And we are between "severely" and "infinitely" less resourceful than most of them are.

Please, lets first consolidate at least some power, before going all "slow and steady wins the race".
With lightning-quick actions, yes.

There are still things that can and should be murderblendered and/or subjugated, which while aren't time-critical, would still be efficient to do in current system.

That chimera-making magister.
Getting wildlings from beyond the wall and/or dealing with local winter-y problems.
Looking at undead hordes in Dorthraki sea.
Sending someone to PoW expedition.
Etc etc.

And I have already given descriptions of the stuff I consider actually urgent.

One of the main reasons for our current success is constant lightning-quick operations that hit our enemies where it hurts.
Let's not forego them while they still have valid targets, mmkay?
I don't think we're going to ignore these things, egoo, it's just that we've been pushing too hard for too long and things are fraying. We need to spend time being a King, and start delegating shit like that to people who can also do it because we don't need to be everywhere doing everything.
 
@Azel, pretty please?
I really like how quest was played until this point, and would rather not get any changes untill at the very least Lys/Myr milestone, preferably - a few months after them.
I wasn't aware that I'm the GM and can thus force a change of the used systems. I mean, a lot of the systems we use these days come from me, but they all where openly presented while still in the design stage, discussed and finally approved (though in the case of the economics, admittedly mostly by silent nods).

Please do not perpetuate this false image of me being able to decide something affecting all of us on my own.
Please, lets first consolidate at least some power, before going all "slow and steady wins the race".
And here is the thing, in the months since taking Tyrosh, we've put barely any actual effort into consolidating our power. None. As TNE pointed out, we don't even know who the major players in post-conquest Tyroshi politics are.

Heck, we had the council system for over one and a half years of IG time and we never actually saw it being implemented. Viserys should be presiding over a ruling council regularly, but the only ruling task we occasionally see is doing some paperwork.

As it is, we spent most of our screen-, play- and schedule-time on adventures and very specific issues. Something that bothers me to no end, hence my anti-adventure rhetoric. (Though the adventures lately did have a few issues of their own in my opinion, but I think that topic was discussed to exhaustion already.) I've long ago started to default to a kind of drive-by-politics approach, where I cram as much political actions into other stuff as possible, just to get something done. Simply because I have to campaign for every political action and if we actually did as much as I wanted, there would be many less adventures.

I think the political game really got out of whack half a year ago, when I tacitly withdrew from turn-planning after another bout of people yelling at me for not catering to their specific interests. Since then, Goldfish has been managing things and while he is accommodating to my stuff, he is still clearly far more focused on cramming adventures instead of strategic tasks.

One good example of this are scouting missions. Back around Tyrosh, we regularly sent out people to scout places, gather information and get the lay of the land. Most of the Lys depth still comes from that time as this was when we learned about the factions there and the rough outline of their interactions. We failed to get much in Myr, which still shows in it's cardboardy nature today. Mind you that these missions rarely provided great results or benefits despite involving a lot of PC time, so it was always very difficult to argue for them as worthwhile investments of time.

When I dropped the turn-votes, I also stopped putting in those missions, instead having Goldfish fill that time out with research, crafting or more often then not adventures.

Before now, I couldn't really put my finger on the reason why I felt DPs reassurance of more intrigue and politics felt hollow, but this is pretty much it. We dropped the focus from it on our own, because the adventure guys kept pushing for a thousand things and the politics factions just... stopped...
 
Winning vote

[] Plan "Don't Waste the Opportunity"
-[] Ask about the Bey's mysterious wanderings
-[] Ask of any hidden way into the Office of Taxation
-[] Ask about they Bey's visits. We don't need the sordid details, but rather how many guards he brings and what sort of magical protections he employs, if any.
 
Part MMCDIX: To Follow a Crimson Thread
To Follow a Crimson Thread

Fourteenth Day of the Sixth Month 293 AC

You find that your foe is far from shy about his visits to his paramour, with six giant guards and supposedly a seventh unseen watcher escorting the Bey to the very threshold of the tent. Whether the mage should spy the goings on within the Crimson Thorn cannot say, and to your ear it sounds as though she does not much care. That is not, however, the answer that most intrigues you, but rather a chance-heard remark following a hurried and you suspect ill-timed meeting. "The chains are all but forged, the hour of kindling approaches swiftly. Take care that you are not late at the last." So spoke a whisper on wings of bone dipped in veils of ash, the creature's eyes as dying embers, barely seen.

It seems you have found a sign of the hidden plot, yet the manner of this messenger seems odd, almost unsettlingly so. The creatures of flame dark and bright are many, and their forms varied beyond what even the dragon dreams can hold, but they are rarely coy about their forms. Glamour is a wizard's art, not something to be wielded by petty messengers of feeble sparks wrought. Perhaps it had been gifted with some trinket, but the thought still lay uneasily in your mind.

In the end it is Garin who happens upon the answer almost by chance: "Maybe Glyra..." He stops dead in his tracks, earning some curses from the jostling crowds though he pays them no mind. "What if the thing was fey... a fire fey of Ymeri's court? Remember that fool you bested under the Bey's eye? The one he kept? He served Ymeri did he not?"

