[X] Plan: Set Up v2
-[X] Military:
--[X] Go hunting and gathering. (100)
-[X] Diplomacy:
--[X] Request aid from Iron Hall. (50)
--[X] Request aid from Iron Gate. (50)
-[X] Stewardship:
--[X] The Basics: The Mushroom Farms. (200)
--[X] The Basics: The Hold Mines. (200)
-[X] Intrigue:
--[X] Scout out the local area. (100)
-[X] Learning:
--[X] Set up a shrine to Dorra, the Frost Hunter and Ocean Goddess. (100)
-[X] Personal:
--[X] Personal Assistance: Request aid from Iron Hall.
--[X] Personal Assistance: Go hunting and gathering.
You take a seat on the edge of the ridge, watching the miners begin to cut into the relatively soft soil that you have decided to set up the entrance at. The soil makes for a good starting point and within a couple weeks, you can get a couple of temporary dormitories dug out to give your people some shelter from the elements. From there, they can work on the central shaft and begin to work on whatever you tell them.
It is a good start. The soil will be good for the farms whilst the grand river that is the passage is relatively nearby. While it will be some years until it happens, Starspire will be one of the holds with a port and a navy.
You enjoy the summer breeze whilst you can because a lot will need doing. You got to reach other to all of your neighbours, set up the defences and get the basics of the hold up and running. Captain Lydra wants to go scouting out the area and whilst that isn't a bad idea, you worry it might just be her adventure instinct talking. Bormvar is desperate to get some local industry set up so you aren't reliant on slowly dwindling supplies and Isgerd is urging to you to get the shrines to the Winter Gods done through she admits that they won't mind if you wait on other priorities first.
Things will be a challenge, but it will be a challenge that you will rise to meet. Starspire has only just begun and you will make it into one of the greatest holds that Jorgard has ever seen.
Military: Militia Commander Thord Shattersworn is charge of the militia and all other military matters at Starspire. While he is beginning to get on with his age, you could not ask for a better person to run your fledging militia. Wise, brave and a good sense for how his troops are feeling, you trust Thord to carry out his duties. (Choose 1)
Go hunting and gathering.
While you got enough supplies to last a couple of years, you can get more food, including meat, and other valuables such as hides or herbs from the local wildlife.
DC: 20. Successes Required: 0/1. Cost: 100. Effect: Gain food and other items of use from the local wildlife.
-Personal Assistance: Go hunting and gathering.
Required: 20+ Rolled: 108 (85+23)
You take aim at the deer doe with your crossbow, lining up the shot before taking it with expert precision. The art of hunting isn't the same as the art of waging war, but you are able to apply your skills to it well enough. The bolt pierces the eye of the deer, killing the animal outright as the bolt lodges itself in its brain. As the deer collapses, you put your crossbow away as you move to carry your prey home.
Acutely aware of the limited supplies that your hold current has, you have sent out your hunters to bring in more meat, furs and bones to improve Starspire's stockpiles. You even join them yourself upon returning from Iron Hall, adding your martial expertise to the hunt. A competent markswoman, your skill with a crossbow makes up for your lack of hunting experience.
Unfortunately for you, you have to leave the collection of various fruits, berries and herbs to the trained hunters as you lack the necessary skills to do that job. Nonetheless, you rack up a good number of kills with your crossbow, making sure to bring every corpse back to Starspire.
The summer and harvest prove to be good months for hunting and gathering this year as between you and the hold's hunters, plenty of extra resources for Starspire's stockpiles.
+300 Stockpiles from hunting and gathering.
Diplomacy: Mayor Strarodik Stormarmour is the elected official in charge of diplomacy at Starspire. A lively, confident and optimistic man, he is liked by all of Starspire, yourself included. You can count on Strarokik to do this job and do it well. (Choose 2)
Request aid from Iron Hall.
The town of Iron Hall is one of the two nearby holds. A populous and rich hold, Iron Hold is ruled by Earl Horl Jewelhelm and he is said to be a fair man. He will almost certainly provide you with aid whilst your hold is still young and vulnerable.
