Year 1 After Arrival
It is not an easy choice to leave Skorlm with nothing but a promise to trade in peace from the cowed clansmen, but however useful they might prove the peril of being ensnared in the locals feuds seems too great.
The stars themselves are strange, the stars are wrong, that much can be seen even by those uninitiated in the mysteries of the heaven. The Silver Chair of Night is small and distant and beside it a baleful green luminary that none can name. The lands are unknown to eye of scout and map of elder ages alike. As for the people who call them home, they are a savage lot and all too willing to deal with the powers of the Wyld whose influence fills every stone and stream every blade of grass.
You will not lie, if you had been cast in this place alone you would be giving thanks to the Maiden of Journeys for the chance to study such a fascinating realm. But you are
not alone, seven thousand souls depend upon your shepherding, a people who need to be fed and clothed, sheltered from earthly foes ad the horrors of the wyld and perhaps if the Sun should shine upon your stewardship brought once more to some semblance of the heights you enjoyed in the days of plenty and of glory.
Martial: Auspiciously Broken Haywain is a likable fellow and skilled in matters of war and husbandry alike, mayhap not the most creative of souls, but that is what he has subordinates for. Faced with a land unknown with perils unguessed the tasks of the Wyldguard will be many
Choose 3 Actions
[] Patrolling: With your maps now worth less than the paper they are made of it falls to the Wyldguard to fly out and make new ones, bold of wings are the scouts and perilous is their path. Specify which direction the scouts should fly in.
-[] South towards the sea, there are more small villages along the coast though none as chose as Skorlm, hopefully opening new avenues for trade
-[] East into the deep pine woods whence the sound of strange drums at times rings
-[] West, into the lands of the Skaelings, find what manner of tribes are the enemies of your new trade parteners
-[] North where the peat bogs lie, in that flat land a scout on the wing can see for leagues without the cover of the trees or of ravines getting in the way, but so too might they be seen
DC ???
Reward: Information
Cost: None
[] Restoring the herds: The hardy northern goats were not only a source of meat and milk for Sezekan, but also wool. Now those herds are lost, but the scouts have seen goats among the encircling peaks.
DC 44/60
Reward: Goat Herds 25/50 Food/Year;
Cost: 25 Wealth
Duration 2 Turns
[] Wyldguard Hunters: The other, more immediate source of food is to simply hunt the local beasts, the local gods grown surly and over-mighty in the company of naught but barbarians might object, but you will set them aright \
DC 50
Reward Hunting Grounds 15/Food/ year
Cost: None
[] Training the Guard: These are far more peopled, far more dangerous lands. perhaps the time has come to train the guard to a higher standard
DC: 58
Reward: Higher quality Wyldguard units, options to further specialize
Cost 40 Wealth
[] Direct Diplomacy: Having begun relations with Skorlm by proving your might in the blood of their shaman , perhaps you could gain warmer relations by doing likewise in the blood of their foes, a few scouts on the wing can go a long way
DC 76
Reward: Improved relations with the Skorlmlings +10 Wealth/turn
Cost None
[] Release the Relic Finders: Trying to keep a Relic Finder in one place is like trying to keep lightning in a bottle, possible with the right skills, but probably ill advised over the long run. Having found themselves in a new land they wish to search for more relics and treasures that are their stock in trade
DC ???
Reward: Information, +1d50 Wealth
Cost: None
-[] Hunt for Offerings: Just as the Wyldguard can look for beasts to hunt for food and meat so too can they hunt or rather those rare plants and animals filled with potent Essence which help fuel works of Thaumaturgy or even sorcery.
DC 65
Reward: 1d3 Rare Reagents which provide a +10 thaumaturgical or spirit negotiation actions
Cost 18 Wealth
[] Raise more Militia: Though the present militia already outnumber the Wyldguard more are needed to meet the challenges of this new land to know how to defend their home
DC 33
Reward: Raise 500 more Militia
Cost 30 Wealth
[] Bring out the War Machines: Over the years the Voices who have come before you have put into storage many large scale weapons unsuited to the task of protecting Sazakan, either because the creatures of the Wyld made poor targets for them or because the Expenditure of Essence would draw too many eyes. The time has come to return them to service
DC 55
Reward: Functional Essence Weaponry revealed and prepared to bring back into service
Cost: None
Diplomacy: You do not have a diplomat of any sort so this is a matter you will handle yourself
Choose Two:
[] Name a diplomat from among the Existing Council: By far the simplest way to deal with the matter the person will simply add to their existence duties and retain their voting privileges
-[] Write in who
DC Automatic;
Reward: Diplomacy Advisor +1 Action
Cost: None
[] Raise up another person to be diplomat: Alternatively you could open the position to new talent, though the notion of a person not on the council holding such an important position as dealing with outsiders would bruise quite a few egos
DC ???
Reward: Diplomacy Advisor +1 Action
Cost: None
[] See what the locals have to trade: Skorlm did not seem particularly prosperous to by your lights, but they almost certainly have some goods you lack and are sure to want some of what you can produce, find out what that might be
DC 25 Reward: Trade deal with Skorlm +4 Wealth/Turn
Cost: None
[] Friends of your friends...?: Find out who the Skorlmlings deal with in peace and how you might contact them without misunderstanding
DC 33/66
Reward: More friendly contacts
Cost: 17 Wealth
[] Shape of the World: Find out more about Skorlmling society, culture and religion
DC Automatic
Reward: Information
Cost: 10 Wealth
[] Give a Speech: Fly out before the people to raise their spirits and offering them reassurance and a vision for the future
DC 45/60
Reward: Increased +1/2 Population Morale
Cost: None
Stewardship: Singer of the White-Gold Dream is a diligent and punctual worker, but you are very glad indeed that you are his superior and not his underling. Rushing along hither and yon fit to loose feathers as your mother would say he has far more ideas than time to implement them
Choose 3 Actions
[] An accounting of the Cerulean Lute: People especially relic finders are not going to enjoy it when you ask them to show you all their 'loot' as Cunning Sage of Serendipity put it, but a good accounting of what you have could be vital to seeing what you can fix
DC 25
Reward: List of Utility artifacts of the Sazakanians
Cost: None
[] Terrace Farm Planning: Another way to solve your food problem as well as potentially raise crops to trade would be to set up terrace farming, though with only vague descriptions to go on Dream would have to create working plans before the first clod of earth is turned
DC 30
Reward: Begin farming rice
Duration 2 Turns
Cost: 200 Wealth
[] Waterworks improvement: It has been half a century since the last time the city's ever degrading water management systems have been repaired, but between the large number of Exalted you have available and the ability to call forth elementals you are quite sure you can do more than simply patch it up. Entire apartment blocks could be reconnected, not to mention the possibility of using the old water works to connect the Essence engines of the city to more simple but still serviceable technology, mills and forges alike
DC 67
Reward: Improved Water Management; +2 Population Morale; +20 Wealth/turn in Tax
Duration 3 Turns
Cost 250 Wealth
[] Plant Healing Herbs: The Ministry of Sanitation has enough supplies of healing tinctures, ointments and teas to last it through a year, perhaps two if you are careful, but with many of the relic gardens now turned to growing food larger fields will be required to maintain the stock
DC 50
Reward Maintain stock of healing herbs for the use of the Ministry of Sanitation; potential trade good
Cost: 80 Wealth
[] Nest Industries: Many Clans of the Sazakanians work to produce one thing, be that pottery, knives or a fine woolen shawl from raw resources to finished product. That is by Dream's account a waste of time and labor. Before the Great Contagion the so called 'Nest Industries' worked to ensure specialization of young air-folk in specific professions, much as one might a healer or an engineer. With the population having finally bounced back you can try to reintroduce the system
DC 66
Reward: +40 Wealth/turn More efficient good production; -1 Population Morale
Cost: 300 Wealth
[] Found Lumber camp: While Sazakanisns no great need of wood as a construction material it is of vital importance in keeping warm and safe though the long cold winter months
DC 53
Reward: Gain Lumber camp +10 Wealth/turn; Gain Lumber as trade good
Cost: 35 Wealth
[] Brewing rice wine: An old proverb says that man cannot live by eating rice alone, one must also seek enlightenment, the nourishment of the soul, the jest with which it is oft replied is that the speaker must not have tried drinking rice as well
DC 28
Reward: Rice wine as trade good +1 Population Morale
[] Fire up the forges: For a long time you have had far more capacity for forge weapons and tools than you did hands to use them, odds are the locals would be more than happy to buy weapons off you, if you are willing to become a supplier of weapons in their wars and raids
DC: Automatic
Reward: Tools and Weapons as Trade Good
Cost: 50 Wealth
Piety: The light of the sun is a comfort even in this far off land, though it seems distant you know that no matter where the Wyld may have deposited you while men strive towards excelency the eye of the Sun shall be upon you. In the meantime though you shall take counsel of lesser gods and learn where you had come to be and how this land came to be so tainted
Choose Two Actions
[] Festival of the Sun: Honor the Unconquered Sun, through whose light all things are made excellent that the people may rejoice and the land should know you for your true allegiances
DC 44
Reward: Festival to the Unconquered Sun +1 Population Morale ???
Cost: 22 Wealth
[] Converse with the gods of the Mountains: Nearest to Sazakan and likely the most mighty of the gods of the nearby realm the mountain gods are also likely to be the most perturbed by what has gone on. Mountains do not like it when other mountains move
DC: ???
Reward: Can bargain with the god in question
Cost 20 Wealth
[] Converse with the god of the nearby river: Not as mighty nor as unforgiving as the mountains river spirits can nonetheless be capricious in their moods, moving from wrath to good cheer and from formality to seduction
DC: ???
Reward: Can bargain with the god in question
Cost 15 Wealth
[] Tame the Gods of the Forests: in your experience the Gods who have had the dominion of an untamed forest turn.. strange and need a firm hand to react any sort of agreement beneficial to both sides
DC: ???
Reward: Can bargain with the god in question
Cost None
[] Seek out the City God: Long has the god of Sazakan wept in the deep places of the city, many have sought him and none have found him, but Willing Student of the Unseen Signs has some hope that the transposition may have jolted him from his sorrows
DC 80
Reward: The aid of the City God
Cost: 100 Wealth
[] Question the Locals about their faith: The magic of the shaman was strange and troubling beyond any charm and spell you have ever seen, you would learn more of the locals half-Wyld faith
DC40
Reward: Information
Cost: 15 Wealth
[] A Study in Cults: The Exalted as much as gods can draw power from mortal faith, given the awe that your coming has had on the people of Skorlm that may present an opportunity
DC 66
Reward: A greater understanding of how to found a cult among mortals
Duration: 2 Turns
Cost: None
Intrigue: Skulking in the dark has never been among your skills and to be entirely fair it has not been a skill of Sigh of the Flutes through the Willow Branches. He is more the sort to offer a willing ear and let the secrets of others flow unbidden towards his ear, but now there is a whole world out there and you would rather find out about it before it finds out about you... or worse ends up at your walls
Choose Two Actions
[] Willing spies: Given that Bron was inclined to sell his soul to you odds are he would sell his ears and voice for less. Easier to spy on the wingless when one is wingless also
DC 25
Reward: The beginnings of a spy ring among the Norscans
Cost: 2 Wealth
[] Petty spirits of the air: Little Flute has always had a gift for conversing with and gaining the confidence of the lest elemental spirits, perhaps in another life he would have been a sorcerer, in this one he is a whisperer whose voice carries far. From small spirits great things may be heard
DC 55
Reward: Learn more about the local gods and elementals
Cost: None
[] Inner Network: perhaps the time has come to formally pay one's informants, that you may receive more than rumor from the city
DC 33
Reward: internal Rumor Mill
[] Investigate Councilor (Write in which): You do not know that much about the people whom you share a council chamber with. For good or for ill you would learn more (Can be taken multiple times)
DC: 20+ the Target's Intrigue
Reward: information on the Target's plans and any hidden traits
Cost: 25 Wealth
Learning: The domain in which you feel the most at ease and yet also in which you have the most skilled councilor. Granted Shae can be a little intense at times, but that is a small price to pay for such dedication
Choose Three Actions
[] Ship of the Air: Well alright more of a boat but the Fast Courier Excellent Air Boat has the potential to solve one of the most pervasive limitations of your military, which is only being able to carry what they can take on their backs into the air
[Shae Project]
DC: 80
Reward: Fast Courier Excellent Air Boat ready for deployment
Duration: 2 Turns
Cost: 100 Wealth
[] Dragon Armor Survey: The Armor of the Immaculate Dragons is a precious and potent armor of the First Age... it is also of no use in pieces. Yet in spite of that fact many Dragonblooded keep those pieces as mementos, not to mention that certain suite were kept by the descendants of Azure Dragons who never took their second breath. There might even be intact armors out there... though you doubt it
DC: 35
Reward: An accurate accounting of all the power armor in the city, no functional though it might be
Cost: 50 Wealth
[] Delve into the archives for lore: A treasure trove guarded not by mad gods and dangerous automata, but by the sheer disorder that comes upon any hall of learning many centuries old. Still this is the place without which you never would have learned to cast sorcery and so you are inclined to respect the gamble of seeking
DC 25
Reward: Some form of First Age lore
[] Scavenge Essence Pumps: one of the most complex pieces of technology in the city, clearly eclipsed only by the Reality Engine, the four great Essence Pumps once powered a city of a quarter of a million people. Now only one remains in operations, but until now no one has dared scavenge the other three
DC 65
Reward: Greater understanding of Essence infrastructure, a chance to restore another pump?
Cost: None
[] A Study of Taint: the locals claim the taint is particularly strong turning the night when the false-Luna is full, though they are so poor at astrology that they cannot even predict that. Still patience can make up for a lack of data. Stake out some beasts for a longer period of time under observation and see what happens
DC: ???
Reward: Information, more options relating to Wyld taint
[] Higher Education: If there is one thing you lack more than anything else it is... Exalted, but next to that you really lack thaumaturges. It will be costly, but you can train more of them for the good of the city
DC: 20
Reward: Increase the standard of Education +5 to all engineering actions from the greater number of skilled hands
Duration: 3 Turns
Cost: 400 Wealth
[] Mobile Essence Lanterns: Of all the works of the Old Realm, the humble Essence Lantern is the most well understood. Shae thinks she knows enough to make a portable version including a crude Essence capacitor. Such a thing could be of use to scouts and Wyldguard on patrol, but most importantly it would serve as proof of concept for more advanced artifacts
DC 70/90
Reward: Mobile Essence Lanterns
Cost: 150 Wealth
[] Enchanting workshop: a Savant of the Old Realm would weep to hear you call it that, bit for your purposes a spear that is a little sharper or armor that is a little harder could save a life
DC: 45
Reward; Improve the quality of the Wyldguard
Duration 2 Turns
Cost: 20 Wealth
Personal Actions: Not available white Gus holds the Diplomacy position on his own
OOC: And done somehow, I could not get it off my mind until I finished it. Hope you guys enjoy