We also might want to consider taking some action on this Dragon in Callow. If we could bribe it to join us, that would always be a useful addition to our forces. And if we can prevent a hero from arising to slay it then we can avoid a heroic replacement for the current corrupt king.
What if we hijack the hero's Mentor Role? Have Apprentice & our newly recruited mages enchant 1000 cheap-ass magic swords and have Agent stab them into rocks all over the Callowan countryside?
What if we hijack the hero's Mentor Role? Have Apprentice & our newly recruited mages enchant 1000 cheap-ass magic swords and have Agent stab them into rocks all over the Callowan countryside?
I think that would probably backfire, to be honest. The Gods Above could give The Hero a vision of the right sword, and now Callow has a bunch of swords to stab us with. Plus, it could give the Hero a specific grudge against us if he discovered who was behind it, and then that could turn into an "evil mentor who needs to be stopped" story.
Plus, it could give the Hero a specific grudge against us if he discovered who was behind it, and then that could turn into an "evil mentor who needs to be stopped" story.
I don't mean becoming the Evil Mentor. I mean simply littering 1000 swords to create 1000 heroes all gunning for the same dragon.
"I can't beat your band of heroes, true, but what if there were another eight bands also out for my blood? Ha! What are you going to do, form a line?"—Dread Emperor Irritant I, the Oddly Successful
The general populace of Ater is now firmly behind you, and you are riding high on the success if the coronation. Your decision to appoint a Duni to the governorship of Satus has inflamed the opinions of the both factions of nobles in Court against you, however. The fact that a Duni hero is operating in the province is now open knowledge, and many question your wisdom in appointing one of her kind in dealing with the problem. Even those who understand the nature of your tactic - undercutting her story and thus the ability Above has to intervene on her behalf - are irritated that the new governor is unlikely to be one easily influenced. Lord Nagi, unexpectedly resuming your correspondence, suggests drily that another vampire would have been a more popular choice.
(Popularity decreased with both Noble court factions. Effects on Satus to be resolved next turn).
The news of the dragon in Callow, and that Callow has been allowing more trade with Praes, are both of interest. Dragons creatures of great power, but there is a great variety to them - they are usually allied with Evil and this one certainly seems ro be acting as such. The fact that Callow's king has become corrupt could be nurtured as well - it's unlikely the situation will last, but you could profit greatly while it does.
Your men have sent back word of their campaign in the Steppes. The ways of the orcs are strange to them, and Commander Chimaka suspects that some of the "sacred rituals" they have undergone have been designed as hazings. Nonetheless, the orcs and men are united in their hatred of the Wallerspawn and their skirmishes against the Watch have bonded them together. Chimaka fought with greenskins in the Legions before the War of Thirteen Tyrants and reports that many of the stereotypes of their behavior are not true. You think back to a Tyrant years past who carefully calculated the ration of meat allowed to an orc serving in the Legions, and wonder.
[Spoiler = Author's Note] I rolled a Learning check for your guys' knowledge of how bad things were for orcs back when they first showed up and crit it, so Insidia knows just how bad things were. [/Quote]
The people of Okoro have bled orcish prisoners to feed their soil, you know. Not often - never on your lands in your lifetime as far as you know. But it has been done. It seems unfair to assign special horror to it. Soninke spill far more of their own blood than any others to make the Wasteland fertile. But you wonder how many who have sacrificed a greenskin have sighed in relief that they are "only" killing an orc that day.
Chimaka suggests that with more men, a serious push at Daoine could be accomplished. An invasion is far beyond your capabilities, but you could bleed them for the effrontery of attacking Praes.
The southern greenskins are likely ready for another approach as well. The fact that your messengers returned alive and intac. Is proof the matrons are willing to talk. On the other hand, showing them you are unwilling to be pushed around could strengthen your position.
Treasury: 7,300
Income: 3,600
Martial - Choose One
[] Legion Reforms
Your Legions have, to an extent, stabilized on their own, their officers taking care of the tasks of making a functional army out of the remnants of battle. However, they could still benefit from additional training and organization. Years of war have taught many lessons. (Cost: 1000, Turns: 2, DC:25, Reward: Improved Legion Stats)
[] 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: 1000, Turns: 1, DC: 25, Reward: Recruit additional fores)
[] 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 has built up its defenses but it must still be dealt with. Aksum has allied with Wolof, but you have raised troops of your own - the battle remains likely to be costly, but winnable. (Cost: 2,500 Turns: 2, DC: 65, Reward - New Province)
[] Raid the Gray Eyries
The greenskins insulted you. Show them you will not tolerate being pushed around. (Cost: 500, Turns: 1, DC: 35, Reward: Goblins will respect you more)
[] Aid the Orcs in a Push Against Daoine
Daoine has taken advantage of the chaos in Praes to bleed the orcs. Punish them for their effrontery. (Cost: 2,000, Turns: 2, DC 35, Reward: Strongly Improved Relations with the Steppes)
[] Deal with the Rebellion in Fals
-[] Aid Hesham. He is your ally, and you wish to reward loyalty.
-[] Aid Aamir. He must have some strength to have survived years in prison, and Hesham failed to
You cannot leave the situation in Fals to Hesham to resolve. Step in personally and put the matter to rest. (Cost: 500, Dc: 25, Turns: 1, Rewards: Fals stabilized)
Diplomacy: Choose One
[] Mollify the Nobles
It has not escaped anyone's notice that you have been favoring everyone but the nobles, especially the traditionalists. Spend some time playing the game of Praes, convincing each of them that their interests lie with you, and against each other. (Cost: 250, Turns: 1, DC 25, Rewards: ???)
[] Continue Diplomacy With the Eyries
The goblins would likely respond to another attempt to reach out to them. This time your emissaries will go in force, but the message will still be one of cooperative intent. (Cost: 500, Turns: 2, DC: 35)
[] Approach the Merchant Lords of Hospes
Hospes is in the hands of rich men who hope to grow richer off of the smuggling trade with Callow. It may be somewhat galling to approach them openly when they should have nowed to your authority, but reaching an agreement now would be profitable for all. (Cost: 0, Turns: 2, DC: 25, Rewards: Improved Relations with Hospes)
[] 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, Rewards: Improved Relations with Thalassina)
[] Meet with the Orc Clan Leaders
Having demonstrated that you will back words of friendship to the orcs with steel, you are already ahead of the game compared to most Tyrants. You could call for a meeting with the leaders of the Steppes to bring them into the fold. (Cost: 250, Turns: 2, DC: ???, Rewards: Trigger Narrative Turn)
[] Send an Emissary to Helike
Setrakian has removed himself to Helike, but there are still ties between the two of you. Maintaining relations could prove profitable in a variety of ways. (Cost: 500, Turns: 1, DC: 25, Rewards: Improved Relations with Helike, ???)
[] Deal With a Dragon
There is a dragon in Callow - apparently one of significant power. Clearly, the beast would be better off in Praes. At worst, you could convince it that the arcane treasures of Wolof are superior to those of Callow, at best you might recruit it to your service. (Cost: 1,000+, DC: ???, Rewards: Triggers Narrative Turn)
Stewardship: Choose One
[] 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: 1,000, 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 inefficiencies, 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)
[] Funnel Goods Into Callow
Callow's traditional refusal to trade with Praes has meant Praes must route its valuable goods through the Free Cities. King Baxter's laxness hear is eminently exploitable. (Cost: 500, Turns: 2, DC: 25, Rewards: Improved Income, Increased Corruption in Callow)
[] Improve Iron Mines
Praes's wealth comes from its mining. It is said by some that goblins know secrets of forging to rival the dwarves, but even once the goblins join you officially, they need iron to work with. Begin overseeing an expansion and centralization of Praes's iron mining industry. (Cost: 5,000 Turns: 4, DC: 35, Rewards: Improved Iron Production in Praes)
[] Import Craftsmen
Conversations with Idir have made it clear that years of war have left Praes with a dearth of skilled craftsmen in a variety of arts from glassmaking to carpentry, as those of apprenticeship age were killed by the plague or were drafted to become soldiers. Recruiting from Helike and Stygia could help prevent a generational loss of knowledge.
