In the Wake of Monsters - an Advisor's Quest

Turn 4 Council - 770.5
[*] [Report] Plan Report - Productive
-[*] Regarding my primary project I have adjusted the examinations for office, thus removing those not up to standard.
--[*] Replacements have been recruited from the four Great Houses as well as Clan Avalanche.
-[*] As a personal project I have been investigating the possibility of creating starmetal.
--[*] Shortly after the first indications of progress I was summoned to the temple. Two gods, Director Shenji of the Celestial Office of Design, God of Transmutative Thaumaturgy, and Zara Metal-Mother, Southern God of Forges, were in dispute over who had jurisdiction over the method I was using. They asked whether I was doing thaumaturgy or not. When I stated that I was not currently using thaumaturgy Zara Metal-Mother approved of the project, granting me a blessing.
---[*] I mentioned that Eternal Light has been absent and Zara Metal-Mother stated she would investigate the matter.

[*] [Orders] Plan Fix Stuff
-[*] The new exams are a stopgap measure, they're going to get memorized too eventually. I need more time to redesign the whole examination system.
-[*] The census is a lot more important than I thought, order me to do that properly.
-[*] Have you seen what passes for a toll gate in this city? It's both an economic and a military disaster! Our walls need fixing, fast.

"It's going to be like this the next eight years, isn't it?" Void asks rhetorically. "Once we drive off Tokara, Caligia is going to finish its civil war and the new king or queen is going to decide that what they need to unite the country is a war with an external enemy. Then someone will offend the river spirits and we'll lose all our shipping to angry water elementals. For an encore, maybe a barbarian horde will show up to finish us off!" He pauses after the tirade. "Ebuskun, how many troops can we pull off the southern front?"

"All of them."

"Are you sure about that? Aren't you worried about losing ground?"

"All of them. Reports say demon spiders are like earthquake - big and deadly, but not planning to get up and march into next country over. Pull back soldiers, continue extermination later." Ebuskun shrugs. "Maybe spiders even starve and eat each other for lack of humans. Besides, easier to muster warriors for defense of home than for spider hunt."

"I see." The Portlord strokes his chin thoughtfully. "I'll have some more questions about how the campaign is going afterwards. For the moment, though, there must be a trick I'm not seeing. Tokara doesn't have the force to challenge Silverport."

"Which is why they planned to attack when almost half our warriors were away." says Ebuskun slowly and clearly.

"Yes, I realize that." says Void snappishly. "But that means we still have half our soldiers here, plus potential mercenary bands and partisans, and recalling the spider campaign shouldn't take that long, should it? I looked at a map, it's less than a week of travel to what you've said is the front. We could hold out a week or two during a siege."

"An army cannot travel at the speed you can travel." Ebuskun is starting to sound frustrated.

"Besides, we don't have the fortifications to endure a proper siege." you add. "I mentioned before that the city walls are a mishmash of different types of construction. Some are just former mansion walls. Several of the gates are meant to stop caravans, not armies."

"Oh, well then, I yield." says the Portlord. "Good thing I have people to study the intricacies of walls for me. So we recall the expeditionary force, and then what? Perimeter around the city to protect our extramural farms and other communities, perhaps? Morning, any idea what other tricks Tokara might have prepared?"

The spymaster thinks for a moment. "I haven't heard anything concrete, but if I were in their position, I'd be getting allies. Crydor or the Bull League, perhaps." He names two states beyond Tokara. "If I were the Warmaster I'd definitely want enough soldiers to make sure I could take on Silverport's full strength. But they may have underestimated our strength or overestimated how badly the Abominations hurt us."

[Might you know something about this? Martial, rolled 25+9+5(Tokaran Tactics) = 39. A little.]

You think back to the years of your youth spent studying in the Stratocracy of Tokara and the bits and pieces of military doctrine you picked up there. An option occurs to you. "They're not going to march straight for us, if they come. They're going to want a closer, better supplied operating base to attack us from."

"Well, we'll have to plan for that. But until then - Ebuskun, can you summarize the spider campaign for those of us who weren't on it?"

"Full of too many spider demons." she says with a grimace.

"A little longer summary, please?"

