Mountain Hold (CK2 Quest)

Okay, I'll try my hand at a plan, then.


[X] Plan: Hold Basics Continued

[x] 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
(OOC: We need more soldiers, straight up, before we go attacking even the squatters.)

[x] 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.
[x] 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.
(OOC: Setting up trade depots during the winter means we'll do better in the spring. And this is the Aid with the lowest DC.)

[x] 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.
[x] 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.
(OOC: Need Crafting so we can build more complex items and become more self-sufficient, and Kitchens bc we need food to, well, stay alive. Pretty basic stuff.)

[x] 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.
(OOC: Defense is good.)

[x] 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.
(OOC: Again, if we attack the squatters even remotely soon, we'll need these. Plus winter tends to be more dangerous.)

[x] 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.
[x] 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.
(OOC: Improving our combat abilities prior to fighting the squatters seems like a very good idea.)


Total Cost: 2050
Stockpiles +Income: 3900
What's Left: 1850
Minus Standing: 1550


***

Feedback is appreciated, of course.


EDIT: Swapped diplo office for aid, and prison for traps, as requested.
 
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[x] plan now some defenses as well
-[x] Build wooden palisade.
-[x] Investigate the Mount Oath squatters.
-[x] Set up trade depot.
-[x] The Basics: The Crafting Workshops.
-[x] The Basics: The Bedroom Wings.
-[x] Set up basic traps.
-[x] Build tombs.
-[x] Personal Assistance. (Investigate the Mount Oath squatters)
-[x] Commission Armour.

stockpiles:
3500 (starting)
+100 income
-300 (palisades)
-050 (investigate mount oath)
-200 (trade depot)
-300 (crafting wing)
-400 (bedroom wings)
-100 (traps)
-300 (tombs)
-020 (armor)
-------
1930 resources at end of turn.


@Oshha what is the expected policy of the Jorgard towards people squatting in an abandoned Hold? Will our other neighbors go "what the hell" if attack them, or will it be more "obviously the Jorgard do that".

@avatar11792 you never added the details to the plan, the tally doesn't show them.

onto strategy:

We're not in position to people at Mount Oath yet. It could easily turn into a diplomatic clusterfuck, even if we manage to win. Let's find out who they are first. If killing them would invite a bunch of reprisals, let's not.

Given that, we should definitely work on defenses.

For stewardship actions, we should probably do bedrooms as the highest priority, as their lack gets a mention in the post, possibly signaling priority.

for the personal actions, it takes a total of three actions to get benefits from training, while buying stuff has an immediate turn around.
 
@Oshha what is the expected policy of the Jorgard towards people squatting in an abandoned Hold? Will our other neighbors go "what the hell" if attack them, or will it be more "obviously the Jorgard do that".

The latter.

Jorgardian holds are the rightfully lands of Jorgard and the Joric people as Jorgard lays claim to all of their holds and to a lesser extent, the Jord Mountains. This has been the case for tens of thousands of years so it is pretty much accepted as fact by the rest of the world. So your casus belli is about as strong as it could be through some people might still be upset by your actions. Just because you got good reason to attack somewhere doesn't mean the friends or allies of the people you are invading are going to be okay with it.

So you wouldn't get backlash from any neutral parties due to a strong and accepted casus belli, but the squatters might have friends who would be unhappy with you.
 
@avatar11792 you never added the details to the plan, the tally doesn't show them.
I didn't know that was a requirement, put them back in.

onto strategy:

We're not in position to people at Mount Oath yet. It could easily turn into a diplomatic clusterfuck, even if we manage to win. Let's find out who they are first. If killing them would invite a bunch of reprisals, let's not.

Given that, we should definitely work on defenses.

For stewardship actions, we should probably do bedrooms as the highest priority, as their lack gets a mention in the post, possibly signaling priority.

for the personal actions, it takes a total of three actions to get benefits from training, while buying stuff has an immediate turn around.
Military: We should have a stronger military regardless of the squatters, bc its been stated that the surrounding area is quite dangerous. So, focusing on building up our military still makes sense.

Diplo/squatters: In terms of Diplomacy, the winter is more dangerous to try communicating or travelling outside of the Hold, so focusing on building up facilities that will expand what we're capable of doing is important. Investigating the squatter IMO can wait until spring.

