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Author Topic: Delegation: A fief management suggestion Game  (Read 25395 times)

Weirdsound

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Re: Delegation: A fief management suggestion Game
« Reply #240 on: October 28, 2015, 10:37:33 pm »

I suspect our vassal will show up for some RP before we get to do other things. But yeah. I was going to suggest sending some men to round them up and invite them for an audience.
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VoidSlayer

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Re: Delegation: A fief management suggestion Game
« Reply #241 on: October 28, 2015, 10:54:26 pm »

The leader seems like he will be a problem, it sounds like he is a strongman who has been keeping them away from everyone else and forming them into his army, even if he is leading them to ruin.

But offering food and shelter seems like a good idea anyway.

Evil thought not real suggestion: Feed the prisoners to the rats.

Mlamlah

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Re: Delegation: A fief management suggestion Game
« Reply #242 on: October 29, 2015, 12:25:27 am »

3821, the fourth month of the year, and the second month of spring.

Adeeb Wasirri, Lord Governor of Dhum-Blud
Spoiler (click to show/hide)
Councilors, Vassals, Allies and Agents.
Spoiler (click to show/hide)
Holdings.
Spoiler (click to show/hide)

You decide against dragging the matter out or presiding over the trial yourself. Aldagor seems pleased you are leaving the ceremony of the trial to him, even as you effectively render the verdict before the trial begins. You do however watch the proceedings and stand as the official arbitrator. Your court, the accused parties, and relevant witnesses are all brought into your audience chamber, and first of the trials begins.
The deserters are tried first. One by one, each is brought before you, and the witnesses testify to the ill deeds of each. Thievery, trouble-making, bullying, nothing that would normally see a man hanged, but all the same Aldagor seems to have done a good job orchestrating the case against each. Desertion would be enough to see any of them dead, but it certainly helps to convince those assembled that these trouble-makers arn't deserving of the clemency you've provided to others. Aldagor speaks firmly, with the voice of an orator, and you notice his back is a little less bowed than usual as he strides around the room, making a show of addressing you and calling up witnesses. One by one you sentence each to death by hanging, and they are ushered away in chains by your gaurds.
Finally, Arin is brought before the court. His trial is much shorter, the gaurds and servants who were there to find him over the corpse, coupled with his own confession, is well beyond damning. There is little ceremony in this fourth trial, and you render your judgement. "I have thought long and hard over the fate of this prisoner. Arin, you have no house, and are regarded as a troublemaker, yet still i bear sympathy for you. Still, one cannot let the death of a royal representative stand. I, Adeeb Wasirri, with the royal authority invested in me by the crown sentence you to death by beheading by the headsman's axe. I will afford you a dignified death, and carry out the sentence myself." With your sentence given, Arin is dragged out from the audience chamber, and brought back into the dungeon, his shoulders slumped in defeat. Many of those present gasp in surprise, probably at the details of the sentence, but you soon dismiss the court.

...

The following day, in the morning, the sentences are carried out publicly. Many of your household subjects and guards are there to watch the executions, as well as some of the injured parties from the day before.It's a quiet morning, with a cool breeze that whips through your hair as you consider the axe one of your gaurds is holding for you. Gallows have been assembled in preparation, and Aldagor reads over the sentences and charges for the benefit of those gathered, leaving no doubt in anyone's mind over who is dying or why. One after another, each of the sentenced offer last words. The first chooses to ask that his property be sent to his still living mother, the second curses your name inneffectively, and the third admonishes his former comrades for not speaking on his behalf.
When each has had their neck cleanly broken, the fourth prisoner, Arin, is brought up. His last words are clear and simple. "We all know he had it coming. Maybe so did i." This is received with reserved nods by many watching, but it does not save his life. He goes down on his knees, and is chained in place. You are not used to the weight of the weapon you are handed, but it is not hard to bring it down, and your aim is true. The head comes cleanly off, and with it comes a spatter of blood that you do not entirely avoid. You hand the axe back to your gaurd, and with the eyes of those assembled on you, leave to clean yourself up.

