Luck Roll: 92
Bonus Type: 5, Piety
Prisoner Breakout (DC 50): 92 - 13 (Ekundayo's Intrigue) = 79, success
[X] Fumnanya decided that she needed to connect to her king through his greatest fascination
It had been a surprise to you to hear that Fumnanya wanted to even speak with you in private after what you had done to sabotage her efforts with the festival. It was an even greater surprise when she revealed to you what she wanted.
"Teach me," she told you, "Teach me how to be a sorcerer." When you asked her what her reason for the sudden curiosity was, she explained that with the incoming army (you had informed your advisors about the issue weeks ago) she had no effective defense against them. Yes, she was decent with a spear, but that wasn't as effective as blasting any attackers to oblivion. At least, that was her stated reason, you figured that she might have other motivations, but you had no chance of deciphering what they might be.
So you accepted her request. With how soon the enemy would be at your doorstep, you couldn't afford to do the usual extended apprenticeship. Much as it hurt your pride, you needed to do an "in-and-out" initiation, where you taught the basics, gave her enough know-how to learn a spell she was interested in, and declare her ready. You would never consider her a peer of most of your students, but you could at least set her down a good enough path to avoid hurting herself.
At first, despite her initial reasoning, Fumnanya had asked if more
subtle spells might be possible. You knew that those existed from various texts you had uncovered back in Uluiru, but you didn't personally know any and those texts were long gone now. Instead, you directed her towards a spell you believed would suit her need for offensive potential best: The Death of Obsidian Butterflies. It's beautiful yet deadly display was enough to capture her attention the first time you demonstrated the spell, and soon her normal laziness towards education became a determined effort to learn.
At the end of the 6th month, she had finally managed to cast the spell on her own. With some more practice, she was able to get it down well enough. You congratulated her on the accomplishment, gave some pointers on how a Working might be done, and was about to send her away one night when one of your guards rushed into your tent.
"Your Majesty!" With her shout, you directed your attention to the guard as she continued her sudden report. "The pointed ear prisoners, they have escaped!" You rose with as much alacrity as you could, rushing towards the tent's entrance to follow the guard as she went out.
It took you some time to make your way towards where the prisoners were kept, as they were deliberately placed away from where the rest of your people were located. This helped to keep them safe in case of breakouts like these, but it made traveling to that region quite slow even with your improved physique. It made your guards even slower to inform you about happenings therein, as you were quickly realizing now. Thus, it was the work of a minute for you to rush past your guard towards the tents where the prisoners were kept.
Immediately, something caught your attention, forcing you to slow down to pay better attention. One of the pointed ears, missing their equipment, had their throat torn out as if mauled by some beast. Was there a wild, or even Wyld, animal roaming around within your walls? After a few paces you found another dead prisoner, this one stabbed through the chest by what was likely the same sort of spear your guards carried, which made more sense. Some distance away, there were another two corpses, bearing the same duo of throat-tearing and stabbing. You didn't remember any of your soldiers owning a dog as a pet, but how else could you have this type of coordination in kills?
Prisoners 5 and 6 were dead from the same method, and eventually you followed several sets of bloody footprints towards where the seventh and eighth pointed ears laid. Crouching next to them was one of your royal guard members, Kehinde, whose spear was drenched red with the blood of his keepsafes. Of course, that wasn't what drew your attention. What caught your eye was the
giant white wolf, a canine the size of a warhorse, accepting scratches on the chin like a common pup. Both noticed your approach, with Kehinde adopting a more neutral expression, and the white wolf giving you a stare that pierced through all deceptions.
"Your majesty," Kehinde said. Beside him, the enormous wolf gave a shallow nod before vanishing into motes of Essence. You reflexively
opened your eyes to the spiritual, seeing that same wolf dash away on its paws before leaping over your dirt wall. Your guard drew your notice again as he continued, "I regret to inform you that I was unable to secure the last two prisoners of the armored squadron, they managed to scramble up the wall and over the side. Geflimmer is going to try and catch them, but they're surprisingly quick."
Geflimmer? That must have been the wolf that took off towards the wall. Regardless, you had greater concerns. "I was unaware that you had such a familiar, Kehinde." Was he too hiding something important from you? Could he be trusted?
He grimaced at your statement, undoubtedly knowing what must be going through your head. "I apologize your majesty, this…" he waved his hand towards where the wolf went. "-Is a rather recent development. I didn't receive my revelation until the night prior."
"Revelation?" you asked, cautiously inquiring as to what he might have seen.
He nodded. "Yes, your majesty. Last night I had a vision, one given my… my new god." Alarm bells rang in your head, but he quickly waved his hands to calm you down. "No, no, it wasn't the infiltrator, your majesty, it was a genuine god. I'm sure of it, every particle of my soul could feel how genuine he was, and how much he despises trickery like what the infiltrator did. He… he's seen our people's efforts, seen our
struggles, and… he thinks we might be worthy of his blessing."
