[X] "His name was Aegwyn." Massive morale boost for sunlight warriors, chance to make a proper church for your brother. Sunlight warriors increase numbers faster. Piss off Quen Londo even more.
[X] Keep it. The suffering had already happened. You can make sure it doesn't happen again under your guidance.
[X] Keep it. Surely the sorceries themselves are safe? As long as you don't delve deeper into the mysteries of crystal you will likely be fine.
Just hide the forbidden wings with illusory walls, like gwyns tomb, and keep the key/ring on ourselves.
Is this something we could do?
[X] "His name was Aegwyn." Massive morale boost for sunlight warriors, chance to make a proper church for your brother. Sunlight warriors increase numbers faster. Piss off Quen Londo even more.
[X] Keep it. The suffering had already happened. You can make sure it doesn't happen again under your guidance.
[X] Keep it. Surely the sorceries themselves are safe? As long as you don't delve deeper into the mysteries of crystal you will likely be fine.
Just hide the forbidden wings with illusory walls, like gwyns tomb, and keep the key/ring on ourselves.
Is this something we could do?
So my question here is what happened to Gwynevere ? We know that Namless King was exiled and that Filianore is in Ring City keeping dark soul sealed. But where is Gwynevere? Did she married Flann and joined the leave faction, or did she leave on her own? Maybe to search Namless King, Velka, or some other solution to undead problem .
Otherwise regarding Orenstein in the Lore he survived the fight with Chosen Undead , later going on search for Namless King. But I believe that conversation with him is in order.
So my question here is what happened to Gwynevere ? We know that Namless King was exiled and that Filianore is in Ring City keeping dark soul sealed. But where is Gwynevere? Did she married Flann and joined the leave faction, or did she leave on her own? Maybe to search Namless King, Velka, or some other solution to undead problem .
Otherwise regarding Orenstein in the Lore he survived the fight with Chosen Undead , later going on search for Namless King. But I believe that conversation with him is in order.
for gwynevere I have to assume she is still with Flaynn since she did marry him,
As for orenstein we have to find him apart from he went with Gwynevere but we know he went to look for the nameless king so we don't know if he is still with her( Dragonslayers (DC: ??): You know Artorias is dead. You've visited the grave. You know Ciaran simply waited by it until her heart gave away to her sorrow. But that still leaves two. Knight-captain Ornstein, and Hawkeye Gough. The giant was last seen wandering off blindly after the treachery of Oolacile, and Ornstein followed your sister- to your knowledge. Their help would be most appreciated and greatly boost your legitimacy.)
[X] "His name was Aegwyn." Massive morale boost for sunlight warriors, chance to make a proper church for your brother. Sunlight warriors increase numbers faster. Piss off Quen Londo even more.
[X] Keep it. The suffering had already happened. You can make sure it doesn't happen again under your guidance.
[X] Keep it. Surely the sorceries themselves are safe? As long as you don't delve deeper into the mysteries of crystal you will likely be fine.
[X] "His name was Aegwyn." Massive morale boost for sunlight warriors, chance to make a proper church for your brother. Sunlight warriors increase numbers faster. Piss off Quen Londo even more.
[X] Keep it. The suffering had already happened. You can make sure it doesn't happen again under your guidance.
[X] Keep it. Surely the sorceries themselves are safe? As long as you don't delve deeper into the mysteries of crystal you will likely be fine.
Knowledge was power, and power in any form is by its very nature dangerous. You did not make your choices lightly. You thought of the madness of Seath, of the crying of the Piscea as they were given final rest, of the snakemen, almost set adrift in a world with no place for them. And the words you spoke to Sieglinde about the man she followed might have been most dangerous knowledge of all. The gods had never gone into a true civil war, outside small spats between lesser lords, but if anything might spur it on, the flagrant disrespect you intend to flaunt against Gwyn's 'successors' would do it. Welcoming back rogue gods, overturning a declaration that Aegwyn be forgotten, refurbishing Anor Londo into a place of all races, including dragonkin- that would set a fire under those entrenched in power quickly.
But you did this all for your family. To simply leave one of them to fade into history would be hypocrisy of the highest order, and if anyone truly had an issue with it, let them come to you. As it was, your power swelled with every passing month, and your gaze stretched ever further. Your victories over the dark wraiths, the obliteration of the channelers, the confederation of the sunlight adherents, all in the space of a month. You didn't truly have a kingdom to your name yet, but you were well on the way.
