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Author Topic: Delegation: A fief management suggestion Game  (Read 24678 times)

3man75

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Re: Delegation: A fief management suggestion Game
« Reply #60 on: July 12, 2015, 08:19:39 pm »

Ask Vest how many people are in the town?

It may be well to bring everyone from personal guards to Keep soldiers to the town to announce ourselves as their new Governor sent by the King. It'll add legimacy I belive if we add the King bit. As for tax collection...Not yet but announce that because of the poverty of the region and because times have been so hard we will not be collecting taxes. Tell them it is okay to save money.

Also announce a new community plantation (or a expansion of one) to help alleviate the food crisis once tax season starts again. We must look intelligent when we speak, generous, and last but not least regal. The people may be in suspicion but they shouldn't pounce if we don't mess with them too much.

As for spying on our neighbors..well I think we need to wait a bit on that. I think we should work on contacting our father about sending over a diplomat and a farmer for corn (or something else that's good to grow). Why corn? Because it can be grown widely, feed an entire populace, and is a new thing to eat. Everyone will love it. I was thinking of Vest being that messenger but lets look around for a postmaster or something similar to that. I'd rather keep him around.
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Andres

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Re: Delegation: A fief management suggestion Game
« Reply #61 on: July 12, 2015, 08:54:37 pm »

Summon the garrison and personally do a troop count.

Announce that there will be a tax exemption this month and that all looting done after the previous governor's death has been pardoned, though all the looted weapons and horses will be gathered by Desan and our troops to be returned to the castle.

Send Vest with some guards and have him do some incognito information-gathering.

Read Walders notes yourself
+1

Send Balpher to recruit more men.

Put out one of the prisoner's eyes and set him free. Aldagor is to revoke the more tyrannical laws instituted by the previous governor, such as the selling of bad eggs being punishable by death.
« Last Edit: July 12, 2015, 08:56:48 pm by Andres »
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Stonecutters

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Re: Delegation: A fief management suggestion Game
« Reply #62 on: July 12, 2015, 09:58:14 pm »

Put out one of the prisoner's eyes and set him free. Aldagor is to revoke the more tyrannical laws instituted by the previous governor, such as the selling of bad eggs being punishable by death.

-1 to releasing the prisoner at this time.

He has not yet told us about the mayor, and the general situation aside from the enforcement work he did for the previous governor. Perhaps having a sit down conversation with him and providing him with some bread and water could get him to open up more. We should not let him escape, but we could tell him in clear terms that his cooperation could purchase his life, and his punishment will be less severe. If he is useless executing him would be the best course, since he did kill the previous governor.

Have our guards break up the garrison into squads between themselves, and begin training in units. Provided our guards are not useless in command and loyal, this could shake up the garrison quite well.

If we can survive the loss, exempt this month of taxation. The looted weapons and horses should be retrieved, and any deserters caught and put to death. Deserting an army is a death sentence, and I assume deserting a garrison holds the same penalty.

If we can come across as competent and just, the peasantry will be less inclined to revolt against us. The robber barons and the AWOL vassal need to be dealt with as soon as we can. Displaying our colors instead of being sneaky beaky might be better for us in the long term.


Possibly unpopular opinion: The black market smuggling operations are vital to the regions economic health. We must strike a balance in the contraband we seize and what we let through lest we strangle the economy. Military grade weapons trading should not be tolerated.
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Mlamlah

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Re: Delegation: A fief management suggestion Game
« Reply #63 on: July 13, 2015, 12:34:35 am »

Ask Vest how many people are in the town?

Very few people live within the village proper, it's mostly a community hub for the local farmers and peasantry to gather, so it's hard for vest to peg down exactly how large the surrounding population is.
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Detoxicated

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Re: Delegation: A fief management suggestion Game
« Reply #64 on: July 13, 2015, 01:19:39 am »

Put out one of the prisoner's eyes and set him free. Aldagor is to revoke the more tyrannical laws instituted by the previous governor, such as the selling of bad eggs being punishable by death.

