I guess I'll have to deal with the fact that I'm not going to find a way to get Dis to level 4 before the fight with the elves.
(MarbitChow, how does turn order work now that we're allied with Charlie? Will he get a turn before ours on turns 7&8, or will we be taking our turn together with him for those turns? (I'm assuming the alliance ends and the non-aggression period begins at Turn 9.))
I believe this is a full list of Tod's actions for turns 5&6:
Turn 5 evening/early morning: (I think we still have some time frame issues going on.)
Tod gets promoted and has the talk with Creperum about upgrading Tenebris.
After Creperum and I talk to Junetta about ransom and find that T. Coil has been talking to Wandereus without us, we send him to the MK to get information and a Turnamancer.
While he is there, I partake of the library at Tenebris. If we still have books about them, I look to see if Farkistan was involved in any fights with sides besides Breatheairia and Jetstone. I also look for any books that look particularly interesting/out-of-place that I may want to read in detail later.
After Wandereus and Junetta are turned, and while Rihanna and T. Coil are occupied, Creperum and I use the time to talk to Wandereus and Junetta about Breatheairia. (With guards of course.) I ask both of them questions about The King In Green and his court advisors, about how often Farkistan was checked up on by Breatheairia, about the state of Breatheairia's allies and enemies, and some questions about Breatheairia's cities, production capabilities, and unit counts. Then I talk to each of them individualy. I have some different questions to ask each one, but while seperated from each other, they both get questions about any relationships they have to anyone still in Breathairia and if they have any pertinent information they wish to tell me. I talk to Junetta first and ask her in detail (Name/level/spell list/history/physical description) about Breatheairia's casters. I also ask her the going price for healamancy potions in the MK. After I'm done talking with her, I ask Junetta to spend the rest of her turn 5 juice on applying minor wards to the king and 15 of his royal guards if they don't somehow have better ones. Wandereus gets more detailed questions about city layout and the details about Breathairias warlords. I want to know alot about Breathairia's chief warlord, but also want some information about other prominent figures who might be sent against us as well. (MarbitChow, while I don't expect you to provide us with a complete list all this information in RL because of the workload, can you tell us which of these topics our characters can be expected to have knowledge of after this conversation?)
After T. Coil and Rihanna have finished and Rihanna has been paid, I try to talk to Rihanna to find out the cost of having her boost our capital's production on a more regular basis. If it is less than 1000 per turn, (either on a per turn basis or as part of a regular contract,) I suggest that Creperum hire her until the increases to upkeep makes our profit per turn hits 0. She is worth it.
Turn 6 morning, Charlie's turn:
Before the contract is signed, Creperum, T. Coil, Wandereus, Junetta and I talk to try to figure out what is going on. (If we end up hiring Rihanna, her consult with the issue would also be asked for.) We all know the elves' natural turn comes after ours, so that means another force is in battlespace. We go thru a list of likely candidates and try to figure out what each of their presences would mean in the grand scheme of things. We don't call the forces in Dis city directly because we are unaware they are talking to Charlie.
I also talk to Creperum about a few extra money making ideas and get shot down.
Turn 6 our turn:
After the contract is signed and we begin turn
I talk to Creperum about it and the possibility of renegotiating it. (I do make sure that he understands that renegotiating is a secondary option to finding ways to deal with the contract as written.)
I talk to Junetta and T. Coil about ways to hide magical gear from the Archons' spell sight. (Would wrapping them in a cloak work?)
Then, I do the thinkagram-an-imp-on-patrol trick to get Yuri (and maybe Vinny if T. Coil and Junetta can't think of a way to hide items from spell sight,) out of the city for a brief private thinkagram. (Yuri can relay my question to Vinny if need be.) I start by doing a bit of chewing on him for accepting the contract without consulting Creperum or me. (I mention that even if Charlie wasn't willing to call us for free on the matter, telling his associates to move 1 hex away from the city and wait for my return was an option. (Tod has reason to be a bit annoyed in a personal matter at Yuri at the moment. On the turn after Tod was promoted to Chief Warlord, Yuri has done something that many could consider as an overstepping of bounds. Tod is a bit busy to press the matter at the moment, but some passive aggressive behavior is going to present itself. (Also, going by the comic, Yuri would have felt Tod's promotion on the turn before. Exate, you may want to define how that factored into Yuri's decision.))) I also get an update on the situation in Dis, allowing me to make and tell Creperum
this popping strategy before leaving for Dis. (MarbitChow, I'll need to modify it a bit later to account for the fact you've said you want actions for the battle occuring 4 and 5 turns out. If Rihanna stays her presence also requires a modification.)
Creperum and I set up a system to pass simple messages to each other without use of the bracer or crown by taking advantage of the fact that a ruler's natural thinkamancy can tell him where his units are. Changing the imp scouts' routes in different ways will mean different things. ("Send the items now" is one such message. "Attack delayed" is another.)
Wandereus, Junetta, T. Coil and I get balruged to 8 hexes outside of Dis and walk the rest of the way on foot. The balrug spends the night with the naughty kitties 12 hexes from Tenebris. (If we haven't found a way to hide items from spell sight, then this group is returning without them. They're to be sent to us on turn 9 along with the heck pups.)