The Rim and the Hammer (Exalted/Warhammer Quest)

Year 3 After Arrival
Year 3 After Arrival

The more you learn about this world the less sense it seems to make... and hence the more invigorated you are by it. True it is dangerous, more dangerous perhaps than even life on the Rim in the teeth of the Age of Sorrows, but your kind had been made for peril, forged in the flames of war that defied imagination, sharpened by the hand of peerless generals. Come what may you will be ready for them, twisted beasts, savages and wyld-touched monsters.

Ah... but what about the twisting? The effects of the Wyld on this world are bizarre and inconstant, an autopsy should not have proven a danger to Shae particularly of a creature that had never left your sight to begin with. Any spirit or thaumaturge able to so throughly infiltrate Sezekan would logically been able to use far more direct vectors to cause harm, ones more likely to work. But what if they are not logical? The question pains you, like a thorn through the hand. That which does not act logically cannot be anticipated, though it might perhaps be foretold.

That brings your mind around to Ever-Seer In Mantle of Fallen Stars, an elemental by any metric you would care to use, but also a being with dominion over fate. What kind of demented distortion of the Creation Ruling Mandate would give elementals, a being fundamentally bound to the fabric of the world power over the fate of the world. That is not to say elementals capable to reading fate are wholly unheard of. A Water Child born of the drowning of an infant can always tell when someone has committed the sin by which it was begotten, and it can always recognize familiar links, a fact which was very useful to the dynasties of old and for all you know still practiced by the traitors to the False Realm, but the one calling himself Ever-Seer in Mantle of of Fallen Stars appears to have true understanding of what will come to pass or perhaps what may come to pass, he claims that his power is... limited or perhaps meddled with by a bevy of other beings and that such meddlers congregate around important events making his visions even less reliable, just as his... fellows, brothers, cousins, kin? They claim to be part of an Elemental Court which exists in correlation with seven others.

Population Change: +35 (Population Growth of 0.5%) > Population now 7056

What manner of world are you living in? What manner of world are you bringing new life into

Martial: Auspiciously Broken Haywain is a likable fellow and skilled in matters of war and husbandry alike, mayhap not the most creative of souls, but that is what he has subordinates for. Faced with a land unknown with perils unguessed the tasks of the Wyldguard will be many

Choose Three:

[] Patrolling: With your maps now worth less than the paper they are made of it falls to the Wyldguard to fly out and make new ones, bold of wings are the scouts and perilous is their path. Specify which direction the scouts should fly in.
-[] West, into the lands of the Skaelings, find what manner of tribes are the enemies of your new trade parteners
-[] North where the peat bogs lie, in that flat land a scout on the wing can see for leagues without the cover of the trees or of ravines getting in the way, but so too might they be seen
DC ???
Reward: Information
Cost: None

[] A people exiled: The Ungols who once worshiped the hearth spirit now in your company have been ensnared in an evil not of their making, drive it back and give them aid
DC: 66
Reward: Grateful Villagers; potential subjects
Cost: Risk of your army

[] Wyldguard Hunters: The other, more immediate source of food is to simply hunt the local beasts, the local gods grown surly and over-mighty in the company of naught but barbarians might object, but you will set them aright
DC 50
Reward Hunting Grounds 15/Food/ year
Cost: None

[] Training the Guard: These are far more peopled, far more dangerous lands. perhaps the time has come to train the guard to a higher standard
DC: 58
Reward: Higher quality Wyldguard units, options to further specialize
Cost 40 Wealth

[] Direct Diplomacy: Having begun relations with Skorlm by proving your might in the blood of their shaman , perhaps you could gain warmer relations by doing likewise in the blood of their foes. They certainly seem to need all the help they can get with the southerners sailing to war.
DC 26
Reward: Improved relations with the Skorlmlings +10 Wealth/turn
Cost None

