ARC 1: Turn 1: Beginnings of a Nation
- Location
- canada
'Goddesses DAMN Ganondorf, Zant too for that matter!' Link thought as he massaged his leg trying to banish the pain of his old wounds.
After his fight against Ganondorf ended with failure he was forced to flee the castle with Zelda to avoid the wrath of the goddesses. However the two of them split up in the castle town to gather as many citizens as possible to flee with them and ensure their survival. During this the goddesses started to display their wrath and the two of them ended up being forced to flee in different directions with Zelda taking most of the refugees with her.
'If only that idiotic puppet Zant wasn't able to wound me as he did, I would have been able to beat Ganondorf and none of this would have happened.' Link continued his train of thought as he finished massaging his leg and went back to working on all the paperwork he had piled up around him.
After getting out of castle town Link led the survivors with him south towards Ordona Province though they stopped off along the way at a small town in the Hyrule Fields called Malonville. There they were able to reprovision and gather many more refugees as the Wrath of the goddesses continued to chase after them and refurbish the landscape behind them.
'uggg, to be doing anything other than this blasted paperwork I am stuck with now that I am forced into a leadership position.' Link thought as he signed off on another document approving the allocation of more resources to aid the refugees.
After getting out of the Malonville Link was able to lead them to Ordona in time, which thankfully was spared from the goddesses punishment. After arriving Link found himself forced into a leadership position as he swiftly realized none of the Hylians he led here would ever respect the leadership of the likes of Mayor Bo, Russell, or any of the 'lords' of the province. After all to the Hylians this province was a province of peasants and farmers and therefore had no right leading true Hylians in any way. Only Link was respected by them because of his heroism and his own Hylian heritage despite being born and raised in Ordona.
'Damn the stubbornness of the Hylian lords and merchants too for refusing to acknowledge the leadership capabilities of Mayor Bo and the others. I am the LEAST qualified person for this position, I should be training the militia or an army, not sitting here doing paperwork!' Link thought as he looked out the window seeing the ongoing activities of the farming town and the tent city that sprung up beside it.
After it was made clear that the Hylians would only respect Link Mayor Bo also decided this was the perfect chance to retire and put Link in charge of the province with his daughter Ilia leading the native Ordonian's with some advice and aid from him. Shortly thereafter Link was forced into his new position as the Lord of Ordona Province by the will of the people. After coming into power despite all his protests he swiftly proved an able leader organizing the construction of a tent city for the Hylians and ensured they had enough food and other resources.
'Nothing for it now, all I can do is ensure this province services one way or the other. Which that alone is going to be a task to do given the nearby presence of the Moblin lands to the southwest and our complete lack of a military.' Link continued thinking in resignation as he knew there was no way out of his position and that he now had to fix up the province and keep everyone safe. 'The question is, where the hell do I begin?'
Current Advisors:
Martial: Rusl +14 to any martial action he is applied to.
Administration: Malo +16 to any Administration action he is applied to.
Diplomacy: Mayor Bo +19 to any diplomacy action he is applied to.
Current Imperial Authority: 4
Current Treasury/Resources:
Between Malo's generous donation, Links own massive purse, and what rupees Ordona already had, you have enough rupees to last you awhile. However as you lack a source of rupees outside of taxation and a tiny amount of trade, you should begin looking for a way to make more especially since you will be starting to rack up upkeep.
Rupees: 3000 in bank, +500 from taxes, +100 from trade, +100 upkeep from refugee camps.
Food was never a problem in Ordona, after all it was the breadbasket of Hyrule and now with you seperated from it and not needing to feed them the fight might actually end up rotting in a few years.
Food: natural food level 6, Food level with refugees 5.
Stone was never heavily used in Ordona province thanks to wood being so plentiful and the lack of a large town or city in it that would need proper defences. However with you starting to build a capital you may want to secure a source.
Stone: 200 in stockpiles, +0 income.
Wood has always been the go to building material for Ordonians. However they have rarely bothered to make a proper lumber camp and rely more on gather it on demand. Perhaps it is time to change this given all the building you will need to do soon.
Wood: 600 in stockpiles, +100 income.
Metal has never been something Ordonians have had in abundance. They certainly have never had a mine in the province either. With the lack of a supply from Eldin province and the need to outfit your own army to defend yourselves, you had best change that soon.
Metal: 100 in stockpiles, +0 income.
