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/qst/ - Quests


“We gather here today to witness your coronation and ascension to the office of King of Vetesil.

Vetesil. A proud kingdom, and you are to be its heart, beloved by all.

The brave efforts of the regency council have set the course, and now graciously bestow the reins to you.

May you bring peace to your people.

May you fulfill your obligations to the Angels Above, and the men you serve.

May you rule justly.”



You scoff. You only have a kingdom to inherit because of your efforts in spite of the regency council and your late father.

You throw the paper, a copy of what the High Conductor will recite, into a waste bin.

Vetesil. One of the many, many shatter-kingdoms. A shit hole country, hated by all its neighbors and, evidently, by everyone living in it. The peasants hate you, the nobles sneer at you, and the School of Angels is, at best, ambivalent. Your household council, supposedly composed of the best and most loyal, is staffed with thieves and outright malcontents.

But, you’ve kept it together until now. Through a youth spent snooping around behind your regent’s back, or weeks holed up in a meager office trying to piece together the kingdom’s situation on what few papers you could steal, you kept it together. Once you felt that things would get easier with time. You’ve since given up on that, but just maybe…

_-_-_

Your absolutely horrendous upbringing leaves you immensely skilled. Without a doubt, you’d be dead if you weren’t talented. Running on a CK2 system, you have five stats into which you distribute attributes.
>Diplomacy
>Martial
>Stewardship
>Intrigue
>Learning

You have an immense dice pool of 20 d6’s. As per CK2, 8 is baseline competence for any attribute. Not good, and certainly not great, but you wouldn’t be out of your depth. As an added bonus, If you roll below an 8 for any stat, gain the max possible result of your die or an eight, whichever is lower.
For example, if you had one die in martial and got a two, you’d get bumped up to six. If you had four die and got five total? You’d get bumped up to eight.

In order to stop you from getting like 100 in one stat (which would utterly break everything), I am limiting you to a hard cap of 30 in any category. Note that as far as I’ve planned, breaking 20 is being widely renowned across the entire region, and 30 means being almost idiotically excellent, to the point of becoming a legend. One in a million in a few hundred years.

It’s possible to gain stats.
>>
>>3571604
Right, so how many points do we have to distribute?
>>
I'll copy over the attribute descriptions from the CK2 wiki since I assume yours are similar (since you mentioned the game).
>Diplomacy skill reflects ability to negotiate and please people.
>Martial skill is an indicator of skill at warfare and combat.
>Stewardship improves management of demesne.
>Intrigue is a measure of skill at manipulation and scheming.
>Learning is a measure of a character's knowledge.

With that noted, I'm leaning towards going heavy into Intrigue and Diplomacy.
Probably something like:
>6 dice
>2 dice
>3 dice
>6 dice
>3 dice
so you can consider that my vote unless another anon tells me how retarded I am well enough to convince me otherwise
>>
>>3571641
Good point! Sorry about that. For the most part, you're right. However, one thing I did change was in learning, which now encompasses Law.

>>3571640
20 d6's.
>>
>>3571644
6
3
4
5
2
>>
>>3571641
Seconding this. Let's go full Machiavellian prince.
>>
>>3571641
+1
>>
Sounds like a wrap. I'll call it now. Unless someone slips in right as I type this.
But... I think it'd be better to have a best out of three for 20 d6's. Anyone can roll, even multiple times, but please wait a few minutes before rolling again.
>>
Oh, if it's not clear, I'll divide the rolls into stats as have been agreed upon earlier. First 6 to diplo, 2 to martial, 3 to stewardship, 6 to intrigue, 3 to learning.
>>
>>3571695
Roll all 20 at once then? Alright. May RNGesus bless us.
>>
Rolled 5, 4, 5, 3, 1, 5, 3, 1, 6, 6, 1, 2, 3, 4, 4, 2, 5, 1, 1, 1 = 63 (20d6)

>>3571704
I thought I put dice+20d6 in but it didn't work, is that past some maximum number of die? Trying again in case I just typed it wrong.
>>
>>3571708
Well, thank goodness there wasn't a limit. This stat sheet looks like
Diplomacy 23
Martial 8
Stewardship 13,
Intrigue 20
Learning 8 (Be glad you can't critfail this). Looks right?
>>
>>3571719
Yep, looks right to me.
>be glad you can't critfail this
ah yes, then we'd be King [Name] the Lobotomized
>>
Rolled 4, 3, 6, 4, 3, 4, 4, 2, 6, 1, 3, 3, 3, 3, 5, 4, 1, 5, 5, 5 = 74 (20d6)

Seems slow, so I'll throw in my own roll.
>>
Rolled 4, 4, 1, 1, 1, 6, 6, 1, 1, 1, 5, 2, 4, 2, 1, 2, 6, 6, 6, 5 = 65 (20d6)

>>3571746
>>
Aand we've got all of them.
Alright, it seems like my vote has the highest stats, although the distribution was different than others, so if you want to use another stat distribution, please let me know and we can hold another vote. I don't mind doing this at all, but it'll be in the background.

Your Character Sheet as of right before your coronation:
Diplomacy 24
Martial 8
Stewardship 10
Intrigue 19
Learning 15

Posting the last part of char creation next.
>>
You sigh once more, and mournfully get up. You disdainfully eye a few letters, likely condescending, from other kings. You see one of them, from Triensel in the south. You move to shove it into the fireplace, and watch it slo-

Fuck! You recoil from the fireplace, almost stumbling. Face hot with shame, you sweep your gaze across the room, only relaxing when you remember you’re alone here.

… You burned yourself. You angrily throw the rest of the letters in the fire without reading them. With an even worse mood, you stomp towards the door. Your robes are a size too big and your dinky prince’s crown is secretly weighed down with lead. You checked.

You hope the coronation will be more than a joke at your expense, but you know better.

Still, you’re king. Long live the king.

King…

What’s your name again? Wait, are you even a king?
>Name? I’ll take anything within reason.
>Gender?
>>
>>3571762
>King Godfrey
>Male
>>
>>3571770
+1
>>
>>3571762
>Queen Ophelia
>F
>>
>>3571776
Support
>>
>>3571776
+1
Do we get any more stat bonuses from traits or education?
>>
OP can I ask why you're doing a gender vote when you already specified the MC is a King in the OP? Was that just a mistake?
>>
>>3571798
No. I was considering it, but decided that it wasn't a good fit.
On the other hand, your unhinged personality will influence mechanics in a big way, even if you're competent enough to mask it from most people.

I'll keep this going for maybe five more minutes, if that seems fair?
Feel free to ask questions in the future.

>>3571810
shit. whoops.
>>
>>3571815
Maybe have traits for role play or flavor purposes then? They don't matter to our stats but it might affect how we act and how others interact with us. That way we can include put insanity in character.
>>
The coronation was awful. The small procession saw countless arrests, although thankfully everything they threw missed. Your unruffled demeanor dissuaded many peasants, too. The High Conductor sped through his lines, as if he had better things to do. The bumbling man called you a king! The nobles delayed clapping multiple times, by as much as a few seconds. They swore their oaths and left the ceremony as quickly as decorum allowed, and in the meantime clustered around powerful nobles rather than their new ruler. Even the ones who visibly showed surprise at your charisma were restrained and, with slight flinches and glances back to their peers, did their best to escape the conversation. Some did promise to speak later on, but how useful could cowards be?

Still, they’ll learn in time. You’ve got better things to look into anyway.

For example… Your council. Perhaps they could be of use, but you far outstrip some in skill, and you’ll need every bit of it to keep afloat.

In what area do you take a personal interest? (Normally, for rolls in this category, you’d use add a complex formula of… The difference of eight from your stat (your stat-8) plus twice the difference of eight from your counselor’s stat (counselor’s stat-8)*2 to the roll. Personally overseeing an action adds (your stat-8)*3 to the roll.)
>Diplomacy
>Martial
>Stewardship
>Intrigue
>Learning

Because the decision will depend not only on you, but also your counselors, here’s a sheet with basic information on them.
Diplomacy: Geoffrey of Tescia (Wildcard) Diplomacy 15. You don’t know how he got nominated, let alone chosen, by the regency council. Still, he’s good at his job and hasn’t made a fuss, even though you personally dislike him.

Martial: Count Edward ‘Red Eyes’ (Loyalist: Will not oppose your decisions, Arrogant: slightly increases the chance of a crit-fail) Martial 13. Your bumbling former regent. Loyal, if arrogant and without an ounce of subtlety. Has a penchant for drinking, too.

Stewardship: Baron Etiene of Northknoll (Corrupt: High Nobility: Will subtract from the roll in certain decision, and worsens failures.) Stewardship 14
A complete toadie to the high nobles. Good at his job, but mostly a thorn in your side.

Intrigue: Adelaide (Wildcard) Intrigue 16.
You don’t know her at all, despite having worked with her many times in the past. Still, she hasn’t killed you yet.

Learning: Conductor Jacob (Malcontent: Subtracts from all actions in his department.) Learning 10.
Once called you a Demon garbed in human skin. Aside from Adelaide, he’s the only one who knows your true nature.
>>
>>3571836
I intend to write the character with certain traits, but if you think it would make it more lively, I can include another background vote that people who feel strongly about can contribute to, to decide on traits. There will be insanity written into the mechanics, though. That's part of why there was so much leeway on stats.

If you want to know any more about the counselors, just ask! I'll give this vote more time, maybe 45 minutes to an hour.
>>
>>3571849
>Intrigue
Oh nice we're better than most of them
Is our title King no matter our gender? Very cool
>>
>>3571856
Let's see. How about
>Lunatic
>Possessed
>Greedy
>Wroth
>Envious
>Proud
>Cruel
>Ambitious
>Cynical
>Attractive
>Quick
>>
>>3571872
That works. Lets see how people feel by the next few votes?
For anyone else, don't feel pressured to conform to CK2 traits if you want to vote for these.
I'll designate trait selection as a background vote. Don't need to vote on this, but if you feel strongly, please do. I'll tally it up in two or three hours.
>>
>>3571849
>Intrigue
Are we a king or queen? This gets pretty confusing.
>>3571872
Support, minus the greed. We haven't shown that.
>>
>>3571892
Ophelia won 3-2. you'll get an official character-sheet next update, with some hopefully not too overwhelming kingdom information.
>>
>>3571905
A map would be nice too
>>
I'll call the vote for personal interest now.
Can I get a stray 1d100. Feel free to roll 3d100 this time, to get the best out of three out of the way. I'll go back to standard best out of three rolls, this is an exception.

>>3571914
Map is without a doubt coming with kingdom information.

As a side note, how do you guys feel about the voting times? Too short? Too long?
>>
Rolled 38, 99, 64 = 201 (3d100)

>>3571980
Voting time seems fine to me, only situation where I'd complain about it being too short would be if it was for a major plot point.
>>
>>3571980
It's the votes themselves that bother me desu. I don't really feel like voting because these votes don't feel all that important. As in, our character isn't really doing anything yet.
>>
“So… You wanted to discuss something, your highness?” Adelaide glances at you from across a table. You asked her to dine with you after your coronation. The old, stately woman obliged. You know little about her, but it seems her bluntness wasn’t feigned.

“It’s a trifling issue, I wished to speak to one of the pillars of our government. Thank you for the support over the years.”

“So it’s me? I thought you’d go after Jacob. He knows.” ...Nevermind, she’s more graceful than you thought. Still, you aren’t sure if you want her fully out of the picture. In addition, you can’t help but note how she left your… traits unsaid. As you figured, she knows you quite a bit. Regardless, you keep your face calm. You’ve got social grace all your own. “Or Geoffrey. I can’t find anything new on him. I’ve tried, and I’ve got contacts in the nobility.”

Huh.

“Please, do not misunderstand me. I do not intend anything untoward.” You inject just enough bewilderment into your words to hopefully make her doubt herself.

“Oh. I’m sorry, I didn’t mean it like that. I just wanted to know your thoughts. Still, I am curious. Why me?” She leans in closer to you. You push for more information. For once, you’re in a position to do so.

“Well, as my most trusted advisor, I had hoped to study under you in a-”

“Cut it. You’re better than me. Please, be honest. I’ve served you all these years. Even when you asked for terrible things, I did them without question.” She furrows her brow. You see clear concern. You rarely met with her in person, for many reasons, but you’ve never seen that expression.

Still, useful.
(True temperament revealed: Loyalist.)

“If you insist,-”
Decision time. Nice 99+48(24 diplo...)=147 and picking the secret Loyalist. Pick one.
>I need to put my skills to use. You’re the only one I feel safe with broaching this topic. (Gain all the info she has on counselors and internal factions.)
>But, I can’t be anything but straightforward. I need to know: Why did you take me under your wing? (???)

And finally, how do you deal with her?
>Leave her in office, but she just handles small minutiae and keeps the council off your back. (Sinecure, she doesn’t do anything. Still, having the head of a secret, compartmentalized spy network stick around is bound to cause confusion for a while.)
>Have her resign. It’ll be sudden, but she’s sharp enough to deflect suspicion. (She’s gone. You have full reign of her old spy network, and she can keep serving and collect information without as much suspicion. Unfortunately, there will be a new appointment eventually, and ruckus over why she resigned.)
>Have her killed. It’ll actually be less suspicious. (She’s dead. Lowers ??????. There is less suspicion for you, as everyone assumes it had to be someone less fond of her/known to be more ruthless.)
>>
>>3572034
Got it. This should be the start of more meaningful votes.

Queen Ophelia I, Queen of Vetesil and Countess of High Edri.
Age: 16 (Birthday in January)
Diplomacy: 24
Martial: 8
Stewardship: 10
Intrigue: 19
Learning: 15
??????: 20

Kingdom of Vetesil, January, 50 A.S.
Food: 50/100 (Affects population and public order)
Prosperity: 30/100 (-40% income)
Public Order: 40/100 (-1 Prosperity per turn. -4 to any rolls.)
Population: 250,000? (Affects certain income sources, military numbers, and may affect food)

Military: No clue.
Internal Approval: Measure of how the pillars of state view you.
Freemen: 2/10 (Secret hostility, -3 Prosperity per turn, -10 to Stewardship rolls, chance to embezzle treasury.)
Lower Nobility: 4/10 (Snubbed, -4 to all martial rolls)
Higher Nobility: 4/10 (Snubbed, -1 Food per turn)
Church of Angels: 5/10 (Ambivalent)

Treasury: 400 Silver
Income: 60 Silver/turn (Originally 100)
Expenses: 30 Silver/turn
Net: +30 Silver/Turn

I wouldn't worry too much about stats. You'll be notified of specific threats to the kingdom, and it might be better to make decisions off of that.

It's more a quick measure of how the kingdom's doing.
Answer? Fucked.
>>
>>3572049
>I need to put my skills to use. You’re the only one I feel safe with broaching this topic
and
>Leave her in office, but she just handles small minutiae and keeps the council off your back.
I don't think it's a good idea to get a loyalist out of office right now, we have people biting at our throat right now and we need to make everyone at least ambivalent to us. Plus, who knows who'd replace her.
>>
I'll call the vote now. Next vote should see the first month's decisions for the kingdom. I'll answer questions for an hour or two under the guise of your counselors, and leave the vote going until tomorrow morning.

Writing.
>>
“Your highness, please… I don’t mind being sidelined. I’m simply trying to help you, but with your…” Adelaide’s face falls unexpectedly. She frowns, with that same look of clear concern. She dithers for a few seconds, clearly thinking hard.

“...” You don’t say anything. How could you? It’s clear she’s talking about your weak position. It stings, but she’s honest.

“Your personality.” You’ll gut her. You glance at your scepter, resting on a nearby cabinet. A lithe girl, you’ve never been much for exercise, but you could do it! But, no… You’d gut her if she wasn’t a loyalist, wasn’t a counselor. You won’t forget this. “But, let’s start in order of least importance.”

“... Go on. Please, continue.” You scramble to regain what semblance of grace you had. It’s hard.

“As you might expect, our internal issues have outside causes. The Freemen take Amberland’s grain and gold-.” You interrupt her by snorting in amusement. Can’t you just have them killed? “... Dozens of important merchants and influential yeomen have taken bribes or ‘stumbled’ into good trade deals in Wakefeud.” She recites the information almost mindlessly. Has she been rehearsing ways to break the news to you? The money makes sense, but...

“And as for the grain?” You do your best to keep an even voice. If she didn’t know you, she might be fooled into thinking you mildly distressed.

“... I don’t know. It’s clear that they’re not hurting for it, so it’s got to be for some plan. Still, they’re vulnerable there.”

“Yes. What else?” You steel yourself. Even worse news?

“Our low income. Not just from the bureaucratic tangle of our government and low prosperity, but in general.”

“Of course. We’re missing tallages, and other lords encroach on our rights.”

“Well rehearsed and plausible, but also what Etienne would tell you. I wouldn’t know if I didn’t stumble upon it. Corruption besides Etienne. Not just among the upper rungs like you thought. The collectors and clerks are pocketing money as well.”

“And Etienne couldn’t do it. They’re that entrenched?”

“It’ll take time. Still, you’re a resourceful girl.” Tsk. Adelaide smiles at you despite her impropriety, as if something painful was over. She moves to get up.

...

“Wait.”
>>
She winces. “Why did you say that piece at the start if that was it?” You ask, voice strained. She shakily sits back down. Her fragile smile shatters. She sighs. You’re frowning, mask intact, but doubtlessly riddled with subtle tells only a mother would know. Or Adelaide.

“I’m sorry. I lied. Or rather, I can’t find anything new on Chancellor Geoffrey, but I know plenty.”

“... You think I can’t handle it?” Your tone is low, dangerous. You narrow your eyes. “Out with it.” No use in politeness now.

“Amberland. He is a traitor in league with Amberland. He plans to let negotiations go well, too well, until sabotaging them at the last minute to waste as many resources as possible.”

...

“Go.” Finger trembling, you point at the door. Adelaide quickly leaves, but shoots worried glances at you the entire way out. Your vision blurs.

You hold it in for a few precious minutes. Then, you grab your royal scepter.

Weak as you are, the heavy scepter easily shatters the old wooden chairs you two sat on. Food sails through the air as you topple the table. You manage to keep from screaming as you stumble, clutching your scepter as hard as you can.



You chuck the splintered wood into the fireplace for good measure. You sulk by the fire for a while, but eventually other duties call you. The guards don’t say anything as you leave.

Gained powerful options to handle several crises.
+5 ??????. Now at 25/100.
>>
It takes several days for the court to finally get in order. A thousand minor slights keep you from starting any sooner. You try to ignore it. Geoffrey sits placidly, unaware that you’ve learned he’s a filthy traitor.

Today’s your first council. Sitting around a painted table, your counselors shift in their seats.

They call out the major threats to the realm.

1. The Amberland Coalition, composed of the Duchy of Amberland, Country of Wakefeud, Duchy of West Jureth, and, less relevant, the County of Pike Ford, which opposed your father’s invasion of the Kingdom of Great Gate, is still kicking and very hostile. Said Kingdom is also agitating for lost territory, amassing their admittedly pathetic army on your border.
You know you could try negotiating with them as Geoffrey recommends, especially their less enthusiastic members. Or, you could contact their enemies. Each option here costs 30 Silver.

2. Everyone’s upset. The freemen, in particular, are very upset. They smuggle, siphon income, and exploit the kingdom. You know for a fact that the Freemen are leaning heavily on Amberland. Destroying their connections won’t endear you to them, but will quash their rebelliousness. Geoffrey recommends bribing them for loyalty (Diplomatic). Etienne and Edward recommend you send the military in to break their spirit, so to speak (Martial). You know from Adelaide that you could covertly strike their foreign supporters for the same effect (Intrigue). Each option here costs 80 Silver.

3. The military is in shambles. You eye Edward coldly, but he shrugs. They’re understating it, even your barely competent eyes can tell. Everything is in ruins. The levy system with the lords, training and leadership, rallying troops… You could either send Geoffrey to coax lords into disclosing their levies (Diplomatic) or have Edward review what the levies you know you can call (Martial). Each option here costs 50 Silver.

4. Your income is far lower than what it should be. Tallages have fallen into disuse, and lords are encroaching on your rights. You also know how low level corruption has strangled your income even further, but really, that information is more useful in removing Etienne. You could try to raise your revenue by reasserting your rights or rooting out corruption (Both stewardship), or just use this as an opportunity to oust Etienne (Intrigue). Options here cost 20 Silver.

5. The population is stagnant or, more likely, many people have disappeared from the census to dodge tallages and their levy duties. It’ll be an uphill battle to find everyone, but thankfully Etienne isn’t incompetent, just problematic. The only thing you can do is slowly take a census of your people.(Stewardship). This action will cost about 100 Silver, and is best approached with multiple turns of work.
>>
6. The law is not being followed, and public order is breaking down. The law is always a tricky subject, and will likely need reform. (Learning) This action costs 50 Silver.

7. Geoffrey needs to go! Unfortunately, it’ll take quite the effort to clear house, perhaps the entire month. And further, you think he’s not going to sabotage you immediately, even if you do try negotiating with Amberland. He might even help negotiations to ‘bait’ you. (Intrigue option.) This option is free, but the personal nature will likely raise ??????.



Problems everywhere, as usual. And you don’t have the means to handle all of them.

You suppose it’d only be fair to ask your counselors for advice.

You have a dice pool of two D100’s to distribute to actions, and many problems. You may double down on an action with both D100s. You also have a limited treasury of 400 Silver.

Choose which crises to address and, if applicable, which sub-options, as well as how many dice you want to give. To reiterate, you have two d100s to give, and thus a max of two actions, and 400 Silver to spend.
>Well?

I’ll stick around for a while to answer questions as your counselors would.
>>
One last thing for good measure
On action categories, it might be best to stick to a simpler way to remember how your counselors affect certain rolls for now.

And so:
Diplomacy: Geoffrey (Untriggered Traitor) will act as normal, until a critical roll, where he absolutely sabotages it. You know his trigger is something along the lines of making good progress on countering the Amberland Coalition.

Martial: Edward is Loyal, but Arrogant. He has a higher chance of crit fails.

Stewardship: Etienne is Corrupt, he makes failures worse and will sabotage certain Stewardship actions that attack his backers, the high nobility.

Intrigue: You run this. As such, you use your own excellent intrigue stat, not Adelaide's.

Learning: Jacob is Malcontent, and is mildly sabotaging all your Learning rolls.
>>
>>3572346
Let's stick to our people this turn
>Law reform (learning)
>Freeman (intrigue)
>>
>>3572342
Let's see:
For 1 & 7, we can jerk Geoffrey's chain a bit. Let him he think he's getting us ready for the fall.

For 3 & 5, the military and population is too fucked to tackle first thing, if that makes sense.

For 6, the law is vital, but I fear our ability to fix it with learning may be hampered by our ignorance.

I vote for:
4, Ousting Etienne with Intrigue (20 Silver)
2, Freeman will have their rebellious spirits broken by covertly striking their foreign supporters. (80 Silver)

We be intrigue now.
>>
>>3572342
>2. Everyone’s upset (Intrigue). Costs 80 Silver.
>6. The law is not being followed, and public order is breaking down (Learning) Costs 50 Silver.

I would wait with ousting Etienne, It could make Geoffrey more careful and better prepared
>>
>>3572346
I'll vote for
>Law reform (learning)
>Freemen (intrigue)

Etienne can keep working for now, until we find a replacement. If we can convince him we're acting in the interests of high nobility, he could even help us.

Are write-ins allowed? I'm thinking of a gambit where we allow the lords to pay money instead of providing levies, then use that money to establish our own army and assert our dominance over the lords.
>>
>>3572470
Or even better, we take bribes from the lords and use the money to overthrow them.
>>
>>3572449
+1
>>
>>3572470
>allow the lords to pay money instead of providing levies, then use that money to establish our own army and assert our dominance over the lords.
This is good by requires someone competent to build the army.

>>3572472
>take bribes from the lords and use the money to overthrow them.
Not sure how that'd work.

But I like the cuts of your jibs.
>>
>>3572727
>Not sure how that'd work.
It worked for the future Byzantine emperor Justin.
>>
>>3572797
How would we "use the money" though?
>>
I'm back! I'll leave the voting open for maybe thirty more minutes.

>>3572470
I'm happy to see write-ins, but reserve the right to decide which action category they go into. It should be pretty obvious from the write-in's content, though.

As for your write-in, paying scutage to be excluded from military service is a pretty common occurrence. If you decide to look into military issues later on, however, there will be some complications.

Armies get expensive...
>>
“And what do you want, young queen?” Jacob’s face falls, shifting from the light, grandfatherly grin he carried everywhere to a sharp gaze and a slight frown.

“We discussed legal reform yesterday. As queen, it is only fitting to hear from the experts, especially after you’ve looked into the matter?”

“Of course. Do you know the basics of the law?” He asks, “It may come as a surprise, but the purpose of law is to guide the people and instill virtue.”

You hate dealing with him.

By the end of the meeting, whatever diplomatic skill you have is nullified by irrational hatred. Still, you’re sure he won’t try too hard to sabotage you. He kept insisting on church precepts, but you think you dealt with it well. He argued that secular law focused too much on enriching the crown, over the spiritual needs of the people.

How did you respond?
>Of course you’ll model the law according to the will of the Angels!
>No. Secular law is quite fine, especially on the Wakefeud model.

...Were you lying?
>Yes
>No

_-_-_

Adelaide attended the council meeting as normal, but quickly passed her contacts and network to you. You know many of her spies already, and, judging by their wide eyes and near imperceptible queasiness, they know you too.

Yet, as the de facto spy-mistress, you can’t pass off anything here. You’re making all the major decisions now.

And this month’s target? The Freemen. You gather as many targets as you can. Warehouses owned by bribed leaders, where their families are…

And that damned grain.

Still, there’s quite a bit to figure out. You want to eliminate their foreign support. You could assault the people taking foreign money, until

How intense do you intend to make the operations? Each option selected changes the rewards. Pick up to three.
>Bog standard gathering evidence and imprisoning people would work.
>Loot and burn down warehouses owned by prominent bribed leaders.
>Their families too.
>The grain needs to go. You don’t know what it’s for, but you can check before you ‘borrow’ it.
>In fact, people even affiliated with the bribed leaders should go too. Borrow their lives.
>You had a brilliant idea. Subvert the network by sending your own offers of support to prominent Freemen. Then, gather these proven traitors under the guise of planning. You know what happens next. (Costs another 100 Silver)
>Tip off bandits to assault the ‘peaceful’ caravans that bring in Amberland’s support.
>You’re sure you can trace the warehouses in Amberland that are doing the bribing. They’ll be mysteriously emptied out and set on fire.
>Another way? Write-in.

Regardless of your decisions, roll 2d100 for your actions. Best out of three. (I’d like to multitask with dice rolling and voting.) I'll take the highest total, and leave more time for voting. If you want to select another dice result as well, please say so.
>>
Rolled 73 (1d100)

>>3572992
>No. Secular law is quite fine, especially on the Wakefeud model.
>No
Secular law means we won't have a church crying out against our decisions

>Loot and burn down warehouses owned by prominent bribed leaders.
>Their families too.
>You’re sure you can trace the warehouses in Amberland that are doing the bribing. They’ll be mysteriously emptied out and set on fire.
>>
Rolled 38 (1d100)

>>3573054
>>
Rolled 8, 26 = 34 (2d100)

>>3572992
>No. Secular law is quite fine, especially on the Wakefeud model.
>No

>Bog standard gathering evidence and imprisoning people would work.
>You’re sure you can trace the warehouses in Amberland that are doing the bribing. They’ll be mysteriously emptied out and set on fire.
Arrest traitors and seize their assets
>>
>>3572832
Mercenaries and assassins.
>>
>>3572992
>Bog standard gathering evidence and imprisoning people would work.
>As well as converting some of them into double agents by bribes, threats and taking their families hostage. We need to know what's Amberlend's angle and what's up with the grain.
>The grain needs to go. You don’t know what it’s for, but you can check before you ‘borrow’ it.
>>
Rolled 8, 1 = 9 (2d100)

>>3573090
>>
>>3572992
>No. Secular law is quite fine, especially on the Wakefeud model.

But.. We should give the church a tax break, at the moment their support is important
>yes
It would be interesting to have a mad queen who's pious.

>You’re sure you can trace the warehouses in Amberland that are doing the bribing. They’ll be mysteriously emptied out and set on fire.
>Tip off bandits to assault the ‘peaceful’ caravans that bring in Amberland’s support.
>Bog standard gathering evidence and imprisoning people would work.

Bring outside support to a standstill, then sieze the traitors.
>>
>>3573092
well then

I'll keep voting going for another 20 minutes.
>>
>>3573103
forgot to roll
>>
Rolled 78, 90 = 168 (2d100)

>>3573112
trying again
>>
Rolled 4 (1d4)

Calling vote now.
I'll go with the 73 for Law, as it was a best out of three.
That crit fail on intrigue will hurt.

Writing, may take a while.

It was unanimous on law, but pretty fragmented for intrigue. I'll roll a dice.
>>3573054
>>3573058
>>3573090
>>3573103
>>
It’s a close thing. You thought you could delegate more of your spy network than you did, but several spies were almost caught. Due to sloppy timing, they weren’t notified that their positions were under suspicion, and likely would have been caught by the end of the month.

But then you stepped in. Like a woman possessed, you sort out everything you can, managing to place spies in optimal positions by their personalities, coming to conclusions people hadn’t even considered, and even branching out into Amberland.

Then a spy defects.

Then two more.

It starts a wave. Perhaps disgusted by you, or offered better deals by Amberland, almost all your spies leave you. Your entire Intrigue network is gutted. An entire system, masterfully set up, ruined by personal qualms.

By the end of the month, everything you had set up lie in shambles. Amberland knows what you’ve tried to do. The Freemen know what you tried to do. Thankfully, no one aside from Amberland cared about the bandits.

You lose your composure. For the rest of the month, people avoid you.

You at least sate your anger on the families of your defected spies. It doesn’t help much.

Result:
Your intrigue network is in ruins. All intrigue actions will be significantly harder until you solve the issue. At least when you do fix it, it’ll be stronger than before.
The Freemen know what you did. Freemen opinion down to 1/10. They are not suppressed, but you did do enough damage to halt their plans this turn. (They did not affect kingdom stats this turn)
Amberland knows that you know, and they also know of your embarrassing failure. Whatever they planned has been sped up.

_-_-_

The only bright spot this month is Jacob’s bumbling failure.

After you told him you wanted secular laws in place, he nodded, more to himself than anything.

His attempts to inject religious law fail utterly. Probably because he tried to change basic, if important, parts of the law that you made sure to double check.

For instance, he tried to institute compensation, payment from the defendant to the plaintiff, rather than a tariff of compensation, payment from the defendant to the crown.

In any case, he’s off licking his wounds. You did everything you could reasonably do in a month which, in any case, is quite a lot.

Result:
Much needed income for the crown
Public order increases, although Jacob begrudgingly notes that it’ll take more than a month to fix everything.
>>
At the end of the month, you’ve got some time for yourself.

And that leaves you pacing around your castle. Mistakes everywhere. It took sleepless nights meeting with spies and days spent researching the kingdom’s situation. And yet, things fell apart. Can you afford even a minute of rest?

You have time for one brief personal action. Personal actions raise your ??????, but rely on your own skills as modifiers. After your failure at spying, you are at 40/100 ???????

>It doesn’t make sense. As far as you know, Amberland could pick you apart at their leisure, even without their coalition. Why did Amberland send Geoffrey to sabotage negotiations? (Intrigue)
>Spend a few days meeting with a councilor. (Pick which one, and why) (Diplomacy)
>You can’t help but wonder: what’s the rest of the world doing? You hope they’re doing as badly as you. (Intrigue)
>That damned grain keeps you up at night. Regardless of whether or not you’ve got a spy network, you will find out. (Intrigue)
>Anything else you’d like? (Write-in)
>Just rest. Or keep pacing, if we’re being realistic here. (No personal action)
>>
>>3573221
Critfail sucks, but I like the fluff that it was because our spies just hate us.

>>3573225
>Why did Amberland send Geoffrey to sabotage negotiations? (Intrigue)
We need to understand greater things afoot. The positive side of spectacular failure is that your enemies underestimate you. Amberland knows we failed and won't expect our immediate continued intrigue. Let's pry while their guard is down.
>>
>>3573225
>It doesn’t make sense. As far as you know, Amberland could pick you apart at their leisure, even without their coalition. Why did Amberland send Geoffrey to sabotage negotiations? (Intrigue)
Would it be in character to blame Adelaide for this and arrest her for treason lol?
>>
>>3573313
Absolutely, but at the moment it'd take vote, if you're interested in that.
>>
>>3573326
Nah, we're not at this level of insanity, yet...
>>
>>3573225
>Spend a few days meeting with a councilor. (Pick which one, and why) (Diplomacy)
Can we meet with Adelaide and work on rebuilding the spy network?

If not then I'll just support >>3573313
>>
>>3573355
You definitely could, but it'll be less effective than using a dice during the main decision phase.

I'll give another 15 minutes?
>>
>>3573225
>>It doesn’t make sense. As far as you know, Amberland could pick you apart at their leisure, even without their coalition. Why did Amberland send Geoffrey to sabotage negotiations? (Intrigue)
>>
And, calling it. The winning vote is to investigate Amberland and Geoffrey.
Roll 1d100+13, for best out of three. Yes, even without a functioning spy network, you're good enough at your job to have good odds at finding out anyway.
>>
Rolled 58 + 13 (1d100 + 13)

>>3573398
>>
Rolled 71, 8 = 79 (2d100)

I'll finish the rolls. Update will be up soon.
>>
File: Southern Lands.png (118 KB, 627x830)
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118 KB PNG
You thought something was off. Eight years ago, the coalition soundly trounced Vetesil. Armies sundered and forced to surrender all your new holdings except High Edri back to Great Gate, your kingdom fell into quiescence. They could end you whenever they want, especially since there isn’t a truce anymore.

