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Author Topic: Delegation: A fief management suggestion Game  (Read 25597 times)

monk12

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Re: Delegation: A fief management suggestion Game
« Reply #75 on: July 14, 2015, 06:06:12 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.)

+1

Mlamlah

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Re: Delegation: A fief management suggestion Game
« Reply #76 on: July 15, 2015, 04:54:54 am »

You start a friendly dialogue with the negotiators, hoping to win over these representatives of your subjects. You plainly state that you've heard of some of the issues caused by the administration of the former Governor, and mention that your first act as the new Governor has been to repeal the more cruel laws instituted by your predecessor. You also ask for the testimony of the prominent members of the community in learning of Walder's general doings, testimony that some of the community leaders are eager to provide.
Walder apparently administered these lands for over two decades, shortly after the lands were signed over to Velgar in a peace treaty. There is some disagreement about what he was before he became governor, a caravan merchant some think, others contend he was a failed scholar. For the first half of his rule he was lax, slow to respond to problems or administer justice, but he was also quick to provide asylum, and rarely interfered in the affairs of his subjects. After a particularly short and brutal war years later however Walder returned from the front with a tenth of the men he had set out with, wounded and changed. He became angry and spiteful, and alienated nearly all of his former allies, bullying his own subjects and shutting himself within his castle, rarely to emerge. Eventually he so antagonized Sir Madagor that there grew a fear that the province might see war among it's own countrymen, but he died before that could happen.

Other affairs you ask of too, things like trade, food supply and and the local dangers of the land. There is little to speak of on matters of trade, mostly the community produces food crops and grain, with cheap beer being the primary export, food the primary import. The winter had been harsh on some, but recently the Bleakwatch families managed to scrape together enough coin to have a merchant start bringing them the foodstuffs they needed, mostly things like beans and pickled vegetables. There is a sentiment expressed that it might be worthwhile to begin harvesting raw lumber in some of the nearby forests, but that those places are currently too dangerous to approach suchly without protection that Bleakhaven itself cannot provide alone.

Finally you settle on one of the primary purposes of this visit. The reclamation of your own property. While the local community leaders have not exactly warmed to you, you have at least demonstrated a real interest in their affairs and wellbeing, so you feel it safe to brook the topic. You mention that some of your troops have been deserting, and that you are aware that much of your own property has been redistributed among the local populace, and that you would like these things returned to you, not to mention that you want deserters brought to you for judgement. For this the negotiators confer privately with the family heads for several minutes, before returning to speak with you. You get the definite impression that no one is surprised to hear you bring this up.

The negotiators are very quick to tell you that eight deserters in total have been killed since Walder's death, each for crimes considered unforgivable by the community. As far as anyone here is considered any and all property they may have had on or off their person is the rightful due of the crown under these circumstances. They also assure you that whatever horses, arms and armour that may have been "misplaced" and which can be easily tracked down will be sent to the castle as soon as possible. It is also noted that there are at least three known deserters who could easily be gathered and delivered to you, deserters whom are totally unimportant to the community, a drain even. Certain compromises however, are being asked for. Some of those who deserted had been forced into service, in peactime, at swordpoint, and for these it is wished that their service to the crown be stricken from the record, leaving them neither with the privileges or responsibilities of military service. Some items which also might be considered the rightful property of the crown are currently beyond the ability of the community leaders to easily have delivered to you however, in lieu of these they might be willing to provide you with casks of beer, some food and the gathering of free labor for works that you may have in mind. It is also being asked that you consider taking the second son of one of the family leaders as a lowborn courtier in your service, and that you consider allowing a few of the landless, jobless folk in the community to petition you for work as servants.
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Detoxicated

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Re: Delegation: A fief management suggestion Game
« Reply #77 on: July 15, 2015, 05:13:36 am »

Yes to the to taking a courtier, and yes to the landless thing. We need to upgrade our hovel.
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Andres

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Re: Delegation: A fief management suggestion Game
« Reply #78 on: July 15, 2015, 05:19:08 am »

Conscription is fully legal and even necessary. If these deserters were forced to join at swordpoint, then they're breaking both Walder's law and normal law as that's conscription, meaning there can be no mercy for their desertion. It would also set a bad example for our already undisciplined army if we just start letting them leave.
Refuse to give mercy to the deserters.

Take the offer of free labour but let them keep their beer and food as part of the tax exemption.