Actions:
Martial:
[ ] Census on how many militia you have - You lack precise numbers on how many militia you can call upon when needed. This is unacceptable as you can't be sure word gets out to every town and village that they are needed if you lack knowledge on how many people can call upon in a crisis.
Cost: 100 Rupees
Time: 1 turn
DC: small success 2-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: Know exact number of militia you can call upon, will allow you to call upon more militia than if you lacked knowledge of the exact numbers.
[ ] Establish Training Grounds - In order to train and raise professional troops, the establishment of training grounds is necessary. It can be improved in the future to house additional facilities, such as a barracks.
Cost: 400 Rupees, 200 wood.
Time: 1 Turn
DC: small success 2-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: Can recruit and train professional troops. Chance of additional bonuses. Can be upgraded for greater effects later on.
[ ] Build Military Barracks - Build a barracks at the Training Ground to house the troops you will soon have. It will be considerably cheaper to house an army here than to grant them a stipend to pursue their own lodgings.
Requires: Training Grounds
Cost: 800 Rupees, 600 wood/stone.
Time: 2 Turns
DC: small success 2-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: -10% military upkeep for a varying number of troops
[ ] Build Missile Range - Builds a missile range at the training grounds to train professional ranged units. Over time it can be upgraded to improve the quality of your missile units.
Requires: Training Grounds
Cost: 300 Rupees, 200 Wood.
Time: 1 Turns
DC: small success 2-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: Can recruit and train professional ranged troops. Chance of additional bonuses. Can be upgraded for greater effects later on.
Administration:
[ ] Build a proper Capital - Ordona has always lacked a central city to rally around being a vassal of Hyrule. However now Hyrule no longer exists and you need to rule yourselves. Build the beginnings of a capital for the people to rally around.
Cost: 200 Rupees, 500 stone/wood, 100 rupees per turn upkeep for 3 turns.
Time: 3 turns
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: A Capital of varying size and complexity. Increased tax income from the Capitals population. New houses for the Hylian refugees to settle in. Increased trade income thanks to having a central hub. +1 population Morale for having a capital. +1 racial influence with each race in your nation for having a capital.
[ ] Survey for mines - Eldin Province has always produced enough metal and stone to fuel Hyrule's economy, but now you are seperated from that province and must get your own metal.
Cost: 200 Rupees
Time: 1 Turn
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: new ore veins discovered.
[ ] Increase Livestock Production - Just about every race loves meat and dairy except perhaps the Zora and would be happy with more affordable meat. Invest money to increase production.
Cost: 200 Rupees, -2 food levels for 5 turns,
Time: 1 Turn, will take 3 turns to kick in.
DC: small success 5-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: Increases population morale by 1, +1 food level
[ ] Build lumber camps - The Kokiri forest and the towns nearby it used to provide most of the lumber for Hyrule. While your people have always harvested some wood from the nearby Faron woods, with your people cut off from Hyrule it is time you established proper lumber camps.
Cost: 500 Rupees
Time: 1 Turn
DC: small success 2-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: +200-600 wood Income
[ ] Survey for possible Quarries - Eldin Province has always produced enough metal and stone to fuel Hyrule's economy, but now you are separated from that province and must get your own stone.
Cost: 200 Rupees
Time: 1 Turn
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: possible quarry locations discovered.
[ ] Build Basic Primary School System - The people of Ordona generally lack knowledge on how to read and write, beyond its merchants, lords and a handful of other people.
Requires: Library, printing press.
Cost: 2000 Rupees, 800 stone/wood, 200 wood, +100 rupee upkeep
Time: 3 Turns, takes effect after 2 turns
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Rewards: All income +20% modifier, +5 learning rolls.
[] Build a Town for the Hylian Refugees - Build a small town that some of the Hylian refugees can live in and remove some of the problems of them living in tent cities.
Cost: 100 Rupees, 400 stone/wood, 100 rupees per turn upkeep for 2 turns.
Time: 2 turns
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: a varied amount of Hylians no longer have refugee status, +2 racial influence with the Hylians, +100-400 tax income.
Diplomacy:
[ ] Meet Ilia - Ilia is your childhood friend who has recently taken up the role of leading and representing the villages of Ordona Province. Meet her to get an idea of what Orondians in the villages want.
Cost: 0
Time: 1 Turn
DC: guaranteed success
Reward: Information on the villages of Ordona Province.
[ ] Meet The lord representative - The lord representative is the lord elected by the other lords of the various towns of the Ordona Province to represent them. Meet with them to get an idea of what Orondians in the towns want.
