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File: Bordain Coat.png (62 KB, 432x446)
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You are Lord William Bordain, Lord of Morderengrad and the Norther Valley. Some call you the Iron Lord, as your wealth flows from the arms and armor you sell, and your demeanor is as unflinching and cold as castle-forged steel. Other have taken to calling you “The Grey Giant”, in reference to your great size, less-than-warm demeanor, and your recent marriage to House Tollett of Grey Glen.

You are a Lord by right of Murder, having slain the Targaryen children in the Sack of King’s Landing. After years of solitary brooding, you decided to rejoin the greater world. You brought order to your lands, unveiled a traitor, and wedded the lady Alyssa Tollet, who now bears your child.

Which means that you have a legacy to forge for your future child. You will not leave your flesh and blood without care or resources, and so you have dived into the management of your lands and holdings, to procure a bright future for yourself and your children. But storm clouds darken the horizon. Tywin Lannister has asked that you seek to supplant Jon Arryn, your liege lord, as Hand of The King. Further, Oberyn Martell has crossed you, and this you will not let go unpunished.

You have just returned home after several weeks of touring the Vale of Arryn, meeting the Belmores, Lynderlys, Corbrays, Waynwoods, and Yohn Royce, all powerful houses of the Vale. You discussed a potential business deal with the Belmores, agreed to another with the Lynderlys, and were chastised by Yohn Royce for your overly-involved methods of leadership.

You've returned home with your pregnant wife, three new dogs, and a squire. You found your Dreadnaught armor waiting for you, your Maester found a beastling, and one of your town mayors pointed out you had squeezed a LOT of upgrades into relatively small townships. It's time to once again take the reins of leadership.
>>
1st woo
>>
Welcome Back Page
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>>41675760
>HOME IS WHERE THE STEEL IS
not
>STEEL IS WHERE THE HOME IS
One job.png
>>
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>>41675760
Sorry I'm late, everyone, I got caught up in the recent Fell's Five comic dump by a friendly anon.

However, I'm very excited, because, for the first time in years, I get to post this as the second image of the thread again.

AT PRESENT, YOUR HOLDINGS ARE:

Iron Mine
-Smelter
-Foreman (Rogar)
-Mining Complex
Accountant (Ilwin)
Blacksmith (Also Ilwin)
Blacksmithing Guild
Banker (Alphonse)
Gold Mine (Janks
Merchant (Doma Toceri)
Port
-Dock
Marketplace
>>
>>41675841
Start working on a road to the Tollet's land, and maybe to the Bellmore?
>>
>>41675841
Your military might is as follows:

1 unit Elite Personal Guard (The Bloodsmiths) -S,U
1 unit Elite Guerillas (Silent Shadows) -S,U
1 unit Elite Special (Painted Dogs)
1 unit Elite Cavalry
2 units Elite Infantry
1 unit Elite Archers
1 unit Veteran infantry
1 unit Veteran Garrison
2 units Trained Harriers (Infantry with specific training) - S,U
1 unit Trained Support

You have a fieldable strength of 940 men (cavalry and Personal Guards are in units of 20, not 100)

You're currently undergoing a process to have your forces' weapons and armor upgraded to Caste-Forged Steel, those marked with a S have already been so improved. Further, some of your units have been UPGRADED, representing further investments in their training, those marked with a U have been so improved.
>>
BUT, Before we address any of that, we have a small backlog of XP to handle, as well as a small information update:

First, the XP. So far, I've been informally running it that you get about 10 XP a thread. I like that system, and will keep it until I get something better. This means that every thread, you can conceivably get a Specialty in a roll, every three threads, you can get a new rank in an Ability, or every 5 threads, you could gain another point of Destiny. (You have 5 at present.) As such, you currently have 30 XP available, so you can start thinking about what you want to buy, if anything, by the end of the thread. As discussed last thread, you're only a few ranks in Athletics/Endurance away from being the Defensive version of the Mountain.

Secondly, the info portion: during post-thread discussion last thread, it was revealed that William does know for certain that Jaime and Cersei are having an incestuous relationship. He has seen enough circumstantial evidence to suggest there might be one, or that maybe twins are just weird. Further, he has no evidence that such a relationship continued post-Cersei's marriage to Robert.

As such, you have a week or two before this month ends and you have another house fortunes roll/actions. Would you like to visit any part of your holdings, train your squire, or simply move to next month?

As of right now, you have the following pending plans/requests:
>Decide whether to work with Belmore or not.
>Improve the town of Morderenfeld, the Hamlet located outside your castle.
>Dispatch Grell to Royce's lands to help take down the Demon Boar.


I'll get you guys some timelines on when your current construction projects are planned to be finished, hopefully by end of thread.


But yes, do you want to:
>skip to next month
>visit someone (Valid options: Chiefs, Town, Construction Sites, Bannermen, Troops, Banker, Accountant, Iron Mine, Gold Mine)
>Train squire
>>
>>41676279
whoops, HUGE typo there:
>William does NOT know for certain that Jaime and Cersei are having an incestuous relationship.
>>
>>41676279
>>visit someone
EVERYONE.gif
>Train squire
>>
>>41676279
>Train squire
>>
>>41676279
>Train squire
Give him a tour and introductions
>>
we need an enemy to face and a war to be waged, we need a reason to continue marshaling greater forces.
>>
How many troops could House Tollett muster?
>>
>>41676279
Visit Chiefs.

Train Squire.
>>
>>41676462
>>41676352
>>41676343

You decide to spend the time giving Stefon a tour a of his new home, and training with him. He was present when you met Maester Aemon, so you figure he needs to meet the rest of the important figures in your lands. You call up a capta-COUNCIL meeting, and introduce him to everyone. Finn greets the boy with his standard enthusiasm, announcing that if the boy likes sparring, Finn will wear him out by the end of a week. Luuk pats him on the head, and tells him to keep an eye on you, you're a 'trickity' one. Merrick greets him, asks after the health of his father, and commends his family for some decision made a few years ago you've never heard of. Grell looks at him for a long moment, then nods. Egar kneels to be closer to eye level with the boy, and states that he'll be counting on him now to help keep you safe from your enemies and yourself. Stefon laughs at this.

From there, you take him on a brief tour of the mines of your lands, and the fore-men. You introduce him to Ser Donnal, who shows him the sept he's constructing, and Tor, who offers the boy a horn of beer.

Finally, it comes time to get down to the training. How do you want to train him?
>Personal Spar and instruction: keeps training intimate, builds relationship with you faster, but does not build relationship with others. Poor rolls more likely to lead to flawed lessons.
>Group training. You and a couple of captains take turns training with him. medium rate of relationship with you, but also builds with other captains. Group eyes help correct potential mis-steps.
>Mass training. The boy trains with the common soldiers, learning their ways. Minimal relationship building with you, some with various captains. Allows him to serve as "voice of the common man", and builds troops' connections with him. Will receive adequate training that you need not roll for.
>>
>>41676722
>Group training. You and a couple of captains take turns training with him. medium rate of relationship with you, but also builds with other captains. Group eyes help correct potential mis-steps.
>>
>>41676606
You may wish to contact Doma Toceri, your Pentoshi Merchant, and see about moving units of your forces across the narrow sea, founding your own Mercenary company to train them, and to minimize their impact on regional politics. The idea has been very popular in past threads, and you now have time to see to the particulars.

>>41676656
With peasant levies, somewhere in the range of 500 "soldiers".
>>
>>41676722
>>Group training. You and a couple of captains take turns training with him. medium rate of relationship with you, but also builds with other captains. Group eyes help correct potential mis-steps.
>>
>>41676722
>Group training. You and a couple of captains take turns training with him. medium rate of relationship with you, but also builds with other captains. Group eyes help correct potential mis-steps.
>>
>>41676722
>>Group training. You and a couple of captains take turns training with him. medium rate of relationship with you, but also builds with other captains. Group eyes help correct potential mis-steps.
>>
>>41676722
>Mass training. The boy trains with the common soldiers, learning their ways. Minimal relationship building with you, some with various captains. Allows him to serve as "voice of the common man", and builds troops' connections with him. Will receive adequate training that you need not roll for.
>>
>>41676747
>With peasant levies, somewhere in the range of 500 "soldiers".
Time to train and arm their troops, can't have our fam sporting such low tiers troops
>>
>>41676722
>Group training. You and a couple of captains take turns training with him. medium rate of relationship with you, but also builds with other captains. Group eyes help correct potential mis-steps.
Expanding and blooding our forces overseas is a great idea as discussed earlier, yes please. Also expanding the town seemed a bigger one of our worries.
>>
>>41676800
Yes indeed, we'll need to be careful about that though, don't want our detractors to see us being too forward, and I would hate to step on our father-in-law's toes. Perhaps sending a party to him to consult about the the road and trade could also examine his security situation, help him out with bandits (order) and asses his forces. Make it a good working relationship instead of a hostile takeover way before its time.
>>
>>41676864
Or we could just ask him if he wants some help with training them.
>>
>>41676800
Might I recommend finishing arming your OWN troops first? If only to keep my 13 pages of campaign notes a little cleaner?

>>41676742
>>41676761
>>41676764
>>41676769
>>41676804
You decide to go with a group training strategy. It's how you were trained under Tywin's care, so it seems wisest.

Now, how do you wish to train him:

INNATE STYLE OPTIONS
>To his skills. Stefon uses an aggressive and unorthodox two-blade style, so train him in speed, control, and deceit on the battlefield. Builds Athletics and Fighting faster.
>To his weaknesses. His style, by necessity, defends poorly, and tires him quickly. You would focus on teaching him defense with two blades, and a focus on endurance. Builds Acrobatics and Endurance faster.
>Naturally. Cover what topics come up, when they come up. Builds all at medium rate.

You can also include one style of training NOT in his preferred system.

