ReignMaker Guide

Policy and Culture for ReignMaker

Policy and Culture

Overview

This lists all policies and their effects on your cities’ culture.

Introduction

This guide is mostly a data dump generated by a program from the game’s files.

It contains the following data:

  • All policy questions, and the outcomes for all decisions.
  • The list and effects of all town cultures (which are achieved by consistently deciding on policies).

Policy Decisions

Fungus Among Us

A strange fungus has started invading your city. It has not yet affected any of the crops, but the strange purple growth seems to be sprouting all over rocks. Just recently, some children found some of the stuff growing on a few of the trees on the edge of town.

What would you like to do about the new found species?

Answer
Outcome
Effects
History Text
We must destroy it now before it has a real chance to spread. It could be an insidious plot used by the Void to Unmake our town.
Destroying the fungus did not result in anything horrifying or terrible. You probably made the right decision.
Martial Culture: +100
You decided to destroy it before it had a real chance to spread. It could have been an insidious plot used by the Void to Unmake the town.
We should study this strange fungus and perhaps stymie its growth until we know more about it. Let’s contain it without destroying it.
The fungus gives off a delightful perfume during the spring and fall. Not only do the people enjoy it, but your animals seem to be healthier and hardier than usual.
Druid Culture: +20
Republic Culture: +60
Elemental Culture: +20
Your town studied the strange fungus and stymied its growth until you could learn more about it. In essence, you contained it without destroying it.
The fungus comes in peace. We should allow it to live in harmony with our town.
You find that the fungus can be boiled down and fermented to create a delicious new beverage called Purple Drank. The town puts some money in its coffers from this new trade.
Druid Culture: +100
Effect: Permanent Town Decoration
Popup: Rapid Fungal Growth
Profile Text: Purple Fungus
You decided that the fungus came in peace. You allowed it to live in harmony with your town.
We should have our elementalists deal with the situation. They will be able to study it and figure out the best way to incorporate it into a spell.
After serious study and experimentation, the elementalists discover that the fungus can be trained to devour a deadly strain of molds.
Elemental Culture: +100
Effect: Temporary Town Decoration
Popup: Temporary Fungal Growth
You decided to have the elementalists deal with the situation since they would best be able to study it.

History Text: A strange fungus invaded your city. It had not yet affected any of the crops, but the strange purple growth seemed to be sprouting all over the rocks. When the children found some of the stuff growing on a few of the trees on the edge of town, the towns people asked you to intervene.

The Able Bodied

The constant battles to save our towers and towns have depleted our food stores heavily. While we are able to sustain most of our population, some will have to go without food.

How do we decide on who gets what amount of nutrients?

Answer
Outcome
Effects
History Text
The warriors should get priority on the rations. They are the ones guarding us and keeping us safe.
Your warriors got extremely beefy and did, indeed, keep the town safe. In addition, they added hunting to their list of chores and brought in food for the whole town. Excellent decision!
Martial Culture: +100
You decided that warriors should get priority on the rations. They were the ones guarding the town and keeping it safe.
Everyone should have an equal share even if it means that we all go hungry.
Everyone survived the shortage of food until a team of elementalists, alchemists, druids, and warriors worked together to drum up a solid food supply consisting of a trapping, farming, and alchemical network.
Republic Culture: +100
You split the food equally between all people, and everyone went equally hungry.
The children need to be fed first. They are innocent, and they are also our future.
Though a few elderly died, the children in your town remained healthy and hardy. They formed a berry-picking brigade that helped the city through the food supply shortage.
Druid Culture: +50
Republic Culture: +50
You decided to feed the children first. They were innocent and the future of the town.
The elementalists should get priority. They man the towers that protect us.
There were quite a few deaths to starvation, but many more would have fallen if the elementalists had not been at full strength. The needs of the few, in this case, ended up saving the many.
Elemental Culture: +100
You decided that the majority of the stores should go to feeding the elementalists first, since they manned the towers that protected the town.

History Text: The constant battles to save the towers and towns depleted the food supplies. While the town was able to sustain most of the population, some had to go without food.

Too Cool for School

Kard, an old master elementalist in one of the towers you defended, contacts you about setting up a school for the young citizens of your town. The Void attacks have become more severe in the last twenty years, and he believes that it will get much worse before long.

“Genius without education is like primordium in a mine,” declares Master Kard.

What would you like to do about his request to set up a school?

Answer
Outcome
Effects
History Text
Back to school! You recruit tinkers, elementalists, warriors, smiths, and farmers to teach the children as much as they wish to learn.
Soon, you have gifted youngsters starting businesses and growing the economy of the town. Someone even started a pokka plushie plant!
Republic Culture: +100
Effect: Add 1 Smelter or Lumberjack
You opened a school right away, and the children received an excellent education from a variety of teachers. They soaked it up like chia seeds in a bucket of water.
The children are best educated in the fields and the forest where they can learn about nature and the natural world. Druids will teach them.
Your people soon become one with nature, and the world around you flourishes. Your ducks are fatter, your pokkas lay more eggs, and your sheep even produce more wool. This education stuff is good for the soul.
Druid Culture: +100
Effect: Add 1 Farmer
You had the local druids set up a formal class setting outdoors where the children could best be educated in the fields and forest. You’d hoped the best defenses against the Void would be found in nature since this, after all, is where the children live.
Children definitely need to be able to defend themselves, and elemental magic is the best way to do it. Go, Master Kard!
Magic grows ever stronger in your town, and the elementalists keep you all safe. Master Kard has really made an impact on the minds of the young with very few set backs. We won’t mention the incident where his hair got set on fire.
Elemental Culture: +100
Effect: Add 1 Scholar
You decided that the children definitely needed to be able to defend themselves and elemental magic was the best way to do that. You opened a school and placed Master Kard in charge as their teacher.
What does primordium in a mine have to do with anything? Sounds like a stupid idea. The children resume hunting, fishing, riding, and playing with swords.
Your people can’t think their way out of a paper bag, but that’s okay because they’ll just hack their way out. It’s great that you didn’t spend any triads on schooling, because now you have the best militia around these parts.
Martial Culture: +100
Effect: Add 1 Armsmaster
You thought the whole idea sounded stupid and wondered what primordium in a mine had to do with anything. Kard was sent back to his own tower with his obscure quotes, and you allowed the children to go back to hunting, fishing, riding and playing with swords.

History Text: Kard, an old master elementalist in one of the towers you defended, contacted you about setting up a school for the young citizens of your town. The Void attacks had become more severe, and he believed that it would get much worse before long.

“Genius without education is like primordium in a mine,” declared Kard.

Seeking Refuge

A group of approximately thirty people, including women and small children, come to you seeking refuge. Their newly established town, Everwood Burrows, recently fell against a gobbo horde. Unfortunately, only one-third of their population made it out alive.

They humbly request sanctuary.

Answer
Outcome
Effects
History Text
Let the people vote! You immediately call a town meeting.
Your town decided to accept those who were willing to swear an oath to help better the city. Those who would not aid were turned away, but houses were built to accommodate those who wanted to stay. You even encouraged them to plant an Everwood tree carried from their home city.
Republic Culture: +100
Effect: Permanent Town Decoration
Effect: Add 10 Population
Popup: +10 Population and an Everwood Tree
Profile Text: Large Everwood Tree
You immediately called a town meeting to allow the people to vote.
They may stay, and you issue every one of them a weapon. It’s time they learned to defend themselves and this town. What happened in Everwood Burrows will never happen here.
All those who decided to stay learned to fight with a ferocity that impressed even your most grizzled veterans.
Martial Culture: +100
Effect: Add 20 Population
The survivors were allowed to stay, and each person was issued a weapon. It was important they learned to defend themselves so that what happened in Everwood Burrows would never happen here.
They have not managed to save any of their beasts of burden, pets, or goats. You turn them away because they obviously have no care for the world besides themselves.
You received news that the Everwood Burrow group stumbled onto a group of d’orcs and managed to get slaughtered. These people obviously had no respect for the rest of the world and are better off dead.
Druid Culture: +100
Since they had not managed to save any of their beasts of burden, pets, or goats, the survivors were turned away. They obviously had no care for the world outside themselves.
The Tower of Elements can always use more people to help care for the elementalists so that they have more time to work with the runes. You welcome them with open arms.
The people of Everwood Burrows repaired, polished, and embellished your tower until it became a wonder in the region. You must have the happiest elementalists this side of the Askakedja Mountains!
Elemental Culture: +100
Effect: Add 30 Population
You welcomed the survivors with open arms. The tower of elementalists had been in need of more caretakers, which freed up the elementalists to spend more time working with the runes.

History Text: A group of approximately thirty people, including women and children, came to you seeking refuge. Their newly established town, Everwood Burrows, had recently fallen to a gobbo horde. Unfortunately, only one-third of their population made it out alive, and those survivors had humbly requested sanctuary.

A Newly Discovered Den

A few of your scouts report a newly discovered den of some sort. They think it is likely abandoned as most of the remains around the entrance are quite old. They’d like permission to explore further inside the cave.

Answer
Outcome
Effects
History Text
Knowledge and constant discovery are the lifeblood of growth and intellectual stimulation. You grant their request to explore further and agree to fund the expedition in exchange for a hefty percentage of anything they find.
Inside the den, your people discovered a cache of silver, gold, and gems. You received 66% of the profits and found a platinum nose ring for your prized bull.
Elemental Culture: +100
Effect: Add 66 Triads
Since you felt that knowledge and constant discovery were the lifeblood of growth and intellectual stimulation, you granted their request to explore further. You funded the expedition with the understanding that you received a hefty percentage of anything they found.
Proceed with caution. You send some warriors to back up the scouts.
An excellent decision. Your scouts were jumped by a bunch of angry d’orcs, but the trained warriors beat them into submission.
Martial Culture: +100
You had approached the situation cautiously, sending warriors along to back up the scouts.
This may be an inhabited den. You send some druids with your scouts in order to ensure the health of any creatures they may find. It could be a previously undiscovered species!
Though your druids didn’t find any large creatures in the den, they did discover a very rare fungus used to create medicine that aids in stamina and sustainability. Live long and be happy!
Druid Culture: +100
You sent some druids along with your scouts in case the den was inhabited. Since there might have been a creature that was hibernating or even some previously undiscovered species, you wanted to be certain to ensure its health and safety.
Let the people vote where they want to spend their resources. You call a town meeting and carefully lay out the pros and the cons of exploring the cave.
After days of debate, the people never made a decision. Thus, they left the den be, and whatever creatures were inside it remain undisturbed.
Republic Culture: +100
You called a town meeting and laid out all the pros and cons so that the people could vote on how to spend their resources and to make a decision whether or not to explore the cave.

History Text: A few of your scouts had reported a newly discovered den of some sort. They thought it was likely abandoned, as most of the remains around the entrance were quite old. They had asked permission to explore further inside the cave.

A New Play

An anonymous playwright recently penned a short piece called “We Hate [CityName]”. Some of your loyal citizens are boycotting the play, but many others seem to be caught up in its negative, and often untrue, message.

How do you react?

Answer
Outcome
Effects
History Text
Find the playwright and arrest him for his disobedience. He needs a public flogging for slandering you and the good people of [CityName].
Never again in the history of your city has another artist slandered your beautiful city. In fact, your demonstration taught them to appreciate the best parts of the city much more.
Martial Culture: +100
You tracked down the playwright and had him arrested. He was publicly flogged for slandering the good people of [CityName]
People need an outlet during this time of great stress and turmoil. It’s a harmless play. Let them enjoy it. In fact, buy tickets to attend tonight.
The playwright appreciated your attendance so much that his next play was titled, “We Love [CityName]”, which became an even bigger hit than his original play. You become known for supporting the arts.
Republic Culture: +100
You bought tickets to the play to see it for yourself. You felt as though it was a harmless entertainment, and in times of stress and turmoil people need an outlet. It was your belief that the public could enjoy the play with no ill effects.
Hire a local bard, Ysadri, Luscinia of the Night, to write a song that counters “We Hate [CityName]”‘s message.
Your choice in artists was epic. Ysadri becomes the new household name, and her play, “Living in [CityName]”, has had far more sustaining power than the original play. You become known as a patron of the arts.
Druid Culture: +100
You hired a local bard, Ysadri, Luscinia of the Night, to write a song that countered the message of the “We Hate [CityName]” play.
Organize a raid of everyone who attends the play tonight and arrest them all. A night in jail, and some time spent polishing the Tower of Elements should teach them all a good lesson.
The Tower of Elements remained spotless for several days as approximately thirty people cleaned it from top to bottom. That was the last time “We Hate [CityName]” had more than three people in the audience. Mission accomplished!
Elemental Culture: +100
You organized a raid of the theatre and arrested everyone in attendance. They all spent a night in jail and were sentenced to community service polishing the Tower of Elements to teach them a lesson.

History Text: An anonymous playwright had penned a short piece called “We Hate [CityName]”. Some of your loyal citizens had boycotted the play, but many others seemed to be caught up in its negative, and often untrue, message.

The Mysterious Door

A tiny, mysterious door has appeared at the base of one of the trees in the city. It stands no higher than four rands and seems to be built from solid ironwood. A tiny brass knocker hangs from the door. Your citizens seem have started leaving small offerings before the door which remains steadfastly closed.

What do you plan to do about the door?

Answer
Outcome
Effects
History Text
Nothing. It’s not hurting anyone.
People filled the little door with wishes written on tiny pieces of parchment, and they left food offerings for whoever might live within the mighty tree. Whether the food went to feed the poor or some little sprite, the tree kept your citizens’ spirits high.
Republic Culture: +50
Effect: Permanent Town Decoration
Popup: A Mysterious Door Appears
Profile Text: Shrine by a Mysterious Door
Since the door didn’t seem to be doing any harm, you didn’t do anything about it one way or another.
It might be a portal for a tiny group of intelligent beings. After all, who else could build a door in a tree? Have a group of elementalists study it and try to make contact with the being who built the door.
The elementalists study the doors for days and determine that it is, indeed, the work of a mysterious life-form. While they never make contact with the builder, they notice that the weather is more temperate in your area and crops grow much larger than is normal in this climate.
Elemental Culture: +100
Effect: Permanent Town Decoration
Popup: A Mysterious Door Appears
Profile Text: Mysterious Door
Since a door doesn’t just appear, some intelligent life-form must have built it. You sent a group of elementalists to study the tiny door and try to make contact with the builders.
Board it up or tear it down. At best, it is a prank designed to distract your populace from more important matters. At worst, it’s the work of a group of heretics who worship little beings falsely.
You destroy the door and chop down the tree. Crisis averted.
Martial Culture: +100
Effect: Add 10 Wood
You decided to board it up or to tear it down since, at best, it was a prank which would distract the populace from more important matters. At worst it was possibly the work of heretics who worship little beings falsely.
Declare it a monument and build a small fence around the tree that houses the door. Create a small group to maintain it.
The door becomes a tourist attraction. You have several shopkeepers who sell dolls and furniture the right size for the door, and you feature a storyteller who sits beside the fence to tell pixie-tales about the little people who live in there. This has been a tidy source of extra income.
Druid Culture: +70
Effect: Permanent Town Decoration
Popup: A Mysterious Door Appears
Profile Text: Fenced in Mysterious Door
The little door was declared a monument. You had a fence built around the tree that housed the door and you assigned a small group to maintain it.

History Text: A tiny, mysterious door appeared at the base of one of the trees in the city. It stood no higher than four rands and seemed to be built from solid ironwood. A tiny brass knocker hung from the door. The citizens started leaving small offerings before the door even though it didn’t open.

Paid in Peanuts

Farmers are requesting that they be allowed to clear a patch of forest as the town’s food demands continue to grow. The new fields would allow them to export their goods to Troj and bring in more income.

How do you respond?

Answer
Outcome
Effects
History Text
We don’t need to export more food. It is far more important to preserve the health of our forest for future generations. You forbid the forests from being cleared and enforce your declaration with warriors.
Due to your careful management, the forests remained healthy and vibrant, spawning new crops and fruits. Your people cultivated the exotic plants that grew in the untouched forest and reaped the rewards.
Druid Culture: +100
Effect: Add 10 Food
It was much more important to preserve the health of the forest than to export food. You forbid the forests being cleared and assigned warriors to enforce your decision.
Good idea! A surplus of food is always great to have. In addition, we can always sell the timber and place the additional income in our coffers.
You chopped down the trees, farmed the land, and made a great profit for the city. In addition, everyone got extra pies and cheese!
Martial Culture: +50
Republic Culture: +50
Effect: Add 5 Wood
Effect: Add 5 Food
Effect: Add 100 Triads
Not only did you agree that surplus food would be a great idea but you also decided to sell the timber to place additional funds in your coffers.
You immediately arrange a mediation between the farmers, the foresters, the druids, and the hunters. Open communications is the best way to solve this problem before it even becomes one.
The group formed a tribunal called the Company of Three. Together, they have worked to help you make decisions involving various aspects of life in [CityName], ensuring that you have access to a lot of expertise. Your problem was solved before it became one.
Republic Culture: +100
You arranged a mediation between the farmers, the foresters, the druids and the hunters so that open communication could prevent any problems from developing.

History Text: Some farmers requested that they be allowed to clear a patch of the forest as the town’s food demands continued to grow. They claimed that new fields would allow them to export their goods to Troj and bring in more income.

Changeling

A forester finds a young infant abandoned in the woods and brings the baby to your attention. You know that several childless couples would love to adopt her.

What do you do with the little bundle of joy?

