big Fish In Small Ponds  - (  Opportunity:  Starting Round 6, Prestige and PRS Rank will no longer correlate one to one: to reach PRS Rank 3 from PRS Rank 2 will require 2 Prestige, while reaching PRS Rank 4 from PRS Rank 3 will require 3 Prestige. This Prestige does not have to be earned in the same turn. Reaching PRS Rank -3 from PRS Rank -2 requires the loss of 2 Prestige in the same turn.
If all available positions at a given PRS Rank are occupied when a new country would reach said rank, the country which gained Prestige least recently has their PRS Rank reduced by 1. Ties are resolved by roll-off made with the tying country’s highest respective attributes, with the lowest roll result(s) losing. Changing rulers will no longer result in PRS Rank loss when at PRS Rank 3 or 4, but will reset any accumulated Prestige to 0.
 Duration:  Indefinite.
 Special:  The loss of Prestige still causes a loss of PRS Rank. Gaining Prestige when at PRS Rank 2 or 3 which is insufficient to rise to the next PRS Rank, or gaining Prestige when at PRS Rank 4, still counts for determining which country gained Prestige least recently. Losing PRS Rank resets the clock and clears out any accumulated Prestige which was insufficient to reach the next Rank, counting as an instance of gaining Prestige for timing purposes only.
	When rolling to determine PRS Rank reduction, ties are resolved by comparing Partial Prestige; if a tie still remains, then all attribute score totals are summed and compared, with the lowest value losing.  )

 [Honor] Blood, Stone, and Ink  -  ( Opportunity:  Countries may now establish PRS Treaties with one or more other parties as part of an event, which all parties have to attend. In order for this to work, all parties must agree to the terms of the agreement, what counts as a violation of those terms, and that it will count as a PRS Treaty. Any Treaty signatories with 0 Prestige will gain 1 Prestige upon the Treaty being finalized. Once finalized, any signatory who violates the terms of the Treaty will lose 1 Prestige.  Duration:  Permanent.  Special:  Attempts to abuse this mechanic will result in consequences inflicted by the Organization GM. Treaties without a meaningful potential for violation (as judged by the Organization GM) will not grant Prestige. A country can only gain Prestige from signing a Treaty up to once per round. Treaties may  not  be signed in secret. If a Treaty is dissolved by means other than a violation (such as reaching a set end-date (without getting renewed) or all parties agreeing to dissolve the Treaty), any parties who gained Prestige from the creation of the Treaty will lose 1 Prestige.

Treaty violators cease to be considered a signatory at the end of the round. This may result in the dissolution of the Treaty entirely, or simply an exclusion from any protections offered by said Treaty, depending on the exact terms - but it also means that if multiple parties violate the terms of the treaty in the same round, they will all lose Prestige.

Ambiguities in a Treaty for which no consensus can be reached among the signatories will be resolved by arbitration by the Organization GM. If any ambiguities are apparent when the Treaty is first presented, the Organization GM will ask the signatories to disambiguate the relevant situation before approving the Treaty. )

 [Renown] A Monumental Undertaking  -  ( Opportunity:  Once per turn, a country may, as a non-action, work on a monument or similarly grand project in a region they control. This requires a fluff description of the ongoing work, design, difficulties, progress, or similar. When beginning such a project, a country must decide whether it will be a 3-part project or 5-part project. Upon completion, a 3-part project grants 1 Prestige, while a 5-part project grants 2 Prestige.  Duration:  Until fulfilled.  Special:  Project completion requirements and rewards are subject to change. Insufficient description/fluff will result in no progress towards the completion of the project for that turn - three to four sentences should usually be sufficient. Countries may not have more than one ongoing project at a time. Countries may not accelerate these projects by spending actions.) 
 [Acclaim] To Greatness  -  ( Opportunity:  Any country that becomes a Sea Power, Empire, Merchant Marine, or Holy Sea by use of a Special Action gains 1 Prestige.  Duration:  Permanent.  Special:  Elevate Status, Consolidate Holdings, Exalt Domain, and Usurp Title actions all count. Usurpation results in Prestige loss for the Usurped country.) 
 [Affluence] Opulent Optics  - (  Opportunity:  A country may choose to spend 5 Wealth as a non-action to gain 1 Prestige.  Duration:  Indefinite.  Special:  This may be done multiple times in a single turn if a country has sufficient Wealth available. )

 [Notoriety] The Fragility of Fear  -  ( Opportunity:  Prestige loss will be assigned if a country experiences a rebellion in response to a failed Oppress Faction or successful Sack action. Prestige loss may be assigned if a country is forced to acquiesce to a rebellion’s demands. Prestige loss will be assigned if a country commits gross atrocities.  Duration:  Indefinite.  Special:  Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 3 Prestige, based on context and circumstances.) 
 [Mendacity] A Lack Of Commitment  - (  Opportunity:  Prestige loss will be assigned if a country Oppresses a faction in a region on which they have a Confederation claim. Prestige loss will be assigned if a country backs down from an Ultimatum it has made. Prestige loss may be assigned if a country is revealed to be grossly hypocritical.  Duration:  Indefinite.  Special:  Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 2 Prestige, based on context and circumstances.

Countries may declare an Ultimatum as a non-action. An Ultimatum is a declaration of commitment to a specific action or set of actions, with or without a set of conditions. At the end of the round the Ultimatum is made, it can no longer be changed - however, Ultimatums are usually crafted in response to a specific set of circumstances, and expire at the end of the third round after they were made. If a country that declares an Ultimatum fails to follow through, that country will lose 1 or more Prestige, depending on the severity of the lapsed Ultimatum and surrounding circumstances. Ultimatums cannot reduce a country to -3 Prestige. A country can only make one Ultimatum per turn. )

 [Ignominy] Stigma, Scandal, and Shame  - (  Opportunity:  Prestige loss may be assigned when a country badly loses a battle it was heavily favored to win. When a country returns a captured Spy or General to their owner, said country may choose to reduce the owner’s Prestige by 1 as a non-action. When a country returns a captured Ruler to their owner, said country may choose to reduce the owner’s Prestige by 2 as a non-action. Prestige loss may be assigned if a country is grossly humiliated or suffers a gross embarrassment on the world stage.  Duration:  Indefinite.  Special:  Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 3 Prestige, based on context and circumstances. )
 
TheDarkDM
  
   The Lambent Syndicate   
 Lambent Empress Intan 
Diplomacy 10
Military 10
Economy 8
Faith 1
Intrigue 10

 Expected Stat Increases: +1 Economy  
 ... 
  Actions  
 
  Military  - Evict the Chelonian Chora from the Protected Statera (Region 31) (Spending 1 Treasure) -  17 
 By now accustomed to the intransigence of the organizations of the old world, the Syndicate dispenses with the pleasantries of asking the Chora to cease aiding the Syndicate's enemies.  Instead, units of Death Commando encircle the Chora's base in the Protected Statera, and representatives of the Lambent Matron enter to inform the Chorus members of their new reality.  They are to be evicted from Lambent seas, escorted north to their base in the lands of the Splendid Miru Miru, while their holdings within the Syndicate will be held in trust until such time they have proven their fitness as citizens of the Syndicate.  
  Military  - Raise 1 Unit 
  Military  - Raise 1 Unit 
  Military  - Begin the purge of The Abyss (1/5)
 While the former capital of the Unity has been years in the hands of the Syndicate, none of the Mistresses have forgotten the dear price extracted from them by the locals.  Little by little, restrictions are placed on the movements and meetings of the living dead, their communities ghettoized from each other by new, living inhabitants tempted to the region by generous subsidies.  Beneath this facade of subtle disenfranchisement, however, the true work of the Syndicate begins - the outermost settlements of the Unity are rounded up and led on a grueling march north, their animating coral suffering bleaching and erosion as they are denied any chance to rest or recuperate en-route to the Maw.  Finally, the long trains of displaced refugees are given over to the care of the Lighthouse, where they are slaughtered en masse and fed to the yawning dark.  
  Economy  - Colonize Region 16 -   17  
 With the mastery of Redglow Revenants, the Lambent Syndicate is quick to recognize the value of the region on their eastern frontier.  Large contingents of prospective Death Commando are relocated to the unclaimed wilderness, along with the requisite organs of support and command, to hone the terrible blades of the Syndicate into ever more vital instruments of violence.  
  Economy  - Buy Out TP 2 of Delicate Mussels in Region 32 -   14   
  Intrigue  - Recruit Lance Finstrong -  14 
 While his expertise is no doubt in demand across the seas, Lance Finstrong's unjustly maligned reputation will see no improvement as a gun for hire.  Instead, the Syndicate dispatches messengers offering the athletic guru a permanent place of honor as the official Syndicate physician and wellness advisor for all Lambent Syndicate Sealympics competitors.  Surely their imminent success will prove the nobility of Finstrong's methods.  
 
  Non-Actions  
 
 Accept the vassalage of the Lighthouse through our shared Cultural Exchange. 
 Alerted to the bid put in by their allies in the Hymenocera Expanse, the Lambent Syndicate demurs from their own bid to host the Sealympics.  Instead, the architects, coral-weavers, and masons recently employed in the restoration of the Throne City are recalled to duty and dispatched to aid High King Lord Deca V's efforts to remodel Hym's training grounds and construct the Main Stadium.  Stablemasters from the Mistresses' prized racing dolphin stables arrive in Hym to consult on the stabling of mounts for the Games' equestrian events, while entertainers from the Syndicate heartlands as well as further-flung enclaves ruled by the Lighthouse and the Peacekeepers of Surunung begin the long journey to Hym to establish temporary expanses of exotic delights for the inevitable crush of foreign visitors.  Finally, as the Mistresses will no doubt be in attendance, the Lambent Empress pledges to put her famed Death Commando at the High King's service, should additional security be requested.  In light of the singular consolidation of wealth and culture presented by the tetrarchy of capitals of Expanse, Syndicate, Lighthouse, and Republic, as well as the truly unique spectacle of Indah's passage through Senja Bersinar to the south, Hym clearly becomes the only fitting site for an event of such magnitude. 
 Attracted by the chance to prove their superiority to the world, the Mistresses fall into a furor to present true champions to triumph in the Sealympics.  While teams or competitors for every event emerge from the Syndicate, three in particular  seem poised for greatness:
 
  Supermarine Volleyball:  The Dark Seahorses, sponsored by Argent Mistress Mentari, whose uncommon interest in the surface makes her uniquely suitable within the Syndicate to back the effort. 
  Swordfishing:  The Errant Princess Bulan, daughter of Glistering Mistress Kirana.  It is whispered she has been entered both to glorify the Mistress she serves and to potentially remove her as a troublesome rising star in Kirana's court. 
  Moistchesswetboxing:  Revenant-Commander Ade, first of the Redglow Revenant soldiers and officer in the Lambent Empress' personal forces. 
  
 Offer Lance Finstrong 1 Treasure to train Revenant-Commander Ade for Moistchesswetboxing. 
 
  News and Rumors  
 
 The Lambent Syndicate, Lojanese Republic, and Hymonecera Expanse agree to the Tropical Intelligence and Military Alliance
 
 Spoiler: TIMA Charter 
In the years since the Renaissance brought new prosperity and enlightenment to tropical waters, the Lambent Syndicate, the Lojanese Republic, and the Hymenocera Expanse have enjoyed a close and fruitful relationship as neighbors.  In the spirit of strengthening these existing bonds, and in recognition of the misplaced aggression swirling through less civilized waters, our three governments will more closely bind our fates.  Should any force, be it party to an organized government or the work of some independent entity, threaten the territorial integrity or citizens of either Syndicate, Republic, or Expanse, all powers pledge to work together in mounting a mutual defense.  To this end, regular joint war games will be organized in bordering territory, to better acquaint each force with the demands of joint operations.
 
 
 
 
 Spoiler: Internal Notes 
 Available Units:  6/22

 Available Treasure:  7/15

 Treasure Passive Income:  2/round
 
Grim ranger
    Kar-Nath Hegemony   
 Located in:  Polar zone, regions 53, 62, 63, 64, 65, 75 and 77
 Capital:  Glacier Crag, Region 77    Turn 22   
   Nedir, the Frozen King   
 Diplomacy - 10, Military - 10, Economy - 10, Faith - 7, Intrigue - 8 
  Actions:  

1.  [Military]:  Create a unit

2.  [Military]:  Create a unit

3.  [Military]:  Military 10 special - research military technology: Toxologist training

 
 Spoiler: Tech description 
 Toxologist training 
 For a long time, the legions of Kar-Nath Hegemony have been a straightforward army, their shield-walls and lightning assaults being competent and predictable... but the utterly phyrric victory at Plains of Sarkenos taught the rulers of Frozen Seas much. While it has taken a long while, the Plains of Sarkenos has yielded a whole new class of fighters for Hegemony to utilize in their wars: the Toxologists. Equipped with lethal toxins brewed in hidden laboratories across the land, these specialists work as terrifying advance force of Hegemony's armies, setting lethal ambushes and controlling the battlefield with their devastating arsenal. 
 Prerequisites:  Toxins, Graduated Symbiosis, Composite Grafting
 Military slot:  Scouts &amp; Subterfuge
 Effect:  +10% enemy casualties and +1 to Battle rolls in Depth 0 regions
 

 - Taking steps to formally codify the Toxologist corps into their own entity with standardized kit, the Hegemony seeks to create a terrifying deterrent against any who would attempt to attack it again. While the new Toxologists are being properly introduced into the army, the overall draft of soldiers gradually begins again, aiming to bolster the numbers of available defenders. 

4.  [Faith]:  Begin building Songspire on 53
 - As a devoted adherent of all-song, the Frozen King orders the construction of songspire to start without delay. The efforts of Nathi artisans will form a basis upon which the Eternal Spring can further build upon with their faster techniques. 

5.  [Faith]:  Harmony in the Key of Sea - Train Faith

6.  [Faith]:  Ring the Bell of Resolution to cleanse Region 50
 - Faschinated by the crystal formations of the wild and unknown land, the Frozen King attempts to further bolster the growth of the crystalline structures with resonance of Bell of Resolution. 

General note: if KNH has spent 3 treasures this round, they regain 1 via Mamomachines technology

  Non-actions:  

Constant: Automatically accept all trade routes, cultural exchanges, gifts, etc from other players, Automatically defend against any unauthorized buyouts/incursions/etc.
Constant: All KNH's prisoners are kept in Glacier Crag to benefit from Order of Chain Warden's extra protection against secret actions. (Current prisoners: SEN general Balelia)
Constant: Allow GRV and ESP armies free passage through KNH lands and grant both polities free reign to perform projects in KNH lands. Treat all other powers currenrtly as hostile.

A.  Create a monument: Harmonious Plaza in Region 77 (2/3) 
 
 Spoiler: Underwater engineering is floaty 
 Perhaps the greatest challenge to be had in regards to building a sturdy dome on such a large scale are the currents running through Glacier Crag. While not violent or anything of the sort, they regardless complicate the work, forcing the construction crews to come up with new solutions to stop their supports from listing or materials from floating away before they can be securely anchored in place. Contrary to usual sturdy and unyielding Nathi architecture, the structure possesses many flaps and shutters that can be utilized to direct flow of currents through it for variety of effects...and these ways of directing currents somewhat away from the more sensitive parts of the construction end up being crucial as the outer shell begins to properly take shape.

The work inside the rapidly forming dome is equally in full swing, the garden within it blooming around the meditative spaces, alight with soft glow of exotic reeds and heady scent of Maltreed. The most notable and finalized part of the construction, however, are the massive amount of shops and trading posts already plying their trade, leaving the place to already shoulder massive traffic through it as people from across the Seas browse the wide selections of goods on offer. As the influence of merchants has been on the rise within the formerly much more isolationist nation, the Hegemony has found ready aid from them in this monumental effort, the prospect of a shop next to such a prime venue proving irresistible to all but the most haughty.

At the very center of the plaza, a grand statue is being carved out of three blocks of differing materials: granite, rimestone and coral. While it is only taking shape still, the planned statue is a grand thing: three pilars spiraling around each other like currents and eventually joining at their very ends, each carved with representations of one of the three polities: Gravetenders in granite, Nathi in rimestone and Medusa in coral. United together in purpose of prosperous peace, good neighbors and friends all. 
 

B.  Spy action 

C.  Good Names Go to Wastes, Round 1 voting - Vote for Mythic Devastation (KNH) 
 - The Hegemony is certain in its choice of name, and while the other possibilities are intriguing, they regardless stand by it. 

D.  Stopgap supply run - Temporarily provide resources of TP 1 of W6 (Glittergill Shards), TP 1 of 77 (Rimestone), and TP 1 of 76 (Electrum Conduits) 

E.  Submit an application to host the Sealympics (Spending 1 treasure to further demonstrate KNH's superiority as a host nation) 
 
 Spoiler: Ludis Ire Ludis - Jewel of Frozen Seas 
 1. Venue - Glacier Crag 
As the polity with undisputably most secure capital in entirety of the Polar seas, the Kar-Nath Hegemony proposes to host the Sealympics in the capital of Glacier Crag, a venue of indominable might that stands ready to accommodate tourists and Sealympic staff alike. As a grand metropolis, it is suited extremely well for catering to needs of the crowds likely to arrive, and the grand fortifications, internal policing of Chain Wardens and standing army make certain of the safety of all who would enter the games. Indeed, the Hegemony has never had to worry of rebellions unlike its neighbors, and the grand peacekeepers of Gravetenders are just next door to make doubly sure of the fact! The presence of the Wastes right next door is also excellent for the upcoming Wastesailing contest, and the crown jewel of the Hegemony sports more Rimestone than can be found anywhere else in the world, allowing any sport with need for ice to never worry for its venues!

In addition to all of aforementioned benefits of hosting the games within the Hegemony's capital, the Strategium already provides great many sparring halls and even large colosseum towards its peak, something that can easily be turned into princely venues for many of the games! The upcoming Harmonious Plaza will also provide a great menue in the very middle of the grand metropolis, as well as fantastic place for the event vendors to set up! To top off the infrastructure useful for the games, the Hegemony has already prepared a grand road and celebration that is easily able to be utilized in celebration of Sealympic winners.

The Chelonian Chora also have a great deal of presence within the thriving metropolis, providing ample transportation and entertainment for any possible events!

 2. Resource Identifications - Rimestone, Preserved Foodstuffs, Talented Crabs, Maltreed, Mercenary Retainers 
As a capital with access to great many commodities, Glacier Crag has much to offer to make the stay of those attending the Sealympics more pleasant. Preserved, exotic foodstuffs of ancient civilization from their neighbors the Gravetenders flow freely within the marketplaces of the capital, further capable of being made into variety of tasty dishes with seasoning of recently found new spice named Maltreed. A workforce of Talented Crabs can easily handle the set-up of various structures and document work of the games, and further assistance for athletes in need of further training or personal protection is supplied by ready market of trained professional Mercenary Retainers! The iconic Rimestone of the Hegemony not only allows for peculiar new dishes like frozen jell-o and ice cream, but also helps with setting up venues for any sport requiring ice.

 3. Attraction write-ups - The Strategium, Grand Procession, Rimestone Statuary 
The unique blue-lantern luminosity and glittering hoarfrost of Nathi construction makes for a magnificent sight from a distance, but it becomes doubly so when one swims amongst the grand spires and deep reaches of the metropolis that is Glacier Crag. A capital with Grand Schola, frequent military parades and great deal of trade, any from simple pleasure-seekers to warriors and philosophers can find ready excitement within... but it is perhaps the people of faith that will get even more out of the matter. The teachings of Blossoming Sequence has become everyday part of life in the Hegemony, with both Nathi and Gravetender scholars and philosophers ready and willing to politely debate with any seeking knowledge or spiritual fulfillment. This is further helped by head of the faith being in next region over, the Dead Cities being within easy visit from Glacier Crag should one wish to delve into deeper mysteries still.

First of the attractions of particular note can be found in the Rimestone Statuary, a great memorial to achievements of the Hegemony erected during the reign of Frozen King Rham. Certainly a place of endless historical significance, it also offers grand sights of Nathi and Gravetender art for discerning eye to appreciate.

The Strategium is the premiere military and sports institution of the Hegemony, and one of the most likely candidates for venue for many of the games. Within are countless training halls, classrooms and vast troves of knowledge... all securely held behind fortress-like walls plated in Rimestone and oft attended by the Depth Guard, hand of the Frozen King himself!

Grand Procession is an awe-inspiring sight even not when properly in use by grand parades, a promenade of extensive make holding banners of Hegemony's territories and being lined with great many shops, art galleries and grand villas of local noble houses... truly a sight any curious traveler should see within their lifetime!
 

F.  Sealympics - Selection of athletes and games on behalf of Kar-Nath Hegemony 
 
 Spoiler: Arise, ye worthy 
 Kar-Nath Hegemony eagerly accepts the challenge for its people to show their mettle in the grandest tournament of the seas yet, putting forward three of its best to bring glory to the Frozen Court! 
 Event - Floatsinking 
 - While Soliana's conquest is quite recent affair still, the local Unin colonies are absolute powerhouses... so is it any wonder that the Hegemony has chosen one of the larger and more amendable ones to represent it in the Floatsinking competition? A creature of boulders strung together by "muscles" of connected Unin, Parts-Waters is a peculiar Unin colony obsessed with recently introduced idea of "training" rather than simply groqwing larger as many Unin colonies do... and as the result of this, this possibly-individual has grown quite interested in the competition ahead, its body twelve-foot body of rocks and solid masses of Unin being quite capable of titanic feats of strength. 
 Event - Wastesailing 
 - The one to make it through the rigorous competition of being selected for the arduous and prestigious position of Hegemony's Wastesailor ends up being somewhat of a surprise pick. Rather than the expected military-trained candidates, it is one of the proto-Toxologists under the monicker of Acid-shell that manages to impress his way through the final selection. Having studied ways to make the Silvered Eye's visits through the arduous Wastes last longer and go smoother, the ambitious Nathi has put together a crew of his fellow students of toxins and material sciences, trusting the vessel put together by their expertise and his own need for speed to see him through as the winner! 
 Event - Swordfishing 
 As the sole person to represent the Frozen King in the noble sport of Swordfishing, Araid the shell-cracker has trained extensively in the noble art of controlling a swordfish...which, in all honesty, has a lot to do with holding on for dear life and proper ways to force compliance from usually strong-willed mount. For his specialty, this hardy contestant has taken to training himself in ways of avoiding getting knocked away by harsh impacts, trusting it to be the most important part of the process. 
 

G.  Ask Chelonian Chora to use Song of Prosperity to establish trade route between ESP and KNH 
 - Having grasped the route to follow in order to attain higher understanding of the mysteries of all-song, the Frozen King requests the Chora to bolster the trade between the Hegemony and their good friends, the Eternal Spring. As a nathi of learning and faith, the monarch has grown wiser than to force isolation upon his people: true strenght is found in cooperation with those worthy of friendship. 

H.  Resist the sack of 75.1 by sharks (+1 from ABS rank 1) 
 - More spiritually inclined than any ruler in recent history of the Hegemony, Nedir does what he can to prevent destruction of Hegemony's holy sites, cursing the shark people for their recklessness. 

I.  Accept KEN refugees to Soliana (53) 
 - Unwilling to leave terrified refugees to their fate, the Frozen King allows them passage and settlement to Hegemony's recently conquered lands. 

J.  Send GRV all of KNH's technology apart from Crimson Cuirasses via the cultural exchange 
 - Seeing it as only just to assist their long-time friends and allies, the Hegemony goes on to supply the Gravetenders with a wealth of technology they have traded for throughout the years. 

K.  Send Artifact Sus I Bik'ah to GRV through trade route 
 - With General Kreel's miraculous recovery, the Hegemony has spent no effort to recover the mount gifted to him by the Abyssal Stewards... and finally, the artifact vessel has been found once more. Seeing fit to honor their greatest military mind despite his new allegiance, the Hegemony sends the artifact to Gravetenders to reunite the two. 
  News &amp; Rumors  
 - In response to Ennead's feigned confusion regarding their reasons of "backing out of a deal", the Hegemony issues a blistering rebuke, calling out Ennead's unwillingness to formally sign and acknowledge the terms Hegemony demanded as guarantees against betrayal, the likes of which the Ennead already inflicted upon their ally Eternal Spring. 
 - A frenzy of training has overtaken the Hegemony's sports enthusiasts as the news of upcoming Sealympics spread. Already, the try-outs for positions of Hegemony's official representatives in many sports are underway, with competition being more fierce than ever! 
  Leader improvements from turn 22:  

Faith +2

  Leader stats for turn 23:  

Diplomacy - 10
Military - 10
Economy - 10
Faith - 9
Intrigue - 8

 
 Spoiler: Leaders &amp; agents (Start of round 22) 
 Leader:  Nedir the Frozen King (Diplomacy - 10, Military - 10, Economy - 10, Faith - 7, Intrigue - 8)
 General:  Marshal Adaya shel-Girum ban-Liav (Military 8, Unbending Iron Tactical Doctrine (defense only, +3 to battle roll, -2 to own leader loss roll, +20% enemy casualties, +10% own casualties), Abyssal Expertise: Gains a bonus to Maneuvering rolls equal to the current Depth level.)
 Spy:  Loyal Figment (Intrigue 8)

 Others:  Munda (Ambassador of the Hegemony), Rayn (Chieftain of Plains of Sarkenos, technically independent), Khrom (Pride of the Legions), Pearlshell Deva (Student of Blossoming Sequence and old ways)

 Historical:  Frozen King Rham (Frozen forever in Rimestone ice, as per ancient Nathi tradition), General Kreel (Died on a campaign. Brought back to life by the Gravetenders)
 

 
 Spoiler: General bookkeeping (Start of round 21) 
 Regions:  77 (Capital), 75, 65, 64, 63, 62, 53
 Military units:  5
 Treasure:  4
 Artifacts:  Chain of Kings (+2 to Sway roll within owner's borders, once a round), the Sgimiwr Cyflym (+1 to Maneuvering and -2 to effective region count for Distance Losses, once per round), Sus I Bik'ah (+1 to Tactical Maneuvering and Leader Loss rolls (for 1 commander))
 Specialized Ships:  The Silvered Eye
 Reputation:  ABS (2), CCA (4), DNA (2), PRS (2)
 Favors:  ABS (2), CCA (3), DNA (0)
 Trading posts:  9 (Effective number: 11) - 2 income
Rimestone - TP 1, 77 (Merchant support)
Glittergill Shards - TP 1, W6
Mercenary Retainers - TP 1, 129
Preserved Foodstuffs - TP 3, 78
Electrum Conduits - TP 1, 76 (Merchant support)
Maltreed - TP 1, 53
Adhesive Urchins - TP 1, 62
Talented Crabs - TP 2, 65
Shells - TP 1, 30

 Civilian Technologies:  Composite Grafting, Trophic Deconvolution, Photospore Signaling. Supernatic Propagation, Megafaunal Tailoring, Graduated Symbiosis, Electrodialytic Staurozoa, Mitochondrial Regulation, Filtration Grafts, Seeker Barnacles, Joined-Stalk Companies, Indah's Embrace, Bioluminescent Navigation, RADIANT SPHERES, Mamomachines, Megafaunal Caravans, Oxygenating Implantations,
 Military Technologies : Razor Current Netting, Battlefield Scavengers, Crimson Cuirasses, Blood Algae, Death Commando Conditioning
 
Tychris1
  The Lighthouse  
   
Ruler: Divine Mistress Adiratna, Lady of the Vessel, First Handmaiden of Radiant Indah, and Keeper of the Blade
Regions: 7, 17, 18, 19, 22, 26
D: 7
M: 7
E: 7
F: 10
I: 7

Actions:
1) Economy: Colonize Region 1 The Maw  Roll (with Treasure) 
 For countless generations have we waited. The return of our glorious mother and her descent into the darkness below can be but one thing. The divine semiotics of her movement is holy prophecy made bare, a divine manifesto bearing us to our promised land. By all rights and all reason we should not be able to plumb The Maw. To bear the crushing weight of its inevitable purpose, the incalculable pressure of its triumphant reason.

This is our Motherland. This is our Home. 

2) Economy: Buyout TP 30.2 with Support  roll 
 The burgeoning TIMA treaty is but an overt signature of long lasting bonds. The Tropics are and have always been the centrr of civilized strength and true jolly cooperation. Even in the distant depths, the forces of Core Branded sorties and Giantslayer Parties engage in mutual trade leading to greater certainty in future Titan Hunts. 

3) Faith: Tame the Omnichromatic Tiger  Roll 
 Divine Mistress Adiratna uncurls from her glittering throne to brave the depths of The Maw and entreat her newest member of the Flock. Her sibilant sweet paeans slithering into the captured beasts mind. 

4) Diplomacy: Special 5 Cultural Exchange with SUR
 With the Lighthouse joining with the Lambent Syndicate the Divine Mistress extends her own cabal to the Umbral Mistress. A dedicated temple to Our Glorious Radiant Mother is consecrated by Adiratna in Rahakera and staffed by the Lighthouse’s most fervent and skilled acolytes, crusaders, and scarred adventurers.  

5) Intrigue: SECRET  roll 
6) Intrigue: The Hollow Vessel tracks a Titan in Region 30!  Roll 
 As Lighthouse merchants solidify trade in the region The Hollow Vessel engaged in slathering brutal extreme hunting. Bound only by the collar of the Beast and the elite guidance of The Round Table his too-many eyes narrow in on a fresh source of prey. 

Non-Actions: Resist all conversions and buyouts unless noted otherwise

Baskoro quests within the realm of The Lighthouse, seeking out subterfuge, and challenging spies!

Support HEX's Buyout of TP 2 of Treasure and Artifacts in Binar Fajar

Attempt to shape our Goddess' influence towards converting to Radiant Indah

Use Cultural Exchange to Vassalize to LSD

 To the warm waters of the Miru Miru the wandering up-and-coming Hero "Grieving Apostle Enny" arrives to the Splendiferous University! Sword of twinkling stone in mits the lanky Kosong acolyte offers his services to the local administration. After some prep work an open water obstacle course is created that he personally tends to throughout his Physikal Enlightenment 101 class. Some of the more potentially deadly obstacles are removed after much protestation, as each of the challenges is modeled after beasts he has battled and buried with solemn solitude. His companion, a small chitinous vaguely arthropodic entity covered in black-gold spots with glowing eyes from beneath its shade, is quickly adopted by local freestyling jam poets as a muse, and occasional mascot to the nearby campus cafe. Grieving Apostle Enny seems ambivalent about his companion's disappearances. 
 Divine Mistress Adiratna holds little interest in the Sealympics. The same cannot be said for  Baskoro of the Hidden Table ! He instantly consults  Lance Finstrong  but is not the last of the Lighthouses many up and coming Heroes to do so! Baskoro offers Lance all of the treasures he had unearthed in trapping and studying the mythical OMNICHROMATIC TIGER! A bountiful feast of beautiful glittering baubles to make any Kosong tear their eyes out in a rapturous fit. Baskoro, alongside a small league of other would-be trappers and savants push their bidding alongside those of the Lambent Syndicate whose bonds with the Lighthouse have only grown stronger with these heroic times. A permanent position as a physician within the Syndicate would benefit many a future athlete or adventurer! Gills pumped to the extreme with narcotics or weapons and with complete apathy from the administrative side of the Lighthouse a host of erstwhile “applicants” and “nominees” from the Kosong zealots with myriad forms all claiming authenticity flood the SEAlympics. Baskoro personally signs up for Swordfishing, but only in an effort to humiliate someone. 


Stats next round
D: 7
M: 7
E: 8
F: 10
I: 8

 
 Spoiler: Book Keeping 

Regions Owned: 7, 17, 18, 19, 22 and 26

TPs owned:
Siren Extract TP 2 and 3 Region 2
Treasures and Artifacts TP 1 Region 7 and City (Support)
Delights of Moonlight TP 1 Region 17
Coralberries TP 1 Region 19
Jaderock Coral TP 2 Region 21
Aragonite/Calcite TP 3 Region 25
Blood Pearls TP 3 Region 26
Tiny Turtles TP 2 Region 28

Units Owned: 3/14 Maximum
Treasure Owned: 2

Heroes:
The Hollow Vessel (Beast) 8
Baskoro of the Hidden Table (Trapper) 8
The Golden Host (Champion) 9

Titan Remains:

Artifacts Owned:
Indah’s Platinum Tiara: +1 to Sway once per turn
War Palanquin of the Anointed Dead: +2 to Tac Man
The Radiant Blade: When wielded by a commander in battle, Gain +1 to battle rolls per charge on the sword. The sword gains a charge for every 2 casualties in combat and can hold a maximum of 3. Each charge adds 10% own casualties and loses all gained charges if not used in combat for 1 round.
The Round Table: Any country may sponsor The Round Table for one round as a Diplomacy or Economy action. Once per turn, the owner of the Round Table may pay 3 effective regions of distance to skip to a sponsor's capital for a roll relating to a Titan Hunt or Titan-related investigation and receive +1 to the roll. The owner of The Round Table may not sponsor themself.

Champion’s Lance - An arresting armament which goes straight to the point. Effect: Ruler may act as a Champion for a Titan Hunt for the turn using their own stats, OR +1 to a Champion's effective Military score during a Titan Hunt/Duel, OR +1 bonus to an Impress Aristocracy attempt 1/turn.
Beast’s Collar - A primitive choker which holds savagery within. Effect: Ruler may act as a Beast for a Titan Hunt for the turn using their own stats, OR +1 to a Beast's effective Military score during a Titan Hunt/Predatory Privilege Maneuvering attempt, OR +1 bonus to a Sack attempt 1/turn.
Trapper’s Net - A tangled mesh which catches attention. Effect: Ruler may act as a Trapper for a Titan Hunt for the turn using their own stats, OR +1 to a Trapper's effective Intrigue score during a Titan Hunt/for Counterespionage, OR +1 bonus to a Coercion attempt 1/turn.
Stalker’s Cloak - A mundane mantle which wraps up mystery. Effect: Ruler may act as a Stalker for a Titan Hunt for the turn using their own stats, OR +1 to a Stalker's effective Intrigue score during a Titan Hunt/for Infiltration, OR +1 bonus to a Technology theft attempt 1/turn.

Radiant Blade Charges: 0/3

Miracle Communion:
Radiant Indah Followers only take 0%/5% additional casualties from losing Maneuvering when one or both sides are attempting to use the Eel to their advantage.
Radiant Indah Followers are not affected by the increased effective region count for distance losses and distance penalties where the Eel is present or Omnipresent
Radiant Indah Follower Supports will not become Open in regions where the Eel Without End is omnipresent.
Radiant Indah Head may attempt to shape what the Eel Without End converts Holy Centers to when it enters a region for the second time.
The Eel Without End will not Coerce Radiant Indah Follower’s Trading Posts unless those are the only Trading Posts in the region.
Radiant Indah Head may use a Faith action to try to direct the path of the Eel Without End each turn.
Radiant Indah Followers may buyout TP's coerced by The Eel Without End in regions where they have Mercantile Support (or Assistance from another Radiant Indah followers mercantile support) against TN 14

Giantslayers have +1 Depth access and may go on Titan Hunts and have several additional options relating to characters/the artifacts obtained.

[Titan Hunt Mechanics]
A Titan Hunt is a multi-stage process that takes place over several years as the Giantslayer seeks to fulfill their namesake. Each stage requires at least one action and occupies a character (Ruler, General, or Spy), and may have Unexpected Consequences.

Stage 1: Tracking and Studying
An Intrigue action may be used to Track a Titan to find a suitable target; high rolls may make it easier to Study and Trap the discovered Titan. An Intrigue action may also be used to Study a Titan to investigate a known Titan's characteristics, behaviors, and other unique traits, which gives more information about the Titan and may reveal weaknesses or other benefits for later stages.

Stage 2: Pursuit and Trapping
Once a Titan is discovered, a Military action may be used to either Pursue or Trap the Titan. A successful Pursuit results in a slain Titan and an enormous trophy, allowing the Giantslayer to Harvest Remains, while a successful Trapping will allow the Giantslayer to attempt to Tame the captured Titan.

Stage 3: Tame Titan or Harvest Remains
A slain Titan leaves behind Titanic Remains, which may be Harvested with a TN 12 Economy action. A successful roll yields 1 Titanic Remains (2 on a Great Success). More powerful Titans may have greater rewards, and unique Remains may also be possible to acquire from Titans which have already breached [appear in Terror sections and such].

An attempt may be made to tame a captured Titan with a Faith action. The TN and effects of this depend on the nature of the Titan in question.

[Using Remains]

The initial options for utilizing Remains are as follows:
Display Trophy - Can spend 1 Remains as a Diplomacy action to Exhibit Great Work without the use of a Diplomacy 5. The work type will always be 'Trophy'.
Auction Relics - Can spend 1 or more Remains as an Economy action to gain 1 Treasure + 3 Treasure per Remains spent. May not be used to exceed the Treasure Cap.
Prepare Titan-Graft: Can spend 2 Remains as a Faith action to create a Titan-Graft. Grafts cannot be unequipped from a character once equipped, require a non-action to equip to a character, and improve the character in one specific role/capacity. Champions and Trappers cannot receive Grafts.
Craft Titanic Gear: Can spend 2 Remains as a Military action to create a piece of Titanic Gear. Titanic Gear can only be equipped by Champions, Trappers, or Rulers, grant a bonus in one specific capacity, and may be stolen as an Artifact.
Dissect Remains: Can spend 2 Remains as an Intrigue actions to uncover new methods of utilizing or dominating Titans, acquiring a Workshop artifact. Remains must be from a Titan of appropriate type for Workshop in question.

These options may be expanded by acquiring Workshops via the Dissect Remains option.

[Generals and Spies]
By virtue of their experience with Titans, Giantslayers have access to specialized vocations for Generals and Spies, as listed below. Each character may only have one vocation.
 Champions: 
A disciplined vocation for Generals, earned by spending a nonaction to undergo specialized training with the Champion’s Lance. Adept at Pursuit, and capable in Trapping.

When commanding an army, in addition to their personal Tactical Doctrine, Champions have access to a unique Tactical Doctrine, Approach Of The Challenger: On a Tactical Maneuvering victory, a Duel between the Commanders of both sides is rolled, rolling 2d8 plus the commander’s Military score for each. The winner gains a +4 bonus to their battle roll, while the loser suffers a -4 penalty to their leader loss roll; on a tie, both sides instead simply receive a -2 penalty to their leader loss roll.

The enemy may choose to accept the challenge, in which case they gain a +2 bonus on their Duel roll by fighting on their terms, but their own Tactical Doctrine does not activate, even on a Tactical Maneuvering victory. When controlled by a Giantslayer, each relevant artifact and piece of Titanic Gear the Champion carries gives them a +1 bonus to their Duel roll.

Approach Of The Challenger may not be Perfected.

Beasts:
A primal form for Generals, achieved via spending a nonaction to undergo voluntary or ‘voluntary’ transformation with the Beast’s Collar. Adept in Tracking Titans and capable at Pursuit.

When commanding an army, in addition to their personal Tactical Doctrine, Beasts have access to an additional, unique Tactical Doctrine, Predatory Privilege: -1 penalty to own Tactical Maneuvering roll per two total Units involved in the battle on both sides. When controlled by a Giantslayer, each relevant artifact or Titan-Graft the Beast has been granted gives +1 to Tactical Maneuvering when attempting to use Predatory Privilege.

On a Tactical Maneuvering Victory, enemy commander must make their leader loss roll on 1d10 at a -4 penalty; if the enemy commander fails their leader loss roll, they are always killed, never captured. On a Tactical Maneuvering Defeat, the Beast must make their own leader loss roll on 1d10 instead. If a subcommander is killed as a result of Predatory Privilege, their army suffers an additional 10% casualties.

Predatory Privilege may not be Perfected.

Trappers:
An ingenious craft for indirect subterfuge, learned by Spies by spending a nonaction on intensive study of the Trapper’s Net. Ideal for Trapping and capable at Studying Titans.

A Trapper always counts as conducting Counterespionage in their currently infiltrated country, even if otherwise occupied. Giantslayers are likely to find additional uses for their talents over time.

Stalkers:
An artful expertise in hands-on espionage, perfected by Spies through spending a nonaction to spend long hours practicing with the Stalker’s Cloak. Ideal for Studying Titans and capable at Tracking.

A Stalker may Receive a Report from a country they successfully Infiltrate the same turn the country is being Infiltrated, and without spending additional actions. Giantslayers are likely to find additional uses for their talents over time.

[Artifact Effects]
Champion’s Lance - boosts Champions that use it, or bonus to an Impress Aristocracy attempt.
Beast’s Collar - boosts Beasts that use it, or bonus to a Sack attempt.
Trapper’s Net - boosts Trappers that use it, or bonus to a Coercion attempt.
Stalker’s Cloak - boosts Stalkers that use it, or bonus to a Technology theft attempt.
 
Kythia
Tropical, Region 10, 154

Ruler:  Emperor Extensive-Colossal-OneMillion, Destroyer of Sharks
D 2; M 8 ; E 8 ; F 3; I 3

 Region 10 Actions (5) 
 1)Military - Sack TP 1 in region 122 (Cyph Arel)  ( 14  Distance penalties in post should be one higher)
 2)  Military - Sack TP 2 in region 122 (Cyph Arel)   ( 15  Distance penalties in post should be one higher)

Magaramachi mercenaries travel through Miru Miru lands and then north round the wastes int the lands of the Cyphiri Union.  Finding nothing interesting in Carr Narin (region 121) they continue into Cyph Arel and split up.  Sacks are directed against buildings, rock formations, empty areas of sea, a school of fish, a school of Cyphiri children and, perhaps coincidentally, the two trading posts.  This very dispersion, though, means they can't bring their full weight against anything and gives the local aristocracy time to assemble defenders meaning neither post is taken.  Those Magaramachi captured in the raid seem relatively disinterested in the failure - they had fun making the attack, don't give a toss about their killed comrades and LAMBENT QUEENS PAY US ANYWAY.  ALREADY GOT SANDFISH they explain.  MORE COMING, TWO OR THREE YEARS.

 3)  Diplomacy- Hold an  Auction  
 4)  Economy - Colonise Region 156   Success 
 5)  Economy - Buyout TP 1 for Mercenary Retainers in Pyl-Garat (129)  ( Success! )

 Net effects 
(Mil +1) (Econ + 1)
Treasure 0-&gt;0 (Current Max 5)
Units 1-&gt;1 (Current Max 6)

 
 Spoiler: Misc Info 

 
 Spoiler: Upcoming Actions 


Need to sort out trading posts in my lands.
 

 
 Spoiler: Technology 

1 Specialist ship - IT DOESN'T HAVE A NAME IT'S JUST A BUNCH OF ALGAE

Supernatic Propogation (starting tech)
Photospore Signaling (starting tech)
Composite Grafting (starting tech)
Bioluminescent Navigation (Depth 1, requires Photospore Signaling)
Filtration Grafts (cross toxic boundaries, requires  Filter Feeders )

 Blood Algae 
 Military slot:  Sappers and Siege Weapons
 Pre-reqs:  Supernatic Propogation
 Effects:  +20% enemy casualties, +10% own casualties in depth 0 regions
Write up: This dull green algae infects wounds and grows exponentially in blood, rapidly causing the owner of such an infected wound to die. Using the techniques of supernatic propogation a cloud can be rapidly convened above the battlefield making even slight wounds considerably more dangerous. Knowing it is there gives some protection - or at least some chance of avoidance - but its infectious growth is impossible to totally avoid. The main defence is getting deep enough that the surface growing algae ceases to be a problem.

 Battlefield Scavengers 
 Military slot:  Mounts and Warbeasts
 Pre-reqs:  Carnivorous Animals
 Effects:  Negates all the casualty reduction effect(s) of one technology or tactical doctrine
 Write up:  The army is accompanied by a horde of scavengers and carrion seekers, perhaps tamed, perhaps simply aware that blood will be spilled. They feed on the dead and dying, hampering the efforts of healers and doing their part to transform battlefield injuries to battlefield casualties.
 

 
 Spoiler: Orgs 


ABS
- Welcome: +1 to resist Sacks and Coercion, as the Abyssal Stewards offer early warning of incursions
- Friendly: +2 to resist Secret Actions from the Stewards' vigilance.
CCA - Disliked: -1 to Conversions as the Chora's songs sow distrust and skepticism of your motives.
PRS - Disregarded: -1 to Raising Reputation and Slandering for non-PRS Orgs as your people are skipped over in discussions of geopolitics
 

 
 Spoiler: Military 

General Tiny (Mil 7)

Carnage:
Less a "tactical doctrine" than an utter lack of anything approaching tactics or doctrine. Through sheer force of will and physical might a leader can get the Magaramchi to the battle field. More or less. Once blood hits the water though, the army descends into a chaotic mess of fighting and feeding, attacking the army, each other and anything that happens to be nearby with equal fervour.
3 free sack attemps, ordered as City&gt;Holy Order&gt;Trading Post (the intent being here that bigger things are sacked before smaller things)
+50% own losses (as they turn on one another)
-1 to battle rolls (turns out having no strategy at all is harmful)
+2 to allied leader losses (the enemy is trying to kill you, sure, but the disadvantage of being the biggest in this sort of mess is that sometimes one of your own will get lucky)
 

 

 Non-actions 
 
  Support  Everything    The Magaramchi aren't sophisticated and those intelligent enough to understant the concept of loyalty don't have any.  Tossing a handful of sweets in the water will ensure local support for anything needed.  Sacks, sways, whatever.  If anyone wants to do something, they can get local support easily. 
  Accept  Everything   With no real way of telling whats coming into their lands, when and where from, any trade routes, cultural exchanges or anything else that requires permission gets it by default. 
  Hostile Terrain for Everyone   Any armies marching through are going to be facing nigh constant uncoordinated attacks from the locals who are hungry or bored (interestly, the same word in the Magaramchi language).  All Magaramchi territories are hostile to all armies, regardless of alliances. 
  Send The Goat to the Sealympics  Greatest-Of-All-Time announces he will represent the Magaramachi in the upcoming sealympics and, once the fighting has died down and the blood has cleared, it turns out he's the only non-crippled applicant, so he gets the job.  He warns anyone within earshot that he'll be competing in the  Codsled Races  and  Swordfishing  and, after some thought to work out what the third most violent event is, the  Moistchesswetboxing . 
  Offer Lance Finstrong a job  His prices are beyond the Magaramachi's treasury and time prevents dispatching a bunch of guys to "beat him up and force him to do it for free" (the Magaramachi are an unsophisticated race and don't really do euphemisms) but his product seems like an excellent idea to them and he is not-very-cordially but genuinely invivted to come and work for the Magaramachi mercenary companies. 
  Issue a (PRS) ultimatum  In contrast to the lack of interest from his troops, the head of the Mercenaries (DON'T-EVEN-NEED-MERCENARIES) is enraged by the failure of the sacks on the Cyphiri Union.  With the lack of clarity in the Magramachi hierarchy, his pronouncements carry the weight of the government and he spreads the word loud and clear  WITHIN THE DECADE (by the end of turn 25) WE WILL HAVE SACKED BOTH THOSE TRADING POSTS  
  Take custody of the breeding pair of sandfish  The female has an unusually pronounced dorsal fin for a Sandfish and is quickly nicknamed “Sharky” while the cavernous mouth of the male initially results in him being called “Gorge” but a scribal error turns that into “George” soon enough.

En route back they meet a Miru Miru trade caravan interrogating two captured Mer, one of them has stolen from the caravan but both are loudly protesting their innocence. Thinking the Miru Miru may have some of the delicious beverage, the Magaramachi approach from behind a rock.  The captured Mer witness twelve Magaramachi warriors and two enormous carnivorous fish emerge from cover and the guilty one breaks all but immediately, thinking that the Miru Miru have summoned their somewhat allies to resolve the situation physically.  He loudly confesses his guilt, exonerates the other completely and begs the Miru Miru to take him into protective custody.  The Magaramachi ignore this drama entirely, looking for a drink, but it’s the first crime solved by Sharky and George.
 
 
Czard
  The Peacekeepers of Surunung 

Rahakera (155), Jyorjyuh (159), Neralam (160), Bertu Kuasalam (193)
Round 22 
 Leader: Umbral Mistress Parapasa Kuasa 
Diplomacy: 10
Military: 8
Economy: 2
Faith: 5
Intrigue: 3
Expected Stat Gains: +2 FAI

 Actions 
 1. FAI 5  - Create artifact:  Compass of Kelamati .
 
 Spoiler: Compass of Kelamati 
Effect: Once per round, one selected action gains +1 Depth Access.

Since the dominance of the Keja, ancient Rahaan structures had been largely neglected by the government. Some private archaeologists have made attempts over the years to recover some artifacts from these structures to preserve Rahaan cultural heritage, but to little success. However, one team digging out a collapsed portion of the Shrine of Cycles made a notable discovery when they uncovered a strange disc shaped stone object with engravings forming a circle at the edges. At first, it seemed to be nothing special, but one worker noticed one of engravings glowing with a bright, blue light during the night. It was quickly realized that while in the dark, the engraving pointing in the direction of the summit of Surunung relative to the center of the disc would glow, allowing the artifact to be used as a practical tool for navigation. The lead archaeologist determined the disc to be of ancient origin, even mysteriously predating the construction of the shrine. It was theorized that the disc may have origins outside of Rahakera and was brought to the region during the migration of the Rahaa into the region from their home seas, possibly being the sole reason the Rahaa ever even arrived in the region. Upon hearing word of a mystical Kelamati artifact being found, the Keja quickly seized it to prevent further speculation or knowledge of the relic from spreading. However, they were well aware of its practical uses, and rather than destroy it like they did with most Kelamati holy relics, they permitted its use by the Peacekeepers to assist with exploring and conducting business in deeper waters.
 
 2. FAI  - Convert Holy Site 155.1 to Radiant Indah. Rolled  7  with TN of 12;  Failure .
 3. FAI  - Convert Holy Site 155.2 to Radiant Indah. Rolled  8  with TN of 12;  Failure .
 4. FAI  - Convert Holy Site 155.3 to Radiant Indah. Rolled  12  with TN of 12;  Success .
 5. DIP 10  - Create Cultural Identity for Converting Holy Sites.
 
 Spoiler: Religious Fervor of the Rahaa 
The Rahaa had long been a deeply spiritual species, having believed their patron god, Kelamati, had been responsible for their finding of Rahakera, the generations of peace that had followed, and finally their decline with the numerous waves of interlopers from abroad dominating the region. The Keja were none too fond of the Kelamati faith's promise of the eternal cycle eventually throwing off their influence and restoring the Rahaa to authority, believing these false hopes and promises could galvanize resistance to their rule and puppet government. As such, the Keja had made it a focus of their rule to dismantle the Kelamati faith entirely, erasing it from the history books, slowly eliminating its leaders, and seizing its historical sites. With the waning of Kelamati's influence, the Rahaa were left without a faith, leaving a spiritual vacuum of sorts. When the fanatical Parapasa introduced Radiant Indah to the public who were petrified in fear of the Eel Without End, many rapidly took up the faith. After just a few years, much of Rahakera's populace had converted to Radiant Indah, save the remaining clergy of Kelamati and its most devout followers who oversaw the Holy Sites. None paid much mind to these Kelamati infidels in their midst, with a commonly held belief being that the Eel would one day arrive in Rahakera to liberate its faithful, destroying the Keja Pod and smiting the infidels. However, when the Eel took a turn southward away from Rahakera, the Rahaa began to panic; so close were they to gaining their god's favor and being liberated, only to be overlooked at the last moment. In a fiery, charged address to the public, Parapasa declared that Eel must have turned away because of the failure of the Rahaa to expel the last of the infidels and make more followers of Radiant Indah out of the peoples of the world; only by assembling a grand army of the faithful worthy of Indah's command could the Rahaa gain their new god's favor. The Rahaa eagerly accepted this new mission; anything to liberate themselves from the Keja.
 

 Non Actions 
 1.  Resist all unauthorized sacks, sways, buyouts, coercions, or impresses.
 2.  Allow MIR, LSD, and LIT units through SUR territory.
 3.  Spy non-action.
 4.  Continue monumental undertaking; The Kuasa's Chosen (2nd of 5 turns)
 
 Spoiler: The Kuasa's Chosen 
The long and arduous process of transporting massive blocks of basalt from the plains of Rahakera to Bertu Kuasalam had taken its toll on the Bertuaga conscripted for the project. The first block of basalt had yet to even be placed since the project began over half a decade ago, but some of the materials were finally arriving at the construction site after all this time, with much more well on the way through the sandy expanse of Jyorjyuh. The process of dragging the basalt all that distance was a several year journey for each block, with thousands of workers already having been forced out of the project through exhaustion, injury, or the occasional death. The final convoy of materials was still being prepared for transport in Rahakera and would not arrive until at least a decade after the first convoy arrived. In the meantime, Parapasa began enlisting Rahaan sculptors to began using the arriving materials to start construction as soon as possible so that the aging Bertuaga may bask in the monument's glory before her passing, an increasingly likely possibility of happening before completion with the timeline of construction being as overstretched as it was; after all, the whole point of building it in Bertu Kuasalam was for her own personal satisfaction.
 
farothel
  The Hymenocera Expanse
Region 3 (Tropical)   
 

Leader: High King Lord Deca V
Diplomacy: 10
Military: 7
Economy: 12
Faith: 10
Intrigue: 8  
 Actions: 


[1][faith] convert HS30.3 to Uplift Reverence (TN12, 2d8)  22, success 
[2][faith] Impress clergy of region 30 (TN12)  18, success 
[3][Military] recruit unit
[4][Military] impress aristocracy unit 192 (TN14, +1 treasure)  18, success 
[5][economy] buyout TP4.1 (Eye Weed) (TN12, assist +2, 2d8)  21, success 
[6][economy] buyout TP23.1 (Glisterprisms) (TN12, -1 distance, +1 treasure, 2d8)  22, success 
 rolls 

Non Actions:
-resist all sways/sacks/buyouts/attempts to destroy Org Bases/... unless otherwise noted
-help LIT to buyout TP 30.2
-SPY: Lady Atyoida defends Expanse interests
-provide DNA with resources for 'Stopgap Supply Run' (TP30.1 Branch coral as High Quality Building Materials, TP4.2 Eye Weed as High Strength Fibers)
-apply for Ludis Ire Ludis! (add 1 treasure)
-select teams for first round of Ludis Ire Ludis!
-hunt Abalone meat in region 33 to provide during the state banquet while the Interoceanic Sealympic Committee is visiting
-join TIMA treaty
-Change desired import in region 192 to armour because of the large military training grounds established there.

 
 Spoiler: Bookkeeping 

TP: region 3, TP1+TP2+City (carapace armour)
region 4: TP2 (Eye Weed)
region 7: TP2 (artifacts and treasure)
region 12: TP2 (Crystal Chips)
region 13: TP1 (Rocksplinter Stars (starfish))
region 15: TP1 (granite slabs)
region 28: TP1 (Tiny Turtles)
region 29: TP1 (Spinecrab)
region 30: TP1+TP2 (Branch Coral)
region 153: TP3 (decor)
region 161: TP1 (Flowersalt)
region 192: TP1 (Perilous Soot)

Passive income: 3/turn

Units: 9/11
treasure (EOT): 8

Technology:
Composite Grafting
Graduated Symbiosis
Photospore Signaling
Supernatic Propagation
Trophic Deconvolution
Anoxic Adaptation
Filtration Grafts
Bioluminescent Navigation
Papershell Draft-Cuttle
Scrying
Sojourn Suits
Seeker Barnacles
Sulphurous Secretions

Favors:
owed:
gained:
-Abyssal stewards: 1
-The Divine Nacres: 0
-Chelonian Chora: 4

 New stats 
stat increase:
Diplomacy: 10
Military: 7 +1
Economy: 12
Faith: 10 +1
Intrigue: 8

 Organisation reputation 
Abyssal Stewards: 4
chelonian chora: 2
divine nacres: 2
international prestige: 2

 
 Spoiler: artefacts 

Dreamcatcher’s Needle: +1 to 1 roll/round opposing the Dissonant or their patrons
Black Pearls "The World Garden of the Sakura-Jin grows the Ebon Oyster! Each state that has or gains a cultural exchange, trade route, or vassal-liege affiliation with, or who holds a support in a region owned by, the holder of the Ebon Oyster (currently the Sakura-Jin) may magically recieve a Shadow Pearl, a strange orb that sucks light from the surrounding area. The owner of the Ebon Oyster chooses whether a state gains a Shadow Pearl. The World Garden may never hold a Shadow Pearl, even if they lose the Ebon Oyster. The Shadow Pearl counts as a "shiny object" TP for the purposes of fulfilling the requirements of the "Scrying" technology. Each holder of a Shadow Pearl may Seek Aid as a non-action once per round. When this non-action is taken, if the roll would have failed without the bonus from the Shadow Peal Seek Aid, the Shadow Pearl becomes Lambent and the holder loses all benefits until it resets. If two or more Shadow Pearls are simultaneously Lambent, all Shadow Pearls are reset, restoring their effects to their holders. For every two Shadow Pearls that were Lambent, the holder of a random Pearl that was not previously Lambent gains one point of Faith as if they had taken two additional Faith actions during the round following the reset. E ach holder can only benefit from this once per reset, so if more than 2/3 of the Pearls were Lambent, the effect is partially wasted."
 

 

 
 Spoiler: News 

-Members of the Interoceanic Sealympic Committee are visiting Hym to see if it's suitable for the first Sealympic Games.  They will be shown around the locations for the venues as well as the already existing stadiums and training grounds.  A state banquet is also forseen.
-With war looming at the borders, the military is put on defensive alert just in case.  At least the threat of the Eel has dimished.
 

 
 Spoiler: military 

-Extra troops are recruited for a cavalry regiment.  A new regiment will be formed from both experienced and new soldiers, while the experienced soldiers will be replaced in the other regiments as well. This will be the 3rd regiment cavalry 'Crown Prince Dragoon Guards'
-a special military training ground is established in Raninoida (region 192).  It will be used for both basic and advanced training.  Two regiments, the Belosa Lancers and the Coldstream Guards will be located here to provide training for both infantry and cavalry (and training against both as well), but first it will march through the region to show the flag.  The old training ground will be repurposed for the Sealympic games, as training location for the athletes.  The barracks there will be rebuild as athlete quarters.
 

 
 Spoiler: faith 

-After the help from the Chelonian Chora, the Expanse moves in Region 30 and tries to establish a priesthood and get the last site.
 

 
 Spoiler: Economy 

-moving onto new markets, the Hymenocera trade guilds keep expanding their trade options, both inside and outside of the Expanse.
 

 
 Spoiler: Ludis Ire Ludis venue write-up 

region: Hym (3)
-Venue write-ups:
  *opening and closing ceremony: Both opening and closing ceremony will be held in The ancient's site.  This large site with some old Ancient Artefact can house many spectators.  A spectacle will be provided with the Ancient artefacts in the background as all delegations march past.
  *Training Grounds: the old training grounds of the military will be remoddeled for training.  Each delegation will receive sufficient accomodation near the training facility, to be remodeled according to their needs
  *Main Stadium.  A large facility for the main athletics events.  It will still need to be build.  Using the hard metals and the branch coral the Expanse has access to to set the sponges that will be the main part of the stadium, it will be an enormous building that can seat between 90 and 100 thousand spectators.  The building will also be a work of art with grafts on the sponges made by the best Hymenocera artists.  Bioluminous algea will be used to depict landscapes in the Expanse.
  *equestrian events.  Both a stadium and an outdoor path will be forseen for different equestrian events.  The stadium will be on the location of an old cavalry exercise ground and the outdoor path (for the steeplechase-like race for instance) will have many interesting features
  *Long distance race.  This will take place over existing paths, so nothing much to do there.  The race will start at the royal palace and end at the main stadium and run through the city of Cerapolis.

-Attraction write-ups: There are many interesting location in the Expanse that can be visited while you're in the Expanse.  Here are a few of those.
  *the Ancient's Site.  The location of the opening and closing ceremony, it is also a very interesting location to visit beyond those two moments.  See the remains of the ancient's artefacts and read the history of the Expanse written on the site of the sponges that surround the site.
  *The Royal Palace.  During the event, parts of the palace will be accessible for the public.  Again, parts of the history of the Expense are written on the outside, but during the event, there will also be a tour inside the palace.  This will be a guided tour and has to be pre-arranged as there are only so many tours available.  Book early as this will be sold out quickly
  *HISAR (Hymenocera Institute of Sponge and Algae Research).  While this is a research institute, it also has a very large sponge garden that is well worth visiting.  Here samples of all sponges and algea used in the Expanse are visible.  There is also a new part where the more toxic environments of Belosa, Lupomata and Raninoida are presented.  Not to worry, breathing apparatus are provided where needed, or the sponges are behind glass and visible that way.


-logistics: roads are very good in the Expanse and we will be upgrading them so they can handle the anticipated volumes of traffic.  In the stadiums sky boxes will be forseen for distinguished guests, so you can use the opportunity to try and make some deals while you're at the games.
There will be allowences made for those people who have special needs.  If you want to send a delegation and need a special food, or come from a region that has certain chemicals in the water which aren't present in Hym, the government of said region can contact our nearest ambassador and we will work with you to make sure that your athletes and specators are able to compete or watch the Games.  While we do realise that not everything can be provided for as you are used to things at home, we will do our very best to make sure everybody can join or watch the games.

While the art on the main stadium will be done by Hymenocera artists, we want this to be a really global event and on the other buildings, art from around the world will be shown.  Each country can nominate a small number of artists to decorate the various buildings with art of their homeland.

There will be plenty of food and drink as well.  We have many things to offer.  Between our delicious rockstars, spinecrab, tiny turtles and young Eye Weed shoots, there should be something for everyone.  All this salted with some flowersalt or not, as the individual's taste goes.  We will also see with our main trading partners on importing extra goods during the games and we will be sending teams into the contaminated region 33 to hunt for Abalone meat.
The medals will be made out of metal with a crystal inset, the colour of the crystal depending on place.

Communications will be provided through the Hymenocera Network, with extra towers build near the stadiums and other venues.  Specific lines will be set aside for journalists.

-safety: next to the police forces, regiments of the army will also be used to make sure the games are secure.  Our intelligence service will also work day and night to ensure that treats are identified before they become a problem.  We will also use a group of volunteer stewards to guide people around in the stadiums and to try to offer solutions to small problems that will always arise when large crowds gather before the police or the military will have to be involved.

Poison will not be tolerated at the games, unless you can prove that you need it for your survival and then only in special locations.  Most of these will be covered in the agreements with the various governments prior to the Games.  Weapons will also not be allowed in the stadiums and other venues.

The Hymenocera army is quite large and will be ready to repel all invading forces.  But while the Hymenocera are maybe not good friends with all other nations, they are certainly not the enemy of anybody.  With some there is simply not much contact, something these Games can also change.

-funding: as a merchant nation, we have sufficient funding to make sure that everything can be build on time.  We also expect a huge influx of capital during these games.  We are thinking to join the Polar-Confederate International Bank so that members of this group can use their currency as they would at home.
 

 
 Spoiler: Ludis Ire Ludis athlete selection 

team 1: Codsled races
Some of the younger people of the Expanse are always in for a thrill.  The canions of the new region provide all the training grounds they need.

team 2: waste sailing
As the Expanse has a very large border near the wastes, they can train well for this event.

team 3: seaquestrian
There are many seahorses in the Expanse, providing a lot of potential for this event.
 
MappyPK
     Splendid Miru Miru     
  Round 22   
  

 

 Capital: Aniwana (153) 
Additional Regions: Parikao (150), Wakamarumaru Marama (152), Region 149
Cities: Kanapa (153), Karapu Karaihe (150)

 Leader: Apo Ario, the Heart of Gold 
Diplomacy: 3
Military: 5
Economy: 10
Faith: 3
Intrigue: 3
Expected Gains: +1 ECO, +1 MIL

 Standard Actions  
 ECO - Special 10 - Reorganize the Government! Splendid Miru Miru is now a plutocracy. AKA, ascend to the status of Merchant Marine. 
 ECO - Explore northeast of Parikao (150). Use Bitter Tourism (Scaldsquid) and Oxygenating Implantations (Algae Bloats).   Success!   
 ECO - Buyout TP2 in Ektalithiades (113) for Phosphorite.   Success!   
 MIL - Raise unit. 
 MIL - Special 5 - Raise Fortress in Aniwana (153), the Taipa Koura (or, the Golden Wall).  
 
 Non-Actions 
 
 Spy non-action. 
 Record observations on the region west of Rilanto Pass (Region 94), spending 1 treasure. 
 Retrofit Class Opala into the Brisk Bubble Boats, which is equipped with bubble-wrapped cargo. 
 Change leaders non-dynastically to Aue Aue.
 
 Spoiler: Aue Aue 
Diplomacy: 2
Military: 4 + 1 + 1 -&gt; 6
Economy: 3 + 1 + 1-&gt; 5
Faith: 2
Intrigue: 1
 
 
 CCA - Good Names Go to Wastes - Vote for Mara Whanariki as the name for W37. 
 PRS - Display the Great Work of Drama at the Mall through weekly public performances, and place the tablets in a corner museum which can be viewed, but not touched, for a fee. 
 PRS - Send Athletes to the Sealympics, competing in Swordfishing, Seaquestrian, and Wastesailing. 
 Send GTZ Decor via Trade Route to satisfy Luxuries DI. 
 Accept Trade Route with COS. 
 Allow members of GREG to move units through Aniwana if necessary. 
 Resist all buyouts, sways, and any conversions not by the Way. 
 Work on a Monumental Undertaking... The Clinics (3/3).
   At last, the Clinics were complete and all of the citizens had made their way through at least once to receive their state-endorsed implantations (except for those who have received a medical or religious exemption, of course). Some hesitant people were curious as to why, exactly, Apo Ario would take such drastic measures to achieve this goal. Some believed that he wanted to make a quick buck as a result of the service fees. Others thought that perhaps he wished to unite all people in Miru Miru together, so that everyone could travel everywhere and therefore interact with everyone. The truth was never publicly released, by Apo Ario held a press conference in Kanapa about the astounding success of his program... and did a secret survey to catch any stragglers.    
 
 News and Rumors 
 
 Visiting Professors...
   
 Spoiler: Foreign Talent Requested 
With the astounding success of the Splendiferous University, President of the University Aue Aue decides it is time to hire a much larger faculty. Indeed, the Taikan students have been clamoring for greater diversity in terms of course offerings. The most efficient way to accomplish this, thereby increasing the satisfaction of the students and the amount students are willing to pay in tuition fees, would be to hire foreign talent. In collaboration with the government, Aue Aue sends out a job listing to all nations in contact with Miru Miru, promising high pay, strong benefits, and opportunities for research funding.

For more information on the University and the general content areas it teaches students, see  here .
 
   
 

 

 
 Spoiler: Bookkeeping 
 Favors :
ABS = 1
CCA = 1
DNA = 0

 Treasure  = 4 + 3 = 5 :(
 

 
 Spoiler: Miscellaneous 
 Monumental Undertakings:  
 The Statue of the Bubble Bender (3 actions) 
 The Aniwana Mall (5 actions) 
 
 
Epinephrine_Syn
    T I TAN  t   OF  I NDUSTRY       
Turn 22
  ? ??????  ? ?????    
   
 
   MAWbel v2.18       [   Songstress   ]  
 Dip:   [   8   ] 
 Mil:   [   5   ] 
 Eco:   [   8   ] 
 Fai:    [  10  ]  
 Int:   [   7   ] 

Next Turn: +1 Dip, +1 Eco


   Magma Pulse :     [   3   ]  
  Stat Actions Summary  
 Eco:  Construct Vault Depot in (61) 1/3
Nursery 1/2
Treasure 2/2
 Fai:  Implement Size 4 Eternal Communion Bonus: &lt;Bigger&gt; Is Better
 Dip:  Press Claim in 47 (spending 3 treasure)  Success (Because of treasure, Capitalism, Ho!) 
 Dip:  Construct Songspire in 51 1/3
Treasure 2/3
GRV help 3/3
 Dip:  Songspire 53 1/3
Treasure 2/3
KNH help 3/3
 Eco:  Mantlecracker 4/4 [Directional Lever]

  Discard Pile
 Eco:   Explore below Verja (61), OR Impress Merchants in 47  [Piezo-Phosphoric Crystals would work as a precious mineral, but not Degraded Superpolymers.] , 
 Dip:  Raise Rep with DNA, spending 3 treasure

 Mil:  Mantlecracker Completion 3/3[4] (was 2/3[4] last turn)
 Mil:  Mantlecracker 1/4
Nursery 1/3
Treasure 2/3
  
  Major Actions and Nonactions Glossary  
Define &lt;Bigger&gt; Is Better
Research The Lever
Provide Resources to DNA for Stopgap Supply Run (again)
Spend 5 on Opulent Optics for +1 Partial Prestige
Inventory of Lamentations
Sealympics Hosting Submission
Sealympics Entries
Attempt to discuss the construction of Songspires
Songspire Fluff of Grandiosity
Acquire Rep 4 with CCA
Rote Nonactions
Vote in Good Names Go To Wastes.
Monumental Undertaking
Response to SEN
Throw out a line to Fishhard Simmons




To-Do Action stuff
Fluff up Vault Depot
Fluff the Press Claim in 47
(respond to events)



Action Fluff
   &lt;Bigger&gt; Is Better   
 [Size 4 Faith Bonus] 
 Fluff:    “This turn I'll summon a larger and larger man, which will allow me later on to summon an even larger man.”  

Through the power of Industry, creations of steel can beget more creations of steel. For example, Mawbel builds two Cranes, she can then use those two Cranes to construct a Surfscraper. Further, the holy vestment of plastic makes one able to breathe the substance, and all other similar toxic fumes in, as if they were your average seawater. Through the creations of others this can manifest as small mechanical duplicates or grafts, but for Mawbel herself it makes her armies entirely inhuman when they aren’t out and out mercenary, and who cares if  those  die a turn later.

The immunity projectors take many shapes. Can be as large as a Beacon Truck, can be as small as a Paperclip in the hand of a general. All of which resonating with and transmitting to the filter devices on the bodies of all the soldiers to imbue the filter devices with power and help them survive the short term toxic environments they need to to get through the areas. Long term, the single-use plastic receptors might fall apart, but who cares? Just like mercenaries, they are expendable and recyclable.

 Mechanics:  You may take actions and troop movement across toxic (red) borders. If you recruit two or more units in a turn, you receive one extra unit.


 Directional Lever 
What good are gears if you can't turn them? What good is a railway if it only goes ons way on the rails? We need to design something that allows for modal transportation and increased complexity. Something that mere biology can't do, and definitely not very well. Putting a crab or a fin on the still? Needs to be fed, and is prone to making the wrong decision.

A lever will shift the Gargantuan Gears around the same way, persistently, one hundred percent of the time. A complicated set of levers can compute all the efficiency one needs to navigate around these polar deep depths. There is a magnificence behind saying Open Sesame, putting your foot down, and moving, by seemingly sheer force of will, an entire metal door that appears as if it would take ten mermen ten days to haul it out of place.


 Stopgap Supply Run Materials  On Loan, not Giving TP
Precious Minerals: Piezophosphoric Crystals
High Strength Fibers: Woven Seaweed x3, Sheerspun Fabric
High Quality Building Materials: N/A
5&gt;10 Pts Total End of Round 22 
 Spending 5 Treasure on Opulent Optics to Raise Prestige from 2&gt;2(1). Try to find irl brainspace to actually type fluff this time.


 Inventory Of Lamentations  Oh, what the reavers have wrought.

It's been quite a while since the angels from above descended to deliver their wrath. But way back in the depths of time, back when Mawbel wasn't just alive but a mere twinkle in a predecessors heart, the Reavers ravaged everything. Coming for all of Polar, with a lot of their target being the holdings of ESP. By recount, though it be vague, seven different assets were lusted after. Major assets. Though many were defended, some were not.

Those ruins can be reverberated even to this day, it is part of the fundamental breakdown, if Mawbel recalls right, of the Coral Dye Trade. Did you know at one point ESP owned the  entire  output of Coral Dye in all of Polar? Not just in name, which gets flagrantly ignored now, but in purpose? It is all gone, and while that blame is splintered between the A raiders and the S raiders and the R raiders, the cascade has left her economic interests in shames all the same. Mawbel is willing to discuss at length, giving details of third hand memories of remaining scraps and gestures.

Oh, and the isolates suffered too. Starved, lost their ability to work and make profits, got infected by sunrot. Something like that, yeah.


Mawbel puts forth a desire to attend the games themselves, and hosts an application as such. There’s an itemized list of what they want, which she applies.

It takes quite a bit for her secretary mercenaries to actually translate it to a proper submission form, but what can you do? It’s still delivered in time, and that’s what matters.
 
Sealympics Hosting Submission  Venue:  The wide, growing metal city of Husk Of MALON. Buildings and structures for every competition. The highlight is Surfbreakers, sprawling, super high structures that allow for the Breaching competition to be hosted easily, as these are undoubtedly the things that get closest to the surface as a launch point. At least, without it being a slow, painful incline far away from everywhere else. Many areas can be cleared out for rings, fighting or otherwise, the exterior migration and near pointless pilgrimage system can be used as a long winding race track. There is a frozen core of water that can be super-anti-heated to provide a skating ring.

The Figure Skating Ring is already constructed now, because it is the preparation area for the Figure Skating Team that ESP is preparing for the event. But more on that one later.

 Resource Identifications:  Herring. So much herring. Herring for days. Shrimp too. Many delicacies. Especially ones that will talk with you and make chit chat while you eat them. Fascinating, isn’t it? For the herbivores, there is Woven Seaweed to consume. Less scrumptious than the meat, but it’s still there. For transit, there are Ivory Legionares and sparkles of Limestone and Piezo Crystals to light the way. Little stationed areas all across polar to help guide people in the right direction, from foreign places and all. Decoratively, if the splendor is not great enough, Gold and Unblemished Wreckage can attract people in, providing so much for them to view. Maleficent Jellies produce ink too, and one can use them to make banners of each individual represented team and country, to help them get on inside.

 Attraction Write Ups:  The Magma Shroud is glorious to behold. The smog makes the entire air look like it has tremendous clouds, and they’re, once you get below them, entirely non hazardous. All the competitions happen below except for one, which will happen above the Shroud. The Crown Of Avarice glows and shines, providing bounty to the entirety of the region itself. It’s warm, providing a hum. The Molten Core of the Prime Mawbel will provide music and song, creating elevating music for every inch. Mawbel will be willing to provide oratory experiences no matter where it is held, but it being hosted within the thorns of her Place Of Power means she can deliver it in stereo rather than needing a stage to perform during Volley Halftime.
 
Sealympics Entries  Seacurling   GARGANTUAN.  What seems to be several half eaten Magaramachi heads shore up collect under that name. There are merchants too, but more as handlers and guiders for the ferocious eat-anything monsters. But when on the field, these things seem surprisingly capable of doing their task and getting the rock in the house.

They might eat the house afterwards though, so be careful around these oversized piranhas.

 Breaching   The DMG , a machine with a pilot inside, and a staff used for lights and fancy tricks. She's amazing, her identity is unknown, and some suspect that the person under the weighted hat is changed out from year to year. Frills and fins to twirl and bedazzle, a slender form with impact bags to both soar through the air and deal with the inevitable crash landing.

One would suspect that she is a thing of grace and performing actual magic, but no, the only magic is how one gets up that high and survives the comparative pressure difference. This the complicated mecha outfit

 Figure Skating :  Deeatrice and Olgalava , as the two most prominent Figure Skating freelancers on the bottom half of Polar, hired with the promises of money, grand prizes, and absolute fame. At first, this was meant to be a solo performance, but given how fierce the competition between these two was on the ring, Mawbel v2.17 decided to shift gears and make it into a duet.

To help with this, she has commissioned mechanical dance suits for them to wear. Sure, they have skates to wear, but ballet is a fine art, and isn't just about subtlety and presenting things, it's about symbolism and faith. Which can be expressed through money.

Naturally, the two hate it, but greedily have requested more and more, individually, from Mawbel to enhance their dancing techniques. Nobody has seen what kinds of performances they'll be giving off, but expect fireworks and ice cracking splendor.

Lets just hope the ice ring survives their show.

 Attempt To Discuss Songspires The Chora suggest that a threat is coming. The Eternal Spring notices the caution they suggest, and urges the other nations nearby in a moderate fashion to work together. It does not truly expect much. While it could efficiently help to solve the problems, it does not even have full permissions to undertake the task by itself, let alone the full manpower to truly push this task to completion. Diplomacy in Polar is chilled to the iron, and thusly the task seems incredibly rough.

After a good while of discussion, construction plans, and haggling, it seems said measures were a success. The Songspires should be relatively underway, and at least for the most part they can be considered done.

Both the nations of GRV and KNH have agreed to help ESP in their endeavors, as part of a collaborative effort. The building goes swiftly, and immensely. It's all up to Deep Blue now, whether they choose to construct things or not on their end.

 What is a Songspire? 
A miserable pile of secrets. Secrets soon to be uncovered by the Eternal Spring and sung to the world. But for now, it is the matter of construction of great rocks.

This will require more than rocks. This will require more than Big Rocks. This will even require more than Steel.

Using the Unblemished Wreckage, spiraling them into large high reaching towers, placing shells of ancestral long passed turtles within their core and lining them with decorative and rare gems for a glint of light. Each of these magnificent designs is elaborate and unique, both from floor to floor and between the two Songspires that the Eternal Spring helps create. The architect Mawbel v2.18 designs them as such, built from steel and stone and everything else, she is the world class expert in building things higher and higher.

Pointlessly high? Maybe. But the magic is there all the same, Mawbel can feel it.


 
Acquire A Controlling Interest in the Chelonian Chora (Pt 1) 
The Chora have been fantastic allies to the Eternal Spring. This is not unappreciated. In fact, it is something that they wish to reward and encourage more of. It is a portion of why they are willing to act towards the greater good, and build the songspires. The fact that the Kar-Nath, who have been good allies towards Eternal Spring, are also in goods with them is nice.

In a sense, this is the king of the frost naming a successor and welcoming them into the good graces. Mawbel promises that she only has good intentions in getting in good graces gith good gurtle fellowfin.

[The expectation is that KNH will step down to Rep 3 and that Rep 4 will be uncontested by them or anyone else. I am at Rep 2, and will go up 2 Rep due to 2 completed Songspires with a majority of actions (2 each) being taken by ESP. However, if (and only if) it is a contested roll, spend 3 Treasure on acquiring Rep 4.]



Rote Non-Actions
 
 Oppose Dominion Intrusions.

Black Noise (Spy 7): Contribute to Monumental Undertaking.
Maleficent Herring Cluster [Holy Order]:
Automatically defend against any unauthorized buyouts/incursions/sways/conversions/etc (through a resist roll, a -2 penalty, or both, as applicable).
Automatically oppose all unauthorized Buyout, Sways, or Impress actions within holdings ESP has Merchant Support in.
Automatically oppose all unauthorized Conversion, Sways, or Impress actions within holdings ESP has Clergy Support in.
Conversion Authorization: Allow and support any conversions to The Eternal Communion.
Buyout Authorization: Approve of the Buyout of TP 3 of Maleficent Jello by KNH.
Always utilize The [Toy] Hammer whenever possible to make it such that when you spend 3 Actions on a Great Project, to help these contribute to 4 actions total.
Activate and utilize Paperclips whenever at all possible.
Accept all players/nations converting to The Eternal Communion.
Accept all Cultural Exchanges and Trade Routes and other major gifts.
Accept the Trade Route from KNH.
Accept the refugees as a good labor source into Magma Falls (51), but absolutely resist their conversion attempt.
  
  Plastic Flower Recycling Routine
Contender Trade Route Pool: DPB
Deprioritized Trade Route Pool: LUX, RFT
Treasure Spent This Turn: 12?
If Treasure Spent ≥ Contender Countries
Then Skip redundant rolling phase, apply 1 treasure to all Contender Countries
Give 1 Treasure to: DPB
Skip meaningless rolling phase for Deprioritized Countries, the treasure doesn't do anything anyway.
Give X treasure to   [Error]  

Alpha-Machina Optimization Routine
Paperclips: 30
Approximated Paperclips This Turn: 11+2d3? (3 from Recycling Routine [Contender], 4 from Passive Treasure Income, 4 from Mamomachines, 2d3 from)
 Next Turn Paperclips: 41+2d3??  
 Vote for Mythic Devastation in  Good Names Go To Wastes . 
  Monumental Undertaking (Action 3) [Museum Of Frostbitten Culture]  
Gravetenders. Such elegant designs. Deliberately so, even. But aren't we all?

A lot of this new segment has been aided by Sersi herself during her discussions. Supposedly she even came to visit, and was given a playful little friend to leave with. Nobody knows how true these speculations are, but Mawbel does have considerable knowledge of fighting tactics from the Gravetenders now. This secularly sacred place is not the place for fighting, however, it is a place to histogrify the rituals and cultures of the Gravetenders for this world, and carved in stone in such ways that it may serve the world beyond this one. A world that may approach sooner than any living creature realizes.

Carefully they are depicted in pictures and in stone carvings that help aid the turtles, that help care for the eggs, although unlike the actual things these do not budge an inch no matter how much one shouts or discusses with them. They're poor company, but they're company all the same. There is an especially big one in the shape of Kreel, larger than life, sitting in the east wing of the Museum, a thing that towers up past the Museum and can be seen from quite a while away. It is hollow for denizens to traverse up and see through his eyes, a hand raised high in triumph, icy flame pouring forth from its hand. [/spoiler]


 
 Spoiler: Monumental Undertaking (Action 2) 
  Monumental Undertaking (Action 2)  
The Riftborn are heading out, and they soon will be gone. Collecting some measures of them, even their non-alive selves, should prove to be quite a wonder to behold. A Museum of sorts, for those who have fallen. Incorporated through the faith, in a small sheltered zone. A small portion of Draig Eggs kept in stasis along with them.

There's enough now that others can come see. Preserving cultures, going into harmony with the Chora, presented as a viewpoint along with those large figures of Gravetenders. Slowly more pieces come together, where all the faiths can be presented with all their edicts. With communion, comes life. With this life things shall be preserved eternally, no matter how cold and dim the world becomes.
 

 
 Spoiler: Monumental Undertaking (Action 1) 


The Draig are concerned their wonder will be lost, their story will be gone. Whether that will happen is up in the air, but the Songstress realizes that there is great potential in helping these denizens live a new life, and so begins her research. Little pools and puddles, simulated baths. For some reason, smelted silver does not seem to be very effective at housing eggs, or the [redacted] they need.

This may take a lot longer than she initially thought... But she is willing to invest in this regardless. It doesn't take a significant amount of resources, is a diplomatic win bigger than the costs, and hell, if Mawbel v2.9  [  Songstress  ]  actually can procure her own dragon brood... that'd sure be a sight to see.

Such a plan will take quite a while to come to fruition, however. Right now Mawbel is still working on the science of making a functioning hot tub at all, although this is something her guests are more than welcome to give recommendations for. Turns out Hot Springs are a wonder for tourism, yet another benefit. Win-Win-Win-Win all round.
 

 Response to SEN 
The bargain is complicated, it is very hard to pull these allies of mine into something of a long, long drawn out fight over a territory that wasn't quite mine to begin with. I have enough trouble making sure they will defend my core assets, rather than those that are part of extraneous deals.

Besides, it seems like there are deep, deep problems within Blacktide that may surface. It seems better to wait for the sand to settle and then, if appropriate, acquire the region once it is truly free of hostile forces.


 Power Word:  Summon Bigger Fish  Covertly, an offer is sent. Of many things, of discussing many things. Specifically, to  Fishhard Simmons . Mawbel v2.18 [  Songstress  ] has realized that recruiting a health professional for her... unique, undead case is a really good idea. And, following the example of other nations trying to vye for Lance, she makes her own covert bid.


 
 Spoiler: Shell Counting 

  
 
Treasure: 15/15
Vaults: 0
Passive Treasure Income: +4
-5 Opulent Optics
-3 Press Claim
-4 Project Acceleration
+2d3 Witherwights
+4 Mamomachines
 Next Turn:
11+2d3/20 Treasure
Vaults: 1 
 
Primary Regions
51 ESP/ESP/ESP - ETC/ETC/ETC - XXX/ESP/SEN/*? - H-Maleficent Jelly/N-Megafauna Mounts
61 ESP/ESP/ESP - ETC/ETC/ETC - Opn/ESP/Opn/*Btl - H-Burrowing Glacier Shrimp/N-Unskilled Labor


47* [0]
49* [2]
51^ (4) [1+-]
52* [1]
56^ (5) [2]
57^ (6) [3]
58^ (2) [1]
59* (0) [0]
60^ (3) [1]
61^ (4) [1+1]
63^ (3) [1]
66^ (4) [2]
67* [1]
68^ (3) [1]
71* [1]
77* [1]
W22** [1]
 

Artifacts
Plastic Flower
Mechanics: For every treasure you spend in a single round, a randomly selected Player that you have a Trade Route with gains one treasure at the end of the round.
Toy Hammer
When you spend 3 actions on a Project, get a fourth one for free.
Ships
Big Boulder
Nightguard
Alpha Ex Machina


Trade Routes
RFT
LUX
DPB
Next Turn
KNH 
  Mission Statement/Core Values: 
  Secure    Industrialize  emotional software   within Polar (Hivemind and Isolate Alike) against outside intrusions.  
  Guarantee long term    s ecurity for   the corporate entity known as   Eternal Spring.
  Engage in cooperative crowdfunding and projects to    b ring    Prosperity      unto all lifeforms.  
 
Faith Dossier in Round 16 Post:  Give The Eternal Communion A  Soul  
 
 
 
 Spoiler: Titanic Mechanics 

Finally complete, the Magma Shroud in Verja, newly churning heart of the Eternal Spring, first of its kind, springs into a cruel simulacrum of life. Smoke and heat alike belch forth from the opening at the structure's peak, bringing to mind the Colossus Draig which already stalk the frigid waters nearby. From behind masses of already soot-stained paneling and struggling insulation seeps a sinister and cyclic red glow, draining into the eyes of onlookers through sieves of swaying thrumming cables and enormous rattling pipes. From towering mechanisms diffuses the fell influence of the great and hungry avatar of desire and prosperity which some call the Hidden Hand, permeating all who look upon such marvels of industry with the power of Mammos. Here, there is Potential unrivaled. Here, the world bleeds to feed the fires of Prosperity. Here, a new Titan is born - a  Titan of Industry .

 
 Spoiler: Titan of Industry Mechanics 

  Industrialized Investment:   The fires of industry are fueled by many things - chief among them being capital investment. A Titan of Industry may spend 2 Treasure as part of a Project action to boost that Project's progress by an additional action. May be used on all Titanic Projects and most other region-specific Projects, limited only by Treasure and action availability.

  Pollution:   As subaquatic industrialization continues, existing ecosystems ÃƒÂƒÃ‚Â‚ÃƒÂ‚Ã‚Â– be they natural, engineered, or somewhere in between ÃƒÂƒÃ‚Â‚ÃƒÂ‚Ã‚Â– are commonly destroyed and the water becomes foul and choking. As pollution builds up in a region, its travel, construction, and life are likely to become progressively more difficult, eventually resulting in the region becoming uninhabitable.

Titanic Projects produce Pollution, which can have significant effects on a regionÃƒÂƒÃ‚Â‚ÃƒÂ‚Ã‚Â’s habitability. Every 3 Pollution in a region increases the costs of most Titanic Projects by 1 action. Pollution can be managed by the use of Dump Sites to dispose of waste and shift pollution away, or Mantlecracker Techs to reduce operational penalties in Polluted regions.

At 3 or more Pollution, a regionÃƒÂƒÃ‚Â‚ÃƒÂ‚Ã‚Â’s borders are considered Polluted (in addition to whatever other border type they may have)Polluted borders cost an additional region to cross for the purpose of Distance losses (with attendant effects on distance penalties), and each Polluted region crossed adds a flat -1 penalty to action rolls, which is not reduced by distance penalty reductions.

At 6 or more Pollution, a regionÃƒÂƒÃ‚Â‚ÃƒÂ‚Ã‚Â’s borders also become Toxic, in addition to whatever other border type they may have been previously. If the regionÃƒÂƒÃ‚Â‚ÃƒÂ‚Ã‚Â’s borders were already Toxic, each region that shared a Toxic border with the Polluted region gains 1 Pollution as a result of spillover effects.

At 10 or more Pollution, a region becomes Contaminated, uninhabitable even for a Titan of Industry until the Pollution level is reduced.

  Titanic Projects:   A bunch of new and exciting projects to work towards; must be in an owned region or a region where you have mercantile support.

Titanic Projects may be destroyed with a Sack action if in a controlled region - like Sacking a Trading Post, this is likely to upset local Merchants. They may be damaged by Sack actions if in a region one does not control - while damaged, they do not provide their normal effects, but still produce Pollution if that Pollution is local. Titans of Industry may use Economy to resist Sacks of their Titanic Projects in regions they control. A destroyed Magma Shroud disables all other Titanic Projects dependent on them in the region, which will only produce 1 Pollution each until a new Magma Shroud is built. A damaged Magma Shroud will result in Titanic Projects dependent on a Magma Shroud shutting down one by one over time unless it is repaired. A Titanic Project requires 1 action to repair when damaged, or 2 if the Sack was a Great Success.

 Magma Shroud :  This extreme depth borehole provides access to geothermal energy in massive quantities. A must-have for any budding industrialist looking to reach the next level!  - Effect: Required to start almost any other Titanic Project in a region and reduces the Treasure cost of Industrialized Investment by 1 for Project actions in the region; Action Cost: 5 Economy actions (cost reduced by 1 action per Depth Level), Pollution: +2.

 Energized Extraction :  Connecting geothermal energy plants to extraction and processing facilities all across the region increases both nominal and actual yields massively!  - Effect: Owned TPs in region count double; Action Cost: 2+TP Count Economy actions, Pollution: +1 per TP

 Industrial Research :  Conducting organized research into the science of automation and production can provide many advances; foremost among them massive increases in extraction, processing, refining, manufacturing, transportation, and/or military capabilities.  - Unlock a Mantlecracker (alt: Industrial) Technology as well as the specific Factory type(s) which powers it, that can only be constructed in regions with an appropriate resource type. Actions Cost: 4 Economy or Military Actions or one Economy/Military 10, produces 1 Pollution.

 Construct Factory :  Undercompensated workers, automated mechanisms, enslaved demons, corrupt unions - whatever the source of your labor, if itÃƒÂƒÃ‚Â‚ÃƒÂ‚Ã‚Â’s cheap and plentiful, it's productive.  - Effect: Establish a Factory with a type based on the local resource; Factories are used to power Mantlecracker Techs, Action Cost: 5 Economy Actions (3 if City present); Pollution: +3

 Vault Depot :  Storage depots to handle industrial quantities of goods have always been important to industrially developing powers - who cares how much habitat for native flora or fauna has to be cleared to make way?  - Does not require a Magma Shroud in the region, Increases Treasure Storage by 5, 3-action cost, Produces 1 Pollution.

 Dump Site :  Naturally, massive increases to production throughput means a similarly massive increase to waste output, which must be effectively managed. The most effective management for waste is usually to put it far away from oneself, and this highly sophisticated and specialized facility does just that!  - Reduces local Pollution by 4, and increases Pollution by 3 in a specific neighboring non-Wastes region. 3-action cost.
 

 Mammos's Hidden Hands: The Eternal Spring may use Faith actions in place of Economy actions for Projects as long as they are spending Treasure for Industrialized Investment for each such action. With ESP becoming a Titan of Industry, and effects of the Safety Net, Mammos may now communicate much more freely and directly with players. It no longer costs Treasure or requires an intermediary to communicate if in Verja (61). 
 

  
Titanic Factory  
Region 61
Pollution:  0 (-1) [2+1+3-4-4]
 Next Turn Pollution: 0 (0) [2+1+3-4-4+1+1] 
Structures:
Magma Shroud Pl2
Mantlecracker Research Facility [Gargantuan Gears [Rudimentary Submarine Railways]] Pl1
Labor Factory Pl3
Dump Site 61&gt;54
Mantlecracker Research Facility [75% Complete] Pl0


 Impending Construction
Mantlecracker Research Facility 61 [???] Pl1
Vault Depot 61 Pl1
 

Region 54
Pollution: 6 (6) [6]
 Next Turn Pollution: 6 (6) [6] 
 Mantlecracker [ Industry ] Technologies  
 Spoiler 

  Rudimentary Submarine Railways:   By evacuating the water from these tunnel systems, incredible speeds can be achieved, making efficient transportation of goods and personnel a breeze! Dynamic co-synergies have never been more optimal! 
3-action plus Depth level project, +2 Pollution. Player capitals with a contiguous Submarine Railway connection have a trade route created between them. May trade TPs as a non-action to players with a Submarine Railway network connection from their capital to the region. Requires a Labor or Hard Metal Factory. 
 

 
 Spoiler: Tag List 

Magma Color Tags (Low-Medium-High)

[COLOR="#993333"]
[COLOR="#cc6633"]
[COLOR="#ff6633"]
Prosperity
[font=Brush Script MT][SIZE=3]
 
Volthawk
 
   The Cyphiri Union   
  Round 22  
 Regions:  Cyph-Arel (122, Capital), Pyl-Garat (129), The Emerald Tidelands (124), Carr-Narin (121, Colony), [Unnamed colony] (191, Colony)
 Ruler:  Ashal Hallus
 Faith:  The Flowing Way (The Cyphiri Way)
 Diplomacy  7  Military  7  Economy  10  Faith  6  Intrigue  3
 Voice of Harmony:   Lyric  6  Passion  6
 Merchant Marine 
 
 
  Actions  
 End of Turn Ruler Increases:  +1 Diplomacy, +1 Military
 
 Recruit Unit (Wonder activated; 3 Treasure spent for +1 unit) [Military] - Unrolled
 The Retainer Guard isn't fit for purpose in a world that is rapidly becoming more dangerous. More retainers must be hired, two new regiments being formed out of the cream of the crop at the Mercenary Exchange.  
 Impress Aristocracy of 191 [Passion - Military] -  15, Success 
 While the population of the tropical colony were sincere in their wish to stay removed from Union politics, that didn't mean that the Union had no presence there. After all, the bonds of obligation connected all Cyphiri, and entitled several Houses to move into the new colony with their retainer mercenaries. They don't interfere directly in the governance of the colonists, deferring to them on most matters, but stress that they are there to provide protection to the Cyphiri living there, given the increasingly dangerous waters they had settled in.  
 Press Claim on 126 [Diplomacy] -  14, Success 
 Lanit Hallus had been working on bringing the swarmkeepers in the brackish waters west of Cyph-Arel into the Union for over a decade now, and with the family she married into now in a prime position in the region, bringing many of the swarmkeepers under their influence and effectively becoming the main authority there, and in turn being convinced to look positively towards the Cyphiri. The swarmkeepers had already been given a place in House Hallus as a part of Lanit's marriage, and over time had seen the merits of the Union, and with Lanit's husband becoming the new head of his clan after some skirmishing with opposing clans killed off the old matriach of the clan (and their child next in line), and with the Cyphiri already having a major presence in the region when it came to matters of faith and coin, it's easy to convince the other power players to accept joining the Union proper. In turn, those individuals bring the rest of the clan and then those they ruled over into line, bringing Lanit's long plan to an end and beginning the official process of integrating the region into the Union. In the Union itself, most of the details are a little fuzzy to most Cyphiri but the swarmkeepers had always been a strange, enigmatic neighbour, and many were excited to learn more.  
 Volunteer to search for the Titanic Relics [Diplomacy] -  12 
 The idea of the Titanic Relics, and the history behind them, capture the imagination of many Cyphiri, and pressure builds for an official response to the challenge. Eventually, an official response to the Stewards, and a request for information, comes from the Belar family - after everything that has happened to them recently, the family needs something to let them power through the malaise they've been in after Rendal's death, and Olnet (the new captain of Wayfinder) believes that this is it, the way that she can lead her family into the future. Particularly as it will likely put the family's focus back out into the unknown, rather than lingering around the tropics.  
 Conduct Artistry [Lyric - Faith] -  16, Success 
 While more material matters have taken up much of Ashal Hallus' time as head of the Council so far, particularly given all the excitement related to the tropics, she finally now finds time to work on personal projects - prime among them, the song that Baran had left her. Representatives of House Hallus are sent across the seas, returning with information about the songs and artforms of the many cultures and nations found across the world, and Ashal spends much time in her private quarters, working to synthesise the cacophony into something more harmonious, a song that would carry all of those varied meanings and make them into something greater.  
 Buyout TP1 of 135 [Economy] -  20, Success 
 The Yallan family, an obscure small family under the banner of House Hallus, makes their first steps into the international stage, a group appearing in the Glossian Sea with what can only be assumed to be financial backing from their House, establishing a presence for themselves in the local crystal trade, snapping up former Lux-Glossian businesses that found themselves without a major backer in the light of the Shades' fall.  
 
  Nonactions  
 
 Allow militaries from signatories of the Flowing Peace to move through Cyphiri waters without interference. 
 Treat Cyphiri-owned regions as hostile territory for any and all SHK/LSD attacks. 
 Provide Cobalt Dye and Titanic Rune-Carved Fossils to the Ironkelp Order through the trade route. 
 Assist all Buyouts of Open Mercenary Retainers TPs in Pyl-Garat (129) from MIR, MGM and all non-Tropical countries, Hinder Buyouts from non-MIR/MGM Tropical countries.
 While the directive to hinder attempts by tropical countries to acquire mercenary contacts is broadly understood and followed (along with the implied except for the Miru Miru), the Magaramachi are a bit of a sticking point. They were also heavily involved in the mercenary business, after all, and representatives from each country's exchange had visited the other at some point or another over the years (even if the nature of a visit by some magaramachi is...rather different to one from House Pylet representatives), and frankly they got up to so much random violence that if they were willing to pay for backup House Pylet would be fools to refuse them. With that in mind, even while Maramachi mercenaries raid Cyph-Arel for loot, in Pyl-Garat the same raiders are welcome guests and potential business partners.  
 Passionate Harmony - Gain 1 Unit
 Responding to Ashal's call, the Knights of the Cavern of Arthan grow in numbers - as always, many of those new recruits don't take combat roles, but enough do to form another company of skirmishers to support the Retainer Guard in any military actions.  
 Finish a Monumental Undertaking - Arellian Mural (5/5; +2 Prestige)
 Finally, after delays and many years of painstaking effort by an ever-increasing amout of workers, Taran Leryn's grand vision reaches the point of realisation. Artwork adoring the bare stone found all across Cyph-Arel, the pieces in the northest relating to the distant past, with some relating to the Cyphiri itself, other close friends and those they're tied to, and yet more about the world itself (some of the last category relating to the world before the catclysm that the sages believe existed, with remnants in the wastes, Taran and the artists under him taking the opportunity to be rather imaginative in their depictions of the old world and the disaster that befell it), becoming more and more modern as one moves southwest - the time the Cyphiri spent limited to Cyph-Arel, speculation about how one group made it to Orope in those days, then moving into the early days of freedom and exploration, then approaching the modern day, the scenes depicted becoming increasingly varied and far-flung as the Cyphiri learned more and more about the stories of the world, before...nothing. A long stretch of stone in the south of Cyph-Arel, on the approach to Pyl-Garat, is left bare. After all, Taran says, it is not his place to make grand claims about the path the flow of the future will take, no matter how much followers of the Flowing Way think they know it, and he'd rather leave that for those artists in the future to depict.  
 Contribute to Ludis Ire Ludis!
 
 Spoiler 

 
 Hosting Application: While the Union Council itself decides not to apply to host the games, House Pylet goes it alone (well, alone at first - as is the way of these things, many other families get involved once they catch wind of it and lend their support) and sends an application to the Committee.
 
 Venue: The center of House Pylet's plan for hosting is, perhaps unsurprisingly, the Union Mercenary Exchange. The large central tower had plenty of space for official business, after all, and the city that had sprung up around it had lodging houses and other services aplenty to cater to visiting clients and mercenaries in their off time. As for the events, well, mercenaries always needed to train and liked a good fight, and as such a wide array of training grounds, fighting pits and obstacle courses have sprung up around the Exchange - it wouldn't be hard to get use of those facilities and temporarily turn them into more dignified venues. 
 Resources: One thing Pyl-Garat does do  very  well is food. Compared to the average Cyphiri found elsewhere, eating meat has always been a large part of the local culture, and the biggest dish in the region is a cut of meat from a Domesticated Sea Cow (imported from the Tellan-owned farms in Ruwa Mai Juyawa), typically seasoned with the ground root of Ray-Ear Seaweed, and cooked in jars heated by Swarm Ash. These days, some match the dish with finely and precisely prepared Hollow Sunfish, with Delicate Mussels being a new and still quite rare delicacy from the tropics. Beyond that, still-living Domesticated Sea Cows are quite good at hauling, allowing for the movement of guests and equipment across the region (with larger tasks rarely carried out by Mammoth Seals instead, even if those are more usually seen in the hands of exploration-focused families and opportunity scouts rather than at home), and when it comes to decoration the Cyphiri have quite a few options - things made from their Native Gold, of course, but also Cobalt Dyes from Palacia, a selection of impressive-looking (but not particularly useful for military use) Titanic Rune-Carved Fossils, the newly-acquired Dragon Scales from polar waters, with a variety of light sources (living Biolumiscent Tunicates and, more recently, a variety of lamps experimenting with the best way to use Scouring Serum as a light source) to show off the decorations and make sure that the action isn't too dark to see. Security is also well in-hand, given the force of Mercenary Retainers whose contracts are held by House Pylet. 
 Attractions: The main attraction is the city itself, of course, perfect for anyone looking for a little excitement. Mercenaries on their time off tend to have a fair bit of money and a need to blow off some steam, so there's a wide variety of ways for the visitor to enjoy themselves, no matter what exactly their preferred way of doing so is (even those wanting some peace can go to the area of the city most filled with Cyphiri followers of the Way, who like things a little quieter to figure out the Way and tell their stories). Beyond the city around the Exchange, the main other thing of note in Pyl-Garat are the vine forests, dense clusters of plants in which many varied animals, like the cralscye, reside - many of these were hunted by the Pylet in the early days of the colony, a practice they've had to dial back in the last decade or two, reserving it for the more powerful family members in each settlement (although they're happy to extend the privilege to guests that are respectful, interesting or wealthy), ensuring that the biodiversity remains. For those who still want to know about what's going on in the wider world while the games are going on, the Melrit News Network is based here in Pyl-Garat, and are happy to provide relatively up to date news to anyone who requests it, as well as offering a dedicated messenger service to allow visitors for an the games to keep in touch with those at home through their comprehensive photospore network. Beyond that, it's a short and well-travelled journey northeast to reach Cyph-Arel and see the sights of the capital of Cyphiri culture - places like the Grand Archive (those that respect knowledge are always welcome to contribute or learn of the past) or the Great Hall of the Union (where the Union Council convenes and governs the nation), while going in the opposite direction can bring someone wanting something a bit different to various regions held by the Gotezhar, including their capital. 
 
 
 Athlete Selection and Games Structure:
 
 Wastesailing: While the Belar are naturally the best among the Cyphiri at travelling the wastes - one needs only look at how much of it they've charted and how many resources they've found out there - it's deemed that the family is...politically unsuitable for the games, given reccent events, and in any case Olnet (the new captain of Wayfinder) will be busy in the future if the Steward accept her request to find their relics. Instead, this is another task that falls to the Yallan family, who claim to have experience in the wastes due to handling part of the operation shipping rune-carved fossils out of the wastes (something which, until now, everyone had thought was an entirely Belar-owned operation). While that work isn't quite the same as the course set out in wastesailing (the fossil-carrying ships taking routes known to minimise the risk of failure out in the wastes, and with frequent maintenance on their return to safe waters, compared to wastesailing making pushing that risk a big part of the point), Terlik Yallan and his crew are confident that they'll do a good job. 
 Swordfishing: The Kalan decide to take this one, reasoning that their carapace means that they'll be in a lot less danger than the average quite squishy Cyphiri, and in any case this was close enough to combat to be within their area of expertise. Leon, a lower-ranking officer in the Retainer Guard, is chosen among the Guard to represent them in the games. Cavalry had never particularly been a thing the Kalan did, but it shouldn't be too hard to learn, right? 
 Supermarine Volleyball: The swarmkeepers (strange neighbours of the Cyphiri who had been slowly integrating into the Union over the last decade and had recently announced the formal process beginning) declare that they'll handle this sport. After all, they reason, the brackish waters of their home are far more akin to the environment outside of the water than the more hospitable waters the Cyphiri and Kalan dwell in, and the head to toe clothing they always wear might offer them some protection from the harsh glare of the sun. When it comes to the sport itself, it's still a new thing to them, but close enough to one of the sports the swarmkeeper clans play between each other that they think they can handle it.  
 
 
 Fishard Simmons/Lance Finstrong: Both coaches have their offers politely refused by the Cyphiri. Finstrong's offer is refused less out of a sense of honour and more a combination of uncertainty about what exactly the man was planning on putting in them, not wanting to run the risk of getting caught, and simply not wanting to pay his fees, while none of the involved families have the time to dedicate as much time and focus to Simmons' training as he demands. 
 
 
 
 Vote in Good Names Go to Wastes, choosing Rendal's Vigil for W36 
 Use Aristocratic Support in Cyph-Arel to Hinder MGM Sacks and resist both sacks:  14 for both. 
 A raid on the heart of Cyphiri territory was...very much unexpected, but luckily the Magaramachi passing through Carr-Narin first gives the Retainer Guard stationed in Cyph-Arel time to prepare, and the scattered and individualistic approach of the raiders gives them the opportunity to divide and conquer to wrangle the Magaramachi and make some arrests. The ease of questioning and the information in their answers are both...about what the Guard had expected, really. A little loud for the Syndicate, but they'd still been expecting some kind of reprisals.  
 Respond to the Magaramachi Ultimatum.
 While the response to the declaration by DON'T-EVEN-NEED-MERCENARIES is met with no small amount of concern from the average Cyphiri, the response of the Retainer Guard captain assigned to protecting Cyph-Arel is rather more positive. Halar, a former member of House Pylet who made his way into the Council Fund and then the Retainer Guard after proving to be one of those rare Cyphiri with an inclination towards fighting, had been rather bored of his posting until now, and besides the promise of a lot more excitement to come had seen a potential opportunity in the ultimatum. With that in mind, the Guardsmen who bring back the caputred Magaramachi also come bearing a challenge from the guard captain to the head of the mercenaries - a bet that they would fail on their declared mission, and the offer of an incentive if they succeeded balanced against an obligation if they failed. If they succeeded, and damaged both focal points of the Cyphiri-held gold industry, then Halar would double the loot they carried away, but if they failed and the gold business flowed uninterrupted by the end of the decade, then Halar would choose another target for them to carry out a similar level of focused raids on. 
(to explain in mechanical terms, if both TPs are sacked, I'll give you 2 Treasure ASAP, but if both aren't sacked, then I'll pick someone for you to raid. If it's one done one not...eh, maybe a wash, maybe not, we'll see then) 
 
  News and Rumours  
 
 The oceans are feeling like an increasingly dangerous place to many Cyphiri. The looming threat presented by the tropics, apparently friendly groups having darker sides few could predict, the Reavers attacking the heart of the Union and failing to be repelled...it's enough that some Houses are suggesting that the Union takes a more aggressive stance towards dealing with potential threats, and that they should follow the example of their allies in the Flowing Peace when it comes to making their presence felt in the oceans. They're not making strong progress in convincing most of the representatives of other Houses in the Union Council, but Ashal Hallus herself has been quite receptive to the ideas these families are suggesting. 
 In light of the accusations about the nature of the Reavers and Divine Nacres by the Gotezhar going unchallenged by the Nacres themselves, and even the organisation's close allies being unable to refute the overall point of the Gotezhar (even if the details and the morality involved may be disputed), attitudes towards the Divine Nacres begin to turn sour in the Union. Those in leadership positions keep relations polite and friendly for now, not willing to risk the benefits of their relationship with the organisation, although some are beginning to wonder if there are benefits to using the discontent to carry out research in fields proscribed the Nacres - nothing has actually happened yet, and all plans are private considerations rather public declarations, but the signs are there, such as the Genesplicer given to the Union by the Nacres going unused for now (the delay is blamed on the climate in tropical waters being rather unfriendly towards the Cyphiri), and some of the opportunity scouts wandering the oceans having a rather precise list of things they're searching for, resources that some may recognise as being key to a particular sort of Gotezhar technology, the use of which is currently proscribed by the Nacres. 
 While the Cyphiri are unfortunately (and rather ironically, given their love for the Flowing Way) not that adept at finding out the secrets of others, when it comes to the destruction of the temperate Holdfast the Cyphiri generally have two suggestions for any Nacres who ask - the Lambent Syndicate are always suspects, having done similar acts of destruction in the past against the holdings of other organisations, but the details to this one makes the Finalists sound like the ones the Nacres would want to question. Those guys were all about the apocalypse, after all. 
 Depthseeker Zivan's findings around the destruction of the Smoking Gardens in the Meadows of Elyan’dan are met with...little surprise by most Cyphiri. Of course the Syndicate did it, using Taman as a proxy - just another thing to add the pile of their misdeeds. Some Cyphiri also point out the fact that one of the Stewards' closest allies among the powers of the seas has just signed a defensive pact with the people responsible for the destruction of Abyssal Steward holdings - they don't outright pass judgement, but can't help but note that the Hymenocera seem to have chosen a side in the Lambent Syndicate's campaign of hostility against anyone who isn't a neighbour. 
 While many Cyphiri, many with more confidence than actual talent, leap at the opportunity for a teaching position in the Splendiferous University, mostly within the Tawito School of Histories and Legends (if nothing else, the school'ss library grows from this attention, many of the visiting Cyphiri having their own collected stories and records from their dedication to the Way and being eager to share, even if most aren't actually good teachers), one person mainly stands out. Welpir Yellan, someone with no presence in the Union's own academia and research communities, and coming from a family that had otherwise been very much obscure and barely heard of (in fact, it's quite hard to find any records relating to them that aren't quite recent, the earliest being less than a decade old), nonetheless has made quite a splash in the Blubba School of Expeditions and Depths, displaying a comprehensive knowledge of Cyphiri waste-delving technology, and the organisms used in their vessels, as well as quickly picking up the fundamentals of the bubbles used by the Miru Miru, working with the school to push the field of deep-water exploration to new limits. 
 
  Statistics  
 
 Spoiler 

 Special Actions Available:  Diplomacy 5, Military 5, Faith 5
 Special Actions Used:  Economy 5

  Diplomacy  
 
 Spoiler 

 Reputation/Favours 
 The Abyssal Stewards:  Rep 3, 0 Favours (Expected Change: None)
 - Welcome: +1 to resist Sacks and Coercion
 - Friendly: +2 to resist Secret Actions
 - Favoured: Access to Magma Forges
 The Chelonian Chora:  Rep 2, -1 Favours (Expected Change: None)
 - Welcome: +1 to resist Supports becoming Open or Unruly
 - Friendly: Distance Losses triggered every fourth region; -0.5 distance penalty (-1 if target is adjacent to/has a CCA base)
 - Voice of Harmony:  Various benefits  ( Passion rules )
 The Divine Nacre:  Rep 2, -1 Favours (Expected Change: None)
 - Welcome: +1 to Exploration, Prospecting and Colonisation
 - Friendly: +2 to Investigations
 International Prestige:  Prestige Rank 2, 0 Prestige (Expected Change: None)
 - Respected: +1 to Establishing and Pressing Claims and Promoting Claimants
 - Admired: +1 to attempt/resist Sway and Impress actions

 Bases 
122: Reefback Nursery
124: Smoking Garden

 Cultural Exchanges 
Costa Sereia

 Cultural Identities 
Troubled Supports (Sway and Impress Reaved and Unruly factions)

 Great Works 
The Palranic Anthology (Literature; kept in Cyph-Arel)
 

  Military  
 
 Spoiler 

 Units:  5 (Expected Change: +3)
 Unit Cap:  14 (Base 3 + 3 Regions + 7 Supports + 1 Wonder)

 Aristocratic Support 
91, 122, 129, 101, 111, 124, 126

 Generals 
Note: Generals with a Passion score are War-Singers, ruler is always a War-Singer
Renald (Mil 8, Passion 7): Prime Targets (Free Sack attempt on offence, -2 enemy leader loss on defence, -20% own and enemy casualties)

 Perfected Tactical Doctrines 
None

 Fortresses 
None

 Military Technologies 
    Technology 
 Type 
 Effect 
 Requirements 
 Met? 
 
  Blood Algae 
 Sappers and Siege Weapons 
 +20% enemy casualties and +10% own casualties in Depth 0 regions 
 Supernatic Propogation 
 Yes 
 
  Death Commando Conditioning 
 Logistics and Morale 
 -10% own casualties 
 Graduated Symbiosis, R: Corpses/Skeletons 
 Yes 
 
  Devolving Standards Integration 
 Combat Drugs and Medicine 
 After battle victory, gain +1 to battle rolls for (half enemy units lost) rounds. 
 Composite Grafting 
 Yes 
 
  Reanimation Colonies 
 Warbeasts and Mounts 
 +1 to Battles 
 Graduated Symbiosis, R: Siren Extract 
 No 
 
  Razor Current Netting 
 Fortifications 
 +10% enemy casualties and +1 to maneuvering when defending or attacking with a foothold 
 Composite Grafting, R: Glass 
 No 
 
  Supermarine Artillery 
 Dropping Weapons 
 +1 to battle and maneuvering rolls in Depth 0 regions 
 Supernatic Propogation, Photospore Signalling, R: Giantsbane Seeds 
 Yes 
 
  Combined Arms Integration 
 Dropping Weapons 
 Additional +1 to battle and maneuvering rolls in Depth 0 regions 
 Supermarine Artillery, R: Soldiers 
 Yes 
 
  Magma Forges 
 Special 
 +1 to battle rolls, +1 to rolls vs Titans, +1 depth access 
 Hard Metal 
 Yes 
 
  
 

  Economy  
 
 Spoiler 

 Treasure:  5 (Expected Change: +1; Rate 3 - 3 Actions + 1 Mammomachines)

 Trade Posts 
 Effective Total TPs  28
 Treasure Rate  3

 Foreign TPs with Owned Mercantile Support  5
    Trade Post 
 Resource 
 Use 
 Support 
 Rate 
 
  32.1 
 Delicate Mussels 
 Filtration Grafts 
 Open 
 1 
 
  71.2 
 Dragon Scales 
 None 
 Seatide Confederacy 
 1 
 
  109.1 
 Swarm Ash 
 Bitter Tourism 
 Open 
 1 
 
  117.1 
 Biolumiscent Tunicates 
 Support of 118, Holographic Certification 
 Costa Sereia 
 1 
 
  118.1 
 Domesticated Sea Cows 
 Support of 126/139 Megafaunal Caravans 
 Cyphiri 
 2 
 
  118.2 
 Domesticated Sea Cows 
 Support of 126/139 
 Cyphiri 
 2 
 
  122.1 
 Native Gold 
 Joined-Stalk Companies 
 None 
 1 
 
  122.2 
 Native Gold 
 Joined-Stalk Companies 
 None 
 1 
 
  124.C 
 Hematite Flakes 
 None 
 Costa Sereia 
 1 
 
  127.1 
 Ray-Ear Seaweed 
 Support of 121/122/123/140, Oxygenating Implantations 
 Costa Sereia 
 1 
 
  129.C 
 Mercenary Retainers 
 Union Mercenary Exchange, Combined Arms Integration 
 Cyphiri Union 
 2 
 
  134.2 
 Cobalt Dye 
 None 
 Costa Sereia 
 1 
 
  139.1 
 Fertilising Seeds 
 Supermarine Artillery 
 Cyphiri Union 
 2 
 
  140.1 
 Scouring Serum 
 None 
 Cyphiri Union 
 2 
 
  142.2 
 Hollow Sunfish 
 None 
 None 
 1 
 
  173.1 
 Tiny Tubeworms 
 Filtration Grafts 
 None 
 1 
 
  186.1 
 Mammoth Seals 
 Seeker Barnacles 
 None 
 1 
 
  W35.1 
 Titanic Rune-Carved Fossils 
 Reanimation Colonies 
 None 
 1 
 
  
 Mercantile Support 
118, 122, 123, 125, 126, 129, 139, 140, 170

 Cities 
Union Mercenary Exchange (129; Mercenary Retainers TP + Sacks)

 Trade Routes 
Cyphiri - Ironkelp Knights
Cyphiri - Kar-Nath Hegemony
Cyphiri - Chelonian Chora (Firstreef)
Cyphiri - Draigiau Residuum Gathering

 Specialised Ships 
Wayfinder

 Civilian Technologies 
    Technology 
 Type 
 Effect 
 Requirements 
 Met? 
 
  Composite Grafting 
 Starter 
 None 
 None 
 Yes 
 
  Graduated Symbiosis 
 Starter 
 None 
 None 
 Yes 
 
  Megafaunal Tailoring 
 Starter 
 None 
 None 
 Yes 
 
  Photospore Signalling 
 Starter 
 None 
 None 
 Yes 
 
  Supernatic Propogation 
 Starter 
 None 
 None 
 Yes 
 
  Trophic Deconvolution 
 Starter 
 None 
 None 
 Yes 
 
  Bioluminescent Navigation 
 Depth 
 Allows access to Depth 1 regions 
 Photospore Signalling 
 Yes 
 
  Oxygenating Implantations 
 Depth 
 Allows access to Depth 2 regions 
 Composite Grafting, Bioluminescent Navigation, R:Photosynethic Organisms 
 Yes 
 
  Indah's Embrace 
 Depth 
 Allows access to Depth 1 regions 
 Graduated Symbiosis, R: Growable Mineral Composite 
 No 
 
  Anoxic Adaptation 
 Border 
 Cross Brackish borders 
 Composite Grafting, Trophic Deconvolution 
 Yes 
 
  Bitter Tourism 
 Border 
 Cross Glacial borders 
 R: Heat Source 
 Yes 
 
  Filtration Grafts 
 Border 
 Cross Toxic borders 
 Composite Grafting, R: Filter Feeders 
 Yes 
 
  Mitochondrial Regulation 
 Border 
 Cross Glacial borders 
 Graduated Symbiosis, R: Food 
 Yes 
 
  Toxic Filtering 
 Border 
 Cross Toxic borders 
 Composite Grafting, R: Armour 
 No 
 
  Sojourn Suits 
 Border 
 Cross Terrestrial borders with a Specialised Ship 
 Anoxic Adaptation, Filtration Grafts, R: Tools, R: Clothing 
 No 
 
  Electrodialytic Staurozoa 
 Distance 
 Ignore the distance penalty from Briny borders, doesn't affect distance losses 
 None 
 Yes 
 
  Papershell Draft-Cuttle 
 Distance 
 Ignore the distance penalty from Brackish borders, doesn't affect distance losses; +1 Prospect in depth 0 Colonies 
 Supernatic Propagation, Anoxic Adaptation 
 Yes 
 
  Megafaunal Caravans 
 Distance 
 Reduce the distance penalty for Economy actions by 1 
 Megafaunal Tailoring, R:Food 
 Yes 
 
  Adventuring Parties 
 Action Bonus 
 Can send Missions from any region with owned Aristocratic Support 
 Photospore Signalling, R: Skilled Labour 
 No 
 
  Holographic Certification 
 Action Bonus 
 +1 to resist Undermine Support actions 
 Photospore Signalling 
 Yes 
 
  Joined-Stalk Companies 
 Action Bonus 
 Expeditions reward 1 Treasure instead of +1 to a Buyout, Great Success gives automatic control of a TP instead of 1 Treasure, wastes exempt. 
 Composite Grafting, R: Precious Minerals 
 Yes 
 
  Scrying 
 Action Bonus 
 Great Success on Seek Aid grants a +2 bonus instead 
 R: Shiny Object 
 Yes 
 
  Seeker Barnacles 
 Action Bonus 
 Can send Expeditions from any region with an owned Trade Post 
 Graduated Symbiosis, R: Megafauna 
 Yes 
 
  Traveling Scholars 
 Ruler 
 Roll and drop 1 additional d4 when adopting a new non-dynastic ruler 
 R: Talented/Knowledgeable Labour 
 No 
 
  Mamomachines 
 Special 
 Regain 1 Treasure per 3 spent in a round 
 Graduated Symbiosis 
 Yes 
 
  Reactive Refining 
 Special 
 Create a Screechstrobe Cluster with a 3-action Intrigue/Military project 
 R: Volatile/Reactive Metal (resource consumed) 
 N/A 
 
  
 

  Faith  
 
 Spoiler 

 Faith Holy Sites:  Just check the table

 Clerical Support 
101, 122, 124, 126, 141

 Organised Faith Bonuses 
+1 to Impress Actions
Cultural Identity for Buyouts
Prophetic Education (Roll twice for Economy and choose either result when changing rulers dynastically)

 Artefacts 
 Arthan’s Head  As an action (that can be associated with any stat), the owner of Arthan's Head can select a region for the Head to focus on in the next round. This provides a +1 bonus to all actions targeting that region that use the same stat as the action used to focus the Head in the round before.
 Shero'ah Hakkol  One Prospect action per turn in a Wastes region gains a +2 bonus.
 Lesser Piryon Ma’yan  Reduces the action cost of Projects in one region by one action as long as exactly one action’s worth of progress is added to the Project each turn and the Piryon Ma’yan remains in the region the entire time. Currently applicable to Projects with an action cost of 5 (or more). As the Piryon Ma’yan grows, this effect may improve.
 Shadow Pearl  Satisfies Scrying resource prereq, can Seek Aid as a non-action 1/round - if this would make a fail a success the pearl goes Lambent and can't be used. If 2+ pearls are Lambent, reset all pearls and gain Faith if yours wasn't (see miracle for extra details).

 Holy Orders 
None

 Miracles 
Bones of the Ocean - Wastes TPs owned by Cyphiri Way countries count as Holy Sites
 

  Intrigue  
 
 Spoiler 

 Spies 
None
 

  Claims  
 
 Spoiler 

122 - Historicity, Integration
124 - Confederation
126 - Marriage (Strong)
 

  Total Passive Effects  
 
 Spoiler 

 Borders: 
Access Depth 2, Brackish, Glacier, Toxic
Ignore penalty for briny and brackish borders 2/round each, non-battle uses only

 Actions 
Economy actions: -1 Distance Penalty
Buyouts: 2d8 CI
Impress: +1 Prestige, +1 Religion, 2d8 CI if Unruly/Reaved
Sway: +1 Prestige, 2d8 CI if Unruly/Reaved
Exploration: +1 Nacre Rep
Prospecting: +1 Nacre Rep, +2 Artefact (1/round, Wastes only), +1 Tech (Depth 0 only)
Colonisation: +1 Nacre Rep
Claims: +1 Prestige

 Defensive 
Resist Coercion: +1 Steward Rep
Resist Sack: +1 Steward Rep
Resist Secret: +2 Steward Rep
Resist Supports becoming Open/Unruly: +1 Chora Rep
Resist Sway/Impress: +1 Prestige
Resist Undermine: +1 Tech

 Misc 
Merchant Marine: Extra Economy action, 15 treasure cap, can spend 3 treasure on a roll, foreign TPs in mercantile support regions count towards treasure, can provide two resources through a trade route
Friendly with the Chora: -0.5 distance penalty (-1 if target region has/is adjacent to a Nursery), unit distance losses triggered every 4 effective regions
Building Materials: 1/3 project actions count double
Mammomachines: Gain 1 Treasure for every 3 spent in a round
Joined-Stalk Companies/Seeker Barnacles: Expeditions can be made from any owned TP, and rewards are changed to 1 Treasure on success/automatic control of a TP on great success

 Union Mercenary Exchange 
+1 to Mil actions in 129 (own Aristo support)
Can always coerce trade posts in 129 (own Aristo support)
+1 unit cap (own Merc support)
1 extra defender in 129 (own Merc support)
2/round, spend 3 Treasure to recruit 2 units with one action (own region and both supports)

 Polar-Confederate International Bank Membership 
+2 Treasure Cap (17 w/ MM)
Can spend one extra treasure on Economy rolls (total +4 w/ MM)
May transfer 1 Treasure to other bank members per round as a nonaction
+1 to resisting Sacks and Coercions within regions owned by Bank members
 

 
bc56
    Pfilghol    
  Ilgl, The-one-who-builds, an Effulgent Witness 
Diplomacy: 4+1
Military: 10+1
Economy: 8
Faith: 11
Intrigue: 1

 Regions 
 The Pfithreef: 132 
???: 104
Toxfall Gorge: 105
The Great Kelplands: 131
Narcis' Rest: 173

   Actions   
 Rolls 
 Military 10: ??? 
 Diplomacy: ??? 
 Diplomacy: ??? 
 Miliary: Raise a Unit 
 ??? 
  Spy Actions  
Ktloso: [REDACTED]

  SKR Cultural Exchange:  
   Non-actions  
Support conversions to Sakurado
Kill War-Tamer Glokilgt


 
 Spoiler: Passive Bonuses 
 Reputation: 
ABS 1: +1 to resist Sack and Coerce
ABS 2: +2 to resist Secret Actions
ABS 3: +1 battle, +1 vs Titans, +1 depth (reqs. hard metal, granted by Core Fragment)
 ABS 4: Access all depths, +1 to Defense (+2 at Depth 1 or more) 
Effulgent Witness: Immune to Secrets of the Depths if ABS rep 2 or more. +1 die size on actions against Titans.

DNA 1: +1 Explore, Prospect, Colonize

Sakurado: +1 to buyout and convert against Open, 2d8 on Seek Aid

Prestige 1: +1 to press, establish, and promote claims.

1 Perfected TacDoc: +1 maneuvering
 

 
 Spoiler: Bookkeeping 

 
 Spoiler: Characters 
Olgght - current leader, successful conqueror/unifier. Hungry.
Gtsit - Second-in-command, first to betray. Clever, dangerous. Hungry.
Sigska - Ambitious commander trying to turn the Pfith warriors into "real" soldiers. Charismatic, cheery. Hungry.
Ktloso - Sworn enemy of Gtsit, spymaster. Conniving, ruthless. Hungry.
Dr. Ydottl - Scientist, studies ecology. Nervous, frustrated. Hungry.
 

 
 Spoiler: Military 
 Units:  9/13
 Generals: 
Gtsit the-second-champion: 8. Sea's Opportunity: Defending: enemy takes double battle penalties from terrain, Attacking: transfer battle penalties from terrain to enemy. This tacdoc is perfected: +1 to battle on success
Sigska the  First Commander: 7. Just Do Better: +2 to battle.
 Military Technologies: 
Supermarine Artillery
Razor Current Netting
 

 
 Spoiler: Economy 

 Treasure: 
5/5
+2/round
 Trade Posts Owned: 
Luxurious Hides: 101.1
Bloodbass: 102.1
Shiv'rchins: 104.1
Rotweaver Worms: 105.1
Kalask Venom: 107.1 (S)
Mud Diamonds: 108.1
Mineblossom Sponges: 130.1
Kelp: 131.3
War-Jellies: 132.1, 132.CITY (S)
Hard Metal: 132.BASE
Wave Scorpions: 133.3

 Economic Techs: 
Composite Grafting
Trophic Deconvolution
Anoxic Adaptation
Photophore Signaling
Supernatic Propogation
Megafaunal Tailoring
Graduated Symbiosis
Bitter Tourism
Filtration Grafts
Bioluminescent Navigation
Traveling Scholars
Draft Cuttles
Scrying
 

 
 Spoiler: Artifacts 
Kela Ein Kamohu: 1/turn +1 to Sack or +1 to battle if win or tie TM, +1 extra if TM victory by 6 or more, -1 leader loss if fail or tie TM.

Shadow Pearl: does a bunch of stuff I don't feel like writing down right now.

Imperfect Core Fragment: Always know location and holder of this relic. +4 to resist theft outside of Holy Order, +4 to recover. Ruler Score Maximum increases to 12. Using a score of higher than 10 provokes leader loss (-1 for each additional action with a score over 10 in the round). A score greater than 12 may grant+1 to that score for inheritance, but requires a leader loss roll at -1, -2 per such inheritance beyond the first. Battle with a Military Score greater than 10 grants +1 effective unit. May be upgraded as a Faith action which is more effective in Depths. May be used once per round without penalty. +1 to battle in regions with a Smoking Garden. +1 to refinement rolls.
 

 
 Spoiler: Spies 

Ktloso: 7
 

 
 Spoiler: Special 

Gan Kotzim - the Thorn Gardens: ABS base, 132
 

Shallows Appreciation grand champion!
 
JBarca
 Round 22
   The Shifting Ennead   
 Danabae (69), Maurente (74), The Cathedral of Movement (67), Sketi (68), Raconensae (73), Mortuus Marea (60)
 The Seas Not Yet Dead  Revocatus Faecum (66), Calvarnsis Inferior (186), Calvarnsis Superior (185) 
 Liege Lord to: Draig Residuum Gathering [Aelwyd Adferiad (71), (70)], The Cryptid Congress [Cryptoclysus (84)]  
  Led by The King, Emperor Akkoroas 
D10 ; M10 ; E10 ; F2 ; I5 
 Actions 
 
  [MIL Raise Unit]  
  [MIL Raise Unit]  
  [MIL Raise Unit] 
 
  [MIL Invade Cryptoclysus (Region 84)] 
 
 Spoiler: Details 
Target: 84
Commander: Tulcitius (8)
TacDoc: First to Kill (+4 Battle, -4 Allied Leader Loss, -2 Enemy Leader Loss, +10% casualties both sides)
Units: 9
Treasure: 1
Route: 74&gt;79&gt;84
Techs: N/A
 

The King, Emperor Akkoroas is diligently working to settle the myriad of internal disruptions that have arisen alongside the reorganization of the government, and the Cryptids have elected to place themselves into this category. They continue to laugh in the face of the delicate geopolitical realties of their liege lord. They have proven themselves unhinged and dangerous to the economic security of the empire. In essence, this small wing of the Ennead is a people group acting in rebellion, and a rebellion must be put down before it spreads.

 
  [ECO 10 Create Technology]   Ennean Professionalization 
 A government which sees its influence extending faster than its levies can swim will swiftly drown. To combat this, the expectations of the local governments are changed. Rather than promising warbands in a time of war, every member of the aristocracy is legally required to provide armaments, supplies, or soldiers to the central government directly, that a  standing  floating army can be maintained at all times. This steady influx of permanent troops and equipment also serves to quickly and efficiently replace losses sustained in a time of crisis. Warriors are recruited from across the state's zone of control and made into career soldiers, paid and, perhaps more importantly,  fed  directly by the central seat of power. More complex international political realities demand simpler centralized militaries. 
 Prerequisites:  Trophic Deconvolution
 Effects : For every 8 Aristocratic Supports controlled by a state, they gain one Unit at the start of each round.

 
  [DIP Gift Ennean Professionalization to ESP] 
The Spring is, of course, entitled to their pick from among the technological advancements the Ennead has access to. The current default will be Ennean Professionalization, unless the Spring expresses another preference.

 
  [DIP Sway Aristocrats in Calvarnsis Superior (185)]   SUCCESS (18) 
Firmer control in new waters is needed before the haze of the north can be explored.


 
 
 Non-Actions 
 
  Treasure Count at round start - 1 
  Unit count at round start - 9/20 
  Gain 1 Unit from Ennean Professionalization (8 Aristocratic Supports owned by round start, barring surprises) 
  Accept all gifts, including Trade Routes and Cultural Exchanges 
  All SEN territory treats all armies not belonging to SEN, DPB, or STC as hostile for Distance Losses. DPB and STC are explicitly given permission to travel through SEN regions. 
  DMA Tracking: N/A 
  Good Names Go to Waste - Vote for The Triangle Siltwaste Refractory (SEN) 
  Submit a Sealympics Host Application  
 Spoiler: Ludis Ire Ludis! 
1. The Ennead proposes that the gran sporting event be held in Mortuus Marea, the former home of world's greatest symbol of peace and unity, the Riftborn. There is no greater draw than tragedy, and no greater tourist attraction than the detritus of a destroyed civilization. The advertisements write themselves -  Come one, come all, see the remnants of the once-great Riftlings, the forefathers of the once-great Riftborn. In lands of sterility, feel truly alive as your favorite athletes compete for the prize of a lifetime! Mourn the passing of the swarms, and honor their memory by uniting in peaceful celebration of an eternal pastime!  The depths of the rift itself, now cleared of off-putting Fathers, is the perfect venue for Seaquestrian, Moistchesswetboxing, and especially Floatsinking.  Stands  Floats can be easily constructed along the walls to house spectators, and the competitors will have nothing but space to perform in and walls of adoring fans to perform for. Large parts of the region are covered in a near-permanent sheet of local ice, saving the committee a  fortune  in transportation costs. The open areas, though, are still visible from below - despite the absence of the custodians for these long years, Mortuus Marea is still a relatively sterile water. Without the various algae clouding the seas, the sightlines are  fantastic. 

2. The Ennead can supply two things in abundance: glitz and glam. A steady supply of the jagged, reflective gravelglass can be moved into the venues and arranged along the underside of the ice shelfs. Ice is pretty, yes, but why settle for natural beauty when one can instead have artificially generated sunbeams, sparkles, and eye-catching patterns at all times? As for glam - what is more glamorous than infinite smacks of immortal, highly-lethal jellfyish? Sure, one must take care when near them. But daredevils, adrenaline junkies, biology nerds, and edgy kids from the world over will flock to see these horrific nightmare beasts. The Dead Seas themselves, of course, are covered in particularly fertile soil. With preparation in the timescale of years, the locals can easily produce enough local food to provide for nearly all of the competitors.

3. Attractions? Well! The ancient sites of a dead civilization aside, Mortuus Marea is home to one of the wonders of the world: a rift so deep that its said to house a god of the depths. A deep swim, a visit to the precipice, a shove of a bioluminescence-covered rock into the abyss... all wonderful activities for tourists of all ages. Naturally, though, there is more to it. The battlefields of the Ennead invasion are cleared of truly traumatic vistas (aside from a select few for the morbidly curious and discerning eye) and are now organized in a wonderful trekking trail. Amateur and professional history buffs alike will enjoy the easy access to the campaign history, while comers of all stripes will appreciate the ability to properly pay respects to the fallen heroes. One can also easily visit the site of the formation of the Wonderwall, if religious and mystical studies are of more interest. Finally, the Ennead is home to countless peoples and cultures, and has gathered games, activities, art (visual, auditory, and performance!) from each of them, and will be pleased to present the finest selections as sideshows to the main games.
 
 
 Sealympics Athletes  
 Spoiler: Teams and Games 
Event: Supermarine Volleyball
Team: A selection of several young Doflein, each outfitted with the best in external lungs for buoyancy, thicker tentacles for power, and juice sacks for both internal and external hydration, are put forth to compete. None are from notable families, though they've each been promised exciting promotions should they bring home a medal.


Event: Wastesailing
Team: A young, disgraced scientist named Dessia has spent every favor, good, and graft she has for the right to pilot a ship, alone, for this event. She hopes to bring home the gold, of course, but more important still is the opportunity to peer into the wastes unimpeded by dictates and mission objectives.

Event: Moistchesswetboxing
Team: The eldest daughter of a middle child of a cousin to the emperor's ex-spouse, Abuilie has just enough connections to deck herself out for fight. Extra arms, each tipped in solid bone; extra brains that can retract for safety; few soft organs, each working double time to make up for the lack of other vital functions; and three extra eyes covered in thick, clear flesh are all to be installed in the weeks prior to the games. She'll be ready like no one has ever been ready. She'll be at the top of her game.

She'll be dead in a month.
 
 
 
 Reports and Discoveries 
 
  The Driagiau have staked their claim on the waters to their west, and the Shifting Ennead supports their vassal. Should a state interfere with the sacred seas, the Ennead will consider this a declaration of war against the Residuum and will respond accordingly. 
  The Ennead expresses confusion as to why the Nathi are backing out of the peace deal, but with the peacemakers apparently backing the Hegemony, little can be done. 
  The Ennead sends envoys to the Spring, seeking answers. Why is the Spring refusing dominion over Kenaqua? If the invasion is so concerning, why have they not sought protection from their allies? This breaking of the agreement against their own interests is perplexing. 
  The Ennead wishes the Spring the best of luck in reacquiring their lost dominion over the waters of Kenaqua and hopes future dealings can flow a bit more smoothly. 
 




Ruler Stats R22:
D: 10
M: 10
E: 10
F: 2                                                                          POLAR 
I: 5
New Ruler: No

 
 Spoiler: Technology 
 Technologies 
    Type 
 Name 
 Effect(s) 
 Required Resource? 
   
  S 
 Composite Grafting 
 N/A 
 N/A 
 
  S 
 Graduated Symbiosis 
 N/A 
 N/A 
 
  S 
 Trophic Deconvolution 
 N/A 
 N/A 
 
  C 
 Electrodialytic Staurozoa 
 Ignore Effective Distance from Briny 2/rd 
 N/A 
 
  C 
 Holographic Certification 
 +1 to rolls when resisting Undermine Support 
 Photospore Signaling, Bioluminescent Ink 
 
  M 
 Devolving Standardized Integrations 
 +1 to Battles following destroying enemy units in battle 
 Composite Grafting 
 
  C 
 Anoxic Adaptation 
 Brackish (green) border crossing 
 Composite Grafting, Trophic Deconvolution 
 
  C 
 Bitter Tourism 
 Glacial (black) border crossing 
 Heat Source 
 
  M 
 Razor Current Netting 
 +10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending 
 Composite Grafting, Glass 
 
  M 
 Filtration Grafts 
 Toxic (red) border crossing 
 Composite Grafting, Filter Feeders 
 
  M 
 Destabilizing Mutagenic Augmentations 
 Increase DSI bonus to +2 
 Devolving Standardized Integrations, Composite Grafting 
 
  C 
 Scrying 
 Great Success on Seek Aid grants a +2 
 Shiny Objects 
 
  M 
 - 
 N/A 
 N/A 
 
    
 

 
 Spoiler: Mechanical Bookkeeping 

Trading Posts Owned: 2
 
 Gravelglass: 68.2 
 Maleficent Jelly 51.3 
 
 Military Units CAP: 9/21 
 Generals 
 
   Balelia - 9  - With KNH 
  Tulticius - 8 
 
 Spies 
 
   
 
 Cultural Exchanges 
 
  GRV 
  DPB 
  STC 
  SKR 
 
 Trade Routes 
 
  STC (Disrupted) 
  CRY 
 
 Artifacts 
 
  Shadow Pearl - Fuels Scrying. Provides Nonaction Seek Aid 1/rd. If unused, chance of gaining +1 Faith if others are used. 
 
 Treasure 
1/15

 Special Actions Used 
DIP5 - Cultural Exchange DPB
MIL5 - Recruit General Tulticius
ECO5 - Specialized Ship,  The Harvester 
MIL10 - Destabilizing Mutagenic Augmentations
DIP10 - Empire

 Great Projects 
     Name  
  Location  
  Details  
 
  Provinciarum Mirabilia 
 67, 68, 74 
 Massive statues of coral and living flesh harvested from serfs, coupled with tax-collection offices 
 
  The Eternal Reunion 
 69 
 A huge pit dug into the seafloor, swarming with workers and filled to the brim with factories, workshops, and gristmills, and the floor is dotted with butcheries, slaughterhouses, vats, and barbershop. Into the pit flow people, animals, and other biomaterials. Out flows the raw materials for the many experiments and projects of the Doflein. 
 
   
  
  
 
  
 

    POLAR    
Feathersnow
 
  The World Garden 
 SKR 

MRK, the Chronicler 
6.5 Diplomacy
7 Military
3 Economy
3 Faith
4.5 Intrigue


 Diplomacy  Press claim on Rilanto

Two treasure spent, another treasure spent for Child of Pearl bonus used to roll at effective Diplomacy 9

 With peace finally on the horizon, we look to foreign aid once more... 
 Military  Impress Reaved aristocracy in 119

 Roll 
 ...Without neglecting our people at home 
  Faith  Economy  Divine Aide to claim Rilanto Pass

 Roll 
 Thoughts and Prayers are with Fuscia Shade 
 Economy  Raise one treasure

 We need money 
 Faith  Train with the Chora

 Faith in the tenets of Sakurado are at an all time low as the reaved ecclesiarchs are being replaced by an AI, vile rumors circulate about the Nacres, and the government is re-arranged.  An effort to pray and join together is made  
 Intrigue - Anamorphic canon- Gestalt Progression

Non-Actions!

 Non-Action Breed three teams of super-athletes for the Sealympic Games.


• Supermarine Volleyball [Diplomacy+Military]: [/i]The Levt biology is perfect for this sport! A trio of Levt Sisters are directly cloned from the greatest athlete among the Levt, a giant female named Miriam.  The Marias, her progeny, are trained from larva-hood to be the perfect volleyball team, and MRK parasites and DNA grafts are inserted into their brains so they can acheive acts of perfect synchrony as they share a Gestalt subconscious though retaining individual minds.[/i]

• Seacurling [Diplomacy+Intrigue]:

 A team of Hermit Crabs is bred to represent the World Garden at Seacurling.  Their low-slung, asymmetrical bodies are hard to track by opponent and well designed for pushing brooms! 

• Moistchesswetboxing [Military+Intrigue]:


 The Genitor Priests aren't really sure what to make of the Remainder genome, having been manipulating it for years to create soldiers to send against the Finalists.   It has potential, but is curiously harder to unlock than the other races they have perfected strains of in the past.  Perhaps their is something to the Finalist belief the Remainder were once a great empire that rivaled the Ur-Nacres.

The World Garden, likewise, doesn't really understand what Moistchesswetboxing is.  Is it a boardgame? A martial art?  A dance?  The country as a whole doesn't need to understand.  What they can appreciate is Samush, the greatest Remainder clone bred after the Cenotaph was temporarily taken by Gardener forces, is apparently  really good at it.

 Non-Action  Submit the Eulogy of Migdol the Librarian to the DNA.

 
 Spoiler:  DNA writing: The Eulogy of Migdol the Librarian 


Migdol the Librarian was one of the first male Hermit Crabs quickened since the days of the Precursors.  That alone made him noteworthy as one of the first Astartes legions.

Though it seems incredible now, the genesis of the Astartes Legions was simple political pressure from the ABS against pacifism.   It was not imagined they would be needed as they have been.  In that context it was unclear what role the Astartes would play in Gardener society.

Migdol was sent in the ill-fated expedition to assist the Sharks for reasons that, in retrospect, seem arbitrary at best.  The expedition was lost en route, with a handful of survivors returning.  Among them was Migdol, who had been stuck in the swamps of Qzzry'ya after sufferinan injury from which he would never fully recover.   It was there he met Gaderene, the Levt Sage.

Gaderene was and is a prodigy, all the more so because he was cut off from modern science until recent times.  His tutor, and later partner, was Migdol, who became a scientist after he could no longer fight.  Together they helped invent the modern technique of scrying, as well as working to incorporate new technology into Gardener society in novel ways.  They also served as diplomats and representatives for the Garden abroad.

They might have continued like this until Migdol died of old age, but tragedy struck then struck again.  The DNA Holdfast at Dashasham was brutally destroyed by forces unknown, and efforts to restore it are on indefinite hold until the motive and culprits can be ascertained.   Seeking an opportunity, the vile Reavers struck as Migdol was attempting to investigate the ruins.   He was never found.

Migdol is remembered by his few surviving brothers and the many Levt of the community at F'l'pai where he was nursed back to health and later returned as a missionary and architect.  He will be missed and his genome has been nominated for direct cloning, the first Astartes germline to be classified at thst highest ranking.
 

 Non-Action Submit investigation results of attempts to find the culprits of the Holdfast Attack to the DNA.

 
 Spoiler: PRS Monument 3/3 


The Finalist War was a pointless tragedy, and it will ultimately be remembered in those terms.  It began with most of the nations of the region banding together against cultists whose initial demands were peaceful, if woefully misguided.   It continued as a war of attrition between The World Garden and the Finalists, neither side willing to back down...

As a final memorial, a series of special organisms were bred with one task- to dig a pit and keep digging until the pressure or old age claimed them.  Thus, a monument to the futility of the whole exercise, built in sight of the great aerodrome built as a Monument before the war was even finished.
 


New Stats: +.5 Diplo, .5 Mil, +1 Econ, +1 Faith, .5 Int
7 Diplomacy
7.5 Military
4 Economy
4 Faith
5 Intrigue


5 treasure gained, 3 treasure spent, 2 remain
Gengy
  Round 22
 [Gotezhar Builders Union]  
 [Feytor Saroon'din, The Seaquake] 
Regions:  138 , 128, 130, 136, 137, 139, 140, 141, 170, 174    
Actions:
 
  [Military]  Perform a Restructuring of Gotezhar Military and Personnel (1/3) [ Roll : 12] &lt; GM Approved, with Special Rules &gt;
  Saroon'din is spending a lot of time in Extenso Azul (140), where his wife grew up.  When he comes back, to Dounpor, he always has new ideas for improving how things are done within the capital.  This doesn't appear to be the only thing Saroon'din has planned, but training the people of the Builder's Union comes first.   
  [Military]  Raise Unit 
  [Military]  Train Team Clouds in the following events (in order of priority)
-  Supermarine Volleyball  [ The Whole Team ]
-  Swordfishing  [ Squall Volumozzo and Brusha Leo ]
-  Wastesailing  [ Flordemar, Joontar Eesproches, Rora'qin ] 
  [Military]   WAR  Attack 167 with 8 units led by Squall Kagado (Mil 10)
  +13 TacMan, +9 Battle Roll  [ Aim For the Storm’s Center : -6 to enemy leader loss roll, -20% to enemy losses, +1 to Battle Roll from Perfected Doctrine led by Kagado]
[Route: 174 -&gt; 167]
 
 Spoiler: Military Strength Breakdown 
 Maneuvering: +13 
+3  Maneuvering , Perfected Doctrine, Combined Arms Integration
(Mil 10) Squall Kagado

 Battle Roll: +9 
+4 (Half Leader's Military)
+1 Middish Way
+2 Combined Arms Integration [Dropped Weaponry]
+0 Devolving Standardized Integrations [Combat Drugs &amp; Medicines]
+1 Treasure
+1  Overwhelm  (8 Units to 4 Units)

+4 Leader Loss Roll (+2 Middish Way, +2 Essensio's Conch)
 

  Suspicious activity in the area near New Korasoon causes many Clouds to be blown to the west.  Clearly this is theft!  With the fervor few have seen before, the families that support Druthtu'o gather and even convince Squall Kagado to lead them to battle in retribution for this crime.   
  [Diplomacy]  Sing Songs for the Chora
  The Chora Headquarters being so close to Builder's Union waters, it seems wise to know more about them, and be friendlier if we can.   
  [Economy]  Attempt to Buyout Region 117 (TP1) for Bioluminescent Tunicates [ Roll : 14]
  Kora'sin is a skilled Merchant Mer, and has helped his older brother, Feytor Saroon'din in many things.  Kora'sin continues to handle requests from many folk, and among them, is the continued request to be able to better utilize the Holographic Certification technology... but to do that, Kora'sin needs to convince merchants in Tair to sell Bioluminescent Tunicates to the Gotezhar instead of the Cyphiri Union.   
 

Non-Actions:
 
 Provide support for conversions to Flowing Way schools in Builders Union territories 
 Spy Action:  Researcher 42 has not been seen in Dounpor for a few years...  But that may just means he is deep in research! 
 Submit  Team Clouds  for the Sealympic Games, specifically for the  Supermarine Volleyball  event.
 
 Joontar Eesproches -  "A Gotezhar with a good set of Shards in their Bolya, Eesporches is a thinker, and capable of making solid plans to recommend to the team."  
 Squall Volumozzo -  "Eesporhches' opposite, Volumozzo has a big Bolya, and is a strong contender with their extra limbs and powerful localized water control."  
 Brusha Leo -  "Causing a stir among the Builder's Union, Brusha Leo is actually fully grown, even if she's half the size of a normal Mer.  She may be small as a Pygmy Mer, but don't let her size fool you!  She's tenacious!"  
 Rora'qin -  "This mighty Mer is a model of a man here for making waves and capturing hearts... but his good looks are equaled by his athletic skill."  
  -- Team Captain -- Flordemar -  "How in the name of the Typhoon's Center she managed to convince her husband the Feytor to let her compete, no one knows, but Saroon'din's own wife has a competitive streak it seems, and - at least in the Builder's Union - is certainly making a name for herself!"  
 
 
  Build a Monument - Mira'din's Stubbornness  (5/5)
Joontar Arjiloza puts his very life into completing this grand Monument.  At last, after almost a decade and a half of work, there is a great shaking of the earth near Dounpor; water currents are brief but noticeable, and many wonder what the cause is.  Hurrjan'oak was last seen swimming out to the outskirts of the city, a wide smile on his face.  Concerned for his brother, Feytor Saroon'din leads several Squall - and a few other curious people - towards the monument's construction, only to find... the scaffolding has fallen.  The large cube of rock, lumber, and textiles that has long kept everyone curious has been completely removed, in the fastest way possible:  pushing it over.  A tired but satisfied Hurrjan'oak is carefully instructing Workers to remove the remains of the scaffolding entirely, but that just means that there is plenty of room for viewers to look upon what once lay within.  A gigantic statue of Mira'din stands proudly, like some great sea titan; one hand holds her spear towards the waves, and the other arm shields her body and those of Mer and Gotezhar children below her.  It is clear from how the statue stands that she is taking damage, but refuses to give up, even at the cost of her own life.  Saroon'din opens and closes his mouth in awe, and he is not the only one.  He looks up above the statue - a carefully chiseled plaque calling it "Mira'din's Stubborness" - to see an entire Nuven of Gotezhar above the waves.  He recognizes the circle formation they are in -- a funerary Burst.  He is too late to swim to the surface to see it himself, but he knows that Arjiloza held back the Gotezhar death for as long as possible, and is quick to confirm that the well renowned Joontar got to admire their greatest work for several hours before finally deciding to share it with the world, and move on to be with their Ancestors. 
 
 
 Spoiler: News and Rumors 

 
 Saroon'din's new wife is a Mer by the name of Flordemar.  They have two children, the oldest of which is a girl named Flora'din, and the youngest is a boy called Saroon'mar.  Flora'din is proclaimed heir to the throne. 
 Kora'sin and Huurjan'oak are Saroon'din's closest brothers.  At the age of twenty-five - around the year 66 - are seen as an exceptional merchant and builder, respectively, and take charge of more aspects of those parts of governance, to help aid their older brother.  Huurjan'oak seems to be a bit of a charmer, with his larger than normal muscles, and the amount of Mer woman who visit him after seeing the monument outside of town.  Kora'sin, in comparison, is far more secretive, and the rumors say that he  does  have a woman he likes, but she seems to like another man. 
 Druthtu'o (Druth), at the age of twenty-two, still governs New Korasoon.  Druth married a lovely Mer girl of his own, and her name is Rhomanchica.  They have three children, all seeming to have the same Bolya gifts as their father. 
 Proj'eto and Shbuul'walg, with the assistance of Joontar Osinal, help to ensure that everyone within Seguranca is seen to.  The... amorous nature... of the natives certainly seems to have caught the attention of all three of them, even if the two brothers still tend to remain inseparable.  As of yet, their are no children from either of them, but there are a number of dalliances which cause quite the scandalous rumors to reach back to their family in Ezcorher.  The boys' father Woenpal goes a long way to see that they are all right, and becomes quite taken with the locals. 
 Whispers of curiosity are spoken quietly and infrequently; who are the Gilded Crew?  What do they have to do with the recent restructuring?  Why does Feytor Saroon'din's visits to his wife's home in Extenso Azul also seem to take him quite close to the Wastes so frequently? 
 
 

 
 Spoiler: Ruler Information 

      Feytor Saroon'din, The Seaquake   
   D   
   M   
   E   
   F   
   I   
 
   Current  
 8 
 8 
 6 
 3 
 3 
 
  Rolled Stats 
 3 
 4 
 4 
 3 
 3 
 
  End of round 18 
 1 
 1 
 0 
 0 
 0 
 
  End of round 19 
 1 
 2 
 0 
 0 
 0 
 
  End of round 20 
 1 
 1 
 1 
 0 
 0 
 
  End of round 21 
 2 
 0 
 1 
 0 
 0 
 
  End of round 22 
 0 
 0 
 0 
 0 
 0 
 
  
 New Ruler Next Round! 

Expected Stat Bonuses: +2 Military, +1 Dip
 

 
 Spoiler: Book Keeping 

 Units:  (15   / 23 )
 General(s): 
- Squall Kagado (Mil 10) [+1 to Battle when using  Aim for the Storm's Center ]
 Perfected Doctrines 
[ Aim For the Storm's Center : +1 Maneuvering, -6 to enemy leader loss roll, -20% to enemy losses]
 Fortresses:  Sublime Fortress, Region 138 - Fort Essensio, Region 174

 Cities: 
City of Saroon'din (136) [Saroon'din grants a +1 to Resist Sacks in the region for players who hold Mercantile Support in the region]

 Spies: 
Researcher 42 (Int 9)

 Trade Routes: 
Gotezhar (138) to the Sakura-Jin (119)
Gotezhar (138) to the Lojanese Republic (9)
Gotezhar (138) to Splendid Miru Miru (153)
 Treasure  (11  / 12 )

Member in Good Standing of the  Polar-Confederate International Bank 
(+2 Treasure Cap)

 Special Ships: 
Tipsy John

 Cultural Exchanges: 
Gotezhar (138) to Costa Sereia (134)
Gotezhar (138) to the Lojanese Republic (9)

 World Wonder 
The Gathering Tide Warehouse (138)
 Wonder Effect: The owner of this Wonder gains +1 passive Treasure income and may, once per Project, count a Project action as two Project actions if they spend one (1) Treasure as part of said Project action. 
 Technologies: 
  Supernatic Propagation 
 Trophic Deconvolution 
 Megafaunal Tailoring 
 Photospore Signalling 
 Composite Grafting 
 Graduated Symbiosis 
 Razor Current Netting 
 +10% enemy casualties and +1 to Maneuvering roll when defending, or attacking with a foothold  Supermarine Artillery 
 +1 to battle rolls and +1 to maneuvering rolls in Regions with Depth 0  Anoxic Adaptation 
 The user can now cross Brackish borders.  Bitter Tourism 
 The user can now cross Glacial borders.  Filtration Grafts 
 The user can now cross Toxic borders.  Electrodialytic Staurozoa 
 May ignore the increased effective distance from a Briny border up to twice per round. This does not reduce the effect of Briny borders on distance loss calculations.  Devolving Standardized Integrations 
 Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost.  Holographic Certification  ( Requirement Needed : Bioluminescent Ink)
 +1 to rolls when resisting Undermine Support  Bioluminescent Navigation 
 Allows traversal of Depth 1 regions.  Mamomachines 
 For each 3 treasure you spend, you receive 1 Treasure at the end of the turn.  Sojourn Suits 
 Permits actions and troop movement across terrestrial wastes (purple) borders.   Death Commando Conditioning  
  Indah's Embrace  
 Papershell Draft-Cuttle 
 Scrying 
 Megafauna Caravans 
 Oxygenating Implantations 
 Adventuring Parties, Blood Algae, Combined Arms Integration, Joined-Stalk Companies, Mitochondrial Regulation, Reanimation Colonies, Seeker Barnacles, Toxic Filtering, Traveling Scholars, Reactive Refining  
 
Aerin
    Unrest Warnings   
Round 22 
  Desired Import Warnings  
The following regions are lacking their desired imports, and their merchants will slowly progress towards rebellion.  In regions with open mercantile supports, this means the merchants may become unruly if the region owner does not supply the resource.  In regions with owned mercantile supports, this means the merchants may become open if the support owner does not supply the resource. Unrest will begin at the end of the listed round.

 Round 22 
Region 20 (LSD, Unskilled Labor), Region 120 (SKR, Textiles), Region 135 (OKI, Edible Algae), Region 141 (GTZ, Luxury Goods), Region 185 (SEN, Exotic Goods)

 Round 23 
Region 192 (HEX, Glass), Region 193 (SUR, Heat Sources)

 Round 24 
Region 18 (LIT, Skilled Labor), Region 113 (COS, Military Labor), Region 149 (MIR, Fertilizers)

 Postponed (new player) 
Region 82 (NAN, Dyes)
Frostwander
     Costa Sereia - Merchant Marine    
 Region 134 - Palacia
Region 103 - Taifre Mandala 
Turn 22
  
 Actions: 

1)  [Military]  Recruit a Unit - Sereian Militia
2)  [Military]  Recruit a Unit - Sereian Militia
3)  [Military]  Recruit a Unit - Sereian Militia
4)  [Military]  Recruit a Unit - Scholastic Guard
 Recruiting efforts are strong to regain the strength lost from those who sacrificed their lives to protect allies. Additionally, Madrina Alverna declares that with the staffing of the new fortress in Taifre Mandala, the forces of Costa Sereia should actually exceed their previous levels of merpower, equipment, and training. 

5)  [Economy]  Buyout Trading Post - Region 97 TP2, War Cultivator Supplies ( Roll: 19 - Success )
 Negotiators are sent to shore up the supply line damaged in recent Reaver attacks. 

6)  [Economy]  Create Trade Route with the Splendid Miru Miru
 Sereian merchants also work to secure a new avenue of distant trade, finally reaching an accord with the Taika of Aniwana. 
 Non-actions:  
What secrets hold the Deep?
Spend 3 Treasure resisting sack.
Support Splendid Miru Miru buyout of Phosphorite in Ektalithiades - Region 113 TP2.
Resist sacking of Region 103 Holy Site 1 by the Sharks ( Roll: 12 )
Hinder sack of Region 103 Holy Site 1 by the Sharks (-2 to their roll)

Designate contestants for the Sealympic Games:
 Breaching  -  Jaco Barros, acolyte at the Temple of Leocidia, noted for the amount of time they spend out of the water caretaking the temple of the sky, and their study of style in silhouettes. 
 Swordfishing  -  Ilanda Loura, daughter of the illustrious General Illdo Loura, has been trained in military strategy and combat since a young age.  
 Seaquestrian  -  Felipina Mascerena, a ghostkoi sereia who has made a sensation in the aquaestrienne scene of Palacia, known for her signature style of velvet coat and fishnet skirt, with a tall kelp-felt top hat. 
 
 Spoiler: Leaders and Prominent Figures 
 Leader:  Revelle Alverna (Diplomacy 5; Military 3; Economy 7; Faith 4; Intrigue 3)
End-of-turn increase: Military +2, Economy +1
New Leader next turn: No

 Generals:  Illdo Loura (Military 8)
 Spies:  Veruha Mascerena (Intrigue 7), Circo Luto Perdida (Intrigue 8)

 Other:  Duarto Alverna, retired; Gaspar Peixoto, Business Counsel; Illdo Loura, Militia Commander; Rain Loura, Venture Financier; Havardr Perna, Priest of Desderia; Salom Resende, Arete Priestess; Paidre Peixoto; Conseco Loura
 

 
 Spoiler: Relations of State 
 Cultural Exchanges:  The Gotezhar (138); The Cyphiri Union (122); The Kar-Nath Hegemony (77)
 Trade Routes:  The Gravetenders (78)
 

 
 Spoiler: Resources 
 Units:  Sereia Militia x2, Nereid Scholastic Guard x1
 Treasure:  11
 Artifacts:  Peninah Ayin (location unknown), Screechstrobe Cluster (2/3), Shadow Pearl (Lambent), Reliqua of Arete Priestess Earlee
 Reputation:  ABS (2); CCA (0); DNA (0); PRS (1)
 Favors: 
 Cultural Identity:   Practical Curiousity - 2d8 Investigations
 Capital Region:  Palacia
 Cities:  Cadid Santuario - Region 134 (+1 Sway Faction)
 Fortresses:  Great Scar Fortress - Region 103
 Aristocrat Support:  134(C), 103
 Effective Trading Posts 32 (3 income): 
&gt;  Adventuring Scholars  - 103 Merchant Support (No TPs)
&gt;  Barnacle Glue  - 119 Merchant Support (No TPs)
&gt;  Bioluminescent Tunicates  - 117 Merchant Support (No TPs)
&gt;  Cobalt Dye  - 134 TP1, City &amp; Merchant Support
&gt;  Fertile Soil  - 60 TP1
&gt;  Fortified Bonemeal  - 112 Merchant Support (No TPs)
&gt;  Giantsbane Seeds  - 114 TP3 &amp; Merchant Support
&gt;  Liming Snails  - 115 TP2
&gt;  Luminescent Crystal  - 135 TP2
&gt;  Mineblossom Sponge  - 130 TP2 &amp; Merchant Support
&gt;  Phosphorite  - 113 Merchant Support (No TPs)
&gt;  Plankton  - 124 TP2 &amp; Merchant Support
&gt;  Pure Berries  - 138 TP2
&gt;  Ray-Ear Seaweed  - 127 Merchant Support (No TPs)
&gt;  Razorglass  - 128 TP1 &amp; Merchant Support
&gt;  Refugee Workers  - 96 TP1
&gt;  Talented Crabs  - 65 Merchant Support (No TPs)
&gt;   War Cultivator Supplies  - 97 TP1 
&gt;  Wave Scorpions  - 133 Merchant Support (No TPs)
&gt;  Whispering Eggs  - 176 TP1
&gt;  Wild Armored Gharials  - 137 TP1
&gt;  Merchants by Proxy  - 12
 Primary Religion:  Brilhinte (10 Holy Sites)
&gt;  Temple of Jurxo  - 97 HS1
&gt;  Escola Academia  - 103 HS1
&gt;  Escola Experia  - 103 HS2
&gt;  Temple of Duarge  - 103 HS3
&gt;  Temple of Raquela  - 134 HS1
&gt;  Temple of Desderia  - 134 HS2
&gt;  Temple of the Deep  - 134 HS3
&gt;  Temple of Leocidia  - 137 HS1
&gt;  Temple of the Eighth Divine (pending rename decision of the Conclave)  - 137 HS2
&gt;  Temple of Narcis  - 173 HS1
&gt;  Clergy Support  - 103, 134, 137
&gt;  Holy Site Bonuses:  (5) +1 Seek Aid; (10) CI: 2d8 Buyout Trade Posts
&gt;  Holy Orders:  Panhellis Ceuabrir (Camaraderie of the Open Sky) - Region 137
&gt;  Miracles:  Harmonious Currents
 Civilian Techs:  Composite Grafting, Trophic Deconvolution, Megafaunal Tailoring, Photospore Signaling, Graduated Symbiosis, Supernatic Propagation, Anoxic Adaptation, Electrodialytic Staurozoa, Mitochondrial Regulation, Bioluminescent Navigation, Holographic Certification, Filtration Grafts, Sojourn Suits, Mamomachines, Papeshell Draft-Cuttle, Scrying, Reactive Refining, Multi-pigmented Photospores, Adventuring Parties, Megafaunal Caravans, Oxygenating Implantations
 Military Techs: 
&gt;  Dropped Weaponry  - Supermarine Artillery
&gt;  Fortification  - Razor Current Netting
 
mystic1110
 
   

Leader: Shark King, Herald of the God-Fish

D:4. E:2 M:10 F:7 I:6  
Regions - Units:

Polar Dogmatists are in Region 80 and gain 1 unit and now have  9 Units
Polar Holders of the SHORB are disbanded and give the Polar Dogmatists the SHORB.
Temperate-Old Guard are in Region 99 and lose 1 units (gain 1 from raiding and lose 2 from reaving) and are at 6 Units.
Tropical-Hooligans have disbanded and have settled in the Golden City
Tropical-Marrow Feeders are in Region 147 and gain 1 unit and have 2 unit remaining.

 Interaction actions  - Players may use the following actions to interact with the Shark People.

 Hunt : As a Sack Action resisted by SHK Mil, you may target a SHK pod and destroy a unit, or two units on a Great Success (roll of 18+ and at least 6 higher than SHK resist roll). A successful Hunt also grants a treasure. Aristocratic support in the target region may assist or hinder the Hunt roll.

 Lure : As a Slander Action resisted by SHK Dip, you may choose a SHK pod and attempt to direct their movement. Target an unowned region with 6 regions of the pod, or an unowned or owned region within 6 regions of the pod on a Great Success (roll of 18+ and at least 6 higher than SHK resist roll). They will move to the target region  at the start of the next round . If they move to a (non-DPB) owned region, they will attack. If multiple Lures of the same pod are attempted, only the highest roll is successful.

 Feed : As a Sway Action, you may target a SHK pod. A fed SHK pod takes no actions  the round after  they are Fed. If the same pod is both Lured and Fed, only the highest roll takes effect.

 Shark People – (Polar-Dogmatists) – Actions: 

1 Sack a Holy Site 75.1
2. Convert Holy site 76.1

 Shark People – (Temperate-Old Guard) – Actions: 

1. Sack a Holy Site 97.1
2. Sack a Holy Site 103.1

 Shark People – (Tropical-Brain Eaters) – Actions: 

1. Convert a Holy Site 149.2

 Non-Actions 

1. Accept all TPs, Techs, Treasure and Artifacts

 
 Spoiler: Diaspora 
Units:
Treasure: 5
Trade Posts:
56.1 – Herring (FOOD)

General: Gwasgymarchog (8) - Tac Doc - One Thousand Arms (Must be attacking; -2 to Maneuvering roll, +4 to battle roll, and +20% enemy casualties. On battle victory, make three free Sack attempts then return region control to previous owner. If lose Maneuvering but win battle, make two free Sack attempts then return region control to previous owner. Treat Footholds (ties) as battle victories but make one less Sack attempt.)
 
mystic1110
     &lt;Herring&gt;
  &lt;fish-head&gt;
 &lt;scale {wake up} &lt;/scale &gt;
&lt;scale {meta - typing} &lt;/scale &gt;
&lt;scale name=“generator” = classified &lt;/scale &gt;
&lt;scale name=“referrer” = esoteric one one one zero &lt;/scale&gt;
&lt;scale {WAKE UP}&lt;/scale &gt;
&lt;/fish-head&gt;
 &lt;dorsal fin&gt;
&lt;scale&gt;
    &lt;Spawning Herring Pattern ______&gt;
 &lt;Update Round ______ Patches&gt;
    &lt;Spawning Herring Pattern ______&gt;
&lt;Update CHILD OF PEARL Patch&gt;
&lt;Update CRYSTAL Patch&gt;
    &lt;Spawning @  Region 55 &gt;
    &lt;Spawning @  Region 56 &gt;
    &lt;Spawning @  Region 57 &gt;
    &lt;Spawning @  Region 58 &gt;
    &lt;Spawning @  Region 59 &gt;
    &lt;Spawning @  Region 179 &gt;
    &lt;Spawning @  Region 187 &gt;
&lt;Update Vassals Patch&gt;
    &lt;Spawning @  SHK &gt;
    &lt;Spawning Herring Pattern ______/scale&gt;
 &lt;/dorsal fin &gt; &lt;/Herring&gt;  
   Deep Blue 
 
 Leader: Deep Blue Version ______

D:11 M:12 E:10 F:10 I:12   
 
  
 . . . checking for external stimuli requiring regulating of new herring swimming patterns . . .
. . . [found] . . .
. . . [not found]. . .
. . . executing dictates . . . 

&lt;Herring&gt;
  Actions: 

1.  Intrigue  - We Radiant Few with the Deep Dancers. ( 15 )
2.  Intrigue  - Whatever is available with the kaleidoscopic, backwards window into the minds of the fallen Reavers ( 19 )
3.  Intrigue  - Titanic Relics - DPB is disappointed that ABS didn't just ask one of their Core Branded and is instead testing them . . . clearly DPB is the correct choice for such task and information. ( 20 )
4.  Intrigue  –  Secret Action 
5.  Military  – Defend against Deep Dancers with 14 Units, Treasure, Sub-commander and Memetic Cohesion
6.  Intrigue  – Blacktide has crossed over through the falsegate - but the gate itself is under DPB's management - using its processing power, DPB tries to learn what it can in if it can develop methods to control and direct the Gate's power for its own purposes. ( 18 )

 Non-Actions: 

1. Accept all artifacts, technology, treasure, trade routes, cultural exchanges.
2. Vote for SEN's waste name
2. Spy Action.

 
 Spoiler: Memory Matrix 

Units:14

Cultural Exchanges:
Shark People
Gravetenders
Shifting Ennead

Tech:
Electrodialytic Staurozoa

Child of Pearl Abilities:

1) Actions that did not contribute for a stat gain in a round are counted for the sake of stat gain in the round after;
2) Children of Pearl may choose to perform two Special 5 Actions rather than one when using a Special 10 opportunity for the purpose;
3) Once per Round, a Child of Pearl may spend 1 Treasure in order to either: use their previous ruler’s attribute score in place of their own for a roll, with a penalty to the roll equal to the number of rounds since their last ruler change; OR roll twice for an action or resistance roll and use the better result (Treasure costs associated with such a roll are doubled).

Effulgent Witness abilities:

1) While an Effulgent Witness has a Reputation of 2 or better with the Abyssal Stewards, they are unable to be targeted by the effects of the Abyssal Stewards’ Secrets of the Depths. Additionally, their die size for all die rolls targeting Titans or resisting the effects of Titans is increased by one step; this stacks with any other effects that change die size, such as Cultural Identities.
2) Most of an Effulgent Witness’s powers depend on their Core Fragment, an artifact with which they possess a unique bond; even if it is stolen, they always know the location and exactly who is in possession of their Core Fragment. Additionally, they have a +4 bonus to resist such thefts as long as it is not stored within a Holy Order, and a +4 bonus on any action which would retrieve their Core Fragment.
3) An Effulgent Witness’s maximum attribute scores are increased to 12, rather than 10. If they are not in possession of their Core Fragment, any attribute above 10 is treated as being a 10 for all purposes. When rolling for an action of an attribute above 10, they may choose to roll as if their attribute was 10; if they do not, then at the end of the round, they must make a leader loss roll with a -1 penalty for each such action beyond the first; on a 1 or lower, they are consumed by the intensity of the powers they are wielding, and die. Resistance rolls do not necessitate or add additional penalties to these leader loss rolls. Additionally, whenever an Effulgent Witness personally participates in a battle using an effective Military score above 10, their effective unit count is increased by 1 as a result of their personal power.
4) While in possession of their Core Fragment, an Effulgent Witness may take a special action using any attribute to roll all appropriate resistance rolls on behalf of one of their Vassals, for one turn. This does not allow rerolling failed resistances the Vassal may have already attempted.
5) An Effulgent Witness may use their Core Fragment to tap into the same energies utilized by the Abyssal Stewards; they are always considered to possess the Magma Forges technology (which is impossible to trade) while in possession of their Core Fragment. Additionally, once per turn as a special Faith action, they may attempt to refine their Imperfect Core Fragment through a form of focused meditation which is more effective in deeper regions.
6) Pressurized Passion: While an Effulgent Witness has both their Core Fragment and a Reputation of 3 or higher with the Abyssal Stewards, they gain +1 Depth access and a bonus to all Faith rolls in Deep regions equal to the region’s Depth level. The bonus to Seek Aid rolls depends on the region of the targeted action.
 
Aerin
    NPC Actions     Round 22 
 POLAR 
 
 Spoiler: The Colossus Draigiau 
 The Azure Colossus Draig, Tadgceallachmarix, The Thunder That Burns 
 Recover and molt.   Tadgceallachmarix retreats into the volcanic depths of Aelwyd Alferiad, where the intense heat and pressure prevent any from following. He is not seen for several years, though several tremors in the seafloor are jokingly pinned upon the Colossal Draig turning over in his slumber. 
 The Vermilion Colossus Draig, Gwrfaedlaithe, The Fuming Ice 
 Find an interpreter.   Gwrfaedlaithe the mighty, though minorly wounded from the last titanic showdown, descends upon the peoples of the nearby seas. Though it is difficult to tell from his ancient and intense method of speaking, he appears to be searching for a brave soul to act as a personal interpreter of the modern world. 
 

 
 Spoiler: DRG 
  
    The Draigiau Residuum Gathering    
The Three Claws
Dip: 10, Mil: 6, Eco: 6, Fai: 10, Int: 4
Treasure: 0, Units: 2 
 Issue an Ultimatum:  The Depths to the west are a sacred place, somewhere that young Draigiau go to harden and temper their scales after their first molt. Attempts to explore Region 72 will be met with all the might of the Draigiau.
 ”Draigiau indulge in a variety of environmental extremes as part of their method of forced adaptation and hardening.” 
 Military 5: Raise a Fortress in Aelwyd Alferiad (71), Graddfeydd Nerthol 
 The capital can never again be allowed to fall. Aelwyd Alferiad is a place of caverns, and caverns lend themselves well to fortification. Create a false entrance here, pre-engineer a rockfall there, just add a ten foot pit with spikes at the bottom in a ten foot by ten foot hallway (this one makes little sense when you can swim over it, but it comes with the standard package). Yeah, that’ll do. Welcome to Graddfeydd Nerthol! 
 Military: Raise a unit 
 The Riftborn may be gone for now, but they could return at any time. Soldiers must be trained and taught to remain vigilant protectors of the brine breeding pools. 
 Faith: Construct a new Holy Site in Region 70 [1/3] 
 Many eggs have been hatched in recent years, due to the inspirational might and glory of the Elder Azure Draig. More space is required for raising little ones. 
 Faith: Reclaim Holy Site 71.3 for Wings of the World (self-assisted) ,  19 
 The careful work of purging the Communion is undertaken with caution, as though some abomination will leap out of any corner… But ultimately no atrocity occurs. Weird, for the Eternal Communion. 

Non-action: Provide Dragon Scales to the Nathi through the Trade Route
 The Nathi are chill, pun unintended, and so this’ll help them even the scales, pun intended. 

Attribute increase: +1 Military, +1 Faith
Change leader dynastically (+2 Dip, +1 Mil, +1 Eco, +2 Fai, +1 Int) =  (5 Dip, 4 Mil, 3 Eco, 6 Fai, 2 Int) 
Spy non-action
Hinder and resist all conversions in Aelwyd Adferiad (71) and Region 70
Specials used: D5, D10, E5, F5, F10
 

 
 Spoiler: KEN 
  
Rebel Leader R. Blacktide
Dip: 6, Mil: 5, Eco: 5, Fai: 10, Int: 4
Treasure: 1, Units: 2 
 Blacktide: 
Fetid flames, sputtering thicker and blacker every year shift with an unfelt current. Kenaqua has grown desolate, the cowardly fleeing, the foolish calling for aid. But now, in blackest tide, a figure robed in ghastly shrouds comes forward, body withered and broken, yet inexorable as the nauseous spin of the planet, unstoppable as the milky stars which curdle their way through the great tear of sky above the waves.

The guttering flames, choking on the vomitous fog of smoke that fall to the seafloor like heavy mounds of viscera, are not the only things which have burned all this time. Blacktide is unrecognizable, a spectre of what he was, grown hunched and febrile in his zealotry. A being of angles, his withered skin clings tight and papery against bones that seem ready to carve their way out of this emaciated husk.

 “The Gods exist in time instead of place,”  breathes the prophet. Though this place has been prepared, has been offered in the service of the Divine Unknown, the site is not in itself holy; no, these years have been dedicated in profane sacrality, and the god’s presence has been confirmed by the magics here.

 ”The Gods are unrecognizable entirely.”  Their very names are a mystery. Those who have gazed through the yawning maw of the portal ahead were driven mad by the knowledge gained. Blacktide finds himself touching the indents whence he tore his own eyes upon looking through. He’d ridden the knife’s edge, given fervor but not fatality by his fealty.

[i]“Holiness and unholiness exist within all worshippers.”[/] But Blacktide was almost purged. As the final hours of this mad manifestation drew closed, the shrouds fall away. Naked and nearly pure, the sticklike mannequin advances, hoping all that was unholy was finally purged.

 The whispers are that the Gods exist in time because acting in their favor opens a door between planes that allows their presence. They are unknowable, apart from their will, and this will can be heard in a worshiper’s own soul while this door is open.  Blacktide approaches and enters the falsegate, crossing his soul, the true Door, with the threshold.

The flames sputter out.

That which is holy in Blacktide shines.

That which is unholy burns black and bright.

Something glides across the portal. Something swims through Blacktide’s soul. Were any there to witness it, they would have seen something invisible to the eye and yet plain to see. An omnichrome rainbow slick across the surface of reality, mixing with it no more than oil with water.

…

When the prophet awakes, it is with the knowledge that his god had crossed the threshold and found a world that could not hold it. It is with the knowledge that the deity had not–could not have?--manifested in this lesser plane.

But it had crossed through its servant. It had burned the unholy remnants away and somehow what was left had managed to cling onto life.

As the reborn faithful rises on spindly, charcoal legs, flexing the dozen new joints in each of its manifold limbs, a smile crosses its lipless maws. Perhaps the god is not present, but its perfected servant is. And as its will is done, it will be here, in this time, as long as Blacktide can work.

A flash of fire lights in three of its hands.

 ”Fear not the flames, oh recalcitrants of the seas,”  a dozen voices whisper in clashing cacophonies,  ”They will not burn you.

“They will only burn what you are not.” 
 Faith 10: Miracle - Burn Out the Unholy. 
Convert HS 49.1 to the Shroud,  14 
Convert HS 55.2 to the Shroud,  17 
Encourage Defiance in Kenaqua’s Clergy,  18 (but resisted) 
Define the Shroud as a One Doctrine faith, setting the size 1 bonus to Conversions

While not visible yet, the effects of Blacktide’s continued existence in this plane and the oilslick madness continuing to leak like poison through the Gate will likely be deleterious for years to come. Containment and quarantine with Songspires may provide a buffer … for a time.

 Military: Raise unit 
 The fanatical clergy of the Arch’s Apex, Blacktide’s personal Holy Order, are the first to be purified by his many tendrils. 
 Military: Raise unit 
 Followed by the brilliant youths of Kenaqua who had latched on to Blacktide’s every clever word before his transformation, his voice melodious and persuasive in a way that brought to mind the songs of the turtleback choirs. 
 Rebel Leader free action - Diplomacy: Sway Aristocracy in Kenaqua (52) ,  13 (but resisted) 
Blacktide’s position as an autonomous leader within Deep Blue-controlled territory is tenuous, despite his newfound powers. Next round Blacktide must attempt a Diplomacy check against TN 14, following all normal rules for Rebel Leaders.

Attribute increases: +1 Military
Resist all conversions in Kenaqua (52)
Specials used: F5


 

 The Kenaquans: 
 Crisis!  The citizens of Kenaqua, having been conquered twice in the past decade and abandoned by their leader to obscure and disruptive powers, flee the region! The Gravetenders, Deep Blue, and the Kar-Nath Hegemony may decide as a non-action to welcome refugees, which has the consequences listed below.

 GRV:  The City of North Pole in Magma Falls (51) is repaired, but the refugees attempt to convert HS 51.2 to the Shroud
 DPB:  Deep Blue gains 1 treasure, but the refugees attempt to convert HS 55.1 to the Shroud
 KNH:  Soliana (53) gains 1 action of progress towards building a second Trade Post, but the refugees attempt to convert HS 53.2 to the Shroud
 

 
 Spoiler: CRY 
  
   The Cryptid Congress   
 Shah Aziz Akbar III 
Dip: 3, Mil: 6, Eco: 4, Fai: 3, Int: 5
Treasure: 1, Units: 3 
 Military 5: Recruit a General, Farseer Asiya Zaheer. Fortified Snipers tactical doctrine: If defending a region with a Fortress, +4 battle, -4 allied leader loss, -4 enemy leader loss ,  Mil 8 
 Never again shall we lose another young pod to the Ice Tyrants, so long as we have Cryptholm and brave souls to defend it. 
 Intrigue: Secret 
 Intrigue: Steal Bioluminescent Navigation from the Seatide Confederacy ,  12 
 Seatide hoards and hoards, but does not share. The Pepsin turn a blind eye to the hardships of their neighbors who could benefit from this life-changing technology. 
 Economy: Buyout TP 3 of Crafter’s Coral in Calvarnsis Superior (185), spending a treasure ,  10 
 We would like to formally issue thanks to the Shifting Ennead for building this Trade Post specifically for us. 

Non-action: Supply the Shifting Ennead with Dragon Eyes through the Trade Route
 See? You really don’t need Seatide. Consider this a taste of the economic greatness that we can achieve in future years, when goods flow both ways across our forged bond. 

Attribute increase: +1 Intrigue
Resist NAN undermine,  13 
Spy action
Specials used: none
Change ruler non-dynastically.  (1 Dip, 5 Mil, 2 Eco, 1 Fai, 4 Int)   Leadership rotates between a random adult member of the community every congress 
 

 
 Spoiler: Dancers of the Untamed Reefs (DUR) 
  Region 187 Rebellion - Dancers of the Untamed Reefs 
Combat Dancer Elegant Dawn (Mil 9, Rhythm of the Undulating Anemone tactical doctrine: +1 to battle, +1 tactical maneuvering, additional +1 tactical maneuvering in depth 0 regions)
Treasure: 0, Units: 6 
 Diplomacy: Issue demands 
 
 Spoiler: Rebel demands 
Our demands are simple:
- Discover the source of the maleficent aura that kills all life near the border of Region 189 (Done!)
- Decontaminate the region without further loss of life (We Radiant Few) or rendering the seafloor ecosystem unsuitable for ecological restoration (The Hungry Deep)

Should Deep Divers (the native population of the Marble Kingdom) be used for We Radiant Few, this will provoke an immediate attack

The Dancers of the Untamed Reefs may resort to military force if sufficient progress towards their demands is not provided each round

Being profound naturalists, the Dancers of the Untamed Reefs will continue to support local fauna and flora while opposing settlement and development in nearby regions
 

 Intrigue: Undermine support for Deep Blue among the aristocracy of Sunken Necropolis (179) ,  15 (but resisted) 
 Deep Blue ignored the leaking contamination for years, only moving to act when threatened with our military might. Is this truly the one you wish to leave in control of all the natural beauty around you? 
 Faith: Convert Calvarnsis Inferior (186) HS 1 to the Blossoming Sequence from the Flowing Way ,  14 
 Military: Invade Region 187 with 6 units lead by Combat Dancer Elegant Dawn  (Mil 9, Rhythm of the Undulating Anemone tactical doctrine: +1 to battle, +1 tactical maneuvering, additional +1 tactical maneuvering in depth 0 regions). No distance penalties.  Cancel this invasion if Deep Blue ceases to use Deep Dancers for We Radiant Few. 
 

