Good grief, I sleep for one night and everything falls apart. We'll, at least the everqueen talk won't have to be worried about in terms of possibly going wrong.
Winning vote:
[X] Plan Wizardry and Warpcraft
-[X] Nagarythe. Visiting Nagarythe is a dangerous enough act, but if you do, you will establish yourself as a warrior king who intends to hold the northern borders from the incursions of your dark kin.
-[X] Suppress the Chaos Worshipers. Ulthuan's fleet could be sent to the northern seas to protect the Old World and Ulthuan itself from Norse raids. It will be a very good gesture, but it will distract us from the defense of our own homeland. But here the eastern principalities will be grateful. [1 Dice]
-[X] Monsters appear due to magical gaps in the mountains, they are part of the Great Vortex and it is impossible to completely get rid of them. But we could close them as they become available, what would the Loremasters of Saphery have to say about that? [2 Dice]
-[X] The forests of Avelorn are full of wonderful magical creatures and spirits, is it possible to find a common language with them? [1 Dice]
-[X] Saphery is a country of powerful magicians, and few other places in the east have such famous magicians. Few places besides Lustria. [1 Dice]
-[X] The Dragons of Caledor are some of Ulthuan's oldest allies, but many of the old serpents are now in a dead sleep, and very few are awakened by it in our time. Is there any way to reverse this process? [1 Dice]
****
Nagarythe. Roll 16 + 12 Check: 20/60/100
Your first decision as the Phoenix King was quite unusual from the point of view of most. In general, after their election, kings went to Avelorn, to Caledor, or to the native principality of their predecessor. Instead, however, you decide to travel to Nagarythe, the tormented land that also serves as the first bastion on the way to the enemies from the north.
No king of Ulthuan has done this since the time of the second Phoenix King, but the circumstances of your and his reigns were vastly different. After all, Nagarythe was then the most powerful principality of Ulthuan, and the king thus sought to make peace with Malekith, demonstrating the importance of his support. Now Malekith is far to the north, being the main enemy for each of the high elves. And in the end, many are wondering what exactly did you want to show with such an action?
Nagarythe's influence over the rest of Ulthuan is vanishingly small, and thus this is unlikely to be a concession to them. But then what do your actions imply? Most have come to the conclusion that you intend to take an aggressive stance. Passive-aggressive when you intend to hard-wire Ulthuan's defenses? Active-aggressive, where are you going to go to Naggaroth and fight Malekith himself? Nobody knows. However, your courtiers are already planning for decades from your single action.
As for your visit to this principality itself, it turned out to be literally one step away from complete failure, although everything could have gone much worse. You have, of course, demonstrated the elementary rules of prudence by taking with you a small army of bodyguards who will have to protect you in case of a possible attack. In addition, they were supposed to serve as a kind of gift to the defenders of Nagarythe, remaining to protect this land for ten years, showing that the Phoenix King does not forget even the most tormented of his lands.
Actually, you didn't have any problems with the inhabitants of Nagarythe, however, many were unhappy with the fact that you decided not to include them in your own retinue, which you frankly forgot about. Ridicule has already begun to appear that if you so desire the glory of the victors of your dark relatives, then you can fight them. Alone, since you haven't bothered to seek help from the other aristocrats of Ulthuan.
Suppress the Chaos Worshipers. Roll 81 + 13 Check: 20/60/90
On the other hand, your other assignment went through practically without any delay, and it is unlikely that anything could have been better. On your instructions, several patrols of light ships have gone to Norsca to raid the well-known bays of your opponents from among the Chaos worshipers.
In fact, you didn't even need to expose your troops to the threat that any attempt to gain a foothold in Norsca entailed. Instead, you systematically destroyed the existing harbors and ships in the bays faster than information about your attacks spread along the coast of the northern peninsula. In most cases, you did not even need to send troops to the land of Norsca, since many ships possessed at least one mage, and at your order, one of the fire mages was assigned to each group of ships.
The Norse may be a brave people and good warriors, but even they are completely unarmed against a firestorm. As for attempts to harm the ships and board them with small forces, this was stopped with the help of archers and naval artillery.
The only thing to note is the fact that the ships did not go too far to the north after all. And as a result, you haven't met the really powerful Chaos armadas, which, unlike the raiders, go south once every few years.
Help of mages to close Vortex Rifts. Roll 96 + 13 Check: 40/70/100
Another extremely successful action of yours was preparing to close the rifts that are being created as a result of the existence of the Magic Vortex over the entire continent. But for this, you had to endure a very long and difficult conversation with the magician Teclis in his White Tower, since initially he responded with exclusively obscene language in response to your proposal.
Here it should be understood what these faults are, allowing the energies of the Warp to penetrate into the real world and create mutants, and also occasionally let demons appear.
The whole spell that Caledor created is more like a steam boiler where we're trying to keep a huge mass of pressurized hot water - magic - inside the boiler and keep it from exploding. However, sometimes the pressure of magic inside the enchantments created by Caledor becomes too high. And then the mechanism provided by Caledor comes into play - these same rifts, which in fact are not an error or an unintended effect, but a system for relieving excessive stress.
And here lies the main problem. Closing these rifts would threaten the stability of the entire Vortex. But that's only half the problem. After all, these are not the only enchantments of great power that cover all of Ulthuan.
