Subject: Erfman the Barbarian (Game thread)

Fanon Side Stats

Treas at beg of last turn:
Gifts - Expend last tu:
Treas at end of last tu: 61s
Income 1000 (2000 managed)
Upkeep 2914 ( 33 after rations)
Treasury: 2028s

Turn 16

Side: Fanon

Capital City Fanon City 00.00
Level 1 (6,000 to upgrade to level 2)
City Zone upgrade 2/2 (Walls lv1, Tower lv1)
Building Slots 2/4 (Basic stable, Workshop)
Tower lv1 50/200 (Hoboken x2)
Income 1000/ 2000 Managed
Production: 2x Pikers

Tower: Level 1
Spoiler
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Dollamantic converter: The tower is able to convert juice to power Golems. Dollamancy Golems may pay upkeep in schmuckers or juice.
Caster Bonus: Spells cast while in the tower are cast at caster level +1
Arrow slits: The tower is lined with enough arrow slots to allow 16 single stacked archers to fire at once. Workshop (1 building slot used. Provides a bonus to crafting and spell research.)

Garrison:
Spoiler
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Armoury (provides no bonus)
Basic Barracks (provides no bonus)
Basic Stables (allows the popping of riding goats. 1 building slot used)
Basic library (provides no bonus)

City Zone:
Spoiler
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Dwellings (provides no bonus)
Storehouse (provides no bonus)
Larder (provides no bonus)

Walls: Level 1
Dungeons: Level 0
Spoiler
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Portal room: (basic, provides access to magic kingdom)
Cells: 1 (crude cavern, low security) Capacity 2/2


Farm level 0 (ash): Rations produced per turn: 0. Rations produced in this farm will automatically appear in the larder in Fanon. Cost to upgrade 1000s.

Mine level 5: Resources produced per turn: 25. Resources produced by this mine will automatically appear in the storehouse. Cost to upgrade N/A. Mineable resources; Gems, Ore, Coal, ???

Loot / Gear

Larder

Fruit x21
Deseeded fruit x1
Fruit seeds x2
Rations (produced by farm) x2
Meat rations x0
Pine cone x0
stabber chunks x0

Armory

Weighted capture net x3
Shockamancy sword x1
Battle axe x1
Piker Spears x14
Archer Bows x19
Stabber Swords x40
Warlords sword x1
Ogwe Club x2
Crude Gobwin axe x5
Ogwe armour x1
stabber armour x1

Morgue

Store House

Stone x15
Pebbles x1
Wood x22
Wool x3
dirt x8
Metal Ore x0
Branches from a Bush x1
Goat Hide x1
Gems x25 (50s each)

Other loot

Powerball x1
Leather case x1
Fanon area map x1
Shears x1
Harvesting claw x1
Tent x1

Units

King Erfman
Level 4 Dollamancer
(Adept) Shockamancer (Novice)
Combat: 3 (4) [3] Defence: 3 [2] Hits: 9 [8] Move: 9 [8]
Juice: 400/400
Upkeep: 150s - upkeep paid for turn 16
Special: Caster - Dollamancy, Noble, Infected (3)
Purse: 0s 2 rands
Equipped: Craftman's +1 Hammer (Dollamantic focus), Motion Goggles, Duds
Exp: 36/50


Cadaver
Level 2 Croakamancer
(Novice)
Combat: 3 (4) Defence: 2 Hits: 7 Move: 8
Juice: 200/200
Upkeep: 110s - upkeep paid for turn 16
(+100s contracted pay) Special: Caster - Croakamancy
Purse: 175s
Equipped: Sickle +1 (Croakamantic focus), Croakamancy Helm
Exp: 9/24


Mahogany
Level 2 Dwyad Fey Knight

Combat: 4 Defence: 4 Hits: 9 Move: 8
Juice: 100/100
Upkeep: 210s - upkeep paid for turn 16
Special: Natural Caster (Flower Power / Dateamancy), Forest capable, Knight, Forest Fighter, One with the land, Thorns
Equipped: Piker Spear
Exp: 9/24


Grim
Level 2 Warlord

Combat: 5 Defence: 5 Hits: 11 Move: 8
Upkeep: 130s - upkeep paid for turn 16
Special Leadership, Shared curse, Carnyed - scroll user
Equipped:
Exp: 14/24


Sir Bob
Level 3 Lancer (Knight)

Combat: 5 (6) Defence: 5 Hits: 10 Move: 9
Upkeep: 120s - upkeep paid for turn 16
Special: Lancer, Knight
Equipped: Pikers +1 Spear
Exp:30/48


Buster
Level 2 FarStrider (Knight)

Combat: 4 (5) Defence: 4 Hits: 9 Move: 16
Upkeep: 110s - upkeep paid for turn 16
Special: Scout, Knight, Sneak attack
Equipped: +1 Sword
Exp: 10/24


