Unexpected Glory (A CK2-style Quest)

Turn 1 - Spring 851
[X] Plan Integration
-[X] Alvarez Nairos - The middle-aged sailor was in charge of the empire's local naval forces back during the siege of Port Helm, although he's since aged out of the service. He'd be happy to build up a naval force for you though, and his experience would be useful in training your new crews. (High Martial, Navy Bonus, Unlocks Master and Commander Action Chain)
-[X] Leliana the Nightingale - You considered appointing someone else to the position, but nobody you talk to except Leliana is willing to take it on. You didn't even have any applicants! Thankfully, your old Mentor is willing to take up the post. And really, with her around who else do you need? (Exceptional Diplomacy, Speak Softly, Unlocks Music and Lyrics Action)
-[X] Esther - One of your more surprising applications came from one of the servants always wandering the keep. Esther claims to hail from Keiros in the south end of the empire, but she made her way to the Eastern Province due to an unfortunate turn of events that she would rather not share. It's obvious from the way she infiltrated your staff that she'd make for an excellent spymaster, but can you trust her? (Exceptional Intrigue, Southern Mystery, Unlocks Spider's Web Action Chain)
-[X] Helan Vander - Helan is a member of the Faith of Benevolence, who came to Port Helm on a charitable mission for the Y'Elim. It was supposed to be a 6-month trip, but he's been here now for 2 years, doing everything in his power to help the Y'Elim recover from the war. The people respect him despite his homeland, and Imperials have been grateful for his assistance in defusing some tense situations. (High Stewardship, Healing Hands, Unlocks Faith in the People Action Chain)
-[X] Sara - One of the local girls, a native of the eastern lands, Sara has grown up hauling fish in from the sea. She's considered something of a genius for the way she doubled their weekly hauls, and the faster sail plans she recently came up with apparently make the vessels much faster. She heard about your new title and decided to come beg for funds to build a new ship, of a design that she's certain will be a significant improvement. After your interview, you believe her. (Exceptional Learning, Dislikes the Empire, Unlocks The Mother of Invention Action Chain)
-[X] Zenthalas - A young woman one of Dominic's patrols found in a grove of trees. She warned them off with an impressive display of arcane talents, but when you returned in force agreed to speak with you privately. Apparently the grove is important to her somehow, but she promised to be gone before too long. Alternatively you could try and convince her to stay as a member of your council. (High Sorcery, Outside of Your Box, Unlocks Stranger Things Action Chain)

QMNote: I am changing "Learning" to "Research".

Assembling your council takes some work, but at the end of it all you're grateful that Miklam put you up to it. Just the process of seeking out potential candidates and forming the council has done a great deal to help you understand the difficulties you face in your new land.

And although Miklam questioned some of your choices before he left for Alkaden, you are firm in your decisions. It may be a bit…unorthodox to include so many women on your council, but you're a jumped up bard anyway in the eyes of your peers. You believe the results will prove you right.

Or at least, you hope they will.

Port Helm is the third largest port in the Eastern Province, and consequently sees a good amount of traffic, especially by those who travel down the Anselm. Right now the majority of those are a part of the empire's war effort, who you can't charge a toll, but as the war dies down and the armies withdraw you're hopeful that will open up new opportunities for trade.

But your lands are bigger than one city, and you have a duty to the rest of your subjects in Corwyn, who mostly consist of runaway serfs and refugees from the war. There's a number of smaller farming communities spread throughout the land, and even a rare few Imperial colonists. Taken together, the population almost equals that of Port Helm, and so you'd be remiss not to take them into account.

Which means that you'll need to consider the wider impact your decisions are likely to have.

Especially since the response to your letters home have arrived. Your mother was in the middle of the dressmaking season when they received word from you, so she had little Nabelle write her response down as she dictated. Or not so little, as it happens. You'd quite forgotten that the twins had just turned 16.

Regardless, your mother was grateful to have the confirmation you still lived, and sounds just a bit overwhelmed at how far you've risen in the world. She naturally opines that it couldn't have happened to a better person, and that you had better remember to dress properly!

and of course we'd love to come visit during the off season…

You wince at the thought of bringing your family into the…less than friendly atmosphere of Port Helm. In this instance your mother's reservations about uprooting the rest of the family serve you well, for the moment at least. Perhaps you could make preparations and bring them over later? Something to consider, anyway. Nabelle finished the letter with a request for more information, and a cheeky little postscript asking for some money, "now that you're all posh and all".

You were not actually as wealthy as you might have expected. Despite the size of your new holdings, they had recently been: laid to siege, conquered (complete with pillaging), and subsequently used as a military staging ground for multiple years. The land has suffered greatly through it all, and trade dropped significantly with the change in ownership of Port Helm four years prior. The last years taxes had actually dropped below the necessary expenses.

Thankfully, Donovan always knew his appointment to oversee the region was merely temporary, and has been reserving a portion of the taxes for whatever incoming lord replaced him. He showed you the extra vault when you asked him to hand his duties off to Helan. You're quite astounded at his honesty, as most men would have stolen it all instead. Thanks to his foresight and integrity however, you are not wanting for funds to apply to the improvement of the state. You'll just have to hope that things turn around before you run out.

And now, in your first meeting with your ministers. You have some decisions to make.



You have Nine (9) dice to spend, plus another 1 from each minister that is locked to their category. That makes a total of Fifteen (15). Unless an option states otherwise, there is no limit to the number of dice you may spend on one option.

Martial "I don't like our chances."
We Have (No) Reserves: Alvarez spends several days working with Dominic to understand the current military resources available to you. He is unhappy to inform you that Dominic's Regiment is understrength, and seeing as the Emperor intends to stand it down in two years, is unlikely to be reinforced. You'll need to build your own forces by that time, but at the moment the shorthanded nature of the Regiment will hamper you even further.
[ ] Hire Mercenaries: With enough gold, you could likely find men willing to fight for you. They could help prop up the Regiment in its duties. Alvarez wouldn't care to rely on them on a permanent basis, but it is a good short term solution. [Minimum Required Roll: 40]
[ ] Military Buildup: With only two years to do it, Alvarez urgently requests permission to get started recruiting your private army. He's not willing to draw recruits from the Y'Elim population just yet, so he'll need as much of a head start as you can give him if you're going to be ready for Dominic's Regiment to stand down on schedule. [60]
[ ] Survey the Land: A decent fortification can make up for a sizable difference in numbers, and while an attack over land does seem unlikely from your current political map, it can't be ruled out. Alvarez wants to search for good positions to build forts that can force any invading army to fight on your terms. [80]

Wild Blue Yonder: You have no navy, but Alvarez has plenty of experience in this arena, and has a number of ideas for how to build one. He's not sure what you'll use the navy for, but if you plan to build any kind of merchant fleet he believes it'll be a good idea to have one.
[ ] Mothballed: Donovan apparently had the foresight to preserve a few of the Y'Elim vessels originally captured while serving in the defense of Port Helm. Alvarez remembers the galleys as sturdy war vessels, if a bit on the small side. Putting them back out to sea will take a bit of work, but is certainly easier and cheaper than building new ones. [40]
[ ] Assemble the Crew(s): Weirdly enough, Alvarez wants to build your navy almost exclusively with native Y'Elim. He's confident that Port Helm will never be seized by water while you have a loyal army available, and not too worried that the crew will steal the ships while their families are still at Port Helm. [60]

Orc Hunting: Small parties of orcs still pop up here and there to ambush the, by now, very wary travelers, and Dominic's understrength regiment can only patrol a small part of Corwyn. They hunt down what they can, but the rest are out there wreaking havoc.
[ ] Post a Bounty: Rather than spending money on mercenaries who may or may not do the job, you could post a bounty on the Orcs. 5 gold per head. Sure, plenty of idiots will get themselves killed taking on the vicious fighters but you have a lot of subjects, right? [80]
[ ] Suspend Patrols, Gather the Hunt: Rather than maintaining a limited safe ground, convince Dominic to lead his Regiment on a dedicated hunt for the orcs. If they get lucky you might just wipe the problem out for good. [100]

Master and Commander: Most of Alvarez' original officer's cohort has aged out of the Imperial Navy, providing a pool of potential officers that you could pull from. Alvarez would need to see if any of them are interested, but it couldn't hurt to check, right?
[ ] Alvarez' Comrades: Have Alvarez write to his old friends and see if anyone would be interested in settling down in your private Navy. [60, prompts mini-turn vote]

Diplomacy "This is worse than that time you insulted Count Delomir."
Hearts and Minds: Your subjects hate you, just as they hate the Empire. But you are not the Empire, and as justified as their hate is it can only hurt them now. Help them to overcome it.
[ ] Look to the Future: Have Leliana assemble the Corwyn community leaders for you. Give them an impassioned speech about the ways you hope to improve their lives. Make sure to meet privately with a few of them individually to answer any questions they may have. [100]
[ ] We're All Allies Now: Some bands of orcs have even penetrated to your lands over the past few years, and Leliana smells an opportunity. Attempt to direct Y'Elim anger at them as a common enemy. [60]
[ ] Try a Different Tact: At least some of the anger must be coming from the harsh way your Imperial troops treat them. Speak with the Regiment about the need to treat your subjects as the Imperial Citizens they now are. [80]
[ ] Act in Concert: Invite one and all to come watch the Chivalrous Bard perform in a local theatre. Let them get to know what a charming fellow you are! If you're lucky, they might not even try to kill you! [120]

