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File: OP3.png (417 KB, 899x628)
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Last time in Beyond the Pale, boons were granted to Taelia by Esaudh, before a strange journey to the south revealed a land now spoken in rumors of as "the Pale".

---

In one year, so much news. Starting with the least important, a failed raid on the southern lake completely fell apart, leaving hundreds dead or missing. A more successful expedition to the most southern waters of the world revealed a massive island further south than Arel's Grave, which is being called the Pale. It appears to have been formed in a massive magical event in the ancient past, with even Esaudh admitting only a passing knowledge such a thing existed. Another thing, the priests of Freland have attacked their own population in order to keep them in line, information only found out due to the Torch Bearers. Their true form is apparently a beastly figure similar to a bat, which they have used to cow their populace, slaughtering their opponents. Lastly, to the far west, two nations have become known to your traders; Armad, and Oscovos. Both orcish nations, Esaudh has revealed that he used the Daetha family and the Talons to perform the impossible; the assassination of a powerful spirit, Sina, goddess of the Armadinians. His former wife, he states that she was killed in case she became a threat as Arel did, due to previous mortal enslavement views she held. With their task performed with ease, they have been granted co-wardenship of the Crumbling Mountains. The Nimueas, meanwhile, have now become the sole Guardians of the Fountain, a role which Esaudh has ruled hereditary.

Lastly, boarbeast are being trained with your army, though the exact role they will take has not been determined.
---
Year 49
---
Agriculture: 7/10
Resources: 7/10
Food: 7/10
Morale: 9/10
Wealth: 5/10
---
Population: 13,415
Government: Hereditary Chiefdom
Military: Basic Organization, Basic Training, National Armory
Navy: Primitive Organization, fifteen 20-oar ships
Constructions of Note: Monument of the Three Founders (Taelia), Taelish Harbour (Taelia)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing, Basic Shipbuilding II, Basic Agriculture II, Basic Food Preservation, Intermediate Stonemasonry, Basic Metallurgy
Culture: Slightly Superstitious, Monogamous, Monthly Calendar, Writing (Human Alphabet), Festival of the Awakening, Masters of Metal Jewelry, Organized Priesthood, Basic Music
Law: Basic Legal System (Three Judges), Coin System (Gold & Copper), Ogre Protection Law
Religion: Worship of Esaudh, the God of Health and Home
Crops: Rye, Winter Squash (various), Common Bean
Husbandry: Boarhounds, Bighorn Sheep, Bison
Game/Fishing: Bison, Seals, Salmon, Northwest American fish, Boarbeasts
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Commune
K. Magic Research
>>
>>3328765
Voting for myself and posting turns for the QM

I. Go to war with the Natoyans using the fort at Spite Pass as our base of operations to launch land raids!
>>
>>3328765
A
>>
>>3328771
Support
>>
>>3328765
>K. Magic Research
>>
>>3328765
F. Technology Research
Weapons tech for swamp fighting and such
>>
>>3328765
K
>>
File: Known_World.png (105 KB, 3106x2221)
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>>3328765
>>
>>3328765
K. Magic Research
>>
>>3328771
Ayy let's do that
>>
>>3328785
subbort
>>
>>3328771
This
>>
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>>3328765
War it is; with the humiliating defeat by the Natoyans only in the recent past, it is decided that you will strike Natoya through the mountain pass known as Spite Pass by the Torch Bearers. How many men should you muster? The chieftain is leaning towards the figure of 1000 men, but other voices are also being heard on the subject.

A. 5% (670)
B. 7.5% (1000)
C. 10% (1340)
D. 15% (2000)
E. Other
>>
>>3328834
C
>>
>>3328834
B. 7.5% (1000)
OOGA BOOGA MAKE THEM DIE
>>
>>3328834
C
>>
>>3328834
C
>>
>>3328834
B
>>
>>3328834
>B
>>
>>3328834
C. 10% (1340)
>>
>>3328834
D
>>
>>3328834
C
>>
File: CeltWar.jpg (121 KB, 564x999)
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>>3328834
Most clan leaders push for a larger number than the chief felt comfortable with, a figure of 1,340 men. About a tenth of that figure make up the boarhound riders for now. However, with a tenth of the population going to war, Chief Ard warns that if things were to go south, the agricultural base of Taelia would be crippled. Due to this, he hands off command to Pathfinder Adare Saoirse; if anyone is going to lead this army, it should be someone who knows the pass. Now, how will the army get there?

