>It is the 313th year after slumber.
>It is Summer.
it seems the storm from Morgue is finally beginning to die down in intensity, or at least that's the impression you're getting... It seems that perhaps their forces are finally beginning to wear down..? They have been going for a year with little chance of rest against a much more powerful foe, after all, and even witchcraft has limits against raw force... And good news comes too in the form of a familiar ship on the horizon- It does appear the Mercenary is trying to be 'nice' in that he is returning your Spymaster as soon as the contract has expired. You must admit you are curious about your Dragonknight's squire, too...
But that is neither here nor there- For now, you turn to your court, as you arrange business...
First... Well, "first" comes your Emissary- Who as expected, did not return this season, his trip into dwarven lands taking more than a single season would allot... You hope his journey fares safely- And to hear from his results in the coming season...
Prior to his departure he did, however, send letter to the Rhenovians their trade seems acceptable- Near the later half of the season it appears your message was received, and returned proper, as several carts carrying sweethop seeds as they share some explanations as to what you'd be needing to properly plant these... Some of your farmers already take small samples, setting them up in preparation for harvest to make sure there is no risk of them becoming spoiled- Although installations at this point are still rather poor, and could likely use some proper attention to be improved...
>The Emissary is out on a diplomatic mission...
>The Rhenovian trade deal was accepted.
Up next, you make sure the trade you've arranged with Minerva goes smoothly- As it appears she's very grateful for the deal, the amount of ore she offered above modest... And her "children" taking to near the borders as you start supplying food, stretching your own capacity... You've yet to set up a proper "signal" of sorts, or establish what is to be done if someone intrudes on this ground, however- Although for now it does not matter, as none of your own people have to cross this no man's land... And far as you know, nobody but potential hostiles would.
>Minerva has delivered more of the magic metal.
>An "ant patrol" has been set up.
>The ants will attack anyone crossing no man's land...
Next your visage turns to the Artisan, checking on his progress on the castle... And seeing things fare well- He's used part of the gold to purchase exotic tiling and some ornaments for the halls, as walls steadily rise over the process of the season... You even get to do an entrance walk by the end of the season through the main entrance! It is plenty big enough, although yet unfinished and unfurbished... Some towers, too, are still under construction- But it's looking like things may, with some luck, finish next season- Failing that, two will certainly suffice...
>The Artisan is continuing process on the castle, with decent progress.
The regent, meanwhile, continues efforts at the mines, hoping to boost their progress- Final results that, indeed, things are heavily accelerated, in part thanks to the effort of the forges... A whole season won in time- Expectations now being that you will strike gold next season!
>The Regent assisted the mining efforts.
Next on the agenda you turn to your Marshall, hoping that he managed to figure out the ballista's you had him research... His response... Sadly lackluster, but not completely negative.
"Ah, sire... I do apologize that we've not really managed to repair any of them, but for what it's worth we think we got a basic grasp on how things work... They're actually remarkably simple once you've got things figured out- Just a bunch of simple processes combined in a specific way to, well... You know."
"When it comes to repairing them to achieve that, though, it's an entirely different matter... We believe that for a coffer of gold we could likely get some parts made that we think we need to repair it- But someone more skilled at these things than us might be able to simply salvage different broken pieces together..."
>The Marshall attempted to investigate/repair the siege machines...
Your Dragonknight meanwhile, scours the land, investigating for any potential banditry among them... This ends up mostly uninteresting- While she does catch some petty thieves, it seems that, overall, your own lands are largely clear from any large criminal organizations... There are smaller bands of thieves, yes, but they're too unorganized and sparse to form any real threat- Or to be properly detected, barring they mess up... But the petty thievery they perform is simply a common day thing that one can have little hope to prevent unless they were to apply rather... "Draconic" methods.
There is one thing of interest she found, however... An Umicilien spy- You suppose you're not surprised as those bastards would likely want some eyes upon you at all times. You doubt there's really that much you could do against one of them slipping in on a trade ship every now and then... But whenever you do manage to capture one, well, that just gives you some possibilities...
>The Dragonknight scoured the land for bandits.
>The Dragonknight captured an Umicilien spy!
The Magister meanwhile, spends his season putting up the requested "scrying" spells... It seems he's done so with no issue, as nothing else needs be added to this month's report... Especially with Minerva patrolling those very borders, too.
>The Magister has set up scrying spells.
And as the season ends, the familiar ship manages to dock on your shores once more... The Mercenary strutting out as if you've never had a "falling out"- Greeting you as if you were an old friend.