Intrigue: As for defense, that's what having more troops will help with. And we will need a prison to handle the beginnings of crime in our Hold, better earlier than later.

Stewardship: I decided to push the food angle bc I figured the Bedrooms would be of higher quality if the Crafting Workshops are set up first, thats why I delayed them. Kitchens are...well, not simpler than bedrooms, but different in what they need. Also, having availability to cook food during winter is kind of a huge deal too, both for our people's health and for morale (bc who wants to eat virtually raw, simple, unprepared food during freezing winters?). Difference of opinion, I suppose.

Personal: As for the training actions, our bonus would help actions, but we're doing alright for now. Dresses, jewelry, weapons, and armor we're not yet set up to make, and our econ is still kinda cruddy, so we shouldn't go throwing money around on fripperies. Training takes time yes, but it provides important defense/offense bonuses, so starting earlier is a good idea.
 
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[X] Plan Make A House A Home
-[X] Construct drawbridge.
-[X] Set up diplomat's office.
-[X] Set up trade depot.
-[X] The Basics: The Kitchens and Breweries.
-[X] The Basics: The Bedroom Wings.
-[X] Set up basic traps.
-[X] Set up a shrine to Mirra, the Lightning Warrior and Storm Goddess.
-[X] Commission Armour.
-[X] Commission Weaponry.

So...rationale time.

Drawbridge runs the same as the palisade but is going to want less replacing.
(300)
It's winter. Let's not go places for now, but instead set up what we'll be doing come spring. Trade and diplomat are how we prosper instead of merely not starving. (200)(200)
Gotta eat. Gotta sleep. I could be persuaded on Crafting Workshops over bedrooms, but it would take persuading. (300)(400)
Traps do the defenses thing. (100)
Adding a war god shrine is good before potential combats. (100)
Personal armor and weapon are one success for improved fighting. (40)

300+200+200+300+400+100+100+40=1640. Expensive, but that sets up most of the basics and gives us somewhere to come back to. Gotta have one of those before you go anywhere.
 
Okay, I'll try my hand at a plan, then.


[X] Plan: Hold Basics Continued

[x] 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
(OOC: We need more soldiers, straight up, before we go attacking even the squatters.)

[x] 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.
[x] 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.
(OOC: Setting up basic offices during the winter while travelling is more difficult is a good idea, we'll do better in the spring.)

[x] 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.
[x] 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.
(OOC: Need Crafting so we can build more complex items and become more self-sufficient, and Kitchens bc we need food to, well, stay alive. Pretty basic stuff.)

[x] 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.
(OOC: If we're going to be attacking the squatter even remotely soon, we'll need these.)

[x] 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.
(OOC: Again, if we attack the squatters even remotely soon, we'll need these. Plus winter tends to be more dangerous.)

[x] 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.
[x] 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.
(OOC: Improving our combat abilities prior to fighting the squatters seems like a very good idea.)


Total Cost: 2200
Stockpiles +Income: 3900
What's Left: 1700
Minus Standing: 1400


***

Feedback is appreciated, of course.

I like this plan but just Two thing i wolud change

Build prison cells for traps

And Set up diplomat's office for some aid maybe?

The rest is ok! And i vote your plan!
 
Vote is still open.
Vote Tally : Mountain Hold (CK2 Quest) Original - Fantasy | Page 5 | Sufficient Velocity [Posts: 126-142]
##### NetTally 2.2.0

[X] Plan Make A House A Home
-[X] Construct drawbridge.
-[X] Set up diplomat's office.
-[X] Set up trade depot.
-[X] The Basics: The Kitchens and Breweries.
-[X] The Basics: The Bedroom Wings.
-[X] Set up basic traps.
-[X] Set up a shrine to Mirra, the Lightning Warrior and Storm Goddess.
-[X] Commission Armour.
-[X] Commission Weaponry.
No. of Votes: 5

[X] plan now some defenses as well
-[X] Build wooden palisade.
-[X] Investigate the Mount Oath squatters.
-[X] Set up trade depot.
-[X] The Basics: The Crafting Workshops.
-[X] The Basics: The Bedroom Wings.
-[X] Set up basic traps.
-[X] Build tombs.
-[X] Personal Assistance. (Investigate the Mount Oath squatters)
-[X] Commission Armour.
No. of Votes: 3