[] Release the Relic Finders: Trying to keep a Relic Finder in one place is like trying to keep lightning in a bottle, possible with the right skills, but probably ill advised over the long run. Having found themselves in a new land they wish to search for more relics and treasures that are their stock in trade
DC 50
Reward: Information, +1d50 Wealth
Cost: None

[] Hunt for Offerings: Just as the Wyldguard can look for beasts to hunt for food and meat so too can they hunt or rather those rare plants and animals filled with potent Essence which help fuel works of Thaumaturgy or even sorcery.
DC 65
Reward: 1d3 Rare Reagents which provide a +10 thaumaturgical or spirit negotiation actions
Cost 18 Wealth

[] Raise more Militia: Though the present militia already outnumber the Wyldguard more are needed to meet the challenges of this new land to know how to defend their home
DC 33
Reward: Raise 500 more Militia
Cost 30 Wealth

[] Hatching Griffons: The beasts are fierce and proud, fit companions for a warrior, if you can gain their respect, and a good addition to your limited numbers
DC 40
Reward: A pair of Griffons will fight for you
Cost: None

[] To Skin a Wolf: This Yargul beast seems a danger to all who come against him, all the more so for gathering many of his barbarous kin to his flayed banner, but mighty though he be he is also the fracture point. Kill him and the horde breaks. Are you not children of Mela>
DC 40
Reward: Prevent a skinwolf army from forming
Cost: None

Diplomacy: In spite of his lingering sickness Sigh of the Flutes through the Willow Branches has taken up the task of chief diplomat of Sezekan

Choose Three:

[] Speak to the Strangers:
Rather than going blade in hand to deal with the Ungol villagers send out envoys to reveal that they have been deceived
DC: 45
Reward: Give warning to the villagers
Cost: Risk to the envoy

[] Traders from the South: It is said that traders from the land of the soft southern land are sailing hither. If you were to make a guess that also means 'more interested in sharing your wealth through trade than taking it with axe in hand'. On the other hand they are also said to 'hate all gods but their own' as bizarre as the notion is to your ears
DC: 50
Reward: Contact with southern traders
Cost: 17 Wealth

[] A trade in Flesh: Disquieting as it may be to bring more folk into the city your attempt to free the 'dawi' has shown there is lore to be hand in buying and then manumiting the slaves your barbarian neighbors bring. Who knows who else you might stumble over
DC: 37/63/95/100
Reward: more slaves bought and freed

[] Friends of your friends...?: Find out who the Skorlmlings deal with in peace and how you might contact them without misunderstanding
DC 33/66
Reward: More friendly contacts
Cost: 15 Wealth

[] Give a Speech: Fly out before the people to raise their spirits and offering them reassurance and a vision for the future
DC 45/60
Reward: Increased +1/+2 Population Morale
Cost: None

[] Ulfsland mercenaries: The 'kingdom' is little more than an assortment of bandits and thugs and one fallen on hard times besides, but that same desperation might be useful to you, in spending their blood rather than yours and in the end who knows, they might even grow civilized, not quite as unlikely as the singing horse of tales.
DC: 35
Cost 30 Wealth/Turn
Reward: 500 Ulfsland Mercenary Bondsmen to serve Sezekan in peace and war

[] Southern Contacts: You have heard enough about the southerners to be able to find their ships on the wing. Attempt to peacefully contact one of them with the intent perhaps to send an envoy to their princes and warlords
DC 60
Cost: 8 Wealth
Reward: Contact with a southern ship, information

[] Petty spirits of the air: Little Flute has always had a gift for conversing with and gaining the confidence of the lest elemental spirits, perhaps in another life he would have been a sorcerer, in this one he is a whisperer whose voice carries far. From small spirits great things may be heard
DC 55
Reward: Learn more about the local gods and elementals
Cost: None

[] Converse with the Mad Mutant: The creature which was once a stag, reforged into something more akin to man, though not truly human presents a fascinating conundrum. What else beside its strange language has it learned in its dark enlightenment
DC: 66
Reward: Information ???
Cost: None

