>It is the 313th year after slumber.
>It is Autumn.
After selling the egg to the Mercenary- Which you decide to take in "credit" as a reduction of three coffers should you want need for his services or goods in the future, it seems business resumes at usual... You can't help but mildly worried about this "danger orb" he's shown, and it's imminent threat it predicted... But it's not like you could prevent anything it might predict- Right..? If anything does end up happening, you suppose you will simply need to roll with the punches... As you start making your rounds.
First comes the Magister, as you expect him taking care of the spy is a job that does not ought to take too long... The "extracting information" part, at least- As you take report...
"Ah, sire- As requested, I've extracted information from the captured spy... What I could, at least. It appears that the Umicilien ones are beginning to employ rather... Drastic measures. Seems they were not quite happy with the last time some of their men were caught- They've begun to... Erase the memories of any of their soldiers that go on covert missions like this. Well, not erase perhaps- The implication seems to be that they are stored, and returned upon completion... But that seems as much as a convenient little lie as it might be the true. Quite honestly, I am not sure if I admire their... Efficiency, or if this crosses a line even I am not quite comfortable with."
"In each instance- No spell of this kind is perfect, especially in a rather rushed instance like this one, so I did uncover some information. The general idea of Darilcoth seems to be... That he largely still considers this a "game", and that he's got you easily outmatched... Albeit not quite happy the challenges he's sent out so far have been met with more failure than success. Luckily, he seems to consider this more incompetence rather than us regaining strength more quickly than he anticipated, so perhaps we can use that to our advantage."
"It also appears that he's been sneaking out what information he could attain through the use of some Rhenovian traders. Given their size, I'd be more urged to say it's just a couple foul apples rather than them being in on it, off course- My impression of them so far has been that they're far too much a bunch of pansies to turn their back on us like that. I'd already had sent out an order to have the traders in question to be apprehended the moment I uncovered such a vital piece of info, of course- Alas, it appears that they'd scrammed the moment they found their little contact captured... At the very least, this should disrupt operations for a little while."
"I suppose that finishes our report... But, ah- I do have one little present for you sire." the man begins, offering an almost maniacal grin- Waving his hand forth as if gesturing someone to come closer, as you eventually become aware of the little girl that had been "hiding" a bit further- Seeming just a little bit intimidated by both, well, yourself, although the magister does not quite earn himself a compassionate position, either.
"Alright, girl- Go right on ahead." the magister spoke, giving another prod and a "Come on" when the girl just locks in place awkwardly... And soon seems to roll his eyes when the girl bursts out in tears.
"Ugh- Children. Regardless, lord Freyahl- While our little subject here seems to not be quite... In the mood at this time, I can quite assure you of one thing. This girl here is the daughter of the innkeeper of the New Dawn Inn- A little inn that oversees our marketplace." he says, already giving notion to 'something' he's implying:
"And she's been witnessed to show some signs of magic quite recently..."
>The Magister has interrogated the spy!
>The Magister has founda potential apprentice!
The Artisan meanwhile, continues his work... With the influence of another two coffers, things are going smoothly- Very smoothly, in fact. You watch him lead the operations as they serve to create many opulent towers, the main structures that had been left to construct. You admire his handiwork in the general sense of the structure, the mighty building standing atop the hill overseeing the main countryside, and you note the people's approving nods and lofty spirits as they gaze upon it. It was quite an expensive ordeal in the end, but one you believe to have largely paid off... Sure, it's splendor will, in time, wear off- But part of it's prestige will remain, as you walk through the halls and move to settle on your throne- Only the last few touches of detail, and a thorough cleaning required... Some of your court members will likely be "moving in" soon- Having more than earned their quarters...
>The castle is finished!
Next you turn to the student... Who's gloating over a couple of finished ballista's- Appearing repaired and in working order...
"What a job! Oughta figured it wouldn't be hard to scrap a couple of them and use the parts to cobble up the other ones, ye? Babies should be plenty for one of your units!"
>Ballistas have been unlocked.