Cost: 0
Time: 1 Turn
DC: Guaranteed success
Reward: Information on the towns of Ordona Province.
[] Find and meet the leader of the Hylian refugees - Figure out who is leading the Hylians in the tent city that they are currently residing in and then meet them.
Cost: 0
Time: 1 Turn
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: Information on the Hylians refugees in Ordona Province.
Intrigue:
[] Search for an Advisor - look for someone who knows about spying, stealth and assassination. Start by looking through the Refugee camps as you know that no one in Ordona really fits the bill.
Cost: 200 Rupees
Time: 1 Turn
DC: small success 25-45, Medium success 46-65, large success 66-90, great success 91-99.
Reward: An advisor
[] Build a spy network - Build spy network throughout Ordonna to try and prevent enemy spies from infiltrating it. Not that there are enemy spies... or anyone you know of for that matter. At least they can inform you of your peoples thoughts and decisions.
Cost: 300 Rupees +100 rupees upkeep
Time: 1 Turn, takes 2 turns to come into effect.
DC: small success 25-45, Medium success 46-65, large success 66-90, great success 91-99.
Reward: A spy network throughout your villages informing you on your peoples thoughts, and hunting down enemy spies.
[] Train scouts - Train scouts to look into the various surrounding areas and try to find SOMEBODY!
Cost: 200 Rupees +50 rupees upkeep
Time: 1 Turn
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: 1 scouting party to send where you wish.
[] Send scouts Northwest - Send scouts towards the old Hyrule fields and lake to see if anything or anyone survived out there and to map out the land. Who knows, maybe someone somehow DID survive... if not your sure you will find some resources out there.
Cost: 100 Rupees, 1 scouting party
Time: 1 Turn
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: 1 scouting party to send where you wish.
[] Send scouts southwest - Perhaps you should send some scouts in the direction of the Moblin lands. This will give you an idea of what they might be doing and if they are preparing to invade you at the moment. Though it won't give you much of a warning, you will need to send a party INTO their lands for that.
Cost: 100 Rupees, 1 scouting party
Time: 1 Turn
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: 1 scouting party to send where you wish.
[] Send scouts southeast - You know what Hyrule has never done? Send scouts into the desert and mountains nearby. You should try it, who knows? Maybe you will find something/someone. Perhaps you will even find some resources!
Cost: 100 Rupees, 1 scouting party
Time: 1 Turn
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: Information on the nearby desert and mountains and what is in them.
[] Send scouts northeast - Send scouts into Faron Woods to map out the land and maybe find some resources. After all its not like you will find any people over there... right?
Cost: 100 Rupees, 1 scouting party
Time: 1 Turn
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: Information on the Faron woods and what is in them.
Research:
[] Search for an Advisor - look for someone who knows about researching new technologies. Start by looking through the Refugee camps as you know that few in Ordona really fit the bill.
Cost: 200 Rupees
Time: 1 Turn
DC: small success 25-45, Medium success 46-65, large success 66-90, great success 91-99.
Reward: An advisor
[] Build a Library - Build a Library to store all the books you can possibly find.
Cost: 300 Rupees, 200 stone, 100 wood.
Time: 2 turns
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: +3 to any future research actions, +5 to finding a research advisor, +5 to training research stat.
[] Figure out how to build a printing press - One of the people who aided you on your quest, Shad, had mentioned to you the idea of using pre-made blocks covered with ink to copy books. He mentioned that this was a recent creation in the capital of Hyrule and that it could revolutionize education. Sadly the capital is lost and the machine with it, however you can try to build your own.
Cost: 400 rupees, 100 metal, 100 wood.
Time: 1 turn
DC: small success 30-45, Medium success 46-65, large success 66-90, great success 91-99.
Reward: Prototype printing press, can start to create your own printing press machines.
[] Research infantry technologies - Try to figure out a way to improve your infantry somehow... someway?
Cost: 300 rupees
Time: 1 turn
DC: small success 30-45, Medium success 46-65, large success 66-90, great success 91-99.
Reward: Learn something about infantry be it formations, tactics, how to use certain weapons properly, anything!
[] Research Cavalry technologies - Try to figure out a way to improve your Cavalry somehow... someway?
Cost: 300 rupees
Time: 1 turn
DC: small success 30-45, Medium success 46-65, large success 66-90, great success 91-99.
Reward: Learn something about Cavalry be it formations, tactics, how to use certain weapons properly, anything!
