[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / x] [rs] [status / ? / @] [Settings] [Home]
Board:  
Settings   Home
4chan
/qst/ - Quests


Well, it's been one helluva time since I've been able to run, but Chancellor Anon's back at it at last!
>The Ledger: https://docs.google.com/spreadsheets/d/1i4xT9hlgwe8b_kBzvD9y47n6lNStsjSEGR50DGLps6M/edit?usp=sharing
The Ledger has all data on everyone's Realms and Rulers. I keep an offline backup in case of trolls. Please keep your own notes here if at all possible.

>Previous Threads:
Yes, Sire! I: http://suptg.thisisnotatrueending.com/qstarchive/792057/
Yes, Sire! II: http://suptg.thisisnotatrueending.com/qstarchive/797566/
Yes, Sire! III: http://suptg.thisisnotatrueending.com/qstarchive/814422/

>Discord Group Chat: https://discord.gg/XJjnReX
For all your plotting needs.

If you're a new player and wish to join, next post'll have an explanation of the rules.
>>
>>906101
Here
>>
File: Yes, Sire!.png (610 KB, 1600x2200)
610 KB
610 KB PNG
>>906109
Top, I'll post the rules and re-read the last bits of Thread III so I can recap it and process turns.

>RULES FOR JOINING
See pic related. No seriously, it's all in there. Ask any questions you have in the Discord chat,
>>
Aristocratic Republic of New Zealand here
>>
>TURN RESULTS

>HIGH NOBLE SALT
You put out word of your interest in the Great Wyrms. Soon, a mysterious stranger returns, bearing the knowledge you seek...
They are:
>A charming Bard, with tales of how the legends of old tamed their mighty steeds. This knowledge will be a great boon.
>A mighty Barbarian, who has fought a Dragon and lived to tell the tale. He can tell you where to find them.
>A wise Sage, possessing great wisdom on the subject of Dragons. He can inform you as to their exact abilities.
>Other (Specify)
On a more mundane note, you begin handling the influx of refugees. It's tough, but it pays off somewhat.
>Add Population Size Progress: +6%
Research on the skyship is nearing completion. The first succesful test flights have been undertaken with minimal casualities!
>Researching: Sky Galleons
>Research Progress: 476/500

>GRAND PROPHET SKYRAKER
You set out to find new followers to show the light of the Sky Father, by force if necessary. However, these new lands bring with them unknown languages, new diseases and new threats, significantly hampering your journey.
>Press onward! (Martial)
>Bah, this is useless. I can better spend my time elsewhere.
>Other (Specify)
However, all of your hardships are forgotten when you hear word of the Cathedral you ordered; even in its unfinished state, it is already the most magnificient building to grace the Baroxy Commonwealth! This has inspired your craftsmen, who now work with divine fervour, hastening the construction process!
>ETC: 2 Turns. +1 Stability when completed, unless you had something else in mind.
You have heard of distant warriors with bows that can pierce a man on horseback and have enough speed left to cripple the horse; you order your men to find ways to strengthen your bows, so your warriors may shoot farther and harder than others.
>Researching: Improved Bows.
>Research Progress: 28/100
1/?
>>
>>906258
>KING ISH I
You start the long process of unifying your kinsman under your faith. Several new churches are being constructed, and missionaries are spread far and wide, but resistance is great. It will take time before you see noticeable effects.
>ETC: 5 Turns. +4 Stability when completed, unless you had something else in mind.
Having heard stories of Dragons by the fireplace, you decide to investigate. Soon, your men lead a smelly man clad in mosses and furs into the throne room. He calls himself a Druid, and offers to tell you of the Swamp Wyrms. Your Diplomaster, Quell, is rather suspicious of this man, calling him a fraud and a charlatan and imploring you to toss him out. Your wife, however, whispers into your ear: "He looks genuine. I think we can trust him."
>Toss the filthy man out, he's obviously a beggar.
>Listen to his story.
>Other (Specify)
Lastly, you decide to tour your Kingdom on a Royal Honeymoon, introducing your wife to your nobility and making sure the peasants are happy. That should provide some more immediate stability in the kingdom.
>Attempt to befriend some nobles (Diplomacy)
>Soothe the peasants (Stewardship)
>Other (Specify)

>Researching: Irrigation
>Research Progress: 17/100

>ULKAZ KHAGAN
The Gods, it seems, do not favour horsemen undergroun. Several more of your miners are lost, and many are on strike!
>Send in the soldiers to deal with them! (Martial)
>Personally talk with the strikers. (Diplomacy)
>Bribe the strike organizers. (Stewardship)
>Arrange extra 'accidents'. (Intrigue)
>Let them! We will hire others.
>Other (Specify)
Your conquests fare better, at least. Several rebel nests have been rounded up.
>ETC is now 2 Turns
What's even better, the medical professionals of the Khanate seem to be taking the Water Runes to heart! Fewer die in the realm, which means your population grows faster!
>Add 6% Progress to Population Growth

>Researching: Handheld Bombs
>Research Progress: 1/225
2/?
>>
Rolled 66, 51, 25 = 142 (3d100)

>>906279
This is troubling. It requires careful words and peaceful parley. The Khan will go there himself, accompained by part of his Honour Guard.
>Personally talk with the strikers (Diplomacy, +13)

>Erryday i'm conquerin' (Martial, +13)

>Continue researching handheld bombs (Stewardship, +8)
>>
>>906279
>GRANDMASTER THANATHOS
You decide to take a shot at some architectural designs. You spend several nights in a row in your study, with books on the subject matter, pencil and paper, and eventually stagger out, unshaven, unwashed, but triumphant. You lurch over towards the nearest mason's workshop, and slam the blueprints you made down on his table. "A hundred gold pieces and the title of 'Royal Mason' will be yours if you build this". After a moment of gathering his wits, the mason nods and looks at the paper. "Looks solid," he says. "We'll get right on it, Your Honour".
>You've ordered the construction of:
>A mighty wall around the city, that it may never fall to the enemy!
>A gargantuan lighthouse statue, attracting trade from far and wide!
>Grand aquaducts, improving hygienic conditions for everyone!
>A massive monument to the realm, to unify the people!
>Other (Specify)
>ETC: 3 Turns

>Researching: Ship Armour, Mining Charges.
>Progess: 20/150, 60/140.

>KRATTYR BOVESKOV
You seek to restructure and train your army. Though two points of your threefold plan go well, one goes awry.
>What is amiss?
>The conscripts refuse and dodge the draft!
>The armourers lack materials!
>Your tacticians bicker and make no progress!
Meanwhile, your plan with the merceneraries, too, has run into a hitch. The problem is...
>The fleet is delayed by all sorts of skirmishes.
>Your men aren't as effictive as you anticipated.
>The mercenaries suffer heavy losses.
>Other (Specify)
One bright spot is the guerilla war 'your' men are waging. Through a series of devastating strikes against supply routes, they have seriously demoralized the opposing forces!
>Researching: Medicine
>Progress: 94/150
3/?
>>
>>906326
>Grand aquaducts, improving hygienic conditions for everyone!
>>
>>906347
and continue doing the research f ship armour and mining charges.

