Unexpected Glory (A CK2-style Quest)

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I'll throw in a rad cookie for Try a Different Tact, since that's the higher DC diplo action.
@StormyAngel Can I put it on the Music option if it doesn't roll well?
Adhoc vote count started by Plausitivity on Jul 20, 2019 at 4:51 AM, finished with 99 posts and 9 votes.

  • [X] Plan Handling Issues & Basics
    -[X] Military Build Up
    -[X] Mothballed
    -[X] We're All Allies Now
    -[X] Try a Different Tact
    -[X] Your Heroic Rescue
    -[X] Tax Relief
    -[X] Coordinate Extra Labor
    -[X] Clear The Rubble
    -[X] Tax Slump
    -[X] Recruit Contacts
    -[X] Train Informants
    -[X] Inefficient Patrols
    -[X] Signal Communications
    -[X] Communicators
    -[X] Meditation
    -[X] Investigate Personally: Esther
    -[X] Building A Rapport: Sara
    -[X] Take Advantage
    -[X] Write back with a brief summary of your time here, omitting any sensitive details, but otherwise reassuring them you're fine.
    -[X] Write-in: Send a little money back to both your mom and Nabel.
    [X] Plan Integration
    -[X] Alvarez Nairos - The middle-aged sailor was in charge of the empire's local naval forces back during the siege of Port Helm, although he's since aged out of the service. He'd be happy to build up a naval force for you though, and his experience would be useful in training your new crews. (High Martial, Navy Bonus, Unlocks Master and Commander Action Chain)
    -[X] Leliana the Nightingale - You considered appointing someone else to the position, but nobody you talk to except Leliana is willing to take it on. You didn't even have any applicants! Thankfully, your old Mentor is willing to take up the post. And really, with her around who else do you need? (Exceptional Diplomacy, Speak Softly, Unlocks Music and Lyrics Action)
    -[X] Esther - One of your more surprising applications came from one of the servants always wandering the keep. Esther claims to hail from Keiros in the south end of the empire, but she made her way to the Eastern Province due to an unfortunate turn of events that she would rather not share. It's obvious from the way she infiltrated your staff that she'd make for an excellent spymaster, but can you trust her? (Exceptional Intrigue, Southern Mystery, Unlocks Spider's Web Action Chain)
    -[X] Helan Vander - Helan is a member of the Faith of Benevolence, who came to Port Helm on a charitable mission for the Y'Elim. It was supposed to be a 6-month trip, but he's been here now for 2 years, doing everything in his power to help the Y'Elim recover from the war. The people respect him despite his homeland, and Imperials have been grateful for his assistance in defusing some tense situations. (High Stewardship, Healing Hands, Unlocks Faith in the People Action Chain)
    -[X] Sara - One of the local girls, a native of the eastern lands, Sara has grown up hauling fish in from the sea. She's considered something of a genius for the way she doubled their weekly hauls, and the faster sail plans she recently came up with apparently make the vessels much faster. She heard about your new title and decided to come beg for funds to build a new ship, of a design that she's certain will be a significant improvement. After your interview, you believe her. (Exceptional Learning, Dislikes the Empire, Unlocks The Mother of Invention Action Chain)
    -[X] Zenthalas - A young woman one of Dominic's patrols found in a grove of trees. She warned them off with an impressive display of arcane talents, but when you returned in force agreed to speak with you privately. Apparently the grove is important to her somehow, but she promised to be gone before too long. Alternatively you could try and convince her to stay as a member of your council. (High Sorcery, Outside of Your Box, Unlocks Stranger Things Action Chain)
    [X] Plan Law & Tax
    -[X] Military Buildup x2
    -[X] A Property Mess x2
    -[X] Clarify the Law x3
    -[X] Tax Relief
    -[X] Tax Slump x2
    -[X] The Docks are Full x2
    -[X] Inefficient Patrols
    -[X] Communicators x2
    -[X] [Personal] Dominic
    -[X] [Personal] Cautious Inquiry
    -[X] [Free] Write back with a brief summary of your time here, omitting any sensitive details, but otherwise reassuring them that you're fine.
    -[X] [Free] Nabelle: She did ask
 
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I'll throw my vote behind VoidZero, simply because I think this is more what the game was supposed to look like.

Plus, the rationale isn't bad.

