Turn 5: ResultsSorry to post kinda late. I was trying to think of how to make a dialogue this turn, but everyone's actions were pretty passive or failed. :/
→ Your magic with the librarian appears to have been altered, but you are not quite sure who altered it. It also appears to be working fine now. It would appear as if someone only removed it briefly.
→ You burn some books ya nazi.
→ You’re not really aware of who has your staff, but from what you can gather. It’s likely at the mage's college in a case somewhere.
→ You find that exiled and rejected people go many different places. Many travel to Bokura. (I’ll give you this. Your descendant isn’t exiled or shamed. They are in New Ledlin and they were originally a character in the game.)
→ You run into a slayer. One who isn’t of much interest to you. His name is Brenth Wildran. He’s a bounty hunter in search for the Krexus. He had an encounter with the beast. You now have access to the dialogue: Two Nightmares Collide. (TURN 3)
→ Those potions are difficult to create and require the right ingredients. An exotic spice Kah-fee Kah-fee is required.
→ You sense that your glass eye was involved in altering your magic.
Age: 24
Skills: Master of all Dark Magics, Smithing, Swordsmanship, and Alchemy, Poison Brewing.
Inventory: Smithing Equipment, Alchemy Equipment, and a Lesser Mage’s Staff
Other: *4/4 Books Read. Partial research into paralysis poison. Book on poisonous herbs. Access to Turn 3 Dialogue: Two Nightmares Collide.
→ Your men are fairly well trained and armed. They even have a basic understanding of what to do if they run into the krexus.
→ One of your recruits tells you that the tattoo you described is a religious tattoo.
→ You equip them with traps.
→ You begin patrolling the city, but you do not encounter the Krexus. In fact, it appears the Krexus hasn’t attacked anyone in a while. You did injure him, so he could still be healing.
→ The bounty is now 500 Dunts.
Age: 19
Skills: Tracking, Hunting, Archery, Swordsmanship, Trap Making/Disabling, and Camouflage
Inventory: Trap making supplies, Bow/Arrow, The Mages Blade, Krexus Knife
Allies: 8 brave men from the church of silence.
Other: You noticed a symbol tattooed on the Krexus’ neck
→ According to many of the books your men found, the Krexus is an ancient demon that freezes time and tortures his victims wherever they may be in frozen time. Only unfreezing time as they scream their final breaths.
→ You men set out with the description that you were given. Unfortunately the Krexus hasn’t been attacking over the last few days.
→ His total bounty is now at 500 Dunts.
→ The market and artisan districts are heavily guarded. Pretty strong message.
→ You invest one hundred dunts into laying out an investigative part of the guard. It will take a week or two to get it started.
→ Not much barta circulated the festivities. Your men still arrest those who use it.
*Dunts: 245
Income: 90 (-10 from informants)
Allies: Lord Peter Marius IV, Dendel Metrik (merchant)
People of Note: N/A
Units (cost): 1000 Trained Soldiers (2), 1000 on reserve (1), 800 Trained Town Guards (3), 100 Elites (5)
Buildings: Military Academy, Fort New Ledlin (DEF LVL 3), Hall of Great Veterans
Modifiers: N/A
Other: N/A
→ You purchase two brothels and two bars. (-400 Dunts)
→ People indeed would join a mercenary company. It’d cost you about 3 dunts per mercenary. Your pool of people to hire from is essentially as large as you could want it to be. You do not train or hire any this turn. Let me know how many you wanna hire next turn and I’ll let you train them in the same turn.
→ You find out that most of them are con-men and competing businessmen.
Dunts: *505
Income: *455
Economic Control: *22%
Allies: Lord Peter Marius IV, Commander William Graftur
People of Note: N/A
Active Units (cost): 11 merchants (5), 4 trade ships (100), 7 caravans (25)
Unused Units: 8 Caravans, 1 Trade Ships, 15 Thugs
Buildings (cost): *4 Brothels (100), 11 merchant stands (3), 5 Smithy (100), *2 Bars (100)
Modifiers: Noble Connections.
Contracts: Transporting spices overseas for Dunnish Government. Transporting crops for farmers. Transporting molasses to Dunland.
Other: N/A
→ You speak to william about increasing the guard in search for the krexus. You discover that not only does he have a lead, but he’s added 300 dunts to the bounty and he’s got men searching the streets for people that meet the description.
→ Your double is fine. He’s had some fruit thrown at him, but nothing too awful.