If I have a major action left, then I want to establish trade with my neighbour on the mainland if I haven't done so already
>>
>>906326
>REICHSFUEHRER SNAKE
Though a surprise flank attack has been met with a solid force by your men, the guerillas are proving troublesome. The lack of food and supplies has led to morale damage plaguing your army. How do you remedy this?
>Crack the skulls of the biggest troublemakers. (PCS)
>Hunt down these guerillas! (Martial)
>Spend lavishly on extra supplies. (Stewardship)
>Other (Specify)
>Researching: Enchanted Fire Weapons
>Research Progress: 187/250
4/4
>>
Rolled 52, 69, 25 = 146 (3d100)

>>906380
>Hunt down these guerillas! (Martial)
See the cavalry standing tall...(+18)
>Offer patronage to any magic users that wish to study in the Reich, as magic is a tool given to us by god, and to be used for the grace and might of the lord(+9)
>Research more (+17)
>>
>>906402
so 60, 78, and 42
>>
Rolled 96, 32, 84 = 212 (3d100)

>>906258
Tell me oh learned Bard of how the mighty steeds of the old tamed such fine beasts to ride!

>Listen to the Tales of the bard and poor over the ancient writings he speaks over to find out where the winged beasts rest or bring them back! +19

>Make that final push to finish the Sky Galleons and let those on the world fear you're mighty empire! +19

>Bring together my Nobles togeather for a grand feast! To make friends and be merry and gay with one another. +17
>>
Rolled 23, 98, 96 = 217 (3d100)

>>906101

>Continue my colonisation to the east!
(it was four turns to go) (+12)

>Continue the cannon research.
(was on 34/180) (+17)

>I'd recruited some young noblemen henchmen. I want them to set up a secret police for me, that answers to me, not connected to the viziers or the army.
(+11)
>>
>>906385
So I'll try to remember what the hell I was doing like a month ago.

Rolled 82, 23, 77 = 182 (3d100)

>>814427
>This man must have put the Devil's eyeo n me! Call the priest for an exorcism. (Learning)

For my three turns, I want to try to
1. I want to sooth the populace by offering land for a very low price in the new territory we captured overseas.

2.I want to once again try to establish new mineral wealth around the empire. Send out those same geologists but tell them there will be punishment for failure.

3.I want to focus on the research of steam engines. Call all of my scientists and engineers to focus on it
>>
Rolled 45, 18, 19 = 82 (3d100)

>>906279
>Listen to his story
If it's good enough for magic waifu I can buy it.

>Soothe the peasants
They need it.(roll)

And let's continue unifying the empire under one faith(roll)

As well as try to train our army.(roll)
>>
>>906279
And if I could I'd like to hire the man.
The magically inclined are rare.
>>
Rolled 58, 3, 12 = 73 (3d100)

I forgot my stats, apart from my 20 int and 20 stewardship
>>
RIGHT. CHANCELLOR PSA.
If you haven't posted since last thread, I WILL turn your country NPC next update. Be aware of that, if you're still playing.
That said, update time!

>ULKAZ KHAGAN
You set out with your Honour Guard to meet with the strikers, genuine concern for your people, or maybe just your wallet, in your heart. As you approach the malcontents, they hail you, gladdened that you are willing to listen - or just cowed by your impressive Honour Guard. You listen to their tale of hunger, danger and other woes, culminating in a plea for higher wages and safer working conditions. How do you respond?
>These people seek a good life, and they deserve it. Strike a deal with them. (Diplomacy)
>Bah! Peasants aplenty, these upstarts won't be missed. Have them killed. (PCS)
>Parade the Honour Guard around to scare them into submission. (Martial)
>I'm going to need some specialists in law before I strike a deal. Summon me a master of legislature! (Stewardship)
>Other (Specify)

The settling of the lands you've claimed is nearing completion. The populace seems to accept you more and more; soon the taxes'll start rolling in.
>ETC: 1 Turn

>Researching: Handheld Bombs
>Progress: 34/225

>GRANDMASTER THANATHOS
You've ordered the construction of a massive city-wide aquaduct system. Surely, this will greatly benefit the entire populace!
>ETC: 2 Turns. Gain 25% Population Growth Level Progress upon completion.
Trouble at the shipwright's! It seems some group has broken into exactly the wharf housing the experimental designs, and destroyed them all, taking care to burn the blueprints as well! This is obviously a well-armed group. Who could've done this?
>A godless cult! Send the priests to root out the heretics! (Learning)
>A neighbouring country is to blame! Prod the spy networks! (Intrigue)
>No use pointing fingers, let's call a meeting to get to the bottom of this.
>Other (Specify)

>Researching: Ship Armour, Mining Charges
>Progress: 93/140, 13/150
>>
>>909110
>HIGH NOBLE SALT
The Bard begins to regale you with a tale fit for, well, a King! He speaks of the heroes of old; Thrullad Wizardslayer, Ethwael Elfbow, Dristnoth Alkawen, David Smith, and other legends, all of whom rode upon mighty Dragons. You piece together several vital pieces of information that will aid you greatly in taming the dragons. (PMming because Dragon Knowledge Is Super Duper Secret (tm).)

No matter where the wyrms will hide, you can now chase them, as the test flight of the Spirit of Grogni, named after the plucky Dwarf engineer chosen by Michael the Rider to captain this vessel, has succesfully travelled from Trikaea to Anthipathos and back! Though they can't quite be mass-produced yet, you've now got the ability to build mighty Sky Galleons!
>Production Capability: 1 per 2 Turns
How do they fly?
>Great balloons filled with Lighter-Than-Air! They can fly far out of range of any ranged weapon currently available, but flying enemies might pose a threat - rip the balloon and it's goodbye. It's also very flammable, and not very fast. It is capable of transporting a lot of cargo or soldiers, though.
>Magic-powered technosorcery! Though these vessels are small, they're fairly fast. However, they must have a crew of at least three novice magicians on board to rotate the duty of keeping it in the air. If one dies, the other two can pull double-duty, though not for more than a day. One guy alone can only make a fairly safe crash-landing. No wizards means bye-bye.
>Other (Specify)
This innovative milestone must be celebrated! You send out invitations for a grand feast to the nobility of the land, at your personal castle. The guests are significantly impressed upon your arrival in a Sky Galleon. The feast is a grandiose success, and you've made many friends and allies.
>Create one noble/rich/powerful guy to be your Friend for life, or five to owe you a single Favour.

>Researching: Sky Galleons
>Progress: Complete!
>>
>>909110
*Wizzard
>>909114
>SULTAN AKKAN
The colonization of the east continues as planned.
>ETC 3 Turns
Meanwhile, your cannon craftsmen seem blessed! Everything's gone well - supplies are of high quality, the maths is flawless, the alloys and gunpowder are mixed just right... Great progress is made!

