I like rolling the dice for things because it saves having to narrow "hmm, how would this play out" thoughts from many options to one, but I think I'm going to stop rolling publicly so much because it means you get OOC information. Even though it's fun to have people react.
I like rolling the dice for things because it saves having to narrow "hmm, how would this play out" thoughts from many options to one, but I think I'm going to stop rolling publicly so much because it means you get OOC information. Even though it's fun to have people react.
well, if you're going to SHOW the things you rolled about then it doesn't really matter that much.
You're basically giving us a vague idea of how well things will go.
If it's about hidden things, like for example you're rolling about how the war is going but we have no way to hear about it, in that case it MIGHT be better if you don't show the rolls
The roll for our stat increase was reasonable to show, considering we'd see the result instantly regardless. News about the war might be a little slower in coming? You'd still have told us, one way or another.
I'm with Pittauro, no point in hiding something we'd see anyway.
You are Harold Bismarck, and you're in a pensive mood as you mull over all the new people you've met in the last few months. Diplomacy isn't just making speeches. You've known that since you were a small child, since before you became a bit more interested in books and numbers than people.
Wait. That's self-deception. Your thoughts and actions as a small child are so muddled and indistinct that you can't really say anything about what you thought back then with confidence.
Either way, you are pretty sure you've known more people in the past six months than in the few years before that. You never really got to know the soldiers under your command - nor the servants, merchants, and peasants you spent your days with. Everyone wanted something from you, even if it was just to escape your notice in the case of the wretched.
It's interesting to see things from the other side. You've been avoiding nobles of all stripes when you can, hoping to escape notice and possible censure just like others did to you. You always fancied yourself above-average when it came to dealing with people - you developed an easy recognition of the flow of gossip and the ability to read faces for hints of emotion in the interminable court parties your parents dragged you to. But that's only one aspect of what some call 'Diplomacy', isn't it?
The long process of getting sullen and suspicious Nesiwalders somewhat on your side (or at least not against you), the rocky start of your business partnership with Mr. Smith, your sudden understanding of what Timothy Greens must be feeling... You have to get people to actually listen to you and like you. The way you carry yourself, the way you speak, the way you dress all changes how others view you. Perhaps you have to see things from their perspective and understand what you appear to be, what their concerns are, to make your own pitch-
Somehow, you might have stumbled into being good at that. A little humility, patience, and actually listening is surprisingly useful.
+1 base Diplomacy
Your time playing chess with the famous General Greis - it doesn't quite feel real to have chatted amicably and soundly lost a dozen rounds of chess with a man who's just about a living legend - has made you realize something important. You doubted him at first, but his recital of an old fogey who needed glasses to see a map table and had to be carried to the battlefield on a palanquin, has impressed on you the lesson that your skill in a straight-up fight and your skill running tactics or strategy are not necessarily the same thing.
Martial stat splits into Martial and Combat Prowess! Martial is more heavily slanted towards generalship - tactics, strategy, logistics, and battlefield sense. Combat Prowess is specifically your skill with weapons and armor, the ability to damage an opponent and remain undamaged. See character sheet for new numbers.
Your return to Nesiwald is not quite as triumphant as you might have hoped. After five hard days on the road, leaving the noise and opportunity of the city behind for tall hills and looming forests once again, you feel an odd sort of peace settle over you. Your new shoes make the journey easier, though your relatively nice set of merchants' clothes is packed away for special occasions.
You don't come back any richer in coin, but much richer in other things. Contacts, items, and experience. Several expensive lessons on sand casting have been learned by both you and Greens, which puts you in a good position to push forward on cast-iron plows. And you started the path of redemption to your family, though you haven't heard back from them yet. A rather large chunk of coin was sent their way - you pray it will make a difference as your parents march to war.
"Let's see what you learned in Ganz, lad," Mr. Smith gruffly says after you pay him the coin you owe. "Maybe you'll make Journeyman by eighteen yet."
After paying the smith what is owed, you have 13 Profit.
