Hyrule: Total War Apocalypse

ARC 1: Turn 1: Beginnings of a Nation
'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.
 
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ARC 1: Turn 1: Beginnings of a Nation, results.
As the year came to a close Link looked over all the reports of what happened and gazed out his window at all the progress Ordonna made in the first year of the post-apocalyptic counter. He could feel nothing but happiness in how swift his fledgeling kingdom was in making progress and how lucky they have been.

Turn 1, Year 0 actions:

Martial:
-[X] Census on how many militia you have --[X] Rusl
Roll: 39 Medium success.
The census on the militia conducted by Rusl had some surprising results... the numbers of people actively signed up for militia before conducting the Census showed that less than 10,000 people were actively Militia at the time, when the last time the Militia were called up over a century ago there were over 30,000 people in it. It seems the century of peace lulled Ordonians signed up shortly after Rusl finished bringing the Militia numbers up to 25,000 afterwards. A bit small for your provinces size but you make do with what you can.
Reward: Knowledge on how many Militia you have, potential catastrophe averted, many people signed up to join the Militia.

Administration:
-[X] Build lumber camps
Roll: 102 CRITICAL SUCCESS!
As the people Link sent out to build the camps went into the forest to look for locations to start up a lumber camp, they found an old one at least a couple centuries, but all the tools were good shape thanks to very well done storage and the buildings were intact so they decided to utilize the camp there for themselves after repairing the buildings and swiftly got to work chopping wood ahead of schedule.
Reward: -500 rupees, +800 wood income, +500 wood to storage.

-[X] Build a proper Capital
Roll: 95 GREAT success!
The Ordonians Malo hired to build a capital were very shocked and surprised to learn why Malo was employing them... That is before they started cheering and rushed to build the Capital with all the enthusiasm they could muster. By the time the year finished not only had they built hundreds of homes, but they also managed to divert the nearby Ordon river to go through part of the capital and set up Two Fire Fighting buildings by the river, one on each end. They also built a small Keep with half the stone stockpiles for you to rule from. Though all this took them a bit more resources than normal.
Reward: -300 rupees, -500 wood, -100 stone, Capital built up to the size of a small town, also gained a prebuilt Fire brigade building and the Capitol building as well. Will finish in 2 more turns.

-[X] Survey for mines
Roll: 20 small success.
The survey team's results were more or less as expected there were few ore veins to be found within the fields of Ordona or the nearby Faron woods. Thankfully they found a decently sized copper deposit, as well as a few small surface level tin deposits nearby it. All of this was found in the Faron woods and not extremely deep in them either.
Reward: found a copper deposit and some tiny tin deposits near it.

-[X] Survey for possible Quarries
Roll: 97 GREAT success!
On the other Hand the survey team sent out to find possible Quarry locations, had spectacular results. They not only found an old location where people had dug out Granite which had plenty left and would be relatively easy to get started with. They also found a source of Marble though that location would need work to setup a quarry there.
Reward: Granite quarry found and ready to start up at no cost at all, even an authority point. Possible location for a Marble quarry found though this one will take work.

Diplomacy:
[X] Meet Ilia --[X] Bo
Roll: 116 CRITICAL SUCCESS!
While Mayor Bo was delivering the news to Link on what his meeting with Ilia entailed, the lord representative of Ordona burst through your door demanding to know why Link had yet to talk to him about what the Lords of the region desired. Thankfully Link was able to talk him down by letting him know Link had meant no offense but that Link had full trust in the lords to manage their own affairs for the year and felt they would dislike Link bothering them so early on as if Link was breathing down their necks. Appeased the Lord representative decided to tell you the Issues involving the lord faction as well and all about it. After they both left, Link was left with a headache but was happy that was over with and went so well.
Reward: small crisis averted, Information gained on all Ordonians, learned that Ordonians are split between two factions Lords/merchants and farmers/peasants. (full info showed in info sheet later.)

Intrigue:
[X] Search for an Advisor
Roll: 85 Large success!
Your search for an Intrigue advisor throughout the refugee camps goes shockingly well. Not only did you find your old matronly friend and resistance leader Telma as well as her pet cat Louise, you also found the Hylian Fanadi who used to tell you your fortune and direct you on where to go on your quests.
Reward: 3 possible Advisor candidates found, mini-turn for advisor choice soon.

EDIT: Current treasury/resource:

Rupees: 1400 in bank, +500 from taxes, +100 from trade.

Food: natural food level 6, Food level with refugees 5.

Stone: 100 in stockpiles, +0 income.

Wood: 600 in stockpiles, +900 income.

Metal: 100 in stockpiles, +0 income.


Turn ends here


YOU LUCKY PRICKS! those rolls were insane and don't expect them to be common.

but ya you got every critsuccess EXACTLY where you needed/wanted them, every great success in the places they were most useful and finally you got the lesser rolls in the actions that mattered the least overall and were most likely to have lesser results.

EDIT: will be updating kingdom status soon, either tonight or tomorrow at some point. Including a map with everything you currently know of.
 
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ARC 1: Mini-turn: Intrigue Advisor decision
Looking at the choices listed before him for his intrigue advisor Link realized this was the hardest decision he had to make so far. All three possible advisors would be INCREDIBLY useful, though they each had drawbacks compared to the other two. In the end however you could only choose one.


[] Telma: The most traditional of these three advisors, as well as a friend you made on your quests. She was the leader of the resistence and managed to lead the strong underground operation through many difficulties. She also owned a bar where she learned the practise of ferrating out secrets from drunken customers and learned how to use her feminine wiles perfectly.

Benefits: Choosing Telma grants a +18 bonus to intrigue actions she is involved in, and can do intrigue actions on her own without you spending authority.


[] Louise: Most people would laugh at you if you told them you chose a cat as an intrigue advisor. Those people can't turn into a wolf that can talk to animals, plus they don't know how smart that cat is and how good it is at what it does.

Bemefits: Coosing Louise grants you a second roll on ALL intrigue actions you take (except assasinations) with a bonus of +9 AND it gives you more info if both rolls are successful. Though the highest success possible for this secondary roll is a large success, The roll also operates at a MUCH lower chance of failure nearly gaurenteeing at least a small success. Louise can also be directed to do an intrigue action on her own as that secondary roll, though she does not provide a secondary roll to other intrigue actions while she is doing so.


[] Fanadi: Fortune teller Fanadi was the person who you went to for direction on your quests whenever you got stuck. You learned all to well that she is very good at what she does and would be extremely useful to have around to see into the future on all your intrigue actions.

Benefits: Choosing Fanadi grants you a +29 to ALL intrigue actions you take from then on. However she cannot take an action by herself forcing you to spend authority on the actions though with a much greater chance of success than you otherwise would have.


AN:

Yes all three truly are amazing options you would have been stuck with Telma on a small success, had Louise as an option too on a medium success but you got lucky and got Fanadi as a pick too... Good luck choosing between them now. :D
 
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ARC 1: Turn 2: Capital on its way, time to gather resources!
'This past year has been VERY productive.' Link thought as he walked through the streets of the new capital on one of his few breaks. 'Not only is Malo doing a great job building the new Capital but the Lumber camps are starting to bring in plenty of wood. Plus I can send some people out to start up that Granite quarry right away this year and we will be getting plenty of stone to build any walls we need to defend ourselves from the moblins.'