…As much as you wanted to dismiss Kehinde's words as being yet another deception, the more pragmatic part of your mind chimed in to inform you that with your current divine situation, having a foreign deity willing to help was a blessing you couldn't ignore. Even assuming that this deity turned out to be a more
disagreeable sort, if you could manage this… wolf god you assumed, if you could manage them correctly, you might obtain one more ally on your side. Still, you would be cautious, in case this did turn out to be a deception of some kind.
"What, exactly, is this god's name?" you asked. Your guard just smiled as if you had already accepted his new god's assistance.
"He said in my vision that he has a few titles. God of Winter, the White Wolf, Bearer of Blitzbeil. But his name carries weight in this world, if not this region.
"He told me that his name, was Ulric."
The Human God of War, Wolves and Winter, Ulric, has seen your people's actions, and they have found his favor.
Unlocked Piety Action: Ask Ulric for a Blessing.
Unlocked Piety Action: Wolves of Winter
Due to the high roll here, the otherwise higher DC is instead the same as Slumbering Star and Three-Color Edge (DC 20).
In the future, if you were to encounter the Empire, their Opinion of you is likely to be better!
You may select
TWO actions from each category. An action can only benefit from 1 Hero at a time, and a Hero can only be assigned to 1 action,
except for the Mini-Turn Battle aka Protecting the Flock 2, which can have multiple heroes assigned to it. Be mindful when assigning Heroes to more dangerous actions, there is a risk of them being put into the line of fire. Assigning a Heroic Sorcerer to do a Working also assigns them as a Hero to that action.
You have the following Heroes (You can assign them using --[] for any action):
- Abioye (Martial (+2), Diplomacy (+10), Stewardship (+8), Intrigue (+8), Piety (+12), Learning (+6), Combat (+3))
- Sorcerer (+10 to Water Generation Workings)
- Fuvor (Martial (+4), Diplomacy (+5), Stewardship (+6), Intrigue (+7), Piety (+5), Learning (+7), Combat (+5))
- Whispering Dragon Soul: Conceals Anima
- Nokun (Martial (+10), Diplomacy (+0), Stewardship (+8), Intrigue (+4), Piety (+7), Learning (+4), Combat (+9)
- Ramparts of Obedient Earth: Manipulates Earth
- Flaris (Martial (+12), Diplomacy (+3), Stewardship (+8), Intrigue (+10), Piety (+4), Learning (+6), Combat (+12))
- Deadly Wildfire Legion: Blesses Army with Fire Weaponry
- Your Students (Doesn't Include Nkiru and Taiwo, uses the highest stat of each remaining student)(Martial (+2), Diplomacy (+3), Stewardship (+5), Intrigue (+3), Piety (+4), Learning (+7), Combat (+6)
- Sorcerer (+10 to Actions to find out the truth)
- Rising Dawn (Martial (+9 -> +12), Diplomacy (+6), Stewardship (+9), Intrigue (+6), Piety (+12), Learning (+4), Combat (+8 -> +11))
- -10 to DC of Assigned Task (Has a cooldown of 1 Turn)
- Silver Voiced Nightingale Style (Can substitute Diplomacy for Martial/Combat, or add ½ of Diplomacy to the same)
- Sondok (Martial 15 (+5/10), Diplomacy 16 (+6/11), Stewardship 16 (+6/11), Intrigue 20 (+10/15), Piety 19 (+9/14), Learning 17 (+7/12), Combat 28 (+18/23)
- MUST Be assigned to one Protecting the Flock Action. This Turn only, if not assigned to the first Protecting the Flock action, will automatically be used for the mini-turn battle.
- Destiny Sponsorship (Any enemy roll to harm her suffers -25 when not exploiting her weakness: The blood of her daughter.)
- Principle of Motion (When fighting in combat, Sondok can choose to attack 2 armies at once, or focus on one. Attacking both makes her roll separately against both, rolling against one instead gives her Best of 2 1d100 against the target. In normal turns, benefits from Best of 2 by default.)
How much will you be pushing yourself this turn? You are not currently suffering from any amount of Overwork.
[] You will overwork yourself-
-[] By a normal amount (+1 Personal Action, +2 Critical Fail Threshold)
-[] By a sizable amount (+2 Personal Actions; +4 Critical Fail Threshold)
-[] By an insane amount (+3 Personal Actions; +6 Critical Fail Threshold)
[] You will not stress yourself too much.
And what will you command others to do? This turn, you have
3.5 full units of Food (will consume 1/2 a unit per turn and generate 0-1/5 units per turn based on rolls),
3.5 full units of fresh Water (will consume 1/2 a unit per turn and generate 1/5 a unit per turn),
1 Stone and
1 Lumber. You are currently rationing your supplies, allowing your food and water to last up to Turn 8. Rationing will stretch supplies, but will create an ongoing Diplomacy roll (benefiting from the Advisor bonus) after the first 2 turns. Failing this roll will lower your people's opinion of you. Refusing to ration will have your supplies last up to Turn 5.
[] You will continue ration your current supplies
[] You will not continue ration your current supplies
Martial Actions
[X][Martial][LOCKED] Protecting the Flock 1 (DC 30+)
-[] Fight by yourself (-1 Personal Action, Frees up 1 Martial Action)
-[] Command your armies (Select 1 army below as well; -1 Personal Action; +15 to roll)
-[] Send your personal guard (Size 2, Quality 2, Might 0 = +10?)
