Once we establish the lay of the land we can start making their lives easier with bathouses and comforts. Once we get that we can start trying to get more light wizards and formulate a long term anti dhar measures.
This benefits everyone involved. Our Light Wizard gets to study how to purge dhar from infected areas possibly even one day conquer and cleanse Sylvania permanently and we get to figure out how to keep the one thing keeping our society together from driving us to Dhar induced madness.
[X] Plan Quality of Life And Diplomacy
-[X] Build More Bathhouses
-[X] Lay of the Land: You have new neighbors, who are they?
-[X] Train Necromancers
-[X] Purge Dhar from Territories
Gretchen is happy to pick up a fat paycheck while purging dhar from your fields. But unless you get more light wizards its probably not going to make much difference. Doing this with only one light wizard is like trying to bail out a sinking ship with a bucket without patching the hole first.
[x] Improve Defenses throughout the Republic (costs 2 dice, lasts 3 turns)
[x] Promulgate Laws
To replace Berthold the Legislature appoints the poet Calliope. At her urging the executive council begins a program to get every village in the republic, very notably including the new territories, a full set of basic walls. The first step is sending out surveyors and architects to plan out the placement of these walls, as well as sourcing the stone.
Working with her Naibai works to promulgate the republic's laws into the new territories. Making them aware of the laws they will live under before they are enforced. The statement by the legislature that the properties owned by the banished Cauldin and his dead knights will devolve to the people who live and work on those properties rather than be awarded to Berthold is particularly well received.
[x] Train Arbitrators
The republic goes recruiting for people to serve as arbitrators. People who know the law well and are able to settle disputes. A baby boom appears to have happened at some point, cause you find plenty of people willing to do this job. Enough to cover the new territory and the old certainly.
[x] Train Necromancers
The Republic has a dire need of new magepower. So it goes recruiting actively to enroll more people into the school. So it is that a new crop of students is taught the mystic ways of the Strigany. It is estimated that in two years they will be skilled enough to take up such responsibilities as to significantly increase the slack in the system, with full competency taking another five.
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Events and Rumors:
Anise, Master of the Dead: Anise has distinguished herself with an astounding facility at animating skeletons on the fly. She can even animate non-bone materials if she needs to, with her showing off some wooden and stone animated constructs.
Waaagh?: Goblins tried to flood into the republic. Emphasis on tried. The various Necromancers managing the skeletons in the outlying territories were not found wanting and met the goblins more than adequately until Sinfi could come in and smash them. There was no raiding from your neighbors, new or old, they were presumably busy dealing with the goblins themselves.
SKARSNIK DEAD: Skarsnik, goblin warboss of Karak Eight Peaks, the City of Pillars, has died this year at the hands of Belegar Ironhammer. The Greenskins have turned upon each other in an orgy of violence, and the Dawi have taken advantage of this to establish a defensible outpost in one of the Karags. Karag Nar is the most commonly cite, but some say Karag Lhune was the mountain retaken.
SKARSNIK DEAD: Skarsnik, goblin warboss of Karak Eight Peaks, the City of Pillars, has died this year at the hands of Belegar Ironhammer. The Greenskins have turned upon each other in an orgy of violence, and the Dawi have taken advantage of this to establish a defensible outpost in one of the Karags. Karag Nar is the most commonly cite, but some say Karag Lhune was the mountain retaken
Gretchen is happy to pick up a fat paycheck while purging dhar from your fields. But unless you get more light wizards its probably not going to make much difference. Doing this with only one light wizard is like trying to bail out a sinking ship with a bucket without patching the hole first."
Oh wow its almost like this action objectively does little to nothing currently given the scale of operation. If only we'd thought of this and taken steps instead of temporary patchwork answers.
Gretchen is happy to pick up a fat paycheck while purging dhar from your fields. But unless you get more light wizards its probably not going to make much difference. Doing this with only one light wizard is like trying to bail out a sinking ship with a bucket without patching the hole first."
Oh wow its almost like this action objectively does little to nothing currently given the scale of operation. If only we'd thought of this and taken steps instead of temporary patchwork answers.
I don't want to collect taxes till we provide them the good life. Then we can gather taxes, and setup the patrols so we don't need to actively run them constantly.
I don't want to collect taxes till we provide them the good life. Then we can gather taxes, and setup the patrols so we don't need to actively run them constantly.
So how about building more bath houses and start planning anti dhar?
As for new Forces of the Republic. I am glad to see we are getting plenty in our Necromancy of Skeletons and Ghosts and Whites. Only ones like Terrorgheists in terms of big zombies. Overall with Monstrous Infantry, cheap skeleton mobs, crossbow skellies, wights, hexwraith riders, Terrorgheists and oh a Mortis Engine. I didn't realize we had a Mortis Engine.
