Pick Two!
[X] Family: Spend some time with your family.
[X] Spouse: Spend some time with Jove.
Diplomacy
Pick Two!
[XX] Befriend: Focus on improving your relationship with a character. (Ulrich)
Martial
Pick One!
[X] Marshal Action: Do your duty as Marshal for your liege. (Automatic, must be in all valid plans)
[X] Research Military Technology: Your army is a powerful one, but as the Grimm showed, there are stronger foes. Technology will be the way to change that. (Heavy Infantry 2)
Stewardship
[X] Research [Strange Machine with a Letterboard under a Black Mirror, Strange Thin-Tome-sized Glass Machine]: You've always felt like more could be done about the state of technology in your realm. Spend a good chunk of time buried in books and diagrams to see if you can devise a new innovation, or recover a lost technique from the Time Before. (Write in the general idea of what you are researching, or select a Economic Technology.)
Intrigue
Pick Two!
[XX] Gossip: Spread humiliating rumors about [Knight of Dab].
Learning
Pick One!
[X] Convince the Menagerie Synod to grant Earth absolution: Your brother made it clear he was tormented by his guilt, and you do not doubt others who had to make the difficult choice to ease their loved one's suffering from the Grimm Plague. It would be a great act of mercy if you could convince the Synod of Menagerie to remove the stain of Kinslaying from the souls of your people.
Free Actions
[X] Name Regent: Jove
Special Actions
These actions have a variable cost, specified in the action itself. Any number of these actions can be taken at once.
[X] Free: Support Cilmi's Expedition (Write In Extent): With the Knight's finances as they are, Cilmi's plans to find this Before Times island will take years to reach fruition. At the most basic level, Cilmi's expedition needs a good ship, an experienced crew, enough supplies to make it to the Kingdom of Vale and enough Huntsmen to fight off the sea Grimm. It's a heafty amount of Lien and time, but it could be well worth it. (Requires: 1000 Lien, 50 Dust, Huntsmen to be assigned. Does not need to be taken all at once.) (320/1000 Lien, 2/50 Dust paid, 0/1000 and 0/50 of which is from you.)
-10 dust, Hunters
Urgent Special Actions (CHOOSE ONE)
The Girl in the Egg: The work of the Old Man managed to push back your need to decide possibly the last survivor of the Before Times, but the generator is quickly dying. The Old Man has made it clear the generator is impossible to repair, and that it is a miracle it lasted for even this long. He did manage to find her name: Ebon Rosewater.
[X] Break the Egg: Leaving a young girl to die in that cold place would be a cruel death, and though it would be cruel to pull her into a world so drastically changed, you cannot let her die so young. You will break the Egg, and accept whatever hell it may bring. (Do this after the research actions)
Councilors
Chancellor - Alan Black is, as always, a dependable diplomat, but with Earth no longer Knight, he has expressed his desire for Earth to reclaim his position. "After he is cured, of course."
[X] Ixnay on the Unsgay: There are a myriad of languages spoken in Remnant, and though many nobles can get away with simply speaking the most common language of their continent and a trade language or two, you do not want to be on the back foot when speaking to forigeners. Who better to teach you than your Chancellor?
Marshal - Ser Reinhardt's first showing as marshal was to be whipped by the Grimm, and he fears he may soon develop a reputation
[X] Train Troops: Order Ser Reinhardt to invest time and effort into improving the quality of your levies. Your levies will not increase in number, but they'll be a little more effective in battle.
Steward - Amity Rose continues her reign of terror in the Temple of Minno with all the ruthlessness of a Mistralian mob boss. While you would have liked her to focus on other projects, she has yet to find anyone talented enough to replace her... None that she hasn't thrown out a window, anyway.
[X] Oversee Upgrading: Have Amity organize and oversee the upgrading of your Holding. Will lower the time to build the upgrade, might upgrade it beyond the initial scope of the project, and gain a small chance to recoup some of the expenses invested in its construction.(Ravenswood port)
Spymaster - To say Balthazar is a cold fish is to say that Dust is useful. You're still not sure what is wrong with him (the going theory is that he is somehow repellent to Aura) but he is a very, very useful tool to have.
