Whiskey Jack
The Wolf of Wands
I feel like there must be some rationale behind these names and associated appearances/locations... but I can't for the life of me figure out what that might be. They appear to be random nonsense.
Anyway. We should probably move towards deciding on our actions- although more proposals are always good. I think we technically don't have to lock in our avatar choice until the revision phase, but I think it'd be good to vote on it now anyway, to get a better idea of where preferences lie.
There's no combat this turn, so we don't need to worry if a design doesn't work out perfectly. Now would be a good time to do foundational designs- things that we can build upon in the coming turns, not necessarily things that will be immediately useful. [Avatar]'s Reimbursement (stronger connection version) is intended to be such a foundational design, as gaining access to mortal materials in the magical planes would allow us to design tactics that use these materials for various ends (eg, arming rebel lizardmen on the Water plane, bribing politicians on the Air plane, building embassies in all planes).
Huscarls aren't as foundational, actually. It might be better to do something regarding logistics or production instead- not providing better armed soldiers right away, but making it easier to deploy them later.
Revisions aren't going to be good for foundational work. The difficulty check for Elemental Smite provides a lead on a good revision to work on- revising Arcane Bolt into an elemental variant. While less action-efficient, it's likely to be relatively easy, and provide a decent upgrade to our offensive magic (that could be used as a stepping stone towards a more advanced spell). If we did a logistical design, another revision could be slightly improving the equipment of our militia soldiers.
E: Three possible foundational infrastructure/production designs. All basically the same idea, just different flavours. If anyone has a more interesting take on the basic concept, that'd be nice.
[Avatar]'s Tithe: The East has long been a decentralised region. Now that [Avatar] has claimed dominion over it, though, this must begin to change. The war with the Auran followers to the West will require many resources. Establishing centralised control over the entire region is perhaps too ambitious, even for [Avatar], but less extreme measures can still bring great benefits. Requiring the lords of the East to pay a modest tithe should not cause undue disruption, and should suffice to finance an expansion of the war effort for the near future.
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[Avatar]'s Workshops: Though the East is rich in resources, they are under-exploited. Decentralisation, crude production methods, and shoddy transportation combine into a significant dearth of resources for [Avatar]'s regime. In order to equip the armies that will vanquish Auran's followers, production must be increased. [Avatar] will gather the greatest craftsmen of the East, provide them with a plethora of apprentices, and have them establish workshops in key locations. These workshops will acquire local resources, process them with efficiency, and convey a sizeable portion of the finished goods to [Base Location] (the rest are re-invested into the local community to ensure productivity grows as the war intensifies).
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[Avatar]'s Roads: Three things matter in war: logistics, logistics, logistics. [Avatar]'s first command to its followers is seemingly mundane- laying roads, building bridges, and establishing ports throughout the East. Yet doing so will grow the economy of the whole region, and ensure that the fruits of this growth can be efficiently transported to where they are needed, allowing soldiers to be moved, fed, and equipped with ease. Even the mightiest empire cannot function without a solid foundation- an early investment into infrastructure will provide great dividends in the years to come.