[X] Plan Pushing Boundaries
-[X] What do they say?
-[X] Hot-Spring Renovations
-[X] Restructure the military 1/2
-[X] Bryant's Recruiting
--[X] ElitesDC 90 Crowns 20
-[X] Test procedures pt 2
-[X] Expand the dockyard
-[X] Limestone Quarry
-[X] Better Buildings, Foundations
-[X] Ironwood treatment
-[X] Sealed Chest
-[X] Work with your staff
 
*Realizes i forgot to vote or make a plan*

... I will just go with the Plan that is already there.

[X] Plan Pushing Boundaries
-[X] What do they say?
-[X] Hot-Spring Renovations
-[X] Restructure the military 1/2
-[X] Bryant's Recruiting
--[X] ElitesDC 90 Crowns 20
-[X] Test procedures pt 2
-[X] Expand the dockyard
-[X] Limestone Quarry
-[X] Better Buildings, Foundations
-[X] Ironwood treatment
-[X] Sealed Chest
-[X] Work with your staff
 
Military Reforms Mini-turn
Unit creation guide

Each unit consists of a variable amount of soldiers, generally 10 although this can be changed with tags. Tags are the defining characteristics of a unit and are how they stand out from each other, all units start with 2 tags and can gain more at the cost of negative tags, which add disadvantages or conditions to the units. Once the unit has been created, all modifiers are added together to determine their combat strength and their expense.

There are 4 steps to creating a unit, first select the size of the unit, 10 is the base but this can be raised or lowered as desired. Then select the level of armor and armament that they have, light armor and hand weapons is the standard, but again this can be changed. Once that has been done, then the modifier tags are available, this is where the bulk of the changes can be made. There are a total of 150 soldiers to assign to different units.

  1. Unit Size.​

3- Smallest size, good at scouting and infiltration at the price of open combat potential. Upkeep 0.
5- Half sized squad designed for increased flexibility at the price of staying and hitting power. Upkeep 0
10- Standard size for a combat unit, a balance of size and strength with no real positives or negatives. Upkeep 1
20- Oversized squad, designed to amplify a strength at the cost of strategic versatility, still they can be very useful. Upkeep 2
50- Maximum size under Commander Bryant, this is for open combat pure and simple. Upkeep 3


2. Armour
Armour serves the purpose of not letting the wearer get killed, this is done to various degrees based on the bulk and design of the armor. Higher levels of armor keep the wearer safer but are more exhausting to wear for long periods, a trade that a commander must keep in mind. The descriptions provided are of the armors available to the Autocracy, other nations or cultures may have different standards and measures.

In combat the opposed rolls will result in injuries and deaths for soldiers based on their armor, with lighter amours providing a thinner buffer of safety but allowing them to fight for longer before fatigue sets in, with each level of fatigue lowering rolls by 10.

No armor- Going into battle with only your clothes is a brave choice. Allows for the fighters to engage for 10 actions without fatigue, but suffer losses for every 5 points of failure on an opposed roll. Upkeep 0

Light armor- The most common form of armor, worn by merchant guards, scouts, and garrison troops everywhere. Often consisting of some form of gamberson or similar gear, this serves as a uniform as well as protection, the wearer can fight for 8 actions without fatigue setting in and taking losses for every 10 points of failure. Upkeep 1

Medium armor- The standard for front-line fighters everywhere, often comprised of a breastplate or cuirass with leg and arm protection atop a gamberson or similar, this armor allows the fighter to take a few blows without severe injury or death. Wearers can fight for 6 actions without fatigue and take losses for every 15 points of failure. Upkeep 2

Heavy armor- The pinnacle of protection, consisting of all of the medium armor, plus additional limb and chest protection. Reinforced breastplates connected to faulds, pauldrons and gorgets, and bracers and greaves all combine to provide the wearer with the best protection money can buy, allowing them to fight for 4 actions without fatigue and only taking losses on 20 points of failure. Upkeep 3


3. Weapons

Weapons are what you use to get through that pesky armor. There are many, many, many types of weapons within many different categories, so for the sake of simplicity there will be only 4 categories of weapons. Withing each the commander is free to specify what kind of weapon they want, which may affect the end results, axes are better against shields but swords are more lethal and polearms are versatile, but that will be addressed once the weapon category has been selected.

