|Building a Town|
|Previous||Tribal Peace Negotiations|
|Next||Keeping the Town Peace|
This is a continuation of the chain of events that will win you the long game.
The previous event was Tribal Peace Negotiations
Part 1: Building Preparations
The Kings of the <W> and <X> tribes agree to join with you in building a town. What do you do before building the town?
- Conducting a divination will cost you 1 or 2 magic, but will give you insight on what you will have to do next.
- Doing nothing is a default choice. There is no major hindrance to this, but you may wish to check some of the other options.
- If successful, sacrificing the Motion Rune Banner may cause Issaries to return it as a reciprocal gift, conveying good omens for the town.
- Sacrificing to Issaries is also a good option, especially if you lack the Motion Rune Banner. It never hurts to have the support of the gods.
- Profiting from the building efforts increases your total goods, but it definitely hurts relations with the <X> and Colymar tribes. This can result in them disregarding any future advice you give.
Part 2: Naming the Town
Not long afterwards, the leaders of the three tribes met to choose a name for the new town.
This is a fairly straightforward choice, although the other kings have cause to be offended if you pick one of the king names. A new name will be fair to everyone, and if you use divination, it'll be blessed by the gods, and everyone will approve.
Part 3: Town Building
A season later, you will be informed of the building progress.
Progress on the new town is going well. It should be finished by next season.
- Once again, doing nothing is the easiest choice, but it also means your town is much more vulnerable to later events. It is recommended to try another option.
- For a few cows, shamans will come to attract benign spirits that will later chase away bad spirits, gaining luck for the town. You will gain magic.
- Sending for artisans and craftsmen from Heortland ensures that the new town will benefit from increased trade and beauty. There is a possibility the people may not come, viewing Dragon Pass as a harsh, wilderness.
- Sending war parties safeguards your town from bandit attacks. There is a chance the bandits will prove stronger, though, and you may lose warriors as a result.
- Profiting from the building efforts puts more goods in your pocket, but the <X> and Colymar tribes will definitely be irritated. They may even disregard future advice because of this choice.
Part 4: Inaugural Ceremonies
A season later, the town is built, and ready for inaugural ceremonies.
- Issaries loves towns, and performing the Issaries quest now will increase your success odds. If successful, this is actually the best option for the town. If you think you can't succeed, then you should choose another option. Failure will be seen as displeasure from the gods.
- Giving gifts to the Colymar and <X> improves relations with the respective tribes, as well as ensuring future input from you will at least be considered. Generosity will be remembered.
- Ritually dedicating the town to Issaries is a good chance, especially if you don't think you could finish the Issaries heroquest. However, there is a chance the god will not give his blessing, and the other tribes will view this as an ill omen.
- Throwing a feast for the builders raises morale and relations all around. However, this will consume a large amount of cattle and food.
- Letting the other kings decide could lead to them throwing a feast, and they will be praised for their generosity. So you're basically passing up the chance to raise your generosity, or perform the heroquest etc.
Not sure if the names change or not, below are the names I had, if they don't change, please replace the letters with the original names.
- <W> = Colymar
- <X> = Dundealos
- <Y> = Orlgard
- <Z> = Faran