Answer
Outcome
Effects
History Text
Bring it into the village and adopt it yourself. You could use an heir, and this will save you some time from having to get married and find a spouse. Instant baby!
Freedom, your child, blossomed under your care and guidance. She’s already shown herself to be a great asset to your household, bringing stability and laughter to your home. You’re sure she’ll bring much to the village as well.
Republic Culture: +50
You brought the baby into town and adopted it yourself. You thought it would be the perfect solution to provide yourself with an heir without all the trouble of taking a spouse.
Leave it in the woods. The parents must have left it there for a reason. It’s either a changeling or disease ridden. Maybe it has fleas.
A few weeks after you made the decision, you heard rumors of a creature that sucks the brains out of people’s noses, and it’s disguised as a baby. You dodged an arrow.
Druid Culture: +50
You directed the forester to leave the baby in the woods. The parents must have had reason to abandon it and you didn’t want to take any risks.
Organize a screening process to find the best parents for this child. You hold a series of trials for the couples in order to test their competence as parents.
A lovely trulloc couple received the bouncing baby. Even though the baby seems to be a dryad, you’re sure she has the best home possible.
Martial Culture: +100
You set up a screening process to find the best parents for the child. There was a series of trials held to test parenting competence.
The child goes straight to the local Tower of Elements for testing. If she scores well, she will be raised by the elementalists as one of them. Otherwise, she will grow up as a servant in the tower.
Soon after making your decision, you received reports from the tower that the child is incredibly gifted in water magic. You sent her to the right place.
Elemental Culture: +100
The child was taken straight to the local Tower of Elements for testing. Depending on her score, she would be trained as an elementalist or as a servant.

History Text: A forester found a young infant abandoned in the woods and brought the baby to your attention.

Something Fishy

An emissary from a nearby fishing village enters your town and requests an audience. His town’s economy is suffering from debris and trash originating from upstream, implying your people are to blame. The fish population is dangerously low, and he requests that policies and aid be enacted.

How do you respond?

Answer
Outcome
Effects
History Text
You commission a study from the elementalists to evaluate the river. Some people may use it as a trash heap, but committing funds before fully understanding the scope of the disaster is wrong.
Due to your quick actions, your fisher-folk and druids were able to devise a plan of action to deal with the pollution.
Republic Culture: +50
You commissioned a study to evaluate the river, and you assigned a group of elementalists to determine the scope of the disaster and what, if anything, needed to be done.
This issue is not affecting this town. You send the emissary on his way with a few potatoes and wish him well.
You haven’t heard anything from the other village in a while, so they must have solved their issues.
Republic Culture: +25
Elemental Culture: +25
This issue didn’t affect your town, so you gave the emissary a few potatoes and sent him on his way.
You immediately enact strict rules for your town protecting the river and send a druid upstream to Bansi Town to ask that they enact similar policies.
The sparkling waters of the river indicated that you took the right action. The fish population exploded soon after your policy took place, providing extra income and food for the entire populace.
Druid Culture: +100
You acted immediately to enforce strict rules against littering in the river and sent a druid upstream to Bansi Town to ask they enact similar policies. You also encouraged the churches and schools to create projects for cleaning up your section of the river.
You have your warriors throw him in jail for the insult and then march north to make sure no one is throwing anything in the stream up there.
The emissary apologized and relations between your two towns have recovered nicely in that your people are no longer banned from entry. The river looks pretty good, too.
Martial Culture: +100
Druid Culture: -25
His offensive accusations earned him a spot in your jail. Just in case his claims were correct, you did have warriors enforce a “No Litter” policy at the river and sent a company to make sure the towns up river weren’t ruining your water as well.

History Text: An emissary from a nearby fishing village entered your town and requested an audience. His town’s economy was suffering from debris and trash originating from upstream, implying that your people were to blame. The fish population was dangerously low, and he requested that policies and aid be enacted.

Flooding Folly

Water levels are dangerously high currently, and by flooding just a few farmers’ fields immediately, you can prevent future catastrophic flooding in your region.

Taking this action will be extremely unpopular with your people. How do you proceed?

Answer
Outcome
Effects
History Text
You let the people vote on the matter. Then it’s completely out of your hands, and the neighbors can blame each other.
The people fought it out, and you kept your hands out of it. You acted like the gracious mediator, and the whole town blamed each other but not you.
Republic Culture: +50
You let the people vote on the course of action and washed your hands of the whole thing.
You flood the farmers’ fields and alert the militia for trouble. This is for their own good.
Only the fields flooded, creating a temporary shortage of food, but everyone got to keep their houses and family. Your town suffered no deaths and no disastrous loss of property.
Martial Culture: +100
Effect: Temporary Town Decoration
Popup: Farm Temporarily Flooded
You flooded the farmers’ fields and alerted the militia to standby. This was for the best, but you were prepared in case there was trouble.
You allow things to take their natural course. Sure, the entire town may suffer losses, but one does not mess with the power of nature.
Your entire village flooded, but everyone came together to rebuild and help each other. In the end, you and your people made the town a better place.
Druid Culture: +100
Effect: Temporary Town Decoration
Popup: City Temporarily Flooded
You allowed things to take their natural course. Even though the entire town could suffer losses, you didn’t think it was wise to mess with the power of nature
You ask the elementalists to divert some of their time and energy from defending the tower. They can use their magic for the benefit of the community and manipulate the water elements to the town’s benefit
The water elementalists created a dam out of water that fed into itself. Mind. Blown.
Elemental Culture: +100
Effect: Permanent Town Decoration
Popup: Flood Blocked!
Profile Text: Magically Blocked Flood
You asked the elementalists to divert some of their time and energy from defending the tower. They were told to use their magic for the benefit of the community and manipulate the water elements to the town’s benefit.

History Text: Water levels were dangerously high, and it was suggested that by flooding just a few farmers’ fields, you might prevent catastrophic flooding in your region.This course of action was very unpopular with the farmers who would be affected.

We’re Rich!

Your town’s treasury currently has enough funds to build something.

How do you allocate these funds?

Answer
Outcome
Effects
History Text
You immediately commission a statue of yourself. You’ve been doing a good job and deserve some recognition
After the statue was built, you began feeding pigeons and pokkas there every day. Soon, the townspeople would come visit you and talk to you at the feet of the statue.
Martial Culture: +25
Druid Culture: -25
Republic Culture: -50
Effect: Permanent Town Decoration
Popup: Statue of You, in all your glory, constructed!
Profile Text: Statue of Me
You commissioned a statue of yourself since you certainly deserved it.
You commission a statue of King Rand to stand in the middle of town. He will bring inspiration to the populace.
After the statue was built, you began feeding pigeons and pokkas there every day. Soon, the townspeople would come visit you and talk to you at the feet of the statue.
Republic Culture: +50
Effect: Permanent Town Decoration
Popup: Statue of King Rand constructed!
Profile Text: Statue of King Rand
You commissioned a statue of King Rand to stand in the middle of town to be an inspiration to the populace.
You buy a beautiful banner for the Tower of Elements that can be seen for miles.
Your people rallied around the banner like a standard, and you’re positive that your warriors, elementalists, druids, and even farmers have been training harder than ever.
Elemental Culture: +100
You and your people hung the glorious banner that you purchased with the extra funds, and your foes trembled with fear.
You save it for a rainy day.
…that happened to occur two weeks later. Some d’orcs managed to blow a hole in a weak spot in the tower walls, but you were able to purchase a giant cork and stop the flow.
Druid Culture: +25
Republic Culture: +25
You saved your funds for a rainy day…

History Text: Your town’s treasury had accumulated enough funds to build something.

Duck Disaster

Your people have noticed a little family of ducks have moved into the local fountain. One day, a young girl reports that the mother duck has been missing for days.

The ducklings are beginning to starve. What course of action do you take?

Answer
Outcome
Effects
History Text
Let nature take its course. The ducklings are cute, but if they weren’t meant to live, then we cannot intervene.
The ducklings disappeared that very night, and there were some sleek, well-fed cats around town.
Druid Culture: +100
You let nature take its course. Even though the ducklings were cute, you didn’t think it was wise to intervene if they weren’t meant to live.
Hand-feed the ducklings in hopes that the mother will return. The death of the ducklings would have a negative impact upon the populace during these difficult times. Morale is always important!
The ducklings grew into fine, plump ducks. One day, a royal caravan came through your town, and they feasted on glazed, roasted duck which made your town quite famous. Raising ducks became a lucrative business after that.
Martial Culture: +100
Effect: Add 100 Triads
You had the duckings hand fed in hopes that the mother would return. You felt that the death of the ducklings would have a negative impact upon the populace and that keeping up morale was important, especially in difficult times.
Leave it to the townspeople. Someone will likely adopt them and take care of them. If not, then they must not that be that important to the town.
A prominent socialite adopted the ducklings and carried a few with her at all times, peeking out of a purse. While the fad lasted, no fashionable lady was seen without a few ducklings on her person.
Republic Culture: +100
You decided to leave it to the townspeople. If the ducklings were important to the town, you were sure someone would adopt them and take care of them.
Gather them up and send them to the Tower of Elements. The elementalists are always looking for familiars. These ducklings would be great!
The ducks became quite popular as familiars and were recognized by the pastel ribbons tied around their necks. ‘Duck Art’ was soon seen on signs, paintings and as patterns on clothing.
Elemental Culture: +100
You gathered them up and sent them to the Tower of Elements. so that the elementalists could use them as familiars.

History Text: Your people had noticed a little family of ducks had moved into the local fountain. One day, a young girl reported that the mother duck had been missing for days.

Baaka the Bold

A local bandit known only as Baaka the Bold has been terrorizing the countryside and burning some thatched roof cottages. He has been notoriously difficult to capture, but you think you may have located his wife and infant son.

What do you wish to do next?

Answer
Outcome
Effects
History Text
You seize his wife and infant son and hold them hostage. He will answer for his crimes.
Baaka the Bold became Baaka the Meek and turned himself in as soon as he realized you had his family in custody. You acted quickly and brought his crime spree to a screeching halt.
Martial Culture: +100
You seized his wife and infant son and held them hostage to ensure he would answer for his crimes.
You gently interrogate his wife in order to see if she might know the whereabouts of his location, and to see if she has any knowledge of his illegal activities.
The wife thought her husband was visiting his sickly mother every night! She gave you names and addresses of his drinking buddies, and you were able to track him down and bring him to justice quite quickly.
Republic Culture: +100
You gently interrogated his wife to learn if she knew of his whereabouts, and if she had any knowledge of his illegal activities.
You decide you’ve had enough of this, and you order the elementalists to do a scrying spell that will track Baaka and hold him in place. You then send a troop of warriors to take him into custody.
Baaka was hung in the town square much to the relief of his terrorized widow. Your town was pleased with the effectiveness of your warriors and your decisive action to protect them.
Martial Culture: +50
Elemental Culture: +50
Effect: Permanent Town Decoration
Popup: Baaka swings from the gallows.
Profile Text: Baaka’s Hanging Skeleton
You decided you’d had enough of this, and you ordered the elementalists to do a scrying spell that tracked Baaka and held him in place. You then sent a troop of warriors who took him into custody.
Baaka clearly needs the funds to support his new family, and he’s a wily beast. You try to contact him to head up a new anti-crime division. He can work off his thefts during that time.
He leaped at the opportunity you offered, and your town became virtually crime-free. Your instincts and judgement were spot on!
Druid Culture: +50
Republic Culture: +50
Baaka clearly needed the funds to support his new family, and he’d proven himself a wily beast. You wanted him to head up a new anti-crime division and allow him to work off his thefts during that time.

History Text: A local bandit known only as Baaka the Bold had terrorized the countryside and burned some thatched roof cottages. He had been notoriously difficult to capture, but you discovered the location of his wife and infant son.

Cinbun and Sins

Meeki, a salamae baker, recently introduced a new cinbun to the market. She has been selling out everyday, but you have noticed your population getting slower and plumper.

Do you take any action?

Answer
Outcome
Effects
History Text
Absolutely nothing. People can eat what they want to eat. In fact, you think you should go grab one of those cinbuns for lunch.
So you, and the rest of the town, gained a few pounds after gorging on some buns. After a bad batch of buns made half the town sick, the craze quickly died.
Druid Culture: +25
Republic Culture: +75
You believed that people should be allowed to eat whatever they want to eat. In fact, you grabbed one of those cinbuns for yourself.
You ban the cinbun except for the warriors and farmers. They get enough physical activity to deal with the additional weight caused by the cinbuns.
Due to the ban, many of your lazier citizens became warriors and farmers, hoping to be exempt from the cinbun ban. Sure, they got cinbun, but you got a town full of hard-working people.
Martial Culture: +100
You banned the cinbun except for the warriors and farmers, who get enough physical activity to deal with the additional weight caused by the fattening treat.
You have all the cinbuns sent to the elementalists. They deserve a treat for defending the towers.
Since you began sending all the cinbuns to the tower, you’ve noticed that the elementalists have not only seemed happier but healthier as well. Apparently, a high sugar diet works well with the type of energy needed for magic usage.
Elemental Culture: +100
You had all the cinbuns sent to the elementalists. You felt they deserve a treat for defending the towers.
You personally speak to Meeki and ask her to find a healthier alternative to some of the ingredients she uses in her cinbuns.
With the aid of druids, she managed to find several healthy substitutes to the sugar and flour she once used. Another brilliant decision!
Druid Culture: +75
Republic Culture: +25
You personally spoke to Meeki and asked her to find a healthier alternative to some of the ingredients that she used in her cinbuns.

History Text: Meeki, a salamae baker, had introduced a new cinbun to the market. She had been selling out everyday, but you noticed your population was getting slower and plumper.

Multiplying Rabbits

The population of rabbits around town have absolutely exploded due to the change in the surrounding wildlife areas. They’ve moved into town and have been eating many of the farmers’ crops. The farmers have begun setting rabbit snares and killing them on sight, but Ryanna, the wolf kept by a local ranger, was recently caught and injured in one of the traps. This situation could easily spin quickly out of control, so you step in with one of the following actions:

Answer
Outcome
Effects
History Text
Nature will balance out the population of rabbits. Just wait.
Good thing you waited! A poisonous weed that looked just like ordinary bib lettuce sprang up in a far meadow. All the rabbits were drawn there and died quickly. This alerted the druids to the problem before any of your people had eaten the toxic greenery.
Druid Culture: +100
Effect: Temporary Town Decoration
Popup: Nature will deal with those rascally rabbits.
You decided to just let nature take its course and balance out the rabbit population in its own time.
You order all your huntsmen to trap as many rabbits as possible and sold at the butcher’s shop. Your people will eat well, and you’ll put some extra money in the town’s coffers.
Your town became famous for Spicy Rabbit Stew, and travelers came from far and wide to enjoy a bowl or two.
Martial Culture: +100
Effect: Temporary Town Decoration
Popup: Time for some Hasenpfeffer Stew!
You ordered your huntsman to trap as many rabbits as possible and sold them from the local butcher’s shop for a good price.
The farmers really need to come up with a solution for this. You provide them with a druid consultant.
After several meetings, a course of action was arrived at which pleased all the parties involved and solved the rabbit problem effectively. Good call on your part!
Republic Culture: +100
Effect: Temporary Town Decoration
Popup: Rabbits, rabbits everywhere!
You felt the farmers really needed to come up with their own solutions, since it was their problem. You set up a meeting between the farmers and one of the druids on staff. It was determined that he would charge the farmers his usual hourly rate.
You offer a reward for each child who traps a healthy rabbit. You take the bunnies to the elementalists and alchemists who use them as companions and familiars.
This not only solved the problem, but instilled a solid work ethic and sense of community into the children of your town. Well done!
Elemental Culture: +100
Effect: Temporary Town Decoration
Popup: Cute and cuddly rabbits for everyone!
You offered a small reward for each child who brought you a trapped rabbit in good condition. Then you took the bunnies to the Tower of Elements and the Alchemists Guild and offered them up as companions and familiars.

History Text: The population of rabbits around town had exploded due to the change in the surrounding wildlife areas. They’d moved into town and had been eating many of the farmers’ crops. The farmers were setting rabbit snares and killing them on sight, but Ryanna, the wolf kept by a local ranger, was caught and injured in one of the traps.

Family Matters

Two of the most prominent families in your city are currently embroiled in a massive argument over land boundaries. Both families have lived near each other for years, and they’ve always bickered somewhat. Now, however, with a total of fourteen boys needing to prove themselves, the conflict has spiraled out of control and begun affecting other citizens.

How do you plan to solve this issue?

Answer
Outcome
Effects
History Text
You hold a mediation session between the two families, with you presiding, and then enforce your decision with the help of warriors and elementalists.
By pulling up tax records and old surveyor charts, you were able to draw a boundary line that was accepted by both families. Peace at last!
Republic Culture: +100
You held a mediation session between the two families, with you presiding. You listened to both sides to decide who was right, and then enforced your decision with the help of warriors and elementalists.
You banish both families from the town for causing so much trouble. They can come back when they’ve learned their lesson.
A boundary line was drawn clearly between the properties. One of the families never returned. The one that did settled back peacefully onto their property, and the neighboring house and land was bought by the eldest three sons, who shared it without any further arguments.
Martial Culture: +100
You banished both families from the town for causing so much trouble. They could come back when they had learned their lesson.
You put all fourteen boys to work in the tower, with the promise that one of them will be the next Master of the Tower. That should keep them out of trouble.
The boys engaged in fierce competition, with varying results. The families became much more interested in their son’s accomplishments and failures and lost all interest in the boundary lines.
Elemental Culture: +100
You put all fourteen boys to work in the tower, with the promise that one of them would be the next Master of the Tower. You thought that would keep them out of trouble.
You meet with the heads of the two families and tell each parent that any son who starts trouble will be sent away to work in the salt mines for twenty years. It’s up to the parents to control their children.
This threat worked wonders! The families began to cooperate immediately and eventually became good neighbors.
Druid Culture: +100
You met with the heads of the two families who were feuding and told each parent that any son who started trouble would be sent away to work in the salt mines for twenty years. It’s up to the parents to control their children.

