2251, First Half
- Location
- Australia
- Pronouns
- She/Her
2251 IC, First Half
Stat Changes:
Population: 1100 to 1301.
+58 Children
+42 Farmers
+40 Labourers
+30 Craftspeople
+22 Sailors
Food: 2884 to 2959 (-100 from event)
Food Production: Steady
Food Consumption: 1100 to 1301
Gold: 450GC to 200GC. (+200 from event)
Random Events:
Good or Bad: 1d100, bad previous event. 25+ Good: 69
Good Event: 1d100 = 21
A passing tradeship docks at your settlement, and you're able to get a good price on food - theirs had spoiled only a day or so ago. Much of your food production has been in excess of your requirements, so your subjects have been very busy pickling, salting, and smoking.
Trade 100 Food for 200 GC
Petition:
The Lady Ortiz and her Myrmidian faithful have given much service to your fledgling settlement, and wish to expand the presence of their Goddess here. Also, the only 'established' temples in the settlement are in the Lighthouse, and are to Elvish gods. There are lay preachers among the common folk, and a few makeshift temples, but establishing a proper temple to a human goddess would go a long way to convincing your subjects that you don't intend to force them to worship your gods.
Lady Ortiz and her fellow Myrmidians have petitioned you to construct a Temple of Myrmidia within 3 turns. She is willing to contribute 100GC towards the construction of the temple.
Choose the listed number of actions from each category. Unless stated otherwise, you may choose the same option twice to add another 1d100 to the roll.
Choose 2 Martial Actions:
[x] Train some Labourers as militia: With some discipline, basic equipment, and time you could expand your force. While they would only be lightly armoured spearmen, your mercenaries could train decent troops out of the civilian population without preventing them from holding gainful employment. Converts 50 Labourers to Militia, who act as both Soldiers and Labourers. Will require 25gc/turn for wages and upkeep. Can be taken multiple times.
[x] Send some scouts to look for any local ruins: There may be other ruins, Elvish or otherwise, if this lighthouse was built here so long ago.
[x] Attack the Nearby Orc Base: While you no longer think it is their main home port, because their captured steamship could never fit, there is a significant base near your settlement. Striking it from land could deal a serious blow to the Orcish pirates.
[x] Begin a Campaign against the Vampire: Such a creature is an affront to life itself. It must be destroyed, but doing so will likely require a major campaign. Requires Two Actions.
Choose 2 Naval Actions:
[x] Hunt the Steamship: Orcs capturing and then managing to successfully use a Dwarfish steamship is very unusual, and very concerning. Your Hawkship, with you and Eydis aboard, might be the only vessel capable of catching and defeating the threat - at least until the idiots over at Barak Var realise some Orcs are running around with their ship. Dangerous.
[x] Keep up the pressure on the Orcs: The orcish pirates rely on small, crude boats to actually take ships. With your Hawkship, you could successfully sink these whilst avoiding a fight with the much more dangerous Steamship.
[x] Escort trade: Whilst it is generally too dangerous for merchant ships to visit this region, with your troops and Hawkship, you could arrange a trade convoy to Tilea. Sell 500 Food for 500 GC.
[x] Trade with Wurtmoot Island: After your successful diplomatic visit, you can now export food to the nearby island. Sell 500 Food for 500 GC, does not take an action.
Choose 2 Diplomatic Actions
[x] Investigate to the South: You've heard rumours that a sorcerer of some kind has a tower in that direction.
[x] Launch a Diplomatic Expedition to the Norscans: Take a respectable number of troops and make a peaceful impression on the Norscans to establish that you are not a good target for radiation. Requires two diplomatic actions.
[x] Propose Something to Another Border Prince: Write-in your proposal, and who you want to propose it to.
[x] Visit Akendorf: Akendorf is the largest Imperial settlement in the Border Princes and one of the few true cities in the region. A visit there will likely open many doors for you. Requires a personal action in addition to a diplomatic one.