-[] Send your general troops (Size 4, Quality 1, Might 0 = +30?)
-[] Send your elite troops (Size 1, Quality 2, Might 0 = +10?)
-[] Send Sondok to defend the homestead (+23; Best of 2; Frees up 1 Martial Action)
--[] Take Prisoners (Inflicts -20 to roll, but will take up to (Size - 1) prisoners if successful, minimum Size 1).
- Your foes will be a Size 1 Group on horseback. Their Quality and Might are unknown.
[X][Martial][LOCKED] Protecting the Flock 2
-[] You will join the fray as an independent (-1 Personal Action, Frees up 1 Martial Action)
-[] Command your armies (Select 1 army below as well; -1 Personal Action; +15 to roll)
-[] Send your personal guard (Size 2, Quality 2, Might 0)
-[] Send your general troops (Size 4, Quality 1, Might 0)
-[] Send your elite troops (Size 1, Quality 2, Might 0)
-[] Send Sondok to defend the homestead (+23)
-[] Write-in which other Heroes will assist (+??)
- You will be facing a very large Hydra (Size 4), two squadrons of elite troops, and some cavalry. Finding out more will require more Scouting.
- Mini-Turn will be handled after all other actions. You may assign as many of your armies and Heroes to this battle as you like. Gwai will also participate in this battle, guaranteed.
- You will get more mechanical numbers of the enemy during the mini-turn set-up.
- Joining the Fray and Commanding Your Armies are of course mutually exclusive.
[][Martial] Scout Defense (No Roll)
- Your troops will protect any scouting parties you send from potential danger. This reduces the results for those rolls by -10, but in exchange heavily reduces the risk of injury or death.
[][Martial] Active Patrols (DC 40)
- Your troops will secure your perimeter, heavily reducing the chance of spies and infiltrators from getting in. It will also give you advance warning of any warbands that arrive, granting crucial information.
[][Martial] Train Your Subjects (Variable)
-[] Your Citizens (DC 25)
-[] Your General Troops (DC 50)
-[-] Merge Units (Can't be taken yet)
- Converts a portion of the selected group into a Size 1 military unit of a Quality one greater than before. Citizens become general troops, and general troops become elite troops. If this action is performed when there are 2 groups of equal Size, Quality and focus, they will instead merge together into a group one Size larger.
[][Martial] Troop Specializations (Variable)
-[] Your General Troops (DC 25)
-[] Your Elite Troops (DC 50)
-[] Your Personal Guard (DC 50)
--[] Shields (+1 Might against Ranged Infantry)
--[] Spears (+1 Might against Cavalry)
--[] Archery (Reduces Troop Loss in Fortified Situations)
--[] Unarmed (Reduces the Difficulty of Taking Prisoners to 0)
--[] Cavalry (Requires Sufficient Horses; Reduces Troop Loss in open terrain)
- Currently, your armies are generalists, but specializing may provide more benefits for different situations. You will assign one of your armies a specialization, which provides a bonus. Each army can only have one specialization at a time.
- More Specializations can be unlocked depending on the actions you take, such as blacksmithing or more esoteric feats.
[][Martial] Build a Galleon (DC 20+)(CONSUMES 1 LUMBER)
- By scrapping some of the broken boats you have, you can create 1 reconstructed galleon to serve your purposes. Difficult to use without a place to dock, but can be exploited in order to survey the sea-bordering nations of this location.
[][Martial] Refitting Masterpieces (DC 30)
-[] Assign the army that benefits from this.
- Your acquired war prizes are much too nice to simply discard. By having them fitted (or altered if need be), you can grant one of your armies up to Size 3 with Might 1. If they already possess Might 1, this does not benefit them further.
[][Martial] Wrong Kind of Moat (DC 30)
-[] SPECIAL: Nokun (Ramparts of Obedient Earth)(Hero; +20)
- By constructing a large moat around the newly erected walls, you can ensure that the enemy cannot easily place ladders around the perimeter. Uses water from the ocean to fill the gap.
[][Martial] Strengthened Walls (DC 35/45/55)(SORCEROUS)
-[] Assigned Sorcerer: Yourself (-1 Personal Action; Frees Up 1 Martial Action; +17)
-[] Assigned Sorcerer: Abioye (Hero; +6; +20 DC)
-[] Assigned Sorcerer: Your Students (Hero; +7; +20 DC)
- While Nokun outdid herself in her construction efforts, there wasn't much denying that the walls she made were created out of solidified dirt. It might be best to further strengthen her creation with some actual Sorcery this time.
Diplomacy Actions
[][Diplomacy] Linguistic Drift (DC 10+)
- While for the most part your people speak Skytongue, there's plenty of other languages they might potentially know. If you can find which individuals speak what, you might be able to preserve those languages for future use.
[][Diplomacy] Build the Docks (DC 50+)(CONSUMES 1 LUMBER)
- By constructing a set of docks, you can create a future hub for trade and fishing. It can also serve as a repository for whatever ships you might have.