Concealed- The smallest and most easily hidden of the categories, these weapons are designed to be concealed around the body to avoid scrutiny. Often they will fare very poorly against armored individuals however they are lethal to the unarmored target, which is their intended victims. Upkeep 0
  • Garrotte – Highly lethal, easily concealed, ineffective in open combat​
  • Stiletto- Easily concealed, effective against armor, ineffective in open combat.​
  • Punch Dagger- Good against flesh, effective in combat.​

Hand Weapons- This is the largest category, consisting of all weapons that are wielded with one hand. Generally these are the items that come to mind when the term weapon is used, suitable for most situations and found worldwide, they are the staple for any military force. Upkeep 0
  • Swords- Lethal against unarmored, effective against light armor.​
  • Maces- Effective against heavy, chance of getting prisoners increased.​
  • Axes- Deal double damage to shields, bonus to building damage.​
  • Short Spear- Versatile, bonus against cavalry, defensive.​
  • Shields- Negate losses depending on size, consumed on use. I.E buckler stops 1 loss, heater shield 2, round shield 2, kite shield 3, tower shield 4.​

Two Handed Weapons- These are big and often rather unwieldy, but what they lack in grace they make up in raw damage. Often used in larger scale combat or for when a particular enemy type needs defeating, these weapons require training and practice to be effective but can mow down opponents, two handed weapons deal 1 additional loss to the enemy when used. Upkeep 1
  • Bec-De-Corbin- Polearm, serves as spear, axe, mace.​
  • Flamberge- As a sword, but increased effectiveness against medium armor.​
  • Dane Axe- Deals triple damage to shields, further increased building damage.​
  • Menavlion- Allows attacks at enemies without retaliation until they advance, ineffective at close range.​

Ranged Weapons: Used to kill your enemy before they can stab you, these weapons are capable of projecting violence far beyond arms length and defeating targets that though themselves safe. Both thrown and projectile weapons fall into this category and unlike the other categories, these weapons rely on a finite amount of ammunition to fight. Within this selection the unit is capable of making 12 rounds of combat before resupply is needed, this is cumulative between battles so they can run out if poorly supplied or caught out. Upkeep 1
  • War Bow- Longest range, lethal to medium armor, bulky.​
  • Cross-bow- Long range, lethal to heavy armor, slow to fire.​
  • Javelin- Shortest range, lethal to heavy armor, increased damage to shields.​
  • Sling- Medium range, fast, lethal to light armor.​


4.Unit tags.

Unit tags are the key words that define the difference between a squad of heavy infantry from skirmishes. Both are infantry, but trained and equipped differently. All units have 2 tags available to them but gain another 2 for the cost of taking on 1 negative tag, for a maximum of four positive and one negative tag. Tags can change how a unit fights, it's price, it's equipment, or even it's longevity.