"They are millions. We don't know where they are coming from, we cannot spy on them, we cannot negotiate. They don't use tactics or communication, but also don't retreat. Every step we advance finds new spiders. I wish Caligia would stop infighting and help us."

(That's what, five years Caligia has been in a civil war now?)

"Were there really horse-sized spiders?"

"No. Some man-sized, but even those were very rare."

"Thank you for the update. Recall the expedition, muster the full force of Silverport, and prepare to meet the Tokarans in battle." The Portlord claps his hands. "What's been going on in the rest of your spheres? I've heard the most preposterous rumors."

-

Blade offers his summary of politics in the city. "Clan Bridge has pivoted again, pulling back some of their support for Rain as well," you reflect on a possible reason for that, "but still providing enough support that Rain can pretend to be a big name. They're making louder than usual noises about your corruption, ambition, and venality, and expressing extreme displeasure about the recent purge of the palace staff. Clans Ascension and Wisdom remain firmly behind you, Gold is trying to have it both ways at once, and I think I'll defer to Marble and Three concerning some of those preposterous rumors."

Wisdom Shining Void looks at you expectantly.

"I have adjusted the examinations for office," you say calmly, "removing numerous members of the palace staff whom I found incompetent, and replacing them with applicants who could pass the new examinations to my satisfaction, under my personal supervision to ensure that no further incompetent examinees could slip past corrupt examinators. I focused my efforts on recruiting new applicants from Ascension, Bridge, Wisdom, Gold and Avalanche."

Void's lips turn up slightly as he catches your implication, but he says nothing and continues to stare. You are determined to give a proper report on your job, though, before you get into side business.

"This has been a relatively time-consuming task and is not a long-term solution. The adjusted examinations are a stopgap; I should consider setting aside a longer period of time to write completely new examinations. Also, in my spare time, I have been pursuing experimental metallurgy in the hope of creating starmetal. This led to a somewhat unusual incident where two gods, Director Shenji of the Celestial Office of Design, God of Transmutative Thaumaturgy, and Zara Metal-Mother, Southern God of Forges, were in dispute over who had jurisdiction over the method I was using. They asked whether I was doing thaumaturgy or not. When I stated that I was not currently using thaumaturgy, Zara Metal-Mother approved of the project, and granted me a blessing. I also mentioned afterwards that Eternal Light has been absent and Zara Metal-Mother stated she would investigate that matter."

Wolf Three snorts. "Unusual incident, he says! Dispute! I tell you, they were having it out like screeching fishwives in the Sun Temple!" She gesticulates wildly. "Wasn't there myself, but it would have been a sight to see. I did catch the end of the investigation, though: Eternal Light is getting removed for dereliction of duty. No replacement has been named yet, but gossip says it'll be an underling of Zara. Egg on the gods' faces, if you ask me."

"Dereliction of duty." repeats the Portlord. "Fascinating."

"Yes. Eternal Light's priests are trying to spin it as our soon-to-be-former patron god losing track of time in the mortal world while meditating, but I'm pretty sure there's worse underneath. Permission to look into it further?"

"Denied. Sounds foolish to poke your nose into if the problem is someone else's and going to be solved. Focus on the demon spiders and wood spirits so Ebuskun can resume her campaign more easily. And Marble - you think the walls are the most important thing?"

"I think the walls are the most urgent. The examinations are also important to handle if you want the staff to stay competent in the long term. Or I could focus on turning the loose estimate I have into a proper census."

Void thinks for a moment. "Walls it is. Hopefully we won't need them, but you've made it clear I can't keep ignoring them in good conscience. Oh, and good luck with the starmetal. It sounds like a fascinating project, if an unlikely one. But I've placed some long bets of my own in my time, and this one sounds like the reward makes it worthwhile."

---

Voting time. You have FIVE (5) actions over the next six months (one turn) due to needing to rest from recent overwork. One action may represent a month of solid work, or one day a week over the course of the turn - please don't poke the abstraction too hard. Overwork choices give you an extra action rather than consuming one, so you can go up to eight actions if you're an absolute workaholic. You may spend two actions on one choice to focus extra time and effort on it. Voting is by plan.