Friendly Neighborhood Bard: Your fellow lords and ladies of the Eastern Province know almost nothing about you. Leliana believes this will put you at a disadvantage in the long run. Perhaps you should do something about that.
[ ] I Am a Man of Wealth and Taste: Send each of the other 20 a personalized gift, wine perhaps, along with a letter inviting them to open a dialogue with you via letter. [100]
[ ] Let's Meet Halfway: You share borders on land with two of your peers. Invite them both (separately) to meet with you at your shared borders for a chance to discuss your various interests. [80]
[ ] Release the Nightingale: You couldn't have found a better ambassador if you'd searched the entire Empire. Everyone loves your mentor. Send Leliana to visit one of your peers in order to make an impression on your behalf. While she's there, she can try and get a feeling for what their plans for the future most likely are. [Variable Length, Variable Difficulty]
- [ ] Port Royal [???, 1 Season]
- [ ] Fort Cedre [???, 1 Season]
- [ ] North Anselm [80, 1 Season]
- [ ] South Anselm [80, 1 Season]

Imperial Relations: Leliana has been across the ocean more recently than you, and the Eastern Lands are anathema over there. Despite your heroic rescue of the Emperor, your lands are soon going to taint you merely by association. Which is unfortunate, because support from across the sea would be very useful to you.
[ ] Old friends: You're from Alkaden, and there's a saying that where the Golden City leads, the Empire follows. Write to those you knew, however tangentially, about the opportunities to be found in Elimorea, at Port Helm. [60]
[ ] Northern Discontent: Many who dislike imperial culture often make their way north. But it's not the most pleasant place to live, and perhaps they'd like to move to your lands? Write up an invitation to appeal to them. [60]
[ ] Local Imperials: Search out what few colonists have settled in your land and see what they think of Corwyn. Perhaps they can provide insight on what inspired them to move to your lands. [60]

Music and Lyrics: The power of music to touch the hearts of men is undeniable. With your mentor Leliana's talent for composing, and your skill for lyrics, you could compose a song together in order to reach out to one group or another.
[ ] Your Heroic Rescue: For all the songs already being sung about it, you never got around to writing one of your own. Leliana is ashamed of you for overlooking something so useful. [60]
[ ] A Ballad of Loss: Imperial hatred runs deep in your citizens, but their pain runs deeper still. Write a song of mourning for them to let them know you understand. [100]
[ ] Lighter Things: Even your citizens can't be angry all the time. Write a catchy little ditty about local amusements to make them laugh and smile. Perhaps their moods will lift with the tune. [80]
[ ] For the Empire: Write a fun children's rhyme about Port Helm that lists its better qualities, and try to distribute it in the Empire. Maybe you can boost your incoming traffic. [90]
[ ] Write-in: Song subject, musical tone, target audience, intended result. Subject to approval.

(I'll give a Bonus if you actually write the songs.)

Stewardship "In these dark days, we have a chance to make a difference."
A Time to Sow: The farmers of Corwyn have suffered more than anyone from the war, and have only just begun to recover. Now that winter has ended, every available hand will be busy plowing and planting. Helan believes that one of the best ways to improve the problems of the entire territory would be to boost their efforts. He has a couple of ideas for how to accomplish that. [Exclusive to Spring]
[ ] A Property Mess: The Y'Elim lords of Corwyn kept serfs to till the land, but the war has thrown the entire system into disarray. With most of the Y'Elim nobility dead, and many of the serfs fled, just sorting out who is going to farm which land is slowing the entire process down massively, and Donovan never had the time to address it. Rush out a set of temporary laws to govern these unique circumstances in order to keep the work going. [80]
[ ] Tax Relief: Suspending the first quarterly tax on the farmers will allow them to use that money to plant more seeds, and consequently grow more crops to sell, hopefully building upwards in a virtuous cycle. You'll take a hit in your income, but Helan is confident that in the current market you'll make up your losses before the year is out…as long as the farmers do as you hope. [40]
[ ] Coordinate Extra Labor: Some fields lie fallow not because they should, but because the farmers just don't have enough hands available. Organize extra day-laborers with your own funds to increase the eventual harvest. [60]

City of Anguish: The Siege of Port Helm left scars, both on it's people and it's buildings. While the Empire repaired the military critical structures, it often left the rest of the city to languish in disrepair. Helan believes the people will never truly put the war to rest until they can see their home set to rights, and doing so will have the added bonus of improving their lives directly.
[ ] Clear the Rubble: Port Helm was a wealthy city once, and the majority of it was built in stone. Stone that has become a physical obstacle to any efforts to rebuild. Pay for men to move the stone elsewhere. [40]
[ ] Take a Census: Plenty of refugees have washed up in Port Helm, along with original residents who have lost everything. With a census, Helan plans to reunite lost loved ones and family, as well as reach a more accurate understanding of what the city's basic needs are likely to be in the future. [80]
[ ] Clarify the Law: The Imperial codes of law are not the same as those that used to hold sway here in Corwyn, and the judicial system has ground to a halt in confusion. Have Helan reconcile the differences between the two sets of law so that the city can properly process its own criminal element. [100]

A Merchant Fleet: As Lord of Port Helm, you have a great deal of influence upon the trade within, at least nominally. Building a fleet of your own will enable you to make use of that influence, as well as seek opportunities for trade that directly benefit you. Unfortunately, you don't have any way to build ships at the moment.
[ ] Recruit Carpenters: Have Helan find a mixture of trustworthy locals and imperial immigrants to staff a new set of shipyards. [70]
Or
[ ] Purchase Shipyards: Helan can find preexisting shipyards for your purposes. [50]

A Treasury Afloat: Donovan kept meticulous records of both spending and income, and Helan does his best to familiarize himself with the bookkeeping even whilst adopting Donovan's other duties. Still, he feels confident that there are several inefficiencies he could correct if he only had the time to sort through them.
[ ] Tax Slump: Although Donovan noticed the drop in taxes last year, he was far too busy to look into why. Helan asks for permission to conduct a thorough audit of the tax system to identify the source of the problem so that it can be corrected. [40]
[ ] From War to Peace: Helan is optimistic that shifting from a war footing to one of peace should ease much of the strain on the Earldom's treasury, but he would like to examine the exact nature of the expenses in order to determine what will be necessary to preserve and what can change. [60]
[ ] Invest in Success: Helan knows of multiple opportunities in and around Port Helm where money could be made with a little capital investment. Allow him to take a portion of the reserves in order to invest in these opportunities and bolster your subjects even as you grow wealthier. [80]

Faith in the People: Helan was fascinated to discover the native Y'Elim had never heard of the Faith of Benevolence before the Alkadian invasion. The lack of any visible or evident centers of worship in Port Helm seem to indicate that your subjects don't believe in anything at all. Helan has questioned many Y'Elim on the matter, but they have rebuffed him in ways that discouraged any more questioning. He would like your permission to look into the matter with more resources.
[ ] Examine Confiscated Records: Helan could look through the records that predate Imperial conquest for references to the Y'Elim religion. [60]
[ ] Map the City: Helan could make a physical search for any religious sites under guise of making a map. He might still miss something, but at least you'll get a map out of it. [90]

Intrigue "I'm almost starting to feel like even I want to kill you."
Trust, but Verify: An ounce of prevention is worth a pound of cure, your mother always said. Have Esther observe various members of your new realm in order to search for any disloyalty before it can take root.
[ ] The 8th Regiment: You trust Dominic, but you don't know anything about his men. Esther would be glad to fix that for you. [40]
[ ] Your Council: Your council is new and untested and, as Esther points out, a double agent in such a position would pose a significant threat to your rule. Have her look into their backgrounds and make sure that everything checks out. [80]
[ ] The Staff: Donovan was careful to only hire Imperials to work in the Keep, but that won't necessarily translate into loyalty to you. Have Esther make sure that none of them are up to no good. [60]

The Viper's Nest: You would be amazed if nobody in Port Helm was plotting to kill you. Esther shares your cynicism, but is fairly optimistic that she can uncover any such plots with relative ease. It's the thought of potential rebellions that have the both of you worried.
[ ] Y'Elim Nobles: A very small number of Corwyn's nobles survived the siege of Port Helm, but they had been a fixture of the city until about a month prior to your arrival. Donovan was too grateful to be rid of their obstructionism to look into it any further, but just what they're doing is still a matter of some interest. [???]
[ ] The Docks are Full: You're used to busy port cities, you grew up in Alkaden after all, so it was Esther who pointed out to you that Port Helm is seeing an unusual amount of traffic for a city that was losing income. Perhaps she should look into that? [???]
[ ] Watchful Eye: There's always the chance that someone will be trying to operate against your interests in your own territory. Have Esther keep an eye on developments in Corwyn in case someone tries something. [???}
[ ] Recruit Contacts: Esther is new to the city, so is largely operating blind and relying on her own skills alone. Have her develop a support network of informants, most of whom won't even realize who they're ultimately working for. [40]

Foreign Work: As far as Esther is concerned, the Eastern Province just split into 21 separate kingdoms with multiple reasons to fight. She's convinced that your highest priority needs to be navigating this upcoming dance of alliances and betrayals. Unfortunately, you don't have much in the way of information to work with.
[ ] Gather Information: Pay someone to travel to each of the other territories and report back on what they find. They won't be spying, so much as passively observing common information. It'll give you something to work with, though. [40]
[ ] Dispatch Esther: Esther can easily slip through anyone's security, but you'll be without her assistance while she's gone. Is it worth it for a closer look? [Variable Length, Variable Difficulty]
- [ ] Alkaden [2 Seasons]
- [ ] Port Royal [1 Season]
- [ ] Fort Cedre [2 Seasons]
- [ ] North Anselm [1 Season]
- [ ] South Anselm [1 Season]

Spider's Web: Esther has an impressive array of useful skills. With the right time and resources, she could teach these skills to loyal subjects who can then turn them to your use.
[ ] Train "Staff": Esther could train a series of young women to disguise their origins and blend in almost anywhere. Once completed, you could send them to various rulers and have them spy for you close to the heart of power. [80, 2 seasons]
[ ] Train Assassin squad: Esther could train a group of men to become skilled in killing protected targets. Their chances of survival would vary depending on the target, but such is the life of an assassin. [80, 2 seasons]
[ ] Train Informants: Esther could train a group of commoners to observe important details unobtrusively and send them back in coded letters to "family". The ruse would survive all but close inspection. [60, 2 seasons]
[ ] Search for an Apprentice: Esther could search for a worthy apprentice to pass on all of her skills to. Of course, such prodigies don't just grow on trees. [100]
[ ] Build Network: Rather than recruiting specific loyal subjects from your realm, Esther could focus on building a network of native informants. Their ability to blend in would be much stronger, but the process of building such a network is naturally much slower.
- [ ] The Empire [0/???, Limit 2 dice]
- [ ] The Eastern Province [0/???, Limit 2 dice]
- [ ] Fort Cedre [0/???, Limit 2 dice]
- [ ] North Anselm [0/???, Limit 2 dice]
- [ ] South Anselm [0/???, Limit 2 dice]
- [ ] Serolm [0/???, Limit 2 dice]
- etc.

