The old Janosian empire is in dissarray, with the child emperor killed and noble families battling over the capital, the empire is in a full collapse. Chaos has engulfed the land and local leaders are seizing power for themselves.... You(the players) are the guiding council of a fledgling settlement after the fall of the Janosian empire, You settlement rests off the coast in the eastern highlands. It is up to you whether to attempt to reclaim the Imperial throne or have our people forge our own path into the future.The first vote is to determine what kind of settlement it was before the fallA. Fortified March- Being so close to the frontier this town was settled by veterans of the imperial wars, when Angevar III gave land grants to soldiers in exchange for long service. Due to our large amount of access to good land, our town has excellent horsebreeding facilities and stables, supplying horses to the imperial army and many prominent noblemen. Our town starts off with a medium wall, strong militia, balanced economy and a large farming community with good access to the imperial highway system.Stats:Military: MediumIndustry: MediumTrade: MediumMagic: NoneSpecial- Most flexible, start with bonus food and population, a strong garrison and a large supply of horses.B. Trade port- Access to sea lanes and the imperial highway system made us a center of trade in the western empire. We have shipbuilding facilities and a well developed trade port.We also have a low wall and a well equipped but poorly diciplined militia.Stats:Military: WeakIndustry: MediumTrade: StrongMagic: NoneSpecial- start with bonus cash of 10,000 ducats and a small trade fleet that can go out for trade, gives excellent information gathering and wealth accumulation, a guild is based in your town, specializing in a craft of your choice.C. Military Headquarters- Access to the highway and being a major settlement in the east, it was designated by Emperor Kravan IV 200 years ago as the Shield of the Western frontier. The fort has a large military forge and training ground, in addition to a large workshop, capable of constructing wagons, siege weapons and other things.We have high, strong walls and a large military garrison. We also have 3 resident battlemages from the Imperial college of Karelia.Stats:Military: StrongIndustry: WeakTrade: WeakMagic: WeakSpecial: Starts with a significantly larger army and military fleet than your neighbors, you are well fortified as well
>>2556892>C. Military Headquarters
>>2556892C. Military Headquarters
>>2556892B. Trade port
>>2557229>>2557167>>2556934The Governor, along with his family and house guard fled the city and returned to the Capital in a foolish bid to secure his estate outside the Capital and possibly place himself on the throne, after word came that the Emperor had been murdered and that the private armies of the various noble families were openly fighting in the streets of the old CapitalNow you must pick which hero to initially lead our peopleA. Ranger-Captain Ansen Coldwater- A skilled ranger and officer, veteran of 100 battles and leader of the imperial highlanders, a company of mounted rangers 100 strong, skilled in the use of sword and bow and experts in skirmish combat and scoutingColdwater leads them to your settlement, along with their families in the hope of finding some safety and stability.- Gives a strong early military boost- Bonus to combat rolls and military related rolls- As a well respected commander, may be possible to recruit other lost military units to your causeB. Merchant Lord Gyrados Savello- A skilled merchant and businessman, has made a dozen fortunes trading throughout the empire. He comes with his own trade ship and a company of mercenary troops, in addition your settlement starts off with a bonus guild, specializing in a specific craft- Gives 5,000 ducat bonus to starting wealth- Gives bonus to tech and economic rolls- As a well respected merchant, may be able to recruit additional ships and mercenaries to our causeC. Battlemage Andros Calassian- A classically trained imperial battlemage and duelist, well respected in both military and political circles. He comes from a prominent noble family, giving possible new alliance options as well as a legitimate claim on the Imperial throne.- Can help train new mages- Gives a bonus to diplomatic and magic rolls- Select 2 elements for him to masterD. Colonel Kylo Valerius- A noble officer and military engineer, he is an expert at rapid construction, especially military fortifications. He comes from a prominent noble family, giving possible new alliance options as well as a legitimate claim on the Imperial throne.- Can help train engineers- Gives a chance to roll to instant build structures every turn- Gives a bonus to rolls related to sieges and defense- Noble origin can help with diplomatic actions with noble factions of the old empire
>>2557628AHard mode it is
>>2557628D. Colonel Kylo Valerius
>>2557846I'm gonna support him to form a consensus
>>2557628>D. Colonel Kylo Valerius
>>2557846>>2558274>>2558291Colonel Kylo Valerius, rode to the Fort, with most of his men, soon after hearing the Emperor was murdered, bringing law and order to our settlement, he brings with him a company of elite heavy infantry, that are also a unit of combat engineers, able to quickly build fortifications in the field, specializing in building a formidable field works, from fortified camps, all the way to small forts within a few weeks of arriving in an area....>>2556934>>2557167>>2557229Your great fortress city stands has stood tall against dozens of raids in its almost three centuries of existence, its high walls, regional fleet and strong garrison have kept the population of the city and surrounding countryside safe from Drow raids, as well as more garden variety banditry and piracy by Imperial outlawsThe smiths work long hours each day to provide quality mail, swords, spears and shields for your troops, providing the panapoly of war to each of your soldiers, while a dedicated master of horses must oversee the mounted company you have, as well as all the work and pack horses used by your troops....The shipyard is still finishing a merchant ship purchased over 3 years ago, and he is unlikely to collect it under current circumstances...Meanwhile in the port district and main district, life has continued more and less unchanged for now, with the occasional grumble about the increased food prices and a slight anxiety in the air.However merchants still have their doors open and fish mongers continue to hawk their goods on the wharf.....To the north east lies Calarros, another great fortress and the first line of defence against the raiding fleets of the Drow....The Drow are a vicious and powerful race, their warriors come well armed and know how to fight both on land and sea, often attacking merchant ships and raiding coastal settlements, punitive expeditions and patrols have kept them at bay for the last half century, but with the Empire fracturing, theres no way to know if Calarros can hold against the black tide....Whats worse is that is been seized by a pretender for the throne, Admiral Kain Veras, who commanded the military forces of the Fortress, he has also claimed the throne, and demands fealty of the coastal settlements in the region, including yours.....Refugees from the farms further inland report, deserters and brigands looting and pillaging the countryside as well....In addition food supplies while plentiful are estimated to last another 6 months, before we need to institute rationing, with access to the farms inland cut off by bandits, we are reliant on fisherman and food brought in via trade....According to local merchants, nearby settlements are unsure of what to do, and are looking for leadership and protection.....What should we focus on first?
