Ruined Kingdom: Post-boom. (Always open)

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M0rtimer
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Re: Ruined Kingdom: Post-boom. (Always open)

Post by M0rtimer » Fri Jul 28, 2017 10:59 am

As to crossing our southern border. Have a pole of wood made and on top fly a color as to my choosing, either green, red, blue or yellow. At the time of a required crossing, I will talk to minerva and have her soldiers ignore a party as long as they carry the "password color" so to say. This will allow our units to move through the southern border without fear of an attack, but the randomness of colors will also keep our enemies from attempting to copy us.
Image

"Very well, sire- If you are certain that will work..."
We can only trust the word of Tiamet at this time and she intends to eventually allow the people to go back to their homes. Tell the leaders of the graven people that they may stay if they wish, but those who stay will need to be useful. For now, this usefulness can be paid by those who help in the mine. Any actions taken to be helpful in this great land will be rewarded with the ability to stay in this country. Others, when this war is over, will be sent home.
Also, take a unit of soldiers to the pass to protect it from anything nefarious from getting through.
Image

"Understood, sire- I shall see to it."

>A unit of troops will be positioned at the pass.
When this potential tragedy is behind us, I would like for us to formally meet so that we can discuss more confidential matters in private as well as to formalize an alliance between us. I would very much like there to be peace between our nations. I will care for these humans for a time until this matter of war has been settled after which I will allow those who are willing to return to their home country should they choose to do so.
Image

"That sound agreeable. Until such a time."

>The court has received their orders.
>Time passes...

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BadgeAddict
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Re: Ruined Kingdom: Post-boom. (Always open)

Post by BadgeAddict » Fri Jul 28, 2017 11:13 am

Contact Minerva and explain the "colored banner" password in the hopes that she thinks her children could understand such a thing, or whether she has a better idea.

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Dlover
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Re: Ruined Kingdom: Post-boom. (Always open)

Post by Dlover » Fri Jul 28, 2017 7:31 pm

Yyyyeah, we shouldn't be sending anyone past the border without actually telling Minerva about it.
My game:
Hunters of Letrua; Character list
Also Player / Monster stats, skill lists.

My characters:
Tugs Tails, the goblin that was sort of a trapper and wears a bear's tail at his neck, for some reason - Lair of the Mountain King (Run by Thinks)
Alex Sparo, A city boy, poor of sight, who has learned to manipulate people and make the most of what he, and others, have - Trinity Isles (Run by Mort)
Mehriv Turajin, a Noble Dragonborn Sorcerer sent from his clan because he wasn't dragony enough. - The Wandering Archipelago (Run by Thinks)

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M0rtimer
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Re: Ruined Kingdom: Post-boom. (Always open)

Post by M0rtimer » Wed Aug 02, 2017 3:19 pm

Image

>It is the 314th year after slumber.
>It is Spring.


You find this coming Spring surprisingly bleak, as if the very skies above you seem to anticipate the event coming next... Darkened rather than the cheer you'd expect from the spring times. You try not to let it bother you, contenting yourself with that surely the preparations you've made will prevent the worst from happening...

Image

The Artisan spends his season working on the remainder of the military academy, perhaps spurred on by the hidden threat shared among the court it may very well soon become necessary... Although trying to not let it show.

None the less, his work sees no further delays this season- As the rest of the military academy is finished without issue, and presented to you near the end of the season.

>The Military academy has been finished.

Image
Image

Next, your attention turns to the regent, and the marshall- As the former sees to arranging a variety of tasks that need be done, and the latter oversees to make sure that nothing goes wrong... You know also of the patrol near the pass, although so far nothing had come of it yet. The Marshall does an absolutely splendid job of maintaining order- The extra gold enough to quell the worst of rebellion, and from last season he's already singled out a couple noteworthy "instigators"... Making sure to have them quelled the moment it seems they might be causing a ruckus. You do briefly question his decision to simply not throw these men into jail, to which he replies that technically they're not doing anything wrong- They just have a higher social standing, and tend to be a bit more active than others...

The regent meanwhile, manages to get the people to "earn their keep" working in the mines... To an extent, at least- Somewhat boosting gold production...

The Marshall does need to address you about one thing, though- Bringing up the subject during the court report.

"Ah, sire... I believe I should tell you, now that we're working on integrating our new mages into the fold... I found we were just a bit short on our standard coffers to pay everyone- With the added cost of the mages, who both demand and deserve a higher cut than most, it seems we're stretching the coffers... We may need to start spending treasury gold to begin supporting new troops- Either that, or disband one of the units... Even if for now they accepted the slight pay cut with but a mild grumble."

>The Marshall kept peace.
>The Regent has the refugees working in the mines.
>The army is overburdened..!


Image
Image

Next, you would turn to the Emissary... Except by the end of the season, you've found him to not have returned from his trip yet... A mildly worrying aspect as the trip should not take more than one season, but it is not that unlikely there might have been just a simple hold-up of sorts... They were delayed by a few days at least, when it turned out that the plan you had devised was not quite as easy to execute- Most of the ants in fact rather colorblind, limited only to what your magister describes as a "color regular humans can't see" and green... After some prodding, coming to discover that this "invisible" color is what you know to be ultraviolet. Ah, what poor humans- How much beauty they are missing not being able to see that... How strange the world must look to them. At least now you've figured out why they only rarely use it in paintings- And when they do, it's apparently "unintentional"...

In addition to this issue, Minerva warns it could easily take a week to make sure the "message is spread", the message not instantaneous, especially over such a large area... Despite these two blockages, though, which both make it easier to "crack" the code, and harder to activate, but ultimately one that does work- As you are at the very least certain they made it across your border safely...

>The Emissary and Dragonknight are yet to return.

Image

The student meanwhile, spends some effort this season on the mushroom grotto... Calling the whole thing "boring" and "mundane"- But ultimately, leaving the grottos in a far better state then they were originally...

>The mushroom grotto has been improved.

Image

Next, the spymaster returns from his "diplomatic visit"... Albeit with nothing interesting- Which you suppose in this instance, is actually good news- As it means that Rhenovia at the very least is not plotting anything

"Yea- Rhenovia is pretty much same old as always. Just lugging through life- The occasional aristocrat does ask if it's wise if they're allied with us what with Darilcoth still wanting your hide, but they like the trade too much. There's minor talks about trying to make more contact with the elves to the East... Guilds have been doing well... Overall, nothing too interesting. If you've any questions about the situation there in general, I can probably answer, though."

>The Spymaster investigated Rhenovia.

Image

The Magister meanwhile, spends the season training the new mages, assessing their abilities... Along with the little girl. Coming to report to you at the end of the season... Dragging along with him at least one of the "mages"- From his expression it seems he's been given a rather rough treatment of things, although the Magister seems to have restrained himself from "actively" punishing him... Behind them another one of the mages trails along, as the Magister begins his spiel.