There is work to be done yet.
……………………………………………………………………………………
Anna might as well be a statue with how rigid her posture is. She is one of your finest warriors, and beyond a shadow of a doubt your most loyal. While she doesn't have much experience in the way of conducting pitched battle, she is still is the coordinator of the Darkmoons.
Sieglinde and Rhea are new additions. The onion-looking knight shifts uncomfortably, always looking around at the grand surroundings. Rhea however, is always sneaking looks at you when she thinks you aren't looking. Her awe and adoration is… disconcerting but you weather it all the same.
You yourself sit a little taller lately, whether it's from the self confidence or the desire to impress, you're not sure.
Martial.
You are glad you have Anna's stern eye on these matters. You know that you wouldn't be able to do half as much without her.
Secure Firelink (DC 55): Once a hub of travelers between the four lands of Lordran, Izalith, Nito's domain, and New Londo, the venerable station has fallen into decay. Seizing it is mostly a matter of actually stationing troops there, but the presence of the dark wraiths and the skirmishing undead make things a bit more tricky than you imagined it would be.
Reward: Able to renovate Firelink into a grand temple, a trading hub, or a military base. 1/3rd of 'secure pilgrimage'.
Quash the painting guardians (DC 35): While some may consider it treachery, some could also call it housecleaning. The painting guardians swear to a duty you would see ended, and if they catch wind of your plan they may not like it…
Reward: Free access to the painting.
Blue shift (DC 0, higher number=better outcome): Darkwraiths. You had hoped you had seen the last of them, but once again red eye orbs flood Lordran. You shudder to think of what they gather all that humanity for. It would take only a minor modification of your own darkmoons to allow them to stop people mid invasion.
Reward: Increased opinion among Lordran dwellers still sane. Stymie the darkwraiths.
Foothold in the forest (DC 60): Darkroot garden, now the land of the clans of the Forest Hunters. However it has great resources of wood and fertile ground, and you're willing to battle with them for them. Expect intense guerrilla warfare.
Reward: start gaining control of Darkroot.
Carve a path to the depths (DC 70): There's a big difference between the rabble of crystal hollows, and the muscle of demons. The entrance to the depths has been blown wide open- and it's the main reason why the sunlight adherents stuck to the upper areas of the burg.
Reward: Able to properly claim more of the burg. Unlock a stewardship action to barricade the depths.
Things that go boom- slings (dc 30): Firebombs are often discarded by higher level warriors as something that's a waste of time when you could just use the time to rush someone and cut them down, or let loose another terrifying shot from a powerful bow- but then again, not everyone is such a warrior.
Reward: Snakemen and other close range infantry trained in use of a sling with explosive payload.
Diplomacy
Sieglinde is shy- but she has a sense of earnestness about her that's easy to like. You hope you can count on her.
Recruitment drive (DC 0, higher rolls increase results): There are precious few safe spots in Lordran. Put out a clarion call to all those that would seek the sun's warmth.
Reward: Actual start of a civilian population. Potential hero units and advisors. More irregulars.
Reach out to the forest hunters (DC 55): Insular and reclusive, you know little of those that squat on the remains of Oolacile. But you are aware they considered themselves guardians of the late Sif. You still feel guilt that you had something to do with the death of the noble creature, but still, maybe they would be willing to work with you? As it is, you are neighbors at the moment.
Rewards: Diplomatic contact with Alvina. Possibilities to absorb the forest hunters in the future. Unlock ability to hire forest hunters as mercenaries.
Pardon me (DC 35): Many Darkmoons have mentioned the Pardoner with the disturbing laugh. As one of Velka's agents, he would be undoubtedly skilled- but he would also very likely spy on you for Velka and have his own aims.
Reward: Gain Oswald as a hero unit. Reduced DC of 'where in the world is Velka?'
A new duty (DC 65): The guardians take their duty, given by your father, very seriously. To the point where they only allow you to get anywhere close to the painting. But with you as the Lord of Anor Londo, and the direct heir of Gwyn, perhaps you can sway them towards another duty. (WRITE-IN ALLOWED). Costs one income if successful.
Reward: Redistribute the existing painting guard. Either as a skirmisher military unit, an addition to your intrigue forces, or police for Anor Londo in general. Free access to the painting.