>Archery
>Lances
>Shields
>Hammer
>Axes
>>
>>41676970
>To his weaknesses. His style, by necessity, defends poorly, and tires him quickly. You would focus on teaching him defense with two blades, and a focus on endurance. Builds Acrobatics and Endurance faster.
>>
>>41676924
That's what I meant by consult, it just comes across better I think if we throw it in with discussions on topics beside troops and their training, economic stuff, y'know. I share the sentiment.
>>
>>41676970
>>To his weaknesses. His style, by necessity, defends poorly, and tires him quickly. You would focus on teaching him defense with two blades, and a focus on endurance. Builds Acrobatics and Endurance faster.
>>
>>41676970
>>To his weaknesses. His style, by necessity, defends poorly, and tires him quickly. You would focus on teaching him defense with two blades, and a focus on endurance. Builds Acrobatics and Endurance faster.
>Archery
Should teach him patience and to look for weakness
>>
>>41676970
>Naturally. Cover what topics come up, when they come up. Builds all at medium rate.
>Archery
>>
>>41676970
>To his weaknesses. His style, by necessity, defends poorly, and tires him quickly. You would focus on teaching him defense with two blades, and a focus on endurance. Builds Acrobatics and Endurance faster.
>Archery
>>
>>41676970
Archery for side training, everything else is completely uncomplimentary.
>>
>>41676970
>Naturally. Cover what topics come up, when they come up. Builds all at medium rate.
At least while he's younger I think it would be better to give him a broad base of skill, while not stifling his strengths.
>Lances
Not necessarily the most versatile but it is expected of him as a knight, whether later on the field of battle or the tourney.
>>
>>41676970
>To his weaknesses. His style, by necessity, defends poorly, and tires him quickly. You would focus on teaching him defense with two blades, and a focus on endurance. Builds Acrobatics and Endurance faster.
>Archery
Sup Page
>>
>>41676970
>Naturally. Cover what topics come up, when they come up. Builds all at medium rate.

We've got plenty of time to train him, I hardly think it's time to start specialising right now.
>>
>>41676970
naturally and archery.
>>
>>41677143
>>41677135
>>41677068
>>41677052
>>41677034
>>41677031
>>41677014
>>41677013
>>41677003

You resolve for the time to teach him by his weaknesses, in order to keep him safe. And quick hands and sharp eyes lend themselves to Archery.

Roll 5d6

>>41677052
To his preferred style, maybe, but a knight is supposed to know how to wield Shield, Lance, Bow and OTHER, so eventually you're going to want to touch on them. Further, given your current training regmen, shields wouldn't be too far out of the way, showing how defending with a shield differs from parrying with a blade. But the votes are in.
>>
Rolled 3, 4, 2, 3, 2 = 14 (5d6)

>>41677367
weeeeeelllll
>>
Rolled 5, 3, 2, 2, 3 = 15 (5d6)

>>41677367
>>
Rolled 3, 1, 4, 4, 5 = 17 (5d6)

>>41677367
>>
>>41676279
Can we invest two of our Destiny Points into Axe Fighter I and II? It allows us to cause a Wound AUTOMATICALLY(That doesn't reduce damage) every time we deal damage at the cost of sacrificing our bonus dice. It's a massive upgrade to our killing power AND to our defense, as our defenses are so high that -1D can render an opponent helpless against us.

I vote Axe Fighter I and II and invest our 30 xp into Athetics now, then stop pumping our combat abilities in favor of becoming more well rounded in the future.
>>
>>41677486
The training goes quite well, with you, Finn, Merrick, and Egar training the boy in endurance and defense. Simple exercises to control breathing, and holding weights in extended limbs, lead into sparring matches that don't start scoring until the fifth minute. Generally, you reinforce the idea that skill is only good as long you can sustain it. You also have him parry a variety of weapons, learning the different optimum points to do so.

For your second degree of success, choose one:
>Training maintains a positive attitude: the boy doesn't get frustrated and/or angry at the grueling combats, slowing or warping relationship growth.
>Camaraderie: the experience is one filled with jests, cat-calls, etc. Your relationship with your captains improves marginally, and you reduce bitterness in Stefon from the Grueling pace to a lesser extent.
>SKILL. The mixed instruction provides notable growth for the boy, despite frustration he may feel to you or the other captains.

>>41677521
Yes and no.

You have 2 bonus die in Axes. So you can buy Axe Fighter I, but not Axe FIghter II.

I keep tossing around the idea of a Pick Fighter tree, to play more to your strengths with the weapons (upping Shattering, pulling weapons away, armor-piercing attacks, etc)
>>
>>41677653
>>Camaraderie: the experience is one filled with jests, cat-calls, etc. Your relationship with your captains improves marginally, and you reduce bitterness in Stefon from the Grueling pace to a lesser extent.
>>
>>41677653
>>Camaraderie: the experience is one filled with jests, cat-calls, etc. Your relationship with your captains improves marginally, and you reduce bitterness in Stefon from the Grueling pace to a lesser extent.

>>41677653
Well, we are doing endurance sparring right now: It would make sense in-character to spend our 30 XP right now on Athletics and at the end of thread we can get ourselves AFII with our 10 xp
>>
>>41677653
>Camaraderie: the experience is one filled with jests, cat-calls, etc. Your relationship with your captains improves marginally, and you reduce bitterness in Stefon from the Grueling pace to a lesser extent.
>>
>>41677653
>Camaraderie: the experience is one filled with jests, cat-calls, etc. Your relationship with your captains improves marginally, and you reduce bitterness in Stefon from the Grueling pace to a lesser extent.
>>
>>41677653
>Training maintains a positive attitude: the boy doesn't get frustrated and/or angry at the grueling combats, slowing or warping relationship growth.
>>
How much longer do we realistically have to reply to Tywin's request?
>>
>>41677833
Untill Jon dies, roughly 14 years?
>>
>>41677882
I really doubt Tywin gave us a chest full of gold and said "Take this massive bribe. Supplant Jon Arryn as Hand and be my cats-paw to influence Robert. Don't worry about writing back on your decision, Jon is going to die in exactly 14 years no rush"
>>
>>41677653
>>Camaraderie: the experience is one filled with jests, cat-calls, etc. Your relationship with your captains improves marginally, and you reduce bitterness in Stefon from the Grueling pace to a lesser extent
>>
As far as bribery goes... I like Robert a lot better than Tywin. Robert paid us like 5000 dragons to fight in a tourney, Tywin wanted us to commit treason.
>>
>>41677915
True nut Tywin know that we can't become Hand material all of sudden, we gotta earn the right.
Moreso, if Jon where to step down as Hand, Ned would be the 1st choice of Robert.
>>
>>41677966
I'm not asking what time limit we have to Supplant Jon or become his confidant: I'm asking how long we have to write Tywin regarding our decision to do so.

I say we send Tywin a letter asking after Cersei. It's much easier to pull off as we don't have to replace Ned in Robert's heart, and it's much harder for Tywin to look over our shoulders if we don't want to be his obedient cats-paw.
>>
>>41677728
>>41677740
>>41677744
>>41677768

You can see the boy is frustrated by the tactics, but you assure him that that is at least partly the point: exhaustion, pain, anger. Unless properly controlled, these are the creeping weaknesses that will break him in long fights.

As with any teenager, you can see his doubts lingering, but overall the atmosphere is more jovial. Your captains are happy to have some action again, and the four of you have some chuckles sharing old stories about similar grueling campaigns from your soldiering days.

>>41677833
On the one hand, you're not wrong with >>41677915, on the other, he's aware of your penchant for long periods of brooding, and of the magnitude of his request. If you don't answer him within the next year, he will probably respond.

Though, as a small clarifier, his mission is, by his wording, less "be my cat's paw" and more "Make that fat fuck grow the fuck up."
Training takes you and the others about a week.

At this juncture, an important event occurs!

You had written Doma Toceri about your desire to start a Mercenary company earlier, and he's now arrived at the keep to discuss the specifics and ideas.

>DO YOU WISH TO ENGAGE IN MERCENARY COMPANY CREATION/DISCUSSION, Y/N?
>>
>>41678085
Yes.
>>
>>41678085
Yes, my body is ready.
>>
>>41678085
Fuck Yes.

Also: Don't be a bitch Page and make us specifically say that we are sending Grell and his team this thread. Let's just assume we do that, unless you had an RP section planned, but it seems like something we can just say "I do that"
>>
>>41678085
War. War never changes.

Let's begin
>>
>>41678085
A small request, but if you'd start posting the rules and mechanics in a pastbin every thread at the beginning Page I'd appreciate it. Saves people from having to look for them.
>>
>>41678169
Oh, shit, I thought I included that you did that when you were introducing the boy to everyone.

I was going to have an RP thing, decided against it, and meant to write it there.

Yeah, they're totally gone.

>>41678169
>>41678168
>>41678126

You sit down with the Pentoshi over plates of cheese, fruit, and wine, and discuss the idea of sending your armies abroad.

Your first thoughts are of the legitimacy of the move.Can you do this? Doma assures you there are many mercenary companies with ties to Westeros. The Company of the Rose formed when Northerners refused the Stark's submission to Aegon, the Second Sons, the Golden Company, many of the premier companies have histories crossing the Narrow Sea. Your armies would be notable in their closeness, but even Oberyn Martell served for a time.

Next comes the ideas of commitment and composition . Doma points out that the best mercenary companies number at least 500 men, with some specializing. The Long Lances, for instance, number 800 CAVALRY. The Company of the Cat has 3000 men, but all infantry. Doma points out that, if you really wanted to take the East by storm, a Mercenary NAVY would be almost entirely unique, though he acknowledges such a thing would take some time to build.

So let's talk about Commitment and composition.

>How many men do you want to send, and of what types?

As a side note, as far as Vale forces go, you're surprising light on Cavalry, as a point for future investment.

>>41678295
I have literally no idea how pastebin works. I used to post how to play in the early posts, but no one seemed to care, so I stopped. I'll see about either bringing back the rules dump, or learning pastebin.
>>
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I wish we could outsource Tywin's task to Karban...

I always imagined him becoming Master of Coin and transforming Roberts wasteful tourneys into pic related.
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>>41678375
>a Mercenary NAVY
That sounds the most unique, maybe that's the niche we could fill in there?
>>
>>41678375
1 units Elite Infantry
1 unit Elite Archers
1 unit Trained Harriers (Infantry with specific training) - S,U
1 unit Trained Support
The cav as well but damn, it's too good to pass up...fuck it send them
>>
>>41678484
gotta take a while to build and train though, but since the Greyjoy fucking shit rebellion is in about 2/4 years...
>>
>>41678375
Looking at our numbers, we have 300 Infantry, 100 Archers, 100 Support and 20 Cavalry that I would be willing to part with for extended periods of time.

Grell's men are the long arm of our law... we can't send them away without having another Elite unit with Stealth as a key ability on retainer.

The Painted Dogs might or might not be a decent idea depending on the political effects of having them around vs sending them away.