...

The rest of the month passes with little else of note occurring beyond your efforts for the month continuing onward. Your adventurers return, bringing with them more maps detailing the locations of nearby landmarks, as well as the location of what they believe to be a bandit fort. It's built on the ruins of what seems to have once been an abandoned castle. It's overgrown and crumbled, but they've improvised with palisade and stakes driven into the dirt wherever there would otherwises be holes in the defences. It's closer to Bleakhaven than it is to Bonewatch, though not much more than six day's ride away either way. They believe there to be at least thirty fighting men there, and Balpher states that would make it the smaller and probably closest of the outlaw groups, which he states would explain how they have avoided detection until now. The adventurers avoided any more skirmishes, though that doesn't mean they avoided all detection while they were snooping around. After reviewing the maps that they've brought your scribe notes that they were hardly thorough, but that this goes a long way towards updating the maps currently in the castle records, which are beginning to show their age. The land is quite vast and wild however, so comprehensive maps would likely require a concentrated effort by more than lone adventurers and occassional patrols.

...

Soon, you receive word that a small force of men are approaching the castle, bearing the standard of your Vassal, Sir Madagor. A score of footmen, and a dozen on horseback. It's not exactly an invading force, but it's hardly an appropriate armed guard for a man of his rank.
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Weirdsound

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Re: Delegation: A fief management suggestion Game
« Reply #243 on: October 29, 2015, 01:19:33 am »

I doubt he'd try anything, or that he could win and outright fight. Let him in, but keep your house guard close.

After introductions, Invite him to a private meeting. Allow him to address any concerns or business he has first. Assuming he bears us no ill-will, then bring up the following items:

-Ask him about the details of his beef with the previous governor, if he didn't make that clear from his opening speech.

-Ask him his opinion on Balpher, as both a person and a leader. If he doesn't like Balpher, apologize for imposing and explain your plan to get rid of him. Tell him you wouldn't mind terribly if something bad happened to Balpher under his care. If he thinks our commander can be an asset, we will at least give Balpher a chance.

-If it looks like Balpher is going byebye, ask who our vassal would recommend as a replacement.

-Explain that we will require his services starting this fall, as we are going after bandits. We require his services, or the services of one of his military officers, to lead our forces (Even if we keep Balpher, we need him to watch the garrison). He is invited, but by no means required, to bring his own men as well. Since he already was kind enough to bring men, and we already found a camp to attack, we might as well float the idea of moving against it at once.

-If Madagor advises against attacking the bandits at once, ask him to send out his riders to track down the group by the watchtower and invite them to an audience with the governor.

-Explain that we intend to reclaim Dhum-Blud in the name of civilization, but to do that we will need building materials. Encourage, but do not mandate, the construction of lumber mills and quarries on his land.

-Ask about his riders. If he recruited and trained them himself, ask if he would train and equip Calvary for you if provided with horses and coin.
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tryrar

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Re: Delegation: A fief management suggestion Game
« Reply #244 on: October 29, 2015, 03:01:16 am »

I doubt he'd try anything, or that he could win and outright fight. Let him in, but keep your house guard close.

After introductions, Invite him to a private meeting. Allow him to address any concerns or business he has first. Assuming he bears us no ill-will, then bring up the following items:

-Ask him about the details of his beef with the previous governor, if he didn't make that clear from his opening speech.

-Ask him his opinion on Balpher, as both a person and a leader. If he doesn't like Balpher, apologize for imposing and explain your plan to get rid of him. Tell him you wouldn't mind terribly if something bad happened to Balpher under his care. If he thinks our commander can be an asset, we will at least give Balpher a chance.

-If it looks like Balpher is going byebye, ask who our vassal would recommend as a replacement.

-Explain that we will require his services starting this fall, as we are going after bandits. We require his services, or the services of one of his military officers, to lead our forces (Even if we keep Balpher, we need him to watch the garrison). He is invited, but by no means required, to bring his own men as well. Since he already was kind enough to bring men, and we already found a camp to attack, we might as well float the idea of moving against it at once.