"It was as I expected- Apprentices, mostly. Some I would call definite novices... Regardless, each of them should serve well in battle, or be able to aid in other magical activities as needed. The girl has some talent, too- All but mastered the basics of shadow magic, already began to dabble in the elements, and has shown the beginnings of more advanced shadow magic, too... The necromancers are all capable of the basic elements, too, although their specialty is obviously necromancy... Start becoming real useful in battle about halfway through, if you get what I'm saying."

"Well... Most of them, at least. As I expected- One of them is a common fraud." the Magister speaks, glaring down at the "mage" he had dragged along. "He was aided by his friend back there, who helped him pretend to have magical prowess... Now, what would you have done with him? I'd personally suggest we make an example out of him- Dear regent has some trouble keeping the lies out of people, doesn't he? Would ought to help if they get to see plain as day what happens if they are caught..."

>The Magister assessed the new mages.

Image

Finally, near the end of the season... It begins. There is a faint rumbling in the ground which you can sense even from here, all the way in your capital... Ending with a large quake, as things fall silent once more... From your castle, you had not heard the sound, although those at the mines and pass swear they heard what sounded like a massive explosion from over the mountains, while others described it almost as a roar... But while you had not heard it, turning to look to the sky, you can SEE it... A pillar of dark energy seeping high up into the sky from the position of the necropolis, beyond the mountains... There at it's apex, dark clouds accumulate, quickly begin to circle together as the storm begins to grow. Flashes of green lightning illuminate, and crash into the ground below.

For now, the storm lies still beyond the mountains, likely doing far more damage than just the often lightning strikes... But it continues to expand- Next season already, you have little doubt it'll stretch across the mountain, and with it bring a whole bunch of nastiness... And if it continues to expand, covering more and more of your kingdom- You dread to think what could happen if it reaches your capital...

>The "Necromantic storm" has begun!

.[tabs: Buildings]
Key buildings:
The castle: Excellent shape
Docks: Decent shape
Housing: Good shape
Nobility housing: Decent shape
Town hall: Decent shape
Resting chamber: Excellent shape
Cemetery: Becoming too small...

Economy buildings
Market: Decent shape
Guilds: Decent shape
Glassworks: Decent shape (Missing own source - potash)

Resource buildings
Mines: decent shape (provides metal resources)
Mountain mines: decent shape (provides metal resources) - SURPLUS
Forestry: decent shape (provides wood resources)
Forges: Excellent shape (producing steel- Capable of wrought iron and cast iron)

Defensive buildings:
City moat: Decent shape
Walls: Good shape
Barracks: Good shape
Main gate: Good shape, with drawbridge.
Secondary gate: Decent shape, with drawbridge.
Military academy: Good shpae

Luxury buildings
Inns: Good shape
Theater: Excellent shape
Temples: Excellent shape
Lobster pot addition: Decent shape (provides luxury food)
Mushroom grotto: Good shape (provides a small amount of luxury food)
Sweethop farms: Poor shape (Provides a small amount of luxury food)

Developmental buildings
School: Excellent shape

Additional buildings:
Market statue: Good shape, embedded with a magic stone.
Magister's workshop: Good shape

Utility buildings
Raincatchers (source of water)
Farmland: Good shape (provides food)
Fisheries: Good shape (provides food)
Roof farms: Good shape (provides a small amount of food)

[tabs: The people]
The people are happy.

Negative factors:
They lack many "luxuries"

Positive factors:
The townhouse was restored!
We got sweethops!
The castle was restored!

Primary needs:
Housing: above sufficient
Water: sufficient
Food: sufficient

Secondary needs:
Entertainment: sufficient
protection: sufficient
Structure: sufficient
Food quality: insufficient
Tools: sufficient
religion: sufficient

Desires:

Capabilities
Education: mediocre
Craftiness: mediocre
Magic: mediocre
Combat: above mediocre
Health: mediocre
Charisma: mediocre

[tabs: The nobility]
The nobility are content.

General
All families are not pleased with the appointment of the Libera family as nobility.
effort has gone into contenting the nobles.
The castle was reconstructed!
We had to give up land for farms!

Dunwall family
+Happy from the positive praise.
+The regent has been fairly elected
-The Libera became nobility

Gilden family
DISOWNED

Relia family
+The regent has been fairly elected
+The temple has been restored!
-The Libera became nobility

Etrange family
++A member of our family became Emissary.
+The Libera have been disowned!

Libera family
++Very pleased with their appointment as nobility

[tabs: Foreign relations]
Duchy of Morgue (Northwest)
Have no hostile intentions, seem willing to have arrangements for the right price.

Could establish trade if the pass was secured.

Issue with Gravenrogh?

Kingdom Gravenrogh (West, past mountains)
Very much willing to be friends
Have started sending trade ships

Servicius
Possible alliance with Umilicien?
Do not seem to have any immediate hostile intent.
Are not interested in any form of arrangement.

No known military data - Suspected to be larger than own.

Rhenovia
Strong allies.

Umcilien
Hostile!
Known information:
- Do not intend to wipe us out - Yet.
- Powerful army- Estimated to outnumber us 6 to 1.
- Powerful court mage, multiple lesser mages.
- Darilcoth has learned relatively strong magic.

-May attempt to sabotage or steal technology.
[tabs: War]

Current conflicts:
None

Training
All troops have received basic to advanced training.
All troops have received basic archery training.
All troops have minor combat expertise.
The castle has increased morale!

Land lore is known.

Current garrison supports 6/20 units with 8.5/8 cost.
0 gold is invested.

Special troops
1 small troop of necromancers (2)


The army currently garrisons:

1 regular troops. (1)
3 elite troops. (1.5)
1 unit of spies - Located within Servicius territory. (1)

Equipment:
Hardened equipment for: 6 troops.
Regular equipment for: 3 troops
Ballista siege weapons for: 1 troop
Others: poor quality

Morale:
Extremely high
[tabs: Trade]
Trade has resumed

Current average income from trade: 3.5

Surplus sales
The following resources are created in surplus by the kingdom, and are sold for a raw profit:
Iron from mountain mines: 0.25
Gold from mountain mines, processed by forges: 1.5

Duchy of Morgue (Northwest)
No contact.

Kingdom Gravenrogh (West, past mountains)
Contact made: occasional trade ships add +0.5 major purchases each month usually
Resource connected: Glass (minor reduced efficiency) +0.75 major purchases each month usually
Ongoing war: -0.5 major purchases each month

Servicius
Hold potential trade goods.
Cancelled trade!

Rhenovia
Holds potential trade goods
Has good interest in trading: Provides +1.0 major purchases each month usually.

Marital contacts
Docks are in decent state.

-Gravenrogh
[tabs: Court]
The Marshall
Patience: High
The Marshall is neutral towards the Magister.
The Marshall is very friendly towards the Dragonknight.
The Marshall is neutral towards the Artisan.
The Marshall is neutral towards the Regent.
The Marshall is very friendly towards the Mercenary.
The Marshall is neutral towards the Emissary.
The Marshall is friendly towards the squire.
The Marshall is friendly towards the spymaster.

