Turn 1
Magoose
SV's Questing Fanatic
- Location
- California USA
- Pronouns
- He
Turn 1
The great academy for Heroes, one that you had hoped to build was not getting off you a good start.
For one thing, the castle you were gifted, was a dump. A dank, dirty place that hadn't been used for centuries at least. But it was remarkably resilient, to still be standing with only minor damage after all these years.
But it was dangerous, both to you and the students.
"Talian," You stated. "The Students can't live here."
"Well you were given the castle for free, what do you expect. It's a tax dump that the magistrate no longer has to pay for." Talian replied. "I mean, we also have powerful mages among us. This should be a quick fixer-upper for you."
You looked at the so-called powerful mages that were under your employ. Zelda was staring off to the south, fearful of anything that came from there, Nero was standing in the shade, his red eyes looking at you like with curiosity. And Cillia was standing next to John, eating an apple.
The only one you could trust was Cillia, but she had other duties to attend to than repairing the castle. And you needed to make sure the local magistrate does not decide to sell the castle off before you could get the deed that proved your ownership from him.
"We can't delay with repairs, not with the students waiting for us to begin classes," Jasper stated. "Unless you wish to send the Magistrate a seething letter of disapproval… Because I'm sure there's another castle that he's willing to sell."
You sighed. Dammit, you knew getting a castle for free was too good to be true. "Alright then. Nero." You spoke to the dark mage. He stepped forward out of the shadows, looking at you with curiosity. "Take Roche and clean this place out of any spirits, and make a note about any rooms that are capable of housing our students without issue, along with a place to house our supplies so John and Zelda can refrigerate it."
Nero nodded, and he looked towards Roche and both men walked towards the castle, Nero warping the shadows with every step he took.
That still creeped you out.
"Zelda." You looked at the white mage, who turned to look at you. Her face fearful at your stern tone. "Set up your infirmary in the guardhouse, I doubt we will be using it for anything else for now.
She nodded and she ran over to the guard barracks.
"The rest of you," You looked at the rest of your staff. "Set up your classrooms, and prepare to teach. We have students coming in… We should be ready for them."
They nodded and they began to unpack their equipment and the equipment used for training.
Except for Cillia, she remained by your side. "You weren't expecting this when you retired from hero work… weren't you?"
"Up shit creek without a paddle. I should have known it would never be this easy." You frowned. "This reminds you of anything?"
"That brothel in Vanton that was so run down you were hired to destroy it?" Cillia replied.
"No,?" You replied. "This place is far too steeped in magic to remind me of that cesspool."
"The moving one that was a temple to the gods?" Cillia replied. "The one controlled the weather? Weathertop I think it was called?"
You snapped your finger. "That's the one."
"Yeah, I can see the resemblance. All run down but with only minor damage to the castle." Cillia said.
You sighed and smiled. "Well, we'll be better than the last occupants were."
Whoever they were, you said with a gaze of confusion. The castle still looked far better than others that had been abandoned for centuries. A magical barrier of curse perhaps. It was annoying, but nothing you could not handle.
"So what do we call our academy?" Cillia asked.
Oh shit… You forgot to name the academy in your letters and recruiting posters.
"I'll think of one." You replied.
Turn one begin
What do you call your academy:
[]Write in
[]Come up with one Later.
Academy Prestige: 0 (Recruiting Students Unavailable)
Actions: You have 8 Actions.
Diplomacy: You hate it when you have to meet with that Drunk magistrate.
[]Get the Deed of Ownership: The Magistrate, in his most infinite wisdom of drunkenness, did not give you the deed that proved your ownership of the castle. You need to get it, otherwise, your Academy might come under new management… And you do not want that. Chance of Success: 95% Reward: You get the deed of Ownership.
[]Meet with the Magistrate: You need to meet with the magistrate regarding missions and territory rights surrounding your castle. You want to know if you can work the land for your own purposes. Chance of Success: 75% Reward: Land surrounding your Academy will be handed over to you. New Upgrades become available.
[]Meet with other Kingdoms: You need more missions for your academy, and that means setting up a line of communication between the other lands, and their leaders. Hopefully, it goes well. Chance of Success: Unknown. Reward: More missions in faraway lands. Linetail the nation you wish to speak to bellow this option. Every nation costs one action.
List of nations:
Permia, Horopylia, Sano, Campo, Flokland, Newbury, Hathe, Xunzhao, Midinia, Bretlla, Kaplodia, Inzhiem. Apria, Dragons Tooth, Raven Helm, Halnor, Romain Confederation, Holmgaurd, Pistia, Montral, Harbachland, Mergadia, Narochia, Ranterra.