[] Research armor technologies - Try to make some kind of improved armor for your troops to wear. Certain to improve survivability! (maybe... Satisfaction NOT guaranteed.)
Cost: 400 rupees, 200 metal.
Time: 1 turn
DC: small success 30-45, Medium success 46-65, large success 66-90, great success 91-99.
Reward: Learn an easier way to make armor, or how to make a new type of armor!
[] Research weapon technologies - Try to make some kind of improved weapons for your troops to use. Certain to improve killing potential! (maybe... Satisfaction NOT guaranteed.)
Cost: 400 rupees, 100 metal
Time: 1 turn
DC: small success 30-45, Medium success 46-65, large success 66-90, great success 91-99.
Reward: Some kind of new weapons or a way to make them more easily.
[] Research bombs - Try to figure out a way to reproduce the bombs Barnes always used to sell you. (WARNING! dangerous experiments abound.)
Cost: 800 rupees
Time: 1 turn
DC: small success 30-45, Medium success 46-65, large success 66-90, great success 91-99.
Reward: Learn how to make bombs
Faith:
[] Search for an Advisor - look for someone who knows about the three Goddesses and appeasing them as well as the religion in general. Start by looking through the Ordona province as you never really bothered to learn about who is religious back before your adventure.
Cost: 200 Rupees
Time: 1 Turn
DC: small success 25-45, Medium success 46-65, large success 66-90, great success 91-99. (+10 to roll once you have a Temple, +20 if you have all three temples.)
Reward: An advisor
[] Build a Grand Temple to Farore - Build a massive Temple to Farore in your capital. Will make the Goddess very happy and provide a place for her worshippers to pray to her. Must build the other two temples soon or you run the risk of angering the other goddesses.
Requires: Capital
Cost: 1500 Rupees, 600 stone, 100 wood, +200 rupee upkeep
Time: 3 Turns
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Rewards: Cement the favor of the Goddess with your family line, creation of the faction 'Followers of Farore', Can train Priests of Farore, +5 to Faith actions and +1 population Morale once the other two grand temples are constructed.
[] Build a Grand Temple to Din - Build a massive Temple to Din in your capital. Will make the Goddess very happy and provide a place for her worshippers to pray to her. Must build the other two temples soon or you run the risk of angering the other goddesses.
Requires: Capital
Cost: 1500 Rupees, 600 stone, 100 wood, +200 rupee upkeep
Time: 3 Turns
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Rewards: Cement the favor of the Goddess with your family line, creation of the faction 'Disciples of Din', Can train priests of Din, +5 to Faith actions and +1 population Morale once the other two grand temples are constructed.
[] Build a Grand Temple to Nayru - Build a massive Temple to Nayru in your capital. Will make the Goddess very happy and provide a place for her worshippers to pray to her. Must build the other two temples soon or you run the risk of angering the other goddesses.
Requires: Capital
Cost: 1500 Rupees, 600 stone, 100 wood, +200 rupee upkeep
Time: 3 Turns
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Rewards: Cement the favor of the Goddess with your family line, creation of the faction 'Acolytes of Nayru', Can train Priests of Nayru, +5 to Faith actions and +1 population Morale once the other two grand temples are constructed.
[] Build a few dozen small churches - Build several smaller temples spread throughout the city dedicated to the combined religion of the three goddesses. This will lower the risk of angering the other goddesses once you start building the Grand temples.
Requires: Capital
Cost: 1200 Rupees, 300 stone/wood, +100 rupee upkeep
Time: 2 Turns
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Rewards: Creation of the faction 'Devotees of the Golden Goddesses', Can train Priests of the Golden Trio, +3 to Faith actions.
Personal:
[] Training - Pick a stat to train, it gets more difficult to train the higher it is, and it gets easier to train if you have supporting buildings or other things to train the stat. (Like training grounds for combat or martial.)
Cost: 0 Rupees
Time: 1 Turn
DC: Roll 1d100 -the points in the chosen stat +any aids to training the stat. 0/200 progress
Reward: +1d2 to the stat of choice.
[] Searching for a Spouse - Try to find someone to marry and have kids with.
Cost: 0 Rupees
Time: 1 Turn
DC: hidden roll +/- spousal approval modifiers
Reward: spouse choice mini-turn.
(marrying someone within your nation boosts loyalty. Marrying someone important from another kingdom boosts diplomacy. Marrying a ruler from another kingdom or their heir gives you the chance to combine both of your kingdoms into one combined kingdom.)