Do Your Job: The walls of Silverport are in a poor state after decades of incremental growth, patchwork ownership, weak central authority, changing administrators with changing priorities, the recent invasion of the Abominations, and other calamities. At least they're not falling apart.
[] Start work on a new set of outer walls a good distance beyond city limits, giving room for further growth and having a unified design from the ground up. (Will take at least two turns to complete)
[] Structurally reinforce the weakest points of the current outer walls. You need fortifications, not apartment sides.
[] Find the most vulnerable points of the current outer walls and post supplemental garrisons from the palace guard.
[] Find the most vulnerable points of the current outer walls and get the locally responsible owners to post larger garrisons of their own, but paid for by the palace.
[] Find the most vulnerable points of the current outer walls and make the locally responsible owners post larger and better garrisons as a civic duty.
[] Clear and widen roads and paths on the inside of the walls so soldiers can more easily get to points where they are needed.
[] Write in other approaches

Maintain Your Triumphs: You've made great strides, but much of it might go even better if you spare time to see to its upkeep, or might fall apart if you do not.
[] Work on the new set of examinations. (Will take multiple actions to complete, can be taken repeatedly during a single turn.)
[] Go and help out at your new forge. It'll surely go better with both your vision and your new understanding to assist.
[] The palace is still losing money, but less of it. Make it lose even less, so Clan Wisdom doesn't have to subsidize it. (costs one action per sub-option taken)
-[] Prioritize repairs, reconstruction and reutilization of palace-owned land so you can start charging rent on it again.
-[] The threats of audits you issued made some people implicitly admit they owed money by stalling. Make good on your threats, start auditing.
-[] Ask your relatives for more advice. You have no shortage of relatives and they have no shortage of opinions.
-[] Something else?
[] The palace still has ill-defined obligations that will make it keep losing money. Review them.
[] There's ongoing staff turnover even when you're not actively recruiting and replacing. Apply some oversight.

Self-improvement: Can attempt to raise one of your attributes. Difficulty increases as the base attribute rises. New skills are also listed here.
[] Practice. Take some time away from what you're doing to look at how you're doing it and whether there's a better approach.
[] Tutoring. Ask one of your fellow councillors for advice in their field of expertise.
[] Paid Tutoring. Hire a professional teacher, like the ones your clan used to pay for when you were younger.
[] Study Smithing. Zara has blessed you with a basic knowledge of this skill, but from what you understand, it'll still fade eventually if not exercised.

Miscellaneous:
[] Abuse your office to sabotage some target of your choice.
[] Abuse your office to shift your personal obligations onto the palace budget.
[] Maybe you could follow up on that provisional census again. (See previous turns for potential approaches.)
[] Pre-emptively de-fang Rain's complaints and prove the integrity of the palace by doing an internal audit.

Social actions: One of these can be taken for free each turn in your spare time. Each additional selection from this section will still cost an action. You do not need to socialize with your own clan - that happens automatically unless you choose to skimp on family obligations.
[] Get to know one of your fellow councillors. (choose which)
[] Spy on one of your fellow councillors. (choose which)
[] Socialize and build connections with one of the great clans of Silverport. (choose which)
[] Spend time with someone else. (choose whom)

Special actions:
[] Slow and Steady. Take your time to think and plan properly before you act. Other planned actions this turn get a bonus die to their rolls. Cannot be used if overworking.
[] Overwork: skimp on family obligations. You get an extra action this turn. May damage your social standing.
[] Overwork: skimp on religious obligations. You get an extra action this turn. May damage your social standing.
[] Overwork: skimp on food and sleep. You get an extra action this turn. Almost certain to result in poor health at present since you're already tired.

Earning: 100g/turn (50g salary, 50g embezzlement)
Spending: 88g/turn (5g family, 5g shrines, 5g clerks, 35g debt payment, 38g forge upkeep)
Current wealth: 92g

Optional plan elements you can add:
[] Stop embezzling.
[] Reduce embezzlement to 10g/turn. (Removes risk of discovery)
[] Reduce embezzlement to 25g/turn. (Reduces risk of discovery)
[] Increase embezzlement to 100g/turn. (Increases risk of discovery)

[] Change debt payment to 15g/turn.
[] Change debt payment to 25g/turn.

[] Change some other value.
 
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Whelp I was wrong. Completely wrong.

