Prince Aladdin Quest (Disney Villains *Almost* Victorious)

Colonel Jean Staquait, late of the French Foreign Legion and currently an officer in the Maldonian Army.
Given the Maldonians' recent experiences with the Legion, probably no better liked than he deserves to be, unless he shows more courtesy than I would dare to hope for. Might be wanted as an instructor, especially if the Maldonians are trying to get a properly trained officer corps going.

Paul Emil von Lettow-Vorbeck, German general in East Africa and currently a captain in the Maldonian Navy.
I'll have to think about how he fits into things.

Renard Dumont, Hooft and Hugo, Remy Baudoin, and Albert Narracott, five foreigners who are in the process of building a conglomerate.
Talented men- though the competition may be stiffer than they expect.

And of course Naveen and Tiana, Tiana's mom, and her friend Charlotte.
Lovely people, at the heart of it all.

Edit: And Varian, can't forget about him. Although he's leaving as soon as he is able for Atlantis.
He may be at least slightly distracted by the presence of early twentieth century encyclopedias and the realization that Maldonia is a nation badly in need of any semblance of a chemical industry- but then, despite his brilliance, his experience in industrial-scale production is nil.

And of course, he has his reasons to move quickly.
 
- [][Diplomacy] Attempt to bring in nearby satraps as protectorates
Friends help friends, but sometimes a friend needs more help than you can give them as a friend. But if they joined you as a vassal they'd probably be able to get the help they needed. Attempts to convince the leadership of a friendly satrap to join as a protectorate under Ababwa's banner. Sets up a trade office, a diplomatic outpost, inserts spies and scouts the place for any resources that they may not have realized. Gains variable income, resources and possibly Hero characters.
-- [] Eastern Satraps
DC: 80
Cost: 4000 Gold
No hero for this one? It's kind of a big deal and we definitely want to get them before Lemuria.

- [][Intrigue] A Golden Opportunity
These rumors of strange golden items are intriguing. Send agents to scout out the southern Satraps to see who has been turning up these strange pieces, and perhaps where they're coming from.
DC: 70
Cost: 2,500
Hero: Iago
Didn't we get this solved by the ambassador meeting?
-[][Learning] Untapped Market
A missive has arrived from the far north, from a man known as Viggo Grimborn. He is apparently in the business of capturing dragons, and was pointed in your direction by the Elite Global Hunstmen's Club. He's interested in possibly selling dragons to you rather than to Bludvist, and seems very interested in the concept of a menagerie. Frosting of course is over the moon at the idea. Send someone up north to see what Viggo has to offer, and what he's asking for them. Unlocks other opportunities.
DC: 75110
Cost: 4,000 Gold
I'm not sure we can reach that DC. 75110 would need a lot of nat 100s. ;)
- [][Jose Personal] Learning Arabic
Jose is able to communicate thanks to his knowledge of languages, but it seems his grasp of Arabic isn't as comprehensive as anyone had thought. He'd been using quotes from books as a way to make his needs known, which Scherezade realized after speaking with him for a bit. Time to add another language to his lexicon!
Learning DC: 60
Should we do his recovery Personal so he gets a bit healthier?
 
Obvious advice is obvious, I know, but our situation is complicated enough without getting her attention.

Is Ababwa's situation really that bad? There's a lot of work to do, yeah, but most of Aladdin's projects have worked out, he's gaining hero units left and right, the economy is rising, and the current level of military danger is very manageable.

Agrabah is very stable, and with Holmes there to sniff out plots, something big beyond words would have to happen to shake them. Egypt and China are too busy with their inner trouble and looks like that will continue for a long while. Same with La and Scar, who at the moment are also too far to threaten Ababwa. The Hunters are semi-friendly. The EITC is a trade enemy more than a military one, and with a flourishing economy, they have much fewer attack opportunities. The pirates are pacified for now till they get too greedy or Aladdin decides that he cannot in good conscience letting them prey on people anymore, even if they leave Ababwa alone.

Lemuria is currently the biggest risk, IMO, although it depends on what Jalaiya may want. And it seems it'll be a shadow war more than an open war.
 
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Is Ababwa's situation really that bad? There's a lot of work to do, yeah, but most of Aladdin's projects have worked out, he's gaining hero units left and right, the economy is rising, and the current level of military danger is very manageable.

Agrabah is very stable, and with Holmes there to sniff out plots, something big beyond words would have to happen to shake them. Egypt and China are too busy with their inner trouble and looks like that will continue for a long while. Same with La and Scar, who at the moment are also too far to threaten Ababwa. The Hunters are semi-friendly. The EITC is a trade enemy more than a military one, and with a flourishing economy, they have much fewer attack opportunities. The pirates are pacified for now till they get too greedy or Aladdin decides that he cannot in good conscience letting them prey on people anymore, even if they leave Ababwa alone.

Lemuria is currently the biggest risk, IMO, although it depends on what Jalaiya may want. And it seems it'll be a shadow war more than an open war.
Ah but you see, my worry is infinite and inexhaustable. We should always be prepped for the next threat!

Also you know, less jokingly, Aladdin and Ababawa in general are solid. Very solid, arguably even top tier. But even among the more human level things out there there's some above them, and I don't think most of them are our friends. That's not to mention the larger things out there. I'm worried about those higher than us and the giants greater than them because ultimately I'd like to make the world better than the miserable quilted blanket it currently is.
 
No hero for this one? It's kind of a big deal and we definitely want to get them before Lemuria.
I think I'll put Tai Lung on it. Puts the action to a DC of 20, and it might help with his current issues stemming from a lack of confidence and raise his profile as someone who is trustworthy.b
Didn't we get this solved by the ambassador meeting?
Maybe? If the action is still available, I say why I take it? If not, then the eitc action.
Should we do his recovery Personal so he gets a bit healthier?
It isn't a bad idea, but we have Word of GM that multiple Heroes taking language actions will make them synchronize both in terms of bonuses and DCs. Maybe next turn? Also gives him a chance to meet Flynn Rider.
 
Oh. I didn't know that. Then by all means.
With that being said, I might push back the language campaign to Turn 11; the reason being is that if it is affected by having more heroes, Turn 11 might well see us with Indy available as a tutor and time for Aladdin to learn English. Possibly another language-deficit hero as well. If I do that, I may put Faria in the hospital and Selous on his India PA.
BTW, @TempestK , I was looking at the heroic character sheets and saw that Faria's Martial is still at 5 instead of 9. He gained 4 back after spending two months in the hospital.
 
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King Igthorn - Rival Report Turn 4 (Nega-Quest)
King Igthorn - Rival Report Turn 4
(Aladdin Turn 5)

Northern Britain
The Horned King - 9

A brutal famine hits Prydain. The farmers, overtaxed and bereft of most of the fertile land, are starving, while the cauldron-born are walking the streets. But the truth is that no new death can come without the living. The Horned King, he who sits upon his throne and lets his minions do the work, will have to intervene personally. But will he do so?

Scotland
Mor'du - 21

While nothing stops the Demon Bear, neither progresses his hunt particularly well. There are talks of a resistance who wants to take Scotland back from the tyranny of Mor'du, but without a weapon that pierces his invulnerable skin, they seem doomed to failure. Some of them are trying to sneak through the Horned King's lands in the search for magic aid.

France
Pope Frollo - 44

Information about the Papacy has become sparse. Even Kriemhild, who can usually be relied upon to deliver good intelligence, has been awkwardly silent, which is even more concerning since they are marching to war against you, and good intelligence allows for good decisions.

The latest news that you have received is that Frollo has leveraged a new general of the armies, a former Brit by the name of Moran. You have never heard of the man, and since your spies failed so abysmally last time, you don't even know if he is actually capable or just another political appointee.

Germany/Britain
Kriemhild - 91

Where her intelligence gathering has failed, her attempts to stopper the French army are working fabulously. Conjured storms, rainfall, rodents attacking the food stores - all the classic witch curses are haunting the host. Still, whether it is enough, nobody knows, as the divination and the spying have dried up completely.

On the home front, Kriemhild mobilizes her troops as well. The Mirrorguard is recalled from investigating all but the most potent betrayals while she tries to deny that there is any way to block her mirror's sight. (And if you weren't the general for this battle, you doubt you would know, either.)

Eastern Europe
Czernobag - 54

The Walpurgisnacht continues ever onward. The Black God's lips have uttered whispers. A deal has been offered. But none of the Dark Court know who received it or whether they have accepted it.

Maleficient's Realm
Maleficient - 76

The hunt for the unknown girl is still on, but the Dark Fae have been called to ready themselves for battle. The dragons have been roused, and apparently, Maleficient is sending ambassadors to different courts. None have come to you, yet.

Arendelle
Elsa - ???
There is still no word of the land beyond the wall. And quite frankly, you currently have better things to do.

Rumors:
Ursalia
Ursa - ???
Parts of your carefully researched Gummi Bear sled system have broken down. Thankfully, only remote, uninteresting areas have become inaccessible.

North America
??? - 65
The chaotic struggle continues. You have not yet spent time on learning more about the players - if they are busy with themselves, they can't bother you too much.

South America
Empress Yzma the First and Last - 60
Empress Yzma has proclaimed herself as the leader of the Sunless Empire and the South American continent. No one is currently her rival, and she has sent messages warning of her mysterious powers and monsters to her neighboring and not-so-neighboring states. Still, a problem for another day.

Asia
The Emperor of China tries to rally his people, but seems to have difficulties doing so. Meanwhile, the animal kingdom is still torn by some kind of civil war.

Arabia
The Arabian peninsula seems to be prospering. An attack by Mediterranean raiders seems to have been defeated. Social mores are progressing splendidly.

Africa
By now, the animals seem to have taken over the southern part of Africa, with the Berserkers in full retreat. Well, far, far away, thankfully.
 
Many Beginnings (Canon)
Many Beginnings

Finding a ride to Atlantis, Stewardship DC 120-20 (opening up)-25 (Pirate Lord contacts)-5 (Library records): 1d100+18+10+5+5: 124! Great success!

"Again, nothing!" Varian groaned as he leaned against a stone wall. Ruddiger chittered quietly and nuzzled his face in an attempt to console him. They had been searching for a ship willing to take them to Atlantis, but the responses he most often received had been either "Where?" or "No way!" Few people even know of the existence of the reclusive kingdom; those who did were terrified of it. Not even reassuring them of Prince Naveen's knowledge and confidence in the Atlanteans had sufficed to convince them to bring him to any of the known places where trade could be done with Atlantis.

Well, there were at least another fifteen ships to go. Surely at least one of them would be willing to give him a ride? Even if they didn't need his services, Varian had some gold that Nemo had given him. Everyone wanted gold, right? Right?

