The Unification of Britain (CK2, Original) [Dead due to a RL event]

So, in terms of marriage options, what are people thinking? The possibility of an elf wife seems like it might be our best option IMO, as it would help with magic stuff, which is where we're obviously weakest.
 
1.1 - Turn Results
[x] Plan Seeking Advice: Magical Edition, version Morrigan
-[x][Diplomacy] Open a trade route to Moridunium
-[x][Martial] Construct Watchtowers
-[x][Stewardship] Seek Advisor
-[x][Intrigue] Seek Advisor
-[x][Sorcery] Seek Advisor
-[x][Sorcery] Establish University
-[x][Personal][Free] Find a "Foreign" Wife


-[x][Diplomacy] Open a trade route to Moridunium
1D100+20 => 61 vs. 50 (Success)

You are Decurion Marcus Gracus and you are surrounded.

By trees.

Trees that made you grateful for the black robed sorcerer who rode beside you. A wanderer named Merlin who asked to join your caravan to Moridinium for reasons of his own. Reasons you probably should have investigated further but you had been in a hurry to leave.

The thirty men of the 5th Turmae of the Legio Pendragon rode horses in twos behind you. They were followed by the merchants' wagons and a handful caravan guards the merchants kept on retainer. A large escort, to be sure, but with brazen banditry along the road to Moridunium such an escort was a necessary thing.

Your eyes scanned the trees for signs of an ambush as you said, "So, Merlin, why did you leave the safety of Londinium for the treacherous road to Moridunium? Do you prefer the company of elven women perhaps? I know we have few exotics in our own brothels. A shame really."

The wizard shrugged and said, "Marcus, my goals are of an educational nature. A treatise on magical theory called the Origins of Sorcery which was banned a century ago by the Romans for its heretical theories on the nature of magic. The copy I could find is in Moridunium. Now that the Rome's legions have withdrawn, a scribe is selling copies of writings that were banned under Roman rule."

You stared incredulously at the sorcerer and replied, "You would risk your life for some words on parchment?"

"I would hardly call travel with an escort of forty men risking my life, but yes. I have travelled all over Europe and collected every work on magic I could find regardless of the risk. Sorcery is an intellectual art and the more knowledge one acquires, the more powerful one becomes. Even words unworthy of the parchment upon which they rest provide value, if only to help separate the wheat from the chaff."

A cold wind rustled the leaves as your eyes dart from tree to tree. You hated forests. The perfect place for an ambush. The merchants' wagons would have to follow the road and a single fallen tree would force you to fight. Even without a barrier to your passage, the trees could hide a legion of archers that would slaughter you in a single volley.

The sorcerer ignored your unease as he continued, "It might be nice to settle down after this trip tho. I will have collected all that I seek by the end of this trip. Fresh research requires a stable base of operations from which to operate."

You remained focus on the noises of the forest, irritated that the wind would provide cover to those who might seek to do you harm. But you could not halt the column every time there was a gust of wind.

"I am sure the King would be happy for you to settle in Londinium. We have few enough human sorcerers as it is. Besides, the King wants to found a University for mages and that should attract mages from all over."

"True but the elves are more experienced and their Lore is without peer. I suppose with warm relations some of them would travel to Londinium and that might be enough to create an opportunity there. I fear I have gone as far as I can in my studies of Pyromancy and must branch out to other disciplines to grow."

"Pyromancy? Isn't that the Northern magic practiced by the orcs?"

"Indeed. I studied there for a time and found myself possessing a gift for the subject. One could almost say that such sorcery runs in my veins. However, the orcs are primitive and I have long since eclipsed their best. Although it is said that the Warboss Skorcha outstrips even the strongest of the orcs I knew."

"Skorcha is nothing but an uppity barbarian chieftain with delusions of grandeur. Once the King has properly trained his Legions we will march north and dispose of that scum."

"I think you underestimate him, Decurion. Skorcha leads the largest horde in a generation and is not a man to be trifled with. I fear, as things stand, all of England is in grave danger of being overrun by that horde. Every day that passes his army grows and with humans as thralls, he might master the logistical problems that have plagued his predecessors."

"Bah, orcs are all brawn and no brains."

"That is what the elves said of humans and they spent the last three centuries under Roman rule."

"That is because the elves have brains and no brawn. Sorcery does not win wars, swords do."

"Perhaps."

You were about to retort when you caught sight of a fallen tree. An obvious trick for an obvious ambush. It seemed the wind was harmless after all.

You turned on your horse and shouted back, "Beware! There is likely an ambush ahead!"

An ambush that would complicate the lives of mounted soldiers.

You slipped off your horse as you continued, "Dismount and watch the trees!"

The wind would cover any sound the ambushers might make but they had certainly heard your caravan by now. The question was, where were they? You would have expected them to be in a position to attack by now. Perhaps they had been scared off by the size of your escort?

"Tiberius, Brutus. Grab axes and start on the tree ahead. Watch the trees. We might have scared them off with our numbers. Everyone else, form up on me and be prepared to charge forward to support those two if they are attacked."

The two named soldiers wore grim expressions on their faces as they followed your orders. They knew they were sacrificial lambs to draw the ambushers out if it was to be a fight. They should have avoided being drunk on duty.

The rest of the 5th Turmae lined up besides you and formed a wall of soldiers between the fallen tree and the rest of the caravan. You debated calling upon the caravan guards but if the ambushers had a rear guard in place to prevent escape, they would be needed where they were.

Hsssst. A fireball flew above your head and set the tree alight.

"No need to send your men forward, Decurion. I can destroy the obstruction from here."

Bloody sorcerer. They were scouts with an excuse to play dumb. Oh well.

"Tiberius, Brutus. Put the axes away but you are still up. Scout ahead for an ambush."

Hssst. A second fireball slammed into the fallen tree and finished the job.

The named soldiers drew their swords and marched forward.

Luckily for them, the bandits had already vanished after they had counted the number of guards. The wind had provided ample cover for the bandits escape. A pity. It would have been one less group of bandits plying the road between Londinium and Moridunium if you had noticed them.