Research "There's a lot of room for improvement here."
The Rising Tide: In addition to her original proposal for a new style of ship, Sara can think of a few other ways to improve on the vessels she grew up around. She'll be happy to work on any of them, and if you ever build any ships of your own you'll be glad for her work.
[ ] Improved Galleon: Her original proposal involved a peculiar method of construction that would enable you to build a larger ship capable of bearing more weight. She just needs to work out the particulars. [40]
[ ] Sheathed Hull: Most wooden seagoing vessels undergo a process called 'fouling' that Sara believes could be prevented by sheathing the hull in metal. It would make your vessels faster, and prevent gradual degradation, if it works. [80]
[ ] Improved Sail Plan: Sara's sail plan for the fishing schooners wouldn't work for the larger vessel she has in mind. She could adapt it however, with a little effort. [40]

Elimorea's College: Port Helm used to be home to, surprisingly, a research institution. Corwyn's College was famed across the eastern province among the Y'Elim, but was dissolved during the invasion when all the professors fled Port Helm. Sara believes there may still be something to salvage, however.
[ ] The Remnant of Inspiration: The library was ransacked, naturally, but the professor's notes were ignored as useless by your imperial predecessors, and so have been left to gather dust. Sara could sort through them for ideas. [0/???]
[ ] A Method for Invention: One of the college's more publicized projects was developing a method for researchers to use in order to study the natural world. Sara clearly yearns for a chance to examine their notes on this. [80]
[ ] Peculiar Objects: A few objects of curious workmanship were discovered in the college, but since no one saw any value in them they were locked up in a storage room. Sara could try to puzzle out the intention behind their designs, however. [100]

Offensive Inefficiencies: Sara's personal feelings about the conquest don't seem to prevent her from telling you how the Empire could be doing better. Her insights have provided a couple new avenues to examine.
[ ] Inefficient Patrols: Dominic's men are following the routes established years ago, and Sara is confident she can work out some that cover the same amount of territory in less time. Which would save you manpower, or allow the patrols to cover more territory. [40]
[ ] Signal Communication: While Sara strongly approves of patrolling to protect her people, she also thinks you could use some method to raise an alarm should any orcs be spotted. She has an idea how that might be done, but asks that it also be made available to her people. [60]

Mother of Invention: If Corwyn is to survive and prosper, it will need every advantage it can get. Sara has requested a structure be set aside for her to pursue a series of ambitious improvements. She has a list of proposed projects for you to examine and approve.
[ ] Liquid Stone: Sara has some ideas for a mixture of certain materials that should allow you to pour stone into place and let it harden. Such a versatile building material would be invaluable in the aftermath of the war, but she'll have to test whether or not it's possible. [100]
[ ] Improved Scrolls: The salt water air is not kind to parchment, and Sara wants to experiment with different materials in order to find one that will survive the environment better. With any luck, it might be cheaper to produce. [80]

Sorcery "You have many problems, my friend."
Magical Arms: Zenthalas is familiar with the art of enchantment and would be happy to provide a few 'trinkets' to help out. They would take some time to produce, however, and large quantities are unfortunately out of the question. [Limit 2 Dice per turn]
[ ] Communicators: A set of armbands that allow realtime verbal communication over large distances. The theoretical limit is about the size of your territory, but in practice users often see a diminished range due to various factors. [40, 6 Pairs/Dice]
[ ] Invisibility Cloak: A cloth that hides one from view. Esther would be extremely interested in one of these, and it would make for a good last ditch protection should you ever find yourself in danger. [60, 1/Dice]
[ ] Flaming Sword: Dominic already has one of these, actually. Apparently they make for great props for giving inspiring speeches, but are otherwise not all that much more effective than your average sword. Except for lighting things on fire. They're quite good at that. [60, 1/Dice]
[ ] Write-in subject to approval.

Sorcerous Activity: Zenthalas claims to be able to sense active sorcery at a distance, and has detected a small number of incidents at range. She's not too concerned about it, but thought you might like to know. There are three hotspots of activity which she can investigate if you wish.
[ ] Port Helm: The activity pops up in different places, and infrequently, so it would take a little time to track down. [60]
[ ] The Northern Coast: There's a large ongoing spell on the northern coast somewhere. Zenthalas says it's practically a beacon to her senses, so it must be somewhat bigger than the average spell. [???]
[ ] The Anselm: At points along the river, there are periodic flashes of magic. They almost seem to follow a predictable pattern, so Zenthalas is confident she can find one of them easily enough. [???]

Assist Another Project: Sorcery is a surprisingly versatile resource, according to Zenthalas. She would be happy to tag along with another of your ministers and provide assistance with one of their projects. [Adds 1d100 to any non-sorcery roll]
[ ] Which Project? [Limit 2 Dice]

Stranger Things: The grove of trees apparently did hold importance to Zenthalas, as one of her conditions for joining your council was that it be protected. She has invited you to join her there in meditation when you get the chance.
[ ] Meditation: You've decided that Zenthalas is not crazy, you just don't understand her. So there's probably a reason she's invited you to meditate. You think. [???]



Personal Actions (You may pick 2 Personal Actions this turn. You cannot use Action Dice for Personal Actions.)
Investigate Personally: You've done your best to delegate your power responsibly, but some things shouldn't be left to chance. Use your skill for cloak and dagger to make sure of it.
[ ] Esther: Esther impressed you enough with her skills to earn her appointment to your council, but you'd be a fool to trust her blindly. Assess her loyalty to you, and make sure she's not some kind of double agent.
[ ] Dominic: You're old friend is war-weary and rough around the edges. You want to trust him, but perhaps you should make sure he's still your friend at heart?
[ ] Leliana: Your old mentor never did mention why she dropped by. Perhaps you should look into that?
[ ] Write-in.

Build A Rapport: As the Earl, you have a duty to all of your subjects. That includes the members of your council.
[ ] Sara - While she shares her countrymans' dislike of the Empire, Sara saw your offered appointment as the lesser of two evils. Befriending her on a personal level will likely do much to overcome her reservations, however.
[ ] Alvarez - You were impressed by Alvarez's record, but you don't know much more about the man. If he's to fight by your side in the coming years, that might be something you want to change.
[ ] Write-in.

Personal Study: As a Bard you have certain skills that are helpful to you in your new position. But you will need to improve your understanding of many things in order to lrule your lands effectively. Schedule a time for one of your ministers to educate you.
[ ] Martial: Alvarez would be happy to instruct you in the finer points of strategic doctrine. He's probably feeling a little worried that you know so little when your decisions will determine who lives and who dies.
[ ] Martial: Dominic is worried that you're going to get yourself killed one of these days. He's offered to give you some rudimentary weapons instruction and sparring practice any time you wish.
[ ] Diplomacy: Leliana's afraid you're underestimating the political situation. She wants to discuss some likely scenarios with you when you have the time.
[ ] Intrigue: If you didn't already have a title, Esther thinks you could have made an excellent spymaster. She's never opposed to teaching you some of her tricks.
[ ] Stewardship: Helan thinks you have a good instinct for this kind of work, but you need a little polish that he'd be glad to provide.
[ ] Learning: It probably wouldn't be worth Sara's time to teach such an average student, but you would benefit immensely from her knowledge on a variety of topics.
[ ] Sorcery: Zenthalas could help you reach a limited understanding of the Arcane Mysteries. You wouldn't be a sorcerer yourself by any stretch of the imagination, but you'd have a better idea of what forces she and other magicians can bring to bear.



Diplomatic Communications (Does not cost Action Dice)
Lord Edmond, the commander of Fort Cedre has written to you. As the new ruler of Corwyn, he wants reassurance that you will continue to allow his Legion's supplies to travel down the Anselm. You had no intentions of doing otherwise, at least, not while the Emperor's armies are still all over the Eastern Province. Also, that Legion is currently holding back the orcs, and you want it to stay that way.

Ordinarily this kind of communication wouldn't be noteworthy, except that it came from Lord Edmond instead of the man Emperor Magnus appointed to rule Cedre, Lord Marcus Simian. You're not sure what to make of it all, but you should probably consider your response carefully…

[ ] Take Advantage: You smell an opening, and it would be in your best interests to establish a friendly rapport with Lord Edmond. Respond with reassurances and more: an offer for a helping hand should he need it.
[ ] Cautious Inquiry: You can't afford to take anything for granted. Give him useless platitudes and ask for more information. Subtly hint at the information you actually want. Hopefully you can draw this out until you know what's actually going on.
[ ] Do nothing: You're not interested in playing political games with him. Give him the standard reassurances and be done with the matter.
[ ] Write-in.