The Magister
Patience: Very high
The Magister is neutral towards the Marshall.
The Magister detests the Dragonknight.
The Magister is neutral towards the Artisan.
The Magister is neutral towards the Regent.
The Magister hates the Mercenary.
The Magister dislikes the Emissary.
The Magister dislikes the squire.
The Magister is neutral towards the Spymaster.

The Dragonknight
Patience: Elevated
The Dragonknight dislikes the Marshall.
The Dragonknight is neutral towards the Magister.
The Dragonknight is neutral towards the Artisan.
The Dragonknight is neutral towards the Regent.
The Dragonknight is neutral towards the Mercenary.
The Dragonknight is neutral towards the Emissary.
The Dragonknight is friendly towards the Squire.
The Dragonknight is neutral towards the Spymaster.

The Artisan
Patience: Very high
The Artisan is neutral towards the Marshall.
The Artisan detests the Magister.
The Artisan is neutral towards the Dragonknight.
The Artisan is friendly towards the Regent.
The Artisan is friendly towards the Mercenary.
The Artisan is neutral towards the Emissary.
The Artisan is neutral towards the Squire.
The Artisan is neutral towards the Spymaster.

The Regent
Patience: Moderate
The Regent is neutral towards the Marshall.
The Regent is friendly towards the Magister.
The Regent is neutral towards the Dragonknight.
The Regent is friendly towards the Artisan.
The Regent is neutral towards the Mercenary.
The Regent is neutral towards the Emissary.
The Regent is neutral towards the Squire.
The Regent dislikes the Spymaster.

The Emissary
Patience: High
The Emissary is neutral towards the Marshall.
The Emissary is neutral towards the Magister.
The Emissary is neutral towards the Dragonknight.
The Emissary is neutral towards the Artisan.
The Emissary has not met the Mercenary.
The Emissary dislikes the Regent.
The Emissary is neutral towards the Squire.
The Emissary is neutral towards the Spymaster.

The squire
Patience: High
The Squire is friendly towards the Marshall.
The Squire is neutral towards the Magister.
The Squire is very friendly towards the Dragonknight.
The Squire is neutral towards the Artisan.
The Squire is neutral towards the Mercenary.
The Squire is friendly towards the Regent.
The Squire is neutral towards the Emissary.
The Squire is neutral towards the Spymaster.

The Spymaster
Patience: High
The Spymaster is friendly towards the Marshall.
The Spymaster is friendly towards the Magister.
The Spymaster is neutral towards the Dragonknight.
The Spymaster is neutral towards the Artisan.
The Spymaster is friendly towards the Mercenary.
The Spymaster dislikes the Regent.
The Spymaster is neutral towards the Emissary.
The Spymaster is neutral towards the Squire.

[tabs: Items]
Special items:
One bottle of "plague" poison
Three healing potions
12 barrels of black powder
"magic" ore: 200kg worth.

Lure snake "petals"
Lure snake acid
Lure snake scales
Lure snake egg

Pair of communion orbs: Capable of speech, one-way sight.

[tabs: Magic]
Known magic:
Fire breath
Ice breath
Torrent
Earthshatter
Earth block
Earth control
Wind surge
[tabs:Events]
ACTIVE: necromantic storm

314 Autumn: famine hits.
314 Winter: farms auto-expand
315 Summer: Given no external influences, famine will resolve under new harvests.
315 Summer: Squire's contract ends.
???: Gem mine reached (Not being actively dug towards...)[/tabs]



>You have three "credits" with the Mercenary.
>The market has produced 3 major purchases.
>The forge produced farming tools, pushing back the famine slightly...
>You have 16 major purchases available.
>The court awaits your orders.

► Show Spoiler

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Dlover
Game Master
Posts: 14130
Location: Somewhere. Probably.

Re: Ruined Kingdom: Post-boom. (Always open)

Post by Dlover » Wed Aug 02, 2017 8:24 pm

We should probably recall workers from the mines before the storm reaches them.
My game:
Hunters of Letrua; Character list
Also Player / Monster stats, skill lists.

My characters:
Tugs Tails, the goblin that was sort of a trapper and wears a bear's tail at his neck, for some reason - Lair of the Mountain King (Run by Thinks)
Alex Sparo, A city boy, poor of sight, who has learned to manipulate people and make the most of what he, and others, have - Trinity Isles (Run by Mort)
Mehriv Turajin, a Noble Dragonborn Sorcerer sent from his clan because he wasn't dragony enough. - The Wandering Archipelago (Run by Thinks)

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Patdragon
Game Master
Posts: 2288
Location: Isle of Wight

Re: Ruined Kingdom: Post-boom. (Always open)

Post by Patdragon » Wed Aug 02, 2017 11:34 pm

Will post later when i can...but ooooh shite!. I knew we should have sent a "adventuring party" in to stop the warlord from opening it, Ah well Necropocolyse it is, Perhaps we can send a team to reseal it.
► Show Spoiler
Anger is fleeting, Remorse eternal...
- Karn, Silver golem

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Dlover
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Posts: 14130
Location: Somewhere. Probably.

Re: Ruined Kingdom: Post-boom. (Always open)

Post by Dlover » Thu Aug 03, 2017 1:57 am

It was made fairly clear (Wasn't it outright stated?) that anyone we sent would be almost guaranteed to die. And thus probably fail. Better to have our court alive to help than dead in the explosion.
My game:
Hunters of Letrua; Character list
Also Player / Monster stats, skill lists.

My characters:
Tugs Tails, the goblin that was sort of a trapper and wears a bear's tail at his neck, for some reason - Lair of the Mountain King (Run by Thinks)
Alex Sparo, A city boy, poor of sight, who has learned to manipulate people and make the most of what he, and others, have - Trinity Isles (Run by Mort)
Mehriv Turajin, a Noble Dragonborn Sorcerer sent from his clan because he wasn't dragony enough. - The Wandering Archipelago (Run by Thinks)

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BadgeAddict
Saves-A-Hyena
Posts: 9145
Location: Ohio

Re: Ruined Kingdom: Post-boom. (Always open)