DC: 20. Successes Required: 0/1. Cost: 50. Effect: Receive aid from the town-hold of Iron Hall.
- Personal Assistance: Request aid from Iron Hall.
Required: 20+ Rolled: 77 (43+29+5)
Iron Hall is all that you hope to turn Starspire into. Over five thousand people call the town-hold home and it shows. The entrance is fortified behind two thick stone walls on the surface that are manned by some guards and the main stairwell goes deep underground. The stone surfaces are full of engravings and the hallways of the hold are bustling with activity.
You show up with only a single bodyguard, one of the Varc men from Thord's squad, and that is only to avoid making the journey alone. Every set of hands is needed back at Starspire and you are more than capable of looking after yourself.
The Iron Gate guards greet you and you are quickly allowed access into the town-hold. The captain on guard lets you know that Earl Jewelhelm should be in his office. As you progress further into the hold, you get plenty of stares and as always, you are unsure if they are due to your title or your appearance. Someday you will make so it is the former for certain, but for now, the uncertainty remains.
While each hold is unique, there is a certain level of standardisation that every hold follows and by following basic knowledge, you are able to make your way down to the offices where official business is done.
Letting your guard make his way to the eating halls, you meet with Earl Jewelhelm alone.
"Thane Jarin Dawnblade of Starspire," you introduce yourself as you enter the office of Earl Jewelhelm.
Horl Jewelhelm is an average looking Varc. Grey hairless skin, black eyes, horns that look like they could hurt someone on a sturdy body whilst his body is wrinkled from being thrice your age. His clothing is nothing special and from that alone you can tell that the leader of Iron Hall is the sort of person who favours logistics over appearance.
"Thane Dawnblade," says Earl Jewelhelm as he looks up from his work, "Ah yes, greetings Thane Dawnblade. What brings you to my hold?"
"I would like to request aid Earl Jewelhelm," you tell him, cutting to the point rather than dancing about formalities like you would with some foreigner.
The Joric are a practical people and pointless niceties are something that the nobility of Jorgard indulge between themselves. Going straight to the subject is preferred to dancing about it and you suspect that is especially the case for Earl Jewelhelm.
"Yes, you would do that," says Earl Jewelhelm, half to himself and half to you, "A new hold on the edge of Jorgard. Starspire may not need aid, but we all know that the first few years is when a hold is at its weakest. Yes, I shall give you aid. I will sent for the hold's records and have a guest room set up for you. We can discuss the details of what Starspire needs and what Iron Hall can offer tomorrow."
"I thank you for your generosity," you tell the earl and he snorts.
"My hold is rich and yours is new," retorts Earl Jewelhelm as he pulls out something from his desk, "If you are to thank me for my generosity, take this token of my friendship."
+2,000 Stockpiles from Iron Hall
Thane Dawnblade gains an enchanted gift from Earl Jewelhelm as a token of friendship.
Request aid from Iron Gate.
The fortress of Iron Gate is one of the two nearby holds. Small and fortified, Iron Gate is ruled by Thane Ingun Blackstar, who is said to be a hardy woman. If asked, she will definitely send some martial aid to your young and vulnerable hold.
DC: 20. Successes Required: 0/1. Cost: 50. Effect: Receive aid from the fortress-hold of Iron Gate
Required: 20+ Rolled: 66 (61+5)
The expedition to Iron Gate also provides successful even if the gains are lesser. Like Earl Jewelhelm, Thane Blackstar was sympathetic to your hold's vulnerable position as it got set up. While she didn't have as much to offer as Earl Jewelhelm due to Iron Gate being a much smaller hold than Iron Hall, your fellow thane is able to provide some aid for Starspire.
A squad of infantry is sent back with your messengers with orders to defend Starspire for the next three years. A welcome boon to the defence of your vulnerable hold as three years will be enough for Starspire to establish its own defences.