"Ah, Frey! It's always a pleasure to be back on these soils... I do hope you appreciate my timely return for your spymaster- I figured he's an useful fellow to your cause, so I figured I could arrange for his return as soon as possible... It's the least I could do, really."
"If you believe you can make use of my services, do not hesitate to ask, as I'm sure you've found I deliver nothing but quality... Or now that your country seems to be faring better, I do carry with me some interesting artifacts that might interest you..? Pricey, of course, but I believe you may find many of them very much worthwhile..."
>The Mercenary has returned.
The Spymaster is also soon to disembark from the ship- Seeming a bit quiet, but otherwise gives you a friendly nod, and, while excusing himself for now to go check out the state of his mansion, seems ready for whatever you might have prepared for him...
>The Spymaster is available.
.[tabs: Buildings]
Key buildings:
The castle: Disrepair - Being rebuilt...
Docks: Decent shape
Housing: Good shape
Nobility housing: Decent shape
Town hall: Decent shape
Resting chamber: Excellent shape
Cemetery: Becoming too small...
Economy buildings
Market: Decent shape
Guilds: Decent shape
Glassworks: Decent shape (Missing own source - potash)
Resource buildings
Mines: decent shape (provides metal resources)
Mountain mines: decent shape (provides metal resources) - SURPLUS
Forestry: decent shape (provides wood resources)
Forges: Excellent shape (producing steel- Capable of wrought iron and cast iron)
Defensive buildings:
City moat: Decent shape
Walls: Good shape
Barracks: Good shape
Main gate: Good shape, with drawbridge.
Secondary gate: Decent shape, with drawbridge.
Luxury buildings
Inns: Good shape
Theater: Excellent shape
Temples: Excellent shape
Lobster pot addition: Decent shape (provides luxury food)
Mushroom grotto: Poor shape (provides a small amount of luxury food)
Sweethop farms: Poor shape (Provides a small amount of luxury food)
Developmental buildings
School: Excellent shape
Additional buildings:
Market statue: Good shape, embedded with a magic stone.
Magister's workshop: Good shape
Utility buildings
Raincatchers (source of water)
Farmland: Good shape (provides food)
Fisheries: Good shape (provides food)
Roof farms: Good shape (provides a small amount of food)
[tabs: The people]
The people are content.
Negative factors:
They lack many "luxuries"
Positive factors:
The townhouse was restored!
We got sweethops!
Primary needs:
Housing: above sufficient
Water: sufficient
Food: sufficient
Secondary needs:
Entertainment: sufficient
protection: sufficient
Structure: sufficient
Food quality: insufficient
Tools: sufficient
religion: sufficient
Desires:
Capabilities
Education: mediocre
Craftiness: mediocre
Magic: low
Combat: above mediocre
Health: mediocre
Charisma: mediocre
[tabs: The nobility]
The nobility are content.
General
All families are not pleased with the appointment of the Libera family as nobility.
The nobility are happy with the theater.
effort has gone into contenting the nobles.
Dunwall family
+Happy from the positive praise.
+The regent has been fairly elected
-The Libera became nobility
Gilden family
DISOWNED
Relia family
+The regent has been fairly elected
+The temple has been restored!
-The Libera became nobility
Etrange family
++A member of our family became Emissary.
+The Libera have been disowned!
Libera family
++Very pleased with their appointment as nobility
[tabs: Foreign relations]
Duchy of Morgue (Northwest)
Have no hostile intentions, seem willing to have arrangements for the right price.
Could establish trade if the pass was secured.
Issue with Gravenrogh?
Kingdom Gravenrogh (West, past mountains)
Very much willing to be friends
Have started sending trade ships
Servicius
Possible alliance with Umilicien?
Do not seem to have any immediate hostile intent.
Are not interested in any form of arrangement.
No known military data - Suspected to be larger than own.
Rhenovia
Strong allies.
Umcilien
Hostile!
Known information:
- Do not intend to wipe us out - Yet.
- Powerful army- Estimated to outnumber us 6 to 1.
- Powerful court mage, multiple lesser mages.
- Darilcoth has learned relatively strong magic.
-May attempt to sabotage or steal technology.
[tabs: War]
Current conflicts:
None
Training
All troops have received basic to advanced training.
All troops have received basic archery training.
All troops have minor combat expertise.
Land lore is known.
Special troops
1 mage with healing specialization.
The army currently garrisons:
1 regular troops.
3 elite troops.
1 unit of spies - Located within Servicius territory.
Equipment:
Hardened equipment for: 6 troops.
Regular equipment for: 3 troops
Others: poor quality
Morale:
Very high
[tabs: Trade]
Trade has resumed
Current average income from trade: 2
Surplus sales
The following resources are created in surplus by the kingdom, and are sold for a raw profit:
Iron from mountain mines: 0.25
Duchy of Morgue (Northwest)
No contact.