(Cost: 1,000, Turns: 2, DC 25, Rewards: Broadened Economic Base)
[] Appoint a Chancellor
There are stirrings that you should choose your Chancellor soon - as of yet, no more than stirrings, but you should start to consider your options. Appointing a Chancellor will make running Praes easier, but Chancellors are ever a dagger ready to strike down a Tyrant that shows weakness. (Cost: 1,000, Turns: 1, DC: 0, Rewards: Chancellor Named)
Intrigue: Choose Two (Mark one with [Agent])
[] Investigate Members of Your Court
The art of intrigue is knowing what's really going on behind the scenes. Diplomacy will only take you so far. Have your spies investigate those in your court and find the hidden levers that you will need to manipulate them. (Cost: 250, Turns: 1, DC: 25, Rewards: Further Information on court factions)
[] Investigate Those in Service to You
'Iron sharpens iron' is a traditional motto of Praes. You cannot fully trust anyone, even those you hold close to you. If nothing else, investigation into your servants will give you security. (Note that this action, if taken by someone other than Insidia, may involve them investigating Insidia as well). (Cost: 250, Turns: 1, DC: 35, Rewards: Further Information on Advisors)
[] 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: 250, Turns: 1, DC 25, Rewards: Increased Information on Wolof)
[] Lean on the Hospes Merchant Lords
Hospes is a hotbed of smuggling and power is found where the money is flowing. If you want to influence the province i to joining you, a cloak and dagger work aimed at the rich men who hold the province's purse strings will do nicely. (Cost: 250, DC: 25, Turns: 2, Rewards: Terrified Province Leadership)
[] Conduct Sabotage in Aksum
Aksum is against you and allied with Wolof. The time for diplomacy is past, but the time for subtlety is not. Sava has agents in place. Poison water and food, set fires, let knives flash in the shadows. Let your enemies know fear. (Cost: 250, DC: 35z Turns: 1, Rewards: Destabilized Aksum)
[] Infiltrate Thalassina
You will need to take action against Thalassina sooner or later, as Praes's major port city. By placing men here, you will be placed not just to work in the province, but gain information and place agents in the Free Cities and beyond.
[] Hound the Mournful Maiden from the Shadows
The Maiden cannot be allowed to rest and recover. Harry her enough with assassins and mercenaries and perhaps she will leave your lands for a time, or you might strike a serious blow. (Cost: 500, Turns: 1, DC: 50, Rewards: Inhibit the Mournful Maiden's actions)
[] 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)
[] Create a Hero
-[] If you want, write in plan details
You may not have the perspective of someone inside Callow, but your eyes are sharp and you have a Named's instincts for stories. You can tell that a hero is likely to arise in Callow. The best response is to preempt that - if a hero has to arise, make them your hero. (Cost: 500, DC:???, Rewards:???)
Some interesting and amusing plan details being thrown around. Pretty much all I saw fell under Intrigue as I see it. If you want to write in a plan, feel free and I'll interpret as best I can - it's likely to end up with a narrative turn or two as I work out the implementation, otherwise, whoever gets assigned the task will use their own judgment. The DC is going to be ??? as a result, because it's going to be up against divine providence and possibly the Wizard of the West, who are both unknown qualities to Insidia.
Learning: Choose One
[] Peruse the Tower's Secrets
-[] Specifically look for something for slaying a dragon
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: 35, 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 (Apprentice's Action Locked [Apprentice])
[X] Establish New Legion Mage Doctrines - II
You have significantly improved your mage corps in the legion, but they are still somewhat uncoordinated. A serious look at the use of magic in battle, especially given your lightened restrictions on degree of talent, could pay dividends. (Cost: 0, Turns: 2, DC: 50, Reward: Mages under your command)
[] Establish Civilian Mage Training
Praes has long resisted widespread magical training, preferring to concentrate power in the hands of the aristocracy. You could change that for civilians as you have done for the legions. Create a civil service corp for mages under Imperial control. (Cost: 1,000, Turns: 2, DC: 50, Reward: Improved Stewardship Options)
[] 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)
[] Experiment with Scrying Networks
Apprentice has managed to more or less stabilize links through small implanted mirrors that can be given to agents. Currently, this means that one member of the linked duo must be kept in a central location while the other can be sent out in the field. Enabling links that can connect in sequence or 'horizontally' would be more difficult, but allow for more flexibility. (Cost: 750, Turns: 3, DC 50, Rewards: ???)
[] Experiment with Sharing Magic Through Scrying Links
Apprentice believes that sorcery could potentially be worked through scrying links if both mages have the gift. The way she sells it to you, one mage could cast twice as many spells, or spells with twice the power. The reality is fraught with many more complications, but that's what research is for. (Cost: 750, Turns: 3, DC: 50, 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.
[] Train with Agent
Sava's Name is one that favors the shadows and a strike from hiding. Hone your skills with her to both your benefit. (Cost: 0, Turns: 1, DC: 10, Rewards; Increase Martial or Intrigue, Improved Advisor)
[] Train With Apprentice
Duha's Name offers her insights into sorcery that you will likely never be able to match, and her studies over the past few years have lead to her picking up interesting lore. (Cost: 0, Turns: 1, DC: 10, Rewards: Increased Mysticism or Learning, Improve Advisor).
[] Hero Hunt - Mournful Maiden
Assassins and soldiers cannot be relied upon to put down a Named. You will need to put your hand in personally. (Cost: 0, Turns: 1, DC: ???, Rewards: Maiden Injured or Dead)
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.
[] Train with Agent
Sava's Name is one that favors the shadows. Hone your skills with her to both your benefit. (Cost: 0, Turns: 1, DC: 10, Rewards; Increase Martial or Intrigue, Improved Advisor)
[] Hero Hunt - Mournful Maiden
Assassins and soldiers cannot be relied upon to put down a Named. You will need to put your hand in personally. (Cost: 0, Turns: 1, DC: ???, Rewards: Maiden Injured or Dead)
Agent: Choose one (Designate with [Agent])
[] 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.
[] Train Yourself
Sava's is young to her Name and she will need time to learn all it can do. (Cost: 0, Turns: 1, DC: 10, Rewards; Improved Advisor)
[] Train With Apprentice
Duha's Name offers her insights into sorcery that you will likely never be able to match, and her studies over the past few years have lead to her picking up interesting lore. (Cost: 0, Turns: 1, DC: 10, Rewards: Increased Mysticism or Learning, Improve Advisor).
[] Hero Hunt - Mournful Maiden
Assassins and soldiers cannot be relied upon to put down a Named. You will need to put your hand in personally. (Cost: 0, Turns: 1, DC: ???, Rewards: Maiden Injured or Dead)
As a reminder, Insidia gets one action in all categories, and one personal action. Hero units get at least one additional action in their favored category and at least one personal action (as stated, please designate with [Name] for advisor actions.) Modifiers are added directly.
With action's with higher DCs, please note that you can assign more than one Named to the action, just designate as such in the plan. Note that it may not always be to your advantage to do so when fighting heroes - you guys are too young to just stomp heroes offscreen like Black and Catherine, so we'll be going into narrative turns rather than just a single roll of the dice. The setup and situation will vary based on who you bring along (I welcome anyone who has a good argument to put it forth in the thread so I can keep it in mind!). More firepower is rarely going to hurt, but you're not guaranteed a curbstomp, especially with a Rule of Three in play.