A. Transported part of the way by ship, then the pass by land
B. All the way by land
C. Other
>>
>>3328892
B
>>
>>3328892
B
>>
>>3328892
B
>>
Can I post?
>>
>>3328892
B
>>
>>3328892
>B. All the way by land
>>
>>3328892
B.
>>
>>3328892
>B. All the way by land
>>
Heading by land then; give me three rolls.
>>
Rolled 28 (1d100)

>>3328929
>>
Rolled 47 (1d100)

>>3328929
>>
Rolled 39 (1d100)

>>3328929
>>
Rolled 18 (1d100)

>>3328929
>>
Rolled 92 (1d100)

>>3328929
>>
Rolled 21 (1d100)

>>3328929
>>
Travel by land is fair as the army sets off in the spring, though the act of moving 1,340 men across the country is taking several weeks to manage. Casualties are also not unheard of, both due to overwork of the men and the occasional hazard presented by these wild lands. However, as the men skirt round the strange desert, they finally reach Spite Pass after a little under a month.

What will you do?
>>
>>3328966
Move to strike out for the mountains and destroy the two villages on our side the river before finding a way to ford the river towards the capital. We will move quickly using the Boarbeast riders to scouts ahead.
>>
>>3328979
Sounds good.
>>
>>3328979
>>3328966
Backing
>>
>>3328979
Yeah sure
>>
>>3328979
I concur, maybe have some wait outside the strike zones to kill those whom attempt to escape or spread the word? Keep the element of surprise going as long as we can...no burning as the smoke will be seen
>>
>>3328979
Sure
>>
>>3328979
good
>>
Moving over the mountains, give me three rolls...
>>
Rolled 81 (1d100)

>>3329061
>>
Rolled 98 (1d100)

>>3329061
>>
Rolled 64 (1d100)

>>3329061
>>
Rolled 86 (1d100)

>>3329061
>>
The mountain pass is relatively easy, threading a gap between tall mountains to either side of you. As it goes, you can see why it is called Spite Pass; for as you come of the area, you fall upon the nearby hamlets and the iron mine quickly, leaving no quarter for those While you have no doubt that you have been spotted, within the week you have set up an area of control around the mine itself, fortifications included. Roughly 1,300 men still remain, perhaps a little under that, now. You've seen no signs of the Natoyan army.

What will you do?
>>
>>3329149
Punch towards the capital and burn it as fast as we can.
>>
File: war map.png (8 KB, 294x217)
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>>3329149
>>
>>3329152
Support
>>
>>3329152
based, supporting
>>
>>3329152
"Time for some pay back lads!"
>>
>>3329154
Don't stop can't stop
>>
>>3329152
Onwards!
>>
As you move south, give me three rolls.
>>
Rolled 99 (1d100)

>>3329173
>>
Rolled 88 (1d100)

>>3329173
>>
Rolled 48 (1d100)

>>3329173
>>
Rolled 62 (1d100)

>>3329173
>>
The boarhounds lead the blitz south, and are the first to report sighting the city. A large wooden palisade rings the city, though within, the buildings are largely made of stone. However, as you approach, having burnt, pillaged, and captured what you could, it just seems like one more obstacle to take down. Towers on the edge of the palisade do appear manned, with archers shooting any rider who comes to near. On top of that, you imagine that an army waits for you within the wooden walls.

What will you do?
>>
>>3329222
From the nearby forest craft battering rams from the trunks of trees, using shields as protection we shall bash open their gates! Set up a siege camp outside of their range and send out the Boar Riders to slaughter any remaining villages.
>>
>>3329222
Archers and mages attack the archers while anyone who knows a strengthening ritual casts them upon those who are tasked with taking down the wooden gates by grappling hooks and wooden log
>>
>>3329222
Offer a parley
>>
Rolled 96 (1d100)

>>3329240
>>3329233
>>3329222
Backing
>>
>>3329233
This
>>
>>3329233
support
>>
>>3329235
>>3329233
Supporting. Knock knock, keep them busy by throwing fire into the city too keep then without rest
>>
Your parley is refused; in the meantime, you can see ships actively moving between the swamp and Natoya proper for some reason. You're not sure what it quite means.

