2250, Second Half
- Location
- Australia
- Pronouns
- She/Her
2250 IC, Second Half
As we advance further into the quest, more mechanics will be made available. This turn, they include random events and the free construction of buildings. See a list of available buildings under the 'Informational' threadmarks category. Feel free to suggest buildings!
Stat Changes:
Population: 991 to 1100.
+30 Children
+30 Farmers
+30 Labourers
+10 Craftspeople
+9 Sailors
Food: 1200 to 2884
Food Production: 100 to 975
Food Consumption: 991 to 1100
Gold: 800GC to 450GC.
Random Events:
Good or Bad: 1d100, no previous event. 51+ Good: 32
Bad Event: 1d100 = 13
As the winter begins to set in, your farmers start to report that some kind of disease is spreading amongst their crops. Not every crop or every farm, but even with prudent measures to contain the spread, you are looking at a reduced harvest.
Reduce Food income by half this turn.
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] Send scouts to look for any sources of the ingredients in gunpowder. Being able to locally produce some would cut the cost of your gunpowder-heavy mercenaries. Part of an action chain to enable a new building.
[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.
[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] Scout for pirate bases along the coast: Piracy in the Border Princes is generally a local affair. You might be able to find and attack some of the pirates infesting these waters with ground forces.
Choose 2 Naval Actions:
[x] Protect your fishing boats: If you want to get those fishing boats bringing in fish, they'll need protection in these pirate-ridden waters. Enables you to begin fishing, employing 50 sailors and bringing in 250 Food, but will require an action a turn until the local waters are somewhat safer.
[x] Begin basic anti-piracy patrols: Lurk in the nearby waters and hunt down pirates. Requires 50 Soldiers and enough sailors or Elf Sailors to crew the ships used. Will enable you to fish without an action spent protecting your boats.
[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.
Choose 2 Diplomatic Actions
[x] Investigate to the North: You've heard rumours that a Bretonnian Exile rules in this direction.
[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] Launch a Diplomatic Expedition to Baron von Wurtmoot: Take your hawkship and a number of notable personages to meet with the good Baron. His island is well situated, and perhaps you can bring him into your sphere of influence.
Choose 1 Stewardship Action.
[x] Construct a Building: Write-in which building and how many of it you want to be constructed. May be selected multiple times.
[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.
Choose 1 Intrigue Action:
[x] Search the humans for magical potential: Whilst some humans might burn mages, other humans employ them. Whilst Eydis doesn't think they're useful for much, with extended training they might manage some of the more useful cantrips and simple spells - or you could simply keep an eye on them for signs of mutation.
[x] Investigate Another Border Prince: Write-in the faction you would like Eydis to investigate.
[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] Search for a Diplomat: Surely, there must be someone among these humans who could act as an emissary for you?
[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.
As we advance further into the quest, more mechanics will be made available. This turn, they include random events and the free construction of buildings. See a list of available buildings under the 'Informational' threadmarks category. Feel free to suggest buildings!
Stat Changes:
Population: 991 to 1100.
+30 Children
+30 Farmers
+30 Labourers
+10 Craftspeople
+9 Sailors
Food: 1200 to 2884
Food Production: 100 to 975
Food Consumption: 991 to 1100
Gold: 800GC to 450GC.
Random Events:
Good or Bad: 1d100, no previous event. 51+ Good: 32
Bad Event: 1d100 = 13
As the winter begins to set in, your farmers start to report that some kind of disease is spreading amongst their crops. Not every crop or every farm, but even with prudent measures to contain the spread, you are looking at a reduced harvest.
Reduce Food income by half this turn.
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] Send scouts to look for any sources of the ingredients in gunpowder. Being able to locally produce some would cut the cost of your gunpowder-heavy mercenaries. Part of an action chain to enable a new building.
[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.
[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] Scout for pirate bases along the coast: Piracy in the Border Princes is generally a local affair. You might be able to find and attack some of the pirates infesting these waters with ground forces.
Choose 2 Naval Actions:
[x] Protect your fishing boats: If you want to get those fishing boats bringing in fish, they'll need protection in these pirate-ridden waters. Enables you to begin fishing, employing 50 sailors and bringing in 250 Food, but will require an action a turn until the local waters are somewhat safer.
[x] Begin basic anti-piracy patrols: Lurk in the nearby waters and hunt down pirates. Requires 50 Soldiers and enough sailors or Elf Sailors to crew the ships used. Will enable you to fish without an action spent protecting your boats.
[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.
Choose 2 Diplomatic Actions
[x] Investigate to the North: You've heard rumours that a Bretonnian Exile rules in this direction.
[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] Launch a Diplomatic Expedition to Baron von Wurtmoot: Take your hawkship and a number of notable personages to meet with the good Baron. His island is well situated, and perhaps you can bring him into your sphere of influence.
Choose 1 Stewardship Action.
[x] Construct a Building: Write-in which building and how many of it you want to be constructed. May be selected multiple times.
[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.
Choose 1 Intrigue Action:
[x] Search the humans for magical potential: Whilst some humans might burn mages, other humans employ them. Whilst Eydis doesn't think they're useful for much, with extended training they might manage some of the more useful cantrips and simple spells - or you could simply keep an eye on them for signs of mutation.
[x] Investigate Another Border Prince: Write-in the faction you would like Eydis to investigate.
[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] Search for a Diplomat: Surely, there must be someone among these humans who could act as an emissary for you?
[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.
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