Dain's King Maker Chronicles Discussion


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Since the school is not going to be based in Saravale how are we going about selecting a location?


F Elf Spellbinder Conjuration (teleport) Wiz 1
Arasmes ibn'Fayad wrote:
Since the school is not going to be based in Saravale how are we going about selecting a location?

That's a conversation we need to have with the council when we get back.


Shaezon Silverfall wrote:
Arasmes ibn'Fayad wrote:
Since the school is not going to be based in Saravale how are we going about selecting a location?
That's a conversation we need to have with the council when we get back.

Gotcha


That is a pretty big issue. If you don't base it in a pre-existing city - you have no specific protection or resources. No settlements, no farms, no supplies.

To build outside a city is - effectively - creating a single building, or even a "Campus" - outside the realm of protection. No road, no granary, no farms or shops to aid you, except if you are willing to travel. Even then - you're in a bit of a tricky situation.

Specifically - if you elect to build outside the city an academy or school - that place is - effectively - on its own. It will not be protected from bandits or monsters - or anything like that - and even if you can get a message to the closest settlement for support - it may take time before troops arrive to help you.

An independent colony beyond the borders of the realm is a whole different story.

At best - you'd be creating a "college town" - in which all the business in the town was dedicated to the protection and advancement of the academy. But in which case - if you elect to do that, you may as well elect to build your own town from scratch - or create an academy in a pre-existing town.

It would be extremely expensive to create an academy from scratch - though it could be done over time.

But - as you suggest - that's a conversation for the Council.

This will - however - delay what's going on next part of the story. I can't say "you build your academy at such and such a place" - until I know for sure where that is. That means you'll have to talk about - which means that - before we really advance, we'll need to have some questions tossed up and discussed.

Here's my plan -

I intended to give a blow-by-blow summary of what went down each month for the next 12 months - so you'd know where you were. At the end of that "year" - you'd then ret-con things like "On month 3 I start my barony at this location" - or "on month 4 my cohort arrives in town" - things like that which I wouldn't know - but are up to you.

The functions and placement of the town - and the academy - are easily ret-conned. Why? Because you can get all that stuff done on your own when you have time for fun. In other words - if one of you is able to write during noon, and the other writes at midnight - you can both write all your call ideas up - and since no one has to argue with what you're doing, as you're in control - at the end of the year, we'll have it, even as the main board allows you to advance the story as a team.

That said - it seems that Shaezon and Arasmes are not sure where they want their new project to formally go. That's fine - but until those details are decided - it does sort of hold back on my plans for the main group. I need the team to come to a consensus on that - so I know how the story will unfold.

I.E. - academy IN a town existing - or in the realm alone - or outside the realm. When I know that - I can continue with my notes for each month.


F Elf Spellbinder Conjuration (teleport) Wiz 1

Starting the academy in the city would perhaps be the best idea.


Shaezon Silverfall wrote:
Starting the academy in the city would perhaps be the best idea.

Works for me. We can always relocate and expand once we have a bit more of a foundation.


Well - that supposes your kingdom lasts the year...

;)

Besides - you need to get into the business world - you don't relocate - you expand... Franchise, if you will. University Arcanum can have schools in the big city - but also an entire academy of its own in the country - for example...


I give up

After hours of trying to write things up - I realized that I can't do it - without knowing what and how your nation develops.

So I sent the rules - right of the book - for building a kingdom - as well as your current mods for Saravale - and the kingdom as a whole.

You guys need to figure out what you're going to do for the next 11 months in game -

FYI - the first month of the 12 happened while you were trekking south - so, yeah - just so you know.

So - look things over - let me know what you do with your goods and gear - and we'll go from there...

Again - I recommend promotions pretty soon - you'll need lots of help.

Those of you who picked baronies have their notes in the mail. I just need to know from Kae where he wants his barony.

Yeah - it will take a bit to get things hacked out - but as soon as you decide what you want to do, we can get things done. Then you level formally.

Plenty of social RP is still going on the side boards - but we need to know how your cities progress as of now; so - yeah - figure out what you're planning on doing for the cities and where you want things - and then do it.

Good luck!


One other thing -

Yeah - your sheet doesn't include bonuses from Oleg's village. I am still working on that - so here's the thing;

On month 2 you won't get any bonuses or penalties from size of the nation - that drops your DC by 77 - which is pretty good news.

After month 2 is finished I'll add the bonuses via cities for Ariarh's city, Kae's city, Oleg's city, and Brett's city - they will stack with the formal nation as usual, but I'll need them from Ariarh and Kae.

I'll take care of Brett and Oleg as needed, and those bonuses/penalties for your entire nation will apply in month 3 as normal.


Male Half-Elf Invulnerable Rager 2/Crossblooded Envenomed+Draconic Sorcerer 1/ Trapper Ranger 1/Rage-Vivisectionist 2/Dragon Disciple 1

Hey, so first thing we can do with out city is declare our city's council so we don't have all the vacancies ever.

Ruler: Ariarh
Ruler: Drake
Councilor: Vacant we need a new one while Ry is ruling maybe Ry's cohort?
General: Ka’etil
Diplomat: Razzy-fresh!
High Priest: Isani
Magister: SHae
Marshal: Clari can do it. Riding around inflicting, ahem, promoting justice...
Royal Assassin: Vacancy we can leave that one empty
Spymaster: Brett
Treasurer: Oleg
Warden: Sylvath jsut don't go all Knight-Errant on us again, bro!

So that should help the kingdom out right now.

Huge Unreast in the Keep, we can mitigate that some by spending 22BP to convert our tenements into houses. I'm not sure how much BP we have for the kingdom, ATM...

Now if we toss up a Garrison in the Keep, that'll cost 28 more PB, and only Drop unreast by 2, but we do need to do that before we start building the dam.

On that note, i think we should finish exploring the swamp before we dam it up, so we can clear out stuff that will make building the dam hard, and try to kill off things that can breath under-water.


Ka'etil Malas'rae wrote:

Hey, so first thing we can do with out city is declare our city's council so we don't have all the vacancies ever.

Ruler: Ariarh
Ruler: Drake
Councilor: Vacant we need a new one while Ry is ruling maybe Ry's cohort?
General: Ka’etil
Diplomat: Razzy-fresh!
High Priest: Isani
Magister: SHae
Marshal: Clari can do it. Riding around inflicting, ahem, promoting justice...
Royal Assassin: Vacancy we can leave that one empty
Spymaster: Brett
Treasurer: Oleg
Warden: Sylvath jsut don't go all Knight-Errant on us again, bro!

So that should help the kingdom out right now.

Huge Unreast in the Keep, we can mitigate that some by spending 22BP to convert our tenements into houses. I'm not sure how much BP we have for the kingdom, ATM...

Now if we toss up a Garrison in the Keep, that'll cost 28 more PB, and only Drop unreast by 2, but we do need to do that before we start building the dam.

On that note, i think we should finish exploring the swamp before we dam it up, so we can clear out stuff that will make building the dam hard, and try to kill off things that can breath under-water.

With regrets - your city has no BP whatsoever - except what it earns during the Income Stage - which is based largely on your success as a nation via the rolls with set difficulties.

Short answer is this - at the end of the month - when you calculate failures and penalties - for every failure you have - you will lose land from your kingdom - hex by hex - and (sadly) if you fail those rolls by a DC of more then 5, for every 5 you fail them, you lose multiple hexes.

Also - due to the potential abuse of creating cohorts just for council members, I believe that the understanding was that Cohorts could not be on the council. I may change that rule later - but for now - that was the understanding, mainly to make sure that people couldn't monopolize the council simply by taking leadership.

The book suggests custom made NPC's to function on your council - and even stats them out. I'm not sure about that yet.

As an aside - the rules for the Nation Building stage - as a general rule - I have seen multiple reports of T.N.K. - or Total Nation Kill - because they are very challenging.