1 Squad of Jorgardian Infantry from Iron Gate is stationed at Starspire for the next three years.
Stewardship: Manager Bormvar Winterlegs is the man responsible for all of the administration work done at Starspire. Something of a genius like yourself if not on your level, Bormvar is a tad focused on material goods for your tastes. On the bright side, he should be good for keeping the stockpiles high. (Choose 2)
The Basics: The Mushroom Farms.
Your hold will need its own local supply of food. You got enough supplies to last a couple of years and you can get more food from traders, but the sooner you got the hold growing its own mushrooms, the better.
DC: 0. Successes Required: 0/1. Cost: 200. Effect: Gain the ability to produce food locally.
Mushroom farms provide much of a diet for the hold. Having cultivated multiple varieties of mushrooms over the thousands of years, Jorgard is capable of covering its plant-based needs with mushrooms alone, especially since the mushrooms can be grown all year around in the underground farms of the Jorgardian holds.
It will be no different for Starspire. Earthy caverns are dug out near the soil surface, deliberately separated from the entrance hall for security reasons. Farm plots are planned out and toiled and by the time that winter begins to approach, the first batches of mushrooms are already being grown.
+200 Income from Mushroom Farms.
The Basics: The Hold Mines.
Stone and metal are required for any hold to be successful and for both of those things, you need to get mining for them. Set up some local mine to provide a local supply of stone and ore for the hold.
DC: 0. Successes Required: 0/1. Cost: 200. Effect: Gain access to local stone and ore.
You can never truly know what you will find in the stone beneath a newly founded hold. Whilst it is incredibly rare for a hold to have no ores to be mined, sometimes they only have access to zinc or nickel ore. Luckier holds will have access to metals like tin, silver, gold or if they are luckier than most, copper. As your miners report back on their findings, it looks like Starspire is going to be one of the most fortunate holds as they come back with iron ore.
It will be some time before you are able to smelt that iron, but when you are, Starspire will be able to produce native iron good and with even more time, steel goods. Truly a fortuitous beginning to your hold.
+200 Income from Iron Mines.
Intrigue: Guard Captain Lydra Hunterhilt is in charge of the justice and dealing with underhandedness at Starspire. An inspiring adventurous woman, Lydra is a friend of yours, but you cannot avoid doubting her suitably for her role. She can certainly do her duties in defence of the hold, but you don't think she is a good fit for dealing with criminals and other miscreants. (Choose 1)
Scout out the local area.
While you got some idea of the surrounding area before setting out, it is certainly neither complete nor up to date. Send out some scouts to get some accurate and recent information on the area around your hold.
DC: 10. Successes Required: 0/1. Cost: 100. Effect: Gain knowledge on the local area.
Required: 10+ Rolled: 39
When you sent out Captain Lydra to explore the local area and get some accurate information on the lands around Starspire, you were not expecting the woman to find a fallen hold. Mount Oath was known to have existed in the area, but it had fell during one of Jorgard's dark periods and the exact location of it had been lost.
Now it had been discovered nearby by Lydra and her squad. Not too close, but not too far away either.
The only problem is that Lydra isn't the first to find it. She and her squad didn't get too close, but they spotted an encampment around the entrance of Mount Oath. The small village had activity within it and some of that activity apparently involved people going in and out of the hold entrance.
Interesting news that is both good and troubling. You will definitely want to deal with this sooner or later.
Learning: Priestess Isgerd Blackhelm is a Mirran priestess and the person in charge of spiritual matters at Starspire. She reminds you of yourself as she can switch between violence and compassion at a flip of switch. Isgerd doesn't hesitate to speak her mind which is something you appreciate, but you really wish she would think before acting. (Choose 1)
Set up a shrine to Dorra, the Frost Hunter and Ocean Goddess.
One of the Winter Gods that the Joric worship, Dorra is the supporter of hunters, scouts and sailors and while the last will be irrelevant to you, the former two will be important on the untamed frontier. Set up a shrine to her within the hold.
DC: 0. Successes Required: 0/1. Cost: 100. Effect: Gain a shrine to Dorra.
