I would have liked to put more of this in character, but it was a rough week and I want to get this out before the weekend.
Instill Order in Ater - Continued
Shule was a practical minded ogress, and didn't mind being coopted. For the right price, she and her men would continue walking the streets, but this time their pay would come from Imperial coffers rather than shopkeepers under their "protection. In fact, they volunteer their efforts in putting down the Red Masks who protest the disbanding of their organization. The battles are small and over quickly, with support from your soldiers. Shule is now commander of the Ater City Watch, such as it is. Whether it will remain a band of petty thugs or grow to more remains to be seen.
The Mourners are willing to speak to your men only through intermediaries. After some scuffles and "misunderstandings", an audience is arranged. Their remit was originally to collect the dead of Ater and arrange funerals. In the chaos following Vile's plague, they had become something more, and power was not easily surrendered. In the new order you are forging, they will still oversee collection of the dead and will have special remit to deal with plagues, including magical ones.
(Unrest in Ater drops by 2)
Study Praes History - Success
Praes history is a confusing mess, to be perfectly frank. Since the Miezans were expelled, it has been held by a series of Tyrants that have left their own stamp on the Empire, which was just as often overridden by the next Tyrant. In that way, its history can be thought of like a city that has been built over the ruins of itself repeatedly.
Something does catch your notice, though. It is no great revelation to a Praesi, but the examination of the histories leaves it starkly clear: Praes's destiny is war with Callow. And even when successes are achieved, it is rarely lasting. (Learning +2, first inklings of the Callowan Cycle revealed)
Train Mages - Greater Success
You continue to push for the accumulation of magical power in your forces. You have a choice now: do you focus on breadth of power, looking for anyone with magical gifts and finding uses for them, or depth of power, and focusing on those mages with great talent?
[] Breadth
[] Depth
Ward Ater - Super Critical
Apprentice has been her usual busy self. At your orders, she has not only raised wards against scrying and magical attacks throughout the city, but has been repairing and enhancing the city's walls into something truly impressive with her
Edifice aspect. In addition to being raised higher and thicker than before, they are bristling with obsidian spikes that defending mages can use to channel offensive sorcery against attackers. While the walls would need additional work to become truly impregnable, there is a solid foundation for making Ater not just a capital, but a mighty fortress-city.
(Apprentice's Trait shortens time to 1 turn. Ater gains the Traits "Sorcerous Walls" and "Warded City". )
Experiment with Scrying Links - Success
Apprentice has been working on the scrying mirror links. It has unfortunately led to the first accidents: two mages ended up caught in a feedback loop that badly damaged their minds before it could be shut down. Research is continuing and Apprentice hopes to have stable two-way communication ironed out soon.
(1 Turn Remaining)
Hold Court - Greater Success
- The High Lords of Aksum and Wolof are in open rebellion against you, and those of Thalassina, Kahtan and Foramen remain in their lands, so far unwilling to return to the fold on their own. You yourself hold the title High Lady of Okoro, though it might be wise to appoint a governor there in the future lest your attention be split.
You issue your summons with heralds to the noble families of Ater and to the three Dread Lords in attendance. Dread Empress Insidia intends to hold court, and issue her plan for how Praes should move forward. The noble families send their representatives.
As the upper crust of Ater gathers in your throne room, the murmuring smoke fills the air, cloaking all here in a thin veil of deception. It is is a message - trust no one. The stained glass window stands as a challenge to the Heavens, and lets all know - there will be no limit to your ambitions.
It becomes clear that there are a few factions at play. Lord Galki is a young Taghrebi of moderate wealth and noted skill in duels. He recently ascended after his mother died of the plague, and he has gathered a faction of younger nobles who clearly intend to curry favor with you in return for favor in return, taking advantage of the perceived power vacuum.
Lady Adjoa leads what remains of the older and more established noble lines. Though they have been devastated by years of fighting, they are still to be feared for their hoarded money and resources.
To your surprise, another group has arrived in Court. They are not even lesser nobility, but merchants and those of respected professions who deem themselves to be important enough that their voices should be heard in government now that the noble class has been thinned by war and purges. Their leader, as far as they have one, could be considered Idir, a merchant of remarkable wealth who has not been shy about spreading it throughout the city..
What are the themes of the speech you give to those assembled? Choose 3, plan vote.
[] Praes will rebuild, stronger than ever
[] You will enact vengeance to those who have wronged you
[] Honor to the Gods Below
[] A return to tradition
[] A new age of Evil, unburdened by the blinders of the past
[] All of Calernia will learn to fear the name Insidia
[] Write-in
There is one surprise visitor to your Court, an orcish shaman from the Steppes. The orcs withdrew back to the Steppes during the War of Thirteen Tyrants and One, aside from those who were already in service.
