Should I keep using the Skimish Mechanics?

  • Yes

    Votes: 0 0.0%
  • No, just roll for Martial instead

    Votes: 4 36.4%
  • Let the players decide on a Case-by-Case basis

    Votes: 7 63.6%

  • Total voters
    11
  • Poll closed .
Suggestions for our two lore actions and our two intrigue are quite welcome
 
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[x]Study food preservation
[X]Applied Thaumaturgy (Takes up one Learning and one Lore action)
-[x] golemry for prosthetics
[X]Personally oversee food preservation
This is the best options for learning and lore. Dunno about the other ones yet. Religion was picked randomly.
Edit:Taking bulis votes too
[X]Expand fortifications (cost: 4 econ, improves defensiveness against attacks)
[X]Build roads pt1 (cost: 3 econ, reduces the impact of weather on transportation, this will take mutiple turns to completion)
 
The expedition against the Sparrow-King's gang had the following results: +1 saved up econ from recovered goods, +1 Mood, Mine/Smeltery complex is repurposed into a prison, Labout shartage removed.
Ah prison labor. Working the mines has been a go to solution for what to do with undesirable neighbors since before the start of written history.
 
Season 8 Resuts
[] Plan DocMatoi

Sorry about the inactivity. The new semester started recently and it's been a bit stressfull.

Diplomacy
[]Send envoys
-[] these feuding clans we've heard about: lets find out what's actually going on

Your group of envoys ran into a raiding party of the Belozub Clan halfway to Flat Rock. The nomads were headed towards Rookvalle and reacted to the party with hostility. Fortunatly, Edelbert was able to bribe their leader into avoiding your lands and found out a bit about the ongoing feud between the Belozub and the Kostegris. According to the raiding party's leader, the dipute started last year when the Kostegris attempted to swindle their clan during a trade deal.
(Prevented an impending attack by the nomads. Estalished diplomatic relations with the Belozub Clan; however the action costs 1 additional eccon)

[]Attract immigrants


New people continue to move to the village. Soon it will be time to build more housing.
(31 new immigrants)


Martial
[]Train troops

The training of the newer troops doesn't go well this time. The muddy ground results in multiple accidents and most of the soldiers end up spending more time in the infimary nursing twisted ankles and pulled muscles than on the trainign grounds.
(no XP gained)

[]Expand fortifications
When the order of stone blocks finally arrives, construction of the new walls proceeds on scedule. Now any attackers would need actual cannons if the want to break trough.
(fortifications upgraded)


Stewardship
[]Build roads pt1
Any material left over from the construction of the walls is broken into cobble and used to pave the more important streets of the village. An improvement from dirt paths for sure.
(progress towards proper roads is made; you'll need another action to full pave the village and two more to crate a paved road to Merkton)

[]Expand Granaries
The granaries are expanded to accomodate more food.
(granary upgraded)


Intrigue
[]Investigate the Sparrow-King
[]No action

It's almost hard to belive, but you finally found the bastard! Now you just have to smoke him out.
(you have found the Sparrow-King's location!)


Learning
[]Study food preservation (DC 65, decreases food losses from spoilage)

(used Omake bonus)
With Elwyn's help, the assistant was fianlly able to replecate the klin used in Mo'Kash to blast foodstuffs filled into glass or clay jugs with hot air before the containers are sealed with molten wax. It required some trial and error to get the air circulation right that it properly heated the food without damaging it. A few of the prototypes resulted in jugs full of carcoal and another leaked hot air resulting in several people suffering burns. The final result however, should work properly and provide just enough heat to destroy any vermin or seeds of rot that might have gotten into the jugs.
(you discovered dry-air sterilization based canning; Elwyn suffers minor injuries)

[]Create a school (cost: 1 econ, creates a propper place of education)
With the new schoolhouse, the local children can recieve some education. Sould come in handy if you want more people with certain skills.
(school built)


Lore
[] No action
[] No action

You have been told of a commotion in the inn and went to investigate. You did not like what you found.
(random even handled in interlude)

Personal
[]Train Intrigue
(tie-in with interlude)



Edelbert
[]Support Project
-Envoys to the feud
Elwyn
[] Support Project
-Food Preservation


Since this turn has some unused actions, I'll impliment a new rule: You can assign more than one action to a project for a dice roll bonus of 20 for each additional action. This represents focusing all your effords on one task. Leaving all actions in a category blank results in a guaranteed random event related to the category in question.
 
