Yeah, even if it's expensve, we should really try to go for getting our Greenhouse rebuilt--since it'll take a while.

Being food positive is a big deal in Atlas.

On the other hand, we'll have to see what we can get from salvaging the irreparable robots, and see what the cost of getting the Walker online will be. At least we're flush on Dust at the moment.
 
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If the Lichtras collapse before we actually invade them we will probably not get that land as our lord will give it to someone else, so i'd advise against sabotaging them too much more until we're ready to move in force.
 
Distant Shores - Vale

Sometimes we wonder, we look to the stars and question whether we would be better off as another man, in another time, another place. Let us look, then, and wonder what could have been...

It has been a wild year since you'd come into power. Then again, it'd been a pretty wild couple of months leading up to it, too. It started rather typically, you imagine, when your house's longtime rivals, the Marris house, were caught red-handed laying claim to one of your father's two estates (hard-won estates at that). This would have resulted in an otherwise typical n-th War of Marris/Harridan Authenticity, had the Lord of the Keep not also suddenly died, leaving his two rather greedy sons with less than either of them wanted.

And so, halfway through the typical bluster of Valesian pre-war grandstanding, the younger brother had joined himself to the Marris house, and declared a pretender's war against his elder brother and Lord of the Keep, having promised the Marris house the whole of your father's lands. The elder brother, of course, called upon your father, who apparently haggled nearly the same deal from the Lord, promising one of the Marris house's titles as recompense for both the Authenticity casus belli and the aid to be promised in the war.

To make a long story short, Solan Harridan, your father, One rest his soul, managed to secure enough estates to supply his two sons and only daughter each a holding to govern, at the price of his life in the war to earn them. As the youngest of the batch, you ended up with the old Marris estate, and a fuming rival barely a week's ride from your castle gate. To top it all off, for some reason your brother and sister, Orin and Clara Harridan, have refused to properly ally themselves with you.

Frankly, you think they're just overreacting. You were half-joking when you'd suggested they join under your brilliant leadership to overtake Bristal Keep and name a Harridan the Lord of it. Perhaps you shouldn't have bellowed a laugh at the end...

Still, you'd done rather well for yourself, you think. Your marriage to Millicent of Vale was nearly ideal, as the oldest standing kingdom was the neighbor of the Acadian realm, which you called home. She even seemed to enjoy your personality, so ha-ha Clara! Who's the unlikable loon now? Your rule had been peaceful, if oddly danger-prone, until a few days ago, when you all but stumbled across your soon-to-be-former Marshal Dubrath as he planned your death over the radio, a sudden attack by bandits while you traveled to celebrate Orin's birthday. You'd gone to Millicent, and the two of you set something suitably impressive up for Dubrath's little assassination attempt.

Now, after a week or so of preparation, your retinue has appeared from all sides of the road, from behind stones and trees to slaughter the entire band of assassins in moments. You twist just so as the fighting ends, letting your elegant cape pick up the breeze, and you stalk towards your marshal, bringing your bloodied sword up under his chin. Pause... pause... And, speech! "You really shouldn't have used my radio to plan my assassination, Dubrath. A Knight knows what happens in his own castle, after all. If you grovel before me, and agree to reveal your master, maybe I won't feel so inclined to remove your head as was done with your cohorts. Perhaps I might let you live past the month!" The shock and awe in the eyes of the few hangers-on you'd brought with you was pleasing to see as you waited for Dubrath to collect himself.

Dubrath stutters, tries desperately to deflect your attentions. "I-I have no m-master! You are an arrogant bastard of a Knight, and I do the world a favor by killing you!" You pull your blade from his throat, and throw your head back in a long laugh, not completely an act. Part two, play up the deductive reasoning... "Do you take me for as much a fool as you are? You can barely count and have difficulty even gleaning the meaning of a subtle joke! No, you're just the middle-man for someone higher up, a convenient person, close enough to know my actions day-to-day and plan around them." Your sword finds it's way back to his chin, and if it accidentally broke a little skin around his neck, all the better. Your laughter fades, and your smile as well, mouth turned into a serious frown. "Now, whom do you serve, traitor. Be quick, I'd hate to arrive late to my brother's castle because I had to clean you off of me."

"Caldin Marris! Please don't kill me!"

From the carriage, Millicent smiles broadly. "That was wonderful, Alan! You must tell Orin when we arrive, I'm sure he'll love it!"

You think it often enough, but sometimes it's really driven home for you in times like these. It's good to be you.
 
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If the Lichtras collapse before we actually invade them we will probably not get that land as our lord will give it to someone else, so i'd advise against sabotaging them too much more until we're ready to move in force.
That, and if we wait too long and it starts to collapse, Grimm become a much bigger problem due to the upheaval. We will need to strike a balance between Lichtra not being able to mount an adequate defense and attracting too much Grimm.

I think we can wait maybe one more turn if we can do lots of minor sabotage of the levies to make our forces much more effective. Having a drawn out campaign would be bad for literally everyone.

But we also don't want to give Lichtra a chance to fabricate a reason to attack us, the treasure trove of a bunker might be worth it to him to make up a shaky reason so as to calm and distract his vassals with glory and shinies.

@RedrumSprinkles Is Sable still faking Colbalt's letters to Lichtra?
 
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And with the introduction of Distant Shores, I'm tempted to put together something a little fun for you, @RedrumSprinkles!

