Get in here! Lets get this going!
>>338297Previous thread>>301942Last we left off, our Capitol had come under attack by Invaders from the Tullian Empire. The false emperor August Quintus Tullius, enemy ships have sighted and alarms are ringing in the city.What are the council's orders?(this is a write in section)
>>338317Relevant stats and information>HeroesRanger-Captain Ansen Coldwater- Coming from the peasantry Coldwater is a masterfully skilled warrior in skirmish and ambush tactics after 20 years of experience guarding the northern frontier- Bonus to combat rolls and military related rolls- As a well respected commander, may convince lost/isolated military units to your cause- Able to train and lead a small armyBattlemage Andros Calassian- Our civilizations first hero and leader, graduating top of his class in the old Arkadian mage academy in the arts of life magic, he also led a secret double life, learning from the necromancers and deathmages of the undercity. He is a talented duelist able to take many an opponent down with his sword as well as being highly charismatic, skilled the art of persuasion and inspiration.Currently we control our Capitol(unnamed) and several towns around it, in addition we rule most of the land up to the northern mountains and a small town and the land around it in the south. We control some of the most fertile land in the old Arkadian empire, granting us large surpluses of food and horses.
>>338368Our home city has been developed since the start of this time of strife, with a greatly expanded port, a medium sized forge, a military training ground and a magic academy.We have entered into an alliance along with a membership in the Carenton League and assisted them in a brief bloody and decisive war with the Kingdom of god to the south.To the east we have a tense border with the Dark Empire, whos Emperor, a former minor nobleman is rumored to be in close collusion and perhaps even possessed by a demon.To the west of his the false emperor Augustus Tullius has launched his mighty fleet to war, a former general and prominent nobleman, he has rallied the Imperial forces in Calista and his own household troops to his cause. His forces are currently attacking our city and he is a skilled general and hydromancer.We are also forbidden from trading outside the Carenton league are subject to the will of Guilds in the matters of trade and commerce. In addition to our restrictions independent foreign relations are severely frowned upon.However, we do get access to an alliance with the league as well benefits to having access to the guilds trade network.
>>338297Send word to our allies in carenton, and to any shipyards we have to head north and help us, when the enemies land, hit their landing forces with any catapults, ballistas etc that we have in the capital.
>>338297Also, get the mages in our city ready to fight too, either burning their sails or sniping the captains of each ship, with any luck we'll stall and demoralise the enemy.
>>338400Survival bump #1
ITS BACK MANG
>>338297Oh boyTime to CIV IT UP
>>338523Yea just starting voting on stuff man I will be popping in intermittently until things pick up, once I get a few players Ill crank up the pace.
>>338570IMO it really speeds up the pace to include some options listed at the start of each turn, having a 'write in' option is always good though
>>338692>>338523>>338510>>338403>>338410A response force equipped with our ranged siege engines is prepared to fight any amphibious assaults while the fleet readies for battle and messengers are sent by sea and by land to the Carenton league with a call to war.The enemy fleet in now only a few miles off shore, they have not yet begun an organized blockade but it would be difficult to slip any more ships out of our port now.This is our last chance to engage the enemy fleet on our terms, what should we do?A. Intercept their fleet and force battleB. Allow them to land, and crush their army on the beachesC. Other(Write-in)
>>338710Also roll a d100+10 along with your choice
Rolled 4 + 10 (1d100 + 10)>>338710I vote BWhen our reinforcements arrive they'll destroy the enemies ships, denying them escape, and they may surrender once they start losing the land battle, then we can start blockading their island with our unopposed navy.
Rolled 60 + 10 (1d100 + 10)>>338710>A. Intercept their fleet and force battle
>>338774>>338770Can I get a few more votes here?
