Isn't Nui just an inferior version of Qing'lu? They both are good at logistics and technology, except Qing'lu actually has military experience or at least bandit experience. The only thing truly contrasting them is Qing'lu is politically opposed to Kuojah while Nui supports him.
Bi'ming by contrast is clearly already well regarded given people view him as likely getting to be on the Council later in life, and he also has a niche which Kiralo may struggle with given he spent most of his life outside of Csirit. He skills are going to be pretty exceptional when managing any differences between the army, and they come to the fore even greater when we enter rebels territory and have to negotiate with their nobles or conquer them and administrate the region and presumably work with the local elite there who will be providing us our knowledge and helping to administrate it.
Isn't Nui just an inferior version of Qing'lu? They both are good at logistics and technology, except Qing'lu actually has military experience or at least bandit experience. The only thing truly contrasting them is Qing'lu is politically opposed to Kuojah while Nui supports him.
I don't remember Qing'lu being mentioned as being good with technology. We do have a mage who's good with cannons though, but one mage can only do so much.
[] Jaw-lung: Named for the ancient invasion of Sea-Raiders that his distant ancestor was said to have seen off, he grew interested in the Sea-Raiders magical arts, as well as those of the Anlan, and he has a strange obsession with cannons. Guns. Things that make explosions. On a battlefield, he's the first to go for the big, flashy spirit. Off the battlefield, he's more likely to improve equipment and work on customized weaponry and armament combinations for soldiers.
Isn't Nui just an inferior version of Qing'lu? They both are good at logistics and technology, except Qing'lu actually has military experience or at least bandit experience. The only thing truly contrasting them is Qing'lu is politically opposed to Kuojah while Nui supports him.
Bi'ming by contrast is clearly already well regarded given people view him as likely getting to be on the Council later in life, and he also has a niche which Kiralo may struggle with given he spent most of his life outside of Csirit. He skills are going to be pretty exceptional when managing any differences between the army, and they come to the fore even greater when we enter rebels territory and have to negotiate with their nobles or conquer them and administrate the region and presumably work with the local elite there who will be providing us our knowledge and helping to administrate it.
Well Qing'lu is one of the most competent and experienced men in the army. I'd think most of the choices are inferior versions compared to him unless they provided a unique skill he doesn't have or cannot imitate through his own skill or position.
Bi'ming is a fast riser and one with a personal charisma and people skills to get him far. Though Qing'lu has played the game of thrones for a long time, so Bi'ming's uniqueness is up in the air.
Jaw-Lung is great with the mixing magic and technology and applying it in battles. But what appeals about Niu is measured in the strategic level. It'd be more apt to say that Jaw-Lung would improve upon Niu, using the quantity and quality Niu would be able to bear to effective use on the battlefield.
So Pao, Jin'ha, Jun and Niu. I'd rather have Bi'ming (who's only 1 vote behind) than Niu to be honest. We already have a bonus to logistics and Pao can help with that too while one of our mages was specialized in cannons. Sure, Niu would improve upon that but he doesn't bring anything new and I think Bi'ming would. We don't really have anyone to handle the social and politics side of things, except for Kiralo himself and he is a bit limited in that.
That said, you still haven't voted for Bi'mming! Get Jun, Niu, and Bi'ming in a three-way tie for 2 slots! Though that would mean letting go of Bao'tsu, but I guess if three more people voted on him he'd still have a chance.
Though notice that both Jin'ha and Pao have secondary qualities, aside from their primary appeal, that overlap with the other choices.
Who I do want to get in however is Laquan, rather than Jun as our battlefield general. Morale really is one of the most important deciding factors in battles (keeps the troops from routing!). Remember the redoubt way back during Kiralo's first time leading an army to battle? The Aedemon held the left against all odds. Sort of like a Southlander Alamo.
That said, you still haven't voted for Bi'mming! Get Jun, Niu, and Bi'ming in a three-way tie for 2 slots! Though that would mean letting go of Bao'tsu, but I guess if three more people voted on him he'd still have a chance.
[X] Jin'ha: The cousin of a prominent local businessman, he has risen rapidly in the esteem of the army in the area. More specifically, he's known for his knowledge of the local terrain of Csrae, and his skill at hunting out bandits. However, he might not be the best choice once the terrain shifts into Irit, but there is plenty to be done in Csirit the city that he could be tasked with.
[X] Bi'ming: A solid military man with an impeccable background, more than that he's said to be able to get along with just about everyone, a general whose smooth etiquette and devotion to the arts of peace in general help leaven his knowledge of war (which includes no battles but many skirmishes with bandits) with a general reputation as one of the generals most likely to one day stand at the top of the Council.
[X] Jun: A slayer of bandits and writer of accounts, he seems in some ways a boastful man, clearly overstating his capacity for work. And yet he's also known for his quick, decisive action in tough moments, and for his willingness both to obey the rules of his superiors while understanding that in battle there is often confusion and uncertainty.
[X] Laquan: Known as a taciturn, miserly man, he's of some importance, as an advisor of Kueng, the General of the Center. Laquan is given to moods, but he's loyal, and more than that, brave almost to a fault, capable of rallying a failing force of men against outsized odds, a talent he's shown at least on the small scale dealing with bandits, and which might or might not come into full bloom on a larger battlefield.
Unless alot of people suddenly change their mind about him, Pao is going to get picked anyway, so I left him out. I'm keeping Jin'ha and adding Bi'ming, for reasons already explained, and I like both Jun and Laquan but can't really pick one over the other.
Vote Tally : Original - Fantasy - Behind the Serpent Throne (CK2) | Page 94 | Sufficient Velocity ##### NetTally 1.7.3.2
[x] Pao of Lineage Isanaori: Of an ancient lineage that has deep roots in Hari-Os, he's surprisingly loyal despite the likely betrayal of his province, and this itself might serve as a symbol, on top of his definite skill and understanding of the waterways. He might be able to help with transportation of goods in several cases, and he's certainly going to helpful in dealing with the enemy's more mobile units. No. of Votes: 8
[X] Jin'ha: The cousin of a prominent local businessman, he has risen rapidly in the esteem of the army in the area. More specifically, he's known for his knowledge of the local terrain of Csrae, and his skill at hunting out bandits. However, he might not be the best choice once the terrain shifts into Irit, but there is plenty to be done in Csirit the city that he could be tasked with. No. of Votes: 7
[X] Jun: A slayer of bandits and writer of accounts, he seems in some ways a boastful man, clearly overstating his capacity for work. And yet he's also known for his quick, decisive action in tough moments, and for his willingness both to obey the rules of his superiors while understanding that in battle there is often confusion and uncertainty. No. of Votes: 6
[X] Niu of Lineage Yantae: A soft man, in fact a bureaucrat by profession, but one who despite his clean hands has a family whose military background goes back five generations. He's neat, cultured, and clean, Kuojah's man to the core, but has a definite understanding both of logistics and cannons and the latest technological problems. He would not do well on a battlefield, but generals are needed for far more than that. No. of Votes: 6
[X] Bi'ming: A solid military man with an impeccable background, more than that he's said to be able to get along with just about everyone, a general whose smooth etiquette and devotion to the arts of peace in general help leaven his knowledge of war (which includes no battles but many skirmishes with bandits) with a general reputation as one of the generals most likely to one day stand at the top of the Council. No. of Votes: 6
[X] Laquan: Known as a taciturn, miserly man, he's of some importance, as an advisor of Kueng, the General of the Center. Laquan is given to moods, but he's loyal, and more than that, brave almost to a fault, capable of rallying a failing force of men against outsized odds, a talent he's shown at least on the small scale dealing with bandits, and which might or might not come into full bloom on a larger battlefield. No. of Votes: 5
[x] Bao'tsu: Raised up through his service in the Hanin, this now middle-aged man has great still as a leader of the Hanin, but a notable dislike of Rassit and Southlanders in general. His decision seems in part driven by rumors of Prince Jinhai's actions in the Southland. Other assets: he's said to be stubborn, but also incorruptible. No. of Votes: 2
[X] Niu of Lineage Yantae: A soft man, in fact a bureaucrat by profession, but one who despite his clean hands has a family whose military background goes back five generations. He's neat, cultured, and clean, Kuojah's man to the core, but has a definite understanding both of logistics and cannons and the latest technological problems. He would not do well on a battlefield, but generals are needed for far more than that.