Give me three rolls for the raid of the Boar Riders, before the main battle begins!
>>
Rolled 35 (1d100)

>>3329277
>>
Rolled 33 (1d100)

>>3329277
>>
Rolled 55 (1d100)

>>
Rolled 55 (1d100)

>>3329277
>>
Rolled 26 (1d99)

>>3329277
>>
Most of the surrounding settlements appear to have used the swamp itself as an evacuation point. While suicide for anyone else, it is known that the swamp's ill effects are something Natoyans are immune to, and due to the Swampwalkers that they worship, they are much more protected within the area. As the battering rams are finished, the ships finally appear to stop moving between the swamp and city. Now, the battle truly begins! As the walls of Natoya are being battered, the main force of your army remains behind these siege weapons, waiting for a chance to burn the city that has caused so much pain to Taelia over the centuries... As the afternoon sun slowly begins to lower, the battle of Natoya begins.

Give me three rolls, DC 40, -5 numbers, -15 battering rams, +5 defensive towers, +5 wooden wall.
>>
Rolled 92 (1d100)

>>3329313
>>
Rolled 100 (1d100)

>>3329313
>>
Rolled 23 (1d100)

>>
Rolled 32 (1d100)

>>3329313
>>
Rolled 9 (1d100)

>>3329313
>>
Rolled 62 (1d100)

>>3329313
>>
Rolled 98 (1d100)

>>3329313
>>
Clan Flynn is counted in a large number among those wielding the battering rams, and over the next few hours, they certainly show why. Coordinating themselves with the drums that are so greatly associated with them, the muscular men quickly break several holes in the wall, which your men (barring the boarhound riders) swarm into! While there are defenses within the city, the Natoyans are clearly surprised by the ease at which you break the palisade, with a number still working on secondary fortifications!

DC 40, -5 better organization, -10 numbers, -10 surprise, +10 strong magic, +5 better equipment.
>>
Rolled 86 (1d100)

>>3329347
>>
Rolled 21 (1d100)

>>3329347
>>
Rolled 76 (1d100)

>>3329347
>>
Rolled 17 (1d100)

>>3329347
>>
>>3329347
Knock Knock
>>
Your men peel through the holes in the wooden structure like men possessed, a handful taking the time to destroy it further and allow a gap for the boarhound riders to come through too! While the Natoyan mages are proving difficult for the first line, your numbers and your quick orderly formation once you have breached the wall is perhaps hurting the Natoyans more than their arrogance in assuming they had more time. While they may be outfitted well, a novice in iron is quickly slaughtered by a veteran dressed mostly in leather, as your men are quickly proving. Even the archers up on the towers within the city are being overwhelmed, the ones at the wall being cornered and killed as some Taelish dare to climb the buildings and cut them down. However, your scouts are reporting a force incoming from the east; the Natoyans appear to have transferred a number of their men to the swamp, and along with some of the villagers of fighting age, they appear to be coming to support their own.

DC 35, -5 morale, -5 better organization, -5 boarhound riders, -5 surprise, -10 numbers, +10 strong magic, +5 better equipment.
>>
Rolled 3 (1d100)

>>3329369
>>
Rolled 6 (1d100)

>>3329369
>Auto
>>
Rolled 34 (1d100)

>>3329369
>>
Rolled 92 (1d100)

>>3329369
>>
Rolled 95 (1d100)

>>3329369
>>
Encouraged by the arrival of their fellow countrymen, the Natoyans fight like the beasts you know them to be, and are using every dirty trick in the book to turn the tide of the battle. As you spread out into the city, it appears that many of their defenses are nothing of the sort, and merely serve to divide and funnel your army so it can be cut up into pieces! More mages and archers can be found on every building of decent size, and even some a single story tall. Their women and children have also emerged from where they must have been hidden, taking up the weapons of their menfolk and trying to fight alongside them! A most evil deed, presumably urged on by the males, knowing no good Taelish man would strike down a woman or child... and still their smaller force approaches from the west. It appears even Swampwalkers are coming with them, despite never being known to venture out of the swamp, even by Natoyans! Can your men hold them off?