[x] Plan Law & Tax
 
[X] Plan Handling Issues & Basics
-[X] Military Build Up
-[X] Mothballed
-[X] We're All Allies Now
-[X] Try a Different Tact
-[X] Your Heroic Rescue
-[X] Tax Relief
-[X] Coordinate Extra Labor
-[X] Clear The Rubble
-[X] Tax Slump
-[X] Recruit Contacts
-[X] Train Informants
-[X] Inefficient Patrols
-[X] Signal Communications
-[X] Communicators
-[X] Meditation
-[X] Investigate Personally: Esther
-[X] Building A Rapport: Sara
-[X] Take Advantage
-[X] Write back with a brief summary of your time here, omitting any sensitive details, but otherwise reassuring them you're fine.
-[X] Write-in: Send a little money back to both your mom and Nabel.

It's nice not being the only new kid on the block having problems with giving the players too many choices...
Eh, my advice @StormyAngel is just go with your guts, do things however you want them, and then take a step back, give the result a good ol' self-flagellating critical eye and ask yourself "would I consider this fun?" if the answer is affirmative, then go with it, if it is negative, then go over it with an eye as to how you could improve it.
You'll never manage to please everyone, so don't even try.
Stick to your guns, try to make the experience fun to you, and trust that there will be others who will find it just as fun to play.
 
Alright, the Vote is Closed. The winner is Plan Handling Issues and Basics.

I'm not sure when exactly I'll have this next part done, especially because I've never written out turn results before. Sometime in the next two-three days most likely.

Spend Dice Manipulation/Radical Cookies on higher DC options to ensure those are likely to pass, that is all I have to say. Thanks for hearing me out and may we find Glory.

Only Unexpected Glory is allowed here. :whistle:

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I'll throw in a rad cookie for Try a Different Tact, since that's the higher DC diplo action.
@StormyAngel Can I put it on the Music option if it doesn't roll well?

1 cookie for TaDT, noted.

If you want to put one on the music option, it can't be conditional on how it rolls, because I'm only allowing such decisions to be made before I roll the dice. You can put as many cookies as you possess on rolls. Just not the same roll.

It's nice not being the only new kid on the block having problems with giving the players too many choices...
Eh, my advice @StormyAngel is just go with your guts, do things however you want them, and then take a step back, give the result a good ol' self-flagellating critical eye and ask yourself "would I consider this fun?" if the answer is affirmative, then go with it, if it is negative, then go over it with an eye as to how you could improve it.
You'll never manage to please everyone, so don't even try.
Stick to your guns, try to make the experience fun to you, and trust that there will be others who will find it just as fun to play.

Thanks for your thoughts on the matter. I am not going to lie, it is tempting to just double down and press forward as is.

But I think I can get more fun out of an optimized version that enables more people to participate, while still preserving the core functions of the quest itself. If I didn't see a way to thread this needle, I would be feeling a lot more discouraged about things, and I would be pushing back more on the matter.

But I am thankful for your encouragement. I'll take a look at your quest when I get a minute sometime later today. You've caught my curiosity with the "too many choices.".
 
But I think I can get more fun out of an optimized version that enables more people to participate, while still preserving the core functions of the quest itself. If I didn't see a way to thread this needle, I would be feeling a lot more discouraged about things, and I would be pushing back more on the matter.
We could always do a "rational" voting method with people discussing the best choices for each turn?
Though the current version is fine, just requires a bit more reading than most quests.
 
Just to get my thoughts right, the Law and Order Plan has us using multiple actions on options, is the below right about how that plays out?

The plan has us trying something multiple times which is nice in case it fails, but it doesn't do anything with those actions when you succeed. So if you succeed first try the other action or two actions behind it can't be used, because success already occurred.

Edit: Meaning wastes actions?
 
The plan has us trying something multiple times which is nice in case it fails
No.
You have Nine (9) dice to spend, plus another 1 from each minister that is locked to their category. That makes a total of Fifteen (15). Unless an option states otherwise, there is no limit to the number of dice you may spend on one option.
It has us using multiple dice on certain actions, ensuring they succeed.

 
It has us using multiple dice on certain actions, ensuring they succeed.