Post by BadgeAddict » Thu Aug 03, 2017 7:56 am

Artisan: Take the season off if you wish. If you do not wish to, then I have several tasks (as always) that I need accomplished, but your well-being is very important to me. If you choose not to rest, then I would like you to expand the forges so that we can produce twice as much as we currently produce. This will allow our forges to create even more as well as eventually getting into dwarven metals if possible. Hopefully this is action is not taken too late, however I think it would be for our best interests to do so. Please begin the process of building a wall across the western pass. A small keep within the wall should be aid our people in holding off invaders. Have the refugees help as they are able and have the miners help by supplying rough stone instead of gold for the season. Even a small wall may save many lives.
Forges: Keep making farming equipment for the time being.
Regent: Thank you for your help in attending to the needs of the refugees, but we must press on. Due to the impending big bad, we may need to pull the laborers away from the mines for their safety. what I know of the undead, the living who die will only make them stronger and add to their number. However, I have other things that I need you to attend to. Due to past events, I think it would do the nobles well to have their problems listened to. Please call a meeting of the nobles and listen to their issues and demands, I will do what I can to ease any tension that my actions have created.
Marshall: I think it is time that I invest in the military once again. (We invest coffers as a permanent money increase as a one-time expenditure?) Take these two coffers to help with the rising costs of our military. As for the pass, I would ask that you continue to watch it. I am asking the artisan to create some fortifications across the expanse of the pass in the hopes of making protecting our lands at least somewhat easier. I personally hope that because we did not attack the duchy ourselves, we might be spared some of the direct wrath of this incoming storm, but we must prepare for the worst.
Artisan Student: You are obviously a fast learner and quite gifted. Those siege weapons that you researched, see if you can incorporate them into our walls as a city defense mechanism.
Spy: Please look into this Mortimer fellow.
Magister: While making an example of him would typically be the best answer, I think in this case it is not. Send him back to the western pass, based on the coming storm, that may be punishment enough if we are unable to hold this thing at bay. I fear that his death may cause these refugees may take the opposite reaction to the fear you hope it puts in their heart and we don't need a rebellion on our hands. Advise me on this necrotic storm, is it possible for the dead in our cemeteries to rise to a new and dreadful life? If such a thing is to be expected, I think I would like you and your new apprentices to act on a burn order. Take some citizens with you to do the heavy lifting and unbury every buried body in the kingdom which has been in the ground a short enough time that this storm could effect them and burn them or do whatever you need to do to make sure they don't start walking again.

User avatar
Patdragon
Game Master
Posts: 2288
Location: Isle of Wight

Re: Ruined Kingdom: Post-boom. (Always open)

Post by Patdragon » Thu Aug 03, 2017 9:31 am

Privately to the Magister:
"Could we use our magical stone supply to absorb or at least minimize the effect of the storm when it approaches, like making it some form of magical barrier ?"
► Show Spoiler
Anger is fleeting, Remorse eternal...
- Karn, Silver golem

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M0rtimer
Global Moderator
Posts: 14109

Re: Ruined Kingdom: Post-boom. (Always open)

Post by M0rtimer » Sat Aug 05, 2017 5:53 pm

Hopefully this is action is not taken too late, however I think it would be for our best interests to do so. Please begin the process of building a wall across the western pass. A small keep within the wall should be aid our people in holding off invaders. Have the refugees help as they are able and have the miners help by supplying rough stone instead of gold for the season. Even a small wall may save many lives.
Image

"We could certainly try my lord, but I fear you may be right that it is too late... If we are truly expecting an imminent attack through the pass, the area is simply too big to hope to set up a proper wall. There is also the fact that one end meets the sea, so if whatever we face is not afraid of the water... There is only so much that a wall could do."

"Given the protection of some guards, keeping off any potential trouble, we may be able to push our luck, though- Set up at the least basic defenses... There is also the question if we should construct a gate, or just a complete wall- A gate would be a weak point of defense, would take up more time... But would provide an easy method of access should we need to pass beyond the wall ourselves."

>The Artisan may attempt to construct defenses on the pass.
Thank you for your help in attending to the needs of the refugees, but we must press on. Due to the impending big bad, we may need to pull the laborers away from the mines for their safety. what I know of the undead, the living who die will only make them stronger and add to their number. However, I have other things that I need you to attend to. Due to past events, I think it would do the nobles well to have their problems listened to. Please call a meeting of the nobles and listen to their issues and demands, I will do what I can to ease any tension that my actions have created.
Image

"In my honest opinion, you've ordered nothing outrageous my lord... But if you are looking to make sure to gain their approval should we truly need to call them for a favor, then certainly- I shall make sure there are no ill tidings from recent events."

>The Regent will improve the noble's disposition.
I am asking the artisan to create some fortifications across the expanse of the pass in the hopes of making protecting our lands at least somewhat easier. I personally hope that because we did not attack the duchy ourselves, we might be spared some of the direct wrath of this incoming storm, but we must prepare for the worst.
Image

"Understood, sire- I shall see to it that the pass is defended, try and keep the Artisan's men safe as long as possible... Hopefully long enough to set up decent fortifications."

>The Marshall will defend the Artisan's efforts.
You are obviously a fast learner and quite gifted. Those siege weapons that you researched, see if you can incorporate them into our walls as a city defense mechanism.
Image

"Ah, now that sounds a bit more interesting! Where'd you want them positioned? Local walls I'd presume, or do you want them hauled off to the front?"


>The Artisan will attempt to install siege defences.

Please look into this Mortimer fellow.
Image

"Ah yes, this "Rat king"... Found out a couple of things off him in the interim- He's a bandit king of sorts, tends to take any contract at the right price... Not much to be found out there- But let's see how "hidden" his clientele usually are, and if he plans to keep us on his potential target list if the right price is paid... Given the environment I'll be moving myself into, though... Do not be surprised I'll be gone for more than a season, sire. I'll try to have a message delivered somehow if things are to turn much longer..."

"There's off course also the question of what to do once I do manage to find him... Do you wish to have him contracted? He'd fare quite well to perform some illicit tasks that we don't want connected to us, or some goods you'd not find elsewhere... Perhaps just try to make clear we don't want to see his entourage within our walls again, although I doubt he'd listen to that? Or perhaps just have him eliminated... Although I must confess that I've likely not been the first person to try that, so that might not be as easy... Or perhaps you just don't want to meddle in his affairs, and see if we can discover the source of who ordered his job?"

>The Spymaster will infiltrate the Rat King's court...
While making an example of him would typically be the best answer, I think in this case it is not. Send him back to the western pass, based on the coming storm, that may be punishment enough if we are unable to hold this thing at bay. I fear that his death may cause these refugees may take the opposite reaction to the fear you hope it puts in their heart and we don't need a rebellion on our hands. Advise me on this necrotic storm, is it possible for the dead in our cemeteries to rise to a new and dreadful life? If such a thing is to be expected, I think I would like you and your new apprentices to act on a burn order. Take some citizens with you to do the heavy lifting and unbury every buried body in the kingdom which has been in the ground a short enough time that this storm could effect them and burn them or do whatever you need to do to make sure they don't start walking again.
"Could we use our magical stone supply to absorb or at least minimize the effect of the storm when it approaches, like making it some form of magical barrier ?"

Image

The Magister shrugs, unhanding the imposter as the guards take care of him...And the Magister raises his hand for a moment, asking for a pause as he seems to be thinking, considering your questions... Eventually giving answers.

"Yes, I do quite believe that this storm will be quite capable of having the dead rise from their graves... I do agree that taking all from the cemetery to a safer location, or better yet, have them burned indeed would be the wisest choice... Sadly, the people might not think the same. One tends to complain when one of their relatives is being dug from their graves, you see, not to mention the very suggestion every single one of them could rise from their grave... And that's not to begin talk of every backwater grave, every pet put beneath the soil, the vermin... It also sounds like a far more tedious job than I'd prefer."

