[X] Plan Training mission
-[X][Eburacum] Send a proper Legion to support them. Skorcha will go this far and no further. Surely, the Segontium Pact will support Eburacum and with your aid it should be sufficient to turn the tide! (+2 Relationship with all British cities, Commits a Martial action to support the logistics needed to send a Legion off to war.)
-[X][Eburacum] Send food! No man, woman, or child will starve on your watch and Eburacum will likely be besieged before Winter. They will need your aid to bleed Skorcha white as the Orcs assault the city's walls. (-100 Silver Bars, +1 Relationship with all British cities)
-[X][Piracy] Agree to build a fleet and tackle the piracy problem. (+10 to relationships with Lugdunensis, Locks one die into Build Naval Cohort and locks future actions into Anti-Piracy Patrols until the piracy situation is resolved.)
-[X][PACT] Decline. Segontium's conditions for a unified front against the Orcs is far too much. [X] Allannia Greentree, Niece of the Morrigan
You are His Majesty Arthur Pendragon and you sat at a round marble table. Later historians would call it "The Round Table" where all the Knights of Camelot sat and everyone was equal in their right to a voice. Like many things the historians claimed, it was not quite the truth. There would be no proper "Knights" for years yet and Arthur Pendragon had no Knights at his round table, merely talented advisors and perhaps, one day, his spouse.
Today, the wizard of Legend, Merlin of Avalon sat across from you along with Drust of Londinium. Two men that would feature heavily in your legends as written by Geoffrey of Monmouth, the man who defined your legend for later generations. Of course, you knew nothing of the details of such things and only believed that you were destined for greatness.
You were the first to speak, as was your right as first among equals at the Round Table, "Gentleman, we have a situation to the North and a situation to the South. We've dispatched some forces to resolve the former but the latter is open to question. Dubris is vulnerable and there are those that might take advantage of it. Should we be the one to do it? Or should we play the valiant protector of the city's virtue?"
Merlin replied, "Virtue. We do not wish to be seen as conquerors when all of our neighbors have deployed clever diplomatic stratagems to gain support without overt violence. A direct assault would jeopardize our own virtue. We should maintain a mantle of that virtue for as long as practical. Besides, we are the only ones with direct road access. To assault them would require crossing our borders or through miles of forest. Both should give us ample time to respond to such an invasion as long as Drust has competent spies on the area."
Drust added, "Your majesty, we should invade. Frankly, all this talk of virtue overestimates its value. We have a legion, we have the resources to hire mercenaries. We should use both to conquer Dubris before a competitor can arrive. This is the nature of our business. War is inevitable when four parties seek the crown. Segontium will not bow to us. The Novio-Calleva Alliance will not bow to us. Our only option with those two will be war. Why not establish ourselves as a conqueror now? Diplomacy will not get us far."
You nod and replied, "But virtue might buy us Moridunum's allegiance and with one of the two capitals of the Elves loyal to us, we might win others without a single act of violence until the great conflagration at the end. Besides, the only ones with the power to easily take Dubris besides us is the Novio-Calleva alliance. We might trigger a war by defending Dubris but we would have a strong ally in that war. And if nothing happens, it costs us nothing but words."
Drust shrugged and said, "True but if nothing happens, we gain little as well. We must risk all to gain the prize of a united Britain."
You said, "Indeed. Now on to other topics, the rumors of magic on the rise across Londinium and Britannia worries me. Witches, Dragons, and strange jewels from the sky. Trouble comes in threes. However, if I follow either of your advice combined with our existing commitments we will be stretched thin to deal with such threats. So what should I do, gentlemen? Should I seek a new steward, found a university, and only investigate one of these threats? Or should I focus my efforts on all three and leave other areas unexplored?"
Drust growled, "We should kill the witches, kill the dragons, and figure out what those jewels are. These are three dangerous omens in a troubled time. We cannot allow them to lie fallow when the trail is fresh. Death to heretics! Long live the King!"