My entire point in the comment I made was if the action succeeds first turn the second or third actions assigned to it can't be used. That's literally the point of what I said and why I asked to confirm that this was A) Correct or B) False and with you not being GM, your answer pretty much doesn't help as I already knew what you pointed out.
 
My entire point in the comment I made was if the action succeeds first turn the second or third actions assigned to it can't be used. That's literally the point of what I said and why I asked to confirm that this was A) Correct or B) False and with you not being GM, your answer pretty much doesn't help as I already knew what you pointed out.

If there is a qm question, then you would need to @StormyAngel .
 
Spending a cookie on "[X] Investigate Personally: Esther".

It's important that goes well.

Noted.
We could always do a "rational" voting method with people discussing the best choices for each turn?

I'm feeling extra stupid today, I can't for the life of me figure out what you mean. Isn't that what we're already doing?
Is that the joke? Are you joking? I can't tell.:???:
Though the current version is fine, just requires a bit more reading than most quests.

I really appreciate hearing this. I'm glad that there are at least a few people who enjoyed this format. That being said, I think I'm going to make it a goal to shoot for "quality not quantity".
Just to get my thoughts right, the Law and Order Plan has us using multiple actions on options, is the below right about how that plays out?

The plan has us trying something multiple times which is nice in case it fails, but it doesn't do anything with those actions when you succeed. So if you succeed first try the other action or two actions behind it can't be used, because success already occurred.

Edit: Meaning wastes actions?

So, in theory, if the first dice succeeds, then the other rolls don't matter, yes. But is that a waste? It is if you assume that every roll succeeds. Some rolls are bound to fail, and spending extra dice on a particular action is swapping 'more actions' for 'more likely success'.

It's absolutely a trade-off. Whether or not it is a waste is subjective. One of the perks of being the QM is not having to make those decisions. :rofl:
 
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if you assume that every roll succeeds. Some rolls are bound to fail
You haven't witnessed my luck then. Get ready for some Big Dice Energy.

I'm feeling extra stupid today, I can't for the life of me figure out what you mean. Isn't that what we're already doing?
Is that the joke? Are you joking? I can't tell.:???:
I was being partially serious (when am I not?) and partially joking (when am I not?), and sort of like the below:
Planning Rationality! This kind of system is a little strange, not to mention rare, but is very much fun to play and interesting. While there are many bits of minutia this kind of system can have, most quests that feature this system will have the QM automatically veto an action that the character will not take In Character (IC) and/or the QM will take the plan of action that has the best reasoned argument.
Though it's more pertaining to the write in actions than anything. Don't think it would work for a ck2 type quest, however.

Also, plans get really long here, and will get much bigger as action dice get bigger!
Might I suggest a few (2-5) important issues per advisor per turn, with consequences for each if we don't address them in a few turns? Though the actions to fix them are still available, just expensiver.
In the Code Geass ck2-ish quest, the actions you can perform are given as 3-5 options per turn, and actions may expire if not taken for a while, to show the disinterest in those options or the timeframe for their use going away (meeting an important character who is usually busy, for example)

Though in that quest, they had turns divided in two parts and votes, with half the categories of martial, diplo etc being voted on at a time, so it trimmed down on the size of votes, and the updates would address those issues as chunks rather than having all categories of actions being chosen at once.
Just some suggested references to get some inspiration. Don't want you to copy others, but the rationale behind their voting systems might give you some ideas.
Quality vs quantity is a tough balance!
 
Turn 1 - Results
Corwyn and Port Helm have both been ravaged by the war, and while you can appreciate that your new Earldom might be considered a significant reward in the long run, at the moment it's a mess. Despite the hostile population and the looming future however, you've grown to like it, and you have a burning desire to see your new lands and people flourish. You throw yourself into the bittersweet work of rebuilding a broken land.

Try a Different Tact 80+ Needed
Your work begins in Port Helm, with an address to Dominic's 8th Regiment of the 4th Imperial Legion. These are men who have lived through significant hardships in a disappointing war, only to end up patrolling among a hostile conquered population. If you try and convince them not to respond in kind they'll just see you as taking the Y'Elim side in the matter.

[Roll: 64 + 42 = 106. Success]

So you don't do that. Instead, you tell them a story. It's about a boy who grows up despising the Imperial Legions. One who sees them marching through the streets in shining armor, but feels nothing but fear. Then, one day, his family is attacked by orcs. He's frightened and afraid, but the legion arrives in time to save him.