The forest eventually gave way to farmlands as you approached Moridunium and you found yourself breathing a sigh of relief at the change. The danger was past for this leg of the journey and would have a few days for you and your men to recover. A few days of wine, women, and song. Good times.

* * * * *

You are Aeneas Consus, Ambassador to Moridunium for this trade mission and wealthy brewer. Much of the caravan that had been safely escorted to Moridunium was barrels of your wares. It was only just that you had been sent to negotiate the price you would be paid for them.

The audience chamber of the Morrigan was a plain affair with wooden walls surrounding a wooden throne. The woman herself was in a shapely red dress of silk, an import from the East. Her close cropped red hair made her stand out from the dark haired elves that formed her court with the exception of a short young elf that stood to her left.

"Aeneas, I trust there was not too much trouble on the road? I am afraid our patrols are not quite as thorough as they should be these days. We find ourselves a wee bit stretched since the Romans withdrew their garrisons from the Isle."

"A fallen tree, my lady. Nothing a few fireballs couldn't handle."

"An orc was among you?"

"No, lady. The pyromancer was a human by the name of Merlin who travelled from the Eire to Britain some time ago in pursuit of writings on the nature of magic."

"Ah, that is unusual but acceptable. Perhaps I could meet with this Merlin?"

"I am afraid he has already departed our company as he merely used us as escorts."

"Too bad. Perhaps one of my court can find him. I had heard only orcs could wield such Lore."

A long haired brunette left the Morrigan's court in search of the sorcerer Merlin. The two would have a pleasant conversation in the days to follow and a job offer would be extended. A human pyromancer was a rare thing.

"If I had known of your interest I would have brought him with me, my lady. Alas."

"I am sure you would have leveraged access to him in our negotiations, Aeneas. Now, I believe thirty bars of silver should be sufficient for the beer you have brought us, yes?"

"I had been told a hundred, my lady. Perhaps you have forgotten the price we had agreed upon?"

"A hundred? Surely not. I would have remembered such an absurd price. Fifty might have been a number that slipped my mind. A reasonable sum."

"Fifty bars of silver it is, my lady. A reasonable sum indeed."

It was also the price you had agreed on originally but last minute renegotiations were to be expected. Elves jealously guarded their secrets and their wealth. It was the reason you had demanded this position in return for your wares.

"Indeed. I was wondering if you might do me a small favor, Aeneas? My niece has always longed to see more of the Isle and has expressed an interest in travelling to Londinium. It would be a comfort if you could provide her with an escort on your way back to Londinium."

"Of course, my lady. Of course."

The redhead to the Morrigan's left smiled. The woman in question, perhaps?

Rewards:
Trade Route:: Beer :: Moridunium :: +50 Silver Bars/Season
Relations with the Morrigan / Moridunium is now Friendly (2).
1/1 Trade Routes are currently being utilized.

Unlocks The Following Actions:
[Diplomacy] Establish Non-Aggression Pact with Moridunium: The first step to deepening one's friendship with one's neighbors is to guarantee that they will not be the target of your armies. While it is unlikely you would disrupt a valuable trade route with war, a signed treaty is the sort of assurance many rulers prefer. After all, if you are proven as a man of your word...the diplomatic value is incalculable. And if you prove untrustworthy, the promise costs Moridunium nothing. Moridunium has no designs on invading Londinium after all.
Time: 1 Season, Reward: NAP with Moridunium and the relationship is improved as long as you never break an agreement.

[Diplomacy] Trading Post in Moridunium: What is better than a single trade route? A permanent settlement on the outskirts of Moridunium and a deepening of the trade relationship to the profit of all involved. The elvish thirst for Londinium's beer is virtually bottomless and they would certainly appreciate even more beer delivered to their doorstep. And who goes to war with their bartender? Nobody!
Time: 1 Season, Reward: +100 Silver Bars / Season and an improved relationship with Moridunium. Cost: 1 Trade Route slot, you must take Focus on Grain to maintain an adequate supply of beer.

[Sorcery] Beer! Beer for Everyone!: Demand for beer is skyrocketing both at home due to the discovery that beer enhanced magical power. The hedge wizards of Londinium had no clue of the benefits until a wandering sorcerer let the information slip. If you earmark a supply of beer for your mages, they would become more effective allies. Of course, it would strain your supply of alcohol so you would probably need to focus your economy on production of the stuff.
Time: 1 Season, Reward: Mages are properly supplied and no longer suffer penalties from their ignorance of the magical properties of Beer.

[Sorcery] Hire Necromancers: The Necromancers of Moridunium are a powerful class of mages whose fell magic is feared on the battlefield by all that oppose them. In fact, the Morrigan was granted a large degree of autonomy just because the Romans feared open battle with dozens of powerful Necromancers. For the right price, one might acquire this power as your own but the price is rather steep.
Time: 1 Season, Reward: One Legion is now supported by a Necromancer Hero and his students. Cost: 300 Silver Bars / Season.

[Sorcery] HIre Geomancers: The art of Geomancy is a useful talent in construction and in war. Proper Roman fortifications for a siege can be thrown up in a few hours. Fields can be tilled in minutes. It is this sort of flexibility that has made Geomancers a valuable commodity among those that can afford them. Unfortunately, demand for this power far outstrips its supply which means they can name their price.
Time: 1 Season, Reward: One Legion is now supported by a Geomancer Hero and his students. Cost: 300 Silver Bars / Season.

[Sorcery] Develop ???????: With access to a major magical community, you now have the resources to study Major Lores and potentially create your own. It would be a long process, but a unique Lore is the sort of advantage any would-be King desires. However, the process would be longer than simply educating your people in a Lore known to willing tutors.
Time: 60 Seasons, Reward: A Lore unique to Londinium and the formation of a new class of mages. Permanently unlocks ?????? as hireable units and ????? sorcery options.

