[X][Inno] Looks important, invest heavily (-3 Wealth, -3 Mysticism, -1 Tech, ???)
[X][AG] They may join (Open games, ???)
[X][Policy] Switch to Mass Levy
[X][Trade] Push the guilds to the limit to meet demands (Trade Tech for Wealth, up to 5 per phase, to attempt to top up Wealth)
[X][Kick] 1 Stability, 2 Temp Econ damage
The call went out all across the kingdom: everything was needed for the coming fight. Every man who could be called up to fight without immediately crashing the economy was to do so, while those essential to the production of needed supplies were to work overtime. The smiths were to take on as many apprentices as possible to meet the demand not just for the levies, but also to keep trade up with Freehills and the Storm Ymaryn, which would be necessary to keep the economy from collapsing in on itself. Freehills and the Storm Ymaryn were also told that they could send artisans and their products to the Games if they wished, with a general invite being sent to the Harmurri, who were distinctly not in a position to respond as they were busy dealing with the Highlanders swarming into their territory, the news of the Forhuch war immediately sending them from being merely aggressive to having a full on war stance.
In the good news department the People's trading partners on the Yllthon Sea responded by sending over boatloads of ore, dirt cheap, knowing that the People could process it far easier than they could and that the final product would generally be better than anything they could produce. The "generally" though was there from the fact the two groups had had a few ideas of their own for competing with the People's metalworking, and had pushed it towards the limit. While neither group had figured out a way to compete with the raw quantity of iron that the People could process, they had both spent several generations working on the quality they could produce via skilled smiths. They brought with them a number the projects they had been working on, and the smiths of the People had rapidly realized that all three of them had a part of a greater whole.
The People could produce huge amounts of cheap but poor quality iron, useful for things like nails, cookware, or being laboriously welded together with softer bloom iron to get something that had the best qualities of both. The Storm Ymaryn had some of the expertise to do this, but were lacking in a number of areas, notably their ability to make the high quality charcoal and furnaces that could get hot enough to do what they wanted. However, they had access to a number of materials that let them make ceramics that could withstand the heat quite well, and had been experimenting with smaller but more intense furnaces so that they could get a little of the best iron. Meanwhile the Freehills smiths lagged far behind the People and their cousins in terms of smelting, but had compensated by learning all the different types of iron one could find and had made it an art to identify and blend those varieties to best effect. So dependent were they on imported iron that they had worked out ways to refine and improve the quality of ingots that the People and Storm Ymaryn would just throw back in the furnace... or sell to the Freehills if they didn't want to pay for the charcoal. The two groups independently had their own reasons for wanting an invite to the artisan games, but when they actually got it, all of the artisans together realized that each group had some skills and knowledge that they lacked, as evidenced by their different end results. While the guilds weren't exactly happy about collusion, they also wanted to know what the others did, and were thus willing to do some limited collaboration.
The end result was "king's iron", a method of blending different grades of iron together in a furnace using a sacrificial pot. The ingots so produced required skills and materials such that they were fairly judged as being at least worth their weight in gold, but it was also agreed that the metal was worth the effort. While only a miniscule amount could be produced, the products produced were fairly judged as being worthy of being wielded by kings and the greatest warriors of the land. While again the guilds grumbled a bit at various bits of knowledge getting out, they were more than a little mollified by the new product that they would definitely have an advantage in producing. Plus the patrician war leaders were plenty happy to have every extra edge possible.
Also, as the back and forth for the iron work accelerated the traders discovered that whatever grudge they had against the king for increasing prices on them had been satiated by the incredible wealth the iron trade was bringing them. People other than the People sold ore cheap and were more than happy to accept the elevated prices for the high quality goods the People made.
A few priests pointed out that the ore was so bloody cheap because it had been mined by slaves, and more than a few local mines were struggling from being undercut by foreign ore, but the People had other concerns, and the miners could be pulled out for warrior duty.