History Text: Two of the most prominent families in your city were embroiled in a massive argument over land boundaries. Both families had lived near each other for years, and they’d always bickered somewhat. At this time, with a total of fourteen boys needing to prove themselves, the conflict had spiraled out of control and was affecting other citizens.

An Ancient Book

A young child brings you a green leather-bound book that she discovered at the bottom of a trunk of old clothes. It has markings on it that are unknown to you. The yellowed pages crackle with age, and its condition appears to be incredibly delicate.

What do you do with it?

Answer
Outcome
Effects
History Text
It should be taken immediately to the Tower since it might well be a magical artifact. Those things are dangerous in untrained hands.
The book was indeed a valuable journal of a famous elementalist. It is safely locked away in the Tower, and only the most powerful elementalists are allowed to read it.
Elemental Culture: +100
Effect: Add 1 Scholar
You had it taken immediately to the Tower since magical artifacts can be dangerous in untrained hands.
It should be put in a glass case in the town hall. It is a historic artifact, and all the people should be able to look at it while it stays safe and preserved.
No one has been able to translate the book, but scholars come from far and wide to peer at it in its glass case. It has brought considerable fame to your town, and for a hefty fee, scholars are allowed to attempt to read it.
Martial Culture: +50
Effect: Add 100 Triads
You had it put in a glass case in the town hall. As a historic artifact on display, all the people were able to look at it while it stayed safe and preserved.
It should be given to the town treasury. It could be valuable, and we need to bring in appraisers to identify it. If it turns out to be worth a great deal, it could be auctioned off to provide funds for the whole town.
The book contained recipes for potions in an obscure language. Only one alchemist showed any interest in it since she could actually read the language, but she was willing to pay a fair price. The town made a small profit.
Republic Culture: +100
Effect: Add 50 Triads
You gave it to the town treasury and had appraisers brought in to identify it. Then you had it auctioned off and donated the proceeds to the town.
Burn it! Before anything bad crawls out and sucks your brains out of your head or lets the Void lose in the town. Burn it!!!
No one will ever know what the book contained since it went up in flames and immediately became ash. Some people say if you stand quietly in the spot where the book was burned, you can barely hear whispering although no one can make out the words.

Good thing you burned it!

Druid Culture: +100
You burned it immediately before anything bad could happen to anyone foolish enough to try and read it.

History Text: A young child brought you a green leather-bound book that she discovered at the bottom of a trunk of old clothes. It had markings on it that were unknown to you. The yellowed pages crackled with age, and its condition appeared to be incredibly delicate.

Demon Heretic

A demon cult has grown in popularity in recent months. They believe that the current Gods have failed the people, and that new Gods need to take their place. They preach this is the only way to truly push back the threat of the Void. The demon cult makes frequent use of animal sacrifice for the sake of augury and offerings to their Fiery Lords.

A high ranking priest in the cult was captured recently. How should he be dealt with?

Answer
Outcome
Effects
History Text
The heretic priest should be taken into the public square, flogged, skinned, and then burned at the stake.
After the spectacle of the public torture, which was gruesome and terrifying, word spread throughout the land about the fate this heretic learned at your hand. You haven’t seen a heretic in your town since.
Martial Culture: +75
Druid Culture: +15
Elemental Culture: +10
Effect: Permanent Town Decoration
Popup: Who’s going to clean up this mess?
Profile Text: Pile of Heretic Ash
The heretic priest was taken into the public square, flogged, skinned, and then burned at the stake.
These priests are an affront to nature with their fiery animal sacrifices. They should be put to work planting trees in the forest and assist in restoring the animal population.
Under the tutelage of some druids, the heretics were put to work in the forest camps. The forests grew denser and animal populations gradually recovered as a result of the druids’ careful monitoring.
Druid Culture: +70
Republic Culture: +25
Elemental Culture: +5
The priests were an affront to nature with their fiery animal sacrifices. They were put to work planting trees in the forest and assisted in restoring the animal population.
You convene a tribunal with learned scholars and leaders. Testimony should be heard, witnesses called, and the accused can plead his case.
After a lengthy trial, at which he spewed a tirade of blasphemies that created quite a stir, the heretic priest was found guilty and sentenced to death. Many of your townsfolk attended the execution, and a mighty cheer went up as the heretic was hung.
Republic Culture: +100
Effect: Permanent Town Decoration
Popup: The heretic now swings from the gallows.
Profile Text: Heretic’s Hanging Skeleton
You convened a tribunal with learned scholars and leaders. Testimony was heard, witnesses called, and the accused allowed to plead his case
We should use this heretic priest as an opportunity to advance our understanding of the elements. Give him to our elementalists to study and interrogate.
Your elementalists were able to learn some very interesting things in the process of interrogating and studying the heretic priest. Sadly the priest did not survive the experiments. With the techniques they learned, they proceeded to avert several tragedies, as your people managed to capture tower attackers.
Martial Culture: +20
Republic Culture: +80
You decided to use the heretic priest as an opportunity to advance your understanding of the elements. You gave him to the elementalists to study and interrogate.

History Text: A demon cult had become popular. They believed that the current Gods had failed the people, and that new Gods needed to take their place. They preached that this was the only way to truly push back the threat of the Void. The demon cult made frequent use of animal sacrifice for the sake of augury and offerings to their Fiery Lords.

Pikes and Plowshares

The incredible demands of the military are straining the kingdom’s economy to the breaking point. Citizens are starting to grumble and even advisors within the leadership disagree on what to do.

How will you handle the economic demands of the kingdom?

Answer
Outcome
Effects
History Text
The constant warfare has savaged the land and left death and destruction in its wake. The land must be restored, or we won’t have anything worth defending.
You diverted almost all the tax money to preserving the wildlife around your town, and your druids guarded the territory. Throughout the war, your people were sheltered by trees, fed by the rivers, and watered by the lakes.
Druid Culture: +100
You concluded that winning the war only to return to a ravaged homeland would accomplish nothing. Forests, lakes, and rivers must be maintained and restored or victory will be meaningless.
The enemy is too plentiful to defeat them with conventional warfare. Harnessing the mystical power of the elements is the only way. We must focus on research and mystical experimentation.
Putting all your resources towards the Tower of Elements turned out to be a brilliant strategy. Not only do the elementalists act as your first line of defense, they also make life much more comfortable with little spells for every day chores.
Elemental Culture: +100
You realized that a conventional war was not winnable. The enemy was simply too numerous. You decided to focus resources in the areas of mysticism and magical control of the elements.
This decision will impact the people of our land at the deepest level. The sacrifices will be shared by the entire population. Let the people vote!
The people voted monthly to distribute resources where needed, and special groups were formed to best decide what sectors needed the money. This created its own problems with groups lobbying for their cause, but that’s a small price to pay for self-governing.
Republic Culture: +100
This decision is bigger than just one person. The entire populace will be called upon to share the sacrifice, so they should share in the decision. You called a referendum that would let the people vote on how to distribute resources.
You can’t put a price on survival. Until the enemy is crushed, there’s no point in worrying about anything else. The military must have every resource it needs.
Your warriors triumphed in battle after battle, and soon, they were able to plunder d’orc village after d’orc village. Epic!
Martial Culture: +100
Tough times called for strong leaders willing to make the tough call. You devoted the majority of the kingdom’s resources to the military. Without a victory on the battlefield, nothing else matters.

History Text: Constant warfare put a tremendous strain on the kingdom’s economy. Both the population and your advisors were divided on where best to focus resources.

Slash and Burn

The weather has been incredibly dry around [CityName] recently, and the rangers are warning against possible brush fires. They suggest cutting back some of the overgrowth and removing dead brush and trees from the perimeter. The druids protest this course of action heavily due to the number of animals that make their homes in the undergrowth.

Answer
Outcome
Effects
History Text
Leave the undergrowth as is. The animals have a right to live in peace, just like the humanoids
The rains came a week later, and you were proven right to leave the wildlife and their natural habitat in peace.
Druid Culture: +100
You left the undergrowth alone. You felt that the animals had a right to live in peace just like the humanoids.
Leave the undergrowth as is. The costs and the amount of labor it would take to remove the debris would leave the city undefended and the walls unmanned.
Since the rains came within a week, you were correct to just leave it alone. The people were pleased that your decision saved them from wasting all that time and labor for nothing.
Martial Culture: +100
You left the undergrowth as is. The costs and the amount of labor it would have taken to remove the debris would have left the city undefended and the walls unmanned.
Clear the undergrowth as soon as possible. The safety of the town matters most of all, and if there’s a fire, then the debris will burn first anyway. We might as well remove it now.
Your plan provided employment for many of the town’s people and turned out to be a bonding experience for the whole community.
Elemental Culture: +100
You decided to clear the undergrowth as quickly as possible. The safety of the town mattered most of all, and if there were a fire, then the debris would have burned first anyway, so it made sense to remove it immediately.
Let the people vote on the matter. They should decide what is best for their village. You allow the Master Ranger and the Arch Druid to argue their points before a town council.
Both sides made valid points and offered viable solutions. The debate pulled the town together into a strong community, and everyone was pleased with the outcome.
Republic Culture: +100
You let the people vote on the matter since they should decide what is best for their village. You allowed the Master Ranger and the Arch Druid to argue their points before a town council.

History Text: The weather had been incredibly dry around [CityName] and the rangers had warned against possible brush fires. They had suggested cutting back some of the overgrowth and removing dead brush and trees from the perimeter. The druids protested this course of action heavily due to the number of animals that made their homes in the undergrowth.

Smoking Ban

Hookahs have become immensely popular in [CityName], and people have begun bringing their hookahs to eating establishments and town meetings. Some have even begun smoking hookahs in public places. Many patrons are complaining about the smell and the constant plumes of smoke in public areas. They are proposing a ban of hookahs in public places.

Answer
Outcome
Effects
History Text
You ban hookahs from public places but open a new hookah bar with a few investors. There’s a time and place for everything!
You were right! ‘Pook’s Ah…Hookahs’ was immediately successful. The hookah bar has since branched out to sell cigars and coffee.
Martial Culture: +50
Republic Culture: +50
Elemental Culture: +50
You banned hookahs from public places and then you opened a new hookah bar, along with a few investors. You felt this could be a great opportunity.
You allow the townspeople to vote. If enough people wish to ban hookah smoking, then it must be a foul habit that has no place in our town.
The majority ruled to ban smoking of any kind in public places. Your town is clean and happy!
Republic Culture: +100
You allowed the townspeople to vote. You reasoned that if enough people wished to ban hookah smoking, then it must be considered a foul habit that had no place in your town.
You do nothing and allow the hookah fad to progress naturally. It will go out of style sooner or later.
Like all fads, the hookah phase passed quickly and has since been replaced by people all walking around with stalks of celery hanging from their mouths. This, too, shall pass.
Druid Culture: +50
Republic Culture: +50
You did nothing and allowed the hookah fad to progress naturally. You figured it would go out of style sooner or later.
You ask the elementalists to enchant a batch of tobacco that you import into the city. Smokers should turn into hamsters for approximately 2.393 seconds, but the experience should be enough to put them off smoking permanently.
As you expected, smoking soon lost its appeal after a few house cats ate their hamstered masters.
Elemental Culture: +100
You asked the elementalists to enchant a batch of tobacco that you imported into the city. Smokers turned into hamsters for approximately 2.393 seconds.

History Text: Hookahs had become immensely popular in [CityName], and people began bringing their hookahs to eating establishments and town meetings. Some had even begun smoking hookahs in public places. Many patrons complained about the smell and the constant plumes of smoke in public areas. They proposed a ban of hookahs in public places.

Candy Crushed

A local leklek toymaker, fondly known as Kingie, recently created a new game involving matching delicious pieces of candy with friends. The game, while extremely simple, seems to be viral, and soon everyone is playing. You notice a distinct decrease in productivity as fields go untended and children begin loitering in the streets after dark.

What do you do about Kingie’s new game?

Answer
Outcome
Effects
History Text
You immediately get your hands on the game so that you can better understand the appeal and then pull a few all-nighters for research purposes only.
You beat all the other townspeople at the game and finally burned out after a particularly difficult level. It took you a week and a half.
Republic Culture: +50
Elemental Culture: +75
You immediately got your hands on the game so that you could better understand the appeal and then pulled a few all-nighters for research purposes only.
You ban the game immediately. People shouldn’t waste valuable time on such frivolities.
A black market craze grew up around the banned game. You even started a side business making socks sporting candied goods. If you can’t beat them, join them!
Martial Culture: +100
Republic Culture: -25
You banned the game immediately. People shouldn’t waste valuable time on such frivolities.
You do nothing. Surely this craze will die off soon. Until then, let the people enjoy themselves.
Sure enough, Kingie came out with a new game involving fruit and farming. Soon, everyone forgot about matching little pieces of candy.
Republic Culture: +100
You did nothing in hopes that the craze would die off soon. Until that time, you felt there was no harm in letting the people enjoy themselves.
You get the elementalists to enchant a few of the game boards so that the candy end up devouring people who win. That’ll end this craze quickly.
One giant piece of candy went out of control and ended up devouring a farm, a pokka coop, and a warrior’s foot. No one wanted to play the game after that incident. Mission accomplished.
Elemental Culture: +100
You got the elementalists to enchant a few of the game boards so that the candy ended up devouring people who won. You predicted that would end the craze quickly.
You ban candy. Processed sugar is bad for everyone’s health anyway.
Without candy, no one could play the game, and the rate of rotten teeth also dropped dramatically. Win, win!
Druid Culture: +100
You banned candy since processed sugar was bad for everyone’s health anyway.

History Text: A local leklek toymaker, fondly known as Kingie, had created a new game involving matching delicious pieces of candy with friends. The game, while extremely simple, turned out to be viral, and soon everyone was playing. You noticed a distinct decrease in productivity as fields went untended and children loitered in the streets after dark.

Another World

[CityName] has produced a few fine adventurers in its day. Just recently, Shawn the Gruesome, a sturdy dwarf known for vanquishing a horde of gobbos on his way to the fishing hole, disappeared. A local child reported a mysterious portal opening up and sucking him into another world. The child swears she saw a floating gold question mark through the doorway before it disappeared. What do you do?

Answer
Outcome
Effects
History Text
You ban portals. That’s dangerous magic.
Everyone traveled the hard way. Sure, getting from place to place took longer, but you had a more fit populace at the end.
Republic Culture: +50
Elemental Culture: -50
You banned portals. That’s dangerous magic.
You order double patrols for the warriors in the town. They can protect us from this dangerous magic.
The warriors stabbed, parried, and attempted to slaughter every portal that popped up. They didn’t accomplish much, but you did end up with a bunch of enchanted weapons for a later date.
Martial Culture: +100
You ordered double patrols for the warriors in the hopes that they would protect the town from this dangerous magic.
You ask the elementalists to task a member to research this problem. They’re needed in tower defense, though, so you’re willing to take a novice.
Luckily, the novice turned out to be a portal savant. He managed to tie the energy of the rogue portals into the defense mechanisms of the Tower of Elements. Two birds, one stone.
Elemental Culture: +100
You asked the elementalists to task a member to research this problem. You were well aware they’re needed in tower defense, though, so you were willing to take a novice.
You ask the druids to look into the issue. They definitely would detect a disturbance in the forces around here.
The druids set up an alarm system consisting of pokka and sheep. No portal ever snuck up on an unsuspecting citizen again.
Druid Culture: +100
You asked the druids to look into the issue, as they definitely should be able to detect a disturbance in the forces around here.

History Text: [CityName] had produced a few fine adventurers in its day. One day, Shawn the Gruesome, a sturdy dwarf known for vanquishing a horde of gobbos on his way to the fishing hole, disappeared. A local child reported that a mysterious portal opened up and sucked him into another world. The child swore she saw a floating gold question mark through the doorway before it disappeared.

Pretty Little Lekleks

A group of lekleks have started an organized sports team to play Bek Ball, a complicated game involving slemors, cabbages, and two balls. The game has spawned a betting ring, a business for making flags and team shirts, and a new hat shop that caters to the team colors. The construction business is also booming in town as a new arena has been commissioned by a local gaming hall.

Answer
Outcome
Effects
History Text
Organized sports are a waste of time and energy. Disband the teams immediately and ban the sport.
The lekleks formed a marching band instead and your town became famous for its excellent parades.
Martial Culture: +100
In your opinion, organized sports were a waste of time and energy.You disbanded the teams immediately and banned the sport.
What an excellent opportunity for economic growth! You give teams a small tax break as long as they play twelve games a year
The Bek Ball league became a huge source of revenue. The Championships are held in your town every year, and fans come from miles around.
Republic Culture: +100
Effect: Add 1000 Triads
You thought this presented an excellent opportunity for economic growth! You gave teams a small tax break as long as they played twelve games a year.
Slemors are noble beasts that should not be used for the entertainment of humanoids. You allow the sport to continue, but they need to use crabots rather than live animals.
Everyone preferred the new version of the game using crabots. Bek Ball became a national pastime.
Druid Culture: +100
You decided that slemors were noble beasts that should not be used for the entertainment of humanoids. You allowed the sport to continue, but they had to use crabots rather than live animals.
You have alchemists secretly start researching cabbage enhancements that will allow you to predict the performance of the slemors. There’s money to be made here.
Of course, you were completely right. Your super cabbages soon had you winning a great number of races, and your purse reflected your triumphs.
Elemental Culture: +100
Effect: Add 200 Triads
You had alchemists secretly start researching cabbage enhancements that allowed you to predict the performance of the slemors. You were convinced this was a money making opportunity.