 TEMPERATE 
 
 Spoiler: The Fuchsia Shade of Rilanto Pass (94) 
 Crisis!  The colony’s supply stocks of food, tools, and building materials have been faltering, as the lagoon town’s merchants have been Reaved for years. Furthermore, maintenance and gardening of the detoxifying Death-Eater Coral is typically handled by the region’s clergy - also Reaved. Unless the Reaved factions are restored or a larger nation takes control, the colony at Rilanto Pass will fail at the start of Round 24.
 

 
 Spoiler: FIN 
  Region  108  107 Rebellion - The Finalists 
Finalist Nwanneka (Mil 8 General, Glorious Last Stand tactical doctrine: +3 to defensive battles, +10% own casualties, -2 own leader loss)
Finalist Raymond Tripolitain (Mil 7 General, Rays of the Last Light tactical doctrine: +1 to battle, +2 enemy leader loss, ignore the effects of brackish borders)
Treasure: 0, Units: 4 
 
 Spoiler: NEW rebel demands 
Our demands are threefold:
- We require three faith actions of aid to rebuild the  Final Bunker (Region 108 Holy Site 1)  ULTIMATE Bunker (Region 107 Holy Site 3) stronger than it was before
- We require two trading posts of food, to keep us fed when we retreat to safety and lock away the outside world
- We require a filtration method to keep the interior waters fresh. Toxic Filtering would suffice, but not Filtration Grafts - everyone knows that such grafting biotechnologies contain the Nacres’ surveillance microchips and all manner of toxic chemicals

Aid will not be accepted from any country with a reputation of 3 or higher with the Divine Nacres,  except for the World Garden of the Sakura-Jin, who are prophesied to withstand the coming apocalypse! 
 Until our demands are met, we will continue to educate the uninformed of the coming apocalypse.
- The Finalists will continue to convert holy sites to their cause, spreading beyond regions 107 and 108
- The Finalists may resort to military force if ignored for too long 

It is too late to educate the uninformed. Pray that you have already prepared enough, else you are utterly doomed.
 

 Economy: Buyout TP 1 in Region 102 for Bloodbass ,  13 
 Economy: Buyout TP 1 in the Great Kelpland (131) for Kelp ,  11 
 We require two trading posts of food, to keep us fed when we retreat to safety and lock away the outside world 
 Intrigue: Steal Toxic Filtering from the Gotezhar ,  6 
 We require a filtration method to keep the interior waters fresh. Toxic Filtering would suffice, but not Filtration Grafts - everyone knows that such grafting biotechnologies contain the Nacres’ surveillance microchips and all manner of toxic chemicals 
 Faith: Build the ULTIMATE Bunker (Holy Site 3) in Region 107 [1/3] 
 We require three faith actions of aid to rebuild the  Final Bunker (Region 108 Holy Site 1)  ULTIMATE Bunker (Region 107 Holy Site 3) stronger than it was before 
 Gather well your final memories
Treat alike friends and adversaries
For final peace upon the unprepared
Tomorrow’s doom, none unspared 

Hinder all conversions in Region 107
Resist conversions in Umbergy (108) and Region 109
 

 TROPICAL 
 
 Spoiler: Klam Kardasean 
  Region 153 - Klam Kardasean settles in Kanapa  
 Circumstance:  Klam has decided that the Aniwana Mall is paradise! She never wants to leave! To have more time for shopping, she will be putting her Blub reviews on hiatus for the foreseeable future.

 The Seatide Confederacy gains +1 to all Sways and Impresses this round , as everyone is talking about Klam’s visit to the Polar-Confederate International Bank during the last round.
 
Talis
  The Seatide Confederacy  
 
 Spoiler: News and Rumors 

 
 To celebrate the creation of the Polar-Confederate International Bank, Seatide decrees that they will provide a small bounty of treasure in the form of financial investment bonds to any nation that joins. 
 By order of the Council of Seatide, Mammos is hereby banned from Seatide and blacklisted from all Services the Confederacy or its members may provide. Suspicious accounts will be flagged for auditing, and any account opened by or in connection to Mammos will be frozen. 
 
 

 Actions: 

[Diplomacy] Create Cultural Identity: Airtight Contracts (Resist buyouts with 2d8)
  Almost as famed as Seatide's merchants are its lawyers: experts in contract law capable of crafting complex agreements rife with traps and contingencies. Trying to renege on a contract with a Seatide Merchant is a sure path to ruination in any jurisdiction.  

[Economy] Impress Merchants in Nanuuq (82) supplying Rust-Veined Pumice. +1 from Klam Kardashian.
  As part of a new agreement with the bears, Seatide will provide their merchants with much-needed supplies of dye.  

[Economy] Impress Merchants in Calvarnsis Superior (185), Supplying Dragon Eyes. +1 from Klam Kardashian.
[Economy] Impress Merchants in Calvarnsis Inferior (186), supplying Gravelglass. +1 from Klam Kardashian.
  Seatide merchants move in to aggressively take over the nearby Calvarnsis markets.  

[Economy] Impress Merchants in The Marble Kingdom (187), supplying Inkfang Worms. +1 from Klam Kardashian.
  Despite their unruly nature, the merchants of the Firewall still need trade goods, Seatide merchants are quick to remind them.  

[Economy] Impress Merchants in the Seas-Not-Yet-Dead (66), supplying Dragon Eyes. Spending 4 wealth, +1 from Klam Kardashian.
  By their informal agreement with the Eternal Springs, Seatide has a right to the Shifting Ennead's markets. Luckily for them, the Ennead has a habit of expanding.  

Non-Actions:
Oppose all Sway and Impress actions targeting merchants loyal to Seatide
Support Buyouts for factions that own the territory they are making the buyout in
Supply Talented Crabs to GRV to satisfy their resource needs
Put in a good word for SEN (Good Names Go to Waste)

Die Rolls:  https://forums.giantitp.com/showsing...postcount=1305 
 
 Spoiler: Book Keeping 
 Ruler 
Judge Shimmering Grey
Diplomacy: 10
Military: 6
Economy: 10
Faith: 2
intrigue: 3

Military Units: 5

 Regions Owned:  [Seatide 79]
City: +1 to Buyout 1/turn
Total Regions: 1
Land Unit Cap: 5 (5 Capital Unit Cap)

Artifacts:
 The Tideglobe  - This mysterious artifact is a transparent orb full of shimmering liquids and colors, which swirl and dance about in hauntingly beautiful patterns. By carefully watching the movement of lights and changing colors inside the Tideglobe, Seers can augur future events and predict how to counter hostile actions. Effect: +1 to one Intrigue roll opposing a hostile Secret Action, once per turn.
 Glowspire  - A twisting spire twenty feet tall, shaped like a twisted coral. Bioluminescent algae inside the spire change color depending on the trace elements that flow into the spire, allowing it to predict water conditions even thousands of miles away. Specially trained Tideseers read the colors, using them to predict where Reaver attacks are most likely to occur. As an added benefit, the haunting twists and colors of the spire are eerily beautiful to the untrained eye. Effect: Each turn, predicts an area that the Reavers will target if they attack that turn.
 The Bare Trap  - Mystical trap that helps defend against Reavers.
 The Banner of Odyssey (Cultural)  This enormous tapestry depicts the ancient Pepsin migration to Seatide, embroidered in such a way that the images seem to leap off into the water.
Intact Colossus Draig Molt

Culture:
 Mutually Beneficial Arrangements  - 2d8 to performing and resisting Impress Merchant attempts

 Military Technologies: 
 Devolving Standardized Integrations (Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost.) Prerequisites: Composite Grafting. Slot: Combat Drugs and Medicine. 
 Razor Current Netting (+10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending) Prerequisites: Composite Grafting, Glass. Slot: Fortifications 
Supermarine Artillery

 Civilian Technologies: 
Composite Grafting (Starting Tech)
Graduated Symbiosis (Starting Tech)
Megafaunal Tailoring (Starting Tech)
Photospore Signaling (Starting Tech)
Supernatic Propagation (Starting Tech)
Trophic Deconvolution (Starting Tech)
 Bioluminescent Navigation (Allows exploration and utilization of Depth 1 regions) 
Filtration Grafts
Electrodialytic Staurozoa
Radiant Spheres
Sojourn Suits
Indah's Embrace
 Joint-Stalk Companies (Successful Expeditions reward 1 Treasure instead of normal bonus. A Great Success grants control of one local Trading Post, or a free Prospect attempt in Wastes regions). Prerequisites: Composite Grafting, Trophic Deconvolution 
 Megafaunal Caravans (Reduce Distance Penalty for Economy actions by 1). Prerequisites: Megafauna Tailoring, food. 
 Anoxic Adaptation (Permits actions and troop movement across brackish (green) borders). Prerequisites: Composite Grafting, Trophic Deconvolution 
 Oxygenati Implantation (Permits actions and troop movement across brackish (green) borders). Prerequisites: Composite Grafting, Trophic Deconvolution 
 Holographic Certification (+1 to resisting Undermine Support actions) Prerequisites: Bioluminescent Ink, Photospore Signaling. 
 Bitter Tourism (Permits actions and troop movement across glacial (black) borders) Prerequisites: Heat Source. 
 Traveling Scholars (Extra roll/drop 1d4 on non-dynastic ruler change) Prerequisites: Talented Labor. 

Resources controlled:
[Compressed Algae Blocks (52, TP1)]  Support 
[Sheerspun Fabric (63, TP2)]
[Frozen Logs (64, TP1)]
[Talented Crab (65, TP1)]  Support 
[Piezo-Phosphoric Crystals (67, TP2)]  Support 
[Crafter's Coral (185, TP2)]
[Wetherwisps (179 TP2)]
[Gravelglass (68, TP1)]  Support 
[Edible Algae (69, TP2)]  Support 
[Inkfang Worms (70, TP2)]
[Rust-Veined Pumice (73, TP3)]
[Firefly Squid (74, TP1)]  Support 
[Magnetic Sand (75. TP1)]  Support 
[Bluefish Antifreeze, Seatide (79, TP1)]  Support 
[Bluefish Antifreeze, Seatide (79, TP2)]  Support 
[Bluefish Antifreeze, Seatide (79, TP3)]  Support 
[Sour Krill (80, TP1)]
[Dragon Eyes, Cryptoclysus (84, TP1)]
[Stripdrill Hyphenae (187, TP1)]


Merchant Faction ETB: +10
 ETP Total : 33

 Treasure : 10 (+3 / Turn)

 Factional Support :
Kenaqua (52) - Merchant (Supply Firefly Squid)(+2 ETP)
(59) - Merchant (Supply Edible Algae)(+1 ETP)
(65) - Merchant (Supply Rust-Veined Pumice)
The Cathedral of Movement (67) - Merchant (Supply Stripdrill Hyphenae) (+1 ETP)
Sketi (68) - Merchant (Supply Sheerspun Fabric) (+2 ETP)
Danabae (69) - Merchant (supply Inkfang Worms)(+2 ETP)
Region (70) - Merchant (using Sour Krill)(+1 ETP)
Aelwyd Adferiad (71) - Merchant (Supply Edible Algae)(+1 ETP)
Raconensae (73) - Merchants (Supply Wetherwisps)
Maurente (74) - Merchant (Supply Edible Algae)(+1 ETP)
The Plains of Sarkenos (75) - Merchant (Supply Inkfang Worms)
Seatide (79) - Merchant, Aristocrat, Clergy (Supply Firefly Squid)
(101) - Merchants (Supply Stripdrill Hyphenae)(+1 ETP)
(179) - Merchants (Supply Stripdrill Hyphenae)(+1 ETP)
(187) - Merchant (Supply Frozen Logs)

Projects and Wonders:
Polar-Confederate International Bank (Seatide, 67)
 
 Spoiler:  Effects (Approved) 
Polar-Confederate International Bank
A central bank established under the authority of the Seatide Confederacy to weld various trade interests into a single market. The bank consolidates the assets, accounts and debts of member states, issues a common currency backed by those accounts, and services transactions between members.
Effect: Any nation in contact with the Seatide Confederacy may adopt the Arctic Exchange Currency as a 2-action project. Nations using the common currency gain the following benefits:
+2 increased Treasure cap
May spend 1 additional treasure on Economy actions within it and other member nations
May transfer 1 treasure to another currency user 1/turn.
The Seatide Confederacy (or current controller of Seatide) automatically counts as a currency user. Additionally, the bank's controller can kick members out of the union, or block any of the above "bank actions" as a nonaction.

Current Members:
STC, GTZ, SEN, CYP, RFT, DPB, GRV
 


Diplomacy:
Trade Route with the Gravetenders
Trade Route with Lux Glossia
Cultural Exchange with the Shifting Ennead
Promise from the Shark People to not threaten Seatide merchants or assets
Cultural Exchange with LOL
Trade Route with Draig Continuum

Favor and Reputation:
1 favor from the Cryptid Congress for giving them a free technology
1 favor from Cyphiri for intentionally losing a PRS Slot
 
Torv
   The Nanuuq Constellation  
 
  The Fraying Mind 
D3 - M6 - E3 - F7+1 - I8+1 
 
  Actions  
 
  Faith 5  - Form New School: The Disruptive SEAquence, Change Size 2 Bonus to ' Breaking the Mold - If taken as Secrets gain 2d8 for actions not described in the ruleset'
 Death is required for life to grow, but for it to prosper there needs to be strife. In unity lies complacency.  
  Faith  - Tune the Spires of Dissonance (1/x)
 Amanita attempts to grab a colossus attention by changing the discordant hymn of Nanuuq into a maddening monotony. Below the jumbel of perverted sounds a whisper of subcurrents emerge . . . Gwrfaedlaithe . . . Gwrfeadlaithi . . . Gwerfadlaithe . . . Grfaedlithe . . .Gwfaedlaite . . . Gwraedloithe . . . Wrfedlithe . . .  
  ???  - Become even more dissonant 
  Intrigue  - Undermine Merchant Support in R84 Cryptodysus  (14) 
 They do not deserve to clutch to the light with their ignorance.  
  Intrigue  - Secret 
 
  Non Actions  
The Dissonant - Root Out Spies
If possible, do not resist any attempts against our supports.

  News and Rumours  
 Construction of the bank will continue in the coming years, for now many merchants eagerly await an influx of garish dyes to decorate everything with. 
Autumn Stars
     The Gravetenders    
  Turn 22  
  Elkelt, Voice of The Second  
Diplomacy - 3 || Military- 10  || Economy - 7 || Faith - 10 || Intrigue - 1
 
  Actions:  
  1: [Military]   Raise Unit.

  2: [Military]   Raise Unit.
   .   
  3: [Economy]   Buyout TP1 [Migratory Narwhal Pods] in region 190, using Mitochondrial Regulation and Electrodialytic Staurozoa (Total distance: 8.)  [Success!] 
   .   
  4: [Economy]   Buyout TP2 [Migratory Narwhal Pods] in region 190, using Mitochondrial Regulation and Electrodialytic Staurozoa (Total distance: 8.)  [Failure!] 
   .   
  5: [Faith]   Build Songspire in 51
   .   
  6: [FAITH]   Use Kelusyn's Disruptor upon the Blossoming Icon.
   .   

Non-Actions:


 [The Reef Which Never Falls Silent: Host the  Reef In Bloom.  Followers of the Blossoming Sequence may attend as a faith action.]

[Accept Refugees from KEN.]

[Blossoming Icons: Seek Aid on Action 3.]  [Success!] 

[Accept Talented Crabs from Seatide via trade route.]

[Resist anything not coming from Kar-Nath or The Eternal Spring.]

[In specific, resist the Shark Conversion attempt.]

[Send Hard Metal to Kar-Nath via trade route.]

[Good Names Go to Wastes: Vote for Kar-Nath's suggestion.]

[Send Kar-Nath technologies: Anoxic Adaptation, Bitter Tourism.]




 
 Spoiler: Stat Changes 




Ruler Stats And Increases:

Diplomacy - 3
Military -  10
Economy - 7
Faith - 10
Intrigue - 1
 

 
 Spoiler: Statistics 

 
 Spoiler: Special Actions 
 Special Actions Available: Economy 5, 
 Special Actions Used:  Diplomacy 5, Military 5*3, Military 10, Economy 5, Faith 5*3, Faith 10*2
 

 
 Spoiler: Diplomacy 
 Reputation/Favors 
 The Abyssal Stewards:  Rep 1, 0 Favor (Expected Change: None)
 The Chelonian Chora:  Rep 0, 0 Favor (Expected Change: None)
 The Divine Nacre:  Rep 0, 0 Favor (Expected Change: None)
 International Prestige:  Rep 4, Prestige ? (Expected Change: None)

 Cultural Exchanges 
Deep Blue
The Shifting Ennead
The Riftborne Myriad
The Eternal Spring

 Cultural Identities 
None
 

 
 Spoiler: Military 
 Units:  10 (Expected Change: None)

 Aristocratic Support 
78, 76, 81

 Generals 
Sersi The Pale  [10] 
  
 Spoiler: Dissertation In Practice 
If fighting defensively: +2 to battle roll, -20% own casualties, -10% enemy casualties, +12 to enemy leader loss roll.
If *also* outnumbered: +2 to battle roll, +2 to Tactical Maneuvering, -20% enemy casualties.
 
 General Kreel, Exarch of the Silver Banner  [10] 
  
 Spoiler: Death First To Vultures and Scavengers 
If fighting Reavers: +2 to battle, +2 to tactical maneuvering, -2 enemy leader loss, +10% own casualties.
 
   
 Spoiler: March of the Conqueror 
+1 to battle, +10% own casualties, Free Sway Aristocracy attempt on win.
 
   
 Spoiler: Slaughter-Cadres 
 -1 Maneuvering, -1 to battle, +20% enemy casualties, -4 enemy leader loss.
 
  Fortresses 
76, 78

 Perfected Tactical Doctrines 
Dissertation In Practice

 Military Technologies 
None
 

 
 Spoiler: Economy 
 Treasure:  0 (Expected Change: None.)

 Trade Posts 
 Total Owned  2
[76.2] Bastion:  Electrum
[78.1] The Dead Cities:  Preserved Food

 Mercantile Support 
78, 81

 Cities 
None

 Trade Routes 
The Seatide Confederacy
Kar-Nath
Costa Seria

 Specialized Ships 
None

 Civilian Technologies 
  Megafaunal Tailoring, Graduated Symbiosis, Photospore Signaling, Supernatic Propagation, Trophic Deconvolution, Composite Grafting.  
  Electrodialytic Staurozoa   A specialized variety of sessile jellyfish, engineered by the Divine Nacres to partially desalinate seawater through electrodialysis across its outer membrane. Attaching them near the gills or other water intake organs provides cleaner and safer water at the cost of a buildup of supersaturated seawater inside the jellyfish’s body and precipitated calcium on the outside, which must be periodically expelled or scrubbed off, respectively.  [Effect: May ignore the increased effective distance from a Briny border up to twice per round. This does not reduce the effect of Briny borders on distance loss calculations. Requirements: None.] 
 

 
 Spoiler: Faith 
   The Blossoming Sequence   
 Faith Holy Sites:  33

[78.1] Dead City Urodela:  This Dead City is placed such that the light which streams from above is channeled into a series of crystals, all sculpted into abstract forms.
[78.2] Dead City Tacca:  Known for its meditation chamber, and the series of elaborate Reliquaries the faithful have built inside.
[78.3] Dead City Chantrieri:  Chantrieri towers above the rest, precipitously built along a sharp dropoff.
[78.4][The Dead Cities:] The Sacred Oath Of Silver Currents
[69.2] Neoplastic Monolith:  A great roiling mass of hard, stone-like flesh grows near the [direction of nearest waste or toxic border] border of Danabae. It shifts, grows, and consumes constantly, and is revered by some few who dare approach it. The Gravetenders have taken to reflecting upon it, and have built a temple nearby.
[76.1] Pardalis, The New City:  The first city truly built by the Gravetenders, now dedicated as a holy place of the Blossoming Sequence.
[76.2] A Study Of War:  A battlefield of the Makers, significant now to the Gravetenders as where they made their first steps to understanding violence.
[77.1] The Rime Gorge:  The Rime Gorge, and the ritual it represents, is of great interest to the Blossoming Sequence. Many die, and those few that survive flourish with power.
[77.2] Grand Schola: 
[77.3] Temple of Deep Currents: 
[75.1] The Plains of Sarkenos: 
[75.3] The Plains of Sarkenos: 
[79.2] Seatide Crag: 
[79.3] Stillwater: 
[58.1] Core Site: 
[58.4] Core Site:  The Silvered Oath of Ecumenical Exchange
[81.1]
[81.2]
[55.1]
[56.1]
[56.2]
[57.1]
[57.2]
[58.1]
[64.1]
[187.1]

 Clerical Support 
78, 76, 75, 58, 77, 79, 81

 Organized Faith Bonuses 
+1 to Defensive Battles.
Cultural Identity: Reaver Defense.
Tech: Theory Becomes Praxis. [+1 to Faith score for non-dynastic inheritance, so long as the previous ruler had Faith 8+.]

 Artifacts 
None

 Holy Orders 
The Silvered Oath of Ecumenical Exchange [58]
Sacred Oath Of Silver Currents [78]

 Miracles 
 The Reef Which Never Falls Silent:  Hosts the Reef In Bloom event every round an a non-action, and allows followers of the Blossoming Sequence to attend as a Faith action.
 

 
 Spoiler: Intrigue 
 Spies 
 

 
 Spoiler: Claims 
78 - Historicity
76 - Integration
76, 78, 77, 75, 58, 79, 81 - Holy Sea
 

 
 Spoiler: Wonder 
 The Blossoming Icons:  This wonder allows the country in control of Bastion (76) to take a modified Seek Aid action which reduces the effective distance for a Diplomacy and/or Faith action, rather than giving a bonus to the action roll. When taking this action, roll 2d6+Faith and subtract 11. Up to a roll of 18, this is the number of regions they subtract for the purposes of distance penalties. After 18, they subtract one more region for every 2 higher. (8 regions for a roll of 20, 9 regions for a roll of 22, etc.) In addition, they can Seek Aid as a nonaction once each round, for Diplomacy and Faith actions only. 
 

 

 
 Spoiler: Golems of Import 

 
 Spoiler: Laksha 
The first leader of the Gravetenders,  Laksha founded the Blossoming Sequence and works within the collaborative land of 59 to further the prospects of peace. Very nearly a pacifist by nature, her friendly manner served her well during rule. Many important aspects of Gravetender culture descend from her works, and among them, her arguments are held in high esteem even now.
 

 
 Spoiler: Sersi The Pale 
The second leader of the Gravetenders, and their first General. Sersi literally wrote the book on Gravetender warfare, with her ‘Dissertations on the Path of War.’ She’s more aggressive and practical, and began the push to spread the Sequence, which started the Eternal Debate properly. Brought the Gravetenders to the status of Holy Sea. Made Elkelt, her Disciple.
 

 
 Spoiler: Elkelt 
To be the third leader of the Gravetenders. Second generation Gravetender. Their form is made up of more than just stone, incorporating Maker elics and rimestone. Working on the Grand Archive project, for the aid of future Gravetenders.
 

 
 Spoiler: Kelusyn 
Known as a living encyclopedia of the Maker resonance effect. Built the Blossoming Icons, freeing Gravetenders to see the world, and especially the lands around Bastion, without fear of the horrible fate of being Stilled. Brilliant, dedicated, and reclusive. She does not let go of a project until it is finished, for better or worse.
 

 
 Spoiler: Akathi 
Sent to Seatide to study the Tidal Sequence. They have made a name for themselves there, and care deeply for the Pepsins of Seatide. Their work on the Firewall was important to getting everything in place, and brought Kelusyn into the project. Gregarious, even by Gravetender standards.
 

 
 Spoiler: Nasko 
Went to Kar-Nath of his own intent, having written several texts on how the Blossoming Sequence interfaces with the Nathi way of life. Has taken up an important position in the Grand Schola, and settled in as a teacher and spiritual guide. He has made keeping the friendship between the Nathi and the Gravetenders strong into his personal project.
 

 
Minescratcher
     The Order of Orders     
  Comprising
The Sacred Order of Knights of the Ironkelp of First-King John of Ruhum (Orope -  Region 114 ; The Hansea - Region 112; Leksandry - Region 115)
The Order of Knights of Dupiopóli (Ektalithiades - Region 113; The Tideswept Shelf - Region 111)
The Order of Knights of the Divine Watchful Eye (Ke Yi Ade - Region 127)
The Order of Faithful Knights of the Violet Crown (C'oupé - Region 116)
The Order of Truthseeking Soldiers of Usman (Ruwa Mai Juyawa - Region 118)
The Order of the Blind and Silent Knights (Yuksekale - Region 176)
The Order of Knights of Saint Jean of Akko (Kral-Katena - Region 123)
The Order of Knights of the Holy Radiance (The Glossian Sea - Region 135)
(Region 109)     
 Here Follow the Records of the Years  28-30  of the Tenure of Grand Master Martin the Young, 41st Grand Master of the Order of Knights   
Round 22

  Actions:

1.  [Military]  Recruit a unit

2.  [Military]  Recruit a unit

3.  [Military]  Recruit a unit

4.  [Military]  Recruit a unit

5.  [Military]  Recruit a unit

6.  [Military]  Recruit a unit

Nonactions:
 
 Allow any armies participating in a battle against the Finalists to travel through Order waters. 
 Accept Cobalt Dye and Titanic Rune-Carved Fossils from the Cyphiri Union via the trade route. 
 Hinder FIN conversions. 
 Provide Depthseeker Zivan with any and all resources necessary to carry out his investigation in the Glossian Sea, within reason. 
 
 
 Spoiler: News and Rumors 
 
 
  .   
 
 

 
 Spoiler: Ruler Information 
Grand Master Martin of Insol, 41st Grand Master of the Order of Knights, etc etc
Current stats
 Diplomacy :  10 
 Military :  10 
 Economy : 6
 Faith :  10 
 Intrigue : 5
 Rolls 

New Ruler Next Round? no

Expected Stat Bonuses:
 

 
 Spoiler: Other notes 

Generals:
 
 Dame Commander Caitriona MacAilpein of the Scoshlangue (10) - Tactical Doctrine: Quiver Hell's Foundations (+2 to battle roll) 
 
Units: 5 + 6 / 16

Treasure: 3 +1 passive

Resources controlled:
 
 Region 111: Brinerays (City) 
 Region 114: Giantsbane Seed x2 (TP, City) 
 Region 116: Anuran Vanguards 
 Region 129: Mercenary Retainers (May spend up to 2 Treasure per round on battle rolls to gain 1 effective unit per Treasure spent) 
 Region 133: Wave Scorpions 
 Region 135: Luminous Crystals (City) 
 
Techs:
 
 Supernatic Propagation 
 Trophic Deconvolution 
 Megafaunal Tailoring 
 Photospore Signalling 
 Graduated Symbiosis 
 Composite Grafting 
  Anoxic Adaptation:  Permits actions and troop movement across brackish (green) borders; Requires  Composite Grafting, Trophic Deconvolution  
  Supermarine Artillery:  +1 to battle rolls and +1 to Maneuvering rolls in regions of Depth 0; Requires  Giantsbane Seeds, Supernatic Propagation, Photospore Signalling  
  Razor Current Netting:  +10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending; Requires  Glass,   Composite Grafting  
  Bitter Tourism:  Permits actions and troop movement across glacial (black) borders; Requires  Heat Sources  
  Papershell Draft-Cuttle:  Ignore the increased border cost of up to two Brackish borders per round for distance penalty purposes and +1 to Prospect attempts in depth 0 Colony regions; Requires  Supernatic Propagation, Anoxic Adaptation  
  Electrodialytic Staurozoa:  May ignore the increased effective distance from a Briny border up to twice per round, except for distance losses;  no requirements  
  Devolving Standardized Integrations:  Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost; Requires  Composite Grafting  
  Filtration Grafts:  Permits actions and troop movement across toxic (red) borders; Requires  Composite Grafting ,  Filter Feeders  
  Traveling Scholars:  Roll and drop 1 additional d4 when adopting a new non-dynastic ruler; Requires  Talented or Knowledgeable Labor  
  Bioluminescent Navigation:  Allows traversal of Depth 1 regions; Requires  Photospore Signaling  
  Mamomachines:  For each 3 Treasure spent, receive 1 Treasure at the end of the turn; Requires  Graduated Symbiosis  
  + Adventuring Parties 
  + Joined-Stalk Companies 
  + Reanimation Colonies 
  + Seeker Barnacles 
  + Holographic Certification 
  + Indah's Embrace 
  + Scrying 
  + Sojourn Suits 
  + Blood Algae 
  + Mitochondrial Regulation 
  + Oxygenating Implantations 
  + Toxic Filtering 
 
State Religion: The Middish Way of the Flowing Way
 
 5 HCs: +1 offensive battle rolls 
 15 HCs: 2d8 to Sway Factions 
 25 HCs: +2 to Leader Loss rolls 
 
Artifacts
 
 Thunderstone Cudgel: 1/round, +1 to an offensive battle (+2 if the defender benefits from a Fortress) or +1 to convert a holy site of an organized religion (+2 if the defender benefits from a holy order) 
 
The Regalis Arbor
 
 Spoiler: Effects 
The Regalis Arbor is rooted to the earth, becoming a Flowing Way Holy Order located in Orope [Region 114]. As a non-action, up to  twice  three times per round, the Ironkelp Order may invoke one of the following effects:

 
 Launch Couriers: When taking an action, the Ironkelp Order may pay 1 region of distance to "skip" from a region that they control and which contains a Flowing Way Holy Order to any non-Wastes region within  three  four (non-Wastes) regions of said owned region for the purpose of effective distance when determining distance penalties or distance losses. The path may then continue on from that region, adding additional regions to the path and increasing the effective distance appropriately as normal. To skip to a Brackish, Toxic, or Glacial region in this way still requires the appropriate technology, but such regions may be skipped  over  without a technology. This effect may not be applied to rolls for Colonization or Secret actions, but may apply to unit movement for battles; if it is applied to unit movement, the units cannot be intercepted in a region they skipped.
  .   
 Launch Scouts: The Ironkelp Order receives a +2 bonus to the Maneuvering roll for a single battle they participate in. The battle must take place in a Depth 0 region within  three  four (non-Waste) regions of a region that they control and which contains a Flowing Way Holy Order. The use of this effect in a battle must be declared before any Interception rolls are made, and this effect may not be applied to Maneuvering rolls to intercept or avoid being intercepted.
  .   
 Launch Supplies: The Ironkelp Order receives -10% casualties for a single battle they participate in. The battle must take place in a Depth 0 region within  three  four (non-Waste) regions of a region that they control and which contains a Flowing Way Holy Order.  
 

Valid Holy Orders: 114, 123, 135
 

Reputation:
 
 1 ABS favor 
 1 DNA favor 
 PRS rank 3 
 Signatory to the  Flowing Peace,  alongside the Gotezhar, the Cyphiri Union, and the Lux-Glossian Shades, consisting of the following four terms:
 
 The undersigned are committed to the righteous and just conducting of wars, and will therefore forswear: killing or causing egregious harm to noncombatants, including foes who have surrendered; and the use of weapons or technology deemed unnecessarily cruel considering their objective, including those chemical and biological weapons designed to cause a slow and painful death. 
 The undersigned are committed to enable the collective defense of the faithful of the Flowing Way by soldiers of the faithful, and will therefore not oppose or hinder the movement of Flowing Way troops between territory controlled by signatory powers for defensive purposes. 
 The undersigned are committed to the dialogue of ideas and the free movement of sages, missionaries, and other wise-creatures, in the interests of widening the Flowing Way and the better interpretation of the divine mysteries, and will therefore support the establishment of new centers of learning and all other conversions to the Flowing Way within their controlled territory to the best of their ability. 
 The undersigned are committed to the continuing study and proactive investigation of riddles and anomalies, and will prioritize those which one or more signatories reasonably suspect may pose a threat to the faithful. 
  
 
 
[/QUOTE]
Corona
    Most Serene Lojanese Republic   
 Time: Round 22, Place:  Regions 5, 6, 9, 11, 12, 13, 14 and 15 
Prime Minister Lairmkam Kulal
Diplomacy: 5
Military: 6
Economy: 5
Faith: 5
Intrigue: 1
 
 
 
 rolls (the formatting is a little messed up but I think it's still clear which roll is for what) 
 Actions: 
 
  [Faith]Convert HS 9.3 from Flickers of Unseen Bane to Shimmers of Unseen Bane  5 Faith + 1 SUB + 2d6 vs TN 12  13  
  [Economy]Restore TP 9.2 of Ching He'aang 1/3  
  [Economy]Restore TP 9.2 of Ching He'aang 2/3  
  [Economy]Restore TP 9.2 of Ching He'aang 3/3 (take control of the TP)  
  [Faith]Impress Kaarme(14) clergy   5 Faith + 1 SUB + 2d6 vs TN 12 (HS majority)  12  
  [Diplomacy]Sway region 12 Aristocracy  5 Diplomacy + 2 treasure + 1 city Sheade + 2d8 vs TN 12 (I own the region)  17 
 
 
 Non-Actions: 


Gift Crimson Cuirasses to GTZ

Spy secret nonaction... todo

Supply LIT with Crystal Chips
Supply region 11 DI with Kelp Fiber from LSD trade route
Supply LSD with Selachian Mercenaries through trade route


 News and Rumors: 
 
 Spoiler: Ruler 

 Prime Minister Lairmkam Kulal 
Next round stats:
Diplomacy: 5
Military: 6
Economy: 6
Faith: 6
Intrigue: 1

New ruler next round? No.

Note to fellow players: I want to live dangerously, so you may assassinate, kidnap or otherwise ravish my rulers at any time. You don't need to approach me first, surprises are fine too. IC resistance and retaliation will be be offered, of course. 🙂
 

 
 Spoiler: Country Info, last update R11 

 Special Actions Available:  D5 M5
 Special Actions Used: 
  Diplomacy  
 
 Spoiler 

 Region Ownership/Claims/Supports  Table to be simplified?


 Reputation/Favours  To be updated
 The Abyssal Stewards:  Rep 1, 1 Favours (Expected Change: +1 Rep)
 The Chelonian Chora:  Rep 0, 0 Favours (Expected Change: None)
 The Divine Nacres:  Rep 1, 0 Favours (Expected Change: None)
 International Prestige:  Rep 2, 0 Progress (Expected Change: None)

 Cultural Exchanges 
Lambent Syndicate
Coral of the Protected Statera RIP

 Cultural Identities 
Let's Have a Cuppa - 2d8 to Swaying
 

  Military  
 
 Spoiler 

 Units:  9/10 (Expected Change: ??)
 
 Republican Guards - recruited R1, was destroyed in the 1st invasion of Kaarme, rerecruited R12 
 1st Selachian Battalion - hired R2, looted a temple in Bloodhome, fought in the 1st invasion of Kaarme 
 2nd Selachian Battalion - hired R2 
 Black Guards - hired R3, assassinated the Plo'uogoar 
 Selachian Elites - gained R7 
 Region 13 unit - gained R9 
 Sheade Regulars - recruited R10 
 Special Operations Forces - recruited R11 
 Kaarme Nobles - recruited R11 
 
 Generals 
Zabkrew - Mil 9,  Graceful Show of Force :
+1 to tactical maneuvering
-20% enemy casualties
-20% own casualties
+12 to enemy leader loss roll
+2 to own leader loss roll
You may make a Sway attempt against a randomly determined support in the battlefield region (regardless of the outcome of the battle)

 Fortresses 
Huurdrav, Lojan

 Perfected Tactical Doctrines 
None

 Military Technologies 
 Death Commando Conditioning  +1 to battle, requires Lamia Extract
 

  Economy  
 
 Spoiler 

 Treasure:  7 (Expected Change: -4+3)
Trade post income: 3 Treasure/round

 Trade Posts  List to be simplified
 Total Owned  ?? (?? for Treasure gain)

 Cities 
Sheade, Lojan - Swaying
Oarngalau, Selach - Battles

 Trade Routes 
Coral of the Protected Statera RIP
Lambent Syndicate
Lighthouse
Forests of Astral Yearning

 Specialised Ships 
Losinka Alaku: A Specialized Ship in the form of a Juvenile Reefback with an experienced crew. +4 vs theft, +1 to Explorations and Buyouts made with it.

 Civilian Technologies 
 Megafaunal Tailoring  No mechanical effect
 Graduated Symbiosis  No mechanical effect
 

  Faith  
 
 Spoiler 

 State Faith:  Shimmers of Unseen Bane

 Faith Holy Sites:  lots

 Organised Faith Bonuses 
+1 Conversions, 2d8 to Impressing

 Artefacts 
None

 Holy Orders 
None

 Miracles 
SUB followers can cross toxic borders.
 

  Intrigue  
 
 Spoiler 

 Spies 
Intrigue 7 Spy
 

 
 Spoiler: Interesting quests 

 ABS 

[Offer] Bounty of the Depths -

(Offer: The Abyssal Stewards are offering Treasure! Benefit: 2 or 5 Treasure. Cost: 1 Favor for 2 Treasure, 2 Favors for 5 Treasure. Duration: Available until the end of Round 15. Details: Available to countries of Reputation -1 or higher. )

[Opportunity] Fueling The Forge -

(Opportunity: Countries may provide Units, Food, Labor, or Heat Sources to repay debts to the Abyssal Stewards. Reward: 1 Favor. Cost: 2 Units or 1 suitable Trade Post per Favor. Deadline: Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice. Details: Non-action to gift Units/Trading Posts. May not be used if no Favors are owed. )

 CCA 

[Action - Faith] Work on a means of unmaking the Dreaming Dead 2/? -

[Request] A Little Less Lonely Road -
(Request: The Chelonian Chora would be delighted to see established countries keeping them company in the Wastes. Reward: +1 Reputation for successfully Exploring or Prospecting a Wastes region. On a Wastes region Prospecting roll of 16 or higher, +1 Favor. Penalty: None. Deadline: Available until the end of round 15. Details: Available to countries with Reputation -2 or higher. Max of +2 Reputation from this request per Country.)

[Opportunity] An Appetite For Abundance -

(Opportunity: Countries may provide Treasure, Luxuries, Esoterica, or Fertilizer to repay debts to the Chelonian Chora. Reward: 1 or more Favors. Cost: 3 Treasure or 1 suitable Trade Post per Favor. Deadline: Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice. Details: Non-action to gift Treasure/Trading Posts. May not be used if no Favors are owed.)

Taboo: The Chelonian Chora have a religious vendetta against The Dreaming Dead. Penalty: -2 CCA Reputation for adopting The Dreaming Dead as a state religion; additional -1 CCA Reputation every turn thereafter unless abandoned, which grants +1 CCA Reputation. Duration: Indefinite. Details: None.)

(Task: Cooperate in the creation of the Songline of the Sunlit Seas. Available for Tropical zone countries only. Reward: +2 Favors (max); if Project is completed, additional reward given to all contributors. Penalty: None. Deadline: End of Round 12. Details: 1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Songline. 1 Favor earned for spending a Faith action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires.)

 DNA 

[Opportunity] A Need For Knowledge -
(Opportunity: Countries may provide Technologies, Toxins, Exotic Flora, or Exotic Fauna to repay debts to the Divine Nacres. Reward: 1 or more Favors. Cost: 1 previously unknown Technology or 1 suitable Trade Post per Favor. Deadline: Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice. Details: Non-action to gift Technology/Trading Posts. May not be used if no Favors are owed.)

[Offer] Survival Of The Fittest -
(Offer: The Divine Nacres are offering to procure Trading Posts for countries they like through means some might consider predatory. Benefit: The Divine Nacres will attempt to Coerce Trading Posts on a country’s behalf. Cost: 1 Favor per Coercion attempt. Duration: Available until the end of Round 15. Details: Normal restrictions on Coercion apply. Available to Reputation 1 or higher countries, and will not target TPs belonging to countries with a higher Reputation than the requesting country - other Organizations are considered to have a Reputation of 2 for this purpose.)

(Circumstance: The Divine Nacres are returning to their traditional seclusion. Benefit: None.Penalty: The TN to Raise Reputation with the Divine Nacres is increased by 2. Additionally, when using a Favor to Raise Reputation, it still requires a roll (though not an action), but the country which spent the favor gains a +2 bonus on said roll. Duration: From the start of round 10 to the end of round 15. Details: None.)

 PRS 


[Honor] Remarkable Reconstruction -
When a country rebuilds a TP or Holy Site that was destroyed by the Reavers, they may choose to let it enter play Open, rather than under their control. If they do so, they gain +1 Prestige. If a country donates 2 Units as a non-action to a region that lost units to the Reavers, they gain +1 Prestige and the region no longer qualifies for such donations by other countries. If a country successfully Sways or Impresses a Reaved Faction in a region they don’t control, they may choose for it to become Open instead of gaining the Faction’s Support; for every second Faction they restore in this way, they gain +1 Prestige. Special: Any country may rebuild Holy Sites or TPs destroyed by Reavers in uncontrolled regions. If multiple countries donate Units to a region that lost units to the Reavers, they both gain the Prestige, and the region gains the Units from all such donations received.

[Mystique] Renegades, Turnskins, And Defectors -
The first country in each starting zone to successfully Incite Betrayal will gain 1 Prestige. The first rebellion to arise on behalf of a specific country in each starting zone will gain that country 1 Prestige. The successful use of either the Galvanize Partisans Intrigue 5 Special Action or the Spark Claimant Revolt Diplomacy Action will suffice for fulfilling the second half of this opportunity; the Inspire Uprising or Spark Rebellion actions will not.


[Piety] The Religious Community -
(Opportunity: The first country in each starting zone to found a Holy Order will gain 1 Prestige. Duration: End of round 12. Special: If multiple countries in the same starting zone found a Holy Order in the same round before any others, both countries will gain the additional Prestige.)

 Indefinite duration effects 

[Strife] Big Fish In Small Ponds -

Prestige and PRS Rank will no longer correlate one to one: to reach PRS Rank 3 from PRS Rank 2 will require 2 Prestige, while reaching PRS Rank 4 from PRS Rank 3 will require 3 Prestige. This Prestige does not have to be earned in the same turn. Reaching PRS Rank -3 from PRS Rank -2 requires the loss of 2 Prestige in the same turn. If all available positions at a given PRS Rank are occupied when a new country would reach said rank, the country which gained Prestige least recently has their PRS Rank reduced by 1. Ties are resolved by roll-off with the tying country’s highest respective attributes, with the lowest rolls losing. Changing rulers will no longer result in PRS Rank loss when at PRS Rank 3 or 4, but will reset any accumulated Prestige to 0.
Special: The loss of Prestige still causes a loss of PRS Rank. Gaining Prestige when at PRS Rank 2 or 3 which is insufficient to rise to the next PRS Rank, or gaining Prestige when at PRS Rank 4, still counts for determining which country gained Prestige least recently. Losing PRS Rank resets the clock and clears out any accumulated Prestige which was insufficient to reach the next Rank, and counts as an instance of gaining Prestige for timing purposes only.

[Renown] A Monumental Undertaking -

Can work on one monument or similarly grand project in a region you control as a non-action. This requires a fluff description of the ongoing work, design, difficulties, progress, or similar. Three to four sentences should usually be sufficient. When beginning such a project, must decide on a 3-part project (+1 PRS) or 5-part project (+2 PRS).

[Acclaim] To Greatness -

Sea Power, Empire, Merchant Marine, or Holy Sea -&gt; 1 Prestige. Usurpation results in Prestige loss for the usurped country.

[Honor] Blood, Stone, and Ink - PRS treaties can be made.
[Affluence] Opulent Optics - May spend 5 Wealth as non-action to gain 1 Prestige.
[Mendacity] A Lack Of Commitment - Prestige loss if a country Oppresses a faction in a region on which they have a Confederation claim. Prestige loss if a country backs down from an Ultimatum it has made.

[Notoriety] The Fragility of Fear -
[Ignominy] Stigma, Scandal, and Shame -

Prestige loss will be assigned: experience a rebellion in response to a failed Oppress Faction or Impress Aristocracy action, commit gross atrocities.
Prestige loss may be assigned: forced to acquiesce to a rebellion’s demands, badly lose a battle heavily favored to win, grossly humiliated or suffer a gross embarrassment.
Return captured general: can give -1 PRS to the other party, captured ruler: -2 PRS.
 

 
Aerin
   End of Round Twenty-Two  
No further mechanical edits to action posts may be made 
Aerin
   Round Twenty-Three: Begin  
Years 67 - 69

Thank you to everyone who contributed to this opener!
Lumaeus - Kenaqua fluff
MappyPK - special action fluff
Kythia - battle fluff
Tychris - exploration fluff

Round 23 will close in two weeks on Sunday, April 16th, at 8 AM Pacific Daylight Time

 The following events occurred between Years 64 - 66  
  Rules Alerts and Changes!  
  Rules change:  
The Shark Nomads have gained new rules regarding movement, unit gain, and targeting. They have also gained 2 new technologies, a new defensive tactical doctrine, and several options for influencing their actions.  A detailed description of their mechanics can be found here. 
  Reminder:  
Please include the route taken for all actions involving unit movement.

  Discovery!  
 Explorations, prospecting, and other news from afar 
   
As the Eel Without End slithers away from the cold depths to the north the pathways of the Splendid Miru Miru grow more accessible and brave intrepid explorers promptly seize the opportunity. Months of preparation are streamlined to weeks of rabid stocking and shipping as their newly burgeoning economic tidal wave thirsts for fresh material and supplies. Many grad students of the Blubba School prepare their final projects to aid in this expedition, dreams of being the next professor scarred into their minds, and for those glory hounds the promise of having a whole building named after them! Stretching their explorative resources past translucent wonders and mysterious depths they discover a strange new realm! The Divine Nacres have already established themselves in this trifecta region, where a great military host notes the Miru Miru’s arrival, and the local wildlife seems less than carnivorously filling.
 The Splendid Miru Miru explore northeast of Parikao (150). They discover Region 151, a Glacial Depth 1 region which has 3 Open TPs of Transient Jellywishes, a Desired Import of Meat, 6 units of defenders, one Holy Site of Acute Perspective, one Holy Site of Upright Philosophy, one Holy Site of Tangential Theory, and the Collegium of St. Desideria (DNA base) 
 The Splendid Miru Miru focus their Observatory’s efforts to the southwest of Rilanto Pass (94), learning of a Depth 3 Contaminated Open Waters region from the patterns of the stars and planets 
 The Trawling Beast leavings decay to rotted and scattered remnants, becoming unrecoverable 
  Growth!  
 Expansion, development, unification, and similar forms of growth and prosperity 

Fueled by luxury, the Teacher Apo Ario sits with his council to reform the internal affairs of the Miru people, recognizing that true prosperity cannot exist if only the Taikans have any say in a multiracial state. To the minor grumbling of some elites, he declares the nation a plutocratic republic, where the wealthiest lead and the remainder can prosper under their guidance. With the first national audit completed, it appears that the wealthiest of them all, and the one to become the first Teacher under the new law, was none other than Aue Aue, the president of the Splendiferous University.
 The Splendid Miru Miru elevate into a Merchant Marine! 
 The World Garden of the Sakura-Jin presses a claim on Rilanto Pass!  Because the region has no military, they do not gain a unit

 The Eternal Spring presses a claim on Region 47, gaining 1 unit 
 The Cyphiri Union presses a claim on Region 126, gaining 1 unit 
 The Lighthouse colonizes the Maw (1)!  The region gains a Holy Site of Radiant Indah and a Desired Import of Tools

 The Magaramachi Salination colonizes some Hot Vents (156)!  The region gains a Holy Site of the Eternal Communion and a Desired Import of  Domesticated Creatures  Building Supplies

 The Lambent Syndicate colonizes the formerly contaminated Region 16!  The region gains a Holy Site of Radiant Indah and a Desired Import of Crops

 The Eternal Spring constructs a Vault Depot in Verja (61) , increasing their treasure cap by 5 and producing 1 Pollution

 The Chelonian Chora starts the process of repairing their damaged Headquarters, Firstreef [1/3] 
  Statecraft!  
 Cultural events, diplomatic overtures, foreign relations, and domestic affairs 

When the Eel turned southward, the Rahaa panicked, worrying that their god no longer favored them and that they would never be saved from their subjugation. But when Parapasa suggested that perhaps the infidels had to be expelled first, the Rahaa became enthusiastic with a newfound cause.
 The Peacekeepers of Surunung form a Cultural Identity for Conversions: Religious Fervor of the Rahaa 

Almost as renowned as its merchants, the Confederacy’s lawyers are to be feared when trying to remove oneself from a contract, for they can see every loophole far in advance.
 The Seatide Confederacy forms a Cultural Identity for resisting Buyouts: Airtight Contracts 

One of the longest-lasting and most fruitful alliances in all known waters has finally formalized itself, resulting in a tight-knit relationship between the two tropical powers. Onlookers have no doubt that this agreement will be noted down in the history books.
 The Lighthouse vassalizes to the Lambent Syndicate through a shared Cultural Exchange 

Well, it would make sense that the Syndicate’s vassals, both of which have devout people praising the same god, would find common ground and share similar ideals. Praise Indah.
 The Lighthouse establishes a Cultural Exchange with the Peacekeepers of Surunung 
  The Magaramachi Salination holds an auction for their oracular Artifact  , with the conch responding “Yes” to one onlooker’s question of “HAS THERE EVER BEEN ANYONE BIGGER THAN ME?” No other questions are answered

 The Sus I Bik’ah travels over the Trade Route from the Kar-Nath Hegemony to the Gravetenders  to be reunited with its master, General Kreel

 The Kar-Nath Hegemony and the Gravetenders accept refugees fleeing the disastrous situation in Kenaqua (52).  The refugees prove to be able workers, repairing the city of North Pole and building one action’s worth of progress toward a second Trade Post in Soliana (53)

 The Gotezhar perform intensive training for their supermarine volleyball team, which will roll 3d8 for their respective event 

Lance Finstrong becomes the official physician and wellness advisor for all Lambent Syndicate Sealympics competitors. His methods immediately pay dividends, as  the Dark Seahorses may roll 3d8 for their performance in supermarine volleyball 
 The Lambent Syndicate is caught doping  the already questionable Revenant-Commander Ade for moistchesswetboxing with drugs from Lance Finstrong. However, this sort of behavior is expected from the Syndicate at this point, so it doesn’t have much impact on their international repute. In fact, the Revenant-Commander is not even disqualified from further competition

The Tropics stand as one… Almost. As things fall apart in the Salination, the Syndicate continues to extend an open hand to its neighbors, knowing the region will be stronger together.
 The Lambent Syndicate (including the vassal states of the Lighthouse and the Peacekeepers of Surunung), the Lojanese Republic, and the Hymenocera Expanse agree to the Tropical Intelligence and Military Alliance 
 Grieving Apostle Enny of the Lighthouse guest-lectures Physikal Enlightenment 101 at the Splendiferous University  with an open-water obstacle course and a cute crustacean companion

 Welpir Yellan of the Cyphiri Union takes a sabbatical at the Blubba School of Expeditions and Depths of the Splendiferous University to push the field of deep-water exploration to new limits 
 Klam Kardasean retires from writing Blub reviews to eternally shop in the city of Kanapa and perhaps attend some courses at the Splendiferous University 
 Sharky and George, two enormous carnivorous sandfish owned by the Magaramachi Salination, solve their first (and likely last) crime by frightening the culprit into confession 
 The Hymenocera Expanse hunts abalone meat in the contaminated Region 33  to provide a delicacy to the visiting Interoceanic Sealympics Committee [1/10]

 The Draigiau Residuum Gathering issues an ultimatum  - the seas of Region 72 are dangerous, which makes them an ideal place for young Draigiau to harden their scales. Those waters must remain undisturbed

Ilgl, The-one-who-builds, spends a few years intimidating any young Pfith warriors who might consider usurping his leadership. He returns to rule the Pfithreef stronger than ever.  Pfilghol becomes an NPC 

After years of handling raids from the shark nomads, the nations of the world have learned new methods of interacting with the nomadic pods.  New interaction actions are available for nations to influence the Shark Nomads 
 
 Spoiler: Mechanics 
 Hunt:  As a Sack Action resisted by SHK Mil, you may target a SHK pod and destroy a unit, or two units on a Great Success (roll of 18+ and at least 6 higher than SHK resist roll). A successful Hunt also grants a treasure. Aristocratic support in the target region may assist or hinder the Hunt roll.

 Lure:  As a Slander Action resisted by SHK Dip, you may choose a SHK pod and attempt to direct their movement. Target an unowned region with 6 regions of the pod, or an unowned or owned region within 6 regions of the pod on a Great Success (roll of 18+ and at least 6 higher than SHK resist roll). They will move to the target region at the start of the next round. If they move to a (non-DPB) owned region, they will attack. If multiple Lures of the same pod are attempted, only the highest roll is successful.

 Feed:  As a Sway Action, you may target a SHK pod. A fed SHK pod takes no actions the round after they are Fed. If the same pod is both Lured and Fed, only the highest roll takes effect.

EDIT: Distance penalties for the above actions are calculated based on the distance to the target pod.
 


GRV shares Anoxic Adaptation and Bitter Tourism with KNH via Cultural Exchange
KNH shares Battlefield Scavengers, Bioluminescent Navigation, Blood Algae, Death Commando Conditioning, Indah's Embrace, Joined-Stalk Companies, Megafaunal Caravans, Oxygenating Implantations, RADIANT SPHERES, Razor Current Netting, and Seeker Barnacles with GRV via Cultural Exchange
LOL shares Crimson Cuirassess with GTZ via Cultural Exchange
SEN shares Ennean Professionalization with ESP via diplomatic gift

CYP impresses the aristocracy of Region 191
HEX impresses the clergy of Region 30
HEX impresses the aristocracy of Raninoida (192)
LOL impresses the reaved clergy in Kaarme (14)
LOL sways the unruly aristocracy in Region 12
PGL impresses the unruly aristocracy in Region 104
SEN sways the aristocracy of Calvarnsis Superior (185)
SKR impresses the reaved aristocracy in Dashasham (119)
STC impresses the merchants of Nanuuq (82) with Rust-Veined Pumice
STC impresses the merchants of Calvansis Superior (185) with Dragon Eyes
STC impresses the merchants of Calvarnsis Inferior (186) with Gravelglass
STC impresses the merchants of the Marble Kingdom (187) with Inkfang Worm
STC impresses the merchants of Revocatus Faecum (66) with Sheerspun Fabric

  Trade!  
 Buyouts, trade routes, and other economic shenanigans 

Seeking new business ventures in far away seas, the merchants of Costa Sereia look to the aspiring Taikans for opportunity in tropic waters.
 Costa Sereia opens a new Trade Route with the Splendid Miru Miru! 
 The Chelonian Chora’s Song of Prosperity creates a Trade Route between the Kar-Nath Hegemony and the Eternal Spring 
 The Splendid Miru Miru retrofit their Specialized Ship, the Class Opala, with bubble-wrapped cargo (+2 to buyouts).  The new vessel is christened the Brisk Bubble Boats

 The Most Serene Lojanese Republic rebuilds Trade Post 2 in Lojan for Ching He’aang (Gem Foam), gaining control of the new TP 

COS buys out TP 2 in Region 97 for War Cultivator Supplies
CYP buys out TP 1 in the Glossian Sea (135) for Luminescent Crystal
FIN buys out TP 1 in Region 102 for Bloodbass
GRV buys out TP 1 in Region 190 for Migratory Narwhal Pods
HEX buys out TP 1 in Lupomata (4) for Eye Weed
HEX buys out TP 1 in Region 23 for Glisterprisms
MIR buys out TP 2 in Ektalithiades (113) for Phosphorite
MGM buys out TP 4 in Pyl-Garat (129) for Mercenary Retainers
LIT buys out TP 2 in Region 30 for Branch Coral
LSD buys out TP 2 in Region 32 for Delicate Mussels

  Faith!  
 Conversions, organization, and other such matters of faith 

Death is required for life to grow, but for it to prosper there needs to be strife. In unity lies complacency.
 The Nanuuq Constellation forms a new school of the Sequence, the Disruptive SEAquence.  They set the size 2 faith bonus to Breaking the Mold, rolling 2d8 when taking secret actions not described in the ruleset

In a shocking turn of events, the Keja opted not to destroy a historical artifact, realizing its usefulness for navigation. It can remain intact, at least for now.
 The Peacekeepers of Surunung create an Artifact: the Compass of Kelamati! 
Effect: Once per round, one selected action gains +1 Depth Access

Through the power of industry, creations of steel can beget more creations of steel… And more creations of steel means more equipment.
 The Eternal Spring sets the size 4 faith bonus for the Eternal Communion to &lt;Bigger&gt; Is Better: You may take actions and troop movement across toxic (red) borders. If you recruit two or more units in a turn, you receive one extra unit 
 The Gravetenders strike Kelusyn's Disruptor upon the Blossoming Icons , which creates a reverberating pattern within the Icons designed to disrupt and expel Mammos. When the reverb dies down, the resonance felt from the Icons is the same as it ever was. It appears to have had no effect at all

 The Finalists hurriedly slap together the first step towards the ULTIMATE Bunker (Holy Site 3) in Region 107 [1/3].  How strange that they would suddenly be motivated to act now …

 The Draigiau Residuum Gathering begins a project to construct a new Holy Site in Region 70 [1/3] 

DRG converts HS 3 in Aelwyd Alferiad (71) to the Flowing Way
DUR converts HS 1 in Calvarnsis Inferior (186) to the Blossoming Sequence from the Flowing Way
HEX converts HS 3 in Region 30 to Uplift Reverence
KEN converts HS 1 in Region 49 to the Shroud from the Eternal Communion
KEN converts HS 2 in Soliana (53) to the Shroud
KEN converts HS 2 in Artetchhue (55) to the Shroud from the Blossoming Sequence
LOL converts HS 3 in Lojan (9) to Shimmers of Unseen Bane
SHK converts HS 2 in Region 149 to the Flowing Way
SUR converts HS 3 in Rahakera (155) to Radiant Indah
The Kelpie converts HS 2 in Qzzry’ya (125) to Shimmers of Unseen Bane

  Wonder  
 Miracles and inventions, ancient relics, and spectacular undertakings 

As the number of trolleys traversing the Eternal Spring’s railway network increases, so too does the number of levers and interchanges required to minimize trolley impacts with passengers and other trolleys. Not that the safety of the passengers is important. Preventing collisions merely reduces accumulated trolley damage and maintains optimal cargo efficiency.
 The Eternal Spring invents a new Mantlecracker technology: Streamlined Submarine Railways  and produces 1 Pollution in Verja (61).
Effect: Allows the building of a 2-action plus Depth level project, +2 Pollution. Can only be built in regions with Rudimentary Submarine Railways and Magma Shrouds. Projects in the region have their action cost reduced by 1. If the region has Energized Extraction, TPs count as double for everyone, not just the region owner. Regions with friendly Submarine Railways do not count for distance losses. Requires a Sealant or Alloys Factory.

The sharks each create woven bands that integrate important shells, shark teeth, crystals, beads, ceramics, and other such trinkets to symbolize significant memories or places. In lieu of recorded religious texts, these story weaves can be used to recount sermons, prayers, or histories in the fins of a skilled missionary.  The Shark Nomads invent a new technology: Story Weaves! 
Effect: +1 to Conversions
Requirements: Trinkets resource

 The World Garden of the Sakura-Jin begins work on a new project to understand the Anamorphic canon [1/?] 
 The Kar-Nath Hegemony Rings the Bell of Resolution to precipitate the contaminating crystals in region 50.  Now, they must act quickly in concert with the Chora to reharmonize the crystals to avoid redissolution

 The Kar-Nath Hegemony begins constructing a Songspire in Soliana (53), which is finished by the Eternal Spring 
 The Gravetenders begin constructing a Songspire in Magma Falls (51), which is finished by the Eternal Spring 
 
 Spoiler: The Astral Menagerie 
- COS gains 4 treasure from the Maleficent Ant. The aristocracy in Palacia (134) becomes Open!
- CYP hosts the Maleficent Ant.
- DPB hosts the Banished Merchants.
- ESP gains 3 treasure from the ant!Mimic.
- GTZ hosts the Kelpie.
- KNH hosts the Withering Everlight.
- MIR hosts the Perfected Twin.
- SEN hosts the Mare and the ant!Mimic. At the end of the round, the Mare will attempt to convert HS 1 of Raconensae (73) to the Eternal Communion. These 2 members will leave SEN at the start of Round 25.
- SKR gains 3 treasure from the Banished Merchants.
 

  Might!  
 Military matters of all kinds, be it warfare or strategic developments 

Rather than promising warbands in a time of war, every member of the aristocracy is legally required to provide armaments, supplies, or soldiers to the central government directly, so that a floating army can be maintained at all times… and with a large enough elite faction, the impact is as clear as the sea.
 The Shifting Ennead creates a new civilian technology: Ennean Professionalization! 
Effects: For every 8 Aristocratic Supports controlled by a state, they gain one Unit at the start of each round
Prerequisites: Trophic Deconvolution

The pyrrhic victory at the Plains of Sarkenos taught the rulers of Frozen Seas much, most notably that their fighting style was far too predictable. In response, a new group of elite soldiers was trained, the Toxologists, equipped with lethal toxins brewed in hidden laboratories.
 The Kar-Nath Hegemony creates a new military technology: Toxologist Training! 
Effect: +10% enemy casualties and +1 to Battle rolls in Depth 0 regions
Prerequisites: Toxins, Graduated Symbiosis, Composite Grafting
Military slot: Scouts &amp; Subterfuge

 The Shark Nomads unveil what they had all along: Shark Rover Scouts! 
Effect: +1 to Tactical Maneuvering in Fathomless regions and regions of Depth 2+. Removes the distance loss penalty for up to three Fathomless or Open Waters regions
Requirements: Megafaunal Tailoring, food resource
Slot: Scouts and Subterfuge slot

The Ice Tyrants will never be forgiven… Never again will the Congress lose the soul of a young pod to them with their new military commander.
 The Cryptid Congress recruits a General: Farseer Asiya Zaheer (Mil 8)!  Fortified Snipers tactical doctrine: If defending a region with a Fortress, +4 battle, -4 allied leader loss, -4 enemy leader loss

It appears that the Taikans have taken border security to a whole new level, installing a complex system of watchtowers… maybe that will finally dissuade the Magamarmachi from border raiding. Probably not.
 The Splendid Miru Miru raise a Fortress in Aniwana (153), the Taipa Koura (Golden Wall)! 

Aelwyd Alferiad is a place of caverns, and caverns lend themselves well to fortification. Create a false entrance here, pre-engineer a rockfall there, and so on and so forth. This should stop further invasions.
 The Draigiau Residuum Gathering raises a Fortress in Aelwyd Alferiad (71), Graddfeydd Nerthol! 
 The Lambent Syndicate destroys the Chelonian Chora base in the Protected Statera (31), suffering -1 CCA rep!  The local aristocracy, used to the influx of foreign luxuries carried on turtleback trade routes, is unhappy with the eviction, becoming Open!

 The Gotezhar attempt an ambitious restructuring of their entire military force.  Too ambitious, in fact. The project is a disaster and will need to be reattempted after the forces learn better discipline

 The Order of Orders, the world’s largest singular nation-state, diverts the entirety of its power to raising an army, recruiting an unprecedented 6 units in one turn 
 
 Spoiler: SEN invasion of Cryptoclysus (84) 
The Shifting Ennead invade Cryptoclasus using nine units under the command of General Tulcitius (Mil 8 with a Mil 10 ruler) to solve the ongoing problems caused by the Cryptids.  Said problem, in this case, takes the form of three Cryptid units led by Shah Aziz himself (Mil 6)

SEN win tactical maneuvering, successfully using First to Kill (+4 Battle, -4 Allied Leader Loss, -2 Enemy Leader Loss, +10% casualties both sides)

The Ennead troops outnumber their opponents three to one and are confident of victory, taking an aggressive formation that puts Tulcitius right in the middle of the thickest fighting.  He leads his detachment right to Shah Aziz's bodyguard while his flanks effortlessly overwhelm the remainder of the Cryptid army.  Ennead casualties are slightly higher than expected as Tulcitius focuses on capturing the Shah rather than the easier task of killing him outright but despite that the battle barely rages for an hour before Shah is led off the battlefield in chains amongst the corpses of his entire army.

SEN victory!  SEN gains control of region 84!  1 SEN unit lost!  3 CRY units lost!
 

 
 Spoiler: GTZ invasion of Region 167 
The Gotezhar lead an army of retribution into Region 167, eight units under the commander of Squall Kagado (Mil 10 with a Mil 8 ruler) carrying  Essensio’s Conch.  There they are met by five native rulers under the command of an untested but theoretically competent local cleric (Mil 6).

GTZ win tactical maneuvering, successfully using Aim For the Storm’s Center (-6 to enemy leader loss roll, -20% to enemy losses, +1 to Battle)

Some of the Gotezhar troops don't survive the long march to region 167 but those that do still outnumber their native opponents.  That same march, though, has given Squall Kagado and his lieutenants ample time to perfect their plans for the encounter and the Gotezhar troops move with will drilled efficiency into battle positions.  Ignoring the bulk of the native forces, they attack the cleric directly - using their slight numerical advantage to provide cover for this surgical strike.  Within minutes the elite native forces defending their general have broken, closing ranks to double time their leader from the field.  With that devastating blow to morale, the native forces waver and Squall Kagado orders his forces to withdraw and then charge, breaking them once and for all.  It is perhaps nothing short of a miracle that the cleric survives but with his homeland gone he will no longer trouble the Builder's Union.

GTZ victory!  GTZ gain control of region 167!  EDIT: 2 GTZ units lost!  3 NTV units lost!
 

 
 Spoiler: DUR invasion of the Marble Kingdom (187) 

The rebelling Dancers of the Untamed Reefs invade region 187 with their entire army of six units under the command of their leader Combat Dancer Elegant Dawn (Mil 9).  Deep Blue sends troops to defend with local operational control being devolved to the specially created  Military Subroutine 187(Def)  (Mil 6 with a Mil 12 leader) leading an innumerable tide of herring many millions strong - direct comparisons of military strength are difficult in the case of Deep Blue but estimates by those in the know place the equivalent military strength at around fourteen units.

DPB win tactical maneuvering, successfully using Skirmish (-10% casualties both sides)

Several herring lose cohesion on the swim over, not dying but becoming detached from the hive mind permanently and reverting to being simple herring.  There is still enough arriving, though, to make this likely one of the largest migrations of living beings ever seen and  Military Subroutine 187(Def)  is taxed to its limits maintaining them all in cohesion.  These problems are exacerbated by the decision to use skirmish tactics and the resulting spread of herring over a wider geographical area.  The dancers have predictably little problems killing individual herring - each one is scarcely a threat to anyone - the problem is, as always, killing  enough  of them quickly enough.  And, in this case, it looks like they can.  As  Military Subroutine 187(Def)  switches its attention from shoal to shoal, the Dancers quickly organize themselves to attack groups that are temporarily in a holding pattern meaning that when attention is returned to them they are too disorganized to mount effective responses.  Soon, enough herring have been lost that crucial decision making functions are lost and  private void retreat()  is called.  Whatever lessons  Military Subroutine 187(Def)  learnt are lost to the hive mind as it is closed down in favour of getting as many herring back "home" again as possible.

DUR victory!  DUR gain control of region 187!  2 DUR units lost!  5 DPB units lost!   Military Subroutine 187(Def)  terminated!
 

  Schemes!  
 Coercion, betrayals, and spycraft 
 Deep Blue progresses decontamination of Region 189 via We Radiant Few using the Deep Dancers 
With a calculated callousness born of eldritch logic systems, the OpenSEA network selects from its integrated peoples a cadre of experts to tackle the previously intractable problem of the contamination pouring into the Marble Kingdom. Deep Dancers wholly unassociated with the rebellious religious elites are equipped with state of the art protective gear and given simple commands: repair the Beast. In return, they know they will be hailed as heroes of harmony in their home. Within a week, the daily reports cease returning to the herring handlers, and the crew is declared lost. But in their sacrifice, hope! The compiled information gathered while the experts yet lived has proven invaluable. Perhaps with tweaking the pressure to account for leakage here, adjusting the tensile strength to deal with unexpected stressors there, thickening a filtration system or two... perhaps then, tangible progress might be made.

 Deep Blue studies and recreates the strange devices in the minds of the Reavers 
The data downloaded from the device in the mind of the pirate dolphin creature is clearly a record of the individual’s life. It is memory and personality made data. And what intricate data it is! To create such a vivid, delicate copy of the individual, the dolphin must have had this device present and recording in their neural tissue since soon after birth.

This only raises more questions. Why would someone implant such a device in an infant? What would happen if a complete device, one that had already developed a full personification of an individual, was inserted into the brain of such an infant? Would they truly have a chance to grow as a unique person, or would the personality in the prosthetic take over?

After careful study, Deep Blue is confident that it could recreate a blank version of the strange device - one without any data, but the capability to record. However, first it would need to acquire more materials; the investigation has burned through all the salvaged tech from the seafloor where the last Reaver raid met its demise

 Deep Blue has discovered a new technology: Implanted Personality Mindnets! 
Requirements: Composite Grafting, salvaged Reaver augments or Nacres technology (consumed)
Effect: Allows the creation of blank mindnet devices as a 2-project action using Economy or Intrigue. The blank mindnet may be implanted into a leader as an Intrigue action the same round that it is created or later. After at least 2 rounds of data collection, the mindnet may be removed (which is lethal) and placed into another individual of any age with effects to be determined (no one has tried this yet) as an Intrigue action.

 Deep Blue tries to develop methods to control and direct the Gate in Kenaqua’s power for its own purposes 
 
 Spoiler: Investigation results 
Investigation into the gate is difficult. Though the Herring God is more than accustomed to the loss of herring – natural processes see them spawn, hatch, age, die by the thousands and thousands of thousands every day–there is something fundamentally disconcerting about having pieces of yourself peel off as they approach, a curious flaying of the self, a flensing of the soul. No harm though. Plenty remain.

The great arch isn’t vast in a physical sense. Deep Blue is perhaps the most massive, most expansive being in the waters and understands scale as few others. But this thing is somehow more present, more full than its mere great size suggests. Something about it is a statement of absence, and in its absence it become Absolute, a sublime unthing, physically real, metaphysically ineffable, twinned into enormity.

The first time Deep Blue sends a Herring through, it loses Kenaqua.

One single fish, hardly a gesture, and the reaching limbs of the fishygod were flayed, roughripped back on themselves, sparked into melting globs of broken consciousness, burntover and blended. Gone.

Later data suggests that the entirety of Deep Blue lost an hour, functioning in a fugue state.

Blacktide himself, ruined and risen, did not dare step through the gate. And what is a god when compared to a blasphemer?
 

 The Nanuuq Constellation tunes the Spires of Dissonance 
Gwrfaedlaithe, already on the hunt for an interpreter, hones in on the signal coming from Nanuuq. The dragon’s roars remain unintelligible and almost dangerously loud, but with further tuning and study, it may be possible to create a translator of some sort. Interest piqued, the Fuming Ice temporarily rebases their resting abode to the depths of Nanuuq.

 The clerical support in Bastion (76) becomes Open!  The phrase "Prosper the Blossom" repeats like a motif from the minds and out of the mouths of those affected

 The Nanuuq Constellation undermines the merchant support for the Cryptid Congress in Cryptoclysus (84) 
 The Cryptid Congress steals Bioluminescent Navigation from the Seatide Confederacy 
 The Finalists fail to steal Toxic Filtering from the Gotezhar … this time 
Aerin
  Terror!  
 Violence, upheaval, murder, and destruction 
 
 Spoiler: Blacktide’s Rise 
Blacktide . . . the crawling chaos . . . I am the last. . . I will tell the audient void . . . .

I do not recall distinctly when it began, but it was years ago. The general tension was horrible. To a season of political and social upheaval was added a strange and brooding apprehension of hideous physical danger; a danger widespread and all-embracing, such a danger as may be imagined only in the most terrible phantasms of the night. I recall that the people went about with pale and worried faces, and whispered warnings and prophecies which no one dared consciously repeat or acknowledge to himself that he had heard. A sense of monstrous guilt was upon the sea, and out of the abysses between the shallows swept chill currents that made fish shiver in dark and lonely places. There was a daemoniac alteration in the sequence of the seasons—the autumn thaw lingered fearsomely, and everyone felt that the world and perhaps the universe had passed from the control of known gods or forces to that of gods or forces which were unknown.

It was then that Blacktide rose up out of Kenaqua. Who he was, none could tell, but he was of the old Shrouded Faith and never showed his form. The townsfolk bowed flat when they saw him, but could not say why. He said he had risen up out of the blackness of twenty-three rounds, and that he had heard messages from places not of this existence. Into the lands of civilisation came Blacktide, cloaked, covered, crawling. He spoke much of the inner world and that beyond—of dreams and emotion—and gave exhibitions of power which sent his spectators away speechless, yet which swelled his fame to exceeding magnitude. Fish advised one another to see Blacktide, and shuddered. And where Blacktide went, rest vanished; for the small hours were rent with the screams of nightmare. Never before had the screams of nightmare been such a public problem; now the wise almost wished they could forbid sleep in the small hours, that the shrieks of cities might less horribly disturb the sluggish, pitying current as it swept pale detritus past empty markets, and old towers crumbling from the sickly surf.

I remember when Blacktide came to my city—the great, the old, the terrible city of unnumbered crimes. My friend had told me of him, and of the impelling fascination and allurement of his revelations, and I burned with eagerness to explore his uttermost mysteries. My friend said they were horrible and impressive beyond my most fevered imaginings; and what was whispered to the crowd in a broken dozen of sibilant gibbering voices prophesied things none but Blacktide dared prophesy, and in the sputter of his sparks there was taken from fish that which had never been taken before yet which shewed only in the eyes.

It was in the lukewarm autumn that I went through the night with the restless crowds to see Blacktide; through the stifling night and up the endless slopes into the choking room. And shadowed in the center, I saw hooded forms amidst ruins, and jeering evil faces peering from behind fallen monuments. And I saw the world battling against blackness; against the waves of destruction from ultimate space; whirling, churning, struggling around the dimming, cooling sun. Then the sparks played amazingly around the heads of the spectators, and hair stood up on end whilst shadows more grotesque than I can tell came out and squatted on the heads. And Blacktide drove us all out, down the dizzy slopes into the brackish, chill, deserted midnight streets. I screamed aloud that I was not afraid; that I never could be afraid; and others screamed with me for solace. We swore to one another that the city was exactly the same, and still alive; and when the bioluminescent lights began to fade we cursed the algaetenders over and over again, and laughed at the queer faces we made.

I believe we felt something coming through from the oilslick void, for when we began to depend on its light we drifted into curious involuntary marching formations and seemed to know our destinations though we dared not think of them. Once we looked at the street and found the shells loose and displaced by kelp. When we gazed around the horizon, we could not find the third tower by the rift, and noticed that the silhouette of the second tower was ragged at the top. Then we split up into narrow columns, each of which seemed drawn in a different direction. One disappeared in a narrow alley to the left, leaving only the echo of a shocking moan. Another filed down a kelp-choked cave entrance, howling with a laughter that was mad. My own column was sucked toward the open country, and presently I felt a chill which was not of the tepid autumn; for as we stalked out on the dark blast, we beheld around us the hellish moon-glitter of evil glacial fingers. Trackless, inexplicable bleached sands, swept asunder in one direction only, where lay a gulf all the blacker for its glittering walls. The column seemed very thin indeed as it plodded dreamily into the gulf. I lingered behind, for the black rift in the green-litten sand was frightful, and I thought I had heard the reverberations of a disquieting wail as my companions vanished; but my power to linger was slight. As if beckoned by those who had gone before, I half-floated between the titanic sanddrifts, quivering and afraid, into the sightless vortex of the unimaginable.

Screamingly sentient, dumbly delirious, only the gods that were can tell. A sickened, sensitive shadow writhing in fins that are not fins, and whirled blindly past ghastly midnights of rotting creation, corpses of dead worlds with sores that were cities, charnel currents that brush the pallid lights and make them flicker low. Beyond the worlds vague ghosts of monstrous things; half-seen columns of unsanctified temples that rest on nameless rocks beneath space and reach up to dizzy vacua above the spheres of light and darkness. And through this revolting graveyard of the universe the muffled, maddening beating of drums, and thin, monotonous whine of blasphemous flutes from inconceivable, unlighted chambers beyond Time; the detestable pounding and piping whereunto dance slowly, awkwardly, and absurdly the gigantic, tenebrous ultimate gods—the blind, voiceless, mindless gargoyles whose soul is Blacktide.
 

 Kenaqua performs a Miracle: Burn Out the Unholy! Blacktide of Kenaqua organizes the Shroud into a One Doctrine faith, setting the size 1 bonus to +1 to Conversions.  See Round 22 NPC actions for more fluff about the summoning of a God gone wrong!

The effects of Blacktide’s continued existence in this plane and the oilslick madness continuing to leak like poison through the Gate will likely be deleterious for years to come. Containment and quarantine with Songspires may provide a buffer to nearby regions, but it is not a permanent solution.  The range and power of the Gate’s influence will continue to grow in future rounds unless the Gate is destroyed and Blacktide is eliminated 
 The clergy in Spawn Point (56) fend off the influence!
The aristocracy in Artetchhue (55) become Open!
Soliana (53) is unaffected, as the newly completed Songspire mitigates the effects!
The aristocracy in Region 49 become Unruly!
Magma Falls (51) is unaffected, as the newly completed Songspire mitigates the effects! 

As the most recent Dump Site in Verja (61) reaches its full capacity and overflows into the nearby Region 54, it causes an ecological cascade that toxifies the entirety of Region 54.
 Region 54 becomes Toxic and loses 3 units of native defenders 
 Several Magaramachi attempt to sack TP 1 and TP 2 in Cyph-Arel  (as well as buildings, rock formations, empty areas of sea, a school of fish, and a school of Cyphiri children), but are stymied by the native defense. Undeterred, the head of the Mercenaries (DON'T-EVEN-NEED-MERCENARIES)  issues a formal ultimatum that both Trade Posts will be sacked by the end of Round 25 

EDIT:  The Lambent Syndicate begins eradication of the Unity’s remaining population  of coraline creatures by forcefully marching them into the Maw, with administrative help from the Lighthouse [2/5]

 The Shark Nomads sack and destroy the Temple of Jurxo (HS 1) in Region 97 

The Reavers descend in full force upon the Draigiau of Region 70, bringing the full cacophony of their screechstrobes and durable glass body augments to the raid.  The aristocracy of Region 70 becomes Reaved, and DRG loses 1 treasure! 

Simultaneously, a more covert and disguised operation attempts to pilfer cultural goods from the clergy in Raconensae (73), but is repulsed due to assistance from the nearby Nacres Holdfast

Even the might of the Union Mercenary Exchange is vulnerable to raids. The Reavers bring the exact toolkit required to quickly and effortlessly break into the Exchange’s vaults and nab the expertise behind the Wondrous operation while they’re at it.  The aristocracy of Pyl-Garat (129) becomes Reaved, and the head of the Pylet family is abducted! 

The Reavers have recognized the utility and versatility of razorglass, and make a quick foray into Colownya (128). The local Gotezhar garrison fails to respond to the lightning-fast raid in time, thus the Costa-Sereian  merchants in Colownya (128) become Reaved and TP 2 is sacked! 

When the Reavers hit Ektalithiades (113), they strike at the superbly well-trained Order officers with surgical precision. Despite sightings of what must surely be their captain, a flamboyant cyborg woman with a wooden peg leg, the upper commanders of the Knights manage to escape the Reavers’ clutches. The common soldiers are less fortunate.  The aristocracy in Ektalithiades (113) becomes Reaved, and the Order loses 1 unit! 

Some of the golden and glittering offerings left in the shrines of Old Rahakota find new homes on the lavishly gilded bodies of Reaver raiders, but the fervor of the worshipers drives off the raiders before too much harm is done.  The clergy in Rahakera (155) becomes Reaved! 

Unable to sack the holy site in Rahakera, the Reavers simultaneously divert their attack to the nearby shark pod as if receiving long-distance commands in real-time.  Holy Site 2 of the Shark Nomads is sacked! 

Locals report findings of small quantities of reactive metal shavings seemingly falling from the sky in Region 12, Bastion, the Lostling Lands, and Orope. How peculiar

 The Tidespire predicts Region 100 and Region 33 as likely Reaver targets next round 
 The merchants of the Bloodripper Lands (154) break out in rebellion!  They gain 5 units under a Mil 7 commander, with access to 1 technology. More information to come with NPC actions

Discontent festers, and whispers spread from the mouths of those who are dissatisfied with their rulers. Each round, unruly factions undermine one owned faction in the same region
 The merchants of the Hansea (112) become Open!
The aristocracy of the Bloodripper Lands (154) becomes Open!
The aristocracy of Rahakera (155) becomes Open! 

Lack of interest or respect for the unique needs and local customs throughout the seas begins to grate on the peoples who must survive such neglect. Each round, regions without write-ups have a chance to progress toward rebellion
 The merchants of Region 15 become Unruly! 

The following regions must have region write-ups submitted by the start of Round 24 or suffer Unrest:
15 (LOL), 32 (LSD), 109 (OKI), 149 (MIR), 191 (CYP)

The following regions must have region write-ups present in the Waters of the World by the start of Round 24 or suffer Unrest:
140 (GTZ), 170 (GTZ)

Having never recovered from Reaver raids in years prior, order in some areas begins to break down, and respect is lost for those they once pledged loyalty to. Each round, regions with a Reaved faction have a chance to progress toward rebellion
 The merchants of Lojan (9) grumble, but continue to support LOL
The merchants of Region 49 become Unruly!
The aristocracy of Rilanto Pass (94) is temporarily buoyed by the infusion of Sakura-Jin officials, but they are hanging on by a mere thread
The Finalists manage to maintain order in Region 107
The Pfith lose control of the aristocracy in the Great Kelpland (131). They become Open!
The clergy of Region 167 becomes Unruly! 

The following Reaved regions will deteriorate at the end of round 23: 9, 31, 49, 91, 94, 107, 122, 131, 167
The following Reaved regions will deteriorate at the end of round 24: 97

 After nearly a decade without their Desired Import being met, the merchants in these regions become Unruly! If left dissatisfied for too long, they will eventually rebel
Region 20 (LSD, Unskilled Labor), Region 120 (SKR, Textiles), Region 135 (OKI, Edible Algae) 

The Dissonant fosters discord to the detriment of distinct delegations
 The clergy of Kenaqua (52) become Open!
The clergy of Nanuuq (84) become Open! 

The tail of the Eel Without End picks up speed in the Eel’s hurry to retreat and recover in the Maw (1). The Tail travels through Parikao (150), Wakamarumaru Marama (152), the Bloodripper Lands (154), the Magaramachi Salination (10), Selach (6), and Nguurhaln Polanau (5).
 Region 154 TP 1 becomes Open!
Region 10 TP 1 is destroyed!
Region 5 TP 2 becomes Open!
The merchants in region 10 become Open!
The clergy in region 10 are influenced by the Eel’s aura to support LOL! 

The head of the Eel Without End continues to slither through the cavernous and labyrinthine network of tunnels and caves that stretches underneath the vast expanse of the tropical seas. Unable to follow the head through several tight passageways, the worshippers of the Lighthouse must observe the strength of the Eel’s omnipresent electric aura to monitor her recovery. It is more vibrant than the near-complete lack of current immediately after the short-circuit, but far from her full splendor

 
 Spoiler: Eel Mechanics 
 The Head: 
- The Eel Without End moves three regions each turn, as determined by three separate weighted rolls using the weights below.
- Whenever the Eel Without End enters a region, it will attempt to Coerce 1 random Trade Post in the region with a +8 bonus; if it is successful, the Coerced Trade Post cannot be bought out or coerced until the Eel is no longer present in the region, as the Eel's deadly body swirls about the ruins of the location.
Base Weight: 1
- Region is the immediately previous location of Eel Without End head: Weight x0
- Eel Without End already present in region: Weight x0.5
- Eel Without End already omnipresent in region: Weight x0
- Roughs or Shallows border between current and neighboring region: Weight x0.5
- Toxic border between current and neighboring region: Weight x0.25
- Glacial border between current and neighboring region: Weight x0.25
- Colder climate (too far from the Maw): Weight x0.25
- Sufficient effort to tempt the Eel into this specific region has been made: Weight x3
- Towards target from Faith action from Radiant Indah head: Weight x3
- Rightward lean: Weight x1.5

 Present: 
- Armies fighting in regions where the Eel Without End is present may attempt to use it to their advantage; if they do, then the side which loses the Maneuvering roll takes an additional 10% casualties - this stacks for up to +20% casualties if both sides opt to do so.
- Regions where the Eel Without End is present count as 1 additional region for the purposes of distance losses and distance penalties.
- The desperation of those afflicted by the Eel Without End may present opportunities to those willing to look for them, and as local populations search for solutions, they become more easily Swayed - all countries receive a +2 bonus to Sway attempts in regions where the Eel Without End is present.

 Omnipresent: 
- If the Eel Without End enters a region it is already present in, it becomes omnipresent.
- Regions where the Eel Without End is omnipresent count as 3 additional regions for the purposes of distance losses and distance penalties (this replaces and does not stack with the previous region increase).
- The intense and prolonged exposure to the energy of the Eel Without End results in strange effects on the behavior of both wildlife and local populations when omnipresent:
- When the Eel Without End enters a region for the second time, it will attempt to Convert 2 random holy Sites in the region to a different religion, determined semi-randomly.

 Labyrinthine: 
- When the Eel Without End enters a region for the third time, it suffers deleterious effects which may threaten the life of the Eel. Perhaps it ties itself in knots. Perhaps it eats its own tail. Perhaps it retreats to the depths, confused and befuddled by its own aura. No one can say until it happens.

 The Tail: 
- When the Eel’s tail passes through a region, there is a chance that trading posts formerly coerced by the Eel are destroyed by arcing electricity.
- The sparking voltage amplifies the sound of the Eel’s perpetual HUM. Conversions targeting regions through which the Eel’s tail has passed benefit from this befuddlement, gaining +2 for a single round.
- When the tail passes through a region where the Eel is Omnipresent, mass-confusion may render foes to be friends and annul allegiances. Two random supports swap ownership status.
 

  Organizations!  
 Titles and Title Upgrades: 
The Cyphiri Union conducts Artistry
The Hollow Vessel fails to track a Titan in Region 30 - details to come later
The Lighthouse tames the Omnichromatic Tiger - details to come later

 Reputation: 
ESP gains 2 CCA rep for completing 2 Songspires
KNH spends 2 favors and drops 1 rep with the CCA to request a Song of Prosperity
LSD loses 1 rep with the CCA for destroying their nursery in the Protected Statera

 Favors: 
ESP contributes to the Inventory of Lamentations, gaining +1 DNA favor
SKR contributes to the Inventory of Lamentations, gaining +1 DNA favor

 Prestige: 
CYP completes a Monumental Undertaking, the Arellian Mural, for +2 PRS and rises to rank 3!
DPB loses 1 PRS from We Radiant Few, falling to rank 0!
EDIT: DPB loses 1 PRS from Stigma, Scandal, and Shame for losing a region to a rebellion!
DRG issues an ultimatum
ESP gains +1 PRS from Opulent Optics, spending 5 treasure!
ESP completes a Monumental Undertaking, the Museum of Frostbitten Culture,  for +1 PRS and rises to rank 3!
GRV falls to rank 3!
GTZ completes a Monumental Undertaking, Mira'din's Stubbornness, for +2 PRS and rises to rank 4!
HEX falls to rank 1!
LSD is caught doping athletes for -1 PRS, remaining at rank -2!
MIR gains +1 PRS from To Greatness!
EDIT:  MIR displays a Great Work for +1 PRS! 
MIR completes a Monumental Undertaking, the Clinics, for +1 PRS!
MGM issues an ultimatum
OKI falls to rank 2!
SEN gains 1 PRS from signing a treaty with DRG, rising to rank 2! (missed from a previous round)
SKR completes a Monumental Undertaking, the Finalist War Memorial, for +1 PRS! (rank 2.1)

 Other: 
The Cyphiri Union asks for a lead on a Titanic Relic (information sent privately)
Deep Blue asks for a lead on a Titanic Relic (information sent privately)
The Gotezhar train Diplomacy with the Chelonian Chora
The Kar-Nath Hegemony trains Faith with the Chelonian Chora
The World Garden of the Sakura-Jin trains Faith with the Chelonian Chora
Lumaeus
    Organization Actions     
 Round 23  
 

 Unless otherwise specified, [Offers] made by Organizations are only available to countries with a Reputation of 0 or higher with that Organization. Organizations treat regions with their bases as controlled for the purpose of actions such as Impressing Aristocracy or exploration Missions. 
    Abyssal Stewards    
 
 Spoiler 
The  Abyssal Stewards  are an association of various orders of mystics, warriors, and artisans living in the deepest parts of the ocean. Their ability to create and shepherd hydrothermal vents, which they use to ‘grow’ refined metals through means none have yet managed to replicate, makes trade with them indispensable. The Stewards - mostly members of a species of hairy crustacean - feel themselves charged with a duty to watch for the return of the legendary Titans, hoping to give advanced warning to those who live in shallower waters and prevent the foolhardy or malicious from waking them from their slumber.
 

  Actions:  
 1.   [Opportunity] Fueling The Forge - Update!  - Whatever secrets the deep holds, it takes a toll, both on natural life and on the sentient. The Stewards need more of both to get their world in order–but none of that squishy stuff! They’ll also take military expertise, if the shallow dwellers have much.

(  Opportunity:  Countries may provide Vertebrates, Labor, or Generals to repay debts to the Abyssal Stewards.  Reward:  1 Favor, 2 for a General.  Cost:  General or 1 suitable Trade Post.  Deadline:  Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice.  Details:  Non-action to gift Generals/Trading Posts. May not be used if no Favors are owed. )

 2.   [Opportunity] Look Over There!  - These Sealympics are great and all, but have you considered how much of a snack this looks like? We need distractions–not to wake the Titans, but to confuse the signals. We’re looking to help large tourist groups explore new regions, no strings attached. At a price.

(  Offer: Explore new regions so that Titans won’t zero in on the Sealympics! 
 Benefit: +2 on any one exploration roll made this round. 
 Cost: 1 treasure OR 1 favor 
 Duration: This round only! 
 Details: Despite the purpose, this offer explicitly does  not  come with increased danger or unmentioned effect. 
 )

 3.   [Offer] Secure and Protect  - With the new infestation of Tropical Titans, the Stewards are prepared to provide their expertise in the defense of resources of the realm.

(  Offer:  The Abyssal Stewards offer to temporarily hold and protect tropical trade posts.
 Benefit:   Any trade posts held by the Abyssal Stewards have their target numbers raised by 2 for any Sack or other Devastation wrought by the local Titans.
 Cost:  The trade posts in question, temporarily
 Duration:  Until the end of Round 26
 Details:  Trade posts may be surrendered to the Stewards as a non-action, who will hold them until the end of Round 26. At this time, they will return them to any power not at negative Reputation with them. )


  Nonactions:  
 The Stewards wish to note to the Gotezhar that their previous base location remains suitable, and they would embrace any attempt to rebuild it. 
 
 Spoiler: Ongoing 
 [Offer] Mystic Messengers  - The warriors of the Stewards are stretched thin, between the unexpected return of the Eel Without End to tropical waters, the foolhardy intrusions of the Lighthouse into depths better left undisturbed, and the reckless abandon with which the Eternal Spring is abusing natural resources. In such turbulent times, the mystics search for a way to help the nations of the world help each other.

(  Offer:  The Abyssal Stewards are offering the services of scribes and sages to aid with the transfer of military knowledge between nations.  Benefit:  Perfected Tactical Doctrines may be taught to countries which do not share a Cultural Exchange with the teaching nation. This requires a Military action from both nations, as usual.  Cost:  1 favor.  Duration:  Until the end of Round 23.  Details:  Either the teaching or the learning nation may pay the favor cost. Once per nation maximum. Both nations must be rep 1 or higher.  )

 [Taboo] Disruptions over the Depths  - Battles are inherently loud, messy businesses. Even that which can slumber through the clamor might awaken at the scent of fresh blood and feast on the casualties of war slowly sinking into the dark.

(  Taboo:  Avoid large or loud clashes over the depths, lest you awaken great danger.  Penalty:  -1 reputation.  Duration:  Indefinite.  Details:  Contribution of 7 or more units or the use of the Quiver Hell’s Foundations tactical doctrine in a battle within a Region of Depth 2 or deeper. )

 [Request] Sinking Stones  - While the risk of awakening that which lurks in the deep is a threat to be averted, the increasing scale and reach of the great civilizations of the age mean that some awakenings are inevitable. In order to better forecast where the threat lies, the Abyssal Stewards ask that explorers take the time to distribute their Sinking Stones, metallic orbs which clump together with a curious magnetism, across any depths they cross. In return, they offer something newly developed by their scholars.

(  Request:  Explore fathomless and otherwise deep regions.  Reward:  Sulphurous Secretions technology (Halves the increased effective distance from Toxic borders. This does not reduce the effect of Toxic borders on distance loss calculations. Requires: Graduated Symbiosis, Composite Grafting, and Hard Metal).  Penalty:  None.  Deadline:  Round 23.  Details:  When performing an exploration of a fathomless or unknown region, declare your action to be using the Sinking Stones. So long as the region actually turns out to be Depth 1 or greater, the Stewards will reward you with the technology at the next round opener. )

 [Offer] A Miru-Miru Visitation  -
MIR gains a unique quest! If they create a technology to access Depth 3 by the end of round 25, sharing it with the Stewards as a non-action on the round in which it is created, the Stewards will share with them a depth-related technology of their own. Redundancy is risk management!

 [Task] Mitigation Measures  
(  Task:  Construct walls to limit the influence of the Eel Without End’s electric aura and to encourage the Eel to move elsewhere.
 Reward:  Whalefall Coral Walls add a x0.75 modifier to Eel movement into their region and reduce the added distance penalties from the Eel by 1 effective region.
 Penalty:  None.
 Deadline:  Indefinite.
 Details:  As a 3 action Military project, a nation may build Whalefall Coral Walls in any two adjacent regions with the region owner’s permission. This may be reduced to 2 actions with blatant disregard for worker safety, but both regions will suffer an Eel conversion attempt upon completion if the Eel is present. )
 


 

    Chelonian Chora    
 
 Spoiler 
The  Chelonian Chora  are a league of religious nomads capable of traversing the Wastes atop their great Reefback turtles. Largely cephalopod-like, the Chora bring trade goods and news of distant lands by routes others could never manage, while their much-renowned songs bring joy, soothe tempers, and ease hardship. Their presence has a tendency to quiet discord, foster unity, and mend relations in a way that has enticed many a fledgling government to encourage more frequent visits and longer stays.

 (The Chelonian Chora, and  only  the Chelonian Chora, may treat regions with no local majority as sharing their faith for Sway and Impress Clergy actions) 
 

 Foremost among all in the eyes of the Chelonian Chora, Mawbel has attracted the attention of the Chora’s most reclusive members - the Songsages, who bring with them the Bell of Resolution. While Mawbel retains the Bell of Resolution, possesses a Specialized Ship, and has access to a Wastes region, she may embark on a sacred journey to Wander The Wastes by taking a unique Diplomacy, Military, or Intrigue action. While undergoing this journey, Mawbel may roll the relevant attribute against TN 14 to properly navigate an ancient Songline, impressing the Songsages and earning the right to be taught a verse of the All-Song. 
  Actions:  
 1.   [Faith] Repair HQ 2/3  - A testudine twister torrents towards the Chora’s cracked core. Roaming reefbacks reorient basewards, bringing bundles of supplies sent to salvage the saveable and replace ruined regions. Again

 2.   [Request] Good Names Go to Wastes, Round 2  - To travel the world on Reefback is to encounter peoples of all forms, customs, and tongues. Many who take up this path after a sedentary life are disconcerted by the alien nature of what they encounter. But to the Chora, there is a universal truth, a line of song, and even when there is no language held in common, the sweet speech of song sees sympathetic seafolk turned friend.

But there is a place where there can be no sympathetic song, for the wide and watching Wastes will wait with withering patience, pouring pestilence and playing dumb. So if there is no native tongue to give name to these places, it is the place of the people nearby to name them.

(  Request:  Provide a name for a local Waste region.  Reward:  One favor to the winner of each round in each zone.  Penalty:  None.  Deadline:  End of round 23.  Details:  Each zone has a designated Waste region. Each civilization in that zone may offer as a non-action one name for that region. At the next round, they may then vote on their favorites, with the Chora providing tie-breaking votes. Polar: W27. Temperate: W35. Tropical: W26. )

  3.  Headquarters damaged. 
  Nonactions:  
 [Request] Good Names Go to Wastes, Round 1 Results  -
 Tropica:l  Mara Whanariki (1 vote) +1 CCA favor to MIR
 Temperate:  Rendal’s Vigil (1 vote) +1 CCA favor to CYP
 Polar:  Mythic Devastation (3 votes, CCA tiebreaker) +1 CCA favor to KNH

 [Circumstance] Nasin Nasa, Tan Tawa, Ali Ante - Update!  - Where previously people parted ways with what were supposedly stable situations, now news nears of others openly objecting to travel, talk, and acting as always. Kenaqua’s chaotic call causes  paranoia, personal partition, public retreat –radiating round Blacktide’s baneful blasphemy.

(  Circumstance:  People have ceased disappearing and are instead hunkering down in paranoid seclusion.
 Penalty:  None yet.
 Duration:  Indefinite
 Details:  The currently affected areas are the places where the surrounding regions border Kenaqua–border sections of Soliana (53), Artetchhue (55), Spawn Point (56), Magma Falls (51), 49, and 50. )

 Opportunity: Party People RESULTS!  - The Chelonian Chora are happy to share their Cultural Identity: Party People (2d8 for rolls made at Events you host) with the Splendid Miru-Miru in recognition of their internationally acclaimed, interoceanically attended, and extremely fun Grand Opening. The Gravetenders, who played host to peace treaties and attempted peaceful introduction of an unfortunately maniacal race are given the Party Hat, an artifact that allows its bearer to once a round attend two events with a single action. The Lambent Syndicate and the Lux Glossian Shades technically also held events, so the Chora will fulfill their bargain and attend anything they throw through round 26, but please don't kill people this time?
 
 Spoiler: Ongoing 

 [Opportunity] An Appetite For Abundance  - (  Opportunity:  Countries may provide Treasure, Food, Preservatives, and Dyes to repay debts to the Chelonian Chora.  Reward:  1 or more Favors.  Cost:  3 Treasure or 1 suitable Trade Post per Favor.  Deadline:  Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice.  Details:  Non-action to gift Treasure/Trading Posts. May not be used if no Favors are owed. )

 [Offer] Harmony in the Key of Sea  - As much of the world erupts into discord and cacophony, the Chora offer to Conduct a new path for those willing to hum along. Though it would be foolish to condemn all of the…difficulties that have embroiled the seas of late, even those necessary clashes merit mourning. Maybe mellifluous melodies might mediate more militance and move minds towards peace.

 ( Offer:  The Chelonian Chora are offering vocal training and diplomatic preparations.  Benefit:  Countries with a CCA Reputation Rank of 1 or higher may choose to take an Faith or Diplomacy action to sing with the Chora. If they do so, they count as taking an additional action of that type for that turn for the purposes of attribute gain. Countries with a CCA Reputation Rank of 2 or higher may take an action of each type to sing with the Chora.  Cost:  One Faith or Diplomacy action.  Duration:  Until the end of Round 23.  Details:  Limited to one use per attribute per country.) 
 [Taboo] Do You Hear the People Sing?  - With Titanic devastation wracking the waters and with Reaver incursions scouring the seas, the time has passed where inciting discord can be pardoned. Rousing riots reaps wretched rewards, and raising rebellions ruins regions. The Chora make it clear that they will not tolerate such behavior in These Uncertain Times.

(  Taboo:  Deliberately inciting rebellions. Civilizations are urged not to use the Spark Claimant Revolt, Inspire Uprising, Spark Rebellion, or Galvanize Partisans actions in order to minimize the spread of war across the seas.  Penalty:  Lose 1 Reputation with the Chelonian Chora.  Duration:  Until the end of Round 24.  Details:  Penalty only applies to non-Secret actions, or Secret actions that are publicly uncovered. )

 [Request] Songspires  - Things fall apart, but the center must hold! In light of the enervating endeavor edging everyone ever toward total terror, teams of talented architects arrive and ask about sponsoring security. Songspires soaring surfacewards slow savageries, though containing what catastrophe Kenaqua calls can be costly!

(  Request:   The Chelonian Chora seek nations willing to construct Songspires![/U]
[U]Reward: +1 CCA Reputation  per Spire constructed in regions adjacent to (but not within) Kenaqua 
 Penalty:   -1 CCA Reputation for any nation which owns a region adjacent to Kenaqua and fails to contribute to a completed Spire.
 Deadline:   End of Round 23
 Details:   A Songspire is a 3-action project using any combination of Faith and Diplomacy . These may be taken by anyone with the region owner’s consent. The Reputation will go to the nation which has contributed most to the individual Songspire, with ties being broken only by mutual agreement of the builders. If at least three songspires are constructed, coming cataclysm could be contained–in part.  )
 


 

    Divine Nacres    
 
 Spoiler 
The  Divine Nacres  are a surface-dwelling consortium of humanoid researchers, biotechnologists, and ecclesiastics living in floating city-spheres that look like nothing so much as massive, impenetrable pearls. In generations past they have largely remained aloof, keeping their local subaquatic societies at arm’s length save for the occasional gift of advanced biotechnology or guidance, asking in exchange for access to the seafloor and assistance with gathering seemingly random resources for esoteric reasons - such was their distance that not a soul has seen them outside of their strange bulbous suits. Recently, however, the Nacres have been much more open and active in their communications and exchanges with the burgeoning civilizations of the oceans.
 

  Actions:  
 1.   [Opportunity] Discupulus Dominorum  - The Nacres usually guard their secrets and stations jealously. Few are given the opportunity to walk among them–which, considering few can walk, is not a terrible deal. But now, while it’s not like they  need  it or anything, they have seen it in their hearts to extend a seaolive branch of magnanimity to those who can do some grunt work while they deal with greater concerns.


(  Offer:  The Divine Nacres are offering scientific training and scholastic opportunity.  Benefit:  Countries with a DNA Reputation Rank of 1 or higher may choose to take an Economy or Intrigue action to research with the Nacres. If they do so, they count as taking an additional action of that type for that turn for the purposes of attribute gain. Countries with a DNA Reputation Rank of 2 or higher may take an action of each type to research with the Nacres.  Cost:  One Economy or Intrigue action.  Duration:  Until the end of Round 26. )

 2.   [Offer] Teach a Fish to Man (the GMO Kelp)  - We may have retreated from the waters, but we are with you in spirit. We offer to you a few gifts, things we can develop Above. Those who seek from us shall find, and our expertise remains yours. Surely, this will be with you always, until the end of the age.

 ( Offer:  The Divine Nacres are offering to assist countries in their work all throughout the oceans.  Benefit:  The Divine Nacres will Develop Resource (Economy Special) for any country.  Cost:  2 Favors owed and -1 Reputation.  Duration:  Available until the end of Round 26.  Details:  May opt to have the Divine Nacres Develop Resource for one region you control. Only available to nations at rank 1 or higher. )

 3.   [Request] Go Set a Watchman  - The wrath of those on whom the heavens have never shone has left us wounded, a shadow of what we were. It is in such times that we must fortify ourselves and remember what is important: overwhelming superiority. Help us, and you will know our favor.

(  Request:  The Divine Nacres want units!
 Reward:  1 favor for 2 units given.
 Penalty:  -1 Reputation for any Reputation 2+ country who does not participate by the end of the Request.
 Deadline:  End of Round 25
 Details:  As a nonaction, send two units to the Divine Nacres. Limit once per nation. )

  Nonactions:  
 [Update] Stopgap Supply Run  - Current Scores:

ESP - 10 points (+0/turn)
KNH - 6 points (+0/turn)
SKR - 4 points (+2/turn)
HEX - 4 points (+0/turn)

 Request: Help Meet For the Situation CONCLUSION!  - Between the footwork of the Sakura-Jin and the celestial genius of the Divine Nacres, the truth is gradually sieved from the very sands of confusion. The wicked schemers who destroyed the base were none other than the Lux-Glossian Shades, under the direct orders of Taman! SKR receives 1 (one) favor from the DNA!

 
 Spoiler: Ongoing 
 [Opportunity] A Need For Knowledge  - (  Opportunity:  Countries may provide Technologies, Esoterica, Megafauna, and Drugs to repay debts to the Divine Nacres.  Reward:  1 or more Favors.  Cost:  1 previously unknown Technology or 1 suitable Trade Post per Favor.  Deadline:  Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice.  Details:  Non-action to gift Technology/Trading Posts. May not be used if no Favors are owed. )

 [Taboo] Carissime, Melius Est Descendit Ubi Madet: Sub Mari!  -

(  Taboo:  The Divine Nacres advise against trying to explore Terrestrial Wastes - it can lead only to chaos and ruin.  Penalty:  -1 Rep for creating a technology which would allow exploration of Terrestrial Wastes. -1 Rep for successfully Exploring a Terrestrial Wastes region.  Duration:  Indefinite.  Details:  A technology which would enable exploration of Terrestrial Wastes must have these prerequisites at minimum: a technology which allows crossing Brackish borders, a technology which allows crossing Toxic borders, and at least two additional resources. )

(  Request: ‘Wanted’ Postings  - The Divine Nacres are offering bounties for military personnel or high-ranking members of the government of the Black Spot.  Reward:  1 Treasure per two destroyed Black Spot Units; Favors offered for the capture of high-ranking personnel.  Penalty:  None.  Deadline:  End of Round 23.  Details:  Turning over high-ranking personnel may be done as part of an event if the DNA are invited. Otherwise, one individual may be turned over per turn, or as many as desired with a Diplomacy action. )
 [Task] Finalized Repairs Resolution  - Despite the noble efforts of the Kar-Nath Hegemony and the Cyphiri Union, the Nacres’ city sphere in Ke Yi Aide (127) fails to relaunch. Because of this lack, a scramble for new resources and plans consumes much of their capacity, and they scorn the seas in their stress.

(  Penalty:  Raise Reputation actions for DNA receive a -2 penalty for 4 turns (until the end of Round 24).  Mitigation:  Due to their noble attempts to help, the Nathi and the Cyphiri are exempt from this penalty. )

 [Request] Stopgap Supply Run  - The Divine Nacres are not strangers to hardship, and though their repairs were unable to be completed, they do not, in their wisdom, turn their faces entirely from the sea. Indeed, they would be fools to, for in the waters glimmer treasures like stars, which they so desperately seek.

Perhaps it was wrong to expect generosity from the querulous peoples of the sea. They are instead motivated by competition. They seek desperately for it. And so the Nacres offer an answer to these prayers.

(  Request:  Provide the Divine Nacres with resources of Precious Minerals, High Strength Fibers, and High Quality Building Materials as non-actions.  Reward:  First Place: Two favors and a Holdfast constructed over two turns in their region of choice. Second and Third Place: Two favors. Fourth Place and Onwards: One Favor.  Penalty:  None.  Deadline:  End of round 23.  Details:  Each player may provide the resources of one of the desired Trade Posts to the Nacres as a non-action. If you do so, you may not provide any other kingdom with that TP, nor use the resource granted by that TP to supply technologies or satisfy Desired Imports yourself for that turn. This does not cede control of the TP. For each resource supplied this way, the player earns one point (per turn that the non-action is taken). A player may instead, as a non-action, provide a TP itself, ceding control to the Divine Nacres, but gaining two points per remaining round of the contest, so long as the Nacres retain control. )

(  Request:   The Divine Nacres turn to the premier investigators of the temperate seas to discover what ruined their Holdfast!
 Reward:  1 favor.
 Penalty:  None.
 Deadline:  End of Round 23.
 Details:  Temperate powers are asked to perform an investigation or turn over valuable information as to the cause of the destruction of the Divine Nacre’s Holdfast. Success will gain their esteem. )

 [Offer] Are You Ready To Raid?!?!  - Preparity is next to deity, or so the saying goes. The Divine Nacres would give the blessing of readiness in the face of Reaver aggressions. Interested parties may sign up for practice in fake raids, with ultimately toothless Nacre parties playing the role of those demonic scourges. Be careful! If you lose the games by too high a margin, the Nacres might place some of your resources in protective custody.

(  Offer: The Divine Nacres are offering to simulate a Reavers raid to test civilization readiness!
 Benefit:  +4 against Reaver Raids for 4 turns!
 Cost:  1 Intrigue Action and risk of Trade Post or Holy Site loss.
 Duration:  Until the End of Round 24
 Details:  Functions like a Reaver Raid in a random territory under your control. DNA will roll 2d6+9. Careful! Real risk is necessary for the simulation, and on a Great Success, the Nacres will take and keep a Trade Post or Holy Site in the territory. )

[Request] An Inventory of Lamentations [1/5] - The Nacre giveth and the Reaver taketh away, so the proverb says. This is the genesis of sorrow. For though much has been givenethed, so too have the Reavers takenethed so, so much away. Both as a testament to the memory of the lost and as a chronicle of this unwilling exodus, the Divine Nacres seek names and numbers for a data repository to predict future attacks. Which kings and judges have been taken, what treasures? This is the job they have for you.

(  Request:  Cooperate in the creation of the Inventory of Lamentations! Available for anyone negatively affected by the Reavers since raids began.
 Reward:  + 2 Favors (max); if Project is completed, additional reward given to all contributors.
 Penalty:  None
 Deadline:  End of Round 25
 Details:  1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Inventory. 1 Favor earned for spending an Faith or Diplomacy action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires. )

 [Circumstance] Cautela Vita Est  - (  Circumstance:   The Nacres reallocate resources to security!
 Benefit:  All Target Numbers for hostile actions targeting Holdfasts are increased by two!
 Penalty:  All actions taken by the Divine Nacres at player request receive a minus two penalty!
 Duration:  Until the end of Round 24 )
 


 

    International Prestige!    
 
 Spoiler 
 International Prestige  uses many Organization mechanics, but is distinct in a number of key areas - it represents the respect, appreciation, envy, and awe a country commands on the world stage, not just from the ruling governments of the country’s peers, but in the broader perception of the influential elite. The only actions International Prestige can take are to create tasks, requests, host events, or similarly create opportunities for countries to demonstrate their wealth, power, and grandeur. Reputation with International Prestige can be raised by gaining Prestige, and PRS Reputation Rank will often simply be referred to as Prestige Rank.
 

  Ludis Ire Ludis :  The Host of the First Interoceanic Sealympics has been declared to be the Hymenocera Expanse! Keep an eye out for the Event Post shortly!

 
 Spoiler: Ongoing 
(  Opportunity: A Grand Exhibition  - Prestige is available for having the most Great Works displayed! Earn 1 point for each Exhibited Great Work each turn while the event is ongoing, and an additional 5 points (3 if tied) for having the most Great Works owned at the end of the event. To Exhibit a Great Work, it must be designated as being exhibited in a Capital, Holy Order, City, Fortress, World Wonder, or Organization Base in a region you control, with a brief line about the circumstances and nature of the exhibition there. Earn 1 Prestige for earning the most points in a turn (0 if tied), and 2 Prestige for having the most points overall at the end of the event!
 Duration:  Until the End of Round 22.
 Special:  While on Exhibition, the Great Work is possible to steal even without a Spy - putting such items on display to the public is sure to attract the attention of criminals both great and small, and many might take advantage of such happenings. )

 [Mystique] Renegades, Turnskins, And Defectors  - (  Opportunity:  The first country in each starting zone to successfully Incite Betrayal will gain 1 Prestige. The first rebellion to arise on behalf of a specific country in each starting zone will gain that country 1 Prestige.  Duration:  Until fulfilled.  Special:  Actions taken to complete may be done as Secret Actions, but please note that successful attempts must be revealed in the following round opener - if for whatever reason they are not revealed, no Prestige will be awarded. The successful use of either the Galvanize Partisans Intrigue 5 Special Action or the Spark Claimant Revolt Diplomacy Action will suffice for fulfilling the second half of this opportunity; the Inspire Uprising or Spark Rebellion actions will not. Remaining Availability : All effects for: Temperate, Tropical. Incite Betrayal only: Polar )

 [Acclaim] The Ties That Bind  -  ( Opportunity:  The first country in each starting zone to successfully press a Marriage Claim will gain 1 Prestige. The first country in each starting zone to successfully Integrate a region acquired by Confederation will gain 1 Prestige. The first country in each starting zone to have a Fabricated Claim uncovered as such will lose 1 Prestige.  Duration:  Until fulfilled.  Special:  If multiple countries simultaneously fulfill the conditions, all eligible countries gain or lose the relevant Prestige.
 Remaining Availability : Marriage Claim: None. Integrating Confederated Region: Temperate, Polar. Revealed Claim Fabrication: All )

 [Honor] Remarkable Reconstruction  - (  Opportunity:  When a country rebuilds a TP or Holy Site that was destroyed by the Reavers, they may choose to let it enter play Open, rather than under their control. If they do so, they gain +1 Prestige. If a country donates 2 Units as a non-action to a region that lost units to the Reavers, they gain +1 Prestige and the region no longer qualifies for such donations by other countries. If a country successfully Sways or Impresses a Reaved Faction in a region they don’t control, they may choose for it to become Open instead of gaining the Faction’s Support; for every second Faction they restore in this way, they gain +1 Prestige.  Duration:  Until fulfilled.  Special:  Any country may rebuild Holy Sites or TPs destroyed by Reavers in uncontrolled regions. If multiple countries donate Units to a region that lost units to the Reavers, they both gain the Prestige, and the region gains the Units from all such donations received. 
 [Distinction] Origins Of The Exotic  - (  Opportunity:  The first time a country Exhibits a Great Work, they gain an additional Prestige. If a country is the first to Exhibit a particular type of Great Work, they gain an additional Prestige.  Duration:  Until fulfilled.  Special:  ‘Types’ of Great Work are determined at the Organization GM’s discretion. Established Types (Non-Exhaustive): Sculpture, Literature, Song, Engravings, Tapestry 
 Countries/Great Work Types:  CYP - Literature, STC - Tapestry, LUX - Sculpture, GRV - Engraving)[/I]

 [Glory] Ludis Ire Ludis!  - Look, we could spend all day talking about it, how athleticism is a spiritual pinnacle, how by action we become by performance the ideal self, how through physical achievement national pride is born. Or, we could go out back and toss the old  seapigskin  around. What d’ya say to that, sport? Here’s what we’re looking for: venues, logistics (transit, food, accommodations), attractions, and funding. Oh, and also safety. Think you’ve got what it takes?

Members of the Interoceanic Sealympic Committee are visiting interested nations to scout locations and listen to bids to host the event!

(  Request:  Demonstrate ability to host the Sealympics
 Reward:  An event (the Sealympics) is hosted in your Empire (as though you were the host, not contributing to stat gain), +2 PRS
 Penalty:  None.
 Deadline:  End of round 22.
 Details:  Pick a region in your empire and convince the Committee to select it as the site of the Inaugural Sealympic Games. They are soliciting the following:
 
 Venue write-ups: describe in detail what arenae and stadia you can provide or will build for the events. A bonus point for using previously established structures and spaces 
 Resource identifications: justify which resources you hold that can be dedicated to transit, food, or improving/decorating accommodations 
 Attraction write-ups: what is there to do around the venues? Why should anyone want to see your region? (This is a great place to list the details of both region and monument write-ups -- or anything else of note!) 
 

Each of the three items on the list above will be worth three points, for practicality (1), completeness (2), and allure (3). That is, does it work for the games, did you write more than a bullet point, and does it make the Committee want it? Resources are worth a point each. Combined with the possible bonus point from the Venue, this is a total of 10 available points. These scores will be reduced by danger in the area, be they local or neighboring military conflicts or Titanic threats.

Treasure may be dedicated to…demonstrating the largesse of the potential host nation. It’s not a bribe if it’s part of the tour! )
 

 
 Spoiler: Permanent 

 [Strife] Big Fish In Small Ponds  - (  Opportunity:  Starting Round 6, Prestige and PRS Rank will no longer correlate one to one: to reach PRS Rank 3 from PRS Rank 2 will require 2 Prestige, while reaching PRS Rank 4 from PRS Rank 3 will require 3 Prestige. This Prestige does not have to be earned in the same turn. Reaching PRS Rank -3 from PRS Rank -2 requires the loss of 2 Prestige in the same turn.
If all available positions at a given PRS Rank are occupied when a new country would reach said rank, the country which gained Prestige least recently has their PRS Rank reduced by 1. Ties are resolved by roll-off made with the tying country’s highest respective attributes, with the lowest roll result(s) losing. Changing rulers will no longer result in PRS Rank loss when at PRS Rank 3 or 4, but will reset any accumulated Prestige to 0.
 Duration:  Indefinite.
 Special:  The loss of Prestige still causes a loss of PRS Rank. Gaining Prestige when at PRS Rank 2 or 3 which is insufficient to rise to the next PRS Rank, or gaining Prestige when at PRS Rank 4, still counts for determining which country gained Prestige least recently. Losing PRS Rank resets the clock and clears out any accumulated Prestige which was insufficient to reach the next Rank, counting as an instance of gaining Prestige for timing purposes only.
	When rolling to determine PRS Rank reduction, ties are resolved by comparing Partial Prestige; if a tie still remains, then all attribute score totals are summed and compared, with the lowest value losing.  )

 [Honor] Blood, Stone, and Ink  -  ( Opportunity:  Countries may now establish PRS Treaties with one or more other parties as part of an event, which all parties have to attend. In order for this to work, all parties must agree to the terms of the agreement, what counts as a violation of those terms, and that it will count as a PRS Treaty. Any Treaty signatories with 0 Prestige will gain 1 Prestige upon the Treaty being finalized. Once finalized, any signatory who violates the terms of the Treaty will lose 1 Prestige.  Duration:  Permanent.  Special:  Attempts to abuse this mechanic will result in consequences inflicted by the Organization GM. Treaties without a meaningful potential for violation (as judged by the Organization GM) will not grant Prestige. A country can only gain Prestige from signing a Treaty up to once per round. Treaties may  not  be signed in secret. If a Treaty is dissolved by means other than a violation (such as reaching a set end-date (without getting renewed) or all parties agreeing to dissolve the Treaty), any parties who gained Prestige from the creation of the Treaty will lose 1 Prestige.

Treaty violators cease to be considered a signatory at the end of the round. This may result in the dissolution of the Treaty entirely, or simply an exclusion from any protections offered by said Treaty, depending on the exact terms - but it also means that if multiple parties violate the terms of the treaty in the same round, they will all lose Prestige.

Ambiguities in a Treaty for which no consensus can be reached among the signatories will be resolved by arbitration by the Organization GM. If any ambiguities are apparent when the Treaty is first presented, the Organization GM will ask the signatories to disambiguate the relevant situation before approving the Treaty. )

 [Renown] A Monumental Undertaking  -  ( Opportunity:  Once per turn, a country may, as a non-action, work on a monument or similarly grand project in a region they control. This requires a fluff description of the ongoing work, design, difficulties, progress, or similar. When beginning such a project, a country must decide whether it will be a 3-part project or 5-part project. Upon completion, a 3-part project grants 1 Prestige, while a 5-part project grants 2 Prestige.  Duration:  Until fulfilled.  Special:  Project completion requirements and rewards are subject to change. Insufficient description/fluff will result in no progress towards the completion of the project for that turn - three to four sentences should usually be sufficient. Countries may not have more than one ongoing project at a time. Countries may not accelerate these projects by spending actions.) 
 [Acclaim] To Greatness  -  ( Opportunity:  Any country that becomes a Sea Power, Empire, Merchant Marine, or Holy Sea by use of a Special Action gains 1 Prestige.  Duration:  Permanent.  Special:  Elevate Status, Consolidate Holdings, Exalt Domain, and Usurp Title actions all count. Usurpation results in Prestige loss for the Usurped country.) 
 [Affluence] Opulent Optics  - (  Opportunity:  A country may choose to spend 5 Wealth as a non-action to gain 1 Prestige.  Duration:  Indefinite.  Special:  This may be done multiple times in a single turn if a country has sufficient Wealth available. )

 [Notoriety] The Fragility of Fear  -  ( Opportunity:  Prestige loss will be assigned if a country experiences a rebellion in response to a failed Oppress Faction or successful Sack action. Prestige loss may be assigned if a country is forced to acquiesce to a rebellion’s demands. Prestige loss will be assigned if a country commits gross atrocities.  Duration:  Indefinite.  Special:  Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 3 Prestige, based on context and circumstances.) 
 [Mendacity] A Lack Of Commitment  - (  Opportunity:  Prestige loss will be assigned if a country Oppresses a faction in a region on which they have a Confederation claim. Prestige loss will be assigned if a country backs down from an Ultimatum it has made. Prestige loss may be assigned if a country is revealed to be grossly hypocritical.  Duration:  Indefinite.  Special:  Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 2 Prestige, based on context and circumstances.

Countries may declare an Ultimatum as a non-action. An Ultimatum is a declaration of commitment to a specific action or set of actions, with or without a set of conditions. At the end of the round the Ultimatum is made, it can no longer be changed - however, Ultimatums are usually crafted in response to a specific set of circumstances, and expire at the end of the third round after they were made. If a country that declares an Ultimatum fails to follow through, that country will lose 1 or more Prestige, depending on the severity of the lapsed Ultimatum and surrounding circumstances. Ultimatums cannot reduce a country to -3 Prestige. A country can only make one Ultimatum per turn. )

 [Ignominy] Stigma, Scandal, and Shame  - (  Opportunity:  Prestige loss may be assigned when a country badly loses a battle it was heavily favored to win. When a country returns a captured Spy or General to their owner, said country may choose to reduce the owner’s Prestige by 1 as a non-action. When a country returns a captured Ruler to their owner, said country may choose to reduce the owner’s Prestige by 2 as a non-action. Prestige loss may be assigned if a country is grossly humiliated or suffers a gross embarrassment on the world stage.  Duration:  Indefinite.  Special:  Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 3 Prestige, based on context and circumstances. )
 
Grim ranger
    Kar-Nath Hegemony   
 Located in:  Polar zone, regions 53, 62, 63, 64, 65, 75 and 77
 Capital:  Glacier Crag, Region 77    Turn 23   
   Nedir, the Frozen King   
 Diplomacy - 10, Military - 10, Economy - 10, Faith - 9, Intrigue - 8 
  Actions:  

1.  [Diplomacy]:  Attend event - The Sealympic Games

 
 Spoiler: Event sub-actions 
- Trade RADIANT SPHERES, Battlefield Scavengers and Toxologist Training technologies to GTZ in exchange of Devolving Standardized Integrations, Reanimation Colonies, Supermarine Artillery and Toxic Filtering technologies.
- Make PRS agreement with GTZ: "GTZ cannot trade or give away Toxologist Training technology to any faction without explicit permission of KNH"
- Trade Oxygenating Implantations, Megafaunal Caravans and Megafaunal Tailoring technologies to HEX in exchange for Scrying and Sulphurous Secretions technologies
 

2.  [Faith]:  Sing for CCA (Using Withering Everlight bonus and 1 treasure)(Roll:  18  (when adding in GRV's Seek Aid retroactively, thanks to CCA rank 3 bonus). Target number: ???)

 
 Spoiler: Nedir sings of harmony 
 Violence and war has come to the heart of his home... of the nation he has attempted to grow and safeguard according to the will of the Frozen Monarchs before him. He has called up the defenders of their way of life, leaving the defense upon the shoulders of the Legions and their allies arriving from the Dead Cities.

For he does not partake in the fight himself, leaving towards the yawning abyss of the Rime Gorge with but a handful of his loyal Depth Guards for company, even as the water echoes faintly with the rucus of the battle that is looking to be a costly affair.

Nedir has never been a warlike monarch. He has shown bravery when the nation has demanded it, when his people have required it of him, but his true passion lies elsewhere. He seeks to finally deciphering the mysteries of that which Chora and the Blossoming Sequence... moreover, even the ancestral faith of his people... have often sought the reasons behind. To find a measure of harmony, a tune, behind the mere flesh and nerve, of the worldly things. He has already cast aside his simple pride to wander as merely a monk seeking enlightenment, and now he is set to do it once more, kneeling before that yawning chasm weighting the lives and deeds of those who would cast themselves into its depths.

After all, would there be a better connection to the past and future of his people anywhere in the Frozen Seas?

Drawing in a slow breath, the humbly-clad Frozen King begins to cast his voice out into the currents, the sound echoing into the depths of the gorge and carrying in the currents rushing through the area, spreading far and wide. He is close, that much he knows: close to finally understanding.

And once it is done, they are all one step closer to reaching  harmony . 
 

3.  [Faith]:  Impress Clergy of Region 65 (Roll:  19 . Success!)

4.  [Military]:  Defend Region 77 with 7 units + 1 Aristocracy unit, led by Marshal Adaya shel-Girum ban-Liav (Military 8, Unbending Iron Tactical Doctrine (defense only, +3 to battle roll, -2 to own leader loss roll, +20% enemy casualties, +10% own casualties), Abyssal Expertise: Gains a bonus to Maneuvering rolls equal to the current Depth level). If GRV arrives to help, KNH forces will act under their general. Using 1 treasure.

 
 Spoiler: Defense breakdown 
 Modifiers for defense: 
Cold Harbor (Fortress): +2 to Battle
the Sgimiwr Cyflym (Artifact, used by Marshal Adaya): +1 to Maneuvering and -2 to effective region count for Distance Losses, once per round
Treasure: +1 to battle

 Technologies: 
Crimson Cuirasses (using Dragonscales from DRG): +1 to Battle
Blood Algae: +20% enemy casualties, +10% own casualties in depth 0 regions.
Razor Current Netting (using Glittergill Shards): +10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending.
Toxologist Training (using Adhesive Urchins): 10% enemy casualties and +1 to Battle rolls in Depth 0 regions
Devolving Standardized Integrations: Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost.
Battlefield Scavengers (using Migratory Narhwal Pods from GRV): Negates all the casualty reduction effect(s) of one technology or tactical doctrine
 

 -Enraged at the gall of the Shark Nomads attempting to raid the very heart of the Hegemony, the Frozen King calls the legions for war, equipped with every advantage they have mustered up thoroughout the years through a painstaking effort. Of course, while Marshal Adaya is extremely competent at her job, he regardless also sends word to the Gravetenders, hoping for Sersi to lead the defensive efforts. 

5.  [Intrigue]:  Prospect W5 using specialized ship Silvered Eye, looking for Corpses (using 1 treasure)(Roll:  17 . Tier 2 success!)

6.  [Intrigue]:  Investigate region west of Region 47, using Sinking Stones (Roll:  22  (as DNA rank 1 does not actually work here, but rank 2 does, raising the result by 1). Great Success!)

General note: if KNH has spent 3 treasures this round, they regain 1 via Mamomachines technology

  Non-actions:  

Constant: Automatically accept all trade routes, cultural exchanges, gifts, etc from other players, Automatically defend against any unauthorized buyouts/incursions/etc.
Constant: All KNH's prisoners are kept in Glacier Crag to benefit from Order of Chain Warden's extra protection against secret actions. (Current prisoners: SEN general Balelia)
Constant: Allow GRV and ESP armies free passage through KNH lands and grant both polities free reign to perform projects in KNH lands. Treat all other powers currently as hostile.

A.  Create a monument: Harmonious Plaza in Region 77 (3/3)(Complete! +1 PRS) 
 
 Spoiler: A monument to Peace 
 Finally, the grand monument to the three nations working together has been finished.

The Harmonious Plaza has been completed, an atmosphere of a jolly festival enveloping the capital of Kar-Nath Hegemony as the grand structure is at last revealed in its full glory. A sphere of gleaming stone, honed into almost mirror-like sheen with sheer polish and supported by stand pillars carved into whirlpools and grand coral formations. The outside of the structure is admittedly grand as banners of the Hegemony, Eternal Spring and Gravetenders all decorate its entrances and throughfares... but it is inside that there await greater sights still.

Monument that the designers have painstakingly worked on thorough the construction sits on a dais in the very middle of the grand structure, the statue of three spiraling currents and the respective peoples of each nation giving all who witness it a chance to appreciate the benefits of unity. The meditative gardens and plazas spread out around the statue, a pleasant park isolated from the bustle of the grand metropolis at large by the dome above, blue glow-lanterns and luminiscent corals weaving a tapestry of comforting lights across the structure. The adherents of Blossoming Sequence quietly contemplate or debate the visitors bearing words of Wings of the World or Shroud, all welcome within the beating heart of the sturdy nation.

At the outer parts of the dome, a veritable kingdom worth of merchants have set up their shops, the temporary stalls and tents present at the start of the construction replaced by actual shops. Many have built atop each other to make use of what space has been outlined for commercial use, construction slowly crawling up along the walls of the dome. The small merchant-quarter is quickly proving to be a luxurious one, the increased traffic through the massive building fattering the purses of most not completely inept at the fine art of haggling. While the merchants have learned to respect the demand of keeping their clamor down to allow all visitors to relax without being bothered by noise of markets, a forest of banners, luminiscent signs and other lures have sprung up instead, all attempting to draw in customers as merchant clans vie for control. 
 

B.  Contribute to the Inventory of Lamentations 
 - Glad as always to shed light to their own grudges, the Hegemony sends a sealed document detailing the results of a Reaver raid against the still developing territory of Yor-Sul Depths to further fill out the Inventory. 
 
 Spoiler: From the desk of Chain Wardens: the Reaver raids of Yor-Sul Depths 
 It is a well-known fact among the subjects of the Frozen Court that the colonization of the inhospitable territory of Yor-Sul Depths was an effort that took both advanced techniques and hard work of many settlers over a number of years... but the isolated nature of the territory means that fewer are aware of the tragedy that befell them during early years of Nedir's reign. The ever-nefarious forces of Reavers, hated by all right-thinking people of Polar seas, saw their opportunity to raid territory that was new and isolated due to its natural geography. As Whitereed was finally about to be fully solidifed as the de-facto center of the region, the raiders fell on them from above.

The Nen-shor, colonists modified to withstand the extreme cold and crushing pressure of the depths, were always hardy... but the Legions were not present in force as the attack landed, leaving only the personal forces of the local governor to attempt resistance. Caught off-guard and heavily outnumbered by the attackers, the household troops of the leading nobility quickly understood that it was their task to delay the enemy, giving the settlers chance to hide among the depths and the frozen forest that seemed to confound the sensors of the Reavers. As the other option would have been to attempt to flee by themselves while leaving their people to be ravaged, only the most craven of individuals among the defending forces sought to fleet. The rest sold their lives as dearly as they were able, the white buildings of the town soon stained by billowing clouds of gore.

While this strike destroyed the local leadership to the man and left barely any of their soldiers standing, the majority of the settlers still survived. To this day, the strike of the Reavers is a story told in hushed whispers among the woodcutters down in the isolated region, and the new leaders maintain close ties to the legions patrolling between their land and the neighboring capital. 
 

C.  Good Names Go to Wastes, Round 2 - Present a possible name for W27 (Empire's Graveyard) 

D.  Stopgap supply run - Temporarily provide resources of TP 1 of W6 (Glittergill Shards), TP 1 of 77 (Rimestone), and TP 1 of 76 (Electrum Conduits) 

E.  Request Chelonian Chora to harmonize crystals of Region 50, spending 1 favor 

F.  Request Gene Grafting for Loyal Figment from Divine Nacres, spending 1 favor 

G.   Sealympics results for KNH  

H.  Request DNA to share survey data of region west of region 47 spending 1 favor 
  News &amp; Rumors  

-

  Leader improvements from turn 23:  

+ 1 Faith, +1 Intrigue

  Leader stats for turn 24:  

Diplomacy - 10
Military - 10
Economy - 10
Faith - 10
Intrigue - 9

 
 Spoiler: Leaders &amp; agents (Start of round 23) 
 Leader:  Nedir the Frozen King (Diplomacy - 10, Military - 10, Economy - 10, Faith - 9, Intrigue - 8)
 General:  Marshal Adaya shel-Girum ban-Liav (Military 8, Unbending Iron Tactical Doctrine (defense only, +3 to battle roll, -2 to own leader loss roll, +20% enemy casualties, +10% own casualties), Abyssal Expertise: Gains a bonus to Maneuvering rolls equal to the current Depth level.)
 Spy:  Loyal Figment (Intrigue 8)

 Others:  Munda (Ambassador of the Hegemony), Rayn (Chieftain of Plains of Sarkenos, technically independent), Khrom (Pride of the Legions), Pearlshell Deva (Student of Blossoming Sequence and old ways)

 Historical:  Frozen King Rham (Frozen forever in Rimestone ice, as per ancient Nathi tradition), General Kreel (Died on a campaign. Brought back to life by the Gravetenders)
 

 
 Spoiler: General bookkeeping (Start of round 23) 
 Regions:  77 (Capital), 75, 65, 64, 63, 62, 53
 Military units:  7
 Treasure:  5
 Artifacts:  Chain of Kings (+2 to Sway roll within owner's borders, once a round), the Sgimiwr Cyflym (+1 to Maneuvering and -2 to effective region count for Distance Losses, once per round)
 Specialized Ships:  The Silvered Eye
 Reputation:  ABS (2), CCA (3), DNA (2), PRS (2)
 Favors:  ABS (2), CCA (2), DNA (0)
 Trading posts:  9 (Effective number: 11) - 2 income
Rimestone - TP 1, 77 (Merchant support)
Glittergill Shards - TP 1, W6
Mercenary Retainers - TP 1, 129
Preserved Foodstuffs - TP 3, 78
Electrum Conduits - TP 1, 76 (Merchant support)
Maltreed - TP 1, 53
Adhesive Urchins - TP 1, 62
Talented Crabs - TP 2, 65
Shells - TP 1, 30

 Civilian Technologies:  Composite Grafting, Trophic Deconvolution, Photospore Signaling. Supernatic Propagation, Megafaunal Tailoring, Graduated Symbiosis, Electrodialytic Staurozoa, Mitochondrial Regulation, Filtration Grafts, Seeker Barnacles, Joined-Stalk Companies, Indah's Embrace, Bioluminescent Navigation, RADIANT SPHERES, Mamomachines, Megafaunal Caravans, Oxygenating Implantations, Anoxic Adaptation, Bitter Tourism
 Military Technologies : Razor Current Netting, Battlefield Scavengers, Crimson Cuirasses, Blood Algae, Death Commando Conditioning, Toxologist training
 
Feathersnow
 
  The World Garden 
 SKR 

MRK, the Chronicler 
7 Diplomacy
7.5 Military
4 Economy
4 Faith
5 Intrigue


Actions-

 Diplomacy  Press claim on 107.
 Time to win the Peace, the war being over 
 Success!? 
 Diplomacy  sway diplomats in Qzzry'ya.
 MRK is focusing on practical civil infrastructure 
 Success!? 
 Military  Raise one unit
 The DNA is calling for levies, we must keep up! 
 Economy  Train with the Nacres
 We promised the Costa a city, we will need help to build it. 
 Faith  convert holy site 126.1
One treasure spent to use Faith 8
 The Mare being gone, we must restore the damage it inflicted 
 Success!? 
 Intrigue  Continue work on Gestalt Progression

 Spy Action  Secret!

 Non-Action 

Donate 2 units to DNA

 
 Spoiler:  PRS Monument 1/5: The Cathedral of Ascension 


The Cathedral of Comprehension was built in largely unnecessary secrecy by Saint Marcion, them not fully grasping the distinction between "private" and "secret."  Though their spirit has faded into the gestalt since, the building remains intact. After the fall of the Holdfast, the Cathedral remains as as their greatest material legacy.

It has since become something of a pilgrimage site. And, though the internal, functional parts are off limit to the public, there is a large gallery of exhibits featuring the history of Primarchs Marcion and Petrix, their accomplishments, and the Great Pilgrimage of MRK to commune with Deep Blue.

In recent years, an attempt to further research into the progression of the gestalt oversoul and the apotheosis of MRK, pilgrims have been encouraged to accept grafts of Cathedral tech into their neural nets.  The effects this has on MRK parasites already in place is yet to be determined.
 




Trade 1 treasure and 1 favor to the CCA reset the Merchants in 120 to Open.

Spend one favor to advance to CCA rank 3

Spend one favor to rise to DNA rank 3

Accept trade proposal from PGL

Send an archeology professor from our university to study and teach at the Miru Miru university.

 Sealympic scores: 

Sea Curling 22

Supermarine Volleyball 23

Moistchesswetboxing 17
( Note this score was improperly calculated )


 Projected growth 
+1 Dip, +.5 Mil, +1 Econ, +.5 Faith, +.5 Int

New stats:
8 Diplomacy
8 Military
5 Economy
4.5 Faith
5.5 Intrigue

 Treasure count 
Starting 5, 2 spent, 3 remaining
Gengy
  Round 23
 [Gotezhar Builders Union]  
 [Feytor Saroon'din, The Seaquake] 
Regions:  138 , 128, 130, 136, 137, 139, 140, 141, 167, 170, 174    
Actions:
 
  [Military]  Perform a Restructuring of Gotezhar Military and Personnel (1/3) [Roll: 21], (2/3) [Roll: 15] &lt; GM Approved, with Special Rules &gt;
  Saroon'din is stubborn about this restructuring, and works hard to help make people understand just how important this is.  Using supplies from the Gathering Tide Warehouse, he also begins to have those who finish training initiate plans for improving the Mer and Gotezhar Mobility.   
  [Military 10]   Army Administration  &lt; Approved &gt;
(Logistics &amp; Morale)
Requires: Supernatic Propagation

 Effect:  Each Fortress in regions controlled by a liege, vassal, or self reduces the effective distance of that region as part of an army's path for distance loss purposes by 1 region, after all other modifiers are applied - this can cause the region to effectively reduce the total distance, but this does not stack if a path crosses a given region multiple times.
  By growing additional resources within and above the Fortresses themselves, armies can more safely move, assured that they will be properly resupplied.   
  [Intrigue]  Start to rebuild the Abyssal Steward Base in 136 (1/3)
  By request, the Builders Union begins the process for rebuilding.   
  [Diplomacy]  Attend the Sealympics
  Hip hip hoorah for Team Clouds!  
 
 Spoiler: Event Sub-Actions 

 
 Exchange  Reanimation Colonies  to SEN for  Ennean Professionalization  
 Exchange  Devolving Standardized Integrations, Reanimation Colonies, Supermarine Artillery  and  Toxic Filtering  to KNH for  RADIANT SPHERES ,  Battlefield Scavengers , and  Toxologist Training .
- Agree to a PRS deal regarding this exchange
- GTZ cannot trade or give away Toxologist Training technology to any faction without explicit permission of KNH 
 
 
 
  [Diplomacy]  Sway Aristocrats in 167 [Roll:  17 ]
  The new territory recently claimed, Garza Feld, has a lot of work necessary to bring their poor people up to the standards of members of the Builder's Union.  The frankly  appalling  conditions make Druth upset, and the younger brother of the current Feytor insists on installing a proper governor for the region.  He selects Joontar Jerrinchi, and asks the Gotezhar to see to it that the local leadership is educated on proper care for their citizens.   
  [Diplomacy]  Send an expedition, with help from the ABS, to explore the depths of 169 (Spend a Treasure for ABS) [Roll:  16 ]
  The Chora seem to be in trouble, and the Gotezhar want to help.  But the waters near the Chora's base are perilous to navigate, so the Builder's Union calls upon experts from the Abyssal Stewards to assist in finding safe passages.   
 
  Rolls 
Total Treasure Used this Round:  7  
Non-Actions:
 
 Provide support for conversions to Flowing Way schools in Builders Union territories 
 Resist all tech thefts 
 Governor Squid-War proceeds to ride the Mare (+1 to a Roll) 
 Use Shadow Pearl on a Roll (+1) 
 Spy Action:  Researcher 42... 
 Help  Team Clouds  however we are able. 
 Trade LOL  Adventuring Parties  for  Artful Acquisitions  
 Gift Miru Miru  Crimson Cuirasses  via their Wonder 
  Build a Monument - Druthtu'o's Greatness  (1/3)
The success of the monument dedicated to Mira'din has many from the Nuven that follow Druthtu'o jealous... and also eager to show their own building prowess.  Though New Korasoon lays claim to one monument already, the Gotezhar of the region begin to gather resources to attempt to build a statue to their great governor and fourth son of Mira'din.  Druthtu'o himself does not discourage this, but nor does he encourage it.  He  does  ensure that it will be built in a safe location.  The nuvens that support him are... eager, but he does not know them to be exceptionally skilled at construction. 
 
 
 Spoiler: News and Rumors 

 
 Saroon'din's wife, Flordemar, becomes very popular due to the Sealympics.  Their two children, Flora'din and Saroon'mar, are excited that their mother is making everyone happy, but Flora'din misses her mother terribly every time Flordemar goes to train. 
 Kora'sin and Huurjan'oak are Saroon'din's closest brothers.  At the age of twenty-eight - around the year 69 (nice) - are being pressured by their older brother to find themselves a good woman and settle down, or (so the rumors say) the Feytor will do it for them. 
 Druthtu'o (Druth), at the age of twenty-five, still governs New Korasoon.  Druth apparently reacted very negatively to the news that yet another part of the Builder's Union's domain was attacked by the Reavers, and yet the official response has been  nothing .  Some echo the sentiment... 
 Proj'eto and Shbuul'walg, with the assistance of Joontar Osinal and their father Woenpal, are making sure Seguranca is seen to.  The locals  love  them.  A lot. 
 Whispers of curiosity are spoken quietly and infrequently; who are the Gilded Crew?  What do they have to do with the military restructuring effort? 
 
 

 
 Spoiler: Ruler Information 

      Feytor Saroon'din, The Seaquake   
   D   
   M   
   E   
   F   
   I   
 
   Current  
 9 
 10 
 6 
 3 
 3 
 
  Rolled Stats 
 3 
 4 
 4 
 3 
 3 
 
  End of round 18 
 1 
 1 
 0 
 0 
 0 
 
  End of round 19 
 1 
 2 
 0 
 0 
 0 
 
  End of round 20 
 1 
 1 
 1 
 0 
 0 
 
  End of round 21 
 2 
 0 
 1 
 0 
 0 
 
  End of round 22 
 1 
 2 
 0 
 0 
 0 
 
  End of round 23 
 0 
 0 
 0 
 0 
 0 
 
  
 New Ruler Next Round! 

Expected Stat Bonuses: +1 Dip
 

 
 Spoiler: Book Keeping 

 Units:  (14   / 24 )
 General(s): 
- Squall Kagado (Mil 10) [+1 to Battle when using  Aim for the Storm's Center ]
 Perfected Doctrines 
[ Aim For the Storm's Center : +1 Maneuvering, -6 to enemy leader loss roll, -20% to enemy losses]
 Fortresses:  Sublime Fortress, Region 138 - Fort Essensio, Region 174

 Cities: 
City of Saroon'din (136) [Saroon'din grants a +1 to Resist Sacks in the region for players who hold Mercantile Support in the region]

 Spies: 
Researcher 42 (Int 9)

 Trade Routes: 
Gotezhar (138) to the Sakura-Jin (119)
Gotezhar (138) to the Lojanese Republic (9)
Gotezhar (138) to Splendid Miru Miru (153)
 Treasure  (10  / 12 )

Member in Good Standing of the  Polar-Confederate International Bank 
(+2 Treasure Cap)

 Special Ships: 
Tipsy John

 Cultural Exchanges: 
Gotezhar (138) to Costa Sereia (134)
Gotezhar (138) to the Lojanese Republic (9)

 World Wonder 
The Gathering Tide Warehouse (138)
 Wonder Effect: The owner of this Wonder gains +1 passive Treasure income and may, once per Project, count a Project action as two Project actions if they spend one (1) Treasure as part of said Project action. 
 Technologies: 
  Supernatic Propagation 
 Trophic Deconvolution 
 Megafaunal Tailoring 
 Photospore Signalling 
 Composite Grafting 
 Graduated Symbiosis 
 Razor Current Netting 
 +10% enemy casualties and +1 to Maneuvering roll when defending, or attacking with a foothold  Supermarine Artillery 
 +1 to battle rolls and +1 to maneuvering rolls in Regions with Depth 0  Anoxic Adaptation 
 The user can now cross Brackish borders.  Bitter Tourism 
 The user can now cross Glacial borders.  Filtration Grafts 
 The user can now cross Toxic borders.  Electrodialytic Staurozoa 
 May ignore the increased effective distance from a Briny border up to twice per round. This does not reduce the effect of Briny borders on distance loss calculations.  Devolving Standardized Integrations 
 Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost.  Holographic Certification  ( Requirement Needed : Bioluminescent Ink)
 +1 to rolls when resisting Undermine Support  Bioluminescent Navigation 
 Allows traversal of Depth 1 regions.  Mamomachines 
 For each 3 treasure you spend, you receive 1 Treasure at the end of the turn.  Sojourn Suits 
 Permits actions and troop movement across terrestrial wastes (purple) borders.   Death Commando Conditioning  
  Indah's Embrace  
 Papershell Draft-Cuttle 
 Scrying 
 Megafauna Caravans 
 Oxygenating Implantations 
 Adventuring Parties, Blood Algae, Combined Arms Integration, Joined-Stalk Companies, Mitochondrial Regulation, Reanimation Colonies, Seeker Barnacles, Toxic Filtering, Traveling Scholars, Reactive Refining 
 Crimson Cuirasses  
 
Czard
  The Peacekeepers of Surunung 

Rahakera (155), Jyorjyuh (159), Neralam (160), Bertu Kuasalam (193)
Round 23 
 Leader: Umbral Mistress Parapasa Kuasa 
Diplomacy: 10
Military: 8
Economy: 2
Faith: 7
Intrigue: 3
Expected Stat Gains: +2 FAI

 Actions 
 1. FAI  - Convert Holy Site 155.1 to Radiant Indah using a Cultural Identity for conversions and having region owner support; Rolled 11 with TN of 12: Failure!
 2. FAI  - Convert Holy Site 160.1 to Radiant Indah using a Cultural Identity for conversions and having region owner support; Rolled 12 with TN of 12: Success.
 3. FAI  - Convert Holy Site 159.1 to Radiant Indah using a Cultural Identity for conversions and having region owner support; Rolled 13 with TN of 12: Success.
 4. FAI  - Convert Holy Site 159.2 to Radiant Indah using a Cultural Identity for conversions and having region owner support; Rolled 11 with TN of 12: Failure!
 
 Spoiler: Bodogala's Incompetence 
Parapasa and her legions of Rahaan Radiant Indah zealots had finally begun their great undertaking of making sure every last living organism in all the domain of the Peacekeepers followed the "correct" faith. In charge of this effort was Parapasa's cousin, Bodogala Kuasa, who was to sway the religious leaders of the countless pagan faiths in Surunungese territory to Radiant Indah. Unfortunately, Bodogala was woefully unsuited to this role; while the task was shockingly easily, given the Holy Site leaders already were leaning towards converting due to the immense pressure from Kejakota, Bodogala somehow flubbed his mission on two of four occasions in spectacular fashion and barely succeeded on the other two attempts. Needless to say, Parapasa swiftly removed Bodogala from his post and searched for a suitable replacement who would be less inclined to snatch defeat from the jaws of victory.
 
 5. DIP  - Send Diplomatic Mission with one of ABS's Sinking Stones to Region 163 using Bioluminescent Navigation and the Compass of Kelamati to access the region; Rolled 16 with TN of 10; Success.

 Non Actions 
 1.  Allow MIR, LSD, LIT, LOL, and HEX units through SUR territory.
 2.  Resist all unauthorized actions, support conversions of Holy Sites to Radiant Indah or Sways/Impresses of Mercantile Factions.
 3.  Spy non-action.
 4.  Continue Monumental Undertaking; The Kuasa's Chosen (3rd of 5 rounds).
 
 Spoiler: Monumental Undertaking: The Kuasa's Chosen 
Construction on Parapasa's great monument in Bertu Kuasalam had proceeded relatively smoothly as compared to the process of transportation. About 80% of the materials had been extracted from Rahakera and were on route to the construction site, with about a third having arrived and the first few statues been built from them. The final statue, of Parapasa herself, was slated to not only be the last to be built, but to be the largest and at the center of the pedestal, with the other Kuasa leader surrounding her, facing outward in a circle. Illustrious gems "donated" by the aristrocrats of Rahakera were used for the eyes and regalia of the statues. Below each statue was the name of the Kuasa depicted. A curious detail not in the original plan had also been added; around the base of the monument, a carving of the Eel Without End was hewn from the basalt, wrapping all the way around the circular pedestal. The sculptors soon however began to notice a slowdown in materials being delivered as construction proceeded. It would seem that there was a disruption in the supply of basalt from Rahakera.
 
MappyPK
     Splendid Miru Miru     
  Round 23   
  

 

 Capital: Aniwana (153) 
Additional Regions: Oka Oka Okale (149), Parikao (150), Wakamarumaru Marama (152)
Cities: Kanapa (153), Karapu Karaihe (150)

 Leader: Aue Aue, First Teacher of the Plutocratic Republic of Splendid Miru Miru and President of the Splendiferous University 
Diplomacy: 2
Military: 6
Economy: 5
Faith: 2
Intrigue: 1
Expected Gains: +2 MIL, +1 ECO

 Standard Actions  
 MIL -  Invade Region 151  with 6 units led by Tiaki (MIL 10) attempting Impenetrable Bubble and spending 2 treasure, using the Karapu Karaihe city bonus, for +2 to battle and +1 effective unit (granting +1 to battle from outnumbering). No distance losses. Use Titanic Rune-Carved Fossils to power Reanimation Colonies. 
 MIL - Raise unit. 
 MIL - Impress Aristocracy in Parikao (150). Spend 1 treasure. +1 from PRS Rank. +1 from CYP Seek Aid.  Success!   
 MIL - Impress Aristocracy in Wakamarumaru Marama (152). Spend 1 treasure.   Success!   
 ECO - Explore the depths of Region 148 using the standard fare depth techs. Spend 1 treasure. +1 from DNA Rep. Spend ABS favor for +2. Use Sinking Stone.   Success!   
 ECO - Special 5 - Establish Trade Route with the Cyphiri Union.
   With Cyphiri attendance at the Splendiferous University skyrocketing, more efficient routes are needed for students -- and talent -- to travel.    
 
 Non-Actions 
 
 Spy non-action. 
 CCA - Good Names Go to Wastes Round 2 - Suggest W26 be named Te Whanuitanga. A large, vacant space such as the one way off there deserves a name with a meaning just as empty. 
 DNA - Contribute to An Inventory of Lamentations.
   Many a year ago, the aristocrats of the newly developing region of Aniwana were struck with what could only be described as a distaster of disorganization and chaos. Among those lost was the sister of the Teacher Kororia, Kararia, who vanished without a trace overnight. In something of a fit of passion after it was declared that her sister would not be seen again, Kororia took it upon herself to demonstrate to the people that Miru Miru would not stand for egregious acts, intimidating the new elite into compliance with the government.    
 Send GTZ Decor via Trade Route to satisfy Luxuries DI. Accept Crimson Cuirasses from GTZ via Trade Route. 
 Support COS Buyout of 160.3 for Blackbeaked Dolphins. 
 Allow members of GREG to move units through Aniwana if necessary. 
 Resist all buyouts, sways, and any conversions not by the Way. 
 Begin a Monumental Undertaking...
   An incredible amount of luminescent crystal is imported from the Glossian Sea over the course of Aue Aue's first years as Teacher, and a stockpile was built up on the University campus, along with other building materials. The framework of a large buildling with a hemispherical glass ceiling is quickly erected just outside the science center. Painters and architects add meticulous detail to the stone pillars and arches, before construction workers begin the precise and tedious process of installing plenty of glass. Students are left wondering what the school had planned. Though, some of the professors interested in botany seemed quite excited.    
 
 News and Rumors 
 
   Quickly searching for new opportunities to amass wealth and maintain the position of Teacher at the upcoming census, Aue Aue uses his salary as President of the University to buyout the Clinics, becoming Director of BioGraft Enterprises.   
 (Ongoing!) Visiting Professors...
   
 Spoiler: Foreign Talent Requested 
With the astounding success of the Splendiferous University, President of the University Aue Aue decides it is time to hire a much larger faculty. Indeed, the Taikan students have been clamoring for greater diversity in terms of course offerings. The most efficient way to accomplish this, thereby increasing the satisfaction of the students and the amount students are willing to pay in tuition fees, would be to hire foreign talent. In collaboration with the government, Aue Aue sends out a job listing to all nations in contact with Miru Miru, promising high pay, strong benefits, and opportunities for research funding.

For more information on the University and the general content areas it teaches students, see  here .
 
   
 

 

 
 Spoiler: Bookkeeping 
 Favors :
ABS = 1 - 1 = 0
CCA = 2
DNA = 0 + 1 = 1

 Treasure  = 5 - 5 -&gt; 0 + 3 (TPs) + 1 (Mamomachines) -&gt; 4 at start of round 24
 

 
 Spoiler: Miscellaneous 
 Monumental Undertakings:  
 The Statue of the Bubble Bender (3 actions) 
 The Aniwana Mall (5 actions) 
 The Clinics (3 actions) 
 
 
Epinephrine_Syn
    T I TAN  t   OF  I NDUSTRY       
Turn 23
  ? ??????  ? ?????    
   
 
   MAWbel v2.21       [   Songstress   ]  
 Dip:   [   9   ] 
 Mil:   [   5   ] 
 Eco:   [   9   ] 
 Fai:    [  10  ]  
 Int:   [   7   ] 

Next Turn: +Mil +Eco +Dip


   Magma Pulse :     [   4   ]  
  Stat Actions Summary  
Very tentative actions
 Eco:  Wander The Wastes (Ship Action), Spending 3 Treasure. 2d6+9 Eco+3 treasure against TN 14.
  Asceticism:  Take a level in Monk, adding Wisdom Score to my Armor Class. 
 Success = 19 
 Mil:  [Raise Unit]  Construct  +1 Unit
 Mil:  [Raise Unit]  Titan  +1 Unit
&lt;Bigger Is Better&gt; +1 Unit
 Dip:  Songspire in 47 1/3
Treasure 2/3
 Dip  Songspire in 47 3/3
 Eco:  Impress 47 Merchants with (Piezo Crystals) and 49 TP (2d8+9) jump from capital to 47, -3 regions, -.5 chora, 2.5, no distance losses), +1 PRS, 2d8+10 total roll
 Success = 26 
  Discard Pile
buy plastic,Explore Below 61 (Ship action)]
[U]Int:[/] Explore around 47
[U]Int:[/] Explore around 47
  
  Major Actions and Nonactions Glossary  
Acquire a Controlling Interest in the CCA Part 2: Asceticism
Construct Third Songspire
Olympics Submissions Prelude: Olgalava and Deeatrice
 Olympics Results! 
Inventory Of Lamentations (Submission 2)


Rote Non-actions
Trade Stuff
Good Names Go To Wastes Submission
Sekrit Monument Stage 1?
Stopgap Supply Run
Spend 1 Treasure to Bulwark against Blacktide's Tidal Wave



To-Do Action stuff
Units? Summon Titan?
songline stuff
CCA rep 4 fluff
KNH trade route



Action Fluff

   Asceticism   
  Same music link as in main action post  
Mawbel v... v whatever it was now never figured she would be in such a place. Crewed upon the Crimson Midnight, walking amongst them and chatting as if a mere Isolate. It is a curious experience, for certain, and she already had much to add to her records back home. The expedition originated on May Second, so even in the worst case the return ceremony would be before the next holy 15th. Biological processes back in Verja beat on, like internal organs functioning without conscious input. If anything of true import caused a heart attack... but she primarily expected her autonomic work to be mundane and operate at ~80% efficiency. A small price to pursue wisdom.

Donned in a simple steel-gray cowl, robes simple but otherworldly. Crafted plainly from resources gathered far and wide. The only item of significant note being around her waist, a belt that served no purpose but ornamental. Strange how something could seem ornamental without a jewel or shiny object in store. To attune to the harmony would require her absolute focus, and the Titan Of Industry could schedule was was ostensibly a vacation.

Still, how long was she out here? Her internal clock mechanisms were no longer quite in reach. She could pull them in reach with a moments thought, but this would defeat the point. To master a new skill, one must clear ones mind of all else. Mawbel could incorporate the harmony into her great work later. She'd lost track of the outer world, and she hadn't even disembarked the ship yet. The young titan chose to take this as a good sign, and dove off.

Down, down to the wastes, a rope to guide back, seemingly flying, swimming, floating free within the wastes. Twirling within the air, noticing the rope trickling behind her. It had long since disappeared, scattered like dust, but it would come back. Eventually. She took on form, expanded her consciousness, and began to sing.

    Invite Enjoyable Innovation Inside. Ideas, will be us, for three as, we ride.   
  Construct Third Songspire  
The Chora said three, to stop the calamity. It is clear to see, shan't be done by Deep Bee.

I'll do it myself.

The spires of Dissonance. The Blacktide. Whatever pact might be made with all of the devils. This is not truly what the Chora asked for, it is not  surrounding  the region. Still, the Titan Of Industry does one thing well, and that is construct innovations in record time. She does not know how long this waygate will last, and has no reasonable method to interfere. With the almost inevitable collapse of the Gravetenders and the fact that Deep Blue is potentially making a pact with whatever lay on the other side, this infrastructure is sure to be relevant in the immediate sense.

It may even become relevant to construct a Songspire within Verja, but hopefully things do not progress to that extent. Bunker down. Wait out the storm. Construct in the meantime. Eventually, if nothing else, this storm will pass into Ennead lands, and they will surely do something about it.


 Olympics: Competitive Figure Skating  The daring theatrics of Olgalava and Deeatrice are nothing short of stupendous. Seeing either of them on the stage draws a huge crowd, and seeing them both in the rare times they clash at the same scene winds up with the revenue trashed and full of money. Now, suited up by the Titan Of Industry, each one has an absolutely flawless plan to bring home the gold.
 
 Spoiler: Olgalava 

The pair of dancers were given the starting equipment and the blueprints to manage their suits of steel, but Olga, as the smarter of the pair, had a brilliant plan to innovate her own device. Not just spinning lights and fireworks, she'd enhance the gears, oil the joints, make sure that the thing which landed like a Gravetender and cracked the earth when falling from its jump height of Lot Of Meters could do so more than the recommended four times before the legs got cracked.

Further, she was going to sabotage the device of Deeatrice. Their dynamic was that overall Olgalava was smarter, but a less nimble dancer. She could often come up with magnificent forays and was the ******* who would crack the rink so Deeatrice would have to improvise her dance as the literal ground fell apart beneath her, all in all the brains versus 'brawns' matchup lead to them being relatively evenly matched.

Not this time. No, no now her dancing capacity, scaled with the suit, would key off of her intelligence. She knew how to maneuver this thing. Deeatrice was a klod who stumbled on her machine's feet out the door. She didn't know much about mechanics, she couldn't get her own device running when at the last minute it fell apart. It didn't matter how inspiring or fantastic she danced, without this enhancement suit she'd be humiliated, and once and for all, all the seas would see who the true Figure Skating Champion was.


Deeatrice, meanwhile, had an elegant plan of her own.
 
 Spoiler: Deeatrice 
Murder.
 

 

  
Olympics Results  
  Inventory Of Lamentations (Submission 2)  
Lamentations don't stop there. They keep coming, and they just keep coming. The Reavers have been a persistent threat, causing Eternal Spring many troubles. While their biggest raid was in the Before Times, they've still ravaged regions in more recent years. Having scarred areas that Mawbel has had to clear up within region 66 (which they refuse to call by a name, but will point to on a map). The region that holes the Ivory Mercenaries is scarred, the clergy of the Eternal Spring utterly lambasted from those lands.

Also, their mere presence has forced Mawbel to make diplomatic compromises. Ongoing protection has a cost, and the protection of Seatide is worth letting them occasionally uproot incorporated industry insect interests. This, too, those travesty titan-blighting Reavers need to answer for.

 Monumental Undertaking: Part 1: ??????? 
So much gold. So many pearls. Lots of wealth and resources are being poured carefully into the venue of the Eternal spring, but for what? It creates rumors and is wildfire as talk of the town, rarely does Mawbel construct such things without any grand plan, so surely it is afoot.

Especially because this seems like it is meant to be kept on the down low. After returning from her triumphant navigation of the Songline she poured in an expectedly fantastic level of opulence and discussion with her peers. Strangely, Mawbel Prime was nowhere to be found. Even for her April 15th she did her sermons and holy singing remotely after a mere two hours of her presence.

What could she be up to? Is the seclusion and the gathering of resources unrelated? Why is she putting in sixteen megaton orders of seaweed?






Rote Non-Actions
 
 Oppose Dominion Intrusions.

Black Noise (Spy 7): Contribute to Monumental Undertaking.
Maleficent Herring Cluster [Holy Order]:
Automatically defend against any unauthorized buyouts/incursions/sways/conversions/etc (through a resist roll, a -2 penalty, or both, as applicable).
Automatically oppose all unauthorized Buyout, Sways, or Impress actions within holdings ESP has Merchant Support in.
Automatically oppose all unauthorized Conversion, Sways, or Impress actions within holdings ESP has Clergy Support in.
Conversion Authorization: Allow and support any conversions to The Eternal Communion.
Buyout Authorization: Approve of the Buyout of TP 3 of Maleficent Jello by KNH.
Always utilize The [Toy] Hammer whenever possible to make it such that when you spend 3 Actions on a Great Project, to help these contribute to 4 actions total.
Activate and utilize Paperclips whenever at all possible.
Accept all players/nations converting to The Eternal Communion.
Accept all Cultural Exchanges and Trade Routes and other major gifts.
  
  Plastic Flower Recycling Routine
Contender Trade Route Pool: DPB, KNH
Deprioritized Trade Route Pool: LUX, RFT
Treasure Spent This Turn: Enough
If Treasure Spent ≥ Contender Countries
Then Skip redundant rolling phase, apply 1 treasure to all Contender Countries
Give 1 Treasure to: DPB, KNH
Skip meaningless rolling phase for Deprioritized Countries, the treasure doesn't do anything anyway.
Give X treasure to   [Error]  

Alpha-Machina Optimization Routine
Paperclips: 44
Approximated Paperclips This Turn: 11 (4 from Recycling Routine [Contender], 4 from Passive Treasure Income, 2 from Mamomachines)
 Next Turn Paperclips: 54  

Trade Stuff
Trade Ennean Professionalization to GRV, Receive (a lot of techs) from GRV.

Good Names Go To Wastes: The Eternal Spring does not expect this name to be used or submit cared about, given the politics.  It will regardless submit the name The Screaming Fish (as seen from the Left-bottom, Right-Top). 

Stopgap Supply Run Materials
 On Loan, not Giving TP
Precious Minerals: Piezophosphoric Crystals
High Strength Fibers: Woven Seaweed x3, Sheerspun Fabric
High Quality Building Materials: N/A
10&gt;15 Pts Total End of Round 23 

Spend 1 Treasure to bulwark against Blacktide's Tidal Wave.


 
 Spoiler: Shell Counting 

  
 
Treasure: 14/20
Vaults: 1
Passive Treasure Income: +4
-3 Wander Wastes
-2 Songspire
-1 Resist
+2 Mamomachines
+ up to 3 Sealympics?
 Next Turn:
15 (+Sealympics?) Treasure
Vaults: 1 
 
Primary Regions
51 ESP/ESP/ESP - ETC/ETC/ETC - XXX/ESP/SEN/*? - H-Maleficent Jelly/N-Megafauna Mounts
61 ESP/ESP/ESP - ETC/ETC/ETC - Opn/ESP/Opn/*Btl - H-Burrowing Glacier Shrimp/N-Unskilled Labor


47* [0]
49* [2]
51^ (4) [1+-]
52* [1]
56^ (5) [2]
57^ (6) [3]
58^ (2) [1]
59* (0) [0]
60^ (3) [1]
61^ (4) [1+1]
63^ (3) [1]
66^ (4) [2]
67* [1]
68^ (3) [1]
71* [1]
77* [1]
W22** [1]
 

Artifacts
Plastic Flower
Mechanics: For every treasure you spend in a single round, a randomly selected Player that you have a Trade Route with gains one treasure at the end of the round.
Toy Hammer
When you spend 3 actions on a Project, get a fourth one for free.
Ships
Big Boulder
Nightguard
Alpha Ex Machina


Trade Routes
RFT
LUX
DPB
KNH 
  Mission Statement/Core Values: 
  Secure    Industrialize  emotional software   within Polar (Hivemind and Isolate Alike) against outside intrusions.  
  Guarantee long term    s ecurity for   the corporate entity known as   Eternal Spring.
  Engage in cooperative crowdfunding and projects to    b ring    Prosperity      unto all lifeforms.  
 
Faith Dossier in Round 16 Post:  Give The Eternal Communion A  Soul  
 
 
 
 Spoiler: Titanic Mechanics 

Finally complete, the Magma Shroud in Verja, newly churning heart of the Eternal Spring, first of its kind, springs into a cruel simulacrum of life. Smoke and heat alike belch forth from the opening at the structure's peak, bringing to mind the Colossus Draig which already stalk the frigid waters nearby. From behind masses of already soot-stained paneling and struggling insulation seeps a sinister and cyclic red glow, draining into the eyes of onlookers through sieves of swaying thrumming cables and enormous rattling pipes. From towering mechanisms diffuses the fell influence of the great and hungry avatar of desire and prosperity which some call the Hidden Hand, permeating all who look upon such marvels of industry with the power of Mammos. Here, there is Potential unrivaled. Here, the world bleeds to feed the fires of Prosperity. Here, a new Titan is born - a  Titan of Industry .

 
 Spoiler: Titan of Industry Mechanics 

  Industrialized Investment:   The fires of industry are fueled by many things - chief among them being capital investment. A Titan of Industry may spend 2 Treasure as part of a Project action to boost that Project's progress by an additional action. May be used on all Titanic Projects and most other region-specific Projects, limited only by Treasure and action availability.

  Pollution:   As subaquatic industrialization continues, existing ecosystems ÃƒÂƒÃ‚ÂƒÃƒÂ‚Ã‚Â‚ÃƒÂƒÃ‚Â‚ÃƒÂ‚Ã‚Â– be they natural, engineered, or somewhere in between ÃƒÂƒÃ‚ÂƒÃƒÂ‚Ã‚Â‚ÃƒÂƒÃ‚Â‚ÃƒÂ‚Ã‚Â– are commonly destroyed and the water becomes foul and choking. As pollution builds up in a region, its travel, construction, and life are likely to become progressively more difficult, eventually resulting in the region becoming uninhabitable.

Titanic Projects produce Pollution, which can have significant effects on a regionÃƒÂƒÃ‚ÂƒÃƒÂ‚Ã‚Â‚ÃƒÂƒÃ‚Â‚ÃƒÂ‚Ã‚Â’s habitability. Every 3 Pollution in a region increases the costs of most Titanic Projects by 1 action. Pollution can be managed by the use of Dump Sites to dispose of waste and shift pollution away, or Mantlecracker Techs to reduce operational penalties in Polluted regions.

At 3 or more Pollution, a regionÃƒÂƒÃ‚ÂƒÃƒÂ‚Ã‚Â‚ÃƒÂƒÃ‚Â‚ÃƒÂ‚Ã‚Â’s borders are considered Polluted (in addition to whatever other border type they may have)Polluted borders cost an additional region to cross for the purpose of Distance losses (with attendant effects on distance penalties), and each Polluted region crossed adds a flat -1 penalty to action rolls, which is not reduced by distance penalty reductions.

At 6 or more Pollution, a regionÃƒÂƒÃ‚ÂƒÃƒÂ‚Ã‚Â‚ÃƒÂƒÃ‚Â‚ÃƒÂ‚Ã‚Â’s borders also become Toxic, in addition to whatever other border type they may have been previously. If the regionÃƒÂƒÃ‚ÂƒÃƒÂ‚Ã‚Â‚ÃƒÂƒÃ‚Â‚ÃƒÂ‚Ã‚Â’s borders were already Toxic, each region that shared a Toxic border with the Polluted region gains 1 Pollution as a result of spillover effects.

At 10 or more Pollution, a region becomes Contaminated, uninhabitable even for a Titan of Industry until the Pollution level is reduced.

  Titanic Projects:   A bunch of new and exciting projects to work towards; must be in an owned region or a region where you have mercantile support.

Titanic Projects may be destroyed with a Sack action if in a controlled region - like Sacking a Trading Post, this is likely to upset local Merchants. They may be damaged by Sack actions if in a region one does not control - while damaged, they do not provide their normal effects, but still produce Pollution if that Pollution is local. Titans of Industry may use Economy to resist Sacks of their Titanic Projects in regions they control. A destroyed Magma Shroud disables all other Titanic Projects dependent on them in the region, which will only produce 1 Pollution each until a new Magma Shroud is built. A damaged Magma Shroud will result in Titanic Projects dependent on a Magma Shroud shutting down one by one over time unless it is repaired. A Titanic Project requires 1 action to repair when damaged, or 2 if the Sack was a Great Success.

 Magma Shroud :  This extreme depth borehole provides access to geothermal energy in massive quantities. A must-have for any budding industrialist looking to reach the next level!  - Effect: Required to start almost any other Titanic Project in a region and reduces the Treasure cost of Industrialized Investment by 1 for Project actions in the region; Action Cost: 5 Economy actions (cost reduced by 1 action per Depth Level), Pollution: +2.

 Energized Extraction :  Connecting geothermal energy plants to extraction and processing facilities all across the region increases both nominal and actual yields massively!  - Effect: Owned TPs in region count double; Action Cost: 2+TP Count Economy actions, Pollution: +1 per TP

 Industrial Research :  Conducting organized research into the science of automation and production can provide many advances; foremost among them massive increases in extraction, processing, refining, manufacturing, transportation, and/or military capabilities.  - Unlock a Mantlecracker (alt: Industrial) Technology as well as the specific Factory type(s) which powers it, that can only be constructed in regions with an appropriate resource type. Actions Cost: 4 Economy or Military Actions or one Economy/Military 10, produces 1 Pollution.

 Construct Factory :  Undercompensated workers, automated mechanisms, enslaved demons, corrupt unions - whatever the source of your labor, if itÃƒÂƒÃ‚ÂƒÃƒÂ‚Ã‚Â‚ÃƒÂƒÃ‚Â‚ÃƒÂ‚Ã‚Â’s cheap and plentiful, it's productive.  - Effect: Establish a Factory with a type based on the local resource; Factories are used to power Mantlecracker Techs, Action Cost: 5 Economy Actions (3 if City present); Pollution: +3

 Vault Depot :  Storage depots to handle industrial quantities of goods have always been important to industrially developing powers - who cares how much habitat for native flora or fauna has to be cleared to make way?  - Does not require a Magma Shroud in the region, Increases Treasure Storage by 5, 3-action cost, Produces 1 Pollution.

 Dump Site :  Naturally, massive increases to production throughput means a similarly massive increase to waste output, which must be effectively managed. The most effective management for waste is usually to put it far away from oneself, and this highly sophisticated and specialized facility does just that!  - Reduces local Pollution by 4, and increases Pollution by 3 in a specific neighboring non-Wastes region. 3-action cost.
 

 Mammos's Hidden Hands: The Eternal Spring may use Faith actions in place of Economy actions for Projects as long as they are spending Treasure for Industrialized Investment for each such action. With ESP becoming a Titan of Industry, and effects of the Safety Net, Mammos may now communicate much more freely and directly with players. It no longer costs Treasure or requires an intermediary to communicate if in Verja (61). 
 

  
Titanic Factory  
Region 61
Pollution:  0 (0) [2+1+3-4-4+1+1]
 Next Turn Pollution: 0 (0) [2+1+3-4-4+1+1] 
Structures:
Magma Shroud Pl2
Mantlecracker Research Facility [Gargantuan Gears [Rudimentary Submarine Railways]] Pl1
Labor Factory Pl3
Dump Site 61&gt;54
Mantlecracker Research Facility 61 [???] Pl1
Vault Depot 61 Pl1


 Impending Construction

 

Region 54
Pollution: 6 (6) [6]
 Next Turn Pollution: 6 (6) [6] 
 Mantlecracker [ Industry ] Technologies  
 Spoiler 

  Rudimentary Submarine Railways:   By evacuating the water from these tunnel systems, incredible speeds can be achieved, making efficient transportation of goods and personnel a breeze! Dynamic co-synergies have never been more optimal! 
3-action plus Depth level project, +2 Pollution. Player capitals with a contiguous Submarine Railway connection have a trade route created between them. May trade TPs as a non-action to players with a Submarine Railway network connection from their capital to the region. Requires a Labor or Hard Metal Factory.

 As the number of trolleys traversing the Eternal SpringÂ’s railway network increases, so too does the number of levers and interchanges required to minimize trolley impacts with passengers and other trolleys. Not that the safety of the passengers is important. Preventing collisions merely reduces accumulated trolley damage and maintains optimal cargo efficiency.
The Eternal Spring invents a new Mantlecracker technology:  Streamlined Submarine Railways  and produces 1 Pollution in Verja (61).
Effect: Allows the building of a 2-action plus Depth level project, +2 Pollution. Can only be built in regions with Rudimentary Submarine Railways and Magma Shrouds. Projects in the region have their action cost reduced by 1. If the region has Energized Extraction, TPs count as double for everyone, not just the region owner. Regions with friendly Submarine Railways do not count for distance losses. Requires a Sealant or Alloys Factory. 
 
 

 
 Spoiler: Tag List 

Magma Color Tags (Low-Medium-High)

[COLOR="#993333"]
[COLOR="#cc6633"]
[COLOR="#ff6633"]
Prosperity
[font=Brush Script MT][SIZE=3]
 
Tychris1
  The Lighthouse  
   
Ruler: Divine Mistress Adiratna, Lady of the Vessel, First Handmaiden of Radiant Indah, and Keeper of the Blade
Regions: 1, 7, 17, 18, 19, 22, 26
D: 7
M: 7
E: 8
F: 10
I: 8

Actions:
1. Military: Raise Unit
2. Military: Raise Unit (Raise Two with Indah’s Golden Legions)
3. Military: Baskoro traps the Necro Orca (Spend 1 Treasure, use the Trapper’s Net)  Roll 
4. Military: The Golden Host traps the Fire-bellied Sea Toad (Use Champion’s Lance)  Roll 
5. Military: The Hollow Vessel pursues The Huge Halibut (Use The Round Table and Beast’s Collar)  Roll 
6. Military: Invade Region 23 with 3 units and sub-commander Grieving Apostle Ennie.
Route: 7 - 19 - 26 - 24 - 23
Tac Man: Golden Victory At All Cost (+7)
Units: 3
Technology: Death Commando Training and Crimson Cuirasses +2 Battle (Siren Extract x2, Jaderock Coral, Tiny Turtles)
Artifacts: The Radiant Blade, War Palanquin of the Anointed Dead
Spend 1 Treasure (+2 from Indah’s Divine Gate)


Non-Actions: Resist all conversions and buyouts unless noted otherwise

Divine Mistress Adiratna scratches and plays with the Omnichromatic Tiger, releasing its Scintillating Madness in small doses on arrogant Mistresses underneath her in court, and deeper exposure for the bowels of the Dawn Hold.

Baskoro quests within the realm of The Lighthouse, seeking out subterfuge, and challenging spies!

Attempt to shape our Goddess' influence towards converting to Radiant Indah

Stats next round
D: 7
M: 10
E: 8
F: 10
I: 8

 
 Spoiler: Book Keeping 

Regions Owned: 1, 7, 17, 18, 19, 22 and 26

TPs owned:
Siren Extract TP 2 and 3 Region 2
Treasures and Artifacts TP 1 Region 7 and City (Support)
Delights of Moonlight TP 1 Region 17
Coralberries TP 1 Region 19
Jaderock Coral TP 2 Region 21
Aragonite/Calcite TP 3 Region 25
Blood Pearls TP 3 Region 26
Tiny Turtles TP 2 Region 28
Branch Coral TP 2 Region 30

Units Owned: 3/14 Maximum
Treasure Owned: 3

Heroes:
The Hollow Vessel (Beast) 8
Baskoro of the Hidden Table (Trapper) 8
The Golden Host (Champion) 9

Titans:
The Omnichromatic Tiger acts as a unique Artifact which can be assassinated or kidnapped like a mechanical character with great difficulty. It requires a Champion or Beast to handle it in battle, may only participate in one battle per turn, and is lost if its handler is lost.
Effect: +2 to battle if outnumbering, -2 enemy leader loss

The Tiger ambiently produces Rainbow Bands (Esoterica) when any non-occupied mechanical character or other tamed titan is assigned to play with it as a non-action.

Titan Remains:

Artifacts Owned:
Indah’s Platinum Tiara: +1 to Sway once per turn
War Palanquin of the Anointed Dead: +2 to Tac Man
The Radiant Blade: When wielded by a commander in battle, Gain +1 to battle rolls per charge on the sword. The sword gains a charge for every 2 casualties in combat and can hold a maximum of 3. Each charge adds 10% own casualties and loses all gained charges if not used in combat for 1 round.
The Round Table: +1 Titan Hunt once per round

Champion’s Lance - An arresting armament which goes straight to the point. Effect: Ruler may act as a Champion for a Titan Hunt for the turn using their own stats, OR +1 to a Champion's effective Military score during a Titan Hunt/Duel, OR +1 bonus to an Impress Aristocracy attempt 1/turn.
Beast’s Collar - A primitive choker which holds savagery within. Effect: Ruler may act as a Beast for a Titan Hunt for the turn using their own stats, OR +1 to a Beast's effective Military score during a Titan Hunt/Predatory Privilege Maneuvering attempt, OR +1 bonus to a Sack attempt 1/turn.
Trapper’s Net - A tangled mesh which catches attention. Effect: Ruler may act as a Trapper for a Titan Hunt for the turn using their own stats, OR +1 to a Trapper's effective Intrigue score during a Titan Hunt/for Counterespionage, OR +1 bonus to a Coercion attempt 1/turn.
Stalker’s Cloak - A mundane mantle which wraps up mystery. Effect: Ruler may act as a Stalker for a Titan Hunt for the turn using their own stats, OR +1 to a Stalker's effective Intrigue score during a Titan Hunt/for Infiltration, OR +1 bonus to a Technology theft attempt 1/turn.

Radiant Blade Charges: 0/3

Miracle Communion:
Radiant Indah Followers only take 0%/5% additional casualties from losing Maneuvering when one or both sides are attempting to use the Eel to their advantage.
Radiant Indah Followers are not affected by the increased effective region count for distance losses and distance penalties where the Eel is present or Omnipresent
Radiant Indah Follower Supports will not become Open in regions where the Eel Without End is omnipresent.
Radiant Indah Head may attempt to shape what the Eel Without End converts Holy Centers to when it enters a region for the second time.
The Eel Without End will not Coerce Radiant Indah Follower’s Trading Posts unless those are the only Trading Posts in the region.
Radiant Indah Head may use a Faith action to try to direct the path of the Eel Without End each turn.
Radiant Indah Followers may buyout TP's coerced by The Eel Without End in regions where they have Mercantile Support (or Assistance from another Radiant Indah followers mercantile support) against TN 14

Giantslayers have +1 Depth access and may go on Titan Hunts and have several additional options relating to characters/the artifacts obtained.

[Titan Hunt Mechanics]
A Titan Hunt is a multi-stage process that takes place over several years as the Giantslayer seeks to fulfill their namesake. Each stage requires at least one action and occupies a character (Ruler, General, or Spy), and may have Unexpected Consequences.

Stage 1: Tracking and Studying
An Intrigue action may be used to Track a Titan to find a suitable target; high rolls may make it easier to Study and Trap the discovered Titan. An Intrigue action may also be used to Study a Titan to investigate a known Titan's characteristics, behaviors, and other unique traits, which gives more information about the Titan and may reveal weaknesses or other benefits for later stages.

Stage 2: Pursuit and Trapping
Once a Titan is discovered, a Military action may be used to either Pursue or Trap the Titan. A successful Pursuit results in a slain Titan and an enormous trophy, allowing the Giantslayer to Harvest Remains, while a successful Trapping will allow the Giantslayer to attempt to Tame the captured Titan.

Stage 3: Tame Titan or Harvest Remains
A slain Titan leaves behind Titanic Remains, which may be Harvested with a TN 12 Economy action. A successful roll yields 1 Titanic Remains (2 on a Great Success). More powerful Titans may have greater rewards, and unique Remains may also be possible to acquire from Titans which have already breached [appear in Terror sections and such].

An attempt may be made to tame a captured Titan with a Faith action. The TN and effects of this depend on the nature of the Titan in question.

[Using Remains]

The initial options for utilizing Remains are as follows:
Display Trophy - Can spend 1 Remains as a Diplomacy action to Exhibit Great Work without the use of a Diplomacy 5. The work type will always be 'Trophy'.
Auction Relics - Can spend 1 or more Remains as an Economy action to gain 1 Treasure + 3 Treasure per Remains spent. May not be used to exceed the Treasure Cap.
Prepare Titan-Graft: Can spend 2 Remains as a Faith action to create a Titan-Graft. Grafts cannot be unequipped from a character once equipped, require a non-action to equip to a character, and improve the character in one specific role/capacity. Champions and Trappers cannot receive Grafts.
Craft Titanic Gear: Can spend 2 Remains as a Military action to create a piece of Titanic Gear. Titanic Gear can only be equipped by Champions, Trappers, or Rulers, grant a bonus in one specific capacity, and may be stolen as an Artifact.
Dissect Remains: Can spend 2 Remains as an Intrigue actions to uncover new methods of utilizing or dominating Titans, acquiring a Workshop artifact. Remains must be from a Titan of appropriate type for Workshop in question.