Personal Communications (Does not cost Action Dice)
Your mother's letter informed you of their status. All of your siblings are alive and well, and the family business is prospering well enough. How shall you respond?
[ ] Invite them to visit. Surely you can guarantee their safety for a short time, and you do miss them all dearly.
-[ ] When? (Pick a Season: Summer, Fall, etc.)
[ ] Write back with a brief summary of your time here, omitting any sensitive details, but otherwise reassuring them that you're fine.
[ ] Write-in

(For your information, your family consists of: Your Mother, Your older sister (happily married), two younger sisters (twins), and one younger brother (the youngest). Your Mother is a widow twice over, hence the 9-year gap between you and the twins.)

And do you send a little money to anyone?
[ ] Nabelle: She did ask
[ ] Your Mother: Who, you note, did not ask.
[ ] Write-in.


Status:
Corwyn: War-torn, recovering.
Port Helm: Angry, bustling.
Ministers: Apprehensive.
Treasury: Reasonable, diminishing
Army: On loan.
Navy: Nonexistent.
 
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Turn 1 - Results
Corwyn and Port Helm have both been ravaged by the war, and while you can appreciate that your new Earldom might be considered a significant reward in the long run, at the moment it's a mess. Despite the hostile population and the looming future however, you've grown to like it, and you have a burning desire to see your new lands and people flourish. You throw yourself into the bittersweet work of rebuilding a broken land.

Try a Different Tact 80+ Needed
Your work begins in Port Helm, with an address to Dominic's 8th Regiment of the 4th Imperial Legion. These are men who have lived through significant hardships in a disappointing war, only to end up patrolling among a hostile conquered population. If you try and convince them not to respond in kind they'll just see you as taking the Y'Elim side in the matter.

[Roll: 64 + 42 = 106. Success]

So you don't do that. Instead, you tell them a story. It's about a boy who grows up despising the Imperial Legions. One who sees them marching through the streets in shining armor, but feels nothing but fear. Then, one day, his family is attacked by orcs. He's frightened and afraid, but the legion arrives in time to save him.

Then you introduce them to the boy, a young Y'Elim by the name of Markos. He's come to see the regiment as heroes, and yearns to join them as a squire.

Finding Markos was a stroke of luck you hadn't expected, but by introducing him to the Regiment you can already tell that Dominic's men will be viewing your subjects in a new light.

We're All Allies Now 60+ Needed
You then work to do the same thing from the other direction. Highlighting the various orc attacks every time news comes in. You put out advice to your subjects pushing them to be wary of the orcs, and otherwise attempt to direct their attention to this, ultimately minor threat.

[Roll: 54 + 42 = 96. Success]

…and it works. With the combination of the regiment's changed attitude and their prevalence in protecting your subjects from the orcs, you can tell that at least some of the people in Port Helm have started to calm down. It's not much, but it's a start.

Clear The Rubble 40+ Needed
Of course, it helps that you hire some of those idle hands to finally clear out the rubble from the siege four years prior.

[Roll: 95 + 32 = 127. Solid Success]

With the city no longer looking like a war zone, and their new lord taking visible steps to improve the situation, you can practically feel the city's residents reconsidering their opinion of you. Additionally, you now have the space should you wish to build anything in the city.

(Stewardship Options Unlocked)

Music and Lyrics: Your Heroic Rescue 60+ Needed
The shift in attitude towards you is something you and Leliana decide to help along with your new composition:

"Ballad of the Bard"
by @Plausitivity

*play guitar slowly, acoustically*

Oh,
From silken threads of fate,
An epic
Tale is spun,
With each weave
Your breath abates,
From how the day was won!

*faster guitar strumming*

T'was a fateful night,
The Emperor:
Am-bushed by Orcs!

Savage beasts!
From the East!
They knew
On-ly brute force!

Their eyes burned with fury,
Arms--the size of trees!
Hefting axes made from bone,
Many men would fleeee!

Shocked with awe and anger,
I made a choice--in a flash!
While others ran and fled in terror,
Towards the Emperor I did daaaash!

*strums extremely quickly. How is this even humanly possible?*

He fought bravely,
Held off threeee...
On one!
Two had fallen at his feet,
The third was allllmost undoooone!

But tired of the fight, was he,
And weary of his loss,
An opening, the beast did just see,
Axe swung for its vile caaaauuuuse!

*what are those hand movements? Those hips! Those legs!?!*

Jumped betwixt
The Crown and Brute,
I had but a...
Single thought:

Save the man!
Thwart their plan!
Stop them at all coooost!

*strum in between each line*

Guitar went up

Axe came down

The moment of truth was near...

Would I hold?
Or be struck down?

...

(spoken) "Well, evidently, I'm here!"

*quickly plucks*


Deflection!
Reflection!
See my face in the blade!

Joined
By
Royal sword,
We put that animal to the flame!

*crescendo*
*slow strums*


So goes the tale
Of one who sang
His way into
Many hearts,
Who rose above his lowly place,
And now shall play his paaaart...

(Spoken) "Truly, I hope this is a good start."

And the crowd goes wild :V
I imagined more of a rock/metal style epic song, but fitted it more to the setting. Praise my restraint!

[Roll: 78 + 42 = 120. Solid Success.]

Reminding your subjects that you saved the life of their conquerer isn't likely to endear you to them, but in truth that was old news. What your song does manage to do is highlight your personal courage in a moment of great danger. It also conveniently poses the orcs as the villains, reinforcing your own efforts quite nicely.

And of course, the song travels beyond your realm alone, reinforcing your legend far and wide.

Trait: The Chivalrous Bard Enhanced! +2 Martial.

Recruit Contacts 40+ Needed
Even as you fight for the hearts and minds of your subjects in Port Helm, Esther works to establish a network of informants in the city.

[Roll: 48 + 38 = 86. Success]

She succeeds, partially due to her ability to blend in anywhere. Within a month, she begins to pass along various rumors and nuggets of information that help you get a feel for the state of the city.

Investigate Personally: Esther ???+ Needed
You use her information to fine tune your approach to various leaders of the community, but you try not to rely on it too much. Esther may have demonstrated skills worthy of a spymaster, but you're still not quite sure where she stands in her loyalties.

[Roll: 3 + 18 + 10(Cookie) = 31. Failure]

And unfortunately, despite your attempts to shore up this blind spot, you just can't seem to find any way to verify that Esther's motivations are benign. Even worse, during your bumbling attempts to suss out the truth of her past, you manage to arouse Esther's keen sense of suspicion yourself.

[Esther's Roll: 67 + 20 = 87. Solid Success]

See Interlude: She Knows

Train Informants 60+ Needed
But despite your continued uncertainty, you believe Esther is sincerely disappointed when she reports that she couldn't find anyone with the right skills to train as your informants.

[Roll: 9 + 38 = 47. Failure]

It takes a special combination of skill, loyalty, and wit to work as an informant, and while Esther remains confident that she can train some up for you, it looks like she will have to search a little longer for proper candidates.

Military Build Up 40+ Needed
Discouraging as these results are, you receive excellent news from Alvarez on the military buildup you had requested that quickly distracts you from the setbacks.

[Roll: 77 + 23 = 100. Solid Success]

Despite having to build your new forces from the ground up, Alvarez manages to make excellent progress in such a brief period. Buildings are located and purchased, arms and armor are secured, and he even manages to find several Knights who are interested in settling down to serve as instructors for your nascent army. It's truly incredible progress, and you begin to feel optimistic about your chances when Dominic's Regiment finally stands down in the spring of 853.

Mothballed 60+ Needed
Of course, even that success is blown out of the water by what Alvarez' men discover when the pull the captured ships out of storage.

[Roll: 99 + 71(Nat. Crit. Reroll) + 23 + 10(Naval Bonus) = 203. Overwhelming Success!]

The vessels Donovan had mothballed were captured during the fighting 4 years prior. Donovan's records mentioned a token effort at preserving the vessels, and also significant signs of battle damage.

None of which remains on the pristine, sleek vessels of war that Alvarez presents to you.

It appears that the ships were enchanted to maintain themselves, such that they automatically repair any damage suffered in battle or even taken in the regular course of their duties. Sara and Zenthalas are both impressed by this for separate reasons, but the upshot of the situation is that you now have 5 extremely well conditioned warships, which will eventually return to such a condition no matter how damaged they become, short of actually sinking.

Gain Naval Units: Y'Elim War Galley (Maintenance Enchantments) x5

Alvarez is naturally very pleased, and looks forward to searching out crews for the vessels as soon as possible.

Tax Slump 40+ Needed
Something that it appears likely you'll be needing soon, according to Helan.

[Roll: 8 + 32 = 40. Barest Possible Success]

It took him longer to audit the tax records than both of you were expecting, but in the end he does find what he believes to be the problem. In brief: Pirates.

The merchants of Port Helm have been complaining about pirates from the beginning of Donovan's tenure as steward, and with no actual navy to investigate with he had grown used to ignoring them, but Helan notices a trend of diminishing transactions in the tax records which would account for the majority of the difference. When he asked the merchants why their trade was falling off, he got an earful.

If you want your taxes to return to their ordinary rate, you'll need to do something about that.

(Martial Options Unlocked)

Tax Relief 40+ Needed
Helan's audit of the tax record is useful in another way, when you decide to give your farming population a tax break after all.

[Roll: 21 + 32 = 53. Success]

The farmers are a suspicious lot, and you feel like in better circumstances they would have held on to the tax money just in case you changed your mind. But this season, they're desperate, and Helan reports a noticeable increase in purchases of seeds that he expects will see your farmers crops coming out much larger.

