Mardavig |
We can always work on the details later. The sootscales are basically looking for equal protection and representation under the law, nothing you guys are against providing. They want decent pay for their work, which I know you are willing to provide.
That night they hold a feast in honour of the new accord. It's low key because it's winter but there's plenty of food nonetheless.
And so you are free to claim the Sootscale caverns and build a mine there.
We were at step 2 of the edicts phase. So for 1 BP you claim the Sootscales caverns, which will politically remain under the purview of Chief Sootscales.
So the treasury goes to 23 and the kingdom size goes to 7.
Next step is terrain improvements. For a cost of 6 BP you set up the mining operation in the caverns.
This hex is hills. Did you also want roads, or a farm? Or something somewhere else.
Jenya P. |
Setting up roads there makes sense to get the silver out easily. Plus it gets us close to the economy and stability boost from having 8 tiles with roads. We already have +1 econ from having 4 roads :). So I think it's worth the 3 BP cost.
Natalya Artemisa |
A road sounds good, because Jenya's post ;D
Perhaps we should offer the kobolds an honorary title so they can represent their interests?
We could have a diplomatic arrangement where we have one kobold, one fey, one of each different culture or community we have relations with. They could meet with our Grand Diplomat and Councillor (and whoever else) once a month to discuss the state of the kingdom and share news. Just thought it might be a fun bit of fluff! No idea for a name for this gathering though :p
Lorald Orlovsky |
Don't know about the fey sense they are rather independent, not answering to anyone but themselves as far as I know. But the kobolds, I don't see why chief sootscale can't be a council member to voice the interest of his people as needed. Kobolds reproduce faster then even human's so they will not be a minority given time and should not be ignored or marginalized.
That's the advantage of a council system. You can add and remove seats as needed. Being a member does not really require you to have a role as well. So he won't have to take on a kingdom role if he does not want to.
Mardavig |
So for 3 BP you add another section of roads to your kingdom. You are currently at 7.
Step 5 - Create and improve settlements. If you would like to upgrade the Sootscale caverns to an actual settlement you could do so. With 14 BP in the treasury you can now make improvements to either of your settlements, Olegton or Freewater.
Kyras LeBlanc |
They could meet with our Grand Diplomat and Councillor (and whoever else) once a month to discuss the state of the kingdom and share news.
Sounds like a fun idea.
Raven of Bonespire |
Hmm...Raven thinks making the Soot scales into an actual settlement would go against the spirit of our deal with them. She is sure that they would want no interlopers on their turf, in exchange for the silver of course. As for improvement, her goal as always is to build up to a full cathedral. Did Olegton have a temple yet?
-Posted with Wayfinder
Zartana |
Im thinking not a settlement, but a fort of somekind. To reprisent the defence we offer them?
And they being cave dwellers, i can be like a liaison? We share the same "surrounding" prefrences. And i have an idea they could be well suited for
-Posted with Wayfinder
Jenya P. |
This is what we can build for 14 BP I think.
Our stability is a bit low, Maybe build a Dump in Freewater or a Brewery in Olegton?
Do we want to think about what kind of cities these settlements will grow into? I kinda figure Olegton is going to be more trading and traveler focused while Freewater will have everything including Libraries and Academies and things like that? As well as Raven's giant Cathedral of course.
*
Barracks 6 BP, 1 Lot
Kingdom Unrest –1
Upgrade to Garrison
Special Defense +2
Settlement Law +1
A building to house conscripts, guards, militia, soldiers, or similar military forces.
*
Brewery 6 BP, 1 Lot
Kingdom Loyalty +1, Stability +1
A building for beer brewing, winemaking, or some similar use
*
Bureau 10 BP, 2 Lots
Kingdom Economy +1, Loyalty –1, Stability +1
Settlement Corruption +1, Law +1
A large warren of offices for clerks and record-keepers working for a guild or government.
*
Cistern 6 BP, 1 Lot
Kingdom Stability +1
Limit Cannot be adjacent to a Dump, Graveyard, Stable, Stockyard, or Tannery
Special Can share lot with another building
Contains a safe supply of fresh water for the settlement.
*
City Wall 2 BP
Kingdom Unrest –2 (once per settlement)
Limit Land district border
Special Defense +1
A fortification of one side of a district with a sturdy wall. The GM may allow for cliffs and other natural features to function as a City Wall for one or more sides of a district. You may construct gates through your own city wall at no cost.
*
Dance Hall 4 BP, 1 Lot (7 BP as need a House as well)
Kingdom Economy +1, Loyalty +2, Unrest +1
Limit Adjacent to 1 House
Settlement Corruption +1, Crime +1
An establishment for dancing, drinking, carousing, and holding celebrations.
*
Dump 4 BP, 1 Lot
Kingdom Stability +1
Limit Cannot be adjacent to House, Mansion, or Noble Villa
A centralized place to dispose of refuse.
