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tigerusthegreat
2012-02-09, 11:16 PM
Kingdom Level Rules:
The Kingdom has three important parts: important people, buildings, and resources. Each turn has the king/queen using their resources and people to solve problems that arise during the turn. For this game, a turn will last one game week; though I will try to make enough interesting stuff happen that you will be occupied until the next turn comes up (nothing is worse than a slow/boring game).

For this game, your kingdom's level starts at 10. It may raise further later.

Important People: Your kingdom will have important people equal to one half of the kingdom's level. Notable people have two skills that are related to their profession. A druid might have nature and heal, while a diplomat might have diplomacy and perception. The King can choose to assign the initial people, they may be injured, killed, or otherwise removed from the game due to events.

Buildings: Your kingdom can have important buildings equal to one half the kingdom's level. Additionally, these buildings range in level from one to five. For each level of building, it requires two materials per turn to operate. Each level of a building provides either a +2 bonus to one resource or +3 to a skill for the kingdom. For example, a lvl 2 Arcane College would use 4 materials per turn, provide a +3 to arcane checks and a +2 production to luxuries.

Resources: There are five resources. Population, which is equal to kingdom level, luxuries, materials, weapons, and food. A Kingdom can select two of the non-population resources to specialize in. You can assign your population to produce each of the four resources. Resources the kingdom specializes in are produced at twice the rate as the other resources. Each unit of population assigned to a resource generates one unit of that resource per turn (two if specialized).

Gold: The Kingdom will also have a gold fund. This is from taxes levied on the merchants in the game, and is a slush fund used to lure adventurers to quests that solve problems that arise in the kingdom.

Skill Checks: A Kingdom can make skill checks per turn equal to one half its level. Skill checks are used to resolve kingdom-level challenges, though sometimes there will be more challenges than skill checks...and a failed skill check is still used.

More specifics will be given once the game starts, there are some specific rules that only really matter when certain actions are taken (like how to upgrade buildings and raise armies).

This first turn you must decide on a few things:

First; decide which two of the four resources to specialize in.

You may decide on two buildings of up to lvl 2. You may choose what bonuses they provide.

You must decide on what kind of special people to recruit. You can be as specific as you'd like. You may recruit two people this turn.

You can also decide on a few things about your nation. What has happened in it since the end of the great war (about 10 years ago). What kind of government does it have? What other info would be useful to a player coming to your nation?

Any questions for me?

Danakir
2012-02-10, 12:37 AM
The Queendom of Linlam

The Queendom of Linlam is an hereditary monarchy with matriarchal primacy. Nobility is granted by the title of 'von' which is solely available at the discretion of the current sovereign ruler. The von Fanel dynasty has been in power since before the Great War and has absolute legislative and executive rights over the land of Linlam. All territory belongs to the Crown and is rented to interested parties at its sole discretion. However in recent years this practice has grown into more of a formality than an actual act of fealty. The sovereign holds court in the capital twice per season for a duration of one week each time. The daily administration of the Queendom is deleguated to the High Chancellor and various ministers who all answer directly to the Queen.

Queen Mica von Fanel's coronation took place only a few days after the death of her mother, Queen Helena von Fanel, during the bloody days of the Great War. Her father is still one of her closest advisors and confidants. She took an active role in the negotiations that would eventually lead to the tense peace treaty that still holds today and the demilitatization by both foreign empires of Linlam. Even to this day the people of Linlam are fully aware that they walk on a tightrope between giants who care little for their future or homeland. Although efforts have been made in the last decade to improve the self-sufficiency of the nation, they are still somewhat dependent on foreign importations of foodstuffs. Many who remember the grim days of the Great War within the Queen's entourage are uncomfortable with this state of affairs.

Criminal affairs are divided between four categories of crimes. Crimes against the Crown. Crimes against the Gods. Crimes against the Queendom. And lastly, Crimes against Man. The legal system is elaborate and allows for due process, however by ancient tradition and legal precedent the Queen holds authority to pass judgement upon anyone within the borders of Linlam. Foreigners who come within the borders of Linlam are expected to obey and understand its laws and ignorance is seldom considered a valid excuse for breaking the law.

The cult of Pelor is widespread and extremely popular amongst the commoners. Other deities also receive tribute but none as much as the nation's divine patron. The few cathedrals dedicated to Pelor found within Linlam are sights to behold and reflect well on the marvellous craftmanship the Linlamar are known for. The clergy of Pelor is present within charitable hospitals, public orphanages, public kitchens, public libraries and other civil services. Under the current law they receive direct funding from the Crown to supplement these humanitarian endeavors and to spread the holy word and faith of the Shining One.


Attributes
Str: 10
Con: 10
Dex: 12
Int: 12
Wis: 10
Cha: 14

Skill Specialties

Endurance: The people of Linlam are a stout and resilient lot. In the face of hardship, pestilence or disaster they keep a stiff upper lip and tighten their communal bonds. Unlike their larger neighbors, their various ethnic communities are surprisingly close and united in the face of outside interference. This has led to one of the largest half-elven population within the continent.

Religion: Deeply religious and spiritual, the Limlamar are devout and pious. Worship is part of daily life in Linlam and most within the country know that they can trust in the gods to protect and safeguard them in dire times while also providing them with guidance toward a bright future. The Radiant Order of Pelor is particularly popular with the common folk and constitutes the primary religion of Linlam. Neither the undead nor necromancy are welcomed within the borders of Linlam and practice of the later is considered a crime against the Gods.

Intimidate: A well-earned reputation for justice and order within the borders of Linlam has given the Crown much respect and fear amongst criminals, monsters and other unsavory elements. Few want to tempt the wrath of the Queen's Knights or her allies amongst the clergy and warlike nobility. Retribution is often swift and brutal if never excessive or given lightly. The Queendom of Linlam seldom resorts to force but most are aware that they do not want to be the exception.


Resources Specialization: Materials and Weapons. Linlam is a pragmatic country filled with rich veins of ore and natural resources. It has a proud smithing tradition.


Important Buildings

Linlam's Royal Forges: With state-of-the-art innovation and trade secrets that have granted it a worldwide reputation that is well-deserved, the Royal Forges operate strictly under license of the Crown and produce some of the finest steel in the continent. (Level 2, +2 Weapons, +3 Endurance)

St-Jude's Institute of the Arcane: A center of learning and research in matters both mundane and arcane, St-Jude's is nonetheless known for arcane excellence foremost. Semi-independent from the Crown, the current Warden has expanded the Institute twice in the last decade through the revenue streams provided by the creation of minor magical trinkets and other luxury goods produced by the talented apprentices and masters of the various mundane and magical crafts taught within its halls. (Level 2, +2 Luxuries, +3 Arcana)


Important Personage

Master Karen Ironfist: Despite the traditional title given to her as the current chief of operations and manager of the Royal Forges, this bright-eyed middle-aged human is rather obviously female. By far the greatest mind of a generation, she is respected both for her incredible talent and sharp insight. Despite her commoner blood there are few who would openly disdain her considering the great favor she holds within the royal court. Rumor has it that she has her fingers in more than just steel... (Insight and Streetwise)

Father Nimian Suncrest of the Radiant Order: A loyal servant of the Crown and the spiritual authority of the human majority within the land. Often acting as the conscience of Her Majesty and providing her with wise counsel, he is perhaps one of the most popular figures of the Queen's entourage. With an open mind and a willingness to endure hard labor Father Nimian has the making of a folk hero and many murmur that his favor in Pelor's sight is such that he is capable of great miracles in the service of justice and light. (Religion and Heal)


Starting Resources

Materials: 4
Luxuries: 4
Weapons: 4
Food: 8

-----

Current Ruler

Queen Mica von Fanel (http://www.myth-weavers.com/sheetview.php?sheetid=369861)

http://img829.imageshack.us/img829/4827/micabeta.jpg

tigerusthegreat
2012-02-10, 07:41 AM
I think its good. The character sheet for the ruler should only be rarely used but it will be nice to have (and I can add my suggestions).