Sasha seems a little subdued at first, but brightens considerably when you give her a pair of small gifts - a green hat with a slight point and narrow brim that was a great bargain, taken from a slightly panicking tailor, and the half-statuette of a bear, fruit of your pewter-casting attempts that didn't go too well in the end. Waller has kept the Steward's house clean for you, and nothing of real note seems to have happened while you were gone.
And most importantly - you dig out the Codex Crystal from its alcove, and it positively thrums, glowing and feeling warm in your hand. The sense of relief when it's fine, still here, still holding great secrets for the unlocking, is palpable. You can practically feel your mind empty itself of an invisible noise, the kind of sound you don't notice until you notice its sudden absence.
"------- ------- - ----- -- ----."
"-Who said that?!"
...Hmph. There's only one answer that makes any sense, if that whisper at the edge of your hearing wasn't your imagination. Is the Codex Crystal getting stronger? Or... More attuned? Is it annoyed at you having left it, or perhaps rested? Despite glaring at it suspiciously for a little bit, you guide the crystal to this and that and compare its behavior to old notes. It's not your imagination - it's responding quicker and clearer, and remaining more stable when it shows you something.
The next morning you wake up slightly confused and sore, still half-expecting a comfortable inn bed and good food. Alas, instead a spider greets you when you stumble out of the darkness, having woven a web in an upper corner of the doorway. The sounds of the village waking up shake you out of your stupor.
You're back in Nesiwald, and a part of you wants to think of it as 'home'.
Plan Vote with the below actions. You have two free actions that can be used in any category.
Martial. 1 action.
You cannot afford to totally ignore martial matters. The army receives more crown funding than any three other institutions combined. If you really want to grow your industrial ideas, you'll need them to buy from you at some point. Perhaps you get a trainer and eventually graduate to 'passable' in soldierly matters. Perhaps you will simply find someone to consult with and set yourself up as the military's supporter that way.
[ ] Training Grounds? Everyone lamented the general unpreparedness of the militia at Ganz. So incompetent were the masses of volunteers that the army's leaders sent most of them away! This brings to mind the notion you shared with Cornet Renns when you first arrived - could Nesiwald build a simple training ground? You're not sure what it needs besides a flat open field to serve well, but you can talk to people and you remember your father's assembly field...
Cost: 0. Difficulty: 30. Figure out what a basic training ground needs.
[ ] A Monster Manual? You've had an idea for a guide to identifying dangerous magical wildlife - 'monsters', as they're called. Monsters are a problem for the whole world, but in Veschwar are mostly kept at bay by the relentless militancy of its people. Just last week one of the hunters killed a pair of zombie wolves. An identification guide - a monster manual - could help people recognize what they're dealing with, maybe even save lives. Write letters of inquiry to your new contacts in the Merchants' Guild.
Cost: 0. Difficulty: 5. See if anything like a Monster Manual already exists.
[ ] Exercise with Sasha! You're beginning to noticeably toughen up, and your endurance is better. Even if Sasha complains you got soft in the city. Keeping up this regimen is not quite as challenging as it was before, though Sasha still delights in being better than you at this. You're going to have to get back at her for making you suffer one day, though... Perhaps by teaching her accounting?
Cost: 0. Difficulty: 25. [2/3] Successes = Increase base Martial and Combat Prowess by 1.
Stewardship. 1 action.
With your recent expenditure to acquire the iron mine, your plans to have the grand water mill in place by the end of the year might now be out of reach. There's definitely not enough time to finish it by autumn now, but maybe you can have it ready for next spring? There's plenty else to do besides that, too.
[ ] Forgework. You have a deal with Mr. Smith to manage his money and shop in exchange for some of the extra coin he makes. When you really put the effort in, you can speed his own efforts and his apprentice-teaching along. Keep at it. Organize his tools, adjust prices a bit, help the apprentices, tally up demand for nails and horseshoes, round up men to fetch more ore, pitch the idea of new tools to folk, and so on.
Cost: 0. Difficulty: 15. Gain 1 Profit from excellent management and support of the blacksmith. Natural roll > 80 = 2 Profit.