Even so - we'll see what happens - for now; I have no disagreements with the appointment of Council Members. That said - you guys really need to convert those Tenements - you probably won't have BP of value until several "months" - if you budget okay.

More assistance from outlying properties to be coming, though.


Male Half-Elf Invulnerable Rager 2/Crossblooded Envenomed+Draconic Sorcerer 1/ Trapper Ranger 1/Rage-Vivisectionist 2/Dragon Disciple 1

i looked through the old posts...

when was it that we decided to make 11 tenements? I recall that there was discussion way back when we were making our decisions and planned it out that there was a net of 0 unreast with the building. I also read through the old discussion thread, and saw we made a note for 6 of tenements, so how are there suddenly?

I'm just trying to get a clear picture of why the unrest is so high. was with 11 tenements, 22 unrest makes sense,
but then there are the watch-towers and city walls that reduce unrest, so they theoretically reduce it by 6

here's what we said in odcober

several of us wrote:


As for buildings,

What we have so far is:
2 city walls Defense +8, Unrest -4
2 Watch towers +2 Stability, +4 Defense, -2 Unrest
Granary Loyalty +1, Stability +1
Inn City base value +500 gp; Economy +1, Loyalty +1
Smith Economy +1, Stability +1
Stable City base value +500 gp; Economy +1, Loyalty +1.

and i know i posted about having 5 tenements as opposed to 11, so i'm not sure when that happened...


Ka'etil Malas'rae wrote:

i looked through the old posts...

when was it that we decided to make 11 tenements? I recall that there was discussion way back when we were making our decisions and planned it out that there was a net of 0 unreast with the building. I also read through the old discussion thread, and saw we made a note for 6 of tenements, so how are there suddenly?

I'm just trying to get a clear picture of why the unrest is so high. was with 11 tenements, 22 unrest makes sense,
but then there are the watch-towers and city walls that reduce unrest, so they theoretically reduce it by 6

here's what we said in odcober

several of us wrote:


As for buildings,

What we have so far is:
2 city walls Defense +8, Unrest -4
2 Watch towers +2 Stability, +4 Defense, -2 Unrest
Granary Loyalty +1, Stability +1
Inn City base value +500 gp; Economy +1, Loyalty +1
Smith Economy +1, Stability +1
Stable City base value +500 gp; Economy +1, Loyalty +1.

and i know i posted about having 5 tenements as opposed to 11, so i'm not sure when that happened...

Several reasons, actually.

1. Each district can only have (theoretically) - 1 "City Wall" - so that makes a difference.

2. You currently have 2 districts. Formally - and by the book - you should only have 1 district until the first is filled to the brim. However - as you no doubt know - the district in "Cloudwatch Keep" was discovered and designed by you guys, but there was a heck of a lot to start with, more then you should have started with - including a second district.

3. Your district at Cloudwatch Keep started with 12 tenements - I converted 1 automatically to "house" - as you start with a house - but that's all I did. Each turn you can upgrade the tenements to houses - each tenement gives you a -2 to your stability. As soon as that's taken care of - your formal nation will do better.

Now you have a lot to deal with regarding tenements, because when I looked over my notes - it informed me of what you had.

However - my notes may be in error. If you had employed or spent resources in the past to upgrade some of your tenements into "houses" - that's fine. I just need to see when that happened - as my notes were pretty specific, but I may have looked at an older file.

Also - your real problem isn't the -22 to your rolls via the tenements and lack of Council Members. Your actual problem is the DC Check of 97 - because of the massive amount of land you have in your "kingdom" which was taken, but never formally used - only mapped out - it puts the DC in the almost impossible to maintain region (no - strike the "almost part" - even a natural 20 + 30 bonuses means you'd still fail the DC by 47. Which means you need bonuses - and quickly).

As such - that can be messy; and very likely in the next year over half of your nation will be lost to "bandits and things" - via the super-high DC to maintain such a large country without putting up any formal things - like roads, bridges, farmlands and so on.

It's not the end of the world - you can always attempt to reclaim that land later, again - but for now - you're nation is large - but it is also in a very delicate position.

My recommendation for you is to formally claim the land you want to build your barony on - and set up shop there as soon as possible. Your barony is firstly a city - and cities stack with your national level. A better city is a good thing for your nation.

I believe you asked for J:5 - which would put your primary district right off the coast of the volcanic tower.

I should add - it depends on what the others say - but if we went strictly speaking via "RP" - there is no way Brett would want Clari on the Council - she's got a big chip on her shoulder, she's been rude to the citizens, and hasn't proven herself very well.

Also - though Drake is a "Deputy" - the fact of the matter is - his status is only to function when you guys aren't around. He'd rather be back at Oleg's - as is his job and duty. Also - you can't have two "Leaders" until one of them is married - unless your Republic allows for a "Co-Consul" - in which case the Leader could swap off duties each month.

You would be better suited to have Drake (if you keep him around) to take up a position that Clari was looking for - at least, for RP purposes. I am generally opposed to Cohorts being on the Council - as it makes it too easy to monopolize - however - we shall see what happens.

FYI - I know some of you are busy - also - there is a lot to cover - but in good concisese I simply cannot allow myself to forward the story until I know what you intend to do with your nation. So - until that time - we're in a bit of a bind...

Shae and Ras - While I'm all for you being on the council - for logistical reasons at least - the issue with your school is a bit snarly - for now; it may fail - but only if the City Fails - and we can't tell how that will do, until I see more from the group as a whole...

Here's hoping for that soon...


waiph wrote:

OK, so Clari's not on the council. we need to get a Marshal and a Councelor. Drake as the Martial sounds good, so we need an NPC to be Councilor, and Raz should get himself a deputy to manage the refugees while we are a'questing or whatever.

buildings
On our second page in the discussion, we talked about having tenements, and discussed that we wanted to get 6 of them. I am not sure where it came out that we would have 12, but i guess i should have caught that back in december when you posted that on the treasury board.

CIty walls cover one of each of he 4 sides, so you can have up to 4 city walls on a city (cannot build a wall over a water boarder). I would appreciate a breakdown of the unrest as that is one thing that we can take care of to make it slightly less impossible for us to control our territory.

And there's a lot of problems. I for one certainly unprepared for the DC to jump to 97, as i didn't really get the rules about size and the impossibility of maintaining a large area, AND it was suggested that we get busy exploring and claiming the area and that we were expected to have done so by the end of book 3, and yet we are now in a position with 0BP in the kingdom, 11 tenements, and an illegal amount of unrest (as at 11 unrest, you loose a hex per month, and at 20 unrest you loose the kingdom) and what feels to me like the GM breathing down my neck.
if that is not the case, and i am over-reacting, i'm sorry, but it is seriously coming across that way to me.

Long story short, i'd like to see something about the unrest, so i can begin to understand that, and i'd like to hear from anyone else to be able to tell me that for some reason we agreed to put up so many tenements.

please someone weigh in on the state of the kingdom, thanks

Well - for starters, the unrest part is a bit overblown. Remember - most of that comes directly from the amount of not only tenements, but also the lack of government.

Now - as for the walls - formally my notes said you had two walls in Cloudwatch Keep - one on the north and south. However - I re-read the rules about the walls via the description and was a bit confused myself. You do have two of them - so that lowers things somewhat.

Now - there is also a big difference between unrest and the cities DC - your DC is the difficulty number that you need to roll to make things work.

Technically - this number is a combination of 20 + Unrest + the hexes your nation occupies - then you offset that number by the amount of cool things in the city.

Now - as for your tenements - you were deciding to purchase some to get the ball rolling - however - the complication came when we started things up and I gave you the area in Cloudwatch Keep - that already had those tenements to offset all the cool stuff that you started with for free. Basically, your city will be at a stalemate for growth for a while (as your DC to beat is currently 97, but it will go down) - until you start doing stuff.