Coming from his blind spot, someone bumped into Varian, causing him to stumble forward. "Hey, watch out!" Varian snapped as he spun around. Life the past year had helped improve his reflexes where unexpected attackers were concerned. A knife, a gift from Nemo's First Mate Ishmael, dropped into his hand from the sleeve sheath he had made for it.

"Whoa, whoa kid! I'm not here to hurt you, so howsabout you put that pigsticker away before someone has an accident!" The man who had bumped into him held up both hands. Tall, with hair and a mustache that were both black as night, a matchstick was clutched firmly in his teeth. "I heard from one of the locals that you were searching for a ride to Atlantis?"

"Oh." Feeling sheepish, Varian lowered the knife, but kept his guard up. "You…you know how to get to Atlantis?"

"Get to Atlantis?" The other man laughed. "Kid, I'm from Atlantis!"

The knife dropped from suddenly nerveless fingers as Varian and Ruddiger's eyes both went wide with shock. Twelve hours of no luck, and he just happens to run into an actual Atlantean?

"You're from Atlantis?" Varian asked.

"Uh…didn't I just say that?" He turned to speak with someone behind him. "I did just say that."

The oddest-looking man Varian had ever seen nodded in agreement. He wore a heavy leather coat that was frankly inappropriate for the warm Mediterranean climate, and intricate mechanical goggles covered his eyes. A small mustache rested below a large nose, and the goggles were currently fixed upon Varian's…hands?

"Yes, yes you did!" The newcomer's voice was odd, a hissed French accent. "Perhaps the child has grown accustomed to ignoring adults?"

"I'm not a kid!" Varian snapped. "I'm seventeen!"

"Still a minor where I'm from," the taller man replied. "But that's not the point of this conversation. I'm Vinny, Vinny Santorini. Special Ambassador from Atlantis, when I'm not making stuff that goes boom. This here is Gaetan Molière, but we just call him Mole."

Varian looked down at Mole. "How appropriate."

"Mole is an excavation expert, knows just about all there is to know about dirt, minerals, and mining. The bigwigs sent us to Maldonia to get some minerals and metal that we don't have down there." As Varian scrambled to pick up his knife and return it to his wrist sheath, Vinny crossed his arms and assumed a relaxed position against the wall Varian had just vacated. "So what makes you want to go to Atlantis?"

"I-what are you doing?!?" Varian yelped as Mole grabbed his hands, having finally given in to whatever urges percolated in his cranium.

"Shush-shush-shush!" Mole pulled out a pair of tweezers and brought up a piece of something from under his fingernails. The goggles extended. "Let us decipher your history…"

Deduce Varian's origins! DC 50/100/125/200: 1d100+25+40: 149! 3 degrees of success!

Varian watched in shock; Vinny just chuckled. Meanwhile, Mole muttered to himself at a rapid pace. "Traces of iron, oil, and rust; raccoon hair, four years old, second in a litter of five; salt, wool, and fish oil; ink - you are an engineer! Yes, from the Mirror Kingdoms! And-" he licked it "-you are…wait. What is this?!? An element I do not know? This…this is impossible! NOOOOO!" He sank to his knees while wailing loudly.

Varian blinked. Then looked at Vinny. "Is…is he going to be all right?"

Vinny shrugged. "Gotta say, I've never seen Mole get stumped when he does this. You've either been to some odd places or up to some weird experiments. Engineer, huh?"

Varian did his best to ignore the inconsolable Mole. "Something like that? Also an alchemist-"

"Ah-HA! That is it!" Mole bounced to his feet, tears forgotten. "Verbona and amber! But with a hint of magic! That is what eluded me!"

Vinny forgotten, Varian brought his full attention to bear upon Mole. "You could tell all that from a bit of dirt from under my nails?" His brow furrowed. "How do you even taste magic?"

"Bah, it is a parlor trick! But tell me, how did you create magical amber?"

Varian sensed an opportunity here. Taking a gamble, he feigned an air of nonchalance. "It's a long story. Tell you later?"

Mole whipped upon Vinny. "Vincenzo, we must take him with us! We have no time here in Maldonia, and I refuse to let this puzzle go unexplained!"

"After we finish our job here first."

"Awww…" Mole was the picture of disappointment.

Vinny patted Varian on the back, narrowly avoiding smacking Ruddiger in the process. "Tag along kid, you might learn something. So how do you feel about explosives?"

Varian grinned.

~~~

Somewhere under the sea

Pierre Arronax shivered. "Why do I feel like something terrible has just happened?"

~~~

A howl of pain came from the Royal Quarters.

"Be quiet, Naveen! From the way you're carrying on, one might think that you were the one giving birth, not Tiana!"

"I can't help it!" Naveen wailed as he paced the hall outside of the royal bedroom. "I'm just so nervous!"

Charlotte La Bouff smacked him on the shoulder. "Pull yourself together! The doctor said that she's in perfect health, and so's the baby from what he could tell! All you're doing is making me upset-"

Another wail of pain, this time from behind the closed doors. Charlotte and Naveen both went white as sheets.

"On second thought," she giggled nervously, "maybe we should retire to the kitchens, fix ourselves a nice pot of tea?"

Naveen nodded, sweat dotting his brow. "That sounds like a marvelous idea."

The two friends walked out of the hall towards the kitchen.

"Finally," Eudora muttered from where she was knitting a baby blanket, rocking gently in her chair. "You'd think they've never attended a birth before."

~~~

Varian gaped at the Martak, the stone fish-thing that the Atlanteans had used to travel to Maldonia. "It flies?"

"Also does decent duty as a boat," Vinny said with pride. "Has enough cargo space for two tons of gear, and-"

Bells began ringing, cutting off what Vinny was about to say. The three - well, four, Varian insisted that Ruddiger counted as a person - looked around.

"The noises! I hates it!" Mole hissed.

"What's going on?" Vinny asked Varian. "An attack?" A pistol appeared in his hand as if by magic.

"What? No!" he replied. "Princess Tiana was going into labor when I left the palace this morning; the baby must be here!" Turning on his heel, Varian started jogging towards the palace. "Come on, they're going to announce the baby's name soon!"

Vinny and Mole took off on Varian's heels. "Since when did he get promoted to boss?" Vinny pondered aloud.

~~~

Charlotte cooed over the wrinkled form of Naveen and Tiana's firstborn child, who was currently being held in the arms of her grandmother Eudora. "Oh, Tia! She's adorable!"

An exhausted, sweaty, yet beaming Tiana laid back in her bed; her husband sat beside her, a look of dazed giddiness on his face. "Thanks, Lottie."

The blonde looked to be about to burst, such was her glee. "You're gonna be the best momma ever, Tia!" She leaned over the baby and started making kissy faces at it; the baby, for her part, seemed befuddled by the hubbub around her.

"She's the spitting image of her mother," Naveen said as he practically glowed.

"I think she's got her daddy's curls." Tiana sighed. She smiled as she gave her husband a side-long look, then glanced over to her mother and best friend. "I suppose now's as good a time as ever to let people know the names we picked out."

"What's her name, you gotta tell me!" Charlotte squealed in excitement.

Naveen spoke first. "If it was a boy, we were going to name him Idris James de Maldonia."

Tears came to Eudora's eyes. "Oh, Tia. Your daddy would have been so happy to hear that."

Charlotte wasn't to be dissuaded from her question. "And since it's a girl?"

"Eudora Charlotte de Maldonia," was Tiana's answer.

Tiana's mother gasped in shock; Charlotte's response was akin to a dog whistle in terms of both volume and frequency.

"You named her after ME?!?!?" Ah, there were the happy tears. "Thank you, thank you, thank you!"

Eudora was more sedate, seeing as she was holding her new granddaughter, but she was also displaying tears of joy.

Both quickly turned to worry at the next words to come out of Tiana's mouth. "Well, now that that's done, time to make dinner. I feel like gumbo, rolls, and-"

"Absolutely not!" said six voices - the doctor, Naveen, Charlotte, Eudora, and the King and Queen of Maldonia. "You just finished having a baby!" Naveen continued.

"And I'm gonna be the one to make the first meal for my baby's first day in this world!"

"Oh no you're not!" Eudora said. "That's the job of the grandmothers," she continued, exchanging a wink with Naveen's mother.

Tiana laid back in bed, defeated. "If you insist," she sighed. "But I'll be taking my baby back in that case."

"With pleasure," Eudora replied, gently lowering her grandchild into her mother's arms.

As most of the onlookers left the room, leaving Tiana, Naveen, and Charlotte alone in the room, Tiana leaned back and gave Naveen a dazzling smile. "We did it," she said.

"You did it," Naveen corrected her, a gentle expression on his face as he looked at his newborn daughter's face.

"Well. You helped a little. Take the credit where it's due."

Naveen rolled his eyes, but chuckled. "Oh, all right." He brightened. "Ah! I think there's someone who wants to meet Eudora!" He whistled. "You can come out now!"

"Finally!" came a muffled voice from the closet. "Thought I was gonna suffocate in there!" At Tiana's nod, Charlotte rushed over to the door and opened the closet; from it tumbled an alligator that was ten feet in length if it was an inch.

"Ahhhh!" Louis the Alligator exclaimed in relief. "Now I can stretch out!"

"Louis?" Naveen said. "Come meet our daughter."

"It's a GIRL!?!"

Charlotte giggled nervously. "I'll never get used to how you can talk to the animals, or how they seem to talk back."

Louis, meanwhile, trotted across the floor and pulled himself up to his hind legs. The massive lizard leaned down and gingerly sniffed at the baby. To Naveen and Tiana, who had figured out how to read his expressions, he seemed to melt; for Charlotte, she had to resist the urge to scream in terror at what looked like a giant alligator about to cause a terrible day for Maldonia. Yet, she trusted Naveen and Tiana, and knew they would never do anything to harm their daughter.

Louis, for his part, was feeling…paternal. "She's almost as beautiful as a hatchling! Could use more scales, though." Eudora gurgled and, reaching out, brushed him on the nose.

Naveen patted Louis on the head. "That's the spirit!"

His resolution made, Louis lowered himself to his belly and slid under the bed. "I shall guard baby Eudora with my life!"

Tiana chuckled. "Thanks, Louis."

"Think she likes jazz?"