[X] Plan - Sparrow
-[X][Action] Start work on a new set of outer walls a good distance beyond city limits, giving room for further growth and having a unified design from the ground up. (Will take at least two turns to complete)
-[X][Action] There's ongoing staff turnover even when you're not actively recruiting and replacing. Apply some oversight.
-[X][Action] Go and help out at your new forge. It'll surely go better with both your vision and your new understanding to assist.
-[X][Action] Go and help out at your new forge. It'll surely go better with both your vision and your new understanding to assist.
-[X][Action] Slow and Steady. Take your time to think and plan properly before you act. Other planned actions this turn get a bonus die to their rolls. Cannot be used if overworking.
-[X][Free Social] Get to know one of your fellow councillors. (Wolf Three)

Okay, this focuses us on the wall issue, doubling up on the forge, with an extra bonus from SaS on all actions.

The Social action is to work on a circuit through all the councilors. I really don't know what I'm doing for Social. Three now, to ease up on personal suspicion.

Edit: AW SHIT! Widening the roads will be switched with staff turnover oversight, to avoid further rot.

Edit2: Further thoughts on the choices... The walls issue is complicated. I'm going with the band aid issue of building new ones. I wanted to add a wider roads action for armies, but to keep corruption from returning I have ovrsight. The focus on the forge is because this is the one time we can only have one action focused on our main objective without shirking our efforts at a good job. Slow and Steady is taken to try and hurry up the benefit of the blessing, as well as doubling on the forge.
 
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Turn 4 Council - 770.5
Void is showing cracks. When we first saw him I got the impression that he had an implacable will. Here he seem kinda worn down. Wonder if we aren't the only one who has been skimping on sleep.

Wolf Three continues to show a near complete lack of reverence for gods.

Dereliction of duty sounds promising. A god actually doing their job should help improve matters.

You may spend two actions on one choice to focus extra time and effort on it.
This will be Important!

Three basic options: Build new walls, re-enforce existing walls and post more troops. The third is wasted effort. The first is good if we think we can get away with it while the second is the most likely to help if we are actually attacked.

Maintain Your Triumphs
Well, I can see this being an action sink.
Finish exams, helps in the long term but little immediate benefit. Probably not worth doing this turn.
Forging, another slow burner… however with the pact-blessing we get near-guaranteed benefits. Might be worth an action.
Money. Always need more money. The 'repairs' in particular looks good.
Personal oversight… no lasting benefit. Not worth the action.

I so want to do smithing.

Still councillors to poke.

...tempted to skip social actions this turn, under the excuse of 'we are about to be invaded', but the fact that skipping meals cost us so much worries me.

Plan to come.
 
[x] plan - spin control
[x] Start work on a new set of outer walls a good distance beyond city limits, giving room for further growth and having a unified design from the ground up. (Will take at least two turns to complete)
[x] Structurally reinforce the weakest points of the current outer walls. You need fortifications, not apartment sides.
[x] Go and help out at your new forge. It'll surely go better with both your vision and your new understanding to assist.
[x] The palace is still losing money, but less of it. Make it lose even less, so Clan Wisdom doesn't have to subsidize it. (costs one action per sub-option taken)
-[x] Prioritize repairs, reconstruction and reutilization of palace-owned land so you can start charging rent on it again.
[x] Pre-emptively de-fang Rain's complaints and prove the integrity of the palace by doing an internal audit.

-[X][Free Social] Get to know one of your fellow councillors. (Wolf Three)

the idea here is action on problem before they happen for reacting on thing that have happend.
also i think the forge can wait a little bit for not

minor edit because of temp blessing
edit because of things
 
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Marble our protagonist got a divine blessing.
Various short-term blessings and imbuements that last for a minute, an hour or a day may be bestowed by performance of proclamation or ceremony, by consumption of pill or elixir, on many subjects or on one. Long-term blessings of the kind that can be bestowed by most gods and some other spirits are perhaps best considered akin to loans: the spirit must temporarily set aside part of its power to be invested in a single chosen follower. This mote of power is not consumed or expended, merely unavailable for a time, leaving the spirit weakened by a small amount.

The strength of the blessing that can be given is generally proportionate to the power of the spirit, and the cost is inversely proportionate. Thus a benevolent ancestor ghost would render itself weak to bestow upon a descendant some of the ghost's knowledge, while the radiant blessing of the Most High, if any were ever found worthy of it, would cost the Sun little and make the recipient very great indeed.

