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Feudal Quest

we can do all but the guest rooms this turn and the guest room next turn.
 
Dominic
[X] Train Flesh Magic: Making oneself more endurant
[X] Train Flesh Magic
[X] Train Flesh Magic

Bialas
[X] Train Archers (Discipline)

Jaroslaw
[X] Begin to make a specialist Ranger squad.

Traian
[X] Draft Plan to raise Granary and wagons etc to keep Harvest tax locally

#1 Vet Men at Arms
[X] Garrison

#2 Vet Men at Arms
[X] Garrison

#1 Archers
[X] Be Trained

Staff

[X] Lay in enough firewood to last several weeks, in case you get snowed in.
[X] Clean, refurbish and restock the stables, so your horses will be happy and well fed. (Cost: 4 SP)
[X] Set up and stock a chicken coop, so you can have fresh eggs and a bit of meat now and then. (Cost:3 SP)


Minor Action

[X] Scout villages for possible Bedwarmer




Proposal for Ranger Company: We need capable trackers, hunters of men and beasts, and those capable of dealing with problems in the woods of Corzu. Basically clever locals who'll help us track down and deal with all those pesky bandits, beastmen, pirates etc who are odds on are not going to stand and fight when they can run away, live, and continue being problems in the future.

Also its ways of recruiting cutting down the numbers of poachers at the same time

Character build goal: Magical Knight aka Saber / Lancer / MKR (+1 Body, +1 Soul)

I'm going to suggest focusing our talent for sorcery into making us hit harder, faster, be stronger, survive, then add all sorts of fire effects to our hits plus using Force sorcery to do things like massive leaps, shields and the occasional beam blast.
 
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Dominic
[X] Study Flesh Magic: Making oneself more endurant. Being able to recuperate from exhaustion more quickly, work longer days without tiring as much.
[X] Begin making a fresh survey of all your households so that they know you and that you know how much your uncle's accountant had been stealing.
[X] Visit Sir Ditrik with 10 Armsmen

Staff
[X] Clean and refurbish some guest rooms, in case you get important visitors. (Cost: 10 SP)
[X] Lay in enough firewood to last several weeks, in case you get snowed in.
[X] Clean, refurbish and restock the stables, so your horses will be happy and well fed. (Cost: 4 SP)
[X] Set up and stock a chicken coop, so you can have fresh eggs and a bit of meat now and then. (Cost:3 SP)

Bialas
[X] Train Archers

Jaroslaw
[X] Take some men and begin making the place safer. Get rid of the poachers first. If possible, capture, but do not take foolhardy risks. If there is more time, begin making a plan to take on the bandits in the east woods.

Character build goal: frontline wizard. Know enough flesh magic in order to be able to detect what people are feeling, to make longer physical and mental efforts (so you can still stay fresh after a day of scouting, etc) or even heal ourself slightly, but our main skills would be in Force magic and some wizardry. our swordman abilities would mostly be there in order to take us out of a pinch. If possible, some regent wizardry would be great.
 
How much credence can we put in some of these adventure leads? For instance are haunted life draining ruins a pretty well established occurrence in this world? Or did any of the priests/paladins that were supposedly killed have names we recognize?
 
Dominic
[X] Study Flesh Magic: Making oneself more endurant. Being able to recuperate from exhaustion more quickly, work longer days without tiring as much.
[X] Begin making a fresh survey of all your households so that they know you and that you know how much your uncle's accountant had been stealing.
[X] Visit Sir Ditrik with 10 Armsmen

Staff
[X] Clean and refurbish some guest rooms, in case you get important visitors. (Cost: 10 SP)
[X] Lay in enough firewood to last several weeks, in case you get snowed in.
[X] Clean, refurbish and restock the stables, so your horses will be happy and well fed. (Cost: 4 SP)
[X] Set up and stock a chicken coop, so you can have fresh eggs and a bit of meat now and then. (Cost:3 SP)

Bialas
[X] Train Archers

Jaroslaw
[X] Take some men and begin making the place safer. Get rid of the poachers first. If possible, capture, but do not take foolhardy risks. If there is more time, begin making a plan to take on the bandits in the east woods.