-1 to releasing the prisoner at this time.

He has not yet told us about the mayor, and the general situation aside from the enforcement work he did for the previous governor. Perhaps having a sit down conversation with him and providing him with some bread and water could get him to open up more. We should not let him escape, but we could tell him in clear terms that his cooperation could purchase his life, and his punishment will be less severe. If he is useless executing him would be the best course, since he did kill the previous governor.

Have our guards break up the garrison into squads between themselves, and begin training in units. Provided our guards are not useless in command and loyal, this could shake up the garrison quite well.

If we can survive the loss, exempt this month of taxation. The looted weapons and horses should be retrieved, and any deserters caught and put to death. Deserting an army is a death sentence, and I assume deserting a garrison holds the same penalty.

If we can come across as competent and just, the peasantry will be less inclined to revolt against us. The robber barons and the AWOL vassal need to be dealt with as soon as we can. Displaying our colors instead of being sneaky beaky might be better for us in the long term.


Possibly unpopular opinion: The black market smuggling operations are vital to the regions economic health. We must strike a balance in the contraband we seize and what we let through lest we strangle the economy. Military grade weapons trading should not be tolerated.
+1 Though i'd like to point out that we should eventually destroy the corruption all over the place, but only gradually we must approach the bandits who are powerful in this land
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escaped lurker

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Re: Delegation: A fief management suggestion Game
« Reply #65 on: July 13, 2015, 04:06:34 am »

How.. how about we go about all this a bit less violent? The deserters, stem from the local farming families, forcefully drafted by legbreakers even. If we just "off" them, for desertion, the peasantry will not only hide them, we will also seed embers for revolt.


Most Important: Let Aldagor write an send off an official depeche - signed by us - that the "Punishment Laws" will be reset to Imperial Law

He is to rewrite said laws, and list us all the "unpopular" stuff that the previous lord has set in motion, so we can revise them later on

This, will not only give us a boost in popularity with the peasantry, but also set the stage for our next undertaking.

Ourself - with 10 of our Guards - will visit Bleakhaven, to meet with the "Council" (or what-ever body of self-goverance they have there)
Just a meet-up to introduce them to their new liege, get some information about them and their problems, possible solutions and betterments to their situation and so forth.
At the end of the talk, we will tell them ours; That the garrison has been plundered.

So we have four options;
The sons of their families will be harmed in their time of need, or even themselves, because we can't stand up to the bandits / enemies.
We need to tax the weapons, horses and armour back out of them.
We can do "as Stonecutters said" - use our authority to gain our strength back..
Or, as we really hope they will see is the best option, they will give it back themselves, we won't persue any action, and any non-single-sons of local families that deserted, will come back into the fold, and get a slight punishment. Well, actually, quite the punishment, but nothing like maiming them, or other, permanent damage. (Which also means, Only*-sons, which really shouldn't be drafted either way, get a pardon)

Should they be unrepentive, we can always revert to harsher methods, but given the previous announcement, we can ply them with their own hopes.

Edit: * Changed from ambigious "single" sons. I meant to imply that they are the only son of the family, which mean they should work and inherit the farm, not be drafted to soldier duties.
« Last Edit: July 13, 2015, 08:48:40 am by escaped lurker »
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Stonecutters

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Re: Delegation: A fief management suggestion Game
« Reply #66 on: July 13, 2015, 07:04:42 am »

How.. how about we go about all this a bit less violent? The deserters, stem from the local farming families, forcefully drafted by legbreakers even. If we just "off" them, for desertion, the peasantry will not only hide them, we will also seed embers for revolt.


Most Important: Let Aldagor write an send off an official depeche - signed by us - that the "Punishment Laws" will be reset to Imperial Law

He is to rewrite said laws, and list us all the "unpopular" stuff that the previous lord has set in motion, so we can revise them later on

This, will not only give us a boost in popularity with the peasantry, but also set the stage for our next undertaking.