Merlin chuckled and said, "Strong words but overzealous I think. The witches magic might be dark in origin but so is necromancy, yet we align ourselves willingly with a city of necromancers. Dark magic has its uses. I think we should negotiate with the witches and eliminate them only as a last resort. I do not fear dragons, due to my nature, but others would so I think that must be dealt with as well. Although I would prefer the olive branch to the sword, dragons do not die easily my King. Besides, if we send agents into this newly formed Pact's territory it might create...complications for us. They are three powerful city-states aligned against a common foe, I would hate to become that foe before we were ready."
You nod, they both have points. Elimination ends future complications but negotiation might create advantages that are worth the complications.
You continue, "And on the matter of going North with our Legion?"
Drust shrugs and replied, "I would prefer if you and Merlin stayed closer to home, my King. If we go to war with Dubris or we choose to support them, I'd prefer to have the extra support where it counts rather than on a lost cause in the North."
Merlin nodded his assent at that.
It seems, at least in this, the Hawk and the Dove are in concert. It was also clear that the Hawk and Dove factions likely had their champions.
Actions
You have 6action dice per Season. You must use a minimum of 1 die per action and may use a maximum of 2 dice per action. Multiple dice are used to improve rolls and rush projects. (i.e. 2 dice = 2 seasons worth of work) When using multiple dice, you take the best roll of the two dice.
Multi-season projects lock the dice spent until they are completed.
The base DC is 50 for all unopposed actions. This translates into a 90% success rate with an advisor and a 70% success rate without an advisor for most actions. For Martial Actions, you operate at 90% without an advisor and 100% with an advisor. Opposed actions have variable DCs.
Locked Actions (2 Dice + Personal Action):
Find a "Foreign" Wife
[Martial] Construct Naval Cohort
[Martial] Send a Legion off to War (Eburacum)
Please vote by Plan.
Diplomacy: +21
Martial: +41
Stewardship: +31
Intrigue: +54
Sorcery: +36 (+46 if related to Pyromancy)
Special Free Action Please note, if you choose to attack Dubris that whoever you pick here won't be available for that action.
Skorcha's Horde Combat Roll is +70 (Sorcery+Martial) due to him support his horde with his sorcery. Merlin+Arthur is +75 and gives you the best chance of victory...but if you lose the roll, there is a 1d100 roll for them to die. It should be noted that it is highly unlikely the Legion vs. Horde combat roll will be enough to win the fight due to the 2:1 numerical advantage Skorcha enjoys. (30k vs. 14k)
Numerical advantages are a roll multiplier. (i.e. He rolls 100, you roll 150. His effective roll is 200 vs. 150, so he wins. However, as you outmaneuvered him there is no risk of your Named Heroes dying. Of course, there is always the chance he rolls like 75 and you roll 175. In that case, its 150 vs. 175 and you wreck him.)
[ ] Send Arthur with the Legion to Eburacum: Arthur is one of the best generals in all of Britannia. It would be a shame for him to stay at home when his martial talents were needed on the battlefield. (+40 Martial, if you win the Martial roll you will gain +1 Martial. If you lose the Martial roll, you have a 5% chance of dying)
vs.
[ ] Leave your legions under the command of Eburacum's generals: Eburacum's generals are competent people and their martial acumen is on part with Warboss Skorcha's skill. (+35 Martial for combat rolls)
Optional:
[ ] Send Merlin with the Legion to Eburacum: Merlin provides Pyromancy Battle Magic to support to One Legion. Requires you to take the Support Legion action. Provides +35 to Legion Rolls. There is a 5% chance of dying if you lose the Martial roll against Warboss Skorcha. However, without Merlin, you will be no match for Skorcha.
Diplomacy [Diplomacy] Seek Advisor: The Lord of Londinium is far from perfect and it would be helpful to have an advisor to point out the flaws in your plans. A proper diplomat would limit the need for you to expose yourself to outsiders, outsiders that might very well be assassins with false papers. You are limited to 3 advisors, so choose wisely.
