Summer 10th year 3rd generation 5th comming
force200
Megaspell Technician
- Location
- Stable <data corrupted>
Well, that situation with that Beth fellow was a bit of a screw up! Now you may or may not have to deal with a pissed offf Paladin in the near future. Other than the danger of a potential invasion, everyhing else is going well so far. The smokeneedle let out small ammounts of smoke, ash and lava every now and then, but nothing major like what led you to become the local leader.
The Interlude had the following outcome: You failed to improve your intrigue and gained your first point of Infamy.
Diplomacy (pick 2)
[]Attract immigrants
Additional labour is always welcome. Maybe someone might be convinced to come to live here.
(increases population, chance to attract specialists or produce a hero unit)
[]Send envoys
-[]Write-in target (feel free to make up new settlements or nomad clans)
It might be a good idea to make some friends outside of Rookvalle. A small delegation bringing gifts should do the trick.
(DC varies, cost: 1 econ, improves realtions with target, can be taken multiple times for different targets)
[]Send a trade caravan
-[]Write in what to trade for and what to offer (remember: 1 econ = 1000 Oaks = roughly 5000$)
Merkton is the nearest commercial hub in the area. Sending a few wagons there to trade might be a good way to aquire some additional wealth and usefull goods.
(cost: varies, aquire usefull goods and/or temorary econ, better rolls mean better prices and availability of certain goods)
[]Keep the peace: diplomatic option
Discourage your people from causing trouble to each other with some speeches about the importance of community
(DC 70, improves Order) (positive order)
Martial (pick 2)
[]Train troops
-[]Write-in which ones. (Only one elegeble unit)
The troops could always use some extra drills to bring them up to speed
(DC 20, troops gain experience)
[]Enforce order
Military patrols should catch or at least discourage some criminal or rebellious elements
(DC 50, improves order, chance of looking tyrannical if order is too high)
[]Send out a raiding party
-[]Write-in: troop composition and target (feel free to make up new settlements or nomad clans)
It's not verry neighbourly, but your village might need the stuff the neighbours have more then it needs them
(DC varies, pisses off target neighbour and their allies, gain Infamy, loot and troop XP)
[]Hunt the Sparrow-King
-[]Write-in: troop composition
Now that you found the Sparrow-King's hideout, it's ime to put an and to his activities.
(triggers a mid-turn event chain, personal attention strongly recomended)
[]Expand defences (can be taken multiple times for different options)
You now have actuall walls, but there are always additional ways of defending a settlement.
-[]A moat
A tried and tested method of slowing down enemies, not verry good against modern equipent though.
(cost: 2 econ, improves defensiveness against primitive attackers)
-[]Watchtowers
It's a good idea to have the means of spotting approaching hostiles early. Forewarned is forearmed, as the saying goes.
(cost: 4 eccon, small boost to defence and better information about attacking enemies)
-[]Turrets
Putting some repeating Ballistas on top of the Wall would give you more firepower against attackers. Not the cheapes option, but rather effective
(cost: 7 eccon, pretty much self-expanatory)
-[]Write-in
Maybe something completly different?
(cost: QM decision, improves defences?)
[]Recruit more troops
-[]Write in numbers and equipment
--[]As full-time soldiers
--[]As milita (take up less military capacity but have their XP level capped at veteran and don't like to leave the village)
Now that you have the space to house and train more soldiers, you can finally expand your military.
(creates a new military unit)
Stewardship (pick 2)
[]Build more housing
It might be a good idea to future-proof the housing situation.
(cost: 1 econ, increases population capacity)
[]Expand Farms
One can never have too much food production.
(cost: 1 econ, increases food production and econ, won't apply until winter)
[]Expand Ranch
Expanding the pastures would be another way to keep the population fed.
(cost: 1 econ, increases food production and econ, won't apply until winter)
[]Expand Granaries
Your current granaries wouldn't be able to hande a particularly bountifull harvest, maybe you should change that.
(cost: 1 econ, increases food storage capacity)
[]Expand Workshops
It might be a good idea to look into further developing the local crafts.
(cost: 1 econ, improves econ and production capabilities)
[]Build roads pt2
You have enough of seeing carts getting stuck in mud right in the middle of the village. It will take a lot of time, but paving Rookvalle's streets and building a road to Merkton should remedie the problem.
(cost: 3 econ, reduces the impact of weather on transportation, this will take mutiple turns to completion)
[]Keep the peace: administrative option
By holding something resembling of criminal tials you should be able to keep the peace
(DC 60, improves order) (positive order)
Intrigue (pick 2)
[]Send out scouts
-[]Write-in: troop composition and target (a target is optional, feel free to make up new settlements)
Know thy enemy, or friend, or whaterver there is around here.