DC 40, -5 better organization, -10 boarhound riders, -10 numbers, +10 strong magic, +5 better equipment.

(A commander can issue orders in battle, or others can support an action and it will be taken as if it was an order.)
>>
Rolled 85 (1d100)

>>3329397
>>
Rolled 73 (1d100)

>>3329397
>>
Rolled 10 (1d100)

>>3329397
>>
Rolled 18 (1d100)

>>3329397
RALLY
>>
No, you will not shatter now, not against heathens and mutants! Your army stabilizes as the last riders finally move into the city, preventing them from getting caught by the enemy fast encroaching from the outside. While the Natoyans are certainly putting up a fight, your men have realized that changelings are curs, and even women and children should be treated as such. Due to this, you are having an easier time working your way through, towards a more defendable position closer to the heart of the city. However, the archers and mages atop buildings are still harassing you, and slowing your progress. If you cannot break through now, you may be sandwiched between the defenders and the strange swamp spirits of these heathens!

DC 35, -5 morale (holy duty), -5 better organization, -10 boarhound riders, -10 numbers, +10 strong magic, +5 better equipment.
>>
Rolled 89 (1d100)

>>3329430
>>
Rolled 77 (1d100)

>>3329430
>>
Rolled 93 (1d100)

Wraggggggghhhhh>>3329430
>>
Rolled 100 (1d100)

>>3329430
>>
Rolled 69 (1d100)

>>3329430
>>
Rolled 13 (1d100)

>>3329430
>>
Rolled 60 (1d100)

>>3329430
>>
Boarhound riders of the Saldos in the rear; Goraidh and his Talons clearing the way; the loggers turned butchers of the Flynns preparing themselves for more blood to be spilled. While there are no doubt other groups in the army assembled here, this unlikely combination lead the procession of your force to the center of Natoya, an easily defendable location from which you can face the enemy and their reinforcements without being flanked. An escape is not thought about; and why should you? Apart from the archers and mages overhead, the enemy in the city is broken. Or it was. For now the Swampwalkers lead the reinforcements, and as they do, the Natoyans rally around them! They come straight for you, but you proud Taelish soldiers stand ready!

DC 45, -5 positioning, -5 better organization, -10 boarhound riders, -10 numbers, +10 swampwalkers +10 strong magic, +5 better equipment.
>>
Rolled 26 (1d100)

>>3329473
>>
Rolled 22 (1d100)

>>3329473
>>
Rolled 43 (1d100)

>>3329473
This
>>
>>3329473
Send squads to clear out the rooftops
>>
Rolled 80 (1d100)

>>3329473
>>
Under the onslaught of the Swampwalkers, your men receive no respite! The number here can be counted on two hands, and yet still they are the most devastating force your men have ever seen. The strange beasts are capable of tearing a man's flesh to nothing, and worse still, the injuries they receive they shrug off. Disgustingly, they even absorb the dead flesh of the fallen, be they Natoyan or Taelish, and incorporate it into their body only to wreak more havoc! Your lines are falling apart, falling back from the position you hold, and even as the commander calls for men to clear out the rooftops, that is easier said than done, as the Natoyans also take up arms and join their beastly gods.

DC 50, -5 positioning, -10 boarhound riders, -10 numbers, +10 swampwalkers +10 strong magic, +5 better equipment.
>>
Rolled 77 (1d100)

>>3329508
>>
Rolled 98 (1d100)

>>3329508
>>
Rolled 61 (1d100)

>>3329508
>>
Rolled 90 (1d100)

>>3329508
>>
Rolled 89 (1d100)

Flex big dicke>>3329508
>>
Rolled 94 (1d100)

>>3329508
>>
Rolled 99 (1d100)

>>3329508
>>
Using the Storm staff of my people we'll try to target the swamp walkers
>>
>>3329508
They can be killed! They can be beaten! Though your lines are broken, the Flynns prove themselves once again as they surround a Swampwalker, and using both axe and fist, pummel one of the things until it ceases moving. Seizing on this moment, and the panic in the eyes of the Natoyans, your men move forward once more. The lull in the firing overhead also allows the commander to call out his order once more, this time with it being actually observed by those following him. This is your chance; the thought read on the eyes of your warriors, or shouted out loud, or just known in the screaming of muscles as blades dig into Natoyan bodies. Strike!

