Probably a good idea to get advisers right away so that we can get more done per turn.

[X] Plan Help Wanted (desperately)
--[X] Terrador
---[X] Finding a New Adviser (Martial)
--[X] Cynder
---[X] Finding a New Adviser (Intrigue)
--[X] Cyril
---[X] Finding a New Adviser (Stewardship)
--[X] Volteer
---[X] Finding a New Adviser (Learning)
--[X] Spyro
---[X] Finding a New Adviser (Diplomacy)
 
So my vote on martial would be for terrador to get a headcount (Making a roster).

For Diplomacy im stuck between calming the dragons down so there arent consequences later, doing the nobility one (ugh) because of the success chance decrease per month, or getting an actual advisor.

For intrigue i think we should scout this turn, THEN get an advisor next turn, simply because it would reveal food locations and stuff like that.

For stewardship we should make a hunting roster.

For the Learning category, i THINK save the books 1 is the best option here, simply because there's no reason to delay, the teaching situation isnt as critical atm because we are just starting out.

For Piety i would go with Training New Guardians Part One, Version Two simply because it seems like it would cause less resentment or something? (more friction with the nobles i would guess)

For Spyro's action, Spending Time with Cynder is my pick because SHIP SHIP SHIP SHIP..... then again they HAVE been tethered together for a while, maybe they need some breathing room?
You do not have to spend one action in each category for this system. A character can be assigned to any action, though their bonuses will of course apply.
How would you handle the Omakes from before? I liked the idea of having Zap and others involved.
Go ahead and copy the omakes over to here. I'll give appropriate bonuses and such.

Also, it seems I have not made it clear the situation enough. Shelter, food, and Water are being rationed heavily and are on the verge of running out. No actions to remedy these will result in a morale drop and/or starvation or dehydration. If morale gets to 0, you will trigger riots.
 
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Go ahead and copy the makes over to here. I'll give appropriate bonuses and such.

Straight copy-pasting won't really work, partially because I'm not sure what changes would be necessary.

Also, it seems I have not made it clear the situation enough. Shelter, food, and Water are being rationed heavily and are on the verge of running out. No actions to remedy these will result in a morale drop and/or starvation or dehydration. If morale gets to 0, you will trigger riots.

What Actions would be suitable for confronting those issues? Also how exactly is Voting supposed to be done? Plans are a 50/50 thing, so I wasn't sure if that was acceptable here.
 
Straight copy-pasting won't really work, partially because I'm not sure what changes would be necessary.



What Actions would be suitable for confronting those issues? Also how exactly is Voting supposed to be done? Plans are a 50/50 thing, so I wasn't sure if that was acceptable here.
Vote by plan, I'll use the vote tally thing.

There's stewardship options for all three of those issues.
 
[X] Plan: Tackling The Basics
-[X] Spyro
--[X] Confronting Nobles + 1000 Gold
-[X] Cynder
--[X] Finding a New Adviser (Intrigue)
-[X] Cyril
--[X] Clean Drinking Water
-[X] Terrador
--[X] A Temporary Shelter
-[X] Volteer
--[X] Hunting Roster

Go ahead and copy the makes over to here. I'll give appropriate bonuses and such.

The majority of the Omakes I did was about the Elemental Guards, and I have to reread all of them first- it has been so long. Still, The Poisonous Protector introduces the Basilisks aka the Poison Elementals. Also, The Dreaming Defender was supposed to tie-in with how most Fear Dragons end up going insane because of the Dark Stygian viewing them as threats.
 