Academy Defense: The Castle has to be under some sort of Magical Spell. There is no way it could have lasted two hundred years without something keeping together. You need to find out if the place will harm your students.
[]The Curse of Castle Greymont: You need to know if this castle will be the death of you. The walls still are strong, and the wood is still pristine. The walls talk in whispers and the night howls. The Curse this place has is strong, and it has kept the place intact… But not deadly. You will make sure that it will stay that way. Chance of Success: 65% Reward: You learn more about the curse of this place, and how to break it.
[]Traps, Bells and Hunter Towers: While you are not rich enough to rebuild the walls and you do not have the time to set up magical defense so this academy could withstand a siege, you can set up a layer of defenses beyond the walls, hopefully, it will be enough to keep the Academy safe. Cost: 100 Chance of Success: 85% Reward: Defenses established beyond the Academy's walls.
[]Siege Stores: The Granary and Underground Siege stores have… well rotted away. If this place was attacked, your academy wouldn't last a day. John wishes to rectify that situation and try to refill them with supplies to survive a siege or a crisis. You agree. Cost: 100 Chance of Success: 95% Reward: You have siege supplies.
Stewardship: You really hate it when you get ripped off… well time to make the most of it.
[]Get Supplies: You need to make sure supplies are continuing to flow into this academy. Chance of Success: 60% Reward: Student Mision rolls will not suffer from lack of food.
[]Hire Teachers: You have Vacant positions that need to be filled. Cost: 50 Chance of Success: 95% Reward: You see who's available to hire.
[]Repair the Academy: Your Academy is trashed, and you need to fully repair this place before you can think about making it better. Cost: 500 Chance of Success: 95% Reward: Your Academy is fully prepared, and upgrades can begin.
Intrigue: You really wish you had a spymaster.
No Intrigue actions Available
Learning: Magic is one of those things that you really can't live without.
[]Headmaster Duties: As Headmaster, you have to be the one who does all the paperwork around here… Gods dammit. Chance of Success: 95% Reward:Students gain a +10 to mission rolls for this turn.
[]Zelda's Healing Problem: You need Zelda to be able to heal people with magic, not patching them up and praying for the best. You need her. Chance of Success: 80% Reward: Zelda is given a talking to.
[]Formilize class Schedules: Right now, it's a free for all trying to get students to memorize the class schedules, especially when there are students who cannot wake up before noon. Chance of Success: 95% Reward: You have a class schedule formalized. Students get a +5 to mission rolls for 6 turns.
[]Talian's Drunk Adventures: You sat down for a drink with Talian… You did not expect to wake up here. Chance of Success: 100% Reward: He had a what!?
Teacher Missions: Just because you are now a teacher, does not mean you haven't forgotten your true calling: Being a Hero. But your subordinates are heroes too.
[]The Merry Men of Elkhort: Why the hell is a band of robbers stealing from you! You need to deal with this now! Chance of Success: 65% Reward: Disaster Roll lowered by 5 for this turn, getting supplies will now be 100%.
[]The Marked Man: John has seen a few bounty hunters looking for him. He needs to deal with them before they come and attack the Academy. Chance of Success: 75% Reward: The Bounty Hunters are dealt with.
[]The Exiled Prince: Nero wishes to talk to you. Chance of Success: 95% Reward: You speak to Nero.
[]The Curse of Elkhort (Part 1): It seems that the castle isn't the only thing wrong with the area. It seems the whole city is cursed by something, and it is making them all take to the drink. Chance of Success: 55%/???% Reward: You learn more about why the City is cursed.
[]The Vines Speak: Cillia wishes to talk to you about the Academy, and the students in it. Chance of Success: 95% Reward: Cillia is spoken too.
[]Revenge is a Dish Served: You need to talk to Gin about her quest of Revenge. You do not want her running off and getting herself killed. Chance of Success: 95% Reward: You speak to Gin.
Student Missions: You are Training Students to be heroes. That means sending them on missions to hone their skills. With proper supervision of course.
You have 8 teachers to supervise teams of students. Bellow the mission, you must put a teacher bellow the mission you send the students on.
As Headmistress: Amber grants a +10 to the mission roll when she is supervising.
As Deputy Headmistress: Cillia Grants a +5. To the mission roll.
The rest of the staff do not grant a bonus, as the staff is not at full strength yet, and upgrades are missing.
You also have 4 classes of students. Everytime a successful mission is completed, a d4 will roll to see which class gets the EXP. If you have a preference on which class should get EXP, please put them below the mission. You can only put your class preference for a mission once.
