From The Practice War Wiki
Jump to: navigation, search

Quest Plan Timeline
<<Turn 12
>>Turn 14

2118 - Turn 13

MILITARY

DIPLOMACY

STEWARDSHIP

INTRIGUE

LEARNING

PRACTICE

PERSONAL

  • Second Eldest
    • The Elder First taught your generation a great deal, and over the last few years there’s been some quiet discussion within the Potentials of the Second Eldest; the best and brightest of the Second Awakening. As you’d half-feared, you’re on the list, but it gives you an opportunity. The Elder First taught you. Perhaps you could set an example for the ‘Second Eldest’ to teach the Woken Fourth.
  • Inheritor
    • Although others may access it, the master control for the Elder’s Vault remains with you. This may make you far better suited to finding what you need in there, as any limits that remain should be far less restrictive to yourself than any other. It will take time, however [Write-in a selected Elder’s Vault action to boost.]
      • Pushing the Boundaries (See Learning)
  • Talk with a Minister
    • Now that you’ve chosen to step down, talking to your Ministers about what they’d like to do in future seems like a good idea. They’ve proved their worth and potential, but knowing what they want could let you help them.
      • Vega, Mary, Adriana, Kazuki

HERO ACTIONS

  • Following the battle, Vision is eager to aid in any way she can now that the immediate danger has passed. Still unsuited for military work she might be, but she doesn’t have to be suited to that to be enormously useful.
  • Restraining Sight
    • The first artificial intelligence created since the Elder First, Iris is taking to the role for which she was initially designed with inexhaustible energy. Sometimes a little too inexhaustible, but the sheer enthusiasm of the young intelligence is almost infectious. That said, she probably needs a little talk about certain things she shouldn’t be doing in the network, given that almost nothing can keep her out. She hasn’t been breaching anyone’s privacy, but there have been...some incidents.