A man is made by the quality of his enemies (Maric Theirin Quest/CK2/DA)

"Loghain and the elves ran into the hills in order to intercept the chevalier charge. Peppering the knights with arrows forced them to stop and deal with the archers instead of finishing their flanking maneuver. Lightly armored elves were no match for chevaliers, however, and more than half of them were slaughtered as the Orlesians overran their position."
"The casualties were high, but both the wounded Loghain and the surviving Night Elves were saved before Arl Rendorn finally called for the retreat."
This was before Gwaren, West Hill and the second Battle of Gwaren or River Dane. Like I said I have some survivors but not enough for a company.
Gather the survivors and reform them into a smaller squad? Or something...
 
So, as a general policy of picking these advisors I think we should go for full internal stability as such;

1. Marshall: Loghain Mac Tir. Bit of a no brainer here, he is easily the best military mind we have. Plus the flat Ferelden bonus.

2. chancellor: Bryce Cousland. Again, a no brainer as he is the best diplomat barring Maric himself we have. Plus the flat Ferelden bonus.

3. Spymaster: Harwen Raleigh. Another easy choice thanks to the +20 to counterespionage. Orlais's intrigue game is Way stronger than ours and we need to counter it as best we can sense we chose the start where they are more likely to try and mess with us.

4. Steward: Lord Teoric. With his bonus to business he should be of significant help in rebuilding and building up Fereldens internal economy. Master Aldhelm seems like a good choice to but I'm not a hundred percent sure what a "Crafthouse" is.

5. Court Chaplain: Mother Bronach. Her bonuses are huge but she does make me a bit nervous as she isn't described as the most... patriotic person but the other two are much worse here so ... *shrug*.

6. Court Mage: Wilhelm. We need some kind of magical advisor. Nuff said.
 
Gather the survivors and reform them into a smaller squad? Or something...
Not all of them want to continue to fight and most of them would get rewarded during the ceremony if you pick it as an option. Some like Elora have a real bone to pick with Orlais and will join any attempt to hurt Orlais, but I will also grant the option to make them into a Fereldan assassin unit/order if she is choosen as advisor for example. The other advisor have similar options to unlock. Loghain for example will offer the chance to create Maric´s Shield , an elite unit.
can we rebuild the Nightelves entirely?
Yes as a legacy unit. They will not be the same, because most of them are dead, but it would be a pure elven unit ,with a bonus for skirmishes ,raids and night attacks in honor o their famous predecessors.
Essentially in this setting what a guild in our medieval time was. Craftsmen ,which is a social tier in Ferelden ,were united in such organizations to better make their problems heard or accumulate influence etc.
She was originally one of Meghren´s closest advisors.
Quotes from her to Maric at their only meeting in the book: ""You are fortunate," she began crisply, "that I am not here with a proper honor guard. I would have taken you prisoner immediately. Surely you understand that.""
"I can see there is nothing for us to discuss," she said with just the slightest quaver in her voice. "You are an impertinent boy. I suggest you take your men and leave while you can, and pray to the Maker that when your end comes you receive more mercy than your mother did."
She only changed sides after Maric executed the traitors, who killed his mother. Their relationship is not good, and she is not well liked by the Fereldan people, but she is the grand cleric. Her political connections are nothing to scoff at. She kept the Fereldan circles outside of the war and was one of the few sound voices on Meghren´s council.

Update will come tomorrow at 12 or 1 pm. Your roll for prisoners has kind of forced me to rewrite some things and then getting all of it ordered into a post would take more time than I have before sleep takes me.
 
We have many city elves and Dalish elves within our borders, I imagine they will be more then willing to join up if we increase there quality of life/ send Loghain and the Nightelves to convince them of our worthiness.

City elfs maybe, dalish elfs I highly doubt it. They don't have humans in high considerations and the cities elfs less. I don't think that they will accept to serve in our wars.

And from what I saw in the game Loghain don't seem to have a high opinions of elfs in general. Maybe send a night elf veteran to do it.
 
[] Loghain Mac Tir: He is recognized as the greatest military mind Ferelden has right now. The best commander you have and more than capable of training new units for the Royal Army like the example of the Nightelves shows.
Grants 2 actions , flat bonus of 25 to all martial actions he takes, bonus of 30 to all actions involving Fereldans

[] Bryce Cousland:
Last living scion of the mighty Cousland family. He is well liked by the other nobles and has shown remarkable diplomatic skill.
Grants 2 action, flat bonus of 20 to all diplomatic action he takes, flat bonus of 25 to actions in Ferelden

[]Elora of Amaranthine:
One of the few surviving members of the Nightelves. Proved herself skilled in night raids and assassinations. Her hatred of the Orlesians is near legendary.
Grants 2 action, flat bonus of 10 to all intrigue actions she takes, bonus of 15 to assassination

[]Lord Teoric:
Son of the displaced Bann of West Hill. He helped his family to live by starting his own business, which prospered beyond imagination. He helped your cause by providing resources and money to help field more men. Celebrated for his strong business acumen by his family and friends.
Grants 2 actions, bonus of 15 to all stewardship action he takes, bonus of 20 to actions involving businesses

[] Mother Ailis: She helped you in your time of need and proved herself more than loyal. Her connections to chantry member are not as far-reaching as the ones of the grand cleric, but she knows many local sisters and brothers.
Grants 2 action, flat bonus of 15, bonus of 20 to all action involving chantry member in Ferelden, bonus of 25 for all action involving brother and sisters of the chantry in Ferelden

[] Wilhelm: As a member of the circle he enjoyed having one of the best education Thedas has to offer. Skilled and well-read in arcane matters, he is somewhat lacking in other subjects.
Grants 2 actions, flat bonus of 10 to all learning action he does, bonus of 20 to all action involving arcane matter


This is my ideal council, anyone disagree?
I'm not so sure on Elora; we have to remember that Ferelden is (most likely) still relatively weak after the occupation ends. Assassination bonus is cool (and potentially useful to deal with troublemakers), but other countries (particularly Orlais) will be eyeing us and I don't think we can successfully kill all of them.

UlseDovThur's pick of Harwen Raleigh for the counter-espionage bonus seems more attractive as a long-term plan to stop outside efforts to interfere with us.

Steward and Chaplain are also tough choices.
Teoric = businesses = taxes/setting up internal infrastructure? Possibly useful cuz we're probably broke.
Bryland = trade actions = trading with other nations? Possibly useful cuz we will need trade with other nations (and we're broke)
Aldhelm = craft-houses = more influence with craftmen? Possibly useful if we want to ask them to build things on credit or a loan or something.

Mother Bronach = bonus to outside Chantry. Important if we want to try to work with the Chantry, which has its main HQ in Orlais, which is hard to imagine NOT some type of influential factor.
Wilhelm = malus to Chantry, bonus to mage circles. Unfortunately, I think the Chantry is too powerful to risk having maluses with them.
Mother Ailis = bonus to Ferelden Chantry. Definitely more personally loyal, but again depends on how much we want to "build bridges" with other nations / the Chantry outside of Ferelden.

So, as a general policy of picking these advisors I think we should go for full internal stability as such;

1. Marshall: Loghain Mac Tir. Bit of a no brainer here, he is easily the best military mind we have. Plus the flat Ferelden bonus.

2. chancellor: Bryce Cousland. Again, a no brainer as he is the best diplomat barring Maric himself we have. Plus the flat Ferelden bonus.

3. Spymaster: Harwen Raleigh. Another easy choice thanks to the +20 to counterespionage. Orlais's intrigue game is Way stronger than ours and we need to counter it as best we can sense we chose the start where they are more likely to try and mess with us.

4. Steward: Lord Teoric. With his bonus to business he should be of significant help in rebuilding and building up Fereldens internal economy. Master Aldhelm seems like a good choice to but I'm not a hundred percent sure what a "Crafthouse" is.

5. Court Chaplain: Mother Bronach. Her bonuses are huge but she does make me a bit nervous as she isn't described as the most... patriotic person but the other two are much worse here so ... *shrug*.

6. Court Mage: Wilhelm. We need some kind of magical advisor. Nuff said.

As above, I think the only choices to make are for Steward and Chaplain.

Personally I'm torn between Teoric and Bryland; Teoric can help with internal infrastructure, whereas Bryland can possibly eke out trade deals with other nations to assist with the diplomatic side of things.

I have a pipe dream where the Ferelden Chantry can start a reform process, but again that is a long-term pipe dream for now. (Actually, @Erzherzog_Karl will the Court Chaplain = the Grand Cleric?) If we want the Ferelden Chantry / templars to start becoming more sympathetic to the mages (which has its own risks due to Abominations), then Ailis would be helpful. Otherwise, Bronach seems to be the stronger choice to hopefully not have Chantry as a whole become a troublesome factor. I'm also not entirely sure how much influence the Chantry has with other nations (Orlais in particular).

Correct ^^. Congratulations you get a D10. You can add it to whichever throw you want.
Coolio!
 
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Actually, @Erzherzog_Karl will the Court Chaplain = the Grand Cleric?)
Mother Bronach is the Grand Cleric of Ferelden at the moment. The position of court chaplain has no influence on that position. You may start influencing her successor or raise your own and even though Maric had a rough start with her it is always possible to mend the relationship. She is mostly a political creature and would easily see the advantage in getting on Maric´s good side.
 
Turn 1
Wintermarch 9:00 Turn 1

It is 9:00 Dragon Age, the first year of the ninth Age since the crowning of the Chantry's first Divine. Four months ago Loghain smashed the Emperor´s legion at the River Dane. As the word of this victory spread, the people rose up. Castle after caslte fell to your forces either through the lord or bann himself opening the gates or through servants. Denerim was no different. Your people banded together and overwhelmed the forces at one gate. The Orlesians, like the cowards they are, retreated to Fort Drakon. It took six days for that mongrel to scrap together whatever courage he had to face you. The battle if you want to call it that was over in a blink of an eye. He overextended giving you a clear opening. You, gracefully accepted such a gift. His head now decorates the gates of Denerim.

Now you are sitting in the royal palace with your two best friends to discuss what to do. "We´ve won haven´t we?" "Yes, Maric, for now." your best friend grumbled. " We will need to send more troops to the border. While the current ones are enough to slow down any serious attack they will need help to stop another invasion."

"Redcliffe is ours again. My brother will hold it and as long as Redcliffe stands, Ferelden will not fall to invasion," Rowan declares with a certain edge in her voice. " The Late Eamon will defend us. Are you sure your brother will not end up needing our help again?" Loghain interrups her before she could elaborate more.

"Do not call my brother that. We have a saying in Redcliffe there is iron in the hills, as there is in the people. Eamon will not yield without a fight."

"I do not doubt his will to fight, just his ability"

"Enough. Peace, please my friends. It gladdens my heart to see you talk to each other so cordially again but I think we have more important things to deal with right now. If the emperor wanted another fight he would have send more men after River Dane. He did not. So how bad is it?" you interrupt the two of them before they would start quarrelling again. It is a start that they talk with each other again without shouting in private but now is not the time.

"Better than we feared, worse than we hoped. If their numbers are correct we have roughly 7000 sovereigns worth of money in our treasury, add was is left of our own and it is 7900. The taxes from Spring should bring in between 10.000 and 12.000 but with so much chaos in the last months I would not plan with more than 15.000 till the Landsmeet," Rowan starting her lecture.

"Why so little? Is the harvest tax not normally more?" you couldn´t help but ask.

"Maric, we were at war. Many tax collector flew the moment it looked like the Orlesians could lose. Most of them were Orlesians, and the others traitors. A strick would have been the nicest thing they could expect. Then many freeholders withheld their taxes either to help us or to just not pay twice, once to us once to Meghren. All this adds up to such a bad situation and.."

"Going by the first reports from my men, we struck gold thanks to Meghren´s incompetence. Correspodence with some of our surrendered Orlesians, Bardmasters back in Orlais, even some letters from the emperor. Many things are still encrypted, but they thankfully left the keys for that on the table," Loghain interceded before Rowan would keep going. I normally knew better than to ask her about money. "Another good things is the prisoners we have. The oldest daughter of a duke, a marquis, some famous lords son and a collection of chevaliers. The rest is barely worth the note. We could kill, we have freed all prisoners the Orlesians had so there would be no repercussions. Their families will most likely pay a good ransom and milking them for every last bits they are worth has a certain irony I quite like," Loghain continued without pause.

"Anything else than ransoming them would be a waste. We are in sore need of gold and their blood is worth more in their bodies than spilled by a executioner," your bethroed adds helpfully."What did not surprise me was that Meghren tried to flee by boat. In the harbor there are some vessels that were his and are now ours. Without the help of Bann Mac Eanraig he may have escaped. A massive galley with the name Meghren´s Glory and some Hulks. It is not much but better something than nothing."

"So we need money, have traitors in our midst and Orlais threatens us. Nothing changed, eh," you chuckle a little. "The traitors will be killed. I will not suffer treason again. This throne was stolen once, never again. Our country was taken from us once, never again. A man is made by the quality of his enemies. The rebellion, Orlais, has shaped who we are today let us show them what a grave mistake that was."