-If Madagor advises against attacking the bandits at once, ask him to send out his riders to track down the group by the watchtower and invite them to an audience with the governor.

-Explain that we intend to reclaim Dhum-Blud in the name of civilization, but to do that we will need building materials. Encourage, but do not mandate, the construction of lumber mills and quarries on his land.

-Ask about his riders. If he recruited and trained them himself, ask if he would train and equip Calvary for you if provided with horses and coin.

+1 to all this. Seriously, you rock in this game
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This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.

High tyrol

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Re: Delegation: A fief management suggestion Game
« Reply #245 on: October 29, 2015, 12:57:13 pm »

I doubt he'd try anything, or that he could win and outright fight. Let him in, but keep your house guard close.

After introductions, Invite him to a private meeting. Allow him to address any concerns or business he has first. Assuming he bears us no ill-will, then bring up the following items:

-Ask him about the details of his beef with the previous governor, if he didn't make that clear from his opening speech.

-Ask him his opinion on Balpher, as both a person and a leader. If he doesn't like Balpher, apologize for imposing and explain your plan to get rid of him. Tell him you wouldn't mind terribly if something bad happened to Balpher under his care. If he thinks our commander can be an asset, we will at least give Balpher a chance.

-If it looks like Balpher is going byebye, ask who our vassal would recommend as a replacement.

-Explain that we will require his services starting this fall, as we are going after bandits. We require his services, or the services of one of his military officers, to lead our forces (Even if we keep Balpher, we need him to watch the garrison). He is invited, but by no means required, to bring his own men as well. Since he already was kind enough to bring men, and we already found a camp to attack, we might as well float the idea of moving against it at once.

-If Madagor advises against attacking the bandits at once, ask him to send out his riders to track down the group by the watchtower and invite them to an audience with the governor.

-Explain that we intend to reclaim Dhum-Blud in the name of civilization, but to do that we will need building materials. Encourage, but do not mandate, the construction of lumber mills and quarries on his land.

-Ask about his riders. If he recruited and trained them himself, ask if he would train and equip Calvary for you if provided with horses and coin.

+1 to all this. Seriously, you rock in this game
+1
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VoidSlayer

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Re: Delegation: A fief management suggestion Game
« Reply #246 on: October 29, 2015, 01:48:34 pm »

Should we try and use the prestige of our family to imply we have more influence and power back in the heartland/capital then we do?

escaped lurker

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Re: Delegation: A fief management suggestion Game
« Reply #247 on: October 29, 2015, 02:17:02 pm »

Should we try and use the prestige of our family to imply we have more influence and power back in the heartland/capital then we do?
That prestigious family which we shamed so very much, as that we were exiled to this post we currently find ourself in? I'd rather not take this strategy to impress anyone, truth be told.

Quote from: Quote-Pyramid
-snip -
Else, I have not really anything to add to what Weird has said. +1

Should our wording about the planned reclamation leave Sir Madagor doubtfull, we might want to assure him that we do not believe reclaiming Dhum-Blud will be any kind of quick task, nor that we plan to run any campaigns that would leave us weakend to outside attacks.
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Weirdsound

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Re: Delegation: A fief management suggestion Game
« Reply #248 on: October 29, 2015, 06:49:56 pm »

Should we try and use the prestige of our family to imply we have more influence and power back in the heartland/capital then we do?
That prestigious family which we shamed so very much, as that we were exiled to this post we currently find ourself in? I'd rather not take this strategy to impress anyone, truth be told.

Exiled to the post of governor at the age of 20, over several canidates clearly more fit and experienced for the job. I don't think it would it would be too hard to overstate our families interest in us if we wanted too.

But unless his demeanor shows that we need to do so, I'd rather not take make our efforts to win Madagor's respect that overt.
« Last Edit: October 29, 2015, 06:51:47 pm by Weirdsound »
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Mlamlah

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Re: Delegation: A fief management suggestion Game
« Reply #249 on: October 29, 2015, 07:28:03 pm »

3821, the fourth month of the year, and the second month of spring.