DC 40, -5 morale, -5 positioning, -10 boarhound riders, -15 numbers, +10 swampwalkers +10 strong magic, +5 better equipment.
>>
Rolled 70 (1d100)

>>3329597
>>
Rolled 43 (1d100)

>>3329597
>>
Rolled 36 (1d100)

>>3329597

RIDE THEM DOWN
>>
Rolled 31 (1d100)

>>3329597
WE WILL PREVAIL
>>
Rolled 75 (1d100)

>>
Rolled 44 (1d100)

>>3329597
>>
Rolled 60 (1d100)

>>3329597
>>
Rolled 7 (1d100)

>>3329597
>>
Rolled 19 (1d100)

>>3329597
>>
Strike you do. Fist, axe, sword, dagger, anything, all hitting the same targets, all bloodying the same nation. And the impact, well, it is made with and by the lives of men. The swampwalkers turn first, followed by their people...

What will you do?
>>
Rolled 75 (1d100)

>>
>>3329753
Send the boarhound to capture slaves while rest loot and pillage
>>
>>3329753
Loot what supplies we can, burn the city and leave these lands the way we came..
>>
>>3329753
Harass and slaughter them until we get near the swamp and then withdraw.
>>
>>3329753
GIVE THEM NO QUARTER
>>
>>3329765
switching to this
>>
>>3329753
HUNT THEM DOWN! But organized?
>>
Rolled 59 (1d100)

>>3329753
The Nimuea enact a ritual using the flesh of fallen swamp walkers as tribute, drums and fires of war. arise a fire elemental!

...pls?
>>
>>3329764
>>3329765
A mixture of these two
>>
>>3329770
also gib me a nice ritual while they run away
>>
>>3329765
>>3329764

kill the last ones remained and then loot the city.
>>
Give me three rolls, then.
>>
Rolled 21 (1d100)

>>3329786
>>
Rolled 78 (1d100)

>>3329786
>Auto
>>
Rolled 68 (1d100)

>>3329786
KILL EM ALL
>>
Rolled 74 (1d100)

>>3329786
>>
Rolled 31 (1d100)

>>
Rolled 88 (1d100)

>>3329786
>>
Rolled 34 (1d100)

>>3329786
>>
Rolled 13 (1d100)

>>3329786
>>
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The Swampwalkers act as a rear guard for their people, and do what they can, stemming your tide mainly near the wall. However, the boarhound riders do what they can, and slice through the enemy easily, killing the Natoyans fleeing to the swamp. This carries on in the grasslands as well over the next few days, until roughly a week has passed. A messenger has already been sent out to Taelia by boat of your success, but by your count close to 200 men have died, and a few hundred remain wounded. The casualties are worse for the Natoyans however, with estimates ranging from between 300 to 600 dead here, and a thousand or so enslaved (I'll give more accurate figures later).

Lastly, it appears that the Natoyan ships are not in their harbour, and have docked inside the river, along the banks of the swamp. The remainder of their population has gathered there, and most guess that they will launch a naval campaign in the next few days, assuming they have enough men to do so. However, a question also comes of their supplies, as it is doubtful they have much remaining.

What will you do?
>>
>>3329885
Prepare to withdraw along with all our loot, we have done what we can here, however the Pathfinder shall send in a group of Shadowsisters who who will meet with the infiltrator and light fire to the Natoyan fleet before fleeing.
>>
>>3329956
This
>>
>>3329956
This plus burn down their homes
>>
>>3329956
Burn them, burn them all. If they fail the Nimuea have plan b on standby
>>
>>3329956
this
"Lets get out of here while we still can."
>>
>>3329956
This
>>
Withdrawal to the east begins, leaving Natoya and its ruins behind. As you move out, give me three rolls for your attempted burning of the fleet. A hard feat to do, though.