Ask to meet the second son before taking him on as a courtier.

Allow some of the community to petition us for work. We're gonna need some domestic help. Someone to clean our quarters, a stablehand, a messenger, etc.
« Last Edit: July 15, 2015, 05:21:27 am by Andres »
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Re: Delegation: A fief management suggestion Game
« Reply #79 on: July 15, 2015, 06:10:18 am »

Conscription is fully legal and even necessary. If these deserters were forced to join at swordpoint, then they're breaking both Walder's law and normal law as that's conscription, meaning there can be no mercy for their desertion. It would also set a bad example for our already undisciplined army if we just start letting them leave.
Refuse to give mercy to the deserters.

Take the offer of free labour but let them keep their beer and food as part of the tax exemption.

Ask to meet the second son before taking him on as a courtier.

Allow some of the community to petition us for work. We're gonna need some domestic help. Someone to clean our quarters, a stablehand, a messenger, etc.
+1
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Re: Delegation: A fief management suggestion Game
« Reply #80 on: July 15, 2015, 06:11:29 am »

-Sorry Wrong Thread-
« Last Edit: July 15, 2015, 06:48:30 am by Detoxicated »
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escaped lurker

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Re: Delegation: A fief management suggestion Game
« Reply #81 on: July 15, 2015, 06:46:57 am »

Ask how "real" any threats here are
The question at hand is; do we truly need all these soldiers, or was it Walders PTSD and brewing war against Sir Madagor, which made him "stock up" on soldiers that much?

If threats present and or percievable, we will need a compromise; We won't be able to extempt all of them, but will do so while considering the circumstances of their families. While we think to do so either way, we certainly would see that Bleakhaven will have protection if they go for harvesting lumber.

Take the offer of free labour but let them keep their beer and food as part of the tax exemption.

Ask to meet the second son before taking him on as a courtier.
+1
If they need to import food, what use it is to give it to us?
As for the courtier, taking a look at him first / giving him a probationary position for the time being, should suit all parties involved.


Tell that we certainly will consider taking in some less fortunate souls, but not if their state stems from their own violation.
Taking in those who have fallen on hard times? Sure, but no layabouts or other similiar folks. Really, just saying that we don't want to take on all their "problem children". Those can keep being their own problem.



Conscription is fully legal and even necessary. If these deserters were forced to join at swordpoint, then they're breaking both Walder's law and normal law as that's conscription, meaning there can be no mercy for their desertion. It would also set a bad example for our already undisciplined army if we just start letting them leave.
Refuse to give mercy to the deserters.

Conscription in peace-time, by a mad-man. But while it is true that we just can't let them off the hook that easily, what kind of punishment do you have in mind? If it is, as it was a few pages prior, still death, then -1.

This is needlessly cruel, considering their circumstances, and will ruin our standing with the normal people. We will become their enemy, simple as that. While this may not mean that they will openly revolt, they will try to pay less taxes, exempt themselves from services to us, and so on. Obviously, we then have to pressure them into performing these services, and forcefully take our due taxes, and we have a perfect spiral of hate. Welcome Walder II.
« Last Edit: July 15, 2015, 06:53:18 am by escaped lurker »
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Re: Delegation: A fief management suggestion Game
« Reply #82 on: July 15, 2015, 06:50:04 am »

Sorry wrong thread.


I would like to point out that our fortress has some quality metal as well as good wood, if we can get nice lumberjacks, carpenters, smiths, and bowmakers, we can easily upgrade our fortress and forces as well as improving the economy. I would like to stock up on archers at first, since they could man the garrison towers.
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monk12

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Re: Delegation: A fief management suggestion Game
« Reply #83 on: July 15, 2015, 12:51:37 pm »

Take the offer of free labour but let them keep their beer and food as part of the tax exemption.

Ask to meet the second son before taking him on as a courtier.

Allow some of the community to petition us for work. We're gonna need some domestic help. Someone to clean our quarters, a stablehand, a messenger, etc.

+1 to the above

-1 Hardline against the conscripts; these are men who were the victims of that thug we currently have in our jail cell. I'd rather let them go free than reclaim them merely to punish/execute them. However, I say we make a counterproposal; ask the nature of the danger in the logging sites, and suggest that those conscripts could be stationed here in the village and assigned primarily as guards for the loggers, with support from the rest of the garrison. We'd be effectively turning them into a village militia under our control, and allowing them to stay near their families is a good compromise between requiring their service (which as far as we know was lawful, if rather extreme and unkind) and demonstrating goodwill to the village.