>>2558327It seems that the bandits have cut us off from the farmlands as well driving the farmers off the land and into the settlement, which is being swelled with refugees....A. Resettle the refugees in the land around the settlement, setting up farms where possibleB. Have all able bodied men among the refugees, quickly trained and equipped into a militia force, to assist clearing their lands of the banditsC. Muster your troops immediately to clear the countryside of the banditsD. Other(Write-in)
>>2558361C. Muster your troops immediately to clear the countryside of the bandits
>>2558327Well, we have a garrison, so the firdt order ofbbusiness is to retake those farms and set up patrols.Wr should also comandeer that trade ship amd send it upriver to check on the other costal settlements
>>2559703Wait wait eait, let's not do that. We are specialized in cobstruction, and we can't be there, on the countryside protecting their farms on the risk of spreading us too thin.We have food for at least 6 months so I say we start building here where we can protect them easely.Send the troops to gather thaiir livestock tho, those are valuable
>>2558891>>2559376>>2559703>>2559705Colonel Valerius gathers all the troops at your disposal, including the mounted company, 4 infantry companies and an archer company, leaving behind an archer and infantry company to protect the fort while the rest of your troops gather in the main training ground to deploy to the countryside...Scouts have already been sent to ride ahead and report what they find, while the men are mustered and hit the road, as it will be a full days march to reach most of the farmlands.....Your men are also accompanied by your 3 battlemages and a wagon train carrying several weeks worth of supplies as well as tents and extra horses....The three battle mages specialize in different areas, with one in healing magic, leading the Medicae at the fort, while the other 2 are a hydromancer and geomancer, allowing them to manipulate water and earth respectively......
>>2559826In the meantime a few small boats, manned by your troops are also sent into the farmlands via the river...The troops marching down the road pass by several villages, where the people have remained on their farms and continued working, uneffected by banditry so far which are quickly secured and brought into the fold....Scouts return and report that the bandits are led by a Deserter, a former Ranger-Captain named Rys Gamlin, who has led his men to join and lead the bandits they are supposed to be defending the countryside against, they are skilled ambushers and will surely try to strike where they are not expected.....They are based out of an old marching fort in the heart of the farmlands, and have begun collecting taxes from the surrounding countryside, as the deserter Captain has styled himself the Lord of the Inlands, and has gathered every cut-throat and bandit for a hundred miles to his banner.....You forward elements of your army, report seeing mounted scouts of the enemy in the far distance, watching your troops.....
>>2559833How should we deal with this(This is a write-in)
>>2559835What numbers are we talking about?I say we aproach them by the road or the fields where it is more open and reduces the chance of an ambush, we ride to his castle and demand his surrender, if they do not accept we bring it down with our geomancer(if he can, or at least his defences)
>>2560284also, while we pass the lost farmlands we shpuld secure the livestock, I bet they can't fit it all in their forts and while.we can rebuild the farms near our base the animals will be hard to come by in these next months of chaos, we can't feed.the troops on grain alone
>>2560284You estimate that aside from his 100 man unit of rangers he also has gathered 200 brigands of various stripes to his bannerYou drive consist of 100 heavy infantry, 300 medium infantry 100 archers and 100 light cavalry
>>2560329>>2560284You have your men move through the farmlands, securing the land, and the livestock, while detaching a small number of troops to escort them into our territory...The Janos River splits the farmlands, with one side of the river secured by your men, while the other side is controlled by the bandits, and several scouts can be seen watching your troops movements.....A. Dig in, and secure our side of the riverB. Cross the river and crush the BanditsC. Other(Write-in)
>>2561574A) dig in. Make it look busy while sending scouts out in a wide arc, stay hidden and don't engage
>>2562057You have your men dig in along the river, setting up a fortified camp, and building defensive ditches and posting a small force near every crossing point....In the night you have a small number of scouts cross the river under the cover of darkness....It takes the better part of a day for the first of them to return to your lines....They bring news, that they saw rangers in the forest on the far side of the river on their way back to your lines and that the enemy is likely planning an ambush, while the rest of the enemy troops are staying close to their fort, likely waiting for us to make our move...
>>2563204Ambush the ambushers. Wait till the darkest part of the night and hit them in their sleep.
Rolled 87 (1d100)>>2563241>>2563264Your men make ready, in the middle of the night...They quickly move several miles down the river, where your geomancer has raised a small landbridge across, temporarily blocking the river, just large enough for all of your troops to pass over it, in less than two minutes.....Your men stick to the cover of the forest as they can see several campfires in the distance....