Traian
[X] Draft Plan to raise Granary and wagons etc to keep Harvest tax locally

#1 Vet Men at Arms
[X] Garrison

#2 Vet Men at Arms
[X] Accompany Dominic

#1 Archers
[X] Be Trained

Proposal for Ranger Company: We need capable trackers, hunters of men and beasts, and those capable of dealing with problems in the woods of Corzu. Basically clever locals who'll help us track down and deal with all those pesky bandits, beastmen, pirates etc who are odds on are not going to stand and fight when they can run away, live, and continue being problems in the future.

Character build goal: frontline wizard. Know enough flesh magic in order to be able to detect what people are feeling, to make longer physical and mental efforts (so you can still stay fresh after a day of scouting, etc) or even heal ourself slightly, but our main skills would be in Force magic and some wizardry. our swordman abilities would mostly be there in order to take us out of a pinch. If possible, some regent wizardry would be great.
 
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Hint There's a reason why our Green Archers are Skill 2

We want to recruit the Poachers not get rid of them
 
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Dominic
[X] Study Flesh Magic: Making oneself more endurant. Being able to recuperate from exhaustion more quickly, work longer days without tiring as much.
[X] Begin making a fresh survey of all your households so that they know you and that you know how much your uncle's accountant had been stealing.
[X] Visit Sir Ditrik with 10 Armsmen

Staff
[X] Clean and refurbish some guest rooms, in case you get important visitors. (Cost: 10 SP)
[X] Lay in enough firewood to last several weeks, in case you get snowed in.
[X] Clean, refurbish and restock the stables, so your horses will be happy and well fed. (Cost: 4 SP)
[X] Set up and stock a chicken coop, so you can have fresh eggs and a bit of meat now and then. (Cost:3 SP)

Bialas
[X] Train Archers

Jaroslaw
[X] Take some men and begin making the place safer. Get rid of the poachers first. If possible, capture, but do not take foolhardy risks. If there is more time, begin making a plan to take on the bandits in the east woods.

Traian
[X] Draft Plan to raise Granary and wagons etc to keep Harvest tax locally

#1 Vet Men at Arms
[X] Accompany Dominic

#2 Vet Men at Arms
[X] Accompany Jaroslaw

#1 Archers
[X] Be Trained

Proposal for Ranger Company: We need capable trackers, hunters of men and beasts, and those capable of dealing with problems in the woods of Corzu. Basically clever locals who'll help us track down and deal with all those pesky bandits, beastmen, pirates etc who are odds on are not going to stand and fight when they can run away, live, and continue being problems in the future.

Character build goal: frontline wizard. Know enough flesh magic in order to be able to detect what people are feeling, to make longer physical and mental efforts (so you can still stay fresh after a day of scouting, etc) or even heal ourself slightly, but our main skills would be in Force magic and some wizardry. our swordman abilities would mostly be there in order to take us out of a pinch. If possible, some regent wizardry would be great (+2 Soul).
 
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Uh guys I get the distinct feeling that if we go after the poachers we have a high chance of ending up arresting our own archers. Besides which I'd rather make a deal with them and get decent quality archers right off the bat rather then wipe them out and end up losing a useful source of men as well as some of our current men.
 
An important point for everyone who is proposing turn orders: for the next two turns it simply isn't feasible for normal people to travel or get anything done outdoors. If you send out regular troops on patrols you're going to take casualties due to frostbite and exposure, and they probably won't accomplish anything. But the various outdoor menaces will also tend to be hunkered down for the winter, so they aren't going to be doing any more damage until spring anyway.

Dominic can still go out adventuring because 1) he has better gear than your regular troops and 2) he can crate magical fire at will.

Creating a ranger squad would be a training action for Jaroslaw - he can pick out the most suitable candidates from the men you have, and then train them up as rangers. He thinks he could have a group that's more skilled than your typical bandits by spring if you want to make that his priority.

Oh, and the reason a lot of your adventure leads sound like ghost stories is because that's a major category of supernatural menace in Borjeria. There are lots of pockets of dark magic scattered cross the land, and they tend to manifest unique monstrous horrors called Haunts from time to time. Most likely that's what the tower, the well and the black beast really are, which means they're going to be pretty dangerous.
 
ShaperV said:
An important point for everyone who is proposing turn orders: for the next two turns it simply isn't feasible for normal people to travel or get anything done outdoors. If you send out regular troops on patrols you're going to take casualties due to frostbite and exposure, and they probably won't accomplish anything. But the various outdoor menaces will also tend to be hunkered down for the winter, so they aren't going to be doing any more damage until spring anyway.

