
Bashuk Cinderhand |

Bashuk is a Sarenite, and her tribe is already something of a black sheep in Belkzen anyway--so if the dwarves are willing to play nice she's ready to welcome them. She'll retain some wariness but she'll also feel a little guilty about that.

Valeska Talanova |

Bashuk is a Sarenite, and her tribe is already something of a black sheep in Belkzen anyway--so if the dwarves are willing to play nice she's ready to welcome them. She'll retain some wariness but she'll also feel a little guilty about that.
Yes, agreed... waiting for the next post. Guess I'm thinking one step at a time... just don't want Dwarves overrunning Canterwall. So, trying for obey the law... first.

Nadiya |

Should have posted sooner: yesterday through Friday, nose is to the grindstone for annual reporting period. I'll check in periodically but please bot if necessary.

Bashuk Cinderhand |

I know we've discussed this before but alas I've forgotten--is there a map key? Those three blue-outlined hexes represent our domain's directly administered holding right?
I'm not sure how to assess the relative merits of each hex, but the green one to the west (bordering the two water hexes) moves us closer to our orc & dwarf allies, though creating a contiguous territory there will take a long time even if we decide that's what we want to strive for.

Nadiya |

I know we've discussed this before but alas I've forgotten--is there a map key? Those three blue-outlined hexes represent our domain's directly administered holding right?
I'm not sure how to assess the relative merits of each hex, but the green one to the west (bordering the two water hexes) moves us closer to our orc & dwarf allies, though creating a contiguous territory there will take a long time even if we decide that's what we want to strive for.
That hex would be a good one to take; in addition for the reasons you describe, it would buffer Canterwall and having fertile land next to water is a good idea. I'd aim to get the foothills to the west of it eventually as well. Good way to secure the border to the north also.
I think the other option would be the foothills hex directly east of Ravengro, or the forested piedmont south of it, just to give us more protected land right around our capital

Valeska Talanova |

All good points!
There is a game mechanic, we should keep in mind as we grow (in this beginning stage)... consumption and the cost of maintaining army/militia through "farms." That and the cost of building farms on specific types of land or hexes.
Sadly (in our nascent state), it's an exercise of minimum cost, maximum yield from a hex perspective. This will allow us to grow faster and do all the things you mention more freely.
Asking with hexes, we need to select buildings, we had mentioned stables... or can we skip stables (expensive) to acquire other buildings that increase economy, loyalty, etc... We also have a lot of buildings to repair (at a discount).
Upgrade tenements, etc...

Valeska Talanova |

So, just gathering ideas:
1) Claim a Hex - I'd suggest the least expensive and Farms
2) Upgrading Tenements (Ravengro)
3) Rebuild Tavern (Clover's Crossing)
4) Rebuild 1 Houses (Clover's Crossing)
5) Rebuild Town Hall (Ravengro) - would be nice, we've been
6) Another Army Unit, since we probably are not going mounted this turn

Valeska Talanova |

It's a little like the compounding effect of interest... if you spend too much money on fancy stuff instead of saving and reinvesting.
You don't get the compounding effect and you're constantly playing catch up and never have enough money.
This comes from a guy who for decades never had enough money :(

Valeska Talanova |
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Bashuk Cinderhand wrote:...but the green one to the west (bordering the two water hexes) moves us closer to our orc & dwarf allies...That hex would be a good one to take...
Agreed the Hex to the "West-North West," it's actually a thing :)
Based on our current size, I believe we can ONLY:
*) claim 1 hex
*) improve 2 hexes
*) build 1 building (first house doesn't count)
*) establish 1 settlement or create 1 army unit
I think:
1) 1.0 BP to Claim N_NW Hex1
2) 2.0 make it a Farm
3) 6.0 make Hex East-North East a Mine?] Effect: Economy +1, earn +1 BP per turn when collecting taxes during the Income Phase.
4) 6.0 BP to Rebuild Tavern (Clover's Crossing)
5) 1.5 BP to Rebuild 1 Houses (Clover's Crossing)
6) 1.0 BP Another Army Unit

Nadiya |

That all sounds good to me.
Do we need to explore the hex or is it already explored?
(And when I said Canterwall earlier, I meant Clover's Crossing)

Valeska Talanova |

Do we need to explore the hex or is it already explored?
I'm trying to absorb as much of the mechanics as possible, but I've no clue :)
The about is my stab at putting guardrails around what we are allowed. I found it helped me to distill what's allowed and check them off (do the most we can).
Is Clover's Crossing the third Hex to the right - rightmost, Eastern hex?

Leta Erdeal |

Technically I think the "Explore Hex" requirements would require adventurers to go through for a day (exploring) and also clearing it of hostile creatures. So if we haven't RP'd through doing that for that hex in the past, I'd guess the DM needs to make a call what's necessary.

Miruna Blackthorn |

Thank you for the summary, Valeska! I'm on board with this plan as well.

Nadiya |

I will only have intermittent Internet access for the next week through Monday Oct 30. Please bot me as needed. Nadiya is likely to continue to focus on her potions making with the apothecary and offer healing to those who need it. I expect unless we decide to invade another nation she will be amenable to whatever kingdom actions the group takes.