[ ] Actual Roads. The main routes in Nesiwald are simple dirt paths. No matter how grandiosely they may be called 'roads', they simply aren't. If you are going to be in Nesiwald for a while, especially if you are going to get it to grow in size and relevance, you're going to need real roads at some point. The Codex shows you how to make a good road: Stone pavers on top of a gravel bed which is itself on a flat surface of well-compacted dirt. Write up some plans, get enough people on board with the idea, and make a lovely main road for the village.
Time: Three months. Cost: 5 Profit burned. Difficulty: 50. Easier to move people and goods around within Nesiwald. Road-building experience.
[ ] More Horse Collars. The first ones sold out pretty well eventually, and nobody has bothered to copy you and take your hands off the idea, so you can have carpenters make a lot more improved horse collars, and sell them all over the Rostwald region. Easy profit, and a benefit to the farmers. Win-win!
Cost: 5 Profit Invested for 3 months. Earn 2-4 Profit after that. Difficulty: 30.
[ ] The Watermill, Part 1. You've decided on an ambitious course of action, inspired by a quirk of geography that makes for a perfect water-drop, the ideal location for a waterwheel, to turn the power of nature into man's use. You have to lay a foundation and prepare the ground by building up and cutting away part of the hill, then start on the building's frame. This is going to be a big project, but it's not very complex or difficult, just a lot of work.
Time: Four months. Cost: 8 Profit Burned. Difficulty: 30. First stage of Large Watermill construction.
[ ] Start four-field crop rotation (buy). This should be an easy and simple way to improve food production in Nesiwald. Should. Get to know the farmers, and figure out who might be willing to divide up their fields in a new and radical way on your say-so. Probably not very many of them, given the looks you've received since being put up in your office-cum-storehouse. To guarantee that you'll actually see a return on your money and to secure long-term profits you'll buy a few fields and then get the farmers currently living on them to become tenants, working the land that now belongs to you. It's all legal, even if it would sure look like you're trying to set yourself up like a lord.
Cost: 10 Profit burned. Difficulty: 40 - 20 [Farmers Found]. Gain tiny tenant farms (four-field crop rotation) asset. Might cause backlash.
[ ] Start four-field crop rotation (convince). Alternately, you could just try to convince the farmers to adopt your idea, helping seal the deal by giving them a loan or buying them new tools and asking to be paid back in a few months. You won't see as any profit directly and it'll be even harder, since what does some cityfolk know about farming anyway? But improving local food production will have some very nice knock-on effects, increasing the amount of grain that you can feed the mill you plan to build and therefore the likely profits, and freeing up more people to work on all the other projects you have in mind.
Time: Two months. Cost: 4 Profit invested until end of next Spring. Difficulty: 60 - 20 [Farmers Found]. Four-Field Crop Rotation starts on some farms.
Learning: 1 action.
Learning what the Codex can teach you is going to be the bedrock of your plans to bring that miraculous future to this world. There will be three rough stages in bringing any new innovation to the real world. First, you study the Codex Crystal's visions to understand the general idea behind a new invention. This step will be essentially free - the only thing it will cost you is your own time and effort and perhaps a bit of paper.
Second, you will have to perform experiments on what you have deciphered. Watching someone else do it is not enough - you'll have to work with your hands to build prototypes, test methods, and learn the pitfalls and bad ideas. This could be expensive, depending on the item in question. And finally, once you have working knowledge or a prototype, you will be ready to use whatever you have been working on for real.
At least you have plenty of paper now. You can actually start to get something new done.
[ ] Ask the Codex about itself. You don't understand the Codex. You found it in a bunch of out-of-fashion jewelry in your parents' storeroom, but that doesn't go very far to explaining why such an obviously powerful magical artifact was waiting there for you to discover it. Or why nobody else can see the light it shines for you. The Codex is a lot more cooperative and calm now, for some reason. And you could swear you heard it whisper to you once... You might make good progress this time.
Cost: 0. Difficulty: Probably a lot easier now?. Gain information. Repeatable.