Dominic can still go out adventuring because 1) he has better gear than your regular troops and 2) he can crate magical fire at will.
Make sense, so going to modify a couple of things:

Dominic
[X] Study Flesh Magic: Making oneself more endurant. Being able to recuperate from exhaustion more quickly, work longer days without tiring as much.
[X] Begin making a fresh survey of all your households so that they know you and that you know how much your uncle's accountant had been stealing.
[X] Look at the adventure leads (The Dark Moon Well, Three Bells Tower, The Black Beast of the Wood, The Foreign Sorceress) and decide to do one of them. The goal for the choice should be one you think we are able to do ourself, so possibly either The Dark Moon Well as It seems like something that a budding fire sorcerors would have an advantage in, or Three Bells Tower.

Staff
[X] Clean and refurbish some guest rooms, in case you get important visitors. (Cost: 10 SP)
[X] Lay in enough firewood to last several weeks, in case you get snowed in.
[X] Clean, refurbish and restock the stables, so your horses will be happy and well fed. (Cost: 4 SP)
[X] Set up and stock a chicken coop, so you can have fresh eggs and a bit of meat now and then. (Cost:3 SP)

Bialas
[X] Train Archers

Jaroslaw
[X] Begin to make a specialist Ranger squad.

Character build goal: frontline wizard. Know enough flesh magic in order to be able to detect what people are feeling, to make longer physical and mental efforts (so you can still stay fresh after a day of scouting, etc) or even heal ourself slightly, but our main skills would be in Force magic and some wizardry. our swordman abilities would mostly be there in order to take us out of a pinch. If possible, some regent wizardry would be great.

Malcolmo said:
Uh guys I get the distinct feeling that if we go after the poachers we have a high chance of ending up arresting our own archers. Besides which I'd rather make a deal with them and get decent quality archers right off the bat rather then wipe them out and end up losing a useful source of men as well as some of our current men.
This is why i wanted to have 'capture' the poachers as a possibility, but we can't afford to be lax with the law from the start.

ShaperV said:
I'm surprised this option only got two votes on QQ. So apparently Dominic is enough of a pervert to consider the idea, but he puts solving practical problems first.
Damn, i was hoping that ignoring those votes meant that Dominic would just ignore them, not get shaped by a couple of people voting this.

I am really thinking the whole "get pretty girls as servants" not only is almost guarenteeing that our aunt won't take us seriously, but might also make it much harder to not get trapped later on by enemy spies/etc.
 
On the flesh magic part:
We could get the MC to make the bones tougher, more sturdy and denser so that bone fractures are no longer a thing to him. And the muscles to be stronger and more efficient without increasing their mass. I don't like it when people just increase the muscle mass for more power. Very inefficient and a waste of resources.
And then, if we improve it high enough, we could improve our soldiers (elite ones, though), to become more powerful.
 
Arkeus said:
This is why i wanted to have 'capture' the poachers as a possibility, but we can't afford to be lax with the law from the start.

There's being lax with the law, and then there's making it clear Poaching won't be stood anymore but hey join the Corzu Rangers to hunt for the local ruler.

My plan for next month was to use a minor action to spread word that A) We were going to crack down on poaching B) Hiring for the Rangers to police the woods is happening.

Basically going here's the stick, and here's the carrot. Dominic won't put up with poaching anymore but there's a viable alternative to go legit.

Plus poaching is really the low hanging fruit of the law. I'd rather have poachers remain a problem versus the Pirates and Bandits. The latter really damage the fief, the former are likely at the sustenance level.



Arkeus said:
Damn, i was hoping that ignoring those votes meant that Dominic would just ignore them, not get shaped by a couple of people voting this.

I am really thinking the whole "get pretty girls as servants" not only is almost guarenteeing that our aunt won't take us seriously, but might also make it much harder to not get trapped later on by enemy spies/etc.

Dominic's 18 and male.

In large part I suspect it was the fact that keep and manor were in crap condition. If the manor and keep were in good shape we could have turned Dominic's focus to more pleasant pursuits.

Kind of tough to do when the winds howling around your ears and the rooms are a mess.
 
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fitzgerald said:
Dominic's 18 and male.

In large part I suspect it was the fact that keep and manor were in crap condition. If the manor and keep were in good shape we could have turned Dominic's focus to more pleasant pursuits.