Turn ends here
Dudes don't forget voting is in a plan format.
After his fight against Ganondorf ended with failure he was forced to flee the castle with Zelda to avoid the wrath of the goddesses. However the two of them split up in the castle town to gather as many citizens as possible to flee with them and ensure their survival. During this the goddesses started to display their wrath and the two of them ended up being forced to flee in different directions with Zelda taking most of the refugees with her.
'If only that idiotic puppet Zant wasn't able to wound me as he did, I would have been able to beat Ganondorf and none of this would have happened.' Link continued his train of thought as he finished massaging his leg and went back to working on all the paperwork he had piled up around him.
After getting out of castle town Link led the survivors with him south towards Ordona Province though they stopped off along the way at a small town in the Hyrule Fields called Malonville. There they were able to reprovision and gather many more refugees as the Wrath of the goddesses continued to chase after them and refurbish the landscape behind them.
'uggg, to be doing anything other than this blasted paperwork I am stuck with now that I am forced into a leadership position.' Link thought as he signed off on another document approving the allocation of more resources to aid the refugees.
After getting out of the Malonville Link was able to lead them to Ordona in time, which thankfully was spared from the goddesses punishment. After arriving Link found himself forced into a leadership position as he swiftly realized none of the Hylians he led here would ever respect the leadership of the likes of Mayor Bo, Russell, or any of the 'lords' of the province. After all to the Hylians this province was a province of peasants and farmers and therefore had no right leading true Hylians in any way. Only Link was respected by them because of his heroism and his own Hylian heritage despite being born and raised in Ordona.
'Damn the stubbornness of the Hylian lords and merchants too for refusing to acknowledge the leadership capabilities of Mayor Bo and the others. I am the LEAST qualified person for this position, I should be training the militia or an army, not sitting here doing paperwork!' Link thought as he looked out the window seeing the ongoing activities of the farming town and the tent city that sprung up beside it.
After it was made clear that the Hylians would only respect Link Mayor Bo also decided this was the perfect chance to retire and put Link in charge of the province with his daughter Ilia leading the native Ordonian's with some advice and aid from him. Shortly thereafter Link was forced into his new position as the Lord of Ordona Province by the will of the people. After coming into power despite all his protests he swiftly proved an able leader organizing the construction of a tent city for the Hylians and ensured they had enough food and other resources.
'Nothing for it now, all I can do is ensure this province services one way or the other. Which that alone is going to be a task to do given the nearby presence of the Moblin lands to the southwest and our complete lack of a military.' Link continued thinking in resignation as he knew there was no way out of his position and that he now had to fix up the province and keep everyone safe. 'The question is, where the hell do I begin?'
Current Advisors:
Martial: Rusl +14 to any martial action he is applied to.
Administration: Malo +16 to any Administration action he is applied to.
Diplomacy: Mayor Bo +19 to any diplomacy action he is applied to.
Current Imperial Authority: 4
Current Treasury/Resources:
Between Malo's generous donation, Links own massive purse, and what rupees Ordona already had, you have enough rupees to last you awhile. However as you lack a source of rupees outside of taxation and a tiny amount of trade, you should begin looking for a way to make more especially since you will be starting to rack up upkeep.
Rupees: 3000 in bank, +500 from taxes, +100 from trade, +100 upkeep from refugee camps.
Food was never a problem in Ordona, after all it was the breadbasket of Hyrule and now with you seperated from it and not needing to feed them the fight might actually end up rotting in a few years.
Food: natural food level 6, Food level with refugees 5.
Stone was never heavily used in Ordona province thanks to wood being so plentiful and the lack of a large town or city in it that would need proper defences. However with you starting to build a capital you may want to secure a source.
Stone: 200 in stockpiles, +0 income.
Wood has always been the go to building material for Ordonians. However they have rarely bothered to make a proper lumber camp and rely more on gather it on demand. Perhaps it is time to change this given all the building you will need to do soon.
Wood: 600 in stockpiles, +100 income.
Metal has never been something Ordonians have had in abundance. They certainly have never had a mine in the province either. With the lack of a supply from Eldin province and the need to outfit your own army to defend yourselves, you had best change that soon.
Metal: 100 in stockpiles, +0 income.
Actions:
Martial:
[ ] Census on how many militia you have - You lack precise numbers on how many militia you can call upon when needed. This is unacceptable as you can't be sure word gets out to every town and village that they are needed if you lack knowledge on how many people can call upon in a crisis.