The continent is actually very different from any other solid on the planet, as the whole of Ulthuan is not actually on the bottom of the sea, but floats near the surface. And these charms are even older and more powerful than those created by Caledor, they were created even before the fall of the Polar Gate and perhaps before the appearance of your people in general. This was done by beings who were orders of magnitude superior to even the greatest geniuses in magical skill.
And it was precisely the risk of corrupting these ancient spells that for thousands of years kept High Elf mages from starting to close these rifts en masse. The reason is simple - when Malekith tried to use this power, vast territories were flooded. No one is fully sure they understand exactly how Caledor's spell works, and the connection to the enchantments that keep the entire continent afloat remains an even greater mystery.
Now you can understand why Teclis, like any other mage of the White Tower, was horrified as soon as he heard your offer. But after a long discussion with him and with Bellaner the Wise, you have come to some understanding of what can be done.
You can close individual faults without risk, but not hundreds. However, in theory, there's nothing stopping you from creating a watcher spell system. They should alert you to localized bursts of magic, allowing you to tell with a relatively high probability that a rift will appear in some area. Actually, the magicians of the White Tower have already begun discussing how exactly they should be implemented.
Magical creatures of Avelorn. Roll 12 + 19 Check: 30/60/90
Communication with the magical creatures of Avelorn was hardly successful. You barely knew about the forest spirits, so you turned to a couple of jade wizards you knew to look into this matter. It may seem strange, but even these forest spirits represent an impressive force, especially if they can be spread throughout Ulthuan.
However, they… simply ignored the mages.
The result was quite unexpected, since it was traditionally believed that their appearance was the result of the presence of Alariel, who is the avatar of Isha's power. But no matter how strong Alarielle is, she cannot, and would hardly want to protect all magical creatures from attempts to communicate.
As a result, we managed to find out that we encountered a much more powerful force in Avelorn than previously thought. And by excluding one of the two rulers of the High Elf people, it turned out to be easy enough to understand where the other option leads. The World Tree and Athel Loren, the realm of life surpassing in its power the efforts of any mortal. Incredibly beautiful, but at the same time just as alien and dangerous even to the elven mind. Your forest brethren are the only ones who can communicate with them.
Expedition to Lustria. Roll 10 + 12 Check: 40/75/110
You have decided to send an expedition to Lustria to contact the Slaans. What exactly can you get from them? It's hard to say, but you have a really huge number of potential questions for them. From questions about the Polar Gate to suspicions that it somehow helps keep the spell Caledor cast working.
To do this, you assembled a group of competent specialists, which included both fighters and scientists of the White Tower, who could contact the skinks and try to establish contact. They then traveled south to Lustria, and were to follow the Amazonas River to eventually reach Itza, the capital city of the Slaans, as your people's wise men suspected.
You didn't see them again.
What exactly happened to them? It's hard to say, anything is possible. Conflict with the Lizardmen. Conflict with the Skaven. Conflict with the Amazons. An attack by especially dangerous lizards or sea monsters that broke their ship. Any option is possible.
In any case, there has been no news from them for almost a year, and even your outposts off the southern coast of Lustria have not reported any attempts to contact them.
Caledorian dragons. Roll 60 + 19. Check: 40/75/100
You have embarked on an active investigation into the reasons for the low activity of the dragons of Caledor, which has steadily continued to decline over the centuries. In fact, this has always been a bit of a mystery, not only to you, but to all the elves of Ulthuan, and therefore it is hardly worth hoping for a quick answer, but a review of the available leads gave you some arguments.
First, no matter what, Ulthuan had one way to awaken dragons. Few of the inhabitants of Caledor - mostly mages - possessed this talent, and the exact nature of this talent was a mystery. The best guesses say that this may be due to the blood of the heirs of Caledor, which is preserved to varying degrees among the various elves of Caledor. The most obvious example of evidence for this theory is Prince Imrik, a descendant of the first Caledor and one of the few with the talent to awaken dragons.
However, this did not inherently explain the reason for their sleep, but only allowed them to awaken the dragons for a while.
That's why you decided to address one of the few things that dragons have changed over the centuries from growing up. Scales. Initially metallic in young dragons, it gradually fades over the years. The exact reasons are unknown, but your experiments eventually allowed us to confirm the assumption that you met a couple of times in books. Dragons suffer from a lack of something.
Excuse me, can you rephrase what you said? English is not my first language, and I'm not sure that I understood the meaning of what was said correctly.
Oh, well I realized that for each of our actions, their seems to be a modifier of sorts that helps increase what we rolled to either help meet a check, increase our result, or some manner of the two. I figured since that seems to come from the traits we have, was their anyway to get more of those traits?
Oh, well I realized that for each of our actions, their seems to be a modifier of sorts that helps increase what we rolled to either help meet a check, increase our result, or some manner of the two. I figured since that seems to come from the traits we have, was their anyway to get more of those traits?
Oh yes of course. The general system is this. D100 + modifier from your skill + other modifiers VS Dice Check. On the other hand, the difficulty of the rolls can exceed a hundred, and thus, due to luck alone, you will not be able to get the result. This can be seen in the Slaans, 110 in difficulty is not a mistake.