>>2565118The assault is a major success, with the few sentries on duty, half asleep and not expecting an attack....They raise the alarm as your men slip into several of the small camps the rangers have set up in the forest, cutting down nearly all of them, in their sudden woken state....A few manage to have the presence of mind to rush to their horses and flee for the fort...It wont be more than a few hours before the enemy know that we are here....You know your men wiped out most of the elite rangers, leaving only a handful and their brigand allies to defend the fort.....Unfortunately they have gathered much of the food from the surrounding villages within, and are extremely well provisioned, meaning it will take years to wait them out....A. Set up a siege around the fort, and prepare to assault the fortB. Set up a siege and hold positions, demand their surrenderC. Other(Write-in)
>>2565135go with B at first, demand their leaders head and they will be well treatedthis should create a good devide among them
Rolled 100 (1d100)>>2565189
>>2565276Colonel Valerius approaches the fort on horseback, with his army marching a few hundred paces behind him, still well out of range of the defenders....Taking the head of one the Rangers, he holds it high before throwing the head at the gate....Valerius rides towards the gate and bellows in his best command voice...."I will grant the lives to any of you, willing to slay your leader and bring me his head!"After a few moments, of pause and mumbling, as the bandits betray each other, in an effort to save themselves....In the chaos of the infighting, one of the bandits opens the gate to the fort....Your men rush through to find blood covered bandits in a standoff over the corpse of their original leader the Former Ranger-Captain, who likely lost most of his power, when his company was lost, his handful of Rangers now overwhelmingly outnumbered by the bandits.....Your men find, large stocks of food, and capture a dozen horses, in addition to the nearly 100 we captured when we wiped out the Rangers in the forest....Unfortunately the Bandits were not particularly well equipped, while the fallen Rangers were, any equipment of use and value was taken with us....We also found several village leaders, and large number of young women the bandits had taken prisoner in the Fort....The 4 surviving bandits have been disarmed and have their backs against one of the walls of the fort, guarded by a dozen of your soldiers in full gear.....What to do with them?A. Sentence them to hard labor, we can use them in the fields or the minesB. Execute them on the spot, they are vicious criminals after allC. Haul them back with us and have the publically executed in the town squareD. Other(Write-in)
>>2565298B. Execute them on the spot, they are vicious criminals after all
>>2565298C. Haul them back with us and have the publically executed in the town square
>>2565559>>2565373>>2565341For the purpose of keeping things moving....You have the prisoners hauled back with you, and given a brief public trial,before having them beheaded in front of a large crowd of onlookers.....With the bandits eliminated and the countryside secured we are left with two choicesA. Garrison the fort taken from the Bandits, and set up regular patrols, while resettling refugees back into their farms in the countrysideB. Pull our forces back and have the refugees establish farms around our city, and settle near the coast and the river, have some of them take up fishing.....C. Other(Write-in)
>>2565620A. Garrison the fort taken from the Bandits, and set up regular patrols, while resettling refugees back into their farms in the countrysideCeding land is a bad idea given we can expect further population growth and will need space for it. Plus, it gives a further fortification between us and any threats from in-land.
>>2565620A. Garrison the fort taken from the Bandits, and set up regular patrols, while resettling refugees back into their farms in the countryside
>>2565620A. Gibmedats land
>>2565743>>2565670>>2565649You establish a garrison in the fort, placing an infantry and cavalry company there to patrol the area, while you take the rest of the infantry and archers back with you....With the eastern midlands secure, you have also secured a long-term food supply and an additional pool of manpower for military recruiting....To the south of you, several local leaders have seized power and set up half a dozen petty kingdoms that are fighting one another....To your northeast On Callaros, the false emperor Kain Veras has yet to make his move.....In the southwest, a young noble is rumored to have finally secured the capital....We have the wealth and the manpower for a project on the homefront now that our flank is secrued....What should we do?A. Repair the old Imperial highwayB. Expand our military port, to be able to accomodate trade shipsC. Send a squadron of warships to make contact with settlements down the coastD. Other(Write-in)
>>2566301CWe should contact them before.they can get their shit together and make them pledge loyalty in exchange of security ans we are a military fort.While the ships are away we start expanding the dockyard for the trade ships to come, we've secure a food income and if the chaos is bad as it is this will quickly become a problem for the other petty kingdoms
>>2566314I'll go with this also,C let's pay them a visit
>>2566314I'll back this too.
>>2566301C. Send a squadron of warships to make contact with settlements down the coast
>>2567364>>2566952>>2566590>>2566314>>2566314Your ships are able to quickly reach several small fishing villages, not too far from your city, which are relieved to be under some sort of protection and higher authority again, on a slightly related note, all of these fishing villages are willing to trade much of the fish they catch for boats, tools and building materials.....Further down the coast lies the large town of Feapolis, known for its ironworks, and the massive iron statue of Emperor Argus II that stands eternal watch over their harbor....The City has raised banners unfamiliar to any of your men.....They quickly send several ships out to meet yours...."Who goes there? State your business in the Kingdom of Feapolis!"A. Have our men play it close to the vest, no need for them to know who we are or where were from, although they can probably guess....B. State that we represent(name your town) and that we are interested in tradeC. Same as B but offer an alliance as wellD. Other(Write-in)
>>2567804A. Have our men play it close to the vest, no need for them to know who we are or where were from, although they can probably guess....