Bolster interspecies relations (DC 50): While nobody thinks that the snakemen are going to stab you in the back, people still give them the side-eye. Understandable, considering how many undead they had a hand in slaying, and their draconic heritage. But you don't want old tensions flaring up, or some of your subjects feeling like outcasts- you know how that felt, and you didn't care for it.
Reward: Ensure your citizens can at least live and work together.
Stewardship
Anor Londo has all the basis it needs to return to it's former glory... if you can manage it right.
Bazaar (DC 40): There are many merchants hiding out in the various nooks and crannies of Lordran. Giving them a central and safe place to trade may be all they need to come to you. Costs 1 income
Reward: +1 income, commerce may help draw in civvies.
Terrace farming (DC 40): There are many terraces and flat roofs in Anor Londo going unused. You have read a few books on agriculture and botany alike, perhaps you can make use of them? Costs one income
Reward: People can properly eat, unlocks learning action.
A proper workplace (DC 30): The giant blacksmith is a kindly sort. He deserves better than simply hunching over an anvil in a corner. Costs one income.
Reward: Blacksmith Giant is able to start mass producing things more effectively. He likes you more!
Standardization (DC 50): Your darkmoons and other recruits are an eclectic bunch. Get some of them to sit down and write down everything they know on Pyromancy, Sorcery, and Miracles, in hopes of spreading it around your army.
Reward: Basic manuals on how to use various spells. Teachers would still be more effective but it's better than nothing.
How to turn this on (DC 70, reduced if Sen's machines understood): Sen's fortress is a grand deathtrap. Problem is you don't exactly have much need for a deathtrap. But neither would you divest yourself of its defenses.
Reward: Sen's fortress able to disable and enable its defenses at the will of its defenders. Right now, you can only just sort of depend on the snakemen throwing down a ladder to help people up.
Cleanup (0/100): Seath's archives is a mess to say the least. Whether you want to turn it into a school or let the snakemen stay, there needs to be some effort to make it, well, liveable. Clear out what's broken, scourge the random crystal growths, cordon and repair unstable places. Costs 2 income upon completion.
Reward: A choice of what to do with the archives.
Welcome home (no DC): Make Anor Londo the home of the undead of the burg, and leave it to the wraiths and demons to slaughter each other.
Reward: sunbros safe and close at hand, civilians move into Anor Londo.
A fiercer foothold (DC: 50): Solidify the church of sunlight into a fortress from which to claim the burg! It has a portcullis and a barricade- but you can do better than that. Costs one income.
Intrigue
Ah this, this you know.
Rumor has it (DC 30): Send ears and eyes out into the world, to see and listen to the world at large beyond your border.
Reward: Access to the rumor mill. Find out how other kingdoms are doing. Slightly reduced DC of 'where in the world is Velka'.
God damn him (DC 40): You are aware that Flan's leave faction split several ways as soon as they left Lordran. Perhaps it is time you find out about the lesser godly cities?
Reward: Info page about the various godly city states.
Where in the world is Velka? (DC: ??): The goddess of sin, the crafty old bird, doesn't want to be found. This… makes things difficult to say the least.
Dragonslayers (DC: ??): You know Artorias is dead. You've visited the grave. You know Ciaran simply waited by it until her heart gave away to her sorrow. But that still leaves two. Knight-captain Ornstein, and Hawkeye Gough. The giant was last seen wandering off blindly after the treachery of Oolacile, and Ornstein followed your sister- to your knowledge. Their help would be most appreciated and greatly boost your legitimacy.
Reward: Start on finding Gough and Ornstein, two of the strongest heroes in the land. Potentially gain actions: A lead on Ornstein and A lead on Gough
The man in red (DC: 55): Someone has seized control of the undead of the graveyard. A surviving necromancer? Some lieutenant of Nito's? Regardless it's better to know rather than not.
Rewards: Knowledge. Potential diplomacy or martial actions
For your eyes only (DC: 60): The treasure trove of knowledge that fell into your hands is vast and dense. While you didn't burn any large swathes of knowledge, you are not sure if someone among your men didn't make off with a tome or two better left untouched. And there may yet still be things in there only fit for madman. Care is needed.
Learning
You have always had a fondness for books. Which is good because it was the only way to pass the time while waiting for the Chosen.
Full Boar action (DC 60): Iron tusks are nasty and temperamental creatures. How on earth did anyone produce and tame them in any number? Costs one income.
Reward: Unlock iron tusk military unit. Unlock a learning action for production of domesticated boars for eating. Unlock a military action to make boar cavalry.