Mlamlah

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Re: Delegation: A fief management suggestion Game
« Reply #84 on: July 15, 2015, 10:10:00 pm »

The deserter issue seems tied, if no one breaks the tie i will think of a compromise.
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3man75

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Re: Delegation: A fief management suggestion Game
« Reply #85 on: July 16, 2015, 12:25:17 am »

Take the offer of free labour but let them keep their beer and food as part of the tax exemption.

Ask to meet the second son before taking him on as a courtier.

Allow some of the community to petition us for work. We're gonna need some domestic help. Someone to clean our quarters, a stablehand, a messenger, etc.

+1 to the above

-1 Hardline against the conscripts; these are men who were the victims of that thug we currently have in our jail cell. I'd rather let them go free than reclaim them merely to punish/execute them. However, I say we make a counterproposal; ask the nature of the danger in the logging sites, and suggest that those conscripts could be stationed here in the village and assigned primarily as guards for the loggers, with support from the rest of the garrison. We'd be effectively turning them into a village militia under our control, and allowing them to stay near their families is a good compromise between requiring their service (which as far as we know was lawful, if rather extreme and unkind) and demonstrating goodwill to the village.

+1
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Mlamlah

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Re: Delegation: A fief management suggestion Game
« Reply #86 on: July 16, 2015, 03:24:00 am »

You gracefully refuse the extended offer of food and beer, under the logic that those goods will be essential for the Bleak-Haven economy. You do however, accept the offer of labour, as manpower is something that you may need some of in the near future. You also agree to see petitioners who might wish to become your servants, as only having half a dozen of them could become a problem in the near future anyway, with so much that needs doing in the basic care and maintenance of a keep and it's household.
You ask to see the potential courtier before accepting him into your service. The Hops farmer making the request gestures towards the crowd of young folk some distance away, and one of them approaches. His father names him as Eduard, a boy of seventeen. He wears a long dagger at his hip and has his hair and clothing kept in a way that might be fashionable if the make and cut of his clothing was of better quality. His father sent him to travel with a distant cousin in a trading caravan several years ago, as he expressed interest in seeing the world, and never took to farm work of any kind. He returned a few month's ago after over three years of travel with the caravan. He tells you that he's learned a smattering of trading tongues, participated in brief fights against bandits and wild creatures, and has a familiarity with negotiation and the general rigours of travel. He's no warrior, nor a skilled administrator, but he claims to be eager to learn about courtly life, and whatever else you might choose to teach him.

With that to think over, you ask more about the dangers within the local woods, and bring up the possibility of having some deserters relocate to logging camps to protect them, both as a form of leniency and to help bolster the defences of logging operations all at once. It is further explained that forward scouts and patrols from bandit groups often lay in hiding and forage in some of the more sparse forests nearby, and that with support from your forces camps could likely be established in such places, pushing back bandits after perhaps a few light skirmishes. However, it is the larger forests that might be more worth the effort, but they are all the more dangerous, and not because of the presence of simple waylayers or common wandering creatures. The local folk are not entirely sure what lies in the deeper forests, but they believe there to be some dark magic involved, judging by the efficiency with which common people who approach those forests for forage are either hindered or spirited away without a trace. They suggest that an organized military cleansing or the hiring of adventurers might be called for.

Overall you decide to be lenient on the matter of the deserters who were recruited at swordpoint, but not to let the matter lie entirely. You insist that the local family heads use their influence to at least turn over all deserters who joined the garrison of their own volition, though you promise leniency in this matter, rather than executions. There are a few rumblings of discontent, but overall you are met with agreement, as you've already extended an offer to give them positions as guards rather than hanging them.

The negotiations so far, have taken a little longer than most everyone would like, with a great many issues being hammered out and discussed. The day hasn't been particularly cold, but that doesn't mean that standing around talking has been exactly warm work for everyone involved, and you yourself are beginning to feel tired from the negotiations, being the sole real negotiator of your party
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Andres

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Re: Delegation: A fief management suggestion Game
« Reply #87 on: July 16, 2015, 03:43:49 am »

Find our most senior personal guard and appoint him as Balpher's lieutenant. This'll give him experience with our troops and should allow us to replace Balpher fairly quickly, all under the guise of helping Balpher deal with the men. True, he doesn't have proper military experience/training but anyone's better than Balpher, I reckon.