Ourself - with 10 of our Guards - will visit Bleakhaven, to meet with the "Council" (or what-ever body of self-goverance they have there)
Just a meet-up to introduce them to their new liege, get some information about them and their problems, possible solutions and betterments to their situation and so forth.
At the end of the talk, we will tell them ours; That the garrison has been plundered.

So we have four options;
The sons of their families will be harmed in their time of need, or even themselves, because we can't stand up to the bandits / enemies.
We need to tax the weapons, horses and armour back out of them.
We can do "as Stonecutters said" - use our authority to gain our strength back..
Or, as we really hope they will see is the best option, they will give it back themselves, we won't persue any action, and any non-single-sons of local families that deserted, will come back into the fold, and get a slight punishment. Well, actually, quite the punishment, but nothing like maiming them, or other, permanent damage. (Which also means, single-sons, which really shouldn't be drafted either way, get a pardon)

Should they be unrepentive, we can always revert to harsher methods, but given the previous announcement, we can ply them with their own hopes.

Since the region is unstable, and mass execution of the deserters could spark a revolt, +1 to being lenient upon them. I don't think outright pardoning unmarried deserters is the way to go. (if that's what you meant as single sons)

+1 to meeting with our vassels ourselves. Bring along our trustworthy friend as our second.

(edit: bolded a vote)
« Last Edit: July 14, 2015, 01:12:10 pm by Stonecutters »
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Mlamlah

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Re: Delegation: A fief management suggestion Game
« Reply #67 on: July 13, 2015, 08:42:02 pm »

3821, the last winter month of the year.

Governor Adeeb Wasirri
Spoiler (click to show/hide)
Bonewatch
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Bleakhaven
Spoiler (click to show/hide)

Rather than attending to any long term projects just yet you set to creating several missives and managing a few more of your affairs. You make a mental note to look through Walder's personal records once you have time, rather than having Aldagor do it, who you don't entirely trust. You do have Aldagor begin to put together documents for a repeal of the more harsh penalties and laws instituted by your predecessor. You are assured that such decrees are a much simpler matter than drafting and instituting the laws in the first place, though the process of copying and posting the decrees to ensure the provincial citizens know about the legal change is another matter.

You tell Balpher to organize the entirety of the garrison in bonewatch for your review, so that you might take the full measure of the castle forces. He sputters in protest at first, telling you that the troops have duties to attend to. You frankly have rarely ever seen the garrison soldiers do anything productive, and so you insist despite his protests, reminding him that you are his lord governor. After some time the commander scrapes together his troops, in equipment and all. The troops truly are in a sorry state, it takes far too long for them to organize after the call of their lord, and what little armour some of them have is in poor repair, moth-eaten padding and the occassional rusty cap or breastplate. Their weapons are barely much better, with badly fletched arrows, bows of poor quality wood, and dull swords and spearheads being the norm. The final nail in the coffin of this rustbucket of a military force is the count. On record you have exactly 90 garrisoned troops in bonewatch,  and yet on final count there are fifty-three here. Balpher claims that there are twenty men stationed at a watchtower a few hours ride away, but even assuming that's true that leaves at least 37 missing, likely mostly deserted if you are to trust Vest's estimation.

...

Desiring to actually reclaim some of your dignity and property you bring Vest and half of your personal gaurd on a trip to nearby Bleakhaven the following day. You had sent a runner beforehand to gather the most important members of the community to speak with you, their new governor. There is not a formal leader of bleakhaven, but like any community it has some members with more sway and importance than others. You are to meet with the heads of all the most prominent of the landholding families, and their own personal middlemen, who mostly speak on behalf of the community when negotiating trade prices with merchants.

When you arrive in town you find it to be more or less just as Vest claimed, small and scattered, with very few buildings of note. A few craftsmen seem to have made their homes here, a few armed men keep watch around the community to keep an eye for robbers or other dangers, a bustling tavern that quiets down very soon after your approach. Nearby however, you notice a pair of corpses swinging from gibbets, corpses that Vest mentions wern't here when he last came, though the gibbets were.