How did he do it? (100/400): Sen was considered both a madman and genius in equal measures. He was one of your tutors and you found him to be a kindly, if forgetful sort of doddering uncle. Regardless, from the great elevators to the many… interesting mechanisms of his fortress, nobody can deny that his many works have merit.
Reward: Gain an understanding of how to build Sen's creations.
Abysswalking (0/200): As a magical and divine art in equal measure, you have some leeway to figure out how exactly a being of flame can survive infinite darkness. Though you hope you never need to use this knowledge….
Reward: Able to fashion anti-abyss equipment. Action to found abysswalkers.
Magic medical mushroom (DC 60): Certain undead claim that the flesh of the mushroom people has incredible healing properties- others just claim it's tasty. How there is such a discrepancy you don't know- but it could be useful to find out.
Reward: Insight into how the mushrooms of old Oolacile work.
Things that go boom- this time on sticks! (DC 50): Fire arrows do exist- but being able to deal concussive blasts at a range would nullify one of the main weaknesses of arrows in the form of armor. Or at least partially nullify it, given that you would have to make them smaller to sail far enough.
Reward: exploding arrows.
Demonomicon (100/300): The art of living stone and fleshcrafting. Gargoyles, golems, the batwings, the crow-women, among other things. Your batwings are extremely useful, and you would be loathe to be without them. Best find a way to make more, along with other things you won't miss if they fell.
Reward: Possible production of artificial beings.
Study the painting: The Painting guardians won't let anyone get close asides yourself- but you can't spend all your time doing it. (CURRENTLY LOCKED)
Experiment with humanity (DC ??): What could possibly go wrong?
Reward: ??????????
Study Seath's body (dc 70): The still perfectly preserved mutated form of the duke still sits in the crystal cavern. Even as a mutant, he was still a Dragon, and his body is an extraordinarily rare find- what use could it have? The Snakemen he made willing to look the other way if they get something they can use- for both practical and sentimental reasons.
Reward: Metaphorically spit on Seath's grave, find uses for his body.
Eye see (dc 80): Remote viewing. A powerful tool in many aspects, but how did blind Seath see through so many sets of eyes? The answer lies somewhere...
Dance magic dance (dc 50): Do the trident wielders have to do that dance? What makes it work exactly? Could you distil it into something less ridiculous looking?
Reward: buffing tridents
Piety
Rhea's encyclopedic knowledge of the way of white and your burgeoning presence in religious matters do bode well indeed.
Canonization (DC 0, higher number means larger success): You have few ties with the way of white as a whole. Before that was for the sake of secrecy, but now? Perhaps it would be better if Dark sun Gwyndolin was better known.
Reward: Thorolund opinion increase, ???
Chosen (DC 25/60): The tale of the Chosen undead is one fraught with struggle and hardship, and then the ultimate sacrifice. If it were known far and wide that an undead saved the age of fire, perhaps the stigma that has clung to them since the times of yore will finally abate.
Reward: Increased loyalty and morale from undead recruits/Reduce persecution of undead on a wide scale.
Illusory blessings (DC 0, higher roll equals better miracle): You have two miracles to your name, only one truly available. Perhaps it is time to make your art, the art of bending light into form, to be made more widely available.
Reward: Slightly increased reputation with the way of white when contact established. More effective priests and paladins. Possible trait.
Establish Paladins (DC 40): A knightly order, Paladins are sworn to the way of white. But why not a more specific breed?
Reward: Promote ten of your Darkmoons to Lunar Paladins, an elite heavy infantry unit primarily focused on miracles. Will utilize any miracles you developed in addition to the usual suite. May further establish them as a knightly order in the future as their numbers swell.
What the hell is Pyromancy? (DC: 90): The degraded cousin of fire sorcery, yet in some ways more effective. It seems almost instinctive for the humans in your employ to use it so freely, but why?
Reward: ???
Pilgrim's progress (DC 0, higher roll is a larger success): Announce to the world that Anor Londo is free to be viewed and visited… if they can make it to sen's fortress. Making it into Lordran is still a bit tricky but not impossible for the determined.
Reward: Way of white approval, income+1, civilian trickle.
Set up a temple to the firstborn (no dc): Aegwyn, god of war, lightning, and comradery. Your brother. You don't know where he is, but his followers will not lack for a place to properly meditate on his life and teachings. Costs 1 income
Reward: Make progress on re-canonizing your brother.