For the forge, I would add a bonus to endurance as that makes most sense.

tigerusthegreat
2012-02-10, 12:46 PM
Realized there's at least one more thing to do:

I need to know your nation's stats and what skills they have bonuses to. Basically when you send out someone to make a check or have something happen that requires a check, the Kingdom itself rolls a skill check as if it were a player. Things like your buildings provide bonuses to that check. So here is what I need in addition to the above:

Attributes: assign this array to the kingdom: 14, 12, 12, 10, 10, 10

Skill Bonus: Assign a +2 bonus to three skills for this kingdom

Starting Resources: divide 20 points between food, weapons, luxuries and materials. Food and Luxuries have a per turn upkeep of 1/2* population and 1/3 * population per turn. Materials have an upkeep of 1 per building size per building (so 2 lvl 2 buildings require 4 materials per turn to upkeep them).

Danakir
2012-02-10, 02:54 PM
All I really still need to do is write the backstory and personality of Queen Mica von Fanel. The rest should be done. If the players have any question about Linlam, feel free to give it to me. I'll be happy to answer.

Furthermore, let me know if there's anything you'd like me to add.

tigerusthegreat
2012-02-11, 12:45 AM
Linlam Turn 1

Ten years of relative peace are ending. Border tensions have risen over the last few months, with both larger nations threatening your borders with large armies nearby. Neither seems willing to break the treaties just yet, though.

Brief Stats

Buildings: 2 of 5 max
Important People: 2 of 5 max

Resources (10 population to assign to production, Materials and Weapons produce 2x from population)
Food: 8 - 5 upkeep = 3
Materials: 4 - 4 upkeep = 0
Luxuries: 4 - 3 upkeep = 1 + 2 (St. Jude's) = 3
Weapons: 4 - 0 upkeep = 4 + 2 (Forges) = 6


You may spend resources to try to recruit additional important people (food, luxuries or weapons) or materials to begin construction of new buildings (though this requires several succesful skill checks)


Challenges:
The following difficulties are threatening the kingdom this turn.

Bandits (lvl 1 challenge): Bandits have appeared, harrassing the merchants along the Easton Road. Their actions have caused unrest ot begin in the outlying villages, as they fear for their safety with bandits nearby.

Locusts (lvl 1 challenge): One of the large farms outside the city has had its harvests ruined by a plague of locusts. The farmers are stymied by the fact their usual remedies are not working.

Spies (lvl 3 challenge): Yesterday a spy was caught in the act, looking over your confidential papers before your bodyguard ran him through with a sword, mistaking him for an assassin. The man died before he could be put to the question. Where there is one spy, there is sure to be more.

Treaties Expiring (lvl 1 challenge): The ten year anniversary of the end of hostilities is coming up. This also means the ten year armisist is expiring. While the larger threat comes from your bigger neighbors, the smaller nations that neighbor you are a more immediate threat, as there will be little recourse but open and brutal war unless a new treaty can be worked out.

Men Disappearing (lvl 2 challenge): Several men of note have disappeared into the forests, many of them renowned explorers who shouldn't have had problems there. The locals are becoming very leery of the area, and unless something is done soon, you may have an emigration problem.

Border Incursion (Challenge Assigned to PCs): Villagers have reported seeing men in Amalish uniforms. Your vizier has hired some mercenaries to investigate the situation, as evidence of an incursion by soldiers of another nation will lead to a major international incident. [you have no control over this challenge, as I'm using it as a PC plot hook until the nations can generate proper hooks]

You have 5 skill checks to use this turn to solve challenges. A challenge requires either one successful skill check per challenge level to resolve. you can also spend one point of resources per challenge level per turn to supress a challenge. Suppressed challenges do not grow in level, but do not go away either. Suppressed challenges can be handled at a later turn.

Questions?

Danakir
2012-02-11, 11:56 AM
The Weapons total is wrong. It should be six, as Linlam currently has no Upkeep for it.

---

From the Office of the Throne

After review of the current issues brought to her attention, it has been Her Majesty's decision that the following should be.

Her will be done.

- The nefarious bandits currently haunting the Easton Road shall receive no succor from the throne. Royal heralds shall depart for the surrounding villages to recruit the willing locals who wish to proudly defend their homeland into a militia. Fine weapons and armor of Linlamar steel shall be provided to all who accept this task and if they should serve for a length of at least eight seasons they will be provided with the commendation of the Crown as a reward for their dedication and loyalty to the Queendom. A senior Knight in the service of Her Majesty shall be sent to offer them training and leadership. Queen Mica von Fanel has full confidence that the problem shall soon be no more and beseechs the local mercantile interests to have faith.

- The new breed of locust that has been sighted in the Queendom is cause for great worry from Her Majesty. She will not tolerate the suffering of the common folk at the loss of their livelihood and as such samples of the new breed and the ravaged crops have been taken into custody by agents of the Crown. They shall be brought before the scholars and sages of the St-Jude's Institute so that they may research the reason for the old remedies failing and develop new methods to preserve the fertile lands of Linlam from further ravages. Queen Mica von Fanel sends her best wishes as well as a single sovereign of gold to the peasants who's farms were ravaged by the locusts. By his own request, Father Suncrest will also offer assistance in the search for new cures.

- This is confidential material for your eyes only, Master Karen Ironfist. We are certain that you are already well aware of what troubles Her Majesty. As her most loyal and faithful subject you are now under orders to search for the source of the recent leaks of intelligences. Currently you are to find the nation or organization that is at the source of this network. Further actions will be taken once we are better prepared. Nonetheless Her Majesty trusts that you will be capable of preventing further issues while your investigation is ongoing.

- Queen Mica von Fanel herself shall be present as the head of the Linlamar delegation to negotiate a new treaty. She seeks to preserve the independence and prosperity of Linlam and to strengthen ties with their human neighbors in view of recent events. Furthermore, she will take advantage of this opportunity to seek a treaty by which they may offer some of their legendary steel in exchange for supplies of foodstuffs.

- Access to said forest is currently strictly restricted by the local guards. A contingent of Her Majesty's finest with the proper experts from the Institute shall be sent into the woods to seek the nature of these disappearances. By all estimations the mysterious nature of these disappearances hint at a supernatural cause. The Queen also worries that there may be involvement by some sort of traitorous cult.

