Turn 15 Results
Aranfan
Team Plasma Grunt
Turn 15 Results
It has been twenty years since Halomik Town was founded. Twenty years since the clan has needed to scrape and scramble on the road. Children have been born, grown up, and had children on their own who have never known the struggles of the road.
Something has been built here. A community where none need fear starvation. Where the life of the common person is not consumed by drudgery but may be spent in self improvement. Many who are part of it feel like what has been built is a good thing, no matter how it is hated and feared by outsiders who do not understand.
[X] Raise Monstrous Infantry Skeleton Legion x 2
The Ogre corpses you have are turned into Ogre Skeleton Warriors. These massive skeletons are almost as fearsome in battle as the living Ogres were. They definitely prove their worth this year. Its a shame that your out of Ogre skeletons to raise… Maybe bears would do? Something to think about.
[x] Outfit Black Knights
Wights are the pinnacle of undead. Each one is a full person, bound to their body such that they may make full use of their undead condition. However, to produce wights ethically is quite difficult. It is necessary for a skilled necromancer to be at present at the person's death, and for them to have given informed consent beforehand.
Which is to say you don't have that many of them. As of the end of the year, every Wight in the Republic has been trained to be a competent warrior and equiped with the finest arms, armor, and undead mounts that the Republic can provide. They are fully capable of being heavy cavalry or heavy infantry.
Every single one.
[X] Attempt to hire a Light Wizard.2 Dice
A very large amount of money and manpower has been dedicated this year to finding and tracking down purported Light Wizards who might be willing to work with you. The first four were charlatans. The fifth had blown themselves up before you got there. The sixth and seventh refused outright once it became clear you were necromancers. The eighth, however, was willing to hear you out.
Gretchen is a journeyman from the Imperial Colleges, and she has quite a few terms and conditions on her employment. She refuses to help you fight your enemies, nor will she teach your necromancers the arts of wielding Hysh. She is willing to purge dhar in your lands and try to help figure out ways to mitigate your dhar problem (since you clearly aren't willing to actually solve it). She is also charging you a frankly absurd amount of money for this, and is upfront on how she will be collecting as much information from you as she can for her eventual return to Altdorf.
[] Hire Gretchen (1 die will be removed from the general pool and moved to Gretchen specific actions).
[] Do not hire Gretchen
[X] Build Merchant Connections
The republic negotiated a number of deals this year that has resulted in generally lower prices. This has been met with general approval by the people.
Rumors and Events:
War Between Empire and Brettonia ending?: The Empire is reported to have retreated back to axe bite pass after sacking Montfort near the beginning of the year. There have been lengthy negotiations between King Louen and Emperor Valten. It is said that the continued presence, and hunting down, of Brettonian second sons in the Empire has been a continual sticking point.
Pierre and Cauldin Stopped!: The Archwizard and the Baron launched a coordinated attack on the Republic this year. Moti was the one to respond rather than Sinfi, and he performed admirably. The undead Ogre's proved their worth, as did the Black Knights and Terrorgeists. The wizard's duel between Moti and Pierre was decisively won by Moti and the Baron's charge was unable to break through the flanks of Moti's skeletons before the Terrorgeists set upon them.
Dante Victorious!: Dante has overcome his enemies thanks to your food supplies ensuring his men are well fed. He has conquered a significant amount of territory and begun the work of integrating it. He is even now distributing land to his most trusted lieutenants.
+1 Warpstone
It has been twenty years since Halomik Town was founded. Twenty years since the clan has needed to scrape and scramble on the road. Children have been born, grown up, and had children on their own who have never known the struggles of the road.
Something has been built here. A community where none need fear starvation. Where the life of the common person is not consumed by drudgery but may be spent in self improvement. Many who are part of it feel like what has been built is a good thing, no matter how it is hated and feared by outsiders who do not understand.
[X] Raise Monstrous Infantry Skeleton Legion x 2
The Ogre corpses you have are turned into Ogre Skeleton Warriors. These massive skeletons are almost as fearsome in battle as the living Ogres were. They definitely prove their worth this year. Its a shame that your out of Ogre skeletons to raise… Maybe bears would do? Something to think about.
[x] Outfit Black Knights
Wights are the pinnacle of undead. Each one is a full person, bound to their body such that they may make full use of their undead condition. However, to produce wights ethically is quite difficult. It is necessary for a skilled necromancer to be at present at the person's death, and for them to have given informed consent beforehand.
Which is to say you don't have that many of them. As of the end of the year, every Wight in the Republic has been trained to be a competent warrior and equiped with the finest arms, armor, and undead mounts that the Republic can provide. They are fully capable of being heavy cavalry or heavy infantry.
Every single one.
[X] Attempt to hire a Light Wizard.2 Dice
A very large amount of money and manpower has been dedicated this year to finding and tracking down purported Light Wizards who might be willing to work with you. The first four were charlatans. The fifth had blown themselves up before you got there. The sixth and seventh refused outright once it became clear you were necromancers. The eighth, however, was willing to hear you out.
Gretchen is a journeyman from the Imperial Colleges, and she has quite a few terms and conditions on her employment. She refuses to help you fight your enemies, nor will she teach your necromancers the arts of wielding Hysh. She is willing to purge dhar in your lands and try to help figure out ways to mitigate your dhar problem (since you clearly aren't willing to actually solve it). She is also charging you a frankly absurd amount of money for this, and is upfront on how she will be collecting as much information from you as she can for her eventual return to Altdorf.
[] Hire Gretchen (1 die will be removed from the general pool and moved to Gretchen specific actions).
[] Do not hire Gretchen
[X] Build Merchant Connections
The republic negotiated a number of deals this year that has resulted in generally lower prices. This has been met with general approval by the people.
Rumors and Events:
War Between Empire and Brettonia ending?: The Empire is reported to have retreated back to axe bite pass after sacking Montfort near the beginning of the year. There have been lengthy negotiations between King Louen and Emperor Valten. It is said that the continued presence, and hunting down, of Brettonian second sons in the Empire has been a continual sticking point.
Pierre and Cauldin Stopped!: The Archwizard and the Baron launched a coordinated attack on the Republic this year. Moti was the one to respond rather than Sinfi, and he performed admirably. The undead Ogre's proved their worth, as did the Black Knights and Terrorgeists. The wizard's duel between Moti and Pierre was decisively won by Moti and the Baron's charge was unable to break through the flanks of Moti's skeletons before the Terrorgeists set upon them.
Dante Victorious!: Dante has overcome his enemies thanks to your food supplies ensuring his men are well fed. He has conquered a significant amount of territory and begun the work of integrating it. He is even now distributing land to his most trusted lieutenants.
+1 Warpstone