Kingdom Gravenrogh (West, past mountains)
Contact made: occasional trade ships add +0.5 major purchases each month usually
Resource connected: Glass (minor reduced efficiency) +0.75 major purchases each month usually
Ongoing war: -0.5 major purchases each month
Servicius
Hold potential trade goods.
Cancelled trade!
Rhenovia
Holds potential trade goods
Has good interest in trading: Provides +1.0 major purchases each month usually.
Marital contacts
Docks are in decent state.
-Gravenrogh
[tabs: Court]
The Marshall
Patience: High
The Marshall is neutral towards the Magister.
The Marshall is very friendly towards the Dragonknight.
The Marshall is neutral towards the Artisan.
The Marshall is neutral towards the Regent.
The Marshall is very friendly towards the Mercenary.
The Marshall is neutral towards the Emissary.
The Marshall is friendly towards the squire.
The Marshall is friendly towards the spymaster.
The Magister
Patience: Very high
The Magister is neutral towards the Marshall.
The Magister detests the Dragonknight.
The Magister is neutral towards the Artisan.
The Magister is neutral towards the Regent.
The Magister hates the Mercenary.
The Magister dislikes the Emissary.
The Magister dislikes the squire.
The Magister is neutral towards the Spymaster.
The Dragonknight
Patience: Elevated
The Dragonknight dislikes the Marshall.
The Dragonknight is neutral towards the Magister.
The Dragonknight is neutral towards the Artisan.
The Dragonknight is neutral towards the Regent.
The Dragonknight is neutral towards the Mercenary.
The Dragonknight is neutral towards the Emissary.
The Dragonknight is friendly towards the Squire.
The Dragonknight is neutral towards the Spymaster.
The Artisan
Patience: Very high
The Artisan is neutral towards the Marshall.
The Artisan detests the Magister.
The Artisan is neutral towards the Dragonknight.
The Artisan is friendly towards the Regent.
The Artisan is friendly towards the Mercenary.
The Artisan is neutral towards the Emissary.
The Artisan is neutral towards the Squire.
The Artisan is neutral towards the Spymaster.
The Regent
Patience: High
The Regent is neutral towards the Marshall.
The Regent is friendly towards the Magister.
The Regent is neutral towards the Dragonknight.
The Regent is friendly towards the Artisan.
The Regent is neutral towards the Mercenary.
The Regent is neutral towards the Emissary.
The Regent is neutral towards the Squire.
The Regent dislikes the Spymaster.
The Emissary
Patience: High
The Emissary is neutral towards the Marshall.
The Emissary is neutral towards the Magister.
The Emissary is neutral towards the Dragonknight.
The Emissary is neutral towards the Artisan.
The Emissary has not met the Mercenary.
The Emissary dislikes the Regent.
The Emissary is neutral towards the Squire.
The Emissary is neutral towards the Spymaster.
The squire
Patience: High
The Squire is friendly towards the Marshall.
The Squire is neutral towards the Magister.
The Squire is very friendly towards the Dragonknight.
The Squire is neutral towards the Artisan.
The Squire is neutral towards the Mercenary.
The Squire is friendly towards the Regent.
The Squire is neutral towards the Emissary.
The Squire is neutral towards the Spymaster.
The Spymaster
Patience: Ordinary
The Spymaster is friendly towards the Marshall.
The Spymaster is friendly towards the Magister.
The Spymaster is neutral towards the Dragonknight.
The Spymaster is neutral towards the Artisan.
The Spymaster is friendly towards the Mercenary.
The Spymaster dislikes the Regent.
The Spymaster is neutral towards the Emissary.
The Spymaster is neutral towards the Squire.
[tabs: Items]
Special items:
One bottle of "plague" poison
Three healing potions
12 barrels of black powder
"magic" ore: 200kg worth.
Lure snake "petals"
Lure snake acid
Lure snake scales
Lure snake egg
Pair of communion orbs: Capable of speech, one-way sight.
[tabs: Magic]
Known magic:
Fire breath
Ice breath
Torrent
Earthshatter
Earth block
Earth control
Wind surge
[tabs:Events]
313 Autumn: Gold is reached
314 Spring: Egg will hatch...
315 Summer: Squire's contract ends.
???: Gem mine reached (Not being actively dug towards...)[/tabs]
>The market has produced 2 major purchase.
>You obtained 1 major purchase from the docked Gravenrogh ships.
>The forge produced mining equipment.
>You have 9 major purchases available.
>The court awaits your orders.