"A better alternative is to set up magical wards. A priest would be far better at it than I could manage, but with my new assistants it'd be possible... The wards would block the influence of external magic, of this kind at least- With the right reagents, we could perhaps even hope to ward the entire city. The only downside is that the ward could be overwhelmed if the storm rises in intensity, or physically tampered with... But given that hopefully the storm won't even reach our capital this season, hopefully that will not matter much."

"I'll leave it up to you, sire... You tell me what you best believe done."

>The Magister may begin emptying the graveyard, and having bodies burned.
>The Magister may (With a cost of at least 2 gold coffers) begin the productions of magical wards

(We invest coffers as a permanent money increase as a one-time expenditure?)
No, it's a seasonal payment.

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Patdragon
Game Master
Posts: 2288
Location: Isle of Wight

Re: Ruined Kingdom: Post-boom. (Always open)

Post by Patdragon » Sun Aug 06, 2017 9:14 am

Just some quick notes as I missed the main bit this time.

Artisan:- no gate option.

Artisan assist: We'll have them set up with the inner wall facing out of course.

Spymaster:Lets just find out for sure who hired him for now shall we. He may prove of use later.

Magister: Set up magical wards. I agree we should burn the bodies as the graveyard is quite over full as well however with a potential famine coming as well we need to keep the populace calm. I have an idea.

Minerva: An odd request and and warning. They is a magical storm brewing that may raise the dead. Would you be able to dig tunnels under our graveyards and remove all the dead bodies. We think they may need to be burned just for safety reasons. If we did it on via the surface the people may become overly worried, do you think you could do it in secret and not disturb the surface?

Other: Start paying the extra coffer for the "Military budget"
Maybe do a quick fly by to the temple to see whats keeping the dragon knight and emissary if they take much longer.
► Show Spoiler
Anger is fleeting, Remorse eternal...
- Karn, Silver golem

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Dlover
Game Master
Posts: 14130
Location: Somewhere. Probably.

Re: Ruined Kingdom: Post-boom. (Always open)

Post by Dlover » Mon Aug 07, 2017 4:51 am

Ehh, I think Minerva's hive is too far out to help with that problem, and having her people dig under the city would probably be difficult and dangerous. Their tunnels can sustain themselves, but with the added weight of buildings? The sinkhole when we first encountered her people was quite a notable thing, another would severely damage the city. Instead... Well, the cemetery is overcrowded anyway, and if buried pets can rise we should alert the populace anyway. This can be the start to the tradition of cremating the dead and scattering their ashes so their soul can move on?
My game:
Hunters of Letrua; Character list
Also Player / Monster stats, skill lists.

My characters:
Tugs Tails, the goblin that was sort of a trapper and wears a bear's tail at his neck, for some reason - Lair of the Mountain King (Run by Thinks)
Alex Sparo, A city boy, poor of sight, who has learned to manipulate people and make the most of what he, and others, have - Trinity Isles (Run by Mort)
Mehriv Turajin, a Noble Dragonborn Sorcerer sent from his clan because he wasn't dragony enough. - The Wandering Archipelago (Run by Thinks)

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BadgeAddict
Saves-A-Hyena
Posts: 9145
Location: Ohio

Re: Ruined Kingdom: Post-boom. (Always open)

Post by BadgeAddict » Mon Aug 07, 2017 5:45 am

I also disagree with the tunneling concept. I think the populace should be alerted and..while wards sound nice, the idea that they could fail just as easily is concerning...

And I wouldn't be against telling them why, everyone can see the cloud in the sky,....

Memo to people: The cloud you see in the sky is a necrotic one of ancient evil, which can and will raise the dead to new life. To prevent harm to you my beloved citizens, I am having my people begun to dig up and burn the recently buried bodies in our cemetery. If you wish, we can provide you an urn filled with their ashes as a keepsake. This is being done for your sake.

Artisan: Move forward with building a wall, any defense at this point is better than none, and with the current situation, I doubt any merchants will be attempting to travel from that direction. The marshall will provide you and your men what protection he can.

Regent: I have a more urgent request than I have previously made, though it will most likely include the nobles as well. I would like you to share my thoughts with my people about the necrotic storm that is gathering in the distance. Because of this, we need to begin burning bodies to prevent them from returning to life. Please do what you must to both warn the people and calm them.

Student: Build the siege weapons into the existing wall, face outward, as much as possible. If it is necessary to create new turrets within the wall to support these weapons, than do that.

Magister: Begin emptying the graveyards and burning the bodies, the ward sounds like a nice touch, but given that it still has the possibility to fail, if we can hold off until building the ward next season and spend this season destroying bodies, this would be best.

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M0rtimer
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Posts: 14109

Re: Ruined Kingdom: Post-boom. (Always open)

Post by M0rtimer » Tue Aug 08, 2017 7:45 am

Move forward with building a wall, any defense at this point is better than none, and with the current situation, I doubt any merchants will be attempting to travel from that direction. The marshall will provide you and your men what protection he can.
no gate option.
Image

"Understood, sire- I shall do my best to raise defenses as swiftly as possible..."

>A no-gate defense will be raised.
Lets just find out for sure who hired him for now shall we. He may prove of use later.
Image

"Very well, sire... I expect the information to not be easy to come by- But I'll manage... Somehow."

>The Spymaster will attempt to find the contract issuer.
Begin emptying the graveyards and burning the bodies, the ward sounds like a nice touch, but given that it still has the possibility to fail, if we can hold off until building the ward next season and spend this season destroying bodies, this would be best.
Image

The Magister seems to groan, but none the less seems to resign himself to the task...

"Very well, sire... I suppose I shall see to that, then."

"I assume you'd want me to have the bodies dug out, removed, and burned in an orderly fashion..? It's not okay, for example to, say... Just blow up the entire cemetery to get the job done? Bah- Can never have any fun..."

>The Magister will begin burning bodies.

I have a more urgent request than I have previously made, though it will most likely include the nobles as well. I would like you to share my thoughts with my people about the necrotic storm that is gathering in the distance. Because of this, we need to begin burning bodies to prevent them from returning to life. Please do what you must to both warn the people and calm them.
Image

"Very well, sire- I do agree that proper words are needed at this moment... I shall do my best to alert the people that we are doing what is necessary- And to calm them in general for what might be another incoming major battle..."

>The Regent will attempt to calm the populace.

>The court has received their orders.
>Time passess...

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BadgeAddict
Saves-A-Hyena
Posts: 9145
Location: Ohio

Re: Ruined Kingdom: Post-boom. (Always open)

Post by BadgeAddict » Tue Aug 08, 2017 7:48 am

^Magister: You do have minions now, feel free to use them, perhaps this would be a good opportunity to train their use with fire magic. And if you would like to use some otherwise unemployed citizens to do the digging and lifting, do so.

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M0rtimer
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Re: Ruined Kingdom: Post-boom. (Always open)

Post by M0rtimer » Mon Aug 14, 2017 7:26 pm

Image

>It is the 314th year after slumber.
>It is Summer.