I'm looking for any number of our fine Age of Grimm questers to join me, and direct the efforts of future Distant Shores omakes, as the mood strikes (maybe once every four updates or so, so once per game year, about). It was surprisingly difficult to produce a character and direct his actions up to the current point of the quest, so I'd like to pick voter brains on where to go with their lives, even go so far as to let you guys set up the starting conditions, so I can roll up fun, fully-formed characters to surprise our GM with!
 
My ideal course for subversive action against lichtra next action would be making their vassals unhappy with them.
 
Quick side note: it was a really good thing Terra got blown up by Cobalt. I don't think we'd prepared for quite so much combat with the first team.

Now for turn plan stuff:
I'm leaning towards another turn prepping, myself, but I'm worried we'll give away our hand on Cobalt if we do so (this is going to take some time to be sure about). I'm going to hold off on cash expenses until I see how much converting the bunker into a holding will cost (the major cost of a holding is it's construction, the bunker would only need repair, so it could cost between 50 and 200 Lien depending on the extent of the discount), and the cost of renovating the androids and vindicator. I actually wouldn't press spying much more than we already have, instead switching to internal again to ensure nobody else has tried to get their hands in our pie while we weren't paying attention.

If we do go to war, I have a fairly solid plan that only needs some preliminary questions answered to go for it, that should net us the win inside the full six-month turn, possibly as fast as one month, thanks to Sable's gate bomb.
 
I personally feel that we should strike this turn.

Pro's for waiting:
-Certain
--Time to further bolster our forces
--Time to further decrease Lichtra's forces
Uncertain
--One of Lichtra's vassal's staying out of the war
--Automaton shock troops
Very Unlikely
--War Mech (will almost certainly take more then one turn)

Con's for waiting:
-Certain
--Grimm in our lands because of faltering moral
--Grimm in Lichtra's lands because of massive upheaval
-Uncertain
--Discovery of any part of our machinations
---Cedar
---The bomb at the gate
---Suspicion of (not)Cobalt's letters, or just calling him home as shit is going down in Logrhorn
---'The vault has been opened and he has stuff from the time before'
--Another of our fellow vassal's doing something
-Very Unlikely
--The King dies and kicks off the succession war

While it would be nice to get the mayor fully on our side and to have automaton shock troops, there are just too many things that we need to go right for us to pull this off. If any of them don't work we lose a major advantage, namely complete and total surprise. Also there are four different ways that this could get way more complicated very fast.

There are simply too many uncertain problems that could arise. We are going to have to make a judgement call; waiting another turn for one of Lichtra's vassals to leave him and potentially get robot shock troops, against having the whole of what we have built over the last two turns collapse.
 
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Distant Shores - Vale

Sometimes we wonder, we look to the stars and question whether we would be better off as another man, in another time, another place. Let us look, then, and wonder what could have been...

It has been a wild year since you'd come into power. Then again, it'd been a pretty wild couple of months leading up to it, too. It started rather typically, you imagine, when your house's longtime rivals, the Marris house, were caught red-handed laying claim to one of your father's two estates (hard-won estates at that). This would have resulted in an otherwise typical n-th War of Marris/Harridan Authenticity, had the Lord of the Keep not also suddenly died, leaving his two rather greedy sons with less than either of them wanted.

And so, halfway through the typical bluster of Valesian pre-war grandstanding, the younger brother had joined himself to the Marris house, and declared a pretender's war against his elder brother and Lord of the Keep, having promised the Marris house the whole of your father's lands. The elder brother, of course, called upon your father, who apparently haggled nearly the same deal from the Lord, promising one of the Marris house's titles as recompense for both the Authenticity casus belli and the aid to be promised in the war.

To make a long story short, Solan Harridan, your father, One rest his soul, managed to secure enough estates to supply his two sons and only daughter each a holding to govern, at the price of his life in the war to earn them. As the youngest of the batch, you ended up with the old Marris estate, and a fuming rival barely a week's ride from your castle gate. To top it all off, for some reason your brother and sister, Orin and Clara Harridan, have refused to properly ally themselves with you.

Frankly, you think they're just overreacting. You were half-joking when you'd suggested they join under your brilliant leadership to overtake Bristal Keep and name a Harridan the Lord of it. Perhaps you shouldn't have bellowed a laugh at the end...

Still, you'd done rather well for yourself, you think. Your marriage to Millicent of Vale was nearly ideal, as the oldest standing kingdom was the neighbor of the Acadian realm, which you called home. She even seemed to enjoy your personality, so ha-ha Clara! Who's the unlikable loon now? Your rule had been peaceful, if oddly danger-prone, until a few days ago, when you all but stumbled across your soon-to-be-former Marshal Dubrath as he planned your death over the radio, a sudden attack by bandits while you traveled to celebrate Orin's birthday. You'd gone to Millicent, and the two of you set something suitably impressive up for Dubrath's little assassination attempt.

Now, after a week or so of preparation, your retinue has appeared from all sides of the road, from behind stones and trees to slaughter the entire band of assassins in moments. You twist just so as the fighting ends, letting your elegant cape pick up the breeze, and you stalk towards your marshal, bringing your bloodied sword up under his chin. Pause... pause... And, speech! "You really shouldn't have used my radio to plan my assassination, Dubrath. A Knight knows what happens in his own castle, after all. If you grovel before me, and agree to reveal your master, maybe I won't feel so inclined to remove your head as was done with your cohorts. Perhaps I might let you live past the month!" The shock and awe in the eyes of the few hangers-on you'd brought with you was pleasing to see as you waited for Dubrath to collect himself.