Positive tags

  • Anti-Large: Traditionally referring to cavalry, these soldiers are trained in taking down creatures larger than themselves.​
  • Anti-Infantry: These soldiers have trained themselves in the fine art of killing other humans, and deal increased casualties to the enemy.​
  • Armour piercing: Equipped with weapons that pierce armor, or trained to find the small gaps, these soldiers count the enemy as having armor one stage lower, to a maximum of unarmored.​
  • Scouts: Fast and trained to operate in advance of the main force, these soldiers are generally faster and are better able to deal with difficult terrain.​
  • Sentinels: Used to guarding a VIP or location, these soldiers are better on the defense and can fight more effectively than others when doing so.​
  • Amphibious: Trained to operate in the many difficult situations that waterlogged terrain brings, these soldiers are not hampered by rivers or the like.​
  • Unorthodox: Some training is meant to reinforce behaviors, these soldiers have instead been trained to exploit predictable thinking.​
  • Armored: These soldiers are better armored than they appear, through a combination of better quality equipment and training. Increase the effective tier of armor by 1.​
  • Well armed: One form of weapon isn't enough for these warriors, pick a second category of weapon to use.​
  • Vigorous: Intense training and excellent diets allow these soldiers to fight for far longer than others. Increase the combat duration before fatigue by 4.​
  • Skirmisher: Harassment and irritation are a way of life for these soldiers, trained to engage and then retreat before the enemy can respond.​
  • Brutal Charge: The impact of these warriors is disproportionate to their numbers, when initiating combat gain a +20 on the first turn.​
  • Headhunters: Some warriors are talented at spotting weakness, and officers often meet that definition. Allows for targeting of specific enemies inside armies.​
  • Well supplied: For whatever reason these soldiers have more food, ammunition, and water than others, allowing them to operate for far longer than others. Increase ranged combat ammunition count to 20.​
  • Mounted: A soldier on foot is good, but reliant on the mobility of man. Mounted infantry bypass this by riding mounts to the combat zone, then dismounting to fight on foot. Double movement, retain infantry status.​
  • Cavalry: Unlike the mounted infantry, cavalry don't stop at the edge of combat and instead engage while mounted. Loose the infantry type, gain the cavalry type, increased movement and potential for shock to enemies.​
  • Infiltrators: Not a conventional soldier, these individuals are trained to bypass defenses and strike in the vulnerable rear lines.​
  • Siege Engineers: A specialty available to the DOFE, these soldiers construct and destroy fixed defenses with a particular zeal and skill. Allows for usage of siege tactics and weapons.​
  • Fungus fighters- These soldiers enjoy a recreational dose of combat stimulants before battle, to the displeasure of their commanders and foes. Deal increased losses, takes increased losses.​

Negative Tags

  • Poor Morale: For whatever reason these soldiers are not very brave, and will flee the battle if it goes poorly. When losses reach 75%, 50% test for morale, automatically break at 25%.​
  • Expensive: Maintenance and high standards mean that the upkeep of these soldiers is higher than normal. Increase upkeep of the unit by 2.​
  • Cursed: Seemingly plagued by bad luck and poor fortune, these soldiers suffer more lost gear and people than all the others. Roll of 1d6 each time losses are taken, on a 4-6 loose an additional soldier.​
  • Loud and Proud: These soldiers are very proud of their training and nation, taking every opportunity to proclaim it to the world. Even when it would be a good idea to be silent. Unable to preform stealth actions.​
  • Morally upright: These individuals have well developed moral compasses and are unwilling to commit any action that would break there self imposed limitations. Cannot raid or commit "war-crimes".​





Example unit

Dragoons

Unit size: 10
Armour type: Light
Weapon Type: Hand weapons- Arming sword. Ranged- Crossbow
Unit tags: Mounted, well armed
Total Upkeep per unit: 3 per unit

Dragoons are traditionally mounted infantry that rapidly move around the battlefield to deliver volleys of fire into vulnerable locations, before dismounting to charge into the reeling enemies. Here they are mounted on fast moving plains horses, wearing light armor to reduce weight, with a side sword for melee after launching a volley from their crossbows.
 
As many as you would like, you have 150 soldiers to assign to any units you create. If you wanted to make 15 different units you can, might be a bit odd for your millitary to have no standardization, but it is an option.
 
Also please note that you can make more weapon suggestions or ask for clarifying details. Just because a weapon isn't listed does not mean that it isn't avaliable, I just didn't want to write a novel describing every iteration of weaponry.
 