[Sorcery] Develop Necromancy: With access to Moridunium's magical community, you have gained access to a wide variety of Necromancy texts and practioners of the art. This would be useful in advancing the breadth of Londinium's mages. Of course, it would take a decade of training the next generation of wizards to produce the quantity needed to engage in serious work.
Time: 40 Seasons, Reward: Necromancy is now part of the foundations of magery in Londinium, permanently unlocking Necromancers as hireable units as well as all Necromancy options.

[Sorcery] Develop Geomancy: With access to Moridunium's magical community, you have gained access to a wide variety of Geomancy texts and practitioners of the art. This knowledge would be useful in advancing the skill of Londinium's mages...of course it would take a decade of training the next generation to achieve anything close to the numbers you need for serious activities.
Time: 40 Seasons, Reward: Geomancy is now a part of the foundations of magery in Londinium, permanently unlocking Geomancers as hireable units as well as all Geomancy options.



-[x][Martial] Construct Watchtowers
1D100+40 => 87 (Success)

Rewards:
Watch Towers: Bandits are easily caught by regular patrols between towers and Londinium has plenty of time to prepare when faced with invasion.
+1 Trade Route


-[x][Stewardship] Seek Advisor
1D100+20 => 38 v. 50 (Failure)

Despite your best efforts, you found only one competent person to act as your Steward. Maybe you should look around a little more?

[ ] Continue the search and reject the advisor.

[ ] Morgan of Londinium

Stewardship: +24
Haste Makes Waste: You cannot accelerate Stewardship projects by assigning additional dice to the action. But why would you use that option anyway?



-[x][Intrigue] Seek Advisor
1D100+20 => 85 v. 50 (Success!)

[ ] Morcant of Londinium
Intrigue: +26
Silence is Golden: A man of few words, Morcant is skilled at maintaining proper opsec and is very effective at cleaning up "problems". Of course, his solution generally involves murdering anyone who might be a problem. (+20 to counter-intelligence rolls, expect dead bodies every Season ... up to and including named NPCs, Spy Network costs double due to the "risk premium" of working for a someone who views murder as the solution to problems.)

[ ] Drust of Londinium
Intrigue: +23
Lovely Little Birds: A master of the honeypot, Drust's spies are mostly servants of the female persuasion. The passive intelligence he provides is on a scale no other can match. (+20 to Intrigue rolls against targets with the Lecherous trait.)

[ ] Marcus Bricius
Intrigue: +22
Roman Wisdom: A far-reaching network of proper Roman spies is a serious advantage if one wishes to remain up to date on Continental affairs. (More passive intelligence per Season, passive intelligence contains detailed information on the state of the Roman Empire and the Roman politicians that might be cultivated as allies. The Empire won't return to Britain but you can still tap Imperial resources with the right bribes.)

Triggers the following action as a Free Action:

Build Spy Network: You don't need an advisor to build a spy network of your own. You technically have the skills to do the job, you just need to make the time to do it. The passive intelligence alone would be worth the expense. Of course, without an advisor your ability to focus on espionage would be limited. Decisions, decisions.
Time: 1 Season, Reward: Unlocks the majority of Intrigue Actions. Cost: -100 Silver Bars / Season

Starting next turn, you will have large quantities of intelligence available for you to peruse. Some of it will be irrelevant minutiae but some of it will be important.

Unlocks The Following Actions:

[Intrigue] Establish Deep Cover Operatives: To deeply penetrate an enemies defenses, one needs long term operatives who are above suspicion. This is the sort of advantage any sane spymaster seeks out before he attempts a serious espionage operation. Of course, deep cover operatives are at constant risk of discovery so it is not without its drawbacks. You must choose a target City to establish your deep cover operatives in. (i.e. Moridunium)
Time: 1 Season. Reward: +20 to Intrigue rolls against the target as long as the agents aren't discovered, DC varies depending on target and it is a DC 50 roll to maintain these operatives each turn. Diplomatic penalties are negligible as everyone does this sort of thing.

[Intrigue] Steal Magical Secrets from Moridunium: It would risk your relationship with the Morrigan but the years it would save off of training your own mages might be worth it! The reason magical research is so slow is the elves are keeping the best stuff for themselves. They might sell you the same stuff their apprentices study, but the works of the masters are hidden behind closed doors. It is a risk, sure, but so is going a decade without powerful mages of your own.
Time: 2 Seasons, Reward: -20 Seasons for a random choice between the Develop Necromancy or Develop Geomancy actions., DC is 70=50+20(Morrigan Intrigue)+20(Morrigan's Intrigue Advisor)-20(Friendly relations). Massive diplomatic penalty with the Morrigan if caught as this borders on an act of war.

[Intrigue] Steal Magical Secrets from Segontium: It probably would lead to a cold war if you were caught, but the knowledge you would gain would be worth it. And honestly, Segontium is unimportant enough to you in the grand scheme of things that such a conflict would be a minor annoyance. Besides, you already have access to Necromancers and Geomancers through your friendship with Moridunium. Wouldn't it be nice to develop some unique Lore of your own or at least a Lore rare enough that it might as well be so?
Time: 2 Seasons, Reward: -30 Seasons for the Develop ??????? action. DC is 90=50+20(Segontium Intrigue)+20(Segontium's Intrigue Advisor). Massive diplomatic penalty with Segontium if caught as this borders on an act of war.

[Intrigue] Steal the Secrets of Pyromancy: You are practically at war with Warboss Skorcha and the other Warbosses already. Sure, you might have considered opening diplomatic relations with them in the form of trade but it would never go further than that. Why not steal their secrets, kidnap a few pyromancers, and give your people a headstart on the Lore of Fire. No one cares if you piss off the Orcs in the process.
Time: 2 Seasons, Reward: Unlocks Develop Pyromancy action with a Time of 20 Seasons. DC is 100=50+30(Skorcha Intrigue)+20(Hostile Race). Massive diplomatic penalty if caught, but honestly, who bothers making peace with a Warboss?

[Intrigue] Plan Operation: Write in the sort of Intrigue operation you want to perform and this action will determine its feasibility, risks, etc. Intrigue is the slow boat to victory but the cost of failure is always small enough to be worth the attempt against someone even if you avoid attempts on your friends.
Time: Instant, Reward: Unlocks Intrigue Action(s) for immediate use as a free action. DC is 50. No diplomatic penalty if caught although the unlocked action most likely will have such a thing.