We gave them the land and the property formerly owned by bretonnian lord, didn't tax them for a year, and our taxes are comparatively lower than everywhere else. That was specifically pointed out before.
Our current locked dice is building walls for their settlements, and Grain Ration is providing the level of food security that is probably unmatched anywhere else in the Border Princes.
The right to build walls was something nobles sold to towns for sums high enough they could launch campaigns as they having them changed the relations between the town and the nobles with the town being able to deal with a lot of minor issues like bands of robbers on its own and in case of a conflict between the two the nobles needed to siege the town.
We are going one step beyond that and funding the new walls out of the existing tax income us charging a tax to them will not be a issue as we can point to their new walls and the grain rations they are now getting.
You have 7 Resource Dice to spend between various actions. 2 dice are locked on Improving Defenses. 1 is locked on Wyrdstone Purchases. 1 Must be spent on Gretchen. You have 3 dice to freely distribute.
Legislative Directive: Integrate New Territories
Diplomacy
[] Lay of the Land: You have new neighbors, who are they?
[] Attempt to talk to Archbaron Boris
[] Attempt to talk to King Isaac or Queen Sarah
[] Attempt to talk to Thane Josef Okrisson
[] Attempt to talk to Archwizard Pierre
[] Attempt to sow discord between two of the nearby princes
-[] Write in two
[] Investigate one of the nearby princes
-[] Write in who
[] Talk to Dante across the river
[] Build Merchant Connections
[] Send out Agitators
[] Try to buy Warpstone
[] Attempt to hire a Light Wizard.
[] Attempt to get books on Light Magic.
Public Works
[] Promulgate Wight Burial Rites
[] Build More Libraries
[] Build More Bathhouses
[] Buy technical manuals for libraries -[] Crafts
-[] Science
-[] Merchant
[] Survey for resources
[] Improve farmland
[] Set up new Skeleton Plantations
[] Collect taxes from new territories
Magic
[] Create Reference Tome "Third Principles of Necromancy"
[] Train Necromancers
[] Magical Panoply: Sinfi pt 3
[] Magical Panoply: Moti pt 2
[] Make Warpstone (Warning: Dangerous)
[] The Riddle of Gromril
(Requires one die, costs 1 Warpstone per turn, locks die in until action completes or runs out of warpstone. Progress decays if left fallow)
[] Create Necrofex Colossus, requires 3 dice
-[] Corpse Giant (3 warpstone)
-[] Nightmare Colossi (6 warpstone)
[] Discuss Magical Theory with Gretchen
Gretchen
[] Purge Dhar from Territories
[] Brainstorm Dhar Countermeasures
Judicial Services
[] Compile Law
[] Promulgate laws
[] Train More Arbitrators
Martial
[] Scout surroundings. [] Raise Monstrous Infantry Skeleton Legion
[] Outfit a Skeleton Legion
[] Outfit a Crossbow Skeleton Legion [] Outfit Black Knights
[] Mass Raise Skeleton Legion (requires 1 unit of Warpstone)
[] Mass Raise Crossbow Skeleton Legion (requires 1 unit of Warpstone)
[] Raid Blue Tooth Goblins
[] Improve Walls around Halomik Town
[x] Improve Defenses throughout the Republic (costs 2 dice, lasts 3 turns)
[] Engage in counter-raiding
[] Attack a nearby prince in force
-[] Write in prince.
[] Help a nearby prince defend their land.
-[] Write in prince.
[] Monster Hunting: Seek monsters and take their bones
To encourage discussion there will be a 1 hour moratorium on voting.
Throwing Gretchen at the problem does not seem to be working, so let's see if we can think our way out of this
[] Collect taxes from new territories
This is the last thing we need to do to cover the integration which leaves us with two dice to play with
[] Scout surroundings.
While the defenses are still not up we need to keep this up
[] Attempt to get books on Light Magic.
Now that we have a light mage we can actually check the stuff we get. Lets put some of this money to work.
[] Dhar be gone V1
-[] Brainstorm Dhar Countermeasures
-[] Collect taxes from new territories
-[] Scout surroundings.
-[] Attempt to get books on Light Magic.
Think we need to do this as they attack us last turn, might not have done anything to us, but still, they have gotten bold, need to beat the shit out of them to make sure they dont attack again
Think we need to do this as they attack us last turn, might not have done anything to us, but still, they have gotten bold, need to beat the shit out of them to make sure they dont attack again