History Text: A group of lekleks had started an organized sports team to play Bek Ball, a complicated game involving slemors, cabbages, and two balls. The game spawned a betting ring, a business for making flags and team shirts, and a new hat shop that catered to the team colors. The construction business was also booming in town as a new arena had been commissioned by a local gaming hall.

Gossip Grrzts

A new play about a group of lukoi teens has been spreading across the countryside. The traveling play has asked permission to perform in [CityName].

Do you allow them to enter the city?

Answer
Outcome
Effects
History Text
Sure. They can come into the city and spend money, but they’re not performing their brain-numbing drivel in your town.
The drama offstage between all the actors and actresses was entertainment enough. They spent freely while in your town, and you were pleased with your decision.
Elemental Culture: +100
You allowed the group to come into the city and spend money, but you forbade them from performing their brain-numbing drivel in your town.
Sure! You welcome them and announce their performance several weeks in advance. It’s good to keep your teens engaged.
The play made an immediate impact and resulted in all the teens in your town suddenly wanting new clothes and accessories. The shopkeepers were thrilled with the massive increase in shopping.
Republic Culture: +100
You welcomed them and announced their performance several weeks in advance. You felt that it was a good way to keep your teens engaged.
You forbid them to enter the city and place the warriors on watch. That kind of mindless entertainment causes nothing but trouble.
The play moved on to the next town, and you heard there was an instant rise in gossip and backbiting. Smart move on your part.
Martial Culture: +100
You forbade them to enter the city and placed the warriors on watch. You decided that this kind of mindless entertainment would cause nothing but trouble.
You allow them to perform, but you also allow the druids to give a three hour lecture on the preservation of nature before the play begins.
Most people didn’t even make it through the whole lecture, so the play itself had very little impact on your impressionable teens.
Druid Culture: +100
You allowed them to perform, but you also allowed the druids to give a three hour lecture on the preservation of nature before the play began.

History Text: A new play about a group of lukoi teens was spreading across the countryside. The traveling play had asked permission to perform in [CityName].

An Ancient Anguish

The salamaes in town have been suffering from a strange illness that causes the color of their spots to change along with some sneezing, coughing, and mild gas. One of your scholars brings research that these symptoms are very similar to a plague that occurred almost 500 years ago that wiped out dwarves, trullocs and a good portion of humans of an ancient city. He recommends quarantine or banishing all salamaes from the city.

Answer
Outcome
Effects
History Text
The salamaes are your citizens, too. You enact a quarantine but ensure that they get excellent health care.
The quarantine was sufficient, and soon the salamaes were healthy and happy again. They appreciated your concern and care.
Druid Culture: +50
Republic Culture: +50
You pointed out that the salamaes are your citizens, too. You enacted a quarantine while ensuring that they got excellent health care.
The salamaes are also your citizens. You leave them be and encourage everyone to be careful about washing their hands and practicing good hygiene.
The scare passed quickly, and the increase in good hygiene and health precautions made for fewer illnesses all the way around.
Republic Culture: +50
Elemental Culture: +50
Since the salamaes are also your citizens, you left them be and encouraged everyone to be careful about washing their hands and to practice good hygiene.
You ban the salamaes from town and ask the warriors to keep them out.
The salamaes set up camp outside the gates near the swamps. The climate was much better for them there, and they recovered more quickly than they would have in town. Good call!
Martial Culture: +100
You banned the salamaes from town and asked the warriors to keep them out.
You gather up all the salamaes who are sick and put them to death just to be safe.
Good thing you acted so quickly. Turned out to be a deadly plague indeed, but you kept the death toll much lower than it would have been.
Martial Culture: +150
Effect: Remove 10 Population
You gathered up all the salamaes who were sick and had them put to death just to be safe.
You put it to a vote. This kind of decision should be made by the people.
After much discussion a decision was reached that provided the salamae with medical care. They were housed far enough from your other citizens that everyone was happy with the results.
Republic Culture: +100
You had it put to a vote since this was the kind of decision that should be made by the people.

History Text: The salamaes in town were suffering from a strange illness that caused the color of their spots to change along with some sneezing, coughing, and mild gas. One of your scholars showed you research that these symptoms were very similar to a plague that occurred almost 500 years ago. That illness had wiped out dwarves, trullocs and a good portion of humans of an ancient city. He recommended quarantine or banishing all salamaes from the city.

Trajectory Tragedy

A tragic accident leaves a catfolk child completely comatose. The toddler found an unattended crossbow and shot it at a helmeted target. In a strange twist of fate, the arrow bounced off the helmet and ricocheted into the child’s head, knocking him into a senseless sleep that’s lasted for over two weeks now. Several parents are extremely upset and wish to meet with you about weapons control.

Answer
Outcome
Effects
History Text
You ban crossbows. Without crossbows, this type of accident can never happen.
Other weapons took the place of crossbows with no problems. Because of the ban, people were always aware of keeping weapons out of the hands of children.
Martial Culture: -50
Republic Culture: +50
You banned crossbows. Without crossbows, this type of accident wouldn’t have happened.
You order the warriors to find out who left out the crossbow. That person will be put to death.
After the execution, no other incidents of weapon neglect involving children ever occurred in your town.
Martial Culture: +100
You ordered the warriors to find out who left out the crossbow. The person responsible was then put to death
You grill the parents on their whereabouts when the child found the crossbow. Why was he playing with a deadly weapon anyway?
The questioning of the parents brought up many good points about the use and care of weapons, keeping children in your town safe for years to come.
Martial Culture: +25
Druid Culture: +25
Republic Culture: +25
Elemental Culture: +25
You grilled the parents on their whereabouts when the child found the crossbow, to determine why he was playing with a deadly weapon.
You pay the elementalists to enchant all deadly weapons to fall apart if they end up in the hands of any toddlers. That’s gonna drain the coffers!
The initial cost was high, but neighboring towns soon began buying the enchanted weapons for their own towns after suffering similar tragedies. This turned into a lucrative business.
Elemental Culture: +100
You paid the elementalists to enchant all deadly weapons so that they would fall apart if they ended up in the hands of any toddlers, despite the fact that this would drain the coffers.
You chalk this up to a tragic accident and try your best to help the city deal with the grief.
Time heals all wounds and soon life returned to normal. These kinds of tragedies can’t always be averted. While it’s good for people to be aware of the dangers, they learned to move on.
Druid Culture: +100
You chalked this up to a tragic accident and tried your best to help the city deal with the grief.

History Text: A tragic accident left a catfolk child completely comatose. The toddler had found an unattended crossbow and shot it at a helmeted target. In a strange twist of fate, the arrow bounced off the helmet and ricocheted into the child’s head, knocking him into a senseless sleep that had lasted for over two weeks. Several parents were extremely upset at this point and wished to meet with you about weapons control.

A Bucket of Trouble

A child has gone missing. He was on his way to the well to fetch a pail of water but never returned. As night falls, a group of people get together with lanterns and gather at the well to begin the search from there. Oddly, in the lantern light, a drawing has appeared on the side of the bucket that is usually lowered into the well by crank. The drawing is rough and looks to be burnt into the bucket, giving the appearance of a sooty charcoal sketch. It looks eerily like the small boy who is missing.

Answer
Outcome
Effects
History Text
Obviously this is a hoax of some kind. Children play pranks all the time, and this was probably done by some of the older boys who were known for bullying. The child will probably show up sooner or later.
The child showed up the next morning, having rendered his own self-portrait crudely on the bucket and then falling asleep in a haystack. He was not only punished by his worried mother, but the older boys in town, who had been suspected of bullying him, chased him for weeks afterwards.
Druid Culture: +100
You decided that this was obviously a hoax of some kind. Children play pranks all the time, and the older boys were known for bullying. You did nothing, assuming it would sort itself out, and the child would show up.
You organize a rescue party. The bucket is not important if there is still a chance the child might be saved.
The area was searched, but no sign was ever found of the missing child. Oddly, the portrait on the bucket changes constantly, depicting the life of a child growing up. This has since made children eager to attend to their chores at the well, in order to see the new scenes.
Republic Culture: +100
You organized a rescue party. You felt that the bucket was not important compared to locating the child.
You feel certain that this is black magic of some kind. It’s too late for the child, but you station warriors at the well just to be safe.
After several weeks of guarding the well, the warriors boarded it up, burned the bucket, and a new well was dug. During a drought a few years later, the extra well was opened back up and used by the grateful, thirsty, townsfolk.
Martial Culture: +100
You felt certain that this was black magic of some kind and that it was too late for the child, but you stationed warriors at the well just to be safe.
The bucket must be removed immediately and placed in the hands of the authorities. Call in the Sages! After they study it you can sell it as a novelty to the highest bidder.
The Sages were unable to determine anything magical about the drawing on the bucket, but it was eventually sold to a man who owned a pub and kept it on display behind the bar. He claimed that it spoke on stormy nights when the moon was full, which provided a draw to tourists hoping to witness the same.
Elemental Culture: +100
The bucket was removed immediately and placed in the hands of the authorities. After the Sages studied it, they sold it as a novelty to the highest bidder.

History Text: A child had gone missing. He had been on his way to the well to fetch a pail of water but never returned. When a group of people got together with lanterns and gathered at the well to begin the search from there, they discovered that, in the lantern light, a drawing had appeared on the side of the bucket that was usually lowered into the well by crank. The drawing was rough and looked to be burnt into the bucket, giving the appearance of a sooty charcoal sketch. It looked eerily like the small boy who was missing.

Sugar and Spice

A goat skin pouch filled with small bunches of dried herbs and spices has been brought to your attention. All are easily identifiable, except for one bundle tied with pink string. These highly unusual dried leaves have a soft, silky texture and are the color of fresh butter.

What do you do with the pouch?

Answer
Outcome
Effects
History Text
You separate the unusual bunch from the others and place it in a wooden box to show to the alchemists.
The alchemists were thrilled to find this rare specimen of herb, as it only grows in one small region very far away from your town. You were paid handsomely for the leaves.
Elemental Culture: +100
Effect: Add 1000 Triads
You separated the unusual bunch from the others and placed it in a wooden box to show to the alchemists.
You throw it into the pot of stew you are making along with all the other spices and herbs. What harm could it do?
The stew tasted fine when you ate it, but you vomited for three days afterwards. You’ve noticed that you are now able to locate dairy products unerringly, even if they are hidden or several rooms away from where you are.
Druid Culture: +25
Republic Culture: +50
You threw it into the pot of stew you were making along with all the other spices and herbs. Since it was all bundled up with normal edible stuff, you took your chances that it wasn’t harmful.
You dig a hole in the soft dirt of the closest farmer’s field and bury the bunch of odd looking leaves. You don’t want anything to do with it!
Within a month, the ground over the top of the leaves had turned into a slimy yellowish mud. The farmer discovered the mud worked well to heal blisters. His son, who was an apothecary, began filling little jars with the mush and selling it quite successfully.
Martial Culture: +100
Effect: Add 500 Triads
You dug a hole in the soft dirt of the closest farmer’s field and buried the bunch of odd looking leaves. You didn’t want anything to do with it!
You take the leaves apart and catalog all the identifying features you can determine, making notes in your journal. You seem to remember something about potions made from something called bitterbutter leaf.
After some time, you ran across a recipe that explained that bitterbutter leaf was a very effective headache medicine when made into a tea or poultice. Because the leaves are rare in your area, and only a tiny amount goes a long way, you made a good deal of money from the little bundle.
Druid Culture: +100
Effect: Add 500 Triads
You took the leaves apart and cataloged all the identifying features you were able to determine, making notes in your journal. You seemed to remembered something about potions made from bitterbutter leaf.

History Text: A goat skin pouch filled with small bunches of dried herbs and spices had been brought to your attention. All were easily identifiable, except for one bundle tied with pink string. These highly unusual dried leaves had a soft, silky texture and were the color of fresh butter.

All the Alliterations

A handsome young poet has gained an immense following in the young and old alike. His claims to fame include his beautiful face, his manner of dress, and his use of alliterations. Unfortunately, his speech has caught on, and now everyone in town is speaking in annoying alliterations. It’s even affected the way scholars have titled various events recorded in the town histories.

What do you do about this?

Answer
Outcome
Effects
History Text
Absolutely nothing! Alliterations always aggravate all annoying and angry amateurs.
Folks frequently flaunted their fluency at festivals and fairs. Fortunately, foolish fads fade finally.
Druid Culture: +50
Republic Culture: +25
You did absolutely nothing! Alliterations always aggravate all annoying and angry amateurs.
It’s just a fad. You allow people to speak as they wish, but you ban your historians from using any alliterations.
The alliteration fad died a natural death within a month and was replaced with the next new thing, just as you suspected it would be.
Republic Culture: +100
You hoped it was just a fad. You allowed people to speak as they wished, but you banned your historians from using any alliterations.
It’s time this young poet got a real job. You have him train with the warriors – as a target dummy.
The poet was surprisingly graceful and quick on his feet and turned out to be exceptionally good at fencing. He never stopped speaking in alliteration, though, and was challenged to many a duel as a result.
Martial Culture: +100
You decided it was time this young poet got a real job. You had him train with the warriors – as a target dummy.
You send him to the Tower of Elements and put him to work. Since he is so good with letters, he can alphabetize all the spell components.
He continues to have a following today and performs every second Saturday of the month at the local coffee-house. The spell components are perfectly organized, and everyone is happy with the solution.
Elemental Culture: +100
You sent him to the Tower of Elements and put him to work. Since he was so good with letters, he was given the job of alphabetizing all the spell components.

History Text: A handsome young poet had gained an immense following of young and old alike. His claims to fame included his beautiful face, his manner of dress, and his use of alliterations. Unfortunately, his speech caught on, and everyone in town was speaking in annoying alliterations. It had even affected the way scholars titled various events recorded in the town histories.

Lazy Bones

You notice that one citizen seems to always be laying around in the fields, every day, all day. He spends hours staring at the sky.

What do you do about him?

Answer
Outcome
Effects
History Text
You join him. Maybe he sees the gods in the sky.
You came up with some of your best ideas while lying beside your friend, watching the clouds roll by.
Republic Culture: +100
You joined him, thinking maybe he saw the gods in the sky.
You order the warriors to grab him and train him. He needs to get his lazy butt to work.
He stoically accepted all the duties he was assigned as a warrior, but he was often disciplined for day-dreaming on watch.
Martial Culture: +100
Effect: Add 1 of Archer or Elite Archer
You ordered the warriors to grab him and train him. He needed to get his lazy butt to work.
You donate him to the elementalists for research and experiments.
He became a valued Philosopher after years of being poked and prodded. He is the essence of patience and has a calming effect on everyone he comes into contact with.
Elemental Culture: +100
Effect: Add 1 Scholar
You donated him to the elementalists for research and experiments.
The druids have been asking for recruits. This one will do just fine.
He was a natural as a druid and was often overheard expressing his views on cloud formations to migrating birds passing through town.
Druid Culture: +100
Effect: Add 1 of Druid or Arch Druid
Since the druids had been asking for recruits, you figured this one would do just fine.

History Text: You noticed that one citizen seemed to always be laying around in the fields, every day, all day. He spent hours staring at the sky.

Angry Birds

Every day at half past two, a flock of angry birds passes over the village and poops all over the town hall. The cost of cleaning the building has become ridiculous and extreme actions need to be taken.

How do you deal with this issue?

Answer
Outcome
Effects
History Text
You ask the druids to look into communicating with the birds in order to gently encourage them to steer away from the buildings.
Negotiations with the birds ended in birdseed stations in the parks and a large bird bath near the west gate. The birds kept to these designated areas, and everyone was happy with the solution.
Druid Culture: +100
You asked the druids to look into communicating with the birds in order to gently encourage them to steer away from the buildings.
Archers! We’ll shoot them down.
Your town became quite famous for Blackbird Pie. Good solution!
Martial Culture: +100
You called in archers to shoot at the birds.
Magic is the answer! You ask the elementalists to erect a guano deflecting shield.
This worked very well! The guano was collected at the run-offs of the shield and provided an excellent cheap fertilizer.
Elemental Culture: +100
Effect: Permanent Town Decoration
Popup: Shielding Enabled!
Profile Text: Guano Blocking Shield
You asked the elementalists to erect a magical guano deflecting shield.
You hold a town meeting and ask for weekly volunteers to help keep the buildings spotless.
Besides volunteers, there are always plenty of minor infractions in any town, so Community Service kept the buildings nicely clean.
Republic Culture: +100
You held a town meeting and asked for weekly volunteers to help keep the buildings spotless.

History Text: Every day at half past two, a flock of angry birds passed over the village and pooped all over the town hall. The cost of cleaning the building became ridiculous and extreme actions needed to be taken.

Hard Choices

A group of five adventurers, known as Warriors of War, recently came home after freeing five prisoners from a d’orc camp. After a week of celebration, rumors have it that they left three other prisoners in the camp, who later got eaten.

What do you do?