Nodding you quickly slip down a side alley. Unlikely as it may be that any of the countless passersby would understand or care about your words even if they understood them you would rather not take the risk at all. "She might prove a tempting ally for the Bey against his master, assuming the Queen of the Cinder Fey could overlook the enslaving of her servant. She is prideful but cunning also. Perhaps..."

"Perhaps we are building a boat from a single plank," your friend interjects shaking his head. "Let's see what Glyra has to say first. She has a better nose for fey than either of us."

***​

"Ash Lamps," Glyra proclaims as soon as she hears the description. "They're sort of a... family 'r tribe." The gremlin starts pacing. "You know, mortal tongues need better words. Maybe you could steal some."

"I'll keep that in mind," you snort, amused less by her antics and more by the fact that you are considering just that. Language is a extraordinary tool for binding people together.

"They're s sort of Lamp Blighter, of pixies turned to spite," the fey continues even as she starts riffling through her many pockets looking for something, a stick of charcoal to draw the creatures you soon discover. The result is a tangled web of lines inhabited by stooped and twisted fey that is far indeed from artistic, but they seem to satisfy Glyra. "Lots of courts use 'em 'cause they are quick and clever as they are cruel. Damn things think they're better than a gremlin 'cause they have wings."

After Glyra finishes proclaiming the many ways in which gremlins are superior in wit and humor to the brutish eye-gouging Lamp Blighters, she finally gets around to confirming what you had suspected—such creatures are indeed servants of the Cinder Court and hence of Ymeri. The trouble is her knowledge of the breed does not go much further than dubious drawings and long-cherished insults, leaving you at a seeming dead end.

Thankfully where eldritch lore might fail there are other paths to follow. Like to like would be called whether they be as friends or foes, so you seek out the mephits clinging to a precarious life at the edges of the Bazaar as messengers, spies, and sneaks. The glint of gold goes a long way towards opening doors, but it is the show of sympathy that truly wins over these most discounted of fire spirits. They are not the wisest perhaps, but their gaze is sharp and their memory far deeper than most give them credit for.

This leads in turn to rumors of little-known murders among the Bazaar's constant stream of killing, unremarkable only in that the victims are beggars too maimed or too old to even be taken as slaves and had all had their eyes gouged out. So do the fruits of malice serve as crumbs to follow to your prize. The last killing is recent enough that you manage to acquire some of the victim's meager possessions from the man who had stolen them off the still cooling corpse. Out of rags and charms of bone you coax the tale of the murder and the face of the murderer.

With Glyra's trickery and Garin's peerless stealth it is no great feat to capture the dark fey once you tracked it down. Alas it knows but a little of the plot it serves: that it extends beyond the boundaries of the realm of fire, that it is nearing fruition, and that it hates taking orders from 'the silver haired man'.

"Such lovely beads his shiny... shiny purple eyes would make... shiny like yours..." the mad creature cackles.

"It seems Hermetia's uncle is not as dead as all of use might have hoped," Garin sighs.

"It does not have to be him," you point out. "As our 'friend' just pointed out, silver hair and purple eyes are hardly uncommon in the right place."

"The wrong place more like?" your friend snorts. "A Volantine plot mayhap..." With visible reluctance he adds: "Perhaps we should call on Zherys to show that he is valued and give him a chance to show his loyalty all at once?"

What do you do?

[] Call on Zherys in this matter, Ymeri is his foe as much as yours
-[] Write in how

[] Try to follow the trail
-[] Investigate any sightings of humans with Valyrian features in the Bazaar

[] Attempt to divine more answers about the plot
-[] Write in


OOC: That was fun to write, hopefully you guys enjoy it too.
 
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Please do not perpetuate this false image of me being able to decide something affecting all of us on my own.
I saw that there was a demand for that sort of change in a certain part of the thread.

I saw that you intended to make a new system.

I made logical assumption, that there would likely be a bandwagon (based on usual quality of you-made systems).

I quickly voiced my "please don't, let's do some more adventures before then, while we can afford to".

I'm sorry, if I pushed/strawmanned you in some way against your will, that was certainly not my intent.

And here is the thing, in the months since taking Tyrosh, we've put barely any actual effort into consolidating our power. None.
that was bad phrasing on my part, apologies.
Right now we have only a few time-critical adventures. That also require Viserys attention, by a sheer accident.
Them done, I see no problem having him rule, but I still feel need to have freedom of micromanaging other party members to different tasks, as I have described above, we have plenty of those. Non-critical where time is concerned, but certainly not worthy of more than a few days of attention either.

I don't think we're going to ignore these things, egoo, it's just that we've been pushing too hard for too long and things are fraying. We need to spend time being a King, and start delegating shit like that to people who can also do it because we don't need to be everywhere doing everything.
Never did I say that it should be Viserys who would be doing these, did I?

I was always in favor of delegation.

What I don't want is us lengthening timelines on pretty much everything like TNE proposes.
Why should our research times suddenly change over Visrrys starting to do his job?
Why should megaprojects start taking longer?

