You're the Queen - Now What? [CK2ish Character-Focused Quest]

Voting is open
I'd like to start on the roads please. Sooner started sooner finished.

Some social actions might be a good idea too. Both for relaxing the queen, and for establishing more personal connection and possibly loyalty.

The queen is nothing, without people to obey her.
 
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Hunh…
Well.
About-facing on Necromancy feels like it's just beyond the pale for too many people right now. Too much that we stand to loose…

Also Cyril apparently is this world's Merlin. Good to know.
That exchange with Reina's and Vallefor with Lady Balmain in the background was amusing, at least.
Vallefor's family turned their back on Necromancy, and how? Honestly I can kind of see why you'd have that be the case, narratively speaking.
Why bother with lines of succession if you can have an immortal ruler forevermore?
 
All right, my thoughts ahead.

Correspondence: Now, nothing particularly leaps out at me, but I guess that since we have 2 phases each for clearing banditry in the Lordships and Free Towns, we could give our generals some extra help there.
Royal Vaults: It was already on the agenda, even before we got strong hints to do it.
High Marshall: Looks like we need to work out a few more kinks with the officer corps.
Secrets: Seeing about these traitors in sensitive places emphasizes the need to have our internal network up and running. It's worth chipping in some Dureks to help smooth things along.
Sheriffs and Reeves: Buying the road materials is an absolute must.
Justice: Once our royal law enforcement is fully optimized, we can start digging into all these concerning claims and charges being thrown about.
Envoys: Time to discuss marriage with the prospects. Nerinthar, Illegorst, and Selissa are solid options, and I think it can't hurt to at least hear out the Kingdom of Necromancers. Morvak and South Zarsim are too messy.
Queen: The Red Spear is a potential issue on the northern border, so we'll need to scry out some secrets since we can't put in spies. And I think it's a good point in time to start ingratiating ourselves with our staff.

[] Plan: Roads Ahead
-[][TAX ASSESSMENTS] Town Trade Revenue Phase 2 (Of 2)
-[][TAX ASSESSMENTS] Kadeck County Land Tax
-[][CORRESPONDENCE] Gather Reports On Banditry (Improves Base Chance of future Anti-Banditry Tasks) (Base Chance 65% + Stewardship)
-[][ROYAL VAULTS] Acquire Raw Materials To Mint New Gold and Silver Coins (Progress towards resolving Currency Contraction, Advances Royal Propaganda) (No Roll Required)
--[] Spend 15 Dureks
-[][HIGH MARSHALL] Work With The Officer Corps (Improves Officer Morale, Could increase officer skill, could bring new General into existing array of options) (Failure reduces Morale a little, Weak Success increases Morale a little, Strong Success increases morale a lot, and could offer the aforementioned bonuses) (Base Chance 40% + Diplomacy + Martial)*
-[][SECRETS] Rebuild Internal Spy Network (Phase 1 of ?) (No roll required. Each phase opens more [SECRETS] options down the line and improves chances of success of internal spy operations, as well as giving increased chance for intelligence to be 'passively' received)
--[] 5 Dureks to Speed Up/Improve Process
-[][SHERIFFS AND REEVES] Openly Start Buying Raw Materials For the Roads (No Roll)
--[] 35 Dureks
-[][JUSTICE] Reorganize Royal Inspectors (Improves Base Chance of some future [JUSTICE] Actions by 4 or 8%) (Base Chance 50% + Learning + 1/2 Stewardship)
-[][ENVOYS] Quietly Reach out to known Interested realms/parties about Marriage Prospects (No roll required)
--[] All Six Realms
-[][QUEEN] Scry on a Neighboring power to gather information on them. (Provides information, may increase odds of future [SECRETS] actions involving the country) (Base Chance: 55% + Magic)*
--[] The Kingdom of the Red Spear
-[][QUEEN] Social Action
--[] Get To Know Your Staff Better
 
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I'm leaning
Envoys: Time to discuss marriage with the prospects. Nerinthar, Illegorst, and Selissa are solid options, and I think it can't hurt to at least hear out the Kingdom of Necromancers. Morvak and South Zarsim are too messy.
I don't like leaving out Morvak. It's messy, sure, but I think it's manageable. It definitely helps that a civil war (aka an excellent way to distinguish the "good" people of Morvak from the "bad") is practically inevitable.

Moreover, even if we don't get hitched, it's still in the interests of Halrun that the peace faction succeeds in their goals. Meeting with the Princess to get her measure would be quite useful in that regard, and courtship provides one hell of an excuse to meet.
 
Is there any downside to reaching out to all the potential suitors? I wouldn't have thought so, so it seems best to do, even for the longer shots. Whilst we aren't after a love match, meeting them all and getting their measure should help work out who is easiest to get along with, which is far from pointless.
 
I'm leaning

I don't like leaving out Morvak. It's messy, sure, but I think it's manageable. It definitely helps that a civil war (aka an excellent way to distinguish the "good" people of Morvak from the "bad") is practically inevitable.

Moreover, even if we don't get hitched, it's still in the interests of Halrun that the peace faction succeeds in their goals. Meeting with the Princess to get her measure would be quite useful in that regard, and courtship provides one hell of an excuse to meet.
Is there any downside to reaching out to all the potential suitors? I wouldn't have thought so, so it seems best to do, even for the longer shots. Whilst we aren't after a love match, meeting them all and getting their measure should help work out who is easiest to get along with, which is far from pointless.
Fair points on both your parts.
 