Answer
Outcome
Effects
History Text
Hey, five saved is better than none saved. You hold a banquet in their honor.
Everyone had a wonderful time feasting with the heroes, and you ended up with nine newly recruited warriors.
Martial Culture: +100
Effect: Add 1 of Archer or Elite Archer
Effect: Add 1 of Scout or Lead Scout
Effect: Add 1 of Stoner or Mega Stoner
Effect: Add 1 of Healer or High Priest
Effect: Add 1 of Druid or Arch Druid
Popup: +5 Troops
You held a banquet in their honor since five saved was better than none saved.
You hold a quiet investigation into the matter.
Your inquiry determined that the adventurers had indeed done their very best to save all they could. You gave the results to the local Bard who wrote wonderful ballads painting the rescue in a positive light.
Elemental Culture: +100
Effect: Add 1 of Archer or Elite Archer
Effect: Add 1 of Scout or Lead Scout
Effect: Add 1 of Stoner or Mega Stoner
Effect: Add 1 of Healer or High Priest
Effect: Add 1 of Druid or Arch Druid
Popup: +5 Troops
You held a quiet investigation into the matter.
Survivors should not be left behind for any reason. You work to disband the group.
This deterred others who wanted to leave town to roam and possibly get into trouble. There was plenty of work to do right in your own town, and warriors were needed to protect your citizens, It all worked out for the best.
Druid Culture: +50
Effect: Add 1 of Archer or Elite Archer
Effect: Add 1 of Scout or Lead Scout
Effect: Add 1 of Stoner or Mega Stoner
Effect: Add 1 of Healer or High Priest
Effect: Add 1 of Druid or Arch Druid
Popup: +5 Troops
In your opinion, survivors should not have been left behind for any reason. You worked to disband the group.
You poll the townspeople to see how they feel about the matter.
Your townspeople decided it was too late to argue the pros and cons of the mission already finished. They instead started a campaign to educate everyone on the dangers of travel and how to avoid capture by D’Orcs in the future.
Republic Culture: +100
Effect: Add 1 of Archer or Elite Archer
Effect: Add 1 of Scout or Lead Scout
Effect: Add 1 of Stoner or Mega Stoner
Effect: Add 1 of Healer or High Priest
Effect: Add 1 of Druid or Arch Druid
Popup: +5 Troops
You polled the townspeople to see how they felt about the matter

History Text: A group of five adventurers, known as Warriors of War, came home after freeing five prisoners from a d’orc camp. After a week of celebration, rumors circulated that they had left three other prisoners in the camp, who later got eaten.

The Odd One

A hermit living on the fringes of the town, known only as The Odd One, recently showed up on market day with a tiny gelatinous cube that he seems to be keeping as a pet. Gelatinous cubes are one of the deadliest creatures in the world, and though it may be cute now, it won’t stay that way.

How do you respond?

Answer
Outcome
Effects
History Text
You send a druid to talk to The Odd One to explain the deadly nature of a fully grown cube
Disappointed and heartbroken, the Odd One took the cube immediately to the druid’s grove where he stayed in order to be near Cubie. There, a female druid curious about the cube began to spend time with the Odd One, and things blossomed from there.
Druid Culture: +100
You sent a druid to talk to The Odd One to explain the deadly nature of a fully grown cube.
The Odd One is a lonely creature. You leave him to find happiness however he can.
The cube grew quite large but stayed tamely with the Odd One. It ate the rotting vegetation from the town and became as “odd” as its owner.
Republic Culture: +100
Effect: Permanent Town Decoration
Popup: A cube wanders your city
Profile Text: Wandering Cube
You decided that the Odd One was a lonely creature and should be left to find happiness however he can.
You send warriors to forcibly take the baby cube away from The Odd One, and you don’t question what they will do with it.
They discreetly removed and destroyed the cube, and the Odd One didn’t even seem to notice it was missing. He started raising rabbits.
Martial Culture: +100
You sent warriors to forcibly take the baby cube away from The Odd One, and you didn’t question what they did with it.
You quietly take the tiny cube away from The Odd One and give it to the elementalists to study. The Odd One is allowed to visit it frequently.
The Odd One wandered the town calling for Cubie for a few days, until he was able to visit for the first time. He moved into the tower and became a permanent resident, and Cubie grew to gigantic proportions.
Elemental Culture: +100
You quietly took the tiny cube away from The Odd One and gave it to the elementalists to study. The Odd One was allowed to visit it frequently.

History Text: A hermit who lived on the fringes of the town, known only as The Odd One, had shown up on market day with a tiny gelatinous cube that he seemed to be keeping as a pet. Gelatinous cubes are one of the deadliest creatures in the world, and though it may have been cute when it was little, it wouldn’t stay that way.

The Town Board

Someone has been using the town’s announcement board as a way to post comics to make fun of you and the way you run the city and tower. The mysterious artist exaggerates your worst features and highlights your worst decisions.

How do you deal with this misuse of the announcement board?

Answer
Outcome
Effects
History Text
You choose to do nothing. The artist is simply expressing his or her opinions in a creative (though unflattering to you) way.
Due to your inaction, the artist soon became bored of picking on you and decided upon her next target, who just happened to be an extremely popular playwright. The playwright struck back with a brilliantly written piece and shamed the artist into painting landscapes instead.
Republic Culture: +100
You chose to do nothing. The artist was simply expressing his or her opinions in a creative (though unflattering to you) way.
You plan with the warriors and lay a trap for the artist. You’ll make an example out of this disrespectful cretin.
No one ever made art depicting you in a negative light again. In fact, no one made any more art ever. Good, that stuff was a waste of time.
Martial Culture: +100
You planned with the warriors and laid a trap for the artist. You made an example out of this disrespectful cretin.
You take down all the comics and have them analyzed. The instigator should air his or her issues to your face.
You soon tracked down the artist as none other than your own niece. After a long talk, she came to work for you in order to illustrate policies for voters who could not read.
Elemental Culture: +100
You took down all the comics and had them analyzed. You felt that the instigator should air his or her issues to your face.
You ban the use of paper for trivial drawings. This should save a few trees, too.
The druids gave you a nature award for saving the forest. You found some more comics traced into the dirt, but it was easy to plant a few flowers over them.
Druid Culture: +100
You banned the use of paper for trivial drawings. This figured this would save a few trees, too.

History Text: Someone had been using the town’s announcement board as a way to post comics that made fun of you and the way you ran the city and tower. The mysterious artist exaggerated your worst features and highlighted your worst decisions.

Bad Pigs

A local pig farmer and the owner of one of the best apple orchards in the region are currently in conflict. The pigs have started rubbing against the apple trees and knocking down ripe fruit in order to consume them. The apple farmer, of course, has issues with this and demands that the pig farmer fence his pigs. The pig farmer, who provides the best bacon in the city, claims that his pigs need the freedom to roam and find the choicest food.

How do you resolve this conflict?

Answer
Outcome
Effects
History Text
You appoint a druid to oversee this case. Both sides will get to make their arguments.
The druid was able to come to an understanding with both sides, and they negotiated a solution that left everyone happy.
Druid Culture: +100
Effect: Add 10 Food
You appointed a druid to oversee this case and allowed both sides to make their arguments.
Bacon is the best. You tell the pig farmer that he can pay a discounted price for the apples, but the pigs can roam free.
Your town became famous for having the best bacon ever. Even the apple farmer was happy with your decision in the end.
Martial Culture: +100
Effect: Add 5 Food
Effect: Add 200 Triads
You firmly believed “bacon is the best”. You told the pig farmer that he could pay a discounted price for the apples, but the pigs could roam free.
Apples can be turned into cider. You order the pig farmer to fence his pigs.
The apple crop, and by extension the cider, has been exceptional every year since you made the pig farmer fence his pigs.
Elemental Culture: +100
Effect: Add 5 Food
You ordered the pig farmer to fence his pigs. You preferred apple cider to bacon.
You order both sides to help each other build a fence to separate their land.
The two built the fence together and in the process became close friends.
Republic Culture: +100
You ordered both sides to help each other build a fence that would separate their land.

History Text: A local pig farmer and the owner of one of the best apple orchards in the region were in conflict. The pigs were rubbing against the apple trees and knocking down ripe fruit in order to consume them. The apple farmer, of course, had issues with this and demanded that the pig farmer fence his pigs. The pig farmer, who provided the best bacon in the city, claimed that his pigs needed the freedom to roam and find the choicest food.

Song of Silence

For months, a local hedge wizard by the name of Grumpus has been complaining to the druids about songbirds waking him in the morning with their chirping. No one has taken him seriously, but you’ve recently noticed that the birds have gone strangely silent.

What do you do about the matter?

Answer
Outcome
Effects
History Text
You immediately launch an all-out investigation. Silent birds are a bad sign.
You discovered Grumpus had cast a silence spell on all the birds in the area. You demanded he reverse the spell and cast a silence globe around himself instead. All’s well that ends well.
Elemental Culture: +100
You immediately launched an all-out investigation. Silent birds are a bad sign.
You quietly task the druids to look into the situation. They are the experts.
The druids discovered that Grumpus was putting out tainted birdseed that had made the birds sick. Grumpus was run out of town and the birds recovered, thanks to the quick work of your druids.
Druid Culture: +100
You quietly tasked the druids to look into the situation since they are the experts.
You have the warriors drag Grumpus in for questioning. He’s obviously done something to the silence the birds.
He was found guilty of killing off the birds and put to work in the inner basement of the Tower, where he never heard any birds, or much of anything else, for that matter. He turned out to be a perfect underground worker.
Martial Culture: +100
You decided he’d obviously done something to the silence the birds, so you had the warriors drag Grumpus in for questioning.
Eh. They’re probably migrating. You move on to the next matter.
You were proven correct when the birds returned in the spring the same as always.
Republic Culture: +100
You decided they were probably migrating, so you did nothing and moved on to the next matter.

History Text: For months, a local hedge wizard named Grumpus had complained to the druids about songbirds waking him in the morning with their chirping. No one took him seriously, but then you noticed that the birds had gone strangely silent.

Too Much Camouflage

The standard uniform for lumberjacks includes a green cap for protecting the head and a green leather jerkin for protecting the torso. Recently, a slew of accidents have left one lumberjack decapitated and another one completely out of commission. Your citizens are starting to fear this job.

What do you do?

Answer
Outcome
Effects
History Text
You order new uniforms. Of course they’re getting hurt if they match the trees!
The uniforms were snazzy looking, and the lumberjacks liked their new look very much. They created a yearly Lumberjack Fashion show, and no one got beheaded again.
Elemental Culture: +100
Effect: Add 1 Lumberjack
You thought it was obvious they would get hurt if they matched the trees! You ordered new uniforms.
You order the lumberjacks to paint a big yellow spot on their faces, except the salamaes, of course. That’ll keep them from being decapitated.
A big yellow spot became the universal symbol for Lumberjacks everywhere. Nice going!
Druid Culture: +100
Effect: Add 1 Lumberjack
You ordered all the lumberjacks to paint a big yellow spot on their faces, except the salamaes, of course. You determined that would keep them from being decapitated.
You’re sure this is just a random quirk that will go away.
Accidents happen, and you were right. Lumberjacks had no more injuries than any other profession that involved sharp edges.
Martial Culture: +100
You decided this was just a random quirk that would go away.
You give a safety lecture and commission a ten minute play that teaches people how to safely cut lumber.
The safety play was so popular that other professions requested similar educational plays.
Republic Culture: +100
Effect: Add 1 Lumberjack
You gave a safety lecture and commissioned a ten minute play that taught people how to safely cut lumber.

History Text: The standard uniform for lumberjacks included a green cap for protecting the head and a green leather jerkin for protecting the torso. After a slew of accidents left one lumberjack decapitated and another one completely out of commission, your citizens started to fear this job.

Team Snapdragon

Herbalists in the region have recently started planting snapdragons in every unused inch of your town. Elementalists and alchemists buy every part of the plant as soon as they’re available, and many people are capitalizing on this new crop. Several fights have broken out over the snapdragons planted on public land, and your people have come to you for help.

How do you resolve this?

Answer
Outcome
Effects
History Text
The elementalists and herbalists are up to something with these snapdragons. You launch an investigation immediately.
When you discovered the many uses for this plant and how well it was suited to the soil of your town, you decided to oversee the planting and processing, turning this into a main source of income for your town.
Martial Culture: +100
Effect: Permanent Town Decoration
Effect: Add 250 Triads
Popup: Snapdragons Planted, +250 Triads
Profile Text: Snapdragons
You felt certain the elementalists and herbalists were up to something with those snapdragons. You launched an immediate investigation.
You declare all snapdragons planted on public land to belong to the city and seize all profits from those sales.
You made quite a tidy sum that year, and snapdragons continued to be a growing export from your town in the years to come.
Druid Culture: +25
Republic Culture: +50
Elemental Culture: +25
Effect: Permanent Town Decoration
Effect: Add 200 Triads
Popup: Snapdragons Planted, +200 Triads
Profile Text: Snapdragons
You declared all snapdragons planted on public land to belong to the city and seized all profits from those sales.
The person who planted the snapdragon owns the plant.
Snapdragons were tagged when they were planted, and this way they could be traced to the correct owner. Everyone was fine with your solution.
Druid Culture: +50
Elemental Culture: +50
Effect: Permanent Town Decoration
Popup: Snapdragons Planted
Profile Text: Snapdragons
You decided that the person who planted the snapdragon owned the plant.
The person who picks the plant and processes it owns the proceeds.
This turned into a yearly contest in your town. People formed teams, with the town champions taking home a trophy for the most snapdragons picked and processed.
Druid Culture: +50
Republic Culture: +50
Effect: Permanent Town Decoration
Popup: Snapdragons Planted
Profile Text: Snapdragons
You decided that the person who picked the plant and processed it owned the proceeds.

History Text: Herbalists in the region had started planting snapdragons in every unused inch of your town. Elementalists and alchemists bought every part of the plant as soon as they became available, and many people were capitalizing on this new crop. Several fights broke out over the snapdragons planted on public land, and they came to you for help.

Out of Ore

In the last month, three ore mine collapses have resulted in the death of several miners. Ore production may decrease if the situation continues, and fewer and fewer citizens are willing to work the mines. Mine owners have brought this problem to you.

What steps do you take in this situation?

Answer
Outcome
Effects
History Text
You conscript workers. Without ore, the city cannot function.
Ore production continued at its rapid pace, and a few more mine collapses occurred. Some people moved out of your town, but they were just wimps anyway.
Martial Culture: +100
Effect: Remove 20 Population
Effect: Add 25 Ore
You conscripted workers since the city could not function without ore.
You shut the mines down and do a careful inspection. Citizens must be protected.
During the shutdown, several of your dwarves and trullocs got together and found the main fault that needed to be shored up for safety. The collapses stopped happening, and ore production soared.
Republic Culture: +100
Effect: Add 10 Ore
You shut down the mines and did a careful inspection, because the citizens had to be protected.
You order the owners to spend a month working the mines alongside the workers. Safety should improve rapidly.
After a couple of weeks working in the mines, the owners put a good deal of profit back into ensuring the safety of the tunnels. Collapses stopped. Mines lasted longer and produced a great deal more ore. Excellent policy!
Republic Culture: +50
Elemental Culture: +50
Effect: Add 15 Ore
You ordered the owners to spend a month working the mines alongside the workers. You figured safety would improve rapidly.
You hire a trulloc shaman to sing to the stones.
He reported to you that the digging is hurting the land, and she is fighting back. He showed you better places to dig and taught your people the best way to do it. The mine collapses stopped completely.
Druid Culture: +50
Elemental Culture: +50
You hired a trulloc shaman to sing to the stones.

History Text: In one month, three ore mine collapses resulted in the death of several miners. Ore production would have decreased if the situation had continued, and fewer citizens were willing to work the mines. Mine owners had brought this problem to you.

Farm Failure

Thirteen farm workers collapsed in the fields in the past three weeks. Conditions seem to be scaring the villagers. Without food, the city can no longer sustain itself, let alone grow. The farmers have come to you for aid in this matter.

What do you do?

Answer
Outcome
Effects
History Text
The farmers are obviously overworked. You declare two days a week to be rest days.
The farmers came back from the rest days recharged and ready to work. This year’s crops have grown larger and more plentiful than ever.
Republic Culture: +75
Elemental Culture: +25
Effect: Add 10 Food
You determined that the farmers were obviously overworked. You declared two days a week to be rest days.
Something in the fields must be causing these collapses. You order the druids to closely examine the fields.
Sure enough, they found a fungus that created a sleeping spore. Masks solved the problem, and they also collected the spore to sell.
Druid Culture: +100
Effect: Add 100 Triads
You decided that something in the fields must be causing these collapses. You ordered the druids to closely examine the plants and soil.
You hire a bunch of leklek tinkers to create an automatic watering machine. This should allow the farmers to work less in the fields.
The farmers ended up working more because the machine increased production twofold. The collapses continued, but they’re getting a lot more out of their fields now.
Republic Culture: +25
Elemental Culture: +75
Effect: Add 10 Food
Effect: Remove 2 Population
You hired a bunch of leklek tinkers to create an automatic watering machine in the hopes that this would allow the farmers to work less in the fields.
These weak farmers need some muscles on them. You have them train with the warriors twice a week.
After a few weeks of collapsing on the fields and in the training grounds, your farmers got used to the new work regimen. When they went back to just working on their farms, they were able to work all day and party all night.
Martial Culture: +100
Effect: Add 10 Food
Effect: Remove 1 Population
In your opinion those weak farmers needed some muscles on them. You had them train with the warriors twice a week.

History Text: Thirteen farm workers collapsed in the fields in a three week period. Conditions caused a scare amongst the villagers. Without food, the city could not sustain itself, let alone grow. The farmers came to you for aid in this matter.