[][Diplomacy] Fireglass Horses (DC 30/40/50)(SORCEROUS)
-[] 50 Horses (DC 35/45/55)
-[] Reproducible Horses (DC 40/50/60)
-[] 50 Reproducible Horses (DC 45/55/65)
--[] Assigned Sorcerer: Yourself (-1 Personal Action; Frees Up 1 Diplomacy Action; -20 DC for first option)
--[] Assigned Sorcerer: Abioye (Hero; +6 -> +16; +20 DC for non-first options)
--[] Assigned Sorcerer: Your Students (Hero; +7; +20 DC for non-first options)
--[] Assigned Sorcerer: Fumnanya (Advisor; +5 -> +15; +20 DC for non-first options)
- Inspired by the Eidolons which can substitute for soldiers and servants, you will try and create a group of crystal horses which can bear your people in both war and travel. The initial Working will create 10 horses that cannot reproduce. With more effort, you can create more horses, or design a way that the horses can reproduce (likely not in the usual manner).
[][Diplomacy] The Hope of a City (DC 35/45/55)(SORCEROUS)
-[] Assigned Sorcerer: Yourself (-1 Personal Action; Frees Up 1 Diplomacy Action)
-[] Assigned Sorcerer: Abioye (Hero; +6; +20 DC)
-[] Assigned Sorcerer: Your Students (Hero; +7; +20 DC)
-[] Assigned Sorcerer: Fumnanya (Advisor; +5; +20 DC)
- Using the positively tainted music sheets, you can instill a lingering mood of peace and joy within the homestead. Provides +1 to both Peasant and Noble Opinion if successful. If not done with full finesse/success, could have some side effects.
- Mutually Exclusive with The Clarion Trumpet of Peace (Artifact) and The Twin Horns of the Heart (Artifact).
[][Diplomacy] Floral Flotilla: 1 Ship (DC 30/40/50)(SORCEROUS)
-[] 15 Ships (DC 35/45/55)
-[] 50 Ships (DC 40/50/60)
-[] Assigned Sorcerer: Yourself (-1 Personal Action; Frees Up 1 Diplomacy Action; +17; -20 DC for first option)
-[] Assigned Sorcerer: Abioye (Hero; +6; +20 DC for 2nd & 3rd options)
-[] Assigned Sorcerer: Your Students (Hero; +7; +20 DC for 2nd & 3rd options)
-[] Assigned Sorcerer: Fumnanya (Advisor; +5; +20 DC for 2nd & 3rd options)
- Provides no benefits without a Dock.
- Each ship can only carry about 6 people (not including the Sorcerer) at a time. They are fast, but CANNOT be used in naval battles. Due to their connection to the element of Wood, they are particularly vulnerable to fire.
- 1 Ship allows the sorcerer in charge to learn the Floral Ferry spell. 15 Ships is enough boats to be used for fishing (providing a chance of 1/5 Food each turn). 50 Ships is enough to count as 3 rolls for fishing (providing a chance of up to 3/5 Food each turn) if sufficiently crewed.
- Can be repeated each turn.
Stewardship Actions
[][Stewardship] Money Matters (DC 10+)
- Go over the remaining material wealth that both you and your people possess. This will give you a good overview of your wealth as a person and as a nation. It will also open up options for trading and taxes.
[][Stewardship] Build Some Homes (DC 20)(CONSUMES 1 LUMBER OR STONE)
-[] How many times?
- You will use the scraps of wood available to create some long-term homes for your people. Hopefully, they will not need to sleep in tents for much longer. Each use will provide enough housing for ⅕ of your people at their current size.
[][Stewardship] Tent Crafting (DC 20)
-[] How many times?
- Instead of using precious wood to construct your buildings, you can make do with some tents instead. Does not cost Lumber, but also doesn't last as long as an actual house would. Each use will provide enough housing for 1/5 of your people at their current size for 12 turns (3 years).
[][Stewardship] Start Some Farms (DC 60)
-[] Perform an additional time (-1 Stewardship Action)
- Your farmers will get to work on starting up a crop rotation, hoping that things will soon heat up enough to make planting viable. Will provide ⅕ of a unit of Food every turn for every time this succeeds.
[][Stewardship] Fishing Boats (DC 20)(CONSUMES 1 LUMBER)
-[] Perform an additional time (-1 Stewardship Action)
- Your carpenters will get to work on constructing some canoes to be used by your fishermen out in the local waters. Will create a roll each turn that, if it succeeds, provides ⅕ of a unit of Food every turn for every time this action is accomplished.
[][Stewardship] Stone To Dirt (DC 30/40/50)(SORCEROUS)
-[] Assigned Sorcerer: Yourself (-1 Personal Action; Frees Up 1 Stewardship Action; -20 DC)
-[] Assigned Sorcerer: Abioye (Hero; +6)
-[] Assigned Sorcerer: Your Students (Hero; +7)
- You will have one of your available sorcerers transmute the cold earth into fertile soil, reducing the DC for Start Some Farms by 20.