Then you introduce them to the boy, a young Y'Elim by the name of Markos. He's come to see the regiment as heroes, and yearns to join them as a squire.

Finding Markos was a stroke of luck you hadn't expected, but by introducing him to the Regiment you can already tell that Dominic's men will be viewing your subjects in a new light.

We're All Allies Now 60+ Needed
You then work to do the same thing from the other direction. Highlighting the various orc attacks every time news comes in. You put out advice to your subjects pushing them to be wary of the orcs, and otherwise attempt to direct their attention to this, ultimately minor threat.

[Roll: 54 + 42 = 96. Success]

…and it works. With the combination of the regiment's changed attitude and their prevalence in protecting your subjects from the orcs, you can tell that at least some of the people in Port Helm have started to calm down. It's not much, but it's a start.

Clear The Rubble 40+ Needed
Of course, it helps that you hire some of those idle hands to finally clear out the rubble from the siege four years prior.

[Roll: 95 + 32 = 127. Solid Success]

With the city no longer looking like a war zone, and their new lord taking visible steps to improve the situation, you can practically feel the city's residents reconsidering their opinion of you. Additionally, you now have the space should you wish to build anything in the city.

(Stewardship Options Unlocked)

Music and Lyrics: Your Heroic Rescue 60+ Needed
The shift in attitude towards you is something you and Leliana decide to help along with your new composition:

"Ballad of the Bard"
by @Plausitivity

*play guitar slowly, acoustically*

Oh,
From silken threads of fate,
An epic
Tale is spun,
With each weave
Your breath abates,
From how the day was won!

*faster guitar strumming*

T'was a fateful night,
The Emperor:
Am-bushed by Orcs!

Savage beasts!
From the East!
They knew
On-ly brute force!

Their eyes burned with fury,
Arms--the size of trees!
Hefting axes made from bone,
Many men would fleeee!

Shocked with awe and anger,
I made a choice--in a flash!
While others ran and fled in terror,
Towards the Emperor I did daaaash!

*strums extremely quickly. How is this even humanly possible?*

He fought bravely,
Held off threeee...
On one!
Two had fallen at his feet,
The third was allllmost undoooone!

But tired of the fight, was he,
And weary of his loss,
An opening, the beast did just see,
Axe swung for its vile caaaauuuuse!

*what are those hand movements? Those hips! Those legs!?!*

Jumped betwixt
The Crown and Brute,
I had but a...
Single thought:

Save the man!
Thwart their plan!
Stop them at all coooost!

*strum in between each line*

Guitar went up

Axe came down

The moment of truth was near...

Would I hold?
Or be struck down?

...

(spoken) "Well, evidently, I'm here!"

*quickly plucks*


Deflection!
Reflection!
See my face in the blade!

Joined
By
Royal sword,
We put that animal to the flame!

*crescendo*
*slow strums*


So goes the tale
Of one who sang
His way into
Many hearts,
Who rose above his lowly place,
And now shall play his paaaart...

(Spoken) "Truly, I hope this is a good start."

And the crowd goes wild :V
I imagined more of a rock/metal style epic song, but fitted it more to the setting. Praise my restraint!

[Roll: 78 + 42 = 120. Solid Success.]

Reminding your subjects that you saved the life of their conquerer isn't likely to endear you to them, but in truth that was old news. What your song does manage to do is highlight your personal courage in a moment of great danger. It also conveniently poses the orcs as the villains, reinforcing your own efforts quite nicely.

And of course, the song travels beyond your realm alone, reinforcing your legend far and wide.

Trait: The Chivalrous Bard Enhanced! +2 Martial.

Recruit Contacts 40+ Needed
Even as you fight for the hearts and minds of your subjects in Port Helm, Esther works to establish a network of informants in the city.

[Roll: 48 + 38 = 86. Success]

She succeeds, partially due to her ability to blend in anywhere. Within a month, she begins to pass along various rumors and nuggets of information that help you get a feel for the state of the city.

Investigate Personally: Esther ???+ Needed
You use her information to fine tune your approach to various leaders of the community, but you try not to rely on it too much. Esther may have demonstrated skills worthy of a spymaster, but you're still not quite sure where she stands in her loyalties.