This was about the extent of the good news in the west, as the initial levy call had resulted in more than a few troubles as there was a scramble among those who didn't want to go to find some way to be declared essential, and among the leadership over what exactly was 'essential'. There was confusion and more than one riot over what exactly was going on, and any hope of an early scramble of the levies to the east was dashed.
Somewhat fortunately, the Forhuch were more interested in loot and conquest rather than psychotic purgation, and thus were a bit more careful and conservative with how they fought in comparison to the Pure from generations past. While the first responders had been pleased to find that the Thunder Horse had not been completely wiped out in the field, part of the problem was that the Forhuch king - confirm to be Fotharnim, youngest son and eldest surviving son of the first king of the Forhuch - had been taking his time to blood his warriors and send back captives and loot to secure his backing, and also to tempt in other steppe tribes. Already an unaffiliated northern coalition had decided that they wanted in on the fun and had attacked the Heaven's Hawk and the Memory of Spirits marches, distracting them from providing any assistance against the Forhuch. Somewhat fortunately the governor of the Memory of Spirits had proven himself a brilliant commander and had kept his freshly deployed forces from suffering major casualties. Sadly, his relative lack of cavalry meant that he had been unable to adequately pursue the enemy, so the north was a back and forth stalemate where neither side wanted to get stuck into a decisive battle, lest they get crushed.
In the lowlands, the War Chief himself had met with mixed success. For his own part he had crushed the forces that he was able to pin down quite adequately, but the Forhuch advantage in horses made actually getting their king to battle with the bulk of his forces a trying task. Fotharnim preferred to hit isolated but 'glorious' targets to give his troops experience, generate tales to encourage more steppe tribes to join up, and pick off loot. A particularly nasty tactic they had learned was that if they took captives and it looked like they were being slowed down they would abandon the captives and then circle around. If the forces of the People went to go help the captives they would pounce in that moment, while if the People held back the Forhuch would ride through the captives, stabbing and shooting everything in their path in the hopes of getting the People into a blind rage to charge out and get picked off instead of engaging logically. The Blood Rain Banner Company had suffered catastrophic losses when their commander lost his head in such a moment.
The metaphor had become quite literal, and the enemy commander responsible for that had been seen with the decapitated head of the commander displayed as part of his standard.
The War Chief, having more reliable access to the Spiritbonded, had smashed a large raiding party that had tried to pull the same trick on him. If the Forhuch suspected that he might be in the area they just ditched their captives and ran. So while this said good things for once the levies actually arrived, the fact of the matter was that the People were being pulled in multiple different directions. They needed to deal with the Forhuch in the east, nomads in the north, and the Highlanders were by all accounts making progress against the Harmurri in the south.
Choose the disposition of your heroes
[] [Hero] Both the War Chief and the Governor of MoS are Heroic Martial
[] [Hero] The governor is competent enough, but War Chief is the ideal general (Heroic Martial and Diplo leader)
[] [Hero] The War Chief is an Avatar of War (Genius Martial, at least semi-stable Diplo and Admin)
Choose your targets
[] [Target] Focus everything on the Forhuch, hold the line against the nomads
[] [Target] Split focus between the Forhuch and the nomads
[] [Target] Split focus between the Forhuch and Highlanders, hold against the nomads
[] [Target] Split focus between all three enemies
The traders ire is satiated. Do something with them?
[] [Traders] No
[] [Traders] Support Faction for an extra turn (Patricians will switch support to Yeomen immediately)
[] [Traders] Support Faction for a new faction quest (Patricians will not switch support immediately)
Reaction
[] [React] Sec Proclaim Glory
[] [React] Sec Restore Order
[] [React] Sec Build Mills
[] [React] Sec Palace Annex - Grand Hall
[] [React] Sec Support Sacred Orders
[] [React] Sec Blackmouth Ironworks (tech cost accounted for by Guild Push)
Kick
[] [Kick] No further kick
[] [Kick] 1 more kick
[] [Kick] 2 more kicks
Astrological Prediction: The greater the bundle of arrows, the harder they are to break if they are unified