Poop Problem

As the village has grown, excrement has become a problem. Your people have run out of places to bury their excrement, and the farm animals and pets have added to the issue. The village smells terrible, and people are talking of moving to a nearby town.

What do you do?

Answer
Outcome
Effects
History Text
Poop happens! People will get used to the smell.
After a few weeks, the smell stopped being a problem as disease started running rampant. The good news is that no one moved away, as they were all too sick to move. After a few weeks, people got better and came back stronger!
Druid Culture: +100
You did nothing, since poop happens, and people would get used to the smell.
You hire tinkers and architects to build an advanced sewer system to take waste away from the town and to the river.
They built a series of pipes and pumps called the Desludger that was adopted across the continent.
Martial Culture: +25
Druid Culture: -25
Republic Culture: +50
You hired tinkers and architects to build an advanced sewer system to take waste away from the town and to the river.
You start a business to convert the excrement into fuel through an elaborate system of drying and sanitizing.
Racks and racks of poo stood in a field right outside of town. With a little experimentation, the blocks of fuel created were made scentless. You were able to sell the excrement blocks for a tidy profit. Imagine making money out of poo!
Republic Culture: +50
Elemental Culture: +50
Effect: Add 100 Triads
You started a business to convert the excrement into fuel through an elaborate system of drying and sanitizing.
You obtain a field adjacent to the town and create several sanitation jobs to begin burying the excrement there.
Your sanitation crew, led by Frobozz the Dirty, kept the town completely free of excrement. They became such great diggers that they built a series of ditches to channel your city’s waste into enemy territory.
Martial Culture: +50
Republic Culture: +50
You obtained a field adjacent to the town and created several sanitation jobs to begin burying the excrement there.

History Text: As the village grew, excrement had become a problem. The people had run out of places to bury their excrement, and the farm animals and pets had added to the issue. The village smelled terrible, and people were talking of moving to a nearby town.

Trout Trouble

Trout, a delicious freshwater fish, has always been plentiful around your town, and your people excel in cooking trout in a number of ways. Lately, though, the fishermen have been complaining that it’s getting harder and harder to catch trout. They’ve come to you for a solution.

What do you decide?

Answer
Outcome
Effects
History Text
You banish or kill all the cats in the area. They’re obviously eating too many trout.
Soon, your town became catless. The mice and squirrels rejoiced, though a few of the farmers complained. The trout grew a bit more plentiful, too.
Martial Culture: +75
Druid Culture: -50
Effect: Add 10 Food
You decided that cats must be eating too many trout! You had all the cats in the area banished or killed.
You put a ban on fishing trout for one year and then a limit for future years. The population must be sustained.
Your people learned to harvest different fish and even some shells from the river. With careful monitoring, your river remained healthy and plentiful.
Martial Culture: +50
Druid Culture: +50
Effect: Add 15 Food
You banned trout fishing for one year and then enforced a limit for future years. In this way the population would be sustained.
You sent the alchemists to test the waters. Something is decreasing the population of the fish, and testing should discover the cause.
The alchemists managed to develop a potion that doubled the amount of trout in the river with only one small side effect. The river turned pink for roughly two months, but that didn’t seem to hurt anything.
Elemental Culture: +100
Effect: Add 15 Food
You sent the alchemists to test the waters. Something was decreasing the population of the fish, and you thought that testing would discover the cause.
You ask the druids to call all the fish from nearby areas to your locale. Your city needs it most.
The druids successfully called trout from upstream. As an added benefit, you were able to sell all the extra trout to the towns upstream of the city.
Druid Culture: +25
Republic Culture: +50
Effect: Add 5 Food
Effect: Add 75 Triads
You asked the druids to call all the fish from nearby areas to your locale, since you felt your city needed it most.

History Text: Trout, a delicious freshwater fish, had always been plentiful around your town, and your people excelled in cooking trout in a number of ways. Then the fishermen began complaining that it was getting harder and harder to catch trout. They came to you for a solution.

The Tutor Taught

Always appears at level: 1

While beating the Tutor did not truly serve as a challenge, you learned a lot in sheer tactics. The next step is a little bit harder. You must decide what to do with your enemy after the battle.

How would you like to proceed?

Answer
Outcome
Effects
History Text
Execute him and display his head in the middle of town.
A public execution was held, where the Tutor was summarily beheaded. The head adorned a large pike in the center of town for some time. Done and done!
Martial Culture: +100
Effect: Permanent Town Decoration
Popup: Tutor’s head piked and displayed.
Profile Text: Tutor’s Head on a Pike
You decided to execute him and display his head in the middle of town.
You set him free, wounded and defeated. Nature or his own culture will decide what happens to him. (Though this is probably how he keeps coming back every time Frogdice comes out with something new.)
Scouts in the area reported the discovery of torn garments, along with a copious amount of what looked like goblin blood. The days of the the tutor’s torments are surely at an end.
Druid Culture: +100
You set him free, wounded and defeated, trusting nature or his own culture to decide what happened to him.
The people are the ones who have suffered, and more than once, too! Let them decide what should happen to him via a trial by jury.
Strangely, your people voted to allow him to live out his full life. He must teach the young in order to earn his freedom, though.
Republic Culture: +100
The people were the ones who had suffered, and more than once, too! You let them decide what was to happen to him via a trial by jury.
You order his body preserved with magic, and you hang it up from the nearest tower. Let this be a sign and a lesson to all future invaders.
The gruesome sight gave your city a wonderful reputation as being ruthless and downright scary. You are the boss!
Elemental Culture: +100
Effect: Permanent Town Decoration
Popup: Tutor’s body preserved in magic as a warning to others.
Profile Text: Tutor Preserved with Magic
You ordered his body preserved with magic, and you planted it in a strategic spot in town as a sign and a lesson to all future invaders.

History Text: While beating the Tutor did not truly serve as a challenge, you had learned a lot in sheer tactics. The next step was a little bit harder, as you needed to decide what to do with your enemy after the battle.

Godgantupine Habitat

Always appears at level: 5

This poor, dumb beast is as unnatural as they come. Who is corrupting these animals, and how are they mimicking divine powers? Those are questions to ponder in the future. For now, the Godgantupine awaits its fate.

What would you like to do with it now?

Answer
Outcome
Effects
History Text
You have the elementalists gather as many Godgantupine spines as they can find. The mages might be able to use them to develop a weapon to fight the invaders.
Through careful research, the elementalists were able to develop a new arrow that was both lighter and more precise. Archers of the city have rejoiced!
Elemental Culture: +100
You had the elementalists gather as many Godgantupine spines as they could find. You thought the mages might be able to use them to develop a weapon to fight the invaders.
You form several task forces to study the animal and decide its fate.
After much discussion, the task forces came to a solution that was agreed upon by all, and enacted with the full support of the people.
Republic Culture: +100
You formed several task forces to study the animal and decide its fate.
Gargantupines are innocent woodland beasts, but they are incredibly susceptible to the Void. This poor beast is a victim as much as the town he attacked. Let’s relocate him deep in the forest away from everyone and let him live out his life.
Druids who visit the area near where he dwells have begun making note of younger gargantupines that seem slightly more resistant to the touch of the Void.
Druid Culture: +100
You felt that gargantupines are innocent woodland beasts that happen to be incredibly susceptible to the Void. The poor beast was as much a victim as the town he attacked. You relocated him deep in the forest away from everyone, and let him live out his life.
You chop off its head, skin it, and mount the trophy in the center of town. Hopefully, this will send invaders the “point”.
The head makes an impressive trophy, and thanks to the quills, bird droppings in the center of town have drastically declined since its addition.
Martial Culture: +100
Effect: Permanent Town Decoration
Popup: Godgantupine head piked, spiked, and displayed.
Profile Text: Godgantupine Head on a Pike
You chopped off its head, skinned it, and mounted the trophy in the center of town. Hopefully, this would send invaders the “point”.

History Text: That poor, dumb beast was as unnatural as they come. You wondered who was corrupting those animals, and how they were mimicking divine powers. You left those as questions to ponder in the future, because at the moment the Godgantupine awaited its fate.

Thagorina’s Vengeance

Always appears at level: 10

Poor Thargorina invaded in her pursuit of her missing husband, Thargor. You think you may have defeated him in another battle, or at least your people are responsible for being a part of his disappearance. That doesn’t excuse her behavior, of course, but now that you’ve beaten Thargorina, you better have a good plan in case their kids decide to show up for vengeance, too…

What is your plan of action?

Answer
Outcome
Effects
History Text
Thargorina’s thirst for vengeance against those who took her beloved mate away from her is completely understandable. You grant her an amazing last meal and an honorable death.
Tales of the honorable end granted to Thargorina spread in song and story, and your city gained some reputation as a just and fair place.
Martial Culture: +100
Thargorina’s thirst for vengeance against those who took her beloved mate away from her was completely understandable. You granted her an amazing last meal and an honorable death.
Thargorina and her husband were obviously not strong enough or smart enough to survive. Kill her and be done.
Thargorina was quickly beheaded and her corpse left for nature to retake. You haven’t heard any rumors of any spawn of the Thargor clan, either, so everything is gravy.
Druid Culture: +100
You believed in survival of the fittest and all that. Thargorina and her husband were obviously not strong enough or smart enough to survive. You killed her and were done.
You form a task group to find a suitable suitor for Thargorina. That should settle her grievances and assuage her loneliness.
The search for a suitor for Thargorina was of great interest to your townspeople and grew to become an entertaining contest. Thargorina relished the fame granted her and found comfort in her new life.
Republic Culture: +100
Thargorina had suffered enough. You formed a task group to find a suitable suitor for her, believing that should settle her grievances and assuage her loneliness.
This hardy humanoid would make a perfect subject for elementalist experiments to further the town’s defenses. You make sure that the elementalists will treat her well between bouts of experimentation.
After a period of adjustment, Thargorina was able to live a simple life in the tower, enabling the elementalists to make significant progress in the matters of defensive magic.
Elemental Culture: +100
You decided the hardy humanoid would make a perfect subject for elementalist experiments to further the town’s defenses. You made sure that the elementalists would treat her well between bouts of experimentation.

History Text: Poor Thargorina had invaded in her pursuit of her missing husband, Thargor. You thought you might have defeated him in another battle, or at least your people were responsible for being a part of his disappearance. That didn’t excuse her behavior, of course, but once you beat Thargorina, you needed have a good plan in case their kids decided to show up for vengeance, too.

The Void Obliterator

Always appears at level: 15

The Void Obliterator has been defeated yet again, but there must be more than one of these nasty beings. You’re sure that there are more to come, and you want to be prepared.

What do you do now?

Answer
Outcome
Effects
History Text
We don’t really know enough about these Obliterators. Let’s send a team of elementalists out to do a massive study of the battlegrounds and what remains of the defeated enemy.
The elementalists scoured every inch of that field and came back with a million samples of dirt, rocks, and plants. It will take years to study this stuff, but surely, you’ll get some answers.
Elemental Culture: +100
You decided that you didn’t really know enough about the Obliterators, so you sent a team of elementalists out to do a massive study of the battlegrounds.
This calls for your best and brightest from all walks of life to come together and prepare the town for future invasions and deal with the grief caused by this one. Down with the Void!
The resulting Festival of Life definitely brought up the spirits of your people. In fact, they were so happy, you decided to make it a regular holiday. Take that, Void!
Republic Culture: +100
The situation called for your best and brightest from all walks of life to come together to prepare the town for future invasions and deal with the grief caused by this one. Down with the Void!
A natural defense is the best defense. It’s time to find the Void’s natural enemy and recruit them to fight at our side.
A wise old druid came to the conclusion that creation is the best counter to the nothingness of the Void. As a result, population growth is up – way up!
Druid Culture: +100
Believing that a natural defense is the best defense, you decided it was time to find the Void’s natural enemy and recruit them to fight at your side.
Beaten them? You think not! These guys ALWAYS find a way to come back. It’s time to invest some serious ground force defenses for this city.
You named an elite branch of your Obliterator Army the “Missamelian Forces”. They’re trained to send those Obliterators packing.
Martial Culture: +100
Beaten them? You thought not! These guys ALWAYS found a way to come back. You decided it was time to invest some serious ground force defenses for the city, since they would certainly be back.

History Text: The Void Obliterator had been defeated yet again, but you realized there must be more than one of those nasty beings. You were sure that there would be more to come, and you wanted to be prepared.

Gobbos Have Wizards?

Always appears at level: 20

Your people have defeated the Wizard, despite his attempts to teleport like a drunk elementalist running from a rabid wolverine. He’s been a thorn in the side of many generals and leaders across the face of Primordiax. You finally have him in your grasp.

What do you want to do with him now that you’ve earned your victory?

Answer
Outcome
Effects
History Text
You put him out of his misery quickly and efficiently. You then leave his body out in the woods. The scavengers could use a treat.
His body was picked clean over several days by scavengers. In the end, nothing remained but the little gobbo bones, over which the grass and undergrowth eventually grew. Nature always wins in the end.
Druid Culture: +100
You decided to put him out of his misery quickly and efficiently. You then left his body out in the woods, since the scavengers could use a treat.
Hack off his head, stick it on a pole, and display it in the center of town. Why is this even having to be decided?
The Wizard’s head was swiftly separated from his body. Your people were thrilled with the display in the center of town.
Martial Culture: +100
Effect: Permanent Town Decoration
Popup: Wizard’s head piked and displayed. Teleport out of that one, bub.
Profile Text: Gobbo Wizard’s Head on a Pike
You hacked off his head, stuck it on a pole, and displayed it in the center of town. You actually wondered why that even had to be decided.
You sent him to the local Tower of Elements and allow them to “interrogate” him. Surely he has some useful spells or information for them.
Many days of interrogation produced some very interesting results, including a short range teleportation skill. The Wizard, however, did not outlast the questioning.
Elemental Culture: +100
You sent him to the local Tower of Elements and allowed them to “interrogate” him, because surely he had some useful spells or information for them.
You put him on trial in front of all your peers, since all of his peers are too busy attacking towers all over the world.
Unsurprisingly, your peers called for him to be summarily executed. Also, unsurprisingly, none of his peers managed to attend the trial, and he was hanged with absolutely no protest lodged.
Republic Culture: +100
You had him put on trial in front of all your peers, since all of his peers were too busy attacking towers all over the world.

History Text: Your people had defeated the Wizard, despite his attempts to teleport like a drunk elementalist running from a rabid wolverine. He’d been a thorn in the side of many generals and leaders across the face of Primordiax. You finally had him in your grasp, and had to choose what to do with him now that you’d earned your victory.

Alchemist Fail

Always appears at level: 25

Even though you were sure that the Alchemists Guild reported the Elemental Lord defeated, it looks like they may have failed, or there are more than one of these things. This time your people surely gave it a good trouncing.

What is the next step?

Answer
Outcome
Effects
History Text
You stick the sloppy mess into a jar and send it over to the Alchemist Guild. You’d keep it in the middle of town, but it’s getting a little bit busy there with all the head on pikes and such.
The Alchemists proceed to do a bunch of mysterious experiments on the slop, and though they never released their studies, you’ve noticed a lot of hairy Alchemists lately. Coincidence? You think not.
Martial Culture: +100
You stuck the sloppy mess that was the remains of the Elemental Lord into a jar and sent it over to the Alchemist Guild. You’d have kept it in the middle of town, but it was getting a little bit busy there, with all the head on pikes and such.
A gooey elemental soup is all that remains. You establish a task force of experts who will research how to properly destroy it. Until then, you keep the goop in a mason jar on your desk.
Though the task force is still working on the problem of destroying the Elemental Lord, you have discovered that the jar of goop makes a fantastic lamp. It also tends to keep your office toasty when it’s cold, and cool when it’s hot. Bonus!
Republic Culture: +100
A gooey elemental soup was all that remained from the Elemental Lord’s defeat. In order to prevent the being from returning, you established a task force of experts who would research how to properly destroy it. Until then, you kept the goop in a mason jar on your desk.
You gather a group for a ceremonial cremation the gooey remains. The poor soul was unnaturally corrupted and should be disposed of properly.
The burning goop smelled much like chocolate and raspberries, causing a mass buyout of all the confections in the town. You might need to find more Elemental Lords as they’re great for the local economy.
Druid Culture: +100
You gathered a group for a ceremonial cremation and burial of the gooey remains of the Elemental Lord. The poor soul was unnaturally corrupted and needed to be disposed of properly.
Only a gooey pile remains of the Elemental Lord. You send what you can in a bucket to the Tower for research.
The elementalists managed to re-animate parts of the Elemental Lord and stuffed some of its essence into various tools around the tower. There’s now a broom that will sweep the floor and carry water all by itself. Nothing could possibly go wrong.
Elemental Culture: +100
Unfortunately, only a gooey pile of mixed elements remained of the Elemental Lord. You scooped up what you could in a bucket and got it to the Tower of Elements for research. It’s elemental, my dear!

History Text: Even though you had been sure that the Alchemists Guild had already reported the Elemental Lord defeated, it looked like they may have failed, or there had been more than one of those things. This most recent time, your people had surely given it a good trouncing, and you had to come up with your next step.

Beware the Glare

Always appears at level: 30

Holy rolling eyeballs! Who knew there were such creatures in the world or that they grew so big? Now that the Glaring Glancer has been defeated, you must decide what to do with it.

What is your next move?