A few ideas for specialist units:

Huntsmen: small ranged scouting and assassin troops. Ment to hit hard and fast before the enemy can respond. Don't use in a straight up fight.
Unit size: 5
Armor: light
Weapon Type: Crossbow
Unit tags: Scouts, Skirmisher, Headhunters, Infiltrators, Poor Morale
Total upkeep: 2 per Unit
Expected unit count: 2 or less

Sea Guard: spear and bow with medium armor and Amphibious training. Will see expansion in the future.

Unit size: 10
Armor: medium
Weapon Type: Short spear, bow
Unit tags: Amphibious, well Armed
Total upkeep: 4 per Unit
Expected unit count: 2

And for more mainline units:

Macemen: standard meatheads to be thrown at the enemy and then forgotten:

Unit size: 20
Armor: heavy
Weapon Type: Mace, Kite shield
Unit tags: anti-infantry, Armour piercing, well Armed, Vigorous, load and proud
Total upkeep: 5 per Unit
Expected unit count: 2

Spearmen: dedicated calvary/monster killers to support the meatheads:

Unit size: 20
Armor: heavy
Weapon Type: Bec-De-Corbin
Unit tags: anti-large, Armour piercing, Sentinels, Vigorous, load and proud
Total upkeep: 6 per Unit
Expected unit count: 1

Archers: self explanatory.

Unit size: 20
Armor: light
Weapon Type: Longbow
Unit tags: Skirmisher, Well supplied
Total upkeep: 4 per Unit
Expected unit count: 2

Light Cavalry: Skirmisher hybrids which are a nuisance for enemies but truly come to the fore for their ability to cut down retreating foes, often far in excess to those killed in the battle proper.

Unit size: 10
Armor: light
Weapon Type: Javelin, saber
Unit tags: Skirmisher, Cavalry, unorthodox, well-armed, load and proud.
Total upkeep: 3 per Unit
Expected unit count: 2
 
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Expected amry composition:
2 units of macemen
2 units of archers
1 unit of spearmen
2 units of light Cavalry
2 units of sea Guard
2 units of huntsmen

Should amount to 150 men. If we expand in the future, we can add a dedicated engineer core. How does this work for a build?
 
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Are you referring to balance as in force composition, or the bank balance of the DOFE? For force composition it is a decent mix of a solid fighting core (Mace and Archers) a flanking/ scouting force of Huntsmen and Light Cav, with the special units of Sentinels and Sea Guard. All in all a fairly straightforward army that is well suited to most situations, and takes advantage of our burgeoning naval capacity.

For bank balance, we are looking at an upkeep of 42, which is high but manageable with the current income. Especially if the DOFE begins taking some actions to either reduce upkeep, increase income, or earn money through raids on gangs. Or if you find another nation/colony/empire/collective etc, you could try and plunder them.
 
Some additional unit types we might like to play around with in the future when wealth and manpower permit:

Combat Engineers: designed with action economy in mind, these poor sods are the one's charged with preparation of battlefields or sieges sometimes while being shot at.

Unit size: 5
Armor: light
Weapon Type: short spear
Unit tags: Siege Engineers, vigorous
Total upkeep: 1 per Unit

Storm Guard: aggressive fast moving infantry who serve as infantry woodchipers but are better if reserved until the enemy is committed to battle as they won't last long. They use stealth to approach a distracted enemy before announcing their presence with frenzied yelling and a sudden charge into their shocked foes.

Unit size: 20
Armor: light
Weapon Type: war picks (duel wield)
Unit tags: Anti-Infantry, Infiltrators, Fungus fighters, Brutal Charge, Expensive
Total upkeep: 5 per unit.

Saboteur: arguably the sneakiest little shits in the empire, guaranteed to ruin your day with their antics. Deployed ahead of an army to tie up reinforcements, demolish infrastructure, assassinate leaders, and generally be a nuisance.

Unit size: 5
Armor: light
Weapon Type: crossbows
Unit tags: Infiltrators, Siege Engineers, Skirmisher, Unorthodox, poor morale.
Total upkeep: 2 per unit.
 
Reminder that the vote for unit composition closes closes within 24 hours! If you have any ideas for your own soldiers please write them up and post them, or vote for a composition that you like!
 