[X] Jun: A slayer of bandits and writer of accounts, he seems in some ways a boastful man, clearly overstating his capacity for work. And yet he's also known for his quick, decisive action in tough moments, and for his willingness both to obey the rules of his superiors while understanding that in battle there is often confusion and uncertainty.
[x] Pao of Lineage Isanaori: Of an ancient lineage that has deep roots in Hari-Os, he's surprisingly loyal despite the likely betrayal of his province, and this itself might serve as a symbol, on top of his definite skill and understanding of the waterways. He might be able to help with transportation of goods in several cases, and he's certainly going to helpful in dealing with the enemy's more mobile units.
[X] Jin'ha: The cousin of a prominent local businessman, he has risen rapidly in the esteem of the army in the area. More specifically, he's known for his knowledge of the local terrain of Csrae, and his skill at hunting out bandits. However, he might not be the best choice once the terrain shifts into Irit, but there is plenty to be done in Csirit the city that he could be tasked with.
[X] Jun: A slayer of bandits and writer of accounts, he seems in some ways a boastful man, clearly overstating his capacity for work. And yet he's also known for his quick, decisive action in tough moments, and for his willingness both to obey the rules of his superiors while understanding that in battle there is often confusion and uncertainty.
[X] Niu of Lineage Yantae: A soft man, in fact a bureaucrat by profession, but one who despite his clean hands has a family whose military background goes back five generations. He's neat, cultured, and clean, Kuojah's man to the core, but has a definite understanding both of logistics and cannons and the latest technological problems. He would not do well on a battlefield, but generals are needed for far more than that.
The choices were not simple, in one sense. Jun, for instance, was a man who had managed to impress Kiralo despite his boasting, not because of it. And more than that, as the days began to slowly slip by, he was aware more and more that each choice was pressing him onward. Like a man on the river, paddling faster and faster until he was caught at last in the rapids of the river, drawn and thrown about.
At the mercy of the Gods whether he'd arrive on dry land or not. Would Jin'ha be helpful here, or on the road, or--
Every question formed more questions. Every problem seemed at once intractable and simple. Kiralo walked through the halls almost at a sprint, he bathed so quickly as to barely immerse himself in water, scrubbing fast and desperately. He ate what he needed, and no more, and had to hope that it was enough.
Because the letter was coming. It would arrive soon. And then war would be officially declared.
At least his connections to Jin'ha had put the city on a good footing. Its merchants would report to a number of administrators who would oversee the matter. The Emperor would be safe, and more than that, the people would be kept carefully ignorant if a defeat happened. War was not long in the songs or stories, battles followed battles followed battles. In a single day, the Empire could be lost, but Kiralo was not going to gamble everything.
He wasn't, but what about Prince Jinhai? Cs-Pao had not known anything more about him, and Prince Jinhai was no fool.
But did that mean he didn't gamble? Because ultimately, this entire endeavor was an ambitious gamble. Just as Kiralo's arrival had been. If he had merely wished to have wealth and power of a more traditional sense, he could have sought them any number of ways. Heck, he could have gone to court for a time to attempt to put in place men who would at least listen to him. Kuojah hadn't trusted him, but Kuojah was old. He wanted more power than could be held in any man's hands but an Emperor, and that itself was a form of madness.
Kiralo wouldn't pick up the title of Emperor, he'd all but hinted at to Kueli, if it was dropped at his feet. He would take cloth and cover it, and allow its proper owner to grab it up and resume its use. To be an Emperor seemed a miserable burden, but it was one many sought in their darkest hearts.
The city was stretched out before Kiralo, and he looked down on it as he had once looked down on another city. Was it being offered then?
Certainly if he had killed the son of another prince and married his daughter, there was an outside chance he'd now by the Prince of a Southlander city. Powerful, wealthy, but unstable.
And now he was powerful, wealthy, but unstable in a very different place. Sometimes when one chose not to gamble once, one chose when the dice came around again to put your coins in, heap them up against the certainty of ruin, and see what the bones said.
The city would keep, or it would fall. That was an inane statement, and yet it was the most true one he could think of. He was not going to be leaving immediately, not even close. In fact, it would be a long time indeed, by comparison to his haste, before he left. Months of preparation before they were ready to leave.
But he would not be able to talk to Kuojah without the war in his voice. His father. That meant very little. In the Southlands, family mattered deeply, and yet brothers killed brothers with stunning regularity for power. At the highest rungs of society, blood was something you slipped on, and plunged down to your doom if you allowed it to rest as it did, trusting in its bonds.
Slick were the rungs, and greased was the horse that the Prince rode without a saddle.
Hari-Su needed to understand that. This was Kiralo's message. That relying on a hope that a man rising from nowhere would ascend to the Imperial throne was banking on failure. The inevitably of victory was not what Kiralo said, but it was what he hinted in the letters. Of course, Kiralo's step-sister in Hari-Su knew this more than anyone else. She would die, if the Emperor was deposed.
She feared for her life, he'd bet, far more than she wanted to continue her actions against the Governor. Would he respond favorably to Kiralo's letter, and the message that came ahead, of Jinhai's trial? If he didn't, then it would be to loyal vassals to manipulate the game. The Governor was a smart man, he would understand when he was outmaneuvered, and in Hari-Su they feared the Southland as only men who were half of Southlandish blood could. Not all of them, but the intermingling had definitely happened, and while the Governor himself was pure-blooded Csirit of Iritian stock, as his family had been for the century that he'd been in charge, before the last governor...this was not a state that could be achieved at every level.
Not without disqualifying too much competence. The civil service exams, which would not go through this year, were rigid in some ways, and they encouraged an understanding of Csiritan culture and scholarship that could not rest easy with Southlander religion and poetry, but they did not forbid one from taking the exam. It was carefully fair, in ways that he knew meant that a scholar needed to pretend to certain things.
But Kiralo could not blame this on Kuojah, it was traditional. And more than that, he could not even think it all that wrong. After all, ultimately, there was something to be said for preventing impious men, incapable of understanding Csirit enough to serve as scholars and officials, from gaining power and precedence.
Those who had other beliefs but could learn to hide them were one thing, and certainly Kiralo understood the dangers of Yeadalt, of pinning in a group of heretics and people of different, non-Irit based stocks, more and more of them, until they became a seething mass, a barely manageable province. And Kuojah had cut off some of their paths to advancement and power, bottled them up.
Yet he was unwilling to take what some might have thought the necessary step if one was to refuse to conciliate with them. What had been the necessary step. Killing those that got out of line, driving them from villages into a city where they could be watched in one segment of it...all sorts of means and methods of past control in the last few centuries. The worst of both worlds, as Kiralo understood it.
He would change the world, but that was the world he lived in. And probably would for years, perhaps decades to come. It took time. Change too fast was like a river breaking through a dam, when change should be like the water of a bath slowly rising to cover all in warmth.
At least, that is what he had always been taught, and what Kuojah believed.
******
"Tomorrow, most likely," Kiralo said to Kuojah, kneeling in front of him, glancing at the tea set. It was the most lovely he had ever seen, and the old man sitting across from him, his father, seemed in fine health, compared to last winter.
"Good. Its arrival will change things," Kuojah admitted, "Perhaps for the better, since it's clear now that he would never be satisfied. If not war, he would try to sabotage things in peacetime, and so to stand out in the open means he might die."
"I'll see what I can do, Cs-Kuojah," Kiralo said with a polite smile, "But I do have to ask...what do you intend to do with this court?"