Oh yes of course. The general system is this. D100 + modifier from your skill + other modifiers VS Dice Check. On the other hand, the difficulty of the rolls can exceed a hundred, and thus, due to luck alone, you will not be able to get the result. This can be seen in the Slaans, 110 in difficulty is not a mistake.
Nagarythe leaders is OKAY👌, but Alit Anar doesn't find you enough important to personally talk to you. Or, he again on some special mission.
Other Ulthuan leaders this that you is strange. Not annoying yet, but strange and not too logical in your decision. On other side, you from Saphery, so it's not too strange.
Getting some sort of bond with Lustria would have been a huge boon, but we're unlikely to be successful in everything we attempt. I hope we try again when we have the chance.
Very interesting with the mountain portals - it would have been too easy just to seal them. Seems like we have some early warning systems in the works that should help now.
Great news about the fleets - that should take the pressure off the East and the old world a bit. Hopefully we can refocus against the Dark Elves now?
Pity we weren't more successful in Averlorn & Nagarythe, but at least harm wasn't done. It seems like contacting Athel Loren is looking more and more appealing - we get favour from Averlorn & the Everqueen, the potential aid for our military from forest spirits if all goes well, and I'm sure the most magical forest in the world could have plenty our mages would like. I also note that, as Wood Elves can travel on the World Roots, their armies are potentially as mobile as our navy-carried forces. If we could secure a proper alliance, it would be invaluable to have another elven army to call on to support us across the world. And, of course, I think they're the only race that successfully invaded Naggaroth in that whole Ariel vs Morathi grudge match...
I think we cannot delay an accord with the Everqueen and an investigation into Finubar's death, and should look into that next turn.
Getting some sort of bond with Lustria would have been a huge boon, but we're unlikely to be successful in everything we attempt. I hope we try again when we have the chance.
Very interesting with the mountain portals - it would have been too easy just to seal them. Seems like we have some early warning systems in the works that should help now.
Great news about the fleets - that should take the pressure off the East and the old world a bit. Hopefully we can refocus against the Dark Elves now?
Pity we weren't more successful in Averlorn & Nagarythe, but at least harm wasn't done. It seems like contacting Athel Loren is looking more and more appealing - we get favour from Averlorn & the Everqueen, the potential aid for our military from forest spirits if all goes well, and I'm sure the most magical forest in the world could have plenty our mages would like. I also note that, as Wood Elves can travel on the World Roots, their armies are potentially as mobile as our navy-carried forces. If we could secure a proper alliance, it would be invaluable to have another elven army to call on to support us across the world. And, of course, I think they're the only race that successfully invaded Naggaroth in that whole Ariel vs Morathi grudge match...
I think we cannot delay an accord with the Everqueen and an investigation into Finubar's death, and should look into that next turn.
Same, though on the world roots, that system is currently at 50% remaing right now, since most of the intercontinental roots are almost all dead, and their starting to get used more and more by Drycha and her band of lunatics. the world roots warhammer fantasy - Bing
Which, is why Morathi is still alive, as she intercepted a band of shadow warrior hit squad on Marathi and her bodyguards outside of ghrond, sometime after the 2400s. Which was good enough, that they almost killed her before Drycha came and saved Morathi. While also stealing some magical relics morathi had to prepare for the coup against the wood elves.
We are definitely going to want to shore up our home influence and find Finubars assains now.
Other Ulthuan leaders this that you is strange. Not annoying yet, but strange and not too logical in your decision. On other side, you from Saphery, so it's not too strange.
I feel like the thing which hurts the most was the rift action. We're a High Wizard, so having passing knowledge of the nation's passing Elf-Made Magic "Wonder," should be 'common,' knowledge for a scholar like us. I guess, we were so busy politicking that we missed the discussions about this? On the other hand, if you seen Total War play through then you know High Elves have methods to stabilize the Vortex.
Your first year of reign as the Phoenix King is over. It is worth noting that this year was not very successful, as many of your attempts to do something faced resistance, not very high professionalism, which buried many ideas, and finally, the banal unreasonableness of some of the proposed ideas.
Martial Skill: 13
Personal Combat Skill: 8
Diplomacy Skill: 12
Government Skill: 13
Education Skills: 19
Intrigue Skill: 14
Traits:
Wizard King: You are a magician, which at least significantly raises your understanding of the occult part of the universe. Not to mention that you can use your knowledge in a wide variety of areas, depending on what you specialize in.
Specialization in High Magic: This is the pinnacle of understanding of magic, inaccessible to any mortal people except elves, since only elves can fully understand all the winds of magic. You do not necessarily know how to use other winds of magic, but you have at least a theoretical understanding of them, which allows you to use higher magic.
Weirdness: Like many powerful mages from Saphery, you have some... oddities. Perhaps this is the influence of the winds of magic on your psyche. Perhaps this is a feature of the local atmosphere. But one way or another, by the standards of other elves, you are distinguished by amazing tactlessness and disrespect for diplomatic customs.
Courtier. You have served in the court of one of the previous Phoenix Kings, and as a result, you are a good diplomat and schemer.
Scholar of the White Tower: You have not only been trained in magic at the White Tower, but also studied many non-occult sciences, from history to the basics of military strategy, and can rightly consider yourself one of the most learned elves in all of Ulthuan.