QM's Note: There is such a wide variety of things you can do with intrigue, I'd prefer write-in actions to me coming up with 2390420342 options. So I've unlocked the most obvious options and the rest is up to y'all. Be creative, I won't mind. The more complex you go, the higher the DC tho.


-[x][Sorcery] Seek Advisor
1D100+20 => 112 vs. 50 (Critical Success!)

[ ] Merlin of Avalon
Sorcery: +25 (+10 if Pyromancy)
Mana: 2

Archmage of Pyromancy: Merlin has reached the pinnacle of the Pyromancer's Art and his skill with such magic is impressive (+5 to Pyromancy rolls). His specialty is the creation of fiery, enchanted weapons that literally melt metal armor and sets fire to those in leather. The value of such a power on the battlefield should not be underestimated.

Pyromancer (Dragonblooded): Merlin has a natural affinity to Fire Magic due to the fact that he is an eighth Dragon. This grants him access to the Lore of Pyromancy as well as a natural talent for its use. (+5 to Pyromancy)

[Sorcery] Develop Pyromancy: With access to Merlin's magical knowledge, it is only a question of effort for your magical community to acquire the knowledge needed to train its own pyromancers. Of course it would take a decade of training the next generation to achieve anything close to the numbers you need for serious activities.
Time: 40 Seasons, Reward: Pyromancy is now a part of the foundations of magery in Londinium, permanently unlocking Pyromancer as hireable units as well as all Pyromancy options.

[Sorcery] Train Apprentices: Merlin trains hedge wizards in the arts of Pyromancy to accelerate the speed at which your faction develops domestic pyromancers. This can be taken in conjunction with Develop Pyromancy and allows you to effectively deploy 4 dice a Season into a single objective. The fastest way to develop your own pyromancers? Sure, but a costly one.
Time: 40 Seasons, Reward: Pyromancy is now a part of the foundations of magery in Londinium, permanently unlocking Pyromancer as hireable units as well as all Pyromancy options.

[Sorcery] Enchanted Weapons: Merlin is talented at forging enchanted blades, arrowheads, and other tools of war. If he spends time improving the equipment of a given Legion, it would certainly improve their effectiveness. Of course, such activities require a substantial commitment in resources as Merlin will need blacksmiths to forge the weapons in bulk. If one was to focus all his efforts for years on a single Legion, well, they would be nigh invincible wouldn't they?
Time: 1 Season, Reward: Legion gains +5 Equipment quality which translates into +5 to Battle rolls with that Legion. Upkeep: 1 Mana/Season.

[Sorcery] Rain of Fire: Sometimes the best strategic weapon is the disruption of the enemy's logistical base. An army marches on its stomach and a lack of food can destroy an army as quickly as a victory in battle. The best part is, you can use this on anyone and they can't identify you as the source! Useful for weakening an ally, if one was so devious to do such a thing. May need to be taken multiple times in a Season due to the possibility of defensive magic.
Time: 1 Season, Reward: Disruption of food supplies in the targeted region which causes a -10 penalty to Battle rolls, Upkeep: 1 Mana/Season. DC varies based on target's sorcery.

[Sorcery] Dragonfire: Stockpiles of Dragonfire are very, very good at laying waste to a fortified position. If one is willing to burn a city down to capture it, it might be worth stockpiling of some of this. Of course, it makes rebuilding that city afterwards a bitch and a half.
Time: 1 Season, Reward: Stockpile of Dragonfire that can be consumed to negate the defensive value of fortifications.

[ ] Avernus of the Elves
Sorcery: +24 (+5 if Necromancy)
Mana: 2

Master of Necromancy: A powerful, talented Necromancer who is capable of great feats. (+5 Necromancy) This also grants him access to the Lore of Necromancy and the unnatural powers such a skill set provides.

[Sorcery] Train Apprentices: Avernus trains hedge wizards in the arts of Necromancy to accelerate the speed at which your faction develops domestic necromancers . This can be taken in conjunction with Develop Necromancy and allows you to effectively deploy 4 dice a Season into a single objective. The fastest way to develop your own necromancers? Sure, but a costly one.
Time: 40 Seasons, Reward: Pyromancy is now a part of the foundations of magery in Londinium, permanently unlocking Necromancers as hireable units as well as all Necromancy options.

[Sorcery] Lich Transformation: Undeath is the ultimate refuge for the necromancer and such beings are known as Lich. The process may be long, but immortality and the power that comes with it is worth the price. A Lich can reincarnate in any city controlled by their Faction as a Sorcery action. In other words, if your advisor dies...it is just a Sorcery action to bring them back to life. The boost to a Necromancer's power this ritual also provides is simply the cherry on top.
Time: 8 Seasons, Reward: Immortality, +10 to Necromancy rolls. Upkeep: 2 Mana/Season

[Sorcery] Raise Wights: While Necromancers raise zombies on the battlefield, it is quick slapdash work done in the heat of battle. The creatures are mindless automatons that charge without a care in the world. Useful for fodder, true, but far from the pinnacle of the Necromancer's art. Wights are powerful upgrades to this battlefield staple, capable of animating zombies from their victims. They are also better built and more capable in combat, wielding enchanted blades that suck the life from their victims from a single scratch. Of course, work like this takes time.
TIme: 4 Seasons, Reward: 1 Cohort of Wights, Upkeep: 2 Mana/Season

[Sorcery] Skeletal Necromancers: One trick possessed by Necromancers, and part of why they are feared by their colleagues, is the art of animating fallen mages to add to their numbers. A powerful Necromancer might only be able to support one Legion. But he can create an army of Necromancers to support everyone else...just by himself. Necromancers multiplying is the sort of thing nightmares are made of.
Time: 4 Seasons, Reward: 1 Military force is now supported by Necromancers, Upkeep: 2 Mana/Season

[Sorcery] Drain Life: One can slaughter an entire army from a distance, if one has the power and the skill. However, the process is a slow one and leaves the victims with plenty of time to respond...if they discover the source. It is also relatively easy to interrupt as a single, successful dispel restarts the process from scratch. A useful weapon but a fragile one.
Time: 2 Seasons, Reward: 1 Military force is destroyed and reanimated as zombies of equal number. Upkeep: 2 Mana/Season

Stat Blocks
Zombies
Veterancy: Green (0)
Equipment: None (0)
Morale: Fearless (30)

Wights
Veterancy: Green (0)
Equipment: Enchanted (20)
Morale: Fearless (30)
Manpower: 1 Cohort
Create Spawn: Any military victory adds 1 Cohort to the size of this force. You can also take tactical actions to slaughter villagers to grow the size of this force.