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Treasure: 15.000 Sovereigns (15.000G)
Fleet: 1 Heavy Galley, 3 Hulks, 2 Longboats
Prisoner of note: Lady Yvonne Blanchard,oldest daughter of the Duke of Val Montaigne, ; Marquis of Salmont ; Luis son of Lord Aurelien of Montsimmard

Actions: As already stated in the mechanics post characters take action in this quest. The advisor and the royal couple at the start of the quest are the only characters you have but you can quickly gain more. Maric and Rowan have 3 actions per character who can be freely applied, meaning all of them could go into Diplomacy or split up and put somewhere else. Voting please in plan format.

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Martial:
Choose a Marshal:
  1. Loghain Mac Tir: He is recognized as the greatest military mind Ferelden has right now. The best commander you have and more than capable of training new units for the Royal Army like the example of the Nightelves shows.
    Grants 2 actions , flat bonus of 25 to all martial actions he takes, bonus of 30 to all actions involving Fereldans

  2. Branwen: She was the right hand of Rowan and helped her lead the cavalry arm of the rebel forces. In her own right a skilled commander and especially talented in logistics, thanks to the influence of Rowan.
    Grants 2 actions, flat bonus of 10 to all marital action she takes, bonus of 25 to all actions pertaining logistics, bonus of 20 to all action related to cavalry and former rebel forces

  3. Bryce Cousland: The last scion of the mighty Cousland family led the rear guard as the disastrous Battle of White River. Well liked by the other nobles and skilled in warfare he is what a Fereldan noble should be.
    Grants 2 actions, flat bonus of 10 to all martial actions, bonus of 25 to all actions which involve nobles of Ferelden, bonus of 20 to actions pertaining nobles of other countries
Voting for Advisor :
[][Marshal]Loghain Mac Tir
[][Marshal]Branwen
[][Marshal]Bryce Cousland
Restoring Order: Now that the occupation of your homeland is finally over it is time to restore order. After every battle the soldiers take their right and start to loot the enemy. The big problem for you is that the enemy in this case was in your capital and Fort Drakon. Furthermore this victory celebration could get out of hand.
Cost:None, Chance of success: 90 %, Reward: No more looting in Denerim, no more damage to buildings in Denerim

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City Guard: To ensure the safety of your capital it is best to create a dedicated force for its protection. These guardsmen will be duty bound to protect Denerim and its citizen. It is for you to decide if you want soldiers for this task or will be satisfied with more of a militia.
Cost: 5G , Chance of success:80 %, Reward: Creation of Denerim City Guard

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Restoring Fortifications: During your fight for the freedom of your people many fortifications were damaged. Not every Bann joined you willingly nor was every Arl swayed by your words. Therefore you needed to make examples and show that you can take even the strongest castle if you had to. Sadly such actions damaged walls, gate or even the keeps.
Option 1: Denerim is your capital and you had to besiege it. Even though this siege was short some parts of the wall and the gate were damaged. As long this damage remains unrepaired your capital is not secure. Cost: 50 G, Points Needed: 30 , Reward: City Wall and Gate repaired​
Option 2: Caer Bronach was build by your ancestor Brandel and meant to be a garrison place for his soldiers on the way to fight the Orlesians. According to your last information the castle was taken through trickery but the following fight got out of hand and a fire started. The damages were thankfully only minor things but to use this place again you need to spent coin.​
Cost:150 G , Points Needed 20, Reward: Caer Bronach restored to former "glory"​
Option 3: West Hill is place that you would like to forget but the "haunted" fortress is a valuable location that is in need of some repair.​
Cost: 200 G , Points Needed 20 , Reward: West Hill is cleaned up and old forgotten passages secured​
Option 4:The border castles are fortifications build on the edge of Ghelen´s Pass, the only overland route into Ferelden which is useable over the whole year. A short time into the occupation Orlais destroyed most of these castles which were meant to be the first shield against any attack from them. Out of petty revenge or for sound strategic reason these former mighty castles are now mostly a pile of rubble. Cost: 800 G , Points Needed: 90 , Reward: One border castle restored​

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Royal Army: Since the time of Teyrn Hafter and his Avvargeld Ferelden had a tradition of standing force of soldiers. This tradition evolved till today and now Ferelden is the proud owner of a standing army. You know that you need such forces under your control if you want your kingdom to remain free.

Option 1: The Rebellion never dies : Many people have joined your rebellion. Some of them even acquired a certain amount of glory like Rowan´s Fist others at least left a legacy that can be revived like the Night Elves. The problem is that many are tired of fighting and you have to convince them that the fight is not over.​
Cost: 5000G , Chance of success: 50 % , Reward: 1800 troops at veteran skill level with some special troops​
Option 2: New Army: The rebel army was a great force but it was never build up to serve as a standing army. You don't like the composition of it and think it would be better to start your reign with a fresh recruitment drive for an army after your own heart. Cost: ?? , Chance of success: 90 % , Reward: Recruitment of up to 5000 men from troops chart​
Option 3: Cherry on the cake: At the moment some of the best soldiers Ferelden has to offer are part of your rebel army but you want more. With widespread rebellion in the countryside your troops could choose their battles and defeat the enemy in detail. Your standing army needs to be capable of more. Cost: 2000G + ??, Chance of success: 60 % , Reward: Up to 800 troops of rebel army join your standing force, the rest is recruited normally​

Recruit: 4G per company (100) ; Pool 4000/10000

Spearmen: 8G per company (100); Pool 2000/8000

Halbediers: 18G per company (100); Pool 1000/4000

Swordsmen: 10G per company (100); Pool 1500/8000

Men at Arms: 22G per company (100); Pool 1000/5000

Hobelar: 25G per company (100); Pool 700/2000

Mounted Men at Arms: 33G per company (100) ; Pool 1000/3000

Knights: 60G per company (100); 800/800

Archers: 9G per company (100); 4000/10000

Retinue Archers: 34G per company (100) ; 3000/10000

Crossbowmen: 6G per company (100); Pool 4000/10000

Pavise Crossbowmen: 14G per company (100); 800/3000

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A plague on Ferelden: During every major conflict people get dispossessed and have to flee for their lives. Sadly some of these people turn out of desperation or greed to banditry. It is your solemn duty to protect your people, because a king, who cannot protect his people, is no king.Therefore you want to start a bandit extermination campaign. (Specify target region (Hinterlands (50%), Bannorn (65%), Southron Hills (65%), Coastlands (60%), Gherlen´s Pass(50%), Brecilian Forest(45%), Frostback Mountains(20%), Korcari Wilds(30%), Denerim(90%))
Cost: Troops , Chance of success: Depends on region, Reward: Bandits killed, loot , ??

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Royal Fleet: You still remember how you had to pay these greedy Antivans to transport your troops. Even though some of your loyal supporters fought against the Orlesians as raiders with their own ships you think a royal fleet is a necessity. The big problem is how you want to build this fleet. Meghren was so nice to give you a decent start on it but it will take your money and effort to create a true fleet.

Option 1: The Storm Giant, Bann Fearchar Mac Eanraig is the most famous raider in Ferelden. He commands a small amount of warships and even raised his formidable daughters on their decks. When your mother called to arms he was one of the firsts to rally behind her. You do not doubt that he will help you the only questions is if he will bring his ships. Cost: 10 G , Chance of success: Autosuccess with Maric ,everyone else 70 % , Reward: Minor character Fearchar Mac Eanraig joins as admiral and brings ?? ships with him​
Option 2: The daughter of the Storm is nearly as famous as her father. Eleanor Mac Eanraig her skill at sinking and capturing Orlesian vessels earned her the nickname "Seawolf". She may not be as experienced as her father in leading larger amounts of ship but you do not doubt that she will reach the same heights he did, maybe even eclipse him.​
Cost: 10 G , Chance of success: 80 % , Reward: Minor character Eleanor Mac Eanraig joins as admiral and brings her flagship Mistral with her​
Option 3: I want it all: You want a fleet and an admiral. You know you need a fleet and an admiral. There are Fereldan raiders with ships and leaders. If you conscript their ships and crew you get literally everything you want. This course of action is costly and if you are not careful can alienate some of your biggest supporters.​
Cost: 5000G , Chance of success: 40 % , Reward: ?? as Admiral, Fleet of 30 LS, 3 G, 2 WG, 5 LG​

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Assess Border Defence: Orlais was finally driven out of your country but you are still at war with them. Furthermore other powers in Thedas have always locked down upon your home as backwater. Therefore many groups could think you weak at the moment. To ensure that even the slightest infraction of your borders are stopped. You will need to first know how these defenses look like. Cost: 10 G , Chance of success: 80 % , Reward: Information about border defenses, unlocks further options

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Bolster Border Defenses: The best offense is often a good defense, especially if you have time to prepare. Orlais was at most an arrogant neighbour in the history of your countries. The Avvar and Chasind have both a history of raiding your lands. You have enemies at your borders but no imminent attack. There is no better time to prepare. (Specify target region )
Cost:1000 G Points Needed:100 , Reward: Average Castle build in XY

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Assess Fortresses in Ferelden: In the last war with Orlais they needed twenty years to fully occupy the land. One of the reason why it took so long were the many fortified homes,castles and fortresses in Ferelden. You do not know if these puddered lords invested as much as your fellow country men into the homes they stole from them. It is time that you learn.
Cost: 50 G , Points Needed: 200 , Reward: Information and recommendations about Ferelden Fortresses etc.

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Denerim Stable: Cavalry is the most glorious branch of many militaries on Thedas. The Orlesians have a special fascination with horses and a chivalrous charge against their barbaric enemies. Therefore it is a lucky occasion that you just took possession of the former Royal Stable under the usurper Meghren. You hope he left behind something useful and did not slaughter some animals just to deny them to you. Cost:0 , Chance of success: ?? Reward: Horses or horse meat of differing quality

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Meghren´s Armory: Denerim had by far the biggest garrison of chevaliers in Ferelden. Regardless what you may personally think about these vermin, even you have to admit they do have nice armour. Normal people can afford one good set of armour but a rich order like the chevaliers should have more in reserve. Maybe Meghren left some presents from his sycophants behind for you to find or they dumped it all into the sea before a doglord could dirty it. Who knows what these cheesemonger think like?
Cost:0 , Chance of success: ?? Reward: High quality armour and weapon, maybe some special item

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Forewarned is forearmed: Information is key to win a battle. To know if you have to fight or where you have to fight can help you immensely. You are surrounded by three historical enemies Orlais, the Avvar and the Chasind. At the moment you are not aware of any imminent threat but forewarned is forearmed. Therefore it cannot hurt to send some scouts in their border regions. Specify target region (Frostback Mountains (30%), Korcari Wilds (30%), Ghelen´s Pass(80%) , Brecilian Forest(50%)).
Cost: Troops , Points Needed: depend on troop type/region , Reward: Region is scouted

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Step up to the Streets: The Imperial Highway is the most important road in Ferelden but not the only one. There exist many important trade or pilgrim routes in Ferelden. You can delegate the protection of many parts of the roads to your Teyrns, Arls or Banns but then they will also want the tolls. Therefore you think it is better if your troops start patrolling the roads and paths of Ferelden. Specify target road/path ( Imperial Highway (1000 men/120 points/100G), West Road(200 men/40 Points/20G), North Road(200 men/70 Points/40G), Pilgrim's path(100 men/20 Points/10G), Brecilian passage(200 men/40 Points/20G), Gherlen´s Pass(200 men/20 Points/20G).
Cost: Troops and money , Points Needed: depends on target/troops , Reward: Road is patrolled, increase of Trade and tolls by XY

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We need a home: The moment you create your royal army they will need space or better yet a place to sleep, train and prepare to do their duty. In the beginning Fort Drakon, maker you hate this name, can easily house them but the bigger the army grows the more space they will need and another place could give you some strategic advantages. You can either try to find some new place, build them one or split the army up in smaller garrisons.