[Roll: 3 + 18 + 10(Cookie) = 31. Failure]

And unfortunately, despite your attempts to shore up this blind spot, you just can't seem to find any way to verify that Esther's motivations are benign. Even worse, during your bumbling attempts to suss out the truth of her past, you manage to arouse Esther's keen sense of suspicion yourself.

[Esther's Roll: 67 + 20 = 87. Solid Success]

See Interlude: She Knows

Train Informants 60+ Needed
But despite your continued uncertainty, you believe Esther is sincerely disappointed when she reports that she couldn't find anyone with the right skills to train as your informants.

[Roll: 9 + 38 = 47. Failure]

It takes a special combination of skill, loyalty, and wit to work as an informant, and while Esther remains confident that she can train some up for you, it looks like she will have to search a little longer for proper candidates.

Military Build Up 40+ Needed
Discouraging as these results are, you receive excellent news from Alvarez on the military buildup you had requested that quickly distracts you from the setbacks.

[Roll: 77 + 23 = 100. Solid Success]

Despite having to build your new forces from the ground up, Alvarez manages to make excellent progress in such a brief period. Buildings are located and purchased, arms and armor are secured, and he even manages to find several Knights who are interested in settling down to serve as instructors for your nascent army. It's truly incredible progress, and you begin to feel optimistic about your chances when Dominic's Regiment finally stands down in the spring of 853.

Mothballed 60+ Needed
Of course, even that success is blown out of the water by what Alvarez' men discover when the pull the captured ships out of storage.

[Roll: 99 + 71(Nat. Crit. Reroll) + 23 + 10(Naval Bonus) = 203. Overwhelming Success!]

The vessels Donovan had mothballed were captured during the fighting 4 years prior. Donovan's records mentioned a token effort at preserving the vessels, and also significant signs of battle damage.

None of which remains on the pristine, sleek vessels of war that Alvarez presents to you.

It appears that the ships were enchanted to maintain themselves, such that they automatically repair any damage suffered in battle or even taken in the regular course of their duties. Sara and Zenthalas are both impressed by this for separate reasons, but the upshot of the situation is that you now have 5 extremely well conditioned warships, which will eventually return to such a condition no matter how damaged they become, short of actually sinking.

Gain Naval Units: Y'Elim War Galley (Maintenance Enchantments) x5

Alvarez is naturally very pleased, and looks forward to searching out crews for the vessels as soon as possible.

Tax Slump 40+ Needed
Something that it appears likely you'll be needing soon, according to Helan.

[Roll: 8 + 32 = 40. Barest Possible Success]

It took him longer to audit the tax records than both of you were expecting, but in the end he does find what he believes to be the problem. In brief: Pirates.

The merchants of Port Helm have been complaining about pirates from the beginning of Donovan's tenure as steward, and with no actual navy to investigate with he had grown used to ignoring them, but Helan notices a trend of diminishing transactions in the tax records which would account for the majority of the difference. When he asked the merchants why their trade was falling off, he got an earful.

If you want your taxes to return to their ordinary rate, you'll need to do something about that.

(Martial Options Unlocked)

Tax Relief 40+ Needed
Helan's audit of the tax record is useful in another way, when you decide to give your farming population a tax break after all.

[Roll: 21 + 32 = 53. Success]

The farmers are a suspicious lot, and you feel like in better circumstances they would have held on to the tax money just in case you changed your mind. But this season, they're desperate, and Helan reports a noticeable increase in purchases of seeds that he expects will see your farmers crops coming out much larger.

Coordinate Extra Labor 60+ Needed
Something which is very much helped along by all the free labor you provide.

[Roll: 97 + 32 = 129. Solid Success]

Once the day laborers finish clearing out the rubble in Port Helm, you managed to direct most of them out to the fields of Corwyn where they pitched in for the planting season. With the combination of the extra labor and your tax relief, Helan expects Corwyn will see it's first surplus since the war began.

Signal Communications 60+ Needed
Of course, with all of those subjects of your out and about working the fields, it makes you worry about those raiding orcs you keep hearing about. So you convince Sara to put off her shipbuilding project in order to focus on protecting your people.