[ ] Lady Medea of Moridunum
Sorcery: +22 (+5 if Geomancy)
Mana: 2

Master of Geomancy: A powerful, talented Geomancer who is capable of great feats of Geomancy. (+5 Geomancy) This also grants her access to the Lore of Geomancy and the Earthen powers such a skill set provides.

[Sorcery] Train Apprentices: Medea trains hedge wizards in the arts of Geomancy to accelerate the speed at which your faction develops domestic geomancers. This can be taken in conjunction with Develop Geomancy and allows you to effectively deploy 4 dice a Season into a single objective. The fastest way to develop your own geomancers? Sure, but a costly one.
Time: 40 Seasons, Reward: Pyromancy is now a part of the foundations of magery in Londinium, permanently unlocking Geomancers as hireable units as well as all Geomancy options.

[Sorcery] Support Construction: Medea can support construction actions of any sort with her geomancy. This halves construction time and adds her Geomancy bonus to the action in question. This works with any type of action as long as it involves constructing builds. A very useful talent indeed.
Time: 1 Season, Reward: 50% faster construction, massive bonus to action results.

[Sorcery] Raise Fortifications: Medea can raise permanent fortifications by extending the bedrock beneath the ground. The best part is, these new fortifications require virtually no maintenance as stone lasts forever. A useful tool for repairing a city's walls after you take it...or enhancing Londinium's defenses.
Time: 1 Season, Reward: City gains City Walls. If City Walls exist, City Walls provide a +5 Martial bonus to the defenders' Battle Roll.

[Sorcery] Fertile Lands: This is the direct counter to Rain of Fire, so it effectively dispels that if used. Or is dispelled if Rain of Fire is employed against a region enchanted by this enchantment. It normally boosts crop yields substantially by providing the most fertile soil possible directly to one's fields. A useful trick if one lives in an agrarian society.
Time: 1 Season, Reward: +100 Silver Bars/Season from improved crop yields. Upkeep: 1 Mana/Season.

[Sorcery] Enchanted Weapons: Geomancers can find the best steel and augment the metals of the earth in ways mortal men cannot. It is a talent they use to support their armies in the field and a talent you would be wise to employ in peace. Of course, like all such tricks, it has a hefty upkeep and limits on the quantity of such equipment that may be enchanted. But still, a useful tool.
Time: 1 Season, Reward: Legion gains +5 Equipment quality which translates into +5 to Battle rolls with that Legion. Upkeep: 1 Mana/Season.

Unlocks the Following Actions:
[Sorcery] Locate Mana Sources: There are limits to the number of strategic enchantments a Sorcerer can power at any given time. If you wish to expand their reach, you must expand their access to the fundamental power of Magic known as Mana.
Time: 1 Season, Reward: ???? (+1 Mana/Season)

[Sorcery] Dispel: Remove an ongoing, hostile enchantment from a region. Dispelling magic is one of the first tricks a mage is taught and it is one of the most important tools in their toolbox. What good is a mage that can only play offense? None.
Time: 1 Season, Reward: Hostile enchantment dispelled and has to be re-cast.

[Sorcery] Sorcerer's Aegis: A powerful defensive spell that can counter one hostile Sorcery action being launched against your faction. An all out assault of magical actions will still penetrate such a defense but such a serious commitment to magical assault will exhaust any sorcerer. Outside of a War or the Elves, it is unlikely you will encounter an opponent with sorcerers to spare for such a focused assault.
Time: 1 Season, Reward: Sorcerer's Aegis, Upkeep: 1 Mana/Season

[Sorcery] Support Legion: Maintaining the strategic enchantments of a major power is serious work and so is the work needed to support a military campaign. Normally, your advisor is available for one task or the other...but if you want to expend the resources to support him it is possible for him to do both. This allows a single sorcerer to maintain both your strategic enchantments and a single Legion in battle. Useful, if one does not want to pay for mercenaries.
Time: Instant, Reward: Legion supported, Strategic enchantments supported by a single mage.

[Sorcery] Research Spell: Write in a thematically appropriate spell for the Major Lore you know (or a generic spell like Detect Magic). This is how you expand your strategic magical options. Tactical magical options are basically anything reasonable within the domain of your Major Lore(s).
Time: ??? Seasons, Reward: One new Sorcery action appropriate to the spell.

[Sorcery] Lead to Silver: Have a cash shortage? Some basic alchemy can convert your stockpiles of lead to silver. Useful in a pinch but difficult to maintain as a long term funding source due to the attention required for the task.
Time: 1 Season, Reward: 100 Silver Bars


-[x][Sorcery] Establish University
1D100 => 27 vs. 50 (Failure)

You tried to establish a university, you really did. But alas, your best efforts were in vain. Perhaps once you have a proper sorcerer as an advisor you will have better luck...


-[x][Personal][Free] Find a "Foreign" Wife
1D100 => 75 vs. DC 50 (Success)

It should be noted that any of these women have a 10% chance of being Barren besides Antonia. And I won't tell you if they are, so you'll have to figure out when to give up and replace them if the dice don't favor you.

This is the first step in the "Foreign" Wife action. The second step will be entertaining your two choices in IC scenes next turn and then you'll pick one of the two to be your wife. The main reason for this is this was meant to be a two step process and it reduces the number of scenes I need to write since the wife thing is a big deal ICly.