Time: 1 Season, Reward: Diplomacy Advisor (minimum +20), Slight buff to resisting assassinations.
[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.
[Diplomacy] Trade with Dubris: They are in a vulnerable position and need all the friends they can get. In fact, they are willing to pay a little more to be certain of who their friends are. Why not take advantage of them? Obviously, this cannot be taken with invading Dubris and you probably should Pledge to Support them to guarantee your new trading partners sovereignty. No point in wasting an action on trade only to find that management has changed, eh?
Time: 1 Season, Reward: +2 to Dubris relationship, +60 Silver Bars / Season, Cannot be taken with other trade route options.
[Diplomacy] Trade with the Novio-Calleva Bloc: They are your nearest, and largest, rivals. A bit of trade might go far to soften relations between you two. Of course, you will probably have to subsume them through conquest or diplomancy at some point. So you had better choose the later if you are wasting actions on trade. The simple fact is everyone loves beer and you have plenty of beer to go around.
Time: 1 Season, Reward: +2 to Novio-Calleva Relationship, +50 Silver Bars / Season. Cannot be taken with other trade route options.
[Diplomacy] Trade with ???: There are other options to trade with even if they lack the advantages of the ones listed. You can create a trade route with anyone you like (even the Eastern Roman Empire). Of course the benefits are the basic +2 to Relationship and 50 Silver Bars / Season. But hey, at least you did something the QM didn't anticipate eh?
Time: 1 Season, Reward: +2 to Relationship with ????, +50 Silver Bars / Season. Cannot be taken with other trade route options.
[Diplomacy] Pledge to support Dubris: Dubris's position is vulnerable after the Saxons raided them and a couple of its neighbors can easily conquer them because of it. With the support of your farmland and one of your Legions, you should be able to turn the tables on any attacker.
Time: 1 Season, Reward: +2 to Dubris relationship, +1 to relationship with all British cities, +20 if they are attacked and you support them. Meaningless if they fall.
[Diplomacy] Negotiate with Dragons: Dragons are an out of context problem. Dragonslayers exist but who can vet them effectively when there have been no dragons to hunt for generations? Share some of your treasure and ally yourself with a Dragon is the rational course of action.
Time: 1 Season Cost: -50 Silver Bars/Season Reward: Gain a Dragon ally who calls Londinium his home. In theory, this dragon keeps the other dragons at bay. In practice, your dragon might die.
[Diplomacy] Open trade with the Orcs: North of Hadrian's Wall, food is scarce and the Orcs raid each other for cattle as much as they do ancient blood feuds. This state of constant conflict has limited the size of a Warboss's horde to something a single Legion could handle. Well, until Warboss Skorcha managed to unite several tribes under a single banner. If you provided a stable supply of food to a Warboss and his horde, you would find a grateful ally among the Orcs. That ally would be useful against Skorcha and would certainly sell his services to you at reasonable prices, if you wanted undisciplined Orc irregulars or Pyromancers among your numbers.
Time: 1 Season, Reward: Access to Orc and Pyromancer Mercenaries, Improved Relations with a random Warboss. Cannot be taken with other trade route options.
[Diplomacy] Open a trade route to Segontium: The elf citizens of Segontium are a thirsty lot and import all their booze. A need you can service with the vast fields of barley at your disposal and the breweries they feed. They would repay your generosity with their wide variety of magical lore, a variety unmatched in Britannia. It would open up virtually all avenues of research, even if such research would be slow. In time, and with careful nuturing, this relationship might blossom into a full blown alliance or even a patron/client relationship if the power disparity grew great enough.
Time: 1 Season, Reward: +50 Silver Bars / Season from Trade, Access to two additional Random Sorcery Advisor options, Unlocks Mage Mercenaries, Improved relations with Segontium and Elves. Cannot be taken with other trade route options.
