Reclaiming the Tailche Soir

Turn 3: Queensport Rises
Where a city rises from the wilderness, only to be threatened

Although there are several colonies in Tailche Soir, none can rival the size and wealth of Queensport along the Wooley Bay. Thanks to a timely and suspect contract signed by the Queen, Queensport is growing fast—and The Tailche Soir Company grows with it.

Yet the other houses are not idle. House Mer’Guerre has staked a large claim in Tailche Soir while it finally finds proof that the House is connected to the ancient Houses from before Tailche Soir fell. Will they find a legal claim to Queensport?

Meanwhile, House Tonn Taoide forced its peasants to move deeper into the wilderness of Tailche Soir, eventually finding a lost city called Gleann an Oir. What treasures does this city hold? With its intact buildings, could Tonn Taoide quickly upgrade the city to rival Queensport?

Rumors are spreading that the Daoine Cnah are still in Tailche Soir. Frontier farmers and traders claim to have seen bone folk moving swiftly through the forests, but no proof has been found. Are these merely the paranoid claims of lonely frontiersmen, or do they foretell of darker times ahead?

Actions

House Mer’Guerre

  • Naval Training: Conduct routine training exercises with naval vessels.
    Improve Arms with Arms.
  • Petition with Ancient Lines: Present evidence of Mer’Guerre’s noble lineage.
    Improve Sovereignty with Lore.
  • Build a Trading Post: Expedition to Tailche Soir establishes a trading post.
    Improve Wealth with Land.

House Tonn Taoide

  • Push the Claim Limits: House claims vast lands stretching into the interior of the new continent.
    Improve Land with Sovereignty (Risky).
  • Exploring the Continent: Hire explorers to explore the interior of Tailche Soir.
    Improve Land with Wealth (Risky).
  • Turn Servants into Spies: Contact our spies and find servants in our enemy house to listen into conversations and supply information.
    Spy with Lore (Safe). Target: Mer’Guerre.

The Tailche Soir Company

  • Double Agent: We know that you know that we know…
    Steal Lore with Lore (Risky). Target: Tonn Taiode.
  • The Natives Are Restless: Company merchants also makes excellent ambassadors. With winning smiles and exotic gifts they can easily convince the local tribes of the Tailche Soir to go fight someone else.
    Steal Arms with Wealth (Risky). Target: Tonn Taiode.
  • Explore the Barrier Peaks: Using ancient maps and legends of the old kingdoms, intrepid explorers search the Barrier Peaks for a pass through to the east.
    Improve Land with Lore (Risky).

Pieces to be written

XX by House Mer’Guerre
XX by The Tailche Soir Company
XX by House Tonn Taoide

Completed pieces


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Turn 2: Ignoring the Tailche Soir
Where the schemes and games of great Houses delay the colonization

Tailche Soir, the old continent abandoned hundreds of years ago, is no longer empty. Colonies have begun; most notably Queensport by the Tailche Soir Company, but House Tonn Taoide and House Mer’Guerre have their colonies as well. Each is growing in power.

But power breeds distrust. Allies spy on each other, fearing betrayal, while others ready themselves for action. As the Houses increase their hold on Tailche Soir, they start to struggle more with each other than with the wild, abandoned continent.

While their attention is on each other, the Daoine Cnah begin to stir.

Actions

House Mer’Guerre

  • Back Taxes with Might: Use armed patrols to levy taxes on delinquent merchants and smugglers, and seize contraband when possible.
    Improve Wealth with Arms (Safe). Success! Arms -5%, Wealth +10%.
  • Research Noble Lineages: Continue discrete research into any link between the modern House Mer’Guerre and the ancient nobles houses of the Tailche Soir era.
    Improve Lore with Lore (Safe). Success! Lore -5%, Lore +10%, for total Lore +5%.
  • Send an Expedition: An expedition to Tailche Soir is sent, claiming land so far unclaimed by the other Houses.
    Improve Land with Sovereignty (Safe). Successful!. Sovereingty -5%, Land +10%.

