[X] He passed acts of debt relief and land reform. Tens of thousands of peasants owed him their new livelihoods.
[X] He got rid of most restrictions on the use of magic. The mages were duly grateful.
Springhide already had nobles and general ready to support him thanks to his conspiracy. But most common folk thought he was nothing but a murderer. Instead of trying to directly contradict them, the newly minted Lord Protector focused on making them think of him as a murderer
who was trying to do something good. Was he? Who knows. You can't say you ever really got inside his head. It was probably more the other way around. In any case, he passed reforms that freed tens of thousands of peasants from virtual debt slavery, turning them into yeoman farmers, mainly at the expense of the nobles who didn't support him.
The mages were the bigger gamble. They used to labor under many restrictions. No mage of any kind could own a house within the limits of a city, town, or large village if that house contained a laboratory. No wizard could perform research that might one day lead to the creation of a spell for scrying distant places or reading minds. No necromancer could raise anyone buried in a grave, under penalty of death. That sort of thing. Under Springhide such restrictions were either dropped entirely or greater relaxed. This didn't make Springhide universally popular with mages. Indeed, some of the more conservative types strongly opposed it. But the most ambitious and ruthless mages saw it as a great boon, and many middle-of-the-road types simply saw it as a moderate convenience they could be grateful for. Springhide found it easier to find mages willing to work for him, and his opponents found it harder.
[X] with a small party of vastly powerful companions at his side.
The late Lord Protector always planned on the grandest scale. He thought in terms of provinces, armies, and social classes. He had the kind of personal insight that let him select the right people to do his bidding, but you know that as far as he was concerned you were never anything more than a tool though which he could control a certain number of soldiers and then later a certain piece of land.
The Returned Heir had a much more personal touch. The Wild girl was only the first companion he collected. Soon after rumors added a warrior of uncertain size who could scatter a dozen men with a swing of his arm, and a thief capable of traveling through sunbeams and shooting arrows through time. When the Heir and his companions broke into the headquarters of the Wizards' Guild, they left its secret vaults on the back of a gargantuan Phoenix, with a hooded figure beside them.
When it came time to confront his enemy, Springhide brought twenty thousand soldiers, bolstered by five thousand undead, dozens of elementals as tall as a tree, and a collection of varied mages. The Heir's forces numbered eight, including himself and the Phoenix.
Springhide never stood a chance.
The survivors' gibbering accounts describe a scene of total pandemonium. A Wild Storm descending on the battlefield, sweeping reality aside and leaving only chaos and monsters in its wake. The undead drowning and dissolving in a sea of words. The Lord Protector's mages being taken by a figure that covered any distance with a single step and resisted any attempt at description. The Heir
leaping through the army's confused ranks, stepping on heads and shoulders, while his stout companion cut them down like grass. Then the final confrontation, Springhide's inevitable loss, and the unstoppable rout.
So, like you said, you're pretty sure you're going to surrender.
***
Speaking of which, it's time to begin your first step: taking inventory. Figuring out what you have, how you can use it, and what you may be willing to lose.
Your first and most important asset is, of course, yourself. You are
[ ] Name, first and last
Count of Shear, a land consisting of three fertile valleys and half of a mountain range. And before that, a general. And before
that...
[ ] The second son of a duke, buoyed to your high position by the support of your father, who joined you in serving Springhide.
[ ] A celebrated soldier and commander who won his rank through a steady sword arm and a keen strategic mind
[ ] A silver tongued diplomat who knew just what to say to the right people to earn advancement.
[ ] A cunning spy who received his appointment in exchange for his silence on certain matters.
But of course that's in the past. For the last sixteen years you've been administering Shear. For the last eleven it was in our own name. You walked these valleys. You hunted in the mountains, visited the mines, drank from the streams. You don't want to lose this place.
The account books are on the table to your left. You're no merchant, but you proved unexpectedly good at reading the numbers. The valleys give decent harvests of wheat and barley, as well as some small amount of fruit. One of the villages takes in river clay and produces pottery. Nothing terribly impressive. This far from the sea the seasons are harsh and though the valleys are arable, their rocky soil is a far cry from the soil that can be found further west, which is black and melts like butter in one's hands.
The true wealth of Shear lies in its mountains. The pines that grow on these slopes are highly prized by shipbuilders for their extraordinary height. The mountains are veined with iron and copper. And then there is the true jewel of your county, the Green Mountain, filled with malachite. The semi-precious stone is as valuable as it is beautiful.
Your other asset is Shear's army. Most of the men who served under you on the day of the coup are now settled in your lands. And though most of them have grown too old for service, their sons have taken their place. Unlike the Royal (briefly Central) army which is made up of professionals paid in coin, a nobleman's army is mostly made up of peasants who owe him the loyalty due to a liege lord and get a break on taxes. Though you haven't marched your soldiers out of the county since you got here, there's been plenty to do. There are ogres and kobolds in those mountains, and the occasional griffin too. There are bandits everywhere. And given the previous count's willingness to fight to the death against Stronghide's rule, there is also the occasional rebellion. Less so in recent years, simply because most of the would-be rebels were killed or driven out in the first few attempts. Though with things the way they are now, you should be on the lookout for that.
You frown. You'll definitely need to figure out a reason for the new King to leave Shear in your hands instead of handing it off to someone else. Maybe even some surviving family member of the previous count, the one who fought
for the memory of the King's parents instead of
against it. Luckily...
[ ] You have contacts in the capital. They can feed you information on the King's way of thinking, and possibly even help change it.
[ ] You've kept in touch with Springhide's other appointees. You may be able to convince them to act in a way that serves your interests.
[ ] Your intense focus on your county's affairs led to definite improvements, ones the King will be forced to acknowledge.