Cost: 100 Rupees
Time: 1 turn
DC: small success 2-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: Know exact number of militia you can call upon, will allow you to call upon more militia than if you lacked knowledge of the exact numbers.
[ ] Establish Training Grounds - In order to train and raise professional troops, the establishment of training grounds is necessary. It can be improved in the future to house additional facilities, such as a barracks.
Cost: 400 Rupees, 200 wood.
Time: 1 Turn
DC: small success 2-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: Can recruit and train professional troops. Chance of additional bonuses. Can be upgraded for greater effects later on.
[ ] Build Military Barracks - Build a barracks at the Training Ground to house the troops you will soon have. It will be considerably cheaper to house an army here than to grant them a stipend to pursue their own lodgings.
Requires: Training Grounds
Cost: 800 Rupees, 600 wood/stone.
Time: 2 Turns
DC: small success 2-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: -10% military upkeep for a varying number of troops
[ ] Build Missile Range - Builds a missile range at the training grounds to train professional ranged units. Over time it can be upgraded to improve the quality of your missile units.
Requires: Training Grounds
Cost: 300 Rupees, 200 Wood.
Time: 1 Turns
DC: small success 2-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: Can recruit and train professional ranged troops. Chance of additional bonuses. Can be upgraded for greater effects later on.
Administration:
[ ] Build a proper Capital - Ordona has always lacked a central city to rally around being a vassal of Hyrule. However now Hyrule no longer exists and you need to rule yourselves. Build the beginnings of a capital for the people to rally around.
Cost: 200 Rupees, 500 stone/wood, 100 rupees per turn upkeep for 3 turns.
Time: 3 turns
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: A Capital of varying size and complexity. Increased tax income from the Capitals population. New houses for the Hylian refugees to settle in. Increased trade income thanks to having a central hub. +1 population Morale for having a capital. +1 racial influence with each race in your nation for having a capital.
[ ] Survey for mines - Eldin Province has always produced enough metal and stone to fuel Hyrule's economy, but now you are seperated from that province and must get your own metal.
Cost: 200 Rupees
Time: 1 Turn
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: new ore veins discovered.
[ ] Increase Livestock Production - Just about every race loves meat and dairy except perhaps the Zora and would be happy with more affordable meat. Invest money to increase production.
Cost: 200 Rupees, -2 food levels for 5 turns,
Time: 1 Turn, will take 3 turns to kick in.
DC: small success 5-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: Increases population morale by 1, +1 food level
[ ] Build lumber camps - The Kokiri forest and the towns nearby it used to provide most of the lumber for Hyrule. While your people have always harvested some wood from the nearby Faron woods, with your people cut off from Hyrule it is time you established proper lumber camps.
Cost: 500 Rupees
Time: 1 Turn
DC: small success 2-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: +200-600 wood Income
[ ] Survey for possible Quarries - Eldin Province has always produced enough metal and stone to fuel Hyrule's economy, but now you are separated from that province and must get your own stone.
Cost: 200 Rupees
Time: 1 Turn
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: possible quarry locations discovered.
[ ] Build Basic Primary School System - The people of Ordona generally lack knowledge on how to read and write, beyond its merchants, lords and a handful of other people.
Requires: Library, printing press.
Cost: 2000 Rupees, 800 stone/wood, 200 wood, +100 rupee upkeep
Time: 3 Turns, takes effect after 2 turns
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Rewards: All income +20% modifier, +5 learning rolls.
[] Build a Town for the Hylian Refugees - Build a small town that some of the Hylian refugees can live in and remove some of the problems of them living in tent cities.
Cost: 100 Rupees, 400 stone/wood, 100 rupees per turn upkeep for 2 turns.
Time: 2 turns
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: a varied amount of Hylians no longer have refugee status, +2 racial influence with the Hylians, +100-400 tax income.
Diplomacy:
[ ] Meet Ilia - Ilia is your childhood friend who has recently taken up the role of leading and representing the villages of Ordona Province. Meet her to get an idea of what Orondians in the villages want.
Cost: 0
Time: 1 Turn
DC: guaranteed success
Reward: Information on the villages of Ordona Province.
[ ] Meet The lord representative - The lord representative is the lord elected by the other lords of the various towns of the Ordona Province to represent them. Meet with them to get an idea of what Orondians in the towns want.
Cost: 0
Time: 1 Turn
DC: Guaranteed success
Reward: Information on the towns of Ordona Province.