The storm in the distance broods and grows, bringing with it a sense of harrowed dread and discomfort... As you fear the evil grows not only out of these walls, but inside as well- Whispers echoing through the walls of the city, hushed tones speaking of dread, fueled by fear and panic brought forth by this sense of looming dread... You can only hope your court manages to bring things under control- Before madness sets in...

Image
Image

Firstly, and at least for a little while, most importantly, comes the pass... As you desire to see a wall built against the incoming tide. It soon appears that, in arrangement of your greatest fears, the project was far too ambitious in scope- While the Artisan does an amicable job, it is simply too big of one to finish, wall only partially finished as... They appear.

Mindless shamblers, at first in the distance, but as the storm begins to loom closer, so does their presence... The rotting corpses seeming without an direction, which is currently the militia's only virtue, as it spares them from direct assault... The occasional straggler, at first, being shot down from afar by the use of bows- How nonchalantly they seem to be to them or their companions falling as the bolts hit is rather... Unsettling. As is how many it at times seems to take to bring them to a halt- At times, the militia were not even sure if they "killed it", as the many bolts had instead simply caused it to collapse, as the creature's legs were broken apart rather than being shot down. In effect, arrows seem largely ineffective, unless shot straight through the head- And even then, that did not seem to guarantee it...

It was for that reason the Marshall, as well as being pressured by many militia to be given the chance to "give mercy" to some of the zombies that were shot down to a crawl, but still moving, had allowed to send out a small regiment of troops directly into the fray. You were not there for the actual event, and instead hear it being retold by the Marshall as if it were a horror story, although the looks on many of the militia's faces lets you know it's no jest... Everything went fine at first- The troops marched in, cutting down a good number of them with surprising ease. None even seemed to resist, making the job more messy than anything else as they cleared some of the pass... It seemed to be doing a number on the soldiers as well, who seemed to be hesitating, wondering if they were even dealing with a real threat- The only fact they continued being surely that it was clear to all that, regardless of circumstance, these creatures were abominations...

It is what happened next that seems to fill the soldiers head with questions and paranoia, however... While the troops were too far away to make clear what happened, all could tell that at a certain point, they had stopped, and had seemed to engage in... Conversation with the creatures..? Whatever might have been said was unclear- Perhaps it was all just yelling only from the troops, hurling insults towards the undead creatures... But it most definitely seemed as if something they had said turned terribly, terribly sour- The once "docile" undead suddenly turning to swarming, once sluggish movements seeming almost razor sharp as the troop was jumped. Some men were torn apart limb by limb- Others, killed, but left largely... Whole. Untouched.

"And if you look far in the distance my lord... You shall see some of these skulkers wearing familiar colors."

"...My men have made it a point to try and have their bolts reach them. Free them from this undead grasp..."

A small flicker of light in this darkness at least, seems to be that the Artisan realized well ahead that the walls would never be finished in time, the swarm coming too close too soon... And instead had turned quickly to fortifications- Wooden picketed walls set up at strategic locations, trenches dug, a couple small towers constructed... A definite advantage to keep the pass- But if the swarm were to strike full force, it won't hold them... Although for now, things seem safe- There are often bolts of green lightning striking the earth near the site of origin, but they do not reach to the edges of the storm- So even if these eerie clouds already hang over the pass, at least you are spared from finding out the ill effects of this lightning... For now.

>A troop of units have been lost...
>Defenses are being held...
>Mild fortifications are available at the pass...


Image

The student meanwhile, unhindered by undead creatures hampering his efforts, seems to have absolutely no issues with his own job- Some hollowing made in the walls as a perfect fit for the ballistas, sloped gently down to provide good aim, but apparently with time to spare, and not quite satisifed, he improved on said design... Adding a simple kind of "lift" system the soldiers could easily use to lift or rotate the machines to their sides, and then "lock" them- A clever design for turning the once mobile ballistas in mounted machines of death...


>The Student has installed fortifications.


Image

The spymaster, as predicted, is yet to return from his task- You wonder how long his endeavor might take... Assuming no ill has befallen him.

>The Spymaster is still missing...


Image
Image

Back in the city, the Magister tends to disposing off the corpses in the graveyard... Taking what you'd call the prideful job of "supervisor"- Not deeming himself fit of digging up graves, he finds fit to find his lackeys and some other, assorted minions take care of it... The only part he is really "helping" with being the burning- Helping start up the inferno so the job is done "neat and tidy"... You briefly consider remarking on this, but you know better- And in the end, it does seem he's finished the job, so no issue there...

Although, as predicted, the people are... Not exactly happy with these happenings- As the regent spends the full season trying to ascertain the crowds these things are necessary, to make sure their long lost ones essence does not become corrupted... Not everyone seems to buy it, though- But at least his words prevent an outright riot, leaving the populace only grumbling instead...

And being the bearer of more bad news seems to be taking a toll on the poor man- the mines had to be shut down. While the storm was not quite yet upon it, no amount of convincing would manage to have the workers continue... And the refugee camps with them- Although while the mining families might have a place to go to, the refugees do not. Some stayed behind, uncertain of where to go, while others head east, directly away... Most seem to be drifting, and a lot of them seem intent on trying to get in the city, and while some might still have the coin to "survive" for a while, no doubt most will turn to begging... Or worse, robbery. Meanwhile, a few more solitary groups have set up simple makeshift camps, and have been hunting nearby areas for meat and berries on what is technically yours or the noble's lands... Even if it might be a "minor" annoyance, they can't stay like that- Assuming there will be a proper "invasion", at least... They'd stand no chance.

A tiny bit of good news, at least- The continued efforts of the forge have led to the farms expanding being pushed forward a bit, meaning that, consecutively, the famine will hit less drastically... Even though it will still hit, and more tools alone are likely not going to do much.

>The Magister had the graveyard emptied.
>The Regent prevented the worst of the backlash.
>The refugees are drifting...


Image

The storm continues to brood with a certain sense of... Malevolence. Green lightning strikes around it's core, and while the wispy tendrils expand far beyond this, covering the earth below in a dark haze, the lightning, too, expands, covering larger areas to strike... If a bit more slowly. Currently, the clouds are peaking over your mountains, but the lightning does not yet- It's edges are beginning to reach your mines, and the pass is already covered... Even if the "docile" zombies seem to be kept under check for now.

>The necromantic storm is expanding...

Image

Next, a missed face returns... And he does not come alone- To have said anything of the sorts would be a gross misinterpretation. In fact, at first you had to rally your troops, because you feared a very much different kind of visit, and circumstances would mean you'd not even talk to him directly...

Rather, you'd be addressing- Or be addressed by- The leader of the army he brought with him.

>The Emissary has returned.

Image

The man holds a certain kind of imposing posture, even to you... And exhibits a certain kind of regalia, while wearing the clothes of a high-ranking priest of Ragnarok's order, while wielding a staff adorned on top with a heavy mace, visage appearing stuck stern and focused. He gave the lightest nod of his head towards you rather than the ordinary bow as he begins his address.

"Your majesty Freyahl- Given current happenings, I do not wish to spend much time on matters your emissary has managed to convince me is a mistake... But it is a matter I shall seen dealt with none the less."

