@Critian Caceorte given how central it is to his story. Do we have any if the Solar teaching charms? The basic one lets you teach anyone regardless of disability for example.
Alright, I'm going to start doing rolls now for this turn's actions. This post here is going to cover the Martial Actions done this turn. As a reminder, for all actions this turn that AREN'T Personal Actions, you won't get a stat bonus to the actions, because the advisors are not yet put into place/set up timeline-wise.
So, first Martial Action is defending against an enemy patrol heading your way sometime within the first month. This patrol, to your benefit, is about a dozen elvish guards who are drunk off their ass, having wandered over here because they figured there wouldn't be anything over here. You're about to prove them wrong.
Enemy Force: Size 1 (12~ enemies), Quality 0 (Drunken), Might 1 (Those Darn Elves) = Revealed DC 20
Force Sent: Personal Guard: Size 2, Quality 2, Might 0. Size exceeds (+10), Quality greatly exceeds (+20) = +30 total bonus.
Roll Result: 29 + 30 = 59; Success! Result over 25, No troops are lost or injured by this encounter. Guess those drunkards couldn't wield their swords well enough to defend themselves.
Next is the second enemy encounter. This is a proper military battalion composed of around 100 soldiers, mixing between lance-carrying shield bearers (Dreadspears) and crossbow-archers (Darkshards). Regardless, they are an actual threat this time. Why they are coming this way you'll need to find out later.
Enemy Force: Size 3 (100~ enemies), Quality 1 (Actual Soldiers), Might 1 (Those Darn Elves) = Revealed DC 50
Force Sent: General Troops: Size 4, Quality 1, Might 0. Size exceeds (+10) = +10 total bonus.
Roll Result: 57 + 10 = 67; Success! General Troops Size 4 -> 3 for 1 turn due to injuries.
I'd say it's rather foreboding, considering the bonuses imply that a dozen drunk Druchii are only two-thirds as competent compared to our more numerous personal guard. (Pre-roll, but still...)
I'd say it's rather foreboding, considering the bonuses imply that a dozen drunk Druchii are only two thirds as competent compared to our more numerous personal guard. (Pre-roll, but still...)
Keep in mind, this is without any commanders involved for your side. Essentially, your troops are going in blind without their normal leadership. In that sense, they did quite well.
Next is the second enemy encounter. This is a proper military battalion composed of around 100 soldiers, mixing between lance-carrying shield bearers and archers (Are they called Shardblasters? Need to double check with Total War again). Regardless, they are an actual threat this time. Why they are coming this way you'll need to find out later.
Next is Diplomacy. The first action is the Festival of Funerals, a great celebration meant to allow people the space needed to remember and grieve for those lost. Failing this roll will not have any great negative effects, it will simple delay the festival until the next turn. Every 2 turns where the Festival of Funerals doesn't succeed will cause the DC to increase by 10 until eventually it just doesn't happen, causing resentment in the populace.
DC 40; Roll Result: 39, just barely fails. As a consolation, I'm willing to give an extra +10 for the next time it's attempted, as preparations were likely halfway done this season.
Next is the second action, raising the people's spirits. You'll be working with the musicians among your people to create beautiful medleys to soothe their spirits. With how recently your loss of your homeland was, you're likely going to have some difficulty doing so, but the benefits of succeeding at this point will be immense. If it fails, it can be redone, but the DC will change based on how everything generally succeeds/fails.
DC: 40; Roll Result: 36; another close failure. Again, I'll give you a +10 here the next time you attempt this action, as a consolation.
Normally we'd use our advisor's but we don't have one yet, so we just shoved it into some random dude's hands and told him to handle it. Most mortals have no bonus, since they have stats of 10, and stat bonuses for mortals are Stat -10.
Being without advisors on the first turn is fucking rough, and means a decent percentage of our actions are gonna fail. There's a reason we mostly picked low DC ones.
Third is stewardship! Our first action here is Supply and No Demand, which if completed will give a more complete list of supplies as well as options for rationing. The DC starting out is 10, as time passes and more supplies get consumed, keeping track of what you've already gone through becomes more and more of a pain. Still, it can be reattempted if failed this turn.
DC 10, Roll Result: 98! A Notable Success for sure! Because of just how well you succeeded, you will be able to reduce the DC of certain actions next turn by 10. Those actions must relate to increasing or retaining supplies to gain the bonus. In addition, it will reduce the granary 's DC by 15 instead of 10!
Next is building the granary. It's one of the most difficult of our actions this turn, but unless you get a critical fail, you won't expend the lumber needed on a failure. And if you can get it done early, that will help your supplies remain viable for longer.
DC 50 - 15 = 35
Roll Result: 66, Success! The granary gets built early on, I'll go into more of its benefits during the results post.