[][Stewardship] Warm The Land (DC 40/50/60)(SORCEROUS)
-[] Assigned Sorcerer: Yourself (-1 Personal Action; Frees Up 1 Stewardship Action)
-[] Assigned Sorcerer: Abioye (Hero; +6; +20 DC)
-[] Assigned Sorcerer: Your Students (Hero; +7; +20 DC)
- You will alter the climate long-term, slowly increasing the average temperature over time. This will, in turn, reduce the difficulty to construct farms by 20. It will also help to mitigate any issues that occur from the cold.
[][Stewardship] Draw Freshwater (DC 15/25/35)(SORCEROUS)
-[] Assigned Sorcerer: Yourself (-1 Personal Action; Frees Up 1 Stewardship Action; -20 DC)
-[] Assigned Sorcerer (SPECIAL): Abioye (Hero; +6 -> +16)
-[] Assigned Sorcerer: Your Students (Hero; +7)
--[] Done how many times?
- Will create a source of freshwater for your people to draw nourishment from. Will provide ⅕ of a unit of Water every turn for every time this succeeds.
[][Stewardship] Rock to Wood (DC 30/40/50)(SORCEROUS)
-[] Assigned Sorcerer: Yourself (-1 Personal Action; Frees Up 1 Stewardship Action; -20 DC)
-[] Assigned Sorcerer: Abioye (Hero; +6)
-[] Assigned Sorcerer: Your Students (Hero; +7)
--[] How many times?
- You will transmute cold dirt into cheap, but usable lumber. Each time this action is performed, it provides 1 unit of Lumber.
Intrigue Actions
[][Intrigue] Scouting Ahead (Variable)
-[] In General (DC 20)
-[] For Hostiles (DC 20)
-[] At the enemy army (DC 20)
-[] For Potential Camp Locations (DC 40)
-[] At the Settlement (DC 20)
-[] At the Watchtowers (DC 50)
- Your scouts will survey the region. Every interval of 20 achieved will result in more information gained.
- Scouting for Hostiles will give your troops advanced notice of enemy forces.
- The Enemy Army will give you more knowledge regarding the army's leadership, opening up options for assassination.
- Searching for where the enemy might situate themselves before attacking your homestead opens up options before the battle to launch preemptive attacks and ensorcel the hydra.
- The Settlement is the slave-owning town that your Scouts discovered.
- The Watchtowers out in the sea can be rowed to under the cover of night.
[][Intrigue] Gauge Opinions (DC 10+)
- It might be useful to find out how your people currently think of you. Will provide more information on your people's opinions.
[][Intrigue] Recruit Informants (DC 30+)
- By sending discrete inquiries amongst your people, you might be able to find individuals willing to provide information long-term to see how things are going.
[][Intrigue] Pointed Interrogations (DC 20/60/80)
- You will interrogate your pointy-eared prisoners, or at least attempt to due to the language barrier. Breaking the first threshold will give you insight into their language, the second will give you pertinent information, the third will make them more agreeable.
[][Intrigue] Humane Interrogations (DC 20/40/60)
- You will interrogate your human prisoners, doing your best to work through the language barrier. Succeeding on the first threshold for either this or Pointed Interrogations will make it succeed on both. The first threshold gives language proficiency, the second will provide some limited information, the third will make them more agreeable.
[][Intrigue] Build a Jail (DC 20)(CONSUMES 1 LUMBER OR STONE)
- You will build a jail to contain your prisoners, reducing the chances of them escaping while inside. This will increase the breakout DC by 10. Will unlock further actions to further increase the breakout DC.
[][Intrigue] Channeled Sorrow of Uluiru (DC 35/45/55)(SORCEROUS)
-[] Assigned Sorcerer: Yourself (-1 Personal Action; Frees Up 1 Intrigue Action)
-[] Assigned Sorcerer: Abioye (Hero; +6; +20 DC)
-[] Assigned Sorcerer: Your Students (Hero; +7; +20 DC)
- Inspired by your musician's misery, you can create a horrific shrieking field which scares away foes. Provides an ADDITIONAL -1 Quality to those that directly attack your capital, but only against units vulnerable to mental attacks.
- Mutually Exclusive with The Trumpet of Eventual Parting (Artifact) and the Twin Horns of the Heart (Artifact).
[][Intrigue] Face-Beguiling Aura (DC 35/45/55)(SORCEROUS)
-[] Assigned Sorcerer: Yourself (-1 Personal Action; Frees Up 1 Intrigue Action)
-[] Assigned Sorcerer: Abioye (Hero; +6; +20 DC)
-[] Assigned Sorcerer: Your Students (Hero; +7; +20 DC)
- By sampling your remaining pointed ear prisoner's blood, you can create a sympathetic spell which causes all of their race who approach your homestead to confuse each other for humans, which in the heat of battle is sure to cause some friendly fire. In normal turns, it will ensure that your troops are still victorious against elves on a bare failure (within 10 points of succeeding.) In mini-turns, it will have more complicated effects.
- WARNING: Workings are long-term alterations. Creating this protection will likely confuse any elven diplomats you have in your capital.