Hmm, well unfortunately everyone went off on ideas about a dragon and 100s of magical swords and creating our own hero. I was more interested in a plan to try and subvert the Mournful Maiden. I've been thinking that she would actually make an attractive Chancellor, as turning the hero into The Dragon is a thing. Since we are fated to have The Starscream anyway, why not? As a Duni and a former hero she would have enormous trouble gaining any support among the nobles, which has been the typical route for traitorous Chancellors to betray their Tyrant. In this case we'd basically put the Chancellor and Nobility at odds with one another, thereby securing ourselves for a good long time...
[] Besiege Aksum
Aksum is close to Ater and a thorn in your side, having backed Voss in the war. Aksum's has built up its defenses but it must still be dealt with. Aksum has allied with Wolof, but you have raised troops of your own - the battle remains likely to be costly, but winnable. (Cost: 2,500 Turns: 2, DC: 65, Reward - New Province)
[] Raid the Gray Eyries
The greenskins insulted you. Show them you will not tolerate being pushed around. (Cost: 500, Turns: 1, DC: 35, Reward: Goblins will respect you more)
[] Legion Reforms
Your Legions have, to an extent, stabilized on their own, their officers taking care of the tasks of making a functional army out of the remnants of battle. However, they could still benefit from additional training and organization. Years of war have taught many lessons. (Cost: 1000, Turns: 2, DC:25, Reward: Improved Legion Stats)
[] 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: 1000, Turns: 1, DC: 25, Reward: Recruit additional fores)
So for military actions, we really need to besiege Aksum before it becomes too late and they fully recover. On the other hand we also need to do other things. I'd like to keep recruiting, but I'm not sure we can expend the action on it right now. Legion Reforms are something we want to do, but can we do them right now when we still have a recovering enemy? And I feel that the Goblins might need a bit of steel before we go back to diplomacy. Too many things to do, and not enough actions.
Maybe we can put off one more turn for preparation?
[] Mollify the Nobles
It has not escaped anyone's notice that you have been favoring everyone but the nobles, especially the traditionalists. Spend some time playing the game of Praes, convincing each of them that their interests lie with you, and against each other. (Cost: 250, Turns: 1, DC 25, Rewards: ???)
[] Continue Diplomacy With the Eyries
The goblins would likely respond to another attempt to reach out to them. This time your emissaries will go in force, but the message will still be one of cooperative intent. (Cost: 500, Turns: 2, DC: 35)
[] Approach the Merchant Lords of Hospes
Hospes is in the hands of rich men who hope to grow richer off of the smuggling trade with Callow. It may be somewhat galling to approach them openly when they should have nowed to your authority, but reaching an agreement now would be profitable for all. (Cost: 0, Turns: 2, DC: 25, Rewards: Improved Relations with Hospes)
[] 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, Rewards: Improved Relations with Thalassina)
[] Meet with the Orc Clan Leaders
Having demonstrated that you will back words of friendship to the orcs with steel, you are already ahead of the game compared to most Tyrants. You could call for a meeting with the leaders of the Steppes to bring them into the fold. (Cost: 250, Turns: 2, DC: ???, Rewards: Trigger Narrative Turn)
[] Send an Emissary to Helike
Setrakian has removed himself to Helike, but there are still ties between the two of you. Maintaining relations could prove profitable in a variety of ways. (Cost: 500, Turns: 1, DC: 25, Rewards: Improved Relations with Helike, ???)
[] Deal With a Dragon
There is a dragon in Callow - apparently one of significant power. Clearly, the beast would be better off in Praes. At worst, you could convince it that the arcane treasures of Wolof are superior to those of Callow, at best you might recruit it to your service. (Cost: 1,000+, DC: ???, Rewards: Triggers Narrative Turn)
We have even more things that are urgent to do in diplomacy. And Insidia is the only character we have capable of a good diplomacy check. All of these are important actions to take, but we can't afford to be locked up in multiple 2 turn actions. I think we have to take the Deal With A Dragon, try to delay a hero appearing in Callow and either get a powerful asset or at least damage Wolof. And then I think we need to secure the Orc Clan Leaders. I think those are the two actions we need to take this turn here. It means delaying the nobles a turn, we can Raid the Gray Eyries as our action with them, and Funnel Goods to Callow as our action involving Hospes maybe?
Alternatively we approach Thalassina instead of the Orcs?
[] Funnel Goods Into Callow
Callow's traditional refusal to trade with Praes has meant Praes must route its valuable goods through the Free Cities. King Baxter's laxness hear is eminently exploitable. (Cost: 500, Turns: 2, DC: 25, Rewards: Improved Income, Increased Corruption in Callow)
[] Import Craftsmen
Conversations with Idir have made it clear that years of war have left Praes with a dearth of skilled craftsmen in a variety of arts from glassmaking to carpentry, as those of apprenticeship age were killed by the plague or were drafted to become soldiers. Recruiting from Helike and Stygia could help prevent a generational loss of knowledge.
So both of these are are good actions to take, but I'm leaning towards Funnel Goods Into Callow. I think it will synergize well with our other options.
[] Appoint a Chancellor
There are stirrings that you should choose your Chancellor soon - as of yet, no more than stirrings, but you should start to consider your options. Appointing a Chancellor will make running Praes easier, but Chancellors are ever a dagger ready to strike down a Tyrant that shows weakness. (Cost: 1,000, Turns: 1, DC: 0, Rewards: Chancellor Named)
[] Investigate Members of Your Court
The art of intrigue is knowing what's really going on behind the scenes. Diplomacy will only take you so far. Have your spies investigate those in your court and find the hidden levers that you will need to manipulate them. (Cost: 250, Turns: 1, DC: 25, Rewards: Further Information on court factions)
[] Investigate Those in Service to You
'Iron sharpens iron' is a traditional motto of Praes. You cannot fully trust anyone, even those you hold close to you. If nothing else, investigation into your servants will give you security. (Note that this action, if taken by someone other than Insidia, may involve them investigating Insidia as well). (Cost: 250, Turns: 1, DC: 35, Rewards: Further Information on Advisors)
[] 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: 250, Turns: 1, DC 25, Rewards: Increased Information on Wolof)
[] Lean on the Hospes Merchant Lords
Hospes is a hotbed of smuggling and power is found where the money is flowing. If you want to influence the province i to joining you, a cloak and dagger work aimed at the rich men who hold the province's purse strings will do nicely. (Cost: 250, DC: 25, Turns: 2, Rewards: Terrified Province Leadership)
[] Conduct Sabotage in Aksum
Aksum is against you and allied with Wolof. The time for diplomacy is past, but the time for subtlety is not. Sava has agents in place. Poison water and food, set fires, let knives flash in the shadows. Let your enemies know fear. (Cost: 250, DC: 35z Turns: 1, Rewards: Destabilized Aksum)
All of these are important to take as well. I'm leaning towards Sabotage and Investigate Those In Service. Trying to decide if we should spend Agent's additional action here or in Martial.
[] Create a Hero
-[] If you want, write in plan details
You may not have the perspective of someone inside Callow, but your eyes are sharp and you have a Named's instincts for stories. You can tell that a hero is likely to arise in Callow. The best response is to preempt that - if a hero has to arise, make them your hero. (Cost: 500, DC:???, Rewards:???)
You know, taken as it's own idea (apart from silly ideas like a 1000 swords) this isn't that bad an idea at all. We'd want to inspire an ambitious hero. And preferably a Callow one focused on Procer instead of Praes. You know what we really want? A Squire - yes, a Squire would be perfect as a our made hero preped to turn evil. And Agent with Subvert is designed to do it too. Not this turn, and probably not soon, but eventually I think this has promise.
[] Peruse the Tower's Secrets
-[] Specifically look for something for slaying a dragon
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: 35, 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: ???)