My SoD goes directly against his SoD, I suspect.
I like stuff happening fast.
I like roflstomping though mundane challenges (and by now 90% of Planetos is such).
I like bringing in setting new stuff quickly, though ingenuity of some PC and big amounts of tinker-fey/scholarum students/etc.

Basically, I don't mind Viserys spending more time on throne ruling, so long as there is still place to run off and murderblender something in s day or two if there is need.
 
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I wasn't aware that I'm the GM and can thus force a change of the used systems. I mean, a lot of the systems we use these days come from me, but they all where openly presented while still in the design stage, discussed and finally approved (though in the case of the economics, admittedly mostly by silent nods).

Please do not perpetuate this false image of me being able to decide something affecting all of us on my own.

And here is the thing, in the months since taking Tyrosh, we've put barely any actual effort into consolidating our power. None. As TNE pointed out, we don't even know who the major players in post-conquest Tyroshi politics are.

Heck, we had the council system for over one and a half years of IG time and we never actually saw it being implemented. Viserys should be presiding over a ruling council regularly, but the only ruling task we occasionally see is doing some paperwork.

As it is, we spent most of our screen-, play- and schedule-time on adventures and very specific issues. Something that bothers me to no end, hence my anti-adventure rhetoric. (Though the adventures lately did have a few issues of their own in my opinion, but I think that topic was discussed to exhaustion already.) I've long ago started to default to a kind of drive-by-politics approach, where I cram as much political actions into other stuff as possible, just to get something done. Simply because I have to campaign for every political action and if we actually did as much as I wanted, there would be many less adventures.

I think the political game really got out of whack half a year ago, when I tacitly withdrew from turn-planning after another bout of people yelling at me for not catering to their specific interests. Since then, Goldfish has been managing things and while he is accommodating to my stuff, he is still clearly far more focused on cramming adventures instead of strategic tasks.

One good example of this are scouting missions. Back around Tyrosh, we regularly sent out people to scout places, gather information and get the lay of the land. Most of the Lys depth still comes from that time as this was when we learned about the factions there and the rough outline of their interactions. We failed to get much in Myr, which still shows in it's cardboardy nature today. Mind you that these missions rarely provided great results or benefits despite involving a lot of PC time, so it was always very difficult to argue for them as worthwhile investments of time.

When I dropped the turn-votes, I also stopped putting in those missions, instead having Goldfish fill that time out with research, crafting or more often then not adventures.

Before now, I couldn't really put my finger on the reason why I felt DPs reassurance of more intrigue and politics felt hollow, but this is pretty much it. We dropped the focus from it on our own, because the adventure guys kept pushing for a thousand things and the politics factions just... stopped...

This is very helpful to pinning down an issue I had with the last few turn votes. I wanted to expand the administrative load from five days to match the growing realm but I did not want it to feel like I was crowding out your ability to act. Maybe I should have gone with my first impulse... in fact seeing all this laid out I'm certain I should have at least discussed it.
 
Yes, more administration time and chapters makes sense. We could learn about the local potentates (Tyroshi) there too.

This was a great chapter! Good investigation!
 
This is very helpful to pinning down an issue I had with the last few turn votes. I wanted to expand the administrative load from five days to match the growing realm but I did not want it to feel like I was crowding out your ability to act. Maybe I should have gone with my first impulse... in fact seeing all this laid out I'm certain I should have at least discussed it.
Ultimately the current turn system was made to address the issue of having 10 or so people to manage, which was nigh impossible with the previous action system centered squarely on Viserys.

Maybe we simply outgrew that system too.
 
[X] Call on Zherys in this matter, Ymeri is his foe as much as yours
-[X] Discuss any information he may have about Ymeri and the possible silver haired man, anything that is immediately relevant first. But consider anything that we might like to know as well, a brief overview if necessary and we'll get detail later.
-[X] Give him a brief overview of the situation, show him that being a part of the in group gains him both a degree of trust and respect.
 
I wasn't aware that I'm the GM and can thus force a change of the used systems. I mean, a lot of the systems we use these days come from me, but they all where openly presented while still in the design stage, discussed and finally approved (though in the case of the economics, admittedly mostly by silent nods).

Please do not perpetuate this false image of me being able to decide something affecting all of us on my own.

And here is the thing, in the months since taking Tyrosh, we've put barely any actual effort into consolidating our power. None. As TNE pointed out, we don't even know who the major players in post-conquest Tyroshi politics are.

Heck, we had the council system for over one and a half years of IG time and we never actually saw it being implemented. Viserys should be presiding over a ruling council regularly, but the only ruling task we occasionally see is doing some paperwork.

As it is, we spent most of our screen-, play- and schedule-time on adventures and very specific issues. Something that bothers me to no end, hence my anti-adventure rhetoric. (Though the adventures lately did have a few issues of their own in my opinion, but I think that topic was discussed to exhaustion already.) I've long ago started to default to a kind of drive-by-politics approach, where I cram as much political actions into other stuff as possible, just to get something done. Simply because I have to campaign for every political action and if we actually did as much as I wanted, there would be many less adventures.