"Keep it from panicking." Kuojah shook his head and asked, his voice low, "What are our odds?"
"Better than they could be." Kiralo sipped his tea, allowing the flavors to sooth his mood, which was jumpy, even nervous. He was aware of the many ways that disaster could slip in unseen. "Worse than I might dream of starting with."
"I trust you," Kuojah said, "To act in the way you think best. Should you live, Cs-Kiralo, you are my heir."
"Ah?" Kiralo asked, looking at his father. "Is death staring you so close in the face?"
"No. Not at all. The Emperor will be taught to the best of my ability, but I understand that when I die the river will wash clean much good and ill." He shook his head, "I have made mistakes, and you are so young, so young that you are sure you will not if you held my power."
"Maybe I would make different mistakes, but your mistakes have brought us here," Kiralo said, his voice harsh, "Perhaps different mistakes would send us to different battles? And yet, here we are."
"Perhaps this is fair. But perhaps it is not," Kuojah said, drinking his tea carefully, sipping it, staring across at Kiralo, those long, delicate fingers of his curled around the cup. "What you must understand is that if I was guilty of half of what I am blamed for, then I would be a monster without master, a man who not only sometimes guided the Emperor, but was in fact the Emperor in more than name and function. If I had that kind of control, then do you think I wouldn't have made the world better? If I could have acted in a way that would always get good outcomes? If I could sing and the air could hear my words, if I could write and the world might read them? That is why I have asked into your beliefs, I have asked into your loyalty, then and now and forever, and found them strong, but sure of far too many things."
"You said you are not guilty of everything that others say you are?" Kiralo asked.
"Yes."
"Did you abandon my mother? Did you try to take me from her?" Kiralo asked, raising his voice, "The very reasons you give betray the truth. If you want to know what I think, I think that we are strong enough that we do not need to close ourselves off. That our wealth might aid the world, but the world might also aid our wealth. Our power. That we might create an even more perfect and mighty Empire."
"And so you discuss and treat with Anlans? You would have the Southland borders thrown open, the northern borders explored, even though the people beyond seem to be barbarians?" Kuojah asked, hoarsely, sounding tired. "We have tried to treat with them. War is an extension of commerce, far too often." Kuojah shrugged, "I do not expect you to understand, I do not expect you to agree."
"Good, then," Kiralo said. "Then know this. I wish you no special harm. Maybe once I did, but meeting you has shown me the truth. You are not a monster that I can slay, even if I wanted to anymore. You had something. You know that, don't you? For the first time in your life, I suspect, a woman loved you without reservations."
"She took my son from me, she took the you that would not be sitting here insulting his father."
Kiralo spread his arms, "I will be judged for my impiety, my lack of filial respect. I welcome it, as all people welcome judgement. But tell me. Did you love her?"
"Love has nothing to do with marriage," Kuojah said.
"That makes it all the more special, doesn't it?" Kiralo asked, "A fluke. A fluke. And you failed. You could not bend enough. Your enemies might have muttered, but so what? Your wife might have been annoyed, but she died not that long after. There are competing levels of morality!" Kiralo stood up, setting down the cup, which sloshed a little, "So if you truly wish for me to go out, if you lack the bravery to face that sometimes there are situations in which you must bend, then I ask something as you. Consider it all of the payment."
Kiralo shook his head, "Your wealth would be nice, your positions, your lands...do not think I am a man without ambitions, and without something to covet. But I would give all of it up if you would do one thing."
"What?" Kuojah asked, coldly.
"She loved you even after she left. If I survive, or if I don't and you still have the power to act--"
Kuojah winced, his eyes showing a strange tenderness.
"I might die. Perhaps the odds are better than good," Kiralo said, with a shrug, "That is war." He wasn't afraid. He'd seen death close up, had brushed past it like a strange spirit whose name he didn't know, and it had power over him, yes, but only so much. "Bring her home. Bury her in a pool in the area of the park I am sure you have picked out. Next to you. Perhaps near a tree, like those she knew as a girl. Do that, please. I know it is in your power. I know you know where she was buried. When the war ends, perhaps it will be a low priority, but is not old age the time to confront these things?"
He found that his eyes were hot, and he stood, turning his face into a mask, "Excuse me...father. I shall take my leave."
He turned, and left.
******
"So he seeks to defy the Will of the Emperor?" a young boy boomed, his every word rehearsed, as he stepped down from the lily seat and began to walk towards the stairs. "I ask then, who here will stand with their Emperor? Need I even ask? Need it even be a question that this is the worst treason in the history of the last century? My own relative, a cousin not so distant, has defied the Gods and all good people."
People roared their affirmation.
"I demand him brought here, living or dead, to answer for his crimes. To answer for what he has done," the Emperor said, "War is upon us, and all that do not stand with their rightful ruler are doomed."
The boy looked around, and Kiralo stepped forward and threw himself to the ground.
"Rise, Kiralo. An army may be needed in order to put to flight this cowardly rebel and his small band of degenrate followers. As my Envoy, you are vested with the power to do what you wish in my name, in regards to the army."
Kiralo did not nod.
He listened, he knew. This was another moment, like his investment as Envoy. A war had begun.
Several paintings would depict this in the centuries to come, several accounts, several novels based around these days.
The war that would be known by a dozen names began here, or so people think, if it began anywhere.
The eyes of fate, of the Gods, to the extent that they did not gaze north towards a new chapter of history, the eyes of scholars then and later. All gazed upon him. Judged him.
None, then, with any sense envied him.
*****
[] Near Southland Temptations x2
Need: 30, Rolled: 1d100+10=93, 27
[] A Father's Decision
Need: 20, Rolled: 1d100+12=59
[] Watching the City
Need: 30, Rolled: 1d100+8=50
A/N: Alright, and so here we go! So, the war turn is next. That'll be a journey and a half.
A disappointing vote result as I preferred some other characters, but a great update none the less. We've helped ensure Csrae is better protected, and importantly it seems like Hari-Su is either for us or neutral which is phenomnal. This means that they can threaten the southern flank of Hari-Os, which means that troops will need to be left behind to defend it, and it means that if Prince Jinhai hasn't yet learned of the failure of his mercenaries that the information flow could have been cut of so he may be assuming a strategy where they are still in play.
The meeting with Kuojah was cathartic for the both of them it seems, and was nicely done.
Awesome conversation with his dad. Loved how it turned personal when Kuojah was trying to make a general point, because of course it'd turn personal. Excited for the next update!
So, one element of preparing for war that one will have to deal with is the assigning of tasks. You will have a pool of Generals and Mages. Some actions will merely benefit from an assigned Mage or General, some cannot use them, being far too personal, and some REQUIRE one. Ultimately, once the actual war begins in the sense of marching, you'll have to permanently assign them to certain places.
Obvious example. You will need to keep someone in Csrae the city in order to manage things. Who you choose is up to you.
As for the action preparation? Think logically. Who you assign will have something to say about its success or failure. Pick people that make sense, or that you think can do the work. It's useless to do anything else, after all.
Your choices are more important than ever now. Choose wisely.
The update will be tomorrow. Voting will be two-round.
Information is at the center of warfare. An army sends scouts, and so too does a military rely on reports and spies. Kiralo listened, carefully, to what was known about the capacities of his enemies and the disposition of his allies. Various nobles might or might not show up, and in what numbers, and in what condition. Some villages had trained men that could be turned into soldiers in a matter of time, while others might need a month, or more, of training. Time that they didn't have, which was why the traditional shortcut was to hand them a spear, tell them enough spirit names, and give them enough physical training that they managed to march, and hope that they learned as they went. Certainly, the average farmer had at least the physical hardiness, if not the strength and skill, to work and labor long hours.