PIck Two to Entertain in Londinium Next Season.
[ ] Morgana Grace, Exile of Cataractonium

Advantages:
A Fallen House: Your wife is loyal to you and you alone. There is no family relations pulling her strings to whisper things in your ear.
A Lustful Woman: Your wife has a high libido. (+40% chance of pregnancy instead of +20% per Season)
Sorceress: While she may not have the skill to practice a Major Lore, she is a sorceress in her own right and is as capable as any of your hedge wizards. ( Substantial assassination resistance due to your wife being able to cure poisons and other ailments. She is also more likely to notice the effects of such before a court physician would. )

Disadvantages:
A Previous Lover: Your wife is not a virgin and it is known that the family retainer that escorted her safely South is her lover. A lover she will set aside in marriage, but a complication all the same.
War with Skorcha: While it was likely inevitable, your wife will be pushing you towards war from your weddinig night onward.

[ ] Antonia Fabius, Daughter of Governor Fabius of Lugdunensis
Advantages:
A Proven Womb: Antonia's husband died in the fighting in Aquitania but she bore him a strong son who might make a suitable heir for the time being.
A Legendary Beauty: Antonia is a once-in-a-generation beauty that impresses any man who looks upon her. While it may lead to people coveting your wife, there are diplomatic advantages to using one's wife as an effective distraction. (+5 to Diplomacy rolls as foreign Diplomats are paying more attention to your wife than you)
The River of Silver: Fabius will facilitate trade with the rest of the Roman Empire and this will cut the decay rate of your trade with the Empire in half. (From -50 to -25)
Roman Legions: You can hire Roman Legions as mercenaries, for a reasonable fee of course.
Marriage Alliance: +5 to the Relationship with Lugdunensis.

Disadvantages:
Inevitable Fall: Honorius has surrendered Aquitania to the Visigoths and with the Sack of Rome it is only a matter of time before the rest of Roman Gaul falls as well. Lugdunensis will fall in 430 CE, or roughly 80 turns from now.

[ ] Vesuvius Milan, Lady of Segontium
Advantages:
Marriage Alliance: Marrying the daughter of the leader of Segonitum will certainly improve relations between your two factions. (+5 to the Relationship with Segontium)
Elven Blood: You currently lack any skill at sorcery but a combining of the bloodlines would likely result in a magical heir. An heir who will need every advantage in the wars to come. (80% chance of an Heir with a Major Lore development option.)
An Open Marriage: Vesuvius is a woman of varied tastes and would prefer to keep a woman as a lover. Of course, being a reasonable woman, she is willing to allow you your lovers as well. This increases the odds of you produce children since you can roll multiple times to impregnate multiple women each season. There is a 0% chance of you having trouble producing an heir in the long run.

Disadvantages:
An Open Marriage: Additional lovers can create complications. Bastards are not quite equal under the law to legitimate children, particularly with Christanity in the picture.
Interracial Marriage: Elves and humans do not get along as well as they should and the net result is it will strain your marriage. This will lead to domestic and diplomatic complications depending on how racist the people you are dealing with are. It is not as bad as it would be in Moridunum, but it will be noticeable.

[ ] Allannia Greentree, Niece of the Morrigan
Advantages:
Marriage Alliance: Marrying a blood relation of the Morrigan will certainly improve relations between your two factions. (+5 to the Relationship with Moridunum)
Elven Blood: You currently lack any skill at sorcery but a combining of the bloodlines would likely result in a magical heir. An heir who will need every advantage in the wars to come. (80% chance of an Heir with a Major Lore development option.)
Sorceress: While she may not have the skill to practice a Major Lore, she is a sorceress in her own right and is as capable as any of your hedge wizards. ( Substantial assassination resistance due to your wife being able to cure poisons and other ailments. She is also more likely to notice the effects of such before a court physician would. )

Disadvantages:
Interracial Marriage: Elves and humans do not get along as well as they should and the net result is it will strain your marriage. This will lead to domestic and diplomatic complications depending on how racist the people you are dealing with are. It is not as bad as it would be in Moridunum, but it will be noticeable.



Action Success Tiers
DC +50 = Critical Success
Above DC = Success
DC to -5 Below DC = Partial Failure
-5 or more Below DC = Failure
-50 or more Below DC = Critical Blunder

Relationship Tiers
Vassal (30)
Allies (20)
Friendly (10)

Neutral (0)
Unfriendly (-10)
Hostile (-20)
Feuding (-30)

Treasury: 400 Silver Bars (Londinium)

Seasonal Balance Sheet
+1000 Silver Bars (Londinium)
+50 Silver Bars :: Beer Trade Route :: Moridunium

-300 Silver Bars (Legio Pendragon)
-300 Silver Bars (Legio Britannia)
-100 Silver Bars (Spy Network)
-50 Silver Bars (Watchtowers)

Net: +300 Silver Bars / Season

Trade Routes: 1/2

Diplomatic Relations
Cataractonium: Hostile(-20)
Moridunium: Friendly (2)
Most Cities: Neutral (0)

Military Forces
Veterancy, Equipment, and Morale provide bonuses to Martial roles. Manpower advantages and disadvantages adjust the rolls accordingly.