Alleria
Level 2 Sniper (Knight)

Combat: 5 (6) Defence: 4 Hits: 9 Move: 8
Upkeep: 110s - upkeep paid for turn 16
Special: Archery, Knight, Rapid Shot
Equipped: +1 Bow
Exp: 11/24


Bulls eye
Level 1 Archer

Combat: 1 Defence: 1 Hits: 6 Move: 0
Upkeep: 7s
Special: Archery, Garrison
Exp: 0/8


Dead shot
Level 1 Archer

Combat: 1 Defence: 1 Hits: 6 Move: 0
Upkeep: 7s
Special: Archery, Garrison
Exp: 0/8


Robin
Level 1 Archer

Combat: 1 Defence: 1 Hits: 6 Move: 0
Upkeep: 7s
Special: Archery, Garrison
Exp: 0/8


Tex
Level 1 Stabber

Combat: 2 Defence: 2 Hits: 6 Move: 8
Upkeep: 14s - upkeep paid for turn 16
Exp: 0/8


Mex
Level 1 Stabber

Combat: 2 Defence: 2 Hits: 6 Move: 8
Upkeep: 14s - upkeep paid for turn 16
Exp: 0/8

Unnamed Piker
Level 1 Piker

Combat: 1 Defence: 2 Hits: 6 Move: 8
Upkeep: 12 - popped this turn
Exp: 0/8

Unnamed Piker
Level 1 Piker

Combat: 1 Defence: 2 Hits: 6 Move: 8
Upkeep: 12s - popped this turn
Exp: 0/8



Chief Bowie
Level 3 Gobwin Chief

Combat: 6 (7) Defence: 4 Hits: 12 Move: 9
Upkeep: 140s - upkeep paid for turn 16
Special: Sapper, Tunnel Fighting, Tribal Command
Equipped: +1 Gobwin Axe, Dark Breastplate
Exp: 36/48


Forman
Level 2 Gobwin

Combat: 3 Defence: 2 Hits:6 Move: 8
Upkeep: 35s - upkeep paid for turn 16
Special: Sapper, Tunnel Fighting
Exp:9/24


Stompy
Level 1 Ogwe

Combat: 7 Defence: 4(6) Hits: 14 Move: 6(4)
Upkeep: 100s - upkeep paid for turn 16
Special: Heavy, Siege
Equipped: Ogwe Armour, Ogwe shield
Exp: 0/8


Julienne
Heavy Dervish Golem

Combat: 8 Defence: 6 Hits: 18 Move: 0
Juice Charge: 0
Upkeep: 165 - deactivated
Special: Garrison, Golem, Heavy, Two Weapon fighting, Dervish Dance


Woody
Reinforced Wood Golem

Combat: 4 (5) Defence: 6 Hits: 14 Move: 8
Juice Charge: 0
Upkeep: 110 - deactivated
Special: Heavy, Golem
Equipped: +1 Animated Gobwin Axe


Jessie
Wood Golem

Combat: 2 Defence: 2 (4) Hits: 8 Move: 8 (6)
Juice Charge: 0
Upkeep: 20 - deactivated
Equipped: modified Piker armor, crude Gobwin Axe, metal shield


The Luggage
Luggage Golem

Combat: 1 Defence: 2 Hits: 8 Move: 14
Juice Charge: 0
Upkeep: 60 - deactivated
Special: Carnyed - Bigger on the inside, Dollamancy - moving parts, Capture, Mountain Capable,


Long Range Knitted Messenger Bird
Combat: 0 Defence: 1 Hits: 1 Move: 20
Juice Charge: 50
Upkeep: 30 - upkeep paid for turn 16
Special: Flight, Golem


Long Range Knitted Messenger Bird - staying in mine hex
Combat: 0 Defence: 1 Hits: 1 Move: 20
Juice Charge: 50
Upkeep: 30 - upkeep paid for turn 16
Special: Flight, Golem


Billie
Level 3 War Goat

Combat: 6 Defence: 5 Hits: 14 Move: 11
Upkeep: 140- upkeep paid for turn 16
Special: Grazer, Mountain Capable, Heavy, Mount
Equipped: Woolly Saddle
Exp:30/48


Pan
Level 2 Billy Goat

Combat: 3 Defence: 2 Hits: 9 Move: 10
Upkeep: 45 - upkeep paid for turn 16
Special: Grazer, Mountain Capable, Mount
Exp: 9/24


Level 2 Hog
Combat: 3 Defence: 2 Hits: 11 Move: 8
Upkeep: 45 - upkeep paid for turn 16
Special: Forest Capable, Feral Rager
Exp: 12/24


Level 2 Hog
Combat: 3 Defence: 2 Hits: 11 Move: 8
Upkeep: 45 - upkeep paid for turn 16
Special: Forest Capable, Feral Rager
Exp:12/24