Adeeb Wasirri, Lord Governor of Dhum-Blud
Spoiler (click to show/hide)
Councilors, Vassals, Allies and Agents.
Spoiler (click to show/hide)
Holdings.
Spoiler (click to show/hide)

You make the arrangements for your vassal to be recieved, though you keep your personal guard on hand. He and his troops are let in through the front gate, though most stay merely within the outer walls for the time being. When he meets you and your court in his audience chamber it is in full armor, save for his naked head. He strikes you as a grim man based on his countenance, and as he strides into the chamber he eyes you appraisingly just as you do the same to him. As you look closer you realize that his face is not actually locked in grimace, merely that a scar has split the corner of his mouth such that he always seems to be halfway into a snarl. You welcome him formally to your castle, and for a long moment silence hangs in the air as the two of you consider eachother. Soon though, the Knight offers a bow, and states that he is here to discuss renewing his vow of fealty. It is not lost on you that he has not immediately moved to do so. He introduces neither his squire or shield-bearer, who both seem girded for war themselves. After the nececcary pleasantries are extended you dismiss your court, and ask to speak with him privately. He agrees, and soon the two of you are alone together, considering one another.

Firstly, you ask him to extend any concerns he might have. The opportunity granted, he speaks stiffly, his dark eyes fixed on you, trying to gauge your reactions. "As things stand, our province is a deep embarassement. This is not your fault, rather the fault of your predecessor, but if things continue as they have it will reflect poorly on you. You forces are weak, whereas i have built a suitable army. I would have you grant me the authority to do as i will in crushing the outlaws, not only on my land, but elsewhere in the province as well. I have brought some of my troops, test the strength of them if you will." You state that you will consider this, before pressing onward, making requests of your own.
As he's offered, you extend that you have found a small bandit fort that you hope to attack, and that perhaps he and his troops could join you. For that matter, you had hoped to begin your own attacks on those who threaten the prosperity of the province, and had hoped that he would be able to join you in those efforts. Either personally, and with his own troops, or by sending an able officer to help you lead your own. In addition to that, you would like to encourage him to build industry on his own lands, specifically the raw materials that will help you lay the infrastructure for rebuilding the province, and if he would be willing, you would like his assistance in training a cavalry of your very own.

He considers all of this for a few long moments, before answering. He seems almost pleased. "I would be quite willing to help you capture this fort in your own name, as immediately as you would like. I would also be willing to train troops for you in horsemanship, so long as you can provide or pay for horses. However, my reach is more limited than i would like, and i am stretched to the limits of my strength. There is another, much stronger Bandit Stronghold than the one you've mentioned, near my lands. I plan on taking it for my own. Raise me to Baron, allow me to build a proper castle on the fort i shall take, and extend my township into a proper barony. With those additional lands and holdings, i will be able to gather and feed yet stronger forces, and build the quarries and lumber-yards you require. As things stand however, i will be unable to do much of what you request."

He leaves you to consider that, before you press onward, mentioning Balpher. It would seem he does not care one whit or another for the man, though he knew him in their younger days. With that, you mention that you would like to send him with as a representative of your court with Sir Madagor, mostly to get rid of him. He snorts derisively, and you can feel the Knight's opinion of you lower by a palpable shade, though he states he is quite willing to take him off your hands if you wish.
« Last Edit: October 29, 2015, 07:47:52 pm by Mlamlah »
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Weirdsound

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Re: Delegation: A fief management suggestion Game
« Reply #250 on: October 29, 2015, 07:44:16 pm »

Is there any obvious disadvantage or cost to us giving the man a promotion?