This invested power may be withdrawn by the spirit at any time, and returns on its own if the blessed mortal dies. As there is no permanent cost, gods will frequently bless at least one mortal in this way, usually their favored high priest, but are slow to bless more people due to the cumulative enfeeblement that results from doing so. (Or for the gamers in the audience, "stacking debuff".)
Blessings from gods are always safe and desirable, even if costly. Blessings from spirits other than gods (meaning ghosts, demons, elementals, and miscellaneous unique spirits) are on occasion cheaper, but not as safe. These spirits can give the same strength of blessing as a god of comparable power, but the nature of such a blessing makes it more ill-advised to take for any significant length of time. For the divine aspect is neutral or heavenly-aspected and only drives a mortal towards virtue if at all, while other aspects may influence a mortal in dangerous ways.
The world is rife with the stories of ambitious but short-sighted men and women who decided to make a pact with a spirit to gain a measure of the spirit's power, and ended up gaining many of the spirit's unwanted traits in the bargain, such as the aggressiveness and stupidity of oni, the sun-shy demeanor of ghosts, the compulsive behavior of elementals, or the overall alien and inauspicious nature of demons.
Still, such a thing does not entirely dissuade those who may consider this an acceptable price to pay, or already possess the traits in question.

The legal status of such pact-making and spirit cults varies. In many places it is at least disapproved of. In many other places it is outright forbidden, with the most common penalty being a year's service at a temple to an approved god. Some designate types or lists of specific non-divine spirits it is acceptable to deal with or not. Ancestor cults are generally looked on the most favorably and demon cults the least. Silverport forbids demon cults and pays a civic tithe to the temples of gods as a matter of public policy, but leaves inhabitants to their own business when it comes to other sorts.
 
Damnit, I should have quoted the whole thing. Relevant, this is why we should exercise the blessing.
Spiritual endowments of this sort also make it easier for the mortal to practice and retain any associated skills and arts. There is no such thing as a 'common' method of becoming a cultivator, but one of the less rare methods of achieving the first full stage of cultivation is to perform a large service or sacrifice for a god so that the god will bestow a temporary blessing of knowledge and enlightenment, then work to study that same knowledge and enlightenment to permanence with one's self as the best possible tutor.
(Mechanically, this means a single training action makes your basic smithing skill permanent, and you have a bonus to learning advanced smithing while it lasts.)
 
I say we skimp on religious obligations this turn. We can easily spin it as needing to work on the divine blessing we were given by a fairly significant goddess to avoid disrespect.
 
Remarks on our wall-building assignment:

[] Start work on a new set of outer walls a good distance beyond city limits, giving room for further growth and having a unified design from the ground up. (Will take at least two turns to complete)

That's a timespan of a year. Starting new ambitious projects when Tokarans could easily disrupt them with skirmishers is just handing them soft targets on a plate. Not a good idea.

[] Structurally reinforce the weakest points of the current outer walls. You need fortifications, not apartment sides.

This, on the other hand, is vital. Toughen up the weak spots in the wall as fast as we can, because a country that literally revolves around warfare will know how to exploit those weak points.

[] Clear and widen roads and paths on the inside of the walls so soldiers can more easily get to points where they are needed.

Makes the walls more fit for military use, also seems like an obvious pick.

[] Find the most vulnerable points of the current outer walls and post supplemental garrisons from the palace guard.
[] Find the most vulnerable points of the current outer walls and get the locally responsible owners to post larger garrisons of their own, but paid for by the palace.
[] Find the most vulnerable points of the current outer walls and make the locally responsible owners post larger and better garrisons as a civic duty.

This could be useful to plug the holes where smugglers come through, but when the attacking force of the Tokarans arrive I'm guessing it's kind of logical we would use our palace guard to reinforce the positions most likely to break, and the house garrisons will follow suit.

[] Study Smithing. Zara has blessed you with a basic knowledge of this skill, but from what you understand, it'll still fade eventually if not exercised.

I don't know how long the blessing will stay, but I'd rather capitulate on it as long as we have it. Let's get SWOLE hammering metal, Jade is bound to approve.
 