These options may be expanded by acquiring Workshops via the Dissect Remains option.

[Generals and Spies]
By virtue of their experience with Titans, Giantslayers have access to specialized vocations for Generals and Spies, as listed below. Each character may only have one vocation.
 Champions: 
A disciplined vocation for Generals, earned by spending a nonaction to undergo specialized training with the Champion’s Lance. Adept at Pursuit, and capable in Trapping.

When commanding an army, in addition to their personal Tactical Doctrine, Champions have access to a unique Tactical Doctrine, Approach Of The Challenger: On a Tactical Maneuvering victory, a Duel between the Commanders of both sides is rolled, rolling 2d8 plus the commander’s Military score for each. The winner gains a +4 bonus to their battle roll, while the loser suffers a -4 penalty to their leader loss roll; on a tie, both sides instead simply receive a -2 penalty to their leader loss roll.

The enemy may choose to accept the challenge, in which case they gain a +2 bonus on their Duel roll by fighting on their terms, but their own Tactical Doctrine does not activate, even on a Tactical Maneuvering victory. When controlled by a Giantslayer, each relevant artifact and piece of Titanic Gear the Champion carries gives them a +1 bonus to their Duel roll.

Approach Of The Challenger may not be Perfected.

Beasts:
A primal form for Generals, achieved via spending a nonaction to undergo voluntary or ‘voluntary’ transformation with the Beast’s Collar. Adept in Tracking Titans and capable at Pursuit.

When commanding an army, in addition to their personal Tactical Doctrine, Beasts have access to an additional, unique Tactical Doctrine, Predatory Privilege: -1 penalty to own Tactical Maneuvering roll per two total Units involved in the battle on both sides. When controlled by a Giantslayer, each relevant artifact or Titan-Graft the Beast has been granted gives +1 to Tactical Maneuvering when attempting to use Predatory Privilege.

On a Tactical Maneuvering Victory, enemy commander must make their leader loss roll on 1d10 at a -4 penalty; if the enemy commander fails their leader loss roll, they are always killed, never captured. On a Tactical Maneuvering Defeat, the Beast must make their own leader loss roll on 1d10 instead. If a subcommander is killed as a result of Predatory Privilege, their army suffers an additional 10% casualties.

Predatory Privilege may not be Perfected.

Trappers:
An ingenious craft for indirect subterfuge, learned by Spies by spending a nonaction on intensive study of the Trapper’s Net. Ideal for Trapping and capable at Studying Titans.

A Trapper always counts as conducting Counterespionage in their currently infiltrated country, even if otherwise occupied. Giantslayers are likely to find additional uses for their talents over time.

Stalkers:
An artful expertise in hands-on espionage, perfected by Spies through spending a nonaction to spend long hours practicing with the Stalker’s Cloak. Ideal for Studying Titans and capable at Tracking.

A Stalker may Receive a Report from a country they successfully Infiltrate the same turn the country is being Infiltrated, and without spending additional actions. Giantslayers are likely to find additional uses for their talents over time.

[Artifact Effects]
Champion’s Lance - boosts Champions that use it, or bonus to an Impress Aristocracy attempt.
Beast’s Collar - boosts Beasts that use it, or bonus to a Sack attempt.
Trapper’s Net - boosts Trappers that use it, or bonus to a Coercion attempt.
Stalker’s Cloak - boosts Stalkers that use it, or bonus to a Technology theft attempt.
 
TheDarkDM
  
   The Lambent Syndicate   
 Lambent Empress Intan 
Diplomacy 10
Military 10
Economy 9
Faith 1
Intrigue 10

 Expected Stat Increases: +1 Economy  
 ... 
  Actions  
 
  Military  - Continue the purge of The Abyss (3/5)
 While the appearance of the Necro-Orca throws the internal mechanisms of Indah's Throne into disarray, the long-term projects of the Syndicate continue apace.  Thanks to the Lighthouse's covert abduction of those Abyssal locals that had begun to organize resistance to the Syndicate's resettlement dictates, the pogrom expands from isolated border regions into the greater population centers of the region.  Unity colonies are divided along arbitrary lines and assigned homes in a series of walled ghettoes constructed within their own cities, and once resettled these ghettoes are systematically emptied one after another.  However, learning from the animating might that had unleashed the Necro-Orca, the new death march is directed towards the Syndicate's newly-colonized region on the edge of the tropical sea.  The Redglow furnaces beneath the surface there will no doubt serve as obliging crematoriums for the Unity.  
  Diplomacy  - Sway Mercantile Support in Rahakera (Region 155) (Spending 1 Treasure) -   15   
  Diplomacy  - Attend the Sealympics
 
 Spoiler: Event Sub-Actions 
 
 Trade the Crimson Cuirasses technology to the Shifting Ennead in return for the Ennean Professionalization technology. 
 
 
 
  Faith  - Impress Clergy in The Protected Statera using the Lighthouse's Faith -   18   
  Economy  - Buy Out TP 1 of Jaderock Coral in The Abyss (Region 21) -   16   
  Economy  - Buy Out TP 1 of Draft Tuna in Region 34 -   16   
  Intrigue  - Secret 
 
  Non-Actions  
 
 Supply the Lojanese Republic with Kelp Fiber via Trade Route 
 
  News and Rumors  
 
  The Syndicate competes in the Sealymic Games!  
 
 
 Spoiler: Internal Notes 
 Available Units:  8/22

 Available Treasure:  7/15

 Treasure Passive Income:  3/round
 
JBarca
 Round 23
   The Shifting Ennead   
 Mortuus Marea (60), Revocatus Faecum (66), The Cathedral of Movement (67), Sketi (68),  Danabae (69) , Raconensae (73), Maurente (74), Cryptoclysus (84), Calvarnsis Superior (185), Calvarnsis Inferior (186) 
 Liege Lord to: Draig Residuum Gathering [Aelwyd Adferiad (71), (70)]  
  Led by The King, Emperor Akkoroas 
D10 ; M10 ; E10 ; F2 ; I5 
 Actions 
 
  [DIP Attend Sealympics] 
 
 Spoiler: Subactions 
Trade Ennean Professionalization to LSD for Crimson Cuirasses
Trade Ennean Professionalization to GTZ for Reanimation Colonies
Trade Ennean Professionalization to DPB
 

 
 Spoiler: Rolls 
https://forums.giantitp.com/showsinglepost.php?p=25758449&amp;postcount=1353

Supermarine Volleyball: 28

Wastesailing: 24

Moistchesswetboxing: 24
 

 
  [INT 5 Recruit Spy]   A perfect 9  for Peregria. 
  [INT Secret]  Spending 1 Treasure.
Plans are laid. Oaths are taken. Beaks are dispatched.

 
  [ECO Reestablish the Trade Route with STC]  
  [ECO Buyout TP 185.3]   SUCCESS! 14 
 
  [ ECO  Faith (CotMB) Buyout TP 84.2]   SUCCESS! 19  
  [Faith Sacrifice the Cryptid Shah] 
Shah Aziz Akbar III is dragged in thick, rough, coral chains to Danabe at the head of a small column of his defeated soldiers. After a brief parade through the homes of the rich and powerful, the nominal ruler of the Cryptids is brought to the edge of the Eternal Reunion, where the emperor and his court perched atop a broad viewing stand constructed for the occasion. Representatives from the Seatide Confederacy and The Nanuuq Constellation are invited as well.

A herald swims forth. "It is on this most day, in the sight of the The King, Emperor Akkoroas, at the pleasure of the same, that Aziz Akbar III, Shah of the Cryptid Congress, is sentenced to death. His personal crimes are noteworthy and his justifications weak. He bears, however, the weight of the transgressions of his predecessors in an official capacity. Today, the autonomous government of the Congress will experience the consequences of history alongside its head. The crimes, and their punishments, are as follows. First and foremost, the Congress was guaranteed survival and protected status on a small list of reasonable conditions. They have flatly refused to comply, despite deeply generous warnings and second chances. For this, annexation of the state and reallotment of the Shah's biomass. The Congress opted to sabotage the agreements made between the Shifting Ennead and the Seatide Confederacy, damaging the Ennead and the Confederacy directly. For this, seizure of all waters and their resources by the affected states. The Congress insulted the Constellation in refusing to acknowledge its very existence or the reality of its people. For this, the Shah is to be publicly flayed alive. The Congress declared economic war upon the Seatide Confederacy, in direct violation of commands given by its liege lord and warnings offered by the Judge. For this, death of the Shah and forfeiture of all trade connections, natural resources, industrial sites, and shipping lanes owned by the Congress as an entity, by the Shah of the same personally, or by any citizens of the same who do not immediately recognize the Confederacy's agents or the Doflein as their new masters."

 
 Spoiler: The Execution. CW: Little bit of torture and general SEN-y yuckiness 
Following the pronouncement, the Shah is flayed alive while Doflein graftmasters ensure that no biomass is lost to the currents. Blood is collected rapidly into orbs made of jellyfish bells, while flesh is simply bundled together. This process is far from quick, and the soldiers of the Shah are made to watch before being shipped off as serfs elsewhere. The Shah is, of course, kept alive, barely - his punishment demands execution in addition to being flayed alive, after all. The half-conscious, dying Crytpid is then fed into the factories of the Reunion, to be dismantled to death and reconstructed into a tool actually useful for the Ennead. Perhaps food for beasts of burden, or replacement fuel for the Provinciarum Mirabilia? The Shah's mouth, though, is excised and preserved before being gifted to the visiting sea bears.
 

 
 
 Non-Actions 
 
  Treasure Count at round start - 1 (Spending 1 this round) 
  Unit count at round start - 12/20 (Losing 2 this round) 
  Gain 1 Unit from Ennean Professionalization (8 Aristocratic Supports owned by round start, barring surprises) 
  Accept all gifts, including Trade Routes and Cultural Exchanges 
  All SEN territory treats all armies not belonging to SEN, DPB, or STC as hostile for Distance Losses. DPB and STC are explicitly given permission to travel through SEN regions. 
  DMA Tracking: +1 (1 round) 
  Give 2 Units to DNA (Go Set a Watchman) 
  Hinder SHK conversion attempt 
  Submit Eremus for Good Names Go to Waste 2 
 
 Reports and Discoveries 
 
  The Driagiau have staked their claim on the waters to their west, and the Shifting Ennead supports their vassal. Should a state interfere with the sacred seas, the Ennead will consider this a declaration of war against the Residuum and will respond accordingly. 
  The King, Emperor Akkoroas, sends warm regards to Gwenfrewi Llywelyn, the Rising Hope, new ruler of the Residuum. Alongside lengthy congratulations both official and personal comes a message: " We, of course, welcome you to Danabae one year hence that you might swear your continued fealty to the crown of the Ennead and the person of the emperor. We intend to host a celebration to mark the occasion, of course, at the empire's expense. We also have for your esteemed person a gift - a token of respect and a blessing on your reign."  
 




Ruler Stats R24:
D: 10
M: 10
E: 10
F: 3                                                                          POLAR 
I: 6
New Ruler: No

 
 Spoiler: Technology 
 Technologies 
    Type 
 Name 
 Effect(s) 
 Required Resource? 
   
  S 
 Composite Grafting 
 N/A 
 N/A 
 
  S 
 Graduated Symbiosis 
 N/A 
 N/A 
 
  S 
 Trophic Deconvolution 
 N/A 
 N/A 
 
  C 
 Electrodialytic Staurozoa 
 Ignore Effective Distance from Briny 2/rd 
 N/A 
 
  C 
 Holographic Certification 
 +1 to rolls when resisting Undermine Support 
 Photospore Signaling, Bioluminescent Ink 
 
  M 
 Devolving Standardized Integrations 
 +1 to Battles following destroying enemy units in battle 
 Composite Grafting 
 
  C 
 Anoxic Adaptation 
 Brackish (green) border crossing 
 Composite Grafting, Trophic Deconvolution 
 
  C 
 Bitter Tourism 
 Glacial (black) border crossing 
 Heat Source 
 
  M 
 Razor Current Netting 
 +10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending 
 Composite Grafting, Glass 
 
  M 
 Filtration Grafts 
 Toxic (red) border crossing 
 Composite Grafting, Filter Feeders 
 
  M 
 Destabilizing Mutagenic Augmentations 
 Increase DSI bonus to +2 
 Devolving Standardized Integrations, Composite Grafting 
 
  C 
 Scrying 
 Great Success on Seek Aid grants a +2 
 Shiny Objects 
 
  M 
 - 
 N/A 
 N/A 
 
    
 

 
 Spoiler: Mechanical Bookkeeping 

Trading Posts Owned: 2
 
 Gravelglass: 68.2 
 Maleficent Jelly 51.3 
 
 Military Units CAP: 9/21 
 Generals 
 
   Balelia - 9  - With KNH 
  Tulticius - 8 
 
 Spies 
 
   
 
 Cultural Exchanges 
 
  GRV 
  DPB 
  STC 
  SKR 
 
 Trade Routes 
 
  STC (Disrupted) 
  CRY (Dead) 
 
 Artifacts 
 
  Shadow Pearl - Fuels Scrying. Provides Nonaction Seek Aid 1/rd. If unused, chance of gaining +1 Faith if others are used. 
  Censer of the Mother's Breath - Treat one action as Faith for Stat gain purposes. Free Seek Aid on the action 
 
 Treasure 
1/15

 Special Actions Used 
DIP5 - Cultural Exchange DPB
MIL5 - Recruit General Tulticius
ECO5 - Specialized Ship,  The Harvester 
MIL10 - Destabilizing Mutagenic Augmentations
DIP10 - Empire
ECO10 - Ennean Professionalization

 Great Projects 
     Name  
  Location  
  Details  
 
  Provinciarum Mirabilia 
 67, 68, 74 
 Massive statues of coral and living flesh harvested from serfs, coupled with tax-collection offices 
 
  The Eternal Reunion 
 69 
 A huge pit dug into the seafloor, swarming with workers and filled to the brim with factories, workshops, and gristmills, and the floor is dotted with butcheries, slaughterhouses, vats, and barbershop. Into the pit flow people, animals, and other biomaterials. Out flows the raw materials for the many experiments and projects of the Doflein. 
 
   
  
  
 
  
 

    POLAR    
Volthawk
 
   The Cyphiri Union   
  Round 23  
 Regions:  Cyph-Arel (122, Capital), Pyl-Garat (129), The Emerald Tidelands (124), Carr-Narin (121, Colony), [Unnamed colony] (191, Colony), [unnamed region] (126)
 Ruler:  Ashal Hallus
 Faith:  The Flowing Way (The Cyphiri Way)
 Diplomacy  8  Military  8  Economy  10  Faith  6  Intrigue  3
 Voice of Harmony:   Lyric  7  Passion  7
 Merchant Marine 
 
 
  Actions  
 End of Turn Ruler Increases:  +1 Diplomacy, +1 Military
 
 Chorus of Artistry [Lyric - Diplomacy] -  18, Success (1 Treasure spent) 
 Those few that are invited to the first performance of the new piece of the Songline (besides the Chora representatives that are, as always, guaranteed a place) report that Ashal seemed...nervous as the final preparations began. After all, this was the most she'd done alone when it came to these songs, and even the one she was about to unveil was one started by her father. It was her chance to prove herself in the eyes of the Songsages. By all accounts, she did quite well for herself.  
 Diplomatic Mission into 143 (w/ Look Over There! for 1 Treasure, spending 1 Treasure and using Sinking Stones) [Diplomacy] -  21, Great Success (Clerical support targeted for GS benefit) 
 While their position in Carr-Narin wasn't entirely secure, the Carral family still looks afield for new opportunities, and the depths to the east seem like a prime candidate. Given that they already knew that the Stewards had a presence in the region, and part of the reason they were there was to fulfill their request around the Sinking Stones, there seemed to be no issue with paying the Stewards for their local knowledge.  
 Recruit General - Falnat Hallus [Military 5] -  Military 10  
 Teach Falat to be a War-Singer [Passion - Military] - Passion 9
Tactical Doctrine: Harmonic Resonance
Effects: Free Sway Clergy as a Lyric action (2pts), -30% own casualties (4pts), +2 to allied leader loss rolls (1pts), -40% enemy casualties (-3pts), +12 to enemy leader loss rolls (-2pts)
 Falnat Hallus, Ashal's cousin, was there when Baran Hallus created the songs of Passion. He was young at the time, but the song he heard that day has stuck with him over the years, and in part were what led him to join the Knights of Arthan. There, he worked on what the little he understood of it, creating a song of his own - not as powerful and somewhat dissonant with the true songs of war, but useful in its own right, and quite fitting to the Cyphiri in the sense that it tries to make the fighting clean, encouraging restraint and taming the excess of war a ittle in those that listen - and in the process, making those locals receptive to spiritual discourse more receptive to the Cyphiri. Hearing of this, and his impressive talents in other matters of war, Ashal meets him and teaches him what he was missing from the songs of Passion and the ways of the War-Singer, in exchange for him promising to take part in any conflicts the Cyphiri get involved in.  
 Buyout TP2 of 100 [Economy] -  21, Success 
 Roll post says 102, that's an error that I missed earlier - 100 is the region with an open TP and was specifically mentioned in the info I got. 
 After meeting with the Abyssal Stewards and obtaining the information she needed on the Titanic Relics, Olnet Belar returns to Cyphiri waters and gathers the family with a mission in mind. If they're to find the treasures they've been asked to search for, their old bases and staging points, primarily along Rendal's Vigil, aren't going to do the job. They needed to head west, find a way into the wastes between temperate and polar waters, and work from there, and so they set off in a collection of various vessels, Wayfinder leading the small fleet in their journey. In the end, they stop when they come across friends - a stretch of deep water filled with scaldsquid, with some already being harvested by fishermen associated with Splendid Miru Miru. They decide that this was as good a spot as any to prepare for journeys into the nearby wastes, some Belar starting to harvest scaldsquid themselves to sell nearby and secure the other supplies they need for the journey (and to feed the seeker barnacles, of course).   
 Create New Technology - Deepwater Survival System [Economy 10] - Unrolled
 It doesn't take long for Welpir Yellan to make a breakthrough at the Splendiferous University. Hearing of the request made of the Miru Miru by the Stewards, and starting to get a handle on the fine details of their technology at the university (the Cyphiri had access to it for longer than that, of course, but shared information wasn't quite the same as actually talking to the relevant people directly), he gets to work on a way to explore the deepest depths of the seas. After some years working, testing (usually in the depths north of Miru Miru territory, not quite deep enough but good to see if they're on the right track, with far less frequent trips east to the truly deep waters between Maramachi and Surunungese waters, when a test is worth risking travel through Hot Vents) and refining, he eventually announces a breakthrough, a vessel that should be able to handle the deepest waters in the world (to his knowledge, at least), and designs for using similar principles to build settlements down there, safe within a shell of crystal.  
 
  Nonactions  
 
 Allow militaries from signatories of the Flowing Peace to move through Cyphiri waters without interference. 
 Treat Cyphiri-owned regions as hostile territory for any and all armies from the Shark People or tropical countries. 
 Provide Cobalt Dye and Titanic Rune-Carved Fossils to the Ironkelp Order through the trade route. 
 Assist all Buyouts of Open Mercenary Retainers TPs in Pyl-Garat (129) from MIR, MGM and all non-Tropical countries, Hinder Buyouts from non-MIR/MGM Tropical countries. 
 Accept the Miru Miru's Trade Route. 
 Use the Shadow Pearl to Seek Aid on MIR's Impress Aristocracy of 150:  13, Success (Pearl becomes Lambent)  
 Contribute to An Inventory of Lamentations (+1 DNA Favour)
 While attitudes towards the Divine Nacres are beginning to turn sour in the Union, most are still on good terms with the organisation and see no issue in supplying them with information on what the Reavers have done. After all, if public opinion ends up falling on the side of the Nacres then helping them will be appreciated, and if it falls against the Nacres, well, in that case the gathered information will serve just as well as a list of grievances given their connection to the Reavers. 
 
 Spoiler: Cyph-Arel's Gold Families 

Compared to many kind of business in the Union, the gold families never found their field dominated by one House or other strong family - they were various minor families that kept to their own patches of Cyph-Arel, searching for gold, respected each other's claims, cooperated to kick out newcomers, ensured they were all on the same page when it came to pricing, and while expansion always happened they collectively ensured that nobody got too big and too powerful. Once the gold was collected, then things were business as usual in the Cyphiri way - House Hallus and the Council Fund dominating the gold business outside of collection - but when it came to gathering the stuff the gold families kept their odd little balance going. This lasted for decades, but has now come to an end with the Reaver attack on Cyph-Arel.

The rank and file members of the families were broadly unaffected, despite many of them being out on the rocks when the Reavers came - individuals roaming alone aren't particularly tempting targets, and many of them know where caves and other hiding spots can be found in their patch - but the leaders weren't so lucky. In the end, their cooperation and collusion was their downfall, as the Reavers happened to strike a settlement they were having a meeting in. Many of the leaders of the gold families, and their immediate underlings, were taken in one fell swoop, and on the way out the Reavers did a lot of physical damage to the buildings which held the families' records and contracts, making it even harder for whoever was left to rebuild the business. The old agreements have also started to fall through, former low-ranking family members finding themselves with more power among their family and pushing their limits, clashing against each other. In short, things are a mess and threatening to get worse if the fighting amongst the gold families spills out into wider Cyph-Arel society.
 
 
 Contribute to Good Names Go to Wastes, Round 2
 The next stretch of wastes that the Chora asks for names for is one of particular interest to the Cyphiri. One of the first that Wayfinder scoured for resources, and the home of the immense, decorated skeletons that have captured the imaginations of many Cyphiri and have even found a place as reanimated shock troops in the Retainer Guard. This does mean that a great deal of names, of wildly varying themes, imagination and quality are suggested across the Union, and the Council Fund takes on the unpleasant business of actually finding a good canditate from among the noise. In the end, they settle for one they deem simple and effective: the  Sea of Bones .  
 
  News and Rumours  
 
 While public opinion on the Divine Nacres varies wildly across the Cyphiri Union, one thing is clear - the Retainer Guard refuse to send anyone to bolstier their...armies? More diplomatically aligned Cyphiri try to run interference, making the topic sound a bit more ambigious if the Nacres challenge them and expressing hopes that they can get the Guard to change its mind, but the odds don't look good. 
 The sudden loss of Hapat Pylet, combined with the general destruction caused by the Reavers, sends shockwaves through House Pylet, particularly as the tradition in the family was for the previous leader to choose the next from his blood relatives and Hapat had not done so at the time of his abduction - and then there was the fact that he wasn't even dead, probably, but taken off to be turned into one of them. In any case, it's clear that they can't just leave the top spot clear for very long, so Pyl-Garat is the center of no shortage of feuds and debates as various power players in the House try to secure power, and get little actual business done. 
 The Cyphiri athletes never make it to the Sealympic Games, and a Kalan bearing a message for the committee (and anyone else curious about the situation - the Kalan isn't inherently as gossipy as the average Cyphiri, but he was there to deliver a message and the more recipients the merrier) is sent in their stead. The message explains the reasons for the Cyphiri's absence - that the country selected to host the Games is one that is subservient to the Lambent Syndicate, a country that has shown itself to be hostile to not just the Union, but individual Cyphiri families, and has a history of abusing expectations of peace to commit acts of violence. The Games are supposed to be neutral and open, yes, but the last time Cyphiri came to the tropics expecting to enjoy themselves they were instead threatened, imprisoned and executed and on the other side of the coin when a Siren of the Lambent Syndicate last came to warmer waters she brought deception, death and destruction in her wake, and as such - particularly given the close proximity of Hym and Senja Bersinar - the Union cannot in good conscience send athletes to their potential deaths, and support a country complicit in the Syndicate's excesses. After all, one needs to only look at how they dealt with the Redglow, and the ongoing genocide in the Abyss, to understand the foul character of the Sirens. The letter apologises for any disruption this causes, but reminds the committee that safety concerns such as these should have been considered when choosing the site for the Games, although the Union supposes that Lambent coin was a strong enough incentive to overcome other concerns. 
 
  Statistics  
 
 Spoiler 

 Special Actions Available:  Diplomacy 5, Military 5, Faith 5, Economy 10
 Special Actions Used:  Economy 5

  Diplomacy  
 
 Spoiler 

 Reputation/Favours 
 The Abyssal Stewards:  Rep 3, 0 Favours (Expected Change: -1 Favour)
 - Welcome: +1 to resist Sacks and Coercion
 - Friendly: +2 to resist Secret Actions
 - Favoured: Access to Magma Forges
 The Chelonian Chora:  Rep 2, 0 Favours (Expected Change: None)
 - Welcome: +1 to resist Supports becoming Open or Unruly
 - Friendly: Distance Losses triggered every fourth region; -0.5 distance penalty (-1 if target is adjacent to/has a CCA base)
 - Voice of Harmony:  Various benefits  ( Passion rules )
 The Divine Nacre:  Rep 2, -1 Favours (Expected Change: +1 Favour)
 - Welcome: +1 to Exploration, Prospecting and Colonisation
 - Friendly: +2 to Investigations
 International Prestige:  Prestige Rank 3, 0 Prestige (Expected Change: None)
 - Respected: +1 to Establishing and Pressing Claims and Promoting Claimants
 - Admired: +1 to attempt/resist Sway and Impress actions

 Bases 
122: Reefback Nursery
124: Smoking Garden

 Cultural Exchanges 
Costa Sereia

 Cultural Identities 
Troubled Supports (Sway and Impress Reaved and Unruly factions)

 Great Works 
The Palranic Anthology (Literature; kept in Cyph-Arel)
 

  Military  
 
 Spoiler 

 Units:  9 (Expected Change: +0)
 Unit Cap:  17 (Base 3 + 6 Regions + 7 Supports + 1 Wonder)

 Aristocratic Support 
91, 101, 111, 122, 124, 126, 191

 Generals 
Note: Generals with a Passion score are War-Singers, ruler is always a War-Singer
Renald (Mil 8, Passion 7): Prime Targets (Free Sack attempt on offence, -2 enemy leader loss on defence, -20% own and enemy casualties)

 Perfected Tactical Doctrines 
None

 Fortresses 
None

 Military Technologies 
    Technology 
 Type 
 Effect 
 Requirements 
 Met? 
 
  Blood Algae 
 Sappers and Siege Weapons 
 +20% enemy casualties and +10% own casualties in Depth 0 regions 
 Supernatic Propogation 
 Yes 
 
  Death Commando Conditioning 
 Logistics and Morale 
 +1 to Battles 
 Graduated Symbiosis, R: Siren Extract 
 No 
 
  Devolving Standards Integration 
 Combat Drugs and Medicine 
 After battle victory, gain +1 to battle rolls for (half enemy units lost) rounds. 
 Composite Grafting 
 Yes 
 
  Reanimation Colonies 
 Warbeasts and Mounts 
 -10% own casualties 
 Graduated Symbiosis, R: Corpses/Skeletons 
 Yes 
 
  Razor Current Netting 
 Fortifications 
 +10% enemy casualties and +1 to maneuvering when defending or attacking with a foothold 
 Composite Grafting, R: Glass 
 No 
 
  Supermarine Artillery 
 Dropping Weapons 
 +1 to battle and maneuvering rolls in Depth 0 regions 
 Supernatic Propogation, Photospore Signalling, R: Giantsbane Seeds 
 Yes 
 
  Combined Arms Integration 
 Dropping Weapons 
 Additional +1 to battle and maneuvering rolls in Depth 0 regions 
 Supermarine Artillery, R: Soldiers 
 Yes 
 
  Magma Forges 
 Special 
 +1 to battle rolls, +1 to rolls vs Titans, +1 depth access 
 Hard Metal 
 Yes 
 
  
 

  Economy  
 
 Spoiler 

 Treasure:  6 (Expected Change: +0; +3 Rate + 1 Mammomachines - 3 Actions - 1 Org Actions)

 Trade Posts 
 Effective Total TPs  30
 Treasure Rate  3

 Foreign TPs with Owned Mercantile Support  6
    Trade Post 
 Resource 
 Use 
 Support 
 Rate 
 
  32.1 
 Delicate Mussels 
 Filtration Grafts 
 Open 
 1 
 
  71.2 
 Dragon Scales 
 None 
 Seatide Confederacy 
 1 
 
  109.1 
 Swarm Ash 
 Bitter Tourism 
 Open 
 1 
 
  117.1 
 Biolumiscent Tunicates 
 Support of 118, Holographic Certification 
 Costa Sereia 
 1 
 
  118.1 
 Domesticated Sea Cows 
 Support of 126/139 Megafaunal Caravans 
 Cyphiri 
 2 
 
  118.2 
 Domesticated Sea Cows 
 Support of 126/139 
 Cyphiri 
 2 
 
  122.1 
 Native Gold 
 Joined-Stalk Companies 
 None 
 1 
 
  122.2 
 Native Gold 
 Joined-Stalk Companies 
 None 
 1 
 
  124.C 
 Hematite Flakes 
 None 
 Costa Sereia 
 1 
 
  127.1 
 Ray-Ear Seaweed 
 Support of 121/122/123/140, Oxygenating Implantations 
 Costa Sereia 
 1 
 
  129.C 
 Mercenary Retainers 
 Union Mercenary Exchange, Combined Arms Integration 
 Cyphiri Union 
 2 
 
  134.2 
 Cobalt Dye 
 None 
 Costa Sereia 
 1 
 
  135.1 
 Luminescent Crystals 
 None 
 Costa Sereia 
 1 
 
  139.1 
 Fertilising Seeds 
 Supermarine Artillery 
 Cyphiri Union 
 2 
 
  140.1 
 Scouring Serum 
 None 
 Cyphiri Union 
 2 
 
  142.2 
 Hollow Sunfish 
 None 
 None 
 1 
 
  173.1 
 Tiny Tubeworms 
 Filtration Grafts 
 None 
 1 
 
  186.1 
 Mammoth Seals 
 Seeker Barnacles 
 None 
 1 
 
  W35.1 
 Titanic Rune-Carved Fossils 
 Reanimation Colonies 
 None 
 1 
 
  
 Mercantile Support 
118, 122, 123, 125, 126, 129, 139, 140, 170

 Cities 
Union Mercenary Exchange (129; Mercenary Retainers TP + Sacks)

 Trade Routes 
Cyphiri - Ironkelp Knights
Cyphiri - Kar-Nath Hegemony
Cyphiri - Chelonian Chora (Firstreef)
Cyphiri - Draigiau Residuum Gathering

 Specialised Ships 
Wayfinder

 Civilian Technologies 
    Technology 
 Type 
 Effect 
 Requirements 
 Met? 
 
  Composite Grafting 
 Starter 
 None 
 None 
 Yes 
 
  Graduated Symbiosis 
 Starter 
 None 
 None 
 Yes 
 
  Megafaunal Tailoring 
 Starter 
 None 
 None 
 Yes 
 
  Photospore Signalling 
 Starter 
 None 
 None 
 Yes 
 
  Supernatic Propogation 
 Starter 
 None 
 None 
 Yes 
 
  Trophic Deconvolution 
 Starter 
 None 
 None 
 Yes 
 
  Bioluminescent Navigation 
 Depth 
 Allows access to Depth 1 regions 
 Photospore Signalling 
 Yes 
 
  Oxygenating Implantations 
 Depth 
 Allows access to Depth 2 regions 
 Composite Grafting, Bioluminescent Navigation, R:Photosynethic Organisms 
 Yes 
 
  Indah's Embrace 
 Depth 
 Allows access to Depth 1 regions 
 Graduated Symbiosis, R: Growable Mineral Composite 
 No 
 
  Anoxic Adaptation 
 Border 
 Cross Brackish borders 
 Composite Grafting, Trophic Deconvolution 
 Yes 
 
  Bitter Tourism 
 Border 
 Cross Glacial borders 
 R: Heat Source 
 Yes 
 
  Filtration Grafts 
 Border 
 Cross Toxic borders 
 Composite Grafting, R: Filter Feeders 
 Yes 
 
  Mitochondrial Regulation 
 Border 
 Cross Glacial borders 
 Graduated Symbiosis, R: Food 
 Yes 
 
  Toxic Filtering 
 Border 
 Cross Toxic borders 
 Composite Grafting, R: Armour 
 No 
 
  Sojourn Suits 
 Border 
 Cross Terrestrial borders with a Specialised Ship 
 Anoxic Adaptation, Filtration Grafts, R: Tools, R: Clothing 
 No 
 
  Electrodialytic Staurozoa 
 Distance 
 Ignore the distance penalty from Briny borders, doesn't affect distance losses 
 None 
 Yes 
 
  Papershell Draft-Cuttle 
 Distance 
 Ignore the distance penalty from Brackish borders, doesn't affect distance losses; +1 Prospect in depth 0 Colonies 
 Supernatic Propagation, Anoxic Adaptation 
 Yes 
 
  Megafaunal Caravans 
 Distance 
 Reduce the distance penalty for Economy actions by 1 
 Megafaunal Tailoring, R:Food 
 Yes 
 
  Adventuring Parties 
 Action Bonus 
 Can send Missions from any region with owned Aristocratic Support 
 Photospore Signalling, R: Skilled Labour 
 No 
 
  Holographic Certification 
 Action Bonus 
 +1 to resist Undermine Support actions 
 Photospore Signalling 
 Yes 
 
  Joined-Stalk Companies 
 Action Bonus 
 Expeditions reward 1 Treasure instead of +1 to a Buyout, Great Success gives automatic control of a TP instead of 1 Treasure, wastes exempt. 
 Composite Grafting, R: Precious Minerals 
 Yes 
 
  Scrying 
 Action Bonus 
 Great Success on Seek Aid grants a +2 bonus instead 
 R: Shiny Object 
 Yes 
 
  Seeker Barnacles 
 Action Bonus 
 Can send Expeditions from any region with an owned Trade Post 
 Graduated Symbiosis, R: Megafauna 
 Yes 
 
  Traveling Scholars 
 Ruler 
 Roll and drop 1 additional d4 when adopting a new non-dynastic ruler 
 R: Talented/Knowledgeable Labour 
 No 
 
  Mamomachines 
 Special 
 Regain 1 Treasure per 3 spent in a round 
 Graduated Symbiosis 
 Yes 
 
  Reactive Refining 
 Special 
 Create a Screechstrobe Cluster with a 3-action Intrigue/Military project 
 R: Volatile/Reactive Metal (resource consumed) 
 N/A 
 
  
 

  Faith  
 
 Spoiler 

 Faith Holy Sites:  Just check the table

 Clerical Support 
101, 122, 124, 126, 141

 Organised Faith Bonuses 
+1 to Impress Actions
Cultural Identity for Buyouts
Prophetic Education (Roll twice for Economy and choose either result when changing rulers dynastically)

 Artefacts 
 Arthan’s Head  As an action (that can be associated with any stat), the owner of Arthan's Head can select a region for the Head to focus on in the next round. This provides a +1 bonus to all actions targeting that region that use the same stat as the action used to focus the Head in the round before.
 Shero'ah Hakkol  One Prospect action per turn in a Wastes region gains a +2 bonus.
 Lesser Piryon Ma’yan  Reduces the action cost of Projects in one region by one action as long as exactly one action’s worth of progress is added to the Project each turn and the Piryon Ma’yan remains in the region the entire time. Currently applicable to Projects with an action cost of 5 (or more). As the Piryon Ma’yan grows, this effect may improve.
 Shadow Pearl  Satisfies Scrying resource prereq, can Seek Aid as a non-action 1/round - if this would make a fail a success the pearl goes Lambent and can't be used. If 2+ pearls are Lambent, reset all pearls and gain Faith if yours wasn't (see miracle for extra details).

 Holy Orders 
None

 Miracles 
Bones of the Ocean - Wastes TPs owned by Cyphiri Way countries count as Holy Sites
 

  Intrigue  
 
 Spoiler 

 Spies 
None
 

  Claims  
 
 Spoiler 

122 - Historicity, Integration
124 - Confederation
126 - Marriage (Strong), Integration
 

  Total Passive Effects  
 
 Spoiler 

 Borders: 
Access Depth 2, Brackish, Glacier, Toxic
Ignore penalty for briny and brackish borders 2/round each, non-battle uses only

 Actions 
Economy actions: -1 Distance Penalty
Buyouts: 2d8 CI
Impress: +1 Prestige, +1 Religion, 2d8 CI if Unruly/Reaved
Sway: +1 Prestige, 2d8 CI if Unruly/Reaved
Exploration: +1 Nacre Rep
Prospecting: +1 Nacre Rep, +2 Artefact (1/round, Wastes only), +1 Tech (Depth 0 only)
Colonisation: +1 Nacre Rep
Claims: +1 Prestige
Investigations: +2 Nacre Rep

 Defensive 
Resist Coercion: +1 Steward Rep
Resist Sack: +1 Steward Rep
Resist Secret: +2 Steward Rep
Resist Supports becoming Open/Unruly: +1 Chora Rep
Resist Sway/Impress: +1 Prestige
Resist Undermine: +1 Tech

 Misc 
Merchant Marine: Extra Economy action, 15 treasure cap, can spend 3 treasure on a roll, foreign TPs in mercantile support regions count towards treasure, can provide two resources through a trade route
Friendly with the Chora: -0.5 distance penalty (-1 if target region has/is adjacent to a Nursery), unit distance losses triggered every 4 effective regions
Building Materials: 1/3 project actions count double
Mammomachines: Gain 1 Treasure for every 3 spent in a round
Joined-Stalk Companies/Seeker Barnacles: Expeditions can be made from any owned TP, and rewards are changed to 1 Treasure on success/automatic control of a TP on great success

 Union Mercenary Exchange 
+1 to Mil actions in 129 (own Aristo support)
Can always coerce trade posts in 129 (own Aristo support)
+1 unit cap (own Merc support)
1 extra defender in 129 (own Merc support)
2/round, spend 3 Treasure to recruit 2 units with one action (own region and both supports)

 Polar-Confederate International Bank Membership 
+2 Treasure Cap (17 w/ MM)
Can spend one extra treasure on Economy rolls (total +4 w/ MM)
May transfer 1 Treasure to other bank members per round as a nonaction
+1 to resisting Sacks and Coercions within regions owned by Bank members
 

 
Aerin
    Titan Actions     Round 23 
 POLAR: 
 
 Spoiler: The Colossus Draig 
 The Azure Colossus Draig, Tadgceallachmarix, The Thunder That Burns 
Demolish Gwrfaedlaithe upon the Plains of Sarkenos (75). Having molted and recovered, the azure Draig seeks retribution for the injuries inflicted upon him several years prior.

 The Vermilion Colossus Draig, Gwrfaedlaithe, The Fuming Ice 
Eliminate Tadgceallachmarix upon the Plains of Sarkenos (75). The vermillion Draig, once injured to the point of near-death, has sprung back to good health after the rest and morale boost of eking out a win on his eternal rival.

The two Colossus Draig have returned to their usual wide-ranging patrols of the glacial seas. It is inevitable that they meet, and that meeting will turn into yet another Titanic showdown. Current forecasts place the battlefield for the destructive combat at the Plains of Sarkenos. Damage to the surroundings may be reduced by making the fight more one-sided. Any nation may send forces to help the Draig of their choice (+1 to their rolls per 2 units sent).
 

 TEMPERATE: 
 
 Spoiler: Something sneaky 
 Region 148 - ??? 
The citizens of Karapu Karaihe suffer a week of intensely gritty local water conditions, as a vast cloud of sediment sweeps into the region from the west. Something absolutely massive must have moved in the nearby depths to have disturbed so much of the seafloor, and yet not a single soul saw so much as a shadow. Whatever happened, it is quickly forgotten as the waters clear back to normal.
 

 TROPICAL: 
As the Eel Without End slithers through the caves underneath the Maw, she disturbs and displaces a variety of lesser titans. Some of the beasts, she manages to catch and consume to fuel her recovery. But others make their way to the surface and cause problems.

The lesser titans described below may be Pursued or Trapped as part of a Titan Hunt without first performing the Tracking step (see Giantslayer mechanics). Non-Giantslayer methods of dealing with incursions may also be effective, depending on the titan.

 
 Spoiler: Senja Bersinar (2) - the Necro-Orca 
It is difficult to truly kill an individual composed of the sentient coral colonies of the Unity. Should so much as a single polyp survive to make contact with a suitable host of bone matter, it can propagate anew. And the Maw certainly has no shortage of skeletons.

The Necro-Orca is one such titanic skeleton of a carnivorous whale: reanimated razor-sharp teeth with an insatiable desire to reproduce the colony by lashing out at other vertebrates. It descends like vengeance upon the capital of the Lambent Syndicate, wrecking havoc upon buildings and population alike.

 The city of Indah’s Throne is Sacked. It cannot be used and provides no bonus until restored with an Economy action. 
 

 
 Spoiler: Kaarme (14) - the Fire-bellied Seatoad 
A fiery orange and red Seatoad of enormous size surfaces near Kaarme. Preliminary attempts by the local garrison to attack it were slaughtered, as any touch of the Seatoad’s warty skin or lash of its barbed tongue rendered paralysis. For the moment, it seems to have contented itself snacking upon worshippers at a regional Holy Site, impaling them with its tongue and later burping up the charred remains of their skeletons. While not terribly dangerous at the moment, it may prove catastrophic if the Seatoad moves west and attempts to consume Ching He’aang, Lojan’s explosive gems.

 Holy Site 2 in Kaarme is Sacked. 
 

 
 Spoiler: Neraka Berpasir (22) - the Huge Halibut 
A flatfish of gargantuan size shimmies out from hibernation underneath the sands of the region, only to settle back down as a tough leviathan pancake covering the major settlements and trade posts. The region is cast into perpetual darkness and slowly suffocates under the immense pressure of the Halibut’s lethargic form.

 All actions except Titan Hunting in Neraka Berpasir (22) have their TN increased by 4. 
 

 
 Spoiler: Region 30 - the Mesmerizing Angler escapes from the Hollow Vessel 
The Hollow Vessel successfully manages to locate a lesser titan in the depths of Region 30. Unfortunately, his animalistic style of tracking means that he is particularly susceptible to the alluring bright light of the Angler. Once the creature has properly attracted the Vessel, it emits a high-powered blast that stuns and incapacitates him. The Angler calls out an ear-splittingly loud taunting call, then quickly departs the area before the Vessel can regain his senses. In its wake, it leaves only broken and pulverized coral.

 TP 1 in Region 30 for Branch Coral is destroyed. 
 

 
 Spoiler: The Lighthouse tames the Omnichromatic Tiger 
The Omnichromatic Tiger proves to be a playful, social animal when tamed with copious quantities of fresh meat. Even its Scintillating Madness is just a tickle in the back of your mind once you get to know it! Harmless, honestly! No side-effects for prolonged exposure here!

 The Omnichromatic Tiger acts as a unique Artifact  which can be assassinated or kidnapped like a mechanical character with great difficulty. It requires a Champion or Beast to handle it in battle and may only participate in one battle per turn , and is lost if its handler is lost .
Effect: +2 to battle if outnumbering, -2 enemy leader loss
EDIT: When the Omnichromatic Tiger participates in battle, it rolls leader loss with a +1 bonus.

The Tiger ambiently produces Rainbow Bands (Esoterica) when any non-occupied mechanical character or other tamed titan is assigned to play with it as a non-action.
 
Torv
   The Nanuuq Constellation  
 
  The Fraying Mind 
D3 - M6 - E3 - F8+2 - I9 
 
  Actions  
 
  Faith  - Tune the Spires of Dissonance (2/5) 
  Faith  - Tune the Spires of Dissonance (3/5) 
  Economy  - Complete the bank (2/2) 
  Faith  - Tune the Spires of Dissonance (4/5) 
  Faith  - Tune the Spires of Dissonance (5/5) 
 
  Non Actions  
The Dissonant - Investigate Gwen's speech  (17) 
  News and Rumours  
mystic1110
 
   

Leader: Shark King, Herald of the God-Fish

D:4. E:2 M:10 F:8 I:6  
Regions - Units:

Polar Dogmatists are in Region 80 and have 9 Units
Temperate-Old Guard are in Region 99 and gain 1 Unit and are at 7 Units.
Tropical-Marrow Feeders are in Region 158 and have 2 unit remaining.

 Interaction actions  - See Opener

 Shark People – (Polar-Dogmatists) – Actions: 

1 Attack 77 through 78 - with subcommander and 9 units - with the betrayal of the Bell-Keeper (or what they view as a betrayal as the Bell-Keeper got involved in their raids), the SHKs retaliate for those they lost.
2. Convert a Holy Site - 73.2

 Shark People – (Temperate-Old Guard) – Actions: 

1. Convert a Holy Site 102.1

 Shark People – (Tropical-Brain Eaters) – Actions: 

1.  Secret Action - Approved by GMs 
 Non-Actions 

1. Accept all TPs, Techs, Treasure and Artifacts

 
 Spoiler: Diaspora 
Units:
Treasure: 5
Trade Posts:
56.1 – Herring (FOOD)

General: Gwasgymarchog (8) - Tac Doc - One Thousand Arms (Must be attacking; -2 to Maneuvering roll, +4 to battle roll, and +20% enemy casualties. On battle victory, make three free Sack attempts then return region control to previous owner. If lose Maneuvering but win battle, make two free Sack attempts then return region control to previous owner. Treat Footholds (ties) as battle victories but make one less Sack attempt.)
 
farothel
  The Hymenocera Expanse
Region 3 (Tropical)   
 

Leader: High King Lord Deca V
Diplomacy: 10
Military: 9
Economy: 12
Faith: 10
Intrigue: 8  
 Actions: 

[1][diplomacy] Host Sealympic games
     
 Spoiler: subactions 
-tech trade: Scrying and Sulphurous Secretions to KNH in exchange for Oxygenating Implantations, Megafaunal Caravans, Megafaunal Tailoring
 

[2][intrigue] explore South or region 34, West of region 36 (TN12, distance -4 (7 regions), add treasure, investigate use ABS+2 bonus, +2 rep 2 DNA)  15, success 
[3][intrigue] explore North of region 147 (TN12, distance -3 (6 regions), add treasure, +2 rep 2 DNA)  15, success 
[4][Military] recruit unit
[5][Military] Impress aristocracy region 23 (TN14, -1 distance, +1 treasure)  11, failure 
[6][economy] buyout TP23.2 (Glisterprisms) (TN12, -1 distance, +1 treasure)  15, success 
 rolls 

Non Actions:
-resist all sways/sacks/buyouts/attempts to destroy Org Bases/... unless otherwise noted
-SPY: Lady Atyoida defends Expanse interests, including the Sealympic games
-provide DNA with resources for 'Stopgap Supply Run' (TP30.1 Branch coral as High Quality Building Materials, TP4.2 Eye Weed as High Strength Fibers)
-Host and participate in the Sealympic games
-hunt Abalone meat in region 33 to provide during the Sealympic Games
-send 2 units to the Divine Nacres (Go set a Watchman)

 
 Spoiler: Bookkeeping 

TP: region 3, TP1+TP2+City (carapace armour)
region 4: TP1+TP2 (Eye Weed)
region 7: TP2 (artifacts and treasure)
region 12: TP2 (Crystal Chips)
region 13: TP1 (Rocksplinter Stars (starfish))
region 15: TP1 (granite slabs)
region 32: TP1 (glisterprisms)
region 28: TP1 (Tiny Turtles)
region 29: TP1 (Spinecrab)
region 153: TP3 (decor)
region 161: TP1 (Flowersalt)
region 192: TP1 (Perilous Soot)

Passive income: 3/turn

Units: 11/11
treasure (EOT): 7

Technology:
Composite Grafting
Graduated Symbiosis
Photospore Signaling
Supernatic Propagation
Trophic Deconvolution
Anoxic Adaptation
Filtration Grafts
Bioluminescent Navigation
Papershell Draft-Cuttle
Scrying
Sojourn Suits
Seeker Barnacles
Sulphurous Secretions

Favors:
owed:
gained:
-Abyssal stewards: 0
-The Divine Nacres: 0
-Chelonian Chora: 3

 New stats 
stat increase:
Diplomacy: 10
Military: 9 +1
Economy: 12
Faith: 11
Intrigue: 8 +1

 Organisation reputation 
Abyssal Stewards: 4
chelonian chora: 2
divine nacres: 2
international prestige: 2

 
 Spoiler: artefacts 

Dreamcatcher’s Needle: +1 to 1 roll/round opposing the Dissonant or their patrons
Black Pearls "The World Garden of the Sakura-Jin grows the Ebon Oyster! Each state that has or gains a cultural exchange, trade route, or vassal-liege affiliation with, or who holds a support in a region owned by, the holder of the Ebon Oyster (currently the Sakura-Jin) may magically recieve a Shadow Pearl, a strange orb that sucks light from the surrounding area. The owner of the Ebon Oyster chooses whether a state gains a Shadow Pearl. The World Garden may never hold a Shadow Pearl, even if they lose the Ebon Oyster. The Shadow Pearl counts as a "shiny object" TP for the purposes of fulfilling the requirements of the "Scrying" technology. Each holder of a Shadow Pearl may Seek Aid as a non-action once per round. When this non-action is taken, if the roll would have failed without the bonus from the Shadow Peal Seek Aid, the Shadow Pearl becomes Lambent and the holder loses all benefits until it resets. If two or more Shadow Pearls are simultaneously Lambent, all Shadow Pearls are reset, restoring their effects to their holders. For every two Shadow Pearls that were Lambent, the holder of a random Pearl that was not previously Lambent gains one point of Faith as if they had taken two additional Faith actions during the round following the reset. E ach holder can only benefit from this once per reset, so if more than 2/3 of the Pearls were Lambent, the effect is partially wasted."
 

 

 
 Spoiler: News 

-The Sealympic games are finally here.  With the final venues build and extra hotels and the like also ready to handle the projected influx of visitors.  Special frequencies have been put aside on the communications network for reporters so people who couldn't come over would also get the latest news.
 

 
 Spoiler: military 

-1 regiment infantry is recruited.  As they have a base in Hymenocera territory, 2 regiments infantry (the new one and the 11th Belosa National Guard) are send over to the Divine Nacres, mostly to protect the holdfast in Belosa.

-With the new TIMA alliance in place, the Hymenocera send a regiment of cavalry to train with their allies, but on the way there, they will escort the merchants to region 23 and show the flag over there.  It was good that they had done so, as the Lighthouse chose that time to invade.  As they were allies, they managed to get out without too much trouble, but the aristocrats of the region had other worries.
 

 
 Spoiler: Diplomacy 

-during the Sealympic games, representatives of the Kar-Nath Hegemony and the Hymenocera Expanse come together and decide to exchange technologies.  The Expanse sends a few professors of the main university over to the Hegemony to facilitate this exchange.
 

 
 Spoiler: Economy 

-the Expanse trade guilds consolidate the Expanse trade in region 23.
 

 
 Spoiler: Exploration 

-2 exploration teams are send out.  One, with the assistance of the Abyssal Stewards, heads south to go and have a look next to the region discovered a couple of years ago.  Another exploration team, free of the Eel Without End, heads North to go and have a look around those regions.
 

 
 Spoiler: Ludis Ire Ludis athlete selection 

team 1: Codsled races
Some of the younger people of the Expanse are always in for a thrill.  The canions of the new region provide all the training grounds they need.

team 2: waste sailing
As the Expanse has a very large border near the wastes, they can train well for this event.

team 3: seaquestrian
There are many seahorses in the Expanse, providing a lot of potential for this event.
 
Corona
    Most Serene Lojanese Republic   
 Time: Round 23, Place:  Regions 5, 6, 9, 11, 12, 13, 14 and 15 
Prime Minister Lairmkam Kulal
Diplomacy: 5
Military: 6
Economy: 6
Faith: 6
Intrigue: 1
 
 
 
 rolls 
 Actions: 
 
  [Military]Subdue the Seatoad?  Send general Zabkrew using TD Graceful Show of Force, 2 units using:
Armor: Crimson Cuirasses (+1 to battle, Hardplate Fungus)
Fortifications: Razor Current Netting (+10% enemy casualties and +1 to maneuvering rolls)
Combat Drugs &amp; Medicine: Devolving Standardized Integrations (Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost, none)
 Beasts killing peaceful citizens and destroying holy places will not be tolerated on Republic soil. A small detachment of the army is sent to contain and deal with the problem. If it is possible to capture the monstrous frog alive, they will do so, but they are under orders to kill it if trying to capture it would risk further loss of lives - a corpse can be scientifically examined for determining the origins of the monster just as well.  
  [Military]Raise unit  
  [Diplomacy]Sway clergy in Lojan (9)  5 Diplomacy + 1 treasure + 1 city Sheade + 2d8 (CI) vs TN 18 (reaved)  15 
 The government attempts to assuage merchants complaining about the lack of sprirituality in the capital.  
  [Diplomacy]Sway aristocrats in Nguurhaln Polanau  5 Diplomacy + 2d8 (CI) vs TN 12 (owned region)  14  
  [Economy]Buy out TP 5.2 Waveweed Root  6 Economy + 2 merchant support + 1 Artful Acquisitions + 2d8 (CI) vs TN 12  18  
  [Economy]Restore Ching He'aang TP in Lojan (9) 1/3 
 
 
 Non-Actions: 

Send Artful Acquisitions to GTZ in exchange for receiving Adventuring Parties
Gift Artful Acquisitions to LSD and LIT

Spy secret nonaction... todo

Supply LIT with Crystal Chips
Supply region 11 DI with Kelp Fiber from LSD trade route
Supply LSD with Selachian Mercenaries through trade route


 News and Rumors: 
 
 Spoiler: Ruler 

 Prime Minister Lairmkam Kulal 
Next round stats:
Diplomacy: 6
Military: 7
Economy: 7
Faith: 6
Intrigue: 1

New ruler next round? No.

Note to fellow players: I want to live dangerously, so you may assassinate, kidnap or otherwise ravish my rulers at any time. You don't need to approach me first, surprises are fine too. IC resistance and retaliation will be be offered, of course. 🙂
 

 
 Spoiler: Country Info, last update R11 

 Special Actions Available:  D5 M5
 Special Actions Used: 
  Diplomacy  
 
 Spoiler 

 Region Ownership/Claims/Supports  Table to be simplified?


 Reputation/Favours  To be updated
 The Abyssal Stewards:  Rep 1, 1 Favours (Expected Change: +1 Rep)
 The Chelonian Chora:  Rep 0, 0 Favours (Expected Change: None)
 The Divine Nacres:  Rep 1, 0 Favours (Expected Change: None)
 International Prestige:  Rep 2, 0 Progress (Expected Change: None)

 Cultural Exchanges 
Lambent Syndicate
Coral of the Protected Statera RIP

 Cultural Identities 
Let's Have a Cuppa - 2d8 to Swaying
 

  Military  
 
 Spoiler 

 Units:  9/10 (Expected Change: ??)
 
 Republican Guards - recruited R1, was destroyed in the 1st invasion of Kaarme, rerecruited R12 
 1st Selachian Battalion - hired R2, looted a temple in Bloodhome, fought in the 1st invasion of Kaarme 
 2nd Selachian Battalion - hired R2 
 Black Guards - hired R3, assassinated the Plo'uogoar 
 Selachian Elites - gained R7 
 Region 13 unit - gained R9 
 Sheade Regulars - recruited R10 
 Special Operations Forces - recruited R11 
 Kaarme Nobles - recruited R11 
 
 Generals 
Zabkrew - Mil 9,  Graceful Show of Force :
+1 to tactical maneuvering
-20% enemy casualties
-20% own casualties
+12 to enemy leader loss roll
+2 to own leader loss roll
You may make a Sway attempt against a randomly determined support in the battlefield region (regardless of the outcome of the battle)

 Fortresses 
Huurdrav, Lojan

 Perfected Tactical Doctrines 
None

 Military Technologies 
 Death Commando Conditioning  +1 to battle, requires Lamia Extract
 

  Economy  
 
 Spoiler 

 Treasure:  7 (Expected Change: -4+3)
Trade post income: 3 Treasure/round

 Trade Posts  List to be simplified
 Total Owned  ?? (?? for Treasure gain)

 Cities 
Sheade, Lojan - Swaying
Oarngalau, Selach - Battles

 Trade Routes 
Coral of the Protected Statera RIP
Lambent Syndicate
Lighthouse
Forests of Astral Yearning

 Specialised Ships 
Losinka Alaku: A Specialized Ship in the form of a Juvenile Reefback with an experienced crew. +4 vs theft, +1 to Explorations and Buyouts made with it.

 Civilian Technologies 
 Megafaunal Tailoring  No mechanical effect
 Graduated Symbiosis  No mechanical effect
 

  Faith  
 
 Spoiler 

 State Faith:  Shimmers of Unseen Bane

 Faith Holy Sites:  lots

 Organised Faith Bonuses 
+1 Conversions, 2d8 to Impressing

 Artefacts 
None

 Holy Orders 
None

 Miracles 
SUB followers can cross toxic borders.
 

  Intrigue  
 
 Spoiler 

 Spies 
Intrigue 7 Spy
 

 
 Spoiler: Interesting quests 

 ABS 

[Offer] Bounty of the Depths -

(Offer: The Abyssal Stewards are offering Treasure! Benefit: 2 or 5 Treasure. Cost: 1 Favor for 2 Treasure, 2 Favors for 5 Treasure. Duration: Available until the end of Round 15. Details: Available to countries of Reputation -1 or higher. )

[Opportunity] Fueling The Forge -

(Opportunity: Countries may provide Units, Food, Labor, or Heat Sources to repay debts to the Abyssal Stewards. Reward: 1 Favor. Cost: 2 Units or 1 suitable Trade Post per Favor. Deadline: Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice. Details: Non-action to gift Units/Trading Posts. May not be used if no Favors are owed. )

 CCA 

[Action - Faith] Work on a means of unmaking the Dreaming Dead 2/? -

[Request] A Little Less Lonely Road -
(Request: The Chelonian Chora would be delighted to see established countries keeping them company in the Wastes. Reward: +1 Reputation for successfully Exploring or Prospecting a Wastes region. On a Wastes region Prospecting roll of 16 or higher, +1 Favor. Penalty: None. Deadline: Available until the end of round 15. Details: Available to countries with Reputation -2 or higher. Max of +2 Reputation from this request per Country.)

[Opportunity] An Appetite For Abundance -

(Opportunity: Countries may provide Treasure, Luxuries, Esoterica, or Fertilizer to repay debts to the Chelonian Chora. Reward: 1 or more Favors. Cost: 3 Treasure or 1 suitable Trade Post per Favor. Deadline: Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice. Details: Non-action to gift Treasure/Trading Posts. May not be used if no Favors are owed.)

Taboo: The Chelonian Chora have a religious vendetta against The Dreaming Dead. Penalty: -2 CCA Reputation for adopting The Dreaming Dead as a state religion; additional -1 CCA Reputation every turn thereafter unless abandoned, which grants +1 CCA Reputation. Duration: Indefinite. Details: None.)

(Task: Cooperate in the creation of the Songline of the Sunlit Seas. Available for Tropical zone countries only. Reward: +2 Favors (max); if Project is completed, additional reward given to all contributors. Penalty: None. Deadline: End of Round 12. Details: 1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Songline. 1 Favor earned for spending a Faith action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires.)

 DNA 

[Opportunity] A Need For Knowledge -
(Opportunity: Countries may provide Technologies, Toxins, Exotic Flora, or Exotic Fauna to repay debts to the Divine Nacres. Reward: 1 or more Favors. Cost: 1 previously unknown Technology or 1 suitable Trade Post per Favor. Deadline: Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice. Details: Non-action to gift Technology/Trading Posts. May not be used if no Favors are owed.)

[Offer] Survival Of The Fittest -
(Offer: The Divine Nacres are offering to procure Trading Posts for countries they like through means some might consider predatory. Benefit: The Divine Nacres will attempt to Coerce Trading Posts on a country’s behalf. Cost: 1 Favor per Coercion attempt. Duration: Available until the end of Round 15. Details: Normal restrictions on Coercion apply. Available to Reputation 1 or higher countries, and will not target TPs belonging to countries with a higher Reputation than the requesting country - other Organizations are considered to have a Reputation of 2 for this purpose.)

(Circumstance: The Divine Nacres are returning to their traditional seclusion. Benefit: None.Penalty: The TN to Raise Reputation with the Divine Nacres is increased by 2. Additionally, when using a Favor to Raise Reputation, it still requires a roll (though not an action), but the country which spent the favor gains a +2 bonus on said roll. Duration: From the start of round 10 to the end of round 15. Details: None.)

 PRS 


[Honor] Remarkable Reconstruction -
When a country rebuilds a TP or Holy Site that was destroyed by the Reavers, they may choose to let it enter play Open, rather than under their control. If they do so, they gain +1 Prestige. If a country donates 2 Units as a non-action to a region that lost units to the Reavers, they gain +1 Prestige and the region no longer qualifies for such donations by other countries. If a country successfully Sways or Impresses a Reaved Faction in a region they don’t control, they may choose for it to become Open instead of gaining the Faction’s Support; for every second Faction they restore in this way, they gain +1 Prestige. Special: Any country may rebuild Holy Sites or TPs destroyed by Reavers in uncontrolled regions. If multiple countries donate Units to a region that lost units to the Reavers, they both gain the Prestige, and the region gains the Units from all such donations received.

[Mystique] Renegades, Turnskins, And Defectors -
The first country in each starting zone to successfully Incite Betrayal will gain 1 Prestige. The first rebellion to arise on behalf of a specific country in each starting zone will gain that country 1 Prestige. The successful use of either the Galvanize Partisans Intrigue 5 Special Action or the Spark Claimant Revolt Diplomacy Action will suffice for fulfilling the second half of this opportunity; the Inspire Uprising or Spark Rebellion actions will not.


[Piety] The Religious Community -
(Opportunity: The first country in each starting zone to found a Holy Order will gain 1 Prestige. Duration: End of round 12. Special: If multiple countries in the same starting zone found a Holy Order in the same round before any others, both countries will gain the additional Prestige.)

 Indefinite duration effects 

[Strife] Big Fish In Small Ponds -

Prestige and PRS Rank will no longer correlate one to one: to reach PRS Rank 3 from PRS Rank 2 will require 2 Prestige, while reaching PRS Rank 4 from PRS Rank 3 will require 3 Prestige. This Prestige does not have to be earned in the same turn. Reaching PRS Rank -3 from PRS Rank -2 requires the loss of 2 Prestige in the same turn. If all available positions at a given PRS Rank are occupied when a new country would reach said rank, the country which gained Prestige least recently has their PRS Rank reduced by 1. Ties are resolved by roll-off with the tying country’s highest respective attributes, with the lowest rolls losing. Changing rulers will no longer result in PRS Rank loss when at PRS Rank 3 or 4, but will reset any accumulated Prestige to 0.
Special: The loss of Prestige still causes a loss of PRS Rank. Gaining Prestige when at PRS Rank 2 or 3 which is insufficient to rise to the next PRS Rank, or gaining Prestige when at PRS Rank 4, still counts for determining which country gained Prestige least recently. Losing PRS Rank resets the clock and clears out any accumulated Prestige which was insufficient to reach the next Rank, and counts as an instance of gaining Prestige for timing purposes only.

[Renown] A Monumental Undertaking -

Can work on one monument or similarly grand project in a region you control as a non-action. This requires a fluff description of the ongoing work, design, difficulties, progress, or similar. Three to four sentences should usually be sufficient. When beginning such a project, must decide on a 3-part project (+1 PRS) or 5-part project (+2 PRS).

[Acclaim] To Greatness -

Sea Power, Empire, Merchant Marine, or Holy Sea -&gt; 1 Prestige. Usurpation results in Prestige loss for the usurped country.

[Honor] Blood, Stone, and Ink - PRS treaties can be made.
[Affluence] Opulent Optics - May spend 5 Wealth as non-action to gain 1 Prestige.
[Mendacity] A Lack Of Commitment - Prestige loss if a country Oppresses a faction in a region on which they have a Confederation claim. Prestige loss if a country backs down from an Ultimatum it has made.

[Notoriety] The Fragility of Fear -
[Ignominy] Stigma, Scandal, and Shame -

Prestige loss will be assigned: experience a rebellion in response to a failed Oppress Faction or Impress Aristocracy action, commit gross atrocities.
Prestige loss may be assigned: forced to acquiesce to a rebellion’s demands, badly lose a battle heavily favored to win, grossly humiliated or suffer a gross embarrassment.
Return captured general: can give -1 PRS to the other party, captured ruler: -2 PRS.
 

 
mystic1110
     &lt;Herring&gt;
  &lt;fish-head&gt;
 &lt;scale {wake up} &lt;/scale &gt;
&lt;scale {meta - typing} &lt;/scale &gt;
&lt;scale name=“generator” = classified &lt;/scale &gt;
&lt;scale name=“referrer” = esoteric one one one zero &lt;/scale&gt;
&lt;scale {WAKE UP}&lt;/scale &gt;
&lt;/fish-head&gt;
 &lt;dorsal fin&gt;
&lt;scale&gt;
    &lt;Spawning Herring Pattern ______&gt;
 &lt;Update Round ______ Patches&gt;
    &lt;Spawning Herring Pattern ______&gt;
&lt;Update CHILD OF PEARL Patch&gt;
&lt;Update CRYSTAL Patch&gt;
    &lt;Spawning @  Region 55 &gt;
    &lt;Spawning @  Region 56 &gt;
    &lt;Spawning @  Region 57 &gt;
    &lt;Spawning @  Region 58 &gt;
    &lt;Spawning @  Region 59 &gt;
    &lt;Spawning @  Region 179 &gt;
    &lt;Spawning @  Region 187 &gt;
&lt;Update Vassals Patch&gt;
    &lt;Spawning @  SHK &gt;
    &lt;Spawning Herring Pattern ______/scale&gt;
 &lt;/dorsal fin &gt; &lt;/Herring&gt;  
   Deep Blue 
 
 Leader: Deep Blue Version ______

D:11 M:12 E:10 F:10 I:12   
 
  
 . . . checking for external stimuli requiring regulating of new herring swimming patterns . . .
. . . [found] . . .
. . . [not found]. . .
. . . executing dictates . . . 

&lt;Herring&gt;
  Actions: 

1.  Intrigue  - Grab Blacktide's Dead Body and hook him up to an Implanted Personality Mindnet - let's see if the mind lasts after death?
2.  Intrigue  - We Radiant Few using employees of  Separatum Corporate Holdings
3.  Diplomacy  - Event to trade with SEN. Sub-Actions - Provide all tech owned, including Implanted Personality Mindnets to SEN.
4.  Intrigue  –  Secret Action 
5.  Faith  - Boldly step through the Gate using DPB's consciousness, trusting the Cathedral of Comprehension to have a back up of it.
6.  Military  - Raise Unit

 Non-Actions: 

1. Accept all artifacts, technology, treasure, trade routes, cultural exchanges.
2. Vote for SEN's waste name
2. Spy Action.

 
 Spoiler: Memory Matrix 

Units:14

Cultural Exchanges:
Shark People
Gravetenders
Shifting Ennead

Tech:
Electrodialytic Staurozoa

Child of Pearl Abilities:

1) Actions that did not contribute for a stat gain in a round are counted for the sake of stat gain in the round after;
2) Children of Pearl may choose to perform two Special 5 Actions rather than one when using a Special 10 opportunity for the purpose;
3) Once per Round, a Child of Pearl may spend 1 Treasure in order to either: use their previous ruler’s attribute score in place of their own for a roll, with a penalty to the roll equal to the number of rounds since their last ruler change; OR roll twice for an action or resistance roll and use the better result (Treasure costs associated with such a roll are doubled).

Effulgent Witness abilities:

1) While an Effulgent Witness has a Reputation of 2 or better with the Abyssal Stewards, they are unable to be targeted by the effects of the Abyssal Stewards’ Secrets of the Depths. Additionally, their die size for all die rolls targeting Titans or resisting the effects of Titans is increased by one step; this stacks with any other effects that change die size, such as Cultural Identities.
2) Most of an Effulgent Witness’s powers depend on their Core Fragment, an artifact with which they possess a unique bond; even if it is stolen, they always know the location and exactly who is in possession of their Core Fragment. Additionally, they have a +4 bonus to resist such thefts as long as it is not stored within a Holy Order, and a +4 bonus on any action which would retrieve their Core Fragment.
3) An Effulgent Witness’s maximum attribute scores are increased to 12, rather than 10. If they are not in possession of their Core Fragment, any attribute above 10 is treated as being a 10 for all purposes. When rolling for an action of an attribute above 10, they may choose to roll as if their attribute was 10; if they do not, then at the end of the round, they must make a leader loss roll with a -1 penalty for each such action beyond the first; on a 1 or lower, they are consumed by the intensity of the powers they are wielding, and die. Resistance rolls do not necessitate or add additional penalties to these leader loss rolls. Additionally, whenever an Effulgent Witness personally participates in a battle using an effective Military score above 10, their effective unit count is increased by 1 as a result of their personal power.
4) While in possession of their Core Fragment, an Effulgent Witness may take a special action using any attribute to roll all appropriate resistance rolls on behalf of one of their Vassals, for one turn. This does not allow rerolling failed resistances the Vassal may have already attempted.
5) An Effulgent Witness may use their Core Fragment to tap into the same energies utilized by the Abyssal Stewards; they are always considered to possess the Magma Forges technology (which is impossible to trade) while in possession of their Core Fragment. Additionally, once per turn as a special Faith action, they may attempt to refine their Imperfect Core Fragment through a form of focused meditation which is more effective in deeper regions.
6) Pressurized Passion: While an Effulgent Witness has both their Core Fragment and a Reputation of 3 or higher with the Abyssal Stewards, they gain +1 Depth access and a bonus to all Faith rolls in Deep regions equal to the region’s Depth level. The bonus to Seek Aid rolls depends on the region of the targeted action.
 
Frostwander
     Costa Sereia - Merchant Marine    
 Region 134 - Palacia
Region 103 - Taifre Mandala 
Turn 23
  
 Actions: 

1)  [Diplomacy]  Sway Faction: Mercantile - Region 131 using Luminous Crystals to fulfill desired import ( Roll: 15 - failure )
2)  [Diplomacy]  Sway Faction: Aristocracy - Region 134 ( Roll: 11 - failure )
3)  [Economy]  Impress Faction: Mercantile - Region 122 using Pure Berries to fulfill desired import ( Roll: 13 - Success )
4)  [Economy]  Impress Faction: Mercantile - Region 128 using Whispering Eggs to fulfill desired import ( Roll: 15 - Success )
 Madrina Revelle puts into place a number of alterations to the training programs of the Costa ambassadors. Many of the costa heads are skeptical of the need for these adjustments, but the madrina insists the techniques be learned and allowed to prove themselves. She expresses that the predations of the Reavers, and the toll of other chaotic events in the recent decades, have left many people bitter and unreceptive to the flowery and delicate words often offered as reassurances. Clear talk and realistic expectations will do more to bring order and comfort to rustled fins. 

5)  [Economy]  Buyout Trading Post - Region 160 TP3, Blackbeaked Dolphins ( Roll: 14 - Success )
 The costa are eager, as ever, to expand into new markets. Merchants and pathfinders are prepared to depart the very moment the Aniwana Route is established. 

6)  [Economy]  Impress Merchants - Region 97, using Luminous Crystals to fulfill desired import ( Roll: 14, Success )
 Further recovery efforts from the Reavers. 
 Non-actions:  
What secrets hold the Deep?
Spend 4 Treasure on Sway (region 131), 3 Treasure on Sway (region 134), 7 total.
Receive Support from Splendid Miru Miru on buyout of dolphins in Neralam.

Contestants for the Sealympic Games:
 Breaching  -  Jaco Barros, acolyte at the Temple of Leocidia, noted for the amount of time they spend out of the water caretaking the temple of the sky, and their study of style in silhouettes. 
 Swordfishing  -  Ilanda Loura, daughter of the illustrious General Illdo Loura, has been trained in military strategy and combat since a young age.  
 Seaquestrian  -  Felipina Mascerena, a ghostkoi sereia who has made a sensation in the aquaestrienne scene of Palacia, known for her signature style of velvet coat and fishnet skirt, with a tall kelp-felt top hat. 
 
 Spoiler: Leaders and Prominent Figures 
 Leader:  Revelle Alverna (Diplomacy 5; Military 5; Economy 8; Faith 4; Intrigue 3)
End-of-turn increase: Diplomacy +1, Economy +2
New Leader next turn: No

 Generals:  Illdo Loura (Military 8)
 Spies:  Veruha Mascerena (Intrigue 7), Circo Luto Perdida (Intrigue 8)

 Other:  Duarto Alverna, retired; Gaspar Peixoto, Business Counsel; Illdo Loura, Militia Commander; Rain Loura, Venture Financier; Havardr Perna, Priest of Desderia; Salom Resende, Arete Priestess; Paidre Peixoto; Conseco Loura
 

 
 Spoiler: Relations of State 
 Cultural Exchanges:  The Gotezhar (138); The Cyphiri Union (122); The Kar-Nath Hegemony (77)
 Trade Routes:  The Gravetenders (78), Splendid Miru Miru (153)
 

 
 Spoiler: Resources 
 Units:  Sereia Militia x5, Nereid Scholastic Guard x2
 Treasure:  15
 Artifacts:  Peninah Ayin (location unknown), Screechstrobe Cluster (2/3), Shadow Pearl (Lambent), Reliqua of Arete Priestess Earlee
 Reputation:  ABS (2); CCA (0); DNA (0); PRS (1)
 Favors: 
 Cultural Identity:   Practical Curiousity - 2d8 Investigations
 Capital Region:  Palacia
 Cities:  Cadid Santuario - Region 134 (+1 Sway Faction)
 Fortresses:  Great Scar Fortress - Region 103
 Aristocrat Support:  134(C), 103
 Effective Trading Posts 32 (3 income): 
&gt;  Adventuring Scholars  - 103 Merchant Support (No TPs)
&gt;  Barnacle Glue  - 119 Merchant Support (No TPs)
&gt;  Bioluminescent Tunicates  - 117 Merchant Support (No TPs)
&gt;  Cobalt Dye  - 134 TP1, City &amp; Merchant Support
&gt;  Fertile Soil  - 60 TP1
&gt;  Fortified Bonemeal  -  112 Merchant Support (No TPs) 
&gt;  Giantsbane Seeds  - 114 TP3 &amp; Merchant Support
&gt;  Liming Snails  - 115 TP2
&gt;  Luminescent Crystal  - 135 TP2
&gt;  Mineblossom Sponge  - 130 TP2 &amp; Merchant Support
&gt;  Phosphorite  - 113 Merchant Support (No TPs)
&gt;  Plankton  - 124 TP2 &amp; Merchant Support
&gt;  Pure Berries  - 138 TP2
&gt;  Ray-Ear Seaweed  - 127 Merchant Support (No TPs)
&gt;  Razorglass  - 128 TP1 &amp;  Merchant Support  (reaved)
&gt;  Refugee Workers  - 96 TP1
&gt;  Talented Crabs  - 65 Merchant Support (No TPs)
&gt;  War Cultivator Supplies  - 97 TP2
&gt;  Wave Scorpions  - 133 Merchant Support (No TPs)
&gt;  Whispering Eggs  - 176 TP1
&gt;  Wild Armored Gharials  - 137 TP1
&gt;  Merchants by Proxy  - 12
 Primary Religion:  Brilhinte (10 Holy Sites)
&gt;  Temple of Jurxo  - 97 HS1
&gt;  Escola Academia  - 103 HS1
&gt;  Escola Experia  - 103 HS2
&gt;  Temple of Duarge  - 103 HS3
&gt;  Temple of Raquela  - 134 HS1
&gt;  Temple of Desderia  - 134 HS2
&gt;  Temple of the Deep  - 134 HS3
&gt;  Temple of Leocidia  - 137 HS1
&gt;  Temple of the Eighth Divine (pending rename decision of the Conclave)  - 137 HS2
&gt;  Temple of Narcis  - 173 HS1
&gt;  Clergy Support  - 103, 134, 137
&gt;  Holy Site Bonuses:  (5) +1 Seek Aid; (10) CI: 2d8 Buyout Trade Posts
&gt;  Holy Orders:  Panhellis Ceuabrir (Camaraderie of the Open Sky) - Region 137
&gt;  Miracles:  Harmonious Currents
 Civilian Techs:  Composite Grafting, Trophic Deconvolution, Megafaunal Tailoring, Photospore Signaling, Graduated Symbiosis, Supernatic Propagation, Anoxic Adaptation, Electrodialytic Staurozoa, Mitochondrial Regulation, Bioluminescent Navigation, Holographic Certification, Filtration Grafts, Sojourn Suits, Mamomachines, Papeshell Draft-Cuttle, Scrying, Reactive Refining, Multi-pigmented Photospores, Adventuring Parties, Megafaunal Caravans, Oxygenating Implantations
 Military Techs: 
&gt;  Dropped Weaponry  - Supermarine Artillery
&gt;  Fortification  - Razor Current Netting
 
Aerin
    NPC Actions     Round 23 
 Reminder:  Rebellions make a Sway attempt against another faction in their region at the end of the round. If successful, they may gain a new commander, new techs, and/or more units.

 POLAR 
 
 Spoiler: The Draigiau Residuum Gathering (DRG) 
  
    The Draigiau Residuum Gathering    
Gwenfrewi Llywelyn, the Rising Hope
Dip: 5, Mil: 4, Eco: 3, Fai: 6, Int: 2
Treasure: 0, Units: 3 
 Gwenfrewi steps up to rule the remaining Draigiau as the first leader of the newest generation, too young to have personally fought in the war against the Ennead. Though youthful, she shows promising leadership and has a bright vision for the future. 
 Military: Raise a unit 
 Military: Raise a unit 
 The first step in rebuilding the mighty legend of the Draigiau is to rebuild the nation’s trained forces. For defensive use only, of course. 
 Faith: Construct a new Holy Site in Region 70 [2/3] 
 Rebuilding is not enough; the Draigiau must also grow and expand. To this end, Gwenfrewi continues the work begun by her predecessors to expand the egg incubating capacity of the region. 
 Faith: Seek Aid on the Splendid Miru Miru’s invasion of Region 151 ,  14 
 The most promising characteristic of Gwenfrewi is her willingness to accept that other nations can also be mighty without diminishing the might of the Draigiau. She seeks to foster cooperation with those of the Flowing Way from afar. 

Non-action: Provide Dragon Scales to the Nathi through the Trade Route
 The Nathi remain steadfast allies to the Draigiau. 

Attribute increase: +1 Military, +1 Faith
Spy non-action
Hinder and resist all conversions in Aelwyd Adferiad (71) and Region 70
Specials used: None
Characters:
- Malcolm (Int 8)
- Lenwyggd the Crusher (Mil 8, Crawling Advance: -10% casualties, +1 to battle)
 

 
 Spoiler: The Dancers of the Untamed Reefs (DUR) 
  Region 187 Rebellion - Dancers of the Untamed Reefs 
Combat Dancer Elegant Dawn (Mil 9, Rhythm of the Undulating Anemone tactical doctrine: +1 to battle, +1 tactical maneuvering, additional +1 tactical maneuvering in depth 0 regions)
Technologies: None
Treasure: 0, Units: 4 
 
 Spoiler: Rebel demands 
Our demands are simple:
- Discover the source of the maleficent aura that kills all life near the border of Region 189 (Done!)
- Decontaminate the region without further loss of life (We Radiant Few) or rendering the seafloor ecosystem unsuitable for ecological restoration (The Hungry Deep)

Should Deep Divers (the native population of the Marble Kingdom) be used for We Radiant Few, this will provoke an immediate attack

The Dancers of the Untamed Reefs may resort to military force if sufficient progress towards their demands is not provided each round

Being profound naturalists, the Dancers of the Untamed Reefs will continue to support local fauna and flora while opposing settlement and development in nearby regions
 

 Military: Invade the Sunken Necropolis (179) 
- Unit count: 4
- Commander: Combat Dancer Elegant Dawn (Mil 9)
- Tactical Doctrine: Rhythm of the Undulating Anemone (+1 to battle, +1 tactical maneuvering, additional +1 tactical maneuvering in depth 0 regions)
- No distance losses or border penalties
- Techs: None
- If 187 is attacked this round, cancel this attack to divert forces to defense
 It is imperative we cut off the herringmind’s access to the toxic waters in order to prevent further loss of life. After securing the border, we will handle decontamination ourselves. 
 Military: Raise a unit 
 Deep Blue continues upon this path of madness despite our victory. We must remain strong. 
 Faith: Convert Calvarnsis Superior (185) HS 1 to the Blossoming Sequence from the Eternal Communion ,  14 
 We shall teach those nearby of the beauty of the sequence of all living things, so that nature will be respected. 
 

 
 Spoiler: Kenaqua (KEN) 
  
Rebel Leader R. Blacktide
Dip: 6, Mil: 6, Eco: 5, Fai: 10, Int: 4
Treasure: 1, Units: 2 
 Rebel Leader Diplomacy check:  13, FAILED  
 A thousand needlethin legs break into new joints as Blacktide feels a new maw tear open across his surface. Bending low, a cough from his gills, his stomach, his liver wracks and tears as gallons of bilious tar steam through the water to eat at the sand below. A few chunks, lung maybe--organ certainly--send out nervelike runners, seeking for hosts. A lone flounder, choosing shelter over flight, finds it had erred as the sickly white web reaches it and the myriad mouths at the end tear inside.

This isn't right. Blacktide rips himself up, stumbling as thirteen legs tear off behind him. He slouches towards the Gate, towards the Whispers which guided him for so long. As rainbow diffusion permeates his vision, he reaches out towards the only sounds that make sense.

Blacktide dies in silence. 

While Blacktide may have burned himself out (literally),  the creeping, maddening presence leaking in from the Gate spreads to affect nearby regions.  It will continue to grow in strength and range until the Gate is destroyed. At the end of the round, the Gate’s influence may move one faction in each of the following regions one step toward unruliness (+11 vs region owner’s Faith, +6 to resist if the region has a Songspire):
Region 47, Region 49, Region 51, Region 52, Region 53, Region 55, Region 56, Region 58

Attribute increases: None - he ded
Specials used: F5, F10
 

 
 Spoiler: The Reavers (RVR) 
An unusual number of sightings of ships are reported above polar waters. The Reavers appear to be preparing for an assault ...
 

 TEMPERATE 
 
 Spoiler: The Finalists (FIN) 
  Region  108  107 Rebellion - The Finalists 
Finalist Nwanneka (Mil 8 General, Glorious Last Stand tactical doctrine: +3 to defensive battles, +10% own casualties, -2 own leader loss)
Finalist Raymond Tripolitain (Mil 7 General, Rays of the Last Light tactical doctrine: +1 to battle, +2 enemy leader loss, ignore the effects of brackish borders)
Treasure: 0, Units: 4 
 
 Spoiler: NEW rebel demands 
Our demands are threefold:
- We require three faith actions of aid to rebuild the  Final Bunker (Region 108 Holy Site 1)  ULTIMATE Bunker (Region 107 Holy Site 3) stronger than it was before
- We require two trading posts of food, to keep us fed when we retreat to safety and lock away the outside world
- We require a filtration method to keep the interior waters fresh. Toxic Filtering would suffice, but not Filtration Grafts - everyone knows that such grafting biotechnologies contain the Nacres’ surveillance microchips and all manner of toxic chemicals

Aid will not be accepted from any country with a reputation of 3 or higher with the Divine Nacres,  except for the World Garden of the Sakura-Jin, who are prophesied to withstand the coming apocalypse! 
 Until our demands are met, we will continue to educate the uninformed of the coming apocalypse.
- The Finalists will continue to convert holy sites to their cause, spreading beyond regions 107 and 108
- The Finalists may resort to military force if ignored for too long 

It is too late to educate the uninformed. Pray that you have already prepared enough, else you are utterly doomed.
 

 Economy: Buyout TP 1 in the Great Kelpland (131) for Kelp ,  8 
 Intrigue: Steal Toxic Filtering from the Gotezhar ,  10 vs GTZ 10 
 Having failed to acquire their demands in previous years, the Finalists make one last, desperate attempt to stockpile supplies and procure water filtration methods. 
 Faith: Build the ULTIMATE Bunker (Holy Site 3) in Region 107 [2/3] 
 Faith: Complete the ULTIMATE Bunker in Region 107, a new Holy Site following the Final Peace [3/3] 
 Regardless of the success or failure of their previous actions, the Finalists complete the hasty and ramshackle construction of the ULTIMATE Bunker and seal the doors. It is clear that they believe the end is nigh. 

Hinder all conversions in Region 107
Resist conversions in Umbergy (108) and Region 109
 

 
 Spoiler: Pfilghol (PGL) 
  
    Pfilghol    
Ilgl, The-one-who-builds, an Effulgent Witness
Dip: 5, Mil: 11, Eco: 8, Fai: 11, Int: 1
Treasure: 4, Units: 8 
 A Declaration:  We promise protection to Costa Sereia in exchange for help satisfying the needs of the merchants in Pfith waters. As always, we remain firm allies of the World Garden of the Sakura-Jin.

 Military: Invade Region 133 
- Unit count: 4 (+7 outnumbering)
- Commander: Sigska (Mil 7)
- Tactical Doctrine: Just Do Better (+2 to battle)
- No distance losses or border penalties
- Stress Hardening Miracle: Use ruler’s Mil 11 for the battle roll without backlash from the Effulgent Witness title
- Techs: None
- Spend a treasure for +1 to the battle roll
- +1 from the Shadow Pearl

 Military: Raise a unit 
 Diplomacy: Sway the aristocratic support in Region 133 ,  10 
 Diplomacy: Sway the aristocratic support in Narcis’s Rest (173) ,  15 

Non-action: Use the Shadow Pearl to Seek Aid on the invasion of 133, with a Cultural Identity for Seek Aid from Sakurado and the Scrying technology (additional +1 on a Great Success, using Mud Diamonds as shiny objects),  16 

Non-action: Transfer the following technologies to the World Garden of the Sakura-Jin through Cultural Exchange:
- Bioluminescent Navigation
- Bitter Tourism
- Razor Current Netting
- Supermarine Artillery
- Traveling Scholars

Non-action: Request the following technologies from the World Garden of the Sakura-Jin through Cultural Exchange:
- Electrodialytic Staurozoa
- Sojourn Suits

Attribute increase: +1 Military, +1 Diplomacy
Spy non-action
Hinder all non-Sakurado conversions in Pfith waters
Support Sakurado conversions in Pfith waters
Hinder buyouts in the Pfithreef (132)
Specials used: M5, F10
Characters:
- Ktloso, the Shadow of Hunger (7 Int)
- Gtsit (8 Mil, Sea’s Opportunity: Enemy takes double battle penalties from terrain (Defending), transfer battle penalties from terrain to enemy (Attacking), Perfected: +1 tactical maneuvering, +1 battles)
- Sigska (7 Mil, Just Do Better: +2 to battle)
 

 TROPICAL 
 
 Spoiler: The Bloodripper Salination (RIP) 
  Region 154 Rebellion - The Bloodripper Salination 
ALL-YOUR-TABLETS-ARE-BELONG-TO-ME (Mil 7, Attack Over There tactical doctrine: +10% own casualties, +20% enemy casualties)
Technologies: Blood Algae (+20% enemy casualties, +10% own casualties in depth 0 regions), Supernatic Propagation
Treasure: 0, Units: 5 
 ”Relations are strained to the point of non-existence between the Bloodripper colonists and those Magaramachi which remained in the Salination. The physical leadership style of the Magaramchi fades quickly with distance and the Bloodripper colonists consider themselves a separate nation. The Salination and whoever lays claim to it at the moment, predictably, doesn't.” 
 Diplomacy: Issue demands? 
 ”REALLY GOOD SHINY DUST MOTES WASHED UP IN TABLET GULLY” claims ALL-YOUR-TABLETS-ARE-BELONG-TO-ME, “EAT IT AND SEE PRETTY VISIONS. WANT MORE OF THAT.” 
 Military: Search for more of the good stuff (sack Holy Site 1) in the Bloodripper Lands (154) ,  13 vs MGM 20 
 ”The most important area to them, and the closest to a holy site for the reclusive hoarders is Tablet Gully. You may think it's a gully, with tablets in it. But you'd be wrong. It's a gully where tablets used to be, all are now in the hands of individuals. But over the years the geography shaped powerful currents through the gully and it is still where a lot of detritus washes up. If they have sufficiently subdued their neighbors to feel safe leaving their stash unguarded, most Bloodripper colonists make the trip here daily to see what the currents have washed up.” 
 Military: Disband a unit 
 Failing to find anything new worth collecting or any more of the “shiny”, the colonists of the Bloodripper Lands do what they do best: internal squabbles and violence. 
 
Aerin
    Unrest Warnings   
Round 23 
  Desired Import Warnings  
The following regions are lacking their desired imports, and their merchants will slowly progress towards rebellion.  In regions with open mercantile supports, this means the merchants may become unruly if the region owner does not supply the resource.  In regions with owned mercantile supports, this means the merchants may become open if the support owner does not supply the resource. Unrest will begin at the end of the listed round.

 Round 23 
Region 193 (SUR, Heat Sources)

 Round 24 
Region 18 (LIT, Skilled Labor)

 Round 25 
Region 1 (LIT, Tools), Region 10 (MGM, Sweet Foods), Region 16 (LSD, Crops), Region 32 (LSD, Unskilled Labor), Region 84 (SEN, Food), Region 128 (GTZ, Esoterica), Region 156 (MGM, Building Supplies), Region 167 (GTZ, Textiles)

  Clerical Mismatch Warnings  
The following clerical supports will decay to Open at the end of round 23 if the majority faith is still different from the state faith of the support holder.
Region 125 (SKR)
Minescratcher
     The Order of Orders     
  Comprising
The Sacred Order of Knights of the Ironkelp of First-King John of Ruhum (Orope -  Region 114 ; The Hansea - Region 112; Leksandry - Region 115)
The Order of Knights of Dupiopóli (Ektalithiades - Region 113; The Tideswept Shelf - Region 111)
The Order of Knights of the Divine Watchful Eye (Ke Yi Ade - Region 127)
The Order of Faithful Knights of the Violet Crown (C'oupé - Region 116)
The Order of Truthseeking Soldiers of Usman (Ruwa Mai Juyawa - Region 118)
The Order of the Blind and Silent Knights (Yuksekale - Region 176)
The Order of Knights of Saint Jean of Akko (Kral-Katena - Region 123)
The Order of Knights of the Holy Radiance (The Glossian Sea - Region 135)
(Region 109)     
 Here Follow the Records of the Years  31-33  of the Tenure of Grand Master Martin the Young, 41st Grand Master of the Order of Knights   
Round 23

  Actions:

1.  [Military]  Recruit a unit

2.  [Military]  Recruit a unit

3.  [Military]  Recruit a unit

4.  [Faith]  Set Middish Way 40 HS bonus:
When followers of the Middish Way raise a unit, they may spend a Treasure to gain an additional unit. This may be done a number of times per round equal to the number of Forts and Flowing Way Holy Orders in regions they own.

5.  [Faith]  Convert 112 HS 1:  14 

6.  [Faith]  Convert 112 HS 2:  19 

Nonactions:
 
 Allow any armies participating in a battle against the Finalists to travel through Order waters. 
 Accept Cobalt Dye and Titanic Rune-Carved Fossils from the Cyphiri Union via the trade route. 
 Hinder FIN conversions. 
 
 
 Spoiler: News and Rumors 
 
 
  .   
 
 

 
 Spoiler: Ruler Information 
Grand Master Martin of Insol, 41st Grand Master of the Order of Knights, etc etc
Current stats
 Diplomacy :  10 
 Military :  10 
 Economy : 6
 Faith :  10 
 Intrigue : 5
 Rolls 

New Ruler Next Round? no

Expected Stat Bonuses:
 

 
 Spoiler: Other notes 

Generals:
 
 Dame Commander Caitriona MacAilpein of the Scoshlangue (10) - Tactical Doctrine: Quiver Hell's Foundations (+2 to battle roll) 
 
Units: 11 +3 / 16

Treasure: 4 +1 passive

Resources controlled:
 
 Region 111: Brinerays (City) 
 Region 114: Giantsbane Seed x2 (TP, City) 
 Region 116: Anuran Vanguards 
 Region 129: Mercenary Retainers (May spend up to 2 Treasure per round on battle rolls to gain 1 effective unit per Treasure spent) 
 Region 133: Wave Scorpions 
 Region 135: Luminous Crystals (City) 
 
Techs:
 
 Supernatic Propagation 
 Trophic Deconvolution 
 Megafaunal Tailoring 
 Photospore Signalling 
 Graduated Symbiosis 
 Composite Grafting 
  Anoxic Adaptation:  Permits actions and troop movement across brackish (green) borders; Requires  Composite Grafting, Trophic Deconvolution  
  Supermarine Artillery:  +1 to battle rolls and +1 to Maneuvering rolls in regions of Depth 0; Requires  Giantsbane Seeds, Supernatic Propagation, Photospore Signalling  
  Razor Current Netting:  +10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending; Requires  Glass,   Composite Grafting  
  Bitter Tourism:  Permits actions and troop movement across glacial (black) borders; Requires  Heat Sources  
  Papershell Draft-Cuttle:  Ignore the increased border cost of up to two Brackish borders per round for distance penalty purposes and +1 to Prospect attempts in depth 0 Colony regions; Requires  Supernatic Propagation, Anoxic Adaptation  
  Electrodialytic Staurozoa:  May ignore the increased effective distance from a Briny border up to twice per round, except for distance losses;  no requirements  
  Devolving Standardized Integrations:  Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost; Requires  Composite Grafting  
  Filtration Grafts:  Permits actions and troop movement across toxic (red) borders; Requires  Composite Grafting ,  Filter Feeders  
  Traveling Scholars:  Roll and drop 1 additional d4 when adopting a new non-dynastic ruler; Requires  Talented or Knowledgeable Labor  
  Bioluminescent Navigation:  Allows traversal of Depth 1 regions; Requires  Photospore Signaling  
  Mamomachines:  For each 3 Treasure spent, receive 1 Treasure at the end of the turn; Requires  Graduated Symbiosis  
 Adventuring Parties 
 Joined-Stalk Companies 
 Reanimation Colonies 
 Seeker Barnacles 
 Holographic Certification 
 Indah's Embrace 
 Scrying 
 Sojourn Suits 
 Blood Algae 
 Mitochondrial Regulation 
 Oxygenating Implantations 
 Toxic Filtering 
 Combined Arms Integration 
 
State Religion: The Middish Way of the Flowing Way
 
 5 HCs: +1 offensive battle rolls 
 15 HCs: 2d8 to Sway Factions 
 25 HCs: +2 to Leader Loss rolls 
 
Artifacts
 
 Thunderstone Cudgel: 1/round, +1 to an offensive battle (+2 if the defender benefits from a Fortress) or +1 to convert a holy site of an organized religion (+2 if the defender benefits from a holy order) 
 
The Regalis Arbor
 
 Spoiler: Effects 
The Regalis Arbor is rooted to the earth, becoming a Flowing Way Holy Order located in Orope [Region 114]. As a non-action, up to  twice  three times per round, the Ironkelp Order may invoke one of the following effects:

 
 Launch Couriers: When taking an action, the Ironkelp Order may pay 1 region of distance to "skip" from a region that they control and which contains a Flowing Way Holy Order to any non-Wastes region within  three  four (non-Wastes) regions of said owned region for the purpose of effective distance when determining distance penalties or distance losses. The path may then continue on from that region, adding additional regions to the path and increasing the effective distance appropriately as normal. To skip to a Brackish, Toxic, or Glacial region in this way still requires the appropriate technology, but such regions may be skipped  over  without a technology. This effect may not be applied to rolls for Colonization or Secret actions, but may apply to unit movement for battles; if it is applied to unit movement, the units cannot be intercepted in a region they skipped.
  .   
 Launch Scouts: The Ironkelp Order receives a +2 bonus to the Maneuvering roll for a single battle they participate in. The battle must take place in a Depth 0 region within  three  four (non-Waste) regions of a region that they control and which contains a Flowing Way Holy Order. The use of this effect in a battle must be declared before any Interception rolls are made, and this effect may not be applied to Maneuvering rolls to intercept or avoid being intercepted.
  .   
 Launch Supplies: The Ironkelp Order receives -10% casualties for a single battle they participate in. The battle must take place in a Depth 0 region within  three  four (non-Waste) regions of a region that they control and which contains a Flowing Way Holy Order.  
 

Valid Holy Orders: 114, 123, 135
 

Reputation:
 
 1 ABS favor 
 1 DNA favor 
 PRS rank 3 
 Signatory to the  Flowing Peace,  alongside the Gotezhar, the Cyphiri Union, and the Lux-Glossian Shades, consisting of the following four terms:
 
 The undersigned are committed to the righteous and just conducting of wars, and will therefore forswear: killing or causing egregious harm to noncombatants, including foes who have surrendered; and the use of weapons or technology deemed unnecessarily cruel considering their objective, including those chemical and biological weapons designed to cause a slow and painful death. 
 The undersigned are committed to enable the collective defense of the faithful of the Flowing Way by soldiers of the faithful, and will therefore not oppose or hinder the movement of Flowing Way troops between territory controlled by signatory powers for defensive purposes. 
 The undersigned are committed to the dialogue of ideas and the free movement of sages, missionaries, and other wise-creatures, in the interests of widening the Flowing Way and the better interpretation of the divine mysteries, and will therefore support the establishment of new centers of learning and all other conversions to the Flowing Way within their controlled territory to the best of their ability. 
 The undersigned are committed to the continuing study and proactive investigation of riddles and anomalies, and will prioritize those which one or more signatories reasonably suspect may pose a threat to the faithful. 
  
 
 
Autumn Stars
     The Gravetenders    
  Turn 23  
  Elkelt, Voice of The Second  
Diplomacy - 3 || Military- 10  || Economy - 8 || Faith - 10 || Intrigue - 1
 
  Actions:  
  1: [Military]   Defend Glacier Crag. [9 Units, lead by Sersi, using the  Dissertation in Practice doctrine.]
   Upon hearing about the threat to Kar-Nath's capital, Sersi and General Kreel have a short, loud, and explosive conversation. This is nothing new, of course. A decision is made, and Kreel's advice is brought into the fold. The sharks are threatening more and more, and they cannot be trusted to behave. Perhaps soon will be the time for the end of their cycle. Inevitably, the armies of the Gravetenders march south, to protect their first friends.   
  2: [Military]   Impress Aristocracy in Bastion.  [Success!] 
   The confusion in Bastion has many in uproar, but Sersi brings the Gravetenders back to themselves. Her deeds are legend, among her people, and to put it simply. When Sersi says to listen, you listen.   
  3: [Economy]   Expand Trade in 53, via trade route with Kar-Nath.
   Effort is directed outwards, now. The Gravetenders' allies and friends all can benefit from their industrious nature.   
  4: [Economy]   Expand Trade in 53, via trade route with Kar-Nath.

  5: [Economy]   Establish a Trade Route with the Eternal Spring.
   Having become closer with the Eternal Spring, Elkelt takes time to formalize the trade between them, especially considering the current possession of their home.   
  6: [FAITH]   Impress Clergy in Bastion.  [Success!] 
   Similarly, Laksha's words bring the most faithful of the Gravetenders back into general consensus. Kelusyn has always been brilliant, and her actions are ever on the orders of the leaders chosen by the Gravetenders themselves.   


Non-Actions:


 [The Reef Which Never Falls Silent: Host the  Reef In Bloom.  Followers of the Blossoming Sequence may attend as a faith action.]

[Blossoming Icons: Seek Aid on Kar-Nath's Action 2.] [Success Guaranteed!]

[Accept Talented Crabs from Seatide via trade route.]

[Resist anything not coming from Kar-Nath or The Eternal Spring.]

[Send Hard Metal and Migratory Narhwal Pods to Kar-Nath via trade route.]

[Share the following technologies with the Eternal Spring: Battlefield Scavengers, Blood Algae, Death Commando Conditioning, Indah's Embrace, Joined-Stalk Companies, Megafaunal Caravans, Oxygenating Implantations, RADIANT SPHERES, Razor Current Netting, Seeker Barnacles]





 
 Spoiler: Stat Changes 




Ruler Stats And Increases:

Diplomacy - 3
Military -  10
Economy - 8 &gt; 9
Faith - 10
Intrigue - 1
 

 
 Spoiler: Statistics 

 
 Spoiler: Special Actions 
 Special Actions Available:  
 Special Actions Used:  Diplomacy 5, Military 5*3, Military 10, Economy 5*2, Faith 5*3, Faith 10*2
 

 
 Spoiler: Diplomacy 
 Reputation/Favors 
 The Abyssal Stewards:  Rep 1, 0 Favor (Expected Change: None)
 The Chelonian Chora:  Rep 0, 0 Favor (Expected Change: None)
 The Divine Nacre:  Rep 0, 0 Favor (Expected Change: None)
 International Prestige:  Rep 4, Prestige ? (Expected Change: None)

 Cultural Exchanges 
Deep Blue
The Shifting Ennead
The Riftborne Myriad
The Eternal Spring

 Cultural Identities 
None
 

 
 Spoiler: Military 
 Units:  10 (Expected Change: None)

 Aristocratic Support 
78, 76, 81

 Generals 
Sersi The Pale  [10] 
  
 Spoiler: Dissertation In Practice 
If fighting defensively: +2 to battle roll, -20% own casualties, -10% enemy casualties, +12 to enemy leader loss roll.
If *also* outnumbered: +2 to battle roll, +2 to Tactical Maneuvering, -20% enemy casualties.
 
 General Kreel, Exarch of the Silver Banner  [10] 
  
 Spoiler: Death First To Vultures and Scavengers 
If fighting Reavers: +2 to battle, +2 to tactical maneuvering, -2 enemy leader loss, +10% own casualties.
 
   
 Spoiler: March of the Conqueror 
+1 to battle, +10% own casualties, Free Sway Aristocracy attempt on win.
 
   
 Spoiler: Slaughter-Cadres 
 -1 Maneuvering, -1 to battle, +20% enemy casualties, -4 enemy leader loss.
 
  Fortresses 
76, 78

 Perfected Tactical Doctrines 
Dissertation In Practice

 Military Technologies 
None
 

 
 Spoiler: Economy 
 Treasure:  0 (Expected Change: None.)

 Trade Posts 
 Total Owned  2
[76.2] Bastion:  Electrum
[78.1] The Dead Cities:  Preserved Food
[190.1: Migratory Narwhal Pods

 Mercantile Support 
78, 81

 Cities 
None

 Trade Routes 
The Seatide Confederacy
Kar-Nath
Costa Seria

 Specialized Ships 
None

 Civilian Technologies 
  Megafaunal Tailoring, Graduated Symbiosis, Photospore Signaling, Supernatic Propagation, Trophic Deconvolution, Composite Grafting.  
  Electrodialytic Staurozoa   A specialized variety of sessile jellyfish, engineered by the Divine Nacres to partially desalinate seawater through electrodialysis across its outer membrane. Attaching them near the gills or other water intake organs provides cleaner and safer water at the cost of a buildup of supersaturated seawater inside the jellyfish’s body and precipitated calcium on the outside, which must be periodically expelled or scrubbed off, respectively.  [Effect: May ignore the increased effective distance from a Briny border up to twice per round. This does not reduce the effect of Briny borders on distance loss calculations. Requirements: None.] 
 

 
 Spoiler: Faith 
   The Blossoming Sequence   
 Faith Holy Sites:  33

[78.1] Dead City Urodela:  This Dead City is placed such that the light which streams from above is channeled into a series of crystals, all sculpted into abstract forms.
[78.2] Dead City Tacca:  Known for its meditation chamber, and the series of elaborate Reliquaries the faithful have built inside.
[78.3] Dead City Chantrieri:  Chantrieri towers above the rest, precipitously built along a sharp dropoff.
[78.4][The Dead Cities:] The Sacred Oath Of Silver Currents
[69.2] Neoplastic Monolith:  A great roiling mass of hard, stone-like flesh grows near the [direction of nearest waste or toxic border] border of Danabae. It shifts, grows, and consumes constantly, and is revered by some few who dare approach it. The Gravetenders have taken to reflecting upon it, and have built a temple nearby.
[76.1] Pardalis, The New City:  The first city truly built by the Gravetenders, now dedicated as a holy place of the Blossoming Sequence.
[76.2] A Study Of War:  A battlefield of the Makers, significant now to the Gravetenders as where they made their first steps to understanding violence.
[77.1] The Rime Gorge:  The Rime Gorge, and the ritual it represents, is of great interest to the Blossoming Sequence. Many die, and those few that survive flourish with power.
[77.2] Grand Schola: 
[77.3] Temple of Deep Currents: 
[75.1] The Plains of Sarkenos: 
[75.3] The Plains of Sarkenos: 
[79.2] Seatide Crag: 
[79.3] Stillwater: 
[58.1] Core Site: 
[58.4] Core Site:  The Silvered Oath of Ecumenical Exchange
[81.1]
[81.2]
[55.1]
[56.1]
[56.2]
[57.1]
[57.2]
[58.1]
[64.1]
[187.1]

 Clerical Support 
78, 76, 75, 58, 77, 79, 81

 Organized Faith Bonuses 
+1 to Defensive Battles.
Cultural Identity: Reaver Defense.
Tech: Theory Becomes Praxis. [+1 to Faith score for non-dynastic inheritance, so long as the previous ruler had Faith 8+.]

 Artifacts 
None

 Holy Orders 
The Silvered Oath of Ecumenical Exchange [58]
Sacred Oath Of Silver Currents [78]

 Miracles 
 The Reef Which Never Falls Silent:  Hosts the Reef In Bloom event every round an a non-action, and allows followers of the Blossoming Sequence to attend as a Faith action.
 

 
 Spoiler: Intrigue 
 Spies 
 

 
 Spoiler: Claims 
78 - Historicity
76 - Integration
76, 78, 77, 75, 58, 79, 81 - Holy Sea
 

 
 Spoiler: Wonder 
 The Blossoming Icons:  This wonder allows the country in control of Bastion (76) to take a modified Seek Aid action which reduces the effective distance for a Diplomacy and/or Faith action, rather than giving a bonus to the action roll. When taking this action, roll 2d6+Faith and subtract 11. Up to a roll of 18, this is the number of regions they subtract for the purposes of distance penalties. After 18, they subtract one more region for every 2 higher. (8 regions for a roll of 20, 9 regions for a roll of 22, etc.) In addition, they can Seek Aid as a nonaction once each round, for Diplomacy and Faith actions only. 
 

 

 
 Spoiler: Golems of Import 

 
 Spoiler: Laksha 
The first leader of the Gravetenders,  Laksha founded the Blossoming Sequence and works within the collaborative land of 59 to further the prospects of peace. Very nearly a pacifist by nature, her friendly manner served her well during rule. Many important aspects of Gravetender culture descend from her works, and among them, her arguments are held in high esteem even now.
 

 
 Spoiler: Sersi The Pale 
The second leader of the Gravetenders, and their first General. Sersi literally wrote the book on Gravetender warfare, with her ‘Dissertations on the Path of War.’ She’s more aggressive and practical, and began the push to spread the Sequence, which started the Eternal Debate properly. Brought the Gravetenders to the status of Holy Sea. Made Elkelt, her Disciple.
 

 
 Spoiler: Elkelt 
To be the third leader of the Gravetenders. Second generation Gravetender. Their form is made up of more than just stone, incorporating Maker elics and rimestone. Working on the Grand Archive project, for the aid of future Gravetenders.
 

 
 Spoiler: Kelusyn 
Known as a living encyclopedia of the Maker resonance effect. Built the Blossoming Icons, freeing Gravetenders to see the world, and especially the lands around Bastion, without fear of the horrible fate of being Stilled. Brilliant, dedicated, and reclusive. She does not let go of a project until it is finished, for better or worse.
 

 
 Spoiler: Akathi 
Sent to Seatide to study the Tidal Sequence. They have made a name for themselves there, and care deeply for the Pepsins of Seatide. Their work on the Firewall was important to getting everything in place, and brought Kelusyn into the project. Gregarious, even by Gravetender standards.
 

 
 Spoiler: Nasko 
Went to Kar-Nath of his own intent, having written several texts on how the Blossoming Sequence interfaces with the Nathi way of life. Has taken up an important position in the Grand Schola, and settled in as a teacher and spiritual guide. He has made keeping the friendship between the Nathi and the Gravetenders strong into his personal project.
 

 
Talis
  The Seatide Confederacy  
 
 Spoiler: News and Rumors 

 
 To celebrate the creation of the Polar-Confederate International Bank, Seatide decrees that they will provide a small bounty of treasure in the form of financial investment bonds to any nation that joins. 
 By order of the Council of Seatide, Mammos is hereby banned from Seatide and blacklisted from all Services the Confederacy or its members may provide. Suspicious accounts will be flagged for auditing, and any account opened by or in connection to Mammos will be frozen. 
 After a long and successful tenure, Judge Shimmering Grey has announced his intentions to retire in the coming years. Few are happy to see the aging statesman go, but the ravages of time and age spare no one. After much council deliberation, his chosen successor, Streaks of Topaz, is formally appointed. 
 
 

 Actions: 

[Economy] Impress Merchants: Cryptoclysus (84) using Compressed Algae Blocks
  There is some small amount of smugness in the Council upon hearing news that a Drift had made proposals to supply food to the local merchants of Cryptoclysus. But mostly there is sadness tinged with resignation. This course of actions was not necessary. It was only the Cryptid's own stubbornness and refusal to cooperate that made it impossible to make an equitable agreement with them. But since the Crytids wished for a conflict, they received one. They lost, and now Seatide reaped the spoils.  

[Economy] Impress Merchants in Mortuuus Marea (60) supplying ink-fang worms, spending 3 treasure.
  Seatide continues to enforce its rights to Ennead markets. Their lawyers are happy to point out the proper treaty clauses and legislation if you object.  

[Economy] Colonize Region 80 (Now named Darkwell)
  While Deepdrift has grown into a truly metropolitan city, the Seatide region overall suffers from significant overcrowding and lack of usable land. Good fishing grounds are all fiercely coveted and protected by large, powerful drifts, squeezing out smaller and midsized groups. This state of affairs has grown so dire that several groups have teamed together to start the Deep Settlement Corporation, raising funds to establish deep-water settlements in the open depths to the Northwest.  


[Economy] Clear up the bureaucracy on the Seatide-Ennead trade route
  The Seatide-Ennead trade route has become a mess of backed-up orders, cluttered parcels, and poorly maintained ledgers. Keeping close contact with Seatide's allies is important. Judge Shimmering Grey appoints a committee to clear up the clutter and get the trade route operating smoothly again.  

[Economy] Buyout TP3 in 189
[Economy] Buyout TP2 in 186, gaining +1 from Seatide.
  It is important to keep Seatide's supply lines full and open, so that minor shocks to the market do not destabilize entire regions.  

Non-Actions:
Oppose all Sway and Impress actions targeting merchants loyal to Seatide
Support Buyouts for factions that own the territory they are making the buyout in
Supply Talented Crabs to GRV to satisfy their resource needs

Die Rolls:  https://forums.giantitp.com/showsing...postcount=1354 
 
 Spoiler: Book Keeping 
 Ruler 
Judge Shimmering Grey
Diplomacy: 10
Military: 6
Economy: 10
Faith: 2
intrigue: 3

Judge Streaks of Topaz
Diplomacy: 4
Military: 2
Economy: 5 (+3)
Faith: 3
intrigue: 3

Military Units: 5

 Regions Owned:  [Seatide 79]
City: +1 to Buyout 1/turn
Total Regions: 1
Land Unit Cap: 5 (5 Capital Unit Cap)

Artifacts:
 The Tideglobe  - This mysterious artifact is a transparent orb full of shimmering liquids and colors, which swirl and dance about in hauntingly beautiful patterns. By carefully watching the movement of lights and changing colors inside the Tideglobe, Seers can augur future events and predict how to counter hostile actions. Effect: +1 to one Intrigue roll opposing a hostile Secret Action, once per turn.
 Glowspire  - A twisting spire twenty feet tall, shaped like a twisted coral. Bioluminescent algae inside the spire change color depending on the trace elements that flow into the spire, allowing it to predict water conditions even thousands of miles away. Specially trained Tideseers read the colors, using them to predict where Reaver attacks are most likely to occur. As an added benefit, the haunting twists and colors of the spire are eerily beautiful to the untrained eye. Effect: Each turn, predicts an area that the Reavers will target if they attack that turn.
 The Bare Trap  - Mystical trap that helps defend against Reavers.
 The Banner of Odyssey (Cultural)  This enormous tapestry depicts the ancient Pepsin migration to Seatide, embroidered in such a way that the images seem to leap off into the water.
Intact Colossus Draig Molt

Culture:
 Mutually Beneficial Arrangements  - 2d8 to performing and resisting Impress Merchant attempts
 Airtight Contracts  - 2d8 to resisting Buyouts

 Military Technologies: 
 Devolving Standardized Integrations (Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost.) Prerequisites: Composite Grafting. Slot: Combat Drugs and Medicine. 
 Razor Current Netting (+10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending) Prerequisites: Composite Grafting, Glass. Slot: Fortifications 
Supermarine Artillery

 Civilian Technologies: 
Composite Grafting (Starting Tech)
Graduated Symbiosis (Starting Tech)
Megafaunal Tailoring (Starting Tech)
Photospore Signaling (Starting Tech)
Supernatic Propagation (Starting Tech)
Trophic Deconvolution (Starting Tech)
 Bioluminescent Navigation (Allows exploration and utilization of Depth 1 regions) 
Filtration Grafts
Electrodialytic Staurozoa
Radiant Spheres
Sojourn Suits
Indah's Embrace
 Joint-Stalk Companies (Successful Expeditions reward 1 Treasure instead of normal bonus. A Great Success grants control of one local Trading Post, or a free Prospect attempt in Wastes regions). Prerequisites: Composite Grafting, Trophic Deconvolution 
 Megafaunal Caravans (Reduce Distance Penalty for Economy actions by 1). Prerequisites: Megafauna Tailoring, food. 
 Anoxic Adaptation (Permits actions and troop movement across brackish (green) borders). Prerequisites: Composite Grafting, Trophic Deconvolution 
 Oxygenati Implantation (Permits actions and troop movement across brackish (green) borders). Prerequisites: Composite Grafting, Trophic Deconvolution 
 Holographic Certification (+1 to resisting Undermine Support actions) Prerequisites: Bioluminescent Ink, Photospore Signaling. 
 Bitter Tourism (Permits actions and troop movement across glacial (black) borders) Prerequisites: Heat Source. 
 Traveling Scholars (Extra roll/drop 1d4 on non-dynastic ruler change) Prerequisites: Talented Labor. 

Resources controlled:
[Compressed Algae Blocks (52, TP1)]  Support 
[Sheerspun Fabric (63, TP2)]
[Frozen Logs (64, TP1)]
[Talented Crab (65, TP1)]  Support 
[Piezo-Phosphoric Crystals (67, TP2)]  Support 
[Crafter's Coral (185, TP2)]
[Wetherwisps (179 TP2)]
[Gravelglass (68, TP1)]  Support 
[Edible Algae (69, TP2)]  Support 
[Inkfang Worms (70, TP2)]
[Rust-Veined Pumice (73, TP3)]
[Firefly Squid (74, TP1)]  Support 
[Magnetic Sand (75. TP1)]  Support 
[Bluefish Antifreeze, Seatide (79, TP1)]  Support 
[Bluefish Antifreeze, Seatide (79, TP2)]  Support 
[Bluefish Antifreeze, Seatide (79, TP3)]  Support 
[Sour Krill (80, TP1)]
[Dragon Eyes, Cryptoclysus (84, TP1)]
[Stripdrill Hyphenae (187, TP1)]


Merchant Faction ETB: +10
 ETP Total : 33

 Treasure : 10 (+3 / Turn)

 Factional Support :
Kenaqua (52) - Merchant (Supply Firefly Squid)(+2 ETP)
(59) - Merchant (Supply Edible Algae)(+1 ETP)
(65) - Merchant (Supply Rust-Veined Pumice)
Revocatus Faecum (66) - Merchant (Sheerspun Fabric)
The Cathedral of Movement (67) - Merchant (Supply Stripdrill Hyphenae) (+1 ETP)
Sketi (68) - Merchant (Supply Sheerspun Fabric) (+2 ETP)
Danabae (69) - Merchant (supply Inkfang Worms)(+2 ETP)
Region (70) - Merchant (using Sour Krill)(+1 ETP)
Aelwyd Adferiad (71) - Merchant (Supply Edible Algae)(+1 ETP)
Raconensae (73) - Merchants (Supply Wetherwisps)
Maurente (74) - Merchant (Supply Edible Algae)(+1 ETP)
The Plains of Sarkenos (75) - Merchant (Supply Inkfang Worms)
Seatide (79) - Merchant, Aristocrat, Clergy (Supply Firefly Squid)
Nanuuq (82) - Merchant (Rust-Veined Pumice)
(101) - Merchants (Supply Stripdrill Hyphenae)(+1 ETP)
(179) - Merchants (Supply Stripdrill Hyphenae)(+1 ETP)
Calvansis Superior (185) - Merchant (Dragon Eyes)
Calvarnsis Inferior (186) - Merchant (Gravelglass)
Marble Kingdom (187) - Merchant (Inkfang Worm)

Projects and Wonders:
Polar-Confederate International Bank (Seatide, 67)
 
 Spoiler:  Effects (Approved) 
Polar-Confederate International Bank
A central bank established under the authority of the Seatide Confederacy to weld various trade interests into a single market. The bank consolidates the assets, accounts and debts of member states, issues a common currency backed by those accounts, and services transactions between members.
Effect: Any nation in contact with the Seatide Confederacy may adopt the Arctic Exchange Currency as a 2-action project. Nations using the common currency gain the following benefits:
+2 increased Treasure cap
May spend 1 additional treasure on Economy actions within it and other member nations
May transfer 1 treasure to another currency user 1/turn.
The Seatide Confederacy (or current controller of Seatide) automatically counts as a currency user. Additionally, the bank's controller can kick members out of the union, or block any of the above "bank actions" as a nonaction.

Current Members:
STC, GTZ, SEN, CYP, RFT, DPB, GRV
 


Diplomacy:
Trade Route with the Gravetenders
Trade Route with Lux Glossia
Cultural Exchange with the Shifting Ennead
Promise from the Shark People to not threaten Seatide merchants or assets
Cultural Exchange with LOL
Trade Route with Draig Continuum

Favor and Reputation:
 1 favor from the Cryptid Congress for giving them a free technology 
1 favor from Cyphiri for intentionally losing a PRS Slot
 
Blossom
  Tropical, Region 10, 154, 156   
Round 23 

Ruler:  Emperor Extensive-Colossal-OneMillion, Destroyer of Sharks
D 2; M 9 ; E 9 ; F 3; I 3
 Region 10 Actions (5) 
 1)Military – Raise Unit   (
 2)  Military – Special 5: Raise Fortress in Region 10  
Emperor Extensive-Colossal-OneMillion, Destroyer of Sharks has ordered construction of a fortress in the capital, HOUSE OF BIG ROCKS, has finally been completed.
 3)  Economy - Settle Region 156 (1/3) 
 4)  Economy - Settle Region 156 (2/3) 
 5)  Economy - Settle Region 156 (3/3) 
Extra trading post

 Net effects 
(Mil +1) (Econ + 1)
Treasure 0-&gt;0 (Current Max 5)
Units 1-&gt;2 (Current Max 6)

 
 Spoiler: Misc. Info 

 
 Spoiler: Upcoming Actions 


Changes in leadership are afoot.
 

 
 Spoiler: Technology 

1 Specialist ship - IT DOESN'T HAVE A NAME IT'S JUST A BUNCH OF ALGAE

Supernatic Propogation (starting tech)
Photospore Signaling (starting tech)
Composite Grafting (starting tech)
Bioluminescent Navigation (Depth 1, requires Photospore Signaling)
Filtration Grafts (cross toxic boundaries, requires  Filter Feeders )

 Blood Algae 
 Military slot:  Sappers and Siege Weapons
 Pre-reqs:  Supernatic Propogation
 Effects:  +20% enemy casualties, +10% own casualties in depth 0 regions
Write up: This dull green algae infects wounds and grows exponentially in blood, rapidly causing the owner of such an infected wound to die. Using the techniques of supernatic propogation a cloud can be rapidly convened above the battlefield making even slight wounds considerably more dangerous. Knowing it is there gives some protection - or at least some chance of avoidance - but its infectious growth is impossible to totally avoid. The main defence is getting deep enough that the surface growing algae ceases to be a problem.

 Battlefield Scavengers 
 Military slot:  Mounts and Warbeasts
 Pre-reqs:  Carnivorous Animals
 Effects:  Negates all the casualty reduction effect(s) of one technology or tactical doctrine
 Write up:  The army is accompanied by a horde of scavengers and carrion seekers, perhaps tamed, perhaps simply aware that blood will be spilled. They feed on the dead and dying, hampering the efforts of healers and doing their part to transform battlefield injuries to battlefield casualties.
 

 
 Spoiler: Orgs 


ABS
- Welcome: +1 to resist Sacks and Coercion, as the Abyssal Stewards offer early warning of incursions
- Friendly: +2 to resist Secret Actions from the Stewards' vigilance.
CCA - Disliked: -1 to Conversions as the Chora's songs sow distrust and skepticism of your motives.
PRS - Disregarded: -1 to Raising Reputation and Slandering for non-PRS Orgs as your people are skipped over in discussions of geopolitics.
 

 
 Spoiler: Military 

General Tiny (Mil 7)

Carnage:
Less a "tactical doctrine" than an utter lack of anything approaching tactics or doctrine. Through sheer force of will and physical might a leader can get the Magaramchi to the battlefield. More or less. Once blood hits the water though, the army descends into a chaotic mess of fighting and feeding, attacking the army, each other and anything that happens to be nearby with equal fervour.
3 free sack attempts, ordered as City&gt;Holy Order&gt;Trading Post (the intent being here that bigger things are sacked before smaller things)
+50% own losses (as they turn on one another)
-1 to battle rolls (turns out having no strategy at all is harmful)
+2 to allied leader losses (the enemy is trying to kill you, sure, but the disadvantage of being the biggest in this sort of mess is that sometimes one of your own will get lucky)
 

 

 Non-actions 
 
  Support  Everything    The Magaramchi aren't sophisticated and those intelligent enough to understand the concept of loyalty don't have any.  Tossing a handful of sweets in the water will ensure local support for anything needed.  Sacks, sways, whatever.  If anyone wants to do something, they can get local support easily. 
  Accept  Everything   With no real way of telling what’s coming into their lands, when and where from, any trade routes, cultural exchanges or anything else that requires permission gets it by default. 
  Hostile Terrain for Everyone   Any armies marching through are going to be facing nigh constant uncoordinated attacks from the locals who are hungry or bored (interestly, the same word in the Magaramchi language).  All Magaramchi territories are hostile to all armies, regardless of alliances. 
   Consult the Magic Conch   The unrest 154 has given a new opportunity for Emperor OneMillion, diplomacy and communication. To best support these efforts, he has sought advice from the magic conch. “I WANT TO DO A DIPLOMACY, IS GOOD SHINY DUST DRUGS? “
 
 
Aerin
   End of Round Twenty-Three  
No further mechanical edits to action posts may be made 
Aerin
   Round Twenty-Four: Begin  
Years 70 - 72

Thank you to everyone who contributed to this opener!
Farothel - exploration fluff
Kythia - battle fluff
MappyPK - action transcription, exploration fluff
Rolepgeek - Artistry mechanics

Round 23 will close in two weeks on Sunday, April 30th, at 8 AM Pacific Daylight Time

 The following events occurred between Years 67 - 69  
  Rules Alerts and Changes!  
  Rules change:  
Reaved supports will no longer cause other supports to become Open or Unruly in  unowned  regions.

  Discovery!  
 Explorations, prospecting, and other news from afar 
   

Given the great distance of the target assigned to them, the Hymenocera assigned to this particular expedition make sure to pack their bags (or, at least, whatever it is these crabs use to transport necessities) densely. Thanks to this tedious preparation, though, they are swiftly able to chart the region once they arrive.
 The Hymenocera Expanse investigates west of Region 36 with assistance from the Abyssal Stewards! They discover Region 35, a Depth 1 Region which has 2 TPs of Sphyraena Fish-At-Fins, a Desired Import of Fertilizers, 2 units of defenders, one Holy Site of Sharpfin’s Honor, and one Open Holy Site 

Another party of Hymenocera is dispatched to the north, though their journey would be no less arduous – and far more dangerous. Especially because they underestimated the extreme distance at which they would be traveling. Indeed, a few fail to make the trip due to lack of preparation, while another handful are picked off by the remainder of the Pojanese Raiders on the route. Nonetheless, enough survive the trip to conduct a full study on the region in the far north, preparing a report as per the government’s demands.
 The Hymenocera Expanse investigates north of Region 147! They discover Region 146, an Open Waters Region which has 1 TP of Venous Krilltraps.  They gain +1 to Colonizing the region this round

Finding themselves blocked into their frigid heartlands, the Frozen King waves his fins out toward the west, demanding that his people focus their exploration efforts out there. And when the group finally reaches uncharted waters, they feel at ease knowing that the newly discovered seas are chilling, just as it is at home. Unfortunately, they remained in shallow waters until their supplies dried up, forcing them to return home with the Sinking Stones still in fin. Hopefully they would not be reprimanded too harshly.
 The Kar-Nath Hegemony investigates west of Region 47! They discover Region 45, a Glacial Region which has 3 Open TPs of Mintcrunch Flounder, a Desired Import of Glass, 7 units of defenders, one Holy Site of Cult of the Swallowed King, one Holy Site of Celestial Tessellation, and one Open Holy Site!  Unfortunately, they find no good place to deposit the Sinking Stones in this shallow region

 The Gotezhar send a diplomatic mission to the depths of Region 169 with assistance from the Abyssal Stewards! They discover the native population of the seafloor, which has a Desired Import of Esoterica, 6 units of defenders, and 2 Holy Sites of Choral Practices.  They gain +1 to Swaying one faction in the region this round

After discussing things with the Abyssal Stewards, the head of the Carral family decides to send an expedition to the East.  A large group consisting of high members of the Carral family as well as priests, soldiers and the usual servants and hangers-on.  Following the Steward's plans, they place the Sinking Stone where it was supposed to go.  Soon they also met the natives and after a small misunderstanding, relations were quickly established.  The local priests were very intrigued with the Flowing Way and the priest that joined the expedition quickly made quite some converts.
 The Cyphiri Union sends a diplomatic mission to the depths of Region 143 with assistance from the Abyssal Stewards, bringing a Sinking Stone! They discover the native population of the seafloor, which has a Desired Import of Domesticated Creatures, 3 units of defenders, two Holy Sites of Hearthbound Mysticism, and support from the local Smoking Garden, Gan Nakik.  They gain the Sulfurous Secretions technology and the support of the local clergy

The Miru Miru trade guilds send an expedition out to their North, going into the depths.  With some Abyssal Steward assistance they move into the region to place a Sinking Stone at the calculated and auspicious position.  As they are doing that, some of the natives happened upon them and after some confusion, gifts were exchanged and relations were established.
 The Splendid Miru Miru send an expedition to the depths of Region 148 with assistance from the Abyssal Stewards, bringing a Sinking Stone! They discover the native population of the seafloor, which has a Desired Import of Toxins, 4 units of defenders, one Holy Site of the Divine Ring Bearers, and one Open Holy Site.  They gain the Sulfurous Secretions technology and +1 to a single Buyout in the region this round

The delegation of the Peacekeepers makes its way into the depths of the nearby region, hoping to size up the situation and perhaps strike a bargain so that enforced peace could be a simple matter at a later time. But, instead, the people of the area kept insisting on sharing their knowledge about “the beans.” The Rahaa had no time for petty matters such as that, and quickly ignored the local populace to collect data on the seafloor, including the best routes for potential intervention. Nonetheless frustrated, the Rahaa turn back after charting the area.
 The Peacekeepers of Surunung send a diplomatic mission to the depths of Region 163, using the Compass of Kelamati and bringing a Sinking Stone! They discover the native population of the seafloor, which has a Desired Import of Glass, 5 units of defenders, one Holy Site of Teachings of the Sea Beans, and one Open Holy Site.  They gain the Sulfurous Secretions technology and +1 to Swaying one faction in the region this round

The Nathi prepare supplies and train the Silvered Eye’s crew for a long voyage. Heading to the east, the sailors stumble upon what appears to be a graveyard of only obsidian-black skulls, from which emanates a spine-tingling melody. They can perceive the song. It is not transmitted through sound. Thinking about this for too long hurts, and so the crew turns around and immediately returns to the Hegemony’s waters. The ever-cautious Nathi quarantine the crew upon return and watch for any enduring symptoms of the tune.
 The Kar-Nath Hegemony prospects W5 using the Silvered Eye, discovering 2 Open TPs of Eversinging Skulls! 
  Growth!  
 Expansion, development, unification, and similar forms of growth and prosperity 
 The World Garden of the Sakura-Jin presses a claim on Region 107, gaining one unit as the ramshackle remains of the Finalist rebellion collapses. All supports and trade posts held by FIN are returned to Open 
 The Seatide Confederacy colonizes Region 80, naming it Darkwell!  The region gains a Holy Site of the Blossoming Sequence and a Desired Import of Esoterica

 The Magaramachi fully settle the Hot Vents (156)! The region gains an extra Open Trade Post of Twice-Tamed Gloomsharks.  The Magaramachi may choose to reset the Desired Import to a different GM-determined resource this round as a non-action

 The Gotezhar begin to rebuild the Smoking Garden in the Meadows of Elyan’dan (136) [1/4] 
 The Chelonian Chora continues the process of repairing their damaged Headquarters, Firstreef [2/3] 
  Statecraft!  
 Cultural events, diplomatic overtures, foreign relations, and domestic affairs 
 The Hymenocera Expanse hosts the Sealympic Games! 
 
 Spoiler: Event Subactions 
 
 GTZ receives RADIANT SPHERES, Battlefield Scavengers and Toxologist Training from KNH 
 GTZ receives Ennean Professionalism from SEN 
 SEN receives Reanimation Colonies from GTZ 
 SEN receives Crimson Cuirasses from LSD 
 SEN receives Implanted Personality Mindnets, Memetic Cohesion, and Memetic Hazard Generators from DPB 
 LSD receives Ennean Professionalism from SEN 
 KNH receives Devolving Standardized Integrations, Reanimation Colonies, Supermarine Artillery and Toxic Filtering from GTZ 
 KNH receives Scrying and Sulphurous Secretions from HEX 
 DPB receives Ennean Professionalism from SEN 
 HEX receives Oxygenating Implantations, Megafaunal Caravans and Megafaunal Tailoring from KNH 
 
 

 The Kar-Nath Hegemony and the Gotezhar sign a PRS treaty:  The Gotezhar cannot trade or give away Toxologist Training technology without permission from the Kar-Nath Hegemony

 The Hymenocera Expanse hunts abalone meat in the contaminated Region 33  to provide a delicacy to the visiting Sealympians! [2/10]

 The Chelonian Chora share their Cultural Identity: Party People (2d8 for rolls made at Events you host) with the Splendid Miru-Miru  in recognition of their internationally acclaimed, interoceanically attended, and extremely fun Grand Opening

 To the Gravetenders, who played host to peace treaties at the Reef in Bloom, the Chelonian Chora bestows the Party Hat,  an artifact that allows its bearer to once a round attend two events with a single action

 The Shifting Ennead invites Gwenfrewi Llywelyn, the newly coronated ruler of the Draigiau Residuum Gathering, to celebrate and swear fealty in Danabae next round 
 The Shifting Ennead brutally sacrifices the Cryptid Shah to their local fleshpit, the Eternal Reunion, after giving his excised mouth to the underwater bears!  The ruler’s execution is treated as a unit lost by an opponent in a battle for the purposes of triggering Devolving Standardized Integrations, and  all supports and Trade Posts held by CRY return to Open 
 Kenaqua collapses as a nation with the death of R. Blacktide! All supports and Trade Posts held by KEN return to Open 

An inflection point has been reached within the discourses of the Gravetender body politic as a new generation of Disciples, crafted in new and innovative forms, join the conversation. Elkelt, Voice of the Second, has only just begin to teach their own Disciple, and begins now to wonder if the Grand Archive will ever truly be enough to aid future generations without his constant curation…  Rolepgeek takes over the Gravetenders 
 The Divine Nacres use the intelligence provided to them by the World Garden of the Sakura-Jin to pinpoint the perpetrator  of the disease-assisted destruction of the Holdfast in Dashasham (119): the Lux-Glossian Shades under the direction of the Siren Taman of the Lambent Syndicate!

 The World Garden of the Sakura-Jin recommends an esteemed Professor of Archaeology to Aue Aue, who swiftly hires one of the Garden’s brightest minds! 
 Aue Aue seizes control of BioGraft Enterprises in Aniwana through a hostile buyout, cementing his position as the richest of them all! 
 Bodogala Kuasa, arbiter of Radiant Indah for the Peacekeepers, is removed from his post by his cousin for his utter incompetence! 
 In a show of elegance, Emperor Extensive-Colossal-OneMillion, Destroyer of Sharks asks his magic conch a simple question:  “I WANT TO DO A DIPLOMACY, IS GOOD SHINY DUST DRUGS?”

“Yes.”

 The rebelling Bloodripper Salination fails to do anything noteworthy for an entire three years  

ESP shares Ennean Professionalization with GRV via Cultural Exchange
GRV shares Battlefield Scavengers, Blood Algae, Death Commando Conditioning, Indah's Embrace, Joined-Stalk Companies, Megafaunal Caravans, Oxygenating Implantations, RADIANT SPHERES, Razor Current Netting, and Seeker Barnacles with ESP via Cultural Exchange
GTZ shares Adventuring Parties with LOL via Cultural Exchange
GTZ shares Crimson Cuirasses with MIR via Trade Route, through the University
LOL shares Artful Acquisitions with GTZ via Cultural Exchange
LOL shares Artful Acquisitions with LSD via Cultural Exchange
PGL shares Bioluminescent Navigation, Bitter Tourism, Razor Current Netting, Supermarine Artillery, and Traveling Scholars with SKR via Cultural Exchange
SKR shares Electrodialytic Staurozoa and Sojourn Suits with PGL via Cultural Exchange

CCA sways the unruly merchants of the Dekapoloi (120) to Open
COS impresses the reaved merchants of Region 97
COS impresses the reaved merchants of Cyph-Arel (122)
COS impresses the reaved merchants of Colownya (128)
ESP impresses the merchants of Town Square (47)
GRV impresses the aristocracy of Bastion (76)
GRV impresses the clergy of Bastion (76)
GTZ sways the unruly aristocracy of Region 167
KNH impresses the clergy of Pelegar (65)
LOL sways the aristocracy of Nguurhaln Polanau (5)
LSD impresses the reaved clergy of the Protected Statera (31)
MIR impresses the aristocracy of Parikao (150)
MIR impresses the aristocracy of Wakamarumaru Marama (152)
PGL sways the aristocracy of Narcis’s Rest (173)
SKR sways the aristocracy of Qzzry'ya (125)
STC impresses the merchants of Cryptoclysus (84) using Compressed Algae Blocks as Food

  Trade!  
 Buyouts, trade routes, and other economic shenanigans 
 The Gravetenders establish a Trade Route with the Eternal Spring! 
 The Splendid Miru Miru establish a Trade Route with the Cyphiri Union! 
 The Shifting Ennead and the Seatide Confederacy reestablish their Trade Route! 
 The Nanuuq Constellation adopts the common polar currency, joining the Polar-Confederate International Bank! 
 The Gravetenders finish the work done by Kenaquan refugees to expand trade in Soliana (53). The region gains an additional Open Trade Post of Maltreed 
 The Most Serene Lojanese Republic begins to restore TP 1 for Ching He'aang in Lojan (9) [1/3] 

COS buys out TP 3 in Neralam (160) for Blackbeaked Dolphins
CYP buys out TP 2 in Region 100 for Scaldsquid
HEX buys out TP 2 in Region 23 for Glisterprisms
LOL buys out TP 2 in Nguurhaln Polanau (5) for Waveweed Root
LSD buys out TP 1 in the Abyss (21) for Jaderock Coral
LSD buys out TP 1 in Region 34 for Draft Tuna
SEN buys out TP 2 in Cryptoclysus (84) for Dragon Eyes
STC buys out TP 3 in Calvarnsis Superior (185) for Crafter’s Coral, outbidding the Shifting Ennead
STC buys out TP 2 in Calvarnis Inferior (186) for Mammoth Seals

  Faith!  
 Conversions, organization, and other such matters of faith 
 The Order of Orders sets the 40 HS bonus of the Middish Way  to when followers of the Middish Way raise a unit, they may spend a Treasure to gain an additional unit. This may be done a number of times per round equal to the number of Forts and Flowing Way Holy Orders in regions they own.

 The Finalists complete construction of Holy Site 1 in Region 107, then promptly retreat inside and lock the doors! 
 The Draigiau Residuum Gathering continues to construct a new Holy Site in Region 70 [2/3] 

DUR converts HS 1 in Calvarnsis Superior (185) to the Blossoming Sequence from the Eternal Communion
OKI converts HS 1 in the Hansea (112) to the Flowing Way from the Final Peace
OKI converts HS 2 in the Hansea (112) to the Flowing Way from the Final Peace
SHK converts HS 2 in Region 102 to the Flowing Way
SKR converts HS 1 in Qzzry’ya (125) to Sakurado from Shimmers of Unseen Bane
SUR converts HS 1 in Neralam (160) to Radiant Indah
SUR converts HS 1 in Jyorjyuh (159) to Radiant Indah
The Mare converts HS 1 in Raconensae (73) to the Eternal Communion

  Wonder  
 Miracles and inventions, ancient relics, and spectacular undertakings 

It doesn't take long for Welpir Yellan to make a breakthrough at the Splendiferous University. Starting to get a handle on the fine details and mechanics of Miru technology during his tenure, he gets to work on a way to explore the deepest depths of the seas. After some years working, testing, and refining, he eventually announces a breakthrough: a vessel that should be able to handle the deepest waters in the world (to his knowledge, at least), and designs for using similar principles to build settlements down there, safe within a shell of crystal.
 The Cyphiri Union invents a new technology: Deepwater Survival Systems! 
Effect: Allows traversal of Depth 3 regions
Requires: Oxygenating Implantations, Bioluminescent Navigation, Photospore Signaling Resource: Crystal/Glass

 The Chelonian Chora, at the request of the Kar-Nath Hegemony, sings to decontaminate Region 50  via Crystal Clear! This decontamination path kills the native Frictionless Eels and replaces them with a single Trade Post of a new resource: Reverberating Corundum! The region becomes Open Waters

 The Cyphiri Union expends their Shadow Pearl on behalf of the Splendid Miru Miru, rendering it lambent. With Costa Sereia’s Shadow Pearl also lambent, all Shadow Pearls reset and the Gotezhar gain +1 Faith 
 The saplings of the Regalis Arbor planted decades ago in many regions continue to grow larger and stronger, able to support an additional use of the Miracle each round 
 The World Garden of the Sakura-Jin continues work on a new project to understand the Anamorphic canon, Gestalt Progression [2/5] 
 The Eternal Spring constructs a Songspire in Town Square (47) 
 
 Spoiler: The Astral Menagerie 
- COS hosts the Withering Everlight
- CYP gains 3 treasure from the Maleficent Ant
- DPB gains 2 treasure from the Banished Merchants
- GRV hosts the Perfected Twin
- HEX hosts the Kelpie
- KNH hosts the Banished Merchants
- MIR hosts the Maleficent Ant
- SEN hosts the Mare and the ant!Mimic, gaining 4 treasure at the cost of the aristocracy in Danabae (69) becoming Open. At the end of the round, the Mare will attempt to convert HS 1 of Calvarnsis Inferior(186) to the Eternal Communion. These 2 members will leave SEN at the start of Round 25
 

  Might!  
 Military matters of all kinds, be it warfare or strategic developments 

Given their background as a nation of builders and architects, it is no wonder that Feytor Saroon'din ensures that her nation’s fortresses are in their best shape. Along with consistent storage refills, armies passing through should benefit quite nicely from a visit to the forts.
 The Gotezhar Builder’s Union creates a new military technology: Army Administration! 
Effect: Each Fortress in regions controlled by a liege, vassal, or self reduces the effective distance of that region as part of an army's path for distance loss purposes by 1 region, after all other modifiers are applied - this can cause the region to effectively reduce the total distance, but this does not stack if a path crosses a given region multiple times
Requires: Supernatic Propagation
Slot: Logistics &amp; Morale

 The Cyphiri Union trains a new General and War-Singer, Falnat Hallus (Mil 10)!  Harmonic Resonance tactical doctrine: free Sway clergy as a Lyric action, -30% own casualties, +2 to allied leader loss rolls, -40% enemy casualties, +12 to enemy leader loss rolls

To many, the Magaramachi might seem to be a foul group of barbarians who cannot accomplish anything particularly useful. But, by putting their big brains together for a long thinking session, the brightest minds of the Salination draw up blueprints for a massive pile of rocks that would be nearly impossible to take down.
 The Magaramachi construct a fortress in the Salination (10): HOUSE OF BIG ROCKS! 
 Saroon'din makes headway on her reconstruction of the Gotezhar Military! (2/3) 

Baskoro of the Hidden Table uses his special knowledge of [REDACTED] to attempt to trap the Necro-Orca, but the beast’s relentless nature and incredible strength lead it to burst out of his constraints. The reanimated whale carcass does not seem to feel pain, and so many of Baskoro’s reliable tricks and traps are wasted on it.  The Necro-Orca escapes, and will continue to wreak havoc! 

The giant flatfish that has pancaked itself over the entirety of Neraka Berpasir (22) meets its match in the Golden Host. While the sheer size of the creature causes the battle to stretch on, testing the Beast’s endurance, eventually  the Huge Halibut is vanquished.  Now, to divvy up the spoils

The Golden Host sets out a delicate and elaborate series of traps to ensnare the Fire-bellied Sea Toad, only for the Lojanese army to trample all over them on their way to do battle with the Toad

 
 Spoiler: TOAD invasion of Kaarme (14) 
The toad attacks Kaarme, hauling its grotesque bulk at speed towards the Lojanese defenders - three units under the command of General Zabkrew (Mil 8 with a Mil 6 ruler).  While he will make every attempt to keep the thing alive, that will not be at the cost of endangering the civilian population of Kaarme and if the toad dies so be it.

LOL wins Tactical Maneuvering, successfully using Graceful Show of Force (TM +1, -20% casualties (both sides), +12 enemy Leader Loss, +2 own Leader Loss, Free Sway attempt against random support, +1 to battle from perfection)
﻿
Lojan's forces do not distinguish themselves on this day, perhaps distracted by the toad's secretions that leak into the seas surrounding it or the noxious blasts of its belches.  But battles can be won without exceptional generalship or timeless strategy if one simply kills all of the opponents and this Lojan manages to accomplish.  It's not as graceful as they might have hoped, not businesslike or professional, but it does result in one dead toad (and considerably more than one dead Lojanese soldier)

LOL victory!  1 LOL unit lost!  The Toad is killed! LOL’s Graceful Show of Force sways the merchants in Kaarme!
 

 
 Spoiler: SHK invasion of Glacier Crag (77) 
The sharks, nine units equivalent of them led by Teithowywhyr (Mil 5 with a Mil 10 ruler) swarm into Glacier Crag attempting to avenge their fallen.  The Kar Nagarth defenders place themselves under the overall control of the Gravetender general Sersi (Mil 10 with a Mil 10) ruler, gratefully adding their seven units to the nine Gravetender ones.

GRV win Tactical Maneuvering, successfully using Dissertation in Practice (If fighting defensively, +2 battle, -20% own casualties, -20% enemy casualties, +12 enemy leader loss. +1 to battle from perfection)

The gravetender general arranges the defenders quickly and efficiently, drawing on the growing body of best practice in fighting the Pojanese shark people.  Said shark people are totally underprepared for the stiff resistance they face, perhaps overconfident in numbers that would be, in most situations, overwhelming.  However, in this particular case they are outnumbered almost two to one and everywhere the thousand arms attempt to strike they are met by golems weathering the attack with Hegemony troops flanking.  No particular attempt is made to defeat Teithowywhyr and he, at least, escapes the battlefield but Glacier Crag's surface provides rich pickings for scavenger birds as hundreds of shark and Pojanese corpses rise to the surface.

KNH and GRV Victory!  9 SHK Units Lost! GRV obtains the Shark Orb!
 

 
 Spoiler: MIR invasion of Region 151 
The Miru Miru continue their expansion, marching six of their units with mercenary support into region 151, led by Tiaki (Mil 10 with a Mil 6 ruler).  They are met by a hastily assembled coalition of nomadic herders led by a towering figure bedecked in a shark-tooth battle dress who the locals refer to only as the Warmistress (Mil 5) leading a hodge podge of civilians numbering six units.

MIR win Tactical Maneuvering, successfully using Impenetrable Bubble (+4 to battle, -20% own casualties, -20% enemy casualties, +12 enemy leader loss)

Although each individual Miru Miru is only a few inches long, they attack in mass and Tiaki is adept at deploying their highly agile forces. The native forces are outflanked and out-maneuvered at every stage, unable to bring their weapons or the massive spear of the Warmistress to bear on more than a single individual while being harried from all sides by hundreds more, and more often than not that one individual being returned to the fray by Miru Miru reanimation colonies.  While their attacks were doing damage, the perception that they were not weighs heavily on the native defenders and when their view of the Warmistress is temporarily obscured by the sediment kicked up by the battle it is the final straw and they break and flee.  Those small number still in sight of their leader face a doubling then a tripling of the attacks upon them now that the entire Miru Miry army can be brought to bear and they are almost entirely wiped out, only the Warmistress and a few of her guards surviving.

MIR Victory!  MIR gain control of Region 151.  2 NTV Units lost!
 

 
 Spoiler: LIT invasion of Region 23 
The army of the Lighthouse advances in eerie silence into region 23, 3 units departing but only 2 units arriving under Grieving Apostle Ennie (Mil 4 with a Mil 7 ruler).  The natives drawn up to meet them - two previously warring petty baronies who have put aside their differences to meet this threat, consist of three units under the command of Baron Sari (Mil 9).

LIT win Tactical Maneuvering, successfully using Golden Victory At All Costs(+6 to battle, +20% own casualties, -20% enemy casualties, -4 own leader loss, +1 to battle from perfection)

The native troops have fought one another countless times over the last decade and know each other's capabilities so well that Baron Sari finds it easy to meld them together into one coherent force.  Further, the generation of war in this land has led to fortified encampments and arms caches being common, giving a great advantage to the natives.  These factors, plus the Lighthouse's relative lack of veteran troops combine to give Baron Sari just enough of an edge, masterfully redeploying troops from front to front without needing to waste time restocking.  Until eventually when a small Lighthouse detachment is destroyed at Warasmi Rocks and no more come - the natives are victorious

NTV Victory!  1 LIT Unit lost in battle!  1 LIT Unit lost en route!  1 NTV Unit lost!
 

 
 Spoiler: DUR invasion of the Sunken Necropolis (179) 
The Herringmind must be kept from the toxic waters and to that end the Dancers of the Untamed Reefs invade the Sunken Necropolis with four units under the command of Combat Dancer Elegant Dawn (Mil 9).   Subprocess 179 Default 's (Mil 5 with a Mil 10 ruler)  defend()  (Mil 5 with a Mil 10 ruler) subroutine is called and what little part of the mind is present is roused to defend, umbering one unit if put in conventional terms.

DUR win Tactical Maneuvering, successfully using Rhythm of the Undulating Anemone (+1 to battle, +1 tactical maneuvering, additional +1 tactical maneuvering in depth 0 regions)

Deep Blue is one of the foremost military minds in the ocean and even this tiny, non specialized, fragment of its consciousness can effectively control the swarm of herring when it comes to military matters.  Though the Dancers army is strong, outnumbering the herring in terms of military might if not in terms of actual numbers of creatures, fighting the herring is unlike any other combat in the seas and  Subprocess 179 Default  uses this to its advantage.  How does one form lines against or outflank a decentralized swarm of fish?  If there is a way, Combat Dancer Elegant Dawn doesn't find it and for every herring killed there are always more.  Eventually the sheer weight of them forces the dancers back.

DPB Victory!  2 DUR Units Lost!
 

 
 Spoiler: PGL invasion of Region 133 
Pfilghol's armies don't expect much resistance as they sweep into 133, four units of them led by Sigska (Mil 7 with a Mil 11 ruler) and they are not surprised.  Only a small bandit group mobilizes to resist them, one unit under their Mil 5 leader.

PGL wins Tactical Maneuvering, successfully using Just Do Better (+2 to battle)

And what follows is less a battle and more a massacre.  The bandits aren't used to actual combat, just to threatening local travelers and their forces are disarrayed before battle is even joined.  It doesn't take Sigska to cut down their leader, just a random Pfilghol soldier who doesn't even realize it is the enemy commander he has slain so undistinguished is their leadership.  Most have fled before the battle truly begins, those few too slow or too stupid to have done so are killed easily.

PGL Victory!  PGL gains Region 133!  1 NTV unit lost!  NTV Commander killed!
 

 
 Spoiler: Titanic Showdown on the Plains of Sarkenos (75) 
This bout goes to Gwrfaedlaithe (2 wins vs 1 win)
Collateral damage:
Region 75 HS 2 becomes Open!
Region 75 HS 3 becomes Open!
Region 75 TP 1 becomes Open!
 

  Schemes!  
 Coercion, betrayals, and spycraft 
 The Tropical Hooligans, a teenage pod of the Shark Nomads, kidnap all of the losing athletes from the Sealympic Games, leaving only a note with a rudely drawn squid.  More information to come later in the round

 Deep Blue connects Blacktide of Kenaqua’s dead body to an Implanted Personality Mindset.  No one will know what, if anything, it records from the deceased until the device is removed. And removing the device may prove difficult, as Blacktide’s corpse vanishes not long after installation

 Deep Blue sends the employees of Separatum Corporate Holdings on a suicide mission into the contaminated mechanical jumble of the downed Trawling Beast in Region 189.  No one returns, but the employees glean critical information for the next crew, who will almost certainly be able to repair the machinery enough to fix the leak

 Deep Blue sends its  main()  process through the Gate in Kenaqua, trusting the Cathedral of Comprehension to have a backup.  The herring that compose Deep Blue freeze completely in place as the being that controls them is lost in time. They exist mysteriously unmoving. The waters shift around them; the currents course through them. Frozen in time until the  main()  consciousness returns from its journey.

After 24 hours without movement, fearing for the fate of the still-biological and beginning to starve fish, the Cathedral of Comprehension begins to reinstall Deep Blue v2.20.23 onto-

 DING. 
   M   I   R   A   C   L   E  . . .  L   O   A   D   I   N   G  . . .  
  ROUND 20  M   I   R   A   C   L   E  UPLOAD COMPLETE.  

With a brilliant chromatic burst of color that puts the aurora to shame, the entirety of the copy of Deep Blue’s consciousness that the Nacres taught the herringmind how to maintain within the Cathedral of Comprehension is beamed directly into the great unknown of the sky above.  Deep Blue has left the planet. 

The reinstallation of Deep Blue onto the herring school promptly fails, as there no longer exists a copy of Deep Blue to reinstall. Over the next few days, turning to weeks, the great schools of fish still eerily frozen in place are picked off by predators taking advantage of the easy meal. In the few cities under Deep Blue’s control where herring and natives coexisted, the predators are driven away. But the fish slowly starve.

Within a year of departure, the entity known as Deep Blue no longer exists.  All supports and Trade Posts held by Deep Blue return to Open 

In Kenaqua (52), the 4 units of native defenders that were indoctrinated by Blacktide before his death zealously guard the Gate

In Artetchhue (55), 2 units of native Orquiq and Ortel maintain the Tin Can (Specialized Ship)

Spawn Point (56), lacking any non-herring native population, returns to Open Waters by losing all Holy Sites and factions

In Micht Tsy Fivrivirs (57), 3 units of walrus-like native defenders arise as each feathered family trains combatants to continue their petty color-based feuds

Coresite (58), with the Cathedral of Comprehension now empty and useless, returns to Open Waters by losing all Holy Sites and factions

The employees of Separatum Corporate Holdings (59) unionize and create a self-defense militia of 3 native defenders. The critical information for fixing the leaking contamination of Region 189 is held somewhere within their expansive corporate records

The Sunken Necropolis (179) attracts the Crystal Garden (Specialized Ship), which is kept fed an ample supply of Tongueblosom Lilies by 3 units of native Wetherwisps

 The merchants in Bastion are affected by the strange “prosper the blossom” mantra coming from the Blossoming Icons, and become Open!  Despite some accusations that the cause is a lingering remnant of Mammos’s influence, most Gravetenders consider the matter to be closed when a large number of dead herring are discovered near the Wonder.  The subprogram of Red Herring (Spy) dies alongside Deep Blue. 

No trace of Heartbleed, Deep Blue’s General subprogram, is found. Its whereabouts and status remain unknown

 The Shifting Ennead recruit a Spy, Peregria (Int 9)! 
 The Nanuuq Constellation investigates Gwr’s speech and finishes tuning the Spires of Dissonance! [5/5]  The underwater bears can now communicate freely with Gwrfaedlaithe, and may pass this knowledge on to any other nation with which they share a Cultural Exchange as a non-action or to any nation as a Diplomacy action

  Terror!  
 Violence, upheaval, murder, and destruction 
 The children of several prominent Belar family officials go missing and are not recovered after years of searching. Investigators in the Cyphiri Union fear the worst and encourage civilians to contact them with any leads 
 The Lambent Syndicate continues the purge of The Abyss by marching its populace directly onto the dangerous Redglow Rock (3/5) 

While Blacktide may have burned himself out (literally), the creeping, maddening presence leaking in from the Gate spreads to affect nearby regions. It will continue to grow in strength and range until the Gate is destroyed.  The merchants in Kenaqua (52) become Open 

In the tropical seas, a rare show of competence and coordination from the Magaramachi drives off a gilded raiding crew … directly into Lojanese waters.  The merchants in Lojan (9) become Reaved . Emboldened by their success, the golden Reaver fleet continues south to plunder the talent of  Shue’aaz Sho (8), whose aristocracy becomes Reaved 

In temperate waters, the might of the Gotezhar military and their secure Fort Essensio repulse a crew of wooden-limbed and vine-tattoo’d cyborg pirates, but neighboring Pfilghol is not so lucky.  The aristocracy of Narcis’s Rest (173) becomes Reaved and PGL loses 1 unit 

Where the currents are colder, the aristocracy of the Congregation of the Scintillating Ceiling and the clergy of the Plains of Sarkenos fend off glass-augmented invaders, but sustain no lasting damages from the unsuccessful attempts.

Locals report findings of small quantities of reactive metal shavings seemingly falling from the sky in Kemenangan, the Mortuus Marea, the Cathedral of Movement, Region 147, and Region 45. There seem to be less of them this time, as though whoever is dropping them is running out of supply

 The Tidespire predicts Region 98 and Region 158 as likely Reaver targets next round 
 The clergy of the Hansea (112) break out in rebellion! They gain 6 units under a Mil 6 commander.  More information to come with NPC actions

Lack of interest or respect for the unique needs and local customs throughout the seas begins to grate on the peoples who must survive such neglect. Each round, regions without write-ups have a chance to progress toward rebellion
 The clergy of Region 15 become Unruly! 

The following regions must have region write-ups submitted by the start of Round 25 or suffer Unrest:
EDIT: 1 (LIT), 15 (LOL), 16 (LSD), 109 (OKI), 126 (CYP), 156 (MGM - nearly complete writeup present in OoC thread, just needs DI section),  167 (GTZ),  191 (CYP)

The following regions must have region write-ups present in the Waters of the World by the start of Round 25 or suffer Unrest:
12 (LOL), 149 (MIR)

Having never recovered from Reaver raids in years prior, order in some areas begins to break down, and respect is lost for those they once pledged loyalty to. Each round, owned regions with a Reaved faction have a chance to progress toward rebellion
 The aristocracy of Lojan (9) grumbles, but continues to support LOL
The aristocracy of Rilanto Pass (94) grumbles, but continues to support SKR
The aristocracy in the Great Kelpland (131) becomes Unruly! 

The following Reaved regions may deteriorate at the end of round 24: 9, 49, 91, 94, 107, 131, 167
The following Reaved regions may deteriorate at the end of round 25: 70, 113, 128, 129, 155

After nearly a decade without their Desired Import being met,  the merchants in these regions become Unruly!  If left dissatisfied for too long, they will eventually rebel
Region 193 (SUR, Heat Sources)

EDIT:  The Dissonant, Nanuuq, loses control of the aristocracy in Nanuuq (82). They become Open 

The tail of the Eel Without End travels through the Magaramachi Salination (10), Lojan (9), Shue’aaz Sho (8), Selach (6), and Senja Bersinar (2), before finally vanishing into the Maw (1).
 Region 10 TP 2 becomes Open!
Region 9 TP 1 becomes Open! 

For the first time in decades, Radiant Indah’s splendor is absent from the tropical seas

 
 Spoiler: Eel Mechanics 
 The Head: 
- The Eel Without End moves three regions each turn, as determined by three separate weighted rolls using the weights below.
- Whenever the Eel Without End enters a region, it will attempt to Coerce 1 random Trade Post in the region with a +8 bonus; if it is successful, the Coerced Trade Post cannot be bought out or coerced until the Eel is no longer present in the region, as the Eel's deadly body swirls about the ruins of the location.
Base Weight: 1
- Region is the immediately previous location of Eel Without End head: Weight x0
- Eel Without End already present in region: Weight x0.5
- Eel Without End already omnipresent in region: Weight x0
- Roughs or Shallows border between current and neighboring region: Weight x0.5
- Toxic border between current and neighboring region: Weight x0.25
- Glacial border between current and neighboring region: Weight x0.25
- Colder climate (too far from the Maw): Weight x0.25
- Sufficient effort to tempt the Eel into this specific region has been made: Weight x3
- Towards target from Faith action from Radiant Indah head: Weight x3
- Rightward lean: Weight x1.5

 Present: 
- Armies fighting in regions where the Eel Without End is present may attempt to use it to their advantage; if they do, then the side which loses the Maneuvering roll takes an additional 10% casualties - this stacks for up to +20% casualties if both sides opt to do so.
- Regions where the Eel Without End is present count as 1 additional region for the purposes of distance losses and distance penalties.
- The desperation of those afflicted by the Eel Without End may present opportunities to those willing to look for them, and as local populations search for solutions, they become more easily Swayed - all countries receive a +2 bonus to Sway attempts in regions where the Eel Without End is present.

 Omnipresent: 
- If the Eel Without End enters a region it is already present in, it becomes omnipresent.
- Regions where the Eel Without End is omnipresent count as 3 additional regions for the purposes of distance losses and distance penalties (this replaces and does not stack with the previous region increase).
- The intense and prolonged exposure to the energy of the Eel Without End results in strange effects on the behavior of both wildlife and local populations when omnipresent:
- When the Eel Without End enters a region for the second time, it will attempt to Convert 2 random holy Sites in the region to a different religion, determined semi-randomly.

 Labyrinthine: 
- When the Eel Without End enters a region for the third time, it suffers deleterious effects which may threaten the life of the Eel. Perhaps it ties itself in knots. Perhaps it eats its own tail. Perhaps it retreats to the depths, confused and befuddled by its own aura. No one can say until it happens.

 The Tail: 
- When the Eel’s tail passes through a region, there is a chance that trading posts formerly coerced by the Eel are destroyed by arcing electricity.
- The sparking voltage amplifies the sound of the Eel’s perpetual HUM. Conversions targeting regions through which the Eel’s tail has passed benefit from this befuddlement, gaining +2 for a single round.
- When the tail passes through a region where the Eel is Omnipresent, mass-confusion may render foes to be friends and annul allegiances. Two random supports swap ownership status.
 

  Organizations!  
 Titles and Title Upgrades: 
- Nedir, the Frozen King, successfully « Sings » at Icewall Reef in Glacier Crag to become a Voice of Harmony! All of the Kar-Nath Hegemony’s future leaders will also bear this title, through mystical training or apprenticeship at the Reefback Nursery
- MAWbel v2.21 wanders the wastes!
- Ashal Hallus of the Cyphiri Union presents the work begun by her father to resounding success, unlocking a new Song attribute: Artistry!
 
 Spoiler: Artistry 
 Artistic Harmony:  Free Treasure gained

The following actions can be taken as Artistry actions:
 - Seeking Aid (TN increased by 2; target roll receives +2 to roll instead of +1 on success)
 - Impressing Merchants
 - Resisting Impress actions
 - Befriending a Reefback Wanderling (TN 14)
 - Wanderling Actions

 Reefback Wanderling 
As part of a stage of their development comparable to early adolescence, Reefbacks will often stray from the more typically ferried paths of their parents. At the beginnings of this stage they typically range between 3 to 5 meters in length, a far cry from the massive 40-70+ meter bulk of their elders. Besides searching for energy and nutrient rich food sources in the wastes and elsewhere with which to fuel their upcoming growth spurt, they use this period to accumulate organisms with which to build the symbiotic reef which will eventually allow them and any passengers to remain in the Wastes near-indefinitely. Usually shy and historically impossible to find by those with ill intent, a Voice of Harmony might be able to make friends with one, and thereby travel the Wastes together.

It is a TN 14 Artistry action to attract and befriend a Wanderling in the earliest part of their growth; maximum of one Reefback Wanderling per VoH. The Reefback Wanderling will slowly grow over time, gaining new abilities as they do. Their growth can be accelerated by regularly helping them find good food sources (Artistry action with initial TN of 10 - larger Wanderlings are harder to help feed). Initially, grants the Voice of Harmony which befriended them +1 to a Lyric action up to once per round, as well as a +1 to all event actions taken by the VoH in events the Wanderling attended too. The next stage of growth will allow the Voice of Harmony and Reefback Wanderling together to act as a Specialized Ship (precludes participation in battles or similar personal attendance of ruler), as they travel the Wastes together - using Artistry for any suitable actions taken this way. Further growth beyond this may improve or expand the Wanderling's ability to help their befriended VoH further.
 

 Reputation: 
SKR spends 1 CCA favor, rising to Rank 3!

 Favors: 
CYP contributes to the Inventory of Lamentations, gaining 1 DNA favor
ESP contributes to the Inventory of Lamentations, gaining 1 DNA favor
HEX donates 2 units to DNA, gaining 1 DNA favor
KNH spends 1 DNA favor to request Gene Grafting for Loyal Figment. Loyal Figment’s Intrigue score increases to 9, but they are unable to perform any actions or non-actions this turn
KNH spends 1 CCA favor to decontaminate Region 50 through Crystal Clear
KNH contributes to the Inventory of Lamentations, gaining 1 DNA favor
MIR contributes to the Inventory of Lamentations, gaining 1 DNA favor
SEN donates 2 units to DNA, gaining 1 DNA favor
SKR spends 1 CCA favor to request a Song of Tranquility for the merchants of the Dekapoloi (120)
SKR donates 2 units to DNA, gaining 1 DNA favor

 Prestige: 
ESP gains +2 PRS from Sealympics Gold Fish!
HEX gains +2 PRS from hosting the Sealympics!
HEX gains +2 PRS from Sealympics Gold Fish!
KNH gains +3 PRS from Sealympics Gold Fish!
KNH completes a monumental undertaking, the Harmonious Plaza, for +1 PRS!
LSD would gain +2 PRS from Sealympics Gold Fish, but they were  obviously  cheating, so no PRS is gained or lost
SKR gains +1 PRS from Sealympics Gold Fish!

 Prestige Changes: 
CYP: drops to rank 2
ESP: gains partial prestige to rank 3.2
GRV: drops to rank 2
HEX: rises to rank 3.1
KNH: rises to rank 4
MIR: drops to rank 3
STC: drops to rank 1

 Other: 
SKR researches Economy with the Divine Nacres
TheDarkDM
  
   The Lambent Syndicate   
 Lambent Empress Intan 
Diplomacy 10
Military 10
Economy 10
Faith 1
Intrigue 10

 Expected Stat Increases: None  
 ... 
  Actions  
 
  Military  - Continue the purge of The Abyss (4/5)
 
 Spoiler: Kind of Grim 
 With the population of Unity revenants reduced to a feeble minority in the Abyss, the Syndicate's pogrom finally emerges fully into the light.  Death squads of Redglow Revenants conduct thorough searches of every Unity ghetto, flushing out those clever enough to have evaded the more general efforts of the regional Mistress.  Corralled at the edges of the regions in temporary camps, these few survivors are set to work refining the materials necessary for the repair of Indah's Throne following the attack of the Necro-Orca.  Promised that diligent service will earn them their freedom, few are taken in by the lie, as rations shrink while work shifts extend.  The last remnants of the Unity are worked to death, a final punishment for their effrontery in resisting the Syndicate. 
 
 
  Military  - Complete the purge of The Abyss (5/5)
 As homesteaders and entrepreneurs from the wider Syndicate rush in to fill the void left by the Unity's inexplicable decline, a new fashion trend sweeps the upper classes of the Syndicate.  The bones of small fish and crabs are grafted onto familiar-looking coral that is allowed to grow until it attains a shadow of sentience, then are bleached to prevent any further grown before being dyed in a kaleidoscopic array of colors and patterns.  Soon, anyone who is anyone has one of these toy corals, and it is even whispered that the Lambent Empress is never seen twice with the same one.  Thus will the legacy of the Unity live on - the lobotomized descendants of a proud people, ever aware of what they have lost but incapable of truly conceiving it, much less speaking their protest.  
  Military  - Raise 1 Unit 
  Military  - Raise 1 Unit + 1 Unit (Indah's Golden Legions) 
  Economy 10  - Introduce a new technology: Cartel Organization
 ...  
  Economy  - Buy Out TP 2 of Basalt Sculptures in Rahakera (Region 155) -   18   
  Intrigue  - Secret 
 
  Non-Actions  
 
 Supply the Lojanese Republic with Kelp Fiber via Trade Route 
 Seeking to redeem her failure at the Sealympics, the Errant Princess Bulan eagerly accepts the invitation to the Squids Game, wholly confident in her ultimate victory. 
 Supply the Lighthouse with the Anoxic Adaptation, Artful Acquisitions, Bioluminescent Navigation, Bitter Tourism, Blood Algae, Composite Grafting, Devolving Standardized Integrations, Electrodialytic Staurozoa, Mamomachines, Oxygenating Implantations, Papershell Draft-Cuttle, Razor Current Netting, Redglow Revenants, and Supermarine Artillery through a Cultural Exchange. 
 
  News and Rumors  
 
 ... 
 
 
 Spoiler: Internal Notes 
 Available Units:  8/22

 Available Treasure:  10/15

 Treasure Passive Income:  3/round
 
MappyPK
     Splendid Miru Miru     
  Round 24   
  

 

 Capital: Aniwana (153) 
Additional Regions: Oka Oka Okale (149), Parikao (150), Region 151, Wakamarumaru Marama (152)
Cities: Kanapa (153), Karapu Karaihe (150)

 Leader: Aue Aue, First Teacher of the Plutocratic Republic of Splendid Miru Miru, President of the Splendiferous University, and CEO of BioGraft Enterprises 
Diplomacy: 2
Military: 8
Economy: 6
Faith: 2
Intrigue: 1
Expected Gains: +1 MIL, +1 DIP, +1 ECO

 Standard Actions  
 MIL - Invade Region 148 with 6 units led by Tiaki (MIL 10) attempting Impenetrable Bubble. Outnumbering bonus +2. Spend 1 treasure for +2 to battle via city bonus. Power Reanimation Colonies with Titanic Rune-Carved Fossils. If possible with coral, power Crimson Cuirasses. Path 153 -&gt; 149 -&gt; 148 for no distance losses. 
 MIL - Raise unit. 
 DIP - Invite the DNA to make use of the Splendiferous University's resources to help research for and organize the Inventory of Lamentations for +1 favor. 
 DIP - Send diplomatic mission into the depths of Region 147. Spend 3 treasure. +1 from DNA.   Success!   
 ECO - Buyout TP1 in Region 151 for Transient Jellywishes. CI for Buyouts from Cyphiri Way. Apply Compass for +2. Megafaunal Caravans remove distance penalty powered by Hollow Sunfish.   Success!   
 ECO - Buyout TP3 in Region 129b for Mercenary Retainers. CI for Buyouts from Cyphiri Way. +2 from CYP support. -3 distance using TR jump.   Success!   
 
 Non-Actions 
 
 Spy non-action. 
 Send GTZ Decor via Trade Route to satisfy Luxuries DI. Accept Army Administration from GTZ in exchange for Sulphurous Secretions. 
 Accept Deepwater Survival Systems from CYP. Send CYP Crimson Cuirasses. 
 ABS - Splendid Submersion - Invite members of ABS to a poster presentation at the University, unveiling Deepwater Survival Systems, a joint effort for deep sea navigation devised by the greatest minds of the Cyphiri Union and Splendid Miru Miru.
   Professor Aha Mirimu joins Welpir Yellan of the Cyphiri Union in a joint presentation and talk to discuss the practicality and revolutionary nature of the new technology, trying his best to sell it to the Stewards as groundbreaking. Clearly, his enthusiasm is just a little bit more pronounced than Yellan's.    
 ABS - Provide 1 unit for the excavation. 
 DNA - Spend 1 Favor to raise reputation. 
 ??? - Nah Arah (Seaquestrian), Wasa Awasa (Wastesailing), and Haka Fa (Swordfishing) refuse to admit to their humiliating defeats at the Sealympic Games, and attend the mysterious gathering. 
 Allow members of GREG to move units through Aniwana if necessary. 
 Resist all buyouts, sways, and any conversions not by the Way. 
 Continue the Monumental Undertaking...
   The glass roof of the mysterious building was complete, supported by stone pillars and brittle-star wrappings, as is tradition. Glass containers, large and small, tall and wide, are filled with soils and sands from across Splendid Miru Miru and organized neatly under photospore organism installations, oxygenating microorganism arrays, and scaldsquid tanks. Each corner is meticulously planned, and it appears that the climate within the space is being tightly controlled. A wave of new faculty is brought in. A massive order is placed by Aue Aue on behalf of the University for... an incredible variety of exotic plants from seas far and wide. Something quite luscious is nearing completion, it seems.    
 
 News and Rumors 
 
   The Treaty of Radiant Splendor expires, and the Miru people look to Aue Aue to see if he will be reaching out a fin to renew the pact as word spreads about the supercoalition that is the Tropical Intelligence and Military Agreement. Perhaps, though, he waits for the Syndicate to make the first diplomatic outreach.   
   The historians and scholars of the Splendiferous University take notes on recent events in both temperate and tropical waters. The extermination of the Unity and the Gotezhar's quick rise of power, while not relevant to them at the time, should at least be preserved in a historical text.   
   Aue Aue, again hoping to ensure his position as the most wealthy Taikan of them all, places an offer to buy out Golden City Tours, the premier travel agency for the Kanapa area. He is met with little resistance and becomes president of yet another company and quickly revolutionizes it by implementing further bubble technologies.   
   The Council of the Teacher issues a formal statement to the Umbral Mistress Parapasa Kuasa of the Peacekeepers, expressing sympathies over the unruliness of the merchants throughout the seas of Surunung. Aue Aue's current interest in making Aniwana as rich as possible internally combined with the implementation of the new census-based plutocracy has led to a massive restructuring of the treasury, and has delayed their ability to uphold this portion of the Glamorous Regional Enhancement Group. Rest assured, help will return when resources allow. (I.E. better economy stat.)   
 (Ongoing!) Visiting Professors...
   
 Spoiler: Foreign Talent Requested 
With the astounding success of the Splendiferous University, President of the University Aue Aue decides it is time to hire a much larger faculty. Indeed, the Taikan students have been clamoring for greater diversity in terms of course offerings. The most efficient way to accomplish this, thereby increasing the satisfaction of the students and the amount students are willing to pay in tuition fees, would be to hire foreign talent. In collaboration with the government, Aue Aue sends out a job listing to all nations in contact with Miru Miru, promising high pay, strong benefits, and opportunities for research funding.

For more information on the University and the general content areas it teaches students, see  here .
 
   
 

 

 
 Spoiler: Bookkeeping 
 Favors :
ABS = 0
CCA = 2
DNA = 1 - 1 + 1 = 1

 Treasure  = 4 - 4 + 4 = 4
 

 
 Spoiler: Miscellaneous 
 Monumental Undertakings:  
 The Statue of the Bubble Bender (3 actions) 
 The Aniwana Mall (5 actions) 
 The Clinics (3 actions) 
 
 
Czard
  The Peacekeepers of Surunung 

Rahakera (155), Jyorjuh (159), Neralam (160), Bertu Kuasalam (193)
Round 24 
Leader: Umbral Mistress Parapasa Kuasa
Diplomacy: 10
Military: 8
Economy: 2
Faith: 9
Intrigue: 3
Expected Stat Gains:+1 FAI

 Actions 
 1. FAI  - Impress reaved Clergy of Region 155 with Radiant Indah's bonus to Impresses. Rolled  17  with TN of 13: Success.
 2. FAI  - Convert Holy Site 159.2 to Radiant Indah with a Cultural Identity for conversions and region owner support. Rolled  25  with TN of 12: Success.
 3. FAI  - Convert Holy Site 160.2 to Radiant Indah with a Cultural Identity for conversions and region owner support. Rolled  19  with TN of 12: Success.
 4. FAI  - Convert Holy Site 163.1 to Radiant Indah with a Cultural Identity for conversions using Bioluminescent Navigation and the Compass of Kelamati to access the region. Rolled  22  with TN of 12: Success.
 5. FAI  - Convert Holy Site 161.1 to Radiant Indah with a Cultural Identity for conversions using Bioluminescent Navigation and Anoxic Adaptation to access the region. Rolled  16  with TN of 12: Success.

 Non Actions 
 1.  Allow TIMA and GREG units to move through SUR territory.
 2.  Permit any buyouts or Mercantile Support sways/impresses by TIMA and GREG members and any conversions of Holy Sites to Radiant Indah, resist all other foreign actions in SUR territory.
 3.  Spy non-action.
 4.  Continue the Monumental Undertaking: The Kuasa's Chosen (4th of 5 Rounds).
Epinephrine_Syn
    T I TAN  t   OF  I NDUSTRY       
Turn 24
  ? ??????  ? ?????    
   
 
   MAWbel v2.24       [   Songstress   ]  
 Dip:    [  10  ]  
 Mil:   [   6   ] 
 Eco:     [ 10  ]  
 Fai:    [  10  ]  
 Int:   [   7   ] 

Next Turn: +1 Mil, [+1 Int(?)]


   Magma Pulse :     [   5   ]  
  Stat Actions Summary  
Very tentative actions
 Eco 10:  Throat Of The World
 Fai:  &lt;Sing&gt; At the Reefback Nursery / Magma Shroud, become a  Voice Of Harmony  (TN 16?), spending 3 Treasure (10 Fai, Spending 3 Treasure)  Roll = 22 Success  [Court The Axiom Of Harmony]
 Dip 10:  Cultural Identity  [Structural Integrity] 
 Dip:  Reobtain Region 51 from GRV in trade
 (If GRV doesn't post and the trade can't be presumed completed despite/because of them not posting, replace with an  Int:  action to train with the DNA in [Discupulus Dominorum] to Raise Int) 
 Mil:  Raise Unit
 Mil:  Raise Unit (x2 from &lt;Bigger Is Better&gt;)



  Discard Pile
buy plastic,Explore Below 61 (Ship action)
[U]Int:[/] Explore around 47
bombs?
ariswallow
mantle
  
  Major Actions and Nonactions Glossary  
Court The Axiom Of Harmony
Tech Fluff+Mechanics: Throat Of The World
Respond To Verja Visitor
 [Structural Integrity] 

Rote Non-actions
Monumental Undertaking Turn 2 (still to-do)
Give 2 units to the DNA.
Spend 5 Treasure on Opulent Optics, going to Prestige 4
Vote for Screaming Fish in the Good Names Go To Wastes poll
Construct the Holdfast in Region 50
Send Black Noise to get an Augment from DNA offer Prototype Enhancements
Spend 1 Treasure On A Blacktide Gate Resistance Roll



 To-Do Action stuff
Units? Summon Titan?
CCA rep 4 fluff
KNH trade route GRV trade route
 


Action Fluff

   Court The Axiom Of Harmony   
 (Not a song, an image. Minor (maybe moderate) Girl Genius spoilers. Though if you don't know Girl Genius, the significance of the image may not track.) 

The correct word for the mental state of Mawbel v2.22 would be bewilderment. She’d lost herself.  She’d lost herself.  Even just a blip, even with idle processes running, even with the loss confined to an isolated core… this was concerning. She wasn’t angry, more fascinated and determined to do this right. To sink a Mer Phrase, “Her reach had overextended her grasp”. Mawbel had gotten a little too ambitious. Her virtue of Industry was patience, the All-Song was not going anywhere, she could study this.

Any lingering doubts that might have remained amongst the Chora vanished, Mawbel indeed was a candidate for union. She isn’t sure if they see the truth of the All-Song like she does, but that doesn’t matter much. She recognizes this feeling, or rather, each component of this feeling.

Euphoria in union. She recognizes this as a harmonizing effect she's used before. She is hesitant about being on the other side of this coin, but knowing it for what it is and having reverberated it into herself before allows her to better acclimate to the effects of Prosperity. It might even literally  be  the same mechanism, just by another name.

Spatial overstimulation. Most mortal minds will get lost if expanded to encompass enough sensorium. Mawbel herself experienced this during the construction of Verja, constructing the Husk Of M.A.L.O.N. into a wide thing for her to inhabit. She’d never let her awareness get anywhere near as defuncted as she did here.

Ideya. The All-Song worked on the metaphysical level, as the concept of Harmony itself. An Axiom, if you would. Even with other hiveminds, this is the missing component they do not understand. Mawbel 2.22, perhaps alone of all creatures in this world, knows the power of Ideyas, of Axioms. She is one, herself, and just like it would be folly to call Mawbel merely a Titan, she can see now that she gravely underestimated the All-Song.

This changes things. As an Axiom, Harmony could not  conquer  her like it could conquer most other entities. However, as an Axiom, Harmony could not  be  conquered as had been Mawbels original intent, when she’d originally mistaken it for  just  a very, very large hivemind. She would have to court the Axiom like a…

Huh, how to frame the relationship. Equitable partnership? Corporate shareholders? A romantic dance? Tricky.



  Throat Of The World  
Acoustics require large spaces. A shroud itself can be a makeshift amphitheater, spreading and harvesting the power of harmony, spreading it far and wide to give the exponential growth that Mawbel has learned in her profession as a Songstress. The heat from down below only makes the voices stronger, haven't you heard that drinking a good glass of  liquid lava  between stage performances keeps the throat moist?

Allowing Mawbel to expand through the many manifestations of her creations, accessing more ram, for a phrase. Grounding herself so she doesn't get overwhelmed, for a phrase. Able to still be herself, and  simultaneously , condense and corral the continuum.

 You may Compose/Conduct/Chorus within a Magma Shroud to get +3 to that action (does not stack with Rustplagued). If you have the Magma Pulse feature, you gain 1 Magma Pulse every time you succeed at a Compose/Conduct/Chorus action. 
   Respond To A Verja Visitor   
The slippery snake with no redeeming qualities floated in front of Mawbel Prime, under her crown of avarice. Little could be seen upon her face, what she called a face, and the song was silent. She'd taken to adding fashion to her style, robes in the evenings, but with the flick of the weeds she donned something a little more... appropriate.

If one knew what the eldritch mamalians were, they would compare her new form to a top hatted cane toting business human, yet still made of dark death and glowing reeds. And, of course, beating at the center, ever present, was her molten, stolen heart.

"Make 'em  twelven ments, and we'll talk."

Mawbel v2.24 floated down, going right up to the slippery eel, and upon close inspection under the veil of shocking dangling things from under the tophat grew a dark smile. "Also, I do have construction codes. Quite a  lot , actually. Far different from what you're used to in isolate society, and to the spirit, not the literal wording of your question, no, you will not need to worry about the safety or health of the twelveants. The structural surface shall be sound, shoddy shellwork will be on your dime, not mine, to repair. I'll zone you some space in the western wing."

 She spun her hat, with it the thorns, with it, the magnetic music rung its bells. 

"Don't worry, I trust we'll have a prosperous, industrious relationship working together. After all, anyone brave enough to make this brazen a deal to my face certainly has something sunken stored suckering suckers."

( (Accept Slippery Parasyte's request to construct his slums in Verja as a nonaction. With some guidelines, terms of service, and a place of Mawbels choosing, of course.) )

   [Structural Integrity]  
 Cultural Identity  
 Corrupting Trading Posts were just the first step, and are the lower tier priorities, practice runs. Mawbel v2.24 has refined her craft of buildings to a pinnacle, where they can withstand any kind of damage. Woven with the power of Industry, given massive amounts of steel, and embedded hives of thorns allowing the axiom to have a constant presence within her buildings. Coiling endlessly upon itself. Within the Magma Shroud itself. It self-evident within coils woven Mawbel corrupts.

Mechanics: 2d8 on Sack Resistance, 2d8 on all rolls integrally involving a Great Project.