(DC varies, gain intel on the target or the general surroundings, chance of proviking miltary action against you if noticed)
[]Send out spies
-[]Write in target (feel free to make up new settlements)
Sometimes you need to be a bit more subtle than a couple of soldiers creeping around.
(DC varies, estabishes a spy network in the target area, chance of diplomatic problems if caught)
[]Keep the peace: Covert option
Use your domestic network to weed out troublemakers before they have a chance to cause trouble.
(DC 50, improves order, chance of looking tryannical on failure)
Learning (pick 2)
[]Research
-[]Write in. (subject to QM veto)
Let's do some SCIENCE!
(DC varies, unlocks new stuff, can be chosen mutilple times for different projects)
[]Improve Laboratory
Elwyn's laboratory could always use some additional equipment and meterials to further expand it's capabilities
(cost: 8 econ, improves laboratory and relations to Elwyn, allows production of Alchemist's Silver if you have a mine)
[]Improve school
A better school means more people get to learn new things. And more education is a good thing, right?
(cost: 1 eccon, improves education gains)
Lore (pick 2)
[]research local magic
The locals have a few magical traditions. Time to find out more about them
(DC 60, reveals additional information and makes it possible to learn the local magic) (you annoyed the village elders and will have to wait until they calm down)
[]Build a shrine
-[]Write-in which religion
Building a place of worship can improve the people's mood, attract more travelers or influence the local beliefs.
(cost: 1 econ, shrines of already present religions improve mood, other shrines attarct followers but reduce the local mood if the domestic religions are neglected, can be taken multiple times for different religions)
[]Build a temple
-[]Write-in religion (requires shrine and followers of the religion to be present)
While a shrine may be enough for some, others would prefer a full temple with priests and everything else.
(cost: varies, upgrades a shrine to a full temple that provides additoinal bonuses, more funds used for the construction mean more potential benefits)
Personal (pick 1)
[]oversee project
Some personal attention could make a project go smoother. Just make sure that you know what you're doing.
(modyfies DC based on your stats, allows unsing skirmish mechanics if applied to a military expedition)
[]train
-[]what?
You skills can always use some improvement
(DC varies, chance of stat improvents of trait gains)
Free Actions (optional)
[]Invest your money
You still have all that siver from Gaik's bounty lying around. Might as well use it to fund the village.
(cost: 1000 Oaks for each point of temporary econ for this Season)
[]Alter your soldier's equipment
-[]write in unit and changes made
Now that you have access to a steady supply of weapons, you can afford to make changes to your soldier's gear. Just be ready to take into account that they may need additional training to familiarize themselves with their new equipment.
(makes changes to chosen unit's the equipment, warning: altering their troop type or dramatically changing their weaponry results in loss of XP)
[]Establish production
-[]Write in
The Workshops provide space and manpower to allow manufacturing of goods. All that's left is choosing what to produce.
(Establishes production of a new good) (requires a free production slot)
[]Socialize
You could take some time to just hang out with someone.
(cost: write an omake describing the interaction, good omakes are rewarded and omakes that make it into cannon are rewarded even more. Just write some omakes already!)
Hero Units
You can ask your lieutenats to oversee one of the Seasons projects, allowing you to take advantage of their expertese or see if they have any ideas of their own. You could also leave them to do their own thing, It could turn out to be beneficial.
Edelbert
[]Support Project
-[]which one?
[]A joint project (Stewardship)
Edelbert suggested to try convincing the merchants in Merkton to contribute to the construction of the road between the two settlements.
(DC ??, the road to Merkton is completed faster)
Elwyn
[]Support Project
-[]which one?
[]Applied Thaumaturgy (Learning and Lore)
-[]A supply of Alchemical Medicine (Helps with wounds or illness, possible side-effects)
-[]A supply of Alchemical enhancers (performance-enhancing drugs, potentially addictive)
-[]A small supply of -insert effect here- Talismans (Disposable method of producing spell-like effects, potentially dangerous to make)
-[]A -insert effect here- Focus (Recargeable method of producing spell-like effects, dangerous to make)
-[]A simple -insert effect here- Artifact (Permanent passive effect, requires a suitable object and dangerous to make)
-[]A small number of Simple Golems (magic-powered robots, clumsy, stupid and not verry durable)
-[]A Golem (A better version of the Simple Golem, potentially dangerous)
-[]A simple piece of arcane machinery (The really cool stuff, can be chosen as part of the Improve Laboratory action instead if the machinery in question counts as lab equipment, rather dangerous to make)
-[]Write-in (subject to QM veto. Please ask first if your idea fits into the lore and if could be done with the availabele equipment)
With his laboratory, Elwyn can practice his craft as an Alchemist and Thaumaturge. Maybe you could ask him to make use of his skills to craft something for you.