>>338774I'll change my vote to this to get things moving, not going to accomplish much rolling 4s anyway
Rolled 69 + 10 (1d100 + 10)
>>338317I will say also for new players to please read the old thread, as it will get you into the atmosphere and help you understand the context of our current situation
Rolled 69 (1d100)>>338710Attack them at sea with catapults, archers, trebuchets(spelling?), any ranged units, but don't put any of our men in danger.Then when they land, retreat all our men to inside our city. And hold them off/stall until the carentons arrive to support.(+10 to my roll)
>>339048>>33904879 fuck yeahBoys get behind me. Vote this
>>339061>>339048To keep things moving Ill have us defend the beach.Earthworks are quickly dug at several expected landing locations, with defenses made for infantry, archers light catapults and mages. Our cavalry forces serve as a mobile reserve, along with men pulled from across the realm still streaming in to defend the Capitol.The Tullians land in a disorganized fashion and are placed under fire from flaming shot and arrows before even hitting the shore. With several ships disabled and run aground, the flow of ships reaching shore slows, leaving the first wave relatively isolated.The first enemy troops dismount from their ships and form a battle line, taking heavy casualties from arrow and catapult fire, with deathmages taking their toll on any Tullian who shows signs of being an officer or a sergeant being struck down by death curses. Necromancers raise the dead among the fallen Tullians, further causing chaos in their battle line.A. Sally forth and crush them(roll 1d100+20)B. Hold fast, conserve our troopsAlso FYI our own force is around 2000 infantry and archers with another 1000 cavalryThe first wave of the enemy is all infantry and numbers around 2000 men.They are estimated to have another 3000 men in reserves.
>>339159B. Hold fastGet the most we can out of our ranged units and sorcery. If they get into the city we fight them in the streets and block them off, nullify their numbers advantage.
>>339215Please roll with your post
Rolled 79 (1d100)>>339324woops
Rolled 21 + 20 (1d100 + 20)>>339159 A. Sally forth and crush them(roll 1d100+20)
>>339375>>339215need one more vote to break this tie
>>339384Where is everyone today?
>>339483I'll change my vote to b so we can move forward.
>>339505>>339215Our men hold fast. only allowing skirmishers, archers and catapults to engage the enemy.Average of 70, a fair successThe enemy are cut down in large numbers, leaving less than 1000 Tullians standing as a deep fog sweeps over the battlefield,,,Shouts and warhorns are heard in the distance, our men completely blinded by the fog engulfing the beach. Our troops hunker down as the fog suddenly lifts and the Tullians are shown to be within stones throw of our defenses.Swords are drawn and inspirations spoken by our Paladins stiffen our army's resolve...A storm of swords erupts as the Tullians rush the earthworks, a system of small earthen walls and trenches, granting our men effective cover against enemy ranged attacks, and forcing them to climb over a ditch and a small wall to engage us in melee.many are cut down by magic, bow and blade, however soon the arrows and the mana begin to run dry as blood soaks the shores.Great Callasian warhorns are heard in the distance as our cavalry strikes the flank of the enemy, encountering helpless enemy archers and skirmishers.After several minutes of butchery the Tullians retreat for the ships waiting on the beach.The toll on our own force is high, with the infantry taking the bulk of the casualties holding the earthworks against the Tullians. Over 1000 dead, and that is after our most powerful healers revived 2 dozen men with their full faculties intact. The cavalry lost less than 100 men and is still nearly compeletley intact and combat effectiveOne of our necromancers has gained a mastery level and can now raise advanced undead, capable of retaining significantly higher intelligence and personality of their former selves, making them much more effective and capable of independent thinking. This advance has allowed a new force to be formed, the Black Guard, a special company made up of fallen Callasian who have sworn to serve the Empire even in undeath, undyingly loyal and an effective shock infantry unit. 10 men "Volunteer" for the Black legion from our army.Tullius himself, along with his elite guard are seen leading the retreating army back to the beach, severely weakened this may be our chance to wipe out the threat of the Tullian Empire for good...