[X] Balanced Build
-[X] 2 units of macemen
-[X] 2 units of archers
-[X] 1 unit of spearmen (Sentinels)
-[X] 2 units of light Cavalry (Reavers)
-[X] 2 units of sea Guard
-[X] 2 units of huntsmen

Default that's proven to work. May assign more flashy names to the units latter.
 
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Turn 6 Results
What do they say?
Roll 1d100+33=121


Americ has a great deal to report, each time he went to the capital he met with new members of your extended family and on occasionally with members close to the Patriarch. During these meetings the matter of the DOFE and its existence came up, each time the branch family members mentioned that they weren't aware of it but thought that the mandate when explained was good. Indeed a few of the smaller and more recent cadet branches took the initiative to send through with Americ some talented young people that they believe could help the DOFE and get them some political favor. When speaking with the Office of The Patriarch, Americ discovered that there was a small miscommunication between the DOFE and the OTP, which had resulted in several memos that where meant to be delivered to Cirila not arriving. Fortunately Americ was able to smooth over the upset bureaucrats at the capital and prevented any pulling of funding or formal censure. At the end of the year, he comments to Cirila that the DOFE should look to try and make some closer friends in the OTP to prevent anything like this happening again.

Results: The capital has decided to continue funding the DOFE, new options are available to increase and maintain funding.

Hot-Spring Renovations
Roll=1d100+33=64


New rooms are added to the hotel, added luxuries like specialty foods go onto the menu, and the staff are put through more training to ensure that the can preempt any issues that the guests might have. The new rooms are linked to a series of servant tunnels that allow for the staff to move unseen throughout the facility, and to spy without being observed. Incidentally the quality of service and customer satisfaction had increased too.

Result: Income increased by 5, learnt of new opportunities in the capital.




Restructure the military 1/2
Roll=1d100+47= 57
Re-Roll= 1d100+37= 52





The initial success of designing the new force composition created some momentum that promptly got stalled by bureaucratic incompetence in the capital. The initial payments for new equipment and supplies lost to poor record keeping and corrupt staff, the funds whisked away into the pockets of numerous middle men and hidden accounts. Bryant is livid at the delay and goes to the capital personally to speak with the department in charge of his supplies. A great deal of his time is spent chasing up redundant employees in sub-departments and by the end of the year he is ready to tear his hair out in frustration. The funds allocated to the endeavor are lost to the DOFE and will need to be re-sent to continue with the process

Result: Failure for this year, 20 Crowns lost to unknown corrupt parties. Action locked in for future turns.


Bryant's Recruiting Elites
Roll=1d100+47=60
Re-Roll=1d100+36=58



Despite the presence of Bryant at the capital, it does not make hiring new soldiers any easier, it seems that there is a large upswing in the demands on the military with the Patriarch demanding an increase to their duties and more programs poaching talented personal than ever. Bryant faces another setback and is unable to acquire any more soldiers for the DOFE.

Result: Action locked in, no soldiers hired.

Test procedures pt 2
Roll=1d100+41=93


Having found that the procedures that she implemented during the last testing where successful in preventing information leaks and that it was down to individual failures and building security Sussanah focuses on the one that is easier to exploit, the building. With the aid of Stefanus and his construction teams she has dozens of alterations done to the Administrative Headquarters, none that impact the flow of work but instead streamline it through certain areas that are better guarded, removed extra passageways through the building, and creating subtle choke points that can be defended by a few against many while allowing time to destroy documentation.

At the end of the year she sends her agents to try break into the Headquarters and much to their displeasure and her satisfaction they are unable to access the areas with sensitive information and are caught. Two agents do manage to infiltrate by knocking out a pair of workers at home and wearing their clothes and walking in, but Sussanah places a lot of that success to being familiar with all the security procedures already.


Result: Information security has reached a level Sussanah is satisfied with, Administrative Headquarters serves as a fort in combat.