Choose 1 Stewardship Action. Building construction is voted on here, but does not cost an action.
[x] Order Buildings Constructed: Write in what you want built. Your only limit right now is gold cost, and having sufficient staff. Does not take an action.
[x] Begin Enlarging the Piers: You only have so much space for ships and boats to dock at your settlement. You might benefit from enlarging it. Unlocks a new building.
[x] Order specialised equipment for refining gunpowder: With Vadac's location of a source for the various ingredients in gunpowder, now you need to acquire the specialised tools to produce it. As they'll have to be shipped in, Requires Escort Trade naval action. Unlocks New Building. Unlocks New Trade Good.
Choose 1 Intrigue Action:
[x] Take Human Students: With a number of candidates found, Eydis can take some time to begin to teach them the basics of magic. She will be unable to perform other duties for the first, most dangerous months of the apprenticeship.
[x] Investigate Another Border Prince: Write-in the faction you would like Eydis to investigate.
[x] Scry on the Unusual Orcs: Eydis has some skill with divination and far-seeing. Whilst competent mages can defend against such things, it's unlikely an Orcish wizard would be capable of doing so.
[x] Keep an eye out for scouts, spies, and others: With your dramatic arrival, other Border Princes might begin to investigate you. Always something to keep an eye on.
Choose 3 Personal Actions
[x] Study Magic: Your mastery of magic is but mastery of the beginning. There is always more to learn. Luckily, Eydis is always happy to help.
[x] Study the Blade: It is always wise to keep one's skills sharp.
[x] Use Magic to Aid Your Farmers: Both you and Eydis are capable of using Life magic to greatly enhance the yield of farms, though obviously, it would take you especially from other duties. Doubles Farm Output.
[x] Spend time with a notable NPC: Write-in an NPC to spend time with, and possibly gain a skill or trait bonus if a roll is met.
[x] Visit Akendorf: Akendorf is the largest Imperial settlement in the Border Princes and one of the few true cities in the region. A visit there will likely open many doors for you. Requires a diplomatic action in addition to a personal one.
Stat Changes:
Population: 1100 to 1301.
+58 Children
+42 Farmers
+40 Labourers
+30 Craftspeople
+22 Sailors
Food: 2884 to 2959 (-100 from event)
Food Production: Steady
Food Consumption: 1100 to 1301
Gold: 450GC to 200GC. (+200 from event)
Random Events:
Good or Bad: 1d100, bad previous event. 25+ Good: 69
Good Event: 1d100 = 21
A passing tradeship docks at your settlement, and you're able to get a good price on food - theirs had spoiled only a day or so ago. Much of your food production has been in excess of your requirements, so your subjects have been very busy pickling, salting, and smoking.
Trade 100 Food for 200 GC
Petition:
The Lady Ortiz and her Myrmidian faithful have given much service to your fledgling settlement, and wish to expand the presence of their Goddess here. Also, the only 'established' temples in the settlement are in the Lighthouse, and are to Elvish gods. There are lay preachers among the common folk, and a few makeshift temples, but establishing a proper temple to a human goddess would go a long way to convincing your subjects that you don't intend to force them to worship your gods.
Lady Ortiz and her fellow Myrmidians have petitioned you to construct a Temple of Myrmidia within 3 turns. She is willing to contribute 100GC towards the construction of the temple.
Choose the listed number of actions from each category. Unless stated otherwise, you may choose the same option twice to add another 1d100 to the roll.
Choose 2 Martial Actions:
[x] Train some Labourers as militia: With some discipline, basic equipment, and time you could expand your force. While they would only be lightly armoured spearmen, your mercenaries could train decent troops out of the civilian population without preventing them from holding gainful employment. Converts 50 Labourers to Militia, who act as both Soldiers and Labourers. Will require 25gc/turn for wages and upkeep. Can be taken multiple times.
[x] Send some scouts to look for any local ruins: There may be other ruins, Elvish or otherwise, if this lighthouse was built here so long ago.
