Turn 5: Hail to the Chief
- Location
- Pilipinas
"Let us never forget that government is ourselves and not an alien power over us. The ultimate rulers of our democracy are not a President and The Council, but the voters of this country."
-Hardim Stubtoe after the announcement of the election results
-Hardim Stubtoe after the announcement of the election results
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Hail to the Chief
In a historic first, an elf named Adichi Nenil became the first democratically elected leader of the Republic of Sartosa via a landslide victory. Several dwarfs though, after losing their bid to create their own enclave, felt that the Council was intentionally ignoring their valid concerns. That and with an elf-led administration in place, they can see that things will just go downhill for the dwarf-folk and their grievances. Hence, no less than a dozen 'longbeards' marched in protest due to the 'marginalization' of the dwarven contribution to Sartosa. These dwarfs though were intercepted by members of the mostly human Equalists Bloc, where after an exchange of heated words, there was an exchange of fists. It was a short fight though, and while no one was killed, the humans were left bloody, battered and bruised while the victorious dwarfs marched on.
Luckily, the violence did not spread any further, as Blackaxe himself confronted his kin and tried to assuage their fears. He reasoned with the other dwarfs and told them that from the moment they supported the path of bloody revolution, something like this would eventually happen. He further explained that the dwarfs can and will endure this, like how they endured everything else. Blacklaxe also mentioned that he can still see the glorious future that Sartosa is destined to have, and he and his kin needs to be part of this said destiny, otherwise they would find themselves abandoned and alone like those dwarf-holds across the Old World. His words did not fall to deaf ears and were enough to persuade the 'longbeards' to return to their homes.
Once the crisis has passed, the Council then begrudgingly thanked Blackaxe for averting a disaster and in trying to fix the relationship between the state and with the dwarf community of Sartosa. Blackaxe of course, just grunted in acceptance. The Council though, realized that they need a policing force to ensure that the People will obey the laws of the land and to prevent any specific group from getting 'encouraged' by the dwarfs' example of force.
Will The Council fund and support a Constabulary?
[] Yes (upkeep 5 per turn, will rise depending on number of population and Civil Disorder, currently just Sartosa Proper)
[] No, we can trust the People to control each other.
Adichi Nenil, the newly elected leader of Sartosa just shrugged of the political drama, has he believes that he has a bigger fish to fry. His party is also currently riding the waves of popular support with all of their proposals being passed by the Council with nary a second thought. Thanks to the Bloc's meticulous planning, the previous 'occupants' of the 'nobles' houses were not alienated much since they were not thrown out into the streets. While the distribution of farmland was a little bit more troublesome, still, with the plantation houses being made into some sort apartment for the various new land-owners, the original servants and slave-hands though were given respect like some sort of senior partner. Hence, farm operations continued without much disturbance. Nenil's first order of business though is the creation of a Printing Press to spread the 'good news' of Sartosa to the Old World. So far, everything is working out as expected and both the Elf-leader and the Council are pleased.
(Civil Changes: +5 market trade, +10 taxes due to Nenil's fiery rhetoric, -10 Public Disorder, 'Asur' Administration, Printing Press being built)
There was something though that didn't sit right with President Nenil, which was the question on why was there a need for the Council to affirm its stance regarding religious freedom? Was there something that he should know regarding the Council's dealings before he was elected? Why some though is all for informing their new leader, others though believe that this should remain a state secret for now due to Nenil's intensity and policies...
Will The Council inform the Elf President regarding Tzeench's offer?
[] Yes
[] No
Something that also arose was the question on where should the President and his Administration should be housed during his term. Some believe that like the Council, the Presidency should stay in an abandoned warehouse for now, while this is the cheapest option, foreign emissaries would likely be insulted if they were welcomed in such a fashion, plus the security of the Presidency may be put in jeopardy, if not from assassins, then from the fires that erupt in the city from time to time. Others then pointed at the damaged castle outside their window, they reasoned that the Fortress of the Pirate-King overlooking Sartosa City is the perfect place to house the Presidency and future administrations, nevermind the fact that the Fortress is still seen as a symbol of oppression and misrule plus the cost involved in repairing and refurbishing it would be huge. Still, this plan has merit since its walls are thick, its rooms large, expanding it is possible and the view from the Fortress is indeed breath-taking and the prestige that it would eventually give the Republic can not be discounted.
Then there is the most ambitious proposal of all, the elven ruins near the volcanic lake. Refurbished as hunting lodges and rest houses by the old pirate-lords, it is currently used as residence by the poorest of the poor, as well as fishermen and hunters trying to eke out a living in the wilderness. While restoring the entirety of the said ruins to its former glory is impossible (for humans), there is still a chance that structures here and there can be made to function as government offices and beyond, far from just being merely habitable. Indeed, the elven ruins has much potential since not only is it in a defensible compound where future structures can be built, it is also easy to reach via river navigation, but unfortunately, not much else. Also, even though the description of the lake is misleading (it having no trace of sulfur or any other poisonous element) and the volcano is supposed to be long extinct, the lake is still a place full of mystery, rumor and legend.
Finally, the last viable option is of course, the old dwarf-hold. Currently a bustling township on par with Vercuso on the other side of the island, it has huge receiving rooms, with plenty of areas that can be used as offices, plus its defensible as well as easily reachable by the people from the western and eastern portion of the island. The problem though as can be seen for now, would be the fact that it is too far from Sartosa Proper, hence the Council will have a lesser influence to the President, it is not accessible via water since the nearest port is in the village of Senelite, as well as the fact that it houses the largest number of dwarfs on the island. Still, this plan has merit, yup nothing wrong with this one!
Where would the Presidency reside?
[] In a warehouse at Sartosa Proper
[] In the Fortress of the Pirate King
[] In the Elven Ruins near Lake Sartosa
[] In Sartosa's Old Dwarf-Hold
The streets of Sartosa are clean with open spaces, you can now build/repair structures (1 building per turn)
[] Expand the Harbor (level 2) Costs: 50 gold (+20 gold per turn, unlocks further opportunities, finishes in 3 turns)
[] Build a Drydock (level 1) Costs: 50 gold (allows the building of light warships, finishes in 2 turns)
[] Build a Smiths' Emporium (market upgrade) Costs: 10 gold (unlocks stuff)
[] Build a Curio Emporium (market upgrade) Costs: 10 gold (unlocks stuff)
[] Build a School (Sartosa City) Costs: 30 gold (allows for 'reeducation', smarter population, additional opportunities)
[] Build a Barracks (level 1) Costs: 30 gold (allows for training of Regulars)
[] Build a Guild Hall (level 1) Costs: 20 gold (Removes 10 Civil Disorder every 5 turns, unlocks opportunities, finishes in 1 turn)
[] Repair the roads from Sartosa to Carpio. Costs: 50 gold (+20 gold per turn, finishes in 3 turns)
[] Save the money this turn
[] Monument to the People (397/500)
-A statue dedicated to the pillars of the Revolution, the Common folk.
- Strife roll between the races in Sartosa will be rolled every 10 turns instead of 5. the dice must roll between 76-100 instead of the original 51-100 to trigger a race riot.
Structure Complete:
Harbor (level 1) Costs: 30 gold (+10 gold per turn, unlocks opportunities)
Market (Level 1) Costs 20 gold (+5 gold per turn, +5 from farm trade)
Current Gold in the Treasury: 0 gold (+5 from taxes, +10 additional tax due to Administration)
Current Dice: 1d100
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