[] Find and meet the leader of the Hylian refugees - Figure out who is leading the Hylians in the tent city that they are currently residing in and then meet them.
Cost: 0
Time: 1 Turn
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: Information on the Hylians refugees in Ordona Province.
Intrigue:
[] Search for an Advisor - look for someone who knows about spying, stealth and assassination. Start by looking through the Refugee camps as you know that no one in Ordona really fits the bill.
Cost: 200 Rupees
Time: 1 Turn
DC: small success 25-45, Medium success 46-65, large success 66-90, great success 91-99.
Reward: An advisor
[] Build a spy network - Build spy network throughout Ordonna to try and prevent enemy spies from infiltrating it. Not that there are enemy spies... or anyone you know of for that matter. At least they can inform you of your peoples thoughts and decisions.
Cost: 300 Rupees +100 rupees upkeep
Time: 1 Turn, takes 2 turns to come into effect.
DC: small success 25-45, Medium success 46-65, large success 66-90, great success 91-99.
Reward: A spy network throughout your villages informing you on your peoples thoughts, and hunting down enemy spies.
[] Train scouts - Train scouts to look into the various surrounding areas and try to find SOMEBODY!
Cost: 200 Rupees +50 rupees upkeep
Time: 1 Turn
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: 1 scouting party to send where you wish.
[] Send scouts Northwest - Send scouts towards the old Hyrule fields and lake to see if anything or anyone survived out there and to map out the land. Who knows, maybe someone somehow DID survive... if not your sure you will find some resources out there.
Cost: 100 Rupees, 1 scouting party
Time: 1 Turn
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: 1 scouting party to send where you wish.
[] Send scouts southwest - Perhaps you should send some scouts in the direction of the Moblin lands. This will give you an idea of what they might be doing and if they are preparing to invade you at the moment. Though it won't give you much of a warning, you will need to send a party INTO their lands for that.
Cost: 100 Rupees, 1 scouting party
Time: 1 Turn
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: 1 scouting party to send where you wish.
[] Send scouts southeast - You know what Hyrule has never done? Send scouts into the desert and mountains nearby. You should try it, who knows? Maybe you will find something/someone. Perhaps you will even find some resources!
Cost: 100 Rupees, 1 scouting party
Time: 1 Turn
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: Information on the nearby desert and mountains and what is in them.
[] Send scouts northeast - Send scouts into Faron Woods to map out the land and maybe find some resources. After all its not like you will find any people over there... right?
Cost: 100 Rupees, 1 scouting party
Time: 1 Turn
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: Information on the Faron woods and what is in them.
Research:
[] Search for an Advisor - look for someone who knows about researching new technologies. Start by looking through the Refugee camps as you know that few in Ordona really fit the bill.
Cost: 200 Rupees
Time: 1 Turn
DC: small success 25-45, Medium success 46-65, large success 66-90, great success 91-99.
Reward: An advisor
[] Build a Library - Build a Library to store all the books you can possibly find.
Cost: 300 Rupees, 200 stone, 100 wood.
Time: 2 turns
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: +3 to any future research actions, +5 to finding a research advisor, +5 to training research stat.
[] Figure out how to build a printing press - One of the people who aided you on your quest, Shad, had mentioned to you the idea of using pre-made blocks covered with ink to copy books. He mentioned that this was a recent creation in the capital of Hyrule and that it could revolutionize education. Sadly the capital is lost and the machine with it, however you can try to build your own.
Cost: 400 rupees, 100 metal, 100 wood.
Time: 1 turn
DC: small success 30-45, Medium success 46-65, large success 66-90, great success 91-99.
Reward: Prototype printing press, can start to create your own printing press machines.
[] Research infantry technologies - Try to figure out a way to improve your infantry somehow... someway?
Cost: 300 rupees
Time: 1 turn
DC: small success 30-45, Medium success 46-65, large success 66-90, great success 91-99.
Reward: Learn something about infantry be it formations, tactics, how to use certain weapons properly, anything!
[] Research Cavalry technologies - Try to figure out a way to improve your Cavalry somehow... someway?
Cost: 300 rupees
Time: 1 turn
DC: small success 30-45, Medium success 46-65, large success 66-90, great success 91-99.
Reward: Learn something about Cavalry be it formations, tactics, how to use certain weapons properly, anything!
[] Research armor technologies - Try to make some kind of improved armor for your troops to wear. Certain to improve survivability! (maybe... Satisfaction NOT guaranteed.)