Harmless Explorers 3/3

After three long years of selection, training, and preparations the Exploratory Corps is finally ready to be deployed! Sussanah has run them through every single exercise she could think of, Bryant aided with some more and even Americ chipped in with some diplomatic activities that the Corps had to go through. Throughout all of it they thrived, challenge after challenge met with a joyous intensity that propelled them, and in the end thirty members of the initial 40 have passed the rigorous checks needed to be full Explorators. With their graduation completed and their establishment as the external arm of the DOFE they are ready and eager to go on their first official mission.


Result: The Exploratory Corps has been created.




Stakeout
Roll=1d100+41=78


Hours upon hours are spent with Sussanah's operatives watching over the traitor, constantly analyzing every single piece of communication and action they make. Days past into weeks, weeks into months and finally after seven long months they slip up and add a personal comment to their message, sending the intrigue department into a frenzy as they examine every single syllable is meticulously analyzed.

By the end of the seventh month they are certain, the spy belongs to a main branch Riordian member and Sussanah is insistent that it is Teobald Riordian even though nothing has confirmed the specific identity. However the spy has slipped up and you now have the evidence you wanted before arresting them.



Result: The spy has been confirmed, information gathered.
Sub choice

  • Arrest
  • Execute
  • Return to the capital
  • Continue surveillance (passive)
  • Continue surveillance (active, locks in an action)




Expand the dockyard
Roll=1d100+46=142


The pier has been extended further out, reaching a solid 50M off shore and now has two others with it. The piers each hold facilities to design and produce a ship of frigate size, large stockpiles of timber and other materials are filled and ready to access via a series of railed carriages. Stefanus goes even further by adding a small collection of canals and gates to create small inland pockets of water where the boats ability to float can be tested without risking loosing them to the Sea of Sorrow. He does make a point to explain that he would need more workers and some designs before anything could be built.


Result: Can build two frigates at once, RnD department for shipbuilding.




Limestone Quarry
Roll=1d100+46=58
Re-roll= 1d100+36=56





The idea of making a large scale quarry was simple in theory but the practice has been a bit more complicated, with delays from ensuring that the chosen site would not compromised from it's mining efforts. Unfortunately the majority of Stefanus' attention was focused on the docks and the workers assigned to the task missed the warning signs of a small family of cave bears that ended up causing significant delays to the project, destroying foundations and scaring off the workers. By the time the reports had reached Stefanus and he got Bryant to send some troops to kill the bears, the entire project had been delayed for too long and winter had set in, rendering the area unsuitable for construction at the time.

Result: Action locked in.

Better Buildings, Foundations
Roll=1d100+43=140


The study of how the salty air affected buildings is slow, but fortunately for Cynthia there has been a building built almost every year which has provided a good section of materials and examples to work from. Her experiments have shown that the salty spray of the ocean has sunk into the wood and that when the sun is overhead it causes the water to evaporate, leaving behind the salt crystals that slowly push apart the fibers of the wood, in the matter of the liquid stone it does not cause direct harm, but instead causes more water to stick to the surface which when evaporated repeatedly over the course of months or years wears tracks and gouges into the stone. With this knowledge Cynthia approached the matter with an eye to prevent the salt water from entering the wood and stone, and by the end of the year created a liquid that when applied to woods soaks into the fibers and prevents the salt from settling. The same liquid when mixed with the raw ingredients of liquid stone allows for the resulting mixture to resist the damage caused from repeated exposure to salt water.

Result: All wood buildings treated with the new sealant, liquid stone mixtures now feature the sealant. Increase in upkeep by 2 Crowns to allow for regular treatments.




Ironwood treatment
Roll=1d100+43=65
Re-roll=1d100+33=48


Ironwood is a very strong wood, this is undoubted. However the strength comes from the tight bonds that its fibers have, preventing damage that would break or scar other woods. This is a slight problem for Cynthia as her ideas for treating the Ironwood rely upon soaking the materials in several chemical baths to test their effectiveness against heat. Even ontop of that there is the matter of getting to access the volcanic smoke that sears through conventional boats. Without these two matters being addressed there will be little that she can do aside from brute force testing with a fire and small pieces of Ironwood.