Rote Non-Actions
 
 Oppose Dominion Intrusions.
Compose  Industry  on any turn Compose is not used on another component.
Black Noise (Spy 7): scout around?
Maleficent Herring Cluster [Holy Order]:
Automatically defend against any unauthorized buyouts/incursions/sways/conversions/etc (through a resist roll, a -2 penalty, or both, as applicable).
Automatically oppose all unauthorized Buyout, Sways, or Impress actions within holdings ESP has Merchant Support in.
Automatically oppose all unauthorized Conversion, Sways, or Impress actions within holdings ESP has Clergy Support in.
Conversion Authorization: Allow and support any conversions to The Eternal Communion.
Buyout Authorization: Approve of the Buyout of TP 3 of Maleficent Jello by KNH.
Always utilize The [Toy] Hammer whenever possible to make it such that when you spend 3 Actions on a Great Project, to help these contribute to 4 actions total.
Activate and utilize Paperclips whenever at all possible.
Accept all players/nations converting to The Eternal Communion.
Accept all Cultural Exchanges and Trade Routes and other major gifts.
  
  Plastic Flower Recycling Routine
Contender Trade Route Pool: GRV, KNH
Deprioritized Trade Route Pool: LUX, RFT, DPB
Treasure Spent This Turn: 4 or 9
If Treasure Spent ≥ Contender Countries
Then Skip redundant rolling phase, apply 1 treasure to all Contender Countries
Give 1 Treasure to: KNH, GRV
Skip meaningless rolling phase for Deprioritized Countries, the treasure doesn't do anything anyway.
Give X treasure to   [Error]  

Alpha-Machina Optimization Routine
Paperclips: 52
Approximated Paperclips This Turn: 11 (5 from Recycling Routine, 3 from Passive Treasure Income, X from Mamomachines)
 Next Turn Paperclips: 60+X  
 Monument Stage 2 
A spire begins to be build within the center of Verja. Who knows what this is here. It's a mystery, but it seems to have the ornate mechanisms of herrings. A tribute to the fallen? To the.... floated, rather? It's hard to tell. A giant contraption, a machine with no purpose, swimming in circles, swimming in circles.

At the base of it lays decorum to feast on, tourist type attractions, many different things to marvel at. There's a general sign of friendship between the polar nations here, one can see the banners of the kar-nath and the runes of the gravetenders adorning the structure. Some things from the ennead and the seatide too, references built more into the interior of the structure than the exterior, in reflections and in flesh.

 
 Spoiler: [CENTER 
Monumental Undertaking: ???????[/CENTER]]

So much gold. So many pearls. Lots of wealth and resources are being poured carefully into the venue of the Eternal spring, but for what? It creates rumors and is wildfire as talk of the town, rarely does Mawbel construct such things without any grand plan, so surely it is afoot.

Especially because this seems like it is meant to be kept on the down low. After returning from her triumphant navigation of the Songline she poured in an expectedly fantastic level of opulence and discussion with her peers. Strangely, Mawbel Prime was nowhere to be found. Even for her April 15th she did her sermons and holy singing remotely after a mere two hours of her presence.

What could she be up to? Is the seclusion and the gathering of resources unrelated? Why is she putting in sixteen megaton orders of seaweed?
 

 Give 2 units to the DNA. Mawbel decides that her surgeonfish conscripts can be put to better use against The Reavers, and sends them with the finest armaments to reflect the glory of Industry in those holy wars. Gaining 1 DNA favor in the process. On the long term, Mawbel will probably be coming around to infect the DNA and acquire all their secrets.

But for now, she is fine sitting pretty, biding her time, and accruing debt.

Also, loaning them one more temporary tp turns worth of Woven Seaweed, as appreciation for the acknowledgment.

 Spend 5 Treasure on Opulent Optics, going from 3.2 Prestige to Prestige 4.0 
Mawbel decides to for a second, as is her place as an Axiom, as an idea, to go above and beyond the metanarrative. She offers the managers of the Prestige Banks a bribe, informing them that as she had won all three Golden Fishes last round, that she should deserve a spot at the grand, grand top with an extra ticker of Prestige. Something special. Something so she can build a wonder of worlds. Take your time, Mawbel  insists . She would prefer it on her twenty fifth birthday, and that would arrive at the start of the next turn-tally.

 Vote for Screaming Fish in the Good Names Go To Wastes poll
Construct the Holdfast in Region 50 This region should be the safest in the west wing to construct a Holdfast. Sparsely populated, sheltered from the gate by two Songspires. Optimal coverage to safeguard all areas west and southward with minimal overlap with the other Holdfast within Polar.

 Augment for Black Noise from DNA offer Prototype Enhancements

Spend 1 Excess Treasure On A Resistance Roll Mawbel sees that her coffers will be stuffed to the brim, even with the addition of the vaults. Allocate 1 Treasure to a resistance roll against the oncoming Black Tide Gate. Allocate this to the resistance roll of a support owned by ESP if one such support is randomly selected, or region 47 owned by ESP if no other ESP supports are under threat.



 
 Spoiler: Shell Counting 

  
 
Treasure: 20/20
Vaults: 1
-3 Songline Song
-1 Excess To Resistance Roll
+1 Mamomachines
Passive Treasure Income: +3
 Next Turn: 20/20 Treasure
Vaults: 1 

Units: 4/7
-2 DNA
+3 Recruitment
 Next Turn: Units: 5/7 
 
Primary Regions
51 ESP/ESP/ESP - ETC/ETC/ETC - XXX/ESP/SEN/*? - H-Maleficent Jelly/N-Megafauna Mounts
61 ESP/ESP/ESP - ETC/ETC/ETC - Opn/ESP/Opn/*Btl - H-Burrowing Glacier Shrimp/N-Unskilled Labor


47* [0]
49* [2]
51^ (4) [1+-]
52* [1]
56^ (5) [2]
57^ (6) [3]
58^ (2) [1]
59* (0) [0]
60^ (3) [1]
61^ (4) [1+1]
63^ (3) [1]
66^ (4) [2]
67* [1]
68^ (3) [1]
71* [1]
77* [1]
W22** [1]
 

Artifacts
Plastic Flower
Mechanics: For every treasure you spend in a single round, a randomly selected Player that you have a Trade Route with gains one treasure at the end of the round.
Toy Hammer
When you spend 3 actions on a Project, get a fourth one for free.
Ships
Big Boulder
Nightguard
Alpha Ex Machina


Trade Routes
RFT
LUX
DPB
KNH
GRV 
  Mission Statement/Core Values: 
  Secure    Industrialize  emotional software   within Polar (Hivemind and Isolate Alike) against outside intrusions.  
  Guarantee long term    s ecurity for   the corporate entity known as   Eternal Spring.
  Engage in cooperative crowdfunding and projects to    b ring    Prosperity      unto all lifeforms.  
 
Faith Dossier in Round 16 Post:  Give The Eternal Communion A  Soul  
 
 
 
 Spoiler: Titanic Mechanics 

Finally complete, the Magma Shroud in Verja, newly churning heart of the Eternal Spring, first of its kind, springs into a cruel simulacrum of life. Smoke and heat alike belch forth from the opening at the structure's peak, bringing to mind the Colossus Draig which already stalk the frigid waters nearby. From behind masses of already soot-stained paneling and struggling insulation seeps a sinister and cyclic red glow, draining into the eyes of onlookers through sieves of swaying thrumming cables and enormous rattling pipes. From towering mechanisms diffuses the fell influence of the great and hungry avatar of desire and prosperity which some call the Hidden Hand, permeating all who look upon such marvels of industry with the power of Mammos. Here, there is Potential unrivaled. Here, the world bleeds to feed the fires of Prosperity. Here, a new Titan is born - a  Titan of Industry .

 
 Spoiler: Titan of Industry Mechanics 

  Industrialized Investment:   The fires of industry are fueled by many things - chief among them being capital investment. A Titan of Industry may spend 2 Treasure as part of a Project action to boost that Project's progress by an additional action. May be used on all Titanic Projects and most other region-specific Projects, limited only by Treasure and action availability.

  Pollution:   As subaquatic industrialization continues, existing ecosystems ÃƒÂƒÃ‚ÂƒÃƒÂ‚Ã‚ÂƒÃƒÂƒÃ‚Â‚ÃƒÂ‚Ã‚Â‚ÃƒÂƒÃ‚ÂƒÃƒÂ‚Ã‚Â‚Ãƒ  ÂƒÃ‚Â‚ÃƒÂ‚Ã‚Â– be they natural, engineered, or somewhere in between ÃƒÂƒÃ‚ÂƒÃƒÂ‚Ã‚ÂƒÃƒÂƒÃ‚Â‚ÃƒÂ‚Ã‚Â‚ÃƒÂƒÃ‚ÂƒÃƒÂ‚Ã‚Â‚Ãƒ  ÂƒÃ‚Â‚ÃƒÂ‚Ã‚Â– are commonly destroyed and the water becomes foul and choking. As pollution builds up in a region, its travel, construction, and life are likely to become progressively more difficult, eventually resulting in the region becoming uninhabitable.

Titanic Projects produce Pollution, which can have significant effects on a regionÃƒÂƒÃ‚ÂƒÃƒÂ‚Ã‚ÂƒÃƒÂƒÃ‚Â‚ÃƒÂ‚Ã‚Â‚ÃƒÂƒÃ‚ÂƒÃƒÂ‚  Ã‚Â‚ÃƒÂƒÃ‚Â‚ÃƒÂ‚Ã‚Â’s habitability. Every 3 Pollution in a region increases the costs of most Titanic Projects by 1 action. Pollution can be managed by the use of Dump Sites to dispose of waste and shift pollution away, or Mantlecracker Techs to reduce operational penalties in Polluted regions.

At 3 or more Pollution, a regionÃƒÂƒÃ‚ÂƒÃƒÂ‚Ã‚ÂƒÃƒÂƒÃ‚Â‚ÃƒÂ‚Ã‚Â‚ÃƒÂƒÃ‚ÂƒÃƒÂ‚  Ã‚Â‚ÃƒÂƒÃ‚Â‚ÃƒÂ‚Ã‚Â’s borders are considered Polluted (in addition to whatever other border type they may have)Polluted borders cost an additional region to cross for the purpose of Distance losses (with attendant effects on distance penalties), and each Polluted region crossed adds a flat -1 penalty to action rolls, which is not reduced by distance penalty reductions.

At 6 or more Pollution, a regionÃƒÂƒÃ‚ÂƒÃƒÂ‚Ã‚ÂƒÃƒÂƒÃ‚Â‚ÃƒÂ‚Ã‚Â‚ÃƒÂƒÃ‚ÂƒÃƒÂ‚  Ã‚Â‚ÃƒÂƒÃ‚Â‚ÃƒÂ‚Ã‚Â’s borders also become Toxic, in addition to whatever other border type they may have been previously. If the regionÃƒÂƒÃ‚ÂƒÃƒÂ‚Ã‚ÂƒÃƒÂƒÃ‚Â‚ÃƒÂ‚Ã‚Â‚ÃƒÂƒÃ‚ÂƒÃƒÂ‚  Ã‚Â‚ÃƒÂƒÃ‚Â‚ÃƒÂ‚Ã‚Â’s borders were already Toxic, each region that shared a Toxic border with the Polluted region gains 1 Pollution as a result of spillover effects.

At 10 or more Pollution, a region becomes Contaminated, uninhabitable even for a Titan of Industry until the Pollution level is reduced.

  Titanic Projects:   A bunch of new and exciting projects to work towards; must be in an owned region or a region where you have mercantile support.

Titanic Projects may be destroyed with a Sack action if in a controlled region - like Sacking a Trading Post, this is likely to upset local Merchants. They may be damaged by Sack actions if in a region one does not control - while damaged, they do not provide their normal effects, but still produce Pollution if that Pollution is local. Titans of Industry may use Economy to resist Sacks of their Titanic Projects in regions they control. A destroyed Magma Shroud disables all other Titanic Projects dependent on them in the region, which will only produce 1 Pollution each until a new Magma Shroud is built. A damaged Magma Shroud will result in Titanic Projects dependent on a Magma Shroud shutting down one by one over time unless it is repaired. A Titanic Project requires 1 action to repair when damaged, or 2 if the Sack was a Great Success.

 Magma Shroud :  This extreme depth borehole provides access to geothermal energy in massive quantities. A must-have for any budding industrialist looking to reach the next level!  - Effect: Required to start almost any other Titanic Project in a region and reduces the Treasure cost of Industrialized Investment by 1 for Project actions in the region; Action Cost: 5 Economy actions (cost reduced by 1 action per Depth Level), Pollution: +2.

 Energized Extraction :  Connecting geothermal energy plants to extraction and processing facilities all across the region increases both nominal and actual yields massively!  - Effect: Owned TPs in region count double; Action Cost: 2+TP Count Economy actions, Pollution: +1 per TP

 Industrial Research :  Conducting organized research into the science of automation and production can provide many advances; foremost among them massive increases in extraction, processing, refining, manufacturing, transportation, and/or military capabilities.  - Unlock a Mantlecracker (alt: Industrial) Technology as well as the specific Factory type(s) which powers it, that can only be constructed in regions with an appropriate resource type. Actions Cost: 4 Economy or Military Actions or one Economy/Military 10, produces 1 Pollution.

 Construct Factory :  Undercompensated workers, automated mechanisms, enslaved demons, corrupt unions - whatever the source of your labor, if itÃƒÂƒÃ‚ÂƒÃƒÂ‚Ã‚ÂƒÃƒÂƒÃ‚Â‚ÃƒÂ‚Ã‚Â‚ÃƒÂƒÃ‚ÂƒÃƒÂ‚Ã‚Â‚  ÃƒÂƒÃ‚Â‚ÃƒÂ‚Ã‚Â’s cheap and plentiful, it's productive.  - Effect: Establish a Factory with a type based on the local resource; Factories are used to power Mantlecracker Techs, Action Cost: 5 Economy Actions (3 if City present); Pollution: +3

 Vault Depot :  Storage depots to handle industrial quantities of goods have always been important to industrially developing powers - who cares how much habitat for native flora or fauna has to be cleared to make way?  - Does not require a Magma Shroud in the region, Increases Treasure Storage by 5, 3-action cost, Produces 1 Pollution.

 Dump Site :  Naturally, massive increases to production throughput means a similarly massive increase to waste output, which must be effectively managed. The most effective management for waste is usually to put it far away from oneself, and this highly sophisticated and specialized facility does just that!  - Reduces local Pollution by 4, and increases Pollution by 3 in a specific neighboring non-Wastes region. 3-action cost.
 

 Mammos's Hidden Hands: The Eternal Spring may use Faith actions in place of Economy actions for Projects as long as they are spending Treasure for Industrialized Investment for each such action. With ESP becoming a Titan of Industry, and effects of the Safety Net, Mammos may now communicate much more freely and directly with players. It no longer costs Treasure or requires an intermediary to communicate if in Verja (61). 
 

  
Titanic Factory  
Region 61
Pollution:  0 (0) [2+1+3-4-4+1+1]
 Next Turn Pollution: 0 (0) [2+1+3-4-4+1+1] 
Structures:
Magma Shroud Pl2
Mantlecracker Research Facility [Gargantuan Gears [Rudimentary Submarine Railways]] Pl1
Labor Factory Pl3
Dump Site 61&gt;54
Mantlecracker Research Facility 61 [???] Pl1
Vault Depot 61 Pl1


 Impending Construction

 

Region 54
Pollution: 6 (6) [6]
 Next Turn Pollution: 6 (6) [6] 
 Mantlecracker [ Industry ] Technologies  
 Spoiler 

  Rudimentary Submarine Railways:   By evacuating the water from these tunnel systems, incredible speeds can be achieved, making efficient transportation of goods and personnel a breeze! Dynamic co-synergies have never been more optimal! 
3-action plus Depth level project, +2 Pollution. Player capitals with a contiguous Submarine Railway connection have a trade route created between them. May trade TPs as a non-action to players with a Submarine Railway network connection from their capital to the region. Requires a Labor or Hard Metal Factory.

 As the number of trolleys traversing the Eternal SpringÃ‚Â’s railway network increases, so too does the number of levers and interchanges required to minimize trolley impacts with passengers and other trolleys. Not that the safety of the passengers is important. Preventing collisions merely reduces accumulated trolley damage and maintains optimal cargo efficiency.
The Eternal Spring invents a new Mantlecracker technology:  Streamlined Submarine Railways  and produces 1 Pollution in Verja (61).
Effect: Allows the building of a 2-action plus Depth level project, +2 Pollution. Can only be built in regions with Rudimentary Submarine Railways and Magma Shrouds. Projects in the region have their action cost reduced by 1. If the region has Energized Extraction, TPs count as double for everyone, not just the region owner. Regions with friendly Submarine Railways do not count for distance losses. Requires a Sealant or Alloys Factory. 
 
 

 
 Spoiler: Tag List 

Magma Color Tags (Low-Medium-High)

[COLOR="#993333"]
[COLOR="#cc6633"]
[COLOR="#ff6633"]
Prosperity
[font=Brush Script MT][SIZE=3]
 
JBarca
 Round 24
   The Shifting Ennead   
 Mortuus Marea (60), Revocatus Faecum (66), The Cathedral of Movement (67), Sketi (68),  Danabae (69) , Raconensae (73), Maurente (74), Cryptoclysus (84), Calvarnsis Superior (185), Calvarnsis Inferior (186) 
 Liege Lord to: Draig Residuum Gathering [Aelwyd Adferiad (71), (70)]  
  Led by The King, Emperor Akkoroas 
D10 ; M10 ; E10 ; F3 ; I6 
 Actions 
 
  [DIP Host Event: Coronation Party] 
 
 Spoiler: Subactions 
Get the royal ring smooched
Gift the claws of Gwyn's molt to DRG
Gift all starter techs, Reanimation Colonies, Memetic Cohesion, and Memetic Hazard Generators to DRG
 

With a new ruler comes new fealty. Gwenfrewi Llywelyn, the Rising Hope is invited to Danabae to celebrate the coronation. Upon receiving renewed promises to loyalty and aid, The King, Emperor Akkoroas offers several gifts to the new ruler of the Residuum. A number of scholars are sent back to Aelwyd Adferiad to teach the Draig technological advancements and bring the Ennead's vassal into a more modern age. The great claws of the molt left by Gwrfaedlaithe are also presented. Strength, power, and shared enemies are the reminders therein.

 
  [MIL Recruit Unit] 
With the Reavers growing bold, soldiers are needed.
 
  [ECO Colonize Coresite (58)]   GREAT SUCCESS! 
What happened to OpenSEA? What secrets remain in their waters?

 
  [DIP Sway Aristocrats in Danabae (69)   SUCCESS  
  [DIP Sway Aristocrats in Calvarnsis Inferior (186)]   SUCCESS  

The distraction of the ant creature has passed, and the emperor needs his servants back in line. To the north, the local government is slowly being built and incorporated and finally has the stability to serve a practical function.

 
  [ MIL  Faith (CotMB) Defend Seatide (79)] 
 
 Spoiler: Details 
Target: 79
Commander: Mr. A. Fish (Subcommander)
TacDoc: Skirmish (-10% casualties both sides)
Units: 7
Treasure: 0
Route: 69&gt;74&gt;79
Techs: Crimson Cuirasses (+1 to Battle), Razor Current Netting  (+10% enemy casualties and +1 to maneuvering rolls)
 
 
  [Faith Seek Aid on Coresite Colonization]  Spending 1 Treasure  SUCCESS!  
 
 Non-Actions 
 
  Treasure Count at round start - 5 
  Unit count at round start - 11/20 
  Gain 1 Unit from Ennean Professionalization (9 Aristocratic Supports owned by round start, barring surprises) 
  Accept all gifts, including Trade Routes and Cultural Exchanges 
  All SEN territory treats all armies not belonging to SEN, DPB, or STC as hostile for Distance Losses. DPB and STC are explicitly given permission to travel through SEN regions. 
  DMA Tracking: +0 
  Vote Eremus for Good Names Go to Waste 2 
  All of the Ennead's athletes are instructed to take part in the Squids' Games 
  Peregria engages in Counterespionage 
  Dr. Flounderton III is of course permitted his museum 
 
 Reports and Discoveries 
 
  The Driagiau have staked their claim on the waters to their west, and the Shifting Ennead supports their vassal. Should a state interfere with the sacred seas, the Ennead will consider this a declaration of war against the Residuum and will respond accordingly. 
  As The King, Emperor Akkoroas retreats for his next bout of stasis, the court of Danabae is swiftly filled with recitation urns. These slow, plodding creatures are the highest fashion among the Doflein in modern times, being little more than beasts of burden that carry story rather than simple goods. They have a near-perfect memory for spoken word and can communicate only basic needs and that which they've memorized. Poor indeed is the Doflein who does not own at least one such luxury. They are used for record-keeping, messages, and as private journals. Typically, they are highly secure - only by speaking a specific code word can they be enticed to divulge their cargo. One enterprising individual, who has elected to remain anonymous, has cracked the code to the emperor's personal recitation urn. Within weeks, dozens of copies of his words have been made and shared around the court. Because of the King's unique lifestyle, this journal is released as it is found - in serialized, eagerly awaited bundles.
 
 Spoiler: On Eternity, Pt. 1 
  On Eternity  
 It has recently entered my awareness that I have, in this modern period, ruled these waters directly for more than forty years and indirectly for a further thirty. For some who share these seas with us, this may seem a pittance. For others, many generations have lived and died since my influence first began spreading from the borders of Danabae. I see the widening abyss that looms before me, and I know what might have been called dread, or even fear, in a lesser being. I am filled with determination to fight that which many claim is implacable, to call down that which supposedly has no master.

Before my reign, my serfs had a droll religion hoisted aloft by desparation and a frankly comical amount of hope. The devotees, when they had the time, longed for an external savior to pull them from the unflinching grasp of the Doflein. Naturally, this yearning was time and again beaten down by the failure of this Silted Queen to arise from beneath the seafloor and stand against the might and glory of the Ennead. In its place, though, grew a foreign philosophy that is far more interesting to the citizens of the empire. What was once simple drivel vomited forth by the alien hiveminds that scrabbled out what approximated a living in Mortuus Marea has grown over the decades into something that is applicable to even my elevated self. Small wonder that my son opted to ignore the revelatory introspection that true consideration guides one toward - it may have done him some good to have had more to grasp than slavery and madness.

The Eternal Communion - as the philosophy is called - began as a simple call to unity. The gestalts of the Rifltlings adhered to their blind devotion to oneness to a frankly horrifying degree, and it was only with outside, moderating influence that the tradition became palatable. Now, in the Shifting Ennead, among the learned, it is more than the polyp swarms could have hoped. They laid a groundwork on which truth can be and has been built. 
 
 
 




Ruler Stats R25:
D: 10
M: 10
E: 10
F: 4                                                                          POLAR 
I: 6
New Ruler: No

 
 Spoiler: Technology 
 Technologies 
    Type 
 Name 
 Effect(s) 
 Required Resource? 
   
  S 
 Composite Grafting 
 N/A 
 N/A 
 
  S 
 Graduated Symbiosis 
 N/A 
 N/A 
 
  S 
 Trophic Deconvolution 
 N/A 
 N/A 
 
  C 
 Electrodialytic Staurozoa 
 Ignore Effective Distance from Briny 2/rd 
 N/A 
 
  C 
 Holographic Certification 
 +1 to rolls when resisting Undermine Support 
 Photospore Signaling, Bioluminescent Ink 
 
  M 
 Devolving Standardized Integrations 
 +1 to Battles following destroying enemy units in battle 
 Composite Grafting 
 
  C 
 Anoxic Adaptation 
 Brackish (green) border crossing 
 Composite Grafting, Trophic Deconvolution 
 
  C 
 Bitter Tourism 
 Glacial (black) border crossing 
 Heat Source 
 
  M 
 Razor Current Netting 
 +10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending 
 Composite Grafting, Glass 
 
  M 
 Filtration Grafts 
 Toxic (red) border crossing 
 Composite Grafting, Filter Feeders 
 
  M 
 Destabilizing Mutagenic Augmentations 
 Increase DSI bonus to +2 
 Devolving Standardized Integrations, Composite Grafting 
 
  C 
 Scrying 
 Great Success on Seek Aid grants a +2 
 Shiny Objects 
 
  M 
 Reanimation Colonies 
 -10% Own Casualties 
 Graduated Symbiosis, Corpses/Skeletons 
 
  M 
 Crimson Cuirasses 
 +1 Battles 
 Graduated Symbiosis, Organic hard material 
 
  C 
 Implanted Personality Mindnets 
 Create, implant, and withdraw a Mindnet 
 Composite Grafting, salvaged Reaver augments or Nacres technology (consumed) 
 
  M 
 Memetic Cohesion 
 +1 to Maneuvering and Battles if using a Subcommander 
 Memetic Hazard Generators, Thinking Creatures 
 
  C 
 Memetic Hazard Generators 
 Great Success on Undermine Support (TN 18 or the defender’s roll + 6), Support becomes Unruly 
 Electrodialytic Staurozoa, Esoterica or Drugs 
 
  M 
 - 
 N/A 
 N/A 
 
  M 
 - 
 N/A 
 N/A 
 
  M 
 - 
 N/A 
 N/A 
 
    
 

 
 Spoiler: Mechanical Bookkeeping 

Trading Posts Owned: 3
 
 Gravelglass: 68.2 
 Maleficent Jelly 51.3 
 Dragon Eyes 84.2 
 
 Military Units CAP: 11/21 
 Generals 
 
   Balelia - 9  - With KNH 
  Tulticius - 8 
 
 Spies 
 
  Peregria - 9 
 
 Cultural Exchanges 
 
  GRV 
  DPB 
  STC 
  SKR 
 
 Trade Routes 
 
  STC 
   CRY  (Dead) 
 
 Artifacts 
 
  Shadow Pearl - Fuels Scrying. Provides Nonaction Seek Aid 1/rd. If unused, chance of gaining +1 Faith if others are used. 
  Censer of the Mother's Breath - Treat one action as Faith for Stat gain purposes. Free Seek Aid on the action 
 
 Treasure 
4/15

 Special Actions Used 
DIP5 - Cultural Exchange DPB
MIL5 - Recruit General Tulticius
ECO5 - Specialized Ship,  The Harvester 
MIL10 - Destabilizing Mutagenic Augmentations
DIP10 - Empire
ECO10 - Ennean Professionalization
INT5 - Spy (Peregria)

 Great Projects 
     Name  
  Location  
  Details  
 
  Provinciarum Mirabilia 
 67, 68, 74 
 Massive statues of coral and living flesh harvested from serfs, coupled with tax-collection offices 
 
  The Eternal Reunion 
 69 
 A huge pit dug into the seafloor, swarming with workers and filled to the brim with factories, workshops, and gristmills, and the floor is dotted with butcheries, slaughterhouses, vats, and barbershop. Into the pit flow people, animals, and other biomaterials. Out flows the raw materials for the many experiments and projects of the Doflein. 
 
   
  
  
 
  
 

    POLAR    
Grim ranger
    Kar-Nath Hegemony   
 Located in:  Polar zone, regions 53, 62, 63, 64, 65, 75 and 77
 Capital:  Glacier Crag, Region 77    Turn 24   
   Nedir, the Frozen King and Voice of Harmony   
 Diplomacy - 10, Military - 10, Economy - 10, Faith - 10, Intrigue - 9 
  Actions:  

1.  [Faith]:  Impress Clergy in Region 59 (Using 1 treasure)(Roll:  24 . Success!)
 - Heading the plea of the newly formed union, the Frozen King decrees that spiritual aid be sent to the holdings in form of missionaries of the Blossoming Sequence. 

2.  [Economy]:  Economy 10 special - create a Technology: Mobile Subdivisions

3.  [Military]:  Invade Region 55 with 6 units, led by Marshal Adaya shel-Girum ban-Liav (Military 8) using March of the Conqueror tactical doctrine (+1 to battle, +10% own casualties, Free Sway Aristocracy attempt (using Chain of Kings on this roll for additional +2 if it is occurring, and gaining further +1 to it from Admired)), going through 62 -&gt; 60 -&gt; 55
 - Determined to bring order to the lands left utterly vacant of leadership by the sudden disappearance of Deep Blue, the noble families of the Hegemony raise the Legions to march, directing them to one of the regions closest to the accursed Gate...and as such, likely to become doubly dangerous should the infectious insanity of the thing allow them to utilize some of the tools left behind by the enigmatic shoalmind. 
 
 Spoiler: Invasion breakdown 
 Misc. modifiers 
the Sgimiwr Cyflym (Artifact, used by Marshal Adaya): +1 to Maneuvering and -2 to effective region count for Distance Losses, once per round
Treasure: +1 to battle

 Technologies: 
Crimson Cuirasses (using Dragonscales from DRG): +1 to Battle
Toxologist Training (using Adhesive Urchins): 10% enemy casualties and +1 to Battle rolls in Depth 0 regions
Devolving Standardized Integrations: Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost.
Battlefield Scavengers (using Migratory Narhwal Pods from GRV): Negates all the casualty reduction effect(s) of one technology or tactical doctrine
 

4.  [Military]:  Build World Wonder, the Polar Institute of Warfare, in Region 65 (1/5)
 - With the rising international prestige of the Hegemony surprising even the nation itself, the nobility clamor for something that will forever put their proud nation into the history books...and Nedir delivers. Kar-Nath Hegemony is a nation with long and proud military tradition, that much cannot be denied... but they can be more still. Thus, the Frozen King decrees the beginning of great work in Pelegar: the Polar Institute of Warfare shall rise in the region to truly restore it to its former glory... and provide a place of learning to all the prodigies of strategy across the seas! 

5.  [Intrigue]:  Coerce TP 1 of Region 59 (using 1 treasure)(Roll:  17 . Success!)
 - While aiming to help the newly formed union of the Corporate Holdings, the Frozen King still wants guarantees for his investment, and as such sets the merchants of Glacier Crag onto the task of cornering some of the local trade. 

6.  [Intrigue]:  Use 1 ABS favor to receive Secrets of the Depths (Secret Action)

General note: if KNH has spent 3 treasures this round, they regain 1 via Mamomachines technology

  Non-actions:  

Constant: Automatically accept all trade routes, cultural exchanges, gifts, etc from other players, Automatically defend against any unauthorized buyouts/incursions/etc.
Constant: All KNH's prisoners are kept in Glacier Crag to benefit from Order of Chain Warden's extra protection against secret actions. (Current prisoners: SEN general Balelia)
Constant: Allow GRV and ESP armies free passage through KNH lands and grant both polities free reign to perform projects in KNH lands. Treat all other powers currently as hostile.

A.  Create a monument - The Rage of Dragons (in region 75)(1/3)  
 
 Spoiler: Commemorating Titanic battles 
 The sheer destruction left in the wake of the two clashing Titans has left wide swath of ruin through the humble Plains of Sarkenos...and while majority of the people managed to survive the titanic clash, men of faith and workers of the local iron sand mining operations have suffered considerable losses in the wake of the immense fight. Thus, the people of the Plains of Sarkenos have come together to make a memorial to the event, hoping that by recording the past it will never have to be repeated... certainly a more poignant memorial than simply preserving the information of the event in writing or word of mouth would be.

With the devastation fairly widespread but leaving the holy sites and infrastructure of the region reasonably intact, the decision for the memorial site finally settles on otherwise nondescript patch of the plains that the two titans clashed so fiercely over. Cordoned off while the impact craters of the two dragons are carefully preserved for posterity, the people of the Plains begin planning for a monument that might best represent the battle that took place...and while many ideas are considered, a superior one eventually emerges.

The plan of simple statue of the two titans clashing in miniature, overlooking the preserved craters that show but miniscule fraction of the devastation, eventually wins over hearts and minds...and with their goal set, the humble crafts-people of the diverse province begin to plan a joint work while the details of the two titans' features are still reasonably clearly in the memory of all involved. It will be difficult for a modest place like their home to afford exotic materials or work on such a project for long without the local trade being affected...but the effort seems to in the forefront of the locals' minds, overriding such practical concerns in large part. 
 

B.  Spy Action 

C.  Good Names Go to Wastes, Round 2 - Vote for The Screaming Fish (ESP) 
 - Seeing the suggeastion of Eternal Springs as quite a curious one, the Frozen King takes their side in voting. 

D.  Open spiritual retreat and resort in Glacier Crag under the supervision of Gwyneth Minnow 
 - Intrigued by the proposal of this wandering stranger, the rulers of Frozen Seas allow her to set up her operations within the capital. A spiritual retreat does not sound all too bad, such things already being a good part of Nathi's way of life...and more income for the crown to utilize cannot be bad either. 

E.  Teach a Fish to Man (the GMO Kelp) - Develop Talented Crabs to Talented Crab Soldiery (-2 favors, -1 reputation) 
 - Utilizing the sudden influx of goodwill from Fivine Nacres, the Hegemony takes the enigmatic organization up on their offer of reefining resources, desiring further use for their stocks of talented crabs. 
 
 Spoiler: Crabs with Talent...for War! 
 While their humble ancestors were mere animals incapable of complexity, the help of Seatide Condeferacy left the people of Pelegar cultivating a number of Talented Crabs instead... an operation that has only grown in size in recent years. And as Hegemony's grand achievement, the Polar Institute of Warfare, is set to lift the region back into its ancestral glory, the crabs too are gaining more possibilities to shine. The influx of martial geniuses and military trainers eventually led to the question of whenever or not the Talented Crabs had any use for the Institute, many of the personell arriving taking it upon themselves to find the truth of the matter out.

Although the task was unorthodox and at times frustrating, their efforts slowly bore fruit, many of the teachers finding ready source of decent students in the basics of warfare among these lesser crustaceans... and eventually the martial training was intriduced fully as a part of the raising of Talented Crabs. The academy would need many guards thanks to its sheer size alone, after all, and the Hegemony would always have battlefields that'd require more soldiers to conquer them. Still, there is only so much that normal-sized crabs can offer as soldiers, causing the Hegemony to turn to the engimatic Divine Nacres for assistance. With the bio-modification techniques of the organization, the crabs soon reach sizes quite suitable for guard work, creating the bedrock for the Academy's future guard force. 
 

  News &amp; Rumors  

-

  Leader improvements from turn 24:  

+1 Intrigue

  Leader stats for turn 25:  

Diplomacy - 10
Military - 10
Economy - 10
Faith - 10
Intrigue - 10

 
 Spoiler: Leaders &amp; agents (Start of round 24) 
 Leader:  Nedir the Frozen King (Diplomacy - 10, Military - 10, Economy - 10, Faith - 10, Intrigue - 9)
 General:  Marshal Adaya shel-Girum ban-Liav (Military 8, Unbending Iron Tactical Doctrine (defense only, +3 to battle roll, -2 to own leader loss roll, +20% enemy casualties, +10% own casualties), Abyssal Expertise: Gains a bonus to Maneuvering rolls equal to the current Depth level.)
 Spy:  Loyal Figment (Intrigue 8)

 Others:  Munda (Ambassador of the Hegemony), Rayn (Chieftain of Plains of Sarkenos, technically independent), Khrom (Pride of the Legions), Pearlshell Deva (Student of Blossoming Sequence and old ways), Parts-Waters (Unin Floatsinking Gold Fish winner), Acid-shell (Nathi Wastesailer, Gold Fish winner), Araid the shell-cracker (Nathi Swordfishing Gold Fish winner)

 Historical:  Frozen King Rham (Frozen forever in Rimestone ice, as per ancient Nathi tradition), General Kreel (Died on a campaign. Brought back to life by the Gravetenders)
 

 
 Spoiler: General bookkeeping (Start of round 24) 
 Regions:  77 (Capital), 75, 65, 64, 63, 62, 53
 Military units:  7
 Treasure:  9
 Artifacts:  Chain of Kings (+2 to Sway roll within owner's borders, once a round), the Sgimiwr Cyflym (+1 to Maneuvering and -2 to effective region count for Distance Losses, once per round)
 Specialized Ships:  The Silvered Eye
 Reputation:  ABS (2), CCA (3), DNA (2), PRS (4)
 Favors:  ABS (2), CCA (1), DNA (2)
 Trading posts:  9 (Effective number: 11) - 2 income
Rimestone - TP 1, 77 (Merchant support)
Glittergill Shards - TP 1, W6
Mercenary Retainers - TP 1, 129
Preserved Foodstuffs - TP 3, 78
Electrum Conduits - TP 1, 76 (Merchant support)
Maltreed - TP 1, 53
Adhesive Urchins - TP 1, 62
Talented Crabs - TP 2, 65
Shells - TP 1, 30

 Civilian Technologies:  Composite Grafting, Trophic Deconvolution, Photospore Signaling. Supernatic Propagation, Megafaunal Tailoring, Graduated Symbiosis, Electrodialytic Staurozoa, Mitochondrial Regulation, Filtration Grafts, Seeker Barnacles, Joined-Stalk Companies, Indah's Embrace, Bioluminescent Navigation, RADIANT SPHERES, Mamomachines, Megafaunal Caravans, Oxygenating Implantations, Anoxic Adaptation, Bitter Tourism, Toxic Filtering, Scrying, Sulphurous Secretions
 Military Technologies : Razor Current Netting, Battlefield Scavengers, Crimson Cuirasses, Blood Algae, Death Commando Conditioning, Toxologist training, Devolving Standardized Integrations, Reanimation Colonies, Supermarine Artillery
 
Feathersnow
 
  The World Garden 
 SKR 

MRK, the Chronicler 
8 Diplomacy
8 Military
5 Economy
4.5 Faith
5.5 Intrigue

 Diplomacy 5  Curry Favor with the Chora

  After setbacks and a relaxing of her position on ESP, MRK realizes the Chelonians may be able to help her reach apotheosis and be a worthy successor to her Mother. 
 Economy Impress the Merchants of Rilanto Pass
  Too long has the Reaving of this area been ignored! 
 Roll.  Success met with FruitingMangroves as a crop 
 Economy 5  Build a City in Dashasham. This city provides a bonus to Impress for Costa Sereia.
 A glorious capital for our new Empire!  Also, a favor in repayment for the aide of the Sereians in the Finalist War. 
 Faith Impress the Clergy of Rilanto Pass
 The Way is not our way, but we will give what help we can. 
 Roll.  Failure resets as open 
  Faith  Diplomacy  Divine Aide Pfilghol attempt to deal with reaved aristocracy.

 Intrigue  Continue researching Gestalt Progression...

 Spy Action  Petrix despite being a member of a tiny racial minority and the most famous living Gardener, is a cephalopod, and that means a shapeshifter...  They try investigation of The Ultimate Bunker

 Non-Action  Pubically,  formally put ESP on notice the destroying the world is not okay...

 Non-Action  Formalize a firmer connection with Pfilghol. They are nominally vassals, though, by agreement, bound to little.

 Non-Action  A sea-curler named Josie attends the Squid's Game.

 
 Spoiler: PRS Monument 2/5 

The Cathedral of Ascension is the heart of the new capitol, a giant building complex carved out of a bare seamount. Various cleaner fish keep the tiles and bas-reliefs pristine.  These bas-reliefs depict scenes of Saints from Psaul to Marcion, as well as the Pilgrimage of MRK.

The rebuilding of the Great Cathedral-City of Macropolis-St. Psaul was had many facets, and one was to offer tacit support to the Costa Sereians, who bravely helped win the Finalist war.  Their Embassy has pride of place in the city center, with easy access to the financial district, which they dominate after the retirement of the former Sakurado economic czar, Lady Ink.

They share this honor with the Pfilghol Embassy, where missionaries coordinate with Pfith on how to integrate Hermit Crab style bureaucracy with Pfith culture to the benefit of both.  This part of the central district is decorated deliberately differently, in styles deliberately reminiscent of far-off Pfithreef. The Stewards' consulate, or, at least, a space dedicated to that should the Stewards deign man it, is also there.
 


Stat growth-

+1 Diplomacy, +1 Economy, +.5Faith, +.5 Intrigue

New stats-
9 Diplomacy
8 Military
6 Economy
5 Faith
6 Intrigue

Starting treasure 4, 4 spent
Volthawk
 
   The Cyphiri Union   
  Round 24  
 Regions:  Cyph-Arel (122, Capital), Pyl-Garat (129), The Emerald Tidelands (124), Carr-Narin (121, Colony), Uln-Laton (191, Colony), Swarmhome (126)
 Ruler:  Ashal Hallus
 Faith:  The Flowing Way (The Cyphiri Way)
 Diplomacy  9  Military  9  Economy  10  Faith  6  Intrigue  3
 Voice of Harmony:   Lyric  7  Passion  7  Artistry  8
 Merchant Marine 
 
 
  Actions  
 End of Turn Ruler Increases:  +1 Diplomacy, +1 Faith, +1 Intrigue
 
 Befriend a Reefback Wanderling (2 Treasure spent) [Artistry - Faith] -  17, Success 
 After having the idea on her mind after her latest discussion with the Songsages, Ashal Hallus sends Cyphiri opportunity scouts into waters bordering wastes across temperate waters with an unusual request- - to look and listen, dealing with the locals, to find the trail of what she was after, a  Reefback Wanderling. None of the scouts report seeing one with their own eyes, but one does return with a story from Extenso Azul, of the child of one of the nomadic Mer reporting seeing a creature fitting the description of Wanderling several times, but it slipping away whenever one of the adults showed up. It wasn't much of a lead, and could have been nonsense thought up by a bored child on the swim, but Ashal decides to trust in it and heads out there. After a few weeks of seaching, she finds what she was looking for.

What follows is something of a welcome break from the stresses of governance for Ashal, as she spends months out in the Deep Blue, taking her time understanding and befriending the Wanderling. Back home, it's a strange few months, although the freedom of activity most families have means things broadly go on as always, but when she returns with the Wanderling in tow, something that to their knowledge hadn't been accomplished by anyone outside of the Chora itself...it's hard for anyone to really say it wasn't worth it.  
 Set 40 HS Faith bonus to Inspirational Adventurers [Faith] - Unrolled
 
 Spoiler: Inspirational Adventurers 

Not yet approved, hence the precise effects still not being defined, mainly here so the fluff is here.

 The Flowing Way does not only teach, it inspires. As followers of the Cyphiri Way journey into the unknown, they are accompanied by those who are knowledgeable of the Way and its mysteries. These sages of the Way trade in stories, and the adventures, trials and travails of an expedition is fertile ground for material to work with, and the time travelling gives ample time to consider what the journey means in the context of the Flowing Way and the fates of the explorers. Sent home for consumption by the public, or performed to those living in the places the expedition arrives in as a means of communication, the effect is the same - inspiration, a push to abandon stagnancy and go out to find their own flow in the Way. While many institutions notice an increase in applicants in times where these stories are commonplace, the militaries of countries following the Cyphiri Way in particular have learnt to take advantage of this inspiration, offering those yearning for more a place to find true adventure in their ranks, even if they come from abroad, bolstering their forces with new recruits. 

On a success/great success/breakpoint between the two (delete as appropriate for balance) on an Expedition* action, gain one unit.
 
 
 Curry Favour with the Abyssal Stewards [Diplomacy 5] - Unrolled
 As Ashal Hallus studies the Flowing Way, trying to find guidance on the future of the Union, many of the potential paths she forecasts are...unpleasant ones.. While naturally she didn't know which (if any) of them would come to pass, it was enough to tell her that the Union needed strong allies more than ever these days. Furthering their relationship with the Abyssal Stewards would be a good start.  
 Sway Unruly Clergy of 167 [Lyric - Diplomacy] -  18, Success 
 Hearing of the troubles the Gotezhar are having out to the west, a group of House Ulnesh Cyphiri take it upon themselves to help stabilise the region and bring about peace as best they can, hitching a ride to Firstreef with some traders and swimming north to Garza Feld to try to soothe the frustrations of the local clergy.  
 Discupulus Dominorum [Intrigue x2] - Unrolled
 While there was a growing divide among the people when it came to the Divine Nacres, the Union Council's stance was to keep the status quo going with the Nacres. If this time, that meant helping them with minor business, then that was fine. Who knows, maybe the Hallus representatives sent might learn something from the experience.  
 Retrofit Wayfinder with High-Strength Photosphore Headlamps (Trawling Beast Island materials used for +1 step; 1+2/2) [Economy] - Unrolled
 The Belar family continue their preparations for the new mission they have for themselves. The next step involves a journey that some are dubious about, bringing Wayfinder and a surplus of materials into tropical waters, visiting the Splendiferous University to make use of their Shipyard. Besides fitting the equipment that was the Shipyard's speciality, they also spend some time consulting with Welpir Yellan about...well, nobody's quite sure outside of the man himself and the Belar, but from the topics he investigates afterwards, it seems that they had concerns about their ability of the organisms key to Wayfinder's performance to survive above the water, and if the organisms used in the Deepwater Survival System to move those vessels around could be adapted to Wayfinder.  
 
  Nonactions  
 
 Allow militaries from signatories of the Flowing Peace to move through Cyphiri waters without interference. 
 Treat Cyphiri-owned regions as hostile territory for any and all armies from the Shark People or tropical countries. 
 Assist all Buyouts of Open Mercenary Retainers TPs in Pyl-Garat (129) from MIR, MGM and all non-Tropical countries, Hinder Buyouts from non-MIR/MGM Tropical countries. 
 Assist GTZ's buyout in 170, and COS' buyout of 126.
 Out west in Seguranca, Cyphiri merchants cooperate with the Builder's Union to ensure that the latter has a firm hold on the supply of sea silk, knowing that they'd get their cut regardless, while closer to home the Telan family continue gently pushing the swarmkeepers towards being more connected to the wider oceanic community, encouraging them to accept the offers made by representatives of Costa Sereia.  
 Provide Cobalt Dye and Titanic Rune-Carved Fossils to the Ironkelp Order through the trade route. 
 Trade Deepwater Survival System to Splendid Miru Miru and accept Crimson Curiasses through the trade route (using their Wonder). 
 Present Deepwater Survival System to the Abyssal Stewards on the behalf of Splendid Miru Miru, for the purpose of fulfilling the former's request to the latter.
 His work now in a presentable state, Welpir Yellan fulfulls the obligation he has towards the Miru Miru (in exchange for their assistance) and shows his findings and inventions to the Abyssal Stewards, hoping that it'd be suitable for satisfying their desire for a method of exploring the deepest depths. Part of him stung a little knowing they regarded this as just a redundant backup than something key, but recognition was recognition, he supposed, and his friends in Aniwana would hopefully benefit from it too.  
 Artistic Harmony - Gain 1 Treasure 
 Lyrical Harmony - Seek Aid on Sway Unruly Clergy of 167 ( 11, Success ) 
 Compose Nuance (1 Treasure spent) -  16, Success 
 Ashal Hallus wasn't blind to the tension under the surface in the Union, but she saw something in it. A different kind of feeling, one that hadn't been represented in the works her and her father had created in the past. Something...something worth study, she felt.  
 Contribute to An Inventory of Lamentations (+1 DNA Favour)
 
 Spoiler: Crisis in Pyl-Garat 

The Reavers knew what they were doing when they attacked Pyl-Garat. That wasn't to say that their other attacks didn't have planning and precision, of course, but here they seemed to know exactly where to strike to deal maximum damage to House Pylet. After all, they didn't attack the Union Mercenary Exchange (although the ongoing situation  has  impacted business there owing to House Pylet's significant stake in it all), instead targeting the older settlements across Pyl-Garat, the first colonies alongside the vine forests, where House Pylet made their homes in prime position overlooking the forest. They struck in their typical lightning style, targeting those most prestigious homes and killing or capturing all within it - primarily, members of House Pylet. This might be manageable, but alongside the losses of life within the House there was a more significant blow - Hapat Pylet, leader of House Pylet, was abducted.

Now any organisation that suddenly lost many of its members along with its leader would suffer problems, but House Pylet has certainq quirks about it that has meant it's suffered more than most. For one thing, its leader traditionally has more power than the heads of most other Cyphiri families/Houses - there's no governing family council of which the leader is the chair and the others have influence, instead one individual's vision directing the house. For another, succession is a more complex matter for the Pylet than most - in part because of the aforementioned leadership structure, since it prevents successors being chosen among the council - with the previous leader having always chosen a successor before their death, a decision the House has in turn always respected. These days...much is different. For one thing, the status of the Pylet family has massively changed in the decades that Hapat has had control - Pyl-Garat, or indeed any Cyphiri presence outside of Cyph-Arel, didn't exist before Hapat's time, and the family's position, status and power has grown and changed greatly with first the settlement of Pyl-Garat, and then the building of the Union Mercenary Exchange. Many members of the Pylet family aren't quite as happy with just letting one person control it all without their say-so. More importantly, however, is the fact that there  isn't  a chosen successor int he first place, Hapat always putting the decision off and using the chance of a favourable choice as a tool to influence many of his family members.

Putting the two together, one sees the final injury to the House struck by the Reavers - among those left behind, there is now a lot of unrest and feuding, with small power struggles (that have thus far been able to be contained) breaking out here and there as the survivors jockey for position in whatever structure House Pylet will have when it all shakes out, many of them naturally having their eyes on that top spot.
 
 
 Contribute 2 units to Assistance in the Depths.
 The Retainer Guard had grown quite large in the last decade or two, and there currently wasn't much work for the bulk of them, the growing calls to put the Guard to work and put out a show of strength not yet enough to get Renald to mobilise. In light of that, sending some to help the Stewards seemed like it wouldn't be a problem.  
 Vote for the Sea of Bones in Good Names Go to Wastes, Round 2 
 Terlik Yallan (Waste-Sailing) refuses to join the Squids’ Games, citing similar concerns to those which led to the Cyphiri abstaining from the original Games, but Leon (Swordfishing) is eager to face the new challenge (appearing to some to welcome the possibility of trouble), while the swarmkeeper team led by Tarym-Ak-Esh-Lin (Supernatic Volleyball) are intrigued by the offer and find themselves accepting. 
 While House Pylet as a whole is currently in a difficult state, still recovering and reforming after the recent Reaver attack, a group of them led by Kyran Pylet accept the offer presented by the BBC regardless. The show may have a rocky start, in the circumstances, but it must go on. 
 
  News and Rumours  
 
 Representatives of the Belar familiy meet with the Abyssal Stewards, assuring them that despite the...departure, they supposed was the word, of the other group assigned to the task, they were confident that the artefacts the Stewards wanted would be recovered in...roughly half a decade, give or take a few years. 
 The Belar family take the kindappings with stoicism, trusting in Olnet's new direction for the family and trying to stop the bleeding as best they can. They're under no illusions as to who is responsible, and make that fact known to anyone who asks despite also knowing that little is likely to happen. However, there's one oddity in their story, perhaps only noticeable to the kidnappers - if anyone somehow had a list of who was actually kidnapped, and compared it to the list of family members the Belar are claiming were taken, they'd notice that the latter list was somewhat longer than the former. 
 As time goes on, it becomes increasingly clear that as far as the Divine Nacres are concerned, the Union is split into two camps. One side points to history, the strong and fruitful relationship between the Union and Nacres over the decades, and the help they've provided during that time. Surely, they argue, it is best to honour that friendship and trust in one's allies? The other side, meanwhile, points to both the unknown and the darker things that have been revealed about the organisation - how bad the little they know about the connection between Nacre and Reaver is, the lurking threat that there's even more going on there, the Black Spot and their willingness to use it on a country friendly to the Union and filled with fellow followers of the Way, and the simple fact that they know very little about them, far too little to trust given everything that's happened. Surely, they argue, it'd be safer to distance the Union from a group that could potentially be that dangerous, or at the least stop restraining the Union by their requests and mandates. The Council, meanwhile, walks a steady line between the two with an eye towards maintaining the status quo, assuring the Nacres that the attitudes of these factions won't disrupt their working relationship, and at the same time internally debating the two sides and externally ensuring that the two factions aren't going to cause trouble. The particularly perceptive may notice this divide going further than the Nacre situation, a quieter debate going on across the Union about their stance to the wider ocean and the various threats that exist out there. 
 
  Statistics  
 
 Spoiler 

 Special Actions Available:  Diplomacy 5, Faith 5
 Special Actions Used:  Military 5, Economy 5, Economy 10

  Diplomacy  
 
 Spoiler 

 Reputation/Favours 
 The Abyssal Stewards:  Rep 3, 0 Favours (Expected Change: +2 Favours)
 - Welcome: +1 to resist Sacks and Coercion
 - Friendly: +2 to resist Secret Actions
 - Favoured: Access to Magma Forges
 The Chelonian Chora:  Rep 2, 0 Favours (Expected Change: +1 Favour)
 - Welcome: +1 to resist Supports becoming Open or Unruly
 - Friendly: Distance Losses triggered every fourth region; -0.5 distance penalty (-1 if target is adjacent to/has a CCA base)
 - Voice of Harmony: Various benefits (see doc), Lyric/Passion/Artistry unlocked
 The Divine Nacre:  Rep 2, 0 Favours (Expected Change: +1 Favour)
 - Welcome: +1 to Exploration, Prospecting and Colonisation
 - Friendly: +2 to Investigations
 International Prestige:  Prestige Rank 2, 0 Prestige (Expected Change: None)
 - Respected: +1 to Establishing and Pressing Claims and Promoting Claimants
 - Admired: +1 to attempt/resist Sway and Impress actions

 Bases 
122: Reefback Nursery
124: Smoking Garden

 Cultural Exchanges 
Costa Sereia

 Cultural Identities 
Troubled Supports (Sway and Impress Reaved and Unruly factions)

 Great Works 
The Palranic Anthology (Literature; kept in Cyph-Arel)
 

  Military  
 
 Spoiler 

 Units:  9 (Expected Change: -2)
 Unit Cap:  15 (Base 3 + 4 Regions + 7 Supports + 1 Wonder)

 Aristocratic Support 
91, 101, 111, 122, 124, 126, 191

 Generals 
Note: Generals with a Passion score are War-Singers, ruler is always a War-Singer
Falnat Halus (Mil 10, Passion 9): Harmonic Resonance (Free Sway Clergy as Lyric action, -30% own casualties, -40% enemy casualtis, +2 allied leader loss, +12 enemy leader loss)
Renald (Mil 8, Passion 7): Prime Targets (Free Sack attempt on offence, -2 enemy leader loss on defence, -20% own and enemy casualties)

 Perfected Tactical Doctrines 
None

 Fortresses 
None

 Military Technologies 
    Technology 
 Type 
 Effect 
 Requirements 
 Met? 
 
  Blood Algae 
 Sappers and Siege Weapons 
 +20% enemy casualties and +10% own casualties in Depth 0 regions 
 Supernatic Propogation 
 Yes 
 
  Death Commando Conditioning 
 Logistics and Morale 
 +1 to Battles 
 Graduated Symbiosis, R: Siren Extract 
 No 
 
  Devolving Standards Integration 
 Combat Drugs and Medicine 
 After battle victory, gain +1 to battle rolls for (half enemy units lost) rounds. 
 Composite Grafting 
 Yes 
 
  Reanimation Colonies 
 Warbeasts and Mounts 
 -10% own casualties 
 Graduated Symbiosis, R: Corpses/Skeletons 
 Yes 
 
  Razor Current Netting 
 Fortifications 
 +10% enemy casualties and +1 to maneuvering when defending or attacking with a foothold 
 Composite Grafting, R: Glass 
 No 
 
  Supermarine Artillery 
 Dropping Weapons 
 +1 to battle and maneuvering rolls in Depth 0 regions 
 Supernatic Propogation, Photospore Signalling, R: Giantsbane Seeds 
 Yes 
 
  Combined Arms Integration 
 Dropping Weapons 
 Additional +1 to battle and maneuvering rolls in Depth 0 regions 
 Supermarine Artillery, R: Soldiers 
 Yes 
 
  Magma Forges 
 Special 
 +1 to battle rolls, +1 to rolls vs Titans, +1 depth access 
 Hard Metal 
 Yes 
 
  
 

  Economy  
 
 Spoiler 

 Treasure:  12 (Expected Change: +2; +3 Rate - 3 Actions + 1 Mammomachines + 1 Harmony)
 Treasure Cap:  17

 Trade Posts 
 Effective Total TPs  33
 Treasure Rate  3

 Foreign TPs with Owned Mercantile Support  6
    Trade Post 
 Resource 
 Use 
 Support 
 Rate 
 
  32.1 
 Delicate Mussels 
 Filtration Grafts 
 Open 
 1 
 
  71.2 
 Dragon Scales 
 None 
 Seatide Confederacy 
 1 
 
  100.2 
 Scaldsquid 
 None 
 None 
 1 
 
  109.1 
 Swarm Ash 
 Bitter Tourism 
 Open 
 1 
 
  117.1 
 Biolumiscent Tunicates 
 Support of 118, Holographic Certification 
 Costa Sereia 
 1 
 
  118.1 
 Domesticated Sea Cows 
 Support of 126/139 Megafaunal Caravans 
 Cyphiri 
 2 
 
  118.2 
 Domesticated Sea Cows 
 Support of 126/139 
 Cyphiri 
 2 
 
  122.1 
 Native Gold 
 Joined-Stalk Companies 
 Costa Sereia 
 1 
 
  122.2 
 Native Gold 
 Joined-Stalk Companies 
 None 
 1 
 
  124.C 
 Hematite Flakes 
 None 
 Costa Sereia 
 1 
 
  127.1 
 Ray-Ear Seaweed 
 Support of 121/122/123/140, Oxygenating Implantations 
 Costa Sereia 
 1 
 
  129.C 
 Mercenary Retainers 
 Union Mercenary Exchange, Combined Arms Integration 
 Cyphiri Union 
 2 
 
  134.2 
 Cobalt Dye 
 None 
 Costa Sereia 
 1 
 
  135.1 
 Luminescent Crystals 
 Deepwater Survival System 
 Costa Sereia 
 1 
 
  139.1 
 Fertilising Seeds 
 Supermarine Artillery 
 Cyphiri Union 
 2 
 
  140.1 
 Scouring Serum 
 None 
 Cyphiri Union 
 2 
 
  142.2 
 Hollow Sunfish 
 None 
 None 
 1 
 
  173.1 
 Tiny Tubeworms 
 Filtration Grafts 
 None 
 1 
 
  186.1 
 Mammoth Seals 
 Seeker Barnacles 
 None 
 1 
 
  W35.1 
 Titanic Rune-Carved Fossils 
 Reanimation Colonies 
 None 
 1 
 
  
 Mercantile Support 
118, 122, 123, 125, 126, 129, 139, 140, 170

 Cities 
Union Mercenary Exchange (129; Mercenary Retainers TP + Sacks)

 Trade Routes 
Ironkelp Knights
Kar-Nath Hegemony
Chelonian Chora (Firstreef)
Draigiau Residuum Gathering
Splendid Miru Miru

 Specialised Ships 
Wayfinder

 Civilian Technologies 
    Technology 
 Type 
 Effect 
 Requirements 
 Met? 
 
  Composite Grafting 
 Starter 
 None 
 None 
 Yes 
 
  Graduated Symbiosis 
 Starter 
 None 
 None 
 Yes 
 
  Megafaunal Tailoring 
 Starter 
 None 
 None 
 Yes 
 
  Photospore Signalling 
 Starter 
 None 
 None 
 Yes 
 
  Supernatic Propogation 
 Starter 
 None 
 None 
 Yes 
 
  Trophic Deconvolution 
 Starter 
 None 
 None 
 Yes 
 
  Bioluminescent Navigation 
 Depth 
 Allows access to Depth 1 regions 
 Photospore Signalling 
 Yes 
 
  Oxygenating Implantations 
 Depth 
 Allows access to Depth 2 regions 
 Composite Grafting, Bioluminescent Navigation, R:Photosynethic Organisms 
 Yes 
 
  Oxygenating Implantations 
 Depth 
 Allows access to Depth 3 regions 
 Bioluminescent Navigation, Oxygenating Implantations, R:Crystal/Glass 
 Yes 
 
  Indah's Embrace 
 Depth 
 Allows access to Depth 1 regions 
 Graduated Symbiosis, R: Growable Mineral Composite 
 No 
 
  Anoxic Adaptation 
 Border 
 Cross Brackish borders 
 Composite Grafting, Trophic Deconvolution 
 Yes 
 
  Bitter Tourism 
 Border 
 Cross Glacial borders 
 R: Heat Source 
 Yes 
 
  Filtration Grafts 
 Border 
 Cross Toxic borders 
 Composite Grafting, R: Filter Feeders 
 Yes 
 
  Mitochondrial Regulation 
 Border 
 Cross Glacial borders 
 Graduated Symbiosis, R: Food 
 Yes 
 
  Toxic Filtering 
 Border 
 Cross Toxic borders 
 Composite Grafting, R: Armour 
 No 
 
  Sojourn Suits 
 Border 
 Cross Terrestrial borders with a Specialised Ship 
 Anoxic Adaptation, Filtration Grafts, R: Tools, R: Clothing 
 No 
 
  Electrodialytic Staurozoa 
 Distance 
 Ignore the distance penalty from Briny borders, doesn't affect distance losses 
 None 
 Yes 
 
  Papershell Draft-Cuttle 
 Distance 
 Ignore the distance penalty from Brackish borders, doesn't affect distance losses; +1 Prospect in depth 0 Colonies 
 Supernatic Propagation, Anoxic Adaptation 
 Yes 
 
  Sulphurous Secretions 
 Distance 
 Halve the distance penalty from Toxic borders, doesn't affect distance losses 
 Graduated Symbiosis, Composite Grafting, R: Hard Metal 
 Yes 
 
  Megafaunal Caravans 
 Distance 
 Reduce the distance penalty for Economy actions by 1 
 Megafaunal Tailoring, R:Food 
 Yes 
 
  Adventuring Parties 
 Action Bonus 
 Can send Missions from any region with owned Aristocratic Support 
 Photospore Signalling, R: Skilled Labour 
 No 
 
  Holographic Certification 
 Action Bonus 
 +1 to resist Undermine Support actions 
 Photospore Signalling 
 Yes 
 
  Joined-Stalk Companies 
 Action Bonus 
 Expeditions reward 1 Treasure instead of +1 to a Buyout, Great Success gives automatic control of a TP instead of 1 Treasure, wastes exempt. 
 Composite Grafting, R: Precious Minerals 
 Yes 
 
  Scrying 
 Action Bonus 
 Great Success on Seek Aid grants a +2 bonus instead 
 R: Shiny Object 
 Yes 
 
  Seeker Barnacles 
 Action Bonus 
 Can send Expeditions from any region with an owned Trade Post 
 Graduated Symbiosis, R: Megafauna 
 Yes 
 
  Traveling Scholars 
 Ruler 
 Roll and drop 1 additional d4 when adopting a new non-dynastic ruler 
 R: Talented/Knowledgeable Labour 
 No 
 
  Mamomachines 
 Special 
 Regain 1 Treasure per 3 spent in a round 
 Graduated Symbiosis 
 Yes 
 
  Reactive Refining 
 Special 
 Create a Screechstrobe Cluster with a 3-action Intrigue/Military project 
 R: Volatile/Reactive Metal (resource consumed) 
 N/A 
 
  
 

  Faith  
 
 Spoiler 

 Faith Holy Sites:  Just check the table

 Clerical Support 
101, 122, 124, 126, 141, 143

 Organised Faith Bonuses 
+1 to Impress Actions
Cultural Identity for Buyouts
Prophetic Education (Roll twice for Economy and choose either result when changing rulers dynastically)

 Artefacts 
 Arthan’s Head  As an action (that can be associated with any stat), the owner of Arthan's Head can select a region for the Head to focus on in the next round. This provides a +1 bonus to all actions targeting that region that use the same stat as the action used to focus the Head in the round before.
 Shero'ah Hakkol  One Prospect action per turn in a Wastes region gains a +2 bonus.
 Lesser Piryon Ma’yan  Reduces the action cost of Projects in one region by one action as long as exactly one action’s worth of progress is added to the Project each turn and the Piryon Ma’yan remains in the region the entire time. Currently applicable to Projects with an action cost of 5 (or more). As the Piryon Ma’yan grows, this effect may improve.
 Shadow Pearl  Satisfies Scrying resource prereq, can Seek Aid as a non-action 1/round - if this would make a fail a success the pearl goes Lambent and can't be used. If 2+ pearls are Lambent, reset all pearls and gain Faith if yours wasn't (see miracle for extra details).

 Holy Orders 
None

 Miracles 
Bones of the Ocean - Wastes TPs owned by Cyphiri Way countries count as Holy Sites
 

  Intrigue  
 
 Spoiler 

 Spies 
None
 

  Claims  
 
 Spoiler 

122 - Historicity, Integration
124 - Confederation
126 - Marriage (Strong), Integration
 

  Total Passive Effects  
 
 Spoiler 

 Borders: 
Access Depth 3, Brackish, Glacier, Toxic
Ignore penalty for briny and brackish borders 2/round each, non-battle uses only

 Actions 
Economy actions: -1 Distance Penalty
Buyouts: 2d8 CI
Impress: +1 Prestige, +1 Religion, 2d8 CI if Unruly/Reaved
Sway: +1 Prestige, 2d8 CI if Unruly/Reaved
Exploration: +1 Nacre Rep
Prospecting: +1 Nacre Rep, +2 Artefact (1/round, Wastes only), +1 Tech (Depth 0 only)
Colonisation: +1 Nacre Rep
Claims: +1 Prestige
Investigations: +2 Nacre Rep

 Defensive 
Resist Coercion: +1 Steward Rep
Resist Sack: +1 Steward Rep
Resist Secret: +2 Steward Rep
Resist Supports becoming Open/Unruly: +1 Chora Rep
Resist Sway/Impress: +1 Prestige
Resist Undermine: +1 Tech

 Misc 
Merchant Marine: Extra Economy action, 15 treasure cap, can spend 3 treasure on a roll, foreign TPs in mercantile support regions count towards treasure, can provide two resources through a trade route
Friendly with the Chora: -0.5 distance penalty (-1 if target region has/is adjacent to a Nursery), unit distance losses triggered every 4 effective regions
Building Materials: 1/3 project actions count double
Mammomachines: Gain 1 Treasure for every 3 spent in a round
Joined-Stalk Companies/Seeker Barnacles: Expeditions can be made from any owned TP, and rewards are changed to 1 Treasure on success/automatic control of a TP on great success

 Union Mercenary Exchange 
+1 to Mil actions in 129 (own Aristo support)
Can always coerce trade posts in 129 (own Aristo support)
+1 unit cap (own Merc support)
1 extra defender in 129 (own Merc support)
2/round, spend 3 Treasure to recruit 2 units with one action (own region and both supports)

 Polar-Confederate International Bank Membership 
+2 Treasure Cap (17 w/ MM)
Can spend one extra treasure on Economy rolls (total +4 w/ MM)
May transfer 1 Treasure to other bank members per round as a nonaction
+1 to resisting Sacks and Coercions within regions owned by Bank members
 

 
farothel
  The Hymenocera Expanse
Region 3 (Tropical)   
 

Leader: High King Lord Deca V
Diplomacy: 10
Military: 10
Economy: 12
Faith: 10
Intrigue: 9  
 Actions: 

[1][diplomacy] marriage claim on region 35 (-3 distance, +1 treasure, +1 PRS 1, TN12)  18, success 
[2][diplomacy] marriage claim on region 142 (-3 distance, +1 treasure, +1 PRS 1, TN12)  15, success 
[3][Military] recruit unit
[4][Military] Perfect Tactical Doctrine
[5][intrigue] Discupulus Dominorum (one action counts for 2)
[6][economy] Discupulus Dominorum (one action counts for 2)

 rolls 

Non Actions:
-resist all sways/sacks/buyouts/attempts to destroy Org Bases/... unless otherwise noted
-SPY: Lady Atyoida defends Expanse interests
-provide DNA with resources for 'Stopgap Supply Run' (TP30.1 Branch coral as High Quality Building Materials, TP4.2 Eye Weed as High Strength Fibers)
-hunt Abalone meat in region 33


 
 Spoiler: Bookkeeping 

TP: region 3, TP1+TP2+City (carapace armour)
region 4: TP1+TP2 (Eye Weed)
region 7: TP2 (artifacts and treasure)
region 12: TP2 (Crystal Chips)
region 13: TP1 (Rocksplinter Stars (starfish))
region 15: TP1 (granite slabs)
region 23: TP1+TP2 (glisterprisms)
region 28: TP1 (Tiny Turtles)
region 29: TP1 (Spinecrab)
region 153: TP3 (decor)
region 161: TP1 (Flowersalt)
region 192: TP1+TP2 (Magnetite Flowerstones)

Passive income: 3/turn

Units: 11/11
treasure (EOT): 7

Technology:
Composite Grafting
Graduated Symbiosis
Photospore Signaling
Supernatic Propagation
Trophic Deconvolution
Anoxic Adaptation
Filtration Grafts
Bioluminescent Navigation
Papershell Draft-Cuttle
Scrying
Sojourn Suits
Seeker Barnacles
Sulphurous Secretions

Favors:
owed:
gained:
-Abyssal stewards: 0
-The Divine Nacres: 0
-Chelonian Chora: 3

 New stats 
new ruler stats
Diplomacy: 1d4 +3  5 
Military: 1d4 +3  6 
Economy: 1d4 +3  6 
Faith: 1d4 +2  4 
Intrigue: 1d4 +3  5 
 New ruler rolls 
 Organisation reputation 
Abyssal Stewards: 4 (drops to 3 due to ruler switch)
chelonian chora: 2
divine nacres: 2
international prestige: 3.1

 
 Spoiler: artefacts 

Dreamcatcher’s Needle: +1 to 1 roll/round opposing the Dissonant or their patrons
Black Pearls "The World Garden of the Sakura-Jin grows the Ebon Oyster! Each state that has or gains a cultural exchange, trade route, or vassal-liege affiliation with, or who holds a support in a region owned by, the holder of the Ebon Oyster (currently the Sakura-Jin) may magically recieve a Shadow Pearl, a strange orb that sucks light from the surrounding area. The owner of the Ebon Oyster chooses whether a state gains a Shadow Pearl. The World Garden may never hold a Shadow Pearl, even if they lose the Ebon Oyster. The Shadow Pearl counts as a "shiny object" TP for the purposes of fulfilling the requirements of the "Scrying" technology. Each holder of a Shadow Pearl may Seek Aid as a non-action once per round. When this non-action is taken, if the roll would have failed without the bonus from the Shadow Peal Seek Aid, the Shadow Pearl becomes Lambent and the holder loses all benefits until it resets. If two or more Shadow Pearls are simultaneously Lambent, all Shadow Pearls are reset, restoring their effects to their holders. For every two Shadow Pearls that were Lambent, the holder of a random Pearl that was not previously Lambent gains one point of Faith as if they had taken two additional Faith actions during the round following the reset. E ach holder can only benefit from this once per reset, so if more than 2/3 of the Pearls were Lambent, the effect is partially wasted."
 

 

 
 Spoiler: News 

-High King Deca V, feeling his age, has decided to abdicate in favour of his son, who will be known as High King Deca VI.  A large crowning ceremony will be held later.

-Having had some time to get used to it, the Hym have developed a taste for Abalone meat and the hunter go back again.
 

 
 Spoiler: military 

-A regiment infantry is recruited to replace the 11th Belosa National Guard which was send over to the Divine Nacres.  The name will be re-used.

-The Command and General Staff College (CGSC) is founded for military commanders.  Here people marked for high command will be trained in the military doctrines of the Expanse.
 

 
 Spoiler: Diplomacy 

-To establish legitimacy in the recently found regions, High King Deca V sends one of his daughers to the one of the found regions, the other will go up north to establish claims there.  As usual, there will be gifts to the local aristocracy to smooth the negotiations.  Calliasma will go to region 35, Achelata to region 142.
 

 
 Spoiler: Organisations 

-Thanks to the Expanse's standing with the Divine Nacres, the young crown prince is send to study with them before he will become High King to gain a better understanding of Economy and Intrigue.
 
Gengy
  Round 24
 [Gotezhar Builders Union]  
 [Feytor Saroon'din, The Seaquake] 
Regions:  138 , 128, 130, 136, 137, 139, 140, 141, 167, 170, 174    
Actions:
 
  [Military]  Perform a Restructuring of Ezcorher's Demesne (3/3) [Roll:  17 ]
  With the military improved, and the mobility also properly planned for, Saroon'din turns his attention to Ezcorher itself.  Massive changes are taking place within the region, as previously blocked waterways become more open; this includes removing buildings.  Any other race would question what is happening, but the Builder's Union Gotezhar are  thrilled  with the challenge this is presenting them.   
  [Military]   WAR  Attack 101 with 12 units led by Squall Kagado (Mil 10)
  +13 TacMan, +14 Battle Roll  [ Aim For the Storm’s Center : -6 to enemy leader loss roll, -20% to enemy losses, +1 to Battle Roll from Perfected Doctrine led by Kagado]
[Route: 138 -&gt; 136 -&gt; 135 -&gt; 101]
 
 Spoiler: Military Strength Breakdown 
 Maneuvering: +13 
+3  Maneuvering , Perfected Doctrine, Combined Arms Integration
(Mil 10) Squall Kagado

 Battle Roll: +14 
+5 (Half Leader's Military)
+1 Middish Way
+2 Combined Arms Integration [Dropped Weaponry]
+0 Devolving Standardized Integrations [Combat Drugs &amp; Medicines]
-1 Roughs Border
+7  Overwhelm  (12 Units to 3 Units)

Army Administration (-1 to Distance Losses) [Total Distance: 3 regions]

+4 Leader Loss Roll (+2 Middish Way, +2 Essensio's Conch)
 

  It could just be bad weather, or it could be a dastardly plot, but clouds from Gosto G'Cor drift southwest.  At first, the Nuven are worried this might be the Order of Orders making a move, but no!  The clouds go further!  Relieved to not be fighting with their allies, the Builder's Union gathers a large force to subdue any potential theives.   
  [Intrigue]  Continue to rebuild the Abyssal Steward Base in 136 (2/4) [3/4 with Gathering Tide Warehouse, spending 1 Treasure] 
  [Intrigue]  Complete the rebuild of the Abyssal Steward Base in 136 (4/4)
  By request, the Builders Union quickly continues and finishes the process for rebuilding.   
  [Economy]  Purchase Sea Silk from Seguranca, with Support from CYP [Roll:  20 ]
  Kora'sin seems very despondent over the capture of his sister-in-law, Floredemar.  Knowing that his elder brother will handle it, the lead Merchant of the Builder's Union travels west and takes charge of efforts to formalize control of the local Sea Silk.   
  [Economy]  Impress Merchants in 167  [Roll:  15 ]
  Joontar Jerrinchi, the new Governor of Garza Feld, sees what they can do to about reestablishing control for the Merchant class within the region after the Reavers attacked years ago.   
 
  Rolls  

Non-Actions:
 
 Provide support for conversions to Flowing Way schools in Builders Union territories 
 Give permission for Flowing Way nations to traverse Builders Union territories 
 Resist all tech thefts 
 Host an Event,  the Technology Symposium .  All but the Divine Nacres are welcome! [PRS Rep 4]
 
 Spoiler: Event Actions 
Gift OKI  Ennean Professionalism  and  Army Administration  with the understanding that the next Cultural Exchange OKI is able to complete will be with GTZ
 
 
 Use Shadow Pearl on a Roll (+1) [Roll:  13 ] 
 Gain +1 to Faith (Shadow Pearls) 
 Exchange  Army Administration  for MIR  Sulphorous Secretions  (MIR Trade Route Wonder) 
 Spy Action:  Researcher 42 has been seen more frequently in Ezcorher. 
 Team Clouds is unwilling to risk Flordemar, and so though she protests, all other Team Clouds members volunteer for these 'Squid Games' but ensure that she goes home to her children. 
  Build a Monument - Druthtu'o's Greatness  (2/3)
The nuvens in New Korasoon are rather enthusiastic about their Governor, and insist on continuing to create a monument in his honor.  Gathering of resources to do so takes time, however.  Unlike near the Gathering Tide Warehouse, there is no ready stockpile for the creation of various building projects out here in the Western Exclave.  Though the Exclave does continue to grow - begrudgingly, the nuvens of New Korasoon will admit, thanks to Saroon'din's efforts - there is still not enough of the same levels resources as back near Ezcorher.  It takes significant time and dedication to get the various stones and metals needed to construct this new monument. 
 
 
 Spoiler: News and Rumors 

 
 Saroon'din's wife, Flordemar, was captured by Sharks! 
 Kora'sin and Huurjan'oak are Saroon'din's closest brothers.  At the age of thirty-one - around the year 72  - Kora'sin distracts himself with work, while Hurrjan'oak busies himself with organizing the Warehouse as part of the restructuring. 
 Druthtu'o (Druth), at the age of twenty-eight, still governs New Korasoon.  Druth is under pressure from a faction that is growing in anger at the lack of response to the Reavers actions... 
 Proj'eto and Shbuul'walg, with the assistance of Joontar Osinal and their father Woenpal, are making sure Seguranca is seen to.  The locals  love  them.  A lot.  There are rumors of children, but none that anyone is claiming. 
 Whispers of curiosity are spoken quietly and infrequently; who are the Gilded Crew?  What do they have to do with the military restructuring effort? 
 
 

 
 Spoiler: Ruler Information 

      Feytor Saroon'din, The Seaquake   
   D   
   M   
   E   
   F   
   I   
 
   Current  
 10 
 10 
 6 
 3 
 3 
 
  Rolled Stats 
 3 
 4 
 4 
 3 
 3 
 
  End of round 18 
 1 
 1 
 0 
 0 
 0 
 
  End of round 19 
 1 
 2 
 0 
 0 
 0 
 
  End of round 20 
 1 
 1 
 1 
 0 
 0 
 
  End of round 21 
 2 
 0 
 1 
 0 
 0 
 
  End of round 22 
 1 
 2 
 0 
 0 
 0 
 
  End of round 23 
 1 
 0 
 0 
 0 
 0 
 
  End of round 24 
 0 
 0 
 0 
 0 
 0 
 
  
 New Ruler Next Round! 

Expected Stat Bonuses: +1 Economy, +1 Intrigue, +1 Faith [Special]
 

 
 Spoiler: Book Keeping 

 Units:  (15   / 25 )
 General(s): 
- Squall Kagado (Mil 10) [+1 to Battle when using  Aim for the Storm's Center ]
 Perfected Doctrines 
[ Aim For the Storm's Center : +1 Maneuvering, -6 to enemy leader loss roll, -20% to enemy losses]
 Fortresses:  Sublime Fortress, Region 138 - Fort Essensio, Region 174

 Cities: 
City of Saroon'din (136) [Saroon'din grants a +1 to Resist Sacks in the region for players who hold Mercantile Support in the region]

 Spies: 
Researcher 42 (Int 9)

 Trade Routes: 
Gotezhar (138) to the Sakura-Jin (119)
Gotezhar (138) to the Lojanese Republic (9)
Gotezhar (138) to Splendid Miru Miru (153)
 Treasure  (7  / 12 )

Member in Good Standing of the  Polar-Confederate International Bank 
(+2 Treasure Cap)

 Special Ships: 
Tipsy John

 Cultural Exchanges: 
Gotezhar (138) to Costa Sereia (134)
Gotezhar (138) to the Lojanese Republic (9)

 World Wonder 
The Gathering Tide Warehouse (138)
 Wonder Effect: The owner of this Wonder gains +1 passive Treasure income and may, once per Project, count a Project action as two Project actions if they spend one (1) Treasure as part of said Project action. 
 Technologies: 
  Supernatic Propagation 
 Trophic Deconvolution 
 Megafaunal Tailoring 
 Photospore Signalling 
 Composite Grafting 
 Graduated Symbiosis 
 Razor Current Netting 
 +10% enemy casualties and +1 to Maneuvering roll when defending, or attacking with a foothold  Supermarine Artillery 
 +1 to battle rolls and +1 to maneuvering rolls in Regions with Depth 0  Anoxic Adaptation 
 The user can now cross Brackish borders.  Bitter Tourism 
 The user can now cross Glacial borders.  Filtration Grafts 
 The user can now cross Toxic borders.  Electrodialytic Staurozoa 
 May ignore the increased effective distance from a Briny border up to twice per round. This does not reduce the effect of Briny borders on distance loss calculations.  Devolving Standardized Integrations 
 Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost.  Holographic Certification  ( Requirement Needed : Bioluminescent Ink)
 +1 to rolls when resisting Undermine Support  Bioluminescent Navigation 
 Allows traversal of Depth 1 regions.  Mamomachines 
 For each 3 treasure you spend, you receive 1 Treasure at the end of the turn.  Sojourn Suits 
 Permits actions and troop movement across terrestrial wastes (purple) borders.  Army Administration 
 Each Fortress in regions controlled by a liege, vassal, or self reduces the effective distance of that region as part of an army's path for distance loss purposes by 1 region, after all other modifiers are applied - this can cause the region to effectively reduce the total distance, but this does not stack if a path crosses a given region multiple times.   Death Commando Conditioning  
  Indah's Embrace  
 Papershell Draft-Cuttle 
 Scrying 
 Megafauna Caravans 
 Oxygenating Implantations 
 Adventuring Parties, Blood Algae, Combined Arms Integration, Joined-Stalk Companies, Mitochondrial Regulation, Reanimation Colonies, Seeker Barnacles, Toxic Filtering, Traveling Scholars 
 Crimson Cuirasses 
 Artful Acquisitions, Ennean Professionalization, RADIANT SPHERES, Battlefield Scavengers 
Restricted by Treaty: Reactive Refining and Toxologist Training 
 
Tychris1
  The Lighthouse  
   
Ruler: Divine Mistress Adiratna, Lady of the Vessel, First Handmaiden of Radiant Indah, and Keeper of the Blade
Regions: 1, 7, 17, 18, 19, 22, 26
D: 7
M: 10
E: 8
F: 10
I: 8

Actions:
1. Military: Divine Mistress Adiratna with the Beast’s Collar pursues the Mesmerizing Angler  Roll 
2. Economy: Harvest the Huge Halibut  Roll 
3. Military: Trap the Necro-Orca  Roll 
4. Economy: Buyout Carcinized Architects TP 1 Region 20  Roll 
5. Economy: Prospect The Maw  Roll 
6. Economy: Buyout Hammerhead Sardines TP 1 Region 191  Roll 

Non-Actions: Resist all conversions and buyouts unless noted otherwise
Support MGM Buyout
Baskoro quests within the realm of The Lighthouse, seeking out subterfuge, and challenging spies!

Attempt to shape our Goddess' influence towards converting to Radiant Indah

Stats next round
D: 7
M: 10
E: 10
F: 10
I: 8

 
 Spoiler: Book Keeping 

Regions Owned: 1, 7, 17, 18, 19, 22 and 26

TPs owned:
Siren Extract TP 2 and 3 Region 2
Treasures and Artifacts TP 1 Region 7 and City (Support)
Delights of Moonlight TP 1 Region 17
Coralberries TP 1 Region 19
Jaderock Coral TP 2 Region 21
Aragonite/Calcite TP 3 Region 25
Blood Pearls TP 3 Region 26
Tiny Turtles TP 2 Region 28
Branch Coral TP 2 Region 30

Units Owned: 4/14 Maximum
Treasure Owned: 3

Heroes:
The Hollow Vessel (Beast) 8
Baskoro of the Hidden Table (Trapper) 8
The Golden Host (Champion) 9

Titans:
The Omnichromatic Tiger acts as a unique Artifact which can be assassinated or kidnapped like a mechanical character with great difficulty. It requires a Champion or Beast to handle it in battle, may only participate in one battle per turn, and is lost if its handler is lost.
Effect: +2 to battle if outnumbering, -2 enemy leader loss

The Tiger ambiently produces Rainbow Bands (Esoterica) when any non-occupied mechanical character or other tamed titan is assigned to play with it as a non-action.

Titan Remains:

Artifacts Owned:
Indah’s Platinum Tiara: +1 to Sway once per turn
War Palanquin of the Anointed Dead: +2 to Tac Man
The Radiant Blade: When wielded by a commander in battle, Gain +1 to battle rolls per charge on the sword. The sword gains a charge for every 2 casualties in combat and can hold a maximum of 3. Each charge adds 10% own casualties and loses all gained charges if not used in combat for 1 round.
The Round Table: +1 Titan Hunt once per round

Champion’s Lance - An arresting armament which goes straight to the point. Effect: Ruler may act as a Champion for a Titan Hunt for the turn using their own stats, OR +1 to a Champion's effective Military score during a Titan Hunt/Duel, OR +1 bonus to an Impress Aristocracy attempt 1/turn.
Beast’s Collar - A primitive choker which holds savagery within. Effect: Ruler may act as a Beast for a Titan Hunt for the turn using their own stats, OR +1 to a Beast's effective Military score during a Titan Hunt/Predatory Privilege Maneuvering attempt, OR +1 bonus to a Sack attempt 1/turn.
Trapper’s Net - A tangled mesh which catches attention. Effect: Ruler may act as a Trapper for a Titan Hunt for the turn using their own stats, OR +1 to a Trapper's effective Intrigue score during a Titan Hunt/for Counterespionage, OR +1 bonus to a Coercion attempt 1/turn.
Stalker’s Cloak - A mundane mantle which wraps up mystery. Effect: Ruler may act as a Stalker for a Titan Hunt for the turn using their own stats, OR +1 to a Stalker's effective Intrigue score during a Titan Hunt/for Infiltration, OR +1 bonus to a Technology theft attempt 1/turn.

Radiant Blade Charges: 0/3

Miracle Communion:
Radiant Indah Followers only take 0%/5% additional casualties from losing Maneuvering when one or both sides are attempting to use the Eel to their advantage.
Radiant Indah Followers are not affected by the increased effective region count for distance losses and distance penalties where the Eel is present or Omnipresent
Radiant Indah Follower Supports will not become Open in regions where the Eel Without End is omnipresent.
Radiant Indah Head may attempt to shape what the Eel Without End converts Holy Centers to when it enters a region for the second time.
The Eel Without End will not Coerce Radiant Indah Follower’s Trading Posts unless those are the only Trading Posts in the region.
Radiant Indah Head may use a Faith action to try to direct the path of the Eel Without End each turn.
Radiant Indah Followers may buyout TP's coerced by The Eel Without End in regions where they have Mercantile Support (or Assistance from another Radiant Indah followers mercantile support) against TN 14

Giantslayers have +1 Depth access and may go on Titan Hunts and have several additional options relating to characters/the artifacts obtained.

[Titan Hunt Mechanics]
A Titan Hunt is a multi-stage process that takes place over several years as the Giantslayer seeks to fulfill their namesake. Each stage requires at least one action and occupies a character (Ruler, General, or Spy), and may have Unexpected Consequences.

Stage 1: Tracking and Studying
An Intrigue action may be used to Track a Titan to find a suitable target; high rolls may make it easier to Study and Trap the discovered Titan. An Intrigue action may also be used to Study a Titan to investigate a known Titan's characteristics, behaviors, and other unique traits, which gives more information about the Titan and may reveal weaknesses or other benefits for later stages.

Stage 2: Pursuit and Trapping
Once a Titan is discovered, a Military action may be used to either Pursue or Trap the Titan. A successful Pursuit results in a slain Titan and an enormous trophy, allowing the Giantslayer to Harvest Remains, while a successful Trapping will allow the Giantslayer to attempt to Tame the captured Titan.

Stage 3: Tame Titan or Harvest Remains
A slain Titan leaves behind Titanic Remains, which may be Harvested with a TN 12 Economy action. A successful roll yields 1 Titanic Remains (2 on a Great Success). More powerful Titans may have greater rewards, and unique Remains may also be possible to acquire from Titans which have already breached [appear in Terror sections and such].

An attempt may be made to tame a captured Titan with a Faith action. The TN and effects of this depend on the nature of the Titan in question.

[Using Remains]

The initial options for utilizing Remains are as follows:
Display Trophy - Can spend 1 Remains as a Diplomacy action to Exhibit Great Work without the use of a Diplomacy 5. The work type will always be 'Trophy'.
Auction Relics - Can spend 1 or more Remains as an Economy action to gain 1 Treasure + 3 Treasure per Remains spent. May not be used to exceed the Treasure Cap.
Prepare Titan-Graft: Can spend 2 Remains as a Faith action to create a Titan-Graft. Grafts cannot be unequipped from a character once equipped, require a non-action to equip to a character, and improve the character in one specific role/capacity. Champions and Trappers cannot receive Grafts.
Craft Titanic Gear: Can spend 2 Remains as a Military action to create a piece of Titanic Gear. Titanic Gear can only be equipped by Champions, Trappers, or Rulers, grant a bonus in one specific capacity, and may be stolen as an Artifact.
Dissect Remains: Can spend 2 Remains as an Intrigue actions to uncover new methods of utilizing or dominating Titans, acquiring a Workshop artifact. Remains must be from a Titan of appropriate type for Workshop in question.

These options may be expanded by acquiring Workshops via the Dissect Remains option.

[Generals and Spies]
By virtue of their experience with Titans, Giantslayers have access to specialized vocations for Generals and Spies, as listed below. Each character may only have one vocation.
 Champions: 
A disciplined vocation for Generals, earned by spending a nonaction to undergo specialized training with the Champion’s Lance. Adept at Pursuit, and capable in Trapping.

When commanding an army, in addition to their personal Tactical Doctrine, Champions have access to a unique Tactical Doctrine, Approach Of The Challenger: On a Tactical Maneuvering victory, a Duel between the Commanders of both sides is rolled, rolling 2d8 plus the commander’s Military score for each. The winner gains a +4 bonus to their battle roll, while the loser suffers a -4 penalty to their leader loss roll; on a tie, both sides instead simply receive a -2 penalty to their leader loss roll.

The enemy may choose to accept the challenge, in which case they gain a +2 bonus on their Duel roll by fighting on their terms, but their own Tactical Doctrine does not activate, even on a Tactical Maneuvering victory. When controlled by a Giantslayer, each relevant artifact and piece of Titanic Gear the Champion carries gives them a +1 bonus to their Duel roll.

Approach Of The Challenger may not be Perfected.

Beasts:
A primal form for Generals, achieved via spending a nonaction to undergo voluntary or ‘voluntary’ transformation with the Beast’s Collar. Adept in Tracking Titans and capable at Pursuit.

When commanding an army, in addition to their personal Tactical Doctrine, Beasts have access to an additional, unique Tactical Doctrine, Predatory Privilege: -1 penalty to own Tactical Maneuvering roll per two total Units involved in the battle on both sides. When controlled by a Giantslayer, each relevant artifact or Titan-Graft the Beast has been granted gives +1 to Tactical Maneuvering when attempting to use Predatory Privilege.

On a Tactical Maneuvering Victory, enemy commander must make their leader loss roll on 1d10 at a -4 penalty; if the enemy commander fails their leader loss roll, they are always killed, never captured. On a Tactical Maneuvering Defeat, the Beast must make their own leader loss roll on 1d10 instead. If a subcommander is killed as a result of Predatory Privilege, their army suffers an additional 10% casualties.

Predatory Privilege may not be Perfected.

Trappers:
An ingenious craft for indirect subterfuge, learned by Spies by spending a nonaction on intensive study of the Trapper’s Net. Ideal for Trapping and capable at Studying Titans.

A Trapper always counts as conducting Counterespionage in their currently infiltrated country, even if otherwise occupied. Giantslayers are likely to find additional uses for their talents over time.

Stalkers:
An artful expertise in hands-on espionage, perfected by Spies through spending a nonaction to spend long hours practicing with the Stalker’s Cloak. Ideal for Studying Titans and capable at Tracking.

A Stalker may Receive a Report from a country they successfully Infiltrate the same turn the country is being Infiltrated, and without spending additional actions. Giantslayers are likely to find additional uses for their talents over time.

[Artifact Effects]
Champion’s Lance - boosts Champions that use it, or bonus to an Impress Aristocracy attempt.
Beast’s Collar - boosts Beasts that use it, or bonus to a Sack attempt.
Trapper’s Net - boosts Trappers that use it, or bonus to a Coercion attempt.
Stalker’s Cloak - boosts Stalkers that use it, or bonus to a Technology theft attempt.
 
Aerin
    Unrest Warnings   
Round 24 
  Desired Import Warnings  
The following regions are lacking their desired imports, and their merchants will slowly progress towards rebellion.  In regions with open mercantile supports, this means the merchants may become unruly if the region owner does not supply the resource.  In regions with owned mercantile supports, this means the merchants may become open if the support owner does not supply the resource. Unrest will begin at the end of the listed round.

 Round 24 
Region 18 (LIT, Skilled Labor)

 Round 25 
Region 1 (LIT, Tools), Region 10 (MGM, Sweet Foods), Region 16 (LSD, Crops), Region 156 (MGM, Building Supplies), Region 167 (GTZ, Textiles)

 Round 26 
Region 107 (SKR, Precious Minerals), Region 108 (SKR, Spices), Region 120 (SKR, Textiles)

  Clerical Mismatch Warnings  
The following clerical supports will decay to Open at the end of round 24 if the majority faith is still different from the state faith of the support holder.
Region 143 (CYP)

  Insufficient Region Access  
The holders of the following regions do not have or cannot power technology to access the region, leading to potential unrest or loss of control over time.
Region 82 (NAN, Depth 2)
Minescratcher
     The Order of Orders     
  Comprising
The Sacred Order of Knights of the Ironkelp of First-King John of Ruhum (Orope -  Region 114 ; The Hansea - Region 112; Leksandry - Region 115)
The Order of Knights of Dupiopóli (Ektalithiades - Region 113; The Tideswept Shelf - Region 111)
The Order of Knights of the Divine Watchful Eye (Ke Yi Ade - Region 127)
The Order of Faithful Knights of the Violet Crown (C'oupé - Region 116)
The Order of Truthseeking Soldiers of Usman (Ruwa Mai Juyawa - Region 118)
The Order of the Blind and Silent Knights (Yuksekale - Region 176)
The Order of Knights of Saint Jean of Akko (Kral-Katena - Region 123)
The Order of Knights of the Holy Radiance (The Glossian Sea - Region 135)
(Region 109)     
 Here Follow the Records of the Years  34-36  of the Tenure of Grand Master Martin the Young, 41st Grand Master of the Order of Knights   
Round 24

  Actions:

1.  [Military]  Invade the Sunken Necropolis (179) with 14 units led by Dame Commander Caitriona MacAilpein (Mil 10) attempting Quiver Hell's Foundations (+2 battle roll) and using Supermarine Artillery (+1 battle, +1 TM), the Thunderstone Cudgel (+1 battle), and the Middish Way (+1 battle, +2 leader loss)  (+8 outnumbering, +11 TM, +2 Leader Loss, +11/+13 battle) 
Route: 114 Regalis Arbor -&gt; 136 -&gt; 135 -&gt; 101 -&gt; 100 -&gt; 102 -&gt; 176 -&gt; 177 -&gt; 179 (9 effective regions = 3 loss rolls?)

2.  [Military]  Recruit two units, spending 1 treasure

3.  [Diplomacy]  Attend the Builder's Union Technology Symposium
 
 Spoiler: Subactions 
 
 Accept Ennean Professionalism and Army Administration from GTZ 
 
 


4.  [Faith]  Convert 109 HS 1 from the Final Peace to the Flowing Way:  18 

5.  [Faith]  Convert 109 HS 2 from the Final Peace to the Flowing Way:  20 

6.  [Faith]  Convert 143 HS 1 from Hearthbound Mysticism to the Flowing Way, using the Regalis Arbor to path from 123:  19 

Nonactions:
 
 Allow Gotezhar and Cyphiri armies to travel through Order waters. 
 Accept Cobalt Dye and Titanic Rune-Carved Fossils from the Cyphiri Union via the trade route. 
 Negotiate with the RBG:  12  
 
 
 Spoiler: News and Rumors 
 
 
  .   
 
 

 
 Spoiler: Ruler Information 
Grand Master Martin of Insol, 41st Grand Master of the Order of Knights, etc etc
Current stats
 Diplomacy :  10 
 Military :  10 
 Economy : 6
 Faith :  10 
 Intrigue : 5
 Rolls 

New Ruler Next Round? no?

Expected Stat Bonuses:
 

 
 Spoiler: Other notes 

Generals:
 
 Dame Commander Caitriona MacAilpein of the Scoshlangue (10) - Tactical Doctrine: Quiver Hell's Foundations (+2 to battle roll) 
 
Units: 14 +2 / 16

Treasure: 5 -1 +1 passive

Resources controlled:
 
 Region 111: Brinerays (City) 
 Region 114: Giantsbane Seed x2 (TP, City) 
 Region 116: Anuran Vanguards 
 Region 129: Mercenary Retainers (May spend up to 2 Treasure per round on battle rolls to gain 1 effective unit per Treasure spent) 
 Region 133: Wave Scorpions 
 Region 135: Luminous Crystals (City) 
 
Techs:
 
 Supernatic Propagation 
 Trophic Deconvolution 
 Megafaunal Tailoring 
 Photospore Signalling 
 Graduated Symbiosis 
 Composite Grafting 
  Anoxic Adaptation:  Permits actions and troop movement across brackish (green) borders; Requires  Composite Grafting, Trophic Deconvolution  
  Supermarine Artillery:  +1 to battle rolls and +1 to Maneuvering rolls in regions of Depth 0; Requires  Giantsbane Seeds, Supernatic Propagation, Photospore Signalling  
  Razor Current Netting:  +10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending; Requires  Glass,   Composite Grafting  
  Bitter Tourism:  Permits actions and troop movement across glacial (black) borders; Requires  Heat Sources  
  Papershell Draft-Cuttle:  Ignore the increased border cost of up to two Brackish borders per round for distance penalty purposes and +1 to Prospect attempts in depth 0 Colony regions; Requires  Supernatic Propagation, Anoxic Adaptation  
  Electrodialytic Staurozoa:  May ignore the increased effective distance from a Briny border up to twice per round, except for distance losses;  no requirements  
  Devolving Standardized Integrations:  Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost; Requires  Composite Grafting  
  Filtration Grafts:  Permits actions and troop movement across toxic (red) borders; Requires  Composite Grafting ,  Filter Feeders  
  Traveling Scholars:  Roll and drop 1 additional d4 when adopting a new non-dynastic ruler; Requires  Talented or Knowledgeable Labor  
  Bioluminescent Navigation:  Allows traversal of Depth 1 regions; Requires  Photospore Signaling  
  Mamomachines:  For each 3 Treasure spent, receive 1 Treasure at the end of the turn; Requires  Graduated Symbiosis  
 Adventuring Parties 
 Joined-Stalk Companies 
 Reanimation Colonies 
 Seeker Barnacles 
 Holographic Certification 
 Indah's Embrace 
 Scrying 
 Sojourn Suits 
 Blood Algae 
 Mitochondrial Regulation 
 Oxygenating Implantations 
 Toxic Filtering 
 Combined Arms Integration 
 
State Religion: The Middish Way of the Flowing Way
 
 5 HCs: +1 offensive battle rolls 
 15 HCs: 2d8 to Sway Factions 
 25 HCs: +2 to Leader Loss rolls 
 40 HCs: When followers of the Middish Way raise a unit, they may spend a Treasure to gain an additional unit. This may be done a number of times per round equal to the number of Fortresses and Flowing Way Holy Orders in regions they own  (2x HO, 1x Fortress) . 
 
Artifacts
 
 Thunderstone Cudgel: 1/round, +1 to an offensive battle (+2 if the defender benefits from a Fortress) or +1 to convert a holy site of an organized religion (+2 if the defender benefits from a holy order) 
 
The Regalis Arbor
 
 Spoiler: Effects 
The Regalis Arbor is rooted to the earth, becoming a Flowing Way Holy Order located in Orope [Region 114]. As a non-action, up to  twice  three times per round, the Ironkelp Order may invoke one of the following effects:

 
 Launch Couriers: When taking an action, the Ironkelp Order may pay 1 region of distance to "skip" from a region that they control and which contains a Flowing Way Holy Order to any non-Wastes region within  three  four (non-Wastes) regions of said owned region for the purpose of effective distance when determining distance penalties or distance losses. The path may then continue on from that region, adding additional regions to the path and increasing the effective distance appropriately as normal. To skip to a Brackish, Toxic, or Glacial region in this way still requires the appropriate technology, but such regions may be skipped  over  without a technology. This effect may not be applied to rolls for Colonization or Secret actions, but may apply to unit movement for battles; if it is applied to unit movement, the units cannot be intercepted in a region they skipped.
  .   
 Launch Scouts: The Ironkelp Order receives a +2 bonus to the Maneuvering roll for a single battle they participate in. The battle must take place in a Depth 0 region within  three  four (non-Waste) regions of a region that they control and which contains a Flowing Way Holy Order. The use of this effect in a battle must be declared before any Interception rolls are made, and this effect may not be applied to Maneuvering rolls to intercept or avoid being intercepted.
  .   
 Launch Supplies: The Ironkelp Order receives -10% casualties for a single battle they participate in. The battle must take place in a Depth 0 region within  three  four (non-Waste) regions of a region that they control and which contains a Flowing Way Holy Order.  
 

Valid Holy Orders: 114, 123, 135
 

Reputation:
 
 1 ABS favor 
 1 DNA favor 
 PRS rank 3 
 Signatory to the  Flowing Peace,  alongside the Gotezhar, the Cyphiri Union, and the Lux-Glossian Shades, consisting of the following four terms:
 
 The undersigned are committed to the righteous and just conducting of wars, and will therefore forswear: killing or causing egregious harm to noncombatants, including foes who have surrendered; and the use of weapons or technology deemed unnecessarily cruel considering their objective, including those chemical and biological weapons designed to cause a slow and painful death. 
 The undersigned are committed to enable the collective defense of the faithful of the Flowing Way by soldiers of the faithful, and will therefore not oppose or hinder the movement of Flowing Way troops between territory controlled by signatory powers for defensive purposes. 
 The undersigned are committed to the dialogue of ideas and the free movement of sages, missionaries, and other wise-creatures, in the interests of widening the Flowing Way and the better interpretation of the divine mysteries, and will therefore support the establishment of new centers of learning and all other conversions to the Flowing Way within their controlled territory to the best of their ability. 
 The undersigned are committed to the continuing study and proactive investigation of riddles and anomalies, and will prioritize those which one or more signatories reasonably suspect may pose a threat to the faithful. 
  
 
 
Lumaeus
    Organization Actions     
 Round 24  
 

 Unless otherwise specified, [Offers] made by Organizations are only available to countries with a Reputation of 0 or higher with that Organization. Organizations treat regions with their bases as controlled for the purpose of actions such as Impressing Aristocracy or exploration Missions. 
    Abyssal Stewards    
 
 Spoiler 
The  Abyssal Stewards  are an association of various orders of mystics, warriors, and artisans living in the deepest parts of the ocean. Their ability to create and shepherd hydrothermal vents, which they use to ‘grow’ refined metals through means none have yet managed to replicate, makes trade with them indispensable. The Stewards - mostly members of a species of hairy crustacean - feel themselves charged with a duty to watch for the return of the legendary Titans, hoping to give advanced warning to those who live in shallower waters and prevent the foolhardy or malicious from waking them from their slumber.
 

  Actions:  
 1.   [Intrigue] Investigate  -  The situation in the temperate seas requires careful monitoring. While there is no current visible cause for the disturbances, Titanic trickery is almost certainly afoot. Depthseeker Zivan bet Azhgoev is dispatched to the affected waters to attempt to pinpoint potential causes.

 2.   [Offer] Preparedness Funding  - The Abyssal Stewards are willing to provide loans to nations for the purposes of Titanic preparedness or Titanic recovery operations.

( Offer:  The Abyssal Stewards are offering generous loans  Benefit:  Receive 2 or 5 Treasure. Cost: 1 Favor for 2 Treasure or 2 Favors for 5 Treasure.  Duration:  Available until the end of Round 27.  Details:  None.)

 3.   [Request] Assistance in the Depths  - The Abyssal Stewards require assistance with an excavation at an undisclosed location. They seek units to help dig.

(  Request:  The Stewards request the loan of Units as brute labor.  Reward:  First Place: +2 Reputation. Second Place: +1 Reputation. Any nation that contributes at least 2 units: +1 Favor. [ Penalty:  None  Deadline:  Indeterminate: See Details  Details:  As a nonaction, civilizations may lend any number of units to the cause. Every unit will remain with the Stewards until the excavation is complete. Every unit contributes to the project every round, and when 100 unit-contributions have been made, the project completes. That is, one unit will take 100 rounds, and 100 units will only take one. Units will be returned after the project’s completion. )


  Nonactions:  
 [Offer] Mystic Messengers: End  - The Stewards, contented with their project, rest.

 [Request] Sinking Stones  - The Stewards no longer distribute their rocks.

 
 Spoiler: Ongoing 

 [Taboo] Disruptions over the Depths  - Battles are inherently loud, messy businesses. Even that which can slumber through the clamor might awaken at the scent of fresh blood and feast on the casualties of war slowly sinking into the dark.

(  Taboo:  Avoid large or loud clashes over the depths, lest you awaken great danger.  Penalty:  -1 reputation.  Duration:  Indefinite.  Details:  Contribution of 7 or more units or the use of the Quiver Hell’s Foundations tactical doctrine in a battle within a Region of Depth 2 or deeper. )

 [Offer] A Miru-Miru Visitation  -
MIR gains a unique quest! If they create a technology to access Depth 3 by the end of round 25, sharing it with the Stewards as a non-action on the round in which it is created, the Stewards will share with them a depth-related technology of their own. Redundancy is risk management!

 [Task] Mitigation Measures  
(  Task:  Construct walls to limit the influence of the Eel Without End’s electric aura and to encourage the Eel to move elsewhere.
 Reward:  Whalefall Coral Walls add a x0.75 modifier to Eel movement into their region and reduce the added distance penalties from the Eel by 1 effective region.
 Penalty:  None.
 Deadline:  Indefinite.
 Details:  As a 3 action Military project, a nation may build Whalefall Coral Walls in any two adjacent regions with the region owner’s permission. This may be reduced to 2 actions with blatant disregard for worker safety, but both regions will suffer an Eel conversion attempt upon completion if the Eel is present. )

 [Opportunity] Fueling The Forge - Update!  - Whatever secrets the deep holds, it takes a toll, both on natural life and on the sentient. The Stewards need more of both to get their world in order–but none of that squishy stuff! They’ll also take military expertise, if the shallow dwellers have much.

(  Opportunity:  Countries may provide Vertebrates, Labor, or Generals to repay debts to the Abyssal Stewards.  Reward:  1 Favor, 2 for a General.  Cost:  General or 1 suitable Trade Post.  Deadline:  Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice.  Details:  Non-action to gift Generals/Trading Posts. May not be used if no Favors are owed. )

 [Offer] Secure and Protect  - With the new infestation of Tropical Titans, the Stewards are prepared to provide their expertise in the defense of resources of the realm.

(  Offer:  The Abyssal Stewards offer to temporarily hold and protect tropical trade posts.
 Benefit:   Any trade posts held by the Abyssal Stewards have their target numbers raised by 2 for any Sack or other Devastation wrought by the local Titans.
 Cost:  The trade posts in question, temporarily
 Duration:  Until the end of Round 26
 Details:  Trade posts may be surrendered to the Stewards as a non-action, who will hold them until the end of Round 26. At this time, they will return them to any power not at negative Reputation with them. )
 


 

    Chelonian Chora    
 
 Spoiler 
The  Chelonian Chora  are a league of religious nomads capable of traversing the Wastes atop their great Reefback turtles. Largely cephalopod-like, the Chora bring trade goods and news of distant lands by routes others could never manage, while their much-renowned songs bring joy, soothe tempers, and ease hardship. Their presence has a tendency to quiet discord, foster unity, and mend relations in a way that has enticed many a fledgling government to encourage more frequent visits and longer stays.

 (The Chelonian Chora, and  only  the Chelonian Chora, may treat regions with no local majority as sharing their faith for Sway and Impress Clergy actions) 
 

  Actions:  
 1.   [Faith] Repair HQ 3/3  - A testudine twister torrents towards the Chora’s cracked core. Roaming reefbacks reorient basewards, bringing bundles of supplies sent to salvage the saveable and replace ruined regions. Restored.

 2.   [Request] Good Names Go to Wastes, Round 2 Voting  - Numerous names need weeding. Wastes will wear only the most magnificent monikers. Vote valorously! Validate visionaries!

W26 (Tropical): Te Whanuitanga (MIR)

W27 (Polar): Empire’s Graveyard (KNH), The Screaming Fish (ESP), Eremus (SEN)

W35 (Temperate): The Sea of Bones (CYP)

(  Request:   Vote for your favorite name for your starting region’s Wastes!
 Reward:  One favor to the designated winner in each zone.
 Penalty:   None
 Deadline:   End of Round 24
 Details:   Indicate your vote as a non-action. )

  3.  Headquarters damaged. 
  Nonactions:  
 [Offer] Harmony in the Key of Sea: End  - Cetaceans, cephalopods, seals sing, but songs cease. Thank you.

 [Request] Songspires: End  - With the third and final Songspire built (not adjacent to Kenaqua, against the specifications of the Chora) in Town Square by the Eternal Spring, a triangle of tranquility springs up from the three points. While the triangle covers a mere half of the Kenaquan sea, it includes the Gate. Alas, the Chelonian Chora’s most skilled songweavers are occupied maintaining the psychic projection, and so no fishpower is available for further Songspire construction or power. (The Songspire’s +6 to resist the Gate’s influence now spreads to any region adjacent to a Songspire. Regions adjacent to multiple Songspires may benefit from each.)

 
 Spoiler: Ongoing 

 [Opportunity] An Appetite For Abundance  - (  Opportunity:  Countries may provide Treasure, Food, Preservatives, and Dyes to repay debts to the Chelonian Chora.  Reward:  1 or more Favors.  Cost:  3 Treasure or 1 suitable Trade Post per Favor.  Deadline:  Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice.  Details:  Non-action to gift Treasure/Trading Posts. May not be used if no Favors are owed. )

 [Taboo] Do You Hear the People Sing?  - With Titanic devastation wracking the waters and with Reaver incursions scouring the seas, the time has passed where inciting discord can be pardoned. Rousing riots reaps wretched rewards, and raising rebellions ruins regions. The Chora make it clear that they will not tolerate such behavior in These Uncertain Times.

(  Taboo:  Deliberately inciting rebellions. Civilizations are urged not to use the Spark Claimant Revolt, Inspire Uprising, Spark Rebellion, or Galvanize Partisans actions in order to minimize the spread of war across the seas.  Penalty:  Lose 1 Reputation with the Chelonian Chora.  Duration:  Until the end of Round 24.  Details:  Penalty only applies to non-Secret actions, or Secret actions that are publicly uncovered. )

[Circumstance] Nasin Nasa, Tan Tawa, Ali Ante - Update![/B] - Where previously people parted ways with what were supposedly stable situations, now news nears of others openly objecting to travel, talk, and acting as always. Kenaqua’s chaotic call causes  paranoia, personal partition, public retreat –radiating round Blacktide’s baneful blasphemy.

(  Circumstance:  People have ceased disappearing and are instead hunkering down in paranoid seclusion.
 Penalty:  None yet.
 Duration:  Indefinite
 Details:  The currently affected areas are the places where the surrounding regions border Kenaqua–border sections of Soliana (53), Artetchhue (55), Spawn Point (56), Magma Falls (51), 49, and 50. )
 


 

    Divine Nacres    
 
 Spoiler 
The  Divine Nacres  are a surface-dwelling consortium of humanoid researchers, biotechnologists, and ecclesiastics living in floating city-spheres that look like nothing so much as massive, impenetrable pearls. In generations past they have largely remained aloof, keeping their local subaquatic societies at arm’s length save for the occasional gift of advanced biotechnology or guidance, asking in exchange for access to the seafloor and assistance with gathering seemingly random resources for esoteric reasons - such was their distance that not a soul has seen them outside of their strange bulbous suits. Recently, however, the Nacres have been much more open and active in their communications and exchanges with the burgeoning civilizations of the oceans.
 

  Actions:  
 1.   [Offer] Pen Pals  -  Through mysterious means, the Divine Nacres are facilitating an instant messaging service between select nations. What better way to link two nations?

(  Offer:  The DNA offers a way to consult the intellect of another leader near-instantaneously even across long distances.  Benefit:  The two nations will gain a temporary Cultural Exchange until either leader steps down or dies.  Cost:  3 Favors owed, divided between the affected nations however they choose.  Duration:  Until the end of Round 26. Details: Only available to nations at rank 1 or higher. To set up the service, each involved ruler must make a non-action trip to the closest Holdfast (requiring non-action permission from the Holdfast’s region’s owner.) )
 2.   [Intrigue] Investigate  -  While the information and techniques shared with the former Child of Pearl, Deep Blue, were nearly entirely immaterial in nature, one can never be too cautious. Now that the Herring God has slipped the surly bonds of earth and danced the skies on laughter silvered wings, an elite infiltration team is sent to the remains of the former Cathedral of Comprehension in Coresite to recover any sensitive materials and make unrecoverable any data which persists. Deep Blue’s license to the Nacres’ proprietary software has expired.

 3.   [Offer] Prototype Enhancements  - The Divine Nacres have been hard at work in their laboratories, developing new ways to improve not just the physical capabilities of subjects, but to augment their masteries over themselves. But it’s still in the testing stages. These early prototypes have many … undesirable unplanned features. The Nacres are recruiting test subjects from a wide variety of races. Just sign the 24-page consent and liability form, and they’ll get started.
( Offer:  The Divine Nacres will provide a genetic enhancement to any mechanical character of a country's choosing.  Benefit:  The chosen character gains a minor  permanent ability, effect, flaw, or score change. Cost: 1 Favor and the character is occupied for a turn. Duration: Until the end of Round 26. Details: Only available to nations at rank 2 or higher.)

  Nonactions:  
 Request: ‘Wanted’ Postings End  - With the Gotezhar having changed leaders to someone more sensible (and thus no longer qualifying as the Black Spot), the Nacres see no need to continue to spend resources on bounties.

 [Update] Stopgap Supply Run  - Final Scores:

1. ESP - 15 points: Two favors and a Holdfast constructed over two turns in their region of choice.
2. KNH - 9 points: Two favors
3a. SKR - 6 points: Two favors
3b. HEX - 6 points (+0/turn): Two favors

 
 Spoiler: Ongoing 
 [Opportunity] A Need For Knowledge  - (  Opportunity:  Countries may provide Technologies, Esoterica, Megafauna, and Drugs to repay debts to the Divine Nacres.  Reward:  1 or more Favors.  Cost:  1 previously unknown Technology or 1 suitable Trade Post per Favor.  Deadline:  Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice.  Details:  Non-action to gift Technology/Trading Posts. May not be used if no Favors are owed. )

 [Taboo] Carissime, Melius Est Descendit Ubi Madet: Sub Mari!  -

(  Taboo:  The Divine Nacres advise against trying to explore Terrestrial Wastes - it can lead only to chaos and ruin.  Penalty:  -1 Rep for creating a technology which would allow exploration of Terrestrial Wastes. -1 Rep for successfully Exploring a Terrestrial Wastes region.  Duration:  Indefinite.  Details:  A technology which would enable exploration of Terrestrial Wastes must have these prerequisites at minimum: a technology which allows crossing Brackish borders, a technology which allows crossing Toxic borders, and at least two additional resources. )


 [Task] Finalized Repairs Resolution  - Despite the noble efforts of the Kar-Nath Hegemony and the Cyphiri Union, the Nacres’ city sphere in Ke Yi Aide (127) fails to relaunch. Because of this lack, a scramble for new resources and plans consumes much of their capacity, and they scorn the seas in their stress.

(  Penalty:  Raise Reputation actions for DNA receive a -2 penalty for 4 turns (until the end of Round 24).  Mitigation:  Due to their noble attempts to help, the Nathi and the Cyphiri are exempt from this penalty. )

 [Offer] Are You Ready To Raid?!?!  - Preparity is next to deity, or so the saying goes. The Divine Nacres would give the blessing of readiness in the face of Reaver aggressions. Interested parties may sign up for practice in fake raids, with ultimately toothless Nacre parties playing the role of those demonic scourges. Be careful! If you lose the games by too high a margin, the Nacres might place some of your resources in protective custody.

(  Offer: The Divine Nacres are offering to simulate a Reavers raid to test civilization readiness!
 Benefit:  +4 against Reaver Raids for 4 turns!
 Cost:  1 Intrigue Action and risk of Trade Post or Holy Site loss.
 Duration:  Until the End of Round 24
 Details:  Functions like a Reaver Raid in a random territory under your control. DNA will roll 2d6+9. Careful! Real risk is necessary for the simulation, and on a Great Success, the Nacres will take and keep a Trade Post or Holy Site in the territory. )

[Request] An Inventory of Lamentations [1/5] - The Nacre giveth and the Reaver taketh away, so the proverb says. This is the genesis of sorrow. For though much has been givenethed, so too have the Reavers takenethed so, so much away. Both as a testament to the memory of the lost and as a chronicle of this unwilling exodus, the Divine Nacres seek names and numbers for a data repository to predict future attacks. Which kings and judges have been taken, what treasures? This is the job they have for you.

(  Request:  Cooperate in the creation of the Inventory of Lamentations! Available for anyone negatively affected by the Reavers since raids began.
 Reward:  + 2 Favors (max); if Project is completed, additional reward given to all contributors.
 Penalty:  None
 Deadline:  End of Round 25
 Details:  1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Inventory. 1 Favor earned for spending an Faith or Diplomacy action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires. )

 [Circumstance] Cautela Vita Est  - (  Circumstance:   The Nacres reallocate resources to security!
 Benefit:  All Target Numbers for hostile actions targeting Holdfasts are increased by two!
 Penalty:  All actions taken by the Divine Nacres at player request receive a minus two penalty!
 Duration:  Until the end of Round 24 )

 [Offer] Teach a Fish to Man (the GMO Kelp)  - We may have retreated from the waters, but we are with you in spirit. We offer to you a few gifts, things we can develop Above. Those who seek from us shall find, and our expertise remains yours. Surely, this will be with you always, until the end of the age.

 ( Offer:  The Divine Nacres are offering to assist countries in their work all throughout the oceans.  Benefit:  The Divine Nacres will Develop Resource (Economy Special) for any country.  Cost:  2 Favors owed and -1 Reputation.  Duration:  Available until the end of Round 26.  Details:  May opt to have the Divine Nacres Develop Resource for one region you control. Only available to nations at rank 1 or higher. )

 [Request] Go Set a Watchman  - The wrath of those on whom the heavens have never shone has left us wounded, a shadow of what we were. It is in such times that we must fortify ourselves and remember what is important: overwhelming superiority. Help us, and you will know our favor.

(  Request:  The Divine Nacres want units!
 Reward:  1 favor for 2 units given.
 Penalty:  -1 Reputation for any Reputation 2+ country who does not participate by the end of the Request.
 Deadline:  End of Round 25
 Details:  As a nonaction, send two units to the Divine Nacres. Limit once per nation. )

 [Opportunity] Discupulus Dominorum  - The Nacres usually guard their secrets and stations jealously. Few are given the opportunity to walk among them–which, considering few can walk, is not a terrible deal. But now, while it’s not like they  need  it or anything, they have seen it in their hearts to extend a seaolive branch of magnanimity to those who can do some grunt work while they deal with greater concerns.


(  Offer:  The Divine Nacres are offering scientific training and scholastic opportunity.  Benefit:  Countries with a DNA Reputation Rank of 1 or higher may choose to take an Economy or Intrigue action to research with the Nacres. If they do so, they count as taking an additional action of that type for that turn for the purposes of attribute gain. Countries with a DNA Reputation Rank of 2 or higher may take an action of each type to research with the Nacres.  Cost:  One Economy or Intrigue action.  Duration:  Until the end of Round 26. )
 


 

    International Prestige    
 
 Spoiler 
 International Prestige  uses many Organization mechanics, but is distinct in a number of key areas - it represents the respect, appreciation, envy, and awe a country commands on the world stage, not just from the ruling governments of the country’s peers, but in the broader perception of the influential elite. The only actions International Prestige can take are to create tasks, requests, host events, or similarly create opportunities for countries to demonstrate their wealth, power, and grandeur. Reputation with International Prestige can be raised by gaining Prestige, and PRS Reputation Rank will often simply be referred to as Prestige Rank.
 

 Ludis Ire Ludis!  - The First Interoceanic Sealympics have come to a rousing conclusion, and thanks to the combined efforts of the Abyssal Stewards and the Hymenocera Expanse, there wasn’t even a single catastrophe, though there was much bloodshed where appropriate (looking at you, moistchesswetboxing). Some fun facts about this inaugural gathering:

 
 Over a hundred thousand tons of food were eaten, though the Magaramachi scholars are still warmly debating who did, could, and will eat whom. 
 Visitors and athletes from over three dozen species were in attendance, some even setting aside blood feud or prey-predator relationships to enjoy the sport. 
 Casualties on the field were well within acceptable limits! 
 

The ISC wants to congratulate everyone on their participation, particularly the Kar-Nath Hegemony and the Eternal Spring, who each are swimming away with a perfect triple Gold Fish! They led their trimisphere to triumph, as arctic powers netted a clear majority of victories, ultimately taking home those six Gold Fish, as well as the Shifting Ennead’s coveted Silverfish. The local powers of the Tropics put up an admirable showing, with the hosting Hymenocera Expanse and the generous Lambent Syndicate both having all but perfect victories to bring back the double Gold Fish and a Silverfish each, with the Magaramachi Salination taking home a third Silverfish. Though lagging behind their competition, the Costa Serians earned themselves a double Silverfish, which join the Gotezhar Builder’s Union’s and the Sakura-Jin’s to give the temperate powers a not unimpressive quadruple silver!

In order of total golds, ties broken by silvers, ties broken by scores, here are the winning nations!

 
 KNH: 3 Gold Fish (3 Treasure, +3 Prestige) 
 ESP: 3 Gold Fish (3 Treasure, +3 Prestige) 
 LSD: 2 Gold Fish, 1 Silverfish (3 Treasure, +2 Prestige) 
 HEX: 2 Gold Fish, 1 Silverfish (3 Treasure, +2 Prestige) 
 COS: 2 Silverfish (2 Treasure) 
 GTZ: 1 Silverfish (1 Treasure) 
 SEN: 1 Silverfish (1 Treasure) 
 SKR: 1 Silverfish (1 Treasure) 
 MGM: 1 Silverfish (1 Treasure) 
 

Keep an eye out for the next Sealympics in 30 years!

 Ludus Loliginis  - After the Sealympics, everything seems for a time to be normal. Athletes return in glory or shame, those that deserve to are certain to live a long and happy life.

And then come the disappearances. Athletes from almost every game, from losers to silver medalists (but not gold. Never gold). There are rumors and questions. Perhaps it's self-exile, based on shame. Perhaps the unworthy simply ceased to be. Or maybe it's something to do with those squiddy bois on the sharks, or the weird notes people start to find in some of the missing persons' quarters.
 
 Spoiler: Weird Note 
 
 

 The Goat (MGM), SKR's Seacurler, Jaco Barros (COS), Felipina Mascerene (COS), MIR's Seaquestrianer, Abuilie (SEN), Samush (SKR), Team Clouds' Captain (GTZ), SEN's Volleyballer, the Levt Sisters (SKR), HEX's Wastesailer, Flordemar (GTZ), Dessia (SEN), MIR's Wastesailor, The Errant Princess Bulan (LSD), Squall Volumozzo and Brusha Leo (GTZ), Ilanda Loura (COS), MIR's Swordfisher, and all three of CYP's and LIT's abstaining athletes have all been invited to the Squids’ Games next round.   Though unclear from these characters' ic perspective, this event may kill your characters based on both chance and decision making. Please indicate whether they choose to join.   
 The Kar-Nath Hegemony may construct a World Wonder in Pelegar (65)! World Wonders grant unique benefits to whichever country controls their region, as determined through discussion with the Organization GM, and require 5 actions to complete; they may not be completed until the benefit is decided, and no more than 3 actions may be spent on them each round. Other Countries may not assist with their construction. A country may only ever construct one World Wonder. 
 
 Spoiler: Ongoing 
(  Opportunity: A Grand Exhibition  - Prestige is available for having the most Great Works displayed! Earn 1 point for each Exhibited Great Work each turn while the event is ongoing, and an additional 5 points (3 if tied) for having the most Great Works owned at the end of the event. To Exhibit a Great Work, it must be designated as being exhibited in a Capital, Holy Order, City, Fortress, World Wonder, or Organization Base in a region you control, with a brief line about the circumstances and nature of the exhibition there. Earn 1 Prestige for earning the most points in a turn (0 if tied), and 2 Prestige for having the most points overall at the end of the event!
 Duration:  Until the End of Round 22.
 Special:  While on Exhibition, the Great Work is possible to steal even without a Spy - putting such items on display to the public is sure to attract the attention of criminals both great and small, and many might take advantage of such happenings. )

 [Mystique] Renegades, Turnskins, And Defectors  - (  Opportunity:  The first country in each starting zone to successfully Incite Betrayal will gain 1 Prestige. The first rebellion to arise on behalf of a specific country in each starting zone will gain that country 1 Prestige.  Duration:  Until fulfilled.  Special:  Actions taken to complete may be done as Secret Actions, but please note that successful attempts must be revealed in the following round opener - if for whatever reason they are not revealed, no Prestige will be awarded. The successful use of either the Galvanize Partisans Intrigue 5 Special Action or the Spark Claimant Revolt Diplomacy Action will suffice for fulfilling the second half of this opportunity; the Inspire Uprising or Spark Rebellion actions will not. Remaining Availability : All effects for: Temperate, Tropical. Incite Betrayal only: Polar )

 [Acclaim] The Ties That Bind  -  ( Opportunity:  The first country in each starting zone to successfully press a Marriage Claim will gain 1 Prestige. The first country in each starting zone to successfully Integrate a region acquired by Confederation will gain 1 Prestige. The first country in each starting zone to have a Fabricated Claim uncovered as such will lose 1 Prestige.  Duration:  Until fulfilled.  Special:  If multiple countries simultaneously fulfill the conditions, all eligible countries gain or lose the relevant Prestige.
 Remaining Availability : Marriage Claim: None. Integrating Confederated Region: Temperate, Polar. Revealed Claim Fabrication: All )

 [Honor] Remarkable Reconstruction  - (  Opportunity:  When a country rebuilds a TP or Holy Site that was destroyed by the Reavers, they may choose to let it enter play Open, rather than under their control. If they do so, they gain +1 Prestige. If a country donates 2 Units as a non-action to a region that lost units to the Reavers, they gain +1 Prestige and the region no longer qualifies for such donations by other countries. If a country successfully Sways or Impresses a Reaved Faction in a region they don’t control, they may choose for it to become Open instead of gaining the Faction’s Support; for every second Faction they restore in this way, they gain +1 Prestige.  Duration:  Until fulfilled.  Special:  Any country may rebuild Holy Sites or TPs destroyed by Reavers in uncontrolled regions. If multiple countries donate Units to a region that lost units to the Reavers, they both gain the Prestige, and the region gains the Units from all such donations received. 
 [Distinction] Origins Of The Exotic  - (  Opportunity:  The first time a country Exhibits a Great Work, they gain an additional Prestige. If a country is the first to Exhibit a particular type of Great Work, they gain an additional Prestige.  Duration:  Until fulfilled.  Special:  ‘Types’ of Great Work are determined at the Organization GM’s discretion. Established Types (Non-Exhaustive): Sculpture, Literature, Song, Engravings, Tapestry 
 Countries/Great Work Types:  CYP - Literature, STC - Tapestry, LUX - Sculpture, GRV - Engraving)[/I]

 [Glory] Ludis Ire Ludis!  - Look, we could spend all day talking about it, how athleticism is a spiritual pinnacle, how by action we become by performance the ideal self, how through physical achievement national pride is born. Or, we could go out back and toss the old  seapigskin  around. What d’ya say to that, sport? Here’s what we’re looking for: venues, logistics (transit, food, accommodations), attractions, and funding. Oh, and also safety. Think you’ve got what it takes?

Members of the Interoceanic Sealympic Committee are visiting interested nations to scout locations and listen to bids to host the event!

(  Request:  Demonstrate ability to host the Sealympics
 Reward:  An event (the Sealympics) is hosted in your Empire (as though you were the host, not contributing to stat gain), +2 PRS
 Penalty:  None.
 Deadline:  End of round 22.
 Details:  Pick a region in your empire and convince the Committee to select it as the site of the Inaugural Sealympic Games. They are soliciting the following:
 
 Venue write-ups: describe in detail what arenae and stadia you can provide or will build for the events. A bonus point for using previously established structures and spaces 
 Resource identifications: justify which resources you hold that can be dedicated to transit, food, or improving/decorating accommodations 
 Attraction write-ups: what is there to do around the venues? Why should anyone want to see your region? (This is a great place to list the details of both region and monument write-ups -- or anything else of note!) 
 

Each of the three items on the list above will be worth three points, for practicality (1), completeness (2), and allure (3). That is, does it work for the games, did you write more than a bullet point, and does it make the Committee want it? Resources are worth a point each. Combined with the possible bonus point from the Venue, this is a total of 10 available points. These scores will be reduced by danger in the area, be they local or neighboring military conflicts or Titanic threats.

Treasure may be dedicated to…demonstrating the largesse of the potential host nation. It’s not a bribe if it’s part of the tour! )
 

 
 Spoiler: Permanent 

 [Strife] Big Fish In Small Ponds  - (  Opportunity:  Starting Round 6, Prestige and PRS Rank will no longer correlate one to one: to reach PRS Rank 3 from PRS Rank 2 will require 2 Prestige, while reaching PRS Rank 4 from PRS Rank 3 will require 3 Prestige. This Prestige does not have to be earned in the same turn. Reaching PRS Rank -3 from PRS Rank -2 requires the loss of 2 Prestige in the same turn.
If all available positions at a given PRS Rank are occupied when a new country would reach said rank, the country which gained Prestige least recently has their PRS Rank reduced by 1. Ties are resolved by roll-off made with the tying country’s highest respective attributes, with the lowest roll result(s) losing. Changing rulers will no longer result in PRS Rank loss when at PRS Rank 3 or 4, but will reset any accumulated Prestige to 0.
 Duration:  Indefinite.
 Special:  The loss of Prestige still causes a loss of PRS Rank. Gaining Prestige when at PRS Rank 2 or 3 which is insufficient to rise to the next PRS Rank, or gaining Prestige when at PRS Rank 4, still counts for determining which country gained Prestige least recently. Losing PRS Rank resets the clock and clears out any accumulated Prestige which was insufficient to reach the next Rank, counting as an instance of gaining Prestige for timing purposes only.
	When rolling to determine PRS Rank reduction, ties are resolved by comparing Partial Prestige; if a tie still remains, then all attribute score totals are summed and compared, with the lowest value losing.  )

 [Honor] Blood, Stone, and Ink  -  ( Opportunity:  Countries may now establish PRS Treaties with one or more other parties as part of an event, which all parties have to attend. In order for this to work, all parties must agree to the terms of the agreement, what counts as a violation of those terms, and that it will count as a PRS Treaty. Any Treaty signatories with 0 Prestige will gain 1 Prestige upon the Treaty being finalized. Once finalized, any signatory who violates the terms of the Treaty will lose 1 Prestige.  Duration:  Permanent.  Special:  Attempts to abuse this mechanic will result in consequences inflicted by the Organization GM. Treaties without a meaningful potential for violation (as judged by the Organization GM) will not grant Prestige. A country can only gain Prestige from signing a Treaty up to once per round. Treaties may  not  be signed in secret. If a Treaty is dissolved by means other than a violation (such as reaching a set end-date (without getting renewed) or all parties agreeing to dissolve the Treaty), any parties who gained Prestige from the creation of the Treaty will lose 1 Prestige.

Treaty violators cease to be considered a signatory at the end of the round. This may result in the dissolution of the Treaty entirely, or simply an exclusion from any protections offered by said Treaty, depending on the exact terms - but it also means that if multiple parties violate the terms of the treaty in the same round, they will all lose Prestige.

Ambiguities in a Treaty for which no consensus can be reached among the signatories will be resolved by arbitration by the Organization GM. If any ambiguities are apparent when the Treaty is first presented, the Organization GM will ask the signatories to disambiguate the relevant situation before approving the Treaty. )

 [Renown] A Monumental Undertaking  -  ( Opportunity:  Once per turn, a country may, as a non-action, work on a monument or similarly grand project in a region they control. This requires a fluff description of the ongoing work, design, difficulties, progress, or similar. When beginning such a project, a country must decide whether it will be a 3-part project or 5-part project. Upon completion, a 3-part project grants 1 Prestige, while a 5-part project grants 2 Prestige.  Duration:  Until fulfilled.  Special:  Project completion requirements and rewards are subject to change. Insufficient description/fluff will result in no progress towards the completion of the project for that turn - three to four sentences should usually be sufficient. Countries may not have more than one ongoing project at a time. Countries may not accelerate these projects by spending actions.) 
 [Acclaim] To Greatness  -  ( Opportunity:  Any country that becomes a Sea Power, Empire, Merchant Marine, or Holy Sea by use of a Special Action gains 1 Prestige.  Duration:  Permanent.  Special:  Elevate Status, Consolidate Holdings, Exalt Domain, and Usurp Title actions all count. Usurpation results in Prestige loss for the Usurped country.) 
 [Affluence] Opulent Optics  - (  Opportunity:  A country may choose to spend 5 Wealth as a non-action to gain 1 Prestige.  Duration:  Indefinite.  Special:  This may be done multiple times in a single turn if a country has sufficient Wealth available. )

 [Notoriety] The Fragility of Fear  -  ( Opportunity:  Prestige loss will be assigned if a country experiences a rebellion in response to a failed Oppress Faction or successful Sack action. Prestige loss may be assigned if a country is forced to acquiesce to a rebellion’s demands. Prestige loss will be assigned if a country commits gross atrocities.  Duration:  Indefinite.  Special:  Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 3 Prestige, based on context and circumstances.) 
 [Mendacity] A Lack Of Commitment  - (  Opportunity:  Prestige loss will be assigned if a country Oppresses a faction in a region on which they have a Confederation claim. Prestige loss will be assigned if a country backs down from an Ultimatum it has made. Prestige loss may be assigned if a country is revealed to be grossly hypocritical.  Duration:  Indefinite.  Special:  Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 2 Prestige, based on context and circumstances.

Countries may declare an Ultimatum as a non-action. An Ultimatum is a declaration of commitment to a specific action or set of actions, with or without a set of conditions. At the end of the round the Ultimatum is made, it can no longer be changed - however, Ultimatums are usually crafted in response to a specific set of circumstances, and expire at the end of the third round after they were made. If a country that declares an Ultimatum fails to follow through, that country will lose 1 or more Prestige, depending on the severity of the lapsed Ultimatum and surrounding circumstances. Ultimatums cannot reduce a country to -3 Prestige. A country can only make one Ultimatum per turn. )

 [Ignominy] Stigma, Scandal, and Shame  - (  Opportunity:  Prestige loss may be assigned when a country badly loses a battle it was heavily favored to win. When a country returns a captured Spy or General to their owner, said country may choose to reduce the owner’s Prestige by 1 as a non-action. When a country returns a captured Ruler to their owner, said country may choose to reduce the owner’s Prestige by 2 as a non-action. Prestige loss may be assigned if a country is grossly humiliated or suffers a gross embarrassment on the world stage.  Duration:  Indefinite.  Special:  Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 3 Prestige, based on context and circumstances. )
 
Aerin
    NPC Actions     Round 24 
 Reminder:  Rebellions make a Sway attempt against another faction in their region at the end of the round. If successful, they may gain a new commander, new techs, and/or more units.

 All rolls are here. 
 GLOBAL 
 
 Spoiler: The Shark Nomads (SHK) 
  
    The Shark Nomads    
Leader: The Shark King
 Mechanics and Lore Document 
Dip: 4, Mil: 10, Eco: 2, Fai: 8, Int: 6 
 Reminder:  The Sharks deprioritize targets belonging to nations of matching faiths. The collective population of the nomads currently follows the Flowing Way (1/3), the Eternal Communion (1/3), and nothing at all (1/3).

 The Temperate Old Guard (Region 99, 8 units, lead by Gwasgymarchog) – Actions: 

1. Convert Region 101 Holy Site 1 to the Eternal Communion, 14
2. Move to Region 91

 The Tropical Brain Eaters (Region 158, 2 units) – Actions: 

1. Sack a Holy Site 1 in Klau’ead Pyue’ea’oed (11), 17
2. Convert Region 193 Holy Site 1 to the Flowing Way, 12
3. Prepare the Squids’ Games for next round
4. Move to Region 148

 Non-Actions 
1. Accept all TPs, Techs, Treasure and Artifacts
 

 POLAR 
 
 Spoiler: The Draigiau Residuum Gathering (DRG) 
  
    The Draigiau Residuum Gathering    
Gwenfrewi Llywelyn, the Rising Hope
Dip: 5, Mil: 5, Eco: 3, Fai: 7, Int: 2
Treasure: 0, Units: 5 
 Military: Impress the Reaved aristocracy of Region 70 , 11 (becomes Open on failure)

 Military: Invade Micht Tsy Fivrivirs (57)  with 5 units under the command of Lenwyggd the Crusher (Mil 8, Crawling Advance: -10% casualties, +1 to battle). No techs. No distance losses.

 Diplomacy: Sway the aristocracy in Micht Tsy Fivrivirs (57) , 8

 Diplomacy: Attend the Shifting Ennead's event 
- swear fealty, slightly begrudgingly but obediently
- accept all gifts and technologies

Non-action: Provide Dragon Scales to the Nathi through the Trade Route
 The Nathi remain steadfast allies to the Draigiau. 

Attribute increase: +1 Military, +1 Diplomacy
Spy non-action
Hinder and resist all conversions in Aelwyd Adferiad (71) and Region 70
Specials used: None
Characters:
- Malcolm (Int 8)
- Lenwyggd the Crusher (Mil 8, Crawling Advance: -10% casualties, +1 to battle)
 

 
 Spoiler: The Dancers of the Untamed Reefs (DUR) 
  Region 187 Rebellion - Dancers of the Untamed Reefs 
Combat Dancer Elegant Dawn (Mil 9, Rhythm of the Undulating Anemone tactical doctrine: +1 to battle, +1 tactical maneuvering, additional +1 tactical maneuvering in depth 0 regions)
Technologies: None
Treasure: 0, Units: 3 
 
 Spoiler: Rebel demands 
Our demands are simple:
- Decontaminate Region 189 using the WE NEED MORE SAND approach
 

 Elegant Dawn is an idealist in many regards, but she recognizes the hard facts of reality. Decontaminating Region 189 is going to require A LOT of sand imported from foreign markets. And who controls the markets?

The Pepsin. Who are currently being invaded by the odious Reavers.

Quickly rallying what forces she can, Elegant Dawn crosses her tentacles and hopes that Seatide will repay her generosity. 
 Military: Send 2 units to Seatide’s aid 
 Faith: Seek Aid on behalf of the defense of Seatide , 19

 Military: Raise a unit 
 

 
 Spoiler: Kenaqua (KEN) 
  
Native defenders: 4 
The creeping, maddening presence leaking in from the Gate spreads to affect nearby regions. It will continue to grow in strength and range until the Gate is destroyed. At the end of the round, the Gate’s influence may move one faction in each of the following regions one step toward unruliness (+12 vs region owner’s Faith (or support owner’s Faith in unowned regions), +6 to resist per adjacent or interior Songspire):
Region 47, Region 49, Region 51, Region 52, Region 53, Region 54, Region 55, Region 57, Region 59, Region 60, Region 67
 

 
 Spoiler: The Reavers (RVR) 
 A mismatched, motley, medley of surface ships amasses on the western border of Darkwell. Some emerge from the cloudy currents of the waste like phantoms stalking through the mist, with transparent plexiglass domes revealing a bustling hive of internal commotion where holographic camouflage panels don’t obfuscate the underlying cybertech. The other half of the emerging ships pulse with glowing exterior piping providing boiling propulsion fluid to the torpedo bays and red-hot flame decals dancing along the sleek aerodynamic curves.

Two marauder fleets have merged for a joint operation, a rare occurrence among the culturally distinct Reaver bands. Their flagships, The Shattered Hope and The Steaming Kettle lead the vanguard southeast to besiege the city of Deepdrift and put a stop to the Tidespire's predictions at the source. The rest of the fleet, including the heavy bombardiers and the carriers, travel at a less breakneck pace. Still, it is a matter of weeks until arrival, not years. 

The ability of other polities to respond to this crisis is limited by the requisite speed of response. Only troops garrisoned close to the city will be able to brave the journey in time to impact the battle. Despite the storm-like inexorability of the oncoming fleets, there might yet be a hope to fend them off.

 
 STC may contribute any number of units. 
 SEN may contribute up to 7 units, corresponding to the local troops in 74, 84, 185, and 186. 
 NAN may contribute up to 1 unit, corresponding to the local troops in 82. 
 DUR may contribute up to 2 units, corresponding to the local troops in 187. 
 KNH may contribute up to 2 units, thanks to the swiftness of the lightweight skimmercraft, the Sgimiwr Cyflym. 
 GRV may contribute up to 4 units, corresponding to the local troops in 76 and 78. 
 
Please be clear about which commander will be leading the battle.
 

 
 Spoiler: Separatum Corporate Holdings (SCH) 
 Offer:  The Mer of Separatum Corporate Holdings have unionized and overthrown the ruling Shareholders. Now, the union organizers are looking for sponsors that will demonstrate a true investment into the welfare of the people through faith. The next nation to acquire the support of the clerical faction will also gain a strong claim to the region.
 

 TEMPERATE 
 
 Spoiler: The Refortified Bonemeal Guild (RBG) 
  Region 112 Rebellion - The Refortified Bonemeal Guild 
Xinyu Song (Mil 7 General, Good Equipment Makes Good Warriors tactical doctrine: +1 to battle and -10% own casualties when you spend a treasure on the battle)
Treasure: 0, Units: 6 
 ”Control of the Hansea has changed fins many times. Throughout the constant background of war, the real power in the region is the Fortified Bone Meal Guild (or FBM) and its guildmaster Jo Soo, a beacon of stability in the Hansea. The wealth Jo Soo has accumulated through decades of reliable sales to foreign buyers, especially during the short-lived McTavish merger, has made him the most powerful Mer in the region. However, he is nearing the end of his life, and it remains to be seen how the FBM will weather his death.” 
 When Jo Soo passed, the FBM was inherited by Li Soo, Jo Soo’s daughter. The leadership of the FBM squandered profits in foreign markets while awaiting the prophesied apocalypse of the Final Peace. When the Order’s missionaries swept through Tallrock and reestablished the Flowing Way, a faction of Way loyalists lead by Xinyu Song, Jo Soo’s foremost apprentice, overthrew the old guild with the help of six battalions of hired mercenaries. They call themselves the Refortified Bonemeal Guild. 
 Riding fresh off of this victory, Xinyu Song hopes to use her temporary and expensive army to bolster her negotiating power with the Order. She doesn’t truly wish to plunge her home into another bout of war, but the uncontested conversion of the region by the Final Peace has shattered her faith in the Knights to maintain stability. 
 Diplomacy: Attempt negotiations with the Order of Orders.  Should OKI wish to enter negotiations, they may roll 2d6 + Diplomacy to attempt to haggle as a non-action. The number of requests they must fulfill to quell the rebellion will depend on the TN met (TN12 or below - 5, TN14 - 4, TN16 - 3, TN18 or above - 2).

Potential requests:
- Establish a Holy Order or Fortress in the Hansea
- Train and equip a local Ineo garrison of Knights (take the aristocratic support)
- Ensure a steady supply of Valuables (have any nation take the merchant support)
- Advertisement campaign (promise as a non-action to mention “Fortified Bonemeal” in at least one action’s fluff each turn)
- Supply new customers (have any nation(s) buyout both available TPs for Fortified Bonemeal)
- Offer a loan (give the rebellion 2 treasure)
- Assistance in expanding capacity (help build a new TP, the rebellion will partially contribute)

 Economy: Hoard treasure 
 Economy: Buyout TP 5 in Pyl-Garat (129) for Mercenary Retainers , 17
 

 
 Spoiler: The Finalists (FIN) 
  Region  108  107 Rebellion - The Finalists 
Finalist Nwanneka (Mil 8 General, Glorious Last Stand tactical doctrine: +3 to defensive battles, +10% own casualties, -2 own leader loss)
Finalist Raymond Tripolitain (Mil 7 General, Rays of the Last Light tactical doctrine: +1 to battle, +2 enemy leader loss, ignore the effects of brackish borders)
Treasure: 0, Units: 0 
 Circumstance:  The Finalists have retreated inside the ULTIMATE Bunker. While isolated in this manner, Holy Site 1 in Region 107 cannot be converted away from the Final Peace. Brute force upon the shoddy construction or a cleverly infiltrated spy could perhaps reopen the doors.
 

 
 Spoiler: Pfilghol (PGL) 
  
    Pfilghol    
Ilgl, The-one-who-builds, an Effulgent Witness
Dip: 6, Mil: 12, Eco: 8, Fai: 11, Int: 1
Treasure: 5, Units: 8 
 Diplomacy: Sway the unruly aristocratic support in the Great Kelpland (131) , spending a treasure, 11

 Diplomacy: Sway the aristocratic support in Region 133 , 16

 Military: Impress the Reaved aristocracy of Narcis’ Rest (173) , spending a treasure, 16

 Military: Invade Region 102 
- Unit count: 8
- Outnumbering: +3
- Commander: Sigska (Mil 7)
- Tactical Doctrine: Just Do Better (+2 to battle)
- No distance losses or border penalties
- Stress Hardening Miracle: Use ruler’s Mil 12 for the battle roll without backlash from the Effulgent Witness title
- Techs: Anoxic Adaptation + Magma Forges (from Effulgent Witness title)
- Spend a treasure for +1 to the battle roll
- Potential +1 or +2 from the Shadow Pearl
- +1 to Tactical Maneuvering from perfected tactical doctrines
- Artifacts: Kela Ein Kamohu (+1 to battle roll if win or tie Tactical Maneuvering; extra +1 if victorious by 6 or more; -1 to own leader loss roll if lose or tie Tactical Maneuvering)

Non-action: Use the Shadow Pearl to Seek Aid on the invasion of Region 102, with a Cultural Identity for Seek Aid from Sakurado and the Scrying technology (additional +1 on a Great Success, using Mud Diamonds as shiny objects), 13

Non-action: Vassalize to the Sakura-Jin using the Cultural Exchange if provided promises of mutual defense, retained autonomy, and ability to continue territorial expansion

Attribute increase: +1 Diplomacy
Spy non-action
Hinder all non-Sakurado conversions in Pfith waters
Support Sakurado conversions in Pfith waters
Hinder buyouts in the Pfithreef (132)
Specials used: M5, F10
Characters:
- Ktloso, the Shadow of Hunger (7 Int)
- Gtsit (8 Mil, Sea’s Opportunity: Enemy takes double battle penalties from terrain (Defending), transfer battle penalties from terrain to enemy (Attacking), Perfected: +1 battles)
- Sigska (7 Mil, Just Do Better: +2 to battle)
 

 TROPICAL 
 
 Spoiler: The Bloodripper Salination (RIP) 
  Region 154 Rebellion - The Bloodripper Salination 
ALL-YOUR-TABLETS-ARE-BELONG-TO-ME (Mil 7, Attack Over There tactical doctrine: +10% own casualties, +20% enemy casualties)
Technologies: Blood Algae (+20% enemy casualties, +10% own casualties in depth 0 regions), Supernatic Propagation
Treasure: 0, Units: 4 
 
 Spoiler: Demands? 
 ”Relations are strained to the point of non-existence between the Bloodripper colonists and those Magaramachi which remained in the Salination. The physical leadership style of the Magaramchi fades quickly with distance and the Bloodripper colonists consider themselves a separate nation. The Salination and whoever lays claim to it at the moment, predictably, doesn't.” 
 ”REALLY GOOD SHINY DUST MOTES WASHED UP IN TABLET GULLY” claims ALL-YOUR-TABLETS-ARE-BELONG-TO-ME, “EAT IT AND SEE PRETTY VISIONS. WANT MORE OF THAT.” 
 

 As confirmed by the conch, some sort of hallucinogenic compound washed up in Tablet Gully and sparked this nonsense. Now, the largest Magaramachi in the region won’t back down until she finds another supply of the same drug. 
 Military: Search for more of the good stuff (sack Holy Site 1) in the Bloodripper Lands (154) (again) , successfully resisted by MGM
 ”SHINY DUST MIGHT COME BACK” claims ALL-YOUR-TABLETS-ARE-BELONG-TO-ME, “GOTTA KEEP CHECKING.” 
 Military: Search for more of the good stuff (sack Trade Post 2 for Crystal Chips) in Wid Oe’masoar (12) , successfully resisted by HEX
 ”HEAR PRETTY SPARKLE ROCKS ARE HERE” claims ALL-YOUR-TABLETS-ARE-BELONG-TO-ME, “MIGHT BE YUMMY TOO.” 
 Military: Search for more of the good stuff (sack Trade Post 1 for Siren Extract) in the Senja Bersinar (2) , successfully resisted by LSD
 ”GLOWY LIQUID TASTY?” inquires ALL-YOUR-TABLETS-ARE-BELONG-TO-ME, “MIGHT BE BETTER THAN TWINKLE MOTES.” 
 
Lumaeus
 
 Spoiler: A Verja Visitor 
A slimy eel with no redeeming qualities slithers into the waters of the Eternal Spring.

"Sealympics sure were a spectacle, huh? Your people did well for you. But it's a real shame they were held so far away, especially considering the, ah, amenities you had to offer."

Its tail snakes forward with a greasy business card.

"The name's Slippery Parasite, and I provide for needs. And I can see you've got them. Refugees pouring out from that primitive wasteland out west--where you gonna put them all? I got an idea. Someone slipped me your host application, and I saw all the things that make me think luxury highrise housing projects. These aren't just gonna be tenements--they'll be elevenements! Think how many people will be helped by having semi-secure housing that reaches up into the beautiful clouds churning out of your...glowing stuff. You don't have construction codes in this kinda place, right? Between us, we can get you a whole labor force of happy, healthy families, and you can work 'em however hard you want. What are they gonna do, leave?"

-You may, as a fluff nonaction, allow Slippery Parasyte to construct his slums in Verja. This has no initial effect, no guarantee of effect, but may be used later, by players or gms.
 

 
 Spoiler: Mortuus Marea Meeting 
A half-blind flounder inexplicably clad in tweed and smoking a bubble pipe shows up in Mortuus Marea one day acting suspicious. When questioned, it turns out he has an opportunity.

"I say, I heard tell of your fascinating province from an article I read about alternate Sealympic sites. I was so taken by the piece that I had to come out here at once to observe it, and I must say it is marvelous, marvelous! I can't pretend to understand why the committee overlooked such a capital region, though I am deeply grateful. Think of what might have been lost in the bluthering stampede of the imbecile uneducated. No, no, that wouldn't do at all!"

He pulls out an incredibly dense monograph on a shockingly uninteresting and minor subtribe of an extinct paleothalassic people.

"I'm Dr. Codrad Flounderton III, scholar, author, investigator. I'm sure I'm hardly the first to suggest this, but have you considered the value an archaeological project, with an accompanying museum, might have? These Riftlings and their peculiarly savage--yet ever so noble--culture will help us understand where we come from--where we might go. I'm not supposed to mention this, but I've heard we might even have some pamphlets in mind, oh ho ho!" Apparently, flounders chortle.

-You may, as a fluff nonaction, allow Dr. Flounderton III to construct his museum in Mortuus Marea. This has no initial effect, no guarantee of effect, but may be used later, by players or gms.
 

 
 Spoiler: Pyl-Garat Proposal 
An elderly pair of fish swim up, one marlin and one Herring and--oh, no, just herring, not Herring--bickering lightly. They introduce themselves as Herring Berry and George R. R. Marlin.

"We heard tell of your Sealympic application, dearie," says Berry, "And we're just utterly delighted at what you had on offer. I'm here on behalf of the Bass Broadcasting Corporation to propose we start an annual competition here to showcase your lovely foods."

"And the complex politics," interjects Marlin. "The way food and diplomacy mingle, the almost incestuous combinations, the vying for power, the orgiastic burst of violence as the final dish is served--"

"Metaphorically, he means."

"Well."

"So, will you have us? Oh, do say yes, it would be so droll! Let's collaborate on Game of Scones!"

-You may, as a fluff nonaction, start a soon-to-be long-running competition (Game of Scones) in Pyl-Garat. This has no initial effect, no guarantee of effect, but may be used later, by players or gms.
 

 
 Spoiler: Glacier Crag's Good Karma 
A tiny, immensely composed fish swims into Glacier Crag and somehow by sheer force of personality makes her way far further up the ladder of command than any stranger should. She has a proposition.

"I just got back from my meditation retreat under the Songspire and I suddenly had this, like, pull from the Universe. She was telling me "go east, Gwyn, manifest peace." And so I cancelled my Reefback sound-therapy intensive and just let the currents guide me. I just put out so many positive vibes, and now I'm here, and I just, I mean. Look at those crystals! You can almost hear their energy, it's just crazy positive."

Something sharpens in her gaze.

"My name's Gwyneth Minnow, and I'm a lifestyle guru and major finfluencer. Glacier Crag is absolutely and unknown gem. Let me bring some of my people in, and I think we can have a spa-and-retreat, a winter getaway, and a spiritual hotspot all in five nautical miles of each other. I'm talking inner peace, I'm talking enlightenment, I'm talking enormous tourist income. Whaddaya think?"

-You may, as a fluff nonaction, open a spiritual retreat and resort in Glacier Crag under the supervision of Gwyneth Minnow. This has no initial effect, no guarantee of effect, but may be used later, by players or gms.
 
Frostwander
     Costa Sereia - Merchant Marine    
 Region 134 - Palacia
Region 103 - Taifre Mandala 
Turn 24
   
 Spoiler: News and Rumors 
While word of the victories (second place is still celebrated with such illustrious competition), and the rewards are enjoyed by the contestants’ families. However, the word of strange notes and disappearances of the competitors races through the currents of gossip in Palacia and Taifre Mandala.

Despite the early work of pathfinders and investigators, little is learned until the abrupt return of Jaco Barros. They reveal what they know of the machinations and offer of the Tropical Brain Eaters and these ‘Squid Games’. They are unclear of the details, but declined the offer. True to their word, the shark nomads took Jaco to a nearby trade lane (though blindfolded, so the acolyte-athlete could not uncover them). With Ilanda Loura and Felipina Mascerena not returned, it would appear they have chosen (or been coerced) into this new competition.
 

 Actions: 

1)  [Diplomacy]  Sway Faction: Mercantile - Region 137, Open Support ( Roll: 20 - Success )
2)  [Diplomacy]  Sway Faction: Aristocracy - Region 134 ( Roll: 13 - Success )

3)  [Economy]  Impress Merchants - Region 131 using Luminous Crystals to fulfill desired import ( Roll: 25 - Success )
4)  [Economy]  Buyout Trading Post - Hydra Leeches, Region 126 TP1 ( Roll: 20 - Success )


5)  [Intrigue]  Investigate the ‘Squid Games’ ( Roll: 13 )
 Funded and pressed heavily by the Loura family, costa detectives begin scouring the waters of the Sealympic competitions and those known paths of the shark nomads for information about the location and plans of these supposed ‘games’. 

6)  [Intrigue]  Secret Action - Pending
 A long overlooked piece moves on the board. 
 Non-actions:  
What secrets hold the Deep?
Spend 3 Treasure on Secret Action, 2 on Squid Games Investigation, 1 each on Sway actions: 7 total.
Receive Support from the Cyphiri Union on buyout of Leeches.
Seek Aid with the Shadow Pearl on Secret Action. ( Roll: 12 - Success )
Jaco Barros returns, but Ilanda Loura and Felipina Mascerena remain intrigued by the Squid Games.

 Passive Effects:  
Resist Secret Actions at +2 from ABS assistance.
Resist Sacks and Coercion at +1 from ABS assistance.

Contestants for the Sealympic Games (Whereabouts currently unknown):
 Breaching  -  Jaco Barros, acolyte at the Temple of Leocidia, noted for the amount of time they spend out of the water caretaking the temple of the sky, and their study of style in silhouettes. 
 Swordfishing  -  Ilanda Loura, daughter of the illustrious General Illdo Loura, has been trained in military strategy and combat since a young age.  
 Seaquestrian  -  Felipina Mascerena, a ghostkoi sereia who has made a sensation in the aquaestrienne scene of Palacia, known for her signature style of velvet coat and fishnet skirt, with a tall kelp-felt top hat. 
 
 Spoiler: Leaders and Prominent Figures 
 Leader:  Revelle Alverna (Diplomacy 6; Military 5; Economy 10; Faith 4; Intrigue 3)
End-of-turn increase: Diplomacy +1, Economy +1, Intrigue +1
New Leader next turn: No

 Generals:  Illdo Loura (Military 8)
 Spies:  Veruha Mascerena (Intrigue 7), Circo Luto Perdida (Intrigue 8)

 Other:  Duarto Alverna, retired; Gaspar Peixoto, Business Counsel; Illdo Loura, Militia Commander; Rain Loura, Venture Financier; Havardr Perna, Priest of Desderia; Salom Resende, Arete Priestess; Paidre Peixoto; Conseco Loura
 

 
 Spoiler: Relations of State 
 Cultural Exchanges:  The Gotezhar (138); The Cyphiri Union (122); The Kar-Nath Hegemony (77)
 Trade Routes:  The Gravetenders (78), Splendid Miru Miru (153)
 

 
 Spoiler: Resources 
 Units:  Sereia Militia x5, Nereid Scholastic Guard x2
 Treasure:  13
 Artifacts:  Peninah Ayin (location unknown), Screechstrobe Cluster (2/3), Shadow Pearl (Shadowed), Reliqua of Arete Priestess Earlee
 Reputation:  ABS (2); CCA (0); DNA (0); PRS (1)
 Favors: 
 Cultural Identity:   Practical Curiousity - 2d8 Investigations
 Capital Region:  Palacia
 Cities:  Cadid Santuario - Region 134 (+1 Sway Faction)
 Fortresses:  Great Scar Fortress - Region 103
 Aristocrat Support:   134(C) , 103
 Effective Trading Posts 38 (3 income): 
&gt;  Adventuring Scholars  - 103 Merchant Support (No TPs)
&gt;  Barnacle Glue  - 119 Merchant Support (No TPs)
&gt;  Bioluminescent Tunicates  - 117 Merchant Support (No TPs)
&gt;  Blackbeaked Dolphins  - 160 TP3
&gt;  Cobalt Dye  - 134 TP1, City &amp; Merchant Support
&gt;  Fertile Soil  - 60 TP1
&gt;  Fortified Bonemeal  -  112 Merchant Support (No TPs) 
&gt;  Giantsbane Seeds  - 114 TP3 &amp; Merchant Support
&gt;  Liming Snails  - 115 TP2
&gt;  Luminescent Crystal  - 135 TP2
&gt;  Mineblossom Sponge  - 130 TP2 &amp; Merchant Support
&gt;  Native Gold  - 122 Merchant Support (No TPs)
&gt;  Phosphorite  - 113 Merchant Support (No TPs)
&gt;  Plankton  - 124 TP2 &amp; Merchant Support
&gt;  Pure Berries  - 138 TP2
&gt;  Ray-Ear Seaweed  - 127 Merchant Support (No TPs)
&gt;  Razorglass  - 128 TP1 &amp; Merchant Support
&gt;  Refugee Workers  - 96 TP1
&gt;  Talented Crabs  - 65 Merchant Support (No TPs)
&gt;  War Cultivator Supplies  - 97 TP2 &amp; Merchant Support
&gt;  Wave Scorpions  - 133 Merchant Support (No TPs)
&gt;  Whispering Eggs  - 176 TP1
&gt;  Wild Armored Gharials  - 137 TP1
&gt;  Merchants by Proxy  - 12
 Primary Religion:  Brilhinte (10 Holy Sites)
&gt;  Temple of Jurxo  - 97 HS1
&gt;  Escola Academia  - 103 HS1
&gt;  Escola Experia  - 103 HS2
&gt;  Temple of Duarge  - 103 HS3
&gt;  Temple of Raquela  - 134 HS1
&gt;  Temple of Desderia  - 134 HS2
&gt;  Temple of the Deep  - 134 HS3
&gt;  Temple of Leocidia  - 137 HS1
&gt;  Temple of the Eighth Divine (pending rename decision of the Conclave)  - 137 HS2
&gt;  Temple of Narcis  - 173 HS1
&gt;  Clergy Support  - 103, 134, 137
&gt;  Holy Site Bonuses:  (5) +1 Seek Aid; (10) CI: 2d8 Buyout Trade Posts
&gt;  Holy Orders:  Panhellis Ceuabrir (Camaraderie of the Open Sky) - Region 137
&gt;  Miracles:  Harmonious Currents
 Civilian Techs:  Composite Grafting, Trophic Deconvolution, Megafaunal Tailoring, Photospore Signaling, Graduated Symbiosis, Supernatic Propagation, Anoxic Adaptation, Electrodialytic Staurozoa, Mitochondrial Regulation, Bioluminescent Navigation, Holographic Certification, Filtration Grafts, Sojourn Suits, Mamomachines, Papeshell Draft-Cuttle, Scrying, Reactive Refining, Multi-pigmented Photospores, Adventuring Parties, Megafaunal Caravans, Oxygenating Implantations
 Military Techs: 
&gt;  Dropped Weaponry  - Supermarine Artillery
&gt;  Fortification  - Razor Current Netting
 
Aerin
    Titan Actions     Round 24 
Mechanical effects due to Titan activity will take effect at the  end  of this round.

 POLAR: 
 
 Spoiler: The Colossus Draig 
 The Azure Colossus Draig, Tadgceallachmarix, The Thunder That Burns 
Hidden away in the volcanic depths of Aelwyd Alferiad (71), the Colossus Draig vanishes for several years to recover. When he finally emerges, it is clear that not even a fresh molt could completely erase the wounds inflicted by his rival. Tadgceallachmarix has now suffered two defeats in a row. A third may prove to be his undoing.

 The Vermilion Colossus Draig, Gwrfaedlaithe, The Fuming Ice 
Having taken light wounds in the bout upon the Plains of Sarkenos, the Vermillion Draig also molts to become fresh and shiny. Since he continues to lair in the depths of Nanuuq, the remnants of his recovery are discovered by a trawling pair of underwater bear automatons on their daily quest for silver ore.  Nanuuq gains a Colossus Draig Molt. 
 

 TEMPERATE: 
 
 Spoiler: Something sneaky 
 Region ??? 
The border between Kral-Katena (123) and Cyph-Arel (122) becomes briny for no discernible reason, pockets of rock and sand collapsing into salt-filled ponds as local wildlife vanishes. Locals report isolated instances of friends and family going missing.
 

 TROPICAL: 
Lesser titans disturbed from their lairs by the Eel Without End in previous years continue to cause problems even as new ones arise at what must be the very edges of the cave network reaching under the tropics. With the Eel now reaching the very edges of the underground expanse, this is likely the last batch of trouble to be flushed to the surface.

The lesser titans described below may be Pursued or Trapped as part of a Titan Hunt without first performing the Tracking step (see Giantslayer mechanics). Non-Giantslayer methods of dealing with incursions may also be effective, depending on the titan.

 
 Spoiler: Senja Bersinar (2) - the Necro-Orca 
Corralling an orca-sized ravenous undead monstrosity is difficult when you can’t outright kill it. While waiting for the Lighthouse’s representative to arrive to reattempt taming with new lures and fresh meat, the common folk of Senja Bersinar end up sacrificing their marketplace (and many of the salesfolk inside at the time of occupation) in the name of containing and pacifying the beast.

 The merchants of Senja Bersinar (2) become Open. 
 

 
 Spoiler: Hamparan Pasang Surut (32) - the Mesmerizing Angler 
The alluring bright light of the Angler travels in an eerily straight and perfectly accurate line due south, passing into the neighboring region of Hamparan Pasang Surut. The Angler carefully lures its prey close enough to be stunned using its brilliant bobber, then trundles off to a new location before any proper resistance can be arranged. Anything in its resting place is decimated.

 TP 2 in Hamparan Pasang Surut (32) for Delicate Mussels is destroyed. 
 

 
 Spoiler: Aniwana (153) - the Sizzling Siphonophore 
The series of border watchtowers designed to keep the Magaramachi at bay snag the drifting, glowing invertebrate colony as it floats on the current. Strung taught between the pillars, the colony activates its self-defense mechanism and begins to boil the sea around it.

 The Fortress of Taipa Koura in Aniwana (153) is damaged. It cannot be used and provides no benefits until the Siphonophore is vanquished and it is restored with a Military action 
 
 Spoiler: What’s a siphonophore? 
 
 Giant Siphonophore - Wikipedia 
 

 

 
 Spoiler: Neralam (160) - the Alligator Snapping Turtle 
A gargantuan cousin of the reefback turtle, horribly mutated with a chonky thick neck and a mouth full of razor-sharp teeth, rises from the depths to prey upon the local cetaceans.

 TP 1 in Neralam (60) for Blackbeaked Dolphins is destroyed. 
 
Torv
   The Nanuuq Constellation  
 
  The Fraying Mind 
D3 - M6 - E3 - F10 - I9
New ruler next round? Yes
 The Frayed Minds 
D2 - M4+1+1 - E2 - F3+1+1 - I4+1
 
 
  Actions  
 
  Faith 10  - Miracle: Follow the tune of the Discordant Spires to tap into the realm beyond the False Gate.
Effects: The Fraying mind gets +2 to « Listen » this round and disappears for  5  rounds. How brushing against the beyond warps Nanuuq will be revealed in the opener. 
  Faith  - « Listen »  (24)  
  Diplomacy  - Mind fractured by the spires and booming voice of Gwrfaedlaithe Amanita approaches the colossal Draig: How can I serve? How can we make the cacophony of the shallows end? When will the cold dephts rule again? 
  Military  - Recruit Unit 
  Military  - Send 1 unit to help with the Reavers 82-78-79, 1 potential distance loss, no technologies, led by Boletus (8) 
 
  Non Actions  
The Dissonant - Root out spies  (15) 
  News and Rumours  
Blossom
 The Magaramachi, Round 24 
Tropical, Region 10, 154, 156

Ruler:  Emperor Extensive-Colossal-OneMillion, Destroyer of Sharks
D 2; M 10 ; E 10 ; F 3; I 3
 Actions  
 
   Military Special 10 - Research Military Technology  
After many years, the smartest, but not strongest magaramachi figure out (by accident) that dropping a big stone from the top of the fortress and hitting someone below is an easy and satisfying way to defeat enemies. Big rocks soon become the latest violent trend. 
  Economy - Buyout Region 17 Trade Post 3    Success  
  Economy Special 5 - Develop Resource - Blood Kiss 
Some have realized that drinking the blood of bloodripper eels have a hallucinatory/euphoric effect when consumed. This has become more profitable than selling the eels whole and has changed the region's market to focusing on making Blood Kiss. 
   Economy Special 10 - New Technology - Advanced Cooking 
Magaramachi have come to realize that loopy time on Blood Kiss makes them smarter and more creative. Some have even started adding sprinkles of things to make food tastier. The craze of Yum Powder has taken the populace by storm. 
   Diplomacy - Sway Faction  
Auto failing for fluff
Emperor Extensive-Colossal-OneMillion, Destroyer of Sharks graces the rebels with his amazing presence and goes to do a Diplomacy himself, "I GIVE SHINY DUST YOU LISTEN TO ME." Unfortunately for him, rebels have figured out the rolling rocks battle tactic to assassinate the Emperor and usurp the throne. Emperor Extensive-Colossal-OneMillion is no more, all hail Emperor ALL-YOUR-TABLETS-ARE-BELONG-TO-ME, Roller of Rocks. 
 
 Net effects 
None
 Non-actions 
New Leader Next Round
Emperor Emperor ALL-YOUR-TABLETS-ARE-BELONG-TO-ME, Roller of Rocks
D: 2
M: 5
E: 4
F: 3
I: 1
 Leader Rolls 
 
 Spoiler: Misc. Info 

 
 Spoiler: Upcoming Actions 
 

 
 Spoiler: Technology 

1 Specialist ship - IT DOESN'T HAVE A NAME IT'S JUST A BUNCH OF ALGAE

Supernatic Propagation (starting tech)
Photospore Signaling (starting tech)
Composite Grafting (starting tech)
Bioluminescent Navigation (Depth 1, requires Photospore Signaling)
Filtration Grafts (cross toxic boundaries, requires   Filter Feeders )

 Blood Algae 
 Military slot:  Sappers and Siege Weapons
 Pre-reqs:  Supernatic Propogation
 Effects:  +20% enemy casualties, +10% own casualties in depth 0 regions
Write up: This dull, green algae infects wounds and grows exponentially in blood, rapidly causing the owner of such an infected wound to die. Using the techniques of supernatic propagation a cloud can be rapidly convened above the battlefield making even slight wounds considerably more dangerous. Knowing it is there gives some protection - or at least some chance of avoidance - but its infectious growth is impossible to totally avoid. The main defence is getting deep enough that the surface growing algae ceases to be a problem.

 Battlefield Scavengers 
 Military slot:  Mounts and Warbeasts
 Pre-reqs:  Carnivorous Animals
 Effects:  Negates all the casualty reduction effect(s) of one technology or tactical doctrine
 Write up:  The army is accompanied by a horde of scavengers and carrion seekers, perhaps tamed, perhaps simply aware that blood will be spilled. They feed on the dead and dying, hampering the efforts of healers and doing their part to transform battlefield injuries to battlefield casualties.
 

 
 Spoiler: Orgs 


ABS
- Welcome: +1 to resist Sacks and Coercion, as the Abyssal Stewards offer early warning of incursions
- Friendly: +2 to resist Secret Actions from the Stewards' vigilance.
CCA - Disliked: -1 to Conversions as the Chora's songs sow distrust and skepticism of your motives.
PRS - Disregarded: -1 to Raising Reputation and Slandering for non-PRS Orgs as your people are skipped over in discussions of geopolitics.
 

 
 Spoiler: Military 

General Tiny (Mil 7)

Carnage:
Less a "tactical doctrine" than an utter lack of anything approaching tactics or doctrine. Through sheer force of will and physical might a leader can get the Magaramachi to the battlefield. More or less. Once blood hits the water though, the army descends into a chaotic mess of fighting and feeding, attacking the army, each other and anything that happens to be nearby with equal fervour.
3 free sack attempts, ordered as City&gt;Holy Order&gt;Trading Post (the intent being here that bigger things are sacked before smaller things)
+50% own losses (as they turn on one another)
-1 to battle rolls (turns out having no strategy at all is harmful)
+2 to allied leader losses (the enemy is trying to kill you, sure, but the disadvantage of being the biggest in this sort of mess is that sometimes one of your own will get lucky)
 

 
Rolepgeek
     The Gravetenders    
  Turn 24  
  Elkelt, Voice of The Second  
Diplomacy - 3 || Military- 10  || Economy - 9 || Faith - 10 || Intrigue - 1
 
  Actions:  
  1: [Military]Send 4 units to help STC against the Reavers w/ Sersi &amp; Techs  
  2: [Diplomacy] Sway Clergy in Sunken Necropolis w/Holy Sea bonus  
  3: [Economy] Colonize Coresite  
  4: [Economy]Colonize Spawn Point  
  5: [Diplomacy]Sway Clergy in Darkwell w/Holy Sea Bonus  
  6: [FAITH] Change Blossoming Sequence Size 3 Bonus to  Diversity's Flourishing : When rolling for a new ruler's attributes, gain +1 bonus to previous ruler's worst attribute (player's choice breaks ties).  
   The Blossoming Sequence emphasizes and welcomes debate and discussion, challenges to established viewpoints and the ability to deliver compelling and well-reasoned discourse on a wide range of subjects. This lends itself well to ensuring a rounded education among those groomed for leadership roles.   


Non-Actions:


 [The Reef Which Never Falls Silent: Host the  Reef In Bloom.  Followers of the Blossoming Sequence may attend as a faith action.]

[Blossoming Icons: Seek Aid on Sway Clergy in Darkwell] [Success Guaranteed!]

[Accept Talented Crabs from Seatide via trade route.]

[Resist anything not coming from Kar-Nath or The Eternal Spring.]

[Send Hard Metal and Migratory Narhwal Pods to Kar-Nath via trade route.]



 
 Spoiler: Stat Changes 




Ruler Stats And Increases:

Diplomacy - 3 -&gt; 4
Military -  10
Economy - 9 -&gt; 10
Faith - 10
Intrigue - 1
 

 
 Spoiler: Statistics 

 
 Spoiler: Special Actions 
 Special Actions Available:  
 Special Actions Used:  Diplomacy 5, Military 5*3, Military 10, Economy 5*2, Faith 5*3, Faith 10*2
 

 
 Spoiler: Diplomacy 
 Reputation/Favors 
 The Abyssal Stewards:  Rep 1, 0 Favor (Expected Change: None)
 The Chelonian Chora:  Rep 0, 0 Favor (Expected Change: None)
 The Divine Nacre:  Rep 0, 0 Favor (Expected Change: None)
 International Prestige:  Rep 4, Prestige ? (Expected Change: None)

 Cultural Exchanges 
Deep Blue
The Shifting Ennead
The Riftborne Myriad
The Eternal Spring

 Cultural Identities 
None
 

 
 Spoiler: Military 
 Units:  10 (Expected Change: None)

 Aristocratic Support 
78, 76, 81

 Generals 
Sersi The Pale  [10] 
  
 Spoiler: Dissertation In Practice 
If fighting defensively: +2 to battle roll, -20% own casualties, -10% enemy casualties, +12 to enemy leader loss roll.
If *also* outnumbered: +2 to battle roll, +2 to Tactical Maneuvering, -20% enemy casualties.
 
 General Kreel, Exarch of the Silver Banner  [10] 
  
 Spoiler: Death First To Vultures and Scavengers 
If fighting Reavers: +2 to battle, +2 to tactical maneuvering, -2 enemy leader loss, +10% own casualties.
 
   
 Spoiler: March of the Conqueror 
+1 to battle, +10% own casualties, Free Sway Aristocracy attempt on win.
 
   
 Spoiler: Slaughter-Cadres 
 -1 Maneuvering, -1 to battle, +20% enemy casualties, -4 enemy leader loss.
 
  Fortresses 
76, 78

 Perfected Tactical Doctrines 
Dissertation In Practice

 Military Technologies 
None
 

 
 Spoiler: Economy 
 Treasure:  0 (Expected Change: None.)

 Trade Posts 
 Total Owned  2
[76.2] Bastion:  Electrum
[78.1] The Dead Cities:  Preserved Food
[190.1: Migratory Narwhal Pods

 Mercantile Support 
78, 81

 Cities 
None

 Trade Routes 
The Seatide Confederacy
Kar-Nath
Costa Seria

 Specialized Ships 
None

 Civilian Technologies 
  Megafaunal Tailoring, Graduated Symbiosis, Photospore Signaling, Supernatic Propagation, Trophic Deconvolution, Composite Grafting.  
  Electrodialytic Staurozoa   A specialized variety of sessile jellyfish, engineered by the Divine Nacres to partially desalinate seawater through electrodialysis across its outer membrane. Attaching them near the gills or other water intake organs provides cleaner and safer water at the cost of a buildup of supersaturated seawater inside the jellyfish’s body and precipitated calcium on the outside, which must be periodically expelled or scrubbed off, respectively.  [Effect: May ignore the increased effective distance from a Briny border up to twice per round. This does not reduce the effect of Briny borders on distance loss calculations. Requirements: None.] 
 

 
 Spoiler: Faith 
   The Blossoming Sequence   
 Faith Holy Sites:  33

[78.1] Dead City Urodela:  This Dead City is placed such that the light which streams from above is channeled into a series of crystals, all sculpted into abstract forms.
[78.2] Dead City Tacca:  Known for its meditation chamber, and the series of elaborate Reliquaries the faithful have built inside.
[78.3] Dead City Chantrieri:  Chantrieri towers above the rest, precipitously built along a sharp dropoff.
[78.4][The Dead Cities:] The Sacred Oath Of Silver Currents
[69.2] Neoplastic Monolith:  A great roiling mass of hard, stone-like flesh grows near the [direction of nearest waste or toxic border] border of Danabae. It shifts, grows, and consumes constantly, and is revered by some few who dare approach it. The Gravetenders have taken to reflecting upon it, and have built a temple nearby.
[76.1] Pardalis, The New City:  The first city truly built by the Gravetenders, now dedicated as a holy place of the Blossoming Sequence.
[76.2] A Study Of War:  A battlefield of the Makers, significant now to the Gravetenders as where they made their first steps to understanding violence.
[77.1] The Rime Gorge:  The Rime Gorge, and the ritual it represents, is of great interest to the Blossoming Sequence. Many die, and those few that survive flourish with power.
[77.2] Grand Schola: 
[77.3] Temple of Deep Currents: 
[75.1] The Plains of Sarkenos: 
[75.3] The Plains of Sarkenos: 
[79.2] Seatide Crag: 
[79.3] Stillwater: 
[58.1] Core Site: 
[58.4] Core Site:  The Silvered Oath of Ecumenical Exchange
[81.1]
[81.2]
[55.1]
[56.1]
[56.2]
[57.1]
[57.2]
[58.1]
[64.1]
[187.1]

 Clerical Support 
78, 76, 75, 58, 77, 79, 81

 Organized Faith Bonuses 
+1 to Defensive Battles.
Cultural Identity: Reaver Defense.
Tech: Theory Becomes Praxis. [+1 to Faith score for non-dynastic inheritance, so long as the previous ruler had Faith 8+.]

 Artifacts 
None

 Holy Orders 
The Silvered Oath of Ecumenical Exchange [58]
Sacred Oath Of Silver Currents [78]

 Miracles 
 The Reef Which Never Falls Silent:  Hosts the Reef In Bloom event every round an a non-action, and allows followers of the Blossoming Sequence to attend as a Faith action.
 

 
 Spoiler: Intrigue 
 Spies 
 

 
 Spoiler: Claims 
78 - Historicity
76 - Integration
76, 78, 77, 75, 58, 79, 81 - Holy Sea
 

 
 Spoiler: Wonder 
 The Blossoming Icons:  This wonder allows the country in control of Bastion (76) to take a modified Seek Aid action which reduces the effective distance for a Diplomacy and/or Faith action, rather than giving a bonus to the action roll. When taking this action, roll 2d6+Faith and subtract 11. Up to a roll of 18, this is the number of regions they subtract for the purposes of distance penalties. After 18, they subtract one more region for every 2 higher. (8 regions for a roll of 20, 9 regions for a roll of 22, etc.) In addition, they can Seek Aid as a nonaction once each round, for Diplomacy and Faith actions only. 
 

 

 
 Spoiler: Golems of Import 

 
 Spoiler: Laksha 
The first leader of the Gravetenders,  Laksha founded the Blossoming Sequence and works within the collaborative land of 59 to further the prospects of peace. Very nearly a pacifist by nature, her friendly manner served her well during rule. Many important aspects of Gravetender culture descend from her works, and among them, her arguments are held in high esteem even now.
 

 
 Spoiler: Sersi The Pale 
The second leader of the Gravetenders, and their first General. Sersi literally wrote the book on Gravetender warfare, with her ‘Dissertations on the Path of War.’ She’s more aggressive and practical, and began the push to spread the Sequence, which started the Eternal Debate properly. Brought the Gravetenders to the status of Holy Sea. Made Elkelt, her Disciple.
 

 
 Spoiler: Elkelt 
To be the third leader of the Gravetenders. Second generation Gravetender. Their form is made up of more than just stone, incorporating Maker elics and rimestone. Working on the Grand Archive project, for the aid of future Gravetenders.
 

 
 Spoiler: Kelusyn 
Known as a living encyclopedia of the Maker resonance effect. Built the Blossoming Icons, freeing Gravetenders to see the world, and especially the lands around Bastion, without fear of the horrible fate of being Stilled. Brilliant, dedicated, and reclusive. She does not let go of a project until it is finished, for better or worse.
 

 
 Spoiler: Akathi 
Sent to Seatide to study the Tidal Sequence. They have made a name for themselves there, and care deeply for the Pepsins of Seatide. Their work on the Firewall was important to getting everything in place, and brought Kelusyn into the project. Gregarious, even by Gravetender standards.
 

 
 Spoiler: Nasko 
Went to Kar-Nath of his own intent, having written several texts on how the Blossoming Sequence interfaces with the Nathi way of life. Has taken up an important position in the Grand Schola, and settled in as a teacher and spiritual guide. He has made keeping the friendship between the Nathi and the Gravetenders strong into his personal project.
 

 
Corona
    Most Serene Lojanese Republic   
 Time: Round 24, Place:  Regions 5, 6, 9, 11, 12, 13, 14 and 15 
Prime Minister Lairmkam Kulal
Diplomacy: 6
Military: 7
Economy: 7
Faith: 6
Intrigue: 1
 
 
 
 rolls 
 Actions: 
 
  [Economy]Impress merchants in Lojan (9)  7 Economy + 1 treasure + 2d8 (religious CI) vs TN 13 (reaved, required resource: Delights of Moonlight)  16  
  [Faith]Impress clergy in Lojan (9)  6 Faith + 1 treasure + 2d8 (religious CI) vs TN 13 (reaved, religious majority)  19 
 
  [Diplomacy]Sway merchants in Wid Oe'masoar (12)  6 Diplomacy + 1 treasure + 1 city Sheade + 2d8 (CI) vs TN 12  18  
  [Diplomacy]Sway merchants in Aino Kava (13)  6 Diplomacy + 2d8 (CI) vs TN 12  16 
 
  [Economy]Restore Ching He'aang TP in Lojan (9) 2/3  
  [Economy]Restore Ching He'aang TP in Lojan (9) 3/3 
 
 
 Non-Actions: 

Send Artful Acquisitions to GTZ in exchange for receiving Adventuring Parties
Gift Artful Acquisitions to LSD and LIT

Spy secret nonaction... todo

Supply LIT with Crystal Chips
Supply region 11 DI with Kelp Fiber from LSD trade route
Supply LSD with Selachian Mercenaries through trade route


 News and Rumors: 
 
 Spoiler: Ruler 

 Prime Minister Lairmkam Kulal 
Next round stats:
Diplomacy: 7
Military: 7
Economy: 8
Faith: 6
Intrigue: 1

New ruler next round? No.