(Choose up to 8)
[]Guard Fields: The Local farmers need to protect their fields from wild pigs. Chance of Success: 95% Reward: 5 prestige. 50 Gold, 100 EXP.
[]Care for Animals: Local farmers need extra hands for taking care of their animals. Chance of Success: 95% Reward: 5 prestige. 50 Gold, 100 EXP.
[]Fixing Homes: The Local Carpenters are happy to take Students off your hands for a week of work. They will pay well/ Chance of Success: 95% Reward: 5 prestige. 100 Gold, 100 EXP.
[]Killing Slimes: It seems some slimes have left their dens and are terrorizing some local children. They aren't threatening them in any way, but the parents want them gone before they grow bigger. Chance of Success: 95% Reward: 5 prestige. 100 Gold, 100 EXP.
[]Take down Wolves: It seems that a pack of Wolves has taken up residence in the local woods. Now you need to deal with them before they attack random travelers. Chance of Success: 75% Reward: 50 prestige. 100 Gold, 200 EXP.
[]Protecting the Roads: The roads of Elkhort need to be patrolled, and the guards are asking for volunteers. Chance of Success: 75% Reward: 50 prestige. 100 Gold, 200 EXP.
[]Street Sweepers: Drunks, Vagrants, and all sorts of unsavory people walk the Streets of Elkhort at night. The Guards are asking for more volunteers from the school. Chance of Success: 75% Reward: 50 prestige. 100 Gold, 200 EXP.
[]Home on the Range: Cattle are passing through the Territory, and the boys want to have some extra protection from bandits and rustlers. Cost: 20 Chance of Success: 75% Reward: 15 prestige. 150 Gold, 200 EXP.
[]Bodyguard the Magistrate: The Magistrate wants to have a few students be his bodyguards while he is hosting some of his friends and political enemies. Cost: 50 Chance of Success: 70% Reward: 250 prestige. 200 Gold, 300 EXP.
[]Patroling the Border: The Kingdom of Permia needs Heroes to patrol the border to Sano. Cost: 100 Chance of Success: 50% Reward: 100 prestige. 1000 Gold, 500 EXP.
[]Bounty: Ako the Mad Axmen: It seems a great warrior from the Armies of Permia has deserted, taking a band of raiders with him. He is skilled, and not a foe to be trifled with, not without help or experience. Chance of Success: 25% Reward: 500 prestige. 3000 Gold, 1000 EXP.
AN: Enjoy and Vote in plan format.
The great academy for Heroes, one that you had hoped to build was not getting off you a good start.
For one thing, the castle you were gifted, was a dump. A dank, dirty place that hadn't been used for centuries at least. But it was remarkably resilient, to still be standing with only minor damage after all these years.
But it was dangerous, both to you and the students.
"Talian," You stated. "The Students can't live here."
"Well you were given the castle for free, what do you expect. It's a tax dump that the magistrate no longer has to pay for." Talian replied. "I mean, we also have powerful mages among us. This should be a quick fixer-upper for you."
You looked at the so-called powerful mages that were under your employ. Zelda was staring off to the south, fearful of anything that came from there, Nero was standing in the shade, his red eyes looking at you like with curiosity. And Cillia was standing next to John, eating an apple.
The only one you could trust was Cillia, but she had other duties to attend to than repairing the castle. And you needed to make sure the local magistrate does not decide to sell the castle off before you could get the deed that proved your ownership from him.
"We can't delay with repairs, not with the students waiting for us to begin classes," Jasper stated. "Unless you wish to send the Magistrate a seething letter of disapproval… Because I'm sure there's another castle that he's willing to sell."
You sighed. Dammit, you knew getting a castle for free was too good to be true. "Alright then. Nero." You spoke to the dark mage. He stepped forward out of the shadows, looking at you with curiosity. "Take Roche and clean this place out of any spirits, and make a note about any rooms that are capable of housing our students without issue, along with a place to house our supplies so John and Zelda can refrigerate it."
Nero nodded, and he looked towards Roche and both men walked towards the castle, Nero warping the shadows with every step he took.
That still creeped you out.
"Zelda." You looked at the white mage, who turned to look at you. Her face fearful at your stern tone. "Set up your infirmary in the guardhouse, I doubt we will be using it for anything else for now.
She nodded and she ran over to the guard barracks.
"The rest of you," You looked at the rest of your staff. "Set up your classrooms, and prepare to teach. We have students coming in… We should be ready for them."
They nodded and they began to unpack their equipment and the equipment used for training.
Except for Cillia, she remained by your side. "You weren't expecting this when you retired from hero work… weren't you?"
"Up shit creek without a paddle. I should have known it would never be this easy." You frowned. "This reminds you of anything?"