I think the political game really got out of whack half a year ago, when I tacitly withdrew from turn-planning after another bout of people yelling at me for not catering to their specific interests. Since then, Goldfish has been managing things and while he is accommodating to my stuff, he is still clearly far more focused on cramming adventures instead of strategic tasks.

One good example of this are scouting missions. Back around Tyrosh, we regularly sent out people to scout places, gather information and get the lay of the land. Most of the Lys depth still comes from that time as this was when we learned about the factions there and the rough outline of their interactions. We failed to get much in Myr, which still shows in it's cardboardy nature today. Mind you that these missions rarely provided great results or benefits despite involving a lot of PC time, so it was always very difficult to argue for them as worthwhile investments of time.

When I dropped the turn-votes, I also stopped putting in those missions, instead having Goldfish fill that time out with research, crafting or more often then not adventures.

Before now, I couldn't really put my finger on the reason why I felt DPs reassurance of more intrigue and politics felt hollow, but this is pretty much it. We dropped the focus from it on our own, because the adventure guys kept pushing for a thousand things and the politics factions just... stopped...

One point here, Azel. While I don't disagree with you that a shift away from politics did take place, it was not at my urging or influence, at least not from turn planning.

Very little of my own actual desires end up being expressed in the turn plans I have organized over the last several months. I take everything people in the thread are saying about available actions, which are seen as most important, which need to happen within a certain amount of time, then compile all of them together and try to apply them to a calendar in some manner that makes sense.

People want so much to happen; research on a dozen different topics, loose ends tied up, major actions undertaken, etc.

I don't mind do it at all, because as I've said before, the task suits my temperament, but I'm certainly not using the opportunity to steer things down a path of my choosing.
 
Bringing Zherys into the mix is a good idea. Not only useful for the current situation but it also serves as a way to get a better read on Volantis and get us used to working together.
 
I don't mind do it at all, because as I've said before, the task suits my temperament, but I'm certainly not using the opportunity to steer things down a path of my choosing.
I think he's saying that this is exactly the issue. The turn votes are everybody shouting and getting their issues in, and the voices for dragging Viserys around on adventures are more numerous and insistent than those interested in politics and ruling.
 
To Follow a Crimson Thread

Fourteenth Day of the Sixth Month 293 AC

You find that your foe is far from shy about his visits to his paramour, with six giant guards and supposedly a seventh unseen watcher escorting the Bey to the very threshold of the tent. Whether the mage should spy the goings on within the Crimson Thorn cannot say, and to your ear it sounds as though she does not much care. That is not, however, the answer that most intrigues you, but rather a chance-heard remark following a hurried and you suspect ill-timed meeting. "The chains are all but forged, the hour of kindling approaches swiftly. Take care that you are not late at the last." So spoke a whisper on wings of bone dipped in veils of ash, the creature's eyes as dying embers, barely seen.

It seems you have found a sign of the hidden plot, yet the manner of this messenger seems odd, almost unsettlingly so. The creatures of flame dark and bright are many, and their guises varied beyond what even the dragon dreams can hold, but they are rarely coy about their forms. Glamour is a wizard's art, not something to be wielded by petty messages of feeble sparks wrought. Perhaps it had been gifted with some trinket, but the thought still lay uneasily in your mind.

In the end it is Garin who happens upon the answer almost by chance: "Maybe Glyra..." He stops dead in his tracks, earning some curses from the jostling crowds though he pays them no mind. "What if the thing was fey... a fire fey of Ymeri's court? Remember that fool you bested under the Bey's eye? The one he kept? He served Ymeri did he not?"

Nodding you quickly slip down aside alley. Unlikely as it may be that any of the countless passersby by would understand or care about your words even if they understood them you would rather not take the risk at all. "She might prove a tempting ally for the Bey against his master assuming the Queen of the Cinder Fey could overlook the enslaving of her servant. She is prideful but cunning also. Perhaps..."

"Perhaps we are building a boat from a single plank," your friend interjects shaking his head. "Let's see what Glyra has to say first. She has a better nose for fey than either of us."

***​

"Ash Lamps," Glyra proclaims as soon as she hears the description. "They're sort of a... family 'r tribe."The gremlin starts pacing. "You know, mortal tongues need better words. Maybe you could steal some."

"I'll keep that in mind," you snort, amused less by her antics and more by the fact that you are considering just that. Language is a extraordinary tool for binding people together.

"They're s sort of Lamp Blighter, of pixies turned to spite," the fey continues even as she starts riffling through her many pockets looking for something, a stick of charcoal to draw the creatures you soon discover. The result is a tangled web of lines inhabited by stooped and twisted fey that is far indeed from artistic, but they seem to satisfy Glyra. "Lots of courts use 'em 'cause they are quick and clever as they are cruel. Damn things think they're better than a gremlin 'cause they have wings."

After Glyra finishers proclaiming the many ways in which gremlins are superior in wit and humor to the brutish eye-gouging Lamp Blighters, she finally gets around to confirming what you had suspected—such creatures are indeed servants of the Cinder Court and hence of Ymeri. The trouble is her knowledge of the breed does not go much further than dubious drawings and long-cherished insults, leaving you at a seeming dead end.