DC 10, Roll Result: 98! A Notable Success for sure! Because of just how well you succeeded, you will be able to reduce the DC of certain actions next turn by 10. Those actions must relate to increasing or retaining supplies to gain the bonus.
[X] Plan: Advantages for All (Immaculate Martial Arts Count) @DeadmanwalkingXI, @Aria the Mage you should know that Fumnanya has advantage as the Minister of Culture.
[X] Plan: Advantages for All (Immaculate Martial Arts Count) @DeadmanwalkingXI, @Aria the Mage you should know that Fumnanya has advantage as the Minister of Culture.
I'm pretty sure that was edited in after I made that first plan and even after I edited her into it. I'd add it, but someone has already voted for the whole plan, not just the name, so it'd screw up the vote count.
Next is Intrigue. Now, I've already decided to keep the rolls for Intrigue which I did before the vote ended, so here's a compilation of their effects:
Scouting Ahead is a scouting action where every intervals of 20 above the DC (20) results in more information received. With a 67, that means that 2 additional points of information are gained beyond the base facts provided.
Gauge Opinions by default is an action to find out how your people feel about you as their ruler. It provides their current opinion numbers of you, as well as their current biggest concern. With a 98 against DC 10, that's easily a Notable Success. For that, you will also gain knowledge about how they feel about the other actions that were taken this turn, including the Advisor vote. You won't find this out until the Advisor vote is finished, but it's still useful knowledge to keep in mind.
Finally, Cloaking the Gathering, one of your Sorcerous Workings. With a 92 (after adding +17 to 75) against DC 55, that's definitely enough to get a Working result that you will like. In this case, the Working will take the form of a "Notice-Me-Not" aura around the current location of your eventual city center. Enemy troops that assault the city will have their Quality reduced by 1 as their minds tell them that there's nothing there even as their eyes show them the troop. It'll produce a lot of headaches for them for sure. In addition, with full finesse, you're able to create talismans which can be given to outsiders to render them immune to this effect. Your people are inherently immune, due to being within the grounds of the future capital when the Working was performed.
Keep in mind, this only applies to direct attacks on your future capital. If your troops leave that area, it provides no benefit to them.
Onto the Piety actions. This turn, there's no really difficult actions being done here, so you SHOULD theoretically succeed without issue. Theoretically.
The first action is surveying the spirit court, gaining a basic gauge of how the gods and elementals think about this current situation. It's only DC 10, so let's see if you can make this 90% chance.
DC 10, Roll Result: 52, yep, that works.
The second action is talking with the priesthood away from the gods to get their own bead on the situation. Also to find out which gods they attend to the most. Again, DC 10, hopefully you won't crit fail this.
DC 10, Roll Result: 38, another plain jane success. Fair enough!
Alright, 2 sections left. We're almost done here. Our next section is probably the most important: the Learning Actions.
Our first action is the Sorcerous Survey. You already will automatically succeed in knowing who your current Sorcerer line-up is. All that getting a high roll will do is let you know who else has the potential to learn Sorcery. So let's see where this gets us, and hope that this isn't the action that gets the highest roll here.
DC 0/30; Roll Result: 81, a Notable Success! You actually found more people with the potential to become Sorcerers than was initially stated in character creation (that being 10 individuals). How many more I'm not sure, maybe 5 more? Still, a great find.
Next is the Medical Aid action. This will have your doctors go over the injured and do their best to heal them. Failing this action could result in deaths or diseases from infected wounds propping up that need to be stomped down. Let's hope that doesn't happen.
DC 20; Roll Result: 96, another Notable Success! Your doctors were able to cover their workload so fast that they were able to help your injured troops recover fast enough to negate the Size penalty next turn! (Size 3 -> 4)
And now, arguably the most important action in this turn. Stabilizing reality is a difficult task, but necessary if you want to ensure that no further mutations will occur. I say "further" because this action will take effect next turn if it succeeds, not this turn. There will be some initial mutations, but if this works, you will be able to stop it before it gets too far.
DC 45/55/65
Roll Bonus: +17 (Sango's Learning) = +17 total roll bonus
Roll: 38 + 17 = 55, just barely a 2nd-degree success. This means that your Working will work, and will work largely to your benefit. In this case, the local reality for about 10 square miles is fully stabilized, with no further chance of mutations. There's going to be a drawback to this, however, since you got a 2nd-degree success, I'm going to roll for which of the 2 drawbacks you get (instead of both).
If you roll a 1, you stabilize reality by pushing the Dhar that's in the air, sea and soil outwards, granting more favorable Chaos Winds to those around you. If you roll a 2, your stabilization is noticed quite easily by the Chaos Gods, and they become aware that you can do stuff like this, which they really don't want.
Anciliary Roll: 1, more Dhar for your neighbors it is!