I don't want to send our Trained Harriers to fight Essosian wars until they get some more experience under their belt and our Garrison is an obvious no.
>>
>>41678375
Before we decide on what we're committing can we ask the wages typically earned by mercenary companies, depending on size, reputation and the contract. I would want to know if the company could be self sufficient, if we would need to pay in for a few years, if it would give us alot of gold back immediately so we could raise forces at home to replace them, etc. The big thing for me is that this was a way to raise and give experience to forces while not blatantly expanding our strength at home. Could we rotate units between or during contracts for experience?
>>
Whatever we decide, it's apparent that all our Power from now on needs to be invested in Warships.
>>
>>41678586
Also I agree with >>41678551
One thing to consider is our trained forces can be improved at home, and if we do this for the long haul we want our initial impression in the murder market to be great, so sending better forces. We also want well equipped and upgraded forces as their quality of arms can not be brought up in the field like at home.
>>
We have plenty of Wealth floating right now, right? We should definitely upgrade the weapons and armor of any units that we send overseas. I want them to survive, make a profit, and gain experience in that order.

If we get any Power from this month's Fortune, we can invest in Green Archers, who will probably survive combat uninjured as they are protected by Elite Infantry: this will lead to easy Veteran Archers in short order.
>>
>>41678375
Pastbin .com is pretty easy to figure out.

Here's a couple example of two quests that use it.
http://pastebin.com/u/REQM
Re: Monster Quest
http://pastebin.com/u/Thane_ImproHelper
This one I made for Improvaizen.
I literally figured our how to use the site in less than a minute.

I'd encurage you to make an account there (if you need a name call it IronandHate ect ect) so you're not having to spam 20 different pastbins in your header, and can just link you pastbin account which shows all your public pastbins, like I did for mine.

This will also be helpful for new questers looking to read your story to know how your rules work.
>>
You know what our thing could be? Siege Weapons.

>Each unit of Engineers can operate 4 of them.
>Scorpions are excellent at killing armored, elite targets while Elite Infantry eat anything less than Veteran for breakfast.
>There seems to be a pretty big lack of Long Range archers in Essos IIRC so our Engies and their weapons would be fairly safe


We can sell it as Westerosi Engineering
>>
>>41678586
Doma nods at your questions. "Wise thoughts, my lord. The cunning lord knows the cost of the horse before he buys. It is known."

He proceeds to give you the following breakdown: The first few months may be lean. New mercenaries, untested, these things take a long look from prospective clients. But he wagers no longer than a season before they're getting contracts. If things go well, they'll be making money by the time your child is born.

When a company is contracted, the contracts are made to cover their expenses and then some. The rate vary based on company code, and agreements with clients. (This one might pay less, but feed the company, that one might pay more, but refuse them room and board, etc) You have some control over how such things would be handled, in that you can make your choice here, at the founding. You can also decide HOW the money is distributed, whether you personally approve each contract, and more details.

As to training and rotation, such things are definitely possible. A contract will specify a number of men for a set time/objective. As long as you honor that, most clients will not complain. Some would complain if you rotated DURING a campaign, given that it means they have to learn all the new captains and serjeants ' names. But between campaigns is very simple, if not completely guaranteed (ships do sink from time to time, after all. The wills of the gods are fickle. It is known.)


Oh, and just a head's up, I'm going to have to duck out for hopefully just 10-15 around 9 PM.
>>
>>41678778
We don't actually have our breakdown of how much Power and Wealth we have right now. Can we get our stats posted real quick?
>>
>>41678826
Well, your current troops are upthread. And you can't make any more until next month.

But yeah,

BY MY LAST COUNT:

DEFENSE: 4
INFLUENCE: 22
LANDS: 15
LAW: 41
POPULATION: 37
POWER: 8
WEALTH: 48
>>
>>41678929
how much was it going to cost to expand our main town again? 20 wealth?
>>
>>41678957
Expanding towns takes Lands, not Wealth.

Taking it from a Hamlet to a Small town would take 10 Lands.

The idea is you basically have to give permission for fields to be moved to make room for houses, moving farmers and so on.
>>
>>41678826

DEFENSE: 5
INFLUENCE: 22
LANDS: 15
LAW: 41
POPULATION: 37
POWER: 8
WEALTH: 51

From thread 13...damn that's a long time
>>
>>41678768
Siege Weapons of note

>The Scorpion costs 1 Wealth each and has a base damage of 3, which completely ignores armor. It has quintuple the range of a unit of Archers. Somewhat fragile with 1 AR and 10 HP
>The Spitfire costs twice as much and has double the armor and hp of the Scorpion. It does exactly the same thing offensively as the Scorpion but its range is only double that of Archers.
>The Large Catapult costs quadruple the Scorpion and has slightly more than quadruple the armor and hp. Its range is the same massive 500 yards of the Scorpion and deals 7 non-armor piercing damage. It has an Athletics of 9 for the purpose of smashing fortifications. It be equipped with burning pitch to make its damage armor-ignoring at the cost of consuming Wealth as ammo.
>>
Hot damn we need to invest some of that Wealth. With our Power boost from house fortunes in a couple of weeks, we can buy an Elite Engineers for 9 and spend 16 wealth on 4 Large Catapults.

>Iron Engineering
>>
>>41678995
oh yeah missed the part where we started the work on the grannaries, which reduced our defence and wealth a bit
>>
>>41678995
I AM THE MOST AWARE.

Though your numbers miss later in the thread the initiation of the Granaries, hence why my wealth and defense are a little lower.
>>
>>41679086
>>41679072
...
>>
We get our Engineers right away once we spend the power, right? We should send over all 5 units of our Infantry, our 1 Support unit, and our 1 Elite Archers along with 4 Large Catapults and an Elite Engineers. I doubt they will get a job in two weeks that will require them.
>>
>>41679118
DAMN YOU AUTO-UPDATE!

But, yes.

So, um...are we reaching a consensus on what units we want to send? I'm seeing The cavalry, Elite infantry, elite Archers, the support, and...others, with a follow-up of engineers and siege weapons come the new month.

Any consensus on those "Others?"
>>
>>41679232
make it so
>>
>>41679208
Our Harriers are really good at fighting retreats, yes? That would make them perfect for
>Muh Siege Tank micro
>>
>>41679232
We should send out 1 unit of our Harriers as the first "rotation troops" with our Elites staying full time.

Total
All Elite Infantry/Archers
All Cavalry
1 Harriers
1 Support
>>
I like the idea of making our specialty Siege Weapons because this is meant to be a profit-generating enterprise, so it lets us invest our wealth without clogging our lands with even more holdings while being very efficient in our Power spending, helping us prepare for a certain war to come.
>>
>>41679232
The Others are attacking!?
>>
>>41679355
>>41678768
Agreed
>>
>>41679355
Don't our lands need more work though?
>>
>>41679416
Our problem is that we are rapidly running out of room to cram in all the upgrades we have been buying. That's why investing Wealth into a profit-generating enterprise that ISN'T a holding is a good idea.
>>
>>41679368

I sure as hell hope not, they are terrifying,

Agility 7 (acrobatics 2b, balance 2b, dodge 3b, quickness 3b)
Athletics 4
Awareness 4
Cunning 5
Endurance 4
Fighting 7 (long blades 3b)
Stealth 5 (sneak 2b)

Combat defense 15, Armor 8, armor penalty 0
Unnatural sword 7d+3b Piercing 4, shattering 1, vicious

Aura of chill, cold born, sense life, snow stride, spawn wight, sunbane, unnatural armor, vulnerability to dragonglass.
>>
>>41679368
Winter is coming, my friend.

>>41679373
>>41679305
>>41679252

Alright,
2 units Elite infantry.
1 Unit Elite Archers
1 Unit Elite Cavalry
1 Unit Trained Harriers
1 Unit Trained Support.

And you plan to make Elite Engineers and Siege engines next month, cool.

You explain your idea to Doma: a company with diverse tactics, able to confront many threats, but with a specialty in breaking down defenses. He nods his head.

"This will work well, Great William. It is a little small, but we can explain that, since we bring our own siege weapons, they can spend on chaff to help storm the walls we break."

He then asks how you want the finances/Contracts to be run. You have a few options.

Finances:
>Direct Feed.
You technically pay for the mercenaries yourself, and the funds from contracts go directly to you. This leads to a situation of sudden huge wealth spikes, and constant wealth drain.
>A Lord's Right. With this, a set percentage of each contract is paid to you, after living expenses, wages, etc are deducted. This would mean that, after the men start getting contracts, you would only have to pay if they didn't have work for a while, instead just getting the occasional boost.
>Like a Captain in the Field. Your cut of the contracts is handled like anyone else's pay. This option means that your pay would be constant, but much smaller, dropping to 0 in times of unemployment. You would never personally have to pay, because the amount you can afford to be paid would be calculated after expenses.

Basically, you can have total financial control, but bleed it out over time, you can have occasional moderate spikes, but occasional drains on your coffers as well, or the least return for the fact that you will never have to pay out of pocket.

Further, the last option has the benefit of improving morale, as it implies a common touch/fraternity.
>>
Why not make the mercenary company something like taking the black. Give it as an option for the men and women who would be imprisoned or subject to more draconian laws.
>>
>>41679635
Because that is a terrible idea which will result in giving criminals a free pass overseas at which point they will sneak off and escape?

>>41679616
>A Lord's Right. With this, a set percentage of each contract is paid to you, after living expenses, wages, etc are deducted. This would mean that, after the men start getting contracts, you would only have to pay if they didn't have work for a while, instead just getting the occasional boost.
>>
>>41679616
>>A Lord's Right. With this, a set percentage of each contract is paid to you, after living expenses, wages, etc are deducted. This would mean that, after the men start getting contracts, you would only have to pay if they didn't have work for a while, instead just getting the occasional boost.
>>
>>41679616
>A Lord's Right. With this, a set percentage of each contract is paid to you, after living expenses, wages, etc are deducted. This would mean that, after the men start getting contracts, you would only have to pay if they didn't have work for a while, instead just getting the occasional boost.
>>
>>41679635
What? No, that's a bad idea, why would you want criminals representing your newly minted mercenary company overseas?
>>
>>41679616
>A Lord's Right. With this, a set percentage of each contract is paid to you, after living expenses, wages, etc are deducted. This would mean that, after the men start getting contracts, you would only have to pay if they didn't have work for a while, instead just getting the occasional boost.
>>
voting to call the mercenary company "Ironhammers" or something along those line
>>
>>41679635
>>41679693
>>41679662
This brings up an idea. We should institute very strict standards of discipline amongst our troops overseas. We want a reputation for unflinching professionalism and violators of this code of conduct will be made gruesome examples of.
>>
>>41679761
Absolutely
>>
>>41679761
Total agreement. These men will be our face overseas, we want to look good and shit to potential clients
>>
>>41679616
>Like a captain in the field
>>
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>>41679761
Agree with this.