(The infiltration referred to is the fact that unbeknownst to the army prior to the end of the battle, a member of the Torch Bearers integrated into Natoyan society poisoned the water supply of Natoya.)
>>
Rolled 84 (1d100)

>>3330079
>>
Rolled 29 (1d100)

>>3330079
>>
Rolled 95 (1d100)

>>3330079
>>
While you see smoke rise in the distance during your retreat, the smarter among you wager that it is not fifteen ships' worth. Moving into the entrance of the rocky pass that thread the mountains, you are left to hope that the Natoyans do not cause too much damage before returning home.

Give me three rolls for travel back to Taelia!
>>
Rolled 58 (1d100)

>>3351069
>>
Rolled 62 (1d100)

>>3351069
>>
Rolled 80 (1d100)

>>3351069
>>
Ten days after you set out, men go about their daily business in Taelia as usual. Most of those called up from war are farmers, who make up the majority of the population, and because of this, the city isn't devoid of life. Merchants sell their goods, slaves move about doing their master's business, and above it all, the Fairy Tree stands above, watching over as a colossal onlooker. It spots the boats approaching first, but soon after, guards atop the walls of the city report it as well; foreign ships are approaching! The port wall will hold, and the only entrance in and out of the artificial harbor created in past years is a thin strip of water, which has guard towers with barrels of animal oil and torches. However, the area of the city next to the river is exposed, and will most likely be the place on which the enemy chooses to land.

What will you do? There are two decisions to make, regarding the navy and the land defense, the latter of which is more a matter of priority.

Navy:
A. Send out the navy to engage
B. Keep the navy within the harbour and use the oil if they attempt to attack the boats
C. Other

City:
A. Prepare defenses alongside the river's edge
B. Scramble to obtain what weapons may be left in the armory.
C. Other
>>
>>3351149
B
A
>>
>>3351149
B. Keep the navy within the harbour and use the oil if they attempt to attack the boats

C. Bring everyone inside the walls, let them take what loot they want
>>
B. Keep the navy within the harbour and use the oil if they attempt to attack the boats
C. Bring everyone inside the walls, let them take what loot they want
>>
>>3351149
B
C
>>
>>3351149
B. Keep the navy within the harbour and use the oil if they attempt to attack the boats

Nimuea present are going to run around and soak bloody everything so fires are hard to start, especially the tree!
>>
>>3351149
>B. Keep the navy within the harbour and use the oil if they attempt to attack the boats
>C. Bring everyone inside the walls, let them take what loot they want
>>
>>3351172

backing this and whatever Tulides are in the city will help

>>3351156
>>3351149
backing this
>>
(It appears I didn't map a wall around the entire city, and one should exist on the riverbank. My fault on that. In that case, vote as if the walls are present on the map, and that I didn't mention a gap in defenses.)
>>
Another point is send several riders out to warn those in the country to the north! The Fountain and so oh make ready for trouble!
>>
>>3351156
This
>>
>>3351189
>>3351183
again the Tulides will help The Nimuea in their efforts if possible
>>
>>3351189
Also supporting this
>>
>>3351189
Support
>>
As you send riders north, it seems your suspicions are correct, as the boats move northwards up the river.

Will you send boats up the river in response?
A. Yes
B. No
>>
>>3351240
A
>>
>>3351240
A. Yes
>>
>>3351240
>B. No
>>
>>3351240
>B. No
>>
>>3351240
A
The fuckers are going for the Fountain I know it! ...or our Lord Im not sure...
>>
>>3351240
Changing to A
>>
Give me three rolls, then.
>>
Rolled 50 (1d100)

>>3351288
>>
Rolled 38 (1d100)

>>3351288
>>
Rolled 5 (1d100)

>>3351288
>>
Rolled 27 (1d100)

>>3351288
>>
Heading up the wide river, you are quickly surrounded by the enemy's larger, better equipped, and more experienced navy. All but 5 ships are sunk or dead in the water as you are forced out of the river and back into the safety of the Taelish harbor. None wish to repeat this, and you leave the enemy to strike at the heart of your nation, with ten ships less than the start of the war.