[ ] All Mine, part 1. The book on mining you purchased in Ganz describes ways to follow an ore vein as it abandons the surface and dips back into the ground. Tunneling is tricky and occasionally deadly business, but it seems that most mines worth the name have to use it. There's only so much iron right on the surface. Organize a dig of a short experimental shaft with these support structures and follow the iron into the hills.
Cost: 2 Profit invested for 4 months. Difficulty: 50. Unlock All Mine, part 2 (Stewardship)
[ ] Call for Casting. Timothy Greens isn't ready for his own smithy yet and he has been refused the chance to try sand casting with iron so far, but if you weigh in on the great possibilities of the method, Mr. Smith trusts you enough that he'll let Greens have the forge in the evening if you pick up the slack on some of his other work. If you can figure out how to make cast iron plows, that will be wonderful for the ease of farming around here.
Cost: 0. Difficulty: 40/100. Try to make cast iron plows.
[ ] Seek new ideas. See what the Codex has to show you, spend time letting it wander to whatever it wants to display to you instead of directing it somewhere specific.
Cost: 0. Unlock new technology prospects depending on roll.
Codex Outlines: 1 action.
As the Codex Crystal becomes more biddable, patient, and stable, you're able to scribble down notes on what it shows you in less time than before. Rather than blocking out a whole day to try and make sense of any of it, you can take it in smaller chunks and do more overall.
New action category to split long-term study of the Codex Crystal and actual prototyping and experimenting! Pick a topic to research the outline of with the Codex Crystal this month. Free actions spent here can speed up your progress.
[ ] Niter Chemistry outline. Apparently you could possibly mine this white stuff, or extract it from... Bat poop? Well it's not any more disgusting than spreading cow dung into the fields. The Codex implies that it is very, very good for the growth of certain plants, and also good at burning, that could possibly make a nice weapon of some kind? And maybe for putting on meat to make it last longer? You're not sure about that bit, but perhaps it will clear up if you study it.
Cost: 0. Progress: 0/[??500-800??]
[ ] Standard Weights and Measures outline. What is the length of a foot? How much does a bushel of grain weigh, exactly, and how much ale is in a barrel, measured to the drop? You need to figure out a system of weights and measures that will allow a layman to measure a variety of physical properties and get the same results, every time. If you can get it to the point that others can follow a standard measure, everything will be so much easier. You could order nails exactly two and one-quarter inches long from five different smiths and know that they will all be the same. It's going to save you so many headaches down the line.
Cost: 0 Progress: 17/[??600-1000??]
[ ] Vodka Brewing outline. There are plenty of potatoes being grown in the local fields. They're an easy crop that grows in almost any kind of soil. The Codex is showing you methods to turn potatoes into a new kind of alcohol using fermenting and strange boiling processes. The new drink would probably be fairly cheap to make and could be a good source of income. Potatoes are cheap.
Cost: 0. Progress: 0/[??300-500??]
[ ] Beekeeping Outline. Honey is a deliciously sweet delicacy, a rare treat. Nobles love the stuff, and you would know! Given that you have to get it by tromping through forests looking for wax balls of angry and then poking them with a stick... It's understandable that few want the job of collecting honey. But the Codex Crystal has ideas about bees, and has been showing you ways to - you think - attract bees to specially made hives and collect the honey without being stung as much. A reliably source of honey could be very profitable.
Cost: 0. Progress: 0/[??300-500??]
Diplomacy: 1 action.
Now that the winter is past and the immediate memory of your disgrace and banishment is likely to have faded from popular consciousness, you think you could reach out to some people in the kingdom and start to feel out what it would take to 'return to grace', as it were.
[ ] Come live with us! Your ideas for projects in Nesiwald call for it to turn to a bustling town, even a city in its own right, eventually. In particular you want mine workers. The glut of iron tools your mine and Mr. Smith's work provide should make things easier. You can offer to give homesteaders loans of tools, coin, animals, and land if they'll make their lives in Nesiwald, and start trying to induce the village to become a town.
Cost: 3 Profit invested for one year. Might recover Profit if action fails. Difficulty: 50. Causes Nesiwald to grow if successful.