Also, inquire as to if he has a good source of stone, or how he otherwise intends to build a castle.
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TheLordofHouseRiley

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Re: Delegation: A fief management suggestion Game
« Reply #251 on: October 29, 2015, 08:29:27 pm »

Other then him becoming more powerful no. I mean what we have to look out is can we control this mans obvious desire to grow and expand his power if we think we can keep him sated then of course appoint him to baron there is no negative in it. I truly believe that this man can be controlled but that we should keep him close at hand i say we should promote him too baron hell if we can spare him send him troops to help take the larger bandit stronghold. Then once he sets the construction of his fort into motion promote him to marshal and have him begin training the military in our personal holdings and that of our other vassal keep him busy so his ambition doesn't grow too much
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Detoxicated

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Re: Delegation: A fief management suggestion Game
« Reply #252 on: October 29, 2015, 08:45:50 pm »

I say we support his rise in power, as its unlikely that he wants to rise again in his lifetime. We must check his intentions thoroughly though.
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Weirdsound

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Re: Delegation: A fief management suggestion Game
« Reply #253 on: October 29, 2015, 10:01:18 pm »

Alright. First thing we need is damage control mode;

"Please do not insult my intelligence by snorting at my request before agreeing to it without complaint. You are older and I assume more experienced than me, in both military and courtly matters, so I value your input. Furthermore you are either the first highborn to speak frankly with me in these lands, and I don't want that to change just because I said something you do not like.

The man has the skill to carry out the duties of his position, but shows no initiative unless he has a superior watching his every move. When I arrived at this keep, discipline, moral, and skill were so low, I don't think it is much of an exaggeration to say that my twenty personal guards could have taken it. He had allowed soldiers to desert and run amok on Bleak-Haven. He didn't start drilling the men until I suggested it.

The man may have his use somewhere, but he is not somebody I want in charge of watching my home when I am absent, and I have no other real post for him. One of my close friends and suggests that he may not take dismissal or demotion quietly, and I can't afford a major incident at my court so soon after taking the post. What would you do with him in my situation?"

---

Assuming that goes without incident, ask him to renew his oath of fealty during dinner. Give him permission to build his castle, and tell him you see no reason not to make a Baron out of him. Tell him that after he takes out the bandits at the site he wants to build, you will attend whatever victory celebration he throws and bestow the title on him as a reward for his valor in front of his own people.

---

After Sir Madagor takes his oath, and assuming he dosn't propose some sort of rash action against Balpher, call a war-council with Balpher, Elerik, the Adventurers, Madagor, and any ranking officers amoung Madagor's troops.

Start by announcing your intent to take the bandit camp at the ruined castle, and allowing the adventurers to brief the others on all that they know about the site. State that you want some of your own men to be involved, and that you want to be present on or near the battlefield to observe, boost moral, and learn, but that you probably wont engage the enemy yourself as you lack proper armor. State that Madagor will lead whatever troops you bring to the field, and the Elerik will command the garrison in his absence.

Beyond that, mostly defer the planning to the more experienced military men. Only butt in if Balpher suggests something particulary lazy or cowardly, or if a dispute arises that is unlikely to settle itself without you weighing in.

If people feel the group lurking around the watchtower is too big a concern to be turning our back on, ask Balpher to send his riders and round them up for an audience before we depart.
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VoidSlayer

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Re: Delegation: A fief management suggestion Game
« Reply #254 on: October 29, 2015, 10:54:12 pm »

My understanding is that he currently is an administrator for our land/city .  If he wants to be named Baron that means he wants formal control that will be passed in his family, legally, with the acknowledgment of the king.

This is actually a big deal as he goes from what is essentially a civil servant to a formal feudal lord.  We should not agree to it outright without asserting specific duties that go along with the Barony, taxation of a reasonable amount (we do not know what this is and need advise on that, the scribe needs to help us there) military forces and maybe sending forces to join a province wide patrol force. 

Best thing for the Balpher situation is to basically laugh, agree with his assessment and say we will try and find some other appropriate duties for him.

Tell him basically though that whatever the Barony situation, he needs to reaffirm his fealty in his current role now.  Tell him also we need to consult our people on the legality, desirability and details of a grant, but that we are favorable.
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