>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...
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...
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.
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...
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...
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...
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.
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
Well at least those troops dying solved the currency issue?
Although you'll probably want to replace them like... Tenfold.