"The tainted metal you... Gifted our church. You are to gather all of it, and you shall encase it in a sheet of metal... Silver ideally- Upon this metal will be carved a series of runes as instructed by my priests... And you are to then cast it off in the ocean, and forget it ever existed."

"This shall be done- And we shall discuss more about it's origins once we have dealt with other matters."

"But to important matters... We have heard your plea. And Ragnarok himself has given the holy order for aid. We are to travel to the heart of the corruption, and eliminate, or seal it's source... You shall aid us in this endeavor- Provide us with at least lodging and other accomodations as we make preparations... And while no expectations are put beyond that... I do hope to see your own army on the battlefield."

>The Bishop has arrived.

.[tabs: Buildings]
Key buildings:
The castle: Excellent shape
Docks: Decent shape
Housing: Good shape
Nobility housing: Decent shape
Town hall: Decent shape
Resting chamber: Excellent shape
Cemetery: Emptied

Economy buildings
Market: Decent shape
Guilds: Decent shape
Glassworks: Decent shape (Missing own source - potash)

Resource buildings
Mines: decent shape (provides metal resources)
Mountain mines: decent shape (provides metal resources) Blocked by necromantic storm
Forestry: decent shape (provides wood resources)
Forges: Excellent shape (producing steel- Capable of wrought iron and cast iron)

Defensive buildings:
City moat: Decent shape
Walls: Good shape
Barracks: Good shape
Main gate: Good shape, with drawbridge.
Secondary gate: Decent shape, with drawbridge.
Military academy: Good shape
Wall fortifications and siege defences: Excellent shape

Luxury buildings
Inns: Good shape
Theater: Excellent shape
Temples: Excellent shape
Lobster pot addition: Decent shape (provides luxury food)
Mushroom grotto: Good shape (provides a small amount of luxury food)
Sweethop farms: Poor shape (Provides a small amount of luxury food)

Developmental buildings
School: Excellent shape

Additional buildings:
Market statue: Good shape, embedded with a magic stone.
Magister's workshop: Good shape

Utility buildings
Raincatchers (source of water)
Farmland: Good shape (provides food)
Fisheries: Good shape (provides food)
Roof farms: Good shape (provides a small amount of food)

[tabs: The people]
The people are content.

Negative factors:
They lack many "luxuries"
Our graves were desecrated!

Positive factors:
The townhouse was restored!
We got sweethops!
The castle was restored!

Primary needs:
Housing: above sufficient
Water: sufficient
Food: sufficient

Secondary needs:
Entertainment: sufficient
protection: sufficient
Structure: sufficient
Food quality: insufficient
Tools: sufficient
religion: sufficient

Desires:

Capabilities
Education: mediocre
Craftiness: mediocre
Magic: mediocre
Combat: above mediocre
Health: mediocre
Charisma: mediocre

[tabs: The nobility]
The nobility are content.

General
All families are not pleased with the appointment of the Libera family as nobility.
effort has gone into contenting the nobles.
The castle was reconstructed!
We had to give up land for farms!

Dunwall family
+Happy from the positive praise.
+The regent has been fairly elected
-The Libera became nobility

Gilden family
DISOWNED

Relia family
+The regent has been fairly elected
+The temple has been restored!
-The Libera became nobility

Etrange family
++A member of our family became Emissary.
+The Libera have been disowned!

Libera family
++Very pleased with their appointment as nobility

[tabs: Foreign relations]
Duchy of Morgue (Northwest)
Have no hostile intentions, seem willing to have arrangements for the right price.

Could establish trade if the pass was secured.

Issue with Gravenrogh?

Kingdom Gravenrogh (West, past mountains)
Very much willing to be friends
Have started sending trade ships

Servicius
Possible alliance with Umilicien?
Do not seem to have any immediate hostile intent.
Are not interested in any form of arrangement.

No known military data - Suspected to be larger than own.

Rhenovia
Strong allies.

Umcilien
Hostile!
Known information:
- Do not intend to wipe us out - Yet.
- Powerful army- Estimated to outnumber us 6 to 1.
- Powerful court mage, multiple lesser mages.
- Darilcoth has learned relatively strong magic.

-May attempt to sabotage or steal technology.
[tabs: War]

Current conflicts:
None

Training
All troops have received basic to advanced training.
All troops have received basic archery training.
All troops have minor combat expertise.
The castle has increased morale!

Land lore is known.

Current garrison supports 5/20 units with 7.5/8 cost.
0 gold is invested.

Special troops
1 small troop of necromancers (2)


The army currently garrisons:

3 elite troops. (1.5)
1 unit of spies - Located within Servicius territory. (1)

Equipment:
Hardened equipment for: 6 troops.
Regular equipment for: 3 troops
Ballista siege weapons for: 1 troop
Others: poor quality

Morale:
high
[tabs: Trade]
Trade has resumed

Current average income from trade: 1.75

Surplus sales
The following resources are created in surplus by the kingdom, and are sold for a raw profit:
Iron from mountain mines: 0.25
Gold from mountain mines, processed by forges: 1.5


Duchy of Morgue (Northwest)
No contact.

Kingdom Gravenrogh (West, past mountains)
Contact made: occasional trade ships add +0.5 major purchases each month usually
Resource connected: Glass (minor reduced efficiency) +0.75 major purchases each month usually
Ongoing war: -0.5 major purchases each month

Servicius
Hold potential trade goods.
Cancelled trade!

Rhenovia
Holds potential trade goods
Has good interest in trading: Provides +1.0 major purchases each month usually.

Marital contacts
Docks are in decent state.

-Gravenrogh
[tabs: Court]
The Marshall
Patience: High
The Marshall is neutral towards the Magister.
The Marshall is very friendly towards the Dragonknight.
The Marshall is neutral towards the Artisan.
The Marshall is neutral towards the Regent.
The Marshall is very friendly towards the Mercenary.
The Marshall is neutral towards the Emissary.
The Marshall is friendly towards the squire.
The Marshall is friendly towards the spymaster.

The Magister
Patience: Very high
The Magister is neutral towards the Marshall.
The Magister detests the Dragonknight.
The Magister is neutral towards the Artisan.
The Magister is neutral towards the Regent.
The Magister hates the Mercenary.
The Magister dislikes the Emissary.
The Magister dislikes the squire.
The Magister is neutral towards the Spymaster.

The Dragonknight
Patience: Elevated
The Dragonknight dislikes the Marshall.
The Dragonknight is neutral towards the Magister.
The Dragonknight is neutral towards the Artisan.
The Dragonknight is neutral towards the Regent.
The Dragonknight is neutral towards the Mercenary.
The Dragonknight is neutral towards the Emissary.
The Dragonknight is friendly towards the Squire.
The Dragonknight is neutral towards the Spymaster.

The Artisan
Patience: Very high
The Artisan is neutral towards the Marshall.
The Artisan detests the Magister.
The Artisan is neutral towards the Dragonknight.
The Artisan is friendly towards the Regent.
The Artisan is friendly towards the Mercenary.
The Artisan is neutral towards the Emissary.
The Artisan is neutral towards the Squire.
The Artisan is neutral towards the Spymaster.