I say we skimp on religious obligations this turn. We can easily spin it as needing to work on the divine blessing we were given by a fairly significant goddess to avoid disrespect.
Not right now. Slow and Steady gives an extra dice to all actions, costs an action and can't be taken with one of the overworked actions.

We can gain more by having Marble relax, maintain excellence through SaS, instead of a somewhat thorough luck reliant rush job. No actions at risk to being lost next turn. I'd really not want a divine curse.
 
[] Start work on a new set of outer walls a good distance beyond city limits, giving room for further growth and having a unified design from the ground up. (Will take at least two turns to complete)

That's a timespan of a year. Starting new ambitious projects when Tokarans could easily disrupt them with skirmishers is just handing them soft targets on a plate. Not a good idea.
Not quite. The wall brings us a solution. We know the Tokarans are going to take time to arrive. We also know if we have our full force we can be a threat to them. The Tokarans also need a staging point to launch their attack. This tells me we may have the needed year. No one expects the steward to do the best job possible, but we shouldn't focus all our attention on the current walls that need more time, and actions, to fix. While flat out ignoring what may be the best option among the actions when done.

edit: The spymaster knows about the attack, meaning forewarning. The possibility we can't build new walls before the attack isn't definite.
 
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Not quite. The wall brings us a solution. We know the Tokarans are going to take time to arrive. We also know if we have our full force we can be a threat to them. The Tokarans also need a staging point to launch their attack. This tells me we may have the needed year. No one expects the steward to do the best job possible, but we shouldn't focus all our attention on the current walls that need more time, and actions, to fix. While flat out ignoring what may be the best option among the actions when done.

True, and considering our success last turn on our inspiration I think we can spend this turn preparing. First, the wall and it's weak points. Then, family and learning about the our fellow council. Finally, either go over the hires or double check our previous work.
 
[X] Plan Construction
-[X] Structurally reinforce the weakest points of the current outer walls. You need fortifications, not apartment sides.
-[X] Clear and widen roads and paths on the inside of the walls so soldiers can more easily get to points where they are needed.
-[X] The palace is still losing money, but less of it. Make it lose even less, so Clan Wisdom doesn't have to subsidize it. (costs one action per sub-option taken)
--[X] Prioritize repairs, reconstruction and reutilization of palace-owned land so you can start charging rent on it again.
-[X] Go and help out at your new forge. It'll surely go better with both your vision and your new understanding to assist.
-[X] Study Smithing. Zara has blessed you with a basic knowledge of this skill, but from what you understand, it'll still fade eventually if not exercised.
-[X] Get to know one of your fellow councillors. (Wolf Three) (Free action)

Reasoning: If we are attacked it will be soon, so we can't afford the 'good' wall option. I considered doubling up on 'reinforce the walls' but without defenders a wall or worthless. I don't want to step on the Marshal's toes by ordering troops about nor do I want to start new walls that probably won't be ready in time. (Also worth remembering is that the city just suffered catastrophic depopulation, we really don't need more land just now.) As such I'm taking a money maker action, since we can never have enough income.
For our personal time we have a Blessing Of The Forge and I intend to use it.
Wolf Three because we should probably get some in-character knowledge of our blessing.
 
[x] plan - spin control
[x] Start work on a new set of outer walls a good distance beyond city limits, giving room for further growth and having a unified design from the ground up. (Will take at least two turns to complete)
[x] Structurally reinforce the weakest points of the current outer walls. You need fortifications, not apartment sides.
[x] Go and help out at your new forge. It'll surely go better with both your vision and your new understanding to assist.
[x] The palace is still losing money, but less of it. Make it lose even less, so Clan Wisdom doesn't have to subsidize it. (costs one action per sub-option taken)
-[x] Prioritize repairs, reconstruction and reutilization of palace-owned land so you can start charging rent on it again.
[x] Pre-emptively de-fang Rain's complaints and prove the integrity of the palace by doing an internal audit.

-[X][Free Social] Get to know one of your fellow councillors. (Wolf Three)
[x] Slow and Steady. Take your time to think and plan properly before you act. Other planned actions this turn get a bonus die to their rolls. Cannot be used if overworking.
like too see us back too 6 action soon ish and not get sick or something

the idea here is action on problem before they happen for reacting on thing that have happend.
also i think the forge can wait a little bit for not

minor edit because of temp blessing
INVALID plan. That's 6 actions not 5. Slow and steady isn't free.
-Clarifying edit: Slow and Steady is not a free action, it represents time spent on proper prior planning to prevent poor performance.
 