"With you around, I don't think she'll have a choice in the matter."

~~~

"WE WELCOME TO THE WORLD…PRINCESS EUDORA CHARLOTTE DE MALDONIA!!!"

The royal crier made the announcement from the balcony, and the crowd assembled below went berserk. Hats flew into the air; cheers were made; and night turned into day as fireworks erupted in the sky.

Varian looked at Vinny. "Ready?"

Vinny nodded. "Ready!"

Mole, for his part, just grinned. "Big boom! BIG BOOM!"

Varian and Vinny found a grassy area that was miraculously not taken up by celebrants and planted their custom-made rocket.

Learning DC 10/25/50/75/90/100: 1d100+15+35+25+25+5: 116!

"Light 'er up!"

Approximately fifteen very busy, bright and loud seconds later, all three men - and one raccoon - were flat on the grass with ringing ears and dazzled eyes. From what Varian could tell, at least a dozen windows had broken, and the combined chemistry and alchemical expertise of Vinny and Varian had left a sparkling after-image in the shape of a generic baby that was still holding steady in the sky.

"Wow. That was bigger than I expected."

"I didn't even use the good stuff on that one!"

"I CAN SEE ETERNITY!"

Result:
Varian has found passage to Atlantis!

Varian has met Vincenzo Santorini and Gaetan Molière! Those who know anything about the two shudder in horror at what they might create.

Most of Maldonia suffers from temporary hearing loss after their initial experiment went off.

Martial: 12 (Mole isn't the most astute fighter, or a particularly clever one. Neither really matters when you have a 300-pound man charging down like a freight train.)

Stewardship: 18-12 (6) (Mole is precise and analytical, almost to a fault. His ability to maintain records and keep things straight is almost unparalleled - for anything related to geology. If it isn't…)

Diplomacy: 9-10 (-1) (Mole is in possession of a very broad vocabulary and can adequately communicate with others. He also views the use of soap as an actual threat and is, shall we say, an acquired taste. It suffices that getting punched by Kida was probably one of the better reactions a woman has had to being propositioned by him.)

Intrigue: 25-20 (5) (Mole's mastery of geology is sufficient that he was able to deduce Milo's life history and profession from simply examining and tasting the dirt from under his fingernails. He is also loud, knows nothing of subtlety, and fond of immature pranks.)

Learning: 15 (Mole has a degree of fixation on geology and earth-related sciences and technologies that borders on monomania. Outside of that specialty, he has little interest.)

Occult: ??? (Let's just say that someone like Mole doesn't occur naturally, and leave it at that. To quote Sweet, "Trust me on this: you don't wanna know. Audrey, don't tell him. You shouldn't've told me, but you did, and now I'm telling you, you don't wanna know!")

Traits:

"Geological Monomania" - As the name implies, Mole is consumed by the study of geology and earth-related sciences. Within his specialty, he is THE leading expert in the world - being able to deduce a man's life story from the dirt under his nails and inventing 62 independent excavation and mining vehicles, tools, and other related equipment. The closer a topic is to his specialty, the greater his bonus to the action, up to a maximum of +75 Learning and +40 any other stat. On literally anything else, he suffers a malus of -12 Stewardship and -20 Intrigue.

"Pig-Pen" - Mole is most comfortable when burying himself in dirt, and hates being clean. Between that and his frankly atrocious manners, his Diplomacy is capped at -1, with the single exception being making an appeal to exercise his specialty, under which circumstance his Diplomacy temporarily gains a +10 bonus. He's still Mole, though, so he still needs to work through his issues to make an effective argument.

"Animal Magnetism" - For all his inability to communicate with his own species, Mole seems to be able to get along with animals just fine. When dealing with animals he does not suffer a penalty to his Diplomacy, and gains a +10 when dealing with animals specifically found in subterranean environments.

A/N: This is my response to @TempestK's omake challenge. I hope you all like it!
 
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Of Might, Magic and Circumstances (Nega-Quest)
Of Might, Magic and Circumstances​

Mozenrath: Search for Men of Might: The escapades of Lawrence and his Companions have given you pause and a realization that you need something more tangible than just pure Magic to defeat Lawrence of Arabia. Rolled: Roll???:D100 => 98 #Mozenrath Searching Crit:
D100 => 83 #Mozenrath Searching

Well this was a Surprise?

The Crisis of the Foreigners rampaging through had given Mozenrath both pause and a sign of just how shaky his control truly was. With both the rampaging crusaders and LAWRENCE OF ARABIA still not fully dealt with…well, it had given him even more to handle.

So what a surprise it was to see a group of men coming to him for sanctuary.

They were Orientals from one look at both their appearance and weaponry. Their leader, while not fully desperate enough to grovel at your feet, begged for Mozenrath's protection from a great many evils.

"And why should I, the Prince of the Black Desert Sands, give you Protection, Captain Sao Feng of Hong Kong?" Mozenrath said firmly.

Sao Feng bowed deeply. "I have traveled many miles over land, and sea…seeing only evil and terror, now my bones are weary and need rest and…a sense of safety after a great many calamities befell my-."

"Befell your Kingdom of Sin and Debauchery Lord Feng, I am not as much a Fool to understand how terrifying the Seas and the Land of China have been as of later." He waved a hand in dismissal.

Sao bowed. "And you've heard the rumors of who rules the Sea?"

"Sinbad, Davy Jones, and Nemo, to name a few…I know many names and have the right mind to be cautious of them, Lord Feng…but not of you." He said. "I've heard rumors of your fall from grace and your troubles as of late. You've lost a great deal of things..much of your former empire that remains is scattered, subsumed, or dead. All I see here now is a paltry and pitiful effort at attention-seeking."

"What do you know of the terrors I have survived? I was nearly killed by Davy Jones and his ilk, forced to March across an entire continent of War and destruction and beasts, all while my men deserted and betrayed me! To say nothing of that MAD KINGDOM LEMURIA! And their siren promises from their pagen monster of a GOD!!" He shouted.

"I started my march from Hong Kong with 900 men. I come to you with less than a hundred souls. The rest were slaughtered, starved, or deserted in the journey. I ask not only for sanctuary BUT A PRIVILEGE as an Honored GUEST!" He shouted

"You are in no position to make demands, Lord Sao Feng." Mozenrath said firmly.

"I come to you with men, weapons and information…that alone should pique your interest in me." He growled lowly.

"Lord Canavoron…put the kettle on as you say, we have guests." Mozenrath said. "And when you are good and refreshed the Bathhouse is yours to enjoy."

Sao Feng smiled as a hot cup of tea was given to him by a corpse servant. "A good deal is first sweetened by something given freely, wouldn't you say?"

A cup was resting in his gloved hand. "Yes..A good deal indeed."

The two men sat in silence as each sized up the other's importance and what use each could give.

Sao Feng considered the man before him. A younger man, not a youth by any means but not yet in the fullness of manhood. The gleam in his eyes showed both a great deal of intelligence in both the archaic and natural arts of the world. His hands showed a scholar's education but his body showed one not as afraid of hard work as it appeared. But there was weakness, that little hint of exhaustion under his eyes that he hid with the bored tone and mask of lax behavior.

He had paid greatly for his power and prominence…and if he was not careful that price would eat him alive along with his kingdom.

Mozenrath knew of secrets known to elder priests and mystics of this world and that made him as dangerous as any army or weapon.

Formidable, yes, imposing yes…insurmountable…difficult but not impossible.

Mozenrath considered the man before him. An older man, not an elder per se, but aged prematurely from heartbreak, loss, sun, and a great deal of terror. A cutlass was sheathed at his belt, and three flintlock pistols were strapped on his body. His hair was shaved close to his scalp for ease of maintenance. Eyes displayed both a sense of weary alertness that was both a survival skill and a sign of mistrust as well as intelligence; always planning and plotting moves and countermoves.

It would be a risk to bring him into confidence; Sao Feng was not a man who suffered subordination easily. But conversely, if he could determine what he wanted, he could then determine how to control him.

Or at least earn his cooperation.

But then of course it was Obvious…almost too obvious what he wanted? Safety and comfort to plan and rebuild his empire.

It was so simple that it was almost impossible to not laugh at how obvious it was. But what surprised you was how he hid how desperate he was for it…the hidden hunger for it after seeing so much horror.

Oh how much fun we will have together! You and I!

"Lord Sao Feng, if nothing else I wish to offer you all the comforts and privileges a guest of my halls must enjoy. Your bones are weary from your travels and I am nothing if not a generous host." Mozenrath said with the fake smile and pleasantries of a king.

"No, I would prefer that all pleasantries be held off until tangible assurances can be given, Prince Mozenrath; while my men are tired, they are not foolish enough to kowtow to the whims and gifts of others without a price to be paid?" Sao said calmly.

"After all such things are seen as weakness in certain places." He finished.

"You can clearly see what is in front of you?" Mozenrath said. "What do you see?"

"A boy that is barely a man ruling corpses and fearful men." He said calmly. "Now I understand that such things are easy, and I have no doubt your rank was earned with skill as much as the next warlord in this world. Skill has been made to shape the hand that holds this realm but not the strength to hold it." He said.

A full insult, but not one without truth in it.

He was trying to influence and teach.

Mozenrath leaned back. "A practical man through and through…the Tales of Lord Sao Feng didn't exaggerate at all."

"Flattery will get you far…but not far enough." Sao Feng replied. "This dance of wits and false pleasantries can go on for hours and ours until we are both out of breath. Let us not keep wasting our time here and hash out an agreement that will benefit us, at least with the veneer of civility."

Mozenrath nodded. "You have made a point. While I do enjoy this game we are playing…we both have a great deal of other things to work on with our lives."

"Indeed." Sao Feng said. "I ask for a…simple request, protect me and my own from the Scourge of the Sea, Davy Jones…and I will give you my sword for a time."

Mozenrath laughed "If you wish to be my vizier or my master of war for a time, so be it, I know what your game is…you want power and I am in need of allies-."

"We each have what the other lacks…isn't it strange how destiny brings us together?" Sao Feng said.

"Indeed Lord Sao Feng. Our interests seem to have aligned in the stars." Mozenrath said.

"Let us hope our partnership is as fruitful as the comforts you promise." Sao Feng raised a glass.

"To the Kingdom of the Black Sands then." Mozenrath said.

"And to an Alliance of Riches and Prosperity." Sao Feng ended as you both raised a glass.