Suresh
Level 2 Scout

Combat: 1 Defence: 1 Hits: 5 Move: 14
Upkeep: 14s - upkeep paid for turn 16
Special: Scout
Exp: 9/24


Gopher
Level 2 Scout

Combat: 1 Defence: 1 Hits:5 Move: 14
Upkeep: 14s - upkeep paid for turn 16
Special: Scout
Exp: 9/24


Bond
Level 2 Scout

Combat: 1 Defence: 1 Hits: 5 Move: 14
Upkeep: 14s - upkeep paid for turn 16
Special: Scout
Exp: 9/24


Warden
Level 2 Scout

Combat: 1 Defence:1 Hits: 5 Move: 14
Upkeep: 14s - upkeep paid for turn 16
Special: Scout
Exp: 9/24


Fert
Level 2 Scout

Combat: 1 Defence: 1 Hits: 5 Move: 14
Upkeep: 14s - upkeep paid for turn 16
Special: Scout
Exp: 9/24


Lizer
Level 2 Scout

Combat: 1 Defence: 1 Hits: 5 Move: 14
Upkeep: 14s - upkeep paid for turn 16
Special: Scout
Exp: 9/24


Unnamed
Level 2 Scout

Combat: 1 Defence: 1 Hits: 5 Move: 14
Upkeep: 14s - upkeep paid for turn 16
Special: Scout
Exp:9/24


Unnamed
Level 1 Scout

Combat: 1 Defence: 1 Hits: 5 Move: 12
Upkeep: 12s
Special: Scout
Exp: 0/8


Lothar
Level 1 Knight

Combat: 5 (6) Defence: 4 Hits: 8 Move: 8
Croakamantic decay state: 10/10 (II)
Special Knight, Uncroaked
Equipped: +1 Sword


Uncroaked Knight
Level 1 Knight

Combat: 5 Defence: 4 Hits: 8 Move: 8
Croakamantic decay state: 10/10 (II)
Special Knight, Uncroaked


Durp
Level 2 Gobwin Knight

Combat: 6 (7) Defence: 4 Hits: 9 Move: 8
Croakamantic decay state: 10/10 (II)
Special: Knight, Uncroaked
Equipped: +1 Gobwin Axe


Burp
Level 2 Gobwin Knight

Combat: 6 (7) Defence: 4 Hits: 9 Move: 8
Croakamantic decay state: 10/10 (II)
Special: Knight, Uncroaked
Equipped: +1 Gobwin Axe


Uncroaked Piker
Level 1 Piker

Combat: 1 Defence: 2 Hits: 6 Move: 8
Croakamantic decay state: 8/10
Special Uncroaked


Uncroaked Archer
Level 1 Archer

Combat: 1 Defence: 1 Hits: 6 Move: 8
Croakamantic decay state: 8/10
Special Archery, Uncroaked


Uncroaked Archer
Level 1 Archer

Combat: 1 Defence: 1 Hits: 6 Move: 8
Croakamantic decay state: 8/10
Special Archery, Uncroaked


Uncroaked Archer
Level 1 Archer

Combat: 1 Defence: 1 Hits: 6 Move: 8
Croakamantic decay state: 8/10
Special Archery, Uncroaked


Uncroaked Archer
Level 1 Archer

Combat: 1 Defence: 1 Hits: 6 Move: 8
Croakamantic decay state: 8/10
Special Archery, Uncroaked


In the Magic Kingdom


Dotti Crosst
Level 2 Signamancer
(Novice)
Combat: 3 Defence: 2 Move: 8 Hits: 7 Juice: 200/200
Upkeep: 110s - upkeep paid for turn 16
Special: Caster - Signamancy
Exp: 16/24


Dotti's messenger
Knitted Messenger Bird

Combat: 0 Defence: 1 Hits: 1 Move: 12
Juice Charge: 42
Upkeep: 20
Special: Flight


Prisoners
Level 2 Warlord - 120s - upkeep paid for turn 16
Level 1 Knight - 100s - upkeep paid for turn 16
Stinger - 40s - upkeep paid for turn 16
Stinger - 40s - upkeep paid for turn 16
Stabber x10 (10x14s) 140s - upkeep paid for turn 16
Archer x4 (4x14s) 56s - upkeep paid for turn 16


Current Mental guidelines
- Save actions for magical tasks, have non-caster friends do non-magical tasks.
- Save juice and actions of planned construction task for after Nightfall (and don't forget to use all the Juice before Dawn, charging Tower if leftover)
- Claim all bodies after a battle and remove their equipment
- For every Dollamantic endeavor: Construct in Workshop, cast in Tower.
- Keep a unit by the portal at all times, with orders to report immediately if something comes through.
- Keep a unit in the garrison at all times.
- Whenever not otherwise engaged, golems guard portal and garrison instead of living units
- Juice usage should first come from Tower (Tower can always be recharged later if person-Juice not used)

Luggage guidelines:
- Keep corpses nude and boxed of to a side (separate from other gear)



Agreements

Natural ally "Gobwins - Labyrinth tribe" contract

Contract with Dotti Crosst Barbarian signamancer to act as Fanon’s agent in the magic kingdom in exchange for guaranteed upkeep.