All of these are interesting. A dragonslayer would be helpful to negotiations, especially if they go bad. Name Lore is always a good choice, but I'm really liking the idea of an Imp as a reward, I'm thinking that could prove useful. We need more minons.
[] Establish Civilian Mage Training
Praes has long resisted widespread magical training, preferring to concentrate power in the hands of the aristocracy. You could change that for civilians as you have done for the legions. Create a civil service corp for mages under Imperial control. (Cost: 1,000, Turns: 2, DC: 50, Reward: Improved Stewardship Options)
[] 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)
[] Experiment with Scrying Networks
Apprentice has managed to more or less stabilize links through small implanted mirrors that can be given to agents. Currently, this means that one member of the linked duo must be kept in a central location while the other can be sent out in the field. Enabling links that can connect in sequence or 'horizontally' would be more difficult, but allow for more flexibility. (Cost: 750, Turns: 3, DC 50, Rewards: ???)
[] Experiment with Sharing Magic Through Scrying Links
Apprentice believes that sorcery could potentially be worked through scrying links if both mages have the gift. The way she sells it to you, one mage could cast twice as many spells, or spells with twice the power. The reality is fraught with many more complications, but that's what research is for. (Cost: 750, Turns: 3, DC: 50, 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: ???)
All of Mysticism is interesting, but I think I want the Apprentice on the Civilian Mages (for the DC) and most of the others have DCs that probably should have the Apprentice. The exceptions being Undead, Devils, Ward Alter, and Stone Circle on Objects. But that last one feels like it will be an expensive research route, so maybe after we secure the realm? Leaning towards either more Undead, or Devils. Probably Undead, combine with more Recruitment, and basically prepare for attacking Askum next turn?
I guess we could use Apprentice's extra action here to start Civilian Mages now... @KreenWarrior Would that mean that next turn the Apprentice Mysticism Action would remain locked and her Free Action would become free again? I think that would make sense as long as the multi-turn Extra Action is in Mysticism, then it make sense that when Apprentices slot there frees up it would take over the remaining time on the Extra Action, and the Extra Action would free up. Does that make sense?
I guess we could use Apprentice's extra action here to start Civilian Mages now... @KreenWarrior Would that mean that next turn the Apprentice Mysticism Action would remain locked and her Free Action would become free again? I think that would make sense as long as the multi-turn Extra Action is in Mysticism, then it make sense that when Apprentices slot there frees up it would take over the remaining time on the Extra Action, and the Extra Action would free up. Does that make sense?
[] 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: 250, Turns: 1, DC 25, Rewards: Increased Information on Wolof)
You know, taken as it's own idea (apart from silly ideas like a 1000 swords) this isn't that bad an idea at all. We'd want to inspire an ambitious hero. And preferably a Callow one focused on Procer instead of Praes. You know what we really want? A Squire - yes, a Squire would be perfect as a our made hero preped to turn evil. And Agent with Subvert is designed to do it too. Not this turn, and probably not soon, but eventually I think this has promise.
-[X] 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: 1000, Turns: 1, DC: 25, Reward: Recruit additional fores)
-[X] 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, Rewards: Improved Relations with Thalassina)
Thought about it some more and decided that we need to bring Thalassina in first before the Orcs. Need to get the nobles committed first, then betray their expectations.
-[X] [Empress] Additional Action: Deal With a Dragon
There is a dragon in Callow - apparently one of significant power. Clearly, the beast would be better off in Praes. At worst, you could convince it that the arcane treasures of Wolof are superior to those of Callow, at best you might recruit it to your service. (Cost: 1,000+, DC: ???, Rewards: Triggers Narrative Turn)
-[X] Funnel Goods Into Callow
Callow's traditional refusal to trade with Praes has meant Praes must route its valuable goods through the Free Cities. King Baxter's laxness hear is eminently exploitable. (Cost: 500, Turns: 2, DC: 25, Rewards: Improved Income, Increased Corruption in Callow)
-[X] 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: 250, Turns: 1, DC 25, Rewards: Increased Information on Wolof)
-[X] [AGENT INTRIGUE] Conduct Sabotage in Aksum
Aksum is against you and allied with Wolof. The time for diplomacy is past, but the time for subtlety is not. Sava has agents in place. Poison water and food, set fires, let knives flash in the shadows. Let your enemies know fear. (Cost: 250, DC: 35z Turns: 1, Rewards: Destabilized Aksum)
-[X] 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)
-[X] 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)
-[X] [APPRENTICE] Additional Action (becomes Apprentice Mysticism Action once Legion Mage Doctrine finishes): Establish Civilian Mage Training
Praes has long resisted widespread magical training, preferring to concentrate power in the hands of the aristocracy. You could change that for civilians as you have done for the legions. Create a civil service corp for mages under Imperial control. (Cost: 1,000, Turns: 2, DC: 50, Reward: Improved Stewardship Options)
-[X] [AGENT] Hero Hunt - Mournful Maiden
Assassins and soldiers cannot be relied upon to put down a Named. You will need to put your hand in personally. (Cost: 0, Turns: 1, DC: ???, Rewards: Maiden Injured or Dead)
--[X] This must be done very carefully, with preparation so that a defeat is not disastrous. Nor can a partial victory be allowed, as it would result in the Maiden gaining a Pattern of Three advantage.
---[X] Arrange for a meeting with the Maiden for a peaceful talk (use an intermediary such as a Duni child to arrange the meeting), come with 4 expendable crossbowmen (prepared with Rule so as to be immune to the Maiden's Song).
---[X] Tell the Maiden that when you informed Dread Empress Insidia of her desire, the Empress was impressed by the ambition expressed within such a song. The Maiden desires that the Duni be raised to equality within the Empire. Such ambition is most worthy of a villain. The Empress has recognized her talent and if the Maiden will prove herself worthy of it, the Empress shall name her Chancellor. Think of it, with that the Maiden would surely have the power to raise the Duni up. No Duni has ever been Chancellor before.
----[X] Do not accept any protests that she is a heroine. She is Praesi, and her dream is a Praesi one, to see her enemies laid low at her feet, and to rise above all others. Wouldn't she like to see Wolof brought low? Her enemies are the Empress' enemies, and the Empress has made herself a friend of the Duni.
----[X] Her task to prove herself worthy is a quite simple one. Bring Hospes into the fold. Merchant Lords rule there, and the Empress is impressed with the results they have achieved, yet they have failed to petition the new Empress to secure their position as proper Praesi ought to. Go to them and convince them that willing submission to the rightful Empress is their best choice. Such loyalty will be rewarded, as it has in Status. (Give her the mission even if she is refusing the offer of Chancellor and remains defiant.)
-----[X] If she remains defiant and refuses the mission, muse that if the merchants of Hospes fail to give their oaths of loyalty to their Empress, she will have to assume they have fallen under the control of Wolof, and will be forced to... incentivise them to join their proper ruler. It would be so sad if they were not warned of their offense because a Duni was too prideful to protect her people by warning them.
----[X] If she remains defiant to the last, regretfully declare that she must die then. It's really too bad, the Duni could have risen high with her sponsorship. Order the crossbowmen to kill her.
-----[X] Flee as soon as the Maiden begins to successfully fight the crossbowmen, do not attempt to drive the Maiden from the field but allow her the victory.
If we turn the Maiden with this, then it is a win and breaks the Pattern of Three. A Duni Chancellor will send shock waves through the nobles, and means that we can expect them to resist strongly, but also means that our Chancellor will be tied up putting down nobles instead of conspiring against us. Plus we gain another province in the Green Stretch. I count it as a win win, because to make the changes we need to, the nobles are going to be pissed anyway. However, I expect she will reject the offer, and thus conflict will erupt, the Agent will "lose," thus giving us a victory next time they meet due to the Rule of Three. She will also move to Hospes, which will set us up for the next move to make the Duni a willing part of our Empire.