AN: Well, its good to see something like this.

Thanks for giving the Go ahead Temp.

Thanks @TirelessTraveler for editing.
 
Turn 10
With the issue of meeting with Jones resolved, the Sand Witches dealt with, and the the new face from Atlantis, Aladdin felt that things were finally starting to look up. Granted he still had Lumuria inching ever closer to the borders, while the EITC was able to begin making inroads (albeit very slowly). There's less pressure, but that's certainly not the same as no pressure.

Turn Start City Funds: 14,734
City income: 21,500
Income Reduction removed.

Turn Start City Funds: 20,734
City income: 25,300
  • 8,000 Medicines, plants, rare animals, pelts and dyes
  • 500 Increased trade from housing expansion
  • 500 Increased Tax Revenue
  • 1,500 Trade with Xiang-Wu
  • 500 Taxes from integration of Mongols.
  • 3,000 Salt harvesting
  • 3,500 Crossbow sales
  • 4,000 Trade with Atlantis
  • 2,500 Star Chart Sales
  • 500 Silphium exports
  • 800 Silphium Enhanced Medicines
  • Current Upkeep costs:
    • 3000 Greenhouse
    • 1,000 Salt Harvesting
    • 500 Night Fighters Facilities
    • 500 Crossbow manufacturing
    • 150 Map Production
    • 500 Diplomatic corps
    • 500 Intelligence Apparatus
    • 500 (Tribute to Davy Jones)
      • 6,650 Upkeep Total
  • Actual Income: 18,650

- [][Martial] Have the hunters look for warbeasts specifically
The menagerie is impressive. The War Beasts inside of it even more so, but after seeing Genie Aladdin knows that as impressive as an armor-clad rhinoceros is, there are tougher and more dangerous things out there. See if the hunters of Ababwa can find some to add to the War Stable.
DC: 70/80/90/100
Cost: 1000 gold

-[][Martial] Train a prehistoric animal for War.
With Tai Lung opening up the crystals and giving Frosting access to the creatures preserved within, it may be possible to train these ancient beasts as potent weapons of war. Success will result in Frosting successfully figuring out how to utilize one of the creatures at random for combat purposes and create a new special unit to deploy to conflicts.
DC: 95
Cost: 250 Gold

- [][Martial] Fanning the Fires of Rebellion
Shan Yu's empire is broken, and the warlords of his hoard now scramble for the pieces. The biggest player in the realm seems to be Lord Shen and his gunpowder weaponry. But he's still another invader. There's also the Resistance. Covertly send some of your men to the Broken Empire to help start stabilizing the place. Of course there are options for how to go about doing that...
-- [] Support the Resistance
-- [] Support "Lord Shen"
-- [] Create a third faction attuned to Ababwa's interests.
-- [] Hire Pub Thugs as an intermediary to fight on behalf of
--- [] Lord Shen
--- [] The Resistance
DC: 50/65/100
Cost: 8,000/6,500/15,000/10,000 Gold

- [][Martial] Cross Training
Expand on the initial cadres of specialists you have, cross train more soldiers in a specialty. Allows specialists to be spread more evenly throughout the army.
-- [] Swordsmen
-- [] Night Fighters
DC: 75
Cost: 0 Gold

- [][Martial]Two for the Price Of... Two
The McCann brothers have made their skills very self-evident after they participated in the defense of Xiang-Wu and even contributed by helping coordinate with some of the local forces. Having them on-site as personnel to throw at problems seems like it'd be worth the investment.
DC: 60
Cost: 1000 Gold, 250 Gold upkeep per turn after that. Man's gotta eat afterall...

- [][Martial] Engines of War
The lack of siege engines is understandable due to the terrain around Ababwa; but it probably wouldn't be amiss to perhaps have a few in your arsenal just in case. Find an engineer to construct some using the iron-hard timber harvested from the Forest.
DC: 70
Cost: 9,000 Gold; Upkeep cost of 500 gold per turn

- [][Martial] Bigger is Better: Ababwa may be looking to expand again, rather soon. It might be well worth it to expand the army to have the surplus troops and infrastructure that would be able to hold down more territory instead of needing to be expanded after the fact.
DC: 90
Cost: 10,000 Gold

- [][Martial] Setting Down Roots
The Commanders that have been assigned to the various cities in the North, along with their garrisons, have had several months to settle in and become familiar with the people. Why not make it a permanent solution and just appoint them as the administrators of the cities? Lowers DC of A Soldier's Life to 45, lowers cost to 2,000. Impacts choices for Northern Satraps going forward. (Incompatible with "Hire Local" and "Fresh Faces!".)
DC: 1
Cost: 0

- [][Martial] The Fires of War
The dragonet hatching from the Foreverwing egg presents a unique opportunity. It will reach full size within a year, and according to all the lore Zummi was able to obtain, will be capable of spewing fire hot enough to even melt stone and fly as fast and far as Carpet. Prepare a training plan and the items needed to train it for a position on the battlefield.
DC: 80
Cost: 3000 Gold

- [][Martial]Forging a Red Sword
With all of the issues that are springing up that require a martial solution, Ahmed is looking at expanding his staff to better handle all of the moving pieces without letting anything fall between the cracks logistically or martially. Gain a second Martial Action.
DC: 120 (Heroes assigned to this task may substitute their Learning for Martial)
Cost: 2,000 Gold, 500 Gold Upkeep per turn after

- [][Stewardship] Prospect for new resources
Genie set up Ababwa to be in an ideal spot, but just because the city is tapping into local resources doesn't mean that it's using all of the local resources available to their fullest potential. Have some people scout for untapped resources in the principality and protectorates.
-- []In the North
-- [] In the West
DC: 65/85
Cost: 1250/2000 Gold

- [][Stewardship] Something's Fishy...
Ababwa now has access to the Caspian Sea thanks to their armies holding the Northern Satraps. This is a prime opportunity to get up there and start building fisheries to take advantage of the plethora of sea life there. Especially the roe of the Beluga Sturgeon which calls those waters home. Gain additional income of 2,500 Gold per turn, increased acceptance in the Northern Satraps for providing jobs and infrastructure. Upkeep cost of 1000 Gold per turn.
DC: 80
Cost: 6,000 Gold

- [][Stewardship] Fresh Faces!
Sinbad will go through an exhaustive list of candidates from around Ababwa to pick out the best potential administrators and leaders to take over from the Commanders, allowing the army units stationed there to slowly stand down and return to Ababwa proper while the new local city guards are trained. Removes upkeep cost from Northern Satraps, makes them Protectorates of Ababwa. (Incompatible with "Hire Local" and "Setting Down Roots".)
DC: 100
Cost: 4,000 Gold

- [][Stewardship] Going Greek!
The access to the Caspian Sea presents an opportunity to potentially make contact with new potential trade partners. There's a large river that acts as a conduit between the Caspian Sea and the upper-most regions of the Black Sea. Sending traders out via that route, they could potentially hug the coastline and make it to the eastern-most areas that fall under Greek control. New options unlocked!
DC: 70
Cost: 3,000 Gold

- [][Stewardship] Expand trade district
The trade district for Ababwa is decently sized, but there's room to expand, and the new room may also draw in new merchants looking to get in on this lucrative market. (Increase in income by 500 gold per turn)
DC: 35
Cost: 1500 gold

- [][Stewardship] Expand housing district
No one in Ababwa goes without a roof over their heads, that's one thing Genie made very sure of. But there are always people coming into the city; and some of them might wish to stay. Expand the housing district to make sure that there's room for all. (Allows for additional population within Ababwa; gain +500 in income per turn from increased trade and taxes)
DC: 35
Cost: 2000 gold

- [][Stewardship] Set up a Trade Agreement with Agrabah independent of any marriage.
Even if things between the Princess and Aladdin fall through, Agrabah would be an important trading partner to have. Send some diplomats to set up a trade agreement independent of any marriage that may or may not occur. Improves income by 1000 gold per turn.
DC: 45
Cost: 2500 Gold

- [][Stewardship] Set up a Trade Agreement with the Kingdom of Lemuria
While the time to initially strike has passed, it's still possible to make use of the interest that Lemuria is showing in Ababwa (and it's prince) to leverage some trade deals. Uxia certainly seems open to the matter. Increases income by 1,000 gold per turn. New options unlocked. May have other effects.
DC: 65
Cost: 1,000 Gold

- [][Stewardship] Set up a Trade Agreement with Maldonia.
With the sea access that Ababwa now enjoys, as well as the open route to Agrabah with the removal of the Sand Witches, opening trade with the kingdom of Maldonia is now a possibility. Send out some envoys to negotiate an agreement. Improves income by 1500 gold per turn.
DC: 65
Cost: 2500 Gold

- [][Stewardship] More Hands on the Wheels
Sinbad needs to start delegating soon; the massive amount of land that Ababwa has accumulated so quickly means that there are hundreds of different potential ways to make more money for the kingdom, but he's unable to stop and pursue them thanks to having to focus on other issues.
DC: 100
Cost: 2,000 Gold, 500 Gold Upkeep per turn after

- [][Diplomacy] Establish a diplomatic embassy in Agrabah
Agrabah is a meeting point for many of the trade routes on the African continent; and as such not only does it receive a panoply of trade goods, it also collects information from the rest of Africa. Having a diplomatic office there means that not only will that information reach Ababwa faster, but your diplomats will be able to jump on opportunities as they arrive.
DC: 25
Cost: 500 Gold

- [][Diplomacy] Establish a Diplomatic Embassy in Xiang-Wu
With the great relationship between Ababwa and Xiang-Wu at this point in time, setting up a diplomatic embassy would go a long way towards allowing Ababwan operations to move through the area faster, as well as allow for a quicker capitalization on any new developments in regards to the kingdom.
DC: 50
Cost: 2,500 Gold

-[][Diplomacy] Fit for a Prince(ss)?
--[] Suggested gift write-in and Price
The Maldonian Crown Prince and his wife are expecting their first child. Sending an appropriate gift to celebrate the occasion will be a good gesture on the part of Ababwa and show that we're looking to be friends. From the information that has leaked out of the kingdom, Princess Tiana is very fond of cooking and quite skilled as well as very practical. A large supply of hard-to-get spices and ingredients sourced through Xiang-Wu and India would likely make an appropriate gift while still being of actual use to the soon-to-expand family. Improves relationship between Maldonia and Ababwa
DC: 40
Cost: 500 Gold

-[][Diplomacy] People are what they Love
The EITC is looking to make inroads with the Ababwan markets. Meet them halfway and open up further diplomatic discourse. See what all they want and try to get their true character nailed down.
DC: 65
Cost: 500 Gold

- [][Diplomacy] Hire Local!
The people that know the North best are those that have lived there all their lives. Who better to put in charge of the place? Scherezade will go through the exhaustive list of candidates to pick out the best potential administrators and leaders to take over from the Commanders, allowing the army units stationed there to slowly stand down and return to Ababwa proper while the local city guards are filled and trained. Removes upkeep cost from Northern Satraps, makes them Protectorates of Ababwa. (Incompatible with "Setting Down Roots" and "Fresh Faces!".)
