>It is the 313th year after slumber.
>It is Winter.
As winter comes and your court sets out to their tasks, you can none the less help feel but an ill sense of foreboding taking over you... One you cannot quite place, but exists none the less. Perhaps it is just paranoia given some recent events, but you cannot help but feel that something is brewing... Something big.
Still, nothing to be done about just a feeling... For now. As you turn to see what your court members have prepared...
You first turn to see the progress of your artisan and apprentice... And are saddened to find that the job has simply been a tad too big to handle. You suppose you are not too disappointed, aware with the scope of the concept, and the work the Marshall had done last season could only last so much, and the Artisan, being his usual meek self, only states that there were some complications... His student is a bit more brash- Plainly stating that the ground there is "shite", and that they wasted half the season just digging foundations deep enough to secure the academy. Still, the academy itself is largely finished- It is just that the installments, stables, and running tracks, still need work... Something you're sure can be handled in another season.
>The Artisan and Student partially completed the military academy.
Next, you turn to see the process of this refugee crisis... Tension palpable in the air as you land and make inspections of your own. It's clear that there have been a few scraps here and there- Many getting rowdy under current conditions, but it seems that the camps set up using the gold provided has tempered the heat, and prevented the worst from breaking out... It's clear it's not enough, though. People are cramped, supplies brought are not enough, and people are making rather unsafe looking fires among the commotion, left and right to keep warm. It's not sustainable given it's current condition- And who knows how these people will react if things deteriorate. You'd need to keep pumping in gold... Or find alternative solutions.
Still, the Marshall and Dragonknight report that while there were a couple fights, most were infighting... Although in a couple instances, they did need to protect the Regent and his lackeys, as some people were rather... Dissatisfied with his verdict. The man seems rather gloom given the situation- Giving you only a brief nod rather than the usual bow, as he begins making his report.
"Greetings, sire. Recruitment has been... About as well as I could hope, really. Although in retrospect, that never really was that much."
"Recruiting mages was easy. They could easily prove their prowess, so the process was easy... Although there were surprisingly little of them- 5 total, novices mostly it seems... And even then there were... Some issues. I admit I'm not even sure if one of them is legitimately a mage- He came with a friend that might have done the magic for him while he performed some parlor tricks, help him get inside... I wouldn't be able to tell, though. Then there was another one that supposedly had 15 different family members. I was a bit hard pressed to believe the... Virility of his father in question, but eventually figured getting them to budge on who was and wasn't family likely was not worth it..."
"Then, the farmers, artisans... That went fine. At first. Got a good handful of them before it suddenly seemed every whoreson out here had spent his whole life tending the farms. Words spread like wildfire- They learn what we want, and pretend to be able to offer it... Now, I've no doubts that farming is a profession easy enough to learn, but our goal was to recruit those who already had some experience- And taking those who would need to learn would only further tax our current systems... As it'll take time for them to put their skills to use."
"Speaking of which... I've done some preliminary calculations, and things don't look too great. I estimate it'll take about a year before this influx of farmers begins to pay off, and we see an increase in food production- But before we hit that, we might be hitting a brief famine. Not only by the extra hands we've chosen to take on, but the supplies we need to deliver to Minerva, and that blasted storm that has been hanging over Morgue and part of our country diminishing food production... We'll need to consider what we'll do to try and counter that- Or if we're just going to tough it out."
The regent let's out another weary sigh as it seems that he's not quite yet done being the deliverer of "bad news"... Speaking about one more subject:
"And as if things are not messy enough already... With the extra farmers, extra farmland is needed. Land which technically belongs to the nobles- And it comes to no surprise none of them are jumping eagerly at the opportunity to give away land, leaving us with three choices... The first one is we simply order the land to be given- They won't like that, but they're content enough right now for it to happen without issue. Secondly, we could pay them gold to compensate for the land they have to give up. It would be expensive, but it should not incur any long term effects- I'd estimate about four coffers would be a fair price. And the final option is that the farmers can only be given land if they take on the debt required to pay for it. It's a pretty standard arrangement, to be honest... Although nobody likes being told the only way to survive is to be indebted for the rest of your life."
>The Dragonknight and Marshall have prevented riot outbreaks among the refugees.
>Additional gold must be spent if the refugee crisis is to be kept "stable"
>The Regent's patience has lowered.
>You gained a small unit of necromancers
>Event added: automatic farm extensions
>The nobles are debating who has to give up land...
>Event added: A food shortage is incoming...
Next, your spymaster seems to return with little issue- Although apparently, mostly empty handed. He shrugs it off himself, as he begins telling what he did uncover.
"Didn't discover much, but frankly that's because there's not that much to discover... Morgue's all but a ghost town now- Nobody left in there. I'd entered on the cusp of Gravenrogh ships looking to set shore and finally claim the city for themselves, too, so I was in a bit of a hurry to find what I could and get out before we'd have a... Diplomatic incident."
