Fraying Edges
- Pronouns
- He/Him
[X][Crisis] Let them go (-3 Martial, -1 Stability, potential for war with the Storm Tribes, Crisis Continues)
[X][Main] Enforce Justice
[X][Secondary] Proclaim Glory
[X][Secondary] Build roads
[X][Secondary] Temple - Horse Valley
[X][Secondary] Change Policy – Balanced
[X][Guild] Plant Cotton
[X][Guild] Art Patronage
Provinces – [Main] Expand Econ, [Sec] Sailing Mission – Hunt Pirates, [Sec] Study Metal, [Sec] New Settlement (internal reorg), [Sec] Plant Cotton
Policies – Blackmouth Aqueduct (6/6), Valleyguard Aqueduct (2/3), Significant Walls (26/58)
FC - Redshore (Innovation), Redhills (Innovation)
Western – [Main] New Settlement
Greenshore – [Main] New Settlement, [Sec] Greenshore Aqueduct (3/3), [Sec] Build Watchtowers
Gulvalley – [Main] New Settlement, [Sec] Build Roads
Heaven's Hawk – [Sec] Expand Forest, [Sec] Phygriftywn Aqueduct (3/9)
Txolla – [Main] New Settlement, [Sec] Build Wall
Tinshore – [Main] Sailing Mission – Beyond Straits
Thunder Speakers – [Main] New Settlement
Thunder Horse – [Main] New Settlement
Amber Road – [Sec] Expand Forest, [Sec] Expand Econ
The king was sitting at the table he used to hold all the scrolls he wanted to personally look over, head in his hands over the massive pile of reports over the way the gods had decided apparently decided to punish him and the People for whatever mistakes their ancestors had been making. That was the only explanation he had.
Things had started well enough, with general prosperity seeming to reign over the land, with good harvests and high quality trade with all. Then had even sent their first organized expedition beyond the Trelli straits, rather than just a few venturous merchants, and had begun to map out the wonders of the Saffron Isles. From the descriptions of dazzling white stone islands choked with riotous greenery in shining azure seas, the Saffron Isles were a place worth holding just for the view and environment.
Unfortunately, the plagues had flared up again. Nowhere near as bad as before, but it was enough to have people avoiding all but the best administered cities once more, setting back the hopes of some of the urban patricians who had been trying to agitate the poor to claw in more power via Free Cities. The promises of their supporters being granted additional rights and in new higher ranked postings turned to ash as the gods themselves seemed to turn against them, and this brought forth further unrest and agitation, not helped by the fact that the yeomanry clamouring for more forests to serve as game wardens in had fallen short of their desires at the same time as they were seeking out further glory in the ongoing breakup of the ancient militia systems. While the massive increase in textile workers to accommodate the demand for wonderful cotton blunted some of the worst of it, the new emphasis on cotton had come due to a near disaster.
The effects had started off subtle, and a lesser king wouldn't have caught it, but it had eventually become evident that the farmers were growing cotton at the expense of food production, which was the sort of insanity that had the king thinking that the Mylathads were really onto something with the whole "greed leads to ruin thing", although it was somewhat mitigated by the fact that prime cotton growing territory happened to fall in areas where the preachers were strongest and thus the near disaster had come in part from that region. However, still, part of it had been something of a communication thing, with individual farmers not realizing that the kingdom of a whole was making cotton at the expense of food security, and managing to catch that and take corrective action before it became a problem had allowed for production of the admittedly wonderful textile without causing starvation. However, trying to get to the bottom of things had revealed something deeper and more troubling.
The farmers had in part been growing so much cotton because it was a crop that could be sold for a fair amount of money, which was important because there were distinct shortages of coin in many places. This was troubling to say the least as people were less willing to part with what coins they had, driving up their value on the market and thus making the coins even more valuable. This had priests of all stripes yelling at people about short sighted greed, but it didn't seem to be taking all that well as things just seemed to be getting worse with every year, with reports suggesting that the problem was affecting other major trading partners outside the kingdom as well.
New Crisis!
Regional Liquidity Crisis - Polities that make significant use of coin and trade are being negatively affected by a lack of coinage to conduct business, disrupting all economic activity until resolved. Lose a random amount of Econ, Wealth, and Stability each turn of the crisis. Solved by ???
Damage this turn negated by competent management and early warning
As the problem was pointed out, more and more people had suggestions about what to do about the issue, but a lot of it sounded like blame being passed around.
How to address?
[] [LC] Blame rich hoarders (Patricians and Traders -1 Faction Power, fail current faction quests, ???)
[] [LC] Allow taxes be paid in food, settle more land to compensate (Sec Distribute Land + Second Expand Econ, ???)
[] [LC] Foreign competition for precious metals is to blame, restrict trade to avoid loss of specie (Alters trade power, ???)