DC: 110
Cost: 2,000 Gold

- [][Diplomacy] Send Envoys to the (East/West/North/South)
--[] East: According to the maps you have the Hunnic States and the Silk Road lie in that direction. A good chance for profit! And to perhaps head off raids.
--- [] Lord Shen DC 50
--- [] The Resistance DC 80
--- [] Shan Yu DC 130
--[] West: going in the opposite direction puts diplomats on the road to Agrabah, and beyond that, Egypt and Maldonia!
--[] North: Northwards lies the Turks, and across the Mediterranean are the Greeks; and other lands even further beyond!
--[] South: Headed southwards on the other hand takes the diplomats to the sea, and from there it's either engage the services of a ship, or follow the coast to the south-west, plunging into the heart of the African continent.

Sometimes the outstretched hand is the better leadoff than the clenched fist. See if you can make diplomatic connections with any of your neighbors that you don't have already.
DC: 35/50/65/90
Cost: 1000 gold

- [][Diplomacy] Attempt to bring in nearby satraps as protectorates
Friends help friends, but sometimes a friend needs more help than you can give them as a friend. But if they joined you as a vassal they'd probably be able to get the help they needed. Attempts to convince the leadership of a friendly satrap to join as a protectorate under Ababwa's banner. Sets up a trade office, a diplomatic outpost, inserts spies and scouts the place for any resources that they may not have realized. Gains variable income, resources and possibly Hero characters.
-- [] Eastern Satraps
DC: 80
Cost: 4000 Gold

-[][Diplomacy] Speaking to the Sirens
With Lemuria having made the first move, the ball is now in Ababwa's court as to how to respond. Send diplomatic envoys of your own to Lemuria specifically, and begin opening discourse with them.
DC: 75
Cost: 500

-[][Diplomacy]As Above, So Below
Making political contact with a god is a tricky business, especially ones as mercurial as Hades and his wife are reported to be. And especially with the incipient birth of a new divine child. Do the polite thing and send the Lord and Lady of Olympus and the Underworld an appropriate gift to celebrate the imminent arrival of a new divine spark.
DC: 60
Cost: 2,000 Gold

- [][Intrigue]Like Thieves in the Night
Haroud has been intrigued and impressed by the night-fighting training that Tai Lung gave to the Nightingale's. He's requested the Kung Fu Master give his own agents a run through the course in order to work out any flaws in their technique, or correct any bad habits
DC: 70
Cost: 500 Gold

- [][Intrigue] Now Hiring!
Haroud is adamant that he needs more people, both to help expand out his network, as well as
to see if he can find people that are good enough to be used for special assignments. Potential discovery of new Heros, may also gain extra information on an area. Repeatable.
--[]Have Haroud focus on a specific region
---[] Where?
DC: Variable
Cost: 1,500 Gold

- [][Intrigue] A Golden Opportunity
These rumors of strange golden items are intriguing. Send agents to scout out the southern Satraps to see who has been turning up these strange pieces, and perhaps where they're coming from.
DC: 70
Cost: 2,500

- [][Intrigue] Plotting a Course
This talk of pirates is intriguing. Have Haroud send out his men to investigate the rumors of these corsairs and see how much is truth and how much is grog-induced fiction. Chance to make contact with one of the pirate crews.
--[]Nemo
--[]Davy Jones
DC: 65, 95
Cost: 2000 Gold

- [][Intrigue] Digging up Roots
Haroud is fascinated by Tai Lung, and the news regarding the other animal people that have emerged in China. He wants to send some people to see if they can backtrack the big cat's movements and find out where he came from.
DC 80
Cost: 2,500 Gold

- [][Intrigue] Eyes on the East
The situation in China has gone beyond untenable. Ababwa needs some actionable intelligence, not just fifth-hand rumors. Send out a group of agents to investigate the factions there. Gains more information on what's happening in China, also may reduce DCs involving said faction.
-- [] Shan Yu DC: 145
-- [] Lord Shen DC: 50
-- [] The Resistance DC: 120

- [][Intrigue] Anchors Aweigh!
The Pirate Lords aren't the only forces on the seas. With the EITC now knocking at Ababwa's doors, it's probably time to begin infiltrating their ranks; one way or another, to find out for sure what their goals are, their practices, and if they're someone worth working with.
DC: 55
Cost: 1000 Gold, 250 Upkeep per turn

- [][Intrigue] Crystal Clear
Helga's posting to Ababwa as an adjutant is a curious one. The woman is aloof, and almost cold. Hardly the epitome of diplomatic service. Moreover the Atlanteans that had travelled with her had seemed... not afraid per say. But they had certainly not trusted her. Something is up here, and Haroud will get to the bottom of it.
DC: 110
Cost: 500 Gold

- [][Intrigue] Needing a Hand
Never one to sit on an opportunity, Haroud will send a message to the King of Thieves, requesting that the Forty Thieves hit a particular target in order to sow confusion, or steal something of particular value to Ababwa (along with anything else the Thieves decide to grab for themselves).
-- [] The Mao Kun Map is currently in the hands of one of Shan Yu's warlords. Have the Forty Thieves relieve him of it, and help themselves to the rest of his treasury in the process.
DC 90
Cost: 20,000 Gold
-- [] The gold reserves of Lemuria are incredibly deep. Have the Thieves go and liberate some of it to line their own pockets. And put Lemuria off balance in negotiating trade terms.
DC: 70
Cost: 8,000 Gold
-- [] Write-In (DC and Cost will be determined by GM and put in the thread)

- [][Intrigue] Hiding in the Mists
The Kingdom of Lemuria is an enigma, the Southern Satraps shouldn't have been able to consolidate so quickly. Nor do they have a history of having access to much gold. Something's going on there, and as spymaster of Ababwa it's up to Haroud to figure out what...
DC: 60/110
Cost: 1,200 Gold

- [][Intrigue] The Man In Red
Will and Chiron's tidings of this strange man in a red cloak are unsettling to hear about, and Haroud only glanced at the copy of the drawings they'd made before shutting the scroll tightly. Not a cipher he'd ever seen, and if it was; not one he was inclined to try and translate. Perhaps it would be best to have the source of the drawings on-hand? Send men out to find where the Man in Red is, and if possible, detain him for questioning.
DC: 95/120
Cost: 500 Gold

- [][Learning]Assign Chiron to assist a Hero
-- []Which Hero?

- [][Learning] Tinker, Tailor, Engineer...
Considering this is a magical kingdom literally wished into existence, you wouldn't put it past Genie to put some sort of fantastically intelligent individuals into it. See if anyone has put together any interesting bits and bobs, and made something convenient out of it (Invention roll, random chance)
DC: Variable
Cost: 0 Gold

- [][Learning] My Armor is like Tenfold Shields
The dragon skin that has been donated by the Huntsmen is a fascinating substance. Even after being separated from the body for so long, it still remains as pliant and flexible as it had been while alive. What other properties does it hide? Conduct all manner of tests to determine the properties of the skin.
DC: 100
Cost: 1,500 Gold

- [][Learning] Mastering Magic
Leah's sudden reveal of magical abilities has Chiron wondering how many other people may have the spark, even unknowingly using it. Search through Ababwa to see if any more potential magicians/sorcerers/wizards/whatever they want to call themselves, can be found.
DC: 90
Cost: 2,000 Gold

-[][Learning]Awakening the Past
The animals that were brought back from the Valley of Frozen Time are incredible specimens. Have Tai Lung begin breaking them free of their prisons in order to begin studying them. The zoological department of the university is alight with interest as to their behaviors and habits. There's just the matter of making sure that they have properly secured enclosures...
Gain +1500 income per turn from the new additions to the Menagerie.
DC: 40
Cost: 9,000

- [][Learning] What's up Docs?
The doctors and scholars of the University are hailed as some of the best and brightest. Maybe see what they're working on as side projects? (Unlocks new Learning actions)
DC: 20/30/70/90
Cost: 0

- [][Learning] A Spoonful of Sugar...
One of the propositions that crossed Aladdin's desk was to create clinics and hospitals throughout Ababwa. Places where the injured could be treated quickly using methods and medicines developed at the University. If successful the action will be locked in for two turns. Aladdin gains even more popularity, general health of the citizens improves, and increases citizen quality of life.
Update: The Greenhouse drastically cuts the costs of upkeep and supplying these places initially.
DC: 85
Cost: 8,000 Gold; Upkeep cost of 500 Gold per turn to keep them supplied and staffed.

- [][Learning] He Ain't Heavy...
While Chiron is currently the only non-human you have as a citizen, there's no guarantee that that will remain the case. It may be a good idea to get ahead of the problem and fund a program to work out the kinks and issues of treating non-human beings for injuries and illnesses. Removes any malus in healing non-humans, gives Ababwa a greater reputation as a place of sanctuary for all.
DC: 100
Cost: 5,000 Gold

- [][Learning] Train Physicians
While the clinics and hospitals would be a great boon, you can also fund a program to train traveling physicians that are able to go to those that cannot come to the clinics. . Raises Ababwa's reputation as a place that cares for its people. +1500 in increased revenue due to fewer people being laid up and unable to work.
DC: 90
Cost: 8,000 Gold; Upkeep Cost of 500 Gold per turn

- [][Learning] Getting a Leg Up
Chiron's prosthetic leg is a marvel, and one that, if developed correctly, could very well assist many who have lost limbs. It will require hiring engineers to work with the doctors in order to figure out the right mechanics and the best compromise between limb functionality and structural integrity. Allows for the construction of advanced prosthetics for those that have lost limbs. (Think Hiccup's leg from How to Train Your Dragon).
DC: 80
Cost: 3,000 Gold

- [][Learning] Renewal and Rejuvenation
Legends speak of a magical tree known as the Tree of Renewal. Not only is the fruit capable of healing wounds and even removing scars and blemishes, but it's most potent effect is the ability to break curses placed upon the person eating the fruit. Your doctors are salivating at the thought of such a treasure, and wish to acquire samples to see if another tree can potentially be grown from the seeds.
DC: 90
Cost: 7,500 Gold

- [][Learning] Feathering the Nest
With the identification of the egg's species, a proper home for it needs to be prepared before it hatches. Something emulating the deep forests that can still be held within the confines of the Menagerie. Increase Gold income by 500 due to interest in the new exhibit. Increase Gold income by +2000 when the egg hatches and the dragonet is homed in the enclosure.
DC: 60
Cost: 5000 Gold

-[][Learning] Untapped Market
A missive has arrived from the far north, from a man known as Viggo Grimborn. He is apparently in the business of capturing dragons, and was pointed in your direction by the Elite Global Hunstmen's Club. He's interested in possibly selling dragons to you rather than to Bludvist, and seems very interested in the concept of a menagerie. Frosting of course is over the moon at the idea. Send someone up north to see what Viggo has to offer, and what he's asking for them. Unlocks other opportunities.