****
The first thing you should pay attention to as the Phoenix King is the traditional journey through the realms that each new king takes during the first ten years of being the Phoenix King. And although the travel time is strictly limited, you can safely choose the order of visiting the various principalities. And this is where the main trap lies, which is worth watching, because the time of visiting each particular principality has its own implication, and if some principalities are used to little attention to them, then others will require a visit as soon as possible.
Choose one option, Diplomacy Skill check:
[] - Eataine. Lothern is home to the previous Phoenix King, and thus your being one of the first should be taken as a tribute to Finubar, as well as a declaration of readiness to continue his political course.
[] - Caledor. The most aggressive and independent of the kingdoms of Ulthuan, it will clearly require you to visit as soon as possible, as Caledor has historically been one of the most influential principalities.
[] - Ellyrion. This kingdom is traditionally one of the last, as a result of his little influence. However, if you visit it one of the first, you will show your willingness to stand up for the common people, and not the aristocrats, who can trace their lineage back to the time of Aenarion.
[] - Avelorn. A visit to this kingdom will also lead to a year-long ritual marriage to Queen Alarielle, though hardly anything is required of you. Alariel has already given birth to her eldest daughter from Finubar, who will become her heiress, so you just need to keep up appearances.
[] - Saphery. Visiting your native principality can be perceived in completely different ways. On the one hand, this may be considered inappropriate favoritism, or vice versa - the desire to solve the problems of Ulthuan using the most understandable and familiar methods to you. It all depends on the approach.
[] - Tiranoc. Tiranoc is a devastated land that has not even come close to recovering from its devastation. a visit to it by the new king will clearly be perceived as a desire to restore Ulthuan to its former splendor.
[] - Chrace. From wild Chrace come some of the best warriors in your realm - the White Lions that protect your person, so the importance of this province should not be forgotten.
[] - Conthique. Ulthuan's fleet is the backbone of its combat power, so it would be best to show recognition to those who build and serve on it.
[] - Yvresse. This rather ruined principality, along with this, is also one of the most militarized due to the efforts of the current Prince Eltharion. And as a result, a visit to this principality will strengthen the position of those who insist on gradual reforms of Ulthuan's army.
****
High elf aristocrats are very different from human feudal lords. They do not aimlessly amass considerable wealth, nor do they waste it senselessly. Instead, they spend these funds on strengthening their own influence through building ties with the crown. Every aristocratic house of Ulthuan will always be ready to help you, but with one clarification... they want you to turn to them for help. They like the king to show his dependence on the support of individual kingdoms, and hate the opposite.
You have 6 dice that you can spend on one or more projects in any ratio you want. However, if you use multiple dice in the same project, you will only get the highest score. However, if you get too crushed by one of the dice, the other dice will save you from getting a penalty.
Also, in this section you must vote by plan!
Fleet Management - Martial Skill
[] - Suppress the dark elves. Probably the main maritime problem for the Old World was and still is your brethren who followed Malekith. Is it any wonder, therefore, that it is better to try to suppress their threat. But it is worth recognizing that when looking to the east, the struggle against the Nors will be weakened. This decision will obviously be popular with the western outer principalities. Updated!
[-] - The threat of Chaos worshipers has been temporarily stopped, so you don't need to allocate additional forces to this direction for the time being.
[] - Escort ships of other nations. They will obviously be grateful if we patrol the sea routes of other nations, ensuring their safety. And perhaps they will not even forget this fact. But at the same time, Ulthuan itself will obviously be much less protected. Eataine and Cothique, who depend on trade, will obviously be happy about this.
[] - Recall fleets. It is not sad, but we must ensure the security of our native lands and outposts on other continents, and not try to protect others in any way. And we can really make Ulthuan inaccessible to anything but a large army in this way. But our trade will obviously suffer.
Mountain Solution - Martial Skill
[] - Among the inhabitants of Tiranoc, and Ellyrion, where in honor howl on horseback, poorly suitable for mountainous terrain if there is a proposal to fight monsters. Let's just build a wall. After all, even among these monsters, only a very few can do anything with a full-fledged stone wall. Occupation for 2 years.
[] - High Prince Imrik of Caledor suggests persuading the princes to arrange an annual dragon ride over the mountains. We can just burn out any threat. Moreover, with a faint hope, he suggested that other dragons might awaken from this.
[] - The famous hunter from Chrace proposed his own option - to send groups of hunters to the mountains so that they would destroy these monsters right there. The option is very dangerous, but quite realizable, and perhaps one day it will even become everyday.
[] - Hmm... in the distant past, the kings ordered the nobles to arm themselves with a spear, sword and bow and go to the mountains themselves to fight monsters with a chance to earn recognition and gain the glory of a hero. And you just have a large number of idle nobles in Lothern, and simply ambitious individuals. New!
[] - Creating watcher spells to watch for magical rifts should only be recognized as a first step. We could continue our work by creating some elite mobile squads that would be easy to contact and whose task would be to destroy all the demons near the rifts.
[] - Shadow warriors from Nagarythe are accustomed to hiding from the feelings of the most dangerous monster - a sentient being. It is unlikely that it will be a problem for them to find the most dangerous, but inconspicuous lairs of these creatures?
[] - Despite everything else, we have allies in these mountains - great eagles. And the inhabitants of Avelorn just know how to communicate with them. How are they not excellent informants about potential attacks from the enemy?