Now, give me three rolls for the defense of the heartland!
>>
Rolled 20 (1d100)

>>3351315
>>
Rolled 32 (1d100)

>>3351315
SURGE
>>
Rolled 52 (1d100)

>>3351315
>>
Rolled 61 (1d100)

>>3351315
>>
(That number should be twenty-five, which you to believe the number of Natoyan ships. They support forty-oars, but it appears their numbers are not that full, from what was seen from the city.)

After a little more than fifteen days of raiding, the Natoyans return home. Scouts stationed upon the river report that they return with more oarsmen than they started with, and in chains. Riders sent south report a purging of people rather than farms, with the Natoyans focused on killing all those they could not bring back as slaves. Notably, women are those enslaved, while the men were killed quickly. However, while heavy damage was done, the Natoyans were forced to hit hamlets due to the Nimuean suggestion of sending out riders, putting them on a somewhat defensive footing. Around 150 slaves were taken, while a similar amount lay dead.

However, a single Natoyan ship waits behind, and moves to the Taelish port. The men on board quickly call themselves out as the official envoys of the Natoyans, and it is only the chief that prevents them from being killed by the guards on watch. By the time the army returns home, negotiations have not begun, as the chief waits for the Pathfinder to make terms clear, as he would know the full extent of whatever damage had been done to Natoya.

As a sign of their goodwill, the Natoyans present release the slaves they have brought with them; they recognize their defeat they say, and do not mean to bring further bloodshed forward.
>>
>>3351397
Return the slaves taken, we shall give back one slave for every three of ours.
Hand over twenty of their warships and do not build their fleet up to greater then ten ships.
Cede the control of their iron mine.
>>
>>3351409
They find the demands regarding the iron mine a little extreme, and instead propose that they can instead give half of what they claim from there to you. This means men stationed next to Natoya, which troubles them, but they seem to find it more agreeable than the alternative.
>>
>>3351416
Then can keep half of it if they compensate us with tribute
>>
>>3351416
tribute
>>
>>3351434
That's acceptable to them, agreeing to give most of the copper mined annually as tribute.

With that, the war ends successfully for you; however, in Natoya, you imagine sentiments are not so positive. Notably, the slave population of Taelia has increased by around a thousand. The chief appears close to passing on as well, though.
---
Year 50
---
Agriculture: 5/10
Resources: 7/10
Food: 6/10
Morale: 10/10
Wealth: 6/10
---
Population: 14,350
Government: Hereditary Chiefdom
Military: Basic Organization, Basic Training, National Armory
Navy: Primitive Organization, fifteen 20-oar ships
Constructions of Note: Monument of the Three Founders (Taelia), Taelish Harbour (Taelia), Fountain of Esaudh, Harbour Wall (Taelia)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing, Basic Shipbuilding II, Basic Agriculture II, Basic Food Preservation, Intermediate Stonemasonry, Basic Metallurgy
Culture: Slightly Superstitious, Monogamous, Monthly Calendar, Writing (Human Alphabet), Festival of the Awakening, Masters of Metal Jewelry, Organized Priesthood, Basic Music
Law: Basic Legal System (Three Judges), Coin System (Gold & Copper), Ogre Protection Law
Religion: Worship of Esaudh, the God of Health and Home
Crops: Rye, Winter Squash (various), Common Bean
Husbandry: Boarhounds, Bighorn Sheep, Bison
Game/Fishing: Bison, Seals, Salmon, Northwest American fish, Boarbeasts
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Commune
K. Magic Research
>>
>>3351597
K.
>>
>>3351597
F
>>
>>3351597
C. Construction
Adapt their boats and construct more of our own! Secure the bay!
>>
>>3351597
>D. Military
Build up our navy again
>>
>>3351597
>K. Magic Research
>>
>>3351597
>D. Military
>>
>>3351597
>K. Magic Research
>>
>>3351612
>>3351597
backing
>>
K - What should you research?