Internally, Amberland is doing quite well. As you learn, their position as the breadbasket of the north guarantees their prosperity. Externally, it seems none of your neighbors could really threaten them. Great Gate doesn’t stand a chance even if they wanted to. Hundred Isles wouldn’t raise a finger in your defense. No other northern powers could threaten Amberland.

What threat could make them both seek to fight you as soon as possible, but make long-term plans with your internal politics? You still don’t know what the grain means.

Then, you look south.

There are two pretenders to the old Kingdom of Triensel, after whose collapse your ‘kingdom’ formed.

On the west bank of the Tideran River, the most legitimate pretender holds power. King David III and his son, Prince Alban, are both descendants of the old royal line, the house of Teres. Beloved by all and leading a powerful coalition from the ancestral capital of Vitre, they are the most powerful among the shatter-kingdoms.

On the east bank, King Ferdinand rules another kingdom. Less influential and, as rumor has it, descended from peasant roots, Ferdinand is the less popular pretender. His pragmatic nature hasn’t won him any friends among bystanders, but he is a close second and has cultivated like-minded allies.

Within the last half decade, the Kingdom of Feod, an eternal rival and threat to Amberland, has signed on with the west bank, and what little news you can dig up from so long ago indicates that the King of Feod was personally persuaded by the young prince Alban.

And recently, there have been rumors of a coming conflict between the two power blocs. You had ignored it since it was a southern matter, but now?

Amberland is clearly concerned. Troop movements show them slowly bringing their army back from your border. Other coalition members move armies even less subtly, committing fewer men each month.

You don’t know why, but the message is clear regardless.

If Amberland can’t strike you soon, their next chance won’t come for many years.

Result:
+10 ??????
In perhaps a year, Amberland will no longer be able to threaten you.
Geoffrey was sent to give them a reason for war that might obligate everyone to join. The other coalition members know that Amberland will soon be distracted, and are trying to pull back to defend themselves.
If they cannot goad a war, Amberland will try to sabotage you as much as possible, to keep you too weak to capitalize on their inattentiveness.
Diplomacy options to handle Amberland.


Note on the map: Contiguous green countries indicate the east bank's coalition.

Contiguous blue countries indicate the west bank's coalition
>>
Kingdom of Vetesil, February, 50 A.S.
Food: 49/100 (Affects population and public order)
Prosperity: 30/100 (-40% income)
Public Order: 45/100 (Affects rolls and prosperity)
Population: 250,000? (Affects certain income sources, force limit, and may affect food)

Military: Still no clue.
nternal Approval: Measure of how the pillars of state view you. Having loyalty at or below 2 or at 0 triggers special debuffs.
Freemen: 1/10 (Open Hostility, -4 Prosperity per turn, -10 to Stewardship rolls, chance to embezzle treasury.)
Lower Nobility: 4/10 (Snubbed, -4 to all martial rolls)
Higher Nobility: 4/10 (Snubbed, -1 Food per turn)
Church of Angels: 5/10 (Ambivalent)

Treasury: 324 Silver
Income: 84 Silver/turn
Expenses: 30 Silver/turn
Net: +54 Silver/Turn
>>
What a rough month. It’s February now. The court meets as usual, but you note Adelaide and Jacob both look worse for wear, although for different reasons. You nod at Etienne, who hasn’t made any trouble and took strides to look less like a pig for some reason. Edward shows up drunk, probably due to the cursory reviews you can get of the army. Geoffrey is there before you. He gives you an easygoing, placid smile that you know he can’t fake.

He’s clueless.

Your councilors call out the current issues plaguing the realm.

1. The Amberland Coalition is getting bolder as they run out of time. The Kingdom of Great Gate continues being annoying, if irrelevant, yet you know that they’re trying to start an incident, and whatever they’re planning it’s going to be multi-faceted.
Of course Geoffrey, always the traitor, still recommends negotiating. In truth, it still might work on the lesser coalition members, since he hasn’t been activated yet, and it might leave them with even less time. (Diplomacy). However, you might want to fully flip the script, and secretly negotiate with lesser coalition members, while giving Amberland the cold shoulder. (Diplomacy) You still could simply contact the coalition’s enemies. Perhaps Feod would like to know about their old enemy’s troop movements. (Diplomacy) Each option here costs 30 Silver.

2. The Freemen continue picking at you. Before, they hid their attacks under paperwork or at night. Now, you’re fighting your merchants and yeomen in the open. They take refuge in Wakefeud and agitate their peers from across the border. Geoffrey cuts his losses here and doesn’t speak up. Edward, rather smug, advocates using your palace guard and whatever levies you can scrounge up to wipe out any opposition at home. (Martial). Etienne wholeheartedly and hastily agrees with this course. Interesting. Costs 100 Silver.

3. You need to be ready for Amberland. With each passing month, the paperwork you have is more out of date. You’ve probably lost even more men since last month. What scant new reports you find agree with you. Geoffrey and Etienne both advise you contact your lords as soon as possible, (Diplomatic) while Edward recommends creating new knights from your land to serve as new recruiters (Martial). It might not be a bad idea to burn away the crumbling levy system for now, and hire mercenaries until you can get a new one started. (Martial) Each option here costs 50 Silver, except the mercenaries, which cost 100 Silver.

4. Your income is slowly recovering, but corruption on all levels keeps siphoning it away. Furthermore, many cities have simply not been paying you their tallages. You still could leverage the low-level corruption to remove Etienne, but he has been oddly helpful this month. You could try to raise your revenue by reasserting your rights or rooting out corruption (Both stewardship), or just use this as an opportunity to oust Etienne (Intrigue). Options here cost 20 Silver.
>>
5. More people have slipped from the census, moving between cities during the chaos of last month. The only thing you can do is slowly take a census of your people. (Stewardship). This action will cost about 100 Silver, and is best approached with multiple turns of work.

6. The legal system is recovering, but needs more work to fully function. Your sheriffs and bailiffs are confused on the sudden changes, and Jacob feels that he needs to write an entire treatise on how the law works in practice. Of course, he isn’t happy with how the law looks. (Learning) Costs 50 Silver.

7. You’re sure Geoffrey’s secretly happy with your failure.Still, you think he’s not going to sabotage you immediately, even if you do try negotiating with Amberland. He might even help negotiations to ‘bait’ you. (Intrigue option.) This option is free, but the personal nature will likely raise ??????.

8. In the afternoon, after court, you receive numerous letters. A half dozen prominent and high-ranked lords write to you, not Geoffrey, concerned about foreign grain. It may take all month to piece everything together, but they seem genuine to work with you. Interesting. (Intrigue) No cost.

9. Your spy network is essentially gone, leaving you vulnerable to all sorts of espionage. However, the framework you put together is strong enough to survive so many spies leaving. Your spy network should be at former capacity quickly, and leaves room for easy expansion later. (Intrigue) Costs 100 Silver.

You space out as your heralds read letters from your neighbors. Most remark, albeit apathetically, on your failed endeavor in Amberland.

Duke Laurent of Amberland himself writes you. He starts the letter by addressing you as ‘countess.’ You order your herald to burn the letter without looking at the rest.

Once more, you have a dice pool of two D100’s to distribute to actions, and many problems to address. You may double down on an action with both D100s.

Choose which crises to address and, if applicable, which sub-options, as well as how many dice you want to give to each action. To reiterate, you have two d100s to give, and thus a max of two actions, and 324 Silver to spend.
>Well?
>>
>>3573553
>2. The Freemen continue picking at you. Before, they hid their attacks under paperwork or at night. Now, you’re fighting your merchants and yeomen in the open. They take refuge in Wakefeud and agitate their peers from across the border. Geoffrey cuts his losses here and doesn’t speak up. Edward, rather smug, advocates using your palace guard and whatever levies you can scrounge up to wipe out any opposition at home. (Martial). Etienne wholeheartedly and hastily agrees with this course. Interesting. Costs 100 Silver.

and

>9. Your spy network is essentially gone, leaving you vulnerable to all sorts of espionage. However, the framework you put together is strong enough to survive so many spies leaving. Your spy network should be at former capacity quickly, and leaves room for easy expansion later. (Intrigue) Costs 100 Silver.

Pretty much fixing what we fucked up earlier.
>>
>>3573553
2. SmackDown the Freeman
Definitely must do.

3. Need more Martial support. Especially if we're using palace guards now.
>Edward recommends creating new knights from your land to serve as new recruiters (Martial).


>>3573677
Although spy network is a very close third for me.

>secretly negotiate with lesser coalition members, while giving Amberland the cold shoulder.
I really wanna do this, but not yet.
>>
>>3573677
+1
>>
Winner was attacking the freedmen and rebuilding the spy network.

“Your highness, in all honesty, the situation is grim.” Edward, mysteriously, doesn’t stink of beer today. He’s wearing actual armor as well, rather than the over-decorated court dress he insists on taking everywhere. There’s a gleam in his eyes that you can’t quite place.

“That is fine. We can have the rest of the palace guard come as well. They can't have too many guards, can they? You’ve always been insistent on how you’ve drilled them yourself. If it’s you, I have faith in them.” He flashes you a proud smile. His teeth are, unfortunately, very yellow. He quickly, and uncharacteristically, shifts back into a more serious expression.

“Unfortunately, my predictions already have all the palace guard participating. They would carry the effort, and hit the targets most likely to be guarded.” His expression tightens, but he simply looks at the door.

"Is something wrong?" You ask him. He turns back to you but hesitates.

“... I’m sorry, but I think it would be best to hold off until our guest arrives…” He gestures at the door meaningfully. “In the meantime, we should go over the levy.”

For a while, you discuss the levy. Or rather, its pitiful state. Most documents you have are outdated. As a result, most of the men you rally are outdated: old veterans.

Then he arrives.

“Sorry… I had to make some meetings. Your Highness. Edward.” It’s Etienne. Visibly sweating and haggard, he’s a far cry from the weaselly wastrel you remember.

“Did you get them…?” Edward anxiously asks. “Ah, I’m sorry. If I may speak plainly...” Unamused, you nod. “Etienne has many connections to the lords. While in the past he was reluctant to call on them for aid, the situation has changed?”

“That’s right. To make a long story short, your servants have heard your plight and offer aid.”

“...Aid?” You’re definitely not amused. But you are intrigued. You thought that after you delegated meeting them as much as possible the lords wouldn’t be eager to help.

“Yes, your highness. Many of your greatest servants offer soldiers for your cause.” ...Right.

The High Nobles offer you aid. It will come to the tune of another five hundred soldiers, with promises of another two thousand if truly necessary. You’re sure this is only a fraction of your true levy. However, there’s a catch. Of the things Etienne clumsily hinted at, the price for aid is that the high nobles expect you to stop pushing for soldiers beyond the 2500 they offer.
>Accept their aid
>Nope.

He wouldn’t speak on why the lords would so suddenly offer aid.
Regardless, you already have a force to the tune of 500 men. In summary, they’re a decently trained group. Although your levy is a mess, the unit as a whole sidesteps most issues by having well-trained palace guards scattered throughout, and are small enough as a unit that Edward can command all of them.
>>
You meet with Adelaide later on. She also has a weird gleam in her eye as she watches you make plans.

You admit that you’re still frustrated from last month’s failure. Sometimes you can’t look at your old ledgers without flying into a… Well, you know.

Still, things aren’t all bad. In the past, Adelaide’s spy network was focused on internal matters, with only two or three agents regularly making reports on foreign countries. It was incredibly reactive to outside interference. Yet, it also let her quash countless internal plots.

You can change that.

“Adelaide, why didn’t you assign more spies to watch outside our borders?” She blinks. You don’t usually ask her questions, and even then a lot simply handle the grunt work.

“Everyone was at our throats when I started, after the war… Well, there wasn’t a point in keeping tabs on our neighbors. We certainly couldn’t stop them. We knew that there would always be someone plotting against us. Anything we could have caught in foreign courts could be caught on the streets.” She recites.



What a weak excuse.

You scoff. That’s not it at all. But still, she’s loyal, and whatever happened then is irrelevant now.

How do you build your spy network?
>Foreign focus, with a brief web to dissuade any attempts that get through. It’ll help you take covert action on enemies outside, but give internal enemies free reign.
>Internal focus, with a small web to watch foreign courts. This is what Adelaide had, and relies on catching espionage foreign espionage after it starts, but lets you keep a tight watch on internal enemies.
>Mixed focus. A mix between the two, acceptable at catching both internal and external threats before they start, but good at none.

As before, cast votes and also roll dice: a 2d100. Best out of the first three like usual.
>>
Rolled 25, 59 = 84 (2d100)

>>3573990
>Accept their aid
They made a mistake. We will turn this meager few into a fighting force they would fear.

>Mixed focus. A mix between the two, acceptable at catching both internal and external threats before they start, but good at none.
>>
>>3574095
"About that, your highness: as with any levy among the shatter-kingdoms, we cannot call raise men without good reason, or without adequate compensation. And even with large sums of money, the nobility would balk if we kept them for too long."

However, Edward draws plans along your line of thought. It's weird seeing him have so much initiative.

He estimates that if you really wanted, you could maintain about a thousand men at a high cost of 100 Silvers/month, AKA 10 Silver/month for every hundred men. These all come from your personal domain. However, it would require an action on its own, perhaps in your spare time or next month's decisions.
>>
>>3573990
Wearing armor when not expecting combat is strange. Did Edward expect someone to jump him in the palace?

>>3573994
>Accept their aid
They don't want to give more people? All right, we'll institute scutage.

>Mixed focus. A mix between the two, acceptable at catching both internal and external threats before they start, but good at none.

>>3574117
>we cannot call raise men without good reason
The commoners are getting too uppity, it's as good a reason as any.
Still, if we want to concentrate power in our own hands, we need to rely on the commoners, not the lords. We aren't up to a good start.
>>
>>3574146
"A-ah. I wanted to see if it would fit."

You stare at him expectantly. He squirms.

"In all candor, I can't help but feel as if I have been a burden. I plan to lead a smaller squad of palace guards on reconnaissance immediately, while we wait for the levies to arrive."

Truthful, but not complete. You're not sure you could squeeze the full truth out so easily.

Etienne seems stunned at your words for a bit, but after blinking away the confusion, he hastily agrees.

"Indeed! The commoners have been uppity for too long! We should speak about this later, your highness!" He chirps out.
>>
Rolled 43, 71 = 114 (2d100)

I agree with the other anons so I'm just gonna roll
>>
Rolled 15, 41 = 56 (2d100)

I think I'll call the vote now. I'll roll another set of dice for a best out of three.
>>
Some mediocre dice in this quest
>>
Great plumes of smoke rise over the small city growing near your castle. Within the first week, dozens of merchants and their ratty families find new homes in your dungeon.

All over your demesne, and to a lesser extent the rest of the kingdom, prominent merchants and yeomen are attacked in their homes. You can’t catch all of them, and you’re sure many of them quickly got rid of the evidence. Still, you publish great lists of wanted merchants in every major city. You can’t get all of them, but you get enough. Many lords participate in the action, having their men seize warehouses in your name.

Unfortunately, they don’t send the wealth back very often.

Still, you’ve done good work in this regard. The high nobility have come to an accord with you, the freemen are heavily weakened and unable to rebel, and you’ve seized quite a bit of money, enough to cover the entire operation.

Of course, knocking out a pillar of state would be disastrous. You have to spare many of the uninvolved bureaucrats, merchants, and yeomen that help you govern. They elect new leaders. They still hate you, but they’re quiet about it for now.

… That foreign grain worries you. The high nobility are fine giving it to you though. They also send reports on their levy sizes. You can’t help but notice some less aware lords send you reports with fewer soldiers than the amount they sent on their personal raids.

Result:
The Freemen are quashed for at least the next few months. They do not affect the state this month, or any month until they recover the gall to rebel again.
You’ve got a clear military count now. 3500 men. It’s definitely less than what you really should call, but it’s better than nothing.
High Nobility loyalty up to 5/10.
Recover the cost of this operation.

_-_-_

The spy network is easily repaired. It starts with a simple fence of loose-lipped tavern dwellers and servants, essentially paid a small amount to gossip.

Then you recruit particularly bright gossipers, any ‘honorable’ thugs you find, and retired professionals to train them.

From the ground up, it’s your network. You haven’t had the years to compartmentalize or professionalize it like Adelaide had, or even a few months to get them up to speed, but it’s growing. You also have a large group pose as merchants and entrench themselves as reputable vendors in foreign cities.

Results:
The penalties on intrigue are lessened. They’re green and unused to working together, but in the coming months they’ll get better at their jobs.
You’re less vulnerable to enemy intrigue, and can get a little news on foreign affairs.
>>
There’s still work to do. You stay up late looking over documents you know you’ve seen a hundred times.

… (High ??????)

You realize that you wrote this one yourself. You tear it up for good measure, and slump at your desk.

You stay there for a good while, and even start winking off to sleep in your seat.

But, the world is bent on punishing you. You lose several hours of sleep that night as you rewrite the document you tore apart.

Queen Ophelia I, Queen of Vetesil and Countess of High Edri.
Age: 16 (Birthday in January)
Diplomacy: 24
Martial: 8
Stewardship: 10
Intrigue: 19
Learning: 15
??????: 50/100

Do you take a personal action? They use your personal stats and increase ??????. For the record: your character sheet as of the end of the month.
>Grain. Now. You need to know what they’re planning. (Intrigue)
>Schedule a few last-minute visits with the high nobles that contacted you at the start of the month. (Diplomacy)
>Set up a system to raise a permanent retinue. It’ll be costly, and draw men from your levy. (Martial)
>Spend a few days meeting with a councilor. (Pick which one, and why) (Diplomacy)
>You can’t help but wonder: what’s the rest of the world doing? You hope they’re doing as badly as you. (Intrigue)
>Write-in?
>Just rest. You need it. You barely get enough sleep as it is. (No personal action).

AN: I'm signing off for tonight. Thanks to everyone that voted!
>>
>>3574195
>Grain. Now. You need to know what they’re planning. (Intrigue)
>>
>>3574195
>Grain. Now. You need to know what they’re planning. (Intrigue)
>>
>>3574195
>Grain. Now. You need to know what they’re planning. (Intrigue)

Let's focus on the most time intensive stuff first.
>>
>>3574195
>Schedule a few last-minute visits with the high nobles that contacted you at the start of the month. (Diplomacy)
>>
>>3574195
>>Grain. Now. You need to know what they’re planning. (Intrigue)
Yeah, I wanted to get in good with the high nobles.
But the grain...
It haunts us...

But seriously, we need to rest before we get too dotty.
>>
Rolled 11 (1d100)

Alright, late start, but let's jump into it. I'll roll a d100 now and wait thirty minutes for any other dice.

Winner is investigating grain
>>
Rolled 89, 54 = 143 (2d100)

Calling and writing. I'll roll the other two dice.
>>
Most of the merchants you captured aren’t aware of the plan. They’re playing along for the ride since they see an opportunity to strike it rich.

Still, you’ve got dozens of prisoners and dozens of levers to get them talking. It was very funny to have one merchant claim he can’t talk for fear of reprisal against his loved ones, only for you to drag his entire extended family into his cell.

In the end, you piece together the plan from a dozen prisoners.

In a convoluted network, grain from Amberland, sold at low prices only the breadbasket of the north could afford, reaches your burghers and yeomen.

The yeomen as a whole plant more lucrative crops now that their food needs are met.

The burghers individually decide that they don’t need to buy home-grown grain anymore, now that they’ve got a ‘friendlier’ source that’s only a little more expensive.

It’s a plan with many possible points of failure, but the cost is extremely low. Just two hundred silver and a fraction of the grain from their giant storehouses to shackle a country. It had been chugging along for a couple years already.

And yet? That wouldn’t do enough damage fast enough. It would take years for your agriculture to switch, and requires constant effort from Amberland. With conflict brewing in the south, they no longer have several years. So they planned to expand the operation.

That’s where it failed.

Realizing their plan wasn’t fast enough or that you might know what was going on, they reached out to the high nobility, who control most of your agriculture.

Amberland proposed a deal to supply grain in exchange for lucrative crops. Thankfully, many nobles were wary since grain was their main source of revenue. While some lords did take the deal, a lot of more conservative lords refused. The most important among them, powerful nobles who prefer your weaker government, contacted you earlier this month.

If Amberland had succeeded, or at least you didn’t take notice in time, they could have subverted enough of your agriculture this year to keep you dependent on their grain. It would have been a nearly invisible change, right up until the harvest.

It seems your nobles actually did their job for once in defending the realm. Etienne, in particular, fought Amberland’s efforts at the behest of his backers. Of course he didn’t make much progress, and hid it from you...

Their plan is still in motion, but is stalling. They’re not willing to abandon years of work so easily.

Maybe you could take advantage of it.

Result:
You know what Amberland tried to do, and have ideas to counter it.
Stewardship options to trick Amberland’s spy network next turn.
+10 ??????
>>
File: Politics Zoom T3.png (71 KB, 1134x661)
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Kingdom of Vetesil, March, 50 A.S.
Food: 49/100 (Affects population and public order)
Prosperity: 30/100 (-40% income)
Public Order: 43/100 (Affects rolls and prosperity)
Population: 240,000? (Affects certain income sources, force limit, and may affect food)

Military: You know you can get 3500 men. Due to a failing levy system, each thousand men levied cost 150 Silver. In Defensive Wars where you don’t leave your land, upkeep is 50%.
Internal Approval: Measure of how the pillars of state view you. Having loyalty at or below 2 or at 0 triggers special debuffs.
Freemen: 1/10 (Open Hostility, Quashed and cannot affect the kingdom)
Lower Nobility: 4/10 (Snubbed, -4 to all martial rolls)
Higher Nobility: 5/10 (Ambivalent)
Church of Angels: 5/10 (Ambivalent)

Treasury: 278 Silver
Income: 84 Silver/turn
Expenses: 30 Silver/turn
Net: +54 Silver/Turn
>>
Etienne and Edward walk in together, talking and laughing about whatever gross things old, sleazy men like.

Jacob is losing sleep over the legal reforms, and almost snaps at you in court. He spends most of his time answering questions from bailiffs nowadays.

Adelaide bows deeply to you, and takes her seat without a word.

Geoffrey looks haggard and pale, but otherwise behaves as normal.

As usual, your councilors discuss the major issues plaguing the realm.

1. You’re aware of what Amberland is doing now. Otherwise, the situation hasn’t changed. They’re still agitating to trigger a war, but their efforts are still half-hearted plots. More and more soldiers leave their borders. Your spy network estimates that, compared to the original estimates of nearly eight thousand soldiers ready to invade, the coalition may only have five thousand that they’re willing to commit. That’s still half again what you have, and invariably better trained, but it’s something.
Geoffrey continues recommending negotiations. He’s rather frantic about it. In truth, it still might work on the lesser coalition members, since he hasn’t been activated yet, and it might leave them with even less time. (Diplomacy). However, you know that the other coalition members are aware that Amberland might leave them hanging soon. You could contact them. (Diplomacy) Or, you could contact the coalition’s enemies. Perhaps Feod would like to know about their old enemy’s troop movements. (Diplomacy) Each option here costs 30 Silver.

2. Amberland tried to hold your food supply hostage in a convoluted scheme. You know some burghers that were innocent of taking bribes but hate you. With some ‘persuasion,’ you could arrange for them to take grain and send it to you. Amberland is trying to get as much grain into your country as possible. It wouldn’t be hard to get their frustrated agents to dump money and food into your hands. (Stewardship) Costs 50 silver.

3. You were discussing how best to trick Amberland, when a messenger rushed into the hall. Panting and mildly terrified, he brought news. Great Gate has pushed into your land. Two thousand soldiers press into your holdings at High Edri, led by the aged king himself and his martially-inclined son. They’ve only crossed in a few miles and are holding back to avoid provoking you further, but it's enough to exert control on much of the county. Rally an army to repel them. (Martial) (Silver dependent on army size. Planning ahead, a thousand men cost 75 Silver/month. May fight for multiple months)

4. You need more soldiers. Or better soldiers. While Great Gate might have a pathetic army, so do you. You think that you could either hire mercenaries (Martial), raise and train the men you have (Martial), or knight more men and have them squeeze more soldiers out of your domain. (Martial). The mercenaries would likely cost about 100 Silver. Training men costs about 50 Silver. Knighting men will sap your income.
>>
5. In times of crisis, you can squeeze a lot of money out of your holdings. It will take a mountain of effort and likely sour relations, but you can either offer a scutage of Great Gate to excuse lords from sending their levy (Stewardship, and lowers army size for the duration of the conflict) or press the screws on your cities with emergency tallages (Stewardship, will likely lower prosperity). Each option here costs 30 Silver.


6. You could also raise your income in less damaging ways. You can either enforce your rights and normal tallages (Stewardship) or conflict the corruption that infests your bureaucracy. (Stewardship). Each option costs 20 Silver.

7. Somehow, ten thousand people have disappeared from your rolls, likely trying to avoid levy duty. It wouldn’t give you much income, but a quick census would leave you with more men. (Stewardship). This action will cost about 100 Silver, and is best approached with multiple turns of work.

8. The legal system is still recovering. The situation is slowly back-sliding into chaos, as different judges give conflicting judgements. Often, cases devolve into arguing which judge has the more legitimate verdict. Jacob still feels that he needs to write an entire treatise on how the law works in practice. (Learning) Costs 50 Silver.

9. It’s clear that Geoffrey is just one plot among many that Amberland is using to weaken you. Having a traitor you can feed false info in times of peace is fine, but can the same be said for wartime? He should go. Now. (Intrigue) Free cost, but likely raises ??????. You are at 60/100 ??????

10. You don’t know much about military matters, but you do know it doesn’t make any sense for Great Gate to advance into your lands with such a tiny, underprepared army. Is this another Amberland plot? Get your spy network to check. (Costs 50 Silver)

As usual, you have 2 D100’s to distribute to two actions. You can double-up on an option. You also only 278 Silver to spend.
>Well?
>>
Can't read & vote until an hour and a half
>>
Rolled 46, 40 = 86 (2d100)

>>3575490
>10. You don’t know much about military matters, but you do know it doesn’t make any sense for Great Gate to advance into your lands with such a tiny, underprepared army. Is this another Amberland plot? Get your spy network to check. (Costs 50 Silver)
This is fishy. We need to know what's going on before we act.

>>3575488
>4. You need more soldiers. Or better soldiers. While Great Gate might have a pathetic army, so do you. You think that you could raise and train the men you have (Martial), Training men costs about 50 Silver
And we need the strength to act.
>>
Low damn rolls.
Others gotta get in here.
>>
Rolled 12, 13, 23, 35 = 83 (4d100)

I think I'll just call it now, I'd like to get a few more updates in before the end of the night.

>>3575807
Usually I'd save the rolls for after the second planning phase, but I'll roll first this time.

Writing!
>>
>>3576179
>I'd like to get a few more updates in before the end of the night
Sounds good.
I may or may not fall asleep, but I'll be here.

>dem rolls
By my quick count, two thirds of our 1d100 rolls in this quest have been below 50.
It's the madness, I tells ya!
>>
It’s not too hard finding out why Great Gate is pushing so hard.

They’re in a worse situation than you are. Angry peasantry, reliant on Amberland for food, and with a nobility half-ready to join the Baron’s Pact, King Jeremiah II has been pushed into a corner.

Great Gate did not plan their attack with Amberland. In fact, they disregarded orders to hold back, hoping they could trigger a conflict that would drag in the coalition. You don’t have all the information, but Great Gate’s army is even worse than you first thought. Filled with disloyal commanders and already fraying despite not having fought, the army has to move at a slow pace to avoid outrunning overstretched supply lines.

It almost sickens you how optimistic King Jeremiah and his son are. However, you'd be a poor spy mistress if all you got was information. You’ve thoroughly infiltrated their camp. You have a few people in relatively important positions, in particular, one spy became a ‘liaison from your allies, the coalition.’ They don’t bat an eye when grain from Amberland arrives.

But, you’ve got an opportunity now. Pick 1:
>Sabotage their army. They wouldn’t break, and will probably try to live off the land, but you could have spies poison their food and water. They’re already suffering from attrition, having a relatively narrow land border with Amberland.
>Have your liaison deliver a message to Amberland, claiming to not need any help. It’s not even entirely false. He has sent out letters from King Jeremiah wondering why you haven’t retaliated. You could fight Great Gate without any interruption.
>Involve the Baron’s Pact. Composed of various independent lords and a few splinters from Great Gate after the last war, the Baron’s Pact would prefer if Great Gate suddenly collapsed. They have a smaller army, but one not ravaged by a devastating war, and would appreciate knowing they could freely raid Great Gate.

_-_-_

Edward’s bluster almost dooms you before the training begins. He’s perfectly competent, yes, but his arrogance nearly caused several important lords to return with their levies. They wouldn’t have been clearly in the wrong.

Etienne works his magic here. He’s become Edward’s fast friend, and, perhaps realizing exactly what you’d do, persuaded the lord to not make himself a target of your ire.

Still, the lords grumble about having to drill their peasants this close to harvesting season. According to them, It’s not as if you’ve taken enough men to actually impact harvests, but it’s the principle.

Of the 3500 men you can theoretically call, Edward trained a thousand to not-trash standards. Realizing early on how he’d never get to everyone, where did he focus?
>Focus on your personal levies
>Distribute the training evenly.
>As an apology, focus mostly on your vassal’s men.
>The worst off, the ones you'd give good odds of accidentally beheading themselves.
>The best, typically knights and your palace guard.
>>
>>3576215
>>Focus on your personal levies
>>
>>3576215
>Involve the Baron’s Pact. Composed of various independent lords and a few splinters from Great Gate after the last war, the Baron’s Pact would prefer if Great Gate suddenly collapsed. They have a smaller army, but one not ravaged by a devastating war, and would appreciate knowing they could freely raid Great Gate.
It would be nice if they raided Great Gate and caused their army to return back.
At the same time maybe we could enter talks with GG's king to drive a wedge into the coalition? Point out how Amberlend has leashed them like dogs and so on.

>The worst off, the ones you'd give good odds of accidentally beheading themselves.
>>
Rolled 59 (1d100)

>>3576205
"It's not me, it's my disloyal subjects!"

>>3576313
"Unfortunately, Great Gate will probably never forgive us for your father's late invasion. Maybe returning High Edri to them would make them focus on greater threats, but... Wait a minute, what makes you think there's any conflict between your- I mean, our enemies?"

Geoffrey tries to note down what you say, but you manage to trick him. He 'convinces' you that Great Gate and Amberland are complete and natural allies.

... Anyway, I really want to get the personal action update out, so I'll do a dice roll for the second decision.
>>3576249
>>3576313

Writing.
>>
>>3576215
>>Involve the Baron’s Pact. Composed of various independent lords and a few splinters from Great Gate after the last war, the Baron’s Pact would prefer if Great Gate suddenly collapsed. They have a smaller army, but one not ravaged by a devastating war, and would appreciate knowing they could freely raid Great Gate.

>>Focus on your personal levies
Ideally, I'd suggest including at least a handful from each vassal, to show a return on their GRANTING US WHAT IS OWED! But whatever.

>>3576313
>we could enter talks with GG's king to drive a wedge into the coalition? Point out how Amberlend has leashed them like dogs and so on.
Ooh, I like this.
We don't attack them.
Their enemies strike as they occupy us.
Amberland urges stretch them to stretch thin as we encourage them to see to their own.
The more public the message, the better.
Let his dissenting lords know that Amberland wants them to sacrifice, their homes are being burned, and our kingdom has yet to raise a hand to them, with our *ahem* "mighty" army.
Yeah, that's the ticket!
>>
Rolled 22 (1d100)

>>3576368
Whoop!
It's above fifty!
>>
>>3576374
Wow. You got this in right as I was about to write the second decision. I'll count it, and adjust my work.
>>
Rolled 96 (1d100)

>>3576379
Madness.
>>
>>3576380
Sweet Christmas!

Bless your refreshing QM heart.
>>
(I may have accidentally rolled a 1d100 instead of a 1d2)

By the end of the month, a few lesser lords have returned to their fiefs, which are now under threat from Baron’s Pact. They justify it as defending the east from traitorous barons. Still, it’s only a few hundred men.

Amusingly, King Jeremiah had to execute or imprison several lords. It turns out several lords had already made plans to jump ship to Baron’s Pact, and had suspiciously intact fiefs, surrounded by a sea of ruined land.

Baron’s Pact ravages miles of land within a month. They’re too far to threaten any major cities, but have forced many peasants to flee westward.

But that’s besides the point. Jeremiah has no clue what happened, his army is down to maybe 1700 men, and if he doesn’t push hard and recklessly, he’ll collapse. Although, that last bit may not bode too well for you.’

Result:
Baron’s Pact is ravaging Great Gate, and Jeremiah can’t do anything about it. If he can’t make big gains by next month, his army will collapse. However, that does mean that he’ll make big gambles.
Great Gate army took 15% casualties due to attrition, deserting lords, and sieges.

_-_-_

You’re not the best at matters of war, but you expected more from Edward. He’s deeply apologetic whenever he’s not drinking, and if he wasn’t taking his failure so personally, you might have taken it personally instead.

As is, his family can sleep soundly tonight.

At least the effort wasn’t wasted. You’ve got a good measure of your men now, and some aren’t too incompetent.

You discreetly focused on your own levies. You’re not sure if it’ll make an appreciable difference on the field, but your men should survive more. Hopefully the lords don’t notice. Or, they’re so horribly depleted they can’t retaliate.