[Roll: 76 + 32 = 108. Success]

Her first idea is to enhance your ability to communicate across great distances. She throws together a code for the basic alphabet, then assigns a series of visual signals to the code using a pole and various flags. With a small investment you soon have these "semaphore" stations of hers dotting the landscape, manned by small teams who can pass messages along as far as the eye can see.

Communicators 40+ Needed
Zenthalas, seeing the emphasis Sara places on the semaphore as a force multiplier, decides to enchant multiple pairs of armbands that allow for direct verbal communication across the entire fief.

[Roll: 27 + 27 = 54. Success]

You're not sure if she was trying to show off, or not. Regardless, you give them to Dominic as a loan to enable his patrols to cover more ground.

Inefficient Patrols 40+ Needed
Of course, with the introduction of new signaling stations as well as the communication armbands, Dominic's regiment needs new patrol routes in order to account for their increased powers of communication.

[Roll: 45 + 32 = 77. Success]

And rather than leave Dominic to stumble through it all, Sara just throws together a new pattern for the patrols herself while she's setting up the Semaphore stations. The overall effect is a massive boost to the size of the area the Regiment protects.

While you still hear about an outlying farm or two apparently being raided by the orcs, you are fortunate in that Dominic's men were never too far away and managed to respond in force quickly. By the end of the season, the amount of orcish raiding parties in Corwyn appears to have fallen to zero, although it's difficult to be certain without a dedicated search.

Building a Rapport ???+ Needed
Whatever the case may be, your clear concern for your subjects, and willingness to apply her suggestions does a lot to remove Sara's reservations about you.

[Roll: 39 + 23 = 62. Success]

Something that you quietly help along by making an effort to include her in your decision making process. She quite plainly detests the Empire, even still. But you've noticed that she's less inclined to hold you accountable for its actions or history, and may even have come to enjoy your company somewhat.

(Research Options Unlocked)

Meditation ???+ Needed
Unfortunately, your efforts to understand Zenthalas don't seem to make nearly as much progress. In the midst of all the work you've taken on you manage to find some time to join her in the grove as requested.

[Roll: 11 + 27 = 38. Failure]

…but you still have no idea why you're there, and Zenthalas doesn't give you any hint what she's trying to accomplish either. It's pleasant enough, you suppose, but you can't quite shake the feeling that there's more productive things you could be doing.


Diplomatic Communications
Things like managing your correspondence with Lord Edmond, who you've managed to strike up an ongoing exchange with thanks to your warm response to his letter. He's too circumspect to write anything politically damning in his letters, but you can tell that he's not very fond of the man Emperor Magnus appointed as the ruler of Fort Cedre. You haven't found the time to look into the Tournament of Kings yet, but you suspect that you've found yourself at least one potential ally in the greater political game.


Personal Communications
Your sister is all gratitude, of course, for your gift. A little money to you is a large amount to her. Although your mother seems worried about your safety in Port Helm, you suspect that the relatively larger sum you sent her has assuaged some of her concerns. After all, if you're well enough off to be sending money home, then things must not be all that bad.



Status:
Corwyn: War-torn, recovering.
Port Helm: Bitter, bustling.
Ministers: Hard at work.
Treasury: Half-empty, diminishing
Army: Borrowed. Gathering resources.
Navy: New ships, no crew.
 
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Well then! The dice appear to be somewhat even-handed so far, with an average of 51.23 for your rolls. Of course, that's ignoring the fact that you rolled a critical on Mothballed. I hope you like your shiny brand new, purpose-built, and magically self repairing war galleys. :rolleyes:

You narrowly escaped a critical failure while investigating Esther, which is a shame, because I would have had so much fun with that. Ah well, at least now you get to live with continued ignorance and Esther's personal awareness of your suspicions. You can all thank @Walliseatscheese for using a cookie on that. They prevented it from being a Solid Failure in which case she would be feeling more than merely amused.

@Plausitivity, I'm refunding your Radical Cookie because Try a Different Tact succeeded without it, and I couldn't think of a way to make it sufficiently radical to account for the cookie.

Now, the fun part. I'll be writing out the interlude "She Knows" sometime tomorrow, because I want to try my hand at a bit of old fashioned story telling. Then, we'll be moving along straight into Turn 2 - Summer, which I'm hoping will strike a better balance than this last vote did.
 