Kind of tough to do when the winds howling around your ears and the rooms are a mess.
'Turning Dominic's focus to more pleasant pursuits' is a bad idea though. It makes sure that Dominic will not get taken seriously as a Lord, dimnish his potential within his family (and how much he will inherit), make sure his aunt will try to force a marriage down his throat, AND make it easy as hell for other people to get spies in.

Seriously, i had thought it was obvious that option was the trap option, and was hoping that ignoring the couple of votes about it just meant that Dominic would not even consider that idiocy.

fitzgerald said:
There's being lax with the law, and then there's making it clear Poaching won't be stood anymore but hey join the Corzu Rangers to hunt for the local ruler.

My plan for next month was to use a minor action to spread word that A) We were going to crack down on poaching B) Hiring for the Rangers to police the woods is happening.

Basically going here's the stick, and here's the carrot. Dominic won't put up with poaching anymore but there's a viable alternative to go legit.

Plus poaching is really the low hanging fruit of the law. I'd rather have poachers remain a problem versus the Pirates and Bandits. The latter really damage the fief, the former are likely at the sustenance level.
Here i strongly disagree- Dominic cannot afford to let poachers be his men without cracking down on them and making sure they understand they can't do that anymore. And a slap on the wrist is not enough for this.

This is because poaching is a direct 'taking over the lord's own rights' offense (E.G, direct assault), compared to things like bandits/etc, which are more of a 'general fief problem'. This means that when it comes to politics/etc, you become a joke if you have poachers or if you aren't handling them with the needed harsh hand.

Pirates and Bandits are a bigger "real" problem, but they also are not something i feel we can already take care of easily. We probably would need to take care of the pirates just before the seas easy to go through again, though, and bandits soon after. But either of those probably need need more manpower than we currently have, and a more secure base.
 
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In light of this information the survey and visit action might not be a good idea. Yes Dominic can still travel but he should probably not be visiting all the other households by himself anyway. This is my modified vote

Dominic
[XXX] Study Flesh Magic: Making oneself more endurant. Being able to recuperate from exhaustion more quickly, work longer days without tiring as much.

Staff
[X] Clean and refurbish some guest rooms, in case you get important visitors. (Cost: 10 SP)
[X] Lay in enough firewood to last several weeks, in case you get snowed in.
[X] Clean, refurbish and restock the stables, so your horses will be happy and well fed. (Cost: 4 SP)
[X] Set up and stock a chicken coop, so you can have fresh eggs and a bit of meat now and then. (Cost:3 SP)

Bialas
[X] Train Archers

Jaroslaw
[X] Begin to make a specialist Ranger squad.

Traian
[X] Draft Plan to raise Granary and wagons etc to keep Harvest tax locally

Vet Men at Arms
Garrison

#1 Archers
[X] Be Trained

Proposal for Ranger Company: We need capable trackers, hunters of men and beasts, and those capable of dealing with problems in the woods of Corzu. Basically clever locals who'll help us track down and deal with all those pesky bandits, beastmen, pirates etc who are odds on are not going to stand and fight when they can run away, live, and continue being problems in the future.

Character build goal: frontline wizard. Know enough flesh magic in order to be able to detect what people are feeling, to make longer physical and mental efforts (so you can still stay fresh after a day of scouting, etc) or even heal ourself slightly, but our main skills would be in Force magic and some wizardry. our swordman abilities would mostly be there in order to take us out of a pinch. If possible, some regent wizardry would be great (+2 Soul).

Arkeus said:
[X] Look at the adventure leads (The Dark Moon Well, Three Bells Tower, The Black Beast of the Wood, The Foreign Sorceress) and decide to do one of them. The goal for the choice should be one you think we are able to do ourself, so possibly either The Dark Moon Well as It seems like something that a budding fire sorcerors would have an advantage in, or Three Bells Tower.
I got the impression that those adventures might be very dangerous if we try them alone.

If we are doing an adventure we should probably try recruiting that sorceress. She does not appear to be very violent and she could probably be of great help with our Haunt problems.
 
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kinglugia said:
On the flesh magic part:
We could get the MC to make the bones tougher, more sturdy and denser so that bone fractures are no longer a thing to him. And the muscles to be stronger and more efficient without increasing their mass. I don't like it when people just increase the muscle mass for more power. Very inefficient and a waste of resources.
And then, if we improve it high enough, we could improve our soldiers (elite ones, though), to become more powerful.