Thankfully where eldritch lore might fail there are other paths to follow. Like to like would be called whether they be as friends or foes, so you seek out the mephits clinging to a precarious life at the edges of the bazaar as messengers, spies, and sneaks. The glint of gold goes a long way towards opening doors, but it is the show of sympathy that truly wins over these most discounted of fire spirits. They are not the wisest perhaps, but their gaze is sharp and their memory far deeper than most give them credit for.

This leads in turn to rumors of little-known murders among the Bazaar's constant stream of killing, unremarkable only in that the victims are beggars too maimed or too old to even be taken as slaves and had all had their eyes gouged out. So do the fruits of malice serve as crumbs to follow to your prize. The last killing is recent enough that you manage to quire some of the victim's meager possessions from the man who had stolen them off the still cooling corpse. Out of rags and charms of bone you coax the tale of the murder and the face of the murderer.

With Glyra's trickery and Garin's peerless stealth it is no great feat capture the dark fey once you tracked it down. Alas it knows but a little of the plot it serves: that it extends beyond the boundaries of the realm of fire, that it is nearing fruition, and that it hates taking orders from 'the silver haired man'.

"Such lovely beads his shiny... shiny purple eyes would make... shiny shiny like yours..." the mad creature cackles.

"It seems Hermetia's uncle is not as dead as all of use might have hoped," Garin sighs.

"It does not have to be him," you point out. "As our 'friend' just pointed out, silver hair and purple eyes are hardly uncommon in the right place."

"The wrong place more like?" your friend snorts. "A Volantine plot mayhap..." With visible reluctance he adds: "Perhaps we should call on Zherys to show that he is valued and give him a chance to show his loyalty all at once."

What do you do?

[] Call on Zherys in this matter, Ymeri is his foe as much as yours
-[] Write in how

[] Try to follow the trail
-[] Investigate any sightings of humans with Valyrian features in the Bazaar

[] Attempt to divine more answers about the plot
-[] Write in


OOC: That was fun to write, hopefully you guys enjoy it too.
Yes, this was great, DP. Intrigue and investigation in a magic using setting is always fun. There are some really good Pathfinder spells which would be perfect for these kinds of missions, too.

Viserys(in a gravelly voice): I'm Magical Batman!
 
I wasn't aware that I'm the GM and can thus force a change of the used systems. I mean, a lot of the systems we use these days come from me, but they all where openly presented while still in the design stage, discussed and finally approved (though in the case of the economics, admittedly mostly by silent nods).

Please do not perpetuate this false image of me being able to decide something affecting all of us on my own.

And here is the thing, in the months since taking Tyrosh, we've put barely any actual effort into consolidating our power. None. As TNE pointed out, we don't even know who the major players in post-conquest Tyroshi politics are.

Heck, we had the council system for over one and a half years of IG time and we never actually saw it being implemented. Viserys should be presiding over a ruling council regularly, but the only ruling task we occasionally see is doing some paperwork.

As it is, we spent most of our screen-, play- and schedule-time on adventures and very specific issues. Something that bothers me to no end, hence my anti-adventure rhetoric. (Though the adventures lately did have a few issues of their own in my opinion, but I think that topic was discussed to exhaustion already.) I've long ago started to default to a kind of drive-by-politics approach, where I cram as much political actions into other stuff as possible, just to get something done. Simply because I have to campaign for every political action and if we actually did as much as I wanted, there would be many less adventures.

I think the political game really got out of whack half a year ago, when I tacitly withdrew from turn-planning after another bout of people yelling at me for not catering to their specific interests. Since then, Goldfish has been managing things and while he is accommodating to my stuff, he is still clearly far more focused on cramming adventures instead of strategic tasks.

One good example of this are scouting missions. Back around Tyrosh, we regularly sent out people to scout places, gather information and get the lay of the land. Most of the Lys depth still comes from that time as this was when we learned about the factions there and the rough outline of their interactions. We failed to get much in Myr, which still shows in it's cardboardy nature today. Mind you that these missions rarely provided great results or benefits despite involving a lot of PC time, so it was always very difficult to argue for them as worthwhile investments of time.

When I dropped the turn-votes, I also stopped putting in those missions, instead having Goldfish fill that time out with research, crafting or more often then not adventures.

Before now, I couldn't really put my finger on the reason why I felt DPs reassurance of more intrigue and politics felt hollow, but this is pretty much it. We dropped the focus from it on our own, because the adventure guys kept pushing for a thousand things and the politics factions just... stopped...

While I am far less acfive than I once was, real life is a bitch and a half currently, I do read the updates, even if in bursts, and follow some discussion.
And I must say I agree with you - I really miss the political angle that was far more present earlier.
 
One point here, Azel. While I don't disagree with you that a shift away from politics did take place, it was not at my urging or influence, at least not from turn planning.

Very little of my own actual desires end up being expressed in the turn plans I have organized over the last several months. I take everything people in the thread are saying about available actions, which are seen as most important, which need to happen within a certain amount of time, then compile all of them together and try to apply them to a calendar in some manner that makes sense.

People want so much to happen; research on a dozen different topics, loose ends tied up, major actions undertaken, etc.

