Turn 11
Magoose
SV's Questing Fanatic
- Location
- California USA
- Pronouns
- He
Turn 11
The White Stag. A legend if there ever was one, whose beauty was so magnificent and rare, that even catching a glimpse of it was cause for a hunter to celebrate.
But you did not see a hint of the White Stag while you were away. It eluded you at every turn.
But you were content with another sort of hunt. One hunt that was…. Mutual for everyone involved.
And Zima was far more magnificent and beautiful than even the White Stag. And that's a fact you will always believe until your dying days. Anyone who says otherwise will be thrown in the stocks.
Diplomacy: You hoped that the world would not burn in war. But at this point, it is unavoidable.
(Choose 2)
[]The Rus Calls for Aid: It is time to call your allies and tell them that the war has now begun. Cost: 0 Chance of success: 95% Reward: Your allies will answer.
[]Inform Vlad about his brother: You may need him in your war against the Mongols. Where brutality is the only way to make sure they will all die. Cost: 0 Chance of success: 95% Reward: Vlad will be able to help you.
[]Reaching Out: (The Sultanate of Rum): The Buffer state between the Persian Empire and the warring states in the Levant, Egypt, and Arabia, They do little to extend their diplomatic channels to anyone within the empire itself. But you need to establish diplomatic ties with them. You need to have people ready to negotiate if the Black Sea becomes contested. Cost: 50 Chance of success: 35% Reward: Foreign contact made, further diplomatic negotiations can be made.
[]Reaching Out: (The Sultanate of Egypt): The Richest of the warring kingdoms of the Middle East, they have vast swaths of cotton, grain, and influence. The Empire has long been allied with the easternmost kingdom of North Africa and has profited greatly from it. To tap into that wealth, you need to be able to talk. Cost: 25 Chance of success: 65% Reward: Foreign contact made, further diplomatic negotiations can be made.
[]Reaching In: (Random Province): Your father said that there are men throughout the empire who understood the dangers of the Frontier, and they are more than willing to meet and discuss its future and safety. Cost: 50 Chance of success: 90% Reward: Domestic lords met. New actions become available.
[]Lords of the Rus: You need to make sure the Lords of the Rus are going to be on your side. Cost: 5 Chance of success: 80% Reward: Relations with the Russian Lords improved.
Martial: God, Guns, Steel… It is time for the Mongols to learn what those words truly mean.
(Choose 3)
[]Muster the troops (Personal): You will bring your troops to Novgorod to prepare for a campaign. Cost: 200, Chance of success: 100% Reward: Your troops are ready for campaign. Campaign expenses will begin.
[]Declare War on the Mongols: your oath is at the forefront of your mind. War will be declared. Cost: 0 Chance of success: 100% Reward: You declare war with the blood oath caucus Beli.
[]Spar with Nicholas: You want to know how well that man fights. Cost: 0 Chance of success: ???% Reward: You spar with Nicholas, Relation increase by 5
[]Drilling the Troops: You need your men in top shape. To be prepared for battle at any minute, and fight as well as any Imperial Infantryman. Cost: 125 Chance of success: 65% Reward: Troop quality of local troops will increase (Gain roll bonuses) Only the recruits will increase in experience.
[]Recruit More Troops: You need more able-bodied men in your army, and you know the Rus has a larger population to call upon. Cost: 50 Chance of success: 60% Reward: A D20,000 is rolled for soldiers recruited. Soldiers experience will be placed at (Recruits)
[]Produce Artillery: The Workshop is working day and night to build you cannon. And you need that cannon to survive. Cost: 300 Chance of success: 70% Reward: You get a d100 for artillery pieces and a d40 for cannons.
Stewardship: The trade is protected… The fur must flow!... Axel now is not the time to make jokes, we can work on getting spice up here later.