'The only question now is, dare I hope for the same success this year?' Link thought as he arrived in his office at his new capital building and home and he sat down to start handing out this years orders.


Current Advisors:
Martial: Rusl +14 to any martial action he is applied to.

Administration: Malo +16 to any Administration action he is applied to. (locked into capital action!)

Diplomacy: Mayor Bo +19 to any diplomacy action he is applied to.

Intrigue: Telma grants a +18 bonus to intrigue actions she is applied to.


Current Imperial Authority: 4


Current Treasury/Resources at the start of this year/turn:
Rupees: 2000 in bank, +500 from taxes, +100 from trade.

Food: natural food level 6, Food level with refugees 5.

Stone: 100 in stockpiles, +0 income.

Wood: 600 in stockpiles, +900 income.

Metal: 100 in stockpiles, +0 income.

Actions:
Martial:
[ ] 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:
[X] (Locked with Malo) 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 (2 more 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.

[ ] Build copper mine - You found that copper ore vein, Now put it to use! (also mines the tin too)
Cost: 400 Rupees, 200 wood, 50 metal, +100 rupees upkeep
Time: 1 Turn
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: +500 Metal for ? turns, then +??? metal for ? turns.

[] *FREE ACTION! NO AUTHORITY!* Take over Granite quarry - Take over the century and a bit old quarry that is just sitting there!
Cost: 100 wood, 50 metal, +100 rupee upkeep
Time: starts right away
DC: Instant success.
Reward: +600 Stone Income (will gain it this year too.)

[] Establish Marble Quarry - The granite quarry isn't enough. You want walls so perfectly white that when your enemies die before them they will be stained red with their blood!
Cost: 500 Rupees, 200 wood, 50 metal, +100 rupees upkeep
Time: 1 Turn
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: +??? Stone income, +??? Rupees income +new resource.

[ ] 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 MORE 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: +300-700 wood Income (slight risk of deforestation)

[ ] 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:
[] 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.

[] Population Census - Find out how many people live in Ordona Province beyond very rough approximations.
Cost: 300 Rupees
Time: 2 Turn
DC: small success 2-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: Knowledge on how many people live in your nation, possibly allows you to train more troops, possibility of gaining more tax income, leads to more actions.

Intrigue:
[] 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, Marble
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, Marble
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, Marble
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.

ok guys there you go, turn 2 is up and you can vote on that. Now remember, MALO IS LOCKED into the capital. Plus you have to assign Telma to something now.

oh also the granite quarry does not require an authority to do, just needs your word to start it up. Didn't know if you guys wanted to pay the extra 100 upkeep.

other than that you have free reign on what you can do. :D
 
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ARC 1: Turn 2: Capital on its way, time to gather resources! Results!
After Link sent out his orders for the year all he could do was sit, wait and pray for the success of the past year to repeat this year. His people truly needed the boost to prosperity, especially with how scant all resources other than food were getting. He hoped the goddesses would continue to answer his prayers and ensure the success and survival of his Kingdom.

[X] Building up infrastructure pt1
Martial:
-[X] Establish Training Grounds
Roll: 41 Medium success.
The training grounds were built under Rusl's direction with no hassle or problems, but also no good surprises or resource cost cuts. You can start training an army now.
Rewards: -400 rupees, -200 wood, Gain a lvl 1 training grounds.

Administration:
-[X] (Locked with Malo) Build a proper Capital
Roll: 113 CRITICAL SUCCESS!
Once again the Capital builders went above and BEYOND this year, plus thanks to the advancements on last year they learned how to build more efficiently and saved greatly on the price of those advancements costing no more than the original price of building the capital this year. This year they managed to integrate a drainage system to prevent flooding from rains, and to carry any garbage and horse poop in the streets out with rain and also with river water if need be through diverting the river a bit. They also added Stone roads with leftover Granite slabs and scraps leftover from the house building throughout the capital which will greatly boost the speed and ease of travel throughout it.
Rewards: Capital size boosted to a medium Town, added a drain system throughout the Capital, added Granite stone roads, -100 rupees, -300 stone, -100 wood.

-[X] Build copper mine
Roll: 93 GREAT success!
The copper and tin Mine was started and thankfully the signs point to a more plentiful supply of Tin than was originally believe, as well as a greater supply of Copper as well. This meant the mine would last for much longer than the original forecast of 5 turns for the tin and then 5 more for the copper to run out, lasting 50% longer than they were supposed to.
Rewards: -400 rupees, -200 wood, -50 metal, +100 rupees upkeep, +500 Metal for 8 turns, then +400 Metal for 7 more turns

-[X] Take over Granite quarry
roll: N/A
The granite quarry was swiftly taken over and began sending its granite over to help build the capital over the course of the year ensuring there were enough resources plus a bit extra.
Rewards: -100 wood, -50 metal, +100 rupee upkeep, +600 stone income.

Diplomacy:
-[X] Find and meet the leader of the Hylian refugees -- [X] 1 extra Authority added.
Roll: 69 Large success!
When Link went into the camp he was greeted by many of the common people of Hyrule who were thankful for him saving them. They led him to their leaders who turned out to be Two of his old friends and fellow resistance members, Auru and Ashei! They quickly hit it off and discussed many of the needs and problems the Hylian people had, though they stated Link was meeting most of them with all the new homes in the capital. However most of they way through the conversation they were interrupted by the Hylian nobles who demanded to know why Link was visiting commoners instead of them!
Everything started going wrong as Link expressed shock and said he thought the nobles all went with the princess when they seperated and Ashei was getting in their faces while Auru tried to mediate. Luckily as the nobles were getting angrier they were interrupted by another of Links old friends and a noble herself their leaders daughter Agitha who interrupted them by running forward and hugging Link calling him grasshopper and greeting him in her own Unique way. Her Father the Duke of South Hyrule fields sputtered in shock for a moment thinking Link had done something weird before Agitha started telling Link about how well all the bugs he collected for her were doing and that she was able to save them. After this the nobles cooled down on the dukes behest and the crisis was averted after Link promised to meet them early next year the moment he had the time.
Rewards: Info on the Hylian's, Relations with Hylian nobles kept stable, relations with Hylian commoners now shown, locked into talking with Hylian nobles next turn.

-[X] Population Census --[X] Bo
Roll: 114 CRITICAL SUCCESS!
The population Census was going great, so great the cost of it was nearly wiped out as many people of the Towns and villages loved and respected the former Mayor Bo greatly. However near the end Mayor Bo came across a new group of survivors who turned out to be lead by an old friend of Links! They decided to come with him to the Refugee camp and join the fledgling kingdom boosting its population with their numbers. Though this did increase the costs of the expedition again as Bo had to use his saved funds to pay for the Hylians along the way back, thankfully it still ended up being cheaper than the original expedition.
Rewards: -200 rupees, Exact population discovered, how the population is spread out discovered, found more Hylian refugees from several of their smaller towns and villages boosting population by 8000, Tax income boosted by +300 rupees.

Intrigue:
-[X] Build a spy network --[X] Telma
Roll: 35 small success.
Setting up the spy ring was very slow going for Telma as the Ordonians had little to no experience in the area. However Telma was determined and found a several volunteers, mostly pub owners in towns though she found a few others too, gossipers for the most part. She will still have to train them so they can better determine false rumors from ones with a grain of truth, and to be discreet when learning them and plying people with alcohol but the spy ring will be up eventually.
Rewards: -300 rupees. +100 rupees upkeep, basics of a spy ring are established, was slow to start though so will take an extra 2 turns to come into effect. Will come into effect turn 7.

Research:
-[X] Search for an Advisor
Roll: 41, small success
While looking for an advisor in the Hylian camps did not go well at first, when BO brought in the new refugees he found, he also brought in your old friend and final fellow resistance member, Shad. His skills and intelligence would be a great addition to your advisors as your research advisor.
Rewards: -200 rupees, gained 1 possible research advisor.

Research advisor vote:
[] Shad: your old friend and fellow resistance member Shad. He is highly skilled at research and extremely intelligent. On top of this he was one of the few remaining Mages in Hyrule though he is not amazingly skilled in magic, most of his skill is in enchantments.
+14 to research actions he is involved in, like most advisors he grants 1 action in his category, increased success chance for all actions involving magic, whether it is in battle, research or faith it doesn't matter, Shad's logical aid works wonders.

[] Don't take Shad and wait to look for a different Advisor


treasury/resources at the end of the year:

Rupees: 0 in bank, +800 from taxes, +100 from trade.

Food: natural food level 6, Food level with refugees 5.

Stone: 400 in stockpiles, +600 income.

Wood: 0 in stockpiles, +900 income.

Metal: 0 in stockpiles, +500 income.

Chapter ends here


Damn that capital is coming along you guys owe Malo a LOT. That capital is going to be a masterpiece once it is finished at this rate. The census too saved your butts, giving you an extra 300 rupees per turn making up for your endless spending. Also that copper mine roll really came through for you.

otherwise, a lot of meh actions this turn
 
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ARC 1: Turn 3: low funds, CAPITAL COMPLETES THIS TURN! need more troops.
'I am so glad this Capital is nearly completed.' Link thought as he was sitting back looking over how low his finances have gotten. 'We are nearly out of rupees and it has only been 2 years! I never realised how expensive running a nation is.'

'This is before I have even had a professional army trained too! Which we are going to need soon enough given how quiet the 'Blin tribes have been they are definitely planning a full invasion to hit soon.' Link Continued thinking as he grit his teeth in frustration . 'At least we have a training grounds build now so that problem can be fixed in shortly.'

'Perhaps I should increase Taxation now that we are our own kingdom.' Link stood up and started pacing as he tried to think of new ways to improve his kingdom's state of affairs. 'But no, it might be best to wait a year for that. If I do I can assign Malo to the task, he is FAR more effective than I am at that sort of thing. Plus the increased reputation I will have with my people should help balance it out a fair bit. That isn't even including of course the fact that if I wait until after the capital is complete I will be able to increase the taxes there as well.'

Sitting back down Link continues to think. 'Yes it would be best to wait. hmm perhaps I should also spend some rupees once the capital is complete to help stimulate new trade within the nation. It should appease the merchants a fair bit and it will likely have good long term profit.'

'Speaking of trade, Perhaps I should build some roads as well? We already have dirt roads, but even some a few stone roads like the ones in the capital should help improve trade, let alone a full network of them! hmmm, maybe....' Link becomes lost in his thoughts as he continues to think about his nations future.

Current Advisors:
Martial: Rusl +14 to any martial action he is applied to.

Administration: Malo +16 to any Administration action he is applied to. (locked into capital action!)

Diplomacy: Mayor Bo +19 to any diplomacy action he is applied to.

Intrigue: Telma grants a +18 bonus to intrigue actions she is applied to.


Current Imperial Authority: 4


Current Treasury/Resources at the start of this year/turn:
Rupees: 900

Food: natural food level 6, Food level with refugees 5.

Stone: 1000

Wood: 900

Metal: 500

Actions:
Martial:

[ ] Establish Training Grounds lvl 2 - In order to train more skilled troops and keep up with the demand for more troops, the establishment of a more advanced training grounds is necessary.
Cost: 800 Rupees, 400 wood, 200 stone.
Time: 3 Turns
DC: small success 2-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: Can recruit and train more skilled troops, can recruit more troops at once, can build more advanced facilities, Chance of additional bonuses.

[ ] 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 Turn
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.

[] Train Light Infantry (Write in weapons/shield) {Write in style of fighting} - Train some Light Infantry. REMEMBER to pick what weapon they use plus whether or not they use a shield! (Level of skill/ability as well as numbers depends on roll.)
Cost: 50-500 rupees, +10-100 rupees upkeep {based on how many are trained} (Other resource costs too depending on weapon/shield choices, example: sword= metal, shield= wood, spear= wood +metal.)
Time: 1 turn
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: 100-1000 Light Infantry

[] Train Medium Infantry (Write in weapons/shield) {Write in style of fighting} - Train some Medium Infantry. REMEMBER to pick what weapon they use plus whether or not they use a shield! (Level of skill/ability as well as numbers depends on roll.)
Cost: 50-500 rupees, 10-100 metal, +10-100 rupees upkeep {based on how many are trained} (Other resource costs too depending on weapon/shield choices, example: sword= metal, shield= wood, spear= wood +metal.)
Time: 1 turn
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: 100-1000 Medium Infantry

[] Train Heavy Infantry (Write in weapons/shield) {Write in style of fighting} - Train some Heavy Infantry. REMEMBER to pick what weapon they use plus whether or not they use a shield! (Level of skill/ability as well as numbers depends on roll.)
Cost: 50-500 rupees, 30-300 Metal, +10-100 rupees upkeep {based on how many are trained} (Other resource costs too depending on weapon/shield choices, example: sword= metal, shield= wood, spear= wood +metal.)
Time: 1 turn
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: 100-1000 Heavy Infantry

[] Train Light Cavalry (Write in weapons/shield) {Write in style of fighting} - Train some Light Cavalry. REMEMBER to pick what weapon they use plus whether or not they use a shield! (Level of skill/ability as well as numbers depends on roll.)
Cost: 100-500 rupees, +20-100 rupees upkeep {based on how many are trained} (Other resource costs too depending on weapon/shield choices, example: sword= metal, shield= wood, spear= wood +metal.)
Time: 1 turn
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: 100-500 Light Cavalry

[] Train Medium Cavalry (Write in weapons/shield) {Write in style of fighting} - Train some Medium Cavalry. REMEMBER to pick what weapon they use plus whether or not they use a shield! (Level of skill/ability as well as numbers depends on roll.)
Cost: 100-500 rupees, 20-100 metal, +20-100 rupees upkeep {based on how many are trained} (Other resource costs too depending on weapon/shield choices, example: sword= metal, shield= wood, spear= wood +metal.)
Time: 1 turn
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: 100-500 Medium Cavalry

[] Train Heavy Cavalry (Write in weapons/shield) {Write in style of fighting} - Train some Heavy Cavalry. REMEMBER to pick what weapon they use plus whether or not they use a shield! (Level of skill/ability as well as numbers depends on roll.)
Cost: 100-500 rupees, 40-200 metal, +20-100 rupees upkeep {based on how many are trained} (Other resource costs too depending on weapon/shield choices, example: sword= metal, shield= wood, spear= wood +metal.)
Time: 1 turn
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: 100-500 Heavy Cavalry

Administration:
[X] (Locked with Malo) 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 (1 more 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.

[] Stimulate Internal Trade - Spend some money funding merchants to try and increase trade in your new nation. It should increase your wealth in the long run.
Cost: 500 Rupees
Time: 1 Turn. takes 2 turns to take effect.
DC: small success 25-40, Medium success 41-60, large success 61-85, great success 86-99.
Reward: Increases trade income by 25-100% based on roll, Chance of increasing influence with either or both merchat/Lord factions.

[] Increase taxation -Ordona has always had a low tax rate. As you are becoming your own nation perhaps it is time to increase that. Though you will find some difficulty doing this, that is for certain.
Cost: 0 rupees
Time: 1 turn, takes 3 turns to come into effect.
DC: small success 45-60, Medium success 61-75, large success 75-90, great success 90-100.
Reward: increases taxes by 25-100% based on roll. Failure causes an influence loss with all races/factions. (you might not outright lose 1 influence with everyone but you will lose at least 1 point, it partly depends on how big the failure is.)

[] Build Stone Road network throughout Ordona - Build Stone roads throughout your kingdom, this will stimulate trade and let you move armies around much faster.
Cost: 100 rupees, 400 Stone, +100 rupee upkeep, + 400 rupees temporary upkeep.
Time: 2-6 turns
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: Road network built throughout Ordona, increase population growth by 10%, population becomes slightly more spread out, trade income gains a +10% modifier, armies move 25% faster throughout your kingdom.

[] Establish Marble Quarry - The granite quarry isn't enough. You want walls so perfectly white that when your enemies die before them they will be stained red with their blood!
Cost: 500 Rupees, 200 wood, 50 metal, +100 rupees upkeep
Time: 1 Turn
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: +??? Stone income, +??? Rupees income +new resource.

[ ] 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 MORE 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: +300-700 wood Income (slight risk of deforestation)

[ ] 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, possible +1 racial influence with the Hylian commoners, +200-500 tax income.

Diplomacy:
[] Meet the the Duke of south hyrule, the leader of the Hylian lords - You swore you would meet him, it is time to keep your promise.
Cost: 0 (MUST TAKE THIS ACTION! any plans without it will not be counted!)
Time: 1 Turn
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: Information on the Hylians Lords in Ordona Province.

[] Attempt to improve population morale - hold a feast, Throw a party, Create a holiday. Do whatever it takes to improve how happy people are and how much they like you.
Cost: 200 Rupees
Time: 1 Turn
DC: small success 45-60, Medium success 61-75, large success 75-90, great success 90-100.
Reward: success grants 1-4d50's to roll towards a 0/100 score +0/100 per every point of population morale in place, of improving population morale by +1. If you fail by too much you might lose 1 population morale instead.

[] Attempt to improve how much a race/faction likes you - Hold a feast, Throw a party, Give them money. Do whatever it takes to improve how much a faction likes you and respects your authority.
Cost: 200 Rupees
Time: 1 Turn
DC: small success 45-60, Medium success 61-75, large success 75-90, great success 90-100.
Reward: success grants 1-4d50's to roll towards a 0/100 score +0/100 per every point of influence you already have, of improving racial/faction influence with a single faction by +1. If you fail by a lot you might lose 1 racial influence with the faction, or with a different faction.

Intrigue:
[] 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:
[] Build a research lab - Build a research lab to do experiments in,
Cost: 400 Rupees, 200 stone, 100 wood.
Time: 1 Turn
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: New research options, chance of +1-3 to future research actions.

[] 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, Marble
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, Marble
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, Marble
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.

There you go my amazing fans, I have now officially updated at least once on every single day of easter weekend! Best author of Easter Weekend achievement GET!

If you are wondering what a fighting style is with your troops, that's shock troops, skirmishers, Defensive troops, etc.


Oh also, 4 hour Moratorium so please wait until 3pm EST to vote.

Until then, feel free to discuss what actions you think are best and how to go forward. ;)

(Also please leave a like and follow me if you think I am awesome and deserve a pat on the back for updating every single day of Easter.) :p
 
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ARC 1: Turn 3: low funds, CAPITAL COMPLETES THIS TURN! need more troops. RESULTS!
'Everything is going so well it is starting to worry me.' Link thought after he sent out orders for each project he wanted done this year.

'While I am sure a large part of this is the goddesses showing my Kingdom favour, the Moblins at the very least should have attacked by now. The fact that they haven't means they likely are building up around some warlord. I will have to order more troops to be trained next year too, to ensure we have enough defenses in place to withstand an attack by them.' Link started thinking while pacing around his office.

'Then there is the fact that all his stress is starting to eat at me. I need to get out and have some XXX but I can't because I need to set an example for my people. I guess it is time to start looking into finding a wife soon, if only to satisfy that part of me without risking a reputation loss.' Link sighed sitting back down at his desk. 'I really do hate this job.'

[X] Plan Economical Resurrection
Martial:
-[X] Train Medium Infantry (shield + spear) (Defender, specialized in holding and defending positions) (300 rupees worth at max)--[X] Assign Rusl
Roll: 101, CRITICAL SUCCESS!
Rusl went above and beyond every expectation of what was needed to train the infantry up to par. Not only did he train all the maximum number of 600 infantry to high levels individually, but he also remembered a few formations and tactics and trained the infantry in how to conduct them. The new troops are called Hoplites and the training/equipment to make them has been made separate from regular medium infantry.
Rewards: -300 rupees. +60 rupees upkeep, -100 wood, -150 metal, +600 Defensive Medium spear Infantry, +new infantry type *Hoplite* gained, +Ideas gained in training - Defensive formations.

Administration:
-[X] (Locked with Malo) Build a proper Capital
Roll: 80 Large success!
Malo and the workers he hired for the capital continued to do great things to the capital though they failed to find the time and resources to build the Walls they wanted to finish the capital with. However they still managed to build the capital all the way up to the level of a Large town bordering on a small city. After its completion many Hylians and Ordonians moved into the capitol. With it up trade and tax incomes increased greatly from being able to tax the people who moved. The populaces moral and how much everyone respected/liked you was also boosted.
Rewards: -500 stone, -100 rupees, -100 rupees upkeep, Capital Size boosted to a Large town. CAPITAL COMPLETED!!! 36,000 Ordonians move into the Capital, 26,000 Hylians move into the Capital. +800 Rupees in tax income, +500 Rupees in trade income, +200 rupees in building upkeep. Population Morale increased to 0, +1 influence with every race/faction in your kingdom, +1 diplomatic position with any nations you meet thanks to Legitemacy bonus from having a capital! Refugee malus reduced, Hylian Nobles/Merchants no longer have refugee status.

-[X] Establish Marble Quarry
Roll: 25 small success.
The marble quarry unlike the capital and the troops barely met expectations thanks to the difficulty in getting through the hard stone with bronze tools. The quarry still managed to finish, however if profitability was desired still it would need to be further worked on and enlarged later.
Rewards: Gained Marble resource, Established marble quarry, +200 stone income, +100 rupee income, -500 Rupees, -200 wood, -50 metal, +100 rupees upkeep.

-[X] Build a Town for the Hylian Refugees --[X] Assign an additional authority point
Roll: 109 CRITICAL SUCCESS!
Building the Town to relocate the remaining Hylians went beyond perfectly however. The People hired to build the town turned out to be a rival company of the people hired to build the capital and refused to be outdone by them. They build stone roads and a drain system throughout the town to show that along with building it up to the status of a small town bordering on a medium one in just a year.
Rewards: Town Built to small town status, -400 stone, -100 rupees, +100 rupees upkeep, Stone roads built inside Town, drain system emplaced in the Town.

Diplomacy:
-[X] Meet the the Duke of south hyrule, the leader of the Hylian lords --[X] Assign Mayor Bo +1 authority point.
Roll: 56 Medium success.
Meeting the duke went surprisingly well. It turns out that Agitha had told him all about the 'grasshopper' who kept her company while he was busy in his lands and brought her plenty of her bugs. He was greatly appreciative of this, however he wanted assurances that Hyrule was going to be reclaimed and the Royal family found as there were no actions taken towards that yet. Between Mayor Bo and Link they were able to convince him that they had every intention to do so but they had to focus on getting the economy and resources needed to sustain themselves first. Though they were forced to promise to train scouts next year to look into Hyrule as soon as possible.

After the serious agreements were all worked out, the Duke refused to let them leave without showing them a bit of thanks and broke out some of the high quality booze he managed to save. Soon all three of them were drunk and laughing happily as if they were all old friends. later on after a bit of drinking the duke mentioned how much his daughter liked him and hinted at the possibility of a marriage between the two. "You need an heir after all, and my daughter is certainly of the age to marry!" The duke had said. After a while when it was dark out you all left and headed to your beds. When you woke up tomorrow morning nursing a slight headache you remembered the Dukes offer and it caused you to realize that you really do need an heir and that it was perhaps time to settle on a single woman rather than the many different women you seduce and have one night stands with.
Rewards: information on what the Hylian nobles/merchants want and how they feel about you, spousal offer gained.

-[X] Intrigue and Research advisors do nothing.
Your intrigue and research advisors take some time to do their own little experiments or to just have fun for the year given you had no jobs for them to do.

treasury/resources at the end of the year:

Rupees: -860 in bank, +1600 from taxes, +600 from trade. +100 from other sources.

Food: natural food level 6, Food level with refugees 5.

Stone: 100 in stockpiles, +800 income.

Wood: 600 in stockpiles, +900 income.

Metal: 300 in stockpiles, +500 income.

a couple small Votes here:

[] Write in capital name

[] Write in where the Hylian town will be located within your lands

[] Write in Hylian town name

Chapter ends here

so there you go, money problem solved plus you have excess! also I changed the gambeson to greek style breastplates and helms and stuff. The cost for that is the metal needed to train medium infantry after all! ;) Anyway with that critsuccess you are able to train Hoplites at the same level of experience even if you get a small success when training them now. If you get more than a medium success the training will go up for that group.

anyway I hope you guys are enjoying the fic, thanks for reading and see ya. :D
 
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ARC 1: turn 4: NEED MORE TROOPS!
'Well Malo has beyond proven himself with how this capital looks. He even put one of his malomarts in it, HAH!' Link though chuckling to himself as he looked over the newly constructed capital as people moved about on their business.

'The new town for the Hylians is coming along great too, I am glad I ordered it constructed in the southeast near the desert. That should keep it safe and provide a position with which my future scouts can map out the desert and its surrounding mountains from.' Link nodded to himself while confirming his previous decisions. 'Though I am glad I put the names for the capital and new town up for a vote among the people. I am nowhere near inventive enough to come up with the name Roma, or Athenae. I was just going to call the capital, capital and the town Hyliantown.'

'In any case my abstinence is starting to really get to me, I need to look into finding a wife soon or I might crack and seduce a new woman.' Link thought in worry. 'Damn my wolf instincts, but I am in the prime of my life and they keep telling me I need to mate!'

*sigh* 'Oh well I just need to figure out that out on my own time. Now then, what to do this year, I already committed to the scouting, and my new influence and rep from the capital should really help out going forward. I will also need more troops since those Blin's lack of attacks are starting to make me paranoid. Seriously just how many of them are they gathering for an attack? Do they plan to wipe us out in one massive push?' Link thought in worry. 'Doesn't matter though, all I can do is train more troops as swiftly as possible and hope for the best... Maybe I should look into repairing the walls in the southwest town though. That might help, either way the stuff to do never ends.'

this is a line

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.

Intrigue: Telma +18 to intrigue actions she is applied to.

Research: Shad +14 to any research action he is applied to. Also grants a +7 bonus to all magical actions, if it is magical research and he is directly applied to it, +21 to the action.

Current Imperial Authority: 9 Available: 7


Current Treasury/Resources at the start of this year/turn:
Rupees: 1440

Food: natural food level 6, Food level with refugees 5.

Stone: 900

Wood: 1500

Metal: 800

Actions:

Martial:
[ ] Establish Training Grounds lvl 2 - In order to train more skilled troops and keep up with the demand for more troops, the establishment of a more advanced training grounds is necessary.
Cost: 700 Rupees, 400 wood, 200 stone.
Time: 2 Turns
DC: small success 2-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: Can recruit and train more skilled troops, can recruit more troops at once, can build more advanced facilities, Chance of additional bonuses.

[ ] 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 Turn
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.

[] Train Hoplites - Medium defensive infantry armed with a shield and a spear. Knows several defensive formations.
Cost: 50-500 rupees, +10-100 rupee upkeep, 20-200 wood, 20-200 metal.
Time: 1 turn
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: 100-1000 Hoplites.

[] Train Militia {write in what type of troops} (Write in weapons and shield) {Write in fighting style} - instead of starting from scratch, choose to train your militia into professional troops for a cost reduction.
Cost: 20-200 Rupees, +10-100 rupee upkeep, half the cost of resources for the troop type + weapons/shield.
Time: 1 turn
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: 100-1000 Militia turned into Professional troops.

[] Train Light Infantry (Write in weapons/shield) {Write in style of fighting} - Train some Light Infantry. REMEMBER to pick what weapon they use plus whether or not they use a shield! (Level of skill/ability as well as numbers depends on roll.)
Cost: 50-500 rupees, +10-100 rupees upkeep {based on how many are trained} (Other resource costs too depending on weapon/shield choices, example: sword= metal, shield= wood, spear= wood +metal.)
Time: 1 turn
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: 100-1000 Light Infantry

[] Train Medium Infantry (Write in weapons/shield) {Write in style of fighting} - Train some Medium Infantry. REMEMBER to pick what weapon they use plus whether or not they use a shield! (Level of skill/ability as well as numbers depends on roll.)
Cost: 50-500 rupees, 10-100 metal, +10-100 rupees upkeep {based on how many are trained} (Other resource costs too depending on weapon/shield choices, example: sword= metal, shield= wood, spear= wood +metal.)
Time: 1 turn
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: 100-1000 Medium Infantry

[] Train Heavy Infantry (Write in weapons/shield) {Write in style of fighting} - Train some Heavy Infantry. REMEMBER to pick what weapon they use plus whether or not they use a shield! (Level of skill/ability as well as numbers depends on roll.)
Cost: 50-500 rupees, 30-300 Metal, +10-100 rupees upkeep {based on how many are trained} (Other resource costs too depending on weapon/shield choices, example: sword= metal, shield= wood, spear= wood +metal.)
Time: 1 turn
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: 100-1000 Heavy Infantry

[] Train Light Cavalry (Write in weapons/shield) {Write in style of fighting} - Train some Light Cavalry. REMEMBER to pick what weapon they use plus whether or not they use a shield! (Level of skill/ability as well as numbers depends on roll.)
Cost: 100-500 rupees, +20-100 rupees upkeep {based on how many are trained} (Other resource costs too depending on weapon/shield choices, example: sword= metal, shield= wood, spear= wood +metal.)
Time: 1 turn
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: 100-500 Light Cavalry

[] Train Medium Cavalry (Write in weapons/shield) {Write in style of fighting} - Train some Medium Cavalry. REMEMBER to pick what weapon they use plus whether or not they use a shield! (Level of skill/ability as well as numbers depends on roll.)
Cost: 100-500 rupees, 20-100 metal, +20-100 rupees upkeep {based on how many are trained} (Other resource costs too depending on weapon/shield choices, example: sword= metal, shield= wood, spear= wood +metal.)
Time: 1 turn
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: 100-500 Medium Cavalry

[] Train Heavy Cavalry (Write in weapons/shield) {Write in style of fighting} - Train some Heavy Cavalry. REMEMBER to pick what weapon they use plus whether or not they use a shield! (Level of skill/ability as well as numbers depends on roll.)
Cost: 100-500 rupees, 40-200 metal, +20-100 rupees upkeep {based on how many are trained} (Other resource costs too depending on weapon/shield choices, example: sword= metal, shield= wood, spear= wood +metal.)
Time: 1 turn
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: 100-500 Heavy Cavalry

[] Capital Walls - Build walls around your capital to improve defenses. --[] Make it with marble (requires upgraded marble quarry)
Cost: 700 rupees, 400 stone, 300 more rupees if made with marble
Time: 2 turns
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: Improved capital defences, if made with marble +1 pop moral.

[] Ordontown walls - Repair the walls around Ordontown to ensure the Blin don't have an easy time taking it if they try.
Cost: 300 rupees, 200 stone.
Time: 1 turn
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: Ordontown walls repaired, possibility of better defenses for Ordontown.

Administration:
[] Stimulate Internal Trade - Spend some money funding merchants to try and increase trade in your new nation. It should increase your wealth in the long run.
Cost: 500 Rupees
Time: 1 Turn. takes 2 turns to take effect.
DC: small success 25-40, Medium success 41-60, large success 61-85, great success 86-99.
Reward: Increases trade income by 25-100% based on roll, Chance of increasing influence with either or both merchant/Lord factions.

[] Increase taxation -Ordona has always had a low tax rate. As you are becoming your own nation perhaps it is time to increase that. Though you will find some difficulty doing this, that is for certain.
Cost: 0 rupees
Time: 1 turn, takes 3 turns to come into effect.
DC: small success 45-60, Medium success 61-75, large success 75-90, great success 90-100.
Reward: increases taxes by 25-100% based on roll. Failure causes an influence loss with all races/factions. (you might not outright lose 1 influence with everyone but you will lose at least 1 point, it partly depends on how big the failure is.)

[] Build Stone Road network throughout Ordona - Build Stone roads throughout your kingdom, this will stimulate trade and let you move armies around much faster.
Cost: 100 rupees, 400 Stone, +100 rupee upkeep, + 400 rupees temporary upkeep.
Time: 2-8 turns
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-100.
Reward: Road network built throughout Ordona, increase population growth by 10%, population becomes slightly more spread out, trade income gains a +10% modifier, armies move 25% faster throughout your kingdom.

[] Upgrade Marble Quarry - The Marble quarry isn't big enough. You want enough marble to make walls so perfectly white that when your enemies die before them they will be stained red with their blood!
Cost: 200 Rupees, 100 wood.
Time: 1 Turn
DC: Automatic success
Reward: +300 Stone income, +100 Rupees income.

[ ] 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 MORE 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: +300-700 wood Income (slight risk of deforestation)

[ ] 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 rupee income +20% modifier, +5 learning rolls.

[X] (2 authority locked in until action is complete!) 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 (1 turn remaining)
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, +1 racial influence with the Hylian commeners, +200-500 tax income.

Diplomacy:
[] Attempt to improve population morale - hold a feast, Throw a party, Create a holiday. Do whatever it takes to improve how happy people are and how much they like you.
Cost: 200 Rupees
Time: 1 Turn
DC: small success 45-60, Medium success 61-75, large success 75-90, great success 90-100.
Reward: success grants 1-4d50's to roll towards a 0/100 score +0/100 per every point of population morale in place, of improving population morale by +1. If you fail by too much you might lose 1 population morale instead.

[] Attempt to improve how much a race/faction likes you - Hold a feast, Throw a party, Give them money. Do whatever it takes to improve how much a faction likes you and respects your authority.
Cost: 200 Rupees
Time: 1 Turn
DC: small success 45-60, Medium success 61-75, large success 75-90, great success 90-100.
Reward: success grants 1-4d50's to roll towards a 0/100 score +0/100 per every point of influence you already have, of improving racial/faction influence with a single faction by +1. If you fail by a lot you might lose 1 racial influence with the faction, or with a different faction.

Intrigue:
[] Train scouts - Train scouts to look into the various surrounding areas and try to find SOMEBODY! *committed to training scouts this turn thanks to promise with The Duke of south Hyrule*
Cost: 200 Rupees +50 rupees upkeep
Time: 1 Turn (MUST TAKE THIS ACTION ANY PLANS WITHOUT IT WILL NOT BE COUNTED)
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:
[] Build a research lab - Build a research lab to do experiments in.
Cost: 400 Rupees, 200 stone, 100 wood.
Time: 1 Turn
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: New research options, chance of +1-3 to future research actions.

[] 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, Marble
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, Marble
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, Marble
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: 1000 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. *Lustful trait starting to act up! if you do not find a wife within 2 years will result in possible racial influence loss from an incident!*
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.)

MORATORIUM FOR 6 HOURS UNTIL 9PM EST!

Turn ends here.

There you guys go, and now you see some of the hidden downsides of a trait! they can be pretty hefty at times like now. Again don't be too worried about the incident if you roll a critsuccess then it will actually benefit you... though it will harm diplomacy a bit with some races/nations.
 
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ARC 1: Turn 4: NEED MORE TROOPS! RESULTS!
'... what?' Link was stunned after he read Malo's report. 'How the hell did he manage this???'

Link kept sitting and staring up at the ceiling with his mouth gaping before shaking his head vigorously. 'You know what? NO I won't question this, I will just be happy I have a miracle worker on staff and not working against me instead.'

'Thankfully while Telma and the town builders also exceeded my expectations, they did so in a much more realistic manner.' Link thought with a relieved sigh. 'I'm not sure my heart could have taken another surprise like that.'

'Everything else also went as expected. Good to know.' Link leaned backwards resting his head on the back of his chair. 'Now what to do next year? hmmm.'


[X] If you want peace prepare the war

Martial:

-[X] Build Missile Range --[X] Assign Rusl --[X] Assign +1 Imperial Authority
Roll: 83 Large success!
With Link's help Rusl manage yo build the Missiles range both more cheaply. They also managed to convince all the ranged militia to visit it at least twice a month so that they could become more skilled.
Reward: -200 rupees, -200 wood, Can recruit and train professional ranged troops, +1 effectiveness to all ranged militia by turn 6.

-[X] Train Heavy Cavalry (Lance + horseman's axe/shield) (charge + Melee) --[X] Assign +1 Imperial Authority
Roll: 75 Large success!
Link managed to train 500 heavy cavalry for the new Ordonian army. Link feel that despite the heavy cost in training and equipping them, that they will be worth it when the moblins come.
Reward: -500 rupees, -400 metal, -200 wood, +100 rupee upkeep, +500 Heavy Cavalry

-[X] Ordontown walls --[X] Assign +1 Imperial Authority
Roll: 61 Large success!
Link Ordered the walls repaired and as many defenses as possible added on even if it costs more materials. Thanks to the extra bit of air of importance he put behind the action the workers barely managed to increase the wall height and add rounded towers at various points along the wall. Though only a couple feet were added and there were only a couple dozen towers put in.
Reward: -300 rupees, -400 stone, Ordontown walls repaired, wall height improved, added round towers.


Administration:
-[X] Increase taxation --[X] Assign Malo --[X] Assign Imperial Authority
Roll: 126 NATURAL CRITICAL SUCCESS!!!
Malo is a miracle worker, there is no other explanation for what he pulled with just a bit of your authority behind him. Not only did he manage to get ALL the citizens of Ordonna to agree to the Tax increase, he got them to agree to start sending extra taxes right away AND to do so happily. He even managed to get the Hylians moving into Athenae to agree to pay extra taxes. Malo is possibly the greatest administrator ever to be born.
Reward: tax income boosted by 100%, no influence lost, takes effect immediately, also covers Athenae's taxes! Also thanks to repeated critical or great success, Malo's admin stat is now boosted by +1!

-[X] (2 authority locked in until action is complete!) Build a Town for the Hylian Refugees
Roll: 86 GREAT success!
Athenae finished being built this year. Most of the remaining Hylians were able to mov into it and began paying their taxes, even the ridiculous boost Malo ended up getting from them. The builders even managed to build walls around the newly finished town at the cost of a fair bit of extra stone. By doing so they did, in a sense, surpass the builders under Malo that built the Capital. Either way the town is built and that's a damn good thing in Link's book.
Reward: -400 stone, -300 wood, -100 rupees temp upkeep, +100 rupees building upkeep, Athenae built up to medium town status, 23,000 Hylians moved into Athenae, +1 racial influence with the Hylian commoners, +600 tax income, +300 trade income, walls built around Athenae, Refugee malus reduced.

-[X] Upgrade Marble Quarry
The Marble Quarry was swiftly finished up for a small cost. Now you can enjoy the use of marble with ease and have a bit of extra pocket change... Not that it matters much in the face of the Tax boost.
Reward: -200 rupees, -100 wood, +300 Stone income, +100 Rupees income.


Intrigue:
-[X] Train scouts --[X] Assign Telma
Roll: 95 GREAT success!
Telma went above and beyond your expectations this year. Not only did she manage to recruit 1 squad at slightly reduced costs... She managed to recruit 2! As for the how... well that's a bit less impressive. She recruited them from her bar as they used to be hunters before she appropriated them to be scouts for you. It was their already above average skills at tracking, noting terrain, and eyesight that allowed Telma to cut out those parts of the training and focus on the rest, like accurate mapmaking, which let her train both squads at the same time and for the reduced cost.
Reward: -300 rupees, +100 rupees upkeep, 2 scouting parties to send where you wish.


treasury/resources at the end of the year:

Rupees: -1220 in bank, +4400 from taxes, +900 from trade. +200 from other sources.

Food: natural food level 5.

Stone: 100 in stockpiles, +1100 income.

Wood: 700 in stockpiles, +900 income.

Metal: 400 in stockpiles, +500 income.


Turn ends here

Ok guys... all I have to say here is that you are the luckiest bastards in this quest.

I swear.. You score a Nat crit... on the ONE THING you can't get a regular critical success on. LIKE WTF RNGESUS! The odds of this happening were insane, but it happened so meh... enjoy this while you can you evil lucky questers.

Anyway I will update the nation stats in a little bit... just give me some time to do it.

seriously though... that nat crit roll was insanely ridiculous... So bloody lucky you put Malo on that, he seems to just work miracles for you.


oh right I almost forgot...

[] Write in a name for the heavy cavalry troop type:
 
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ARC 1: Turn 5: Still no Blin! Major attack very likely, get more troops!
'Well rupees will certainly not be a problem this year.' Link thought with a smile. 'Though I really need to increase the size of the training grounds as soon as possible. More troops need to be trained faster so we can be prepared in the case of a full out Blin invasion.'

Link got up and started pacing in worry. 'Perhaps I should also look into building some counter-siege weapons in Ordontown. We do have those new towers built into the walls that could hold a decent sized siege weapon each. Building an Onager on top of each tower should massively improve the defences there.'

'I should also probably make use of that missile range and start training mass ranged troops. That will let them make proper use of the walls against the Blin when they come.' Link thought sitting back down with a sigh. 'Of course I also really need to look into finding other survivors of the goddesses wrath. If I can find someone willing to ally against the Blin that would solve most of the problem right there. Well wishes and all that... what to do this year?'

this is a line

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.

Intrigue: Telma +18 to intrigue actions she is applied to.

Research: Shad +14 to any research action he is applied to. Also grants a +7 bonus to all magical actions, if it is magical research and he is directly applied to it, +21 to the action.

Current Imperial Authority: 12


Current Treasury/Resources at the start of this year/turn:
Rupees: 3180

Food: natural food level 5.

Stone: 1200

Wood: 1600

Metal: 900


Actions:
Martial:
[ ] Establish Training Grounds lvl 2 - In order to train more skilled troops and keep up with the demand for more troops, the establishment of a more advanced training grounds is necessary.
Cost: 700 Rupees, 400 wood, 200 stone.
Time: 2 Turns
DC: small success 2-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: Can recruit and train more skilled troops, can recruit more troops at once, can build more advanced facilities, Chance of additional bonuses.

[ ] 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

[] Train Hoplites - Medium defensive infantry armed with a shield and a spear. Knows several defensive formations.
Cost: 50-500 rupees, +10-100 rupee upkeep, 20-200 wood, 20-200 metal.
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: 100-1000 Hoplites.

[] Train Light Infantry (Write in weapons/shield) {Write in style of fighting} - Train some Light Infantry. REMEMBER to pick what weapon they use plus whether or not they use a shield! (Level of skill/ability as well as numbers depends on roll.)
Cost: 50-500 rupees, +10-100 rupees upkeep {based on how many are trained} (Other resource costs too depending on weapon/shield choices, example: sword= metal, shield= wood, spear= wood +metal.)
Time: 1 turn
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: 100-1000 Light Infantry

[] Train Medium Infantry (Write in weapons/shield) {Write in style of fighting} - Train some Medium Infantry. REMEMBER to pick what weapon they use plus whether or not they use a shield! (Level of skill/ability as well as numbers depends on roll.)
Cost: 50-500 rupees, 10-100 metal, +10-100 rupees upkeep {based on how many are trained} (Other resource costs too depending on weapon/shield choices, example: sword= metal, shield= wood, spear= wood +metal.)
Time: 1 turn
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: 100-1000 Medium Infantry

[] Train Heavy Infantry (Write in weapons/shield) {Write in style of fighting} - Train some Heavy Infantry. REMEMBER to pick what weapon they use plus whether or not they use a shield! (Level of skill/ability as well as numbers depends on roll.)
Cost: 50-500 rupees, 30-300 Metal, +10-100 rupees upkeep {based on how many are trained} (Other resource costs too depending on weapon/shield choices, example: sword= metal, shield= wood, spear= wood +metal.)
Time: 1 turn
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: 100-1000 Heavy Infantry

[] Train Light Cavalry (Write in weapons/shield) {Write in style of fighting} - Train some Light Cavalry. REMEMBER to pick what weapon they use plus whether or not they use a shield! (Level of skill/ability as well as numbers depends on roll.)
Cost: 100-500 rupees, +20-100 rupees upkeep {based on how many are trained} (Other resource costs too depending on weapon/shield choices, example: sword= metal, shield= wood, spear= wood +metal.)
Time: 1 turn
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: 100-500 Light Cavalry

[] Train Medium Cavalry (Write in weapons/shield) {Write in style of fighting} - Train some Medium Cavalry. REMEMBER to pick what weapon they use plus whether or not they use a shield! (Level of skill/ability as well as numbers depends on roll.)
Cost: 100-500 rupees, 20-100 metal, +20-100 rupees upkeep {based on how many are trained} (Other resource costs too depending on weapon/shield choices, example: sword= metal, shield= wood, spear= wood +metal.)
Time: 1 turn
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: 100-500 Medium Cavalry

[] Train Heavy Cavalry (Write in weapons/shield) {Write in style of fighting} - Train some Heavy Cavalry. REMEMBER to pick what weapon they use plus whether or not they use a shield! (Level of skill/ability as well as numbers depends on roll.)
Cost: 100-500 rupees, 40-200 metal, +20-100 rupees upkeep {based on how many are trained} (Other resource costs too depending on weapon/shield choices, example: sword= metal, shield= wood, spear= wood +metal.)
Time: 1 turn
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: 100-500 Heavy Cavalry

[] Capital Walls - Build walls around your capital to improve defenses. --[] Make it with marble (requires upgraded marble quarry)
Cost: 700 rupees, 400 stone, 300 more rupees if made with marble
Time: 2 turns
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: Improved capital defences, if made with marble +1 pop moral.

[] Raining rocks - Build Large Onagers on top of Ordontown's new towers. This will let you bombarded Blin with rocks to kill them with better effectiveness than with bows.
Cost: 600-800 rupees, 300 wood, 100 stone, 100 metal, +100 rupees upkeep.
Time: 1-3 turns
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: Greatly improved defences for OrdonTown, slight chance of new siege technology gained.

Administration:
[] Stimulate Internal Trade - Spend some money funding merchants to try and increase trade in your new nation. It should increase your wealth in the long run.
Cost: 500 Rupees
Time: 1 Turn. takes 2 turns to take effect.
DC: small success 25-40, Medium success 41-60, large success 61-85, great success 86-99.
Reward: Increases trade income by 25-100% based on roll, Chance of increasing influence with either or both merchent/Lord factions.

[] Build Stone Road network throughout Ordona - Build Stone roads throughout your kingdom, this will stimulate trade and let you move armies around much faster.
Cost: 100 rupees, 400 Stone, +100 rupee upkeep, + 400 rupees temporary upkeep.
Time: 2-8 turns
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-100.
Reward: Road network built throughout Ordona, +100 trade income, increase population growth by 10%, population becomes slightly more spread out, trade income gains a +10% modifier, armies move 25% faster throughout your kingdom.

[ ] 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 MORE 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: +300-700 wood Income (risk of deforestation)

[ ] 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 rupee income +20% modifier, +5 learning rolls.

[] Increase size of the capital
Cost: 800 rupees, 600 stone/wood, +200 temp rupee upkeep
Time: 2 turns
DC: small success 2-30, Medium success 31-60, large success 61-85, great success 86-99.
Rewards: +100-400 tax income, +100 trade income, Refugee malus removed, Guaranteed loss of -1 racial influence with Ordonian Lords, possibility of -1 racial influence with the Hylian Lords.

Diplomacy:
[] Attempt to improve population morale - hold a feast, Throw a party, Create a holiday. Do whatever it takes to improve how happy people are and how much they like you.
Cost: 200 Rupees
Time: 1 Turn
DC: small success 45-60, Medium success 61-75, large success 75-90, great success 90-100.
Reward: success grants 1-4d50's to roll towards a 0/100 score +0/100 per every point of population morale in place, of improving population morale by +1. If you fail by too much you might lose 1 population morale instead.

[] Hylian dispersal - Spread the remaining Hylians throughout the Kingdoms many villages and few smaller towns. This will annoy the Hylian and Ordonian commoners a bit.
Cost: 300 rupees
TIme: 1 turn
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: +300 rupee tax income, chance of -1 influence with Hylian commoners, Ordonian commoners will feel less loyalty to Link, Refugee maluses removed.

[] Attempt to improve how much a race/faction likes you - Hold a feast, Throw a party, Give them money. Do whatever it takes to improve how much a faction likes you and respects your authority.
Cost: 200 Rupees
Time: 1 Turn
DC: small success 45-60, Medium success 61-75, large success 75-90, great success 90-100.
Reward: success grants 1-4d50's to roll towards a 0/100 score +0/100 per every point of influence you already have, of improving racial/faction influence with a single faction by +1. If you fail by a lot you might lose 1 racial influence with the faction, or with a different faction.

Intrigue:
[] 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 it's 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:
[] Build a research lab - Build a research lab to do experiments in.
Cost: 400 Rupees, 200 stone, 100 wood.
Time: 1 Turn
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: New research options, chance of +1-3 to future research actions.

[] 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, Marble
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, Marble
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, Marble
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: 1000 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. *Lustful trait starting to act up! if you do not find a wife this year may result in some racial influence loss from an incident!*
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.

There you go everyone. A few more options this turn and your massive number of rupees. I also added +100 rupees in trade income to the roads option so it won't increase income by much but it will increase it.

6 Hour Moratorium!


Also Vote closed on the Heavy cavalry name since it is unanimous.
 
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