Turn 1
Year: 2395 Flostym
The trip back to your Kingdom was a long one. The rebellion by that traitorous swine who would dare call themselves Emperor, Kells, reached your ears in the later months of last year's Wyrmstym due in part to your isolation and Kells purposely trying to keep any information from leaking out through Rosanne.
You were just starting your search for your ancestor's lost tomb but by this time 2 years had already gone by since Kells' rebellion and no time could be spared. Saddling your steed you made your way back up north post haste with nothing standing in your way even giving you pause.
Most people in your situation would have arrived through Rosanne into what was now for the last 2 years known as the Domain of Rigel and kept a low profile as they snuck through the countryside back into friendly territory. You were most definitely not most people.
Instead you took this as an opportunity to blow off some steam, stick it to that traitor, and raise morale even more than just returning would.
"You would dare stand against the Emperor of Valm! The beginning steps towards peace will be paved with your blood!"
Your mere presence at the border was enough to strike fear into that worm who dared to call himself Emperor. You intercepted the small force he had sent to apprehend you and let out your proclamation.
(Walhart's Return 89+29=118)
They tried to put up a hasty defense against you and your stallion but they stood no chance once you closed in. Swatting them away like flies you proceeded to slaughter the 50 or so men like the impudent nats they were. Climbing down your horse you strided up towards the last remaining man, if he could even be called that with how he was shaking in his boots, and hoisted him up by the throat.
"You will send a message back to Kells for me. Tell him that I, Walhart Rudholf, Emperor of Valm, have returned to reclaim what is mine. This rebellion will be crushed by my hand, even if I have to do it myself. Go."
Dropping the clearly terrified man onto the ground you didn't even stay to watch him run away. Instead you just got back up on your horse and rode off further north.
Your return back into Valm Castle was met with stares of awe. Paying them no heed you pushed open the front doors to the throne room and watched as the nobles and servants fell to a knee almost immediately upon meeting your gaze. Taking the last remaining steps towards a throne that hadn't been sat upon in years you turned and looked upon those who knelt before you and said.
"Stand. There is much to be done."
8 Actions. Choose freely, do mention where Walhart shall be assigned.
Martial: The current status of the Kingdom of Valm's army is bad. Much needs to be done, a Conqueror can't conquer without a proper military! However because you were gone for so long you aren't exactly sure what you have properly.
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Tactical Eyes: A Tactician is an advisory role considered to be almost necessary for any proper kingdom. Now to say you need one would be absurd. You are a military genius! But it might be nice to have someone around to lighten the load. Cost 100, DC 0, Time 1 Turn, Reward: Get a Tactician Hero, Unlock more actions.
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What do we have?: The state of your military is a complete mystery. You just got back and for all you know you might not even have a standing military outside your guards! You need to figure this out before you can do anything else. Cost 50, DC 0, Time 1 Turn, Reward: Get Army information, Unlock more actions.
Diplomacy: Diplomacy is not your strong suit. You can lead and inspire but actually doing talks with other nations? Bah, you're a warrior not a diplomat! Leave that to the people who actually care for such things.
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A warrior with words: A proper diplomat will be hard to find, in these lands of strife such people are usually tossed aside and end up joining one of the more peaceful fiefdoms. However the use for one can't be understated. Cost 100, DC 60, Time 1 Turn, Reward: Get a Diplomat Hero, Unlock more actions.
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The Hearts and Minds: The people of your Kingdom are not fully on board with your return to leadership, you after all left to gain experience and strength elsewhere. But they're a loyal bunch and it shouldn't be too difficult to get them back on board. Cost 0, DC 40, Time 1 Turn, Reward: Morale raised, Diminish risk of rebellion, gain right to rule, ???
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Diplomatic Survey: You know about all of the Fiefdom, who rules them, where they are, and stuff like that. But beyond that you never payed them much mind during your journey across Valm. Much less how they perceive the Kingdom of Valm, which they all descend from. Cost 200, DC 0, Time 2 Turns, Reward: Information on the other Kingdoms and how they regard you.
Stewardship: This nation is a far cry from what it was over a thousand years ago. Much work needs to be done to bring it back up. Luckily for them you were just as busy learning how to maintain a nation.
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Call for a Supervisor: Getting a Chancellor to handle the workload would be useful, it would also give you a chance to figure out how things have changed in your absence. Cost 100, DC 0, Time 1 Turn, Reward: Gain a Chancellor Hero, Gain information about the state, Unlock more actions.
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The Mountain Cage: The Kingdom of Valm is surrounded by a large mountain range that prevents easy access to the coastal areas. However it provides a natural defense and a source of minerals. A survey of the Mountain Cage is in order. DC 30, Time 2 Turns, Reward: Mineral Survey, Mountain Cage mapped, ???
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Grab them by the purse: It is said that two things are certain in life. Death is one of them and the other is Taxes. Well right now Valm's nobles aren't doing their part to support your Kingdom. They're paying taxes but only half of what they should be. Perhaps it's time to be more aggressive. DC 30, Time 1 Turn, Reward: Tax Income doubled.
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The farmhands of Valm: The rocky terrain provides little in the way of fertile soil, however it still exists and is required for a Kingdom and it's armies. Getting an idea of how much you should be making would be smart. DC Autosuccess, Time 1 Turn, Reward: Farming Income.
Intrigue: Subtlety is not what you're known for and neither are the plots and schemes of politics. However they are a necessity in these times of strife so proper actions must be taken.
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Wrangle a Snake: A Spymaster is important, they can handle the dirty schemes and plots of the Kingdom while you deal with the battles ahead. However you will have to make sure who you pick is...loyal. Cost 100, DC 50, Time 1 Turn, Reward: Gain Spymaster Hero, Unlock more actions.
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Not so Noble intentions: You've been gone a long time and as such you can't entirely be sure of where the remaining nobles' loyalties truly lie. Your sure they don't hold treasonous thoughts since if they did they would have joined that rebellion or left by now. Still it would be good to know. Cost 200, DC 10, Time 1 Turn, Reward: Nobles investigated
Piety: Magic and Gods, the two things you dislike the most. But one is an important part of people's lives and the other is a powerful weapon and tool of research. Still, you are definitely not qualified for this.
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The Court Wizard: You hate magic and religion, but users of it are particularly useful especially when you are far from qualified to handle these sorts of things. DC 20, Time 1 Turn, Reward: Gain Court Wizard Hero, Unlock more actions.
Learning: Society and Technology has stagnated. For over a thousand years everything has stayed the same, that must change! Your Empire will bring peace and prosperity and along with it progress!
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The path of progress needs a guide: A proper advisor/researcher/scientist is needed to begin marching down the path of progress. You most certainly can't do it, so getting someone else is a necessity before work can begin. Cost 100, DC 0, Time 1 Turn, Reward: Gain Research Hero, Unlock more actions