Meanwhile, you've decided a bit of a personal spy network might be useful to have. You approach several young nobles - but it's hardly necessary, as they'd had the same idea and already have been building out their family's spy networks, which are now joined together directly under your command!
>How do you name your Not!NSA?

>The spy network consists of men and women who, by chance or by design, are all especially skilled in:
>Psychological torture and breaking captives' spirits
>Subterfuge and sabotage
>Infiltration and intel-gathering
>Other (Specify)
Due to being an aready-established network, they've already got eyes in:
>The Clergy
>The Army
>The Nobles
>A foreign country
>Other (Specify)

>Researching: Cannons
>Progress: 166/180
>>
Rolled 95 (1d100)

>>909110
>Hunt them all down! (ETC: 2 Turns)
We are the kavallerie elite, Never retreat! (+18)
>A fat, bald man with a hearthy laugh. He looks more like an innkeep than a wizard, but the incinerated copse of trees outside of your camp is testimony to his wizardly prowess.
Sounds like a pleasant enough chap for the court wizard, now have him tell me which of the other applicants actually have some semblance of magical power. (+17)
>Attempt to improve the life of the average citizen via improving architecture around the Reich. (if stewardship +9)
>>
Rolled 28, 80 = 108 (2d100)

>>909185
other two rolls
>>
>>909196
>>909185
So that is 113 for the killing them, 45 for wizards, and 89 for infra
>>
>>909178
>KING LINDEN I
The calls for a priest are rapidly answered, as a reverend rushes in mere moments after your guards haul the man off to the dungeons. You begin to shake and feel violently ill, but the priest quickly starts inciting chants and prayers, and the terrible feeling passes soon. Now what?
You offer the people cheap land in the colonies, but they see this as a mere attempt to get rid of them! This is not good...
On a brighter note, some geologists return with promises of mineral wealth. An exploratory mineshaft is required, but the potential rewards are well worth it.
>Open the shaft! ETC 5 Turns, Sustained Project. Roll every turn. This takes up an Action slot.
>No, let us try something else.
>Researching: Steam Engines
>Progress: 52/350
>>
Rolled 71 (1d100)

>>909219
>>Open the shaft! ETC 5 Turns, Sustained Project. Roll every turn. This takes up an Action slot.
We will of course send a detachment of soldiers to make sure that whatever comes out of that mine is safe.
>>
>>909219
>KING ISH I
He regards you with a tale of mighty swamp wyrms, slaughtering all in their path with noxius fumes and deadly teeth. Though it fits your idea of dragons, something seems... off.
>Hire this man as a guide.
>Send a team to investigate.
>Dismiss this idiot.
>Other (Specify)
You set out to calm the populace and train the army. However, wherever you go, you're met with deadly silence, and your men report dissent following your marriage. Some say that 'The King's Witch-Wife' is controlling you as a puppet...
>Ignore the rumors
>Execute some of the troublemakers!
>Meet with the populace and convince them that you're authentic
>Other (Specify)
The army, meanwhile, is suffering from a lack of decent commanders, as most have left as mercenary officers in the time of near-collapse. This is a problem.
>Hire mercenary officers
>Train them yourself
>Other (Specify)

>Researching: Irrigation
>Progress: 33/100
And now, I'm off to bed. Goodnight, y'all.
>>
Rolled 10, 80, 11 = 101 (3d100)

>>909240
For my other two actions, I would like to
>A.) I want to once again work on an infrastructure project, improving main roads connecting the homeland, and setting up small patrols of soldiers to make sure bandits are not attacking caravans

>B.) I would like my Scholars to scour old books and fables, looking for any rumors and legends about ancient power and mystical devices in my territory. On the island and in our holdings overseas.
>>
Rolled 80, 81, 57 = 218 (3d100)

>>909114

>Great balloons filled with Lighter-Than-Air! They can fly far out of range of any ranged weapon currently available, but flying enemies might pose a threat - rip the balloon and it's goodbye. It's also very flammable, and not very fast. It is capable of transporting a lot of cargo or soldiers, though.

>A Noble Merchant/Noble who was a Dwarf, his one of the leading Gem mine owners. Nobody truly knows where he came from and runs with the name 'Grizzled Gems'

------------ Actions

>Send our people to the different ports and lands to aquire new food seeds, drink and other required goods for merry-making! Make that trade son! +11 [ One to the various port towns.]

>Begin researching a Superior Sky Galleon Engine/power source because these Ballons aren't safe enough! +19

>Study at home ways to increase the growth of Crops, like Wheat/Spices/Hops/Grapes/ect +19
>>
Rolled 45, 40, 61 = 146 (3d100)

>The conscripts refuse and dodge the draft!

Faith in the nation is lower than low. The people want to survive, not to fight. It is up to the Krattyr to convince them, and to give them hope in a victory that is attainable.

Solution: Make it clear that this is a great patriotic war, a war for the survival of the people, fore the Germans will simply exterminate everyone they come across as they have already done.

>(Other)

The invading fleet gets lost at sea in rounding the tip near For Mangawhera. Hopefully they'll return to port, but who knows where they'll wind up?

Soltuion: Merchant Ventures to Akkan
While the fleet did not manage to invade the Reich coasts, they did stumble into a different port. They procure new weapons of fire and shot, and prepare to bring them home, salvaging something out of the voyage.

3. Medicine research
>>
Rolled 46 (1d100)

>>909379
53, 52, Medicine completed.

Guerrilla roll
>>
Rolled 83, 98, 6 = 187 (3d100)

>>909178

>How do you name your Not!NSA?
Let's call them Immortals. Go for the persian theme.
>The spy network consists of men and women who, by chance or by design, are all especially skilled in:
Infiltration and intel-gathering. These guys are like middle eastern ninjas. Full hashashin mode engaged.
>Due to being an already-established network, they've already got eyes in:
The nobles. They've already almost deposed me once. They're the most important ones to watch. Of course, I want to watch everyone in the long run.

My actions for the turn shall be:

>Firing Ranges
Set up practise ranges outside of Dhakir where our gunmen and soon to be cannons can practise. Get them on some firing drills. Our infantry are trained and disciplined to high standards, and I want more of my military to be able to say the same.
(martial +11)

>Try to find a main consort.
The Royal Harem is well stocked and, I assure you, well used. However, there's no one in it who can truly be said to be worthy of being named the first lady of dhakir. Let the realm know that the sultun desires a true companion to sit beside him.
(diplo? Fuck knows. +13 if it is)

>Continue colonisation.
(three turns to go) (stewardship +12)

I'll leave cannon research on passive as that'll finish it off anyway.
>>
>>909265
For bonuses, my book scouring will add +5
>>909240
And my mine will add +20 from my stewardship
>>
Rolled 52, 20, 93 = 165 (3d100)

>>909249
>Send a team to investigate.
This is suspicious.
We must investigate ourselves.
Send a scholar among the team to act as an envoy.
>Meet with the populace and convince them that you're authentic
Magic waifu isn't controlling me.
Relax guys.
>Hire mercenary officers
Dang my army is trash
>>
Rolled 30, 73, 25 = 128 (3d100)

>>909053
>These people seek a good life, and they deserve it. Strike a deal with them(Diplomacy +13)
These men have not committed any crimes, and for that they deserve The Khan's attention.