And since it is a Recruitment pitch, that means Agent will get +10 to her roll.
[X] Plan Gather The Posse
-[X][Martial] Deal with the Rebellion in Fals
--[X] Aid Hesham. He is your ally, and you wish to reward loyalty.
-[X][Diplomacy] Mollify the Nobles
-[X][Stewardship] Appoint a Chancellor
-[X][Intrigue] Conduct Sabotage in Aksum
-[X][Intrigue - Agent] Hound the Mournful Maiden from the Shadows
-[X][Learning] Study Name Lore - Heroes
-[X][Mysticism] Raise the Dead
-[X][Empress] Hero Hunt - Mournful Maiden
-[X][Apprentice] Hero Hunt - Mournful Maiden
-[X][Agent] Hero Hunt - Mournful Maiden
-[X] [Martial] Aid the Orcs in a Push Against Daoine
Daoine has taken advantage of the chaos in Praes to bleed the orcs. Punish them for their effrontery. (Cost: 2,000, Turns: 2, DC 35, Reward: Strongly Improved Relations with the Steppes)
The Better we get along with the orcs now the sooner we can eventually add them to our Armies.
-[X] [Diplomancy] Mollify the Nobles
It has not escaped anyone's notice that you have been favoring everyone but the nobles, especially the traditionalists. Spend some time playing the game of Praes, convincing each of them that their interests lie with you, and against each other. (Cost: 250, Turns: 1, DC 25, Rewards: ???)\
We cannot Let the Nobles turn against us. It's basically a death sentence if we have to fight them and others.
-[X] [Stewardship] Funnel Goods Into Callow
Callow's traditional refusal to trade with Praes has meant Praes must route its valuable goods through the Free Cities. King Baxter's laxness hear is eminently exploitable. (Cost: 500, Turns: 2, DC: 25, Rewards: Improved Income, Increased Corruption in Callow)
More money and an increase in corruption for Callow are both great things we'll want to keep an eye on.
-[X] [Intrigue] Investigate Members of Your Court
The art of intrigue is knowing what's really going on behind the scenes. Diplomacy will only take you so far. Have your spies investigate those in your court and find the hidden levers that you will need to manipulate them. (Cost: 250, Turns: 1, DC: 25, Rewards: Further Information on court factions)
-[X] [Intrigue - Agent] Hound the Mournful Maiden from the Shadows
The Maiden cannot be allowed to rest and recover. Harry her enough with assassins and mercenaries and perhaps she will leave your lands for a time, or you might strike a serious blow. (Cost: 500, Turns: 1, DC: 50, Rewards: Inhibit the Mournful Maiden's actions)
-[X] [Learning] 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: 35, Rewards: Improved Stats, ???)
-[X] [Mysticism - Apprentice] Establish New Legion Mage Doctrines - II
You have significantly improved your mage corps in the legion, but they are still somewhat uncoordinated. A serious look at the use of magic in battle, especially given your lightened restrictions on degree of talent, could pay dividends. (Cost: 0, Turns: 2, DC: 50, Reward: Mages under your command)
-[X] [Mysticism] 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)
More troops are always a good thing.
-[X] [Empress] Hero Hunt - Mournful Maiden
Assassins and soldiers cannot be relied upon to put down a Named. You will need to put your hand in personally. (Cost: 0, Turns: 1, DC: ???, Rewards: Maiden Injured or Dead)
-[X] [Apprentice] Hero Hunt - Mournful Maiden
Assassins and soldiers cannot be relied upon to put down a Named. You will need to put your hand in personally. (Cost: 0, Turns: 1, DC: ???, Rewards: Maiden Injured or Dead)
-[X] [Agent] Hero Hunt - Mournful Maiden
Assassins and soldiers cannot be relied upon to put down a Named. You will need to put your hand in personally. (Cost: 0, Turns: 1, DC: ???, Rewards: Maiden Injured or Dead)
If we're going to try and stop the maiden we have to go all in.
[Spoiler = Author's Note] I rolled a Learning check for your guys' knowledge of how bad things were for orcs back when they first showed up and crit it, so Insidia knows just how bad things were.
Some interesting and amusing plan details being thrown around. Pretty much all I saw fell under Intrigue as I see it. If you want to write in a plan, feel free and I'll interpret as best I can - it's likely to end up with a narrative turn or two as I work out the implementation, otherwise, whoever gets assigned the task will use their own judgment. The DC is going to be ??? as a result, because it's going to be up against divine providence and possibly the Wizard of the West, who are both unknown qualities to Insidia.
[/QUOTE]
These two paragraphs open with the "Spoiler" tag, but end with a "Quote" one. The second one causes the latter half of the update to go under a spoiler.
Not good with making plans, and not sure about our priorities here, but since I am watching this with interest I felt like listing the typos.
- [X] Deal with the Rebellion in Fals
--[X] Aid Hesham. He is your ally, and you wish to reward loyalty.
- [X] [EMPRESS] Mollify the Nobles
It has not escaped anyone's notice that you have been favoring everyone but the nobles, especially the traditionalists. Spend some time playing the game of Praes, convincing each of them that their interests lie with you, and against each other. (Cost: 250, Turns: 1, DC 25, Rewards: ???)
- [X] Funnel Goods Into Callow
Callow's traditional refusal to trade with Praes has meant Praes must route its valuable goods through the Free Cities. King Baxter's laxness hear is eminently exploitable. (Cost: 500, Turns: 2, DC: 25, Rewards: Improved Income, Increased Corruption in Callow)
- [X] 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: 250, Turns: 1, DC 25, Rewards: Increased Information on Wolof)
- [X] [AGENT] Conduct Sabotage in Aksum
Aksum is against you and allied with Wolof. The time for diplomacy is past, but the time for subtlety is not. Sava has agents in place. Poison water and food, set fires, let knives flash in the shadows. Let your enemies know fear. (Cost: 250, DC: 35z Turns: 1, Rewards: Destabilized Aksum)
Gonna leave this one open until the weekend at minimum.
Adhoc vote count started by KreenWarrior on Apr 9, 2020 at 7:56 PM, finished with 9 posts and 5 votes.
[X] Plan: Prepare for Battle
-[X] Recruiting Drive
-[X] Make Overtures to Thalassina
-[X] [Empress] Additional Action: Deal With a Dragon
-[X] Infiltrate Wolof
-[X] [AGENT INTRIGUE] Conduct Sabotage in Aksum
-[X] Study Praes History
-[X] Raise the Dead
-[X] [APPRENTICE] Additional Action (becomes Apprentice Mysticism Action once Legion Mage Doctrine finishes): Establish Civilian Mage Training
-[X] [AGENT] Hero Hunt - Mournful Maiden
--[X] This must be done very carefully, with preparation so that a defeat is not disastrous. Nor can a partial victory be allowed, as it would result in the Maiden gaining a Pattern of Three advantage.
---[X] Arrange for a meeting with the Maiden for a peaceful talk (use an intermediary such as a Duni child to arrange the meeting), come with 4 expendable crossbowmen (prepared with Rule so as to be immune to the Maiden's Song).
---[X] Tell the Maiden that when you informed Dread Empress Insidia of her desire, the Empress was impressed by the ambition expressed within such a song. The Maiden desires that the Duni be raised to equality within the Empire. Such ambition is most worthy of a villain. The Empress has recognized her talent and if the Maiden will prove herself worthy of it, the Empress shall name her Chancellor. Think of it, with that the Maiden would surely have the power to raise the Duni up. No Duni has ever been Chancellor before.
----[X] Do not accept any protests that she is a heroine. She is Praesi, and her dream is a Praesi one, to see her enemies laid low at her feet, and to rise above all others. Wouldn't she like to see Wolof brought low? Her enemies are the Empress' enemies, and the Empress has made herself a friend of the Duni.