>>2567884>>2567818>>2567818>>2567884Your men keep the conversation brief, and leave the Feapolis warships behind them, who follow from a fair distance for a few miles along the coast before breaking off and heading back to their port....Moving north up the coast, finds the coastal villages nearby eager to join under our protection while further north, a small town and most of the villages have sworn Fealty to the false Emperor Kain Veras in exchange for protection, mainly from the Drow, who have already raided the northernmost coastal settlements, and hauled off nearly their entire populations to a dark fate.....Back at your home city, you must decide a name for your city, as well as your faction, along with your government type(This is a write-in)
>>2567922Korvus for a nameWhat do you mean for faction?As type of government we can go with a ditactorship with a council of representatives for now
Rolled 5 (1d8)>>2568115>>2568070The Korvus Council rules over the Fortress city of Korvus and the surounding countryside.....I will also be doing tech rolls from now on, with rolls of 8 granting a technological breakthroughThe council is awoken first thing in the morning as a messenger from the Far north has come, carrying a message from a General in the far north, General Horace Alsatian claims that he his fortress is under siege from a massive Orcish warband and is requesting reinforcements from anyone in the Former Empire who can help...A. Send Aid to the northB. They are on their own, we cant afford to helpC. Other(Write-in)
>>2568319>C send aid, but make sure they aren't walking into a trap.
>>2568345>>2568334You gather up most of your army strength, and have them take the boats up the coast as far as they can before dropping them off almost 100 miles north of Korvus....The messenger serves as a guide back to the fort, and wastes no time finding the best roads and back trails for your men to take.....After a day of marching, your forward scouts report a orc warband sighted on the road ahead, it looks to be smaller in side no more than a few dozen warriors.....A. Try to sneak past themB. Engage them and wipe them outC. Other(Write-in)
>>2568981B. Encircle them and crush them, Do not let noise of us approaching spread.
>>2568981>B. Engage them and wipe them out
Rolled 75 (1d100)>>2569580>>2569400>>2569398>>2569035
>>2570295Your men surround the orcs, but are unable to quite take them by surprise, cornered, the orcs fight back hard, with a vicious melee quickly erupting between your troops and the orc warriors.....The orcs are slain to the last at the cost of a dozen mens lives, but the threat of a orc warband to our rear has been eliminated....After a quick burial of the fallen your men continue onwards towards the fort.....Scouts riding ahead report having the fort in sight, along with a large orc force camped around the fort, maintaining a loose siege line, that could probably be broken through relatively easily.....The officer who guided you to the fort, informs Valerius that he used a hidden postern gate to leave the fort, and that he can bring a message and a few men in with him.....A. Tell the fort to hold fast, we will coordinate a suprise attackB. Slowly filter your men into the fort, to strengthen the garrisonC. Other(Write-in)
>>2570310A. Tell the fort to hold fast, we will coordinate a suprise attack
>>2570310AAt our signel they leave the fort and we smash them.from both sides
>>2570551I agree.We want to help, and gain an ally but not by risking to much.
>>2570717>>2570551>>2570325You have a messenger slip into the fort telling them they have a day to prepare, and that the following night they will sally forth, while we attack the camps from the flanks....The signal will be a single flaming arrow, fired high into the air....However as the day passes, and your men wait anxiously for the battle to come, your sentries are alerted to a force coming up from the rear.....The lead rider of this new force is human, but wearing unfamiliar livery...."Greetings, we come with aid from the Emperor Kain Veras"It seems the false emperor has answered the call for aid as well....After a few minutes of speaking to the riders, its clear that the rest of the army is a day behind them....A. Wait for the false emperors troops to get here, a more overwhelming force will reduce our lossesB. Attack the orcs tonight as planned, the glory will be ours, we do not need themC. Other(Write-in)
>>2571353Bwe want this people to swear fielty to us, not to the false emperor
>>2571368I like where you're heads at. But that doesn't mean anything to us if they just fuck our shit up once they've arrived in full force. Just a tired from a march not a battle. But we have to keep our promise. We have already done this much. See if We can convince this vanguard to join us. As we should get this fight done asap. And gain an ally. And not piss off any one larger than us in territory that isn't ours.
>>2571353B. Attack the orcs tonight as planned, the glory will be ours, we do not need them
>>2571464If they decide to attack us, I doubt they will, but if they decide we can hold this fort and call for aid of some of his enemies. I don't think he came here with a huge force
Rolled 69 (1d100)>>2571674>>2571632>>2571368>>2571464You decide to proceed with the attack against the orcs, not waiting for the false emperor's troops to arrive....Night falls and the men are anxious to get the fight over with as they fan out to surround the enemy camp....At Valerius's signal, an archer fires the flaming arrow high into the air....
>>2574179The night attack is a mixed success. with some of the flanking troops delayed due to the darkness and some confusion with navigation.....However the orcs are taken by surprise with many of their warriors cut down before getting the chance to rally....Losses for your men and the local garrison are higher than youd like, with over 100 dead, and half that number unable to ever serve in the army again, despite your healers best efforts....Captain Kieran, the garrisons commander, personally thanks Colonel Valerius for the assistance.....How do we want to deal with the oncoming troops of the false emperor?You have moved your men into the fort for the time being.....A. Send out a negotiator to speak with their commanderB. Have your men prepare to ambush them on the roadC. Other(Write-in)
>>2574193C. Send out a negotiator to speak with their commander, however on the off chance they turn hostile, lead them into a trap and crush them.
Rolled 64 (1d100)>>2574404>>2574200You send out one of the company captains to speak with the Commander of the False Emperors troops....Scouts hidden in the forest report they have around 800 men, with 200 mountedOur surviving combat capable troops, plus the garrison give us 500 troops....