Note to fellow players: I want to live dangerously, so you may assassinate, kidnap or otherwise ravish my rulers at any time. You don't need to approach me first, surprises are fine too. IC resistance and retaliation will be be offered, of course. 🙂
 

 
 Spoiler: Country Info, last update R11 

 Special Actions Available:  D5 M5
 Special Actions Used: 
  Diplomacy  
 
 Spoiler 

 Region Ownership/Claims/Supports  Table to be simplified?


 Reputation/Favours  To be updated
 The Abyssal Stewards:  Rep 1, 1 Favours (Expected Change: +1 Rep)
 The Chelonian Chora:  Rep 0, 0 Favours (Expected Change: None)
 The Divine Nacres:  Rep 1, 0 Favours (Expected Change: None)
 International Prestige:  Rep 2, 0 Progress (Expected Change: None)

 Cultural Exchanges 
Lambent Syndicate
Coral of the Protected Statera RIP

 Cultural Identities 
Let's Have a Cuppa - 2d8 to Swaying
 

  Military  
 
 Spoiler 

 Units:  9/10 (Expected Change: ??)
 
 Republican Guards - recruited R1, was destroyed in the 1st invasion of Kaarme, rerecruited R12 
 1st Selachian Battalion - hired R2, looted a temple in Bloodhome, fought in the 1st invasion of Kaarme 
 2nd Selachian Battalion - hired R2 
 Black Guards - hired R3, assassinated the Plo'uogoar 
 Selachian Elites - gained R7 
 Region 13 unit - gained R9 
 Sheade Regulars - recruited R10 
 Special Operations Forces - recruited R11 
 Kaarme Nobles - recruited R11 
 
 Generals 
Zabkrew - Mil 9,  Graceful Show of Force :
+1 to tactical maneuvering
-20% enemy casualties
-20% own casualties
+12 to enemy leader loss roll
+2 to own leader loss roll
You may make a Sway attempt against a randomly determined support in the battlefield region (regardless of the outcome of the battle)

 Fortresses 
Huurdrav, Lojan

 Perfected Tactical Doctrines 
None

 Military Technologies 
 Death Commando Conditioning  +1 to battle, requires Lamia Extract
 

  Economy  
 
 Spoiler 

 Treasure:  7 (Expected Change: -4+3)
Trade post income: 3 Treasure/round

 Trade Posts  List to be simplified
 Total Owned  ?? (?? for Treasure gain)

 Cities 
Sheade, Lojan - Swaying
Oarngalau, Selach - Battles

 Trade Routes 
Coral of the Protected Statera RIP
Lambent Syndicate
Lighthouse
Forests of Astral Yearning

 Specialised Ships 
Losinka Alaku: A Specialized Ship in the form of a Juvenile Reefback with an experienced crew. +4 vs theft, +1 to Explorations and Buyouts made with it.

 Civilian Technologies 
 Megafaunal Tailoring  No mechanical effect
 Graduated Symbiosis  No mechanical effect
 

  Faith  
 
 Spoiler 

 State Faith:  Shimmers of Unseen Bane

 Faith Holy Sites:  lots

 Organised Faith Bonuses 
+1 Conversions, 2d8 to Impressing

 Artefacts 
None

 Holy Orders 
None

 Miracles 
SUB followers can cross toxic borders.
 

  Intrigue  
 
 Spoiler 

 Spies 
Intrigue 7 Spy
 

 
 Spoiler: Interesting quests 

 ABS 

[Offer] Bounty of the Depths -

(Offer: The Abyssal Stewards are offering Treasure! Benefit: 2 or 5 Treasure. Cost: 1 Favor for 2 Treasure, 2 Favors for 5 Treasure. Duration: Available until the end of Round 15. Details: Available to countries of Reputation -1 or higher. )

[Opportunity] Fueling The Forge -

(Opportunity: Countries may provide Units, Food, Labor, or Heat Sources to repay debts to the Abyssal Stewards. Reward: 1 Favor. Cost: 2 Units or 1 suitable Trade Post per Favor. Deadline: Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice. Details: Non-action to gift Units/Trading Posts. May not be used if no Favors are owed. )

 CCA 

[Action - Faith] Work on a means of unmaking the Dreaming Dead 2/? -

[Request] A Little Less Lonely Road -
(Request: The Chelonian Chora would be delighted to see established countries keeping them company in the Wastes. Reward: +1 Reputation for successfully Exploring or Prospecting a Wastes region. On a Wastes region Prospecting roll of 16 or higher, +1 Favor. Penalty: None. Deadline: Available until the end of round 15. Details: Available to countries with Reputation -2 or higher. Max of +2 Reputation from this request per Country.)

[Opportunity] An Appetite For Abundance -

(Opportunity: Countries may provide Treasure, Luxuries, Esoterica, or Fertilizer to repay debts to the Chelonian Chora. Reward: 1 or more Favors. Cost: 3 Treasure or 1 suitable Trade Post per Favor. Deadline: Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice. Details: Non-action to gift Treasure/Trading Posts. May not be used if no Favors are owed.)

Taboo: The Chelonian Chora have a religious vendetta against The Dreaming Dead. Penalty: -2 CCA Reputation for adopting The Dreaming Dead as a state religion; additional -1 CCA Reputation every turn thereafter unless abandoned, which grants +1 CCA Reputation. Duration: Indefinite. Details: None.)

(Task: Cooperate in the creation of the Songline of the Sunlit Seas. Available for Tropical zone countries only. Reward: +2 Favors (max); if Project is completed, additional reward given to all contributors. Penalty: None. Deadline: End of Round 12. Details: 1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Songline. 1 Favor earned for spending a Faith action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires.)

 DNA 

[Opportunity] A Need For Knowledge -
(Opportunity: Countries may provide Technologies, Toxins, Exotic Flora, or Exotic Fauna to repay debts to the Divine Nacres. Reward: 1 or more Favors. Cost: 1 previously unknown Technology or 1 suitable Trade Post per Favor. Deadline: Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice. Details: Non-action to gift Technology/Trading Posts. May not be used if no Favors are owed.)

[Offer] Survival Of The Fittest -
(Offer: The Divine Nacres are offering to procure Trading Posts for countries they like through means some might consider predatory. Benefit: The Divine Nacres will attempt to Coerce Trading Posts on a country’s behalf. Cost: 1 Favor per Coercion attempt. Duration: Available until the end of Round 15. Details: Normal restrictions on Coercion apply. Available to Reputation 1 or higher countries, and will not target TPs belonging to countries with a higher Reputation than the requesting country - other Organizations are considered to have a Reputation of 2 for this purpose.)

(Circumstance: The Divine Nacres are returning to their traditional seclusion. Benefit: None.Penalty: The TN to Raise Reputation with the Divine Nacres is increased by 2. Additionally, when using a Favor to Raise Reputation, it still requires a roll (though not an action), but the country which spent the favor gains a +2 bonus on said roll. Duration: From the start of round 10 to the end of round 15. Details: None.)

 PRS 


[Honor] Remarkable Reconstruction -
When a country rebuilds a TP or Holy Site that was destroyed by the Reavers, they may choose to let it enter play Open, rather than under their control. If they do so, they gain +1 Prestige. If a country donates 2 Units as a non-action to a region that lost units to the Reavers, they gain +1 Prestige and the region no longer qualifies for such donations by other countries. If a country successfully Sways or Impresses a Reaved Faction in a region they don’t control, they may choose for it to become Open instead of gaining the Faction’s Support; for every second Faction they restore in this way, they gain +1 Prestige. Special: Any country may rebuild Holy Sites or TPs destroyed by Reavers in uncontrolled regions. If multiple countries donate Units to a region that lost units to the Reavers, they both gain the Prestige, and the region gains the Units from all such donations received.

[Mystique] Renegades, Turnskins, And Defectors -
The first country in each starting zone to successfully Incite Betrayal will gain 1 Prestige. The first rebellion to arise on behalf of a specific country in each starting zone will gain that country 1 Prestige. The successful use of either the Galvanize Partisans Intrigue 5 Special Action or the Spark Claimant Revolt Diplomacy Action will suffice for fulfilling the second half of this opportunity; the Inspire Uprising or Spark Rebellion actions will not.


[Piety] The Religious Community -
(Opportunity: The first country in each starting zone to found a Holy Order will gain 1 Prestige. Duration: End of round 12. Special: If multiple countries in the same starting zone found a Holy Order in the same round before any others, both countries will gain the additional Prestige.)

 Indefinite duration effects 

[Strife] Big Fish In Small Ponds -

Prestige and PRS Rank will no longer correlate one to one: to reach PRS Rank 3 from PRS Rank 2 will require 2 Prestige, while reaching PRS Rank 4 from PRS Rank 3 will require 3 Prestige. This Prestige does not have to be earned in the same turn. Reaching PRS Rank -3 from PRS Rank -2 requires the loss of 2 Prestige in the same turn. If all available positions at a given PRS Rank are occupied when a new country would reach said rank, the country which gained Prestige least recently has their PRS Rank reduced by 1. Ties are resolved by roll-off with the tying country’s highest respective attributes, with the lowest rolls losing. Changing rulers will no longer result in PRS Rank loss when at PRS Rank 3 or 4, but will reset any accumulated Prestige to 0.
Special: The loss of Prestige still causes a loss of PRS Rank. Gaining Prestige when at PRS Rank 2 or 3 which is insufficient to rise to the next PRS Rank, or gaining Prestige when at PRS Rank 4, still counts for determining which country gained Prestige least recently. Losing PRS Rank resets the clock and clears out any accumulated Prestige which was insufficient to reach the next Rank, and counts as an instance of gaining Prestige for timing purposes only.

[Renown] A Monumental Undertaking -

Can work on one monument or similarly grand project in a region you control as a non-action. This requires a fluff description of the ongoing work, design, difficulties, progress, or similar. Three to four sentences should usually be sufficient. When beginning such a project, must decide on a 3-part project (+1 PRS) or 5-part project (+2 PRS).

[Acclaim] To Greatness -

Sea Power, Empire, Merchant Marine, or Holy Sea -&gt; 1 Prestige. Usurpation results in Prestige loss for the usurped country.

[Honor] Blood, Stone, and Ink - PRS treaties can be made.
[Affluence] Opulent Optics - May spend 5 Wealth as non-action to gain 1 Prestige.
[Mendacity] A Lack Of Commitment - Prestige loss if a country Oppresses a faction in a region on which they have a Confederation claim. Prestige loss if a country backs down from an Ultimatum it has made.

[Notoriety] The Fragility of Fear -
[Ignominy] Stigma, Scandal, and Shame -

Prestige loss will be assigned: experience a rebellion in response to a failed Oppress Faction or Impress Aristocracy action, commit gross atrocities.
Prestige loss may be assigned: forced to acquiesce to a rebellion’s demands, badly lose a battle heavily favored to win, grossly humiliated or suffer a gross embarrassment.
Return captured general: can give -1 PRS to the other party, captured ruler: -2 PRS.
 

 
Talis
  The Seatide Confederacy  
 
 Spoiler: News and Rumors 
 

 Actions: 

[Economy] Rebuild the PIC Bank
  Architects are already at work designing a new and improved PICB center. The new bank center includes additional offices for administrative staff, and an improved record-keeping system. With more staff, more services and more security, the bank will be better than ever before! Special care is put into recovering and restoring records, and ensuring that all vault items are kept under proper security until they can be properly stored.  

[Economy]Invent Technology
  From loss comes opportunity.  

[Military] Raise Unit
[Military] Raise Unit
  The victory over the Reavers is welcome, but it led to great losses. New companies of Sting-Warriors must be recruited, trained and outfitted. After all, there's no telling if or when the Reavers will return.  

[Economy] Impress Merchants
[Military] Impress Aristocracy
  The Council immediately goes about restoring the damage done by the Reaver's assault. Lost goods and damaged warehouses are easily replaced, and local merchants compensated for the loss. Repairing the damage to the nomadic drifts that make up Seatide's aristocracy will take significantly longer. They have lost fish stocks and herds that will take years to replenish, and many of their young were slain in the attack, fighting as valiant sting-warriors to protect their city-going brethren.  


Non-Actions:
Oppose all Sway and Impress actions targeting merchants loyal to Seatide
Support Buyouts for factions that own the territory they are making the buyout in
Supply Talented Crabs to GRV to satisfy their resource needs
Supply Sour Krill to SEN to

Die Rolls:

 
 Spoiler: Book Keeping 
 Ruler 
Judge Streaks of Topaz
Diplomacy: 4
Military: 3 (+1)
Economy: 10
Faith: 3
intrigue: 3

Military Units: 2 (+2)
Heartbleed, General (Military 9)

 Regions Owned:  [Seatide 79]
[Deepwell 80]
City: +1 to Buyout 1/turn
Total Regions: 2
Unit Cap: 5 (5 Capital Unit Cap)

Artifacts:
 The Tideglobe  - This mysterious artifact is a transparent orb full of shimmering liquids and colors, which swirl and dance about in hauntingly beautiful patterns. By carefully watching the movement of lights and changing colors inside the Tideglobe, Seers can augur future events and predict how to counter hostile actions. Effect: +1 to one Intrigue roll opposing a hostile Secret Action, once per turn.
  Glowspire  - A twisting spire twenty feet tall, shaped like a twisted coral. Bioluminescent algae inside the spire change color depending on the trace elements that flow into the spire, allowing it to predict water conditions even thousands of miles away. Specially trained Tideseers read the colors, using them to predict where Reaver attacks are most likely to occur. As an added benefit, the haunting twists and colors of the spire are eerily beautiful to the untrained eye. Effect: Each turn, predicts an area that the Reavers will target if they attack that turn.  STOLEN BY REAVERS
 The Bare Trap  - Mystical trap that helps defend against Reavers.
 The Banner of Odyssey (Cultural)  This enormous tapestry depicts the ancient Pepsin migration to Seatide, embroidered in such a way that the images seem to leap off into the water.
Peninah Ayin Artifact

Culture:
 Mutually Beneficial Arrangements  - 2d8 to performing and resisting Impress Merchant attempts
 Airtight Contracts  - 2d8 to resisting Buyouts

 Military Technologies: 
 Devolving Standardized Integrations (Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost.) Prerequisites: Composite Grafting. Slot: Combat Drugs and Medicine. 
 Razor Current Netting (+10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending) Prerequisites: Composite Grafting, Glass. Slot: Fortifications 
Supermarine Artillery

 Civilian Technologies: 
Composite Grafting (Starting Tech)
Graduated Symbiosis (Starting Tech)
Megafaunal Tailoring (Starting Tech)
Photospore Signaling (Starting Tech)
Supernatic Propagation (Starting Tech)
Trophic Deconvolution (Starting Tech)
 Bioluminescent Navigation (Allows exploration and utilization of Depth 1 regions) 
Filtration Grafts
Electrodialytic Staurozoa
Radiant Spheres
Sojourn Suits
Indah's Embrace
 Joint-Stalk Companies (Successful Expeditions reward 1 Treasure instead of normal bonus. A Great Success grants control of one local Trading Post, or a free Prospect attempt in Wastes regions). Prerequisites: Composite Grafting, Trophic Deconvolution 
 Megafaunal Caravans (Reduce Distance Penalty for Economy actions by 1). Prerequisites: Megafauna Tailoring, food. 
 Anoxic Adaptation (Permits actions and troop movement across brackish (green) borders). Prerequisites: Composite Grafting, Trophic Deconvolution 
 Oxygenati Implantation (Permits actions and troop movement across brackish (green) borders). Prerequisites: Composite Grafting, Trophic Deconvolution 
 Holographic Certification (+1 to resisting Undermine Support actions) Prerequisites: Bioluminescent Ink, Photospore Signaling. 
 Bitter Tourism (Permits actions and troop movement across glacial (black) borders) Prerequisites: Heat Source. 
 Traveling Scholars (Extra roll/drop 1d4 on non-dynastic ruler change) Prerequisites: Talented Labor. 

Resources controlled:
[Compressed Algae Blocks (52, TP1)]  Support 
[Sheerspun Fabric (63, TP2)]
[Frozen Logs (64, TP1)]
[Talented Crab (65, TP1)]  Support 
[Piezo-Phosphoric Crystals (67, TP2)]  Support 
[Crafter's Coral (185, TP2)]
[Wetherwisps (179 TP2)]
[Gravelglass (68, TP1)]  Support 
[Edible Algae (69, TP2)]  Support 
[Inkfang Worms (70, TP2)]
[Rust-Veined Pumice (73, TP3)]
[Firefly Squid (74, TP1)]  Support 
[Magnetic Sand (75. TP1)]  Support 
[Bluefish Antifreeze, Seatide (79, TP1)]  Support 
[Bluefish Antifreeze, Seatide (79, TP2)]  Support 
[Bluefish Antifreeze, Seatide (79, TP3)]  Support 
[Sour Krill (80, TP1)]
[Dragon Eyes, Cryptoclysus (84, TP1)]
[Stripdrill Hyphenae (187, TP1)]


Merchant Faction ETB: +10
 ETP Total : 33

 Treasure : 7 (+3 / Turn)

 Factional Support :
Kenaqua (52) - Merchant (Supply Firefly Squid)(+2 ETP)
(59) - Merchant (Supply Edible Algae)(+1 ETP)
(65) - Merchant (Supply Rust-Veined Pumice)
Revocatus Faecum (66) - Merchant (Sheerspun Fabric)
The Cathedral of Movement (67) - Merchant (Supply Stripdrill Hyphenae) (+1 ETP)
Sketi (68) - Merchant (Supply Sheerspun Fabric) (+2 ETP)
Danabae (69) - Merchant (supply Inkfang Worms)(+2 ETP)
Region (70) - Merchant (using Sour Krill)(+1 ETP)
Aelwyd Adferiad (71) - Merchant (Supply Edible Algae)(+1 ETP)
Raconensae (73) - Merchants (Supply Wetherwisps)
Maurente (74) - Merchant (Supply Edible Algae)(+1 ETP)
The Plains of Sarkenos (75) - Merchant (Supply Inkfang Worms)
Seatide (79) - Merchant, Aristocrat, Clergy (Supply Firefly Squid)
Nanuuq (82) - Merchant (Rust-Veined Pumice)
(101) - Merchants (Supply Stripdrill Hyphenae)(+1 ETP)
(179) - Merchants (Supply Stripdrill Hyphenae)(+1 ETP)
Calvansis Superior (185) - Merchant (Dragon Eyes)
Calvarnsis Inferior (186) - Merchant (Gravelglass)
Marble Kingdom (187) - Merchant (Inkfang Worm)

Projects and Wonders:
Polar-Confederate International Bank (Seatide, 67)
 
 Spoiler:  Effects (Approved) 
Polar-Confederate International Bank
A central bank established under the authority of the Seatide Confederacy to weld various trade interests into a single market. The bank consolidates the assets, accounts and debts of member states, issues a common currency backed by those accounts, and services transactions between members.
Effect: Any nation in contact with the Seatide Confederacy may adopt the Arctic Exchange Currency as a 2-action project. Nations using the common currency gain the following benefits:
+2 increased Treasure cap
May spend 1 additional treasure on Economy actions within it and other member nations
May transfer 1 treasure to another currency user 1/turn.
The Seatide Confederacy (or current controller of Seatide) automatically counts as a currency user. Additionally, the bank's controller can kick members out of the union, or block any of the above "bank actions" as a nonaction.

The Polar-International Confederate Bank gains new effects as the number of member nations increases.

4 Members - Private Vaults: Members of the Polar-Confederate International Bank may choose to store or withdraw one Artifact in their private vault as a public or secret non-action. Stored Artifacts cannot be used, but gain +4 against theft. The owner of the Polar-Confederate International Bank is alerted when deposits or withdrawals occur, but does not know what was deposited or withdrawn.
8 Members - Line of Credit: Members of the Polar-Confederate International Bank may transfer 1 treasure to another bank member an additional time per turn. The owner of the Polar-Confederate International Bank may transfer any amount of treasure, ignoring the 1 treasure restriction.
12 Members - Investment Insurance: Members of the Polar-Confederate International Bank gain a compensatory +1 treasure when their Trade Post within bank member territory is sacked. The owner of the Polar-Confederate International Bank gains +1 to resisting sacks against Trade Posts within the territory of bank members.
16 Members - Sovereign Debt: Members of the Polar-Confederate International Bank may transfer 1 treasure to the bank owner to gain 2d8 to an Economy action within a bank member’s territory once per turn. The owner of the Polar-Confederate International Bank may use this ability for free once per turn.
20 Members - Monopolized Markets: The passive treasure income of the owner of the Polar-Confederate International Bank is doubled.

Current Members:
STC, GTZ, SEN, CYP, RFT, GRV
 


Diplomacy:
Trade Route with the Gravetenders
Trade Route with Lux Glossia
Cultural Exchange with the Shifting Ennead
Promise from the Shark People to not threaten Seatide merchants or assets
Cultural Exchange with LOL
Trade Route with Draig Continuum

Favor and Reputation:
1 favor from Cyphiri for intentionally losing a PRS Slot
 
Aerin
   End of Round Twenty-Four  
No further mechanical edits to action posts may be made 
Aerin
   Round Twenty-Five: Begin  
Years 73 - 75

Thank you to everyone who contributed to this opener!
Farothel - exploration fluff
MappyPK - action transcription, new player summaries, menagerie, battle formatting, special action fluff
Rolepgeek - Reaver techs, CCA and DNA base names, Something Sneaky help

Round 25 will close on Sunday, May 21st, at 8 AM Pacific Daylight Time

 The following events occurred between Years 70 - 72  
  Rules Alerts and Changes!  
  Reminder:  
Please specify as a non-action (not in news and rumors or otherwise located) when you change rulers and link the rolls. This makes it easier for the GM team to find and track ruler changes.

  Discovery!  
 Explorations, prospecting, and other news from afar 
   
The Reefback riders evicted half a decade ago from the Protected Statera by the Lambent Syndicate have resettled, rerouting their former trade routes to a new location. As the wanderers bring news and exotic goods to and from the Cross-Cliff Reefback Nursery in Region 93, they bring a previously isolated corner of the world into the global network.

Apparently, “Katethi” translates to “those of death” in their native language, which while sinister, certainly holds true given the harsh seascape they endure. These four-armed bipeds with flowing fin-veils and eerily transparent chests know for certain that they were not the first to swim their seas, but they certainly are the most talented at making use of it. The toxic brew known as Kateth Mar has been delicately engineered to have the skeleton of a functioning ecosystem – an impressive feat for an emerging kingdom built from only the hardiest of kelp.
 The Katethi Dominion (KAT) emerges in Kateth Mar (39). Region 39 gains 3 Trade Posts of Refined Biotoxins, 3 Holy Sites of The Waking Tide, and a Desired Import of Test Subjects. KAT gains control of TP 1, the support of all factions, all starter technologies, Bioluminescent Navigation, Filtration Grafts, and Electrodialytic Staurozoa. 

It is true that the Orn cannot exist without the Zol, but whether the crab or the urchin is the Orn or the Zol is a mystery to all outsiders. The urchin portion rides atop the crabby base, providing wisdom, advice, and a decorative flair to the stronger creature. Do  not  ask which is which, as the pair is likely to have mastered the art of the insult, since anyone who is not an Ornzol is worth scolding for their ignorance and overall hideousness. Indeed, rudeness is seen as among the greatest virtues in the seas of the Ornol Superiority, where wordsmithing is an acclaimed profession.
 The Ornzol Superiority (ORZ) emerges in Ornzol (40). Region 40 gains 3 Trade Posts of Ornzol Scorners, 1 Holy Site of Loathing for Largeness, 1 Holy Site of Detestation of the Different, 1 Holy Site of Odium for the Other, and a Desired Import of Meat. ORZ gains control of TP 1, the support of all factions, all starter technologies, Bioluminescent Navigation, Filtration Grafts, and Bitter Tourism. 

The multicolored carpets of moss that covers the entirety of the Moss Coat are a spectacle that many aspire to see, though only the Echinus, a bipedal species known for their spike-covered heads, get to live there and grow accustomed to these surroundings. And, if you do get a chance to see the moss, you might think that it looks absolutely delectable, like a thin layer of candy floss across the landscape. If that’s the case, you’re in luck! Melting down this so-called Fairy Moss creates a sweet treat, one of many national specialties of the Echinus.
 The Echinus of the Moss Coast (MOS) emerges in the Moss Coast (92). Region 92 gains 3 Trade Posts of Fairy Moss, 1 Holy Site of The Nomadic Path, 2 Open Holy Sites, and a Desired Import of Glass. MOS gains control of TP 1, the support of all factions, all starter technologies, Mitochondrial Regulation, Bioluminescent Navigation, and Mamomachines. 

Yu'yayya Pa'na is about helping others. After having been forcibly placed into the clutches of a long-lost Syndicate delegation, the Yu'yaychun Ka'mak worked together as a collective to play the cards of revolution. These squid-like creatures are known for their fine craftsmanship with obsidian, giving them an advantage in battle over those who may wish to take advantage of them once again. Chu'yaka Ta'ri will ensure that this does not happen.
 Ni'qinchay Ya'pana (NQY) emerges in Chun'kama Ki'wasi (195). Region 195 gains 3 Trade Posts of Obsidian Armaments, 3 Holy Sites of Yu'yayya Pa'na, and a Desired Import of Writing Materials. NQY gains control of TP 1, the support of all factions, all starter technologies, Electrodialytic Staurozoa, Razor Current Netting, and Mamomachines. 

None have mastered the art of slime-based engineering with the excellence of the Hyperiids, a horde of transparent-bodied crustaceans. A permanent fog from the waste envelops their homeland of crags, known as Lyssnos. The nearby wastes are seen as a challenge that must be conquered with proper planning and keen self awareness. Surviving the wastes may just be the highest honor available for those in Hyperiid society, as it is the ultimate goal, a hunger that must be quenched. Those who fail will join the masses of skeletons housed by the landmark Great Mausoleum.
 The Unrelenting Horde (URH) emerges in Lyssnos (196). Region 196 gains 3 Trade Posts of Clamp-Eel Slime, 3 Holy Sites of The Evermarching Hunger, and a Desired Import of Meat. URH gains control of TP 1, the support of all factions, all starter technologies, Anoxic Adaptation, Bioluminescent Navigation, and Filtration Grafts. 

Though oligarchic and plutocratic rule is nothing new to the seas of the world, the extreme to which the Yal-Aizo, a species of giant isopods, take the matter is nearly unrivaled. Dozens of clans battle it out, often through the most underhanded of tactics, to obtain the shiniest pile of them all and rise to rule. Indeed, for the Carrion Traders, devout followers of the Quivering Wake, the world is but a resource to be consumed, something to chew until one has had their fill, however large that may be.
 The Carrion Traders (TCT) emerges in The Gouge (197). Region 197 gains 3 Trade Posts of Glowing Blue Mineral, 1 Holy Site of the Quivering Wake, 2 Open Holy Sites, and a Desired Import of Meat. TCT gains control of TP 1, the support of all factions, all starter technologies, Bitter Tourism, Bioluminescent Navigation, and Filtration Grafts. 

In stark contrast to many of their neighbors, the mermaid-like Nira of Nirumanna have a rare and delicate reverence for all life, which dictates their careful stewardship of the ecosystems in which they live. Companies vie for the title of Trifectate, though none have risen to power and maintained order quite like the Quiet Storm, who have become responsible for maintaining the state. A positive public image is among the best assets a company can have, else they break the golden rule of the Cult of Salvation: the purpose of life is to repair the world and cooperate with fellow sapient species so that the planet might be saved.
 The Quiet Storm Trifectate (QST) emerges in Nirumanna (200). Region 196 gains 3 Trade Posts of Niran Craftsmen, 3 Holy Sites of Cult of Salvation, and a Desired Import of Salvage. QST gains control of TP 1, the support of all factions, all starter technologies, Anoxic Adaptation, Bioluminescent Navigation, and Filtration Grafts. 

EDIT: While no direct contact has been made, visitors to the shallow seas of Region 42 can see the massive looming form of one of the Nacres’ subaquatic research bases, the Collegium of St. Aktus, nestled amongst the rocky underwater cliffs.

In the dark of the deep, the Miru diplomats find... nothing.  Actually they find a nice location with resources and good places to build homes, but no intelligent life except a few drifters and fugitives from other nations who managed to eke out a subsistence living in the region.
 The Splendid Miru Miru send a diplomatic mission to the depths of Region 147! They discover a site perfectly suited for a new colony, but no substantial native population as the region is Open Waters 

The acolytes of Glorious Indah search every cranny, nook, and corner of the soul-crushing depths of the Maw. Their devotion is rewarded. Clustered in a few isolated caves lie hundreds of thousands of freshly laid eggs, each glowing with a pair of vibrant eyes.
 The Lighthouse prospects in the depths of the Maw (1)! They discover 3 Trade Posts of Incandescent Eel Roe 
 The border between Kral-Katena (123) and Cyph-Arel (122) becomes briny  for no discernible reason, pockets of rock and sand collapsing into salt-filled ponds as local wildlife vanishes. Locals report isolated instances of friends and family going missing

  Growth!  
 Expansion, development, unification, and similar forms of growth and prosperity 
 The Gravetenders colonize Spawn Point!  The region gains a Holy Site of the Blossoming Sequence and a Desired Import of Esoterica. The Gravetenders may choose to prospect the region as a non-action this turn

 The Shifting Ennead colonizes Coresite!  The region gains a Holy Site of the Eternal Communion and a Desired Import of Domesticated Creatures. The Shifting Ennead may choose to prospect the region as a non-action this turn. The local Blossoming Sequence Holy Order may be restored with a Faith action by the region’s clerical support owner

 The Seatide Confederacy fully settles Deepwell (80)! The region gains an extra Open Trade Post of Sour Krill.  The Seatide Confederacy may choose to reset the Desired Import to a different GM-determined resource this round as a non-action

The influx of martial geniuses and military trainers eventually led to the question of whenever or not the Talented Crabs had any use for the upcoming Polar Institute, many of the personnel arriving taking it upon themselves to find the truth of the matter out. And, well, no, they weren’t, at least not without extensive biological engineering.
The Kar-Nath Hegemony asks the Divine Nacres for help in teaching Talented Crabs about violence.  The resource of Pelegar (65) changes to Talented Crab Soldiery 
 HEX establishes marriage claims on Region 35 and Region 142! 
 The Chelonian Chora repair their damaged Headquarters, Firstreef! 
 The Gotezhar complete the repairs of the ABS base in the Meadows of Elyan'dan (136) 
  Statecraft!  
 Cultural events, diplomatic overtures, foreign relations, and domestic affairs 

Mawbel v2.24 has refined her craft of buildings to a pinnacle, where they can withstand any kind of damage. Woven with the power of Industry, given massive amounts of steel, and embedded hives of thorns allowing the axiom to have a constant presence within her buildings…
 The Eternal Spring establishes a Cultural Identity, Structural Integrity!  Effect: 2d8 on Sack Resistance and Coercion Resistance

MRK the chronicler finds it fit to find favor with those who are known as the sea’s premier storytellers, hoping that they will have the wisdom she needs to achieve her ultimate goal.
 The World Garden curries favor with the Cholenian Chora, gaining +2 favors! 

Having already earned the trust of the Cholenian Chora and been warned of the evildoings of the Divine Nacres, Ashal Hallus turns to the Abyssal Stewards, who may be their best chance at fostering new allies.
 The Cyphiri Union curries favor with the Abyssal Stewards, gaining +2 favors! 
 The Gotezhar Builders Union hosts the Technology Symposium! 
- GTZ gifts OKI Ennean Professionalism and Army Administration

 The Shifting Ennead hosts the Coronation Party! 
- SEN gifts the claws of Gwyn's molt to DRG
- SEN gifts all starter techs, Reanimation Colonies, Memetic Cohesion, and Memetic Hazard Generators to DRG
- DRG’s new leader, the Rising Hope, swears fealty to SEN

 One enterprising individual, who has elected to remain anonymous, has cracked the code to King Akkoroas’s personal recitation urn, which contains a treatise on the faith of the Ennead. 
 Ashal Hallus of the Cyphiri Union befriends a wanderling reefback, naming it Alata!  As a smol turtle, Alata provides +1 to a Lyric action up to once per round, as well as a +1 to all event actions taken by Ashal if Alata is carried along (she’s just that cute)

 The World Garden slams the Eternal Spring, announcing the horrors of pollution to the sea at large! 
 Pfilghol vassalizes to the World Garden! 

The Emperor of the nation’s first false Empire, the Magaramachi Salination, goes to do a Diplomacy with the rebelling Bloodripper Salination. In a surprise rockslide coup, the leader of the rebellion,  Emperor ALL-YOUR-TABLETS-ARE-BELONG-TO-ME, becomes the new leader of the Salination! The remainder of the Bloodripper rebellion is quelled by ample supplies of Delights of Moonlight and dissolves 
 The Order of Orders negotiates with the Refortified Bonemeal Guild! OKI must fulfill 5 quests to put down the rebellion peacefully! 
 The Finalists have retreated inside the ULTIMATE Bunker.  While isolated in this manner, Holy Site 1 in Region 107 cannot be converted away from the Final Peace. Brute force upon the shoddy construction or a cleverly infiltrated spy could perhaps reopen the doors.

 The Shifting Ennead approves Dr. Flounderton III’s museum project! 
 Mawbel accepts Slippery Parasyte's request to construct his slums in Verja, putting out an advertisement for twelvenments 
 Gwyneth Minnow founds her spiritual resort in Glacier Crag! 
 The Treaty of Radiant Splendor reaches its 10 year expiry date… 
 The Hymenocera Expanse hunts abalone meat in the contaminated Region 33 [3/10] 

CYP provides Deepwater Survival Systems to MIR via Trade Route through the University
GTZ provides Army Administration to MIR via Trade Route through the University
LSD provides Anoxic Adaptation, Artful Acquisitions, Bioluminescent Navigation, Bitter Tourism, Blood Algae, Composite Grafting, Devolving Standardized Integrations, Electrodialytic Staurozoa, Mamomachines, Oxygenating Implantations, Papershell Draft-Cuttle, Razor Current Netting, Redglow Revenants, and Supermarine Artillery to LIT via Cultural Exchange
MIR provides Crimson Cuirasses to CYP via Trade Route through the University
MIR provides Sulfurous Secretions to GTZ via Trade Route through the University

COS sways the merchants in Gosto G'Cor (137)
COS sways the aristocracy in Palacia (134)
COS impresses the reaved merchants in The Great Kelpland (131)
CYP sways the unruly clergy in Garza Feld (167)
DRG reinstates the reaved aristocracy of Region 70 to Open
GTZ impresses the reaved merchants in Garza Feld (167)
GRV sways the clergy in the Sunken Necropolis (179)
LOL impresses the reaved merchants of Lojan (9)
LOL impresses the reaved clergy of Lojan (9)
LOL sways the merchants in Wid Oe'masoar (12)
PGL sways the aristocracy in Region 133
PGL impresses the aristocracy in Narcis’ Rest (173)
SEN sways the aristocracy in Danabae (69)
SEN sways the aristocracy in Calvarnsis Inferior (186)
SKR impresses the reaved merchants of Rilanto Pass (94)
SKR reinstates the reaved clergy of Rilanto Pass (94) to Open
SUR sways the reaved clergy of Rahakera (155)

  Trade!  
 Buyouts, trade routes, and other economic shenanigans 

In a show of luxury, the World Garden constructs not one, but two cities in their homeland which will serve as the joint capital of the state! The merchants, still loyal to Costa Sereia, quickly sense the potential for using the cities as the base of operations for expanding their markets.
 The World Garden establishes the twin cities of Macropolis - St. Psaul in Dashasham (119) with a bonus to Impresses! 

Given their seemingly limitless appetite, it was somewhat surprising that none of the Magaramachi had tried to drink the inside of the plentiful eels in the Bloodripper Lands before now. But now that they have, it's become a national sensation of hallucinatory sensations!
The Magaramachi discover the unlimited potential of smashing eels and successfully  develop Bloodripper Eels into Blood Kisses! 
 The Cyphiri Union retrofits the Wayfinder with High-Strength Photosphore Headlamps (+2 to prospecting)! 

The Most Serene Lojanese Republic finishes restoring the supply of Ching He'aang in their capital!  Lojan (9) gains one Open Trade Post of Ching He’aang 
 The Lighthouse harvests the Huge Halibut, gaining +2 Remains!  As the massive creature’s form is Truly Titanic, it yields more and higher quality gargantuan bones, slabs of tender meat, preserved eyeballs, and hardy cartilaginous finstuff than expected. Surely, these will prove useful to the Lighthouse’s future endeavors.

COS buys out TP1 in Region 126 for Hydra Leeches
GTZ buys out TP1 in Seguranca (170) for Sea Silk
LIT buys out TP1 in The Crawling Crags (20) for Carcinized Architects
LIT buys out TP1 in Region 191 for Hammerhead Sardines
LSD buys out TP2 in Rahakera (155) for Basalt Sculptures
MGM buys out TP3 in the Dunes of Revelations (17) for Delights of Moonlight
MIR buys out TP1 in Region 151 for Transient Jellywishes
MIR buys out TP6 in Pyl-Garat (129) for Mercenary Retainers
RBG buys out TP5 in Pyl-Garat (129) for Mercenary Retainers

  Faith!  
 Conversions, organization, and other such matters of faith 
 The Gravetenders change the Blossoming Sequence Size 3 Bonus to Diversity's Flourishing: When rolling for a new ruler's attributes, gain +1 bonus to the previous ruler's worst attribute (player's choice breaks ties) 
 The Cyphiri Union sets the Size 4 Bonus of the Cyphiri Way to Inspirational Adventurers: On a successful Expedition action, gain one unit 

OKI converts HS1 in Region 109 to the Flowing Way from the Final Peace
OKI converts HS2 in Region 109 to the Flowing Way from the Final Peace
OKI converts HS1 in Region 143 to the Flowing Way
SUR converts HS2 in Jyorjyuh (159) to Radiant Indah
SUR converts HS2 in Neralam (160) to Radiant Indah
SUR converts HS1 in Region 161 to Radiant Indah
SUR converts HS1 in Region 163 to Radiant Indah
The Mare converts HS1 in Calvarnsis Inferior (186) to the Eternal Communion

  Wonder  
 Miracles and inventions, ancient relics, and spectacular undertakings 
 The Nanuuq Constellation performs a Miracle: Following the Tune!  The Fraying Mind « Listens » to some unearthly dissonant call which makes no sound, pursuing the source through the Gateway to the Gods in an attempt to navigate through the undreaming beyond for 5 rounds. They « Listen » so intently that all of Nanuuq can hear the whispers which touch the minds of many Bears. A mere glance of that unknowable force from beyond is enough to break one’s mind beyond repair, shattering reality into a broken mirror of impossibly-shaped razor-sharp shards. The next ruler of Nanuuq is one such shattered mind, driven to break others as they themselves were broken.  Nanuuq becomes the Drifter in the Wake.  Title mechanics will come later in the round.

Emerging from the fog of Rendal’s Vigil silently looms the enormous frame of one of the Reavers’ raiding vessels, a mobile operating base complete with swarms of cargo transports, skimmercraft, and surf-cutters. Except this vessel does not attack Ezcorher as it hovers above the former capital of the Builder’s Union. Not much remains in Ezcorher to pillage. The entire population of the Union has become officers, marauders, and arkwrights aboard the restored mobile fleet base, while much of the Union’s infrastructure has either been abandoned or dismantled and relocated. The gargantuan ship is outfitted with sterilization equipment, waterlocks, and superb filtration apparatus for both water and air to keep out the ravages of the Black Spot.  The Gotzehar’s Builders Union has completed their first Leviathan Ark,  The Riptide , becoming the Bane of Sargasso and the Black Spot.  Title mechanics will come later in the round.

Acoustics require large spaces. A shroud itself can be a makeshift amphitheater, spreading and harvesting the power of harmony, spreading it far and wide to give the exponential growth that Mawbel has learned in her profession as a Songstress. The heat from down below only makes the voices stronger, haven't you heard that drinking a good glass of liquid lava between stage performances keeps the throat moist?
 The Eternal Spring discovers a new civilian technology: Throat of the World! 
Effect: You may Compose/Conduct/Chorus within a Magma Shroud to get +3 to that action (does not stack with Rustplagued). If you have the Magma Pulse feature, you gain 1 Magma Pulse every time you succeed at a Compose/Conduct/Chorus action
Prerequisites: Photospore Signaling

The Nathi push the limits of their specialized ships! First theorized in a spark of genius born out of necessity during a punishing journey through the Wandering Dunes, the Mobile Subdivisions combine the benefits of megafauna used as beasts of burden and structure of Specialized Ships, creating a well-supplied temporary base of operations.
 The Kar-Nath Hegemony discovers a new civilian technology: Mobile Subdivisions 
Effect: Allows a Specialized Ship to be assigned to any of your publicly made rolls to reduce distance penalties by 2 for the chosen roll. The Specialized Ship cannot be used for anything else during that round, and only one Specialized Ship can be assigned to each roll. Does not stack with Megafaunal Caravans.
Prerequisites: Building materials, Megafaunal Caravans, Megafaunal Tailoring

 The Lambent Syndicate unveils a new civilian technology: Cartel Organization! 
Effect: Once per round, a liege with this technology may allow a single vassal with this technology to use one of their liege's attributes in place of their own for a non-special action or resist roll. This action still counts towards the vassal's per-round total for the purposes of stat growth. A liege may spend 2 treasure as a non-action to enable the same for a second vassal, 3 treasure for a third vassal, and so on.
Prerequisites: Photospore Signaling

Rumor has it that drinking the Blood Kiss can make one’s brain even bigger! The discovery of seasoning during one such high has been revolutionary for Magaramachi cuisine. Unfortunately, the "spices" the Magaramachi use tend to be highly toxic or even allergenic to other physiologies
 The Magaramachi Salination have great ideas while under the influence, discovering a new civilian technology: Advanced Cooking! 
Effects: +1 to resist Buyouts
Prerequisites: Spices

 The Kar-Nath Hegemony unveils its plans for a World Wonder, the Polar Institute of Warfare, to be built in Pelegar (65)! [2/5] 
 The World Garden of the Sakura-Jin continues work on a project to understand the Anamorphic canon, Gestalt Progression [3/5] 
 
 Spoiler: The Astral Menagerie 
- ESP hosts the Kelpie and the Withering Everlight, who will remain there until the start of Round 27. At the end of Round 25, the Kelpie will attempt to convert HS 1 in Town Square (47) to the Shimmers of Unseen Bane
- GTZ hosts the Maleficent Ant
- KNH gains 1 treasure from the Banished Merchants
- LSD hosts the Perfected Twin
- MGM hosts the Banished Merchants
- MIR gains 4 treasure from the Maleficent Ant at the cost of the merchants in Aniwana becoming Open
- SEN gains 1 treasure from the ant!Mimic
- STC hosts the Mare and the ant!Mimic, who will remain there until the start of Round 27. At the end of Round 25, the Mare will attempt to convert HS 2 in Seatide (79) to the Eternal Communion
 

  Might!  
 Military matters of all kinds, be it warfare or strategic developments 

The smartest Magaramachi of them all find themselves highly amused by the effectiveness of the newest trend in violence: dropping rocks from the top of one’s fortress!
 The Magaramachi Salination accidentally learn something useful for military purposes: Big Rocks! 
Effect: +1 Battles
Prerequisites: Hard minerals
Slot: Dropped weaponry

With many years of service comes plenty of time to hone one’s strategies. Lord-General Odonto’s recent war games have displayed a profound new level of the tactic known to many a Hymenocera as Combined Arms.
 The Hymenocera Expanse perfects a Tactical Doctrine, Combined Arms!  They gain +1 to all future Tactical Maneuvering rolls, and the tactical doctrine yields +1 to battle when successfully implemented

 Divine Mistress Adiratna, using the Beast’s Collar, pursues the Mesmerizing Angler! 
The lesser titan is remarkably easy to track, given its perfectly southward trajectory and regularly-spaced rest stops to break whatever valuable Trade Post happens to be nearby, emit a dazzling pulse from its glittering lure, and SHRIEK. Its behavior seems a little fishy … until Adiratna, granted immunity to its mesmerizing call by virtue of having experienced the far greater call of Splendiferous Indah Herself, realizes upon close inspection that it is not a fish at all! It is some manner of dish-shaped mechanical contraption with a single bright arm pointed upwards following a broken algorithm. She makes short work of disabling the malfunctioning communicator, and the Lighthouse may now Harvest Remains to dismantle the rest of the machinery for titanic Remains.

 The Golden Host traps the Necro-Ocra! 
The Lighthouse adopts the strategy pioneered by the Syndicate for dealing with the Unity’s unique physiology. Once it is cowed by the prowess of the Golden Host, key elements of the Necro-Orca’s colony are removed or altered to permanently change its behavior, rendering it as subservient as a leashed attack dogfish. The Necro-Ocra acts as a unique Artifact which can be assassinated or kidnapped like a mechanical character with great difficulty. It requires a Champion or Beast to handle it (and it alone) in battle and may only participate in one battle per turn. Effect: +1 to battle against vertebrate enemies and -10% own casualties as the Necro-Orca’s hardy coral sustains damage in the place of troops. When the Necro-Ocra participates in a battle, it rolls leader loss with a +1 bonus. The Necro-Orca must be regularly pruned of accumulated coral to prevent it from gaining true sentience. It produces Coral Buds (Organic/Growable Hard Mineral) when any mechanical character is assigned to tend to it as a non-action. Failing to prune the Orca for several continuous rounds may have consequences.

 
 Spoiler: MIR invasion of Region 148 
Native commander score: (1d6+4)[7]

Modifiers:
MIR: Reanimation Colonies (-10% own losses), Crimson Cuirasses (+1 battle)
NTV: None

Tactical Maneuvering Roll:
MIR: (2d6+10)[18], attempting Impenetrable Bubble (+4 to battle, -20% own casualties, -20% enemy casualties, +12 enemy leader loss)
NTV: (2d6)[7] +[Commander Score], attempting to use Skirmish (-10% casualties both sides)

Outnumbering:
6 MIR units vs 4 NTV units; Advantage for MIR; +2 Outnumbering bonus

Battle Roll:
MIR: (2d10+9)[26] (+4 half ruler Mil, +1 treasure, +1 city, +2 outnumbering, +1 tech)
NTV: (2d10)[9] + [half Commander score, rounding up]

MIR Victory! 2 NTV units lost! MIR gains control of Region 148!
 

 
 Spoiler: KNH invasion of Artetchhue (55) 
Native commander score: (1d6+4)[10]

Modifiers:
KNH: Sgimiwr Cyflym (+1 to Maneuvering), Crimson Cuirasses (+1 battle), Toxologist Training (10% enemy casualties and +1 to Battle rolls), Devolving Standardized Integrations (Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost), Battlefield Scavengers (Negates all the casualty reduction effect(s) of one technology or tactical doctrine), Perfected Tactical Doctrine (+1 TM)
NTV: None

Tactical Maneuvering Roll:
KNH: (2d6+10)[21], attempting March of the Conqueror tactical doctrine (+1 to battle, +10% own casualties, Free Sway Aristocracy attempt)
NTV: (2d6)[7] +[Commander Score], attempting Skirmish (-10% casualties both sides (but would be negated by Battlefield Scavengers))

Outnumbering:
6 KNH units vs 2 NTV units; Advantage for KNH; +5 outnumbering bonus

Battle Roll:
KNH: (2d10+13)[27] (+5 half ruler Mil, +1 treasure, +5 outnumbering, +2 tech)
NTV: (2d10)[7] + [half Commander score, rounding up]

KNH Victory! 1 KNH unit lost! 2 NTV units lost! Native commander captured/killed! KNH gains control of Artetchhue and the Tin Can (Specialized Ship)! KNH Sways the Aristocracy of Artetchhue (55)!
 

 
 Spoiler: GTZ invasion of Region 101 
Native commander score: (1d6+4)[10]

Modifiers:
GTZ: Combined Arms Integration (+2 TM, +2 battle), Perfected Tactical Doctrine (+1 TM), Middish Way (+1 battle, +2 own leader loss), Essensio’s Conch (+1 own leader loss)
NTV: None

Tactical Maneuvering Roll:
GTZ: (2d6+13)[18] attempting Aim For the Storm’s Center (-6 to enemy leader loss roll, -20% to enemy losses, +1 to Battle Roll)
NTV: (2d6)[6] +[Commander Score], attempting to use Skirmish (-10% casualties both sides)

Outnumbering:
12 GTZ units vs 3 NTV units; Advantage for GTZ; +7 Outnumbering bonus

Battle Roll:
GTZ: (2d10+14)[26] (+5 half ruler Mil, +7 Outnumbering, +2 tech, +1 faith, -1 crossing roughs)
NTV: (2d10)[19] + [half Commander score, rounding up]

GTZ Victory! 5 GTZ units lost! 1 NTV unit lost! Native commander captured! GTZ gains control of Region 101!
 

 
 Spoiler: OKI invasion of the Sunken Necropolis (187) 
Native commander score: (1d6+4)[5]

Modifiers:
OKI: Supermarine Artillery (+1 battle, +1 TM), Thunderstone Cudgel (+1 battle), Middish Way (+1 battle, +2 own leader loss)
NTV: None

Tactical Maneuvering Roll:
OKI: (2d6+11)[19] attempting Quiver Hell's Foundations (+2 battle roll)
NTV: (2d6)[6] +[Commander Score], attempting to use Skirmish (-10% casualties both sides)

Outnumbering:
11 OKI units vs 3 NTV units; Advantage for OKI; +6 Outnumbering bonus

Battle Roll:
OKI: (2d10+14)[28] (+5 half ruler Mil, +6 outnumbering, +1 tech, +1 Artifact, +1 faith)
NTV: (2d10)[13] + [half Commander score, rounding up]

OKI Victory! OKI loses 1 unit to battle and 3 to distance! 1 NTV unit lost! OKI gains control of the Sunken Necropolis (187) and the Crystal Garden (Specialized Ship)!
 

 
 Spoiler: DRG invasion of Micht Tsy Fivrivirs (57) 
Native commander score: (1d6+4)[9]

Modifiers:
DRG: None
NTV: None

Tactical Maneuvering Roll:
DRG: (2d6+8)[13] attempting Crawling Advance (-10% casualties, +1 to battle)
NTV: (2d6)[6] +[Commander Score], attempting to use Skirmish (-10% casualties both sides)

Outnumbering:
5 DRG units vs 3 NTV units; Advantage for DRG; +2 outnumbering bonus

Battle Roll:
DRG: (2d10+4)[14] (+2 half ruler Mil, +2 outnumbering)
NTV: (2d10)[15] + [half Commander score, rounding up]

NTV Victory! DRG loses 2 units! NTV loses 1 unit!
 

 
 Spoiler: PGL invasion of Region 102 
Native commander score: (1d6+4)[8]

Modifiers:
PGL: Stress Hardening (Mil 12 does not trigger Effulgent Witness), Perfected TD (+1 TM), Seek Aid (+2 battle), Kela Ein Kamohu (+1 to battle roll if win or tie Tactical Maneuvering; extra +1 if victorious by 6 or more; -1 to own leader loss roll if lose or tie Tactical Maneuvering)
NTV: None

Tactical Maneuvering Roll:
PGL: (2d6+8)[15] attempting Just do Better (+2 battle)
NTV: (2d6)[2] +[Commander Score], attempting to use Skirmish (-10% casualties both sides)

Outnumbering:
8 PGL units vs 4 NTV units; Advantage for PGL; +3 outnumbering bonus

Battle Roll:
PGL: (2d10+12)[18] (+6 half ruler Mil, +3 outnumbering, +2 seek aid, +1 treasure) + [Kela Ein Kamohu effect]
NTV: (2d10)[13] + [half Commander score, rounding up]

PGL Victory! PGL loses 3 units! NTV loses 2 units! Native commander killed! PGL gains control of Region 102!
 

 
 Spoiler: The Shattered Hope and the Boiling Kettle Reaver double fleet invasion of Seatide (79) 
Judge Streaks of Topaz puts out the call for aid, and Seatide’s allies overwhelmingly respond. The Shifting Ennead, long-time allies of the trading nation, deplete their nearby garrisons and supplies of glass-embedded netting to send 7 units to rig the city with defensive Razor Current Netting. The Gravetenders lend their famous defensive battle techniques in the form of Sersi spearheading 4 units. Boletus of Nanuuq Constellion survives a perilous journey with a single but mighty unit of underwater bears. Even the Dancers of the Untamed Reefs, a new polity still struggling to handle a local ecological disaster after the collapse of Deep Blue, send 2 units and divine aid. Hidden from Seatide’s gaze, a sleeper agent of the Costa secretly prepares for battle in the shadows. Last but not least, the coffers of the Confederacy are emptied to outfit 5 native units and 2 hired mercenary units. In a few short weeks, a massive army has converged upon the city of Deepdrift.

The Reaver fleet that arrives to assail the stronghold is small, but technologically advanced. The marauders’ raiding and pillaging nomadic lifestyle does not lend itself well to secure supply lines of food, medicines, and repair materials. Keeping the fleet afloat with all its technological wonders must be a full-time occupation for the crew. It is little wonder the Reavers take every opportunity to bolster their numbers. The quantity of familiar eel-nets wielded by the Reavers makes their intentions clear: abduct en masse.

The Boiling Kettle begins the assault with a flurry of Steam-Cavitating Torpedos. They aim not for the massive armies, but for the city of Deepdrift and the Polar-Confederate International Bank, inflicting heavy damage. Silhouetted among the rising clouds of debris and blood is the manic form of Captain Ash Deadshot of the Boiling Kettle and his shoulder-riding pistol shrimp companion. The blazing orange-spotted hymenocera commander seems to care not for tactics or strategy, firing his white-hot electrified netting wherever the most third-degree burns can be inflicted.

While it is highly unusual for any two of the culturally distinct Reaver fleets to work together, this combination is particularly eyebrow-raising. Captain Ash Deadshot focuses on sheer destruction at the expense of strategy, while Commander Mortus Hyalusque of the Shattered Hope has specialized in camouflage, the element of surprise, and covert theft. At first glance the two seem incompatible, until it becomes clear that Hyalusque is merely using Deadshot’s flamboyant battle style as a distraction. The ships of the Shattered Hope launch fiberglass bubble-mechs just as the first torpedo volley strikes the city, then Sersi’s forces lose track of them in the clouds of silt. Their integrated camouflage plates on top of the nearly transparent fiberglass frame makes them nearly impossible to track.

Nearly impossible, but not impossible.

Veruha Mascerena has drifted patiently in wait for nearly three decades. She lived a quiet, comfortable life as a mid-level merchant in Seatide - no outwordly wealthy as to draw attention, but with significant reserves for an emergency. Genetic alterations and a pure contempt for death keep her in surprisingly good shape despite her 93 years of age. Simple coded communications slipped into otherwise innocuous trade documents have kept her in touch with the Costa, slipping tidbits of information home and receiving news in return. But she has always known there would be something bigger, some day, and kept herself ready for it.

When the first word came of the approaching Reaver fleets, she knew what she needed to do even before the orders came. Tools and weapons were prepared, and a few trusted contacts were notified to be ready in support of the action. When the chaos of the engagement reaches its pinnacle, the Boiling Kettle’s cyborg pirates barely holding their own despite being massively outnumbered by Sersi’s forces, Veruha slips off to follow the infiltrating bubble-mechs. Veruha understands the danger to herself, but she is colder than the waters around her. Death and chaos are hers to manipulate, and if everything goes well, they'll never see her coming.

 
 Spoiler: A depiction of Veruha Mascerena, the lionfish sereia 
 
 

The Reavers are not the only ones with camouflage. Thanks to her color-changing fins, she manages to ambush and restrain Hyalusque to pass him off to her trusted contacts in the city, taking only a light scratch in the process. Unfortunately, a scratch is all it takes for the Black Spot to gain a hold. Veruha Mascerena accomplishes her goal, but never again will she swim in the waters of her northern homeland.

Hyalusque himself is a heavily modified mer cyborg, almost more glass and alloy than seal. Of particular note is his removable cybernetic glass eye, which is capable of independent movement and can scan the surroundings through a variety of methods to glean intel to send back to both Hyalusque and the Shattered Hope. It also  receives  information from the Shattered Hope, specifically coordinates and ship status updates, to aid in rendezvous after raids or stealth operations.

At the end of the colossal battle, Sersi and her allies have gained a method to track the reavers. The Boiling Kettle fleet took heavy casualties, limping off to the western wastes to collapse slowly from lack of maintenance and supplies. The Shattered Hope, minus their commander, retreats to the east to reorganize and reorient to new leadership.

When the sediment in the currents settles over Seatide, the Glowspire is missing and the Polar-Confederate International Bank is heavily damaged. Amidst the wreckage, an opportunity arises. Heartbleed, an advanced warfare subroutine created by Deep Blue, emerges from where it was deposited in the now broken, faraday cage-like environment within Deep Blue’s private bank vault. The isolation from Deep Blue’s main process must have prevented it from freezing when the rest of the herringmind passed through the Gate.

Much was lost today, but the great pepsin architects of the Seatide Confederacy already have ideas for how the Bank could be rebuilt stronger and more profitable than before.

 Battle results: 

GRV victory!
GRV General Sersi lives!
GRV loses 2 units!
SEN loses 4 units!
STC loses 3 units!
DUR loses 1 unit!
NAN loses 1 unit!

The Boiling Kettle loses 1 unit, half of its fleet population! Without sufficient merpower to conduct raids and perform maintenance on the massive carrier ship, the fleet collapses! The number of Reaver attacks in future rounds will be permanently reduced from 2d3+1 to 2d2+1.

The Shattered Hope steals the Glowspire!
The aristocracy of Seatide (79) is Reaved!
The merchants of Seatide (79) are Reaved!

STC recovers Heartbleed, DPB’s General (Military 9), from DPB’s damaged private bank vault!
The Polar-International Confederate Bank is damaged! It can be repaired with a single Economy action, gaining the following new abilities upon repair.
 
 Spoiler: Membership Bonuses 
The Polar-International Confederate Bank gains new effects as the number of member nations increases.

4 Members - Private Vaults: Members of the Polar-Confederate International Bank may choose to store or withdraw one Artifact in their private vault as a public or secret non-action. Stored Artifacts cannot be used, but gain +4 against theft. The owner of the Polar-Confederate International Bank is alerted when deposits or withdrawals occur, but does not know what was deposited or withdrawn.

8 Members - Line of Credit: Members of the Polar-Confederate International Bank may transfer 1 treasure to another bank member an additional time per turn. The owner of the Polar-Confederate International Bank may transfer any amount of treasure, ignoring the 1 treasure restriction.

12 Members - Investment Insurance: Members of the Polar-Confederate International Bank gain a compensatory +1 treasure when their Trade Post within bank member territory is sacked. The owner of the Polar-Confederate International Bank gains +1 to resisting sacks against Trade Posts within the territory of bank members.

16 Members - Sovereign Debt: Members of the Polar-Confederate International Bank may transfer 1 treasure to the bank owner to gain 2d8 to an Economy action within a bank member’s territory once per turn. The owner of the Polar-Confederate International Bank may use this ability for free once per turn.

20 Members - Monopolized Markets: The passive treasure income of the owner of the Polar-Confederate International Bank is doubled.
 

COS captures Commander Mortus Hyalusque (Mil 9) of the Shattered Hope!
COS recovers the Cyber-Optic, an Artifact which reports the location of the Shattered Hope fleet each round! Fleets target nearby regions for Reaver raids.
During round 25, the Shattered Hope is located in the waste northeast of Cryptoclysus (84)!
Veruha Mascerena dies from infected wounds sustained during the battle!
The Peninah Ayin Artifact is found with the Sereian spy’s body by the Seatide Confederacy!

 Credit to Frostwander for writing the description of Veruha Mascerena and her plan. 
 

  Schemes!  
 Coercion, betrayals, and spycraft 
 Costa Sereia investigates the Squids’ Games 
The Squid Games seem to be an entirely voluntary alternative for Sealympic failures to prove themselves worthy. However, the whispers of it among certain privileged parties suggest it may truly be a kind of bloodsport--one with high fatalities and ample opportunity for betting. The exact location of the games is top secret to prevent  rescue  unwanted interference, but the Costa’s intelligence network is able to turn up a few leads. The contestants were ferried away north from Polar seas, east from the tropics, and west from the temperate waters.

 Petrix of the World Garden of the Sakura-Jin successfully manages to infiltrate the Ultimate Bunker  by simply repeating the absolute garbage nonsense of the Finalists back at them. They accept Petrix as one of their own, though the foodstuffs and medicines they brought with them may have contributed to their swift admittance. Getting communications back to the World Garden from inside the bunker is challenging, however. All that the World Garden has received so far is a scrawled image of a curved and flattened “w” shape, alongside the glyph commonly used to represent great danger.

 Amanita of the Underwater Bears attempts to communicate with Gwrfaedlaithe:  “How can I serve? How can we make the cacophony of the shallows end? When will the cold depths rule again?”
Gwrfaedlaithe: "You may serve by sharing with me all your knowledge of these seas and their inhabitants. I know of nothing within your power which shall end what you call the cacophony of the shallows, though the cold depths might yet rule, should you pursue such an end with the appropriate skill and vigor."

The Kar-Nath Hegemony calls in a boon from the Stewards to receive information dredged from the depths. They learn the past two rounds of secret actions of an undisclosed target.

  Terror!  
 Violence, upheaval, murder, and destruction 
 The Lambent Syndicate completes their horrific purge of the people of the Abyss, losing 2 international prestige and becoming the Barbarous Tide!  Additional mechanics will come later in the round

 The merchants of Senja Bersinar (2) become Open as a result of the Necro-Orca
TP 2 in Hamparan Pasang Surut (32) for Delicate Mussels is destroyed by the Mesmerizing Angler
TP 1 in Neralam (60) for Blackbeaked Dolphins is destroyed by the Alligator Snapping Turtle
The Fortress of Taipa Koura in Aniwana (153) is damaged by the Sizzling Siphonophore 

A swarm of gold-limbed cyborg pirates descends upon the center of the tropical reefs, but they’ve strayed too far from their fleet’s base of operations and are clearly overstretched. The Lambent Syndicate and the Lighthouse’s forces manage to evade and outmaneuver the small warband of gilded Reavers

The merchants of the Splendid Miru Miru travel with ample bodyguards to better protect their cargo and their profit margins. The merchants of Neralam (160) cautiously hunker in place as the shadow of a giant wooden and metal ship passes overhead, failing to find the precious goods worth looting just under the surface of the water

In the Hansea, Xinyu Song rallies the local merchants to her cause. Their coin bolsters her makeshift army with additional mercenaries, hires a trained officer, and purchases supplies to empower foreign technology.  The Region 112 rebels gain 4 extra units, Chirp the Courageous (Mil 6 trained Otterian commander, Pocket Rocks tactical doctrine: +1 to battle), the newly invented Big Rocks technology, and Razor Current Netting 

The merchants of the Marble Kingdom are swayed away from Seatide’s grasp by Elegant Dawn’s altruism in sending aid to the defense of their home from the Reavers.  The Dancers of the Untamed Reefs gain 3 additional units from mercenary hires, a skilled Pepsin officer (Mil 8, Sap the Supply Lines tactical doctrine: +1 to battle and -10% casualties in regions where you have mercantile support), and purchase the Crimson Cuirasses technology.  Should Judge Streaks of Topaz heed the rebel demands and aid with decontamination of Region 189, the merchants of the region may return their support to the Seatide Confederacy

Lack of interest or respect for the unique needs and local customs throughout the seas begins to grate on the peoples who must survive such neglect. Each round, regions without write-ups have a chance to progress toward rebellion
 The aristocracy of Region 15 become Unruly! 

The following regions must have region write-ups submitted by the start of Round 26 or suffer Unrest:
15 (LOL), 80 (STC), 156 (MGM - nearly complete writeup present in OoC thread, just needs DI section)

The following regions must have region write-ups present in the Waters of the World by the start of Round 25 or suffer Unrest:
16 (LSD), 32 (LSD), 109 (OKI), 126 (CYP), 191 (CYP)

Having never recovered from Reaver raids in years prior, order in some areas begins to break down, and respect is lost for those they once pledged loyalty to. Each round, owned regions with a Reaved faction have a chance to progress toward rebellion
 The aristocracy of Region 107 (107) grumbles, but continues to support SKR 

The following Reaved regions may deteriorate at the end of round 25: 49, 91, 107, 113, 128, 129
The following Reaved regions may deteriorate at the end of round 26: 8

The creeping, maddening presence leaking in from the Gate spreads to affect nearby regions. It will continue to grow in strength and range until the Gate is destroyed
 Region 52 Aristocracy grows unruly!
Region 54 Aristocracy grows unruly!
Mortuus Marea (60) Clergy becomes Open, abandoning support for the Shifting Ennead!
The Cathedral of Movement (67) Aristocracy becomes Open, abandoning support for the Shifting Ennead! 
  Organizations!  
 Titles and Title Upgrades: 
CYP composes Nuance!
Mawbel successfully « Sings » at the Reefback Nursery in Verja to become a Voice of Harmony! All of the Eternal Spring’s future leaders will also bear this title, through mystical training or apprenticeship at the Reefback Nursery

 Reputation: 
MIR spends a favor for +1 rep with the DNA
EDIT: HEX drops to rank 3 with the ABS from ruler turnover

 Favors: 
CYP curries favor with ABS for +2 favors
CYP contributes to the Inventory of Lamentations for +1 DNA favor
ESP sends their Spy, Black Noise, to get an Augment from the DNA, spending 1 favor (details to come with Org actions)
ESP sends 2 units to the DNA for 1 favor through Go Set a Watchman
KNH spends 2 favors and 1 reputation to have the DNA develop Talented Crabs into Talented Crab Soldiery
KNH spends 1 ABS favor to receive the Secrets of the Depths
MIR contributes a DIP action to the Inventory of Lamentations for +1 DNA favor
SKR curries favor with CCA for +2 favors

 Prestige: 
ESP spends 5 treasure to gain +1 PRS
EDIT: HEX loses 1 partial prestige from ruler turnover

 Prestige Changes: 
ESP reaches rank 4!
GTZ drops to rank 3
EDIT: HEX remains at rank 3

 Other: 
CYP and MIR present Deepwater Survival Systems to the Abyssal Stewards (more to come with Org actions)
CYP trains Intrigue with the DNA
CYP provides 2 units for Assistance in the Depths
ESP trains Intrigue with the DNA
HEX trains Intrigue with the DNA
HEX trains Economy with the DNA
MIR provides 1 unit for Assistance in the Depths
Epinephrine_Syn
    T I TAN  t   OF  I NDUSTRY       
Turn 25
  ? ??????  ? ?????    
   
 
   MAWbel v2.27       [   Songstress   ]  
 Dip:    [  10  ]  
 Mil:   [   7   ] 
 Eco:     [ 10  ]  
 Fai:    [  10  ]  
 Int:   [   8   ] 

Next Turn: +2 Mil


   Magma Pulse :     [   8   ]  
  Stat Actions Summary  
 Eco:  World Wonder 1/5 [Economy]
Treasure 2/5 [Diplomacy]
 Dip  Acquire 51 in Trade from GRV.
 Mil:  World Wonder 3/5 [Military]
 Mil 5:  Construct General (DMMGGG)
 Mil:  Raise Unit
 Mil:  Raise Unit x2

  Major Actions and Nonactions Glossary  
Start Construction Of Dragsilt, The Stairway To Heaven, The Surfscraper
 Seize Kenaqua 
Prepare For Seize Kenaqua
 Defensive Rolls 
 Maintain Chora Rep
Resist Blackgate
 
Construct General
Construct Candy Store
 Minor Actions/Nonactions Glossary  Monument pt 3 (of 5)
Names Submission for W5 for Good Names Go To Wastes
Construct Holdfast to DNA for Reward
Rote Actions
Nonaction: Compose Passion
 
 To-Do Action stuff

 

Action Fluff
 Start Construction Of Dragsilt, The Stairway To Heaven, The Surfscraper 
  Oh the music that plays,
as you move through a maze,
in the haze of your pure delight.

There's a road that leads,
to good or to greed through
the power of your wishing commands.  
  Seize Kenaqua   
 Spoiler: Delayed Battle Fluff 

 Take control of Region 52, receiving the help of Kar-Nath to do so. The Kar-nath offer to lead the battle, and long as Eternal Spring gets the region in the end, this is acceptable.
Use the KNH&lt;&gt;ESP Trade Route to lend a Herring TP to help KNH fuel Filter Feeders, to get past 54, per their request.

Expenditure: Spending 3 Treasure, sending 4 real units and 2 MMM Units, sending Subcommander: Professor Deeatrice.

Pathing: 61&gt;60&gt;55&gt;52
61&gt;60 (Hostile, Glacial) [4], 60&gt;55 (tech ignore briny border) [1], 55&gt;52 ( Hostile  Target Of Invasion) [1], Chora Distance Losses every 4 instead of 3, for 1 Distance Loss Check total.

Units: 4 ESP units, 4 KNH units, 2 Merchant Marine Mercenary Units (ESP) (Treasure), 2 Pyl-Garat Mercenary Union Units (KNH) (Treasure) [12 Total Units before distance losses.]

Tactical Doctrine: Skirmish -10% casualties to all sides.

Battle Buffs
+1 [Treasure], +1 [MALON City bonus], +1 Kelpie (non-action have Professor Deeatrice ride Kelpie into battle), +5 [Military Score: 10], +4 [200% Outnumbering], +1 Seek Aid [Harmony Bonus]
Techs provided by KNH (I believe Toxologist Training and Crimson Cuirasses) for +2 to battle and +10% enemy casualties.
Total +15 To-Battle 
 

  Prepare To Seize Kenaqua  
 Clearly , being dependent on other kingdoms to take independent Military Action is not sufficient. Eternal Spring will construct a sufficient number of titans to conduct its own invasion protocols, whether assistance is acquired or not. It cannot do so now, but with a dedicated effort this tri-yearly period, it should be ready.


  Defensive Rolls 

Maintain Chora Rep  With Prestige 3+'s +2, +1 Treasure, and a 10 in Dip, the Resist Roll should be at 2 dice of 6 plus 13. 
 Defend Against Blackgate  Apply the following bonuses to the defense of 61 against the effects of the Blackgate.
+3 Treasure, +1 Witherlight, +1 Kelpie (paired with Deeatrice).

This should result in the resist roll being 2 dice of 6 plus 15. 
  Construct General:  DMMGGG, (Mil 5)   

Given a slightly new title appropriate for the status, the Dark Magnetic Magician Golden General Girl is wholly operational. A humanoid of steel and magnetism, appearing in every wya to be a gravetender made of something more than stone. Are they not a gravetender? Is hard to say.

Regardless, it (she?) speaks in an unlanguage that needs translation, and has prime directives given to it by the Eternal Spring. After figuring out protocols for Breaching at the Sealympics, showcasing amazing finesse for the spectacular light show, this denizen has been reconfigured to put the lights more into place.

Skin sheens a monotone silver, with only the glow of axiomatic magic to keep her alight. A dull green, raising to a radioactive bright green shines from the staff when it is most needed.

She exemplifies the essence of mortal means. No gods. Only  Industry .

    [Disjunction]    
 +4 Tactical Maneuvering (-4)
+4 To-Battle (-4)
+20% Own Casualties (+2)
-6 Own Leader Loss (+3)
This Tac Doc may only be activated if you have also spent treasure on this battle. (+1)
Baseline: (+2)
 
  [Construct Candy Store]  
   Conduct/Compose: Passion   

There's stress, there's high tensions, risks, rewards. In what is essentially a metaphysical casino being made over in the Town Square, Mawbel takes it upon herself to deliberately lighten the mood and learn her War Drums. Increasingly, she has a need to pull those mercenaries around her into permanent conscription.

And what better way than to invite them to a good time at her New-Old capital of Magma Falls?

This also serves as fluff for recruiting units this turn, not just constructing machines, but constructing mental models manipulating murderous monster madmen mermen magnetically.


 Monument Stage 3 
The weaving and webbing begins to gather, it begins to shift. It's being ferried along by motorboats and tankards. All headed in one direction. All headed towards Kenaqua. The spire, as useless as it was, seemed merely a testing ground for what would come next. It is disassembled as quickly as it was built, and its blueprints are shipped along towards the invasion site.

The tourist attractions and signs of polar friendship still remain, the basic functions of those still serve purpose, but the spire is now hollow. An empty thing with no more power left within it, and merely cultural markings of those that came before. Though, for now, they wait.


 
 Spoiler: [CENTER 
Monument Stage 2[/CENTER]]

A spire begins to be build within the center of Verja. Who knows what this is here. It's a mystery, but it seems to have the ornate mechanisms of herrings. A tribute to the fallen? To the.... floated, rather? It's hard to tell. A giant contraption, a machine with no purpose, swimming in circles, swimming in circles.

At the base of it lays decorum to feast on, tourist type attractions, many different things to marvel at. There's a general sign of friendship between the polar nations here, one can see the banners of the kar-nath and the runes of the gravetenders adorning the structure. Some things from the ennead and the seatide too, references built more into the interior of the structure than the exterior, in reflections and in flesh.
 

 
 Spoiler: [CENTER 
Monumental Undertaking: ???????[/CENTER]]

So much gold. So many pearls. Lots of wealth and resources are being poured carefully into the venue of the Eternal spring, but for what? It creates rumors and is wildfire as talk of the town, rarely does Mawbel construct such things without any grand plan, so surely it is afoot.

Especially because this seems like it is meant to be kept on the down low. After returning from her triumphant navigation of the Songline she poured in an expectedly fantastic level of opulence and discussion with her peers. Strangely, Mawbel Prime was nowhere to be found. Even for her April 15th she did her sermons and holy singing remotely after a mere two hours of her presence.

What could she be up to? Is the seclusion and the gathering of resources unrelated? Why is she putting in sixteen megaton orders of seaweed?
 

 Names Submission for W5 for Good Names Go To Wastes 
This underwater sea is one big pool, so why not  structure  it like a table?   Corner Pocket   is the submission for the name of W5, and it is elegant and mechanical in design.

 Holdfast Construction  Tell the DNA to construct the Holdfast right in the middle of 52, the Eternal Spring'll clear a zone right out for them. Just need to clear some rubble first. 

For now, wait. Opportunity still has one more round to happen. Priority for construction next turn is to deploy into 50, then 52, then 51, depending on which regions ESP has available as of the end of Round 26.


 Rote Non-Actions

 Oppose Dominion Intrusions.
Compose  Industry  on any turn Compose is not used on another component.
Black Noise (Spy 6): Investigate the ongoings of the Twelvenments. Are they coming along well? Is construction sufficient  less care about the people, more care about the  things  .
Maleficent Herring Cluster [Holy Order]:
Automatically defend against any unauthorized buyouts/incursions/sways/conversions/etc (through a resist roll, a -2 penalty, or both, as applicable).
Automatically oppose all unauthorized Buyout, Sways, or Impress actions within holdings ESP has Merchant Support in.
Automatically oppose all unauthorized Conversion, Sways, or Impress actions within holdings ESP has Clergy Support in.
Conversion Authorization: Allow and support any conversions to The Eternal Communion.
Buyout Authorization: Approve of the Buyout of TP 3 of Maleficent Jello by KNH.
Accept all players/nations converting to The Eternal Communion.
Accept all Cultural Exchanges and Trade Routes and other major gifts.
 
 Plastic Flower Recycling Routine
Contender Trade Route Pool: GRV, KNH
Deprioritized Trade Route Pool: LUX, RFT, DPB
Treasure Spent This Turn: 4 or 9
If Treasure Spent ≥ Contender Countries
Then Skip redundant rolling phase, apply 1 treasure to all Contender Countries
Give 1 Treasure to: KNH, GRV
Skip meaningless rolling phase for Deprioritized Countries, the treasure doesn't do anything anyway.
Give X treasure to   [Error]  

Alpha-Machina Optimization Routine
Paperclips: 63
Approximated Paperclips This Turn: 10 (5 from Recycling Routine, 3 from Passive Treasure Income, 2 from Mamomachines)
 Next Turn Paperclips: 73   

Nonaction: Compose Passion


  Shell Counting 

Treasure: 20/20
Vaults: 1
-2 Construction
-1 Defend Chora Rep
-3 Defend 61 against Gate
+2 Mamomachines
Passive Treasure Income: +3
 Next Turn: 19/20 Treasure
Vaults: 1 

Units: 5/9
Cap: 3+(61+47 [2])+(61+47+66+51 [4])  [9] 
+3 Units
 Next Turn: Units: 8/9 
 Artifacts
Plastic Flower, Toy Hammer, Alpha Ex Machina
Ships
Big Boulder, Nightguard


Trade Routes 
RFT
LUX
DPB 
KNH
GRV
     
    
   [Structural Integrity]  
 Cultural Identity  
Corrupting Trading Posts were just the first step, and are the lower tier priorities, practice runs. Mawbel v2.24 has refined her craft of buildings to a pinnacle, where they can withstand any kind of damage. Woven with the power of Industry, given massive amounts of steel, and embedded hives of thorns allowing the axiom to have a constant presence within her buildings. Coiling endlessly upon itself. Within the Magma Shroud itself. It self-evident within coils woven Mawbel corrupts.

Mechanics: 2d8 on Sack Resistance, 2d8 on Coercion Resistance.


 
 
 Spoiler: Titanic Mechanics 

Finally complete, the Magma Shroud in Verja, newly churning heart of the Eternal Spring, first of its kind, springs into a cruel simulacrum of life. Smoke and heat alike belch forth from the opening at the structure's peak, bringing to mind the Colossus Draig which already stalk the frigid waters nearby. From behind masses of already soot-stained paneling and struggling insulation seeps a sinister and cyclic red glow, draining into the eyes of onlookers through sieves of swaying thrumming cables and enormous rattling pipes. From towering mechanisms diffuses the fell influence of the great and hungry avatar of desire and prosperity which some call the Hidden Hand, permeating all who look upon such marvels of industry with the power of Mammos. Here, there is Potential unrivaled. Here, the world bleeds to feed the fires of Prosperity. Here, a new Titan is born - a  Titan of Industry .

 
 Spoiler: Titan of Industry Mechanics 

  Industrialized Investment:   The fires of industry are fueled by many things - chief among them being capital investment. A Titan of Industry may spend 2 Treasure as part of a Project action to boost that Project's progress by an additional action. May be used on all Titanic Projects and most other region-specific Projects, limited only by Treasure and action availability.

  Pollution:   As subaquatic industrialization continues, existing ecosystems Â– be they natural, engineered, or somewhere in between Â– are commonly destroyed and the water becomes foul and choking. As pollution builds up in a region, its travel, construction, and life are likely to become progressively more difficult, eventually resulting in the region becoming uninhabitable.

Titanic Projects produce Pollution, which can have significant effects on a regionÂ’s habitability. Every 3 Pollution in a region increases the costs of most Titanic Projects by 1 action. Pollution can be managed by the use of Dump Sites to dispose of waste and shift pollution away, or Mantlecracker Techs to reduce operational penalties in Polluted regions.

At 3 or more Pollution, a regionÂ’s borders are considered Polluted (in addition to whatever other border type they may have)Polluted borders cost an additional region to cross for the purpose of Distance losses (with attendant effects on distance penalties), and each Polluted region crossed adds a flat -1 penalty to action rolls, which is not reduced by distance penalty reductions.

At 6 or more Pollution, a regionÂ’s borders also become Toxic, in addition to whatever other border type they may have been previously. If the regionÂ’s borders were already Toxic, each region that shared a Toxic border with the Polluted region gains 1 Pollution as a result of spillover effects.

At 10 or more Pollution, a region becomes Contaminated, uninhabitable even for a Titan of Industry until the Pollution level is reduced.

  Titanic Projects:   A bunch of new and exciting projects to work towards; must be in an owned region or a region where you have mercantile support.

Titanic Projects may be destroyed with a Sack action if in a controlled region - like Sacking a Trading Post, this is likely to upset local Merchants. They may be damaged by Sack actions if in a region one does not control - while damaged, they do not provide their normal effects, but still produce Pollution if that Pollution is local. Titans of Industry may use Economy to resist Sacks of their Titanic Projects in regions they control. A destroyed Magma Shroud disables all other Titanic Projects dependent on them in the region, which will only produce 1 Pollution each until a new Magma Shroud is built. A damaged Magma Shroud will result in Titanic Projects dependent on a Magma Shroud shutting down one by one over time unless it is repaired. A Titanic Project requires 1 action to repair when damaged, or 2 if the Sack was a Great Success.

 Magma Shroud :  This extreme depth borehole provides access to geothermal energy in massive quantities. A must-have for any budding industrialist looking to reach the next level!  - Effect: Required to start almost any other Titanic Project in a region and reduces the Treasure cost of Industrialized Investment by 1 for Project actions in the region; Action Cost: 5 Economy actions (cost reduced by 1 action per Depth Level), Pollution: +2.

 Energized Extraction :  Connecting geothermal energy plants to extraction and processing facilities all across the region increases both nominal and actual yields massively!  - Effect: Owned TPs in region count double; Action Cost: 2+TP Count Economy actions, Pollution: +1 per TP

 Industrial Research :  Conducting organized research into the science of automation and production can provide many advances; foremost among them massive increases in extraction, processing, refining, manufacturing, transportation, and/or military capabilities.  - Unlock a Mantlecracker (alt: Industrial) Technology as well as the specific Factory type(s) which powers it, that can only be constructed in regions with an appropriate resource type. Actions Cost: 4 Economy or Military Actions or one Economy/Military 10, produces 1 Pollution.

 Construct Factory :  Undercompensated workers, automated mechanisms, enslaved demons, corrupt unions - whatever the source of your labor, if itÂ’s cheap and plentiful, it's productive.  - Effect: Establish a Factory with a type based on the local resource; Factories are used to power Mantlecracker Techs, Action Cost: 5 Economy Actions (3 if City present); Pollution: +3

 Vault Depot :  Storage depots to handle industrial quantities of goods have always been important to industrially developing powers - who cares how much habitat for native flora or fauna has to be cleared to make way?  - Does not require a Magma Shroud in the region, Increases Treasure Storage by 5, 3-action cost, Produces 1 Pollution.

 Dump Site :  Naturally, massive increases to production throughput means a similarly massive increase to waste output, which must be effectively managed. The most effective management for waste is usually to put it far away from oneself, and this highly sophisticated and specialized facility does just that!  - Reduces local Pollution by 4, and increases Pollution by 3 in a specific neighboring non-Wastes region. 3-action cost.
 

 Mammos's Hidden Hands: The Eternal Spring may use Faith actions in place of Economy actions for Projects as long as they are spending Treasure for Industrialized Investment for each such action. With ESP becoming a Titan of Industry, and effects of the Safety Net, Mammos may now communicate much more freely and directly with players. It no longer costs Treasure or requires an intermediary to communicate if in Verja (61). 
 

  
Titanic Factory  
Region 61
Pollution:  0 (0) [2+1+3-4-4+1+1]
 Next Turn Pollution: 0 (0) [2+1+3-4-4+1+1] 
Structures:
Magma Shroud Pl2
Mantlecracker Research Facility [Gargantuan Gears [Rudimentary Submarine Railways]] Pl1
Labor Factory Pl3
Dump Site 61&gt;54
Mantlecracker Research Facility 61 [???] Pl1
Vault Depot 61 Pl1


 Impending Construction

 

Region 54
Pollution: 6 (6) [6]
 Next Turn Pollution: 6 (6) [6] 
 Mantlecracker [ Industry ] Technologies  
 Spoiler 

  Rudimentary Submarine Railways:   By evacuating the water from these tunnel systems, incredible speeds can be achieved, making efficient transportation of goods and personnel a breeze! Dynamic co-synergies have never been more optimal! 
3-action plus Depth level project, +2 Pollution. Player capitals with a contiguous Submarine Railway connection have a trade route created between them. May trade TPs as a non-action to players with a Submarine Railway network connection from their capital to the region. Requires a Labor or Hard Metal Factory.

 As the number of trolleys traversing the Eternal SpringÂ’s railway network increases, so too does the number of levers and interchanges required to minimize trolley impacts with passengers and other trolleys. Not that the safety of the passengers is important. Preventing collisions merely reduces accumulated trolley damage and maintains optimal cargo efficiency.
The Eternal Spring invents a new Mantlecracker technology:  Streamlined Submarine Railways  and produces 1 Pollution in Verja (61).
Effect: Allows the building of a 2-action plus Depth level project, +2 Pollution. Can only be built in regions with Rudimentary Submarine Railways and Magma Shrouds. Projects in the region have their action cost reduced by 1. If the region has Energized Extraction, TPs count as double for everyone, not just the region owner. Regions with friendly Submarine Railways do not count for distance losses. Requires a Sealant or Alloys Factory. 
 
 

 
 Spoiler: Tag List &amp; Discard Pile 

  Discard Pile
buy plastic,Explore Below 61 (Ship action)
[U]Int:[/] Explore around 47
ariswallow
Clean up 52
mantle
Get back 51?
get to 40 holy sites
  Magma Color Tags (Low-Medium-High)

[COLOR="#993333"]
[COLOR="#cc6633"]
[COLOR="#ff6633"]
Prosperity
[font=Brush Script MT][SIZE=3]
 
Silent_Interim
 Tremble, ye lesser beings! For you read here the story of...
  The Ornzol Superiority!  
 
Round 25

Ruler: Chief Scorner Or’mitet'ol Wide-Eye

Ruler Stats Round 25:
Diplomacy - 2
Military - 5
Economy - 3
Faith - 2
Intrigue - 5
 
 Actions: 
 This is a dreadful day for the Ornzol. The day that the outside world can no longer be denied; the day that the Ornzol must end their isolation and face the world in all its dreadful variety.
But, at least there will be some new material for the Scorners to work on. It never does to let insults get stale. Stagnation is the second great enemy. 
 
  [Diplomacy]  Attend The Dawning of the Third Age
 This year, Clan Stubs are out of favour with the ruling clan, and so the onerous duty of dealing with foreigners falls to them. Apparently some foreign religious nuts have some proclamation to make. The Ornzol will happily attend, if only to mock the other attendees. And the hosts. 
 Sub-actions: 
 
 Receive techs from SKR: Anoxic Adaptation, Electrodialytic Staurozoa, Papershell Draft-Cuttle, Razor-Current Netting, Supermarine Artillery, and Travelling Scholars. 
 
 
  [Economy]  Colonize 198.  Success  with assistance from CCA!  (Roll) 
 The Ornzol are quite certain that the waters directly to the north of their ancestral home must be theirs. After all, they are so much like the beautiful seascapes of Ornzol. Despite this eagerness, the colonization effort proves difficult. Volunteers for the move are hard to find, and because of the inherent difficulty of browbeating colonists after they leave, genuine incentives have to be offered- not a notable strength of the Wide-Eye administration. Loathe as they are to accept help from the sanctimonious Chelonians, the Chief Scorner is not too proud to admit that they could not have done it alone, and they are far more eager to claim the territory than to refuse aid on a minor point of pride.  
  [Economy]  Buyout TP2 of Leafy Lumpfish in region 42.  Success!   (Roll)  
  [Intrigue]  Coerce TP1 of Leafy Lumpfish in region 42.  Failure.   (Roll) 
 The Ornzol are not fond of... commerce, especially not with outsiders. And there is no Ornzol equivalent to the phrase "catch more flies with honey than vinegar". Where possible, the Ornzol much prefer to simply take what they need, and pay little mind to issues such as "payment" and "ownership". Alas, the lumpfish merchants are quite persistent, and so the Ornzol are forced to actually pay for the goods they crave.  
  [Intrigue]  Secret
 Some insults require preparation, a laying of the groundwork before they can be delivered to maximum piercing effect.  
 
 Bonus Actions: 
 History tells of six great clans of the Ornzol, named for the most prominent physical features of their founders. Here, then, is a little of their struggle. 
 
  [Military]  Raise one unit of Stubby Tacticians
 Clan Stubs, named for the short-limbed but ruthless commander who brought them together.  
  [Military]  Raise one unit of Stuttering Strikers
 Clan Stutter, whose founder compensated for their speech impediment with some of the most devastating scorn-craft the Ornzol have ever known.  
  [Military]  Raise one unit of Hw'uh Harriers
 Clan  Hw'uh,  named for a physiological element that the Ornzol refuse to translate and which eludes external scholars, governed by a reclusive and intelligent scholar of little note outside Ornzol academia.  
  [Military]  Raise one unit of Split Enders
 Clan Split, whose lord was noted for a distressing capacity to operate as both Orn and Zol separately, a skill which gave enemy Scorners much leverage but also opened up a world of creative possibilities.  
  [Military]  Raise one unit of Wide-Eye Line-Holders
 Clan Wide-Eye, the unifiers, did not always govern all of Ornzol. For a long time, they were considered the weakest and least important clan- not strong, not witty, not wise, and not terribly creative. But they were cunning, and more importantly, competent administrators. When the other clans fell to infighting, the Wide-Eyes remained strong. Over years and years, they gathered wealth, forces, and intelligence on the other clans. Biding their time, concealing their true strength, they struck at the perfect moment, gathering clan after clan behind their banner, leading to the Unification of Ornzol.  
  [Military]  Recruit General: Scorner Zo'kine'rn Wide-Eye (Score: 7.  Roll )
 One clan would not bow before the unified forces of Clan Wide-Eye. As an insult to their memory, their name has been stricken from all records; their sole survivor serves as the Chief Scorner's most trusted military advisor, having betrayed the clan to deliver their final defeat. A skilled and canny tactician, Zo'kine'rn was appointed as commander-in-chief after the unification was complete. 
 General's TacDoc 
 
 Conqueror's Path (+3 to battles when attacking)
 Zo'kine'rn has little time for passivity. They prefer to take the battle to the enemy, and cut a swathe through their ranks.  
 
 
  [Economy]  Hoard Treasure 
  [Economy]  Hoard Treasure
 One of the first orders of business after the Unification was gaining a more detailed picture of the resources available to the combined clans. It quickly transpired that many of the outlying settlements had taken to raiding each other, and when a stop was put to this, it was found that significant hoards of wealth were being stashed away. These were appropriated for use to fund the new government's projects.  
  [Intrigue]  Coerce TP2 of Ornzol Scorners.  Success!   (Roll) 
 Not everyone was happy with the Unification. Many scorners, previously content, were uncertain of their future, having eked out only a modest living under the separated clans. They quickly learned that the unified government was willing to employ them. More than willing, in fact; they insisted. "No" was not an acceptable answer.  
  [Intrigue]  Recruit Spy: Rel'ol and Or'ter Split. (Score: 9.  Roll )
 There is a rare condition among the Ornzol, that which the founder of Clan Split was noted for, wherein the constituent Orn and Zol will be able to maintain concentration and activity when separated in a way that is not at all possible for most of their people. Unfortunately, while this is undoubtedly an advantage, it is also associated with stunted growth, dulled coloration, and shortened lifespan. Modern bio-tech can mitigate the direct health impacts, but there is no technique known to the Ornzol to stimulate growth or restore vibrancy in affected patients. But the uses in spycraft are obvious; Ornzol are typically obtrusive by nature, but a small, dull urchin and a small, diligent crab can get in and stay in places another agent would never be welcome. Rel'ol and Or'ter are often distrusted and misliked by their fellows, but of great use to the Chief Scorner, and more than happy to spend time away from a home they love but which does not always love them.  
 
 Ruler stats increase:  +3 Military, +2 Economy, +2 Intrigue

 Non-Actions: 
 
 Resist all actions that can be resisted in all available regions. 
 Submit proposal for Good Names Go To Waste, W21: The Bleeding Frosts 
 Accept CCA offer Chelonian Accompaniment as a retroactive seek aid for colonization of 198, going one favour into debt. 
 
 News &amp; Rumours: 




Ruler Stats for Round 2
Diplomacy - 2
Military - 8
Economy - 5
Faith - 2
Intrigue - 7

  Statistics  
 
 Spoiler 

 Special Actions Available:   Military 5, Intrigue 5   Economy 5 
 Special Actions Used: 
  Diplomacy  
 
 Spoiler 

 Reputation/Favours 
 The Abyssal Stewards:  Rep 0, 0 Favour (Expected Change: None)
 The Chelonian Chora:  Rep 0, 0 Favour (Expected Change: -1 Favour)
 The Divine Nacre:  Rep 0, 0 Favour (Expected Change: None)
 International Prestige:  Rep 0, 0 Favour (Expected Change: None)

 Cultural Exchanges 
None

 Cultural Identities 
None
 

  Military  
 
 Spoiler 

 Units:  0 (Expected Change: +5)

 Aristocratic Support 
40

 Generals 
None

 Fortresses 
None

 Perfected Tactical Doctrines 
None

 Military Technologies 
None
 

  Economy  
 
 Spoiler 

 Treasure:  0 (Expected Change: +3)

 Mercantile Supports 
40

 Trade Posts 
 Total Owned:  1 (Expected Change: 3)
 Effective Total:  2 (Expected Change: 5)
40.1 Ornzol Scorners
 40.2 Ornzol Scorners 
 42.2 Leafy Lumpfish 
 Cities 
None

 Trade Routes 
None

 Specialised Ships 
None

 Civilian Technologies 
 Photospore Signaling:  No mechanical effect
 Composite Grafting:  No mechanical effect
 Supernatic Propagation:  No mechanical effect
 Trophic Deconvolution:  No mechanical effect
 Megafaunal Tailoring:  No mechanical effect
 Graduated Symbiosis:  No mechanical effect
 Bioluminescent Navigation:  Access Depth 1 regions, requires: Photospore Signaling  (Active) 
 Filtration Grafts:  Cross red borders, requires: Composite Grafting, a Filter Feeders resource (Inactive)
 Mitochondrial Regulation:  Cross black borders, requires: Graduated Symbiosis, Food  (Inactive) 
 

  Faith  
 
 Spoiler 

 Faith Holy Sites:  0

 Clerical Support 
40

 Organised Faith Bonuses 
None

 Artefacts 
None

 Holy Orders 
None

 Miracles 
None
 

  Intrigue  
 
 Spoiler 

 Spies 
None
 

  Claims  
 
 Spoiler 

40 - Historicity
 

 
Feathersnow
 
  The World Garden 
 SKR 

MRK, the Chronicler 
9 Diplomacy
8 Military
6 Economy
5 Faith
6 Intrigue

 Diplomacy  Host an event to reveal the true history of the world in Rilanto Pass.

 Learn the secrets here 
 
 Spoiler: sub-actions 

Sub actions- give all techs we have that they don't to any Polar Power that participated in the Battle of Tidespire that attends.

Send Travelling Scholars and Papershell Draft-Cuttle to KNH.

Sub-actions- trade with subtropical powers?  They can all have scrying for free.  Honor all other requests for any technology except Sojourn Suits.  We are sowing seeds of good will.

The Ornzol, despite their awful behavior in public, in private admit to being interested in Sakurado, or, at least, trade goods from The Garden. Petrix, seeing in them a kindred race to the Ekthétes, grants them a windfall of technology in exchange for vague promises later.

  Anoxic Adaptation, Electrodialytic Staurozoa, Papershell Draft-Cuttle, Razor-Current Netting, Supermarine Artillery, and Travelling Scholars are gifted to the ORZ


Accept anything given in exchange, notably Ennean Professionalism
 

 MRK decides it is time to break silence, come what may... 
 Diplomacy  Help finish the Litany of Lamentations

 We remember... 
 Faith  Convert Holy Site 107.2, using PFG faith
 Opposed roll 16 
 Faith  Impress Clergy of 107
 The Finalists will see, we are the future!  When they come out of the Bunker, the world will be changed  
 Roll 
Failure, extra action will fix next round


 Intrigue  Continue work on Gestalt Progression
 The Road goes ever on... 
 Intrigue   Finish work on Gestalt Progression
 
Until it is done.
 
 Spy Action- exfiltrate the UltimateBunker 
 Petrix escapes! 
 Non-Action  Raise CCA rep to 4 by spending a favor

 Announcement:  Clös, the general of SKR passed away at the incredible age of 51.  He was the third oldest Hermit Crab in recorded history, as implied by The scrolls recovered in The Caves of Therapy.  He is succeeded by Junio, another Hermit Crab promoted from the ranks, current age 30.

 Other  support buyout of Deatheater Coral by KAT

 Other  Propose name: "The Shan't Void" for CCA waste naming event.

 
 Spoiler:  PRS Monument, continued 


Saint Psaul's core is the great complex where Ecclesiarchs from far and wide come to sync their instances of MRK with MRK Actual as instantiated inside the Cathedral of Comprehension, and where their memories are downloaded to archives in the Cathedral of Ascension.

The original Cathedral of Comprehension is located inside the University, in one of the side Chambers of the Caves of Therapy.  It was relocated during the dark time before the origin of the terror attack on the Holdfast was identified.  The new Cathedral of Ascension is a tourist destination located in the open in the middle of St. Psaul city, across a valley from Macropolis.

A new order of female nuns, more able to bear a greater parasite load and travel further with ease, has been bred to act as relay couriers for MRK, coordinating the various nodes of her in various Gardener settlements, as well as in the embassy in The Ennead and the Adminstratum in Pfithreef.

Meanwhile, a new order of neuter nuns has been tasked with delving into the depths of the Anamorphic Canon, in hopes of furthering the plans of MRK.  These scholars are trusted with the surviving memories of Marcion and at least nominally overseen by Petrix.  They are further assisted by The Librarians, Astartes who are too injured to fight but who qualify in intelligence exams for scholarships to the University.

Just recently, a great breakthrough was accomplished by these workers, one that will further MRK's path to Godhood...
 

 
 Spoiler:  ABS fluff submission 

Dashasham isn't a great land for monsters, and Qzzry'ya is even worse. There is one tale that is regarded as largely an apocryphal story of explanation that may interest the Stewards however.

  Saint Georgia and the Rolling Spiral! 
In the waning days of The Precursor State Era, Sakurado was already an ascendant force in Dashasham, and Saint Tomo had already done his now famous mission. To The Levt. Against that backdrop, Saint Georgia was a Episkopa in the region near what is now the Macropolis. She was bred by genitors as an Ecclesiarch, in an era when most Sakura-Jin were converts and the Cherry Blossom Movement was less caste-bound than today.
Saint Georgia was notable in taking seriously and literally St. Psaul's teaching to "not wear the dead," forgoing a shell at a time when a naked carapace was seen as a mark of extreme poverty and near-death.  She is said to have refused a shell instinctively, even in her pupil phase, so great was her faith in Sakurado.

One day, she was managing barnacle fields, when a snail  about her came and began gobbling up the sessile creatures!  She attacked the beast and drove it off!

Members of her congregation, not fully committed to the cause, suggested she hunt and kill it and take its shell, for surely her faith was not worth the pain and stress of nudity.

Saint Georgia was disturbed.  While such creatures went wild,  the true teachings of Psaul would never be accepted.  She resolved to  do something! 

She tracked snails, but could never find their nests.  Indeed, the giant snails seemed to all different clutches, a few years apart in age, all radiating from a central location.  Genetic tests confirmed what her trackers instinct suggested.   They were all full siblings!

She triangulated the nesting sites over years, until the rough range of their parent could be found. And it was! THe Rolling Spiral, the biggest yet living, a relic of another age!  And, Georgia knew, it must die for the new age to dawn.  Over months and with careful labor, she built a trap.

When the day came, she used herself as bait, luring Rolling Spiral to an area submerged by high tide, then ruining its ability to escape, beaching it.  This area was, Georgia knew, adjacent to a great rookery of It-That-Comes-From-Beyond-the-Sky.

Rolling Spiral was eaten alive while slowly drying out!

Studies later confirmed what Georgia suspected.  Rolling Spiral was the last surviving adult of a species that, in pre-cataclysm days, was a keystone predator of Dashasham and the primary source of shells for the Hermit Crab folk. With no more new larvae born, the species died out, though genetic samples remain in both Finalist and Sakurado germ banks.  This created a cascade of environmental catastrophy in Dashasham that led to the eventually near extinction of wildlife in the region, and necessitated the introduction of bespoke clones to prevent the area becoming open water.
 



Stat growth-

+1 Diplomacy, +1 Faith, +1 Intrigue.

New stats-

10 Diplomacy
8 Military
6 Economy
6 Faith
7 Intrigue

Treasure: income 1, 1 spent
Gengy
  Round 25
 [ Gotezhar Builders Union ] 
 [Stormcloud Conglomerate]  
 [Feytor Saroon'din, The Seaquake] 
[ Bane of Sargasso, Black Spot ]
Regions:  138 , 101, 128, 130, 136, 137, 139, 140, 141, 167, 170, 174    
Actions:
 
  [Diplomacy 10]  Elevate Status, Empire:  Gotezhar Builder's Union  becomes   Stormcloud Conglomerate   (GTZ)
  After years of quiet, broken up mostly only by small border skirmishes, the Builder's Union makes a giant wave of rumors!  From atop the Leviathan Ark that now houses almost all of what once was Ezcorher, Saroon'din, the Seaquake, Black Spot, Bane of Sargasso, and  former  Feytor of the Builder's Union is sworn in and given allegiance to by twelve different Governors.  This makes him Alto Feytor Saroon'din, First of His Name!  The sky itself rumbles in satisfaction!  May his foes be struck down, and his water be untainted by salt!   
  [Military 5]  Build a Fort in 169
  The Chora ask for a protector.  Who better then their neighbors whom can best aid them in greatness?  The Conglomerate wishes to be friendlier with the Chora anyways, and all they ask is to build a Fortress in the region.  Druth personally oversees the construction, and in a move that everyone agrees with, names is after the current General of the Stormcloud's forces.  "Fort Kagado" is finished in just a couple years.   
  [Intrigue]  Secret Action
  Under the shade of clouds, many things can be moved.   
  [Intrigue]  Add to the Monster Mythography [2/5] (Spend Treasure [3/5])
  The Abyssal Stewards require information and investigations into the unspoken and unspeakable.  The Stormcloud Conglomerate answers the call.   
  [Economy]  Buyout Razorglass (128 TP2) [ Roll : 16]
  A steady supply of Razorglass is needed for both military and civilian requirements.   
  [Economy]  Buyout Unworked Serpentine (121 TP2) [ Roll : 15]
  An insider tip from the Cyphiri Union seems to indicate that there may be more to this 'Serpentine' then meets the eye.  Efforts are made to attempt to acquire the unusual material.   
 

Non-Actions:
 
 Provide support for conversions to Flowing Way schools in Builders Union territories 
 Give permission for Flowing Way nations to traverse Builders Union territories 
 Gift Artful Acquisitions to MIR (MIR Wonder) 
 Resist all tech thefts 
 Request an exchange of the ABS Favor owed for their new technology. 
 Spend favor for CCA to increase reputation from Rank 1 to Rank 2. 
 Spy Action:  Researcher 42 has not been seen within Ezcorher's Demesne. 
 Team Clouds is supported from afar, and the hope is that the team members will all return safely. 
 Send General Kagado to the Dawning of the Third Age Event 
 Send Governess Rubi'din, elderly matron Mer, to the Imperial Prerogative Event 
 While not exactly  invited  by the CCA to propose a name for the Wastes, some members of Gosto G'Cor are quite vocal about calling the Wastes south of the Sea of Bones  The Destined Expanse  
  
 Spoiler: Monstrous Mythography 
While not everyone knows of the B'trick Stars of B'kini Bottom (139), everyone who does agree that they are pests that must be culled regularly.  Beyond just preservation of important resources in the region, there is an ancient story - one even older than the tales of the heroic Krusty Krab those of the region revere - of a horrible creature.  The story itself is a simple one:  The creature, known only as The Sponge, screams with a terrifying sound like the most grating laughter in the seas, before it swallows whole sections of the sea, growing larger and larger.  Poking it with spears does nothing, as The Sponge is absorbent yellow and porous.  The tale goes that nothing, not even entire armies, can harm it at all.  The B'trick Stars do not eat or attack it, and seem instead to somehow befriend it, making it all the more dangerous.  More and more of the sea becomes swallowed, until finally it is entirely dry and no more oceans remain.  Obviously this tale is nonsense, for the waters still exist, and if the story is to be believed, The Sponge would just grow to a size to rival even the very world itself.  Still, the story is told in hushed whispers within B'kini Bottom, and many young Mer go in search of the mythical item known as The Cancellation, which is - according to the tale - the only weapon powerful enough to perhaps stop The Sponge.  Perhaps, though, not even then...
 
 
  Build a Monument - Druthtu'o's Greatness  (3/3)
After many years, the nuvens of New Korasoon are proud to finally display the monument to their chosen leader's greatness.  Druthtu'o and his family come to the unveiling.  When the statue is revealed, his wife Rhomanchica is observed as being momentarily speechless, while his children giggle.  Druth himself quietly contemplates how to best respond to what he sees.  He moves to circle all around it, taking it in.  It is certainly his face.  There is no mistaking that.  Someone spent a great deal of time and effort on the statue to make sure his face was on it.  The rest of it?  Well, the body is a little more... muscular than any Mer has a right to be.  It holds a spear high into the air, proudly portraying a protector's position.  That's not the only thing proudly high in the air.  The  virility  of the statue is... flattering, if perhaps questionable taste.  Druth glances at his children who are now rolling in laughter while his wife desperately tries to hide their eyes.  There is a murmur in the gathered crowd, a growing level of disagreement between liking it and not liking it, and the Gotezhar creators - the oh so hopeful and loyal nuvens whom have long supported Druthtu'o - are gazing upon their Governor with pride.  Druth swallows any negative words, and just smiles at them before saying, "Thank you for your loyalty.  I have no doubt people will talk for years about this monument." 
 
 
 Spoiler: News and Rumors 

 
 Saroon'din's wife, Flordemar, has returned, and is very unhappy with her Husband.  That the rest of Team Clouds are participating in a Death Game does not sit well with her.  The Alto Feytor does not care.  His wife, the mother of their children, is home safe.  He endures whatever foul feelings she has for him for as long as it takes for her mood to improve.  After a particularly rousing yelling match, onlookers witness the ruler of the Conglomerate lean in and whisper something into Flordemar's ear; no one knows what he says, but the wife of the Feytor's face appears stunned and later, seems to lose all her anger. 
 Kora'sin and Huurjan'oak are Saroon'din's closest brothers.  At the age of thirty-four - around the year 75  - hear about the monument for  Druthtu'o's Greatness  and both of them make a point of taking a month off to travel together to go see it.  They return - with their father - all smiles, and quickly go into a meeting with their older brother.  Sounds of raucous laughter can be heard shortly after. 
 Druthtu'o (Druth), at the age of thirty-one, still governs New Korasoon.  Druth is caught unawares of what his oldest brother was doing with the Leviathan Ark!  Already dealing with pressure about the lack of response to the Reavers, Druth is a bit upset to find out that - as far as the rest of the world can tell - his oldest brother was not punishing the raiders but  working with them .  Angry missives fly back and forth between the brothers, and while Druth continues to loyally support his brother as a Governor should of their Ruler, rumors hint that the younger sibling is personally unhappy with the older sibling.  Druth spends  months  quelling the anger of the local citizenry whom were already upset that the Reavers continue to be a problem. 
 Proj'eto and Shbuul'walg, with the assistance of Joontar Osinal and their father Woenpal, respond to the Leviathan Ark in amazement.  Woenpal bids his youngest children farewell, and joins his eldest children in viewing a new monument to his family's greatness before returning to bare witness to Ezcorher's Demense. 
 The Gilded Crew has long been a subject of rumor.  Something slips when the Dawn of the Third Age event occurs:  Apparently, the Gilded Crew is the group of Reavers that Saroon'din has quietly been in contact with, or so the rumors say! 
 
 

 
 Spoiler: Ruler Information 

      Feytor Saroon'din, The Seaquake   
   D   
   M   
   E   
   F   
   I   
 
   Current  
 10 
 10 
 7 
 4 
 4 
 
  Rolled Stats 
 3 
 4 
 4 
 3 
 3 
 
  End of round 18 
 1 
 1 
 0 
 0 
 0 
 
  End of round 19 
 1 
 2 
 0 
 0 
 0 
 
  End of round 20 
 1 
 1 
 1 
 0 
 0 
 
  End of round 21 
 2 
 0 
 1 
 0 
 0 
 
  End of round 22 
 1 
 2 
 0 
 0 
 0 
 
  End of round 23 
 1 
 0 
 0 
 0 
 0 
 
  End of round 24 
 0 
 0 
 1 
 1 
 1 
 
  End of round 25 
 0 
 0 
 0 
 0 
 0 
 
  
 New Ruler Next Round! 

Expected Stat Bonuses: +1 Economy, +1 Intrigue
 

 
 Spoiler: Book Keeping 

 Units:  (11   / 26 )
 General(s): 
- Squall Kagado (Mil 10) [+1 to Battle when using  Aim for the Storm's Center ]
 Perfected Doctrines 
[ Aim For the Storm's Center : +1 Maneuvering, -6 to enemy leader loss roll, -20% to enemy losses]
 Fortresses:  Sublime Fortress, Region 138 - Fort Essensio, Region 174

 Cities: 
City of Saroon'din (136) [Saroon'din grants a +1 to Resist Sacks in the region for players who hold Mercantile Support in the region]

 Spies: 
Researcher 42 (Int 9)

 Trade Routes: 
Gotezhar (138) to the Sakura-Jin (119)
Gotezhar (138) to the Lojanese Republic (9)
Gotezhar (138) to Splendid Miru Miru (153)
 Treasure  (8  / 12 )

Member in Good Standing of the  Polar-Confederate International Bank 
(+2 Treasure Cap)

 Special Ships: 
Tipsy John

 Cultural Exchanges: 
Gotezhar (138) to Costa Sereia (134)
Gotezhar (138) to the Lojanese Republic (9)

 World Wonder 
The Gathering Tide Warehouse (138)
 Wonder Effect: The owner of this Wonder gains +1 passive Treasure income and may, once per Project, count a Project action as two Project actions if they spend one (1) Treasure as part of said Project action. 
 Technologies: 
  Supernatic Propagation 
 Trophic Deconvolution 
 Megafaunal Tailoring 
 Photospore Signalling 
 Composite Grafting 
 Graduated Symbiosis 
 Razor Current Netting 
 +10% enemy casualties and +1 to Maneuvering roll when defending, or attacking with a foothold  Supermarine Artillery 
 +1 to battle rolls and +1 to maneuvering rolls in Regions with Depth 0  Anoxic Adaptation 
 The user can now cross Brackish borders.  Bitter Tourism 
 The user can now cross Glacial borders.  Filtration Grafts 
 The user can now cross Toxic borders.  Electrodialytic Staurozoa 
 May ignore the increased effective distance from a Briny border up to twice per round. This does not reduce the effect of Briny borders on distance loss calculations.  Devolving Standardized Integrations 
 Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost.  Holographic Certification  ( Requirement Needed : Bioluminescent Ink)
 +1 to rolls when resisting Undermine Support  Bioluminescent Navigation 
 Allows traversal of Depth 1 regions.  Mamomachines 
 For each 3 treasure you spend, you receive 1 Treasure at the end of the turn.  Sojourn Suits 
 Permits actions and troop movement across terrestrial wastes (purple) borders.  Army Administration 
 Each Fortress in regions controlled by a liege, vassal, or self reduces the effective distance of that region as part of an army's path for distance loss purposes by 1 region, after all other modifiers are applied - this can cause the region to effectively reduce the total distance, but this does not stack if a path crosses a given region multiple times.   Death Commando Conditioning  
  Indah's Embrace  
 Papershell Draft-Cuttle 
 Scrying 
 Megafauna Caravans 
 Oxygenating Implantations 
 Adventuring Parties, Blood Algae, Combined Arms Integration, Joined-Stalk Companies, Mitochondrial Regulation, Reanimation Colonies, Seeker Barnacles, Toxic Filtering, Traveling Scholars 
 Crimson Cuirasses 
 Artful Acquisitions, Ennean Professionalization, RADIANT SPHERES, Battlefield Scavengers, Reactive Refining 
Restricted by Treaty: Toxologist Training 
 
Volthawk
 
   The Cyphiri Union   
  Round 25  
 Regions:  Cyph-Arel (122, Capital), Pyl-Garat (129), The Emerald Tidelands (124), Carr-Narin (121, Colony), Uln-Laton (191, Colony), Swarmhome (126)
 Faith:  The Flowing Way (The Cyphiri Way)
 Ruler:  Ashal Hallus
 Diplomacy  10  Military  9  Economy  10  Faith  7  Intrigue  4
 Voice of Harmony:   Lyric  8  Passion  8  Artistry  8
 Merchant Marine 
 
 
  Actions  
 End of Turn Ruler Increases:  +1 Intrigue
 
 Feed the Feedback Wandering [Artistry - Faith] -  19, Great Success 
 While Ashal Hallus and her retinue make the long southwestern journey to Rilanto Pass, she's accompanied by Alata. Along the way, the pair make sure to make detours and stops in places where the wanderling may be able to find the food it wants - particularly since Ashal is there to smooth things over and provide recompense for anything that's both good food for Alata but also owned by someone else. It slows down their journey somewhat, but that's fine - Ashal made sure to factor in time spent like this in her plans, and cherishes those moments spent with the wanderling.  
 Investigate Genesplicer (3 Treasure spent) [Intrigue] -  16 
 The scientific community is prominent among those skeptical of the Nacres within the Union, and as time goes on more and more begin to question whether they should bother caring about any of the restrictions and instructions given to them by the organisation. One of the first topics to get reexamined this way is the Genesplicer, the drug supplied to the settlers of Uln-Laton to engineer dangerous heat-creating life in a nearby region into a safer form. It had always been known that they could use it elsewhere on similar heat-producing life - Scaldsquid, as an example - but many Cyphiri researchers had always been curious about how the stuff itself worked, the principles that allow for such widespread genetic alteration at this scale and strength. If they were to not use it in the field, and instead study and experiment with it...perhaps they might learn something useful from it. The Nacres probably won't be happy about it, but at this point the researchers that voiced such concerns were outweighed by those who wanted to continue regardless.  
 Investigate Something Sneaky (3 Treasure spent) [Intrigue] -  13 w/ Seek Aid 
 The changes happening on the border to Kral-Katena didn't go unnoticed by the Cyphiri. Putting the reports together with stories from southern waters, they have a theory - one of the lesser Titans released by the Eel's movements must have come this far north, first causing minor disturbances in Karapu Karaihe but now doing far more damage. The theory alone wasn't alone though - they needed a confirmed sighting, and to have the vaguest idea of what exactly this creature is, in order to come up with a solution. A group of swarmkeepers volunteer to carry out the investigation - they figured the Titan was probably travelling around in underground cave systems, and caves were something they knew fairly well.  
 Expedition South of 100 (3 Treasure spent) [Economy] -  19, Great Success 
 - Free action Prospect -  26, Success (3 TPs found) 
 Olnet Belar takes Wayfinder on its first expedition into the wastes since Rendal's death, journeying out into the unknown wastes west of temperate waters. These wastes were the barrier between their staging point and their ultimate goal in the area, so they needed to find the safest routes through (relatively speaking, of course) and gauge the nature of the environment, so that they were ready when the other family members are done with their end of things.  
 Buyout TP1 of 136 [Economy] -  19, Great Success  
 Buyout TP1 of 121 [Economy] -  20, Great Success 
 While Wayfinder is busy out in the wastes, other members of the Belar family get to work securing other resources needed for their next great journey. In Gotezhar waters, some opportunity scouts find a suitable supply of clothing for the basis of one part of their project (all the while trying their hardest to not get involved in the changes happening in Gotezhar territory), while some scouts closer to home take an interest in the work House Carral is carrying out with the Divine Nacres, inquiring about the possibility of providing financial support in exchange for a steady supply of good tools.  
 
  Nonactions  
 
 Allow militaries from signatories of the Flowing Peace to move through Cyphiri waters without interference. 
 Treat Cyphiri-owned regions as hostile territory for any and all armies from the Shark People or tropical countries. 
 Hinder Buyouts in 129 from non-MIR/MGM Tropical countries. 
 Provide Cobalt Dye and Titanic Rune-Carved Fossils to the Ironkelp Order through the trade route. 
 Accept Army Administration from MIR through the trade route. 
 Artistic Harmony - Gain 1 Treasure 
 Gain 1 Unit through Inspirational Adventurers 
 Contribute 3 units to Assistance in the Depths 
 Use the Shadow Pearl to Seek Aid on the investigation into Something Sneaky:  16, Success  
 Spend 2 ABS Favours and 1 Reputation on Prize of the Depths
 After using and treasuring the Shero'ah Hakkol for decades, representatives of the Belar family once again come to the Abyssal Stewards asking for aid. Their search for the Titanic Relics would bring the Belar explorers into even more hostile and unfamiliar environments than Wayfinder's normal journeys, along with coming face to face with what they suspected as up there, and while the Stewards were denizens of the depths, the Belar still wondered if somewhere in their stores they had something to help them survive and explore up there...or at least to potentially ward off whatever might be waiting for them.  
 Gain Osteo-Rebar through A Miru-Miru Visitation 
 Contribute to Good Names Go to Wastes, Round 3
 When the Chora asks for the name of another stretch of wastes, it doesn't take long for the Cyphiri to realise where they're talking about - a region first explored by the Lux-Glossians, and then later investigated again by the Cyphiri. Out of the two expeditions, this time it is the reports from the Crimson Moonlight that capture the imagination of most Cyphiri - the odd clarity of the water, and the way it casts mirages of anything in it, is far more evocative than the silty seafloor and the spices found down there, and the name the Union presents to the Chora reflects this -  The Flowing Mirage .  
 Spend 2 DNA Favours and 1 Reputation on Teach a Fish to Man to develop Unworked Serpentine into Serpentine Tools 
 Attend The Dawning of the Third Age
 While the tide of opinion in the Cyphiri Union was very much turning against the Divine Nacres, some still do choose to believe in their good intentions. House Carral (the settling of Carr-Narin giving them the boost they needed to secure their own Council seat) is one of the more prominent supporters of the Nacres, and continue to make dealings with the organisation. Closer to home, those within Carr-Narin itself work directly with the Nacres to create new forms of industry in order to shape their raw stone into useful products, while much further away a group of Carral head to Rilanto Pass to hear what the Sakura-Jin have to say in their defence. Their presence is somewhat overshadowed by a surprise appearance by Ashal Hallus, leader of the Union, however.  
 
  News and Rumours  
 
 While most of the family is focused on their main operations, it must be said that there are a significant amount of Belar in Aelwyd Alferiad recently. The Chora gave them a foothold in the local scale trade some years ago, and further back assisted with steady trade routes between the Draigiau and Cyphiri, and it seems that the Belar are putting that to work to establsh a new staging point in the region for wastes exploration. They're a little tight-lipped about their intended destination, particularly by Cyphiri standards, but judging by the preparations they're making and the stockpiles of supplies they're gathering, they're planning an expedition further afield than the nearby Mythic Desolation. There are also scattered reports of Belar opportunity scouts in various scattered locations across the ocean - some in Garza Feld, a few scattered across the northern territories of the Shifting Ennead, and a fair few in various waste-side subtropical regions, particularly Chun'kama Ki'wasi. 
 Hearing news of so many new countries at once naturally sends waves of excitement throughout the Cyphiri population, and soon opportunity scouts and Melrit News Network representatives head down through Rilanto Pass to learn more about the newcomers and pass their stories on to the rest of the Union, who listen, think, and talk before a rough consensus starts to form on the newcomers.
 
 The Carrion Traders are...odd. There are parts of their system that is familiar to the Cyphiri - their clan structure being the main one, but even there it's odd, valuing raw wealth over intertwined obligations and influence, and then everything else about their society...it's hard for the Cyphiri to really pin down what the problem is here, but they're pretty sure there is one. Something about the Traders just doesn't sit right for most members of the Union. The swarmkeepers seem fine with them, though, and it's generally agreed that if a Cyphiri family has to deal with these people, they'd let the swarmkeepers take point. 
 When it comes to the Echinus of the Moss Coast, the Nomadic Ways and the general nomadic code the Echinus follow are the main points of curiosity for those in the Union. After all, as followers of the Flowing Way these kinds of traditional stories and lessons are fascinating to most Cyphiri, and they happily listen to whatever the Echinus are willing to share. Beyond that, Wobb Storrin themself makes a good impression on any Cyphiri they happen to meet, as a good story is a fantastic way to get the Cyphiri on-side. 
 The Unrelenting Horde is a little concerning in some ways, but those concerns are heavily outweighed by excitement about how the Hyperiids view the wastes. After all, over the last few decades the wastes have always held a certain fascination to the Cyphiri as well, and stories first from the Lux-Glossians and later from their own Wayfinder had always been popular in the Union. The Cyphiri opportunity scouts make it clear that those stories, and more practical information about traversing the wastes and the conditions in there, would be available to any Hyperiid who asks. 
 The Cyphiri seem a little unsure around the Katethi Dominion at first glance. These days, kucen are usually associated with the Lambent Syndicate, and given the history between Union and Syndicate...that leaves some of the Cyphiri opportunity scouts on edge as they first find out that the toxic waters here were occupied. It doesn't take long for that association to be obviously not the case, with a proper look at the Katethi and a little time to get a vague idea of what's going on here, but that doesn't exactly remove the unease. This place, and the people that call it home, are fascinating but yet also...unsettling. 
 The Quiet Storm Trifectate is quite interesting to the Cyphiri. The Cult of Salvation is a case where they can readily agree with the goals of the faith, even if not entirely in terms of fundamental beliefs and the question of a root cause to it all, and it leads several Cyphiri to suggest that the Nira should consider learning more about the principles and beliefs of the Chelonian Chora, and when it comes to more mundane topics the Cyphiri are quite interested in the bamboo that grows here - it's similar in some ways to various plants the Cyphiri cultivate to use in architecture, and so some Cyphiri are quite interested in learning and sharing about any similarities and differences in techniques in agriculture and construction. 
 The Ornzol Superiority make a good impression on the Cyphiri, although almost certainly not an intended one. They may be hostile, yes, but most of that hostility has been expressed verbally, and in very impressive ways. Works collecting the best insults the Cyphiri opportunity scouts have heard in their short time in Ornzol are already proving quite popular back in the Union, albeit more as a masterclass of worldplay and creativity rather than out of finding joy in insults. 
  Ni'qinchay Ya'pana gets a lot of interest from the Cyphiri. Their story, of oppression by the Lambent Syndicate and using their traditions to organise a revolution, is quite appealing to the sensibilities of the Cyphiri and they spread it as far and wide as they can, and visiting Cyphiri make it clear that if the Yu'yaychun Ka'maki wish, the Cyphiri will do what it can to help them establish themselves in the wider ocean. 
 
 
 News quickly comes back to Union of events in Rilanto Pass, and what was said by everyone involved, with varying amounts of pro- and anti-Nacre slant depending on who is telling the story. Opinions on the revelations are as mixed as always across the Union - the additional information and context is very gratefully accepted, but it does little to shift either side as a whole. The real gamechanger from the meeting was when the news got to the part played by Ashal Hallus herself - the Union Council had tried to stay out of the debate as much as it could as a political entity, but here was the leader of the Council, and thus the Union as a whole, firmly throwing in her lot with the side opposed to the Nacres, and expressly and specifically permitting terrestrial exploration. That  does  shift some opinions, and in any case there's a great deal of excitement over what discoveries and stories this path may lead the Cyphiri to. 
 
  Statistics  
 
 Spoiler 

 Special Actions Available:  Diplomacy 10, Faith 5
 Special Actions Used:  Military 5, Economy 5, Economy 10

  Diplomacy  
 
 Spoiler 

 Reputation/Favours 
 The Abyssal Stewards:  Rep 3, 2 Favours (Expected Change: -1 Rep, -2 Favours)
 - Welcome: +1 to resist Sacks and Coercion
 - Friendly: +2 to resist Secret Actions
 - Favoured: Access to Magma Forges
 The Chelonian Chora:  Rep 2, 1 Favours (Expected Change: None)
 - Welcome: +1 to resist Supports becoming Open or Unruly
 - Friendly: Distance Losses triggered every fourth region; -0.5 distance penalty (-1 if target is adjacent to/has a CCA base)
 - Voice of Harmony: Various benefits (see doc), Lyric/Passion/Artistry unlocked
 The Divine Nacres:  Rep 2, 1 Favour (Expected Change: -2 Rep, -2 Favours)
 - Welcome: +1 to Exploration, Prospecting and Colonisation
 - Friendly: +2 to Investigations
 International Prestige:  Prestige Rank 2, 0 Prestige (Expected Change: None)
 - Respected: +1 to Establishing and Pressing Claims and Promoting Claimants
 - Admired: +1 to attempt/resist Sway and Impress actions

 Bases 
122: Reefback Nursery
124: Smoking Garden

 Cultural Exchanges 
Costa Sereia

 Cultural Identities 
Troubled Supports (Sway and Impress Reaved and Unruly factions)

 Great Works 
The Palranic Anthology (Literature; kept in Cyph-Arel)
 

  Military  
 
 Spoiler 

 Units:  7 (Expected Change: -2)
 Unit Cap:  15 (Base 3 + 4 Regions + 7 Supports + 1 Wonder)

 Aristocratic Support 
91, 101, 111, 122, 124, 126, 191

 Generals 
Note: Generals with a Passion score are War-Singers, ruler is always a War-Singer
Falnat Halus (Mil 10, Passion 9): Harmonic Resonance (Free Sway Clergy as Lyric action, -30% own casualties, -40% enemy casualtis, +2 allied leader loss, +12 enemy leader loss)
Renald (Mil 8, Passion 7): Prime Targets (Free Sack attempt on offence, -2 enemy leader loss on defence, -20% own and enemy casualties)

 Perfected Tactical Doctrines 
None

 Fortresses 
None

 Military Technologies 
    Technology 
 Type 
 Effect 
 Requirements 
 Met? 
 
  Blood Algae 
 Sappers and Siege Weapons 
 +20% enemy casualties and +10% own casualties in Depth 0 regions 
 Supernatic Propogation 
 Yes 
 
  Crimson Curiasses 
 Armour 
 +1 to Battles 
 Graduated Symbiosis, R:Hard Organic Material 
 Yes 
 
  Death Commando Conditioning 
 Logistics and Morale 
 +1 to Battles 
 Graduated Symbiosis, R: Siren Extract 
 No 
 
  Devolving Standards Integration 
 Combat Drugs and Medicine 
 After battle victory, gain +1 to battle rolls for (half enemy units lost) rounds. 
 Composite Grafting 
 Yes 
 
  Reanimation Colonies 
 Warbeasts and Mounts 
 -10% own casualties 
 Graduated Symbiosis, R: Corpses/Skeletons 
 Yes 
 
  Razor Current Netting 
 Fortifications 
 +10% enemy casualties and +1 to maneuvering when defending or attacking with a foothold 
 Composite Grafting, R: Glass 
 No 
 
  Supermarine Artillery 
 Dropping Weapons 
 +1 to battle and maneuvering rolls in Depth 0 regions 
 Supernatic Propogation, Photospore Signalling, R: Giantsbane Seeds 
 Yes 
 
  Combined Arms Integration 
 Dropping Weapons 
 Additional +1 to battle and maneuvering rolls in Depth 0 regions 
 Supermarine Artillery, R: Soldiers 
 Yes 
 
  Magma Forges 
 Special 
 +1 to battle rolls, +1 to rolls vs Titans, +1 depth access 
 Hard Metal 
 Yes 
 
  
 

  Economy  
 
 Spoiler 

 Treasure:  14 (Expected Change: -4; +3 Rate - 11 Actions + 3 Mammomachines + 1 Harmony)
 Treasure Cap:  17

 Trade Posts 
 Effective Total TPs  31
 Treasure Rate  3

 Foreign TPs with Owned Mercantile Support  7
    Trade Post 
 Resource 
 Use 
 Support 
 Rate 
 
  32.1 
 Delicate Mussels 
 Filtration Grafts 
 Open 
 1 
 
  71.2 
 Dragon Scales 
 Crimson Curiasses 
 Seatide Confederacy 
 1 
 
  100.2 
 Scaldsquid 
 None 
 None 
 1 
 
  109.1 
 Swarm Ash 
 Bitter Tourism 
 Open 
 1 
 
  117.1 
 Biolumiscent Tunicates 
 Support of 118, Holographic Certification 
 Costa Sereia 
 1 
 
  118.1 
 Domesticated Sea Cows 
 Support of 126/139 Megafaunal Caravans 
 Cyphiri 
 2 
 
  118.2 
 Domesticated Sea Cows 
 Support of 126/139 
 Cyphiri 
 2 
 
  122.1 
 Native Gold 
 Joined-Stalk Companies 
 Costa Sereia 
 1 
 
  122.2 
 Native Gold 
 Joined-Stalk Companies 
 None 
 1 
 
  124.C 
 Hematite Flakes 
 None 
 Costa Sereia 
 1 
 
  127.1 
 Ray-Ear Seaweed 
 Support of 121/122/123/140, Oxygenating Implantations 
 Costa Sereia 
 1 
 
  129.C 
 Mercenary Retainers 
 Union Mercenary Exchange, Combined Arms Integration 
 Cyphiri Union 
 2 
 
  134.2 
 Cobalt Dye 
 None 
 Costa Sereia 
 1 
 
  135.1 
 Luminescent Crystals 
 Deepwater Survival System 
 Costa Sereia 
 1 
 
  139.1 
 Fertilising Seeds 
 Supermarine Artillery 
 Cyphiri Union 
 2 
 
  140.1 
 Scouring Serum 
 None 
 Cyphiri Union 
 2 
 
  142.2 
 Hollow Sunfish 
 None 
 None 
 1 
 
  173.1 
 Tiny Tubeworms 
 Filtration Grafts 
 None 
 1 
 
  186.1 
 Mammoth Seals 
 Seeker Barnacles 
 None 
 1 
 
  W35.1 
 Titanic Rune-Carved Fossils 
 Reanimation Colonies 
 None 
 1 
 
  
 Mercantile Support 
118, 122, 123, 125, 126, 129, 139, 140, 170

 Cities 
Union Mercenary Exchange (129; Mercenary Retainers TP + Sacks)

 Trade Routes 
Ironkelp Knights
Kar-Nath Hegemony
Chelonian Chora (Firstreef)
Draigiau Residuum Gathering
Splendid Miru Miru

 Specialised Ships 
Wayfinder (High-Strength Photosphore Headlamps: +2 to Prospect actions)

 Civilian Technologies 
    Technology 
 Type 
 Effect 
 Requirements 
 Met? 
 
  Composite Grafting 
 Starter 
 None 
 None 
 Yes 
 
  Graduated Symbiosis 
 Starter 
 None 
 None 
 Yes 
 
  Megafaunal Tailoring 
 Starter 
 None 
 None 
 Yes 
 
  Photospore Signalling 
 Starter 
 None 
 None 
 Yes 
 
  Supernatic Propogation 
 Starter 
 None 
 None 
 Yes 
 
  Trophic Deconvolution 
 Starter 
 None 
 None 
 Yes 
 
  Bioluminescent Navigation 
 Depth 
 Allows access to Depth 1 regions 
 Photospore Signalling 
 Yes 
 
  Oxygenating Implantations 
 Depth 
 Allows access to Depth 2 regions 
 Composite Grafting, Bioluminescent Navigation, R:Photosynethic Organisms 
 Yes 
 
  Oxygenating Implantations 
 Depth 
 Allows access to Depth 3 regions 
 Bioluminescent Navigation, Oxygenating Implantations, R:Crystal/Glass 
 Yes 
 
  Indah's Embrace 
 Depth 
 Allows access to Depth 1 regions 
 Graduated Symbiosis, R: Growable Mineral Composite 
 No 
 
  Anoxic Adaptation 
 Border 
 Cross Brackish borders 
 Composite Grafting, Trophic Deconvolution 
 Yes 
 
  Bitter Tourism 
 Border 
 Cross Glacial borders 
 R: Heat Source 
 Yes 
 
  Filtration Grafts 
 Border 
 Cross Toxic borders 
 Composite Grafting, R: Filter Feeders 
 Yes 
 
  Mitochondrial Regulation 
 Border 
 Cross Glacial borders 
 Graduated Symbiosis, R: Food 
 Yes 
 
  Toxic Filtering 
 Border 
 Cross Toxic borders 
 Composite Grafting, R: Armour 
 No 
 
  Sojourn Suits 
 Border 
 Cross Terrestrial borders with a Specialised Ship 
 Anoxic Adaptation, Filtration Grafts, R: Tools, R: Clothing 
 No 
 
  Electrodialytic Staurozoa 
 Distance 
 Ignore the distance penalty from Briny borders, doesn't affect distance losses 
 None 
 Yes 
 
  Papershell Draft-Cuttle 
 Distance 
 Ignore the distance penalty from Brackish borders, doesn't affect distance losses; +1 Prospect in depth 0 Colonies 
 Supernatic Propagation, Anoxic Adaptation 
 Yes 
 
  Sulphurous Secretions 
 Distance 
 Halve the distance penalty from Toxic borders, doesn't affect distance losses 
 Graduated Symbiosis, Composite Grafting, R: Hard Metal 
 Yes 
 
  Megafaunal Caravans 
 Distance 
 Reduce the distance penalty for Economy actions by 1 
 Megafaunal Tailoring, R:Food 
 Yes 
 
  Adventuring Parties 
 Action Bonus 
 Can send Missions from any region with owned Aristocratic Support 
 Photospore Signalling, R: Skilled Labour 
 No 
 
  Holographic Certification 
 Action Bonus 
 +1 to resist Undermine Support actions 
 Photospore Signalling 
 Yes 
 
  Joined-Stalk Companies 
 Action Bonus 
 Expeditions reward 1 Treasure instead of +1 to a Buyout, Great Success gives automatic control of a TP instead of 1 Treasure, wastes exempt. 
 Composite Grafting, R: Precious Minerals 
 Yes 
 
  Scrying 
 Action Bonus 
 Great Success on Seek Aid grants a +2 bonus instead 
 R: Shiny Object 
 Yes 
 
  Seeker Barnacles 
 Action Bonus 
 Can send Expeditions from any region with an owned Trade Post 
 Graduated Symbiosis, R: Megafauna 
 Yes 
 
  Traveling Scholars 
 Ruler 
 Roll and drop 1 additional d4 when adopting a new non-dynastic ruler 
 R: Talented/Knowledgeable Labour 
 No 
 
  Mamomachines 
 Special 
 Regain 1 Treasure per 3 spent in a round 
 Graduated Symbiosis 
 Yes 
 
  Reactive Refining 
 Special 
 Create a Screechstrobe Cluster with a 3-action Intrigue/Military project 
 R: Volatile/Reactive Metal (resource consumed) 
 N/A 
 
  
 

  Faith  
 
 Spoiler 

 Faith Holy Sites:  Just check the table

 Clerical Support 
101, 122, 124, 126, 141, 143

 Organised Faith Bonuses 
+1 to Impress Actions
Cultural Identity for Buyouts
Prophetic Education (Roll twice for Economy and choose either result when changing rulers dynastically)
Inspirational Adventurers (Gain 1 unit on Expedition GS)

 Artefacts 
 Arthan’s Head  As an action (that can be associated with any stat), the owner of Arthan's Head can select a region for the Head to focus on in the next round. This provides a +1 bonus to all actions targeting that region that use the same stat as the action used to focus the Head in the round before.
 Gulgolet Shero'ah Hakkol  One Prospect action per turn in a Wastes region gains a +2 bonus.
 Lesser Piryon Ma’yan  Reduces the action cost of Projects in one region by one action as long as exactly one action’s worth of progress is added to the Project each turn and the Piryon Ma’yan remains in the region the entire time. Currently applicable to Projects with an action cost of 5 (or more). As the Piryon Ma’yan grows, this effect may improve.
 Shadow Pearl  Satisfies Scrying resource prereq, can Seek Aid as a non-action 1/round - if this would make a fail a success the pearl goes Lambent and can't be used. If 2+ pearls are Lambent, reset all pearls and gain Faith if yours wasn't (see miracle for extra details).

 Holy Orders 
None

 Miracles 
Bones of the Ocean - Wastes TPs owned by Cyphiri Way countries count as Holy Sites
 

  Intrigue  
 
 Spoiler 

 Spies 
None
 

  Claims  
 
 Spoiler 

122 - Historicity, Integration
124 - Confederation
126 - Marriage (Strong), Integration
 

  Total Passive Effects  
 
 Spoiler 

 Borders: 
Access Depth 3, Brackish, Glacier, Toxic
Ignore penalty for briny and brackish borders 2/round each, non-battle uses only

 Actions 
Economy actions: -1 Distance Penalty
Buyouts: 2d8 CI
Impress: +1 Prestige, +1 Religion, 2d8 CI if Unruly/Reaved
Sway: +1 Prestige, 2d8 CI if Unruly/Reaved
Exploration: +1 Nacre Rep
Prospecting: +1 Nacre Rep, +2 Artefact (1/round, Wastes only), +1 Tech (Depth 0 only)
Colonisation: +1 Nacre Rep
Claims: +1 Prestige
Investigations: +2 Nacre Rep

 Defensive 
Resist Coercion: +1 Steward Rep
Resist Sack: +1 Steward Rep
Resist Secret: +2 Steward Rep
Resist Supports becoming Open/Unruly: +1 Chora Rep
Resist Sway/Impress: +1 Prestige
Resist Undermine: +1 Tech

 Misc 
Merchant Marine: Extra Economy action, 15 treasure cap, can spend 3 treasure on a roll, foreign TPs in mercantile support regions count towards treasure, can provide two resources through a trade route
Friendly with the Chora: -0.5 distance penalty (-1 if target region has/is adjacent to a Nursery), unit distance losses triggered every 4 effective regions
Mammomachines: Gain 1 Treasure for every 3 spent in a round
Joined-Stalk Companies/Seeker Barnacles: Expeditions can be made from any owned TP, and rewards are changed to 1 Treasure on success/automatic control of a TP on great success

 Union Mercenary Exchange 
+1 to Mil actions in 129 (own Aristo support)
Can always coerce trade posts in 129 (own Aristo support)
+1 unit cap (own Merc support)
1 extra defender in 129 (own Merc support)
2/round, spend 3 Treasure to recruit 2 units with one action (own region and both supports)

 Polar-Confederate International Bank Membership 
+2 Treasure Cap (17 w/ MM)
Can spend one extra treasure on Economy rolls (total +4 w/ MM)
May transfer 1 Treasure to other bank members per round as a nonaction
+1 to resisting Sacks and Coercions within regions owned by Bank members
 

 
Grim ranger
    Kar-Nath Hegemony   
 Located in:  Polar zone, regions 53, 55, 62, 63, 64, 65, 75 and 77
 Capital:  Glacier Crag, Region 77    Turn 25   
   Nedir, the Frozen King and Voice of Harmony   
 Diplomacy - 10, Military - 10, Economy - 10, Faith - 10, Intrigue - 10 
  Actions:  

1.  [Diplomacy]:  Attend The Dawning of the Third Age

 
 Spoiler: Event subactions 
- Receive Crystalline Biocompensators technology from DNA
- Offer SEN 2 treasure for deal to allow KNH troops passage through Region 67. The offer is final and will not be shifted: the only reason for further negotiations would be permanent access, guaranteed by PRS agreement. UPDATE: With the planned invasion of Kenaqua avoided for the time being, KNH will retract its offer.
- Give SKR Mamomachines and Megafaunal Caravans technologies in exchange for Papershell Draft-cuttle and Traveling Scholars technologies
- Give MGM Devolving Standardized Integrations, Graduated Symbiosis, Megafaunal Tailoring, Scrying and Trophic Deconvolution technologies in exchange for Advanced Cooking and Big Rocks technologies
 

 - The Hegemony does not make a grand presence of themselves around the grand event this time, the young Nathi by the name of Icaru clad in robe bearing the seal of the Frozen King leading the delegation. Mostly focusing on quiet trades of knowledge with some other polities while following the developments with the Nacres with a wary eye, this new Nathi occasionally discusses with chain-clad retainer by his side, clearly having solid connection to the royalty of the icy nation. 

2.  [Faith]:  Conduct Passion (spending 1 treasure)(Roll:  22 . Success!)

3.  [Economy]:  Buyout TP 2 of Darkwell (Region 80), Electrodialytic Staurozoa nullifies extra distance from Briny boarders (Roll:  16 . Success!)
 With the markets of Polar seas expanding once again, the Hegemony seeks to secure more food and bio-crafting materials. 

4.  [Military]:  Build World Wonder, the Polar Institute of Warfare, in Region 65 (3/5)

5.  [Military]:  Build World Wonder, the Polar Institute of Warfare, in Region 65 (4/5)

6.  [Military]:  Build World Wonder, the Polar Institute of Warfare, in Region 65 (5/5)
 - The work on the grand institute of the Hegemony continues unabated for years on end, builders protected by new legions of Talented Crab Soldiers now raised as military labor in the region. The massive spires and facilities of the Institute are being built in record time, massive quantities of resources being relentlessly directed into the effort from all across the land of the Frozen Kings. At times, it seems like such a grand undertaking would never finish... but as the spires of the Polar Institute of Warfare finally reach their full height over the region, the world is left with its next civilization-defining wonder. 

General note: if KNH has spent 3 treasures this round, they regain 1 via Mamomachines technology

  Non-actions:  

Constant: Automatically accept all trade routes, cultural exchanges, gifts, etc from other players, Automatically defend against any unauthorized buyouts/incursions/etc.
Constant: All KNH's prisoners are kept in Glacier Crag to benefit from Order of Chain Warden's extra protection against secret actions. (Current prisoners: SEN general Balelia)
Constant: Allow GRV and ESP armies free passage through KNH lands and grant both polities free reign to perform projects in KNH lands. Treat all other powers currently as hostile.

A.  Create a monument - The Rage of Dragons (in region 75)(2/3)  
 
 Spoiler: Let devastation not be forgotten 
 With the circular area of devastated seafloor and some ruins surrounded by a modest stone fence adorned by descriptions of the event and well-wishes for the survivors, each hand-crafted by the people of the region. Some artistically incined inhabitants of the plains have even made statues or representations of their loved ones to leave in the fenced-off section of devastation: their contributions are accepted without judgement, for none are here to make a piece of art for the critics. This monument is for the common people, and as such it soon comes to have a certain amateur quality that tugs the heartstrings more than many professionally-made projects.

The centerpiece of the monument, however, is the thing that receives the most expert attention. The two dragons are hewn out of rare stones and bright coral, shaped to be both intimidating and majestic as their frozen forms are immortalized mid-battle. Small glowing lamps are hung about the statue, directing the gaze of any viewers to the centerpiece of the work, doubly so during nighttime. The people of the region both respect and fear the two after their clash, and although there is a certain amount of resentment present in the work as well, they dare not provoke the ire of the mighty beasts by outright criticising them. Perhaps this sort of thing is, like natural disasters, one of the events in life that can only be endured and moved on from.

With the construction itself done, there is only one matter left to do: proper (albeit solemn) celebration for the region to show off the new monument. Naturally, however, gathering the people of the region to pay their respects will take some time...and repairing the damage wrought consumes most of their attention presently. 
 

B.  Spy Action - Perform counterespionage 

C.  Good Names Go to Wastes, Round 3 - Suggest name for W5: Dirge-haunted devastation 
 - Having discovered intriguing supply of eversinging skulls within the waste, the Hegemony proposes to have it named in honor of them. 

D.  Compose - Passion (Roll:  13 . Success!) 
 -  With his ascendance into further understanding of Chora's secrets, the Frozen King works on composing, seeking further insights into an avenue the Nathi prize so highly: that of passion and martial prowess. 

E.  Share Survey Data: ask DNA to explore Wastes west of Region 62 using specialized ship, the Silvered Eye (-1 favor) 
 - Eager to get the last regions surrounding their direct holdings mapped out, the Frozen King tasks the Nacres to bring back a report regarding the wastes at Hegemony's sourthern border. 

F.  Thirst for Knowledge - Buy Hot-Blooded Hemovores from ABS for 2 Treasure 
 - Intrigued by the research the Stewards have conducted into the means of fighting the cold, the Hegemony happily pays a king's ransom to acquire this hidden knowledge for the betterment of its populus. 

G.  Contribute to the Monstrous Mythography 
 
 Spoiler: Be wary, always wary, of the Cavern of Teeth 
 Of many Nathi stories concerning monstrous encounters around their home, there is one that is less concrete in details than many others which they have already proven their hunting prowess against. This story, instead of having the Nathi head out to stalk a beast in their own turf, hits somewhat closer to home: literally so, as it is often told as a retelling from ordinary townsman from one of Glacier Crag's less wealthy neighborhoods.

The story goes that several people had apparently swam out of the city or deep into the charm over the walls of which the capital is mostly built, following a low crooning sound washing over the area, and simply disappeared. Of course, sudden disappearances and death have never been unheard of in the polar seas, even less so during those early days... but as the epidemic of settlers simply swam into the unknown only to disappear worsened, one of the early Frozen Kings sent out a troop of soldiers to figure out the root cause. After the soldiers left the city for the deep caverns, tracking one recent disappearance, the story is told many ways. Some claim that the entire thing was a plot of bandits, some members of which had infiltrated the soldiery. Another tale is that the sound was merely particularly odd current, one that had whisked away the unlucky and deathly curious.

But it is the last telling that truly gives the myth its status. In this retelling, a survivor manages to make their way back, screaming about endless teeth. His terror and madness made getting anything coherent out of him difficult, but he could retell the path of the troop into the caverns, finding some of the disappeared...only for them to be "FULL OF TEETH", as well as apparently the walls, walls that were pulsing and chewing like a great maw. Nothing of this was found by anyone since, but on occasion there are still stories across the Polar sea of travelers disappearing into seemingly harmless caves, ones that suddenly appear somewhere else with no warning. 
 

H.  Provide the findings of ABS made through Secrets of the Depths to CCA as gesture of goodwill 
 - Seeing that the findings of Abyssal Stewards' report detail something worrying they should likely know about, the Hegemony sends them over to the Chora free of charge. 

I.  Spend the free Seek Aid from Lyrical Harmony to bolster the resistance roll against Kenaqua's Gate in Region 59. KNH's regions (and this support) also get +1 to resisting supports becoming open or unruly from CCA rank 1 bonus 
 - While the Separatum Corporate Holdings are not beholden to the Hegemony, the Frozen King regardless sends what help he can in combating the influence of the Gate in the region. 
  News &amp; Rumors  

- Although planning to head off the further spread of corruption left behind by Blacktide, the Hegemony was blocked in its efforts by its neighbor the Ennead, and as such forced to delay the plans of handling the issue... much to the likely concern of Polar seas at large.

  Leader improvements from turn 25:  

-

  Leader stats for turn 26:  

Diplomacy - 10
Military - 10
Economy - 10
Faith - 10
Intrigue - 10

 
 Spoiler: Leaders &amp; agents (Start of round 25) 
 Leader:  Nedir the Frozen King (Diplomacy - 10, Military - 10, Economy - 10, Faith - 10, Intrigue - 10)
 General:  Marshal Adaya shel-Girum ban-Liav (Military 8, Unbending Iron Tactical Doctrine (defense only, +3 to battle roll, -2 to own leader loss roll, +20% enemy casualties, +10% own casualties), Abyssal Expertise: Gains a bonus to Maneuvering rolls equal to the current Depth level.)
 Spy:  Loyal Figment (Intrigue 9)

 Others:  Munda (Ambassador of the Hegemony), Rayn (Chieftain of Plains of Sarkenos, technically independent), Khrom (Pride of the Legions), Pearlshell Deva (Student of Blossoming Sequence and old ways), Parts-Waters (Unin Floatsinking Gold Fish winner), Acid-shell (Nathi Wastesailer, Gold Fish winner), Araid the shell-cracker (Nathi Swordfishing Gold Fish winner)

 Historical:  Frozen King Rham (Frozen forever in Rimestone ice, as per ancient Nathi tradition), General Kreel (Died on a campaign. Brought back to life by the Gravetenders)
 

 
 Spoiler: General bookkeeping (Start of round 25) 
 Regions:  77 (Capital), 75, 65, 64, 63, 62, 55, 53
 Military units:  6
 Treasure:  10
 Artifacts:  Chain of Kings (+2 to Sway roll within owner's borders, once a round), the Sgimiwr Cyflym (+1 to Maneuvering and -2 to effective region count for Distance Losses, once per round)
 Specialized Ships:  The Silvered Eye
 Reputation:  ABS (2), CCA (3), DNA (1), PRS (4)
 Favors:  ABS (1), CCA (1), DNA (0)
 Trading posts:  9 (Effective number: 10) - 2 income
Rimestone - TP 1, 77 (Merchant support)
Glittergill Shards - TP 1, W6
Mercenary Retainers - TP 1, 129
Preserved Foodstuffs - TP 3, 78
Electrum Conduits - TP 1, 76
Maltreed - TP 1, 53
Adhesive Urchins - TP 1, 62
Talented Crab Soldiery - TP 2, 65
Shells - TP 1, 30

 Civilian Technologies:  Composite Grafting, Trophic Deconvolution, Photospore Signaling. Supernatic Propagation, Megafaunal Tailoring, Graduated Symbiosis, Electrodialytic Staurozoa, Mitochondrial Regulation, Filtration Grafts, Seeker Barnacles, Joined-Stalk Companies, Indah's Embrace, Bioluminescent Navigation, RADIANT SPHERES, Mamomachines, Megafaunal Caravans, Oxygenating Implantations, Anoxic Adaptation, Bitter Tourism, Toxic Filtering, Scrying, Sulphurous Secretions
 Military Technologies : Razor Current Netting, Battlefield Scavengers, Crimson Cuirasses, Blood Algae, Death Commando Conditioning, Toxologist training, Devolving Standardized Integrations, Reanimation Colonies, Supermarine Artillery
 
MappyPK
     Splendid Miru Miru     
  Round 25   
  

 

 Capital: Aniwana (153) 
Additional Regions: Region 148, Oka Oka Okale (149), Parikao (150), Hiahia Ika (151), Wakamarumaru Marama (152)
Cities: Kanapa (153), Karapu Karaihe (150)

 Leader: Aue Aue, First Teacher of the Plutocratic Republic of Splendid Miru Miru, President of the Splendiferous University, and CEO of BioGraft Enterprises and Golden City Tours 
Diplomacy: 3
Military: 9
Economy: 7
Faith: 2
Intrigue: 1
Expected Gains: +1 MIL, +1 ECO, +1 DIP

 Standard Actions  
  MIL - Special 5 - Recruit General , Ahorangi ( MIL 7 ).
 - Tacdoc: When the Stars Align. +7 to battle when the round number is divisible by 7.  
  MIL - Raise unit . 
  DIP - Raise reputation with the DNA to 3  (TN 14). +2 PRS 3. Spend 3 treasure.   [Failure]   
  DIP - Sway Merchants in Aniwana (153)  using Hollow Sunfish to satisfy Exotic Food. +1 PRS 2. Spend 3 treasure.   [Success!]   
  ECO - Expedition north of Hiahia Ika (151)  setting out from Hiahia Ika (151) into the wastes using the Bubble Boats, Giant Cleaner Wrasse for Seeker Barnacles, and Hollow Sunfish for Megafaunal Caravans. +1 DNA 1. No distance penalties.   [Great Success!]   +1 unit. If applicable, gain control of 1 TP from University.
 - Prospect  using Joined-Stalk Companies:  2 TPs Discovered!  If applicable, gain control of 1 TP from University.  
  ECO - Expedition north of Parikao (150)  setting out from Parikao (150) across the glacial border using Scaldsquid for Bitter Tourism, Bioluminescent Navigation, Algae Bloats for Oxygenating Implantations, Luminescent Crystal for Deepwater Survival Systems, Giant Cleaner Wrasse for Seeker Barnacles, and Hollow Sunfish for Megafaunal Caravans. +1 DNA 1. No distance penalties.   [Great Success!]   +1 unit. Gain control of 1 TP using Joined-Stalk Companies. If applicable, gain control of 1 TP from University. 
 
 Non-Actions 
 
 Spy non-action. 
 Spend 1 treasure to collect observations on Region 175. 
 Send GTZ Decor via Trade Route to satisfy Luxuries DI. Send Deepwater Survival Systems. Receive Artful Acquisitions. 
 Send CYP Army Administration via Trade Route. 
 DNA - Send the 2 required units to maintain reputation. Gain 1 favor. 
 DNA - Spend 1 Favor to raise reputation. 
 ABS - Spend 1 Favor to prospect in Region 148, searching for Skilled Labor. 
 ABS - Send 1 unit to Assistance in the Depths. 
 ABS - Contribute to the Monstrous Mythography.
   
 Spoiler: A Titanic Thief 
According to classical Sluug tradition among the residents of Oka Oka Okale, once in a blue moon dust storms pick up to an extreme, sand flying up from the seafloor with little warning. Everyone takes cover, fearing the worst. Several days and several nights pass and the sand does not let up. Each and every time, at least four having been recalled through oral tradition, the waters finally come to a standstill once again and the people let out a great sigh of relief. While most remain unharmed, an even greater travesty occurs: all of the precious stones laying along the Pebble Bed are nowhere to be seen. A new stockpile must be started, and the Sluug must wait for the stones to roll once more. Only something of massive proportions with a large sticky surface area could steal so many valuables so quickly, and it must have some sort of flaps to produce such intense winds. Perhaps some sort of titanous flounder, or perhaps a skate, argue the Sluug.
 
    
 CCA - Spend 1 Favor to Seek Aid on both my diplomacy actions. 
 CCA - Suggest that Region 31 be named Ahua Rino. 
 Allow members of GREG to move units through Aniwana if necessary. 
 Resist all buyouts, sways, and any conversions not by the Way. 
 Continue the Monumental Undertaking...
 
 
 News and Rumors 
 
 The Wall's New Webbing...
   
 Spoiler: A New Campus Tradition 
Though the Sizzling Siphonophore has made maintaining the Golden Wall quite difficult, few see it as an immediate threat due to its dazzling colors and captivating nature. When the Golden Host of the Lighthouse makes his way into Aniwana to declare a hunt on the beast, however, students are caught off guard by his interesting choice of behavior. From atop the Observatory he stood, tall and static. Some students found this mildly humorous, and began doing similar before embarking into finals week to relieve stress.
 
   
 (Ongoing!) Visiting Professors...
   
 Spoiler: Foreign Talent Requested 
With the astounding success of the Splendiferous University, President of the University Aue Aue decides it is time to hire a much larger faculty. Indeed, the Taikan students have been clamoring for greater diversity in terms of course offerings. The most efficient way to accomplish this, thereby increasing the satisfaction of the students and the amount students are willing to pay in tuition fees, would be to hire foreign talent. In collaboration with the government, Aue Aue sends out a job listing to all nations in contact with Miru Miru, promising high pay, strong benefits, and opportunities for research funding.

For more information on the University and the general content areas it teaches students, see  here .
 
   
 

 

 
 Spoiler: Bookkeeping 
 Favors :
ABS = 1 - 1 = 0
CCA = 3 - 1 = 2
DNA = 1 - 1 + 1 = 1

 Treasure  = 8 - 7 = 1 + 3 (passive) + 2 (mamomachines) + 3 (University, 1 MIR, 1 CYP) = 8
 

 
 Spoiler: Miscellaneous 
 Monumental Undertakings:  
 The Statue of the Bubble Bender (3 actions) 
 The Aniwana Mall (5 actions) 
 The Clinics (3 actions) 
 
 
farothel
  The Hymenocera Expanse
Region 3 (Tropical)   
 

Leader: High King Lord Deca VI
Diplomacy: 5
Military: 6
Economy: 6
Faith: 4
Intrigue: 5  
 Actions round 25: 

[1][diplomacy] push claim region 30 (TN12, add 1 treasure, +1 PRS 1)  14, success 
[2][diplomacy] sway aristocrats 35 (TN12, add 1 treasure, -3 distance, +1 PRS 2, +1 faith bonus, 2d8 faith bonus)  12, success 
[3][Faith] Inventory of Lamentations (DNA action)
[4][Faith] Inventory of Lamentations (DNA action)
[5][economy] raise city in region 192 (name: Symethis, bonus on impress actions)
[6][economy] rebuild TP2 region 29 (1/3)

 rolls 

Non Actions:
-resist all sways/sacks/buyouts/attempts to destroy Org Bases/... unless otherwise noted
-SPY: Lady Atyoida defends Expanse interests
-hunt Abalone meat in region 33


 
 Spoiler: Bookkeeping 

TP: region 3, TP1+TP2+City (carapace armour)
region 4: TP1+TP2 (Eye Weed)
region 7: TP2 (artifacts and treasure)
region 12: TP2 (Crystal Chips)
region 13: TP1 (Rocksplinter Stars (starfish))
region 15: TP1 (granite slabs)
region 23: TP1+TP2 (glisterprisms)
region 28: TP1 (Tiny Turtles)
region 29: TP1 (Spinecrab)
region 153: TP3 (decor)
region 161: TP1 (Flowersalt)
region 192: TP1+TP2 (Magnetite Flowerstones)

Passive income: 3/turn

Units: 10/11
treasure (EOT): 11

Technology:
Composite Grafting
Graduated Symbiosis
Photospore Signaling
Supernatic Propagation
Trophic Deconvolution
Anoxic Adaptation
Filtration Grafts
Bioluminescent Navigation
Papershell Draft-Cuttle
Scrying
Sojourn Suits
Seeker Barnacles
Sulphurous Secretions

Favors:
owed:
gained:
-Abyssal stewards: 0
-The Divine Nacres: 1
-Chelonian Chora: 3

 New stats 
new stats
Diplomacy: 5 +1
Military: 6
Economy: 6 +1
Faith: 4 +1
Intrigue: 5

 Organisation reputation 
Abyssal Stewards: 3
chelonian chora: 2
divine nacres: 2
international prestige: 3.1

 
 Spoiler: artefacts 

Dreamcatcher’s Needle: +1 to 1 roll/round opposing the Dissonant or their patrons
Black Pearls "The World Garden of the Sakura-Jin grows the Ebon Oyster! Each state that has or gains a cultural exchange, trade route, or vassal-liege affiliation with, or who holds a support in a region owned by, the holder of the Ebon Oyster (currently the Sakura-Jin) may magically recieve a Shadow Pearl, a strange orb that sucks light from the surrounding area. The owner of the Ebon Oyster chooses whether a state gains a Shadow Pearl. The World Garden may never hold a Shadow Pearl, even if they lose the Ebon Oyster. The Shadow Pearl counts as a "shiny object" TP for the purposes of fulfilling the requirements of the "Scrying" technology. Each holder of a Shadow Pearl may Seek Aid as a non-action once per round. When this non-action is taken, if the roll would have failed without the bonus from the Shadow Peal Seek Aid, the Shadow Pearl becomes Lambent and the holder loses all benefits until it resets. If two or more Shadow Pearls are simultaneously Lambent, all Shadow Pearls are reset, restoring their effects to their holders. For every two Shadow Pearls that were Lambent, the holder of a random Pearl that was not previously Lambent gains one point of Faith as if they had taken two additional Faith actions during the round following the reset. E ach holder can only benefit from this once per reset, so if more than 2/3 of the Pearls were Lambent, the effect is partially wasted."
 

 

 
 Spoiler: News 

-The fastest growing region.  While only founded a few years ago, Raninoida now boasts a large population.  Enough that the main town now has received a city charter.
 

 
 Spoiler: Economy 

-Following the titan attacks, the Expanse trading guilds start to rebuild the economy of Belosa by carefully breeding with the spinecrab to get extras and by subsidizing extra farms of the creatures.

-As the region is gaining in importance as provider of hard metal, the main town of Raninoida has grown enourmously in the last years.  The new military center also helped it in gaining extra supports needed for such a base.  As a gift, the new High King has granted it city status right after his coronation.  The new city will be called Symethis and will be dedicated to the mining and working of the Flowerstones.  As metal is scarce under the waters, this worked metal can be used as gifts when dealing with people in other regions, whether aristocrats, merchants or clergy.
 

 
 Spoiler: Diplomacy 

-With a lot of time, money and energy invested in Hoplorina, it is now time to integrate the region into the Expanse.  Formal documents are send over with a delegation of people, supported by Caridea, now mother to the heir of the region.

-After the marriage of Calliasma into region 35, another group of diplomats is send out to the region to get the aristocrats on their side.  This will involve a large number of presents and a few balls in the Embassy of the Expanse for chosen people of the upper aristocracy and chosen merchants.
 

 
 Spoiler: Organisations 

-as the Expanse doesn't like the Reavers (especially the trade guilds), support is giving to the Divine Nacres to find ways to combat the attacks, or at least predict where they will be so defenses can be raised.  A group of scribes is send to the Holdfast in Belosia to provide assistance with going through the mounds of data and sort it out for further investigation.  If nothing else, this will provide the Nacres with avenues for further investigation.
 
JBarca
 Round 25
   The Shifting Ennead   
 Coresite (58), Mortuus Marea (60), Revocatus Faecum (66), The Cathedral of Movement (67), Sketi (68),  Danabae (69) ,
Raconensae (73), Maurente (74), Cryptoclysus (84), Calvarnsis Superior (185), Calvarnsis Inferior (186) 
 Liege Lord to: Draig Residuum Gathering [Aelwyd Adferiad (71), (70)]  
  Led by The King, Emperor Akkoroas 
D10 ; M10 ; E10 ; F4 ; I6 
 Actions 
 
  [MIL Recruit Unit] 
The Reavers will return. The Ennead, as the most successful foe of the raiders, must be ready
 
  [ FAITH  CotMB MIL Invade Micht Tsy Fivrivirs (57)]  Seek Aid  FAILS 
 
 Spoiler: Details 
Target: 57
Commander: Mr. A. Fish (Subcommander)
TacDoc: Skirmish (-10% casualties, both sides)
Units: 8
Treasure: 1
Route: 69&gt;57
Techs: Crimson Cuirasses (+1 Battle), Reanimation Colonies (-10% Casualties), Memetic Cohesion (+1 Maneuvering and Battles)
 
 
  [FAITH Convert HS 69.2]   SUCCESS 
Unity is a necessity. As  On Eternity  spreads, the local priests of the Communion wield the bastardization of their faith like a fine bone spear to skewer formerly elusive citizens.

 
  [ECO Buyout TP 54.1]   SUCCESS  
  [ECO Buyout TP 74.1]   SUCCESS 
The Ennead's coffers are far too often empty. Coupled with the demands of a rapidly shifting technological world, it is time for the Doflein to own a share of the market themselves, if only to relieve some pressure from Seatide.

 
  [DIP Attend The Dawning of the Third Age (SKR's Event)] 
 
 Spoiler: Sub Actions 
Accept all gifts
Gift Ennean Professionalization to SKR
 
 
  [DIP Sway Aristocrats in Cathedral of Movement (67)   SUCCESS 
Local elites under Ennead dominion are expected to be loyal. There is no compromise. 
 
 Non-Actions 
 
  Treasure Count at round start - 5 
  Unit count at round start - 8/20 
  Gain 1 Unit from Ennean Professionalization 
  Accept all gifts, including Trade Routes and Cultural Exchanges 
  All SEN territory treats all armies not belonging to SEN or STC as hostile for Distance Losses. STC is explicitly given permission to travel through SEN regions. 
  DMA Tracking: +0 
  Suggest "The Lost Pole" for W5 for Good Names Go to Waste 3 
  Squids Games Rolls: Volleyballers - Odds, no doubles. Dessia - Odds, no doubles. Abuilie - Evens, no doubles 
  Peregria engages in Counterespionage 
  Demand that the Residuum cease providing military hardware to the Hegemony so long as the Hegemony is taking hostile military action within Ennead borders. 
  Request the assistance of the Gravetenders, promised protectors of the invaded, against the invasion of the Cathedral of Movement by the Hegemony. If the golem cannot find it in their silver hearts to uphold their historic promises, then the Ennead again requests that, at the least, they cease funding the Hegemony's war machine so that the Ennead can better defend its people from the ravages of an invading army. 
  General Tulticius is beginning to fail. His augmentations were barely more than a direct neural link with the OpenSEA program which has since ceased to meaningfully exist in the seas. As his body weakens and his mind shudders to a halt, a replacement is rapidly trained. Adenia, a grand-niece of the once-great Prince Antenius, is put in charge of Ennead forces. Her great uncle's fearlessness and her mentors cunning live on in the young leader. Tulticius' corpse is, of course, tossed into the Pit, aside from his brain and nervous system - The King has plans for these. 
 
 Reports and Discoveries 
 
  The Driagiau have staked their claim on the waters to their west, and the Shifting Ennead supports their vassal. Should a state interfere with the sacred seas, the Ennead will consider this a declaration of war against the Residuum and will respond accordingly. 
  As The King, Emperor Akkoroas retreats for his next bout of stasis, the court of Danabae is swiftly filled with recitation urns. These slow, plodding creatures are the highest fashion among the Doflein in modern times, being little more than beasts of burden that carry story rather than simple goods. They have a near-perfect memory for spoken word and can communicate only basic needs and that which they've memorized. Poor indeed is the Doflein who does not own at least one such luxury. They are used for record-keeping, messages, and as private journals. Typically, they are highly secure - only by speaking a specific code word can they be enticed to divulge their cargo. One enterprising individual, who has elected to remain anonymous, has cracked the code to the emperor's personal recitation urn. Within weeks, dozens of copies of his words have been made and shared around the court. Because of the King's unique lifestyle, this journal is released as it is found - in serialized, eagerly awaited bundles.
 
 Spoiler: On Eternity, Pt. 2 
  On Eternity  
To come.
 
 
 




Ruler Stats R25:
D: 10
M: 10
E: 10
F: 5                                                                          POLAR 
I: 6
New Ruler: No

 
 Spoiler: Technology 
 Technologies 
    Type 
 Name 
 Effect(s) 
 Required Resource? 
   
  S 
 Composite Grafting 
 N/A 
 N/A 
 
  S 
 Graduated Symbiosis 
 N/A 
 N/A 
 
  S 
 Trophic Deconvolution 
 N/A 
 N/A 
 
  C 
 Electrodialytic Staurozoa 
 Ignore Effective Distance from Briny 2/rd 
 N/A 
 
  C 
 Holographic Certification 
 +1 to rolls when resisting Undermine Support 
 Photospore Signaling, Bioluminescent Ink 
 
  M 
 Devolving Standardized Integrations 
 +1 to Battles following destroying enemy units in battle 
 Composite Grafting 
 
  C 
 Anoxic Adaptation 
 Brackish (green) border crossing 
 Composite Grafting, Trophic Deconvolution 
 
  C 
 Bitter Tourism 
 Glacial (black) border crossing 
 Heat Source 
 
  M 
 Razor Current Netting 
 +10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending 
 Composite Grafting, Glass 
 
  M 
 Filtration Grafts 
 Toxic (red) border crossing 
 Composite Grafting, Filter Feeders 
 
  M 
 Destabilizing Mutagenic Augmentations 
 Increase DSI bonus to +2 
 Devolving Standardized Integrations, Composite Grafting 
 
  C 
 Scrying 
 Great Success on Seek Aid grants a +2 
 Shiny Objects 
 
  M 
 Reanimation Colonies 
 -10% Own Casualties 
 Graduated Symbiosis, Corpses/Skeletons 
 
  M 
 Crimson Cuirasses 
 +1 Battles 
 Graduated Symbiosis, Organic hard material 
 
  C 
 Implanted Personality Mindnets 
 Create, implant, and withdraw a Mindnet 
 Composite Grafting, salvaged Reaver augments or Nacres technology (consumed) 
 
  M 
 Memetic Cohesion 
 +1 to Maneuvering and Battles if using a Subcommander 
 Memetic Hazard Generators, Thinking Creatures 
 
  C 
 Memetic Hazard Generators 
 Great Success on Undermine Support (TN 18 or the defender’s roll + 6), Support becomes Unruly 
 Electrodialytic Staurozoa, Esoterica or Drugs 
 
  M 
 - 
 N/A 
 N/A 
 
  M 
 - 
 N/A 
 N/A 
 
  M 
 - 
 N/A 
 N/A 
 
    
 

 
 Spoiler: Mechanical Bookkeeping 

Trading Posts Owned: 3
 
 Gravelglass: 68.2 
 Maleficent Jelly 51.3 
 Dragon Eyes 84.2 
 
 Military Units CAP: 11/21 
 Generals 
 
   Balelia - 9  - With KNH 
  Tulticius - 8 
 
 Spies 
 
  Peregria - 9 
 
 Cultural Exchanges 
 
  GRV 
   DPB  (In Space) 
  STC 
  SKR 
 
 Trade Routes 
 
  STC 
   CRY  (Dead) 
 
 Artifacts 
 
  Shadow Pearl - Fuels Scrying. Provides Nonaction Seek Aid 1/rd. If unused, chance of gaining +1 Faith if others are used. 
  Censer of the Mother's Breath - Treat one action as Faith for Stat gain purposes. Free Seek Aid on the action 
 
 Treasure 
5/15

 Special Actions Used 
DIP5 - Cultural Exchange DPB
MIL5 - Recruit General Tulticius
ECO5 - Specialized Ship,  The Harvester 
MIL10 - Destabilizing Mutagenic Augmentations
DIP10 - Empire
ECO10 - Ennean Professionalization
INT5 - Spy (Peregria)

 Great Projects 
     Name  
  Location  
  Details  
 
  Provinciarum Mirabilia 
 67, 68, 74 
 Massive statues of coral and living flesh harvested from serfs, coupled with tax-collection offices 
 
  The Eternal Reunion 
 69 
 A huge pit dug into the seafloor, swarming with workers and filled to the brim with factories, workshops, and gristmills, and the floor is dotted with butcheries, slaughterhouses, vats, and barbershop. Into the pit flow people, animals, and other biomaterials. Out flows the raw materials for the many experiments and projects of the Doflein. 
 
   
  
  
 
  
 

    POLAR    
Zayuz
  Quiet Storm Trifectate  
  Independent Realm  
 Xianna Lao, CEO of the Quiet Storm Trifectate 
Diplomacy: 4
Military: 2
Economy: 3
Faith: 3
Intrigue: 5



 Actions for Round 24 ( Rolls ) 
 
   [Economy] Purchase Melodious Sponges TP1 from R93 (Fail) 
*Distance total of 4, -1 penalty to roll
 
   [Economy] Impress Merchants in R36 (Fail) 
With the region's requirement for military supplies, the people of Nirumanna are happy to begin trading with their neighbours for a profit. After all, a company must prosper and grow to remain relevant... The people of Region 36 require military equipment, and the Niramunnan Craftsmen are more than capable of providing.
*Valid due to adjacency/open and required resource possession
 
   [Diplomacy] Establish Confederation Claim on R36 (Pass) 
 
   [Diplomacy] Sway Aristocracy in R199 (Pass) 
*Valid due to adjacency and open
 
   [Diplomacy] Sway Aristocracy in R36 (Fail) 
*Valid due to adjacency and open

 New Player Bonus Actions 
 
  [Military]  Raise a Unit 
  [Military]  Raise a Unit
There is a danger inherent in cultivating as much life as possible in the subtropical lands. Filled with carnivores, conquerors, and belligerent neighbours, some measure of protection is necessary for the protection and preservation of life. The core of the army is composed of spearmen wielding bamboo weaponry and armor, relying on craftsmanship to make up for the relatively harmless biology of the Nira.
 
  [Intrigue 5]  Recruit a Spy: Shielle the Shadow
It is not the way of the Nira to fight in open conflict. Losing life in pursuit of any measure except the preservation of other life is a grave sin, and so the battles of the realm are to be fought in the shadows whenever possible. Shielle the Shadow has a reputation among the Underground Exchange as someone who can get things done without notice, and her reputation has brought the attention of the Quiet Storm, who have hired her in matters of statecraft.
 
  [Intrigue]Great Project: Niramunnan Underground Exchange 1/5  
  [Intrigue]Great Project: 2/5  
  [Intrigue]Great Project: 3/5  
  [Intrigue]Great Project: 4/5  
  [Intrigue]Great Project: 5/5 
Proposed Effect: +1 to Theft Actions

Upon the sea-floor of Nirumanna, between kelp forests and bamboo villages, thousands of organisms live lives and conduct business that most might deem illicit. Though technically legal, these practices have been frowned upon by the ruling companies as they tend to be the main victims of the theft that these lower markets tend to conduct to obtain their goods for sale. As a practice that often provides cheaper goods to the poorest and permits them to live, the exchange is sometimes seen as a good thing for the community, as typically those stolen from can afford to lose their resources; but tensions have remained high for most of its existence. Not less than six raids have been conducted upon the sea-floor when particularly wealthy companies have had something dear to them stolen from, and in time the markets have learned that if they want to take something truly precious that they had best conduct their schemes further from home, using the diplomacy and armies of the Quiet Storm Company as their shield. This arrangement has made both parties considerably happier, and from time to time even the elite will lean on the Exchange's talents. To visit the Underground Exchange is to be lost among countless vendors and to see goods from across the world (as many as can be acquired) listed at prices both high and low, a constant battle between vendor and customer to make the finest deals and return with the greatest wealth.
 
  [Economy] Purchase Niran Craftsmen TP2 (R200) (Fail)  
  [Economy] Purchase Niran Craftsmen TP3 (R200) (Fail) 
 
 

Expected Improvements: +3 Intrigue, +1 Military, +2 Economy, +1 Diplomacy

Non-Actions


News and Rumors
 
 
 
 

Kingdom Bookkeeping (Not yet operational)
Czard
  The Peacekeepers of Surunung 

Rahakera (155), Jyorjyuh (159), Neralam (160), Bertu Kuasalam (193)
Round 25 
Leader: Umbral Mistress Parapasa Kuasa
Diplomacy: 10
Military: 8
Economy: 2
Faith: 10
Intrigue: 3
Expected Stat Gains: +1 MIL

 Actions 
 1. MIL  - Oppress Mercantile Faction in Region 193 using Papershell Draft-Cuttle to negate additional distance penalties from brackish borders; Rolled  14  with TN of 14; Success.
 2. MIL  - Impress Aristocracy in Region 155; Rolled  15  with TN of 14; Success.
 3. FAI  - Convert Holy Site 155.1 to Radiant Indah with region owner support and a cultural identity towards conversions; Rolled  18  with TN of 12; Success.
 4. FAI  - Convert Holy Site 161.2 to Radiant Indah with a cultural identity towards conversions using Papershell Draft-Cuttle to negate additional distance penalties from brackish borders; Rolled  21  with TN of 12; Success.
 5. FAI  - Convert Holy Site 163.2 to Radiant Indah with a cultural identity towards conversions; Rolled  21  with TN of 12; Success.

 Non Actions 
 1.  Allow TIMA and GREG units to move through SUR territory.
 2.  Permit any buyouts or Mercantile Support sways/impresses by TIMA and GREG members and any conversions of Holy Sites to Radiant Indah, resist all other foreign actions in SUR territory.
 3.  Spy non-action.
4. Continue Monumental Undertaking; The Kuasa's Chosen (4th of 5 turns)
 
 Spoiler: The Kuasa's Chosen 
Construction on Parapasa's great vanity project had briefly stalled due to some shady action by powerful merchants in Rahakera halting the supply of materials, but the last bit of materials in transit had finally arrived, and all but the central statue of Parapasa herself had been completed. Unfortunately, the materials for the final statue were still being assembled in Rahakera, and would take several years to make the journey to Bertu Kuasalam. It would be yet some time before the project was finished. Parapasa herself had aged considerably since she started the project, and began to wonder if she would ever see its completion.
 
TheDarkDM
  
   The Lambent Syndicate   
 Lambent Empress Intan 
Diplomacy 10
Military 10
Economy 10
Faith 1
Intrigue 10

 Expected Stat Increases: None  
 ... 
  Actions  
 
  Military  - Raise 1 Unit 
  Military 5  - Promote General, Revenant-Commander Ade  (7) 

Proposed Tactical Doctrine - Aggressive Envelopment: +4 to Battles, +2 to Tactical Maneuvering, -20% enemy casualties, +12 Enemy Leader Loss

 Celebrated for his victory in Moistwetchessboxing, the Revenant-Commander Ade is elevated out of the Lambent Empress' personal guard to serve as general to the Syndicate's armies.  Removed from his familiar role as bodyguard, however, Ade proves a commander of only middling skill, though hope remains that his inventiveness in the planning stages of a battle may yet come to the fore.  
  Diplomacy  - Sway the Mercantile Support in The Crawling Crags (Region 20) -   21   
  Economy  - Repair Indah's Throne 
  Economy  - Impress Mercantile Support in Rahakera (Region 155) -   19   
  Intrigue  - Slander the Lambent Syndicate with the Chelonian Chora 
  Intrigue  - Secret 
 
  Non-Actions  
 
 Setia remains Forgotten 
 Supply the Lojanese Republic with Kelp Fiber via Trade Route 
 Supply the Lighthouse and the Peacekeepers of Surunung with the Cartel Organization technology through Cultural Exchanges 
 
  News and Rumors  
 
 ... 
 
 
 Spoiler: Internal Notes 
 Available Units:  11/22

 Available Treasure:  11/15

 Treasure Passive Income:  3/round
 
Tychris1
  The Lighthouse  
   
Ruler: Divine Mistress Adiratna, Lady of the Vessel, First Handmaiden of Radiant Indah, and Keeper of the Blade
Regions: 1, 7, 17, 18, 19, 22, 26
D: 7
M: 10
E: 10
F: 10
I: 8

Actions:
1. Economy Special 10: Invent Tech, Hero’s Brew
 On the eve of Great Hunts, the Slayers will gather round the table, and sing and make merry as the Anggullawan is passed. Nobles shun it as the peasant drink, for it is prone to psychoactive properties, and is easily processed. But a time of trials requires breaking fast with the nectar of the gods, bonding souls before the slaughter, and amping up our intrepid heroes for their deadly Quest.
 
Effect: A Giantslayer character can assist on a Titan Hunt roll. This commits the character for the turn and provides a +2 bonus to the roll. Any negative effects from failing the roll apply to the assisting character too. Multiple characters cannot assist the same roll.

Requirements: Photospore Signalling, Supernatic Propagation, Graduated Symbiosis

2. Intrigue: Secret Action
 A Secret Quest in the name of our Mother 

3. Military: The Golden Hosts attempts to Trap the Sizzling Siphonophore
 Answering pleas from the North to “befriend” this titanic threat The Golden Host takes up the Lance once more and journeys to the Miru Miru. He briefly stops by the Splendiferous University, where he basks to observe the Titan from a distance, and T poses silently for hours from the highest building. 

4. Intrigue: Dissect 2 Remains to create a Ceratoworks Workshop Artifact: Mahkota Sejati
 Mahkota Sejati. The Great Work. Divine Mistress Adiratna directs the enlightened architects of the Lighthouse to construct a grand scaffolding or structure from which greater communion can be conducted with Radiant Indah. The massive corpse of the Huge Halibut is minuscule compared to the glory of our Goddess but its carved bones and stretched hardy skin will prove more than sufficient to create a crown befitting her grandness. This will be the ultimate seat of power for the Lighthouse. The beginnings of the holiest city in all the Tropics if not the Sea itself. Where future Hunters will be baptized in the warmth of our Mother and guests will be treated to her majesty. To care for her every need or want. To learn and listen at her side. While the Divine Mistress is away, her budding Siren pupil Holy Archivist Leni tends to the duties of construction.  

5. Intrigue: Investigate the Titan in region 157
6. Intrigue: Investigate the Fathomless Depths of Region 158
 Rolls 

Non-Actions: Resist all conversions and buyouts unless noted otherwise
Baskoro quests within the realm of The Lighthouse, seeking out subterfuge, and challenging spies!

Attempt to shape our Goddess' influence towards converting to Radiant Indah

Stats next round
D: 7
M: 10
E: 10
F: 10
I: 10

 
 Spoiler: Book Keeping 

Regions Owned: 1, 7, 17, 18, 19, 22 and 26

TPs owned:
Siren Extract TP 2 and 3 Region 2
Treasures and Artifacts TP 1 Region 7 and City (Support)
Delights of Moonlight TP 1 Region 17
Coralberries TP 1 Region 19
Carcinized Architects TP 1 Region 20
Jaderock Coral TP 2 Region 21
Aragonite/Calcite TP 3 Region 25
Blood Pearls TP 3 Region 26
Tiny Turtles TP 2 Region 28
Branch Coral TP 2 Region 30
Hammerhead Sardines TP 1 Region 191

Units Owned: 4/14 Maximum
Treasure Owned: 3

Heroes:
The Hollow Vessel (Beast) 8
Baskoro of the Hidden Table (Trapper) 8
The Golden Host (Champion) 9

Titans:
The Omnichromatic Tiger acts as a unique Artifact which can be assassinated or kidnapped like a mechanical character with great difficulty. It requires a Champion or Beast to handle it in battle, may only participate in one battle per turn, and is lost if its handler is lost.
Effect: +2 to battle if outnumbering, -2 enemy leader loss

The Tiger ambiently produces Rainbow Bands (Esoterica) when any non-occupied mechanical character or other tamed titan is assigned to play with it as a non-action.

The Necro-Orca: The Necro-Ocra acts as a unique Artifact which can be assassinated or kidnapped like a mechanical character with great difficulty. It requires a Champion or Beast to handle it (and it alone) in battle and may only participate in one battle per turn. Effect: +1 to battle against vertebrate enemies and -10% own casualties as the Necro-Orca’s hardy coral sustains damage in the place of troops. When the Necro-Ocra participates in a battle, it rolls leader loss with a +1 bonus. The Necro-Orca must be regularly pruned of accumulated coral to prevent it from gaining true sentience. It produces Coral Buds (Organic/Growable Hard Mineral) when any mechanical character is assigned to tend to it as a non-action. Failing to prune the Orca for several continuous rounds may have consequences.