Contract of employment with Cadaver the Barbarian croakamancer for upkeep +50s+(25s x Cadaver’s level)

AC nondisclosure contract plus natural non aggression pact

————————-


Deciding to conserve shmuckers before the start of turn Erfman went around and deactivated the majority of his golems so that they would not cost upkeep. With that done he set up a guard detail for the Darkside Warlord and knight in Fanon’s dungeon as well as for the Darkside unit’s that were confined to dwellings in the city. With all that done Erfman then retired for the night.

————————-


After what felt like an age a new turn finally dawned for Erfman and the side of Fanon, this turn however did not start well for the Dollamancer turned King. He woke up quite suddenly as he broke out in an abrupt coughing fit as his body was wracked with pain. The simple act of getting out of bed was now extremely difficult and took a concerted effort. As Erfman was struggling to stand his ruler senses suddenly went off! The city was contested. He felt a few of his unit’s briefly engage in combat before the city was once again secure.

A short time later a knock on the door signalled the arrival of a scout. ”I’m sorry your highness while we were feeding the prisoners a prisoner managed to get lose. We managed to capture him again but in the confusion one of the dwellings was damaged...” the scout reports.

”Ummm forgive me for asking your majesty... but err but did you know your skins looking a little green...” the scout asked nervously.

————————-

Sometime later one of the newly popped Pikers approached the king. ”Sire Signamancer Dotti Crosst And Shockamancer AC have just arrived at the portal.” the Piker announced.

”Your majesty... your signamancy is positively shocking!” Dotti declared with a gasp.

————————-

After a breakfast of healthy fruit the scouts were equipped with a sack each and sent out of the city gates in order to scout the nearby hexes (as well as gather fruit).

36 fruit gained, final hex locations of Scouts and fruits:
A (-04,-04) 3 fruit
B (00,-01) 9 fruit
C (-01,04) 6 fruit
D (02,03) 6 fruit
E (00,-01) 9 fruit
F (-04,03) 3 fruit

Not long later scout reports start coming in.

Scouting

(-06,02) - Scout unknown livery spotted
(-07,-07) - 4x Riding goats spotted
(-02,-03) - Spidew spotted
(00,-04) - flying feral spotted
(01,-03) - waven spotted
(02,-04) - waven spotted
(03,-04) - waven spotted
(02,03) - holes in ground observed


Map: https://www.rpgcrossing.com/attachme...1&d=1563860922
(Map Not yet updated)

Subject: Erfman the Barbarian (Compilation of Game Thread)

Subject: Erfman the Barbarian (Game thread)

- The tower may store raw juice. If the tower is not managed when the city comes under attack the juice will be released as raw blasts of Shockamancy equivalent in power to Hoboken.


To Dotti:
”It seems the mummy rot has taken hold this morning I awoke in a great deal of pain. I would like to hire a healamancer this turn. Would you and AC like to accompany me? Also dotti what would you want in exchange for your juice this turn?

”Certainly your highness I would not mind escorting you to the house of healing once again” Dotti replies.

”For my entire juice pool?” Dotti questions. ”Well for something that used that much of my juice I’d usually charge 400s or 4 rand” Dotti replies. ”Was there something specific you have in mind for me?” Dotti then questions.


To Cadaver:
Glad to see you up and about, you worried us last turn.Took you to see a healamancer just to make sure you would recover. Is there anything you can tell us about what happen? Erfman.

”Thank you for that...” Cadaver replies in a slightly weak and shaky voice.

”I believe I encountered the Dark One...” Cadaver then began. ”He appeared as a colossal uncroaked with burning eyes and he was surrounded by a noxious black aura. He called me a foolish novice and then with a wave of an armoured hand he cast me out and everything went black.” Cadaver explained.


To Grim and Mahogany:
Grim could you go talk with our captured units see if you can convince any of them to join the side? Also Mahogany is there anything you can do with your juice to boost his attempt or improve their feelings towards the side? Also could you tame the stingers? Grim afterwards will you tour the city please.

”I can try...” Grim replied ”Anything you want me to offer them?” Grim then asked.

Mahogany meanwhile shrugged her shoulders at the first question though when asked about the stingers she nodded her head.

”Sure I can do that...” Grim then replied when asked about managing the city.


To AC:
”Thank you again for escorting us last turn. We talked about you showing us a few spells. What would you want in exchange my friend.”