His sources could not confirm several things. Was anyone coming from Hari-Nat? Nobody was sure, but Xissand nobles had sent more than a few letters pledging allegiance, and of course a noble would have to be a suicidal fool if he declared against the Emperor in his own province. Word came from Yeadalt, if tinged with the implication that there would be only a few troops, and Kiralo had reason to suspect that Hari-Bueli might send at least a few troops.
Irit sent positive word, and so did some parts of Nestirin, and the Governor of Hari-Su sent a message full of good cheer, platitudes, and an offer to put as many soldiers as needed at the ready. All in all, the situation could be worse, and Hirand was as divided as expected, and the message from Rerin spent most of its time talking about politics rather than discussing troop numbers and disposition.
Meanwhile, the Prince prepared. Word from the spies that Kiralo hadn't known about, but had suspected must be there, reported that the Prince was gathering forces from Basrat and Hari-Os, and that he was gathering and stockpiling food.
Kiralo's suspicion was that he would not march out this month. And that, more than that, Prince Jinhai wouldn't divide his forces if he could help it. He would have to to some extent, since the numbers he was likely to draw weren't going to be easy to move quickly, and speed was important. But Prince Jinhai wanted this war to end as fast as possible. A quick victory was the only way to keep everything together.
But he was no fool. His forces weren't gathered, though he did have a geographic advantage, compared to Kiralo.
One he'd press, press to the very end.
Weather: 1d100-1=71
The weather was good thus far, and the auguries seemed to tell of a summer that started mild, with few storms or long stretches of unbearable heat. It was weather that could be marched in, and if need be, weather that could be trained in, without any of the burdens that a summer could bring to campaigning.
The good weather might not last forever, but for the moment it was a blessing.
Progress/Forces: 1d100-1=66
Despite Kiralo's fears, the Council of Generals seemed to be working together. At least in Csrae, the forces were gathering, thousands of men press-ganged into the army. Training would have to be fast, it would have to be brutal, and there was very little time, in the grand scheme of things. The rhythms of the court that he'd spent so many months learning fell away, and Kiralo felt as if he was back in the Southlands.
And he would not lose this war, either.
******
Kiralo
Desc: Obviously, Kiralo can personally choose to work on a single thing, giving it as much of his time, focus and attention as he can. It isn't hard to guess what Kiralo is good at and what he isn't, though the answer is honestly 'everything' to some extent.
Kueli
Desc: A powerful man, if a foreigner and outsider who might draw ire, he is skilled in the use of spirits and in personal combat, and a very, very good cavalry leader, second only to Kiralo. He is also skilled in logistics.
Pao
Desc: Skilled at logistics, river transportation, and skirmishing and scout forces, he's also a decent general overall.
Jin'ha
Desc: Perfect for local affairs, he can also manage money very well, and might have a certain way with local people, including new recruits.
Jun
Desc: Quick, decisive and brave, he's skilled at dealing with even the rawest conscripts, but possesses no special knack outside the battlefield, relatively speaking.
Niu
Desc: Logistics, cannons, the bureaucracy, military men, his purview is actually rather wide, all things considered.
Ji'lae
Desc: A powerful Mage in personal combat, he has ties and connections that might prove more than a little useful.
Gen'ha
Description: A binder of spirits and a long-term worker, now might be the time that he can shine, in preparing ahead of time the spiritual protection that will be so needed.
Hi'sen
Desc: Hi'sen is a healer, first and foremost, and his magical and personal skills all revolve around this.
Bao'ren
Desc: A spirit-catcher, more at home in the wild than anywhere else, his skills might not be as useful before the march begins as one might hope. But perhaps there is a way.
Jaw-Lung
Desc: Guns, cannons. And then even more guns and cannons. Such is the way of Jaw-Lung.
Fugitive
Desc: ???
The biggest choice of all is if, or whether, the army will move out on its date with destiny this month. If it does, that will change the options wildly, and more than that, force any preparation to stand at where the tools are thrown down when the time runs out.
What is done?
[] Do not send out the army this month. It needs to train and gather, and give more time for allied forces to march to meet up with it and swell it.
[] Set out at the end of the month. Perhaps speed is best, if combined with caution? (-4 actions)
[] Set out three weeks into the month. (-8 actions)
[] Set out two weeks into the month, as soon as is possible. (-12 actions)
The Governor of Hari-Su needs direction on what he should do once he gathers up enough of his forces:
[] March on Hari-Os, hoping to distract them from sending troops, and perhaps threaten Prince Jinhai's rear.
[] March on the traitors within his own province, denying their troops to Jinhai, though of course it also means that the Governor's forces won't march forth to join you, though the trip would already be quite long.
[] March to join either the army at Irit, or the army at Csrae.
Hari-Bueli might send some troops, how much should letters press them to send?
[] "Send what can be sent, the borders are most important."
[] "Send as large a contingent as is practicable, the borders will hold for a season."
[] "Send everyone that can be sent. The Bueli can be dealt with after the traitor is dead."
Irit, too, needs orders, or rather the troops in Irit and the Governor's Forces
[] Press the attack against the peasant rebels. Try to deal with them, even if it costs men and resources. This might not be the time to deal with them, but they're on the backfoot at the moment.
[] Fortify the current positions and move themselves to be in the right location to intercept any pushes by Jinhai, and also be ready to link up with the main army when it comes on south. If it does.
[] Move to threaten Basrat. This might be dangerous, but perhaps it would draw Jinhai out. Would it be a bluff? Not enough information to be sure.
Martial/2=15 actions
Actions that say they require a general or a Mage, well, require a general or a Mage. Actions that have a [G] or [M] next to them *can* have a General or Mage attached, which depending on how good of a choice it is, might give bonuses and stuff!
Title: Training Days
Dice Rolled: Martial
Chance of Success: Variable
Time: 1 Turn
Text: Training the new recruits and making sure they know what they need to know is vitally important. Important enough that this could well take up a good deal of Kiralo's time, or anyone's time in general. Dice invested in this are divided into two areas. Number of recruits dealt with, and the intensity and attempted thoroughness of the training. Training numbers can range from 1 to 4 dice, and training thoroughness can range from 1-3. These only involve all men that come in from Csrae. Others will arrive later, hopefully trained...hopefully.
Requirements (if any): 1 General
[G] Title: The Elite Cadre
Dice Rolled: Martial and Diplomacy
Chance of Success: 55%
Time: 1 Turn.
Text: The core of the army will always be the professional soldiers. Inspiring them and making sure that they are willing and able to work with the new recruits, and are a steady presence for them could be very important. But they might resent the interference, or the implication that they might fail in this duty on their own. Even if it might be true.
Requirements (if any): None
[G] Title: Hanin Hate
Dice Rolled: Martial, Diplomacy
Chance of Success: 40%
Time: 1 Turn
Text: Like any elite, the Hanin are very, very confident in their prowess, and as a side effect of their history, they tend to be, at least in an era where the Southlands hasn't reared its head, contemptuous of cavalry. And the Southlanders in
Requirements (if any):
Title: Scouting In the Dust
Dice Rolled: Martial
Chance of Success: Variable
Time: 1 Turn
Text: Now that his men have arrived, that means that Kiralo's new light cavalry scouting-based group is there. The men trained for that, especially, above and beyond battle. But there need to be more than a hundred of them. Training some of the light cavalry, or perhaps just anyone who has the knowledge and skill for it. It'd be dangerous, but perhaps it could be well compensated, and what matters most of all is that strengthening the scouting cavalry would extend the range of the army's field of vision.
Requirements (if any): 1 General.
Title: Heavy Horses
Dice Rolled: Martial
Chance of Success: 60%
Time: 1 Turn
Text: The heavy cavalry has not received the same attention. Perhaps with the influx of young nobles, it might get some teeth to it, but only with a large investment of time and energy...time that doesn't exist. But some work could be done, even so, to at least make it workable.
Requirements (if any): 1 General
Title: Your Beast of Burden
Dice Rolled: N/A
Chance of Success: 100%
Time: 1 Turn
Text: Getting enough oxen, horses, and other animals to help steady the supply train is of vital importance, especially in regards to making sure that they're used to the labor and spirits, making sure there are enough and that all is in good order. It's boring work, but important work.