Martial
[Martial] Seek Advisor: The Lord of Londinium is far from perfect and it would be helpful to have an advisor to point out the flaws in your plans. A Martial adviser would increase your strategic flexibility as you would have two capable generals to lead your legions, instead of one. You are limited to 3 advisors, so choose wisely.
Time: 1 Season, Reward: Martial Advisor (minimum +20), You can operate two armies independently in the field.
[Martial] Invade Dubris: Dubris is vulnerable and you should take advantage of that vulnerability before someone else does. It will be a tough battle with only one Legion but that is what hiring mercenaries is for. Time: 2 Seasons, Cost: 300 Silver Bars to hire Mercs and launch the invasion of Dubris, Reward: Conquer Dubris. Risk: Unknown.
[Martial] Construct Naval Cohort: While you possess two full Legions of well-trained soldiers, your merchants travel the coastlines of Europe entirely unprotected. While piracy is a minor problem, it is a problem. A navy won't pay for itself but it would certainly create military options that would otherwise be unavailable. With sufficient ships, you might even be able to transport entire Legions in a single voyage.
Time: 1 Season, Reward: Naval Cohort, Piracy no longer limits trade route options. Cost: 50 Silver Bars / Season
[Martial] Focusing on Training: While your Legions train in their weapons daily, they still have to make time for other military activities. If you were to refocus them solely on training, they would undoubtedly improve noticeably. The stronger your army, the easier the Unification will be. Of course, your neighbors also have relatively green armies so the status of your legions is not exactly a disadvantage you need to remedy, yet.
Time: 1 Season, Reward: Improves Veterancy by 1 for both Legions.
[Martial] Hire Mercenaries: You technically have the resources to form a third military force. It would not be enough against Warboss Skorcha, but it would certainly be enough to guarentee victory over any of your neighbors. Of course, mercenaries are expensive and their reliability is questionable. It is too bad you need so much of your population to grow food and operate Londinium's industry. Ideally, these mercenaries would be magical in nature but without a strong relationship with one of the major elven cities that is unlikely to be an option.
Time: 1 Season, Reward: Three mercenary options with varying costs depending on their power.
Stewardship
[Stewardship] Fortifications! Fortifications!: Your potential enemies outnumber you and expanding the City's defenses should be a priority. With this expansion, your defenses now apply their bonus to Two Legions or increase a single Legion's power by another 50%. In other words, 2 Legions = 20,000 men equivalent. 1 Legion = 12,500 men equivalent.
[Stewardship] Seek Advisor: The Lord of Londinium is far from perfect and it would be helpful to have an advisor to point out the flaws in your plans. A Steward would make life easier if you kept yourself in the field, conquering your neighbors. You are limited to 3 advisors, so choose wisely.
Time: 1 Season, Reward: Stewardship Advisor (minimum +20), no penalties to Stewardship actions due to wartime complications.
[Stewardship] Focus on Blacksmiths: Londinium is a large city and has main talented artisans. However, if one was to focus on a particularly industry it is quite possible for it to become the premier source for that particular good. It would be useful for trade, and in the case of Blacksmiths, the military as well. A powerful industrial base could serve as the platform from which you grew.
Time: 1 Season, Reward: +1 Trade Route unlocked due to an excess of metal products, +2 Equipment quality for Londinium's legions. Locks all Stewardship Focus options.
[Stewardship] Focus on Grain: You possess vast fields of grain and while you can do little to expand their size, you can improve their quality. Your mages might be mere hedge wizards but with some regular practice they can double the number of growing seasons you experience every year. Of course, training so many of your best and brightest in this task would limit your alternatives industrially speaking. But more magic is certainly a benefit.
Time: 1 Season, Reward: +1 Trade Route unlocked due to an excess of grain, slight boost to the number of mages in Londinium. Locks all Stewardship Focus options.
[Stewardship] Focus on Fish: Fishing in the North Sea is well within the reach of your ships, even if they cannot venture far from land. It would provide a relatively secure food supply for a port like Londinium and limit the effectiveness of beseiging your capital. Of course, fish is not exactly something easily stored so it would be difficult to trade it but it should free up enough of your domestic grain supply to enable other trading opportunities.