” Depends what is it that you want to learn? Reckon its easiest if we do this on a spell by spell basis” AC replied.


"AC, we need to the House of Healing, would you accompany me? I hope none of the not-so-hidden watchers attack us; but if the worst happens, and you need to protect me, you mentioned before 1000s as your usual battle pay? How many Rands would that be? And would it be fair for Battle pay only to be owed if actual battle happens?"

”Most casters will consider 100s equal to 1 Rand so 10 Rand ” should cover it. ”Hmmm how about 2 rand for escort duty in the MK with a bonus payment of 8 rand if there’s actual fighting” AC suggests.


Your hard working units once again sit down and begin the laborious task of deseeding fruit.

(21 fruit deseeded )


Titanic retcon being implemented. A unit may only pay their upkeep with rations four times per turn. (If you were to create 4th rand you would then have to start paying your upkeep with shmuckers)

Subject: Erfman the Barbarian (Game thread)

Heading to wherever the stingers were kept Mahogany cautiously approaches with one arm held out in front of her. The first Stinger instantly calms down and a second later. Ding! A new unit has joined the side.


Level 1 Stinger
Combat: 3 Defence: 2 Hits: 8 Move: 16
Upkeep: 40
Special: Poison, Flight
Exp: 0/8

Mahogany 75/100 juice

The second stinger however was much more stubborn and continued to buzz loudly and thrash about as the Dwyad approached. Mahogany however was equally as determined and would not give up and was successful in the end though it cost her the rest of her juice.

Mahogany 0/100 juice

Subject: Erfman the Barbarian (Game thread)

Dotti
Erfman blows out his cheeks "so many things! Are you willing? We'd start by 2 NDAs for your and Cadaver's protection" Erfman replies.

”Very well then we have an agreement, 4 rands for my exclusive services this turn” Dotti replies as she pulls out her pink quill and begins to carefully write out two new contracts one of which she signs before handing it over.


AC
"That seems quite fair. How about we go even further?
You've offered your whole Juice pool yester-yesterturn for 5 rations, and yester-turn you were kind to take us on a stroll for 1 rand.
How about 6 Rands or Rations (your pick) to earmark your Juice for us, and escort duty in the MK? Then if battle does happen, you get 4 more Rations or Rands or 400s (your pick) to bring the total up to your battle pay?"
Erfman offers

”So let me get this straight. You’re offering 6 rands a turn upped to 10 rands if there’s any combat involved?” AC questions. ”Sure I can live with those terms” AC agrees as he pushes himself up from a slightly slouched position and holds his hand out to shake.


- Scouts count in -01.00 this turn 2 large trees 5 small trees

- Mundane shield extra (+1 def -1 Damage die)

- Mundane armour extra (+1 def -2 move)

- Creating a magic item that grants a common special will use between 300 - 500 juice.


Grim
Grim heads out and first does a quick tour of the city managing it and increasing the amount of shmuckers it will produce this turn.

(Grim 4 move used)

The ex-Darkside Warlord then pays a visit to the prisoners confined to the dwellings in the city zone.

”Sorry couldn’t convince any more to turn yet...” Grim reports after he returns.


Poison

On a successful hit the unit has a random chance of inflicting the following. On a critical hit roll twice and take the better result

D6
1-3) no added effect ( unit makes its save against the poison
4) unit takes a minus one to its defense score.
5) unit is staggered. It takes a minus two to its defense score and can no longer take AOO
6) unit is incapacitated and may croak at start of turn.
Subject: Erfman the Barbarian (Game thread)

As the NDA's are made ready Erfman signs both of them
"Thank you so much Dotti; Now not only we're protected by these physical walls, but we also have walls in our minds!" Erfman declares with a satisfied smile.

Cadaver carefully signs his contract before Dotti offers a pleasant smile and a nod before collecting up the signed contracts.

"Please, let's all tuck in some more fruit and make some Rands." Erfman declares.

AC and Dotti both look at Erfman in surprise at the request. ”Huh hiring us to actually make the money to pay us with... well that’s a new one...” AC comments with a hint of amusement in his voice.

”I hope you don’t expect me to eat this much fruit every turn...” Dotti comments with a slight smile. ”A Lady has her signamancy to maintain after all...” Dotti adds.

The four casters then tuck in to a small feast of fruit pausing every so often to expend some juice and create a rand. By the end of the process the four casters are feeling full and Erfman is 12 rands richer.


(12 deseeded fruit consumed, 12 rands gained)

Subject: Erfman the Barbarian (Game thread)

"Oops, I do not wish to cause offence." Erfman exclaims looking surprised himself. "Please, all my requests to you will always be that: requests; and I humbly ask that you be very frank in letting me know when one such request is unsavoury, so we can iterate to a request that is not so.
Our relationship is important to me.
I may be level 4 and a King, but I am still very young and naive in many ways."
say Erfman.