(In Progress)
[X]In Dire Times (Fortifying): Fortifications are needed to survive the Mongols. You need to get your hands on everything that you need to defend your city. You found some notes in your father's old books about making Novgorod into a citadel, along with other defenses like ballista towers. It will take time and coin, but it will make Novgorod safe. Cost: 2000, (This action lasts for 3 turns) Chance of success: 30% Reward: You begin construction of extra fortifications on Novgorod.
(Choose one)
[]Mines in the Mountains: The Urals are rich in gold and silver, you need to set up the mines. And keep them safe. Cost: 500 (This action lasts for three turns) Chance of success: 40% Reward: The mines are set up. Taxes and trade income increased by 500.
[]Land offerings: Offer parcel of land to anyone who is willing to venture to the east. Cost: 100 Chance of success: 30% Reward: Domestic income for taxes increased by 400.
[]Imperial Funds: You can request for funds to improve the Infrastructure in the Rus. Though considering the Rus is not high on the empire's to do list, it will take a lot of political arm wrestling. Cost: 20 Chance of success: 30% Reward: You get a random (d2000) amount of money from the Imperial treasury to use as funds for the next turn.
[]Ship Repairs: You need to spend money on repairs for your ships so they can patrol the waters. Cost: 400 Chance of success: 40% Reward: Your ships are repaired.
[]In Dire Times (Taxes): You need money to pay for armies… There is no doubt about that. But you are going to need to go about that in a very dangerous fashion. Taxing your already poor nobles to raise funds would not endear you to them. But you can make up for it in time. Cost: 10 Chance of success: 40% Reward: Your taxes are tripled for 5 turns. Your lords will hate you.
Intrigue: You will do whatever you can in your power, you have to, to protect the people you love.
(Choose 2)
[]Saving Prince Tepes: You need to rescue Stefan before anything else could happen to him. God help you if anything did, for Vlad Tepes certainly won't. Cost: 200 Chance of success: ???% Reward: You rescue Stefan Tepes.
[]International Espionage: You need to spy on your enemies that are outside the empire, and find a way to destroy them. In time at least. Cost 100 Chance of success: ??? Reward: Write in the Group to spy on, please line-tail your choice below this action if chosen.
[]Domestic Espionage: You need to spy on your enemies that are inside the empire, and find a way to destroy them. Cost 100 Chance of success: ??? Reward: Write in the Group to spy on, please line-tail your choice below this action if chosen.
[]Spy on Poland: You want to be sure that there are no lingering elements that do not want Zima on her rightful throne. Cost 50 Chance of success 60% reward: You discover plots against Zima, and warn her about them.
[]Spiders hiding steel: Natasha is willing to get you some contacts within the imperial assassin network, as a thank you for killing Gavelo. Cost 0 Chance of success 30% Reward: You get assassins on your beck and call. Assassination rolls get a -10. New actions will become available.
Learning: A mind is a powerful tool, and you are going to use it as best you can.
(Choose 2)
[]Teaching responsibility: So your sons came to you with a simple request. They want to adopt dogs. This is excellent, they can learn responsibility by caring for their own animals. Hopefully without killing them. Cost 0 Chance of success 70/50/30% Reward: Your sons learn valuable lessons from raising dogs. They also gain the trait Dog: This canine companion follows them around everywhere.
[]Workshops Galore: Rurik had an idea. Maybe you could hire some carpenters, metalworkers, and other skilled laborers and have them try to build whatever the hell they want and you get the device's patent for half of the cut. You were going to call him crazy until Jory said that was a great idea. And you didn't want to hurt the old man's feelings so you agreed to it. Cost: 100 Chance of success: 40% Reward: You get a workshop of skilled laborers and craftsmen experimenting on… stuff. What could possibly go wrong?
[]Build A University: The Merchants and other upper-crust members of Novgorod have come to you with an offer, build them a University for the free peoples of Novgorod, the Rus, and the empire and they will maintain it with their own money and will pay your family a small portion of tuitions every year for a century. This will not only make Novgorod the Learning center of the Frontier, but it will also attract more people to the city. Cost: 1000, this action will last for three turns Chance of success: 70% Reward: You get tuitions from the University. A university will be built in Novgorod, attracting more people to the city, and increase taxes.