By the will of the von Fanel dynasty
Under the guidance of the Radiant Order
In humility before the Shining Lord Pelor,
Queen Regnant Mica von Fanel

----

I'll put 5 units population into Food.
I'll put 3 units population into Materials.
I'll put 1 unit population into Luxuries.
I'll put 1 unit population into Weapons.

tigerusthegreat
2012-02-11, 12:56 PM
Turn 1 Update:

Brief Stats

Buildings: 2 of 5 max
Important People: 2 of 5 max

Resources (10 population to assign to production, Materials and Weapons produce 2x from population)
Food: 8 - 5 upkeep = 3 +5 production = 8
Materials: 4 - 4 upkeep = 0 + [3 production x 2 specialized] = 6
Luxuries: 4 - 3 upkeep = 1 + 2 (St. Jude's) = 3 + 1 production = 4
Weapons: 4 - 0 upkeep = 4 + 2 (Forges) = 6 + [1 production x 2 specialized] = 8


You may spend resources to try to recruit additional important people (food, luxuries or weapons) or materials to begin construction of new buildings (though this requires several succesful skill checks)

Challenges:

Bandits (lvl 1): I need some clarification for this. it looks like you are suppressing the challenge by using weapons (arming a militia). If you are intending to do something else mechanically let me know, this would cost you 1 weapon per turn you wish to keep it suppressed, but it would not grow in level. Other options are making an intimidate check (using the nation's current modifier of +9 (+2 Cha, +2 specialized, +5 1/2 level)

Locusts (lvl 1): Need clarification here as well. It looks like you could be supressing this as well, using a luxury item to reimburse the farmers. Other options are a nature skill check (modifier of + 5 (1/2 level)) or anything else you can think of that would apply.

Spies (lvl 3): This seems to be a streetwise check. [roll0]

Treaties Expiring (lvl 1): You are handling this problem "in person" and this will set off a mini-adventure for your character. You can only do this with one challenge per turn, though larger level challenges may have to be handled over multiple turns (though you can reduce the level of the challenge by a successful adventure. You do not have to handle the same challenge in person the next turn if you do not want to). Skill checks you make during these adventures with your bonuses do not count towards the nation's skill checks per turn, but you can use your nation's skill checks if you wish to provide a higher bonus (for something you aren't trained in for example)

Men Disappearing (lvl 2): Looks like here you are intending an arcana check, which you can do at a +9 bonus (+1 int, +5 level, +3 St. Jude's)

I appreciate the RP, it is great, I just want to make sure I'm doing mechanically what you intend to do. Once I'm sure I'm doing what you intend I'll write up an RP response.

Resources can only suppress a challenge, whereas skill checks (limited to 5 per turn) can reduce/remove a challenge (have to succeed on a number of skill checks equal to the challenge level). Having an important person make the check gives a +5 trained bonus to it, but they can only provide this bonus once per turn, and if they fail by a large enough margin they may be injured or killed and have to be replaced.

Looking at your response, you have used 1 weapon to suppress the bandits, maybe a luxury to suppress the locusts, a skill check for the spies, and a skill check for the men disappearing. This means you have three skill checks to use still if you wish to.

Now, if you fail a skill check, you can always try again, either with the same skill or a different skill. You can also use an additional skill check after a success to further reduce the challenge (for example, if your spies check succeeds, you can maybe make an insight check to figure out who is trustworthy in your court, or an intimidate check to torture a captured spy for information). In this way you can eliminate a high level challenge in one turn if you spend enough skill checks on it. I'm fine with you waiting to react to lesser challenges until you know how the bigger ones will work out.

Danakir
2012-02-11, 01:18 PM
If you'd like, I'll include a short description of what I'm intending to do mechanically next time for each challenge? :smallsmile:

With that said, since you're offering, I'd like to see how the Spies, Men Disappearing and Locust will proceed first.

Locusts: I was trying to get Father Suncrest to roll Heal, the infrastructure and 'sovereign of gold' was just fluff. A single gold piece is a lot for simple farmers after all. I just wanted to add to the realism and to show that Linlam takes these things seriously and is concerned with the well-being of its peasantry.

Spies: That is exactly what I was trying to do. From the looks of it, Master Karen performed magnificently!

Men Disappearing: I'm trying to make an Arcana roll, yup!

As for the 'Treaties' issue, I am indeed taking care of it myself. So you can start the mini-adventure right now or once the rest of the turn is over. I'll let you decide what's most convenient.

I'll decide whether to suppress the bandits or not once I know the results of the other major actions.

tigerusthegreat
2012-02-11, 01:27 PM
If you wouldn't mind, or at least a summary in a spoiler. We'll start the adventure when this turn is done.

Okay, so rolls:

[roll0]

[roll1]

Danakir
2012-02-11, 01:43 PM
I think I'll roll Intimidate to try and deal with the Bandits. Same justification as before only we're hoping that the increased armed presence will force the bandits to permanently disband.

Those rolls look pretty good. However I do have a question. Let's say the Streetwise roll is a success and I don't assign any more skill checks to the Spies problem this turn, what happens? Does the Spies problem still diminish one size?

tigerusthegreat
2012-02-11, 01:47 PM
Turn 1 Mid-turn Recap

Mini-Stats

Buildings: 2 of 5 max
Important People: 2 of 5 max

Resources (10 population to assign to production, Materials and Weapons produce 2x from population)
Food: 8
Materials: 6
Luxuries: 4
Weapons: 8

You have used 3 of 5 skill checks

You may spend resources to try to recruit additional important people (food, luxuries or weapons) or materials to begin construction of new buildings (though this requires several succesful skill checks)

Locusts (lvl 1): Father Suncrest heads out to the farms to investigate the locusts problems. After some study of the locusts, he finds that they are a type of plague locusts that frequently bring disease to the rural populations. After application of some home remedies to protect the farms and kill the locusts, the insects die off quickly. The farms seem to be saved, as is the health of the local people. Challenge Defeated!

Spies (lvl 3): Master Karen Ironfist begins her investigation by walking the streets and asking questions of her trusted associates. Her inquiries meet with success, as when you return from your morning briefings, there is a bruised woman bound in chains in the dungeon that Master Ironfist insists that she is another spy, and is a lead to the other spies. Challenge Reduced to lvl 2

Men Disappearing (lvl 2): The Mages of St. Jude's spend considerable time in their libraries trying to unlock the mysteries of the fog that is making men disappear. After much searching, they come across a ritual that could create such a fog. Making a counterspell, they cast it, destroying the mist, and revealing the men in question have been brutally murdered, their bodies being hidden by the mists. They appear to have been torn apart by a wild animal of some sort, and with the mists gone, it will be much easier to find and deal with the animal. Challenge Reduced to lvl 1

Danakir
2012-02-11, 01:57 PM
Bandits: Roll Intimidate to force them to disband.

Men Disappearing: Captain Mathias Rosengarde of the Queen's Knight spoke thus to his men: "Now that we are able to follow and track our culprit we will hunt it down. We will outlast it and give it no respite. Our numbers and our faith shall safeguard us against its murderous depravity as we allow it no respite. When it is cornered and exhausted our arrows will strike true and slay the beast. It shall be so or we shall not return at all.

For such is our duty."