”Oh King Erfman you’re so easy to tease sometimes...” Dotti replies while shaking her head in amusement. ”But there was a hint of truth to what I said, if done too often over eating can affect one’s signamancy... particular for non combat units...” Dotti explains.


"For instance, in the foreseeable future we'll keep having a surplus of fruits that we'd like to use as barter in the Magic Kingdom. What would be a good way to go about it?
Do you know of casters that would be happy to covert food into Rands for a fee? (Perhaps 1 Rand to turn 3 rations into Rands? Or 2 Rands for 100 Juice, 3 Rand convertions included?)"
Erfman enquires.

”Hmmm I can look in to it...” Dotti offers ”There’s certainly a few units that I can think off that a bit of over eating would actually improve their signamancy like dear Cadaver here.” Dotti replies. ”There’s a chance I might be able to find a few casters that would be interested....” Dotti finishes.


To AC and Grim
"We're hoping for the best, but it occurs to me we should plan for the worst. AC, you're our man in this possible fight, should we be stacked? And in a particular formation?” Erfman questions.

”Violence in the MK beyond the odd fist fight is rare and it’s rarely organised enough to involve stack formations” AC replies. ”You ain’t gonna have your golems with you so if there is a fight (which I doubt there will be) I suggest you make a break for it and dive for cover.” AC continues. ”I can absorb most shock attacks so I’ll be fine out in the open”


”Grim! Your tactical knowledge is valuable in this, given us 3 casters, attacked likely by ranged units, how should we react? What's your tactical assessment?" You ask turning to address the warlord.

”That depends. What three units are you talking about?” Grim questions.


- The Stingers with a magic saddle you think they should be big enough to support a rider.

- Rebuilding the farm building manually would cost 40 units of either wood or stone or a combination of both. (The more stone uses the sturdier the building)

You may attempt to build:
- a garrison Barack’s (min 10 wood, 20 stone, 5 metal)
- a training ground (min 10 wood, 10 stone, 10 metal)
- a dungeon prison complex (min 30 stone, 10 metal, 5 wood)
- a Lookout tower (min 20 wood).
There may also be other options that you are not yet aware of.

Subject: Erfman the Barbarian (Game thread)

To Grim:
"Me, Dotti and AC here. With the potential attackers being casters firing hobokens. Do you agree with AC's tactical assessment?" Erfman replies.

”I see...” Grim responds. ”Is there a reason you are not taking the croakamancer? Is he not trusted?” Grim questions.

”Tactically the conditions are not ideal, in such a situation you would lack screeners. Personally I would use the Shockamancer as a screener as he has stated he can absorb Shockamancy however I doubt he could screen for two units at once...” Grim replies.


To Dotti:
Erfman smiles abashedly and then ponders. "Hm, even me? You think I'm going to get fat by eating 4 fruits a turn? Even me that are fairly active and has and will participate in every battle?" Erfman questions.

”Oh your highness you are not immune to such things, taking part in battle will help stave of such effects but do not worry too much such a change in signamancy would not be instant nor permanent.” Dotti replies.

"Do you think training with the warlords would help?" Erfman then asks.

”Oh I’m sure it would” Dotti then answers.

Subject: Erfman the Barbarian (Game thread)

To Grim:
"Your mind is worth its weight in gems, that's a great point! Which suggests Dotti shouldn't be next to us at all! She should be much safer going first, as the perfectly respectable Magic Kingdom citizen that she is" Erfman finishes smiling warmly at her

Erfman then turns to AC, "What do you think AC? If the goal of the escort job is to protect me, and it's just you and me, how do you think you'd better accomplish that? With us unstacked and me diving for cover, or us stacked and you screening?" Erfman questions.

”It depends on the situation, if we’re facing an assault from one direction I could screen for you no problem” AC answers. ”If however we’re attacked from more than one direction there would be no way I could screen against all attacks short of dittomancy AC continues. ”I’d say start up stacked but if things get hairy then you make a break for it” AC finishes as he crosses his arms in front of his chest.


"And would you prefer that, with only us two present, or to also have Dotti and Cadaver with us?" Erfman then asks.

”That’s your call to make ill do my best either way” AC replies a little bluntly.


(in another conversation, later. About Armor)

"AC, with the looming possibility of being attacked by casters, your armor looks shockamancy resistant. May I ask what does it do exactly? Would you let me inspect it to attempt to reproduce it in the future?" Erfman asks.

”That’s because it is!” AC replies proudly. ”It’s a custom piece of work this, that I had commissioned by a Dollamancer and I’ll tell you it cost more than a few shmuckers...” AC replies proudly. ”It’s custom made to not interfere with movement or spell casting, it boosts my defence and grants me shock resistance 3!” AC reels of.