The Legio Pendragon
Veterancy: Green (0)
Equipment: Average (5)
Morale: Strong (10)
Manpower: 5000 (10 Cohorts)
Mages: Hedge Wizards (Out of combat healing and minor non-combat boosts)
Commander: Arthur Pendragon

The Legio Britannia
Veterancy: Green (0)
Equipment: Average (5)
Morale: Strong (10)
Manpower: 5000 (10 Cohorts)
Mages: Hedge Wizards (Out of combat healing and minor non-combat boosts)
Commander: Albus Tiberius

Londinium
Revenue: +1000 Silver Bars / Season
Population: 100,000 (Max. 2 Legions) / Humans: 90%, Elves 8%, Orcs 2%
Stability: Very Stable (10)
Loyalty: Very Loyal (10)

Major Projects:
  • Watch Towers: Bandits are easily caught by regular patrols between towers and Londinium has plenty of time to prepare when faced with invasion.
  • City Walls: Londinium is protected by substantial fortifications which doubles the effective combat power of up to one Legion stationed in Londinium.
Traits:
  • Deteriorating Trade: Your wealth flows from a dying Empire whose deterioration will slowly strangle Londinium's economy. Every year, your silver income will drop by 50 until you hit -500 Silver Bars / Season. (40 Turns)
  • Jealous Neighbors: Your wealth is a double edged sword and your neighbors wish to take it from you. Anyone more powerful than you immediately declares war on you. You might think this ends when your trade revenue vanishes but you would be wrong about that. People will still believe they can bring the trade back.
Arthur Pendragon (PoV Character)
Dueling: +40 (Martial + Sorcery)
Diplomacy: +20
Martial: +40
Stewardship: +20
Intrigue: +20
Sorcery: +0

Traits:
  • Roman Traditions: You can raise proper Roman Legions from your populous city and Roman Legions are the best at what they do. This translates into a +10 to Martial rolls as long you are using a professional (rather than levied) army.
 
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@ChaosCircle If we don't want the Stewardship advisor, what options do we have? Can we reject him outright, keep him for a bit while looking for a replacement, or do we have no choice but to accept him? The text implies we can reject him, but there isn't actually a written option to.

Otherwise, to everyone else, I'd suggest getting Merlin as our advisor, given that the Lore of Fire is otherwise unique to the Orcs, and that we should marry Allannia Greentree, as that will improve our relationship with Morrigan. We'll still be able to ally Segontium regardless, and I think we can do without the drama of an open marriage.

The only other option worth considering is Antonia Fabius. However, I think that's more geared towards the short term, as the fall of Gaul is essentially inevitable. Weighed against the option of improving relations with our direct neighbours, and of getting an heir who can use magic, I think it would be better to go with Allannia instead.

Does anyone have any thoughts?
 
@ChaosCircle If we don't want the Stewardship advisor, what options do we have? Can we reject him outright, keep him for a bit while looking for a replacement, or do we have no choice but to accept him? The text implies we can reject him, but there isn't actually a written option to.

That was me being dumb. I've fixed it.

Next posts after this:

Rumor Mill / Spy stuff.

Potential wife dates.

Turn 2 starter post.
 
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[X] Continue the search and reject the advisor.
[X] Drust of Londinium
[X] Merlin of Avalon


And, the two ladies I think we should entertain next season are:
[X] Antonia Fabius, Daughter of Governor Fabius of Lugdunensis
[X] Allannia Greentree, Niece of the Morrigan
 
[X] Continue the search and reject the advisor.
[X] Drust of Londinium
[X] Merlin of Avalon
[X] Morgana Grace, Exile of Cataractonium
[X] Allannia Greentree, Niece of the Morrigan
 
[X] Plan Old Ties and New Boundaries
[X] Continue the search and reject the advisor.
[X] Marcius Bricius
[X] Lady Medea of Moridunum
[X] Antonia Fabius, Daughter of Governor Fabius of Lugdunensis
[X] Allannia Greentree, Niece of the Morrigan


I think maintaining connections with the Roman elites for the time being and getting access to their resources would be the most beneficial action for us to do right now. Even when Rome inevitably falls, we could possibly become a sanctuary for exiled/misplaced Romans if we make the right allies within their ranks and see our population increase considerably and our talent pool expanded.

As much as it pains me to say it, I believe Medea's Geomancy would be better for us than Merlin's Pyromancy. When we begin to expand and conquer, things like infrastructure and city fortifications are vital for keeping our expanding realm connected and defended. That and "Rain of Fire" can be defended against and "Dragonfire" seems to be too destructive to be really useful.

Also, first time par-taking in these types of quests. Looking forward to seeing what kind of world we end up making!
 
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[X] Continue the search and reject the advisor.
[X] Drust of Londinium
[X] Lady Medea of Moridunum
[X] Antonia Fabius, Daughter of Governor Fabius of Lugdunensis
[X] Allannia Greentree, Niece of the Morrigan

I would like to get pyro and necro later if possible, but geo right now will let us make more money, and we need that most
 
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[X] Continue the search and reject the advisor.
[X] Drust of Londinium
[X] Merlin of Avalon
[X] Morgana Grace, Exile of Cataractonium
[X] Allannia Greentree, Niece of the Morrigan
[X] Continue the search and reject the advisor.
[X] Drust of Londinium
[X] Lady Medea of Moridunum
[X] Morgana Grace, Exile of Cataractonium
[X] Allannia Greentree, Niece of the Morrigan

I would like to get pyro and necro later if possible, but geo right now will let us make more money, and we need that most
Why the love for Morgana? She won't bring us an alliance and she has a tarnished reputation.
 
[X] Continue the search and reject the advisor.
[X] Drust of Londinium
[X] Merlin of Avalon
[X] Morgana Grace, Exile of Cataractonium
[X] Allannia Greentree, Niece of the Morrigan
 
[X] Continue the search and reject the advisor.
[X] Drust of Londinium
[X] Merlin of Avalon
[X] Morgana Grace, Exile of Cataractonium
[X] Antonia Fabius, Daughter of Governor Fabius of Lugdunensis
 
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[X] Continue the search and reject the advisor.
[X] Drust of Londinium
[X] Merlin of Avalon
[X] Morgana Grace, Exile of Cataractonium
[X] Allannia Greentree, Niece of the Morrigan
 
[X] Continue the search and reject the advisor.
[X] Marcus Bricius
[X] Avernus of the Elves
[X] Antonia Fabius, Daughter of Governor Fabius of Lugdunensis
[X] Allannia Greentree, Niece of the Morrigan
 
[X] Continue the search and reject the advisor.
[X] Drust of Londinium
[X] Merlin of Avalon
[X] Morgana Grace, Exile of Cataractonium
[X] Allannia Greentree, Niece of the Morrigan
[X] Continue the search and reject the advisor.
[X] Drust of Londinium
[X] Merlin of Avalon
[X] Morgana Grace, Exile of Cataractonium
[X] Allannia Greentree, Niece of the Morrigan
[X] Continue the search and reject the advisor.
[X] Drust of Londinium
[X] Merlin of Avalon
[X] Morgana Grace, Exile of Cataractonium
[X] Allannia Greentree, Niece of the Morrigan
Can you guys explain why you have Morgana Grace as one of the two marriage candidates? She has a bad reputation and doesn't bring us an alliance.