[ ] Correspondence. You made friends in Ganz! Friends who you can send letters to - and openly sent letters aren't nearly as expensive as discreet and secret ones, thankfully. Writing to them keeps you in their mind and lets you draw on them for advice and interesting news. They'll be useful, all three... Less cynically, they're your friends, and you'll enjoy hearing from them.
Cost: 0. Difficulty: 20. Get in the habit of writing to Maisah Touati, General Greis, and Genevieve Casinet.
[ ] Mill prototype demo. You can make a small version of the watermill you plan to build fairly cheaply by paying some carpenters to put a model together. By demonstrating how it works with little gears and a bucket poured down a small trough, you'll have something you can show to the folk who will be working on making it. You can get them excited about this new innovation taking away the work of milling and leaving time for other things! If they don't take it as a flight of fancy that will never work, that is.
Cost: 2 Profit Burned. Difficulty: 40. Get Mill Demonstration. Nesiwald peasants understand the idea of a water mill, might get excited about it.
Intrigue: 1 action.
Alright, clearly there is more call for investigation and snooping than you initially suspected. Being aware of local gossip is nice enough, if not particularly useful - but there's other things you would really quite like to know or stealthily do, and you have to do them right but you only have so much time, attention, and subterfuge available to you.
[ ] Audit Preparation, sneaky. It didn't work the first time but maybe by lingering in the right places and asking the right questions you can figure out people are cheating on their tithes, and how egregious it is if so. If they're only cheating a bit, that's probably fine. If they're cheating a lot, you'll surely have to deal with it...
Cost: 0. Difficulty: 70. Information.
[ ] Audit Preparation, blatant. By openly investigating people for the chance they might be cheating on their tithes, you will surely burn a little goodwill, but you have a much better chance of finding out if anyone is hiding things. Even if you miss something, it sends a message that blatant skimming of the tithes isn't something you'll tolerate.
Cost: 0. Difficulty: 20. Information. May lower Nesiwald opinion.
[ ] More Gossip. You can't just walk out your front door and talk to the local gossips for the surrounding area. The other villages, hunters, homesteaders, horse patrols, and occasional wandering priest or herbalist in the sparsely-populated region you find yourself in might be a new source of gossip if you drop a few coins in the right palms in response to interesting stories. It might not be that much more interesting or useful than what you hear in Nesiwald itself, but more information is usually better. It'll help you keep a read on the area's mood if nothing else.
Cost: 1 Profit Burned. Difficulty: 20. Unlock Rostwald Region rumor mill.
Piety: 1 action.
Gods. Divinities. You don't fully understand them, but you think nobody does. Whether the gods are truly benevolent and kind or if their blessings are some kind of partnership or hobby, or something else entirely, you're not quite sure. You've never seen an obvious miracle - a glowing bolt of light that leaves a man fully healed, or lightning from clear skies to strike an enemy - but their more subtle workings seem real to you.
Seeing an undead up close has renewed your disgust and hate for Azmal and his workings on the world. And it seems like your prayers to Ordnil may have been answered, steadying you and allowing you to defend yourself, something you had feared you would never be able to do again in the back of your mind.
[ ] The Healer. There's a small church to the goddess Shallya here. Gods can be inscrutable at times, but the blessings they provide to people who faithfully pray are real and undeniable. Shallya's domain is healing, a fairly popular subject when plague and fighting are both capable of ravaging entire villages. Go to the church and pray, asking Shallya for the strength to continue on despite misfortune.
Cost: 0. Difficulty: ??. Helps you rest and recover. Gain a bit of divine favor?
[ ] Faith of the Shield. Ordnil is the patron god of Veschwar. Whether or not he steadied your hand when you killed that zombie, you think a little bit of endurance and surety can't go amiss for you. You should take some time aside to pray to Ordnil. Maybe set up a small shrine by carving the tower shield symbol into one of your walls.
Cost: 0. Difficulty: ??. Helps calm and center you. Gain a bit of divine favor?