[] [LC] Coin isn't as needed in urban centers, just distribute food there blindly (+1 Urban Poor power, ???)
[] [LC] Search for more precious metals (Main Survey Lands)
[] [LC] Use lower quality metal to increase the supply of coins (???)
While the king was pretty sure that they were only partially related, there was another, big problem that had emerged on the seas. For generations the pirate clans out of the little shoreline settlements on the Yllthon Sea had been a persistent thorn in the side of the People and the Trelli, but had resisted letting their actual home ports be found and thus stamped out. The good news was that finding them was no longer a problem.
The bad news was that they had gained enough loot to essentially band together a number of pirate and bandit clans in the southern Yllthon to form a new petty kingdom that seemed to have its number one purpose be to steal goods and people from the People and the Trelli, as well as sending river raids against Freehills. This was obviously the sort of thing that went from 'pirate issue' to 'outright war', but what was particularly infuriating was that the pirates had made a first strike against the People by using agents within Redshore to set fires within the docks while also stealing away with a number of warships to bolster their own seapower and make a massive mess of trade. The Trelli had sent a messenger that said that they would be dealing with the pirates as they saw fit, but were willing to coordinate on the matter in order to restore proper trade.
Of course, the renegades who had run off to make their own petty kingdoms had been successful enough in all of that to have a fresh generation of people who refused to acknowledge the authority of the king over them but were otherwise basically People - sort of, kind of - and had the right to attend the Games if they could make it, as well as basically no one wanting to explicitly refuse to trade with them. It was unfortunately only after they had started to forge new bonds with the People that the breakaways managed to draw attention of the Storm Tribes. Leaving them on their own might help with discouraging more warriors in breaking away - or it might just change their targets, and many were growing worried that further losses to the rural warriors would result in the severing of many ancient traditions and the loss of continuity of knowledge. Already the Blackbirds were having trouble finding enough of the traditional recruits they looked for and were suffering a decline in numbers.
Warning: Because you have maintained your Sacred Warrior groups through continuity, they are vulnerable to collapse. Blackbirds: 0 Martial, Carrion Eaters: 0 Martial and Mysticism less than 5, Spiritbonded: 0 Martial and Light Cavalry 0
Who to go to war with?
[] [War] Storm Tribes and Pirates (???)
[] [War] Just Storm Tribes (-2 Prestige, -2 Wealth, ???)
[] [War] Just Pirates (-5 Prestige)
[] [War] Neither (-10 Prestige, -2 Wealth, -1 Stability)
Both of these wars are considered defensive for the purposes of kicking
Reaction
[] [React] Main More Warships
[] [React] Build Observatory (-3 Econ and Mysticism)
[] [React] Additional Action for Ironworks (5/6-8 actions)
[] [React] Additional War Mission (assuming war declared)
-[] Storm Tribes
-[] Pirates
[] [React] Continue Reorg (2xSec New Settlement for Internal Reorg)
[] [React] Boost Sacred Orders (Sec More Blackbirds and Sec More Carrion Eaters)
[] [React] Main Enforce Justice
[] [React] Main Expand Econ
In other places, lack of money is causing an increase in violence, hunger, and instability
[] [Refugees] Take in those who come (Chance of stability loss, -4 EE, 4 Temporary Econ damage (potentially causing 1 additional stability loss), +4-5 Econ next turn)
[] [Refugees] Let it be known along your trade routes that you always provide food (-1 Stability, chance of further loss, -6 EE, 6 Temporary Econ damage (potentially causing 1 additional stability loss), +6-8 Econ next turn)
[] [Refugees] Encourage others to flee to your territory (-2 Stability, -8 EE, 8 Temporary Econ damage (potentially causing 1 additional stability loss), +9-11 Econ next turn, ???)
Personal Stewards of Nature
[] [PNS] Sec Expand Econ (-1 Centralization, costs)
[] [PNS] Main Expand Econ (-2 Centralization, costs)
[] [PNS] Sec Survey (-1 Centralization)
[] [PNS] Main Survey (-2 Centralization, costs)
[] [PNS] Nothing
[X][Main] Enforce Justice
[X][Secondary] Proclaim Glory
[X][Secondary] Build roads
[X][Secondary] Temple - Horse Valley
[X][Secondary] Change Policy – Balanced
[X][Guild] Plant Cotton
[X][Guild] Art Patronage
Provinces – [Main] Expand Econ, [Sec] Sailing Mission – Hunt Pirates, [Sec] Study Metal, [Sec] New Settlement (internal reorg), [Sec] Plant Cotton
Policies – Blackmouth Aqueduct (6/6), Valleyguard Aqueduct (2/3), Significant Walls (26/58)
FC - Redshore (Innovation), Redhills (Innovation)
Western – [Main] New Settlement
Greenshore – [Main] New Settlement, [Sec] Greenshore Aqueduct (3/3), [Sec] Build Watchtowers
Gulvalley – [Main] New Settlement, [Sec] Build Roads
Heaven's Hawk – [Sec] Expand Forest, [Sec] Phygriftywn Aqueduct (3/9)
Txolla – [Main] New Settlement, [Sec] Build Wall
Tinshore – [Main] Sailing Mission – Beyond Straits
Thunder Speakers – [Main] New Settlement
Thunder Horse – [Main] New Settlement
Amber Road – [Sec] Expand Forest, [Sec] Expand Econ
The king was sitting at the table he used to hold all the scrolls he wanted to personally look over, head in his hands over the massive pile of reports over the way the gods had decided apparently decided to punish him and the People for whatever mistakes their ancestors had been making. That was the only explanation he had.