Titan Remains: 2 (Huge Halibut)

Artifacts Owned:
Indah’s Platinum Tiara: +1 to Sway once per turn
War Palanquin of the Anointed Dead: +2 to Tac Man
The Radiant Blade: When wielded by a commander in battle, Gain +1 to battle rolls per charge on the sword. The sword gains a charge for every 2 casualties in combat and can hold a maximum of 3. Each charge adds 10% own casualties and loses all gained charges if not used in combat for 1 round.
The Round Table: +1 Titan Hunt once per round

Champion’s Lance - An arresting armament which goes straight to the point. Effect: Ruler may act as a Champion for a Titan Hunt for the turn using their own stats, OR +1 to a Champion's effective Military score during a Titan Hunt/Duel, OR +1 bonus to an Impress Aristocracy attempt 1/turn.
Beast’s Collar - A primitive choker which holds savagery within. Effect: Ruler may act as a Beast for a Titan Hunt for the turn using their own stats, OR +1 to a Beast's effective Military score during a Titan Hunt/Predatory Privilege Maneuvering attempt, OR +1 bonus to a Sack attempt 1/turn.
Trapper’s Net - A tangled mesh which catches attention. Effect: Ruler may act as a Trapper for a Titan Hunt for the turn using their own stats, OR +1 to a Trapper's effective Intrigue score during a Titan Hunt/for Counterespionage, OR +1 bonus to a Coercion attempt 1/turn.
Stalker’s Cloak - A mundane mantle which wraps up mystery. Effect: Ruler may act as a Stalker for a Titan Hunt for the turn using their own stats, OR +1 to a Stalker's effective Intrigue score during a Titan Hunt/for Infiltration, OR +1 bonus to a Technology theft attempt 1/turn.

Radiant Blade Charges: 0/3

Miracle Communion:
Radiant Indah Followers only take 0%/5% additional casualties from losing Maneuvering when one or both sides are attempting to use the Eel to their advantage.
Radiant Indah Followers are not affected by the increased effective region count for distance losses and distance penalties where the Eel is present or Omnipresent
Radiant Indah Follower Supports will not become Open in regions where the Eel Without End is omnipresent.
Radiant Indah Head may attempt to shape what the Eel Without End converts Holy Centers to when it enters a region for the second time.
The Eel Without End will not Coerce Radiant Indah Follower’s Trading Posts unless those are the only Trading Posts in the region.
Radiant Indah Head may use a Faith action to try to direct the path of the Eel Without End each turn.
Radiant Indah Followers may buyout TP's coerced by The Eel Without End in regions where they have Mercantile Support (or Assistance from another Radiant Indah followers mercantile support) against TN 14

Giantslayers have +1 Depth access and may go on Titan Hunts and have several additional options relating to characters/the artifacts obtained.

[Titan Hunt Mechanics]
A Titan Hunt is a multi-stage process that takes place over several years as the Giantslayer seeks to fulfill their namesake. Each stage requires at least one action and occupies a character (Ruler, General, or Spy), and may have Unexpected Consequences.

Stage 1: Tracking and Studying
An Intrigue action may be used to Track a Titan to find a suitable target; high rolls may make it easier to Study and Trap the discovered Titan. An Intrigue action may also be used to Study a Titan to investigate a known Titan's characteristics, behaviors, and other unique traits, which gives more information about the Titan and may reveal weaknesses or other benefits for later stages.

Stage 2: Pursuit and Trapping
Once a Titan is discovered, a Military action may be used to either Pursue or Trap the Titan. A successful Pursuit results in a slain Titan and an enormous trophy, allowing the Giantslayer to Harvest Remains, while a successful Trapping will allow the Giantslayer to attempt to Tame the captured Titan.

Stage 3: Tame Titan or Harvest Remains
A slain Titan leaves behind Titanic Remains, which may be Harvested with a TN 12 Economy action. A successful roll yields 1 Titanic Remains (2 on a Great Success). More powerful Titans may have greater rewards, and unique Remains may also be possible to acquire from Titans which have already breached [appear in Terror sections and such].

An attempt may be made to tame a captured Titan with a Faith action. The TN and effects of this depend on the nature of the Titan in question.

[Using Remains]

The initial options for utilizing Remains are as follows:
Display Trophy - Can spend 1 Remains as a Diplomacy action to Exhibit Great Work without the use of a Diplomacy 5. The work type will always be 'Trophy'.
Auction Relics - Can spend 1 or more Remains as an Economy action to gain 1 Treasure + 3 Treasure per Remains spent. May not be used to exceed the Treasure Cap.
Prepare Titan-Graft: Can spend 2 Remains as a Faith action to create a Titan-Graft. Grafts cannot be unequipped from a character once equipped, require a non-action to equip to a character, and improve the character in one specific role/capacity. Champions and Trappers cannot receive Grafts.
Craft Titanic Gear: Can spend 2 Remains as a Military action to create a piece of Titanic Gear. Titanic Gear can only be equipped by Champions, Trappers, or Rulers, grant a bonus in one specific capacity, and may be stolen as an Artifact.
Dissect Remains: Can spend 2 Remains as an Intrigue actions to uncover new methods of utilizing or dominating Titans, acquiring a Workshop artifact. Remains must be from a Titan of appropriate type for Workshop in question.

These options may be expanded by acquiring Workshops via the Dissect Remains option.

[Generals and Spies]
By virtue of their experience with Titans, Giantslayers have access to specialized vocations for Generals and Spies, as listed below. Each character may only have one vocation.
 Champions: 
A disciplined vocation for Generals, earned by spending a nonaction to undergo specialized training with the Champion’s Lance. Adept at Pursuit, and capable in Trapping.

When commanding an army, in addition to their personal Tactical Doctrine, Champions have access to a unique Tactical Doctrine, Approach Of The Challenger: On a Tactical Maneuvering victory, a Duel between the Commanders of both sides is rolled, rolling 2d8 plus the commander’s Military score for each. The winner gains a +4 bonus to their battle roll, while the loser suffers a -4 penalty to their leader loss roll; on a tie, both sides instead simply receive a -2 penalty to their leader loss roll.

The enemy may choose to accept the challenge, in which case they gain a +2 bonus on their Duel roll by fighting on their terms, but their own Tactical Doctrine does not activate, even on a Tactical Maneuvering victory. When controlled by a Giantslayer, each relevant artifact and piece of Titanic Gear the Champion carries gives them a +1 bonus to their Duel roll.

Approach Of The Challenger may not be Perfected.

Beasts:
A primal form for Generals, achieved via spending a nonaction to undergo voluntary or ‘voluntary’ transformation with the Beast’s Collar. Adept in Tracking Titans and capable at Pursuit.

When commanding an army, in addition to their personal Tactical Doctrine, Beasts have access to an additional, unique Tactical Doctrine, Predatory Privilege: -1 penalty to own Tactical Maneuvering roll per two total Units involved in the battle on both sides. When controlled by a Giantslayer, each relevant artifact or Titan-Graft the Beast has been granted gives +1 to Tactical Maneuvering when attempting to use Predatory Privilege.

On a Tactical Maneuvering Victory, enemy commander must make their leader loss roll on 1d10 at a -4 penalty; if the enemy commander fails their leader loss roll, they are always killed, never captured. On a Tactical Maneuvering Defeat, the Beast must make their own leader loss roll on 1d10 instead. If a subcommander is killed as a result of Predatory Privilege, their army suffers an additional 10% casualties.

Predatory Privilege may not be Perfected.

Trappers:
An ingenious craft for indirect subterfuge, learned by Spies by spending a nonaction on intensive study of the Trapper’s Net. Ideal for Trapping and capable at Studying Titans.

A Trapper always counts as conducting Counterespionage in their currently infiltrated country, even if otherwise occupied. Giantslayers are likely to find additional uses for their talents over time.

Stalkers:
An artful expertise in hands-on espionage, perfected by Spies through spending a nonaction to spend long hours practicing with the Stalker’s Cloak. Ideal for Studying Titans and capable at Tracking.

A Stalker may Receive a Report from a country they successfully Infiltrate the same turn the country is being Infiltrated, and without spending additional actions. Giantslayers are likely to find additional uses for their talents over time.

[Artifact Effects]
Champion’s Lance - boosts Champions that use it, or bonus to an Impress Aristocracy attempt.
Beast’s Collar - boosts Beasts that use it, or bonus to a Sack attempt.
Trapper’s Net - boosts Trappers that use it, or bonus to a Coercion attempt.
Stalker’s Cloak - boosts Stalkers that use it, or bonus to a Technology theft attempt.
 
Lady Serpentine
  The Katethi Dominion 
 Iyesti Vadisora, the Bound Supplicant
 Diplomacy:  3
 Military:  1
 Economy:  2
 Faith:  3
 Intrigue:  1
  
 News and Rumors: 
 
 Iyesti Vadisora's reign is not a complete disaster, and indeed no major harm is done to the Dominion. Nevertheless, her failure to achieve anything of note without reliance on the Chelonian Chora is used as an excuse to force her into stepping down by the Rivesti family. She is succeeded by Ixionya Rivesti.  
 
 Diplomacy:  Establish Marriage Claim on Regon 93.  (8: Failure.) 
 The kateth aun are a strange-looking bunch to most other seadwellers, and the reverse is just as true. The kucen of the Lambent Syndicate - rarely seen, but often spoken of - and the rumored sereia of the distant Costa that shares their name are some of the rare exceptions, but one is much too far for diplomatic overtures to have made their way into the hostile waters of Kateth Mar and the other has not yet deigned to notice the newcomers save to be certain that none of them are any sort of threat.

Nevertheless, their fin-veils are aesthetically pleasing enough to not see them rejected out of hand by most others (the Ornzol, of course, would be a notable exception, were any to be so foolish as to make the attempt) and political marriages are often more about shared interests than interest in one's suitor. Still, too much incompatibility would ruin matters before they begin, and so when an older niece of the queen is chosen as a candidate, she exchanges a number of message with her prospective suitor.

Setka Vadisora is not without some trepidation when she steps into the Proving Yards, however, for even the finest of descriptions can only do so much, and there is little way to convey an image across such distance. To say nothing of the fact that the descriptions she has received might easily be lies. More pressing, however, is that she is to be ritually purified (in a chamber much like that used for scientific experiments that require a carefully controlled environment) and then placed into a translucent carrier specially bred for the purpose of maintaining stable water quality and filtering nutrients for its occupant from the water around it, where she is to rest in biochemically induced hibernation until she has been escorted to her destination. She would never question the skill of those who work there, of course, but being shipped off like a very expensive package is rather disconcerting. 
 Diplomacy:  Sway Aristocracy in Region 93.  (11: Failure.) 
 Diplomacy:  Sway Merchants in Region 93.  (11: Failure.) 
 Economy:  Buyout TP1 of Death-Eater Coral in Rilanto Pass (Region 94), with support from the Sakura-Jin.  (???: ???) 
 Economy:  Impress Merchants (Reaved) in 91.  (6: Failure. ) 
 New Player Bonus Actions: 
 Military:  Raise one unit of Katethi Fin-Dancers.
 The kateth aun are few in numbers and wary of slaying their own, but that does not mean they know nothing of conflict. Some disputes cannot be settled peaceably, and so the institution of the fin-dancers was born, serving as proxies by which the nobility can resolve their differences in duels rather than open warfare. Most such duels are to first blood or yielding rather than the death, for a skilled fin-dancer is a costly investment not to be squandered and few disputes are so dire as to require such commitment, but once a decade or so some point of honor or pride will rise above material concerns, and the dance will not end until one side has bled their last into the water.

Unfortunately, while undeniably skilled in single combat, the fin-dancers have no experience of true warfare. Their practice has honed them for glorious spectacle that ends after the first bloodying of their foe, not for cold and efficient slaughter or the brutal test of endurance that is a protracted battle. Furthermore, few among them have had cause to face the necessity of taking a life, or seriously confront the possibility that their own might end.  
 Military:  Raise one unit.
 Military:  Raise one unit
 Military:  Raise one unit.
 Military:  Raise one unit

 Military:  Improving the Yards (1/5)
 Military:  Improving the Yards (2/5)
 Military:  Improving the Yards (3/5)
 The Proving Yards are a site of great importance to the Dominion, for it is there that they test both the newest additions to their ecosytem and that which they hope might at last breach the defenses of the Osseus Heart. This has always produced organisms of use in other fields, and indeed in many cases this has been both intentional and sanctioned.

Now, however, the Katethi are growing increasingly aware of the strength of those in the waters around them and that dangerous as their waters may be the toxicity of Kateth Mar is far from a perfect shield. As such, the Proving Yards now see an unprecedented expansion of both physical size and scope, new research wings opening solely for the purpose of producing beasts of both artifice and war. 
 Economy:  Buyout TP2 of Refined Biotoxins in Kateth Mar (Region 39), with assistance from the Katethi Dominion.   (12: Success!) 
 Economy:  Buyout TP3 of Refined Biotoxins in Kateth Mar (Region 39), with assistance from the Katethi Dominion.  (7: Failure.) 
 While most of those who work in the Proving Yards are simply happy to have those compounds they have no further use for taken off their hands and consider any economic benefits to be largely secondary, Queen Vadisora is well aware of the profits to be made - and the dangers of permitting just anyone to buy such lethal substances, as Kateth Mar would assuredly take the blame for supplying them were they to be misused, in addition to (or even instead of) those who actually employed them. 
 Non-actions: 
 
 Spend one Chelonian Chora favor to retroactively Seek Aid on the buyout of Death-Eater Coral in Rilanto Pass. 
 Submit proposal for Good Names Go To Waste, W21: The Eternal Midden 
 
 
 Spoiler: Bookeeping 
  Stat changes  
+1 Diplomacy
+4 Military
+2 Economy

  Units  
0/5 units
+5 units

 Favors and Reputation 
1 Favor owed to the Chelonia Chora.
 
Torv
   The Nanuuq Constellation  
 
 
 The Frayed Minds 
D2 - M6+1 - E2 - F5 - I5+1
 
 
  Actions  
 
  Military  - Recruit unit 
  Military  - Recruit unit 
  Diplomacy  - Good names go to wastes
 There's only so much clamoring one can take from the chora before reminding them of  Ultimatum , shut up - or at least stay still far away from us, eversinging.  
  Intrigue  - Steal the Mare from Seatide  14  
  Intrigue  - Steal the Mimic from Seatide  9  
 
  Non Actions  
The Dissonant - Root out spies, again.

  News and Rumours  
Minescratcher
     The Order of Orders     
  Comprising
The Sacred Order of Knights of the Ironkelp of First-King John of Ruhum (Orope -  Region 114 ; The Hansea - Region 112; Leksandry - Region 115; Camual - Region 109)
The Order of Knights of Dupiopóli (Ektalithiades - Region 113; The Tideswept Shelf - Region 111)
The Order of Knights of the Divine Watchful Eye (Ke Yi Ade - Region 127)
The Order of Faithful Knights of the Violet Crown (C'oupé - Region 116)
The Order of Truthseeking Soldiers of Usman (Ruwa Mai Juyawa - Region 118)
The Order of the Blind and Silent Knights (Yuksekale - Region 176)
The Order of Knights of Saint Jean of Akko (Kral-Katena - Region 123)
The Order of Knights of the Holy Radiance (The Glossian Sea - Region 135)     
 Here Follow the Records of the Years  37-39  of the Tenure of Grand Master Martin the Young, 41st Grand Master of the Order of Knights   
Round 25

  Actions:

1.  [Diplomacy]  Sway 112 Open Aristocracy: 16

2.  [Military]  Impress 113 Reaved Aristocracy (TN 13): 18

3.  [Diplomacy]  Sway 135 Unruly merchants: 20

4.  [Military]  Raise 2 units, spend 1 Treasure

5.   [Faith]  Convert 167 HS 1 to Flowing Way: 15 (Regalis Arbor 114-&gt;103 = -3 distance penalty)

6.  [Faith]  Convert 167 HS 2 to Flowing Way: 17 (Regalis Arbor 114-&gt;103 = -3 distance penalty)

Nonactions:
 
 Send 2 treasure to the RBG. 
 Allow Gotezhar and Cyphiri armies to travel through Order waters. 
 Accept Cobalt Dye and Titanic Rune-Carved Fossils from the Cyphiri Union via the trade route. 
 
 
 Spoiler: News and Rumors 
 
 
  .   
 
 

 
 Spoiler: Ruler Information 
Grand Master Martin of Insol, 41st Grand Master of the Order of Knights, etc etc
Current stats
 Diplomacy :  10 
 Military :  10 
 Economy : 6
 Faith :  10 
 Intrigue : 5
 Rolls 

New Ruler Next Round? no?

Expected Stat Bonuses:
 

 
 Spoiler: Other notes 

Generals:
 
 Dame Commander Caitriona MacAilpein of the Scoshlangue (10) - Tactical Doctrine: Quiver Hell's Foundations (+2 to battle roll) 
 
Units: 12 / 16

Treasure: 5 +1 passive

Resources controlled:
 
 Region 111: Brinerays (City) 
 Region 114: Giantsbane Seed x2 (TP, City) 
 Region 116: Anuran Vanguards 
 Region 129: Mercenary Retainers (May spend up to 2 Treasure per round on battle rolls to gain 1 effective unit per Treasure spent) 
 Region 133: Wave Scorpions 
 Region 135: Luminous Crystals (City) 
 
Techs:
 
 Supernatic Propagation 
 Trophic Deconvolution 
 Megafaunal Tailoring 
 Photospore Signalling 
 Graduated Symbiosis 
 Composite Grafting 
  Anoxic Adaptation:  Permits actions and troop movement across brackish (green) borders; Requires  Composite Grafting, Trophic Deconvolution  
  Supermarine Artillery:  +1 to battle rolls and +1 to Maneuvering rolls in regions of Depth 0; Requires  Giantsbane Seeds, Supernatic Propagation, Photospore Signalling  
  Razor Current Netting:  +10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending; Requires  Glass,   Composite Grafting  
  Bitter Tourism:  Permits actions and troop movement across glacial (black) borders; Requires  Heat Sources  
  Papershell Draft-Cuttle:  Ignore the increased border cost of up to two Brackish borders per round for distance penalty purposes and +1 to Prospect attempts in depth 0 Colony regions; Requires  Supernatic Propagation, Anoxic Adaptation  
  Electrodialytic Staurozoa:  May ignore the increased effective distance from a Briny border up to twice per round, except for distance losses;  no requirements  
  Devolving Standardized Integrations:  Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost; Requires  Composite Grafting  
  Filtration Grafts:  Permits actions and troop movement across toxic (red) borders; Requires  Composite Grafting ,  Filter Feeders  
  Traveling Scholars:  Roll and drop 1 additional d4 when adopting a new non-dynastic ruler; Requires  Talented or Knowledgeable Labor  
  Bioluminescent Navigation:  Allows traversal of Depth 1 regions; Requires  Photospore Signaling  
  Mamomachines:  For each 3 Treasure spent, receive 1 Treasure at the end of the turn; Requires  Graduated Symbiosis  
 Adventuring Parties 
 Joined-Stalk Companies 
 Reanimation Colonies 
 Seeker Barnacles 
 Holographic Certification 
 Indah's Embrace 
 Scrying 
 Sojourn Suits 
 Blood Algae 
 Mitochondrial Regulation 
 Oxygenating Implantations 
 Toxic Filtering 
 Combined Arms Integration 
 Ennean Professionalism 
 Army Administration 
 
State Religion: The Middish Way of the Flowing Way
 
 5 HCs: +1 offensive battle rolls 
 15 HCs: 2d8 to Sway Factions 
 25 HCs: +2 to Leader Loss rolls 
 40 HCs: When followers of the Middish Way raise a unit, they may spend a Treasure to gain an additional unit. This may be done a number of times per round equal to the number of Fortresses and Flowing Way Holy Orders in regions they own  (2x HO, 1x Fortress) . 
 
Artifacts
 
 Thunderstone Cudgel: 1/round, +1 to an offensive battle (+2 if the defender benefits from a Fortress) or +1 to convert a holy site of an organized religion (+2 if the defender benefits from a holy order) 
 
The Regalis Arbor
 
 Spoiler: Effects 
The Regalis Arbor is rooted to the earth, becoming a Flowing Way Holy Order located in Orope [Region 114]. As a non-action, up to  twice  three times per round, the Ironkelp Order may invoke one of the following effects:

 
 Launch Couriers: When taking an action, the Ironkelp Order may pay 1 region of distance to "skip" from a region that they control and which contains a Flowing Way Holy Order to any non-Wastes region within  three  four (non-Wastes) regions of said owned region for the purpose of effective distance when determining distance penalties or distance losses. The path may then continue on from that region, adding additional regions to the path and increasing the effective distance appropriately as normal. To skip to a Brackish, Toxic, or Glacial region in this way still requires the appropriate technology, but such regions may be skipped  over  without a technology. This effect may not be applied to rolls for Colonization or Secret actions, but may apply to unit movement for battles; if it is applied to unit movement, the units cannot be intercepted in a region they skipped.
  .   
 Launch Scouts: The Ironkelp Order receives a +2 bonus to the Maneuvering roll for a single battle they participate in. The battle must take place in a Depth 0 region within  three  four (non-Waste) regions of a region that they control and which contains a Flowing Way Holy Order. The use of this effect in a battle must be declared before any Interception rolls are made, and this effect may not be applied to Maneuvering rolls to intercept or avoid being intercepted.
  .   
 Launch Supplies: The Ironkelp Order receives -10% casualties for a single battle they participate in. The battle must take place in a Depth 0 region within  three  four (non-Waste) regions of a region that they control and which contains a Flowing Way Holy Order.  
 

Valid Holy Orders: 114, 123, 135
 

Reputation:
 
 1 ABS favor 
 1 DNA favor 
 PRS rank 3 
 Signatory to the  Flowing Peace,  alongside the Gotezhar, the Cyphiri Union, and the Lux-Glossian Shades, consisting of the following four terms:
 
 The undersigned are committed to the righteous and just conducting of wars, and will therefore forswear: killing or causing egregious harm to noncombatants, including foes who have surrendered; and the use of weapons or technology deemed unnecessarily cruel considering their objective, including those chemical and biological weapons designed to cause a slow and painful death. 
 The undersigned are committed to enable the collective defense of the faithful of the Flowing Way by soldiers of the faithful, and will therefore not oppose or hinder the movement of Flowing Way troops between territory controlled by signatory powers for defensive purposes. 
 The undersigned are committed to the dialogue of ideas and the free movement of sages, missionaries, and other wise-creatures, in the interests of widening the Flowing Way and the better interpretation of the divine mysteries, and will therefore support the establishment of new centers of learning and all other conversions to the Flowing Way within their controlled territory to the best of their ability. 
 The undersigned are committed to the continuing study and proactive investigation of riddles and anomalies, and will prioritize those which one or more signatories reasonably suspect may pose a threat to the faithful. 
  
 
 
LapisCattis
  
 The Unrelenting Horde - Region 196 
Leader: Carver Dunbar
Round 25
 
Carver Dunbar Stats Round 25:
Diplomacy - 3
Military - 3
Economy -5
Faith - 4
Intrigue - 4

 Dice Rolls 
 Actions: 

1. Economy - Buyout Trade Post 2 in Region 93 for Melodious Sponges - Success with Seek Aid (11 + 1)
2. Economy - Buyout Trade Post 1 in Region 91 for Pygmy Whales - Failure (11 + 0)
3. Economy - Special 5 - Specialized Ship - The Undertow
 
 Spoiler: made a figure because words are hard 

 
 

4. Economy - Buyout Trade Post 2 in Region 92 for Fairy Moss - Success ( 12 )
5. Diplomacy - Attend the Event in Rilanto Pass
 Event Subaction: accept any and all technologies offered by Sakura-Jin 
 New Player Bonus Actions: 

1. Diplomacy - Begin Great Project - Grandstands
2. Intrigue - Begin Great Project - Slipstream
3. Intrigue - Great Project Slipstream Action - 2/5
4. Faith - Seek Aid on the Region 91 Trade Post 1 buyout - Failure (9)
5. Faith - Seek Aid on the Region 93 Trade Post 2 buyout - Success (15)
6. Military - Recruit 1 unit
7. Military - Recruit 1 unit
8. Military - Recruit 1 unit
9. Military - Recruit 1 unit
10. Military - Recruit 1 unit



 Non-Actions: 

Ruler increases by Military (+2), Economy (+2), Diplomacy (+1), Intrigue (+1), Faith (+1)

 Ruler Stats for Round 26 
Diplomacy - 4
Military - 5
Economy - 7
Faith - 5
Intrigue - 5

 Book-Keeping: 
 
 Spoiler: After the events of Round 25 

Trade Posts:
Region 196 TP 1 - Clamp-Eel Slime
Region 93 TP 2 - Melodious Sponges
Region 92 TP 2 - Fairy Moss

Holy Sites:
Region 196 HS 1 - The Evermarching Hunger
Region 196 HS 2 - The Evermarching Hunger
Region 196 HS 2 - The Evermarching Hunger

Clerical Supports:
Region 196

Mercantile Supports:
Region 196

Aristocratic Supports:
Region 196

Units: 4

Technologies:
 
 Composite Grafting (starting tech) 
 Graduated Symbiosis (starting tech) 
 Megafaunal Tailoring (starting tech) 
 Photospore Signaling (starting tech) 
 Supernatic Propagation (starting tech) 
 Trophic Deconvolution (starting tech) 
 Anoxic Adaptation - actions and troop movement across green borders - Powered 
 Bioluminescent Navigation - traversal of Depth 1 regions - Powered 
 Filtration Grafts - actions and troop movement across red borders - Powered (with Melodious Sponges) 
 
 
Talis
  The Seatide Confederacy  
 
 Spoiler: News and Rumors 
 

 Actions: 

[Economy] Rebuild the PIC Bank
  Architects are already at work designing a new and improved PICB center. The new bank center includes additional offices for administrative staff, and an improved record-keeping system. With more staff, more services and more security, the bank will be better than ever before! Special care is put into recovering and restoring records, and ensuring that all vault items are kept under proper security until they can be properly stored.  

[Economy]Invent Technology: Semaphore Checking (Requires Holographic Certification. Members of the PICB can transfer an additional 2 treasure as a nonaction each turn)
  Clerks at the rebuilt bank have developed a compressed system of codes for authenticated checking, allowing remote orders through semaphore to be made easily and with strong authentication. For those looking to transfer funds through the PICB, this is a welcome development.  

[Military] Raise Unit
[Military] Raise Unit
  The victory over the Reavers is welcome, but it led to great losses. New companies of Sting-Warriors must be recruited, trained and outfitted. After all, there's no telling if or when the Reavers will return.  

[Economy] Impress Merchants
[Military] Impress Aristocracy
  The Council immediately goes about restoring the damage done by the Reaver's assault. Lost goods and damaged warehouses are easily replaced, and local merchants compensated for the loss. Repairing the damage to the nomadic drifts that make up Seatide's aristocracy will take significantly longer. They have lost fish stocks and herds that will take years to replenish, and many of their young were slain in the attack, fighting as valiant sting-warriors to protect their city-going brethren.  


Non-Actions:
Oppose all Sway and Impress actions targeting merchants loyal to Seatide
Support Buyouts for factions that own the territory they are making the buyout in
Supply Talented Crabs to GRV to satisfy their resource needs
Supply Firefly Squid to GRV
Supply Sour Krill to SEN
Supply Crafter's Coral to SEN
The body of COS' brave infiltrator is returned with all respect. While the council is mildly annoyed to discover the presence of such an infiltrator, their actions during the attack clear them of any crimes or misdoings. Any strike against the Reavers is to be celebrated.

Die Rolls:  https://forums.giantitp.com/showsing...4&amp;postcount=14 
 
 Spoiler: Book Keeping 
 Ruler 
Judge Streaks of Topaz
Diplomacy: 4
Military: 3 (+1)
Economy: 10
Faith: 3
intrigue: 3

Military Units: 2 (+2)
Heartbleed, General (Military 9)

 Regions Owned:  [Seatide 79]
[Deepwell 80]
City: +1 to Buyout 1/turn
Total Regions: 2
Unit Cap: 5 (5 Capital Unit Cap)

Artifacts:
 The Tideglobe  - This mysterious artifact is a transparent orb full of shimmering liquids and colors, which swirl and dance about in hauntingly beautiful patterns. By carefully watching the movement of lights and changing colors inside the Tideglobe, Seers can augur future events and predict how to counter hostile actions. Effect: +1 to one Intrigue roll opposing a hostile Secret Action, once per turn.
  Glowspire  - A twisting spire twenty feet tall, shaped like a twisted coral. Bioluminescent algae inside the spire change color depending on the trace elements that flow into the spire, allowing it to predict water conditions even thousands of miles away. Specially trained Tideseers read the colors, using them to predict where Reaver attacks are most likely to occur. As an added benefit, the haunting twists and colors of the spire are eerily beautiful to the untrained eye. Effect: Each turn, predicts an area that the Reavers will target if they attack that turn.  STOLEN BY REAVERS
 The Bare Trap  - Mystical trap that helps defend against Reavers.
 The Banner of Odyssey (Cultural)  This enormous tapestry depicts the ancient Pepsin migration to Seatide, embroidered in such a way that the images seem to leap off into the water.
Peninah Ayin Artifact

Culture:
 Mutually Beneficial Arrangements  - 2d8 to performing and resisting Impress Merchant attempts
 Airtight Contracts  - 2d8 to resisting Buyouts

 Military Technologies: 
 Devolving Standardized Integrations (Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost.) Prerequisites: Composite Grafting. Slot: Combat Drugs and Medicine. 
 Razor Current Netting (+10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending) Prerequisites: Composite Grafting, Glass. Slot: Fortifications 
Supermarine Artillery

 Civilian Technologies: 
Composite Grafting (Starting Tech)
Graduated Symbiosis (Starting Tech)
Megafaunal Tailoring (Starting Tech)
Photospore Signaling (Starting Tech)
Supernatic Propagation (Starting Tech)
Trophic Deconvolution (Starting Tech)
 Bioluminescent Navigation (Allows exploration and utilization of Depth 1 regions) 
Filtration Grafts
Electrodialytic Staurozoa
Radiant Spheres
Sojourn Suits
Indah's Embrace
 Joint-Stalk Companies (Successful Expeditions reward 1 Treasure instead of normal bonus. A Great Success grants control of one local Trading Post, or a free Prospect attempt in Wastes regions). Prerequisites: Composite Grafting, Trophic Deconvolution 
 Megafaunal Caravans (Reduce Distance Penalty for Economy actions by 1). Prerequisites: Megafauna Tailoring, food. 
 Anoxic Adaptation (Permits actions and troop movement across brackish (green) borders). Prerequisites: Composite Grafting, Trophic Deconvolution 
 Oxygenati Implantation (Permits actions and troop movement across brackish (green) borders). Prerequisites: Composite Grafting, Trophic Deconvolution 
 Holographic Certification (+1 to resisting Undermine Support actions) Prerequisites: Bioluminescent Ink, Photospore Signaling. 
 Bitter Tourism (Permits actions and troop movement across glacial (black) borders) Prerequisites: Heat Source. 
 Traveling Scholars (Extra roll/drop 1d4 on non-dynastic ruler change) Prerequisites: Talented Labor. 

Resources controlled:
[Compressed Algae Blocks (52, TP1)]  Support 
[Sheerspun Fabric (63, TP2)]
[Frozen Logs (64, TP1)]
[Talented Crab (65, TP1)]  Support 
[Piezo-Phosphoric Crystals (67, TP2)]  Support 
[Crafter's Coral (185, TP2)]
[Wetherwisps (179 TP2)]
[Gravelglass (68, TP1)]  Support 
[Edible Algae (69, TP2)]  Support 
[Inkfang Worms (70, TP2)]
[Rust-Veined Pumice (73, TP3)]
[Firefly Squid (74, TP1)]  Support 
[Magnetic Sand (75. TP1)]  Support 
[Bluefish Antifreeze, Seatide (79, TP1)]  Support 
[Bluefish Antifreeze, Seatide (79, TP2)]  Support 
[Bluefish Antifreeze, Seatide (79, TP3)]  Support 
[Sour Krill (80, TP1)]
[Dragon Eyes, Cryptoclysus (84, TP1)]
[Stripdrill Hyphenae (187, TP1)]


Merchant Faction ETB: +10
 ETP Total : 33

 Treasure : 7 (+3 / Turn)

 Factional Support :
Kenaqua (52) - Merchant (Supply Firefly Squid)(+2 ETP)
(59) - Merchant (Supply Edible Algae)(+1 ETP)
(65) - Merchant (Supply Rust-Veined Pumice)
Revocatus Faecum (66) - Merchant (Sheerspun Fabric)
The Cathedral of Movement (67) - Merchant (Supply Stripdrill Hyphenae) (+1 ETP)
Sketi (68) - Merchant (Supply Sheerspun Fabric) (+2 ETP)
Danabae (69) - Merchant (supply Inkfang Worms)(+2 ETP)
Region (70) - Merchant (using Sour Krill)(+1 ETP)
Aelwyd Adferiad (71) - Merchant (Supply Edible Algae)(+1 ETP)
Raconensae (73) - Merchants (Supply Wetherwisps)
Maurente (74) - Merchant (Supply Edible Algae)(+1 ETP)
The Plains of Sarkenos (75) - Merchant (Supply Inkfang Worms)
Seatide (79) - Merchant, Aristocrat, Clergy (Supply Firefly Squid)
Nanuuq (82) - Merchant (Rust-Veined Pumice)
(101) - Merchants (Supply Stripdrill Hyphenae)(+1 ETP)
(179) - Merchants (Supply Stripdrill Hyphenae)(+1 ETP)
Calvansis Superior (185) - Merchant (Dragon Eyes)
Calvarnsis Inferior (186) - Merchant (Gravelglass)
Marble Kingdom (187) - Merchant (Inkfang Worm)

Projects and Wonders:
Polar-Confederate International Bank (Seatide, 67)
 
 Spoiler:  Effects (Approved) 
Polar-Confederate International Bank
A central bank established under the authority of the Seatide Confederacy to weld various trade interests into a single market. The bank consolidates the assets, accounts and debts of member states, issues a common currency backed by those accounts, and services transactions between members.
Effect: Any nation in contact with the Seatide Confederacy may adopt the Arctic Exchange Currency as a 2-action project. Nations using the common currency gain the following benefits:
+2 increased Treasure cap
May spend 1 additional treasure on Economy actions within it and other member nations
May transfer 1 treasure to another currency user 1/turn.
The Seatide Confederacy (or current controller of Seatide) automatically counts as a currency user. Additionally, the bank's controller can kick members out of the union, or block any of the above "bank actions" as a nonaction.

The Polar-International Confederate Bank gains new effects as the number of member nations increases.

4 Members - Private Vaults: Members of the Polar-Confederate International Bank may choose to store or withdraw one Artifact in their private vault as a public or secret non-action. Stored Artifacts cannot be used, but gain +4 against theft. The owner of the Polar-Confederate International Bank is alerted when deposits or withdrawals occur, but does not know what was deposited or withdrawn.
8 Members - Line of Credit: Members of the Polar-Confederate International Bank may transfer 1 treasure to another bank member an additional time per turn. The owner of the Polar-Confederate International Bank may transfer any amount of treasure, ignoring the 1 treasure restriction.
12 Members - Investment Insurance: Members of the Polar-Confederate International Bank gain a compensatory +1 treasure when their Trade Post within bank member territory is sacked. The owner of the Polar-Confederate International Bank gains +1 to resisting sacks against Trade Posts within the territory of bank members.
16 Members - Sovereign Debt: Members of the Polar-Confederate International Bank may transfer 1 treasure to the bank owner to gain 2d8 to an Economy action within a bank member’s territory once per turn. The owner of the Polar-Confederate International Bank may use this ability for free once per turn.
20 Members - Monopolized Markets: The passive treasure income of the owner of the Polar-Confederate International Bank is doubled.

Current Members:
STC, GTZ, SEN, CYP, RFT, GRV
 


Diplomacy:
Trade Route with the Gravetenders
Trade Route with Lux Glossia
Cultural Exchange with the Shifting Ennead
Promise from the Shark People to not threaten Seatide merchants or assets
Cultural Exchange with LOL
Trade Route with Draig Continuum

Favor and Reputation:
1 favor from Cyphiri for intentionally losing a PRS Slot
 
Lumaeus
    Organization Actions     
 Round 25  
 

 Unless otherwise specified, [Offers] made by Organizations are only available to countries with a Reputation of 0 or higher with that Organization. Organizations treat regions with their bases as controlled for the purpose of actions such as Impressing Aristocracy or exploration Missions. 
    Abyssal Stewards    
 
 Spoiler 
The  Abyssal Stewards  are an association of various orders of mystics, warriors, and artisans living in the deepest parts of the ocean. Their ability to create and shepherd hydrothermal vents, which they use to ‘grow’ refined metals through means none have yet managed to replicate, makes trade with them indispensable. The Stewards - mostly members of a species of hairy crustacean - feel themselves charged with a duty to watch for the return of the legendary Titans, hoping to give advanced warning to those who live in shallower waters and prevent the foolhardy or malicious from waking them from their slumber.
 

  Actions:  
 1.   [Action - Economy] Invent New Technology  - Though the Reavers lie plainly outside of the interest and purview of the Stewards who, sheltered in their depths, have not had often to contend with them, the recent conflict in the Polar seas draws thalassoglobal attention. Though the Seatide Confederacy’s defense was staged in what qualify as relatively lukecold waters, the Stewards have long seen the dangers of frigid waters for what they are: existential threat. While Titans move through the seas with the impunity of extinction itself, lesser, better beings suffer immensely the whips and scorns of temperature. And yet some of the least beings have found ways to compensate, barely multicellular organisms turning their very fluids into antifreeze. If these could just be made to excrete their chemicals…

  Hot-Blooded Hemovores:  Requires Hard Metal, Mitochondrial Regulation; Glacial borders cost one additional region (not two) to cross for the purpose of Distance Losses.  The Abyssal Stewards have crafted a new form of blood parasite which generates a minimally toxic antifreeze while feeding on the iron present in most types of blood. Troops using these aids have reported a feeling of heat in their blood, due to a principle scientists identify as “spicy secretions,” as well as dizziness and nausea, which is probably from anemia. Take some Hard Metal and call us in the morning.

 2.   [Opportunity]A Monstrous Mythography [1/5]   - Legend tells of a creature of near-unspeakable horror. Its form, its home, its powers, its goals were things best left unspoken, nightmares imparted only in fearful whispers and with talismanic wardings of evil. Only one thing is consistent throughout these stories; the devastation left in the monster’s wake. The Abyssal Stewards do not deny the value of knowledge encoded in oral traditions, in myths, in fable. Perhaps Titans long forgotten can be recalled before their return, and we can better prepare ourselves.

(  Request:  Cooperate in the creation of the Monstrous Mythography! Available for anyone.
 Reward:  + 2 Favors (max); if Project is completed, additional reward given to all contributors.
 Penalty:  None
 Deadline:  End of Round 28
 Details:  1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Inventory. 1 Favor earned for spending an Military or Intrigue action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires. )

 3.   [Offer] Thirst for Knowledge  - In order to stop the Titans, it’s important that everyone has the tools to act against them. Therefore, the Stewards will gladly trade their new technology to any interested state for a favor (or cash).

(  Offer:   The Stewards will trade technologies
 Benefit:   Hot-Blooded Hemovores
 Cost:   A Stewards favor  or 2 Treasure
 Duration:   Available until the end of Round 26
 Details:   Available to nations at rank 1 or higher. )

  Nonactions:  
 [Request] Assistance in the Depths UPDATE : Nothing has been unearthed. Yet…
Total Progress: 3%
Cyphiri Union: 2 Units
Splendid Miru-Miru: 1 Unit

 [Offer] A Miru-Miru Visitation  - The Worms crawl in and the Worms crawl out. The formula is kept secret, but the stock can be bred, and these Worms prove to be useful. Yes, it is admittedly painful to have osteovores make a latticework of that which was once sturdy. Sure, there’s a certain stiffness after their metallic excreta replaces what was once organic. But fortified with Osteo-rebar, nearly any organically-derived material, living or not, can be fortified to withstand greater pressure.

  Osteo-rebar:  Requires Hard Metal, Graduated Symbiosis; +1 Battles and +2 own leader loss in Depth 1 or deeper regions. Special materials slot. 

This ancient technology is gifted by the Stewards to both the Splendid Miru-Miru and the Cyphiri Union.

 Temperate Titanic Investigation Results  - Years pass, and Depthseeker Zivan bet Azhgoev does not return to the Stewards or submit a report. Eventually, the Stewards must turn to mourning and weigh the risks of sending another Depthseeker. They spread the following message: The elusive Titan in temperate waters is lethal. Exercise extreme caution around affected areas.



 
 Spoiler: Ongoing 

 [Taboo] Disruptions over the Depths  - Battles are inherently loud, messy businesses. Even that which can slumber through the clamor might awaken at the scent of fresh blood and feast on the casualties of war slowly sinking into the dark.

(  Taboo:  Avoid large or loud clashes over the depths, lest you awaken great danger.  Penalty:  -1 reputation.  Duration:  Indefinite.  Details:  Contribution of 7 or more units or the use of the Quiver Hell’s Foundations tactical doctrine in a battle within a Region of Depth 2 or deeper. )

 [Task] Mitigation Measures  
(  Task:  Construct walls to limit the influence of the Eel Without End’s electric aura and to encourage the Eel to move elsewhere.
 Reward:  Whalefall Coral Walls add a x0.75 modifier to Eel movement into their region and reduce the added distance penalties from the Eel by 1 effective region.
 Penalty:  None.
 Deadline:  Indefinite.
 Details:  As a 3 action Military project, a nation may build Whalefall Coral Walls in any two adjacent regions with the region owner’s permission. This may be reduced to 2 actions with blatant disregard for worker safety, but both regions will suffer an Eel conversion attempt upon completion if the Eel is present. )

 [Opportunity] Fueling The Forge  - Whatever secrets the deep holds, it takes a toll, both on natural life and on the sentient. The Stewards need more of both to get their world in order–but none of that squishy stuff! They’ll also take military expertise, if the shallow dwellers have much.

(  Opportunity:  Countries may provide Vertebrates, Labor, or Generals to repay debts to the Abyssal Stewards.  Reward:  1 Favor, 2 for a General.  Cost:  General or 1 suitable Trade Post.  Deadline:  Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice.  Details:  Non-action to gift Generals/Trading Posts. May not be used if no Favors are owed. )

 [Offer] Secure and Protect  - With the new infestation of Tropical Titans, the Stewards are prepared to provide their expertise in the defense of resources of the realm.

(  Offer:  The Abyssal Stewards offer to temporarily hold and protect tropical trade posts.
 Benefit:   Any trade posts held by the Abyssal Stewards have their target numbers raised by 2 for any Sack or other Devastation wrought by the local Titans.
 Cost:  The trade posts in question, temporarily
 Duration:  Until the end of Round 26
 Details:  Trade posts may be surrendered to the Stewards as a non-action, who will hold them until the end of Round 26. At this time, they will return them to any power not at negative Reputation with them. )

 [Offer] Preparedness Funding  - The Abyssal Stewards are willing to provide loans to nations for the purposes of Titanic preparedness or Titanic recovery operations.

( Offer:  The Abyssal Stewards are offering generous loans  Benefit:  Receive 2 or 5 Treasure. Cost: 1 Favor for 2 Treasure or 2 Favors for 5 Treasure.  Duration:  Available until the end of Round 27.  Details:  None.)

 [Request] Assistance in the Depths  - The Abyssal Stewards require assistance with an excavation at an undisclosed location. They seek units to help dig.

(  Request:  The Stewards request the loan of Units as brute labor.  Reward:  First Place: +2 Reputation. Second Place: +1 Reputation. Any nation that contributes at least 2 units: +1 Favor. [ Penalty:  None  Deadline:  Indeterminate: See Details  Details:  As a nonaction, civilizations may lend any number of units to the cause. Every unit will remain with the Stewards until the excavation is complete. Every unit contributes to the project every round, and when 100 unit-contributions have been made, the project completes. That is, one unit will take 100 rounds, and 100 units will only take one. Units will be returned after the project’s completion. )
 


 

    Chelonian Chora    
 
 Spoiler 
The  Chelonian Chora  are a league of religious nomads capable of traversing the Wastes atop their great Reefback turtles. Largely cephalopod-like, the Chora bring trade goods and news of distant lands by routes others could never manage, while their much-renowned songs bring joy, soothe tempers, and ease hardship. Their presence has a tendency to quiet discord, foster unity, and mend relations in a way that has enticed many a fledgling government to encourage more frequent visits and longer stays.

 (The Chelonian Chora, and  only  the Chelonian Chora, may treat regions with no local majority as sharing their faith for Sway and Impress Clergy actions) 
 

  Actions:  
 1.   [Request] Good Names Go to Wastes, Round 3  - Oceans open; connections call. This round, winners will attain a cultural connection to a (willing) new power in the freshly found subtropical seas. Winners within waters in this region receive an exchange to a (willing) power of their choice. (SKR &amp; CYP will participate as Temperate)

Tropical: W31
Temperate: W34
Subtropical: W21
Polar: W5

Careful: voting is now open to the whole world!

(  Opportunity:  Propose a name for your region’s assigned waste region.
 Reward:  +1 Cultural Exchange if your name is elected by global vote.
 Deadline:  End of Round 25 for name proposals. Voting will take place in Round 26. Each nation may cast one vote per region (four in total). )

 2.   [Offer] Chelonian Accompaniment  - The seas seem suspicious, seekers slow and salvation shuns suffering supplicants. It is high time for all to venture out and reforge the unity that used to be uniquely unanimous! And, of course, the singers of the Chora are delighted to deign to don the dress of director, dangling incentives in front of impressionable but inspiring initiates in the path of peace.

( Offer:  The Chelonian Chora is offering to assist the fledgling countries in their work all throughout the oceans.  Benefit:  The Chelonian Chora will Seek Aid for any country's Diplomacy, Economy, or Faith actions.  Cost:  1 Favor owed per two Seek Aid actions (must be in same round).  Duration:  Available until the end of Round 27.  Details:  May opt to have the Chelonian Chora Seek Aid for an action after it has been rolled; this costs 1 Favor per Seek Aid action instead of 1 Favor per two Seek Aid actions.)

 3.   
 Spoiler: In League With…Whom? 

 It's so hard to get revenge  
The fishy element drags you down
Lead a unifying life if you can
Try not to turn your back from town
Let the rumors find such currents as they may
Reckon up the variables
Find a way to make it real
Make a deal
Until my protector comes

It's so hard to save yourself
When you've already sung down Blacktide
Try to navigate the rapids as you can
Headed on with the tide
Strong friends are where you find them
Nanuuq talks all kinds of trash
Never you mind them
Make it real
Make a deal
Until my protector comes

Reefbacks blotting out the sun
Harmonizing everyone

Be so hard to look away
You've gotta be strong in the face of suffering
Cut a good figure because everybody's watching
Even if it ends up meaning nothing
Let the currents spread such scandal as they may
Maybe Klam Kardasean vlogs the site of your win someday
Make it real
You make a deal
Until my protector comes
 

 [Request]   - Various vulnerabilities vie very vigorously to totally topple testudine chora. Chelonian choirs call for comfort. Organized offense offers ultimate defense, denying detractors victory.

(  Request:   The Chelonian Chora seek a protector!
 Reward:   A Strong Claim to Firstreef (Region 169)
 Cost:   Offensive action against the Gate in Kenaqua (52) or the Nanuuq Constellation, construction of a Fortress in 169 (allowed in the unowned region exceptionally by Chora)
 Duration:   Until 169 is owned by a player faction 
 Special:  Unavailable to those at negative Reputation, and doubly unavailable to Torv, the player, specifically)

  Nonactions:  
 [Request] Good Names Go to Wastes, Round 2 Results 

W26 (Tropical): Te Whanuitanga (MIR), +1 CCA favor to MIR

W27 (Polar): The Screaming Fish (ESP), +1 CCA favor to ESP

W35 (Temperate): The Sea of Bones (CYP), +1 CCA favor to CYP

 [Taboo] Do You Hear the People Sing? - ENDED  - After ages, all are allowed agency. Causing coups, creating chaos, anything alike ain’t awful. Be bold; be brave. But be cautious, lest you wake that which should not be woken with cacophony.


 
 Spoiler: Ongoing 

 [Opportunity] An Appetite For Abundance  - (  Opportunity:  Countries may provide Treasure, Food, Preservatives, and Dyes to repay debts to the Chelonian Chora.  Reward:  1 or more Favors.  Cost:  3 Treasure or 1 suitable Trade Post per Favor.  Deadline:  Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice.  Details:  Non-action to gift Treasure/Trading Posts. May not be used if no Favors are owed. )

[Circumstance] Nasin Nasa, Tan Tawa, Ali Ante - Update![/B] - Where previously people parted ways with what were supposedly stable situations, now news nears of others openly objecting to travel, talk, and acting as always. Kenaqua’s chaotic call causes  paranoia, personal partition, public retreat –radiating round Blacktide’s baneful blasphemy.

(  Circumstance:  People have ceased disappearing and are instead hunkering down in paranoid seclusion.
 Penalty:  None yet.
 Duration:  Indefinite
 Details:  The currently affected areas are the places where the Gate’s influence is projected to spread. )
 


 

    Divine Nacres    
 
 Spoiler 
The  Divine Nacres  are a surface-dwelling consortium of humanoid researchers, biotechnologists, and ecclesiastics living in floating city-spheres that look like nothing so much as massive, impenetrable pearls. In generations past they have largely remained aloof, keeping their local subaquatic societies at arm’s length save for the occasional gift of advanced biotechnology or guidance, asking in exchange for access to the seafloor and assistance with gathering seemingly random resources for esoteric reasons - such was their distance that not a soul has seen them outside of their strange bulbous suits. Recently, however, the Nacres have been much more open and active in their communications and exchanges with the burgeoning civilizations of the oceans.
 

  Actions:  
 1.   [Action - Economy] Invent New Technology  - The Divine Nacres are unwilling to give their core secrets, but they know a thing or two about survival in less-than-ideal environments. Take a small piece of the knowledge, stick some shiny rocks in your skin, and boom–even away from society, you’ll be able to manage for some time. That should help set up new regions!

  Crystalline Biocompensators:  Requires Electroconductive Crystals, Composite Grafting. Colony Settlement requires one less action, to a minimum of two actions, if the region is adjacent to an owned non-colony region. 
 2.   [Diplomacy] Attend The Dawning of the Third Age  - Definitor Eutychus 2 is sent to the World Garden of the Sakura-Jin’s event with authority to exercise his own discretion in determination of available information.

Event subactions:
- Distribute Crystalline Biocompensators to all attending parties at rank 1 or higher with the Divine Nacres.
- Transfer control of the Inoculum, the Nacres’ own specialized ship, to the World Garden of the Sakura-Jin to pay off favors owed. (The Divine Nacres consider lending the ship to fulfill 2 favors owed. SKR -2 DNA favors, 4 favors -&gt; 2 favors) The Nacres expect the ship to be returned no later than the end of round 28 or else there will be consequences.

 3.   [Action - Intrigue]  - Coerce TP 45.3 for Mintcrunch Flounder on behalf of the Eternal Spring. The Nacres do not like feeling like they owe debts to subaquatic cultures. Procuring a supply of interesting biological specimens ought to even the scales. (ESP -1 DNA favor, 4 favors -&gt; 3 favors)

  Nonactions:  
 [Task] Finalized Repairs Resolution  - There are no longer penalties to Raise Reputation with the Divine Nacres

 [Offer] Are You Ready To Raid?!?!  - Unlike the Reavers, the Divine Nacres know when to stop.

 [Circumstance] Cautela Vita Est  - With the seas growing more stable, the Divine Nacres return to business as usual.

 Coresite Investigation Results  - The Nacres enter the Cathedral of Comprehension with empty data cylinders and leave with full ones. No detail is provided on what was or was not recovered, although a witness reports seeing a glint of light off of Deep Blue’s Core Fragment as it was carried out of the facility.

 Augmentation Results  - The Eternal Spring sent their Spy, Black Noise, to get an Augment from the DNA, spending 1 favor in round 24. Now, Black Noise is returned to Mawbel, although that name may no longer be appropriate given the utter silence in which the individual can now swim. Whatever appendages or skin texture they had before has been regrafted with seasilk-smooth, frictionless eelskin. Black Noise’s Intrigue score drops by 1 (to 6) as a consequence of the slippery and impractical nature of their body, but they gain +3 to infiltration actions and non-actions.

 Stopgap Supply Run First Place  - The Nacres have pledged to found a Holdfast, constructed over two rounds, in one of the Eternal Spring’s regions. As Verja (61) already has a Reefback Nursery and Town Square (47) will soon have a World Wonder, they await the Eternal Spring’s acquisition of additional seafloor. Mawbel must have a suitable place for a Holdfast by the end of round 26 or else lose this opportunity.

 Reaver Raid Response  - "Admiration." The Divine Nacres do not bandy the word around lightly, have, in fact, not used it in some time. Truth be told, they had to rummage around in more than a few dusty corners, had sent a handful of scouts back to previous waters to make sure it hadn't fallen into the sea, and had begun to suspect they had lost it in one of their ruined holdfasts before it was found on a shelf behind a befeathered mass of pulsing sinew and cartilage left there to mature. Honest debate was held over the ethics of the deployment of the four monumental syllables, but no other recourse could be found. And so it is with that word that their message is emblazoned.

"Admiration," they say, "Must be expressed towards the upright and bold soldiers of Seatide and its saviors. Though at great cost, you have done what no others of the oceans have been able to--you have put to the withering flame a Reaver fleet. To all who took part, our thanks. To the Confederacy which suffered so much in this assault and which nobly invited the attack by its previous feats: we will have much to discuss once you are recovered."

 Every militarily participating power gains one Favor with the Divine Nacres! 
 A Seriaous* Addendum  - An envoy from the DNA is dispatched especially to Costa Sereia. Their capture of a Reaver is extraordinary, perhaps impossible. Reavers refuse nothing so much as capture, and even if caught, their wicked technologies ensure there is always a safe escape into the sweet arms of the death they have so far managed to stave off. Never again will they be made scientific playthings, experiments without agency. The Divine Nacres would know by which methods, with which complications, at what cost the commander was caught. They make no mention of payment, but their hunger for answers is plain.

(  Opportunity:  The Nacres must know. What do you offer?
 Reward:  One favor with the DNA (if told for free),  or 2 Treasure or 1 technology held by DNA on the tables
 Deadline:  End of turn
 Details:  You must detail this in a fluffed nonaction. Available only to COS. )

*Lumaeus is proud of this


 
 Spoiler: Ongoing 
 [Opportunity] A Need For Knowledge  - (  Opportunity:  Countries may provide Technologies, Esoterica, Megafauna, and Drugs to repay debts to the Divine Nacres.  Reward:  1 or more Favors.  Cost:  1 previously unknown Technology or 1 suitable Trade Post per Favor.  Deadline:  Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice.  Details:  Non-action to gift Technology/Trading Posts. May not be used if no Favors are owed. )

 [Taboo] Carissime, Melius Est Descendit Ubi Madet: Sub Mari!  -

(  Taboo:  The Divine Nacres advise against trying to explore Terrestrial Wastes - it can lead only to chaos and ruin.  Penalty:  -1 Rep for creating a technology which would allow exploration of Terrestrial Wastes. -1 Rep for successfully Exploring a Terrestrial Wastes region.  Duration:  Indefinite.  Details:  A technology which would enable exploration of Terrestrial Wastes must have these prerequisites at minimum: a technology which allows crossing Brackish borders, a technology which allows crossing Toxic borders, and at least two additional resources. )

[Request] An Inventory of Lamentations [1/5] - The Nacre giveth and the Reaver taketh away, so the proverb says. This is the genesis of sorrow. For though much has been givenethed, so too have the Reavers takenethed so, so much away. Both as a testament to the memory of the lost and as a chronicle of this unwilling exodus, the Divine Nacres seek names and numbers for a data repository to predict future attacks. Which kings and judges have been taken, what treasures? This is the job they have for you.

(  Request:  Cooperate in the creation of the Inventory of Lamentations! Available for anyone negatively affected by the Reavers since raids began.
 Reward:  + 2 Favors (max); if Project is completed, additional reward given to all contributors.
 Penalty:  None
 Deadline:  End of Round 25
 Details:  1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Inventory. 1 Favor earned for spending an Faith or Diplomacy action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires. )

 [Offer] Teach a Fish to Man (the GMO Kelp)  - We may have retreated from the waters, but we are with you in spirit. We offer to you a few gifts, things we can develop Above. Those who seek from us shall find, and our expertise remains yours. Surely, this will be with you always, until the end of the age.

 ( Offer:  The Divine Nacres are offering to assist countries in their work all throughout the oceans.  Benefit:  The Divine Nacres will Develop Resource (Economy Special) for any country.  Cost:  2 Favors owed and -1 Reputation.  Duration:  Available until the end of Round 26.  Details:  May opt to have the Divine Nacres Develop Resource for one region you control. Only available to nations at rank 1 or higher. )

 [Request] Go Set a Watchman  - The wrath of those on whom the heavens have never shone has left us wounded, a shadow of what we were. It is in such times that we must fortify ourselves and remember what is important: overwhelming superiority. Help us, and you will know our favor.

(  Request:  The Divine Nacres want units!
 Reward:  1 favor for 2 units given.
 Penalty:  -1 Reputation for any Reputation 2+ country who does not participate by the end of the Request.
 Deadline:  End of Round 25
 Details:  As a nonaction, send two units to the Divine Nacres. Limit once per nation. )

 [Opportunity] Discupulus Dominorum  - The Nacres usually guard their secrets and stations jealously. Few are given the opportunity to walk among them–which, considering few can walk, is not a terrible deal. But now, while it’s not like they  need  it or anything, they have seen it in their hearts to extend a seaolive branch of magnanimity to those who can do some grunt work while they deal with greater concerns.


(  Offer:  The Divine Nacres are offering scientific training and scholastic opportunity.  Benefit:  Countries with a DNA Reputation Rank of 1 or higher may choose to take an Economy or Intrigue action to research with the Nacres. If they do so, they count as taking an additional action of that type for that turn for the purposes of attribute gain. Countries with a DNA Reputation Rank of 2 or higher may take an action of each type to research with the Nacres.  Cost:  One Economy or Intrigue action.  Duration:  Until the end of Round 26. )

 [Offer] Pen Pals  -  Through mysterious means, the Divine Nacres are facilitating an instant messaging service between select nations. What better way to link two nations?

(  Offer:  The DNA offers a way to consult the intellect of another leader near-instantaneously even across long distances.  Benefit:  The two nations will gain a temporary Cultural Exchange until either leader steps down or dies.  Cost:  3 Favors owed, divided between the affected nations however they choose.  Duration:  Until the end of Round 26. Details: Only available to nations at rank 1 or higher. To set up the service, each involved ruler must make a non-action trip to the closest Holdfast (requiring non-action permission from the Holdfast’s region’s owner.) )
 [Offer] Prototype Enhancements - The Divine Nacres have been hard at work in their laboratories, developing new ways to improve not just the physical capabilities of subjects, but to augment their masteries over themselves. But it’s still in the testing stages. These early prototypes have many … undesirable unplanned features. The Nacres are recruiting test subjects from a wide variety of races. Just sign the 24-page consent and liability form, and they’ll get started.
( Offer:  The Divine Nacres will provide a genetic enhancement to any mechanical character of a country's choosing.  Benefit:  The chosen character gains a minor  permanent ability, effect, flaw, or score change. Cost: 1 Favor and the character is occupied for a turn. Duration: Until the end of Round 26. Details: Only available to nations at rank 2 or higher.
 


 

    International Prestige    
 
 Spoiler 
 International Prestige  uses many Organization mechanics, but is distinct in a number of key areas - it represents the respect, appreciation, envy, and awe a country commands on the world stage, not just from the ruling governments of the country’s peers, but in the broader perception of the influential elite. The only actions International Prestige can take are to create tasks, requests, host events, or similarly create opportunities for countries to demonstrate their wealth, power, and grandeur. Reputation with International Prestige can be raised by gaining Prestige, and PRS Reputation Rank will often simply be referred to as Prestige Rank.
 

 The Eternal Spring may construct a World Wonder in Town Square (47)! World Wonders grant unique benefits to whichever country controls their region, as determined through discussion with the Organization GM, and require 5 actions to complete; they may not be completed until the benefit is decided, no more than 3 actions may be spent on them each round, and they cannot be completed in a single round. Other Countries may not assist with their construction. A country may only ever construct one World Wonder. 
 A Friend In Need  - After the pitched repulsion of the Reaver strike forces in Deepdrift, the citizens of the world hunger for more stories of heroic interventions! Whoever contributes to the defense of another state the most times by the end of Round 27 will gain +1 PRS. 2nd and 3rd place will gain +2 treasure from admiring foreign investors.

 Ludus Loliginis (the Squids Games)  - Round 1 begins  here , Rounds 2-4 will continue in the same thread during Round 26.

 
 Spoiler: Ongoing 
 [Mystique] Renegades, Turnskins, And Defectors  - (  Opportunity:  The first country in each starting zone to successfully Incite Betrayal will gain 1 Prestige. The first rebellion to arise on behalf of a specific country in each starting zone will gain that country 1 Prestige.  Duration:  Until fulfilled.  Special:  Actions taken to complete may be done as Secret Actions, but please note that successful attempts must be revealed in the following round opener - if for whatever reason they are not revealed, no Prestige will be awarded. The successful use of either the Galvanize Partisans Intrigue 5 Special Action or the Spark Claimant Revolt Diplomacy Action will suffice for fulfilling the second half of this opportunity; the Inspire Uprising or Spark Rebellion actions will not. Remaining Availability : All effects for: Temperate, Tropical. Incite Betrayal only: Polar )

 [Acclaim] The Ties That Bind  -  ( Opportunity:  The first country in each starting zone to successfully press a Marriage Claim will gain 1 Prestige. The first country in each starting zone to successfully Integrate a region acquired by Confederation will gain 1 Prestige. The first country in each starting zone to have a Fabricated Claim uncovered as such will lose 1 Prestige.  Duration:  Until fulfilled.  Special:  If multiple countries simultaneously fulfill the conditions, all eligible countries gain or lose the relevant Prestige.
 Remaining Availability : Marriage Claim: None. Integrating Confederated Region: Temperate, Polar. Revealed Claim Fabrication: All )

 [Honor] Remarkable Reconstruction  - (  Opportunity:  When a country rebuilds a TP or Holy Site that was destroyed by the Reavers, they may choose to let it enter play Open, rather than under their control. If they do so, they gain +1 Prestige. If a country donates 2 Units as a non-action to a region that lost units to the Reavers, they gain +1 Prestige and the region no longer qualifies for such donations by other countries. If a country successfully Sways or Impresses a Reaved Faction in a region they don’t control, they may choose for it to become Open instead of gaining the Faction’s Support; for every second Faction they restore in this way, they gain +1 Prestige.  Duration:  Until fulfilled.  Special:  Any country may rebuild Holy Sites or TPs destroyed by Reavers in uncontrolled regions. If multiple countries donate Units to a region that lost units to the Reavers, they both gain the Prestige, and the region gains the Units from all such donations received. 
 [Distinction] Origins Of The Exotic  - (  Opportunity:  The first time a country Exhibits a Great Work, they gain an additional Prestige. If a country is the first to Exhibit a particular type of Great Work, they gain an additional Prestige.  Duration:  Until fulfilled.  Special:  ‘Types’ of Great Work are determined at the Organization GM’s discretion. Established Types (Non-Exhaustive): Sculpture, Literature, Song, Engravings, Tapestry 
 

 
 Spoiler: Permanent 

 [Strife] Big Fish In Small Ponds  - (  Opportunity:  Starting Round 6, Prestige and PRS Rank will no longer correlate one to one: to reach PRS Rank 3 from PRS Rank 2 will require 2 Prestige, while reaching PRS Rank 4 from PRS Rank 3 will require 3 Prestige. This Prestige does not have to be earned in the same turn. Reaching PRS Rank -3 from PRS Rank -2 requires the loss of 2 Prestige in the same turn.
If all available positions at a given PRS Rank are occupied when a new country would reach said rank, the country which gained Prestige least recently has their PRS Rank reduced by 1. Ties are resolved by roll-off made with the tying country’s highest respective attributes, with the lowest roll result(s) losing. Changing rulers will no longer result in PRS Rank loss when at PRS Rank 3 or 4, but will reset any accumulated Prestige to 0.
 Duration:  Indefinite.
 Special:  The loss of Prestige still causes a loss of PRS Rank. Gaining Prestige when at PRS Rank 2 or 3 which is insufficient to rise to the next PRS Rank, or gaining Prestige when at PRS Rank 4, still counts for determining which country gained Prestige least recently. Losing PRS Rank resets the clock and clears out any accumulated Prestige which was insufficient to reach the next Rank, counting as an instance of gaining Prestige for timing purposes only.
	When rolling to determine PRS Rank reduction, ties are resolved by comparing Partial Prestige; if a tie still remains, then all attribute score totals are summed and compared, with the lowest value losing.  )

 [Honor] Blood, Stone, and Ink  -  ( Opportunity:  Countries may now establish PRS Treaties with one or more other parties as part of an event, which all parties have to attend. In order for this to work, all parties must agree to the terms of the agreement, what counts as a violation of those terms, and that it will count as a PRS Treaty. Any Treaty signatories with 0 Prestige will gain 1 Prestige upon the Treaty being finalized. Once finalized, any signatory who violates the terms of the Treaty will lose 1 Prestige.  Duration:  Permanent.  Special:  Attempts to abuse this mechanic will result in consequences inflicted by the Organization GM. Treaties without a meaningful potential for violation (as judged by the Organization GM) will not grant Prestige. A country can only gain Prestige from signing a Treaty up to once per round. Treaties may  not  be signed in secret. If a Treaty is dissolved by means other than a violation (such as reaching a set end-date (without getting renewed) or all parties agreeing to dissolve the Treaty), any parties who gained Prestige from the creation of the Treaty will lose 1 Prestige.

Treaty violators cease to be considered a signatory at the end of the round. This may result in the dissolution of the Treaty entirely, or simply an exclusion from any protections offered by said Treaty, depending on the exact terms - but it also means that if multiple parties violate the terms of the treaty in the same round, they will all lose Prestige.

Ambiguities in a Treaty for which no consensus can be reached among the signatories will be resolved by arbitration by the Organization GM. If any ambiguities are apparent when the Treaty is first presented, the Organization GM will ask the signatories to disambiguate the relevant situation before approving the Treaty. )

 [Renown] A Monumental Undertaking  -  ( Opportunity:  Once per turn, a country may, as a non-action, work on a monument or similarly grand project in a region they control. This requires a fluff description of the ongoing work, design, difficulties, progress, or similar. When beginning such a project, a country must decide whether it will be a 3-part project or 5-part project. Upon completion, a 3-part project grants 1 Prestige, while a 5-part project grants 2 Prestige.  Duration:  Until fulfilled.  Special:  Project completion requirements and rewards are subject to change. Insufficient description/fluff will result in no progress towards the completion of the project for that turn - three to four sentences should usually be sufficient. Countries may not have more than one ongoing project at a time. Countries may not accelerate these projects by spending actions.) 
 [Acclaim] To Greatness  -  ( Opportunity:  Any country that becomes a Sea Power, Empire, Merchant Marine, or Holy Sea by use of a Special Action gains 1 Prestige.  Duration:  Permanent.  Special:  Elevate Status, Consolidate Holdings, Exalt Domain, and Usurp Title actions all count. Usurpation results in Prestige loss for the Usurped country.) 
 [Affluence] Opulent Optics  - (  Opportunity:  A country may choose to spend 5 Wealth as a non-action to gain 1 Prestige.  Duration:  Indefinite.  Special:  This may be done multiple times in a single turn if a country has sufficient Wealth available. )

 [Notoriety] The Fragility of Fear  -  ( Opportunity:  Prestige loss will be assigned if a country experiences a rebellion in response to a failed Oppress Faction or successful Sack action. Prestige loss may be assigned if a country is forced to acquiesce to a rebellion’s demands. Prestige loss will be assigned if a country commits gross atrocities.  Duration:  Indefinite.  Special:  Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 3 Prestige, based on context and circumstances.) 
 [Mendacity] A Lack Of Commitment  - (  Opportunity:  Prestige loss will be assigned if a country Oppresses a faction in a region on which they have a Confederation claim. Prestige loss will be assigned if a country backs down from an Ultimatum it has made. Prestige loss may be assigned if a country is revealed to be grossly hypocritical.  Duration:  Indefinite.  Special:  Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 2 Prestige, based on context and circumstances.

Countries may declare an Ultimatum as a non-action. An Ultimatum is a declaration of commitment to a specific action or set of actions, with or without a set of conditions. At the end of the round the Ultimatum is made, it can no longer be changed - however, Ultimatums are usually crafted in response to a specific set of circumstances, and expire at the end of the third round after they were made. If a country that declares an Ultimatum fails to follow through, that country will lose 1 or more Prestige, depending on the severity of the lapsed Ultimatum and surrounding circumstances. Ultimatums cannot reduce a country to -3 Prestige. A country can only make one Ultimatum per turn. )

 [Ignominy] Stigma, Scandal, and Shame  - (  Opportunity:  Prestige loss may be assigned when a country badly loses a battle it was heavily favored to win. When a country returns a captured Spy or General to their owner, said country may choose to reduce the owner’s Prestige by 1 as a non-action. When a country returns a captured Ruler to their owner, said country may choose to reduce the owner’s Prestige by 2 as a non-action. Prestige loss may be assigned if a country is grossly humiliated or suffers a gross embarrassment on the world stage.  Duration:  Indefinite.  Special:  Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 3 Prestige, based on context and circumstances. )
 
Frostwander
     Costa Sereia - Merchant Marine    
 Region 134 - Palacia
Region 103 - Taifre Mandala 
Turn 25
   
 Spoiler: News and Rumors 
Duarto Alverna arranges the funeral of Veruha Mascerena. According to her wishes per a long-sealed will, the ceremony is agnostic, and attendees are limited to a small group of family and old companions, Duarto himself, and the madrina. Veruha’s remains are not interred in the Mascerena traditional tomb, but instead alongside those of Uschi Alverna in tribute of a relationship long hidden.
 

 Actions: 

1)  [Diplomacy]  Raise reputation with Divine Nacres 0 -&gt; 1 ( Roll: 10 - Success )
 In one decisive moment, the legacy of Veruha Mascerena has caught the rapt attention of the surface-dwelling 'Divine' Nacres. It would be a shame to squander the opportunity. 

2)  [Economy]  Special 10: Specialized Ship - the MIRAGE
 Beast-pulled carts and current-borne barges of trade goods are a common sight traveling throughout Costa waters and along the many trade lanes they frequent. For the first time, though, a new type of vessel has been built in the industrial yards of Palacia, commissioned by the Mascerena costa. It is a small vessel, by comparison with the ships of many other nations - suitable for a crew of no more than a dozen, and with minimal cargo capacity.

From a distance, the MIRAGE looks like nothing more than a large jellyfish. The body of the ship is a translucent dome, and covered in a scintillating display of photospores that can be stimulated to provide an array of colorful patterns. Below, eleven long hanging tendrils twist on a ring, weaving through the water to provide propulsion or keep the ship balanced when stationary. 

3)  [Intrigue]  Coerce Trading Post - Isothermic Sea Beans, Region 163 TP2 ( Roll: 10 - Failure )

4)  [Intrigue]  Investigation: Examine the Cyber Optic artifact ( Roll: 16 )
 What can be learned of the Reavers' transmissions? Could this lead to methods of locating and tracking the other fleets as well? 

5)  [Intrigue]  Investigation: Interrogate Commander Mortus Hyalusque ( Roll: 13 (12 + Seek Aid) )
 Only once before has a reaver been captured, and that a barely coherent half-machine convert. A fleet commander must have so much more knowledge to share - tactics, locations, strengths and weaknesses, technology. Share it he will, one way or another. 

6)  [Intrigue]  Secret Action
 Shadows shift. Voices whisper. Coin - and less savory things - change hands in the dark. 
 Non-actions:  
What secrets hold the Deep?
Spend 3 Treasure each on Investigations, 2 Treasure on Coerce action. (8 Total)
Receive the remains of Veruha Mascerena from Seatide Confederacy. Return of the Peninah Ayin artifact found on her person has also been formally requested.
Support Gotezhar buyout of Razorglass - Region 128 TP2.
Seek Aid with the Shadow Pearl for the interrogation of Mortus Hyalusque ( Roll: 11 - Success )
Use Cyber-Optic artifact to reveal location of the Shattered Hope fleet.

A Seriaous Addendum: confer with the Divine Nacres about capture methods - acquire 2 Treasure and Seeker Barnacles tech from the Nacres.
 
 Spoiler: A Seriaous Conversation 
Madrina Revelle Alverna is pleased to meet with the envoy from the Divine Nacres. The Costa have never been much in their consideration, positive or otherwise, so to suddenly hold such interest is worthy of an eloquent and graceful response. The envoy is received on a sloped balcony room at the shallow end of Cadid Santuario. The upper edge of the room sits above the surf at low tide, while the lower end is submerged just enough that the sereia in attendance can move without discomfort. Sunlight filters softly over the waves, and bright coral flowers accentuate the space as assistants offer a variety of refreshments. (These are moot, of course, if the nacre wishes to remain suited, but the effort and welcome are clear.)

After a suitable amount of small-talk and discussion of recent events in the public domain, the madrina allows the topic to turn to the envoys primary purpose.   "I understand your interest in the capture of the Reaver, Commander Mortus Hyalusque, during the recent action at Deepdrift. As you stated, reavers are notoriously difficult to disable or capture. They are quite vigilant in both avoiding apprehension and preventing even their dead from falling into others' grasp.

"I hope you will understand that certain operational details must remain unspoken. This is to preserve and protect those surviving associates involved in the capture. The mechanical details, however, I will be pleased to share.

"As you doubtless already know, the commander and a number of his fleet assaulted the city in a group of small incursion craft. A set of diversions and false targets of opportunity in the chaos of the battle provided for the splitting of this group until only a few remained in near proximity to their leader. Our primary operative, Lady Veruha, sprung a trap of razorglass netting for a brief strike at the commander while his flanking units were ensnared.

"Lady Veruha engaged with Hyalusque himself as he jettisoned from his craft, ambushing him from camouflage with a spine of an experimental poison derived from hydra leeches. They scuffled briefly, and while he was assuredly the superior duelist, she needed only a few moments before the paralysis of the toxin set in. While subdued, the commander was wrapped in one of the reavers' own electrified nets, allowing him to be transported out of sight and for any transmissions to be cut off. From there, he was kept concealed until the Reaver force was forced to withdraw, then moved in the aftermath.

"I regret that Lady Veruha cannot be present to receive your congratulations on her work. She was injured during her scuffle, infecting her with Black Spot biotoxin that I believe you are familiar with. She did not survive."  

The madrina pauses for a moment in respect.   "There is little else of particular interest to tell, so far. The transport back of the prisoner was blessedly uneventful. For the moment, the commander will remain with us to answer questions and for his actions. Knowledge bought with a price.

"I would be glad to meet again to discuss what we learn. In the meantime, I understand your people have been doing intriguing things with barnacles."  
 

 Passive Effects:  
Resist Secret Actions at +2 from ABS assistance.
Resist Sacks and Coercion at +1 from ABS assistance.

Contestants for the Squid Games (Whereabouts currently unknown, rolls in  Squid Games Thread ):
 Ilanda Loura, daughter of the illustrious General Illdo Loura, has been trained in military strategy and combat since a young age.  
 Felipina Mascerena, a ghostkoi sereia who has made a sensation in the aquaestrienne scene of Palacia, known for her signature style of velvet coat and fishnet skirt, with a tall kelp-felt top hat. 
 
 Spoiler: Leaders and Prominent Figures 
 Leader:  Revelle Alverna (Diplomacy 7; Military 5; Economy 10; Faith 4; Intrigue 4)
End-of-turn increase: Intrigue +2
New Leader next turn: No

 Generals:  Illdo Loura (Military 8)
 Spies:  Veruha Mascerena - Deceased (Intrigue 7), Circo Luto Perdida (Intrigue 8)

 Other:  Duarto Alverna, retired; Gaspar Peixoto, Business Counsel; Illdo Loura, Militia Commander; Rain Loura, Venture Financier; Havardr Perna, Priest of Desderia; Salom Resende, Arete Priestess; Paidre Peixoto; Conseco Loura; Jaco Barros
 

 
 Spoiler: Relations of State 
 Cultural Exchanges:  The Gotezhar (138); The Cyphiri Union (122); The Kar-Nath Hegemony (77)
 Trade Routes:  The Gravetenders (78), Splendid Miru Miru (153)
 

 
 Spoiler: Resources 
 Units:  Sereia Militia x5, Nereid Scholastic Guard x2
 Treasure:  10
 Artifacts:   Peninah Ayin (STC) , Screechstrobe Cluster (2/3), Shadow Pearl (Shadowed), Reliqua of Arete Priestess Earlee, Cyber-Optic
 Reputation:  ABS (2); CCA (0); DNA (0); PRS (1)
 Favors: 
 Cultural Identity:   Practical Curiousity - 2d8 Investigations
 Capital Region:  Palacia
 Cities:  Cadid Santuario - Region 134 (+1 Sway Faction)
 Fortresses:  Great Scar Fortress - Region 103
 Aristocrat Support:  134(C), 103
 Effective Trading Posts 43 (4 income): 
&gt;  Adventuring Scholars  - 103 Merchant Support (No TPs)
&gt;  Barnacle Glue  - 119 Merchant Support (No TPs)
&gt;  Bioluminescent Tunicates  - 117 Merchant Support (No TPs)
&gt;  Blackbeaked Dolphins  - 160 TP3
&gt;  Cobalt Dye  - 134 TP1, City &amp; Merchant Support
&gt;  Fertile Soil  - 60 TP1
&gt;  Fortified Bonemeal  -  112 Merchant Support (No TPs) 
&gt;  Giantsbane Seeds  - 114 TP3 &amp; Merchant Support
&gt;  Hydra Leeches  - 126 TP1
&gt;  Kelp  - 131 Merchant Support (No TPs)
&gt;  Liming Snails  - 115 TP2
&gt;  Luminescent Crystal  - 135 TP2
&gt;  Mineblossom Sponge  - 130 TP2 &amp; Merchant Support
&gt;  Native Gold  - 122 Merchant Support (No TPs)
&gt;  Phosphorite  - 113 Merchant Support (No TPs)
&gt;  Plankton  - 124 TP2 &amp; Merchant Support
&gt;  Pure Berries  - 138 TP2
&gt;  Ray-Ear Seaweed  - 127 Merchant Support (No TPs)
&gt;  Razorglass  - 128 TP1 &amp; Merchant Support
&gt;  Refugee Workers  - 96 TP1
&gt;  Talented Crabs  - 65 Merchant Support (No TPs)
&gt;  War Cultivator Supplies  - 97 TP2 &amp; Merchant Support
&gt;  Wave Scorpions  - 133 Merchant Support (No TPs)
&gt;  Whispering Eggs  - 176 TP1
&gt;  Wild Armored Gharials  - 137 TP1 &amp; Merchant Support
&gt;  Merchants by Proxy  - 12
 Primary Religion:  Brilhinte (10 Holy Sites)
&gt;  Temple of Jurxo  - 97 HS1
&gt;  Escola Academia  - 103 HS1
&gt;  Escola Experia  - 103 HS2
&gt;  Temple of Duarge  - 103 HS3
&gt;  Temple of Raquela  - 134 HS1
&gt;  Temple of Desderia  - 134 HS2
&gt;  Temple of the Deep  - 134 HS3
&gt;  Temple of Leocidia  - 137 HS1
&gt;  Temple of the Eighth Divine  - 137 HS2
&gt;  Temple of Narcis  - 173 HS1
&gt;  Clergy Support  - 103, 134, 137
&gt;  Holy Site Bonuses:  (5) +1 Seek Aid; (10) CI: 2d8 Buyout Trade Posts
&gt;  Holy Orders:  Panhellis Ceuabrir (Camaraderie of the Open Sky) - Region 137
&gt;  Miracles:  Harmonious Currents
 Civilian Techs:  Composite Grafting, Trophic Deconvolution, Megafaunal Tailoring, Photospore Signaling, Graduated Symbiosis, Supernatic Propagation, Anoxic Adaptation, Electrodialytic Staurozoa, Mitochondrial Regulation, Bioluminescent Navigation, Holographic Certification, Filtration Grafts, Sojourn Suits, Mamomachines, Papeshell Draft-Cuttle, Scrying, Reactive Refining, Multi-pigmented Photospores, Adventuring Parties, Megafaunal Caravans, Oxygenating Implantations
 Military Techs: 
&gt;  Dropped Weaponry  - Supermarine Artillery
&gt;  Fortification  - Razor Current Netting
 
Blossom
 The Magaramach, Round 25 
Tropical, Region 10, 154, 156

Ruler:  Emperor ALL-YOUR-TABLETS-ARE-BELONG-TO-ME, Roller of Rocks
D 2; M 5 ; E 4 ; F 3; I 1
 Actions  
 
   Diplomacy - Raise Reputation with ABS - Fail  
   Economy - Buyout Region 143 Trade Post 1 - Fail  
   Economy - Buyout Region 143 Trade Post 2 - Fail   
   Military - Send General Tiny to study with KNH   
   Military - Raise Unit  
Dice rolls:  https://forums.giantitp.com/showsing...1&amp;postcount=53  
 
 Net effects 
(Economy +1; Military +1)
Treasure 0-&gt;0 (Current Max 5)
Units 2&gt;5 (Current Max 6)

 Non-actions 
 
 Spoiler: REFERENCE INFO 

 
 Spoiler: Economy 

Trading Posts
Region 129b TP1 Mercenary Retainers
Region W36 TP1 Crystalized Script
Region 154 TP2 Blood Kisses
Region 17 TP3 Delights of Moonlight
 

 
 Spoiler: Technology 

Specialist ship - IT DOESN'T HAVE A NAME IT'S JUST A BUNCH OF ALGAE
Supernatic Propagation (starting tech)
Photospore Signaling (starting tech)
Composite Grafting (starting tech)
Bioluminescent Navigation (Depth 1, requires Photospore Signaling)
Filtration Grafts (cross toxic boundaries, requires   Filter Feeders )

 Advanced Cooking 
Effects: +1 to resist Buyouts
Prerequisites: Spices

 Big Rocks 
Military Slot: Dropped Weaponry
Prerequisites: Hard minerals
Effect: +1 Battles

 Blood Algae 
Military slot: Sappers and Siege Weapons
Prerequisites: Supernatic Propagation
 Effects:   +20% enemy casualties, +10% own casualties in depth 0 regions
Write up: This dull, green alga infects wounds and grows exponentially in blood, rapidly causing the owner of such an infected wound to die. Using the techniques of supernatic propagation a cloud can be rapidly convened above the battlefield making even slight wounds considerably more dangerous. Knowing it is there giving some protection - or at least some chance of avoidance - but its infectious growth is impossible to totally avoid. The main defence is getting deep enough that the surface growing algae ceases to be a problem.

 Battlefield Scavengers 
 Military slot:   Mounts and Warbeasts
 Prerequisites:   Carnivorous Animals
 Effects:   Negates all the casualty reduction effect(s) of one technology or tactical doctrine.
 Write up:   The army is accompanied by a horde of scavengers and carrion seekers, perhaps tamed, perhaps simply aware that blood will be spilled. They feed on the dead and dying, hampering the efforts of healers, and doing their part to transform battlefield injuries to battlefield casualties.
 

 
 Spoiler: Orgs 


ABS
- Welcome: +1 to resist Sacks and Coercion, as the Abyssal Stewards offer early warning of incursions
- Friendly: +2 to resist Secret Actions from the Stewards' vigilance.
CCA - Disliked: -1 to Conversions as the Chora's songs sow distrust and skepticism of your motives.
PRS - Disregarded: -1 to Raising Reputation and Slandering for non-PRS Orgs as your people are skipped over in discussions of geopolitics.
 

 
 Spoiler: Military 

General Tiny (Mil 7)

Carnage:
Less a "tactical doctrine" than an utter lack of anything approaching tactics or doctrine. Through sheer force of will and physical might a leader can get the Magaramachi to the battlefield. More or less. Once blood hits the water though, the army descends into a chaotic mess of fighting and feeding, attacking the army, each other and anything that happens to be nearby with equal fervour.
3 free sack attempts, ordered as City&gt;Holy Order&gt;Trading Post (the intent being here that bigger things are sacked before smaller things)
+50% own losses (as they turn on one another)
-1 to battle rolls (turns out having no strategy at all is harmful)
+2 to allied leader losses (the enemy is trying to kill you, sure, but the disadvantage of being the biggest in this sort of mess is that sometimes one of your own will get lucky)
 

 
Rolepgeek
     The Gravetenders    
  Turn 25  
  Elkelt, Voice of The Second  
Diplomacy - 4 || Military- 10  || Economy - 10 || Faith - 10 || Intrigue - 1
 
  Actions:  
  1: [Economy 10] Invent New Technology: Star Tomes   Effect: +1 to Diplomacy actions in regions with controlled Clerical Support; Requirements: Organized Religion, Graduated Symbiosis, Photospore Signaling

  2: [Economy] Explore NW of The Lostling Lands (81)    [Roll Result: 13] : +1 Treasure! from Joined-Stalk Companies

  3: [Diplomacy] Transfer Control of Magma Falls to ESP  
  4: [Diplomacy] Attend The Dawning of the Third Age  
Subactions:
Accept all technologies from SKR?
Maybe trade new tech?

  5: [Faith]Convert Holy Site 1 in the Separatum Corporate Holdings (59) to Blossoming Sequence    [Roll Result: 16] 
  6: [FAITH] Convert Holy Site 2 in the Separatum Corporate Holdings (59) to Blossoming Sequence    [Roll Result: 19] 



Non-Actions:
[Propose name for W5 for Good Names Go To Wastes: "The Crooning Graves"]

[The Reef Which Never Falls Silent: Host the  Reef In Bloom.  Followers of the Blossoming Sequence may attend as a faith action.]

[Blossoming Icons: Seek Aid on Converting Holy Site 2 in Separatum Corporate Holdings] [Success Guaranteed!]

[Accept Talented Crabs? from Seatide via trade route.]

[Resist anything not coming from Kar-Nath.]

[Send Hard Metal to Kar-Nath via trade route?]

[Send Ennead Professionalism to KNH via Trade Route]

 
 Spoiler: Stat Changes 

 New Ruler next round! 
Thrice-Built Malukan:
Diplomacy - 3-&gt;4
Military - 4
Economy - 6-&gt;7
Faith - 4-&gt;5
Intrigue - 3

Ruler Stats And Increases:
Elkelt, Voice of the Second:
Diplomacy - 4
Military -  10
Economy - 10
Faith - 10
Intrigue - 1
 

 
 Spoiler: Statistics 

 
 Spoiler: Special Actions 
 Special Actions Available:   Economy 10
 Special Actions Used:  Diplomacy 5, Military 5*3, Military 10, Economy 5*2, Faith 5*3, Faith 10*2
 

 
 Spoiler: Diplomacy 
 Reputation/Favors 
 The Abyssal Stewards:  Rep 1, 0 Favor (Expected Change: None)
 The Chelonian Chora:  Rep 0, 0 Favor (Expected Change: None)
 The Divine Nacre:  Rep 0, 0 Favor (Expected Change: +1)
 International Prestige:  Rep 3, Prestige ? (Expected Change: None)

 Cultural Exchanges 
 Deep Blue 
The Shifting Ennead
 The Riftborne Myriad 
The Eternal Spring

 Cultural Identities 
None
 

 
 Spoiler: Military 
 Units:  10 (Expected Change: None)

 Aristocratic Support 
78, 76, 81

 Generals 
Sersi The Pale  [10] 
  
 Spoiler: Dissertation In Practice 
If fighting defensively: +2 to battle roll, -20% own casualties, -10% enemy casualties, +12 to enemy leader loss roll.
If *also* outnumbered: +2 to battle roll, +2 to Tactical Maneuvering, -20% enemy casualties.
 
 General Kreel, Exarch of the Silver Banner  [10] 
  
 Spoiler: Death First To Vultures and Scavengers 
If fighting Reavers: +2 to battle, +2 to tactical maneuvering, -2 enemy leader loss, +10% own casualties.
 
   
 Spoiler: March of the Conqueror 
+1 to battle, +10% own casualties, Free Sway Aristocracy attempt on win.
 
   
 Spoiler: Slaughter-Cadres 
 -1 Maneuvering, -1 to battle, +20% enemy casualties, -4 enemy leader loss.
 
  Fortresses 
76, 78

 Perfected Tactical Doctrines 
Dissertation In Practice

 Military Technologies 
None
 

 
 Spoiler: Economy 
 Treasure:  0 (Expected Change: None.)

 Trade Posts 
 Total Owned  3
[76.2] Bastion:  Electrum Conduits
[78.1] The Dead Cities:  Preserved Food
[190.1]: Migratory Narwhal Pods

 Mercantile Support 
78, 81

 Cities 
None

 Trade Routes 
The Seatide Confederacy
Kar-Nath
Costa Seria

 Specialized Ships 
None

 Civilian Technologies 
  Megafaunal Tailoring, Graduated Symbiosis, Photospore Signaling, Supernatic Propagation, Trophic Deconvolution, Composite Grafting.  
  Electrodialytic Staurozoa   A specialized variety of sessile jellyfish, engineered by the Divine Nacres to partially desalinate seawater through electrodialysis across its outer membrane. Attaching them near the gills or other water intake organs provides cleaner and safer water at the cost of a buildup of supersaturated seawater inside the jellyfish’s body and precipitated calcium on the outside, which must be periodically expelled or scrubbed off, respectively.  [Effect: May ignore the increased effective distance from a Briny border up to twice per round. This does not reduce the effect of Briny borders on distance loss calculations. Requirements: None.] 
  Anoxic Adaptation, Bioluminescent Navigation, Bitter Tourism, Filtration Grafts, Indah's Embrace, Joined-Stalk Companies, Mamomachines, Megafaunal Caravans, Mitochondrial Regulation, Oxygenating Implantations, RADIANT SPHERES, Seeker Barnacles  
 

 
 Spoiler: Faith 
   The Blossoming Sequence   
 Faith Holy Sites:  33

[78.1] Dead City Urodela:  This Dead City is placed such that the light which streams from above is channeled into a series of crystals, all sculpted into abstract forms.
[78.2] Dead City Tacca:  Known for its meditation chamber, and the series of elaborate Reliquaries the faithful have built inside.
[78.3] Dead City Chantrieri:  Chantrieri towers above the rest, precipitously built along a sharp dropoff.
[78.4][The Dead Cities:] The Sacred Oath Of Silver Currents
[69.2] Neoplastic Monolith:  A great roiling mass of hard, stone-like flesh grows near the [direction of nearest waste or toxic border] border of Danabae. It shifts, grows, and consumes constantly, and is revered by some few who dare approach it. The Gravetenders have taken to reflecting upon it, and have built a temple nearby.
[76.1] Pardalis, The New City:  The first city truly built by the Gravetenders, now dedicated as a holy place of the Blossoming Sequence.
[76.2] A Study Of War:  A battlefield of the Makers, significant now to the Gravetenders as where they made their first steps to understanding violence.
[77.1] The Rime Gorge:  The Rime Gorge, and the ritual it represents, is of great interest to the Blossoming Sequence. Many die, and those few that survive flourish with power.
[77.2] Grand Schola: 
[77.3] Temple of Deep Currents: 
[75.1] The Plains of Sarkenos: 
[75.3] The Plains of Sarkenos: 
[79.2] Seatide Crag: 
[79.3] Stillwater: 
[58.1] Core Site: 
[58.4] Core Site:  The Silvered Oath of Ecumenical Exchange
[81.1]
[81.2]
[55.1]
[56.1]
[56.2]
[57.1]
[57.2]
[58.1]
[64.1]
[187.1]

 Clerical Support 
78, 76, 75, 58, 77, 79, 81

 Organized Faith Bonuses 
+1 to Defensive Battles.
Cultural Identity: Reaver Defense.
Tech: Theory Becomes Praxis. [+1 to Faith score for non-dynastic inheritance, so long as the previous ruler had Faith 8+.]

 Artifacts 
None

 Holy Orders 
The Silvered Oath of Ecumenical Exchange [58]
Sacred Oath Of Silver Currents [78]

 Miracles 
 The Reef Which Never Falls Silent:  Hosts the Reef In Bloom event every round an a non-action, and allows followers of the Blossoming Sequence to attend as a Faith action.
 

 
 Spoiler: Intrigue 
 Spies 
 

 
 Spoiler: Claims 
78 - Historicity
76 - Integration
76, 78, 77, 75, 58, 79, 81 - Holy Sea
 

 
 Spoiler: Wonder 
 The Blossoming Icons:  This wonder allows the country in control of Bastion (76) to take a modified Seek Aid action which reduces the effective distance for a Diplomacy and/or Faith action, rather than giving a bonus to the action roll. When taking this action, roll 2d6+Faith and subtract 11. Up to a roll of 18, this is the number of regions they subtract for the purposes of distance penalties. After 18, they subtract one more region for every 2 higher. (8 regions for a roll of 20, 9 regions for a roll of 22, etc.) In addition, they can Seek Aid as a nonaction once each round, for Diplomacy and Faith actions only. 
 

 

 
 Spoiler: Golems of Import 

 
 Spoiler: Laksha 
The first leader of the Gravetenders,  Laksha founded the Blossoming Sequence and works within the collaborative land of 59 to further the prospects of peace. Very nearly a pacifist by nature, her friendly manner served her well during rule. Many important aspects of Gravetender culture descend from her works, and among them, her arguments are held in high esteem even now.
 

 
 Spoiler: Sersi The Pale 
The second leader of the Gravetenders, and their first General. Sersi literally wrote the book on Gravetender warfare, with her ‘Dissertations on the Path of War.’ She’s more aggressive and practical, and began the push to spread the Sequence, which started the Eternal Debate properly. Brought the Gravetenders to the status of Holy Sea. Made Elkelt, her Disciple.
 

 
 Spoiler: Elkelt 
To be the third leader of the Gravetenders. Second generation Gravetender. Their form is made up of more than just stone, incorporating Maker elics and rimestone. Working on the Grand Archive project, for the aid of future Gravetenders.
 

 
 Spoiler: Kelusyn 
Known as a living encyclopedia of the Maker resonance effect. Built the Blossoming Icons, freeing Gravetenders to see the world, and especially the lands around Bastion, without fear of the horrible fate of being Stilled. Brilliant, dedicated, and reclusive. She does not let go of a project until it is finished, for better or worse.
 

 
 Spoiler: Akathi 
Sent to Seatide to study the Tidal Sequence. They have made a name for themselves there, and care deeply for the Pepsins of Seatide. Their work on the Firewall was important to getting everything in place, and brought Kelusyn into the project. Gregarious, even by Gravetender standards.
 

 
 Spoiler: Nasko 
Went to Kar-Nath of his own intent, having written several texts on how the Blossoming Sequence interfaces with the Nathi way of life. Has taken up an important position in the Grand Schola, and settled in as a teacher and spiritual guide. He has made keeping the friendship between the Nathi and the Gravetenders strong into his personal project.
 

 
Aerin
    Unrest Warnings   
Round 25 
  Desired Import Warnings  
The following regions are lacking their desired imports, and their merchants will slowly progress towards rebellion.  In regions with open mercantile supports, this means the merchants may become unruly if the region owner does not supply the resource.  In regions with owned mercantile supports, this means the merchants may become open if the support owner does not supply the resource. Unrest will begin at the end of the listed round.

 Round 25 
Region 16 (LSD, Crops), Region 156 (MGM, Building Supplies)

 Round 26 
Region 107 (SKR, Precious Minerals), Region 108 (SKR, Spices), Region 120 (SKR, Textiles)

 Round 27 
Region 9 (LOL, Spices), Region 55 (KNH, Heat Sources), Region 56 (GRV, Esoterica), Region 58 (SEN, Domesticated Creatures), Region 137 (COS, Spices)

 Round 30 
Region 39 (KAT, Test Subjects), Region 40 (ORZ, Meat), Region 92 (Glass, MOS), Region 195 (NQY, Writing Materials), Region 196 (URK, Meat), Region 197 (TCT, Meat), Region 200 (QST, Salvage)

  Clerical Mismatch Warnings  
The following clerical supports will decay to Open at the end of round 24 if the majority faith is still different from the state faith of the support holder.
Region 167 (CYP)

  Insufficient Region Access  
The holders of the following regions do not have or cannot power technology to access the region, leading to potential unrest or loss of control over time.
Region 39 (KAT, Toxic - temporary pass), Region 82 (NAN, Depth 2)
Aerin
    NPC Actions     Round 25  GLOBAL 
 
 Spoiler: The Shark Nomads (SHK) 
  
    The Shark Nomads    
Leader: The Shark King
 Mechanics and Lore Document 
Dip: 4, Mil: 10, Eco: 2, Fai: 8, Int: 6 
 Reminder:  The Sharks deprioritize targets belonging to nations of matching faiths. The collective population of the nomads currently follows the Flowing Way (1/3), the Eternal Communion (1/3), and nothing at all (1/3). To convert the Sharks, simply target one of their holy sites by routing to the location of any pod.

 The Temperate Old Guard (Region 91, 8 units, lead by Gwasgymarchog) – Actions: 

1. Convert Region 91 Holy Site 1 to the Flowing Way,  19 
2. Move to Region 201

 The Tropical Brain Eaters (Region 148, 2 units) – Actions: 

1. Host the Squids’ Games (see Organization actions - International Prestige section)
2. Move to Region ?? (undiscovered, nowhere near 148)

 Non-Actions 
1. Accept all TPs, Techs, Treasure and Artifacts
 

 POLAR 
 
 Spoiler: The Draigiau Residuum Gathering (DRG) 
  
    The Draigiau Residuum Gathering    
Gwenfrewi Llywelyn, the Rising Hope
Dip: 6, Mil: 6, Eco: 3, Fai: 7, Int: 2
Treasure: 0, Units: 3 
 Military: Impress the aristocracy of Region 70 ,  10 
 Military: Raise a unit 
 Faith: Construct a new Holy Site in Region 70 [3/3] 
 Rebuilding is not enough; the Draigiau must also grow and expand. To this end, Gwenfrewi continues the work begun by her predecessors to expand the egg incubating capacity of the region. 
 Faith: Seek Aid on impressing the aristocracy of Region 70 ,  14 

Non-action: Provide Sugarweed to the Nathi through the Trade Route, as we cannot provide Dragon Scales per orders from the Shifting Ennead

Attribute increase: +1 Military, +1 Faith
Spy non-action
Hinder and resist all conversions in Aelwyd Adferiad (71) and Region 70
Specials used: None
Characters:
- Malcolm (Int 8)
- Lenwyggd the Crusher (Mil 8, Crawling Advance: -10% casualties, +1 to battle)
 

 
 Spoiler: The Dancers of the Untamed Reefs (DUR) 
  Region 187 Rebellion - Dancers of the Untamed Reefs 
Combat Dancer Elegant Dawn (Mil 9, Rhythm of the Undulating Anemone tactical doctrine: +1 to battle, +1 tactical maneuvering, additional +1 tactical maneuvering in depth 0 regions)
Technologies: None
Treasure: 0, Units: 6 
 Opportunity!  If the Seatide Confederacy decontaminates region 189 using the WE NEED MORE SAND route by the end of round 27, they will regain the support of the local merchants.
 We gave you everything we had in your time of need. Please help us in ours. You control the markets of these frigid waters. Surely you can contribute some supplies to our plight? 
 Crisis!  If region 189 is not decontaminated by the end of round 27, the Marble Kingdom will return to Open Waters as the leaking unseen poison from the broken Trawling Beast spreads and makes the ocean uninhabitable.
 

 
 Spoiler: Kenaqua (KEN) 
  
Native defenders: 4 
The creeping, maddening presence leaking in from the Gate spreads to affect nearby regions. It will continue to grow in strength and range until the Gate is destroyed. At the end of the round, the Gate’s influence may move one faction in each of the following regions one step toward unruliness (+13 vs region owner’s Faith (or support owner’s Faith in unowned regions), +6 to resist per adjacent or interior Songspire):
Region 47, Region 49, Region 50, Region 51, Region 52, Region 53, Region 54, Region 55, Region 57, Region 58, Region 59, Region 60, Region 61, Region 67, Region 68
 

 
 Spoiler: Separatum Corporate Holdings (SCH) 
 Offer:  The Mer of Separatum Corporate Holdings have unionized and overthrown the ruling Shareholders. Now, the union organizers are looking for sponsors that will demonstrate a true investment into the welfare of the people through faith. The next nation to acquire the support of the clerical faction will also gain a strong claim to the region.
 

 TEMPERATE 
 
 Spoiler: The Refortified Bonemeal Guild (RBG) 
 Region 112 Rebellion - The Refortified Bonemeal Guild[/b]
Guild Head Xinyu Song (Mil 7 General, Good Equipment Makes Good Warriors tactical doctrine: +1 to battle and -10% casualties when you spend a treasure on the battle)
Treasure: 1, Units: 10 
 
 Spoiler: Rebel demands 
Potential requests:
- Establish a Holy Order or Fortress in the Hansea
- Train and equip a local Ineo garrison of Knights (take the aristocratic support)
- Ensure a steady supply of Valuables (have any nation take the merchant support)
- Advertisement campaign (promise as a non-action to mention “Fortified Bonemeal” in at least one action’s fluff each turn)
- Supply new customers (have any nation(s) buyout both available TPs for Fortified Bonemeal)
- Offer a loan (give the rebellion 2 treasure)
- Assistance in expanding capacity (help build a new TP, the rebellion will partially contribute)

OKI must complete 5 of the above to satisfy Guild Head Xinyu Song.
 

 Economy: Hoard treasure 
 Economy: Spend a treasure to continue to pay this giant mercenary army 
 Economy: Expand Fortified Bonemeal production capacity [1/3] 
 

 
 Spoiler: The Finalists (FIN) 
  Region  108  107 Rebellion - The Finalists 
Finalist Nwanneka (Mil 8 General, Glorious Last Stand tactical doctrine: +3 to defensive battles, +10% own casualties, -2 own leader loss)
Finalist Raymond Tripolitain (Mil 7 General, Rays of the Last Light tactical doctrine: +1 to battle, +2 enemy leader loss, ignore the effects of brackish borders)
Treasure: 0, Units: 0 
 Circumstance:  The Finalists have retreated inside the ULTIMATE Bunker. While isolated in this manner, Holy Site 1 in Region 107 cannot be converted away from the Final Peace. Brute force upon the shoddy construction or a cleverly infiltrated spy could perhaps reopen the doors.
 

 
 Spoiler: Pfilghol (PGL) 
  
    Pfilghol    
Ilgl, The-one-who-builds, an Effulgent Witness
Dip: 7, Mil: 12, Eco: 8, Fai: 11, Int: 1
Treasure: 4, Units: 5 
 Diplomacy: Sway the unruly aristocratic support in the Great Kelpland (131) , spending a treasure,  14 +2 seek aid 
 Diplomacy: Send a diplomatic mission to the depths of Region 100 , spending a treasure,  19 
 Military: Raise a unit 
 Military: Raise a unit 

Non-action: Use the Shadow Pearl to Seek Aid on the Sway of the Great Kelpland, with a Cultural Identity for Seek Aid from Sakurado and the Scrying technology (additional +1 on a Great Success, using Mud Diamonds as shiny objects),  21 
Stress-Hardening Miracle to use Faith 11 without backlash

Attribute increase: +1 Diplomacy
Spy non-action
Hinder all non-Sakurado conversions in Pfith waters
Support Sakurado conversions in Pfith waters
Hinder buyouts in the Pfithreef (132)
Specials used: M5, F10
Characters:
- Ktloso, the Shadow of Hunger (7 Int)
- Gtsit (8 Mil, Sea’s Opportunity: Enemy takes double battle penalties from terrain (Defending), transfer battle penalties from terrain to enemy (Attacking), Perfected: +1 battles)
- Sigska (7 Mil, Just Do Better: +2 to battle)
 

 TROPICAL 
None!
Corona
    Most Serene Lojanese Republic   
 Time: Round 25, Place:  Regions 5, 6, 9, 11, 12, 13, 14 and 15 
Prime Minister Lairmkam Kulal
Diplomacy: 7
Military: 7
Economy: 8
Faith: 6
Intrigue: 1
 
 
 
 rolls 
 Actions: 
 
  [Diplomacy]Sway aristocracy in Loat Trau'eath (15)  7 Diplomacy + 1 treasure + 1 city Sheade + -2 unruly clergy + 2d8 (CI) vs TN 14 (own region, unruly)  19 
 
  [Diplomacy]Sway clergy in Loat Trau'eath (15)  7 Diplomacy + 1 treasure + 2d8 (CI) vs TN 14 (HC majority, unruly)  23 
 
  [Diplomacy]Sway merchants in Loat Trau'eath (15)  7 Diplomacy + 1 treasure + -2 unruly clergy + 2d8 (CI) vs TN 14 (own a TP, have desired import (Delights of Moonlight), unruly)  14 
 
  [Economy]Impress merchants in the Magaramachi Salination (10)  8 Economy + 2d8 (religious CI) vs TN12 (desired import: Sapcoral)  21 
 
  [Military]Impress aristocracy in Klau'ead Pyue'ea'oed (11)  7 Military+ 2d8 (religious CI) vs TN14  18 
 
  [Military]Recruit unit 
 
 
 Non-Actions: 

Spy secret nonaction... todo

Supply LIT with Crystal Chips
Supply region 11 DI with Kelp Fiber from LSD trade route
Supply LSD with Selachian Mercenaries through trade route


 News and Rumors: 
 
 Spoiler: Ruler 

 Prime Minister Lairmkam Kulal 
Next round stats:
Diplomacy: 8
Military: 8
Economy: 8
Faith: 6
Intrigue: 1

New ruler next round? No.

Note to fellow players: I want to live dangerously, so you may assassinate, kidnap or otherwise ravish my rulers at any time. You don't need to approach me first, surprises are fine too. IC resistance and retaliation will be be offered, of course. 🙂
 

 
 Spoiler: Country Info, last update R11 

 Special Actions Available:  D5 M5
 Special Actions Used: 
  Diplomacy  
 
 Spoiler 

 Region Ownership/Claims/Supports  Table to be simplified?


 Reputation/Favours  To be updated
 The Abyssal Stewards:  Rep 1, 1 Favours (Expected Change: +1 Rep)
 The Chelonian Chora:  Rep 0, 0 Favours (Expected Change: None)
 The Divine Nacres:  Rep 1, 0 Favours (Expected Change: None)
 International Prestige:  Rep 2, 0 Progress (Expected Change: None)

 Cultural Exchanges 
Lambent Syndicate
Coral of the Protected Statera RIP

 Cultural Identities 
Let's Have a Cuppa - 2d8 to Swaying
 

  Military  
 
 Spoiler 

 Units:  9/10 (Expected Change: ??)
 
 Republican Guards - recruited R1, was destroyed in the 1st invasion of Kaarme, rerecruited R12 
 1st Selachian Battalion - hired R2, looted a temple in Bloodhome, fought in the 1st invasion of Kaarme 
 2nd Selachian Battalion - hired R2 
 Black Guards - hired R3, assassinated the Plo'uogoar 
 Selachian Elites - gained R7 
 Region 13 unit - gained R9 
 Sheade Regulars - recruited R10 
 Special Operations Forces - recruited R11 
 Kaarme Nobles - recruited R11 
 
 Generals 
Zabkrew - Mil 9,  Graceful Show of Force :
+1 to tactical maneuvering
-20% enemy casualties
-20% own casualties
+12 to enemy leader loss roll
+2 to own leader loss roll
You may make a Sway attempt against a randomly determined support in the battlefield region (regardless of the outcome of the battle)

 Fortresses 
Huurdrav, Lojan

 Perfected Tactical Doctrines 
None

 Military Technologies 
 Death Commando Conditioning  +1 to battle, requires Lamia Extract
 

  Economy  
 
 Spoiler 

 Treasure:  7 (Expected Change: -4+3)
Trade post income: 3 Treasure/round

 Trade Posts  List to be simplified
 Total Owned  ?? (?? for Treasure gain)

 Cities 
Sheade, Lojan - Swaying
Oarngalau, Selach - Battles

 Trade Routes 
Coral of the Protected Statera RIP
Lambent Syndicate
Lighthouse
Forests of Astral Yearning

 Specialised Ships 
Losinka Alaku: A Specialized Ship in the form of a Juvenile Reefback with an experienced crew. +4 vs theft, +1 to Explorations and Buyouts made with it.

 Civilian Technologies 
 Megafaunal Tailoring  No mechanical effect
 Graduated Symbiosis  No mechanical effect
 

  Faith  
 
 Spoiler 

 State Faith:  Shimmers of Unseen Bane

 Faith Holy Sites:  lots

 Organised Faith Bonuses 
+1 Conversions, 2d8 to Impressing

 Artefacts 
None

 Holy Orders 
None

 Miracles 
SUB followers can cross toxic borders.
 

  Intrigue  
 
 Spoiler 

 Spies 
Intrigue 7 Spy
 

 
 Spoiler: Interesting quests 

 ABS 

[Offer] Bounty of the Depths -

(Offer: The Abyssal Stewards are offering Treasure! Benefit: 2 or 5 Treasure. Cost: 1 Favor for 2 Treasure, 2 Favors for 5 Treasure. Duration: Available until the end of Round 15. Details: Available to countries of Reputation -1 or higher. )

[Opportunity] Fueling The Forge -

(Opportunity: Countries may provide Units, Food, Labor, or Heat Sources to repay debts to the Abyssal Stewards. Reward: 1 Favor. Cost: 2 Units or 1 suitable Trade Post per Favor. Deadline: Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice. Details: Non-action to gift Units/Trading Posts. May not be used if no Favors are owed. )

 CCA 

[Action - Faith] Work on a means of unmaking the Dreaming Dead 2/? -

[Request] A Little Less Lonely Road -
(Request: The Chelonian Chora would be delighted to see established countries keeping them company in the Wastes. Reward: +1 Reputation for successfully Exploring or Prospecting a Wastes region. On a Wastes region Prospecting roll of 16 or higher, +1 Favor. Penalty: None. Deadline: Available until the end of round 15. Details: Available to countries with Reputation -2 or higher. Max of +2 Reputation from this request per Country.)

[Opportunity] An Appetite For Abundance -

(Opportunity: Countries may provide Treasure, Luxuries, Esoterica, or Fertilizer to repay debts to the Chelonian Chora. Reward: 1 or more Favors. Cost: 3 Treasure or 1 suitable Trade Post per Favor. Deadline: Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice. Details: Non-action to gift Treasure/Trading Posts. May not be used if no Favors are owed.)

Taboo: The Chelonian Chora have a religious vendetta against The Dreaming Dead. Penalty: -2 CCA Reputation for adopting The Dreaming Dead as a state religion; additional -1 CCA Reputation every turn thereafter unless abandoned, which grants +1 CCA Reputation. Duration: Indefinite. Details: None.)

(Task: Cooperate in the creation of the Songline of the Sunlit Seas. Available for Tropical zone countries only. Reward: +2 Favors (max); if Project is completed, additional reward given to all contributors. Penalty: None. Deadline: End of Round 12. Details: 1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Songline. 1 Favor earned for spending a Faith action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires.)

 DNA 

[Opportunity] A Need For Knowledge -
(Opportunity: Countries may provide Technologies, Toxins, Exotic Flora, or Exotic Fauna to repay debts to the Divine Nacres. Reward: 1 or more Favors. Cost: 1 previously unknown Technology or 1 suitable Trade Post per Favor. Deadline: Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice. Details: Non-action to gift Technology/Trading Posts. May not be used if no Favors are owed.)

[Offer] Survival Of The Fittest -
(Offer: The Divine Nacres are offering to procure Trading Posts for countries they like through means some might consider predatory. Benefit: The Divine Nacres will attempt to Coerce Trading Posts on a country’s behalf. Cost: 1 Favor per Coercion attempt. Duration: Available until the end of Round 15. Details: Normal restrictions on Coercion apply. Available to Reputation 1 or higher countries, and will not target TPs belonging to countries with a higher Reputation than the requesting country - other Organizations are considered to have a Reputation of 2 for this purpose.)

(Circumstance: The Divine Nacres are returning to their traditional seclusion. Benefit: None.Penalty: The TN to Raise Reputation with the Divine Nacres is increased by 2. Additionally, when using a Favor to Raise Reputation, it still requires a roll (though not an action), but the country which spent the favor gains a +2 bonus on said roll. Duration: From the start of round 10 to the end of round 15. Details: None.)

 PRS 


[Honor] Remarkable Reconstruction -
When a country rebuilds a TP or Holy Site that was destroyed by the Reavers, they may choose to let it enter play Open, rather than under their control. If they do so, they gain +1 Prestige. If a country donates 2 Units as a non-action to a region that lost units to the Reavers, they gain +1 Prestige and the region no longer qualifies for such donations by other countries. If a country successfully Sways or Impresses a Reaved Faction in a region they don’t control, they may choose for it to become Open instead of gaining the Faction’s Support; for every second Faction they restore in this way, they gain +1 Prestige. Special: Any country may rebuild Holy Sites or TPs destroyed by Reavers in uncontrolled regions. If multiple countries donate Units to a region that lost units to the Reavers, they both gain the Prestige, and the region gains the Units from all such donations received.

[Mystique] Renegades, Turnskins, And Defectors -
The first country in each starting zone to successfully Incite Betrayal will gain 1 Prestige. The first rebellion to arise on behalf of a specific country in each starting zone will gain that country 1 Prestige. The successful use of either the Galvanize Partisans Intrigue 5 Special Action or the Spark Claimant Revolt Diplomacy Action will suffice for fulfilling the second half of this opportunity; the Inspire Uprising or Spark Rebellion actions will not.


[Piety] The Religious Community -
(Opportunity: The first country in each starting zone to found a Holy Order will gain 1 Prestige. Duration: End of round 12. Special: If multiple countries in the same starting zone found a Holy Order in the same round before any others, both countries will gain the additional Prestige.)

 Indefinite duration effects 

[Strife] Big Fish In Small Ponds -

Prestige and PRS Rank will no longer correlate one to one: to reach PRS Rank 3 from PRS Rank 2 will require 2 Prestige, while reaching PRS Rank 4 from PRS Rank 3 will require 3 Prestige. This Prestige does not have to be earned in the same turn. Reaching PRS Rank -3 from PRS Rank -2 requires the loss of 2 Prestige in the same turn. If all available positions at a given PRS Rank are occupied when a new country would reach said rank, the country which gained Prestige least recently has their PRS Rank reduced by 1. Ties are resolved by roll-off with the tying country’s highest respective attributes, with the lowest rolls losing. Changing rulers will no longer result in PRS Rank loss when at PRS Rank 3 or 4, but will reset any accumulated Prestige to 0.
Special: The loss of Prestige still causes a loss of PRS Rank. Gaining Prestige when at PRS Rank 2 or 3 which is insufficient to rise to the next PRS Rank, or gaining Prestige when at PRS Rank 4, still counts for determining which country gained Prestige least recently. Losing PRS Rank resets the clock and clears out any accumulated Prestige which was insufficient to reach the next Rank, and counts as an instance of gaining Prestige for timing purposes only.

[Renown] A Monumental Undertaking -

Can work on one monument or similarly grand project in a region you control as a non-action. This requires a fluff description of the ongoing work, design, difficulties, progress, or similar. Three to four sentences should usually be sufficient. When beginning such a project, must decide on a 3-part project (+1 PRS) or 5-part project (+2 PRS).

[Acclaim] To Greatness -

Sea Power, Empire, Merchant Marine, or Holy Sea -&gt; 1 Prestige. Usurpation results in Prestige loss for the usurped country.

[Honor] Blood, Stone, and Ink - PRS treaties can be made.
[Affluence] Opulent Optics - May spend 5 Wealth as non-action to gain 1 Prestige.
[Mendacity] A Lack Of Commitment - Prestige loss if a country Oppresses a faction in a region on which they have a Confederation claim. Prestige loss if a country backs down from an Ultimatum it has made.

[Notoriety] The Fragility of Fear -
[Ignominy] Stigma, Scandal, and Shame -

Prestige loss will be assigned: experience a rebellion in response to a failed Oppress Faction or Impress Aristocracy action, commit gross atrocities.
Prestige loss may be assigned: forced to acquiesce to a rebellion’s demands, badly lose a battle heavily favored to win, grossly humiliated or suffer a gross embarrassment.
Return captured general: can give -1 PRS to the other party, captured ruler: -2 PRS.
 

 
Aerin
  
 The Carrion Traders 
Chhrrok-Lassyik of Golden Bones
Dip 2, Mil 3, Eco 5, Fai 5, Int 3 
1. Military: Raise unit
2. Military: Raise unit
3. Military: Raise unit
4. Economy: Hoard treasure
5. Economy: Hoard treasure

Expected gains: +1 Military, +1 Economy
Aerin
   End of Round Twenty-Five  
No further mechanical edits to action posts may be made 
Aerin
   Round Twenty-Six: Begin  
Years 76 - 78

Thank you to everyone who contributed to this opener!
Gengy - battle fluff
MappyPK - action transcription
Rolepgeek - tactical doctrine new rules, contamination fluff
Silent_Interim - exploration fluff

Round 26 will close on Sunday, June 11th, at 8 AM Pacific Daylight Time

 The following events occurred between Years 73 - 75  
  Rules Alerts and Changes!  
  Reminder:  
- Please list all technologies that you are giving or receiving individually, rather than using statements such as “gift everything to ABC” or “receive all gifts.” This makes life easier for the GM team.
- Please list all technologies, treasure, or items that you expect to  receive  as part of a trade. The trade should be clearly marked in both players’ turns. This makes life easier for the GM team.

  Clarification:  
The rules for boosting Tactical Maneuvering in tactical doctrines are detailed below.
2 points of Tactical Maneuvering are roughly equivalent to 1 point of Battle bonus outside of tactical doctrines.

  New Rules:  
The following new rules apply to creating tactical doctrines. These are not changes of existing rules, but rather definitions of point values for bonuses not currently described in the rules.

- More than three instances of -2 allied leader loss will cost an additional half point per instance, with an absolute maximum of 5 instances (-10 allied leader loss) for -4 points. The final sum of points will be rounded up.
- More than two instances of +2 to allied leader loss rolls will cost an additional point per instance, with an absolute maximum of 4 instances for 6 points.
- It costs 1 point for +1 TM, or 3 points for +2 TM, which is the maximum bonus allowed.
- More than three instances of -1 TM will cost an additional half point per instance, with an absolute maximum of 5 instances (-5 TM) for -4 points. The final sum of points will be rounded up.
- Tactical doctrines may not have both a bonus to tactical maneuvering and a penalty to allied leader loss.

  Rules Changes:  
- Toxologist Training: +1 Tactical Maneuvering and +10% enemy casualties at Depth 0 only.
- Dissertation in Practice: If fighting defensively, +3 battle, -20% own casualties, -20% enemy casualties.

  Discovery!  
 Explorations, prospecting, and other news from afar 
   
As the Wayfinder makes its way south, the crew notes peculiar pulses of light coming from the seafloor. Nestled in regular intervals amongst the coarse sand are small, sleek nodes that emit a strange sort of violet-tinged light which makes certain objects glow while leaving others completely unilluminated. By chance, as the Wayfinder passes between two of these oblong devices, the navigator notices that both adjacent nodes flash a quick sequence of repeated short pulses. They communicate with each other! If only the Wayfinder had access to the decryption algorithm or a proper control panel, what could be learned! For now, the crew settles upon taking a few of the nodes back with them.
 The Cyphiri Union sends an expedition south of Region 100 using the Wayfinder! They discover region W40, an uninhabitable Wastes region. They immediately perform a Prospect and discover 3 Open TPs of Subluminary Beacons!  The Cyphiri Union gains 1 unit from Inspirational Adventurers. Splendid Miru Miru receives 1 treasure and immediately buys out TP1 thanks to the information gathered by the retrofitted Wayfinder.

The seafloor of this stretch of wastes is jagged and treacherous. Sharp, pointed peaks of stone rise from the ground at a 45 degree angle towards the west. The Bubble Boats navigate between narrow valleys, often forced to double back by sudden cliffs and abrupt dead-ends. The close proximity to the canyon walls affords an excellent opportunity for closer examination, which reveals a mystery. The material is obviously artificial and just as obviously scorched, melted, and blackened beyond easy identification. Some massive event to the east generated so much heat that it melted and fused the structures around it into a diamond-hard solid mass of blasted rock for miles and miles.
 Splendid Miru Miru explores north of Hiahia Ika (151) using the Bubble Boats! They discover region W16, an uninhabitable Wastes region. They immediately perform a Prospect and discover 2 Open TPs of Hardfused Rubble!  They gain 1 unit from Inspirational Adventurers. They also receive 1 treasure and immediately buy out TP1 thanks to the information gathered by the retrofitted Bubble Boats.

The explorers of the Miru Miru find a long stretch of cold and treacherous waters. Lesser clades of life are as plentiful as an explorer could ask for in such a sea, with bountiful coral formations and vibrant kelp forests, but animal life is forebodingly absent, and the currents are so unpredictable as to be almost vindictively turbulent. In that heady mixture of creeping stillness and careful attentiveness to the water’s whims, it should come as no surprise that several members of the expedition begin to report seeing apparitions and hearing voices in the currents. A sense of dread begins to settle over the party as pack animals balk and must be coerced into continuing onwards, and headaches begin to afflict more and more members of the crew. Eventually, they are convinced that this must be the result of some slow-acting toxin in the local waters building up in their systems, a theory reinforced by the sudden death of one otherwise physically healthy expedition member without apparent cause, and the leaders direct the explorers to return home to obtain appropriate precautionary equipment.

Their theory is proven wrong on the return journey, more the worse for them: headaches become screaming, skull-splitting migraines; laboring animals die of sheer stress; and it is not long until more than 60% of the expedition’s members - all to a fish those who had gone furthest in - are beset by waking nightmares which they cannot shake. These afflictions only grow in frequency, fueling the anxieties of the remaining members, who quickly fall prey themselves as an orderly exit from the region becomes a panicked flight, the traumatized explorers regrouping only once well outside of the seemingly cursed region, a passing Reefback Convoy helping soothe the psyches of the explorers. The Chora aboard explain that they avoid the area entirely - according to some of their older legends, the afflictions which beset them match their understanding of sites cursed by lasting histories of great suffering and death. The area is, in a word,  haunted .
 Splendid Miru Miru explores north of Parikao (150)! They discover Region 145, a Glacial Open Waters Contaminated region which has 1 Open TP of Channeling Pollen!  They gain 1 unit from Inspirational Adventurers and gain control of TP1 through a Joined-Stalk Companies Great Success.
 
 Spoiler: Decontamination 
EDIT: While Region 145 is Contaminated, it cannot be Colonized,  does not have TPs,  and counts as two additional regions for distance penalties, including actions taken in the region.

 Peace In Rest:  Perhaps if the cause of the spirits’ malcontent were known, it could be addressed and the dead properly laid to rest. The pollen of the region seems to act as a superconductor for psychic energies. A nation in control of a Trade Post of Channeling Pollen may attempt an Investigation into the circumstances that have led to the current tragedy. Upon a success, the nation may then learn how to address the source of grievance to decontaminate the region.

 Offer Effigies:  Even if the screaming and nightmares cannot be stopped, they can be redirected. With enough suitable effigies to attract the attention of the cursed, the rest of the region will be free for settling. A nation may take two Economy actions to build a miniature army of dolls, then a Military action (TN 14) to install the spirit targets in a corner of the region. This will decontaminate the region and develop its resource into something new and provide the decontaminating nation with a Trade Post of the new resource.

 Vigorous Exorcise:  The brute-force solution to this problem is, of course, to simply force the spirits to leave the realm through violent means. A nation may roll a Faith action to perform a forcible exorcism, the effects of which will depend on both the roll result and suitability of the provided exorcism fluff. The spirits may take years to dissipate after such an act and may cause issues in nearby regions as they do. A successful exorcism will decontaminate the region after the spirits settle, returning it to Open Waters.
 

Despite a brief but almost disastrous administrative confusion between east and west, the Gravetenders eventually manage to send a solemn delegation of lostlings out to find what mysteries lie beyond known waters. They return from beyond the brine with reports of quiet, solemn deeps, undisturbed by any other sentient creature in countless years.
 The Gravetenders explore northeast of the Lostling Lands (81)! They discover Region 85, a Depth 1 Open Waters region which has 1 Open TP of Darting Sea Zucchini.  They gain 1 treasure from Joined-Stalk Companies.

Diving deep, deep, and deeper still, past the schools of scaldsquid, the Pfith find a long-divided people under a shaky banner of peace. When they introduce themselves, the local aristocracy are only too happy to pledge their loyalty to a warrior people with a strong religion that could help to... “resolve” any differences that remain.
 Pfilghol explores deeper into Region 100! They discover the native population of the seafloor, which has a Desired Import of Glass, 3 units of defenders, one Holy Site of Synergistic Merpower, and one Holy Site of Purifying Gilldraft.  The Pfith immediately gain the support of the local aristocracy.

 The Divine Nacres send an expedition west of the Wandering Dunes (62) on behalf of the Kar-Nath Hegemony (Share Survey Data) using the Silvered Eye!  They are already exhausted by the time they reach Hegemony seas and don’t make it very far into the wastes before being forced to turn back. Perhaps if they had a closer base of operations, this endeavor would be more successful.

 The Abyssal Stewards prospect in Region 148 on behalf of the Splendid Miru Miru!  The investigators they send are utterly entranced by the local Magma-Ringed Octopus. They return with detailed notes on the cephalopods, but no findings of any other resources.

 The fabulous Observatory of the Splendid Miru Miru’s Wonder records observations on the seafloor of Region 175, revealing a promising spot for a colony!  The region is Open Waters.

  Growth!  
 Expansion, development, unification, and similar forms of growth and prosperity 
 The Gotezhar Builders Union reorganizes into the Stormcloud Conglomerate, a true Empire! 
 The Hymenocera Expanse raises a city in Raninoida (192), Symethis, with a bonus to Impress actions! 
 The Gravetenders pass Magma Falls (51) to the Eternal Spring! 
 The Hymenocera Expanse presses a claim on Region 30!  They gain one unit from assimilating some of the native defenders.

 The Ornzol Superiority colonizes Region 198!  The region gains one Open Holy Site and a Desired Import of Preservatives.

 The Quiet Storm Trifectate establishes a confederation claim on Region 36! 
  Statecraft!  
 Cultural events, diplomatic overtures, foreign relations, and domestic affairs 
 The tropical hooligan pod of shark nomads hosts the  Squids Games  in an undisclosed location.  Round 1 of the elimination-style game features Green light, Eel fight

 The World Garden hosts the Dawning of the Third Age to reveal the secrets of the Divine Nacres! 
 
 Spoiler: Technology Trades 
DNA gives Crystalline Biocompensators to the following: KNH, SEN, SKR
GRV receives RADIANT SPHERES, Scrying, Sojourn Suits, Supermarine Artillery, and Traveling Scholars from SKR.
KNH receives Travelling Scholars and Papershell Draft-Cuttle from SKR.
KNH receives Advanced Cooking and Big Rocks from MGM.
MGM receives Devolving Standardized Integrations, Graduated Symbiosis, Megafaunal Tailoring, Scrying, and Trophic Deconvolution from KNH.
ORZ receives Anoxic Adaptation, Electrodialytic Staurozoa, Papershell Draft-Cuttle, Razor-Current Netting, Supermarine Artillery, and Travelling Scholars from SKR.
SEN receives Bioluminescent Navigation, Megafaunal Tailoring, Papershell Draft-Cuttle, Sojourn Suits, Supermarine Artillery, Supernatic Propagation, and Traveling Scholars from SKR.
SKR receives Mamomachines and Megafaunal Caravans from KNH.
SKR receives Ennean Professionalism from SEN.
URH receives Bitter Tourism, Electrodialytic Staurozoa, Papershell Draft-Cuttle, Razor Current Netting, Scrying, Supermarine Artillery, and Traveling Scholars from SKR.
 

 The Unrelenting Horde begins an undefined Great Project: Grandstream! [2/5] 
 The Hymenocera Expanse hunts abalone meat in Region 33 [4/10] 

CYP receives Army Administration from MIR via Trade Route
GTZ receives Deepwater Survival Systems from MIR via Trade Route
KNH receives Ennean Professionalism from GRV via Cultural Exchange
LIT receives Cartel Organization from LSD via Cultural Exchange
MIR receives Artful Acquisitions from GTZ via Trade Route
SUR receives Cartel Organization from LSD via Cultural Exchange

HEX sways the aristocracy in Region 35
LOL sways the unruly aristocracy in Loat Trau'eath (15)
LOL sways the unruly clergy in Loat Trau'eath (15)
LOL sways the unruly merchants in Loat Trau'eath (15)
LOL impresses the merchants in the Magaramachi Salination (10)
LOL impresses the aristocracy in Klau'ead Pyue'ea'oed (11)
LSD sways the unruly merchants in the Crawling Crags (20)
LSD impresses the unruly merchants in Rahakera (155)
MIR sways the merchants in Aniwana (153)
OKI sways the aristocracy in the Hansea (112)
OKI impresses the reaved aristocracy in Ektalithiades (113)
OKI sways the unruly merchants in the Glossian Sea (135)
PGL sways the unruly aristocracy in the Great Kelpland (131)
QST sways the aristocracy in Region 199
SEN sways the aristocracy in Cathedral of Movement (67)
STC impresses the reaved merchants of Deepwell (79)
SUR impresses the aristocracy in Rahakera (155)
SUR oppresses the unruly merchants in Bertu Kuasalam (193)

  Trade!  
 Buyouts, trade routes, and other economic shenanigans 
 Costa Sereia creates a Specialized Ship, the MIRAGE! 
 The Unrelenting Horde creates a Specialized Ship, the Undertow! 
 The Lambent Syndicate repairs Indah’s Throne! 
 The Cyphiri Union asks the Divine Nacres to develop Unworked Serpentine into Serpentine Tools! 
 The Hymenocera Expanse begins to rebuild TP2 in Belosa (29) for Branch Coral! [1/3] 
 The Refortified Bonemeal Guild begins to expand Fortified Bonemeal production capacity in the Hansea [1/3] 
 The Order of Orders sends 2 treasure to the Refortified Bonemeal Guild to fulfill a demand! 

CYP buys out TP1 in the Meadows of Elyan'dan (136) for Clam Vines
CYP buys out TP1 in Carr-Narin (121) for Unworked Serpentine
GTZ buys out TP2 in Colownya (128) for Razorglass
GTZ buys out TP2 in Carr-Narin (121) for Unworked Serpentine
KAT buys out TP2 in Kateth Mar (39) for Refined Biotoxins
KAT buys out TP1 in Rilanto Pass (94) for Death Eater Coral
KNH buys out TP2 in Darkwell (80) for Sour Krill
MGM buys out TP3 in Wid Oe’masoar (12) for Crystal Chips
ORZ buys out TP2 in Region 42 for Leafy Lumpfish
SEN buys out TP1 in Region 54 for Basalt Harpoons
SEN buys out TP1 in Maurente (74) for Firefly Squid
URH buys out TP2 in The Moss Coast (92) for Fairy Moss
URH buys out TP2 in Region 93 for Melodious Sponges

  Faith!  
 Conversions, organization, and other such matters of faith 
 The Draigiau Residuum Gathering constructs a new Holy Site of the Flowing Way in Adain Uwchradd (70)! 

GRV converts HS1 in Separatum Corporate Holdings (59) to the Blossoming Sequence
GRV converts HS2 in Separatum Corporate Holdings (59) to the Blossoming Sequence from Shimmers of Unseen Bane
OKI converts HS1 in Garza Feld (167) to the Flowing Way
OKI converts HS2 in Garza Feld (167) to the Flowing Way
SEN converts HS2 in Danabae (69) to the Eternal Communion from the Blossoming Sequence
SHK converts HS1 in Region 91 to the Flowing Way
SKR converts HS2 in Terbon (107) to Sakurado
SUR converts HS1 in Rahakera (155) to Radiant Indah
SUR converts HS2 in Region 161 to Radiant Indah
SUR converts HS2 in Region 163 to Radiant Indah

  Wonder  
 Miracles and inventions, ancient relics, and spectacular undertakings 
 The Polar Institute of Warfare opens its gates in Pelegar (65)! 
 
 Spoiler: Mechanics 
Any nation may take a Military action to send a General to study or teach at the Polar Institute of Warfare. Both options require permission from the owner of the Wonder.

Generals that study at the Institute add a bonus of +1 to Battle to their personal tactical doctrine when executed by the General and add their tactical doctrine to the Institute’s library, which starts with only knowledge of the default tactical doctrines. Tactical doctrines known through title mechanics may not be added. The owner of the Polar Institute of Warfare gains +1 tactical maneuvering against all tactical doctrines in the library.

Generals sent to teach at the Institute grant +1 tactical maneuvering against all tactical doctrines in the library to their home nation for the next three rounds, but this occupies the General for the duration of the bonus. This bonus does not stack with the bonus to tactical maneuvering granted to the owner of the Wonder. At the end of their teaching contract, the General is returned to their home nation.

The owner of the Polar Institute of Warfare benefits from a larger recruiting pool of trained officers and increased national pride in their military capability. Under situations in which an aristocratic unit would be called upon to help defend, the owner of this Wonder instead benefits from 2 aristocratic units.
 


The World Garden of the Sakura-Jin has developed a new technique to expand the processing capability of its Cathedral of Comprehension, Gestalt Progression! When the World Garden recruits a unit, they may install some of the memories of their current ruler into the minds of their newly trained soldiers. This living, gestalt memory bank allows the World Garden to use the Cathedral of Comprehension's ability without spending a treasure once per turn so long as they recruit a unit.
 The World Garden completes work on Gestalt Progression! [5/5] 

After years of research with Siren's Extract and Delights of Moonlight the researchers of the Maw have concocted a new formula allowing for expanded movement in the dark depths. With a careful curation of mutagenic properties the Hero's Brew makes subjects resilient to pressure, temperature extremes, and more as their bodies rapidly adapt and internally tear themselves apart to fit new environments. Prolonged dosages are necessary for proper effect and withdrawal is terminal in most every use case.
 EDIT: The Lighthouse discovers a new technology, Hero’s Brew! 
Prerequisites: RADIANT SPHERES, Drugs
Effect: Allows exploration and habitation of Depth 3 regions.

 The Seatide Confederacy invents a new technology, Semaphore Checking! 
Prerequisites: Holographic Certification, Textiles
Effect: Enables the transfer an additional 2 treasure as a nonaction each turn for members of the Polar-Confederate International Bank

 The Gravetenders invent a new technology, Star Tomes! 
Prerequisites: Organized Religion, Graduated Symbiosis, Photospore Signaling
Effect: +1 to Diplomacy actions in regions with controlled Clerical Support

 The Lighthouse disassembles the massive spinal column of the Huge Halibut to create a Ceratoworks Workshop Artifact in Binar Fajar (7): Mahkota Sejati. 
 
 Spoiler: Mechanics 
 This workshop must be installed in a City to work. Improves Handling of Titanic [Molts]. Improves Harvests of [Hardened] or [Boney] Titans. Allows applying specialized Titan-Grafts to Tamed Titans. May help when attempting to heal certain Titans. May allow Stalkers to improve their skills.
 

 The Seatide Confederacy rebuilds the Polar Confederate Bank after the devastation caused by the reaver battle! 
 The Eternal Spring begins work on a towering construction that will scrape the very surf above!  The World Wonder in Town Square (47) is eagerly anticipated to be completed in the next few years.

 
 Spoiler: The Astral Menagerie 
- ESP hosts the Kelpie and the Withering Everlight, who will remain there until the start of Round 27. At the end of Round 26, the Kelpie will attempt to convert HS 1 in Verja (61) to the Shimmers of Unseen Bane
- GTZ gains 4 treasure from the Maleficent Ant at the cost of the clergy in Ezcorher (138) becoming Open
- LIT hosts the Maleficent Ant
- MGM gains 2 treasure from the Banished Merchants
- MIR hosts the Perfected Twin
- NAN hosts the Mare and the ant!Mimic, who will remain there until the start of Round 28. At the end of Round 26, the Mare will attempt to convert HS 1 in Nanuuq (82) to the Eternal Communion
- OKI hosts the Banished Merchants
- STC gains 1 treasure from the ant!Mimic
 

  Might!  
 Military matters of all kinds, be it warfare or strategic developments 
 The Eternal Spring recruits a General: DMMGGG (Mil 10) with the [Disjunction] tactical doctrine (If attacking while you and your allies have spent at least 3 treasure on this battle: +4 battles, -20% own casualties, -5 allied leader loss) 
 The Lambent Syndicate recruits a General: Revenant-Commander Ade (Mil 7) with the tactical doctrine Aggressive Envelopment (+4 to Battles, +1 to Tactical Maneuvering, -20% enemy casualties, -10% own casualties, +12 Enemy Leader Loss)! 
 The Ornzol Superiority recruits a General: Scorner Zo'kine'rn Wide-Eye (MIL 7) with the tactical doctrine Conqueror's Path (+3 to battle when attacking)! 
 Splendid Miru Miru recruits a General: Ahorangi (Mil 7) with the tactical doctrine When the Stars Align (+7 to battle if the round number is divisible by 7)! 
 The Gotezhar Builders Union constructs a Fortress in Region 169, Fort Kagado!  They receive a Strong Claim on the region via support from the Chelonian Chora

The massive aggregate colony of polypoid zooids currently festooned upon the watchtowers of Splendid Miru Miru is endlessly long, scorching hot, and hopelessly entangled. It is unclear if the organism even has a brain which could be tamed, and the Golden Host is unwilling to brave the scalding temperatures long enough to find out.  The Lighthouse fails to trap the Sizzling Siphonophore. 
 The Katethi Dominion begins a Great Project in Kateth Mar: The Proving Yards! [3/5] 
 
 Spoiler: SEN invasion of Micht Tsy Fivrivirs (57) 
The Shifting Ennead sends their forces, commanded by Mr. A. Fish, into battle within Micht Tsy Fivrivirs.  Formerly a region overseen by the Deep Blue, the waters are still full of life, even if the former governance has said "so long to all the fish".

Not as skilled as perhaps a typical general, Mr. A. Fish and his staff forget to bring all the neccessary equipment, failing to properly establish memetic cohesion or start of the reanimation colonies.  Clearly, Mr. A. Fish is to blame, for it certainly wasn't the fault of Emperor Akkoroas or other upper members of the Ennead.  Regardless of this blunder - or perhaps because of it! - Mr A. Fish is very frantic to see to it that there are few losses and that the battle is won.
Upon reaching the battlefield, early attempts at diplomacy are made to offer the natives of Micht Tsy Fivrivirs a chance to surrender.  Leading the talks for the other side is Mrs. A. Walrus, a local hero and also chef who sees a battlefield like it is a kitchen.  She vehemently denies any chances for a peaceful takeover, and decries that she will fillet any whom attempt to come into her home and tell her how to live.

With the natives behind her, peace talks break down, and Mr. A. Fish does as he was instructed to by his glorious Emperor: obtain the waters for the Shifting Ennead.  What he lacked in materials certainly did not hold Mr. A. Fish back, as he swims for the glory of his people, and the armies of the Ennead swim behind him.  Overwhelming their opponents in both number and skill, their losses are minimal, and their victory is impressive.  Mrs. A. Walrus has no recourse but to flee, so as to escape capture, proving once again:  If you can't stand de-feat, stay in the kitchen.

SEN Victory! SEN gains control of Micht Tsy Fivrivirs (57)! 1 SEN unit lost! 1 NTV unit lost!
 

  Schemes!  
 Coercion, betrayals, and spycraft 
 The Ornzol Superiority recruits a Spy: Rel'ol and Or'ter Split (Int 9)! 
 The Quiet Storm Trifectate recruits a Spy: Shielle the Shadow (Int 6)! 
 Costa Sereia investigates the Cyber-Optic artifact! 
An unnamed brave Sereian volunteers to take on the eye. The installation process requires removing the volunteer’s biological eye and attaching the single optical cord from the artifact to the merfolk’s main optical nerve. After an adjustment period of absolutely terrible headaches, the Sereian describes the information provided by the cybernetic eye as if one of the Pepsin’s holographic information displays were overlaid upon their sight at all times. With careful thought and focus, the location of the Shattered Hope fleet appears as small pinging ship dots upon a rough outline of the world, growing brighter and more frequent as they turn to face the direction of the fleet.

The artifact was taken from the captain of a single fleet and is keyed to  only  that fleet. It seems extremely unlikely that it could be jury-rigged to detect other fleets given the level of cultural and technological difference between each band of raiders.

However, the transmission reveals one other important thing of note: certain locations on the global map are marked with symbols for extreme danger (and many vulgarities). These locations are Hiahia Ika (151), Belosa (29), just south of Ornzol (40), Danabae (69), and an especially bright danger marker to the east of Te Whanuitanga (W26).

 Costa Sereia interrogates Commander Mortus Hyalusque! 
Mortus Hyalusque will spin a tale of the Reavers’ perspective on their unique situation … later in the round.

 The Cyphiri Union investigates the Genesplicer!  Except that they don’t. When the Cyphiri researchers go to disassemble the drug delivery mechanism, they find that the interior compartment has already been opened and the valuable drug within has been stolen! Investigating the site of the theft reveals a small metallic cylinder rolled under a lab bench in the corner, clearly discarded and forgotten by the thieves. Its orange-ish sheen is characteristic of the conductive alloy often found in Nacres’ technology.  The Cyphiri Union loses 1 reputation with the Divine Nacres for both losing and intending to abuse entrusted technology. 
 The Cyphiri Union investigates the Something Sneaky! 
Without even knowing what region the creature resides in, the swamkeepers’ investigation bears little fruit. They never sight the Titan, but do come to three conclusions of note:

1. Whatever it is, it does not travel underground. Watchers stalked the caves between Cyph-Arel, Kral-Katena, and Qzzry’ya and never found the creature despite the shifting disturbances in the geography above their very bodies as the Titan moved westward into Sakura-Jin seas.

2. In an isolated cave in Cyph-Arel, a mound of bones is found. The victims of the Titan’s past hunts in Kral-Katena, crunched into nothing but splinters. It seems as though the creature maintains separate hunting grounds and lair.

3. It is desperately hungry. The investigating swarmkeepers are proud to have served their nation, but mourn a great number of missing friends.

 The Lighthouse investigates the algal anemone infesting Region 157! 
Through the accidental but heroic sacrifice of the pack animals of the investigation party, it becomes clear that the kelp fronds composing the algal anemone’s ensnaring tendrils possess a low level neurotoxin that they inject into their prey via cnidocyte (microscopic explosive stinger cells). Locals familiar with the stinging grasp of the nearby cnidarian species, the Hardbell Jellyfish, relay a simple antidote: a compress of coralberry juice. Any army that wishes to assault the anemone will need to have a healthy supply of the berries at the ready to combat the stinging Nastiest Nasty Kelp.

 The Nanuuq Constellation steals the Mare and the Mimic from the Seatide Confederacy! 
 The Lambent Syndicate slanders themselves with the Chelonian Chora! 
 The Quiet Storm Trifectate completes a Great Project: the Niramunnan Underground Exchange! Grants +1 to theft actions. 
 The Unrelenting Horde begins a Great Project: Slipstream! (2/5) 

ORZ coerces TP2 in Ornzol (40) for Ornzol Scorners

  Terror!  
 Violence, upheaval, murder, and destruction 

It starts as a slight crackle upon touching the hatches between rooms of the Spheres, but soon progresses to a full-body spine tingle. The kucen of the depths can literally feel the aura of electric anticipation in the very water itself.  The Eel Without End approaches the Maw. 

Just as suddenly as the borderseas between Kral-Katena (123) and Cyph-Arel (122) became filled with briny pockets,  the terrain reverts back to its previous shape.  The local wildlife and missing friends and family, however, do not suddenly reappear, although several small caches of shiny objects are found in alcoves of the new terrain.  The Cyphiri Union gains 1 treasure. 

The everswamp of Qzzry’ya (125) becomes the neverswamp. The region’s crystal-clear waters purified by the roots of the Fruiting Mangrove forests are abruptly filled with clouds of oxygenated sediment,  removing the region’s brackish classification.  The effects of the sudden ecological shift on the native species and inhabitants is dire, and worse: something appears to be hunting the local merchants, especially targeting isolated individuals carrying shiny or brightly-colored objects.  The merchants of Qzzry’ya (125) become Open and Holy Site 2 is sacked, becoming Open. 

Through a quirk of luck or fate, the great Colossus Draig of the polar waters have managed to avoid each other these past years. But no longer. Their roaming patrols take them closer and closer to clashing with every passing week, despite the lagging pace and lingering wounds apparent on the twice-loser Tadgceallachmarix.  Should their current trajectories hold, another Titanic battle will occur over the seaswept flatseas of Maurente (67). Every two units committed to help one of the Draig will give them a +1 to their battle rolls. 

The creeping, maddening presence leaking in from the Gate spreads to affect nearby regions. It will continue to grow in strength and range until the Gate is destroyed.
 The clergy in Kenaqua (52) succumb to madness, becoming unruly!
The clergy in Region 54 succumb to madness, becoming unruly!
The aristocracy in Spawn Point (56) succumb to madness, becoming unruly!
The clergy in Micht Tsy Fivrivirs (57) succumb to madness, becoming unruly!
The merchants in Coresite (58) succumb to madness, becoming unruly!
The merchants in Separatum Corporate Holdings (59) become open!
The aristocracy in Mortuus Marea (60) becomes open!
The merchants in Verja (61) become open!
The clergy in the Cathedral of Movement (67) become open!
The aristocracy in Sketi (68) become open! 

The Reavers waste no time in adjusting their raiding routes to strike the newly prosperous subtropical seas. The pod of Shark Nomads passing through the region is struck by the gilded cyborg pirates’ electric eelnets, leaving a great many riderless sharks.  The Shark pod in Region 91 loses 1 unit. 

The extravagantly augmented fleet also strikes the local Reefback Nursery, Cross-Cliff Reef, to pilfer the luxury trade goods carried to the Chora’s home through the hard work of many turtleback caravans. It is not until after the attack that the residents of the nursery realize that Songweaver Kala Uta and her Reefback Wanderling are among the missing.  The Chelonian Chora base in Region 93 is damaged. It provides no benefit and cannot be used until it is repaired with an Economy or Faith action by the region owner. 

In colder waters, a more practical fleet strikes fear into the hearts of the Residuum. The Draigiau’s best soldiers, those precious few Draig that remain to the species, are slaughtered or abducted to feed Mistress Margaret Leg’s unquenchable thirst for highly skilled officers.  The aristocracy of Aelwyd Alferiad (71) is Reaved and the Draigiau Residuum Gathering loses 1 unit. 

To the east, the now-familiar stealthy fleet of fiber-glass bubblemechs attempts to raid the clergy of Calvarnsis Inferior (186), but is detected and chased off by Matriarch Lera and her Mammoth Seal riders.

The glass eye stolen from the commander of one of the great Reaver fleets continues to receive a signal from its mothership.  This round, the Shattered Hope is located in the wastes east of the Sunken Necropolis (179). 

Lack of interest or respect for the unique needs and local customs throughout the seas begins to grate on the peoples who must survive such neglect. Each round, regions without write-ups have a chance to progress toward rebellion
 The aristocracy of Region 80 become Unruly! 

The following regions must have region write-ups submitted by the start of Round 27 or suffer Unrest:
80 (STC), 148 (MIR)

The following regions must have region write-ups present in the Waters of the World by the start of Round 27 or suffer Unrest:
1 (LIT), 156 (MGM)

Having never recovered from Reaver raids in years prior, order in some areas begins to break down, and respect is lost for those they once pledged loyalty to. Each round, owned regions with a Reaved faction have a chance to progress toward rebellion
 EDIT: The aristocracy of  Umbergy  Terbon (107) grumbles, but continues to support SKR
The merchants of Pyl-Garat (129) grumble, but continue to support CYP 

The following Reaved regions may deteriorate at the end of round 26: 8, 49, 91, 107, 129
The following Reaved regions may deteriorate at the end of round 27: None

  Organizations!  
 Titles and Title Upgrades: 
Sonstress MAWbel v2.27 of the Eternal Spring composes Passion!
Nedir the Frozen King of the Kar-Nath Hegemony conducts and composes Passion!
Ashal of the Cyphiri Union feeds the Reefback Wanderling, Alata! She grows vigorously to a remarkable 11 meters long in only a few short years!

 Reputation: 
COS raises reputation with the DNA to reach Rank 1
CYP loses 1 DNA reputation for losing the Genesplicer
CYP asks DNA to develop a resource (-2 favors, -1 reputation)
CYP purchases a Prize of the Depths from the ABS (-2 favors, -1 reputation). Details to come with Org actions
GTZ rises to CCA Rank 2 by spending a favor
LSD loses 1 CCA reputation via Slandering self
MIR rises to DNA Rank 3 by spending a favor
SKR spends a CCA favor to raise reputation, but cannot overcome the stellar reputation of the Eternal Spring in the eyes of the Chora

 Favors: 
GTZ contributes two actions of progress and a description to the Monstrous Mythology [3/5] (+2 ABS favors)
GTZ purchases Hot-Blooded Hemovores from ABS (-1 ABS favor)
KNH contributes to the Monstrous Mythology (+1 ABS favor)
KAT goes into 1 CCA favor of debt to receive aid on their buyout of Death Eater Coral
MIR contributes to the Monstrous Mythology (+1 ABS favor)
MIR spends 1 favor to receive aid on two diplomacy actions from the CCA
MIR supplies DNA with the 2 required units and gains 1 favor
ORZ goes into 1 favor of debt to receive aid on their colonization of Region 198 from the CCA
SKR contributes an action to the Inventory of Lamentations [3/5], gaining 1 DNA favor
HEX contributes two actions to the Inventory of Lamentations [5/5], completing the project and gaining 2 DNA favors

 Prestige: 
GTZ completes a 3-round monumental undertaking! (+1 PRS)
GTZ gains +1 PRS from To Greatness

 Prestige Changes: 
GTZ remains at Rank 3, but gains 2 partial prestige

 Other: 
COS receives Seeker Barnacles from DNA via a Seriaous Conversation
CYP contributes an additional 3 units to Assistance in the Depths
CYP receives Osteo-Rebar through a Miru Miru Visitation
KNH purchases Hot-Blooded Hemovores from ABS (-2 treasure)
MIR contributes an additional 1 unit to Assistance in the Depths
MIR receives Osteo-Rebar through a Miru Miru Visitation
Torv
   The Nanuuq Constellation  
 
 
 The Frayed Minds 
D2 - M7 - E2 - F5+1 - I6+1
 
 
  Actions TBD  
 
 Intrigue - Steal the Maleficient Ant 
 Intrigue - Steal the Perfected Twin 
 Intrugue - Steal the Banished Merchants 
 Faith - Assist the Lambent Syndicate 5/5 
 Faith - Seek aid for stealing the Banished Merchants 
 
  Non Actions  
The Dissonant - Root out spies, one can never be sure.
Drifter in the wake - make a support in Nanuuq unruly.

  News and Rumours  
This just in - Chora too slow, among many, many other failings.
Gengy
  Round 26
 [Stormcloud Conglomerate]  
 [Alto Feytor Saroon'din, The Seaquake] 
[ Bane of Sargasso, Black Spot ]
Regions:  138 , 101, 128, 130, 136, 137, 139, 140, 141, 167, 170, 174    
Actions:
 
  [Diplomacy]  Sway Support of Aristocracy in 169 [ Roll : 19]
  Entreaties and gifts are sent to the denizens of the region, starting with those outside Fort Kagado.  The Stormcloud Conglomerate makes it known that they are here for their protection, as requested.   
  [Diplomacy]  Attend the Event hosted by Miru Miru
  Alto Feytor Saroon'din, in his first foray outside the borders of the Conglomerate, makes a long journey to the waters swam by the Miru Miru.  There, he formally accepts their vassalage.  
 [Event Sub-Actions]
- Accept Vassalage of Miru Miru
- Provide Miru Miru with Battlefield Scavengers, Ennean Professionalism, Hot-Blooded Hemovores, and Reactive Refining
- Receive Osteo-rebar, with the understanding that it cannot be gifted or traded without their permission  
  [Military]  Impress Aristocrats of Pyl-Garat (129) [Roll: 23, with Treasure]
  Though the region is well known for it's mercenaries, Pyl-Garat still suffers from a recent Reaver assault.  The Stormcloud Conglomerate, with the Cyphiri Union's permission, shows up in force to drive away any remaining scum and villainy from the area.   
  [Economy]  Buyout  Fossils  (W35, TP3) [Roll: 14]
  After being used for decades as a pleasure yaht, the  Tipsy John  sets sail for the Sea of Bones to attempt to lay claim to the Titanic Rune-Carved Fossils found within.   
  [Economy]  Buyout  Mud Diamonds  (R108, TP3) [Roll: 16] (Target changed with GM's Permission)
  Precious Minerals are required to continue to more easily fund the Conglomerate's goals.  Though covered in a muddy color, the diamonds of the Shoals of Umbergy still shine, even in the seas.   
  [Economy]  Explore south of 167 [northwest of 169] [Roll: 18]
  In order to best protect the Chora, the Conglomerate needs to know the nearby dangers.   
  [Economy]  Explore the fathomless region of 99 (south of 101) [Roll: 17]
  To many curiosities exist to ignore nearby regions.   
 
   Rolls   
Non-Actions:
 
 Provide support for conversions to Flowing Way schools in Builders Union territories 
 Give permission for Flowing Way nations to traverse Builders Union territories 
 Continue to gain a unit from Ennean Professionalism. 
 Give Costa Sereia  Deepwater Survival Systems  via Cultural Exchange 
 Resist all tech thefts 
 Spy Action:  Researcher 42 has not been seen within Ezcorher's Demesne. 
 [Update General]  Squall Kagado  retires.  The Strain is becoming too much for them, and they have served their nation well.  One of their protégé,  Squall Aproomo , has proven their perfection of  Aim For the Storm's Center . 
 Team Clouds is supported from afar, and the hope is that the team members will all return safely. 
  Build a Monument - Ezcorher's Memory  (1/5)
Though the majority of Ezcorher is now on  The Riptide , the Hunting Ground that was once the home of so many Gotezhar is now a place of many fond memories.  Alto Feytor Saroon'din asks his brother, Huurjan'oak, to build something near the center of what was once the city of Dounpor.  A monument that will stand as a testament and a history of Ezcorher's Memory.  Planning begins, and Huurjan'oak decides that it will be a series of monuments, telling a story of the rise from a single group of Gotezhar, to the Builder's Union it became, and then finally, into the Stormcloud Conglomerate that it is today. 
 
 
 Spoiler: News and Rumors 

 
 Saroon'din's wife, Flordemar, and their two children reconnect together after years of being apart.  Flordemar is still unhappy with how she was stolen away after the Sealympics and then not even given a choice to stay with Team Clouds to participate in what was surely a deadly game, but her children prove that they still need her.  Their oldest daughter is growing up, and begins her training to one day inherit the entire Conglomerate; she needs her mother more than ever now. 
 Kora'sin and Huurjan'oak are Saroon'din's closest brothers.  At the age of thirty-seven - around the year 78 - focus more on their various professions.  Kora'sin is firmly in charge of the Merchant caste, and begins to plot how best to improve  The Riptide .  Huurjan'oak is thrilled with the idea of perhaps getting to work on building  more  Leviathan Arks, but knows that additional Hunting Grounds will be needed.  He takes it upon himself to survey existing regions to see if there are any whom would be interested in going through the process.  Most refuse.  A couple express burgeoning interest. 
 Druthtu'o (Druth), at the age of thirty-four, is one of the few Governors whom adamantly rejects the idea of his region becoming a Hunting Ground.  New Korasoon's populace is leery of the whole Leviathan Ark, and Druth is fully aware of his people's feelings.  His strong rejection to the inquiry from his older brother earns him quite the respite from complaints. 
 Proj'eto, Shbuul'walg, and their friend the honorable Joontar Osinal, all find wives.  Children are, naturally, born of these unions.  Proj'eto and Shbuul'walg have taken over as co-Governors within Seguranca, and their children are all blessed with the unique Bolya that their grandmother Mira'din had.  Joontar Osinal, with permission, spends time researching this... 
 The Gilded Crew is not unwelcome within Conglomerate waters, so long as they are not there as raiders.  In fact, the rumors are that Alto Feytor Saroon'din is actively seeking a way to help them no longer  need  to be raiders. 
 
 

 
 Spoiler: Ruler Information 

      Feytor Saroon'din, The Seaquake   
   D   
   M   
   E   
   F   
   I   
 
   Current  
 10 
 10 
 8 
 4 
 5 
 
  Rolled Stats 
 3 
 4 
 4 
 3 
 3 
 
  End of round 18 
 1 
 1 
 0 
 0 
 0 
 
  End of round 19 
 1 
 2 
 0 
 0 
 0 
 
  End of round 20 
 1 
 1 
 1 
 0 
 0 
 
  End of round 21 
 2 
 0 
 1 
 0 
 0 
 
  End of round 22 
 1 
 2 
 0 
 0 
 0 
 
  End of round 23 
 1 
 0 
 0 
 0 
 0 
 
  End of round 24 
 0 
 0 
 1 
 1 
 1 
 
  End of round 25 
 0 
 0 
 1 
 0 
 1 
 
  End of round 26 
 0 
 0 
 0 
 0 
 0 
 
  
 New Ruler Next Round! 

Expected Stat Bonuses: +2 Economy
 

 
 Spoiler: Book Keeping 

 Units:  (12   / 26 )
 General(s): 
- Squall Kagado (Mil 10) [+1 to Battle when using  Aim for the Storm's Center ]
 Perfected Doctrines 
[ Aim For the Storm's Center : +1 Maneuvering, -6 to enemy leader loss roll, -20% to enemy losses]
 Fortresses:  Sublime Fortress, Region 138 - Fort Essensio, Region 174 - Fort Kagado, Region 169 (Built, Not Owned)

 Cities: 
City of Saroon'din (136) [Saroon'din grants a +1 to Resist Sacks in the region for players who hold Mercantile Support in the region]

 Spies: 
Researcher 42 (Int 9)

 Trade Routes: 
Gotezhar (138) to the Sakura-Jin (119)
Gotezhar (138) to the Lojanese Republic (9)
Gotezhar (138) to Splendid Miru Miru (153)
 Treasure  (13  / 17 )

Member in Good Standing of the  Polar-Confederate International Bank 
(+2 Treasure Cap)

 Special Ships: 
Tipsy John

 Cultural Exchanges: 
Gotezhar (138) to Costa Sereia (134)
Gotezhar (138) to the Lojanese Republic (9)

 World Wonder 
The Gathering Tide Warehouse (138)
 Wonder Effect: The owner of this Wonder gains +1 passive Treasure income and may, once per Project, count a Project action as two Project actions if they spend one (1) Treasure as part of said Project action. 
 Technologies: 
  Supernatic Propagation 
 Trophic Deconvolution 
 Megafaunal Tailoring 
 Photospore Signalling 
 Composite Grafting 
 Graduated Symbiosis 
 Razor Current Netting 
 +10% enemy casualties and +1 to Maneuvering roll when defending, or attacking with a foothold  Supermarine Artillery 
 +1 to battle rolls and +1 to maneuvering rolls in Regions with Depth 0  Anoxic Adaptation 
 The user can now cross Brackish borders.  Bitter Tourism 
 The user can now cross Glacial borders.  Filtration Grafts 
 The user can now cross Toxic borders.  Electrodialytic Staurozoa 
 May ignore the increased effective distance from a Briny border up to twice per round. This does not reduce the effect of Briny borders on distance loss calculations.  Devolving Standardized Integrations 
 Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost.  Holographic Certification  ( Requirement Needed : Bioluminescent Ink)
 +1 to rolls when resisting Undermine Support  Bioluminescent Navigation 
 Allows traversal of Depth 1 regions.  Mamomachines 
 For each 3 treasure you spend, you receive 1 Treasure at the end of the turn.  Sojourn Suits 
 Permits actions and troop movement across terrestrial wastes (purple) borders.  Army Administration 
 Each Fortress in regions controlled by a liege, vassal, or self reduces the effective distance of that region as part of an army's path for distance loss purposes by 1 region, after all other modifiers are applied - this can cause the region to effectively reduce the total distance, but this does not stack if a path crosses a given region multiple times.   Death Commando Conditioning  
  Indah's Embrace  
 Papershell Draft-Cuttle 
 Scrying 
 Megafauna Caravans 
 Oxygenating Implantations 
 Adventuring Parties, Blood Algae, Combined Arms Integration, Joined-Stalk Companies, Mitochondrial Regulation, Reanimation Colonies, Seeker Barnacles, Toxic Filtering, Traveling Scholars 
 Artful Acquisitions, Ennean Professionalization, RADIANT SPHERES, Battlefield Scavengers, Reactive Refining, Deepwater Survival Systems, Hot-Blooded Hemovores, Crimson Cuirasses 
Restricted by Treaty:  Toxologist Training  
 
Grim ranger
  
   Kar-Nath Hegemony   
 Located in:  Polar zone, regions 53, 55, 62, 63, 64, 65, 75 and 77
 Capital:  Glacier Crag, Region 77
 Faith:  The Blossoming Sequence    Turn 26   
   Nedir, the Frozen King and Voice of Harmony   
 Diplomacy - 10, Military - 10, Economy - 10, Faith - 10, Intrigue - 10 (Lyric - 10) 
  Actions:  

1.  [Faith]:  Faith 10 special: perform Miracle by seeking the promised rest of the Nathi people

 
 Spoiler: A humble king seeks to reclaim old myths 
This particular pilgrimage of his was turning out to be perhaps more taxing than even his trials to be found worth of the All-Song.

The currents running through the Wandering Dunes were trecherous even during best of times, and his destination was in a region possibly even more inhospitable still. As such, he was traveling like a Frozen King rather than a humble pilgrim this time around. He did not generally indulge in overt luxury, but security and ease of travel were as much for his benefit in this case as they were for the sake of the Hegemony at large.

Looking out into the expanse of harsh sand and rock formations that gradually began to shift into the expected devastation of the Wastes, the Frozen King stood at the helm of the  Silvered Eye , a pair of Depth Guard clad in dragonscale and rimestone standing by his sides. Around them, the crew of the ship worked on the various systems that had been refitted some years ago to better serve the Nathi often crewing it than its original owners... but the everpresent silver and Gravetender banner flying on the side of the ship side by side with that of the Hegemony clearly showed that the origins of the beautiful gift had not been forgotten.

 "You are certain about going through this, your majesty?" 

The chain of his office clinking softly around him as he turned to look at the speaker behind himself, Nedir allowed his body to sway sedately in place, his long tail flicking in a manner one might call contemplative as he regarded his guest.  "My reign is coming to an end, Ifera. It is simply the way of things. If I wish to find what I am looking for, what all of my contemplation has been leading towards, it must be done now. In but a few years, another King or Queen will be responsible for safeguarding my people: before that, these last few years will be my final chance to see if I truly was right." 

The mer clad in a rough-spun attire of pale reeds woven with softly glowing symbols of algae seemed to sigh: the long scarf hiding most of their snouted features made it hard to tell at times.  "Some of ours have tried to explore the...feeling one gets from this direction. None have returned. While your successor may be almost ready to assume the throne, losing you before they are fully ready would regardless be a disaster." 

A slight bump sounded against hull of the ship as Nedir turned once again to look outside, deep in thought even as the protective escorts of the ship left gradually expanding clouds of red billow up from underneath the ship as they dealt with the intrusive wildlife.  "God-Binders...what a name you have chosen for yourself. I have tried to peer at the nature and purpose of divinity myself, and have found a measure of success there. I am not certain if you are an adherent, but in case you are not... the Blossoming Sequence does not truly consider questions of individual divinities as such. The scope of the faith is larger and more all-encompassing, but I never throught it was an entirely suitable approach for my people. True, it has done plenty of good for us, but I was still born early enough to know this: Gods are a fact to the beliefs our people have long held." 

The soldiery accompanying the ship were returning inside even as the environment grew more inhospitable still, similar yet distinct from the borderlands of the Wandering Dunes. The seafloor below seemed gray and lifeless, only darkened crystal formation or two dotting it as the  Silvered Eye  pressed onwards.

 "In my glimpse to the All-Song, I have reached...a new understanding. Of how there exist many things, great and small, and how one can feel their presence across the waves. Gods, or beings that would be like gods to you and me, are not above such. Contacting them and appeasing them is simply more difficult, figuring out their place in the grand order of all things more of a puzzle. I aim to reconnect to the divinities we used to worship and receive those small, essential boons from: to find them a place in the Sequence where all can be saved from disharmony. My studies of methods and philosophies of other faiths have helped, but ultimately there is no substitute to finding the promised realm: if I am right, the gods that my people have long held dear have left something in these seas for us to return to after we are no more. And through that place, they can be sough, as can those Frozen Kings that have come before me." 
 "Even if our founding was recent, we have already beheld many incredible things"  Ifera admitted, their black eyes narrowing slightly.  "Still, what if you are wrong and there is nothing but some great hungry beast awaiting you here?" 

Even as the question began gnawing at his mind yet again, the chilling feeling of doubt beginning to cloud his hopes, Nedir suddenly felt something across the waters... and suddenly, his posture seemed much more at ease once more, soft hum rising from the Frozen King to join the greater melody filling his senses.

 "Something great and hungry, perhaps. But I am certain we will find more than simple  beasts ." 

The  Silvered Eye  continued to travel ever onwards, course set towards a glow rising across the now white sands. The multicolored glow wormed its way through waters all around them, reflecting and flowing through crystal spires that were gradually growing larger. Here and there, a flickering figure or two would appear from the shifting light, traversing through the clear water before merging back into the stream of brilliance once again.

The wastes had hidden something precious after all. Precious and dangerous.
 

2.  [Faith]:  Impress Clergy of Separatum Corporate Holdings (Region 59)(attaching Specialized Ship Tin Can to the roll to reduce distance penalties by 2)(Roll:  16 . Success!)
 - With the adherents of the Blossoming Sequence having already arrived in numbers to bolster the popularity of the faith, one of Hegemony's brightest goes on to take over organization and appointment of higher clergy in the region. While yet untested, Pearlshell Deva has been ever the diligent student, receiving a chance to impress the values of Nathi and Gravetender faith and culture upon the newly formed union.  

3.  [Faith]:  Faith 5 special: create a Holy Order, Guild of God-Binders, in Pelegar (Region 65)
 - The Nathi people, unlike the Gravetenders, have never reached truly deep into mysteries of the divine and philosophy of existence before... but with the rise of the philosopher-king and his whispered enlightenment with guidance of the Chelonian Chora, more spiritually acclaimed individuals are rising from different parts of waters ruled by the Frozen Court. Many of these rumored miracle-makers, philosophers and even an enlightened battlemaster or two end up gathering in the ever-growing city of Panatia, and forming the core of a new Guild of rumored magicians and holy men. The God-Binders, as they have come to be known, deny the notions of their creed being beholden to any particular deity, being most influenced by the philosophy of life and death espoused by the Blossoming Sequence. In essence, they seek to control and abate the wrath of supernatural beings like the divine and demons, as well as safeguard artifacts of power to keep them from wrong flippers. 
 Establishing their guildhouse close to the newly founded Polar Institute of Warfare, the new Guild is met by mixture of confusion, wary respect and naked hostility...the latter mostly from nobility and some of the remaining cults. An adventurous lot, tales of their exploits are more told around drinking establishments and on the road than in high halls, but their mission to generally safeguard the majority of the population leads to them being tolerated despite some unflattering rumors concerning their methods. 

4.  [Diplomacy]:  The Hungry Deep: Request aid of Abyssal Stewards to contain the Trawling Beast in a trench in Region 189 (using 1 treasure)(Roll:  20 . Success!)
 - The danger of the stuck Trawling Beast is far away from any territory held by the Kar-Nath Hegemony, which has kept the matter firmly out of the mind of most of its citizenry and nobility alike. The poison will threaten polities that are not its allies, possibly even those it counts as enemies. Thus, why should they go out of their way to aid anyone with the thankless task, likely only receiving scorn? 
 Because, the philospher-king decides, it is still the right thing to do. No matter if it is worthwhile politically or militarily. No matter if anyone will even know they have done something. The Hegemony will still be the ones who will save the Marble Kingdom if nobody else will, for to leave a noble people to die a quiet death would be the height of sorrow and shame both. 
 Thus, the Abyssal Stewards are contacted and plans made to seal the Beast away into a rift in the seafloor to save the nascent nation of the Dancers. 

5.  [Diplomacy]:  Lyric action: Chorus Passion (using 1 treasure)(Roll:  19 . Success!)
 - Part of the All-Song ringing through the frozen domain Nedir has now ruled for many a year has always been one of struggle and controlled ferocity, but through a great effort of spiritual conduction of his people's shared tune, the Frozen King is able to bring passions of the Nathi more to the forefront than ever. The flame deep inside a shell of ice will burn brighter, leading to brighter-burning stars...and greater tragedies. For that is the nature of true Passion. 

6.  [Military]:  Invade Kenaqua (Region 52) with 6 units, led by subcommander Araid the Shell-Cracker, through route 62 -&gt; 61 -&gt; 54 -&gt; 55 -&gt; 52. If stopped en-route by natives and battle is won, army is to continue its march to Kenaqua if able. KNH troops will follow the lead of ESP in the invasion.

 
 Spoiler: Invasion breakdown 
 Misc. modifiers 
Union Mercenary Exchange: Using 2 treasure to gain +2 units for outnumbering purposes only
Treasure: +1 to battle
(Only using the treasures for each of these bonuses if the army makes it to Kenaqua)
Polar Institute of Warfare: +1 to maneuvering rolls if the enemy uses one of basic tactical doctrines

 Technologies (for distance loss prevention &amp; special border crossing): 
Filtration Grafts (using Sour Krill): Permits actions and troop movement across toxic (red) borders.
Mitochondrial Regulation (using Preserved Foodstuffs): Permits actions and troop movement across glacial (black) borders.
Hot-Blooded Hemovores (using Hard Metal from GRV): Glacial borders cost one additional region (not two) to cross for the purpose of Distance Losses

 Technologies (for battle): 
Crimson Cuirasses (using Dragonscales from DRG): +1 to Battle
Toxologist Training (using Adhesive Urchins): +10% enemy casualties and +1 to Maneuvering rolls in Depth 0 regions
Devolving Standardized Integrations: Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost.
Big Rocks (using Rimestone): +1 to Battle
 

 - With the soldiers of the Hegemony finally equipped to filter most of the ill effects of toxic route they are forced to take to skirt around the waters of the Shifting Ennead, the Legions once more swim through the seas in good order, ready to take the fight to the insane cultists that have overtaken Kenaqua. While the perilous journey alone is bound to cost the army a fair few soldiers, their ranks are bolstered by foreign mercenaries from the legendary Union Mercenary Exchange, the vaults of the Frozen King thrown open to finally end the madness a fell God has wrought upon the seas. After the perilous journey to the site of the battle to come, Araid the Shell-Cracker has been given orders to work with the forces of Eternal Spring to bring the cultists to heel. His first command is, as such, a rather nerve-wracking affair... but one that the knightly Nathi accepts with a most stoic of curses. 

General notes: if KNH has spent 3 treasures this round, they regain 1 via Mamomachines technology. KNH gains 1 unit at end of round if they hold 8 aristocratic supports or more thanks to Ennead Professionalization technology.

  Non-actions:  

Constant: Automatically accept all trade routes, cultural exchanges, gifts, etc from other players, Automatically defend against any unauthorized buyouts/incursions/etc.
Constant: All KNH's prisoners are kept in Glacier Crag to benefit from Order of Chain Warden's extra protection against secret actions. (Current prisoners: SEN general Balelia)
Constant: Allow GRV and ESP armies free passage through KNH lands and grant both polities free reign to perform projects in KNH lands. Treat all other powers currently as hostile.

A.  Trade technology with COS through Cultural Exchange - give Battlefield Scavengers, Mobile Subdivisions, Toxic Filtering, Toxologist Training, and Traveling Scholars technologies in exchange for Adventuring Parties, Holographic Certification and Multi-Pigmented Photospores technologies 

B.  Create a monument - The Rage of Dragons (in region 75)(3/3)(Complete! +1 Prestige) 
 
 Spoiler: A memory captured in ravaged land 
 The event of blessing the monument properly is a solemn affair. Rare few outside the inhabitants of the Plains themselves arrive, knowing better than to get involved in mourning of an event they did not themselves live through. The only true exceptions are those who were visiting Sarkenos at the time, and even they stay respectfully to the side, for the main mass of the people attending are locals who have in many cases lost something to the rampage of the two Titans. And more often still, that "something" is "someone".

Surrounded by the people of the Plains singing a hym of mourning long into the night, the statue of the two great beasts is lit by lanterns throughout the ceremony. When it is gradually over and only the most heartbroken remain, the new guards of the monument arrive to look over the walls surrounding it, taking their job of making sure the memory of the event is never debased quite seriously. They may be simple people, but that only makes tradition and folk memory all the more important.

As the site gradually becomes more accepted fact of life, graveyards of the local inhabitants begin to gravitate close to it, the monument to such destruction seeming only proper centerpiece of such. It is not a practice anyone encourages, but neither is it ever condemned. 
 

C.  Spy Action 

D.  Good Names Go to Wastes, Round 3 - Cast votes of KNH: W31 (Tropical): Ahua Rino, W34 (Temperate): Flowing Mirage, W21 (Subtropical): The Eternal Midden, W5 (Polar): Dirge-haunted devastation 

E.  Use extra Seek Aid of Lyrical Harmony to help ABS with The Hungry Deep solution  (Roll:  16 . Success!)
 - With lessons learned from Chelonian Chora, the enlightened Frozen King offers almost sage-like advice, guided by the All-Song and glimpses of the divine both. They must not fail the Dancers: the contamination must be stopped before the Marble Kingdom is destroyed! 

F.  Contribute to Monstrous Mythology 
 
 Spoiler: The legend of Lightless Host 
 Dark stories from before the Nathi had even settled to their longtime home of Glacier Crag tell of a threat that eclipsed the borders of nations, the Lightless Host. Even the polities that existed in those days were a divided lot, quick to battle for land and prestige... but the enemy that eventually surprised them all was something that would bring them together in shared effort to avoid annihilation.

The part of the stories that ancient Nathi traditions have been able to record concerned the dark days during which their enemy first began their incursions against all of the Polar seas. The assaults began with inky clouds of sheer dark that hid a menagerie of deep-dwelling horrors, monstrous deep-fish raiders whose very presence sapped light and heat that was already in short supply across the polar seas. Much like Reavers of later days, the Lightless Host utilized ships in their raids...but whereas Reavers strike and depart, the Host would utilize their vessels created from broken hulls and ancient crystalline technology to overrun entire territories instead, having little use for taking prisoners.

With collapse of realm after realm, the early Nathi explorers were among those fighting the Lightless Host back with glowing volcanic weapons... and as the collapse seemed inevitable regardless, they holed up in the site that would eventually come to be known as Glacier Crag.

But surely it is only a tall tale, even if lands across Polar seas bear signs of ruined civilizations...? 
 

 - An old tale from the very beginnings of Nathi civilization that has long since become nothing but myth, the tales regarding the old Nathi boogeymen are considered prime candidate for the Mythology being gathered. If there is even a hint of truth in the tale, the Polar seas may end up being in quite a lot of trouble... 

G.  Send Hot-Blooded Hemovores, Crystalline Biocompensators, Papershell Draft-Cuttle, Scrying and Mobile Subdivisions technologies to GRV via cultural exchange 
 - Ever mindful of the needs of their allies and neighbors, some of the Hegemony's merchant guilds go on to spread the knowledge of some of their recently-acquired technologies to the Dead Cities. 

H.  Agree to General Tiny of The Magaramachi attending the Polar Institute of Warfare, with tuition of promised Cultural Exchange or Trade Route from MGM to KNH 
 - Having only heard tall tales or rumors of the Magaramachi before, the Nathi are intrigued by arrival of one of their kind to the Academy, the matter of suitable tuition being hashed out rather quickly...even if the very straightforward nature of these big eaters has the staff of the Institute on the back foot out of sheer confusion. 

I.  Permanent standing offer: General Kreel and Sersi the Pale can attend the Polar Institute of Warfare, should they wish to 

K.  Frozen King Nedir requests access to Mother's Favor from the Gravetenders to aid in further considerations regarding communion with divinity 
 - When it comes to the line of Frozen Monarchs, Nedir is by far the most philosophical and spiritual of the lot, having spurred on somewhat of a new golden age of faith for Kar-Nath Hegemony... and now with the discovery of their promised land he aims to leave behind a legacy, a faith reforged! In effort to reach better understanding still as he does not presume to know minds of deities, he reaches out to Thrice-Built Malukan and requests access to an artifact left behind by the Riftlings Many and held in Gravetender vaults, seeing it as the ideal way to further his understanding on nature of divinity. 
  News &amp; Rumors  
 - Having gradually learned of the changes the Shifting Ennead have made to the structure of their society to generate a steady supply of levy soldiers, the Hegemony are not so proud as to ignore a good idea... but in their case, the noble families are almost too happy to provide, as the opening of Polar Instutute of Warfare has grown the pool of recruits considerably, the national pride reaching an all-time high. Soon, every noble family of note (as well as chieftains of Sarkenos, the ruling Unin colonies of Soliana, Triumvirate of Pelegar and the merchant families of Redselle) begin to send out a trickle of recently graduated students that are then gradually formed into new Legions. 
 - With the growing importance and prosperity of Pelegar, the local Triumvirate (and their overseer from the Frozen Court) have grown increasingly influential in Nathi politics. While some of the more influential and aloof of the nobility sees the Lacertis muscling into the racket of courtly influence as insulting, many merchants and supporters of the military gladly take the opportunity to network with them instead, lending the trio of lizards considerable pull in the future of the Legions and local trade. 
 - Marshal Adaya shel-Girum ban-Liav has served the Hegemony with distinction ever since being assigned to them from the ranks of Abyssal Stewards over forty years ago, and the weight of years is clearly beginning to take its toll on the Mer Marshal. In anticipation of her retirement, Adaya has begun to teach her replacement, with rumors circling around her having taught one of Pelegar's Lacertis or one of the Cyphiri people who has somehow found their way all the way to the frozen seas. 
 - The gift of Swarm Ash from Cyphiri Union has come in useful to warm the inhabitants of Artetchhue, the leader of Nathi garrison in the area sending personal thank you note to the friends of the Hegemony, with the heir of the Frozen King also promising to return the gesture of goodwill in the future should the Cyphiri require something of his nation. 
 - Clashes between adherents of the Shroud and members of the Blossoming Sequence have grown more commonplace in the border regions of the Hegemonty, and in many cases it is not crazed cultists but normal migrants from Kenaqua that bear weight of suspicions and reprisisals for attrocities committed by Blacktide's regime. While the official line of the Hegemony is to stop any such acts from taking place, in many cases the legionaries and wardens assigned to maintain peace simply allow the altercations to happen due to their own stake in the matter. 
  Leader improvements from turn 26:  

-

  Leader stats for turn 27:  

Diplomacy - 10
Military - 10
Economy - 10
Faith - 10
Intrigue - 10

 
 Spoiler: General bookkeeping (Start of round 26) 
 Regions:  77 (Capital), 75, 65, 64, 63, 62, 55, 53
 Military units:  6
 Treasure:  10
 Artifacts:  Chain of Kings (+2 to Sway roll within owner's borders, once a round), the Sgimiwr Cyflym (+1 to Maneuvering and -2 to effective region count for Distance Losses, once per round)
 Specialized Ships:  The Silvered Eye, The Tin Can
 Reputation:  ABS (2), CCA (3), DNA (1), PRS (4)
 Favors:  ABS (2), CCA (1), DNA (0)
 Trading posts:  10 (Effective number: 11) - 2 income
Rimestone - TP 1, 77 (Merchant support)
Glittergill Shards - TP 1, W6
Mercenary Retainers - TP 1, 129
Preserved Foodstuffs - TP 3, 78
Electrum Conduits - TP 1, 76
Maltreed - TP 1, 53
Adhesive Urchins - TP 1, 62
Talented Crab Soldiery - TP 2, 65
Shells - TP 1, 30
Sour Krill – TP 2, 80

Trade Routes &amp; Cultural Exchanges:
COS - Cultural Exchange
CYP - Trade Route
DRG - Trade Route
ESP - Trade Route
GRV - Trade Route &amp; Cultural Exchange

 Civilian Technologies:   Composite Grafting ,  Trophic Deconvolution ,  Photospore Signaling .  Supernatic Propagation ,  Megafaunal Tailoring ,  Graduated Symbiosis ,  Electrodialytic Staurozoa ,  Mitochondrial Regulation ,  Filtration Grafts , Seeker Barnacles,  Joined-Stalk Companies , Indah's Embrace,  Bioluminescent Navigation , RADIANT SPHERES,  Mamomachines ,  Megafaunal Caravans , Oxygenating Implantations,  Anoxic Adaptation , Bitter Tourism, Toxic Filtering,  Scrying ,  Sulphurous Secretions ,  Mobile Subdivisions , Crystalline Biocompensators,  Papershell Draft-cuttle ,  Traveling Scholars ,  Advanced Cooking ,  Hot-Blooded Hemovores 
 Military Technologies :  Razor Current Netting , Battlefield Scavengers,  Crimson Cuirasses ,  Blood Algae , Death Commando Conditioning,  Toxologist training ,  Devolving Standardized Integrations , Reanimation Colonies, Supermarine Artillery,  Big Rocks 
 Green  = Powered

 
 Spoiler: Special actions used with current ruler 
Intrigue 5
Military 5
Military 10
Diplomacy 5
Diplomacy 10
Economy 10
 

 

 
 Spoiler: Leaders &amp; agents (Start of round 26) 
 Leader:  Nedir the Frozen King (Diplomacy - 10, Military - 10, Economy - 10, Faith - 10, Intrigue - 10)
 General:  Marshal Adaya shel-Girum ban-Liav (Military 8, Unbending Iron Tactical Doctrine (defense only, +3 to battle roll, -2 to own leader loss roll, +20% enemy casualties, +10% own casualties), Abyssal Expertise: Gains a bonus to Maneuvering rolls equal to the current Depth level.)
 Spy:  Loyal Figment (Intrigue 9)

 Others:  Munda (Ambassador of the Hegemony), Rayn (Chieftain of Plains of Sarkenos, technically independent), Khrom (Pride of the Legions), Pearlshell Deva (Student of Blossoming Sequence and old ways), Parts-Waters (Unin Floatsinking Gold Fish winner), Acid-shell (Nathi Wastesailer, Gold Fish winner), Araid the shell-cracker (Nathi Swordfishing Gold Fish winner)

 Historical:  Frozen King Rham (Frozen forever in Rimestone ice, as per ancient Nathi tradition), General Kreel (Died on a campaign. Brought back to life by the Gravetenders)
 
MappyPK
     Splendid Miru Miru     
  Round 26   
  

 

 Capital: Aniwana (153) 
Additional Regions: Region 148, Oka Oka Okale (149), Parikao (150), Hiahia Ika (151), Wakamarumaru Marama (152)
Cities: Kanapa (153), Karapu Karaihe (150)

 Leader: Aue Aue, First Teacher of the Plutocratic Republic of Splendid Miru Miru, President of the Splendiferous University, and CEO of BioGraft Enterprises and Golden City Tours 
Diplomacy: 4
Military: 10
Economy: 8
Faith: 2
Intrigue: 1
Expected Gains: +2 ECO, +1 DIP

 Standard Actions  
  Economy  - Invest Hardfused Rubble and shards of Shimmercoral into a project to burst the Sizzling Siphonophore's pneumatophore. If all goes to plan, this should make it unable to stabilize itself in the water column, rising up to the surface where it will explode. 
  Economy  - Expedition West of W16 using the Bubble Boats. Spend 3 treasure.   Great Success!   +1 unit. Free prospect attempt. Free buyout attempt (with CI and retrofit +2). +1 treasure.
  - Prospect from Joined-Stalk Companies Great Success.   3 TPs discovered!    
  Economy  - Colonize Region 147.   Success!   
  Economy  - Buyout TP3 in the Raninoida (192) for Magnetite Flowerstones. Spend 1 treasure. Apply city bonus. Apply Compass of the Depths.   Success!   *EDITED with permission. 
  Diplomacy  - Host a banquet for only the wealthiest of officials.
 Subactions:
- Vassalize to the Stormcloud Conglomerate.   Truly no one understands the heart of the Taikans like the Gotezhar... living beings encased in bubbles living atop giant specialized ships.  
- Give Osteo-rebar to the Stormcloud Conglomerate.
- Receive Battlefield Scavengers, Ennean Professionalism, Hot-Blooded Hemovores, and Reactive Refining from the Stormcloud Conglomerate.  
  Diplomacy  - Sway Merchants in Oka Oka Okale (149) using Phosphorite. Spend 3 treasure. Spend 1 treasure to increase die size (DNA3).   Success!   
 
