| Harad Navar |
Turn 4 Erodus (August) 4907 Greenmarh Council Meeting
At the monthly meeting (held at the end of the month) Helena Lang reported that she has identified the following magic users in Greenmarch:
3 bards (2 level 1, 1 level 2)
17 clerics (11 level 1, 3 level 2, 3 level 3)
4 sorcerers (1 level 1, 3 level 3)
6 wizards (3 level 1, 2 level 2, 1 level 3)
17 adepts (11 level 1, 3 level 2, 2 level 3)
This is out of the 4,500 current population. She will redo this assessment each quarter as some may leave as others arrive.
Tavius Donatus also reported identifying the following fighting capable persons among the population of Greenmarch:
7 rangers (5 level 1, 2 level 2)
21 fighters (19 level 1, 2 level 2)
27 warriors (19 level 1, 5 level 2, 3 level 3)
You can expect 50% of the magic users to be open to joining a militia and 66% of the fighter types to be open to join.
I need the council to decide on the routes of the patrols they plan to conduct across the explored region of Greenmarch. Rova (September) effectively has 5 weeks, Lamashan (October) 4 weeks, Neth (November) 4 weeks, and Kuthona (December) 5 weeks. The travel times in order to do a through job of patrolling your potential lands is 1 day per grassland hex, 2 days for a hill or forest hex. Provide a hex by hex route for your patrols and the week or weeks you plan to conduct them.
| Osvaldt Langham |
We have one "nay", two "aye" and one silence on the question of claiming a hex. Unless Ettore wants to chime in (and since I don't think he's actually on the boards, it seems unlikely) then the ayes have it.
We shall Claim hex B3.
Other improvemnts for Rova are:
City Improvement: Build Jail at block A4
Open Space improvement: build Road and Mine in C4
No changes in Leadership or Edicts, and that should conclude the Improvement phase.
| Harad Navar |
By "patrols" do you mean the exploration the PCs were going to do, which we mentioned on wednesday? or are you talking about law-enforcement type patrols conducted by NPCs at our orders?
The explored hexes have not been patrolled to insure that new creatures (like the Monster in the Mine) do not establish themselves without the party being aware (and clearing the hex again). The other "law enforcement" or "wave-the-flag" patrols would be in the claimed hexes. These could be by NPCs specifically hired by the baron (et al). The City Guard mostly patrols Leveton and the immediate surrounds, like the roads to the Rostland Plains and to Restov (within a nex distance of Leveton lets say).
New exploration (for new hexes) may also be done by the party.
| Osvaldt Langham |
Osvaldt Langham wrote:Do you want to build a housing block as well?We shall Claim hex B3. Other improvemnts for Rova are:
City Improvement: Build Jail at block A4
Open Space improvement: build Road and Mine in C4
Sure, why not. Let's put it at A3 and fill that block.
Now we jsut need to be careful not to blow the Economy check, as that brings the treasury down to 3 BP| Osvaldt Langham |
Eirwulf can patrol the areas. If you need him you can do a sending (prefers the outdoors). I would like to have 3 or 4 mens at arms with me.
That will work for routine patrolling. Raz - can we hire hirelings of the trained variety? Base cost per day is 3 SP. If we pay a bit of a premium, hopefully we can get people more reliable. I had 1000 GP set aside for Ettore to craft a belt of giant strength. Since he can't, i was going to spend some of that on potions, but I can redirect a bit to hiring some highway patrol officers.
If we offer base pay of 5 SP/day (a 66% premium over the base - which I think counts as a nice raise), then we can hire 8 men for 30 days for 120 GP. So, I can afford to pay that out of pocket for a couple of months without raiding the treasury. We can re-evaluate it in 2 months and see what else we can do.
In addition to routine patrols, I think it would be good for the morale of the people for the baron and his retainers to ride out once in a while. At least once a month. Showing the flag.
| Eirwulf |
we could maybe pick from this list.