I don't mind do it at all, because as I've said before, the task suits my temperament, but I'm certainly not using the opportunity to steer things down a path of my choosing.
That's not what I meant to imply and sorry if you felt my post was accusatory.

My point is that each person here has different priorities and tastes. For example, since you started doing the turn-plans, we got a lot more research and crafting done. Not because you consciously steered things that way or abused your positions as turn-plan-guy, but simply because those are topics dear to you, so you focus more on them.

Before that, the turn-plans were mostly made by Diomedon and me and we both prioritized politics, thus actions relating to that or general intel-gathering got more weight. Last but not least simply because taking the time and effort to do a turn-plan means that you think a lot more in detail about what could be done with that time. So we had more intel-gathering and politics in there, as we kept some focus on these things while incorporating the wishes of the thread at large.

The corollary here is, no one of us is a perfectly unbiased machine, so whoever takes charge in the turn-plan building will leave his own unique thumbprint on it. That's unavoidable. The only alternative would be to write a program which every voter feeds with a ranked preference list and then turns it into a preference-optimized turn-plan.

Edit: As for the matter at hand, that is politics loosing against adventure, that's the result of me and me alone not shouting loud enough to drone out the more numerous adventure people who all push their own particular desires. Also, that I intentionally kept out of the turn-plan for a while after those accusations of manipulating it.
 
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Canon Omake: The Lads, Part Three
Tom Sevenstrings wouldn't say he an expert at talecrafting. Far from it, really. He'd seen people who could command attention with nothing but their voice, draw people into a world formed from nothing but their imagination, turn a story told over a campfire into an experience which would engross listeners from beggars to lords. Tom? He was a good bard and a natural with his lyre, but that's a different skill set. Still, he'd been singing ballads for years, and through practice and intuition he'd picked up on the essentials of storytelling, the methods to get people to sit and listen for a while.

First of all, keep it simple. Complex plots and morally grey characters are all well and good, but in practice, if you want to spread a story you need to keep it essentially distilled, something people will like and remember.

Second, swear it's true. Whether you were claiming it was a completely legitimate legend or an adventure that had just occurred, say it with a straight face and utmost sincerity, no matter how outlandish the bullshit you're weaving.

Third, make it catchy. Whether it be the tune, the title, or the character's names. Take Ser Benjicot Brown, for example. A name like that rolls off the tongue, it's something which slides naturally into the slot of a leader and a hero. The villains need to have names like Ser Humphrey Dillinger, the epitome of everything wrong with modern chivalry! The more overtly sinister or generally unpleasant sounding, the better.

Above all, focus on the characters. The plot will be warped a dozen time over, the rhythm botched, the details forgotten, a thousand embellishments and additions haphazardly stuck in their place. But so long as you nail down the characters, they'll ring true. When Tom had resolved himself to his new situation and awoken with a purpose in mind and parchment in hand, the first thing he'd looked for was the characters he'd be working with.

And whoo boy, the band had characters. It absolutely had characters.

From the beginning, the obvious star of the show was Ser Benjicot. It wasn't even a real decision, Tom had just immediately thought of him as the main character. He's the guy in charge, the one who set the whole shindig in motion, humble to a fault and a terrifyingly lethal combatant. A man, as Tom had noted when he first met him, who put his ideals and cause before his life. People like that didn't grow off trees.

Then you had Derrick Rivers, Myles Mooton's only surviving progeny. Benjicot had taken the boy on as his squire for no reason Tom could figure out … well, that wasn't strictly true. If you bent your neck and twisted, you could sorta see his thought process. The two of them had the same 'the world will break before I do!' determination, if expressing it in different ways. Where Bejicot was unerringly calm, unrelenting, and completely dedicated to his mission, Derrick was all barely leashed energy, stalking and snarling and fighting and always doing something. But both of them were the kind of person who would pound their heads against a wall until it or they gave. It was just that one of them would be spitting profanity without pause the entire time and the other would never utter a sound.

In all other cases, he was a caricature of what you'd think when you say the word 'bastard'. Foul-mouthed, unpleasant, belligerent and volatile. He'd get into regular slugging matches with the other boys that were with the band, and the only person it seemed he did get along with was Ser Benjicot, for whom he approached his duties with startling intensity. Well, that and, surprisingly enough, his half-brothers. Derrick described his uncle as a "spineless fuck", and with what little Tom knew about Lord William Mooton that might not be baseless, but apparently his half-brothers were "alright enough". Tom decided to count this as a redeeming feature, seeing they were four out of the all of five people the bastard would refer to without a string of profanity attached.

Speaking of misanthropy, there was Vernon, the woodsman.

… he, uh, was good at woodsman things. Like hitting stuff with an ax, shooting things with his bow, and having an implausibly detailed knowledge of the forest. Getting words from him was like squeezing water from a stone, and nobody had any idea why he was with them. Everyone Tom had asked just said he was with the band when they had joined, and all Ben said about him was that Vernon was a "loyal subject of the king and a good man" which was spectacularly unhelpful seeing as that's what he said about everyone who signed up with his little crusade.