>>339583What is the choice of the Council?A. Crush the remnants of their army before they escape! (roll 1d100+20)B. Conserve our troops
Rolled 78 + 20 (1d100 + 20)>>339606>A. Crush the remnants of their army before they escape! (roll 1d100+20)
Rolled 21 + 20 (1d100 + 20)>>339606A. Crush the remnants of their army before they escape! (roll 1d100+20)
>>339637average of 70 a fair success.The able bodied men of our army are rallied to counter attack the routing Tullians, Shields are pounded and banners brought forward to advance on the enemy,Paladins and elite veteran troops make up the vanguard of the infantry force, while our cavalry positions to be the anvil to our hammerLines are met and many Tullians slain the survivors slowly encircled and cut down until only a pocket of a few hundred men and Tullius himself stood, who before being wiped out, calls a mighty tidal wave to wipe out our army, due to vigilant mages and the dicipline of our troops our men are able to withdraw at high speed and in good order, however several companies lagged behind and were wiped out by the flood, 400 men were lost, along with the Black Guard who promptly returned to service after being swept away.After a day of searching Tullius body is found and identified as the False Emperor, we have taken just a few hundred men as prisoners, mostly badly wounded. With such large casualties mounting, in might be wise to end the war for now, since the Tullians can never threaten to invade us again after the size of this defeat. However if we dont finish them they could become a serious thorn in our side.We have the chance to take his throne before one of his local rivals. Its likely news has already reached them of the false emperors death and the city is in chaos.A. Strip the realm's defense down to a skeleton force only able to hold key sectors to gather an invasion force to take the Isle of Krios and secure Tullius's throne.B. Wait for Carenton League reinforcements(who may not relinquish any valuable territory they might happen to take in a war with the Tullians.C. Other(write-in)
>>339969Secure tullius's throneWe might as well get something out of this whole war
>>339969B.But still do option A so we have the force to maximize what lands we take.
>>340698Scratch that>send a diplomacy party to the island, to talk to whoever has been left in charge. Try to convince them that if they join your empire, and supply men and resources to your cause, then bygones will be forgotten.>if this fails send our best Mages (or assassins if we have any) to kill the new leaders, then before anyone new can assume leadership, you swoop in and declare the island part of your empire.>if this fails (or is somehow to difficult/impossible), then send a large force to take it, and kill what few soldiers were left to defend it.
>>340709I vote for this.
>>341010>>340963>>340709Our greatest diplomats and soothesayers are sent to Krios on the heels of the retreating enemy fleet, demanding fealty and submission to our rule in exchange for an immediate end to hostilities.Roll a 1d100+10 to determine the success of our diplomacy
Rolled 27 + 10 (1d100 + 10)
Rolled 60 + 10 (1d100 + 10)>>342171
Rolled 62 + 10 (1d100 + 10)>>342171fuckit, I'll roll just to save the day
>>342422>>342331No need to thank me, mortals.
Rolled 25 + 10 (1d100 + 10)>>342171
>>342331>>342422>>342451average of 59.66The Elders of Krios, a council of local leaders, has seized power in the wake of Tullius' death, we find them willing to join our Empire(supporting us with taxes,troops and ships) in exchange for protection and respect to their local customsWith peace settling, the Carenton League is very upset about being left out of our most recent conquest.The other members demand various towns on the island as their territory and compensation to the League.A. Grant some territories to the LeagueB. Claim all of Krios for ourselvesC.Other(Write-in)
>>343335C.Give the League a shared port town in which they can agree upon rules and laws in the conduct of trade in the port town but not outside of it, our sovereign laws about trade still apply in regards to imports and exports out of our Empire.We /China/ now
>>343335>B. Claim all of Krios for ourselves
>>343335C. Take the entire island for ourselves But as gesture of good will give the carentons our small slice of land in the south. (Remove all men from the region and send them north to our bulk force)
>>343335C. Grant the league our southern exclave as recompense
>>343868>>343804>>343575The council votes to claim the entire island but offer to cede the southern exclave to the league as recompense. Please roll 1d100+10 to determine the success of our diplomacy
Rolled 36 + 10 (1d100 + 10)>>344044make sure to speak softly
Rolled 22 + 10 (1d100 + 10)
Rolled 43 + 10 (1d100 + 10)>>344044
Rolled 51 + 10 (1d100 + 10)>>344044
>>344079>>344074>>344065>>344051Average of 48 a mediocre failure. The league rejects our offer and demands land on krios. They imply that they will back up their claims with force of necessary
>>344189Add in this >>343492 to our offer.