(DC varies, cost: varies, creates a usefull alchemical preparation, magical item or enchants one of your suitable personal assets, risk of taint-related shenanigans and other "fun" stuff)
I now added a couple of examples to the Applied Thaumaturgy action to give you an idea of what it can do.
The Interlude had the following outcome: You failed to improve your intrigue and gained your first point of Infamy.
Diplomacy (pick 2)
[]Attract immigrants
Additional labour is always welcome. Maybe someone might be convinced to come to live here.
(increases population, chance to attract specialists or produce a hero unit)
[]Send envoys
-[]Write-in target (feel free to make up new settlements or nomad clans)
It might be a good idea to make some friends outside of Rookvalle. A small delegation bringing gifts should do the trick.
(DC varies, cost: 1 econ, improves realtions with target, can be taken multiple times for different targets)
[]Send a trade caravan
-[]Write in what to trade for and what to offer (remember: 1 econ = 1000 Oaks = roughly 5000$)
Merkton is the nearest commercial hub in the area. Sending a few wagons there to trade might be a good way to aquire some additional wealth and usefull goods.
(cost: varies, aquire usefull goods and/or temorary econ, better rolls mean better prices and availability of certain goods)
Discourage your people from causing trouble to each other with some speeches about the importance of community
(DC 70, improves Order)
Martial (pick 2)
[]Train troops
The troops could always use some extra drills to bring them up to speed
(DC 20, troops gain experience)
[]Enforce order
Military patrols should catch or at least discourage some criminal or rebellious elements
(DC 50, improves order, chance of looking tyrannical if order is too high)
[]Send out a raiding party
-[]Write-in: troop composition and target (feel free to make up new settlements or nomad clans)
It's not verry neighbourly, but your village might need the stuff the neighbours have more then it needs them
(DC varies, pisses off target neighbour and their allies, gain Infamy, loot and troop XP)
[]Hunt the Sparrow-King
-[]Write-in: troop composition
Now that you found the Sparrow-King's hideout, it's ime to put an and to his activities.
(triggers a mid-turn event chain, personal attention strongly recomended)
[]Expand defences (can be taken multiple times for different options)
You now have actuall walls, but there are always additional ways of defending a settlement.
-[]A moat
A tried and tested method of slowing down enemies, not verry good against modern equipent though.
(cost: 2 econ, improves defensiveness against primitive attackers)
-[]Watchtowers
It's a good idea to have the means of spotting approaching hostiles early. Forewarned is forearmed, as the saying goes.
(cost: 4 eccon, small boost to defence and better information about attacking enemies)
-[]Turrets
Putting some repeating Ballistas on top of the Wall would give you more firepower against attackers. Not the cheapes option, but rather effective
(cost: 7 eccon, pretty much self-expanatory)
-[]Write-in
Maybe something completly different?
(cost: QM decision, improves defences?)
[]Recruit more troops
-[]Write in numbers and equipment
--[]As full-time soldiers
--[]As milita (take up less military capacity but have their XP level capped at veteran and don't like to leave the village)
Now that you have the space to house and train more soldiers, you can finally expand your military.
(creates a new military unit)
Stewardship (pick 2)
[]Build more housing
It might be a good idea to future-proof the housing situation.
(cost: 1 econ, increases population capacity)
[]Expand Farms
One can never have too much food production.
(cost: 1 econ, increases food production and econ, won't apply until winter)
[]Expand Ranch
Expanding the pastures would be another way to keep the population fed.
(cost: 1 econ, increases food production and econ, won't apply until winter)
[]Expand Granaries
Your current granaries wouldn't be able to hande a particularly bountifull harvest, maybe you should change that.
(cost: 1 econ, increases food storage capacity)
[]Expand Workshops
It might be a good idea to look into further developing the local crafts.
(cost: 1 econ, improves econ and production capabilities)
[]Build roads pt2
You have enough of seeing carts getting stuck in mud right in the middle of the village. It will take a lot of time, but paving Rookvalle's streets and building a road to Merkton should remedie the problem.
(cost: 3 econ, reduces the impact of weather on transportation, this will take mutiple turns to completion)
[
By holding something resembling of criminal tials you should be able to keep the peace
(DC 60, improves order)
Intrigue (pick 2)
[]Send out scouts
-[]Write-in: troop composition and target (a target is optional, feel free to make up new settlements)
Know thy enemy, or friend, or whaterver there is around here.
(DC varies, gain intel on the target or the general surroundings, chance of proviking miltary action against you if noticed)
[]Send out spies
-[]Write in target (feel free to make up new settlements)
Sometimes you need to be a bit more subtle than a couple of soldiers creeping around.