Option 1: All in one: Denerim is your capital and Fort Drakon can easily house thousands of men and women. There are some small changes and reparations that need to be done but it is not much. The Imperial Highway allows you a fast transportation over land and the harbour of Denerim is one of the biggest in Ferelden making transport by sea a possibility. Furthermore you can have regular contact with the troops when they are mostly garrisoned in Denerim.​
Cost:500G , Points Needed:70 , Reward: Fort Drakon can now house 4000 troops​
Option 2: Never put all your eggs in one basket I: You are not a clairvoyant. You cannot know where your troops will be needed. Would it not make sense to split them up and put at least half of them somewhere else. The problem is where and if you are allowed to do it. Specify place ( Lothering (50 %), Ostagar(100 %), Redcliffe (20 %), Ghelen´s Pass (60 %), Bannorn (5 %), Caer Bronach (60 %), Lake Calenhad Docks (70 %))​
Cost:0 , Chance of success: depends on region , Reward: New place for a garrison found and secured​
Option 3: Everywhere and Nowhere I: Why have all your troops in one place? Wouldn't it make more sense to split them up and have them garrisoned all over Ferelden? At every important place there will be some of your men. They could help far faster if problems arise just maybe not in such large numbers as would be necessary.​
Cost: 2000G , Chance of success: 30 % , Reward: You can start building garrisons.​

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Eye for an Eye: For years Orlais had occupied your home and enforced "taxes" equal to a plundering army. It is time to take something back. It is time to bring the fight to their lands. You are not ready for an invasion, at least not yet. But some small raiding should be possible.
Cost:Troops , Chance of success:depends on troops , Reward: Loot, damage to Orlais

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Let slip the dogs of war: Even when your rebellion had to keep quiet to build up its forces some noble countrymen did strike against Orlais. These men and women were the raiders of the Coastlands. No merchant- or warships was safe from them. You don't know a reason why you would want them to stop but some official recognition like a letter of marque could encourage them to intensify their attacks.
Cost: 5G , Points Needed:10 , Reward: Unlocks Raider roll, raiders activity grows

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Deep Roads Expedition: One of the most terrifying experience during your quest to liberate Ferelden was the episode in the Deep Roads. Now that you are aware what lies beneath you and that there exist some open abandoned exits in the countryside, you worry. On one hand you found your amazing sword down there but on the other there are darkspawn and these disgusting spiders down there. You come to the conclusion that there are riches to find but the price will be paid in blood.
Cost:Troops, Chance of success:?? , Reward: Loot from the Deep Roads

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A call for celebration: After a long battle Ferelden is finally free. Your subjects, friends and allies all long for some leisure time. In Ferelden there are many ways to celebrate but most of them involve some degree of violence. Regardless if it is a big hunt concluding in a massive feast or a valiant contest of arms to entertain the masses accompanied by all forms of alcohol known to you, except Dwarven ones of course.

Option 1 Hold a small Tournament: Ferelden has an old martial tradition and what better way exist to celebrate victory than with a demonstration of Fereldan martial might. At the moment while your home was just liberated you do not think it is a good idea to spend that much money on a tournament.​
Cost: 500G , Chance of success: 40 %, Reward: Celebration, moral bonus​
Option 2 Hold a normal Tournament: There is only true way to celebrate the liberation of Ferelden, with booze and fighting. Your people deserve a little bit of a distraction and many will come to participate in the first tournament of a Free Ferelden. Who knows maybe someone interesting will win?​
Cost: 800G , Chance of success: 65 % , Reward: Celebration, moral bonus, chance for minor character to appear​
Option 3 Hold a Grand Tournament: Ferelden is free again. If that does not justify the biggest celebration possible you don´t know what would. You plan to hold one of the biggest tournaments in Ferelden history. People from everywhere will come to celebrate and participate. It may not reach the scale of Grand Tourney of the Free Marches but it will be the next best thing. Cost: 1250G , Chance of success: 99% , Reward: Celebration, moral bonus, minor character , prestige and ??​

Option 4 Organize a hunting contest: A tournament may be a good idea to have many people come to Denerim to celebrate and be happy for once but a hunting contest can involve everyone. Gathering family ,friends and allies to hunt rabbits ,deer and other creatures of the forest is an entertaining and useful use of your time. The hunted animals can then be prepared for a big feast for all participants ending the contest regardless of the winner on a high note.​
Cost: 200G , Chance of success: 70% , Reward: Celebration, moral bonus, small monetary reward​
Option 5 Organize a Grand Hunt: The Brecilian is one of the biggest forests in Thedas and houses many mysteries and monsters. Inside there are common beasts like wolves and bears but also more magical ones like sylvans and werewolves. To make this forest and its surrounding areas safer you can organize a grand hunt. While such things are often as much a celebration as a real hunt this one can be used to achieve two things at the same time. Your subjects will have a chance to celebrate with drink and food while the more serious ones can help make Ferelden a safer place.​
Cost: 750G, Chance of success: 60% , Reward: Celebration, moral bonus, chance for minor character, new options for Brecilian, lower threat level of Brecilian​

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Siege Warfare: The battle of River Dane happened two years ago. There was a widespread uprising but it still took two years to destroy the last Orlesian holdout and liberate Denerim. Some castles fell through trickery , some through siege weapons and others by mining. The siege effort was led by a special group of men called engineers. They helped building siege weapons and coordinated mining operations. A company of such men should be a massive help in future siege operations.
Cost:100G , Chance of success: 30 % , Reward:1 company of engineers

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Found a chivalric order: Ferelden has powerful knights but no order of knights or something similar like the chevaliers. You have no intention of copying their order but want to create something similar with a certain Fereldan touch. Named after one Calenhad's companions or one of the many folktale heroes.
Cost: 2500G , Points Needed: 200 , Reward: Chivalric Order founded

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Make me a map/Cartography: One of Loghain's favourite hobby is the study of map. He chewed off your ear about their importance and how they can help an invading or defending army. If you know one thing about your best friend it is that he knows what he is talking about as long as it involves warfare. So you plan to do him and ,according to him, every other general of Ferelden a favour by ordering some maps made.

Option 1: Go big or go home: You said you wanted maps and you meant it. It is time to look for the best cartographers you can find and get them to work. According to your order maps will be made about the whole of Ferelden. Cost: 500G , Points Needed:700 , Reward: Maps of whole Fereldan territory (military grade)​
Option 2: One step at a time: To make maps of every part of Ferelden is a big venture. You or whoever poor fool has to do it will be occupied for years. To make one map after another is more useful. First you will have the maps in a shorter amount of time and you can focus on the important regions. Specify target region. (North, East, West, South, Bannorn)​
Cost: 50G Points Needed:100 , Reward: Map of specified region​
Option 3:Know your enemy: While Ferelden is your home and it is a good idea to know where what is, most of the time you would have local guides or people who know the land with you, making maps of Fereldan a nice commodity but not necessary one. The same thing is unlikely to happen if you ever plan to fight on Orlesian soil. You cannot expect the Orlesian to flock to your banner and help you pay them back for years upon years of atrocities. Therefore sending people to make maps of the border regions is a sound course of action.​
Cost: 50G, Points Needed: 200, Reward: Map of Orlesian territory around Jader​
Option 4: Know your friends: During the occupation many nobles send their families to the Free Marches. Some of these Marcher States have even familial ties to one Fereldan nobles or another. You would not outright call them friends but they could be. Knowing your enemies is important but better knowledge about future friends could be useful as well.​
Specify target region.(Kirkwall, Ostwick, Ansburg etc.) Cost: 50G, Points Needed: 140 , Reward: Map of specific region​
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Nautical charts: Like maps for the land there exist a kind of map for the sea. It would be useful for your future Royal Fleet if you had map of your coastline. Furthermore there could be some places for new harbours or to expand existing ones. All around there exist clear advantages to having them compared to not having them. You start to think that Loghain was on to something with his love of maps.
Cost:800G , Points Needed:400, Reward: Map of Coastline of Ferelden

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Diplomacy:
Choose your chancellor:
  1. Bryce Cousland: Last living scion of the mighty Cousland family. He is well liked by the other nobles and has shown remarkable diplomatic skill.
    Grants 2 action, flat bonus of 20 to all diplomatic action he takes, flat bonus of 25 to actions in Ferelden

  2. Urien Kendells: Son of a disowned noble family. Their lands were taken by Orlesians and they went into exile. He was the one ,who negotiated the deal with the Antivans and showed himself a literal genius in the realm of negotiation.
    Grants 2 action, flat bonus of 15 to all diplomatic action he takes, flat bonus of 20 to actions relating to other nations

  3. Bann Tremaine: One of the oldest Banns of Ferelden. He commands respect among their ranks and has shown himself to be able to get the Bannor to agree on something, which is a mircle in and of itself.
    Grants 2 action, flat bonus of 15 to all diplomatic action he takes, flat bonus of 30 to all actions involving the Bannorn, 20 to actions involving Fereldan nobles
Advisor vote:
[][Chancellor]Bryce Cousland
[][Chancellor]Urien Kendells
[][Chancellor]Bann Tremaine

Wedding: You and Rowan have been betrothed since you were young. Both of you grew up in knowledge that one day you would marry each other. There were some difficulties and you don´t love Rowan like you did her but you care deeply for Rowan. A wedding is always a celebration and Ferelden needs some joy. It's time to send some invitation and to get married.
Cost: 1000G , Chance of success:100 % , Reward: Maric and Rowan get married, presents , ??

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Diplomatic envoys: Ferelden is free again and you are its rightful king. Most interested countries will already know this but it is important to establish official relations with your neighbours. During the war against Orlais and your rebellion Ferelden stood alone it is up to you to change that for the future. Therefore it´s time to send some envoys.
Cost: 100G , Chance of success: Depends on country (Free Marches(Kirkwall 90%, Ostwick 100%, Markham 70%, Hercinia 80%, Ansburg 100% , Wycome 100% ,Bastion 100% , Starkhaven 60%, Tantervale 50%) , Orlais 0% , Nevarra 60% , Antiva 80% , Rivain 100% , Tevinter 30%, Anderfels 50% , Qunari 5%) Reward: more diplomatic options, diplomatic recognition, official contact with other countries (Per person for this action you can send three envoys. Modifier will be reduced from full to half to nothing.)

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Promises given to the Dead: In the Deep Roads you met some of the bravest and most fearless warriors in Thedas ,members of the Legion of the Dead. You promised their leader to bring them glory by informing the King of Orzammar about his deeds and bury them in the stone. They delivered on their promise of help by destroying half the chevaliers in Gwaren and perishing at the Battle of the River Dane for you, for Ferelden. You will keep yours. (Maric is needed for this action)
Cost: 100G , Chance of success: 80 % , Reward: Promise fulfilled, contact with dwarves, ??

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Reward Ceremony: Denerim is yours and Ferelden free. Many people have helped you to achieve this. There is Loghain, your general, that won the Battle of River Dane. Bryce Cousland , Leonas Bryland and Rendon Howe all part of the brave fifty that survived the massacre of the Battle of White River, which bought Rowen´s father enough time to find you. Wilhelm ,that sarcastic mage, always complained but he still healed you every time. So many people helped you and they all deserve rewards.
Cost: 4000 G , Chance of success: 60 % , Reward: Everyone rewarded for his help during the rebellion

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Who´s Who of the Bannorn: No person has ever sat upon the throne of Ferelden without first winning the approval of the Bannorn. In this case fortune shines on you , because you gathered enough support and with the help of some respected Banns like Tremaine this support base is quite stable. Sadly there exist some discontent elements inside the Bannorn , among them the few Orlesians that surrendered and promised to marry a good fereldan women and the family members of the traitors you killed. It is best to get an overview of the situation before the first Landsmeet and your coronation.
Cost: 50G , Chance of success:80 % , Reward: Overview of Bannorn factions and most important members, unlocks new actions

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Magnates of Ferelden: The power in Ferelden comes from the Freeholder but over time some families have acquired a great amount of political or financial clout. Chief among them the Cousland family of Highever. Their power is said to only be second to the king. Thankfully or sadly there are more families with enough clout to be called among the magnates of Ferelden.
Cost: 10G , Chance of success: 80 % , Reward: Biggest political players in Ferelden revealed and what they think about you

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Playing Matchmaker Fereldan style: After it was obvious that you can win some of the Orlesian nobles in Ferelden offered to surrender to you and marry a Fereldan woman as long as they get to keep their lands. You don't know how much you can trust these turncoats but everyone of your counselors agreed it was a good idea to accept their bargain. Now it is time to tie some knots. The only problem is where you can find some proper Fereldan noble women who would marry an Orlesian.
Cost: 100G , Chance of success: 60 % , Reward: Orlesian nobles married to Fereldan women, happy marriage

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Let's make a deal I: You are not quite sure what your best trade goods are. In some history lessons a long time ago there was trade with dwarves for weapons and with Kirkwall with something else... for the maker´s sake trade is really not your forte. Before you sign anything it would be best to consult someone knowledgeable but you can at least start talking with the merchants in Denerim. Cost:10 G , Chance of success:70 % , Reward: Contact with merchants in Denerim, basic info about Fereldan trade

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Neighbours on the mountains: The Avvar came into Ferelden at the same time as your ancestors. At some point in time they split from the Alamarri and took shelter in the Frostback mountains. Since that time they have tried to raid Ferelden time and time again. The last time led to the worst famine in Fereldan history. Regardless of this bad history there must be some who can be talked to. More information has never been a bad thing. Cost:100G , Chance of success: 40 % , Reward: Contact established with "friendly" Avvar tribe

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Talking to the swamp people: To the south of Ferelden lie the Korcari Wilds. Most of this territory is swamp and populated by the Chasind. Like the Avvar the Chasind are among your barbarian neighbours and like the Avvar they have a history of failed attacks on Fereldan territory. During your own adventure into the Korcari Wilds you only encountered some Dalish but you know they live there. Cost:10 G , Chance of success: 30 % , Reward: Contact established with "friendly" Chasind tribe

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Contact the Ash warriors: Since the time of Calenhad have the Ash warriors helped and fought for the kings and queens of Ferelden. This order enters battle with their loyal mabari hounds and sows fear among their enemies. Their numbers were cut down during their Nevarran campaign, where they helped Orlais against Nevarra. Such actions were not well received in Ferelden. It is time to forgive past actions and think about the future. They are still fearsome and loyal warriors and if you can get them into your service they would be a welcome addition to your forces.
Cost: 0G , Chance of success: 70 % , Reward: Meeting with leader of the ash warrior, possible recruitment

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Monument for the Dead I/Remember the dead I : The death of your mother was six years ago and till this day you still miss her presence. She was not the only victim of the liberation. Arl Byron, Rendorn , Nalthur and so many people ,whose names you do not know. You want ,no it is more like you have, to do something to commemorate their sacrifice. Build a monument or create a holiday. Just something. Cost: 50G , Chance of success: 80 % , Reward: The sacrifices of the members of the rebellion are commemorated

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Ask for help I : Some would consider it a weakness to ask your own people to help with the recovering process but it is the simple truth that some profited under the Orlesian occupiers and others suffered immensely. Such guilt, if they even feel it ,could be used to gather donations for the Fereldan crown to help us recover quicker.
Cost: 0G , Chance of success: 90 %, Reward: Donations, ??