DC: 75110
Cost: 4,000 Gold

- [][Learning] Big Shoes to Fill
The student Indiana Jones is open to some side-work to help his credits in the university, as well as assist the professors in their own studies. From what all has been heard about him, he'll make an excellent addition to the roster of personnel for Ababwa.
DC: 50
Cost: 0

- [][Learning] It's Just Gibberish! ... Isn't It?
Chiron believes that there are actual words in some lost tongue hidden in the markings that he and Will copied. He's willing to put the effort into trying to unscramble them. Even if he feels hungover after each attempt to decipher them so far...
DC: 100
Cost: 0

- [][Learning] Secrets of the Heart
Chiron is convinced that they've only scratched the surface of what Silphium is capable of. Finance projects specifically to look into other applications to the herb. Add +1000 Gold to income from expanded applications of Silphium
DC: 90
Cost: 4000 Gold

- [][Occult] Now you See Me
The example provided by Leah and Cabe of the potion of invisibility had left quite the impression. Even if they were short-lived they could make for a powerful tool in the hands of your army's scouts... or the agents of Haroud's network. Commission as large a batch of the potions to be made as possible. Reduces DCs for scouting and intelligence gathering actions.
DC: 75
Cost: 6,000 Gold, Upkeep cost of 1,000 Gold per turn to keep the potions stocked up.

-[][Occult] Facets in Fate
Zummi seems very interested in opening correspondence with the Guardian of the Destiny Stone. But it may take some effort and gold to find a courier willing to go back and forth to the remote temple and not give up its location.
DC: 60
Cost: 1500 Gold

-[][Occult] One Frozen Moment
The Valley of Frozen Time sounds like an incredible place for investigation, the preservative qualities of these crystals and the way they react to Tai Lung's chi are mind-boggling. Send a proper expedition out to investigate the valley and perhaps figure out what that blue glow was.
DC: 70
Cost: 6,500 Gold

-[][Occult]Red Rum
Though none of you actually visited the Valley of the Crimson Sands, it may be a good idea to look in on the place and see what it's like. If nothing else, making sure that no budding necromancers have set up shop would probably be a good idea.
DC: 90
Cost: 8,500 Gold

- [][Occult] Knowledge is Power
While the university's current library is very impressive, perhaps you should see what texts you can obtain to fill it out a bit more? Increases the references within the library, opens up new potential discoveries or adventures.
DC: 75
Cost: 8,000 Gold

- [][Occult] Seeing Between Spaces
The copies of the notations made by the Man in Red are disturbing to look upon, but perhaps Zummi may be able to translate them with less potential danger of blinding headaches than Chiron and his scholars could?
DC: 100
Cost: 0

- [][Occult] Tomes, Trinkets and Treasures
Scour the University library for any magical references. Even if there are no magicians or sorcerers in the kingdom, there may be references to them, or to artifacts of power that can be used for the good of the kingdom in the University library. Scour the shelves and try to find anything. May lead to relics, heroes or adventures.
DC: 65
Cost: 0 Gold

- [][Occult] Hidden Hollows and Gilded Glens
Find out if there are any local legends about magical creatures or beings. Even if Ababwa was spun up out of whole cloth, Genie wasn't one to just lay out everything in the open. No, he'd seed little surprises into the mix to keep things interesting. Such as integrating magical creatures or beings into the kingdom in some manner. See if there's any hint to them to be found.
DC: 60
Cost: 2000 Gold

- [][Occult] Tonics, Tinctures and Tablets
With the advent of the Greenhouse, it's now possible for the Mage to begin experimenting with how to produce certain potions. Not all of them are guaranteed to be hits, but it's possible he may be able to tease out some exceptionally useful concoctions. From there it's a matter of developing them for stable and consistent brewing.
DC: Variable
Cost: 500 Gold

- [][Occult] Every Little Piece
Zummi isn't quite sure what all these reagents harvest from the Dreaded One are capable of, or what kind of preparations they need. He's going to need to do a lot of dedicated research on this.
DC: 90
Cost: 0 Gold

- [][Occult] Dark Wings in the Night
Zummi captured a spirit of some kind that was inhabiting the corpse of a crow. Where did it come from? Why was it chasing Holly? Who was it threatening to tell about Leah's abilities?
DC: 80/110/150
Cost: 1000 Gold for ritual circle components

- [][Occult] Shaped with Love
Commission Leah to shape a bed out of wood that can be expanded as the baby grows. And to do whatever she can to imbue it with protections both against the physical, and the spiritual. Send this as part of the gift for the Princess' birth, or in lieu of the spices and medicines that had been suggested as a gift.
--[] Combine with "Fit for a Prince(ss)
DC: 75
Cost: 1000 Gold

- [][Personal] Bow Flex
Train with the bow. Aladdin feels at once familiar with a bow and like he's never really handled one in his life. Take some time to work on his archery skills and see how good he really is. Gain +1 Martial. Chance of gaining a trait.
DC: 1/95

- [][Personal] Balancing the Books
Now that Aladdin has gotten past his mental block, he needs to continue improving his understanding of how economics works on the macro and micro scale. Sinbad is willing to help the young Prince in this effort. Gain +1 Stewardship. Chance of gaining a trait.
DC: 1/95

- [][Personal] A Cover is not the Book
Look into knowledge pertaining to People - You've a cheap sort of charm to you, but that's not going to cut it forever, especially now that you're in the big leagues. Try and figure out how to talk in high society, maybe the Sultan or Jasmine can help? Gain +1 Diplomacy. Chance of gaining a trait.
DC: 15/95

- [][Personal] Old Dogs with New Tricks
Aladdin is pretty slick and cunning, and with Abu watching his back he's even more so. But he's hardly a mastermind of intrigue and deception. Haroud may have some tips and tricks to pass on to the younger generation of ne'er do wells. Gain +1 Intrigue. Chance of gaining a trait.
DC: 25/95

- [][Personal] Cram Time
Study at the University. Aladdin's not dumb, but he never exactly got the chance for a real education. Time to remedy that! Gain +1 Learning. Chance of gaining a trait.
DC: 1/95

- [][Personal]This Mystical Land of Magic and Sand
Aladdin knows just enough about magical beings and items to know that he doesn't know nearly enough for his own good. Better see if he can rectify that. Gain +1 Occult. Chance of gaining a trait.
DC: 1/95

- [][Personal] Visit Jasmine
While Jasmine wants to take things slow and do courtship by letter and correspondence, a bit of spontaneity is good for a relationship, right? Drop in on Carpet with a couple of Aladdin's personal guards. She may or may not be happy to see him though... Can affect relationship with Jasmine.
DC: Variable

- [][Personal] Correspond with Jasmine
Better to stick to how Jasmine wished to conduct things. Pen her a letter, tell her about Ababwa and what's been happening. Barring any state secrets of course... Can affect relationship with Jasmine.
DC: Variable

- [][Personal] Life's a Zoo
Visit the Menagerie (pick out a mount and/or just stress relief). The Menagerie is a great place to relax and watch the animals just live their lives. Though since Abu is no longer an elephant, Aladdin may need a new animal as a mount for when he can't take Carpet. See what animals the Menagerie has to offer that can be trained as mounts.
DC: 30
-- [] Train specifically with the Sirrush
DC: 10
Cost: 0 Gold

- [][Personal] A Talented Twisted Tongue
Aladdin's sick of not being able to speak to people in their own language. Make a serious effort to learn the native language of one of the Heroes or Advisors that resides in Ababwa.
-- [] English
-- [] Chinese
-- [] Greek
-- [] Konkani (Dialect of West India)
Learning DC: 55
Cost: 0 Gold

- [][Personal] Getting to Know You (Better)
While Aladdin is generally familiar with his advisors now, talking to them a bit more could uncover new sides to them, or new insights into how they see the world.
-- [] Which Advisor?
DC: Variable
Cost: 0 Gold

- [][Personal] Get to know a Hero better
This may give you greater insights into their past, provide clues in how to help them with their personal goals, and increase their personal loyalty to Aladdin.
--[] Write-in which Hero
DC: Variable

- [][Personal] Bigger than you Believe
While Cade has been incredibly supportive and happy for Leah after her development of her powers, not to mention her managing to master them, Aladdin has spotted the young man occasionally looking forlorn. Perhaps he needs a talk with a big brother figure? And Aladdin's the best fit for that role. May unlock options for Cade to become some form of Hero unit.
Diplomacy DC: 45

- [][Personal] Catch The Thieves!
These kids that are running amok Haroud has told Aladdin about sound like they're pretty skilled. And like they could get into a whole lot of trouble if they cross the wrong person. You, Ahmed and Haroud can try and pin them down and see about offering them a job or at least an apprenticeship of sorts.
Intrigue: DC 60

- [][Personal]Bearing it All
Zummi has asked Aladdin to come down and speak with him, as well as the rest of his acolytes. He can't say that he's not the least bit curious about what they want to talk to him about. ???
Diplomacy DC: 40

- [][Personal] A Personal Visit
Aladdin has decided to present the gift for the birth of the new Princess of Maldonia personally as a way to show respect and apologies for the lateness of the gift. It'll also let him get a personal measure on the rulers of Maldonia, as well as them on him.
Diplomacy DC: 40

- [][Iago Personal] Lowest Common Denominator
Iago's well acquainted with the seamy side of life, but Ababwa seems too bright and shiny. There's gotta be some good old corruption and vice somewhere in this place! Puts Iago in contact with criminal elements, black market. Independent of Haroud.
Intrigue DC: 60

- [][Iago Personal] You Scratch My Beak...
Iago is well aware that you didn't hire him on for his good looks. He'll pitch in as best he can with projects. Just tell him where to put his effort in.
--[] Write in which task

- [][Iago Personal] What's Under the Hood?
Iago is an inquisitive... okay, he's nosey. He's obnoxiously nosey, and will stick his beak where it doesn't belong just to satisfy his curiosity. Like with what the deal is with the Mage and his acolytes besides the boy and girl. Iago susses out who and/or what the Mage and his other acolytes are and decides how to best utilize this information.
Intrigue DC: 110

- [][Iago Personal] What the Flock?!
Iago has quite a few contemporaries that have made their way to Ababwa now. Best to get the lay of the land with em' now rather than risk one of them deciding they didn't like him at an inopportune moment.
-- [] Which character?

- [][Jose Personal] Hospital stay
Jose Faria is a man who's been subjected to decades of abuse and malnourishment. He needs extensive rest, nutritional supplements, and probably more. Jose spends the next two months in the hospital convalescing. Reduces his "These Old Bones" Penalty by 2.
DC: 20

- [][Jose Personal] Magnum Opus
