
Alexander Orlovsky |

Now's a good time to sell of loot and hand it all out. We can hold on to the potions and wands for now and sell everything else. That'll give us:
17661.64 gp
2943.60 gp per share (Remember this is just the gp value of the share, it'll have a ton of sp and cp in there.)
We'll also have at least a month for Eduard to craft stuff. So, if you have anything you need, put in requests now. Just make sure he's got the spells, or pay the cost for him to transcribe them, and you're good to go.
Also, remember, if you ever want anything from the list. Just post here that you took it and you can remove it from the list yourself. (Like a potion...or wand...or whatever!)

Marcus the Dog |

I wouldn't mind upgrading my cloak of resistance (+1 to +2, so a crafting cost of 1500) and acquiring a ring of protection +1 (crafting cost 1000gp).
That will be 2500 of my share (thank you for including me!) and I will save the rest. Let me know if you have time for 2 items, otherwise I will go for 1 instead (probably the ring).

The Winds of Fate |

There will be roughly six months of down time between the books. The season is going into fall, followed by winter which is not prime exploring and/or conquering time. It is also harder for spying since it's easy to see footprints in the snow.
The game will pick back up during the spring thaw. Your characters can spend the colder months resting, training, crafting, fitting into the kingdom, etc...
Feel free to continue any RP if you wish and let me know if your characters have any plans for downtime actions.

Alexander Orlovsky |

Purchases: We should have more than enough time on our hands if we're going to be doing six months of downtime.
So, in my case I'll finally put magic on my sword (2000gp because it's an old cold iron antique we found.)
As for the Kingdom, I suggest we grab 04,07 and 03,06 and build some Sawmills (8 BP total) and a Road on one of these (2 BP), which leaves us with 25 BP. What would people like to build?
It'd be nice to have something to boost loyalty a bit. Also, a Stockyard in Voronakholm would reduce our consumption by 6, which is a huge boost, though one we can't currently take a lot of advantage from given our granaries are full.

Alexander Orlovsky |

I guess we could upgrade the Barracks to a Garrison. That's actually relatively cheap because it's an upgrade and we can use the City Wall as a discount. So it'll only bee 11 BP. The benefit is +2 Loyalty, +2 Stability (and -2 Unrest).
Monuments are 6 BP so if we're going for that, the -1 Unrest should probably be useful. We could get a Library for the same cost, (+1 Loyalty, +1 Economy) and some really good options for using it as a discount or an upgrade later on.
That would leave us 8 BP which we can either save or use on another military unit. We're ahead on Consumption with two full granaries, so it seems like a good time to think about either bumping up one of the armies or making a new one, but I'm also fine with holding off to later in the six month break.

Alexander Orlovsky |

Turn 17 Upkeep Phase:
1. Stability Check: DC 41, roll is at +36
2. Pay Consumption: Consumption 0
3. Fill Vacant Magic Item Slots: Two minor wondrous items
4. Modify Unrest: 0
Stability: 1d20 + 36 ⇒ (14) + 36 = 50
Turn 17 Edict Phase:
1. Assign Leadership: No changes.
2. Claim and Abandon Hexes: Claiming [04,07] (1BP), Claiming [03,06] (1BP)
3. Build Terrain Improvements: Sawmill on [04,07] (4BP), Sawmill on [03,06] (4BP), Roads/Bridge on [04,07] (2BP)
4. Create and Improve Settlements: Garrison in Voronakholm [11 BP], Library in Voronakholm [6 BP]
5. Create Army Units: No changes
6. Issue Edicts: Promotion (Standard) (Stability +2, -2BP), Taxation (Normal) (+2 Economy, - 2 Loyalty), Holidays (6) (+2 Loyalty, -2 BP)
Current Treasury: 8 BP
Economy Roll: 1d20+63/3 +8BP
Alrighty, someone roll our Income!

The Winds of Fate |

1d100 ⇒ 49 We have an Event.
1d100 ⇒ 2 Result: 01–02 Natural blessing and roll again
Natural Blessing
A natural event, such as a bloom of rare and beautiful wildflowers or a good omen in the stars, raises your kingdom’s morale. You gain a +4 bonus on Stability checks until the next Event Phase.
For your kingdom, a spectacular nighttime show of a group of shooting stars is taken as a favorable sign that prosperous times are ahead.
1d100 ⇒ 53 Result: 51–75 Beneficial settlement event
1d100 ⇒ 71 Result: 67–75 Remarkable treasure
Remarkable Treasure (Settlement)
The settlement immediately fills one of its open magic item slots (selected randomly) with a better than normal item (medium if a minor slot, major if a medium slot). Treat the settlement’s base value as 50% higher than normal for determining the item’s maximum price. If the settlement doesn’t have any open magic item slots, treat this event as Unexpected Find.

Othniel Laurentius |

I'll use 2,000 of my share to have Eduard craft me a Belt of Incredible Dexterity +2. I'm surprised I don't have one already, honestly.

Alexander Orlovsky |

Next turn expansion:
I recommend we take Lilandria's Keep and the hex south of the capital. Build a Farm on the southern hex and maybe a Fort on the Keep if it counts as a Ruin?
That will all cost:
Claim 2 hexes - 2 BP
Farm - 4 BP
Fort - 12 BP
21 BP remaining
We could use a bump to Loyalty.
Maybe a Jail (14 BP) and a Graveyard (4 BP)?
That's a +3 Loyalty, +2 Stability (we're going to be good on stability for a long while).

Marcus the Dog |

Happy New Year everybody!
The holidays have been particularly hectic for me, as I've just moved 13 hours across the country. We're still working on getting everything moved in so my posting won't be back to to normal for a little bit yet. Please GMPC me as needed!