Coordinate Extra Labor 60+ Needed
Something which is very much helped along by all the free labor you provide.

[Roll: 97 + 32 = 129. Solid Success]

Once the day laborers finish clearing out the rubble in Port Helm, you managed to direct most of them out to the fields of Corwyn where they pitched in for the planting season. With the combination of the extra labor and your tax relief, Helan expects Corwyn will see it's first surplus since the war began.

Signal Communications 60+ Needed
Of course, with all of those subjects of your out and about working the fields, it makes you worry about those raiding orcs you keep hearing about. So you convince Sara to put off her shipbuilding project in order to focus on protecting your people.

[Roll: 76 + 32 = 108. Success]

Her first idea is to enhance your ability to communicate across great distances. She throws together a code for the basic alphabet, then assigns a series of visual signals to the code using a pole and various flags. With a small investment you soon have these "semaphore" stations of hers dotting the landscape, manned by small teams who can pass messages along as far as the eye can see.

Communicators 40+ Needed
Zenthalas, seeing the emphasis Sara places on the semaphore as a force multiplier, decides to enchant multiple pairs of armbands that allow for direct verbal communication across the entire fief.

[Roll: 27 + 27 = 54. Success]

You're not sure if she was trying to show off, or not. Regardless, you give them to Dominic as a loan to enable his patrols to cover more ground.

Inefficient Patrols 40+ Needed
Of course, with the introduction of new signaling stations as well as the communication armbands, Dominic's regiment needs new patrol routes in order to account for their increased powers of communication.

[Roll: 45 + 32 = 77. Success]

And rather than leave Dominic to stumble through it all, Sara just throws together a new pattern for the patrols herself while she's setting up the Semaphore stations. The overall effect is a massive boost to the size of the area the Regiment protects.

While you still hear about an outlying farm or two apparently being raided by the orcs, you are fortunate in that Dominic's men were never too far away and managed to respond in force quickly. By the end of the season, the amount of orcish raiding parties in Corwyn appears to have fallen to zero, although it's difficult to be certain without a dedicated search.

Building a Rapport ???+ Needed
Whatever the case may be, your clear concern for your subjects, and willingness to apply her suggestions does a lot to remove Sara's reservations about you.

[Roll: 39 + 23 = 62. Success]

Something that you quietly help along by making an effort to include her in your decision making process. She quite plainly detests the Empire, even still. But you've noticed that she's less inclined to hold you accountable for its actions or history, and may even have come to enjoy your company somewhat.

(Research Options Unlocked)

Meditation ???+ Needed
Unfortunately, your efforts to understand Zenthalas don't seem to make nearly as much progress. In the midst of all the work you've taken on you manage to find some time to join her in the grove as requested.

[Roll: 11 + 27 = 38. Failure]

…but you still have no idea why you're there, and Zenthalas doesn't give you any hint what she's trying to accomplish either. It's pleasant enough, you suppose, but you can't quite shake the feeling that there's more productive things you could be doing.


Diplomatic Communications
Things like managing your correspondence with Lord Edmond, who you've managed to strike up an ongoing exchange with thanks to your warm response to his letter. He's too circumspect to write anything politically damning in his letters, but you can tell that he's not very fond of the man Emperor Magnus appointed as the ruler of Fort Cedre. You haven't found the time to look into the Tournament of Kings yet, but you suspect that you've found yourself at least one potential ally in the greater political game.


Personal Communications
Your sister is all gratitude, of course, for your gift. A little money to you is a large amount to her. Although your mother seems worried about your safety in Port Helm, you suspect that the relatively larger sum you sent her has assuaged some of her concerns. After all, if you're well enough off to be sending money home, then things must not be all that bad.



Status:
Corwyn: War-torn, recovering.
Port Helm: Bitter, bustling.
Ministers: Hard at work.
Treasury: Half-empty, diminishing
Army: Borrowed. Gathering resources.
Navy: New ships, no crew.
 
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Interlude - She Knows
Late in the Winter of 850 A. E.
"I ran my own operation in Keiros." Esther told you. "From simple gossips in the streets to double agents planted early and deep in enemy territory. I ran the whole thing."

"Enemy territory...Not the western quarter?" You questioned. The western quarter was the common term for the nations the Alkadian Empire never got around to conquering in Aldorea, so named for taking up a quarter of the continent. Yet from the sound of things Esther wasn't referring to the foreign lands. She grimaced.

"Politics in the south are…much more contrived, than up north." She replied. "It was simpler just to think of every noble that you didn't serve as enemies." She shakes her head. "The point is that after running the show for a while I realized I couldn't stand it. The politics are too petty. I spent my life learning these skills, and for what? So that Lord Denis can make fun of Lord Parkims bad taste in art?"

"I think I've met those men," You note absently. Esther snorts, so you press on. "So you decided to run off to what? Find some new lost little lordling to dupe?" You raise your eyebrows at her pointedly.

"No, I left to find something better to do with my life." She laughed. "And at the end of the day, I am what I am. I just want to be using my skills for something worthwhile."

"I'm flattered." You replied dryly. Esther rolled her eyes.

"Don't read too much into it." She dismissed. "You were just the least likely to be caught up in all the normal political machinations, so I figured I'd try and keep you honest." Then she smiled, slow and sly. "That way I can run things the way I want to."

As far as reasons go, it's not bad. You had asked Esther to convince you that she wasn't just some spy sent here to gain your trust. You and she both knew that there was little point in the exercise, since she had already demonstrated an ability to act that you think only Leliana might have matched. Still, while it was probably futile, you fully intended to use the information she gave you here to dig deeper on your own time.

Because if you can confirm that Esther means what she says, then you'll be quite glad that you took a chance on her.




…2 Months later…

"You look like you could use a distraction." Esther's cheery voice percolated through your paperwork-addled mind.

You look up from your desk at your spymaster. Esther was apparently working on establishing contacts in the city, so was currently dressed as a local. Rough, but not coarse, cloth with just a touch of refinement. It put her solidly in the middle class, such that she could believably be a well to-do fisherwoman, or perhaps a poor merchant's wife and thus could travel freely almost anywhere.

"A distraction, yes." You reply dryly. Honestly, if you had held the slightest inkling of how much paperwork this all would involve, you would have run away from your audience with the Emperor. "Why don't you go find one of those, Esther? I, meanwhile, still have to deal with this."

This being the latest update on Sara's semaphore posts. Getting the whole thing organized was taking longer than you'd anticipated, and while Sara had promised to write up a new plan for Dominic's patrols you needed to have everything in order before you handed it over to her. It wouldn't do you any good for your head researcher to be wasting time sorting papers rather than working out patrols.

"Yes, well, as it happens. I already found one." And so saying Esther dropped a scroll on your desk with a heavy thunk. "Mail for you."

You sigh, then glance at the scroll. It takes you a moment to recognize the seal, and then you have to fight to keep your reaction hidden, because this is one letter you never intended for Esther to see. It's a response to a letter you had sent off just after forming your council.

You had sent it to an old friend in the south of the empire, along with some gold, asking him to look into Esther's story for you. It was good to finally have a response, but you definitely needed to open this somewhere away from Esther.

"Well, now your task is done. You can be on your way." You tell her faux-haughtily, setting the scroll to one side as if it is of no import whatsoever. You make a show of returning to your paperwork.

"You're not going to read it?" She tilts her head. "But what if it's important?"

"It's waited this long." You reply impatiently. "It can wait another hour."

"Well, it's no skin off my nose." She shrugs and turns to leave. "Keep your wits about you."

Esther always said that. It had the ring of a traditional parting, although you weren't sure if it was intended for friends or for enemies. Just as with everything else she said, it could easily work both ways.

"And you."

You wait a minute or two to be sure that she's gone before cutting open the seal, and unrolling it. Your curiosity is caught when a small slip of paper tumbles loose. Some kind of postscript? You examine it.

It's a good thing this letter isn't important at all, or it'd be the skin off your nose. - Esther

You glare at the little note in consternation. How? The thing was sealed! You examine the wax, but there's no evidence at all of tampering.

You feel a chill run down your spine as you realize Esther's little note is the least of your worries, because now she knows you're looking into her history. Shit.

The implications are terrible. If Esther is who she claims to be, you may have just offended an important ally. If she isn't…

You rush to read through the letter from your contact. It takes you an agonizing ten minutes to get through it all, and at the end you can't help feeling frustrated.

Nothing. You sent all that gold, reached out so far, and possibly antagonized Esther, for nothing.

Well, you reconsider. You didn't get nothing from the endeavor. Esther very clearly went out of her way to let you know that she'd caught you snooping. Would she do that if she was trying to hide anything?

Or perhaps that's what she wants you to think? You rest your head on the table and groan. Mind games. Wheels within wheels. This was never your favorite part of politics.

The worst part is, that regardless of which option is correct, you still have to verify it if you want any peace of mind. And now you'll have to make all of your investigations with the added complication that Esther knows you're looking. You'll have to second guess everything you find, because from here on out it could all have been planted to lead you astray.

With a long sigh, you turn you mind away from the aggravating letter. You never thought you would be grateful for more paperwork.

The Difficulty of Investigate Personally: Esther has been raised 10 points from ??? To ???+10
 
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Turn 2 - Summer 851
As spring edges over into summer, your exhaustive pace begins to wear on you. Enough so that you aren't surprised when Helan pulls you aside one day in order to suggest that you slow down a little.

"I know it feels like you have to fix everything." He tells you, "But you won't be helping anyone if you work yourself to death." You get the impression that he's speaking from experience, given that he's been trying to clean up the messes of Port Helm for two years longer than you. Regardless, you have to agree that he's right, and you'll need to slow down a bit this season to catch your breath.