Sniped

[] Plan: Roads Ahead
-[][TAX ASSESSMENTS] Town Trade Revenue Phase 2 (Of 2)
-[][TAX ASSESSMENTS] Kadeck County Land Tax
-[][CORRESPONDENCE] Gather Reports On Banditry (Improves Base Chance of future Anti-Banditry Tasks) (Base Chance 65% + Stewardship)
-[][ROYAL VAULTS] Acquire Raw Materials To Mint New Gold and Silver Coins (Progress towards resolving Currency Contraction, Advances Royal Propaganda) (No Roll Required)
--[] Spend 15 Dureks
-[][HIGH MARSHALL] Work With The Officer Corps (Improves Officer Morale, Could increase officer skill, could bring new General into existing array of options) (Failure reduces Morale a little, Weak Success increases Morale a little, Strong Success increases morale a lot, and could offer the aforementioned bonuses) (Base Chance 40% + Diplomacy + Martial)*
-[][SECRETS] Rebuild Internal Spy Network (Phase 1 of ?) (No roll required. Each phase opens more [SECRETS] options down the line and improves chances of success of internal spy operations, as well as giving increased chance for intelligence to be 'passively' received)
--[] 5 Dureks to Speed Up/Improve Process
-[][SHERIFFS AND REEVES] Openly Start Buying Raw Materials For the Roads (No Roll)
--[] 35 Dureks
-[][JUSTICE] Reorganize Royal Inspectors (Improves Base Chance of some future [JUSTICE] Actions by 4 or 8%) (Base Chance 50% + Learning + 1/2 Stewardship)
-[][ENVOYS] Quietly Reach out to known Interested realms/parties about Marriage Prospects (No roll required)
--[] All Six Realms
-[][QUEEN] Scry on a Neighboring power to gather information on them. (Provides information, may increase odds of future [SECRETS] actions involving the country) (Base Chance: 55% + Magic)*
--[] The Kingdom of the Red Spear
-[][QUEEN] Social Action
--[] Get To Know Your Staff Better

I think I'm down for most of this, the only possible changes I'm thinking of are

* Include all Suitors--afaik an initial talk doesn't cost much
* Use clerks to boost Roads this turn instead of boosting bandit hunting, idk I think if Roads are the top priority it helps to double down on it

But also, after looking at the map again I think I am most concerned about ties to Nerinthar. I know the idea is a defensive pact against a revanchavist Morvak, but how? Halrun is on the left/northwest of Morvak, and Nerinthar is on the opposite end on it's right/east. As far as I can see getting to it would require sailing all the way around the continent or using a river. Said river is the entire North boarder of Morvak.

How exactly are we supposed to support each other in a defensive war? From what I'm seeing the only viable method is the other country counter-invading whenever the first one gets declared on. It seems custom designed to get Halrun sucked into a land-reclamation war initiated by Nerinthar to get back the stuff they recently lost. And before people say "we'd make sure to make it defensive only!!!" yeah, determining who's at fault can get real fucking obscured real quick (see WWI). Of course, offensive encirclement treaties/strategies can work (hello pre WWI Germany), but I think it's up to thread to decide if such a thing is worth it. I think it's obvious I'm against stuff I think would drag us into offensive/reclamation wars.

Of course it's been established that Morvak invading is likely a case of when not if. However, for all his flaws, it seems like the previous dude has expanded the boarders to a natural defensive line--the river. It looks like we're well suited for a defensive war (unless the magic here somehow makes naval landings infinitely easier than they've been in any time in human history), and don't really have great power projection. That's part of why I'm wary about anything that'd drive us to send people out vs turtling in.

Always open to other people's thoughts on this subject, hardly a military expert so maybe this is more viable than it appears to me.
 
Tbh a part of me is still baffled at the lack of suitors from the mageocracy country.
Like.
We have a Queen who is a mage.
Their thing is that mages should rule.
Backing that by sending a suitor who is also a mage, setting the stage for a magical dynasty?
Should be good times!

But I guess if you don't have a candidate you don't have a candidate.
Could be more snarly political/economic concerns/ they only want THEIR mages in power…
Ah well.
 
Personally, I find it extremely funny that Morvac has a worse reputation than a place literally called the Kingdom of the Necromancers, a remnant of the empire that the kingdom rebelled against literally a couple of centuries ago.

This is all very preliminary since we do not know the exact terms of the alliances or the identities of the contenders, but I kind of like the Essinya option. Lyrus seems like a pretty cool guy who has harnessed the worst of the Darkmoon Forest's denizens, and I think it's in our best interest to help him stay in charge. It should be a strong alliance militarily, economically, and politically, and as long as we treat necromancy more as a red flag rather than a solution to everything, Vanessa's diplomacy should keep the backlash at bay.

Also, so far Essinya has been the only marriage candidate in whom Vanessa has shown a personal interest, even if mostly due to magic.

This has nothing to do with my instincts as a Crusader Kings player telling me to strive to preserve a rare magical trait in a ruler's bloodline at almost any cost, no way!
 