Dubrath stutters, tries desperately to deflect your attentions. "I-I have no m-master! You are an arrogant bastard of a Knight, and I do the world a favor by killing you!" You pull your blade from his throat, and throw your head back in a long laugh, not completely an act. Part two, play up the deductive reasoning... "Do you take me for as much a fool as you are? You can barely count and have difficulty even gleaning the meaning of a subtle joke! No, you're just the middle-man for someone higher up, a convenient person, close enough to know my actions day-to-day and plan around them." Your sword finds it's way back to his chin, and if it accidentally broke a little skin around his neck, all the better. Your laughter fades, and your smile as well, mouth turned into a serious frown. "Now, whom do you serve, traitor. Be quick, I'd hate to arrive late to my brother's castle because I had to clean you off of me."

"Caldin Marris! Please don't kill me!"

From the carriage, Millicent smiles broadly. "That was wonderful, Alan! You must tell Orin when we arrive, I'm sure he'll love it!"

You think it often enough, but sometimes it's really driven home for you in times like these. It's good to be you.

What's this? Do I detect a hint of Nikolai Dante in this?

Why yes, I do believe I do! Please! This man must eventually become Alan Harridan, King of all Valestrians!

(As a side note, why did I suddenly get an idea of Things Fall Apart: Menagerie Edition?)
 
What's this? Do I detect a hint of Nikolai Dante in this?

Why yes, I do believe I do! Please! This man must eventually become Alan Harridan, King of all Valestrians!

(As a side note, why did I suddenly get an idea of Things Fall Apart: Menagerie Edition?)
Huh.

Well I suppose I now have something fun to read in my free time, assuming I can find scans... or the novel...

As you can guess, I totally did that on accident, despite the... uncanny similarities. I mean damn, really? All I intended to do was stick a bunch of traits that played off of each other in comical ways and watch the train wreck (but it took on a life of it's own after the first few paragraphs...)

If you're wondering, I picked Arbitrary, Flair for the Dramatic, Proud, Ostentatious, and Silver-tongued, with a side of diplomacy education. In the end, he was too much ham for me to write (don't expect more of Alan Harridan from me!), and I had to rewrite the confrontation a few times because I kept using Shatner and Westley from Princess Bride and as a base.
 
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Huh.

Well I suppose I now have something fun to read in my free time, assuming I can find scans... or the novel...

As you can guess, I totally did that on accident, despite the... uncanny similarities. I mean damn, really? All I intended to do was stick a bunch of traits that played off of each other in comical ways and watch the train wreck (but it took on a life of it's own after the first few paragraphs...)

If you're wondering, I picked Arbitrary, Flair for the Dramatic, Proud, Ostentatious, and Silver-tongued, with a side of diplomacy education. In the end, he was too much ham for me to write (don't expect more of Alan Harridan from me!), and I had to rewrite the confrontation a few times because I kept using Shatner and Inigo Montoya from Princess Bride and as a base.

As the world stands, it wouldn't be a cannon omake unless
there is a colonization and culture conversion attempt by another culture, possibly Mistral or Vale
. But I would recommend reading the story, since it is one of the few books that we have from the African continent. It's an interesting read, and it shows a perspective that we in the first world don't really get.

(Fun fact of the day/night: Did you know that First/Third world was originally First (capitalism), Second (communism) and Third (everyone else)? Since the fall of the Soviet union, Second world really hasn't been used, so now we just have a weird jump in describing worlds.)

Anyway, I vote that we hold off for another turn before doing the war. While the risks are high, if we can get an ally of the mayor, we will be cutting off one of Lichtras' armies, as well as dividing his strength even further! Plus, the bomb is unlikely to be discovered just yet.
 
As the world stands, it wouldn't be a cannon omake unless
there is a colonization and culture conversion attempt by another culture, possibly Mistral or Vale
. But I would recommend reading the story, since it is one of the few books that we have from the African continent. It's an interesting read, and it shows a perspective that we in the first world don't really get.

(Fun fact of the day/night: Did you know that First/Third world was originally First (capitalism), Second (communism) and Third (everyone else)? Since the fall of the Soviet union, Second world really hasn't been used, so now we just have a weird jump in describing worlds.)

Anyway, I vote that we hold off for another turn before doing the war. While the risks are high, if we can get an ally of the mayor, we will be cutting off one of Lichtras' armies, as well as dividing his strength even further! Plus, the bomb is unlikely to be discovered just yet.
I don't think I'd write that omake, myself. I have other ideas for Distant Shores - Menagerie.

I would have to see the turn options to say for sure what I felt we should do, but there's a fairly solid plan I'm looking at for dealing with Lichtra that should take advantage of the situation we're in (that might not work a turn later). We can send our personal retinue down the river, under cover of night, and suddenly rush the holdfast while Lichtra's army is away dancing around ours (I'd like to avoid a direct battle, just draw their commanders around for a few days, hopefully), led by Marble, as a distraction. If Lichtra doesn't command the army personally, and if we don't lose track of him, capturing the Knight himself, in his own keep, basically forces him to surrender unconditionally, and immediately.
 
I think we've set it up enough. Time to roll in and take things before they can ease the disruption.

Even as much damage as Sable did would simply start fading with time.
 
Turn 4 - News & Decisions
News

Before you act for the Fall and Winter Seasons, you should curate what limited news you've collected from around the world of Remnant.

Estate of Thromrhold: Word around the Estate.

Once more, Knight Gerhard has been sighted patrolling the land, keeping the people safe from Grimm. Word is he also uncovered an ancient bunker, flush with secrets... Besides that, things have settled down, and are looking up in Thromrhold. Though it's true the Knight did open up his food stores, the people are fairly certain that Gerhard will come through for them in the coming years.