[] Converse with the Strange trio of Magicians: You do not think a land which holds sterile ice in such high regard has much to trade with and you miskike being 'tested', but perhaps the trio which showed up at your door can be of some use
DC ???
Reward: Contact with Kislev
Cost: Free

Stewardship: Singer of the White-Gold Dream is a diligent and punctual worker, but you are very glad indeed that you are his superior and not his underling. Rushing along hither and yon fit to loose feathers as your mother would say he has far more ideas than time to implement them

Choose Three:

[] An accounting of the Cerulean Lute: People especially relic finders are not going to enjoy it when you ask them to show you all their 'loot' as Cunning Sage of Serendipity put it, but a good accounting of what you have could be vital to seeing what you can fix
DC 25
Reward: List of Utility artifacts of the Sazakanians
Cost: None

[] Waterworks improvement: It has been half a century since the last time the city's ever degrading water management systems have been repaired, but between the large number of Exalted you have available and the ability to call forth elementals you are quite sure you can do more than simply patch it up. Entire apartment blocks could be reconnected, not to mention the possibility of using the old water works to connect the Essence engines of the city to more simple but still serviceable technology, mills and forges alike
DC 67
Reward: Improved Water Management; +2 Population Morale; +20 Wealth/turn in Tax
Duration 3 Turns
Cost 250 Wealth (Unavailable until the Ice Creatures have been dealt with)

[] Nest Industries: Many Clans of the Sazakanians work to produce one thing, be that pottery, knives or a fine woolen shawl from raw resources to finished product. That is by Dream's account a waste of time and labor. Before the Great Contagion the so called 'Nest Industries' worked to ensure specialization of young air-folk in specific professions, much as one might a healer or an engineer. With the population having finally bounced back you can try to reintroduce the system
DC 66
Reward: +40 Wealth/turn More efficient good production; -1 Population Morale
Cost: 300 Wealth

[] Found Lumber camp: While Sazakanisns no great need of wood as a construction material it is of vital importance in keeping warm and safe though the long cold winter months
DC 53
Reward: Gain Lumber camp +10 Wealth/turn; Gain Lumber as trade good
Cost: 35 Wealth

[] Brewing rice wine: An old proverb says that man cannot live by eating rice alone, one must also seek enlightenment, the nourishment of the soul, the jest with which it is oft replied is that the speaker must not have tried drinking rice as well
DC 28
Reward: Rice wine as trade good +1 Population Morale

[] Fire up the forges: For a long time you have had far more capacity for forge weapons and tools than you did hands to use them, odds are the locals would be more than happy to buy weapons off you, if you are willing to become a supplier of weapons in their wars and raids
DC: Automatic
Reward: Tools and Weapons as Trade Good
Cost: 50 Wealth

[] Aerie Growth: It is becoming increasingly clear that one of the most fundamental limitations you will face in this new world is a lack of people. One of the things Dream Suggests to deal with this fact is to help young families set up in new apartments without needing to work long hours or count on the support of their clan matriarch or patriarch. No doubt there will be come grumbling over it in the short run, but it should pay great divides in the long run
DC: 30
Reward +0.1 Population Growth +1 Population Morale
Cost: 75 Wealth/turn

[] Bottoms Up: Now that you are not in any danger of starving, perhaps it might be worth turning your cultivation to more festive purposes, rice can be brewed as well as eaten
DC: 60
Reward +2 Population Morale Rice Wine as trade good
Cost: 75 Wealth/turn

Piety: The light of the sun is a comfort even in this far off land, though it seems distant you know that no matter where the Wyld may have deposited you while men strive towards excellency the eye of the Sun shall be upon you. In the meantime though you shall take counsel of lesser gods and learn where you had come to be and how this land came to be so tainted
2 Rare Reagents Available, may select actions to grant +10 to

Choose Two:


[] Festival of the Sun: Honor the Unconquered Sun, through whose light all things are made excellent that the people may rejoice and the land should know you for your true allegiances
DC 44
Reward: Festival to the Unconquered Sun +1 Population Morale ???
Cost: 22 Wealth

[] Converse with the gods of the Mountains: Nearest to Sazakan and likely the most mighty of the gods of the nearby realm the mountain gods are also likely to be the most perturbed by what has gone on. Mountains do not like it when other mountains move
DC: ???
Reward: Can bargain with the god in question
Cost 20 Wealth

[] Converse with the god of the nearby river: Not as mighty nor as unforgiving as the mountains river spirits can nonetheless be capricious in their moods, moving from wrath to good cheer and from formality to seduction
DC: ???
Reward: Can bargain with the god in question
Cost 15 Wealth

[] Tame the Gods of the Forests: You managed to catch a petty spirit last time and almost get one of your advisors killed, maybe you can find something more substantial
DC: ???
Reward: Can bargain with the god in question
Cost None

[] Da Wei's aid: With Relic and ritual, with sacrifice befitting of his nature and stature beseech the aid of the City Father of Sezekan to the work of the city
DC Automatic
Reward: +15 to chosen Stewardship action
Cost: 50 Wealth

[] Question the Locals about their faith: The magic of the shaman was strange and troubling beyond any charm and spell you have ever seen, you would learn more of the locals half-Wyld faith
DC40
Reward: Information
Cost: 15 Wealth

[] A Study in Cults: The Exalted as much as gods can draw power from mortal faith, given the awe that your coming has had on the people of Skorlm that may present an opportunity
DC 66
Reward: A greater understanding of how to found a cult among mortals
Duration: 2 Turns
Cost: None

[] A Cure for the Spirit: With Little Flute's sickness lingering it has become clear that more than simple healing herbs and incense are needed to cleanse his body and Essence. A Ritual in honor of Luna whose ever changing form no sickness can overcome seems the most likely to rid one of this affliction
DC ???
Reward: Sigh of Flutes through the Willow Branches is cured
Cost: 30 Wealth

Intrigue: Ever-Seer is a far more skilled spymaster than any you have had before, he is the first to tell you so. Now if only he would remember the hours of his meetings

Choose One:

[] A better Class of Spy: Listening in on rumors in the longhouse costs nothing and gains you little, what you would rather have is an ear nearer to the ear of the local tribal leaders
DC 75
Reward: The beginnings of a spy ring among the Norscans
Cost: 50 Wealth and 15 Wealth/turn Upkeep

[] Inner Network: perhaps the time has come to formally pay one's informants, that you may receive more than rumor from the city
DC 33
Reward: internal Rumor Mill

[] Investigate Councilor (Write in which): You do not know that much about the people whom you share a council chamber with. For good or for ill you would learn more (Can be taken multiple times)
DC: 20+ the Target's Intrigue
Reward: information on the Target's plans and any hidden traits
Cost: 25 Wealth

[] Attempt to scry one of the factions you have heard of: With eyes afar you can learn of powers near and far
-[] the Norscans
-[] The Empire of the Hammer God
-[] The Underground Folk
-[] The Ice Realm
DC: Variable
Reward: Information
Cost: 10 Wealth; Rare Reagents may be applied

Learning: The domain in which you feel the most at ease and yet also in which you have the most skilled councilor. Granted Shae can be a little intense at times, but that is a small price to pay for such dedication
2 Rare Reagents Available, may select actions to grant +10 to

Choose One:


[] Ship of the Air: Well alright more of a boat but the Fast Courier Excellent Air Boat has the potential to solve one of the most pervasive limitations of your military, which is only being able to carry what they can take on their backs into the air [Shae Project]
DC: 80
Reward: Fast Courier Excellent Air Boat ready for deployment
Duration: 2 Turns
Cost: 100 Wealth [Will finish in One Turn]