The man had spoken to Tom a grand total of once. The bard had woken up early in the morning because he had to piss and found Vernon sitting on a log, pulling arrowheads out of dead wolves. There were over a dozen of them, just piled up around him, one still with his ax sprouting from its spine. The woodsmen stopped his grisly work for a second and looked up.

"Wolves." He said with a confident nod and went back to work.

… what the fuck.

Yeah, have fun being the quirky one-note background character, Tom had decided, firmly setting aside that train of thought. Not that the silent hunter was the only unhinged member of their merry little band.

The most recent notable addition to their band was Ser Byron Sykes. Sykes was, as the pointsmen proudly proclaimed, a 'dragonman', loyal to the Dragon King now and forevermore. Unfortunately for him, unlike his peers who shouted such things safely from their rugged and isolated peninsula, Bryce had expressed his sentiments directly to a crownlander knight. One whose house had been one of the many near King's Landing that had taken Lannister gold and brides for their support of King Robert and the Bitch. Tom chuckled at the nickname every time he heard it. Unoriginal, perhaps, but by all reports deserved.

Things had escalated, and Byron had ended up striking the knight, some former jouster, on the head with such force that one of the man's eyes popped out. Needless to say, he was in deep shit and Byron had to make a hasty retreat. The pointsman probably would have been executed if the Buckwells of Antlers hadn't provided a haven until the heat had died down. Then, instead of fleeing to Essos, Byron had decided to get to work right here in Westeros and joined up with the band who'd started to gain a fair amount of notoriety. He'd immediately settled in as one of the leading figures, the knights… enthusiastic approach to many things endearing himself to the men.

Tom personally thought the guy was a nutcase, an impression which he felt was completely justified after realizing Sykes was completely serious about going into battle bare-chested. He'd wear gauntlets, greaves, and even a helmet, but no matter what Byron would insist on charging into battle wildly swinging a billhook, which was basically a curved blade and a spike on a long stick, all the while laughing his ass off with nothing to protect his torso except for some First Men looking tattoos. Tom knew for a fact the pointsman had only gotten because he thought they'd look fierce, they weren't magical at all.

Once you got to know the man, it was a lot easier to believe that he'd declared his undying support for the Dragon King and beaten a man in full plate into a coma with his bare fists in the middle of the street in King's Landing. It didn't matter how much the man would insist that the Goldcloaks were a bunch of incompetents, what the fuck.

And then there were the mages. They … were actually pretty normal. It sorta made sense, actually, because while everyone else volunteered for this, the magic users were present by dint of not wanting to be drafted into the Golden Shields or burnt alive. Quite frankly, they were strange in how regular they were.

The most notable of them was undoubtedly Masie, who continued to be unaccountably perfect. No, Tom was serious, he had become convinced that her perfectness was some sort of side-effect of her magic. Every day, she'd pop out of her sleep sack with a pearly white smile, run a hand through her fiery hair and have it be as luscious as usual, and sing a waking tune for all the men for the duration of which all movement would stop. No, that's not an exaggeration. Everyone would stop what they were doing and listen, including various small animals in the vicinity of the camp. Tom could only facepalm.

Besides the utter charming a band of armed men, Masie eagerly pursued the opportunity to learn more about and practice her magic. Ser Benjicot had the idea of collecting magical knowledge and mages from the start, and by the time she had entered the scene he'd collected a respectable amount of artifacts and other paraphernalia which Masie tore into. A good part of which had clearly been taken from recently deceased Golden Shields, although he'd done a decent job of cleaning away the bloodstains. As Tom found out, the lass had been practicing her abilities for over two years and run up to the ceiling of what she could improve with time and practice. Finally having some established knowledge and others to compare and work with was apparently a godsend.

Watching her deal with the other mages never failed to be hilarious, Tom had found. There had been four total, but one had died and the other ended up traveling to the Stepstones after he lost a hand, so the two compatriots Masie found were Gaemon, a dragonseed from King's Landing, and Alyn, a witch from the north. Whether that was to the north or The North, she never elaborated on and he didn't care. The relevant thing was that they were both teenagers, so when Masie happily sat down with them it was more her happily talking while the pair distractedly nodded, flushed red.

Yes, including Alyn. Tom had told Masie after their session that "it had been a time of great discovery for everyone involved." From now and until the end of time Gaemon would forever be known as 'Squeaker' due to the absolutely hysterical way his voice cracked when he tried to greet Masie. The boy had vehemently sworn that if Tom ever put that in one of his songs he'd make the bard feel pain every time he saw the color blue. Tom was pretty sure he was bluffing. Pretty sure.

Thankfully, there were other people in the camp than knights and wizards. Not that they were any less crazy, but it was a matter of principle. The smallfolk could largely be sorted into two groups: the men-at-arms and the wannabe heroes.

The armsmen tended to be pretty grounded and were the ones most likely to just be in it because the knight they followed was, wanting help clearing out bandits or monsters from their homes, that sort of thing. Kennick, an ex-armsman for the Darrys, was the band's unofficial spymaster. He was just one of those people who'd done a little of everything at one point, and so whether it was bribing officials to overlook certain proclivities or 'smuggling' a proper Targaryen banner from Castle Darry, Kennick was there with a grin and 'some guys who know some guys, y'know?'