They ride out to hunt the beast. (Endurance check would be appropriate I think? Since they already know where to find it now that the fog is gone.)

tigerusthegreat
2012-02-11, 08:00 PM
Rolls:
[roll0]

[roll1]

Bandits (lvl 1): A company of armed men ride out to attack the bandits, and scare them off. Perhaps they were too few, or maybe they were ambushed by the bandits, but none of the men return, and the bandits continue to plague the countryside. [skill check failed, challenge not defeated. You may use resources to suppress it, or ignore it and it will grow next turn)

Men Disappearing (lvl 1): Another company of soldiers searches the forest for the beasts. After a long, hard day of riding they find the creature's lair, and manage to kill it. Bringing back the corpse, it is clearly a mutated kind of wolf, much larger than a normal wolf, and with a kind of plant growing on its back. The plant is withered now, but the soldiers report during the battle its vines lashed out at them, even showing off some of the wounds it gave it, which have already started to fester. The soldiers are quick to seek healing for it, but had such healing not been available, who knows what those wounds would have turned into. The problem is solved for now, but the wolf is disconcerting at best. Challenge Defeated!

You have used all 5 skill checks, and have defeated Men Disappearing, and Locusts, you have reduced Spies! and are handling Treaties Expiring yourself. Bandits is still outstanding.

Danakir
2012-02-11, 08:16 PM
Bandits: Given the current state of affairs, Her Majesty decrees that merchant caravans will receive weapons and men to shore up their security detail until the rising banditry in the region has been fully dealt with. (Spend 1 Weapon unit to suppress it.)

Men Disappearing: Samples of the strange beast will be collected and preserved in the Institute's vault for further study. One can never be too careful.

tigerusthegreat
2012-02-11, 09:17 PM
Pre-Adventure Turn 1 Recap:

Linlam:

Attributes
Str: 10
Con: 10
Dex: 12
Int: 12
Wis: 10
Cha: 14

Skills (X indicates important person in the field)
Acrobatics (Dex) +6
Arcana (Int) +9
Athletics (Str) +5
Bluff (Cha) +7
Diplomacy (Cha) +7
Dungeoneering (Wis) +5
Endurance (Con) +10
Heal (Wis) +7 X
History (Int) +6
Insight (Wis) +5 X
Intimidate (Cha) +9
Nature (Wis) +5
Perception (Wis) +5
Religion (Int) +8 X
Stealth (Dex) +5
Streetwise (Cha) +7 X
Thievery (Dex) +5


Important Buildings

Linlam's Royal Forges: With state-of-the-art innovation and trade secrets that have granted it a worldwide reputation that is well-deserved, the Royal Forges operate strictly under license of the Crown and produce some of the finest steel in the continent. (Level 2, +2 Weapons, +3 Endurance)

St-Jude's Institute of the Arcane: A center of learning and research in matters both mundane and arcane, St-Jude's is nonetheless known for arcane excellence foremost. Semi-independent from the Crown, the current Warden has expanded the Institute twice in the last decade through the revenue streams provided by the creation of minor magical trinkets and other luxury goods produced by the talented apprentices and masters of the various mundane and magical crafts taught within its halls. (Level 2, +2 Luxuries, +3 Arcana)

Important Personage

Master Karen Ironfist: Despite the traditional title given to her as the current chief of operations and manager of the Royal Forges, this bright-eyed middle-aged human is rather obviously female. By far the greatest mind of a generation, she is respected both for her incredible talent and sharp insight. Despite her commoner blood there are few who would openly disdain her considering the great favor she holds within the royal court. Rumor has it that she has her fingers in more than just steel... (Insight and Streetwise)

Father Nimian Suncrest of the Radiant Order: A loyal servant of the Crown and the spiritual authority of the human majority within the land. Often acting as the conscience of Her Majesty and providing her with wise counsel, he is perhaps one of the most popular figures of the Queen's entourage. With an open mind and a willingness to endure hard labor Father Nimian has the making of a folk hero and many murmur that his favor in Pelor's sight is such that he is capable of great miracles in the service of justice and light. (Religion and Heal)

Mini Stats
Buildings: 2 of 5 max
Important People: 2 of 5 max

Resources (Materials and Weapons produce 2x from population)
Food: 8
Materials: 6
Luxuries: 4
Weapons: 8 - 1 to suppress bandits = 7

You have used 5 of 5 skill checks for this round

You may spend resources to try to recruit additional important people (food, luxuries or weapons) or materials to begin construction of new buildings (though this requires several succesful skill checks)


Challenges

Bandits (lvl 1 challenge): Bandits have appeared, harrassing the merchants along the Easton Road. Their actions have caused unrest ot begin in the outlying villages, as they fear for their safety with bandits nearby. Suppressed by arming merchants with 1 weapon per turn

Locusts (lvl 1 challenge): One of the large farms outside the city has had its harvests ruined by a plague of locusts. The farmers are stymied by the fact their usual remedies are not working. Challenge Defeated

Spies (lvl 3 challenge): Yesterday a spy was caught in the act, looking over your confidential papers before your bodyguard ran him through with a sword, mistaking him for an assassin. The man died before he could be put to the question. Where there is one spy, there is sure to be more. Challenge Reduced to lvl 2

Treaties Expiring (lvl 1 challenge): The ten year anniversary of the end of hostilities is coming up. This also means the ten year armisist is expiring. While the larger threat comes from your bigger neighbors, the smaller nations that neighbor you are a more immediate threat, as there will be little recourse but open and brutal war unless a new treaty can be worked out. Challenge being handled by the Queen in person

Men Disappearing (lvl 2 challenge): Several men of note have disappeared into the forests, many of them renowned explorers who shouldn't have had problems there. The locals are becoming very leery of the area, and unless something is done soon, you may have an emigration problem. Challenge Defeated

Border Incursion (Challenge Assigned to PCs): Villagers have reported seeing men in Amalish uniforms. Your vizier has hired some mercenaries to investigate the situation, as evidence of an incursion by soldiers of another nation will lead to a major international incident. [you have no control over this challenge, as I'm using it as a PC plot hook until the nations can generate proper hooks]

tigerusthegreat
2012-02-11, 11:18 PM
Treaties Expiring [Solo Adventure]

Queen Mica Von Fanel had quite a problem on her hands. Both Emissaries from Amalin and Lothlinlam have arrived at the same time, both demanding to meet with the Queen to work out a treaty. The two nations seem to be in competition with one another to get your alliance, perhaps indicating an eagerness for a war with their larger rival. If such a war happened, Linlam and her smaller neighbors would surely be decimated.

Queen Fanel has a choice, to meet with Amalin or Lothlinlam first, and whether to keep the other waiting, or trust it to a lesser dignitary and focus solely on the nation she met with.

Danakir
2012-02-12, 12:00 AM
Queen Mica von Fanel had always been gifted of great aptitude for politics. Nonetheless even she felt in dire straits when heralds entered her throne room in quick succession to announce the arrival of representatives from both Amalin and Lothlinlam respectively. The elves of Lothlinlam had always considered the Queendom of Linlam to be a part of their ancestral lands and despite the traces of elven blood in her ancestry she was fully aware that many of her elven neighbors did not look kindly upon her bloodline.

Still the Empress had often proven to be an unreliable ally and the recent incursion of Amalin troops within her lands only further stirred her suspicions toward the Empire.

She could neither afford to insult either of the deleguates nor to confide this to a lesser dignitary. She was not so callous nor careless as to leave the fate of her beloved Linlam in the hands of another. Not on such an important matter.