[x] Attack the Nearby Orc Base: While you no longer think it is their main home port, because their captured steamship could never fit, there is a significant base near your settlement. Striking it from land could deal a serious blow to the Orcish pirates.
[x] Begin a Campaign against the Vampire: Such a creature is an affront to life itself. It must be destroyed, but doing so will likely require a major campaign. Requires Two Actions.
Choose 2 Naval Actions:
[x] Hunt the Steamship: Orcs capturing and then managing to successfully use a Dwarfish steamship is very unusual, and very concerning. Your Hawkship, with you and Eydis aboard, might be the only vessel capable of catching and defeating the threat - at least until the idiots over at Barak Var realise some Orcs are running around with their ship. Dangerous.
[x] Keep up the pressure on the Orcs: The orcish pirates rely on small, crude boats to actually take ships. With your Hawkship, you could successfully sink these whilst avoiding a fight with the much more dangerous Steamship.
[x] Escort trade: Whilst it is generally too dangerous for merchant ships to visit this region, with your troops and Hawkship, you could arrange a trade convoy to Tilea. Sell 500 Food for 500 GC.
[x] Trade with Wurtmoot Island: After your successful diplomatic visit, you can now export food to the nearby island. Sell 500 Food for 500 GC, does not take an action.
Choose 2 Diplomatic Actions
[x] Investigate to the South: You've heard rumours that a sorcerer of some kind has a tower in that direction.
[x] Launch a Diplomatic Expedition to the Norscans: Take a respectable number of troops and make a peaceful impression on the Norscans to establish that you are not a good target for radiation. Requires two diplomatic actions.
[x] Propose Something to Another Border Prince: Write-in your proposal, and who you want to propose it to.
[x] Visit Akendorf: Akendorf is the largest Imperial settlement in the Border Princes and one of the few true cities in the region. A visit there will likely open many doors for you. Requires a personal action in addition to a diplomatic one.
Choose 1 Stewardship Action. Building construction is voted on here, but does not cost an action.
[x] Order Buildings Constructed: Write in what you want built. Your only limit right now is gold cost, and having sufficient staff. Does not take an action.
[x] Begin Enlarging the Piers: You only have so much space for ships and boats to dock at your settlement. You might benefit from enlarging it. Unlocks a new building.
[x] Order specialised equipment for refining gunpowder: With Vadac's location of a source for the various ingredients in gunpowder, now you need to acquire the specialised tools to produce it. As they'll have to be shipped in, Requires Escort Trade naval action. Unlocks New Building. Unlocks New Trade Good.
Choose 1 Intrigue Action:
[x] Take Human Students: With a number of candidates found, Eydis can take some time to begin to teach them the basics of magic. She will be unable to perform other duties for the first, most dangerous months of the apprenticeship.
[x] Investigate Another Border Prince: Write-in the faction you would like Eydis to investigate.
[x] Scry on the Unusual Orcs: Eydis has some skill with divination and far-seeing. Whilst competent mages can defend against such things, it's unlikely an Orcish wizard would be capable of doing so.
[x] Keep an eye out for scouts, spies, and others: With your dramatic arrival, other Border Princes might begin to investigate you. Always something to keep an eye on.
Choose 3 Personal Actions
[x] Study Magic: Your mastery of magic is but mastery of the beginning. There is always more to learn. Luckily, Eydis is always happy to help.
[x] Study the Blade: It is always wise to keep one's skills sharp.
[x] Use Magic to Aid Your Farmers: Both you and Eydis are capable of using Life magic to greatly enhance the yield of farms, though obviously, it would take you especially from other duties. Doubles Farm Output.
[x] Spend time with a notable NPC: Write-in an NPC to spend time with, and possibly gain a skill or trait bonus if a roll is met.
[x] Visit Akendorf: Akendorf is the largest Imperial settlement in the Border Princes and one of the few true cities in the region. A visit there will likely open many doors for you. Requires a diplomatic action in addition to a personal one.
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