Personal
Gwyndolin
Attempt to train: Your arms still work, and damnit you might need every bit of force you can possibly put into your bow.
Spend time with a hero:
Anna. Your loyal shadow. You trust each other utterly, but you never really speak much. You should rectify that.
Sieglinde. The leader of your brother's covenant. You can oft see her staring off into the distance.
Rhea. The priestess. A haunted look is oft on her face.
Try to expand the Lord vessel transportation network: You helped make the Lordvessel but making it's transportation function more accessible is… a tricky proposition.
Encourage your troops: Before you mostly relied on their senses of duty and justice- but you want more. You want them to throw themselves into their work, and to see you as more than just their ruler. (Write in available)
Write memoirs: The way of white runs on stories of the gods. Perhaps you should give your own perspective on things. You would of course, expel any mention of your role in the Chosen undead.
Make Illusions: Bolster your men with the illusory sentinels, titans of bronze and muscle. (+15 to a martial or stewardship action)
Relax: You know how to do this… right? You finally won, and while a celebration isn't in the cards, you can at least take a break.
Research alternative means of mobility: You're honestly a little sick of being reduced to teleporting or extremely slow movement
Visit Priscilla: The way is open. You can go in at your leisure- but you're not sure what you'll find.
Study chemistry: How men change the world in Lieu of sorcery or miracles. Poison, potion, and even more can lie within your grasp if you knuckle down.
The Lady of Darkling
Study: You wish to be of better use to lord Gwyndolin, you should try your best to be functional in as many roles as possible.
Give Humanity-Charity: There are fewer hollows now, but the sight of them gives a niggling thought. They attacked in search of humanity, but what would happen if they actually got it?
Give Humanity- Distribution: The Darksign faded but did not disappear, the undead among you still need it. It would set a good precedent that you care for your own.
Shadow your Lord: If anyone would harm him, you would know it.
Study way of white miracles: You can cast darkmoon blade- but a few other tricks up your sleeve is always a good idea.
Sieglinde
Practice public speaking: You're going to only get more important aren't you? Wouldn't do to draw into your armored shell.
Write to home: Your mother and father are gone- but you still have some family in Catarina. One of the sun adherents swore he would bring them word if you only wrote it out.
Train: While you were able to match your father, you know you haven't reached the peak he did yet.
Sunlight Doctrine (only if rhea also takes it): The church of Aegwyn is still in it's infancy- you need more than just two miracles and the remnants of his power to work off. If you and Rhea put your heads together, you can maybe become more than a bunch of wannabe do-gooders.
Rhea
Interview Salanthis: The Leader of the serpent-men. What do they believe? And why? You've never spoken to a nonhuman before.
Learn darkmoon miracles: An opportunity few would ever have- how could you possibly pass it up?
Meditate on religion: With your faith in the way of white shaken, a new philosophy might be called for.
Train: You don't like the thought of it- but you want to be of use to your new covenant and your new lord, and as it is your weak constitution only makes you a liability. If you were stronger, Vince and Nico…
Sunlight Doctrine (only if Sieglinde takes it): To properly emulate a god is a divine calling by its very nature. Lord Aegwyn left a trail by some happenstance- but surely you can extrapolate with the leader's help.
[X]Plan: More Groundwork
-[X]Secure Firelink (DC 55): Once a hub of travelers between the four lands of Lordran, Izalith, Nito's domain, and New Londo, the venerable station has fallen into decay. Seizing it is mostly a matter of actually stationing troops there, but the presence of the dark wraiths and the skirmishing undead make things a bit more tricky than you imagined it would be.
--[X]Try not to offend any skeleton controlling strangers.
-[X]Recruitment drive (DC 0, higher rolls increase results): There are precious few safe spots in Lordran. Put out a clarion call to all those that would seek the sun's warmth.
--[X]Look for people among the recruits who knew the Chosen Undead, so as to aid the option that spreads knowledge of him.
--[X]Try to get some of the sunlight warriors involved. Their reputation and disposition should help kingdom recruitment, and direct contact with them should make more people interested in joining their order in turn.
-[X]Bazaar (DC 40): There are many merchants hiding out in the various nooks and crannies of Lordran. Giving them a central and safe place to trade may be all they need to come to you. Costs 1 income
-[X]For your eyes only (DC: 60): The treasure trove of knowledge that fell into your hands is vast and dense. While you didn't burn any large swathes of knowledge, you are not sure if someone among your men didn't make off with a tome or two better left untouched. And there may yet still be things in there only fit for madman. Care is needed.