>The conquest comes to a glorious end (Martial +13)

>(Diplomacy +13)
The Khan has a new project. A proposition for the clergy. He meets the High Priest, and explains his idea. A new order of monks. They will live outside the cities, in direct contact with the Gods of Nature. There, they will study and research the Gods' holy runes, and maybe, one day, create new ones when they will have such knowledge. He asks for the clergy to provide this new order's foundation, and contribution to its growth.
>>
Soon?
>>
>>906101
Baroxy Commonwealth
Colour: Brown
Ruler: Grand Prophet Skyraker
Government: Theocracy
Resource: Lumber
Military Strength: High Quality Archers
Population Size: 4 Rural
Population Growth: 4 Slow
Wealth: 8 Ornate
Stability: 11
Army: Terrifying
Navy: Awe-Inspiring


Ruler:
The Grand Prophet of the Baroxy Commonwealth, a man of short temper and fearsome resolve he is determined to gather all the Sky’s children and usher in a golden age for his people.

Faith:
The people of Baroxy follow the teachings of the Great Sky Father as passed down to them in teachings from the first Great Prophet.

History:
Born of the unification of the tribes of Baroxy under the Great Prophet Skyraker who taught they the glory of the Sky Father and taught them to use his most glorious weapon, the bow!

Grand Prophet Skyraker
Diplomacy 10
Martial 11
Intrigue 7
Stewardship 15
Learning 15
Personal Combat 17

Army Manpower: 19,980/27,000
Total Men: 10,660
3000 Spearmen
1,660 Calvary
6000 Archers


Naval Manpower: 226/270
14 Transport Ships
30 Heavy Ships
20 Light Ships
>>
Rolled 80, 38, 74 = 192 (3d100)

>>911747
1. Continue our great expansion, all will be brought under the Sky Father! [Expand Borders/Martial] +11
2. Begin learning the magics of the Sky Father, the powers of the Storm! +15 [Learning]
3. Research Improved Bows [Learning]+15 28/100

>Cathedral 1 turn
>>
>NPC’D NATIONS
>The United Principality of Wassten
>The Isle O’ Pine
>The Grand Principality of Veja
>Yurukhan Khanate
>The Free Men
>The Northern Commonwealth
When the players return, they’ll be able to resume control of their nation, though actions taken by NPC nations are canon and not retconned.
>REICHSFUEHRER SNAKE
Inspired by the Lord, your men hold nothing back whilst hunting guerrillas. Soon, every last resistance group is put to the sword. What few soldiers are left are unable to mount any resistance anymore; they’ve been thoroughly broken.
Meanwhile, you’ve put your new Wizard in charge of selecting applicants from the masses of volunteers. Sadly, he explains to you that as he is not very powerful himself, he cannot instantly do this; the vetting will take time.
>So be it. Bring me Wizards! (ETC: 4 Turns)
>Let’s postpone it, then. We’ve got better things to do.
Meanwhile, you decide that your nation will need roads and other infrastructure. You order some men to construct these, that your horses may gallop with haste over stone paths, instead of sloughing through dense forests.
>ETC: 3 Turns
>Researching: Enchanted Fire Weapons
>Progress: 246/250

>KING LINDEN I
You order the exploratory shafts dug. Soon, promising reports start flowing in; traces of gems, metals and salt have all been found, but it remains to be seen which, if any, of these resources are available in sufficient amounts to be useful.
>ETC: 4 Turns
Again, you try to improve your realm’s infrastructure. Again, you fail miserably. Everything seems to go wrong; supplies are stolen; workers strike; the weather makes work impossible, and much, much more. How can this be?
>I must be cursed! Send for the priests. (Learning)
>Maybe I must study this topic some more… (Stewardship)
>Guards should prevent these problems. (Martial)
>Other (Specify)
Your scholars, meanwhile, are more successful in their quest for mystical artefacts. Several sources point to the existence of a particularly powerful object of legend resting somewhere on the island. Though your scholars are divided over details, they all agree that the artefact in question is:
>A mighty weapon of war
>Mystic knowledge of the arcane
>A great source of wealth
>Other (Specify)

>Researching: Steam Engines
>Progress: 68/350
>>
Rolled 47, 47, 36 = 130 (3d100)

>>915393
>So be it. Bring me Wizards! (ETC: 4 Turns)(+17)
> continue building infrastructure (ETC 3 turns) (+9)
> Besieged Petrokrat, informing the leaders of the siege to attempt to s void harming the civilian population (+18 if martial)
>>
>>915393
>HIGH NOBLE SALT
The captain of the airship you arrive to the feast in is, of course, invited as well, and seems to be the hero of the hour. As a matter of fact, he is apparently a close relative of a wealthy merchant noble known as ‘Grizzled Gems’ and introduces you to him. You quickly become good friends, and he says he’d be happy to help if the realm ever needs financial assistance. He’ll also sell you gems at a discount, in case you need them.
You send out several expeditions to foreign lands to acquire new trade goods. It will take some time before they return, but you’ve already gotten promising messages. (ETC: 2 Turns)
You order those involved in the Sky Galleon project to make it safer. They offer several options:
>Armour the balloon
>Provide the balloon with magical resistance to damage
>Find an alternate mode of flight
>Other (Specify)
You also try to increase your crop growth. Perhaps you could use cow dung to make it grow better?
>Researching: Improved Sky Galleons, Fertilizer
>Progress: 100/250, 76/180

>KRATTYR BOVESKOV
You order your nation’s bureaucrats to step up the propaganda efforts. You yourself aid in this as well; giving speeches, mingling with the common folk, describing the atrocities of the Reich and much more. It actually has effect; your people are stepping up and working with ever greater fervour to fight the Reichsfuehrer’s machinations!
>Gain a +10 Great Patriotic War bonus in any rolls related to fighting the Reich. When the war ends, this bonus disappears!
Your fleet returns, undamaged. You briefly wonder if the raids went that well, but the captain tells you they took a wrong turn and ended up in a foreign nation with strange weapons. He purchased quite a lot of them, and brought them back home!
>Arm your men with them! (Turn any 100 soldiers into Gunmen)
>Reverse-engineer this mysterious technology! (Start researching Arquebuses with a significant head start)
Sadly, a lone, wounded survivor of the guerrillas stumbles into your court. He brings word that they have been soundly beaten. Though this will make the war more difficult, it at least convinced a lot of your men that your way is their only hope
>No longer roll for Guerrillas; +1 Stability
Your men of science announce that they’ve studied the healing effects of several plants, and that medicine has improved as a result!
>Gain 25% Progress to the next Population Growth Level
>>
>>915435
64, 56, and 54.
Mediocre
>>
Rolled 68, 83, 47 = 198 (3d100)