Time: 1 Season, Reward: +1 Trade routes unlocked due to an excess of food, 50% reduction in besieged penalties as you can supply Londinium without needing access to grain fields.
[Stewardship] Tariffs on Trade: You could raise the tariffs on your merchants, it is not like they could effectively object with Londinium being the only major port in Britain. That said, you cannot squeeze blood from a stone so there are limits to your ability to raise revenue. However, it would certainly slow the effective rate at which trade with the rest of the Roman Empire deteoriates. If only because you collected more silver per shipment.
Time: 1 Season, Reward: +200 Silver Bars / Season but increases Deteoriating Trade's penalty cap to -700. So it would buy you another 4 years before the economic penalties brought Londinium down to "average".
Intrigue
[Intrigue] Gather Intelligence: Choose a city-state and hire spies to gather intelligence for you. It will provide a thorough accounting of their military and civilian situations. One might think a spy network would reduce the need for such focused intelligence gathering, but you'd be wrong. Invasions are too important to leave up to what random tidbits a network might acquire in the course of their regular operations.
Time: 1 Season, Reward: Intelligence on a City-State.
[Intrigue] Investigate the Red Jewels That Fell: The red jewels might just be farmers' tales. But then again, for so many farmers to agree on the same story seems unlikely. We should send agents to investigate what happened to these jewels.
Time: 1 Season, Reward: You know what happened to the jewels, Risk: Unknown (Contested action)
[Intrigue] Negotiate with the Witches: They want to be able to practice without fear of retribution, you want access to all the magical power you can get your hands on. It is a match made in Heaven...or Hell. One of those.
Time: 1 Season, Reward: Witch Infestation Harnessed, One legion is supported by ???? magic. Access to ??? Lore. Consequences ???? and ????.
[Intrigue] Hire Witch Hunters: You know there are witches doing dark magic in the woods. You know there are experienced men who solve these problems for a price. Let us put two and two together and solve this problem.
Time: 1 Season, Reward: Witch Infestation Eliminated, Unlocks Witch Hunter Quest Path.
[Intrigue] Investigate the Order of Saint Narcissus: You know they are odd for a Christian order. The question is, are they the good kind of odd? Or the kind of odd you burn at the stake? Investigate to find out.
Time: 1 Season, Reward: Order of Saint Narcissus resolved. Potentially unlocks Religious Schism Quest Path.
[Intrigue] Investigate the Order of the Shining Eagle: Are they criminals? Or common mercenaries? You need to know these things and, frankly, if they are the former you need to eliminate the problem or use it for your own ends.
Time: 1 Season, Reward: Order of the Shining Eagle resolved. Potentially unlocks Assassin Guild Quest Path.
[Intrigue] Hire Dragonslayers: The only practical solution to a Dragon is to kill it. Sure, they have not been seen in generations but there are still men who have been trained by their fathers to do this dangerous job.
Time: 1 Season, Reward: Kill all dragons that threaten your territory. Risk: Unknown.
[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.
Sorcery
[Sorcery] Teach Spell: Merlin can teach the magic he knows to the mages of Londinium without worrying about teaching them an entire Major Lore. However, there is a penalty to teaching people incapable of using a Major Lore. Can teach Enchanted Weapons, Rain of Fire, Dragonfire, Pyromancy Battle Magic.
Time: 12 Seasons, Reward: The Londinium Magical community has access to that Spell. Right now, if Merlin dies, you lose access to all pyromancy magic.
[Sorcery] Convert Spell: Merlin is a legendary mage capable of studying spells from other Major Lore and making them his own. Access to these spells and the ability to add them to Londinium's foundation of magic are two separate things however. That said, if Merlin can cast it Merlin can teach it. So it is possible to create a unique Lore for Londinium that crosses boundaries. Spells available for conversion are: Lich Transformation, Raise Wights, Skeletal Necromancers, Drain Life, Support Construction, Raise Fortifications, Fertile Lands.