"That brothel in Vanton that was so run down you were hired to destroy it?" Cillia replied.
"No,?" You replied. "This place is far too steeped in magic to remind me of that cesspool."
"The moving one that was a temple to the gods?" Cillia replied. "The one controlled the weather? Weathertop I think it was called?"
You snapped your finger. "That's the one."
"Yeah, I can see the resemblance. All run down but with only minor damage to the castle." Cillia said.
You sighed and smiled. "Well, we'll be better than the last occupants were."
Whoever they were, you said with a gaze of confusion. The castle still looked far better than others that had been abandoned for centuries. A magical barrier of curse perhaps. It was annoying, but nothing you could not handle.
"So what do we call our academy?" Cillia asked.
Oh shit… You forgot to name the academy in your letters and recruiting posters.
"I'll think of one." You replied.
Turn one begin
What do you call your academy:
[]Write in
[]Come up with one Later.
Academy Prestige: 0 (Recruiting Students Unavailable)
Actions: You have 8 Actions.
Diplomacy: You hate it when you have to meet with that Drunk magistrate.
[]Get the Deed of Ownership: The Magistrate, in his most infinite wisdom of drunkenness, did not give you the deed that proved your ownership of the castle. You need to get it, otherwise, your Academy might come under new management… And you do not want that. Chance of Success: 95% Reward: You get the deed of Ownership.
[]Meet with the Magistrate: You need to meet with the magistrate regarding missions and territory rights surrounding your castle. You want to know if you can work the land for your own purposes. Chance of Success: 75% Reward: Land surrounding your Academy will be handed over to you. New Upgrades become available.
[]Meet with other Kingdoms: You need more missions for your academy, and that means setting up a line of communication between the other lands, and their leaders. Hopefully, it goes well. Chance of Success: Unknown. Reward: More missions in faraway lands. Linetail the nation you wish to speak to bellow this option. Every nation costs one action.
List of nations:
Permia, Horopylia, Sano, Campo, Flokland, Newbury, Hathe, Xunzhao, Midinia, Bretlla, Kaplodia, Inzhiem. Apria, Dragons Tooth, Raven Helm, Halnor, Romain Confederation, Holmgaurd, Pistia, Montral, Harbachland, Mergadia, Narochia, Ranterra.
Academy Defense: The Castle has to be under some sort of Magical Spell. There is no way it could have lasted two hundred years without something keeping together. You need to find out if the place will harm your students.
[]The Curse of Castle Greymont: You need to know if this castle will be the death of you. The walls still are strong, and the wood is still pristine. The walls talk in whispers and the night howls. The Curse this place has is strong, and it has kept the place intact… But not deadly. You will make sure that it will stay that way. Chance of Success: 65% Reward: You learn more about the curse of this place, and how to break it.
[]Traps, Bells and Hunter Towers: While you are not rich enough to rebuild the walls and you do not have the time to set up magical defense so this academy could withstand a siege, you can set up a layer of defenses beyond the walls, hopefully, it will be enough to keep the Academy safe. Cost: 100 Chance of Success: 85% Reward: Defenses established beyond the Academy's walls.
[]Siege Stores: The Granary and Underground Siege stores have… well rotted away. If this place was attacked, your academy wouldn't last a day. John wishes to rectify that situation and try to refill them with supplies to survive a siege or a crisis. You agree. Cost: 100 Chance of Success: 95% Reward: You have siege supplies.
Stewardship: You really hate it when you get ripped off… well time to make the most of it.
[]Get Supplies: You need to make sure supplies are continuing to flow into this academy. Chance of Success: 60% Reward: Student Mision rolls will not suffer from lack of food.
[]Hire Teachers: You have Vacant positions that need to be filled. Cost: 50 Chance of Success: 95% Reward: You see who's available to hire.
[]Repair the Academy: Your Academy is trashed, and you need to fully repair this place before you can think about making it better. Cost: 500 Chance of Success: 95% Reward: Your Academy is fully prepared, and upgrades can begin.
Intrigue: You really wish you had a spymaster.
No Intrigue actions Available
Learning: Magic is one of those things that you really can't live without.
[]Headmaster Duties: As Headmaster, you have to be the one who does all the paperwork around here… Gods dammit. Chance of Success: 95% Reward:Students gain a +10 to mission rolls for this turn.
[]Zelda's Healing Problem: You need Zelda to be able to heal people with magic, not patching them up and praying for the best. You need her. Chance of Success: 80% Reward: Zelda is given a talking to.
[]Formilize class Schedules: Right now, it's a free for all trying to get students to memorize the class schedules, especially when there are students who cannot wake up before noon. Chance of Success: 95% Reward: You have a class schedule formalized. Students get a +5 to mission rolls for 6 turns.