Result:
Military partially trained and tallied.
You have 400 incompetent soldiers that are only useful as fodder, and would probably make things worse if given an important position.
You have 2000 soldiers that are poorly trained. They’re not idiots or anything, but are mildly worse than they should be.
You have 1000 soldiers that are… Average. They’re not great, especially since they only got a month of training, but really, it’s a miracle they’re not complete failures. What’s more humiliating is that most kingdoms expect soldiers of this quality, without any training.
You have 100 well-trained soldiers. They’re almost all knights, other low nobility, or spare palace guards that already had training.
Generally, your personal levy has a higher chance of survival. The lords may get upset if they find out you prioritized your own men, but finding that their levy isn't trained means they got slaughtered. They won't be able to do anything immediately.
>>
Partial failure: +5 ??????? (This got cut off by the next page in my doc...)
_-_-_

Well. The third month of your rule, and war is already knocking at your door. Great Gate may not say it, but you’re sure they’d pounce on any perceived weakness.

You had another of Edward’s aides exiled today. The fourth one this week. Grown men wept. You thought it was because they were ashamed at their failure, or were begging you for mercy.

No. They were relieved that you didn’t do anything worse to them.

Ashamed, but mostly angry, you fled to your room.

Queen Ophelia I, Queen of Vetesil and Countess of High Edri (Contested).
Age: 16 (Birthday in January)
Diplomacy: 24
Martial: 8
Stewardship: 10
Intrigue: 19
Learning: 15
??????: 65/100

What do you do in the last days of the month? Personal actions use your own stats, but raise ??????
>As countess of High Edri, the land currently being occupied, you still have castles under threat that you should double check. You’re sure you can fit in more grain or kick out some more peasants for the inevitable siege. (Stewardship)
>Write to Great Gate’s notable lords. Focus particularly on the prince. While Jeremiah is a bitter old man irrationally cursing your country, his son may chafe at bearing a grudge he was never involved in. (Diplomacy)
>Set up a system to raise a permanent retinue. It’ll be costly and draw men from your levy. (Martial)
>Spend a few days meeting with a councilor. (Pick which one, and why) (Diplomacy)
>You can’t help but wonder: what’s the rest of the world doing? You hope they’re doing as badly as you. (Intrigue)
>Rest? You’re not sure if you can, but you’ll try. (No personal action)
>Write-in?
>>
>>3576403
>>Write to Great Gate’s notable lords. Focus particularly on the prince. While Jeremiah is a bitter old man irrationally cursing your country, his son may chafe at bearing a grudge he was never involved in. (Diplomacy)

Time to arrange an 'accident'
>>
>>3576403
>>Write to Great Gate’s notable lords. Focus particularly on the prince. While Jeremiah is a bitter old man irrationally cursing your country, his son may chafe at bearing a grudge he was never involved in. (Diplomacy)
"Jeremiah is the problem... Remove him.... See to your own lands... "
Then chew on the walls until it gets less tasty.
I no longer resist the madness.
It is our ally.
It is our friend.
It is our only friend.
Rest is for the weak.
Or also, I imagine, for peasants.
>>
I'll leave the voting going on until tomorrow morning. Thanks to everyone who participated!
>>
>>3576403
>Write to Great Gate’s notable lords. Focus particularly on the prince. While Jeremiah is a bitter old man irrationally cursing your country, his son may chafe at bearing a grudge he was never involved in. (Diplomacy)
>>
Rolled 16, 51, 39 = 106 (3d100)

Unfortunately, there's going to be another late start today. I'll roll the dice and try putting out an update faster when I get back.

Writing to Great Gate's nobles won.
>>
Rolled 47 (1d100)

>>3577263
>>
Rolled 89 (1d100)

>>3577263
I'm just rolling to see if we can get a roll more than a notch above 50.
>>
Rolled 53 (1d100)

>>3577263
Another quest cursed by bad dice
>>
Sorry for the late response guys. Errands suddenly turned into taking someone to the airport.

_-_-_

Things go as well as you expect. You sent the letters in waves, with some suspiciously marked or delivered by expendable and incompetent messengers. Some letters ask for friendship after the conflict is ‘resolved,’ others petition the lords to go home, and others ask for information on their army in exchange for mercy. Most of the letters you wanted to get caught are caught. Great Gate’s lords are rather receptive, but most don’t incriminate themselves. Only a few lords were caught writing responses, and of them, only two or three were writing positive responses. The kicker, and what you were relying on, was that few lords actually report that they've received letters.

Then you send a letter to the prince asking if he could ‘persuade’ his father to go home, and another to your more competent spies. The prince, spluttering and angry, threw your letter in the trash. It seems love trumps common sense.

Your spies later delivered a second letter to the prince. This one was a threat, listing details about the army that your most deeply rooted spies discovered.

The arrests were swift. You made sure to include details about their troop composition and quality. Using exact terminology from their lords, you force the king to imprison many of his lower level commanders.

It’s not enough to break their host, and imprisoning so many dissenting lords actually increased the army’s cohesion, but they’ve lost their best commanders. Well, besides the prince.

Result:
Great Gate’s army is heavily weakened, although they didn’t lose any men.
You’ve discovered that the prince is the general commander of the army. He has Martial 17.
+10 ??????
>>
For the first time in a few months, Geoffrey looks calm and collected. That doesn’t bode well for you. (Geoffrey’s trigger has changed. You don’t know what action he’ll sabotage now.)

Edward is busy collating reports on the levy, and Etienne is helping him. Great Gate’s host may be weakened, but, perhaps realizing how much damage you could do, suddenly rushed forward. They’ve reduced several castles now, and are living off the land. You don’t care about the peasants, but it’s annoying to know they’re stealing your grain.

1. Amberland is still trying to flood you with grain, signalling that they’re not eager to fight you. And yet? They’ve reversed their troop movements. You estimate the coalition can bring 7000 men against you, with more on the way.
Geoffrey is quiet this month. He half-heartedly recommends negotiation (Diplomacy). The coalition members drag their feet on putting soldiers on your border. You think they’re not very interested in the coalition anymore. (Diplomacy) You think Feod would especially like to know that Amberland is removing troops from their shared border. (Diplomacy) Each option here costs 30 Silver.

2. Amberland tried to hold your food supply hostage in a convoluted scheme. You know some burghers that were innocent of taking bribes, but still hate you. With some ‘persuasion,’ you could arrange for them to take grain and send it to you. Amberland has been trying to get as much grain into your country as possible. It wouldn’t be hard to get their frustrated agents to dump money and food into your hands. (Stewardship) Costs 50 silver.

3. This joke has gone on long enough. You need to evict Great Gate as soon as possible. (Martial) (Silver dependent on army size, but planning ahead, a thousand men cost 75 Silver/month in this situation, and you’re not sure how many months it will take.)

4. Continue building up your army. You think you’ve squeezed as much training as the lords are willing to bear, but you could always hire mercenaries (Martial, 100 Silver) or create more knights to levy more people (Martial, saps income).

5. In times of crisis, you can squeeze a lot of money out of your holdings. It will take a mountain of effort and likely sour relations, but you can offer a scutage of Great Gate to excuse lords from sending their levy (Stewardship, and lowers army size for the duration of the conflict), press the screws on your cities with emergency tallages (Stewardship, will likely lower prosperity), or demand money from the various churches in your land (Stewardship). Each option here costs 30 Silver.

6. You could also raise your income in less damaging ways. You can either enforce your rights and normal tallages (Stewardship) or conflict the corruption that infests your bureaucracy. (Stewardship). Each option costs 20 Silver.
>>
7. Five thousand more people have disappeared from your rolls, likely trying to avoid levy duty. It would have been alright as a one-off thing, but it might affect your income soon. (Stewardship). This action will cost about 100 Silver, and is best approached with multiple turns of work.

8. The discourse between sheriffs have broken down. Most continue giving judgements based on wildly different interpretations of your law. Jacob feels that if things continue, it’ll be worse than if we left the law alone to begin with. (Learning) Costs 50 Silver.

9. You don’t know what Geoffrey is planning now. Calm and collected, he attends court the same as before, but often without suggesting anything. You’re sure that he’s received new orders. Get rid of him. (Intrigue) Free cost, but likely raises ??????.

As usual, you have 2 D100’s to distribute to two actions. You can double-up on an option. You also only have 232 Silver to spend.
>Well?

A letter arrives a few days into the month. Some long-lost cousin would like to find asylum in your land. She’s gotten into some trouble in Triensel, or something. West Bank, by the way.
Take her in?
>Yes
>No
>>
Kingdom of Vetesil, April, 50 A.S.
Food: 49/100 (Affects population and public order)
Prosperity: 30/100 (-40% income)
Public Order: 41/100 (Affects rolls and prosperity)
Population: 235,000? (Affects certain income sources, force limit, and may affect food)

Military: You know you can get 3500 men. Due to a failing levy system, each thousand men levied cost 150 Silver. In Defensive Wars where you don’t leave your land, upkeep is 50%.
As for quality: 400 are Incompetent, 2000 are Poorly Trained, 1000 are Average, 100 are Well-Trained.
Internal Approval: Measure of how the pillars of state view you. Having loyalty at or below 2 or at 0 triggers special debuffs.
Freemen: 1/10 (Open Hostility, Quashed and cannot affect the kingdom)
Lower Nobility: 4/10 (Snubbed, -4 to all martial rolls)
Higher Nobility: 5/10 (Ambivalent)
Church of Angels: 5/10 (Ambivalent)

Treasury: 232 Silver
Income: 84 Silver/turn
Expenses: 30 Silver/turn
Net: +54 Silver/Turn
>>
>>3578082
>6.conflict the corruption that infests your bureaucracy. (Stewardship)

We need money to fight a war

>4. create more knights to levy more people (Martial, saps income)

We should create a martial class that isn't made up of nobles, like the Streltsy or Cossacks.

>Yes
take in the cousin
>>
>>3578456
now that I think about it, the Streltsy or Cossacks might be considered the lower nobility
>>
Rolled 23, 94 = 117 (2d100)

>>3578072
>>3578079
We need to know what Amberland and Geoffrey are up to before we strike.

>6. You could also raise your income in less damaging ways. Fight the corruption that infests your bureaucracy. (Stewardship). 20 Silver.

>8. The discourse between sheriffs have broken down. Most continue giving judgements based on wildly different interpretations of your law. Jacob feels that if things continue, it’ll be worse than if we left the law alone to begin with. (Learning) Costs 50 Silver.
We need to shore up the rule of law before we lose all ground.
Money and military can only do so much.
>>
>>3578456
>We should create a martial class that isn't made up of nobles, like the Streltsy or Cossacks.
Like the Merchant class? I think they're the Freemen.
Unless Freemen are just peasants, in which case, yes we need a merchant class eventually... and ew, gross, peasants.

>>Yes
>take in the cousin
Also this. Oops.
>>
>>3578486
Supporting this + take in our cousin
>>
>>3578467
>>3578503

"It's rather complicated, your highness. The Freemen are composed of mostly merchants, but also the most prominent yeomen. The yeomen are respected, free farmers. In some kingdoms, they're expert longbowmen, but in our fair land, they're light infantry and light cavalry. Not particularly good, but they have spare time to practice." Edward, slightly drunk, recounts to you.

"The martial elite are lumped into the nobility. The low nobility consists of castellans and knights, as well as landless nobles." Edward finishes his spiel and takes a drink. You ignore Etienne whispering about 'the dregs of high society' to some courtier.

"Most knights are nobles, either originally landless or from cadet families, but there are many cases where talented peasants received knighthood. However, knights are inseparable from the knight's fee they hold, a manor or patch of land to maintain them." Geoffrey rounds off the conversation. He eyes Edward nervously while he continues to eschew breathing in favor of drinking.

... In any case, I'll call the vote now and get writing.
Fighting corruption and addressing the law wins. The cousin will arrive soon, too.
>>
The dice really love your cousin.

_-_-_

Lady Audrey is a peculiar woman. Interested primarily in martial pursuits and the law, you wonder how she could have gotten into so much trouble down south.

In the first week, she gets in a fight with Jacob. Usually saintly and pious, at least when you’re not around, Jacob almost pops a vessel hearing Audrey complain about his peculiar stances on legal issues.

Then… She asks for an allowance for the third time in a week. She’s financially incompetent. It turns out she got into many lawsuits over not paying debts. It’s why she’s so good at interpreting the law, actually.

Lady Audrey
Age: 21 (Birthday in late June)
Diplomacy: 8
Martial: 16
Stewardship: 4
Intrigue: 9
Learning: 16

Result: Lady Audrey joins your court. She’s an expert advocate and commander.

_-_-_

There’s corruption at every level of government. The lax way Etienne handled tax farming let sheriffs and guards skim off the top. You admit that several of the rules you put on cities were designed to always be broken and result in fines, but you didn’t expect your sheriffs to take bribes to ignore the violations…

Corruption is, as always, an uphill battle to fight. While the Freemen who staff your bureaucracy have been cowed, they still hate you.

Furthermore, it has come to your attention, despite how much Etienne has tried to hide it, that your money was subject to tolls. Specifically, on the journey from High Edri to your principal estates, your men were forced to pay tolls to various important lords.

Where do you focus your efforts? Pick 2.
>The sheriffs and guards on the ground that pocket your tolls and accept bribes
>The bureaucracy which “misplaces” a lot of money.
>The high nobles, who have been taking tolls on your collectors.
>Actually, you think it’s time you sacked Etienne. (Will have repercussions.)

_-_-_

Jacob is a mess. Already old and required to perform spiritual duties, he’s also saddled with the burden of answering bailiffs on inane legal questions.

There’s one legal matter you have personal interest in, while Jacob handles the rest. He’s off grumbling about needing an entire legal codex. Anyway, the matter handles crimes that leave no victims, AKA crimes where no one has the right to press charges. Things like murdering people without next of kin.

What do you emphasize?
>Make it not be my problem!
>Isn’t committing a crime worth punishing in of itself?
>Just make me money and remind people who’s queen!

Besides that, Jacob (Learning 10) continues pitching ideas for a legal codex that he’ll write. You’re not sure if he’s really capable of it, especially if he’s still running a church-

Cousin interrupt! Audrey (Learning 16) claims that she can write the codex. It will involve heavily plagiarizing southern treatises, but she’s read enough of them to paste the best parts together. It shouldn’t be too hard, right? (100 Silver)
>Yes
>No.
>Yes, but Jacob does it.
>>
>>3578558
>The sheriffs and guards on the ground that pocket your tolls and accept bribes
>Isn’t committing a crime worth punishing in of itself?
>Yes
We need to shore up our legal system.
>>
Rolled 53, 40 = 93 (2d100)

>>3578558
>>The sheriffs and guards on the ground that pocket your tolls and accept bribes
>>The bureaucracy which “misplaces” a lot of money.

>Just make me money and remind people who’s queen!

>Yes
>>
Rolled 42, 39 = 81 (2d100)

I'm going to leave this vote going until tomorrow morning. Hopefully, we can have an earlier start. Taking the roll from last time into account, I'll also add in another 2d100 for a best out of three.
>>
>>3578558
>The sheriffs and guards on the ground that pocket your tolls and accept bribes
>The bureaucracy which “misplaces” a lot of money.

>Isn’t committing a crime worth punishing in of itself?

>Yes (Ask her how much she really needs to write this codex. Because I doubt 100 silver will go into writing. More likely into luxurious dresses and jewelry)
>>
Rolled 79, 37 = 116 (2d100)

>>3578625
Dice
>>
>The sheriffs and guards on the ground that pocket your tolls and accept bribes
>The bureaucracy which “misplaces” a lot of money

>Just make me money and remind people who’s queen!

>Yes
Audrey is more of a blessing than a curse. Might we be able to somehow replace Jacob with her?
>>
>>3578865
I pray I manage to roll this time.
>>
Rolled 49, 60 = 109 (2d100)

>>3578867
It's my first time making attempts to roll, I apologize.
>>
>>3578870
Apparently the QM wasn't the first one to roll. I am very incompetent.
>>
Rolled 13, 17 = 30 (2d100)

>>3578558
>>The sheriffs and guards on the ground that pocket your tolls and accept bribes
>>The bureaucracy which “misplaces” a lot of money.

>>Isn’t committing a crime worth punishing in of itself?
As long as it is made perfectly clear that OUR word trumps law. None of this "Queens being subject to their own laws because a crime is a crime" nonsense. If we can't do that, then I'd switch to >Just make me money and remind people who’s queen!

>>Yes

>>3578625
>(Ask her how much she really needs to write this codex. Because I doubt 100 silver will go into writing. More likely into luxurious dresses and jewelry)
Good point.

>>3578865
>Might we be able to somehow replace Jacob with her?
This.
Just keep her away from the coffers and leave Jacob intact in case she doesn't work out.
>>
>>3579068
Got some more low rolls out of way, hopefully.
>>
Rolled 66, 57 = 123 (2d100)

>>3578625
>>3578589

>The sheriffs and guards on the ground that pocket your tolls and accept bribes
>The bureaucracy which “misplaces” a lot of money.

>Isn’t committing a crime worth punishing in of itself?

>Yes
>>
I'll call the vote now. It seems that punishing the sheriffs+bureaucracy won, as well as funding the codex and punishing crimes for their own sake.
Writing!
>>
Etienne gleefully roots out lower level corruption. Seeing that you’re not trying to remove him, he zealously removes any evidence of his incompetence. Sheriffs are replaced, mayors heavily fined, and guards fired. He also slightly boosts the salaries of these positions by offering privileges to collect on your peasants. Not your problem, and it quickly gets more loyal replacements. Still, most of the money is irrecoverable, and you feel Etienne was more focused on getting rid of evidence now than on fixing the problem forever.

But that’s not your problem. Corruption has definitely gone down among the collectors.

The bureaucracy is a similar story. Etienne very hastily had many bureaucrats fired, detained, and exiled right before their offices mysteriously burned down with all documents still inside. You would mind if it weren’t for the fact that these corrupt bureaucrats weren’t also taking money for themselves. You arrange most of them to run into bandits who were strangely more interested in killing them than taking their money. You didn’t intend to help Etienne, but it felt satisfying.

It was hard finding a bandit group that was willing to do that, surprisingly.

Results:
Corruption decreases! You find a lot of missing income.
Lose the chance to easily oust Etienne.

_-_-_

Jacob manages to, like always, make it about the church. You think he’s upset about being passed over for the codex, but that’s his problem.

Still, you’re quite pleased with the result. He implements denunciation, a practice originating from the church where some crimes are condemned by the court or community, rather than a specific person. it becomes an umbrella term for crimes where no one has legal standing to prosecute, where it would be inconvenient to prosecute each tiny case individually, or where people would fear for their lives if they came forward.

It costs a little bit more, but provides a release valve for legal tangles and overloaded courts.

Results:
Legal expenses increase a little
Public order spikes upward. You think that when the codex is finished, things will be settled once and for all.
>>
You have someone tail Audrey when she goes to the market. She wears a sword there just to show off to kids.

… Anyway, you assume she’s buying frivolous things like dresses or jewelry. You’ve been wearing the same twenty dresses for the past few months. If you can do it, so can she!

Then you realize she’s just bad at… Everything. She routinely gets ripped of by vendors or plain scammed. You roll your eyes when your agent mentions her penchant to get drunk and donate large sums of money in a fit of generosity. She’s done it twice this week.

Well, you’re not going to give her any more money this month. 100 Silver, or, rather the 80 you interrogated her down to, is more money than she’s ever seen in her life. You arrange it to be dispensed only in small amounts when she needs it. You buy the codices she needs yourself, rather than letting her buy it. You also order the scribes working with her to never bring their coin purses.

Result:
Codex is being written. May take several months.

_-_-_

You lose quite a bit of sleep this month. Despite all your intense sabotaging, Great Gate continues marching through your lands. You realize right before you fall asleep one night that they probably aren’t looting.

High Edri was once their land. They’re probably getting help from the peasantry.

A quick check with your agent’s reports confirms it. They’ve risen back up to 2000 men. A lot of your peasants defected, and took vast amounts of grain with them.

Ha.

You order a servant to start a fire despite his protests about using the fireplace in the middle of the night. You throw the reports in the fire and order him to watch it until they’ve all burned.

You’ll punish them eventually.

Queen Ophelia I, Queen of Vetesil and Countess of High Edri (Contested).
Age: 16 (Birthday in January)
Diplomacy: 24
Martial: 8
Stewardship: 10
Intrigue: 19
Learning: 15
??????: 75/100

What do you do in the last days of the month? Personal actions raise ?????? and use your own stats.
>Issue orders to all your loyal servants in High Edri to take grain stores and run. They’ll head over to nearby castles in case of siege. The people might go hungry, but they’ve already betrayed you. (Stewardship)
>Just generally reinforce your castles. Have more grain shipped in and kick out refugees. (Stewardship)
>Set up a system to raise a permanent retinue. It’ll be costly and draw men from your levy. (Martial)
>Spend a few days meeting with a councilor. (Pick which one, and why) (Diplomacy)
>You can’t help but wonder: what’s the rest of the world doing? You hope they’re doing as badly as you. (Intrigue)
>Rest. (No personal action)
>Write-in?
>>
>>3579300
>Issue orders to all your loyal servants in High Edri to take grain stores and run. They’ll head over to nearby castles in case of siege. The people might go hungry, but they’ve already betrayed you. (Stewardship)
>>
>>3579300
>Issue orders to all your loyal servants in High Edri to take grain stores and run. They’ll head over to nearby castles in case of siege. The people might go hungry, but they’ve already betrayed you. (Stewardship)
>>
>>3579300
>Issue orders to all your loyal servants in High Edri to take grain stores and run. They’ll head over to nearby castles in case of siege. The people might go hungry, but they’ve already betrayed you. (Stewardship)
>>
>>3579300
what's the size of our army compared to the gate?
>>
>>3579390
At full levy, you can raise 3500 men. Great Gate currently has 2000 men in the field.
>>
Rolled 44 (1d100)

>>
>>3579417
>>Set up a system to raise a permanent retinue. It’ll be costly and draw men from your levy. (Martial)

Let's buddy up to the lower nobles and once we're ready crush the invaders.
>>
>>3579300
>>Set up a system to raise a permanent retinue. It’ll be costly and draw men from your levy. (Martial)
We should get our cousin to help.
>>
>>3579386
>>3579434
actually I'm going to switch to this
>>
>>3579300
>>Just generally reinforce your castles. Have more grain shipped in and kick out refugees. (Stewardship)
Don't want to spend more on military or encourage more peasants to jump ship.
I won't win, but I'm here.
>>
Rolled 26, 39 = 65 (2d100)

Alright, finally back. I'll call the vote and roll two more die. A military retinue wins.
>>
“Well, your highness, I’m not sure what to say.” Edward scratches the back of his head sheepishly. You’re not mad at him. Not really.

You’re not mad at a lot of things these days. There’s a lump in your throat, like bile rising out of your stomach, but no rage.

The issue, it seems, was that no one wanted to be drafted during planting season. The spring crop is almost done being planted, but there’s more work to do in the coming months.

You’re sure if you tried again in June you’d have more takers. Even worse, the few men you did scrounge up are demanding ludicrous salaries.

You have 122 Silvers and are gaining 60 Silvers/month. You may hire up to 300 men, for 15 Silver/month for every 100. This wouldn’t add more men, simply deplete your levy by permanently raising them, but it would make them significantly better trained and armed.

>How many do you hire? (Aim for 100s, please…)

Result:
May raise a small standing army. They can be put to use doing other stuff when not at war.
+15 ??????

Kingdom of Vetesil, May, 50 A.S.
Food: 42/100 (Affects population and public order)
Prosperity: 30/100 (-40% income)
Public Order: 55/100 (Affects rolls and prosperity)
Population: 220,000? (Affects certain income sources, force limit, and may affect food)

Military: You know you can get 3500 men. Due to a failing levy system, each thousand men levied cost 150 Silver. In Defensive Wars where you don’t leave your land, upkeep is 50%.
As for quality: 400 are Incompetent, 2000 are Poorly Trained, 1000 are Average, 100 are Well-Trained.
Internal Approval: Measure of how the pillars of state view you. Having loyalty at or below 2 or at 0 triggers special debuffs.
Freemen: 1/10 (Open Hostility, Quashed and cannot affect the kingdom)
Lower Nobility: 4/10 (Snubbed, -4 to all martial rolls)
Higher Nobility: 5/10 (Ambivalent)
Church of Angels: 5/10 (Ambivalent)

Treasury: 122 Silver
Income: 100 Silver/turn (Originally 166)
Expenses: 40 Silver/turn
Net: +60 Silver/Turn
>>
Things aren’t going well. Great Gate has occupied almost all of High Edri, and you feel if you don’t respond within a few months, you’ll lose your claim on it. More people are getting ‘lost,’ either falling out of your records or joining the enemy.

Everyone gives you weird, expectant looks, as if they expect you to fly into a rage. Adelaide put her hand on your shoulder briefly. You tried not to notice.

Regardless, court goes on as usual. Your councilors list the major issues that need addressing.


1. Amberland has stopped shipping grain. Very concerning. They have stopped troop movements to your borders, but that leaves 7000 men on your border. They need pretext, but they can always invent some.
Geoffrey has gone ‘back to normal.’ He recommends negotiating with the entire coalition. (Diplomacy). The lesser coalition members reluctantly rally their armies on your border. They seem to have an air of resignation around them. It’s not too late to talk. (Diplomacy) Otherwise, our best bet may be to tell Feod that Amberland has essentially emptied soldiers out of their shared border. (Diplomacy) Each option here costs 30 Silver.

2. You’ve lost several thousand more peasants this month. Further, probably half the castles in High Edri have either surrendered or been taken. Great Gate still has a pitiful host with even worse leaders, aside from the Prince, but they’re making progress. Rally an army and smash theirs to bits. (Martial) (Silver dependent on army size, but planning ahead, a thousand men cost 75 Silver/month in this situation, and you’re not sure how many months it will take.)

3. Things aren’t going great financially. Regardless, if Amberland is just across the border, you’ll need as many soldiers as possible. Hire mercenaries (Martial, About 100 Silver), or create more knights to levy more people (Martial, saps income).

4. You really need money to fund your soldiers. You can squeeze a lot of money out of your holdings. It will take a mountain of effort and likely sour relations, but you can offer a scutage of Great Gate to excuse lords from sending their levy (Stewardship, and lowers army size for the duration of the conflict), press the screws on your cities with emergency tallages (Stewardship, will likely lower prosperity), or demand money from the various churches in your land (Stewardship). Each option here costs 30 Silver. (You estimate, with all the urgent crises, you could easily squeeze at least 300 Silver)

5. You could also raise your income in less damaging ways. You made good progress last month, but there’s still room for improvement. You can either enforce your rights and normal tallages (Stewardship) or continue fighting the corruption that infests your bureaucracy. (Stewardship). Each option costs 20 Silver.
>>
>>3579747
100 for a start
>>
6. It may not be fitting, but Etienne reminds you that it’s still important to find all the people that have vanished from your rolls. He has no clue how many are missing, but assures you that there are vast amounts of people hiding from your government. (Stewardship). This action will cost about 100 Silver, and is best approached with multiple turns of work.

7. You don’t know what Geoffrey is planning now. Calm and collected, he attends court the same as before, but often without suggesting anything. You’re sure that he’s received new orders. Get rid of him. (Intrigue) Free cost, but likely raises ??????.

8. You’re sick of not being able to play to your strengths. Sick bandits on Great Gate, poison wells, bribe lords to desert, savage their armies with scorches earth and ‘lost’ supply caravans. It probably won’t destroy their host, not when they’ve had a heady rush of unopposed advances for the past two months, but it will cripple them. (Intrigue) (Costs 50 Silver)

9. Your southern front scares you. If 7000 men pour through, nothing will stop them. But, they'll need to cross the great Tideran River. Build fortifications there. It's impossible to get anything permanent done in a month, but every bit helps. (Stewardship) (Costs 100 Silver)

There are fewer crises, it seems, but the ones left have almost all gotten worse. You have 122 Silver to spend, and 2 D100’s to distribute.
>>
Rolled 90 (1d100)

>>3579763
>Otherwise, our best bet may be to tell Feod that Amberland has essentially emptied soldiers out of their shared border. (Diplomacy)
> You’re sick of not being able to play to your strengths. Sick bandits on Great Gate, poison wells, bribe lords to desert, savage their armies with scorches earth and ‘lost’ supply caravans. It probably won’t destroy their host, not when they’ve had a heady rush of unopposed advances for the past two months, but it will cripple them. (Intrigue) (Costs 50 Silver)

Raising an army is ruinously expensive so we do what we do best and turn our enemies against each other. Next turn we need to find a way to get our incomes up
>>
Rolled 25 (1d100)

>>3579775
second dice
>>
File: Politics Zoom T5.png (57 KB, 762x480)
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Sorry, I forgot to post a map.

Things aren't going well, but if it's any consolation Great Gate has basically lost all its truly prosperous lands. Every other part of Great Gate hasn't even recovered from the last war yet.
>>
>>3579747
>How many do you hire? (Aim for 100s, please…)
None, 0.

And double roll on
>4
>>
Rolled 62, 69 = 131 (2d100)

>>3579795
>>
>>3579795
Is there a particular group you want to press the screws on? Nobles, the cities, the church? If not, I can assume you want to go after everyone equally.
>>
>>3579824
could we have men start harassing the gate troops or would we have to meet them in open battle? also do we have an idea of their army's quality?
>>
>>3579824
I'm all about that equality men
>>
>>3579840
They're definitely getting harassed right now, but in such small numbers, and in land they're all familiar with, it's not very effective. I'm including more effective harassment in 8. if you want to do that. Rallying an army would almost definitely mean an open battle though. If anything, they'd be more likely to ambush you if you hadn't infiltrated their camp.
Their army is absolute garbage, even worse in quality than yours.
>>
Rolled 94, 43 = 137 (2d100)

>>3579763
>8. You’re sick of not being able to play to your strengths. Sick bandits on Great Gate, poison wells, bribe lords to desert, savage their armies with scorches earth and ‘lost’ supply caravans. It probably won’t destroy their host, not when they’ve had a heady rush of unopposed advances for the past two months, but it will cripple them. (Intrigue) (Costs 50 Silver)
>4. You really need money to fund your soldiers. You can squeeze a lot of money out of your holdings. It will take a mountain of effort and likely sour relations, but you can offer a scutage of Great Gate to excuse lords from sending their levy (Stewardship, and lowers army size for the duration of the conflict), press the screws on your cities with emergency tallages (Stewardship, will likely lower prosperity), or demand money from the various churches in your land (Stewardship). Each option here costs 30 Silver. (You estimate, with all the urgent crises, you could easily squeeze at least 300 Silver)
>>
Rolled 35, 94 = 129 (2d100)

>>3579753
>How many do you hire
200
>1.The lesser coalition members reluctantly rally their armies on your border. They seem to have an air of resignation around them. It’s not too late to talk. (Diplomacy)
>8. You’re sick of not being able to play to your strengths. Sick bandits on Great Gate, poison wells, bribe lords to desert, savage their armies with scorches earth and ‘lost’ supply caravans. It probably won’t destroy their host, not when they’ve had a heady rush of unopposed advances for the past two months, but it will cripple them. (Intrigue) (Costs 50 Silver)
>>
Alright, I think I'll give another thirty minutes, and then if there's still a giant tie I'll roll a dice. It did seem like 8. won handily though, so I'll only roll for a second action.
>>
Rolled 24, 15 = 39 (2d100)

>>3580200
Diplomacy with Feod
>>
>>3580245
Alright, as good a time as any. Writing now!
>>
It’s rather clear you can’t afford to fight the enemy. As in, you don’t have enough money to fund an army. Jeremiah presses in on the Barony of Iresen, your last holding in the county. With generous help from the peasants and nearly no significant opposition, Jeremiah and his son tear through the countryside despite their lack of low level leadership and awful soldiery.

That ends now. Iresen is probably the only barony with a modicum of personal loyalty to Vetesil. A former border region, there is a significant minority of your people that might get persecuted should things go wrong. Further, the waves of refugees, thanks to Great Gate, flowing into the region fed vast bandit camps. You are very glad that there’s an army about to besiege the place, by the way. You wouldn’t know how public order would fare if they were free to expand.

But that’s a concern for Jacob. This is your realm. A realm of cold logic, rationality and- (High ??????, non-violent options removed, certain options made irrationally violent) time for you to get revenge.

What do you do? Pick 2.
>Your agents know exactly where the enemy will march. Have bandits ambush them at every turn, hounding them at night. If they’re so eager to defend their ‘brethren?’ Have bandits raid villages days before they move in. Let traitors feed traitors. And better still, your treasonous villages can’t give them grain.
>Poison everything. Poison wells, soil their grain, burn crops. Scorch earth everywhere Great Gate passes. In fact, burn places where you only think they might go.
>Kill the prince. It’s clear he’s fully bought into his father’s revenge. He’s the only competent commander left, and you’d like to see Jeremiah suffer. (Mutually exclusive to killing Jeremiah. You want someone left to grieve.)
>Kill Jeremiah. As the one who instigated all this, and the only semblance of legitimacy now that half the camp has been incarcerated by him, if he dies, the host will be paralyzed. Still, they’ve gone too far to give up now. They’ll eventually start moving again. (Mutually exclusive to killing the prince. You want someone left to grieve.)
>Free the incarcerated lords. They’re utterly done with the situation. Detained while their soldiers march on the orders of their captor and worried sick over their lands back in Great Gate proper, they’d love nothing more than to go home with their soldiers. They promise gratitude and friendship once they do. Conveniently, there are hundreds of bandits waiting for them on the road home, and a chance confrontation with Jeremiah’s rear guard.
>Instigate an incident. If soldiers dressed in the heraldry of Count Ytres, who languishes in a cell for ‘conspiracy against the good king’ while his son has command, were to attack and kill a small prisoner escort bearing Jeremiah’s banner, you’re sure things could go awry. In fact, instigate several incidents, as if there were still a conspiracy among the remaining lords.
>>
Writing to the Kingdom of Feod is a rather simple affair. You attach easily verifiable information about the border, maps of Amberland’s army positions, and, a pivotal find, a seal from one of Amberland’s logistical officers, swiped before they could realize. Geoffrey assumes you’re grasping at straws, sending letters that sound more like calls for help than anything else.