Cost: 400 rupees, 200 metal.
Time: 1 turn
DC: small success 30-45, Medium success 46-65, large success 66-90, great success 91-99.
Reward: Learn an easier way to make armor, or how to make a new type of armor!
[] Research weapon technologies - Try to make some kind of improved weapons for your troops to use. Certain to improve killing potential! (maybe... Satisfaction NOT guaranteed.)
Cost: 400 rupees, 100 metal
Time: 1 turn
DC: small success 30-45, Medium success 46-65, large success 66-90, great success 91-99.
Reward: Some kind of new weapons or a way to make them more easily.
[] Research bombs - Try to figure out a way to reproduce the bombs Barnes always used to sell you. (WARNING! dangerous experiments abound.)
Cost: 800 rupees
Time: 1 turn
DC: small success 30-45, Medium success 46-65, large success 66-90, great success 91-99.
Reward: Learn how to make bombs
Faith:
[] Search for an Advisor - look for someone who knows about the three Goddesses and appeasing them as well as the religion in general. Start by looking through the Ordona province as you never really bothered to learn about who is religious back before your adventure.
Cost: 200 Rupees
Time: 1 Turn
DC: small success 25-45, Medium success 46-65, large success 66-90, great success 91-99. (+10 to roll once you have a Temple, +20 if you have all three temples.)
Reward: An advisor
[] Build a Grand Temple to Farore - Build a massive Temple to Farore in your capital. Will make the Goddess very happy and provide a place for her worshippers to pray to her. Must build the other two temples soon or you run the risk of angering the other goddesses.
Requires: Capital
Cost: 1500 Rupees, 600 stone, 100 wood, +200 rupee upkeep
Time: 3 Turns
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Rewards: Cement the favor of the Goddess with your family line, creation of the faction 'Followers of Farore', Can train Priests of Farore, +5 to Faith actions and +1 population Morale once the other two grand temples are constructed.
[] Build a Grand Temple to Din - Build a massive Temple to Din in your capital. Will make the Goddess very happy and provide a place for her worshippers to pray to her. Must build the other two temples soon or you run the risk of angering the other goddesses.
Requires: Capital
Cost: 1500 Rupees, 600 stone, 100 wood, +200 rupee upkeep
Time: 3 Turns
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Rewards: Cement the favor of the Goddess with your family line, creation of the faction 'Disciples of Din', Can train priests of Din, +5 to Faith actions and +1 population Morale once the other two grand temples are constructed.
[] Build a Grand Temple to Nayru - Build a massive Temple to Nayru in your capital. Will make the Goddess very happy and provide a place for her worshippers to pray to her. Must build the other two temples soon or you run the risk of angering the other goddesses.
Requires: Capital
Cost: 1500 Rupees, 600 stone, 100 wood, +200 rupee upkeep
Time: 3 Turns
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Rewards: Cement the favor of the Goddess with your family line, creation of the faction 'Acolytes of Nayru', Can train Priests of Nayru, +5 to Faith actions and +1 population Morale once the other two grand temples are constructed.
[] Build a few dozen small churches - Build several smaller temples spread throughout the city dedicated to the combined religion of the three goddesses. This will lower the risk of angering the other goddesses once you start building the Grand temples.
Requires: Capital
Cost: 1200 Rupees, 300 stone/wood, +100 rupee upkeep
Time: 2 Turns
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Rewards: Creation of the faction 'Devotees of the Golden Goddesses', Can train Priests of the Golden Trio, +3 to Faith actions.
Personal:
[] Training - Pick a stat to train, it gets more difficult to train the higher it is, and it gets easier to train if you have supporting buildings or other things to train the stat. (Like training grounds for combat or martial.)
Cost: 0 Rupees
Time: 1 Turn
DC: Roll 1d100 -the points in the chosen stat +any aids to training the stat. 0/200 progress
Reward: +1d2 to the stat of choice.
[] Searching for a Spouse - Try to find someone to marry and have kids with.
Cost: 0 Rupees
Time: 1 Turn
DC: hidden roll +/- spousal approval modifiers
Reward: spouse choice mini-turn.
(marrying someone within your nation boosts loyalty. Marrying someone important from another kingdom boosts diplomacy. Marrying a ruler from another kingdom or their heir gives you the chance to combine both of your kingdoms into one combined kingdom.)
Turn ends here
Dudes don't forget voting is in a plan format.
Last edited: