So buying the items requiring favour would mean we're on the hook to do random things for the merchants in question at some point in the future?
 
I'm not entirely sure what the 100 ended up doing that time?
Unless that one refers to the lumber- there is something going on with the collapse of domestic timber industry, but I'd have expected the foreign lumber to have come at crippling prices, given the carveup in the making, so maybe the fact that it's not costing an arm and a leg is the good thing here?
 
Favours are iffy because they might impact later actions on some other case... but I really want the alchemy equipment T_T
 
So buying the items requiring favour would mean we're on the hook to do random things for the merchants in question at some point in the future?
[] [Item] Encyclopaedia de Cille

This turns lets us start hitting the maximum 30 with The Eye Approaching Divinity. We have to get this.




@huhYeahGoodPoint How do these favour costs work?
You're on the hook to do a favor for the merchant-adventurers who are bringing these ultra-rare wares to you in the future, yeah - you're reasonably expected to carry these out on pain of "if you stiff us you're never seeing the good marketplaces again and we're going to jack up prices for you and you alone in the future and we're going to make your life more uncomfortable going forward", and these generally aren't going to be trivial things - but then again, the wares on offer are hardly trivial things themselves.
 
You're on the hook to do a favor for the merchant-adventurers who are bringing these ultra-rare wares to you in the future, yeah - you're reasonably expected to carry these out on pain of "if you stiff us you're never seeing the good marketplaces again and we're going to jack up prices for you and you alone in the future and we're going to make your life more uncomfortable going forward", and these generally aren't going to be trivial things - but then again, the wares on offer are hardly trivial things themselves.

If we buy the items, do they apply to the actions we are choosing now?
 
Also: The Ophelia-Oskaria action, and the equipment - if we succeed on the former, and/or purchase the latter, will those additional stats count towards rolls next turn?
 
[] [Diplomacy] The Streets
The last resort is to go to the streets for your powerbase - call upon the memories of the July Days and the clergy in the inner city that stand with you. DC: 25. Cost: 0 Budget.
Tempting. Tempting....
[] [Diplomacy] The Presses
Clearly, the nobility are using the presses they have to their advantage - best make sure that your own version of the story gets out there. DC: 22. Cost: 4 Budget.
[] [Stewardship] Reply and Riposte
The nobles have concocted their own story. Time to both refine your own story, and also look to ways of getting it all out there. DC: 24. Cost: 2 Budget.
Do these two actions do the same thing, and can they synergize or does taking one make the other obsolete?
 
[] [Item] Ghost Dust

@huhYeahGoodPoint Is this reusable?

You're on the hook to do a favor for the merchant-adventurers who are bringing these ultra-rare wares to you in the future, yeah - you're reasonably expected to carry these out on pain of "if you stiff us you're never seeing the good marketplaces again and we're going to jack up prices for you and you alone in the future and we're going to make your life more uncomfortable going forward", and these generally aren't going to be trivial things - but then again, the wares on offer are hardly trivial things themselves.

Can we make it clear to the merchant-adventurers that there are limits on what sort of favours they can call in? Like we aren't going to do anything outright evil or too immoral or commit treason?
 
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Tempting. Tempting....


Do these two actions do the same thing, and can they synergize or does taking one make the other obsolete?
They synergize strongly. One without the other is much more prone to enemy action on both fronts.
Ok. And the wintercore wand applies to any action which makes use of a magical item bonus?
Not quite - the Wintercore Wand will work with most of the high-tier converters except Tax Cut, for the simple reason that trying to wield a gun and a two-handed sword together doesn't work unless you have more than two hands :V
No - it's a one-time charge.
 
Not quite - the Wintercore Wand will work with most of the high-tier converters except Tax Cut, for the simple reason that trying to wield a gun and a two-handed sword together doesn't work unless you have more than two hands :V

So not until we get our tax spider back then?
No - it's a one-time charge.

And what about the other options? I assume that they are reusable, but after this getting this answer, I want to be sure.

I also edited another question into that post by the way.
@huhYeahGoodPointCan we make it clear to the merchant-adventurers that there are limits on what sort of favours they can call in? Like we aren't going to do anything outright evil or too immoral or commit treason?
 
Alright. Last question I think. If Ophelia successfully morphs into Ophelia-Oskaria, will she be taking over:

Kerrie's Martial
Tekla's Learning
and Cormag's Piety actions?
 
Can we make it clear to the merchant-adventurers that there are limits on what sort of favours they can call in? Like we aren't going to do anything outright evil or too immoral or commit treason?
You can tell them that, and they'll take it into account when they call in the favor - but then should their favor be over the line in your opinion you're going to have to either suck it up and do it or suck it up and cross that line when you get there.
So not until we get our tax spider back then?
Something like that.
And what about the other options? I assume that they are reusable, but after this getting this answer, I want to be sure.
The other options are all reusable, yes.
Alright. Last question I think. If Ophelia successfully morphs into Ophelia-Oskaria, will she be taking over:
Yep.
 
[X] Plan Power of the People, Again
-[X] [Item] Encyclopaedia de Cille
-[X] [Item] Wintercore Wand
-[X] [Item] Precision Refinery
-[X] [Martial] Contract Renegotiation
-[X] [Martial] First Strike
-[X] [Diplomacy] The Presses
-[X] [Diplomacy] The Streets
-[X] [Intrigue] Screw the Conspiracy
-[X] [Learning] Magical Remapping
-[X] [Stewardship] Lawyer Up
-[X] [Stewardship] Reply and Riposte
-[X] [Piety] Ophelia Training
 
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[X] [Item] Encyclopaedia de Cille
[X] [Item] Wintercore Wand
[X] [Item] Precision Refinery


The Encyclopaedia is a massive boost to us thanks to The Eye Approaching Divinity that we cannot afford to pass up.

Not going for the one-use Ghost Dust, but the Wintercore is good considering how many piety-based magic items we have and the Precision Refinery gives us a good boost to Learning where we have been lacking in the pass. Favours are unpleasant, but I consider it worth it considering how valuable these items are.

[X] Plan If They Want A War, Give Them One
-[X] [Martial] New Contracts
-[X] [Diplomacy] The Presses
-[X] [Free] The Guildmasters
--[X] Add Minor Boon to The Guildmasters
-[X] [Free] The High Clergy
--[X] Add Minor Boon to The High Clergy
-[X] [Free] The Streets
--[X] Add Minor Boon to The Streets
-[X] [Intrigue] Screw the Conspiracy
-[X] [Learning] Metal Stockpiles
-[X] [Stewardship] Reply and Riposte
-[X] [Piety] The Local Spirits


Even if the nobility is going to drag this out, we aren't going to stop going after them. If anything, this makes easier in some aspects as it gives us clear targets and justifications to go after them. Martial to get some new mercenaries to help us out since our old ones are leaving. Diplo-wise and Stewardship-wise, I am going for a full diplomatic counter-attack. Reply and Riposte over Lawyer Up because I think it synergises with our Diplo actions. Speaking of those, I am going for Presses to go with Reply and Riposte whilst I am using Minor Boons and Free Actions to ensure that we get all of the non-noble powerplayers siding with us from the guilds to the church to the public.

For Intrigue, I am just going for making the lives of enemies miserable for now due to the focus on diplomatic support. Learning is going for discovering where the major metal concentrations are getting a magical lay of the land and Piety is going to Local Spirits for buffs since I want to keep the Spirit of Oskaria in reserve for now and bring it out when we make our play and the Justice action DC is a bit high when I am focusing our bonuses on our Diplo actions.
 
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I'm not entirely sure what the 100 ended up doing that time?
Unless that one refers to the lumber- there is something going on with the collapse of domestic timber industry, but I'd have expected the foreign lumber to have come at crippling prices, given the carveup in the making, so maybe the fact that it's not costing an arm and a leg is the good thing here?
Good eye - though there is one crucial detail about that "foreignness" of the lumber.

Specifically, that lumber is from Transulinia, aka, the heavily-forested region that Oskaria's army is currently trampling through - there's probably more than a little bit of gunpowder-based persuasion that the Royal Army's been up to to make that lumber so cheap!

The fact that this shipment is apparently actually huge and coming right off the brutal winter that cut off a lot of wood supplies seems to just be the cherry on the completely unaffordable cake :V
 
Alright. So we desperately need to hit a large number of actions, and with high DCs this turn. If there was ever a time to call in the big guns in Ophelia-Oskaria, now's it. Cormag auto-succeeds on the action to call Oph-Osk.

For planning purposes, with Oph-Osk, and assuming we buy the Encyclopedia, Wand and Refinery, that leaves us with the following stats:

Martial: Ophelia, 22 + 5 (Tax Cut) = 27. This will auto-pass all martial actions without mercenaries.
Diplomacy: Tekla, 20 + 2 (Vestements) = 22
Intrigue: Kerrie, 19 + 2 (Tools of the Trade) = 21
Learning: Ophelia, 24 + either 7.6 (WW + Refinery on Salves action) or 0 (Magic Remapping) = 31.6 Auto-pass either way.
Stewardship: Ophelia, 24 + 9.6 (WW + EAD + Encyc). = 33.6 Just stupidly powerful.
Piety: Ophelia, 25 base, + 5 to negotiate with local spirits only for 30.

@huhYeahGoodPoint What exactly does Magic Mapping do for us again?

Also, a write-in: Could we use the magnetic compass to look for nobles who have suspicious amounts of either a) Cash on hand or b) Armaments?
 
@huhYeahGoodPoint What exactly does Magic Mapping do for us again?

Also, a write-in: Could we use the magnetic compass to look for nobles who have suspicious amounts of either a) Cash on hand or b) Armaments?
Magical Mapping lowers the DC/Cost of Local Spirits as appropriate, and also gives you more options to respond to bad Random Event Rolls.

Hm. That is actually a decent point - but it needs to be accompanied with a Stewardship Action.

[] [Learning] Metal Stockpiles
You know there's a lot of metal in this city - the triply-redundant armories of the Crown and the mass encouragement of noble armories in the capital speaks to that, at least - but it still might help to see where they're all at. DC: 10. Cost: 0 Budget.

[] [Stewardship] Into the Abyss

If the legal code of the countryside is a nightmare, the legal code of the capital is a yawning sunless abyss from which nothing ever returns. Nevertheless, you're going to need to brave the depths in order to see what privileges these nobles do and do not get inside the capital. DC: 34. Cost: 0 Budget.
 
Stewardship: Ophelia, 24 + 9.6 (WW + EAD + Encyc). = 33.6 Just stupidly powerful.
With a 33.6 stewardship? Yeah, I think we can take that path *predatory grin*. Have to run, but I'll have a plan up in an hour or two people.
I believe you missed this part of the Encyclopaedia de Cille.
up to a maximum of 30 Stewardship.

We can't use it to go over 30 Stewardship.
 
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