----[X] Her task to prove herself worthy is a quite simple one. Bring Hospes into the fold. Merchant Lords rule there, and the Empress is impressed with the results they have achieved, yet they have failed to petition the new Empress to secure their position as proper Praesi ought to. Go to them and convince them that willing submission to the rightful Empress is their best choice. Such loyalty will be rewarded, as it has in Status. (Give her the mission even if she is refusing the offer of Chancellor and remains defiant.)
-----[X] If she remains defiant and refuses the mission, muse that if the merchants of Hospes fail to give their oaths of loyalty to their Empress, she will have to assume they have fallen under the control of Wolof, and will be forced to... incentivise them to join their proper ruler. It would be so sad if they were not warned of their offense because a Duni was too prideful to protect her people by warning them.
----[X] If she remains defiant to the last, regretfully declare that she must die then. It's really too bad, the Duni could have risen high with her sponsorship. Order the crossbowmen to kill her.
-----[X] Flee as soon as the Maiden begins to successfully fight the crossbowmen, do not attempt to drive the Maiden from the field but allow her the victory.
[X] Plan Gather The Posse
-[X][Martial] Deal with the Rebellion in Fals
--[X] Aid Hesham. He is your ally, and you wish to reward loyalty.
-[X][Diplomacy] Mollify the Nobles
-[X][Stewardship] Appoint a Chancellor
-[X][Intrigue] Conduct Sabotage in Aksum
-[X][Intrigue - Agent] Hound the Mournful Maiden from the Shadows
-[X][Learning] Study Name Lore - Heroes
-[X][Mysticism] Raise the Dead
-[X][Empress] Hero Hunt - Mournful Maiden
-[X][Apprentice] Hero Hunt - Mournful Maiden
-[X] [AGENT] Hero Hunt - Mournful Maiden
[X] Plan Orcs, Nobel's, and corrupt Callow Money
-[X] [Martial] Aid the Orcs in a Push Against Daoine
-[X] [Diplomancy] Mollify the Nobles
-[X] [Stewardship] Funnel Goods Into Callow
-[X] [Intrigue] Investigate Members of Your Court
-[X][Intrigue - Agent] Hound the Mournful Maiden from the Shadows
-[X][Learning] Study Name Lore - Heroes
-[X] [Mysticism - Apprentice] Establish New Legion Mage Doctrines - II
-[X][Mysticism] Raise the Dead
-[X][Empress] Hero Hunt - Mournful Maiden
-[X][Apprentice] Hero Hunt - Mournful Maiden
-[X] [AGENT] Hero Hunt - Mournful Maiden
[X] Plan Ignore Hero
- [X] Deal with the Rebellion in Fals
--[X] Aid Hesham. He is your ally, and you wish to reward loyalty.
- [X] [EMPRESS] Mollify the Nobles
- [X] Funnel Goods Into Callow
- [X] Infiltrate Wolof
- [X] [AGENT] Conduct Sabotage in Aksum
Agent sat by the fire, watching the kettle, considering the situation with unease. While both the Apprentice and the Empress had assured her that it was better to approach the Maiden with a plan to receive a defeat, it still rankled her to not be trying for victory. As for the Empress' offer to the Maiden, that was even more frustrating, so Agent had decided to ignore it. After all, the Maiden wouldn't accept. The Empress had recommended she use this as practice for being polite to an enemy, as being subtle was something that leaned into her name's power. That thought at least felt right.
"Mistress, a large group is approaching, with a woman in the lead," one of the crossbowmen with her reports, as he enters the fire's edge.
"I see she ignored the request that she come alone," answers Agent. "Very well, move back into the edge of the forest, and wait for my signal." Agent's eyes warily watch in the direction of the village they had found the Maiden in. Even at so far a distance, Agent's eyes can see some movement in the darkness, and her ears can hear the movement of many feet. The sharpened senses of a Named were not to be underestimated, especially hers, as Agent had found her mundane senses to be beyond that of even the Apprentice's. Something to do with the focus of her name, she'd been told.
Eventually, the form of the Mournful Maiden at the head of a large mob of Duni farmers began to be recognizable as they approach Agent's fire. Counting, Agent identified maybe 20 or so cannon fodder that the Maiden had brought with her, the coward. Agent stands and spits to the side, while the mob was not going to be a true threat now that she was better prepared, it was probably wise to stop them before they cut off her path of retreat. "I see you Maiden," Agent calls out, "didn't my messenger tell you to come alone?"
The Maiden hesitates a moment in her steps, before continuing onward towards Agent, "As if I would trust a villain enough to come to you unguarded." The Maiden stops as she realizes that her followers have not continued onward with her. She gestures them to move forward, and they do so reluctantly, bunching up behind the Maiden.
"I'm hurt," Agent answers, "there is no deception here, only a seat by a warm fire, some tea to drink, and a most generous offer."
"Your offer is unwanted. Leave Status, or we will force you to leave." The Maiden strikes a defiant tone.
"Now that is most impolite of you, don't you know how to conduct diplomacy? First you let me present the offer before you reject it." Agent smiles, attempting to channel the gracefulness that Insidia adopts when holding court, Agent pours tea from the kettle into a cup, and strides to the other side of the fire to place it on the log there. She speaks again as she moves back to the far side of the fire, keeping her eyes on the Maiden. "Sit there, and drink some tea with me. Let me share the offer from the Empress, and then give me your answer." Agent lets a little amusement sip into her voice, "If you are so afraid of me, you can have your friends standby outside the fire circle and listen. Though there is no tea for them, I didn't plan on additional visitors." Agent watches as the Maiden hesitates. Just a slight additional push she thinks, "Or are you the type that only leads from behind?" Got her, Agent thinks as the Maiden's face stiffens.
Striding forward, the Maiden boldly sits on the log across the fire from Agent, glaring at her, "Speak then, and begone." Agent notices that her followers move closer, but much more slowly, as if none of them want to enter the light of the fire.
Calmly, Agent places her own cup on the log, beside her. "After our first... meeting," Agent smiles slyly at the Maiden, "I, of course reported to her Dread Empress Insidia about your abilities, and your ambition. She was greatly moved by your desires-" The maiden snorts, "-and wishes to accommodate such a talented young villain such as yourself."
"Villain," the Maiden retorts, "I am no villain."
Agent smiles knowingly, "Oh really? Your trigger to be Named was to seek vengeance for your dead love. And your ambition is to lay your enemies at your feet, and see your people rise above others. How is that anything but villainous?" Agent pauses to watch as the Maiden's face tightens, "And it's not as if serving the Heavens will get you what you want. Just as Praesi have used the Duni to unite the Wasteland nobles behind them, so too the Heavens are using the Duni to weaken Praes. It's not as if any rebellion is going to succeed. It never has before. The Heavens will lead you to a glorious sacrifice of Duni blood to pave the way to further Praesi defeats. That doesn't sound like something you'd want."
"Your words are poisonous," spits the Maiden, "as if the Empress cares for the well being of the Duni."
"When did I ever claim that she did?" asks Agent, "I only claim that your ambition has impressed the Empress. You are filled with a desire, and the Empress believes that if given the opportunity, you have the will to take it." Agent grins, "as any proper Praesi would."
"I am Duni, not Praesi." protests the Maiden.
"Duni are Praesi," counters the Agent, "or so says the Empress. It is merely that Duni have not been given the opportunity to prove it, and so the Empress has graciously decided to give you one. A task, to prove your worthiness, and if you succeed, then the Empress shall name you Chancellor." A murmur sweeps through the Duni farmers outside the fire's light, and the Maiden's face goes blank. "Yes, Chancellor. I think you are unworthy of such an honor, but the Empress thinks otherwise. Think on what a Duni Chancellor could achieve for your people."