>>915455
>Raise new Levies for our professional Army! +17
>Find an alternate mode of flight +19
>Cow...Dung? What are you insane? Do it. +19
>>
>>915455
>FRIENDLY REQUEST FROM CHANCELLOR
>PLEASE KEEP YOUR OWN STATS (STABILITY, RESEARCH PROGRESS) ETC UPDATED IN THE LEDGER, I’M NOT GONNA DO IT ANYMORE. IT TAKES UP A LARGE CHUNK OF MY TIME TO MANAGE IT FOR ALL OF YOU, SO IT’D BE APPRECIATED IF YOU COULD KEEP YOUR OWN DATA ORGANIZED AND UP-TO-DATE.
>SULTAN AKKAN
You order the construction of a majestic Royal Firing Range. Once it is completed, it will allow you to train Gunmen and Cannon Crews to a higher standard.
>ETC: 2 Turns
Meanwhile, you attempt to find a main consort. As luck would have it, the applicants are all very talented. In the end, you choose:
>A mystic, well-trained in the arts of magic.
>A noble of the Free City, strengthening your ties greatly.
>Other (Specify)
Disaster strikes your colony! A deadly plague wipes out half of the colonists. It will take time before the colony repopulates.
>ETC is now 4 Turns.
A thunderous noise sounds from the cannoniers’ workshop. You initially think it a misfire, but as it turns out, it actually was a grand battery firing at once. Your cannons are complete!

>KING ISH I
You sent out a team to explore the swamps in order to find the Swamp Dragons. Only the scholar of the team makes it back. You notice how short of breath he has become; he rasps and coughs after every sentence. He reports that they travelled for days before finding a great beast. Though it had no wings, it breathed a noxious fume that smelled most foul, and damages your lungs. If you were to tame this creature, it’d be a potent asset indeed…
Whilst the team is away, you keep travelling in order to convince your people that your wife is not controlling you. However, this just seems to make things worse – less and less people have faith in the government!
>-1 Stability
At least your hiring of mercenary captains goes better. You’ve hired several foreign experts who are all exceptionally talented in their field. If you invested time and money in it, you might develop new tactics!
>Give them all the resources they need. (ETC: 2 Turns. Roll on the Military Strengths Chart when completed.)
>It’s not worth it.
>Research: Irrigation
>Progress: 33/100
>>
>>915750
>ULKAZ KHAGAN
You try to negotiate with the strikers. Although they are willing to listen, they are making very serious demands that will negatively impact your economy, though it’d make your people happy indeed: a 48-hour work week, no work on Tuesdays and a minimum wage!
>So be it. Sign the contract (-15% Wealth Level Progress, +2 Stability).
>Preposterous! Guards, get them! (PCS)
>Keep negotiating. (Diplomacy)
>Other (Specify)
You have fully settled the city of Nergüi. It is yours!
The monks are hesitant to leave their old monastery.
>Try to bribe them (Stewardship)
>Find theological grounds to get them to found this new order (Learning)
>Intimidate them into submission (Martial)
>Other (Specify)
>Researching: Handheld Bombs
>Progress: 51/225
>GRAND PROPHET SKYRAKER
The expansion goes well; many of your opponents are driven before you or die. This land will be yours soon! (Which city do you want to annex?) ETC: 4 Turns.
Your scientists have completed their bows! Your archers are now more effective! Meanwhile, your priests are busy trying to summon storms, whose rains will render gunpowder weapons useless!
>+5 Bonus to combat rolls when Archers are the majority of your troops
>Researching: Summon Storm
>Progress: 53/275
>>
Rolled 56, 27, 67 = 150 (3d100)

>>915814
>Keep negotiating (diplomacy +13)
"You ask too much. How can the Khanate rise to greatness, if its most basic workers anchor it to the ground in such ways?"

>Attempt to create a new training regime for our armies. (Martial +13)
Our men are conquerers, men of war, the champions of our people. They should be fit for such a role.

>Find theological grounds to get them to found the order (Learning +3)
"It should be your duty, as prophets of the gods' own will to uncover the secrets they have left for us upon this world. You should be the ones to reach a higher state of communication with the Gods, by projecting their power upon this world through their holy magic!"
>>
>A noble of the Free City, strengthening your ties greatly.
As tempting as magic waifu is, I'm going to pick the Free City option and marry a daughter of a big noble house from Krythen Ra.

>Celebrate this.
Lets make my new main wife feel welcome. A big celebration will be held, with feasts and entertainment for the wealthy and important, and charity given to the poor. Plenty of people from the Free City will be invited of course, to deepen the relationship between our two nations.
(+13)

>Continue the construction of the firing range.
(+11)(2 turns to go)

>Build a Foundry for the production of our new cannons and arquebuses.
(+12)
>>
Rolled 52, 13, 41 = 106 (3d100)

>>915393
>Maybe I must study this topic some more… (Stewardship) +20


>A mighty weapon of war
Yeah boy lets get that ancient Forerunner Dreadnought

Advance with my research on the steam engine
>>
Rolled 22, 52, 26 = 100 (3d100)

>>915974

Forgot the rolls.
>>
>>916085
>>915974

New research project will be Metallurgy.

Thus ends this three part disaster zone of a turn posting.
>>
>>916074
Switch out my research with mining and add a +5 to passive research
>>
File: ACM_Alexander_Nevsky.png (1.11 MB, 980x1160)
1.11 MB
1.11 MB PNG
Rolled 55, 16, 46 = 117 (3d100)

>Contest the Siege!
The Krattyr splits his force in two. Some will sail by ship to Petrokrat while the other 2/3rds will march on foot. Pinned between a sally from the city and an attack from the rear the Reich's forces will be pincered between the city walls an equally mobile army so their advantage on horseback is mitigated.
- With our navy untouched, it can provide valuable escort services for the transports.
- 500 Cavalry will be dispatched to retake Fort Ksov and cut off any retreat.
+23

>Reverse-engineer this mysterious technology! (Start researching Arquebuses with a significant head start) +9, possibly 19 if military research counts as being against the Reich.