Tavius Donatus also reported identifying the following fighting capable persons among the population of Greenmarch:
7 rangers (5 level 1, 2 level 2)
21 fighters (19 level 1, 2 level 2)
27 warriors (19 level 1, 5 level 2, 3 level 3)
| Osvaldt Langham |
Raz -
Just to double check that we ahve the same numbers. Here is what I show for our economy modifier:
16 points for Leadership (magister, marshal, spymaster and treasurer)
10 points for improvements (Brothel, Corral, Mine,Inn, Shop, Smith, Stable, Witch's Hut, Butcher)
2 for Alignment
1 for having 4 roads.
Total 29.
You have 30. What am I missing?
| Osvaldt Langham |
Thinking about next turn.
We should spend the 3 BP to fix the brewery. We can't run out of beer.
We have claimed hexes in each of the last three turns. Maybe we lay off expansion for this round.
For open space development, I was looking at the Apiary. We could build it in any of the hexes where we ahve farms. It gives a + to Economy and Loyalty and if in a farm hex, reduces consumption by 1 point (which would put us back to 0).
Thoughts?
| Osvaldt Langham |
I think we started discussing this, but Oz would like to ride out and show the flag a bit. perhaps in the last week of whatever month we just got done rolling for. While we're out, can we explore some of the land adjacent to the river?
Here's the path I was thinking of: Follow the road from A4 through A5 and A6. Continue overland through A7 to eventually reach Fort Serenko. I vaguely recall that Brevoy had abandoned the place, or am I imaginging that?
Anyway, after seeing what's going on past the border, we could turn and follow the river, exploring the northern bank of the river in B7, C7 and D6.
From there, we head straight home, riding cross country until we pick the roads back up again.
That should take a week or less, right?
| Harad Navar |
Raz -
Just to double check that we ahve the same numbers. Here is what I show for our economy modifier:
16 points for Leadership (magister, marshal, spymaster and treasurer)
10 points for improvements (Brothel, Corral, Mine,Inn, Shop, Smith, Stable, Witch's Hut, Butcher)
2 for Alignment
1 for having 4 roads.Total 29.
You have 30. What am I missing?
Did you count the mine as 2? Since the mine is actually developed at a resource it counts as 2 not 1.
| Harad Navar |
Here's the path I was thinking of: Follow the road from A4 through A5 and A6. Continue overland through A7 to eventually reach Fort Serenko. I vaguely recall that Brevoy had abandoned the place, or am I imaginging that?
Anyway, after seeing what's going on past the border, we could turn and follow the river, exploring the northern bank of the river in B7, C7 and D6.
From there, we head straight home, riding cross country until we pick the roads back up again.
That should take a week or less, right?
Here would be the travel/exploration times for that path:
- 1 day to get to A7
- 1 day to explore A7 (1 hr to get to Fort Serenko if you wish after exploring)
- 1/2 day to explore B7 to the river
- 1/2 day to explore C7 to the river
- 1/2 day to explore D6 to the river
- 1 day to make it to C4 if you do not patrol D5, D4, or C5
- 1 day to get back to Leveton with no side distractions.
Total time (without Fort Serenko or patrolling already explored hexes: 5.5 days
Total if you patrol 2.5 hexes (1/2 D5, D4, & C5) on way back: 10.5 days
Total if patrol 1.5 hexes (1/2 D5 plus C5 or D4) on way back: 8.5 days
| Harad Navar |
Council Meeting at end of Turn 5
Peter Langham brings a proposal to the council.
"I have been approached by business concerns in Restov about creating a trade route to Mivon down the Shrike River. At present, because of the Shrike Cascades (C7) and a Crooked Falls (B7, where the Crooked River comes down from the Tors) trade has to go around the Narlmarsh and Hooktoung Slough through Pitax territory. This is long and dangerous, and expensive with the Pitax overland tariffs. There would be a lot of money to be made if we create a portage service, much like Oleg has to Restove. We would have to build roads along the river around the cascades and falls, but we could provide transport on our roads for a fee. We could have even build and operate barges below the cascades to bring trade down to the Tuskwater. We would need to build a city with pier facilities on the Tuskwater, probably at the Staglord ruins, to make more money on trade both ways. The only major problem I see is that the area below the Tuskwater to the Little Sullen River, which goes to Mivon, has not been explored or cleared of monsters. But I think that this could guarantee the prosperity of Greenmarch for generations to come."