By the way how does our new armor look?
Someone posted this pic in the last thread and I kinda fell in love with it, looks really unnerving.
>>
>>41679854
I've been thinking this all thread but didn't want to sound needy.

We were promised lovingly crafted, intimately detailed descriptions of armor! rabble rabble rabble!
>>
>>41679854
If that's our helmet, we might as well just through on a green cloak and tunic and start learning magic.
>>
Haha. My task only took 9 minutes! (Tenant had computer troubles, asked me to help them. Turned out their computer was trying to send the prints to the fax version of her printer.)

>>41679635
>>41679662
>>41679693

As a point of order, that's roughly how your lands' current legal system works, with a system of essentially indentured servitude to repay you for crimes committed.

It wouldn't be very difficult to make such a system work, with simple touches like a tattoo or brand to signify the criminal soldiers, who you refuse to let take the field without handlers. This gives them the reputation of fearsome combatants, while actually being used to ensure they don't flee.

You could call them something like the "Dead Men" to further intimidate.

I'm not recommending it, I'm merely pointing out it's not at all a strange or impossible idea, especially for the time and place.

>>41679761
We'll get to that in a bit.


Well, looks like the overwhelming consensus is for "Lord's Right." Now, let's go with CONTRACT ACCEPTANCE

>One Voice. You are the person who inspects, negotiates, and approves contracts. This option will make your army slow in hiring, as it takes time for messages to reach you and come back.
>Eyes and Hand. A representative on ground will inspect and negotiate the contracts, which are sent to you for final approval. This is faster, though it still has a mild delay, but it allows you executive control.
>Golden Seal. Doma and the head of your Mercenary forces will inspect, negotiate, and approve contracts, sending the information to you to keep you up to date. Fairly standard.
>Feet on the Ground. Doma, the Head, and all the captains of your mercenary forces will inspect, negotiate, discuss, and approve contracts. The second fastest option, it also builds morale as each unit knows that they have a voice.
>>
>>41679892
To be fair, we have pretty much decided to embrace our Sauron image.
>>
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>>41679854
I've got a lot of armor pics lying around, I'll post a few.
>>
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>>41679898
>Feet on the Ground. Doma, the Head, and all the captains of your mercenary forces will inspect, negotiate, discuss, and approve contracts. The second fastest option, it also builds morale as each unit knows that they have a voice.
>>
>>41679898
>>Feet on the Ground
>>
>>41679898
>the dead men
Well dammit Page, when you make it sound cool and shit...
>>
>>41679898
>>Feet on the Ground. Doma, the Head, and all the captains of your mercenary forces will inspect, negotiate, discuss, and approve contracts. The second fastest option, it also builds morale as each unit knows that they have a voice.
>>
>>41679898
>Golden Seal

We saw what happened in the show when the captains argue over whether to accept a contract.
>>
>>41679898
>Feet On The Ground
>>
>>41679898
>>Feet on the Ground.
>>
>>41679616
I'm agreeing with all the mercenary decisions so far but I'd rather go for scorpions rather than heavy catapults at this stage.
The main advantage of siege weapons is that they outrange everything else, scorpions do this just as well as catapults while also ignoring armour. This means they'd be able to shred the only things that really threaten the rest of our forces, i.e. heavily armoured elite cavalry and infantry.
The main advantage though is that they cost a quarter of the amount, we could out outfit all the troops we're sending over there with castle-forged steel for the price of 1 and a half catapults. And I think we really should outfit those troops we're sending over there with castleforged armour, it protects the investment we've made in power to buy them, shows the troops we care about keeping them alive AND lets us show off the quality of our steel to many potential customers
>>41679790 Like this. Castleforged steel makes our troops and the weapons we sell look good
>>
>>41679929
I would argue that this is a little different. They aren't an entity unto themselves, any killings will be harshly punished as, in the end, they all report to us.
>>
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>>41679912
>>41679906
>>
>>41679942
I think this is pretty rational. Seconded. We can add a compliment of catapults later if needed anyway.
>>
>>41679884
>>41679854
Y'all are so demanding, asking that I actually do the things I promise to do between threads, geez.

Once we wrap this up, I'll give you guys a two or three paragraph description.

>>41679920
100% honesty, I had that idea ready, because conscripting criminals into my army was part of my plan to conquer Africa I came up with in college.
>>
>>41679955
I honestly dig this quite a bit. It's even got the pick.
>>
>>41679942
Siege Weapons require Engineers to operate, and they can only control 4 per unit. Our output of Engineers is our limiting factor, Wealth isn't. Our siegery needs to be good enough to get ourselves a name while we build up an Army Corps of Engineers.

Also, we can sell ourselves as Wall Breakers.
>>
>>41679955
>>41679972
Agreed, this is cool as fuck and not as outlandish as some of the others.
>>
>>41679972
>>41679990
The decorations seems too Lannister to me, it doesn't scream Grey Giant.

I want something I can imagine us towering over a shaking guy, our shadow covering completly, and saying, absolutely deadpan, "Pick a god and pray"
>>
>>41680027
Don't forget that we were Tywin's squire, it would make sense for our armor to include some sort of nod towards the Lanisters.
>>
>>41680027
I was talking more about the style, I agree the colours are very Lannister. We could obviously have it in this style but coloured to suit us personally. Although I feel a little throwback to our Lannister training and past (unless I'm mixing up one of the many GoT quests) wouldn't be a bad thing.
>>
>>41679898
>>41679898
I'd also really like to upgrade our troops before we send them over, especially the cavalry. For 1 wealth that squads armour goes from 5 to 9! The benefits aren't as dramatic for everyone else but I still think it's worth upgrading them as much as we can (possible exception being the support unit which shouldn't be getting engaged)
>>
>>41679955
>Filename
QUEST
WHEN
>>
>>41679942
The main thing we will be selling ourselves as until we expand our number of Engineers is as demolition men for breaking walls. Scorpions can't do that. Large Catapults do 7 non armor piercing damage, did you see a lot of guys in plate living in Essos in the show?

We can easily afford the upgrades to our infantry even with the catapults it's 2 wealth each for weapons and armor and we haven't even rolled this month's Fortune yet.
>>
>>41680061
>>41679955
Ha! I just noticed that too. Damn it Soma, give us our fix.
>>
What happens if a few years down the line that fat fuck Illyrio approach us to buy our service?
>>
>>41679912
>>41679913
>>41679922
>>41679932
>>41679938

You decide to go with each Captain having a voice. Doma nods, though he points out that this might end up a limiting factor to your forces: such a system would be unwieldy in an army of more than two thousand or so.

He then asks about your CONTRACT ADHERENCE.

>Golden Standard. You do not break contract. Period. If your troops agree to a contract, it will be filled, or they will all die. This increases the chance of your army being hired, but may leave you stranded at a bad time, or kill all your men.
>Gondor Calls for Aid. As above, except that a demand from you will cause contract termination, with reparations to the contract holder. This will moderately improve your odds of being hired, with minor fallout from terminations.
>Gold is the Only Object. Your forces hold contract until paid more by someone else, or it becomes too costly for them to maintain. This marginally increases your odds for being hired, though it can also build a bad reputation.
>Cut and Run. Contracts are held until they aren't. Relatively standard amoung unprofessional units, it will not drastically lower the odds of being hired.

As to the armor discussion, my big issue is finding a huge armor that doesn't look too fat. I'm looking at a couple images I like.
>>
>>41680115
>Golden Standard. You do not break contract. Period. If your troops agree to a contract, it will be filled, or they will all die. This increases the chance of your army being hired, but may leave you stranded at a bad time, or kill all your men.
I'm basically trying to create the Black Company here.
>>
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>>41680055
You want a lion motif?
>>
>>41680115
>>Gondor Calls for Aid
>>
>>41680115
>>Gondor Calls for Aid. As above, except that a demand from you will cause contract termination, with reparations to the contract holder. This will moderately improve your odds of being hired, with minor fallout from terminations.
>>
>>41680115
>Gondor Calls for Aid. As above, except that a demand from you will cause contract termination, with reparations to the contract holder. This will moderately improve your odds of being hired, with minor fallout from terminations.
>>
>>41680126
Sorry but that thing is ugly as dog shit. I honestly think the last one was perfect. Huge, intimidating, protective and stylish.
>>
>>41680115
>Gondor Calls for Aid
>>
>>41680115
Damn that's a hard choice. I feel our lawfulness and obsession with Iron calls for Golden Standard, but I really don't want to lose half our army to random bullshit when they Greyjoys rebel...

It seems like our company is specializing in breaking city walls rather than fighting protracted campaigns.


>>Golden Standard
>>
>>41680115
>As to the armor discussion, my big issue is finding a huge armor that doesn't look too fat. I'm looking at a couple images I like.
M8, literally just make it a space marine suit or something, except medieval.
>>
>>41680115
>Gondor Calls for Aid. As above, except that a demand from you will cause contract termination, with reparations to the contract holder. This will moderately improve your odds of being hired, with minor fallout from terminations.
>>
>>41680115
>Gondor Calls for Aid. As above, except that a demand from you will cause contract termination, with reparations to the contract holder. This will moderately improve your odds of being hired, with minor fallout from terminations.
Since we have siege units I wouldn't want our mercs to be used as bait with no way out.
>>
>>41680153
>Stylish.

It looks like a steel sausage. I look at that and all I see is a rolly-polly bug.

Not that the guy you're responding to is any better. Jesus, that looks like something from a chinese cartoon.
>>
Why are we pretending we aren't literally Zelgius at this point?
>>
>>41680239
Haha that is fair enough. I thought the accoutrements and such as the stylized neck guard and shoulder packs etc along with the gold banding and lion motif belt (although I'd obviously go with a giant or some such for us) looked cool. I think the red cloth on the side sets it off as well and prevents it form going full-sausage
>>
>>41680115
>>Gondor calls for aid
Good odds of being hired and allows us the opportunity to call our forces back should war break out at home. As long as we don't have o break a contract then we our rep shouldn't suffer too much and if we do terminate a contract then we'd be doing it because we really need it.