Whilst not a Dorran, Isgerd is still a priestess of the Winter Gods. With rooms for the temples and other spiritual matters yet to be dug out, sets up the shrine to Dorra near the entrance, where it can be easily accessed by all for now. The shrine is simple, a block of stone with a carving of Dorra herself set against an image of the ocean whilst the goddess holds a bow in hand. A bowl of chilled water is placed in front of it and Isgerd calls upon the power of the Winter Gods to enchant the shrine to be cold enough for a permanent layer of frost.
As the population of the hold grows larger, a proper temple will be required, but for now, the shrine is enough to satisfy your power.
Gain Shrine to Dorra, the Frost Hunter and Ocean Goddess.
***
What enchanted gift did Earl Horl Jewelhelm give to Thane Jarin Dawnblade as a token of his friendship?
[] A flask of Larian mead that will never run out.
[] A ring that will always provide a source of light.
[] A scarf that will never ruin and always keep the wearer warm.
[] A necklace that cleanses the body and attire of the wearer.
Name: Jarin Dawnblade Title: Thane of Starspire, Princess of Jorgard Age: 18 Gender: Female
Traits: Princess of Jorgard: You are the granddaughter of Queen Alatha Pillarfortress, making you part of Jorgard's royalty. (Bonus to diplomacy with other Jorgard holds and foreign nobility.) Genius: You have an unmatched intellect that is seen once in a generation. (+2 to all Stats) Beautiful: You are a legendary beauty that is seen once in a generation. (+5 Diplomacy) Ambitious: You have high goals in life and willingness to reach them. (+1 to all Stats)
Items:
Military
1 Squad of Jorgardian Guard Infantry (10)
-Guard Captain Lydra Hunterhilt (Martial 17)
1 Squads of Jorgardian Infantry (10)
-Militia Commander Thord Shattersworn (Martial 19)
1 Squad of Jorgardian Hunters (10)
-Militia Captain Aelanir Hardwall (Martial 11)
1 Squad of Jorgardian Infantry (10)
-Militia Captain Vuruk Goldchaser (Martial 16)
-On loan from Iron Gate until 4-4009 Summer (Turn 5).
Diplomatic Relations
Jorgard (Queen Alatha Pillarfortress) = Good/New Addition to the Realm
Iron Hall (Earl Horl Jewelhelm) = Excellent/Bonds of kinship
Iron Gate (Thane Ingun Blackstar) = Good/New liked neighbour
Mount Oath squatters = ???/Trespassing on rightful Joric land.
Hold Status
Stockpiles: 3,500
Income: 400
Expense: 300
Net Biannual Change: +100
Population: 100
Mushroom Farms (Level 0): +200 Income, Access to Mushrooms Iron Mine (Level -2): +200 Income, Access to Iron Shrine to Dorra, the Frost Hunter and Ocean Goddess (Level 0): Appeased Dorrans and Joric.
Other
***
The first turn and a minor vote to bridge this update and the next. All in all, I would call it a successful turn.
In case anyone is wondering, you don't get to see all of the rolls. You got some stuff in this upgrade from rolls that are hidden to you.
Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to. Feel to ask questions for more details and information.
The former, but can technically used by the latter. It is less that it is always full and more that the flask will automatically refill itself over time until it is full so just pouring it out would be limited as a result of that.
While she didn't have as much to offer as Earl Jewelhelm due to Iron Gate being a much smaller hold than Iron GateHall, your fellow thane is able to provide some aid for Starspire.
I favored the necklace of cleaning because I remember my dwarf fortress days.
Say no to stains, they eat up framerate like nothing else, because one puddle can stain a thousand dwarves, every single body part, every single item they have, and the stains will spread stains on new surfaces..
[X] A necklace that cleanses the body and attire of the wearer.
The necklace from Earl Horl Jewelhelm is a godsend as far as you are concern, perhaps Dorra rewarding you for the shrine. You certainly given a pray of thanks at the shrine in question. Not having to worry about dust, dirty and all of the other little things that get struck on the human body is a wonderful thing. You haven't taken the necklace off since you got it and you haven't regretted the decision as winter begins.