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Quick update on the Quest's status: I have not abandoned it, no need to worry. However, real life keeps getting in the way, so don't be surpised itf it takes several weeks for me to post a new update.
 
Quick update on the Quest's status: I have not abandoned it, no need to worry. However, real life keeps getting in the way, so don't be surpised itf it takes several weeks for me to post a new update.
no problem, man, thats happened to me before. take your time and take care of yourself, we can wait
 
Interlude: A zealot form foreign lands
You were once again sitting in your room, planning potential moves against the Sparrow-King. However, an interupption was just waiting to happen.
This time, it was a report about some sort of commotion at the inn that required your immidiate attention. As you arrived ar the Smokey Field, you were greeted by a sightly accented voice speaking loudly to the patrons.
"...nade ter cleanse dis place av wickedness! Products av fornicashun wi' beasts futtin' it de streets, open worhip av false gods! Yer are dommin' yerselves wi' yisser depravity! Only de ancient wisdom av de fey can save yer from yerselves!"
Apparently the cause of the commotion was some lunatic from Alba that decided to attempt spreading his faith to the locals. So far, his only acomplishment was a visibly upset crowd that was getting more and more pissed with every word coming out of hs mouth.
Predictabley, as soon as he noticed you, he instanly lunched into another tirade, this time focused on Beastbloods and you being the leader around here. This of course ruffled a few more feathers and now you have a fledgling angry mob on your hands.
However, while watching that arsehole getting his just deserts would certainly be amusing, he must have connections to someone of importance to be able to travel here and harming him might antagonioze said somone. You can't afford to do that at the moment.

What are you going to do?
[]Write in
Clever plans to get rid of the guy without hurting him will count as intrigue training.
If you do nothing, the preacher will face an angry mob and be at least badly beaten if not worse. That would have a high chance of attracting negative attention.
 
[X]Write in- Arrest him immediately. Tell him that unless he makes himself useful to us, he'd be sentenced to hard labour or worse sent back into the hands of the violent mob. Tell him that there is much to be gained of he makes himself useful to us and much to be lost if he refuses....:evil:
 
Just remember to make the charges "Inciting a riot" he can cause even more trouble later of you don't dot your i's and cross your t's
 
[X]Write in- Have our advisers get him drunk then make sure he wakes up with some farm animals without his pants. Good ol' Blackmail.
 
Interlude: A zealot form foreign lands pt2
[]Write in- Arrest him immediately. Tell him that unless he makes himself useful to us, he'd be sentenced to hard labour or worse sent back into the hands of the violent mob. Tell him that there is much to be gained of he makes himself useful to us and much to be lost if he refuses....

After quick order to the militiaman who came to fetch you, the preacher is draged to the guard station and uncerimoniously tossed into a cell.
But when you make him your offer that you were sure he couldn't afford to refuse, he seems to have a slightly different opinion, as he starts laughing.
"Yer don't nu who scon are, chucker yer crow? Is mise Beth Mac Cedwyn, me uncle is Paladin Tristyn Mac Arthwr. An' if yer man doesn't 'ear from me at laest once a week, 'e'll cum lookin' for me. So unless yer want yisser noggin ter end up on a spike an' dis village burned ter de groun', yer better git on yisser 'unkers an' cadge for mercy. If yer suk me cock, oi might be tempted ter keep yer as a slave."
Well, shit. If this guy isn't lying, you now will have to deal with a pissed off Paladin in the near future.

Note: A Plaladin is something akin to a royal general. More details in a future lore post.

I'm sorry for the long inactivity. I had a buisy time in university and problems with my internet connection
 
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