* Use clerks to boost Roads this turn instead of boosting bandit hunting, idk I think if Roads are the top priority it helps to double down on it
The purchase of road materials doesn't require a roll, so adding the clerks would be superfluous.

It seems custom designed to get Halrun sucked into a land-reclamation war initiated by Nerinthar to get back the stuff they recently lost. And before people say "we'd make sure to make it defensive only!!!" yeah, determining who's at fault can get real fucking obscured real quick (see WWI).
As a note:
The border between the two nations has shifted, but rarely more than a few dozen miles at a time. Nerinthar does have an increasingly vocal militant segment of the nobility that wants to push harder against Morvak and start carving vassal states out of its territory. The Talcraft Dynasty has preferred to hold or regain Nerinthar's 'traditional territory' and improve the prosperity of the realm and the common people instead.
So it doesn't exactly look like Nerinthar royal policy is to start an offensive war. I can understand your caution, all the same.
 
That just makes it worse in my eyes, because now there's going to be, as Bismarck put it 'some damn fool thing at the border' that's going to lit the fuse of that powder keg via that minority.
And either we end up having to pay out far in excess of what they've done…Or we end up at war.
Also the chance that if we do the pay out they get even madder and double down/start bad-mouthing us for being weak on to of potentially aggravating a delicate political situation!
 
This is all very preliminary since we do not know the exact terms of the alliances or the identities of the contenders, but I kind of like the Essinya option. Lyrus seems like a pretty cool guy who has harnessed the worst of the Darkmoon Forest's denizens, and I think it's in our best interest to help him stay in charge. It should be a strong alliance militarily, economically, and politically, and as long as we treat necromancy more as a red flag rather than a solution to everything, Vanessa's diplomacy should keep the backlash at bay.
Honestly, I'm the exact opposite. Essinya is my least favored choice. It's a matter of trust. She comes from a culture that has turned backstabbing and treachery into an art form, and Vanessa's mentor killed her mom. Trusting her will be extremely difficult, and any relationship needs trust to work.

Heck, I'm not too trusting of Lyrus either. He's been sending mercenaries to the distant corners of the world for unknown reasons. This could just be me being Wrong Genre Savvy, but a mighty necromancer sending forces to distant lands for unknown reasons makes me wonder if there's a necromantic superweapon in the making. His peaceful actions might just be him playing the long game.
 
Regardless of who we're actually considering, an important rule of auctioning off something valuable is to have as many bidders as possible (and to make sure that they know the other bidders are active), to push the price higher.
 
Tbh a part of me is still baffled at the lack of suitors from the mageocracy country.
Licdeor doesn't have a King, is the issue. It has an aristocracy of mages, and they form a ruling Senate from amongst themselves and only elect a single leader during crisis for short periods of time. There could very well be a marriage candidate from one of those aristocratic families, you haven't met all of the possible suitors. But one mage ruler does not yet a Magocracy make. You'd need to have all mage nobles and stuff too.

Personally, I find it extremely funny that Morvac has a worse reputation than a place literally called the Kingdom of the Necromancers, a remnant of the empire that the kingdom rebelled against literally a couple of centuries ago.
Well, humans have short memories. The necromancers, thanks to Lyrus, have been relatively quiet for 76 years. Meanwhile, Morvak spits daggers at everyone who neighbors it, rattles sabers all the time and has been at war with every single bordering realm at least once in that span of time. Sure, no one likes the necromancers, but my cousin's best friend got killed in the Thorn War, or whatever.

And strictly speaking, most of the present population of Halrun (most, but far from all) descends from settlers who came to the region after the Necrotic Empire fell, which is one of the reasons the Kingdom is still pretty sparsely populated.

If pressed, people might say the Necromancers are worse overall, but kneejerk hatreds aren't necessarily rational.
 
All right, my thoughts ahead.

Correspondence: Now, nothing particularly leaps out at me, but I guess that since we have 2 phases each for clearing banditry in the Lordships and Free Towns, we could give our generals some extra help there.
Royal Vaults: It was already on the agenda, even before we got strong hints to do it.
High Marshall: Looks like we need to work out a few more kinks with the officer corps.
Secrets: Seeing about these traitors in sensitive places emphasizes the need to have our internal network up and running. It's worth chipping in some Dureks to help smooth things along.
Sheriffs and Reeves: Buying the road materials is an absolute must.
Justice: Once our royal law enforcement is fully optimized, we can start digging into all these concerning claims and charges being thrown about.
Envoys: Time to discuss marriage with the prospects. Nerinthar, Illegorst, and Selissa are solid options, and I think it can't hurt to at least hear out the Kingdom of Necromancers. Morvak and South Zarsim are too messy.
Queen: The Red Spear is a potential issue on the northern border, so we'll need to scry out some secrets since we can't put in spies. And I think it's a good point in time to start ingratiating ourselves with our staff.