As such, despite her slight distaste for such trickery, she decided to play something of an hoax on her guests. Making sure they were both kept apart from each other by her retainers she summoned the Amalinite ambassador first. She understood that the current situation made this particular treaty most urgent. Furthermore the vast and fertile pastures of the Amalin Empire could be the key to new trade agreements that would allow her to feed her people.

At the same time she'd have arranged for her other guest, kept in full ignorance of her current meeting, to be entertained by her personal lorekeeper. If he proved curious as to the reason why he is kept waiting, it would be explained that the Queen was currently holding court with the High Chancellor and her ministers on affairs of state and would be with him shortly.

Taking a deep breath to sooth her raw nerves, the ruler of Linlam would cast steely blue eyes upon the doors opening before her while her guest was ushered in by loyal retainers. Knights in her service stood on each side of her throne with the High Chancellor and her father nearby.

She did not stand as she spoke in a calm but commanding voice, the unmistakable air of authority surrounding her "Linlam welcomes our friends of the Amalin Empire within our homes. May Light shine on you and yours on this day." she did her best to ignore how uncomfortable her regalia felt.

The foreign dignitary might notice the slight golden hue of Queen Mica's skin for which she was known throughout the lands. Her birth had been considered especially auspicious given the proeminence of Pelor in Linlam. Many to this day still whispered that she must be blessed in the eyes of the Shining Lord.

tigerusthegreat
2012-02-12, 12:42 AM
Baron Lagardly is led in to meet you. He is a wealthy landowner from Amalin, second in wealth only to the Empress, and an obvious choice for an emissary. Rumor has it that he brought with him a large caravan of trade goods, and is making a large sum of money by the trip alone, including pay from the throne itself as an emissary.

"My Lady, it is a pleasure to meet your Highness." He bows deeply, an impressive feat for someone with the sizeable paunch he has. His breath smells heavily of strong cheese, and he seems to breath heavily at you with every word. "Its a real shame these treaties had such limits on them, we have enjoyed the peace for the last decade, but hot blood fresh from war rarely wants to make permanent decisions."

Danakir
2012-02-12, 01:10 AM
"You speak wisely, Baron." she recognized with a sincere smile as she folded her hands together "Perhaps we may improve upon the shortsightedness of the past then." she encouraged his line of thinking as she leaned back into her comfortable throne, her crown sitting around her brow landing her a regal air.

"There are rumors of incursions by soldiers of your homeland into our territory however." she would state bluntly to take him off guard as she continued smoothly "Naturally, I do not believe a word of it. I suspect they must be ruffians who have stolen uniforms from your proud imperial guards." she met his gaze firmly and confidently.

"I trust that the Empress would see no problem if we should deal with these thieves?" their meeting had just started and already she was giving him very little margin.

She was a ruthless woman, to say the least.

tigerusthegreat
2012-02-12, 01:36 AM
"I assure you, we abide by our treaties. They are probably mercenaries hired by those nasty elves along your other border. They have been trying to draw us into a war with them for some time now, and should they cause a war between us, they could join you without seeming like oppressors. Do what you want with the soldiers, though I would like one alive to question myself. "

Danakir
2012-02-12, 01:44 AM
"If they should surrender, it will be done." she offered no strong commitment, her expression showing she considered the matter close now that she had received the words she desired.

"Nonetheless, I do not seek war. War begets only despair and disaster. In peace we find prosperity and kindship. I have faith that the Empress holds these very same values, Baron." she paused for effect.

"Linlam shall remain neutral in the disputes you may currently have with Lothlinlam. Still we would renew our friendship and independence with your people. The terms of the old treaty were fine and we would have you extend them." she then brought a hand to her chin, stroking it lightly "If that should prove acceptable to you, there are matters of trade we would also discuss at this time." and a carrot to get the stubborn donkey to bend to her will.

----

Diplomacy roll: 1d20+19

(Bah, it worked in the test thread...)

tigerusthegreat
2012-02-12, 12:28 PM
(will just use your test 1 result of 31)

"Fine as they were at the time, my Empress has given a few explicit instructions on the old treaty. She believes that now that your nation is established, there is no reason for us to immediately come to your aid should the elves or anyone else attack you. That was a provision to keep your nation solvent during its creation, but now you can manage your own armies, and the fewer ways to draw us into a war, the less chance it will happen. Do not misunderstand me, we will come to your aid should you ask, but making the decision between aiding you and breaking a treaty is a far worse decision than being asked to come to your aid. All other matters of the treaty are fine, of course, but that one provision is a sticking point."

Danakir
2012-02-12, 01:01 PM
Queen Mica remained silent for a moment as if considering what her guest had just told her. She could understand the desire of the Amalin Empire to distance themselves from the current political situation. On the other hand, she knew full well just how shortsighted their current stance is.

"Your dedication to peace and stability is commendable. However the situation is not as simple as you present it, Baron. Look around you." she moves her hand in a sweeping gesture "This land sits between your homeland and that of the elves of Lothlinlam. Our ancestors suffered most when the flames of war rose and they were none to intervene in our favor." she stood at last, folding her hands behind her back.

"If history should repeat itself... there may be nothing to stand in the way of Lothlinlam's ambitions." she played up to their racism with the smooth ease of an expert politician "We play a key role in the stability of this continent. You are a clever man, Baron and your Empress is a wise woman. Surely you must see that there must be some deterents in place if we are to preserve our realms and its people."

She gazed upward at the stained glass through wish light shone into the throne room, a scene of a glorious Champion of Pelor standing triumphant over evil and corruption depicted on it in vivid colors "We each play our part. Do you understand that?"

-----

Goddamn rolls... bah! I give up. I'll let you do the rolls from now on.

Can I get a Diplomacy roll?

tigerusthegreat
2012-02-12, 01:27 PM
[roll0]

The Baron seems uneasy at your comments, as if he agrees with you, but has direct order as to what to do. Rich and powerful he might be, but he also seems to lack a backbone.

"You Highness, I wish I could alter the terms my Empress has sent me here with, but that is one point she will not budge on. I agree with you, but my hands are very much tied."

He starts to sweat quite profusely.

Danakir
2012-02-12, 01:43 PM
She peers at him directly with her steely blue eyes. The fat noble might feel as if he is standing before divine judgement with the rather hallowed atmosphere of the throne room.

"Very well. Please speak kindly of us if our time of need should come, Baron." she pulls off her own crown and holds it gently while staring at it intently. She looks almost nostalgic.

"It's hard to believe it's already been a decade. So many dead. Back then, the rain didn't break for a whole week. It was as if our Shining Lord Himself saw fit to weep at the loss of our innocence." she sighs deeply, stepping down the stairs leading to her throne and to a nearby table with the new treaty offered by Amalin. There is a blade of masterwork steel next to it in a plain but practical sheat.

"Let us talk trade then. Did you have time to look at our offer? Our reputation for blades and armor pieces is well-earned I assure you." she grabs the sword and holds it out to him "We are aware that your granaries are filled to burst and that harvest season has been exceptional. If you would arrange it, you would stand to profit immensely from this deal." she pulls her signet ring off her finger and starts to heat it at a candle's flame.