You learn a little more about King Ladislaus, too. Born to a foreign mother, he somehow owns the second oldest kingdom and lineage in the shatter-states. Well, Feod was the first duchy given out by the original kings of Triensel, and despite calling themselves kings, they eagerly attach themselves to Triensel, mostly through Prince Alban.

Anyway, Amberland’s rival status as grain producer is an affront to him, as is their- as you learn- diplomatic relations with the Kingdom of Triensel. The East Bank version that is, ruled by King Ferdinand.

Interesting. But more importantly, how do you frame the few letters you send?
>Use the logistical seal to pretend to be a long-forgotten mole that has now risen to a high position. They won’t think very highly of your ‘cries for help,’ but it’s far more believable than a foreign queen.
>Just give them the information. They’ll hem and haw, but in the end they’ll know that you’re speaking the truth. Hopefully they’ll leave you alone after that.

_-_-_

Audrey makes good progress, although she tried to paste in parchment from other codices. She states that she is far ahead of schedule, already over halfway done in only two months.
>>
>>3580294
>>Kill the prince. It’s clear he’s fully bought into his father’s revenge. He’s the only competent commander left, and you’d like to see Jeremiah suffer. (Mutually exclusive to killing Jeremiah. You want someone left to grieve.)
>Free the incarcerated lords. They’re utterly done with the situation. Detained while their soldiers march on the orders of their captor and worried sick over their lands back in Great Gate proper, they’d love nothing more than to go home with their soldiers. They promise gratitude and friendship once they do. Conveniently, there are hundreds of bandits waiting for them on the road home, and a chance confrontation with Jeremiah’s rear guard.
>>3580299
>Use the logistical seal to pretend to be a long-forgotten mole that has now risen to a high position. They won’t think very highly of your ‘cries for help,’ but it’s far more believable than a foreign queen.
>>
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>>3580294
>Your agents know exactly where the enemy will march. Have bandits ambush them at every turn, hounding them at night. If they’re so eager to defend their ‘brethren?’ Have bandits raid villages days before they move in. Let traitors feed traitors. And better still, your treasonous villages can’t give them grain.
>Poison everything. Poison wells, soil their grain, burn crops. Scorch earth everywhere Great Gate passes. In fact, burn places where you only think they might go.

We should add insult to injury and leave messages telling the army about they've been abandoned.

>Just give them the information. They’ll hem and haw, but in the end they’ll know that you’re speaking the truth. Hopefully they’ll leave you alone after that.
>>
Rolled 41, 60 = 101 (2d100)

>>3580299
>>Kill the prince. It’s clear he’s fully bought into his father’s revenge. He’s the only competent commander left, and you’d like to see Jeremiah suffer. (Mutually exclusive to killing Jeremiah. You want someone left to grieve.)
>Free the incarcerated lords. They’re utterly done with the situation. Detained while their soldiers march on the orders of their captor and worried sick over their lands back in Great Gate proper, they’d love nothing more than to go home with their soldiers. They promise gratitude and friendship once they do. Conveniently, there are hundreds of bandits waiting for them on the road home, and a chance confrontation with Jeremiah’s rear guard.
We do need to reclaim these lands once these bastards are driven out after all. Also Jeremiah needs to suffer personally.
>Just give them the information. They’ll hem and haw, but in the end they’ll know that you’re speaking the truth. Hopefully they’ll leave you alone after that
>>
>>3580294
>Pick 2.
>>Your agents know exactly where the enemy will march. Have bandits ambush them at every turn, hounding them at night. If they’re so eager to defend their ‘brethren?’ Have bandits raid villages days before they move in. Let traitors feed traitors. And better still, your treasonous villages can’t give them grain.
>>Kill the prince. It’s clear he’s fully bought into his father’s revenge. He’s the only competent commander left, and you’d like to see Jeremiah suffer. (Mutually exclusive to killing Jeremiah. You want someone left to grieve.)
Freeing the lords seems a bit to unpredictable.

>>3580299
>>Use the logistical seal to pretend to be a long-forgotten mole that has now risen to a high position.
Everyone has spies! Who can remember those from the days of previous spymasters?
We. Be. Sneaky. Beaky.
Dare you disagree?
>>
It seems to be a very, very big tie, so I think I'll let it run until the morning.
3 votes to kill the prince, 2 votes to use bandits to raid villages, 1 vote for scorched earth, 2 votes to free incarcerated lords, and a 2-2 split on whether to use the seal or not.

In the meantime, I saw something I liked in the thread and I thought some filler might be a good apology for no more updates tonight.

Lady Audrey slammed the door open on the first day of remedial training. Eyeing everyone aggressively as if challenging you to question her, she sauntered to the center of the room. Blonde hair splays in the air, and her sharp officer's dress sparkles even against your ornate, palatial surroundings. She also has an eyepatch on. She doesn’t have an eye injury.

“Alright! Some know me as Queen Ophelia’s personal knight!” What. She glares down a snickering guard. Hands clenched on her sword, some slim southern rapier, she leans in and scowls. She usually just uses an arming sword…

“Others may know me as the terror of Triensel!” Alright, that’s enough.

“Cousin, what are you doing here?” You ask with a lilting tone, “I thought you were busy with the codex…”

“It’s no big deal. I substituted the entire second half with Mersilia’s ‘Record on Triensen Customs.’ Well, I left out the boring bits. Did you know that there’s a distinction for whether bone splinters make noise when thrown against a shield?” Your eye twitches. That codex cost quite a bit.

“... I spoke to your scribes earlier today. I think you have something to do. Now.” Your face must have darkened, because Audrey spluttered something in agreement and quickly left.

You don’t pay much attention to the rest of the training. Edward comes in at some point, ostensibly to survey the men, but really just to drink. Eventually your allotted thirty minutes are up, and you gratefully leave.

The second day, the sergeant is missing. They find him bound and gagged with scrunched up parchment in a closet. It’s Mersilia’s codex, specifically her analysis on detaining nobles.

Audrey spends the month drilling your palace guard in her spare time. She’s rambunctious and ignores countless details and all decorum, but she energizes the soldiers. Her eyepatch miraculously swaps eyes several times. Edward receives more gift alcohol than usual. That's about all one needs to incapacitate him.

Result:
Audrey had fun.
Very few other people had fun.
Your palace guard like Audrey.


... so yea, I'll wait for more votes until tomorrow. Thanks to everyone who stuck around.
>>
>>3580294
>>Your agents know exactly where the enemy will march. Have bandits ambush them at every turn, hounding them at night. If they’re so eager to defend their ‘brethren?’ Have bandits raid villages days before they move in. Let traitors feed traitors. And better still, your treasonous villages can’t give them grain.
>>Kill the prince. It’s clear he’s fully bought into his father’s revenge. He’s the only competent commander left, and you’d like to see Jeremiah suffer. (Mutually exclusive to killing Jeremiah. You want someone left to grieve.)

>Use the logistical seal to pretend to be a long-forgotten mole that has now risen to a high position. They won’t think very highly of your ‘cries for help,’ but it’s far more believable than a foreign queen.
>>
>>3580621
Mersilia seems like a varied and useful author.
>>
Rolled 60, 50 = 110 (2d100)

>>3580299
>Your agents know exactly where the enemy will march. Have bandits ambush them at every turn, hounding them at night. If they’re so eager to defend their ‘brethren?’ Have bandits raid villages days before they move in. Let traitors feed traitors. And better still, your treasonous villages can’t give them grain.
>Kill the prince. It’s clear he’s fully bought into his father’s revenge. He’s the only competent commander left, and you’d like to see Jeremiah suffer. (Mutually exclusive to killing Jeremiah. You want someone left to grieve.)

>Use the logistical seal to pretend to be a long-forgotten mole that has now risen to a high position. They won’t think very highly of your ‘cries for help,’ but it’s far more believable than a foreign queen.
>>
Rolled 5, 56 = 61 (2d100)

>>3580299
>Kill the prince. It’s clear he’s fully bought into his father’s revenge. He’s the only competent commander left, and you’d like to see Jeremiah suffer.
>Free the incarcerated lords. They’re utterly done with the situation. Detained while their soldiers march on the orders of their captor and worried sick over their lands back in Great Gate proper, they’d love nothing more than to go home with their soldiers. They promise gratitude and friendship once they do. Conveniently, there are hundreds of bandits waiting for them on the road home, and a chance confrontation with Jeremiah’s rear guard.


>Just give them the information. They’ll hem and haw, but in the end they’ll know that you’re speaking the truth. Hopefully they’ll leave you alone after that.
>>
>>3580294
>Kill the prince. It’s clear he’s fully bought into his father’s revenge. He’s the only competent commander left, and you’d like to see Jeremiah suffer. (Mutually exclusive to killing Jeremiah. You want someone left to grieve.)

>Instigate an incident. If soldiers dressed in the heraldry of Count Ytres, who languishes in a cell for ‘conspiracy against the good king’ while his son has command, were to attack and kill a small prisoner escort bearing Jeremiah’s banner, you’re sure things could go awry. In fact, instigate several incidents, as if there were still a conspiracy among the remaining lords.

And:
>Use the logistical seal to pretend to be a long-forgotten mole that has now risen to a high position. They won’t think very highly of your ‘cries for help,’ but it’s far more believable than a foreign queen.
>>
Wails and weeping dominate the camp. Not because the prince died, mind you. But it’s barely better. Your spies delivered a powerful poison, some mixture that affects the mind as much as the body. One night the prince was laughing and toasting the army’s approaching takeover of all of High Edri. The next, he was vomiting his guts out and seizing up.

He’s invalid now. Too weak to move his own body and suffering from horrific tremors, he slips in and out of lucidity unable to compose his thoughts. He’s no longer a threat. And if things go well for you? He’ll never recover.

The host slowed to a crawl right as your bandits hit everything in the surrounding area. Stuck in starving land, the army can’t move on account of the grieving king, and can’t get food now that the villages beg for scraps too.

Jeremiah weeps all day, stuck in place and unable to give orders. He hides in his carriage while delegating to the few incompetent commanders left.

Everyone’s starving and blaming each other. You’ve turned an entire army into a dithering mess.

You think you might ask for more of that poison.

Result:
Great Gate’s army is fully crippled. They’re not moving, are slowly starving, and having many, many internal squabbles.
The prince is invalid and can’t do anything.
King Jeremiah is grieving.
You estimate, with desertions and starvation, that Jeremiah’s force has dwindled to 1500 men.

_-_-_

“Greetings from the King.”

“I commend you on your service, loyal agent. Your information will be instrumental in coming years. I entrust you with funds to continue your work.”

King Ladislaus I of Feod.”

You roll your eyes at the message. It wasn’t too hard to convince the king. Still, it’s rather ominous

… Coming years?

Regardless, he’ll be interested in whatever comes. There are many productive fields on the border, and both countries have long tried to control the fork of the Tideran river. You’d be surprised if Ladislaus didn’t push something soon.

Hopefully, that’ll take the massive army off your border.

Result:
You know something will happen next month.
What did he mean by the coming years?
Ladislaus thinks you’re his plant, and a good investment. He sends you a little income.
>>
Rolled 4 (1d100)

It’s hard to focus. You haven’t slept properly in weeks, and you snap at your servants just for being around. Can’t they see you’re busy?

Still… That doesn’t excuse you from more work. Not when you’re so close to actual progress. The doctors prescribed you some medicine to help. Taking double doses keeps you awake. (High ??????)

Queen Ophelia I, Queen of Vetesil and Countess of High Edri (Contested).
Age: 16 (Birthday in January)
Diplomacy: 24
Martial: 8
Stewardship: 10
Intrigue: 19
Learning: 15
??????: 90/100

What do you do in the last days of the month? Personal actions raise ??????, but use your own stats.

>Talk to a councilor (Diplomacy, specify who and what to talk about)
>Great Gate’s host is leaderless. You can’t do much, but you can have your agents free a few lords. You can’t bother researching their stances, but hopefully they’ll give up and leave. (Intrigue)
>rest (no personal action)
>Reinforce your castles. Stock them with more grain or something. Maybe not High Edri, but the ones on the Tideran River on your border with Amberland. (Stewardship)
>Write-in? (I'll decide on the category.)

(Just ignore that dice for now.)
>>
Rolled 18 (1d100)

>>3581875
>rest (no personal action)
Lower insanity level
>>
>>3581875
>rest (no personal action)

we should lower ??????
>>
>>3581875
>rest (no personal action)
>>
>>3581875
>rest lets not have a heart attack
>>
You try sleeping. You can’t. Maybe it was the double dose of whatever the doctors gave you, or because you’re too worried, but you can’t fall asleep.

You leave your room. The guards stand a little straighter. Their halberds shake slightly under your gaze. You harrumph and turn, walking away. Cowards.

You walk around for a bit, but that doesn't help. You've had all your life to stare at every square inch of wall and every faded painting.

"S-so, what's your name?" To your eternal shame, you get so desperate as to try talking to a servant. His face pales. He stammers some excuses and flees. Another failure.

How can you relax?
>You see a light in Audrey’s room. She’s probably writing her codex, but she has interesting stories.
>Adelaide seems to never sleep. Maybe she could help you unwind.
>You know dozens of secret passages. Sneak out of the castle. You’ve only rarely been outside.
>Write-in?
>>
>>3581972
>Dress ourselves in the garb of a peasant and take a gander outside the castle
>>
>>3581972
>>Adelaide seems to never sleep. Maybe she could help you unwind.
>>
>>3581972
>You know dozens of secret passages. Sneak out of the castle. You’ve only rarely been outside.
Carry a knife too
>>
>>You see a light in Audrey’s room. She’s probably writing her codex, but she has interesting stories.
>>
We should build a torture chamber and get some fresh prisoners
>>
Garbed as a peasant, or at least what you think a peasant would look like, you sneak out of the castle. It’s a damp, fetid passage more akin to a cave, hewn into the ground. You think your spies sometimes use it, but most of them are still in High Edri.

You emerge from a long-forgotten, collapsed storage shed, surrounded by debris and boarded up windows. It smells awful here. Is this how peasants live?

This is the city outside your castle, the one you’ve spent sleepless nights observing when you were younger. It's nothing like you thought it would be. No glass, windows are covered by shutters of wood, or have curtains flowing over them. Everything smells awful, and it's far more crowded than you expected. Few people are outside so late. With strict curfews in place, there aren’t many places open. You spot a tavern in the distance, or at least what one should look like, and also a store with someone still cleaning.

Where do you g-

“Hey! What do you think you’re doing this late?” Sulfurous breath assaults your nostrils. You almost gag. “A girl like yo-u shouldn’t be out here!” He pauses briefly at the glare you shoot him, but he’s too oblivious to care.

A dog of a man like this? He’s in your personal space, but not very threatening. Malnourished and obviously ill-trained, he’s more pathetic than anything. Don’t pigs like these love bribes?

You brought a few full coin purses, a long dagger, and, in an emergency, your royal seal.
>Just gut him. No one else can see.
>Slip him a nice sum of money
>Use your seal and order him out of your way.
>Write-in?

Roll a 1d100 with your vote.
>>
Rolled 27 (1d100)

>>3582033
>Write-in?
Tell him he is sleeping on duty and to wake up he neads to duck his head in a bucket of a cold water
>>
Rolled 100 (1d100)

>>3582033
>Just gut him. No one else can see.
>>
>>3582039
Well that's a waste of a crit. Guess secretly murdering gives us the stress relief now.
>>
>>3582039
>>3582033
Sure murder we love murder now
>>
“Ah, no problem sir. I’ll just…” Your coin purse jingles as you ‘fumble’ for it. The guard’s eyes light up, and he leans further in. He holds his hand out.

Your dagger easily slides into his exposed throat. He gurgles, trying to scream. You push him over, and, perhaps panicking, drag him into an alley.

Some things are better left unsaid. His body was more akin to a pile of flesh than a corpse by the end. A small pile of bones lay in a corner, chipped and smashed by your eager work. Your lips peel into a happy grin. You think you might have giggled once or twice, but you’ll let that impropriety slide this time. This could become a habit...

You throw off your now bloody peasant’s cloak. You’re in an ornate, if mildly chilly, dress. You don’t think anyone could recognize you though. You never left the castle for long.

-10 ??????
You are dressed as a young noble lady.

The night is still young. The tavern is still open, although most patrons have left, and the young lady manning the store is about to close.

You still have a dagger, wiped off on the former guard's clothing, and a few full coin purses.
>Go to the store
>Visit the tavern. Someone familiar is black-out drunk over there.
>You’ve had your fun. Go home.
>Go somewhere else? There’s a great square that you processed through on your coronation. Further, there’s a garden that you think your grandfather built.
>Write-in
>>
>>3582112
>Go somewhere else? There’s a great square that you processed through on your coronation. Further, there’s a garden that you think your grandfather built
>>
>>3582112
>>Go to the store
Not the tavern. Don't want anyone to recognize us
>>
>>3582112
>Go somewhere else? There’s a great square that you processed through on your coronation. Further, there’s a garden that you think your grandfather built.

Private torture chamber when? It’s actually probably a bad habit to start...
>>
The plaza is empty. Well, you’re not sure what you expected. A great cathedral looms over the square, rising arches and stained glass still illuminated by candles and braziers.

Is there someone inside? Both the main entrance and the small auxiliary chapel are lit. Incense still wafts into the night sky.

You rub your hands, relishing in scraping off the already drying blood.

The city library, another of your grandfather’s achievements if you remember correctly, is secluded in a corner. You have never visited it, but it seems like someone is still in there.

The garden is quiet. You hear metal sheers snipping. Maybe the gardener is working. Still, this late at night? Sometimes you can feel a familiar, weasely hum. The scent of roses mixes with the incense.

At least the pleasant smells and cool air calm you.

-5 ??????
You think you can visit one more place before it’s too late to keep staying up.
Where do you go?
>The cathedral, where an old man hunches over and scribbles on parchment.
>The chapel, where a woman fervently prays. She’s deeply sorry.
>The library, where a certain blonde woman goofs off.
>Deeper in the garden, where a weasely gardener relaxes.
>Just go home.
>>
>>3582168
>The chapel, where a woman fervently prays. She’s deeply sorry.
Kindred spirit perhaps?
>>
>>3582168
>Deeper in the garden, where a weasely gardener relaxes.
>>
>>3582168
>The cathedral, where an old man hunches over and scribbles on parchment.
Stabby Stabby!
>>
Rolled 2 (1d3)

Alright, errands are done for the day.
I'll roll a dice and get writing.
>>3582187
>>3582301
>>3582383
>>
“Ah, your highness?” Your wandering took you deep into the garden. Slightly overgrown hedges crowd into the path, but many more have been sheared into artful patterns. It’s Etienne. A few of his guards trail behind him.

“Etienne. I didn’t know you enjoyed gardening this late.” you say, “It’s almost midnight.”

“A little past that, your highness. I would usually do this in the afternoon or early evening, but things have been rough.” You snort. He's had his hands full handling the food situation in High Edri, without any help. Of course, you were partially responsible for it. Thankfully he doesn’t know.

“Gardening’s that important to you? You seem relaxed despite the hour.” Indeed, he seems calm and satisfied. A weird look, considering you’ve only seem the corrupt treasurer stressed and tired, indulgently lazing about, or smug with his work ‘fooling’ you.

“It’s how I got started with all this money business. I’d like to eventually retire and garden all day.”

What do you do?
>Just go home. Being near oily men this late might give you indigestion.
>Write-in.

Just for anyone new, Etienne is your corrupt treasurer. He has contacts among the high nobility and has served as a go-between for the two of you.
>>
>>3582472
>that sounds quite nice. Far simpler then our daily work keeping our land together. Do you mind if i join you. Ive never gardened before perhaps you can show me the ropes.

Lets play nice dispite being corrupt Etienne does not seem like a bad person. Plus any bonus to nobility happiness would be a boon.
>>
>>3582484
Supporting this.

Corruption can be forgiven in exchange for competence...for a time at least
>>
“Certainly, although I wonder if it’s too late for you?” You frown and glare at him, but he simply laughs. He really is relaxed, if he thinks this impropriety-

He throws a trowel at your feet. His guards are very confused. One of them is looking at you with naked fear.



You dig the trowel into a nearby flower patch and scoop out a spot for another tulip.

Unfortunately, you yawn not soon after. You only put in half the patch!

Etienne grins at you. For once, it’s not some grimy, disgusting sneer. You’re not sure what it means.

“I believe we’re done here. Would you like my men to escort you back?” You nod absentmindedly. The guards seem to mind, but Etienne waves their concerns off.

_-_-_

In the coming days, you return to the garden alone. It’s weird being outside in the day, and you get jostled a few times while under cover, but…

The flowers you planted stare blankly back at you. They’re not blooming. They’re uneven and some are wilting. A few people remark on how an apprentice must have done it. But, they’re still alive and they’ve taken root in the soil you put them in.

In all these six months, you’ve never truly grown something like this.

Result:
-10 ??????
New actions to relax.
Etienne seems calmer around you.
You’ve started going outside sometimes.
>>
File: Politics Zoom T6.png (59 KB, 789x469)
59 KB
59 KB PNG
You’re doing better than before. Your head doesn’t hurt as much, and you find fewer reasons to lash out at your servants.

Feod is skirmishing on Amberland’s southern border. Amberland’s ruler, Duke Folcard III, responds by quickly drawing men from your border. Now, you’ll only face 6000 men in case things go south. Not good, but better. They’re fighting over minor claims or something. It’s a southern matter.

It’s finally happened. Your records lost so many people that it’s affecting your income. It’s only a slight drop, and it’d take even more disappearances to affect your income again, but having 50,000 people disappear in the first six months of your reign isn’t very flattering…

Amberland sends you a missive in the same condescending tone as the last letter. It’s just warnings to ‘stay in your lands’ and to not invade Great Gate. It seems they’ve given up on them too. You note that Duke Folcard didn’t bother sending similar warnings to the Baron’s Pact.

That’s a minor issue, though. If this was everything, you’d be happy.

But then…

Jeremiah strode out of his tent one afternoon, your spies report. He claimed to be on a mission given to him by the Angels. Supposedly, the Angel of Temperance told him to ‘cut off that bitch’s head,’ and remove such an excessive evil from the world. Only then would she heal his son.

If the delusional old man wants a fight, he can have it. His army surges forth, finally commanded by its energized king. Everywhere, people remark that there’s a fire lit under him. The same one that he lost last decade. He’s wiser now, more active and driven.

That’s irrelevant. If he’s truly clambered out of whatever pit of grief that’s held him since last war?

You’ll push him back in.

King Jeremiah of Great Gate
Diplomacy: 10
Martial: 16
Stewardship: 15
Intrigue: 4
Learning: 3

He’s still got an incompetent, starving army, but he’s stepped up to the mantle of leadership.

_-_-_

Kingdom of Vetesil, June, 50 A.S.
Food: 35/100 (Minor famines, -2 Public Order)
Prosperity: 30/100 (-40% income)
Public Order: 51/100 (Affects rolls and prosperity)
Population: 210,000? (Affects certain income sources, force limit, and may affect food)

Military: You know you can get 3500 men. Due to a failing levy system, each thousand men levied cost 150 Silver per month. In Defensive Wars where you don’t leave your land, upkeep is 50%.
Internal Approval: Measure of how the pillars of state view you. Having loyalty at or below 2 or at 0 triggers special debuffs.
Freemen: 1/10 (Open Hostility, Quashed, but you’re not sure when they’ll gather enough strength to rebel again.)
Lower Nobility: 4/10 (Snubbed, -4 to all martial rolls)
Higher Nobility: 5/10 (Ambivalent)
Church of Angels: 5/10 (Ambivalent)

Treasury: 102 Silver
Income: 100 Silver/turn
Expenses: 40 Silver/turn
Net: +60 Silver/Turn
>>
1. Amberland is occupied right now. With minor skirmishing along Feod’s border, they don’t have time to deal with you. In fact, your spies detect that they’re feeling out your burghers and Freemen again. It seems they’ve figured out your famine, but you don’t know what they’re planning this time.
You don’t know what Geoffrey is thinking. He hasn’t betrayed you yet, but he’s undoubtedly trying. He continues advocating that you treat with Amberland, but not with the urgency you expect. (Diplomacy). Now that Amberland is fully distracted, however, it might be a great time to talk to the rest of the coalition. (Diplomacy). Each option here costs 30 Silver.

2. Even more peasants vanish, taken into the enemy’s ranks or starved to death. King Jeremiah is the last competent commander left, and his rag-tag army of about 1200 are quickly taking the last castles in the Barony of Iresen. Yet, zeal can’t substitute food or weapons. His army will probably fall apart at the slightest wind, even if he’ll keep ‘winning.’ Rally an army and put the dog down. (Martial) (Silver dependent on army size, but planning ahead, a thousand men cost 75 Silver/month in this situation, and you’re not sure how many months it will take. At this point, 2 of your men are probably worth 3 of his)

3. This is it. Land the finishing blow. Jeremiah might have the begrudging acceptance of his soldiers, but his imprisoned lords command their true loyalty. Free as many as possible, while probably further sabotaging his army, and watch his last soldiers desert him. Unfortunately, you’ve actually lost a few spies this month, either due to ‘insufficient zeal’ or, more likely, Jeremiah has realized how well you’ve infiltrated his camp. (Intrigue) Costs 20 Silver.

4. Even if Amberland is occupied, 6000 men is still almost twice your army. You need more soldiers if you want to stand a chance. Hire mercenaries (Martial, About 100 Silver), or create more knights to levy more people (Martial, saps income).

5. Actually, there is another option. With Great Gate knocking on death’s door, you could divert resources to fortifying your border with Amberland. The Great Tideran River is already a massive barrier. Fortified positions, expanded castles, and supply caches for guerilla fighters sound pretty good. (Stewardship, costs 100 Silver)

6. Just because Great Gate is about to collapse doesn’t mean the emergencies are over. Everyone knows war with Amberland is on the horizon, so why not make money off of it? You could either enact a scutage on your lords (Stewardship, and lowers army size for the duration of the conflict), press the screws on your cities with emergency tallages (Stewardship, will likely lower prosperity), or demand money from the various churches in your land (Stewardship, they’re not going to be happy). Each option here costs 30 Silver. (You estimate, with all the urgent crises, you could easily squeeze at least 350 Silver)
>>
7. You could also raise your income in less damaging ways. You made good progress last month, but there’s still room for improvement. You can either enforce your rights and normal tallages (Stewardship) or continue fighting the corruption that infests your bureaucracy. (Stewardship). Each option costs 20 Silver.

8. With so many people dead, missing, or probably turned into bandits, it might finally be time to run a true census. Hopefully, you can recover all your lost income. (Stewardship). This action will cost about 100 Silver, and is best approached with multiple turns of work.

9. You don’t know what Geoffrey is planning now. He should be panicking, but the traitor just goes about his business. If you didn’t know how much things had changed, you’d think he’s still trying to provoke a war. You’re sure that he’s received new orders. Get rid of him. (Intrigue) Free cost, but likely raises ??????.

10. You ran into an interesting proposal last month. King Ladislaus of Feod thinks your agents are his own moles. If he wants information on Amberland, you can feed it to him. He’ll even ‘reward’ you for it. However, you did notice a massive influx of spies and espionage into Amberland recently. For once, you don’t know why. (Intrigue) Costs 10 Silver, but may pay out more.

There are fewer crises, it seems, but the ones left have almost all gotten worse. You have 102 Silver to spend, and 2 D100’s to distribute. You can double up on an action.
>Well?
>>
Rolled 49, 57 = 106 (2d100)

>>3582527
>9. You don’t know what Geoffrey is planning now. He should be panicking, but the traitor just goes about his business. If you didn’t know how much things had changed, you’d think he’s still trying to provoke a war. You’re sure that he’s received new orders. Get rid of him. (Intrigue) Free cost, but likely raises ??????.
>2. Even more peasants vanish, taken into the enemy’s ranks or starved to death. King Jeremiah is the last competent commander left, and his rag-tag army of about 1200 are quickly taking the last castles in the Barony of Iresen. Yet, zeal can’t substitute food or weapons. His army will probably fall apart at the slightest wind, even if he’ll keep ‘winning.’ Rally an army and put the dog down. (Martial) (Silver dependent on army size, but planning ahead, a thousand men cost 75 Silver/month in this situation, and you’re not sure how many months it will take. At this point, 2 of your men are probably worth 3 of his)

We should make our cousin take a break from the law and take over the army. As far as I know she's our best general.
>>
Rolled 6, 32 = 38 (2d100)

>>3582529
>3. This is it. Land the finishing blow. Jeremiah might have the begrudging acceptance of his soldiers, but his imprisoned lords command their true loyalty. Free as many as possible, while probably further sabotaging his army, and watch his last soldiers desert him. Unfortunately, you’ve actually lost a few spies this month, either due to ‘insufficient zeal’ or, more likely, Jeremiah has realized how well you’ve infiltrated his camp. (Intrigue) Costs 20 Silver.
Taking apart an invading army without even raising our own forces is an impressive feat

I want to do the census, but we can’t afford it, so let’s do this instead:
>Amberland is occupied right now. With minor skirmishing along Feod’s border, they don’t have time to deal with you. Now that Amberland is fully distracted, however, it might be a great time to talk to the rest of the coalition. (Diplomacy).
>>
>>3582529
>3. This is it. Land the finishing blow. Jeremiah might have the begrudging acceptance of his soldiers, but his imprisoned lords command their true loyalty. Free as many as possible, while probably further sabotaging his army, and watch his last soldiers desert him. Unfortunately, you’ve actually lost a few spies this month, either due to ‘insufficient zeal’ or, more likely, Jeremiah has realized how well you’ve infiltrated his camp. (Intrigue) Costs 20 Silver.

>>3582530
>7. You could also raise your income in less damaging ways. You made good progress last month, but there’s still room for improvement. You can continue fighting the corruption that infests your bureaucracy. (Stewardship). Each option costs 20 Silver.
Lotta things need doing. We're too poor to do half of them.
>>
>>3582529
>1. Now that Amberland is fully distracted, however, it might be a great time to talk to the rest of the coalition. (Diplomacy).

>2. Even more peasants vanish, taken into the enemy’s ranks or starved to death. King Jeremiah is the last competent commander left, and his rag-tag army of about 1200 are quickly taking the last castles in the Barony of Iresen. Yet, zeal can’t substitute food or weapons. His army will probably fall apart at the slightest wind, even if he’ll keep ‘winning.’ Rally an army and put the dog down. (Martial) (Silver dependent on army size, but planning ahead, a thousand men cost 75 Silver/month in this situation, and you’re not sure how many months it will take. At this point, 2 of your men are probably worth 3 of his)

We need a show of strength. If we don't show up to defend our own domain, we won't get any respect.
>>
I think I'm calling it for the night again. Currently it's a tie between 2 and 3, which are kinda mutually exclusive to each other. Thanks to everyone who participated!
>>
Rolled 32, 91 = 123 (2d100)

>>3582655
+1
>>
>>3582673
>We need a show of strength. If we don't show up to defend our own domain, we won't get any respect.
This is a good point. We do need a show of strength. But I'd rather not expend any strength to do it. Perhaps there's a way we can use a small force to mop up any leftovers after their army has collapsed and therefore show that we have the strength, we just didn't need it?
>>
>>3582529
2 and 3.

Lets free the lords personally get some lords in great gate to like us. Nexy turn we have to do 2
>>
>>3582655
>3. This is it. Land the finishing blow. Jeremiah might have the begrudging acceptance of his soldiers, but his imprisoned lords command their true loyalty. Free as many as possible, while probably further sabotaging his army, and watch his last soldiers desert him. Unfortunately, you’ve actually lost a few spies this month, either due to ‘insufficient zeal’ or, more likely, Jeremiah has realized how well you’ve infiltrated his camp.
>9. You don’t know what Geoffrey is planning now. He should be panicking, but the traitor just goes about his business. If you didn’t know how much things had changed, you’d think he’s still trying to provoke a war. You’re sure that he’s received new orders. Get rid of him.
>>
>>3583367
Supporting
>>
Looks like getting rid of Geoffrey is just barely ahead.
Close vote.
>>
Rolled 1 (1d2)

Alright, I'm back. It seems like 3 clearly won, and it's a tie between 2 and 9.
I'll roll a dice and get writing.
>>
>>3583782
Didn't you say 2&3 are mutually exclusive?
>>
>>3583785
I was going to try fitting it in, but that is a good point. I've been sitting here for a bit wondering how I'd give them distinct results.
In that case, yea. I'll go with 9.
>>
In the end, you don’t want to waste more resources than necessary to eliminate Jeremiah.

From all your reports, you can see that the king has gone insane. He mandates several hours of prayers each day, demands that the prince be with him at all times, and mandates fasts for his soldiers.

Morale is dropping, even if he’s made good on his promise to keep winning. The last castles of Iresen are surrendering, and, as rumors say, Jeremiah has captured the baron.