Jose spent his years in prison not only trying to escape, but using scraps of linen torn from his shirt combined with an ink made of wine and water to write out a work he calls "A Treatise on the Possibility of a General Monarchy in Italy." Naturally he doesn't have the original, but he's certain that he can recreate it.
Learning DC: 60

- [][Jose Personal] Exploring Ababwa
Ababwa is a fantastical city that Jose never even imagined. He wishes to familiarize himself with it's sights and sounds. Or perhaps merely to spend time in the sun with people around just to hear and see them.
Diplomacy DC: 30

- [][Jose Personal] learning Arabic
Jose is able to communicate thanks to his knowledge of languages, but it seems his grasp of Arabic isn't as comprehensive as anyone had thought. He'd been using quotes from books as a way to make his needs known, which Scherezade realized after speaking with him for a bit. Time to add another language to his lexicon!
Learning DC: 60

- [][Jose Personal] New Faces, Strange Places
There are so many intriguing people here that Jose never would have dreamed to meet in all his years. All of them are fascinating in their own ways; he simply must meet them all!
-- [] Which character?

- [][Jose Personal] The World's a Bit Bigger Now
The Upheaval has thrown everything into uncertainty. Jose wishes to find out as much as he can about the changed world in order to judge which pieces of knowledge he possesses will be the most helpful to his new benefactors!
Intrigue DC: 50

- [][Jose Personal] I'm Old, not Dead
Jose is more than willing to help Aladdin and Ababwa with any tasks that he can.
--[] Which task

- [][Tai Lung Personal] Training
Tai Lung is a fitness and training fanatic, and seems to always be on the lookout for new weapons to learn or styles of combat to fold into his own personal arsenal. And he's more than happy to have someone to spar with. Can allow other characters to increase Martial, allows Tai Lung to familiarize himself with new styles of combat and reduce his malus when encountering them.
-- [] hand-to-hand
-- [] weapons
--- [] Which character to spar with
-- [] Adaptation Training: Removes temperature malus as Tai Lung trains himself to use the Breath of Life technique without needing to concentrate on it.

- [][Tai Lung Personal] Masters of a Different Sort
While making friends and playing nice doesn't seem to be one of Tai Lung's strong points, he's at least going to try and make an effort to meet with the other people that are helping Ababwa grow and prosper.
-- [] Which character?

- [][Tai Lung Personal] Inner peace
Tai Lung seems desperate for some mental and spiritual equilibrium. As such he's working hard on achieving it through a combination of meditation and going slowly through martial art forms. They do seem to help him control his temper... Suppresses Neverchosen trait for the next turn.
DC: 40

- [][Tai Lung Personal] Matters Great and Small
Tai Lung is grateful for the place that he's been given in Ababwa, and is more than willing to assist in any tasks that Aladdin may need him for.
-- [] Which task?

- [][Tai Lung Personal] Walk the Earth
Helping the noncombatant residents of the kingdom or province that they're associated with is apparently a duty of Kung Fu masters, at least as Tai Lung tells it. He'll spend the next couple months moving around the protectorates and the principality itself in order to help the common folk with what issues he can. Tai Lung's name becomes known as someone looking to help.
Diplomacy DC: 60

- [][Leah Personal]Training with her Powers
Even though Leah has decent control over her powers, a little extra practice never hurts. Allows for a reroll on Nature Red in Tooth and Claw if failed. Also may allow Leah to realize abilities she currently doesn't have.
Occult DC: 80

- [][Leah Personal] Learning Alchemy/Chemistry
With her new ability to enhance the growth of plants and fungi, Leah is looking to expand her knowledge on how she could apply it to allow her to create useful concoctions in the field. Increases Leah's learning score and allows her to create simple potions in the field to help heal herself and her allies, or harm her enemies.
Learning DC: 75

- [][Leah Personal] Holding Court
While Leah has been here for a year now, she's not really interacted with many people outside of Zummi, Cade, the Council, and Zummi's other acolytes. Perhaps she should remedy that, with so many new faces in the palace.
-- [] Which character

- [][Leah Personal] Time with Cade
Cade and Leah have been practically joined at the hip since they came to the kingdom (Not like that you perverts). But with the advent of her powers and all the time spent training in them, it feels like a rift has begun to open between them. Time to remedy that!
Diplomacy DC: 50

- [][Leah Personal] Speaking with Holly
Holly is such an interesting person! And so adorable to boot! Perhaps Leah can get a bit more information out of her in regards to where she came from and what brought her so far away?
Diplomacy DC: 75

- [][Leah Personal] Wood and Steel
For all her poise and grace, Leah has a surprisingly martial mindset when roused. Now that she has these powers, she wants to figure out how to use them in combat, and how to integrate what she already knows of fighting with bow, blade and buckler into that.
Martial DC: 70

- [][Leah Personal] A Little Elbow Grease
With her expanded capabilities, and Zummi's newfound grasp of Arabic, Leah is now free to help out in a larger capacity. She can be assigned to a National task.
-- [] Which task?

- [][Selous Personal] All Creatures Great and Small
The menagerie of Ababwa is an astounding place, truly ahead of its time even if it's also being used to house creatures for warfare. Even then they're cared for well and given comfortable enclosures and good food. Selous is curious to find out all of its inhabitants. And perhaps give this "Frosting" some tips on how to prepare enclosures for even more exotic beasts. Increases Selous' favorable opinion of Ababwa.
Learning DC: 50

- [][Selous Personal] Linguistic Exercises
While his Zulu and Swahili are excellent, Selous' Arabic is barely passable. Best to remedy this is he intends to stay here for any length of time, especially if he doesn't want to constantly need to ask for someone to interpret for him.
Diplomacy DC: 70

- [][Selous Personal] Chronicles of Danger
Selous has a unique insight into how things stand in the Indian Jungle as of right now. Committing it to paper before the memories totally fade would probably be a prudent course of action; who knows when that knowledge may come in handy?
Learning DC: 70

- [][Selous Personal] Restocking
Selous is eager to get out on the hunt once again, but before he does that, he'll need to resupply his store of ammunition. Thankfully he policed all of his brass, and he can see about contracting an alchemist to construct the necessary tools to create more bullets. After making damn sure that they won't spread the knowledge unless he either gives his leave, or is verifiably dead.
Martial DC: 90

- [][Selous Personal] Never Too Old
Selous is more than happy to lend a hand in order to feel like he's earning his keep. He can be assigned to a National Task
-- [] Which task?

- [][Helga Personal] Earning my keep
Helga is here to make a new start, and she's not going to do it sitting on her laurels. Helga assists with a national action.
-- [] Which Action?

- [][Helga Personal] Lay of the Land
Helga's in a completely new environment. Time to do a threat assessment and security check, if for nothing else than her own peace of mind. Helga familarizes herself with the kingdom and the capital's environs. Helga will not get lost in the city.
Learning DC: 50

- [][Helga Personal]Lingua Franca
Without Thatch here Helga no longer has a translator within easy reach. Best to buckle down and learn the local language to ensure that she's as efficient in her job as possible.
Learning DC: 60

- [][Helga Personal] Watching her back
After her last boss' actions when she had made her farewells, she's not really in a "trusting" mood. Helga will speak to an Advisor or Hero in order to learn more about their personalities and to make sure that she's not going to get another dagger in the back.
-- [] Who does she talk to?
Intrigue DC: 50

Available Heroes:
Aladdin
Iago
Leah
Tai Lung
Jose Faria
Frederick Selous
Helga Sinclair

-[][Adventure] On a Wing and a Prayer
Aladdin has found a reference to the legendary birds known as Rocs, and that there was once a nesting site in the mountains of what used to be Persia. Dispatch a team of heroes to investigate and try to retrieve any remaining feathers that may have been left in the nest; or any other treasures to be found there. Maximum of 4 heroes to a team
--[] Write-in which Hero
--[] Write-in which Hero
--[] Write-in which Hero
--[] Write-in which Hero

-[][Adventure] Around the World Map
Cade's research has uncovered clues leading to the potential resting place of the Mao Kun Map, a mystical document that uses Feng Shui and the Harmony of the Leylines to trace routes to various mystical treasures and places of power. Whoever has the Map right now may also have other valuables they can be relieved of as well! Maximum of 4 heroes to a team
--[] Write-in which Hero
--[] Write-in which Hero
--[] Write-in which Hero
--[] Write-in which Hero

-[][Adventure] Armor of the Hair Apparent
Zummi has found reference to an artifact known as Babr-e Bayan. A suit of armor that is supposedly proof against fire, water, or weapon. As artifacts go, that's one that has a lot of potential to save lives during other excursions. Send out a party to uncover it's resting place.Maximum of 4 heroes to a team
--[] Write-in which Hero
--[] Write-in which Hero
--[] Write-in which Hero
--[] Write-in which Hero

-[][Equipment] Elemental Blade
--[] Which Hero?

Two Hour Moratorium!
 
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Oh boy oh boy oh boy!

Here's what I'm thinking:

[] Plan: Many Hands Make Light Work
- [][Martial]Two for the Price Of... Two
The McCann brothers have made their skills very self-evident after they participated in the defense of Xiang-Wu and even contributed by helping coordinate with some of the local forces. Having them on-site as personnel to throw at problems seems like it'd be worth the investment.
DC: 60 (18+11+18=+47)
Cost: 1000 Gold, 250 Gold upkeep per turn after that. Man's gotta eat afterall...
Hero: Selous
- [][Stewardship] More Hands on the Wheels
Sinbad needs to start delegating soon; the massive amount of land that Ababwa has accumulated so quickly means that there are hundreds of different potential ways to make more money for the kingdom, but he's unable to stop and pursue them thanks to having to focus on other issues.
DC: 100 (11+15+18+5=+49)
Cost: 2,000 Gold, 500 Gold Upkeep per turn after
Hero: Helga
-[][Diplomacy] Fit for a Prince(ss)?
--[] Suggested gift write-in and Price
The Maldonian Crown Prince and his wife are expecting their first child. Sending an appropriate gift to celebrate the occasion will be a good gesture on the part of Ababwa and show that we're looking to be friends. From the information that has leaked out of the kingdom, Princess Tiana is very fond of cooking and quite skilled as well as very practical. A large supply of hard-to-get spices and ingredients sourced through Xiang-Wu and India would likely make an appropriate gift while still being of actual use to the soon-to-expand family. Improves relationship between Maldonia and Ababwa
DC: 40 (19+25=+44)
Cost: 500 Gold
- [][Diplomacy] Attempt to bring in nearby satraps as protectorates