Answer
Outcome
Effects
History Text
Now that you’ve been able to subdue the unsightly beast, you build it a nice tower with a cage at the top. It’s fed, cleaned, and sometimes prodded and serves as defense against future invaders.
And you were completely right. A wandering horde of gobbos tried to attack your tower, but with a quick jab and a pinch, the captured glancer obliterated the whole army in one single blast. This guy’s a keeper!
Elemental Culture: +100
Since your crack team of elementalists was able to subdue the unsightly beast, you built it a nice little tower with a cage at the very top. It was fed, cleaned, and sometimes prodded. You thought it would be a great line of defense for any more invaders, though of course, it might take a while to build all that.
You have a likeness of the Glaring Glancer painted on every shield produced in your town. Those who see it will surely run in terror.
The terrifying visage of the Glancers served well as a sigil; enemies would often turn and run at first sight. Inspired by this result, many of you warriors also took to wearing light ribbons that mimicked the tentacles of the enemy.
Martial Culture: +100
Those invaders were quite terrifying and awe-inspiring. You had a likeness of the Glaring Glancer painted on every shield produced in your town, since those who saw it would surely run in terror.
You cage the beast in an abandoned field and keep it for study. The people must know more about this strange, new invader.
Aside from a few singed fingers and some “random” zapped animals, glancer research has proceeded quite nicely. You did get a few complaints from druids about the animal testing, though.
Republic Culture: +100
You caged the beast in an abandoned field and kept it for study. The people needed to know more about the strange, new invader.
What unnatural beast is this? The Glaring Glancer is not native to this world, and we need to eradicate it and all its brethren immediately. What a horrible sight to behold! Er…
An elite team of druids and warriors went adventuring in search of the source of the Glancers. While they never found the source of the terrors, they did manage to eliminate a good number of the disturbing monsters.
Druid Culture: +100
You wondered what sort of unnatural beast it was. The Glaring Glancer was not native to this world, and you needed to eradicate it and all its brethren immediately. It was a horrible sight to behold! Er…

History Text: Holy rolling eyeballs! You wondered who knew there were such creatures in the world or that they grew so big! Once the Glaring Glancer had been defeated, you needed to figure out what to do with it.

Necromantic Horrors

Always appears at level: 35

As Bizarre Bones groans out its defeat, you must decide what to do with him. Supposedly, an amazing and talented Alchemist defeated him years ago, but he, apparently, did not stay dead. Or undead, as it may be. Did these Alchemists actually ever beat anything for real?

What steps do you take after Bizarre Bones’ defeat?

Answer
Outcome
Effects
History Text
The Alchemists did not have the great leaders and thinkers available to you in your town. You decide to put together a Council of Bones who will be in charge of disposing of this disgusting, foul creature.
The first order of business decided by the council was that it would definitely NOT be Alchemists disposing of the creature. That vote was made unanimously.
Republic Culture: +100
The Alchemists did not have the great leaders and thinkers that were available to you in your town. You decided to put together a Council of Bones who would be in charge of disposing of the disgusting, foul creature.
Dismantle the creature! Its bones will make fine decorations for the war room.
The bones make for a truly fearsome spectacle in the war room, greatly inspiring your commanders.
Martial Culture: +100
You decided to dismantle the creature, because its bones would make fine decorations for the war room.
Destroy the creature, grind up its bones, and turn over the whole mess to the elementalists. We’ll put those bones to good use defending our towers.
With the bone powder, the elementalists were able to create a defensive spell known only as The Bone. It’s a secret weapon to be launched when the time is right.
Elemental Culture: +100
You destroyed the creature, ground up its bones, and turned over the whole mess to the elementalists. You thought you could put those bones to good use defending your towers.
Necromancy is an abomination. The dead should stay dead, so we will make sure that they do. Burn the bones and bury the ash in salted earth.
Though your people often report ghostly moans near the burial spot, you’re sure it’s someone simply pulling a prank. The bones are nothing more than dust and tiny shards now.
Druid Culture: +100
Necromancy is an abomination. The dead should stay dead, so you decided to make sure that they did. You burned the bones and buried the ash in salted earth.

History Text: As Bizarre Bones groaned out its defeat, you needed to decide what to do with him. Supposedly, an amazing and talented Alchemist defeated him years ago, but he, apparently, did not stay dead. Or undead, as it may be. Did those Alchemists actually ever beat anything for real? You had to decide on the steps to take after Bizarre Bones’ defeat.

Curious Cubes

Always appears at level: 40

The disgusting Cubicle, the jellied remnants of a long dead adventurer, has been subjugating innocent pokkas from all over the world and using them to carry out its nefarious attacks.

What shall you do with your defeated enemy?

Answer
Outcome
Effects
History Text
Gelatinous Cubes are incredibly dangerous creatures, and this one is worse than most. Its remains must be burned immediately. Burn it!
You destroyed the Cubicle in a controlled bonfire, and collected the remnants for study. Interestingly, the fire really stunk up the area for a short while. What was in that thing anyway?
Elemental Culture: +100
Effect: Temporary Town Decoration
Popup: What an incredible smell you’ve discovered.
Gelatinous Cubes are incredibly dangerous creatures, and this one was worse than most. Its remains needed to be burned immediately.
The leftover gel from the Cubicle remains should be gathered and sold. Proceeds will go to aid the families whose lives were affected by the horrible creature.
The Alchemists bought the gel for a good price, and you established the Cubed fund for the families of elementalists and warriors who fell in battle.
Republic Culture: +100
Effect: Add 5000 Triads
The leftover gel from the Cubicle remains were gathered and sold, with the proceeds going to aid the families whose lives were affected by the horrible creature.
The Cubicle is simply a creature that is old and grown overly large. It is a natural being that has been subverted by the corrupting power of the Void. Set it free far from here and let it die naturally.
After days of travel, your people left the cube on a tropical island lush with fruits, plant-life, and small animals. It should be very happy there, and surrounded by water as it is, it won’t be able to get back to the mainland.
Druid Culture: +100
The Cubicle was simply a creature that was old and grown overly large. It was a natural being that had been subverted by the corrupting power of the Void. You set it free far from your city and let it die naturally.
Scoop up those jellied remains and serve them for breakfast!
You were able to donate the Cubicle Jelly to a local tavern with a brilliant cook. He’s made cubicle pie, cubicle gravy, cubicle jam, and cubicle frosting. That’s only the beginning.
Martial Culture: +100
Effect: Add 10 Food
You decided to scoop up those jellied remains and serve them for breakfast!

History Text: The disgusting Cubicle, the jellied remnants of a long dead adventurer, had been subjugating innocent pokkas from all over the world and using them to carry out its nefarious attacks. You needed to decide what to do with your defeated enemy.

The Obliterati Operation

Always appears at level: 45

It’s bad enough fighting those Obliterators. Now they’ve decided to gang up? They’re obviously going to get worse and worse, so it’s time to deal with this situation once and for all.

What do you do with these losers?

Answer
Outcome
Effects
History Text
The Obliterati are destroyers of the natural world. We must completely annihilate our enemies and send them back to the Void from which they spawned.
You’re not sure if the Void can feel fear or not, but they seemed to give your town wide berth after your treatment of the Obliterati.
Druid Culture: +100
Knowing that Obliterati were destroyers of the natural world, you were determined to completely annihilate your enemies and send them back to the Void from which they spawned.
We should create a committee dedicated to studying and countering the forces of the Void. The Obliterati are bad, but there will surely be worse to come.
Your committee discovered a powerful Creation Bomb during their course of study. It’s extremely hard to utilize, but it completely removes any trace of Void creatures if they’re in its explosion radius. You’re not sure yet what the effects are on humanoids.
Republic Culture: +100
You created a committee dedicated to studying and countering the forces of the Void. While the Obliterati are bad, there would surely be worse to come.
We must keep them as intact as possible as we experiment on them in the Tower of Elements. Build a Creation Cage and keep them contained. We’ve got all sorts of spells and potions to try.
Your people managed to turn the Obliterati into all sorts of different colors, shapes, and sizes with various spells and concoctions. You learned quite a bit there. Sadly, they didn’t make it out of one of the massive explosions… and neither did the tower.
Elemental Culture: +100
You decided to keep them as intact as possible as you experimented on them in the Tower of Elements. You built a Creation Cage and kept them contained, since you had all sorts of spells and potions to try.
You taunt them a second time by using them as fodder in an arena. That way you’ll learn their battle tactics and be better prepared if any more of these exist.
Though they were highly resilient, your people never quite figured out what to feed the Obliterati. They disappeared overnight. You think they probably just wasted away.
Martial Culture: +100
You taunted them a second time by using them as fodder in an arena. That way you could learn their battle tactics and be better prepared if any more of those existed.

History Text: It was bad enough fighting those Obliterators, and then they decided to gang up! As they were obviously going to get worse and worse, it was time to deal with the situation once and for all.

Maybe Mabelrode

Always appears at level: 50

After a long and arduous campaign, you have finally beaten back the Void army with the defeat of General Mabelrode. You now have a gravely injured prisoner of war with a tragic past.

What do you do with General Mabelrode?

Answer
Outcome
Effects
History Text
Those who betray humanity for personal gain should never be forgiven. Hang her in the center of town, and leave her body for the crows.
No one in your town ever thought to take the same path as General Mabelrode, so your message must have been extremely well-received.
Martial Culture: +100
Effect: Permanent Town Decoration
Popup: Crows feed on the corpse of Mabelrode.
Profile Text: Mabelrode’s Body Left for the Crows
Those who betray humanity for personal gain should never be forgiven. You hanged her in the center of town, and left her body for the crows.
Put the poor soul out of her misery quickly and effectively.
After the quick execution, General Mabelrode’s betrayal became the stuff of legend. She, however, soon became a romantic and tragic figure. Her military strategies are still studied today.
Druid Culture: +100
You put the poor soul out of her misery quickly and effectively.
Everyone deserves a second chance. You form a task force to rehabilitate General Mabelrode. After all, she has fought for humanity far longer than she’s fought against us.
General Mabelrode seemed to improve over several months of therapy, though she has yet to say a word. You know what they say, though, “Silence is golden!”
Republic Culture: +100
You believed everyone deserves a second chance, so you formed a task force to rehabilitate General Mabelrode. After all, she had fought for humanity far longer than she’d fought against it.
Send her to the Tower of Elements for extraction. She has tons of knowledge of the Void’s whereabouts, tactics, and overall goals.
The elementalists, using a few sanctioned “tactics”, managed to discover that the Void is amassing in hot spots all over the world. This is far from over.
Elemental Culture: +100
You sent her to the Tower of Elements for extraction services, because you felt she would have tons of knowledge of the Void’s whereabouts, tactics, and overall goals.

History Text: After a long and arduous campaign, you had finally beaten back the Void army with the defeat of General Mabelrode. As a result, you had a gravely injured prisoner of war with a tragic past, and you needed to decide what to do with her.

The YPG Company

Captain Drue of the YPG Company recently won an epic battle against a hideous rat boss deep in the sewers of Askagard. He is looking to move into your town to reap some well-deserved rest and relaxation.

How do you respond?

Answer
Outcome
Effects
History Text
You suggest an excellent tree house deep in the woods where he will not be bothered by civilization.
Captain Drue retired happily into the woods, but he soon got bored. Nowadays, you can sometimes find him training bears to dance and otters to catch balls.
Druid Culture: +100
You suggested an excellent tree house deep in the woods where he would not be bothered by civilization.
He is simply another citizen. Welcome him, but give him his privacy.
Captain Drue moved into town with little pomp and circumstance. He’s lived a quiet life but often disappears for days. Maybe he’s on another adventure.
Republic Culture: +100
Effect: Add 1 Armsmaster
He was simply another citizen. You welcomed him, but gave him his privacy.
Send an elementalist to interview him about the battle. There’s much to be learned from his knowledge.
Captain Drue eagerly shared his battle strategies with the elementalists. They will certainly be prepared against any giant rat bosses in the future.
Elemental Culture: +100
Effect: Add 1 Armsmaster
You sent an elementalist to interview him about the battle, as there was much to be learned from his knowledge.
Welcome him with a parade and cake. It’s good to have heroes in the town.
Your people presented Captain Drue with a giant cake in the shape of a nasty rat. The gorgeous red velvet inside actually looked like blood and guts. Yum!
Martial Culture: +100
Effect: Add 1 Armsmaster
You welcomed him with a parade and cake, acknowledging that it’s good to have heroes in the town.

History Text: Captain Drue of the YPG Company had won an epic battle against a hideous rat boss deep in the sewers of Askagard. He was looking to move into your town to reap some well-deserved rest and relaxation, and you needed to determine your response.

Lethal Policies

General L. Fragg lives right on the outskirts of your city whenever he is not leading King Rand’s armies to glorious victory. Recently, his beloved great aunt twice removed left him two ferrets in her will. Ferrets are normally banned from the town, but General Fragg has asked for an exception in order to keep them.

How do you respond?

Answer
Outcome
Effects
History Text
We shall build an inter-dimensional portal and create a habitat where they can live in the town but not really live in the town. Rules are rules, right?
The ferrets lived happily within the inter-dimensional portal, with General Fragg visiting often. They grew a little larger than anyone had ever seen ferrets grow before, but that’s only more ferret to love!
Elemental Culture: +100
Effect: Permanent Town Decoration
Popup: Inter-dimensional portal to ferret fairgrounds constructed.
Profile Text: Magical Ferret Portal
You decided to build an inter-dimensional portal and create a habitat where they could live in the town but not really live in the town.
All people are equal under the eyes of the law. General Fragg fought for the right for everyone to have the same freedoms.
General Fragg respected the decision and moved to Askagard instead, where they soon had a pox epidemic. It was probably linked to ferrets.
Republic Culture: +100
You noted that all people are equal under the eyes of the law, and General Fragg fought for the right for everyone to have the same freedoms.
All people should be allowed to have their chosen animal companions. Allow the ferrets into town!
General Fragg and his ferrets lived happily in town, with all manner of druids dropping in frequently to train and check on the critters. Many socks went missing, but General Fragg lived happily ever after.
Druid Culture: +100
You decided that all people should be allowed to have their chosen animal companions, and allowed the ferrets into town.
He’s a great war hero. Of course we will let him have his ferrets. Why is this even a question?
Morale flew high after General Fragg and his two ferrets visited the barracks and troops together. What a great decision!
Martial Culture: +100
Because he was a great war hero, of course you let him have his ferrets. In fact, you wondered why that was even a question to be considered.

History Text: General L. Fragg lived right on the outskirts of your city whenever he was not leading King Rand’s armies to glorious victory. His beloved great aunt twice removed had left him two ferrets in her will. Ferrets are normally banned from the town, but General Fragg had asked for an exception in order to keep them.

Crumpy Crumps

A catfolk named Spaz, orphaned at birth and adopted by the town, recently dragged a warrior known only as Crumps home. Not very much is known of Crumps except that he fell from grievous wounds fighting the Void.

What do you do with the wounded warrior?

Answer
Outcome
Effects
History Text
We should treat him like any other citizen and welcome him to town. We can even set him up in Spaz’s house and treat his wounds.
Crumps recovered nicely, and he and Spaz set up a cake shop.
Republic Culture: +100
Effect: Add 1 Population
You treated Crumps like any other citizen and welcomed him to town. You set him up in Spaz’s house and treated his wounds.
You send out word through the warriors to find out his origins. Until then, you post guards outside Spaz’s house in case Crumps turns out to be dangerous.
The warriors came back to find out that Crumps was injured defending King Rand himself. In the meantime, Spaz nursed him back to health and decided to follow Crumps back to battle as his standard bearer.
Martial Culture: +100
Effect: Add 1 of Scout or Lead Scout
You sent out word through the warriors to find out his origins. Until then, you posted guards outside Spaz’s house, just in case Crumps turned out to be dangerous.
Anyone who has fallen in battle against the Void deserves the best of care. Druids and turtooms will monitor the fallen Crumps.
Crumps recovered quickly under the care of druids and turtooms. In fact, he bonded with two of the turtooms, Belly and Bik, unexpectedly. No one knew that such a bond could exist.
Druid Culture: +100
Effect: Add 1 Population
You determined that anyone who had fallen in battle against the Void surely deserved the best of care. Druids and turtooms monitored the fallen Crumps.
The elementalists need to study his Void-induced runes. They can take him and Spaz to the tower to do experiments.
Crumps and Spaz disappeared in the middle of the night from the Tower of Elements. No one ever heard from them again, but sometimes, strange runes appear on the doors in town overnight.
Elemental Culture: +100
The elementalists needed to study his Void-induced wounds. They took him and Spaz to the tower to do experiments.

History Text: A catfolk named Spaz, orphaned at birth and adopted by the town, had dragged a warrior known only as Crumps home. Not very much was known of Crumps except that he fell from grievous wounds fighting the Void. You needed to decide what to do with the wounded warrior.

Stray Mavericks

A stray mining maverick recently uncovered a diamond vein deep in the mountains. The extraction will be incredibly risky, but the profits could be astronomical.

How do you proceed?