Permanently altering people with flesh sorcery is probably possible, but you expect it will require level 3 or possibly even 4. Also, unnatural changes are likely to be harder than natural ones. At a guess, the progression would be something like:

Level 1: Momentary burst of physical enhancement
Level 2: Temporary physical enhancements lasting minutes to hours
Level 3: Permanent physical changes that mimic natural ones (i.e. bigger muscles, cosmetic changes)
Level 4: Permanent unnatural physical changes (i.e. stronger bones, stronger muscles without making them bigger)

Arkeus said:
[X] Look at the adventure leads (The Dark Moon Well, Three Bells Tower, The Black Beast of the Wood, The Foreign Sorceress) and decide to do one of them. The goal for the choice should be one you think we are able to do ourself, so possibly either The Dark Moon Well as It seems like something that a budding fire sorcerors would have an advantage in, or Three Bells Tower.

The difficulty of the Foreign Sorceress quest is going to depend on your goal. Finding her and having a conversation would likely be a lot easier than capturing her and dragging her off to Timis to be executed.

Arkeus said:
This is why i wanted to have 'capture' the poachers as a possibility, but we can't afford to be lax with the law from the start.

Well, it's your law now. You could make it legal for peasants to hunt in your woods if you want too.

Arkeus said:
Damn, i was hoping that ignoring those votes meant that Dominic would just ignore them, not get shaped by a couple of people voting this. I am really thinking the whole "get pretty girls as servants" not only is almost guarenteeing that our aunt won't take us seriously, but might also make it much harder to not get trapped later on by enemy spies/etc.

There's an element of truth to this, but do remember that Dominic doesn't live in modern-day America. Borjeria is a bit prudish in many ways, but the idea that male sexuality is inherently contemptible and perverse isn't part of their culture. Also, the Church isn't as down on sex as the root of all evil as the Catholics were (they have magic and real monsters to focus their intolerance on instead).

The main limit on what you can do and still be socially respectable is discretion. Sex is supposed to be kept behind closed doors, and kinky hobbies should be kept quiet enough that the neighbors don't notice them. So the main obstacle to things like the sexy maid idea is the fact that your castle isn't big enough for a personal harem to be kept out of the public eye, and any noble who visits you would have trouble pretending they don't know exactly what's going on. Which in turn means that sooner or later your mother would hear about it...

Graig said:
I got the impression that those adventures might be very dangerous if we try them alone.

That's correct, especially since I'm running relatively realistic combat. You should always travel with at least a few men at arms, and you really shouldn't tackle anything tough without a party.

Graig said:
If we are doing an adventure we should probably try recruiting that sorceress. She does not appear to be very violent and she could probably be of great help with our Haunt problems.

That seems like a plausible idea. The rumors make her out to be pretty powerful, and more magic is always a good idea when you're facing a Haunt. Sometimes those things can be killed with swords, but sometimes you need the right kind of magic.

Depending on her motivations you could be in a good position to recruit her. Being a Petran means you can protect her from Baron Timis as long as she doesn't go on his lands, and you'd think being a noble's retainer would beat hiding out in the woods. The main risk to you is that you'd have to vouch for her if the Church witch hunters ever pass through, so you'd want to make sure she isn't crazy or in league with dark forces.

Arkeus said:
'Turning Dominic's focus to more pleasant pursuits' is a bad idea though. It makes sure that Dominic will not get taken seriously as a Lord, dimnish his potential within his family (and how much he will inherit), make sure his aunt will try to force a marriage down his throat, AND make it easy as hell for other people to get spies in.

See above comments. It all comes down to how discrete you can be about it.

I also want to note that the 'sexy female spy' trope doesn't exist in this world. There aren't any secret organizations of spies or ninja in Borjeria (as far as you know), and if there were they'd almost certainly use men as their agents. The idea of female agents isn't really compatible with Borjerian culture, because:

1) Spying and espionage are condemned by the Church, so spying is dangerous low-status work.
2) Women are expected to be loyal to the man who's currently supporting them, not to their family or original lord. A woman who lives under your roof and sells your secrets to someone else would be contemptible in both her own eyes and her employer's.
3) This is a society where the unemployed starve to death, there is no job market outside of major cities, and a woman can't work a farm by herself. So a young woman has maybe 4-6 years to find herself a husband before she's crowded out of the marriage market by younger competition, and spending that time on spy games instead is suicidally stupid.

Arkeus said:
This is because poaching is a direct 'taking over the lord's own rights' offense (E.G, direct assault), compared to things like bandits/etc, which are more of a 'general fief problem'. This means that when it comes to politics/etc, you become a joke if you have poachers or if you aren't handling them with the needed harsh hand.