The Marshall and Dragonknight meanwhile, spend their season scoping out a spot to put the future military academy, and make preparations for it's eventual placement... This proves to be a job not too difficult- As they find a spot not too far from the city that offers plenty of land- More than enough for the main structure, and to build additional ones, such as barracks, as needed... And the rest of the season is spent preparing for the future build. It is not an unknown fact that most of the soldiers are not considered a crafty bunch- But under good orders, even them can perform an assortment of menial tasks, as a large part of the land is flattened in preparation, and found to have strong foundations. Lines are already drawn out, and some simple sign posts set up for what would become the horse tracks... Which would in the end, make the job of the artisan- Or any party responsible for it's construction job, a whole lot easier.
That job done, though, it does appear that the Marshall has another matter to discuss with you- One that appears rather important...
"Ah, sire... It is concerning the matter of Morgue. As requested, we've set up simple patrols, watching the pass for any potential refugees... And it appears they may have very well arrived- In quite sizable numbers. I know your idea was to try and shelter all of them, although be fair, this would put a
lot of strain on the infrastructure we already have- Keep in mind we are already exporting a lot to Minerva..."
"In each case, regardless your choice, we've already set up a brief report with some of the more talkative members... It appears that things have been becoming rather dire in Morgue, and now it appears that even their warlord has gone insane- He's been lashing out at his own people, hangings not uncommon- Shelling of the city has resumed since the spell's been weakening, mages unable to keep up. It seems the final straw has been that the warlord apparently ran away from the city with his elite guard- But most don't seem to quite know where..."
>The Marshall and Dragonknight laid foundations for the military school.
>There are Morgue refugees...
The regent, meanwhile, spends this season conversing with many of the farmers, finding a couple select ones whose farms are already "ideal" for the new crops that have been acquired, or border land yet uncultivated that'd fit- And under his support, soon some "dedicated" farms are setup, beginning to sow the precious grain. It'll be a whole season before the first proper harvest, of course, but the effects are already well known...
He also lets know of the good news: the gold vein has been reached! For now, it's just being sold to the markets, the profits added to the coffers... But it could just as well be sent to the coffers, or potentially exported to an interested buyer- Both which would add even more to them...
>The Regent helped with construction of the sweethop farms...
>The gold vein was reached!
The Spymaster spends this season resting on his laurels, and indulging himself in a variety of spices of life at his manor- By the end of the season, the somewhat stoic spymaster seeming to have returned to his usual, overly self-confident self...
>The Spymasters patience is now high.
And finally, the Emissary returns from his own mission- Having spent the whole season travelling back from his envoy into dwarven lands, he returns with a cart filled with some dwarven beers- A sign that even if negotations might have been rather harsh, they at the very least left on amicable terms...
"Greetings sire! I've made contact with the dwarves as requested, and have found our conversations to have been... Mostly positive. They do drive a hard bargain, I'm afraid- But it's not like they do it out of malice, rather than that they ask what they believe their services are worth."
"Firstly, trade in general... We're a bit too distanced to really trade at this point of time... Which can be a blessing in disguise, since it might mean they'd be willing to trade some of their more national goods so we can cultivate them ourselves- We'd not be competing with them directly due to the distance, for the most part at least... Most notable resource they have are inkcaps- It's a type of fungi from which a sap can be extracted, dark enough to form ink for parchment... But they've mostly been using it to brew more beer. I think it's just a tad bit too bitter and strong for most common folk, though..."
"The second important resource they can offer is genuine dwarven steel- Something that is a closely kept secret by their kind, and supposedly rather hard to make. But they'd be willing to offer either the refined metal to reforge into equipment, or simply pre-made equipment for our troops- One coffer to equip one troop."
"As for the matter of hiring an artificer... A couple tradesmen have applied, masters of their craft supposedly- And I've managed to convince at least one of them to potentially work for us, under the promise of one coffer per season, and a proper house and accommodations. He also requested a proper forge to work in, but by my descriptions found the current installations we've got going seemed to be enough to earn their approval."