Things had started well enough, with general prosperity seeming to reign over the land, with good harvests and high quality trade with all. Then had even sent their first organized expedition beyond the Trelli straits, rather than just a few venturous merchants, and had begun to map out the wonders of the Saffron Isles. From the descriptions of dazzling white stone islands choked with riotous greenery in shining azure seas, the Saffron Isles were a place worth holding just for the view and environment.
Unfortunately, the plagues had flared up again. Nowhere near as bad as before, but it was enough to have people avoiding all but the best administered cities once more, setting back the hopes of some of the urban patricians who had been trying to agitate the poor to claw in more power via Free Cities. The promises of their supporters being granted additional rights and in new higher ranked postings turned to ash as the gods themselves seemed to turn against them, and this brought forth further unrest and agitation, not helped by the fact that the yeomanry clamouring for more forests to serve as game wardens in had fallen short of their desires at the same time as they were seeking out further glory in the ongoing breakup of the ancient militia systems. While the massive increase in textile workers to accommodate the demand for wonderful cotton blunted some of the worst of it, the new emphasis on cotton had come due to a near disaster.
The effects had started off subtle, and a lesser king wouldn't have caught it, but it had eventually become evident that the farmers were growing cotton at the expense of food production, which was the sort of insanity that had the king thinking that the Mylathads were really onto something with the whole "greed leads to ruin thing", although it was somewhat mitigated by the fact that prime cotton growing territory happened to fall in areas where the preachers were strongest and thus the near disaster had come in part from that region. However, still, part of it had been something of a communication thing, with individual farmers not realizing that the kingdom of a whole was making cotton at the expense of food security, and managing to catch that and take corrective action before it became a problem had allowed for production of the admittedly wonderful textile without causing starvation. However, trying to get to the bottom of things had revealed something deeper and more troubling.
The farmers had in part been growing so much cotton because it was a crop that could be sold for a fair amount of money, which was important because there were distinct shortages of coin in many places. This was troubling to say the least as people were less willing to part with what coins they had, driving up their value on the market and thus making the coins even more valuable. This had priests of all stripes yelling at people about short sighted greed, but it didn't seem to be taking all that well as things just seemed to be getting worse with every year, with reports suggesting that the problem was affecting other major trading partners outside the kingdom as well.
New Crisis!
Regional Liquidity Crisis - Polities that make significant use of coin and trade are being negatively affected by a lack of coinage to conduct business, disrupting all economic activity until resolved. Lose a random amount of Econ, Wealth, and Stability each turn of the crisis. Solved by ???
Damage this turn negated by competent management and early warning
As the problem was pointed out, more and more people had suggestions about what to do about the issue, but a lot of it sounded like blame being passed around.
How to address?
[] [LC] Blame rich hoarders (Patricians and Traders -1 Faction Power, fail current faction quests, ???)
[] [LC] Allow taxes be paid in food, settle more land to compensate (Sec Distribute Land + Second Expand Econ, ???)
[] [LC] Foreign competition for precious metals is to blame, restrict trade to avoid loss of specie (Alters trade power, ???)
[] [LC] Coin isn't as needed in urban centers, just distribute food there blindly (+1 Urban Poor power, ???)
[] [LC] Search for more precious metals (Main Survey Lands)
[] [LC] Use lower quality metal to increase the supply of coins (???)
While the king was pretty sure that they were only partially related, there was another, big problem that had emerged on the seas. For generations the pirate clans out of the little shoreline settlements on the Yllthon Sea had been a persistent thorn in the side of the People and the Trelli, but had resisted letting their actual home ports be found and thus stamped out. The good news was that finding them was no longer a problem.
The bad news was that they had gained enough loot to essentially band together a number of pirate and bandit clans in the southern Yllthon to form a new petty kingdom that seemed to have its number one purpose be to steal goods and people from the People and the Trelli, as well as sending river raids against Freehills. This was obviously the sort of thing that went from 'pirate issue' to 'outright war', but what was particularly infuriating was that the pirates had made a first strike against the People by using agents within Redshore to set fires within the docks while also stealing away with a number of warships to bolster their own seapower and make a massive mess of trade. The Trelli had sent a messenger that said that they would be dealing with the pirates as they saw fit, but were willing to coordinate on the matter in order to restore proper trade.