>>2576481Colonel Valerius is relieved to hear that the False Emperor's troops have stood down and are now camped near the road, a half days march from the fort...However they have sent an officer acting as an emmisary to request our fealty......A. Accept and give an oath of fealty to "Emperor" Kain VerasB. Same as A, except lieC. Decline, and hope that the enemy army leaves the areaD. Same as C, but lay an ambush along the road in case they decide to attackE. Other(Write-in)
>>2576572D. Same as C, but lay an ambush along the road in case they decide to attack
Rolled 3 (1d100)>>2576587
Rolled 36 (1d100)>>2576797It seems negotiations have broken down with the forces of the False Emperor....Colonel Valerius has the men rush into ambush positions in the forested hills lining the main road to the fort, as your scouts report, the enemy force pulling up stakes on their camp and preparing to march....
>>2576798The ambush does not entirely work out as planned, with several of your companies not in position in time, botching the ambush, with your lead infantry company engaging the enemy inflicting heavy losses, but are almost entirely destroyed themselves, when they were run down by enemy cavalry forces as the unit routed after their commander was killed.....A. Face the enemy in the forested lands around the fortB. Fall back with your remaining forces into the fortC. Other(Write-in)
>>2576810>C.Wear them down, making sure there horses can't be brought to full bear against us.
>>2576810fall back and use the same strategy we used agains the orks, send a messager around their forces to call the rest of our men to ambush them from both sides
Rolled 73 (1d100)>>2576852>>2576815You have most of the troops fall back to the fort, with two companies of infantry and archers, constantly harrassing and skirmishing the enemy near the fort, using the forest as cover against the enemy cavalry.....A messenger is sent to sneak around the enemy force and back into our territory to call upon reinforcements....
>>2576888The harrassing attacks are a mixed success exhausting the enemy forces using hit and run attacks in the thickest parts of the forest, however it takes a toll on our men as well....The enemy is also still able to continue pushing towards the fort albeit slowly....A few of the riders escorting the messenger have returned with news that they have succesfully gone around the enemy force but it will be several days before he reaches Korvus and likely a few more to gather forces to relieve us.....Captain Kieran recommends sending out a substantial part of our forces to launch an attack on the enemy baggage train, as their army only brought a limited food supply with them, and the capture and destruction of it, will force the enemy to retreatColonel Valerius argues that we hold the fort, and has already begun making improvements to the defences, shoring up the battlements, and having the men run defense drillsA. Go with Captain Kierans planB. Go with Colonel Valerius planC. Other(Write-in)
>>2576932B. Go with Colonel Valerius plan
>>2576932A. Go with Captain Kierans plan
Rolled 93 (1d100)>>2576966Im gonna go with this one to keep it moving....
>>2579241The strike against the enemy baggage train is a massive success, as the enemy thought our troops demoralized and all but defeated....The enemy was midway through setting up a siege line, and had neglected to protect themselves adequately against a sneak attack....Your men are able to go in and slay the few defenders of the baggage train, stealing several horses, as well as crates of food, while burning the rest of the enemy food supply....It takes only a few hours before your scouts report the enemy pulling up stakes and returning south....In the meantime, a messenger from the south arrives saying that Korvus has sent two more companies of your troops as well as raised two companies of militia from the surrounding villages and have sent them north to assist you.... Numbering 400 in all, giving us a small numerical advantage if we combine our forces and face the enemy...A. Run down the enemy and engage them with our reinforcementsB. Let them run back to Calarros, we need to conserve our men for future battlesC. Other(Write-in)
>>2579243AWe have chosen our side, best inflict maximum damage while they are weak
>>2579243A. Run down the enemy and engage them with our reinforcements
>>2579243Harras them while our reinforcements don't arrive, make their march a living hell without food or rest
Rolled 30 (1d100)>>2579304>>2579377>>2579403Your men make constant harrassment attacks against the enemy, forcing them to form a rear guard, the enemy army moves quickly at first, but slows after a day of marching without food....
Rolled 27 + 10 (1d100 + 10)>>2579565Unfortunately, while the harrassment is effective, the enemy troops in their rear guard demonstrate an iron will, holding their ground against harrassment attacks and inflicting heavy casualties on your menAfter several days of this, your northern force receives a messenger carrying news that your reinforcements from the south are less than a days march out, and you believe you can catch the main enemy force with your army combined....You are able to quickly gather your forces and catch them in the coastal farmlands, only a few miles away from where their fleet is moored....+10 bonus for the enemy being exhausted
>>2579580Despite the best efforts of Colonel Valerius, your men are tired too from the relentless pursuit of the enemy and it shows, as the enemy army gets a morale boost from being so close to escape...Your professional troops distinguish themselves well on the battlefield while the militias recently levied from the farmlands are quick to route after a poorly executed charge on the enemy is turned back with heavy casualties.....The clash is costly but inconclusive as both sides lose around a quarter of their number.....The enemy army retires on the beach near their ships, but are unwilling to attempt to leave, when we could attack at any time, while your forces are camped less than 2 miles away....A. Attempt to force one last battleB. Wait until they try to leave, and strike while they are disorganizedC. Withdraw, weve lost enough men against the false emperorD. Other(Write-in)
>>2579580Jesus chirst guys, Come on now. Step up. Stop dying to tired enemies.B. Wait until they try to leave, and strike while they are disorganized
>>2579600>B. Wait until they try to leave, and strike while they are disorganizedthey don't have food, the longer they wait the bigger our advantage
>>2579850>>2579603Your men set up camp, posting scouts to constantly watch the False Emperor's troops...A few days pass as your men wait for the enemy to starve....Your scouts report the enemy troops have begun boiling their own shoes and eating the boiled leather soles....Colonel Valerius leads several feints, forcing the enemy forces to form up, before having our troops return to camp, further wearing them down and crushing their morale....Some of your officers believe this the time to strike and fear that the False Emperor will send reinforcements and suppliesOthers say we should wait a few more days for the enemy to truly become too weak to fight back....A. Strike now! (1d100+20)B. Wait for a few more days(chance of enemy reinforcements, otherwise(1d100+40) for the attackC. Other(Write-in)
>>2579903B. Wait for a few more days(chance of enemy reinforcements, otherwise(1d100+40) for the attack
>>2579903Chow many days until a force could come here, judging by the distance?we calculate how long it would take for reinforcements to arrive and attack 1 day before that.this way we would wait but not a long time
Rolled 2 (1d4)>>2580049>>2579928You estimate it would take about a full day with good weather, a day and a half with the winds against you to get from their island fortress to the coast......You however dont know if there will be any reinforcements sent, or how long it takes the False Emperor to prepare another ground force for battle.....Since you decided to wait, I will roll a 1d4 to represent the chance of enemy reinforcements arriving, with a 4 representing a fleet arriving with troops and supplies, however this will weaken the garrison of Calarros significantly, as it was never that large to begin with, serving mainly as a naval base....