>The Emissary has visited the dwarven lands.
"Hmm, hmm, hmm... Things have been going quite well lately, have they not? Seems to be, at least..."
"Well, in each case- If you do wish to make use of my services still sire, or have changed your mind on a trade- You'd ought to let me know quite soon... I've decided that we are gonna have to make our leave quite soon, after all. Although I do sincerely hope to see you back by the time your squire has finished her servitude under me..."
>The Mercenary will be leaving before the end of this season.
.[tabs: Buildings]
Key buildings:
The castle: Excellent shape
Docks: Decent shape
Housing: Good shape
Nobility housing: Decent shape
Town hall: Decent shape
Resting chamber: Excellent shape
Cemetery: Becoming too small...
Economy buildings
Market: Decent shape
Guilds: Decent shape
Glassworks: Decent shape (Missing own source - potash)
Resource buildings
Mines: decent shape (provides metal resources)
Mountain mines: decent shape (provides metal resources) - SURPLUS
Forestry: decent shape (provides wood resources)
Forges: Excellent shape (producing steel- Capable of wrought iron and cast iron)
Defensive buildings:
City moat: Decent shape
Walls: Good shape
Barracks: Good shape
Main gate: Good shape, with drawbridge.
Secondary gate: Decent shape, with drawbridge.
Luxury buildings
Inns: Good shape
Theater: Excellent shape
Temples: Excellent shape
Lobster pot addition: Decent shape (provides luxury food)
Mushroom grotto: Poor shape (provides a small amount of luxury food)
Sweethop farms: Poor shape (Provides a small amount of luxury food)
Developmental buildings
School: Excellent shape
Additional buildings:
Market statue: Good shape, embedded with a magic stone.
Magister's workshop: Good shape
Utility buildings
Raincatchers (source of water)
Farmland: Good shape (provides food)
Fisheries: Good shape (provides food)
Roof farms: Good shape (provides a small amount of food)
[tabs: The people]
The people are happy.
Negative factors:
They lack many "luxuries"
Positive factors:
The townhouse was restored!
We got sweethops!
The castle was restored!
Primary needs:
Housing: above sufficient
Water: sufficient
Food: sufficient
Secondary needs:
Entertainment: sufficient
protection: sufficient
Structure: sufficient
Food quality: insufficient
Tools: sufficient
religion: sufficient
Desires:
Capabilities
Education: mediocre
Craftiness: mediocre
Magic: low
Combat: above mediocre
Health: mediocre
Charisma: mediocre
[tabs: The nobility]
The nobility are happy.
General
All families are not pleased with the appointment of the Libera family as nobility.
The nobility are happy with the theater.
effort has gone into contenting the nobles.
The castle was reconstructed!
Dunwall family
+Happy from the positive praise.
+The regent has been fairly elected
-The Libera became nobility
Gilden family
DISOWNED
Relia family
+The regent has been fairly elected
+The temple has been restored!
-The Libera became nobility
Etrange family
++A member of our family became Emissary.
+The Libera have been disowned!
Libera family
++Very pleased with their appointment as nobility
[tabs: Foreign relations]
Duchy of Morgue (Northwest)
Have no hostile intentions, seem willing to have arrangements for the right price.
Could establish trade if the pass was secured.
Issue with Gravenrogh?
Kingdom Gravenrogh (West, past mountains)
Very much willing to be friends
Have started sending trade ships
Servicius
Possible alliance with Umilicien?
Do not seem to have any immediate hostile intent.
Are not interested in any form of arrangement.
No known military data - Suspected to be larger than own.
Rhenovia
Strong allies.
Umcilien
Hostile!
Known information:
- Do not intend to wipe us out - Yet.
- Powerful army- Estimated to outnumber us 6 to 1.
- Powerful court mage, multiple lesser mages.
- Darilcoth has learned relatively strong magic.
-May attempt to sabotage or steal technology.
[tabs: War]
Current conflicts:
None
Training
All troops have received basic to advanced training.
All troops have received basic archery training.
All troops have minor combat expertise.