Friends help friends, but sometimes a friend needs more help than you can give them as a friend. But if they joined you as a vassal they'd probably be able to get the help they needed. Attempts to convince the leadership of a friendly satrap to join as a protectorate under Ababwa's banner. Sets up a trade office, a diplomatic outpost, inserts spies and scouts the place for any resources that they may not have realized. Gains variable income, resources and possibly Hero characters.
-- [] Eastern Satraps
DC: 80 (19+25+11=+55)
Cost: 4000 Gold
Hero: Tai Lung
- [][Intrigue] Plotting a Course
This talk of pirates is intriguing. Have Haroud send out his men to investigate the rumors of these corsairs and see how much is truth and how much is grog-induced fiction. Chance to make contact with one of the pirate crews.
--[]Nemo
DC: 65 (18+20=+38)
Cost: 2000 Gold
- [][Intrigue] Anchors Aweigh!
The Pirate Lords aren't the only forces on the seas. With the EITC now knocking at Ababwa's doors, it's probably time to begin infiltrating their ranks; one way or another, to find out for sure what their goals are, their practices, and if they're someone worth working with.
DC: 55 (18+20=+38)
Cost: 1000 Gold, 250 Upkeep per turn
- [][Learning] Feathering the Nest
With the identification of the egg's species, a proper home for it needs to be prepared before it hatches. Something emulating the deep forests that can still be held within the confines of the Menagerie. Increase Gold income by 500 due to interest in the new exhibit. Increase Gold income by +2000 when the egg hatches and the dragonet is homed in the enclosure.
DC: 60 (13+30=+43)
Cost: 5000 Gold
- [][Learning] Big Shoes to Fill
The student Indiana Jones is open to some side-work to help his credits in the university, as well as assist the professors in their own studies. From what all has been heard about him, he'll make an excellent addition to the roster of personnel for Ababwa.
DC: 50 (13+30=+43)
Cost: 0
- [][Occult] Shaped with Love
Commission Leah to shape a bed out of wood that can be expanded as the baby grows. And to do whatever she can to imbue it with protections both against the physical, and the spiritual. Send this as part of the gift for the Princess' birth, or in lieu of the spices and medicines that had been suggested as a gift.
--[] Combine with "Fit for a Prince(ss)
DC: 75 (14+30+21+10=+75)
Cost: 1000 Gold
Hero: Leah
- [][Personal] Catch The Thieves!
These kids that are running amok Haroud has told Aladdin about sound like they're pretty skilled. And like they could get into a whole lot of trouble if they cross the wrong person. You, Ahmed and Haroud can try and pin them down and see about offering them a job or at least an apprenticeship of sorts.
Intrigue: DC 60 (+28)
- [][Personal] A Personal Visit
Aladdin has decided to present the gift for the birth of the new Princess of Maldonia personally as a way to show respect and apologies for the lateness of the gift. It'll also let him get a personal measure on the rulers of Maldonia, as well as them on him.
Diplomacy DC: 40 (+19)
- [][Iago Personal] Lowest Common Denominator
Iago's well acquainted with the seamy side of life, but Ababwa seems too bright and shiny. There's gotta be some good old corruption and vice somewhere in this place! Puts Iago in contact with criminal elements, black market. Independent of Haroud.
Intrigue DC: 60 (+23)
- [][Jose Personal] Hospital stay
Jose Faria is a man who's been subjected to decades of abuse and malnourishment. He needs extensive rest, nutritional supplements, and probably more. Jose spends the next two months in the hospital convalescing. Reduces his "These Old Bones" Penalty by 2.
DC: 20
- [][Selous Personal] Never Too Old
Selous is more than happy to lend a hand in order to feel like he's earning his keep. He can be assigned to a National Task
-- [] Which task?
- [][Helga Personal] Earning my keep
Helga is here to make a new start, and she's not going to do it sitting on her laurels. Helga assists with a national action.
-- [] More Hands on the Wheels

Financial stuff:
Cost: 16,500
Upkeep increase: +1000
Income increase: 500 short-term, 2,000 long-term. Eastern Satrap increase: unknown.
 
Last edited:
Oh boy oh boy oh boy!

Here's what I'm thinking:

[] Plan: Many Hands Make Light Work
- [][Martial]Two for the Price Of... Two
The McCann brothers have made their skills very self-evident after they participated in the defense of Xiang-Wu and even contributed by helping coordinate with some of the local forces. Having them on-site as personnel to throw at problems seems like it'd be worth the investment.
DC: 60 (18+11+18=+47)
Cost: 1000 Gold, 250 Gold upkeep per turn after that. Man's gotta eat afterall...
Hero: Selous
- [][Stewardship] More Hands on the Wheels
Sinbad needs to start delegating soon; the massive amount of land that Ababwa has accumulated so quickly means that there are hundreds of different potential ways to make more money for the kingdom, but he's unable to stop and pursue them thanks to having to focus on other issues.
DC: 100 (11+15+18+5=+49)
Cost: 2,000 Gold, 500 Gold Upkeep per turn after
Hero: Helga
-[][Diplomacy] Fit for a Prince(ss)?
--[] Suggested gift write-in and Price
The Maldonian Crown Prince and his wife are expecting their first child. Sending an appropriate gift to celebrate the occasion will be a good gesture on the part of Ababwa and show that we're looking to be friends. From the information that has leaked out of the kingdom, Princess Tiana is very fond of cooking and quite skilled as well as very practical. A large supply of hard-to-get spices and ingredients sourced through Xiang-Wu and India would likely make an appropriate gift while still being of actual use to the soon-to-expand family. Improves relationship between Maldonia and Ababwa
DC: 40 (19+25=+44)
Cost: 500 Gold
- [][Diplomacy] Attempt to bring in nearby satraps as protectorates
Friends help friends, but sometimes a friend needs more help than you can give them as a friend. But if they joined you as a vassal they'd probably be able to get the help they needed. Attempts to convince the leadership of a friendly satrap to join as a protectorate under Ababwa's banner. Sets up a trade office, a diplomatic outpost, inserts spies and scouts the place for any resources that they may not have realized. Gains variable income, resources and possibly Hero characters.
-- [] Eastern Satraps
DC: 80 (19+25+11=+55)
Cost: 4000 Gold
Hero: Tai Lung
- [][Intrigue] Plotting a Course
This talk of pirates is intriguing. Have Haroud send out his men to investigate the rumors of these corsairs and see how much is truth and how much is grog-induced fiction. Chance to make contact with one of the pirate crews.
--[]Nemo
DC: 65 (18+20=+38)
Cost: 2000 Gold
- [][Intrigue] Anchors Aweigh!
The Pirate Lords aren't the only forces on the seas. With the EITC now knocking at Ababwa's doors, it's probably time to begin infiltrating their ranks; one way or another, to find out for sure what their goals are, their practices, and if they're someone worth working with.
DC: 55 (18+20=+38)
Cost: 1000 Gold, 250 Upkeep per turn
- [][Learning] Feathering the Nest
With the identification of the egg's species, a proper home for it needs to be prepared before it hatches. Something emulating the deep forests that can still be held within the confines of the Menagerie. Increase Gold income by 500 due to interest in the new exhibit. Increase Gold income by +2000 when the egg hatches and the dragonet is homed in the enclosure.
DC: 60 (13+30=+43)
Cost: 5000 Gold
- [][Learning] Big Shoes to Fill
The student Indiana Jones is open to some side-work to help his credits in the university, as well as assist the professors in their own studies. From what all has been heard about him, he'll make an excellent addition to the roster of personnel for Ababwa.
DC: 50 (13+30=+43)
Cost: 0
- [][Occult] Shaped with Love
Commission Leah to shape a bed out of wood that can be expanded as the baby grows. And to do whatever she can to imbue it with protections both against the physical, and the spiritual. Send this as part of the gift for the Princess' birth, or in lieu of the spices and medicines that had been suggested as a gift.
--[] Combine with "Fit for a Prince(ss)
DC: 75 (14+30+21+10=+75)
Cost: 1000 Gold
Hero: Leah
- [][Personal] Catch The Thieves!
These kids that are running amok Haroud has told Aladdin about sound like they're pretty skilled. And like they could get into a whole lot of trouble if they cross the wrong person. You, Ahmed and Haroud can try and pin them down and see about offering them a job or at least an apprenticeship of sorts.
Intrigue: DC 60 (+28)
- [][Personal] A Personal Visit
Aladdin has decided to present the gift for the birth of the new Princess of Maldonia personally as a way to show respect and apologies for the lateness of the gift. It'll also let him get a personal measure on the rulers of Maldonia, as well as them on him.
Diplomacy DC: 40 (+19)
- [][Iago Personal] Lowest Common Denominator
Iago's well acquainted with the seamy side of life, but Ababwa seems too bright and shiny. There's gotta be some good old corruption and vice somewhere in this place! Puts Iago in contact with criminal elements, black market. Independent of Haroud.
Intrigue DC: 60 (+23)
- [][Jose Personal] Hospital stay
Jose Faria is a man who's been subjected to decades of abuse and malnourishment. He needs extensive rest, nutritional supplements, and probably more. Jose spends the next two months in the hospital convalescing. Reduces his "These Old Bones" Penalty by 2.
DC: 20
- [][Selous Personal] Never Too Old
Selous is more than happy to lend a hand in order to feel like he's earning his keep. He can be assigned to a National Task
-- [] Which task?
- [][Helga Personal] Earning my keep
Helga is here to make a new start, and she's not going to do it sitting on her laurels. Helga assists with a national action.
-- [] More Hands on the Wheels

Financial stuff:
Cost: 16,500
Upkeep increase: +1000
Income increase: 500 short-term, 2,000 long-term. Eastern Satrap increase: unknown.
Yeah I think this works out for me this turn, relatively low risk too. I'd like to build our Siege Weapons, say hello to Hades, and get the language training soonish if possible. Always gotta keep actions open though, never know what kinda crisis might happen.
 
To be honest by now we should probably go for cannons, since they are easyer to maintain and operate. Also we need in land fortifications.
 
Oh boy oh boy oh boy!

Here's what I'm thinking:

In general I agree with this. I have a few concerns though. Not to big of a deal.

For intrigue it looks like you're focusing on pirates and the EITC. Would doing the Lemuria ones be better?

Is it worth sending Aladdin personally with the gift? We could finally meet our occult advisers without the secrecy and see what occult bonuses we could get.

Leah doesn't need to be assigned to the Cradle does she? She can just make it and do something else? If that's the case maybe sending her after the tree of renewal instead of making the dragon enclosure this turn?

None of these are a deal breaker and I will most likely vote for your plan even with no changes.
 
@bigking321 I appreciate your feedback; in order, I want to talk to Nemo to round out our coastlines against pirates and hopefully gain him as an ally against the Lemurians, while the EITC infiltration deals with another potential enemy on our doorstep. I also focused although hanging fruit so that next turn we can throw Iago and Garth McCann together at the fish problem.
We don't have to send Aladdin, I thought it would be nice to get the measure of one of the few factions that we absolutely can get along with. Also next turn I hoped to do both the Bears and the Cade action.
And...I don't know if Leah has to be assigned to the action? @TempestK , can you clarify?
 
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