The Regent
Patience: Moderate
The Regent is neutral towards the Marshall.
The Regent is friendly towards the Magister.
The Regent is neutral towards the Dragonknight.
The Regent is friendly towards the Artisan.
The Regent is neutral towards the Mercenary.
The Regent is neutral towards the Emissary.
The Regent is neutral towards the Squire.
The Regent dislikes the Spymaster.

The Emissary
Patience: High
The Emissary is neutral towards the Marshall.
The Emissary is neutral towards the Magister.
The Emissary is neutral towards the Dragonknight.
The Emissary is neutral towards the Artisan.
The Emissary has not met the Mercenary.
The Emissary dislikes the Regent.
The Emissary is neutral towards the Squire.
The Emissary is neutral towards the Spymaster.

The squire
Patience: High
The Squire is friendly towards the Marshall.
The Squire is neutral towards the Magister.
The Squire is very friendly towards the Dragonknight.
The Squire is neutral towards the Artisan.
The Squire is neutral towards the Mercenary.
The Squire is friendly towards the Regent.
The Squire is neutral towards the Emissary.
The Squire is neutral towards the Spymaster.

The Spymaster
Patience: High
The Spymaster is friendly towards the Marshall.
The Spymaster is friendly towards the Magister.
The Spymaster is neutral towards the Dragonknight.
The Spymaster is neutral towards the Artisan.
The Spymaster is friendly towards the Mercenary.
The Spymaster dislikes the Regent.
The Spymaster is neutral towards the Emissary.
The Spymaster is neutral towards the Squire.

[tabs: Items]
Special items:
One bottle of "plague" poison
Three healing potions
12 barrels of black powder
"magic" ore: 200kg worth.

Lure snake "petals"
Lure snake acid
Lure snake scales
Lure snake egg

Pair of communion orbs: Capable of speech, one-way sight.

[tabs: Magic]
Known magic:
Fire breath
Ice breath
Torrent
Earthshatter
Earth block
Earth control
Wind surge
[tabs:Events]
ACTIVE: necromantic storm

314 Autumn: famine hits.
314 Autumn: farms auto-expand
315 Spring: Given no external influences, famine will resolve under new harvests.
315 Summer: Squire's contract ends.
???: Gem mine reached (Not being actively dug towards...)[/tabs]



>You have three "credits" with the Mercenary.
>The market has produced 2 major purchases.
>The forge produced farming tools, pushing back the famine slightly...
>Military investment: 1
>You have 17 major purchases available.
>The court awaits your orders.

► Show Spoiler

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Dlover
Game Master
Posts: 14130
Location: Somewhere. Probably.

Re: Ruined Kingdom: Post-boom. (Always open)

Post by Dlover » Tue Aug 15, 2017 2:35 am

Welp... Unfortunately, we're not in a position to refuse the bishop's order. The religious organisation has more power than we do, and we need them... But do we think the statue-metal would escape notice, or will they have a way to sense it? And why is it so bad?
My game:
Hunters of Letrua; Character list
Also Player / Monster stats, skill lists.

My characters:
Tugs Tails, the goblin that was sort of a trapper and wears a bear's tail at his neck, for some reason - Lair of the Mountain King (Run by Thinks)
Alex Sparo, A city boy, poor of sight, who has learned to manipulate people and make the most of what he, and others, have - Trinity Isles (Run by Mort)
Mehriv Turajin, a Noble Dragonborn Sorcerer sent from his clan because he wasn't dragony enough. - The Wandering Archipelago (Run by Thinks)

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Patdragon
Game Master
Posts: 2288
Location: Isle of Wight

Re: Ruined Kingdom: Post-boom. (Always open)

Post by Patdragon » Tue Aug 15, 2017 4:13 am

Did the dragon Knight Also return?
► Show Spoiler
Anger is fleeting, Remorse eternal...
- Karn, Silver golem

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M0rtimer
Global Moderator
Posts: 14109

Re: Ruined Kingdom: Post-boom. (Always open)

Post by M0rtimer » Tue Aug 15, 2017 5:22 am

Patdragon wrote:Did the dragon Knight Also return?
Yes.

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BadgeAddict
Saves-A-Hyena
Posts: 9145
Location: Ohio

Re: Ruined Kingdom: Post-boom. (Always open)

Post by BadgeAddict » Tue Aug 15, 2017 1:51 pm

Artisan: whose it be possible to build a fortification around the refugee camp in order to keep them safe, as well as around the mines so that our miners can continue to work.
Marshall: continue to hold the wall.
Student: good work, you've been excelling at the tasks I've given you. Go to where your master is working and create another set of siege weapons, this time mounted on wheels for the soldiers to use in fighting these zombies.
Magister: there are hordes of undead roaming the border. Would you and your apprentices be able to fight them with magical fire or control them in some way in order to keep our soldiers safe.
Regent: While it's obvious darkness is coming across the mountains and the people are upset about us burning their dead, let us attempt to improve the mood in the city. Take a coffer of gold and throw a magnificent party in the people's honor.
Emissary: go to rhenovia and tell them that we shoulder like to hire a unit of soldiers to stop the approaching storm on order to save the world.
Bishop: We will do as you have said. I care deeply for my people, tell me what I must do to save them. (destroy the statue and take all of the metal that we have and do as the man had said, it is not worth the sale of this empire to resist his request)

Hopefully by building fortifications for the refugees we can keep them where they are.

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Arch Lich Burns
Will NOT Shut Up!
Posts: 17412
UStream Username: burnsbees
Location: Behind you
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Re: Ruined Kingdom: Post-boom. (Always open)

Post by Arch Lich Burns » Tue Aug 15, 2017 1:53 pm

(Does he know about the statue? If not then lets not destroy it. >:D )

Dragon: Burn them zombies UP

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Re: Ruined Kingdom: Post-boom. (Always open)

Post by BadgeAddict » Tue Aug 15, 2017 1:58 pm

Would it be worth the risk of the empires destruction to not destroy the statue? I think not.

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Patdragon
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Re: Ruined Kingdom: Post-boom. (Always open)

Post by Patdragon » Tue Aug 15, 2017 2:45 pm

Just a note as i'm tired and can't quite think now due to headache but throwing a party is a bad idea. We're about to hit the famine next month as it is is just one of the reasons not to waste food at this point.
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Anger is fleeting, Remorse eternal...
- Karn, Silver golem

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Patdragon
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Re: Ruined Kingdom: Post-boom. (Always open)

Post by Patdragon » Thu Aug 17, 2017 12:13 am

Hope to post some actions after work tonight been a busy few days.
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Anger is fleeting, Remorse eternal...
- Karn, Silver golem

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Re: Ruined Kingdom: Post-boom. (Always open)

Post by BadgeAddict » Thu Aug 17, 2017 1:50 am

Perhaps a good party isn't the best idea... But don't something to lift the people's spirits should be done.

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