----

Another Diplomacy roll for the trade agreement, I reckon?

tigerusthegreat
2012-02-12, 02:01 PM
[roll0]

"Perhaps a trade agreement would bring us closer together, as you wish, but let me look over this agreement." He takes out a pair of glasses, which barely fit on his bulbous face. His grubby fingers wrinkle the document, and he mouths the words of the treaty. "This treaty mentions no duration. We surely have the foodstuffs now, but in times of famine, we can hardly take the bread out of our own mouths to feed your people...weapons will only be useful in fighting our own peasants by then..." He shakes his head at the notion, though you aren't sure if he disagrees with starving or killing his own people. "Our granaries are full, though, so I can agree to a two year treaty. What quantities were you thinking for the agreement?"

Weapons for food, what quantities were you thinking?

Danakir
2012-02-12, 02:11 PM
"We can always return to this agreement in two year's time." she recognizes readily as she motions to the document "As you can see, we are offering three shipments of our weapons, armor pieces and shields in whatever combination you may desire in return for four shipments of foodstuffs on a seasonal basis. You'll find the appropriate extent of what will constitute a 'shipment' in the fourth section."

I was thinking 3 Weapons for 4 Foods. She's had some good rolls so I figure she can try for an advantageous deal.

tigerusthegreat
2012-02-12, 02:30 PM
"There, I see it now..." He harumphs slightly, but puts his signature to the end of the document with a flourish. "The Empress will scold me for this, insisting I only got what was best for me, and not the nation, but she gets her weapons for her army and I get to sell my grain. You'll see the first wagons next month, and I expect to see the same from you." He gently hands the document back to you.

Danakir
2012-02-12, 02:55 PM
"Our word is our bond." she proclaims firmly as she drips candle wax on the bottom of the official treaty and then presses her royal seal upon it. With that done she would sign the trading agreement with the Baron right afterward with a small but earnest smile. She was quite attractive in her own way if intimidating due to her tall stature and broad shoulders.

"Thank you for your cooperation and friendship, Baron. We will not forget this. Please do bring our blessings back to your kin and your Empress on our behalf." she would then pull her signet ring back upon her digit and return to her throne as the Baron was escorted back out of the throne room.

She felt good about today's success but she couldn't yet claim victory. The representative from Lothlinlam wouldn't be kept waiting much longer. Instructing her retainers to make absolutely sure they did not bump into the Baron she would await their arrival sitting on her throne with her crown back in place.

tigerusthegreat
2012-02-12, 03:20 PM
After the Baron leaves, a few minutes pass before the elven representative arrives, clearly in a bad mood. "We have been kept for long enough. I was told Linlam was a hospitable nation to the elves, but I find it greatly lacking."

The emissary is clearly angry, but you do not recognize him. He could be a minor noble as is likely, or just a functionary who thinks too much of himself.

Danakir
2012-02-12, 03:42 PM
"It is my understanding that the elves take great pride in their history. Perhaps you did not find the tales of heroes and honored ancestors shared to you by my Lorekeeper to be worthy of your attention. You have my regrets if you should find that Linlam's past is no concern of yours." she didn't look impressed in the least by his outburst, her hand going to her chest.

"Nevertheless as you have said yourself, Linlam is hospitable to your people. That much is correct as your presence in this court should confirm handily." she leans forward slightly while casting hard eyes on the elven blowhard.

"You stand in the halls of heroes and queens." she concludes as she brushes a bit of golden hair out of her face.

---

Roll Intimidate to impress on him that his behavior isn't appropriate in court. She's not being hostile, just trying to fluster and shame him.

tigerusthegreat
2012-02-12, 03:55 PM
[roll0]

"Yes, this is the hall of a minor nation, one that this particular treaty benefits much greater than my own. Perhaps your lack of suitable hospitality is a signal that this treaty should not be ratified. Perhaps those Amalish soldiers in your lands are there by your choice, not as an intrusion, as I have heard on the streets. Perhaps you are interested in sending me away, so you and your larger ally can fight Lothlinlam?" The elf starts for the door.

Danakir
2012-02-12, 04:30 PM
"Very well. If you do not wish to negotiate in good faith we will simply send for the Council to send a functionary who desires to do so." she stands up calmly and strides toward the smaller elf until she is right next to him. No matter how confident or arrogant he might be, he would likely be given pause with the shadow of the warrior-queen towering over him.

"You come in this house and insult our ancestors. Perhaps you are not aware of the gravity of your words. There is no interest in fighting Lothlinlam, not in Queen von Fanel nor in her people. Look around yourself. Elves and mankind live here together. To this very day we accept immigrants from the border into our Queendom without fail." she motions toward the door.

"I did not dismiss you. Nor do either of us have anything to get from this foolishness." she reaches out to touch his shoulder in a calm manner "I apologize if you were kept waiting beyond your patience. But I cannot ignore pressing matters of state. As you've heard Amalin soldiers are currently within out territory unlawfully. They will be made examples of." she pulls her hand away.

From the look of the guards, many were deeply offended by the elf's words.

----

31 was a failure? o_O Holy super high DC batman. I mean that'd be considered a 'Hard' DC for level 20...

If you want a roll, you can roll Diplomacy. Otherwise you can just go along with the text.

tigerusthegreat
2012-02-12, 04:49 PM
(Yeah, 31 wasn't quite enough. Going to roll with my d20 rather than editing the post after I roll from now on, just simpler)

"I will treat with you, though I am ill pleased. The Council sent me because you smaller nations need to be kept in line, and know your place. If you wish for no trouble, then I offer this treaty, approved already by the high Council and signed." He puts a paper before you that reads almost identically to the one you just signed with the Baron. Everything kept the same, but the automatic alliance if you were attacked by the humans annulled. Both showing up at once, and both offering the same terms seems very strange. "This is the only offer that will be given. Accept it or not."

Danakir
2012-02-12, 04:57 PM
Queen Mica von Fanel had a rather extensive education. As such her understanding of politics, history and how it could be best applied to understanding today's events was nothing to be scoffed at.

Her eyes scanning the treaty which bore an eerie similitude to Amalin's offer she couldn't help but feel in the back of her mind that something wasn't right. What could be Lothlinlam and Amalin's angle here? This all felt eeriely familiar. Almost as if reminescent of a cautionary tale she'd been told in her younger days.

---

Would History be an appropriate skill here? It would seem to be one of those times where understanding the political and cultural precedents of the Great War would help tremendously in understanding what's happening.

I've no problem with you rolling your own d20 to cut down on the posting time. Just post the result if you don't mind, for my sake. :smallsmile:

tigerusthegreat
2012-02-12, 05:48 PM
The Queen recalls that small nations, formed by peace treaties between the two larger, have happened many times in history, and rarely last a decade, let alone two, and never much longer past the expiration of the peace treaties. Not securing an alliance with one of the larger nations could be a big problem, and historically only those nations that secured such treaties have survived for long. Perhaps these two treaties are an early volley in a war that will not start for some time.

Danakir
2012-02-12, 06:09 PM
So both nations were jockeying for position now. In all likelihood one of them would use the breach of the treaty to justify an 'alliance' with her beloved Linlam that would be little more than an occupation. She rankled at the thought but she was in no position to reject their offer for peace. Even if it surely wouldn't last much longer.

Taking the scroll to the table set near her throne she left her royal seal on the bottom of the god-forsaken document. She had much respect for the elven people of Lothlinlam but their leadership truly disgusted her in this moment.

Despite all this she could never in good conscience turn her homeland into a puppet state of the Empire.

She would prepare for the inevitable and pray to the Shining Lord for guidance.