>>41680063
>>41679983
And you've convinced me. We can afford it all. I'd say stop at one unit of catapults until we get our contract wealth rolling in then we can re-invest it into more.
Siege weapons should be a very good niche for us.
>>A lot of forces won't have much in way of siege weapons
>>They take a pretty big investment if you're only going to need them to take one city meaning mercs are more economical
>>If you need them now then hiring mercs is faster than training your own engineers and building siege weapons
>> Unique so word will spread faster
>>Most of all, potentially very useful for us at home, mountainous areas provide lots of places where we can plant siege weapons to protect our land (or someone elses) that will be hard for enemy forces to assault.
>>
>>41680115
>Gondor Calls for Aid. As above, except that a demand from you will cause contract termination, with reparations to the contract holder. This will moderately improve your odds of being hired, with minor fallout from terminations.
We break down the city's walls or your money back!
>>
Hey guys, remember our father-in-law's plan for the boats?

What if, instead of wood and rocks, we make the catapult from steel!
>>
>>41680354
I'm fairly certain a steel catapult wont work (although I think you're joking so ignore this).
>>
You turn to Doma, and set out a system whereby contracts will be upheld in all situations barring a direct demand from you that the troops return, Doma smiles widely. "Such a guarantee, once proven, will make us quite desirable, assuming my lord does not demand his troops very often."

Next up: COMPANY DISCIPLINE.
>IMPERIAL COMMISSARIAT. Pretty much the code of conduct section reads "Punishment: Summary Execution" a lot. Like, EVERYWHERE.
>Show, Don't Tell. Punishments are all very public and demonstrative. You don't just execute people, you crucify them. Lashing are done before the company. Everyone knows what it looks like when they break the rules.
>Iron Law. The rules are the rules, and those who break them pay. Punishment details and Floggings are common, executions not unheard of.
>Harsh but Fair. Anyone charged with may present a case to the captains on why they should be spared. Otherwise, as Iron Law.
>Spare the Rod, Spoil the Child.
Almost no crimes result in execution, but there are floggings and other punishments. The most severe punishments may essentially read 'execution', as few men survive 100 lashes, but the chance exists.
>Castaway.
Those who break the rules may be flogged, they may be fined, or they may be exiled from the company. This leaves them in a foreign land whose language they may not speak, with no support system.
>By My Hand.
Captains decide the punishment for members of their own units. This forces units to serve as tight bonds, knowing their captains speak for them, and stand in judgment.
>THIS TOTALLY WORKED LAST TIME.
Rules are handled like they were in the illiad. Grevious violations are discussed by the captains, minor ones mostly just scolded. Generally a functional system, if strangely prejudiced toward people with gods in their family trees.
>LAW OF THE JUNGLE.
Rules are things for sheep, not stallions. The rules read "Whatever you can force others to accept." Strangely, not as anarchic as you might think.
>>
>>41680469
>>Iron Law. The rules are the rules, and those who break them pay. Punishment details and Floggings are common, executions not unheard of.
>>
>>41680469
>Iron Law. The rules are the rules, and those who break them pay. Punishment details and Floggings are common, executions not unheard of.
>>
>>41680469
>>Iron Law. The rules are the rules, and those who break them pay. Punishment details and Floggings are common, executions not unheard of.
>>
>>41680469
>Harsh but Fair. Anyone charged with may present a case to the captains on why they should be spared. Otherwise, as Iron Law.
>>
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>>41680469
>Harsh but Fair. Anyone charged with may present a case to the captains on why they should be spared. Otherwise, as Iron Law.
Everyone deserves a chance to prove their innocence. If we punished people based just on the word of a random guy, civilization would implode
>>
>>41680469
>By My Hand.
>>
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>>41680115
>As to the armor discussion, my big issue is finding a huge armor that doesn't look too fat. I'm looking at a couple images I like.
>Not going full Iron Tarkus

highly disappointed in all of you.
>>
>>41680469
Iron law
>>
>>41680469
>Manipulating us knowing that we are going to go for the option with Iron in the name.
>Iron Law
>>
>>41675760
My apologies for missing the quest, Page!
>>
>>41680469
>Harsh but Fair. Anyone charged with may present a case to the captains on why they should be spared. Otherwise, as Iron Law.
>>
>>41680469
>>Show, Don't Tell. Punishments are all very public and demonstrative. You don't just execute people, you crucify them. Lashing are done before the company. Everyone knows what it looks like when they break the rules.
>>Iron Law. The rules are the rules, and those who break them pay. Punishment details and Floggings are common, executions not unheard of.
>>
>>41680520
That leaves the companies open to bribery. With iron law or harsh but fair, we have an easy to recognize set of laws that must be obeyed.
>>
>>41680469
>Show, Don't Tell. Punishments are all very public and demonstrative. You don't just execute people, you crucify them. Lashing are done before the company. Everyone knows what it looks like when they break the rules.
>>
>>41680469
>Harsh but Fair. Anyone charged with may present a case to the captains on why they should be spared. Otherwise, as Iron Law.
>>
>>41680548
Fair enough, I didn't really expect that option to win.

I guess I was putting too much faith in our company's officers.
>>
We are already putting a LOT of power in our captains and leaving the operation autonomous as-is. While we may have had a very good relationship so far, it's a bit much have them essentially run a company on their own with us as absentee landlords. Our head of the operation needs to be someone we trust TOTALLY.
>Iron Law
>>
>>41680469
>>Show, Don't Tell. Punishments are all very public and demonstrative. You don't just execute people, you crucify them. Lashing are done before the company. Everyone knows what it looks like when they break the rules.
>Castaway.
>>
>>41680528
I try and just make all the names appropriate and/or amusing to me.

>>41680533
I forgive you anon.


BUT MAYBE THE RANCOR WILL BE LESS GENEROUS THAN I!
>pulls lever to trapdoor.

>>41680586
Given his rank as Captain of the Elite Infantry, it will likely be Finn.
>>
>>41680548
The Code of Hammurabi may have been harsh, but you knew exactly where you stood and there would be no backroom deals or special favors.
>>
>>41680579
I hope we've vetted them thoughly before handing them the reins, but it's better to be safe than sorry. It only takes one captain that likes an expensive whore a little too much to break down the rules
>>
>>41680599
>Given his rank as Captain of the Elite Infantry, it will likely be Finn.
What if we give him 3 Bloodsmith to work as his honor guard?
>>
>>41680599
Since this company is apparently a worker-owned coop already, what if we had three of our Captains, pulled from all of our army's leadership, acting as Head of the Operation at any given time? It would be a 6 month tour, with one captain being sent home to Westeros every 2 months and replaced?

That way it would serve to strengthen their bond to us so that they don't just decide "sorry dad, I've got my own place now and I'm not coming home for Christmas"

Failing that, we could have one of our most trusted Bloodsmiths retire from active duty to take up leadership.
>>
>>41680641
I like this idea, it also helps advertise the strength of our true elites, just in case anyone else was considering messing with us.
>>
>>41680586
I do sorta feel like we've set things up for someone to ask
>What does Lord William do for us? He doesn't pay our wages, he doesn't find our contracts, he doesn't fight here with us. Who needs him?
>>
>>41680779
That is exactly why we have the troops rotate between contracts. They gain experience and renoun but don't get completely isolated from us. They don't have time to go "Hey, we've been here for years, earning that fat fuck money, and for WHAT!?" because they only spend stints of a few months there.
>>
You nod to Doma. "Let there be Iron Law in the company. Rules are to be followed, punishment swift."
Doma tilts his head slightly. "Hmm. You hold your sellswords to higher standards than most knights. It is strange, but it may win you favor with the foreign leaders."

There is one last point to discuss: RECRUITMENT METHODS.

>Single Stream Market.
You hire the men, you give them basic training, then you send them to the field. No one else. This ensures quality control, but also delays growth, and relies on luck that your ships don't founder. It also means that the company will frequently exerting mild drain on your Power to replace lost men.

>Bend the Knee.
Anyone who wishes to join the army must swear allegiance to you and House Bordain, as your captains and soldiers have. This will keep out some unsavory elements, and keep an air of legitimacy, while allowing your men to operate in the field without your constant support. However, they would be unable to found new units.

>Acquired Taste for Auxiliaries.
Your base army holds to one of the above two options, but your forces can choose to form non-official units, or hire other companies, to fulfill roles as needed.

>Like Iron to a Magnet
As long as they submit to the rules of the company, any man may join a unit, and the company may form new units.

>>41680641
Then he would have an honor guard, and you would need three new Bloodsmiths.

It'd make him look more legitimate, and he'd be less likely to die.

>>41680675
So we're clear, Finn is practically Mr PeanutButter from Bojack Horseman. The odds of him betraying you are roughly the same as the odds of you falling down a staircase and accidentally having sex with a maid by landing on her.

But a rotating list of duties isn't bad or inconceivable, as noted earlier.

>>41680779
>He runs the boats that take us home, Ted. Unless you want to live in Essos forever.
>>
>>41680808
>Bend the Knee.
>>
>>41680808
>Bend the Knee.
>>
Rolled 2 (1d3)

>>41680808
>Single Stream Market.
>Bend the Knee.
>Acquired Taste for Auxiliaries.

FFFFFFF
>>
>>41680808
Hard choice, I like most of them except the first...

>Bend the Knee.
Anyone who wishes to join the army must swear allegiance to you and House Bordain, as your captains and soldiers have. This will keep out some unsavory elements, and keep an air of legitimacy, while allowing your men to operate in the field without your constant support. However, they would be unable to found new units.

>Acquired Taste for Auxiliaries.
Your base army holds to one of the above two options, but your forces can choose to form non-official units, or hire other companies, to fulfill roles as needed.
>>
>>41680808
>>Bend the Knee
>Acquired Taste for Auxiliaries.
>>
>>41680808
>Bend the Knee.
>>
>>41680856
Wait, how about they can make auxiliaries and if they feel that unit or that one would be a good addition for House Bordain send them home so we can forge them into the Iron they should be?
>>
>>41680808
>Bend the Knee.
>Anyone who wishes to join the army must swear allegiance to you and House Bordain, as your captains and soldiers have. This will keep out some unsavory elements, and keep an air of legitimacy, while allowing your men to operate in the field without your constant support. However, they would be unable to found new units.

>>Acquired Taste for Auxiliaries.
>Your base army holds to one of the above two options, but your forces can choose to form non-official units, or hire other companies, to fulfill roles as needed.
>>
>>41680808
>Bend the Knee.
>Anyone who wishes to join the army must swear allegiance to you and House Bordain, as your captains and soldiers have. This will keep out some unsavory elements, and keep an air of legitimacy, while allowing your men to operate in the field without your constant support. However, they would be unable to found new units.