Adding a second plan about tackling the immediate problems

[X] Plan Help Wanted (desperately)
--[X] Terrador
---[X] Finding a New Adviser (Martial)
--[X] Cynder
---[X] Finding a New Adviser (Intrigue)
--[X] Cyril
---[X] Finding a New Adviser (Stewardship)
--[X] Volteer
---[X] Finding a New Adviser (Learning)
--[X] Spyro
---[X] Finding a New Adviser (Diplomacy)


[X] Plan immediate problems
--[X] Terrador
---[X] A Temporary Shelter
--[X] Cynder
---[X] Hunting Roster
--[X] Cyril
---[X] Finding a New Adviser (Stewardship)
--[X] Volteer
---[X] Gone Hunting
--[X] Spyro
---[X] Clean Drinking Water
 
we have 5 AP and I know nothing about Spyro lore. However, using the Guardians in the roles they're currently in seems suboptimal for the city. We should probably free them up as soon as possible.

At the same time, the city has dire needs. Better head them off as soon as possible. Externally we need walls up and scouts out. Neither of those things stops famine or disease, dehydration or exposure. One's a greater threat to more people.

[] - Plan: Earthworks and Moles rebuild the City! (starting next turn)

[] - Talking with the Moles: Spyro


This seems like probably the absolute most important action for a ravaged city. Contact with those that seemingly built it the first time around must be done and it lets us coordinate with them for various construction projects. A ravaged city needs engineers, stewards and builders. Moles seem like they fit the bill.

[] - Martial Advisor: Terrador

After that the Guardians all want to not be Advisors and instead do vaguely "Guardian" things. Duno what that'll do but of the magic affinities I'd prefer Earth to be available for reconstruction efforts, rather than tied up to Martial. It's also theoretically +1 action, but really I'm hoping that having a freed up Guardian of Earth and the Moles will improve some of the building options in creative ways. 5 AP is a good way to start a Quest. The more AP you get the more complicated everything in a turn becomes. Hell, I recently read a quest that mostly ran on 3 AP which made the turns very short to process and simple to write for.
. . for the most part :V

Getting AP from the advisor grabbing tasks for the areas we don't have advisors for sounds good though.

[] - Gone Hunting: Cynder
[] - Hunting Roster: Volteer


These two actions flash bail-out the food situation and slow the rate of decay of whatever stores we have. I'd be happily surprised if it solved the food situation (for now) permanently, but this is mostly to give us room to get advisors up and the Guardians all freed to do whatever world-class magic-piety people get up to normally. Usually a city eats based on their farmland and, uh. We're a bit far away from that option right now.