[Building a castle over the ruins will half the cost. - Raz]
| Osvaldt Langham |
Here would be the travel/exploration times for that path:
- 1 day to get to A7
- 1 day to explore A7 (1 hr to get to Fort Serenko if you wish after exploring)
- 1/2 day to explore B7 to the river
- 1/2 day to explore C7 to the river
- 1/2 day to explore D6 to the river
- 1 day to make it to C4 if you do not patrol D5, D4, or C5
- 1 day to get back to Leveton with no side distractions.
Total time (without Fort Serenko or patrolling already explored hexes: 5.5 days
Total if you patrol 2.5 hexes (1/2 D5, D4, & C5) on way back: 10.5 days
Total if patrol 1.5 hexes (1/2 D5 plus C5 or D4) on way back: 8.5 days
I thnk we aleady explored A7. I wasn't thinking of lingering there - just passing through to see what's what. If it saves time, we can take the existing road to Serenko.
I wasn't really planning on going into D4, D5, or C5. The route from D6 home would pass through C6 and B5, and we would re-enter our claimed space at B4.
| Osvaldt Langham |
Peter Langham brings a proposal to the council.
Ozvaldt is generally in favor of this. Developing the Stag Lord's fort and the river/lake route to expand trade has always been part of his vision. We should proceed cautiously, however. There is a lot to be done to make that happen, and it will take a long time to accomplish.
We'd have to claim at least 8 more hexes to have dominion over the river from Serenko to the Tuskwater. In order to keep up with consumption, we'd want to claim and develop several more hexes of farmland to go with that. At least the 4 plains hexes from A7 to C6.
Then we can build roads, which takes time and money.
And we'd have to establish a city on the banks of the Tuskwater and build piers (16 BP).
Oz will work up a time and expense estimate for the project so we can make some projections before we commit to anything.
| Osvaldt Langham |
Plans for Turn 6
I'd like to start working toward building the River Portage, while continuing to build up the kingdom infrastructure.
So, I propose Claiming hex A7, and building a road and a farm there. The farm will bring our consumption back to 0.
In town, we can rebuild the brewery for 3 BP.
Those activities cost 7 BP, bringing the treasury to 10. That's enough that we could still add a building.
Either a Library or a Tannery would give us 1 each to Economy and Loyalty, for a cost of 6.
Or, we could hold off, and attempt to save up for something bigger.
| Osvaldt Langham |
Go with the library, seems like a good investment and maybe another house if we can afford it.
If we do both the Library and a house, that will drain our treasury down to 1 BP, which I think might be pushing it. If we have any kind of negative event, we could end up in the hole pretty quickly.
We could do a hosue and a graveyard. The graveyard's only 4 BP, and gets us a point of loyalty.
| Harad Navar |
Out of curiosity, are these "business concerns" frpm Restov bringing anything to the table? Financing? Are they brokering freight to use the new route? Or are they jsut suggesting something that we'd be 100% responsible for?
The parties who have talked to Peter are merchants struggling to find a better trade route option to the other River Kingdoms. They indicated to Peter that they would be open to portage fees (which they currently do not pay) in exchange for a secure trade route. In essence they would be customers of the service rather than owning and maintaining their own additional barge or wagon fleet. Oleg has done this with armed wagons from Restov to Leveton and now north into the Rostland Plains and is making a tidy sum from those fees.
| Osvaldt Langham |
The parties who have talked to Peter are merchants struggling to find a better trade route option to the other River Kingdoms.
OK - they're jsut potential customers. Still worth doing, but the basic information of "a better trade route" opens up some possibilities. i'm going to post Osvaldt's propsed build plan later today. Look for a longer post.
| Osvaldt Langham |
We should think about the next major developent being a marketplace. Half price for Black market (first major item once we get our economy up a little more), inn, and an important one...shop.
