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ravagon
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Australia
Sep 1999 time: 13:24
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Bah humbug.
That turned into an awfully looong weekend... heh.
*Hugs PC*
"Now let's never quarrel again" 
Just more of the same I'm afraid. I'm rather stumped on the religious events too ...
I did think of a new character though. Can't quite think how to use him yet. All I really have is the name ...
... Darth Vel ... hmmm ....
Name: Wildfires
Category: Provincial
Effect: Sire, wildfires are raging out of control in provname$ (lose 100-300 (random) people per turn that the wildfire rages. Provincial value drops by –5g per turn that the wildfire rages (note that this could create provinces that actually have negative incomes), and remains at that lower level for six turns. Untended, the Wildfire will burn for 2-4 turns (random). If you have troops in the province, they must roll a survival check (10% chance per unit of meeting a bad end, leaders exempted, each turn they remain in the burning province). Sending troops into a burning province will subject them to the survival check, but also shorten the duration of the fire by 1 turn per turn they spend there. Provincial Improvements must also roll a survival check.
Other Instructions: event resolves when received.
Flavor Text: "Unfortunate that Wizards are more suited to starting fires than to putting them out. I’m thinking of junior Thaumaturgists in particular." ~ Velminster, Wizard (drily).
"Ahem, er, yes ... quite." ~ Olo, junior Thaumaturgist (innocently).
Religious
(Current Count: 30 (33))
Amnesty Offered
Category: Religious
Effect: A young, idealistic Priest in your realm approaches you with an intriguing offer, and a hope of bringing at least some of the Mystics inside your borders back into the fold of the Church, by offering amnesty to them (no punishment for their heretical ways if they will simply renounce them and return to the Church). It is a provocative offer, to be sure, and while interesting in the extreme, there is some fear of stoking the fires of animosity between these two groups, which have, of late, cooled to embers.
· Yes, allowing this will cast us in a favorable light where the Church is concerned, and while the Mystics are important in their way, the Church is too powerful to ignore. (Amnesty Offered, Mana converts to influence at a 2:1 ratio for this turn, mana generation is halved for the next three turns, as some Mystics take offense at this ‘offer,’ while Influence generation sees a 50% increase over the same time period (The Church viewing our stance favorably)).
· No, the current tensions between these two groups are fine at present. Let us not rock the boat. (Lose 10 Influence with the Church for rejecting the Priest’s notion. No other effect, event vanishes) (if you lack sufficient influence to pay the cost, then ignore that effect).
Other Instructions: This event must be resolved immediately.
Flavor Text: "Religious hogwash! If the Duke were to judge the clergy by that sorry example they'd be extinct by next Tuesday." ~ Olo, Minor Wizard.
"If the Duke were to judge all wizards by the least of our number we may be extinct considerably sooner" ~ Velminster, Wizard.
"Uhhh ... ..." ~ Olo, Minor Wizard.
Name: Bishop in trouble
Category: Religious
Effect: One of the Church’s leaders has overextended himself, and comes to you asking for money to pay his debts.
· By all means, let us help this Cleric in need (-100g to settle the Bishop’s accounts, influence collection in your realm doubles for the next six (6) turns).
· A fool and his money are soon parted, as the saying goes. Send him away! (no effect, event vanishes).
Other Instructions: event must be resolved when received, no deficits allowed to finance choices here.
Flavor Text: "Should've tossed the old fool out on his ear. He lost it - make him pay for it." ~ Olo, Storyteller.
"You don't happen to remember that little 'incident' a season back at the Green Nilrogg perchance?" ~ Velminster, Sage.
"Uhhh... I was rather hoping you'd forgotten about that..." ~ Olo, Gambler.
Name: Choosing Sides
Category: Religious
Effect: Hard choices. That’s what it comes down to, and this one is one you’d rather see on someone else’s plate.
The Wizards and Priests have been at each other’s throats for as long as you can remember, and of late, their infighting has begun to impact the Kingdom as a whole.
It is clear that there’s no reconciliation possible between these two groups, which means that it falls to you, as undisputed Master of the Realm to begin laying the foundation toward settling this conflict once and for all.
So…a choice before you. Two very different groups that hate each other. Both powerful, both influential in their way, and yet, you can only choose one to formally support.
· We must support the Church. Their influence in the Basin and with the common folk is vast, and it would be unwise in the extreme to make an enemy of them. All religious buildings you control see their powers doubled for the remainder of the game. All magical buildings you control stop functioning entirely. Lose all stored mana immediately. Gain +60 Influence. Permanently lose 10% of each province’s income (tithe to the Church, a tangible sign of your support to them). All combat rolls your troops have to make (offensive or defensive) are at +1. Research costs are 10% higher than normal.
· We must support the Wizards. Their Witching Ways and advanced thinking are the twin pillars that will propel us into the future, not the Church’s worn-out dogma. All magical buildings you control operate at double normal effectiveness for the remainder of the game. All religious buildings you control stop functioning altogether. Lose all stored Influence. Any intercessions you have previously paid for that have not yet been triggered, are lost. You may freely ignore intercessions for the remainder of the game. Research costs are 20% less than the norm for you.
· Let them fight. It’s not our problem. (Loyalty Cap drops by 20% in all provinces you control, and you suffer a 2% revolt risk in every province you control for the remainder of the game as the tensions you choose to ignore, remain).
Other Instructions:
Flavor Text: "Nothing good will come of this. We will almost certainly prevail, but at what cost?" ~ Olo, Wizard.
"For once, I fear you may be right..." ~ Velminster, Sage.
Name: Preaching the Work Ethic
Category: Religious
Effect: There were times when the interests of the Church and the interests of the State could be made to work hand in hand…(All religious buildings you control add 0.5 cp’s per turn to a province for (random: 3-6 turns)).
Other Instructions:
Flavor Text: "Hi ho, hi ho, it's off to work we go ... " ~ From the begining of a song attributed to an anonymous group of dwarven miners.
Name: Spiritual Inspiration
Category: Religious
Effect: (spend influence to boost loyalty)
Other Instructions:
Flavor Text: "I'm inspired!" ~ Olo, Jack-of-all-trades
"May the heavens help us all!" ~ Velminster, Sage.
Name: Supporting the Local Priesthood
Category: Religious
Effect: Now and again, grass roots movements would sweep through every organization in the Basin, and the Church was certainly no exception to this. On those occasions, ruling Lords had the rare opportunity to meddle in and influence affairs normally beyond their purview.
· Issue a public statement in support of local priests in your realm (Pay 1gpt per religious building you own, for six turns. All religious buildings you own produce double normal influence for six turns.
· Do not support the local priesthood (all provinces lose 5gpt in economic value for the next (random: 3-6 turns) and all religious buildings you control function at half effectiveness for that duration.
Other Instructions: event must be resolved when received.
Flavor Text: "What we really need is an event to support wandering minstrels!" ~ Olo, wandering minstrel.
"Luckily the Lords and I take a similar attitude towards wandering minstrels!" ~ Velmister, Sage.
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