The castle has increased morale!
Land lore is known.
Special troops
1 mage with healing specialization.
The army currently garrisons:
1 regular troops.
3 elite troops.
1 unit of spies - Located within Servicius territory.
Equipment:
Hardened equipment for: 6 troops.
Regular equipment for: 3 troops
Ballista siege weapons for: 1 troop
Others: poor quality
Morale:
Extremely high
[tabs: Trade]
Trade has resumed
Current average income from trade: 2.5
Surplus sales
The following resources are created in surplus by the kingdom, and are sold for a raw profit:
Iron from mountain mines: 0.25
Gold from mountain mines: 0.5
Duchy of Morgue (Northwest)
No contact.
Kingdom Gravenrogh (West, past mountains)
Contact made: occasional trade ships add +0.5 major purchases each month usually
Resource connected: Glass (minor reduced efficiency) +0.75 major purchases each month usually
Ongoing war: -0.5 major purchases each month
Servicius
Hold potential trade goods.
Cancelled trade!
Rhenovia
Holds potential trade goods
Has good interest in trading: Provides +1.0 major purchases each month usually.
Marital contacts
Docks are in decent state.
-Gravenrogh
[tabs: Court]
The Marshall
Patience: High
The Marshall is neutral towards the Magister.
The Marshall is very friendly towards the Dragonknight.
The Marshall is neutral towards the Artisan.
The Marshall is neutral towards the Regent.
The Marshall is very friendly towards the Mercenary.
The Marshall is neutral towards the Emissary.
The Marshall is friendly towards the squire.
The Marshall is friendly towards the spymaster.
The Magister
Patience: Very high
The Magister is neutral towards the Marshall.
The Magister detests the Dragonknight.
The Magister is neutral towards the Artisan.
The Magister is neutral towards the Regent.
The Magister hates the Mercenary.
The Magister dislikes the Emissary.
The Magister dislikes the squire.
The Magister is neutral towards the Spymaster.
The Dragonknight
Patience: Elevated
The Dragonknight dislikes the Marshall.
The Dragonknight is neutral towards the Magister.
The Dragonknight is neutral towards the Artisan.
The Dragonknight is neutral towards the Regent.
The Dragonknight is neutral towards the Mercenary.
The Dragonknight is neutral towards the Emissary.
The Dragonknight is friendly towards the Squire.
The Dragonknight is neutral towards the Spymaster.
The Artisan
Patience: Very high
The Artisan is neutral towards the Marshall.
The Artisan detests the Magister.
The Artisan is neutral towards the Dragonknight.
The Artisan is friendly towards the Regent.
The Artisan is friendly towards the Mercenary.
The Artisan is neutral towards the Emissary.
The Artisan is neutral towards the Squire.
The Artisan is neutral towards the Spymaster.
The Regent
Patience: 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: High
The Spymaster is friendly towards the Marshall.
The Spymaster is friendly towards the Magister.
The Spymaster is neutral towards the Dragonknight.
The Spymaster is neutral towards the Artisan.
The Spymaster is friendly towards the Mercenary.
The Spymaster dislikes the Regent.
The Spymaster is neutral towards the Emissary.
The Spymaster is neutral towards the Squire.
[tabs: Items]
Special items:
One bottle of "plague" poison
Three healing potions
12 barrels of black powder
"magic" ore: 200kg worth.
Lure snake "petals"
Lure snake acid
Lure snake scales
Lure snake egg
Pair of communion orbs: Capable of speech, one-way sight.
[tabs: Magic]
Known magic:
Fire breath
Ice breath
Torrent
Earthshatter
Earth block
Earth control
Wind surge
[tabs:Events]
315 Summer: Squire's contract ends.
???: Gem mine reached (Not being actively dug towards...)[/tabs]
>You have three "credits" with the Mercenary.
>The market has produced 3 major purchases.
>You obtained 1 major purchase from the docked Gravenrogh ships.
>The forge produced mining equipment.
>You have 11 major purchases available.
>The court awaits your orders.