For example - though your city formally declared an alignment - I didn't add it to your sheet formally, until I heard back from the group.

Once your city has an alignment - formally - it will adjust some of your status.

Once your council is filled up - it will also adjust some of your Unrest.

I've looked over what you guys had with regards to what you started with via the Keep - and it suggested 12 tenements, because those were the sucky stone apartment like rooms you guys were planning on fixing up.

So far - that didn't happen, yet - but it will soon.

Once your people return to the town, they can easily offset quite a bit of the complication - once you get the Council filled formally, confirm the alignment of the town (an easy decision, that) - and a few other adjustments.

For example - the other modifiers for the surrounding hexes haven't been added fully yet - such as Oleg's Town - and the baronies. Once they have been added formally - you'll be okay and good to go via the nation's DC - or at least you will be in a better position then you were, as it will lower things.

I should also add - though a high DC can cause the nation to collapse - it will not effect your baronies - all around you will be civil war - but at the least your own lands will be secure. Of course - if your own lands are do poorly - then your own lands may end up rebelling from you and you may have a coup!

As it stands - most of this is not a big deal unless people don't do things.

When/If that happens, you'll see some radical change.

Kae - regrading the wall - I'm adjusting that now for your Unrest. You are now at an Unrest of 20 - also, as soon as you get a formal High Priest - you'll be down to a 19.

As for breathing down your neck? Apologies - I enjoy gaming, and I want to play - and I realized that this is at a crucial point when I literally cannot contribute or write anything unless the players do so first. And I guess I'm just feeling kind of like there's nothing to do :)

No worries though - and no rush. Take your time, do you want - if you want more time - that's okay. Didn't mean to rush you - I'm just kind of bored, is all.


Male commoner 1

I am a bit frustrated at the moment... Please someone correct me if I'm off base here, and talk me down...

We were told that by the end of the book we were expected to have explored the territory yet that boosted the DC to a lever that seems rather unmanageable at the moment.

the last i recall we discussed building 6 tenements in the fortress and that the modiffiers we had were going to drastically reduce that unrest. I should have noticed that we doubled the number of tenements from what i thought we had when it got put on the treasury board, but I didn't. So someone please tell me something about when that happened?

This may be a ME thing but I don't respond to the current kind of pressure that i'm getting to get my barony all dealt with, and what looks to me like dire threats of epic and unavoidable failure unless i drop everything in order to figure this out.
again, if that is not how the rest of the party is reading this stuff let me know.

To business!
What NPC's can we appoint to the councilor position? not Goodwyfe, she be crazy.

Drake as Marchal, and Clari as nothing, unless we get someone else to replace Drake so he can go back to Oleg's. in that case we need a new candidate.

You can have 4 city walls, one for each direction in a city (no wals on a water border) we have 2 in the keep.

Someone please confirm that we talked about having 12 tenements, as i recall 6 and didn't notice that it had doubled on the treasury board.

Dain: I'd like to see some kind of breakdown of the unrest so i get why it is what it is, thus can figure out what to do about it over the course of the year. (at 11 unrest we loose a hex, and at 20 we loose the kingdom...technically.)

I didn't get my council done earlier, so i'm working on it, and need to figure out what buildings to buy, and talk to the GM to figure out how we are playing things by the book, cause we haven't been doing things by the book according to my understanding so i need some clarification.


I can only seem to find 5 tenements myself but thats probably due to lack of looking hard enough.

Also where in the rules does it say you lose multiple hexes for missing the dc by 5 or more. I see where it says that our unrest increases for failure and if it is 11 or more we lose A hex but not multiple. I actually looked through and can't find anywhere in the rules where there are degrees of failure beyond pass or fail for the most part and it is usually if we fail it increases unrest by 1 or 2.

Why is it we have no BP currently? I thought that you had been keeping track of what the city was doing on the side while we werent using the rules during play. We have a treasurer and have been collecting taxes so we should have some sort of income.


Arasmes ibn'Fayad wrote:

I can only seem to find 5 tenements myself but thats probably due to lack of looking hard enough.

Also where in the rules does it say you lose multiple hexes for missing the dc by 5 or more. I see where it says that our unrest increases for failure and if it is 11 or more we lose A hex but not multiple. I actually looked through and can't find anywhere in the rules where there are degrees of failure beyond pass or fail for the most part and it is usually if we fail it increases unrest by 1 or 2.

Why is it we have no BP currently? I thought that you had been keeping track of what the city was doing on the side while we werent using the rules during play. We have a treasurer and have been collecting taxes so we should have some sort of income.

Wow - lots of good questions. So here goes...

1. The tenement issue:

When you guys beat the Stag Lord you were able to discover his basecamp and if you wanted, build your village there.

Well - naturally I changed things radically. It was quite a change from the book - and I granted you quite a bit of stuff, but also many penalties as well. For example - right off the bat you had multiple districts. Formally you get 1 district until you finish it - you don't get a second. In this case - that was not the case. I gave you two - I also gave you guys a granary, two "walls", two garrisons - and quite a few other things. However - as one of the penalties I tossed in (kinda) - you had those mediocre stone apartments that were - effectively - tenements.

I figured at the time with the massive amount of treasure and gold you guys were getting (like all the potions and gear you found - for example, in the caves of the Air Elemental - like the rug that magically opens a gate between Planes - among other things...) - I kind of figured you guys would put things together and figure out clever ways to get that stuff sold. Like - maybe have Grishnak export the poisons to specialists in Andoran - or reach out to a contact in Osirian and ask if they wanted the magic rug - that sort of thing.

I was pretty stoked on how these things would unfold - with so many powers and basic abilities - that I granted you guys more to start with you normally would/should get - this includes both bonuses and penalties.

I said that having stats weren't important - I was looking for social RP and less interested in number crunching then flavor texture - so I didn't mind that you had 12 tenements, because they were - for me - more about flavor then anything else.

However - this is not how the rules work. As such - you have a tremendous amount of extra buildings that you shouldn't - some good; some bad - so that complicates things quite a bit. You shouldn't have 12 tenements, but you also shouldn't have a granary - 2 walls, 2 garrisons - a stables, a smith - and other similar things. So I figured - you get the good and the bad here. That was what I had in the original notes in my file - what you're seeing sense has been questions regarding alterations which Id on't have in my notes.

2. The DC - this is your kingdom's Control - which is formally 20 + size. In your case - your "kingdom" covers 77 hexes - which puts you at a 20 + 77 - for a total of 97 DC for your "saves" via Stability, Economy and loyalty.

Now your Unrest is slated into various categories - Unrest of 10 is bad, Unrest of 20 and it's literally game over for your kingdom - or some massive quest to offset the Anarchy - though re-starting the kingdom may be better, says the book.

Under the "Upkeep Phase" - step 1 asks the players to make a Stability Check against the Command DC (in this case - 97) - failure causes Unrest of 1, failure by 5 or more increases unrest by 2. That was the variable I should have been more clear on.

You have no BP currently for a very good reason I intended to explain in game - once I had the basic questions I asked, answered - like who will be on the Council, what is your formal alignment - that sort of thing.

But to move forward - here is abridged answer:

During your journey south - I continually asked for details on speed, and how long it would take you to get back.

At best speed you couldn't get back to Saravale until the 5th of Desna - and at current speed not until the 7th.

Naturally during that time your town was under the provisional government of Drake - and you have no Council Members formally to aid the cause - with the exception of Oleg - and he is at home.

The party specifically granted Drake "deputy leader" while they were away.

I asked the party specifically how long would things take - how fast they were going - and what plans they intended to make while they were gone.

The party took the action they felt was best. Formally - if I stuck by the book - the town would lost to anarchy by the time you returned.