>Hire More troops
Additional mercenaries will be needed for this conflict.
+22
>>
Rolled 28 + 13 (1d100 + 13)

>>915814
Rolling as per-orders of the QM. Send help.
>>
Rolled 64 + 10 (1d100 + 10)

>>
The Reich is starting increased patrols along the Krattin coast.
>>
Rolled 71 + 10 (1d100 + 10)

>>
Rolled 57, 68, 43 = 168 (3d100)

>>915814
[Annex the top right city that heads up on the road towards the Khanate of Jagazai]
>Continue expansion of the glorious Commonwealth [Expand to the West towards the Dhakir] +11

>The Great Prophet shall begin to search for the Great Thunderbirds of the Skyfather, beasts who bring the thunder and strike like lightening!+15

>Continue research on summon Storm +15 53/275
>>
File: Baroxy.png (6.02 MB, 3050x1500)
6.02 MB
6.02 MB PNG
>>917025
Simple and easy expansion map
>>
File: Baroxy_Commonwealth.png (101 KB, 432x446)
101 KB
101 KB PNG
>>917025
>>
Friendly reminder that y'all have to keep your own part of the Ledger up-to-date, please. It saves your friendly neighbourhood Chancellor a lot of headaches.
>REICHSFUEHRER SNAKE
You give the wizard the secluded and reinforced room he asked for (“Things can get a bit… explosive”) and instructed him to find you wizards. Aspirants start slowly trickling in. This’ll take a while.
>ETC: 3 Turns
The initial speed with which your men built infrastructure has slowed down somewhat, but the work is sloughing on.
>ETC: 2 Turns
>Siege Roll won by Defender. Attacker Victories Required: 0/3
You begin to besiege Petrokrat. You instruct the Untersturmfuehrers to avoid civilian causalities as much as possible. However, the Krattins have fortified well, and they aren’t budging.
(Reminder that Kattinkrat gets +30 for Fort Level 3 (Major City base) and the Reich gets +10 for Siege Level 1 (base))
Your Shamans bring word that the Fire Weapons are complete!
>Outfit your Honour Guard with them (+5 roll in CQC if your Honour Guard – one unit – is involved)
>Only give the flaming blades to yourself and your most trusted commanders (+2 Personal Combat Skill)
>HIGH NOBLE SALT
You’ve started training men for your army.
>ETC: ??? Turns. What kind of troops are you training? How many?
You order your men to find an alternate mode of flight. Several of your researchers are interested in the magical properties of quartz…
>Researching: Gem-Powered Flight, Fertilizer
>Progress: 202/250, 142/150
>>
>>923633
>ULKAZ KHAGAN
The men seem somewhat taken aback by this. “Well… if you put it like that,” the foreman says, “I guess we’re doing pretty vital work. If you can ensure we and our families are fed and our work is safe, we’ll settle for that, then.”
>This is reasonable. So be it!
>Keep pressuring them. (Diplomacy)
>Other (Specify)
You set out to increase the might of your armies. Though training every soldier in several new tactics and disciplines takes an ungodly amount of time, it will well be worth it.
>ETC: 7 Turns. After this, your army moves up one on the Army Strength chart.
After your words, the room falls silent. The monks ask you to leave, that they may mediate on this. After a debate that lasts several hours, they let you back in. “Several of us agree to move to this new order,” the oldest monk says, in a tone that implies that he very much does not approve, “on the condition that you fund it”.
>Very well. (Stewardship, ETC 1 Turn).
>Convince the monks to pay for it themselves. (Diplomacy)
>Other (Specify)
>Researching: Handheld Bombs
>Progress: 53/225
>SULTAN AKKAN
You have married a noble from the Free City, which is rapidly becoming less and less free as it falls under the joint influence of you and the Khagan. This marriage will definitely give you the upper hand in the political struggles, though.
>Free City Sultanate-Khanate Allegiance: -10
The Allegiance Meter is a measure of how favoured either of the two realms are. If it hits -100 or 100, it will send a formal request to be incorporated into the Sultanate or the Khanate, respectively. The more the Meter goes to one person or the other, the more special deals and missions that player will gain.
You order a grand feast in celebration! However, when the guests arrive, you make a terrible faux pas – you forgot the name of one of your wife’s uncles! Though you apologize profusely, this has hurt your relations.
>Free City Sultanate-Khanate Allegiance: -5
The firing range is plodding along nicely.
>ETC: 1 Turn
You order the construction of a mighty foundry, so you can build proper amounts of cannons and Arquebuses. Your Advisor warns you that you will not have the money to undertake any more large projects until both the Firing Range and the Foundry are completed.
>Researching: Metallurgy
>Progress: 17/150
>>
Rolled 90, 29, 96, 12 = 227 (4d100)

>>923730
"We have reached a deal. Let a contract be made and signed."
>This is reasonable, so be it!

The Khan declares a Great Hunt!
He sends his men to find and tame the fabled Griphons, creatures of the sky, messengers of the sun! They shall be used by his most powerful soldiers!
>Taming Gryphons so that the army may ride them. (Martial +13)

>Training the army (Martial +13)

"Do your part, and i shall do mine."
>Very well. (Stewardship +8)

(I just realized that i've never rolled for Army strenght, so the first roll will decide that.)
>>
File: Yes, Sire!.png (620 KB, 1600x2200)
620 KB
620 KB PNG
>>923730
>KING LINDEN I
You decide to delve into your realm’s repository of knowledge concerning infrastructure and construction, spending many late nights holed up with your books and visiting construction sites. After an intense month of study, you are much more knowledgeable on the topic of road construction.
>Gain Trait: Infrastructural Architect. +5 to any rolls concerning the construction of infrastructure.
You send out men to investigate this ancient artefact. Sadly, the entrance to the tunnel network collapsed shortly after they entered.
>Dig them out! They might still be alive in there! (Stewardship)
>Requiescat in pace. They are with God now; the mission has failed.
>Other (Specify)
(Treating this roll as your mining)
Construction of the mine continues as planned.
>ETC: 3 Turns
Figuring that a new mine would be exploited more effectively if you had better mining techniques, you order the research into steam engines put on hold and effort to focus on mining skills.
>Researching: Mining Techniques
>Progress: 5/100
>KRATTYR BOVESKOV
The defenders have held Petrograd for now! This victory has given your people some heart again.
How many men are in the Krattyr’s force?
>Naval Party ETA: 1 Turn
>Footslogger Party ETA: 2 Turns
(How many mercs did you have again? How many more do you want to hire? How many Turns is your Wealth going to last? I’ll need those things sorted out before I can say much about hiring mercs).
>Researching: Arquebus
>Progress: 155/200
>PROPHET SKYRAKER
Your annexation of the city continues onward. There’s some resistance from several native clans, but most appear to respect your rule. You’ll have to make an example of the stragglers, though; it’ll take time before everyone’s fully integrated.
>ETC: 3 Turns
You begin a great quest to find the most holy Thunder Birds. Where do you start your search?
>The library! (Learning)
>Put out some feelers to inquire about rumours. (Intrigue)
>Send out hunting parties. (Martial)
>Other (Specify)
>Researching: Summon Storm
>Progress: 111/275

(Repostan rules in case someone needs them)
>>
Rolled 26, 84, 57 = 167 (3d100)

>>923730

>Expand the Immortals' spy network to include the Free City of Krythen Ra.
(+11)
That way I'll know what is going on there better and be able to have more sway over them. Also potentially do some dodgy dealings there in the future.