[] - Clean Drinking Water: Cyril

And this explicitly heads off a water crises that will lead to death, disease and chaos. Of the trio of "Food, Water and Shelter" the "Shelter" is the least immediately lethal. It's also a construction project we'll be doing probably next turn.

~~~~~~~~~~~
Ideally there's a synergy between the greatest Earth Magic Expert and the Moles being able to coordinate freely for the massive amounts of construction that will need to be done. I suspect (but can't confirm) that certain Guardians getting freed up will boost the chances/outcomes of certain options?

First step is Triage though. Best to check what freeing up a Guardian actually does for us mechanically, before gambling the lives of a lot of people trying to slam "AP gain" actions.

And I'll reiterate my advice to have the bonuses for freeing up Guardians not be AP related. It's okay to be AP limited, it keeps turns simpler and shorter. I also get the vibe that the Guardians are, like cool you know? Freeing them up to be guest-stars in various actions encourages character interaction rather than everyone meeting once a month and scattering to the four winds. Improve outcomes, raise percent chances, haste the speed of actions or basically have them do cool things. Imagine a reader that's never interacted with Spyro before is only going to learn what a Guardian is through this work. What do the Guardians do in this society? How badass or ingenious are they? What's the real weight of having Guardians running around going to do?

Wonder what they'll do. Hope it's cool c:
 
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[X] Plan Time limited and Advisers
--[X]Cyril
---[X]Finding a New Adviser (Diplomacy)
--[X]Terrador
---[X]Finding a New Adviser (Martial)
--[X]Cynder
---[X]Confronting Nobles
--[X]Spyro
---Gone Hunting
--[X]Volteer
---Save the Books! Part One

Food action is just about required, the noble question and the books both will get harder to do if put off so now is the best time to do them, and fitting in two more advisers to help with the action economy.
 
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unless the Guardians are going to stick around in our government after we replace them as advisors? Which would be strange. They seem like they have things they specifically want to do as Guardians rather than advisors, which. I mean. ???

Wonder what they'll do.
They'll stick around as Piety advisors and will still contribute an action each. Right now they want to stem the bleeding so they can get to work preventing crucial knowledge about the elements from being lost. No Fire Guardian and the temple being destroyed are particular points they want to address as soon as possible.

Every dragon has an element. The Guardians are the foremost experts on the elements and keepers of some very ancient knowledge. The longer their concerns go unaddressed, the more knowledge regarding the elements gets lost and it's the elements that have placed dragons on top (physical might is one thing, but elemental might is even more potent for experts and masters).

Fun fact: I have a spreadsheet that tracks population, how many dragons of each element, and how many of each skill level for that element. Letting Piety actions go unresolved will lead to a slow decrease in overall skill level, directly affecting combat capability among other things.
 
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Fun fact: I have a spreadsheet that tracks population, how many dragons of each element, and how many of each skill level for that element. Letting Piety actions go unresolved will lead to a slow decrease in overall skill level, directly affecting combat capability among other things.

How long is this Vote open for, and how long do we have before Piety action become something we desperately have to complete? There's a lot of things to tackle, and is raising Food Level enough to satisfy Food Needs for now?
 
[X] Plan: Don't Starve
-[X] Hunting Roster ( Cynder ) 100G
-[X] Clean Drinking Water ( Cyril ) 300G
-[X] A Temporary Shelter ( Terrador ) 1000G
-[X] Confronting Nobles ( Spyro ) +800G
-[X] Save the Books! Part One ( Volteer ) 500G +500G


Basically, doing the 3 basic essentials (food, water and shelter) and two of the options whose success rate drop over time. I didn't pick Noble Matters because it has a higher percentage of success than the other two who drop over time and the Confronting one already deals with the Nobles, so already have a interaction with them this turn.

Edited: After clarification of how the bonuses work, i added more gold to the plan.
 
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How long is this Vote open for, and how long do we have before Piety action become something we desperately have to complete? There's a lot of things to tackle, and is raising Food Level enough to satisfy Food Needs for now?
Minimum 24 hours, more than likely 48 hours.

Raising food level by one stage will help big time and keep people from starving. I need to refine the wording on the two hunting actions when I get a chance. The more food you gather the better though as that directly impacts population growth. But yes, Roster alone will be enough to prevent the food level from dropping. A deficit is still a deficit though.
 
[X] Plan: Don't Starve
-[X] Hunting Roster ( Cynder ) 100G
-[X] Clean Drinking Water ( Cyril ) 300G
-[X] A Temporary Shelter ( Terrador ) 1000G
-[X] Confronting Nobles ( Spyro ) +400G
-[X] Save the Books! Part One ( Volteer ) 500G
-[X] Spend Time with Sparx


Basically, doing the 3 basic essentials (food, water and shelter) and two of the options whose success rate drop over time. I didn't pick Noble Matters because it has a higher percentage of success than the other two who drop over time and the Confronting one already deals with the Nobles, so already have a interaction with them this turn.
Whoops, missed this. Personal actions will still take one of Spyro's actions. I might rename that to Dynasty actions.
 
[X] Plan: Don't Starve

Let's get the basics out of the way before anything else.
Dragon (Access to an element, 15P, +2D, +5C (scales with age), -3I, -3S, +2 to armor): Cyril was born as one of the revered dragons. Dragons have kept the peace through natural might and elemental prowess.
Pretty minor, but all the others have +3 to their armor, why is Cyril the exception?

Overall, I'm so happy to see this quest come back in some way. Now let's hope Terrador's luck isn't as bad this time around.
 
[X] Plan: Don't Starve
-[X] Hunting Roster ( Cynder ) 100G
-[X] Clean Drinking Water ( Cyril ) 300G
-[X] A Temporary Shelter ( Terrador ) 1000G
-[X] Confronting Nobles ( Spyro ) +400G
-[X] Save the Books! Part One ( Volteer ) 500G
-[X] Spend Time with Sparx


Basically, doing the 3 basic essentials (food, water and shelter) and two of the options whose success rate drop over time. I didn't pick Noble Matters because it has a higher percentage of success than the other two who drop over time and the Confronting one already deals with the Nobles, so already have a interaction with them this turn.

We should spend bonus money where it helps (especially Save the Books!) We have a lot of cash to burn

Otherwise I like this plan!
 
Whoops, missed this. Personal actions will still take one of Spyro's actions. I might rename that to Dynasty actions.
Thanks for telling me. Fixed it.

We should spend bonus money where it helps (especially Save the Books!) We have a lot of cash to burn
I was going to put more money in saving the books, but I think Volteer doesn't need it? The success chances are 70% and he has a 32 modifier, so if i understand the mechanics right, I think he's guaranteed to succeed?
 
I was going to put more money in saving the books, but I think Volteer doesn't need it? The success chances are 70% and he has a 32 modifier, so if i understand the mechanics right, I think he's guaranteed to succeed?
Bonuses will be -10. 10 is the average, so a 32 becomes a 22 and a 6 becomes a -4.

I can add it to the mechanics page
 
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Thanks for telling me. Fixed it.


I was going to put more money in saving the books, but I think Volteer doesn't need it? The success chances are 70% and he has a 32 modifier, so if i understand the mechanics right, I think he's guaranteed to succeed?
The action specifically says "Can Boost Above 100%" which makes me think that there are goodies for higher and higher rolls.

Which is to say, I would blow a hole in the budget trying to get our faction's core advantage boosted to high heaven.

First step is triage to make sure we keep population

Second step is "Actually we have a lot of magic" in terms of making sure we're as capable as possible with the Elements we already have a history with.

Should help with getting a high quality Fire Guardian and might help find/collate lore on the new Elements
~~~~~~~~