The timing could be better, though, because news from the rest of the province is starting to trickle in, and you need to be ready to act on it if necessary.


News from Abroad:
-Emperor Magnus has departed Port Royal for the Empire, officially setting the Tournament of Kings in motion.
-The newly appointed lords and ladies have all arrived at their territories and are settling in.
-The orcs continue to attack in low numbers all across the eastern border with the bloodplains.

Thankfully it appears that nothing too important is happening at the moment. Now, how do you plan to spend this summer?



You have Four (4) dice to spend, plus another One (1) dice from each minister that is locked to their category. That makes a total of Ten (10). Unless an option states otherwise, there is no limit to the number of dice you may spend on one option.

Martial "We've got a long way to go."
Land and Sea: Alvarez laid the groundwork to build your personal forces, now you have to decide whether to build on it now or later.
[ ] Recruit an Army: Have Alvarez start recruiting for your private army. Once he starts, he would prefer not to stop until he's finished. [0/1000, Limit 2 dice, Locks Alvarez' Action Dice until completed or Spring 853]
[ ] Recruit Naval Crews: Your 'new' ships need crews to be useful, otherwise they're just going to sit around all empty and useless. [0/500]
[ ] Master and Commander: Have Alvarez' search for more experienced men to serve as your officers. [60, prompts mini-turn]

Pirates Ahoy!: Helan has discovered hints of pirates poaching from traders just off of your shores. You don't have a navy just yet, but this may be important enough to spend money on.
[ ] Hire Mercenaries: This is an unreliable option, but not terribly expensive unless they succeed. [60]
[ ] Bribe the Imperial Navy: The Empire's navy is only required to protect imperial convoys, but perhaps with a bit of money they could be convinced to run down any pirates they see. [80]

Diplomacy "Good. Now, do it again."
The Tournament Begins: The political landscape is still taking form. Leliana warns you that ignoring it will only harm you in the end.
[ ] Squabbling Neighbors: Both of your direct neighbors have requested a private meeting at the border to discuss "a mutually beneficial alliance". Notably, they each also hold the other in disdain. Meet with them both separately in order to get a feel for the matter.
[ ] Sterling Bay: Lord Dain, Willem's older brother, has been appointed as lord of Port Royal. The other notable port of the bay was given to a Lady Mila Devon. Reach out to both of them as a territory with naturally shared interests.

Soften their Hearts: While your subjects' ire has been subtly redirected, the conquest is too recent to truly be forgotten. Much work remains to be done if you wish to secure your subjects' loyalty.
[ ] Show no Fear: Walk among the people without fanfare, and unguarded. Get to know them personally and provide assistance where you are able. [80]
[ ] For the Empire: Work to help your subjects see themselves as Imperial Citizens. Teach them of Imperial Law and what rights and privileges belong to them. [100]
[ ] Music and Lyrics: Write a song for the people of Corwyn, forging a new identity for them as a people who rise from the ashes. [80]

(I'll give a Bonus if you actually write the song.)

Intrigue "You have good instincts, at least."
A Dance of Shadows: Esther remains convinced the greatest dangers to your rule will come from abroad.
[ ] Gather Information: Pay someone to travel to each of the other territories and report back on what they find. They won't be spying, so much as passively observing common information. It'll give you something to work with, though. [40]
[ ] Train Agents: Esther would be happy to train loyal agents to extend your influence in multiple ways. [80, prompts mini-turn, Takes 2 Seasons]
[ ] Spider's Web: Esther can work to establish a network of truly secure contacts around the world, although it will be slow going. [0/1000, Limit 2 Dice]

Internal Dangers: Your position is still very new, and Esther thinks you'd be a fool not to secure it against internal threats merely as a precaution. After all, you're even investigating her, aren't you? :evil:
[ ] Trust, but Verify: Have Esther look into the members of your council, and Dominic's Regiment. As the means by which you stay in power, these are the two sources of greatest threat should any of them prove to be disloyal. [80]
[ ] Late Night Shipping: Esther's contacts in the city have her worried. She's hearing rumors of shipments coming in under cover of darkness. Smuggling? Or maybe just tax-dodging? There's no way to be sure without giving things a closer look. [60]

Stewardship "We're not out of the woods yet."
Build Corwyn Up: Now that you've ensured plentiful food for your people, Helan has a list of projects that he believes will improve the territory's long term status.
[ ] Permanent Semaphore Stations: Sara's semaphore posts made communicating with far-flung residents of the earldom almost ridiculously easy. Helan wishes to construct more permanent signal stations and make the communication service available to anyone for a small fee. [60]
[ ] Corwyn Trade Center: Helan believes there would be significant advantages to constructing a centralized building for traders to do business. It would make collecting taxes easier too. [60]
[ ] Shipyards: If you intend to build any naval vessels, military or otherwise, you will need to obtain shipyards of your own. Have Helan make it so. [60]

Establish Order: The Empire divides the land into the hands of nobles who then oversee it according to their will, and the laws of the Empire. How will you organize your Earldom?
[ ] Fledgling Democracy: Call a congress of the people together to vote for leaders in a council set to advise you on their needs. [80]
[ ] Reward Loyalty: Appoint those who serve you productively to minor titles and lands, as in the Empire. You will likely never run out of land to reward in your lifetime. [40]
[ ] Maintain Power: Raise up no leaders among your subjects, but instead codify a system of laws (compatible with imperial law) and appoint judges to oversee them. [60]

The Masses of Port Helm: Helan remains committed to helping the people he came here to serve, and has some proposals for that purpose.
[ ] Assist the Displaced: Port Helm is full of refugees and the poor. Helan proposes organizing a combined census taking and charitable giving effort. It should help those most in need whilst also determining what exactly the needs of your subjects are. [40]
[ ] Faith in the People: Allow Helan to investigate the absence of worship in Elimorea. It could help you reach a greater understanding of your subjects. [80]

Research "I have so much work to do."
Simply Improvisation: Sara can think of a few new projects you might find useful.
[ ] A Self-firing Bow: Skill with archery requires practice, but Sara believes she can build a device to fire arrows at the pull of a trigger that even a commoner could aim. It could greatly enhance your untrained troops, once you have some. [80]
[ ] Improved Galleon: Larger galleons would provide you with several opportunities, and Sara would like to see this finished at some point. [40]

Beyond the Expected: When you appointed Sara to your council, it was with a charge to improve Corwyn in ways you "couldn't know to ask for". She has taken your challenge to heart.
[ ] Research Assistants: Having to personally instruct the signalers last season, Sara realized just how wasteful tedious instruction can be of her time. She wants to hire on a few assistants who can take on such tasks in the future. [60]
[ ] Elimorea's College: No one else can make heads nor tails of it. Have Sara examine the college's remnants for inspiration. [60, prompts mini turn]
[ ] Mother of Invention: Sara always has radical proposals for new inventions. Give her free reign to pursue one of her projects. [80]

Sorcery "Some things take time. And luck."
Enchantress: Zenthalas is familiar with the art of enchantment and would be happy to provide a few 'trinkets' to help out.
[ ] Enchant Magical Items: Have Zenthalas enchant some items for you. [60, prompts mini-turn, Limit 2 Dice]
[ ] Examine Magical Galleys: You naturally called Zenthalas over to inspect the galleys once their magical nature was made clear. She seemed amused by them, for some odd reason, and told you that she could probably replicate the enchantment if you gave her time to study them. [80]

Stranger Things: You still don't entirely grasp the powers of sorcery, but thankfully, you have Zenthalas for that.
[ ] Sorcery At Large: Zenthalas continues to detect sorcery in and around Port Helm, and should you ask her to she would be happy to investigate. [60]
[ ] Assist Another Project: Sorcery is a surprisingly versatile resource, according to Zenthalas. She would be happy to tag along with another of your ministers and provide assistance with one of their projects. [Specify Project]
[ ] Meditation: Zenthalas continues to meditate in her grove. She has invited you to join her there when you get the chance. [???]


Status:
Corwyn: War-torn, recovering.
Port Helm: Bitter, bustling.
Ministers: Hard at work.
Treasury: Half-empty, diminishing
Army: Borrowed. Gathering resources.
Navy: New ships, no crew.
 
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Omake - Spontaneous Rock Song: From Ashes
@Mr.rodent here, hope this makes you feel better <3

From Ashes
"Now, Markos, I usually perform in front of an audience of nobles, and last time was a mixed audience." You say, setting up the last of the benches. "Today, simply performing in front of the town seems like a good idea, but I'll be honest, I'm quite nervous."

"Ah, Lord Astor, it is certainly a good idea! You have convinced your army men to let me join," Markos said as he put the drums in place, "and now, it's time for you to do the same with my people!"

"Hah! No pressure, kid." You laugh nervously, though you can't hide the excitement building up in your head. The only guards you had was the town guards doing their usual patrol. "I'll have to thank you for agreeing to play--I didn't even know people played the drums!"

Markos gave the array of drums a light tap with one of his drumming sticks. "No, my musical lord. 'The pleasure is mine', as you say? It's the least I can do to pay you back for helping me with joining the ranks of my newfound heroes!"

"Well I feel less pleased about sending a boy to risk his life for his people, but you've somewhat convinced me!" You laugh, and are relieved when Markos smiles at your joke. "...and what is that disk-shaped metal plate, if I may inquire?"

"Ah, this," Markos gives the disk supported on a rod a few taps with his sticks, and it gives off ringing vibrations through the air, "is a 'cymbal', I'm working on new sounds in my spare time, though with my new job, I have a lot less time." He looks longingly at his instrument.