[] Dragon Armor Survey:
The Armor of the Immaculate Dragons is a precious and potent armor of the First Age... it is also of no use in pieces. Yet in spite of that fact many Dragonblooded keep those pieces as mementos, not to mention that certain suite were kept by the descendants of Azure Dragons who never took their second breath. There might even be intact armors out there... though you doubt it
DC: 35
Reward: An accurate accounting of all the power armor in the city, no functional though it might be
Cost: 50 Wealth

[] Delve into the archives for lore: A treasure trove guarded not by mad gods and dangerous automata, but by the sheer disorder that comes upon any hall of learning many centuries old. Still this is the place without which you never would have learned to cast sorcery and so you are inclined to respect the gamble of seeking
DC 25
Reward: Some form of First Age lore

[] Scavenge Essence Pumps: one of the most complex pieces of technology in the city, clearly eclipsed only by the Reality Engine, the four great Essence Pumps once powered a city of a quarter of a million people. Now only one remains in operations, but until now no one has dared scavenge the other three
DC 65
Reward: Greater understanding of Essence infrastructure, a chance to restore another pump?
Cost: None

[] Higher Education: If there is one thing you lack more than anything else it is... Exalted, but next to that you really lack thaumaturges. It will be costly, but you can train more of them for the good of the city
DC: 20
Reward: Increase the standard of Education +5 to all engineering actions from the greater number of skilled hands
Duration: 3 Turns
Cost: 400 Wealth

[] Mobile Essence Lanterns: Of all the works of the Old Realm, the humble Essence Lantern is the most well understood. Shae thinks she knows enough to make a portable version including a crude Essence capacitor. Such a thing could be of use to scouts and Wyldguard on patrol, but most importantly it would serve as proof of concept for more advanced artifacts
DC 70/90
Reward: Mobile Essence Lanterns
Cost: 150 Wealth

[] Enchanting workshop: a Savant of the Old Realm would weep to hear you call it that, bit for your purposes a spear that is a little sharper or armor that is a little harder could save a life
DC: 45
Reward; Improve the quality of the Wyldguard
Duration 2 Turns
Cost: 20 Wealth [Will Finish in one Turn]

[] Gears of Ice:
Shae suspects the icy creatures in the reservoir are construct servitors of a sort who are either following some purpose now forgotten or have gone rogue. Understanding their programing could be key to deactivating them, or perhaps even harnessing them, though as with all the great workings of the Old Realm it will be a perilous undertaking
DC: 85
Reward: Deal with the Shard Creatures
Cost: 10 Wealth

Personal Actions: Now that you do not have any additional responsibilities you can finally get back to some of your own projects
Choose 2

[] Summon an Elemental: Your first attempt in this new world has gone oddly, but not poorly, perhaps you could try again for another purpose
-[] Write in propose

[] Go Relic Seeking: You are sure you can steal some days to go looking at the mysteries of this world first hand
DC: Varies [Interlude]

[] Get to know one of your councilors
-[] Write in which
DC: Automatic

[] Improve your skills: You are exalted, in your chosen domains few match you, in those you have not chosen... less so. Now that you are a leader perhaps it is time to change that
-[] Write in any skill besides Learning
DC Variable (lower skills are easier to raise)

OOC: And done.
 
Last edited:
OOC: Welp, this was an easier turn to write than the last one because there were more hooks for you guys to engage with... though that also means you guys will have to prioritize what you want more carefully. *Yoda Voice* Begun the AP crunch has.
Minor note, can we do anything in piety or learning with the Sun Mice, or are they just there?
 
Question would taking stock of the local plants and animal to find the ingredients to make essence enlightening potions count as a personal action.

Essence enlightening using local herbs would likily get us a few more essence users a turn. And we could exerminet with how the local Norscans react to it as well.
 
Last edited:
@DragonParadox We have two different options for making ricewine?