[]Practice writing: You have no idea what came to you, but you wanted to start writing. Maybe your exploits and journals will be like Caesar's conquest of Gaul or Otto the Strong's brilliant strategic victories against your ancestors. Cost: 0 Chance of success: 100% Reward: You start to practice writing. Trait gained: Writer. New actions will become available. Learning stat will increase.
Personal: Zima, and your sons are the light in your life. You will make sure nothing harms them
(Choose 2)
[]Practice Artistry: You do not know why, but the wondrous paintings and sculptures and drawings caught your eye, and the splendor of Rome has imprinted itself onto your mind. That and you need something to do besides the usual business of running the state. Cost: 0 Chance of success: 100% Reward: You start going through the fine arts to find out what works for you. Gain trait: Patron, New actions available, Learning stat will increase.
[]Spend Time with Zima: You want to spend time with your lovely wife. Cost: 0 Chance of success 100% Reward: You spend time with Zima, a potential for pregnancy rolls to begin.
[]Spend time with your children: You will find some time in your schedule to be there for them. What kind of man would you be if you were not? You are their father after all. Cost: 0 Chance of success: 100% Reward: You spend time with your children
[]A Night on the Town: So your bodyguards want to go out and drink, and want to bring you along. You'll go with them to shut them up. Cost: 0 Chance of success 100% Reward: Interesting events might occur.
[]Walk the City: You want to walk the city and see how your people are doing. Maybe you can learn something your spies haven't told you. Cost: 0 Chance of success 100% Reward: Interesting Events might happen.
[]The Circus is in Town!: There is a traveling show coming into Novgorod. It has everything, from singers to exotic dancers, to bears playing chess and being ridden on like horses. Cost: 10 Chance of success: 90% Reward: You have some fun at the Traveling Show.
[]Overlook: You can oversee a project personally, giving it a personal touch. Cost 0 Reward a single action can have a +15 roll added to the dice.
AN: There is a 4 Hour Moratorium on Voting for discussion and planning.
Enjoy.
The White Stag. A legend if there ever was one, whose beauty was so magnificent and rare, that even catching a glimpse of it was cause for a hunter to celebrate.
But you did not see a hint of the White Stag while you were away. It eluded you at every turn.
But you were content with another sort of hunt. One hunt that was…. Mutual for everyone involved.
And Zima was far more magnificent and beautiful than even the White Stag. And that's a fact you will always believe until your dying days. Anyone who says otherwise will be thrown in the stocks.
Diplomacy: You hoped that the world would not burn in war. But at this point, it is unavoidable.
(Choose 2)
[]The Rus Calls for Aid: It is time to call your allies and tell them that the war has now begun. Cost: 0 Chance of success: 95% Reward: Your allies will answer.
[]Inform Vlad about his brother: You may need him in your war against the Mongols. Where brutality is the only way to make sure they will all die. Cost: 0 Chance of success: 95% Reward: Vlad will be able to help you.
[]Reaching Out: (The Sultanate of Rum): The Buffer state between the Persian Empire and the warring states in the Levant, Egypt, and Arabia, They do little to extend their diplomatic channels to anyone within the empire itself. But you need to establish diplomatic ties with them. You need to have people ready to negotiate if the Black Sea becomes contested. Cost: 50 Chance of success: 35% Reward: Foreign contact made, further diplomatic negotiations can be made.
[]Reaching Out: (The Sultanate of Egypt): The Richest of the warring kingdoms of the Middle East, they have vast swaths of cotton, grain, and influence. The Empire has long been allied with the easternmost kingdom of North Africa and has profited greatly from it. To tap into that wealth, you need to be able to talk. Cost: 25 Chance of success: 65% Reward: Foreign contact made, further diplomatic negotiations can be made.
[]Reaching In: (Random Province): Your father said that there are men throughout the empire who understood the dangers of the Frontier, and they are more than willing to meet and discuss its future and safety. Cost: 50 Chance of success: 90% Reward: Domestic lords met. New actions become available.