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Coronation: There exist no other candidate and all of Ferelden considers you its king but the Landsmeet decides the king, no one man alone. This is one of the most sacred laws of your home. Calenhad was crowned by the Landsmeet as was every other rightful monarch of Ferelden. You don't think that there will be any kind of trouble but some preparations and security measures could not hurt. Cost: 50G , Chance of success: 100 %, Reward: Coronation without negative incident (no fail or crit fail possible)

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Free companies for hire: Not every country or city state has a standing army. These states often have a form of militia that is supported in times of war with mercenary companies , which are called free companies. Many members of the Free marches are one of the chief users of such companies. At the moment Ferelden is at war and mercenaries offer a valuable and easy source of manpower. To gain access to this source you first need to contact them. Cost: 50G , Chance of success: 80 % , Reward: List of mercenary companies for hire

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Armada of Pirates: The Felicisima Armada is after the Qunari fleet the most powerful naval force known in Thedas. Even though they have no clear military structures or have an apparent leader , the moment they are threatened they unite against any outside power. Since their foundation they demand tolls from merchants for their "protection". Only a fool would disregard this bunch of rough looking fellows. The orlesian fleet is famous for their many attempts at punishing some raiders, which has led to some bad blood between some members of the Armada and the Empire. The enemy of my enemy is my friend, at least so goes that famous phrase.
Cost: 100G , Chance of success: 60 % , Reward: Open diplomatic channel to Felicisima Armada, info about their anti Orlesian "faction"

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Talk to the Crafthouses: In Fereldan martial skill is valued more than anything but a skilled craftsmen has a special place in the heart of every true warrior. Then without weapons a warrior is often worthless. In the legend of Calenhad the Formari build his armour but it were skilled craftsmen that equipped his army. These people are important and you need to know them.
Cost:0G , Chance of success: 100% , Reward: Contact to biggest group of craftsmen in Ferelden, ??

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Pay the price: You have in your prison Lady Yvonne Blanchard,oldest daughter of the Duke of Val Montaigne, she is a chevalier and got wounded in one of the skirmishes last year. Bryce informed you she was among the enemies during the Battle of White River and was declared a "hero" for it. By far your most valuable prisoner ,she is also the most problematic. Some of your nobles want her dead, for killing a brother or sister at White River. The faster she is gone ,the better for you. Sending an emissary to Orlais is doomed, therefore you plan to use an intermediary from the Free Marches. They will also inquire after the family of the marquis of Salmont, a sycophant Meghrens, Luis ,youngest son of Lord Aurelien of Montsimmard, and the sad collection of chevaliers in your dungeon. Cost: 10G, Chance of success: 100% ,Reward: Ransom offer for important nobles and chevaliers

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Intrigue:
Choose a spymaster:

  1. Rendon Howe: Scion of the ancient Howe family. He joined your mother´s forces together with his childhood friends Bryce and Leonas. During his time in hospital helped to build up a large network of spies for your cause.
    Grants 2 actions, flat bonus of 10 to all intrigue action he takes, bonus of 15 to the build up of spy networks

  2. Harwen Raleigh: Commander of the Hard Line and scion of displaced nobles. Has a reputation for dishonorable action but stopped many infiltration attempts by bards.
    Grants 2 action, flat bonus 10 to all intrigue action he takes, bonus of 20 to counterespionage, bonus of 15 to building own force of spies

  3. Elora of Amaranthine: One of the few surviving members of the Nightelves. Proved herself skilled in night raids and assassinations. Her hatred of the Orlesians is near legendary.
    Grants 2 action, flat bonus of 10 to all intrigue actions she takes, bonus of 15 to assassination
Advisor vote:
[][Spymaster]Rendon Howe
[][Spymaster]Harwen Raleigh
[][Spymaster]Elora of Amaranthine

Spycraft 101: In comparison to many other kingdoms or states in Thedas Ferelden does not have a famous order of assassins or spies. Such circumstances raise the difficulty of creating a cadre of capable agents for your use. With enough dedication and hard work you will catch up to your neighbours and protect Ferelden even from hidden enemies.
Cost: 100G , Chance of success: 40 % , Reward: Cadre of agents

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Help of professionals: If you do not know something it is always best to ask for help. Unfortunately you doubt that the Antivan Crows will help you build up a rival organisation and an orlesian bard is a far too high security risk. The conclusion is that you need someone unaffiliated with any other major power.
Cost: 100G , Chance of success: 60 % , Reward: Unaffiliated assassines or spies recruited

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Build a Spy network: Denerim is the capital of Ferelden and home of some of the richest and most influential people that call Ferelden their home. Every powerful man or woman has secrets, some are more damaging than others but everyone has them. Be it the leader of the smith crafthouse hiding an elven lover or a noblewomen stringing along and exploiting a hopeless fool. There is exist so many small but useful secrets. Where could they be safer than in your hands?
Cost: 150G , Chance of success: 60 % , Reward: Spy network in Denerim, passive spy dice unlocked

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Criminals can be patriots ,too: Like every town or major settlement there exist crime in Denerim. There are even rumours about an actual thieves guild. Under the Orlesian occupation the law was enforced with the typical brutality of the Orlesians. Normally in Ferelden there is hardly anything forbidden to trade in. Prostitution and gambling are legal but the occupation changed that. Out of self interest or genuine love for their home even common criminals consider Orlesians their enemies. Cost: 200G , Chance of success: 70 % , Reward: Criminals will actively look for Orlesian spies, contact to criminal underworld of Denerim

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Counterespionage: Katriel teached you about the repercussions of trusting the wrong people. The skills of the Orlesian bards are known and feared throughout Thedas for a reason. There are hundreds of unknown people around you. From simple servants to guards or merchants. Everyone could be a bard and either try to get information for the emperor or attempt to end the line of Calenhad. Cost: 10G , Chance of success: 30 % , Reward: Successful counterespionage, ??

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What happened with mother?: The murder of your murder is one of your worst memories. She was invited to negotiate with some Banns to support her instead of Meghren, but these cowardly bastards murdered instead. Afterwards her body was taken to Denerim and the usurper put her head above the gate. You don't know what happened with her body or with her possessions.
Cost:0 , Chance of success: 90 % , Reward: Information about Moira´s last resting place , unlock questline

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Sword of the King: The sword of Calenhad has been in the possession of his line since his ascension. Nemetos, the name alone struck fear into the hearts of his enemies. It was lost at the beginning of the war and hasn't been found since then. It could be hidden in a secret vault of the emperor or in some collection of a Tevinter magister. Regardless it is yours by right and you will find it.
Cost: 300G, Chance of success: 30 %, Reward: Find the trail of Nemetos, unlocks quest chain

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What plans the emperor?: The war is not over. Emperor Florian may have stopped sending help to Meghren but this does not mean that he will not try to retake your home. There are many different ways he could try. On the land route through Ghelen´s pass or over water. Regardless what exactly he plans you know he will plan to overthrow you.
Cost:400G , Chance of success: ?? , Reward: Knowledge of Florian´s plans

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Rumour mill I: Sometimes some words whispered into the right ear are worth more than a thousand swords. To create a rumour you need a gossipmonger of some skill. Rumours can be used to discredit a rival or test the waters for reforms. Cost: 10G , Chance of success: 60 % , Reward: Gossipmonger recruited, can spread rumours in Denerim

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Merchants are tattletales: Merchants have to travel to many different places to make their due. During such journeys they see and hear many things. Weapons from the dwarves, wine from Antiva, silk from Orlais, merchants have to know things to trade in foreign lands and they have to know even more if they want to earn a sizeable profit. Cost: 100G , Chance of success: 40 % , Reward: Interview with merchants, information about foreign countries

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Codes for dummies: At the moment Ferelden has no royal messenger or a special system to transport messages. During the rebellion Arl Guerrin would send trusted men to deliver a message to his subordinates. He would never write anything important down ,making it impossible for the Orlesian to intercept any written orders. Such a procedure is far harder to use for a whole kingdom. It should be easier to encode your messages. Thankfully the Orlesians provided you an example of their complex chiffre. An adaptation for Ferelden should be easy.
Cost: 0G , Points needed: 10 P , Reward: Orlesian code adapted for encrypting your messages

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Recruit the puppet master: Puppet shows are quite common in Ferelden and wandering minstrels perform their shows from Denerim to Redcliffe. They stop in every major village to entertain children and adult alike. During their travels they tell stories about Andraste, Calenhad, Hafter and other legendary figures. Many of them are in need of money and would love for you to become their patron. Of course they would then start telling the stories you want and deliver whatever story you need.
Cost:100G , Chance of success: 80 % , Reward: Puppeteers taken into employ

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Inspecting the treasure trove: Meghren left behind a massive amount of information. While your trustworthy people encrypt the important things, you can have others study the readable ones. Even a quick look over shows letters between Meghren and some of the Orlesians ,who surrendered to you. There are many secrets hidden here and you want them found.
Cost: 0G , Chance of success: 100% , Reward: Orlesian agents in Ferelden revealed, Orlesian plots hampered or destroyed

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Stewardship :
Choose a Steward:

  1. Lord Teoric: Son of the displaced Bann of West Hill. He helped his family to live by starting his own business. He helped your cause by providing resources and money to help field more men. Celebrated for his strong business acumen by his family and friends.
    Grants 2 actions, bonus of 15 to all stewardship action he takes, bonus of 20 to actions involving businesses

  2. Leonas Bryland: Son of the Arl of South Reach and son of an Orlesian mother. His mothers family is extremely rich and insisted on having him trained rigorously in the field of finance.
    Grants 2 action, bonus of 15 to all stewardship action he takes, bonus of 20 to all trade related actions

  3. Master Aldhelm: The venerated head of the merchant crafthouse in Denerim. Has connection to many merchants and knows how to get everything and from where.
    Grants 2 action , bonus of 15 to all stewardship action he takes, bonus of 25 to all crafthouse related actions
Advisor vote:
[][Steward]Lord Teoric
[][Steward]Leonas Bryland
[][Steward]Master Aldhelm

Census or the Great survey of Ferelden: After decades under the Orlesian occupation and put through the mismanagement of Meghren a significant part of the Fereldan population, chief among them the many freeholders, is expropriated and many families were destroyed. To alleviate these circumstances you need information. How many people are there? Who owns which land and how much? Such an undertaking will take at least a year but it should be worth it. Cost: 200G , Points Needed: 225 , Reward: Census/Great survey of Ferelden

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Gather sheriffs and inspect them: The old royal system of sheriffs was still in use under the usurper but many among their ranks became Orlesians. Atrocities and injustices were daily occurrences. The many freeholders were the favorite victims of the Orlesians. Tax increase after tax increase and as soon as they could no longer pay the sheriff's came and confiscated their land. To rebuild trust you need to find the right men or women for this task. Cost: 100G , Points Needed:30 , Reward: Loyal and able sheriffs

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Find and send Blackhallers out: Known as "blackhallers" due to the seneschal's hall in Denerim being constructed of black granite, arbiters often have busy schedules. Out in the countryside, a sheriff appointed by the local bann will maintain the peace and keep track of the cases that the next scheduled arbiter will hear. To restore law and order you need new blackhallers and have them do their job. Cost: 100G , Points Needed: 30 , Reward: Arbiters found and send out

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Rebuild Ferelden: After years under the reign of the usurper Ferelden has suffered enormously. The Orlesian nobles did not care about the prosperity of their subjects or lands. They only cared about their taxes, which were raised as much as possible to acquire the lands of the freeholder for "free"as compensation for unpaid taxes. Now you have to resettle the land, rebuild plundered farms and pay for tools or building materials to regain the prosperity that Ferelden knew.