Time: 4 Seasons, Reward: Merlin is able to cast a specific spell.
[Sorcery] Establish University: While you currently lack a Major Lore, you can still gather potential adepts in a single place and train them to the best of your meager abilities. It would certainly improve the rate at which your hedge wizards gained access to a Major Lore once you gained access to one. Of course, gaining access was the problem...
Time: 4 Seasons, Reward: University (Passively improves the quality of mages, provides a free training action every Season to improve the knowledge/power of Londinium's mages. )
[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. Requires Econ to be focused on Grain production.
[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.
[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.
[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
Personal You get one free Personal action per turn and you cannot spend Dice to engage in additional action(s). Like normal actions, multi-season actions will tie you up for some time.
Locked:Find a "Foreign" Wife: You might need heirs as quickly as possible but taking a little time to find a wife with diplomatic advantages is likely the wiser course. An alliance with a powerful family in Gaul, for instance, would give you access to hiring proper Roman Legions as mercenaries. An elf wife might help shore up your city's weakness in magic by providing useful connections. Regardless of which you choose, the choice of wife would provide the same diplomatic access a trade route would.
Time: 2 Seasons, Reward: A wife
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
Diplomatic Relations
Cataractonium: Hostile(-20)
Lugdunensis: Friendly (10)
Moridunium: Friendly (10)
Most British Cities: Friendly (3)
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.
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.
Genetic Traits: Elven Bloodline(80% Inheritable): Guarantees Major Lore / Sorcerer development options for heirs when inherited. Bookworm (50% Inheritable): +5 Sorcery and -5 Diplomacy. Gifted (50% Inheritable): +1 to all Stats Redhead (100% Inheritable): No stat modification Short (100% Inheritable): No stat modification Lithe (100% Inheritable): No stat modification Blue Eyes (100% Inheritable): No stat modification
Traits:
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. )
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.
Council Merlin of Avalon
0/3 Wounds
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)
Drust of Londinium
0/3 Wounds
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.)
Lecherous: +20% Fertility, vulnerable to honey pots, unstable romantic relationships.
Weak-minded: -1 Piety per Season
Pessimist: -1 Piety per Season
Dirty Blonde
Brunette
Blonde
Black hair
Redhead
Tall
Short
Slim
Lithe
Burly
Wisp
Gangly
Big-boned
Blue Eyes
Brown Eyes
Green Eyes
Hazel Eyes
Honest: -5 Intrigue, +5 Diplomacy
Bookworm: -5 Diplomacy, +5 Sorcery
Envious: -5 Diplomacy, +5 Stewardship
Meathead: -5 Sorcery, +5 Martial
Dishonest: -5 Diplomacy, +5 Intrigue
Corrupted: -100 Starting Piety, Access to Witchcraft Development option
Changeling: -100 Starting Piety, Access to 4 random magical spells. Re-roll all traits, ignoring the traits of the parents.
Magic Immune: Immune to Magic, cannot learn Magic regardless of other traits.
Lustful: +20% Fertility
Faithful: +1 Piety per Season
Auspicious Birth: +1 Piety per Season
Optimist: +1 Piety per Season
Chaste: +3 Sorcery
Temperate: +3 Stewardship
Charitable: +3 Diplomacy
Kind: +3 Diplomacy
Humble: +3 Intrigue
Cunning: +3 Intrigue
Clever: +3 Sorcery
Strong: +3 Martial
Agile: +3 Martial
Attractive: +3 Diplomacy
Diligent: +3 Stewardship
Talented: +1 All Stats
Gifted: +1 All Stats
Shrewd: +2 All Stats
Patient: +3 All Stats
Quick: +3 All Stats
Genius: +6 All Stats
Rare Talent: +6 All Stats
Blessed: 60 Starting Piety, +2 Piety per Season
Hardy: +1 Wounds
Sturdy: +1 Wounds
Durable: +1 Wounds
Silver Tongue: +6 Diplomacy
Beautiful: +6 Diplomacy
Very Clever: +6 Sorcery
Very Strong: +6 Martial
Very Diligent: +6 to Stewardship
Very Cunning: +6 to Intrigue
Legendary Beauty: +5 to Diplomacy, +5 to dominant partner's Diplomacy
Legendary Strength: +8 to Martial
Legendary Cunning: +8 to Intrigue
Legendary Silver Tongue: +8 to Diplomacy
Legendary Diligence: +8 to Stewardship
Legendary Cleverness: +8 to Sorcery, Major Lore development option.