Keep of Hvitr: The news regarding the local lords and your fellow courtiers in the court of Lord Jollerkalt.

Once more, Lord Jollerkalt returned to the Black Castle for the year. However, some disturbing news from the Estate of Logrhorn... apparently, Knight Brynus Lichtra's primary heiress was murdered in her sleep by her younger brother. Other than that, the Lenedorf Estate has done some profitable raiding on the sealanes between Vale and Vacuo.

Kingdom of Daarheim: News in the Kingdom of Daarheim, the centermost Petty Kingdom of Atlas.

Things have quieted down at the Black Castle after the assassination attempt. Some moutain clan snekkjas have been seen skirting the northern Estates along the Kingmaker's Eye, but so far, remain at a distance. Also, though reports differ, it seems as though King Grimmsbane has offered up one of his many daughters to a minor Knight in the realm. It's not the first gesture of friendship between the two nations, but it is still a welcome one.

Mantle: How the northernmost continent is faring.

The Easternmost tribe, the Onyx, are embroiled in some sort of internal conflict. Other than that, the Mountain clans have sent out raiding ships once more, harassing their neighboring realms for whatever meager plunder they can find. Also, the Kingdom of Uberth is said to be gearing up for some massive excursion. What that could be is still a mystery...

Vale: How the centermost continent is faring.

The Facet Confederacy is consolidating its power, and flexing its muscles. Drums beat in the darkened woods.

Mistral: What the populous City-States of the easternmost continent are up to.

The League of the Crown is still experiencing a record crop-growth, and many of its cities are flush with profits from trade. Some of its cities are preparing for war, though it's impossible to say what manner of war they are preparing for. Beyond that, it's difficult to tell what's going on, as you don't see many traders upriver.

Vacuo: How things fare in the badlands of Vacuo.

Several of the larger Vacuan states are currently at war, but the details of how such things came to pass are muddled and unclear. The Caravan-Kings remain deep within the dunes, keeping to themselves.

Menagerie:

You have neither ears nor eyes in this part of the world. All you know is that many of the Carrion Lords there maintain trade with the Valesian Kingdoms and many City-States of Mistral.

Personal Decisions

As a Knight, you are expected to keep the Estate in running condition, and you have a large range of options to do whatever it takes to achieve your goals. Also, for all [Character] targets, if you don't know their name, just write in their title or role, i.e. [Knight of Taugkolm's Heir]

Personal/General

Pick Two! Can double down on one by only selecting a single action.

[] Host a Tournament: Host a tournament in your realm! If you have sufficient power and prestige, the Hunters and soldiers of the realm will flock to your realm to prove their mettle in the martial arts. Starts the 'Tournament' Event.
-30 Lien
-2 Food​

[] Host a Feast: Hold a feast within the halls of Thromrhold Castle. Your vassals are invited to attend your display of wealth and power. Starts the 'Feast' Event.
-30 Lien
-1.5 Food​

[] Host a [Grimm/Game] Hunt: Invite the nobles of your realm to participate in a hunt! Gather meat for the coming winter or test your mettle against the creatures of Grimm. Starts the 'Game Hunt' or 'Grimm Hunt' event.
-10 Lien​

[] Host Games: Gather your vassals to your hall to witness the serfs participate in games of strength, agility, and mental acuity.
-20 Lien
-1 Food​

[] Replace/Appoint a New Councilor: Appoint [Character] to the position of [Councilor], or search the Estate of Thromrhold for a suitable replacement. If you search for a new one, the councilor you replace might be reluctant to perform his or her counselor actions.

[] Family: With the birth of your sister Aurleg, it might be a good idea to spend some time with her, and heal the small rift that separates you from the remnants of your family.

[] Spouse: Your wife Sable has had a difficult beginning to this new year, but she's soldiering on admirably. You connected with her, and offered to help her out however you can. Though she hides it well, she appreciated the gesture. Also, she's pregnant with your heir. Perhaps it would be a good idea to spend some time with her. Plan out your child's future. Your future.

[] Write-In: Write in an action that doesn't easily fit into the other categories.

Diplomacy

Pick Two! Can double down on a single one by only selecting a single action.

[] Invite a Noble to Court: There are plenty of unlanded nobles looking for a place to call their home. Have one join your court! Perhaps they will prove themselves useful.

[] Befriend: Focus on improving your relationship with a character.

[] Marry Off/Betrothe: Marry off a courtier, a child, or an unlanded relative to a suitable groom for claims or alliances. A list will be provided after the character you're marrying off is selected. Edelweiss will not like being married off, as your father was a proponent of the "marry who you love" strategy, and having her older brother pick a husband for her probably won't go over well. Your mother would be absolutely furious if you even suggested she re-marry. Wolfram is too young to care, but your mother might not like it. Making arrangements for Aurleg when she is but a handful of months old doesn't seem like a good idea either.

[] Open Negotiations: Open diplomatic talks with a Carrion Lord outside your Estate. Specify what you would like to accomplish.

[] Speech Lessons: Spend a handful of lien and an insignificant sum of prestige to hire a Diplomacy Instructor, hopefully increasing your ability to diplomacize.
-30 Lien
-5 Prestige​

[] Educate Child: Send your siblings to an educator of your choice. Wolfram is now six years old, and able to learn from a tutor.