[ ] ...Dreselin, are you there? You were touched by divinity in Ganz, and poor luck, poor judgement, or lack of skill ruined every attempt at pewter casting you made, so the brush of the divine left you, tinged with disappointment. How do you apologize to a god except by praying?
Cost: 0. Difficulty: ??. Pray to the goddess of crafts.
[ ] Signs of evil. The Necromancer God, Azmal, is a threat against everything that lives for the first time. Mindless zombies rise from corpses that are a bit too intact, sometimes. There are more powerful things, intelligences that prey on the living, and the rumors say you can raise zombies deliberately by invoking Azmal. There are ways of opposing the Dead God, too. You can ask Bertram.
Cost: 0. Difficulty: 30 - 10 [Dislike of Undead]. Learn more about undead and how to deal with them.
Personal: 1 action.
You can't endure every moment of your days being devoted to productive work in the long-term. Personal projects and spending time with your friends should distract you from more complicated and difficult tasks and give you a bit of time to unwind.
Personal actions don't have difficulties.
[ ] Reading and Writing. You miss books. Ledgers, tallies, and your own close-spaced notes on the things the Codex Crystal shows you aren't books. You have some paper, so perhaps you can write your own stories at some point - maybe that would be relaxing - but what you really want is to send for a few books to keep you entertained, literate and cultured, and, well, sane.
Cost: 2 Profit Burned. Get a small collection of novels and nonfiction.
[ ] Carving out time to talk. You enjoy your talks with Bertram Cooper, the steady and calm wood-carver who knows all the gods. Make sure to set aside some time every week to have dinner with the man and talk about the empire, the future, gods and ethics, the necessity of violence... The closest thing to intellectual conversation you can get.
Cost: 0. Progress friendship with Bertram.
[ ] Cast the die of friendship. Timothy Greens is a somewhat unconfident young man, but you've become friends - you think. He seems more comfortable talking to you lately, perhaps you can try to think of some way to help him believe in himself? It's worth a try.
Cost: 0. Progress friendship with Greens.
[ ] No relaxing, only work. Who are you kidding? The Codex Crystal - this wonderful incredible artifact that you don't understand and have kept a closely guarded secret - is the one and only gateway of these futuristic ideas. You are the only one who can bring the future here. You need to give it your all.
Cost: 0. Work harder. Gain a free action.
I'll lobby for a weights and measures standardization. Water mill construction, mine expansion, even the plows...if anything goes wrong (or doesn't but requires future maintenance), standardized numbers will save everyone time and effort.
I was leaning towards exercise just to get across the threshold and horse collars for the money. Actual roads feels to me like something after crop rotation and the water mill.
Can we get the mill going and still make our loan repayment?
I'm against roads. They're specifically mentioned to be not as good till we have a reason for people to use them (I.E. a local good other people want).
I'm thinking push a product-industry out of the codex, and get the plows running. The difficulty is lower at home for a passable win. Stewardship we want to do the prototype, since it could make the mill in some way better, and as long as we keep up on forgework we can still get the mill ready by spring with no trouble.
I'm against roads. They're specifically mentioned to be not as good till we have a reason for people to use them (I.E. a local good other people want).
I'm thinking push a product-industry out of the codex, and get the plows running. The difficulty is lower at home for a passable win. Stewardship we want to do the prototype, since it could make the mill in some way better, and as long as we keep up on forgework we can still get the mill ready by spring with no trouble.
I guess we don't have a free action any more unless we sacrifice our Personal action. I suspect that doing so would stress the MC out so I want to save that for emergencies.
I think we're supposed to vote by plan, right? I don't think I have time to make one right now, and I'd prefer to wait for after discussion anyway.
For Martial, I want to exercise with Sasha. We're only one action away from increasing Martial, and we haven't spent time with Sasha for a way. Let's get better at fighting before we run into another zombie, and then set up the training ground next turn.
Didn't we used to have two actions for Stewardship? If we're limited to one, then we should do Forgework in hopes of getting enough funds to set up the watermill this year. While I'm really tempted by the roads, the watermill should come first.