"And what foul deed does the Empress demand of me," scoffs the Maiden.
Agent calms herself before continuing, "Nothing so terrible. In Hospes, merchants have control of the territory. While the Empress is impressed with the results they have achieved, she is displeased by their continuing discourtesy in their failure to petition the Empress to secure their position, as a proper Praesi ought to. Go to them, and convince them that willing submission to their rightful Empress is their best choice. Such loyalty will be rewarded, as it has in Status."
"I don't believe you," says the Maiden.
"That's too bad," answers Agent, "The Empress' enemies are your enemies. Has Wolof ever been a friend to the Duni? Yet, if the merchants of Hospes fail to give their oaths to the Empress, then she will have to assume they have fallen under the Wolof yoke, and the Empress will be forced to... incentivize them to join their rightful Empress. It would be so sad if they were not warned of their offense because a Duni Named was too prideful to protect her people by warning them."
The Maiden smiles bitterly, "And now come the threats, as always."
Agent raises an eyebrow, "We are Praesi, Maiden. We don't pretend that we won't take what we want if we are denied."
"Then we shall take what we want as well," the Maiden rises to her feet. "Take her!"
The men behind the Maiden begin to move, some coming forward into the fire's light, and others sliding to the side to flank her. Agent hesitates for just a moment, as she is quite sure that with her preparation and four concealed crossbowmen that she can take the Maiden and her 20 odd cannon fodder. Yet the warnings of the Empress and the Apprentice come to mind: Do not attempt to defeat her, she is a young hero, and so has likely not developed all her Aspects, she will gain one if you corner her now, and just the right one to turn it on you. Do not use your own Aspect, unless needed to escape. Let her act first, and then flee. A temporary defeat is not worth struggling against. And so the Agent simply rolls back behind her log and fades into the forest. "Fire," she orders as she retreats, and hears the thrum of four crossbows. "Retreat," she further orders, considering the conditions, there is no need to sacrifice any of her men for this farce of an attack by the Maiden. Agent doesn't even bother to look back and see the result of the crossbowmen's first volley. It's too much to hope the Maiden died from such an attack, but really, I expected something more difficult considering all the concerns the Empress had about her, is she really Chancellor material?
---------------------------------
So there it is, an omake. Not as good as I wanted, but I'm tired and ready to go to bed, and I wanted to publish before the weekend.
Thinking about it, the Maiden really isn't a very combat strong Name, so I think that unless she gets cornered and thus provoked into gaining an aspect she's not likely to be a huge mortal threat to another Named. Next time they met hopefully Agent will have a Pattern of Three at her back, and that might be enough to push the Subversion tactic into success. I'd note that her Name is going to make her Diplomatic focused, and being Duni she gets +5 to Stewardship, so if we do get her as a Chancellor, she probably ought to fill a couple of holes in our current setup.
Very nice, @Elder Haman . I'll offer you a +10 to a roll of your choice when rolls come around.
The Maiden's Name is an odd one, in terms of combat strength. I'll note that Sing is somewhat like Shine, it's not just a button-press daily ability but gives her a toolkit to make up for her not being either a warrior or practitioner. Making someone feel sorrow comes most easily to her, but it's a powerset that will stretch and grow as she grows into the Name (which may itself change if you flip her). It could even grow beyond emotional control to sonic blasts, for example. She's a much Bardier Bard than the Bard that way.
Pass is there because her biggest inspiration was Tinuviel (with DNA from a few other stories, including Tam Lin, Ophelia from Hamlet, and those fairy tales where someone makes a harp out of a murdered woman's bones and hair) so getting into fortresses just fits.
Pass is there because her biggest inspiration was Tinuviel (with DNA from a few other stories, including Tam Lin, Ophelia from Hamlet, and those fairy tales where someone makes a harp out of a murdered woman's bones and hair) so getting into fortresses just fits.
Well, now that is interesting. Tinuviel is a supremely dangerous type of Named pattern.
For those not as familiar with Tam Lin (like me), there suggests that Capture might be part of the name, which worries me a bit (alternatively Rescue). There also seems to be quite a bit of fae about her name, which considering the way fae has appeared in other parts of this thread makes me think perhaps we should peruse those choices a bit more than we have.
Orphelia however suggests madness, although I'm not really up on modern interpertations of Shakesphere, so if there are any with more knowledge among the players, speculation is welcome.
Although, I guess Orphelia could just be about the Mournful part of the Maiden's name.
@Elder Haman , you seem to be missing a Stewardship option. Since your plan is heavily is in the lead, mind throwing one in? I'll close the vote tomorrow evening.
Adhoc vote count started by KreenWarrior on Apr 11, 2020 at 12:10 PM, finished with 14 posts and 7 votes.
[X] Plan: Prepare for Battle
-[X] Recruiting Drive
-[X] Make Overtures to Thalassina
-[X] [Empress] Additional Action: Deal With a Dragon
-[X] Infiltrate Wolof
-[X] [AGENT INTRIGUE] Conduct Sabotage in Aksum
-[X] Study Praes History
-[X] Raise the Dead
-[X] [APPRENTICE] Additional Action (becomes Apprentice Mysticism Action once Legion Mage Doctrine finishes): Establish Civilian Mage Training
-[X] [AGENT] Hero Hunt - Mournful Maiden
--[X] This must be done very carefully, with preparation so that a defeat is not disastrous. Nor can a partial victory be allowed, as it would result in the Maiden gaining a Pattern of Three advantage.
---[X] Arrange for a meeting with the Maiden for a peaceful talk (use an intermediary such as a Duni child to arrange the meeting), come with 4 expendable crossbowmen (prepared with Rule so as to be immune to the Maiden's Song).
---[X] Tell the Maiden that when you informed Dread Empress Insidia of her desire, the Empress was impressed by the ambition expressed within such a song. The Maiden desires that the Duni be raised to equality within the Empire. Such ambition is most worthy of a villain. The Empress has recognized her talent and if the Maiden will prove herself worthy of it, the Empress shall name her Chancellor. Think of it, with that the Maiden would surely have the power to raise the Duni up. No Duni has ever been Chancellor before.
----[X] Do not accept any protests that she is a heroine. She is Praesi, and her dream is a Praesi one, to see her enemies laid low at her feet, and to rise above all others. Wouldn't she like to see Wolof brought low? Her enemies are the Empress' enemies, and the Empress has made herself a friend of the Duni.
----[X] Her task to prove herself worthy is a quite simple one. Bring Hospes into the fold. Merchant Lords rule there, and the Empress is impressed with the results they have achieved, yet they have failed to petition the new Empress to secure their position as proper Praesi ought to. Go to them and convince them that willing submission to the rightful Empress is their best choice. Such loyalty will be rewarded, as it has in Status. (Give her the mission even if she is refusing the offer of Chancellor and remains defiant.)
-----[X] If she remains defiant and refuses the mission, muse that if the merchants of Hospes fail to give their oaths of loyalty to their Empress, she will have to assume they have fallen under the control of Wolof, and will be forced to... incentivise them to join their proper ruler. It would be so sad if they were not warned of their offense because a Duni was too prideful to protect her people by warning them.
----[X] If she remains defiant to the last, regretfully declare that she must die then. It's really too bad, the Duni could have risen high with her sponsorship. Order the crossbowmen to kill her.
-----[X] Flee as soon as the Maiden begins to successfully fight the crossbowmen, do not attempt to drive the Maiden from the field but allow her the victory.
[X] Plan Gather The Posse
-[X][Martial] Deal with the Rebellion in Fals
--[X] Aid Hesham. He is your ally, and you wish to reward loyalty.