The few agents that have survived in his camp have located the lords, typically owning land in the east, that are most receptive. They’re guarded by the king’s most loyal men. Of course, considering the entire campaign, that doesn't mean they're very loyal. Most take bribes. Some even surrender without a fight, tired of the war or disgusted by how their lords are treated. Together, they’re enough to overwhelm the truly loyal guards.

The lords are absolutely furious at Jeremiah. Sick of his zealotry and their humiliation, they eagerly accept your help.

However, they’re in the dark as to their savior. With everyone else dead, these lords will probably lead Great Gate until they select a new monarch.
How much do you reveal?
>Nothing. Just tell them to get out. They’ll suspect you or Adelaide, and they’ll suspect you of everything when not told anything. Still, it’s the cleanest, least entangling way to free them. Only a few will openly or fully suspect you.
>Imply you just got here. They probably won’t believe you, especially since it’s clear someone was sabotaging the army every step of the way. Regardless, this leaves them the most favorably disposed to you, but also leaves them underestimating you.
>Admit to some minor sabotage, mostly the supply shortages and bandits. They’re not happy, but they understand. You did what you had to do to an invading army. A few might suspect you had something to do with the prince’s poisoning or their imprisonment, but it’s the conclusion that leaves everyone comfortable.
>Everything. You’re not sure what it earns you, and it certainly costs you a lot, but you did do all of it.

Still, even if the plan goes without a hitch, there’s still the issue of a hundred die-hard loyalists.

How did you handle Jeremiah’s zealots?
>Starve them out. With all their momentum gone, and unable to take comfort in numbers, they’ll eventually disperse, even if they’re fanatics. They certainly don’t have enough to take another castle, or threaten anything other than small caravans.
>Declare bounties on their heads. You don’t even need to put much, certainly not enough to make a dent in your treasury. In foreign land, surrounded by angry peasants, they’ll get whittled down by bandits soon enough. You’re just speeding the process up.
>More sabotage. You only have two or three spies left. Most were thinned out for insufficient piety. Still, that’s enough for one last mass-poisoning or fire. Everyone’s got a breaking point.
>>
Finally, it’s time to remove Geoffrey. Aside from Adelaide, no one on your council knows his true nature.

He might have all sorts of schemes planned in case of his death, even if he didn’t do much in life. In addition, he might panic if he notices something off.

Your agents notice that he’s friendly with quite a few staff members. He jokes with your servants and sometimes chats with your guards. You don’t think they’re directly related to whatever he’s planning, but it’s disconcerting.

Further, he’s got a few estates scattered throughout the countryside. You don’t remember paying him enough to buy all of those. In addition, from a few scattered recollections, your agents recall him hiring guards a few months ago.

While you have plenty of agents in the castle, there isn’t enough time to grab everything. What do you prioritize?
Pick 2:
>His scattered estates. He has stuff there, right?
>His office and the archives, as well as any places he might have stashed documents.
>Keep you safe. Why else would he visit your staff so often?
>Go after him. Cut the head off, and the rest will follow.
>Look for more meaningful accomplices. Perhaps you missed something in your bureaucracy.
>>
>>3583879
>Imply you just got here. They probably won’t believe you, especially since it’s clear someone was sabotaging the army every step of the way. Regardless, this leaves them the most favorably disposed to you, but also leaves them underestimating you.
>Declare bounties on their heads. You don’t even need to put much, certainly not enough to make a dent in your treasury. In foreign land, surrounded by angry peasants, they’ll get whittled down by bandits soon enough. You’re just speeding the process up.


>>3583901
>His scattered estates. He has stuff there, right?
>His office and the archives, as well as any places he might have stashed documents.
>>
>>3583925
supporting
If we acquire evidence, no doubt we will root out the traitors soon enough. He will have little resources to retaliate. The others on the council will fall in line once they see his traitorous nature.
>>
>>3583925
Yes support
>>
>>3583925
Supporting
>>
>>3583925
Yeah, this nails it.
Bounties make the zealots die violently and get some coin to the peasantry.
>>
>>3583925
supporting but
>>Admit to some minor sabotage, mostly the supply shortages and bandits. They’re not happy, but they understand. You did what you had to do to an invading army. A few might suspect you had something to do with the prince’s poisoning or their imprisonment, but it’s the conclusion that leaves everyone comfortable.

if we don't give any information we'll look like a liar or incompetent.
>>
>>3583925
Supporting
>>
Jeremiah’s gone. As in he’s not in his camp and you have no clue where he went. The prince is probably with him. Still, you did put a large sum on his head. You hope he enjoys trodding through the wilderness with hunters on his trail.

His soldiers scatter. They’re hunted down one by one, although your spies note that the best and brightest soldiers are gone too. They were Jeremiah’s personal guard and a few knights that are now, thanks to the Baron’s Pact, unlanded. In addition, most of Jeremiah’s zealous soldiers put up a fierce fight. Still, it’s all dead peasants. Regardless, it’s a resounding victory. Very quickly, most castles in Iresen raise your banner again. Jeremiah couldn’t afford to give the important ones more than a skeleton crew, and many minor ones only had to promise not to oppose him.

To your chagrin, your spies report that most of the bounty hunters are bandits. You still pay out, but you make some contacts in their camps. You think you might have lost a few silvers, but nothing more. While it’s nothing to you, a few silvers is enough to see a couple families through an entire year.

All in all, Jeremiah didn’t really do too much. His soldiers couldn’t afford to stop and really start looting, and he got most of his grain amicably. You estimate many of his new recruits, your own peasants, will soon return to their land. Yet, your records in the area are still scattered or useless, bandits stalk the entire county, and your own handiwork leaves dozens of villages starving and an entire planting season disrupted. High Edri is a mess, and it’s mostly your fault.

You find yourself less sorry than you expect.

You send polite letters to the remaining lords of Great Gate. Most of them believe that you happened upon them, but a few feel you’re responsible for much, much more. As a result, most of them don’t think much of you. While they’re grateful for the help, they wonder why you didn’t do anything to stop their march. You easily rebuff their pitiful attempts to manipulate you.

You probe if any of them know what happened to Jeremiah. The lords of Great Gate, rallying behind a few counts, are understandably dismayed. They were hoping you’d do the deed. As it is, they quickly decide on some mixture of “He’s dead” and “He was insane and unfit for the crown” as the official story. They’re thinking of electing either a distant cousin one of their own, a cadet branch of minor nobles.

They propose a white peace. It seems they’re aware that Amberland warned you not to press into Great Gate.

And finally, you need to figure out what to do with High Edri. It’s an eternally unprofitable land that's severely devastated and upset that you ‘did nothing.’ Ingrates. You make so little from the county that, even with your skeleton bureaucracy, you lose money every month. You could pass it off to someone, probably the Baron of Iresen as a reward for service, but is that really what you want?
>>
On Jeremiah…
>Up his bounty. (Costs 20 Silver)
>Send knights after him. (?)
>Let him die in the wilderness with his invalid son (?)

On Great Gate…
>Accept their peace offer. (Gain 50 Silver, peace)
>Actually, keep the war going. (If you invade, the coalition will retaliate)

And finally, what’s the fate of High Edri?
>It’s mine! (Keep it, opportunities to increase income)
>Pass it off. (Income increases, don’t deal with the headache of managing it.)

Result:
Great Gate Army defeated!
‘King’ Jeremiah is essentially an outlaw.
Great Gate will probably select a more sympathetic king.
High Edri is a starving, tumultuous wreck.

_-_-_

Geoffrey fled. Normally, you’d consider the operation a failure. After all, you did want to interrogate him. In fact, you're upset that you can’t ‘interrogate’ him for his fingerbones. However, you captured everything you need.

His estates held what amounts to dead man’s switches. Every month he’d sent letters out to his servants. It seems that they had orders to send damaging letters all over the realm and beyond in case Geoffrey didn’t write them each month. The letters range from the subtly damaging, letters to your lords with reasonable if unnecessary and annoying requests, to the very damaging, provocative and offensive letters to nearby kingdoms. He had an outdated seal. It dates to a few years ago, but to be perfectly honest, no one cares enough about Vetesil to notice.

His largest estate also held the guards. He hired them to defend a certain target that might arrive. They were sworn to secrecy and paid very handsomely to not ask questions. Of course, missing half a skeleton made people talk.

Initially, you thought nothing of it. What person would be worth hosting? Then you search his paperwork.

Initially it’s what you expected. He wanted you to leave the castle so he could hijack the chancery in a way that wouldn’t kill him. Too cowardly to work effectively, he argued incessantly with his handlers in Amberland. It seemed there were numerous plans to sabotage you, but he wasn’t willing to stick his neck out unless it was for the perfect opportunity.

But then you find something that lines up.

Countless references to some girl. Your entire genealogy researched. Notes on where to find her. It seems he asked several unsuspecting bureaucrats for all they had on your family tree.

At first you wanted to behead Audrey. But no, she’s innocent. Too distant a cousin to claim your throne.

But somewhere out there? Amberland doesn’t know. You certainly don’t know. The entire genealogy is so complicated that she probably doesn’t know. She’s somehow your niece, but only a few years younger than you.

There’s another claimant to your throne. They say that it’s a common issue. Every kingdom has claimants. She’s not the only one out there, just the only one that’s not accounted for.

But to you she’s special. You’ll hunt her down.
>>
Result:
+15 ??????
+Advance knowledge that a claimant to the throne is at large and being sought out by Amberland.
+Geoffrey is gone, exposed in such a (relatively) bloodless and airtight way that no one can fault you.

_-_-_

Your councilors are arguing about nothing. Edward is furious and something else you can’t place. Etienne agrees wholeheartedly that Geoffrey was a scoundrel all along, probably to buttress his own position. Adelaide calmly lays out the fact to Jacob, who in typical fashion would second guess you if you said the sky was blue. You think Audrey tried to talk to you, but you gave strict orders to let no one in.

As you expected, it’s taking an enormous amount of time to find a replacement chancellor. No one’s taking Geoffrey’s betrayal well. Well, except Adelaide, but she was the one who told you.

After the news of your new and threatening niece, everything gets worse. You stress every night. All your life you’ve prepared for this role. And now someone else might have a shot at taking it all away?

Queen Ophelia I, Queen of Vetesil and Countess of High Edri (Maybe).
Age: 16 (Birthday in January)
Diplomacy: 24
Martial: 8
Stewardship: 10
Intrigue: 19
Learning: 15
??????: 80/100

You can’t sleep.
What do you do in the last few days of the month?
>Intervene in the councilor selection. Although you do have the right to pick your councilors, it’s customary to let the rest of the council decide who would work well with them. You thought about putting in Audrey, but she’s even worse than Edward. (Diplomacy, raises chance of your next councilor having a good attitude. Or you could put in Audrey, but she has Diplomacy 8)
>Find that claimant. You have an incredibly low chance of pulling it off, even with your masterful skills. But it’s worth a shot. (Intrigue)
>Reinforce your castles. With Great Gate handled, you only need to fear danger from Amberland. (Stewardship)
>Garden. You’re not sure how much it’ll help, but maybe this could calm you down. (Rest)
>Harvest ‘Brittle Ivory.’ You have some of Geoffrey’s servants you’d like to talk to. (Rest)
>Go out again. It helped last time, maybe you could relax out in the city. (Rest, specify if you want to go officially or sneak out)

(Note: I forgot to mention you have 140 Silver)
>>
>>3584280
>Send knights after him. (?)
>Accept their peace offer. (Gain 50 Silver, peace)
>It’s mine! (Keep it, opportunities to increase income)
>>3584281
>Intervene in the councilor selection. Although you do have the right to pick your councilors, it’s customary to let the rest of the council decide who would work well with them. You thought about putting in Audrey, but she’s even worse than Edward. (Diplomacy, raises chance of your next councilor having a good attitude. Or you could put in Audrey, but she has Diplomacy 8)
We need to fix our kingdom next month and find a way to get more shekels
>>
(I also forgot to mention that Great Gate was willing, after a little prodding, to give you a token sum.)

I also forgot to put down another option for your personal action.
>Lady Audrey invited you to attend her birthday. Incredibly frivolous, but you'll attend. (Rest)

Your Current Court:

Chancellor/Diplomacy: Vacant

Marshal/Martial: Count Edward 'Red Eyes' (Loyalist, Arrogant). Martial 13

Treasurer/Stewardship: Baron Etienne (Corrupt, high nobles). Stewardship 14

Spy mistress/Intrigue: Adelaide (Loyalist). Intrigue 17 (You personally head this department, and so her stats don't matter.)

Chief of Records: Jacob (Malcontent). Learning 10.

Other Notables:
Lady Audrey
Age: 22 (Birthday in late June)
Diplomacy: 8
Martial: 16
Stewardship: 4
Intrigue: 9
Learning: 16
>>
>>3584280
On Jeremiah…
>Up his bounty. (Costs 20 Silver)

On Great Gate…
>Accept their peace offer. (Gain 50 Silver, peace)

Fate of High Edri?
>It’s mine! (Keep it, opportunities to increase income)

Personal action.
>Lady Audrey invited you to attend her birthday. Incredibly frivolous, but you'll attend. (Rest)
>Harvest ‘Brittle Ivory.’ You have some of Geoffrey’s servants you’d like to talk to. (Rest)

Ideally we’d do both as there are several days left in the month
>>
>>3584337
I notice some of my instructions weren't very detailed this time. Sorry. Usually there's only one personal action per month. Think of it as squeezing in a little time out of an already busy schedule.

I forgot to write that it increases your ??????, but uses your stats. Resting means not taking a personal action, and usually lowers your ??????.

Is there one you'd like to do more than the other?
>>
>>3584281
>Send knights after him. (?)
>Accept their peace offer. (Gain 50 Silver, peace)
>It’s mine! (Keep it, opportunities to increase income)

>Lady Audrey invited you to attend her birthday. Incredibly frivolous, but you'll attend. (Rest)
>>
>>3584356
Attend the birthday would be my preferred choice
>>
>>3584280
>Up his bounty
>Accept their peace offer
>It's mine!

>>3584281
>Garden
I for one like our newfound hobby...
>>
>>3584442
This
>>
Rolled 92, 5, 6 = 103 (3d100)

Calling and writing. Dice go!
>>
>>3584280
I want Jeremiah to die in the wilderness with his invalid son, but we can't trust him to do it properly. His personal guard may be a problem there. At the same time, our knights either waste time searching, or possibly encounter the unknown guards...
>>Up his bounty. (Costs 20 Silver)
And be done with it.

>On Great Gate…
>>Accept their peace offer. (Gain 50 Silver, peace)
No brainer.

>the fate of High Edri?
Well clearly the land is a total mess and the only sane thing to do is cut our losses and-
>>It’s mine!
...I'm sorry, what were we saying?

>>3584281
>>Garden. You’re not sure how much it’ll help, but maybe this could calm you down. (Rest)
I really like the idea of Ophelia gently and carefully planting a little fledgling garden each time she personally eviscerates someone. Lovely flowers shall adorn the countryside! Long live the murder gardens!
>>
>>3584806
Oof.
>>
>>3584834
Luckily, I'm still writing the birthday party scene.
I'll include your other votes.
>>
Rolled 1 (1d2)

... On second thought, your vote would leave a tie.
So.
I'll roll a dice to see whether you up the bounty or send knights.
>>
At first, you were wary of attending a birthday party. She has a few of her friends there, minor bureaucrats and courtiers that you normally wouldn’t even spare a glance.

“I heard they invented some new weapon down in Triensel.” Lukas, who was born in the city outside but always dreamt of working in the castle, placidly remarks. He nurses a glass of wine, and almost spills some on you as he sneezes! He may have been sick for years as a child, but you couldn’t care less about him.

“It’s always something. Audrey, do you know anything about that? It’s called black powder or something, right?” Carmen is equally intoxicated, although she usually hates the taste. She had an awful experience as a child, and it nev-

Wait, why do you care?

Perhaps seeing your imperceptible pout, Audrey shoots you a worrying stare.

“Ophelia, why are you scowling?” Ok, maybe it was more than a tiny pout. “Are you ‘pouting’ again?” Ugh.

“A word, Lady Audrey?” She winces at the formality, but you keep glaring at her impatiently. She sighs, long and exaggerated, before nodding and walking towards the door. You make sure to accidentally step on her foot. She doesn’t even feel it. Once the two of you are in the hall, she turns back to you and leans against the door.

“Alright, what has you upset now?” Now?

“Who are those peas- people?” You whisper, faintly exasperated. “And why are they so open? I didn’t need to know about Joan’s romance with the castle’s armorer when she was seventeen!”

“Didn’t need to, but it seemed like you wanted to.” She gently smiles while you splutter. “I thought you’d appreciate it. I asked them to open up to you. You never had that happen, so maybe you’d enjoy it.” You continue spluttering, before you retort-

>Write-in?

_-_-_

Your bounty worked.

Well, it sort of worked. There is a clear trail of corpses showing where Jeremiah’s going. He seems to have seven guards with him, along with his invalid son in a small cart. The good news is that he’s starving, heavily injured, and truly insane. Audrey remarked it was ‘just like the stories,’ but you rolled your eyes.

The bad news? A band that somehow hewed through dozens upon dozens of admittedly shoddy bounty hunters is advancing towards you. Well, advancing in your general direction, but with their luck you wouldn’t be surprised if they found your castle.

At the very least everything else went well. Great Gate sends the money on time, no tricks. They did, however, send some ‘guests:’ irrelevant scions. They seem to want their kids out of danger, although most of them are looking for it in your city.

You congratulate the Baron of Iresen and grant him some minor privileges just to keep him happy, but otherwise leave him to his fate. To his credit, he seems completely done with everything at this point, preferring to stay secluded outside of his duties.
>>
>>3584886
>Party
People bring so open towards us is...new. Not sure if we like it or not yet.

But this new weapon sounds interesting - so we may view such conversations as another way to gather information.

>Bounty
Keep popularising the bounty publically. Maybe even add a knighthood as a reward for bringing us the head of the King and his son

>scions
Sounds like free political hostages to me, is there anyone important?
>>
>>3584886
>We don't care about people and their daily struggles. They are irrelevant to you. But weapons though, interesting.
>>
>>3584896
You barely keep track of your own nobles. Foreign vermin merit even less attention. A few of them do insist on talking to you though. One son of some important count bought you an ivory horn when you accidentally mentioned your enthusiasm for 'bone crafting.'

For the most part though, they're just guests. It seems the war with the Baron's Pact isn't going well.
>>
>>3584886
>>3584910
>>3584896

>perhaps we should try having friends? Even for purely manipulative purposes friends are useful tools. Audrey is a good start. Lets just tell we we are unused to it but will trt being more open ourselves.
>>
You return to the party, having ‘given up’ and thanked Audrey for her help. You sit in with her friends a few more times, although you aren’t drawn into their stories like before.

They have many ideas on how to improve the realm. You shuffle, mildly uncomfortable. While you were busy just keeping everything afloat, they’ve had time to ponder the rest of the world and the future. You roll your eyes at their optimistic words, and resist the urge to lash out at their idealistic plans.

In the end, however, you gleaned some good ideas, and, loathe as you are to say it, you do feel more relaxed.

Result:
More possible actions next turn.
-10 ???????

_-_-_

In quite a bit of fanfare, Audrey finishes her codex. She demanded you follow her to her room, where she finished binding the last bit of parchment.

At first, you’re not impressed. It’s a patchwork of plagiarized material that makes you wonder why you even bothered. Then, she reads to you.

She does liberally copy huge passages from southern philosophers and scholars. However, she adapts them masterfully, weaving them into Vetesil’s law with skill and insight. She tries to address the inconsistencies in southern law, reconciles slightly different interpretations, and generally streamlines your current system without making it seem less just or versatile.

Result:
Audrey's codex is finished, your legal troubles are over!
Audrey would like to send a copy to Wakefeud, but you’re busy right now.
>>
Audrey develops a following among old, pedantic men. Jacob grumbles having his chance stolen, but you ignore him.
Generally, your court is abuzz. Things are getting back to normal, and an optimistic feeling pervades the castle.

Your major crises are over, and you have some breathing room. Amberland is too busy in the south, Great Gate managed to stall out the Baron’s Pact in a bloody stalemate, and the rest of the coalition is dithering.

But your internal problems are just as bad…

Your councilors name the threats to the realm. You do not have a diplomatic advisor at the moment, and will likely not have one until next month.

1. Amberland’s busy and left the rest of the coalition hanging. They still have soldiers on your border, about 5000 all together, with the rest skirmishing in the south. Unfortunately, that’s more than enough to probably end your existence.
Although you have misgivings, now might be the best time to negotiate with Amberland. (Diplomacy). At the same time, you’re sure that you could talk down the lesser members of the coalition. (Diplomacy). Each option here costs 30 Silver.

2. Reach out to Great Gate. You don’t think you can influence their election much, but you wouldn’t mind getting rid of any bad blood before it can fester again. They’re not in a good spot. Although you’re at peace and you didn’t even touch their lands, the Baron’s Pact has extensively raided. You think that they might eventually sign another white peace. They’re desperate for help. (Diplomacy). Costs vary between 30-100 Silver.

3. Your people starve. It’s going to be hard to fix, requiring time and money, but it’s necessary. Benighted and savaged by hunger, your peasants might get ideas. Or they might die, but that’s less important. With Great Gate on fire and the coalition seeking your end, you only have one option for outside aid: The Kingdom of a Hundred Isles. They rarely interact with outsiders, but the enigmatic kingdom is your only hope for grain (Stewardship. Expect a massive per turn expense for slow progress.) However, your advisors recommend a temporary solution too. As Queen of Vetesil, you have a large tracts of light forest, full of game, and your spot on the Tideran river offers you plenty of fish. Usually, you’d lease the rights, but in times of emergency? (Stewardship, reduces income)

4. Even if Amberland is occupied, their army is too much to handle. You need more soldiers if you want to stand a chance. Hire mercenaries (Martial, About 100 Silver), or create more knights to levy more people (Martial, saps income).

5. As before, you could further fortify your position on the Tideran River. Especially with your eastern border secure, it might be prudent to focus on your remaining enemies. The Great Tideran River is already a massive barrier. Fortified positions, expanded castles, and supply caches for guerrilla fighters sound pretty good (Stewardship, costs 100 Silver).
>>
6. One crisis down, many more to go. Even if there’s no immediate war, and war with Amberland seems less likely, you could still find pretext to squeeze money out of your kingdom. You could impose a scutage on your lords (Stewardship, and lowers army size for the duration of the next conflict), press the screws on your cities with emergency tallages (Stewardship, will likely lower prosperity), or demand money from the various churches in your land (Stewardship, they’re not going to be happy). Each option here costs 30 Silver. (You estimate, with all the urgent crises, you could easily squeeze at least 250 Silver)

7. You could also raise your income in less damaging ways. You made good progress, but there’s still room for improvement. You can either enforce your rights and normal tallages (Stewardship) or continue fighting the corruption that infests your bureaucracy. (Stewardship). Each option costs 20 Silver.

8. With nearly fifty thousand people dead or missing, you should count the living. Now that the war’s over, people have stopped disappearing from your rolls. However, Etienne reports a massive discrepancy between your records and the actual population (Stewardship). This action will cost about 100 Silver, and is best approached with multiple turns of work.

9. King Ladislaus of Feod thinks your agents are his own moles. He relies on your for information about Amberland. If you could convince him that further escalation would benefit him? He might just do that. He might even pay you for the trouble. (Intrigue) Costs 10 Silver, but may pay out more.

10. High Edri is unfolding into a disaster of ridiculous proportions. Famine stalks the land, the people are scattered in various refugee camps, the law is ignored and your sheriffs shamed daily, and bandits infest the forests or sometimes even hole up in stolen castles. You can’t do anything about the famine, but everything else is approachable. Restoring order to the always unprofitable county will take obscene effort, but you think you’re up to the task. You could either exterminate bandits and retake your stolen castles (Martial, costs 50 Silver), resettle your peasantry (Stewardship, 80 Silver), or restore the rule of law (Learning, 50 Silver).

11. Generally, last month’s failure with Jeremiah has made you aware of your kingdom’s pitiful law enforcement. Although most of the dead were bounty hunters, there were more than a few guards and sergeants among them. You’ve heard proposals to order to arm your peasants (Martial, costs 20 Silver), but Edward insists on local, trustworthy guards as before, but with better training (Martial, costs 50 Silver)
>>
Rolled 37, 76 = 113 (2d100)

>>3584970
>continue fighting the corruption that infests your bureaucracy. (Stewardship). Each option costs 20 Silver.
>You could either exterminate bandits and retake your stolen castles (Martial, costs 50 Silver)
>>
File: Politics Zoom T7.png (70 KB, 762x626)
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70 KB PNG
However, with the chaos gone, you had some ideas on actually advancing the realm.

12. Jacob rolled his eyes when you brought up a research division, but the rest of the council was relatively enthusiastic about it. You won’t be doing anything advanced, but there’s always room to improve what you already have. (Learning, Costs 50 Silver, allows research projects, expensive longer-term affairs, similar to the codex, that provide various bonuses.)

13. You can’t stop thinking about your niece. She’s somewhere out there, potentially being used against you. It might take years, but you won’t rest until you know where she is. (Intrigue, costs 75 Silver)

14. Expand your spy network. They’ve been pivotal to your reign. However, they’ve barely grown above the forty or so agents you have scattered throughout your kingdom and the border. Most are in high positions and are able to help recruits acclimate. (Intrigue, costs 100 Silver)

15. You haven’t courted your lower nobility at all during your reign. You should change that. Mostly knights and tiny landholders, you think you could offer them more privileges (Diplomacy, Saps income), offer them positions in your legal system (Learning, lowers public order), or, as Edward and some of your guests suggest, establish a chivalrous order (Martial, is a large continuous expense).

16. Whatever that black powder nonsense is, it might be time to look outward into the world. Well, mostly to investigate what exactly blackpowder is. You’re sure you can’t figure out its secrets, since you simply lack the resources and knowledge base of the south, but it’s constantly on your mind. You get an ominous feeling whenever you think about it. (Intrigue, costs 20 Silver. I don’t usually do this, but I will warn you the DC is higher than usual, and the results will not be what you expect. Sorry if the ‘mystery’ makes it feel like a railroad.)

Regardless, it’s time to make decisions. You have 2 D100’s, and 170 Silver to spend. You may double up on an action.

Kingdom of Vetesil, July, 50 A.S.
Food: 32/100 (Minor famines, -2 Public Order)
Prosperity: 30/100 (-40% income)
Public Order: 49/100 (Affects rolls and prosperity)
Population: 208,000? (Affects certain income sources, force limit, and may affect food)

Military: You know you can get 3500 men. Due to a failing levy system, each thousand men levied cost 150 Silver. In Defensive Wars where you don’t leave your land, upkeep is 50%.
Internal Approval: Measure of how the pillars of state view you. Having loyalty at or below 2 or at 0 triggers special debuffs.
Freemen: 1/10 (Open Hostility, Quashed, but gathering strength.)
Lower Nobility: 4/10 (Snubbed, -4 to all martial rolls)
Higher Nobility: 5/10 (Ambivalent)
Church of Angels: 5/10 (Ambivalent)

Treasury: 170 Silver
Income: 100 Silver/turn (Originally 150, +10 unaffected by prosperity)
Expenses: 40 Silver/turn
Net: +60 Silver/Turn

Specials/Treasure:
Audrey’s Codex
>>
Rolled 61, 87 = 148 (2d100)

>>3584980
>16. Whatever that black powder nonsense is, it might be time to look outward into the world. Well, mostly to investigate what exactly blackpowder is. You’re sure you can’t figure out its secrets, since you simply lack the resources and knowledge base of the south, but it’s constantly on your mind. You get an ominous feeling whenever you think about it. (Intrigue, costs 20 Silver. I don’t usually do this, but I will warn you the DC is higher than usual, and the results will not be what you expect. Sorry if the ‘mystery’ makes it feel like a railroad.)
>3. Your people starve. It’s going to be hard to fix, requiring time and money, but it’s necessary. Benighted and savaged by hunger, your peasants might get ideas. Or they might die, but that’s less important. With Great Gate on fire and the coalition seeking your end, you only have one option for outside aid: The Kingdom of a Hundred Isles. They rarely interact with outsiders, but the enigmatic kingdom is your only hope for grain (Stewardship. Expect a massive per turn expense for slow progress.)

We need to recover and prepare
>>
Rolled 68, 36 = 104 (2d100)

>>3584980
7 and 8
This is the the first peace time in a while and we need to start a steady flow of income.
>>
Rolled 60, 46 = 106 (2d100)

>>3584970
>8. With nearly fifty thousand people dead or missing, you should count the living. Now that the war’s over, people have stopped disappearing from your rolls. However, Etienne reports a massive discrepancy between your records and the actual population (Stewardship). This action will cost about 100 Silver, and is best approached with multiple turns of work.

>9. King Ladislaus of Feod thinks your agents are his own moles. He relies on your for information about Amberland. If you could convince him that further escalation would benefit him? He might just do that. He might even pay you for the trouble. (Intrigue) Costs 10 Silver, but may pay out more.

Anything we do now will not hold up against our very tenuous situation with the coalition. We need to combine our efforts to advert their attention before they attack, along with pursuing conventional means of earning income.
>>
Rolled 67, 69 = 136 (2d100)

>>3585062
Support
>>
>>3584970
>continue fighting the corruption that infests your bureaucracy. (Stewardship). Each option costs 20 Silver.
Holy shit we need money.
I want to do the survey, but it is a multiple turn endeavor that'd drain our treasury of 40 silver a turn.
I could be persuaded to scutage or something instead.

>10. High Edri is unfolding into a disaster of ridiculous proportions. You could exterminate bandits and retake your stolen castles (Martial, costs 50 Silver),
We can't ignore this.
>>
Rolled 18, 64 = 82 (2d100)

Dice
>>
Rolled 86, 90 = 176 (2d100)

>>3584970
>>3584970
>10. You could either exterminate bandits and retake your stolen castles (Martial, costs 50 Silver)

>7. You could also raise your income in less damaging ways. You made good progress, but there’s still room for improvement. Enforce your rights and normal tallages (Stewardship)

We’re already fought corruption before, let’s try this to increase our income - then we can conduct a census
>>
>>3584980
>3. As Queen of Vetesil, you have a large tracts of light forest, full of game, and your spot on the Tideran river offers you plenty of fish. Usually, you’d lease the rights, but in times of emergency?
Peasants are in fact the foundation of the realm's prosperity. The land doesn't work itself.
>10. Exterminate bandits and retake your stolen castles.
Send Audrey to do it, she'll have fun.
>>
>>3585100
Supporting
>>
>>3585100
Pretty sure that implies that we’d be selling the land...which I don’t support at all.
>>
>>3584961
>>3585100
Oh right, the starvation. Forgot about that.
I'll change
>>3585070
>>continue fighting the corruption that infests your bureaucracy. (Stewardship). Each option costs 20 Silver.
To
>>3. As Queen of Vetesil, you have a large tracts of light forest, full of game, and your spot on the Tideran river offers you plenty of fish.
>>
>>3585132
Sorry if it's not clear.
You get a lot of income from selling rights to hunt in your land for a season or so. In this case, you'd declare open season on your forests and rivers, without selling the land. Think of it as a temporary income reduction, although you're sure that people aren't going to treat your land very well.

I think I might leave the vote going overnight, since there are so many options this time around.
I'll hang around for a little while answering any questions though. Thanks to everyone for participating.
>>
Rolled 20, 52 = 72 (2d100)

>10. High Edri is unfolding into a disaster of ridiculous proportions. You could exterminate bandits and retake your stolen castles (Martial, costs 50 Silver)
>continue fighting the corruption that infests your bureaucracy. (Stewardship)
>>
Rolled 15, 49 = 64 (2d100)

>8. With nearly fifty thousand people dead or missing, you should count the living. Now that the war’s over, people have stopped disappearing from your rolls. However, Etienne reports a massive discrepancy between your records and the actual population (Stewardship). This action will cost about 100 Silver, and is best approached with multiple turns of work.
>3. Your people starve. It’s going to be hard to fix, requiring time and money, but it’s necessary. Benighted and savaged by hunger, your peasants might get ideas. Or they might die, but that’s less important. With Great Gate on fire and the coalition seeking your end, you only have one option for outside aid: The Kingdom of a Hundred Isles. They rarely interact with outsiders, but the enigmatic kingdom is your only hope for grain (Stewardship. Expect a massive per turn expense for slow progress.)
>>
Alright, I'm back. It seems the winners are 10, with 6 votes, and 3, with 5 votes. On three, it seems like opening your lands to peasants wins.

I don't think this system is pretty fair, so I'll probably separate these things in the future. It was a 3-2 split on three, but 8 had four votes.

I think I'll go with 3, and try writing in both options as an apology, but expect a slightly different and hopefully more fair voting system. Well, unless you guys prefer this. Thoughts?
>>
Rolled 90 + 12 (1d100 + 12)

Your spies help out quite a bit in finding bandit camps. They’re scattered all throughout the light woods around High Edri, and some larger groups have taken a few minor castles. It would have been hard to find these groups, actually, since some did a rather good job pretending to be guards and toll collectors for their hostage nobility and castellons.

In the end, you plan for most of your silver to go into restocking these castles, since you plan to sally out your loyal garrisons to attack the bandits. Although your guards are pitiful, the bandits are probably even worse.

However, you run into some issues. It turns out a few bandit groups were helpful in harassing Great Gate’s host, while others have holed up in castles without any owners. In fact, many of these castle bandits have behaved well now that danger has passed. For the most part, they’re comfortable fitting back into the manorial system as enforcers and garrison. Some were even ‘honorable’ types, angrily lashing out at Great Gate and now only taking what they need. Of course, they don’t need to know you were probably responsible for burning down their homes.