[] - This is certainly a rather specific solution, but the fogs enveloping Tor Yvresse confuse the view of outsiders. But will they work for monsters from the mountains? Gotta check this one.
Militia Upgrade - Martial Skill
[] - In Chrace, hunters and soldiers throw darts at the enemy before the battle, which can either hit the body or get stuck in the shield, forcing them to drop it even before the battle begins. This can be a good addition to your combat tactics. Takes 2 years.
[] - The Swordmasters of Hoeth of Saphery offered their services in training the militia. Of course, they will not become new sword masters, but they may benefit from the lessons of such masters.
[] - In Caledor is the forge of Vaul - a huge temple of the god of craft, built literally in a volcano and using lava from it. This temple itself is enchanted, and any weapon forged bears the imprint of this enchantment, even if it has not been enchanted itself. We could use that, if we can talk the priests into it. Takes 3 years.
[] - The Lothern Sea Guard, being the same militia, at the same time surpasses them, because it wields a spear, sword and bow at the same time. Isn't it a tempting enough ideal to follow? Takes 3 years.
[] - Avelorn is unlikely to offer much to our troops, it is worth recognizing right away. But there are skillful poets and orators. Perhaps they will write hymns and marches that harden hearts and kindle battle ardor? Takes 2 years.
[] - Nagarythe does not use weapons that cannot be quickly transferred to the required place. So they created their own design for a ballista that only a few elves can carry. A very good example. Takes 3 years.
[] - Yvresse has a good role model in the form of the Silverite Guard - de facto the same militia, but serving on a regular basis. They are only a small part of the principality's army, but they can serve as a good example. Takes 3 years.
[] - Ellyrion relies on its own horsemen to defend the country, and even the humble often fight on horseback. Perhaps we should try to create additional support forces for the Silver Helmets from the common people? Takes 3 years.
Fleet Upgrades - Martial Skill
[] - Delegation from Chrace offered to use their White Lions as boarding teams in naval battles. They will be useless until the fight, but when the time comes to the massacre, these ax fighters will be peerless. Takes 2 years.
[] - Eataine, the trading capital of the world, has suggested using ships disguised as merchant ships to lure pirates and then unleash their full power on them. This tactic... deserves consideration. Takes 3 years.
[] - Tiranoc is experiencing a renaissance. Before the Sundering, there were shipyards comparable to those in Conthique, but they were flooded centuries ago. Maybe it's time to restore them? Takes 3 years.
[] - Ellyrion is interested in such a potential improvement for our fleet as small ships equipped with a large number of ballistas. They will be of little use for boarding, but it will be almost impossible to catch them. Takes 3 years.
[] - Conthique and Eathain have a long history of naval rivalry, and although Conthique's fleet is larger, Eataine has his great dragonships. Perhaps Conthique should start creating something comparable? Takes 3 years.
[] - Nagarythe is completely unsuitable for building a fleet - too often it becomes a victim of attacks from the sea, and there are almost no forests here. But could they be a good option for placing a system of watchtowers that will warn of attacks by foreign forces? Takes 2 years.
[] - The Princes of Caledor proposed a very specific option. The main problem for any maritime threat is the dragon raid. But even if a dragon can fly over the ocean, it cannot patrol the sea over the ocean for a long time. But... we can build a ship that will carry dragons. Takes 3 years.
[] - The shores of Yvresse itself protect, in addition to the island, also its fogs are equally destructive for foreign ships. Perhaps the construction of shrines and the prayer of Ladariel will help spread them along the outer coast? Takes 2 years.
Foreign Lands - Diplomatic Skill
[] - Teclis himself spoke about the emergence of a new powerful human state - the Empire of Sigmar, which, after a thousand years, emerged from a period of fragmentation and even adopted your magical tradition. Perhaps they will become a good ally for you?
[] - Yvresse is protected by fog from any threats. But you are by no means the only nation that is protected in the same way, because there is also Albion, perhaps the oldest human power in existence. Isn't it interesting?
[] - Ellyrion reluctantly admits that there is one place in the world where there are still worthy horses - Bretonnia. And there just rules a wise and powerful ruler ...
[] - Avelorn, almost openly on behalf of the Eternal Queen, expressed a desire to communicate with our forgotten colonists from Athel Loren. And they will definitely appreciate interacting with another Isha avatar.
[] - A couple of Caledorians in your court have expressed interest in distant Cathay, where the Dragon Emperor literally rules. Takes 2 years.
[] - Lothern is the trading capital of the world, but most often there are travelers from Tilia, who are called the greatest merchants in all the Old World, although in this land itself there is no semblance of a single leadership.
[] - Several hunters from Chrace have jokingly said that there is no land more like their own than Kislev. This is hardly more than a joke, but maybe we should take a closer look at this northern kingdom? Updated!
[] - We could send a new expedition to Lustria. Of course, it is not at all necessary that this group will be able to survive...
[] - One of Tiranoc's interests would be contact with Estalia, located on the opposite side of their principality. What is the reason? The Estalia have begun their own colonization of the New World, and they are watching it closely. New!
[] - Our travels north to Norsca have brought us news that we have an ally in these lands. A group of knights from the Empire have created a fortress in the rocks on the southern coast of Norsca. Perhaps we should make contact with them and establish a parking lot for our fleet there?