Option 1: North: No other region prospered as much as the northern region under Orlesian rule. Amaranthine became a bustling haven of peace in a tumultuous time. The Orlesians expanded the village into a prosperous city. This was only possible through the decision of the Howe to declare early into the invasion for Orlais. On the other side the Couslands remained staunch loyalists, which meant they were one of the first targets for the orlesian invaders. Cost: 1000G , Points Needed:125 , Reward: North rebuild​
Option 2: Bannorn: The breadbasket of Ferelden has the most fertile fields in the land if not in all of Thedas. United the Bannorn is the most powerful force Ferelden can wield but their disunity has always been their greatest weakness. These circumstances made the Bannorn the main battleground during the invasion and the biggest victim of orlesian land requisitions.​
Cost: 5000G , Points Needed: 500 , Reward: Bannorn rebuild​
Option 3: West: As long as Redcliffe stands Ferelden will not fall. It is no secret that the Guerrins bend the knee to the Orlesians and abandoned your ancestor Brandel. The castle fell not through force but treason. During the rebellion and Rendorns change of allegiance this territory was the site of many battles and retaliation measures. Cost: 2000G , Points Needed: 275 , Reward: West rebuild​
Option 4: South: Since ancient times the south of Ferelden is the target of raids done by the Avvar or Chasind. In this from bandits infested area the rebellion of your mother started and accommodated their camps. The inhabitants gave you what they could and suffered for their generosity by the chevaliers hand. Cost: 1500G , Points Needed: 110 , Reward: South rebuild​
Option 5: East: When the marriage between your mother and father became public his whole family was put to the sword. After Teyrn Voric was accused of having harboured your family his family suffered the same fate. These people had their lands in the east. While talking about the east the Brecilian Forest cannot be forgotten but the Orlesian tried to avoid it as much as possible.​
Cost: 1000G , Points Needed: 80 , Reward: East rebuild​

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Expand fishing fleet: After agriculture , fishing is one of the major sources of food for your people. The Waking Sea as well as the Amaranthine Ocean are teeming with fish and your fishing grounds are uncontested by any other major power. Furthermore a bigger fishing fleet could help fill your treasury. Cost: 3000G , Points Needed: 40 , Reward: Fishing fleet expanded

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Road and canals: The transportation of goods is one of the most important obstacles for profitable trade. If the roads are barely passable for carts or there exist no rivers merchant rarely bother with such a trade route. Bad roads are a bigger danger than bandits for merchants, because a bandit may take their goods but bad roads make trade unprofitable. Before a major road or canal building project can be started you need plans. Cost: 25G , Points Needed: 50 , Reward: Plans for roads and canals in Ferelden

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Basic Bureaucrazy: Paperwork is the death of many monarchs but the dream of many scholars. No kingdom can be ruled by one man or woman alone. To wield as much power as possible and to control your vassals you need to delegate things. Documents that prove who owes what and who has or hasn't paid taxes.
Cost: 500G , Points Needed: 20 , Reward: Unlocks institutional actions bonus and allows creation of more positions

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Establish Admiralty: Now that you have an admiral it is time to give him some subordinates to organize your fleet and captains. Without dedicated personal it would be hard for him to follow your orders and still ensure that the fleet is well supplied and ready for battle.
Cost: 150G , Points Needed: 10 , Reward: Unlocks institutional action bonus for admiral

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Trade must flow: Merchant are rich. Trade made them rich. Therefore trade must flow, because rich merchants have no problem with paying your tolls. Sometimes simple concepts are the best.
Cost: 50G , Chance of success: 40 % , Reward: Encouraged inland trade, money

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Expand fur trade: Fur was relied on to make warm clothing. Orlais and Antiva have imported furs for hats since the Exalted marches against the Qunari. This trade goods have become one of Ferelden's largest source of wealth in the last centuries. For the great wealth it provided Ferelden over the years fur is known as "soft gold" among merchants. With the Brecilian Forest , one of the biggest ones in Thedas, direct access to the Korcari Wilds and the Frostback Mountain there is no apparent danger of over hunting.
Cost: 800G, Points Needed: 60 , Reward: Expanded fur trade, income, tolls, more trade

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Expand Wool trade: Ferelden cloth are mostly made from either wool or fur. Therefore since the Alamarri began to settle this land they kept sheeps. Throughout the ages most of the wool production slowly but surely drifted from the Bannorn to the border region like the Coastlands and the West. To increase the production and expand your trade you need to aid the freeholders with monetary incentives or even outright build some farms yourselves. Cost: 1.000G , Points Needed: 80 , Reward: Increased wool production, new sheep farms

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Manufacture silk: A silk gown is the dream of every young noble women. This rare resource is harvested from silkworms and made into the finest clothes. Most of the silk is made in Tevinter and Orlais but since the rise of Nevarra the production of silk has massively increased in the Free Marches. Anderfels and Ferelden are among the few remaining countries that have no own production of this amazing material. It is time to change that. Cost: 2.500G , Points Needed:750 , Reward: Silk production in Ferelden under royal authority

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Build Merchant Fleet: Antiva is one of the weakest monarchies in Thedas but the merchant princes are among the richest persons in Thedas. Their wealth lies in their trading fleets and the treaties they have with different countries that grant them special privileges. Ferelden is regarded as a backwater by most of Thedas. You can live with that ,because they will never see you coming till you can rival all of them. Cost: 18.000G , Points Needed: 500 , Reward: Merchant Fleet

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Expand harbour: To fulfill your ambitions and expand your trade as well as accomplish your maritime goals you need a bigger harbour. At the moment the harbour of Denerim can easily fit many ships and repair them but it cannot build a great amount of ships or handle unloading many trading vessels quickly. Therefore an expansion of the harbour sounds like something you should order. Cost: 400G , Points Needed: 100 , Reward: Denerim Harbour expanded

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Mining/Prospect Ferelden: There are many treasures hidden beneath the earth. Whether it is iron ,veridium or something more valuable like silver or gold all of these metals can only be found through prospecting. Cost: 50G , Chance of success: 40 % , Reward: Sponsored prospecting (What is found depends on roll)

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Salt Production/White gold: There exist different methods to preserve food. You can dry or cure meat to preserve it. Both methods are tried and true but are both worse than to use salt.
Salt was probably among the first traded commodities. If it is not available locally it would have to come from afar by ship or cart. The production of a good of such great importance deserves royal attention. Cost: 300G , Points Needed: 30 , Reward: Built royal salt works

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Sponsor Smith Crafthouse: To arm your people you need capable smiths to forge the weapons and armours that they will wield against your enemies. The simple solution to this problem is to sponsor the smith crafthouse so that it can expand and hire more people to work for them. This would increase your influence over the crafthouse as well as increase their production. Like the saying goes a win win situation for you. Cost: 500G , Points Needed: 50 , Reward: Smith Crafthouse expanded, Chance for Master Weapon- or Armorsmith

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Build Great Market: At the moment Denerim has two markets. The Lower Market for mostly foreign goods and foreign traders and the High Market were the rich fereldan trader offer their goods for everyone that has enough coin. Through some incentives and money spending you can develop these two markets into a truly great one. Cost: 1000G , Points Needed: 60 , Reward: Great Market build, more trade in Denerim ,attracts more traders , allows fair

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I want to hold a fair: No other occasion attracts as much tradesmen and wealth than a great fair. Antiva City is famous for the wine fair that is considered the biggest in all of Thedas. Some whisper this fair alone allows some traders to make more than half their yearly earnings in one week. To acquire similar wealth for your cause, a fair in Denerim is the best option. The only problem is what trade good you want to use. Cost: 3000G , Points Needed: 70 , Chance of success: 50 % , Reward: Fair in Denerim

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Royal Huntsmen: Not everything that exist in the forests of Ferelden is safe to hunt. There are the common wolves, spiders and bears but also the more fantastical sylvans or skeletts to find in the Brecilian or other forests. To counter such threats and ensure that your people are safe you consider to found a special group to deal with these issues.
Cost: 500G , Points Needed: 20 , Reward: Royal Huntsmen founded

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Carts and horses or how to transport shit: Every farmer, trader or general faces sometime in his life the same problem. How can I transport some goods to somewhere else. It doesn't matter if it is the harvest that needs to go to a granary or a mill , or a batch of furs ready for the market. All of them need carts and something that draw it. If you start building carts and employing people for such a work it could help your military, farmers and your traders. Cost: 800G , Points Needed: 20 , Reward: Royal Cart Service founded

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Only Fereldan beer tastes good/ A taste of home: No beer tastes as good as the ones from Ferelden. That may be only your personal opinion but you are pretty sure at least the dwarves share your opinion, considering how theirs taste. Therefore it is your solemn duty to share the greatness of Fereldan beer with the rest of Thedas. Rowan is telling you that an idea that came from night of drinking can never be a good one but even sober it still sounds right. Cost: 100G , Points Needed: 10 , Reward: Royal Brewery build, brew Fereldan beer

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Learn about trade relations: You are aware that trade is important and many people , most of them Antivan, become rich through trade. Ferelden had trade deals with many states in the time of your ancestor. Sadly you never were one for dry and old books about such topics, therefore you do not know with whom and what your people normally trade. Thankfully it is quite easy to ask someone knowledgeable about it. Cost:0 , Chance of success: 100% , Reward: Information about trade

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Horse Breeding: One of the most important things you need for a powerful cavalry are horses strong enough to carry an armored combatant. The Orlesians were extremely thorough by their own hunt for suitable stock to better their priced breeds. What criteria they used to define what was desirable and what was not is not important but the big drain towards fereldan breeding stock is. Therefore many people have come forward with the pleas to acquire new blood. Cost: 1000G , Points Needed: 20 , Reward: Ferelden horse breeders put back to status quo ante

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Trading Post (Chasind, Avvar, Dalish): There are three people that live close to your own that you could easily start trading with them. As far as you know there is some minor trade going on in the border region towards the Korcari Wilds and some Dalish sometimes trade with isolated villages. There is no guarantee that a trade post would prosper at the moment but you can try.

Option 1: Chasind: A tradepost for the Chasind needs to be close to the Korcari Wilds but still be defensible. The old Tevinter fortress Ostagar is lying bare and could be easily transformed into a minor tradepost. If Chasind would come is different matter. Cost: 100G , Points Needed: 20 , Chance of success: 40 % , Reward: Trade post in Ostagar​
Option 2: Dalish: The Dalish travel from forest to forest. You don´t believe there exist a settlement somewhere but everyone knows they are in the forest. Therefore building a trade post close to the Brecilian , the biggest forest of Ferelden, is the smartest choice. Cost: 200G, Points Needed: 30 , Chance of success: 20 % , Reward: Trade post near Brecilian forest​
Option 3: Avvar: A tradepost with the Dalish and Chasind has possibility of working but to directly trade with the Avvar sounds for you and many of your councilors more like a far fetched dream. Still you want to try more than fail you cannot. Cost: 200G , Point Needed:30 , Chance of success: 10 % , Reward Trade post near Frostback mountains​

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Warehouses: To trade great amounts of wares/goods merchants need somewhere to store them. At the moment there are some warehouses in Denerim but none are owned by you. By building some warehouses yourself you could either rent them to someone else to earn some coin or use them for your own ends. Cost: 200G , Points Needed: 20 , Reward: Warehouses build

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Talk to bakery crafthouse: Bread is the main part of every meal for your countrymen. The production or more correctly the baking of the bread falls under the prerogative of the bakers crafthouse. These men and women ensure with their oven that everyone , who can pay them gets their bread. Your people need to be fed and who better to tell you what you can do to improve things then the ones who make all the food. Cost: 0G , Chance of success: 100% , Reward: Talk with Head of the crafthouse and visit their bakeries

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Oversee Mint: The former royal mint is in disarray after the years of Meghren´s misrule. He abused his rights to mint coin for his own needs by selling the offices to the highest bidder. Such individuals did not care that this prestigious institution was working as intended but only about lining their own pockets with as much as they could get away with. That changes now.
Cost: 10G , Chance of success: 80 % , Reward: Corrupt officials sacked/imprisoned, Royal Mint runs as intended

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Meet the Masons: The Crafthouse of the masons is involved in nearly every important building project in Denerim if not in the whole of Ferelden. They build the church, castles and the house of every important noble or merchant. You plan to rebuild Ferelden not like it was but to make it even better. For such a process to be successful you need the help of the best and they are the best builders Ferelden has to offer. Cost: 0G , Chance of success: 90% , Reward: Meeting with leader of mason crafthouse

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From dirt paths to cobbled roads I: A simple dirt path is nothing more than a road were the debris is cleared and no trees or stones are in the way. Most of these tracks are the result of people following the same path time and time again. To create such a path faster and through artificial means you only need some axes, shovels and workers. Nothing complex but even a simple path is better than none. Cost: 2000G , Points Needed: 280 , Reward: Network of dirt paths connects Ferelden

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From dirt paths to cobbled roads II: The next step towards roads that become the envy of the world are cobbled roads. These are not as comfortable as the Imperial Highway but are far better than simple dirt tracks. Carts and wagon can travel in every weather on such roads and will be able to travel far faster. Cost: 6.000G, Points Needed: 1250 , Reward: Network of cobbled roads connects major settlements in Ferelden

