Such a policy would be very useful for discouraging kleptomaniacs (and “small time” repeat offenders in general); good thinking!
Would you preserve the existing Game 1 archonty borders of Shayard, Wiendrj, Nyryal, Erezza, and Karagon, or perhaps instead split those provinces into even smaller provinces? (and then “spread out your conquered enemies/nomads amongst your soldiers so that banding together against you is more difficult”)
For me personally, I’m eager to find out if my envisioned “monarchical koinon” (aka a koinon/“Great League” led by a hereditary de Syrnon “High King/Queen of the Alliance”) can successfully combine the strengths of both an administration AND dynasty.
(Or if it’ll end up becoming a “jack of all trades, master of none” mess that ends up shooting me in the foot in the long run)
Noted. And FYI, @cascat07’s earlier proposed “herbivorous cecum” idea (which caught Havie’s attention/interest) will most likely come in handy for those of us who are determined to pursue a “self-sacrifice Theurgy only” path.
Game 2 Chapter 3’s synopsis flat out describes how the Syntechnia’s “Shayardene Guildmasters are growing increasingly unhappy with the restrictions imposed by Karagon,” so in addition to the merchant goodwill that can be acquired in Game 1, I’d say your character already has a head start at winning over/co-opting the existing Syntechnia!
Noted! And since you’re taking cues from Sauron, I’ll recommend “infiltrate Grand Shayard’s nobility” as your Game 2 (and beyond) plan for becoming King of Shayard. (since Sauron, too, is a cunning figure who primarily relies on deception/charisma, right until he unveils himself at the very last minute to rain destruction on his victims/enemies)