True. You do, however, have a brief window in which you could take a different approach due to the fact that you weren't the lord here when the offenses were committed. You can get away with ignoring offenses committed before you took over, as long as you either crack down or change the law before you have new offenses to worry about.
 
ShaperV said:
There's an element of truth to this, but do remember that Dominic doesn't live in modern-day America. Borjeria is a bit prudish in many ways, but the idea that male sexuality is inherently contemptible and perverse isn't part of their culture. Also, the Church isn't as down on sex as the root of all evil as the Catholics were (they have magic and real monsters to focus their intolerance on instead).

The main limit on what you can do and still be socially respectable is discretion. Sex is supposed to be kept behind closed doors, and kinky hobbies should be kept quiet enough that the neighbors don't notice them. So the main obstacle to things like the sexy maid idea is the fact that your castle isn't big enough for a personal harem to be kept out of the public eye, and any noble who visits you would have trouble pretending they don't know exactly what's going on. Which in turn means that sooner or later your mother would hear about it...

My point wasn't about the "Evil" of sex or whatever, but about the simple fact that we are the grandson of one of the top three most powerful people in the kingdom, and the son of his apparent heir.

Dominic is going to be observed by his family to see if he has the potential to be either a heir or at least a dependable advisor and not a almost-shame like our uncle. This is, actually, the reason we are being given this fief. As such, it seems obvious that risking to father bastards (you did say there was no real birth control) and acting like a horny teenager instead of a capable young man is the way to dimnish our value to our family.

Given that we were flat out told that our aunt is going to come and see us and maybe present us to some marriageable young women, it also felt obvious that having Dominic already being lovers with women of lesser ranks and possibly making bastards would mean an instant "marry this low class noble" from her.
 
Dominic
[X] Study Flesh Magic: Making oneself faster, tougher, stronger etc
[X] Begin making a fresh survey of all your households so that they know you and that you know how much your uncle's accountant had been stealing.
[X] Train Force Magic
Staff
[X] Clean and refurbish some guest rooms, in case you get important visitors. (Cost: 10 SP)
[X] Lay in enough firewood to last several weeks, in case you get snowed in.
[X] Clean, refurbish and restock the stables, so your horses will be happy and well fed. (Cost: 4 SP)
[X] Set up and stock a chicken coop, so you can have fresh eggs and a bit of meat now and then. (Cost:3 SP)

Bialas
[X] Train Archers

Jaroslaw
[X] Begin to make a specialist Ranger squad.

Traian
[X] Draft Plan to raise Granary and wagons etc to keep Harvest tax locally

Vet Men at Arms
Garrison

#1 Archers
[X] Be Trained
 
ShaperV said:
Level 1: Momentary burst of physical enhancement
Level 2: Temporary physical enhancements lasting minutes to hours
Level 3: Permanent physical changes that mimic natural ones (i.e. bigger muscles, cosmetic changes)
Level 4: Permanent unnatural physical changes (i.e. stronger bones, stronger muscles without making them bigger)
How would our Soul level affect what we can do with Flesh Sorcery?

Malcolmo said:
[X] Begin making a fresh survey of all your households so that they know you and that you know how much your uncle's accountant had been stealing.
Do you intend for Dominic to do this by himself? Travelling our fief alone could be dangerous and it would probably not give a good impression. Someone like Dominic is not expected to travel alone.
 
Considering we're likely to be married in a year, I'm honestly okay with waiting until then instead of trying for some nookie on the sly. As long as we have some agency in choosing (maybe our aunt has a list?), and we don't have to marry some aging spinster baroness or something.

... Actually, that might be fun, too.
 
Graig said:
Do you intend for Dominic to do this by himself? Travelling our fief alone could be dangerous and it would probably not give a good impression. Someone like Dominic is not expected to travel alone.
Actually he should be fine since most things will stay inside due to the winter while Dominic can travel since he has good equipment and summon fire. As for the impression it depends on how we do it. While moving on our own isn't as impressive as doing so with guards visibly showing no concern about the weather is bound to make up for everything, not to mention the effect doing all this personally would have on the villagers could make quite an impression.
 
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...And if, on the off chance there actually is something or somebody prowling around, Dominic would have nobody backing him up at all.