Rolled 82 + 40 (1d100 + 40)>>2580064Your scouts report the enemy troops as slow to rouse and more focused around their fires, trying to find food to eat and conserving their strength rather than watching for attacks....In addition no activity is reported by your men watching the coast.....Colonel Valerius gathers his heavy infantry to lead the vanguard of an all out attack on the enemy camp.....
>>2580077Only a small portion of the enemy reacts as your army rushes down the hill to the enemies camp on the beach.....Any man who resists is quickly slain, while the a large number of the enemy force are taken prisoner.....Dozens of enemy troops tried to escape onto the ships moored off the shore in a desperate mad bid to get away from your men, most of them drowning from the weight of their armor before getting close enough to the ships...The enemy fleet pulls up anchor and heads northwest towards their base, their army lost to them.....What should we do with the prisoners?A. Press them into service in our forces, purge any traitors, and demand oaths of loyalty(requires persuasion roll)B. Sentence them to hard labor in the fields and mines(+1 income/year)C. Have them Executed with their corpses displayed along the coast and Imperial highway as a example of whats to enemies of the Korvus councilD. Other(Write-in)
>>2580090B. Sentence them to hard labor in the fields and mines(+1 income/year)
>>2580110>>2580124You decide to bind and feed the prisoners, before having them marched down the coast to Korvus where they will be reorganized and sent to where labor is needed most under armed guard.....With the threat of the False Emperor temporarily dealt with its time to focus on developing our territory......These are our current statsKorvus Council We continue to use Imperial Ducats as our currency, gold and silver coins minted over the last 500 years, for this sheets purpose, 10,000 ducats= 1 Trade unit of goods (TU) Income Greater Korvus area 20,000 popFarms 1 TU Small iron mine 1 Fishermans wharf 1 small market 1 Eastern Midlands 10,000 popFarms 2 Northeast borderlands 5,000 popFarms 1 Iron mines 1 Taxes 3 1 for each 10,000 of population Bonus income items Hard labor 1 Income total 12 Expenses Army upkeep -4 Naval upkeep -2 Net income 6 Treasury 10 TU New total at end of year 16
>>2580162Times are dire, we should focus on uorge to transform all that iron into weaponsalso, we should train the militia and employ them as regular army, numbers and weapons are key at this chaotic moment.also, can we have a map of our close neighbors? so we can see who we can intimidate....I mean...protect into servitude and who we have to watch our backs against
>>2580162Your army has been significantly depleted in recent campaigns restoring order in the regionIt will take a full year to recruit and train the replacements to bring your current forces to full strengthSeveral companies are now shells of their former selves, due to high losses but this is our current army and their dispositionsIn the Northeast borderlands we continue to strongly man Fort Savello, named after a famous Captain who once defended the pass it guards through the northern mountains against a massive orc invasion....We also have two companies of infantry guarding the eastern midlands in a fort thereThe rest of our forces are kept in Korvus city for rapid deployment in either direction....It would be ill-advised to launch another military campaign at this time, given that situation, your advisors recommend several projectsRepairing the Imperial highway would help to encourage trade in the region and make it easier for us to move our troops aroundExpanding the shipyards would be good for increasing our shipbuilding capabilities, a must if we plant to build and maintain an independent fleet strong enough to defend our holdingsExpanding the army, Korvus city has a large military forge that can equip far greater numbers of troops than we currently have trained and fielded....A. Restore the highway system(+1 TU/year, cost 1 TU)B. Expand the shipyards(-4 TU allows us to build a large ship, or two small ships at a time)C. Expand the army, trains 2 infantry companies, 2 archer companies and one elite company of your choice(-6 TU)D. Other(write-in)
>>2580193The northern fort has a company of infantry and a company of archers guarding itKorvus city has 2 mounted companies, along with 1 infantry company, 2 archer companies and Colonel Valerius' elite heavy combat engineer infantry....In total we have 10 companies, numbering 1,000 men at this time with the ability to call on another 1,000 men as a militia force, spread between Korvus city and countryside
>>2580193A. Restore the highway system(+1 TU/year, cost 1 TU)
>>2580193C. Expand the army, trains 2 infantry companies, 2 archer companies and one elite company of your choice(-6 TU)if it' a tie I'm ok with the highway option anon added before me
>>2580328the elite unit would be some kind of elite ranger unit, specialized in ambush and harassing the enemies, we could raise them from the veterans of our two campaigns since that was what we did the most, and there's plenty of forests near us to make them useful
>>2580328or roll for it
Rolled 1 (1d2)>>2580269>>2580328>>2580337