[] Speech Practice: Work at improving your ability to Diplomacize on your own. Your 'talks' with Terra are helping you socialize a bit, perhaps it would be a good idea to continue? (Mirror, Mirror)

[] Demand [Title]: Demand a title from your Liege Lord. Success is based on your stats, your titles, and your relationship with that character.

[] Revoke Title: Revoke a Vassal's title. If done unjustly or arbitrarily, it will incur the claim of tyranny, and other dire ramifications.

[] Request [Council Seat]: Request a seat on your Liege Lord's council. Success is based on your relevant stat, and your relationship with that character.

[] Accuse Knight Lichtra: You have some decent proof that the Knight of Logrhorn fabricated a claim on your lands. Present it to Lord Jollerkalt, and let him render judgement as he will.

[] Write-in: Write in a diplomacy-oriented action not listed above.

Martial

Pick Two! Can double down on a single one by only selecting a single action.

[] To War!: Declare war against [Character]! Begins War Turns, and consumes all your Martial actions for the turn. You currently have the following casus belli against Knight Brynus Lichtra:
Press Claim on Estate of Logrhorn​

[] Independence (Self): Immediately declare independence from your Liege Lord. Note: doing so will begin War Turns, as your Liege will not take kindly to this egregious offense.

[] Raid: You have decided it is time to descend upon a foreign shore. Pick a target, raise your levies, prepare your ships, and await the promised day to venture forth. Begins Raiding Turns, and consumes all your Martial actions for the turn.

[] Personally Patrol: Personally sally forth with your retinue to keep your lands safe.

[] Expand Retinue: You've decided to expand your already considerable retinue. Trained soldiers do not come cheaply, but they will be able to give your personal guard a good boost in strength. Send out feelers to find you a company of suitable troopers.
Most Expensive -500 Lien Hire/10 Lien per turn
Least Expensive -50 Lien Hire/5 Lien per turn​

[] Hire Mercenaries: Hire a company of Mercenaries to do your bidding. Extremely expensive, and will vanish the instant their pay does, but they are experienced and battle-hardened. Send out some feelers to see which companies are without contract.
Most Expensive -300 Lien Hire/ 25 Lien per turn.
Least Expensive -50 Lien Hire/ 10 Lien per turn.​

[X] Order Military Stockpiling: Invest in the stockpiling of weapons and ammunition, in the event war should be thrust upon you. Note: Already selected, will auto-complete this turn, regardless if war is declared or not. Does not count towards the 'two actions' limit.
-10 Lien
-5 Dust​

[] Train: Begin a routine of physical exercise in an attempt to improve your personal combat ability. You're already in good shape, but you're not in peak physical condition.

[] Learn from Marble: You hired on Marble Griswalder, by all accounts an experienced and capable leader. Now that he is in your court, why not spend some time having him teach you all he can?

[] Promote Commander: Promote a specific [character] to command your armies. Your current commanders are: Lightning, Marble Griswalder.
-5 Lien​

[] Write-in: Write in a Martial-oriented action not listed above.

Stewardship

Pick Two! Can double down on a single one by only selecting a single action.

[] Upgrade [Building]: Upgrade one of your Holding's Buildings.
Costs Varies​

[] Construct [Upgrade]: With the destruction of the Greenhouse and some discoveries made during bookkeeping, you know of some buildings you could construct in Thromrhold.
Cost Varies​

[] Legislate: Adjust the Laws of your realm according to your wishes. Same CKII adjustment rules apply for Levies, Crown Laws, and Taxes. Right now, Feudal Taxes are: 'None', City Taxes are 'Low', Feudal Levies are 'Normal', and City Levies are 'Normal'. Can also adjust taxes on a smaller, character-based level. (Tax those dudes into space!)

[] Sell Dust: You have plenty of Dust in your stores, (more so given the stores you found in the Bunker) and you find yourself low on liquid Lien. Specify a set number of Units to sell off to whoever will buy it. Doing so might throw the Dust-market off for a time afterwards, but since you're only a Knight, it shouldn't be significant.

[] Upgrade Roads: Invest in the travelling infrastructure of your realm. Should allow for more efficient trade and the speedier passage of armies.
-70 Lien​

[]Upgrade Vassal Holding: Offer to foot the bill of upgrading one of your Vassal's Holdings.
Cost Varies​

[] Upgrade Liege Holding: Offer to foot the bill of upgrading a Liege's Holding.
Cost Varies​

[] Construct New Holding: Build a new Holding on your territory. You gain a title when it is complete.
-400 Lien (City)
-500 Lien: (Castle)​

[] Reinforce/Repair Bunker: The Bunker from the Time Before is a winding and expansive complex, one large enough to become a Holding in its own right. However, the grimm broke in once, and they can do it again. Before you order any new constructions, you should spend some capital in upgrading its defenses, repairing the door you burnt down, and... clearing out the piles and piles of bodies.
-50 Lien
-1.5 Dust​

[] Repair/Activate/Equip Deactivated Androids: You found around a hundred deactivated androids in disrepair down in the Bunker. Fix them up to the best of your ability, and give them their new task, whatever that may be.
-30 Lien
-5 Dust​

[] Repair/Activate/Equip Derelict Androids: You also found around fifty broken down and derelict androids. It'll be possible to repair them, but it won't be as easy (or as cheap) as their others.
-30 Lien
-3.25 Dust​

[] Scrap Androids: Or, it might be easier to sell them all for scrap. Designate how many androids you would like to scrap, and from what pools they should be scrapped from (Deactivated/Derelict). There deactivated androids should net you about 1 Lien and .25 Dust per unit, and the derelict androids should net you around .5 Lien per unit, and no Dust.