[X] Plan: Hold Basics Continued
[X] 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.
[X] 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.
[X] 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.
[X] 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.
[X] 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.
[X] 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.
[X] 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.
[X] 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.
[X] 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.
No. of Votes: 3


Total No. of Voters: 11
 
Vote is closed.
Vote Tally : Mountain Hold (CK2 Quest) Original - Fantasy | Page 5 | Sufficient Velocity [Posts: 126-146]
##### NetTally 2.2.0

[X] Plan Make A House A Home
-[X] Construct drawbridge.
-[X] Set up diplomat's office.
-[X] Set up trade depot.
-[X] The Basics: The Kitchens and Breweries.
-[X] The Basics: The Bedroom Wings.
-[X] Set up basic traps.
-[X] Set up a shrine to Mirra, the Lightning Warrior and Storm Goddess.
-[X] Commission Armour.
-[X] Commission Weaponry.
No. of Votes: 6

[X] plan now some defenses as well
-[X] Build wooden palisade.
-[X] Investigate the Mount Oath squatters.
-[X] Set up trade depot.
-[X] The Basics: The Crafting Workshops.
-[X] The Basics: The Bedroom Wings.
-[X] Set up basic traps.
-[X] Build tombs.
-[X] Personal Assistance. (Investigate the Mount Oath squatters)
-[X] Commission Armour.
No. of Votes: 4

[X] Plan: Hold Basics Continued
[X] 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.
[X] 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.
[X] 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.
[X] 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.
[X] 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.
[X] 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.
[X] 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.
[X] 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.
[X] 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.
No. of Votes: 3


Total No. of Voters: 13
 
Now for my least favorite time in any quest: the space between my plan winning (granted this tends to be a rarity) and the results.

It's the waiting. It's definitely the waiting.
 
4-4006 Winter - Turn 2 Results
[X] Plan Make A House A Home
-[X] Construct drawbridge.
-[X] Set up diplomat's office.
-[X] Set up trade depot.
-[X] The Basics: The Kitchens and Breweries.
-[X] The Basics: The Bedroom Wings.
-[X] Set up basic traps.
-[X] Set up a shrine to Mirra, the Lightning Warrior and Storm Goddess.
-[X] Commission Armour.
-[X] Commission Weaponry.

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)

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.

The drawbridge is constructed in the main entrance corridor, made from blocks of carved stone, rock mechanisms and some enchantments of durability and magic resistance that you brought with you from Bronze Hall for the sole purpose of securing the hold entrance.

Masons place the blocks and mechanisms whilst enchanters work the imported magic into construction and flow the stone blocks back into a single object. It takes a few weeks, but by the end of winter and the start of spring, the sole entrance into your hold is secure.

The drawbridge won't be invincible and neither will your hold, but there is no easy way into your hold and it is possible to block off invaders or other unwanted intruders with a flick of switch.

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)

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.

The diplomat's office is almost twice the size of a bedroom and while some might consider that to be needless extravagant, you know it fulfils a purpose. Yes, a diplomat could do their job in a smaller office without expensive and impressive items in it, but a diplomat's job is more than just organising deals and doing paperwork. A diplomat needs to impress and persuade foreigners, something which needs to be done with the consideration of foreign expectations.

A foreign noble or some other important representative will expect grandness and unnecessary wealth and that is what you'll show them in the diplomat's office where business is done. You won't need to worry about foreigners feeling snubbed by what you have to offer nor will they look down on you for the quarters that your diplomat uses.

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.

The trading depot is set up the entrance corridor between the entrance itself and the new drawbridge to provide the traders with some measure of protection from both the elements and attackers. A large room is carved out fit multiple wagons in it and a wide entrance that will let the wagons in. A smaller room is made near to the larger room on the other side of the drawbridge. While the former will be where the traders can set up shop, the smaller room will be where the hold will store trading goods so they can be quickly brought to the traders.

While it is too late for any caravans to come this year, you can expect a boost in traders arriving in future 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 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.

Whilst you can eat raw food and drink plain old water, nobody likes to do that and your supplies of cooked food and booze barrels aren't going to last forever. Sooner or later, Starspire will need to begin producing its own meals and alcohol and you have decided to do it sooner.

After a large hall is carved out south of the main stairwell, the kitchen and brewery is set up inside with the former taking up the northern half of the hall while the latter takes up the southern half.