His name is Gabr, and he has come with a message for you. If the fighting is truly over, the orcish tribes are interested in rejoining the empire. Daoine has been slowly intruding into their territory during Praes's weakness, and though they have been fighting back, the Watch are dangerous opponents. The intent is clear: the Empire would need to send troops north to support the tribes if it wants their allegiance. Gabr has established himself as an emissary and will be staying in your Court regardless - you do not feel it wise to refuse him in this, as the orcs have ever been useful cannon fodder in the Empire.
Establish a Network in Ater
Information is at the heart of power. Without correct information, one cannot hope to act correctly. Subira has taken on the role of a spymaster with alacrity and you now have numerous agents willing to gather your information for you. (Additional Intrigue Options Unlocked)
Establish a Secret Police
It is from your soldiers that you draw your hidden hand. The ones with disciplinary problems, but strong loyalty, those skilled in stealth and subterfuge and those without scruples to hold them back.
The Listeners, they are called, because they listen to you, and listen to others. An unassuming name, hiding the existence of your true network of spies. But they are ready to execute your will. Let your enemies fear their name in the future.
Perform an Audit
Most of the grift in and around Ater is petty. Strongly worded letters and appearances by soldiers ominously holding weapons is enough to correct much of it. (Increase Ater income by 200).
One particular local lord is notable in his defiance of you. Lord Nagi has turned himself into a vampire - not something done often since it disqualifies one for High Lord or Tyrant rank. However, it is far from illegal under Praesi law.
However, he has cited a combination of several laws enacted by previous Tyrants to claim a tax exempt status. Needless to say, this will need to be addressed.
Do you:
[] Make an example of him. (Martial DC: 10)
[] Enact an Imperial tax on undeath. (Stewardship DC: 15)
[] Have him disappeared. (Intrigue DC:25)
[] Draft him into Imperial service. (Diplomacy: DC: 35)
Next turn actions:
(Satus and Fals had stability reduced by 1 due to stability checks, and Satus had its income reduced by 100 due to the Maiden's actions)
I think I'm going to be rolling those once a season now, so every three turns. And will give you guys options soon for handling your provinces more easily, since you're stretched pretty bad for actions. Though that will improve as you guys get more Named)
Wealth: 500
Monthly Income: 3,600
Martial - Choose One
[] Reorganize your Troops
The warriors who follow you have been beaten to a bloody pulp by years of war. Now that you're Empress, it's time to make them the core of your new Legions. Combine mauled regiments, sift through the talent remaining, heal the wounded and regroup. (Cost: 500, Turns: 1, DC:10, Reward: Improved First Legion Stats, Possible Advisor)
[] Recruiting Drive
Soldiers are beginning to volunteer to serve under the new Empress, but so far it is more of a trickle than a flow due to the strain of the plague and recent wars on the populace. (Cost: 500, Turns: 1, DC: 10, Reward: Recruit additional men)
[] Establish a Personal Guard
Your troops have been more than blooded in battle and you have a strong corps of veterans at your disposal. You could establish an elite force answerable directly to you rather than to your generals (Note: This option can be selected multiple times. If selected by a hero unit, this creates a guard for that character. Cost: 500, Turns: 1, DC: 25, Rewards: Create Personal Guard)
[] Raid Hospes
Send forces out of Ater and Satus to harry the province of Hospes and intimidate the merchant lords and grain factors who hold sway there. Fear will bring them in line. (Cost: 250, Turns: 1, DC: 25, Reward: Destabilized Hospes)
[] Besiege Aksum
Aksum is close to Ater and a thorn in your side, having backed Voss in the war. Aksum's defenses are relatively weak and a strike now could potentially take over the city before it recovers. (Cost: 1,500, Turns: 2, DC: 50, Reward - New Province)
[] Marshal Forces Near the Gray Eyries
The goblins are ever opportunistic and inclined to skirt Imperial authority. Based on how events unfolded, they likely knew the War was coming before many in the Empire did. Goblins are practical and understand force, and sending forces to Taghreb and Satus to harry them could prepare for invasion or intimidate them into rejoining you. (Cost: 500, Turns: 2, DC: 35, Reward: Increased defenses against the Grey Aeries, Future Martial actions more effective)
[] Reinforce the Steppes
Sending men to to the Steppes would decrease your available forces at a time when you are vulnerable, but would impress the orcs and perhaps help bring them painlessly back into your reign. (Cost: 1,000, Turns: 2, DC 35, Reward: Improved relations with the Steppes)
Diplomacy: Choose One
[] Hold Court
There are still some nobles in Ater. Time to issue a summons to the Tower and find out the lay of the land.