”Hmmm maybe... but I might need one of Dotti’s contracts to ensure that if it is damaged in the process you cover the costs of getting it repaired or replaced” AC answers.


(in another conversation later. About teaching)

"You said you could *absorb* shockamancy attacks?? Wow.. How? Is that a Shockamancer's secret? Or something you could teach me in the future?" Erfman questions.

”Not exactly a secret but it is a Shockamancy spell and a tricky one to boot” AC answers. ”Sure I could try and teach you it but it’s going to be an interesting process given that the only real way to learn is to have live Shockamancy fired at you” AC declares.

Subject: Erfman the Barbarian (Game thread)

(About Armor and Teaching)
Erfman chuckles "It looks like we're going to have a contract signed, so I can duplicate your armor, and you can shoot at me without breaking our NAP during 'training' sessions" he says smiling

”Hmmm I can’t help thinking if you’re going to get a nice new set of armour out of this deal I should be getting something of equal value. So what can you offer me?” AC then asks.

"What's the least damaging spell you have that we could use for training? (or can you produce sparks that deal 1 damage that could be absorbed by the spell-to-learn?" Erfman questions.

”Oh don’t worry I have the perfect spell in mind...” AC declares ominously while cracking his knuckles and giving Erfman a sinister look. ”But seriously I know a Jolt spell that deals minimal damage, come to think of it Jolt might actually be the perfect spell to teach you first it should be pretty easy to learn...” AC declares.

----

"Ok, that sounds good enough.
Cadaver, do you want to go for a walk with Dotti to the House of Healing? It's up to you.”
Erfman asks.

”I don’t mind sire...” Cadaver replies rather noncommittally.


”Dotti, please lead the way to the House of Healing, and we'll follow a good ways behind.” Erfman requests. ”AC, shall we? Stack and march through the portal 10 beats after Dotti goes?" Erfman then suggests.

Despite his less than positive answer as Dotti makes a move to head through the portal Cadaver joins her and together the pair of casters disappear through the bright yellow portal.


A short while afterwards both Erfman and AC follow suit and head through the portal. When they arrive in portal park both Dotti and Cadaver are nowhere in sight but there are plenty of other casters milling about or heading in to or out of portals.

About halfway to the house of healing Erfman once again get’s the feeling of being watched and every so often he catches sight of a hooded caster out of the corner of his eye.

Erfman however is eventually able to arrive at the large white building of the House of Healing and both Dotti and Cadaver are there waiting for him to arrive.

"I was attacked and given the Infected special. Please remove it." Erfman declares once inside only to be interrupted.

”Take this and fill it in” a heavily set female unit in blue robes barks as she thrusts a clipboard forwards.


- Ruler senses will reveal when a hex becomes contested, when a battle occurs, when a unit croaks and when a hex becomes uncontested. Stealth or infected units may prevent this however.

Subject: Erfman the Barbarian (Game thread)

The form is a list of services and prices that you must agree to in advance before receiving treatment. You must also fill in your details such as name and side you belong to.

The services that catch Erfman’s eye are as follows.

Standard rates for a magical diagnosis on its own is 150 schmuckers or 1 rand

Low grade disease removal is 300 schmuckers or 2 rand (common diseases)

Medium grade disease removal is 450 schmuckers or 3 rand (uncommon diseases)

High grade disease removal is 600 schmuckers or 4 rand (successful removal of any disease guaranteed)

Stat debuff removal is 150 schmuckers or 1 rand per casting


Subject: Erfman the Barbarian (Game thread)

Erfman signs the contract without specifying what level of service he requires. Dotti who was watching over his shoulder flinches slightly at the action of signing a contract while leaving the details vague and open to interpretation.

”Wait here, someone will be out to see you shortly...” the woman behind the counter declares as she snatches the clipboard back.


"Dotti, is there a central place for posting and checking job offers? Like a 'Board'? (If we wanted to make a blanket offer of 2 Rands for 100 Juice, what would be the way to reach the most people?)" Erfman asks in a lowered voice while waiting for treatment.

”Oh what you want is the Message Boards” Dotti replies. ”They are just off portal park and are run by the signamancers. I actually have some space there myself” Dotti then adds.

A short while later a brown haired man wearing a blue and black uniform walks out. ”So which one of you has the mummy rot...” he asks before cutting himself off upon spotting Erfman’s slightly green complexion. ”This won’t take long!” he then declares as he walks right up to Erfman and begins to cast.

Erfman is suddenly overcome by an absolutely excruciating pain than travels in waves throughout his entire body and he drops to his knees in pain as a scream escapes his lips.

”What’s happening?” Dotti asks looking worried while AC lunges forwards ready to intervene and Cadaver hesitates unsure what to do.

”Damm it! This shouldn’t be happening!” The Healomancer shouts out.