Unseelie Bloodline: +3 to Sorcery, gain 4 random destructive/dark magical spells (i.e. Pyromancy Battle Magic, Raise Wight, Drain Life, Lich Transformation)
Seelie Bloodline: +3 to Sorcery, gain 4 random constructive/light magical spells (i.e. Battle Geomancy, Enchant Weapon, Fertile Lands, Support Construction)
Demon Bloodline: +5 to Witchcraft, Witchcraft Development option
Angelic Bloodline: +5 to Divine Magic, Divine Magic Development option
Dragon Bloodline: +5 to Pyromancy, Pyromancy Development option
Mermaid Bloodline: +5 to Hydromancy, Hydromancy Development option
Avian Bloodline: +5 to Aeromancy, Aeromancy Development option
Dwarven Bloodline: +5 to Geomancy, Geomancy Development option
Vampire Bloodline: +5 to Necromancy, Necromancy Development option
Elven Bloodline: Major Lore development option.
Magically Gifted: +3 to Sorcery. Major Lore development option.
Magical Genius: +6 to Sorcery, can learn 2 Major Lores.
Nephilim: +8 to Sorcery, can wield Witchcraft and Divine Magic
Prophet: +8 to Sorcery, 60 Starting Piety, +2 Piety Per Season, Divine Magic Lore Option.
@ChaosCircle Will there be an option to diplo-annex Dubris if we sign a trade agreement with them and pledge to defend them? Or will they at most be an ally or vassal?
@ChaosCircle Will there be an option to diplo-annex Dubris if we sign a trade agreement with them and pledge to defend them? Or will they at most be an ally or vassal?
Vassal is effectively annexation as they are subordinate to you. In other words, Vassal counts as part of your "kingdom" and you have control over them like you would any city you conquered by force of arms. You just need to hit 30+ positive relationship with them to get there.
So trade agreement + pledge + baseline = +7 Relationship. +27 if you actually end up defending them. So you'd be 3 short of a vassal but there would be ways of focusing trading with them, etc. to get those last 3 points.
The real kicker is them actually needing you. Simply pledging to assist them is just a minor bonus.
Vassal is effectively annexation as they are subordinate to you. In other words, Vassal counts as part of your "kingdom" and you have control over them like you would any city you conquered by force of arms. You just need to hit 30+ positive relationship with them to get there.
So trade agreement + pledge + baseline = +7 Relationship. +27 if you actually end up defending them. So you'd be 3 short of a vassal but there would be ways of focusing trading with them, etc. to get those last 3 points.
The real kicker is them actually needing you. Simply pledging to assist them is just a minor bonus.
Other than cutting short the time needed to take control of Dubris, does conquest have any particular advantage over vassalizing them through diplomacy?
Other than cutting short the time needed to take control of Dubris, does conquest have any particular advantage over vassalizing them through diplomacy?
No. The end result is the same and have similar effects. I wanted Dove to be a playable option so I tried to balance the two pretty evenly although Conquering is much faster when you don't have a special bonus like you have with Dubris.