-[X]Magic medical mushroom (DC 60): Certain undead claim that the flesh of the mushroom people has incredible healing properties- others just claim it's tasty. How there is such a discrepancy you don't know- but it could be useful to find out.
-[X]Chosen (DC 25/60): The tale of the Chosen undead is one fraught with struggle and hardship, and then the ultimate sacrifice. If it were known far and wide that an undead saved the age of fire, perhaps the stigma that has clung to them since the times of yore will finally abate.
--[X]If possible, do this in a way that doesn't tip off your prospective enemies to your existence just yet. Or at least, keep the unnecessary details limited. (I'm basing this on the fact that the opinion tracker says no one knows we're here yet. I want to maintain as much of that veil as possible.)
-[X] Gwyndolin
--[X]Visit Priscilla: The way is open. You can go in at your leisure- but you're not sure what you'll find.
-[X]The Lady of Darkling
--[X]Give Humanity-Charity: There are fewer hollows now, but the sight of them gives a niggling thought. They attacked in search of humanity, but what would happen if they actually got it?
--[X]National: Martial
-[Sieglind]
--[X]Practice public speaking: You're going to only get more important aren't you? Wouldn't do to draw into your armored shell.
--[X]National: Diplomacy
-[X]Rhea
--[X]Meditate on religion: With your faith in the way of white shaken, a new philosophy might be called for.
--[X]National: Piety
^^I want to do this personal before the sunlight doctrine, in case it affects the outcome. Meanwhile, our apparent diplomacy hero improves that faculty.
More generally, I'm trying to go for a quick expansion of population and forces. Securing firelink enables more pilrims to arrive, recruitment drive means more people and possibly heroes to add their stats to other options and do their personals, merchants may help with better supplies & varied gear and hopefully looking into healing methods will help reduce casualties.
Edit: Also, what would the 'magic mushroom' option entail? Because it sounds like its about eating mushroom people's flesh. Which seems iffy for reasons including but not limited to the fact that they were mentioned as possible recruits in the 'Kingdom of Outcasts' trait.
Edit: Also, what would the 'magic mushroom' option entail? Because it sounds like its about eating mushroom people's flesh. Which seems iffy for reasons including but not limited to the fact that they were mentioned as possible recruits in the 'Kingdom of Outcasts' trait.
It's more to figure out how exactly Elizabeth made her mushrooms- the ones that bestow nigh regeneration. Probably different sort of morality given that she just well, gave those to you. And it may not be from the mushroom people- the item description doesn't say either way after all.
[X] Plan: Foundation of the Kingdom of Outcasts
-[X] Blue shift (DC 0, higher number=better outcome): Darkwraiths. You had hoped you had seen the last of them, but once again red eye orbs flood Lordran. You shudder to think of what they gather all that humanity for. It would take only a minor modification of your own darkmoons to allow them to stop people mid invasion.
-[X] Bolster interspecies relations (DC 50): While nobody thinks that the snakemen are going to stab you in the back, people still give them the side-eye. Understandable, considering how many undead they had a hand in slaying, and their draconic heritage. But you don't want old tensions flaring up, or some of your subjects feeling like outcasts- you know how that felt, and you didn't care for it.
-[X] A fiercer foothold (DC: 50): Solidify the church of sunlight into a fortress from which to claim the burg! It has a portcullis and a barricade- but you can do better than that. Costs one income.
-[X] For your eyes only (DC: 60): The treasure trove of knowledge that fell into your hands is vast and dense. While you didn't burn any large swathes of knowledge, you are not sure if someone among your men didn't make off with a tome or two better left untouched. And there may yet still be things in there only fit for madman. Care is needed.
-[X] Things that go boom- this time on sticks! (DC 50): Fire arrows do exist- but being able to deal concussive blasts at a range would nullify one of the main weaknesses of arrows in the form of armor. Or at least partially nullify it, given that you would have to make them smaller to sail far enough.
-[X] Chosen (DC 25/60): The tale of the Chosen undead is one fraught with struggle and hardship, and then the ultimate sacrifice. If it were known far and wide that an undead saved the age of fire, perhaps the stigma that has clung to them since the times of yore will finally abate.