I will say that with all the advisors giving +1 AP I uh, we might just want to hire every other advisor on turn two? Or even this turn tbh. Whatever troubles happen really don't mean much in the face of doubling AP potential. Kinda nuts.

It's not as humane as instantly jumping on the three emergency Stewardship actions but uh. It's more AP. AP that makes more AP. If there was any complaint about your plan it's that it doesn't include getting more AP
 
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[X] Plan Help Wanted (desperately)

The more I think about it the less it matters that we do anything but double our available AP. It'll hurt the city but like. The investment pays itself off by turn 3.

Especially because the Element Intitiates action is a ridiculous amount of AP too? Fire Water Wind Poison Fear Shadows is 6 more AP cooking in the background for us? to mature and boost our action economy later?

All Advisors now basically "delays" our impact for a month, but doubles our impact on the second month and every month thereafter.

Double AP is just . . insane. Can't really get myself to argue for anything else

EDIT: Edited to clarify meaning. Edit to clarify that the initiates is still something akin to a 50% AP increase to occur in a few years. Won't matter for the immediate stabilizing, but it's very powerful once it kicks on.
 
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[X] Plan Help Wanted (desperately)

The more I think about it the less it matters that we do anything but double our available AP. It'll hurt the city but like. The investment pays itself off by turn 3.

Especially because the Element Intitiates action is a ridiculous amount of AP too? Fire Water Wind Poison Fear Shadows is 6 more AP cooking in the background for us?

It basically "delays" our impact for a month, but doubles our impact on the second month and every month thereafter.

Double AP is just . . insane. Can't really get myself to argue for anything else
Okay, so I gotta put a halt to this. The apprentices will be using their AP for training under the Guardians. Few short term benefits for long term gains.
 
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