It sounds a foolish idea. We can wait until the season is warmer and we can travel with our men-at-arms.
 
dash931 said:
...And if, on the off chance there actually is something or somebody prowling around, Dominic would have nobody backing him up at all.

It sounds a foolish idea. We can wait until the season is warmer and we can travel with our men-at-arms.
Dude if there were something prowling around in winter that attacked people at random we'd have heard about it already. That sort of thing doesn't go unnoticed. There's useful paranoia and then there's absolutely ridiculous paranoia, this is the latter.
 
Anyways I'm going to suggest we start tracking down the Sorceress in say May, with the goal of conversation and preparing an offer to hire her in our service and not as a mistress either.
 
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Arkeus said:
My point wasn't about the "Evil" of sex or whatever, but about the simple fact that we are the grandson of one of the top three most powerful people in the kingdom, and the son of his apparent heir.

Dominic is going to be observed by his family to see if he has the potential to be either a heir or at least a dependable advisor and not a almost-shame like our uncle. This is, actually, the reason we are being given this fief.

True.

Arkeus said:
As such, it seems obvious that risking to father bastards (you did say there was no real birth control) and acting like a horny teenager instead of a capable young man is the way to dimnish our value to our family.

False. Half-commoner bastards aren't eligible to inherit, and no one cares if you keep mistresses even if they get pregnant. You would be expected to support them in that case, but it isn't a problem as long as their mothers aren't nobles.

Arkeus said:
Given that we were flat out told that our aunt is going to come and see us and maybe present us to some marriageable young women, it also felt obvious that having Dominic already being lovers with women of lesser ranks and possibly making bastards would mean an instant "marry this low class noble" from her.

Um, no, actually if you go six months without taking a lover people are going to wonder what's wrong with you and start speculating that you might be gay. That will hurt your rep a lot more than anything else we've been talking about would.

Malcolmo said:
Actually he should be fine since most things will stay inside due to the winter while Dominic can travel since he has good equipment and summon fire. As for the impression it depends on how we do it. While moving on our own isn't as impressive as doing so with guards visibly showing no concern about the weather is bound to make up for everything, not to mention the effect doing all this personally would have on the villagers could make quite an impression.

Riding around the fief counting houses is the sort of menial work nobles normally delegate to a trusted retainer, and it's going to look pretty strange if you're so anxious about it that you do it yourself in the dead of winter. You'll make an impression, alright - your people will decide you must be desperate for money, or incredibly greedy, or too paranoid to trust your own retainers.

Graig said:
How would our Soul level affect what we can do with Flesh Sorcery?

High Soul is like having more magic points and a faster mana recovery - it lets you throw bigger, more intense versions of your spells more often.
 
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In short if we snag a bedwarmer for both practical and pleasurable reasons no ones really going to bat an eye then
 
...No real birth control, you say?
Flesh Sorcery. Increase its level. Modify things. Temp birth control.
 
Endurance seems like the kind of thing that would require generally more advanced flesh magic in order to sustain it rather than it being an application we could make use of at our current level. Either way since we're pretty stuck in the manor training isn't a bad idea, however since we can't get to flesh 2 this turn anyway I'll swap in a vote to start grinding out Swordsmanship 4 rather than a third Flesh action. Also I doubt we're going to be getting many important visitors in the dead of winter so I went with expanding our food supplies instead for that action.

Dominic
[X]Train Flesh sorcery (1/4)
[X]Train Flesh Sorcery (2/4)
[X]Train Swordsmanship (1/16)

Staff
[X] Procure a herd of pigs, so you can have bacon and ham at meals. (Cost: 12 SP)
[X] Lay in enough firewood to last several weeks, in case you get snowed in.
[X] Clean, refurbish and restock the stables, so your horses will be happy and well fed. (Cost: 4 SP)
[X] Set up and stock a chicken coop, so you can have fresh eggs and a bit of meat now and then. (Cost:3 SP)

Bialas
[X] Train Archers (Discipline)

Jaroslaw
[X] Begin to make a specialist Ranger squad.

Traian
[X] Draft Plan to raise Granary and wagons etc to keep Harvest tax locally

Vet Men at Arms
[X]Garrison

Archers
[X] Be Trained (Discipline)
 
Technically it would be Train Flesh Sorcery 2/4 & 3/4
 
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I don't think so, the way I understand it what we did last turn was train a one-off increase in a specific Flesh magic ability that does not count to increasing general competence in the overall art.
 
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