>Acquired Taste for Auxiliaries.
Your base army holds to one of the above two options, but your forces can choose to form non-official units, or hire other companies, to fulfill roles as needed.

How very Roman of us.
>>
>>41680599
Nooooooo!
>>
>>41680808
>>Bend the Knee.
>>
>>41680912
I wasn't going to vote Bend the Knee, but you've convinced me. However I would like to ask about the practicality of having Essosian recruits brought back to Westeros to bend the knee to us personally.

Obviously, any Essosian recruited will be subject to normal rotation between merc work and service to us.
>>
>>41680808
>>Bend the Knee.
>Anyone who wishes to join the army must swear allegiance to you and House Bordain, as your captains and soldiers have. This will keep out some unsavory elements, and keep an air of legitimacy, while allowing your men to operate in the field without your constant support. However, they would be unable to found new units.
>>Acquired Taste for Auxiliaries.
>Your base army holds to one of the above two options, but your forces can choose to form non-official units, or hire other companies, to fulfill roles as needed.
>>
>>41680808
>Like Iron to a Magnet
>>
>>41680808
>>Bend the knee
>>Acquired taste for auxilliaries (mainly because if Finn thinks he needs to form a non-official unit or something of the sort then I trust him to do so)

>>41680641
God, I'm torn by this. On 1 hand, Finn has an honour guard to protect him in battle and make him look more official. On the other they're OUR bloodsmiths. Adding three new people to the squad is a big upheaval and they won't be the same. And I don't want any of our bloodsmiths dying overseas

That last point is too big for me. I vote against sending them to Essoss without us, even on temporary rotations
>>
>>41680968

Same guy here.

Forgot to mention they have to pass some sort of grueling training or test.

Weed out the undesirables.
>>
Oh! An idea, Doma said that the method of contract acquisition we chose will limit us to around 2000 men. How about the 2000 men make up the core of our army, each unit led by a Captain with a vote, and we supplement with auxiliaries led by Captains who can't vote but can either be pulled up to replace lost units or act as a reserve in addition to serving us in combat.

Obviously this is looking towards the future. The gist of it is, auxiliaries won't be able to vote on contracts and thus won't further burden us when it comes time to find a contract.
>>
Hey look! An option with Iron in the name that didn't get picked! That's a first for us.
>>Bend the Knee
>>
>>41681002
Honestly I was thinking that if we ever grow that much we will restrict voting rights to Engineer captains with the infantry, archers, ect getting a collective vote each.
>>
>>41680984
Frankly I didn't want to take 3 new guys just because we sent some Bloodsmiths overseas, also remember that the unit as a whole is Unsulied tier of badass
>>
>>41680808
>Single Stream Market.
>>
>>41681034
The infantry is just as, if not more, important than the siege engines. The infantry could act alone, the engineers would be killed within an hour without people to defend them. Each unit gets a vote, so that if more engineers are sent over(seeing how it's our specialty, I'd like three units of them) they get more votes. This lets the mercenaries choose their battles. The obviously preferred job would be sieging, as there's less fighting and more time to drink and fuck camp followers.
>>
>>41680825
>>41680840
>>41680856
>>41680861
>>41680864
>>41680880
>>41680903
>>41680960
>>41680954

"Let the men of Essos serve if they will, but let them know that my armies are just that, Mine. If they serve, they serve me and mine. All who join must swear to serve me and my family. Let these men serve to replace the fallen. I shall form new units if I see fit."

He nods at this.

Now, we have one unofficial point to discuss: Name, and Mystique.

The unit name is simply that, the Name.
Some potential options:
>The Steel Guard
>The Iron Claws
>The Piercing Company
>Battle-Forged
>The Iron Brands (see below)
Or literally anything people write in that gets votes.


Mystique is something altogether different. It's a matter of...style. The Golden Company keep their past commanders' skulls dipped in gold on spikes, to honor a command given them a thousand years before. The Second Sons sign their names in blood, and when they die or leave, those facts are recorded, so there are great Tomes of the Company. Mystique is the kind of thing that makes men believe that your company will win. That edge of superstition. Some ideas:

>Each new man must face one of the captains in single combat, and be found worthy.
>Each new man must take three blows from a smith's hammer on his shield.
>Each new man has your house insignia branded on his shoulder.
>Each man must drink of a brew containing the same herbs that drove your spirit quest, as well as iron filings from Morderengrad.
>When assaulting a city, the first wave is made of men who wish to join the company. They only enter if they bring back a brick from a city wall.
>Whenever a man dies, his name is inscribed on a suit of plate kept in his captain's tent. So each captain bears the names of those they lost.
>Any mixture of the above.

>Any new ideas.
>>
>>41681154
>Each new man must take three blows from a smith's hammer on his shield.
>Whenever a man dies, his name is inscribed on a suit of plate kept in his captain's tent. So each captain bears the names of those they lost.
>>
Anyone know how Dothraki horses fare against Westerosi horses?
We could buy a few of them and breed them for our cavs back in the Vale?
>>
>>41681154
I don't think we should do branding as a thing, save that for the Bloodsmiths.
>>
>>41681154
>>Whenever a man dies, his name is inscribed on a suit of plate kept in his captain's tent. So each captain bears the names of those they lost.

>When assaulting a city, the first wave is made of men who wish to join the company. They only enter if they bring back a brick from a city wall.

>The Iron Claws
>>
>>41681177
The Bloodsmiths have a three-tier system that includes the branding. Someone else doing just the branding wouldn't bother them too much.
>>
>>41681154
>Each man must drink of a brew containing the same herbs that drove your spirit quest, as well as iron filings from Morderengrad.
How could we not do this one? It's literally a spirit quest.
>>
>>41681154
>The Steel Guard
>Each new man must take three blows from a smith's hammer on his shield.
>When assaulting a city, the first wave is made of men who wish to join the company. They only enter if they bring back a brick from a city wall.
>Whenever a man dies, his name is inscribed on a suit of plate kept in his captain's tent. So each captain bears the names of those they lost.
>>
>>41681172
>>41681154
Oh, and as for name... Maybe something like "The Great Company of Valemen" or more colloquially known as "The Grey Company". https://en.wikipedia.org/wiki/White_Company
>>
>>41681154
>The Iron Claws
Mystique
>Each man must drink of a brew containing the same herbs that drove your spirit quest, as well as iron filings from Morderengrad.
>>When assaulting a city, the first wave is made of men who wish to join the company. They only enter if they bring back a brick from a city wall.
>>Whenever a man dies, his name is inscribed on a suit of plate kept in his captain's tent. So each captain bears the names of those they lost.
>>
>>41681201
Did we ever take that Cheif up on leaning the song to make our marrige stronger?
>>
>>41681154
>The Iron Souls
>Whenever a man dies, his name is inscribed on a suit of plate kept in his captain's tent. So each captain bears the names of those they lost
>Each man must drink of a brew containing the same herbs that drove your spirit quest, as well as iron filings from Morderengrad
>>
>Each man must drink of a brew containing the same herbs that drove your spirit quest, as well as iron filings from Morderengrad.

That sounds AWESOME.

Considering we are basically setting ourselves up as Tony Stark
>The Iron Men
>>
>>41681154
The Dead Men

Spirit quest brew and the names of the dead on armor.
>>
>>41681154
>>41681210
This for the name.
Mystique:
>Each man must drink of a brew containing the same herbs that drove your spirit quest, as well as iron filings from Morderengrad.
>>
>>41681187
Too add some reasons for my choices and just for fun, I think "The Iron Claws" is a great descriptive name for a siege specialty army. We use our weapons and men to smash open a wall and tear it open to conquer all within.

The inscriptions on the armor show reverence and weight to those who fight with us. Very cool and adds greatly to the superstitious side of things.

The new recruits bringing back a brick and being in the first wave will quickly weed out any weak and unworthy soldiers, leaving us with only the best battle-hardened warriors.
>>
>>41681223
>>41681232
>>41681222
>>41681210
Given our siege specialty, I think our motto should be
>Iron Within! Iron Without!
>>
>>41681222
This please
>>
>>41681210
love the name seconding
>>
>>41681222

Seconded.
>>
>>41681154
>>Steel Guard or Iron Claws
>>Whenever a man dies, his name is inscribed on a suit of plate kept in his captain's tent. So each captain bears the names of those they lost
Maybe a second mystique, not a third though..
>>
>>41681210
That's a good one.

Voting for any of
>The Iron Men
>The Grey Company

Absolutely NOT the Steel Guard. No name stealing!
>Each man must drink of a brew containing the same herbs that drove your spirit quest, as well as iron filings from Morderengrad
>Whenever a man dies, his name is inscribed on a suit of plate kept in his captain's tent. So each captain bears the names of those they lost.
>A Captain who has never lost a man would be Unsullied[/Spoiler]
>>
>>41681210
Maybe they start off as "The Great Company of Valemen" but over time, as they take on more auxiliaries and become more of a cultural hodgepodge, they come to be known simply by the color of our banner? Thus: The Grey Company.
>>
>>41681221
You have not. But you've been busy of late. You've planned to take the next few months easy, so maybe you can pull it off soon.

>>41681224
Slight endorsement/comment for this one: it would lead to some awesome/corny colloquialisms and battle cries.
"You will keep the terms secret?" "The Dead Men tell no tales."
"Dead Men feel no fear."
etc etc.


Other options are also badass, but there was something about this one that just tickled me, and it wasn't that I proposed it for the criminals earlier in the thread.


>>41681259
>No name stealing.