[] Restore/Re-arm Walker: You found a walker from the Time Before! It is said the Knight herself designed these monstrous war-machines, and they are a fearsome force indeed (though far from invincible). However, the one you found is in dire need of repairs, and needs a Vindicator to pilot it. It also needs a frankly ludicrous number of rounds and missiles if you wish to unleash its full capabilities. Will take about a year to finish work.
-75 Lien
-15 Dust
Name [Character] as Vindicator.
Note: This can be put off until repairs are finished.​

[] Adjust Salaries: Adjust the salaries of your personal retinue and councilmen. Might have adverse affects if set too low.

[] Count Beans: Invest yourself in running your realm, hopefully increasing your Stewardship. Will also give you a better picture of the realm's finances if completed successfully.

[] Hire Merchant: Spend a handful of lien to hire a Stewardship Instructor, and gain a courtier.
-25 Lien​

[] Purchase Bauble: Buy a nice [wardrobe/piece of jewellry/sweet hat]. Can be a gift or for personal benefit.
-5 Lien​

[] Research: You've always felt like more could be done about the state of technology in your realm. Spend a good chunk of time buried in books and diagrams to see if you can devise a new innovation, or recover a lost technique from the Time Before.

[] Write-in: Write in a Stewardship-oriented action not listed above.

Intrigue

Pick Two! Can double down on a single one by only selecting a single action.

[] Imprison Character: Imprison [Character] in your dungeons. If done unjustly or arbitrarily, can cause negative impacts. Can only be done to Vassals or Courtiers.

[] Assassinate Character: Hire an assassin to kill a character. Massive prestige loss if implicated in the deed. Can only target those of Lord-level titles or lower. Kings-level targets require the formation of plots.
-50 Lien​

[] Assess [Character]: Subtly investigate a character's skills, traits, and abilities.

[] Independence (Faction): Start a faction within your Liege's realm to renounce his rule over your lands.

[] Kidnap Character: Kidnap a character from within your realm. Different from Imprisonment in that it is performed by "bandits", and won't incur tyranny if the target is a vassal.
-25 Lien​

[] Plot: Plot with other characters to Kidnap or Assassinate a character outside your realm (can involve and implicate other characters). Massive prestige loss if implicated in the deed. Not strictly limited to the aforementioned two actions. Will begin an active Plot.

[] Invite to Plot: Invite [Character] to join your plot. Success will depend on your relationship with that character, and their relationship with the target.

[] Schmooze: Visit your Liege's court, gathering useful intelligence and opinions.

[] Gather Rumors: Send out some agents to listen to the whispered word of your realm and beyond, collecting rumors, news, truths, lies, and everything in between. Allows for more accurate news and rumors, and better estimation of how things are in the world of Remnant.
-5 Lien​

[] Arrange 'Accident': If you have decided to host a tournament, feast, or hunt, pick a [Character] to suffer an unfortunate accident. Write-in the preferred outcome.
-25 Lien​

[] Seduce: Use your charms and wiles to seduce a [Character] that is not your spouse.

[] Personally Spy: Sable is occupied with other matters, or she does not fully possess your trust (or she's the one you're spying on!). Personally spy on your court, learning more about your courtiers' personality, relationships, secrets and ambitions. Can also focus on a specific [Character] for a more in-depth results.

[] Gossip: Spread humiliating rumors about [Character].

[] Write-in: Write in an Intrigue-oriented action not listed above.

Learning

Pick One! If you choose not to spend one, it will be converted into two points of Prestige.

[] Study the Knight's Rites: Work at improving your Learning score, and your relationship with the Goddess of War and Technology. Right now, it's pretty piss-poor.

[] Pray to the Knight: Spend some dedicated time praying to the Knight of Frost. Roll for Piety gain.

[] Learn from Thorlaug: You invested in acquiring a learned Teller. Why not have you teach her all she can? With any luck, she might help you find an honest connection to the gods. Should be better than working on your own...

[] Renounce Favored Progenitor: Renounce the Matronage of the Knight of Frost.

[] Convince Spouse to Convert: Sable is far from the most religious woman alive, but you'd feel more comfortable if she cursed the Gods instead of Dust or the Nameless One.

[] Write-in: Write in a Learning-oriented action not listed above.

Free Actions

These actions take so little time to complete, they can be done immediately.

[] Name Regent: Name a Regent in the event of your untimely demise.

[] Bestow Honorary Title: Give [Character] (a vassal or courtier) a functionally useless but fancy-sounding title. You have three titles to distribute.

[] Gift: Give [Character] a healthy sum of Lien.

Now that you've obtained some prisoners, you may make some decisions about what to do with them. You may select more than one action for each prisoner. You do not have to select any of these. You have two different targets for these actions:
Cobalt Callovar​

[] Recover Prisoner: This character currently inhabits your oubliette. Move him to slightly more accommodating quarters.

[] Execute Prisoner: Kill your prisoner.

[] Publicly Execute Prisoner: Show Thormrhold that crime is not to be tolerated.

[] Ransom Prisoner: Sell your prisoner for a sum of Lien.

[] Release Prisoner: Release your prisoner.

[] Mutilate Prisoner: Marr a prisoner so that he will forever be unwhole.

[] Interrogate Prisoner: Sable is convinced Cobalt is still hiding more than he lets on. Allow her to more fully interrogate him.