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Piety:
Choose a court chaplan or court mage:

  1. Mother Bronach: The grand cleric of Ferelden is not your best friend or closest ally but she is the highest member of the chantry in your country and it is kind of expected for her to be one of your advisers. As Grand Cleric she has connections not only inside Ferelden, but escpecially outside of it. She goes every year to the meeting of the Grand Clerics in Val Royeaux and has made many friends there.
    Grants 2 action, flat bonus of 20 to all piety action she takes, bonus of 30 to all actions involving the chantry in Ferelden, bonus of 25 to all action involving chantry business outside Ferelden

  2. Wilhelm: He was the magical adviser of Arl Guerrin till his death. Throughout the rebellion he helped you with his advice and magical talents. You still have use for both.
    Grants 2 action, flat bonus of 20 to all piety action, malus on action involving chantry members or templars by 15 making it only 5, bonus of 25 to all action related to the circle or mages, bonus of 30 to golem research

  3. Mother Ailis: She helped you in your time of need and proved herself more than loyal. Her connections to chantry member are not as far reaching as the ones of the grand cleric but she knows many local sisters and brothers.
    Grants 2 action, flat bonus of 15, bonus of 20 to all action involving chantry member in Ferelden, bonus of 25 for all action involving brother and sisters of the chantry in Ferelden
Advisor vote:
[][Court chaplan]Mother Bronach
[][Court chaplan]Wilhelm
[][Court chaplan]Mother Ailis

Orphanages: The war costed many children their fathers or mothers. Normally family members or the chantry would take these victims of the Orlesians in. You feel responsible for them and want to do something. Rowan in her typical blunt way asked you why you don't build some orphanages yourself. Wise words should always be followed by good deeds.
Cost: 200G , Points Needed: 30 , Reward: Orphanages build throughout Ferelden

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Pilgerstätte: Ferelden is the birthplace of Holy Andraste, which makes it and Denerim to major pilgrim sites. To ensure that pilgrims can safely come and pay homage to her you need to patrol the Pilgrim's path and have chantry personal available. Cost: 100G , Points Needed : 20 , Reward: Pilgrimages start up again

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Research Golems : Wilhelm's golem helped your rebellion in many battles. Some of your men liked to call both "one-man army". As far as you know golems were made by the dwarves but the secret of their construction got lost during the first Blight. Under four eyes Wilhelm told you that he found his golem abandoned in a thaig. Even a small number of such powerful weapons under your control could turn the tide of any battle. To find and take control over other abandoned golens you first need to know more about them. Cost: 50G, Points Needed: 40 , Reward: Knowledge about golems

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Research into runes: Runes were used since ancient times to enchant weapons and accomplish things not normally possible. At the moment the two greatest sources of runework are the dwarves and the formari of the circle. The example of your own smiths show that even non mages can utilize runes to create marvelous things. To better Fereldan understanding of runes could help your people enormously. Cost: 100G ,Points Needed: 50 , Reward: Knowledge about Runes

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Schools of magic : When an ignoramus talks about magic he makes no distinction between the forbidden type of blood magic and other kinds like healing. You no longer want to be ignorant. Wilhelm helped you during the rebellion with healing magic for yourself and lightning for your enemies. If you and your people know what mages can accomplish you will not embarrass yourself by asking for the impossible or something forbidden. Cost: 0G, Points Needed: 5 , Reward: Basic Knowledge about the schools of magic

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Magic support during war: The last time you visited the circle the Grand Cleric clearly stated the she would order the Templars to act against every circle mage that would join you. Now things have changed. Orlesian circle mages fought in Ferelden against your people till they got their reckoning in the Liberation of Gwaren. There is no longer an easy excuse that you have to accept. It is time to ask for help again. Cost:0G , Chance of success: 60 % , Reward: Mages join forces

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Expand influence in the circles: A long time ago Calenhad had the support of the circle to become king. Your knowledge of history is lacking but there was no magical advisor with your grandfather Brandel nor had your mother one. If there was any magical support during the first invasion you do not know but it would surprise you. That has to change but to enact such a change and find the people , who would want to help you, you need influence inside the circle. Cost: 20G , Chance of success: 80 % , Reward: Influence in Circles in Ferelden expanded

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Chantry support for rebuilding: Regardless how many lower rank sisters or brothers helped their countrymen , the upper ranks most importantly Grand Cleric Bronach supported the usurper Meghren. She preached that it was the will of the Maker that he rules, that it was His will that your people suffer. The chantry and she owes Ferelden and your people a debt. It is time that they start paying. Cost:0 , Chance of success: 100% , Reward: Chantry support for rebuilding (how much depends on dice)

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Scholars of the chantry: Most of the works about history, culture or people is written by the many scholars in the ranks of the chantry. Such a massive amount of knowledge should not be left alone and be hidden away. These sisters and brothers could help teaching your people about many subjects or help in research. Knowledge is a resource and to better Ferelden you need every resource it has. Cost: 10G , Chance of success: 70% , Reward: Scholars from the chantry offer their help

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Reconciliation with Grand Cleric Bronach: You and the Grand Cleric have more than a troubling history. When you meet at the circle she confessed to you that if she had guards with her she would have captured you and given you to Meghren. Some whisper she was the one , who convinced Meghren to have you killed. She was one of the usurper´s most important councilors and only after you demonstrated what would happen to traitors did she change sides. Sadly the reality is that she is still Grand Cleric of Ferelden and if you want to work with the chantry you need to talk to her. Cost: 0 , Chance of success: 60% , Reward: Reconciliation with Bronach

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Research into history of the chantry: The chantry is the biggest organization on Thedas. It has like every such organization a rich history filled with fascinating events and intriguing affairs. You are aware that Drakon founded it and the Divine sits in Val Royeaux but there must be so much more. Cost: 10G , Points Needed: 20 , Reward: Brief summary of chantry history

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Patronage of chantry members: There is no easier way than to get influence somewhere than through people on the inside. As a king you can be the patron of many ambitious or useful lower members of the chantry. While they rise in rank or influence you get access through them to the inner workings of the chantry. Cost: 500G, Chance of success: 80 % , Reward: Patron of chantry member

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Invalid houses: Every war has its victims. Often these are families that have lost a father, mother or a child. Loghain once said that lives are the currency of war. Normally soldiers pay that price so that someone else does not have to. Sadly even magic cannot heal every injury or allow some wounded soldier to live a normal life after a battle. For such invalids you want to build a home so that they know that you have not forgotten them nor the sacrifice they did for you and Ferelden. Cost: 100G, Points Needed: 20 , Reward: Invalid houses build in major locations of Ferelden

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Retirement location for templars: Templars commit to a life of service and sacrifice in the face of the danger that magic can be to society. They take lyrium ,which grants them their abilities to negate magic. Templars that have served for many years start losing their selves. They remember less of their lives or forget what they wanted to do. The chantry offers a home or better a place for them to die. You think Ferelden can show its gratitude towards the templars by providing something like that. Cost: 500G, Points Needed: 20 Reward: Retirement homes for templars

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Grand House of the Maker: Ferelden is the birthplace of Andraste but compared to the Cathedral in Val Royeaux there is no great monument for Andraste in Ferelden. It does not comply with Fereldan thoughts on the matter but a king has to look at the bigger picture. The construction of a cathedral would cost a great amount of coin but give work to many people and send a message to the other countries in Thedas. Cost: 21.200G , Points Needed: 2350 , Reward: Grand Cathedral build

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Investigate the veil: The veil is this mysterious thing that separates you and everyone normal from the demons. Many regions have a weaker veil than others. A battlefield or many mages can weaken the veil as far as history goes. As a ruler you should have a minimum understanding of the veil and know how to treat regions or places that have a thin veil.
Cost: 10G , Points Needed: 30 , Reward: Information about veil and regions with a thin veil

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Darkspawn, sin of mankind?: The time in the deep roads has deeply engraved itself into your memory. During that journey you meet the darkspawn. You don't know which contains more evil a chevalier or darkspawn but jokes aside these things are terrifying enemies. Before you saw the entrances in West Hill and Gwaren you were not even aware that open entrances in Ferelden existed. Now you know that anytime a darkspawn group could raid the surface. An unknown enemy is ten times more than dangerous than a known one.
Cost: 10G , Points Needed: 30 , Reward: Information about darkspawn

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Missionary work: To do the work of the maker it is one reward. There are still people that do not follow him. Chief among them the Avvar and Chasind. During the long episode of enmity between your people many faithful have tried to convert either the Chasind or the Avvar but no one was successful. If you will be the first to succeed you do not know you will certainly try.
Cost: 100G , Chance of success: 40% , Reward: Converts roll unlocked, ??

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Thank-you-letter towards monasteries: During your childhood many monasteries did hide you and your mother. The least you can do is remember their names and write them a thank-you- letter. Furthermore they helped your family when you were downtrodden there is no reason why they would not offer help now. Cost: 0 , Chance of success: 90 % , Reward: Contacted childhood homes

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Learn about mage specialization: Mages are highly specialized individuals. Everyone knows mages can do a bit of healing and throw lightning or fire around but only the truly committed ones can create firestorms or bring people back from the brink of death. These special mages , who can do more than most can imagine, have specialited themselves on one territory as battle mages, spirit healers or more obscure shape shifter. Cost: 100G , Points Needed: 50 , Reward: Information about mage specialization and their demographics

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Saints of Ferelden: Every country has its villains and saints. Ferelden is no exception there. The most famous and influential among them are named "Anointed", such a privilege was given to Calenhad and Hafter . Other famous Ferelden that were elevated to such a height are Gelgenig the Faithful and Havard the Aegis. Their stories have inspired generations and relicts from their life attract even today. To put these legends to work for you there is a need for either information or a relic from them. Cost: 75G , Chance of success: 60 % , Reward: Useful information or reliquie

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Help pilgrims on Pilgrim's path: Every year thousands travel to Amaranthine and go from there towards Denerim on the Pilgrim's path. It is not your intention to patrol this path and secure it but to help the pilgrims with resting places ,food and drink. Cost: 200G , Points Needed: 20 , Reward: Pilgrim Inns established

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Build up support in Ferelden chantry: Even though the chantry is not as powerful in Ferelden as it is in Orlais it can still be considered a useful asset to have. Furthermore if you want to enact reforms or change you need allies in Chantry.

Option 1: Lower ranking members : During your childhood you did not meet the Grand Cleric or the influential Revered Mothers. You learned the chant and about Andraste from simple brothers and sisters of the chantry. The affirmed , initiates and the clerics were your teachers. These are the people that do the real work. Helping them through royal patronage in word and deed will generate enough goodwill to slowly but surely get them on your side. Cost: 300G , Chance of success: 80% , Reward: Improved opinion of lower chantry members​
Option 2: High ranking members: In the end the Grand Cleric or the Divine makes most decisions and the other chantry member follow it. The upper echelons of the chantry have always had their own agenda. Some belong to the ambitious lot and want to rise higher and higher and the others have some pet project that they want to accomplish like the long overdue conversion of the Avvar, finding some obscure relic or helping people. Cost: 1000G , Chance of success: 60% , Reward: Improved opinion of high ranking chantry members​

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Think about reforms for the chantry: The chantry has existed for nearly nine hundred years. During the last conflict with Orlais you felt that it intervened a little too much on the orlesian side. Through tradition and law the Chantry does not has that much influence in Ferelden but what little they had they used ,even though not directly against you, not for you. That and many other things has to change. It is time to once again look at the old treaties and think about what you can do. Cost: 5G , Points Needed: 70 , Reward: Information about treaties between the Chantry and the Ferelden crown

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Meet the templar commanders of Ferelden: The templars have guarded the people from magic since the time of the inquisition. They take lyrium to grant themselves their marvelous abilities to fight against mages and abominations. This order is a disciplined and well equipped fighting force inside your border that you have no direct control about. It is time to meet their commanders and see what they are made of. Cost:0 , Chance of success: 90 % , Reward: Meeting with templar commanders

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Look into the templar order: During the occupation there was a small but steady inflow of Orlesians into Ferelden and the organizations located there. How many of them there are and what positions they have acquired are things you don't know but need to. Cost: 10G , Points Needed: 30 , Reward: Information about Orlesians inside the templar order

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Secret order of Seekers not so secret anymore: Nominally the Grand Cleric commands the templar order inside their territory but recent information came to light that there exist another order called Seekers of Truth that supercede the authority of the Grand Cleric. These seekers investigate misconduct of templars and uncommon events regarding magic or spirits. A secret order that watches over the templars and the chantry. You want to know more about them. Cost: 100G , Points Needed: 80 , Reward: Information about Seekers of Truth