FUCK. FUCK FUCK.
I forgot that was Karban's Personal Guard.
Ignore that option. Cross it out. BURN IT.
>>
>>41681154
Gonna run though these options with the pros and cons
>Each new man must face one of the captains in single combat, and be found worthy.
Pro: provides a standard of fighters, good for morale and combat
Con: Not all men are fighters. We need men for the siege engines, they don't need to be as good with a sword as an infantryman
>Each new man must take three blows from a smith's hammer on his shield.
Pro: Keeps with the black smithing theme, having three dents in your shield in a certain pattern provides branding without the obvious potential to scar muscle and connective tissue
Con: Not every man has a shield. We could issue them, but that just adds more shit to the wagon train.
Idea: give each man a small piece of wood/metal that bears the three hammer marks.
>Each new man has your house insignia branded on his shoulder.
Pro: Stops all but the most dedicated spies
Con: Scars are no laughing matter. You mess up and suddenly they can't lift their arm a certain way
>Each man must drink of a brew containing the same herbs that drove your spirit quest, as well as iron filings from Morderengrad.
Pro: adds mystique, and watching newbies trip balls is a fun pastime
Con: Drugs are bad, mmkay?
>When assaulting a city, the first wave is made of men who wish to join the company. They only enter if they bring back a brick from a city wall.
Pro: taking trophies is good for morale
Con: Newbies retreat after taking the brick. Not good for morale, unless we use it to draw out the enemy
>Whenever a man dies, his name is inscribed on a suit of plate kept in his captain's tent. So each captain bears the names of those they lost.
Pro: we remember the fallen. Much like the golden company, it's a visible reminder of those that came before
Con: nothing really
>>
http://strawpoll.me/5124250

Let's make things a little easier to read.
>>
>>41681224

I like it.
>>
>>41681295
You're my new favorite anon.
>>
>>41681295
Though, as a note: I don't think we're gonna get away with trying to name our guys the Iron Men when one of the premier navies is the Ironborn.
>>
http://strawpoll.me/5124283
Runnoff vote with the three top votes from previous poll and Dead Men, which picked up steam while I was making the last one
>>
>>41681368
GODDAMNIT PAGE STOP MAKING THINGS CHANGE RIGHT AS I POST A POLL!

Mystique: http://strawpoll.me/5124296
>>
>>41681375
Iron souls is hightest voted Anon....I do like dead men though
>>
>>41681375
wasn't iron souls the runner up? Thats what I voted for the first time. Not sad though the Grey Company is pretty cool.
>>
>>41681408
not at the time I was making the poll. Organization on a Chinese imageboard of anons is hard
>>
>>41681397
I have repaid you poorly for your efforts. I shall reward you.

You may claim
>1 XP for William
>Your name used at some point in the quest.
>My personal forgiveness for the next bad thing you do.
>>
>>41681417
Eh last I checked Grey company was winning and its a pretty cool name as well. (And one step short of just calling it the black company! Love that literature!)
>>
>>41681432
My real name is literally William Karban. (Last name is actually spelled differently but the pronounced the same)

I don't think you would want to include that as a cameo.
>>
>>41681432
Can we take both the brew and armor inscribing for mystique. That was a option suggested multiple times and then both are leading and almost equal in the poll.
>>
>>41681462
The poll allows for picking multiple options
>>
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>>41681452

what a world
>>
>>41681452
By the power of coincidence invested in me I pronounce you a statistical anomaly, you may kiss the bell curve.
>>
>>41681452
That is hysterical.

Though I'm not fully against it. Offhand, there's the idea of the "no relation" line being used, or an exiled son who refuses to discuss his past to avoid crimping Princely's style should he ever return.

Hell, as I recall, Karban is actually FROM the Vale, he just got his lands in the Arbor, so you could be a cousin or brother or nephew.

Just looked it up. He's from the Riverlands, and canonically has an older brother and family in the Riverlands. So I'm down if you are.

>>41681462
Yeah, totally. Let me write it up.

>>41681468
Yeah, but it doesn't show me how often people picked both, so All I see is that one's winning.
>>
>>41681513
I will take forgiveness of the next bad thing I do instead. My reputation is very important to me as an anonymous person on a website for chinese cartoons.

Also Karban is from the Riverlands.
>>
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>My suggestion for name got picked.
>>
>>41681531
>karban instantly rolls all nat1's next time we need to roll
>>
>>41681513
Okay. I was just being shy. I'd totally love a cameo.

I AM UNFORGIVEN! SHAME!
>>
You settle on the name "The Great Company of Valemen", in hopes the name inspires some modicum of mollification for your neighbor lords in regards to your actions. Doma nods, though he points out such names are often shortened over time.

You decide to make it a part of your company's mystique to have every new member indulge in the same spirit quest you yourself went through. Reflecting on the matter, you realize this means that every member of your Mercenary company, in addition to swearing fealty to you, will be considered a Man in the eyes of Vil'Ak's tribe of the Painted Dogs. You're unsure if that means anything.

You further lay down that the band will honor its fallen, with every lost member's name inscribed on his captain's armor.

Doma nods. "These things are good, Great William. The root drink will make others fear they are protected by foreign magics, and the names shall inspire loyalty, and stories of the watching dead. These are the edges that make foes falter. It is known."

END OF QUEST.

NEXT TIME: Page tries out the Warfare Rules in prep for if we ever get to the Rebellion, we skip at least one month, you do weird song things, and hopefully become a real dad!

As ever, I'll be bouncing around for the next few hours, though I currently have a headache, so I may call it a night early. I'll have this archived in a bit.

In the meantime, discuss what you want to spend your now 40 points of XP on.
>>
>>41681541
You though it wa Karban rolling but in fact in was me! [that unlucky family]
>>
>>41681592
1 rank of athletics, 1 bonus dice in Axes, Axe Fighter I and II

Then we will be done increasing our personal combat prowess and we will one day become well rounded.
>>
>>41681592
>hopefully become a real dad!
Isn't she just entering her fourth month?
>>
>>41681592
Can you post the character sheet?
>>
>>41681592
Upping our athletics/endurance is the main thing in my mind
>>
>>41681621
Seconded
>>
>>41681619
Timeskips
>>
>>41681592
Endurance and up bonus to Axes.
>>
>>41681615
I did see that one earlier, and am perfectly fine with it, as long as it gets a couple more votes.

>>41681619
It's not uncommon, though we haven't done it in years (because we've spent the last 6 threads in a three week span), to not have any important events in a month.

So we could conceivably cover 4 months in less real world time than it took us to handle these two weeks.

>>41681621
Yep, Knew I was going to have to.

Agility 4
Animal Handling 3 Ride 1B
Athletics 4
Awareness 3
Cunning 3 – Logic 1B
Endurance 3
Fighting 6 – Axes 2B
Marksmanship 4
Persuasion 3 – Intimidate 1B, Charm 1B, Convince 1B
Status 5 -Stewardship 3B,
Stealth 3
Warfare 3 – Strategy 1B
Will 4
>>
>>41681655
I say we up our Athletics and get Axes I
>>
>>41681666
Axes I doesn't really do much, but it's a prereq for Axes II, which gives pretty much all of our attacks a free wound. It's exactly the sort of killing power we need and is a huge boost to defense as well, as -1D makes most enemies that would be a danger otherwise helpless to pierce our armor.
>>
>>41681666
Agreed
>>
>>41681726
Can we afford both though after upping Athletics?
>>
>>41681737
Axe Fighter I and II are Qualities, like Sinister and Berserker are. You invest a Destiny point in gaining the Quality and can get the destiny point back (at any time IIRC) by giving up the Quality.

We need to spend 10 xp to boost our Axes specialty to qualify for it. 30 XP to boost Athletics, 10 for Axes.
>>
>>41681760
Oh, then hell yeah let's get Axe Fighter 1&2 and bump our athletics and axes.
>>
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>>41681655
Thread is archived.


That also reminds me of some things I feel the need to tell you guys: After next week, the schedule may get a little...weird. I may have to move the quest to Mondays or Wednesdays, before dropping it entirely at the end of August until I get free again.

OR...sigh. Well, this is gonna be a kind of weird conversation, but here we go: I may be able to keep running this after August, depending on how things go.

Right now, I've been living on my own for 4 years, and I might be...giving up. The region I'm in is not helping me find the work that makes me happy. My parents have told me I can come live with them again, and they're about an hour from Seattle, so by moving back home, I can more easily find a job in Theatre. While I'm looking for that job, I could easily keep doing this. Once I FIND that job, things could get weird, schedule wise. I'll try and keep you all up to date with the Twitter. But the take away is: next week is pretty guaranteed. After that, we should be good for at least another one, but who knows.

Worst case, we push out a last couple to get us out of the pregnancy, and I go back on hiatus until my schedule clears, and then we resume again, hopefully near the Rebellion.

>>41681726
>>41681737

To clarify the points being made: The idea is that we spend 30 to increase athletics (upping our defense and damage) and then 10 to get another specialty in Axes. Then, we BURN two Destiny points to get the Benefits Axe Fighter I and II.

Whose rules are here.
>>
>>41681760
>you can get it back (at any time)

Technically, the rules are "when you complete a story objective."

However, you are right that it isn't burning one like I thought. I misrecalled that section. I thought it was basically "trade a destiny for a quality". It's much better than that.

So anything that's important enough that it feels like the end of a chapter would allow you to move them.
>>
>>41681786

As long as you're doing well and we get to play William Bordain again at some point, I'm fine with whatever you choose.
>>
>>41681655
I kind of feel like our endurance needs boosting as well. I mean, if we're wearing such a great big heavy armor, shouldn't we make sure we won't pass out after like half an hour?
>>
>>41681876
Athletics will do more to protect us than Endurance will. The only thing that Endurance does is grant more HP and more wound slots.
Most of the actual athletic stuff is governed by... Athletics

Also there is an actual Fatigue system... we can take -1 to all tests (At any time, even if it's not your turn) until we rest and gain our choice of +6 Combat Defense, an Extra Attack, and a couple of other things not nearly as overpowered


This is a very silly system that is very overpowered and we were better off not remembering it was there.
>>
>>41681768
>>41681653
>>41681615

I see a lot of votes for this, so unless there's a swell against it, we'll go with it.

>>41681876
It should be boosted eventually, yes, but interestingly, there's nothing in the rules as written that has heavier armor wear you down. So for right now, it's only important when you get hit.

I may consider adding a system where over time in combat, you have to make increasingly difficult endurance checks to not take penalties. It'll probably be something like (bulk times number of minutes) for the Difficulty, with catch your breath actions resetting it, or a break longer than a minute.

>>41681907
It's an optional system, so you needn't worry.

>>41681874
Thank you. The big thing is that I'm, quite frankly, kind of arrogant, so the shame of the idea of moving back is like a knife. However, my life out here has been on the razor's edge of collapse for years, and it's not getting better. I'm just treading water, waiting for the wave to hit me.
>>
>>41681954
That sucks man.
You know what would take your mind off it?

Armor descriptions
>>
>>41681786
>>41681954
My cousin is a Theater geek too, Page. She went to college in Scotland and got her degree from the London Academy of Dramatic Arts. She's living at home and working as a secretary at an ad agency. She only recently had an illegitimate child and doesn't know who the father is.

My point is, things could always be worse.
>>
>>41681786
>hopefully near the Rebellion.
That'd be a lot of timeskip and a lot of basebuilding/troopbuilding/whatever
>>
>>41681954

Staying with your parents will likely be cheaper and give you more opportunities for work.