Requirements (if any): None, thanks to the logistics success last turn.
[G] Title: Cannon Law
Dice Rolled: Martial
Chance of Success: 60%
Time:1 Turn
Text: Cannons are a very tricky sort of weapon. Not all that useful on the battlefield, at least a lot of the time, though they're finding their place. Making sure that the cannons are ready for transport, and that the spiritual magic placed on them works, might matter. Certainly, if there are any forts to take along the way, it'll be vital, since cannons have replaced most other siege weapons in utility.
Requirements (if any): None
[G] [M] Title: A Doctor In the House?
Dice Rolled: Stewardship
Chance of Success: 50%
Time: 1 Turn
Text: A medical corps is very important to an army on the march. Very important, and very difficult to do well. Gather doctors now. Find money to pay them. Hope that it can all come together.
Requirements (if any): None required.
[G] Title: The Civic Guard
Dice Rolled: Stewardship and Martial
Chance of Success: 95%
Time: 1 Turn
Text: While the army is away, the civilians will pray. Or riot, that might happen to. Making sure that the civic guard is ready both for the influx of soldiers, and the absence of said soldiers, is important. Panic or bad news in a battle could cause riots, and riots threatened the city's stability. Luckily Kiralo had already begun looking into this.
Requirements (if any): None
Title: Sprinkling of Mages
Dice Rolled: Magic
Chance of Success: 60%
Time: 1 Turn.
Text: Mages do not stand all alone, not in an army. While some cluster in groups, for large-scale battlefield magic, others serve as an attachment to existing units, to stand behind the line of spearmen and work their magic. Figuring out how to divide them up in a way that works best could definitely be important.
Requirements (if any): At least one Mage
Title: A Spiritual Hunt
Dice Rolled: Magic
Chance of Success: 60%
Time: 1 Turn
Text: Finding and binding spirits in the local area can be a dangerous procedure. After all, keeping spirits in the area is important for many reasons, and so clearing them out could have negative impacts...but so could losing the war.
Requirements (if any): 1 Mage
Title: Spirit Support
Dice Rolled: Magic
Chance of Success: 70%
Time: 1 Turn
Text: Set up the basic spirit-structure that will help guard the camps from attack and make sure everything is working right. This is simple work, and yet doing it wrong is certainly possible. History tells of armies that did not have the basics down, and lost the war because of it.
Requirements (if any): 1 Mage
Title: The Garb of Conquerors
Dice Rolled: N/A
Chance of Success: 100%
Time:
Text: Now that they have the titles, many of the new generals and powerful lords are demanding that they be garbed appropriately to their station, and their garb recognized as official. Even if it looks absurd. Refusing to do so could be taken as a deadly insult...or it might be gotten away with. Either way, just admitting that it's all fine might be best.
Requirements (if any):
Title: The Sword of Plenty
Dice Rolled: Stewardship
Chance of Success: 80%
Time: 1 Turn
Text: Kiralo might wish to match them. It is ridiculous, but the fanciful nature of their raiment might make it wise to match them, in both grandeur and in other means. One does not want to be shown up by one's own generals. And a new sword, one that can be wielded in battle but also as a symbol of office that won't break like the silver sword would if used, could be important.
Requirements (if any): None
[M] Title: A Roundabout Service
Dice Rolled: Diplomacy, Stewardship
Chance of Success: 60%
Time: 1 Turn
Text: With so many peasant men in the local area going off for war, there might be trouble with the various harvests and minor crops in the area. It would be no more than a gesture, but Kiralo could have the Mages of the Academy whose specialty is helping crops go out and help work with the local peasants. Saying it is no more than a gesture is to admit that it would not stop any larger problems, but a single
Requirements (if any): None
[M] Title: Quit It
Dice Rolled: Magic
Chance of Success: Variable
Time: 1 Turn
Text: Aiyistin might well be a great spirit indeed, but that doesn't mean it can't be annoying. If it drags on Kiralo's eyesight in the middle of him loosing an arrow, it could lead to his death. The spirit might not be tameable, but it does need to know the importance of not interfering at the wrong time.
Requirements (if any):
Title: Repairing Ties
Dice Rolled: Martial, Diplomacy
Chance of Success: Variable
Time: 1 Turn
Text: Kiralo has been away from his men for quite some time. Perhaps he should refamiliarize himself with them, since they are officially his household troops. So he should go around, make sure the people in the lower ranks are ready. He has money to outfit them, though there's...there is the question, if the war is won, what is to be done with them.
Requirements (if any): None
[G] Title: Camp Followers
Dice Rolled: Martial, Stewardship
Chance of Success: 90%
Time:1 Turn
Text: Every camp needs cooks, laundrywomen, and all manner of people. Some of course aren't necessarily wanted by the high command, such as the merchants bilking the soldiers' before they're even paid, or the endless stream of prostitutes hurrying along in the wagon trains to service the needs of the soldiers, but these are not things that can be stopped, so one might as well work to regulate them. as best can be done.
Requirements (if any): None
Title: Lay Down the Law
Dice Rolled: Stewardship
Chance of Success: Variable
Time: 1 Turn
Text: Laws to regulate the conduct of soldiers are as old as they are hard to enforce. It is important to make some body to guard the soldiers, to make sure that if two fight, they will be tried and appropriately punished. And in a less practical matter, cutting down on the worst excesses of soldiers towards civilians can be nothing but good.
Requirements (if any): 1 General
Title: To The Very Bones
Dice Rolled: Martial, Diplomacy
Chance of Success: Variable
Time: 1 Turn
Text: Recruitment is already going to be very exacting, but it is possible that recruitment could be sped up and the standards lowered to sweep up even more men. While it may take more work to integrate them, it could be worth it, depending on Kiralo's plans.
Requirements (if any): 1 General
Title: Woodsman and Outlaws
Dice Rolled: Martial
Chance of Success: Variable
Time: 1 Turn
Text: Skirmishers are the lowliest part of any army. Scouts of sorts, when one doesn't have enough cavalry (which they don't) they also serve as partisans and killers, and thus their reputation is low, and they aren't used by the Imperial Army, which just hires locals for that purpose when they go after bandits. Gather up some of these men, give them more training than they might otherwise receive, and pay them. And see whether they could be of more service than they were traditionally.
Requirements (if any): 1 General
Title: Sabotage Protection
Dice Rolled: Intrigue
Chance of Success: 60%
Time: 1 Turn
Text: Sabotage is just the worst, isn't it? Yes. It is.
Requirements (if any): None
Title: The Mystery Mage
Dice Rolled: N/A
Chance of Success: 100%
Time: 1 Turn
Text: Who are they? Really, who is this?
Requirements (if any): 1 Mage...you know, the Mystery One?
[G] Title: Integrating the Nobles
Dice Rolled: Diplomacy
Chance of Success: 70%
Time: 1 Turn
Text: The nobles are going to be a problem. Or at least they might be. They might be a huge problem, but they're also the price of getting what he'd needed. So now, how to make sure that their skills are redirected appropriately?
Requirements (if any): None
Title: Reserved Elite
Dice Rolled: Martial
Chance of Success: Variable
Time: 1 Turn.
Text: If it comes to a battle, there will of course be the main forces, and also reserves. Kiralo will need to find a way to shape these reserves, make sure that he has control of them, and more than that, forge them into a unit that can work together. Because reserves, when deployed, have the difficult challenge of turning a battle around. It is thus not something to do lightly.
Requirements (if any): 1 General
Title: Raising The Ranks
Dice Rolled: Martial
Chance of Success: 65%
Time: 1 Turn
Text: Any army needs people who can manage things. Who can make sure the average grunting soldier knows where to go. Sergeants, one might call them. Finding these people and making sure they have authority is very important, especially since they have to deal with the people one rung above, many of whom will be appointed nobles.