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Relict hunt: Every day some new charlatan proclaims to have found some ancient relict of Andraste or some of her more illustrious followers like Havard the Aegis. These people are quickly exposed as soon as they meet an expert but in some rare cases they really have found something remarkable. The Chantry pays extremely well for such relicts and collects them. To enhance your own prestige and increase your clout among the faithful you have to start your own search. Cost: 100G , Points Needed: 60 , Reward: Relicts found

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Spirit research: Spirits are the good beings that live behind the veil. Sometimes called the First Children of the Maker Spirits are not complex beings. There are five widely known types of benevolent spirits: Compassion, Valor, Justice, Faith and Hope, which range in power from the relatively weak spirits of compassion to the strongest spirits of faith and hope. You want to know if these spirits could be a useful resource or are as useless as demons are dangerous. Cost: 50 , Points Needed: 80 , Reward: Projects with spirits unlocked

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Magical support research projects: Mages are among the best learned people in Thedas. They are teached reading and writing during their childhood and literally grow up in some of the biggest libraries Thedas has to offer. In your opinion it is an utter waste to let such an amount of knowledge be left unused. If they could be convinced to help with your many research projects, it would help you greatly. Cost: 50G , Chance of success: 50 % , Reward: Mages help by research

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Magical support for rebuilding: Magic is one of the great wonders Thedas has to offer. It can bring utter destruction or can safe people from certain death. You don't know what mages can explicitly do to help with the rebuilding of Ferelden but you want to find out. Cost: 50G , Chance of success: 30 % , Reward: Mages help rebuilding Ferelden

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Chantry support for research projects: Among the chantry personal there are those who have dedicated their whole lives the pursuit of knowledge. These men and women are simply called clerics. They are the ones, who look over the archives of the chantry , research history and cultures , write books and go on research expeditions. Their help in your research projects would be invaluable. Cost: 100G , Chance of success: 60 % , Rewards: Clerics help by research

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Learning:
Choose court scholar/ court mage:

  1. Wilhelm: As a member of the circle he enjoyed having one of the best education Thedas has to offer. Skilled and well read in arcane matters, he is somewhat lacking in other subjects.
    Grants 2 actions, flat bonus of 10 to all learning action he does, bonus of 20 to all action involving arcane matter

  2. Master Edwin: Head of the smith crafthouse and one of the best smiths of Ferelden. While not as well read or knowledgeable as normal scholars he is far more skilled in practical matters.
    Grants 2 actions , flat bonus of 10 to all learning action he does, bonus of 15 to practical problems, bonus of 25 to all smith actions

  3. Mother Ailis: A chantry education is quite broad and most of the scholarly work is done by brothers or sisters. Mother Ailis is knowledgeable in Ferelden legends and folklore. Her interest encompasses even the barbarian cousins of your people the Chasind and Avvar.
    Grants 2 action, flat bonus of 10 to all learning action she does, bonus of 15 to chantry, Ferelden folklore and legends research
Advisor Vote:
[][Court Mage]Wilhelm
[][Court Scholar]Master Edwin
[][Court Scholar]Mother Ailis

Smithcraft: Smiths are truly important craftsman for every kingdom. They make armour and weapons for the soldiers, craft nails, hammers and horseshoes for farmers and many other more common things. The dwarves are the acknowledged masters of smithcraft. To raise the skill level of your smiths you need to acquire the techniques to craft things out of more exotic and powerful material, chief among them dragonbone .

Option 1: Veridium is a material that has been used since the time of the Alamarri for weapons and armour. It has a greenish grey colour that can turn into yellow under extreme heat. Even though it is not as rare as silverite or other famous metalls it is stronger than normal steel. Cost: 5G , Points Needed: 30 , Reward: Unlocked veridium weapons and armour​
Option 2: Volcanic Aurum is a rare material that is found in regions of extreme heat. Sometimes this material is confused with gold , because of its golden shine but it shares no other similarities with gold. I Furthermore ts golden shine has led many vain individuals to seek armour made from it on account of it being better than common steel while looking gloriously. Cost: 10G , Points Needed: 70 , Reward: Unlocked volcanic aurum weapons and armour​
Option 3: Silverite is mostly known on the surface as some obscure medicine against poison. Only the dwarves really use this magnificent material to create something breathtaking. Things made from silverite do not rust and can keep an edge like no other metal. Cost: 20G ,Points Needed: 140 , Reward: Unlocked silverite weapons and armour​
Option 4: Dragonbone is the rarest and most powerful material that can be used by smiths to craft something. The reemergence of dragons has made it possible for many enthusiasts to fulfill their dreams about dragonbone armour or weaponry. There are only a handful of smiths in Thedas that can use this material. Cost: 30G ,Points Needed: 270 , Reward: Unlocked dragonbone weapons and armour​

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Herbology: Regardless if it is some old crow or a wandering physician every healer in Thedas knows how useful herbs can be for the ill and injured. The big problem is that many recipes are either never written down or better guarded than the chastity of the divine. Therefore if you want to make Ferelden into the treasure drove for herbologists and healers you need to collect as many recipes as you can.

Option 1: A small compendium is the easiest and fastest way to achieve what you want. In it you would combine the most common recipes for healing with some of the better guarded one's.​
Cost: 10G ,Points Needed: 30 , Reward: Small compendium​
Option 2: A big compendium is a far more difficult task. In such work will be not only the common healing salves but also antidotes , remedies against cold or heat and balmes which grant magical protections. Cost: 70G , Points Needed: 145 , Reward: Big compendium​
Option 3: For a complete compendium you will need to search from one end of Thedas to the other. Your agents will have to barter and trade with Avvar, Dalish and Chasind as well as with the more civilized people from Orlais and Tevinter. Such a work would be groundbreaking but cost a great amount of coin and time. Cost: 200G , Points Needed: 600 , Reward: Complete Compendium about herbology​

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Greenhouses of Ferelden: To support a growing number of healers and alchemists you need a sufficient number of ingredients. The easiest method to supply herbs in such numbers is the building and usage of greenhouses. Cost: 800G , Points Needed: 120 , Reward: Greenhouses build, herb supplies secured

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History: To learn from the mistakes of our past is one of the most important lessons history can teach us. Then only a fool would disregard the past as unimportant. The history of Ferelden is one of warfare and never-ending battle with the exception of the great unifier Hafter and your own ancestor Calenhad.

Option 1: Calenhad the silver knight is a name that every child in Ferelden knows but what lies behind this legend. What lesson can he teach you and what treasures have remained hidden?​
Cost: 20G , Points Needed: 60 , Reward: Information about Calenhad​
Option 2: Hafter is one of the most revered people in the history of your country. He was the first Teyrn and led the Alamarri first against the darkspawn and then against an unholy alliance between the Chasind and Avvar. Half a dozen noble houses claim descent from him but he is hidden behind a legend. Cost: 20G , Points Needed: 80 , Reward: Information about Hafter​
Option 3: Before Calenhad and Hafter there was Maferath. He led the Alamarri and even though he is now better known as the traitor that doomed the Lady Andraste there is no doubt that what he accomplished was without equal. Cost: 20G ,Points Needed: 80 , Reward: Information about Maferath​
Option 4: There was time that Tevinter ruled over much that constitutes nowadays Ferelden. During that time they build the Imperial Highway, Ostagar and Aenor. Till today there are still remnants of their rule to find. Cost: 20G , Points Needed: 80 , Reward: Information about Tevinter in Ferelden​
Option 5: There is no darker episode in the history of Ferelden than the invasion and later occupation by Orlais. Your family lost their ancestral sword Nemetos and Ferelden lost too many of her sons and daughters to Orlesian cruelty. Cost: 20G , Points Needed: 30 , Reward: Information about Invasion and occupation of Ferelden​
Option 6: Every country has its heroes and legends. In Ferelden you have such illiustrous figures like Dane, Flemeth and Aldenon. There are many songs and stories about such legends but a wise man once said in every myth holds a grain of truth. Cost: 20G , Points Needed: 80 , Reward: Information about legends and folktales of Ferelden​

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Medicine: The non magical art of healing people is not far spread and easily accessable for the majority of your people. Furthermore compared to magical healing it lacks in everything. Most poor folks get medical help from the chantry. To upgrade the medical standard in Ferelden you need to collect the knowledge or find someone to teach. Cost: 20G , Points Needed: 100 , Reward: Accurate knowledge about medicine

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Warrior Specialization: In Thedas there are many kinds of warriors. The Orlesians have their chevaliers , the Anders their Green Men , Tevinter has mage hunter and Ferelden has the Ash Warrior. All these fighters have different methods to do battle and defeat their enemies but there exist some broader concept that can categorize warriors. For example the legendary berserks that use their anger in combat. To acquire knowledge about such specialization could be immensely useful. Cost: 5G , Points Needed: 80 , Reward: Knowledge about warrior specialization

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Agriculture: The land feeds the people and the people make the kingdom. In Ferelden land is held by the freeholders. These landholders are mostly farmers that pay nobles for protection. You want to give them more than just your protection. During your studies you learned that the university in Markham is the center of agriculture knowledge in Thedas. Your people should have access to this knowledge. Cost: 20G, Points Needed: 70 , Reward: Knowledge about agriculture

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Animal Husbandry: Animals have helped humans, dwarves and elves as long as your people remember. You are aware that farmers hold common animals like pigs, chicken and cows but there are more useful animals out there. Some others like horses and sheeps are already domesticated but tuskets, druffalo and snufflers are barely breed outside some special regions. The techniques used to domesticate and breed these rare creatures is something worth knowing. Cost: 10G, Points Needed: 40 , Reward: Knowledge about animal husbandry

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Something worth hunting: There exist many predators in the forests and hills of Thedas and some of them are a good target for a hunting trip either to harvest them or to keep the people safe ,because they are too dangerous. The common ones like bears, wolves and spiders everyone knows but the more unusual ones like the red lions from the Frostback or the bogfisher are not known to everyone. Cost: 10G , Points Needed: 40 , Reward: Knowledge about hunting targets

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Dragons, Wyverns, Varghests: Dragons were thought to be extinct and there less dangerous cousins more a target for nobles to hunt for fun but now they are back rampaging the country side. The Pentaghasts of Nevarra are the most famous dragonhunters but Ferelden has their own methods and hunters to deal with these beasts.
Cost: 10G, Points Needed: 80 , Reward: Knowledge about dragons, wyrms and varghests

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Blight (First, Second, Third, Fourth): During the escape from the murderers of your mother you met a witch called Flemeth. She prophecised that a Blight would happen in Ferelden. Loghain has denied that it will happen and but after meeting the darkspawn in the Deep Roads you cannot forget what Flemeth said. It is better to be prepared and not need it than to need it while not being prepared. Cost: 10G, Points Needed: 80 , Reward: Information about the Blight

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Runecrafting: Runes are the things that are capable of making any weapon into something noteworthy. They can grant resistance to attacks, magic or poison or can make normal iron weapons into tools of utter destruction. The dwarves and the formari can create wondrous things with runes and their knowledge could help Ferelden immensely. Cost: 10G , Points Needed: 50 , Reward: Basic Knowledge about runes

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Research expedition: There still exist many unexplored regions ,like the Frostback Mountains or the Hissing Wastes, that contain secrets, treasures or hidden foes waiting to be found. Luckily there are more than enough adventuring scholars interested to venture forth and find what has remained hidden till now. Cost: 20G, Chance of success: depends on goal(Avvar (50%), Chasind (50%), Dwarves (60%), Orlais (20%) , Nevarra (55%), Free Marches (80%), Anderfels (30%), Tevinter(20%), Rivain(60%), Antiva(60%)) , Reward: ??

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Alchemy laboratory (Alchemy school ): Alchemy is as far as you know the bad brother of herbalism. While one is about healing and protection the other deals with destruction and pain. It takes time to learn such a skill or better to master this art of combat. To take the first steps on this perilious path demands three things a capable teacher , a secure laboratory and someone willing to fund it all. Cost: 150G , Points Needed: 30 , Reward: Alchemy laboratory build and teacher found

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School: Orlais has a university and Ferelden could certainly use such a noble institution, but everyone has to start small. In your youth some brothers and sisters of the Chantry did teach you your letters and other retainers explained math. Templars and initiates of the Chantry learn similar skills during their training. The common people do not get the same education and many cannot even read. You want to change that by building a school in Denerim to help educate your people. Cost: 25G , Points Needed: 40 , Reward: School build in Denerim

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Fereldan Art is an acquired taste: Artwork from Anderfels is mostly about Andraste and to showcase how to preserve in the face of adversity. Orlesian art is more vain and extravagant than anything else. They use paint only made from the rarest sources and if the artist is not introduced by a noble he will only be laughed at. In Ferelden art is mostly about dogs. Cost: 100G, Points Needed: 30, Reward: Fereldan Artist and art becomes known

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Crossbow: The crossbow is the younger brother of the bow and the near endless discussion which one is better tire you immensly. Frankly you would never even suggest that a crossbow could have advantages over a bow to someone from the Waking Sea Bannorn but you know that it is a useful weapon without a clear escape route. There are enough people in Ferelden that can build crossbows but you have some ideas that could make the crossbow better.