*
Granary 12 BP, 1 Lot
Kingdom Loyalty +1, Stability +1
Special If Farms reduce Consumption below 0, store up to 5 BP of excess production for use on a later turn when Consumption exceeds the Treasury
A place to store grain and food.
*
Foundry 16 BP, 2 Lots
Kingdom Economy +1, Stability +1, Unrest +1
Discount Smithy
Limit Adjacent to water district border
Special Increase the Economy and BP earned per turn by 1 for 1 Mine connected to this settlement by a river or Road
Settlement Productivity +1
Processes ore and refines it into finished metal.
*
Graveyard 4 BP, 1 Lot
Kingdom Loyalty +1
A plot of land to honor and bury the dead.
*
Jail 14 BP, 1 Lot
Kingdom Loyalty +2, Stability +2, Unrest –2
Settlement Crime –1, Law +1
A fortified structure for confining criminals or dangerous monsters.
*
Library 6 BP, 1 Lot
Kingdom Economy +1, Loyalty +1
Upgrade to Academy
Settlement Lore +1
A large building containing an archive of books.
*
Mansion 10 BP, 1 Lot
Kingdom Stability +1
Upgrade to Noble Villa
Settlement Law +1, Society +1
A single huge manor housing a rich family and its servants.
*
Moat 2 BP
Kingdom Unrest –1 (once per settlement)
Limit Land district border
Special Defense +1; cannot be damaged by siege engines
A fortification of one side of a district with an open or water-filled ditch, often backed by a low dike or embankment. The GM may allow a river or similar natural feature to function as a moat for one or more sides of a district.
*
Monument 6 BP, 1 Lot
Kingdom Loyalty +1, Unrest –1
A local memorial such as a bell tower, a statue of a settlement founder, a large tomb, or a public display of art.
*
Observatory 12 BP, 1 Lot
Kingdom Stability +1
Magic Items 1 minor scroll or wondrous item
Settlement Lore +2
A dome or tower with optical devices for viewing the heavens.
*
Orphanage 6 BP, 1 Lot
Kingdom Stability +1, Unrest –1
A place for housing and taking care of large numbers of orphans.
*
Park 4 BP, 1 Lot
Kingdom Loyalty +1, Unrest –1
A plot of land set aside for its serene beauty.
*
Tannery 6 BP, 1 Lot
Kingdom Economy +1, Stability +1
Limit Cannot be adjacent to House, Mansion, Noble Villa, or Tenement
Settlement Society –1
A structure that prepares hides and leather.
*
Zartana |
Observatory?
Mardavig |
There's no need to expand Sootscale into a settlement, their numbers are still low, but the idea of giving them a fort or some other enhancements is interesting.
Olegton does not have any kind of shrine (8 BP). I'm sure Oleg would not mind having his own brewery (6 BP).
A Dump (4 BP) in Freewater is also a good idea, or perhaps a cistern (6 BP).
All good options.
Jenya P. |
In a bit longer term I'm thinking we should maybe expand down river to where the captured boy was taken and convince the lizardfolk village there to join. Seems like an ideal place and the lizardfolk might like the mutual protection of joining Emermark and protecting it. Fluffwise we'd just be building up the already decent defenses around their village into a full fort and give them a salary to man it. Win-Win.
Zartana |
Up to the major players :P i just like idea of having our allies protected. Currently sootscales are mining for us. So a defence structure there is not a horrible idea
Z will go have a look and supervise if needed?
-Posted with Wayfinder
Raven of Bonespire |
We did promise them protection. Maybe putting up defensive structures would be a good idea, diplomacy wise, but Raven will want to get a shrine in Olegton too.
-Posted with Wayfinder
Zartana |
Okay. Very well. "This place is a dump..." looks around. "And that is a castle...." sorry. Dump jokes abound!
-Posted with Wayfinder
Mardavig |
So a dump it is. Treasury does down to 10 BP. Stability increases by 1.
Next step is to issue edicts. I believe we are all good for edicts, so if no one objects we will move on to the income phase. So the next step is to Collect taxes.
Current Taxation roll is 1d20+37. We'll divide the result by 3 and add 4. Since we haven't heard from our treasurer since the 10th of March whoever gets there first call roll the taxes.
Chief White Eagle |
hey all still around but I have definitely been derelict in my posting.. So I come before you all to plead for your forgiveness.
Natalya Artemisa |
Pas de tout, mon ami :)
“He said that there was death and taxes, and taxes was worse, because at least death didn’t happen to you every year.”: 1d20 + 37 ⇒ (16) + 37 = 53
Zartana |
Progress. Yey. Many bp this time
-Posted with Wayfinder
Chief White Eagle |
Pas de tout, mon ami :)
[dice=“He said that there was death and taxes, and taxes was worse, because at least death didn’t happen to you every year.”]1d20+37
I don't know if this is good or bad
Mardavig |
Thank you Natalya, 57/3 is 17 + 4 = 21 BP added to the treasury for a total of 31.