(Cost: 250, Turns: 1, DC 25, Rewards: ???)
[] Make Overtures to the Eyries
The goblin Matrons are cunning and manipulative, which means they can be bargained with. Better to approach them with the carrot as well as the stick. (Cost: 500, Turns: 2, DC: 35)
[] Make Overtures to Thalassina
Thalassina is the Empire's largest port and naval trade hub, and has remained largely neutral in the War. Its High Lord, Eniola, has profited hugely off the War by selling to all sides. You could begin negotiations to bring them back into the fold. (Cost: 0, Turns: 2, DC 35)
[] Negotiate with Aksum
Aksum is in a vulnerable position and knows it. You could in your infinite benevolence begin negotiating their surrender - but it would give them time to regroup. (Cost: 0, Turns: 1, DC 50 Rewards:
Stewardship: Choose One
[] Hold a Coronation
The city of Ater needs to know who its new Empress is. Hold a public spectacle letting them know you're in charge.
(Cost: 1,000, Turns: 1, DC 10, Rewards: Reduce Unrest, ???)
[] Hear Petitions
The tradition of hearing petitions directly from subjects has gone in and out of favor among Tyrants. You could gain favor from the common folk by listening to their concerns. (Cost: 250, Turns: 1, DC: 10, Rewards: Decreased Unrest, ???)
[] Sponsor Public Works
Ater has been bloodied by fighting and riot over the years of the War, especially the last battle fought around the Tower. Spending some time and money would help make the capital functional again. (Cost: 1000, Turns: 2, DC 10, Rewards: Reduce Unrest, Increase Income)
[] Create a Central Tax Authority
Traditionally, taxes are collected by local lords and funneled into your coffers as tribute. This has many ineffeciencies, but it does get the job done. You have heard that among the Free Cities, tax collection is more centralized. That would be difficult over an Empire, but not impossible. (Cost: 2,000, Turns: 4, DC: 50, Rewards: Increased tax collection across the Empire)
[] Further Improve the City's Walls
Apprentice has enhanced the city's walls, but they could be made into something truly fearsome. Continue further with her work. (Cost: 2000, Turns: 2, DC: 10, Rewards: Further improved defenses)
Intrigue: Choose One
[] Investigate your Nobles
To keep hold of your power, you will need to know the levers and buttons to control those under you. You will direct your agents to investigate those with traditional power and influence so you may better control them. (Cost: 500, Turns: 1, DC: 25, Rewards: Information and Blackmail on Nobles)
[] Investigate Civilians
It would be unwise to think that the masses of Ater are mere cogs in the machine. Agitators, criminals, community leaders and even ordinary workers form an impossibly intricate mass of stories. Listen them, find those worth paying attention to. Ignore them at your peril. (Cost: 25, Turns: 1, DC: 10, Rewards: Information and Blackmail on Cviilans)
[] Disappear Agitators
Ater is growing under control, but it is not completely within your grasp. Crush the opposition from the shadows. Your Listeners have yet to be truly blooded - time to change that.
[] Infiltrate Wolof
Ater is under your control; it's time to look elsewhere. Of the provinces that remain in rebellion, Wolof is one of the most troublesome, as it is the ancient seat of Praesi sorcery. It would be wise to get eyes in the city as soon as possible. (Cost: 0, Turns: 1, DC 25, Rewards: Increased Information on Wolof)
[] Infiltrate Hospes
Hospes is the southern portion of the Green Stretch, north of goblin-held mountains and west of the Hungering Sands. It is largely run by merchants and smugglers here trade with the the Duchy of Liesse in Callow. The Green Stretch is vital to the Empire, so getting a foothold here is important. (Cost: 0, Turns: 1, DC: 10, Rewards: Increased Information on Hospes, Future Intrigue actions more effectivee)
[] Infiltrate Aksum
It is always worthwhile to gain information on one's enemies. It would be easy to slip agents inside Aksum and learn more about activities there, and possibly act om targets of opportunity. (Cost: 250, Turns: 1, DC:10, Rewards: Increased Information on Aksum, Future Intrigue actions more effective)
[] Investigate the Mournful Maiden
You cannot allow a heroic Named to run rampant in your Empire. She will strike again, and she must be located and dealt with. (Cost: 0, Turns: 1, DC: 10, Rewards: Opens up options of dealing with the Mournful Maiden)
[] Infiltrate the Eyries
It's difficult to "infiltrate" the Eyries by placing agents there, as they are inhabited by goblins. However, goblin loyalties are not the same as human loyalties, and bribery would gain you information and possibly goblin agents. (Cost: 500, Turns: 1, DC: 25, Rewards: Increased Information on the Eyries, future Intrigue actions more effective)
Learning: Choose One
[] Peruse the Tower's Secrets
The Tower has been the home of madmen with tremendous magical resources for centuries. There are many hidden wonders to uncover here. (Cost: 0, Turns: 1, DC 25, Rewards ???)