The marketplace is very expensive (48BP), and the sell DC on Major items is 50. We can barely even theoretically make that. That makes it a long-term goal rather than something to focus on immediately IMO.
| Tavius Donatus |
I was thinking of it more for the future options and the half price shops and Inns. Having a 4BP resource that can give us 1 Econ is pretty good and it actually makes sense to have more than one of them in a city.
We would need to have more Econ before building the black market to sell the items and have more than one district but maybe it is something to try and target for 6-8 turns after this next turn, at least the market place? Just a thought.
| Osvaldt Langham |
For next turn:
I was thinking of doing the Apiary next month (economy and loyalty +1 for 6BP, and -1 consumption).
Our consumption is at 0, so the -1 will be wasted until we claim another hex. I was thinking D3 next, to step us one closer to the Lake.
I was also considering a Library in Leveton.
However, with the loss of the mine, I wonder if we should take it a little easier next turn. We could wait and see what happens with out stability check.
| Harad Navar |
For next turn:
I was thinking of doing the Apiary next month (economy and loyalty +1 for 6BP, and -1 consumption).
Our consumption is at 0, so the -1 will be wasted until we claim another hex. I was thinking D3 next, to step us one closer to the Lake.
I was also considering a Library in Leveton.
If you claim D3, consumption will increase by 1 (claiming hexes comes before improvements). Building an Apiary will therefore reduce consumption back to 0.
| Osvaldt Langham |
Agreed then. Our plan for turn 7, Neth 4709, will be:
Claim D3
Road D3
Apiary B4
Library in Leveton
The Road in D3 will hit a milestone for us. Every 4 roads is worth +1 econ. Every 8 roads is +1 Stability. That is our 8th road.
In terms of building the library, if we build it in city grid A1, we will fill in our third city block, which is an XP Bonus. Honestly, I'd like to build it elsewhere. Behind the stables just seems like an odd palce for a library. We can alsways cash in the XP bonus when we build something more industrial.
| Harad Navar |
In terms of building the library, if we build it in city grid A1, we will fill in our third city block, which is an XP Bonus. Honestly, I'd like to build it elsewhere. Behind the stables just seems like an odd palce for a library. We can alsways cash in the XP bonus when we build something more industrial.
I suggest D5, across from the brothel (pardon, Temple of Calistria).
| Harad Navar |
Turn 8 - Start of Patrol Routes
When Eirwulf recruits 3 rangers to begin patrolling the unclaimed explored hexes of Greenmarch, they propose three patrol routes:
Route 1 takes 10 days, route 2 takes 13 days, and route 3 takes 11 days. This means that members of the Council may go on no more than 2 patrols in a month to be counted as leaders in the kingdom and not incur a vacancy penalty. It will be possible for party members to rotate with 2 on a patrol each month and still be counted as leading that month. The three patrols will spill ofer into another month so there will be a precision of patrol time across the months.
On some of the routes patrolling takes less time in a hex because there is a permanent kingdom presence in the hex from which intelligence can be gathered, reducing the time needed to patrol to simple transit time. Please decide how you want to man the patrols, and how you want the timing to go.
| Osvaldt Langham |
Please decide how you want to man the patrols, and how you want the timing to go.
Osvaldt will offer to accompnay the men on the third route. that covers the most of the kingdom's territiry, and is generally over more open terrain. let's face it, the platemail wearing charger isn't built for the woods.
| Osvaldt Langham |
Turn 7 Development Proposal
Plan - to push closer to the Lake and put ourselves in position for our second city.
Claim Hex E4
Build a Road and a Farm in E4 (note - farming in a hill hex costs more)
Build a Tannery in Leveton (+1 Econ, +1 Loyalty)
I was thinking of locating the tannery at A1. That's next door to the stables, so there would be some odor int he area anyway. The tannery wouldn't add too much. the other option is E of F1 - over by the brewery.