[] Plan: Roads Ahead
-[][TAX ASSESSMENTS] Town Trade Revenue Phase 2 (Of 2)
-[][TAX ASSESSMENTS] Kadeck County Land Tax
-[][CORRESPONDENCE] Gather Reports On Banditry (Improves Base Chance of future Anti-Banditry Tasks) (Base Chance 65% + Stewardship)
-[][ROYAL VAULTS] Acquire Raw Materials To Mint New Gold and Silver Coins (Progress towards resolving Currency Contraction, Advances Royal Propaganda) (No Roll Required)
--[] Spend 15 Dureks
-[][HIGH MARSHALL] Work With The Officer Corps (Improves Officer Morale, Could increase officer skill, could bring new General into existing array of options) (Failure reduces Morale a little, Weak Success increases Morale a little, Strong Success increases morale a lot, and could offer the aforementioned bonuses) (Base Chance 40% + Diplomacy + Martial)*
-[][SECRETS] Rebuild Internal Spy Network (Phase 1 of ?) (No roll required. Each phase opens more [SECRETS] options down the line and improves chances of success of internal spy operations, as well as giving increased chance for intelligence to be 'passively' received)
--[] 5 Dureks to Speed Up/Improve Process
-[][SHERIFFS AND REEVES] Openly Start Buying Raw Materials For the Roads (No Roll)
--[] 35 Dureks
-[][JUSTICE] Reorganize Royal Inspectors (Improves Base Chance of some future [JUSTICE] Actions by 4 or 8%) (Base Chance 50% + Learning + 1/2 Stewardship)
-[][ENVOYS] Quietly Reach out to known Interested realms/parties about Marriage Prospects (No roll required)
--[] All Six Realms
-[][QUEEN] Scry on a Neighboring power to gather information on them. (Provides information, may increase odds of future [SECRETS] actions involving the country) (Base Chance: 55% + Magic)*
--[] The Kingdom of the Red Spear
-[][QUEEN] Social Action
--[] Get To Know Your Staff Better
Well, I like most of this plan, though I am unsure, if the Keeper of Correspondence helping with Banditry is the best use of his time, since the chances of success for dealing with bandits tend to be high already.

I think it might be better to have him continue doing tax assessments, but I am intrigued by this new action about investigating merchantile paperwork, though I am unsure, what it actually does. @Kylia Quilor Could you explain a bit more about, what the purpose of this action is?
[ ][CORRESPONDENCE] Investigate Merchantile Paperwork (Base Chance 43% + Stewardship + 1/2 Intrigue)* (Opens New Scene)

I am also thinking it might be better to have our queen try to increase dock revenues rather than doing the social action, since I still would prefer that our income was higher.

Lastly, I am leaning towards the idea of building a spy network in Varaday, so that we can try to claw back the money next turn, since I would like to get that money soon.
 
I think it might be better to have him continue doing tax assessments, but I am intrigued by this new action about investigating merchantile paperwork, though I am unsure, what it actually does. @Kylia Quilor Could you explain a bit more about, what the purpose of this action is?
Every now and then, something like that will get dropped into the Task List, a lead into a bit of a 'mystery box' type thing, which could end up revealing a problem before it can fester, or reveal a boon you didn't know you had, or turn out to be nothing. If you don't take the task for several turns, then it will probably get mentioned more in a scene, to give you some more information, but right now it's there to be a mystery box. I don't really expect anyone to take it this turn, just slipping it in there because I needed to fill out the Correspondence tasks, and nothing else I have in the backlist quite fit yet.

I will promise that simply taking one of these 'mystery boxes' will never lead to instantly bad problems. If you make a bunch of bad choices on the 'sidequest' (for lack of a better word) or have bad rolls, the 'sidequest' could resolve badly, but simply starting it will never be an inherently bad option.
 
Well, I like most of this plan, though I am unsure, if the Keeper of Correspondence helping with Banditry is the best use of his time, since the chances of success for dealing with bandits tend to be high already.

I think it might be better to have him continue doing tax assessments, but I am intrigued by this new action about investigating merchantile paperwork, though I am unsure, what it actually does. @Kylia Quilor Could you explain a bit more about, what the purpose of this action is?
Well, better to be safe than sorry, though I can see also the potential in the mystery box.

I am also thinking it might be better to have our queen try to increase dock revenues rather than doing the social action, since I still would prefer that our income was higher.
Fair reasoning.

Lastly, I am leaning towards the idea of building a spy network in Varaday, so that we can try to claw back the money next turn, since I would like to get that money soon.
I hard disagree here. If you want to claw back that money, just do it next turn. We don't really have a good reason to build a spy network there beyond boosting our, and we have a ~77% chance of at least a Weak Success as it stands.
 
Well, better to be safe than sorry, though I can see also the potential in the mystery box.


Fair reasoning.


I hard disagree here. If you want to claw back that money, just do it next turn. We don't really have a good reason to build a spy network there beyond boosting our, and we have a ~77% chance of at least a Weak Success as it stands.
Well, when it comes to fighting bandits, then we are not risking that much, and the chances for at least a weak success tend to be rather high, so I would prefer the Keeper of Correspondence doing something else, either tax assessments or the mystery box.

About Varaday, it does seem to a rather important place, when it comes to international banking and trade, so that might make it worth getting intel in the long run, especially since its banks used to support Syrokis.
 
About Varaday, it does seem to a rather important place, when it comes to international banking and trade, so that might make it worth getting intel in the long run, especially since its banks used to support Syrokis.
Even so, I would still place a higher priority on getting our internal networks going first, given how a bunch of Syrokis loyalists got into very sensitive military positions and were using them to spread sedition.
 
