Would you mind editing the post out first then?

Er, sorry, you mean edit the option that tags you?

Once again, this is not a valid vote. You need to commit labor with the option of committing expertise to a construction action. As it is with only one labor point we can only do one construction action at a time.

...technically, this is only true if we can't commit fractional labor/expertise.
 
Callom can personally make the trek to Baron Estate.


Hrm, I'm still half mind about this. My rationale is that with the Guildhall done and thus able to accommodate the Knight and with the makeshift weapons done, we have strong enough defense force and without worry of 'game over', so to speak. Over on Discord, however, AN have said that the Knight will be arriving with Callom at the start of next week-turn. Still conflicted a bit though. I'll mull things over.

Would you mind editing the post out first then?
Would it be possible to get a church NPC sent if we have the church half done this turn and finishing next turn with Callom departing next turn to the Baron (with a possible stop at the ranking church officials )
 
[X][Com] Build Basic Roads(0/16 Weeks)
[X][Com] Build Basic Roads(0/16 Weeks) x2
[X][Per] Organize Project(Build Basic Roads)

Our roads inside the town will never be taxed if we are the ones that built the roads.
 
Wait, @Academia Nut, I have some questions.

Will completing the Militia Gear Project open up new Expertise Projects?

On the front page, it says that Katrin is a Lv.1 Peasant, Lv. 1 Oracle. Does that mean she can raise her Peasant Lv? :V Or is it more of a rank? Can she train it?
 
[X][Com] Build Militia Gear
-[X] Commit 1 Expertise
[X] Build Hamlet Church
-[X] Commit 1 Labor
[X][Per] Study Skill - Dungeonmaster
 
Well, I cocked that up somewhat. That one's on me. Questions, @Academia Nut:
1. You mentioned that a Knight would be sent over to 'hold things over', once the word is sent. Does said Knight be counted as a 'NPC Adventurer'?
2. With what sort of 'militia gear' are we talking about?

If there's no objections, I would be contacting Baron Horvo this turn.

No worries at all! Once it became clear that my wise, considered, repeated wisdom would be ignored I took the liberty of inquiring with the local gravekeep about apprenticeships in light of the village council's apparently overwhelming intent to generate surplus demand. I would like to take this chance to register my need of an extra spade with the local smithy before they address silly things like the common defense of the realm against infernal monstrosities. You know, like last week.

By the way, you have sorted out a better disposal system for adventurers than throwing them straight back into fuelling the maw of the extradimensional eldritch horrors, right? I ask only because the necessary lye to ensure proper decomposition in these damned bogs is so expensive...
 
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[X][Com] Build Militia Gear
-[X] Commit 1 Expertise
[X] Build Hamlet Church
-[X] Commit 1 Labor
[X][Per] Study Skill - Dungeonmaster
 
[X][Com] Build Militia Gear
-[X] Commit 1 Expertise
[X] Build Hamlet Church
-[X] Commit 1 Labor
[X][Per] Study Skill - Dungeonmaster

Well, having gear and church started is good; but dropping wealth to 0 will tie options next turn. And it doesn't look like we have any good fighters yet.
 
@Academia Nut , related to this, How long would it take for a ranking member of the clergy to show up if we built the Church? Is there any realistic expectation that they'd send a bishop?

Not initially, but they would definitely send a priest with some significant training to take up the duties. Will anyway eventually. As investment and prominence rises higher ranked guys are likely to show up.

Will completing the Militia Gear Project open up new Expertise Projects?

On the front page, it says that Katrin is a Lv.1 Peasant, Lv. 1 Oracle. Does that mean she can raise her Peasant Lv? :V Or is it more of a rank? Can she train it?

*waggles hand on the militia gear*

Peasant 1 is something of a placeholder. You can technically level it, but it isn't really worth anything.
 
[X][Com] Build Hamlet Church (0/4 Weeks)
-[X] Commit 1 Labor
[X][Com] Build Militia Gear (0/1 Weeks, -1 Wealth 4 Weeks)
-[X] Commit 1 Expertise
[X][Per] Study Skill - Dungeoneering

This seems reasonable enough.

Well, having gear and church started is good; but dropping wealth to 0 will tie options next turn. And it doesn't look like we have any good fighters yet.
The good news is that since we're arming ourselves, we'll probably have fighters that are good enough for now. That's fine, because the one undeniable benefit of contacting the baron is that he'll send his own troops, which are going to be much better than what we can throw together.

Dropping Wealth to 0 does constrain us, but ideally next turn we'll be getting some Wealth from the Labyrinth.
 
[X][Com] Build Basic Roads(0/16 Weeks)
[X][Com] Build Basic Roads(0/16 Weeks) x2
[X][Per] Organize Project(Build Basic Roads)
 
By the way, you have sorted out a better disposal system for adventurers than throwing them straight back into fuelling the maw of the extradimensional eldritch horrors, right? I ask only because the necessary lye to ensure proper decomposition in these damned bogs is so expensive...
No I haven't :3

That said, actual burial grounds will have to wait. At least until the Church gets built up. Otherwise, I see no wrongs in recycling corpses back to the nature in a more...direct manner.