Bashuk Cinderhand |

Nadiya wrote:Bashuk Cinderhand wrote:...but the green one to the west (bordering the two water hexes) moves us closer to our orc & dwarf allies...That hex would be a good one to take...Agreed the Hex to the "West-North West," it's actually a thing :)
Based on our current size, I believe we can ONLY:
*) claim 1 hex
*) improve 2 hexes
*) build 1 building (first house doesn't count)
*) establish 1 settlement or create 1 army unitI think:
1) 1.0 BP to Claim N_NW Hex1
2) 2.0 make it a Farm
3) 6.0 make Hex East-North East a Mine?] Effect: Economy +1, earn +1 BP per turn when collecting taxes during the Income Phase.
4) 6.0 BP to Rebuild Tavern (Clover's Crossing)
5) 1.5 BP to Rebuild 1 Houses (Clover's Crossing)
6) 1.0 BP Another Army Unit
I'm on board with all of this, let's do it!

DM Vayelan |
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Some quick clarifications based on questions that have been raised...
We will be handwaving the need to explore hexes prior to claiming them. That rule is more fitting when building a nation on the frontier or in the sheer wilderness. Since you are revitalizing an established county within an existing nation, we can assume that reliable maps of Canterwall are available to you, and the main work to be done is reclaiming and taming these already charted lands.
On the region map, blue outlines indicate hexes that you have claimed. Lavender circles are your settlements. Yellow circles are points of interest outside your control. Red dotted lines are borders between Ustalavic counties, and solid red lines are borders with neighboring nations.
Also, mines need to be built in hill, mountain, desert, or cavern terrain. I will rule that the moors to the southeast of Ravengro can be improved with mines or quarries (similar terrain improvement, but adds to Stability instead of Economy). Of course, you would need to first claim such land on a future turn.
...
Kingdom Turn 4, Cont.
Edict Phase
Claim Hex NW of Ravengro (1 BP)
Build farms in new hex (2 BP)
Rebuild Tavern (Clover's Crossing) (6 BP)
Rebuild House (Clover's Crossing) (1.5 BP)
Establish Army Unit (1 BP) - Putting this down as a heavy infantry unit for now, listing them as Canterwall Regulars on the kingdom tracker. If you want to create a second militia unit, instead, I can correct this easily.
Treasury at 9.5 BP
Income Phase
Collect Taxes: 1d20 + 28 ⇒ (8) + 28 = 36 /3 = 12 BP
Treasury at 21.5 BP
Event Phase
Extra Event on 1-25: 1d100 ⇒ 15
Event Type: 1d100 ⇒ 45 = Dangerous Kingdom Event
Event: 1d100 ⇒ 86 = Public Scandal
Public Scandal: One of your leaders is implicated in a crime or an embarrassing situation, such as an affair with another leader’s spouse. Infamy increases by 1. Attempt a Loyalty check. If you fail, Unrest increases by 2 and you take a –4 penalty on all Loyalty checks until the next Event Phase.
Loyalty Check DC 26: 1d20 + 22 ⇒ (6) + 22 = 28 = Success

DM Vayelan |

So we'll resolve two events this kingdom turn.
One is the randomly generated Public Scandal, which has been handled as well as possible. The most likely scenario is Gharen Muricar, your Grand Diplomat and a notorious rake, having some sort of affair. If anyone has a more interesting suggestion for fluff, feel free to suggest it.
We also have an influx of orcish settlers and refugees from the Belkzen arriving. We will treat this as a free New Subjects event, but you need to make use of your skills to get your Ustalavic subjects to accept them and avoid having Unrest spike.
New Subjects: A small group of indigenous intelligent creatures joins your kingdom and submits to your rule. Society and Stability increase by 1, Unrest decreases by 1, and your Treasury increases by 1d6 BP (each time you roll a 6, add the result to the total and roll again).

Leta Erdeal |

I'd like to suggest the following:
Leta knew about the diplomat's affair almost as soon as she was acclimated to court life, but she didn't bother turning him in because hey, he's just having a good time. Once news of the affair broke however, she turned to damage control, and spent many nights among the populace countering rumors (true or false) and presenting the situation in the best light.

Valeska Talanova |

We also have an influx of orcish settlers and refugees from the Belkzen arriving. We will treat this as a free New Subjects event, but you need to make use of your skills to get your Ustalavic subjects to accept them and avoid having Unrest spike.
Do we RP this, just roll Diplomacy (or both) or are we waiting for a "setup" post from you, Sir?

DM Vayelan |

DM Vayelan wrote:We also have an influx of orcish settlers and refugees from the Belkzen arriving. We will treat this as a free New Subjects event, but you need to make use of your skills to get your Ustalavic subjects to accept them and avoid having Unrest spike.Do we RP this, just roll Diplomacy (or both) or are we waiting for a "setup" post from you, Sir?
I'm actually typing up the post in a different tab right now.