It's more that they stayed in their positions and pretended to be less loyalist than they were when the war ended. In order to get the Royalists to surrender, more people were allowed to keep their positions than would have been ideal (though no one knew some of them were as bad as they were, of course)

EDIT: I'm realizing there's several things (like this above detail) I thought were implied in the initial material that may not have been as clear. Mea culpa. 😅
 
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Voting is now open and will remain so for at least the next 72 hours.

ALL VOTES MUST BE BY PLAN


Tax Assessments (Pick 2 to get resolved this turn)
[ ][TAX ASSESSMENTS] Eaglecrest 3% Wealth Tax
[ ][TAX ASSESSMENTS] Port Lest 4% Wealth Tax
[ ][TAX ASSESSMENTS] Town Trade Revenue Phase 2 (Of 2)
[ ][TAX ASSESSMENTS] Eaglecrest Land Tax
[ ][TAX ASSESSMENTS] Kadeck County Land Tax
[ ][TAX ASSESSMENTS] Port Lest Land Tax
[ ][TAX ASSESSMENTS] South Eyrist County Land Tax
[ ][TAX ASSESSMENTS] Write in Other Tax Source To Be Assessed (See Assets Post)


Keeper of Correspondence Tasks (Pick 1)
[ ][CORRESPONDENCE] Personally Oversee Tax Assessments (Up to 2 more Tax Assessments Will be Finished This Turn) (Base Chance 50% + Stewardship + 1/2 Learning)*
-[ ] Pick Priority (Weak or Strong Success Required)
-[ ] Pick Secondary (Strong Success Required)
[ ][CORRESPONDENCE] Gather Reports On Banditry (Improves Base Chance of future Anti-Banditry Tasks) (Base Chance 65% + Stewardship)
[ ][CORRESPONDENCE] Reorganize the Clerks (Improves Base Chance of [CORRESPONDENCE] Tasks by 4% or 8% for the next 5 turns) (Base Chance 55% + Stewardship + Learning)*
[ ][CORRESPONDENCE] Lend Clerks to help another Keeper with their Task (+3/+6 to their Task on a Weak/Strong Success) (Base Chance 50% + Stewardship)
[ ][CORRESPONDENCE] Investigate Merchantile Paperwork (Base Chance 43% + Stewardship + 1/2 Intrigue)* (Opens New Scene)
[ ][CORRESPONDENCE] Suggest additional task, subject to QM Veto (Base Chance Will be Set by QM If Approved)


Keeper of The Royal Vaults (Pick 1)
[ ][ROYAL VAULTS] Negotiate Bridge Loan of 100 Dureks To Help Pay Down Current Debts (Failure will mean no loan, Weak Success will mean the higher of the two offered interest rates, Strong Success will mean the lower of the two) (Must be Used To Pay Down Existing Debts)
-[ ] From The Goldaxe Bank (Lortan Dwarves) (10.5% or 8.5%) (Base Chance 54% + Stewardship)*
-[ ] From The Caragio Bank (Varaday Republic) (12.25% or 10.25%) (Base Chance 65% + Stewardship)*
-[ ] From the Veterger Bank (Selissa) (13.5% or 10.75%) (Base Chance 76% + Stewardship)*
[ ][ROYAL VAULTS] Negotiate Free-Standing Loan of 50 Dureks (Failure will mean no loan, Weak Success will mean the higher of the two offered interest rates, Strong Success will mean the lower of the two) (Can Be Used For Anything)
-[ ] From The Goldaxe Bank (Lortan Dwarves) (12.75% or 11.5%) (Base Chance 56% + Stewardship)*
-[ ] From The Caragio Bank (Varaday Republic) (14% or 12.25%) (Base Chance 67% + Stewardship)*
-[ ] From the Veterger Bank (Selissa) (14.5% or 13.25%) (Base Chance 79% + Stewardship)*
[ ][ROYAL VAULTS] Acquire Raw Materials To Mint New Gold and Silver Coins (Progress towards resolving Currency Contraction, Advances Royal Propaganda) (No Roll Required)
-[ ] Spend 5 Dureks
-[ ] Spend 10 Dureks
-[ ] Spend 15 Dureks
-[ ] Spend 20 Dureks
[ ][ROYAL VAULTS] Sell Tax-Farming Rights (Tax Farmers offer large sum of money up front and get full right to collect all taxes from a given source for a specified length of time) (Success of roll results on more money gained) (No matter what, you will get less money up front than you could get over that length of time) (Base Chance 55% + Stewardship + Diplomacy)
-[ ] Write In Tax Source And A Number of Turns
[ ][ROYAL VAULTS] Invest (Miss will result in only getting X% of investment back, Weak success will result in regaining investment +1 Durek, Strong Success will result in Y% of investment being regained) (Cannot invest more than 10 Dureks at once at this time)
-[ ]In Land Speculation [Write In Amount] Base Chance 50% + Stewardship (X = 75% Y = 125%)
-[ ]In Mining [Write In Amount] Base Chance 45% + Stewardship (X = 60%, Y = 140%)
-[ ]In Shipping [Write In Amount] Base Chance 40% + Stewardship (X = 50% Y =150%)
[ ][ROYAL VAULTS] Audit The Royal Desmene (Phase 1 of ?) (Could increase Revenues from Personal Holdings) (Costs 5 Dureks)
[ ][ROYAL VAULTS] Suggest additional task, subject to QM Veto (Base Chance Will be Set by QM If Approved)