[][Intrigue] Obsidian Butterfly Traps (DC 30/40/50)
-[] Assigned Sorcerer: Yourself (-1 Personal Action; Frees Up 1 Intrigue Action; +17 -> +27; -20 DC)
-[] Assigned Sorcerer: Abioye (Hero; +6)
-[] Assigned Sorcerer: Your Students (Hero; +7)
- By placing traps filled with obsidian butterflies outside of your walls, you can create effective landmines for any infantry unfortunate enough to step on them. Succeeding on the first interval but not the rest will provide the sorcerer with the knowledge to cast Death of Obsidian Butterflies, but nothing else.
[][Intrigue] Make the Hydra Yours (DC 40/50/60)
-[] Yours Forever (DC 50/60/70)
--[] Assigned Sorcerer: Yourself (-1 Personal Action; Frees Up 1 Intrigue Action; +20 DC for second option)
--[] Assigned Sorcerer: Abioye (Hero; +6; +20 DC for first, +40 DC for second)
--[] Assigned Sorcerer: Your Students (Hero; +7; +20 DC for first, +40 DC for second)
- You will create the means for controlling the Hydra for yourself, turning the beast against your enemies. The first option will allow you to control the Hydra for the duration of the fight before it will break free. The second will make the Hydra your subservient behemoth for as long as it lives (and is treated well.) You will still need an opportunity to plant this means onto the Hydra itself.
Piety Actions
[][Piety] Ask Slumbering Star for a blessing (DC 20+)
- As powerless as she might be in her current situation, the fickle goddess can still be beseeched to lend her aid to Mining Actions this turn. This will reduce the DC for those actions by 10.
[][Piety] Ask Three-Color Edge for a blessing (DC 20+)
- Flamboyant as he is, this god can be assigned to any action(s) involving weaponry, particularly extravagant armaments. This will reduce the DC for those actions by 10.
[][Piety] Ask Ulric for a blessing (DC 20+)
- With Kehinde serving as a pseudo-priest, you have a new god in your corner. You will ask the Winter Wolf to lend you his aid. He can bless all Martial Actions, or any action having to do with winter, which occurs this turn. This will reduce the DC of those actions by 10.
[][Piety] Wolves of Winter (DC 30+)
-[] A Small Pack (DC 50+)
-[] A Large Pack (DC 70+)
- If you wish, you could ask Ulric politely for some of his White Wolves, the god-animals who serve him at all times. A single wolf is treated as having Size 1, Quality 0 and Might 2. A Small Pack consists of less than 10 wolves, forming a battlegroup of Size 2. A Large Pack consists of less than 40 wolves, forming a battlegroup of Size 3. Unlike normal wolves, these beasts are more frenzied, hence their lack of typical coordination unless you achieve greater success.
- You can only ask the God of War for this blessing once a year (every 4 turns), refreshing once winter comes. Winter will come on Turn 4, resetting the cooldown.
[][Piety] Ask the Earth Elementals for help (DC 10+)
-[] Write-in which action to benefit.
- By granting offerings to the many earth elementals who joined your journey, you can have them assist your miners with one task, lowering the DC by 20.
[][Piety] Ask the Other Elementals for help (DC 10+)
-[] How many times?
--[] Write-in which action(s) to benefit.
- By granting offerings to the other elementals who joined your journey, you can have them assist with any one action that has an elemental association. Actions related to air, ice or water reduce their DC by 10, actions related to fire or life reduce it by 5. One element of elementals can provide their bonus to 1 action.
[][Piety] Ask the Earth Elementals for Military Help (DC 40+)
- You will ask the Earth Elementals to provide some soldiers for your cause. They are leery of doing this, citing uncertainty regarding what happens if they die. Still, in the name of your people's continued faith and protecting this new home, they might be willing to lend some aid.
- If successful, provides a Size 1, Quality 1, Might 2 squadron of troops. Greater success can provide a unit of higher Size.
[][Piety] Search the Worthy (DC 40+)
- It might be too soon to look for candidates for Exaltation, but having a list of individuals that you could accept joining your family's legacy ready when the Fount of Glories is eventually properly installed could be useful. This will provide individuals who MIGHT have a better chance of succeeding compared to the common man.
- This action's DC has been lowered thanks to Gwai's revelations.
Learning Actions
[][Learning] Go Over Records (DC 10+)
- You will need to organize what records of paper and parchment you have available. This will unlock further actions to be done with the Ministry of Records.
[][Learning] Who Can Read? (DC 10+)
- Literacy is not universal, but very useful. Once you know how many of your people are able to read and write in the nation's tongue, you can then gauge the need for schools in the immediate future.
[][Learning] Toll the Dead (DC 10+)
- You will have the few doctors on hand do a general survey to see which of your citizens were injured by the trip, crash or in the months of survival after. Or worse, to see if some did not survive. Will unlock actions related to the dead. Will reduce the DC of Medical Aid by 10.
[][Learning] Study the Green Moon (DC 10/??)
- There's a Green Moon up there now. How in Luna's bountiful bosom did that even happen? Try and study the Green Moon's effects to see what's going on here.