So just to clarify to everyone and make everything transparent, how much of a change in the City and overlaying lands opinion of us specifically, alongside the Empire did we cause with our successful two speeches, the reinforcement of such a thing via the improved communications both through communicators and code, and the fixed patrols alongside our song that highlighted Orcs as the enemy? Plus you know rubble clearing, and helping out the farmers?

Edit: Also how badly do we need to worry about finances and how much should this Actions turns taken towards the farmers refill the treasury?
 
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See Interlude: She Knows
Dammit Esther, we're just trying to check up on you, we swear!
Trait: The Chivalrous Bard Enhanced! +2 Martial.
Yes! Songs will be sung of this day!
when Dominic's Regiment finally stands down in the spring of 853.
Good to note, though it's still a bunch of turns away. Still got time to chat with Dominic.
Gain Naval Units: Y'Elim War Galley (Maintenance Enchantments) x5
That's some Big Dice Energy!
Treasury: Half-empty, diminishing
Better start replenishing our treasury with some new income sources. Hopefully our actions will revive the trade in this place.
Navy: New ships, no crew.
Also, get new crew for those magic boats.

Man I hope Esther is still cool with us. Good thing Sara likes us more! Looking forward to making Port Helm awesome! (We're gonna change the name soon, right?)
 
So just to clarify to everyone and make everything transparent, how much of a change in the City and overlaying lands opinion of us specifically, alongside the Empire did we cause with our successful two speeches, the reinforcement of such a thing via the improved communications both through communicators and code, and the fixed patrols alongside our song that highlighted Orcs as the enemy? Plus you know rubble clearing, and helping out the farmers?

Well, the people have a lot of constant reminders to keep them angry, plus they lost a lot of loved ones and friends in the war, and the empire hasn't made much of an attempt to do anything other than tax them and maintain basic order ever since. So by comparison you've just soundly demonstrated that there's a new guy in charge, but that doesn't strictly speaking make you their friend or anything.

You guys voted for the Hostile/Conquered population, and that's what you're getting. Winning them over is going to take a lot of effort, probably more than is reasonable, because anger is an extremely irrational thing. Thus why the emotional status went from 'Angry' to 'Bitter' instead of say, 'Friendly'.

I would call this a good start though.

Edit: Also how badly do we need to worry about finances and how much should this Actions turns taken towards the farmers refill the treasury?

Well, I could have phrased it as 'Half-full', but I went with 'Half-empty' to point you in the right direction. You don't necessarily need to worry about it just yet, because you've still got some time to turn things around before you're dangerously low. But it is something to keep in mind: every large expensive project is going to move you closer to running out.

For a very rough estimate: you probably spent around 10% of a "Full" treasury this season. Which would leave you with about 5 times that remaining.

Man I hope Esther is still cool with us.

Heh. Whether or not Esther is cool with you guys depends entirely on her original disposition towards you...too bad you didn't manage to figure that out. :p But more seriously, part of the reason I'm writing "She knows" is to give you more of a feel for where you stand with her, after this failure.

Looking forward to making Port Helm awesome! (We're gonna change the name soon, right?)
I kind of hope you're joking, but on the off chance anyone actually wants to change the name, here's what you'll have to do:

During the next Personal Actions Vote, Write-in: Change Port Helm's name to: ???.

And if it wins, then Rickard will try to make it happen. Probably as a Diplomacy roll (minus Leliana's assistance. It's a personal action). Keep in mind that your loyal subjects would probably be offended by your conquering imperialist ways, what with feeling the right to rename things left and right. :rolleyes:
 
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Mission: Success!
'Half-full', but I went with 'Half-empty' to point you in the right direction.
Shows just what kind of person you are :V

So do we have a knowledge of what the natives called this place? Would be cool to have a combination of their and our own languages to show cooperation.

The subjugated populations clearly require songs to relieve them of their mental burdens!
 
So do we have a knowledge of what the natives called this place?

Port Helm is what they called it. A translation, anyway. Corwyn is the name of the Kingdom of which Port Helm was the capital. The one that pretty much no longer exists because its royalty fled/died in the fighting.

I had Rickard name his Earldom Corwyn after the Kingdom in an attempt to avoid ever having to write "Port Helm Region" again.
 
Angry to bitter is a big change, nonetheless. It's a important distinction too for the populace.