High Marshall of the Armies (Pick 1)
[ ][HIGH MARSHALL] Have Rienne Personally Deal With Banditry (Will Result in Follow up Votes. All tasks there will be +Martial, with variable trait applicability) (If not picked, the option to assign other Generals to deal with bandits will be available in a followup vote)
-[ ] Banditry Plaguing the Lordships (Multiple Phases)
-[ ] Banditry Plaguing the Free Towns (Multiple Phases)
[ ][HIGH MARSHALL] Recruit Additional Soldiers (Strong Success gets you all the soldiers you wanted. Weak Success or Failure gets you less soldiers) (Base Chance 50% + Martial)* (Costs Dureks Base on # of soldiers desired)
-[ ] Write in desired Types and Numbers of Soldiers
[ ][HIGH MARSHALL] Survey Border Defenses (Opens Options for Future Improvement of Border Defenses) (Base Chance: 75% + Martial)*
-[ ]Thornmarch
-[ ]Ashdan March
-[ ]Eaglecrest
-[ ] Write in (Suggest Other Border Area)
[ ][HIGH MARSHALL] Stage War Games with the Mobile Reserve (Improves Army Readiness, increasing rolls for 3 Months) (Base Chance 50% + Martial)* (Costs 2 Dureks)
[ ][HIGH MARSHALL] Expand The Logistics Base (Improves Army Morale, Adds Logistical Strategic Depth in case of War) (Base Chance 57% + Martial +1/2 Stewardship)* (Costs 5 Dureks)
[ ][HIGH MARSHALL] Liaise with the Knights of the Golden Throne (No Roll, Improves future coordination with the Knights if they need to be called up)
[ ][HIGH MARSHALL] Draw Up New Plans for Calling Up The Levies (Makes it easier to call up the levies if needed) (Base Chance 50% + Martial)*
[ ][HIGH MARSHALL] Work With The Officer Corps (Improves Officer Morale, Could increase officer skill, could bring new General into existing array of options) (Failure reduces Morale a little, Weak Success increases Morale a little, Strong Success increases morale a lot, and could offer the aforementioned bonuses) (Base Chance 40% + Diplomacy + Martial)*
[ ][HIGH MARSHALL] Suggest additional task, subject to QM Veto (Base Chance Will be Set by QM If Approved)


Keeper of Secrets (Pick 1)
[ ][SECRETS] Attempt to Claw Back some of the funds Syrokis and his cronies stashed away in foreign banks. (Better success means more money. More money available in the Varaday Banks all told))
-[ ] In the Varaday Banks (Base Chance: 40% + Intrigue)*
[ ][SECRETS] Rebuild Internal Spy Network (Phase 1 of ?) (No roll required. Each phase opens more [SECRETS] options down the line and improves chances of success of internal spy operations, as well as giving increased chance for intelligence to be 'passively' received)
-[ ]Provide Funds to Speed up/Improve Process. Write-in amount.
[ ][SECRETS] Rebuild an External Spy Network (Costs 5 Dureks) (Provides passive intelligence and improves chances of spy operations inside a given state)
-[ ] In Veldros (Base Chance: 65% + Intrigue)*
-[ ] In Nerinthar (Base Chance 51% + Intrigue)*
-[ ] In Selissa (Base Chance: 53% + Intrigue)*
-[ ] In The Kingdom of the Necromancers (Base Chance: 40% + Intrigue)*
-[ ] In the Varaday Republic (Base Chance: 43% + Intrigue)
-[ ] Pick a Target (Base Chance and Trait applicability to be set by QM)
[ ][SECRETS]Assess Royal Security (Stage False Break In of The Palace, potentially improves Royal Security) (Base Chance 55% + Intrigue)
[ ][SECRETS] Suggest additional task, subject to QM Veto (Base Chance Will be Set by QM If Approved)


Keeper of the Sheriffs and Reeves (Pick 1)
[ ][SHERIFFS AND REEVES] Repair War Damage (Strong Success means lower cost, Weak Success means higher cost) (Once done, it will take 5 Turns for the relevant modifier to be removed, but no additional costs) (Rebuilding the Roads will reduce this length and improve Base %)
-[ ]To the Coastal March (Costs 5 or 10 Dureks) (Base Chance: 50% + Stewardship)*
-[ ]To the Southmarch (Costs 3 or 7 Dureks) (Base Chance: 61% + Stewardship)*
-[ ]To the 3 Crown Reserves (Costs 1.5 or 3 Dureks) (Base Chance: 70% + Stewardship)*
[ ][SHERIFFS AND REEVES] Appoint trustworthy and capable people to fill leadership positions in the Reeves to manage royal properties (Base Chance: 53% + Diplomacy + 1/2 Stewardship)*
[ ][SHERIFFS AND REEVES]Start Rebuilding the Roads in the Grand Duchy (Base Chance 56% + Stewardship)* (Costs 25 Dureks) (Cost will be less later if materials required) [Process will take Multiple Turns]
[ ][SHERIFFS AND REEVES] Openly Start Buying Raw Materials For the Roads (No Roll)
-[ ]Write In Amount to Spend (35 Dureks total to get all the raw materials if you do it at once. Overall Cost will rise somewhat if you do it piecemeal. If the front companies are successfully set up(can't be during the same turn as this action), cost will decrease, as will the potential for the costs to rise if done piecemeal)
[ ][SHERIFFS AND REEVES] Call for settlers in the Crown Reserves (No Roll, Additional Scene. Could be expensive up front, but could increase value of Crown Reserves long term)
[ ][SHERIFFS AND REEVES] Suggest additional task, subject to QM Veto (Base Chance Will be Set by QM If Approved)