>>2580347>>2580269You decide on focusing on restoring the old highway system, which will increase trade and movement of your troops in your territory....Your combat engineers and a large civilian workforce, replace many of the bricks and cobblestones on the old highway, as well as update road signs and mile markers for travellers.....With the first half of the year over, and the cold winds of fall, and after winter upon us we may choose another projectWith the highway in your region restored, there is talk of reforming an old Imperial Insitution the postal service or Proclamate, operated with small waystations along the highway, the allow messenger riders to quickly refresh themselves and switch for a fresh horse, allowing for speedy delivery of messages and small parcels.....A. Reform the old Imperial postal system(along with highway gives bonus to strategic movement)B. Expand the shipyards(-4 TU allows us to build a large ship, or two small ships at a time)C. Expand the army, trains 2 infantry companies, 2 archer companies and one elite company of your choice(-6 TU)D. Other(write-in)
>>2580363now this C. Expand the army, trains 2 infantry companies, 2 archer companies and one elite company of your choice(-6 TU)the elite unit would be some kind of elite ranger unit, specialized in ambush and harassing the enemies, we could raise them from the veterans of our two campaigns since that was what we did the most, and there's plenty of forests near us to make them usefuland also, can we have an overviw of our neighbors
>>2580363C. Expand the army, trains 2 infantry companies, 2 archer companies and one elite company of your choice(-6 TU)
>>2580370>>2580374You decide to spend the winter and spring expanding our army, training two fresh companies of both infantry and archers along with an elite companyWe have many veteran troops that could be used to form the cores of these new units....A. Form a lancer company fighting in the Merigivian fashion, heavily armored and skilled with blade and lance, they are skilled in devastating charges of the enemy, traditionally drawn from the nobilityB. Form a Cataphract company, medium armored cavalry skilled with swords and bows, they are a jack of all trades, and are more than willing to fight on foot if the situation calls for it. drawn from veteran professional soldiersC. Ranger Company- light cavalry/infantry, skilled in bow and blade these troops are skilled at skirmishing, ambushing and operating in the wilderness, historically they have performed the thankless task of patrolling the Empires against all threats, drawn from veteran soldiersD. Other(Write-in)
>>2580392C. Ranger Company- light cavalry/infantry, skilled in bow and blade these troops are skilled at skirmishing, ambushing and operating in the wilderness, historically they have performed the thankless task of patrolling the Empires against all threats, drawn from veteran soldiers
>>2580397>>2580394You decide to raise a company of Rangers from among your veteran troops, many who had experience from the northern campaign....The best men are recruited based on their marksmenship, sword fighting and fieldcraft.....
>>2580370I can provide an overview tonight but I will need a day or two to make a map
>>2580410Where do you want to station the rangers?A. Have them patrol the northern foothills and protect our people there from Drow raids on the coast and orcish warbands coming through the mountain passesB. Have them stationed in the eastern midlands, where they can protect our breadbasket from bandits and brigands operating in the more lawless inland territories of the former EmpireC. Other(Write-in)
>>2581069B. Have them stationed in the eastern midlands, where they can protect our breadbasket from bandits and brigands operating in the more lawless inland territories of the former Empire
>>2581028To the south of you, it appears the Kingdom of Feapolis is more of an idea than an actual state, with the citys leaders exihibiting no influence on land more than a few miles outside of the city itself.....To the east, inland is dominated by bandit kingsIn the southeast, the old Capital has been seized by Senator Gaius Callum, a young charismatic man, and leader of House Callum, a powerful old Imperial House.....Rumors from merchants is that he put his rivals to the sword and placed their corpses on crosses lining the Imperial highway.....He is rumored to be in league with demonic influences......The False Emperor, Admiral Kain Veras has holed up in his island fortress his army, heavily depleted after fighting you, while his naval forces remain strong, too strong for us to even consider mounting an invasion......The Drow, seeming to sense weakness, have launched at least two raids on coastal settlements in what is now nominally considered your territory, with any villages on the mainland previously pledged to the False Emperor now pledging themselves to you.....In the center of the continent in a valley, alongside a river running through one of the main mountain passes to enter the northlands lies the Vandburg Syndicate, once a small trading post set up along the river for people trading in the northlands, it gradually grew into a major settlement, now known for its magic academy, and extremely skilled craftsmen and artficers....While nominally pledged as a vassal to the Empire they have now proclaimed full independence, with the Grand Syndic taking lands around the city-state under its protectionOn the northeast coastline of the old empire, lies the Duchy of Merigivia, settled by northmen raiders almost 2 centuries ago, the land was offered to them by the reigning Emperor Krios II, who named their warlord Duke and holder of the coastland, as long as he would defend it against all enemies, including his northmen brethren.....Over time the Duchy has expanded its power and wealth, as well as its influence on regional affairs. They are known for their no-nonsense nature and efficient bureauracy and effective army, lead by devastating heavy knight lancers and elite heavy infantry......They also annexed land under the pretext of restoring order.......It is unknown what the situation is further south.....