It is the first day of the Mith, making Warrior's Day and the official start of winter. The hold of Starspire, your hold is beginning to fall into place. You haven't got any bedrooms or kitchens set up, but you got underground dorms and plenty of rations to last the winter and worst comes to the worst, the farms are beginning to produce raw mushrooms that can be eaten in a pinch.
The iron mines are also beginning to produce a stockpile of ore, but you will need some workshops and smelters to turn that ore into something useable. You are looking forward to that day. First Starspire will wield locally crafted iron tools made with locally smelted iron and then Starspire will wield locally crafted steel tools made with locally smelted steel.
Iron Hall and Iron Gate have certainly proved that the greatest strength of Jorgard it is its willingness to work together. Captain Vuruk Goldchaser and his men are a welcome addition to the hold even if it is only for a handful of years and the supplies from Iron Hall have massively increased your stockpiles.
Of course, there is still plenty that needs doing as the winter and the snow that comes with it begins to set in. You know nothing about your foreign neighbours and you got the squatters at Mount Oath to deal with. Mithias and Mirra both need places of worship and the hold still needs bedrooms, workshops and kitchens.
Oh, you could do with a bedroom. You don't mind having to share a room with half the hold, but you miss the privacy of your own room that you had growing up.
Military: Militia Commander Thord Shattersworn is charge of the militia and all other military matters at Starspire. While he is beginning to get on with his age, you could not ask for a better person to run your fledging militia. Wise, brave and a good sense for how his troops are feeling, you trust Thord to carry out his duties. (Choose 1)
[] Recruit Infantry Squad.
Whether they wield spears, axes, swords, maces or hammers, the holds of Jorgard are protected by their infantry squads. Each squad consisting of ten warriors, train another squad of infantry to increase the strength of your militia.
DC: 10. Successes Required: 0/1. Cost: 500. Effect: Gain 1 Green Infantry Squad
[] Recruit Hunter Squad.
Wielding crossbows and hammers, these marksmen form the ranged component of the hold's defenders. Each squad consisting of ten warriors, train another squad of hunters to increase the strength of your militia.
DC: 10. Successes Required: 0/1. Cost: 500. Effect: Gain 1 Green Marksmen Squad.
[] Build wooden palisade.
While you will build a stone wall in time, a basic wooden palisade is quick and easy enough to put up and provides some basic defence against threats.
DC: 0. Successes Required: 0/1. Cost: 300. Effect: Improved defences.
[] Construct drawbridge.
The drawbridges of the Jorgardian holds are enchanted to resist damage and are often the main defence of a hold. Set on up in the entrance hall to protect the hold from invaders.
DC: 0. Successes Required: 0/1. Cost: 300. Effect: Improved defences.
[] Go hunting and gathering.
While you got enough supplies to last a couple of years, you can get more food, including meat, and other valuables such as hides or herbs from the local wildlife.
DC: 20. Successes Required: 0/1. Cost: 100. Effect: Gain food and other items of use from the local wildlife.
[] Clear out the Mount Oath squatters.
There are squatters living on rightful Jorgardian territory at the lost hold of Mount Oath. Rally up your military forces and clear out these people before they can do any further damage to the hold they are wrongfully occupying.
DC: 0. Successes Required: 0/1. Cost: 50. Effect: Begin a Combat Turn as you clear out the Mount Oath squatters.
Diplomacy: Mayor Strarodik Stormarmour is the elected official in charge of diplomacy at Starspire. A lively, confident and optimistic man, he is liked by all of Starspire, yourself included. You can count on Strarokik to do this job and do it well. (Choose 2)
[] Request aid from Iron Hall.
The town of Iron Hall is one of the two nearby holds. A populous and rich hold, Iron Hold is ruled by Earl Horl Jewelhelm and he is said to be a fair man. He will almost certainly provide you with aid whilst your hold is still young and vulnerable. Given that they have already sent aid recently, it will take some good diplomacy on your part to get some more so soon.
DC: 40. Successes Required: 0/1. Cost: 50. Effect: Receive aid from the town-hold of Iron Hall.