Generally, it the bandits are at your mercy. They just don’t know it yet. You have good information on their whereabouts and can sabotage any plans to unite against you. How do you proceed?

Option 1 is mutually exclusive to the rest. Otherwise, pick as many as you like.
>Kill them all. (All dead, max public order bonus)
>The loyal ones, who were only driven to banditry by desperation and anger, can live. They might even make good soldiers. (More soldiers, but they don’t fit in very well.)
>In fact, the ones holing up in your unoccupied castles have basically only done what a normal guard would do. Keep them around. (Recover 40 Silver, low chance of angering the low nobility.)

(just ignore that dice for a moment)
>>
Your bailiffs and guards are overworked in the first week. After you announced your forests and rivers were open to any peasants, there was an almost visible migration towards your lands. Peasants stream into your forests, and only the brave work of your wardens and bailiffs keep them from absolutely ruining it.

In fact, your high nobility are perturbed by your actions. Although the planting season ended months ago, they sorely miss their peasants.

Many lords open up their own land to peasants, hoping to stem the tide of emigrants. However, many peasants have already made plans and see no reason to cancel them for no added benefit.

By the end of the first week, it already seems like your plan was a success. Your own peasants are not starving, even if they’re not full, and the migrants are fitting in nicely. Then, letters from your nobles arrive.

Etienne shuffles uncomfortably under your stony gaze. You leave him standing awkwardly while you read one particularly insolent letter. The nobles want to ‘do business’ with you.

They understand the nature of the famine. They are willing to shoulder the burden and distribute food from your lands in your stead.
>Let the nobles carry food off before distributing it. They’ll be suitably grateful.
>Continue allowing peasants into your land. It might be expensive now, but they’ll be ‘customers’ for you later.

_-_-_

Audrey wanted to keep showing off her codex to you. Pitiful, but you’re family, so you humor her. You enter the treasury right as some cloaked figure leaves. Probably another of your spies making a delivery. Before you can question it further, however, Audrey makes a joyful noise as she grabs her codex.

She thumbs the pages while explaining, for the third time this week, the complexities of divorce law. She rattles off the same facts about how Mersilia wasn’t very clear on what constitutes an actionable offense, and how to resolve legal disputes on stealing cattl-

“Wait, what?” You ungraciously blurt out. “Why would you put that page there?”

“Oh, that happens when people are binding the pag-” She realizes the problem. “Why is there a copy of my codex in your treasury?”

“I wouldn’t grab some peasant’s papers like that. Why didn’t you notice from the handwriting?” You raise an eyebrow. “In fact, where’s the original then?”

“Ah…” She digs through your bookshelves. “Right he- No… Not here! Where could it have gone?”

“... I think I have an idea.”

You’ve found out about the theft immediately after it happened. It’s clear that the thief is still here, and will probably lie low for a bit before leaving. How do you handle this?

Pick 2.
>Station spies in your secret passages.
>Have them check all people trying to leave the castle
>Guard the treasury. They might realize they took the codex and try for something more valuable.
>Interrogate your staff. It might have been one of them.
>>
>>3586529
>In fact, the ones holing up in your unoccupied castles have basically only done what a normal guard would do. Keep them around. (Recover 40 Silver, low chance of angering the low nobility.)
>>3586553
>Let the nobles carry food off before distributing it. They’ll be suitably grateful.

>Have them check all people trying to leave the castle
>Interrogate your staff. It might have been one of them.
>>
>>3586574
Supporting this
>>
>>3586574
+1
>>
You only mildly regret imprisoning your librarians. Most of them don’t know anything, but they’re still under suspicion for their potential affiliation with Geoffrey. You can always find new ones anyway.

However, you find more luck with your impromptu door guards. After a brief chase, your spies catch the thief. She thought she was stealing your ledgers, and threw the codex in a waste bin, Audrey gratefully recovers it. The stains aren’t too intrusive.

As for the thief…

“Fuck you!” She tries to kick at you, but her restraints mean she only succeeds at tripping over herself. She growls at you from her pitiful position at your feet.

It’s clear that she’s connected to something else. Investigating the castle records, you see she managed to sneak in through a secret passage your spies frequent. You don’t know how she found out, but it’s more troubling that she had plenty of opportunities to find you, even if it’s apparent that she’s too weak and untrained to threaten you personally.

Do you ask her anything?
>Write-in.

How do you treat her?
>Well. Don’t do anything to her. Considering how boastful she is, she might just reveal everything.
>Rough her up a little. Anything to make her talk.
>Well, it is a crime to steal. Probably counterproductive, but you’ve been looking into ivory carving recently.

And what do you do with her afterwards?
>Just kill her.
>Let her live for now.
>>
>>3586574
supporting
>>
>>3586728
>Well, it is a crime to steal. Probably counterproductive, but you’ve been looking into ivory carving recently.
Full torture mode, consider it stress relief. Get her to spill everything before killing her
>>
>>3586728
>Well. Don’t do anything to her. Considering how boastful she is, she might just reveal everything.
>Let her live for now.
Tell her:
"Your masters won't let you live after being caught. Tell me who they are and I can deal with them before they get to you."

>>3586740
I want to send her back as a double agent tho
>>
>>3586747
But, anon. Torture is more fun. Plus she can't be some high ranking spy if she's as boastful as she is.
>>
>>3586747
Might as well try the honey approach first.

We can always go full ivory carver if it fails...
>>
“Don’t say that as if you know them, BITCH!” She yells, spittle flying through the air and, unfortunately, onto your face. Thankfully, no one’s here besides you two. You don’t have to punish her, at least not immediately.

“It’s always a risk. If not you, what about your family? They’re still out there. I can protect them, if you-”

“Fuck you! You took my family from me! When the prince wakes up, he’ll come rescue me!” Wait, what? ‘The prince?’ You can think of two, and only one has business with you.

“Jeremiah’s invalid son? He’s in a cell across the dungeon.” Her eyes widen, but her gaze quickly sharpens into a glare.

“You’re lying.” The light in her eyes is still there. You can’t convince her otherwise.

“And you’re working for the prince.” Thankfully, you were just checking.

For a thief, she’s rather bad at this whole trickery business. Do you want to ask her anything else?
>Write-in.
>Just leave her here.
>>
>>3586792
How do you know about the secret passages? And then when we're done.
CARVING PRACTICE
>>
>>3586792
"For every single minute you delay, I will kill one of Jeremiah's guards. Perhaps they are your friends? I will tell them you sold them out before they die, you name will be a curse their lips. When they're all dead, I'll start with the prince. His father is still alive you know. I'll make him watch my torturer peel off the skin on his handsome face, and when he wakes up, it will be to raw meat in the mirror. You can prevent all of this within 10 seconds. If you tell me all you know."
>>
>>3586827
Supporting this - but with some changes.
- Don’t start with the Prince, day that we’ll save him to last.
- Day we’ll kill one person every day that she refuses to tell us.
- Don’t allow her to eat any meals, and bring water at irregular periods so she can’t judge the passage of time.

This should be something which swells on her over time.

We should come in each day with a fresh bloody dagger to show her.
>>
>>3586843
Why not just kill them in front of her
>>
It’s a tricky situation, but you think you can pull it off. You might not be able to convincingly lie to her that you have the prince, but as for the rest?

“Tell me what you know, and I might spare you.” She clams up, realizing that she fell for your last lie. You frown. “I have Jeremiah’s guards. Are they your friends?” You lie, “They think you’ve betrayed them. They’ll cave soon.”

“No. You don’t have them.”

You grin. She glares at you, but you turn your back to her and leave.

You order your warden to starve her.

_-_-_

The next day, you enter the cell next to her. The man in there is a merchant, someone you caught several months ago during the quashing. He recoils from you.

“You can read, right?” He nods furiously. Pitiful. “Read what’s on this parchment. and in return I will let you go.” No matter how dull his eyes seem, he’s smart enough to understand what you want.

He wails about betrayal, and on how Thaddeus can’t possibly be captured yet. It took you quite a bit of effort to find the prince’s name. Well, mostly because you don’t have any librarians left.

His anguished cries have clearly unnerved your latest guest. She’s still silent, but you can see the nervous way she looks at you. You throw a bloody knife at her feet.

“I know they were planning to come here, you know. I’ll leave the prince for last. He’s barely lucid. I want to knock some consciousness back into him, so he can feel the pain.”

_-_-_

You repeat this act for several days with different prisoners. Your guest quickly falls into despair. To her, weeks have probably passed. And if the prince hasn’t rescued her yet? She probably believes you now.

You chuckle to yourself. All this, and you don’t even know where Jeremiah's band is. Your spies only have scattered reports and sightings, but it’s true that they’re slowly making their way towards you.

“... I’m Beatrice of Ides. You took my parents from me half a year ago. They were innocent, just merchants.” She doesn’t meet your gaze, instead focusing on the cobbles composing the floor. “Jeremiah wants your head. I thought the missing guards were dead. There were three left when they sent me here.”

She composes herself for a moment. Wet streaks trail down her face.

“I- I was sent here to get some funds. I learned about your secret passages from a spy Jeremiah caught… and…” She trails off. “I wanted to steal your ledgers to spite you. If… If you won’t spare me, spare the prince! He’s innocent! He’s rarely conscious and never coherent. Kill Jeremiah. Kill me. But please, let him live!”

It worked. Jeremiah’s running low on money, but he knows where to find you. You don’t know how many secret passages he knows about. You know that he doesn’t really care about anything but killing you.

>Carve her like you promised, but keep her alive
>Carve her and kill her
>Something else?
>>
>>3586924
>Carve her and kill her
>>
>>3586924
>Carve her and kill her
>>
>>3586924
>Something else?
Blindfold her, bring her outside. Take the blindfold off and tell her that her Prince is alive.

>"Run to him and tell his father I will be expecting him"

Have a scout force track her. Once they locate the band, the scout force sends a raven and we swarm the area with bounty hunters and our own men, notifying local law enforcement to join the hunt as well.

Keep guards outside the secret entrances as well
>>
>>3586964
I don’t that she knows where they are now - they sent her off as a sacrificial lamb.

>Carve her like you promised, but keep her alive
She can provide much more enjoyment
>>
>>3586989
If they sent her to the castle, they also gave her the means to return. Torturing for the sake of satisfying our boner is going to be less effective.
>>
You have intermediaries carry your regards to the more pleasant castle squatters. Most of them didn’t have the strength to overpower garrisons, so they occupied half-ruined, abandoned castles. Some even tried patching up their new homes.

Most bandit leaders aren’t very happy with you. They think you abandoned them, or that you’re a despot as bad as Jeremiah. These leaders get killed very quickly in accidental skirmishes. Of course, the dimwits that couldn’t see your work before can’t see it now, either. They accept that they suddenly have new leaders who are more sympathetic to you.

You dispatch a few willing advisors to your new castellons. They quickly integrate the former bandits into noble society and teach them good stewardship as well as their duties. To their credit, the remaining bandits eagerly settle into high-status positions as castle guards. There’s a lot of coercion and extortion, but that’s not something people can blame on you.

The lower nobility are placated. You rescued enough of them that they feel ambivalent to your new appointments. They certainly aren’t eager to interact with former bandits, but thankfully their families are intact enough that they can keep intermarrying. Your new castellons might be frustrated, but as with this entire matter: not your problem.

In fact, many help you clear out the forests. You’re not sure what they meant by target practice, but if it works, it works. As it stands, the bandit threat is essentially dead, either subsumed into the status quo, dead, or fleeing, coincidentally, to Great Gate.

Result:
Recover 40 Silver, in general this operation cost 10 Silver.
The bandits are dead. No damage to public order. Small boost to public order.
No armed resistance in High Edri.

_-_-_

You allow the nobility to gather food on your lands and forbid the peasants from encroaching on almost all of it. This embitters many peasants, but you leave enough room for your own serfs. The migrants scatter, probably back to their original lands, and the nobles retain their power by offering food incentives for anyone who returns home.

Your nobles are very grateful. Although it’s annoying to have Etienne notify you about their well wishes. You do note that they take liberties they shouldn’t. They log ancient trees, occasionally hunt for sport, and dump their waste in your rivers. Annoying, but not unexpected.

You make sure to pay your bailiffs extra.

By the end of the month, things are looking a lot better. Still, with High Edri’s harvest botched, people will probably go hungry. However, a few more months will fix the worst of it.

Result:
Food rises slightly.
Lost some income.
Noble approval increases.
>>
You put out a lot of fires this month. The peasants are placated, the bandits are gone or pacified, and your nobles are at least content.

The peasants are still going hungry, but that’s their problem.
And yet, you wonder how much more time you have. Great Gate is slowly pushing back the Baron’s Pact with sheer numbers, bleeding men with each mile taken. Amberland and Feod are still fighting, but even fighting a two front war Amberland could probably destroy you without much fuss. And through all this, there's another claimant to your throne out there. She's probably not a threat, since everyone has claimants, but you can't stop thinking about her...

All in all, you’ve made good progress, but it’ll take more to reach the same place where every other kingdom stands.

You even got to practice your carving on that sour woman. You chipped a lot of bones and had to scrape out the marrow afterwards, but it was very satisfying to dig out her bones. Fortunately, it got easier once she stopped moving. You have her boneless carcass dumped in a ditch somewhere. You didn’t really look into it.

You're very pleased by them! They're an off-yellow, but once smoothed have a very fine texture.

-10 ??????
+2 kg of ‘Brittle Ivory’

Queen Ophelia I, Queen of Vetesil and Countess of High Edri.
Age: 16 (Birthday in January)
Diplomacy: 24
Martial: 8
Stewardship: 10
Intrigue: 19
Learning: 15
??????: 60/100

What do you do in the last days of the month? You may take one personal action, which uses your own stats, but raises ??????. Rest actions lower your ??????

>Find the claimant. You probably won’t, but it’s worth a shot. (Intrigue)
>Reinforce your border castles. Amberland could still destroy you, even with a fraction of what they have on your border. (Stewardship)
>Audrey keeps nagging you about arranging for her codex to be sent to Wakefeud. They might dislike you, but they welcome any legal texts to review. Maybe if they like it, it’ll inspire confidence in your laws. (Learning)
>Find Jeremiah and the prince. Difficult, but doable. You don’t want them sneaking up on you, especially if they know about any secret passages. (Intrigue)
>Find someone willing to work on your ivory. You want commemorative jewelry. (Rest)
>Do some gardening. Maybe it will help you relax. (Rest).
>Go outside. Maybe it’ll do you some good. (Rest, specify if you want to go outside officially, or sneak out at night. I’ll welcome any suggestions on what to do.)
>>
>>3587081
>>Find Jeremiah and the prince. Difficult, but doable. You don’t want them sneaking up on you, especially if they know about any secret passages. (Intrigue)
Best not to leave any loose ends.
>>
>>3587081
>Find Jeremiah and the prince. Difficult, but doable. You don’t want them sneaking up on you, especially if they know about any secret passages. (Intrigue)
>>
>>3587081
>find jeremiah and the prince. We dont want to get killed off by some overzelous bastards.
>>
>>3587081
>>Find Jeremiah and the prince. Difficult, but doable. You don’t want them sneaking up on you, especially if they know about any secret passages. (Intrigue)
Also, see if we can safely trap the secret entrance our ivory delivery came in through. If we can't mark it so our away spies recognize that it's not safe, then simply make the trap non-lethal, perhaps noisy entanglement. Or post a spy guard.
>>
Rolled 89, 11 = 100 (2d100)

I'm sorry guys, but other stuff got in the way. I'm going to call it very early tonight. It was a one off thing though, so hopefully it doesn't happen again.

As usual, thanks to everyone who participated.
The dice above isn't relevant for your personal action right now, but if needed I'll roll more in the morning.
>>
Rolled 36 (1d100)

>>3587081
>Find Jeremiah and the prince. Difficult, but doable. You don’t want them sneaking up on you, especially if they know about any secret passages. (Intrigue)
>>
Rolled 5 (1d100)

>>3587081
>Find Jeremiah and the prince. Difficult, but doable. You don’t want them sneaking up on you, especially if they know about any secret passages. (Intrigue)
>>
Rolled 14 (1d100)

Alright, back. It seems like finding Jeremiah won, and I'll roll the last dice and get writing.
>>
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“They were last headed to your city, your highness. Unfortunately, that report was a week old.” You curtly nod at your spy’s words. She’s one of the best you have, and this is what she gets? “We confirmed two guards with them. The Prince is still uncoordinated and ungainly. Odd, considering the poison should be permanent.”

“Is there no good news?” You glare at your agent. Perhaps slightly aware of your true nature, she winces.

“Yes. We confirmed that Beatrice was a trusted member of their band, and that there’s another addition. Some self-styled alchemist from the north. He’s probably the one responsible for partially curing the prince. He also seems the least enthusiastic about their ‘adventures.’”

“And Jeremiah? The entire kingdom’s spy network searching, and you still can’t find a vagrant king and his cripple son?” You’re sick of it all.

“After interrogating places where they were purported to rest, it seems Jeremiah’s age is catching up to him. That’s all we can say.”

You wave her away. You quickly arrange for their faces to be put on wanted posters, and pay less scrupulous innkeepers to report suspicious individuals. Further, you have your secret passages trapped or blocked. If any of your spies are incompetent enough to get caught? Good.

Results:
Know that there are five of them left. They’re probably inside or near the city next to your castle.
The prince has had a miraculous recovery.
Their weakest link is an ‘alchemist.’
You have basic preparations to catch them. At the very least, they should almost definitely be caught if they try infiltrating your castle.
+10 ??????

_-_-_

Kingdom of Vetesil, August, 50 A.S.
Food: 36/100 (Minor famines, -2 Public Order)
Prosperity: 30/100 (-40% income)
Public Order: 51/100 (Affects rolls and prosperity)
Population: 202,000? (Affects certain income sources, force limit, and may affect food)

Military: You know you can get 3500 men. Due to a failing levy system, each thousand men levied cost 150 Silver. In Defensive Wars where you don’t leave your land, upkeep is 50%.
Internal Approval: Measure of how the pillars of state view you. Having loyalty at or below 2 or at 0 triggers special debuffs.
Freemen: 1/10 (Open Hostility, Quashed, will rise up soon.)
Lower Nobility: 4/10 (Snubbed, -4 to all martial rolls)
Higher Nobility: 6/10 (Mildly Pleased, +1 Food/month)
Church of Angels: 5/10 (Ambivalent)

Treasury: 190 Silver
Income: 70 Silver/turn (Originally 100, +10 unaffected by prosperity)
Expenses: 40 Silver/turn
Net: +30 Silver/Turn

Specials/Treasure:
Audrey’s Codex
2 kg of ‘Brittle Ivory’
>>
For once in your reign, you think people are happy with you. The upper nobility see you as their friend. While you roll your eyes at your subjects thinking themselves anywhere near equal to you, you appreciate their cooperation in keeping people fed.

In the south, there was a botched attempt to end the skirmishing. It seems Prince Alban can’t do everything. Amberland and Feod continue skirmishing, although you have no clue why he would want to stop the fighting. Maybe he’s an idealist.

Still, this breathing room won’t last forever. You’re sure the Freemen will return to their former strength by next month. Further, even more people have disappeared from your rolls. A suspicious drop, but hopefully nothing but a clerical error.

Well, probably not.

In other news, your new Diplomacy advisor has arrived. A new appointment from the Low Nobility, Sir Lawrence ‘The Silver’ is a regional leader and responsible for tying together the low nobility’s varying interests into a unified front. He’s somewhat apologetic about your cold relations with his peers.

He got his position after flattering Edward and Etienne into favoring him. He tried to butter you up, but you shot him down immediately. Hopefully he’s less of a heavy-handed buffoon than you think he is.

New Chancellor: Sir Lawrence ‘the Silver’ (Wildcard) Diplomacy 15.

After properly situating your new councilor, you hold court to take stock of your kingdom’s issues.

1. After Alban failed, the skirmishing continues. Amberland hasn’t relocated any men from your border, but the skirmishes get bloodier with each passing week. You’ve heard noises that East and West Triensel, and their respective allies, have been busy threatening each other.
It’s clear that Amberland can’t avoid getting dragged into the next major shatter-war. While they could still decimate you without a problem, they can’t afford a distraction. It’s the best time to negotiate with them (Diplomacy, 30 Silver).

2. While Amberland is busy, the rest of the coalition is awkwardly stalled. You’re sure they’d leave you alone in exchange for promises of eternal peace, or whatever (Diplomacy, 30 Silver).

3. Great Gate has elected its new queen. Queen Michelle I of Great Gate was the prince’s cousin. Hopefully there’s no bad blood. You should make contact and try to form something resembling common ground. (Diplomacy). Costs vary between 30-100 Silver.

4. The famine is better now, but you know that when winter hits things will fall apart. Vast swathes of High Edri haven’t planted crops. It might be prudent to enter negotiations with the Kingdom of a Hundred Isles for grain. (Stewardship, expect a large income drain for little progress).

5. In times of famine, the first thing to go is decency. Etienne advises that you crack down on hoarding among the peasantry. It won’t make you popular, but it should address the problem now and it’s cheap. (Stewardship, costs 20 Silver).
>>
6. Even if Amberland is occupied, their army is too much to handle. Unfortunately, most mercenaries have found contracts with Amberland and Feod, or have left for potentially more lucrative work down south, once the shatter war begins. Still, you could create more knights to levy more soldiers. (Martial, saps income)

7. As before, you could further fortify your position on the Tideran River. Especially with your eaastern border secure, it might be prudent to focus on your remaining enemies. The Great Tideran River is already a massive barrier. Fortified positions, expanded castles, and supply caches for guerilla fighters sound pretty good (Stewardship, costs 100 Silver).

7. One crisis down, many more to go. Even if there’s no immediate war and the shatter war will probably distract any threats, it’s possible to still bull through and squeeze money out of your kingdom. (Stewardship, costs 30 Silver). (You estimate, during this relative peace, that you could easily squeeze at least 200 Silver)

8. Although you have a substantial treasury, your income is very, very low. There is still some corruption in your bureaucracy. It might seem minor, but with the Freemen making a resurgence, it’s a sensible place to look, more to protect what income you have. (Stewardship, costs 50 Silver)

9. Otherwise, you still need to look towards your privileges. The High Nobility might call themselves your friends and loyal servants, but they’ve occupied your tolls and stolen privileges from you. Each lord might only profit a little from their theft, but all together it’s a large sum. (Stewardship, costs 30 Silver)

10. You have no clue where fifty thousand people could have gone. You have no clue where, according to Etienne, just as many could be hiding from your records. Phantom villages, hidden farmsteads, and invisible families pervade your kingdom and evade your collectors. (Stewardship). This action will cost about 100 Silver, and is best approached with multiple turns of work.

11. King Ladislaus of Feod is desperate for any edge against his rival, Duke Folcard… Wait, what happened to the last duke anyway? Regardless, he considers your agents a reputable source of espionage. Perfect to mislead him into further hurting Amberland (Intrigue, Costs 10 Silver, but may pay out more).

12. Jeremiah is still out there, and according to your agents has somehow slain dozens of guards, peasants, and bounty hunters. Something needs to change. Lawrence, oddly enough, suggests empowering your knights with more privileges to hunt and execute criminals. (Martial, costs 20 Silver)

13. Meanwhile, Edward continues asserting that you just ready your village militias to deal with any threats. He’s not very keen on arming the peasants, but after hearing Lawrence’s proposal, he’s fine with you doing that so long as you throw your already existing guards some help. (Martial, costs 50 Silver)
>>
14. The Freemen are going to return. They’re most likely going to come back swinging. Adelaide suggests you find out what they’re going to do once they return to their previous strength and disarm it before they can act. (Intrigue, costs 80 Silver)

However, with the chaos gone, you had some ideas on actually advancing the realm.

15. Jacob rolled his eyes when you brought up a research division, but the rest of the council was relatively enthusiastic about it. You won’t be doing anything advanced, but there’s always room to improve what you already have. (Learning, Costs 50 Silver, allows research projects, expensive longer-term affairs, similar to the codex, that provide various bonuses.)

16. You can’t stop thinking about your niece. She’s somewhere out there, potentially being used against you. It might take years, but you won’t rest until you know where she is. (Intrigue, costs 75 Silver)

17. Expand your spy network. They’ve been pivotal to your reign. However, they’ve barely grown above the forty or so agents you have scattered throughout your kingdom and the border. Most are in high positions and are able to help recruits acclimate. (Intrigue, costs 100 Silver)

18. You haven’t courted your lower nobility at all during your reign. You should change that. Mostly knights and tiny landholders, you think you could offer them more privileges (Diplomacy, Saps income), offer them positions in your legal system (Learning, lowers public order), or, as Edward and some of your guests suggest, establish a chivalrous order (Martial, is a large continuous expense).

19. Whatever that black powder nonsense is, it might be time to look outward into the world. Well, mostly to investigate what exactly blackpowder is. You’re sure you can’t figure out its secrets, since you simply lack the resources and knowledge base of the south, but it’s constantly on your mind. You get an ominous feeling whenever you think about it. (Intrigue, costs 20 Silver. I don’t usually do this, but I will warn you the DC is higher than usual, and the results will not be what you expect. Sorry if the ‘mystery’ makes it feel like a railroad.)

Regardless, it’s time to make decisions. You have 2 D100’s, and 190 Silver to spend. You can double up on a decision.
>well?

(This wasn’t a good idea. It’s too bloated to function well. I'll condense things later, maybe offload more to the second preparation phase.

Also, I just realized there's two sevens. Plan it out as if everything after is offset by one, or just write it out. Sorry.)
>>
>>3589029
Actually I'll go for this
>
12. Jeremiah is still out there, and according to your agents has somehow slain dozens of guards, peasants, and bounty hunters. Something needs to change. Lawrence, oddly enough, suggests empowering your knights with more privileges to hunt and execute criminals. (Martial, costs 20 Silver)

>1. After Alban failed, the skirmishing continues. Amberland hasn’t relocated any men from your border, but the skirmishes get bloodier with each passing week. You’ve heard noises that East and West Triensel, and their respective allies, have been busy threatening each other.
It’s clear that Amberland can’t avoid getting dragged into the next major shatter-war. While they could still decimate you without a problem, they can’t afford a distraction. It’s the best time to negotiate with them (Diplomacy, 30 Silver
>>
Rolled 54, 83 = 137 (2d100)

>>3589029
1. After Alban failed, the skirmishing continues. Amberland hasn’t relocated any men from your border, but the skirmishes get bloodier with each passing week. You’ve heard noises that East and West Triensel, and their respective allies, have been busy threatening each other.
It’s clear that Amberland can’t avoid getting dragged into the next major shatter-war. While they could still decimate you without a problem, they can’t afford a distraction. It’s the best time to negotiate with them (Diplomacy, 30 Silver).
8. Although you have a substantial treasury, your income is very, very low. There is still some corruption in your bureaucracy. It might seem minor, but with the Freemen making a resurgence, it’s a sensible place to look, more to protect what income you have. (Stewardship, costs 50 Silver)

Maybe we could start doing 3 actions per turn with some conditions to reduce the bloat? also, no option to mend things with the freemen?
>>
>>3589155
Not sure about three actions. I'll look into it though.

You're right that I forgot to include options to appease the freemen. It will be very difficult. I think I'll lump it in as a sub-option for #14 if that wins.
>>
Rolled 98, 7 = 105 (2d100)

>>3589018
>1. After Alban failed, the skirmishing continues. Amberland hasn’t relocated any men from your border, but the skirmishes get bloodier with each passing week. You’ve heard noises that East and West Triensel, and their respective allies, have been busy threatening each other.
It’s clear that Amberland can’t avoid getting dragged into the next major shatter-war. While they could still decimate you without a problem, they can’t afford a distraction. It’s the best time to negotiate with them (Diplomacy, 30 Silver).

They are our largest foreign threat and now with a new Chancellor who (hopefully) isn’t in their pocket, we should open negotiations.

>10. You have no clue where fifty thousand people could have gone. You have no clue where, according to Etienne, just as many could be hiding from your records. Phantom villages, hidden farmsteads, and invisible families pervade your kingdom and evade your collectors. (Stewardship). This action will cost about 100 Silver, and is best approached with multiple turns of work.

We’be put the census off for long enough. We finally have the money and no immediate criseses - let’s sort it out now.

All other income gaining attempts are just temporary patches to this gaping hole.
>>
Rolled 81, 22 = 103 (2d100)

>>3589266
Support
OP do you take the best two rolls together or the best combined dice?
>>
>>3589310
I take the best roll in each dice spot. So, for this case, the first action has a 98, and the second action has an 83.

If there were two rolls of two dice each, one poster rolling a 98 and a 80 while the other poster rolls a 90 and an 81, the final result would be a 98 and an 81.

If there's a crit fail, it overrides its dice spot.

Calling and writing by the way. Did 4chan go down for you guys?
>>
>>3589411
>Did 4chan go down for you guys?
Earlier, yeah.
>>
Initial negotiations have gone well. “Folcard was receptive to our overtures, although he was insistent on meeting you in person." Lawrence bows as he reports his progress. It's annoying that he thinks a petty gesture like that would endear him to you.

“Nevermind that. What were the particulars?”

“Amberland would prefer it if you kept quiet. Promise to accept observers and to not increase your army or invade other nations, and they will back down.”

“And of the grain plot? Of their interference with my subjects?”

“They deny any wrongdoing, but floated the idea of an indemnity for miscellaneous reasons.’”

You dismiss Lawrence. He bobs his head and quickly leaves.

Although Lawrence handles the specifics, he must get your approval for all clauses on the treaty.

Currently, you have agreed to not raise any more soldiers or attack any country whatsoever. To this end, Amberland will send observers. In exchange, they offer permanent peace. They will remove soldiers from your border.

That’s not good enough. Amberland still holds most of the cards. They definitely won’t just give up with a treaty, either. The coalition itself won’t dissolve and you have no proof that they’ll stop attacking you through other means. In fact, there’s no reason to believe the other coalition members would stop amassing soldiers. Amberland might even come for you once their southern squabbles end.

As such, the treaty isn’t enough as is.

What does Lawrence push for? Pick 1.
>Money. Get a larger lump sum.
>Hostages. You want insurance. You also know there’s a spare heir to the duchy. This might ensure a more permanent peace.
>Suzerainty. Amberland promises to pay a smaller tribute. Ostensibly lasts forever, but you know better than to believe that.
>Trade rights. Force them to accept merchants into their country. Raises prosperity and slightly raises Freeman approval.
>No observers. Do not let them infiltrate your country.
>Larger army limit. You’re not sure how you could get more men, but your current limit is unacceptable.
>Your claimant. You want all the information they have on her.

Duke Folcard insists negotiating you in person, from ruler to ruler. Insolent, but he is more powerful than you.

He probably expects you to be an easier target than Lawrence. He's wrong, but do you deign to make him pay for his mistake?
>Go in person.
>You have more important business.
>>
Etienne is falling apart by the first week.

You were initially disappointed. He hadn’t even made progress tallying your lost peasants. How could he be so stressed?

Then he shows you the numbers.

Not fifty thousand missing. Not seventy like your worst estimates claimed.

There’s over a hundred thousand people missing. There aren’t just unrecorded villages. Entire towns have sprung up, sometimes only known by and beholden to powerful lords, or sometimes even nestled away from your bureaucrats deep in the woods or the hills. Your records sometimes mention these towns in passing, but never in a way that questions how they came to be. You have several bureaucrats executed for covering up new settlements. It seems they were blackmailed or threatened.

However, most of the missing population come from mis-classifying settlements and inconsistent records.

Etienne can’t possibly handle everything, even when shrinking his scope to just the easiest fixes. What should he focus on?
>Tally all the new towns and villages that are missing on your records.
>Get accurate reads on the settlements you do have.
>>
>>3589588
>Hostages. You want insurance. You also know there’s a spare heir to the duchy. This might ensure a more permanent peace.
>You have more important business.

>>3589596
>Tally all the new towns and villages that are missing on your records.
100k missing taxpayers, imagine how much lost income we could recoup
>>
>>3589588
>Trade rights. Force them to accept merchants into their country. Raises prosperity and slightly raises Freeman approval.
>Tally all the new towns and villages that are missing on your records.
>>
>>3589596
>>3589588

>trade rights lets show the freedmen we arent the devil
>go in person
>tally all the new town and villages. If we can spend some 50 silver on getting him more tax collectors/logistics to help with the issue faster.
>>
>>3589596
>Trade rights. Force them to accept merchants into their country. Raises prosperity and slightly raises Freeman approval.
>Go in person.

>Tally all the new towns and villages that are missing on your records.
>>
>>3589018
>Choose 2 from 20 options
It's like you want this quest to die of decision paralysis.

>>3589588
>Trade rights. Force them to accept merchants into their country. Raises prosperity and slightly raises Freeman approval.
>Go in person.

>>3589596
>Get accurate reads on the settlements you do have.
>>
>>3589839
Hasnt been an issue yet has it? I personally enjoy all the options
>>
>>3589884
>I personally enjoy all the options
Exactly. All of them are good, but we only can choose two. That's how decision paralysis occurs.
>>
It’s a stark contrast when you pass the border. On your land, you pass ramshackle villages and starving peasants. They might bow to you but you’ve got a good idea of what they really feel.

Amberland is a rich country. Developed farms, happy commoners, and brightly dressed nobles are the norm. Located on the fork of the Great Tideran River, it has an incredible defense in three of four directions.

Well-trained garrisons proudly patrol each castle. They keep the roads safe and ensure the forests are all accounted for. Wearing gleaming steel with brilliant tabards, they escort you to the capital.

Of course, these are the same men who tore Vetesil apart not less than a decade ago.