---

What kind of preparation would I make if I wanted to be ready for war? None of the skills really seem fitting for that. Say for instance what would building a fortress give in terms of benefits?

In that same line of thinking, how does building new infrastructure work? I know it requires some resources and skills rolls but what I'm wondering is how many of each and whether these skill rolls take away from the ones I have to resolve problems every turn.

tigerusthegreat
2012-02-12, 06:36 PM
(Rapidly going to give up keeping this in pace with the heroes adventure...I'll give them things that will start a chase, meaning the soldiers will be taken care of quickly, but they will be off chasing other leads until something important comes up that they have to notify the government of.

As per the fortresses...couple of ways. First, an actual building like any other, that grants a bonus to endurance or intimidation or something....second, a way that incurs no real mechanical benefit, but a RP one (so you pay resources to build it, but it doesn't show up on your sheet in a real way, but any challenges that come up in regards to defense will be lower level).

(Third, and more fun way, is to use my mass combat system I am adapting from 3.5. Basically should a war start up, the fort will be added into your defenses for quick battle calculation (or will be beneficial terrain if you want to actively fight the war on a battlefield map, instead of relying on large scale tactics and fewer rolls. Not sure if you would be interested in that).

IC:

The elf seems impassive about you signing and sealing the treaty, and offers you a second copy, signed and sealed by the Council. Once he has your sealed copy in hand, he bows very slightly. "If there is nothing else, highness, I will be on my way."

Danakir
2012-02-12, 06:56 PM
She dismisses him with a wave of her hand and a curt "May you always walk in Pelor's Light." she then awaits his departure. Once she is alone with her Chancellor and her father she pulls her crown off and leaves it on the nearby table with a somber expression.

"At least we've secured the food supplies we wanted." she declares half-heartedly as if trying to persuade herself more than her advisors.

And that was that for the time being. She would write a letter to the Baron as soon as she had some spare time. The man for all his corpulence had impressed her as a reasonable dignitary. She would keep abreast of current events in Amalin through his pen.

----

Results!
1) Amalin has granted us the authority to hunt down and do as we will with the intruding soldiers.
2) The treaty with Amalin has been renewed. However they are no longer under any obligation to aid us should Lothlinlam invade us.
3) We have secured a trade agreement with the Baron, to our great benefit.
4) The treaty with Lothlinlam has been renewed. However they are no longer under any obligation to aid us should Amalin invade us.

It's alright. If you'd like we can try to slow down. I don't want to be a nuisance to the adventurers! Let me know if there's anything I can do to help you with keeping things in synch.

Sounds all fine to me. So long as the Fortress is useful in a war situation it's great. I just wouldn't want things that would have utility if a war should break out to be ignored. In this case if I understand right it could act as an 'important building' but also play its role as a fortress in a mass combat situation?

There's no rush to decide what to do. But I'm probably going to start preparing various things toward the war effort and I'll trust you to apply them beneficially if and when the time comes 'kay? Oh and about the skill checks needed to build something, I'm going to ask again: Do those take away from the 5 skill checks per turn I get?

tigerusthegreat
2012-02-12, 07:07 PM
Building checks do take away from the 5 you get each round (actually it's 1/2 kingdom level, but for now that is 5).

Were you interested in the mass combat game?

Speed-wise, it's not much of an issue. The other two kingdoms are going just as fast (they decided to chase after the border incursions themselves, an option you did not have, but will be done with that soon as well).


Post-Adventure Turn 1 Recap:

Linlam:

Attributes
Str: 10
Con: 10
Dex: 12
Int: 12
Wis: 10
Cha: 14

Skills (X indicates important person in the field)
Acrobatics (Dex) +6
Arcana (Int) +9
Athletics (Str) +5
Bluff (Cha) +7
Diplomacy (Cha) +7
Dungeoneering (Wis) +5
Endurance (Con) +10
Heal (Wis) +7 X
History (Int) +6
Insight (Wis) +5 X
Intimidate (Cha) +9
Nature (Wis) +5
Perception (Wis) +5
Religion (Int) +8 X
Stealth (Dex) +5
Streetwise (Cha) +7 X
Thievery (Dex) +5


Important Buildings

Linlam's Royal Forges: With state-of-the-art innovation and trade secrets that have granted it a worldwide reputation that is well-deserved, the Royal Forges operate strictly under license of the Crown and produce some of the finest steel in the continent. (Level 2, +2 Weapons, +3 Endurance)

St-Jude's Institute of the Arcane: A center of learning and research in matters both mundane and arcane, St-Jude's is nonetheless known for arcane excellence foremost. Semi-independent from the Crown, the current Warden has expanded the Institute twice in the last decade through the revenue streams provided by the creation of minor magical trinkets and other luxury goods produced by the talented apprentices and masters of the various mundane and magical crafts taught within its halls. (Level 2, +2 Luxuries, +3 Arcana)

Important Personage

Master Karen Ironfist: Despite the traditional title given to her as the current chief of operations and manager of the Royal Forges, this bright-eyed middle-aged human is rather obviously female. By far the greatest mind of a generation, she is respected both for her incredible talent and sharp insight. Despite her commoner blood there are few who would openly disdain her considering the great favor she holds within the royal court. Rumor has it that she has her fingers in more than just steel... (Insight and Streetwise)

Father Nimian Suncrest of the Radiant Order: A loyal servant of the Crown and the spiritual authority of the human majority within the land. Often acting as the conscience of Her Majesty and providing her with wise counsel, he is perhaps one of the most popular figures of the Queen's entourage. With an open mind and a willingness to endure hard labor Father Nimian has the making of a folk hero and many murmur that his favor in Pelor's sight is such that he is capable of great miracles in the service of justice and light. (Religion and Heal)

Mini Stats
Buildings: 2 of 5 max
Important People: 2 of 5 max

Trade Agreements:
Receive 4 food in exchange for 3 weapons for the next 2 turns.

Resources (Materials and Weapons produce 2x from population)
Food: 8
Materials: 6
Luxuries: 4
Weapons: 8 - 1 to suppress bandits = 7

You have used 5 of 5 skill checks for this round

You may spend resources to try to recruit additional important people (food, luxuries or weapons) or materials to begin construction of new buildings (though this requires several succesful skill checks)


Challenges

Bandits (lvl 1 challenge): Bandits have appeared, harrassing the merchants along the Easton Road. Their actions have caused unrest ot begin in the outlying villages, as they fear for their safety with bandits nearby. Suppressed by arming merchants with 1 weapon per turn

Locusts (lvl 1 challenge): One of the large farms outside the city has had its harvests ruined by a plague of locusts. The farmers are stymied by the fact their usual remedies are not working. Challenge Defeated

Spies (lvl 3 challenge): Yesterday a spy was caught in the act, looking over your confidential papers before your bodyguard ran him through with a sword, mistaking him for an assassin. The man died before he could be put to the question. Where there is one spy, there is sure to be more. Challenge Reduced to lvl 2

Treaties Expiring (lvl 1 challenge): The ten year anniversary of the end of hostilities is coming up. This also means the ten year armisist is expiring. While the larger threat comes from your bigger neighbors, the smaller nations that neighbor you are a more immediate threat, as there will be little recourse but open and brutal war unless a new treaty can be worked out. Challenge being handled by the Queen in person Challenge Defeated

Men Disappearing (lvl 2 challenge): Several men of note have disappeared into the forests, many of them renowned explorers who shouldn't have had problems there. The locals are becoming very leery of the area, and unless something is done soon, you may have an emigration problem. Challenge Defeated

Border Incursion (Challenge Assigned to PCs): Villagers have reported seeing men in Amalish uniforms. Your vizier has hired some mercenaries to investigate the situation, as evidence of an incursion by soldiers of another nation will lead to a major international incident. [you have no control over this challenge, as I'm using it as a PC plot hook until the nations can generate proper hooks]

Danakir
2012-02-12, 07:32 PM
Mmm, so that makes building anything pretty prohibitive. Got it.