[] Request aid from Iron Gate.
The fortress of Iron Gate is one of the two nearby holds. Small and fortified, Iron Gate is ruled by Thane Ingun Blackstar, who is said to be a hardy woman. If asked, she will definitely send some martial aid to your young and vulnerable hold. Given that they have already sent aid recently, it will take some good diplomacy on your part to get some more so soon.
DC: 50. Successes Required: 0/1. Cost: 50. Effect: Receive aid from the fortress-hold of Iron Gate
[] Reach out to the League of Kora.
Located to the west of your hold, the League of Kora is one of Jorgard's oldest and steadfast allies. Still recovering from the Dark War, you could try reaching out to this old ally of the Joric people to see if they are willingly to open up diplomatic relations.
DC: 10. Successes Required: 0/1. Cost: 50. Effect: Open up diplomatic relations with the League of Kora.
[] Reach out to the Marlean Empire.
To the east of your hold on the other side of the Passage, the Marlean Empire is a rising star since the Dark War and you will almost certainly be dealing with it in the future. While the journey will be long and the rewards uncertain, send some representatives to open up ties between the empire and your hold.
DC: 10. Successes Required: 0/1. Cost: 50. Effect: Open up diplomatic relations with the Marlean Empire.
[] Reach out to the independent settlements.
To the south of your hold on both of sides of the Passage, the lands are currently unclaimed with many independent settlements of varying sizes having sprung up after the Dark War. Send out representatives to these settlements to get a feel for what they are like and if any are viable diplomatic partners.
DC: 10. Successes Required: 0/1. Cost: 50. Effect: Information on the independent settlements to the south and potential diplomatic ties.
[] Investigate the Mount Oath squatters.
There are squatters living on rightful Jorgardian territory at the lost hold of Mount Oath. Send out some diplomats to find out just who these people are so you can decide how to deal with them wrongfully occupying the hold.
DC: 10. Successes Required: 0/1. Cost: 50. Effect: Open up diplomatic relations with the squatters at Mount Oath.
[] Set up diplomat's office.
You currently have no official diplomat or an office for him to conduct business in. Whilst your fellow Joric and foreign commonfolk are unlikely to be bothered, it could be a problem when dealing visiting foreign nobility. Recruit a diplomat and build them an office.
DC: 0. Successes Required: 0/1. Cost: 200. Effect: No penalty to dealing with foreign nobility.
[] Set up trade depot.
While you may see the odd enterprising trader dropping by, you will need to set up a proper trade depot for any trade caravans that show up. Get one set up so you can get some actual trade going.
DC: 0. Successes Required: 0/1. Cost: 200. Effect: Allows trade caravans to trade at your hold.
Stewardship: Manager Bormvar Winterlegs is the man responsible for all of the administration work done at Starspire. Something of a genius like yourself if not on your level, Bormvar is a tad focused on material goods for your tastes. On the bright side, he should be good for keeping the stockpiles high. (Choose 2)
[] Expand the Mushroom Farms.
Starspire has its own mushroom farms set up and while they are sufficient for now, they can be expanded further. Have more rooms dug out and more farm plots set up to increase the number of mushrooms that can be grown locally.
DC: 10. Successes Required: 0/1. Cost: 300. Effect: Increase local food production.
[] The Basics: The Crafting Workshops.
Your hold has limited ability to produce any goods or tools. Correct this by setting up some crafting workshops and storage rooms for them.
DC: 0. Successes Required: 0/1. Cost: 300. Effect: Gain the ability to produce the basic items that the hold requires.
[] Expand the Iron Mines.
Starspire has invaluable iron mines and these will be a major step to making your hold prominent. However the iron mines remain rather basic for now and it will take work to expand them further.
DC: 10. Successes Required: 0/2. Cost: 400. Effect: Expands the iron mines.
[] Send out prospectors.
You have iron mine set up, but who knows what else is waiting to be dug up. Get some people to go out prospecting and locate anything else worth mining in the area.
DC: 0. Successes Required: 0/1. Cost: 200. Effect: Chance of locating new mine options.
