Written by the Victors (Warhammer Fantasy)

I still think the school is better. The earlier we start on it the earlier we can get (presumably) passive necromancer growth as they graduate and teach the next generation in a codified manner. We need more but I wouldn't say the need is pressing in the same way it was when someone was actively about to go to war with us.

I would argue that it is even more pressing than the food. If the peasants do not get their grain dole you get upset people with pitchforks, if one of the necromancers snaps because they are mainlining fear of death too much in their overtime they could cause massive damage both in terms of material and public relations.
 
Enforcing laws that people don't know about? I'm sure that will go swimmingly and won't be seen as arbitrary at all.
 
[] Vampires United v2
-[] Train Necromancers 1 Dice
-[] Set up new Skeleton Plantations 1 Dice
-[] Scout surroundings.1 dice
-[] Promulgate laws 1 dice
-[] Train Arbitrators 1 dice
-[] Begin to enforce laws in new territories 1 dice
  1. Get more necromancers so someone does not snap from the strain and start carving up souls
  2. Get the bread dole on an even keel, it is the basis of our economy
  3. Keep scounting so the gobos don't stab us in the back
  4. Show people what the laws are
  5. ...and get people to enforce them
  6. ...and actually do the enforcing
There that should prepare us to actually do what the legislative asked us to next turn, while not letting anything urgent lapse.
 
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Knowing whether Brettonia is coming down on us like a hammer is very much in the needs category, I'd say.
Brettonia usually doesn't interfere directly in the Border Princes, and even if they had the idea to do an Errantry War we're far too small fry to be the target of such a thing. At worst we'll get some questing knights or noble adventurers looking to bring down the evil necromancers, but that's an always pressing issue regardless I'd say.
 
Well it has been an hour. Reasoning is above:

[X] Vampires United v2
-[X] Train Necromancers 1 Dice
-[X] Set up new Skeleton Plantations 1 Dice
-[X] Scout surroundings.1 dice
-[X] Promulgate laws 1 dice
-[X] Train Arbitrators 1 dice
-[X] Begin to enforce laws in new territories 1 dice
 
If you're going to promulgate laws, you might want to give people a turn cycle to learn those before you enforce them, maybe?
 
[X] Plan Preliminary Integration
-[X] Lay of the Land 1 dice
-[X] Train Necromancers 1 Dice
-[X] Promulgate laws 1 dice
-[X] Train Arbitrators 1 dice
-[X] Compile Law 1 dice
-[X] Set up new Skeleton Plantations 1 dice

Very law heavy, but I feel like that's sort of necessary when it comes to integration of new territory. Compile the law, train people in understanding of the law, and then spread the law. Get to know new friends (and not so friendly future friends), set up a school for necromancy, and set up plantations to maintain the grain dole.
 
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They are not very complicated laws and if we do not enforce them that means there is literally no law in territories under out nominal control. Blood feuds and chaos ahoy...
That's not how people work. There are absolutely going to be a bunch of local customs that keep things running for a turn or so while we sort out the law, especially now that people aren't.under the threat of starvation anymore.
 
That's not how people work. There are absolutely going to be a bunch of local customs that keep things running for a turn or so while we sort out the law.

Yes, a bunch of 'systems' which depended on lords who are dead or fled and are going to conflict with one another, when I said there is no law I meant no unified system worth calling a law, not that the people there aren't going to have some idea of what the law should be. That is what any blood feuds are likely to be about.
 
[X] Plan Preliminary Integration
-[X] Lay of the Land 1 dice
-[X] Build Necromancy School in Halomik Town 1 dice
-[X] Promulgate laws 1 dice
-[X] Train Arbitrators 1 dice
-[X] Compile Law 1 dice
-[X] Set up new Skeleton Plantations 1 dice

Very law heavy, but I feel like that's sort of necessary when it comes to integration of new territory. Compile the law, train people in understanding of the law, and then spread the law. Get to know new friends (and not so friendly future friends), set up a school for necromancy, and set up plantations to maintain the grain dole.
The only issue I have with this plan is that it's doing a necromancy school instead of just training more necromancers. The school is good and should be a priority, but I don't think it solves the issue we have right now, which is out necromancers going insane from overwork.
 
The only issue I have with this plan is that it's doing a necromancy school instead of just training more necromancers. The school is good and should be a priority, but I don't think it solves the issue we have right now, which is out necromancers going insane from overwork.
My hope was to get it going before we fully integrate the new territory and thus deal with the increase/overworking of the necromancers, since training them the old fashioned way seems to be a stopgap measure at best. But consider it changed.
 
[X] Plan Preliminary Integration
-[X] Lay of the Land 1 dice
-[X] Train Necromancers 1 Dice
-[X] Promulgate laws 1 dice
-[X] Train Arbitrators 1 dice
-[X] Compile Law 1 dice
-[X] Set up new Skeleton Plantations 1 dice
 
[X] Plan Preliminary Integration
-[X] Lay of the Land 1 dice
-[X] Train Necromancers 1 Dice
-[X] Promulgate laws 1 dice
-[X] Train Arbitrators 1 dice
-[X] Compile Law 1 dice
-[X] Set up new Skeleton Plantations 1 dice
 
[X] Plan Preliminary Integration
-[X] Lay of the Land 1 dice
-[X] Train Necromancers 1 Dice
-[X] Promulgate laws 1 dice
-[X] Train Arbitrators 1 dice
-[X] Compile Law 1 dice
-[X] Set up new Skeleton Plantations 1 dice

This works for me at first blush, though I'm unsure wether compiling laws while also training arbitrators in what the law is would have anti-synergy.
 
This works for me at first blush, though I'm unsure wether compiling laws while also training arbitrators in what the law is would have anti-synergy.
Training the Arbitrators would be mainly in "here's how you do your job", with Compiling Laws being "here's the book that you'll be referencing". Since I doubt that rote memorization of the body of law is necessary up-front, there shouldn't inherently be anti-synergy. There's about as much chance for synergy, with new Arbitrators asking questions about the compiling body of law that could help catch out problems before they get codified.
 
[X] Plan Preliminary Integration

I really want that necromancy schools setup sooner rather than later, but unfortunately simply getting more of them is indeed a higher priority at the moment. We probably also want to reach out to Cauldin at some point since that's been available since turn two to at least gauge their opinion of us.
 
[X] Plan Preliminary Integration

Eh... what the hell it is close to my preferred plan. I still think it is going to make trouble to have significant portions of our population and territory not be under any sort of unifying legal framework, but it is just for a year.
 
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