Saphery Extension - Government Skill
[] - At the moment, the prince of Yvresse, Eltharion the Grim, is busy restoring the capital of his principality. And you could help him to a certain extent with this issue by creating a system of tunnels that connect your two principalities through the mountains.
[] - Gardening Saphery. The masters of the jade wind of Magic, as well as representatives from Avelorn, have proposed trying out an attempt to create numerous forests in your principality in the hope that the new forests will become not just plantations, but a receptacle for the souls of the dead elves that now live in the preserved waystones.
[] - Kingdom Research [write-in kingdom]. Perhaps you can use certain experiences from some other kingdom to improve the standard of living in your own land?
[] - Small Tower Construction [write-in magic type]. While all types of magic are studied in the White Tower in an attempt to master the High Magic, you could also create a network of magic academies in your home kingdom that would focus on one particular type of magic, achieving perfection in it alone.
Depopulation problem - Education Skill
[] - The Everqueen is a living avatar of Isha, the mother of all elves and the source of Life itself. If anyone can help in this matter, it's her.
[] - There are a lot of people in Lothern. And over the past thousand years, people have bred like rabbits. Perhaps they are better than you understand this issue?
[] - Tiranoc in the last century is the only principality in which there is a natural increase in population. They obviously know something about this business.
[] - An amazing thing, but the population of Nagarythe, the battlefield with the dark elves, is slowly declining. What is the reason for this phenomenon?
[] - Perhaps the masters of the White Tower can help with this issue, or at least suggest a problem?
[] - A curious fact - a significant proportion of the children of Caledor are conceived in the caves of dragons. This sounds like yet another proof of the fetishism of the Caledorians. But... maybe there really is something besides their own quirks?
Magical Denizens of Ulthuan - Education Skill
Updated!
[] - You would like to continue your own research into the causes of sleep in dragons. Traces in the scales of dragons indicate that they lack something for a fulfilling life and the need for this only grows with age. But what could be the reason for this?
[] - The shores of Eataine are home to giant eagles. Not as big as in Avelorn, but still huge. They are friendly to the elves, and even let you ride them sometimes, but maybe more can be done here?
[] - Ellyrion is the source of horses for all of Ulthuan. So why not try to find a way to improve them even more? Updated!
[-] - At the moment you are unable to establish contact with the magical inhabitants of Avelorn, the best of the jade magicians are still powerless.
[] - Nagarythe is the land of monsters - giant spiders and scorpions, as well as many others. The dark brothers were able to tame some of them, so why are we worse?
[] - Chrace is famous for its white lions and the warriors who bear their name. But most of them just live in the wild, in a wild state, without interacting with us in any way.
[] - Sea monsters are common in Conthique, but some of them are friendly to asuras. Can something be done in this area?
[] - Griffins live along all the mountains, but most of all they live in Yvresse. But a detachment of a couple of dozen riders on griffins can even kill a dragon.
Finubar Death Investigation - Intrigue Skill
[] - Collection of information. So far, there has been little progress in the investigation into his death. Perhaps you should make your own efforts to intensify the search?
[] - Search for actors. Hmm... a very difficult situation happened with the investigation of Finubar's death. You see, Master Hoeth is only concerned with spies for your dark brethren. But who will spy on all other parties? Usually this is someone appointed by the local prince. If he appoints.
[] - Strengthen communications. As the incident with Eltharion shows, even with the change of ciphers, the problem remains that the letter can be intercepted and then decrypted. What to do in this case, and should not try to create other ways of communication?
[] - The involvement of the masters from the White Tower may be useful in determining the exact cause of Finubar's death. Right now, his body is being preserved by the Phoenix guards at the Shrine of Asuryan, but you could try to negotiate with both sides about examining his body.
Personal Questions - No Skill Check
[] - Learn the [write-in skill]. As the Phoenix King, you don't have to fight your opponents at all, and your job is mostly in the realm of diplomacy and intrigue. Perhaps you need to learn something in this area?
[] - Not just a formality. Even though the Queen of Avelorn already has a chosen one, a closer relationship with her would be extremely beneficial to you as a king. For many millennia, dealing with her has been nothing more than a formality, but with her full support, there is no force on Ulthuan that can resist you.
[] - Reject/Reclaim your titles. Most of the Kings of Ulthuan, since Caledor the Great, have renounced their previous titles as evidence of their future impartiality and willingness to serve not only for the good of their native land, but of Ulthuan as a whole. However, you could keep these titles for yourself, for example, as a demonstration of your loyalty to the agreements that gave you this throne. Undoubtedly, the aristocrats will like it if you demonstrate dependence on them in this way.
[] - Among the inhabitants of Tiranoc, and Ellyrion, where in honor howl on horseback, poorly suitable for mountainous terrain if there is a proposal to fight monsters. Let's just build a wall. After all, even among these monsters, only a very few can do anything with a full-fledged stone wall. Occupation for 2 years.
[] - High Prince Imrik of Caledor suggests persuading the princes to arrange an annual dragon ride over the mountains. We can just burn out any threat. Moreover, with a faint hope, he suggested that other dragons might awaken from this.