You are one of the first to have a meal cooked at Starspire, a nice bowl of hot mushroom stew that is one of Jorgard's staple meals.

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.

As winter falls around Starspire, you finally have the bedrooms carved out. It takes some time, but as winter ends and spring begins, everyone in the hold has their own bedroom and that includes the new wave of settlers that arrive after the snow begins to melt.

The bedrooms are all the same, a three by three metre room with a bed and a door. In more developed holds, each bedroom would also contain a chest, a wardrobe, a table and a chair, but Starspire hasn't got its workshops up and running yet so you have to make do with the bare basics for now.

Not that you mind. After months of sleeping in the same room as everyone else in the hold, it is nice to finally have your own room again even if it isn't as good as your bedroom back at Bronze 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)

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.

Captain Lydra quickly sets about getting the traps set up along the entrance level of the hold. The pressure plates are first part of the defences to be worked upon. It is only once it is completely certain that the pressure plates are all linked up to the friend or foe enchantment that work on the dangerous begins.

Having done everything she could do to minimise any accidents, Lydra finally begins on the dangerous parts of the traps. Cheap spears and other low-quality weapons are purchases from the few traders that pass by and it is with these armaments that your traps are armed with.

The weaponry is implanted in the walls, the floor and the ceiling with stone mechanisms linking them to the pressure plates. A few tests to ensure each one works properly and then it is a matter of hiding the signs of the traps so no invaders can spot them until too late.

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 Mirra, the Lightning Soldier 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.

The shrine to Mirra is set up in the improvised barracks that your militia is using, something you find to befitting of the Lighting Soldier. The shrine looks similar to the other one in the Hold with a stone slab with a carving of Mirra on it. The Goddess is standing tall with a shield in one hand and a hammer in the other, set against a background of a thunderstorm. A sealed glass orb of a rain cloud is placed before the stone slab and when Isgerd is done blessing the shrine, the slab is overcome with a permanent static charge.

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)

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.

Required: 20+ Rolled: 64 (41+23)
Required: 20+ Rolled: 78 (55+23)

When you sent out feelers to see what armour and weaponry you get your hands on, you didn't expect to find anything too impressive given your status as the thane of a newly founded hold.

So when High King Lorius Skyblade of Laria himself offered to provide you with the finest blade and armour that he could, you were very pleasantly surprised once you had finished reading the missive.

The only question now is what sort of armour you want to commission and what you want your new sword to be capable.

[] [Armour] You want armour that grants you mobility to avoid being hit.
[] [Armour] You want armour that makes you indomitable before the enemy.
[] [Armour] You want armour that leaves you in the fight no matter what.

[] [Sword] You want a sword that strikes true and swiftly so.
[] [Sword] You want a sword that nothing can stand against.
[] [Sword] You want a sword that will always be reliable and there for you.

Name: Jarin Dawnblade
Title: Thane of Starspire, Princess of Jorgard
Age: 18
Gender: Female

Diplomacy: 29 (21+2+5+1)
Martial: 23 (20+2+1)
Stewardship: 8 (5+2+1)
Intrigue: 11 (8+2+1)
Learning: 13 (10+2+1)

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: 2,000
Income: +400
Expense: -80
Net Biannual Change: +100

Population: 150 (2 upkeep per person)

Basic Traps (Level 0): Increased Defences.
Bedroom Left Wing (Level -5): Increased Happiness.
Bedroom Right Wing (Level -5): Increased Happiness.
Breweries (Level -5): -200 Expense.
Diplomat's Office (Level -6): Removes default penalty to dealing with foreign nobility.
Drawbridge (Level 0): Increased Defence, lets the hold seal itself off from the outside world.
Iron Mine (Level -2): +200 Income, Access to Iron.
Kitchens (Level -5): -200 Expense.
Mushroom Farms (Level 0): +200 Income, Access to Mushrooms.
Shrine to Dorra, the Frost Hunter and Ocean Goddess (Level 0): Appeased Dorrans and Joric.
Shrine to Mirra, the Lightning Soldier and Storm Goddess (Level 0): Appeased Mirrans and Joric.
Trade Depot (Level 0): Increased trade income (+1d100 per turn).

Other
 
[X] [Armour] You want armour that leaves you in the fight no matter what.
[X] [Sword] You want a sword that will always be reliable and there for you.

survivability and reliability are what I want most.
 
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