Result: Action locked in.




Sealed Chest
Roll=1d100+26=42
Re-roll=1d100+16=114


The sealed box has sat in your office for years now, patiently awaiting your attention to prise free its secrets. And now you turn your attention towards it, spending long hours pondering the material the box is made of, the crest that it has, and its construction. Initially you have the idea to simply apply a chisel to lever the box open but initial tests with that approach prove futile, with the iron chisel snapping without more than a few light scratches on the box. Setting the box aside for a while you return to it after you bump it one day and notice that one of the wings shifted slightly. With a lot more focus you manage to repeat the movement, having to use a dagger to allow you the force the wing to move you quickly realize that the crest is a puzzle. As you have never seen the creature that it is supposed to represent you spend weeks trying every single variation that you can think of with the creature, moving feathers, adjusting claws, angling limbs, before you finally manage to unlock the chest. Inside is a collection of papers that are written in an unknown language and a single metal cube that is etched with glowing blue lines in intricate patterns. As you crow your victory to your office your core heats, and the tattoo of the book at your wrist begins to shift and flicker. The heat rises to an unbearable level before it settles, the tattoo now being more detailed and vibrant.




Result: Chest opened, unknown papers gained. Strange cube gained. The path of knowledge has been furthered.

Work with your staff
1d100+19=117


There was a breakthrough with working with your personal staff this year. It came as you had finished your morning run, breath steaming in the cold morning wind, as your staff struggled to keep up with you. Looking back at them as they ran, red faced and heaving great gasps as they struggle to keep up you realize that you have reached a point where you don't have anything to fear from them when it comes to open combat. Then as you realize that, your mind turns to the fact that they are also constantly watched by the guards around the DOFE and Sussanah's people, meaning that they can't try anything subtle. With those two combined you are in as safe a position as possible with them, and when you mull over those thoughts in the following weeks you come to the conclusion that your fear and paranoia have managed to get you into a position where you are now safe but they have the potential to cause problems going forward.

Over the course of the year you take steps to try and work closer with your staff, they are eager to meet your efforts and you see them clearly for the first time. They are happy to serve you and are in no small amount of awe at your efforts and endeavors, the respect seemingly genuine and when you test one by leaving a steak knife by your plate as you face away they simply remove the cutlery and place it back onto the serving cart without fuss. With that small test done, you continue to try and open yourself up to them, not to become friends, but to allow them to support you properly.

Result: Lost the trait Paranoid, replaced with Cautious. Stress lowered to healthy levels, staff extremely happy and small party had when you smiled at your hand-maid for the first time.
 
Sorry for the long delay, migraine and a heat wave dont mix together very well. Things should be a bit more regular now that the weather is cooling down and I've gotten through the migraine.
 
I'm thinking either arrest or return to capital, I want to try and turn the spy in to the capital but i'm not sure which does that
Return to capital I'd guess. Could be wrong though.

The way I see it:
Arrest to open up interrogation and possibly a double agent.
Execute to get them out of the way.
Return to capital to let the proper authorities handle this but their patron might get involved.
Observation to risk their continued presence in the hopes of snagging more.
 
Return to capital to let the proper authorities handle this but their patron might get involved.
Honestly still might be the safest bet, after all if we turn them in to the proper authorities with the evidence we found from the stakeout the patron wouldn't be arguing with us but with the capital. Besides even if they do get involved and get the spy out it wouldn't be the worst thing, he obviously has more than a single spy on his payroll and we're on guard with our paranoia(now caution) it is reasonable to believe that one of our new options will be something to stop spies from getting in at all, and another maybe being a sweep to check for spies now that we've found one.

TL;DR: The patron wouldn't really be able to do much without going to far down the deep end.
 
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