(DC varies, estabishes a spy network in the target area, chance of diplomatic problems if caught)
[]Keep the peace: Covert option
Use your domestic network to weed out troublemakers before they have a chance to cause trouble.
(DC 50, improves order, chance of looking tryannical on failure)
Learning (pick 2)
[]Research
-[]Write in. (subject to QM veto)
Let's do some SCIENCE!
(DC varies, unlocks new stuff, can be chosen mutilple times for different projects)
[]Improve Laboratory
Elwyn's laboratory could always use some additional equipment and meterials to further expand it's capabilities
(cost: 8 econ, improves laboratory and relations to Elwyn, allows production of Alchemist's Silver if you have a mine)
[]Improve school
A better school means more people get to learn new things. And more education is a good thing, right?
(cost: 1 eccon, improves education gains)
Lore (pick 2)
The locals have a few magical traditions. Time to find out more about them
(DC 60, reveals additional information and makes it possible to learn the local magic)
[]Build a shrine
-[]Write-in which religion
Building a place of worship can improve the people's mood, attract more travelers or influence the local beliefs.
(cost: 1 econ, shrines of already present religions improve mood, other shrines attarct followers but reduce the local mood if the domestic religions are neglected, can be taken multiple times for different religions)
[]Build a temple
-[]Write-in religion (requires shrine and followers of the religion to be present)
While a shrine may be enough for some, others would prefer a full temple with priests and everything else.
(cost: varies, upgrades a shrine to a full temple that provides additoinal bonuses, more funds used for the construction mean more potential benefits)
Personal (pick 1)
[]oversee project
Some personal attention could make a project go smoother. Just make sure that you know what you're doing.
(modyfies DC based on your stats, allows unsing skirmish mechanics if applied to a military expedition)
[]train
-[]what?
You skills can always use some improvement
(DC varies, chance of stat improvents of trait gains)
Free Actions (optional)
[]Invest your money
You still have all that siver from Gaik's bounty lying around. Might as well use it to fund the village.
(cost: 1000 Oaks for each point of temporary econ for this Season)
[]Alter your soldier's equipment
-[]write in unit and changes made
Now that you have access to a steady supply of weapons, you can afford to make changes to your soldier's gear. Just be ready to take into account that they may need additional training to familiarize themselves with their new equipment.
(makes changes to chosen unit's the equipment, warning: altering their troop type or dramatically changing their weaponry results in loss of XP)
-[]Write in
The Workshops provide space and manpower to allow manufacturing of goods. All that's left is choosing what to produce.
(Establishes production of a new good)
[]Socialize
You could take some time to just hang out with someone.
(cost: write an omake describing the interaction, good omakes are rewarded and omakes that make it into cannon are rewarded even more. Just write some omakes already!)
Hero Units
You can ask your lieutenats to oversee one of the Seasons projects, allowing you to take advantage of their expertese or see if they have any ideas of their own. You could also leave them to do their own thing, It could turn out to be beneficial.
Edelbert
[]Support Project
-[]which one?
[]A joint project (Stewardship)
Edelbert suggested to try convincing the merchants in Merkton to contribute to the construction of the road between the two settlements.
(DC ??, the road to Merkton is completed faster)
Elwyn
[]Support Project
-[]which one?
[]Applied Thaumaturgy (Learning and Lore)
-[]A supply of Alchemical Medicine (Helps with wounds or illness, possible side-effects)
-[]A supply of Alchemical enhancers (performance-enhancing drugs, potentially addictive)
-[]A small supply of -insert effect here- Talismans (Disposable method of producing spell-like effects, potentially dangerous to make)
-[]A -insert effect here- Focus (Recargeable method of producing spell-like effects, dangerous to make)
-[]A simple -insert effect here- Artifact (Permanent passive effect, requires a suitable object and dangerous to make)
-[]A small number of Simple Golems (magic-powered robots, clumsy, stupid and not verry durable)
-[]A Golem (A better version of the Simple Golem, potentially dangerous)
-[]A simple piece of arcane machinery (The really cool stuff, can be chosen as part of the Improve Laboratory action instead if the machinery in question counts as lab equipment, rather dangerous to make)
-[]Write-in (subject to QM veto. Please ask first if your idea fits into the lore and if could be done with the availabele equipment)
With his laboratory, Elwyn can practice his craft as an Alchemist and Thaumaturge. Maybe you could ask him to make use of his skills to craft something for you.
(DC varies, cost: varies, creates a usefull alchemical preparation, magical item or enchants one of your suitable personal assets, risk of taint-related shenanigans and other "fun" stuff)
I now added a couple of examples to the Applied Thaumaturgy action to give you an idea of what it can do.
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