[]Lords of the Rus: You need to make sure the Lords of the Rus are going to be on your side. Cost: 5 Chance of success: 80% Reward: Relations with the Russian Lords improved.
Martial: God, Guns, Steel… It is time for the Mongols to learn what those words truly mean.
(Choose 3)
[]Muster the troops (Personal): You will bring your troops to Novgorod to prepare for a campaign. Cost: 200, Chance of success: 100% Reward: Your troops are ready for campaign. Campaign expenses will begin.
[]Declare War on the Mongols: your oath is at the forefront of your mind. War will be declared. Cost: 0 Chance of success: 100% Reward: You declare war with the blood oath caucus Beli.
[]Spar with Nicholas: You want to know how well that man fights. Cost: 0 Chance of success: ???% Reward: You spar with Nicholas, Relation increase by 5
[]Drilling the Troops: You need your men in top shape. To be prepared for battle at any minute, and fight as well as any Imperial Infantryman. Cost: 125 Chance of success: 65% Reward: Troop quality of local troops will increase (Gain roll bonuses) Only the recruits will increase in experience.
[]Recruit More Troops: You need more able-bodied men in your army, and you know the Rus has a larger population to call upon. Cost: 50 Chance of success: 60% Reward: A D20,000 is rolled for soldiers recruited. Soldiers experience will be placed at (Recruits)
[]Produce Artillery: The Workshop is working day and night to build you cannon. And you need that cannon to survive. Cost: 300 Chance of success: 70% Reward: You get a d100 for artillery pieces and a d40 for cannons.
Stewardship: The trade is protected… The fur must flow!... Axel now is not the time to make jokes, we can work on getting spice up here later.
(In Progress)
[X]In Dire Times (Fortifying): Fortifications are needed to survive the Mongols. You need to get your hands on everything that you need to defend your city. You found some notes in your father's old books about making Novgorod into a citadel, along with other defenses like ballista towers. It will take time and coin, but it will make Novgorod safe. Cost: 2000, (This action lasts for 3 turns) Chance of success: 30% Reward: You begin construction of extra fortifications on Novgorod.
(Choose one)
[]Mines in the Mountains: The Urals are rich in gold and silver, you need to set up the mines. And keep them safe. Cost: 500 (This action lasts for three turns) Chance of success: 40% Reward: The mines are set up. Taxes and trade income increased by 500.
[]Land offerings: Offer parcel of land to anyone who is willing to venture to the east. Cost: 100 Chance of success: 30% Reward: Domestic income for taxes increased by 400.
[]Imperial Funds: You can request for funds to improve the Infrastructure in the Rus. Though considering the Rus is not high on the empire's to do list, it will take a lot of political arm wrestling. Cost: 20 Chance of success: 30% Reward: You get a random (d2000) amount of money from the Imperial treasury to use as funds for the next turn.
[]Ship Repairs: You need to spend money on repairs for your ships so they can patrol the waters. Cost: 400 Chance of success: 40% Reward: Your ships are repaired.
[]In Dire Times (Taxes): You need money to pay for armies… There is no doubt about that. But you are going to need to go about that in a very dangerous fashion. Taxing your already poor nobles to raise funds would not endear you to them. But you can make up for it in time. Cost: 10 Chance of success: 40% Reward: Your taxes are tripled for 5 turns. Your lords will hate you.
Intrigue: You will do whatever you can in your power, you have to, to protect the people you love.
(Choose 2)
[]Saving Prince Tepes: You need to rescue Stefan before anything else could happen to him. God help you if anything did, for Vlad Tepes certainly won't. Cost: 200 Chance of success: ???% Reward: You rescue Stefan Tepes.
[]International Espionage: You need to spy on your enemies that are outside the empire, and find a way to destroy them. In time at least. Cost 100 Chance of success: ??? Reward: Write in the Group to spy on, please line-tail your choice below this action if chosen.