Councilor Actions

In the Age of Grimm, each Carrion Lord holds court with his vassals. As the Knight of Thromrhold, you are no different. The members of your Council will advise and aid you in your rule - no one man or woman can do it alone. According to their station, they can perform a variety of tasks or provide you with sage advice and assistance during tenuous situations, should you decide to keep them close at hand. Keep in mind - they are your vassals, and will perform any task you assign them to the best of their ability… but they may have their own ambitions and goals as well.

Each Councilor can perform a single action. Note: since it's impossible to provide you all with a name for every single character, feel free to substitute a title for [Character] when appropriate.

One further note: It's possible for your councilors to perform many of the actions Gerhard is capable of. If you have any clarifying actions, just ask!

Chancellor - Cedar Blackthorne is an excellent diplomat, able to smooth ruffled feathers, entertain a group of stuffy Carrion Lords, and represent your interests to the best of his ability. He's a very minor noble, and felt stifled under Auric Stenberg's Knighthood. Perhaps it would be best to send him to complete more ambitious tasks.

[] Fabricate Claim: Have Cedar fabricate a claim on one of [Character's] titles. If obtained, it appears as if you hold a strong claim to another's title, and a war to possess it is justified. It would be a good way to expand your territory, but it might take awhile to draw up the required documents.

[] Improve Relations in [Character's] Court. Send Cedar to [Character's] court. There, he can help the Carrion Lord to understand your noble intentions and sway others to think well of you. Can also be performed in your own court. If you don't know the exact character's name, write in their title. For the last couple seasons, he spent most of the time inserting himself into the court at Logrhorn. Maybe in the winter months he'll meet with more success.

[] Sow Dissent in [Character's] Court. Send Cedar to [Character's] court. Once there, he'll embed himself in various Holdings, sowing mistrust and hatred between a liege and his vassals.

[] Keep at Hand: Keep Cedar at court. Your own diplomacy rolls will have an added bonus, and if any crises come up, you will be much more prepared to deal with them.

[] Write-in: Cedar is an exceedingly useful man. Should you conceive of something he might be able to help you with, he'll leap at the opportunity.

Marshal - Now that Marble Grisbane has gratefully sworn himself in service to you, you finally have a capable Marshal at your side. What shall you have him do?

[] Patrol Lands: Send Marble out with some levies to run regular patrols. With any luck, the sight of your troops will instill a sense of safety and security among your people. Plus, the exercise might do him some good.

[] Recruit Troops: Send out Marble to recruit more men and women to fill out the ranks of your levies. More troops will join your armies, and any incurred losses will be more swiftly replenished.

[] Train Troops: Order Marble to invest time and effort into improving the quality of your levies. Your levies will not increase in number, but they'll be a little more effective in battle.

[] Oversee Military Production: You've ordered the construction of weapons, ammunition airships, or androids. Having Marble around to oversee matters will decrease the turns required to complete their construction. Will cost a random amount of Dust, but nothing exceeding 10 units.

[] Discourage Serf Revolt: You believe the serfs of your realm are growing unruly and discontent. Send Marble out with a token force to discourage any attempts to destabilize the realm.

[] Don't Taze Me Bro: Your father was a just man, and left no criminal in Thromrhold unpunished. There might be a few remaining, however, so it might be a good idea to have Marble taze (or kill) the shit out of any criminals stupid enough to operate too openly. If successful, you might be able to seize some unlawful assets.

[] Research Military Technology: Have Marble look into any ways he might improve your realm's military.

[] Keep at Hand: Keep Marble at court. Your own Martial rolls will likely have an added bonus.

[] Write-in: Marble is a talented and energetic man, despite his age. Have him complete a task not listed above.

Steward - With Terra crippled by her cataclysmic attempt at breaching the Bunker, you have no choice but to allow Edelweiss to take up the position for now She is only sixteen, but you're assured that she learned under a good tutor. Though she's grateful for the opportunity, she still prays that her mentor and friend will make a miraculous recovery.

[] Survey: Last year, Terra did well in digging up a few secrets your land contained. Send Edelweiss out again, see if her mentor missed anything the first time around.

[] Conduct Census: Order Edelweiss to compile a comprehensive and detailed report on your titles, the serfs that occupy them, and the general state of affairs in your realm. Will improve tax collection for a number of turns, and give you more specific numbers regarding your titles.

[] Collect Taxes: Have Edelweiss invest herself into efficient tax collection. You'll increase your lien income, but without a gentle hand, your serfs might resent her activities.

[] Boost Trade: Lien is nice, but more Lien is always better. Have Edelweiss talk and barter with the merchants of your realm, hopefully opening up new trade lanes and investing in promising ventures.
-5 Lien​

[] Oversee Upgrading: Have Edelweiss organize and oversee the upgrading of your Holding. Will lower the time to build the upgrade, might upgrade it beyond the initial scope of the project, and gain a small chance to recoup some of the expenses invested in its construction.

[] Research Technology: Stewardship covers a wide variety of skill sets and trades, and any possible advances made in technology will be a great boon to you. Have Edelweiss do what she can to help the process along.

[] Keep at Hand: Keep Edelweiss at court. Your own Stewardship rolls should have an added bonus, and if any crisis come up, you'll have a capable hand at your side.

[] Write-in: Edelweiss is a little concerned about having the duty of Stewardship thrust upon her, but she believes she can do a good job. Have her complete a task not listed above, and she'll complete it to the best of her ability.

Spymistress - Doughta Connelly is an idiot. You suspected it, and Sable confirmed it. Though Doughta is nominally your Spymaster, Sable is the one who runs the show. You don't know where she learned her skillset, but it is apparent she learned it very well.