He and Tom had happily embraced each other as fellow sane men in a mad world and had started collaborating on their impromptu network of sympathetic ears and loose lips. A group of men with swords and a cause can be a formidable thing indeed, but in Tom's experience discretion was the better part of valor. Knowing which areas would cover for them, where there were opportune targets, and when to move on due to the attention has grown too much, all of this kept them alive and successful.

Of course, not all the smallfolk joining could be so delightfully pragmatic. Just as many were enchanted by the thought of adventure, becoming a knight and fighting for the Dragon King. There were over a dozen 'squires' following the knights around, the sons of farmers and fishers polishing armor and hanging onto every word from their master's lips like it was a divine mandate. Every day Tom would wake to the sounds of them hacking at trees with blunt weapons and stumbling around in over-large armor, with the hedge knights watching and shouting advice while eating breakfast.

While they were of dubious usefulness in an actual fight, they were absolutely devoted to the band and Tom could see the use in subordinates willing to do anything you said. Pate, for example, was a scrawny boy from King's Landing who proclaimed that his parents had been killed in the Sack, which resulted in his siblings and him becoming homeless, and now he was gonna become a knight so that he could avenge his family and city.

Tom had to force himself not to laugh at the three and ten year old child declaring that he was going to gut Tywin Lannister like a fish, but watching Pate practice the same spear thrust over a hundred times made taking him seriously much less of a struggle. Not all the squires were quite so … fanatical, but the commitment was there.

Basically, they were all a ragtag bunch of misfits. Their enemies never stood a chance.

Tom slipped his way into the madness with surprising ease, once he accepted the fact that he wasn't getting out of this. He'd mastered the art of ingratiating himself with strangers a long time ago. You just had to attune yourself to what they wanted to hear. King Robert became 'The Usurper', the Targaryen across the sea was now 'The True King', he now extra-hated slavery, and so on. It wasn't especially difficult.

The Lannisters were nothing if not easy to frame as the villains, and it was simple to taint the others through association. King Robert wasn't exactly unpopular, but he was the current reigning leader, and you can blame those for anything under the sun while promising that the king all the way over in Essos was way better and would fix everything with his magic powers and dragons.

Of course, while King Viserys made an excellent Greater Good background character, you always need heroes that the audience can empathize with. Thus, the band, or as Tom had renamed them, The Lads. He'd thought of calling them the brotherhood of something or another, but decided against it. Too evocative of the Kingswood Brotherhood and that wasn't the theme he was looking for. Instead he went for the idea that the Riverlands had always been loyal to the dragons. That despite suffering grievously for it, when the Targaryen's were at their lowest point, they had refused to kneel before a pretender and sallied out to drive the Baratheons from the field. And perhaps one day, they'd do it again. Not strictly the truth, but when it came to these matters, that was such a subjective thing. In any case 'The Lads' provided an immediate, familiar expression of grand ideals and mysterious methods. They were the people, the Brave, the Mighty, and the Fair who had raised the black and red banner to fight for the True King and a Better Future, Tom claimed and he sang. It was a good story, after all.

People … people wanted to belong to something. They wanted to have pride in things, they wanted their families to be safe, they wanted to have coin in their pockets and they wanted to heroes to protect them. Really, the art of propaganda was just promising that they could have those things, and saying that they didn't have them yet because of the bad guys. And making it rhyme, Tom wasn't a hack.

Of course, selling all of this got a lot easier when the king actually showed up and danced across the Riverlands slaying monsters and righting wrongs. That's when things started getting out of hand.


OOC: First of all, let me give a huge thank you to @Azel for acting as my first beta. His edits and suggestions were very helpful, and I believe seriously improved the quality of this chapter.

So the narrative purpose of this chapter was to establish who exactly The Lads are and how they operate, and to in general explain the status-quo in the eastern Riverlands as well as introduce characters. Well, at least how it was until we teleported in and drop-kicked it over the Red Keep. Needless to say, shit will be going down.

If anyone has any questions please ask away, it helps me establish the setting just as much as it helps you understand it.
 
This part in particular is intrinsically appealing to me.


Well, normally I would now either go off and try to fudge something together based on these raw design thoughts or, alternatively, gather a group of people interested in this and try to fudge up something together in a PM. But I got some flak for doing these things lately, so...

Do we want to keep this discussing this here in general or should I do my thingy and present a draft after a few days of work?
I'd be fine with discussing this here in general. We could get a few other viewpoints on how to resolve the problem, and it'd be transparent for readers to see and interact with.
 
This part in particular is intrinsically appealing to me.


Well, normally I would now either go off and try to fudge something together based on these raw design thoughts or, alternatively, gather a group of people interested in this and try to fudge up something together in a PM. But I got some flak for doing these things lately, so...

Do we want to keep this discussing this here in general or should I do my thingy and present a draft after a few days of work?
I think having the discussion in-thread would be a good idea, seeing as this will have a large impact on the quest and many people have strong opinions on it.
 
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