[] Brewing rice wine: An old proverb says that man cannot live by eating rice alone, one must also seek enlightenment, the nourishment of the soul, the jest with which it is oft replied is that the speaker must not have tried drinking rice as well
DC 28
Reward: Rice wine as trade good +1 Population Morale


[] Bottoms Up: Now that you are not in any danger of starving, perhaps it might be worth turning your cultivation to more festive purposes, rice can be brewed as well as eaten
DC: 60
Reward +2 Population Morale Rice Wine as trade good
Cost: 75 Wealth/turn
 
@DragonParadox We have two different options for making ricewine?

[] Brewing rice wine: An old proverb says that man cannot live by eating rice alone, one must also seek enlightenment, the nourishment of the soul, the jest with which it is oft replied is that the speaker must not have tried drinking rice as well
DC 28
Reward: Rice wine as trade good +1 Population Morale


[] Bottoms Up: Now that you are not in any danger of starving, perhaps it might be worth turning your cultivation to more festive purposes, rice can be brewed as well as eaten
DC: 60
Reward +2 Population Morale Rice Wine as trade good
Cost: 75 Wealth/turn

Oops, that is an error, I did not think you had one before this turn and added a new one in
 
[] Waterworks improvement: It has been half a century since the last time the city's ever degrading water management systems have been repaired, but between the large number of Exalted you have available and the ability to call forth elementals you are quite sure you can do more than simply patch it up. Entire apartment blocks could be reconnected, not to mention the possibility of using the old water works to connect the Essence engines of the city to more simple but still serviceable technology, mills and forges alike
DC 67
Reward: Improved Water Management; +2 Population Morale; +20 Wealth/turn in Tax
Duration 3 Turns
Cost 250 Wealth (Unavailable until the Ice Creatures have been dealt with)
[] Gears of Ice: Shae suspects the icy creatures in the reservoir are construct servitors of a sort who are either following some purpose now forgotten or have gone rogue. Understanding their programing could be key to deactivating them, or perhaps even harnessing them, though as with all the great workings of the Old Realm it will be a perilous undertaking
DC: 85
Reward: Deal with the Shard Creatures
Cost: 10 Wealth
Is that our only option?
I would have expected a martial way of dealing with them as well.
We have Exalted, even though they are no Solaroids, they should still be capable of beating up most things that are magic, spirit or flesh.
 
Those are First age Solar creations, they are made to fight Exalted level combat. And we have to few dragonblood to risk them.
It's usually easier to break something than to figure it out.

We have no idea if these were defence or maintenance or whatever creations.
We have no idea what could be done to control them, or if non-Solars can even do it.
So we might want to go with the more reliable method with the lower DC, even if it involved breaking irreplacable First Age creations.
 
Suppose our Kislevite guests know something about the Ice creatures here? It sounds like we have an opportunity to talk with them over these things and what could be done.
 
Wondering about the possibly of summoning an elemental of the beast wind. To be a Sheep tender/herder/breeder, sort of a Paragon of Sheep.
 
Last edited:
I want to make a name this turn.
Kill the skinwolf, protect our nearest neighbours, get some contacts.
It's a bit risky, it will cost us a few men, but we can be a regional power.