[]Talian's Drunk Adventures: You sat down for a drink with Talian… You did not expect to wake up here. Chance of Success: 100% Reward: He had a what!?
Teacher Missions: Just because you are now a teacher, does not mean you haven't forgotten your true calling: Being a Hero. But your subordinates are heroes too.
[]The Merry Men of Elkhort: Why the hell is a band of robbers stealing from you! You need to deal with this now! Chance of Success: 65% Reward: Disaster Roll lowered by 5 for this turn, getting supplies will now be 100%.
[]The Marked Man: John has seen a few bounty hunters looking for him. He needs to deal with them before they come and attack the Academy. Chance of Success: 75% Reward: The Bounty Hunters are dealt with.
[]The Exiled Prince: Nero wishes to talk to you. Chance of Success: 95% Reward: You speak to Nero.
[]The Curse of Elkhort (Part 1): It seems that the castle isn't the only thing wrong with the area. It seems the whole city is cursed by something, and it is making them all take to the drink. Chance of Success: 55%/???% Reward: You learn more about why the City is cursed.
[]The Vines Speak: Cillia wishes to talk to you about the Academy, and the students in it. Chance of Success: 95% Reward: Cillia is spoken too.
[]Revenge is a Dish Served: You need to talk to Gin about her quest of Revenge. You do not want her running off and getting herself killed. Chance of Success: 95% Reward: You speak to Gin.
Student Missions: You are Training Students to be heroes. That means sending them on missions to hone their skills. With proper supervision of course.
You have 8 teachers to supervise teams of students. Bellow the mission, you must put a teacher bellow the mission you send the students on.
As Headmistress: Amber grants a +10 to the mission roll when she is supervising.
As Deputy Headmistress: Cillia Grants a +5. To the mission roll.
The rest of the staff do not grant a bonus, as the staff is not at full strength yet, and upgrades are missing.
You also have 4 classes of students. Everytime a successful mission is completed, a d4 will roll to see which class gets the EXP. If you have a preference on which class should get EXP, please put them below the mission. You can only put your class preference for a mission once.
(Choose up to 8)
[]Guard Fields: The Local farmers need to protect their fields from wild pigs. Chance of Success: 95% Reward: 5 prestige. 50 Gold, 100 EXP.
[]Care for Animals: Local farmers need extra hands for taking care of their animals. Chance of Success: 95% Reward: 5 prestige. 50 Gold, 100 EXP.
[]Fixing Homes: The Local Carpenters are happy to take Students off your hands for a week of work. They will pay well/ Chance of Success: 95% Reward: 5 prestige. 100 Gold, 100 EXP.
[]Killing Slimes: It seems some slimes have left their dens and are terrorizing some local children. They aren't threatening them in any way, but the parents want them gone before they grow bigger. Chance of Success: 95% Reward: 5 prestige. 100 Gold, 100 EXP.
[]Take down Wolves: It seems that a pack of Wolves has taken up residence in the local woods. Now you need to deal with them before they attack random travelers. Chance of Success: 75% Reward: 50 prestige. 100 Gold, 200 EXP.
[]Protecting the Roads: The roads of Elkhort need to be patrolled, and the guards are asking for volunteers. Chance of Success: 75% Reward: 50 prestige. 100 Gold, 200 EXP.
[]Street Sweepers: Drunks, Vagrants, and all sorts of unsavory people walk the Streets of Elkhort at night. The Guards are asking for more volunteers from the school. Chance of Success: 75% Reward: 50 prestige. 100 Gold, 200 EXP.
[]Home on the Range: Cattle are passing through the Territory, and the boys want to have some extra protection from bandits and rustlers. Cost: 20 Chance of Success: 75% Reward: 15 prestige. 150 Gold, 200 EXP.
[]Bodyguard the Magistrate: The Magistrate wants to have a few students be his bodyguards while he is hosting some of his friends and political enemies. Cost: 50 Chance of Success: 70% Reward: 250 prestige. 200 Gold, 300 EXP.
[]Patroling the Border: The Kingdom of Permia needs Heroes to patrol the border to Sano. Cost: 100 Chance of Success: 50% Reward: 100 prestige. 1000 Gold, 500 EXP.
[]Bounty: Ako the Mad Axmen: It seems a great warrior from the Armies of Permia has deserted, taking a band of raiders with him. He is skilled, and not a foe to be trifled with, not without help or experience. Chance of Success: 25% Reward: 500 prestige. 3000 Gold, 1000 EXP.
AN: Enjoy and Vote in plan format.
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