>>2581069>B. Have them stationed in the eastern midlands>>2581207as for this,we should expand our shipyard on the next turn, it would increase our troop mobility and with ships patrolling our coast we can rebuff drow raids.we should aproach the closest villages to the south and offer our protection, as well as trying to annex the closest city state, this seems to be the easiest way into generating more income and food through military expansion,orwe could move further inland and build a new fort(with our elite engineers) to control more of the land and repel the bandit kings
>>2581938>>2581091You decide to station the Rangers in the Eastern midlands for now, so that they may keep the bandits at bayThe council is woken early one morning, as a rider has approached Korvus city with dire news....A large drow raiding force has landed and is moving inland to sack the northern farms, which are almost entirely undefendedThe northern garrison can check their ability to move north, but they are still free to move east, south or back to their ships with impunity at this time....A. Deploy a force to intercept themB. Deploy a force and have it lie in wait by the Drow ships, we will ambush them when they think they have escapedC. Other(Write-in)
>>2581969The northen garrison should move to the ships and wait, we ride from Korvus to intercept them
>>2581969>A>>2581938I support the idea of building new forts
>>2585705>>2582012>>2581981Your men quickly assemble in Korvus to march north while a messenger is sent to the northern garrison to move south to intercept the Drow....Your men from Korvus are the first to the area being, raided, speaking to the terrified refugees fleeing south along the highway....It seems the Drow are attacking a village less than 3 miles away....A. Wait for the northern troopsB. Strike the Drow now!C. Other(Write-in)
>>2588205>Cut the Drow of from getting back to there boats, stall for time and catch them in a pincer,
Rolled 87 + 10 (1d100 + 10)>>2588455>>2588230You have your men block the road heading back to the coast, placing one company on the road in the open, with the rest of your troops hidden off to the side .....You send a messenger rider out to the northern reinforcements, informing them of your plan....A day passes before your men see the Drow make their back towards the coast and their ships, with a dozen riders, and 30 or 40 Warriors on foot, escorting several hundred prisoners and several wagons full of food and valuables.....Seeing your men guarding the road, the lead Drow signals to the Drow party to stop....Your men strike, as Valerius gives the signal and a Imperial warhorn blares through the air....
>>2588815For several of the Drow warriors it is the last meaningful sound they ever hear, as they come face to face with Imperial arrows and Imperial steel....Despite their skill at arms, their arrogance and failure to scout ahead led them to straight into your men who are able to dispatch the enemy raiding party with relative ease, with 3 men being lost to a Drow Warlock's arcane blast, who appeared to be the leader of the Raiding party, and was cut down by a focus fired volley of arrows directed by Colonel Valerius....The wounded prisoners are seen to, while only one Drow warrior was taken, and is badly wounded.....A. Attempt to heal him for interrogationB. Let the afterlife have himC. Other(Write-in)
>>2588824A. Attempt to heal him for interrogation
>>2588824thisand let's seize their boats too, they may have valuables and weapons we can use
Rolled 17 (1d100)>>2589377>>2588827
>>2589390Despite your healers best efforts, the Drow warrior dies in the night after the battle....Meanwhile you have looted the armor off the fallen Drow Raiders, along with their distinctive curved swords and bows, made out of black, bonelike material....You also loot a jeweled arcane staff from the Warlock leading the Drow raiders....Scouts near the coast, tell you the Drow ships are still moored less than a mile off the shore.....A. Deploy our naval forces to interceptB. Let them be off, we dont have enough ships to risk itC. Other(Write-in)
>>2589392>Athey should be undercrewed or even have some of our people on board
>>2589392>AIf they are moored it means we should be able to sang a few
Rolled 98 (1d100)>>2589450>>2589509A messenger is sent with all haste down the coast, with orders to prepare your fleet to sail....All 8 of your war galleys are deployed by morning the following day, the wind is with them as they quickly approached the drow ships moored off the coast....
>>2591428Seeing Imperial warships on the horizon the human oar-slaves on the drow ships revolt against their cruel masters causing chaos and preventing the Drow ships from moving into an ideal fighting position.....Despite arrow fire and several arcane bolts your ships quickly approach the enemy fleet....Naval infantry brace as boarding ramps are raised and placed on the enemy deck as the ships come side to side.....The relatively small number of Drow warriors are quickly overwhelmed by your naval troops, with nowhere to run or hide, as several Drow fleeing below decks are torn apart by revolting slaves.....All 6 ships are captured, with most of their enslaved human crews still alive.....
>>2591442There are celebrations the night following the battle, as the slaves are freed and the drow ships brought home to Korvus, serving as great prizes for this victory of the cruel race that built them...The drow war galleys are sleeker and faster than imperial designs, and are generally considered superior to Imperial ships, whose design has been stagnant for the last century, after the Empire defeated the southern Lizardmen Kingdom much of the fleet was disbanded for being overly cost prohibitive, with only a few squadrons kept on for anti-piracy missions....
>>2591455Let`s start moving inland, it`s pretty lawless un up for grabs after our first fort, we have more infantry comming so we can reasonably garrison a new construction. we should move further inland secure more farmland, maybe a new resorce or 2 and build a new fort or capture an existing one from bandits to make our authority recognized
>>2591565Or ya can wait for the prompt mate, instead of just trying to decide for us.
When qm makes next prompt, this is my vote unless something major happens>Send some of our veterans to the villages to give some basic militia training for emergencies
>>2591689sorry man, I though it was a promptless thing. my foult.and sorry too if think I`m trying to decide for you guys, it`s just my vote
>>2591843>>2591838>>2591689>>2591565Its all good, if you guys want to suggest courses of actions, I generally will include whatever you say as an option in the next turn or so, as long as its feasable
>>2593877Also new thread here>>2593875