- Location
- Rapidly approaching your location.
- Pronouns
- Any/Morb
"Let's get down to business
To defeat
The Orcs!"
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]
Think we should start making an army now.
@StormyAngel what's this progress bar 0/1000? How much progress do we get per success?
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]
@StormyAngel could this be sort of a diplo action? We'd be trying to convince them?
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.
Should keep a pulse on the political landscape before jumping in imo.
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]
The Lord of the People? The Lord of the People.
Any bonuses for a 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]
I think more agents will be helpful, even if Esther is the one training (still don't trust her...!) and we could do with more informants.
Internal Dangers: You're 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?
[ ] 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]
@StormyAngel typo. Army should take priority, and shipping can come after that.
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]
Semaphores are good, but economics and shipyards will have to come first.
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 obvious choice. or alternatively
[] Council of Bards: Similar to democracy, but with Bards replacing the role of politicians in debates. Only those who make the most convincing arguments over song and performance will be allowed to win debates and pass laws.
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]
Safer option (half the DC of faith???) pls.
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]
Boats for better trade and military options!
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]
Definitely get her some assistants before anything else!
Sorcery "Some things take time. And luck."
Spoiler
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]
We already have magic boats. Let's get a magic guitar!
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. [???]
Yeah definitely find that magic source. Sounds like trouble!
[ ] 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]
Think we should start making an army now.
@StormyAngel what's this progress bar 0/1000? How much progress do we get per success?
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]
@StormyAngel could this be sort of a diplo action? We'd be trying to convince them?
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.
Should keep a pulse on the political landscape before jumping in imo.
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]
The Lord of the People? The Lord of the People.
Any bonuses for a 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]
I think more agents will be helpful, even if Esther is the one training (still don't trust her...!) and we could do with more informants.
Internal Dangers: You're 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?
[ ] 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]
@StormyAngel typo. Army should take priority, and shipping can come after that.
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]
Semaphores are good, but economics and shipyards will have to come first.
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 obvious choice. or alternatively
[] Council of Bards: Similar to democracy, but with Bards replacing the role of politicians in debates. Only those who make the most convincing arguments over song and performance will be allowed to win debates and pass laws.
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]
Safer option (half the DC of faith???) pls.
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]
Boats for better trade and military options!
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]
Definitely get her some assistants before anything else!
Sorcery "Some things take time. And luck."
Spoiler
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]
We already have magic boats. Let's get a magic guitar!
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. [???]
Yeah definitely find that magic source. Sounds like trouble!