Of course, the renegades who had run off to make their own petty kingdoms had been successful enough in all of that to have a fresh generation of people who refused to acknowledge the authority of the king over them but were otherwise basically People - sort of, kind of - and had the right to attend the Games if they could make it, as well as basically no one wanting to explicitly refuse to trade with them. It was unfortunately only after they had started to forge new bonds with the People that the breakaways managed to draw attention of the Storm Tribes. Leaving them on their own might help with discouraging more warriors in breaking away - or it might just change their targets, and many were growing worried that further losses to the rural warriors would result in the severing of many ancient traditions and the loss of continuity of knowledge. Already the Blackbirds were having trouble finding enough of the traditional recruits they looked for and were suffering a decline in numbers.
Warning: Because you have maintained your Sacred Warrior groups through continuity, they are vulnerable to collapse. Blackbirds: 0 Martial, Carrion Eaters: 0 Martial and Mysticism less than 5, Spiritbonded: 0 Martial and Light Cavalry 0
Who to go to war with?
[] [War] Storm Tribes and Pirates (???)
[] [War] Just Storm Tribes (-2 Prestige, -2 Wealth, ???)
[] [War] Just Pirates (-5 Prestige)
[] [War] Neither (-10 Prestige, -2 Wealth, -1 Stability)
Both of these wars are considered defensive for the purposes of kicking
Reaction
[] [React] Main More Warships
[] [React] Build Observatory (-3 Econ and Mysticism)
[] [React] Additional Action for Ironworks (5/6-8 actions)
[] [React] Additional War Mission (assuming war declared)
-[] Storm Tribes
-[] Pirates
[] [React] Continue Reorg (2xSec New Settlement for Internal Reorg)
[] [React] Boost Sacred Orders (Sec More Blackbirds and Sec More Carrion Eaters)
[] [React] Main Enforce Justice
[] [React] Main Expand Econ
In other places, lack of money is causing an increase in violence, hunger, and instability
[] [Refugees] Take in those who come (Chance of stability loss, -4 EE, 4 Temporary Econ damage (potentially causing 1 additional stability loss), +4-5 Econ next turn)
[] [Refugees] Let it be known along your trade routes that you always provide food (-1 Stability, chance of further loss, -6 EE, 6 Temporary Econ damage (potentially causing 1 additional stability loss), +6-8 Econ next turn)
[] [Refugees] Encourage others to flee to your territory (-2 Stability, -8 EE, 8 Temporary Econ damage (potentially causing 1 additional stability loss), +9-11 Econ next turn, ???)
Personal Stewards of Nature
[] [PNS] Sec Expand Econ (-1 Centralization, costs)
[] [PNS] Main Expand Econ (-2 Centralization, costs)
[] [PNS] Sec Survey (-1 Centralization)
[] [PNS] Main Survey (-2 Centralization, costs)
[] [PNS] Nothing
Patricians (4*) - Objective: Have Light cavalry above 3 within 3 turns. Success: Free equestrian tech
Guild (4) - Objective: Generate 6 Econ from War or Refugees within 3 turns. Success: Free textiles technology, Failure: Random trade power downgraded
Traders (3) - Objective: Have Naval Power above 5 within 1 turns. Success: Free tech advance
Yeomen (3*)- Objective: Finish internal reorg within 3 turns. Success: Half current EE converted to Econ, Failure: -2 Econ
Priests (2*)- Objective: Build an Observatory within 1 turns. Success: Astrology rolls revealed for 5 turns
Urban Poor (1*) - Build 2 more baths within 3 turns. Success: Urban Plague status removed early. Failure: Patricians and Guilds -1 Power, Yeomen +1 Power
These counters iterate at the next mid-turn. The numbers in brackets indicate the general faction strength.
Guild (4) - Objective: Generate 6 Econ from War or Refugees within 3 turns. Success: Free textiles technology, Failure: Random trade power downgraded
Traders (3) - Objective: Have Naval Power above 5 within 1 turns. Success: Free tech advance
Yeomen (3*)- Objective: Finish internal reorg within 3 turns. Success: Half current EE converted to Econ, Failure: -2 Econ
Priests (2*)- Objective: Build an Observatory within 1 turns. Success: Astrology rolls revealed for 5 turns
Urban Poor (1*) - Build 2 more baths within 3 turns. Success: Urban Plague status removed early. Failure: Patricians and Guilds -1 Power, Yeomen +1 Power
These counters iterate at the next mid-turn. The numbers in brackets indicate the general faction strength.
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