Keeper of Justice (Pick 1)
[ ][JUSTICE] Investigate charges as yet unproven against former Syrokis loyalists (Base Chance 60% + Intrigue + 1/2 Learning)*
[ ][JUSTICE] Investigate charges as yet unproven against former rebels (Base Chance 60% + Intrigue + 1/2 Learning)*
[ ][JUSTICE] Post Bounties on Leading Bandits (Permanently Improves chances of anti-bandit operations) (No roll)
-[ ]1 Durek Total (+2 to anti-bandit operations)
-[ ]2.25 Dureks Total (+3 to anti-bandit Operations
-[ ]Write in (Each point increase above +3 costs 1.5 more Dureks)
[ ][JUSTICE] Investigate claims of ex-rebels taking revenge on pardoned former Syrokis loyalists and exact justice as required. (Base Chance 50% + Intrigue + 1/2 Learning)*
[ ][JUSTICE] Reorganize Royal Inspectors (Improves Base Chance of some future [JUSTICE] Actions by 4 or 8%) (Base Chance 50% + Learning + 1/2 Stewardship)
[ ][JUSTICE] Suggest additional task, subject to QM Veto (Base Chance Will be Set by QM If Approved)


Keeper of Envoys (Pick 1)
[ ][ENVOYS] Open Trade Negotiations (Could Produce Additional Durek Income)
-[ ]With Zedarsh (Base Chance 68% + Diplomacy)*
-[ ]With Kingdom of the Necromancers (Base Chance 74% + Diplomacy)* (Scrying the KoTN is more difficult)
-[ ]With Veldros (Base Chance 63% + Diplomacy)* (Scrying Veldros is more difficult)
-[ ]With Blerren (Base Chance 69% + Diplomacy)*
-[ ]With Gyptar (Base Chance 69% + Diplomacy)*
-[ ]Write-in (Suggest realm, Base Chance will be set by QM)
[ ][ENVOYS]Quietly Reach out to known Interested realms/parties about Marriage Prospects (No roll required)
-[ ] Which Realms (Can do all six, or just some) (Nerinthar, Selissa, Illegorst, Kingdom of the Necromancers, Morvak, South Zarsim)
[ ][ENVOYS] Announce to everyone that the Queen is looking for Suitors (No Roll Required)
[ ][ENVOYS] Quietly Investigate who else might be interested in Queen Vanessa's Hand (Gives more options for quietly reaching out in the future) (Base Chance 49% + Diplomacy + 1/2 Intrigue)
[ ][ENVOYS] Negotiate Non-Aggression Pact with Morvak (Weak Success means concessions may be required, followup vote will be taken to see if you approve said Concessions)
-[ ]For 3 Months (Base Chance 48% + Diplomacy)*
-[ ]For 6 Months (Base Chance 42% + Diplomacy)*
-[ ]For 12 Months (Base Chance 32% + Diplomacy)*
[ ][ENVOYS] Reach out to the Kingdom of the Red Spear to gauge Intentions (Base Chance 56% + Diplomacy)*
[ ][ENVOYS] Suggest additional task, subject to QM Veto (Base Chance Will be Set by QM If Approved)


Queen Actions (Pick 2)
[ ][QUEEN] Scry on a Neighboring power to gather information on them. (Provides information, may increase odds of future [SECRETS] actions involving the country) (Base Chance: 55% + Magic)*
-[ ]The Kingdom of the Red Spear
-[ ]Morvak
-[ ]Suggest Additional Target (Some realms may be harder to Scry)
[ ][QUEEN] Scry on the Status of the Border Defenses (Opens Options for Future Improvement of Border Defenses) (Base Chance: 51% + Magic + Martial)*
-[ ]Thornmarch
-[ ]Ashdan March
-[ ]Eaglecrest
-[ ] Write in (Suggest Other Border Area)
[ ][QUEEN] Try to get Cyril to be willing to provide direct assistance in some cases (Opens options in the future) (Base Chance 25% + Diplomacy)
[ ][QUEEN] Use divination to get an idea of what nearby realms might have potentially interested candidates for marriage (Base Chance: 60% + Magic)*
[ ][QUEEN] Begin looking for a suitable, secluded place inside the Palace to create a proper Sanctum (Sanctums are places of power for mages where their magics are most potent, they are hardest to kill, and where they can keep their greatest of secrets) (Base Chance: 50% + Stewardship OR Intrigue, whichever is Higher)
[ ][QUEEN] Meet with representatives of merchants active on Lake Raida to try to increase dock revenues) (Base Chance: 47% + Diplomacy + Stewardship)
[ ][QUEEN] Social Action (May use both Queen Actions on Social Action)
-[ ] Get To Know Your Staff Better
-[ ] Write-in Councilor you'd like to improve relations with.
-[ ] Catch Up With Cyril
-[ ] Reach out to Vanessa's noble mother/family in Veldros
-[ ] Write-in (Subject to QM Veto)
[ ][QUEEN] Recruit more mages to Royal Service (If successful, costs 10 Dureks. No expenditure if failure) (Base Chance: 70% + Diplomacy)†
[ ][QUEEN] Take a Royal Tour of the Grand Duchy and Nearby Lordships (Could improve popularity and loyalty in the region) (Base Chance 70% + Diplomacy + 1/2 Intrigue) (Costs 5 Dureks)†
[ ][QUEEN] Suggest additional task, subject to QM Veto (Base Chance Will be Set by QM If Approved)
 