"I'm quite impressed, though I do apologize for my lack of familiarity with percussives. I understand that the Y'Elim have an extensive history of such instruments?"

"Oh, yes, but obviously it has been played less often because of the...conflict." Markos's smile turns gloomy, but his eyes light up a few seconds later. "That is past, and now, we look to the future!"

"Indeed, let's get started."

As people trickle into the area, some getting seated and some deciding to stand, you idly strum your guitar, preparing a prelude to the more energetic and epic tune you, Lelianna, and Markos have come up with. Markos starts a steady beat, bringing up the atmosphere with calm and constant tap-tap-tap-tap and light booms from his collection of drums.

You make sounds, testing your range, perhaps impressing some of the arriving audience with that heavenly tone. You settled on a deep, but crisp sound, perfect for singing an epic of the people.

As the area filled and the sun set in earnest, torches lighting up the ground and peoples' faces, you began to sing. The sound and gleam from your instrument let Markos know to start his accompaniment...

<>
Legend speaks of a shooting star,
Flying
Day and night...
But a fateful day,
It flew too far,
And burned up
In the sky...

Fell to the ground in pieces,
Broken...
What a shame...
But from its ashes,
An ember rose,
A glorious bird of flame!


*rapid plucks of strings, slicing through the air*
*drums bang out a loud but somehow rhythmic cacophony, just quiet enough to hear Rick shouting*


Scorched by conflict and engulfed by war!
Rise as a phoenix...
Light up the night as we soooaaar!
To the skiiiiieeeees!
From.
The.
Ashes...
We Rise!


*guitar solo. Rick's finger movements cause women to swoon and fall over*

Terror stalks the frontier borders--
Intrusions!
...Of a beastly breed!
Take up our banner, land or sea,
United, we shall succeed!


*Rick's now swinging his guitar wildly around his body, but how the hell is he still continuing the music at the same time???*

From clearing rubble to fixing loss,
Your protector will oblige!
Witnessing beauty of this land revived,
Is the sole prize in my eyyyyeeeessss!


*drags the sound out, somehow Rick managed to drag out the guitar's note longer than physically possible... Salander's work must be truly impressive*

Forged from conflict and tempered by war!
Toughened as people,
Joining our voices we roooaaar!

*some people join in vocalizations*
At the skiiiiieeeesss!
From the ashes, we riIiIiIsSeEe!


*guitar solo with Rick vocalizing*

<>​

Okay, he's just showing off his vocal range and massive lung capacity now.

You don't even get the chance for a drum solo, so you just calmly finish the piece while smiling.

Good thing everyone seems to like it.

...If thrashing their heads like they were possessed meant they liked it...

-------

@StormyAngel
Yes I made a rock band featuring Rick, the lead singer on guitar, and Markos on drums. Sue me. (please don't)

Feel free to not use the scene if it's not as canon!
 
Turn 2 - Personal Actions
Personal Actions You may pick Two (2) Personal Actions this turn.
Personal Study: As a Bard you have certain skills that are helpful to you in your new position. But you will need to improve your understanding of many things in order to rule your lands effectively. Schedule a time for personal imrpovement.
[ ] Martial: Alvarez would be happy to instruct you in the finer points of strategic doctrine. He's probably feeling a little worried that you know so little when your decisions will determine who lives and who dies.
[ ] Martial: Dominic is worried that you're going to get yourself killed one of these days. He's offered to give you some rudimentary weapons instruction and sparring practice any time you wish.
[ ] Diplomacy: Leliana's afraid you're underestimating the political situation. She wants to discuss some likely scenarios with you when you have the time.
[ ] Intrigue: If you didn't already have a title, Esther thinks you could have made an excellent spymaster. She's never opposed to teaching you some of her tricks.
[ ] Stewardship: Helan thinks you have a good instinct for this kind of work, but you need a little polish that he'd be glad to provide.
[ ] Learning: It probably wouldn't be worth Sara's time to teach such an average student, but you would benefit immensely from her knowledge on a variety of topics.
[ ] Sorcery: Zenthalas could help you reach a limited understanding of the Arcane Mysteries. You wouldn't be a sorcerer yourself by any stretch of the imagination, but you'd have a better idea of what forces she and other magicians can bring to bear.

Investigate Personally: You've done your best to delegate your power responsibly, but some things shouldn't be left to chance. Use your skill for cloak and dagger to make sure of it.
[ ] Esther: Esther impressed you enough with her skills to earn her appointment to your council, but you'd be a fool to trust her blindly. Assess her loyalty to you, and make sure she's not some kind of double agent. (She Knows: Difficulty +10).
[ ] Write-in.

Build A Rapport: Busy as you are, it would be good not to neglect your friends and allies.
[ ] Alvarez - You were impressed by Alvarez's record, but you don't know much more about the man. If he's to fight by your side in the coming years, that might be something you want to change.
[ ] Dominic: You're old friend is war-weary and rough around the edges. Find some time to catch up with him.
[ ] Leliana: Your old mentor has been hard at work for you. Take a moment to express your gratitude and appreciation for her assistance.
[ ] Sara - While she is much less standoffish now, you still get the feeling Sara is mostly humoring you in order to help her people. Work to improve your friendship.
[ ] Write-in.


Diplomatic Communications You must make a decision, even if that decision is "Don't Respond".
Duke Aver: The new Lord of Serolm, Duke Aver, has sent you a message by way of courier. He holds the mountain pass through the Jaw, as well as the only suitable land for a port south of the mountains, and is thus well positioned to maintain a stranglehold on trade with the region, something you suspect will only become more important in coming years.

Duke Aver has written you with an intriguing proposal. He disavows any interest in winning the Tournament of Kings, instead claiming that he hopes only to maintain the peace and prosperity of the Eastern Province, and hopefully find a suitable candidate to support for the position at some point. He proposes that the two of you work together to establish a profitable trading circuit up and down Elimorea's coast, in order to achieve these ends.

In practical terms, he would appreciate your citizenry's experienced assistance in building his new port, Almyra, and in return he promises free trade and a political alliance.

You don't know much about Duke Aver, but if he's sincere this may be a good opportunity. Of course, there will be implications beyond the obvious, so how you respond in tone as well as in substance will no doubt have an impact on your future. How do you respond?

Tone: How do you communicate your response?
[ ] Enthusiastic
[ ] Friendly
[ ] Cautious
[ ] Write-in

Substance: How much support for this plan do you promise the Duke?
[ ] Full support
[ ] Tentative support
[ ] No support
[ ] Write-in

The interactions in Diplomatic Communications are not based on a roll of dice. This means that you won't fail arbitrarily, but you also don't always have a chance of success. I would suggest that you consider carefully what the possible outcomes may be and vote accordingly.

Personal Communications
If you wish, you may write to some others. Personal Communications are a free action. You don't have to choose any of these options.

[ ] Write to Miklam.
- [ ] About?
[ ] Write to your Mother/Siblings.
- [ ] About?




As with before, this vote willl be organized by Plan.
 
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Master and Commander Vote
Because Master and Commander was one of the options selected in the winning vote, and the roll was successful (barely), we are now going to hold a Mini-Vote to determine who Alvarez found for you. Much like when you chose your new Land, this is not Alvarez presenting you with three options, but instead me presenting you with three options, and the winner will be the only person Alvarez found. Which is to say: no, you can't recruit them all. :rolleyes:

Pick One:

[ ] Benor Ihlmun - A mercenary who fought for the Empire during the conquest, the recent 'peace' has put him out of a job. Much like Dominic he's been fighting for the entire war, but he's been much more involved in the heavier battles on the Bloodplains than your old friend was. Consequently he's picked up experience in every kind of fighting you can imagine, and has shown a talent for creatively evening out the odds when fighting against a larger force. (+10 Tactical Land-based Martial Rolls, David Beats Goliath)

[ ] Carstan Zanzil - Carstan served as the imperial flag captain during the invasion of Port Royal, from which position he directly assisted with the Admirals' planning and the execution of their successful strategy. He's never seen shipboard combat himself, but Alvarez feels confident in his strategic acumen and personal courage. (+10 Strategic Naval Martial Rolls, Excellence in Execution)

[ ] Doular Mandrake - Serving as an imperial pirate hunter in Farest (The island between Aldorea and Elimorea), Doular has seen quite a bit of action aboard his vessels. He's never participated in large scale fleet actions such as blockades, but Alvarez would gladly entrust complete tactical command to his old friend in any battle at sea. (+10 Tactical Naval Martial Rolls, Predator at Sea)
 
Turn 2 - Results
You write back to Duke Aver, tentatively in favor of his proposal. You agree to provide what support you reasonably can in the construction of the new port, but invite him to meet with you in Port Helm to discuss the details in more depth.

With that answer on its way via his courier, you also write up a letter to Miklam with a general overview of recent events and asking for his advice concerning political games and other dealings with nobles.

It will be months before you could possibly receive any response from either man, so you return to your work setting Corwyn and Port Helm to rights.

Music and Lyrics 80+ Needed
Your first task, along with Leliana, is writing up a new song for your citizenry. While your last song was about yourself, you decide that the time has come to write something especially for the people of Corwyn.

[Roll: 85 + 42 = 127. Success]

And you get the feeling that your subjects appreciate it. Your new song is sung frequently enough, at least, to indicate that its message of rising from the ashes is not inappropriately timed. Or perhaps they're trying to curry favor with you. It's hard to tell.

Assist the Displaced 40+ Needed
Of course, your subjects are in rather dire straits, it turns out. Helan's census confirms that no less than 10% of the current population of Port Helm are actually homeless. And that's actually on top of the ones who are staying with family in housing that wasn't built to accommodate so many. Most of the homeless are refugees of the fighting that destroyed so many cities on the Bloodplains, but there are still a good few whose homes were destroyed during the siege of Port Helm itself.