[]Domestic Espionage: You need to spy on your enemies that are inside the empire, and find a way to destroy them. Cost 100 Chance of success: ??? Reward: Write in the Group to spy on, please line-tail your choice below this action if chosen.
[]Spy on Poland: You want to be sure that there are no lingering elements that do not want Zima on her rightful throne. Cost 50 Chance of success 60% reward: You discover plots against Zima, and warn her about them.
[]Spiders hiding steel: Natasha is willing to get you some contacts within the imperial assassin network, as a thank you for killing Gavelo. Cost 0 Chance of success 30% Reward: You get assassins on your beck and call. Assassination rolls get a -10. New actions will become available.
Learning: A mind is a powerful tool, and you are going to use it as best you can.
(Choose 2)
[]Teaching responsibility: So your sons came to you with a simple request. They want to adopt dogs. This is excellent, they can learn responsibility by caring for their own animals. Hopefully without killing them. Cost 0 Chance of success 70/50/30% Reward: Your sons learn valuable lessons from raising dogs. They also gain the trait Dog: This canine companion follows them around everywhere.
[]Workshops Galore: Rurik had an idea. Maybe you could hire some carpenters, metalworkers, and other skilled laborers and have them try to build whatever the hell they want and you get the device's patent for half of the cut. You were going to call him crazy until Jory said that was a great idea. And you didn't want to hurt the old man's feelings so you agreed to it. Cost: 100 Chance of success: 40% Reward: You get a workshop of skilled laborers and craftsmen experimenting on… stuff. What could possibly go wrong?
[]Build A University: The Merchants and other upper-crust members of Novgorod have come to you with an offer, build them a University for the free peoples of Novgorod, the Rus, and the empire and they will maintain it with their own money and will pay your family a small portion of tuitions every year for a century. This will not only make Novgorod the Learning center of the Frontier, but it will also attract more people to the city. Cost: 1000, this action will last for three turns Chance of success: 70% Reward: You get tuitions from the University. A university will be built in Novgorod, attracting more people to the city, and increase taxes.
[]Practice writing: You have no idea what came to you, but you wanted to start writing. Maybe your exploits and journals will be like Caesar's conquest of Gaul or Otto the Strong's brilliant strategic victories against your ancestors. Cost: 0 Chance of success: 100% Reward: You start to practice writing. Trait gained: Writer. New actions will become available. Learning stat will increase.
Personal: Zima, and your sons are the light in your life. You will make sure nothing harms them
(Choose 2)
[]Practice Artistry: You do not know why, but the wondrous paintings and sculptures and drawings caught your eye, and the splendor of Rome has imprinted itself onto your mind. That and you need something to do besides the usual business of running the state. Cost: 0 Chance of success: 100% Reward: You start going through the fine arts to find out what works for you. Gain trait: Patron, New actions available, Learning stat will increase.
[]Spend Time with Zima: You want to spend time with your lovely wife. Cost: 0 Chance of success 100% Reward: You spend time with Zima, a potential for pregnancy rolls to begin.
[]Spend time with your children: You will find some time in your schedule to be there for them. What kind of man would you be if you were not? You are their father after all. Cost: 0 Chance of success: 100% Reward: You spend time with your children
[]A Night on the Town: So your bodyguards want to go out and drink, and want to bring you along. You'll go with them to shut them up. Cost: 0 Chance of success 100% Reward: Interesting events might occur.
[]Walk the City: You want to walk the city and see how your people are doing. Maybe you can learn something your spies haven't told you. Cost: 0 Chance of success 100% Reward: Interesting Events might happen.
[]The Circus is in Town!: There is a traveling show coming into Novgorod. It has everything, from singers to exotic dancers, to bears playing chess and being ridden on like horses. Cost: 10 Chance of success: 90% Reward: You have some fun at the Traveling Show.
[]Overlook: You can oversee a project personally, giving it a personal touch. Cost 0 Reward a single action can have a +15 roll added to the dice.
AN: There is a 4 Hour Moratorium on Voting for discussion and planning.
Enjoy.