I took the liberty of having Drake liquidating your money - and some other things you'll see when you get back to town "in game" - just to keep your nation afloat.

Naturally, though - he certainly couldn't earn BP - you set no tax, left no information for edicts - gave no details for what would happen while you were gone.

As such - I took the details I had - read through the rules - presumed that he could "take 20" - and realized that even then the town would fall - so I did what I could to mitigate this loss while you guys were gone, and now that you are back (soon, in game) - you'll see what happened and can work with it from there.

You are absolutely correct that if things had gone forward via story flavor that we would have an entirely different set of circumstances. And your nation as a whole has that advantage - for now - but not Saravale. That is going by the rules. You left south in the tail end of the month, new month came - and Drake had to make the rolls - or, even if he "took 20" - he's still fail, given the circumstances.

It should be noted also that the fact of the matter is; although folk like DeVille, Grishnak, Higgonbothom and others had excellent connections and revenue that you were in the process of collecting - those bonuses and details are deviations from the core rules - and I did not compute them at this time, nor will I be until you finish the year and reach level 7 formally.

The bottom line is that your town gained a huge amount of things it should and shouldn't have started with. At this point I won't be ret-conning - you won't suffer the penalties from those problems that occur via the rules; but you will also not be enjoying the bonuses of the "Social RP" bonuses - like secret deals with Grishnak - and the Union Dues from the Bounty Hunter's Guild - and other things like that.

This month you got back to town after leaving the entire capital under 1 leader - with Oleg as back-up - and proposed no edicts and made no plans. That should have been very bad, but you won't suffer because of what happened via NPC's (in this case) - but you won't be rewarded for not leaving him better instructions. As of now - you have a lot of buildings and a clean slate to fix things.

I should add that you will be gaining bonuses and benefits to your capital from the towns/baronies around it - those rules are formally still in place (after the fact) - but how those towns/baronies gain internal bonuses which will be shared with the capital and the nation is somewhat more flexible and already passed on to Ry and Kae respectively.

As for your own private bonuses for BP (via side quests and other things) - they don't effect the capital - they are specifically bonuses for your academy - which you can share with Shae if you consolidate them. Ras - you got a good amount of personal "BP" for social RP and other things over the past several months - and you can use it - but not to effect/change the current state of affairs in the city of Saravale.

That town is what it is; and that is a dangerous place unless it gets fixed fast.

Meanwhile - I will be passing over notes for the wizard school soon - but as you can guess - I got a lot on my plate.

Hope that helps - please let me know if there any more questions. Thanks!

:)

PS - more answers to questions will be presented via the new guys on your trip back, and a summary of the town, too - I have not written it yet until I know where Kae is formally putting his barony (he is letting me know tonight) - because it will effect story purposes a lot.

More news on new races coming the next day or so, too.

Whew - lot's to do - but having a good time doing it!


One other thing -

I should add - your kingdom's real problem is its "size" - in that it covers 77 hexes without the advantages typically granted such a large kingdom (normally you expand 1 square at a time - a slow process that takes turns - which gradually moves you up in level slowly).

In this case - you pretty much "own" the entire map.

Each turn you'll be losing hexes in a huge way - even as you work to offset the losses.

Month 1 you might lose 6 hexes (for example) - even as you build a modest amount - hardly anything - maybe saving BP.

Month 2 maybe 6 more - and you get more BP - as your DC drops

Month 3 maybe only 5 - even as you BP gets better, and your DC gets lower

And so on

By the end of the "year" - you'll nation will be formally stabilized - with formal boundaries set and in place via what you've been doing this year.

Your biggest penalty (to the nation) - is probably going to end the year without formal ownership of all 77 hexes - much less, actually - barely any of them, I should think - but a lot more then you normally would have if we went by the book.

After this "year" is then concluded - things will move forward at a much smoother pace - and on a much smoother tract. By next "year" - you may only have 20 hexes formally in your kingdom - if we went by the real rules - you wouldn't have 20 hexes until probably like 5 or 6 years in game. That's a pretty good deal in the long run - but it feels rather bad, but only because you are losing hexes and ending up with more then you should - instead of starting with nothing and working up to less then you'd normally get.

It's a different kind of challenge - but in the end - things are not nearly as bad as they seem. Each month you'll lose hexes until it becomes manageable - then, by the end of they year - you'll see where you're at.

Again - let me know if there are any more questions.. I'm here to help!


We were collecting taxes though.

Brett Rowan wrote:
"Besides - I don't know if ye recall much - but we do gain taxes to swell the treasury - every month we be getting coin from the town - and when we get the coin ye be better compensated, I reckon"

Also, again I don't see where in the rules it says you lose multiple hexes. I only see where it says you lose a single hex for unrest above 11. If this is a house rule thats fine but I didn't see it in the actual rules write up. Also if we were going by the rules we should have had to spend a single BP on each of the hexes to formally add them to the kingdom. Basically we can clear them out and prep them but if we didnt spend a bp on them then they were not formally claimed as part of the kingdom. Not sure how we should handle that at this point though since as you say we will be losing them anyway.

Also that "Massive amount of treasure" that you gave us if you recall had a large proportion that was inherently evil and exceedingly dangerous and as such is worth MUCH less to a group of good characters and rulers than a group of neutral or evil ones. You say we can go out of country to sell the stuff but that would just be like the United States saying "well heroin is illegal but it's ok if we export it to mexico since it's not the US." Basically that stuff was more of a hindrance than a help due to it's nature. They were neat items from a "wow that's cool perspective" but not much help economically.

As far as questions go, here are mine.

1. It looks like we were claiming taxes and as such we should have some money in the treasury to convert to BP. Is that the case?

2. Where in the rules does it say you lose multiple hexes for failed rolls?

3. Since we didn't spend BP to formally claim the hexes, are we starting fresh with only the hexes we got before we started using BP or do we have them and are just going to lose them as the months progress?

Thanks for your work on this and I hope your sunday is going well.


Arasmes ibn'Fayad wrote:

We were collecting taxes though.

Brett Rowan wrote:
"Besides - I don't know if ye recall much - but we do gain taxes to swell the treasury - every month we be getting coin from the town - and when we get the coin ye be better compensated, I reckon"

Also, again I don't see where in the rules it says you lose multiple hexes. I only see where it says you lose a single hex for unrest above 11. If this is a house rule thats fine but I didn't see it in the actual rules write up. Also if we were going by the rules we should have had to spend a single BP on each of the hexes to formally add them to the kingdom. Basically we can clear them out and prep them but if we didnt spend a bp on them then they were not formally claimed as part of the kingdom. Not sure how we should handle that at this point though since as you say we will be losing them anyway.

Also that "Massive amount of treasure" that you gave us if you recall had a large proportion that was inherently evil and exceedingly dangerous and as such is worth MUCH less to a group of good characters and rulers than a group of neutral or evil ones. You say we can go out of country to sell the stuff but that would just be like the United States saying "well heroin is illegal but it's ok if we export it to mexico since it's not the US." Basically that stuff was more of a hindrance than a help due to it's nature. They were neat items from a "wow that's cool perspective" but not much help economically.

As far as questions go, here are mine.

1. It looks like we were claiming taxes and as such we should have some money in the treasury to convert to BP. Is that the case?

2. Where in the rules does it say you lose multiple hexes for failed rolls?

3. Since we didn't spend BP to formally claim the hexes, are we starting fresh with only the hexes we got before we started using BP or do we have them and are just going to lose them as the months progress?

Thanks for your work on this and I hope your sunday is going well.

Well - I'll do my best to answer things. Please understand - I've had a very hard night sleeping - my back is killing me - and I don't know how to fix it and I am not as cheery as I may be. Even so -

Regarding taxes

Any tax earnings or money you got was received under the auspices of “house rules” – for example – I said “you have X amount of citizens that are of working age – a citizen who has a profession score total of +5, which is fair at the level of this town – and if they “took 10” on profession checks would earn so much coin a week – which means we calculate coin based on the working citizens multiplied by the average earnings of the town via profession, and that’s how you earned coin”.