[X] Plan Making a Name
-[X] A people exiled: The Ungols who once worshiped the hearth spirit now in your company have been ensnared in an evil not of their making, drive it back and give them aid
-[X] Direct Diplomacy: Having begun relations with Skorlm by proving your might in the blood of their shaman , perhaps you could gain warmer relations by doing likewise in the blood of their foes. They certainly seem to need all the help they can get with the southerners sailing to war.
-[X] To Skin a Wolf: This Yargul beast seems a danger to all who come against him, all the more so for gathering many of his barbarous kin to his flayed banner, but mighty though he be he is also the fracture point. Kill him and the horde breaks. Are you not children of Mela
-[X] Friends of your friends...?: Find out who the Skorlmlings deal with in peace and how you might contact them without misunderstanding
-[X] Southern Contacts: You have heard enough about the southerners to be able to find their ships on the wing. Attempt to peacefully contact one of them with the intent perhaps to send an envoy to their princes and warlords
-[X] Converse with the Strange trio of Magicians: You do not think a land which holds sterile ice in such high regard has much to trade with and you miskike being 'tested', but perhaps the trio which showed up at your door can be of some use
-[X] Brewing rice wine: An old proverb says that man cannot live by eating rice alone, one must also seek enlightenment, the nourishment of the soul, the jest with which it is oft replied is that the speaker must not have tried drinking rice as well
-[X] Fire up the forges: For a long time you have had far more capacity for forge weapons and tools than you did hands to use them, odds are the locals would be more than happy to buy weapons off you, if you are willing to become a supplier of weapons in their wars and raids
-[X] Aerie Growth: It is becoming increasingly clear that one of the most fundamental limitations you will face in this new world is a lack of people. One of the things Dream Suggests to deal with this fact is to help young families set up in new apartments without needing to work long hours or count on the support of their clan matriarch or patriarch. No doubt there will be come grumbling over it in the short run, but it should pay great divides in the long run
-[X] Question the Locals about their faith: The magic of the shaman was strange and troubling beyond any charm and spell you have ever seen, you would learn more of the locals half-Wyld faith
-[X] A Cure for the Spirit: With Little Flute's sickness lingering it has become clear that more than simple healing herbs and incense are needed to cleanse his body and Essence. A Ritual in honor of Luna whose ever changing form no sickness can overcome seems the most likely to rid one of this affliction
--[X] Use rare Reagent
-[X] Inner Network: perhaps the time has come to formally pay one's informants, that you may receive more than rumor from the city
-[X] Attempt to scry one of the factions you have heard of: With eyes afar you can learn of powers near and far
--[X] the Norscane
-[X] Dragon Armor Survey: The Armor of the Immaculate Dragons is a precious and potent armor of the First Age... it is also of no use in pieces. Yet in spite of that fact many Dragonblooded keep those pieces as mementos, not to mention that certain suite were kept by the descendants of Azure Dragons who never took their second breath. There might even be intact armors out there... though you doubt it
-[X] Get to know one of your councilors
--[X] Sight of Flutes
-[X] Improve your skills: You are exalted, in your chosen domains few match you, in those you have not chosen... less so. Now that you are a leader perhaps it is time to change that
--[X] Diplomacy

First draft?
 
Last edited:
[x] Plan: Promoting Happiness.
-[x] Martial Choose Three:
--[x] Patrolling: West
--[x] Direct Diplomacy:
--[x] Hatching Griffons:
-[x] Diplomacy: Choose Three:
--[x] Friends of your friends...?:
--[x] Give a Speech:
--[x] Converse with the Strange trio of Magicians
-[x] Stewardship: Choose Three:
--[x] An accounting of the Cerulean Lute:
--[x] Found Lumber camp
--[x] Aerie Growth:
-[x] Piety: Choose Two:
--[x] Festival of the Sun: Spend Rare Reagent for +10
--[x] A Cure for the Spirit:
-[x] Intrigue: Choose One:
--[x] Inner Network:
-[x] Learning: Choose One:
--[x] Ship of the Air:[Will finish in One Turn]
--[x] Higher Education:
--[x] Enchanting workshop: [Will Finish in one Turn]
-[x] Personal Actions: Choose 2
--[x] Summon an Elemental: Your first attempt in this new world has gone oddly, but not poorly, perhaps you could try again for another purpose
---[x] Summon a Paragon Beast of Sheep to manage/improve our sheep herd.
--[x] A new world means new discoveries: Investigate the magical properties of the local plants and animals.

We still have very low happiness, this plan is to fix that to help increase our population growth. As well as setting up for further trade expansion later.
 
Last edited:
Back
Top