Duke Folcard greets you warmly, his son waiting attentively at the side.

“It is good to finally meet my enigmatic neighbor! Come, eat! We have much to discuss later!” He speaks, as if he didn’t spend the last half year trying to dethrone you. “I always enjoy speaking to another ruler, especially one that I can guide.”

“That’s fine. I’m pleased to meet you too.” You airily reply. He gestures towards a door, beckoning you in.

“Ah, I apologize. It seems my staff did not prepare correctly.” True to word, there’s only one high seat. The other end of the table is up against the wall. “If it is no trouble, would you sit at my left hand side?”

“It’s no trouble.” Just the petty insults of someone backed in a corner.

“Thank you! Meet my son, Prince Sebastian. He’s around your age!”

You roll your eyes. Inane talk.

You only start discussing the treaty far into the night. Your Lawrence, who has remained silent in deference to you, eyes you with concern. True to word, Duke Folcard has almost everyone deep in their cups. He doesn’t sway, and his face is barely red.

“And so, it seems like we’re settled! After all, your gracious chancellor already settled everything! He even brought up you… Additions.” He frowns, looking at you with faint disapproval. “I will send advisors to your court to ensure you are well-informed as to the treaty. I will withdraw my men from their garrison duty. I even promise eternal peace. In return, you will keep your army at its current size and promise not to attack another country. It’s more than fair.”

Of course he left out your trade rights. Lawrence is sending you not-so-stealthy hand signals from across the table.

What do you argue for?
>Because you’re so much better at diplomacy, you may write in more demands if you want. Feel free to ask questions about what’s fair or what the kingdom might need. Otherwise, stick to arguing for trade rights. I’d welcome any arguments for Ophelia to pass on. I feel odd writing all her conversations.
>>
I forgot to mention, ask any questions you'd like. This is something Ophelia is very knowledgeable on, so you can ask almost anything about the treaty and get in-world information.
>>
>>3590069
Does he have any other children or heirs? I kinda want to marry his son then murder him, his son and any other heirs. Finally we can peacefully annex Amberland CK2 style
>>
>>3590090
Duke Folcard has two sons. If you took the hostages option, he would have given you the second son.

You don't think he'd give you his firstborn. For one, since inheritance works through title, he knows that your kingdom would inherit his duchy, even if he's technically more powerful. Second, you're fairly certain that the prince does quite a bit of governing.

The second son is fair game though. You recall, dimly, that wars have been fought for weaker claims than 'spouse of second son.' If you're willing to put up a charade, you could arrange for their deaths and have a strong claim.
>>
>>3590067
Other than pushing for exclusive trade rights it's only fair that we ask for the coalition to be dissolved. Since this is a treaty for "eternal peace" an alliance against us won't be necessary anymore. All of his other terms can be easily sidestepped or outright ignored with a little skullduggery
>>
>>3590067
>Insist on trade rights
We need those and won't leave without them.

>Push back on the observers
Citing concern for their safety with Jeremiah on the loose, or something better. See how hard he resists to gauge how certain we are he plans to use them for intrigue. If he won't back down, accept them and settle for trade rights and another visit with him and his lovely son.

>>3590090
>I kinda want to marry his son then murder him, his son and any other heirs.
>If you're willing to put up a charade, you could arrange for their deaths and have a strong claim.
I like this plan, in the long term. We need full succession info and perfect opportunity and deflection against our ill intent. Put down solid roots for our being "charmed against our better intentions" by the son.
Make it clear that we want peace with Amberland and are only incidentally swayed by him.
We'll need a fall guy too.
We need to know who Amberland really, truly fears. Because it ain't us, even if it should be.
>>
>>3590169
The current line of succession is, like all shatter-kingdoms, very thin.

Right now, it's Folcard, his son, his second son, then whoever can charm the nobles enough and has a decent claim.

It's similar to what happened in Great Gate: After Jeremiah and Prince Thaddeus disappeared, it was up to the nobles. Hell, if you weren't so friendly with the nobles, you'd be afraid.

You know for a fact that Amberland fears Feod. It's been a conflict many generations in the making, and has been the case even before Triensel shattered. Feod and Amberland are in direct competition for farm land. Amberland wants to secure its last border, while Feod wants to be the sole breadbasket of the region and expand to its 'natural borders.'

Unfortunately, Feod is part of West Triensel's alliance group.

The second son is about seven months from his sixteenth birthday. He's shy and detached from everything. It's almost unnerving.
>>
>>3590123
>>3590169
These two are good. I'd combine them.

About the murder marriage plan, we should get to know his second son better first. If he's a gullible idiot then he'd be perfect for our plan. We can govern the Duchy ourself in his name and dispose of him if he gets too nosy.
>>
>>3590184
>>3590169
Marrying the second son gives us nothing since he's not the ruler of anything, and if we off him his dad will beat us into the ground.
If your plan is to marry the second son then off his dad and brother, then this will only give us a claim, one which we won't be able to back up with strength of arms. Amberland nobles will just elect a new king then annex us.
>>
If he thinks magnanimity will save him, he thought wrong. If he wants to appear so generous, all you need to do is push. No one else matters here.

“I must question your involvement in this eternal peace.” You begin, “The coalition would need to go, right?”

“It is as you say. Amberland will leave northern matters to northern kingdoms. However, we do not speak for our allies on this matter.” He demures, “It’s up to them as to what they’ll do next. Maybe they’ll transition into a defensive pact.”

“Ah. I’m worried that my own overtures won’t be as respected as yours. Would you be willing to speak to them on my behalf? I wouldn’t feel safe if my allies were prepared for war in an 'eternal peace'.” He grimaces slightly at your words. Lawrence stares blankly at you, confused at your audacity.

“... That’s fine.” He is less cordial than before. “I will speak to my fellow rulers if you truly want it. Amberland has a responsibility to them, after all. They will understand our agreement.”

“I appreciate your help on this matter. Furthermore, I need to question your choice to send advisors. It’s not safe, especially since our former peer, Jeremiah, is still on the loose.” you finish. He looks at you oddly for a few seconds, but bursts into light laughter.

“F-forgive me! I’ll speak plainly. I don’t believe Jeremiah is alive. Reports can be misleading or inaccurate. I find it far more likely some commoner is pretending to be him. It’s not the strangest thing to ever happen.” He steadies himself. “I don’t understand the issue. My advisors will only monitor the situation and speak as they see fit.” He doesn’t mention to whom. “Treaties are complicated matters. For one as new to the rulership as you, and indeed for any ruler, it’s easy to accidentally violate part of it.”

Your eyebrow twitches imperceptibly. In the corner of your eye, Lawrence eyes you as if you killed his family. You ignore him.

“And finally, trade rights. I believe you forgot to mention this? Lawrence made arrangements with you.”

“... Ah. Yes, it was a minor oversight.” Is he conceding…? “I will allow a caravan of merchants every month to a border city.” That’s… Far less than what you expected. Still, it’s something.

You haven’t made any commitments. You estimate that Folcard is willing to end the coalition, not willing to budge very much on observers, and willing to give you the lowest possible deal on trade rights that isn’t a slap to the face.
You can choose to keep arguing, but note that Folcard is getting a little upset. He’s not having a good time on the defensive. Still, there's room to push.

I’ll leave this going on until the morning. If you want to keep arguing, make arguments and vote on which ones you’d like to include. I left marriage out for now because there was a little division on it.

I'll answer any questions in the morning. Thanks guys.
>>
>>3590184
>>3590192
>we won't be able to back up with strength of arms.
Yet.
We gotta get a secret army going.
Long term. Establish the possibility now, spit doesn't seem suspicious later.

>Amberland nobles will just elect a new king then annex us.
We'd have the strongest claim and wouldn't move until we had strength.

I am literally recommending the investment of *light flirting* here.
I say we risk it.

>Marrying the second son gives us nothing since he's not the ruler of anything
Which is why it is less suspicious.

>>3590180
>He's shy and detached from everything.
Ask about his interests, fish for something he'll chat about, and cut bait if it goes nowhere.
>Feod
We gotta work that angle.
>>
>>3590205
Press him a little more but leave the finer details of the treaty to Lawrence. You think he'll get a better trade agreement than us.

Does our retinue count towards our force limit? We could maintain a large standing army and a few thousand half trained peasants that could be equipped and trained in short order once war is started. It'll be costly but it's a way to cheat the treaty.

Let's use the time after the feast to get to know his son. Even if he's irresponsive and an even bigger autist than us it will be worth a try.
>>
Closest historical equivalent I could find
https://en.m.wikipedia.org/wiki/Joanna_I_of_Naples
>>
>>3590322
>You think he'll get a better trade agreement than us.
Lawrence is 5/8ths the diplomat we are.
We're just too busy being intriguing most of the time to do it personally.
>>
>>3590322
He hasn't thought of it yet, since typically kingdoms only raise levies. You think you could squeeze by maybe a thousand men in your retinue, but any more and everyone will know what you really think of the treaty. Keep in mind retinues are very, very expensive. Just from an estimate, it will take 100 Silver each month just to keep those 1000 men, and they'd need a month or two to get organized.

It seems like the current plan would be something along the lines of pressing for trade rights yourself. Is that alright?
>>
>>3591837
Yes, try to get a better trading arrangement and ensure the coalition is dissolved in the final treaty.
>>
>>3590090
>>3590169
Number 1 rule for CK always marry those with the best genetics. If you want claims you marry them off to your less valuable relatives and push the claims through them. Best quality relatives(see those with valuable genetic traits) are to be reserved for the breeding program. Anyone else is disposable. Since we are a woman though we need to start breeding ASAP since once we get hit by menopause we're screwed.

In our case i would suggest 1 best genetics, 2 can help reduce our ?????(so someone we get along great with and can cool us off), and number 3 is claims. Keep in mind claims go both ways. Currently we have a great cousin whom is a very valuable for marrying her to a claimant and I don't think she has any valuable genetics that need to be carefully cultivated either.

Otherwise I DO like the plan but I don't want to do it ourselves. Since they can then attempt to takeover our own kingdom due to our even stronger claim. Basically it can very easily backfire on us especially with our shitty rolls.

>>3590322
If we want to bypass the treaty the trick is force the commoners to take regular militia training. These forces are NOT part of the Levies...the levies are going to be made up of the best fighters from the militias. From there are retinue should be reserved of the elites we can slowly and secretly stockpile. We hide them in various places and professions. Some act like professional soldiers, guards even, and while others are disguised as bandits hiding out in the wilderness waiting to be used.

By doing this our 'army' looks small but in a pinch we can vastly increase its size. This isn't even including the standing army whom will be made up of promoted levies and professionals but yet not skilled/loyal enough to stashed within our retinue.
>>
“I must suggest greater trade relations. It’s the most fundamental way to tie our two countries together, and to provide incentives to keep to the treaty.” you start, “It would mean very much to my subjects, and will doubtlessly benefit yours as well.”

He shuffles in his seat.

“I’m not sure about the benefits. After all, with a peace so tenuous, any incidents could interrupt our hard work.” He points out. He’s thinking about it, but reluctant.

“The same could be said for your advisors.” It’s time for a risk. “I will be honest. My kingdom is not at its best. Any trade would be appreciated and treasured.”

“Done. However, in that case, allow my merchants to come to your cities as well. There will not be much profit for them, but they will help stabilize your situation, whatever it may be.”

Well then. You quickly realize that this is just more insurance. You would get all the trade rights you envisioned, but in return Amberland would hold a lot of power over your economy. It won’t be enough to ruin you, but Folcard could do enough damage to make treaty breaking hurt a lot.

You think he will probably try to flood your country with grain. It might have been deadly in the past, but without inside support they’re at most a mild disincentive.

In the end, you estimate Folcard has been pushed too far to continue.

In coming days, you’ll hammer out the rest of the treaty. It’s as messy as you expected, but you stand to gain more than when you started.

As the treaty stands, the coalition will be dissolved. Amberland will honestly and consistently back away and leave northern matters alone. There is no guarantee on what the lesser coalition members might do.

You will accept Amberland’s observers. He is not willing to budge. They will sit at your court, be privy to your military documents, and have limited access to your financial records.

You must promise to not declare any offensive wars, ostensibly forever.

You may not expand your levy system. You could probably get away with a retinue though.

Amberland will move its troops away from your border. Nothing special there. You’re both roughly in agreement.

You will gain full trade rights, but Amberland can deal a hit to your prosperity whenever they want.

For all this, Amberland and the coalition members will not attack you so long as the treaty is kept.

Any last minute changes?
>?

_-_-_

You retire for the night. Now that negotiations are over, you'll probably leave next morning.

Here you are. In a foreign land for the first time. You didn’t dally much at all, taking a straight path for a week. Most of it passed in a blur.

Amberland. Unlike your realm, its capital is a true city. Not some town like the one around your castle.

What do you do?
>There’s someone across the hall, staring out a window. They seem at peace.
>You saw a disgusting book in the library. You briefly passed the room, but its oily presence stuck with you.
>Just go to bed.
>>
>>3592105
>no
>There’s someone across the hall, staring out a window. They seem at peace.
>>
>>3592105
>There’s someone across the hall, staring out a window. They seem at peace.
Wonder if we can bribe the observes
>>
You walk up besides the peaceful man. On second glance, he’s young. Even younger than you.

The two of you stare out the window together for a while. His gaze seems to trace out the constellations.

“... I’m sorry.” He whispers after a while. “I am Prince Augustine, second son of Duke Folcard.” True to word, he seems distant. His voice is a wispy thing that seems to originate miles away, rather than a few feet from you.

“It is good to meet you. I am Queen Ophelia.” Here’s your chance. You were thinking about taking advantage of a marriage to potentially claim Amberland. It would be a long shot, but the stakes here are low.

He has a slim codex at his side. It’s not the oily, disgusting thing you saw back in the library. However, the parchment is incredibly new and seems to have a crude illustration of a black substance on the cover.

He seems to hesitate on asking you something. He opens his mouth, but each time aborts whatever he wanted to say in favor of an incredibly conspicuous breath.

Amateur. At least he’s getting closer to asking you whatever he’s thinking about.

>Ask about the book.
>Wait for him to ask you the question

(Keep voting on whether or not to continue arguing for treaty changes. It did seem there was a lot of interest in talking to the second prince, so I'll go ahead with that.)
>>
>>3592218
>Wait for him to ask you the question
Speak up, I'm not the devil the peasants speak of (we totally are)
>>
>>3592218
>Wait for him to ask you the question
>>
Probably time for a new thread
>>
>>3592218
>Wait for him to ask you the question

>>3592267
New thread is a good idea when your more then halfway off the board. Anons don't really bother checking stuff that is close to falling off.
>>
>>3592292
>New thread is a good idea when your more then halfway off the board.
We are. It's on page 6
>>
He continues to dither for several minutes. His eyes manically trace what you assume to be the same constellation, as if searching for confidence. Eventually, he takes one last deep breath, and turns to face you.

“... Do you know of a Duke Laurence of Amberland?” He speaks without hesitation. His eyes are sore-looking and bags hang below. He looks like he hasn’t slept in weeks.

But as for his question? You vaguely remember a letter you got from a Laurence. You had it burned, if you recall correctly.

“Yes. I think I received a letter from him. I’m sorry for your loss.” He looks at you oddly.

“He has been dead for seven years.” Oh. “It’s fine. No one really remembers him. Besides me. He taught me to look for certain constellations.”

“Oh? I’m afraid I don’t remember him either. What was he like?” You don’t mention how, if he were duke, he would’ve been responsible for sacking your kingdom all those years ago.

“Well, he always called himself… ‘wired.’ Everything was exciting to him. Every star, plant, and person received his full scrutiny.” He sounds wistful. Well, more so than before. “He was a pious man, too. He always had the virtues on his mind.”

“I’m sure he was a great duke.” You patiently add. Your blood would boil at the thought of your father’s killer, but you can’t get very upset for some reason.

“No one remembers him. Folcard has been duke for eleven years, but Laurence was duke until the day he died.”

Well, there’s that. You hope he’s just tired, not crazy.

He seems to fall back into a slump. You’re not sure what to make of him, but it seems like you’ve got control of the conversation now.
>Do you ask him anything?
>Just go to bed. You’ll be back home before you know it.
>>
>>3592392
He died seven years ago but folcard has been duke for eleven that dosnt add up should we ask about it fellow anons?
>>
>>3592392
>Ask about the book
"The constellations seem to have your full scrutiny, does that book have something to with them"?
>>
>>3592700
That's also good point...
Maybe that and then the book if he's reluctant?
>>
>>3592292
>Anons don't really bother checking stuff that is close to falling off.
Everyone should be sorting the catalog by Last Reply.
But I'm not actively against a new thread.
>>
“I know… I’ve tried asking other people, but they insist that I’m wrong. I know what I’ve seen.” He shoots you a hopeful look.

“He died suddenly. One day he was in a slight daze. He was fine, but he seemed… Upset. He asked me if I had the right to be unhappy. He locked himself in his room and died the next day.”

The two of you stand quietly for a while. He points out a constellation or two to you. You’ve never heard of any of them.

“The constellations seem to have your full scrutiny, does that book have something to with them?” you eventually ask. It’s getting late out, but the prince hasn’t budged an inch or yawned.

“The book?” He responds, “No. Well, not directly. It’s a book on black powder.” Perhaps seeing your inquisitive look, he continues. “It’s not very helpful or informative. I had it bound last week. It’s just observations and second-hand accounts. Or what seems like them. There’s a lot of mad ramblings.”

“Really? That’s very quick. Prince Alban invented it only a few months ago.”

“That’s not the issue. Duke Laurence had similar writings, but he never actually made black powder. In fact, from what I’ve seen, both insisted on the value of using black powder in hand-held weapons.”

“That’s a coincidence.” You stall, trying to figure out just how coincidental that must have been.

“I wish he were still here.” Well, that kills any conversation.

The two of you continue watching the constellations, but eventually you have to return to your room. Augustine absentmindedly promises to return any letters you send.

“Please. Remember Laurence.” He pleads before you go. “I don’t want to be the only one.”
>>
In the end, Folcard turns to drinking and essentially gives up on pushing back against you. You got everything you want and then some. Prince Augustine absentmindedly bids you farewell. The first prince, whose name you never really bothered to remember, seethes slightly and angrily says goodbye.

The journey back is tense and rushed. It seemed at first that Folcard’s men were rushing you into an ambush zone, but eventually it turned out he just wanted you out of his land as soon as possible.

You make it back to your castle safe and sound. The peasants continue to secretly curse you. The roads are cracked and often deserted. The forests are filled with unfamiliar tracks.

You don’t let any of that get to you. You win this round.

Result:
Proper peace with Amberland and the coalition.
Amberland turns its attention south. You have no more major external enemies. Their soldiers leave your border.
Prosperity rises. +1 to Freemen opinion.
The observers arrive at your castle. They inconveniently mingle with your guests from Great Gate.
The coalition dissolves, at least for now.

_-_-_

By the time you return, Etienne has done a tally. A very rough tally. He counted a dozen new villages. Sheriffs obstructed your attempts, wardens tried to tell you there was nothing there, and, in some of the encampments you charitably called villages, many people had advance warning, packed up, and moved.

It’s at this point you realize that this isn’t just a bureaucratic mixup. Most of your leads come from the nobility and peasants that hunt in your lands. They noticed signs of permanent habitation and reported them to your officials, but the reports were thrown out or quashed.

Dozens of independent villages and towns. An entire kingdom unto itself hidden in your own. They eat your food, work your lands, and pay tolls like any other, but their villages are untouched by tallages. Their official term is ‘forestmen,’ since they enjoy hiding in your more isolated forests.

Your actions caught them off guard. Panicked, they worked at cross purposes. You catch several encampments this way, sold out by others. From these encampments, you tear out where their permanent villages are. You work up. The town of High Barrow boasts a thousand people.

Audrey remarks how it’s like a story. There is no way a settlement of that size should or could evade your notice. High Barrow has no lord, it’s just in an isolated corner of your lands.

High Barrow itself defies common sense too. It’s a town of poachers and vagabonds with nearly no farmers. At least, that’s what your surveyor noted. Etienne has the leader beheaded and replaced again and again. The settlement kills its new leader and continues defying you.

At least the other villages have the sense to give up.

Result:
30,000 people ‘discovered.’ You think you have all the settlements on your land.
+50 Income
You think that you’ve roused something. Something weak and divided, but very deeply rooted.
>>
Two steps forward, one step back. Still, a step is a step. Amberland is pacified, but what next? Your merchants happily do trade in the border cities now. Generally, all of Vetesil is more prosperous than before. For once, you hear reports of begrudging praise in taverns, rather than continuous complaints.

You’re still stressed as usual. You constantly miss sleep and Audrey sometimes forces you to go to bed, but there’s always more to do. You resist the urge to have Audrey’s bones dug out for her impudence.

As night rolls around, you ponder how to spend the last days of the month. Sometimes you wonder if your claimant is doing the same. Only sometimes. Usually you wonder how to get your hands on her.

What personal actions do you take? Personal actions raise ??????, but use your own stats.
>Find the claimant. You probably won’t, but it’s worth a shot. (Intrigue)
>Audrey still wants you to send her codex off to Wakefeud. Now that you’re at peace, it might be easier. (Learning)
>You hoped for more information last month. However, you’re sure it’s probably too late. Instead of trying to find where Jeremiah and his band of misfits are, prepare for their inevitable assault. (Martial)
>Write to Augustine. (Diplomacy. If no subject specified, I’ll assume it’s just to keep good relations with him)
>Talk to your guests (Diplomacy. Specify whether it’s Great Gate’s noble scions or your new observers)
>Find someone willing to work on your ivory. You want commemorative jewelry. (Rest)
>Do some gardening. Maybe it will help you relax. (Rest).


(I've been thinking about making a new thread, but I'll go on a short break in a few days, so I want to ride this as much as possible. Thanks for reminding me though! I'm not very familiar on good times to make new threads.)
>>
Queen Ophelia I, Queen of Vetesil and Countess of High Edri.
Age: 16 (Birthday in January)
Diplomacy: 24
Martial: 8
Stewardship: 10
Intrigue: 19
Learning: 15
??????: 70/100
>>
Rolled 100 (1d100)

>>3592948
>You hoped for more information last month. However, you’re sure it’s probably too late. Instead of trying to find where Jeremiah and his band of misfits are, prepare for their inevitable assault. (Martial)
>>
>>3592948
I would love to rest but we cant afford it with death so nearby
>>3593067
This
>>
>>3593067
Looks like we finally got him
>>
>>3592759
Many anons use Bump one instead for sorting and only check the middle and upper half. Hence why replies will abruptly decline once more your then halfway off the board.

>>3592948

>Do some gardening. Maybe it will help you relax. (Rest).

Lets take a break before we focus on internal matters.

Quick question is there anyway to identify the traits of others? Preferably the genetic ones?

>>3593067
God i wish this would count.
>>
>>3593067
Is the dice curse finally broken?

>>3593096
(I don't really have genetic traits, or traits at all. There were plans floating around for traits early on, but I didn't see a lot of interest.

I will probably include it in a character's description if it ever comes up. high stats are a good indication too.)

"Well, if you're ever interested in someone's congenital traits, just look at them." Audrey quips. "I don't want to be crass..." You give her a withering glance and she sheepishly shrugs. "... But you can always tell if someone has a cleft lip or club feet. Or if they're gorgeous like me. But you probably mean geniuses or other gifted people right? There's always rumors you can follow up on."

You nod at her, before turning back to your work. She clasps a hand on your shoulder.

"You're a bit of a genius yourself! Don't think I haven't noticed how much better you are at diplomacy than Lawrence. Or how Adelaide takes advice from you, even down to the smallest things! You can even understand everything in my codex without help!" She clasps her other hand around you.

She laughs at your slight blush.
>>
>>3593067
Support
>>
>>3593193
Oh Audrey has the attractive trait? Well shit so much for marrying her off to a claimant. Now we gotta be a matchmaker before she gets too old. There has gotta be some courtier with good genes to hook her up with. Time to hunt around for both of us I suppose. Her first though since she's older then us.
>>
>>3593218
"I'm actually also a genius and immortal." Audrey proudly beams, shifting her eye patch further behind a pile of unwashed clothing. No, she still has never had an eye injury.

Anyway, calling and writing!
>>
Rolled 1 (1d1)

>>3592948
>>Talk to your guests (Diplomacy. Specify whether it’s Great Gate’s noble scions or your new observers)
Pleasantly observe the everliving fuck out of our new spy lampreys.

Neat. I never get to stretch my non-metagaming muscles like this.


>>3593080
>Looks like we finally got him
That's *NOT* how this works.
OP has a great system of having rolls independent of vote.
Everyone votes.
Then the rolls are counted towards that vote (unless the anon fucked up the dice, those don't count)

If I picked a vote, it'd be mine.
If I picked an option to throw a Nat 100 at, it'd be ganking Jeremiah.
>>
Hahaha!
>>
>>3593218
>>3593245
Augustine and Audrey would be an impossibly odd pairing.
I love Audrey, by the way. Didn't mention it before.

>>3593096
>Many anons use Bump
Many anons are therefore ignorant or, less likely, stupid.
Unfortunately, there's no direct remedy for that.
>>
>>3593280
Yeah, I like her too but now its even more urgent to hook her up with someone just as great. Anyway I wouldn't advise hooking her up with a claimant anymore. We need those traits in house. Family relatives without good congenital traits are for claimant acquiring.
>>
Jeremiah and the prince are caught trying to sneak into High Barrow. Something along the lines of recruiting from ‘like-minded folk.’ After you caught their thief friend, they got antsy and left the capital. Thankfully, you had a truly massive amount of security measures in place. They managed to avoid an improbable amount of them. They sidestepped randomized patrols, knocked out guards, and survived a drop from your walls after your gates were locked shut for the night.

It turns out Edward accidentally caught them a day later. He was leading the men in one of your newly instituted patrols. Lawrence tagged along because “Well, he’s a knight.”

The prince was, as usual, being carted along. A small covering of hay disguised him from your men. Jeremiah, however, was as distinctive as ever. They say that all monarchs have an air of dignity that gives them away. Edward later recounts that it was more an air of madness, like something oily and gross roiling the air. They rushed ahead and captured the band, “each man playing his own part.”

Lawrence actually convinced one of Jeremiah’s men to defect: His ‘alchemist,’ some random scholar who had been keeping them all alive and slowly healing the prince. Interesting how he managed to mitigate the effects of your poison. Evidently, he’d been fed up for a while, and being caught by a patrol of palace guards was the last straw.

They almost got away. Jeremiah managed to slay half a dozen of your palace guards without breaking a sweat. Almost unbelievable for a man as old as him.

Miraculously, the prince got up as well. Although he should be comatose, dead, or unable to fight due to months spent in a coma, he fought well and held off your men. In the end, Lawrence promised the alchemist mercy and funds to betray his partners. He threw a flask of some strange gaseous substance, which knocked out everyone caught in its cloud.

The patrol was very on the way back. Bandits ran into them, they got lost several times, and at one point they were inadvertently traveling in the direction of High Barrow, exactly opposite the path to your castle.

Jeremiah isn’t waking up, but the alchemist promises that he’ll be up soon. The prince is fully awake but has amnesia. He doesn’t remember anything.

Result:
You have captured Jeremiah and the prince. You may interrogate them or dispose of them as you please. Well, once Jeremiah wakes up.
Lawrence and Edward look very, very smug. Edward starts calling himself ‘kingslayer’ even though the alchemist knocked him out. You learn that his actual epithet, ‘Red Eyes,’ refers to how he stays up late all night drinking.
>>
>>3593298
>Lets talk to this alchemist and see if we can get then somthing like a court physician position.
>lers reward edwsrd and Lawrence for thir actions they deserve it. Some sort of formal recognition in the eyes of the nobles.

>lets talk to the prince see if we can get anything interesting out of him. If hes smart ans cool we can potentially marry him and get great gate out of it. Or do anons think that may be a bad idea?

>Jeremiah lets kill him slowly for fun lower some ???
>>
Lawrence is fitting in well. Although he’s a knight, Edward and Etienne were ‘starving’ for any worthy noble peers. He easily ingratiates himself, throwing in the right quips and opinions to gain their approval. You wonder what he really wants. He helped capture Jeremiah and the prince, but hasn’t done anything with his newfound fame.

Adelaide is early as usual. She pipes up occasionally on factual matters and to keep up the charade of her importance, but leaves all the actual decisions to you. She continues giving you looks that you can’t quite place.

Jacob is late often, and does very little. His glares become more obvious. Even Edward, who shows up drunk several times, notices. Audrey speaks more than the old Conductor.

And so, it’s time to call out the major issues of the realm this mon- The door swings open. The steady clatter of confident footsteps echoes through your meeting hall.

“It is my pleasure to meet you all. Forgive me for the interruption. My name is Lisa of Vitre, a princess of another sort. I have come as a diplomat from the Kingdom of Triensel, on behalf of King David the Third.” The speaker is short, almost runty, and her plain brown hair reaches far down her back. There’s a black clip in her hair. It looks absolutely disgusting. Your eyes water. You force yourself to focus on her.

“I have come to discuss the conflict between Amberland and Feod. Please, I ask that all nations pressure Amberland to stop it’s war of aggression.” Wait, what? Everyone knows that Feod started the conflict… You adjust your posture and stare straight at the strange intruder.

She meets your gaze steadily with a hint of condescension. Hah. What little rat scurried into your halls? How do you respond to her?
>Write-in.
>>
>>3593298
Interrogate the crap out of them, slowly, methodically, and with great care to keeping them alive as possible.

Except the alchemist. He's been "rescued"!
We knew someone of his obvious skill, knowledge, and talent could only be working for a madman like Jeremiah under duress...
No...
The locks and guards are for your protection...
>>
>>3593318
Sorry, there's usually only one personal decision. If you bring these options up next time, they'll definitely be valid though.

Again, another sudden dialogue event. Feel free to ask any questions about the situation for in-world information.
>>
>>3593318
>>Lets talk to this alchemist and see if we can get then somthing like a court physician position.
1st.
100% This. If he isn't too sketchy, or even if he is.

>>lets talk to the prince see if we can get anything interesting out of him. If hes smart ans cool we can potentially marry him and get great gate out of it.
2nd.
No point in torturing an amnesiac. Let's see what we can get. Let's be kind, merciful, and hear what he has to say.
Then, let's torture him until his bitch hears his screams from hell.

>>Jeremiah lets kill him slowly for fun lower some ???
3rd.
Well, yeah, if we have a free moment, we gotta.


>>lers reward edwsrd and Lawrence for thir actions they deserve it. Some sort of formal recognition in the eyes of the nobles.
What?
Who?
Eddie and Larry? Yeah, they did good. Give them a biscuit.
>>
>>3593322
Oof.
I want to bring her to heel correctly and yet diplomatically.
I fear I might not return in time.
We'll see.
>>
>>3593322
>My name is Lisa of Vitre, a princess of another sort.
Literally who?

>I have come as a diplomat from the Kingdom of Triensel, on behalf of King David the Third.”
Okay, SW kingdom guys, right?
Why do we care?
More importantly, why do we imagine they might care about our shitville kingdom.
Why does any care about us?
It's like we have an oil well and don't know it.
...
black powder...
...do we have an "oil well" and not know it?
>>
>>3593383
>SW kingdom guys, right?
I meant SE.
I always do that
>>
>>3593318
We're not going to marry someone we poisoned and turned into a half insane cripple.
>>3593322
War of aggression? That's not what happened isn't it? Anyways we do not want peace to happen because a war would weaken Amberland to our advantage
>>
>>3593218
You seem to presuppose we will continue playing after Ophelia's death. It's not a given at all, you know.
Or are you just addicted to breeding in CK?
>>
>>3593322
>Oh well, you know, we're a small poor kingdom asbsolutely not in a position to put any pressure on Amberland. Buuut, I could coincidentally let slip some juicy intelligence data on them (just juicy enough that the war gets longer and weakens both sides more.)
>>
>>3593318
I agree on the first half but not the second.

Send message to the Great Gate about how we just captured their former king and prince...they will no doubt be VERY grateful for us taking care of the problem for them. Especially their new ruler. We will naturally solve the problem for them...at a cost. I am sure we can come to some kind of mutually beneficial arrangement for services rendered. We can squeeze their new leader and their backers for a lot of goodies. Not to mention improve relations at the same time! Its a win win for everyone involved.

We just gotta kill them both...and savor every slow agonizing second of it.

>>3593322
"The enemy of my enemy is my friend. That is a logic both sides can appreciate no? Yet if we want proper working relationship lying is not going to do you any favors. As for pressuring Amberland...we have just come to agreement. So what can you offer me that will make me wish to reconsider said agreement? "

or something along those lines.

>>3593391
Not really but its impossible to turn down good traits that can be inherited like that to future rulers. I might have played CK too much...those bonuses can really help. Beyond that though its not wise to lose your best bloodlines to claimants and places you cannot babysit them from. Using other family members for the role is far superior since they are far more disposable. Mostly so you can easily control said best bloodline holders and keep them from doing stupid shit that gets them killed.
>>
>>3593383
Pretty much what you said. Literally who?

She is from West Triensel, the most powerful splinter kingdom and inventor of black powder. You hypothesize that they care because you're a not-insignificant country that has a border with Amberland. Remember that Prince Alban failed at brokering a peace a few turns ago. If you're being honest, it's most likely that there are other diplomats being sent to other kingdoms nearby.

>>3593390
Feod started skirmishing when they discovered that Amberland was distracted with you. You tipped them off actually. It seems there's a mistake here?