That was completely wrong of me – because it is not how taxing works at all. While I found it to be a fun strategy, and a neat way to make money – and allowed you guys to come up with some neat methods of earning coin (like selling out licenses to Bounty Hunters, or demanding that DeVille pay you an astronomical sum of money to continue to game – and so on) – I was moving completely out of the book on doing things that way. You guys earned money for how you did things – and had expenditures for other things.

I made Kae pay out of pocket money for officers – and troops, and then you guys had to pay for exploration of certain areas because your troops were getting killed, and it was dangerous – and you needed to explore them and deal with them. You need to figure out how to get money – and you needed to figure it out fast – so I let you guys do whatever you wanted – and literally – you could do what you wanted to do. Just about anything would work – it only had the caveat that whatever you did would have consequences – which it did.

But it was not how the book wants you to get taxes – it was completely incorrect. So – when the time came to earn taxes – I defaulted to how the book stipulates. And – by the book- you had no set edict for earning taxes. I improvised to help the situation – dumped off the majority of stuff – and pretty much said – “Eh – just wipe everything out but the buildings – which they shouldn’t have – and give them the full bonuses of the entire nation – which they shouldn’t have – and let them start from scratch as of now with all those bonuses. But it is a lot of bonuses – so leave the penalties in, too – just don’t wipe out the nation because of them – just let the nation slowly recede in size back to their kingdom’s formal border – and by the end of the in-game year – things will have worked itself out – and for the better.”

So yes – you had 4 Council Members – and none of them made and plans or rolls via edicts and other policies at the end of the month, nor left instructions to do so. And of the 4 formal Council Members 2 of them were NPC’s – and a random 5th council member was established just so you guys could travel south on an adventure.

Regarding losing/claiming hexes

You are correct about losing multiple hexes; and not losing more then one per turn. The short answer is – that’s too bad. But let me elaborate on why I’m making that call.

Formally, and by the book, you start with one hex, and one hex only – that is the x on the map that you claim as your “capital city”. This can be anywhere on the map. Next – each hex after that you need to spend a BP to claim, in addition – you must also “claim” a hex that literally borders your capital city, or one of the hexes you already claimed. In other words – it is quite impossible for you to have a capital city where the Stag Lord’s fort was – AND have any other bonuses or power on the map via hexes that don’t border it – until you annex them one at a time - and in order – and only if they border your nation – which is formally your capital city and the borders around it.

This would mean that – quite naturally – it would be impossible to have Oleg’s town as anything of value to you. It would also mean that you would have no control over any other hex on the map – unless and until you eventually were able to claim it – piece by piece – and in order from you capital city.

Of course – you realized that did not happen – that I gave you bonuses you shouldn’t have gotten. That I gave you privileges on a massive scale that were not afforded to you or allowed in the books – at the very least; starting your capital city with buildings that automatically granted you advantages to economy (such as the stable) when you didn’t buy it – and having multiple districts – when that is expressly against the rules.

The bonuses I gave you were designed and created around the notion of “story flavor” – for example; you have Oleg’s village as your own to play with and do stuff with. Why? The book says that you don’t get it – until you earn BP, and SPEND BP to annex the hexes between your town and Olegs’ and slowly take hexes north – one at a time – until you reach his village; then – assuming it was a village, instead of just a tavern – you annex that, too.

I felt this solution to be dull and without imagination; I was working on the idea of a cool story, not the rules – and so I said “well – Oleg has lots of bonuses – especially afforded to him by the Brevoyian nobleman” – and so on – hence his early success – and the fruits of that success which you enjoyed. You gained bonuses from his lands and earning that the book never allowed for – nor would have allowed you to gain – simply because I felt it made a good story – and so it happened. No one complained when you enjoyed those bonuses – and I am not going to negate them now.

At the same time – the bonuses you earned for the stables, and the granary, and the multiple districts in your chief city – again; you’d never have earned those bonuses or benefits or claimed them in the short months between book 1 and 2. It simply could not have happened by the formal rules. Yes it may have been interesting for a story – but the rules are clear; it couldn’t have happened.

I deviated from the rules, and as such – I’m deviating more.

Your nation should have only had (by now, in the first 4 months after you finished the first book) – at MOST 5 hexes – the one you started with – and 4 more. That is how the rules work. So, knowing that - there are two ways I can about doing this:

1. Eliminate everything on the map that may belong to your nation utterly – expect for the spot which your capital is, and the four hexes that border it only; as that is all you could have gotten – and only if you spent the BP on it.

2. Give you everything on the map completely – and, for every turn that you miss your DC you lose a hex – and every turn you miss it by 5 or more – make you lose one additional hex – so that it forces you guys to use a little strategy and hustle – and that by the end of the year – instead of having only a maximum potential of 16 hexes (1 for the capital – 3 more for the months between book 1 and 2, and 12 more for the year – presuming of course you invested the BP every month to claim that land and take it, rather then improve your city) – you could have much more then that – 20, even 30 hexes – depending on how your guys strategize.

I have chosen option 2 – while not “by the book” – it certainly affords you more advantages and power then option 1, even though it seems like it doesn’t since you are losing things, rather then gaining them.

Regarding the treasure

Firstly – very little of the treasure was inherently evil – some of it had bad properties, but no more then a nuclear reactor has evil tendencies. You could have done more with it then you did or chose to – but some members of your party felt that would not be “good” – and so you didn’t. At the least you could have sold it to scientists/wizards to analyze it and try to find the advantages in it – not unlike the blood in “The Hulk” – which, though it had awesome potential for weapons – also had awesome potential for healing and medicine. That only assumes you used stuff that in that manner – and anyway – none of that stuff was by the book – so if you earned 10 Gold Pieces for it – that was a bonus. Perhaps it was not the bonus you expected – but the potential existed.

Now – as for this business about “That would be like the US selling heroin to Mexico” – that is almost not worth hearing. You might have said “That is like the British government producing opium in India – and selling it to China for silver, so they could re-sell the silver to China for tea!” – or perhaps “That is like the Americans selling weapons to the Contra’s to aid in an unjust war!” – or perhaps “That is like the United States government allowing slave labor by permitting goods from Chinese sweat shops to be sold here – which were clearly made in sweat shops and other horrible places – and turning a blind eye to it!” – or even “that is like America financing the Taliban so that they could fight the Soviet Union who attempted to occupy Afghanistan during the 80’s (knowing how nice the Taliban is in Afghanistan)” – or perhaps “That is like America uniting with a corrupt government and sending in our own troops to die for a corrupt government to prevent the Domino Effect and spread of Communism in East Asia in the 50’s and 60’s” – or “That is like America wiping out an entire town filled with civilians using a Weapon of Mass Destruction – simply because the Japanese didn’t surrender fast enough – and then doing it a second time – killing literally thousands of people; civilians – simply so that we didn’t have to keep fighting a war”.

I guess that my answer to that. They were worth a tremendous amount if you guys came up with different solutions – tough solutions for a growing government – a person that advocated some of those ideas may not have been popular – and the social RP may have been very interesting an complex/unique. But it didn’t happen.

Also, I should add - while your country attempts to pursue values and ideals that are nobler then both America and the United Kingdom put together, in practicality – the fact is, making those values happen is hard work, and takes a tremendous amount of creativity and effort. To quote Posca from HBO’s ROME: “You can do great things for your people and your country – or you can go back to being a shopkeeper – with dirty hands but a clean conscience.”