-[X][Diplomacy] Mollify the Nobles
-[X][Stewardship] Appoint a Chancellor
-[X][Intrigue] Conduct Sabotage in Aksum
-[X][Intrigue - Agent] Hound the Mournful Maiden from the Shadows
-[X][Learning] Study Name Lore - Heroes
-[X][Mysticism] Raise the Dead
-[X][Empress] Hero Hunt - Mournful Maiden
-[X][Apprentice] Hero Hunt - Mournful Maiden
-[X] [AGENT] Hero Hunt - Mournful Maiden
[X] Plan Orcs, Nobel's, and corrupt Callow Money
-[X] [Martial] Aid the Orcs in a Push Against Daoine
-[X] [Diplomancy] Mollify the Nobles
-[X] [Stewardship] Funnel Goods Into Callow
-[X] [Intrigue] Investigate Members of Your Court
-[X][Intrigue - Agent] Hound the Mournful Maiden from the Shadows
-[X][Learning] Study Name Lore - Heroes
-[X] [Mysticism - Apprentice] Establish New Legion Mage Doctrines - II
-[X][Mysticism] Raise the Dead
-[X][Empress] Hero Hunt - Mournful Maiden
-[X][Apprentice] Hero Hunt - Mournful Maiden
-[X] [AGENT] Hero Hunt - Mournful Maiden
[X] Plan Ignore Hero
- [X] Deal with the Rebellion in Fals
--[X] Aid Hesham. He is your ally, and you wish to reward loyalty.
- [X] [EMPRESS] Mollify the Nobles
- [X] Funnel Goods Into Callow
- [X] Infiltrate Wolof
- [X] [AGENT] Conduct Sabotage in Aksum
@Elder Haman , you seem to be missing a Stewardship option. Since your plan is heavily is in the lead, mind throwing one in? I'll close the vote tomorrow evening.
Adhoc vote count started by KreenWarrior on Apr 13, 2020 at 8:18 PM, finished with 18 posts and 7 votes.
[X] Plan: Prepare for Battle
-[X] Recruiting Drive
-[X] Make Overtures to Thalassina
-[X] [Empress] Additional Action: Deal With a Dragon
-[X] Funnel Goods Into Callow
-[X] Infiltrate Wolof
-[X] [AGENT INTRIGUE] Conduct Sabotage in Aksum
-[X] Study Praes History
-[X] Raise the Dead
-[X] [APPRENTICE] Additional Action (becomes Apprentice Mysticism Action once Legion Mage Doctrine finishes): Establish Civilian Mage Training
-[X] [AGENT] Hero Hunt - Mournful Maiden
--[X] This must be done very carefully, with preparation so that a defeat is not disastrous. Nor can a partial victory be allowed, as it would result in the Maiden gaining a Pattern of Three advantage.
---[X] Arrange for a meeting with the Maiden for a peaceful talk (use an intermediary such as a Duni child to arrange the meeting), come with 4 expendable crossbowmen (prepared with Rule so as to be immune to the Maiden's Song).
---[X] Tell the Maiden that when you informed Dread Empress Insidia of her desire, the Empress was impressed by the ambition expressed within such a song. The Maiden desires that the Duni be raised to equality within the Empire. Such ambition is most worthy of a villain. The Empress has recognized her talent and if the Maiden will prove herself worthy of it, the Empress shall name her Chancellor. Think of it, with that the Maiden would surely have the power to raise the Duni up. No Duni has ever been Chancellor before.
----[X] Do not accept any protests that she is a heroine. She is Praesi, and her dream is a Praesi one, to see her enemies laid low at her feet, and to rise above all others. Wouldn't she like to see Wolof brought low? Her enemies are the Empress' enemies, and the Empress has made herself a friend of the Duni.
----[X] Her task to prove herself worthy is a quite simple one. Bring Hospes into the fold. Merchant Lords rule there, and the Empress is impressed with the results they have achieved, yet they have failed to petition the new Empress to secure their position as proper Praesi ought to. Go to them and convince them that willing submission to the rightful Empress is their best choice. Such loyalty will be rewarded, as it has in Status. (Give her the mission even if she is refusing the offer of Chancellor and remains defiant.)
-----[X] If she remains defiant and refuses the mission, muse that if the merchants of Hospes fail to give their oaths of loyalty to their Empress, she will have to assume they have fallen under the control of Wolof, and will be forced to... incentivise them to join their proper ruler. It would be so sad if they were not warned of their offense because a Duni was too prideful to protect her people by warning them.
----[X] If she remains defiant to the last, regretfully declare that she must die then. It's really too bad, the Duni could have risen high with her sponsorship. Order the crossbowmen to kill her.
-----[X] Flee as soon as the Maiden begins to successfully fight the crossbowmen, do not attempt to drive the Maiden from the field but allow her the victory.
[X] Plan Gather The Posse
-[X][Martial] Deal with the Rebellion in Fals
--[X] Aid Hesham. He is your ally, and you wish to reward loyalty.
-[X][Diplomacy] Mollify the Nobles
-[X][Stewardship] Appoint a Chancellor
-[X][Intrigue] Conduct Sabotage in Aksum
-[X][Intrigue - Agent] Hound the Mournful Maiden from the Shadows
-[X][Learning] Study Name Lore - Heroes
-[X][Mysticism] Raise the Dead
-[X][Empress] Hero Hunt - Mournful Maiden
-[X][Apprentice] Hero Hunt - Mournful Maiden
-[X] [AGENT] Hero Hunt - Mournful Maiden
[X] Plan Orcs, Nobel's, and corrupt Callow Money
-[X] [Martial] Aid the Orcs in a Push Against Daoine
-[X] [Diplomancy] Mollify the Nobles
-[X] [Stewardship] Funnel Goods Into Callow
-[X] [Intrigue] Investigate Members of Your Court
-[X][Intrigue - Agent] Hound the Mournful Maiden from the Shadows
-[X][Learning] Study Name Lore - Heroes
-[X] [Mysticism - Apprentice] Establish New Legion Mage Doctrines - II
-[X][Mysticism] Raise the Dead
-[X][Empress] Hero Hunt - Mournful Maiden
-[X][Apprentice] Hero Hunt - Mournful Maiden
-[X] [AGENT] Hero Hunt - Mournful Maiden
[X] Plan Ignore Hero
- [X] Deal with the Rebellion in Fals
--[X] Aid Hesham. He is your ally, and you wish to reward loyalty.
- [X] [EMPRESS] Mollify the Nobles
- [X] Funnel Goods Into Callow
- [X] Infiltrate Wolof
- [X] [AGENT] Conduct Sabotage in Aksum
Recruiting Drive [ 1d100+20 = 26 ] Success (Cost 1,000)
Make Overtures to Thalassina [ 1d100+20 = 96 ] Greater Success
Deal With a Dragon (Narrative Turn) (Cost 1,000)
Infiltrate Wolof [ 1d100+28 = 82 ] Greater Success (Cost 250)
Agent's Conduct Sabotage in Aksum [ 1d100+20 = 97 ] Greater Success (Cost 250)
Study Praes History [ 1d100+15 = 54 ] Success
Raise the Dead [ 1d100+22 = 27 ] Success
Funnel Goods into Callow 1 [ 1d100+21 = 50 ] Success (Cost 500)
Funnel Goods into Callow 2 [ 1d100+21 = 46 ] Success
Apprentice Civilian Mage Training 1 (Will Flip to Mysticism Action) [ 1d100+25 = 125 ] Greater Crit (Cost 1,000)
Apprentice Civilian Mage Training 2 [ 1d100+25 = 95 ] Success
Deal With a Dragon (Narrative Turn)
Here are your rolls. @Elder Haman , you can apply your +10 to change Sabotage to a Greater Crit or Civilian Mage Training into a Super Crit, or choose to apply it to one of the narrative turns, which may involve multiple dice rolls within the update (I'll only have it spent if it'll make a difference).