Answer
Outcome
Effects
History Text
Recruit this stray maverick heavily and have him mine all the ores needed to run the Tower of Elements.
The maverick miner, now known as the StrayMav, brought new techniques to extracting materials and ores to the surface. The Tower of Elements now has all the ore they need for their experiments and fortification.
Elemental Culture: +100
Effect: Add 10 Ore
You recruited the stray maverick heavily and had him mine all the ores needed to run the Tower of Elements.
Stray mavericks are dangerous. You ban him from mining until he is willing to follow safety procedures.
In outright defiance of the ban, the StrayMav, as he became known, extracted a record amount of diamonds from the mountain before it came tumbling down on him. Now the town has a pile of diamonds, and a statue has been erected in his honor.
Republic Culture: +100
Effect: Permanent Town Decoration
Effect: Add 150 Triads
Popup: +150 Triads and StrayMav statue
Profile Text: Statue of StrayMav
Knowing that stray mavericks are dangerous, you banned him from mining until he was willing to follow safety procedures.
Brutally ripping ore from the earth is a crime against nature. Maybe this stray maverick has a new way to gently extract the needed minerals. Give him a chance.
With the druids’ support, the StrayMav, as he became known, found a brilliant way to extract minerals and ores from the ground with little to no damage to the earth. His procedures allowed the town to stay pristine yet profitable.
Druid Culture: +100
Effect: Add 10 Ore
Effect: Add 250 Triads
You felt that brutally ripping ore from the earth was a crime against nature, and that maybe the stray maverick had a new way to gently extract the needed minerals. You gave him a chance.
Mavericks don’t follow rules and can’t be controlled. We need to keep this fellow away.
You banned the StrayMav, as he became known, from mining near the town. He brought great riches to a nearby city, but half of them died of lung cancer soon after. You’re not saying it was his fault, but none of your people are dying that way…
Martial Culture: +100
Because mavericks don’t follow rules and can’t be controlled, you needed to keep the fellow away.

History Text: A stray mining maverick had uncovered a diamond vein deep in the mountains. The extraction would be incredibly risky, but the profits could be astronomical.

Q to Z

A strange alchemist known only by Q arrives in town raving about bizarre dungeons he has been exploring. He shows up with a bag of colorful capsules that he swears explode whenever he lines them up correctly. His arrival is soon followed by a well-kept, well-spoken young lady by the name of Zee. She apologizes for his strange behavior and tries to lead him away.

He obviously wanted to stay in town, but he may very well be dangerous. How do you treat this potential threat?

Answer
Outcome
Effects
History Text
Battling creatures with capsules is completey unnatural and not something you can support. You shoo him and Zee out of town immediately.
Two days later, a huge explosion collapsed a cave far to the south of your city. After Zee straggled back to town, you learned that Q threw all his capsules at a rock he mistook for a dragon and blew himself up. Good thing you sent them out of town, but your people nurse Zee back to health and welcome her to the city.
Druid Culture: +100
Effect: Add 1 Population
You shooed Zee and Q out of town immediately. Battling creatures with capsules? Who ever heard of such a thing?
Alchemists are strange creatures, but sometimes they manage to come up with something nice. You encourage Zee to take him to the Tower of Elements.
The elementalists studied the capsules, modified them with a little bit of magic, and made Q stop eating them. Surprisingly, he became quite a useful source of information, and everyone welcomed Zee to the tower, as her wit and laughter made it a much happier place.
Elemental Culture: +100
Effect: Add 1 Population
Effect: Add 1 Scholar
You encouraged Zee to take Q to the elementalists in the tower. Alchemists can be pretty strange, but you wanted to make sure they hadn’t stumbled onto a weapon you could use.
All new citizens are welcome, even if they are a bit strange. You encourage Zee to spend the night to see if Q could potentially fit in here.
Your spies discovered that while Q was the loud crazy one, the real genius came from Zee, who was creating capsules in the middle of the night. Q dropped one by accident and blew up the fireplace. We’ve got to get our hands on one!
Republic Culture: +100
Effect: Add 2 Population
Following your policy of welcoming all new potential citizens, you asked Zee to spend the night and had a few trusted souls watch over her and Q.
Your warriors surround Zee and Q, and you confiscate the bag of capsules. They could all be dangerous.
Zee and Q were kept in a safe house and fed well while you played around with the capsules. One of the turtooms that wanders around your house accidentally ate one and grew to huge proportions in roughly four minutes. Other than that, it seemed unhurt, so you let Zee and Q move into town, so long as they keep their capsules to themselves.
Martial Culture: +100
Effect: Add 2 Population
The warriors surrounded Zee and Q, and you confiscated their bag of capsules.

History Text: A strange alchemist known only by Q arrived in town raving about bizarre dungeons he had been exploring. He showed up with a bag of colorful capsules that he swore would explode whenever he lined them up correctly. His arrival was soon followed by a well-kept, well-spoken young lady by the name of Zee. She apologized for his strange behavior and tried to lead him away.

He obviously wanted to stay in town.

One Potato Two

A quiet but unassuming potato farmer known as Brother Tatoe lives with his tough, gnarly cat, Flynn. Recently, a glancer broke ranks and started attacking local farms. Bro Tatoe surprised everyone when he and Flynn charged out of their home and started flinging potatoes. Each one exploded as it hit the glancer, and Bro Tatoe slaughtered it with approximately ten well-aimed spuds. The potatoes seem to be large but normal, healthy root vegetables.

People are demanding answers. What do you do?

Answer
Outcome
Effects
History Text
You immediately take Brother Tatoe to the Tower of Elements and scan him for magical powers. In fact, you take his kitty cat, Flynn, too.
The elementalists were not able to discover Brother Tatoe’s source of power, but they did manage to find that everytime Flynn’s tail twitched, Brother Tatoe was able to make a potato explode.
Elemental Culture: +100
You took Brother Tatoe to the Tower of Elements and scanned him for magical powers. In fact, you took his kitty cat, Flynn, too.
You throw a party in Brother Tatoe’s honor and give him a medal for being an upstanding citizen. This kind of valor must be rewarded.
Brother Tatoe continued to defend his part of the city for many, many battles to come. He grew the best potatoes and won the hearts of the citizens. Even King Rand came to pay him a visit.
Republic Culture: +100
Effect: Add 5 Food
You threw a party in Brother Tatoe’s honor and gave him a medal for being an upstanding citizen. This kind of valor had to be rewarded.
It must be that cat, Flynn, who charged Brother Tatoe’s potatoes with power. We will respectfully study him and his synergistic relationship with Bro Tatoe.
The druids discovered that the power came from Brother Tatoe’s bond with his cat Flynn. The two of them together were able to create many miracle vegetables, but only when they felt threatened. Soon, they learned to harness this power and create an entire arsenel of exploding vegetables to defend the realm.
Druid Culture: +100
Effect: Add 5 of Exploding Capsule or Grenado or Exploderado
It must have been that cat, Flynn, who charged Brother Tatoe’s potatoes with power. The druids studied him and his synergistic relationship with Bro Tatoe.
This kind of weapon must be under our control. You station warriors all around Brother Tatoe’s farm. He and Flynn will be contained until you figure this out.
You were never able to discover any threat from Brother Tatoe and the cat, Flynn. Nothing important blew up, though, so you at least protected the town from any problems from those two.
Martial Culture: +100
You stationed warriors all around Brother Tatoe’s farm where he and Flynn were contained as you assessed the situation.

History Text: A quiet but unassuming potato farmer known as Brother Tatoe lived with his tough cat, Flynn. Recently, a glancer broke ranks and started attacking local farms. Bro Tatoe surprised everyone when he and Flynn charged out of their home and started flinging potatoes. Each one exploded as it hit the glancer, and Bro Tatoe slaughtered it with approximately ten well-aimed spuds. The potatoes seemed to be large but normal, healthy root vegetables.

Zero Game Plan

A reknown berserker known only as Kneel (because he makes his victims kneel before him) has decided to move to your town. He is known for never having any kind of plan before charging into battle and whacking people’s heads off. One of the few humans to ever tame such a beast, Kneel is often joined by a large battle cat known as Oliver. This guy is definitely a loose cannon.

What do you do about his request (demand) to join your citizens?

Answer
Outcome
Effects
History Text
Having a beastly battle god like Kneel in your town can only benefit the defense of [CityName]. Welcome him with open arms.
Within months, Kneel and Oliver proved themselves worthy of your trust. They single-handedly stopped a sneak force of d’orcs from raiding the town after encountering an advanced force while taking an evening stroll.
Martial Culture: +100
Effect: Add 1 Population
Having a beastly battle god like Kneel in your town could only benefit the defense of [CityName]. You welcomed him with open arms.
You tentatively allow Kneel into your city but request that Oliver be allowed to roam in the nearby woods rather than living in the town. Battle cats should be allowed freedom away from humanoids.
Kneel lived in your city for a while but missed Oliver too much. He moved to a treehouse in the woods and helped the druids keep watch. His only moment of craziness involved a beautiful lass, a well, and a small wedding.
Druid Culture: +100
You tentatively allow Kneel into [CityName] but requested that Oliver be allowed to roam in the nearby woods rather than living in the town. Battle cats should be allowed freedom away from humanoids.
The safety of the people is in question here. You don’t risk your citizens and turn Kneel away.
You turn Kneel away from town for the safety of everyone involved. He and Oliver kept fighting until they disappeared one late evening after a particularly horrible battle. If he’s dead, his name will go down in history as one of the best.
Republic Culture: +100
The safety of the people was in question here. You didn’t risk your citizens and turned Kneel away.
You welcome Kneel to town but ask that both he and Oliver wear a collar from the Tower of Elements. It will allow them to be put in stasis should they go crazy.
Your decision proved to be excellent. Kneel and Oliver became a part of the thriving city, and you only had to put him in stasis once when someone robbed his new fish shop, the Proud Baiter, and stole Oliver’s dinner.
Elemental Culture: +100
Effect: Add 1 Population
You welcomed Kneel to town but asked that both he and Oliver wear a collar from the Tower of Elements. It allowed them to be put in stasis should they go crazy.

History Text: A reknown berserker known only as Kneel (because he makes his victims kneel before him while he decides whether to kill them or not) decided to move to your town. He was known for never having any kind of plan before charging into battle and whacking people’s heads off. He was often join by a large battle cat known as Oliver. These cats are the racial mounts of lukois and no human besides Kneel had ever been able to get one to follow willingly. This guy was definitely a loose cannon.

Pinning Interests

Some of the villagers have taken to creating boards in front of their houses upon which they pin interesting recipes, drawings, and even small, hand-made crafts. Lately, someone has been going around and stealing some of the items off the boards. Your citizens are complaining.

What do you do?

Answer
Outcome
Effects
History Text
You do nothing. If people want to keep their stuff, they shoudln’t be putting it out in public places.
A booming business formed when enterprising pinners created lockable glass cases for their boards. The fad spread, and your town got a little bit of extra income.
Martial Culture: +25
Republic Culture: +50
Effect: Add 50 Triads
You did nothing. If people wanted to keep their stuff, they shoudln’t be putting it out in public places.
Outrageous! You have the elementalists set magical booby traps for the culprits.
The elementalists got very creative, and a few days after their traps went into place, certain people were walking around with pumpkin heads.
Elemental Culture: +100
Outrageous! You had the elementalists set magical booby traps for the culprits.
You have druids train watch sheep, and you rent them out to the pinners.
The sheep kept the lawns nicely trimmed in addition to guarding the boards. The thefts soon stopped.
Druid Culture: +100
Effect: Add 10 Triads
You had druids train watch sheep, and you rented them out to the pinners.
You support the creativity of the pinners and pass a law protecting the boards. Warriors will enforce it.
The warriors discovered the culprits and had a “stern talk” with them. They never again stole from the pin boards… or anything else.
Martial Culture: +10
Republic Culture: +75
You supported the creativity of the pinners and passed a law protecting the boards.

History Text: Some of the villagers took to creating boards in front of their houses upon which they pinned interesting recipes, drawings, and even small, hand-made crafts. Someone then went around tealing some of the items off the boards. Your citizens bitterly complained.

Library Needed

Your people have requested that you build a library in a field a little bit outside of town so that they can stock it with literature, history, and even works of art.

How do you respond?

Answer
Outcome
Effects
History Text
Forget it. It’ll cost too much and books really are only good for throwing at invaders.
The people seemed a little unhappy at first, but the time spent outside swinging a sword instead of reading soon changed their minds. Now you have a healthy, strong city.
Martial Culture: +100
You refused because it would cost too much and books really are only good for throwing at invaders.
Brilliant! You assign funds to this project and ask for donations of books and scrolls.
Your citizens rejoiced and made the new library a cultural center. Scholars from all over the world visit.
Republic Culture: +75
Elemental Culture: +25
Effect: Remove 500 Triads
Effect: Add 1 Scholar
Brilliant! You assigned funds to this project and asked for donations of books and scrolls.
Paper scrolls and books require wood, and that means destroying more forest land. You think not.
A few disgruntled people voiced their opinion upon your refusal, but the druids backed you completely on your decision. After a few days of animals abandoning your farms, fields, and city, your people saw the light.
Druid Culture: +100
Paper scrolls and books required wood and that meant destroying more forest land. You refused to build it.
The Tower of Elements can house the library. You order an addition built.
After the library was completed, the elementalists started weekly classes on magic and mysticism. Your people soaked it up like sponges.
Elemental Culture: +100
Effect: Remove 500 Triads
Effect: Add 1 Scholar
The Tower of Elements could house the library, so you ordered an addition built onto the tower.

History Text: Your people requested that you build a library in a field a little bit outside of town so that they could stock it with literature, history, and even works of art.

Too Many Policies

Outside sources constantly pressure you to create more and more policies as your city grows, but the burden of writing falls completely upon your shoulders. The defense of the wall also calls to you, and your time has been horribly split. You’ve recently been to a healer about headaches and join pains. She says you have to slow down.

What do you do?

Answer
Outcome
Effects
History Text
Hire an intern to write all your newest policies and pay her with pokkas.
Your intern did it for about ten months and then retired to open a pokka farm. She found that much more relaxing than writing policies.
Elemental Culture: +100
You hired an intern to write all your newest policies and paid her with pokkas.
Ignore those pressures and stop writing policies alltogether. Your people have plenty of rules already.
Someone else picked up the slack, and you were happy to reward the ghost writer with your silence.
Republic Culture: +100
You ignored those pressures and stopped writing policies alltogether. Your people had plenty of rules already.
Ignore the healer. Keep on writing, writing, writing.
A mental breakdown soon forced you to stop writing, but you got a ton of rest, relaxation, and pampering then.
Martial Culture: +100
You ignored the healer and kept on writing, writing, writing.
Save the trees! Stop writing policies. Dictate them and make people memorize them instead.
Not only did your forests grow strong and beautiful, your people became known for becoming brilliant scholars. Their ability to memorize anything written or said became legendary.
Druid Culture: +75
Elemental Culture: +75
You saved the trees and stopped writing policies. Instead, you dictated them and made people memorize them.

History Text: Outside sources constantly pressured you to create more and more policies as your city grew, but the burden of writing fell completely upon your shoulders. The defense of the wall also called to you, and your time was horribly split. You went to a healer about headaches and joint pains, and she said you had to slow down.

Culture Effects

Druidic

Culture Points
Popup
Effects
 500
More wild creatures have moved into your town.
10% of citizens have alternative body parts (clothes)
Rabbits appear in town
 750
Plants grow freely and happily in your town.
100% terrain density (up from 50%)
1000
Your people now produce food more quickly.
5% faster food production
1250
Your citizens enjoy nature.
75% of citizens have alternative body parts (clothes)
1500
Wild creatures feel safe in your town.
50% of citizens have alternative body parts (clothes)
Pokkas appear in town
1750
Exotic creatures have moved into your town.
Fraegons appear in town
2000
Your people now produce food more quickly.
10% faster food production
2500
Sheep are drawn to your natural city.
Sheep appear in town
3000
Your people now produce food even more quickly.
Foundry emits green smoke
15% faster food production
4000
Your people live as one with nature.
Citizens can polymorph

Martial

Culture Points
Popup
Effects
 500
Your people have armed themselves.
10% of citizens have alternative body parts (clothes)
10% citizens are armed
 750
Your citizens have cleared out overgrowth.
1000
Gear costs have been lowered.
Citizens have alternative body parts (clothes)
10% terrain density (down from 50%)
5% lower gear prices
1250
Citizens now wear protective headgear only.
All citizens wear head armor in the town
70% (up from 20%) of citizens have alternative head parts
1500
Bothersome creatures have been shooed away.
50% of citizens have alternative body parts (clothes)
1750
Your people love drills.
2000
Gear costs have been lowered.
More special citizens appear in the town
10% lower gear prices
2500
Your people are armed and dangerous.
40% citizens are armed
3000
Gear costs are the lowest in all the lands.
15% lower gear prices
4000
Citizens move with military precision.
Citizens perform drills and walk in formation

Elemental

Culture Points
Popup
Effects
 500
Robes are the fashion of choice in your city.
10% of citizens have alternative body parts (clothes)
 750
Wands sure are popular in your town.
10% citizens have wands
1000
You now need less matches to cast your spells.
5% lower spell cooldown
1500
Everyone who is anyone wears a robe in town.
50% of citizens have alternative body parts (clothes)
2000
You need even less matches to cast your spells.
More special citizens appear in the town
10% lower spell cooldown
2500
Elementalists have cleaned up the air.
Foundry emits magical smoke
3000
You spells cool down even faster now.
Portal in town
15% lower spell cooldown
4000
Your people use portals to see the world.
Citizens can teleport
Dual portal in town

Republic

Culture Points
Popup
Effects
 500
Your people feel as if they have choices.
10% of citizens have alternative body parts (clothes)
10% citizens have signs
 750
Your citizens love congregating.
1000
Workers and troops now cost a little less.
5% lower town hall prices
1500
Protests are a sign of a healthy population.
50% of citizens have alternative body parts (clothes)
1750
Your people enjoy a healthy discourse.
2000
Workers and troops work for less.
10% lower town hall prices
2500
Everyone has an opinion… and signs!
40% citizens have signs
3000
Workers and troops cost even less to hire now.
15% lower town hall prices
4000
Everyone wants to talk to the ReignMaker!
Citizens perform rallies, speeches, protests and gatherings
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