Requirements (if any): 1 General.
Title: A Blade Through The Soul of the World
Dice Rolled: Diplomacy
Chance of Success: 50%
Time: 1 Turn
Text: The Gods watch us. And so does the world, so do scholars. A blade pierces innocence, and leaves behind only death. The world watches, and thus it is best to ask the priests for blessings, for rituals of success and signs of favor, and it is best that one allow the scholars to see, even if at a distance, the events that will shape the world.
Requirements (if any): None
Title: Quiet Contemplation
Dice Rolled: Learning
Chance of Success: ???
Time: 1 Turn
Text: Pray. Pray for the wisdom to lead tens of thousands of men into death. Pray that it can be done, and done successfully. To whatever end the Gods will will.
Requirements (if any): None
[M]Title: Priestly Aid
Dice Rolled: Magic
Chance of Success: Variable
Time: 1 Turn
Text: Priests have magic too. They are not Mages, but then neither are the sages of the Southland. Perhaps some would be willing to go along with the army, both in their capacity as priests (and some will no matter what) but also in their capacity as magical advisers.
Requirements (if any): None
******
A/N: I bet this will get complicated, so first step. No need to assign Generals and Mages yet. Just note that if you use more than the number there is, that's, uh, a problem? So watch for that.
Action is missing. Oh, and when you say '15 actions' you mean we have 15 dice to spend, right? We can double down on actions if we want, just making sure?
Alright, I'm first going to give my opinion on the general orders before coming up with a plan.
The biggest choice of all is if, or whether, the army will move out on its date with destiny this month. If it does, that will change the options wildly, and more than that, force any preparation to stand at where the tools are thrown down when the time runs out.
What is done?
[] Do not send out the army this month. It needs to train and gather, and give more time for allied forces to march to meet up with it and swell it.
[] Set out at the end of the month. Perhaps speed is best, if combined with caution? (-4 actions)
[] Set out three weeks into the month. (-8 actions)
[] Set out two weeks into the month, as soon as is possible. (-12 actions)
I'd go for setting out at the end of the month. It would still give us a decent amount of actions and wouldn't completely give the initiative to the Prince. Three weeks or less into the month and we're cutting down alot of actions. On the other hand, since Training Days will most likely eat up almost half our actions, waiting till next month wouldn't be such a bad idea.
The Governor of Hari-Su needs direction on what he should do once he gathers up enough of his forces:
[] March on Hari-Os, hoping to distract them from sending troops, and perhaps threaten Prince Jinhai's rear.
[] March on the traitors within his own province, denying their troops to Jinhai, though of course it also means that the Governor's forces won't march forth to join you, though the trip would already be quite long.
[] March to join either the army at Irit, or the army at Csrae.
I want him to tie down the Prince's allies, just not sure whether that should be the traitors in Hari-Su or Hari-Os. Hari-Os is the bigger threat, but if he marches on them only to be attacked by the troops of both Hari-Os and the traitors in Hari-Su....
Hari-Bueli might send some troops, how much should letters press them to send?
[] "Send what can be sent, the borders are most important."
[] "Send as large a contingent as is practicable, the borders will hold for a season."
[] "Send everyone that can be sent. The Bueli can be dealt with after the traitor is dead."
Well, I wouldn't ask them to send everything, there still needs to be a Hari-Bueli left after we've won. But we do want them to send a decent amount of troops, so I'd say as large a contingent as is practicable.
Irit, too, needs orders, or rather the troops in Irit and the Governor's Forces
[] Press the attack against the peasant rebels. Try to deal with them, even if it costs men and resources. This might not be the time to deal with them, but they're on the backfoot at the moment.
[] Fortify the current positions and move themselves to be in the right location to intercept any pushes by Jinhai, and also be ready to link up with the main army when it comes on south. If it does.
[] Move to threaten Basrat. This might be dangerous, but perhaps it would draw Jinhai out. Would it be a bluff? Not enough information to be sure.
Moving to Basrat is too dangerous and the rebels can be dealt with later. He should fortify to defend against the Prince and link up with our forces when needed.
[G] Title: Hanin Hate
Dice Rolled: Martial, Diplomacy
Chance of Success: 40%
Time: 1 Turn
Text: Like any elite, the Hanin are very, very confident in their prowess, and as a side effect of their history, they tend to be, at least in an era where the Southlands hasn't reared its head, contemptuous of cavalry. And the Southlanders in
Requirements (if any):
[M] Title: A Roundabout Service
Dice Rolled: Diplomacy, Stewardship
Chance of Success: 60%
Time: 1 Turn
Text: With so many peasant men in the local area going off for war, there might be trouble with the various harvests and minor crops in the area. It would be no more than a gesture, but Kiralo could have the Mages of the Academy whose specialty is helping crops go out and help work with the local peasants. Saying it is no more than a gesture is to admit that it would not stop any larger problems, but a single
Requirements (if any): None
Like RandomMember above mentioned, these are missing things within them.
Anyway, before we make plans of actions I really think the most important decision made is when we leave and afterwards start making plans around that. For me I think we should be leaving this month, as that gives our forces the initiative and it makes it far more likely that when we start come into contact with Jinhai's and start maneuvering and positioning for battle that it happens on his own territory. This has the advantages that both our own supply lines are secured, and his are made more difficult particularly as that also has an impact on those nobles and lords who are supporting him. They're not gonna take it lightly if he's doing nothing to stop their lands being destroyed and depopulated.
The decision then becomes how soon, and I think the "Set out at the end of the month" is a good choice giving us the preparatory actions that we need to take, while still allowing us initiative.
The follow up choices for me would then be having Hari-Su march on the traitors within it's borders, as we know that Prince Jinhai is still gathering his forces so they should have both the time and presumably the advantage in both army enough to deal with the issue. We don't want a situation where they march their forces into Hari-Os, and the traitors either wreck their supply lines or trap them if Hari-Os sends a force to confront them.
For Irit, the choice for me is to confront the peasant rebels. If we were going to be waiting the whole month, fortifying would make sense, and if we were choosing to march earlier attacking into Basrat could make sense, but I don't favor either. Thus taking care of the peasant situation so the supply lines are more easily managed, and given the previous mentions of peasants travelling into Basrat due to the Put Down it could be an additional advantage as Basrat could be burdened. It could also be a negative if Jinhai gives them a spear, and pushes them back the other way. They would be untrained though, while still requiring the same amount of food and water as a trained soldier.
For Hari-Buelli, send what can be sent. They're currently being pushed in by the Buelli so I don't feel comfortable weakening the border to such an extent, and it could give us political benefits elsewhere. Frankly, it may be pessimistic of me but even if we requested a great deal of troops I don't feel they would be willing to provide such numbers. When it comes down to it whoever wins, they don't if the Buelli were let in.
---------------
I started writing all the above as due to my initial thoughts for a plan, but there could be scope for a more aggressive version and aim for a short war. For the choices take "Send as large a contingent as is practicable, the borders will hold for a season." for Hari Buelli so we get a strong force that should hopefully be professional soldiers (like above, I believe send everyone to be an ineffective choice), take Move on Basrat and March on Hari-Os so that Prince Jinhai is under immediate threat when if our analysis is correct he isn't ready or willing to march at all this month.
Long term though the percentages should favor us, so it may be a bit of a reckless gamble. This is particularly the case as having four actions is really very few.
Anyway, before we make plans of actions I really think the most important decision made is when we leave and afterwards start making plans around that. For me I think we should be leaving this month, as that gives our forces the initiative and it makes it far more likely that when we start come into contact with Jinhai's and start maneuvering and positioning for battle that it happens on his own territory. This has the advantages that both our own supply lines are secured, and his are made more difficult particularly as that also has an impact on those nobles and lords who are supporting him. They're not gonna take it lightly if he's doing nothing to stop their lands being destroyed and depopulated.