Valeska Talanova |

Valeska Talanova wrote:I'm actually typing up the post in a different tab right now.DM Vayelan wrote:We also have an influx of orcish settlers and refugees from the Belkzen arriving. We will treat this as a free New Subjects event, but you need to make use of your skills to get your Ustalavic subjects to accept them and avoid having Unrest spike.Do we RP this, just roll Diplomacy (or both) or are we waiting for a "setup" post from you, Sir?
Bravo!
I've recently had a rash of, "Ah heck... we were waiting on me?!" Figured I'd check in.

Valeska Talanova |

Apologies, I'd never updated my character sheet here, although I did level up in HeroLab.
I'll move it over.
One question regarding language. I see I have (among others) Common, Hallit, Kelish and Varisian.
My idea was being a Diplomat and trying to establish a "welcome with open arms" policy, she's excel in linguistics. She's Varisian/Desnan... so that one can stay.
Are we using that level of "regional" language or would I be better served with the Racial languages?

Nadiya |

Thanks for bringing that up, Valeska. I can't answer your question of course, but I forgot Nadiya speaks Orc, which is relevant to the current scenario. She can translate as needed and speak to anyone who takes her up on her offer for healing in Orc.
(Nadiya also speaks Varisian and Skald as I ran with the assumption local languages would be useful, but I don't know. She also speaks Sylvan.)

Miruna Blackthorn |

I have Common, Skald, Celestial, Draconic, and Aklo.

Valeska Talanova |

Sorry, it was a general question. Regional vs Racial tongues.
I have Orc (after we captured our Orc buddy) and befriended the Burning Sun.
I was thinking of adding Dwarven.
As a summoner, she needs to be able to communicate with the summoned creatures as well.

Miruna Blackthorn |
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Common is usually interchangeable with Taldane in the Inner Sea region, but in the Mwangi Expanse it usually means Mwangi, while it's Tien in Tian Xia. In Arcadia I imagine Razatlani does the job.

Valeska Talanova |

Common is usually interchangeable with Taldane in the Inner Sea region, but in the Mwangi Expanse it usually means Mwangi, while it's Tien in Tian Xia. In Arcadia I imagine Razatlani does the job.
Ah, not universal. Makes sense.

DM Vayelan |
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Miruna is correct. "Common" is more of a status for a language rather than a language itself, comparable to the term "lingua franca." In fact, in real life, one of the alternate terms for lingua franca is actually "common language."
This is one of the small world-building details that makes me love the Pathfinder setting.

DeathQuaker RPG Superstar 2015 Top 8 |

Btw, if y'all are looking for something a bit different in addition to what you are playing now, I am now recruiting for short, high level PF1 adventure. Please check it out of you are interested.

Nadiya |

I have nothing to add IC at the moment, but I am definitely down with the expedition Bashuk mentioned.

DM Vayelan |
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How large is Valorforge vs Urgir? The structure, surrounding area and strategic positioning for war and trade?
There are some significant contrasts between Valorforge and Urgir. We can assume that, during downtime, you make some Knowledge (Geography and History) checks, assisted by NPCs and allies, that provide this information in character.
Valorforge was built by the people of Ustalav around 900 years ago as part of the Sunwall, and it's described as a "cathedral-like fortress." Urgir, originally Koldukar, was built by the dwarves during the Age of Darkness, making it roughly around 9000 years old.
At its height, Koldukar had over 100,000 inhabitants. Today, as Urgir, it has about 29,000 inhabitants. Based on the overhead map of the city from the Belkzen sourcebook, I'd say the surface level of Urgir is a little more than a mile across. Concrete numbers on garrison and size aren't provided for Valorforge, but suffice to say that it is much smaller.
Valorforge is located in the southern foothills of the Tusk Mountains, in the Gap of Valballus that connects Ustalav and Belkzen. Urgir sits on a small hill alongside the Flood Road (the highway of cracked mud that bisects Belkzen from north to south, and becomes a raging river 2 months out of the year following the spring ice melt from the Tusk Mountains).
In summation, Urgir is significantly larger and better engineered for defense, although I'd say Valorforge's geography is more defensible - especially since its closer to the Bleakwall as a backup set of fortifications (assuming you guys reclaim and rebuild those walls and towers). Urgir is very strategically located for trade through the Belkzen, but Valorforge would be more strategically located for you guys because it is a midway point between Ravengro, Urgir, and Gerduhm.

Bashuk Cinderhand |

Oooh, rebuilding the Bleakwall as a long-term goal is cool--we could investigate Andrachi and Valballus.
Although...I have enough ranks in Knowledge (Meta) to suspect that we'll want south-facing defenses, rather than west-facing :p

Valeska Talanova |

I think it's a bonus event but not a full Kingdom Turn, just something for us to utilize in the next one
Cool beans...
Just to clarify in-character intentions, I'm hoping that tensions have been quelled enough (over a day or 3) that we can head out. I did not mean for an extended stay/delay (before the flooding).

DM Vayelan |

Yes, the windfall of Build Points is (in essence) an addendum to the previous kingdom turn.
You have soothed tensions enough that any other conflicts that might arise will be much smaller (between individuals, rather than whole groups) and your subordinates will be able to handle those situations in your absence.