On a more serious note, I'm almost ready to make up my mind of contacting the Baron. There are several pro and cons (as well as consideration points) to this, as have been helpfully pointed out in thread and in a one-on-one conversation with @Citino (as well as AN clarifications), especially in light of the forming winning vote.
Pros:
  1. Be at the best possible security junction as we could in next turn, with the Knight as well as Militia weapons, fully preparing us for any early-game dangers and with it, the possibility of mounting a successful Expedition or Patrol for next turn, which in turn generates Wealth.
  2. Continues Callom's "Village Headsman" Skill.
  3. Having an ready Guildhall shows initiative and self-determination, possibility impressing
Neutral Points:
  1. The unknown factor of Baron Horvo of House Chevin-Bluth-on-Dore. There's no telling what his stance is with us telling the news.
  2. The same unknown factor of not knowing the disposition of the Knight sent our way.
  3. An Organize Labour this turn increases "Village Headsman" skill as well.
Cons:
  1. Giving up the initiative of information to the Baron, before finishing the Church, which is one of the two basic buildings that is important enough to build before contacting. It might be taken to signal we favour the secular powers instead of the Church. Which might be good or bad, depending on if we favour the nobles.
  2. Limit our timescale and actions before demands starts to push in.
Just want to lay out the cards first and let you know that this isn't an easy choice to make at all. If anyone have further thoughts, please lay them. too.
 
[X][Com] Build Militia Gear
-[X] Commit 1 Expertise
[X] Build Hamlet Church
-[X] Commit 1 Labor
[X][Per] Study Skill - Dungeonmaster
 
No I haven't :3

That said, actual burial grounds will have to wait. At least until the Church gets built up. Otherwise, I see no wrongs in recycling corpses back to the nature in a more...direct manner.

On a more serious note, I'm almost ready to make up my mind of contacting the Baron. There are several pro and cons (as well as consideration points) to this, as have been helpfully pointed out in thread and in a one-on-one conversation with @Citino (as well as AN clarifications), especially in light of the forming winning vote.
Pros:
  1. Be at the best possible security junction as we could in next turn, with the Knight as well as Militia weapons, fully preparing us for any early-game dangers and with it, the possibility of mounting a successful Expedition or Patrol for next turn, which in turn generates Wealth.
  2. Continues Callom's "Village Headsman" Skill.
  3. Having an ready Guildhall shows initiative and self-determination, possibility impressing
Neutral Points:
  1. The unknown factor of Baron Horvo of House Chevin-Bluth-on-Dore. There's no telling what his stance is with us telling the news.
  2. The same unknown factor of not knowing the disposition of the Knight sent our way.
  3. An Organize Labour this turn increases "Village Headsman" skill as well.
Cons:
  1. Giving up the initiative of information to the Baron, before finishing the Church, which is one of the two basic buildings that is important enough to build before contacting. It might be taken to signal we favour the secular powers instead of the Church. Which might be good or bad, depending on if we favour the nobles.
  2. Limit our timescale and actions before demands starts to push in.
Just want to lay out the cards first and let you know that this isn't an easy choice to make at all. If anyone have further thoughts, please lay them. too.
As far as the Church goes, we can probably finish it before the Baron actually arrives. My understanding of the contact action is that it takes multiple turns for the Baron to get here. If you were to go it also means we don't have to commit our only Expertise point to what is a 4(?) turn mission.

We're also reaching the limits of what can be accomplished in a reasonable timescale with our current resources. Contacting the Baron will help mitigate this somewhat, as he will almost certainly have access to more resources than we do.
 
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As far as the Church goes, we can probably finish it before the Baron actually arrives. My understanding of the contact action is that it takes multiple turns for the Baron to get here. If you were to go it also means we don't have to commit our only Expertise point to what is a 4(?) turn mission.
The Baron personally? Multiple turns. However, the contact itself will only take one turn and on the start of next turn, both Callom and the Knight will be back.

EDIT: This is from the excerpt that I posted in the first page about the road situation. 6 Days at most for the trip and 1 Day for the Estate itself.
 
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The Baron personally? Multiple turns. However, the contact itself will only take one turn and on the start of next turn, both Callom and the Knight will be back
I see. Regardless, I think that just confirms that contacting him sooner rather than later is the correct decision. Between the Knight and our Militia, we can start dungeon delving in earnest within the next turn or two, which seems like the only way we're likely to improve our wealth in the near future.
 
[X][Com] Build Militia Gear
-[X] Commit 1 Expertise
[X] Build Hamlet Church
-[X] Commit 1 Labor
[X][Per] Study Skill - Dungeonmaster
 
[X][Com] Build Hamlet Church (0/4 Weeks)
-[X] Commit 1 Labor
[X][Com] Build Militia Gear (0/1 Weeks, -1 Wealth 4 Weeks)
-[X] Commit 1 Expertise
[X][Per] Study Skill - Dungeonmaster
 
[X] Build Hamlet Church (0/4 Weeks)
[X] Build Militia Gear (0/1 Weeks, -1 Wealth 4 Weeks)
[X] [Per] Study Skill - Dungeonmaster

WE WARRIOR MONKS SOON
 
[X][Com] Build Militia Gear
-[X] Commit 1 Expertise
[X] Build Hamlet Church
-[X] Commit 1 Labor
[X][Per] Study Skill - Dungeonmaster
 
[X][Com] Build Militia Gear
-[X] Commit 1 Expertise
[X] Build Hamlet Church
-[X] Commit 1 Labor
[X][Per] Study Skill - Dungeonmaster
 
[X][Com] Build Militia Gear
-[X] Commit 1 Expertise
[X] Build Hamlet Church
-[X] Commit 1 Labor
[X][Per] Study Skill - Dungeonmaster
 
[X][Com] Build Militia Gear
-[X] Commit 1 Expertise
[X] Build Hamlet Church
-[X] Commit 1 Labor
[X][Per] Study Skill - Dungeonmaster
 
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