[] - Despite everything else, we have allies in these mountains - great eagles. And the inhabitants of Avelorn just know how to communicate with them. How are they not excellent informants about potential attacks from the enemy?
hmm, since we don't necessarily need to do many martial actions, I'm thinking more of a domestic plan for this year, since it seems we seem to excel in everything martial for the moment.
hmmmm I am inclined to build on the watcher spells with elite troops and keep poking the dragons. Beyond that maybe the option to expand our shipyards?
Our navy is our power projection and while better ships is nice I think we really just need to more hulls right now.
[] - The Lothern Sea Guard, being the same militia, at the same time surpasses them, because it wields a spear, sword and bow at the same time. Isn't it a tempting enough ideal to follow? Takes 3 years.
I think it's great idea. Having all our militias being able to shoot arrows before contact or from a wall would greatly increase our flexibility. The militias are our more numerous troops, so the effect should be significant.
I also think we should investigate Finubar's death before the trail gets cold.
Yep, good idea. And in a few turn, we should combine « protecting foreign ships » and « male contact with the Empire » for synergy. An alliance between the 2 most powerful nations of the Old World (Ulthuan is inspired by the British Empire, they're part of not!Europe) is necessary to effectively repel Choas.
hmm, since we don't necessarily need to do many martial actions, I'm thinking more of a domestic plan for this year, since it seems we seem to excel in everything martial for the moment.
[] - There are a lot of people in Lothern. And over the past thousand years, people have bred like rabbits. Perhaps they are better than you understand this issue?
[] - Tiranoc in the last century is the only principality in which there is a natural increase in population. They obviously know something about this business.
[] - Collection of information. So far, there has been little progress in the investigation into his death. Perhaps you should make your own efforts to intensify the search?
Shouldn't our Elven Investigators be all over this, so what's the delay?
-Current Sorcerer King Wondering about what's the delay in investigation of beloved Finubar's Death
Though, if we only focus on 3 actions( 2 dice each) then we need to visit a politically relevant realm.
[] - Eataine. Lothern is home to the previous Phoenix King, and thus your being one of the first should be taken as a tribute to Finubar, as well as a declaration of readiness to continue his political course.
[] - Caledor. The most aggressive and independent of the kingdoms of Ulthuan, it will clearly require you to visit as soon as possible, as Caledor has historically been one of the most influential principalities. [] - Ellyrion. This kingdom is traditionally one of the last, as a result of his little influence. However, if you visit it one of the first, you will show your willingness to stand up for the common people, and not the aristocrats, who can trace their lineage back to the time of Aenarion.
[] - Avelorn. A visit to this kingdom will also lead to a year-long ritual marriage to Queen Alarielle, though hardly anything is required of you. Alariel has already given birth to her eldest daughter from Finubar, who will become her heiress, so you just need to keep up appearances.
[] - Saphery. Visiting your native principality can be perceived in completely different ways. On the one hand, this may be considered inappropriate favoritism, or vice versa - the desire to solve the problems of Ulthuan using the most understandable and familiar methods to you. It all depends on the approach.
[] - Tiranoc. Tiranoc is a devastated land that has not even come close to recovering from its devastation. a visit to it by the new king will clearly be perceived as a desire to restore Ulthuan to its former splendor.
[] - Chrace. From wild Chrace come some of the best warriors in your realm - the White Lions that protect your person, so the importance of this province should not be forgotten.
[] - Conthique. Ulthuan's fleet is the backbone of its combat power, so it would be best to show recognition to those who build and serve on it. [] - Yvresse. This rather ruined principality, along with this, is also one of the most militarized due to the efforts of the current Prince Eltharion. And as a result, a visit to this principality will strengthen the position of those who insist on gradual reforms of Ulthuan's army.
Meaning, we don't visit a politically devastated region this time. It sucks for Ellyrion, but the cloak of tradition means we can get away with this. Heck, as long as they're not last that would be an improvement over typical cultural response.
I have also crossed out his home territory for the implied favoritism that would show, and Tiranoc goes on this list as it's not influential. Maybe, for a 4th visit we visit Tiranoc or another devastated land. Speaking of devastated lands, Yvresse should go on that list. We need their armies, but we need political influence a bit more right now.
I also crossed off Avelorn. That seems crazy, but I think we should visit them 3th. It would help establish we're an unorthodox leader, but the delay isn't too much of a snub.
That leaves a number of options, but it depends on which Internal aspect we focus on. If we go Dragons then we need to visit Caledor. If not then we can skip Caledor for the moment.
If we're investigating all aspects of Finubar's murder than we should visit his home of Eataine, but if not then we can delay.
If we're doing Naval Upgrades than we need Conthique. This is mandatory and nonnegotiable. They are the Ship-Wrights, and we cannot do upgrades without their expertise and cooperation.
Finally, and in my mind the most interesting one is Chrace. I believe they're a workable solution to the issue with the Mountain Monsters, and unlike the Lothern action, the people of Chrace have a tradition of hunting. They are better suited to the task then sending city youth to die. I also see synergy between Chrace Hunters, and local Great Eagle Cooperation. Eagles single out which caves have monsters, and the Hunters can go in.
[X] Plan Sherlock and the Dragon Aircraft Carrier
-[X] Caledor. The most aggressive and independent of the kingdoms of Ulthuan, it will clearly require you to visit as soon as possible, as Caledor has historically been one of the most influential principalities.