[Roll: 19 + 32 = 51. Success]

Helan manages to organize a couple of temporary shelters and soup kitchens which ease a great deal of strain on this displaced population. At the same time he helps lost families reunite or find out where their missing members ran off to. Still, while he's managed to settle them down some, Helan warns you that you'll need to find a more permanent solution before Winter if you don't want a large chunk of them to die from exposure.

(Stewardship Options Unlocked)

Corwyn Trade Center 60+ Needed
While addressing your subjects needs is high on your list of priorities, your ever-shrinking treasury is a source of concern to both you and Helan, so you readily approved his plan for a centralized trading center in Port Helm.

[Roll: 19 + 32 = 51. Failure]

Unfortunately, while Helan does manage to locate an ideal site for the building and has even received multiple bids for the contract on construction, his other work eats up more of his time than either of you realized it might. The two of you are far too busy to pursue this plan any further just yet, so the plans sit idly on your desks. For now.

(+10 to a Second Attempt)

Squabbling Neighbors
One of those things keeping you busy is a pair of meetings with your closest peers, at least in geographical terms.

You met first with Lady Silva Farstoe, whose family hails from the central province back in the kingdom. Given the long history of her noble bloodline, she is surprisingly solicitous of your goodwill, and doesn't appear to hold any disdain for your commoner origins at all.

Lady Silva holds North Anselm, a land of farms consisting of mostly imperial colonists and a light sprinkling of Y'Elim natives. There is also a very minor port or two along the coast.

While your discussions are mostly focused upon trade agreements, and feeling out your opinions on the Tornament of Kings to come, you get the feeling that Lady Silva is not entirely happy about her new position in the Eastern province.

Of course, the reason for this becomes somewhat more clear following your meeting with Lord Devon Monair, an Earl whose family also hails from the central lands back in the Kingdom, and one that famously holds an ongoing feud with the Farstoe family.

The Monair/Farstoe feud is so ancient, and widely known, that it's practically an established part of the empire on its own. It's actually the kind of thing you had assumed you would manage to avoid out here in Eastern Province, but now you know better.

Lord Devon is a military man, through and through, and it seems that his primary concerns involve obtaining your support in maintaining the border with the Bloodplains. Which is amusing enough, because he actually has the smallest piece of the border of any of the new territories, yet he speaks as if he alone is holding the orcish hordes at bay.

Oh, and he's also a pompous ass who clearly has to fight his own instinct to look down his nose at you, commoner that you are.

Still, he's polite enough and clearly professional enough not to let it affect his decision making. You're sure of that because he mentions in passing that he has a sister who may be looking to marry…

Well, clearly you have a delicate situation with these two. While both of them appear to desire close relations and good will, it's highly doubtful that they'll manage to put their family's feud to bed here in their new lands. If you befriend either of them, you'll likely make an enemy out of the other. Definitely something you'll need to carefully consider.

(Diplomatic Communications Unlocked)

Gather Information 40+ Needed
Thankfully, while your neighbors pose a mixture of positive and negative opportunities, you won't be making such decisions completely blind as you finally found the time to train and send off spies to the various territories of the Eastern province.

[Roll: 87 + 38 = 125. Solid Success]

And the information trickling back to you as the informants return paints an interesting picture. While you already knew the Eastern province had been divided into 21 territories, you mange to get a firm understanding of the actual borders, as well as the name and history of your 20 peers.

(Setting Info: Map Updated)

Moreover, because of the relatively chaotic situation, nobody thought twice about a traveling stranger asking pointed questions, so your spies managed to get away with rather more leading questions than they might have otherwise. Piecing together the information they gathered is the work of several weeks for Leliana and Esther, but together they manage to present you with a basic picture of the primary political groups they expect to emerge in the coming years.

(Setting Info: Politics Updated)

The gist of which is that if you intend to have dealings with any one lord in particular, you now will have an idea for how such dealings are likely to affect your relationships with the rest of the province.

Late Night Shipping 60+ Needed
Of course, all of that will depend on your actually being Earl Corwyn for the foreseeable future. Something that Esther is much more worried about after spending a couple of months looking into the situation in Port Helm.

[Roll: 40 + 38 = 78. Success]

She was able to track down a couple of docks where the shipments coming in at night were clearly not being reported to Helan's tax men. While originally she got the impression she was just dealing with tax dodgers, Esther caught hints of something much more serious when she got a look at some of the cargo.

Weapons. Somebody is shipping weaponry into your territory. It's not illegal to ship weapons…but it is illegal to do so in secret.

While Esther attempted to track the shipments back to their final destination, she ended up losing them somewhere in the slums. She has a suspicion that there was sorcery involved, because otherwise she never would have lost track of it.

(Intrigue Options Unlocked)

Build a Rapport: Esther ???+ Needed
You take the opportunity to work more closely with Esther in response to the possible threat, and smooth over any hurt feelings that might have resulted from your snooping.

[Roll: 19 + 23 = 42. Success?]

It's actually somewhat difficult to tell how Esther feels about you at any given time. You get the feeling your spymistress is averse to giving any information away ever, and consequently defaults to playful flirting regardless of her actual feelings about somebody. Still, you're not without experience in reading people, and you think she understood there was nothing personal about it. She accepts your apology happily enough, anyway, and mentions that she would have been disappointed if you hadn't tried to look into her background.

Sorcery At Large 60+ Needed
You were hoping that Zenthalas might be able to help Esther track down the missing shipments, but for some reason she's been having difficulty of late sensing any sorcery at all.

[Roll: 28 + 27 = 55. Failure]

There's something about Port Helm that's preventing her from narrowing down the location of the sorcery that she had been detecting. Something of a cloud over the area, she claims. She doesn't know if the sorcery she'd been detecting previously is related to Esther's missing shipments at all, but either way, she doesn't manage to find it despite searching to the best of her ability.

In the end, she spends a week or so meditating in the Keep in order to sharpen her senses.

(+10 to a Second Attempt)

Build a Rapport: Dominic ???+ Needed
With some unknown party shipping weaponry into your territory, you decide that it might be a good idea to check in with your military forces, such as they are and what there are of them. And of course, while you've been happy to catch back up with Dominic in the odd moment here or there between work, you've been looking for a reason to spend a little more time with your old friend.

[Roll: 91+ 23 = 114. Solid Success]

Dominic is happy to reminisce on the good old days, and it's clear that he couldn't be more pleased to see you rising so high in the world. His noble family always looked down on his association with you, and he's been getting a certain amount of satisfaction at the way several of them are now begging his forgiveness in their various letters while pleading for an introduction.

Personally, he suggests you ignore the two-faced bastards, but he understands that sometimes there are political considerations to be made, so he offers to make any introductions you'd like.

(Diplomatic Communications Unlocked)

He's intrigued at the idea of sticking around after his battalion has been disbanded, but seems hesitant for some reason. Ordinarily you'd let something like that slide and give the man some time to think about it, but this is your friend, despite the long years between you, and you manage to convince him to see reason.

(See Interlude: The Casualties of War)

Recruit Naval Crews 0/500 Needed
After your visit with Dominic, you finally get around to checking in with Alvarez on his progress. The old sailor has been making good use of Helan's census to locate a number of willing hands for the new naval force your assembling.

[Roll: 52 + 25 + 10(Naval Bonus) = 87. +87 Progress to 87/500]

He's making good progress, although not enough to completely man one of your War Galleys just yet. He urges you to consider taking a personal hand in the recruitment in the coming seasons, both Naval and Army, because otherwise he doesn't think you'll have a strong military as soon as you'll be needing it.

Master and Commander 60+ Needed
You promise to consider it, but aren't sure how soon you'll be able to get involved personally. Thankfully, one of Alvarez old comrades has responded to his call for officers, and you are able to meet him at the same time.

[Roll: 29 + 25 + 10(Cookie) = 64. Success]

Doular Mandrake served as an imperial pirate hunter based on Farest, the large island between Aldorea and Elimorea. The man has seen quite a bit of action aboard his vessels. He's never participated in large scale fleet actions such as blockades, but Alvarez would gladly entrust complete tactical command to his old friend in any battle at sea.

(+10 Tactical Naval Martial Rolls, Doular Mandrake Added to People of Interest)

Unfortunately, Mandrake doesn't have a ship to captain just yet, so he'll be pitching in with the recruitment effort instead for the foreseeable future.

(Fall Naval Recruitment Action Bonus)

Which is good, because Sara gave you a reason to see those pirates lurking around off your coast taken care of sooner rather than later.

Improved Galleon 40+ Needed
Sara had already figured out her plans for an improved method of construction for the seagoing vessels, and with your funding she's finally able to put her plans to the test.

[Roll: 44 + 32 = 76. Success]

And she was just as smart as she claimed to be. The new galleon is 20% larger than the older standard version, and can consequently carry that much more cargo, making trade that much more profitable. Of course, all of that doesn't do you much good without a crew to man the new vessel.

Rapport Roll Activated. DC 80.

[Roll: 88 + 23 = 111. Success]

Sara surprises you though, by assembling a crew out of several poor local families that are willing to work for you. It turns out that her original goal in building the new ship was to improve their lot in life. And after getting to know you better, she doesn't feel that you'll be too onerous of a master.

Gain Merchant Marine.
Gain 1 Fully Crewed Improved Merchant Galleon




Status:
Corwyn: War-torn, recovering.
Port Helm: Discontent, bustling.
Ministers: Hard at work.
Treasury: Approximately 33%, diminishing
Army: Borrowed. Gathering resources.
Navy: New ships, recruiting.
*NEW* Merchant Marine: One Ship, Inexperienced.
 
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