In the centre of town is your audience, a group of mostly middle-aged men and women in simple clothes and with grim hard faces, some with swords or axes sitting untouched at their sides, as they see you approach they shoo away a group of younger folk, who retreat beyond earshot, though they still watch curiously. They bow upon your arrival, some far more weakly than others. All told there are 14 family heads here to greet you, as well as a single rather old shaman to the local patron spirit, and a pair of negotiators hired to represent the lot of them.The negotiators approach, while the remainder of the party stand a respectful distance off. One is a man of about 40 who introduces himself as Gerald, he meets you with a respectful smile and an elaborate court bow. The second is a woman about ten years younger, who much more passively mimics the bow of her peer, though with much less practice and grace. She introduces herself as Caela.   
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Andres

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Re: Delegation: A fief management suggestion Game
« Reply #68 on: July 13, 2015, 09:05:26 pm »

Ask about the new corpses.
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Mlamlah

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Re: Delegation: A fief management suggestion Game
« Reply #69 on: July 13, 2015, 09:15:09 pm »

"Whose corpses are those?"

Gerald winces at this, and hesitates. Caela, seeing him hesitate answers. "Common thugs, no more. Former members of Bonewatch garrison who decided to attempt to bully and steal from us, though now without the colours that protected them before. They are not the first. In the absence of a Governor we have had to start making our own justice, but now that you are here we can send such to you in the future, if you prefer."

Gerald seems a little shocked at the bluntness of his fellow negotiator. "Our Apologies Lord-Governor. I realize that this sort of thing might seem a terrible impropriety, and it will of course cease as soon as you ask it."
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3man75

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Re: Delegation: A fief management suggestion Game
« Reply #70 on: July 13, 2015, 09:22:54 pm »

"Make it so."

"Now lets get down to why I came here..by first asking you all a question."

*Step forward and near the crowd*

"What are you eating today? Does it taste good?

From the rumors and information I gather their seems to be starving people in these lands. Can someone here tell me that my infromants are lieng to me?

Can someone tell me why it is that I have not even begun to understand the true terror in these lands? So then someone answer me how many died this month from starvation and dehydration?"

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escaped lurker

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Re: Delegation: A fief management suggestion Game
« Reply #71 on: July 13, 2015, 11:54:39 pm »

Well... get a friendly exchange going?

Tell them that from what you heard, the former governor created more problems than he solved, and that you are currently in the process of having those laws of his that were unnessesary cruel, overturned to the imperial standard.

Ask them about the local trade & buisness, or how those are faring outside of winter, and any threats to them / their daily lives.

After that, we should be able to ease into the "other" topic at hand. That over 1/3 of our garrison is missing, together with any good equipment they might have held.
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Detoxicated

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Re: Delegation: A fief management suggestion Game
« Reply #72 on: July 14, 2015, 12:07:56 am »

Also involve greeting the local spirits as well as acknowledging the shaman within your speech
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Andres

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Re: Delegation: A fief management suggestion Game
« Reply #73 on: July 14, 2015, 02:40:21 am »

Get our stuff back.
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Stonecutters

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Re: Delegation: A fief management suggestion Game
« Reply #74 on: July 14, 2015, 12:49:50 pm »

Well... get a friendly exchange going?

Tell them that from what you heard, the former governor created more problems than he solved, and that you are currently in the process of having those laws of his that were unnessesary cruel, overturned to the imperial standard.

Ask them about the local trade & buisness, or how those are faring outside of winter, and any threats to them / their daily lives.

After that, we should be able to ease into the "other" topic at hand. That over 1/3 of our garrison is missing, together with any good equipment they might have held.

+1 this as our plan

We could also ask about that vassal who hasn't paid taxes yet, I forget who he is. By which we ask if they know how his town is after the plague.

We should also ask about the former governor. How long he ruled them and the things he did, what it was like. These are the people who were ruled by him, not his former councilors who we trust as far as we could throw the fat garrison commander.

(edit: bolded, added a suggestion.)
« Last Edit: July 14, 2015, 01:16:01 pm by Stonecutters »
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