The decision then becomes how soon, and I think the "Set out at the end of the month" is a good choice giving us the preparatory actions that we need to take, while still allowing us initiative.
I think another important thing to consider is how many dice do we want to spend on Training Days.
Title: Training Days
Dice Rolled: Martial
Chance of Success: Variable
Time: 1 Turn
Text: Training the new recruits and making sure they know what they need to know is vitally important. Important enough that this could well take up a good deal of Kiralo's time, or anyone's time in general. Dice invested in this are divided into two areas. Number of recruits dealt with, and the intensity and attempted thoroughness of the training. Training numbers can range from 1 to 4 dice, and training thoroughness can range from 1-3. These only involve all men that come in from Csrae. Others will arrive later, hopefully trained...hopefully.
Requirements (if any): 1 General
Because if I read this correctly, then with a maximum of 7 dice, just two or three dice isn't going to do close to enough to make our recruits more than cannon fodder.
EDIT:
WARNING: Plan is just a holder, I still need to cut it down 3 actions. I'd be grateful for advice.
[] Plan Sitzkrieg
[] Do not send out the army this month. It needs to train and gather, and give more time for allied forces to march to meet up with it and swell it.
With Training Days needing such a large number of dice to be really effective, I don't think we can afford to lose any actions. That and the Prince needs a quick victory, he can't afford to spend too much time building up his troops. And I think we gain more from waiting than the Prince does, so time would be on our side. In summary, my plan would be to let the Prince come to us instead of attacking him on his own terrain.
[] March on the traitors within his own province, denying their troops to Jinhai, though of course it also means that the Governor's forces won't march forth to join you, though the trip would already be quite long.
While Hari-Os is the bigger problem, I think it's also more risky to send the Governor's troops away from his province when there are still traitors running around in it.
[] "Send as large a contingent as is practicable, the borders will hold for a season."
We can't ask them to send everything and leave the province barely defended, but I'd like to get more than just a token amount of troops from them.
[] Fortify the current positions and move themselves to be in the right location to intercept any pushes by Jinhai, and also be ready to link up with the main army when it comes on south. If it does.
Moving to the border with Basrat is too risky, it might give the Prince a quick victory to keep his allies together, raise their morale and hit ours. Going after the rebels will just waste resources, better to keep the troops in defensible positions and have them link up with us when needed.
Actions:
[] Training Days
-[] 3 dice on numbers, 2 dice on thoroughness
In the end, everything will depend on our troops, so I consider this the main action that needs to be done. While this won't train as many troops as possible nor train them as good as possible, I think it will still be adequate.
[] Your Beast of Burden
[] The Garb of Conquerors
[] The Mystery Mage
Just things that have to be done. Getting animals for our supply train, not insulting nobles and generals by allowing them to be decadent and finding out what our mystery box is good for.
[] Quit It x2
I mentioned this problem before and we really don't want Aiyistin to cause problems in the middle of a fight. Result is variable, so we want this to be as good as possible.
[] A Doctor In the House?
[] Spirit Support
Medics and basic (spirit) infrastructure are important. If we put Hi'sen and Gen'ha on this, it should be fine.
[] Sprinkling of Mages
Fully integrate our mages into the army.
[] Integrating the Nobles
Bi'ming would have been good for this. Oh well, better make sure they're not too much of a problem.
[] Reserved Elite
[] Scouting In the Dust
[] Raising The Ranks
Reserves, scouts and lower officers are important to have, nothing more to add.
Maybe skip Quit It this month if we're not deploying? Saves two dice, and as long as we're not on a battlefield, we'll deal.
E: maybe skip the Garb as well. Damn, but I really don't want to be dealing with bells and whistles >_> esp. since it invites the "get a cooler bling" action. Just, meh.
I think we should check which actions we think are essential, cut those to those and decide when we leave based on how low we can take that number. Which might be complicated since I see 21 actions I find interesting and that is without counting any extra dice we want to add to training days. So we might as well check which actions need to be done, which it would be good to get done and which we would want to get done.
First of all: These are the actions that their description says are important to do, needed to do or that might counter problems that we will have
Title: Training Days
Dice Rolled: Martial
Chance of Success: Variable
Time: 1 Turn
Text: Training the new recruits and making sure they know what they need to know is vitally important. Important enough that this could well take up a good deal of Kiralo's time, or anyone's time in general. Dice invested in this are divided into two areas. Number of recruits dealt with, and the intensity and attempted thoroughness of the training. Training numbers can range from 1 to 4 dice, and training thoroughness can range from 1-3. These only involve all men that come in from Csrae. Others will arrive later, hopefully trained...hopefully.
Requirements (if any): 1 General
Title: Your Beast of Burden
Dice Rolled: N/A
Chance of Success: 100%
Time: 1 Turn
Text: Getting enough oxen, horses, and other animals to help steady the supply train is of vital importance, especially in regards to making sure that they're used to the labor and spirits, making sure there are enough and that all is in good order. It's boring work, but important work.
Requirements (if any): None, thanks to the logistics success last turn.
[G] Title: The Civic Guard
Dice Rolled: Stewardship and Martial
Chance of Success: 95%
Time: 1 Turn
Text: While the army is away, the civilians will pray. Or riot, that might happen to. Making sure that the civic guard is ready both for the influx of soldiers, and the absence of said soldiers, is important. Panic or bad news in a battle could cause riots, and riots threatened the city's stability. Luckily Kiralo had already begun looking into this.
Requirements (if any): None
[M] Title: Quit It
Dice Rolled: Magic
Chance of Success: Variable
Time: 1 Turn
Text: Aiyistin might well be a great spirit indeed, but that doesn't mean it can't be annoying. If it drags on Kiralo's eyesight in the middle of him loosing an arrow, it could lead to his death. The spirit might not be tameable, but it does need to know the importance of not interfering at the wrong time.
Requirements (if any):
Title: Lay Down the Law
Dice Rolled: Stewardship
Chance of Success: Variable
Time: 1 Turn
Text: Laws to regulate the conduct of soldiers are as old as they are hard to enforce. It is important to make some body to guard the soldiers, to make sure that if two fight, they will be tried and appropriately punished. And in a less practical matter, cutting down on the worst excesses of soldiers towards civilians can be nothing but good.
Requirements (if any): 1 General
[G] Title: Integrating the Nobles
Dice Rolled: Diplomacy
Chance of Success: 70%
Time: 1 Turn
Text: The nobles are going to be a problem. Or at least they might be. They might be a huge problem, but they're also the price of getting what he'd needed. So now, how to make sure that their skills are redirected appropriately?
Requirements (if any): None
Title: Reserved Elite
Dice Rolled: Martial
Chance of Success: Variable
Time: 1 Turn.
Text: If it comes to a battle, there will of course be the main forces, and also reserves. Kiralo will need to find a way to shape these reserves, make sure that he has control of them, and more than that, forge them into a unit that can work together. Because reserves, when deployed, have the difficult challenge of turning a battle around. It is thus not something to do lightly.
Requirements (if any): 1 General
[G] [M] Title: A Doctor In the House?
Dice Rolled: Stewardship
Chance of Success: 50%
Time: 1 Turn
Text: A medical corps is very important to an army on the march. Very important, and very difficult to do well. Gather doctors now. Find money to pay them. Hope that it can all come together.
Requirements (if any): None required.
Title: Raising The Ranks
Dice Rolled: Martial
Chance of Success: 65%
Time: 1 Turn
Text: Any army needs people who can manage things. Who can make sure the average grunting soldier knows where to go. Sergeants, one might call them. Finding these people and making sure they have authority is very important, especially since they have to deal with the people one rung above, many of whom will be appointed nobles.
Requirements (if any): 1 General.
That already makes 9 actions that we need to do according to their description. Sincé we only have 15 actions, that means that we should must one of the following:
[] Do not send out the army this month. It needs to train and gather, and give more time for allied forces to march to meet up with it and swell it.