[] The Basics: The Great Hall.
The Great Hall is where you will rule from, any celebration will take place and is the centre of any hold. Have one constructed to show that your hold is a proper hold and make running the place easier.
DC: 0. Successes Required: 0/1. Cost: 500. Effect: Build the great hall.
[] The Basics: The Kitchens and Breweries.
While your people can eat raw food and drink plain water, nobody likes that. Get some kitchens and breweries up and running so you can get some cooked meals and proper booze in the hold.
DC: 0. Successes Required: 0/1. Cost: 300. Effect: Gain the ability to produce prepared meals and drink.
[] The Basics: The Bedroom Wings.
People need places to sleep and while the temporary dormitory will suffice, a hold is expected to provide a bedroom to everyone. Get enough bedroom for everyone and then some spares for any new arrivals.
DC: 0. Successes Required: 0/1. Cost: 400. Effect: Build the bedrooms for the hold.
Intrigue: Guard Captain Lydra Hunterhilt is in charge of the justice and dealing with underhandedness at Starspire. An inspiring adventurous woman, Lydra is a friend of yours, but you cannot avoid doubting her suitably for her role. She can certainly do her duties in defence of the hold, but you don't think she is a good fit for dealing with criminals and other miscreants. (Choose 1)
[] Build prison cells.
Whether it be for captured enemies or caught criminals, you will need prison cells for them to be held in. Construct a corridor of prison cells for future prisoners.
DC: 0. Successes Required: 0/1. Cost: 400. Effect: Gain a set of prison cells.
[] Scout out the local area.
You have already had the local area scouted, but information only remains accurate for so long. Who knows what might have changed since you last sent out scouts? You certainly won't unless you send out more.
DC: 10. Successes Required: 0/1. Cost: 100. Effect: Gain up to date knowledge on the local area.
[] Set up basic traps.
Take the time to set up some basic traps in your entrance hall to catch any unwanted quests or harm invading warriors.
DC: 0. Successes Required: 0/1. Cost: 100. Effect: Improved defences.
Learning: Priestess Isgerd Blackhelm is a Mirran priestess and the person in charge of spiritual matters at Starspire. She reminds you of yourself as she can switch between violence and compassion at a flip of switch. Isgerd doesn't hesitate to speak her mind which is something you appreciate, but you really wish she would think before acting. (Choose 1)
[] Build tombs.
As morbid as it may be, it is a fact of life that your hold will see death soon or later. Get some tombs carved out with solid stone coffins so the bodies of the fallen have a place to rest upon death.
DC: 0. Successes Required: 0/1. Cost: 300. Effect: Gain tombs to place any future dead in.
[] Set up a shrine to Mithias, the Light Warrior and Sun God.
The eldest and leader of the Winter Gods, Mithias is a mighty warrior and pretty much everyone pays respect to the Sun God after the Dark War. Set up a shrine to him within the hold.
DC: 0. Successes Required: 0/1. Cost: 100. Effect: Gain a shrine to Mithias.
[] Set up a shrine to Mirra, the Lightning Warrior and Storm Goddess.
One of the Winter Gods that the Joric worship, Mirra is the benefactor of those in the military and you know that your militia all worship her. Set up a shrine to her within the hold.
DC: 0. Successes Required: 0/1. Cost: 100. Effect: Gain a shrine to Mirra.
[] Construct a temple to Dorra, the Frost Hunter and Ocean Goddess.
You have already set up a shrine to the goddess Dorra and the next step is a proper temple. Have the space for a temple dug out and then have a temple to the goddess constructed within.
DC: 10. Successes Required: 0/2. Cost: 500. Effect: Gain a Dorran Temple.
Personal: While your duties to the Hold of Starspire as its thane are important, so is looking after yourself. Take the time to look after your personal life. (Pick 2 Actions)
[] Personal Assistance. (Choose an action)
While your subordinates are good at their jobs, sometimes you need to get more hands on. Personally assist the completion of a certain task and make sure that the job gets done.