[X] Plan: Roads Ahead
-[X][TAX ASSESSMENTS] Town Trade Revenue Phase 2 (Of 2)
-[X][TAX ASSESSMENTS] Kadeck County Land Tax
-[X][CORRESPONDENCE] Investigate Merchantile Paperwork (Base Chance 43% + Stewardship + 1/2 Intrigue)* (Opens New Scene)
-[X][ROYAL VAULTS] Acquire Raw Materials To Mint New Gold and Silver Coins (Progress towards resolving Currency Contraction, Advances Royal Propaganda) (No Roll Required)
--[X] Spend 15 Dureks
-[X][HIGH MARSHALL] Work With The Officer Corps (Improves Officer Morale, Could increase officer skill, could bring new General into existing array of options) (Failure reduces Morale a little, Weak Success increases Morale a little, Strong Success increases morale a lot, and could offer the aforementioned bonuses) (Base Chance 40% + Diplomacy + Martial)*
-[X][SECRETS] Rebuild Internal Spy Network (Phase 1 of ?) (No roll required. Each phase opens more [SECRETS] options down the line and improves chances of success of internal spy operations, as well as giving increased chance for intelligence to be 'passively' received)
--[X] 5 Dureks to Speed Up/Improve Process
-[X][SHERIFFS AND REEVES] Openly Start Buying Raw Materials For the Roads (No Roll)
--[X] 35 Dureks
-[X][JUSTICE] Reorganize Royal Inspectors (Improves Base Chance of some future [JUSTICE] Actions by 4 or 8%) (Base Chance 50% + Learning + 1/2 Stewardship)
-[X][ENVOYS] Quietly Reach out to known Interested realms/parties about Marriage Prospects (No roll required)
--[X] All Six Realms
-[X][QUEEN] Scry on a Neighboring power to gather information on them. (Provides information, may increase odds of future [SECRETS] actions involving the country) (Base Chance: 55% + Magic)*
--[X] The Kingdom of the Red Spear
-[X][QUEEN] Meet with representatives of merchants active on Lake Raida to try to increase dock revenues) (Base Chance: 47% + Diplomacy + Stewardship)
 
Even so, I would still place a higher priority on getting our internal networks going first, given how a bunch of Syrokis loyalists got into very sensitive military positions and were using them to spread sedition.
Well, I think that I will make a slightly different plan doing a spy network in Varaday and letting the voters decide.

[X] Plan: Preparing for clawing back money
-[X][TAX ASSESSMENTS] Town Trade Revenue Phase 2 (Of 2)
-[X][TAX ASSESSMENTS] Kadeck County Land Tax
-[X][CORRESPONDENCE] Investigate Merchantile Paperwork (Base Chance 43% + Stewardship + 1/2 Intrigue)* (Opens New Scene)
-[X][ROYAL VAULTS] Acquire Raw Materials To Mint New Gold and Silver Coins (Progress towards resolving Currency Contraction, Advances Royal Propaganda) (No Roll Required)
--[X] Spend 15 Dureks
-[X][HIGH MARSHALL] Work With The Officer Corps (Improves Officer Morale, Could increase officer skill, could bring new General into existing array of options) (Failure reduces Morale a little, Weak Success increases Morale a little, Strong Success increases morale a lot, and could offer the aforementioned bonuses) (Base Chance 40% + Diplomacy + Martial)*
-[X][SECRETS] Rebuild an External Spy Network (Costs 5 Dureks) (Provides passive intelligence and improves chances of spy operations inside a given state)
--[X] In the Varaday Republic (Base Chance: 43% + Intrigue)
-[X][SHERIFFS AND REEVES] Openly Start Buying Raw Materials For the Roads (No Roll)
--[X] 35 Dureks
-[X][JUSTICE] Reorganize Royal Inspectors (Improves Base Chance of some future [JUSTICE] Actions by 4 or 8%) (Base Chance 50% + Learning + 1/2 Stewardship)
-[X][ENVOYS] Quietly Reach out to known Interested realms/parties about Marriage Prospects (No roll required)
--[X] All Six Realms
-[X][QUEEN] Scry on a Neighboring power to gather information on them. (Provides information, may increase odds of future [SECRETS] actions involving the country) (Base Chance: 55% + Magic)*
--[X] The Kingdom of the Red Spear
-[X][QUEEN] Meet with representatives of merchants active on Lake Raida to try to increase dock revenues) (Base Chance: 47% + Diplomacy + Stewardship)
 
Voting is open
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