>>344189>The league rejects our offer and demands land on krioswell geiss no land for you
why did we join the league again?
>>344189A. Offer them some coastal townsB. Tell them to shove it C. Other(write-in)
>>344291C. Add some combination of >>343492 and money to our offer of our southern exclave.
>>344291>B. Tell them to shove it
maybe pissing off our only allies isn't a good idea, lads.
>>344606>>344318So you guys want to Calexit from the Carenton league?
>>344767I think a take-it-or-leave-it exclave offer is more sensible.
>>344777Trips don't lie. Changing my vote.
>>344797>>344777You give them one last take or leave it offer, roll d100 to determine whether the Carenton league declares war, or take the deal
Rolled 89 (1d100)>>347186
Rolled 41 (1d100)>>347186
Rolled 57 (1d100)>>347186Wasn't the League made out of merchants who just wanted trade deals? They have to know that they can't win in a direct confrontation...
>>350078>>347593>>347346average of 62A fair success. While the leagues army is larger than ours, the bloodbath it would take for them to get some holdings on Krios are too high to justify a war when they can take our exclave instead.After a tense few weeks of negotiations they agree to our deal.Several years have passed and the Dark Emperor is finally showing signs of restlessness. Our border patrols report seeing nothing... no merchants in or out, no farmers in the fields, its like the population has disappeared, aside from the occasional patrol of soldiers.In the meantime what have we spent the last few years working onA. Improving our research abilities(expanded magic school, 2 free techs,cheaper tech rolls)B. Settling the midlands(Larger army, more territory to defend and receive benefits from)C. Developed our trade fleet(a small trade fleet has been built, along with a small but quality navy to protect it)
>>351237A. Improving our research abilities(expanded magic school, 2 free techs,cheaper tech rolls)Free techs man...
>>351237>A. Improving our research abilities(expanded magic school, 2 free techs,cheaper tech rolls)
>>351237>B. Settling the midlands(Larger army, more territory to defend and receive benefits from)
>>351237>B. Expand military
>>352657>>352557>>352499>>352216>>351750>>351417need a tiebreaker here boys
>>352715Ok I'll change to A, on the condition that most of our research goes into military improvements. We need to be ready for the inevitable war with the dark empire.
>>352499This is me btwName was for another quest
>>351417>>352557>>352735>>351750Great pains are taken to expand our research abilities, with a small library built and many tomes collected. In addition we expanded the magic school and have recruited a fresh class of mages.What should their magic focus on?(write-in)(you can choose up to 2, half will specialize in each)After this we will vote on tech increases
>>352749Where did everybody go?
>>352749life and death magic
>>352749Fire and summoning
>>352749Fire and Water
>>352749Life and holy. If we're going to defend from the Dark Emperor we need to use a counter to death and demonic.We should also create a new class in our military for War Clerics, specialists in combat holy magic with some skill in healing. We could recruit from the old Kingdom of God, they probably have some skilled holy and life magic users.
>>356696>>356260>>354770>>354279Can I get some vote consolidation? I want to try to keep this moving with 4-5 posts a day
>>357791Fire and Life both got 2 votes so I think that should be what we go with if nobody objects.
>>358538Ok running with this to save time...The new class of mages is half pyromancers, both mana and spirit basedand half lifemages, with many soothsayers and healersWhat technology should we advance.(I will have you vote on what at a time.A. Improved MettalurgyB. Advanced Magical UnderstandingC. Improved ShipbuildingD. Improved AgricultureE. Improved MiningF. Improved LoggingG. Improved Natural SciencesH. Improved MathmaticsI. Other(write-in)
>>358559>A. Improved Mettalurgy
>>358559I think you should make a new thread to get more votes, we're now on page 9 and I'm pretty sure that's why the thread has been moving so slowly as of late.
>>358761Alright Ill make a new one tomorrow