-[X] Conthique and Eathain have a long history of naval rivalry, and although Conthique's fleet is larger, Eataine has his great dragonships. Perhaps Conthique should start creating something comparable? Takes 3 years. [1 Dice]
-[X] The Princes of Caledor proposed a very specific option. The main problem for any maritime threat is the dragon raid. But even if a dragon can fly over the ocean, it cannot patrol the sea over the ocean for a long time. But... we can build a ship that will carry dragons. Takes 3 years. [1 Dice]
-[X] Collection of information. So far, there has been little progress in the investigation into his death. Perhaps you should make your own efforts to intensify the search? [2 Dice]
-[X] Search for actors. Hmm... a very difficult situation happened with the investigation of Finubar's death. You see, Master Hoeth is only concerned with spies for your dark brethren. But who will spy on all other parties? Usually this is someone appointed by the local prince. If he appoints. [1 Dice]
-[X] At the moment, the prince of Yvresse, Eltharion the Grim, is busy restoring the capital of his principality. And you could help him to a certain extent with this issue by creating a system of tunnels that connect your two principalities through the mountains. [1 Dice]
I think Caledor is probably the most important region out of the bunch because of it's dragons and economic power, so building up a positive reputation amongst the nobility there would do us pretty good if we seek to finance any domestic improvements.
As for the navy, seeing as we've taken care of the Norscan raiders with brutal efficiency, the Dark Elves will probably lay off the raids for a turn or two, so we should use this moment to make some innovations to the fleet; Learning how to build Dragonships (or something similar) is critical if we want to effectively combat the Black Arks of the Dark Elves (We may need to find a solution to the whole Sea Monster summoning thing through to be completely confident when fighting Black Arks) when they come back and being able to transport Dragons can ensure that 1. They are fully energized for battle and 2. They can be taken longer distances across the sea.
Investigating Finubar's death is essential this turn since the trail will likely go cold soon, so I've invested two dice into it to give us the best chance to at least find a lead that we can follow up next turn; I'm not too sure about the 'Search for actors' actions since it'd synergize better if we went and did more diplomatic actions, but in case Finubar's death is a false flag attack might to make us target somebody else, it may prove useful to rule out this possibility. The last action with Eltharion will just lay the groundwork for further economic works down the line, and it may gain us some clout with Yvresse as well.
-[X] Conthique and Eathain have a long history of naval rivalry, and although Conthique's fleet is larger, Eataine has his great dragonships. Perhaps Conthique should start creating something comparable? Takes 3 years. [1 Dice]
-[X] The Princes of Caledor proposed a very specific option. The main problem for any maritime threat is the dragon raid. But even if a dragon can fly over the ocean, it cannot patrol the sea over the ocean for a long time. But... we can build a ship that will carry dragons. Takes 3 years. [1 Dice]
I don't think Dragon Carriers are worth it until after we sort out the issues that keep them sleeping. Making a replacement for Dragon ships, which IIRC are irreplaceable on the other hand sounds good.
[X] Plan: Domestic and fornensic
-[X] - Avelorn. A visit to this kingdom will also lead to a year-long ritual marriage to Queen Alarielle, though hardly anything is required of you. Alariel has already given birth to her eldest daughter from Finubar, who will become her heiress, so you just need to keep up appearances.
-[X] - You would like to continue your own research into the causes of sleep in dragons. Traces in the scales of dragons indicate that they lack something for a fulfilling life and the need for this only grows with age. But what could be the reason for this?[1 dice]
-[X] - The involvement of the masters from the White Tower may be useful in determining the exact cause of Finubar's death. Right now, his body is being preserved by the Phoenix guards at the Shrine of Asuryan, but you could try to negotiate with both sides about examining his body. [2 dice]
-[X] - Not just a formality. Even though the Queen of Avelorn already has a chosen one, a closer relationship with her would be extremely beneficial to you as a king. For many millennia, dealing with her has been nothing more than a formality, but with her full support, there is no force on Ulthuan that can resist you. [2 Dice]
-[X] - Reclaim your titles. Most of the Kings of Ulthuan, since Caledor the Great, have renounced their previous titles as evidence of their future impartiality and willingness to serve not only for the good of their native land, but of Ulthuan as a whole. However, you could keep these titles for yourself, for example, as a demonstration of your loyalty to the agreements that gave you this throne. Undoubtedly, the aristocrats will like it if you demonstrate dependence on them in this way. [1 Dice]
Got delayed in making my plan, sorry for the delay. While thinking over what to do next, Getting Avelorn and the Everqueen was kinda non-negotiable, especially with how much of a synergy the two things connect with each other. Getting the white tower and the Phoneix guard was me realizing, that if you want to start anywhere, then you need to figure out how your victim died. And with somebody like Nelshannar involved, that was almost a guaranteed need in order to get a good headstart. Trying to figure out what the dragons were missing was just there so we can keep chipping off the block in order to save their extinction from happening any faster. And the titles were just to make more support for us than what we already have, especially since we're a roll away from being disliked, or being taken advantage of.
I don't think Dragon Carriers are worth it until after we sort out the issues that keep them sleeping. Making a replacement for Dragon ships, which IIRC are irreplaceable on the other hand sounds good.
It's probably not too much of a problem - I don't think we could build many of these big ships anytime soon. But I agree that dragon behaviour is an important issue.