[][Learning] Medical Aid (DC 20+)
- By having medical staff on hand, you can prevent or help your units recover from injuries this turn.
[][Learning] House of Healing (DC 20)(CONSUMES 1 LUMBER OR STONE)
- By creating a hospital for your doctors to work from, you can lower the DC for future medical rolls. Plus, you can house patients there long-term.
[][Learning] The Music From Our Hearts (DC 40+)
- Twice now, our musicians have inadvertently created magical items just from sheer creativity alone. It might be best to investigate how this could even happen, in case it leads to problems in the future.
[][Learning] To Better Study Essence (DC 30/40/50)(SORCEROUS)
-[] Assigned Sorcerer: Yourself (-1 Personal Action; Frees Up 1 Stewardship Action; +17 -> +27; -20 DC)
-[] Assigned Sorcerer: Abioye (Hero; +6)
-[] Assigned Sorcerer: Your Students (Hero; +7 -> +17)
- While Fugue of Truth might be useful to analyze magical artifacts, as a tool to analyze Essence itself it's quite impotent. If a more specific spell were created, then we could get more accurate data regarding what's going on in this environment. Characters that have access to Fugue of Truth or a Charm such as All-Encompassing Sorcerer's Sight will gain an additional +10 bonus.
[][Learning] Mobile Lodestone (DC 30/40/50)(SORCEROUS)
-[] Out to 10 Miles (DC 35/45/55)
-[] Out to 100 Miles (DC 40/50/60)
-[] Assigned Sorcerer: Yourself (-1 Personal Action; Frees Up 1 Learning Action; -20 DC for base option)
-[] Assigned Sorcerer: Abioye (Hero; +6; +20 DC for 10/100 Miles)
-[] Assigned Sorcerer: Your Students (Hero; +7; +10 DC for all level; +20 DC for 10/100 Miles)
- Instead of permanently stabilizing reality, you will instead create a vessel of Earth Essence which will saturate the nearby terrain, making it more stable than before. This will lower the risk of mutation within the listed areas, and can be transported around by cart. Unlike Stabilize Reality, this does not FULLY remove the Wyld's influence from an area, it just reduces it within range.
- This action has been done once, to muted effect. Your students REALLY want to try again to prove themselves.
[][Learning] Stabilize Reality for 1 Mile (DC 40/50/60)(SORCEROUS)
-[] For 10 Miles (DC 45/55/65)
-[] For 100 Miles (DC 50/60/70)
-[] Assigned Sorcerer: Yourself (-1 Personal Action; Frees Up 1 Learning Action; +20 DC for 100 Miles)
-[] Assigned Sorcerer: Abioye (Hero; +6; +20 DC for 1/10 Miles, +40 DC for 100 Miles)
-[] Assigned Sorcerer: Your Students (Hero; +7; +20 DC for 1/10 Miles, +40 DC for 100 Miles)
- You will remove all influence of the Wyld from an area, stabilizing a region up to 1/10/100 square Miles in size. 1 Mile will be enough to cover your personal living space and some of your fellow Exalted, but not much more than that. 10 Miles will be enough to cover all of where your people are currently concentrated in, but not any outlying areas. 100 Miles will be enough to cover all of the living space, plus any farm lands and nearby sea you might have.
- You have performed this action once already, removing the Wyld for 10 Miles in your capital.
Mining Actions
[][Mining] Dirt to Rock (DC 30/40/50)(SORCEROUS)
-[] Assigned Sorcerer: Yourself (-1 Personal Action; Frees Up 1 Stewardship Action; -20 DC)
-[] Assigned Sorcerer: Abioye (Hero; +6)
-[] Assigned Sorcerer: Your Students (Hero; +7)
--[] How many times?
- You will transmute cold dirt into more solid stone. Each time this action is performed, it provides 1 unit of Stone.
[][Mining] Ground Survey (DC 60)
- The remaining members of the Ministry of Mining will survey the ground around you for any open veins of minerals on the surface. Unlikely, but maybe you'll get lucky and find iron ore.
- This has been done twice already. It can be done one more time.
[][Mining] Mountain Scouting (DC 30+)
-[] How Many Times?
- Same as Ground Survey, except you will be sending prospectors out to climb the mountains to evaluate them for mining opportunities. There is a risk of natural disasters, as well as enemies finding them given how large of a distance there is.
- This has been done once already.
[][Mining] Build a Mine (Iron)(Variable)
-[] In the Mountains (DC 20+)
-[] In the Homestead (DC 10+)
- You found some decent veins of iron. Now, you can construct a mine to work that iron ore and extract it from the earth. Iron can be used to make equipment and build certain structures.
[][Mining] Build a Mine (Silver)(Variable)
-[] In the Homestead (DC 10+)
- You found some decent veins of silver. Now, you can construct a mine to work that silver ore and extract it from the earth. Silver can be used for currency purposes, trade and certain artistic creations.
[][Mining] Build Some Ore Wagons (DC 30+)(CONSUMES 1 LUMBER)
- You can't work ore that you can't take with you. By building some wagons, you can carry the ore from up in the mountains down to your capital.