You elected the right thing to do – the right thing to do very rarely makes lots of money. So you guys didn’t make much money – but you did have great prestige. And I’m also not clear what you guys are looking for in the issues regarding “good” gear. For example - what would have happened if you had found instead massive amount of powerful healing potions to sell? Would you have sold them to make money? I mean – come on – would you have told someone that is dying from a terrible medical issue that you had the cure, but because they don’t have the money – that you won’t give them the medicine? If so – I should add – “that would be like the United States having billions of dollars of medical cures and refusing to treat people, letting them suffer and die – simply because they don’t have the money to pay into a corrupt and unjust confidence scam in the form of our own “health care system” – and instead screws people over so it could take kick-backs from companies who produce that stuff!” – so – yeah… any way you slice it – I personally feel that treasure has the potential to go very wrong, but it also has the potential to create interesting stories and plots. That’s what the fun part is – or was – I thought; to create an interesting story for you guys to play with.

Regarding questions.

1. It looks like we were claiming taxes and as such we should have some money in the treasury to convert to BP. Is that the case?

In theory – yes. In reality – no. You weren’t claiming taxes by the book, and your nation would have suffered very badly – by the book – when you are on the last adventure. Rather then penalize you because of that – I pretty much told myself “Just give them a clean slate and let them start from scratch. This month they have the buildings they would have earned on the very first month – plus some extra. They have only the 1 hex they earned on the first month – plus extra land that they may keep, too – if they hustle. I won’t have the kingdom fall into anarchy – it will just shrink back to manageable size by the end of the year; but we’ll go from here on out with taxes.

You don’t have taxes because if I had your roll with what you currently have in terms of government – it would be game over. You’ll get them next month – or the month after – depending on how you organize things.

2. Where in the rules does it say you lose multiple hexes for failed rolls?

It doesn’t. It also says you don’t have more then one hex to start, more then one district to start – or lots of other bonuses. You guys got those bonuses – but instead of simply negating them all outright – I’m reducing them – gradually and slowly – simply to make things manageable – and to allow you the chance to keep more then you should – simply by doing a little work.

3. Since we didn't spend BP to formally claim the hexes, are we starting fresh with only the hexes we got before we started using BP or do we have them and are just going to lose them as the months progress?

By now I’ve answered this one ;) – however, yes; you didn’t spend any BP at all to either “clear land” – or “claim land” – I just gave it to you. You don’t “formally” have any land but the land you started with – that is; 1 hex. That’s all – but I’m giving you everything to start with – by the end of the “year” – you’ll have more then 1 hex for sure – probably a lot more (you have 77 now) if you did nothing whatsoever with your current land – and just rolled the dice as it is – you’d lose a total of 14 hexes per month, and you currently have 11 months – with 77 hexes.

However – on month 2 your DC drops because your Kingdom drops in size – which means you’d fail by 14 less, which means you’d only lose 11 in that month – and that means in the next month you’d lose 9. At that time it would be month four – you’d have no BP at all – and your kingdom would have 43 hexes.

In month 5 you’d lose an additional 8 – making your kingdom at 35.

Month 6 you’d lose an additional 7 – dropping to you to a kingdom size of 28.

Month 7 you’d lose 5 – dropping you to a kingdom of 21.

Month 8 you’d lose 4 – dropping you to a kingdom of 17.

Month 9 you’d lose 3 – dropping you to a kingdom of 14.

Month 10 you’d lose 2 – dropping you to a kingdom of 12.

Month 11 you’d lose 2 – dropping you to a 10.

Month 12 you’d lose 2 – dropping you to an 8.

The alternative is that you have a total of 16 months – and during that time you spend BP on your city – or to annex a town. That option is to annex one hex at a time – first you clear the land, then you claim the land. But even if you claimed land without clearing it – you would end up with (at most) 17 hexes in a period of 16 months – which is pretty impressive – but impossible –as you would have to spend BP on clearing land (you can only clear one spot a month) – then “Claiming land” (again, one at a time). Very likely you may end up with a little more then 10 hexes at most - and chances are that your city would have no buildings as all you did was spend BP on clearing land.

However – the above horrible situation I showed you was assuming that during the entire year your nation did nothing at all. As in - you didn’t offset the DC by appointing council members – that you didn’t create new buildings to offset the DC – that you didn’t earn bonuses from other things in the country.

I have a strong feeling that you’ll be offsetting things quite a bit, and soon – and if you do – from the beginning – it will create a trickle down pattern which will grant you a lot more bonuses then you would otherwise have to begin with. So again –you’ll lose a lot to start with – but you’ll end up with more then you have – or should have – because of what happens over the year.

This is providing of course everyone comes together and functions as a team. You will get the bonuses – your kingdom will get better – but only if you guys step up and do things. Get the council filled, formally declare your alignment for your town and claim that bonus – talk to Drake and see what he’s been up to all this time – ask Oleg for a loan. Saravale is stuck under the formal rules – but Oleg's people weren’t – they may be able to help you guys for the first month – but at the least, you’ll be able to organize thing a bit better; and take some of the pressure off.

Also – thank you very much for asking, I do appreciate it. To answer – my Sunday is going well so far – though I have not slept well as my neck and back are still in a lot of pain. Hopefully they’ll get better soon, though. Anyway – I hope this answers your questions. Please let me know if you have any other questions – I’ve had a long night with the sleep thing – but I hope this does help take some of the stress off.


Ok sounds good and thanks for the clarification. We certainly have our work cut out for us lol.

My suggestions for the team:

1. Install council members to raise stability, loyalty, and economy as high as we can get them.

2. We have no way to generate BP because it's impossible to pass the economy check and impossible to pay for consumption at this point so I'm open to suggestions.

3. We intentionally fail the first few checks by as much as possible to bring down the DC's as fast as we can in order to have more months to "build back up" with reasonable DC's.

These are just suggestions but let me know what you all think. I know for me the idea of intentionally failing anything is contrary to everything I hold dear...but it seems to be the best and quickest way to bring the DC's down. Although the other issue is that since we have no idea of what sort of bonuses we will be getting from the baronies that may help as well but I don't know by how much.


Oh and by the way...

Dain GM wrote:
"it will create a trickle down pattern"

NO REAGONOMICS! lol trickle down economies are just a tool of the 1% to keep us little people down lol ;)


Arasmes ibn'Fayad wrote:

Oh and by the way...

Dain GM wrote:
"it will create a trickle down pattern"
NO REAGONOMICS! lol trickle down economies are just a tool of the 1% to keep us little people down lol ;)

Well - you could have also made money by selling "evil magical gear" to the Contra's... but I've said too much!

One other thing that needs to happen - and it technically did - but I just needed to confirm; the nation gains bonuses to either Economy, Stability or Loyalty - depending on the Alignment.

You guys picked alignment based on your personality and "niceness" - now that the rules are out there - you have a chance to pick them based on how they'll effect your nation. Do you therefore want the same alignment? As soon as I know that - we can go from there.

As for failing the Economic rolls on purpose? Not really a good idea - succeed as best you can, keep the BP - just don't spend it till later in the year. That way - you'll have the nation recede, but you'll also have (maybe) one or two extra BP laying around when you're actually good to go.

You CAN get some extra loot - if you're wiling to "reach out" - you have good connections with Oleg's people, who are doing okay - and with a little creative ideas - you can get more money.

For example - both Ry and Kae have already signed trade arrangements with foreign ambassadors to gain extra loot in the coming years. While you can't do that for Sarahvale - you may be able to borrow loot from Ry and Kae, who have already done that (or Oleg, by the way).

And, depending how desperate you are - you may decide to actually DESTROY your tenements outright, rather then leaving them to hurt your rolls. It will cost you now - but in the long run, could be better for you. Mister Grishnak - tear - down - that - wall!

Also - Brett is perfectly willing to let you be Counselor - and Isani be High Priest/Priestess - which will up things considerably (and Shae as Magistrer).