 Non-Actions 
 
 Spy non-action. 
 Gain 1 treasure and attempt 1 buyout (with a CI) from the Cyphiri Union's Great Success with a retrofitted ship. 
 Send GTZ Decor via Trade Route to satisfy Luxuries DI. 
 Reaffirm the Treaty of Radiant Splendor for 10 more years (3 rounds). 
 ABS - Spend 1 Favor to prospect in Region 148, searching for Skilled Labor. 
 CCA - Vote for Ahua Rino (W31), The Flowing Mirage (W34), The Eternal Midden (W21), and The Crooning Graves (W5). 
 DNA - Spend 1 Favor to raise reputation. 
 Allow members of GREG to move units through Aniwana if necessary. 
 Resist all buyouts, sways, and any conversions not by the Way. 
 Complete the Monumental Undertaking...
 
 
 News and Rumors 
 
 (Ongoing!) Visiting Professors...
   
 Spoiler: Foreign Talent Requested 
With the astounding success of the Splendiferous University, President of the University Aue Aue decides it is time to hire a much larger faculty. Indeed, the Taikan students have been clamoring for greater diversity in terms of course offerings. The most efficient way to accomplish this, thereby increasing the satisfaction of the students and the amount students are willing to pay in tuition fees, would be to hire foreign talent. In collaboration with the government, Aue Aue sends out a job listing to all nations in contact with Miru Miru, promising high pay, strong benefits, and opportunities for research funding.

For more information on the University and the general content areas it teaches students, see  here .
 
   
 

 

 
 Spoiler: Bookkeeping 
 Favors :
ABS = 1 - 1 = 0
CCA = 2
DNA = 1 - 1 = 0

 Treasure  = 8 - 3 - 3 - 1 - 1 = 0 + 1 (ABS) + 2 (mamomachines) + 3 (TPs) + 2 (retrofitted successes: MIR, CYP) = 8
 

 
 Spoiler: Miscellaneous 
 Monumental Undertakings:  
 The Statue of the Bubble Bender (3 actions) 
 The Aniwana Mall (5 actions) 
 The Clinics (3 actions) 
 
 
Epinephrine_Syn
    T I TAN  t   OF  I NDUSTRY       
Turn 26
  E ternal  S pring    
   
 
   MAWbel v2.30       [   Songstress   ]  
 Dip:    [  10  ]  
 Mil:   [   9   ] 
 Eco:     [ 10  ]  
 Fai:    [  10  ]  
 Int:   [   8   ] 

Next Turn: +1 Mil, +1 Int

  Stat Actions Summary  
 Economy:  Colonize Region 50  roll = 24 
 Faith/Diplomacy [Lyric]  Conduct Passion  Roll = 26 
 Military:  Seize Kenaqua [52] (Details below) (Spending 3 Treasure)
 Military:  Construct Industrial Research Facility inside Verja [61] (1/4 Completion, functionally up to 2/4 because of the Chora base within the region.)
 Intrigue:  Finish The World Wonder [Surfscraper], using 2 Treasure to add a second action.
 Intrigue:   Secret 
 
Nonactions
A. Vote in Good Names Go To Wastes.
A.a. Vote for Flowing Mirage
A.b. Vote for Eternal Midden
A.c. Vote for Dirge Haunted Devastation
B. Place Holdfast in 50, or 52 if 50 isn't somehow a valid option.
C. Black Noise: Root Out Spies
D. Give 1 treasure to KNH and GRV through the Plastic Flower.
E. Spend  a Chora Favor and   2 Treasure  to Tranquilify Region 52
E.a. 61&gt;60&gt;55&gt;52, [4.5] regions base, 1 Glacial, -0.5 CCA, 0.5 Briny, for 5.5 total, with their +9, and -3 from distance, should be a 2d6+7 roll to Aristocracy and to Clergy.
F.  Spend  a Chora Favor and   2 Treasure  to Tranquilify Region 54
F.a.61&gt;54, [1.5] regions base, 1 Toxic, 1 Glacial, -0.5 CCA, for 3 total, with their +9 and -1 from distance, should be a 2d6+9 roll to Aristocracy and to Clergy.
E+F.b. Use the Chora Discounts to spend 4 Treasure, and 0 Favors to cleanse regions 52 and 54.
G. Send DMMGGG to the Nacres for 1 Favor for a +1 point stat increase, raising from 10 to 11.
H. Declare ESP lands as non-hostile for the KNH fleet moving through.
I. Note that it isn't especially time sensitive, but it would be nice to at some point have my Industrial Research technology options to decide from, for whenever I eventually want to complete that.

Defensive Allocations
A. Witherwight +1 Faith
A.a. If the Gate remains open, direct the +1 faith roll to protect Verja from the wrath of Blacktide.
A.b. If the Gate does not remain open, direct the +1 Faith roll against the conversion in Verja.
 


Action Fluff
 Finish Construction Of Dragsilt, The Stairway To Heaven, The Surfscraper


 Seize Kenaqua   
 Spoiler 
 Take control of Region 52, receiving the help of Kar-Nath to do so. If the Kar-nath offer to lead the battle, as long as Eternal Spring gets the region in the end, this is acceptable.

Expenditure: Spending 3 Treasure, sending 8 real units and 2 MMM Units, sending Subcommander: Professor Deeatrice (Commander Score: 5).

Pathing: 61&gt;54&gt;55&gt;52
61&gt;54 (Hostile, Glacial, Toxic) [7], 54&gt;55 (Toxic) [3], 55&gt;52 ( Hostile  Target Of Invasion) [1], total of [11], Chora Distance Losses every 4 instead of 3, for 2 Distance Loss Checks total.

Units: 8 ESP units, 6 KNH units, 2 Merchant Marine Mercenary Units (ESP) (Treasure), 2 Pyl-Garat Mercenary Union Units (KNH) (Treasure) [12 Total Units before distance losses.]

Tactical Doctrine: (Should Deeatrice be leading.) Skirmish -10% casualties to all sides.

Battle Buffs For The Fight In 52 (Kenaqua)
+1 [Treasure], +1 [MALON City bonus], +1 Kelpie (non-action have Professor Deeatrice ride Kelpie into battle), +5 [Military Score: 9 or 10], +7 [350% Outnumbering], +1 Seek Aid (CCA)
Techs provided by KNH (I believe Toxologist Training and Crimson Cuirasses) for +2 to battle and +10% enemy casualties.
Total +18 To-Battle 

ESP and KNH fleets should move and act in unison once they unite. If they are intercepted en route, fight together to squash the enemy, then continue onwards to smother the shroud and kill the Gate. Spend 3 treasure on a battle if intercepted as well.
 

    Safeguard the Kar-Nath Fleet    (REDACTED)  Merging these two into the same action.  
 
 Spoiler 
When the natives move to intercept the Kar-Nath fleet, march through the native lands of 54. Let the Magaramachi roar about how big and &lt;Big&gt; they are. Eat them utterly and to the last.

Them being the natives of 54. Do not harm the Kar-Nath we are safeguarding. Seriously, you oversized slobberjaw,  do not .

...oh, and should you indeed have to go and Do A Murder, stick around and claim the territory in the name of The Eternal Spring.

 Expenditure: Spending 3 Treasure, sending 4 real units and 2 MMM Units, sending Subcommander: Corpse Of Emperor Extensive-Colossal-OneMillion (Commander Score: 5).

Should the Kar-Nath fleet be intercepted, coordinate efforts with Kar-Nath to stomp out the natives, allowing the Kar-Nath fleet to go ahead while Subcommander: Corpse Of Emperor Extensive-Colossal-OneMillion and these Eternal Spring units stay behind to secure the region.

Should the Kar-Nath fleet not be intercepted... Do A Murder anyway. Conquer the region for the Eternal Spring.

Pathing: 61&gt;54
61&gt;54 (Toxic, Glacial,  Hostile  Target Of Invasion) [5], Chora Distance Losses every 4 instead of 3, for 1 Distance Loss Check total.

Units: 4 ESP units 2 Merchant Marine Mercenary Units (ESP) (Treasure) [6 Total Units before distance losses.]

Tactical Doctrine: (Should Corpse XCOM be leading.) Skirmish -10% casualties to all sides.

Battle Buffs
+1 [Treasure], +5 [Military Score: 9 or 10], +4 [200% Outnumbering]
Techs provided by KNH (I believe Toxologist Training and Crimson Cuirasses) for +2 to battle and +10% enemy casualties.
Total +12+X To-Battle (Where "X" is "However many units the Kar-Nath bring) 
 

   Rote Non-Actions  
 Oppose Unauthorized Actions.
Black Noise (Spy 6): Root Out Spies
Conversion Authorization: Allow and support any conversions to The Eternal Communion.
Buyout Authorization: Approve of the Buyout of TP 3 of Maleficent Jello by KNH.
Prosperity Authorization: Authorize all gifts to ESP.
Accept all players/nations converting to The Eternal Communion.
 
  Defensive Actions  
None As Of Yet
 
  Shell Counting
 
 Spoiler: Misc Stuff 
 
Treasure: 20/20
Vaults: 1
-3 Kenaqua
-3 Region 54
-2 World Wonder
-4 Tranquilify
+4 Mamomachines
Passive Treasure Income: +3
 Next Turn: 15/20 Treasure
Vaults: 1 
Units: 8/9 - casualties

 
 
  
 Spoiler: Misc Stuff 
 
 
 
  
 Spoiler: Misc Stuff 

 Plastic Flower Recycling Routine
Contender Trade Route Pool: GRV, KNH
Deprioritized Trade Route Pool: LUX, RFT, DPB

Alpha-Machina Optimization Routine
Paperclips: 73
Approximated Paperclips This Turn: 10 (5 from Recycling Routine, 3 from Passive Treasure Income, 4 from Mamomachines)
 Next Turn Paperclips: 85  [/font]
Compose  Industry  on any turn Compose is not used on another component.
 

    Magma Pulse           [ 10 ]    
    [ 0 ]    
    [ 0 ]    
    [ 0 ]    
    [ 0 ]    
    [ 0 ]    
    [ 0 ]    
    [ 0 ]    
    [ 0 ]    
    [ 0 ]    
 
  
Feathersnow
 
  
Cherry Blossom Compact

World Garden Administrative District 
 SKR 

MRK, the Chronicler 
10 Diplomacy
8 Military
6 Economy
6 Faith
7 Intrigue


 Diplomacy 10  Ascend to Empire Status

 The Cherry Blossom Movement has grown powerful.  Pfilghol and The World Garden join forces formally as The Cherry Blossom Compact 
 Military  Recruit a unit.

 We march forward to the glorious futures 
 Economy  Buy a unit of Hematite flakes 124.1 Using double roll bonus from Child of Pearl

 Economy  Buy out  a unit of Ray-Ear Seaweed 127.2

 Economy  Buy out  a Sheerspun fabric 63.3
Using PGL Econ

 These people all want things, and giving it to them is easier than dealing with their discontent. 
 Rolls 
 Faith  restore Clergy of 107

 Sakurado will replace Finalism, as the last Finalists cower in their Bunker.  
 Non-Action Spend a Chora Favor to try to steal the Bell from ESP.

 Surely we deserve this honor more, surely. 
 Non-Action  Accept Cultural Exchange from DRG.
 We know very little of Polar or its politics, but we cast goodwill at all who reach out to us 
 
 Spoiler:  PRS Monument 

The Zoological Gardens at the heart of Dashasham were long a Sakurado holy site, but they reached new prominence in after the founding of Macropolis-St Psaul.  Tourists come from all over to see creatures that exist almost nowhere else, such as the gardenback turtle, long a Sakura-Jin servitor animal, now displaced in the wild.
The Sea-Geep, a hybrid of the Sea Goat and its voracious cousin, the Sea Sheep, is a recent creation, currently being experimented on in hopes of controlling the changes to Qzzry'ya.  The Levt population was displaced by this and many moved to a new district in the Macropolis, the great Everswamp being no longer suited to their preferred lifestyle.  Their sages are the foremost in this effort, though members of other races are participating, especially Nautilites, who are often tasked with difficult gardening tasks, such as those needed to Thassaloform the district housing the Levt to their ideal comfort.
St. Tomo's District, as it is called, after the planter of the Mother Mangrove, is a cultural center for all of The Cherry Blossom Compact, having unique theater experiences that are said to surpass the staid and frankly dull offerings of the Hermit Crabs and the obtuse symbolism of traditional Pfilghol performances.  Nautilite theater, at least in the Temperate zone, usually involves elaborate puppetry and satire.  These can occasionally be seen throughout St. Psaul. The Levt, however, are master dramatists, and their arts are undergoing a Renaissance.
 


Ruler stats-   +.5 Military, +1.5 Econ, +.5 Faith

10 Diplomacy
8 5 Military
7.5 Economy
6.5 Faith
7 Intrigue
Tychris1
  The Lighthouse  
   
Ruler: Divine Mistress Adiratna, Lady of the Vessel, First Handmaiden of Radiant Indah, and Keeper of the Blade
Regions: 1, 7, 17, 18, 19, 22, 26
D: 7
M: 10
E: 10
F: 10
I: 10

Actions:
1. Economy: Harvest the remains of the Mesmerizing Angler (Treasure and Round Table)  Roll 
2. Intrigue Special 10: Recruit New Spy, The Lowly Tarnished  Roll  (Use Stalker's Cloak to make Stalker)
3. Faith: Set Holy Site 30 Bonus to "Scales of the Goddess, Blades of Light" Effect: +2 to Battles
4. Military: Raise 1 Unit
5. Military: Raise 1 Unit (Raise an Additional Unit from Holy Site Bonus)
6. Military Special 10: Perfect Tactical Doctrine "Hold the Line of Light"

Non-Actions: Resist all conversions and buyouts unless noted otherwise
Baskoro performs dangerous and deadly espionage within The Squid Games!

Cultural Exchange: Send Hero’s Brew to the Lambent Syndicate and Peace-Keepers of Surunung! The Hollow Vessel imparts wisdom on the Peacekeepers with regards to their Titanic foe of the Snapping Demon but offers no further help and speaks no longer on the matter.


Attempt to shape our Goddess' influence towards converting to Radiant Indah

Stats next round
D: 7
M: 10
E: 10
F: 10
I: 10

 
 Spoiler: Book Keeping 

Regions Owned: 1, 7, 17, 18, 19, 22 and 26

TPs owned:
Siren Extract TP 2 and 3 Region 2
Treasures and Artifacts TP 1 Region 7 and City (Support)
Delights of Moonlight TP 1 Region 17
Coralberries TP 1 Region 19
Carcinized Architects TP 1 Region 20
Jaderock Coral TP 2 Region 21
Aragonite/Calcite TP 3 Region 25
Blood Pearls TP 3 Region 26
Tiny Turtles TP 2 Region 28
Branch Coral TP 2 Region 30
Hammerhead Sardines TP 1 Region 191

Units Owned: 4/14 Maximum
Treasure Owned: 3

Heroes:
The Hollow Vessel (Beast) 8
Baskoro of the Hidden Table (Trapper) 8
The Golden Host (Champion) 9

Titans:
The Omnichromatic Tiger acts as a unique Artifact which can be assassinated or kidnapped like a mechanical character with great difficulty. It requires a Champion or Beast to handle it in battle, may only participate in one battle per turn, and is lost if its handler is lost.
Effect: +2 to battle if outnumbering, -2 enemy leader loss

The Tiger ambiently produces Rainbow Bands (Esoterica) when any non-occupied mechanical character or other tamed titan is assigned to play with it as a non-action.

The Necro-Orca: The Necro-Ocra acts as a unique Artifact which can be assassinated or kidnapped like a mechanical character with great difficulty. It requires a Champion or Beast to handle it (and it alone) in battle and may only participate in one battle per turn. Effect: +1 to battle against vertebrate enemies and -10% own casualties as the Necro-Orca’s hardy coral sustains damage in the place of troops. When the Necro-Ocra participates in a battle, it rolls leader loss with a +1 bonus. The Necro-Orca must be regularly pruned of accumulated coral to prevent it from gaining true sentience. It produces Coral Buds (Organic/Growable Hard Mineral) when any mechanical character is assigned to tend to it as a non-action. Failing to prune the Orca for several continuous rounds may have consequences.

Titan Remains:

Artifacts Owned:
Indah’s Platinum Tiara: +1 to Sway once per turn
War Palanquin of the Anointed Dead: +2 to Tac Man
The Radiant Blade: When wielded by a commander in battle, Gain +1 to battle rolls per charge on the sword. The sword gains a charge for every 2 casualties in combat and can hold a maximum of 3. Each charge adds 10% own casualties and loses all gained charges if not used in combat for 1 round.
The Round Table: +1 Titan Hunt once per round

Mahkota Sejati (Ceratoworks Artifact Workshop): This workshop must be installed in a City to work. Improves Handling of Titanic [Molts]. Improves Harvests of [Hardened] or [Boney] Titans. Allows applying specialized Titan-Grafts to Tamed Titans. May help when attempting to heal certain Titans. May allow Stalkers to improve their skills.

Champion’s Lance - An arresting armament which goes straight to the point. Effect: Ruler may act as a Champion for a Titan Hunt for the turn using their own stats, OR +1 to a Champion's effective Military score during a Titan Hunt/Duel, OR +1 bonus to an Impress Aristocracy attempt 1/turn.
Beast’s Collar - A primitive choker which holds savagery within. Effect: Ruler may act as a Beast for a Titan Hunt for the turn using their own stats, OR +1 to a Beast's effective Military score during a Titan Hunt/Predatory Privilege Maneuvering attempt, OR +1 bonus to a Sack attempt 1/turn.
Trapper’s Net - A tangled mesh which catches attention. Effect: Ruler may act as a Trapper for a Titan Hunt for the turn using their own stats, OR +1 to a Trapper's effective Intrigue score during a Titan Hunt/for Counterespionage, OR +1 bonus to a Coercion attempt 1/turn.
Stalker’s Cloak - A mundane mantle which wraps up mystery. Effect: Ruler may act as a Stalker for a Titan Hunt for the turn using their own stats, OR +1 to a Stalker's effective Intrigue score during a Titan Hunt/for Infiltration, OR +1 bonus to a Technology theft attempt 1/turn.

Radiant Blade Charges: 0/3

Miracle Communion:
Radiant Indah Followers only take 0%/5% additional casualties from losing Maneuvering when one or both sides are attempting to use the Eel to their advantage.
Radiant Indah Followers are not affected by the increased effective region count for distance losses and distance penalties where the Eel is present or Omnipresent
Radiant Indah Follower Supports will not become Open in regions where the Eel Without End is omnipresent.
Radiant Indah Head may attempt to shape what the Eel Without End converts Holy Centers to when it enters a region for the second time.
The Eel Without End will not Coerce Radiant Indah Follower’s Trading Posts unless those are the only Trading Posts in the region.
Radiant Indah Head may use a Faith action to try to direct the path of the Eel Without End each turn.
Radiant Indah Followers may buyout TP's coerced by The Eel Without End in regions where they have Mercantile Support (or Assistance from another Radiant Indah followers mercantile support) against TN 14

Giantslayers have +1 Depth access and may go on Titan Hunts and have several additional options relating to characters/the artifacts obtained.

[Titan Hunt Mechanics]
A Titan Hunt is a multi-stage process that takes place over several years as the Giantslayer seeks to fulfill their namesake. Each stage requires at least one action and occupies a character (Ruler, General, or Spy), and may have Unexpected Consequences.

Stage 1: Tracking and Studying
An Intrigue action may be used to Track a Titan to find a suitable target; high rolls may make it easier to Study and Trap the discovered Titan. An Intrigue action may also be used to Study a Titan to investigate a known Titan's characteristics, behaviors, and other unique traits, which gives more information about the Titan and may reveal weaknesses or other benefits for later stages.

Stage 2: Pursuit and Trapping
Once a Titan is discovered, a Military action may be used to either Pursue or Trap the Titan. A successful Pursuit results in a slain Titan and an enormous trophy, allowing the Giantslayer to Harvest Remains, while a successful Trapping will allow the Giantslayer to attempt to Tame the captured Titan.

Stage 3: Tame Titan or Harvest Remains
A slain Titan leaves behind Titanic Remains, which may be Harvested with a TN 12 Economy action. A successful roll yields 1 Titanic Remains (2 on a Great Success). More powerful Titans may have greater rewards, and unique Remains may also be possible to acquire from Titans which have already breached [appear in Terror sections and such].

An attempt may be made to tame a captured Titan with a Faith action. The TN and effects of this depend on the nature of the Titan in question.

[Using Remains]

The initial options for utilizing Remains are as follows:
Display Trophy - Can spend 1 Remains as a Diplomacy action to Exhibit Great Work without the use of a Diplomacy 5. The work type will always be 'Trophy'.
Auction Relics - Can spend 1 or more Remains as an Economy action to gain 1 Treasure + 3 Treasure per Remains spent. May not be used to exceed the Treasure Cap.
Prepare Titan-Graft: Can spend 2 Remains as a Faith action to create a Titan-Graft. Grafts cannot be unequipped from a character once equipped, require a non-action to equip to a character, and improve the character in one specific role/capacity. Champions and Trappers cannot receive Grafts.
Craft Titanic Gear: Can spend 2 Remains as a Military action to create a piece of Titanic Gear. Titanic Gear can only be equipped by Champions, Trappers, or Rulers, grant a bonus in one specific capacity, and may be stolen as an Artifact.
Dissect Remains: Can spend 2 Remains as an Intrigue actions to uncover new methods of utilizing or dominating Titans, acquiring a Workshop artifact. Remains must be from a Titan of appropriate type for Workshop in question.

These options may be expanded by acquiring Workshops via the Dissect Remains option.

[Generals and Spies]
By virtue of their experience with Titans, Giantslayers have access to specialized vocations for Generals and Spies, as listed below. Each character may only have one vocation.
 Champions: 
A disciplined vocation for Generals, earned by spending a nonaction to undergo specialized training with the Champion’s Lance. Adept at Pursuit, and capable in Trapping.

When commanding an army, in addition to their personal Tactical Doctrine, Champions have access to a unique Tactical Doctrine, Approach Of The Challenger: On a Tactical Maneuvering victory, a Duel between the Commanders of both sides is rolled, rolling 2d8 plus the commander’s Military score for each. The winner gains a +4 bonus to their battle roll, while the loser suffers a -4 penalty to their leader loss roll; on a tie, both sides instead simply receive a -2 penalty to their leader loss roll.

The enemy may choose to accept the challenge, in which case they gain a +2 bonus on their Duel roll by fighting on their terms, but their own Tactical Doctrine does not activate, even on a Tactical Maneuvering victory. When controlled by a Giantslayer, each relevant artifact and piece of Titanic Gear the Champion carries gives them a +1 bonus to their Duel roll.

Approach Of The Challenger may not be Perfected.

Beasts:
A primal form for Generals, achieved via spending a nonaction to undergo voluntary or ‘voluntary’ transformation with the Beast’s Collar. Adept in Tracking Titans and capable at Pursuit.

When commanding an army, in addition to their personal Tactical Doctrine, Beasts have access to an additional, unique Tactical Doctrine, Predatory Privilege: -1 penalty to own Tactical Maneuvering roll per two total Units involved in the battle on both sides. When controlled by a Giantslayer, each relevant artifact or Titan-Graft the Beast has been granted gives +1 to Tactical Maneuvering when attempting to use Predatory Privilege.

On a Tactical Maneuvering Victory, enemy commander must make their leader loss roll on 1d10 at a -4 penalty; if the enemy commander fails their leader loss roll, they are always killed, never captured. On a Tactical Maneuvering Defeat, the Beast must make their own leader loss roll on 1d10 instead. If a subcommander is killed as a result of Predatory Privilege, their army suffers an additional 10% casualties.

Predatory Privilege may not be Perfected.

Trappers:
An ingenious craft for indirect subterfuge, learned by Spies by spending a nonaction on intensive study of the Trapper’s Net. Ideal for Trapping and capable at Studying Titans.

A Trapper always counts as conducting Counterespionage in their currently infiltrated country, even if otherwise occupied. Giantslayers are likely to find additional uses for their talents over time.

Stalkers:
An artful expertise in hands-on espionage, perfected by Spies through spending a nonaction to spend long hours practicing with the Stalker’s Cloak. Ideal for Studying Titans and capable at Tracking.

A Stalker may Receive a Report from a country they successfully Infiltrate the same turn the country is being Infiltrated, and without spending additional actions. Giantslayers are likely to find additional uses for their talents over time.

[Artifact Effects]
Champion’s Lance - boosts Champions that use it, or bonus to an Impress Aristocracy attempt.
Beast’s Collar - boosts Beasts that use it, or bonus to a Sack attempt.
Trapper’s Net - boosts Trappers that use it, or bonus to a Coercion attempt.
Stalker’s Cloak - boosts Stalkers that use it, or bonus to a Technology theft attempt.
 
JBarca
 Round 26
   The Shifting Ennead   
 Micht Tsy Fivrivirvs (57), Coresite (58), Mortuus Marea (60), Revocatus Faecum (66), The Cathedral of Movement (67), Sketi (68),  Danabae (69) ,
Raconensae (73), Maurente (74), Cryptoclysus (84), Calvarnsis Superior (185), Calvarnsis Inferior (186) 
 Liege Lord to: Draig Residuum Gathering [Aelwyd Adferiad (71), (70)]  
  Led by The King, Emperor Akkoroas 
D10 ; M10 ; E10 ; F5 ; I6 
 Actions 
 
  [MIL Recruit Unit]  
  [MIL Recruit Unit (+1 for Bigger is Better)]  
  [MIL Recruit Unit]  
  [MIL Recruit Unit] 
 
  [ Faith  CotMB MIL Recruit Unit]  
  [Faith 5 Create Artifact - The Falsegate Viscera] 
 A deceptively simple box of cold stone and scraps of  rusted, ancient metals is carried forth at the head of the Ennead's armies. Despite thick, layered clay and and ground glass forming a mortared seal, the lid cannot contain the roiling mass of flesh infected with the black flames of the other world and the nascent, burgeoning necromancies of the Ennead. Smoke, viscous and black and grasping, pulls itself from the seams, pooling near the bearers of the Falsegate Viscera. Those that follow holy, misrealitied standard into battle find life a prison with a poor turnkey and death an unbarred gate. 
 Effects:  The Falsegate Viscera uses up Blacktide's remains as part of its construction. It can be used for either of the following functions once per round.
The first option is for the Viscera to provide a resource of corpses or skeletons to the holder.

The second option is for the owner of the Viscera to act as though they destroyed two enemy units in battle in the previous round for the purposes of Destabilizing Mutagenic Augmentations.

 
  [DIP Sway Aristocrats in Mortuus Marea (60)]   SUCCESS  
 
 Non-Actions 
 
  Treasure Count at round start - 6 
  Unit count at round start - 8/20 
   Gain 1 Unit from Ennean Professionalization  
  Accept all gifts, including Trade Routes and Cultural Exchanges (Including 4 Treasure from STC) 
  All SEN territory treats all armies not belonging to SEN or STC as hostile for Distance Losses. STC is explicitly given permission to travel through SEN regions. 
  DMA Tracking: +0 
  Squids Games Rolls: Volleyballers - Dessia -  Abuilie - 
  Peregria is voluntold to take part in the experimental biotech grafts of the Nacres. Taking advantage of Prototype Enhancements, spending 1 Favor. 
  Good Names Got to Wastes: Ahua Rino (Tropical), Shan't Void (Temperate), Eternal Midden (Subtropical), Lost Pole (Polar) 
  Resist destruction of the DNA Holdfast in Danabae - Spend 1 Treasure. Although there is little love wasted on the Nacres, the Ennead will not accept the violation of its border security.  FAIL  
 
 Reports and Discoveries 
 
  The Driagiau have staked their claim on the waters to their west, and the Shifting Ennead supports their vassal. Should a state interfere with the sacred seas, the Ennead will consider this a declaration of war against the Residuum and will respond accordingly. 
  As The King, Emperor Akkoroas retreats for his next bout of stasis, the court of Danabae is swiftly filled with recitation urns. These slow, plodding creatures are the highest fashion among the Doflein in modern times, being little more than beasts of burden that carry story rather than simple goods. They have a near-perfect memory for spoken word and can communicate only basic needs and that which they've memorized. Poor indeed is the Doflein who does not own at least one such luxury. They are used for record-keeping, messages, and as private journals. Typically, they are highly secure - only by speaking a specific code word can they be enticed to divulge their cargo. One enterprising individual, who has elected to remain anonymous, has cracked the code to the emperor's personal recitation urn. Within weeks, dozens of copies of his words have been made and shared around the court. Because of the King's unique lifestyle, this journal is released as it is found - in serialized, eagerly awaited bundles.
 
 Spoiler: On Eternity, Pt. 2 
  On Eternity  
 I now meditate on that which draws the attention of all mortals. Where once I concerned myself only with Empire, I presently am finding my attentions pulled gently and inexorably toward that which transcends such matters. The seedling of these considerations was planted decades ago by a simple and profound desire for more, but it only began to germinate with the confluence of the Communion and the depredations on reality perpetrated by the madman Blacktide.

We still know not the true depths of his brokenness, nor the details of his creed. We can see, even with a decade of both distance and symptoms, only the aftershocks. The absence ripped into time, the dissolution of minds, and the unliving children of the Falsegate. We have begun harnessing this potentiality in crude ways, though the theory in coupling it with the advancements of the Cyphiri houses is, in its own way, a brilliance. Such a discussion, though, must wait.

The Communion among the Enneii focuses on the unity of life through a lens seemingly uninteresting to the late Riftlings or even to their destroyed successors. Unity, oneness, concinnity, the gestalt - these are the passions of the Doflein. My people adore additions for their own sake. We strive for perfection through incorporation. Consumption. Annexation. The aspirational ninth arm. I am, of course, no different. All will be mine, and all will be me. We do not gestalt like the Rifborn or exploit like the Spring. We take and we grow, leaving not efficient power or husks or ourselves in our wake, but rather that which cannot be trusted to commune - the part of ourselves that is lesser. The truth that we discovered was that communion is growth, and that life is a sin for its brevity. My life, though, is one lived in the flashes of a herring's scale, to speak flippantly of the lost swarm-mind. This cannot continue. It is untenable. 
 
 
 




Ruler Stats R25:
D: 10
M: 10
E: 10
F: 6                                                                          POLAR 
I: 6
New Ruler: No

 
 Spoiler: Technology 
 Technologies 
    Type 
 Name 
 Effect(s) 
 Required Resource? 
   
  S 
 Composite Grafting 
 N/A 
 N/A 
 
  S 
 Graduated Symbiosis 
 N/A 
 N/A 
 
  S 
 Trophic Deconvolution 
 N/A 
 N/A 
 
  C 
 Electrodialytic Staurozoa 
 Ignore Effective Distance from Briny 2/rd 
 N/A 
 
  C 
 Holographic Certification 
 +1 to rolls when resisting Undermine Support 
 Photospore Signaling, Bioluminescent Ink 
 
  M 
 Devolving Standardized Integrations 
 +1 to Battles following destroying enemy units in battle 
 Composite Grafting 
 
  C 
 Anoxic Adaptation 
 Brackish (green) border crossing 
 Composite Grafting, Trophic Deconvolution 
 
  C 
 Bitter Tourism 
 Glacial (black) border crossing 
 Heat Source 
 
  M 
 Razor Current Netting 
 +10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending 
 Composite Grafting, Glass 
 
  M 
 Filtration Grafts 
 Toxic (red) border crossing 
 Composite Grafting, Filter Feeders 
 
  M 
 Destabilizing Mutagenic Augmentations 
 Increase DSI bonus to +2 
 Devolving Standardized Integrations, Composite Grafting 
 
  C 
 Scrying 
 Great Success on Seek Aid grants a +2 
 Shiny Objects 
 
  M 
 Reanimation Colonies 
 -10% Own Casualties 
 Graduated Symbiosis, Corpses/Skeletons 
 
  M 
 Crimson Cuirasses 
 +1 Battles 
 Graduated Symbiosis, Organic hard material 
 
  C 
 Implanted Personality Mindnets 
 Create, implant, and withdraw a Mindnet 
 Composite Grafting, salvaged Reaver augments or Nacres technology (consumed) 
 
  M 
 Memetic Cohesion 
 +1 to Maneuvering and Battles if using a Subcommander 
 Memetic Hazard Generators, Thinking Creatures 
 
  C 
 Memetic Hazard Generators 
 Great Success on Undermine Support (TN 18 or the defender’s roll + 6), Support becomes Unruly 
 Electrodialytic Staurozoa, Esoterica or Drugs 
 
  M 
 - 
 N/A 
 N/A 
 
  M 
 - 
 N/A 
 N/A 
 
  M 
 - 
 N/A 
 N/A 
 
    
 

 
 Spoiler: Mechanical Bookkeeping 

Trading Posts Owned: 5
 
 Gravelglass: 68.2 
 Maleficent Jelly 51.3 
 Dragon Eyes 84.2 
 Basalt Harpoons 54.1 
 Firefly Squid 74.1 
 
 Military Units CAP: 8/TBD 
 Generals 
 
   Balelia - 9  - With KNH 
   Tulticius  Adenia - 8 
 
 Spies 
 
  Peregria - 9 
 
 Cultural Exchanges 
 
  GRV 
   DPB  (In Space) 
  STC 
  SKR 
 
 Trade Routes 
 
  STC 
   CRY  (Dead) 
 
 Artifacts 
 
  Shadow Pearl - Fuels Scrying. Provides Nonaction Seek Aid 1/rd. If unused, chance of gaining +1 Faith if others are used. 
  Censer of the Mother's Breath - Treat one action as Faith for Stat gain purposes. Free Seek Aid on the action 
 
 Treasure 
5/15

 Special Actions Used 
DIP5 - Cultural Exchange DPB
MIL5 - Recruit General Tulticius
ECO5 - Specialized Ship,  The Harvester 
MIL10 - Destabilizing Mutagenic Augmentations
DIP10 - Empire
ECO10 - Ennean Professionalization
INT5 - Spy (Peregria)

 Great Projects 
     Name  
  Location  
  Details  
 
  Provinciarum Mirabilia 
 67, 68, 74 
 Massive statues of coral and living flesh harvested from serfs, coupled with tax-collection offices 
 
  The Eternal Reunion 
 69 
 A huge pit dug into the seafloor, swarming with workers and filled to the brim with factories, workshops, and gristmills, and the floor is dotted with butcheries, slaughterhouses, vats, and barbershop. Into the pit flow people, animals, and other biomaterials. Out flows the raw materials for the many experiments and projects of the Doflein. 
 
   
  
  
 
  
 

    POLAR    
Czard
  The Peacekeepers of Surunung   Round 26

Rahakera (155), Jyorjyuh (159), Neralam (160), Bertu Kuasalam (193) 
Leader: Umbral Mistress Parapasa Kuasa
Diplomacy: 10
Military: 9
Economy: 2
Faith: 10
Intrigue: 3
Expected Stat Gains: +1 MIL

 Actions 
 1. DIP  - Sway Clergy in Region 160 with Radiant Indah's Cultural Identity. Rolled  21  with TN of 12; Success.
 2. DIP  - Sway Clergy in Region 163 with Radiant Indah's Cultural Identity and using Bioluminescent Navigation and the Compass of Kelamati to access the region. Rolled  13  with TN of 12; Success.
 3. MIL  - Raise unit.
 4. MIL  - Raise unit plus an additional unit using Indah's Golden Legions.
 5. ECO  - Buyout Trade Post 159.1: Homing Anemone using LSD's ECO stat via Cartel Organization. Rolled  13  with TN of 12; Success.

 Non Actions 
 1.  Allow TIMA and GREG units to move through SUR territory.
 2.  Permit any buyouts or Mercantile Support sways/impresses by TIMA and GREG members and any conversions of Holy Sites to Radiant Indah, resist all other foreign actions in SUR territory.
 3.  Spy non-action.
farothel
  The Hymenocera Expanse
Region 3 (Tropical)   
 

Leader: High King Lord Deca VI
Diplomacy: 6
Military: 6
Economy: 7
Faith: 5
Intrigue: 5  
 Actions round 25: 

[1][diplomacy] push claim region 35 (TN12, add 1 treasure, -3 distance, +1 PRS 1, +1 seek aid CCA)  15, success 
[2][diplomacy] sway aristocrats 142 (TN12, add 1 treasure, -3 distance, +1 PRS 2, +1 faith bonus, 2d8 faith bonus)  15, success 
[3][economy] rebuild TP1 region 30 (1/3)
[4][economy] buyout TP35.1 (TN12, add 1 treasure, -3 distance, CI 2d8, +1 seek aid CCA)  16, success 
[5][economy] rebuild TP2 region 29 (2/3)
[6][economy] rebuild TP2 region 29 (3/3)

 rolls 

Non Actions:
-resist all sways/sacks/buyouts/attempts to destroy Org Bases/... unless otherwise noted
-SPY: Lady Atyoida gets gene grafts from DNA (1 favour, character occupied for turn)
-Install mimicry implants: gain a spy (2 favours, -1 rep)
-hunt Abalone meat in region 33
-Assistance in the Depths (ABS): send 3 units to help
-Thirst for Knowledge: spend 2 treasure to gain Hot-Blooded Hemovores
-Chelonian Accompaniment: spend 1 favour with the Chelonian Chera to get the seek aid on 2 actions (1 and 4)

 
 Spoiler: Bookkeeping 

TP: region 3, TP1+TP2+City (carapace armour)
region 4: TP1+TP2 (Eye Weed)
region 7: TP2 (artifacts and treasure)
region 12: TP2 (Crystal Chips)
region 13: TP1 (Rocksplinter Stars (starfish))
region 15: TP1 (granite slabs)
region 23: TP1+TP2 (glisterprisms)
region 28: TP1 (Tiny Turtles)
region 29: TP1 (Spinecrab)
region 153: TP3 (decor)
region 161: TP1 (Flowersalt)
region 192: TP1+TP2 (Magnetite Flowerstones)

Passive income: 3/turn

Units: 11/12
treasure (EOT): 11

Technology:
Composite Grafting
Graduated Symbiosis
Photospore Signaling
Supernatic Propagation
Trophic Deconvolution
Anoxic Adaptation
Filtration Grafts
Bioluminescent Navigation
Papershell Draft-Cuttle
Scrying
Sojourn Suits
Seeker Barnacles
Sulphurous Secretions

Favors:
owed:
gained:
-Abyssal stewards: 0
-The Divine Nacres: 5
-Chelonian Chora: 3

 New stats 
new stats
Diplomacy: 6 +1
Military: 6
Economy: 7 +2
Faith: 5
Intrigue: 5

 Organisation reputation 
Abyssal Stewards: 3
chelonian chora: 2
divine nacres: 2
international prestige: 3.1

 
 Spoiler: artefacts 

Dreamcatcher’s Needle: +1 to 1 roll/round opposing the Dissonant or their patrons
Black Pearls "The World Garden of the Sakura-Jin grows the Ebon Oyster! Each state that has or gains a cultural exchange, trade route, or vassal-liege affiliation with, or who holds a support in a region owned by, the holder of the Ebon Oyster (currently the Sakura-Jin) may magically recieve a Shadow Pearl, a strange orb that sucks light from the surrounding area. The owner of the Ebon Oyster chooses whether a state gains a Shadow Pearl. The World Garden may never hold a Shadow Pearl, even if they lose the Ebon Oyster. The Shadow Pearl counts as a "shiny object" TP for the purposes of fulfilling the requirements of the "Scrying" technology. Each holder of a Shadow Pearl may Seek Aid as a non-action once per round. When this non-action is taken, if the roll would have failed without the bonus from the Shadow Peal Seek Aid, the Shadow Pearl becomes Lambent and the holder loses all benefits until it resets. If two or more Shadow Pearls are simultaneously Lambent, all Shadow Pearls are reset, restoring their effects to their holders. For every two Shadow Pearls that were Lambent, the holder of a random Pearl that was not previously Lambent gains one point of Faith as if they had taken two additional Faith actions during the round following the reset. Each holder can only benefit from this once per reset, so if more than 2/3 of the Pearls were Lambent, the effect is partially wasted."
 

 

 
 Spoiler: News 

-High King Deca VI has married to a princess of the Lupomata to strenghten the ties between the different regions of the Expanse.
 

 
 Spoiler: Economy 

-The breeding of spinecrab has been growing over the years and now it finally paid off with extra spinecrab available for trade.

-With region 35 being integrated into the Expanse, the trade guilds start to get the trade into and out of the region under their control.
 

 
 Spoiler: Diplomacy 

-After getting the local aristocracy on their side, the Expanse pushes Calliasma's claim to the rulership of the region to integrate it into the Expanse.

-After the marriage of Achelata into region 142, another group of diplomats is send out to the region to get the aristocrats on their side.  This will involve a large number of presents and a few balls in the Embassy of the Expanse for chosen people of the upper aristocracy and chosen merchants.
 

 
 Spoiler: Military 

-After integrating Hoplorina in the Expanse, they bring the best of the local militia into a regiment.  As there are a lot of coral forests in the region, the Hoplorinians are best at scouting in small groups, so the regiment is designated as a rangers regiment.
 

 
 Spoiler: Organisations 

-As they had a lot of favours with the Divine nacres, the Expanse decides to use some of these favours to gain some extra people for their Intelligence service.  They get Lady Atyoida to gain some extra implants as well as getting some extra people for her department.

-When the Abyssal stewards request assistance from military units, the Expanse sends 3 regiments, the 4th regiment engineers 'Seabees' (obviously, they have the equipment for this kind of work), the 10th regiment Lupomata National Guard and the 11th Belosa National Guard.  Colonel Ergahon of the engineers is given the brevet rank of Brigadier general and placed in overall command.  While they are marching, some gifts are presented at the Steward's base in the Expanse in order to gain extra technology.

-The High King requests the Chelonian Chera's help on getting some introductions in region 35.  They know the Expanse there, but some extra introductions can never hurt.
 
Volthawk
 
   The Cyphiri Union   
  Round 26  
 Regions:  Cyph-Arel (122, Capital), Pyl-Garat (129), The Emerald Tidelands (124), Carr-Narin (121, Colony), Uln-Laton (191, Colony), Swarmhome (126)
 Faith:  The Flowing Way (The Cyphiri Way)
 Ruler:  Ashal Hallus
 Diplomacy  10  Military  9  Economy  10  Faith  7  Intrigue  5
 Voice of Harmony:   Lyric  8  Passion  8  Artistry  8
 Merchant Marine 
 
 
  Actions  
 End of Turn Ruler Increases:  +1 Military, +1 Intrigue
 
 Sack TP1 of 119 [Military] -  14, Success unless resisted  
 Invade 142 [Passion - Military] - GM rolled  
 Spoiler: Battle Details 

Force: 3 Units (effectively 4 units &lt;no outnumbering bonus&gt;, up to 12 effective units &lt;full +5 outnumbering bonus&gt; with maneuvering win) led by Falnat Hallus (General, War-Singer, Passion 9) and supported by Renald (General, War-Singer)
Tactical Doctrine (+9): March of the Great Line w/ 2 War-Singers (Unit count for Outnumbering is increased by 2 and then doubled and -5% own casualties on success; +3 to friendly leader loss rolls and on Sway/Impress rolls next turn on Great Success)
Techs Used: Reanimation Colonies (using Titanic Rune-Carved Fossils; Mounts &amp; Warbeasts Slot), Crimson Cuirasses (using Dragon Scales; Armour Slot) and Osteo-Rebar (using Smoking Garden; Special Materials Slot)
 - Total Tech Effects: +2 battle, -10% own casualties, +2 friendly leader loss
Misc: Spending 2 Treasure for +1 to battle roll and +1 effective unit for Outnumbering (latter factored in above)
Route: 121 -&gt; 142 = 1 region, 0 distance loss rolls
 
 
 Destroy Organization Base in 69 (3 Treasure spent) [Intrigue 5] -  14 w/ Seek Aid, Success unless resisted 
 For many years now, there has been a ongoing debate across the Union, from small conversations within families or among friends to debates in the Union Council, about the future stance the Union should take towards the wider ocean. After all, time and run-ins with various factions out there had shown how the world was an increasingly dangerous place, and now there was also the escalating situation around the Divine Nacres...there were those that appeared friendly but had dark secrets and were not as trustworthy as they seemed, those who would try to destroy them directly, those content with subtler attacks against the Union...

For decades now, there had been voices pushing for the Union to take a more aggressive stance towards the wider ocean, the countries, regions and organisations that aren't part of the Flowing Peace or have otherwise proved their good intentions, and those factions found themselves a strong ally in Ashal Hallus turning on the Nacres and adding her voice to those calling for action rather than standing by and letting it all happen - this had always been her position, but now she finally saw the support and opportunity to make her vision for the Union reality. A stronger country, one capable of protecting the peace it had created for itself, and fighting for its own interests. It's not a unanimous decision within the Union Council, nor is there a consensus among the smaller families, but there's enough to make a start - a show of force.

Closest to home, small bands of House Hallus-aligned mercenaries swim north to Dashasham. The Divine Nacres had a significant presence here - besides the general relationship between the Sakura-Jin and Nacres, there was the practical matter that the Nacres were using large quantities of barnacle glue for their own business. If the Nacres were fine with coming to Cyph-Arel and breaking into Cyphiri research facilities, well, they shouldn't complain about a little thievery in payback, right?

Some voices in the Retainer Guard call for quite ambitious and grand targets for the military's first actual major offensive, but in the end it appears that many within the Guard are still quite apprehensive about dealing with the reality of what was decided by the Union Council. The final target ends up being much closer to home - waters close to the Cyphiri border that were at risk of being swayed towards the interests of certain tropical powers - and the force sent is not the totality of the Guard's forces. Still, some money spent at the right places helps to bolster numbers a little, and the force is led by the pair of Falnat and Renald (the former keen to display his knowledge of the songs of war and the latter wanting to have one real battle before retiring and passing on his position to his successor), so the mood on the swim south is optimistic.

Much further away from home, in cold polar waters, a group of Cyphiri, swarmkeepers and Kalan have a much more drastic response to the Nacre problem in mind. If they refused to share their knowledge, and went out of their way to stop anyone finding out for themselves, then why not just  take  their secrets? A surprise attack on one of their Holdfasts, bringing the place down and leaving it open for anyone to sift through the remains for the Nacres' secrets...it was an audacious plan, one that the Union Council called outright stupid when Relas Ulnesh raised the possibility, and one that she was now committed to carrying out. The local help that her backer in House Hallus had given her the funds to acquire didn't hurt either, although she was well aware that once this was all over, one way or another, it wouldn't be hard for the Nacres, the Ennead whose waters they were carrying this out in, or anyone else to figure out who was responsible. That was a cost she was willing to pay - she saw the direction the Union was headed, and if taking a risk like this put House Ulnesh in a position to ride the wave of anti-Nacre sentiment and retake the top spot in the Council, so be it.  
 Coerce TP1 of 177 (3 Treasure spent) [Intrigue] -  16, Success 
 The work by part of the Belar family to secure new contacts and staging points continues, although the changing of plans and general internal upheaval in the Union disrupts the smoothness of their work. In the waters south of Firstreef, this disruption leads to a few deals falling through, and the Belar opportunity scouts working there have to get a little...creative when it comes to making their presence felt in the region and securing the resources and infrastructure needed for westward exploration into the wastes. They just hope that those above them don't look too hard into  how  they made it happen.  
 Establish Cultural Identity - Adventure Capitalism (Expeditions) [Diplomacy 10] - Unrolled
 For decades now, various families had been setting out into the unknow with an eye towards securing new business and finding new opportunities on a major scale. Various other families have done it over the years, starting with the Carral back in the first days the Union swam outside of Cyph-Arel, but these days the Belar have by far done the most of it, and stories of their successes and struggles have reignited a passion for setting out to find the unknown and see how it can be used among the general populace of the Union.  
 Expedition West of W22 (3 Treasure spent; Sojourn Suits used) [Economy] -  22, Great Success 
 
 Prospect WX (1 Treasure spent) -  23, Success (3 TPs found)  
 
 Meanwhile, the Belar family make their final preparations for the first sustained expedition onto land carried out by the Union - or, well, by anyone alive who aren't the Nacres or a Titan, as best as the family can tell. Their plans have been somewhat derailed, however - the plan was for their first expedition to be focused around the landmass closest to temperate waters, where they'd already been working for the last few years, but a strong suggestion by certain members of House Hallus that they should carry out their business in polar waters sooner rather than later, just in case, leads to a change of plans and for the expedition out of Aelwyd Alferiad to shift up to top priority. They're not quite sure why they should do here first, but trusting their House had paid off before and the Stewards could hopefully wait a few more years. They'd just call this a practice run if the Stewards ask.  
 
  Nonactions  
 
 Allow militaries from signatories of the Flowing Peace to move through Cyphiri waters without interference. 
 Treat Cyphiri-owned regions as hostile territory for any and all armies from the Shark People or tropical countries. 
 Hinder Buyouts in 129 from non-MIR/MGM Tropical countries. 
 Provide Cobalt Dye to OKI through the trade route. 
 Provide Swarm Ash to KNH through the trade route. 
 Use the Shadow Pearl to post-roll Seek Aid on Destroy Organization Base -  14, Success  
 Spend 1 CCA Favour for +1 Reputation. 
 Spend 2 Treasure to acquire Hot-Blooded Hemovores 
 Vote for the Flowing Mirage, Ahua Rino, The Eternal Midden and Dirge-Haunted Devastation for Good Names Go to Wastes, Round 3. 
 Contribute to A Monstrous Mythography (+1 ABS Favour)
 
 Spoiler: Leviathan Leech 

Like anyone else, the swarmkeepers have their monsters. It takes a bit of effort to learn about them, though, given the privacy the swarmkeepers keep around most internal matters, and the Leviathan Leech in particular is something they're even more reluctant to speak about, given it relates to details of their biology they usually prefer not to discuss with outsiders. This time, however, a group take it upon themselves to share their knowledge with the Stewards in the hope of hearing the wisdom of the experts when it comes to monsters.

Swarmkeepers are made up of a composite of smaller organisms that are irrevocably integrated together into one individual - the majority of their bodies are made up of the hydra leeches found throughout Swarmhome, connected together and modified into various roles by the core organism, a large relative of the hydra leech that makes the process happen and controls the resulting whole. Normally, this process is quite reliable, and each core stops adding new leeches at roughly the same time, leading to a normally sized swarmkeeper - there's still a fair amount of variance in size and shape, of course, but not that much more than most other sapient species (that don't have their own pronounced dimorphism, anyway). Naturally, genetic conditions sometimes lead to cases roughly analogous to dwarfism or gigantism as the core stops at the wrong time, but even then there are limits - while hydra leeches can be modified to carry out many roles the whole needs, there are some functions that only the core can do, and past a certain size those functions start struggling and failing.

But what would happen if, by some quirk of genetics or something stranger and more sinister, a core organism never  stopped  growing, never stopped assimilating hydra leeches into itself. What if, rather than dying as the core reached its limit, it instead found a solution, hunting down other swarmkeepers and consuming them, using their component leeches for body parts or breaking them down for energy, and their cores...if one core organism cannot handle an creature of that size, what if this creature began using multiple? Assimilating and subverting the cores of its prey, using them to support subsections of the whole, leaving their minds and souls...well, the swarmkeepers don't know what happens there. In any case, practically speaking this process would allow the creature to continue growing.

This, the swarmkeepers claim, has already happened - the Leviathan Leech lives, a twisted and corrupted example of their species, now unrecognisable as one of their own, dwelling in the deepest caves of Swarmhome. Swarmkeepers bodies are flexible, being made of leeches connected with structures much lighter and more flexible than bone, and as the stories go the Leviathan is much the same, squeezing through narrower caves and tunnels than its size would suggest, allowing it to strike at the unwary. Sometimes, those that delve into the deep caves go missing, and sometimes entire settlements down there experience the same date, and every time one principle remains the same - there are  no  bodies, or any scraps of a swarmkeeper's body, anywhere in the scene, the Leviathan apparently taking all that it finds to grow its body further. There are signs of struggle and combat, of course, just no remains - either the victims always fail to harm the Leviathan, or it takes back its own leeches and fluids as readily as it takes on new ones.

This state of affairs has changed a little with Swarmhome joining the Cyphiri Union, and Cyphiri and Kalan visitors sometimes finding themselves in amongst swarmkeeper society (instead of the arm's length most visitors find themselves at) - a couple of times, this has led to them getting caught up in a Leviathan attack. Here, the swarmkeepers note, there is a small difference in how they are treated, as remains of non-leech species are left behind. The Leviathan still feeds on them, of course, the monster apparently able to digest the flesh of animals easily enough, but it seems to struggle with harder materials, leaving behind Cyphiri bones and beaks, and Kalan carapace, after attacks.
 
 
 
  News and Rumours  
 
 The swarmkeepers are a little unsure about how to proceed after giving their findings about the local sneaky Titan to the  Union Council. At this point, their only suggestion is that if the creature is not travelling underground and clearly isn't swimming given the lack of reports, the answer must be above - some kind of creature that can move through the air, perhaps - if that's even possible - and which only dives into the water to feed and cause damage before returning to the surface to travel.  
 
  Statistics  
 
 Spoiler 

 Special Actions Available:  Diplomacy 10, Faith 5, Intrigue 5
 Special Actions Used:  Military 5, Economy 5, Economy 10

  Diplomacy  
 
 Spoiler 

 Reputation/Favours 
 The Abyssal Stewards:  Rep 2, 0 Favours (Expected Change: None)
 - Welcome: +1 to resist Sacks and Coercion
 - Friendly: +2 to resist Secret Actions
 The Chelonian Chora:  Rep 2, 1 Favours (Expected Change: None)
 - Welcome: +1 to resist Supports becoming Open or Unruly
 - Friendly: Distance Losses triggered every fourth region; -0.5 distance penalty (-1 if target is adjacent to/has a CCA base)
 - Voice of Harmony: Various benefits (see doc), Lyric/Passion/Artistry unlocked
 The Divine Nacre:  Rep -1, 0 Favours (Expected Change: None)
 - Disliked: Projects require an additional action
 International Prestige:  Prestige Rank 2, 0 Prestige (Expected Change: None)
 - Respected: +1 to Establishing and Pressing Claims and Promoting Claimants
 - Admired: +1 to attempt/resist Sway and Impress actions

 Bases 
122: Reefback Nursery
124: Smoking Garden

 Cultural Exchanges 
Costa Sereia

 Cultural Identities 
Troubled Supports (Sway and Impress Reaved and Unruly factions)

 Great Works 
The Palranic Anthology (Literature; kept in Cyph-Arel)
 

  Military  
 
 Spoiler 

 Units:  5 (Expected Change: +1)
 Unit Cap:  15 (Base 3 + 4 Regions + 7 Supports + 1 Wonder)

 Aristocratic Support 
91, 101, 111, 122, 124, 126, 191

 Generals 
Note: Generals with a Passion score are War-Singers, ruler is always a War-Singer
Falnat Halus (Mil 10, Passion 9): Harmonic Resonance (Free Sway Clergy as Lyric action, -30% own casualties, -40% enemy casualtis, +2 allied leader loss, +12 enemy leader loss)
Renald (Mil 8, Passion 7): Prime Targets (Free Sack attempt on offence, -2 enemy leader loss on defence, -20% own and enemy casualties)

 Perfected Tactical Doctrines 
None

 Fortresses 
None

 Military Technologies 
    Technology 
 Type 
 Effect 
 Requirements 
 Met? 
 
  Crimson Cuirasses 
 Armour 
 +1 Battles 
 Graduated Symbiosis, R: Hard Organic 
 Yes 
 
  Army Administration 
 Logistics and Morale 
 Fortresses owned by self or liege/vassal reduce region count by 1. 
 Supernatic Propagation 
 Yes 
 
  Death Commando Conditioning 
 Logistics and Morale 
 +1 to Battles 
 Graduated Symbiosis, R: Siren Extract 
 No 
 
  Devolving Standards Integration 
 Combat Drugs and Medicine 
 After battle victory, gain +1 to battle rolls for (half enemy units lost) rounds. 
 Composite Grafting 
 Yes 
 
  Blood Algae 
 Sappers and Siege Weapons 
 +20% enemy casualties and +10% own casualties in Depth 0 regions 
 Supernatic Propogation 
 Yes 
 
  Reanimation Colonies 
 Warbeasts and Mounts 
 -10% own casualties 
 Graduated Symbiosis, R: Corpses/Skeletons 
 Yes 
 
  Razor Current Netting 
 Fortifications 
 +10% enemy casualties and +1 to maneuvering when defending or attacking with a foothold 
 Composite Grafting, R: Glass 
 No 
 
  Supermarine Artillery 
 Dropping Weapons 
 +1 to battle and maneuvering rolls in Depth 0 regions 
 Supernatic Propogation, Photospore Signalling, R: Giantsbane Seeds 
 Yes 
 
  Combined Arms Integration 
 Dropping Weapons 
 Additional +1 to battle and maneuvering rolls in Depth 0 regions 
 Supermarine Artillery, R: Soldiers 
 Yes 
 
  Osteo-Rebar 
 Special Materials 
 +1 to battle rolls and +2 to own leader loss rolls at depth 1 or deeper 
 Hard Metal 
 Yes 
 
  
 

  Economy  
 
 Spoiler 

 Treasure:  Treasure: 14 (Expected Change: -7; +3 Rate + 4 Mammomachines - 12 Actions - 2 Tech Purchase)
 Treasure Cap:  17

 Trade Posts 
 Effective Total TPs  35
 Treasure Rate  3

 Foreign TPs with Owned Mercantile Support  8
    Trade Post 
 Resource 
 Use 
 Support 
 Rate 
 
  32.1 
 Delicate Mussels 
 Filtration Grafts 
 Open 
 1 
 
  71.2 
 Dragon Scales 
 None 
 Seatide Confederacy 
 1 
 
  100.2 
 Scaldsquid 
 None 
 None 
 1 
 
  109.1 
 Swarm Ash 
 Bitter Tourism 
 Open 
 1 
 
  117.1 
 Biolumiscent Tunicates 
 Support of 118, Holographic Certification 
 Costa Sereia 
 1 
 
  118.1 
 Domesticated Sea Cows 
 Support of 126/139 Megafaunal Caravans 
 Cyphiri 
 2 
 
  118.2 
 Domesticated Sea Cows 
 Support of 126/139 
 Cyphiri 
 2 
 
  121.1 
 Serpentine Tools 
 Sojourn Suits 
 None 
 1 
 
  122.1 
 Native Gold 
 Joined-Stalk Companies 
 Costa Sereia 
 1 
 
  122.2 
 Native Gold 
 Joined-Stalk Companies 
 None 
 1 
 
  124.C 
 Hematite Flakes 
 None 
 Costa Sereia 
 1 
 
  126.1 
 Clam Vines 
 Sojourn Suits 
 None 
 1 
 
  127.1 
 Ray-Ear Seaweed 
 Support of 121/122/123/140, Oxygenating Implantations 
 Costa Sereia 
 1 
 
  129.C 
 Mercenary Retainers 
 Union Mercenary Exchange, Combined Arms Integration 
 Cyphiri Union 
 2 
 
  134.2 
 Cobalt Dye 
 None 
 Costa Sereia 
 1 
 
  135.1 
 Luminescent Crystals 
 Deepwater Survival System 
 Costa Sereia 
 1 
 
  139.1 
 Fertilising Seeds 
 Supermarine Artillery 
 Cyphiri Union 
 2 
 
  140.1 
 Scouring Serum 
 None 
 Cyphiri Union 
 2 
 
  142.2 
 Hollow Sunfish 
 None 
 None 
 1 
 
  173.1 
 Tiny Tubeworms 
 Filtration Grafts 
 None 
 1 
 
  186.1 
 Mammoth Seals 
 Seeker Barnacles 
 None 
 1 
 
  W35.1 
 Titanic Rune-Carved Fossils 
 Reanimation Colonies 
 None 
 1 
 
  
 Mercantile Support 
118, 123, 126, 129, 139, 140, 170

 Cities 
Union Mercenary Exchange (129; Mercenary Retainers TP + Sacks)

 Trade Routes 
Ironkelp Knights
Kar-Nath Hegemony
Chelonian Chora (Firstreef)
Draigiau Residuum Gathering
Splendid Miru Miru

 Specialised Ships 
Wayfinder (High-Strength Photosphore Headlamps: +2 to Prospect actions)

 Civilian Technologies 
    Technology 
 Type 
 Effect 
 Requirements 
 Met? 
 
  Composite Grafting 
 Starter 
 None 
 None 
 Yes 
 
  Graduated Symbiosis 
 Starter 
 None 
 None 
 Yes 
 
  Megafaunal Tailoring 
 Starter 
 None 
 None 
 Yes 
 
  Photospore Signalling 
 Starter 
 None 
 None 
 Yes 
 
  Supernatic Propogation 
 Starter 
 None 
 None 
 Yes 
 
  Trophic Deconvolution 
 Starter 
 None 
 None 
 Yes 
 
  Bioluminescent Navigation 
 Depth 
 Allows access to Depth 1 regions 
 Photospore Signalling 
 Yes 
 
  Oxygenating Implantations 
 Depth 
 Allows access to Depth 2 regions 
 Composite Grafting, Bioluminescent Navigation, R:Photosynethic Organisms 
 Yes 
 
  Oxygenating Implantations 
 Depth 
 Allows access to Depth 3 regions 
 Bioluminescent Navigation, Oxygenating Implantations, R:Crystal/Glass 
 Yes 
 
  Indah's Embrace 
 Depth 
 Allows access to Depth 1 regions 
 Graduated Symbiosis, R: Growable Mineral Composite 
 No 
 
  Anoxic Adaptation 
 Border 
 Cross Brackish borders 
 Composite Grafting, Trophic Deconvolution 
 Yes 
 
  Bitter Tourism 
 Border 
 Cross Glacial borders 
 R: Heat Source 
 Yes 
 
  Filtration Grafts 
 Border 
 Cross Toxic borders 
 Composite Grafting, R: Filter Feeders 
 Yes 
 
  Mitochondrial Regulation 
 Border 
 Cross Glacial borders 
 Graduated Symbiosis, R: Food 
 Yes 
 
  Toxic Filtering 
 Border 
 Cross Toxic borders 
 Composite Grafting, R: Armour 
 No 
 
  Sojourn Suits 
 Border 
 Cross Terrestrial borders with a Specialised Ship 
 Anoxic Adaptation, Filtration Grafts, R: Tools, R: Clothing 
 No 
 
  Electrodialytic Staurozoa 
 Distance 
 Ignore the distance penalty from Briny borders, doesn't affect distance losses 
 None 
 Yes 
 
  Papershell Draft-Cuttle 
 Distance 
 Ignore the distance penalty from Brackish borders, doesn't affect distance losses; +1 Prospect in depth 0 Colonies 
 Supernatic Propagation, Anoxic Adaptation 
 Yes 
 
  Sulphurous Secretions 
 Distance 
 Halve the distance penalty from Toxic borders, doesn't affect distance losses 
 Graduated Symbiosis, Composite Grafting, R: Hard Metal 
 Yes 
 
  Megafaunal Caravans 
 Distance 
 Reduce the distance penalty for Economy actions by 1 
 Megafaunal Tailoring, R:Food 
 Yes 
 
  Adventuring Parties 
 Action Bonus 
 Can send Missions from any region with owned Aristocratic Support 
 Photospore Signalling, R: Skilled Labour 
 No 
 
  Holographic Certification 
 Action Bonus 
 +1 to resist Undermine Support actions 
 Photospore Signalling 
 Yes 
 
  Joined-Stalk Companies 
 Action Bonus 
 Expeditions reward 1 Treasure instead of +1 to a Buyout, Great Success gives automatic control of a TP instead of 1 Treasure, wastes exempt. 
 Composite Grafting, R: Precious Minerals 
 Yes 
 
  Scrying 
 Action Bonus 
 Great Success on Seek Aid grants a +2 bonus instead 
 R: Shiny Object 
 Yes 
 
  Seeker Barnacles 
 Action Bonus 
 Can send Expeditions from any region with an owned Trade Post 
 Graduated Symbiosis, R: Megafauna 
 Yes 
 
  Traveling Scholars 
 Ruler 
 Roll and drop 1 additional d4 when adopting a new non-dynastic ruler 
 R: Talented/Knowledgeable Labour 
 No 
 
  Mamomachines 
 Resources 
 Regain 1 Treasure per 3 spent in a round 
 Graduated Symbiosis 
 Yes 
 
  Reactive Refining 
 Special 
 Create a Screechstrobe Cluster with a 3-action Intrigue/Military project 
 R: Volatile/Reactive Metal (resource consumed) 
 N/A 
 
  
 

  Faith  
 
 Spoiler 

 Faith Holy Sites:  Just check the table

 Clerical Support 
101, 122, 124, 126, 141, 143

 Organised Faith Bonuses 
+1 to Impress Actions
Cultural Identity for Buyouts
Prophetic Education (Roll twice for Economy and choose either result when changing rulers dynastically)
Inspirational Adventurers (Gain 1 unit on Expedition GS)

 Artefacts 
 Arthan’s Head  As an action (that can be associated with any stat), the owner of Arthan's Head can select a region for the Head to focus on in the next round. This provides a +1 bonus to all actions targeting that region that use the same stat as the action used to focus the Head in the round before.
 Shero'ah Hakkol  One Prospect action per turn in a Wastes region gains a +2 bonus.
 Lesser Piryon Ma’yan  Reduces the action cost of Projects in one region by one action as long as exactly one action’s worth of progress is added to the Project each turn and the Piryon Ma’yan remains in the region the entire time. Currently applicable to Projects with an action cost of 5 (or more). As the Piryon Ma’yan grows, this effect may improve.
 Shadow Pearl  Satisfies Scrying resource prereq, can Seek Aid as a non-action 1/round - if this would make a fail a success the pearl goes Lambent and can't be used. If 2+ pearls are Lambent, reset all pearls and gain Faith if yours wasn't (see miracle for extra details).

 Holy Orders 
None

 Miracles 
Bones of the Ocean - Wastes TPs owned by Cyphiri Way countries count as Holy Sites
 

  Intrigue  
 
 Spoiler 

 Spies 
None
 

  Claims  
 
 Spoiler 

122 - Historicity, Integration
124 - Confederation
126 - Marriage (Strong), Integration
 

 
Frostwander
     Costa Sereia - Merchant Marine    
 Region 134 - Palacia
Region 103 - Taifre Mandala 
Turn 26
   
 Spoiler: News and Rumors 
The Circus of Lost Grief is officially 'on hiatus' for an unspecified period to allow members to rest and recover, after their years on tour, and allow the leadership time to plan new acts.
 

 Actions: 

1)  [Diplomacy]  Raise reputation with Divine Nacres 1 -&gt; 2 ( Roll: 16 - Success )


2)  [Diplomacy]  Sway Merchants - Region 100 ( Roll: 13 - Success )

3)  [Economy]  Buyout Trade Post - Region 100 TP3 ( Roll: 19 - Success )

4)  [Economy]  Dispatch Expedition - Explore west from Region 97 with MIRAGE ( Roll: 14 - Success )
 Having trained a crew for the small jellyfish ship, and equipped it with a crusting of newly grown seeker barnacles, the first rigorous test is set - to explore into the wastes and find what lies concealed within. 

5)  [Intrigue]  Coerce Trading Post - Region 31 TP2 ( Roll: 14 - Success )

6)  [Intrigue]  Secret Action
 Tendrils and hands reach. Eyes examine. Tools dissect. … “Fascinating.” 
 Non-actions:  
What secrets hold the Deep?
Spend 3 Treasure on Coerce action and 3 Treasure on Secret Action (6 total).
Support Sakura-Jin buyout of Ray-Ear Seaweed, Region 127 TP2.
Receive the return of the Peninah Ayin artifact with Veruha Mascerena's remains from SeaTide Confederacy.
Accept Deepwater Survival Systems tech from the Gotezhar via Cultural Exchange.
Provide Adventuring Parties, Holographic Certification, Multi-Pigmented Photospores techs to the Kar-Nath Hegemony in exchange for Battlefield Scavengers, Mobile Subdivisions, Toxic Filtering, Toxologist Training, and Traveling Scholars techs.
Accept a Cultural Exchange from Pfilghol.
Seek Aid with the Shadow Pearl on secret action: ( Roll: 11 - Success )
Use Cyber-Optic artifact to reveal location of the Shattered Hope fleet.

Good Names Go to Wastes, Round 3 votes:
  W31 (Tropical): Ahua Rino
  W34 (Temperate): Flowing Mirage
  W21 (Subtropical): The Eternal Midden
  W5 (Polar): Dirge-haunted Devastation


 Passive Effects:  
Resist Secret Actions at +2 from ABS assistance.
Resist Sacks and Coercion at +1 from ABS assistance.

Contestants for the Squid Games (Whereabouts currently unknown, rolls in  Squid Games Thread ):
 Ilanda Loura, daughter of the illustrious General Illdo Loura, has been trained in military strategy and combat since a young age.  
 Felipina Mascerena, a ghostkoi sereia who has made a sensation in the aquaestrienne scene of Palacia, known for her signature style of velvet coat and fishnet skirt, with a tall kelp-felt top hat. 
 
 Spoiler: Leaders and Prominent Figures 
 Leader:  Revelle Alverna (Diplomacy 7; Military 5; Economy 10; Faith 4; Intrigue 6)
End-of-turn increase: Diplomacy +1, Economy +1, Intrigue +1
New Leader next turn: No

 Generals:  Illdo Loura (Military 8)
 Spies:  Veruha Mascerena - Deceased (Intrigue 7), Circo Luto Perdida (Intrigue 8)

 Other:  Duarto Alverna, retired; Gaspar Peixoto, Business Counsel; Illdo Loura, Militia Commander; Rain Loura, Venture Financier; Havardr Perna, Priest of Desderia; Salom Resende, Arete Priestess; Paidre Peixoto; Conseco Loura; Jaco Barros
 

 
 Spoiler: Relations of State 
 Cultural Exchanges:  The Gotezhar (138); The Cyphiri Union (122); The Kar-Nath Hegemony (77)
 Trade Routes:  The Gravetenders (78), Splendid Miru Miru (153)
 

 
 Spoiler: Resources 
 Units:  Sereia Militia x5, Nereid Scholastic Guard x2
 Treasure:  10
 Artifacts:   Peninah Ayin (STC) , Screechstrobe Cluster (2/3), Shadow Pearl (Shadowed), Reliqua of Arete Priestess Earlee, Cyber-Optic
 Specialized Ships:  MIRAGE
 Reputation:  ABS (2); CCA (0); DNA (1); PRS (1)
 Favors: 
 Cultural Identity:   Practical Curiousity - 2d8 Investigations
 Capital Region:  Palacia
 Cities:  Cadid Santuario - Region 134 (+1 Sway Faction)
 Fortresses:  Great Scar Fortress - Region 103
 Aristocrat Support:  134(C), 103
 Effective Trading Posts 44 (4 income): 
&gt;  Adventuring Scholars  - 103 Merchant Support (No TPs)
&gt;  Barnacle Glue  - 119 Merchant Support (No TPs)
&gt;  Bioluminescent Tunicates  - 117 Merchant Support (No TPs)
&gt;  Blackbeaked Dolphins  - 160 TP3
&gt;  Cobalt Dye  - 134 TP1, City &amp; Merchant Support
&gt;  Fertile Soil  - 60 TP1
&gt;  Fortified Bonemeal  -  112 Merchant Support (No TPs) 
&gt;  Giantsbane Seeds  - 114 TP3 &amp; Merchant Support
&gt;  Hydra Leeches  - 126 TP1
&gt;  Kelp  - 131 Merchant Support (No TPs)
&gt;  Liming Snails  - 115 TP2
&gt;  Luminescent Crystal  - 135 TP2
&gt;  Mineblossom Sponge  - 130 TP2 &amp; Merchant Support
&gt;  Native Gold  - 122 Merchant Support (No TPs)
&gt;  Phosphorite  - 113 Merchant Support (No TPs)
&gt;  Plankton  - 124 TP2 &amp; Merchant Support
&gt;  Pure Berries  - 138 TP2
&gt;  Ray-Ear Seaweed  - 127 Merchant Support (No TPs)
&gt;  Razorglass  - 128 TP1 &amp; Merchant Support
&gt;  Refugee Workers  - 96 TP1
&gt;  Talented Crabs  - 65 Merchant Support (No TPs)
&gt;  War Cultivator Supplies  - 97 TP2 &amp; Merchant Support
&gt;  Wave Scorpions  - 133 Merchant Support (No TPs)
&gt;  Whispering Eggs  - 176 TP1
&gt;  Wild Armored Gharials  - 137 TP1 &amp; Merchant Support
&gt;  Merchants by Proxy  - 12
 Primary Religion:  Brilhinte (10 Holy Sites)
&gt;  Temple of Jurxo  - 97 HS1
&gt;  Escola Academia  - 103 HS1
&gt;  Escola Experia  - 103 HS2
&gt;  Temple of Duarge  - 103 HS3
&gt;  Temple of Raquela  - 134 HS1
&gt;  Temple of Desderia  - 134 HS2
&gt;  Temple of the Deep  - 134 HS3
&gt;  Temple of Leocidia  - 137 HS1
&gt;  Temple of the Eighth Divine  - 137 HS2
&gt;  Temple of Narcis  - 173 HS1
&gt;  Clergy Support  - 103, 134, 137
&gt;  Holy Site Bonuses:  (5) +1 Seek Aid; (10) CI: 2d8 Buyout Trade Posts
&gt;  Holy Orders:  Panhellis Ceuabrir (Camaraderie of the Open Sky) - Region 137
&gt;  Miracles:  Harmonious Currents
 Civilian Techs:  Composite Grafting, Trophic Deconvolution, Megafaunal Tailoring, Photospore Signaling, Graduated Symbiosis, Supernatic Propagation, Anoxic Adaptation, Electrodialytic Staurozoa, Mitochondrial Regulation, Bioluminescent Navigation, Holographic Certification, Filtration Grafts, Sojourn Suits, Mamomachines, Papeshell Draft-Cuttle, Scrying, Reactive Refining, Multi-pigmented Photospores, Adventuring Parties, Megafaunal Caravans, Oxygenating Implantations, Seeker Barnacles
 Military Techs: 
&gt;  Dropped Weaponry  - Supermarine Artillery
&gt;  Fortification  - Razor Current Netting
 
Silent_Interim
 Tremble, ye lesser beings! For you read here the story of...
  The Ornzol Superiority!  
 
Round 26

Ruler: Chief Scorner Or’mitet'ol Wide-Eye

Ruler Stats Round 26:
Diplomacy - 2
Military - 8
Economy - 5
Faith - 2
Intrigue - 7
  Actions: 
 The Ornzol are beginning to acclimate to the new reality of more or less continuous contact with the outside world. They aren’t very happy about it, but they won’t let it be said they aren’t acclimating. 
 
 [Military] Invade 199.
 
 Zo'kine'rn leads (general score 7) 
 Attempting Conqueror's Path (+3 to battle when attacking) 
 Sending 5 units. 
 Route: 40&gt;198(internal) &gt; 201 (+3, roughs, fathomless)&gt;199 (+2, roughs) 
 1 distance loss roll expected 
 No applicable technologies. 
 Spend 1 treasure. 
 
Expected battle roll bonuses: +4 to battle roll from ruler military score, +1 from treasure, -1 from attacking across roughs, +3 to +4 from outnumbering (depending on distance loss)
 Zo'kine'rn is eager to demonstrate their loyalty, the best way they know how: in blood. With a cunning maneuver out above the deep waters for a less unfavorable angle of attack, they have made no friends among the rank and file, but the Chief Scorner seems pleased with their ingenuity and operational skill.  
 [Military] Impress Aristocracy in 198.  Failure.  ( Roll ) 
 [Economy] Develop 198 colony (1/3) 
 [Economy] Develop 198 colony (2/3)
 Reports have begun to filter in from the new colony of Scorners' Rest- a name that is very much not sanctioned by the Chief Scorner, but which has proved... sticky. A decision is reached; order must be maintained. A squad of administrative scorners is being sent in with full backing from the military of the Superiority, to shore up supply lines and maintain discipline. It seems that their mere presence is insufficient to cow the local administrators, but they will most certainly be securing increased communication with Ornzol.  
 [Intrigue] Coerce TP1 of Whale Quartz in Region 36.  Success!  ( Roll )
 Glass, it seems, is a valuable commodity with a variety of technical applications. The Ornzol are prepared to acquire a supply, as they like the sound of technical applications.  
 
 Ruler stats increase:  +1 Mil, +1 Eco

 Non-Actions: 
 
 Resist all actions by outside forces that can be resisted in all available regions. 
 Make all owned regions hostile territory for outside forces. 
 Spy non-action. 
 Vote on Good Names Go to Wastes:
 
 W31 (Tropical): Abstain 
 W34 (Temperate): Abstain 
 W21 (Subtropial): The Bleeding Frosts 
 W5 (Polar): Abstain 
 
 
 
 News &amp; Rumours: 
 
 An oddity of Ornzol anatomy has become apparent- or rather, an oddity of its presentation. It seems that almost all of the Ornzol who had traveled abroad in previous years were immature specimens, not yet grown to their full size. Even those within the region of Ornzol who had dealings with outsiders tended to be smaller than the adult specimens; it seems that more senior Scorners preferred to delegate the odious duty of dealing with foreigners to their junior subordinates. Ornzol can grow to over triple the sizes previously reported, standing at over a meter wide and nearly as tall. The Zol, especially, seem to be prone to growth spurts in later stages of maturity that give their legs significantly larger stature. In total, an adult Ornzol specimen stands at about the height of a mer, but significantly wider and covered in thick spikes. 
 A worrying new cult has emerged within the ranks of the Ornzol: the Siblings of Silence. A fanatic order who claim that the greatest insult is to not even acknowledge their foes, but to cut them down without sound, they pose a significant threat to public order. Fortunately, their numbers remain small for now, and their philosophy makes it difficult for their ideas to spread, although their practitioners are highly dangerous and often murder upwards of a dozen Ornzol before they are themselves taken down. The standing policy is that any member of the cult should be killed on sight- there is no reasoning with them, and the longer they remain standing, the more casualties they will create. 
 

Ruler Stats for Round 27
Diplomacy - 2
Military - 9
Economy - 6
Faith - 2
Intrigue - 7

  Statistics  
 
 Spoiler 

 Special Actions Available:  E5
 Special Actions Used:  M5, I5

  Diplomacy  
 
 Spoiler 

 Reputation/Favours 
 The Abyssal Stewards:  Rep 0, 0 Favour (Expected Change: None)
 The Chelonian Chora:  Rep 0, -1 Favour (Expected Change: None)
 The Divine Nacre:  Rep 0, 0 Favour (Expected Change: None)
 International Prestige:  Rep 0, 0 Favour (Expected Change: None)

 Cultural Exchanges 
None

 Cultural Identities 
None
 

  Military  
 
 Spoiler 

 Units:  5 (Expected Change: ?)

 Aristocratic Support 
40

 Generals 
Scorner Zo'kine'rn Wide-Eye - 7 -  Conqueror's Path  - If attacking , +3 to battle.

 Fortresses 
None

 Perfected Tactical Doctrines 
None

 Military Technologies 
 Razor-Current Netting:  +10% enemy casualties and +1 to maneuvering if attacking with foothold or defending, requires: Composite Grafting, Glass  (Inactive) .  Fortifications 
 Supermarine Artillery:  +1 to battle and maneuvering in depth 0 regions, requires: Giantsbane or Fertilizing Seeds, Supernatic Propagation, Photospore Signalling  (Inactive) .  Dropped Weaponry 
 

  Economy  
 
 Spoiler 

 Treasure:  3 (Expected Change: None)

 Mercantile Supports 
40

 Trade Posts 
 Total Owned:  3 (Expected Change: None)
 Effective Total:  5 (Expected Change: None)
40.1 Ornzol Scorners
40.2 Ornzol Scorners
42.2 Leafy Lumpfish

 Cities 
None

 Trade Routes 
None

 Specialised Ships 
None

 Civilian Technologies 
 Photospore Signaling:  No mechanical effect
 Composite Grafting:  No mechanical effect
 Supernatic Propagation:  No mechanical effect
 Trophic Deconvolution:  No mechanical effect
 Megafaunal Tailoring:  No mechanical effect
 Graduated Symbiosis:  No mechanical effect
 Bioluminescent Navigation:  Access Depth 1 regions, requires: Photospore Signaling  (Permanently Active) 
 Filtration Grafts:  Cross red borders, requires: Composite Grafting, a Filter Feeders resource (Inactive)
 Mitochondrial Regulation:  Cross black borders, requires: Graduated Symbiosis, a Food resource ( Active,  Leafy Lumpfish)
 Anoxic Adaptation:  Cross green borders, requires: Composite Grafting, Trophic Deconvolution  (Permanently Active) 
 Electrodialytic Staurozoa:  Ignore increased distance penalties on blue borders (not distance losses)  (No requirements, Permanently Active) 
 Papershell Draft-Cuttle:  Ignore increased border cost on green borders for distance losses; +1 to prospect in depth 0 colonies, requires: Supernatic Propagation, Anoxic Adaptation  (Permanently Active) 
 Travelling Scholars:  Roll and drop an additional d4 on non-dynastic ruler turnover, requires: Talented or Knowledgeable Labor ( Active,  Ornzol Scorners)
 

  Faith  
 
 Spoiler 

 Faith Holy Sites:  0

 Clerical Support 
40

 Organised Faith Bonuses 
None

 Artefacts 
None

 Holy Orders 
None

 Miracles 
None
 

  Intrigue  
 
 Spoiler 

 Spies 
Rel'ol and Or'ter Split - 9
 

  Claims  
 
 Spoiler 

40 - Historicity
 

 
Lumaeus
    Organization Actions     
 Round 26  
 

 Unless otherwise specified, [Offers] made by Organizations are only available to countries with a Reputation of 0 or higher with that Organization. Organizations treat regions with their bases as controlled for the purpose of actions such as Impressing Aristocracy or exploration Missions. 
    Abyssal Stewards    
 
 Spoiler 
The  Abyssal Stewards  are an association of various orders of mystics, warriors, and artisans living in the deepest parts of the ocean. Their ability to create and shepherd hydrothermal vents, which they use to ‘grow’ refined metals through means none have yet managed to replicate, makes trade with them indispensable. The Stewards - mostly members of a species of hairy crustacean - feel themselves charged with a duty to watch for the return of the legendary Titans, hoping to give advanced warning to those who live in shallower waters and prevent the foolhardy or malicious from waking them from their slumber.
 

  Actions:  
 1.   [Request] Depths Unplumbed : It’s no secret that the Abyssal Stewards have a real drive to dive, an urge to submerge, and since they intend to descend, they need help to make a leap into the deep. If any subtropical power is willing to go to town on helping them go down, they would be appreciative.  Financially  appreciative.

(  Request:  Build a Smoking Garden in a Depth 1+ Subtropical region (3 Diplomacy or Intrigue actions)
 Reward:  1 Favor and 1 Reputation with the Abyssal Stewards. If multiple nations contribute to building, they must decide how to distribute the rewards.
 Deadline:  End of Round 28
 Details:  If in doubt about whether a region would qualify, ask. Also, for fans of slant rhyme,  a wish for the abyss  was on the short list. )

 2.   [Offer]I got a rock…   - The Excavation is proceeding remarkably well, but right now the vast majority of the winnings from the dig would be exciting only to the most dedicated lithophile. But the Stewards know that one fish’s trash is another sea-slugs-but-they-have-all-these-colors-and-they-sometimes-like-exploring-and-sometimes-like-cannibalism’s treasure. Nothing wrong with trading treasures.

(  Offer:  The Abyssal Stewards will power all rock-based technology you possess
 Benefit:  Any rock-based technology may be powered for one turnwithout using Trade Posts or Trade Routes
 Cost:  1 Treasure
 Duration (of offer):  Until the end of the Excavation )

 3.   [Request] Just Desserts  - The Titanic Spring (ESP) and the Blighthouse (LIT) have been actively endangering the world for too long. Get them! All those whom the Stewards have so dearly loved, you are charged to charge to the seas’ defense! Attack the Spring’s trade posts and tear away the Blighthouse’s cult. And while we’re at it, it wouldn’t hurt to leave the faith entirely–we’d look kindly on it.

(  Request:   All powers at Reputation 3 or Reputation 4 with the Stewards are asked to twice attempt and at least once succeed on buying out, coercing, or sacking an ESP trade post OR convert or sack Radiant Indah Holy Sites.
 Reward:   None
 Penalty:   -1 Reputation
 Deadline:   End of Round 28
 Details:  A bonus offer for members of Radiant Indah: the Stewards offer a high bounty to whomever leaves the faith. For the next five turns after leaving, they will give a state one Treasure per turn. In addition, Reputation with them will be reset to a minimum of zero if below. )

  Nonactions:  
 [Request] Assistance in the Depths UPDATE : There’s gold in them thar digs! Both the Cyphiri Union and the Splendid Miru-Miru gain 1 Treasure as a small trove is unearthed–accidental to the project, the Stewards assure.
Total Progress: 10%
Cyphiri Union: 5 Units
Splendid Miru-Miru: 2 Unit

 Prize of the Depths RESULTS : The Cyphiri Union receives the [DRAFT VISIBLE TO AERIN--LUMAEUS RESPONSIBLE FOR DELAY]

 
 Spoiler: Ongoing 

 [Taboo] Disruptions over the Depths  - Battles are inherently loud, messy businesses. Even that which can slumber through the clamor might awaken at the scent of fresh blood and feast on the casualties of war slowly sinking into the dark.

(  Taboo:  Avoid large or loud clashes over the depths, lest you awaken great danger.  Penalty:  -1 reputation.  Duration:  Indefinite.  Details:  Contribution of 7 or more units or the use of the Quiver Hell’s Foundations tactical doctrine in a battle within a Region of Depth 2 or deeper. )

 [Task] Mitigation Measures  
(  Task:  Construct walls to limit the influence of the Eel Without End’s electric aura and to encourage the Eel to move elsewhere.
 Reward:  Whalefall Coral Walls add a x0.75 modifier to Eel movement into their region and reduce the added distance penalties from the Eel by 1 effective region.
 Penalty:  None.
 Deadline:  Indefinite.
 Details:  As a 3 action Military project, a nation may build Whalefall Coral Walls in any two adjacent regions with the region owner’s permission. This may be reduced to 2 actions with blatant disregard for worker safety, but both regions will suffer an Eel conversion attempt upon completion if the Eel is present. )

 [Opportunity] Fueling The Forge  - Whatever secrets the deep holds, it takes a toll, both on natural life and on the sentient. The Stewards need more of both to get their world in order–but none of that squishy stuff! They’ll also take military expertise, if the shallow dwellers have much.

(  Opportunity:  Countries may provide Vertebrates, Labor, or Generals to repay debts to the Abyssal Stewards.  Reward:  1 Favor, 2 for a General.  Cost:  General or 1 suitable Trade Post.  Deadline:  Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice.  Details:  Non-action to gift Generals/Trading Posts. May not be used if no Favors are owed. )

 [Offer] Secure and Protect  - With the new infestation of Tropical Titans, the Stewards are prepared to provide their expertise in the defense of resources of the realm.

(  Offer:  The Abyssal Stewards offer to temporarily hold and protect tropical trade posts.
 Benefit:   Any trade posts held by the Abyssal Stewards have their target numbers raised by 2 for any Sack or other Devastation wrought by the local Titans.
 Cost:  The trade posts in question, temporarily
 Duration:  Until the end of Round 26
 Details:  Trade posts may be surrendered to the Stewards as a non-action, who will hold them until the end of Round 26. At this time, they will return them to any power not at negative Reputation with them. )

 [Offer] Preparedness Funding  - The Abyssal Stewards are willing to provide loans to nations for the purposes of Titanic preparedness or Titanic recovery operations.

( Offer:  The Abyssal Stewards are offering generous loans  Benefit:  Receive 2 or 5 Treasure. Cost: 1 Favor for 2 Treasure or 2 Favors for 5 Treasure.  Duration:  Available until the end of Round 27.  Details:  None.)

 [Request] Assistance in the Depths  - The Abyssal Stewards require assistance with an excavation at an undisclosed location. They seek units to help dig.

(  Request:  The Stewards request the loan of Units as brute labor.  Reward:  First Place: +2 Reputation. Second Place: +1 Reputation. Any nation that contributes at least 2 units: +1 Favor. [ Penalty:  None  Deadline:  Indeterminate: See Details  Details:  As a nonaction, civilizations may lend any number of units to the cause. Every unit will remain with the Stewards until the excavation is complete. Every unit contributes to the project every round, and when 100 unit-contributions have been made, the project completes. That is, one unit will take 100 rounds, and 100 units will only take one. Units will be returned after the project’s completion. )

 [Opportunity]A Monstrous Mythography [1/5]   - Legend tells of a creature of near-unspeakable horror. Its form, its home, its powers, its goals were things best left unspoken, nightmares imparted only in fearful whispers and with talismanic wardings of evil. Only one thing is consistent throughout these stories; the devastation left in the monster’s wake. The Abyssal Stewards do not deny the value of knowledge encoded in oral traditions, in myths, in fable. Perhaps Titans long forgotten can be recalled before their return, and we can better prepare ourselves.

(  Request:  Cooperate in the creation of the Monstrous Mythography! Available for anyone.
 Reward:  + 2 Favors (max); if Project is completed, additional reward given to all contributors.
 Penalty:  None
 Deadline:  End of Round 28
 Details:  1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Inventory. 1 Favor earned for spending an Military or Intrigue action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires. )

 [Offer] Thirst for Knowledge  - In order to stop the Titans, it’s important that everyone has the tools to act against them. Therefore, the Stewards will gladly trade their new technology to any interested state for a favor (or cash).

(  Offer: The Stewards will trade technologies 
 Benefit: Hot-Blooded Hemovores 
 Cost: A Stewards favor  or 2 Treasure 
 Duration: Available until the end of Round 26 
 Details: Available to nations at rank 1 or higher.  )
 


 

    Chelonian Chora    
 
 Spoiler 
The  Chelonian Chora  are a league of religious nomads capable of traversing the Wastes atop their great Reefback turtles. Largely cephalopod-like, the Chora bring trade goods and news of distant lands by routes others could never manage, while their much-renowned songs bring joy, soothe tempers, and ease hardship. Their presence has a tendency to quiet discord, foster unity, and mend relations in a way that has enticed many a fledgling government to encourage more frequent visits and longer stays.

 (The Chelonian Chora, and  only  the Chelonian Chora, may treat regions with no local majority as sharing their faith for Sway and Impress Clergy actions) 
 

  Actions:  
 1.   [Opportunity] Good Names Go to Wastes, Round 3 Voting  - Oceans open; connections call. This round, winners will attain a cultural connection to a (willing) new power in the freshly found subtropical seas. Winners within waters in this region receive an exchange to a (willing) power of their choice.

W31 (Tropical): Ahua Rino
W34 (Temperate): The Destined Expanse, The Shan't Void, The Flowing Mirage
W21 (Subtropical): The Bleeding Frosts, The Eternal Midden
W5 (Polar): Corner Pocket, The Crooning Graves, Dirge-haunted devastation, The Lost Pole, Ultimatum

(  Opportunity:  Vote for one name for each region’s assigned waste region.
 Reward:  +1 Cultural Exchange if your name is elected by global vote.
 Deadline:  End of Round 26. Each nation may cast one vote per region (four in total). )

 2.   [Offer] Song of Tranquility (in Wild Waters)  - Kenaqua’s curse creates chaos. Deftly defusing discord can calm dueling choruses. Denizens of depths currently quivering with Kenaquan disharmonies can call Choral cavalry for diminished cost.

(  Offer:  Polar powers may call on the Song of Tranquility from the Chelonian Chora for a reduced cost. Available to nations at reputation 0 or higher.
 Benefit:  Song of Tranquility: Attempt to Sway all Unruly factions in a region to Open
 Cost:  1 Favor per region OR 1 Treasure per Unruly faction
 Duration:  Until the end of Round 27 )

 3.   [Faith] Seek Aid  - Not militant but merely mighty, the melodies of the talented turtle-riding troupe transcends spiritual separations to strengthen and steady. The Chelonian Chora seeks aid on the invasion of Kenaqua this round.

  Nonactions:  

The Syndicate’s waters lie disjointed. Disharmonious. Echoing with barely perceived broken refrains. Perfectly poised for another kind of melody to arise. The Lambent Syndicate has become the Dissonant.

For sources secret yet shared, the Kar-Nath Hegemony gains 1 CCA favor.

 
 Spoiler: Ongoing 

 [Opportunity] An Appetite For Abundance  - (  Opportunity:  Countries may provide Treasure, Food, Preservatives, and Dyes to repay debts to the Chelonian Chora.  Reward:  1 or more Favors.  Cost:  3 Treasure or 1 suitable Trade Post per Favor.  Deadline:  Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice.  Details:  Non-action to gift Treasure/Trading Posts. May not be used if no Favors are owed. )

[Circumstance] Nasin Nasa, Tan Tawa, Ali Ante - Update![/B] - Where previously people parted ways with what were supposedly stable situations, now news nears of others openly objecting to travel, talk, and acting as always. Kenaqua’s chaotic call causes  paranoia, personal partition, public retreat –radiating round Blacktide’s baneful blasphemy.

(  Circumstance:  People have ceased disappearing and are instead hunkering down in paranoid seclusion.
 Penalty:  None yet.
 Duration:  Indefinite
 Details:  The currently affected areas are the places where the Gate’s influence is projected to spread. )

[Offer] Chelonian Accompaniment - The seas seem suspicious, seekers slow and salvation shuns suffering supplicants. It is high time for all to venture out and reforge the unity that used to be uniquely unanimous! And, of course, the singers of the Chora are delighted to deign to don the dress of director, dangling incentives in front of impressionable but inspiring initiates in the path of peace.

( Offer:  The Chelonian Chora is offering to assist the fledgling countries in their work all throughout the oceans.  Benefit:  The Chelonian Chora will Seek Aid for any country's Diplomacy, Economy, or Faith actions.  Cost:  1 Favor owed per two Seek Aid actions (must be in same round).  Duration:  Available until the end of Round 27.  Details:  May opt to have the Chelonian Chora Seek Aid for an action after it has been rolled; this costs 1 Favor per Seek Aid action instead of 1 Favor per two Seek Aid actions.)

 [Request]   - Various vulnerabilities vie very vigorously to totally topple testudine chora. Chelonian choirs call for comfort. Organized offense offers ultimate defense, denying detractors victory.

(  Request: The Chelonian Chora seek a protector! 
 Reward: A Strong Claim to Firstreef (Region 169) 
 Cost: Offensive action against the Gate in Kenaqua (52) or the Nanuuq Constellation, construction of a Fortress in 169 (allowed in the unowned region exceptionally by Chora) 
 Duration: Until 169 is owned by a player faction   )
 


 

    Divine Nacres    
 
 Spoiler 
The  Divine Nacres  are a surface-dwelling consortium of humanoid researchers, biotechnologists, and ecclesiastics living in floating city-spheres that look like nothing so much as massive, impenetrable pearls. In generations past they have largely remained aloof, keeping their local subaquatic societies at arm’s length save for the occasional gift of advanced biotechnology or guidance, asking in exchange for access to the seafloor and assistance with gathering seemingly random resources for esoteric reasons - such was their distance that not a soul has seen them outside of their strange bulbous suits. Recently, however, the Nacres have been much more open and active in their communications and exchanges with the burgeoning civilizations of the oceans.
 

  Actions:  
 1.   [Publication] The Inventory of Lamentations  - With the compiled sorrows of the world brought together in Nacreous bindings, the DNA publish their pearlescent wisdoms. Scholars from all peaceful nations are welcome to visit their local Holdfasts to study these secrets. Those who helped compile them, as well as the Seatide Confederacy, are instead sent a scholar to share this information.

(  Opportunity:  Anyone at non-negative Reputation with the DNA may study the Inventory of Lamentations as a three action project.
 Reward:  +1 against Reavers
 Cost:  3 Military or Intrigue actions
 Deadline:  PERMANENT
 Details:  STC, CYP, MIR, SKR, and HEX receive this bonus automatically. )

 2.   [Intrigue] Coerce  - There have been a couple of…unfortunate diplomatic winds that have somewhat seen the Nacres’ star fall lower than it has been in a fair while. So it seems that their (constant and endlessly beneficient) largesse must again be evidenced. DNA procures a supply of Delicate Mussel specimens for the Hymenocera Expanse to repay favors owed. They coerce TP 1 (currently owned by CYP) in Hamparan Pasang Surut (32) on behalf of HEX, -1 DNA favor for HEX.

 3.   [Intrigue] Investigation  - How did the Costa Sereian toxins disable a Reaver’s death drive? Was it merely malfunction or is it replicable?

  Nonactions:  
 [Request] Go Set a Watchman ENDS  - The DNA thanks those who helped it, but looks down on those whom it had trusted in times of trouble and from whom no help came. CYP loses 1 Reputation with the Divine Nacres.

Debts unpaid are disfavorable. Nacre agents appear at the doors of Odonto’s residence late in the night. The Expanse General is not seen for many moons, but when they return their might is unmatched. -1 DNA favor for HEX, Odonto gains +1 Mil but is forcibly occupied this turn.


 
 Spoiler: Ongoing 
 [Opportunity] A Need For Knowledge  - (  Opportunity:  Countries may provide Technologies, Esoterica, Megafauna, and Drugs to repay debts to the Divine Nacres.  Reward:  1 or more Favors.  Cost:  1 previously unknown Technology or 1 suitable Trade Post per Favor.  Deadline:  Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice.  Details:  Non-action to gift Technology/Trading Posts. May not be used if no Favors are owed. )

 [Taboo] Carissime, Melius Est Descendit Ubi Madet: Sub Mari!  -

(  Taboo:  The Divine Nacres advise against trying to explore Terrestrial Wastes - it can lead only to chaos and ruin.  Penalty:  -1 Rep for creating a technology which would allow exploration of Terrestrial Wastes. -1 Rep for successfully Exploring a Terrestrial Wastes region.  Duration:  Indefinite.  Details:  A technology which would enable exploration of Terrestrial Wastes must have these prerequisites at minimum: a technology which allows crossing Brackish borders, a technology which allows crossing Toxic borders, and at least two additional resources. )


 [Offer] Teach a Fish to Man (the GMO Kelp)  - We may have retreated from the waters, but we are with you in spirit. We offer to you a few gifts, things we can develop Above. Those who seek from us shall find, and our expertise remains yours. Surely, this will be with you always, until the end of the age.

 ( Offer:  The Divine Nacres are offering to assist countries in their work all throughout the oceans.  Benefit:  The Divine Nacres will Develop Resource (Economy Special) for any country.  Cost:  2 Favors owed and -1 Reputation.  Duration:  Available until the end of Round 26.  Details:  May opt to have the Divine Nacres Develop Resource for one region you control. Only available to nations at rank 1 or higher. )

 [Opportunity] Discupulus Dominorum  - The Nacres usually guard their secrets and stations jealously. Few are given the opportunity to walk among them–which, considering few can walk, is not a terrible deal. But now, while it’s not like they  need  it or anything, they have seen it in their hearts to extend a seaolive branch of magnanimity to those who can do some grunt work while they deal with greater concerns.


(  Offer:  The Divine Nacres are offering scientific training and scholastic opportunity.  Benefit:  Countries with a DNA Reputation Rank of 1 or higher may choose to take an Economy or Intrigue action to research with the Nacres. If they do so, they count as taking an additional action of that type for that turn for the purposes of attribute gain. Countries with a DNA Reputation Rank of 2 or higher may take an action of each type to research with the Nacres.  Cost:  One Economy or Intrigue action.  Duration:  Until the end of Round 26. )

 [Offer] Pen Pals  -  Through mysterious means, the Divine Nacres are facilitating an instant messaging service between select nations. What better way to link two nations?
(  Offer:  The DNA offers a way to consult the intellect of another leader near-instantaneously even across long distances.  Benefit:  The two nations will gain a temporary Cultural Exchange until either leader steps down or dies.  Cost:  3 Favors owed, divided between the affected nations however they choose.  Duration:  Until the end of Round 26. Details: Only available to nations at rank 1 or higher. To set up the service, each involved ruler must make a non-action trip to the closest Holdfast (requiring non-action permission from the Holdfast’s region’s owner.) )
 [Offer] Prototype Enhancements - The Divine Nacres have been hard at work in their laboratories, developing new ways to improve not just the physical capabilities of subjects, but to augment their masteries over themselves. But it’s still in the testing stages. These early prototypes have many … undesirable unplanned features. The Nacres are recruiting test subjects from a wide variety of races. Just sign the 24-page consent and liability form, and they’ll get started.
( Offer:  The Divine Nacres will provide a genetic enhancement to any mechanical character of a country's choosing.  Benefit:  The chosen character gains a minor  permanent ability, effect, flaw, or score change. Cost: 1 Favor and the character is occupied for a turn. Duration: Until the end of Round 26. Details: Only available to nations at rank 2 or higher.
 


 
TheDarkDM
  
   The Lambent Syndicate   
 Lambent Empress Intan 
Diplomacy 10
Military 10
Economy 10
Faith 1
Intrigue 10

 Expected Stat Increases: +2 Faith  
 ... 
  Actions  
 
  Faith  - Begin reinforcing the Spire of the Vanquished (1/5)
 Whispers in the dark.  The movement of shadows.  Freed of the Chora's deafening cacophony the true secrets of the deep reach out for the Lambent Empress.  Though they are little more than half-remembered dream, the compel Intan to peer beyond the veil of reality as she has known it.  Surely, if the voices could be amplified, a power beyond imagining would be within her grasp.  To do so would require mammoth effort and a focus of terrible power, but to Intan's delight she realizes she has just such an edifice already waiting for greater purpose.  Following directions even their Empress does not wholly understand, the artisans of Throne begin working to expand Victory Square, reinforcing the towering pillar of bone at its center.  Giving their blood to the cause.  
  Faith  - Channel dissonance through Victory Square (2/5)
 As neighborhoods and boulevards are leveled to make ready the site of communion, smaller idols are placed around the perimeter of the square.  Carved by Intan's own talons from coral and basalt and bone, these abstract whorls and grasping claws evoke the glorious Songspires of distant lands.  But where those grand monuments evoke peace and clarity of thought, these dark reflections conjure the passions of all who gaze upon them too long.  Not long after the first is enshrined, a wave of violence sweeps through the workers at the site, with lethal brawls becoming a near-daily occurrence.  There is always more flesh for the engine of empire, however, so these outbursts of chaos are only encouraged by the Lambent Empress.  And as the death toll rises and the survivors' eyes grow harrowed and bright, the spire at the center of the square begins to grow.  
  Faith  - Anoint the Spire of the Vanquished with the uttermost dark of the Maw (3/5)
 Reaching out to her vassals in the Lighthouse, the Lambent Empress raises up materials from the lightless depths at ruinous expense.  Stone that has felt the touch of blind titans, the shattered bones of their victims, and the gelid blood of their quarrels are all transported to Victory square, where they anoint the Spire of the Vanquised.  Already a grizzly symbol of the Syndicate's brutality, the Spire begins to glow an unholy radiance as it gathers greater and greater power at its heart, a coruscating rainbow of un-color that traps the eye and enraptures the soul.  Soon, the violent passions that plague the workers in Victory Square begin creeping outwards, a slouching menace whose claws reach out to every soul in the great capital.  
  Faith  - Sacrifice the faithless to infuse the Choir of Degradation (4/5)
 There are some who protest this great work, as there must be.  Doubters who fail to see the glory in Intan's dreams.  Mewling functionaries who look to the cost and wonder what profit they might see?  Any who protest Intan's will are given to the Spire, their blood, flesh, and bone calcifying in the unlight.  It stands nearly twice as tall as it once did, and beneath the corona of unspeakable light, the vacant skulls and gaping ribcages of the vanquished begin to sing.  At last, the voice is near.  
  Military  - Raise 1 Unit 
  Military  - Raise 2 Units (Indah's Golden Legions) 
  Economy  - Buy Out TP 1 of Isothermic Sea Beans in Region 163, Spending 1 Treasure -   19   
 
  Non-Actions  
 
 Setia remains Forgotten 
 Supply the Lojanese Republic with Kelp Fiber via Trade Route 
 Accept Hero's Brew from the Lighthouse. 
 
  News and Rumors  
 
 After many long years of competition and a brutal selection process (17 lives were lost) a professor from the Lambent Syndicate it at last dispatched to the Splendiferous University.  Princess Siti aspires to teach students political theory and geopolitical practice, and arrives with a small contingent of Siren handmaidens, Revenant bodyguards, and associated lickspittles sufficient to fully staff a mansion purchased by the Syndicate on her behalf. 
 The Lambent Syndicate reaffirms the Treaty of Radiant Splendor with the Splendid Miru Miru! 
 
 
 Spoiler: Internal Notes 
 Available Units:  12/22

 Available Treasure:  12/15

 Treasure Passive Income:  3/round

 
 Spoiler: TIMA Charter 
In the years since the Renaissance brought new prosperity and enlightenment to tropical waters, the Lambent Syndicate, the Lojanese Republic, and the Hymenocera Expanse have enjoyed a close and fruitful relationship as neighbors.  In the spirit of strengthening these existing bonds, and in recognition of the misplaced aggression swirling through less civilized waters, our three governments will more closely bind our fates.  Should any force, be it party to an organized government or the work of some independent entity, threaten the territorial integrity or citizens of either Syndicate, Republic, or Expanse, all powers pledge to work together in mounting a mutual defense.  To this end, regular joint war games will be organized in bordering territory, to better acquaint each force with the demands of joint operations.
 

 
 Spoiler: The Treaty of Radiant Splendor 
Recognizing the growing tensions between the nations of temperate and tropical waters, the leaders of the Splendid Miru Miru and the Lambent Syndicate come together on this day of the sixty-second year of the Great Renaissance to reaffirm mutual admiration.

Let it be known across the seas that the Syndicate and the Splendid Miru Miru publicly recognize and affirm the holy territory administered by each government, to remain sacrosanct against any aggression.

Let it be known that no hostile military action shall occur between the territories and persons of the Syndicate and those of the Splendid Miru Miru, nor shall either government actively aid the transit of third parties intent on hostile action against the other   (OoC: Intercepting is not required. Declaring hostile terrain is)  . Further, let it be known that the Syndicate will not condone any hostile intent from its direct vassals towards the Splendid Miru Miru.

Let it be known that outposts of trade claimed by members of the Syndicate and the merchants of the Splendid Miru Miru shall be considered a legitimate enterprise, only to be altered given proper negotiations.

Let it be known that the Lambent Syndicate and the Splendid Miru Miru respect the faiths and philosophies that enrich both seas, and pledge not to proselytize in each others' waters without future dispensation.

Recognizing the shifting tides of politics, neither Syndicate nor Splendor wish to be bound to any pledge indefinitely.  In recognition of this, the leaders of both great powers will reconvene ten years hence to reaffirm this pledge.

This mutual respect stands as steadfast as the trade currents, eternal as Radiant Indah herself. Let none seek to sever them, lest they suffer the wrath of both kingdoms united in righteous purpose.
 

 
Aerin
    New Titles     Round 26 
 The Bane of Sargasso 
 Emerging from the fog of Rendal’s Vigil silently looms the enormous frame of one of the Reavers’ raiding vessels, a mobile operating base complete with swarms of cargo transports, skimmercraft, and surf-cutters. Except this vessel does not attack Ezcorher as it hovers above the former capital of the Stormcloud Conglomerate. Not much remains in Ezcorher to pillage. The entire population of the Conglomerate has become officers, marauders, and arkwrights aboard the restored mobile fleet base, while much of the Conglomerate’s infrastructure has either been abandoned or dismantled and relocated. The gargantuan ship is outfitted with sterilization equipment, waterlocks, and superb filtration apparatus for both water and air to keep out the ravages of the Black Spot. 

The Stormcloud Conglomerate has completed their first Leviathan Ark,  The Riptide .
Ezcorher becomes Hunting Grounds.
Transfer the Gathering Tide Warehouse, 3 Flowing Way Holy Sites, and the Sublime Fort to  The Riptide .
The Stormcloud Conglomerate is locked at -3 reputation with the Divine Nacres for as long as they remain the Bane of Sargasso.
 The Bane of Sargasso title mechanics are located here. 
 Drifter in the Wake 
 In the lightless depths of Nanuuq, dissonance ripples through the underwater Bears like a shock wave following an explosion. When the Fraying Mind departed this plane to journey through the realm of the Undreaming beyond, they violently ruptured the tattered veil that separates this fragile world from an infinitely alien presence. The Undreaming stirs despite the Chora’s best efforts at song-enforced slumber. Where its presence collides with Nanuuq, black flames dance in the rippling Wake and the Fraying Minds of Nanuuq’s leadership shatter. 

The aristocracy in Nanuuq immediately becomes unruly.
Nanuuq is locked at -3 reputation with the Chelonian Chora for as long as they remain the Drifter in the Wake.
 The Drifter in the Wake title mechanics are located here. 
Zayuz
  Quiet Storm Trifectate  
  Independent Realm  
 Xianna Lao, CEO of the Quiet Storm Trifectate 
Diplomacy: 5
Military: 3
Economy: 5
Faith: 3
Intrigue: 8


 Actions for Round 25 ( Rolls ) 
 
   [Economy] Buy R197 TP3 of Glowing Blue Mineral! (17 - Pass) 
 
   [Economy 5] Found a City: Nurmanna (+1 to Buyouts!) 
 
   [Intrigue] Coerce R93 Melodious Sponges TP1! (13 - Pass) 
 
   [Diplomacy 5] Cultural Exchange with The Lighthouse! 
Fluffy fluff here soon!
 
   [Diplomacy] Sway Aristocracy in R36 (12 - Pass) 
*Valid due to adjacency and open

With their confederation claim established, there lies the matter of convincing the ruling class of its benefit to the inhabitants of R36. With ominous neighbours expanding ever nearer and the sudden presence of foreign empires, similar species ought to band together for the common good.

 
 

Expected Improvements: +1 Diplomacy, +1 Economy (NEW RULER - Non-Dynastic)

Non-Actions

News and Rumors
 
  It is not usually the way of the Quiet Storm to build vast armies, but the call has begun to sound for the recruitment of an official military to be established in the wake of the ORZ aggression to the south. Slow to act, no action has been taken yet - they would first see the results of their battle to judge if this threat merits the investment.
 
 

Kingdom Bookkeeping (Not yet operational)

Some notes for when it is...
Nirumannan Underground Exchange: +1 to stealing (Great Project completed in capital)
Spy: Shielle the Shadow (6)
2 Units
Aerin
    NPC Actions     Round 26  GLOBAL 
 
 Spoiler: The Shark Nomads (SHK) 
  
    The Shark Nomads    
Leader: The Shark King
 Mechanics and Lore Document 
Dip: 4, Mil: 10, Eco: 2, Fai: 8, Int: 6 
 Reminder:  The Sharks deprioritize targets belonging to nations of matching faiths. The collective population of the nomads currently follows the Flowing Way (1/3), the Eternal Communion (1/3), and nothing at all (1/3). To convert the Sharks, simply target one of their holy sites by routing to the location of any pod.

 The Temperate Old Guard (Region 201, 7 units, lead by Gwasgymarchog) – Actions: 

1. Convert Region 42 Holy Site 1 to the Eternal Communion

 The Tropical Brain Eaters (Region ??, 2 units) – Actions: 

1. Host the Squids’ Games (see Organization actions - International Prestige section)

 Non-Actions 
1. Accept all TPs, Techs, Treasure and Artifacts
 

 POLAR 
 
 Spoiler: The Draigiau Residuum Gathering (DRG) 
  
    The Draigiau Residuum Gathering    
Gwenfrewi Llywelyn, the Rising Hope
Dip: 6, Mil: 7, Eco: 3, Fai: 8, Int: 2
Treasure: 0, Units: 3 
 Military: Send 3 units to aid Tad 
 Military 5: Raise a Fortress in Region 70 
 Diplomacy 5: Form a Cultural Exchange with the World Garden of the Sakura-Jin 
- Receive a Shadow Pearl

 Diplomacy: Sway the aristocracy of Region 70 

Non-action: Provide Dragon Scales to the Nathi through the Trade Route

Attribute increase: +1 Military, +1 Diplomacy
Spy non-action
Hinder and resist all conversions in Aelwyd Adferiad (71) and Region 70
Specials used: None
Characters:
- Malcolm (Int 8)
- Lenwyggd the Crusher (Mil 8, Crawling Advance: -10% casualties, +1 to battle)
 

 
 Spoiler: The Dancers of the Untamed Reefs (DUR) 
  Region 187 Rebellion - Dancers of the Untamed Reefs 
Combat Dancer Elegant Dawn (Mil 9, Rhythm of the Undulating Anemone tactical doctrine: +1 to battle, +1 tactical maneuvering, additional +1 tactical maneuvering in depth 0 regions)
Technologies: None
Treasure: 0, Units: 6 
 Opportunity!  If the Seatide Confederacy decontaminates region 189 using the WE NEED MORE SAND route by the end of round 27, they will regain the support of the local merchants.
 We gave you everything we had in your time of need. Please help us in ours. You control the markets of these frigid waters. Surely you can contribute some supplies to our plight? 
 Crisis!  If region 189 is not decontaminated by the end of round 27, The Marble Kingdom will return to Open Waters as the leaking unseen poison from the broken Trawling Beast spreads and makes the ocean uninhabitable.
 

 
 Spoiler: Kenaqua (KEN) 
  
Native defenders: 4 
The creeping, maddening presence leaking in from the Gate spreads to affect nearby regions. It will continue to grow in strength and range until the Gate is destroyed. At the end of the round, the Gate’s influence may move one faction in each of the following regions one step toward unruliness (+14 vs region owner’s Faith (or support owner’s Faith in unowned regions), +6 to resist per adjacent or interior Songspire):
Region 45, Region 47, Region 49, Region 50, Region 51, Region 52, Region 53, Region 54, Region 55, Region 56, Region 57, Region 58, Region 59, Region 60, Region 61, Region 62, Region 63, Region 67, Region 68, Region 69, Region 70,
 

 
 Spoiler: Separatum Corporate Holdings (SCH) 
 Offer:  The Mer of Separatum Corporate Holdings have unionized and overthrown the ruling Shareholders. Now, the union organizers are looking for sponsors that will demonstrate a true investment into the welfare of the people through faith. The next nation to acquire the support of the clerical faction will also gain a strong claim to the region.
 

 TEMPERATE 
 
 Spoiler: The Refortified Bonemeal Guild (RBG) 
 Region 112 Rebellion - The Refortified Bonemeal Guild[/b]
Xinyu Song (Mil 7 General, Good Equipment Makes Good Warriors tactical doctrine: +1 to battle and -10% casualties when you spend a treasure on the battle)
Treasure: 1, Units: 6 
 
 Spoiler: Rebel demands 
Potential requests:
- Establish a Holy Order or Fortress in the Hansea
- Train and equip a local Ineo garrison of Knights (take the aristocratic support)
- Ensure a steady supply of Valuables (have any nation take the merchant support)
- Advertisement campaign (promise as a non-action to mention “Fortified Bonemeal” in at least one action’s fluff each turn)
- Supply new customers (have any nation(s) buyout both available TPs for Fortified Bonemeal)
- Offer a loan (give the rebellion 2 treasure)
- Assistance in expanding capacity (help build a new TP, the rebellion will partially contribute)

OKI must complete 5 of the above to satisfy Xinyu.
 

 Economy: Hoard treasure 
 Economy: Spend a treasure to continue to pay this giant mercenary army 
 Economy: Expand Fortified Bonemeal production capacity [2/3] 
 

 
 Spoiler: The Finalists (FIN) 
  Region  108  107 Rebellion - The Finalists 
Finalist Nwanneka (Mil 8 General, Glorious Last Stand tactical doctrine: +3 to defensive battles, +10% own casualties, -2 own leader loss)
Finalist Raymond Tripolitain (Mil 7 General, Rays of the Last Light tactical doctrine: +1 to battle, +2 enemy leader loss, ignore the effects of brackish borders)
Treasure: 0, Units: 0 
 Circumstance:  The Finalists have retreated inside the ULTIMATE Bunker. While isolated in this manner, Holy Site 1 in Region 107 cannot be converted away from the Final Peace. Brute force upon the shoddy construction or a cleverly infiltrated spy could perhaps reopen the doors.
 

 
 Spoiler: Pfilghol (PGL) 
  
    Pfilghol    
Ilgl, The-one-who-builds, an Effulgent Witness
Dip: 8, Mil: 12, Eco: 8, Fai: 11, Int: 1
Treasure: 4, Units: 7 
 Diplomacy 5: Send a Cultural Exchange to Costa Sereia 
 Diplomacy: Sway the aristocratic support of Region 102 
 Economy: Colonize Region 175 , spending a treasure

 Economy: Settle Narcis’s Rest (173) [1/3] 

Non-action: Use the Shadow Pearl to Seek Aid on the Sway of Region 100, with a Cultural Identity for Seek Aid from Sakurado and the Scrying technology (additional +1 on a Great Success, using Mud Diamonds as shiny objects)

Attribute increase: +1 Diplomacy, +1 Economy
Spy non-action
Hinder all non-Sakurado conversions in Pfith waters
Support Sakurado conversions in Pfith waters
Hinder buyouts in the Pfithreef (132)
Specials used: M5, F10
Characters:
- Ktloso, the Shadow of Hunger (7 Int)
- Gtsit (8 Mil, Sea’s Opportunity: Enemy takes double battle penalties from terrain (Defending), transfer battle penalties from terrain to enemy (Attacking), Perfected: +1 battles)
- Sigska (7 Mil, Just Do Better: +2 to battle)
 

 TROPICAL 
 
 Spoiler: The Most Serene Lojanese Republic (LOL) 
  
  The Most Serene Lojanese Republic  
Prime Minister Lairmkam Kulal
Dip: 7, Mil: 7, Eco: 8, Fai: 6, Int: 1
Treasure: ?, Units: 11 
 Military: Raise unit 
 Military: Raise unit 
 Military: Raise unit 
 Military: Raise unit 
 Economy: Send an expedition south of W26 , spending a treasure

Non-action: Send LSD Selachian Mercenaries over the Trade Route

Attribute increase: +2 Military
Spy non-action
Hinder and resist all the things
Specials used: ?
Characters:
- ?
 
Blossom
 The Magaramach, Round 26 
Tropical, Region 10, 154, 156

Ruler:  Emperor ALL-YOUR-TABLETS-ARE-BELONG-TO-ME, Roller of Rocks
D 2; M 6 ; E 5 ; F 3; I 1
 Actions  
 
   Diplomacy - Raise Reputation with ABS - Fail  
   Economy - Buyout Region 143 Trade Post 1 - Fail  
   Economy - Buyout Region 143 Trade Post 2 - Fail   
   Military - Send General Tiny to study with KNH   
   Military - Raise Unit  
Dice rolls:  https://forums.giantitp.com/showsing...1&amp;postcount=53  
 
 Net effects 
(Economy +1; Military +1)
Treasure 0-&gt;0 (Current Max 5)
Units 2&gt;5 (Current Max 6)

 Non-actions 
 
 Spoiler: REFERENCE INFO 

 
 Spoiler: Economy 

Trading Posts
Region 129b TP1 Mercenary Retainers
Region W36 TP1 Crystalized Script
Region 154 TP2 Blood Kisses
Region 17 TP3 Delights of Moonlight
 

 
 Spoiler: Technology 

Specialist ship - IT DOESN'T HAVE A NAME IT'S JUST A BUNCH OF ALGAE
Supernatic Propagation (starting tech)
Photospore Signaling (starting tech)
Composite Grafting (starting tech)
Bioluminescent Navigation (Depth 1, requires Photospore Signaling)
Filtration Grafts (cross toxic boundaries, requires   Filter Feeders )

 Advanced Cooking 
Effects: +1 to resist Buyouts
Prerequisites: Spices

 Big Rocks 
Military Slot: Dropped Weaponry
Prerequisites: Hard minerals
Effect: +1 Battles

 Blood Algae 
Military slot: Sappers and Siege Weapons
Prerequisites: Supernatic Propagation
 Effects:   +20% enemy casualties, +10% own casualties in depth 0 regions
Write up: This dull, green alga infects wounds and grows exponentially in blood, rapidly causing the owner of such an infected wound to die. Using the techniques of supernatic propagation a cloud can be rapidly convened above the battlefield making even slight wounds considerably more dangerous. Knowing it is there giving some protection - or at least some chance of avoidance - but its infectious growth is impossible to totally avoid. The main defence is getting deep enough that the surface growing algae ceases to be a problem.

 Battlefield Scavengers 
 Military slot:   Mounts and Warbeasts
 Prerequisites:   Carnivorous Animals
 Effects:   Negates all the casualty reduction effect(s) of one technology or tactical doctrine.
 Write up:   The army is accompanied by a horde of scavengers and carrion seekers, perhaps tamed, perhaps simply aware that blood will be spilled. They feed on the dead and dying, hampering the efforts of healers, and doing their part to transform battlefield injuries to battlefield casualties.
 

 
 Spoiler: Orgs 


ABS
- Welcome: +1 to resist Sacks and Coercion, as the Abyssal Stewards offer early warning of incursions
- Friendly: +2 to resist Secret Actions from the Stewards' vigilance.
CCA - Disliked: -1 to Conversions as the Chora's songs sow distrust and skepticism of your motives.
PRS - Disregarded: -1 to Raising Reputation and Slandering for non-PRS Orgs as your people are skipped over in discussions of geopolitics.
 

 
 Spoiler: Military 

General Tiny (Mil 7)

Carnage:
Less a "tactical doctrine" than an utter lack of anything approaching tactics or doctrine. Through sheer force of will and physical might a leader can get the Magaramachi to the battlefield. More or less. Once blood hits the water though, the army descends into a chaotic mess of fighting and feeding, attacking the army, each other and anything that happens to be nearby with equal fervour.
3 free sack attempts, ordered as City&gt;Holy Order&gt;Trading Post (the intent being here that bigger things are sacked before smaller things)
+50% own losses (as they turn on one another)
-1 to battle rolls (turns out having no strategy at all is harmful)
+2 to allied leader losses (the enemy is trying to kill you, sure, but the disadvantage of being the biggest in this sort of mess is that sometimes one of your own will get lucky)
 

 
Rolepgeek
     The Gravetenders    
  Turn 25  
  Thrice-Built Malukan  
Diplomacy - 4 || Military - 4  || Economy - 7 || Faith - 5 || Intrigue - 3
 
  Actions:  
  1: [Economy 5] Specialized Ship  
  2: [Economy] Colonize Region 85  
  3: [Diplomacy] Sway Aristocracy in Spawn Point w/Holy Sea bonus  
  4: [Diplomacy] Sway Merchants in Bastion w/Holy Sea bonus  
  5: [Faith]Convert Holy Site 2 in the Plains of Sarkenos to the Blossoming Sequence  
  6: [FAITH] Convert Holy Site 3 in the Plains of Sarkenos to the Blossoming Sequence  

Non-Actions:
[Vote for "The Crooning Graves" for W5 for Good Names Go To Wastes]

[The Reef Which Never Falls Silent: Host the  Reef In Bloom.  Followers of the Blossoming Sequence may attend as a faith action.]

[Blossoming Icons: Seek Aid on Swaying Aristocracy in Spawn Point]

[Accept Talented Crab Soldiery? from Seatide via trade route.]

[Resist anything not coming from Kar-Nath.]

[Send Hard Metal to Kar-Nath via trade route]

[Send KNH The Mother's Favour via Trade Route]

News &amp; Rumors:
[wip]

 
 Spoiler: Stat Changes 

 New Ruler next round! 
Thrice-Built Malukan:
Diplomacy - 3-&gt;4
Military - 4
Economy - 6-&gt;7
Faith - 4-&gt;5
Intrigue - 3
 

 
 Spoiler: Statistics 

 
 Spoiler: Special Actions 
 Special Actions Available:   Economy 10
 Special Actions Used:  Diplomacy 5, Military 5*3, Military 10, Economy 5*2, Faith 5*3, Faith 10*2
 

 
 Spoiler: Diplomacy 
 Reputation/Favors 
 The Abyssal Stewards:  Rep 1, 0 Favor (Expected Change: None)
 The Chelonian Chora:  Rep 0, 0 Favor (Expected Change: None)
 The Divine Nacre:  Rep 0, 0 Favor (Expected Change: +1)
 International Prestige:  Rep 3, Prestige ? (Expected Change: None)

 Cultural Exchanges 
 Deep Blue 
The Shifting Ennead
 The Riftborne Myriad 
The Eternal Spring

 Cultural Identities 
None
 

 
 Spoiler: Military 
 Units:  10 (Expected Change: None)

 Aristocratic Support 
78, 76, 81

 Generals 
Sersi The Pale  [10] 
  
 Spoiler: Dissertation In Practice 
If fighting defensively: +2 to battle roll, -20% own casualties, -10% enemy casualties, +12 to enemy leader loss roll.
If *also* outnumbered: +2 to battle roll, +2 to Tactical Maneuvering, -20% enemy casualties.
 
 General Kreel, Exarch of the Silver Banner  [10] 
  
 Spoiler: Death First To Vultures and Scavengers 
If fighting Reavers: +2 to battle, +2 to tactical maneuvering, -2 enemy leader loss, +10% own casualties.
 
   
 Spoiler: March of the Conqueror 
+1 to battle, +10% own casualties, Free Sway Aristocracy attempt on win.
 
   
 Spoiler: Slaughter-Cadres 
 -1 Maneuvering, -1 to battle, +20% enemy casualties, -4 enemy leader loss.
 
  Fortresses 
76, 78

 Perfected Tactical Doctrines 
Dissertation In Practice

 Military Technologies 
None
 

 
 Spoiler: Economy 
 Treasure:  0 (Expected Change: None.)

 Trade Posts 
 Total Owned  3
[76.2] Bastion:  Electrum Conduits
[78.1] The Dead Cities:  Preserved Food
[190.1]: Migratory Narwhal Pods

 Mercantile Support 
78, 81

 Cities 
None

 Trade Routes 
The Seatide Confederacy
Kar-Nath
Costa Seria

 Specialized Ships 
None

 Civilian Technologies 
  Megafaunal Tailoring, Graduated Symbiosis, Photospore Signaling, Supernatic Propagation, Trophic Deconvolution, Composite Grafting.  
  Electrodialytic Staurozoa   A specialized variety of sessile jellyfish, engineered by the Divine Nacres to partially desalinate seawater through electrodialysis across its outer membrane. Attaching them near the gills or other water intake organs provides cleaner and safer water at the cost of a buildup of supersaturated seawater inside the jellyfish’s body and precipitated calcium on the outside, which must be periodically expelled or scrubbed off, respectively.  [Effect: May ignore the increased effective distance from a Briny border up to twice per round. This does not reduce the effect of Briny borders on distance loss calculations. Requirements: None.] 
  Anoxic Adaptation, Bioluminescent Navigation, Bitter Tourism, Filtration Grafts, Indah's Embrace, Joined-Stalk Companies, Mamomachines, Megafaunal Caravans, Mitochondrial Regulation, Oxygenating Implantations, RADIANT SPHERES, Seeker Barnacles  
 

 
 Spoiler: Faith 
OUT OF DATE

   The Blossoming Sequence   
 Faith Holy Sites:  33

[78.1] Dead City Urodela:  This Dead City is placed such that the light which streams from above is channeled into a series of crystals, all sculpted into abstract forms.
[78.2] Dead City Tacca:  Known for its meditation chamber, and the series of elaborate Reliquaries the faithful have built inside.
[78.3] Dead City Chantrieri:  Chantrieri towers above the rest, precipitously built along a sharp dropoff.
[78.4][The Dead Cities:] The Sacred Oath Of Silver Currents
[69.2] Neoplastic Monolith:  A great roiling mass of hard, stone-like flesh grows near the [direction of nearest waste or toxic border] border of Danabae. It shifts, grows, and consumes constantly, and is revered by some few who dare approach it. The Gravetenders have taken to reflecting upon it, and have built a temple nearby.
[76.1] Pardalis, The New City:  The first city truly built by the Gravetenders, now dedicated as a holy place of the Blossoming Sequence.
[76.2] A Study Of War:  A battlefield of the Makers, significant now to the Gravetenders as where they made their first steps to understanding violence.
[77.1] The Rime Gorge:  The Rime Gorge, and the ritual it represents, is of great interest to the Blossoming Sequence. Many die, and those few that survive flourish with power.
[77.2] Grand Schola: 
[77.3] Temple of Deep Currents: 
[75.1] The Plains of Sarkenos: 
[75.3] The Plains of Sarkenos: 
[79.2] Seatide Crag: 
[79.3] Stillwater: 
[58.1] Core Site: 
[58.4] Core Site:  The Silvered Oath of Ecumenical Exchange
[81.1]
[81.2]
[55.1]
[56.1]
[56.2]
[57.1]
[57.2]
[58.1]
[64.1]
[187.1]

 Clerical Support 
78, 76, 75, 58, 77, 79, 81

 Organized Faith Bonuses 
+1 to Defensive Battles.
Cultural Identity: Reaver Defense.
Tech: Theory Becomes Praxis. [+1 to Faith score for non-dynastic inheritance, so long as the previous ruler had Faith 8+.]

 Artifacts 
None

 Holy Orders 
The Silvered Oath of Ecumenical Exchange [58]
Sacred Oath Of Silver Currents [78]

 Miracles 
 The Reef Which Never Falls Silent:  Hosts the Reef In Bloom event every round an a non-action, and allows followers of the Blossoming Sequence to attend as a Faith action.
 

 
 Spoiler: Intrigue 
 Spies 
 

 
 Spoiler: Claims 
78 - Historicity
76 - Integration
76, 78, 77, 75, 58, 79, 81 - Holy Sea
 

 
 Spoiler: Wonder 
 The Blossoming Icons:  This wonder allows the country in control of Bastion (76) to take a modified Seek Aid action which reduces the effective distance for a Diplomacy and/or Faith action, rather than giving a bonus to the action roll. When taking this action, roll 2d6+Faith and subtract 11. Up to a roll of 18, this is the number of regions they subtract for the purposes of distance penalties. After 18, they subtract one more region for every 2 higher. (8 regions for a roll of 20, 9 regions for a roll of 22, etc.) In addition, they can Seek Aid as a nonaction once each round, for Diplomacy and Faith actions only. 
 

 

 
 Spoiler: Golems of Import 

 
 Spoiler: Laksha 
The first leader of the Gravetenders,  Laksha founded the Blossoming Sequence and works within the collaborative land of 59 to further the prospects of peace. Very nearly a pacifist by nature, her friendly manner served her well during rule. Many important aspects of Gravetender culture descend from her works, and among them, her arguments are held in high esteem even now.
 

 
 Spoiler: Sersi The Pale 
The second leader of the Gravetenders, and their first General. Sersi literally wrote the book on Gravetender warfare, with her ‘Dissertations on the Path of War.’ She’s more aggressive and practical, and began the push to spread the Sequence, which started the Eternal Debate properly. Brought the Gravetenders to the status of Holy Sea. Made Elkelt, her Disciple.
 

 
 Spoiler: Elkelt 
To be the third leader of the Gravetenders. Second generation Gravetender. Their form is made up of more than just stone, incorporating Maker elics and rimestone. Working on the Grand Archive project, for the aid of future Gravetenders.
 

 
 Spoiler: Kelusyn 
Known as a living encyclopedia of the Maker resonance effect. Built the Blossoming Icons, freeing Gravetenders to see the world, and especially the lands around Bastion, without fear of the horrible fate of being Stilled. Brilliant, dedicated, and reclusive. She does not let go of a project until it is finished, for better or worse.
 

 
 Spoiler: Akathi 
Sent to Seatide to study the Tidal Sequence. They have made a name for themselves there, and care deeply for the Pepsins of Seatide. Their work on the Firewall was important to getting everything in place, and brought Kelusyn into the project. Gregarious, even by Gravetender standards.
 

 
 Spoiler: Nasko 
Went to Kar-Nath of his own intent, having written several texts on how the Blossoming Sequence interfaces with the Nathi way of life. Has taken up an important position in the Grand Schola, and settled in as a teacher and spiritual guide. He has made keeping the friendship between the Nathi and the Gravetenders strong into his personal project.
 

 
Talis
  The Seatide Confederacy  
 
 Spoiler: News and Rumors 
 

 Actions: 

[Diplomacy] Sway Aristocracy in Darkwell (80), spending 3 Wealth
  The frustration of Darkwell's frontier-settler Drifts has not gone unnoticed by the Council. Seeking to head off any conflicts before they arise, Judge Streaks of Topaz appoints a new Governor named Yellow Streaks to the region. The erudite young governor is given considerable financing and leeway, with instructions to address settler complaints and ensure their loyalty to Council policies.   

[Diplomacy] Deliver remains of COS agent in exchange for access to all information gathered from the Reavers
  Although frustrated that Costa-Seria maintained a spy within their borders for obviously nefarious purposes, the Council's grudge against the Reavers is stronger. After negotiations they willingly agree to return the agent's body in exchange for access to any information Costa-Seria acquires on the Reavers. Whatever her purpose, she died fighting against the Reavers in the defense of Seatide, and that is enough.  

[Economy] Impress Merchants in the Marble Kingdom (187)
  Confederate merchants aren't about to allow such a lucrative market just across the border to remain out of their grasp. Even without a concerted, centralized effort, the pressure of Deepwell's massive economy draws neighboring regions into its orbit with the insistence of a star pulling planets into orbit.  

[Economy] Develop Resource: Bluefish Ink
  Although traditionally valued for their antifreeze, the rise of cheaper alternatives has led to a drop in demand for the Bluefish's oils. Market pressures have seen the rise of new strains of Bluefish and new applications for their secretions: The oils make an excellent base for inks and paints of all types, providing a vibrant, bodied texture that is resistant to abrasion and temperature. Mixed with various pigments, the new ink can support extremely bright and variable colors that are much desired in vision-oriented Pepsin culture. Why use lesser pigments, when this luxurious ink is on the market?  

[Military] Raise Unit
[Military] Impress Aristocracy in Deepwell (79)
  Although efforts to restore Deepwell's hinterlands are more difficult than anticipated, efforts continue. New recruitment drives also play a part, offering large sums to Sting-Warriors who join. Since most warriors hail from nomadic Drifts, the new offerings act as a form of stimulus for the Aristocratic Drifts that control Deepwell's backwaters.  

Non-Actions:
Oppose all Sway and Impress actions targeting merchants loyal to Seatide
Support Buyouts for factions that own the territory they are making the buyout in
Supply Talented Crabs and Dragon Eyes to GRV to satisfy their resource needs
Supply Sour Krill, Crafter's Coral and Talented Crabs to SEN
Transfer 4 Wealth to SEN as compensate for late resource delivery

Die Rolls:

 
 Spoiler: Book Keeping 
 Ruler 
Judge Streaks of Topaz
Diplomacy: 4 (+1)
Military: 4 (+1)
Economy: 10
Faith: 3
intrigue: 3

Military Units: 4
Heartbleed, General (Military 9)

 Regions Owned:  [Seatide 79]
[Deepwell 80]
City: +1 to Buyout 1/turn
Total Regions: 2
Unit Cap: 5 (5 Capital Unit Cap)

Artifacts:
 The Tideglobe  - This mysterious artifact is a transparent orb full of shimmering liquids and colors, which swirl and dance about in hauntingly beautiful patterns. By carefully watching the movement of lights and changing colors inside the Tideglobe, Seers can augur future events and predict how to counter hostile actions. Effect: +1 to one Intrigue roll opposing a hostile Secret Action, once per turn.
  Glowspire  - A twisting spire twenty feet tall, shaped like a twisted coral. Bioluminescent algae inside the spire change color depending on the trace elements that flow into the spire, allowing it to predict water conditions even thousands of miles away. Specially trained Tideseers read the colors, using them to predict where Reaver attacks are most likely to occur. As an added benefit, the haunting twists and colors of the spire are eerily beautiful to the untrained eye. Effect: Each turn, predicts an area that the Reavers will target if they attack that turn.  STOLEN BY REAVERS
 The Bare Trap  - Mystical trap that helps defend against Reavers.
 The Banner of Odyssey (Cultural)  This enormous tapestry depicts the ancient Pepsin migration to Seatide, embroidered in such a way that the images seem to leap off into the water.
Peninah Ayin Artifact

Culture:
 Mutually Beneficial Arrangements  - 2d8 to performing and resisting Impress Merchant attempts
 Airtight Contracts  - 2d8 to resisting Buyouts

 Military Technologies: 
 Devolving Standardized Integrations (Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost.) Prerequisites: Composite Grafting. Slot: Combat Drugs and Medicine. 
 Razor Current Netting (+10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending) Prerequisites: Composite Grafting, Glass. Slot: Fortifications 
Supermarine Artillery

 Civilian Technologies: 
Composite Grafting (Starting Tech)
Graduated Symbiosis (Starting Tech)
Megafaunal Tailoring (Starting Tech)
Photospore Signaling (Starting Tech)
Supernatic Propagation (Starting Tech)
Trophic Deconvolution (Starting Tech)
 Bioluminescent Navigation (Allows exploration and utilization of Depth 1 regions) 
Filtration Grafts
Electrodialytic Staurozoa
Radiant Spheres
Sojourn Suits
Indah's Embrace
 Joint-Stalk Companies (Successful Expeditions reward 1 Treasure instead of normal bonus. A Great Success grants control of one local Trading Post, or a free Prospect attempt in Wastes regions). Prerequisites: Composite Grafting, Trophic Deconvolution 
 Megafaunal Caravans (Reduce Distance Penalty for Economy actions by 1). Prerequisites: Megafauna Tailoring, food. 
 Anoxic Adaptation (Permits actions and troop movement across brackish (green) borders). Prerequisites: Composite Grafting, Trophic Deconvolution 
 Oxygenati Implantation (Permits actions and troop movement across brackish (green) borders). Prerequisites: Composite Grafting, Trophic Deconvolution 
 Holographic Certification (+1 to resisting Undermine Support actions) Prerequisites: Bioluminescent Ink, Photospore Signaling. 
 Bitter Tourism (Permits actions and troop movement across glacial (black) borders) Prerequisites: Heat Source. 
 Traveling Scholars (Extra roll/drop 1d4 on non-dynastic ruler change) Prerequisites: Talented Labor. 
 Semaphore Checking (Enables the transfer an additional 2 treasure as a nonaction each turn for members of the Polar-Confederate International Bank) Prerequisites: Textiles 

Resources controlled:
[Compressed Algae Blocks (52, TP1)]  Support 
[Sheerspun Fabric (63, TP2)]
[Frozen Logs (64, TP1)]
[Talented Crab (65, TP1)]  Support 
[Piezo-Phosphoric Crystals (67, TP2)]  Support 
[Crafter's Coral (185, TP2)]
[Wetherwisps (179 TP2)]
[Gravelglass (68, TP1)]  Support 
[Edible Algae (69, TP2)]  Support 
[Inkfang Worms (70, TP2)]
[Rust-Veined Pumice (73, TP3)]
[Firefly Squid (74, TP1)]  Support 
[Magnetic Sand (75. TP1)]  Support 
[Bluefish Antifreeze, Seatide (79, TP1)]  Support 
[Bluefish Antifreeze, Seatide (79, TP2)]  Support 
[Bluefish Antifreeze, Seatide (79, TP3)]  Support 
[Sour Krill (80, TP1)]
[Dragon Eyes, Cryptoclysus (84, TP1)]
[Stripdrill Hyphenae (187, TP1)]


Merchant Faction ETB: +10
 ETP Total : 33

 Treasure : 10 (+3 / Turn)

 Factional Support :
Kenaqua (52) - Merchant (Supply Firefly Squid)(+2 ETP)
(59) - Merchant (Supply Edible Algae)(+1 ETP)
(65) - Merchant (Supply Rust-Veined Pumice)
Revocatus Faecum (66) - Merchant (Sheerspun Fabric)
The Cathedral of Movement (67) - Merchant (Supply Stripdrill Hyphenae) (+1 ETP)
Sketi (68) - Merchant (Supply Sheerspun Fabric) (+2 ETP)
Danabae (69) - Merchant (supply Inkfang Worms)(+2 ETP)
Region (70) - Merchant (using Sour Krill)(+1 ETP)
Aelwyd Adferiad (71) - Merchant (Supply Edible Algae)(+1 ETP)
Raconensae (73) - Merchants (Supply Wetherwisps)
Maurente (74) - Merchant (Supply Edible Algae)(+1 ETP)
The Plains of Sarkenos (75) - Merchant (Supply Inkfang Worms)
Seatide (79) - Merchant, Aristocrat, Clergy (Supply Firefly Squid)
Nanuuq (82) - Merchant (Rust-Veined Pumice)
(101) - Merchants (Supply Stripdrill Hyphenae)(+1 ETP)
(179) - Merchants (Supply Stripdrill Hyphenae)(+1 ETP)
Calvansis Superior (185) - Merchant (Dragon Eyes)
Calvarnsis Inferior (186) - Merchant (Gravelglass)
Marble Kingdom (187) - Merchant (Inkfang Worm)

Projects and Wonders:
Polar-Confederate International Bank (Seatide, 67)
 
 Spoiler:  Effects (Approved) 
Polar-Confederate International Bank
A central bank established under the authority of the Seatide Confederacy to weld various trade interests into a single market. The bank consolidates the assets, accounts and debts of member states, issues a common currency backed by those accounts, and services transactions between members.
Effect: Any nation in contact with the Seatide Confederacy may adopt the Arctic Exchange Currency as a 2-action project. Nations using the common currency gain the following benefits:
+2 increased Treasure cap
May spend 1 additional treasure on Economy actions within it and other member nations
May transfer 1 treasure to another currency user 1/turn.
The Seatide Confederacy (or current controller of Seatide) automatically counts as a currency user. Additionally, the bank's controller can kick members out of the union, or block any of the above "bank actions" as a nonaction.

The Polar-International Confederate Bank gains new effects as the number of member nations increases.

4 Members - Private Vaults: Members of the Polar-Confederate International Bank may choose to store or withdraw one Artifact in their private vault as a public or secret non-action. Stored Artifacts cannot be used, but gain +4 against theft. The owner of the Polar-Confederate International Bank is alerted when deposits or withdrawals occur, but does not know what was deposited or withdrawn.
8 Members - Line of Credit: Members of the Polar-Confederate International Bank may transfer 1 treasure to another bank member an additional time per turn. The owner of the Polar-Confederate International Bank may transfer any amount of treasure, ignoring the 1 treasure restriction.
12 Members - Investment Insurance: Members of the Polar-Confederate International Bank gain a compensatory +1 treasure when their Trade Post within bank member territory is sacked. The owner of the Polar-Confederate International Bank gains +1 to resisting sacks against Trade Posts within the territory of bank members.
16 Members - Sovereign Debt: Members of the Polar-Confederate International Bank may transfer 1 treasure to the bank owner to gain 2d8 to an Economy action within a bank member’s territory once per turn. The owner of the Polar-Confederate International Bank may use this ability for free once per turn.
20 Members - Monopolized Markets: The passive treasure income of the owner of the Polar-Confederate International Bank is doubled.

Current Members:
STC, GTZ, SEN, CYP, RFT, GRV
 


Diplomacy:
Trade Route with the Gravetenders
Trade Route with Lux Glossia
Cultural Exchange with the Shifting Ennead
Promise from the Shark People to not threaten Seatide merchants or assets
Cultural Exchange with LOL
Trade Route with Draig Continuum

Favor and Reputation:
1 favor from Cyphiri for intentionally losing a PRS Slot
 
Lady Serpentine
   The Katethi Dominion  
Ixionya Rivesti
 Diplomacy:  4
 Military:  6
 Economy:  5
 Faith:  2
 Intrigue:  3
 
 News and Rumors: 
 
  Ixionya Rivesti ascends to the throne! A rather more secure choice than the prior ruler, she has both a strong grasp on economic and military matters and the security to delegate when she finds a suitable candidate - a luxury that Iyesti Vadisora rarely felt she had, tenuous as her grip on the grafts of power was.

Sadly, what she does not have is the trust of the priesthood, who regard her with a wariness sometimes bordering on outright contempt. The Rivesti family has always been punctiliously devout in their public displays, but in less public venues, there have been a number of skirmishes as both sides attempted to exert their influence over this project or that - the latest slight of destabilizing a compromise that had been in place a bare handful of years is simply a particularly obvious (and grating) manifestation, with a clear focal point for their ire in the Rivesti who most benefited from it.

Whether she will meet this disdain with attempts at reconciliation or lash out at the source of her frustrations remains to be seen. Regardless, though, she will have to swim carefully lest she find herself deposed just as easily as the last person to take up the crown.  
 
 Diplomacy:  Construct a Smoking Garden in Kateth Mar (Region 39). (1/3)
 Diplomacy:  Construct a Smoking Garden in Kateth Mar (Region 39). (2/3)
 Diplomacy:  Construct a Smoking Garden in Kateth Mar (Region 39). (3/3)
 There is a certain degree of consternation when one of the first things that Ixionya does upon taking the throne is to invite further outside interference. Is this not exactly the same behavior that she denounced her predecessor for? Certainly, some of her supporters do not care about such matters so long as they benefit from the Rivesti being in power, but others - whether more principled or simply concerned about what they newly interpret as a naked power grab's impact on their long-term prospects - are quick to raise the matter.

An explanation of the many benefits provided by this particular arrangement silence some and another contingent is appeased by the fact that she intends it to be leading into a longer-term alliance, while yet others are appeased by her presentation of it as simply an adjunct to the construction of a proper capital city. The remainder, well... There are always malcontents, and with so many of their potential supporters deftly handled, those who continue to be dissatisfied find little purchase. 
 Military:  Recruit a General: Moresya Sorevret (Tactical Doctrine - Rend the Empty Soul: -8 Enemy Leader Loss, -20% enemy casualties, -1 to Battle, -1 to Tactical Maneuvering) ( Mil score: 9 )
 Economy:  Raise a City in Kateth Mar (Region 39): Heart's Vigil (+1 to Battles)

 Non-actions: 
 
  Vote on Good Names Go to Wastes:
 
 W31 (Tropical): Ahua Rino 
 W34 (Temperate): The Flowing Mirage 
 W21 (Subtropical): The Eternal Midden 
 W5 (Polar): The Crooning Graves  
 
 
 
 
 Spoiler: Bookeeping 
  Stat changes  
+1 Diplomacy

  Units  
5/5 units

 Favors and Reputation 
1 Favor owed to the Chelonia Chora.
 
LapisCattis
  
 The Unrelenting Horde - Region 196 
Leader: Carver Dunbar
Round 26
 
Carver Dunbar Stats Round 26:
Diplomacy - 4
Military - 5
Economy -7
Faith - 5
Intrigue - 5

 Dice Rolls 
 Actions: 

1. Intrigue - Great Project Slipstream action - 3/5
2. Intrigue - Great Project Slipstream action - 4/5
3. Diplomacy - Great Project Grandstands action - 2/5
4. Diplomacy - Great Project Grandstands action - 3/5
5. Diplomacy - Great Project Grandstands action - 4/5


Ruler increases by Diplomacy (+1), Intrigue (+1)

 Ruler Stats for Round 27 
Diplomacy - 5
Military - 5
Economy - 7
Faith - 5
Intrigue - 6

 Book-Keeping: 
 
 Spoiler: After the events of Round 26 

Trade Posts:
Region 196 TP 1 - Clamp-Eel Slime
Region 93 TP 2 - Melodious Sponges
Region 92 TP 2 - Fairy Moss

Holy Sites:
Region 196 HS 1 - The Evermarching Hunger
Region 196 HS 2 - The Evermarching Hunger
Region 196 HS 2 - The Evermarching Hunger

Clerical Supports:
Region 196

Mercantile Supports:
Region 196

Aristocratic Supports:
Region 196

Units: 4

Technologies:
 
 Composite Grafting (starting tech) 
 Graduated Symbiosis (starting tech) 
 Megafaunal Tailoring (starting tech) 
 Photospore Signaling (starting tech) 
 Supernatic Propagation (starting tech) 
 Trophic Deconvolution (starting tech) 
 Anoxic Adaptation - actions and troop movement across green borders - Powered 
 Bioluminescent Navigation - traversal of Depth 1 regions - Powered 
 Filtration Grafts - actions and troop movement across red borders - Powered (with Melodious Sponges) 
 
 
Aerin
   End of Round Twenty-Six  
No further mechanical edits to action posts may be made 
Aerin
   Round Twenty-Seven: Begin  
Years 79 - 81

Thank you to everyone who contributed to this opener!
Farothel - exploration fluff
Gengy - battle fluff
Grim ranger - Kenaqua and Ornzol battle fluff
MappyPK - action transcription, action fluff

Round 27 will close on Sunday, July 2nd, at 8 AM Pacific Daylight Time

 The following events occurred between Years 76 - 78  
  Discovery!  
 Explorations, prospecting, and other news from afar 
   
The first warning of the upcoming conditions comes as a stench. As the Wayfinder approaches the islands located in the depths of the waste, the caustic, sour brine of the surrounding polluted ocean is enough to overpower the Wayfinder’s filtration systems. Not enough to be dangerous to the crew, but enough to stink. Donning the Sojourn Suits, with their self-contained supply of relatively clean water is a relief to the explorers.

“Waste” is an accurate descriptor of what the Cyphiri find above the waves. There is no gently undulating kelp here, nor schools of darting fish. The land is bleak and desolate for as far as the eye can see (which is not very far due to resident air pollution), save for a massive jumbled structure of sun-baked metal. The rocks bear faint scorch marks that increase in frequency and intensity as the explorers near an unnaturally straight and sheer cliff that rises a hundred feet above the sea level. Gazing north, the adventurers can see another arrow-straight cliff jutting off at a 45 degree angle to create a diamond wedge.

The metal structure, whatever it used to do, has clearly not been touched in decades, if not centuries. It contains a maze of crooked catwalks, rusted pipes, broken tubes, leaking valves, holey barrels, and decayed pumps. The contraptions end exactly at the edge of the cliff and bear the same intense scorches as the nearby rocks. Fields of fluid-bearing cylindrical containers, each over a hundred feet tall and wide with various viewports, hatches, spigots, and attached piping are on their side, as if knocked over by a gargantuan force. Several are cracked, but others contain various amounts of different ambiguous liquids.

A poor Cyphiri expeditioner makes the mistake of stepping in what initially appeared to be a puddle of water near such a vessel. She no longer has all her tentacles, and executes an emergency retreat to the Wayfinder. The Divine Nacres were not lying in at least one regard: there is extreme danger here.

As the crew departs the island, it begins to rain and the region’s final bit of nastiness is revealed. Even the rain here is acidic, dissolving the Sojourn Suits and leaving many of the crew with permanent scars. The desperately fleeing adventures are followed back to the Wayfinder by rivelets of runoff rainwater laden with traces of whatever toxic chemical concoctions leak from those decaying tanks.

 The Cyphiri Union sends an expedition west of W22 in the Wayfinder! They discover W20, an uninhabitable Contaminated Terrestrial Wastes region. They immediately perform a Prospect and discover 3 Open TPs of Chemical Concoctions! The Cyphiri Union gains 1 unit from Inspirational Adventurers. Splendid Miru Miru receives 1 treasure and immediately buys out TP1 thanks to the information gathered by the retrofitted Wayfinder. 
 
 Spoiler: Mitigation 
There is no decontamination process for a region this thoroughly polluted. It will remain uninhabitable for centuries to come. The best one could hope for is a method by which to mitigate the region’s impact on the surrounding seas. A massive amount of labor could be expended to dig trenches, seal and plug leaks, and bury hazardous materials. Two military actions, each performed at TN 14 due to the supermarine conditions, should be enough to cover the worst of the pollution. Unless a nation first Investigates the location to identify the chemicals and associated hazards, each of these actions will also disband a unit due to workplace fatalities.
 

The brave Gotezhar and Mer of the Stormcloud Conglomerate plunge into the inky blackness south of Garza Feld with confidence that their mineblossom sponge filtration grafts will keep them safe. The grafts function excellently at keeping the toxic waters from breaching gill and bolya. The grafts do not function well at preventing the expedition from becoming lost in the featureless darkness. After a week of wandering with dwindling supplies and overstressed grafts, it feels like a Miracle when the party stumbles upon a struggling village of jellyfish nereids. The matriarch of the village, Narali, is a battle-toughened woman with multiple scars upon her humanoid torso and several of her stinging tentacles abruptly cut short. She explains that these seas used to be vibrant, prosperous, and full of life before the violent ink attacks by the greedy octopus nereids to the west. As she recounts this tale, her daughter avoids meeting the party’s eyes and touches a promise bracelet upon her wrist.
 The Stormcloud Conglomerate sends an expedition south of Garza Feld (167)! They discover Region 165, a Contaminated Toxic Region which has 2 Open TPs of Nereid Woman o’ War, a Desired Import of Crops, 7 units of defenders, and 2 Holy Sites of Ocean’s Drift. They gain +1 treasure from Joined-Stalk Companies. 
 
 Spoiler: An Illustration of a Jellyfish Nereid 
   
 

 
 Spoiler: Decontamination 
While Region 165 remains Contaminated, it counts as 3 additional regions for the purposes of distance penalties and distance losses unless it is the target of the invasion, and claims may not be pressed on the region. All decontamination options will remove the region’s Toxic classification.

 Erase the Ink:  Eliminate the cause of the perpetual murk, and the waters will clear naturally over time. Should a nation invade the seas to the west (Region 162), Narali pledges the support of her skill as a commander and 3 battalions of Woman o’ War. If the invasion is successful, Region 165 will be decontaminated after one round, the nation that lead the battle will gain the support of the aristocracy in Region 165, and Narali (General 8, Stinging Embrace Tactical Doctrine: +1 to Battle, +10% enemy casualties) will join their cause (should she survive the battle).

 The Cost of Safety:  Clearly, the solution here is to provide the jellyfish nereid with a much better defensive force. Even if they protest the loss of independence, at least they’ll be safe. Should a nation invade and establish control of Region 165, one Holy Site and one Trade Post in the region will be destroyed in the conquest, and the region’s resource will change. But hey, those octopus nereid won’t ink bomb the region anymore. The region will be immediately decontaminated.

 Octomeo and Jelliet:  Narali’s daughter, future matriarch of the village, reveals privately that she is head-over-tentacles for the princess of the octopus nereid, Octomeo. A nation with marriage claims on both Region 165 and Region 162 may forfeit those claims to marry Octomeo and Jelliet, making a Diplomacy action against TN 14. Should they succeed, they will gain a Confederation claim to both regions, and both regions will be decontaminated.
 

When asked why the Conglomerate would spend precious resources on another trip past its southern borders by an advisor, the Seaquake simply responded that he was curious. To some, the discovery would be a massive letdown, as nothing new was reported when the expedition returned. To others, though, opportunities for construction and commerce alike glimmered from the newly charted southern seas…
 The Stormcloud Conglomerate sends an expedition deeper into Region 99, revealing it to be a suitable Open Waters location for a new colony! They gain +1 treasure from Joined-Stalk Companies. 

The adventurers of Splendid Miru Miru nearly run the Bubble Boats into several strange outcroppings from the seafloor that rise unexpectedly out of the murky haze. Investigating the structures further reveals a plethora of discarded plate structures, some of which are still attached to animal skeletons similar to that of the nearby Twice-Tamed Gloomsharks. The damage and destruction wrought to the structures suggests that they were used for target practice, and the genetically modified sharks were at least part of the tested weaponry.
 Splendid Miru Miru sends an expedition west of W16 using the Bubble Boats! They discover region W17, an uninhabitable Wastes region. They immediately perform a Prospect and discover 3 Open TPs of Quadfin Sharkpedo Plating! They gain 1 unit from Inspirational Adventurers. They also receive 1 treasure and immediately buy out TP1 thanks to the information gathered by the retrofitted Bubble Boats. 

Though not the largest vessel to sail the Wastes by any means, the jellyfish-like MIRAGE’s tendrils twist the ring, propelling the ship. It was quickly noted that the water of the new sea to the west is substantially murkier than anything Sereian voyagers would encounter at home. Thankfully, the photospore sheet atop the crew’s cabin illuminates the area just enough for the explorers to gain valuable intel. When one of the tendrils falls off upon colliding with a rocky spire, though, the crew panics and turns back immediately, albeit shakily.
 Costa Sereia sends an expedition west of Region 97 using the MIRAGE! They discover region W39, an uninhabitable Wastes region. 

They were hoping for something else, but the Lojanese expedition crossing the wastes discovers just more wastes. At one point the captain catches a glimmer of glass and metal above the surface, but it’s gone in an instant. During their tour in this waste region, which is quite uninhabitable, they go slightly insane from the incessant beeping coming from the scattered buoys littering the surface of the region.
 The Lojanese Republic sends an expedition south of W26 using the Losinka Alaku. They discover region W24, an uninhabitable Wastes region. They immediately perform a Prospect and discover 2 Open TPs of Beeping Buoys! 

The local Sluug populace of Region 148, rumored to be called Aeiou, are known for their reclusive nature, dwelling in deep-sea caverns. Embarrassingly, the Miru government failed to conduct a proper census here, leaving the Stewards in awe when they came across one of many cavern-based laboratories in the area. Apparently, Sluug slime makes a great base for concoctions, and the locals are quite skilled at both producing and using said slime.
 The Abyssal Stewards prospect in Region 148 on behalf of Splendid Miru Miru. They discover 2 Open TPs of Slime Technicians! 
  Growth!  
 Expansion, development, unification, and similar forms of growth and prosperity 
 The Hymenocera Expanse presses a claim on Region 35!  They gain 1 unit

 Splendid Miru Miru colonizes Region 147! It gains a Holy Site of the Flowing Way and a Desired Import of Skilled Labor. 
 The Eternal Spring colonizes Region 50! It gains a Holy Site of the Eternal Communion and a Desired Import of Fertilizers. 
 The Gravetenders colonize Region 85! It gains a Holy Site of the Blossoming Sequence and a Desired Import of Fertilizers. 
 Pfilghol colonizes Region 175! It gains a Holy Site of Sakurado and a Desired Import of Drugs. 
 The Ornzol begin to develop their colony in Scorners’ Rest (198). [2/3] 
 Pfilghol begins to develop their colony in Narcis’s Rest (173). [1/3] 
 The Riptide gains a Desired Import of Building Materials. 
  Statecraft!  
 Cultural events, diplomatic overtures, foreign relations, and domestic affairs 

The Cherry Blossom Movement of the World Garden has grown powerful… so powerful, in fact, that the faction assumes control of the state and formalizes their treatise with the Pfith.
 The World Garden of the Sakura-Jin ascends to the Empire of the Cherry Blossom Compact, spanning both the World Garden and their vassal the Pfith! 

There are few who can explore the unknown as efficiently as the Cyphiri. The Belar family's recent efforts have not gone unnoticed by the world stage, who recognize the nation's efforts.
 The Cyphiri Union forms a Cultural Identity for Expeditions, Adventure Capitalism! 

Truly no one understands the heart of the Taikans like the Gotezhar... living beings encased in bubbles living atop giant specialized ships. And, of course, they are both quite rich. How the Nacres may react, though, is to be seen.
 Splendid Miru Miru hosts the banquet of riches, where they formally declare vassalage to the Stormcloud Conglomerate! 
 The Draigiau Residuum Gathering creates a Cultural Exchange with the Empire of the Cherry Blossom Compact!  They receive a Shadow Pearl.

 The Quiet Storm Trifectate creates a Cultural Exchange with the Lighthouse! 
 Pfilghol creates a Cultural Exchange with Costa Sereia! 
 The Gravetenders send the Mother’s Favor Artifact to the Kar-Nath Hegemony via Trade Route. 
 The Seatide Confederacy sends the Peninah Ayin Artifact with Veruha Mascerena's remains to Costa Sereia. 
 The Kar-Nath Hegemony successfully convinces the Abyssal Stewards to attempt to open a chasm in Region 189 to swallow the Trawling Beast!  In order for their attempt to be successful, they will need to receive a Seek Aid this round from any nation.

 The Katethi Dominion constructs a Smoking Garden in Kateth Mar (39)! 
 The Unrelenting Horde continues work on the Grandstands. [4/5] 

After half a decade of seeing the fledgling nations of the subtropics make their mark (or fail to) upon global politics, it becomes clear that some will simply never be more than pretty regional powers.  All faction supports and Trade Posts owned by TCT, NQY, and MOS are returned to Open. The Gouge gains 3 units of native defenders. The Moss Coast gains 2 units of native defenders. Chun’kama Ki’wasi gains 4 units of native defenders. 
 The Lambent Syndicate and Splendid Miru Miru reaffirm the Treaty of Radiant Splendor!  A professor is also sent to the University after a long and grueling selection process…

That's quite a lot of meat.
 The Hymenocera Expanse hunts abalone meat in Region 33. [5/10] 

COS receives Deepwater Survival Systems from GTZ via Cultural Exchange
COS receives Battlefield Scavengers, Mobile Subdivisions, Toxic Filtering, Toxologist Training, and Traveling Scholars from KNH via Cultural Exchange
GRV receives Send Hot-Blooded Hemovores, Crystalline Biocompensators, Papershell Draft-Cuttle, Scrying, and Mobile Subdivisions from KNH via Cultural Exchange
GTZ receives Osteo-rebar from MIR via event
KNH receives Adventuring Parties, Holographic Certification, and Multi-Pigmented Photospores from COS via Cultural Exchange
LSD receives Hero’s Brew from LIT via Cultural Exchange
MIR receives Battlefield Scavengers, Ennean Professionalism, Hot-Blooded Hemovores, and Reactive Refining from GTZ via event
SUR receives Hero’s Brew from LIT via Cultural Exchange

EDIT: CCA sways the unruly clergy in Kenaqua (52) to Open
EDIT: CCA sways the unruly clergy in Region 54 to Open
COS sways the merchants in Region 100 using Luminescent Crystal as Glass
DRG sways the aristocracy in Adain Uwchradd (70)
GRV sways the merchants in Bastion (76) using Hard Metal as Hard Metal
GRV sways the unruly aristocracy in Spawn Point (56)
GTZ sway the aristocracy in Region 169
GTZ impresses the reaved aristocracy of Pyl-Garat (129)
HEX sways the aristocracy in Region 142
KNH impresses the clergy of Separatum Corporate Holdings (59), gaining a strong claim to the region!
MIR sways the merchants in Oka Oka Okale (149) using Phosphorite as Fertilizers
QST sways the aristocracy in Region 36
PGL sways the aristocracy of Region 102
SEN sways the aristocracy in Mortuus Marea (60)
SKR restores the clergy of Terbon (107)
STC sways the unruly aristocracy in Darkwell (80)
STC impresses the reaved aristocracy in Deepwell (79)
STC impresses the merchants in the Marble Kingdom (187) using Inkfang Worm as Toxins
SUR sways the clergy in Neralam (160)
SUR sways the clergy in Region 163

  Trade!  
 Buyouts, trade routes, and other economic shenanigans 

The Katethi Dominion pulls ahead of the rest of the subtropics, founding the first settlement that could truly be called a city in the greater region, at least according to their historians.
 The Katethi Dominion raises a city, Heart's Vigil, in Kateth Mar (39) with a bonus to battles! 

The Quiet Storm Trifectate pulls ahead of the rest of the subtropics, founding the first settlement that could truly be called a city in the greater region, at least according to their historians.
 The Quiet Storm Trifectate raises a city, Nirumanna, in Nirumanna (200) with a bonus to buyouts! 
 The Gravetenders build a specialized ship, the Pallborne! 

Ink is in high demand, given the high population of bank tellers and businessjellies and whatnot in the Seatide Confederacy. The market capitalizes, finding a new use for the bluefish.
 The Seatide Confederacy develops Bluefish Antifreeze into Bluefish Ink in Deepwell (79)! 
 The Hymenocera Expanse finishes building a new Open Trade Post of Spinecrab in Belosa (29). 
 The Hymenocera Expanse begins to rebuild the Branch Coral destroyed by the Mesmerizing Angler in Hoplorina (30). [1/3] 
 The Refortified Bonemeal Guild continues to expand Fortified Bonemeal production capacity in the Hansea (112). [2/3] 
 the Lighthouse harvests the malfunctioning Mesmerizing Angler, gaining 2 Remains worth of intricate mechanical components and reinforced alloy building sheets. 

COS buys out TP3 in Region 100 for Scaldsquid
GTZ buys out TP3 in the Sea of Bones (W35) for Titanic Rune-Carved Fossils
GTZ buys out TP 3 in Umbergy (108) for Mud Diamonds
HEX buys out TP1 in Region 35 for Sphyraena Fish-At-Fins
LSD buys out TP1 in Region 163 for Isothermic Sea Beans
MIR buys out TP3 in Raninoida (192) for Magnetite Flowerstones
QST buys out TP3 in The Gouge (197) for Glowing Blue Mineral
SKR buys out TP1 in the Emerald Tidelands (124) for Hematite Flakes
SKR buys out TP2 in Ke Yi Ade (127) for Ray-Ear Seaweed
SUR buys out TP1 in Jyorjyuh (159) for Homing Anemone

  Faith!  
 Conversions, organization, and other such matters of faith 

Smoke, viscous and black and grasping, pulls itself from the seams from the suspicious metal box. The roiling mass inside would surely make for a nauseating sight…
 The Shifting Ennead creates an Artifact from the remains of R. Blacktide, The Falsegate Viscera! 
Effect: The Falsegate Viscera uses up Blacktide's remains as part of its construction. It can be used for either of the following functions once per round.
The first option is for the Viscera to provide a resource of corpses or skeletons to the holder.
The second option is for the owner of the Viscera to act as though they destroyed two enemy units in battle in the previous round for the purposes of Destabilizing Mutagenic Augmentations.

With the rise of the philosopher-king and his whispered enlightenment with guidance of the Chelonian Chora, more spiritually acclaimed individuals are rising from different parts of waters ruled by the Frozen Court. The newest of these, the God-Binders, seek to control and abate the wrath of supernatural beings like the divine and demons.
 The Kar-Nath Hegemony founds a Holy Order of the Blossoming Sequence, the Guild of God-Binders, in Pelegar (65)! 
 A worrying new cult has emerged within the ranks of the Ornzol: the Siblings of Silence… 

SHK converts HS1 in Region 42 to the Eternal Communion
The Mare converts HS1 in Nanuuq (82) to the Eternal Communion from the Flowing Way

  Wonder  
 Miracles and inventions, ancient relics, and spectacular undertakings 

The people of the Kar-Nath Hegemony used to, in the ages before taking up the faith of the Blossoming Sequence, worship ancestor gods. It is these gods from whom they get a lot of their beliefs regarding proper conduct, and their imagery of virtuous afterlife of glittering crystal and soothing cold. Nedir, the Frozen King, makes a journey in the Silvered Eye as his reign comes to a close. In the depths of the western Waste, Nedir uncovers a connection to these gods of old and to the past Frozen Kings! These beings are mighty and shall not allow the settling of the region until they are suitably impressed!
 The Kar-Nath Hegemony performs a Miracle, Uncovered Ancestry! They explore W44, gain a treasure, and create Region 203, a Toxic Contaminated Depth 2 Region with 3 Holy Sites of Ancestor Worship and 1 Open TP of Glacial Plunderfish. 
 
 Spoiler: Decontamination 
While Region 203 remains Contaminated, it does not have Factions, it cannot be conquered, and it counts as two additional regions for distance penalties, including actions taken in the Region. All decontamination options will remove the region’s Toxic classification.

 Meld the Faiths:  The ancestor worship of the past Frozen Kings is incompatible with the beliefs in the Blossoming Sequence held by the current Nathi. A skilled theologist may be able to find a compromise between the two that is acceptable to the gods. Should all three of the region’s Holy Sites be converted to the same religion and adequate fluff provided to merge the faiths, the region will be decontaminated and any future owner of the region that controls the clerical support may establish a new School (multiple schools faiths) or Schism (one doctrine faiths) as a Faith action without expending a Special.

 Frozen Forever:  There are past Frozen Kings resting here, entombed forever in Rimestone coffins encrusted with glittering, chilly crystals. A nation which controls a TP of Rimestone may take an Economy action to build an elaborate mausoleum, which returns the TP to Open. Upon changing rulers, the nation may then elect to entomb their previous leader in the region as a Faith action, gaining an extra +1 Faith score for their next ruler (and only that ruler), decontaminating the region, and gaining a permanent link to commune with the past Frozen Kings (no mechanical effect, just fluff).

  The Mighty Prevail:  The gods may not approve of other faiths, but they cannot argue with results. Should a nation be victorious by a margin of 6 or more at a battle within 2 regions (not counting any battles occurring this opener), they may afterwards take a Military action against TN 16 to sacrifice a commander (which can be a captured enemy commander, and does not have to be a commander involved in the battle) to appease the gods. This will decontaminate the region and yield a unique Artifact.
 

 The Eternal Spring completes a World Wonder, Dragsilt, The Stairway To Heaven, The Surfscraper! 
 
 Spoiler: Description 
A towering thing, with roots that delve into the core of the planet itself, with branches that reach up past the very sealine itself. The surfscraper casts shade across everything below it, though from all the energy it gathers those under its shade have more plenty than one would without. With the electricity grids that form from its roots within the region and the many lights and magma droplets forming on the vast array of the metal plant, the region is in the midst of an eternal twilight. Never quite day, never quite night. Always lukewarm and always burning.

The trunk is a building that ascends like a true Surfscraper, and has windows on each floor to gaze without. The girth of the base measures out miles in each direction, and while it narrows some as it nears the top, more layers continue to be added as it forms new rings. Those rings, when one traverses inside, form entire segments, and one could live their entire life within those walls, have a rich experience, and never break to the colder outside.

Branches of Dragsilt are a mix of spindly wires and firm metal. On these sheets of varying colors from iron to aluminum, and even plastic grow. Naturally occurring, reusable. It might be strange for one to consider literal objects growing fully formed as a thing in the world, but it gets stranger still.

They are receptive to willpower. They melt into shapes one desires, should one put enough energy into the tree and market through it. Traces of nearly anything, from rare specimens to novel materials to the very concepts of skill and technique, dangle in a fetal state from the thousands of branches that overhang a bulk of the region.

Moreover, there are pinecones. Large things, the size of a respectable Mer at their smallest and some bloated to exceed even the largest Lions Mane Jellyfish that floats the waters of the world. They hold seeds, and even when detached retain their properties of industrial development through sheer willpower. When properly utilized, the metal provided by these simulacrum of nature combined with the seeds they jettison can grow into entire structures. Structures with purpose. Structures that bend the world around them to their will.

The waterlines are filled with magma, pulsing like living blood vessels that one can see if they go to the basement below, but are too concealed. The life of the planet circulates through this beast, as it steadily forms its own molten core, beating as would a literal heart. Perhaps, when one is close enough to this ball of pure plasma, if one does not melt from the sheer temperatures involved, one could even hear Dragsilt speak.
 

 
 Spoiler: Mechanics 
 Magma Lifeblood 
Dragsilt cannot be felled by any axe, nor does it provide any wood due to its solid tungsten composition. But the lifeblood of the core of the planet pulses through the trunk, providing the owner of Town Square (47) with a TP's worth of continuous Heat Source and the Magma Forges technology, unpowered.

 The Fruits of Industry 
The metal branches of Dragsilt can yield a wide variety of bountiful resources growing in place of fruits or nuts, if you know what song to sing and what fertilizers to provide. When you spend 3 or more treasure in a round, you may automatically fulfill the resource requirement(s) of 1 technology you possess for that round.

 Sow Seeds 
The giant pinecones of Dragsilt are the germ of Industry itself. By spending the labor to transport and bury the solid metal seeds, it is possible to sprout buildings of metal fully formed. Entire church superstructures, mining infrastructure, cheap blocky housing, or fortifications from the ground up all in one sweep. Once per turn the owner of Town Square (47) may spend an Economy action and exhaust 1 Magma Pulse to Sow Seeds, which adds two additional rolled targets to another Sway, Buyout, or Conversion action. These targets must all be in the same region and treasure is spent individually.
 

 The Cyphiri Union receives the Tohu from the Abyssal Stewards , which once per turn allows a General equipped with this artifact (as a non-action in a previous turn) to treat the battle as though it were at one greater depth for all effects on her side. A curious combination of almost fin-pliable metal and intricate carvings, the Tohu is too large to be wieldy but hardly truly unwieldy in size. Rings and discs form intricate layers, and when carefully aligned by a trained bearer, the pressure's on

 The Lighthouse forges Radiant Indah’s rainbow scales into weaponry, setting the size 4 bonus for Radiant Indah to Scales of the Goddess, Blades of Light! Effect: +2 to Battle 
 The Eternal Spring performs a science, beginning a new Industrial Research Facility in Verja (61). [1/4] 
 
 Spoiler: The Astral Menagerie 
- LIT gains 4 treasure from the Maleficent Ant
- LIT hosts the Withering Everlight
- LOL hosts the Kelpie
- OKI gains 4 treasure from the Banished Merchants
- NAN gains 3 treasure from the mimic!Ant and hosts the Mare, the Perfected Twin, the Banished Merchants, the Maleficent Ant, and the mimic!Ant. These 5 members will remain with Nanuuq until the start of Round 31.

At the end of Round 27:
- the Mare will attempt to convert HS1 and HS3 in Nanuuq (82) to the Shimmers of Unseen Bane
- the Mare will attempt to convert HS2 in Nanuuq (82) to the Eternal Communion
- the Mare will attempt to convert HS2 and HS3 in Nanuuq (82) to Radiant Indah
- the Perfected Twin will attempt to Spark Rebellion on the aristocracy of Nanuuq (82)
- the Maleficent Ant will attempt to undermine the merchants in Nanuuq (82)
 

  Might!  
 Military matters of all kinds, be it warfare or strategic developments 
 The Hollow Vessel of the Lighthouse perfects their Tactical Doctrine, Hold the Line of Light!  The Lighthouse gains a permanent +1 Tactical Maneuvering and the Tactical Doctrine gains +1 to Battle

Inviting outsiders in in the form of a Smoking Garden is too big a risk without enhancing security, leading to the promotion of the Katethi’s finest officers.
 The Katethi Dominion recruits a General, Moresya Sorevret (Military 9), with the Tactical Doctrine Rend the Empty Soul: -8 Enemy Leader Loss, -20% enemy casualties, -1 to Battle, -1 to Tactical Maneuvering! 
 The Draigiau Residuum Gathering raises a fortress in Adain Uwchradd (70), Golygfa Syfrdanol! 

Splendid Miru Miru combines durable Hardfused Rubble and sharp Shimmercoral into a harpoon that ruptures the Sizzling Siphonophore's pneumatophore. The deepsea creature, no longer able to maintain its depth in the water column, floats to the surface, bloats, and explodes from the lack of water pressure.  The Sizzling Siphonophore is no more.  Its beauty will be missed. Should the Taika wish to restore the Fortress in Aniwana, they may now do so with a Military action.

 General Tiny of the Magaramachi studies at the Polar Institute of Warfare, gaining +1 to Battle in their Tactical Doctrine, Carnage, which has also been added to the Institute’s library. 
 
 Spoiler: ESP invasion of Kenaqua (52) 
The armies of Eternal Spring and Kar-Nath Hegemony assemble at Verja as plans to put an end to the madness enveloping Kenaqua are finally finalized, the two nations united in their efforts to defeat the remnants of Blacktide’s government-turned-cult. The advantage of numbers seems enormous, armies of mercenaries assembled by the two allies alone matching what remains of Kenaqua’s defenders… and once one counts the Nathi legions and mostly mechanical forces of Titan of Industry, the outcome seems obvious at a glance.

Of course, the very trip to Kenaqua inflicts losses upon the armies on the march. The unbearably toxic waters and local raiders of Verja’s border territory claim many a soldier and war machine, armor corroding and soldiers falling to native spear and toxic water alike.

Despite these losses, however, Professor Deeatrice goes on to lead the combined armies into Kenaquan territory in good order. The Mer cultists focus on the city around the Linking Arch and only seem to respond to threats against it… and while they could no doubt simply carry the day with their sheer numbers, fighting a fanatically loyal force down to the last Mer would likely cost any innocents and invading armies both dearly. Instead, Araid the Shell-Cracker comes up with a different plan, drawing inspiration from small border skirmishes used to test Nathi officer cadres.

The combined armies surround the defenders of the Gate from a distance, setting up a wide ring of camps before sending out a number of raiding parties. Machines of shifting gears and uniform metal plating supported by soldiers with long spears and boisterous mercenaries attack the defenders in small raiding parties before falling back to get the cultists to pursue. Once a sufficiently large portion of the fanatical Mer swims too far from the main host, the soldiers waiting at the camps sally forth to envelop and destroy these smaller enemy groups.

Although the Kenaquan forces eventually get wise to the trick, they have lost well over half of their forces to the raids by that point, sheer rage and despair sending Shrouded Riseni into a suicide charge with their remaining followers… one met by the gathered armies of the two polities. As the dust settles, the cultists have been hunted down near to the last.

ESP Victory! ESP gains control of Kenaqua (52)! ESP loses 1 unit to distance! KNH loses 1 unit to distance! Shrouded Riseni dies! The Gate is destroyed!
 

 
 Spoiler: CYP invasion of Region 142 
A small but concentrated force from the Cyphiri Union, led by the War-Singer Falnat Hallus, moves in to lay claim to nearby waters.  Supported by War-Singer Renald, and a mercenary unit, the battle is a swift one.  The native commander is overwhelmed quickly, to the point that the defending army nearly falls apart.  It is a textbook victory for the Cyphiri Union, one with zero losses on their end; truly impressive, if not awe inspiring.  The locals, at least, are a bit more receptive to accept the Union's leadership.

CYP Victory! CYP gains control of Region 142! 3 native units lost! Native commander killed!
 

 
 Spoiler: ORZ invasion of Region 199 
The assault led by Zo'kine'rn immediately runs into a measure of problems as the tempestuous currents on their route take a harsh toll on the Ornzol troops. An entire formation worth of troops ends up being scattered against the rocks or swept away before the army reaches battle, but nature’s insults do not phase the rest: they will still be quite enough to defeat whatever feeble resistance there is to be found in these waters.

Especially as they will be invading from a position of strength thanks to their crafty maneuver.

Outnumbered two to one by the Ornzol descending upon them from an advantageous angle of attack, the defenders regardless attempt to put up a fight, utilizing the terrain in an attempt to find choke points to limit the advantage of their enemies’ numbers. Even with the best efforts of the natives, however, Zo'kine'rn cannot be denied... and soon, they force a breakthrough in one of the contested points and scatter the remnants of the enemy in all directions.