"Briefly tried to inspect their keeps, but that turned out to be a rather foolish gambit... Appears that somewhere near the beginning of the war, first thing Gravenrogh did was bombard it multiple times over- Destroy their base of operations and morale. Do believe I found their new place in the barracks. Nothing there to suggest what their strategy may be, but I did find horse tracks going south, quite recent. I believe most anyone else went East through the pass, not quite eager to jump into the hands of their aggressors. The ear I put to the ground at those... Camps you've built seemed to confirm that, at least. Seems that the big mean general just went off, taking most of his mages with him."
>The Spymaster investigated Morgue.
Next, the Emissary returns from his mission... A rather easy and curt one- His delivery finished, as you get the chance to do a more direct conversation with a distant "ally"...
>The communication orb has been delivered to Tiamat.
"I must say, this is far from the worst idea you've had... Although I do hope you realize why one prefers to use messengers rather than just spread these orbs everywhere- Well, I suppose firstly most kings lack the magical prowess required to operate them over distances such as these... But they are so susceptible to interception, too."
"Still, as long as we do not discuss highly confidential matters, I see no issues with this. It will be good to have a more direct conversation... Speaking of which, as you might have noticed, we are about to finish our war with Morgue- So my little payments for the service your harbor has rendered will soon be put to end. I shall pay for this season still, of course."
"Now- Is there anything you'd like to discuss with me..?"
Finally, the Magister reports... That ill sense of foreboding returning to you as he seems even paler than usual, somehow- Speaking to you with a matter of urgency.
"Sire- I'd instruct you to put your army and everything else on high alert. It took me way too long to pierce through the veil surrounding the Necropolis, but once I did... Our little warlord is indeed there, with a full regiment of his loyal soldiers. And the madman is going to try and break the seal."
"Seems our little green dragon friend was hiding something from us. She was likely worried because a new level of the necropolis got excavated- The sixth one, and there at the bottom they appeared to have found the source of all the magic oozing from that place. Some kind of seal... Be it a prison or some kind of natural well I do not know, but the madman is looking to try and open it to gain full access to it's power. Maybe he'll get it... More likely the thing's going to explode wide open if he manages to do it. Each case will likely be rather disastrous."
"To paint some context for you sire... The necropolis is a site where the dead rise from their own accord. Spectres and ghouls are not uncommon, and the very terrain seems to betray beneath your feet as you'd sink into the mud, as if led by some malevolent entity... There's a reason one can't just march an army in there- Only small groups of experienced people. "Adventurers", some may call them, I suppose..."
"Anyways... Do you remember some of the basic theory I've thought you..? Magical energy is expended, and is formed from within, not really tending to naturally acclimate in the surroundings... And yet the Necropolis has been spewing magic since the dawn of time. Or as far as anyone can remember, at least."
The Magister seems to pause for a moment, before eventually continuing.
"I suppose we have at least another season before he manages to make any progress... So stopping him may perhaps not be out of the question yet. But personally- I'd not risk it. If we send anyone in, and this ticking time bomb goes off... No one we sent in will likely be getting out. I'd back off, and tell those Tiamat soldiers to do the same if they don't have a death sentence." he says, pausing for a moment before adding to it: "Unless you want to feign ignorance, off course. Perhaps weaken her army substantially if you have... Other ideas."
"And we should make preparations for the worst, too... We've no official priests, but our church leaders can prepare holy water, spread salt in front of doors, stuff like that. Loathe as I am to say it, I'd have word sent to that cloister with your Emissary, enlist the services of a priest... I lack the kind of magic that you'd need to repel a potential necrotic threat like this."
>A magical catastrophe is imminent..!
.[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: Partially finished.
Luxury buildings
Inns: Good shape
Theater: Excellent shape
Temples: Excellent shape
Lobster pot addition: Decent shape (provides luxury food)
Mushroom grotto: Poor 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: low
Combat: above mediocre
Health: mediocre
Charisma: mediocre
[tabs: The nobility]
The nobility are happy.
General
All families are not pleased with the appointment of the Libera family as nobility.
The nobility are happy with the theater.
effort has gone into contenting the nobles.
The castle was reconstructed!
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.
Special troops
1 mage with healing specialization.
The army currently garrisons:
1 small troop of necromancers
1 regular troops.
3 elite troops.
1 unit of spies - Located within Servicius territory.
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]
314 Summer: 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 4 major purchases.
>You obtained 1 major purchase from the docked Gravenrogh ships.
>The forge produced luxury goods using gold provided- Adding 1.5 gold to market income.
>You have 15 major purchases available.
>The court awaits your orders.
► Show Spoiler
Either next update, or before it, I'll be doing a revision to the war system and make it a bit more clear as to how it works... Basically, each unit of troops will have a "cost" associated with it, and there is only so much you can "pay" without needing to spend gold coffers to increase your capacity. Going over the limit (As you will be now if you want to make use of the mages) will mean a decrease in moral and combat effectiveness- Compounding as long as the situation is not resolved...
Also note that two events were added