-[X] Gwyndolin
--[X] Make Illusions: Bolster your men with the illusory sentinels, titans of bronze and muscle. (+15 to a martial or stewardship action)
---[X] Stewardship
-[X] The Lady of Darkling
--[X] Give Humanity- Distribution: The Darksign faded but did not disappear, the undead among you still need it. It would set a good precedent that you care for your own.
--[X] National
---[X] Intrigue
-[X] Sieglinde
--[X] Practice public speaking: You're going to only get more important aren't you? Wouldn't do to draw into your armored shell.
--[X] National
---[X] Diplomacy
-[X] Rhea
--[X] Interview Salanthis: The Leader of the serpent-men. What do they believe? And why? You've never spoken to a nonhuman before.
--[X] National
---[X] Piety
I want to fortify the Undead Parish before stretching our limited forces further by claiming Firelink. To that end, I'm equipping our forces with firebomb slings so they all at least have a ranged weapon they can use. This will probably effect the Snakemen and Irregulars the most, since they'll most likely be the ones occupying our fortifications, where firebombs will be the most useful.
Beyond that, we now have a varied population of Snakemen, undead, former-undead, and average humans. We should take efforts to ensure that there won't be any interspecies conflicts or discrimination happening now, before anything gets truly established. Hopefully Anna distributing Humanity to our Undead citizens and Rhea's interview with the leader of the Snakemen will help by fostering better understanding between the different groups. This should also act as a good opportunity for Sieglinde to practice public speaking in order to better perform her role as our lead diplomat.
While I'd like to begin farming so we could feed a civilian population, I believe that fully fortifying Undead Parish is more urgent, especially since I disagree with simply leaving it for the Darkwariths and other hostiles in the Burg to claim for themselves. As we have no stewardship heroes yet, I have Gwyndolin using his illusory giants to help in the construction, and we might see our giant workers assist here as well.
As we decided to not burn any of the Knowledge in the archives, we must ensure that none of it has been stolen away or is lying out in the open for anyone to stumble upon it. Only then will it be safe to refurbish the archives into something we can use. To this end I have Anna assisting with this, as we can trust her fully to get the job done right and to not let anyone get away with anything untoward.
Going back to ranged weapons, it was noted in the description of the slings that some warriors don't use them, presumably since they have other usually better options with Bows and Spells. Synthesizing the explosiveness of firebombs and the range of arrows should be a good way to further increase the ranged capabilities of our forces, which will be helpful in our battles to come.
In our final national action, I believe that now is a good time to weave the tale of the Chosen Undead. Not only do we now have a respectably large population of undead and former-undead living under our rule, we have people who personally knew the Chosen Undead and the deeds they performed over the course of their quest. Rhea's help in this should be essential in not only turning this into a source of inspiration for our undead citizens, but into a harsh blow against the stigma of being undead on a wider scale.
Personally i would rather finished writing our memoar (1/5 complete) , but otherwise I'm generally in agreement that we first need to bring our house in order before we think of expanding.
[X] Plan: Undead Outreach
-[X] Martial
--[X] Secure Firelink (DC 55): Once a hub of travelers between the four lands of Lordran, Izalith, Nito's domain, and New Londo, the venerable station has fallen into decay. Seizing it is mostly a matter of actually stationing troops there, but the presence of the dark wraiths and the skirmishing undead make things a bit more tricky than you imagined it would be.
---[X] Sieglinde
-[X] Diplomacy
--[X] Pardon me (DC 35): Many Darkmoons have mentioned the Pardoner with the disturbing laugh. As one of Velka's agents, he would be undoubtedly skilled- but he would also very likely spy on you for Velka and have his own aims.
-[X] Stewardship
--[X] A fiercer foothold (DC: 50): Solidify the church of sunlight into a fortress from which to claim the burg! It has a portcullis and a barricade- but you can do better than that. Costs one income.
-[X] Intrigue
--[X] For your eyes only (DC: 60): The treasure trove of knowledge that fell into your hands is vast and dense. While you didn't burn any large swathes of knowledge, you are not sure if someone among your men didn't make off with a tome or two better left untouched. And there may yet still be things in there only fit for madman. Care is needed.
---[X] Anna
-[X] Learning
--[X] Magic medical mushroom (DC 60): Certain undead claim that the flesh of the mushroom people has incredible healing properties- others just claim it's tasty. How there is such a discrepancy you don't know- but it could be useful to find out.