The Winds of Fate |

Happy New Year. :)
No worries Marcus. We'll be finishing up the Kingdom building phase and any downtime purchases and actions.
Then I'll start posting back to the gamethread about what's been going on around your own kingdom and any rumors you have heard about the other fledgling kingdoms. I'll answer any questions or elaborate on anything you want more info on. After that, we will move on to the intro for the next book.

Alexander Orlovsky |

Turn 18 Upkeep Phase:
1. Stability Check: DC 43, roll is at +40 (+4)
2. Pay Consumption: Consumption 0
3. Fill Vacant Magic Item Slots: Two minor wondrous items
4. Modify Unrest: 0
Stability: 1d20 + 44 ⇒ (20) + 44 = 64
Turn 18 Edict Phase:
1. Assign Leadership: No changes.
2. Claim and Abandon Hexes: Claiming [02,06] (1BP), Claiming [06,08] (1BP)
3. Build Terrain Improvements: Fort on [02,06] (12BP), Farm on [06,08] (4BP)
4. Create and Improve Settlements: Jail Voronakholm [14 BP], Graveyard in Novyi Svet [4 BP]
5. Create Army Units: No changes
6. Issue Edicts: Promotion (Standard) (Stability +2, -2BP), Taxation (Normal) (+2 Economy, - 2 Loyalty), Holidays (6) (+2 Loyalty, -2 BP)
Treasury: 3 BP
Economy Roll: 1d20+63/3 + 8 BP

Othniel Laurentius |

Developing the hex with our 'special' prison won't cause issues will it? I'm thinking less from a mechanical perspective and more an IC one; a good chunk of the point of it, for her and us, is its isolated location away from civilization. Is our fey warden going to want farmers clear-cutting nearby patches of forest? Will that allow rumors of certain goings on there to leak out among the civilians, who might not understand the advantages of a vampiric fey uh...minding certain prisoners? Might not be the best idea.

Alexander Orlovsky |

We've got to expand in that direction sooner or later. She'll either be okay with us making her fort look nicer or she won't. Either way we really aren't going to just leave the forest alone.

The Winds of Fate |

Lilandria wants one of the courtyards inside the fort to be enclosed, accessible only through her private quarters in the fort and would like to eventually have it roofed over in glass at at least 20 feet in height. (She is willing to wait a while on the glass roof since it will be a big undertaking.)
She needs a place to garden and to keep her man-eating vines. She will also move a few tiny fey into the garden as well.
She will also want a large, fenced garden/park area to be allocated for her to plan located outside, but right by the fort. There will be no man-eating plants in that one since it is outside the fort and the general populace may wander through it. There will be some special things living in it though.
Basically, she is trying to arrange for those two places to be safe for a few other fey creatures to settle in so that they will not be killed by incoming settlers to the area.

Alexander Orlovsky |

All of that is perfectly fine. In fact, the Fort that's manned by guards/scouts can be totally separate from her place. I figured she wouldn't mind us sprucing up the place and adding guards that essentially work for her out there. If only to keep other adventurers from the lands to our east and south from wandering in and trying to kill her. ;)
But yeah, she can make it as creepy as she wants. We need to start getting our people adjusted to these things soon. When annex the Lizard people they're going to have to get used to them being part of the nation. Speaking of which, Alexander needs to start meeting with the chieftain more often and talking about educating and training the young.

Alexander Orlovsky |

Recommendations for expansion:
Thorn River Camp [07,04] (which gives us control of all of the Thorn River) and two hexes south of Novyi Svet [09,05]. Then make a Sawmill on [05,06] at the start of Skurk River and a Farm on [09,05] and a Road on [06,06]
Total: Claim 2BP + Sawmill (3BP) + Farm (4BP) + Road (3BP) = 12 BP
As for buildings we could actually do well by a Bardic College. Not that Alexander is biased or anything! ;) It's a big boost to Loyalty and the discount from the library makes it 20 BP. We'd have enough BP left to build a Library in Novyi Svet or a Graveyard in Voronakholm.
We might also want to think about expanding Voronakholm. We'll be running out of space soon and it only costs 2 BP to open up another district there.

Finnegan "Devilbow" Rook |

I like the idea of claiming all of the Thorn River, and building a Sawmill, farm, and road.
As for buildings, I'm okay with a Bardic College, and then building a graveyard in Voronakholm. Next turn we should expand Voronakholm to another district.
Do we need to build any houses for anything to work?

Alexander Orlovsky |

Turn 19 Upkeep Phase:
1. Stability Check: DC 45, roll is at +44
2. Pay Consumption: Consumption 0
3. Fill Vacant Magic Item Slots: Two minor wondrous items
4. Modify Unrest: 0
Stability: 1d20 + 44 ⇒ (14) + 44 = 58
Turn 19 Edict Phase:
1. Assign Leadership: No changes.
2. Claim and Abandon Hexes: Claiming [07,04] (1BP), Claiming [09,05] (1BP)
3. Build Terrain Improvements: Sawmill on [05,06] (3BP), Farm on [09,05] (4BP), Road on [06, 06] (3BP)
4. Create and Improve Settlements: Bardic College Voronakholm [20 BP], Library in Novyi Svet [6 BP]
5. Create Army Units: No changes
6. Issue Edicts: Promotion (Standard) (Stability +2, -2BP), Taxation (Normal) (+2 Economy, - 2 Loyalty), Holidays (6) (+2 Loyalty, -2 BP)
Treasury: 2 BP
Economy Roll: 1d20+67/3 + 9 BP

Alexander Orlovsky |

I'm not sure that's an actual possibility. If Andrea is pretending to be a Pharasmin, we simply can't be using undead or supporting the use of undead. I mean, it's the thing she exists to get rid of. :P