-[X] Send Arthur with the Legion to Eburacum: Arthur is one of the best generals in all of Britannia. It would be a shame for him to stay at home when his martial talents were needed on the battlefield. (+40 Martial, if you win the Martial roll you will gain +1 Martial. If you lose the Martial roll, you have a 5% chance of dying)
-[X] Send Merlin with the Legion to Eburacum: Merlin provides Pyromancy Battle Magic to support to One Legion. Requires you to take the Support Legion action. Provides +35 to Legion Rolls. There is a 5% chance of dying if you lose the Martial roll against Warboss Skorcha. However, without Merlin, you will be no match for Skorcha.
-[X][Diplomacy] Trade with Dubris: They are in a vulnerable position and need all the friends they can get. In fact, they are willing to pay a little more to be certain of who their friends are. Why not take advantage of them? Obviously, this cannot be taken with invading Dubris and you probably should Pledge to Support them to guarantee your new trading partners sovereignty. No point in wasting an action on trade only to find that management has changed, eh?
Time: 1 Season, Reward: +2 to Dubris relationship, +60 Silver Bars / Season, Cannot be taken with other trade route options.
-[X][Diplomacy] Pledge to support Dubris: Dubris's position is vulnerable after the Saxons raided them and a couple of its neighbors can easily conquer them because of it. With the support of your farmland and one of your Legions, you should be able to turn the tables on any attacker.
Time: 1 Season, Reward: +2 to Dubris relationship, +1 to relationship with all British cities, +20 if they are attacked and you support them. Meaningless if they fall.
-[X][Intrigue] Gather Intelligence: Choose a city-state and hire spies to gather intelligence for you. It will provide a thorough accounting of their military and civilian situations. One might think a spy network would reduce the need for such focused intelligence gathering, but you'd be wrong. Invasions are too important to leave up to what random tidbits a network might acquire in the course of their regular operations.
Time: 1 Season, Reward: Intelligence on a City-State. (Novio-Calleva)
-[X][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.
Locked Actions:
-[X]Find a "Foreign" Wife
-[X][Martial] Construct Naval Cohort
-[X][Martial] Send a Legion off to War (Eburacum)
So, the plan here is that by sending Arthur and Merlin north with our Legion, we'll be able to ensure that Eburacum is well defended. Arthur should be better than any of the Orcish commanders, while Merlin will be able to match the might of their mages. Of course, to send Merlin to assist them also requires we take the corresponding Sorcery action to support a Legion, which is included here.
With regards to the rest of the plan, given the expense of conquering Dubris, and the fact that we should be able to vassalize them diplomatically, I think it makes more sense to sign a trade agreement with them and pledge to support them. This also preserves our forces in the event that we're attacked by Novio-Calleva, and boosts our income rather than reducing it. Speaking of Novio-Calleva, I think it makes sense to investigate Novio-Calleva and see what's up with them. This should provide key information, such as if they're planning to attack us or Dubris.
The only thing I might consider changing is swapping our Trade action from Durbis to Novio-Calleva, to try and get them friendly with us, which also ought to unlock a non-aggression pact with them next turn. That would potentially allow us to move our combined forces north to help defend Eburacum, which will likely be under attack for several seasons.
kind of sad about that to.
hope when she give us kids down the line they have some fair magic because other wise i`m going to feel like i been sold a bum deal.
I think we should conquer with diplomacy for now, it's slower, but builds us a better base, conquest can happen later after we have more troops to absorb losses
I say we send only Merlin north
We need to seek adviser for diplomacy and stewardship, pact with Dubris, look for the jewels,
Did you make two votes since the last threadmark? Because if so, then you should know that the tally normally only registers your latest vote, and ignores the previous ones. This is done so that if you change your vote you won't still be voting for a different option as well.
I think we should conquer with diplomacy for now, it's slower, but builds us a better base, conquest can happen later after we have more troops to absorb losses
I say we send only Merlin north
We need to seek adviser for diplomacy and stewardship, pact with Dubris, look for the jewels,
ah nvm now vote been cast and not willing too crawl true it to maybe find at post i may or may not have posted or just thought i posted but did not for some reason.
lets see how things work out with bookworm magic elf lady.