Then again, I don't really know what you're going through, so I could be wrong.
>>
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MFW I'm mentioned in the description in the archives.
>>
>>41681976
Thank goodness you're there to sort me out, anon.

AHEM.

You invite Doma to behold your newest work, the Dreadnaught armor.

You begin by explaining the general issue. You're six feet, six inches tall, and just under twenty four inches across at the shoulder. You're too big for most armors, but your connection to your iron makes it easy to move.

As such, the dreadnaught armor is enormous, adding another 3 inches to your height, and making you another 2 inches broader. You're like the hound, but wider.

The armor itself is quite imposing. Dark steel, seemingly streaked with soot at some point, so there are veins of black running through it, almost like veins of coal in a mountain. The torso is broad, but tapered, widening at the top. There are plates on the gut, forming a ab-like structure, laid one over the other, with some pressure forcing them downward, making them more difficult to wedge a blade or point between, while allowing for some mild articulation in lateral sliding. The Chest has single black peak of House Bordain, with an inlaid hammer of gold and onyx worked atop the piece.

Your pauldrons are heavy and large, with the left one worked into an exaggerated lion's head, the words Hear Me Roar chiseled above it. The Right is black with a single orange stripe, the words of House Ruttiger, your father's house "We Walk the Hard Way" emblazoned there. The vambraces sweep back to a spike like a pick's, and the gauntlets have bladed claws set over the extended fingers. The Claws of the Bearmole. Someone told Ilwin of your spirit quest.

Your faulds bear images of running hounds, no doubt meant to symbolize the Painted Dogs

Your leg guards remind you of a chicken's leg, with their banded pattern. Apparently, each segment is socketed into the next, giving you remarkable mobility, while preventing any access to incoming blades. The boots have stylized talons, like the foot of a dragon, so your every step slams down like a storybook monster.
>>
>>41681954
Can someone with a good grasp of maths go through our %s against various enemies like we did in our last thread with our new stats?

Also, do we want to set things in progress to upgrade Mrdenfeld to a small town but with all the conferences planning defensive features like we discussed toward the end of the last thread?
>>
I'd be willing to do some crunching, but I'd need Page's statlines. His statement about Jaime and the Mountains stats tell me he isn't using the Campaign Guide as written

>Bobby B is the only character with Fighting 6
>Fucking Mountain only has Fighting 5
>The Fucking Mountain has less athletics and less strength bonus dice than Hodor
>Jaime Fucking Lannister has Fighting 5
>Roose Bolton has Fighting 4
>>
>>41682200
Atop all of this sits the helm, of course, meant to hide and protect your face.

It plays to the dragon motif of the legs, with cascading plates in the back seeming like overlying scales on the neck of some great beast. The main beam comes across the brow, almost a diadem of steel, from the sides of which arc downward two small horns. The face mask comes from just beneath the horns, arcs under the eyes, and meets the main plate at teh center. Its bottom extends diagonally downward, growing the plate from roughly an inch at the temple to hiding your entire lower face by the chine. It gives the impression almost of a beak, except, for your commands to be heard, a series of slits has been worked into it, in the rough pattern of fangs.

All in all, the armor gives you the appearance of some great demon, with clawed hands, feet, and horned helm.

>>41682254
...What?

Are you using the Game of Thrones edition Campaign guide? Because jaime definitely has Fighting 7, Long Blades 4, on page 53. Gregor Clegane has Athletics 8, Strength 5.
>>
>>41682311
http://manusantos.com.br/producao/A%20Song%20of%20Ice%20and%20Fire%20RPG%20Campaign%20Guide.pdf

It certainly looks legit.
>>
>>41682311
>>41682324
Ah, apparently I was looking at the first edition. You have the GoT edition, which is the updated one. I didn't know there was an errata'd version.
>>
>>41681995
true. And I'm proud of what I have made. I just... It's a struggle, where I am, and I think it would be less of one somewhere else.

Sorry about your cousin, though.

>>41682007
True. I'm moderately leery about it for that reason.

>>41682009
That's what I feel, as well.

>>41682324
>>41682350
Someone uploaded it back in thread 17. I'd give it a look.

>>41682206
Offhand, here's how some of the numbers have changed:

You have a combat defense of 10, with pick an shield, an AR of 15 and a damage of 4.

Against a normal knight (4D+2F sword, AR 7, CD 8 4 damage, piercing 2.), His best possible roll of 24 is three degrees of success, dealing 12 damage to our effective AR of 13. He cannot, harm us. We, on the other hand, need only two degrees of success to harm him, the odds of that happening are 99.6%. The odds of us doing half his health in a single blow are 98.4%, The odds of doing ALL his health in a single blow are 84.2%

In essence, if someone sent 10 knights at us, it would likely take us about...12 rounds to kill all of them.
>>
Let's make Bordain fight Bordain with a Longaxe.

To avoid accusations of rigging with initiative rolls. Both Bordains bash each other at the same time, and continue to do so until one is ded.


Shieldain needs a 21 to deal 1 damage, give a wound, and trigger shattering
Axedain needs a 20 to deal 2 wounds
Round 1
Shieldain attacks Axedain
>54.5% chance of hitting for 1 damage+wound+shattering
Axedain attacks
>63.6% chance of dealing 2 wounds

If Axedain hits, the fight is pretty much over. Shieldain can't overcome 2 wounds and has to forgo Axefighter just to have a 1 in 5 chance of scratch damage.

In actuality, whoever wins initiative is probably going to win, due to 2 attacks per turn and a single wound making Bordain unable to hurt himself.
>>
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>>41682475
whoops, didn't count the knight's shield and armor in his CD calculation. Which means it's a point HIGHER than it should be.

So, yeah, a normal knight views us much like godzilla.

A knight of Quality has better odds, but my headache has rendered me unable to go through them. Especially since this is an opponent we might choose to wound or not.

If anyone else wants to do the math for a knight of quality and a knight of the king's guard, here's their stat blocks. Also, Anydice can measure the odds of Roll X, keep Y best.

It basically boils down to "Bordain wins, EVENTUALLY."

>>41682501
Did you remember that Bordain has Weapon Mastery with all weapons forged from his iron, meaning he has +1 damage?
>>
>>41682501
Shit. Page uses the critical rules, doesn't he? That means that Bordain can damage+wound+shattering on 77% of attacks!
>>
>>41682550
Damn. Math is hard. I forgot the +1 for castle-forged weapons as well.
>>
>>41682552
I have not previously used the critical rules, to my knowledge.

>>41682557
Well, shit. I forgot that too.
>>
>>41682561
You believe in our fight against the little shit who called us a rapist. I assumed that mean it was canon. I know you have said the phase "three degrees of success, and a critical to boot" at one point
>>
>>41682561
Which thread was it where we went on the spirit quest? I need to catch up, I was only around for the first few threads.
>>
It's an easy fight if we win initiative. So let's lose!

William Bordain Vs Meryn Trant

FIGHT!

Round 1
Meryn Trant makes two normal attacks because math is already hard enough. It doesn't say he has castle-forged steel, but I assume he does, he's friggin Kingsguard.

He deals 5 damage per degree and pierces 2. He needs 2 degrees of success to harm us.
>50% chance to score 2 damage. Big whoop.
>25% chance to score 7. That's a grievous blow! Should have brought a tower shield.
>1% chance to deal a wound
So after two of those attacks, Bordain has a decent chance of having an Injury, but probably not a wound

>>Berserker time!
3 attacks, 1 of which has no bonus dice to sac, so no Axefighter.
5 base damage with our newly upgraded athletics and Weapon mastery.
That's a little irritating...his armor perfectly absorbs a 1 degree blow so we NEED 2 degrees to hit him for 5
>Oh that's an 85.5% chance even having taken an injury
>and we get 3 attacks
>2 of which deal free wounds and are 90% and 94% due to breaking through his shield.
Round 1 is over. Meryn Trant has at least 2 wounds. Fight is over.
>>
Hey Page! Can we have the Targ squire's statline? I want to know how our duel against him would go today.
>>
>>41680126
Something like the mountain wears but with a fierce mole at the top.
>>
>>41681592
>The Great Company of Valemen
Motherfuckin' Grey Veils, yeah!
>>
>>41682817
... we need a new name for the company, no one in their right mind will join that.
>>
Rolling up a fight of us against 3 Kingsguard with actual dice.

Roll for Initiative!
Bordain gets 14 barely beating the 12's that pretty much all 3 Kingsguard got.

Round 1
Bordain does 1 standard attack and one Cautious Attack, both attempting Axefighter
Attack 1 at Fucker A: Fucking 28 holy shit. 4 degrees of success. 2 Wounds to Fucker A and Shattering
Attack 2 at Fucker B: 23 with a cautious attack! 3 degrees of success for 10 damage, a wound, and Shattering.
Kingsguard Turn
Fucker A rolls straight sixes in defiance of all logic. His wounds mean it's only a 19 though so it does zilch. 1 more and he would have dealt damage! If only he could have been better than literally perfect. His second attack also does nothing
Fucker B only has one wound but manages to roll a jack squat anyway because he doesn't want it like Fucker A does.
Fucker C does his real attacks
>(This is the part where I remember fuckers A and B should have attacked Recklessly in desperation but it's too late now)
>>(It wouldn't have helped because now I remembered the +3 defense from Bordains Cautious Attack)
>>>Too many fucking things to keep track of. Next time I'm getting paper and pencil.
Anyway, he gets a 24 vs Bordain's 13 defense. 2 degrees of success! Bordain takes 2 damage.
His second attack is a mere 21 and fails to pierce our DREADNOUGHT ARMOR

Round 2. Bordain Boogaloo
Coming Soon
>>
Standard attack against Fucker C
23 vs combat defense of 7, 3 degrees!
10 damage, a wound, and Shattering!
Cautious Attack against Fucker B
20 with 2 degrees of success. He takes 5 damage and a wound. Unfortunately he was greedy last turn and didn't take an injury. Now he HAS to take another wound. He is now at 3 wounds.

All three Kingsguard are wounded to the point of not being able to deal damage to Bordain. They are stomped effortlessly over the next round or two.
>>
I think we over invested in personal combat prowess.
>>
>>41682685
>>41682878
So what happens against a Other, Jaime or the Mountain?
>>
>>41683019
Not even slightly
>>
>>41683022
I AWAKEN.

I can tell you this: The Mountain is still a problem. He deals enough damage per swing that he only needs 1 degree of success to hurt us. two degrees demand we take a wound.

He has a higher combat defense than we do, but less AR.



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