-[X] Piety
--[X] Chosen (DC 25/60): The tale of the Chosen undead is one fraught with struggle and hardship, and then the ultimate sacrifice. If it were known far and wide that an undead saved the age of fire, perhaps the stigma that has clung to them since the times of yore will finally abate.
--[X] Rhea
-[X] Personals
--[X] Gwyndolin
---[X] Write memoirs: The way of white runs on stories of the gods. Perhaps you should give your own perspective on things. You would of course, expel any mention of your role in the Chosen undead.
--[X] Anna
---[X] Give Humanity- Distribution: The Darksign faded but did not disappear, the undead among you still need it. It would set a good precedent that you care for your own.
--[X] Sieglinde
---[X] Sunlight Doctrine (only if rhea also takes it): The church of Aegwyn is still in it's infancy- you need more than just two miracles and the remnants of his power to work off. If you and Rhea put your heads together, you can maybe become more than a bunch of wannabe do-gooders.
--[X] Rhea
---[X] Sunlight Doctrine (only if Sieglinde takes it): To properly emulate a god is a divine calling by its very nature. Lord Aegwyn left a trail by some happenstance- but surely you can extrapolate with the leader's help.
Before this quest, I never noticed how hard it is to find an actual map of Lodran. My hunt for anything which shows the full breadth of what we would be dealing with led me to a fan-made glass map, hidden in the spoilers below for size.
If this is accurate, then we have a vast stretch of ruined city to work with, if what is in all those extra walls south and southwest of Sen's Fortress is actually city.
Edit. It also makes me think about what the surrounding environment of Lordran is. Is it a vast range of mountains like with Lothric? Or is Lordran a single mountain surrounded by lowland plains and forests like the Lonely Mountain of Erebor.
Actually, going back to Erebor, if we just have a absolutely massively ruined city, counting in all of the game areas and not the ones in either izilums or Nicosia control, than we are gonna need a huge amount of land either made around the city, or inside of it, sorta like Minas Tirith/attack on titan situation on hand.
Good Heavens, we are gonna spend years trying to fix Lodran aren't we.
I want to state that plans should be aware of the costs of abandoning the surroundings of Anor Londo to darkwraiths and demons in favor of consolidating solely inside Anor Londo. Actions with anyone and anything outside the city would likely gain higher DC's from having to contend with them when traveling to the intended destination. Plus, it'll make it even harder for a civilian populace or pilgrims to the city to travel, which isn't all that easy yet anyway.
I like the Foundation of the Kingdom of Outcasts plan, but taking both actions relating to firebombs is I think short-sighted for ignoring the enemies beyond the city. @Doctor Elsewhere, I'd like to suggest changing the martial action to Blue Shift, so that there's an offensive response from Anor Londo mitigating darkwraith aggression. It'll earn goodwill and probably help the consolidating of the Sunlight Warriors in the church by taking some pressure off them.
Actually, going back to Erebor, if we just have a absolutely massively ruined city, counting in all of the game areas and not the ones in either izilums or Nicosia control, than we are gonna need a huge amount of land either made around the city, or inside of it, sorta like Minas Tirith/attack on titan situation on hand.
Good Heavens, we are gonna spend years trying to fix Lodran aren't we.
Given the sheer scale, I'm not sure if 'fixing it' is even a good goal. It's too big.
More likely, we're just going to work on housing and supporting the people that do come to us, gradually reclaiming as much of the city as is necessary. Exceptions made for defensive and industrial infrastructure.
There just aren't enough people to spend their precious work time on projects unrelated to survival and thriving.
This state of affairs, where people live among these huge mostly abandoned structures of a past age, only partially reclaimed and inhabited, actually has an interesting feel to it.
Hmm, yeah I kinda get what your saying their. It would be like the men of Gondor living within the halls of their ancestors, the island of Numenor. Something which was raised by literal angels, and the quite public statement of Divine and Spirtual Power of Eru over all the men of the west. I can definitely see people that live in the ruins of the city would be wondering, just how much was lost for Lando the city of the Gods to be so lost as to have fallen to such a ruinous state as now? Reminds me of my nostalgic thinking of how far Rome fell before it was finally ended by the Vandals. And what remained of its successor the Greeks and their eventual fall by the Ottomans.
I wonder how the people fell about most of their gods leaving the city since its still a holy place (also now the illusion is no longer in place how does that change their view since gwyndolin tried to make the city look better).