If we haven't already, tell Balpher to start training the men so they stop sucking so hard. This also includes a decent level of discipline within the barracks (cleanness, neatness, etc.)

Get Desan to make an estimate of the cost to repair our castle.

Take on Eduard as a courtier. Teach him how to talk to nobles and ask him to make a list of our trading partners, what we trade with them for, and how secure those trade routes are. Also ask him if there are any other trade opportunities we can take.

Go to our knightly vassal with Eduard.
« Last Edit: July 16, 2015, 03:46:11 am by Andres »
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Re: Delegation: A fief management suggestion Game
« Reply #88 on: July 16, 2015, 04:47:39 am »

Find our most senior personal guard and appoint him as Balpher's lieutenant. This'll give him experience with our troops and should allow us to replace Balpher fairly quickly, all under the guise of helping Balpher deal with the men. True, he doesn't have proper military experience/training but anyone's better than Balpher, I reckon.

If we haven't already, tell Balpher to start training the men so they stop sucking so hard. This also includes a decent level of discipline within the barracks (cleanness, neatness, etc.)

Get Desan to make an estimate of the cost to repair our castle.

Take on Eduard as a courtier. Teach him how to talk to nobles and ask him to make a list of our trading partners, what we trade with them for, and how secure those trade routes are. Also ask him if there are any other trade opportunities we can take.

Go to our knightly vassal with Eduard.
+1
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escaped lurker

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Re: Delegation: A fief management suggestion Game
« Reply #89 on: July 16, 2015, 05:43:40 am »

End the talks
Prior to that, decide that the bigger forest won't be an option then for the time being, and ask how many men as support they would need from the garrison.
Tell that, if they might need loans for the seeds in spring, we would be open for talks about that topic at a later date, but currently can't promise all too much; Such matters also depending on how much of the guard's equipment we need to replace...
Inform them that they are generally free to bring up such and similiar matters, albeit in the few months to come we will be rather busy, assuming our position, visiting our vassals, and similiar.

~

Truth be told, I would like it if we first visited Mayor Veera, instead of Sir Madagor. 10 Guards should suffice
We don't know anything of Sir Madagor, only that he had strife with Walder, and bolstered his troops.
Which is to say, he just might have gotten interested in the province, regardless of its current ruler, possibly even hired mercenaries and made promises to them.
Sending Vest to "scout" the situation over there, and talking with Veera about the - hopefully - good fella, could easily avelliate any chances, misconceptions and similiar. And, if we aren't an asshole to the Mayor, he also could influence our future relationships with Madagor for the better.

Send Vest, with 5 incognito Guards, to investigate Sir Madagor's provinces
As stated above - just to get a feel for the overall opinion and state over there. If all is well, and Madagor's hate was directed at Walder, no harm is done.
Else, we just might avoid being "displaced by bandits", and Sir Madagor taking charge. Paranoid? A bit, yes - but we still don't know nothing about this "Sir", so I like prudence better

Since we still are undecided on what to do with him, let Vest - prior to his departure - "interrogate" our prisoner. By bringing him stuff to eat and drink.
Obviously, if the not-so-good guy is willing or capable to devulge further interesting or helpful details, it won't hurt us either. I won't bet on it though.

Find our most senior personal guard and appoint him as Balpher's lieutenant. This'll give him experience with our troops and should allow us to replace Balpher fairly quickly, all under the guise of helping Balpher deal with the men. True, he doesn't have proper military experience/training but anyone's better than Balpher, I reckon.

If we haven't already, tell Balpher to start training the men so they stop sucking so hard. This also includes a decent level of discipline within the barracks (cleanness, neatness, etc.)

Get Desan to make an estimate of the cost to repair our castle.

Take on Eduard as a courtier. Teach him how to talk to nobles and ask him to make a list of our trading partners, what we trade with them for, and how secure those trade routes are. Also ask him if there are any other trade opportunities we can take.

Go to our knightly mayor-ly vassal with Eduard.

Except going to Veera, instead of Madagor, I'd only change "most senior personal guard" to "most fitting personal guard". They are bound to have one who takes charge of them, would takes calls in combat and similiar. But that point is more nitpicking than disagreeing, really. Overall:  +1
« Last Edit: July 16, 2015, 06:05:52 am by escaped lurker »
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