[X] Keep at Hand: Keep Balthazar at court. Your own Intrigue rolls might have an added bonus, and if any crisis come up, you'll have a capable set of plausible deniability hands.
Head Deacon - Deacons are often known as Godbotherers, but Sullivan is the most pleasant one you know. If you have any ideas on how he can improve life in your lands, then he will do it. He is currently wrapped up with the Children's Book, so much so you worry about his health.
[X] Draft the Children's Book: Unifying centuries of gospels, hymns, and other religious paraphernalia is a task which people have spent their lives trying to accomplish. The real trouble is not the editing of the book, but rather presenting a good case to the Synod of each continent, a notoriously fractious lot. (One Month Remains.)
Huntsman Superior- While Henry Liddel is not your first choice for Huntsman Superior, you can't deny that he is good at what he does.
[X] Train Huntsmen: Though Henry Liddel has an apprentice already, he can step up efforts to make sure his subordinates are putting more time and resources into training their replacements. He'll also spend more time with his own apprentice.
Royal Physician: While Dr Nail of Galcia would not normally be a part of your council, the Grimm Plague is still a threat upon your lands. You will need the slightly crude, mildly misogynistic man's help to end this menace upon your people. He did take exception when you called him a healer though. "Healers light incense and drill holes in people's heads to remove 'demons'. I'm a doctor, who treats people using actual medicine."
[X] Test Grimm Plague Cure: One of the things Dr Nail had been researching at the hospital was a cure for the Grimm Plague, something many of his colleagues had been unable to produce. He believes he has found a cure, or at least one that should work. He requires a significant amount of test subjects of varying severity, and time to catalog the effects. It is an untested cure, so the results may be worse than the plague itself.
A Matter of Luck.
70 + 11 + 6 = 87
Though your duties to both the King and your people kept you busy throughout the seas, you did not forget about your family. Zephyrus and Boreas seemed to grow between the days you last saw them, though you still have absolutely no idea how to tell them apart. You did see a glint of sharpness in the eyes of... Zephyrus? Yes, Zephyrus, so you have an idea of how to tell them apart, once they've begun talking at least. Hopefully.
Earth, for his credit, remained in his bed during his "retirement", spending much of his time reviewing the family's chronicles. Your latest visit found him with the latest volume on his lap, the pages open to your grandfather's reign. "Ah, Skye. Good of you to drop in."
You seated yourself in a chair, or rather, nearly collapsed into said chair. "Believe me, the pleasure is all mine. Alric has me running ragged, training forces all over the Kingdom. It seems he's taking the kidnapping of his people seriously."
Earth closed the tome before answering. "Truly, I pity Fatwa. They poked a hornet's nest when they struck the King, so they should pray to the Nameless One the good King doesn't suddenly reveal he is wrathful. By the way, that new healer-"
"Doctor. He rants when someone calls him a healer." You interject, causing Earth to nod before continuing.
"Doctor then- he's quite skilled, but his bedside manner leaves something to be desired. If I wasn't stuck in this damnable bed, I would have challenged the man to a duel for trying to keep Erika from being my personal nurse."
Well, there's more to it than that but... "I thought you hated dueling, brother."
"I do, which shows you how much of an arse that man has made himself to be." Earth smiled, and though it was mildly disconcerting to see the black stains on his lips, he did seem to hold some humor.
"I'll talk to him. Erika knows you better than anyone on his staff, and I'm willing to do whatever it takes to ensure you get better."
"Oh, don't worry about me. Every time he gets too uppity, I throw a random word at him. Currently it's Valestran, but at the rate I'm going through them he'll be fluent in a few weeks." "Isn't that..." "A sign of stupidity? No, he is exceedingly intelligent, enough to dig through dictionaries when he doesn't know something. Eventually I'll have to learn more Classical, if only to ensure I have more words to throw at him." Earth laughed, and you knew he was back to his usual self.
While you always had time for your brother, time for your husband was... Harder to find. You traveled back and forth between Buhaw and Wadno, sleeping more often in your carriage than in your own bed. Jove, for his part, said he did not mind your absence, as it allowed him time to assist his father's trading. Personally, you would have liked it if he had just bloody complained.
Ironically, where you had little time for the son, you found time for the father. You had started a chain of correspondence near the beginning of the wet season, and, despite years of animosity on both sides, you've managed to find common ground. Beyond the common link of Jove, you and Ulrich both wanted essentially the same thing: a legacy. While you wanted to be known as a good leader of your people (as well as a duelist, but your hobby fell to the wayside as of late), Ulrich wished to be known as a merchant equal to that of the merchant princes of Mistral. He did an admirable job, despite the curse of his birthplace, and his contacts throughout Remnant expanded your information network greatly.
The expanded information network was just a bonus, however, and by the end of the rains, you had, while not a friendship, a much better view of your father-in-law.
Ulrich relation improved (6/10), Rumor Mill expanded: General rumors of Vale, Vacuo, and Mistral unlocked.
~~~~~
64 + 23 + 5 = 92
The news of Alric's outlying villages being raided had set a vindictive fire under your King, and you were sent between the levies of Wadno and Buhaw like the ball in a Valestran tennis court. One month, you drilled the levy of Castle Buhaw until they heard parade orders in their sleep. The next, you were in Wadno, turning the various militia into quality levy. In your honest opinion, Alric was clearly preparing for war, and the Fatwa Unity would see the monster they had awakened.
While you expected Alric to immediately set his forces forth in counter raids, the king defied your expectations. Instead of reclaiming his people, the so called Sword of Chaw seemed to be sharpening his blade, preparing for the feast which the Fatwa Unity had so graciously invited him to. "Well, looks like the dry season will be eventful."
Levies of Wadno and Buhaw raised from Trash Quality to Low Feudal Quality, King Alric Asad plans to Conquer the Fatwa Unity.
72 + 23 + 5 - 20 (Ahead Penalty) = 90
The use of Shield Spears is a new concept in your lands, one which has yet to see a season's use. In other lands, however, such things have been in use for decades, if not centuries. Your House had been fortunate to claim a copy of On War, and it's lessons had been an exceptional, if incomplete source of inspiration. Reading through the book, it was clear Clausewitz was a general who surpassed you in martial ability, but the battlefields of Menagerie were not the battlefields of Vale. While pike and shot were exceptional weapon for Vale, the spear and rifle were king in Menagerie.
Ironically, it was in the mention of cavalry charges where you found inspiration for your Spear Shields. The charges were almost always conducted in lines, sometimes with a single man leading the charge in a diamond formation to better ruin infantry lines. By putting the Spear Shields in close formation, with every man braced for the shock, such charges would found their tips blunted against the shield wall. You conducted mock battles to test the theory out, and it held merit. You managed to find an interesting tool.
Heavy Infantry 2 Researched.
~~~~~
You had retrieved many relics from the Before Times from the Kronos Bunker, and while they were valuable objects in their own right, their true value came from the secrets hidden within. If you were just able to unlock the knowledge held within them, you would be able to reclaim a bit of the power that Man and Fanus alike had lost during the Fall. With this noble goal in mind, you settled in to study the relics...
Strange Machine with a Letterboard under a Black Mirror: 13 + 13 + 9 - 50 (Missing Technology) = -15
Complete Failure
Strange Thin-Tome-sized Glass Machine: 31 + 13 + 9 - 50 (Missing Technology) = 3
Failure AN: I warned you.
Only to find the relics themselves incomprehensible. The black mirror was too large to be something for vanity's sake, nor was the coloration able to truly show someone's reflection. The letter-board itself, attached to the black mirror by way of a thin cable, did nothing as you randomly pressed buttons. Even when you tried to connect the three-pronged tail of the mirror into a power source, the machine did little more than trip a circuit breaker. You were at a complete loss when it came to the knowledge of the Before Times, and it humbled you.
Even the strange tome sized was an enigma. While you could vaguely see your reflection in the black mirror, this strange object was nearly see through. There was no tail to this object, no prongs to stick into a power source, only a small hole and a few buttons which did nothing. You did find the device could collapse into a thinner, pocket sized object if you pushed in a certain way while two buttons were depressed, but further secrets eluded you. Finding your descriptive name of the object too long, you decided to call this object a Tablet, after the similar looking writing devices of old. This gave you at least some progress.
Secrets of the Relics not discovered yet, Strange Thin-Tome-sized Glass Machine renamed "Tablet", Knowledge of Before Times insufficient to research selected Relics.
If there is one thing you could not stand, it was sore losers. Issiah Glory had dragged your name through the mud after your army broke itself against the horde of Grimm, all for the sake of saving his Holding. The idiot had hidden himself in his castle while raiders destroyed his most valuable possession, and then he had the gall to shift the blame onto you!
Well, if he wanted to play dirty, you would throw some dirt as well.
You sent letters, first to the lands of Ma Aqaan, then to your friends in Kuo Kuwama, calling in favors and spreading word of the truth. In short order, your correspondence included a number of bards and traveling storytellers, the secret legacy makers of Menagerie. Your tale of honor denied seemed to strike a cord with the bards, and soon poems of Issiah Glory's cowardice were penned. You heard a performance of one in a roadside tavern, and you smiled when the bard began the song.
I once rose above all, my power at it's height.
My manner was implacable, now I am filled with fright.
My armies destroyed my foes, their spears filled with might.
Now I hide in my castle, cowering before the night.
My people were once happy, safe behind my walls.
Now they scream and shout my name, only able to bawl.
My name was once meant to stand tall.
Now my name is nothing but a horrid scrawl.
My greatest have been captured, their scalps on tribal heads.
Still I scream and rant, my Glory now in shreds.
Before the season was out, Issiah Glory had a new name, "The Coward". Through your work, the Knight was reduced to a joke in his own Kingdom, and his declaration of a feud was little more than laughed at by his King. In the end, you managed to come out well ahead, having showed what happens to those who strike you.
Knight Issiah Glory of Dab Disgraced (Prestige is now negative), Issiah Glory gains Epithet: "The Coward", Skye gains 75 Prestige, Issiah's declaration of a feud against Skye laughed at.
Besides the utter failure of your research, and your lack of time to be found for Jove, everything seemed to be going your way. There was no finer example of this than your correspondence with the Menagerie Synod. While you had been expecting the need for "donations" to get your proposal through, the truth had been much more surprising. You had not been the first person to suggest the absolution of kinslayers, though your reputation for reclaiming lost temples had helped sway the High Deacons who were on the fence to join sides. In the space of four letters, you had managed to secure victory for the mercy faction, granting absolution to your brother and others like him.
You also managed to find an ally in the Synod in the form of High Deacon Adoni, the head of the mercy faction. When you moved to present the Children's Book, he would no doubt be an great help.
Absolution granted to all who granted mercy to their plagued kin, Earth Ravenswood trait removed (Kinslayer), 100 Piety gained, Ally gained: High Deacon Adoni (+5 to proposals to the Menagerie Synod).
~~~~~
Kronous Medical Bunker
You barely found time to return to Yeqerta, but there was absolutely no way you would miss the opening of the Egg. While you would have liked to ensure the Egg stayed intact, its mysteries had eluded the most knowledgeable of your scholars. You had weighed your options, and knew that it would be better to save a life than end one.
You stood before the egg, attended by a number of bodyguards and Dr. Nail. One of your guards stood by the Egg, hammer in hand, waiting for your order. You looked once more at Ebon, floating in her glass cell for as long as your history stretches. She would hate you for this, but she would live. "Do it."
The guard nodded and the hammer was swung. A single strike shattered the Egg, cold, strange water flowing out in a torrent. The mask slipped from the young girl's face and she slumped from the Egg's pedestal. Before she could strike the ground, you caught her and felt the chill that covered the girl. While she was not frozen solid, you could see her shiver in her unconsciousness. "Blanket!" You barked, a guard swiftly wrapping the chilled girl in the ordered furs.
You saw Ebon's eyes open, and her mouth opened as if to speak... Before you quickly pointed her towards the floor as she vomited. A strange, rotted green liquid splattered on the floor as the girl heaved. Parental instincts kicked in and you rubbed the girl's back, "There there. It's alright."
Minutes passed as Ebon weakly spat the final vestages of sick from her mouth, her eyes turned towards you. " ˈs-'sɑri." She said in a strange accent, her eyes taking in your appearance. " wʌt... haʊ lɔŋ hæv aɪ bɪn aʊt?"
You looked towards the Old Man, knowing what the likely question was. "Translate for me. You've been asleep for a long time." "ˈsliːpɪŋ taɪm lɒŋ." Based on the look of confusion on her face, it wasn't a direct translation, but it was the best you could do for now. "You are safe. Don't worry. My name is Skye, what is your name?" " juː ɑː seɪf. dəʊnt ˈwʌri. maɪ neɪm ɪz Skye, wɒt ɪz jɔː neɪm?"
The translation was better, as the confusion disappeared. "ˈɛbən. ˈɛbən ˈrəʊzˌwɔːtə." A note of panic entered her voice. " weər ɑː maɪ ˈpeərənts? maɪ ˈsɪstə? weər æm aɪ? weər ɪz ˈɛvrɪwʌn? wɒts ˈgəʊɪŋ ɒn?" The panic grew desperate as she rushed through the Classical words. " wɒt ˈhæpənd? tɛl miː wɒt ˈhæpənd Skye. haʊ lɒŋ wɒz aɪ aʊt?!"
The silence that followed Ebon's shout was deafening, broken only by the young girl's fearful breaths. You broke the silence with words which tasted like ash in your mouth. "A long time. Don't worry, it will be alright."
You were sure the words seemed like platitudes to Ebon, but they would do for now. You stayed with her a bit longer, answering small questions (keeping the words short and simple for the Old Man to translate) while Dr. Nail checked her health. By the end, he could find no obvious signs of sickness, revealing whatever ailments she suffered from were far more insidious.
With Ebon clothed in warm cloth, you return to Ravenswood Castle, hopeful you made the right choice. As your people returned, however, the howling of Grimm could be heard on the winds, an omen of ill tidings.
Character added: Ebon Rosewater, Egg broken and revealed to be little more than a refrigeration system and empty tubes, Ebon committed as one of Dr. Nail's patients, Grimm hordes grow.
What should become of Ebon Rosewater?
[] Adopt the girl into House Ravenswood.
[] Introduce her to your court as a Courtier, a recently discovered third cousin.
[] Something Else (Write In)
What should become of the Kronous Medical Bunker?
[] Strip the bunker for components and use the space as burial grounds.
[] Hide the entrance of the bunker and use it as an emergency shelter.
[] Something Else (Write In.)
~~~~~
Ten Dust provided, Huntsmen promised (395/1000 Lien and 19/50 Dust paid, 0/1000 and 10/50 of which is from you. You also provided Razz and Fale for the expedition.)
Your attempted studies of the relics of the Before Times (humbling) and Ebon's awakening (sad yet hopeful) have showed you the unavoidable nature of the Before Time's shadow. You had found relics of untold value from the bunker, and if Cilmi's journal was to be believed, the ruins of the lab would contain such wealth as to make those relics look like children's toys. You would be remiss if you did not claim a measure of that wealth for yourself.
Lacking the free Lien, you instead chose to provide a significant amount of Dust, as well as Razz and Fale when the expedition is fully funded. You were not the only noble to fund the expedition, as King Alric had begun to funnel excess Lien and Dust into the expedition, turning the project from a future pipe dream into a very possible reality.
At least now you secured your say in the project, but you could always aim for a greater share.
~~~~~
36 + 11 + 5 + 14 = 66
Success
While less exciting than other events of the season, Alan proved to be a competent teacher. While Classical was beyond his knowledge, your Chancellor had focused his lesson plan on Arumban, more commonly known as Central Trade due to it's use in trade between Vale, Mistral and Atlas. Your final thoughts on the language are simply the fact it is a bastardization of all three continents worth of languages. Honestly, if Alan was not a competent teacher, you're rather sure you would never even understand the language, besides becoming fluent in it.
Still, you have another language under your belt, and a possible stepping stone into three other languages.
Skye gains Trait Multilingual (Menagerai, South Trade, Central Trade), +1 Diplomacy.
65 + 14 = 79
As if to repent for his poor showing during the siege of Dab Royal Hospital, Ser Reinhardt threw himself into the training of new levy soldiers in Yeqerta. You would have thought your levy would not have been at full strength for a year, especially given the new system you had applied. Ser Reinhardt cut the time from twelve months to three, reporting your levy was at capacity as he switched from recruitment to training. It was an exceptional performance, and you stopped looking towards a possible war with apprehension.
Yeqerta Levy fully restored, Retinue still training.
With the matter of the bunker finished, work continued apace on the Temple of Minno. The ruins had been cleared, and new buildings were popping up almost overnight. It would not be long until the first residents could move into the reclaimed Holding. Unfortunately, Amity reports she had yet to find a suitable replacement as foreman, leaving her in command for another season. She did, however, find a possible replacement. She would be keeping an eye on the worker, putting more responsibilities on him to see how he stands the pressure.
90 + 16 = 106 + 77 = 113
Critical Success
For the entirety of the wet season, you had heard neither feather nor whisper of Sullivan, and you had begun to worry for his health mere hours before he appeared before you. Wild eyed and as excited as your children, you could hardly understand his speech as he showed you the results of his labors.
The Children's Book is a masterpiece. A tome with significant but not excessive weight, a truly immense amount of knowledge had been condensed down. Scribed upon lightweight paper, the book contained much of the works Sullivan had recommended to you, the language rewritten for the common man, and presented in a narrative fashion that not only appealed to the spirit but also held one's interest. It was, in your opinion, a masterpiece.
Immediately after showing you the work, Sullivan fell asleep on his feet. Before he would return to his duties, you would ensure he had a hearty meal, and a bath. For now, however, you would let your family friend sleep.
The Children's Book completed, +10 to presenting the book to the Menagerie Synod, Total Modifier: +25.
30 + 15 + 7 = 52
With the Grimm population reduced and your people placated, there was little need for the Huntsmen to be a public presence. With this in mind, you had ordered your Huntsmen to focus their attention on improving their own. If more dreaded Grimm the like of Jezebeth appeared, you would not be found wanting.
The first fruits of the training soon revealed themselves, as Fale, Razz's apprentice, awakened to his Semblance. Perhaps fitting for one whose name means fire, Fale's Semblance summoned fire from his hands, and though the fires were only embers, his control would only improve. By the end of the wet season, Fale had achieved sufficient control to coat his Flamberge in flames, a potent weapon against the Grimm hordes. It was clear the teen was nearing the end of his apprenticeship, as Razz was preparing for "The Test."
Considering Henry had said "The Test" in such a fashion as to imply capitalization, it must be important, and rather secretive.
86
Success AN: You know, I had hoped this would take longer. Unfortunately, bloody SV Luck had another thing to say.
As a wet season filled with changes came to a close, there was one final occurrence which filled you with relief. Dr. Nail, the doctor who was said to be your pet mad scientist, had issued the report on his testing of the Grimm Plague Cure at the final council meeting of the season.
The doctor had stood, cleared his throat, and paused as the sky outside boomed with thunder. Once the cacophony of sounds passed, the doctor opened his mouth, only for nature to silence him again. This occurred twice more, the doctor growing visibly frustrated before he shouted over nature's fury. "Oh bloody pit! It worked! Seven times out of ten it works on the recently infected, and five times out of ten on the dire cases in a few doses. With an extended regimen of treatment we can drive off the plague. Let the record show my theory was right, my naysayers were wrong, and I'm the best damn doctor in Menagerie." With a huff, the gloating doctor sat back down, with the council letting out a cheer.
Gloating aside, the news was a welcome relief from the quiet worries of the plague. Once production of the cure truly began, you would no longer need to worry about the plague leading your people to ruin.
Grimm Plague Cure discovered, +70 to treating light to moderate infection, +50 to treating heavy infection, Dr. Nail won't stop gloating.
Alright, standard request here. If you see any errors in the update, or something doesn't flow well, feel free to point it out. Now... Time for the expanded rumor mill...
@Raiu The closest thing to an error I can see in the update right now is that there's no mention of our support for Cilmi's expedition to Merlot's lab.
Considering that the bunker could be considered holy ground because Ebon was found there, if we converted it into a burial ground could we gain Piety from it?
So aside from not improving our relationship with Jove or figuring out the items we retrieved from the medical centre where we found Ebon we did pretty damn well (and the fact we didn't make things worse with Jove or break the items counts as pretty good). Glory is utterly humiliated, we've really improved our relationship with Ulrich, we've managed to get the Synod to grant absolution to everyone who's had to mercy-kill a relative infected with the Grimm Plague (and that is a load off our brother's shoulders). Also our Diplomacy has gone up as we've learned another language and one of our sons has a very good trait that (I think) is inheritable.
@Raiu The closest thing to an error I can see in the update right now is that there's no mention of our support for Cilmi's expedition to Merlot's lab.
Considering that the bunker could be considered holy ground because Ebon was found there, if we converted it into a burial ground could we gain Piety from it?
So aside from not improving our relationship with Jove or figuring out the items we retrieved from the medical centre where we found Ebon we did pretty damn well (and the fact we didn't make things worse with Jove or break the items counts as pretty good). Glory is utterly humiliated, we've really improved our relationship with Ulrich, we've managed to get the Synod to grant absolution to everyone who's had to mercy-kill a relative infected with the Grimm Plague (and that is a load off our brother's shoulders). Also our Diplomacy has gone up as we've learned another language and one of our sons has a very good trait that (I think) is inheritable.
Yeah, there's the support bit. Ill add that in once my brain works again.
Also, yes, Quick is inheritable, and he got it from you. Also, inheritable traits are actually a bit of a rarity, since a child only has a rather small chance to inherit it, even if both parents have it. That does mean keeping the trait in the family is hard and... requires some creating management to ensure your heir is the one with the right traits.
Man, this is a nice rug. So slick and easy to pull. Please, stand right on top of it.
[X] Introduce her to your court as a Courtier, a recently discovered third cousin.
Seems to be a better choice [X] Strip the bunker for components and use the space as burial grounds.
This quest looks like it could be good. I can't help but wonder what is going on, inside the head of Ebon Rosewater?
And double post because I forgot, on the note of holy site, not really. Progenitors are really more into holy sites than Children, and if you were to make it a holy site (which is what you were asking), you'd need to explain why. As it stands, stripping the bunker and turning out into a burial ground would meet you some piety and prestige (as well as making the position of Lord Deacon of Minno a more prestigious position), since nobles would love burying themselves or honored ancestors in an excellent example of the Before Times.
[X] Introduce her to your court as a Courtier, a recently discovered third cousin.
Seems to be a better choice [X] Strip the bunker for components and use the space as burial grounds.
Welcome to the quest, Temes, where you get to hear myself slowly go crazy under my own free will and the insane dice luck of SV. Whatever comes out of my insanity will at the very least be entertaining.
Wow, there's a single shoe on the floor. I wonder when the other one is going to drop...
To reduce the penalty on researching the items we found in the Kronous medical bunker I guess we've have to research Before Times like under the Cultural heading in the Research section on the Dynastic Holdings page. What sort of action would that counts as? Maybe a Learning action?
[X] Adopt the girl into House Ravenswood.
[X] Strip the bunker for components and use the space as burial grounds.
Wow, there's a single shoe on the floor. I wonder when the other one is going to drop...
To reduce the penalty on researching the items we found in the Kronous medical bunker I guess we've have to research Before Times like under the Cultural heading in the Research section on the Dynastic Holdings page. What sort of action would that counts as? Maybe a Learning action?
[X] Adopt the girl into House Ravenswood.
[X] Strip the bunker for components and use the space as burial grounds.
That would be a learning action, or... Ah, yep. Forgot to add in a Spymaster action. So you can either research a technology or concept (there are a lot of techs which aren't listed) or you could send out your Spymaster to steal technology from a specific province. You have no real control over which technology you can get, and it's not a surefire thing. In fact, the most common outcome (besides failure and the spymaster being either banned from the province or imprisoned) is a buff to the first research action that takes place after the spymaster action. Yep, that's right. The order in which plans are structured is important.
Let's just say his Huntsmen are overworked, and are currently in the "Love my country, Hate my leader" phase. He won't be overthrown (only the most ambitious and stupid Huntsmen do that), and he won't be eaten by Grimm any time soon, but Dab's trade and tax collecting has been knee-cap'd for a few turns. Admittedly, the reveal of his scapegoating didn't really affect it much.
Everyone is wondering where Jezebeth has gone though. That's not something anyone likes to lose track of.
Should be regimen . Also I'd recommend dropping the comma to make it flow more smoothly.
Also where's the Fatwa Unity on the map?
Which is the Kingdom to the west of Chaw?
I think I remember something from a previous turn's gossip mill that the Enkidu were looking at settling down from being a tribe to an actual kingdom. Is this correct or am I tripping balls?
It's rare enough that it's a non-issue. You don't often see overly ambitious Huntsmen due to their cultural station in life is often seen as a form of servitude, since Huntsmen are beholden to a lord and use their strength to protect their lords and commoners. It's not really a career path based on upwards mobility, but rather one where you're simply ensuring that the weak under your protection do not have to live in fear for another day.
That being said, there have been cases where a tyrannical ruler was killed by their Huntsmen, always when they were too powerful or too allied with their neighbors for a war to start. Sometimes it was a knife in the dark, sometimes it was forcing an "honorable suicide", but mostly it was a very sudden, very public striking down.
It's rare for a corrupt ruler to ever get that far, though, so your Huntsmen are not a threat to you. Well, except for Razz, and that's only because she's eventually (or just likely) to go. bloody crazy. (Seriously, what kind of madman implants Dust Thread into their own body?)
Should be regimen . Also I'd recommend dropping the comma to make it flow more smoothly.
Also where's the Fatwa Unity on the map?
Which is the Kingdom to the west of Chaw?
I think I remember something from a previous turn's gossip mill that the Enkidu were looking at settling down from being a tribe to an actual kingdom. Is this correct or am I tripping balls?
The quick and dirty map reference has been updated, and the Fatwa Tribal Unity is the northernmost tribal "Kingdom" to the west of Chaw. It's a two province "Kingdom", though the grey line is hard to see.
There are two "Kingdoms" west of Chaw. The northern tribal "Kingdom" is the Fatwa Tribal Unity, while the southern tribal "Kingdom" are the lands of the Be'er tribes, who simply refer to their lands as such, eschewing the flowery fluff of the Fatwa for a more serious tone.
And no, you are correct that the Ekidnu is looking to break off on their own and become a Knightdom (not a Kingdom, they don't have enough power for that). Switching from tribal to feudal is a hard transition though, so they are preparing before taking that step. A province that only recently transitioned to a feudal system is a very vulnerable one, so they don't want to risk losing their lands.
Huh. You know, I just realized that over the course of almost four months, I've written just over 40k words for this quest in the main storyline, even discounting the updates which were mostly choices. That means I've written a work of fiction which would classify as a Novel under the Nebula award classification.