Another thing, are we capable of making more communicators from our Sorcery Actions because those are a god-send in terms of helping out various groups work together and I wouldn't be surprised if it causes a bonus, even if it's not too much in a mechanical sense. Also, can we take options to upgrade communicators or lock them up somehow outside of our allies and our own hands that way enemies can't get them and utilize our own communication against us?

Regarding the semaphore towers are those legitimately new to the Empire meaning our group is the first to create them? Or is there something like them that's better or as good as them? Can we sell such a thing for money to others or perhaps political favors?
 
Angry to bitter is a big change, nonetheless. It's a important distinction too for the populace.

Another thing, are we capable of making more communicators from our Sorcery Actions because those are a god-send in terms of helping out various groups work together and I wouldn't be surprised if it causes a bonus, even if it's not too much in a mechanical sense. Also, can we take options to upgrade communicators or lock them up somehow outside of our allies and our own hands that way enemies can't get them and utilize our own communication against us?

Having Zenthalas produce more enchanted objects for you will be an option, yes. You'll see in the next vote.

The communicators are not really something you can lock up, but they'd be really hard to turn against you. They only operate in pairs, meaning that if I steal an armband, then I only have the ability to communicate with the person wearing the other armband. In which case, said person would probably stop telling me anything because I'm obviously not who they were trying to talk to.

For Dominic, this is a decent force multiplier because the hardest part of defending territory is responding quickly enough. Sara spread one end of the armbands out to central semaphore stations who received regular reports from surrounding signalers. Then they would tell Dominic what they knew, and he would pass the information back outward to whoever needed to know. Using this against you would be basically impossible.

Regarding the semaphore towers are those legitimately new to the Empire meaning our group is the first to create them? Or is there something like them that's better or as good as them? Can we sell such a thing for money to others or perhaps political favors?

They are a thing the Empire has never seen a need for, and thus never created. People might manage to steal the idea from you if they realize how useful it is, but there's not a whole lot of people that intelligent who wander around in your territory looking for ideas to steal. So yeah, it's absolutely something you could sell or trade for political favors.
 
Having Zenthalas produce more enchanted objects for you will be an option, yes. You'll see in the next vote.

The communicators are not really something you can lock up, but they'd be really hard to turn against you. They only operate in pairs, meaning that if I steal an armband, then I only have the ability to communicate with the person wearing the other armband. In which case, said person would probably stop telling me anything because I'm obviously not who they were trying to talk to.

For Dominic, this is a decent force multiplier because the hardest part of defending territory is responding quickly enough. Sara spread one end of the armbands out to central semaphore stations who received regular reports from surrounding signalers. Then they would tell Dominic what they knew, and he would pass the information back outward to whoever needed to know. Using this against you would be basically impossible.



They are a thing the Empire has never seen a need for, and thus never created. People might manage to steal the idea from you if they realize how useful it is, but there's not a whole lot of people that intelligent who wander around in your territory looking for ideas to steal. So yeah, it's absolutely something you could sell or trade for political favors.

Well, that makes me so much happier. The armbands are pretty much hard as hell to turn against us outside of getting two or having a spy. We can make more, perhaps better.

Semaphores are literally new, I petition we sell them to border land folks for political favors and to the Emperor for money. Trust me when I say that seems like a decent idea, but it likely has some issues so feel free to tear it apart folks. But damn, I'm telling you Semaphores will be super useful.

Edit: If we really wanna make a play for King if this region, I suggest perhaps holding off on them and the selling them to others for favors and the Emperor for gold. Bleeding the others on the Orcs will weaken them and put them in a less then optimal position for this game. But if you truly care for the people, then I'd honestly recommend looking into selling within the next 3 turns.
 
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Well, that makes me so much happier. The armbands are pretty much hard as hell to turn against us outside of getting two or having a spy. We can make more, perhaps better.

Semaphores are literally new, I petition we sell them to border land folks for political favors and to the Emperor for money. Trust me when I say that seems like a decent idea, but it likely has some issues so feel free to tear it apart folks. But damn, I'm telling you Semaphores will be super useful.
Yeah definitely get this spread out, this will be helpful regardless of who gets it within he empire, since I'm guessing we won't be invading our neighbors any time soon.

The Emperor would probably like it, too. Shows we're doing work here. Thank (not) god for Zenthalas!
 
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