What about Antonia Fabius as the second candidate? She brings an alliance that will benefit us, and which will lead to less loss of income over time. With a good reputation, even if she doesn't have magic, I'd still say that she's the next best candidate Allannia.
 
Can you guys explain why you have Morgana Grace as one of the two marriage candidates? She has a bad reputation and doesn't bring us an alliance.

What about Antonia Fabius as the second candidate? She brings an alliance that will benefit us, and which will lead to less loss of income over time. With a good reputation, even if she doesn't have magic, I'd still say that she's the next best candidate Allannia.
I mostly seleccted her because of the loyalty. one of the very few precious things that was in short supply back then (and perhaps even now) is loyalty, thus if a character is hsown to have it I would prefer to select it.

Furthermore, Antonia already has a son, and that son could try to usurp our heir position in the future.
 
Personally I don't think the human bride option will matter, the only thing we all agree on is the elf girl, we're probably going to pick her later
 
I mostly seleccted her because of the loyalty. one of the very few precious things that was in short supply back then (and perhaps even now) is loyalty, thus if a character is hsown to have it I would prefer to select it.

Furthermore, Antonia already has a son, and that son could try to usurp our heir position in the future.
The thing is, per the description, that "loyalty" to us is purely because she doesn't have any family who might try to manipulate her or divide her loyalties. It's a symptom of the greater problem I see in marrying her, which is that she doesn't bring us an alliance. If she had a powerful family who could ally with us, that would honestly be an advantage.

As for Antonia, while the text says that we could use him as a stand in heir, there's no requirement that we would. He's not our son, and he wouldn't be in the line of succession. If we died and she became regent, then it could conceivably be a possibility, but it's still unlikely that she'd want to help overthrow our future heir for the benefit of her other son. Furthermore, neither she nor her son would have any independent power in Britain. Her father's lands are in Gaul, and he's busy enough.

If you're going to suggest that's a valid possibility, then it's equally likely that she'll have an affair. She might be setting aside her lover for now, but who's to say she won't start having affairs again at some point? And a jealous lover seeking to get rid of a bothersome husband could well prove an issue.

Personally I don't think the human bride option will matter, the only thing we all agree on is the elf girl, we're probably going to pick her later
Yeah, I guess so, but I think it would be better if there was an actual meaningful decision being made. As it is Morgana is simply a worse version of Allannia - she has a tarnished reputation, and doesn't have any alliance or allies to help us. The only plus side is that it avoids tensions from an interracial marriage, but that's undercut by her bad reputation, and if we want to unify Britain and integrate elves into our kingdom, an interracial marriage would probably set an excellent example.

By contrast Antonia is actually different in a way that is significant. Do we go for a local alliance + magic? Or do we go for an international alliance, potentially being more involved in Europe, while also getting direct economic benefits and access to mercenaries? Choosing between the two of them would represent a meaningful choice about which strategy and approach we want to follow to uniting Britain, with both options actually being valid and competitive, as opposed to having one be objectively worse than the other.
 
Personally I want to both stay more involved, or at least more aware, of what is going on in Europe as well as keep a Romano-Breton flair to Londinium, hence why I vote Antonia and Marcus.
 
The thing is, per the description, that "loyalty" to us is purely because she doesn't have any family who might try to manipulate her or divide her loyalties. It's a symptom of the greater problem I see in marrying her, which is that she doesn't bring us an alliance. If she had a powerful family who could ally with us, that would honestly be an advantage.
It's true that there is no alliance, but that only means that we have a wife who won't try to backstab us on behalf of her family, which is preferable in my opinion.
As for Antonia, while the text says that we could use him as a stand in heir, there's no requirement that we would. He's not our son, and he wouldn't be in the line of succession. If we died and she became regent, then it could conceivably be a possibility, but it's still unlikely that she'd want to help overthrow our future heir for the benefit of her other son. Furthermore, neither she nor her son would have any independent power in Britain. Her father's lands are in Gaul, and he's busy enough.
You make a good argument, but my main concern is no that she will help her other son overthrow her new son, its that the other son might take advantage that her mother is the Queen in order to start creating his own power base so as to overthrow our heir and then take over. It's not necessary for her to support him, just by being the Queen would be enough.
If you're going to suggest that's a valid possibility, then it's equally likely that she'll have an affair. She might be setting aside her lover for now, but who's to say she won't start having affairs again at some point? And a jealous lover seeking to get rid of a bothersome husband could well prove an issue.
I assumed that the Loyalty would keep her from doing that. If we can get confirmation that she might actually do so, or that the lover might be a threat then I would change my vote.
 
It's true that there is no alliance, but that only means that we have a wife who won't try to backstab us on behalf of her family, which is preferable in my opinion.
You make a good argument, but my main concern is no that she will help her other son overthrow her new son, its that the other son might take advantage that her mother is the Queen in order to start creating his own power base so as to overthrow our heir and then take over. It's not necessary for her to support him, just by being the Queen would be enough.
I assumed that the Loyalty would keep her from doing that. If we can get confirmation that she might actually do so, or that the lover might be a threat then I would change my vote.

She would be loyal. The lover may or may not be a complication but if it was, it would be a minor one in the grand scheme of things. It isn't like the guy is going to try to assassinate you over a relationship he knew would end eventually.
 
Question, if a wife turns out barren, will getting a new wife negate to benefits of the first marriage? And will we need to do the wife search all over again?
 
I'm modifying my vote in order to vote for Antonia instead of Allannia. We don't need the problems of having an elven wife would bring at the moment.
 
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