More then that - you'll need pluck, savvy, go-to-edness (and a whole other series of 1930's slang terms) to get the job done on rounding out your Council. But it can be done - and I expect it WILL be done - soon.

Put up your formal nominations as soon as possible when you read this, and please re-confirm your national alignment. Thank you!


Councilor or Grand Diplomat is fine for Ras. He is happy to do either one. Also I am pretty sure we decided on Neutral Good for the alignment.

I am good with Kae's suggestions for places with someone picking up either Councilor or Diplomat (whichever one is better for Ras to be in he will take and the other person can take the other.)

I would also suggest bringing the guy who runs the casino on as a consultant to help with ideas as he is a successful businessman and good with organization. (Also it is in his interests that the town succeed in order to keep a stable revenue stream.) He would not have a formal position on the council but would be more of a person to give suggestions.

For others that could potentially be moved up to positions on the council, here are some suggestions (Note I don't remember exactly where these people are in relation to Saravale):

Patty Ironhorse
Henry Ironhorse
Tucker Banks
Lily Banks
Billy Banks
David Grear
Selendria Grear
As has been mentioned: Sylvath(Warden/Marshal), Glaidus(Warden/Marshal), Ryul(Warden/Marshal) (not sure if he is still alive)


Male commoner 1

There we go! it would make sense to ask Ryul to be the Marshal, unless one of the new NPC's either a Gold, New Silver, or Ape would make a good marshal. but we can install them wehn we get to know them better through social rp.

Sylvath as Warden, we had him do that before, and he has acted as such.

We definately need to talk to the NPCs about taking the councilor role, as the councilor is like the local representative for the city, and it would be good to have a local represent the populace.

Maybe we could hold an election so that by the end of Desna, we have a popular councilor elected, although then we have the issue of Goodwyfe or someone rather unsavory getting on the council... that would be sticky...but make sense...

For Raz and Shae
Dain indicated that the Volcano tower may be ideal in terms of magical potential, and i don't want to take that land and not use it to its full potential. if you think you may want to create a university town outside the city eventually, then I can leave that space for you, but i need to know ASAP cause i need to nail down my barony sooner rather than later. There is the Silver Kobold's terratory theoretically available as well...

SO yeah, lemme know what you think gents


Arasmes ibn'Fayad wrote:

Councilor or Grand Diplomat is fine for Ras. He is happy to do either one. Also I am pretty sure we decided on Neutral Good for the alignment.

I am good with Kae's suggestions for places with someone picking up either Councilor or Diplomat (whichever one is better for Ras to be in he will take and the other person can take the other.)

I would also suggest bringing the guy who runs the casino on as a consultant to help with ideas as he is a successful businessman and good with organization. (Also it is in his interests that the town succeed in order to keep a stable revenue stream.) He would not have a formal position on the council but would be more of a person to give suggestions.

For others that could potentially be moved up to positions on the council, here are some suggestions (Note I don't remember exactly where these people are in relation to Saravale):

Patty Ironhorse
Henry Ironhorse
Tucker Banks
Lily Banks
Billy Banks
David Grear
Selendria Grear
As has been mentioned: Sylvath(Warden/Marshal), Glaidus(Warden/Marshal), Ryul(Warden/Marshal) (not sure if he is still alive)

All silver kobolds from your original team are alive. They are all on level 5, with the exception of Sylvath - who just humped up to level 6.

Your recommendations are good - but of course - that's up to the rest of the gang.

I believe Neutral Good was decided also - not sure if you guys were formally sticking to it - via the rules - or had changed your mind, so I wanted to double check.

It should be noted that:

Hank is a fighter (primarily), Tucker is a rogue (primarily), David is a Ranger (primarily), Selendria is an alchemist (primarily). It may come as a slight surprise to some of you that many of my NPC's are somewhat "multi-classed" - as such, the notes I presented should give you an idea for their primary stat - but by no means does it limit them to their chief concern via Class. In other words - Tucker is not a Rogue specifically, but it's a good bet his best stat is Dexterity - for example.

One point of note - the guy who runs the casino is DeVille - while he has shown himself to be an excellent businessman - he is not generally liked by all the Council for some inexplicable reason to me. However - I do agree with your suggestion; he does know his business.

But so does Grishnak - and you have already a vested interest there - so it may be a bit confusing - we shall have to see; though.

When the group decides to post more - we'll know more.

For now -

Okay gang - I need a clear confirmation on national alignment. I also need a clear decision on who sits on the Council - and in what position. That said - I hope to hear votes later tonight.

Once THAT decision is made - you'll get a brief summary from Drake when you "get back to town" - and find out what you missed, and you can go from there.


waiph wrote:

There we go! it would make sense to ask Ryul to be the Marshal, unless one of the new NPC's either a Gold, New Silver, or Ape would make a good marshal. but we can install them wehn we get to know them better through social rp.

Sylvath as Warden, we had him do that before, and he has acted as such.

We definately need to talk to the NPCs about taking the councilor role, as the councilor is like the local representative for the city, and it would be good to have a local represent the populace.

Maybe we could hold an election so that by the end of Desna, we have a popular councilor elected, although then we have the issue of Goodwyfe or someone rather unsavory getting on the council... that would be sticky...but make sense...

For Raz and Shae
Dain indicated that the Volcano tower may be ideal in terms of magical potential, and i don't want to take that land and not use it to its full potential. if you think you may want to create a university town outside the city eventually, then I can leave that space for you, but i need to know ASAP cause i need to nail down my barony sooner rather than later. There is the Silver Kobold's terratory theoretically available as well...

SO yeah, lemme know what you think gents

Raz and Shae -

Yeah - need to know about the volcanic island - if you want it later - you need to speak up so we can get Kae his barony started. He'll either claim that land - or somewhere else. But we need to know sooner, rather then later...

Unless you aren't interested in it? If so - let me know... Or let Kae know - Brett normally is assigned to the least desired place - but if Kae won't take this land, and you don't - then he will. Okay - just saying...


I can't speak for shae but I would like it if we can't get the tower that is.


Arasmes ibn'Fayad wrote:
I can't speak for shae but I would like it if we can't get the tower that is.

Wait - you would like it if you CAN'T get the tower? What does that mean? Does that mean you don't want the tower? I'm so confused... :(


Male Half-Elf Invulnerable Rager 2/Crossblooded Envenomed+Draconic Sorcerer 1/ Trapper Ranger 1/Rage-Vivisectionist 2/Dragon Disciple 1

Kae needs to borrow some horses for hunting, so he asks raz, shae, isani, and galen, then uses the spare horses.

Galen should be willing to lend a horse, and use a Mount that he can conjure, right?

Also, weapons. Knives would be nice, and bows. Already borrowing shae's.

Plz halp so we don't starve.

Also casties, AM BARBARIAN wants to pick his land, so you guys want dibs on the island?


Basically that just meant my first choice is the tower and if we aren't allowed that one which you alluded that we might not be allowed to claim that then I would like the volcano island.


Ka'etil Malas'rae wrote:

Kae needs to borrow some horses for hunting, so he asks raz, shae, isani, and galen, then uses the spare horses.

Galen should be willing to lend a horse, and use a Mount that he can conjure, right?

Also, weapons. Knives would be nice, and bows. Already borrowing shae's.

Plz halp so we don't starve.

Also casties, AM BARBARIAN wants to pick his land, so you guys want dibs on the island?

Ras will let you borrow his crossbow and thwayya his horse so long as she is well cared for.


Male commoner 1

Which tower are you talking about, Raz?


F Elf Spellbinder Conjuration (teleport) Wiz 1

I'm going to bow out of the game. My job search is stressing me out and I don't have the spare time/mental capacity to spare. Feel free to NPC Shae and mister as you see fit. Feel free to even make him somebodies (perhaps Arasmes) Cohort.

Best of luck to all. Good gaming.