[X] Plan: Wall & Smith.
-[X][Action] Start work on a new set of outer walls a good distance beyond city limits, giving room for further growth and having a unified design from the ground up. (Will take at least two turns to complete)
-[X][Action] Clear and widen roads and paths on the inside of the walls so soldiers can more easily get to points where they are needed.
-[X][Action] Go and help out at your new forge. It'll surely go better with both your vision and your new understanding to assist.
-[X] There's ongoing staff turnover even when you're not actively recruiting and replacing. Apply some oversight.
-[X] Study Smithing. Zara has blessed you with a basic knowledge of this skill, but from what you understand, it'll still fade eventually if not exercised.
-[X][Free Social] Get to know one of your fellow councillors. (Wolf Three)
 
[X] Plan Construction

I think reinforcement plus widening paths is a good way to go. We can always build up the walls more later, but opening up the paths to allow soldiers to better use them goes a long way towards making the walls useful for defense, and fixing the weak points of the walls does much more than simply putting soldiers to guard those weak spots.
 
Not quite. The wall brings us a solution. We know the Tokarans are going to take time to arrive. We also know if we have our full force we can be a threat to them. The Tokarans also need a staging point to launch their attack. This tells me we may have the needed year. No one expects the steward to do the best job possible, but we shouldn't focus all our attention on the current walls that need more time, and actions, to fix. While flat out ignoring what may be the best option among the actions when done.

It's really quite simple. New, finished walls built entirely for military usage are of course the best option. If we don't finish them before the Tokarans get here, instead they are a huge liability, and we've wasted time and resources on an ideal but non-practical solution, instead of working with what we have. If we build a new wall, it has to be finished before Tokara is in any position to disrupt its construction (which is in a year from now at the earliest).

"Yes, I realize that." says Void snappishly. "But that means we still have half our soldiers here, plus potential mercenary bands and partisans, and recalling the spider campaign shouldn't take that long, should it? I looked at a map, it's less than a week of travel to what you've said is the front. We could hold out a week or two during a siege."

Looking at this timeframe, are you confident Tokara won't be in a position to strike at us before the year is up? They are seizing the advantage now because our troops are away campaigning. It's less than a week to the front for a small group, so taking a rough estimate we could have our troops recalled within the month. Even if they assume we are committed to the battle with the demon spiders and can't easily withdraw, I doubt the country led by strategists would be so complacent as to assume they'll have a window of opportunity of more than a year. Also, starting such a big project outside of the city walls all but invites them to speed up their schedule and start hitting the construction site with skirmishers as soon as they can.
 
[X] Plan Extra Construction
-[X] Start work on a new set of outer walls a good distance beyond city limits, giving room for further growth and having a unified design from the ground up. (Will take at least two turns to complete)
-[X] Clear and widen roads and paths on the inside of the walls so soldiers can more easily get to points where they are needed.
-[X] The palace is still losing money, but less of it. Make it lose even less, so Clan Wisdom doesn't have to subsidize it. (costs one action per sub-option taken)
--[X] Prioritize repairs, reconstruction and reutilization of palace-owned land so you can start charging rent on it again.
-[X] Go and help out at your new forge. It'll surely go better with both your vision and your new understanding to assist.
-[X] Study Smithing. Zara has blessed you with a basic knowledge of this skill, but from what you understand, it'll still fade eventually if not exercised.
-[X] Get to know one of your fellow councillors. (Wolf Three) (Free action)

A variant of Plan Construction that is a little more optimistic on the timeline for getting defenses ready.

[X] Plan Construction

But I like the base plan too.
 
The new walls are going to make a lot of ''gates'' completly useless, as well as many angry people. If the palace bought the right for a few gates or tried to get wides avenues going into the city, the revenues would skyrocket along with the number of assassination plots.

EDIT : Scratch that, Clan Avalanche need to buy a few of the gates in front of the new wall gatehouses asap. ++Family relations, ++Family money.
 
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