DC: 0. Successes Required: 0. Cost: 0. Effect: Add your relevant stat as a bonus to the dice roll of the chosen action.
[] Devote yourself to one of the Winter Gods.
A common misconception amongst outsiders is that the Joric will only worship one of their gods just as most of them only worship one of the Moridea. The truth is that is a matter of specialisation rather than exclusion as many Joric will chose one of the Winter Gods to follow in particular. Time for you to follow that same path.
DC: 0. Successes Required: 0. Cost: 0. Effect: Choose one of the Winter Gods to devote yourself to.
[] Markswoman Training.
You are already a very competent fighter, but you can always improve on your skills. Push your skills further and learn the ins and outs of wielding a crossbow from the veterans that have travelled to Starspire with you.
DC: 20. Successes Required: 0/3. Cost: 0. Effect: Gain Trait Markswoman.
[] Swordswoman Training.
You are already a very competent fighter, but you can always improve on your skills. Push your skills further and learn the ins and outs of wielding a sword from the veterans that have travelled to Starspire with you.
DC: 20. Successes Required: 0/3. Cost: 0. Effect: Gain Trait Swordswoman.
[] Commission Armour.
You have the basic set of armour that all members of the Jorgard nobility are given, but as Thane, you can get access to better. Seek out someone to make a superior set of armour for you to wear into battle.
DC: 20. Successes Required: 0/1. Cost: 20. Effect: Find someone who can make you some better armour.
[] Commission Weaponry.
You have the basic steel sword and wooden crossbow that all members of the Jorgard nobility are given, but as Thane, you can get access to better. Seek out someone to make a superior sword for you wield in battle.
DC: 20. Successes Required: 0/1. Cost: 20. Effect: Find someone who can make you a better sword.
[] Commission Finery.
You have some jewellery and pretty dresses and whilst that was enough for a princess, as Thane and leader of a hold, you will need better to impress your foreign peers. Look into getting fine jewellery and fancy dresses.
DC: 20. Successes Required: 0/1. Cost: 20. Effect: Find someone who can craft you fine jewellery and tailor fancy dresses.
Name: Jarin Dawnblade Title: Thane of Starspire, Princess of Jorgard Age: 18 Gender: Female
Traits: Princess of Jorgard: You are the granddaughter of Queen Alatha Pillarfortress, making you part of Jorgard's royalty. (Bonus to diplomacy with other Jorgard holds and foreign nobility.) Genius: You have an unmatched intellect that is seen once in a generation. (+2 to all Stats) Beautiful: You are a legendary beauty that is seen once in a generation. (+5 Diplomacy) Ambitious: You have high goals in life and willingness to reach them. (+1 to all Stats)
Items: Neckless of Cleansing: An enchanted necklace that cleanses the body and attire of the wearer.
Military
1 Squad of Jorgardian Guard Infantry (10)
-Guard Captain Lydra Hunterhilt (Martial 17)
1 Squads of Jorgardian Infantry (10)
-Militia Commander Thord Shattersworn (Martial 19)
1 Squad of Jorgardian Hunters (10)
-Militia Captain Aelanir Hardwall (Martial 11)
1 Squad of Jorgardian Infantry (10)
-Militia Captain Vuruk Goldchaser (Martial 16)
-On loan from Iron Gate until 4-4009 Summer (Turn 5).
Diplomatic Relations
Jorgard (Queen Alatha Pillarfortress) = Good/New Addition to the Realm
Iron Hall (Earl Horl Jewelhelm) = Excellent/Bonds of kinship
Iron Gate (Thane Ingun Blackstar) = Good/New liked neighbour
Mount Oath squatters = ???/Trespassing on rightful Joric land.
Hold Status
Stockpiles: 3,500
Income: +400
Expense: -300
Net Biannual Change: +100
Population: 100
Mushroom Farms (Level 0): +200 Income, Access to Mushrooms Iron Mine (Level -2): +200 Income, Access to Iron Shrine to Dorra, the Frost Hunter and Ocean Goddess (Level 0): Appeased Dorrans and Joric.