>Continue the firing range
(+12, 1 turn to go)

>Continue the foundry
(+12, you didn't specify number of turns so I don't know)

>Research metallurgy 17/150
(no roll)
>>
Rolled 71, 46, 7 = 124 (3d100)

>>923837
4290 cavalry, 1000 archers, and 2000 spears are all traveling by foot. Everything else is on a boat. I have 6k in mercs right now, and can maintain them for another 4 turns I guess because the merc rules changed.

1. Arquebus research +9

2. Expand wartime industries for armor, weapons, and metal mining in our territory. +18

3. Continue efforts to sap Reich morale and contest the siege of Petrokrat. +52
>>
Rolled 7, 95, 70 = 172 (3d100)

>>915750
>Give them all the resources they need. (ETC: 2 Turns. Roll on the Military Strengths Chart when completed.)

Now for my actions as I have returned.

>Travel the kingdom on my own. Listen to the people's problems. Get them to like me.

>Begin sending out men to scout for deposits of ores or minerals. For mines and such

>Afterwards travel with some armed soldiers and the sole surviving scholar to meet this beast.
>>
File: SUMMON.jpg (56 KB, 900x595)
56 KB
56 KB JPG
Rolled 94, 65, 25 = 184 (3d100)

>>923837
Through study and diligence the mysteries of the sky shall be revealed
>The library! (Learning) +15

The annexation will continue, all who oppose will perish! +11

Continue research into Summon Storm +15 111/275
>>
>>924313
Actually Ignore this, I need QM first.
>>
Rolled 46, 18, 78 = 142 (3d100)

>>923633
>>923633
>Outfit your Honour Guard with them (+5 roll in CQC if your Honour Guard – one unit – is involved)
>Continue the siege of Petrokrat
Remember, No civilian causalities, try to not kill them (+18)
>Contine the Reichspferdbahn (+9)
>Begin research into new siege weapons. (+17)
>>
>>924399
74 for siege (forgot to add +10 for siege weapons), 25 for reichspferdbahn, and 95 for New siege weapon research
>>
Rolled 49, 26, 90 = 165 (3d100)

>>923837
>Dig them out! They might still be alive in there! (Stewardship)
We very well can't leave them to their doom. We will get them out even if Linden himself has to come down to help. +20

We will continue to research the steam engine, aimed at mining applications but could be modified for anything. +5

As for my third action, I would like to once again go for an infrastructure overhaul. I want soldiers on the job sites to make sure no theft is going on, and to make sure they stick on the timetable. +5
>>
Rolled 44, 75, 62 = 181 (3d100)

>>923633
>Let's get to Learning more ancient tomes about brewing good drinks! +19
>Even more Ancient tomes of magic words! +19
>How goes that new power source kiddies? +19

>Passive, Fertilizer

I fucking jewed myself last turn, Couldn't raise more troops.
>>
File: Countryball.png (27 KB, 400x547)
27 KB
27 KB PNG
>mfw map size is too big to upload directly
Have the countryball instead.
https://drive.google.com/file/d/0B91azNaNZ8o9bHNhSlZHb0dYeTQ/view?usp=sharing
^MAP UPDATE
WEST CONFIRMED FOR EXISTING
>>
>>931974
The west is unconfirmed, you spy
>>
>ULKAZ KHAGAN
The contract is signed, and your workers return to their labour, content with the deal they struck.
>Crisis Averted.
You declare a hunt for the mighty Gryphons! Sadly, only very few of your populace has the flying beasts needed to chase these beasts, and they fail to catch any.
The army is showing remarkable aptitude at the new tactics! Schedules have been adjusted accordingly.
>ETC: 5 Turns
It seems the monks had made a wise decision in objecting to the new Order. Almost nothing went right in the construction, but at least the building is now complete.
>Monks grant a +3 bonus to any Runic Research
>Researching: Handheld Bombs
>Progress: 65/225
>SULTAN AKKAN
You seek to grow your spy network’s influence in the Free City. Sadly, most nobles still remember your great offence at the party and refuse to work with you. This is going to take some time.
>Keep trying (ETC: 3 Turns)
>Other (Specify)
The Firing Range is complete! Your Gunmen and Cannons are now much more disciplined, increasing their combat effectiveness.
>+5 to combat rolls if Gunmen and/or Cannons are the majority
Construction of the foundry proceeds as planned.
>ETC: 2 Turns
>Researching: Metallurgy
>Progress: 34/150

>KRATTYR BOVESKOV
Your engineers have reverse-engineered the arquebuses! This might very well turn the tide!
You seek to expand the military economy of your real, to supply your troops with gear. It’s difficult to do, but you slowly build up.
>ETC: 4 Turns.
Alas! One of the city’s heroes has led a raid on the Reich encampment, to destroy supplies and sap morale, but he and his men were caught and butchered. Your defences are weakened and your troops disheartened! You’ve held off the assault following your loss, but only just.
>Siege Roll Critically Lost by Defender. Attacker Victories Required: 2/3
>>
>>932610
(BTW, Krattyr, your naval troops arrived in the city.)
>KING ISH I
Disaster! A fire strikes your tacticians’ meeting hall. Nobody was harmed, but all the documents have burnt up. Though a lot is remembered by your strategists, they have to write it down from scratch again.
>ETC: 3 Turns!
You decide that, damn it all, your people must like you and your wife. If it means you have to actually care about them, then that’s a sacrifice you’re willing to make. Wonderfully enough, it actually works – your reputation has boosted overnight, and you and your wife are now upheld as paragons of justice!
>+1 Stability
You send out men to find ores in your realm. The results are promising, but the prospection shaft will take a lot of time and resources.
>Strike the Earth! (ETC: 4 Turns)
>Other (Specify)
Researching: Irrigation
>Progress: 49/100

>PROPHET SKYRAKER
You decide to start your quest in the centre of your realm’s knowledge – the library! You’re confident you’ll find something, and your diligence is soon rewarded with a description of a very recent encounter with a legendary Thunder Bird, in the east of your realm. Come to think of it, that would explain all the reports of death and destruction you’ve been getting…
>Send an expedition (Martial)
>Dispatch the clergy to reason with this holy creature (learning)
>Other (Specify)
The annexation continues inorexably.
>ETC: 2 Turns
>Researching: Summon Storm
>Progress: 151/275
>>
>>932716
>REICHSFUEHRER SNAKE
Hah! The heathens sallied forth, but they were caught and slaughtered to a man! You’re this much closer to taking the city! However, enemy reinforcements arrived… This’ll be a hard fight, even when you breach the walls.
The Reichspferdbahn’s construction is slowed by all sorts of Untersturmfuehrers objecting to this construction on their land. However, your overseer bribed and threatened his way through all this.
>ETC: 1 Turn
Meanwhile, your Court Wizard seems to have picked up speed. The trickle of recruits has increased, and they’re stronger, too.
>ETC: 2 Turns
>Researching: Improved Siege Weapons
>Progress: 17/175