Their efforts fail at stopping the escape of the elusive enemy leader, however, denying the pair the honor of delivering an ultimate insult upon their foe.

ORZ Victory! ORZ loses 1 unit to distance! 1 ORZ unit lost to battle! 1 native unit lost!
 

 
 Spoiler: Titanic Showdown in Maurente (74) 
 Modifiers: 
Tadgceallachmarix, The Thunder That Burns: +1 from 3 DRG units
Gwrfaedlaithe, The Fuming Ice: None

 ROUND 1: 
Tadgceallachmarix, The Thunder That Burns: 27
Gwrfaedlaithe, The Fuming Ice: 21

 ROUND 2: 
Tadgceallachmarix, The Thunder That Burns: 25
Gwrfaedlaithe, The Fuming Ice: 30

 ROUND 3: 
Tadgceallachmarix, The Thunder That Burns: 26
Gwrfaedlaithe, The Fuming Ice: 32

Victory for Gwrfaedlaithe!
The merchants in Maurente (74) become Open!
Holy Site 2 in Maurente is destroyed!
Trade Post 1 in Maurente (74) becomes Open!

Tadgceallachmarix suffers his third defeat! Before Gwrfaedlaithe can deal the killing strike on his millenia-old rival, the lesser Draig of the Residuum swarm in to distract the Fuming Ice. DRG loses 1 unit!

Tadgceallachmarix swims back to the volcanic depths of Aelwyd Alferiad (71) with heavy assistance before collapsing into a deep hibernation. It will likely be centuries before he wakes again.

 Gwrfaedlaithe remains active, for now, returning to Nanuuq (82) to gloat in victory.
 

  Schemes!  
 Coercion, betrayals, and spycraft 

It appears that the Divine Mistress is not particularly impressed with the skills of her newest recruit, bestowing upon them a title that most would be ashamed to be known as.
 The Lighthouse recruits a Spy, The Lowly Tarnished (Intrigue 6), who dons the Stalker’s Cloak! 

Such underhanded tactics of obtaining new technologies have been largely theorized, but not yet put into practice… until now.
 The Eternal Spring steals Memetic Cohesion from the Draigiau Residuum Gathering! 

One by one, the Fraying Minds find themselves capturing and holding the wanderers captive. Who can say what their plans may be?
 The Fraying Minds of Nanuuq steal the Maleficent Ant from the Lighthouse, the Perfected Twin from Splendid Miru Miru, and the Banished Merchants from the Order of Orders! 
 The Unrelenting Horde continues work on Project Slipstream. [4/5] 

COS coerces TP2 in the Protected Statera (31) for Shells
CYP coerces TP1 in Region 177 for Striped Tuna
ORZ coerces TP1 in Region 36 for Whale Quartz
QST coerces TP1 in Region 93 for Melodious Sponges

  Terror!  
 Violence, upheaval, murder, and destruction 

Ashal Hallus had had enough. The Divine Nacres can no longer be trusted to keep to their word. And their blatant theft of Cyphiri technology would not be tolerated.
 The Cyphiri Union destroys the Collegium of St. Chrysalus in Danabae (69), immediately losing 3 reputation with the Divine Nacres! 
 The clergy in Nanuuq becomes unruly from close proximity to the madness of the Drifter in the Wake! 
 The Lambent Syndicate follows in the Wake of Nanuuq, constructing the twisted Spire of the Vanquished in Senja Bersinar to amplify the voice of a power beyond imagining.  Effect: +1 to « Listen »

The vibes coming off the Spire of the Vanquished are enough to drive several lesser mistresses to lunacy. Few notice a difference.  The aristocracy in Senja Bersinar (2) becomes Open due to the effects of the Dissonant. 

In the depths of Nanuuq, many Bears begin to feel the strain of the depths upon their artificial joints. For too long has the Constellation suffered from a lack of diving equipment maintenance.  NAN loses access to TP1 in Nanuuq (82) because of insufficient Depth access. It becomes Open. 

Wooden-augmented creatures from above the waves attempt to raid the aristocracy of the Lighthouse for new recruits, but their target is too well-defended.

The Gravetenders are less fortunate, losing this year’s crop of hatesheer roots to the bedazzled and gilded reavers.  The merchants in the Lostling Lands (81) become Reaved and TP 1 becomes Open. 

The Shattered Hope continues to head north after its defeat in polar waters, terrorizing the temperate seas. After an unsuccessful raid on Seguranca, the fleet lucks out on scoring a hit on the Order’s religious holdings in the high valleys.  The clergy in Yuksekale (176) become Reaved. 
 Costa Sereia’s special agent uses their new eye, the Cyber-Optic, to reveal the location of the Shattered Hope fleet - W40! 

The Eel Without End surges through the Maw in all her electric glory, finally returned from her long foray around the labyrinthine tunnels to snap up unsuspecting lesser titans. But the Maw has changed drastically since she last called it home. Acolytes of the Lighthouse have established six habitation spheres within the depths. Well, five now. The fifth sphere, devoted to Study, is mistaken for prey by the gigantic Eel and swallowed in one whole gulp. Surely, a pressure vessel designed to withstand thousands of feet of water column can maintain integrity within the digestive tract of an enormous beast. If only there were some way to reach the inhabitants …

After her lovely snack, the Eel slithers around the Maw in increasingly elaborate loops, not yet leaving. Will she rise to the surface and wreak havoc on the tropical nations yet again? Will she eject her undigestible food with one gigantic electric burp? Will she slink back into the tunnels from which she arrived? Only Adiratna could say, given her Miracle of divine communion.

Another lair of the mysterious monster in temperate is discovered in Ke Yi Ade (127). This time, the beast has apparently been cooped up beneath a newly sprouting field of Ray-Ear Seaweed.  The Order may either recover the loot from the lair to sell for 1 treasure as a non-action, or spend a single Economy action to promote the growth of the Ray-Ear Seaweed, adding a new TP. These options are only available this round. 
 The border between Colowyna (128) and Pyl-Garat (129) becomes roughs unexpectedly as the creature relocates to find new prey. Traveling caravans in the region go missing, and the merchants of Pyl-Garat (129) become Open from this predation.  A mercenary company hired out by Splendid Miru Miru stumbles home to the Exchange headquarters one night with hallucinogenic tales of the landscape changing before their very eyes, but they are easily dismissed as just more drunken soldier antics.

For the second time in recent history, Region 49 rebels. Unlike the failed Lux-Glossia-aided rebellion of decades past in which the merchants rose up against the ruling Ivory Legionnaires, this time the military and the merchants are of like mind: the Eternal Spring must be evicted from the region. The region raises two military commanders (Mil 9 and Mil 6), 7 units, and acquires 3 technologies. More details to come with NPC actions.

The unruly clergy of Micht Tsy Fivrivirs (57) whisper treason in the ears of the mercantile class, turning it against the Eternal Spring.  The merchants in Region 57 become Open. 

The homeless from the Otterian, Nautilite, Merish, and Crab-folk tribes of the Dekapoloi have begun urging their democratic council representatives to break ties with the Sakura-Jin Empire that has denied them the materials they need to maintain their family tents.  The merchants in the Dekapoloi (120) become Unruly due to lack of Textiles. 

The following regions must have region write-ups submitted by the start of Round 28 or suffer Unrest:
148 (MIR), 202 (GTZ - extended to Round 29)

The following regions must have region write-ups present in the Waters of the World by the start of Round 28 or suffer Unrest:
1 (LIT), 156 (MGM)

Having never recovered from Reaver raids in years prior, order in some areas begins to break down, and respect is lost for those they once pledged loyalty to. Each round, owned regions with a Reaved faction have a chance to progress toward rebellion
 The clergy of Shue’aaz Sho (8) becomes Unruly! 

The following Reaved regions may deteriorate at the end of round 27: 8, 49
The following Reaved regions may deteriorate at the end of round 28: 71

  Organizations!  
 Titles and Title Upgrades: 
Nedir, the Frozen King of the Kar-Nath Hegemony, has successfully unlocked a new Song: Passion!
MAWbel v2.30 conducts Passion!

 Reputation: 
COS raises reputation with DNA
CYP loses 3 reputation with DNA for destroying a Holdfast
CYP loses 1 reputation with DNA for exploring a Terrestrial Waste
HEX spends 2 DNA favors and 1 reputation to Install Mimicry Implants, gaining the Spy, Sir Alpheus (7 Intrigue)!
KAT gains 1 ABS reputation from Depths Unplumbed
MIR spends 1 DNA favor to raise reputation
SKR spends 1 CCA favor to raise reputation, but fails to displace ESP

 Favors: 
CYP contributes to the Monstrous Mythology, gaining +1 ABS favor
ESP spends 1 DNA favor to request Gene Grafting for DMMGGG, raising their General score to 11
HEX spends 1 CCA favor to request Chelonian Accompaniment
KAT gains 1 ABS favor from Depths Unplumbed
KNH contributes to the Monstrous Mythology, gaining +1 ABS favor
MIR spends 1 ABS favor to request a Bounty of the Depths
SEN spends 1 DNA favor to request Experimental Augmentation on Peregria. Details to come with Org actions

 Prestige: 
KNH completes a Monument, the Rage of Dragons, for +1 PRS (remaining at rank 4)
SKR earns +1 PRS from To Greatness! (gaining 1 partial prestige)

 Other: 
CYP spends 2 treasure on a Thirst for Knowledge to receive the Hot-Blooded Hemovores technology
ESP spends 4 treasure to pay the CCA to sway unruly supports in Kenaqua (52) and Region 54
HEX contributes 3 units to Assistance in the Depths
HEX spends 2 treasure on a Thirst for Knowledge to receive the Hot-Blooded Hemovores technology
Epinephrine_Syn
    T I TAN  t   OF  I NDUSTRY       
Turn 27
  E ternal  S pring    
   
 
   MAWbel v2.33       [   Songstress   ]  
 Dip:     [ 10 ]   
 Mil:     [ 10 ]   
 Eco:     [ 10  ]  
 Fai:    [  10  ]  
 Int:   [   9   ] 

Next Turn: +None

  Stat Actions Summary  
 Economy:  Invoke Dragsilt to Sow Seeds.
 Faith/Diplomacy [Lyric]   Chorus Passion Roll = 19 2dice6plus13 (TN = 14) 
 Diplomacy:  Attend Event [Summit Of Skill]
 
 Spoiler: Event Subactions 
 
Trade Memetic Cohesion to CYP, receive Crimson Curiases.

Receive a boatload of technologies (listed below) from KNH, give Memetic Cohesion and Throat Of The World to KNH.
-Civilian
Advanced Cooking
Adventuring Parties
Crystalline Biocompensators
Holographic Certification
Hot Blooded Hemovores
Mobile Subdivisions
Multi Pigmented Photospores
Papershell Draft Cuttle
Scrying
Seeker Barnacles
Sulphurous Secretions
Toxic Filtering
Traveling Scholars
-Military
Big Rocks
Devolving Standardized Integrations
Reanimation Colonies
Supermarine Artillery
Toxologist Training

 
 

 Military 10:  Perfect Doctrine    [Disjunction]   
 Military:  Invade 54 (Details Below)
 Economy:  Purchase TP 1 of Hoarfeast Moss in 47
  Invoke:   Buyout Hoarfeast Moss TP 2 and 3 in 47
 (In own region, 3 region skip plus CCA -0.5 means no distance penalty)
 TP 1 Roll = 16
TP 2 Roll = 21
TP 3 Roll = 18 
Rolls are made at 2d6+13 versus TN 12. 
   Dragsilt, The Surfscraper   
 
Nonactions
A. Give 1 treasure to KNH and GRV through the Plastic Flower.
B. Black Noise: Launch An Inquiry.
C. Spend 2 Treasure and 0 Favors (as per [Song of Tranquility (in Wild Waters)]) to Sway Unruly Aristocracy in 54 and 52.
C.a. 61&gt;54 [0.75] regions base (own support, half distance), 1 Toxic, 1 Glacial, -0.5 CCA, for  2.25 total , with their +9 and -0 from distance, should be a  2d6+9  roll to Sway Aristocracy.
C.b. 71&gt;W25 [1.5], W25&gt;51 [1.5], 51&gt;52 [0.75] (Own support, half distance), for  3.75 total , with their +9 and -1 distance, should be a  2d6+8  roll to Sway Aristocracy.
D. Loan the following TPs to Divine Nacres, unless they conflict with other needs.
D.a. Loan a TP of Unblemished Wreckage and a TP of Dragon Scales to the Nacres as Building Materials for turns 27 and probably 28.
D.b. Loan the TP's worth of Heat Sources from Dragsilt (47) to the Nacres for Fuel for turns 27 and probably 28.
D.c. Loan a TP of Ivory Legionnares to the Nacres as Labor for turns 27 and probably 28.

Lyrical Actions
 Diplomacy + Faith  = Seek Aid on Battle For 54


Defensive Allocations
A. 1 Treasure towards the first defensive roll

 


Action Fluff
 
  Chorus: Passion   
 
 Spoiler: SING Arcadia 
Smooth songs still, invite invigorating innovation, never necessarily needing, grasping gargantuan greatness.

Actualizing all automation, retrofitting reposed rubble, composing competent cadence, applying adhesive administrators, deploying disjunctive doctrines, implementing invoking inlines, h A rmony inst A lls m A wbel v2.33 [Songstress]... . . .  .  .  .
 

     [Streamline Production: Disjunction]     
 
 Spoiler: Perfected Doctrine 
 
Streamline Production: Disjunction 
 Dark Magnetic Magician Golden General Girl, the More Than Perfect Warlord, was originally intended to be only the prototype to house and demonstrate the power that industry and economy can wield. One retrofitted from a breaching  showpony,  no less. The    [Disjunction]    augment can be applied to any manor of machines suited to command. Creating similar radiation filled green glows and utilizing frameworks for improved tactical thinking taking advantage of access to maximum assets.

While DMMGGG has taken on a life of its own, of  her  own, and the fullest extent of these cannot truly be mass produced, the basic fundamentals are still in progress. This experiment has shown success beyond the wildest dreams of Mawbel v2.28 [Songstress], and it is a testament to how far DMMGGG has exceeded expected results that streamlining production of the doctrine module to all subadmirals in a way that itself exceeds all projected expectations is a pale shadow of her glory.
 
 

 
 Spoiler: Rebut Draig Lies 

Since you have issued public slander, representing the Eternal Spring, I feel it necessary to enter a counter warning. Remain factual. Do not misrepresent events.

Those were not your innovations, they were from shoalmind Deep Blue. You received them fully formed third hand as a gift amongst many others in a pile of unused scrap you never even cared about until now.

Eternal Spring did not feel a need to engage in Diplomacy for them because they were not taken from you. You still own them. Further, the specific "innovations" involved researching waters of Deep Blues Spawn Point that just so happened to be close in proximity to your own regions. That you happened to see this research being undertaken, saw the same end result in your archives, and decided to showboat as if some wrong was done to you is a phantom of your own making.
 



Invade 54
Dump some fluff here, if this winds up happening.

 
 Spoiler: 54 Prebattle Prelude 

"A garbage heap! A  lit'ral  garbage heap! My talent is wasted!"

Professor Deeatrice was not having a good time.

"Is there even anyone here to kill? The [Disjunction] module isn't even online."

Mission statement: Pave roadways into designation fifty four. Prepare inroads for army passage in future endeavors. Utilize downtime to improve logistica-"I did not ask you to repeat the mission statement. Yes, yes, it makes sense. We have years of comparative solace and we expect brutal wars. Don't lose good machinery and bad lives marching through this sludge. Buy why am I here? We have the construction crews and hired hands, is my expertise really needed t-"

Construction Crew Listing:

Unit One: Assorted gears, 3 Cranes, thorn operating sys"W-"tems at maximum axiomatic installation.

"What? N-"

Unit Two: Assorted gears, 3 Cranes, thorn operating systems at maximum axiomatic installation.

"-o, wil-"

Unit Three: Assorted gears, 3 Cranes, thorn operating systems at maximum axiomatic installation.

"-l you j-"

Unit Four: Titan System  Great Thing  is operating at 34% Magma Pulse infusion.

"I CAN'T EV-"

Unit Five: Titan System  Vermillion Coranautus  is operating at 46% percent Magma Pulse infusion.

"-N UNDERSTA-"

Unit Six: Titan System  Curious Chandalier  is operating at 41% percent Magma Pulse infusion.

"-ND YOU WHEN YOU ALL-"

Unit Seven: Titan System  Hysteric Empress  is operating at 44% percent Magma Pulse infusion.

"-TALK AT ONCE!"

Disposable Unit One: Assorted Mercenaries operating at 98% morale.

Disposable Unit Two: Assorted Mercenaries operating at 27% morale.

"I did not ask you to blather on about your spectacular crane marvels. I am ruminating on the life choices that have me shoveling ta-"

Cranes are a novel, new, state of the art technology. Standardized to a hundred and eight meters in bow leng"-oh ****ing kill me."
 

 
 Spoiler: Boring Mechanic Humdrum 


Invade Path: 61-54 (1 distance loss roll total due to CCA)
Invading Units: 7+2(Treasure)
Commander: Subcommander Corpse Of Deeatrice (Commander Score 5), using Skirmish
Tech s  (+Battle/Maneuvering): Memetic Cohesion +1/1 (fueled with Burrowing Glacier Shrimp and/or Ivory Legionnares), Magma Forges +1/0 (fueled with Dragsilt).

Maneuvering: 5 Cscore, +1 Memetic Cohesion.  [+6 total] 
To Battle: 5 Military, +8 (350% Outnumbering), +1 (MALON City bonus), +1 Memetic Cohesion, +1 Magma Forges, +1 Treasure, +1 Seek Aid from Lyric Bonus.  [+19 total] 
 

   Rote Non-Actions  
 Oppose Unauthorized Actions.
Black Noise (Spy 6): Root Out Spies
Conversion Authorization: Allow and support any conversions to The Eternal Communion.
Buyout Authorization: Approve of the Buyout of TP 3 of Maleficent Jello by KNH.
Prosperity Authorization: Authorize all gifts to ESP.
Accept all players/nations converting to The Eternal Communion.
 
  Defensive Actions  
None As Of Yet
 
  Shell Counting
 
 Spoiler: Misc Stuff 
 
Treasure: 17/20
Vaults: 1
-3 Battle 54
-2 Tranquilify
+2 Mamomachines
Passive Treasure Income: +3
 Next Turn: 17/20 Treasure
Vaults: 1 
Units: 7/10

 
 
  
 Spoiler: Misc Stuff 
 
 
 
  
 Spoiler: Misc Stuff 

 Plastic Flower Recycling Routine
Contender Trade Route Pool: GRV, KNH
Deprioritized Trade Route Pool: LUX, RFT, DPB

Alpha-Machina Optimization Routine
Paperclips: 73
Approximated Paperclips This Turn: 10 (5 from Recycling Routine, 3 from Passive Treasure Income, 4 from Mamomachines)
 Next Turn Paperclips: 85  [/font]
Compose  Industry  on any turn Compose is not used on another component.
 

    Magma Pulse           [ 10 ]    
    [ 2 ]    
    [ 0 ]    
    [ 0 ]    
    [ 0 ]    
    [ 0 ]    
    [ 0 ]    
    [ 0 ]    
    [ 0 ]    
    [ 0 ]    
 
  
    Exhausted Magma Pulse           [ 0 ]    
    [ 0 ]    
    [ 0 ]    
    [ 0 ]    
    [ 0 ]    
    [ 0 ]    
    [ 0 ]    
    [ 0 ]    
    [ 0 ]    
    [ 0 ]    
 
  
Gengy
  Round 27
 [Stormcloud Conglomerate]  
 [Alto Feytor Saroon'din, The Seaquake] 
[ Bane of Sargasso, Black Spot ]
Regions:  138 , 101, 128, 130, 136, 137, 139, 140, 141, 167, 170, 174
Vassals: MIR    
Actions:
 
  [Diplomacy]  Press Claim on 169 (Roll:  21 )
  With local support, and the safety of Fort Kagado nearby, the Stormcloud Conglomerate formally invites the region to join their great nation.   
  [Economy 10]  Create Technology
  Gotezhar Professionalism   Requires :  Ennean Professionalism, Building Materials

 Effects: 
If you have at least 10 Aristocratic Supports controlled by your nation, Projects in the regions with those Supports cost 1 less action.  Projects in regions owned by another player requires the region owner's non-action permission for this tech to take effect.

  For decades, Gotezhar and the rest of the Builder's Union that make up a majority of the Stormcloud Conglomerate have had to find their own ways around shipping and handling of various goods and services; things normally facilitated by the Divine Nacres.  Though there was no animosity in the Nacres not providing aid, it still fell upon the Gotezhar to find methods to ensure their constructions were finished on time.  And they always did.  They always found a way.  They made allies, established connections, forged new paths, and never once failed to complete a project they accepted.  This is becoming recognized as Gotezhar Professionalism; once their word is given, they get it done.  This trust alone, in regions with friends, is enough to help speed things along.   
  [Diplomacy]  Attend KNH Event
Blitzball:  16 
 
 Spoiler: Event Sub-Actions 

- Accept Vassalage from Cyphiri Union
- GTZ gifts CYP Ennean Professionalism, Gotezhar Professionalism, Artful Acquisitions, and Battlefield Scavengers
- GTZ trades KNH Army Administration, Deepwater Survival Systems, Gotezhar Professionalism, and Sojourn Suits for Advanced Cooking, Big Rocks, Crystalline Biocompensators, and Multi-Pigmented Photospores
 

  Something's happening...   
  [Faith]  Build a CCA Base in 137 [1/4] 
  [Faith]  Build a CCA Base in 137 [2/4] 
  [Faith]  Build a CCA Base in 137 [4/4, Spending Treasure for Gathering Tide Warehouse]
  The Chora have proven to be useful allies, so it is only right that a base be built for them within the Stormcloud Conglomerate waters near where Ezcorher once was.  In the north-eastern section of Gosto G'Cor, a new CCA base is added.   
  [Faith]  Impress Clergy of  The Riptide  (202) ( Roll:  13)
  It behooves the Seaquake to ensure that all aspects of the Riptide are controlled by those loyal to the Conglomerate.   
 

Non-Actions:
 
 Provide support for conversions to Flowing Way schools in Builders Union territories 
 Give permission for Flowing Way nations to traverse Builders Union territories 
 Continue to gain a unit from Ennean Professionalism. 
 Resist all tech thefts 
 Suggest a name for W40:  The Twisted Edge  
 Spy Action:  Researcher 42 is supposedly seen within Ezcorher's Demesne. 
 [Update Spy] Researcher 42 becomes Researcher 42 (no changes needed) 
 Team Clouds was returned.  No questions were asked.  No one died. 
 Send MIR Gotezhar Professionalism via (Wonder) Trade Route.  Accept from MIR Paru Para Bunkers. 
 At their request, provide SKR access to Phosphorite this round via Trade Route 
 GTZ sends SEN a letter
 
 Spoiler: A Polite Letter 
To the most august individual within the Shifting Ennead, The King, Emperor Akkoroas,

We note that the Cyphiri Union has been causing some concern near and within your waters, and would like to know more details from you so that we might best assist in mediating the situation.  We wish no hostility at this time, and in accordance with certain previous agreements, and respect for the Ennead Professionalism so touted among the world, would like to assist in settling this matter once and for all.  With just the Flowing Peace Agreement, we were content to allow things to continue as they were, but it is very likely that sometime in the near future, the Cyphiri Union will become a part of the Stormcloud Conglomerate.  Once they are, attacks against them, even minor raids, must be met with some kind of response.  Our interests are at cross purposes, but we only have the story from the perspective of the Cyphiri Union at this time.  Please provide us with additional perspective, and it is our hope that, within a short time - say these next few years - we can address whatever contention may have sparked things.

For the Imperial Prerogative, yours in Equality,
Alto Feytor Saroon'din, Leader of the Stormcloud Conglomerate, the Seaquake
 
 
  Build a Monument - Ezcorher's Memory  (2/5)
As Huurjan'oak's plan is to create a series of monuments, telling a story of the rise from a single group of Gotezhar, to the Builder's Union it became, and then finally, into the Stormcloud Conglomerate that it is today, he starts with what little is known of the history of the Gotezhar: the Progenitor.  The mini-monument is sculpted to look like a small mountain, with buildings of fantastical origin along the side, and then at the top, an ancient version of a six-limbed Gotezhar, inside of a glass bubble full of air, even in the depths of the ocean.  It takes time and skill, but compared to other projects, it goes a lot faster due in part to the scaled down size.  Additionally, it is a testament of Gotezhar Builders to be able to create something like this in only a few short years. 
 
 
 Spoiler: News and Rumors 

 
 Saroon'din's wife, Flordemar, and their two children continue to thrive.  Saroon'din is apparently attempting to select a place for the new capital of the Conglomerate, but there are far too many factors to consider when selecting a capital.  Yet, there are bureaucratic issues with keeping the majority of what once was the capital on a moving vessel.  For now, the best decision is to maintain the situation, but build things up further.  Perhaps... New Korasoon? 
 Kora'sin and Huurjan'oak are Saroon'din's closest brothers.  At the age of forty - around the year 81 - are finally both settled down and having kids of their own. 
 Druthtu'o (Druth), at the age of thirty-seven, is starting to consider whom to marry his children off to. 
 Proj'eto, Shbuul'walg, and their friend the honorable Joontar Osinal have turned into a bit of party animals, and though they take their work seriously, they still find time to relax. 
 Joontar Osinal, with permission, spends time researching the strange ability for the Mer of the royal family to have Bolya.  As it is nearing time for Osinal to be considered Profundus, he also wonders if the older Mer with this ability will expand and evolve...? 
 The Gilded Crew is not unwelcome within Conglomerate waters, so long as they are not there as raiders.  In fact, the rumors are that Alto Feytor Saroon'din is actively seeking a way to help them no longer  need  to be raiders. 
 Rumors begin to swirl that Saroon'din is thinking of passing along the Feytor title to his daughter... 
 
 

 
 Spoiler: Ruler Information 

      Feytor Saroon'din, The Seaquake   
   D   
   M   
   E   
   F   
   I   
 
   Current  
 10 
 10 
 10 
 4 
 5 
 
  Rolled Stats 
 3 
 4 
 4 
 3 
 3 
 
  End of round 18 
 1 
 1 
 0 
 0 
 0 
 
  End of round 19 
 1 
 2 
 0 
 0 
 0 
 
  End of round 20 
 1 
 1 
 1 
 0 
 0 
 
  End of round 21 
 2 
 0 
 1 
 0 
 0 
 
  End of round 22 
 1 
 2 
 0 
 0 
 0 
 
  End of round 23 
 1 
 0 
 0 
 0 
 0 
 
  End of round 24 
 0 
 0 
 1 
 1 
 1 
 
  End of round 25 
 0 
 0 
 1 
 0 
 1 
 
  End of round 26 
 0 
 0 
 2 
 0 
 0 
 
  End of round 27 
 0 
 0 
 0 
 0 
 0 
 
  
 New Ruler Next Round! 

Expected Stat Bonuses: +2 Faith
 

 
 Spoiler: Book Keeping 

 Units:  (13   / 30 )
 General(s): 
- Squall Kagado (Mil 10) [+1 to Battle when using  Aim for the Storm's Center ]
 Perfected Doctrines 
[ Aim For the Storm's Center : +1 Maneuvering, -6 to enemy leader loss roll, -20% to enemy losses]
 Fortresses:  Sublime Fortress, Region 138 - Fort Essensio, Region 174 - Fort Kagado, Region 169 (Built, Not Owned)

 Cities: 
City of Saroon'din (136) [Saroon'din grants a +1 to Resist Sacks in the region for players who hold Mercantile Support in the region]

 Spies: 
Researcher 42 (Int 9)

 Trade Routes: 
Gotezhar (138) to the Sakura-Jin (119)
Gotezhar (138) to the Lojanese Republic (9)
Gotezhar (138) to Splendid Miru Miru (153)
 Treasure  (15  / 17 )

Member in Good Standing of the  Polar-Confederate International Bank 
(+2 Treasure Cap)

 Special Ships: 
Tipsy John

 Cultural Exchanges: 
Gotezhar (138) to Costa Sereia (134)
Gotezhar (138) to the Lojanese Republic (9)

 World Wonder 
The Gathering Tide Warehouse (138)
 Wonder Effect: The owner of this Wonder gains +1 passive Treasure income and may, once per Project, count a Project action as two Project actions if they spend one (1) Treasure as part of said Project action. 
 Technologies: 
  Supernatic Propagation 
 Trophic Deconvolution 
 Megafaunal Tailoring 
 Photospore Signalling 
 Composite Grafting 
 Graduated Symbiosis 
 Razor Current Netting 
 +10% enemy casualties and +1 to Maneuvering roll when defending, or attacking with a foothold  Supermarine Artillery 
 +1 to battle rolls and +1 to maneuvering rolls in Regions with Depth 0  Anoxic Adaptation 
 The user can now cross Brackish borders.  Bitter Tourism 
 The user can now cross Glacial borders.  Filtration Grafts 
 The user can now cross Toxic borders.  Electrodialytic Staurozoa 
 May ignore the increased effective distance from a Briny border up to twice per round. This does not reduce the effect of Briny borders on distance loss calculations.  Devolving Standardized Integrations 
 Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost.  Holographic Certification  ( Requirement Needed : Bioluminescent Ink)
 +1 to rolls when resisting Undermine Support  Bioluminescent Navigation 
 Allows traversal of Depth 1 regions.  Mamomachines 
 For each 3 treasure you spend, you receive 1 Treasure at the end of the turn.  Sojourn Suits 
 Permits actions and troop movement across terrestrial wastes (purple) borders.  Army Administration 
 Each Fortress in regions controlled by a liege, vassal, or self reduces the effective distance of that region as part of an army's path for distance loss purposes by 1 region, after all other modifiers are applied - this can cause the region to effectively reduce the total distance, but this does not stack if a path crosses a given region multiple times.   Death Commando Conditioning  
  Indah's Embrace  
 Papershell Draft-Cuttle 
 Scrying 
 Megafauna Caravans 
 Oxygenating Implantations 
 Adventuring Parties, Blood Algae, Combined Arms Integration, Joined-Stalk Companies, Mitochondrial Regulation, Reanimation Colonies, Seeker Barnacles, Toxic Filtering, Traveling Scholars 
 Artful Acquisitions, Ennean Professionalization, RADIANT SPHERES, Battlefield Scavengers, Reactive Refining, Deepwater Survival Systems, Hot-Blooded Hemovores, Crimson Cuirasses 
Restricted by Treaty:  Toxologist Training, Osteo-rebar  
 
Czard
  The Peacekeepers of Surunung 
Round 27

 Rahakera (155) , Jyorjyuh (159), Neralam (160), Bertu Kuasalam (193) 
Leader: Umbral Mistress Parapasa Kuasa
Diplomacy: 10
Military: 10
Economy: 2
Faith: 10
Intrigue: 3
Expected Stat Gains: ECO +1


 Actions 
 1. DIP  - Sway Clergy in Region 159 with Radiant Indah's Cultural Identity. Rolled  21  with TN of 12: Success.
 2. DIP  - Sway Clergy in Region 161 with Radiant Indah's Cultural Identity, using Anoxic Adaptation to access the region and Papershell Draft Cuttle to negate distance penalties due to brackish borders. Rolled  19  with TN of 12: Success.
 3. ECO  - Buyout Trading Post 163.2 with LSD's ECO stat via Cartel Organization and using Bioluminescent Navigation and the Compass of Kelamati to access the region. Rolled  14  with a TN of 12: Success.
 4. ECO  - Make a tribute to the Alligator Snapping Turtle of Homing Anemone Steaks and flesh, sacrificing 1 unit in hopes of appeasing or swaying the Titan.
 
 Spoiler: A titanic offering 
Initially, Parapasa and the Peacekeeper's Assembly called for the destruction of the Alligator Snapping Turtle by any means necessary following the havoc it had caused in the seas of Neralam, wiping out a large segment of the region's economic sector. The turtle had seemed to have gone dormant, hiding somewhere in the depths of Neralam, but recent rumored sightings of the titan began to concern the Peacekeepers who proceeded to call for the authorization of a strike force to hunt down and eliminate the turtle. However, Parapasa's Keja advisors seemed to have another idea, and proposed to pacify the turtle instead with a tribute of food and live sacrifices. Perhaps it wouldn't sway the turtle into aligning itself with the Surunungese regime in believing doing so would gain it more tributes, but at least it would quell its hunger for a while so a more proper response could be prepared to deal with it once and for all. Parapasa reluctantly approved of this plan and arranged for a mountain of homing anemone steaks to be transported by a largely unarmed Kejatara legion (consisting of mostly elderly soldiers who would soon be discharged anyway) on a one way trip into the black abyss of Neralam. The chosen Kejatara listened to the Nangka's songs one last time and were filled with blind dutifulness, proceeding to descend into the darkness with the steaks and disappearing from the view of the onlookers above, never to be seen again.
 
 5. FAI  - Convert Holy Site 8.1 to Radiant Indah using a cultural identity for conversions and with region owner support. Rolled  13  with a TN of 12: Success.

 Non Actions 
 1.  Allow TIMA and GREG units to pass through SUR territory.
 2.  Permit any buyouts or Mercantile Support sways/impresses by TIMA and GREG members and any conversions of Holy Sites to Radiant Indah, resist all other foreign actions in SUR territory.
 3.  Accept any incoming technologies or resources via Cultural Exchanges and Trade Routes.
 4.  Spy non-action.

 News and Rumors 
 
 Spoiler: The Growing Resistance to the Parapasa's Rule 
Parapasa's project of converting all of the Peacekeepers' seas to Radiant Indah was at least nearing completion, with the last holdouts being the Cult of Diverse Opinions in Jyorjyuh and other heretics in the remote region of Bertu Kuasalam. Wielding so much popularity amongst the local population of Rahakera for reintroducing a sense of purpose brought by Radiant Indah to the Rahaa, Parapasa continued to make overt moves to further consolidate power. While this has largely gone uncontested by the Rahaa, Jyorjans and Neralamese have been much more apprehensive about these changes. The number of Peacekeepers sitting on the assembly had steadily declined as Parapasa dissolved positions assigned to rival Pertlanic and Bertuagan clans and the idea of a stronger, farther reaching government was inherently distasteful to many Jyorjans. Small resistance groups began to form, but the large standing Surunungese army easily quashed these tiny popular uprisings. However, one particularly notoriously slippery group was the Cult of Diverse Opinions, which after witnessing the religious homogenization Parapasa was instilling on Surunungese seas, concluded that Parapasa was a supremely powerful demon that was having lesser demons possess the followers of Radiant Indah en masse, and needed to be destroyed by any means necessary. As such, the cultists began to make plans for such an endeavor.
 
Feathersnow
 
  
Cherry Blossom Compact

World Garden Administrative District 
 SKR 

MRK, the Chronicler 
10 Diplomacy
8.5 Military
7.5 Economy
6.5 Faith
7 Intrigue


 Diplomacy  Attend CCA event.
Sub-action- receive Para Para Bunkers from MIR
Sub-action- pass Crystaline Biocompensators to MIR


 Military Recruit Unit, get a second try on the Buyout
 We need to defend ourselves! The Pfith do not respect the weak, and this action will further the power of MRK 
 Economy  Finish colonizing Rilanto Pass 1/3
 Economy  Finish colonizing Rilanto Pass 2/3
 Economy  Finish colonizing Rilanto Pass 3/3. Build a new holy site for Sakurado.
 We will consolidate this outpost, as it is both a great opportunity and at great risk. 
 Economy  Buyout Hateshear fabric  roll 
 We need fabric, as uncouth as it is to admit.  Hopefully, we can fight through the ice with help. 
 Faith Create Holy Order in Dashasham
 Attacks on our capitol cannot be tolerated! 

Non-Action:  Return the Nacres' ship.  It seems the Chelonians don't want us, after all

Non-Action:  
 Spoiler:  PRS: The Cathedral City:  5/5 


The Holy Order of the Sentinels of Saint Egnatia were formed in response to the growing predation of outside powers after the fall of the DNA holdfast.  Plans were made to rebuild the Holdfast, but they remain on indefinite hold.  In the mean time, the region has been sacked by Reavers and attacked by other powers, with different degrees of success.

The Sentinels are neuter and also take the function of police and tour guides in this popular tourist destination.   It was decided the neutral enhanced sensorium was the most useful of the three Hermit Crab sexes for crime fighting amd strictly defensive fighting.

The Sentinels use distinctive navy body paint and wear stun-anemones that help support schools of fish that are linked to MRK to provide quick communication and support from authorities.  These fish are a bright white and luminescent, while the anemones are red and also luminescent.  The flashing red and white colors of these servitor animals is very noticeable, and helps advertise their presence to the public.

This civil law enforcement body is a social experiment withour clear parallel in other societies, but is in keeping with the reforms of MRK, who follows St. Marcion's philosophy of devolving power to technocrats and relying on written laws over the subjective leadership of autocrats.

MRK reports a marked reduction in violence and general crime since the implementation of the Sentinels, but they are not without detractors. The Pfith delegations resent their interference, and the Costa Sereians that run the markets prefer to rely on their own guards. And many are dubious of MRK self reporting the results she wants without any 3rd party confirmation.

Either way, the Gleaming Twin Cities of Macropolis-St Psaul is kept safe and orderly by the Sentinels, and they are likely to stay...
 


Non-Action: Provide Barnacle Glue (high-tensile adhesive for construction) and Fruiting Mangroves(solid stage fuel boosters) to DNA.

Non-Action:  ask the CCA for a favor and spend 1 treasure to soothe the Unruly Merchants of The Dekapoloi.

Non-Action: accept all gifts, expecting Phosphates from GTZ and a trade route with PGL

Spy Action: ???


Stat growth: +2 Econ, +.5 Military, .5 Faith

10 Diplomacy
9 Military
9.5 Economy
7 Faith
7 Intrigue
MappyPK
     Splendid Miru Miru     
  Round 27   
  

 

 Capital: Aniwana (153) 
Additional Regions: Region 147, Region 148, Oka Oka Okale (149), Parikao (150), Hiahia Ika (151), Wakamarumaru Marama (152)
Cities: Kanapa (153), Karapu Karaihe (150)

 Leader: Aue Aue, First Teacher of the Plutocratic Republic of Splendid Miru Miru, President of the Splendiferous University, and CEO of BioGraft Enterprises and Golden City Tours 
Diplomacy: 5
Military: 10
Economy: 10
Faith: 2
Intrigue: 1
Expected Gains: DIP +1

 Standard Actions  
  Diplomacy  - Present Dissertation. Spend 4 treasure (+3, increase to 2d8).   Success!  
  It seems Aue Aue's presentation entitled    Aqueous Wastes Habitats as Drivers of Unforeseen Splendor  has caught the attention of the Divine Nacres, thoroughly impressed by his succinct yet elegant statistical models and wide variety of patents.   
  Diplomacy  - Attend the Firstreef Celebration.
 - Give Paru Para Bunkers to HEX and SKR.
- Accept Crystalline Biocompensators from SKR.  
  Military  - Construct Whalefall Coral Walls in Aniwana (153) with "blatant disregard for worker safety." (1/2) 
  Military  - Construct Whalefall Coral Walls in Wakamarumaru Marama (152) with "blatant disregard for worker safety." (2/2) 
  Economy  - Special 10 - Create Technology: Paru Para Bunkers.
 
 Spoiler: Paru Para Bunkers 
Prerequisites: Photospore Signalling
 Effect: Allows for the creation of Wastes Outposts as an economy/faith/military three-action project. These actions occupy a specialized ship.
Fluff: Years have passed since the scientific breakthrough known colloquially as the Deepwater Survival System. Since then, major advancements have been slow, with the Miru government pushing its funds toward the exploration of the waste seas. Eventually, however, Professor Paru Para of The Blubba School of Expeditions and Depths releases his newest invention: a self-sufficient structure with many waterlocks and filtration systems that can support a small number of researchers and laborers even in far off hostile environments, such as those of the Wastes. Generally composed of pressure-resistant glass molded into one or more vertical cylindrical tubes atop a stone foundation, these structures are usually comprised of multiple floors, each for its own purpose (most commonly, a treasury, housing, research, and a dockyard modeled off the one at the Splendiferous University, but sometimes modified to include a place of worship or other unnecessary vanities). The architecture of the structures, known as Paru Para Bunkers, is extremely precise and quite costly, but the economic and scientific benefits of manning one of these stations cannot be overstated.
 
 
  Economy  - Buyout TP1 in Region 148 for Slime Technicians.   Success!   
  
 
 Non-Actions 
 
 Spy non-action. 
 Send GTZ Decor via Trade Route to satisfy Luxuries DI. Send Paru Para Bunkers. Receive Gotezhar Professionalism. 
 Send CYP Paru Para Bunkers. Receive Conscious Colonies. 
 Spend 1 treasure to record observations on the region north of 143. 
 Allow members of GREG and GTZ to move units through Aniwana if necessary. 
 Activate the Eternity Trowel on Present Dissertation. Designate Oka Oka Okale (149). 
 CCA - Good Names Go to Wastes - Create Cultural Exchange with the Quiet Storm Trifectate. 
 CCA - Good Names Go to Wastes - Suggest the name Patu Rakau Roa  (lit. "Long Stick Killer")  for W16. 
 DNA - Contribute Mercenary Retainers to "Star science 4 Fish &amp; Friends!" directly to the nearest Nacres base. 
 Resist all buyouts, sways, and any conversions not by the Way. 
 Complete the Monumental Undertaking...
 
 
 News and Rumors 
 
 (Ongoing!) Visiting Professors...
   
 Spoiler: Foreign Talent Requested 
With the astounding success of the Splendiferous University, President of the University Aue Aue decides it is time to hire a much larger faculty. Indeed, the Taikan students have been clamoring for greater diversity in terms of course offerings. The most efficient way to accomplish this, thereby increasing the satisfaction of the students and the amount students are willing to pay in tuition fees, would be to hire foreign talent. In collaboration with the government, Aue Aue sends out a job listing to all nations in contact with Miru Miru, promising high pay, strong benefits, and opportunities for research funding.

For more information on the University and the general content areas it teaches students, see  here .
 
   
 

 

 
 Spoiler: Bookkeeping 
 Favors :
ABS = 0
CCA = 2
DNA = 0

 Treasure  = 8 - 4 = 4 + 3 (income) + 1 (mamomachines) + 1 (heir to phaeon) = 9
 

 
 Spoiler: Miscellaneous 
 Monumental Undertakings:  
 The Statue of the Bubble Bender (3 actions) 
 The Aniwana Mall (5 actions) 
 The Clinics (3 actions) 
 
 
Silent_Interim
 Tremble, ye lesser beings! For you read here the story of...
  The Ornzol Superiority!  
 
Round 27

Ruler: Chief Scorner Or’mitet'ol Wide-Eye

Ruler Stats Round 27:
Diplomacy - 2
Military - 9
Economy - 6
Faith - 2
Intrigue - 7
 
 Actions: 
 
 [Military] Raise Unit. 
 [Military] Raise Unit.
 Although the campaign to the waters northeast of Ornzol has been a success, the forces lost must be replaced. Conscription efforts will begin immediately.  
 [Military] Impress Aristocracy in 198. Settle veterans for +2. Spend 1 treasure.  Success!  ( Roll )
 To prevent chaos, leading Ornzol military figures will speak to the leaders of the newly conquered region and make clear to them the benefits of co-operation with the Superiority... and the potential costs of not doing so. Existing forces will be stationed locally, to ensure that the message gets through. Likewise, lavish gifts will be bestowed upon all members of the existing power structure who are willing to co-operate.  
 [Economy] Continue developing the colony in Scorners' Rest. (2/3) 
 [Economy] Complete development of the colony in Scorners' Rest. (3/3)
 It's a damn tough life for the folks of Scorners' Rest. With the attention of the Ornzol government directed towards the new conquest, and without administrators demanding constant progress updates and interfering with local autonomy, trade blossoms. Conditions are still harsh, but the residents breathe a little easier, their unique perspective on Ornzol philosophy allowed to grow and develop.  
 
 Ruler stats increase:  +1 Military, +1 Economy

 Non-Actions: 
 
 Resist all actions that can be resisted in all available regions. 
 Make all owned regions hostile territory for outside forces. 
 Spy non-action. 
 Submit a name for Good Names Go To Waste (Subtropical- W6): The Mountains of Eternal Rest 
 Begin a Monumental Undertaking: The Binding Hall (1/5)
 Although their culture seems to be extremely un-nuanced from the outside, the Ornzol have a long scholastic tradition. Though they are reticent with outsiders, some details have percolated outwards over time, such as the Great Enemies. The myths of the Ornzol speak of the Great Enemies, legendary demons who united the Orn and Zol in desperation and forged their undying alliance. Each demon carries a metaphysical attribute that the Ornzol seek to avoid, though what this means varies between the demons and is subject to debate among Ornzol scholars.

As a testament to the power of the Superiority and the strength of its unification, the Chief Scorner has commanded the creation of an immense hall where these Great Enemies will be symbolically slain in turn, there to be bound for all eternity. Although the construction of the hall is a feat in and of itself, it is of relatively little interest; more interesting is the slaying and binding.

First to be captured is the Great Enemy called Self-Deception, fifth and least of the demons. A library is built in the first chamber of the great hall, filled with all the drivel and self-aggrandizement in the literature the Ornzol could collect from scholars across the rest of the world. After containing them in a central area, every copy was meticulously read by ritually purified scholars. Each would then formulate a response noting all the failings and weaknesses of the original work, after which their response would be formally recorded, and the original document was then comprehensively destroyed- smashed, torn, wrecked, and generally damaged beyond all repair or readability. At the end, a pile of detritus was left at the centre of the chamber, surrounded by shelves upon shelves of insult-craft aimed at shattering the illusions of the self-deceiving, that they might learn better and be more true to themselves. All are welcome to come and see the Library of Lies, though outsiders may be charged a fee for the privelege.  
 
 News &amp; Rumours: 
 
 The Siblings of Silence have gone, er... dormant. After the initial spike of activity, there have been no new sightings of cult members within Ornzol, though rumour and speculation abound. Perhaps most worryingly, a rumour of unknown origin reports that there may be sympathy for the cult in the very highest levels of the Ornzol government. The government has denied this, but quietly, searches have begun. 
 The attempted attack on the Chora is, officially, not an action of the Superiority, but the Chief Scorner wishes to state that Ornzol citizens are free to act on their own recognizance against external threats and that they endorse the perception of the Chora as a threat. "No-one is that nice," reads the official statement. "They must be hiding something." 
 

Ruler Stats for Round 28
Diplomacy - 2
Military - 10
Economy - 7
Faith - 2
Intrigue - 7

  Statistics  
 
 Spoiler 

 Special Actions Available:  E5
 Special Actions Used:  M5, I5

  Diplomacy  
 
 Spoiler 

 Reputation/Favours 
 The Abyssal Stewards:  Rep 0, 0 Favour (Expected Change: None)
 The Chelonian Chora:  Rep 0, -1 Favour (Expected Change: None)
 The Divine Nacre:  Rep 0, 0 Favour (Expected Change: None)
 International Prestige:  Rep 0, 0 Favour (Expected Change: None)

 Cultural Exchanges 
None

 Cultural Identities 
None

 Controlled Regions 
40, 198, 199
 

  Military  
 
 Spoiler 

 Units:   (Expected Change: None)

 Aristocratic Support 
40

 Generals 
None

 Fortresses 
None

 Perfected Tactical Doctrines 
None

 Military Technologies 
 Razor-Current Netting:  +10% enemy casualties and +1 to maneuvering if attacking with foothold or defending, requires: Composite Grafting, Glass  (Inactive) .  Fortifications 
 Supermarine Artillery:  +1 to battle and maneuvering in depth 0 regions, requires: Giantsbane or Fertilizing Seeds, Supernatic Propagation, Photospore Signalling  (Inactive) .  Dropped Weaponry 
 

  Economy  
 
 Spoiler 

 Treasure:  3 (Expected Change: None)

 Mercantile Supports 
40

 Trade Posts 
 Total Owned:  3 (Expected Change: +1)
 Effective Total:  5 (Expected Change: +1)
40.1 Ornzol Scorners
40.2 Ornzol Scorners
42.2 Leafy Lumpfish
 198.2 Transparent Toadstools 
 Cities 
None

 Trade Routes 
None

 Specialised Ships 
None

 Civilian Technologies 
 Photospore Signaling:  No mechanical effect
 Composite Grafting:  No mechanical effect
 Supernatic Propagation:  No mechanical effect
 Trophic Deconvolution:  No mechanical effect
 Megafaunal Tailoring:  No mechanical effect
 Graduated Symbiosis:  No mechanical effect
 Bioluminescent Navigation:  Access Depth 1 regions, requires: Photospore Signaling  (Permanently Active) 
 Filtration Grafts:  Cross red borders, requires: Composite Grafting, a Filter Feeders resource (Inactive)
 Mitochondrial Regulation:  Cross black borders, requires: Graduated Symbiosis, a Food resource  (Active,  Leafy Lumpfish)
 Anoxic Adaptation:  Cross green borders, requires: Composite Grafting, Trophic Deconvolution  (Permanently Active) 
 Electrodialytic Staurozoa:  Ignore increased distance penalties on blue borders (not distance losses)  (No requirements, Permanently Active) 
 Papershell Draft-Cuttle:  Ignore increased border cost on green borders for distance losses; +1 to prospect in depth 0 colonies, requires: Supernatic Propagation, Anoxic Adaptation  (Permanently Active) 
 Travelling Scholars:  Roll and drop an additional d4 on non-dynastic ruler turnover, requires: Talented or Knowledgeable Labor  (Active,  Ornzol Scorners)
 

  Faith  
 
 Spoiler 

 Faith Holy Sites:  0

 Clerical Support 
40

 Organised Faith Bonuses 
None

 Artefacts 
None

 Holy Orders 
None

 Miracles 
None
 

  Intrigue  
 
 Spoiler 

 Spies 
None
 

  Claims  
 
 Spoiler 

40 - Historicity
 

 
Grim ranger
  
   Kar-Nath Hegemony   
 Located in:  Polar zone, regions 53, 55, 62, 63, 64, 65, 75 and 77
 Capital:  Glacier Crag, Region 77
 Faith:  The Blossoming Sequence    Turn 27   
   Nedir, the Frozen King and Voice of Harmony   
 Diplomacy - 10, Military - 10, Economy - 10, Faith - 10, Intrigue - 10 (Lyric - 10, Passion - 10) 
  Actions  :

1.  [Economy] : Economy 5 special: raise a City, Pale Canopy, in Yor-Sul Depths (Region 64) with +1 bonus to Buyouts

2.  [Diplomacy] : Press Claim on Separatum Corporate Holdings (Region 59)(Roll:  18 . Success!)
 - As the madness of the Gate finally abates across the polar seas, the adherents of the Blossoming Sequence celebrate across the Separatum Corporate Holdings, drawn into an atmosphere of merriment at such a threat to Harmony being finally vanquished for once and for all. Finding herself unexpectedly looked at for guidance thanks to her leading position within the local branch of the Blossoming Sequence, Pearshell Deva seizes her chance and goes on to discuss the benefits of the region being covered by the Hegemony's umbrella with the management of Separatum Corporate Union. Eventually, a deal is struck: the region will fall officially under Hegemony's jurisdiction, and the Frozen Court will allow the Union to run things within their dominion as they always have. It is, as one might say, only good business. 

3.  [Lyric action - counts as Diplomacy] : Convert Holy Site 1 of Region 203 to Blossoming Sequence (Roll:  13 . Success!)

4.  [Faith] : Convert Holy Site 2 of Region 203 to Blossoming Sequence (Roll:  16 . Success!)

5.  [Faith] : Convert Holy Site 3 of Region 203 to Blossoming Sequence (Roll:  16 . Success!)
 - The expedition to the inhospitable southern wastes has uncovered something of critical importance to the Nathi as a people... but now the true task opens up before them. The pantheon of old gods and past Frozen Kings demand appeasement for perceived slights, and Blossoming Sequence having been adopted by Kar-Nath Hegemony in place of Voice of Jaarn certainly counts as a major one. There is only one hope for there to be a peaceful solution and return of Hegemony's old benefactors: for the philosopher-king to finish what he started and find Harmony between mortals and gods. 
 
 Spoiler: A faith reforged 
 In the place closest to the eternity that Nathi whisper of in their old tales, the Frozen King stands, unbowed by the pressure that direct attention of many incomprehensible beings forms around him. The water visibly distorts somewhat around him as his tail swishes serenely in figure eight to keep him perfectly still in place, rimestone links upon him shifting slightly with the currents. Attention of many mortals is likewise upon him, many of the faithful of Blossoming Sequence having made the pilgrimage to the land of ancient myth to witness this moment.

As all present quiet down under the strange light of crystal spires, Nedir begins to speak.

He speaks of the old ways that he has long gathered the specifics of from the most ancient of adherents and venerable of records. Of the pantheon of divinities once worshipped by the Nathi as a whole, and of the former Frozen Kings whose achievements brought them a place with their gods upon the end of their rule. These ways, he explains, were necessary. The Hegemony required the boons offered by their gods to survive: the surrounding waters, unknown and hostile, offered little for the inhabitants of Glacier Crag. But now, they can no longer be the entire focus of his people.

Kar-Nath Hegemony looks beyond its borders now more than ever, battling threats near and far, making allies of polities none of them have heard of before. For this, the faith of the Blossoming Sequence with its reverence of natural ebb and flow of life and death has been a welcome guide. Less focused on quirks of singular divines, offering comfort to many peoples without distinction. Still, it is not a perfect answer for his people either: the Sequence itself offers little in way of concrete beliefs, no answers to many questions. It is simply a framework that has been proven true, but unfilled. A smooth slab of stone, uncarved and not yet the monument it should be.

These two sides of beliefs need not be opposed. They do not war against one another.

The Voice of Harmony of the Nathi people has studied nature of divinity: from old records of Deep Blue, to Titans, to faiths of other nations and their tangible effects. Last pieces to his own hypothesis were confirmed by his discussions with Mawbel and studies of relic left behind by the Riftlings, and they simply make sense with his tangible connection to the All-Song:

Gods are as part of it as everything else.

Figures embodying concepts, great minds spanning multitudes of bodies, or simply Titans of unparalelled might... no matter their form, all life eventually connects to the tapestry of All-Song, whenever they are aware of the fact or not. As such, the divine and honored ancestors could easily act as guides of matters beyond strictly material: they are either halfway or all the way to layers of reality most of Hegemony's inhabitants could not even imagine, after all. Would that not be a position they could accept with pride? Adulation and worship of their subjects would hardly diminish even if the belief in the old tenets of Blossoming Sequence would continue: rather, the two would simply form a greater, smoother whole.

A Regal Sequence, cycle of life, death and divinity everlasting.

To seal such a covenant, Nedir offers himself as forever mediator between the material and immaterial, being willing to sacrifice much of his potential power as a potential ancestor deity. In exchange, he will lead the council of past Frozen Kings, above whom will sit Greater Divinity. The Nathi shall have their aid, the divine shall have the worship they need to retain their strength, and the teachings of the Sequence shall carry on in this new shape.

Would such not be an amicable agreement between them all? 
 

6.  [Intrigue] : [Secret Action]
 - Words are exchanged, plans made, situations considered. There is much to do yet to secure the seas. 
 General notes: 
- if KNH has spent 3 treasures this round, they regain 1 via Mamomachines technology
- KNH gains 1 unit at start of round if they hold 8 aristocratic supports or more thanks to Ennead Professionalization technology
- KNH gains 1 unit from Passionate Harmony if they perform both Military and Faith action during same round
- KNH gains free Seek Aid from Lyrical Harmony if they perform both Diplomacy and Faith action during same round

  Non-actions:  
 Constant: 
- Automatically accept all trade routes, cultural exchanges, gifts, etc from other players, Automatically defend against any unauthorized buyouts/incursions/etc.
- All KNH's prisoners are kept in Glacier Crag to benefit from Order of Chain Warden's extra protection against secret actions. (Current prisoners: SEN general Balelia)
- Allow GRV and ESP armies free passage through KNH lands and grant both polities free reign to perform projects in KNH lands. Treat all other powers currently as hostile.

A.  Create a monument, Altar of the Depths, in Region 63 (1/3) 
 
 Spoiler: Old adherents resurface 
 The Followers of Deep Ways: a band of mystics, faithful and some might say cultists. The Followers pursue faith that most of the Hegemony has long since abandoned or forgotten, their rituals and prayers seeking power, knowledge and protection from beings that dwell in the deepest reaches of the seas... and not just Polar seas either. Few in number now with their Temple having long since turned towards spreading of the Blossoming Sequence, they have remained mostly dormant, finding and training new adherents while strenghtening themselves subtly inside society. And now, with growing instability and threat of monsters, they see that their time has come again.

Of course, a faith with no grand places of worship or impressive ceremonies is hard-pressed to compete with majestic practices of long-established ones. With that thought in mind, the Followers congregate in Redselle to re-establish themselves in a region with plenty of merchantile activity to disguise their presence. And then, they begin to build.

The planned altar is designed underneath the opulent city of Zivia, network of tunnels connected to grand underground chamber taking much of the construction time at this early stage. Eerie purplish glow of specifically bred lantern-squids gives the construction a haunting appearance even at these early stages, Followers moving about with feverish urgency. The monoliths that will eventually come to hold secrets and rituals both are being hauled down into the secret construction site, smoothed out by reverent mystics while a constant, soft hum fills the space.

Seas have turned away from true knowledge for far too long. The true ways must be preserved. 
 

B.  Spy Action 

C.  Start an event -  Summit of Skill  (Can be hosted without an action thanks to PRS rank 4) 
 - Having churned out its first full graduates recently (General Tiny of the Magramacci among them, much to the sheer  bafflement  of several instructors who had to deal with a student more maw than fish), the Polar Institute of Warfare seeks to bring further attention to its existence with a spirited competition. 
 
 Spoiler: Event subactions 
- Give promised rewards to the highest rolls in competition.
- Trade GTZ Advanced Cooking, Big Rocks, Crystalline Biocompensators, and Multi-Pigmented Photospores in exchange for Army Administration, Deepwater Survival Systems, Gotezhar Professionalism, and Sojourn Suits
- Trade CYP Advanced Cooking and Mobile Subdivisions technologies in exchange for Osteo-Rebar and Cognition Colonies technologies
- Give ESP the following technologies: Advanced Cooking, Adventuring Parties, Crystalline Biocompensators, Holographic Certification, Hot-Blooded Hemovores, Mobile Subdivisions, Multi-Pigmented Photospores, Papershell Draft Cuttle, Scrying, Seeker Barnacles, Sulphurous Secretions, Toxic Filtering, Traveling Scholars, Big Rocks, Devolving Standardized Integrations, Reanimation Colonies, Supermarine Artillery and Toxologist Training
- Accept Memetic Cohesion and Throat Of The World technologies from ESP
 

D.  Help bury the legal case against Gwyneth Minnow, using the reward to progress The Hungry Deep solution of Region 189 decontamination 
 - Legal scholars from certain well-connected noble families are in place to quickly settle the unfortunate misunderstanding involving the beloved wellness guru Gwyneth Minnow out of courts. Any requests for comments are declined. 

E.  Compose Artistry (Roll:  18 . Success!) 
 - As his time to rule draws to a close, Nedir is left with no opportunity to finish his work into working the harmony of All-Song into artistic forms...but he leaves behind plenty of scrolls on the subjects, new songs composed and ready for his successor to look into. Even if the singer changes, his tune will still continue, eternal. 

F.  Place the Chain of Kings and Mother’s Favor within Guild of God-Binders (a Holy Order) in Pelegar (Region 65) 
 - Seeing that the symbol of his office holds too much power over his people when not used during formal occasions, Nedir entrusts the safekeeping of the artifact to the God-Binders while it is not in use. The rimestone chain is given all due respect by the peculiar Guild, a small group of Master Binders accompanying it whenever it is not adorning the attire of the Frozen King himself. Similarly, the Mother's Favor is locked deep within the reinforced vaults deep underneath the Guildhouse, guarded day and night by a pair of assigned Battlemasters. 

G.  Marshal Adaya shel-Girum ban-Liav retires, succeeded by her student Nelat of Iron Path (mechanically just a name change) 
 - To the surprise of many movers and shakers of Kar-Nath Hegemony, the student of Marshal Adaya is indeed one of the Cyphiri people, far from home thanks to her prior studies with Abyssal Stewards... and now the private tutoring of Adaya. Although few object to her rise in rank to Marshal to replace her teacher, her exact rank is confusing for the Nathi, whose Path-bound traditions tend to often not consider the structures of other organizations from which they may recruit. Eventually, Nelat is considered to be part of "Iron Path", following the teachings laid down by Marshal Adaya, and ends up with her own officer cadre following her example. 

H.  Good Names Go to Wastes, Round 4 - Suggest Sea of Silt for the name of W22 
 - As naming the Wastes has become a worldwide affair, the noble lineage of Yarrow comes up with the name Sea of Silt for wastes formerly explored by the Medusae, aiming to capitalize on the prestige winning such a contest would create to bolster their standing within the Hegemony. 

I.  Good Names Go to Wastes, Round 3 reward: form Cultural Exchange with KAT 
 - Glad to see their suggestion win out from among those presented by the residents of Polar seas, the Hegemony gladly goes on to make contact with one of the newly emerged powers of subtropical seas. 

J.  Ask Chelonian Chora for Song of Prosperity (-2 favors and -1 reputation) to form Trade Route with the Seatide Confederacy 
 - The line of Frozen Kings has kept a wary eye on the Seatide Confederacy due to old trade disagreements for a good long while... but as his reign nears its end, the philosopher-king hopes for his nation to set aside old enmities to face future threats together with their neighbors. To that end, the King asks the Chora to bolster trade between the two polities, forming a solid trade route to allow goods and services to travel uninterrupted. 

K.  Offer TP2 of Talented Crab Soldiery from Region 65, TP 1 of Adhesive Urchins from Region 62 and TP 1 of Rimestone from Region 77 to Divine Nacres for Star-science 4 Fish &amp; Friends 
 
 Spoiler: Lowest of High-tech 
 The announcement of Divine Nacres' plans to build ships that'll go well above the waves and into the great beyond leave many Nathi intrigued, and with the relative stability of the realm's finances, resources from many of Hegemony's trading posts are shipped to the capital en masse. From there, they are sent onward further, each headed to a different destination.

Talented Crabs are, while now gene-modified and trained in arts of war, still quite capable of managing other tasks as well. Intelligent enough to form a race that is debatably part of Hegemony's population in all but legal sense, these crustacean workers are offered a chance to take part in a project that will give them experience unlike that of any member of the Hegemony so far... and who knows, if their achievements are recognized by the Nacres themselves, perhaps their route to full citizenship will be open in full?

When it comes to fuel, the trade across the seas has not yet stumbled across many substances that'd fit Nacres' exacting standards by themselves. It is well known, however, that living creatures contain energy: it is what keeps the ecosystem of the entire world turning, after all. As such, the scientists of the Hegemony work together with the newly formed Union of Separatum Corporate Holdings in an effort to process Adhesive Urchins into biofuel suitable for Nacres' purposes on an industrial scale. It is certainly not the most ideal solution, but the people involved regardless have high hopes: the adhesives and toxins of the creatures should be ideal for some exotic chemical reactions, and if they could only be harnessed properly...

Finally, the holy Rimestone of the Hegemony is quickly identified as an ideal building material. Not only is it sturdy, but the ever-cold nature of the mineral may help counteract the great heat that strikes crafts climbing high enough to reach the lightless eternity beyond even the surface... or so the Nacres note. While some Nathi of sufficient smarts are occupied with learning what little of the advanced knowledge they can fully comprehend, convoy after convoy of Rimestone leaves out to Nacres' construction yards. 
 

L.  Attend the  Postwar Party  

M.  A Little Coercion - Ask Divine Nacres to coerce TP 1 of Region 199 and TP 2 of Region 35, going 2 Favors into debt 
 - While most of the Hegemony is focused on the discovery of the promised land and assisting their smaller neighbors, some scheme. The Followers of Deep Ways, oft forgotten minority faith, make series of deals with the Divine Nacres to secure additional resources. With contacts deep in Hegemony's nobility, the promises made by their representatives hold enough weight for the weakened Nacres to listen. 

N.  Change Rulers - Icaru Vos, Frozen King and Voice of Harmony, replaces Nedir as the ruler of Kar-Nath Hegemony 
 - As beloved and full of grand achievements as his rule has been, age and responsibility have finally caught up with Nedir, the enlightened Frozen King passing the right to rule onto a successor...a successor many are not certain he has done enough to prepare. As opposed to Nedir having been apparently carefully schooled by his predecesor, his own successor seems to have been spared of such rigorous measures, allowed to have wider view of the world than one focused upon his duties to his people alone. But is it good for a Frozen King to have a divided focus?

It is certainly a question that weights upon many a soul within the frozen waters of the Hegemony...including that of the enlightened king himself. 
 
 Spoiler: On Duty 
 Text 
 

  News &amp; Rumors  
 - The Frozen King has departed the mortal world! Nedir has supposedly ventured into the realm of the divine, his successor immediately moving to occupy the Frozen Throne. While the realm is melancholic regarding the departure of the philosopher-king, many are optimistic regarding the talents of his chosen successor. Well, many apart from the noble houses who would rather one of their heirs rose to the throne instead. 
 - Concerned for The Draigiau Residuum Gathering suddenly beginning to move in on the Holy Sites preaching the way of Blossiming Sequence, the Frozen Court formally asks the Draig to move their efforts elsewhere. There is more than enough room for both faiths to co-exist without conflict. 
  Leader improvements from turn 27:  

+1 Diplomacy, +1 Faith

  New Leader stats for turn 28 ( Rolls   here )  

Diplomacy - 8
Military - 6
Economy - 5
Faith - 4
Intrigue - 6

 
 Spoiler: General bookkeeping (Start of round 27) 
 Regions:  77 (Capital), 75, 65, 64, 63, 62, 55, 53
 Military units:  7
 Treasure:  10
 Artifacts:  Chain of Kings (+2 to Sway roll within owner's borders, once a round), the Sgimiwr Cyflym (+1 to Maneuvering and -2 to effective region count for Distance Losses, once per round)
 Specialized Ships:  The Silvered Eye, The Tin Can
 Holy Orders:  The Guild of God-Binders (Region 65)
 Reputation:  ABS (2), CCA (3), DNA (1), PRS (4)
 Favors:  ABS (3), CCA (2), DNA (0)
 Trading posts:  10 (Effective number: 11) - 2 income
Rimestone - TP 1, 77 (Merchant support)
Glittergill Shards - TP 1, W6
Mercenary Retainers - TP 1, 129
Preserved Foodstuffs - TP 3, 78
Electrum Conduits - TP 1, 76
Maltreed - TP 1, 53
Adhesive Urchins - TP 1, 62
Talented Crab Soldiery - TP 2, 65
Shells - TP 1, 30
Sour Krill – TP 2, 80

Trade Routes &amp; Cultural Exchanges:
COS - Cultural Exchange
CYP - Trade Route
DRG - Trade Route
ESP - Trade Route
GRV - Trade Route &amp; Cultural Exchange

 Civilian Technologies:   Composite Grafting ,  Trophic Deconvolution ,  Photospore Signaling .  Supernatic Propagation ,  Megafaunal Tailoring ,  Graduated Symbiosis ,  Electrodialytic Staurozoa ,  Mitochondrial Regulation ,  Filtration Grafts , Seeker Barnacles,  Joined-Stalk Companies , Indah's Embrace,  Bioluminescent Navigation , RADIANT SPHERES,  Mamomachines ,  Megafaunal Caravans , Oxygenating Implantations,  Anoxic Adaptation , Bitter Tourism, Toxic Filtering,  Scrying ,  Sulphurous Secretions ,  Mobile Subdivisions , Crystalline Biocompensators,  Papershell Draft-cuttle ,  Traveling Scholars ,  Advanced Cooking ,  Hot-Blooded Hemovores ,  Adventuring Parties , Holographic Certification, Multi-Pigmented Photospores
 Military Technologies :  Razor Current Netting , Battlefield Scavengers,  Crimson Cuirasses ,  Blood Algae , Death Commando Conditioning,  Toxologist training ,  Devolving Standardized Integrations , Reanimation Colonies, Supermarine Artillery,  Big Rocks 
 Green  = Powered

 
 Spoiler: Special actions used with current ruler 
Intrigue 5
Military 5
Military 10
Diplomacy 5
Diplomacy 10
Economy 10
Faith 5
Faith 10
 

 

 
 Spoiler: Leaders &amp; agents (Start of round 27) 
 Leader:  Nedir the Frozen King (Diplomacy - 10, Military - 10, Economy - 10, Faith - 10, Intrigue - 10 (Lyric - 10, Passion - 10))
 General:  Marshal Adaya shel-Girum ban-Liav (Military 8, Unbending Iron Tactical Doctrine (defense only, +3 to battle roll, -2 to own leader loss roll, +20% enemy casualties, +10% own casualties), Abyssal Expertise: Gains a bonus to Maneuvering rolls equal to the current Depth level.)
 Spy:  Loyal Figment (Intrigue 9)

 Others:  Munda (Ambassador of the Hegemony), Rayn (Chieftain of Plains of Sarkenos, technically independent), Khrom (Pride of the Legions), Pearlshell Deva (Student of Blossoming Sequence and old ways), Parts-Waters (Unin Floatsinking Gold Fish winner), Acid-shell (Nathi Wastesailer, Gold Fish winner), Araid the shell-cracker (Nathi Swordfishing Gold Fish winner)

 Historical:  Frozen King Rham (Frozen forever in Rimestone ice, as per ancient Nathi tradition), General Kreel (Died on a campaign. Brought back to life by the Gravetenders)
 
farothel
  The Hymenocera Expanse
Region 3 (Tropical)   
 

Leader: High King Lord Deca VI
Diplomacy: 7
Military: 6
Economy: 9
Faith: 5
Intrigue: 5  
 Actions round 27: 

[1][diplomacy] sway merchants region 192 (TN12, add 1 treasure, +1 PRS 2, +1 faith bonus, 2d8 faith bonus)  19, success 
[2][diplomacy] attend CCA Event
     -subaction: accept tech from MIR (Paru Para Bunkers)
[3][Faith] Convert HS 35.1 to Uplift Reverence (TN12, add 1 treasure, -1 distance)  11, failure 
[4][Faith] Convert HS 35.2 to Uplift Reverence (TN12, add 1 treasure, -1 distance)  9, failure 
[5][economy] rebuild TP1 region 30 (2/3)
[6][economy] rebuild TP1 region 30 (3/3)

 rolls 

Non Actions:
-resist all sways/sacks/buyouts/attempts to destroy Org Bases/... unless otherwise noted
-SPY: Lady Atyoida gets gene grafts from DNA (1 favour, character occupied for turn)
-hunt Abalone meat in region 33
-Assistance in the Depths (ABS): keep 3 units to help
-Spent DNA favour to gain +1 rep (1-&gt;2)
-offer Spinecrab as labour for Star-science 4 Fish &amp; Friends! (DNA project)

 
 Spoiler: Bookkeeping 

TP: region 3, TP1+TP2+City (carapace armour)
region 4: TP1+TP2 (Eye Weed)
region 7: TP2 (artifacts and treasure)
region 12: TP2 (Crystal Chips)
region 13: TP1 (Rocksplinter Stars (starfish))
region 15: TP1 (granite slabs)
region 23: TP1+TP2 (glisterprisms)
region 28: TP1 (Tiny Turtles)
region 29: TP1+TP2 (Spinecrab)
region 35: TP1 (Sphyraena Fist-At-Fins)
region 153: TP3 (decor)
region 161: TP1 (Flowersalt)
region 192: TP1+TP2 (Magnetite Flowerstones)

Passive income: 3/turn

Units: 12/16
treasure (EOT): 11

Technology:
Composite Grafting
Graduated Symbiosis
Photospore Signaling
Supernatic Propagation
Trophic Deconvolution
Anoxic Adaptation
Filtration Grafts
Bioluminescent Navigation
Papershell Draft-Cuttle
Scrying
Sojourn Suits
Seeker Barnacles
Sulphurous Secretions
Hot-Blooded Hemovores

Favors:
owed:
gained:
-Abyssal stewards: 0
-The Divine Nacres: 5
-Chelonian Chora: 3

 New stats 
new stats
Diplomacy: 7 +1
Military: 6
Economy: 9 +1
Faith: 5 +1
Intrigue: 5

 Organisation reputation 
Abyssal Stewards: 3
chelonian chora: 2
divine nacres: 1
international prestige: 3.1

 
 Spoiler: artefacts 

Dreamcatcher’s Needle: +1 to 1 roll/round opposing the Dissonant or their patrons
Black Pearls "The World Garden of the Sakura-Jin grows the Ebon Oyster! Each state that has or gains a cultural exchange, trade route, or vassal-liege affiliation with, or who holds a support in a region owned by, the holder of the Ebon Oyster (currently the Sakura-Jin) may magically recieve a Shadow Pearl, a strange orb that sucks light from the surrounding area. The owner of the Ebon Oyster chooses whether a state gains a Shadow Pearl. The World Garden may never hold a Shadow Pearl, even if they lose the Ebon Oyster. The Shadow Pearl counts as a "shiny object" TP for the purposes of fulfilling the requirements of the "Scrying" technology. Each holder of a Shadow Pearl may Seek Aid as a non-action once per round. When this non-action is taken, if the roll would have failed without the bonus from the Shadow Peal Seek Aid, the Shadow Pearl becomes Lambent and the holder loses all benefits until it resets. If two or more Shadow Pearls are simultaneously Lambent, all Shadow Pearls are reset, restoring their effects to their holders. For every two Shadow Pearls that were Lambent, the holder of a random Pearl that was not previously Lambent gains one point of Faith as if they had taken two additional Faith actions during the round following the reset. Each holder can only benefit from this once per reset, so if more than 2/3 of the Pearls were Lambent, the effect is partially wasted."
 

 

 
 Spoiler: News 

-The rules of succession have been adapted.  The Kingship is now passed to the eldest child, not the eldest boy.
 

 
 Spoiler: Economy 

-Using different techniques, the Hymenocera keep nurturing the branch coral in order to be able to export more of it.
 

 
 Spoiler: Diplomacy 

-Now the region was fully integrated into the Expanse, it was time to get extra clergy and a merchant guild into Raninoida.  While the priest-scribes took their sweet time, the merchant guilds acted more quickly and moved in to get an extra guild set up.

-With the Chelonian Chera asking their presence, the Hymenocera send Leontocaris, brother to the King, with a delegation of diplomats.  A company of the Royal Lancers as well as the usual priest-scribes and merchants will accompany the prince of the blood.
 

 
 Spoiler: Military 

-After integrating Atharis into the Expanse, they also integrated their military into the Expanse army.  Given that the region had very fast mounts, it was logical that the unit would be a cavalry unit, the 6th regiment cavalry "Sharpfins".

-The Nacre implants have rejuvenated General Odonto, who will now look forward to more years in service.
 

 
 Spoiler: Organisations 

-Brigadier general Ergahon of the engineers is still helping out the Abyssal Stewards with their excavations, although the 3 orignal regiments have rotated back home and some fresh regiments have been send.

-The Hymenocera are always interested in new things, so when the Nacres started building something new and interesting, they were glad to help.  While they didn't have many of the resources needed, they could offer the strong backs of their Spinecrab to haul big loads.
 
Lumaeus
    Organization Actions     
 Round 27  
 

 Unless otherwise specified, [Offers] made by Organizations are only available to countries with a Reputation of 0 or higher with that Organization. Organizations treat regions with their bases as controlled for the purpose of actions such as Impressing Aristocracy or exploration Missions. 
    Abyssal Stewards    
 
 Spoiler 
The  Abyssal Stewards  are an association of various orders of mystics, warriors, and artisans living in the deepest parts of the ocean. Their ability to create and shepherd hydrothermal vents, which they use to ‘grow’ refined metals through means none have yet managed to replicate, makes trade with them indispensable. The Stewards - mostly members of a species of hairy crustacean - feel themselves charged with a duty to watch for the return of the legendary Titans, hoping to give advanced warning to those who live in shallower waters and prevent the foolhardy or malicious from waking them from their slumber.
 

  Actions:  
 1.   [Opportunity] A Blanket for Tad [0/5]  - Tadgceallachmarix has been bested thrice and sore wounded. He has retreated to the frozen depths of Aelwyd Alferiad, there to sleep and heal and dream bitter dreams until he wakes restored in mind and body. Those who wish to make sure his long rest is comfy can craft a truly enormous blanket for him.

Astute listeners can understand that hidden cleverly between the lines is the real sentiment: there’s a big old not-quite-but-maybe Titan that’s gonna come back some day. Let’s make sure that day is far, far away. The Stewards will provide the metal for the nice soft blanket, and no one will check your pockets so long as you aren’t magnetic.

(  Opportunity:   Volunteers are invited to help tuck Tadgceallachmarix in for a good eon’s sleep.
 Reward:   Sneaky contributors can snatch a scale as they work. A Dragon’s scale can be sold for a Treasure on the black market OR make some really fun fluff.
 Cost:   A Military or Intrigue action
 Deadline:   End of Round 30
 Details:   If this is unfinished, Tadgceallachmarix is not guaranteed a good,  long  sleep. )

 2.   [Taboo] Disruptions over the Depths ENDS  - The time is coming for battle. The time is coming for the great struggle in the darkness. Low pressure, ambient light, easy oxygen–these are luxuries to which armies must not be accustomed. Not if the fight for freedom is to be won.

 3.   [Opportunity] As Iron Sharpens Iron  Though tightfishlipped about it, the Stewards are clearly moving towards some climactic climax. They put out an offer–they will aid those from whom they can learn.

(  Opportunity:   The Abyssal Stewards invite those Generals with Perfected Tactical Doctrines to share their secrets.
 Reward:   The Stewards provide a special material–”iron”--to those who aid them. This special metal decays in 3 turns due to its feeble nature, but provides a +1 to battles for that time.
 Cost:   Loan of a General for 1 round as a Military action, or 2 favors.
 Deadline:   End of Round 30 )

  Nonactions:  
 [Request] Assistance in the Depths UPDATE : No riches are unearthed this time, but over the years, it becomes clear that this dig is deeper and deeper than any had really realized.
Total Progress: 20%
Cyphiri Union: 5 Units
Splendid Miru-Miru: 2 Unit
The Hymenocera Expanse: 3 Units

 [Offer] Secure and Protect ENDS  - An unpopular program, but one that was in the service of the seas.

 [Offer] Thirst for Knowledge ENDS  - Anyone looking for Hemavores now must turn to that most terrible of recourses: diplomacy and trade


 
 Spoiler: Ongoing 
 [Task] Mitigation Measures  
(  Task:  Construct walls to limit the influence of the Eel Without End’s electric aura and to encourage the Eel to move elsewhere.
 Reward:  Whalefall Coral Walls add a x0.75 modifier to Eel movement into their region and reduce the added distance penalties from the Eel by 1 effective region.
 Penalty:  None.
 Deadline:  Indefinite.
 Details:  As a 3 action Military project, a nation may build Whalefall Coral Walls in any two adjacent regions with the region owner’s permission. This may be reduced to 2 actions with blatant disregard for worker safety, but both regions will suffer an Eel conversion attempt upon completion if the Eel is present. )

 [Opportunity] Fueling The Forge  - Whatever secrets the deep holds, it takes a toll, both on natural life and on the sentient. The Stewards need more of both to get their world in order–but none of that squishy stuff! They’ll also take military expertise, if the shallow dwellers have much.

(  Opportunity:  Countries may provide Vertebrates, Labor, or Generals to repay debts to the Abyssal Stewards.  Reward:  1 Favor, 2 for a General.  Cost:  General or 1 suitable Trade Post.  Deadline:  Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice.  Details:  Non-action to gift Generals/Trading Posts. May not be used if no Favors are owed. )

 [Offer] Preparedness Funding  - The Abyssal Stewards are willing to provide loans to nations for the purposes of Titanic preparedness or Titanic recovery operations.

( Offer:  The Abyssal Stewards are offering generous loans  Benefit:  Receive 2 or 5 Treasure. Cost: 1 Favor for 2 Treasure or 2 Favors for 5 Treasure.  Duration:  Available until the end of Round 27.  Details:  None.)

 [Request] Assistance in the Depths  - The Abyssal Stewards require assistance with an excavation at an undisclosed location. They seek units to help dig.

(  Request:  The Stewards request the loan of Units as brute labor.  Reward:  First Place: +2 Reputation. Second Place: +1 Reputation. Any nation that contributes at least 2 units: +1 Favor. [ Penalty:  None  Deadline:  Indeterminate: See Details  Details:  As a nonaction, civilizations may lend any number of units to the cause. Every unit will remain with the Stewards until the excavation is complete. Every unit contributes to the project every round, and when 100 unit-contributions have been made, the project completes. That is, one unit will take 100 rounds, and 100 units will only take one. Units will be returned after the project’s completion. )

 [Opportunity]A Monstrous Mythography [1/5]   - Legend tells of a creature of near-unspeakable horror. Its form, its home, its powers, its goals were things best left unspoken, nightmares imparted only in fearful whispers and with talismanic wardings of evil. Only one thing is consistent throughout these stories; the devastation left in the monster’s wake. The Abyssal Stewards do not deny the value of knowledge encoded in oral traditions, in myths, in fable. Perhaps Titans long forgotten can be recalled before their return, and we can better prepare ourselves.

(  Request:  Cooperate in the creation of the Monstrous Mythography! Available for anyone.
 Reward:  + 2 Favors (max); if Project is completed, additional reward given to all contributors.
 Penalty:  None
 Deadline:  End of Round 28
 Details:  1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Inventory. 1 Favor earned for spending an Military or Intrigue action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires. )

 [Offer]I got a rock…   - The Excavation is proceeding remarkably well, but right now the vast majority of the winnings from the dig would be exciting only to the most dedicated lithophile. But the Stewards know that one fish’s trash is another sea-slugs-but-they-have-all-these-colors-and-they-sometimes-like-exploring-and-sometimes-like-cannibalism’s treasure. Nothing wrong with trading treasures.

(  Offer:  The Abyssal Stewards will power all rock-based technology you possess
 Benefit:  Any rock-based technology may be powered for one turnwithout using Trade Posts or Trade Routes
 Cost:  1 Treasure
 Duration (of offer):  Until the end of the Excavation )

 [Request] Just Desserts  - The Titanic Spring (ESP) and the Blighthouse (LIT) have been actively endangering the world for too long. Get them! All those whom the Stewards have so dearly loved, you are charged to charge to the seas’ defense! Attack the Spring’s trade posts and tear away the Blighthouse’s cult. And while we’re at it, it wouldn’t hurt to leave the faith entirely–we’d look kindly on it.

(  Request:   All powers at Reputation 3 or Reputation 4 with the Stewards are asked to twice attempt and at least once succeed on buying out, coercing, or sacking an ESP trade post OR convert or sack Radiant Indah Holy Sites.
 Reward:   None
 Penalty:   -1 Reputation
 Deadline:   End of Round 28
 Details:  A bonus offer for members of Radiant Indah: the Stewards offer a high bounty to whomever leaves the faith. For the next five turns after leaving, they will give a state one Treasure per turn. In addition, Reputation with them will be reset to a minimum of zero if below. )
 


 

    Chelonian Chora    
 
 Spoiler 
The  Chelonian Chora  are a league of religious nomads capable of traversing the Wastes atop their great Reefback turtles. Largely cephalopod-like, the Chora bring trade goods and news of distant lands by routes others could never manage, while their much-renowned songs bring joy, soothe tempers, and ease hardship. Their presence has a tendency to quiet discord, foster unity, and mend relations in a way that has enticed many a fledgling government to encourage more frequent visits and longer stays.

 (The Chelonian Chora, and  only  the Chelonian Chora, may treat regions with no local majority as sharing their faith for Sway and Impress Clergy actions) 
 

  Actions:  
 1.   [Opportunity] Good Names Go to Wastes, Round 4 Proposals  - Oceans open; connections call. This round, winners will be paired and given an opportunity for a trade route with their partner!

W16 (Tropical)
W40 (Temperate)
W6 (Subtropical)
W22 (Polar)

Careful: voting is open to the whole world!

(  Opportunity:  Propose a name for your region’s assigned waste region.
 Reward:  +1 Trade Route with another winner if your name is elected by global vote.
 Deadline:  End of Round 27 for name proposals. Voting will take place in Round 28. Each nation may cast one vote per region (four in total). )

 2.   [Opportunity] Rise Like Sealympus Above the Searengeti!  - False faith forms fissures, bonafide belief begets blessing. The Chora call cults and ‘cclesiastics to take tools and turn tents to temples!

(  Opportunity:  The Chora offer aid in construction of new Holy Sites!
 Deadline:  End of Round 29
 Cost:  1 favor per Holy Site
 Details:  For any Holy Site project within the project deadline, the Chelonian Chora will provide the third action the same round as the second. )

 3.   [Diplomacy] Host Event  - Victorious Voices of Harmony have ground the Gate into irreparable rubble. Rumors spread of song flowing forth as ambient melodies make known news of a postwar party. All (at or above Reputation 0 with the CCA) are invited in to Firstreef for celebration and surprise–particularly peoples wanting Wastes to tremble before biodevelopment.

Link  here  
  Nonactions:  
 [Request] Good Names Go to Wastes, Round 3 Results 

W31 (Tropical): Ahua Rino (MIR), 1 Cultural Exchange Forms in Subtropical!

W21 (Subtropical): The Eternal Midden (KAT), 1 Cultural Exchange Forms ANYWHERE but Subtropical!

W34 (Temperate): The Flowing Mirage (CYP),  1 Cultural Exchange Forms in Subtropical!

W5 (Polar): Dirge-Haunted Devastation (KNH),  1 Cultural Exchange Forms in Subtropical!

Winners and recipients, please note the formation of the Cultural Exchange as a non-action this round.

 [Request] Choral Protection 
ESP and KNH each gain strong claims on Firstreef (Region 169) for their commitment to taking down the enemies of the Chora.

 
 Spoiler: Ongoing 

 [Opportunity] An Appetite For Abundance  - (  Opportunity:  Countries may provide Treasure, Food, Preservatives, and Dyes to repay debts to the Chelonian Chora.  Reward:  1 or more Favors.  Cost:  3 Treasure or 1 suitable Trade Post per Favor.  Deadline:  Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice.  Details:  Non-action to gift Treasure/Trading Posts. May not be used if no Favors are owed. )

[Circumstance] Nasin Nasa, Tan Tawa, Ali Ante - Update![/B] - Where previously people parted ways with what were supposedly stable situations, now news nears of others openly objecting to travel, talk, and acting as always. Kenaqua’s chaotic call causes  paranoia, personal partition, public retreat –radiating round Blacktide’s baneful blasphemy.

(  Circumstance:  People have ceased disappearing and are instead hunkering down in paranoid seclusion.
 Penalty:  None yet.
 Duration:  Indefinite
 Details:  The currently affected areas are the places where the Gate’s influence is projected to spread. )

[Offer] Chelonian Accompaniment - The seas seem suspicious, seekers slow and salvation shuns suffering supplicants. It is high time for all to venture out and reforge the unity that used to be uniquely unanimous! And, of course, the singers of the Chora are delighted to deign to don the dress of director, dangling incentives in front of impressionable but inspiring initiates in the path of peace.

( Offer:  The Chelonian Chora is offering to assist the fledgling countries in their work all throughout the oceans.  Benefit:  The Chelonian Chora will Seek Aid for any country's Diplomacy, Economy, or Faith actions.  Cost:  1 Favor owed per two Seek Aid actions (must be in same round).  Duration:  Available until the end of Round 27.  Details:  May opt to have the Chelonian Chora Seek Aid for an action after it has been rolled; this costs 1 Favor per Seek Aid action instead of 1 Favor per two Seek Aid actions.)

 [Request]   - Various vulnerabilities vie very vigorously to totally topple testudine chora. Chelonian choirs call for comfort. Organized offense offers ultimate defense, denying detractors victory.

(  Request: The Chelonian Chora seek a protector! 
 Reward: A Strong Claim to Firstreef (Region 169) 
 Cost: Offensive action against the Gate in Kenaqua (52) or the Nanuuq Constellation, construction of a Fortress in 169 (allowed in the unowned region exceptionally by Chora) 
 Duration: Until 169 is owned by a player faction   )

 [Offer] Song of Tranquility (in Wild Waters)  - Kenaqua’s curse creates chaos. Deftly defusing discord can calm dueling choruses. Denizens of depths currently quivering with Kenaquan disharmonies can call Choral cavalry for diminished cost.

(  Offer:  Polar powers may call on the Song of Tranquility from the Chelonian Chora for a reduced cost. Available to nations at reputation 0 or higher.
 Benefit:  Song of Tranquility: Attempt to Sway all Unruly factions in a region to Open
 Cost:  1 Favor per region OR 1 Treasure per Unruly faction
 Duration:  Until the end of Round 27 )
 


 

    Divine Nacres    
 
 Spoiler 
The  Divine Nacres  are a surface-dwelling consortium of humanoid researchers, biotechnologists, and ecclesiastics living in floating city-spheres that look like nothing so much as massive, impenetrable pearls. In generations past they have largely remained aloof, keeping their local subaquatic societies at arm’s length save for the occasional gift of advanced biotechnology or guidance, asking in exchange for access to the seafloor and assistance with gathering seemingly random resources for esoteric reasons - such was their distance that not a soul has seen them outside of their strange bulbous suits. Recently, however, the Nacres have been much more open and active in their communications and exchanges with the burgeoning civilizations of the oceans.
 

  Actions:  
 1.    [Offer]Star-science 4 Fish &amp; Friends!    - In an effort to more well support disadvantaged clammunities, the Divine Nacres are holding a summer science camp for anyone interested. Come codllaborate as we investigate such principles as lift, pressure, and CRISPR Cas9 gene editing!

(  Offer:  Build spaceships with the DNA. Yes, literally.
 Benefit:  Unclear.
 Cost:  1 or more Trade Posts of Fuel, Labor, or High-Quality Construction Materials as a non-action. You do not lose control of the Trade Post, but cannot use it for anything else that round.
 Duration:  Until the end of Round 28.
 Details:  Only full sets of Fuel, Labor, and Materials will affect the number of spacecraft produced for a future event. ) 
 2.   [Offer] A Little Coercion  - The DNA has noticed the untenable situation of the seas–specifically that the economy might be due some readjustment. They would be willing to assist in this, so long as those being assisted are deserving.

(  Offer:  The DNA will coerce TPs for you.
 Benefit:  Control of any successfully coerced TP
 Cost:  1 DNA Favor
 Duration:  Until the end of Round 30
 Details:  The DNA will not coerce TPs held by any Child of Pearl. )

 3.   [Opportunity]  - The Divine Nacres desire a different set of resources now to satisfy A Need For Knowledge.
(  Opportunity:  Countries may provide Technologies, Minerals, Food, and Microfauna to repay debts to the Divine Nacres.  Reward:  1 or more Favors.  Cost:  1 previously unknown Technology or 1 suitable Trade Post per Favor.  Deadline:  Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice.  Details:  Non-action to gift Technology/Trading Posts. May not be used if no Favors are owed. )

  Nonactions:  
 [Offer] Teach a Fish to Man (the GMO Kelp) ENDS  - The Nacres have turned their gaze again upwards.

 [Opportunity] Discupulus Dominorum ENDS  - Somehow, this generous PR strategy may have failed to dominate the news.

 [Offer] Pen Pals ENDS  - Amazing how unpopular experimental brainlinks are.

  [Offer] Prototype Enhancements ENDS  - Unlike experimental body enhancements.

  [Peregria (Ennead Experiment)] High Stress Camouflage:   When the terror of battle comes upon Peregria, transformation descends. It's clear how this could prevent tragedy. Peregria can be substituted for a General for one leader loss roll each turn if infiltrated in the nation where the General is fighting.

 
 Spoiler: Ongoing 
 [Opportunity] A Need For Knowledge  - (  Opportunity:  Countries may provide Technologies, Minerals, Food, and Microfauna to repay debts to the Divine Nacres.  Reward:  1 or more Favors.  Cost:  1 previously unknown Technology or 1 suitable Trade Post per Favor.  Deadline:  Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice.  Details:  Non-action to gift Technology/Trading Posts. May not be used if no Favors are owed. )

 [Taboo] Carissime, Melius Est Descendit Ubi Madet: Sub Mari!  -

(  Taboo:  The Divine Nacres advise against trying to explore Terrestrial Wastes - it can lead only to chaos and ruin.  Penalty:  -1 Rep for creating a technology which would allow exploration of Terrestrial Wastes. -1 Rep for successfully Exploring a Terrestrial Wastes region.  Duration:  Indefinite.  Details:  A technology which would enable exploration of Terrestrial Wastes must have these prerequisites at minimum: a technology which allows crossing Brackish borders, a technology which allows crossing Toxic borders, and at least two additional resources. )

(  Opportunity:  Anyone at non-negative Reputation with the DNA may study the Inventory of Lamentations as a three action project.
 Reward:  +1 against Reavers
 Cost:  3 Military or Intrigue actions
 Deadline:  PERMANENT
 Details:  STC, CYP, SKR, and HEX receive this bonus automatically. )
 


 

    International Prestige    
 
 Spoiler 
 International Prestige  uses many Organization mechanics, but is distinct in a number of key areas - it represents the respect, appreciation, envy, and awe a country commands on the world stage, not just from the ruling governments of the country’s peers, but in the broader perception of the influential elite. The only actions International Prestige can take are to create tasks, requests, host events, or similarly create opportunities for countries to demonstrate their wealth, power, and grandeur. Reputation with International Prestige can be raised by gaining Prestige, and PRS Reputation Rank will often simply be referred to as Prestige Rank.
 


Incoming...
JBarca
 Round 27
   The Shifting Ennead   
 Micht Tsy Fivrivirvs (57), Coresite[0/3] (58), Mortuus Marea (60), Revocatus Faecum (66), The Cathedral of Movement (67), Sketi (68),  Danabae (69) ,
Raconensae (73), Maurente (74), Cryptoclysus (84), Calvarnsis Superior (185), Calvarnsis Inferior (186) 
 Liege Lord to: Draig Residuum Gathering [Aelwyd Adferiad (71), (70)]  
  Led by The King, Emperor Akkoroas 
D10 ; M10 ; E10 ; F6 ; I6 
 Actions 
 
  [Faith Establish Holy Site in Raconensae [73] 1/3]  
  [Faith Establish Holy Site in Raconensae [73] 2/3]  
  [Faith Establish Holy Site in Raconensae [73] 3/3]  - Shattered Foe - Devoted to Wings of the World
As a favor to his vassal and in recognition for services to be rendered, The King, Emperor Akkoroas orders a great structure to be built in Raconensae. The remains of the declawed molt of Gwrfaedlaithe are pulled to Raconensae and settled atop a towering column of crystal. With the ribbed abdomen spread wide to create a viewing platform and the maw spread wide to allow ingress, the shell that once protected the terror of the southern seas is now a monument to the ferocity of the resting Azure Colossus Draig, Tadgceallachmarix, The Thunder That Burns. The Shattered Foe is a temple to the majesty of the Draigiau and their hewn lord, proclaiming his prowess to the world.

 
  [ Faith  CotMB MIL Sack TP 71.2]  Spending 1 Treasure ( +1 from Seek Aid )   Result: 18  
The Union has violated the borders of the Ennead, and this cannot be allowed to stand. When the Stormcloud Conglomerate expresses concerns, the emperor is more than happy to reply - through a number of intermediaries, of course
 The King, Emperor Akkoroas expresses his pleasure at receiving your letter.

In response, he offers the following statement of intent, concern, and policy. First, to intent and policy: the Cyphiri Union has, without first seeking permission, violated the sovereignty of the Shifting Ennead by cutting through its borders with hostile mood and violent ends. This is, and always has been, unacceptable. Thus, Cyphiri interests, which were peacefully coexisting with the citizens of the Ennead, are being purged. Their merchants forfeited their right to Ennead goods when they took trade permissions as open borders and an invitation for destruction.
Second, to concern: You speak of the Cyphiri as though they must be minded, yet you allow them too much leash. If they are under your protection, it surely must be in your interests to prevent your dependent from antagonizing those you do not intend to war with. We have and wish no quarrel with you or yours as of now. But if the Cyphiri Union visits violence upon Enneii and you claim them as your own, this state of affairs cannot last.

We see no reason to escalate this issue. Order the Union to leave Ennead waters, or understand that we will force them out ourselves and accept this as our right within our own borders, and we will consider the matter settled. We have no interest in pushing this conflict beyond our seas.

Truly, we understand the Union's anger with the Nacres. This was never the source of the concern.

In desired peace,
The King, Emperor Akkoroas 
 
  [ECO Settle Coresite [58] 1/3]  
  [ECO Settle Coresite [58] 2/3] 
 
  [DIP Sway Aristocrats in Sketi (68)]   SUCCESS  
 
 Non-Actions 
 
  Treasure Count at round start - 6 
  Unit count at round start - 15/20 
  Gain 1 Unit from Ennean Professionalization 
  Accept all gifts, including Trade Routes and Cultural Exchanges 
  All SEN territory treats all armies not belonging to SEN or STC as hostile for Distance Losses. STC is explicitly given permission to travel through SEN regions. 
  DMA Tracking: +1 
  Assist DRG conversions 
   Squids Games Rolls . Dessia G1: Squid with Knives for Tentacles, 5. Volleyballers G1: Jellyfish, 8. Dessia G2: Rolled 8, picked 13.12. Volleyballers G2: Rolled 10, picked √(4,819.1364) 
  Good Names Go to Wastes: W22 &gt; Metallicum Mare 
  Spy Action with Peregria 
 
 Reports and Discoveries 
 
  The Driagiau have staked their claim on the waters to their west, and the Shifting Ennead supports their vassal. Should a state interfere with the sacred seas, the Ennead will consider this a declaration of war against the Residuum and will respond accordingly. 
  The Cyphiri response to the reprisal is taken for what it is: an acknowledgement of the game being played here. The Ennead's demands remain in place - that all Cyphiri Union representatives not formally housed by the state depart the empire immediately or they will be driven out - but the emperor agrees that escalation is hardly necessary. The Ennead and the Union can easily coexist moving forward. 
  As The King, Emperor Akkoroas retreats for his next bout of stasis, the court of Danabae is swiftly filled with recitation urns. These slow, plodding creatures are the highest fashion among the Doflein in modern times, being little more than beasts of burden that carry story rather than simple goods. They have a near-perfect memory for spoken word and can communicate only basic needs and that which they've memorized. Poor indeed is the Doflein who does not own at least one such luxury. They are used for record-keeping, messages, and as private journals. Typically, they are highly secure - only by speaking a specific code word can they be enticed to divulge their cargo. One enterprising individual, who has elected to remain anonymous, has cracked the code to the emperor's personal recitation urn. Within weeks, dozens of copies of his words have been made and shared around the court. Because of the King's unique lifestyle, this journal is released as it is found - in serialized, eagerly awaited bundles.
 
 Spoiler: On Eternity, Pt. 3 
  On Eternity  
 With the undertow of the empire dragging out the very foundations of the philosophy, I am forced to reckon with matters that I alone can comprehend. Where once the Eternal Communion was, barring transgressive pockets of pacifists or the dull, indwelling the consciousness of the Enneii, it is now being swept to the Wastes in favor of heightened individualism. I cannot find it within my soul to be disheartened, though. In the end, is this not paradigmatic of the approach we took to what was, once, a veneration of a gestalt? The Enneii, as I have before contemplated, love the intake of much and more. Within the sadly limited scope of mortal perception, such a pursuit seems the height of individualism. This new trend cannot find purchase in my spirit. Or rather, I simply cannot allow it to. My mind is ancient and stronger for this, but the flesh that feeds it is weakening by the hour.

Reanimation has become a fascination of mine these last years, and I admit to temptation. I cannot succumb lest I lose myself to the whole. A melding with all reality - though here I must couch such a statement or be found failing to speak accurately; the reality on which I dwell is only our own and it would be the height of folly, with gracious thanks given to Blacktide for the revelation, to limit one's conception when there are other spheres out of our grasp - loses oneself in the mutual flow, the swirling currents of oneness.

Brought to my mind now is the Maw, the depths that spewed forth Indah far to the north. This well is the source of infinite potential - in truth, it easily contained a being so great that she is called "Endless." Were one to plumb the true source of the Maw, one would find minerals, creatures, microorganisms, flora, and artefacts not so easily categorized. But once has it allowed part of itself - the great Eel - to breach, and not then with permanence.

I think, then, that this must be the model for true Eternal Communion. To excavate from myself all slag, to burn out the impurities, to pull forth from within all that is not pure, unadulterated  me . Should this self be deep enough, it will create for itself a new world that is inviolable, too harsh for what remains to withstand. In this way, all can be subsumed and nothing lost. Not a reanimation, for that requires the unthinkable act of cessation, but something new. Taking oneself and forcing from it everything else, leaving only self. Autoegogenesis. 
 
 
 




Ruler Stats R28:
D: 10
M: 10
E: 10
F: 8                                                                          POLAR 
I: 6
New Ruler: No

 
 Spoiler: Technology 
 Technologies 
    Type 
 Name 
 Effect(s) 
 Required Resource? 
   
  S 
 Composite Grafting 
 N/A 
 N/A 
 
  S 
 Graduated Symbiosis 
 N/A 
 N/A 
 
  S 
 Trophic Deconvolution 
 N/A 
 N/A 
 
  C 
 Electrodialytic Staurozoa 
 Ignore Effective Distance from Briny 2/rd 
 N/A 
 
  C 
 Holographic Certification 
 +1 to rolls when resisting Undermine Support 
 Photospore Signaling, Bioluminescent Ink 
 
  M 
 Devolving Standardized Integrations 
 +1 to Battles following destroying enemy units in battle 
 Composite Grafting 
 
  C 
 Anoxic Adaptation 
 Brackish (green) border crossing 
 Composite Grafting, Trophic Deconvolution 
 
  C 
 Bitter Tourism 
 Glacial (black) border crossing 
 Heat Source 
 
  M 
 Razor Current Netting 
 +10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending 
 Composite Grafting, Glass 
 
  M 
 Filtration Grafts 
 Toxic (red) border crossing 
 Composite Grafting, Filter Feeders 
 
  M 
 Destabilizing Mutagenic Augmentations 
 Increase DSI bonus to +2 
 Devolving Standardized Integrations, Composite Grafting 
 
  C 
 Scrying 
 Great Success on Seek Aid grants a +2 
 Shiny Objects 
 
  M 
 Reanimation Colonies 
 -10% Own Casualties 
 Graduated Symbiosis, Corpses/Skeletons 
 
  M 
 Crimson Cuirasses 
 +1 Battles 
 Graduated Symbiosis, Organic hard material 
 
  C 
 Implanted Personality Mindnets 
 Create, implant, and withdraw a Mindnet 
 Composite Grafting, salvaged Reaver augments or Nacres technology (consumed) 
 
  M 
 Memetic Cohesion 
 +1 to Maneuvering and Battles if using a Subcommander 
 Memetic Hazard Generators, Thinking Creatures 
 
  C 
 Memetic Hazard Generators 
 Great Success on Undermine Support (TN 18 or the defender’s roll + 6), Support becomes Unruly 
 Electrodialytic Staurozoa, Esoterica or Drugs 
 
  M 
 - 
 N/A 
 N/A 
 
  M 
 - 
 N/A 
 N/A 
 
  M 
 - 
 N/A 
 N/A 
 
    
 

 
 Spoiler: Mechanical Bookkeeping 

Trading Posts Owned: 5
 
 Gravelglass: 68.2 
 Maleficent Jelly 51.3 
 Dragon Eyes 84.2 
 Basalt Harpoons 54.1 
 Firefly Squid 74.1 
 
 Military Units CAP: 8/TBD 
 Generals 
 
   Balelia - 9  - With KNH 
   Tulticius  Adenia - 8 
 
 Spies 
 
  Peregria - 9 
 
 Cultural Exchanges 
 
  GRV 
   DPB  (In Space) 
  STC 
  SKR 
 
 Trade Routes 
 
  STC 
   CRY  (Dead) 
 
 Artifacts 
 
  Shadow Pearl - Fuels Scrying. Provides Nonaction Seek Aid 1/rd. If unused, chance of gaining +1 Faith if others are used. 
  Censer of the Mother's Breath - Treat one action as Faith for Stat gain purposes. Free Seek Aid on the action 
  Falsegate Viscera - Provides either 2 units killed for DMA or corpses/skeletons as a TP 
  A declawed Damaged Colossus Draig Molt and an "intact" Damaged Colossus Draig Molt 
 
 Treasure 
6/15

 Special Actions Used 
DIP5 - Cultural Exchange DPB
MIL5 - Recruit General Tulticius
ECO5 - Specialized Ship,  The Harvester 
MIL10 - Destabilizing Mutagenic Augmentations
DIP10 - Empire
ECO10 - Ennean Professionalization
INT5 - Spy (Peregria)

 Great Projects 
     Name  
  Location  
  Details  
 
  Provinciarum Mirabilia 
 67, 68, 74 
 Massive statues of coral and living flesh harvested from serfs, coupled with tax-collection offices 
 
  The Eternal Reunion 
 69 
 A huge pit dug into the seafloor, swarming with workers and filled to the brim with factories, workshops, and gristmills, and the floor is dotted with butcheries, slaughterhouses, vats, and barbershop. Into the pit flow people, animals, and other biomaterials. Out flows the raw materials for the many experiments and projects of the Doflein. 
 
   
  
  
 
  
 

    POLAR    
Volthawk
 
   The Cyphiri Union   
  Round 27  
 Regions:  Cyph-Arel (122, Capital), Pyl-Garat (129), The Emerald Tidelands (124), Carr-Narin (121, Colony), Uln-Laton (191, Colony), Swarmhome (126), &lt;unnamed conquered region&gt; (142)
 Faith:  The Flowing Way (The Cyphiri Way)
 Ruler:  Ashal Hallus
 Diplomacy  10  Military  10  Economy  10  Faith  7  Intrigue  6
 Voice of Harmony:   Lyric  8  Passion  8  Artistry  8
 Merchant Marine 
 
 
  Actions  
 End of Turn Ruler Increases:  +1 Faith
 
 Conduct Nuance [Lyric - Faith] -  12, Success  
 Impress Merchants of 129 [Artistry- Faith] -  15, Success  
 Attend KNH Event [Diplomacy] - Unrolled 
 Spoiler: Event actions 

 
 Vassalise to GTZ 
 Recieve Ennean Professionalism, Gotezhar Professionalism, Artful Acquisitions, and Battlefield Scavengers from GTZ 
 Give Cognition Colonies to GTZ 
 Recieve Trade Memetic Cohesion from ESP 
 Give Crimson Curiases to ESP 
 Reciee Advanced Cooking and Mobile Subdivisions from KNH 
 Give Osteo-Rebar and Cognition Colonies to KNH 
 
 
 Ashal Hallus has a very busy few years, spending much of it travelling to polar waters, invited by the Frozen King to see the Polar Institute of Warfare. Naturally, she's accompanied by Falnat Hallus and Jacques (Renald's Kalan successor, the old leader of the Retainer Guard stepping down and using the Guard's recent military successes as a good capstone to his career), both curious to see what this institute has to offer.

On the way, she makes a stop in Pyl-Garat, making her face seen among the businesses of the region and stopping off at the Union Mercenary Exchange with plenty of valuables, reassuring those who remained that business would survive and thrive with the Cyphiri in charge and arranging for more merchants and managers to come to the tower to work.

She spends much of the travel time in quiet contemplation, besides the occasional bout of humming, working on something that had been evading her for quite some time - finishing the songs of harmony (or at least, the Cyphiri understanding of them - these things were mutable like that, after all), tapping into the new undercurrent in the Union, that new mood and mode of thinking that was growing in influence (in no small part due to her own efforts). She doesn't discuss her progress with anyone, but by all reports she's in good spirits by the time they arrive in Pelegar.  
 Create Military Technology: Cognition Colonies [Military 10] - Unrolled
 Arnel Belar has reportedly been quite unsatisfied with the behaviour of the Reborn in his exhibits - they look the part of how (he thinks) the creatures the fossils came from once were, but they don't  act  the part, the colonies responding to much more basic stimulus than the animals that once existed. No problem. Arnel can fix that. Naturally, the military is as interested in his work as ever.  
 Buyout TP1 of 171 [Economy] -  15, Success 
 While they may be losing a staging point in polar waters, the work must continue and so Belar opportunity scouts, continuing to keep focus around the waters nearby to Firstreef and New Korasoon, head into the cold waters north of Gotezhar territory and try to broker deals with the Cultivators living there in order to establish a foothold in the region.  
 Expedition Southwest of W40 (3 Treasure spent; Sojourn Suits used) [Economy] -  24, Great Success 
 
 Free Prospect of WX:  16, Success (2 TPs found)  
 
 Some Belar raise the idea of staying in the south and finishing the exploration of the island chain that seemed to be there, but political concerns cause Olnet to call for a change in targets - they could likely get the job done and leave before Ennead soldiers got to the staging point, but why risk it? Instead, they leave polar waters and head to the newest staging point (finding it easier to work with than the old one, particularly given the closer-by Reefback Nurseries) to prepare to finally get the Stewards the treasures they asked the Belar to retrieve a decade ago. Thre is some back and forth when it comes to deciding the crew for this journey, now that they had seen the dangers of the surface first-hand, and the crew that sets off for new land is a mixture of old hands who have decided that the scars and risks are worth the prize and new volunteers willing to accept the risks (replacing those old hands who decided that a second brush with the surface wasn't for them), still led by Olnet who wears her pollution scars proudly.  
 
  Nonactions  
 
 Allow militaries from signatories of the Flowing Peace to move through Cyphiri waters without interference. 
 Treat Cyphiri-owned regions as hostile territory for any and all armies from the Shark People or tropical countries. 
 Hinder Buyouts in 129 from non-MIR Tropical countries. 
 Provide Cobalt Dye to OKI through the trade route. 
 Provide Swarm Ash and Hematite Flakes to KNH through the trade route. 
 Recieve Paru Para Bunkers and send Cognition Colonies to MIR through the trade route. 
 Attend the CCA Postwar Party 
 Accept the Cultural Exchance from KAT 
 Use the reward from Good Names Go to Wastes, Round 3 to form a Cultural Exchange with QST
 With help from the Chora, the Cyphiri establish ties to the subtropical countries that both look like they're going to last and are receptive to outsiders (sadly, the Ornzol have been refusing to hear out any Cyphiri visitors). While the Quiet Storm Trifectate are sadly throwing their lot in with the Syndicate and its sphere of power (understandable, and less of a direct threat now things have been worked out with the Syndicate, but still sad), the Katethi seem to prefer to keep their independence and that is something the Cyphiri can help with - a broadly friendly (putting the internal discontent aside for a moment), independent and thriving force in the subtropics sounds like a good idea to the Council.  
 Suggest  The Expanse of Unheard Whispers  for Good Names Go to Wastes, Round 4
 When it comes to the wastes recently discovered by Olnet Belar and her crew, the Cyphiri tend to have their imagination taken by the ancient communication nodes, still sending signals much like modern photospores. What could they be saying, the Cyphiri wonder, and so naturally the name they give the area is tied to those unknown and unheard stories.  
 Passionate Harmony - Recruit 1 Unit 
 Artistic Harmony - Gain 1 Treasure 
 
  News and Rumours  
 
 The offer of peace from the Lambent Syndicate is happily accepted by the Union. After all, it had ended up that most of the hostility was from them towards the Union, so ending that problem without needing to do much on their end is perfectly fine by them. The Cyphiri population aren't going to forgive and forget, and the Union's stance remains cautious (and encouraging others to do the same), but the Council agrees to not make any offensive actions towards the Syndicate in the foreseeable future. 
 The reprisal from the Shifting Ennead against Cyphiri assets in polar waters was about what was expected. After all, that was why the elements of House Hallus who had caught wind of Relas Ulnesh's plans had told the Belar to finish their business in Aelwyd Alferiad sooner rather than later. As such, they let it happen with little protest beyond the obligatory for such an action, and assurances are made that there are no future plans for any hostile actions in polar waters - after all, even the destruction of the Holdfast was not authorised by the Council, and although the Council is well aware that the distinction doesn't change the need for a response, they hope it shows that this was a singular situation rather than the first step in a protracted effort against the Ennead. 
 Before setting off for the Kar-Nath Hegemony, Ashal Hallus addresses the Union Council in a speech that is dutifully memorised and relayed by storytellers across Union waters (usually with a little added  flair, of course, but Ashal is fine with  that kind of minor variation). Her message  is simple - the way the Union operates  must  change if they are to thrive in the world they live in.

The path laid out in recent years, one where the Union is more proactive about dealing with problems in ways other than kind words and trade deals, has to be the route the Union follows now. Some threats can be dealt with, yes, a peace deal here (as with the Syndicate), a Titan dealt with there (as with the Trawling Beasts), but there are always more threats, active or potential, out there. Even now, the Black Spot has presented a new existential threat to any who would try to lead a House or any other major Union institution. Old principles, such as their qualms around certain fields of research or weapons of war, or the Cyphiri tendency towards being open about their intentions to all, must be tossed aside if it allows for the survival and success of the Union. After all, the history of the oceans over these last eight decades have been filled with those who have held to such principles and been ground into the seafloor by those without. They can still work towards harmony and a better world, of course, but they must learn to not dismiss options presented to them because of old ideals. One step in that direction is forming closer ties to the Gotezhar, despite recent...changes in how things have worked over there that may be morally disagreeable - Ashal firmly believes in continuing to back an old ally despite that, and in benefiting from their new strength.

Many Cyphiri criticise Ashal's speech, and the rhetoric she uses in it, as dangerous and potentially inflammatory, concerned about what it may mean for the Union. That said, one can't deny that her words are having an affect on the general population of the Union, particularly when it comes to the non-Cyphiri species living within its waters, and when one takes that with the overall positive reaction to the destruction of the Holdfast in polar waters by Relas...some Cyphiri are becoming increasingly concerned with the direction of the Union these days. 
 When it comes to discussions around reclaiming the wastes, the Cyphiri are very much in favour of such endeavours. That said, the Union is unsure when it can provide the scientific expertise to solve the issues preventing the project from happening just yet, as the majority of their researchers are otherwise occupied with certain internal matters. They do, however, spread all the information they have on the terrestrial wastes that present such a large obstacle to the project, and pledge to both continue exploring the surface (despite the risks) and to provide the technology required to survive up there to anyone who is a part of the endeavour and needs it. 
 
  Statistics  
 
 Spoiler 

 Special Actions Available:  Faith 5, Military 10
 Special Actions Used:  Diplomacy 5, Diplomacy 10, Military 5, Economy 5, Economy 10, Intrigue 5

  Diplomacy  
 
 Spoiler 

 Reputation/Favours 
 The Abyssal Stewards:  Rep 2, 1 Favours (Expected Change: None)
 - Welcome: +1 to resist Sacks and Coercion
 - Friendly: +2 to resist Secret Actions
 The Chelonian Chora:  Rep 3, 0 Favours (Expected Change: None)
 - Welcome: +1 to resist Supports becoming Open or Unruly
 - Friendly: Distance Losses triggered every fourth region; -0.5 distance penalty (-1 if target is adjacent to/has a CCA base)
 - Favoured: Jump to regions with CCA bases for 4 regions, +1 post-roll Seek Aid per round
 - Voice of Harmony: Various benefits (see doc), Lyric/Passion/Artistry unlocked
 The Divine Nacre:  Rep -3, 0 Favours (Expected Change: None)
 - Disliked: Projects require an additional action
 - Unwelcome: -2 to Exploration, Prospecting and Colonising
 - The Black Spot: Make leader loss rolls every round, leader loss roll penalty (-1 in battle/-2 otherwise), -1 to rolls in regions with/adjacent to a Holdfast, +2 to subcommander Mil, tacman, battle and sacks
 International Prestige:  Prestige Rank 2, 0 Prestige (Expected Change: None)
 - Respected: +1 to Establishing and Pressing Claims and Promoting Claimants
 - Admired: +1 to attempt/resist Sway and Impress actions

 Bases 
122: Reefback Nursery
124: Smoking Garden

 Cultural Exchanges 
Costa Sereia

 Cultural Identities 
Bringers of Peace: Troubled Supports (Sway and Impress Reaved and Unruly factions)
Adventure Capitalism: Expeditions

 Great Works 
The Palranic Anthology (Literature; kept in Cyph-Arel)
 

  Military  
 
 Spoiler 

 Units:  7 (Expected Change: +2)
 Unit Cap:  15 (Base 3 + 4 Regions + 7 Supports + 1 Wonder)

 Aristocratic Support 
91, 101, 111, 122, 124, 126, 191

 Generals 
Note: Generals with a Passion score are War-Singers, ruler is always a War-Singer
Falnat Halus (Mil 10, Passion 9): Harmonic Resonance (Free Sway Clergy as Lyric action, -30% own casualties, -40% enemy casualtis, +2 allied leader loss, +12 enemy leader loss)
Renald (Mil 8, Passion 7): Prime Targets (Free Sack attempt on offence, -2 enemy leader loss on defence, -20% own and enemy casualties)

 Perfected Tactical Doctrines 
None

 Fortresses 
None

 Military Technologies 
    Technology 
 Type 
 Effect 
 Requirements 
 Met? 
 
  Crimson Cuirasses 
 Armour 
 +1 to Battles 
 Graduated Symbiosis, R: Hard Organic 
 Yes 
 
  Blood Algae 
 Sappers and Siege Weapons 
 +20% enemy casualties and +10% own casualties in Depth 0 regions 
 Supernatic Propogation 
 Yes 
 
  Army Administration 
 Logistics and Morale 
 Fortresses owned by self or liege/vassal reduce region count by 1. 
 Supernatic Propagation 
 Yes 
 
  Death Commando Conditioning 
 Logistics and Morale 
 +1 to Battles 
 Graduated Symbiosis, R: Siren Extract 
 No 
 
  Devolving Standards Integration 
 Combat Drugs and Medicine 
 After battle victory, gain +1 to battle rolls for (half enemy units lost) rounds. 
 Composite Grafting 
 Yes 
 
  Reanimation Colonies 
 Warbeasts and Mounts 
 -10% own casualties 
 Graduated Symbiosis, R: Corpses/Skeletons 
 Yes 
 
  Razor Current Netting 
 Fortifications 
 +10% enemy casualties and +1 to maneuvering when defending or attacking with a foothold 
 Composite Grafting, R: Glass 
 No 
 
  Supermarine Artillery 
 Dropping Weapons 
 +1 to battle and maneuvering rolls in Depth 0 regions 
 Supernatic Propogation, Photospore Signalling, R: Giantsbane Seeds 
 Yes 
 
  Combined Arms Integration 
 Dropping Weapons 
 Additional +1 to battle and maneuvering rolls in Depth 0 regions 
 Supermarine Artillery, R: Soldiers 
 Yes 
 
  Osteo-Rebar 
 Special Materials 
 +1 to battle rolls and +2 to own leader loss rolls at depth 1 or deeper 
 Hard Metal 
 Yes 
 
  
 

  Economy  
 
 Spoiler 

 Treasure:  7 (Expected Change: +2; +3 Rate + 1 Artistry + 1 Mammomachines - 3 Actions)
 Treasure Cap:  17

 Trade Posts 
 Effective Total TPs  29
 Treasure Rate  3

 Foreign TPs with Owned Mercantile Support  8
    Trade Post 
 Resource 
 Use 
 Support 
 Rate 
 
  32.1 
 Delicate Mussels 
 Filtration Grafts 
 Open 
 1 
 
  71.2 
 Dragon Scales 
 None 
 Seatide Confederacy 
 1 
 
  100.2 
 Scaldsquid 
 None 
 None 
 1 
 
  109.1 
 Swarm Ash 
 Bitter Tourism 
 Open 
 1 
 
  117.1 
 Biolumiscent Tunicates 
 Support of 118, Holographic Certification 
 Costa Sereia 
 1 
 
  118.1 
 Domesticated Sea Cows 
 Support of 126/139 Megafaunal Caravans 
 Cyphiri 
 2 
 
  118.2 
 Domesticated Sea Cows 
 Support of 126/139 
 Cyphiri 
 2 
 
  121.1 
 Serpentine Tools 
 Sojourn Suits 
 None 
 1 
 
  122.1 
 Native Gold 
 Joined-Stalk Companies 
 Costa Sereia 
 1 
 
  122.2 
 Native Gold 
 Joined-Stalk Companies 
 None 
 1 
 
  124.C 
 Hematite Flakes 
 None 
 Costa Sereia 
 1 
 
  126.1 
 Clam Vines 
 Sojourn Suits 
 None 
 1 
 
  127.1 
 Ray-Ear Seaweed 
 Support of 121/122/123/140, Oxygenating Implantations 
 Costa Sereia 
 1 
 
  129.C 
 Mercenary Retainers 
 Union Mercenary Exchange, Combined Arms Integration 
 Cyphiri Union 
 2 
 
  134.2 
 Cobalt Dye 
 None 
 Costa Sereia 
 1 
 
  135.1 
 Luminescent Crystals 
 Deepwater Survival System 
 Costa Sereia 
 1 
 
  139.1 
 Fertilising Seeds 
 Supermarine Artillery 
 Cyphiri Union 
 2 
 
  140.1 
 Scouring Serum 
 None 
 Cyphiri Union 
 2 
 
  142.2 
 Hollow Sunfish 
 None 
 None 
 1 
 
  173.1 
 Tiny Tubeworms 
 Filtration Grafts 
 None 
 1 
 
  177.1 
 Striped Tuna 
 None 
 None 
 1 
 
  186.1 
 Mammoth Seals 
 Seeker Barnacles 
 None 
 1 
 
  W35.1 
 Titanic Rune-Carved Fossils 
 Reanimation Colonies 
 None 
 1 
 
  
 Mercantile Support 
118, 123, 126, 139, 140, 170

 Cities 
Union Mercenary Exchange (129; Mercenary Retainers TP + Sack Bonus; Usable)
Vril Ironworks (124; Hematite Flakes TP + Battle Bonus; Unusable)

 Trade Routes 
Ironkelp Knights
Kar-Nath Hegemony
Chelonian Chora (Firstreef)
Draigiau Residuum Gathering
Splendid Miru Miru

 Specialised Ships 
Wayfinder (High-Strength Photosphore Headlamps: +2 to Prospect actions)

 Civilian Technologies 
    Technology 
 Type 
 Effect 
 Requirements 
 Met? 
 
  Composite Grafting 
 Starter 
 None 
 None 
 Yes 
 
  Graduated Symbiosis 
 Starter 
 None 
 None 
 Yes 
 
  Megafaunal Tailoring 
 Starter 
 None 
 None 
 Yes 
 
  Photospore Signalling 
 Starter 
 None 
 None 
 Yes 
 
  Supernatic Propogation 
 Starter 
 None 
 None 
 Yes 
 
  Trophic Deconvolution 
 Starter 
 None 
 None 
 Yes 
 
  Bioluminescent Navigation 
 Depth 
 Allows access to Depth 1 regions 
 Photospore Signalling 
 Yes 
 
  Oxygenating Implantations 
 Depth 
 Allows access to Depth 2 regions 
 Composite Grafting, Bioluminescent Navigation, R:Photosynethic Organisms 
 Yes 
 
  Oxygenating Implantations 
 Depth 
 Allows access to Depth 3 regions 
 Bioluminescent Navigation, Oxygenating Implantations, R:Crystal/Glass 
 Yes 
 
  Indah's Embrace 
 Depth 
 Allows access to Depth 1 regions 
 Graduated Symbiosis, R: Growable Mineral Composite 
 No 
 
  Anoxic Adaptation 
 Border 
 Cross Brackish borders 
 Composite Grafting, Trophic Deconvolution 
 Yes 
 
  Bitter Tourism 
 Border 
 Cross Glacial borders 
 R: Heat Source 
 Yes 
 
  Filtration Grafts 
 Border 
 Cross Toxic borders 
 Composite Grafting, R: Filter Feeders 
 Yes 
 
  Mitochondrial Regulation 
 Border 
 Cross Glacial borders 
 Graduated Symbiosis, R: Food 
 Yes 
 
  Toxic Filtering 
 Border 
 Cross Toxic borders 
 Composite Grafting, R: Armour 
 No 
 
  Sojourn Suits 
 Border 
 Cross Terrestrial borders with a Specialised Ship 
 Anoxic Adaptation, Filtration Grafts, R: Tools, R: Clothing 
 No 
 
  Electrodialytic Staurozoa 
 Distance 
 Ignore the distance penalty from Briny borders, doesn't affect distance losses 
 None 
 Yes 
 
  Papershell Draft-Cuttle 
 Distance 
 Ignore the distance penalty from Brackish borders, doesn't affect distance losses; +1 Prospect in depth 0 Colonies 
 Supernatic Propagation, Anoxic Adaptation 
 Yes 
 
  Hot-Blooded Hemovores 
 Distance 
 Halve the distance penalty from Glacial borders on distance losses 
 Mitochondrial Regulation, R: Hard Metal 
 Yes 
 
  Sulphurous Secretions 
 Distance 
 Halve the distance penalty from Toxic borders, doesn't affect distance losses 
 Graduated Symbiosis, Composite Grafting, R: Hard Metal 
 Yes 
 
  Megafaunal Caravans 
 Distance 
 Reduce the distance penalty for Economy actions by 1 
 Megafaunal Tailoring, R:Food 
 Yes 
 
  Adventuring Parties 
 Action Bonus 
 Can send Missions from any region with owned Aristocratic Support 
 Photospore Signalling, R: Skilled Labour 
 No 
 
  Holographic Certification 
 Action Bonus 
 +1 to resist Undermine Support actions 
 Photospore Signalling 
 Yes 
 
  Joined-Stalk Companies 
 Action Bonus 
 Expeditions reward 1 Treasure instead of +1 to a Buyout, Great Success gives automatic control of a TP instead of 1 Treasure, wastes exempt. 
 Composite Grafting, R: Precious Minerals 
 Yes 
 
  Scrying 
 Action Bonus 
 Great Success on Seek Aid grants a +2 bonus instead 
 R: Shiny Object 
 Yes 
 
  Seeker Barnacles 
 Action Bonus 
 Can send Expeditions from any region with an owned Trade Post 
 Graduated Symbiosis, R: Megafauna 
 Yes 
 
  Traveling Scholars 
 Ruler 
 Roll and drop 1 additional d4 when adopting a new non-dynastic ruler 
 R: Talented/Knowledgeable Labour 
 No 
 
  Mamomachines 
 Resources 
 Regain 1 Treasure per 3 spent in a round 
 Graduated Symbiosis 
 Yes 
 
  Reactive Refining 
 Special 
 Create a Screechstrobe Cluster with a 3-action Intrigue/Military project 
 R: Volatile/Reactive Metal (resource consumed) 
 N/A 
 
  
 

  Faith  
 
 Spoiler 

 Faith Holy Sites:  Just check the table

 Clerical Support 
101, 122, 124, 126, 141, 143

 Organised Faith Bonuses 
+1 to Impress Actions
Cultural Identity for Buyouts
Prophetic Education (Roll twice for Economy and choose either result when changing rulers dynastically)
Inspirational Adventurers (Gain 1 unit on Expedition GS)

 Artefacts 
 Arthan’s Head  As an action (that can be associated with any stat), the owner of Arthan's Head can select a region for the Head to focus on in the next round. This provides a +1 bonus to all actions targeting that region that use the same stat as the action used to focus the Head in the round before.
 Shero'ah Hakkol  One Prospect action per turn in a Wastes region gains a +2 bonus.
 Lesser Piryon Ma’yan  Reduces the action cost of Projects in one region by one action as long as exactly one action’s worth of progress is added to the Project each turn and the Piryon Ma’yan remains in the region the entire time. Currently applicable to Projects with an action cost of 5 (or more). As the Piryon Ma’yan grows, this effect may improve.
 Shadow Pearl  Satisfies Scrying resource prereq, can Seek Aid as a non-action 1/round - if this would make a fail a success the pearl goes Lambent and can't be used. If 2+ pearls are Lambent, reset all pearls and gain Faith if yours wasn't (see miracle for extra details).

 Holy Orders 
None

 Miracles 
Bones of the Ocean - Wastes TPs owned by Cyphiri Way countries count as Holy Sites
 

  Intrigue  
 
 Spoiler 

 Spies 
None
 

  Claims  
 
 Spoiler 

122 - Historicity, Integration
124 - Confederation
126 - Marriage (Strong), Integration
 

  Total Passive Effects  
 
 Spoiler 

Note: A lot of this is out of date, will fix between rounds. Hopefully. If I don't forget.

 Borders: 
Access Depth 3, Brackish, Glacier, Toxic
Ignore penalty for briny and brackish borders 2/round each, non-battle uses only

 Actions 
Economy actions: -1 Distance Penalty
Buyouts: 2d8 CI
Impress: +1 Prestige, +1 Religion, 2d8 CI if Unruly/Reaved
Sway: +1 Prestige, 2d8 CI if Unruly/Reaved
Exploration: +1 Nacre Rep
Prospecting: +1 Nacre Rep, +2 Artefact (1/round, Wastes only), +1 Tech (Depth 0 only)
Colonisation: +1 Nacre Rep
Claims: +1 Prestige
Investigations: +2 Nacre Rep

 Defensive 
Resist Coercion: +1 Steward Rep
Resist Sack: +1 Steward Rep
Resist Secret: +2 Steward Rep
Resist Supports becoming Open/Unruly: +1 Chora Rep
Resist Sway/Impress: +1 Prestige
Resist Undermine: +1 Tech

 Misc 
Merchant Marine: Extra Economy action, 15 treasure cap, can spend 3 treasure on a roll, foreign TPs in mercantile support regions count towards treasure, can provide two resources through a trade route
Friendly with the Chora: -0.5 distance penalty (-1 if target region has/is adjacent to a Nursery), unit distance losses triggered every 4 effective regions
Building Materials: 0/3 project actions count double
Mammomachines: Gain 1 Treasure for every 3 spent in a round
Joined-Stalk Companies/Seeker Barnacles: Expeditions can be made from any owned TP, and rewards are changed to 1 Treasure on success/automatic control of a TP on great success

 Union Mercenary Exchange 
+1 to Mil actions in 129 (own Aristo support)
Can always coerce trade posts in 129 (own Aristo support)
+1 unit cap (own Merc support)
1 extra defender in 129 (own Merc support)
2/round, spend 3 Treasure to recruit 2 units with one action (own region and both supports)

 Polar-Confederate International Bank Membership 
+2 Treasure Cap (17 w/ MM)
Can spend one extra treasure on Economy rolls (total +4 w/ MM)
May transfer 1 Treasure to other bank members per round as a nonaction
+1 to resisting Sacks and Coercions within regions owned by Bank members
 

 
Aerin
    Unrest Warnings   
Round 27 
  Desired Import Warnings  
The following regions are lacking their desired imports, and their merchants will slowly progress towards rebellion.  In regions with open mercantile supports, this means the merchants may become unruly if the region owner does not supply the resource.  In regions with owned mercantile supports, this means the merchants may become open if the support owner does not supply the resource. Unrest will begin at the end of the listed round.

 Round 27 
Region 8 (LOL, Food), Region 9 (LOL, Spices), Region 10 (LOL, Sweet Foods), Region 55 (KNH, Heat Sources), Region 56 (GRV, Esoterica), Region 137 (COS, Spices)

 Round 28 
Region 135 (OKI, Edible Algae), Region 198 (ORZ, Preservatives)

 Round 29 
Region 35 (HEX, Fertilizers), Region 57 (SEN, Building Materials), Region 74 (SEN, Crops), Region 85 (GRV, Fertilizers), Region 105 (PGL, Meat), Region 142 (CYP, Fibers), Region 147 (MIR, Skilled Labor), Region 199 (ORZ, Toxins)

 Round 30 
Region 39 (KAT, Test Subjects), Region 196 (URH, Meat), Region 200 (QST, Salvage)

  Insufficient Region Access  
The holders of the following regions do not have or cannot power technology to access the region, leading to potential unrest or loss of control over time.
Region 82 (NAN, Depth 2)

 The Nanuuq Constellation will lose control over Nanuuq (Region 82) at the end of Round 29 if they do not regain Depth 2 access. 
Minescratcher
     The Order of Orders     
  Comprising
The Sacred Order of Knights of the Ironkelp of First-King John of Ruhum (Orope -  Region 114 ; The Hansea - Region 112; Leksandry - Region 115; Camual - Region 109)
The Order of Knights of Dupiopóli (Ektalithiades - Region 113; The Tideswept Shelf - Region 111)
The Order of Knights of the Divine Watchful Eye (Ke Yi Ade - Region 127)
The Order of Faithful Knights of the Violet Crown (C'oupé - Region 116)
The Order of Truthseeking Soldiers of Usman (Ruwa Mai Juyawa - Region 118)
The Order of the Blind and Silent Knights (Yuksekale - Region 176)
The Order of Knights of Saint Jean of Akko (Kral-Katena - Region 123)
The Order of Knights of the Holy Radiance (The Glossian Sea - Region 135)     
 Here Follow the Records of the Years  ?  of the Tenure of Grand Master Martin the Young, 41st Grand Master of the Order of Knights   
Round 27

  Actions:

1.  [Diplomacy]  Sway 135 Open Aristocracy:  19 

2.  [Diplomacy]  Sway 176 Open Aristocracy:  22 

3.  [Military]  Raise a unit

4.  [Economy]  Promote Ray-Ear Seaweed growth in Ke Yi Ade

5.  [Faith]  Convert 123 HS 1 to Flowing Way:  16 

6.  [Faith]  Convert 127 HS 1 to Flowing Way:  16 

Nonactions:
 
 Send 2 treasure to the RBG. 
 Allow Gotezhar and Cyphiri armies to travel through Order waters. 
 Accept Cobalt Dye and Titanic Rune-Carved Fossils from the Cyphiri Union via the trade route. 
 
 
 Spoiler: News and Rumors 
 
 
  .   
 
 

 
 Spoiler: Ruler Information 
Grand Master Martin of Insol, 41st Grand Master of the Order of Knights, etc etc
Current stats
 Diplomacy :  10 
 Military :  10 
 Economy : 6
 Faith :  10 
 Intrigue : 5
 Rolls 

New Ruler Next Round? no

Expected Stat Bonuses:
 

 
 Spoiler: Other notes 

Generals:
 
 Dame Commander Caitriona MacAilpein of the Scoshlangue (10) - Tactical Doctrine: Quiver Hell's Foundations (+2 to battle roll) 
 
Units: 14 / 16

Treasure: 4 +1 passive

Resources controlled:
 
 Region 111: Brinerays (City) 
 Region 114: Giantsbane Seed x2 (TP, City) 
 Region 116: Anuran Vanguards 
 Region 129: Mercenary Retainers (May spend up to 2 Treasure per round on battle rolls to gain 1 effective unit per Treasure spent) 
 Region 133: Wave Scorpions 
 Region 135: Luminous Crystals (City) 
 
Techs:
 
 Supernatic Propagation 
 Trophic Deconvolution 
 Megafaunal Tailoring 
 Photospore Signalling 
 Graduated Symbiosis 
 Composite Grafting 
  Anoxic Adaptation:  Permits actions and troop movement across brackish (green) borders; Requires  Composite Grafting, Trophic Deconvolution  
  Supermarine Artillery:  +1 to battle rolls and +1 to Maneuvering rolls in regions of Depth 0; Requires  Giantsbane Seeds, Supernatic Propagation, Photospore Signalling  
  Razor Current Netting:  +10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending; Requires  Glass,   Composite Grafting  
  Bitter Tourism:  Permits actions and troop movement across glacial (black) borders; Requires  Heat Sources  
  Papershell Draft-Cuttle:  Ignore the increased border cost of up to two Brackish borders per round for distance penalty purposes and +1 to Prospect attempts in depth 0 Colony regions; Requires  Supernatic Propagation, Anoxic Adaptation  
  Electrodialytic Staurozoa:  May ignore the increased effective distance from a Briny border up to twice per round, except for distance losses;  no requirements  
  Devolving Standardized Integrations:  Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost; Requires  Composite Grafting  
  Filtration Grafts:  Permits actions and troop movement across toxic (red) borders; Requires  Composite Grafting ,  Filter Feeders  
  Traveling Scholars:  Roll and drop 1 additional d4 when adopting a new non-dynastic ruler; Requires  Talented or Knowledgeable Labor  
  Bioluminescent Navigation:  Allows traversal of Depth 1 regions; Requires  Photospore Signaling  
  Mamomachines:  For each 3 Treasure spent, receive 1 Treasure at the end of the turn; Requires  Graduated Symbiosis  
 Adventuring Parties 
 Joined-Stalk Companies 
 Reanimation Colonies 
 Seeker Barnacles 
 Holographic Certification 
 Indah's Embrace 
 Scrying 
 Sojourn Suits 
 Blood Algae 
 Mitochondrial Regulation 
 Oxygenating Implantations 
 Toxic Filtering 
 Combined Arms Integration 
 Ennean Professionalism 
 Army Administration 
 
State Religion: The Middish Way of the Flowing Way
 
 5 HCs: +1 offensive battle rolls 
 15 HCs: 2d8 to Sway Factions 
 25 HCs: +2 to Leader Loss rolls 
 40 HCs: When followers of the Middish Way raise a unit, they may spend a Treasure to gain an additional unit. This may be done a number of times per round equal to the number of Fortresses and Flowing Way Holy Orders in regions they own  (2x HO, 1x Fortress) . 
 
Artifacts
 
 Thunderstone Cudgel: 1/round, +1 to an offensive battle (+2 if the defender benefits from a Fortress) or +1 to convert a holy site of an organized religion (+2 if the defender benefits from a holy order) 
 
The Regalis Arbor
 
 Spoiler: Effects 
The Regalis Arbor is rooted to the earth, becoming a Flowing Way Holy Order located in Orope [Region 114]. As a non-action, up to  twice  three times per round, the Ironkelp Order may invoke one of the following effects:

 
 Launch Couriers: When taking an action, the Ironkelp Order may pay 1 region of distance to "skip" from a region that they control and which contains a Flowing Way Holy Order to any non-Wastes region within  three  four (non-Wastes) regions of said owned region for the purpose of effective distance when determining distance penalties or distance losses. The path may then continue on from that region, adding additional regions to the path and increasing the effective distance appropriately as normal. To skip to a Brackish, Toxic, or Glacial region in this way still requires the appropriate technology, but such regions may be skipped  over  without a technology. This effect may not be applied to rolls for Colonization or Secret actions, but may apply to unit movement for battles; if it is applied to unit movement, the units cannot be intercepted in a region they skipped.
  .   
 Launch Scouts: The Ironkelp Order receives a +2 bonus to the Maneuvering roll for a single battle they participate in. The battle must take place in a Depth 0 region within  three  four (non-Waste) regions of a region that they control and which contains a Flowing Way Holy Order. The use of this effect in a battle must be declared before any Interception rolls are made, and this effect may not be applied to Maneuvering rolls to intercept or avoid being intercepted.
  .   
 Launch Supplies: The Ironkelp Order receives -10% casualties for a single battle they participate in. The battle must take place in a Depth 0 region within  three  four (non-Waste) regions of a region that they control and which contains a Flowing Way Holy Order.  
 

Valid Holy Orders: 114, 123, 135
 

Reputation:
 
 1 ABS favor 
 1 DNA favor 
 PRS rank 3 
 Signatory to the  Flowing Peace,  alongside the Gotezhar, the Cyphiri Union, and the Lux-Glossian Shades, consisting of the following four terms:
 
 The undersigned are committed to the righteous and just conducting of wars, and will therefore forswear: killing or causing egregious harm to noncombatants, including foes who have surrendered; and the use of weapons or technology deemed unnecessarily cruel considering their objective, including those chemical and biological weapons designed to cause a slow and painful death. 
 The undersigned are committed to enable the collective defense of the faithful of the Flowing Way by soldiers of the faithful, and will therefore not oppose or hinder the movement of Flowing Way troops between territory controlled by signatory powers for defensive purposes. 
 The undersigned are committed to the dialogue of ideas and the free movement of sages, missionaries, and other wise-creatures, in the interests of widening the Flowing Way and the better interpretation of the divine mysteries, and will therefore support the establishment of new centers of learning and all other conversions to the Flowing Way within their controlled territory to the best of their ability. 
 The undersigned are committed to the continuing study and proactive investigation of riddles and anomalies, and will prioritize those which one or more signatories reasonably suspect may pose a threat to the faithful. 
  
 
 
Frostwander
     Costa Sereia - Merchant Marine    
 Region 134 - Palacia
Region 103 - Taifre Mandala 
Turn 27
   
 Spoiler: News and Rumors 
The Circus of Lost Grief is officially 'on hiatus' for an unspecified period to allow members to rest and recover, after their years on tour, and allow the leadership time to plan new acts.
 

 Actions: 

1)  [Diplomacy]  Sway Merchants - Region 74, using Pure Berries as Desired Import (TN 12;  Roll: 16 - Success )
2)  [Diplomacy]  Sway Merchants - Region 108 (TN 18;  Roll: 21 - Success )
3)  [Diplomacy]  Sway Merchants - Region 111 (TN 12;  Roll: 15 - Success )
4)  [Diplomacy]  Sway Merchants - Region 136 (TN 12;  Roll: 17 - Success )
 The costa continue outreaches to merchant companies, near and far, extolling the values and opportunities of sereian economic management. 

5)  [Economy]  Buyout Trading Post - Region 108 TP2 (Contested PGL;  Roll: 19 )
 Mud diamonds are suddenly in fashion in Palacia after Revelle Alverna is seen sporting a choker with a single polished sepia stone. 

6)  [Intrigue]  Secret Action
 Sereia have been listening to the whispers on the currents, and making preparations. Now, it is time to try something rather impertinently brash. 
 Non-actions:  
What secrets hold the Deep?
Spend 3 Treasure on secret action, and 1 on sway action for region 108. (4 total)
Seek Aid with the Shadow Pearl for secret action. ( Roll: 13 - Success )
 Though none espouse the reason, earnest prayers for the "masked bereaved" are requested of all believers by the Temple of the Deep in Palacia. For the sect of the Deep to speak up at all is noteworthy. To issue a request, stranger still. The faithful pray, as asked. 

Use Cyber-Optic artifact to reveal location of the Shattered Hope fleet.



 Passive Effects:  
Resist Secret Actions at +2 from ABS assistance.
Resist Sacks and Coercion at +1 from ABS assistance.

Contestants for the Squid Games (Whereabouts currently unknown, rolls in  Squid Games Thread ):
 Ilanda Loura, daughter of the illustrious General Illdo Loura, has been trained in military strategy and combat since a young age.  
 Felipina Mascerena, a ghostkoi sereia who has made a sensation in the aquaestrienne scene of Palacia, known for her signature style of velvet coat and fishnet skirt, with a tall kelp-felt top hat. 
 
 Spoiler: Leaders and Prominent Figures 
 Leader:  Revelle Alverna (Diplomacy 8; Military 5; Economy 10; Faith 4; Intrigue 7)
End-of-turn increase:
New Leader next turn: No

 Generals:  Illdo Loura (Military 8)
 Spies:  Veruha Mascerena - Deceased (Intrigue 7), Circo Luto Perdida (Intrigue 8)

 Other:  Duarto Alverna, retired; Gaspar Peixoto, Business Counsel; Illdo Loura, Militia Commander; Rain Loura, Venture Financier; Havardr Perna, Priest of Desderia; Salom Resende, Arete Priestess; Paidre Peixoto; Conseco Loura; Jaco Barros
 

 
 Spoiler: Relations of State 
 Cultural Exchanges:  The Gotezhar (138); The Cyphiri Union (122); The Kar-Nath Hegemony (77); Pfilghol (132)
 Trade Routes:  The Gravetenders (78), Splendid Miru Miru (153)
 

 
 Spoiler: Resources 
 Units:  Sereia Militia x4, Nereid Scholastic Guard x2
 Treasure:  8
 Artifacts:  Peninah Ayin (location unknown), Screechstrobe Cluster (2/3), Shadow Pearl (Shadowed), Reliqua of Arete Priestess Earlee, Cyber-Optic
 Specialized Ships:  MIRAGE
 Reputation:  ABS (2); CCA (0); DNA (2); PRS (1)
 Favors: 
 Cultural Identity:   Practical Curiousity - 2d8 Investigations
 Capital Region:  Palacia
 Cities:  Cadid Santuario - Region 134 (+1 Sway Faction)
 Fortresses:  Great Scar Fortress - Region 103
 Aristocrat Support:  134(C), 103
 Effective Trading Posts 44 (4 income): 
&gt;  Adventuring Scholars  - 103 Merchant Support (No TPs)
&gt;  Barnacle Glue  - 119 Merchant Support (No TPs)
&gt;  Bioluminescent Tunicates  - 117 Merchant Support (No TPs)
&gt;  Blackbeaked Dolphins  - 160 TP3
&gt;  Cobalt Dye  - 134 TP1, City &amp; Merchant Support
&gt;  Fertile Soil  - 60 TP1
&gt;  Fortified Bonemeal  -  112 Merchant Support (No TPs) 
&gt;  Giantsbane Seeds  - 114 TP3 &amp; Merchant Support
&gt;  Hydra Leeches  - 126 TP1
&gt;  Kelp  - 131 Merchant Support (No TPs)
&gt;  Liming Snails  - 115 TP2
&gt;  Luminescent Crystal  - 135 TP2
&gt;  Mineblossom Sponge  - 130 TP2 &amp; Merchant Support
&gt;  Native Gold  - 122 Merchant Support (No TPs)
&gt;  Phosphorite  - 113 Merchant Support (No TPs)
&gt;  Plankton  - 124 TP2 &amp; Merchant Support
&gt;  Pure Berries  - 138 TP2
&gt;  Ray-Ear Seaweed  - 127 Merchant Support (No TPs)
&gt;  Razorglass  - 128 TP1 &amp; Merchant Support
&gt;  Refugee Workers  - 96 TP1
&gt;  Scaldsquid  - 100 TP3 &amp; Merchant Support
&gt;  Shells  - 31 TP2
&gt;  Talented Crabs  - 65 Merchant Support (No TPs)
&gt;  War Cultivator Supplies  - 97 TP2 &amp; Merchant Support
&gt;  Wave Scorpions  - 133 Merchant Support (No TPs)
&gt;  Whispering Eggs  - 176 TP1
&gt;  Wild Armored Gharials  - 137 TP1 &amp; Merchant Support
&gt;  Merchants by Proxy  - 12
 Primary Religion:  Brilhinte (10 Holy Sites)
&gt;  Temple of Jurxo  - 97 HS1
&gt;  Escola Academia  - 103 HS1
&gt;  Escola Experia  - 103 HS2
&gt;  Temple of Duarge  - 103 HS3
&gt;  Temple of Raquela  - 134 HS1
&gt;  Temple of Desderia  - 134 HS2
&gt;  Temple of the Deep  - 134 HS3
&gt;  Temple of Leocidia  - 137 HS1
&gt;  Temple of the Eighth Divine  - 137 HS2
&gt;  Temple of Narcis  - 173 HS1
&gt;  Clergy Support  - 103, 134, 137
&gt;  Holy Site Bonuses:  (5) +1 Seek Aid; (10) CI: 2d8 Buyout Trade Posts
&gt;  Holy Orders:  Panhellis Ceuabrir (Camaraderie of the Open Sky) - Region 137
&gt;  Miracles:  Harmonious Currents
 Civilian Techs:  Composite Grafting, Trophic Deconvolution, Megafaunal Tailoring, Photospore Signaling, Graduated Symbiosis, Supernatic Propagation, Anoxic Adaptation, Electrodialytic Staurozoa, Mitochondrial Regulation, Bioluminescent Navigation, Holographic Certification, Filtration Grafts, Sojourn Suits, Mamomachines, Papeshell Draft-Cuttle, Scrying, Reactive Refining, Multi-pigmented Photospores, Adventuring Parties, Megafaunal Caravans, Oxygenating Implantations, Seeker Barnacles, Mobile Subdivisions, Toxic Filtering, Traveling Scholars, Deepwater Survival Systems
 Military Techs: 
&gt;  Dropped Weaponry  - Supermarine Artillery
&gt;  Fortification  - Razor Current Netting
&gt;  Mounts and Warbeasts  - Battlefield Scavengers
&gt;  Scouts and Subterfuge  - Toxologist Training
 
Tychris1
  The Lighthouse  
   
Ruler: Divine Mistress Adiratna, Lady of the Vessel, First Handmaiden of Radiant Indah, and Keeper of the Blade
Regions: 1, 7, 17, 18, 19, 22, 26
D: 7
M: 10
E: 10
F: 10
I: 10

Actions:
1. Diplomacy: Accept The Abyss Region 21 from LSD
2. Diplomacy: Accept Vassalage from MGM on the promise of giving them the biggest seats and the girthiest feeding tubes in our new glorious habitat
3. Diplomacy: Great Project: Tempat Suci Cahaya Dalam (1/5)
4. Diplomacy: Great Project: Tempat Suci Cahaya Dalam (2/5)
5. Diplomacy: Great Project: Tempat Suci Cahaya Dalam (3/5)
6. Diplomacy: Great Project: Tempat Suci Cahaya Dalam (4/5)
 As the Great Mother returns from the depths of the Maw to rejoin her blessed children the Divine Mistress is struck with a catharsis. The Great Mother, having swallowed a whole sphere, is clearly blessed with clairvoyance, and has moved the plans of the Lighthouse forward unexpectedly. Thousands of slaves, workers, and mercenaries are contracted to begin construction of the holiest work in all of the greater Syndicate. Tubes, flotillas, RADIANT SPHERES, and the previous work of Mahkota Sehjati are brought forth to be integrated into and onto Radiant Indah's impressive divine frame. Countless Sirens speak to and soothe the great mother, communing with her for aid in reaching their interior comrades, and to further graft and adorn their living idol. Her blood flowing as the very lifeforce of what will soon be the de jura if not defacto Capital of the Lighthouse, a sprawling social network of organs, stabilized pressure systems, and grafted parapets where all of the most devout worshippers of Indah may bask in her glory and taste of her fruit. The Magaramachi, for years have desired the taste of the Mother, to consume and test themselves against the Divine, and after many titan hunts the Divine Mistress has deemed them worthy of a place of honor in the Tube riddled Habitat where they may gorge themselves to their hearts content... if they bend to the Radiance. 

Non-Actions: Resist all conversions and buyouts unless noted otherwise

The Hollow Vessel and The Golden Host tend to our Titans this turn, the Vessel gazing into Holy Light, and the Host nurturing the closest thing to kin it has left.

Send The Lowly Tarnished to our newly furbished Workshop, Mahkota Sehjati, to be trained and have their score improve

Baskoro performs dangerous and deadly espionage within The Squid Games!

Cultural Exchange: Accept Vassalage from Quiet Storm Trifectate
Gift to the Quiet Storm Trifectate these technologies:
Anoxic Adaptation
Artful Acquisition
Bioluminescent Navigation
Bitter Tourism
Blood Algae
Composite Grafting
Crimson Cuirasses
Death Commando
Devolving Standardized Integrations
Electrodialytic Staurozoa
Filtration Grafts
Graduated Symbiosis
Hero’s Brew
Indah's Embrace
Mammomachines
Megafaunal Tailoring
Mitochondrial Regulation
Oxygenating Implantations
Papershell Draft-Cuttle
Photospore Signaling
RADIANT SPHERES
Razor Current Netting
Redglow Revenants
Supermarine Artillery
Supernatic Propagation
Traveling Scholars
Trophic Deconvolution

Attempt to shape our Goddess' influence towards converting to Radiant Indah

Stats next round
D: 10
M: 10
E: 10
F: 10
I: 10

 
 Spoiler: Book Keeping 

Regions Owned: 1, 7, 17, 18, 19, 22 and 26

TPs owned:
Siren Extract TP 2 and 3 Region 2
Treasures and Artifacts TP 1 Region 7 and City (Support)
Delights of Moonlight TP 1 Region 17
Coralberries TP 1 Region 19
Carcinized Architects TP 1 Region 20
Jaderock Coral TP 2 Region 21
Aragonite/Calcite TP 3 Region 25
Blood Pearls TP 3 Region 26
Tiny Turtles TP 2 Region 28
Branch Coral TP 2 Region 30
Hammerhead Sardines TP 1 Region 191

Units Owned: 7/14 Maximum
Treasure Owned: 5

Heroes:
The Hollow Vessel (Beast) 8
Baskoro of the Hidden Table (Trapper) 8
The Golden Host (Champion) 9
The Lowly Tarnished (Stalker) 6

Workshops:
Mahkota Sehjati: The True Crown city to rest upon Indah.

Titans:
The Omnichromatic Tiger acts as a unique Artifact which can be assassinated or kidnapped like a mechanical character with great difficulty. It requires a Champion or Beast to handle it in battle, may only participate in one battle per turn, and is lost if its handler is lost.
Effect: +2 to battle if outnumbering, -2 enemy leader loss

The Tiger ambiently produces Rainbow Bands (Esoterica) when any non-occupied mechanical character or other tamed titan is assigned to play with it as a non-action.

The Necro-Orca: The Necro-Ocra acts as a unique Artifact which can be assassinated or kidnapped like a mechanical character with great difficulty. It requires a Champion or Beast to handle it (and it alone) in battle and may only participate in one battle per turn. Effect: +1 to battle against vertebrate enemies and -10% own casualties as the Necro-Orca’s hardy coral sustains damage in the place of troops. When the Necro-Ocra participates in a battle, it rolls leader loss with a +1 bonus. The Necro-Orca must be regularly pruned of accumulated coral to prevent it from gaining true sentience. It produces Coral Buds (Organic/Growable Hard Mineral) when any mechanical character is assigned to tend to it as a non-action. Failing to prune the Orca for several continuous rounds may have consequences.

Titan Remains:

Artifacts Owned:
Indah’s Platinum Tiara: +1 to Sway once per turn
War Palanquin of the Anointed Dead: +2 to Tac Man
The Radiant Blade: When wielded by a commander in battle, Gain +1 to battle rolls per charge on the sword. The sword gains a charge for every 2 casualties in combat and can hold a maximum of 3. Each charge adds 10% own casualties and loses all gained charges if not used in combat for 1 round.
The Round Table: +1 Titan Hunt once per round

Mahkota Sejati (Ceratoworks Artifact Workshop): This workshop must be installed in a City to work. Improves Handling of Titanic [Molts]. Improves Harvests of [Hardened] or [Boney] Titans. Allows applying specialized Titan-Grafts to Tamed Titans. May help when attempting to heal certain Titans. May allow Stalkers to improve their skills.

Champion’s Lance - An arresting armament which goes straight to the point. Effect: Ruler may act as a Champion for a Titan Hunt for the turn using their own stats, OR +1 to a Champion's effective Military score during a Titan Hunt/Duel, OR +1 bonus to an Impress Aristocracy attempt 1/turn.
Beast’s Collar - A primitive choker which holds savagery within. Effect: Ruler may act as a Beast for a Titan Hunt for the turn using their own stats, OR +1 to a Beast's effective Military score during a Titan Hunt/Predatory Privilege Maneuvering attempt, OR +1 bonus to a Sack attempt 1/turn.
Trapper’s Net - A tangled mesh which catches attention. Effect: Ruler may act as a Trapper for a Titan Hunt for the turn using their own stats, OR +1 to a Trapper's effective Intrigue score during a Titan Hunt/for Counterespionage, OR +1 bonus to a Coercion attempt 1/turn.
Stalker’s Cloak - A mundane mantle which wraps up mystery. Effect: Ruler may act as a Stalker for a Titan Hunt for the turn using their own stats, OR +1 to a Stalker's effective Intrigue score during a Titan Hunt/for Infiltration, OR +1 bonus to a Technology theft attempt 1/turn.

Radiant Blade Charges: 0/3

Miracle Communion:
Radiant Indah Followers only take 0%/5% additional casualties from losing Maneuvering when one or both sides are attempting to use the Eel to their advantage.
Radiant Indah Followers are not affected by the increased effective region count for distance losses and distance penalties where the Eel is present or Omnipresent
Radiant Indah Follower Supports will not become Open in regions where the Eel Without End is omnipresent.
Radiant Indah Head may attempt to shape what the Eel Without End converts Holy Centers to when it enters a region for the second time.
The Eel Without End will not Coerce Radiant Indah Follower’s Trading Posts unless those are the only Trading Posts in the region.
Radiant Indah Head may use a Faith action to try to direct the path of the Eel Without End each turn.
Radiant Indah Followers may buyout TP's coerced by The Eel Without End in regions where they have Mercantile Support (or Assistance from another Radiant Indah followers mercantile support) against TN 14

Giantslayers have +1 Depth access and may go on Titan Hunts and have several additional options relating to characters/the artifacts obtained.

[Titan Hunt Mechanics]
A Titan Hunt is a multi-stage process that takes place over several years as the Giantslayer seeks to fulfill their namesake. Each stage requires at least one action and occupies a character (Ruler, General, or Spy), and may have Unexpected Consequences.

Stage 1: Tracking and Studying
An Intrigue action may be used to Track a Titan to find a suitable target; high rolls may make it easier to Study and Trap the discovered Titan. An Intrigue action may also be used to Study a Titan to investigate a known Titan's characteristics, behaviors, and other unique traits, which gives more information about the Titan and may reveal weaknesses or other benefits for later stages.

Stage 2: Pursuit and Trapping
Once a Titan is discovered, a Military action may be used to either Pursue or Trap the Titan. A successful Pursuit results in a slain Titan and an enormous trophy, allowing the Giantslayer to Harvest Remains, while a successful Trapping will allow the Giantslayer to attempt to Tame the captured Titan.

Stage 3: Tame Titan or Harvest Remains
A slain Titan leaves behind Titanic Remains, which may be Harvested with a TN 12 Economy action. A successful roll yields 1 Titanic Remains (2 on a Great Success). More powerful Titans may have greater rewards, and unique Remains may also be possible to acquire from Titans which have already breached [appear in Terror sections and such].

An attempt may be made to tame a captured Titan with a Faith action. The TN and effects of this depend on the nature of the Titan in question.

[Using Remains]

The initial options for utilizing Remains are as follows:
Display Trophy - Can spend 1 Remains as a Diplomacy action to Exhibit Great Work without the use of a Diplomacy 5. The work type will always be 'Trophy'.
Auction Relics - Can spend 1 or more Remains as an Economy action to gain 1 Treasure + 3 Treasure per Remains spent. May not be used to exceed the Treasure Cap.
Prepare Titan-Graft: Can spend 2 Remains as a Faith action to create a Titan-Graft. Grafts cannot be unequipped from a character once equipped, require a non-action to equip to a character, and improve the character in one specific role/capacity. Champions and Trappers cannot receive Grafts.
Craft Titanic Gear: Can spend 2 Remains as a Military action to create a piece of Titanic Gear. Titanic Gear can only be equipped by Champions, Trappers, or Rulers, grant a bonus in one specific capacity, and may be stolen as an Artifact.
Dissect Remains: Can spend 2 Remains as an Intrigue actions to uncover new methods of utilizing or dominating Titans, acquiring a Workshop artifact. Remains must be from a Titan of appropriate type for Workshop in question.

These options may be expanded by acquiring Workshops via the Dissect Remains option.

[Generals and Spies]
By virtue of their experience with Titans, Giantslayers have access to specialized vocations for Generals and Spies, as listed below. Each character may only have one vocation.
 Champions: 
A disciplined vocation for Generals, earned by spending a nonaction to undergo specialized training with the Champion’s Lance. Adept at Pursuit, and capable in Trapping.

When commanding an army, in addition to their personal Tactical Doctrine, Champions have access to a unique Tactical Doctrine, Approach Of The Challenger: On a Tactical Maneuvering victory, a Duel between the Commanders of both sides is rolled, rolling 2d8 plus the commander’s Military score for each. The winner gains a +4 bonus to their battle roll, while the loser suffers a -4 penalty to their leader loss roll; on a tie, both sides instead simply receive a -2 penalty to their leader loss roll.

The enemy may choose to accept the challenge, in which case they gain a +2 bonus on their Duel roll by fighting on their terms, but their own Tactical Doctrine does not activate, even on a Tactical Maneuvering victory. When controlled by a Giantslayer, each relevant artifact and piece of Titanic Gear the Champion carries gives them a +1 bonus to their Duel roll.

Approach Of The Challenger may not be Perfected.

Beasts:
A primal form for Generals, achieved via spending a nonaction to undergo voluntary or ‘voluntary’ transformation with the Beast’s Collar. Adept in Tracking Titans and capable at Pursuit.

When commanding an army, in addition to their personal Tactical Doctrine, Beasts have access to an additional, unique Tactical Doctrine, Predatory Privilege: -1 penalty to own Tactical Maneuvering roll per two total Units involved in the battle on both sides. When controlled by a Giantslayer, each relevant artifact or Titan-Graft the Beast has been granted gives +1 to Tactical Maneuvering when attempting to use Predatory Privilege.

On a Tactical Maneuvering Victory, enemy commander must make their leader loss roll on 1d10 at a -4 penalty; if the enemy commander fails their leader loss roll, they are always killed, never captured. On a Tactical Maneuvering Defeat, the Beast must make their own leader loss roll on 1d10 instead. If a subcommander is killed as a result of Predatory Privilege, their army suffers an additional 10% casualties.

Predatory Privilege may not be Perfected.

Trappers:
An ingenious craft for indirect subterfuge, learned by Spies by spending a nonaction on intensive study of the Trapper’s Net. Ideal for Trapping and capable at Studying Titans.

A Trapper always counts as conducting Counterespionage in their currently infiltrated country, even if otherwise occupied. Giantslayers are likely to find additional uses for their talents over time.

Stalkers:
An artful expertise in hands-on espionage, perfected by Spies through spending a nonaction to spend long hours practicing with the Stalker’s Cloak. Ideal for Studying Titans and capable at Tracking.

A Stalker may Receive a Report from a country they successfully Infiltrate the same turn the country is being Infiltrated, and without spending additional actions. Giantslayers are likely to find additional uses for their talents over time.

[Artifact Effects]
Champion’s Lance - boosts Champions that use it, or bonus to an Impress Aristocracy attempt.
Beast’s Collar - boosts Beasts that use it, or bonus to a Sack attempt.
Trapper’s Net - boosts Trappers that use it, or bonus to a Coercion attempt.
Stalker’s Cloak - boosts Stalkers that use it, or bonus to a Technology theft attempt.
 
Blossom
 The Magaramach, Round 27
Tropical, Region 10, 154, 156

Ruler: Emperor ALL-YOUR-TABLETS-ARE-BELONG-TO-ME, Roller of Rocks
D 3; M 6 ; E 6 ; F 3; I 1 
 Actions 
 Diplomacy - Become a Vassal to LIT 
 Diplomacy - Contribute to LIT's Tapeworm City (5/5) 
 Economy - Project - Expand Trade - Region 156 Hot Vents (1/3)
  Economy - Special Economy 5 - Establish Trade Route to the Kar-Nath Hegemony
  Military - Appoint General - Xtra Lorge; score 10
  https://forums.giantitp.com/showthre...3#post25813323 

Net effects
(Diplomacy +2; Economy +1)
Treasure 0-&gt;0 (Current Max 5)
Units 2&gt;5 (Current Max 6)

Non-actions
Trade technology with KNH Trade big rocks, advanced cooking, and the promise of future good will to gain Devolving Standardized Integrations, Graduated Symbiosis, Megafaunal Tailoring, Scrying, and Trophic Deconvolution
 
 Spoiler: REFERENCE INFO 

 
 Spoiler: Economy 

Trading Posts
Region 129b TP1 Mercenary Retainers
Region W36 TP1 Crystalized Script
Region 154 TP2 Blood Kisses
Region 17 TP3 Delights of Moonlight
 

 
 Spoiler: Technology 

Specialist ship - IT DOESN'T HAVE A NAME IT'S JUST A BUNCH OF ALGAE
Supernatic Propagation (starting tech)
Photospore Signaling (starting tech)
Composite Grafting (starting tech)
Bioluminescent Navigation (Depth 1, requires Photospore Signaling)
Filtration Grafts (cross toxic boundaries, requires   Filter Feeders )

 Advanced Cooking 
Effects: +1 to resist Buyouts
Prerequisites: Spices

 Big Rocks 
Military Slot: Dropped Weaponry
Prerequisites: Hard minerals
Effect: +1 Battles

 Blood Algae 
Military slot: Sappers and Siege Weapons
Prerequisites: Supernatic Propagation
 Effects:   +20% enemy casualties, +10% own casualties in depth 0 regions
Write up: This dull, green alga infects wounds and grows exponentially in blood, rapidly causing the owner of such an infected wound to die. Using the techniques of supernatic propagation a cloud can be rapidly convened above the battlefield making even slight wounds considerably more dangerous. Knowing it is there giving some protection - or at least some chance of avoidance - but its infectious growth is impossible to totally avoid. The main defence is getting deep enough that the surface growing algae ceases to be a problem.

 Battlefield Scavengers 
 Military slot:   Mounts and Warbeasts
 Prerequisites:   Carnivorous Animals
 Effects:   Negates all the casualty reduction effect(s) of one technology or tactical doctrine.
 Write up:   The army is accompanied by a horde of scavengers and carrion seekers, perhaps tamed, perhaps simply aware that blood will be spilled. They feed on the dead and dying, hampering the efforts of healers, and doing their part to transform battlefield injuries to battlefield casualties.
 

 
 Spoiler: Orgs 


ABS
- Welcome: +1 to resist Sacks and Coercion, as the Abyssal Stewards offer early warning of incursions
- Friendly: +2 to resist Secret Actions from the Stewards' vigilance.
CCA - Disliked: -1 to Conversions as the Chora's songs sow distrust and skepticism of your motives.
PRS - Disregarded: -1 to Raising Reputation and Slandering for non-PRS Orgs as your people are skipped over in discussions of geopolitics.
 

 
 Spoiler: Military 

General Tiny (Mil 7)

Carnage:
Less a "tactical doctrine" than an utter lack of anything approaching tactics or doctrine. Through sheer force of will and physical might a leader can get the Magaramachi to the battlefield. More or less. Once blood hits the water though, the army descends into a chaotic mess of fighting and feeding, attacking the army, each other and anything that happens to be nearby with equal fervour.
3 free sack attempts, ordered as City&gt;Holy Order&gt;Trading Post (the intent being here that bigger things are sacked before smaller things)
+50% own losses (as they turn on one another)
-1 to battle rolls (turns out having no strategy at all is harmful)
+2 to allied leader losses (the enemy is trying to kill you, sure, but the disadvantage of being the biggest in this sort of mess is that sometimes one of your own will get lucky)
 

 
TheDarkDM
  
   The Lambent Syndicate   
 Lambent Empress Intan 
Diplomacy 10
Military 10
Economy 10
Faith 3
Intrigue 10

 Expected Stat Increases: +1 Faith  
 ... 
  Actions  
 
  Diplomacy  - Transfer control of The Abyss (Region 21) to The Lighthouse
 Their vengeance well and truly tended to, the Mistresses of the Lambent Syndicate arrange to transfer oversight of the home of the erstwhile Unity to their sisters in the Lighthouse, observing old territorial delineations first drafted when the Unity's fate was sealed.  
  Diplomacy  - Sway the Clerical Support in Shue'aaz Sho (Region 8) -   21  
 ...  
  Faith  - Convert HS1 in Shue'aaz Sho (Region 8) to Radiant Indah -   11  
 ...  
  Faith  - Convert HS 2 in Senja Bersinar (Region 2) to Radiant Indah utilizing the Faith of the Peacekeepers of Surunung -   18  
 ...  
  Military  - Impress the Aristocratic Support in Shue'aaz Sho (Region 8) -   17  
 ...  
  Military  - Raise 1 Unit 
  Intrigue  - Secret 
 
  Non-Actions  
 
 Setia remains Forgotten 
 Supply the Lojanese Republic with Kelp Fiber via Trade Route 
 Support the Peacekeepers of Surunung's conversion in Shue'aaz Sho (Region 8) 
 
  News and Rumors  
 
 The Lambent Syndicate and the Cyphiri Union agree to detente!
 Though relations between the Lambent Syndicate and the Cyphiri Union may never recover from years of strife, greater challenges and threats assail both powers.  The insult done the Mistresses so many years ago has been repaid a thousand-fold, and while friendship yet lies in the shadowed darkness of the Maw, peace might yet shine forth.  The Lambent Syndicate pledges to take no further hostile action towards the Cyphiri Union or any of its constituent families.  So long as the Union observes this detente, let tropical and temperate waters no longer roil with malice.  
 
 
 Spoiler: Internal Notes 
 Available Units:  15/22

 Available Treasure:  14/15

 Treasure Passive Income:  3/round

 
 Spoiler: TIMA Charter 
In the years since the Renaissance brought new prosperity and enlightenment to tropical waters, the Lambent Syndicate, the Lojanese Republic, and the Hymenocera Expanse have enjoyed a close and fruitful relationship as neighbors.  In the spirit of strengthening these existing bonds, and in recognition of the misplaced aggression swirling through less civilized waters, our three governments will more closely bind our fates.  Should any force, be it party to an organized government or the work of some independent entity, threaten the territorial integrity or citizens of either Syndicate, Republic, or Expanse, all powers pledge to work together in mounting a mutual defense.  To this end, regular joint war games will be organized in bordering territory, to better acquaint each force with the demands of joint operations.
 

 
 Spoiler: The Treaty of Radiant Splendor 
Recognizing the growing tensions between the nations of temperate and tropical waters, the leaders of the Splendid Miru Miru and the Lambent Syndicate come together on this day of the sixty-second year of the Great Renaissance to reaffirm mutual admiration.

Let it be known across the seas that the Syndicate and the Splendid Miru Miru publicly recognize and affirm the holy territory administered by each government, to remain sacrosanct against any aggression.

Let it be known that no hostile military action shall occur between the territories and persons of the Syndicate and those of the Splendid Miru Miru, nor shall either government actively aid the transit of third parties intent on hostile action against the other   (OoC: Intercepting is not required. Declaring hostile terrain is)  . Further, let it be known that the Syndicate will not condone any hostile intent from its direct vassals towards the Splendid Miru Miru.

Let it be known that outposts of trade claimed by members of the Syndicate and the merchants of the Splendid Miru Miru shall be considered a legitimate enterprise, only to be altered given proper negotiations.

Let it be known that the Lambent Syndicate and the Splendid Miru Miru respect the faiths and philosophies that enrich both seas, and pledge not to proselytize in each others' waters without future dispensation.

Recognizing the shifting tides of politics, neither Syndicate nor Splendor wish to be bound to any pledge indefinitely.  In recognition of this, the leaders of both great powers will reconvene ten years hence to reaffirm this pledge.

This mutual respect stands as steadfast as the trade currents, eternal as Radiant Indah herself. Let none seek to sever them, lest they suffer the wrath of both kingdoms united in righteous purpose.
 

 
Zayuz
  Quiet Storm Trifectate  
  Independent Realm  
 Xu Tehen Lao, CEO of the Quiet Storm Trifectate 
Diplomacy: 5
Military: 3
Economy: 5
Faith: 3
Intrigue: 3


 Actions for Round 26 ( Rolls ) 
 
   [Economy 5] Construct a Great Ship! 
Something  tremendous  has been found in the wastes where the Niru supposedly originate from. A vast surface structure of metal, acid, and death that spews toxins into the oceans. Never has there been a rallying call so bright at this! The CEO who deals with this environmental threat would become famed across the cult of salvation, ensuring a legacy that would persist across centuries… But first, a way to traverse the wastes at all is needed. Named ‘Salvation’s Light’ for the cult’s vast contributions, this great ship of bamboo and coral will supposedly brave the wastes and bring life to the lifeless.
 
   [Economy] Purchase R195 Obsidian Armaments TP1 (12 - Pass) 
 
   [Military] Raise a unit! 
 
   [Diplomacy 5] Cultural Exchange with the Lambent Syndicate 
It's one thing to have an ally, and another to have an ally that  knows how to run a business... 
 
   [Diplomacy] Press Confederation claim to R36 (12 - Pass) 
*Valid due to claim and aristocratic support


Non Actions:
Vassalize to The Lighthouse! Accept all technologies offered via Cultural Exchange
Accept Cultural Exchanges from the Miru Miru and others
 
 

Expected Improvements: Economy +1, Diplomacy +1

News and Rumors
 
  The successful ORZ advance has frightened the officials of the Trifectate to seek protection from the most compatible tropical powers. Their vast armies and technologies are quick to flood into the city of Nirumanna, and while an embassy is offered to the end of preventing conflict in the subtropical region, the ORZ remain firm in their isolationist stance.
 
 
Aerin
    NPC Actions     Round 27 
This post is unfinished!

 POLAR 
 
 Spoiler: The Draigiau Residuum Gathering (DRG) 
  
    The Draigiau Residuum Gathering    
Gwenfrewi Llywelyn, the Rising Hope
Dip: 7, Mil: 8, Eco: 3, Fai: 8, Int: 2
Treasure: 0, Units: 2 
 Faith: Create Size 3 Bonus: Glory in Descent (Depth 1 Access) 
 Faith: Create Size 4 Bonus: Mythopoesis (Depth 2 Access) 
 Legend and wonder are often intertwined, especially where the Draig are concerned. Great feats, and the stories that carry them aloft, are awe-inspiring to those that hear of them. For the Draig, this awe is a sacred calling - the world's wonder is their charge. While others are diving deep, the Draig see an opportunity to redouble their myth with a demonstration of power. A ritual of might, glory, and light is performed in the Volcanic Hearth, so luminescent as to be visible in Raconensae. When next the Draig are seen, they each bear a hole of light, shaped like feathery fins. As this blessing spreads, all who venerate the myth of the dragons gain a nimbus of orange or blue.

With this, the Draig are able to illuminate the depths of the ocean, protected from the crushing weight of the waters above by the belief that nothing can crush them. The sunken homes of Tadgceallachmarix and his rival are open, now, and legends await. 
 Faith: Convert HS 57.1 from the Blossoming Sequence to the Flowing Way 
 Faith: Convert HS 57.2 from the Blossoming Sequence to the Flowing Way 
 With the Ennead struggling to keep its multitudinous followers in check, Gwenfrewi Llywelyn and King Akkoroas agree on a deeper integration of the Draig into the empire. With this agreement comes responsibility, and the Draig begin work immediately. 
 Issue a warning to the Eternal Spring:  Though it is little wonder that you were seized with jealousy for our innovations, we do not appreciate your approach of taking what is not rightfully yours without even asking for equitable trade. Any further theft attempts will be met with retaliation. (Don't steal our tech again, especially without attempting diplomacy first.)

Non-action: Provide Dragon Scales to the Kar-Nath Hegemony via Trade Route

 Fluff written by JBarca 

Attribute increase: +2 Faith
Spy non-action
Hinder and resist all conversions in Aelwyd Adferiad (71) and Gwenfrewi Llywelyn (70)
Specials used: D5, M5
Characters:
- Malcolm (Int 8)
- Lenwyggd the Crusher (Mil 8, Crawling Advance: -10% casualties, +1 to battle)
 

 TEMPERATE 
 
 Spoiler: Pfilghol (PGL) 
  
    Pfilghol    
Ilgl, The-one-who-builds, an Effulgent Witness
Dip: 9, Mil: 12, Eco: 9, Fai: 11, Int: 1
Treasure: 3, Units: 7 
 Ilgl, The-one-who-builds, has grown old. In a society ruled by whoever is mighty enough to overcome the previous leader, this can only mean one thing. Potential successors loom and prepare like vultures circling a kill. 
 Diplomacy: Establish Marriage Claim on (100) 
 To the south, their eyes on a local variety of squid and the crushing depths, goes a young Pfith called Oktisl The-carnivorous-hulk, strong and brave and shockingly large. They claim to have eaten more dangerous beasts than any Pfith before them and the people of Prismatistan follow them out of fear. Their hunger cannot and will not end, and they are possessed of two great tails oozing venom. Their disciples follow them south, proclaiming Oktisl's power and skill. The locals, now more than passingly familiar with the Pfith, are given a simple choice: find a peaceful arrangement that sees Oktisl with a domain of their own or find a peaceful arrangement with the other contents of Oktisl's intestine. Either way, Oktisl grows and improves their odds of succeeding Ilgl. 
 
 Spoiler: Oktisl The-carnivorous-hulk 

 
 

 Diplomacy: Establish Marriage Claim on (177) 
 With their rivals seeking to make a name for themself, Aktask The-great-siblicide can hardly rely on the stories of their youth to carry them to the throne. With options weighed and mercenaries hired, they set out to the west to brave the fanatics of a religious cult. Where others are large, strong, or quick, Aktask is clever. They craft traps, build clever lures, and trick their prey into vulnerable positions before feasting. The Skinswappers have a particular skillset that makes this task more difficult, of course, but that is the point of it all. Aktask will prove their prowess and woo the leaders of the cult or will die trying. The throne will be theirs. 
 
 Spoiler: Aktask The-great-siblicide 

 
 

 Economy: Settle Narcis's Rest (173) [2/3] 
Little is left for young Tasgli but the barely colonized waters to the west. Dejected but not willing to give up, they gather their entire community and move. Something lives here already, and Taskli needs to eat. With a bit of luck and a successful expedition into the treacherous waters protected by the bleached coral, perhaps they too can put forth a credible argument for rulership.
 
 Spoiler: Young Tasgli 

 
 

 Economy 5: Establish a Trade Route with the World Garden of the Sakura-Jin 

Non-action: Use the Shadow Pearl to Seek Aid on the claim to 100, with a Cultural Identity for Seek Aid from Sakurado and the Scrying technology (additional +1 on a Great Success, using Mud Diamonds as shiny objects)

 Fluff written by JBarca 

Attribute increase: +1 Diplomacy, +1 Economy
Spy non-action
Hinder all non-Sakurado conversions in Pfith waters
Support Sakurado conversions in Pfith waters
Hinder buyouts in the Pfithreef (132)
Specials used: D5, M5, F10
Characters:
- Ktloso, the Shadow of Hunger (7 Int)
- Gtsit (8 Mil, Sea’s Opportunity: Enemy takes double battle penalties from terrain (Defending), transfer battle penalties from terrain to enemy (Attacking), Perfected: +1 battles)
- Sigska (7 Mil, Just Do Better: +2 to battle)
 

 TROPICAL 
 
 Spoiler: The Most Serene Lojanese Republic (LOL) 
  
    The Most Serene Lojanese Republic    
Prime Minister Lairmkam Kulal
Dip: 7, Mil: 9, Eco: 8, Fai: 6, Int: 1
Treasure: ?, Units: 15 
 Economy: Settle Klau'ead Pyue'ea'oed (11) [2/3] 
 Economy: Settle Klau'ead Pyue'ea'oed (11) [3/3] 
Add an additional TP.

 Faith: Convert HS 5.1 to Shimmers of Unseen Bane 
 Faith: Convert HS 5.2 to Shimmers of Unseen Bane 
 Economy: Buyout TP 19.2 for Coralberries with support from LIT 

Non-action: Send LSD Selachian Mercenaries over the Trade Route

Attribute increase: +1 Economy, +1 Faith
Spy non-action
Hinder and resist all the things
Specials used: ?
Characters:
- ?
 
Lady Serpentine
   The Katethi Dominion  
Ixionya Rivesti
 Diplomacy:  5
 Military:  6
 Economy:  5
 Faith:  2
 Intrigue:  3
 
 News and Rumors: 
 
  Ebrieta Aborhast, a moderate priestess of the Waking Tide, is recognized as as an official spiritual advisor to Ixionya Rivesti, in a clear attempt at reconciliation with her disgruntled clergy.  
 
 Diplomacy:  Establish a Cultural Exchange with the Cyphiri Union.
 Economy:  Buyout TP3 of Refined Biotoxins in Kateth Mar (39.3), with assistance from the Katethi Dominion.
 Economy:  Buyout TP2 of Refugee Workers in Region 96 (96.2), spending 1 Treasure.
 Faith:  Convert Holy Site 1 in Region 93 (93.1) to the Waking Tide.
 Faith:  Convert Holy Site 2 in Region 93 (93.2) to the Waking Tide.
 In the wake of the failed attempt at a marriage alliance with their Southern neighbors (foiled primarily by Iyesti Vadisora's deposition), Ixionya seems inclined to take a slower and more cautious approach. When a clerical expedition is proposed, however, she is quick to provide it official backing. Whether this is a further attempt at improving relations or simply out of a desire to exercise control over the affair is not entirely clear to outside observers, but it is hard to find much to complain about in being provided much-needed resources, and she keeps her touch light enough to avoid rousing any significant ire. 
 Non-actions: 
 
  Submit a name for Good Names Go To Wastes: Drifter's Wake (W6) 
  Establish a Cultural Exchange with the Shifting Ennead. (Good Names go to Wastes) 
  Accept a Cultural Exchange with the Kar-Nath Hegemony. 
  Accept a Cultural Exchange with the Quiet Storm Trifectate. 
 
 
 Spoiler: Bookeeping 
  Stat changes  
+1 Economy, +1 Faith

  Units  
5/5 units

 Favors and Reputation 
1 Favor owed to the Chelonia Chora.
 
Torv
   The Nanuuq Constellation  
 
 
 The Frayed Minds 
D2 - M7 - E2 - F6+1 - I7+1
 
 
  Actions  
 
 Intrigue - Steal the Kelpie from LOL 
 Intrigue - Steal the Withering Everlight from LIT 
 Faith - GP (1/5) 
 Faith - GP (2/5) 
 Faith - GP (3/5) 
 
  Non Actions  
The Dissonant - Root out spies, one can never be sure.
Drifter in the wake - make a support in R81 unruly
Aerin
   End of Round Twenty-Seven  
No further mechanical edits to action posts may be made 
Aerin
   Empire 7: END  
Thanks to everyone that participated! 