[] Set out at the end of the month. Perhaps speed is best, if combined with caution? (-4 actions)
[G] Title: Cannon Law
Dice Rolled: Martial
Chance of Success: 60%
Time:1 Turn
Text: Cannons are a very tricky sort of weapon. Not all that useful on the battlefield, at least a lot of the time, though they're finding their place. Making sure that the cannons are ready for transport, and that the spiritual magic placed on them works, might matter. Certainly, if there are any forts to take along the way, it'll be vital, since cannons have replaced most other siege weapons in utility.
Requirements (if any): None
Title: Sprinkling of Mages
Dice Rolled: Magic
Chance of Success: 60%
Time: 1 Turn.
Text: Mages do not stand all alone, not in an army. While some cluster in groups, for large-scale battlefield magic, others serve as an attachment to existing units, to stand behind the line of spearmen and work their magic. Figuring out how to divide them up in a way that works best could definitely be important.
Requirements (if any): At least one Mage
Title: A Spiritual Hunt
Dice Rolled: Magic
Chance of Success: 60%
Time: 1 Turn
Text: Finding and binding spirits in the local area can be a dangerous procedure. After all, keeping spirits in the area is important for many reasons, and so clearing them out could have negative impacts...but so could losing the war.
Requirements (if any): 1 Mage
Title: The Garb of Conquerors
Dice Rolled: N/A
Chance of Success: 100%
Time:
Text: Now that they have the titles, many of the new generals and powerful lords are demanding that they be garbed appropriately to their station, and their garb recognized as official. Even if it looks absurd. Refusing to do so could be taken as a deadly insult...or it might be gotten away with. Either way, just admitting that it's all fine might be best.
Requirements (if any):
[M] Title: A Roundabout Service
Dice Rolled: Diplomacy, Stewardship
Chance of Success: 60%
Time: 1 Turn
Text: With so many peasant men in the local area going off for war, there might be trouble with the various harvests and minor crops in the area. It would be no more than a gesture, but Kiralo could have the Mages of the Academy whose specialty is helping crops go out and help work with the local peasants. Saying it is no more than a gesture is to admit that it would not stop any larger problems, but a single
Requirements (if any): None
Title: Scouting In the Dust
Dice Rolled: Martial
Chance of Success: Variable
Time: 1 Turn
Text: Now that his men have arrived, that means that Kiralo's new light cavalry scouting-based group is there. The men trained for that, especially, above and beyond battle. But there need to be more than a hundred of them. Training some of the light cavalry, or perhaps just anyone who has the knowledge and skill for it. It'd be dangerous, but perhaps it could be well compensated, and what matters most of all is that strengthening the scouting cavalry would extend the range of the army's field of vision.
Requirements (if any): 1 General.
Title: Spirit Support
Dice Rolled: Magic
Chance of Success: 70%
Time: 1 Turn
Text: Set up the basic spirit-structure that will help guard the camps from attack and make sure everything is working right. This is simple work, and yet doing it wrong is certainly possible. History tells of armies that did not have the basics down, and lost the war because of it.
Requirements (if any): 1 Mage
[G] Title: Camp Followers
Dice Rolled: Martial, Stewardship
Chance of Success: 90%
Time:1 Turn
Text: Every camp needs cooks, laundrywomen, and all manner of people. Some of course aren't necessarily wanted by the high command, such as the merchants bilking the soldiers' before they're even paid, or the endless stream of prostitutes hurrying along in the wagon trains to service the needs of the soldiers, but these are not things that can be stopped, so one might as well work to regulate them. as best can be done.
Requirements (if any): None
Title: The Mystery Mage
Dice Rolled: N/A
Chance of Success: 100%
Time: 1 Turn
Text: Who are they? Really, who is this?
Requirements (if any): 1 Mage...you know, the Mystery One?
[G] Title: Hanin Hate
Dice Rolled: Martial, Diplomacy
Chance of Success: 40%
Time: 1 Turn
Text: Like any elite, the Hanin are very, very confident in their prowess, and as a side effect of their history, they tend to be, at least in an era where the Southlands hasn't reared its head, contemptuous of cavalry. And the Southlanders in
Requirements (if any):
Title: Repairing Ties
Dice Rolled: Martial, Diplomacy
Chance of Success: Variable
Time: 1 Turn
Text: Kiralo has been away from his men for quite some time. Perhaps he should refamiliarize himself with them, since they are officially his household troops. So he should go around, make sure the people in the lower ranks are ready. He has money to outfit them, though there's...there is the question, if the war is won, what is to be done with them.
Requirements (if any): None
Title: Woodsman and Outlaws
Dice Rolled: Martial
Chance of Success: Variable
Time: 1 Turn
Text: Skirmishers are the lowliest part of any army. Scouts of sorts, when one doesn't have enough cavalry (which they don't) they also serve as partisans and killers, and thus their reputation is low, and they aren't used by the Imperial Army, which just hires locals for that purpose when they go after bandits. Gather up some of these men, give them more training than they might otherwise receive, and pay them. And see whether they could be of more service than they were traditionally.
Requirements (if any): 1 General
Title: A Blade Through The Soul of the World
Dice Rolled: Diplomacy
Chance of Success: 50%
Time: 1 Turn
Text: The Gods watch us. And so does the world, so do scholars. A blade pierces innocence, and leaves behind only death. The world watches, and thus it is best to ask the priests for blessings, for rituals of success and signs of favor, and it is best that one allow the scholars to see, even if at a distance, the events that will shape the world.
Requirements (if any): None
[M]Title: Priestly Aid
Dice Rolled: Magic
Chance of Success: Variable
Time: 1 Turn
Text: Priests have magic too. They are not Mages, but then neither are the sages of the Southland. Perhaps some would be willing to go along with the army, both in their capacity as priests (and some will no matter what) but also in their capacity as magical advisers.
Requirements (if any): None
9 actions, but I will once again point out that Training Days requires more than 1 or 2 dice if we want it to have a decent effect on our recruits.
"Dice invested in this are divided into two areas. Number of recruits dealt with, and the intensity and attempted thoroughness of the training. Training numbers can range from 1 to 4 dice, and training thoroughness can range from 1-3."
9 actions, but I will once again point out that Training Days requires more than 1 or 2 dice if we want it to have a decent effect on our recruits.
"Dice invested in this are divided into two areas. Number of recruits dealt with, and the intensity and attempted thoroughness of the training. Training numbers can range from 1 to 4 dice, and training thoroughness can range from 1-3."
Yeah, but if we put 2 dice on each of those we use 12 actions, leaving us with 3 for other stuff. "Cannon Law" "Sprinkling of the mages" "Garb of Conquerors" "Spirit support" "Mystery Mage" are the others I would like but to include them all we would have to use only 2 dice for it. Spirit Support they say it is a fairly simple thing so it might not be needed but it is one of our mage's specialties. Cannon law we have a general and a mage that are good with cannons....
I would love to set out this month, but there seems to be a lot of things that need to be done if we want to have a working army. So we will probably have to wait a month.
Plan Sitzkrieg looks good to me. 'Quit It' and 'The Garb of Conquerors' are probably the options we can best afford to skip. I might be okay with putting only 4 dice into 'Training Days', if we have to.
I would love to set out this month, but there seems to be a lot of things that need to be done if we want to have a working army. So we will probably have to wait a month.
Plan Sitzkrieg looks good to me. 'Quit It' and 'The Garb of Conquerors' are probably the options we can best afford to skip. I might be okay with putting only 4 dice into 'Training Days', if we have to.
Title: The Garb of Conquerors
Dice Rolled: N/A
Chance of Success: 100%
Time:
Text: Now that they have the titles, many of the new generals and powerful lords are demanding that they be garbed appropriately to their station, and their garb recognized as official. Even if it looks absurd. Refusing to do so could be taken as a deadly insult...or it might be gotten away with. Either way, just admitting that it's all fine might be best.
Requirements (if any):