(Erfman’s stats are now reduced to the following;)

3 (4) [2] / 3 [1] / 9 [7] / 9 [7]

Subject: Erfman the Barbarian (Game thread)

Erfman huffs and sweats with the pain but controls his reaction. Breathing in short gasps and with his eyes almost closed from the pain he says "Dotti, help me understand. I signed The House of Healing contract expecting to have this rare disease removed for 4 Rands. Will they be in contract-breach if they fail to do so?" and without waiting for a response he slightly turns to the Healomancer "Please do your best, I'd really appreciate to have this Infected special removed.. I'll try to handle the pain."

”Damm it Jim, I’m a Doctor not a miracle worker” the Healomancer declares in response as he starts to pace back and fourth.

Dotti meanwhile places a hand on Erfman’s shoulder and helps to steady him. ”Not in breach exactly, the terms of that service would not have been met so they could not charge you that price... however they have met the terms of the lesser services so you could in theory be charged a lesser price.... ” Dotti whispers.

”How did you get infected? Tell me man? This infection is not reacting to my spell as it should!” the Healomancer declares as he stops pacing and approaches Erfman.

With a bit of difficulty, Erfman gets back on his feet while starting to relate the details known
"A greenish skinned unit, wrapped in bandages, from Dark Side, jaw's dropped and extended to an unnatural degree as a thick putrid cloud of brown gas was released, and enveloped me. I began to splutter and cough uncontrollably and gained the Infected special. The attacking units then ceased their attack and surrendered. Dark Side's thinkamancer then told us that we seemingly had been infected with a bout of Mummy rot. That it is apparently one of the Dark One's favorite creations, which would cause my signamancy and stats to degrade over the coming turns much as a standard uncroaked would normally degrade. And that the Dark One is supposed to keep a supply of the cure." he finishes a bit expectantly

Subject: Erfman the Barbarian (Game thread)

”Wait right there!” the Healomancer orders before disappearing out of the room. He is gone for quite some time but he eventually returns and when he does he is joined by a group of Healomancers talking amongst themselves including the plump form of Hippo Crates.

”With your permission I’m going to try again...” the caster then declares as the group falls quiet. He then begins to cast but while he does so a second Healomancer seems to cast a different spell.

Once again Erfman’s entire body is wracked by an incredible pain causing him to stumble and come close to collapsing.

(Erfman’s stats are now reduced to the following;)

3 (4) [1] / 3 [0] / 9 [6] / 9 [6]

”Carnymancy!” the second caster suddenly calls out with a slight look of disgust on his face. ”The infection has been carnyed somehow to prevent healomancy spells from being able to remove it...” the caster explains with a frown.

”Damm it, how do we remove it if healomancy won’t work?” the first caster then questions.

There is a growing murmur as the Healomancers start talking amongst themselves once again. A pale skinned caster suddenly calls out from the back of the group. ”We could croak him...” the caster declares drawing all eyes to him. ”When a unit croaks you see all buffs and debuffs are automatically removed... it’s not a spell so it should still work even with the carnymancy ” the pale skinned caster explains. ”Now what good is this if you’re croaked you ask? Well there just so happens to be a spell that a Master class Healomancers can cast that will automatically revive a unit the instant they are croaked...” the caster continues.

Subject: Erfman the Barbarian (Game thread)

"Surely there is a less extreme measure than croaking me (Weirdomancy to remove the Infected special or carnymancy to break the carny effect?). I'm the ruler of my side and we have no heir. I'm not sure what croaking me even for an instant would do? However If there is no other idea I have another: What if we ditto myself. That way during the instant I'm croaked my side still has a ruler even if that ruler is a ditto?" Erfman suggests.

Hippo speaks up from among the crowd of Healomancers. ”It is indeed a rather extreme solution and not one we would usually suggest...” he states while throwing the pale Healomancer a look. ”I am also unsure what would happen to your side should you croak no matter how temporarily.” he adds.

”The problem we are facing is that this carnymancy has essentially removed from us the normal means we would use to remove the infection. Healomancy simply will not work on it. In fact it seems to make it worse. Using carnymancy in this way is rather nefarious” Hippo thinks out loud.


”Weirdomancy or Carnymancy are indeed options you could explore however we are Healomancers and do not have either weirdomancers or Carnymancers among our ranks” Hippo explains. ”Weirdomancers are rather rare and one of the most poorly organised class of casters in the magic kingdom and as for a carnymancer you would have to find one that you could trust...” he adds. ”If however you are able to obtain one of these casters to either suppress or bypass the carnymancy we would be willing to cast once more.” the rotund Healomancer then offers.

In a moment while the Healomancers are talking amongst themselves Erfman whispers to Dotti in a lowered voice. "Did the contract specify payment for means used or by end result?" Erfman questions.

”Means used for the most part but there were certain services that guaranteed success” Dotti replies.