Arasmes ibn'Fayad wrote:
Basically that just meant my first choice is the tower and if we aren't allowed that one which you alluded that we might not be allowed to claim that then I would like the volcano island.

The tower is on the volcanic island - they are basically the same thing.


Shaezon Silverfall wrote:

I'm going to bow out of the game. My job search is stressing me out and I don't have the spare time/mental capacity to spare. Feel free to NPC Shae and mister as you see fit. Feel free to even make him somebodies (perhaps Arasmes) Cohort.

Best of luck to all. Good gaming.

Terribly sorry about your job. I am disappointed to see you leaving, especially as the game is just about to move forward in a pretty hard shift.

Is there anything that can be done? Or are you sure you need to bow out? Please let me know...


Ka'etil Malas'rae wrote:

Kae needs to borrow some horses for hunting, so he asks raz, shae, isani, and galen, then uses the spare horses.

Galen should be willing to lend a horse, and use a Mount that he can conjure, right?

Also, weapons. Knives would be nice, and bows. Already borrowing shae's.

Plz halp so we don't starve.

Also casties, AM BARBARIAN wants to pick his land, so you guys want dibs on the island?

Sure - but not if you are planning on taking the apes. It's one thing to see you casting spells and using magic - it's another thing to be with you while you are another in your party is using a magical horse to get around.


Shaezon Silverfall wrote:

I'm going to bow out of the game. My job search is stressing me out and I don't have the spare time/mental capacity to spare. Feel free to NPC Shae and mister as you see fit. Feel free to even make him somebodies (perhaps Arasmes) Cohort.

Best of luck to all. Good gaming.

That super sucks man I'm sorry to hear that. I actually worked as a HR Manager for a while and as such am pretty good with resumes and such. I would be willing to take a look at it if you'd like. I am very sorry to see you go though as I thought we had pretty good chemistry going between our characters. I wish you all the best regardless.


Dain GM wrote:
Arasmes ibn'Fayad wrote:
Basically that just meant my first choice is the tower and if we aren't allowed that one which you alluded that we might not be allowed to claim that then I would like the volcano island.
The tower is on the volcanic island - they are basically the same thing.

I thought there was a mountain fortress tower thing that we had discovered a while back. That was the one Shae and I were talking about in the beginning when you said that it would be an "interesting conversation". It was a lot closer to Saravale from what I recall.


Female Aasimar Druid 7 (Noble)
Arasmes ibn'Fayad wrote:
Dain GM wrote:
Arasmes ibn'Fayad wrote:
Basically that just meant my first choice is the tower and if we aren't allowed that one which you alluded that we might not be allowed to claim that then I would like the volcano island.
The tower is on the volcanic island - they are basically the same thing.
I thought there was a mountain fortress tower thing that we had discovered a while back. That was the one Shae and I were talking about in the beginning when you said that it would be an "interesting conversation". It was a lot closer to Saravale from what I recall.

If you're referring to the Temple of Iomedae with its tower fortress, neither Ras or Shae would know about it technically as neither were there when we discovered it and rescued Anuk-su and the silver kobolds.


I thought you were talking about the tower on the island that could be seen - roughly - through the mists and fogs.

This is the same tower you went to that was at the top of the volcano - but the tower was basically broken up and destroyed - and the interior was used by the spellcasters for some dark ritual - hence my comment.

Other then that - the only other place I can think of is the hidden tower connected to the silver kobolds via on the map - the part that says "S. Kobold Cave" - this is a point that is in contest - as we've been all trying to figure out what's up - like - where Kae is going to build - and he's graciously said he'll wait on where to chose the place - until after you make the call.

However - Ry is right - that place has not been visited by Shae or Ras - and you'd only know of it through rumor and speculation.

While that doesn't mean you can't claim this - in time- it DOES mean that if either I or Kae don't claim it because you are interested in it - then I better know what's up soon - because this is driving me crazy trying to figure out what you're up to.

FYI - TO ALL - I'm on Skype now - and over 110% of these questions can easily be solved by just talking to me - forums aren't texting - and I loathe texting anyway. You guys sure I can't just answer questions easier if you talk to me? If so - you know where to find me...


ok sounds good then if Ras didnt know about it he would most likely want to go for the island.


Arasmes ibn'Fayad wrote:
ok sounds good then if Ras didnt know about it he would most likely want to go for the island.

Awesome! So you're down by the volcano... Huzzah!

Now - Kae is free to pick something - and we can go from there.

I intend to toss up recruitment for a new player - they will be joining the party when book 3 starts. Does anyone have an idea on who they'd like - or what we can do with that? If so - let me know...


I'd like to try and find someone one of us knows either in real life or who has played on the boards with them.

If no one knows anyone that would be interested then we should open up the recruitment.


Female Aasimar Druid 7 (Noble)
Shaezon Silverfall wrote:

I'm going to bow out of the game. My job search is stressing me out and I don't have the spare time/mental capacity to spare. Feel free to NPC Shae and mister as you see fit. Feel free to even make him somebodies (perhaps Arasmes) Cohort.

Best of luck to all. Good gaming.

Sorry you're leaving the game. The best of luck with job hunting and life in general, Shae.


Regarding Council Members for the Baronies -

Okay - lot of pressure to do what you need to do.

So - here's what I need:

1. The stats/race of the character you picked for each Council Member.
2. The starting class of each Council Member.

That's it!

Everything else you can do in time - the more you develop those Council Members - the better it will be for each Council Member (I shall give them bonus XP) - and if all you want is starting stats and the class level - that's all good. You don't need anything else to start them.

That will give you the details needed to keep things going strong and get your barony nutted out.


At the end of the year - everyone will be taking a level of "Noble" via the "micro prestige classes" - and all it entails - as you are all now "barons"...


Female Aasimar Druid 7 (Noble)

You asked me to post those stats on the Discussion Board of my Province. However the GM needs to start the postings off before I have access to that page/board. Instead, I sent you an email with the details you've requested. Thanks.


Ah - very good - thank you!

Skype still works, too ;)


Male Half-Elf Invulnerable Rager 2/Crossblooded Envenomed+Draconic Sorcerer 1/ Trapper Ranger 1/Rage-Vivisectionist 2/Dragon Disciple 1

Ry, before you left for the weekend, Ariarh interrupted Kae and brought up clari and a conversation that needed be had...

Want to have that conversation before we continue too far? We caa toss it in spoilers on the main board so it's not taking too much space and interrupting. But kae don't know why he in trouble, and the esults from that convo may affect his future actions...

Here was Kae's last contribution to that

in responce to Ry:

Kae immediately snaps to, and after a brief glance moving from Kemat, to his hand, to Ariarh, Kae raises his eyebrow briefly. "Kemat, I need a moment with Ariarh. But it is late, and while I would very much enjoy seeing several of my recent acquaintances demonstrate their talents, I believe you are right in that tonight may not be the best time to hunt. I shall be riding out in the morning, and i would appreciate it if you would introduce me to the warriors you spoke of that I may take a tact that your people will better appreciate, and gather a hunting party to scout."

Kae takes his leave of Kemat, and then when they are separate from others, he whispers to Arairh, "What exactly do you need to speak to speak to Clari and I about. Please pardon me, but am I correct in assuming that you were taking note of Kemat's . . . foreword behavior. What was it that CLari discussed with you, sister".

Oh gods, what did Clari tell her? Kae is uncomfortable and somewhat confused about Ariarh bring up Clari in particular when she interrupted what Kae suspects could have been a rare...encounter... "From what I heard, Anuk-su is rather insistent that Clari and I are family, siblings, in fact. You should be aware that there is rather significant tension between Clari and I, so what is it that suggests that my personal affairs be a concern of hers?"

Kae certainly misunderstands Ariarh's concern, as he does not know what all Clari told Ariarh about, and probably needs some clarification.

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