Magic is a little more free form, so if there are avenues you wish to explore, suggest them.
>>
>>3351664
Air the use of the winds
>>
>>3351664
The Nimuea will present their research to the public and now hopefully with the support our our whole community we can develop it further! For all! Elementals!
>>
>>3351664
Plant magic
>>
>>3351675
support
>>
>>3351675
>>3351664
backing
>>
>>3351675
Supporting
>>
Give me three rolls as you further experiment with this idea of elementals in mind...
>>
Rolled 67 (1d100)

>>3351713
>>
Rolled 40 (1d100)

>>3351713
>>
Rolled 53 (1d100)

>>3351713
>>
Rolled 81 (1d100)

>>3351713
>>
Rolled 84 (1d100)

>>3351713
>>
Rolled 70 (1d100)

>>3351713
>>
Your research concludes the same as the Nimueans; creating an elemental is possible, if quite hard, but giving it "life" is something beyond you right now. However, by being especially involved in the ritual of creation of an elemental, a mage can gain control of it. Yet, for the basic, small elementals you have begun to create, barely two feet in size and misshapen, you are not sure what the use of such a creature would be.

In other news, slaves and rewards have been granted to Clan Flynn, the Talons, the Saldos, and the Torch Bearers, in return for their service during the war. While the Talons immediately freed their slaves, the prestige they have earned remains mostly untarnished. Lastly, the chief appears healthier now that spring has come, but another harsh winter will likely end his life.
---
Year 51
---
Agriculture: 5/10
Resources: 7/10
Food: 6/10
Morale: 10/10
Wealth: 6/10
---
Population: 14,294
Government: Hereditary Chiefdom
Military: Basic Organization, Basic Training, National Armory
Navy: Primitive Organization, five 20-oar ships, twenty 40-oar ships
Constructions of Note: Monument of the Three Founders (Taelia), Taelish Harbour (Taelia), Fountain of Esaudh, Harbour Wall (Taelia)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing, Basic Shipbuilding II, Basic Agriculture II, Basic Food Preservation, Intermediate Stonemasonry, Basic Metallurgy
Culture: Slightly Superstitious, Monogamous, Monthly Calendar, Writing (Human Alphabet), Festival of the Awakening, Masters of Metal Jewelry, Organized Priesthood, Basic Music
Law: Basic Legal System (Three Judges), Coin System (Gold & Copper), Ogre Protection Law
Religion: Worship of Esaudh, the God of Health and Home
Crops: Rye, Winter Squash (various), Common Bean
Husbandry: Boarhounds, Bighorn Sheep, Bison
Game/Fishing: Bison, Seals, Salmon, Northwest American fish, Boarbeasts
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Commune
K. Magic Research
>>
>>3351742
E. Revoke the Ogre protection law
>>
>>3351742
>F. Technology Research
>>
>>3351742
F
>>
>>3351742
F
>>
>>3351742
>F. Technology Research
>>
>>3351742
>F. Technology Research
>>
F - What should you research?

A. Pottery
B. Shipbuilding
C. Metallurgy
D. Navigation
E. Astronomy
F. Other
>>
>>3351764
>E. Astronomy
>>
>>3351764
E
>>
>>3351764
E
>>
>>3351764
E
I know just the place!
>>
>>3351764
>E. Astronomy
>>
>>3351742
E
>>
>>3351764
B
>>
>>3351764
>E. Astronomy
>>
The greatest thinkers of Taelia, watching the stars, have discovered something strange; the sun and the moon, unlike the stars that exist outside your world, are bound to the earth. What does that mean? If their theories are correct, it means that the world is flat, and the sun and moon circle around the earth in a strange pattern. Could something magical be behind this? What could have the power to make things this way?

As those questions are being asked, Chief Ard finally passes, not seeing the new year. His son, educated in part by the Priests of Esaudh, holds a special disdain for heathens, and similar to his father, is quite arrogant.He also possesses a trait of his grandfather, being quite a cunning man. However, the most well known personality trait of his is his great cruelty, something which has some already fearing his reign. Long live Chief Idalach! He has already organized feasting in the city and Worm Hill in his honor, garnering support among the public.



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