Next is my favourite the event roll. Last turn had no event to this month the odds go up to 75%, anything under 76 results in an event.
Event Roll: 1d100 ⇒ 2
Emermark is beset by smugglers. Certain unscrupulous merchants have taken to exporting the realm's bountiful natural resources but without paying their share of taxes.
In order to put an end to their criminal activities a Loyalty check must be made, which passes automatically. The Stability check is 1d20+22 vs DC 29.
Big sister Natalya will you do the Honours please?
Zartana |
Smugglers? They are trying to take my night live? My underground... bad move mr/ms/mrs smuggler....
>:》
-Posted with Wayfinder
Lorald Orlovsky |
Cause I feel the need for a little RP snack to be thrown in. xP
The smuggler's rode down the woodland road, heavy wagons of goods in tow. Speaking amongst themselves of the goodly realm they so recently took advantage of.
"Taxes a gnomes left big toe. Little more then villagers the lot of them. They should be thankful we pay them it's worth, not about to waste coin on taxes."
The smuggler next to him nods in approval. Looking over his shoulder at some sort of motion, only to see nothing. Turning back he speaks.
"That's right, not like their a real kingdom or anything. They spring up like weeds around here, they'll be gone in a year or two if that. Don't even have a city guard, just some farmers that think they can swing a sword. Half don't even have wives to testify to that for them."
One smuggler leading the wagon behind the pair speaks up.
"I don't know, you saw them odd fellows here and there. All black and green leathers, didn't look like farmers to me."
Before ether could respond an arrow embedded itself in the ground before them. They quickly held firm their horses to both stop and control the spooked animals. A woman with braided brown hair, slightly pointed ears, and a small scar on her left cheek was seated on horseback with her longbow drawn. She wore black leathers, a green hooded cloak, and a bronze clasp in the shape of a talon. Her voice was fair with a touch of sweetness yet strong as she spoke.
"Are you lost? I am sure you were trying to find your way back. After all, you did not intend to leave without paying the taxes you owe."
The woman gave a crooked smile as the bewildered smugglers gathered their thoughts. But before they could even open their mouth she cut them off.
"We will escort you back. You may even be able to speak to Marshal Lorald on granting you a guide."
More cloaked and hooded people came out of the forest, surrounding the smugglers. Their weapons drawn and ready. The smuggler on the wagon shook his head and spoke as the other two on horse back kept looking around.
"Lead the way, fair lady."
That smuggler knew when to fold.
Natalya Artemisa |
Don't worry CWE it was just a quote from Terry Pratchett about taxes :)
loyalty: 1d20 + 22 ⇒ (18) + 22 = 40
Mardavig |
Pharast brings the first sign of spring. The winter had been harsh but the people of Emermark were eager to face another year.
Upkeep Phase.
As the kingdom is at peace the treasury increases to 32.
Paying consumption brings it down to 29.
An arcane scroll of protections from Law (25 gp) appears on the altar of the Shrine to All Faiths.
Edict Phase.
Claim Hexes. Same as last time, Here's the Map.
Last Time there was a lot of talk about claiming a forest hex and setting up a lumber mill. The hex west of Freewater is a forest hex with no distinguishing features beyond a camp of gnomish mapmakers. The hex east is a hills hex that used to host some dangerous wolves/worgs. The southwest hex is home to a witch, but has not been 'explored' yet and therefore cannot be claimed. The southeast hex has yet to be visited.
Jenya P. |
We need to fully explore Emermark! Maybe we can create a few groups of active posters and head out in Pharast? Get some Xps get some loots good times.
I think CWE wanted to go visit the witch alone right? Depending on how many active players there are maybe we can go in two directions?
For the claim the hex to the West seems fine. Long term I think we need to expand SW twice to get to a hex that seems like we can use to get into that odd bit surrounded by rivers.
Raven of Bonespire |
Claiming the woods hex would add more resources for future builds. . Raven will help put together a team to help expand our borders, in honor of the Raven Queen.
-Posted with Wayfinder
Lorald Orlovsky |
I think we should set up a lumber mill but otherwise stay out of the forest concerning kingdom building for now. After building the lumber mill we could explore the southern kamelands, once explored we can build on them cheaply what we want later.
After the kamelands are mapped we could go back in the forest and explore what's left, think we already have most of the upper half of the forest mapped, so we would map what we missed in the upper half and the lower half to finish up our section of the stolen lands.
That's my 2c.
Jenya P. |
How's this for an idea. If we want to stay out of the Nalmarches (since forests are hard to build in) then one team can start mapping out the rest of the Kamelands while another loops around the north from Olegton so we can get to the Barbarian Cairn. I can see the initial shape of Emermark being everything outside of the Nalmarches.
Natalya Artemisa |
I'm happy to sign up for an outing to expand our borders :)
+1 for a lumbermill, it will bring much needed jobs and boost our economy! And there was much rejoicing [minstrels]yay![/minstrels]