After the court steward reads out the various issues troubling the kingdom, King Dale himself retires from the council chambers to undertake his horse riding and swordsmanship lessons, as befits any young noble, especially a king. He is expected to return later in the afternoon to hear proposals from his councillors, but in the meantime you are left alone.
The palace is small, at least compared to the grand villas of the Storm Coast. More of a castle than a palace, the structure sports a mead hall, armoury and smithy, barracks, stables and various rooms for guests. A later addition was the chapel to the Father of Suul, and a much later addition was the Royal Library, the old queen's pride and joy.
Here, in the council chambers, the councillors may discuss publicly what is to be done to resolve these crises, and what resources they might be able to bring to the table. There are several hours before the king arrives, and many other rooms in the castle, so councillors may also speak privately amongst themselves, if they wish to do deals.
OOC: At this point, your goal is to forge alliances with other players. Your win conditions all require you to acquire at least one Ministry, and you cannot do that without a favour from the king, which you get by solving one of the kingdom's problems. You cannot solve the kingdom's problems without resources, and no player
at this stage has enough resources to solve any of the problems on their own.
Players should form coalitions to contribute Resource Cards (you may contribute one per Crisis) to solving one or more Crises. One player should be named Proposer - if the Crisis is solved, this person will be granted a Favour by the king.
Once someone has Proposed a solution, they should name themselves and which Crisis they are trying to solve, then which Resource Card they are playing. It is up to their allies to then support the proposal by chipping in cards themselves.
You may discuss plans here, or via PM, although via PM I would appreciate a CC just to keep track of things.
Alice: We should stop the headless horseman at once!
Bob: I agree. I am in full support of you.
Cecil: As am I.
Alice: Good, we'll need everyone's help to do this.
Alice: I propose a solution to the Headless Horseman crisis. My Holy Knight [2 Might, 1 Piety] will lead the charge to destroy this fiend!
Bob: I support this proposal, sending my Angry Cleric [2 Piety, 1 Might] to provide moral support and exorcise the spirit. As Court Chaplain I add the support of my Ministry's strength [2 = 2 Piety].
Cecil: ...
Alice: Cecil? Chip in your Pit Fighter, come on.
Cecil: I do nothing.
Bob: Wait, what?
GM: You marshal your forces and head out to defeat the headless horseman. *card flip* The Horseman required 4 Might and 3 Piety to defeat. You only supplied 3 Might and 5 Piety. The headless horseman kills your duo and wreaks havoc across the land. The Ministry of Faith loses strength as people lose faith. Its strength is now 1.
Alice: Noooo!
Bob: CECIIIIILLLL!!!
Cecil: Muahahahahaaa!