House Tonn Taiode

  • Highly Focused Training: The army has entered into a period of highly focused training to fully engage
    the bodies and minds of all the officers/nobles and keep them busy.
    Defend with Arms (Safe). Successful! Defend 1 attack this turn. No cost.
  • Take On the Enemy with Mercenaries: Hire mercenaries to attack House Mer’Guerre from the opposite side that House Tonn Taoide is on.
    Damage Arms with Wealth (Safe). Target = Mer’Guerre. Failed. Wealth -2%.
  • Move the Peasants: Pressure all peasants to pick up and move their homes and farms farther into the wilderness.
    Improve Land with Land (Risky). Successful!. Land -5%, Land +15%, for Land +10% total.

The Tailche Soir Company

  • Poaching the Gentry: There are many disaffected seventh sons of seventh sons in House Tonn Taoide, with nothing left to lose. It’s just a matter of knowing which ones can be quietly convinced to risk defection.
    _Steal Arms with Lore (Risky). Target = Tonn Taoide. Successful but Defended by House Tonn Taoide. Lore -5%.
  • Nine Tenths of the Law: Barristers back in Sanchthair petition to secure official land rights for land already being farmed near Queensport.
    Improve Land with Lore (Risky): Successful! Lore -5%, Land +15%.
  • So, Now You Know: Knowing is half the battle, so an army of spies can be quite useful in defending yourself from attacks.
    Defend with Lore (Risky). Successful! Lore -5%. Defend up to 3 attacks this turn.

Pieces to be written

Send an Expedition by House Mer’Guerre
Move the Peasants by House Tonn Taoide
Nine Tenths of the Law by The Tailche Soir Company

Completed pieces

Gleann an Oir by House Tonn Taoide
Wooley Bay Contract by The Tailche Soir Company


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Turn 1: New Colonies
Where the great Houses reach Tailche Soir and establish their bases.

Word comes that your ships have survived the trip across the ocean and have anchored off the coast of Tailche Soir. But where did the winds take them exactly? Should they scout for an abandoned port city to make their home, or should they forge a new city along the coast? They await your order, sire.

And what of the other Houses? Some in your employ have argued that now is the time to engage your enemy, while his attention is on Tailche Soir. Others have said expansion is the best attack and that you should focus on building a successful colony in Tailche Soir. The choice is yours.

Actions

House Mer’Guerre

  • Patrol for Smugglers: Send ships to patrol ports of control, discover which merchants are avoiding taxes and smuggling contraband.
    Improve Wealth with Arms (Safe). Successful! Wealth +10%.
  • Research Noble Lineages: Send liaison to capital. Discretely research noble lineage in hopes of finding clues to discover Mer’Guerre link to ancient noble house.
    Improve Sovereignty with Lore (Safe). Failed.
  • Form an Expedition to Tailche Soir: Build ships, hire crews, and acquire supplies to form expedition to Tailche Soir.
    Improve Land with Wealth (Safe). Failed.

House Tonn Taiode

  • Expand and Improve: Assign army to increase land holdings, explore new lands and cut down trees for farms
    Improve Land with Arms (Safe). Failed.
  • Confirm Alliance: Check on rumors that we are on shaky ground with our ally.
    Spy on Tailche Soir Company with Lore (Safe). Successful! Learn one rival CoA for Turn 2.
  • File Claim for Land: Seek to use the power of our house to claim land through the noble legal system from another house.
    Steal Land from House Mer’Guerre with Sovereignty (Risky). Failed.

The Tailche Soir Company

  • Quid Pro Quo: Lavish gifts given now, in exchange for helpful favors later.
    Defend with Wealth (Risky). Successful! Can defend up to 3 attacks.
  • Business As Usual: Buy low, sell high.
    Improve Wealth with Wealth (Safe). Successful! Wealth +10%
  • Build Deep Water Harbor: “A ship in harbor is safe, but that is not what ships are built for.”
    Improve Land with Wealth (Risky). Successful! Land +15%.

Pieces to be written
(NOTE: Please rename these to something relevant.)

Completed pieces

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