And sure, it could be interesting. I'm more of a strategist than a tactician though and I worry my poor aptitude would lead to me getting my ass kicked pretty easily. Still, so long as the game's fun and fair, I'm all for it.

I'd like to switch my Population allocation since my turn isn't officially over:

1 Population on Food
5 Population on Materials
1 Population on Luxuries
3 Population on Weapons

Um, applicable for next turn, that is. I'm not sure if that's clear.

tigerusthegreat
2012-02-12, 08:32 PM
Mmm, so that makes building anything pretty prohibitive. Got it.

And sure, it could be interesting. I'm more of a strategist than a tactician though and I worry my poor aptitude would lead to me getting my ass kicked pretty easily. Still, so long as the game's fun and fair, I'm all for it.

I'd like to switch my Population allocation since my turn isn't officially over:

1 Population on Food
5 Population on Materials
1 Population on Luxuries
3 Population on Weapons

Um, applicable for next turn, that is. I'm not sure if that's clear.

Applicable for next turn meaning I don't ahve to change the totals now, just what you would get during the next turn?

Danakir
2012-02-12, 08:37 PM
Yup! Exactly. :smalltongue:

tigerusthegreat
2012-02-18, 08:09 PM
Turn 2:

Linlam:

Attributes
Str: 10
Con: 10
Dex: 12
Int: 12
Wis: 10
Cha: 14

Skills (X indicates important person in the field)
Acrobatics (Dex) +6
Arcana (Int) +9
Athletics (Str) +5
Bluff (Cha) +7
Diplomacy (Cha) +7
Dungeoneering (Wis) +5
Endurance (Con) +10
Heal (Wis) +7 X
History (Int) +6
Insight (Wis) +5 X
Intimidate (Cha) +9
Nature (Wis) +5
Perception (Wis) +5
Religion (Int) +8 X
Stealth (Dex) +5
Streetwise (Cha) +7 X
Thievery (Dex) +5


Important Buildings

Linlam's Royal Forges: With state-of-the-art innovation and trade secrets that have granted it a worldwide reputation that is well-deserved, the Royal Forges operate strictly under license of the Crown and produce some of the finest steel in the continent. (Level 2, +2 Weapons, +3 Endurance)

St-Jude's Institute of the Arcane: A center of learning and research in matters both mundane and arcane, St-Jude's is nonetheless known for arcane excellence foremost. Semi-independent from the Crown, the current Warden has expanded the Institute twice in the last decade through the revenue streams provided by the creation of minor magical trinkets and other luxury goods produced by the talented apprentices and masters of the various mundane and magical crafts taught within its halls. (Level 2, +2 Luxuries, +3 Arcana)

Important Personage

Master Karen Ironfist: Despite the traditional title given to her as the current chief of operations and manager of the Royal Forges, this bright-eyed middle-aged human is rather obviously female. By far the greatest mind of a generation, she is respected both for her incredible talent and sharp insight. Despite her commoner blood there are few who would openly disdain her considering the great favor she holds within the royal court. Rumor has it that she has her fingers in more than just steel... (Insight and Streetwise)

Father Nimian Suncrest of the Radiant Order: A loyal servant of the Crown and the spiritual authority of the human majority within the land. Often acting as the conscience of Her Majesty and providing her with wise counsel, he is perhaps one of the most popular figures of the Queen's entourage. With an open mind and a willingness to endure hard labor Father Nimian has the making of a folk hero and many murmur that his favor in Pelor's sight is such that he is capable of great miracles in the service of justice and light. (Religion and Heal)

Mini Stats
Buildings: 2 of 5 max
Important People: 2 of 5 max

Resources (Materials and Weapons produce 2x from population)
Food: 8 - 5 Upkeep + 4 trade route = 7 + 1 production = 8
Materials: 6 - 4 upkeep = 2 + 10 Production = 12
Luxuries: 4 - 3 Upkeep + 2 Jude's = 3 + 1 production = 4
Weapons: 7 + 2 Forges - 3 Trade route = 6 + 6 production = 12

You have used 0 of 5 skill checks for this round

You may spend resources to try to recruit additional important people (food, luxuries or weapons) or materials to begin construction of new buildings (though this requires several succesful skill checks)


Challenges

Bandits (lvl 1 challenge): Bandits have appeared, harrassing the merchants along the Easton Road. Their actions have caused unrest ot begin in the outlying villages, as they fear for their safety with bandits nearby. You have begun arming the merchants, and this has helped some, but the bandits are still very much there.

Army Recruitment (lvl 1 challenge): Your latest inquiries into increasing the size of your army have led to your officers asking around for recruits. A surprisingly few have responded as willing, and that is troubling. Should your larger neighbors attack, you will need every able bodied man.

Spies (lvl 2 challenge): A spy has been captured, and is waiting for your tender attentions. With luck and delicate handling, this spy should provide useful information in unraveling the rest of the spy ring.

Troubling Treaties (lvl 1 challenge): The treaties established last turn have some strange similarities. The two larger nations seem to be coordinating...or at least have the same ideas. Your experience and history knowledge has shown that these treaties could lead to the downfall of your nation, now you aren't sure what to do about them. Others have noticed this as well, as various nobles have been rumored to be arming their guards very well, as if preparing for war. Perhaps this will lead to greater tensions in the future, but it must be addressed.

Roads in Disrepair (lvl 2 challenge): Your nation's roads have seen no tender love and attention in a long while. Large ruts have appeared in most of them, limiting trade, and the convoys leading to Amalin have exacerbated the problem, with the road leading there deteriorating much swifter.

Border Incursion (Challenge Assigned to PCs): Villagers have reported seeing men in Amalish uniforms. Your vizier has hired some mercenaries to investigate the situation, as evidence of an incursion by soldiers of another nation will lead to a major international incident. [you have no control over this challenge, as I'm using it as a PC plot hook until the nations can generate proper hooks]

You have received a letter
Greetings.

We may be at odds in terms of governance of kingdoms, but it is imperative that we come to a truce, for recent events that have transpired lead me to think something bigger is occurring. Something that could lead to another Great War.

Recently, I have found soldiers of Amalish in my territory, and they have taken, and branded, innocent people of mine. They have dared to attack me, and in response, I have dealt with them. Severely.

They claim my land is theirs, and that, although they are not working under the Empress directly, they are working under House Firavan. I have tried to contact the Empress, but she did not reply. This is extremely troubling. If you have come into contact with any similar situation or have heard of House Firavan, please tell me immediately. Lolthlinlam may have to be contacted if it is true that Amalish is breaking the treaty.

-The King of Nothredrin