Option 1: Something for the lightweights: All crossbows are these unwiedly weapons that need two hands to hold and loose the bolt. You had the idea that it would be great if there was a crossbow version that can be used with only one hand. It would be lighter and probably pack not that much of a punch but much easier to wield, use and reload. Cost: 50G , Points Needed: 80 , Reward: Hand Crossbow​
Option 2: Bigger is better: The crossbow in and of itself is already a powerful weapon that can even kill armored targets like knights but a wise man once said there is always someone better. The same principle should apply to crossbows there are surely more powerful version out there than the ones most common in Ferelden. Cost: 50G , Points Needed: 85 , Reward: Arbalest​
Option 3: Give me more: The biggest advantage that the bow has over the crossbow is the rate at which a skilled archer can loose his arrows compared to someone using a crossbow. There were probably thousands of people, who had the same idea, but it is apparently not yet done. A crossbow that can loose its bolts faster than normal. Such a weapon would leave even Loghain gaping. Cost: 50G , Points Needed: 500 , Reward: Simple repeating crossbow (chuguo nu)​
Option 4: Dwarven style crossbow: The dwarves have ,like in other fields, achieved a high amount of skill in the construction of crossbows. They build the gears with such skilful precision that even in the hands of a weak amateur the crossbow is easily reloaded and used. Furthermore their superior skill allows for a reduction in weight without any sacrifice in power. Some of your men should visit them or try to copy their techniques. Cost: 160G , Points Needed: 200 , Reward: Precision-Gearde Recurve Crossbow​

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Field artillery: During the rebellion you had the support of a mage and his golem, which provided a big stick to point at any problematic section of a battle. Either Wilhelm´s lightning or massive boulders thrown by his golem were capable of halting chevalier charges or destroying their formation to make them easy targets for your men. Magic would be an ideal tool to support your troops but you do not control the circle. Therefore you have to find another way to wreak havoc on the battlefield. While you waited outside Denerim and watched your siege engines you think you found the solution to this particular problem. Cost: 200G , Points Needed: 100 , Reward: Siege engines reworked for battlefield support

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Ship design: Fereldans have build ships since before the time of Andraste came into this world. Personally you have spent little time on and concerning yourself with ships, but you understand that different ships can be faster or more resilient to attacks. To get Ferelden the best and fastest ships you need people capable of building and designing them. Cost: 10G, Points Needed: 30 , Reward: Shipbuilder and information about ships

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Theodosian Cultures: Thedas is a land as rich in culture as it is in people. There exist many differences between them and many are unknown in Ferelden. The most you know about Tevinter is that they own slaves, have magisters and once ruled nearly all of Thedas, but there has to be more to them than that. How do they close a trade or celebrate a victory? Many open questions exist and you want your men find answers to them. Cost: 10G, Points Needed: 55 , Reward: Simple overview of Theodosian cultures

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Field Fortifications: A hastily made earthwork , a wall of poles or a trench can make the difference between life and death on the battlefield. These are just the most common examples of the whole discipline of field fortifications. An army capable of easily building and making such obstacles to grant themselves an advantage is something Thedas has not seen as far as you know.
Cost: 10G , Points Needed: 45 , Reward: Collect information about field fortifications and their fastest or best construction methods

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Enchanted arrows/bolts: Archers and crossbowmen in of themselves are dangerous opponents, because they strike from afar and can kill without endangering themselves. There are ways to make these formidable soldiers even more dangerous. Simple fools would think about better weapons and more training but the simplest method is to use enchanted arrows or bolts. An ice bolt explodes in splitters the moment it hits the target and such an enchantment is simple compared to their complex brothers and sisters made to explode in a fireball or disrupt magic.
Cost: 200G, Points Needed: 60 , Reward: Source for enchanted arrows and bolts, Knowledge about manufacturing/enchanting

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Architecture: Every three cooper stone mason can build a house but only true master masons are capable of creating such grand structures as cathedrals or castles. People who completely devote themselves to the art of designing buildings instead of also being capable of build parts of it themselves are called architects. At the moment there are many master masons but few true architects in Ferelden. Your people are more familiar with doing things instead of only imagining it. Still you can send people to find someone skilled in architecture. Cost: 30G , Points Needed: 60 , Reward: Fereldan Architect

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Establish first Fereldan University I: Orlais has one, Starkhaven has one, Markham has one and you think it is now time that Ferelden will also finally have a university. For that you need skilled scholars, a location and willing pupils. Therefore your first step is to find teachers or professors that could teach all the things someone can learn in such an institution. Cost:200G , Chance of success: 60% , Reward: Professors for your university

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Personal Actions:
Maric has some personal time to do other things of minor consequence. The amount of actions for this category is currently locked at two.

Break the Walls down: While Rowan has become your pillar of support. Since the tragic incident with her you feel like there exist a wall between her true feelings and her action. It will take time and an immense amount of effort but you want to try.

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Get the gang back together: You do not know what exactly went down between Loghain and Rowan but she is obviously quite angry about it. To get your group of friends back to the way they were before all of this went down you need to first know what happened. Therefore either Rowan or Loghain will have to spill the beans.

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Read a book: Throughout your whole you have disliked books. Even in your youth with many different teachers you only ever did the bare minimum to get by. Now as a king you have to do better. Ferelden deserves better. You want to start slowly and pick out one book to start on this adventure. May Andraste have mercy.

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Train Stat Learning(9): There are many things you do not know and your lack of enthusiasm for these subjects ,like history, in your youth did not help. Right now you have the whole of Ferelden ready to help getting their king ready to do his duty. Famed scholars will be close to tears if you ask them to talk about their field of study. The sacrifices you make for the good of your people.

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Train Stat Martial(10): You never really commanded the troops. First Arl Rendon and your mother and then Rendorn ,Loghain and Rowan did it. It may be true that you are somewhat lacking in knowledge about strategy and tactics, but you can learn. Rowan is always pleased ,when you ask her for help and Loghain never stops if you get him talking about strategies.

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Train Stat Stewardship(9): A king should know how to govern his kingdom. While you have a rough understanding of how it all works, you can do better. Your mother always said what is given freely always costs something, and only by acknowledging this you are worth of it. A kingdom was given to you, you will be worth it.

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Train Stat Piety(12): You were teached the chant as a kid but with all that has happened in your life you have questions. Many chantry members will fall over backwards to answer them for you, all you have to do is listen.

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Spar with troops: Fereldans have always been martial people. They take pleasure in watching or participating in fights. You are no different. Currently some of your men are stationed in Denerim and you could use some exercise. Showing them just how good you are should be a fun part time.

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Spend time with your bethroed: Rowan and have been bethroed since you have been kids. Even though the business with her stands between you, you genuinely like her company. Spending time with her has always been fun and now after having finally freed your people these little moments of leisure could be extended to something more normal.

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Visit the church: While the chantry only started to support you near the end of the fighting your faith never wavered. Taking some time out of your routine and go to the church could help you.

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Take up a new hobby: With the liberation of Ferelden over you find yourself with more free time than you ever thought possible. No changing your resting place ,because the Orlesians are coming. No more night raids or meeting with nobles under the moon light. This leaves you with an substantial amount of free time to fill. Rowan proposed you pick a hobby.

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Go Hunting: Going on a hunt has been a spare time activity for nobles for a long time. While on a normal hunt fun is rarely the goal , a hunt by nobles is more organized and rather made into a competition than being about skulking in the woods.

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Play boardgames (chess, backgammon): There is no longer constant warfare happening and you have the time to enjoy some of the little things like boardgames. While you learned many of them during your childhood no one would call you a master chess player or even a good one. Considering your last time at backgammon cost you your spending money for a month maybe you suck at all of them. Time to change that or atleast waste some time getting better at losing.

AN.: That was much...please remember votes in plan format. Honestly take your time.
Example how I want the plan to be:
[]Plan Example
-[][Marshal]Branwen
-[]Denerim Stable
--[]Branwen

If you do not care who does what you may just vote for options but I will then go from top to bottom and assign the characters.
 
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[] Plan Build up
-[] Maric
--[]Break the Walls down:
--[]Meghren´s Armory:
--[] Coronation:
-[] Rowan
--[]Promises given to the Dead:
--[]A call for celebration
--[] Reward Ceremony:
-[][Marshal]Loghain Mac Tir
--[]Restoring Order
--[] Make me a map/Cartography:
-[][Chancellor]Bryce Cousland
--[] Neighbours on the mountains
--[]Pay the price:
-[][Spymaster]Elora of Amaranthine
--[]Inspecting the treasure trove:
--[]Criminals can be patriots ,too
-[] [Steward]Lord Teoric
--[]Census or the Great survey of Ferelden
--[]Oversee Mint
-[] [Court chaplan]Mother Bronach
--[]Orphanages
--[]Magic support during war:
-[] [Court Scholar]Mother Ailis
--[]School
--[]Establish first Fereldan University I
 
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Question, if we take this Personal Actions:
Break the Walls down:
Spend time with your bethroed:

Would it have a synergy?
 
I decided to try making a plan and I hope that I did it properly.
Original, I would have went with Wilhelm as our learning advisor, but I did not feel that his bonus for arcane matters was that useful, when I looked at the action list for learning.

[X]Plan: Rebuild
-[X]Martial:

--[X][Marshal]Loghain Mac Tir
--[X]Restoring Order
---[X]Maric
--[X]Royal Army: Option 1: The Rebellion never dies
---[X]Loghain Mac Tir
--[X]Assess Border Defence
---[X]Rowan
--[X]Royal Fleet: Option 1: The Storm Giant
---[X]Maric
--[X]We need a home: Option 1: All in one
---[X]Loghain Mac Tir
--[X]Cost: 0+5.000+10+10+500=5.520
-[X]Diplomacy:
--[X][Chancellor]Bryce Cousland
--[X]Wedding
---[X]Maric
--[X]Reward Ceremony
---[X]Bryce Cousland
--[X]Playing Matchmaker Fereldan style
---[X]Bryce Cousland
--[X]Cost: 1.000+4.000+100=5.100
-[X]Intrigue:
--[X][Spymaster]Harwen Raleigh
--[X]Spycraft 101
---[X]Harwen Raleigh
--[X]Inspecting the treasure trove
---[X]Harwen Raleigh
--[X]Cost: 100+0=100
-[X]Stewardship:
--[X][Steward]Lord Teoric
--[X]Gather sheriffs and inspect them
---[X]Rowan
--[X]Find and send Blackhallers out
---[X]Rowan
--[X]Basic Bureaucrazy
---[X]Lord Teoric
--[X]Oversee Mint
---[X]Lord Teoric
--[X]Cost: 100+100+500+10=710
-[X]Piety:
--[X][Court chaplan]Mother Bronach
--[X]Chantry support for rebuilding
---[X]Mother Bronach
--[X]Reconciliation with Grand Cleric Bronach
---[X]Mother Bronach
--[X]Cost: 0+0=0
-[X]Learning:
--[X][Court Scholar]Master Edwin
--[X]Architecture
---[X]Master Edwin
--[X]Establish first Fereldan University I
---[X]Master Edwin
--[X]Cost: 30+200=230
-[X]Personal Actions:
--[X]Spend time with your bethroed
--[X]Break the Walls down
-[X]Total cost: 5.520+5.100+100+710+0+230=11.660
 
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Would it have a synergy?
Yes it would have synergy in that example it would grant effectively two dice throws for breaking down the wall.
the action list for learning
If you look at the piety options you see how some of them provide the starting point for some magical research but you are correct in that many magical things fall under Piety category instead of Learning in this quest. I thought it more appropriate.
 
Agreed. Moreover if I remember correctly, Rowan and Loghain are in love ? Or at least were romantically involved... Getting the gang back together will be a pain..

[X]Plan: Rebuild
No, Apparently Rowan is in love with our PC, Loghain is in love with Rowan and our character was in love with that traitor girl.
Relationship problems are top tier rn.
 
I feel like spending time would synergize with breaking down the walls, is it possible for you to change that? Only if the other voters agree tho :p.
Sure, I can change that, though if someone has a problem with it, then they can speak up.
If you look at the piety options you see how some of them provide the starting point for some magical research but you are correct in that many magical things fall under Piety category instead of Learning in this quest. I thought it more appropriate.
Yeah, that does fit the setting, since the Chantry is the people overseeing the mages.
We need a home: The moment you create your royal army they will need space or better yet a place to sleep, train and prepare to do their duty. In the beginning Fort Drakon, maker you hate this name, can easily house them but the bigger the army grows the more space they will need and another place could give you some strategic advantages. You can either try to find some new place, build them one or split the army up in smaller garrisons.
@Erzherzog_Karl What would happen, if we made a royal army and did take this action?
 
What would happen, if we made a royal army and did take this action?
Fort Drakon can currently hold 2000 troops without issue. The option in your plan would only establish the Royal Army with 1800 men , so for the first turns you would be in safe territory. If you would recruit more by choosing another option troops not on mission would suffer malus on moral, dice throw, experience, loyalty etc.
Is this what you meant or do you want to know something different?
 
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