[][Mining] Set Up Smitheries (DC 50+)(CONSUMES 1 LUMBER OR STONE)
- Your blacksmiths cannot really work their trade without an insulated enough building, or at least not well. By setting up small enclosed buildings with chimneys, they will have the equipment they need to really get to work.
[][Mining] Pull Up the Vein (DC 20/30/40)(SORCEROUS)
-[] Assigned Sorcerer: Yourself (-1 Personal Action; Frees Up 1 Mining Action; -20 DC)
-[] Assigned Sorcerer: Abioye (Hero; +6)
-[] Assigned Sorcerer: Your Students (Hero; +7)
--[] Done how many times?
- By moving aside the earth covering a small vein of metal, you can provide metal to supply your blacksmiths for 1 turn.
Personal Actions
[][Personal] Intervene in…
-[] Write-in what actions you perform instead of anyone else.
- Sango will perform the chosen actions instead of anyone else, essentially trading a Personal Action for one of any other type. This action will benefit from his stat bonuses. You may select this action multiple times, just use multiple subvotes (-[]) instead of listing the title of this action again and again.
[][Personal] Designate a line of succession. (No Roll)
- Perhaps it might be a bit early to do this, but with how unknown your current situation is, it might be helpful to ensure that someone else will be ready to take up your mantle, should you fall.
[][Personal] Attune to Never-Melting Glacier (No Roll)
- You have yet to even put on this Artifact, let alone Attune yourself to it. Once you do, what insights can you gain from it?
[][Personal] The First Class (No Roll)
-[] How many times? (Up to 3)
- You are one of the greatest Sorcerers of Uluiru, it is easily within your power to teach more students in the art of magic. This will create a new Mortal Sorcerer Hero Unit out of the class of 5. Uses Best of 2 rolls of 4d5 + 1 for every stat, prioritizing Learning.
- The first time you attempt this action, it requires no roll. Future classes in the same year will require rolls until you give yourself time to breathe.
[][Personal] Summon a Demon! (Variable)
-[] First Circle (DC 30)
--[] Write-in for what. You will need to provide me with a reference or a link for me to review the choice.
-[] Second Circle (DC 60)
--[] Write-in for what. You will need to provide me with a reference or a link for me to review the choice.
Free Actions
[][Free] Write-in a Sorcerous Working (Up to 2 times)
-[] What do you want to research?
- Will give you the opportunity to "research" a potential Working, AKA write-in a potential Working and I will provide it a DC. The Working will become available to vote for on the next turn.
[][Free] What's in a name?
-[] Suggest a name
- Uluiru was named after your Mother Queen Ulu, who was the chieftain of the Irugu people before her Exaltation. Your new nation could continue to bear her name, or even call itself "New" Uluiru, but maybe another name might work to describe this new land.
- This is not a vote to determine what the nation will be called. It is only an option to suggest potential names for your kingdom.
There will be a moratorium on voting for the next 4 hours. Use this time to ask questions and formulate/discuss your plans.
Author's Note: So, why exactly did I choose Ulric? Simple, because his tenets align the most with the Sovereign Exalted. Quoting from the WFRP Core (4th Edition):
- Obey Your Betters (Sovereigns are all about hierarchy)
- Defend your honor in all matters, and never refuse a challenge (Sovereign's literal Limit Trigger is refusing a challenge, they go crazy when they don't do this)
- Stand honest and true; outside an ambush, trickery and deception (Admittedly more of a stretch, but Sovereigns are generally more suited to upfront actions than deceptive ones)
- Only wear pelts from wolves killed by weapons crafted from your own hands (Unlikely to come up, but combat-focused Sovereigns can easily conjure up their own weapons made from Fireglass in an instant, so I'd say it counts)
- Blackpowder, helmets, crossbows and technology are not Ulric's way (Probably the biggest point of contention, even though Uluiru has no access to gunpowder nor firedust.)
So yeah, that's why I eventually locked him in. The Elvish God of Festivals and Music was my No. 2 pick, but I decided not to go with him after the disaster that was the Festival of Funerals, otherwise he might have edged Ulric out.
Apologies for how long this took to make, I had my other quest as a priority in regards to updating, and I ended up procrastinating on that for quite a while as well. Turn 3 is finally here, and I hope it meets your expectations. As a reminder, the big battle will have it's own mini-turn in order to strategize, so all you need to worry about is assigning which of your troops/heroes will be present for that battle. The more there are, the better your odds of victory, but of course the greater risk that they will be too injured for Turn 4.
Finally, your tests for new Sovereigns will occur before the mini-turn, potentially providing you new heroes before the battle. For now, make sure to ask any questions you might have, and discuss what you'd like to see in any potential plans. You have 4 hours to debate amongst yourself before I will open the votes, so keep that in mind. Also keep in mind that the vote will likely be rather short this time, so you might not have a lot of time once voting begins to come up with something for yourself. It won't be as short as 24 hours, but it will be short. That way, I can immediately get to rolling and writing up the results.
Thank you for your ever magnanimous patience, and please enjoy!