→ He tells you that there is a pretty serious drug trade going on in the city and that every criminal in the city wants to know who the krexus is. Frankly, they’re impressed.
→ Your advisors tell you of a new Political party that was formed in the city. They’re called the “Bokuran Nationalist Party” They support independence for New Dunland. Not many appear to have actually joined the party, but many support it.
Pop of New Ledlin: 50,000
Dunts: *3,250
Income (5% Tax Rate): 500 (-100 Dunnish Tax) (-100 Military) (-50 Mage College) (-50 City Maintenance)
Allies: Commander William Graftur, Dendel Metrik (Merchant)
People of Note: N/A
Units (cost): 75 Elite Guards (25), 25 Politicians (30), 20 Scholars (10), 15 mages (40), 5 Wise Advisors (50)
Power: You control every branch of government in New Ledlin
Buildings: New Ledlin Keep (DEF LVL 5), Monument of the Great Three Slayers, Courthouse
Modifiers: N/A
Other: 200 Dunt Bounty +300 from taricus
→ You go to the mage’s college and research illusion magic. You try and learn how to make simple illusions. You can’t do anything yet, but you’re getting there. You could benefit from actually taking a class, but you are only a monk and don’t have the money to pay for it.
→ Ahhh so close, but no gay wizards.
Age: 22
Skills: Body Breaker, Throwing Knife Mastery, Move Silently, Stealth Kill
Inventory: Throwing Knives, Various Torture Devices (use your imagination)
*Public Fear: **7% (3,500/50,000)
Other: *Healed
→ Speeches go well people like you. It’s harder now without David, but he did manage to teach you a few tricks in the brief month you had together.
→ You spend a few dunts and up your security. -5 income
→ Nearly all of your supporters come and join the party. YOu have about 1500 members Not that many choose to donate though. As for freedom fighters. You have about 30 men so far. They aren’t really that well trained though.
→ Nothing good. Nothing you could even use really. Nothing recent that is. (There’s old stuff, but that’d be like screaming benghazi)
→ Your men begin training your fighters. They’re learning pretty quickly. They seem to be invigorated by their hatred for the “evil overlord”
Age: 21
Skills: Silver Tongue, Preacher, Quick-Witted Debater, and Politician’s Mindset
Inventory: *Wealth (630 Dunts), nice clothes, and soap box
*Donations: *10 Dunts
Income: *45 - Nobles
Expenses: 10 - HQ, 10 - Staff, 10 - Informants, 35 - Bread Line = 65/turn
Surplus: -20 Dunts/week
Buildings: The Rusted Cauldron (HQ)
*Allies: 9 Nobles, 3 Elite Guards, David Steele (Deceased), 5 Staff Members, **30 Freedom Fighters (Training - 1W)
Political Awareness: *9% (4,500/50,000)
--> No turn from you this week. That's cool, but this is strike one. If you dont post next week, it's the boot.
Age: 34
Skills: Mastery of Mindcraft, Highly Skilled in Fire and Enchantments as well, fair grasp of alchemy, and basic swordsmanship.
Inventory: Staff of the Piercing Eye, Potion of Untamed Lust, Bottle of Fire, Shortsword
Other: Knowledge of the Location of the book of blood and mind. (Government archives, and Mages College)
--> No turn from you this week. That's cool, but this is strike one. If you dont post next week, it's the boot even though you're probably the best roleplayer here.
--> No events this turn either. The krexus didn't attack anyone though.
NOTE: You still have to invest an extra 150 dunts in order to finish the grand holy temple.
Dunts: *820 (0 invested)
Income: 265 (Donations are the current source of income - Determined by rolls)
Religious Unity: 15% (7,500/50,000)
Capacity: 2,500 → 3,250
Number of Consecrated: 250
People of Note: James and Sophia (One Handed Boy + Sister)
Units (cost): 50 Missionaries (3), 50 Preachers (2), 150 Monks (1)
Buildings: The First Church of Danith (L), 1 Medium Church, 2 Small Churches, Silent House (S), The Reliquary of Light (M)
Construction: Grand Temple of Holy Reflection (L) - *(1W - 0/150 invested)
Modifiers: Elevated Unrest in Rival Faith (Court of Denthir)
Other: You are disgusted with the current state of the poor.
Wall of Shame:
--> MiddleNamePalpatineNo Dialogues this turn. Sorry guys.