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dramatispersonae) wrote2014-11-24 07:07 pm
IOLITE/CORAL/CARNELIAN
When the game begins the only obvious answer is to go to your team's round table. You can still see the other teams and knights as well as the Ring around you, but you can't hear them. On the table is a scroll to write on.
And when the woman speaks you know it can be heard by all.
And when the woman speaks you know it can be heard by all.

ROUND 1
Dissonance: 0
Prosperity: 0
Happiness: 0
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"Coralianite is a primarily agricultural nation, and while the people within it are kind, they are notoriously prone to parties, with some sort of festival going almost every day. Their tendency for a wide variety of festivals also means they attract a great deal of tourism: Especially thanks to the wide variety of unusual plant life they've learned to grow, including the legendary singing mandrake, a vegetable that seems to sing when it's fresh.
The government itself places a great deal of money in ensuring that nobody in the country will starve, though this has largely resulted in almost no standing military whatsoever: The people of Coralianite are a peace-loving people who would rather party than hurt others, after all, though in times of crisis they may be called as militia to help protect the nation."
If this is okay, we just need to figure out what to do for our budget. I assume that a lot of money is going to be put into Entertainment?
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The government itself places a great deal of money in ensuring that nobody in the country will starve, though this has largely resulted in almost no standing military whatsoever: The people of Coralianite are a peace-loving people who would rather party than hurt others, after all, though in times of crisis they may be called as militia to help protect the nation.
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Repairs: 1,666
Healthcare: 1,666
Savings: 2,500
Entertainment: 2,500
Education: 1,666
ROUND 2
The people below are currently in the midst of one of their most popular festivals. Citizens and visitors stream the streets making the noise of even your singing mandrakes be drowned out. It's a grand event, but you are unable to partake in it at the moment.
The room is simple but elegant and at the center of the room remains your team colored round table. Atop of it is a scroll and several maps and documents. You can write on these to calculate things, if you need to.
"A country has been shaped," the woman's voice echoes through the chamber, "but as in the beginning of all things it must be challenged. It is the way of life to test those whom have yet been tested. The King and his men expected as much, as should you. But your country is still small and weak in its governs. It is not prepared, so you must ally yourself.
Across the bay are two countries. Both formidable allies and, worse, enemies. The land of Erainne can help you with trade and the kingdom of Corco can help you with arms. You cannot ally yourself with both.
There is also BLANK, who is also a new kingdom, has also offered their resources to you. They do not have much and while they have their specialties they can hardly spare help for those outside of their lands.
Your trial is to find an ally or decide if you are fine on your own."
Dissonance: 005
Prosperity: 015
Happiness: 015
DISCUSSION
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....Huh!
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Aside from that, we'll see about opening up some trade with Blank. It won't necessarily a formal alliance yet, but having strong trade with them early on will definitely help both of our nations.
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EXPENDITURE
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Repairs: 1,666
Healthcare: 1,666
Savings: 2,000
Entertainment: 2,500
Education: 1,666
ROUND 3
The kingdom of BLANK remains a mystery to you. Your trade is fine and they send what little they can with you: largely wheat and fish. Their fish is large and better than even the fisherman here can manage and, somehow, every other shipment they're able to send an ample amount of wheat. That is all they manage.
As you have chosen no allies you currently have no support.
"The cycle continues and your land grows with you. Your king has passed away and another has come. This King is not as kind as the last one was-- he will not be your friend. He does not think the same of your words as the last one did. But you are the trusted adviser of the court by now, so you stay.
This time the trial is inwards. Your King, despite any attempts at telling him any other way, has taxed the lands and its people greatly. Many can no longer afford to feed their families. This, too, is coupled with the matter of a bad harvest. Most of the food has rooted if it's grown, and if it's not rotten it did not grow at all.
The people have been angered and are calling for an uprising. The King has deemed this not his problem and, so, it's up to you to end things. Be it peacefully or with force something must be done and you have the resources of the kingdom at your disposal."
Dissonance: 010
Prosperity: 010
Happiness: 010
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ROUND 4
Unfortunately, there is no cousin to the king but there is a daughter. You're able to convince her to make the country a constitutional monarchy easily enough...
"The daughter of the King before is bound to take the throne. Her father is soon to be dead and she's the heir-apparent. She looks to you often, asking for your consul. You were always like a grandparent, she says, from time-to-time. She speaks highly of you and unlike her father she is kind and generous. The people love her as do her soldiers. It's she, after all, who does not allow her men to enter battle alone: she rides with them. Truly, she is all that is bright in this land.
When her father's death finally occurs it is as sobering as a celebration for the people. She takes it in stride and her coronation is the next day. The first several weeks is fair and peaceful. She handles courtly obligations well and maintains the estate perhaps better than her predecessors. But she is not her father or his father before him. She is young and a woman and the lands across wish to test her.
A fortnight after her coronation arrives a messenger with tale of an army heading from the mainland, in fleets far larger than they've seen. They will land soon and arrive in near the palace in less than two days time. They've an army of mages with them and soldiers that outnumber your men 3:1.
The next morning the Queen announces they will ride out to meet them and stop the battle before they can reach the villages. She'll ride with them.
It's an impossible situation, but as the adviser you must decide what to do from here."
Dissonance: 015
Prosperity: 005
Happiness: 015
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