Learning has both asking the Codex about itself and having Tim try to make iron plows. With how horrible our rolls have gone for sandcasting, I'm trying to figure out if there's some way to improve our chances for the second option. I think that plowing is usually done in the spring so we should have some time to do this.
We just bought Niter so Niter Chemistry seems the obvious choice for Codex Outlines, and Correspondence is probably the best choice for Diplomacy.
I don't really want to do any audit options until we've established ourselves better, which leaves More Gossip at a cost of 1 Profit, but I'm also worried that we'll get in trouble with the tax collector (Genenieve) if we don't collect at least the vast majority of the taxes.
I'd prefer to talk to Dreslin for Piety and Tim for Personal. Maybe that would improve our chances at making the iron plows?
I'll vote in the morning. I really need to sleep now.
[X] Plan Back in the swing of things
-[X] Exercise with Sasha!
-[X] Forgework.
-[X] Call for Casting.
-[X] Vodka Brewing outline.
-[X] Mill prototype demo.
-[X] Audit Preparation, sneaky.
-[X] ...Dreselin, are you there?
-[X] Carving out time to talk.
-[X] [FREE] Correspondence.
-[X] [FREE] Ask the Codex about itself.
Finish up the exercise, get some extra profit from forgework sense we cannot relay afford to spend profit on something here and get the watermill started next turn, casting is started lets finish it. Vodka is relatively quick, should need relatively low setup and be easy to sell to the town and surrounding villages. The mill prototype should hopefully get the town on board or at least make them more open to using it instead of keeping production in house. We cannot afford to lower opinion so riskier option it is. And honestly Dreselin and Bertram interest me more than Timothy and the other Gods.
Edit: added free actions correspondence to cement those contacts we made and ask the codex because it seems important to figure out exacxtly it is and how it is effecting us.
[X] Plan For Next Year
-[X] Exercise with Sasha!
-[X] Forgework.
-[X] [Free] More Horse Collars.
-[X] Call for Casting.
-[X] Vodka Brewing outline.
-[X] Mill prototype demo.
-[X] [Free] Correspondence.
-[X] Audit Preparation, sneaky.
-[X] ...Dreselin, are you there?
-[X] Cast the die of friendship.
I don't know if you forgot or what, @Rockeye, but we did have that one generalist freebie action before we got back, and I don't see an explicit warning that we can't still use it, so I'm assuming we're allowed.
Almost the same as above, but assumes we're allowed to use our free action as per before we left, and I think I'm starting to like Greens a bit.
EDIT: Added correspondence for those really helpful people.
Yeah retrospect has made me realize im thinking too far ahead, we have other more immediate things to worry about. I still feel Training Ground a good idea.
@Powerofmind grabbing
[ ] More Horse Collars. The first ones sold out pretty well eventually, and nobody has bothered to copy you and take your hands off the idea, so you can have carpenters make a lot more improved horse collars, and sell them all over the Rostwald region. Easy profit, and a benefit to the farmers. Win-win!
Cost: 5 Profit Invested for 3 months. Earn 2-4 Profit after that. Difficulty: 30.
Seem good this turn, we need more profit since we really spent too much in town the mill is expensive and we have that fine coming up.
Yeah retrospect has made me realize im thinking too far ahead, we have other more immediate things to worry about. I still feel Training Ground a good idea.
It would be good to start to improve relations with the local military forces. So either training ground or the monster manual.
Plus they're probably finished with all the undead by now, so Varn might come around.
It would be good to start to improve relations with the local military forces. So either training ground or the monster manual.
Plus they're probably finished with all the undead by now, so Varn might come around.
No, exercise improves our martial stat which is added to martial actions to see if they pass or not so that is a +1 to all rolls in that category once we finish. Also best to finish that in case we unlock more exercises.
No, exercise improves our martial stat which is added to martial actions to see if they pass or not so that is a +1 to all rolls in that category once we finish. Also best to finish that in case we unlock more exercises.
Yeah but it's not a priority for us, I never really see us becoming good at martial actions perhaps competent sure but good not really. So while it's something to do it shouldn't be our primary concern.