>>3593406
You do have the most accurate information reports on Amberland's army, considering they spent the last eight months settled against your border. Further, your spies have infiltrated in a few high positions. You also know that they know about black powder. Thanks Augustine.
>>
>>3593416
As I was saying, those bonuses won't help Ophelia, and she doesn't strike me as someone who would care about her kingdom's future to the extent of turning to eugenics.
>>
>>3593421
Cool. Tell her that we can't stop war because we have just signed up for peace. Instead, we can offer them juicy intel on Amberland troop strength, disposition, commanders etc
>>
I'll let this go on a little longer. It seems like the general plan is to offer intel for some rewards.

Do you want to mention that Feod started the fighting?
>>
>>3593517
Yea
Don't tell her outright but give enough hints for her to figure it out
>>
>>3593421
>they care because you're a not-insignificant country that has a border with Amberland. Remember that Prince Alban failed at brokering a peace a few turns ago. If you're being honest, it's most likely that there are other diplomats being sent to other kingdoms nearby.
They are on a fishing expedition.

>>3593517
>offer intel for some rewards.
Okay, all subtle like. We are an innocent here.

>>3593525
>Don't tell her outright but give enough hints for her to figure it out
This.
Once we have our reward, give her all the rope she needs to hang herself.
Or hang our new boytoy's daddy.
Either works.
>>
“Well, it’s unfortunate, but we have just concluded a treaty of eternal peace, miss Lisa.” You add diplomatically. She nods. The sight of her disgusting hair clip makes you squirm slightly. You disguise it by adjusting your position again. “It was very hectic. But finally, Amberland’s armies are moving off our shared border.” You hope she takes the hint.

“That is good, but all kingdoms have a duty to remind each other of virtue. I am sorry to ask you to dive back into danger, but please: all virtuous nations need to condemn Amberland’s aggression together.” She’s not connecting the dots, is she?

“I can’t break a treaty. Even that goes against the spirit of our agreement. I can offer you information on Amberland’s stances. I don’t know what might have provoked them into starting a two front war.” She frowns. Maybe she got it?

“Well… If you insist, it might help. Still, the Kingdom of Triensel wants a full and fair peace, not some coerced agreement. I would not mind hearing you out.” Ok, she really doesn’t get it. In fact, what does she even want? What IS a ‘fair and full peace?’

… Also, what does she mean she doesn’t mind? Ugh. You disguise your irritation and respond.

“It’s a very large risk. Amberland still hasn’t moved its armies far from the border, and until recently we have been at each other’s throats. Why, if it weren’t for them suddenly starting a conflict with Feod, they might be in a good position to pressure my kingdom. I would love to help any peace efforts, but…”

“Ah… Yes. I understand. I am the owner and founder of the Triensel Company.” She waits for your response. Etienne perks up for some reason. You have never heard of that. Is that a mercenary group? “... It is a VERY well-regarded trade corporation. I am not sure if you’ve heard of those, but rest assured: I am prepared to pay for any information.”

She’s receptive to buying intel on Amberland, but she just doesn’t understand your hints about Feod’s aggression.
>Anything else you want to add?
>Let’s move onto the intel. And the money.
>>
I'm going to go for tonight. Thanks for participating everyone! I'll answer questions in the morning.
>>
>>3593553
>Let’s move onto the intel. And the money.
Not our problem she's a bit thick
>>
>>3593553
>Let’s move onto the intel. And the money
>>
>>3593553
>Let’s move onto the intel. And the money.
>>
>>3593553
>>Let’s move onto the intel. And the money
I have nothing really to add. We can manipulate them by giving specific Intel that is valid but shades things the way we want to maneuver them; However, I don't think we even know enough to know how we would want to play it.
So let's just get paid.

>>3593701
>Not our problem she's a bit thick
The question is if she's dumb, playing dumb, or playing dumb so we think she's playing dumb and has something she's not revealing when she doesn't.
This is why torture is so much simpler of a way to communicate.
>>
Rolled 3 (1d100)

You keep her waiting in a private room. Etienne and Lawrence are already in there, keeping her company. They’re squirming at her nasty hair clip too.

You release a breath, sighing deeply. Your servants flinch. You’re just about done psyching yourself up.

“I feel like I need to reiterate my point, your highness. Triensel only wants peace.” You nod.

“If you want anything from Amberland, it is wise to consult me. After all, Vetesil has had plenty of experience.”

“Yes. Triensel will work out a reward based on how useful your information proves. I cannot make this decision myself.”

“You don’t trust us?”

“We have other, trustworthy sources.”

Well then. You’ll need to balance usefulness, rarity, and not tipping your hand too much.

Pick as many as you’d like.
>Share information on their army size, at least the large army Amberland was comfortable maintaining for several months.
>Their commanders were content to wait on the border. Not very high-initiative.
>They have their own independent research on black powder, you know. Very concerning.
>You have a mountain of miscellaneous information from your spies. Innocuous and easily found, but useful.
>There was a strange inconsistency with Duke Folcard and Duke Laurence.
>You just discovered that Amberland has just started levying a new army. More a testament to their wealth than their military strength.

You may write-in any lies you want. Beware having too many: they strain credibility and can be discovered.
>Lie? About what?

(just ignore that die)
>>
>>3595551
>>Share information on their army size, at least the large army Amberland was comfortable maintaining for several months.
>>Their commanders were content to wait on the border. Not very high-initiative.
>>There was a strange inconsistency with Duke Folcard and Duke Laurence.
>>You just discovered that Amberland has just started levying a new army. More a testament to their wealth than their military strength

Bad roll for the baddies I hope.
Can we find a reason to remove Jacob from the council and give it to Audrey next turn?
>>
>>3595601
You could try. It'd be hard and costly though, since Jacob is your one representative from the church.
>>
>>3595551
>>Share information on their army size, at least the large army Amberland was comfortable maintaining for several months.
>>Their commanders were content to wait on the border. Not very high-initiative.
>>
>>3595551
This: >>3595601
>>
>>3595551
>Share information on their army size, at least the large army Amberland was comfortable maintaining for several months.
>Their commanders were content to wait on the border. Not very high-initiative.
>They have their own independent research on black powder, you know. Very concerning.
>You have a mountain of miscellaneous information from your spies. Innocuous and easily found, but useful
>>
>>3595601
+1
>>
>>3595551
>>Share information on their army size, at least the large army Amberland was comfortable maintaining for several months.
>>Their commanders were content to wait on the border. Not very high-initiative.
>>You have a mountain of miscellaneous information from your spies. Innocuous and easily found, but useful.
>>You just discovered that Amberland has just started levying a new army. More a testament to their wealth than their military strength.
I want to keep black powder and Duke Larry close to the vest for now.

>Lie.
"Reported animosity between the Duke and his first born son. Unconfirmed rumors that it escalated to violence at one time."
Relatively innocuous, not concrete if found untrue, can't come back to us, and it's a good thing to put out there and get people talking about.

If that's not juicy enough to lube up their coin purse, then add in the black powder like we hardly thought it worth mentioning.
>>
“It is…” Lisa looks through the few files you prepared. Well, your new librarians prepared it. “I see.” She looks up at you again. Her swaying hair, clip still in place, causes you to take a step back.

“Amberland is planning to escalate. New armies, moving men… And if their commanders were so ponderous before? Probably an order from above.” You add.

“...Ponderous?” She questions. “How could you know that? How could you know any of this?” You can’t read her expression.

“It’s common knowledge for us. We have never had the best relations, and we’ve had time to probe each other extensively. And further, we have merchants that hear things, now.” You turn your gaze away, to the papers. Anything to stop looking at her.

“I… Ok. I understand.” She doesn’t. “I will have money sent soon. I know it is crass, but this is all Triensel can spare.”

“It’s fine.”

“And I will stay. Triensel would like to ensure your safety. Just another way to thank you.” She bows her head, tilted so as to give the clip full prominence. You fight the urge to turn and run.

“...I-I… Fine.” You can't help but turn away. She smiles in the corner of your eye. Insolent little… Ugh. You don’t have time for this.

“One last thing. I spoke to someone from Amberland during our treaty negotiations. He mentioned a certain inconsistency. Laurence was duke until the day he died, seven years ago, but according to everyone else, Folcard has been duke for far longer.”

“... What do you mean? It is recorded that Folcard has been duke longer than seven years. If you insist on telling lies, everything is in doubt.” Your eye twitches. You’re glad you’ve got your back to her.

“Make of it what you will.” Does she seriously doubt this one issue? How could she even know for sure?

She doesn’t respond.

“I’m sorry. Other matters require my attention.”

She’s standing stock still, even as you leave the room.

She’s standing in that room, even hours later.

Result:
+300 Silver. It’s all in Vetesil’s prints.
Another uninvited guest.
Amberland’s moves will be anticipated and hopefully countered.
>>
Kingdom of Vetesil, September, 50 A.S.
Food: 33/100 (Minor famines, -2 Public Order)
Prosperity: 35/100 (-30% income)
Public Order: 51/100 (Affects rolls and prosperity)
Population: 230,000? (Affects certain income sources, force limit, and may affect food)

Military: You know you can get 3500 men. Due to a failing levy system, each thousand men levied cost 150 Silver. In Defensive Wars where you don’t leave your land, upkeep is 50%.
Internal Approval: Measure of how the pillars of state view you. Having loyalty at or below 2 or at 0 triggers special debuffs.
Freemen: 2/10 (Secret Hostility, -3 Prosperity/month. -10 to Stewardship rolls. Small chance to embezzle treasury.)
Lower Nobility: 4/10 (Snubbed, -4 to all martial rolls)
Higher Nobility: 6/10 (Mildly Pleased, +1 Food/month)
Church of Angels: 5/10 (Ambivalent)

Treasury: 435 Silver
Income: 115 Silver/turn (Originally 150, +10 unaffected by prosperity)
Expenses: 40 Silver/turn
Net: +75 Silver/Turn

Specials/Treasure:
Audrey’s Codex
2 kg of ‘Brittle Ivory’
Treaty of Amberland: You have promised to not declare an offensive war or increase your levies. In return, Amberland and the coalition have promised to not declare war on you. Amberland can punish you with a sizeable prosperity hit. This will break the treaty if you haven’t already broken it.

_-_-_

The Freemen rise again. They rush back into power and they come back swinging.

It seems they adopted Amberland’s earlier plan. They hollowed out large parts of your food supply by planting cash crops, and used the market primed by Amberland to make a profit. Most of them have enough grain stockpiled to ride through the famine. It seems not only did the yeomen switch crops, but merchant money convinced a few lords to take the jump too. Perhaps they regret their decisions, certainly after you got them trade rights, but they couldn’t have stopped their plan.

Well, that’s what one merchant pled. You don’t consider that a very valid excuse. From what you understand, they undermined your famine relief efforts by reducing your harvest. It’s not too hard, and some more perceptive lords inadvertently helped you by trying to take advantage of predicted grain prices,

1. Queen Michelle I of Great Gate continues waging a bloody war with the Baron’s Pact. Considering her polite inquiries about her family, you think she’s rather receptive to you. You should make contact with her. Friendly countries are a rarity. Trade and secure borders would be nice. (Diplomacy). Costs vary between 30-100 Silver.

2. The famine worsens as the harvest comes in: It’s mostly woad, flax, and other cash crops. Now that you’ve cleared up your diplomatic issues, most countries are open to exchanges with you now. Good, since you need grain now. Look into countries that are receptive to selling you grain in bulk. (Stewardship, expect a large income drain for little progress).
>>
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3. In times of famine, the first thing to go is decency. Well, you may as well discard decency too. Etienne gleefully advises you to strike at the Freemen, while Adelaide looks on in vague confusion as to why Etienne is advising you on this. Lawrence half-heartedly advises you to compromise. (May be Martial, Intrigue, or Diplomacy in the later sub-option vote. Costs 80 Silver)

4. Although there’s restrictions on your levy size in the Treaty of Amberland, there isn’t any such stipulation on your defenses. You could create a strong force multiplier by fortifying the Great Tideran River. Amberland might throw a fuss, but treaties are made to be broken, at least eventually. (Stewardship, costs 100 Silver).

5. Although you have a substantial treasury, your income is very, very low. There is still some corruption in your bureaucracy. It might seem minor, Freemen suddenly back in power, it’s a sensible place to look. (Stewardship, costs 50 Silver)

6. Otherwise, you still need to look towards your privileges. The High Nobility might call themselves your friends and loyal servants, but they’ve occupied your tolls and stolen privileges from you. Each lord might only profit a little from their theft, but all together it’s a large sum. (Stewardship, costs 30 Silver)

7. You made good progress last week. However, it’s clear that you won’t be able to easily find new settlements. It’s time to look at where the bulk of your missing subjects are: hidden away in cities or secluded homesteads. They’re a giant mass not worth much missing income, but it’s safe. (Stewardship, costs 100 Silver.)

8. Now that there’s essentially a second kingdom’s worth of unrecorded settlements in your land, you need to tread carefully. Or, as Edward suggests, attack these unwilling and hostile settlements. (May be either Diplomacy or Martial, depending on sub-option chosen later on. Costs 100 Silver)

9. Finally, you had ideas kicking around to continue training your levy. While before there was an immediate crisis, you’ll need to pay fully for each man you put in training. Still, your army is leagues behind everyone else’s in quality. Shore up your weaknesses while you can. (Martial, costs 150 Silver for every thousand men you train).

10. Even though Jeremiah’s dead, it’s clear that your law enforcement is still lacking. Honestly, it seems everyone in court has different options on how to enforce the law. It’s a lot to unpack. Things ranging from better training, to knightly orders, to… Did Etienne really just suggest letting your lords handle it? (Martial and Learning options. Costs vary from 50-100 Silver)

No more breathing room. You have 2 D100’s and 435 Silver to spend. You may double up on an action if you wish.
>Well?
>>
>>3596731
>1. Queen Michelle I of Great Gate continues waging a bloody war with the Baron’s Pact. Considering her polite inquiries about her family, you think she’s rather receptive to you. You should make contact with her. Friendly countries are a rarity. Trade and secure borders would be nice. (Diplomacy). Costs vary between 30-100 Silver.

>7. You made good progress last week. However, it’s clear that you won’t be able to easily find new settlements. It’s time to look at where the bulk of your missing subjects are: hidden away in cities or secluded homesteads. They’re a giant mass not worth much missing income, but it’s safe. (Stewardship, costs 100 Silver.)

More trade equals less reliance on Amberland and frankly stops the Fremen from bitching, the only permanant solution to their nonsense.
>>
>>3596731
>1. Queen Michelle I of Great Gate continues waging a bloody war with the Baron’s Pact. Considering her polite inquiries about her family, you think she’s rather receptive to you. You should make contact with her. Friendly countries are a rarity. Trade and secure borders would be nice. (Diplomacy). Costs vary between 30-100 Silver.

>8. Now that there’s essentially a second kingdom’s worth of unrecorded settlements in your land, you need to tread carefully.
I wonder whether we can limit their ability to sell cash crops so that they'll be forced to plant grain then sell it to the official citizens. It doesn't provide us with income, but it might solve the food problem at less cost to us.
>>
>>3596801
Supporting
>>
Despite all odds, she’s doing it. Queen Michelle is slowly pushing back the Baron’s Pact. Each meter taken is coated in blood, and every week villages are razed as the Baron’s Pact makes a fighting retreat.

She’s beset on all sides by issues. The nobles pressure her to sign away more and more of her rights, the peasants cry out for peace at any cost, and her army first grew tired of fighting when they were still in your land.

But she’s not starving. An entire harvest ruined, and she’s fine.

She’s unperturbed. Rather, she returns your letters with the perfect grace of a fellow monarch. Her husband, some connection to the County of Pike Ford, brings the support of a strong country untouched by war.

They’ve done it, somehow.

What does Lawrence focus on in his letters?
Select one:
>Trade rights. It’s something both of you want. Great Gate is hurting for everything besides food, and you are hurting for… Food. Unfortunately, you’re pretty sure her food comes from Amberland. (50 Silver)
>Connections. Great Gate has many unmarried nobles. Proof? See their scion ‘guests’ at your castle. A few strategic marriages between your nobility builds a common ground for further relations and makes war very, very punishing for both sides. Still, is this what you really want? (50 Silver)
>Recognition. High Edri is yours. It will always be yours. However, foreigners have yet to recognize your rightful claim. It was already a sore point once, how many times are you willing to fight for your claim? End it now, and what better recognition than from the county’s former owner? (100 Silver)
>Family. Let her know, in the most polite and subtle way possible, that her missing family is taken care of. She might reward you for it. (30 Silver. Specify whether you tell her that her family’s dead or alive)
>>
It’s time for that new headache on your bureaucracy. An obscene amount of settlements are scattered throughout your kingdom, hidden from your rule. These are places that foment rebellion, encourage peasants to flee, and can give aid to your enemies. Even worse, you don’t know where most of them are. You can still only affect a small fraction of these rogue settlements.

You ignore Audrey’s complaints that they’re just people.

It’s a fickle subject. It seems they’ve already formed alliances to better resist you. The few towns you’ve discovered are in league with the villages around them, essentially forming miniature city states capable of raising men against you. Further, the forests have become dangerous for… Well, basically everyone. They even shoot the nobles that are trying to solve your famine crisis.

Generally, they’re already violently resisting attempts to bring them back under your rule. They have the home advantage, know the terrain, and lay ambushes that decimate your already benighted sheriffs. They’re not rabble, either.

Still, there’s some hope. The weaker settlements, ones hiding in your better controlled land or isolated even from other rogue settlements, are willing to negotiate with you. Still, you know that any progress you make will be met by escalating resistance.

Edward, as usual, suggests bringing in the army. He recommends 1000 men to solve this issue, but that’s probably him being protective of the rabble as usual.

Lawrence plainly suggests a compromise. It’ll be a compromise that’ll rob you of essentially any immediate rewards and require long-term planning to mitigate. But it’s relative peace.

Oddly enough, Audrey recommends dividing the settlements, leaving the ones that are too strong alone, and pushing the ones that you think will bow into bowing.

… Then Etienne suggests the opposite. Rather than letting defiant settlements get away with whatever they were doing, apply pressure on them exclusively, and let pliant or cooperative settlements off the hook for many, many offenses. According to him, it won’t get the best results now, since you’ll need to excuse a lot of misbehavior, but when all remaining settlements are plaint, it’ll be easier to bring them into the fold.

How do you go about this?
>Send the army! Apply force everywhere! (Martial, 100 Silver)
>Actually, why not compromise? (Diplomacy, free, but severely reduces reward)
>Pressure the weak settlements (Diplomacy, 100 Silver)
>Wear them down! (Martial, 100 Silver, low reward now, but if this action is taken again the reward is significantly higher)

(Ending for today. Thanks for participating.)
>>
Rolled 9, 52 = 61 (2d100)

>>3596913
>Trade rights. It’s something both of you want. Great Gate is hurting for everything besides food, and you are hurting for… Food. Unfortunately, you’re pretty sure her food comes from Amberland. (50 Silver)

>>3596915
Etienne's proposal sounds smart, but him being who he is, I'm wary of him intending to use the overlooked settlements for laundering funds, smuggling and the like.
Then again, if we pressure the weak ones the strong ones might band together.

>Wear them down! (Martial, 100 Silver, low reward now, but if this action is taken again the reward is significantly higher)
>>
Rolled 65, 21 = 86 (2d100)

>>3596915
>Trade rights
>Pressure the weak settlements
>>
Rolled 13, 53 = 66 (2d100)

>>3596915
>Trade rights
>Wear then down!
>>
Rolled 47, 72 = 119 (2d100)

>>3596971
Support.
Another mediocre set of dice
>>
>>3596913
>>Trade rights. It’s something both of you want. Great Gate is hurting for everything besides food, and you are hurting for… Food. Unfortunately, you’re pretty sure her food comes from Amberland. (50 Silver)
More later.

>>3596915
>>Wear them down! (Martial, 100 Silver, low reward now, but if this action is taken again the reward is significantly higher)
Let the little fish go to pile straw on the backs of camels of the nails sticking out.
Ah, metaphor soup.
But yeah, if you pick off the weakest, the strong will become metastasized and harder to take down later.
If we go in crush them again, things won't get better.
If we make peace, we legitimize the bastards.

We need to turn the weak against the strong. The strong aren't helping the weak. The strong are leaving the weak to be picked off by us because they think we hate them all equally. We don't hate the weak ones. (*gag*) We don't want to punish the weak for *past* indiscretions. We just want to bring everyone together (*retch*) now that the time of crisis is ending and the last hungry winter approaches. But the strong don't want that. They are content to let the weak be struck down and the kingdom remain broken and divided, left vulnerable to foreign armies to sack and burn the homes of our children.
We will not allow this. We will strike down those that rebel seeking only to better their lot at the expense of those beyond their hideouts. After the unpleasantness is over, we will embrace into our fold all who have cooperated and accept our forgiveness for lesser misbehaviors as we all move forward to a time of safety, prosperity, and protection under the Law.
-Queen Ophelia I
(The Queen of Crimson Ivory)
>>
Rolled 56, 29 = 85 (2d100)

Be gentle, dice gods.
>>
Rolled 72, 46 = 118 (2d100)

>>
>>3597005
Supporting
>>
You… you don’t quite understand what happened. The trade deal worked. Lawrence found Great Gate’s queen a cooperative negotiation partner and hammered out trade rights incredibly easily.

What you didn’t expect was for the queen to buy from your merchants directly, with a large pile of silver in unmarked but high purity coins. She bought an incredible amount of weapons, to such an extent that she could arm every levy with high quality steel.

With those weapons, she raised even more levies- unlawfully, as rumors have it- and caught the Baron’s Pact off guard. What was a steady stalemate and fighting retreat suddenly turned into a meat grinder, as the Baron’s Pact flees through desolate and hostile land. Pike Brook suddenly entered the war, tearing apart almost every supply caravan from the Baron’s Pact. It turns out extensive raiding neither endears the army nor can alleviate a stretched supply line, especially when two hostile armies are closing in.

… Anyway, your merchants made a tidy profit. They’re grateful for the assistance, but you estimate that it’ll take more than extra trade to get the Freemen to stop rebelling.

Queen Michelle sends you warm regards and promises friendship if you want it. You note that her steady, independent attitude continues.

But that’s enough of that. On your side of things, a sudden influx of coinage and food has stabilized your internal affairs, even as the last of the harvest proves as mediocre as you predicted. The Freemen are coming around to the idea of not fighting you on every little issue. The peasants are happy to have foreign grain, even if it means Amberland has another lever to control your economy.

Result:
Great Gate quickly stabilizing, and has an unknown backer. Pike Brook is now officially allied to Great Gate. They are suitably grateful.
Baron’s Pact is fully retreating. It’s not known if Great Gate will push into
Food and Prosperity both increase.
From ‘investigations’ onto Michelle’s weapons purchases, you actually gain 100 Silver.
Good headway on getting the Freemen to stop rebelling.
Amberland can now also deal Food damage to you.
>>
You quickly tally the casualty reports. It’s annoying how Edward insists on having a name, profession, and next of kin for every death. You literally do not care.

Things are… Well, they’re going alright. There’s not much more to say. Annoying forestmen leaders keep writing you letters, but you have some secretary read and dispose of them.

The men Etienne and Edward sent are making slow, grinding progress against the forestmen. According to the last report, they even fought a brief battle. Outnumbered two to one, your army barely pulled through under Edward’s leadership. They were ambushed by a large group of rangers, and lured into a trap. The forestmen beat plows and scythes into pikes and billhooks, pinning your army in a clearing in the woods. Still, Edward’s bravery saved his career, as he led a charge that broke through the pike rabble and routed the archers. Audrey is still sulking about missing her chance to go with the army, but it’s her fault for missing the deadline.

By the end of the month, a few towns are under full siege. Well, full siege, but you’re sure they’re able to pull in supplies… somehow. A steady trickle of casualties keeps you occupied, and constant ambushes means you can barely send smaller groups to pacify villages. Regardless, you passively fold in the most vulnerable settlements, smoothing out your pockmarked territory. Seeing how far you were willing to go, these weak settlements knew exactly what would happen once the strongest among them fell.

Still, you did everything you wanted to do. Most settlements prefer submission to fighting, and although they haven’t fully surrendered they’re not interfering in the wider conflict. Most towns are stuck, unable to organize with their peers and bottled up where support can’t reach them. You got all you set out to get, it’s just a shame you gained nothing more.

A mess, but a mess that’ll ultimately resolve itself in your favor.

Result:
10,000 People found!
+30 Income
The larger settlements are unable to organize.
Further action will be easier.
200 levy are dead. They were all poorly trained.
Half-lucid in his cell, Jeremiah chirped in an amaranthine tone: Keep pushing.
>>
This month was productive, you note, as you pace around your room. The moon shines balefully tonight, casting its full light on the city. Well… You’re just tired. The full moon keeps you glued to your window, gazing at the streets below or even tracing out the faint constellations Augustine showed you.

You paw at your ivory collection. You had a lot of fun when you gave Jeremiah that sour lady’s skull. Well, you had to tell him who it belonged to. You chipped its delicate features quite a bit when you hollowed it out.

But that’s enough. If you can’t get sleep, you’ll find something else to do.

Queen Ophelia I, Queen of Vetesil and Countess of High Edri.
Age: 16 (Birthday in January)
Diplomacy: 24
Martial: 8
Stewardship: 10
Intrigue: 19
Learning: 15
??????: 80/100

What personal actions do you take? Personal actions raise ??????, but use your own stats.
>Find the claimant. You probably won’t, but it’s worth a shot. (Intrigue)
>Audrey still wants you to send her codex off to Wakefeud. Now that you’re at peace, it might be easier. (Learning)
>Interrogate your new guests. The prince and the alchemist seem oblivious, and Jeremiah is essentially insane, but it’s worth a try (Diplomacy).
>Write to Augustine. (Diplomacy. If no subject specified, I’ll assume it’s just to keep good relations with him)
>Raise a retinue. After all the casualties this month and the conflict to come, it might be worth it to raise some men. (Martial). Each 100 men cost 10 Silver to upkeep. You will be told, based on your roll, how many recruits you can take in.
>Talk to your guests (Diplomacy. Specify whether it’s Great Gate’s noble scions or your observers, or Lisa)
>Find someone willing to work on your ivory. You want commemorative jewelry. (Rest)
>Do some gardening. Maybe it will help you relax. (Rest).
>>
>>3598569
>Find someone willing to work on your ivory. You want commemorative jewelry. (Rest)
Send them out as gifts
>>
>>3598569
>>Talk to your guests (Diplomacy with Great Gate’s noble scions)
I wanna fish for hints about their benefactor and how we might enamor ourselves to Queen Michelle.
Then take a bath to wash off the loathsome feeling from talking to them.

>>3598580
>Send them out as gifts
Oh, I do like this, though.
We simply must send Michelle the most beautiful necklace once we're done with Jeremiah.
If my choice fails, I support this.
>>
>>3598569
>Do some gardening. Maybe it will help you relax. (Rest).
>>
>>3598569
>do some gardening
>>
>>3598569
>Find someone willing to work on your ivory. You want commemorative jewelry. (Rest)
>>
>>3598569
>Do some gardening. Maybe it will help you relax. (Rest).
>>
>>3598569
>Do some gardening. Maybe it will help you relax. (Rest).
>>
Rolled 9, 77, 75 = 161 (3d100)

Alright. Calling the vote. Gardening wins, it seems.
>>
You have your gardeners clear a secluded part of your castle’s garden. It’s not very big. Just a plot of land in the admittedly large courtyard. As for seeds? You found some in the corner of your treasury somehow. They don’t seem very useful and Etienne said they were probably millet seeds.

Audrey snickered when you mentioned what you were doing. You made sure to stay away from Etienne after he identified your seeds. He’s always got tips on how to garden. You want to grow something all on your own.

You fret over them for several days, even though everyone insisted that you’d only get sprouts. After all, it takes two or three months for millet to fully grow.

Within the first day the plants sprouted, crawling up a trellis you put up, despite everyone’s protestations. Even if millet doesn’t use a trellis, why not have it there for later…?

But it did use the trellis. Etienne had a blank look on his face as the plant grew. It was already a couple inches tall by the second day.

At one point, Lisa strolled through your gardens. She made a nasty face and walked in the other direction when she saw your plants. You don’t blame her. It’s a ragged vine, with nub-like thorns that couldn’t cut a thing.

By the fourth day, it had stopped growing so fast. Now crawling half a foot up your trellis, it greedily sucked nutrition from nearby plants, evincing even deeper roots.

Then, it blossomed.

The flowers were pitiful. They were an off-white tangle of wrinkly, thin petals and an oversized stamen.

Audrey snorted when you casually dragged her to the garden to look at your flowers. She even interrupted you mid-sentence!

On the fifth day, however, you notice people hanging around your flowers. Even though it looked like filth, it had a pleasing scent. Servants bent over to sniff at its flowers, and your gardeners actually praised you for raising such a useful plant!

Pleased, you had more planted. They’re growing now, and soon the castle will be enveloped by their pleasant scent.

You’re happy. Before, Etienne hovered over you whenever you gardened. But this? You did this yourself.

Result:
You made some nice-smelling flowers grow.
-10 ??????

_-_-_

It was a regular day, like any other. You woke up to the scent of your new flowers. The rest of the city seemed more active, probably since they could smell your flowers too.

But you can’t spare much thought to that. You get up early as usual, first sitting at a desk in your room to sort out your castle’s supplies and wages. You note where you could cut money, who to fire, and who’s been stealing from the larder. It’s tedious work, but you’re so used to it that you finish quickly.

Breakfast is simple. You have some news read to you while you eat. Something about Amberland dealing a crushing defeat to Feod. They’re rushing forward now, catching countless units unaware and laying siege to several castles. Like a cornered animal, they recklessly escalate the conflict.
>>
Your new librarians are late. You wanted a book on previous trade deals, something to help sort out the confusion in Great Gate. You resolve to have them punished later, and go about your day.

It’s hours of work sorting the kingdom’s finances. It’s something you do at the start of every month, before you make decisions. Etienne does most of it. He has a report sent to you. Technically, all you’re supposed to do is sign off on the budget.

You spend most of the time checking which of his noble backers benefits from the budget. Usually it’s not intrusive, mainly ‘erratic’ decisions of who to buy from and where to allocate funds.

You wonder where your librarians are. You could use a report on last month’s budget to check what’s different.

Later, you have a brief meeting with your spies. It’s hard monitoring the situation with the forestmen, especially since you’ve discovered some of their settlements were recorded as ‘destroyed’ in previous records. It seems a lot of records were lost during the war.

“Where are the librarians?” you question. The servant at your side flinches. He’s sworn to silence. Well, sworn, but his family also lives two blocks west of the main square, in a well-worn apartment with a red door. That’s what keeps him quiet.

“Your highness… They did not report for the day… No one has heard anything.”

You frown.

“Go find out.” He nods gratefully, and tries to disguise his run as a fast walk.

“They didn’t desert. I didn’t spot anyone strange leaving today.” Adelaide says. She’s reclining in a seat, just observing your work.

“I hope so, for their sake. They should know how I feel about that.” You reply. You smother a grin while reminiscing about how you disposed your last librarians.

“Y-Your highness! They’re dead! All dead!” What.

True to his word, they’re all dead. The door was locked. It had been locked the entire day. Everyone assumed they were still asleep, or that they were copying an important text and needed quiet.

Countless books are ruined, coated in blood or haphazardly flung off the shelves, as if someone was checking in a hurry. Half a dozen scribes are dead, mangled and battered across the floor. Their mouths are frozen in a rictus of fear.

You know there’s only one useful thing here, no matter how much Audrey praises her codex.

Checking in a semi-hidden compartment, you feel for a book.

It’s gone. Your family genealogy is gone.

Someone else knows about the claimant.
>>
Alright. as I've mentioned earlier, I'm going on a break to figure out how to fit this quest into my schedule. I've got summer classes starting, and I'd prefer to not have this become a two-update-per-day quest. So, I'll leave this be for a few days and evaluate how much time I have at the end.

Thanks to everyone who read or participated in this quest! I'm still really new, so I'd love any feedback.
>>
>>3598993
I would be perfectly ok with a 2 update a day quest
I have been enjoying it a lot so having any amount of it would be appreciated.

I think you are doing a very good job of running it and allowing us to play how we wish too.
>>
>>3598958
Spycraft is our strongest point and we couldn't even prevent this.
We suck.
>>
>>3599039
Its what we get in not upgrading our spy.network. its very small rn
>>
>>3598993
Create a twitter qm, if you're going for a break. This thread won't last that long.
One update a day is totally fine for me.
>>
>>3598993
>I'd prefer to not have this become a two-update-per-day quest
That would be fine, but if you want to work up a regular schedule where players would when they can read a new update and when they have to get their votes in by, that'd be cool too. It can be difficult to find the time to run, so I hope you find a nice balance.

>feedback
Hard to find any real areas to improve.
You've done great.
I find myself bothered that I can't figure out what other nations are up to, but that's largely on us for fixing things internally. And it shows that you've successfully portrayed a world where unknown things are happening off screen.
I am enjoying it.
>>
>>3598993
Hope you can work out a good schedule. Even a few irregular updates through the week would do.

Writing wise there's not much to improve. It's crisp and engaging. You managed to portray MC as a heartless, cruel but also vulnerable young Lady. The supporting cast is great, you get the feeling that each and every one of our courtiers are distinct and memorable. The only thing missing is the history of this world. How our kingdom came to be, our ancestors etc. But then we haven't focused much on foreign affairs so that's probably why.
>>
>>3601402
seconded
it's a very good quest op and i hope you can work everything out.
>>
>>3598993
Thanks for running!

It's a great quest with great mechanics and writing, not much else to add there.

Get a twitter or discord or something to announce the next threads



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