[] Spy (Internal): Have Sable look inside your own court for malcontents and malicious thoughts. With any luck, she could uncover valuable secrets, and improve your information collection for your realm this turn.

[] Spy in [Character's] court: Order Sable to spy in [Character's] court. More dangerous than looking internally, but good results means you not only have a leg up intelligence-wise, but further subterfuge in the same court will be easier to accomplish.

[] Assist Assassination: You've decided it's time for a character to die. Have Sable do what she can to assist your assassin in the matter. Might provide a bonus to your assassination roll, and lowers the chance of people accusing you if it all goes to shit.

[] Assist Kidnapping: You've decided it's time for a character to disappear. Have Sable do what he can to assist your thugs in the matter. Might provide a bonus to your kidnapping roll, and lowers the chance of people accusing you if it all goes to shit.

[] Sabotage [Realm]: Have Sable do what she can to disrupt and devastate a foreign realm.

[] Falsify Evidence against [Character]: Things would be much more convenient for you if [Character] were suddenly guilty of some heinous crime. Have Sable spend some time building up a damning case.

[] Build Spy Network: Have Sables spend some time recruiting and training some competent spies. Will give bonuses to further intrigue rolls, but the possibility of counter-espionage increases.
-5 Lien​

[] Study Technology: Send Sable to a foreign court to steal whatever technological secrets they might possess.

[] Keep at Hand: Keep Sable at court. Your own Intrigue rolls might have an added bonus, and if any crisis come up, you'll have a someone who could possibly help.

[] Write-in: Sable is extremely competent (and honestly, almost frightening), but she seems determined to build a life with you. Have her complete a task not listed above, and it she will see it to completion. Careful... she's pregnant now!

Head Teller - Popolla Verit drinks as though she favors the Stormcaller, but makes no specific dedications to him. Or any of the other gods. In fact, you've heard her blaspheme more than any other person you know, mostly because she's unable to sit through a Council meeting without downing a bottle of liquor. At least she seems to like you, and knows that, yes, she is an adherent of the Progenitors. One time, you actually heard her say a benediction. It was nice.

[] Proselytize: Send out Popolla to proselytize your religion to your people. The more servants of your religion you have, the more unified and resistant to panic your serfs are.

[] Create Religious Work: Ask Popolla to produce a work relating to your chosen religion. Doing so will advance your standing in your chosen religion, and net you some piety that correlates with the quality of work.
[Designate the nature of the work, and the resources you wish to spend]​

[] Improve Religious Relations: Use Popolla to directly increase your standing among the local religious leadership.

[] Keep at Hand: Keep Popolla around. She'll probably get into your booze cabinet, but she might be able to provide some assistance during your Learning rolls.

[] Write-in: Popolla isn't great at what she does, but she could be a lot worse. At least she's loyal. Have an idea for a task she could accomplish?

Huntsman Superior- Daffodil 'Daff' Ollaphar is a capable man, but he is growing old. One of the three huntsmen of your realm, he is the most able of all of them, and did his best to perform your father's bidding. He currently has an apprentice named Saffron, whom he is grooming to take his position. In the meantime, have him focus the efforts of the Thromrhold Huntsmen on a specific task.

[] Patrol Lands: Your lands aren't in the best shape right now. Sending out Daffodil to help keep the grimm in check should do some good. The sight of a huntsman always inspires the serfs, and often assuages their fears. He might also return with some intel, should he discover anything useful.

[] Train Huntsmen: Though Daffodil has an apprentice already, he can step up efforts to make sure his subordinates are putting more time and resources into training their replacements. He'll also spend more time with his own apprentice.

[] Commission Master-Class Weapon: Though the construction of folding weaponry is commonplace, few are better at it than Huntsman. Conceive an idea for a weapon, and have Daffodil build it for you. Materials for it aren't cheap however, and Daffodil doesn't have the resources or time to dedicate to the weapon without your support.
-50 Lien
-10 Dust​

[] Teach Me, Daff!: Have Daff continue training you in the ways of the Huntsmen.

[] Write-in: Daffodil is bound to you, and will perform whatever tasks you assign him, should you have something not listed above.

~~~~~~~~~~~~~~~~~~~~~~

Alright, remember, make sure your plans are fully formed before you post them. Also, be sure to check out the Character sheet and Dynasty Titles pages, they've been updated with new information. Gods be with you, Gerhard!
 
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[] Repair/Activate/Equip Deactivated Androids: You found around a hundred deactivated androids in disrepair down in the Bunker. Fix them up to the best of your ability, and give them their new task, whatever that may be.
-30 Lien
-5 Dust

[] Repair/Activate/Equip Derelict Androids: You also found around fifty broken down and derelict androids. It'll be possible to repair them, but it won't be as easy (or as cheap) as their others.
-30 Lien
-3.25 Dust
Is this right, because according to this fixing the derelict androids is cheaper than fixing the deactivated.
 
Checking our econ.

EDIT: Also, there's fewer of the derelicts.

SON OF EDIT: I think... I think we need to get our Greenhouse back under construction--it'll be a good sign of our strength, and it'll help us stay positive after we seize Logrhorn.

We won't have this much money again for a good while after all.
 
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Hmmm. Fifty Lien to turn the bunker into a functional holding... Damn.

Examining the situation, I believe NOW IS THE TIME to go for the attack. I should have a mostly complete turn in a bit. Now I just have to figure out which amazing option to spend the Lien on.
 
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