[] Study Praes History
Those who do not learn from the past are doomed to repeat it. Study the actions of previous Tyrants and codify your knowledge of Praesi history. (Cost: 0, Turns: 1, DC 25, Rewards: Imp)
[] Study Name Lore - Villains
It would be wise to make an examination of previous Tyrants and their abilities, and the nature of villains in general. (Cost: 0, Turns: 1, DC 25, Rewards: Improved Stats, ???)
[] Study Name Lore - Heroes
Heroes are the bane of all who side with Below. Learn about their habits, how they are formed, and their strengths and weaknesses. (Cost: 0, Turns: 1, DC: 25, Rewards: Improved Stats, ???)
[] Study the Gods Below
The Gods Below sponsor villains and are the patrons of Praes. It would be wise to make a study of what, exactly, they are. (Cost: 0, Turns: 1, DC: 25, Rewards: ???)
Mysticism: Choose One
[] Train Mages
Praes has a high proportion of humans with magical talent, a result of centuries of breeding for talent in the Soninke nobility and the Empire's long association with devils, demons and the Gods Below. You have some unNamed mages to call upon, but not many. Search for additional talent and improve the talent you have. (Cost: 0, Turns: 1, DC: 25 Reward: Mages under your command)
[] Raise the Dead
There has been a desperate battle and years of warfare, and your troops are in need of reinforcement. Have your mages turn the corpses in the streets into undead for your use. (Cost: 0, Turns, 1, DC: 25, Rewards: Undead Troops)
[] Summon Devils
Undead are of limited value unless lead by a necromancer. Have your mages work to call up devils to round out your forces. (Cost: 250, Turns: 1, DC: 35, Rewards: Devil Troops)
[] Ward Ater
Have your mages work to enhance the city's magical defenses. A warded Ater means enemies will find it difficult to scry on you or land magical attacks, and will even help against mundane attacks. (Cost: 500, Turns: 2, DC: 25, Rewards: Increased defenses in Ater)
[X] Experiment with Scrying Links (Locked)
Duha's experiments have revealed that implanted scrying mirrors might be used to create mental links between mages. This has a variety of uses and further small scale experiments must be undertaken. (Cost: 500, Turns: 2, DC 35, Rewards: ???)
[] Experiment with the Stone Circle on Objects
If Duha is correct, you may be able to use the Stone Circle to bring energy or matter from Arcadia into Creation. Investigate the possibilities of infusing Arcadian energy for the creation of artefacts. (Cost: 1,000, Turns: 2, DC 35, Rewards: ???)
[] Experiment with the Stone Circle on People
If Duha is correct, you may be able to use the Stone Circle to bring energy or matter from Arcadia into Creation. Investigate the possibilities of infusing Arcadian energy for the empowerment of individuals. (Cost: 1,000, Turns: 2, DC 50, Rewards: ???)
Personal Actions: Choose One(Designate with [Empress])
[] Focused Attention
Devote additional time to any one task. Double the cost and the modifiers for the action in question.
[] Rush
Devote additional time and resources to a task to finish it more quickly. Double the cost and halve the time of an action.
[] Additional Action
Take an additional action in any category, using your statistics.
[] Find a Sparring Partner
While Tyrant isn't strictly speaking a warrior name, it's a good idea to keep yourself fit and your skills sharp, in case of assassins, or the need to lead armies. (Cost: 0, Turns: 1, DC: 10, Rewards; Increase Martial)
[] Train With Apprentice
While you are a sorceress of Soninke heritage, and Tyrant provides you some skill at magic, you are not primarily a sorcerous Named. It is to your advantage to train with Apprentice and sharpen both of your skills (Cost: 0, Turns: 1, DC: 10, Rewards: Increased Mysticism, Improve Advisor).
Advisor Actions:
Apprentice: Choose one (Designate with [Apprentice])
[] Focused Attention
Devote additional time to any one task. Double the cost and the modifiers for the action in question.
[] Rush
Devote additional time and resources to a task to finish it more quickly. Double the cost and halve the time of an action.
[] Additional Action
Take an additional action in any category, using your statistics.