>KING LINDEN I
You begin digging your miners out of there. Nobles and wealthy citizens from all over the Island have sent aid, and soon a communication and supply shaft is dug. The foreman confirms everyone is alive, and they’re working from their side to dig themselves out. It’ll take a bit more time, though.
>ETC: 1 Turn
You finally break the curse on your infrastructure construction! Progress is exceptionally rapid, and the populace finally stops resisting!
>ETC: 2 Turns
>Researching: Steam Engines, Mining Techniques
>Progress: 91/350, 10/100

>HIGH NOBLE SALT
Your expeditions return, brining word of many exceptional drinks that sadly expire before they can be shipped over. One, though, brings back a casket of Piner Stout, from the mountains. IT tastes very promising, and your interest is piqued.
As for the research on ancient magic, it’s going to be quite the effort to recover the old tomes, but it’ll be worth it.
The new power source is finished! The quartz gems are charged with a vast mana reservoir, which is tapped into by the ship to provide lift and speed. It’s a lot faster and more manoeuvrable than the Airship version, but the crystals are expensive to recharge, run out after a couple long trips and require a mage on board at all times to catalyse the energy into the ship.
>Researching: Gem-Powered Flight, Fertilizer, Ancient Magic
>Progress: 151/180, 94/400
>>
>>932770
Oops, the Ancient Magic should be 5400
>>
Rolled 62, 25, 20 = 107 (3d100)

>>932770
> finish the reichspferdbahn (+9)
> continue the training (+17)
> Send the bodies of those who sallied forth back, so they may be given a proper burial, once they are in, continue the siege (+28)
The dead have played their debts. ..
>>
>>932797
71, 42, and 48
>>
Rolled 20, 99, 39 = 158 (3d100)

>Resettle abandoned lands. (+12)
In the Great Lakes region to the west of the city, there are areas that have been abandoned. In the glory days of Dhakir, now centuries past, these areas made the food that supplied the Eternal City. As the empire collapsed and city shrank, demand reduced, and the population declined. Now though, the population is growing again. We should encourage the peasants of more densely settled areas, as well as the urban poor in the slums to move into these peripheral regions and re-establish them as productive farmlands. Anyone who sets up their farm may own the land they build it upon. Surely free land is a tempting offer to anyone?

>Continue Expanding the Immortals' network into Krythen Ra. (+11)
(ETC 3 turns)
Assure any concerned nobles that I'm doing it entirely to better react to any threats to my dear ally. After all, my first consort is from there, I'm hardly going to start a war with them or anything. But mostly try and get it done without anyone knowing too much about it. It's meant to be secret, after all.

>Continue construction of the Cannon Foundry. (+12)
(ETC 2 turns)

>Research Metallurgy (passive)
(+17, 34/150)
>>
Rolled 81, 24, 16 = 121 (3d100)

>>932716
We shall send the Priests, these are creatures of the Skyfather they will listen to his faithful.
>Learning +15
Continue the annexation
>Martial +10
Continue research into Summon Storm 171/275
>Learning +15
>>
Rolled 10, 57, 49 = 116 (3d100)

>>932610
>Mining in the Khanate 2: Explosive Boogaloo (Stewardship +8)
The Khan wishes these honest men good work, and departs, followed by his imposing Honour Guard. In the following days, he does his best to live up to his part of the contract. He issues materials of better quality, and makes sure that the new overseers of these operations are more competent than the last.

>Training the army (Martial +13)
The Khan is satisfied by how his men are reacting to these changes. He holds a public speech in their honour, congratulating the army on their rapid advancements, and announcing that in nine months, there shall heir to the Khan's throne.

>Boost research on Handheld Explosives (Learning +3)
>>
Rolled 40, 31, 99 = 170 (3d100)

>>932770
>Nerd up that Ancient John Cena Magic son +19
>Convince the generals in the fort that with how the war is raging nearby that a fort such as it own would not survive while the rest of the nation is breaking down, Sway them to our side! +32
>Diplo the drunkern fucker who smuggled himself back on your ship! +17
>>
File: The West.png (1.71 MB, 2519x1500)
1.71 MB
1.71 MB PNG
>MAP 1/2
>>
>>932890
Btw, Its Fort ARNARJFJORDR in the northern commonwealth lands.Since they are NPC now.
>>
Rolled 49, 16, 3 = 68 (3d100)

>>
Rolled 6, 4, 1 = 11 (3d10)

>>
File: The East.png (5.44 MB, 3561x1500)
5.44 MB
5.44 MB PNG
>>932927
>MAP 2/2
>>
Rolled 64, 60 = 124 (2d100)

General Tanis ruler of Spira

>Color white

>Constitutional Republic
>Arable land-Food
>Strength in numbers

>Pop growth Steady
>Rural
>Wealth Penniless

The broke-ass nation of Spira. General Tanis has united the island and some nearby tradeposts through a rather easy series of smallscale clashes between a force he put together and smallscale local defenses. The people who live here are for the most part human, except for a fraction of the population who stand slightly taller averaging at arround 7' tall and with arms slightly longer that reach down to the knees. They are seen as just another form of human and are treated for the most part the same.

The Northernmost city Zanarkand is the Capital

Roll for military?
>>
>>932890
>>932933
Its not fucking Fort Arnarjfjordr, it is gonna be Praust
>>
Rolled 9, 2, 15, 18, 9, 8 = 61 (6d20)

>>933331
Self stats

>Survey the land
Look for possible sites to create mines and any locations of interest (Such as Forests, Lakes, Hills and any odd formations.

>Get working on Schools
Teach anyone who attends the basics of information we know of and try to find extraordinarily gifted people

>Hold Contest of champions
All the greatest fighters from across the land gather in the capitol to partake in combat. The strongest are to be made into a Royal bodyguard unit for the General. The smartest are to be made commanders of the respectable military
>>
Rolled 18, 98, 2 = 118 (3d100)

>>933536
For actions
>>
Rolled 23, 14, 50 = 87 (3d100)

>>932716
>Strike the Earth! (ETC: 4 Turns)
Anyways now that my people have calmed down

>Sire an heir to the crown
You know how.

>Hold a holiday to commemorate the stabilizing of our kingdom

And
>Continue learning magic from my wife.
>>
Rolled 9, 24, 49 = 82 (3d100)

Wartime Industries ETA 3
Army arrival next turn
>Hold them at the walls. The time to sally is nigh.
+53

>Push out as many gunners as physically possible +18

>Use intrigue and diplomacy to weaken the besieging horde +12

>Start research on musket drill
>>
Rolled 32, 18, 25 = 75 (3d100)

Government, Resource, Military
>>
Rolled 2, 7, 6 = 15 (3d10)

Wealth, Pop size, Pop growth
>>
Rolled 63, 15 = 78 (2d100)

Army, Navy Strength
>>
Ruler Stats
>>
Rolled 8, 8, 13, 1, 19, 8 = 57 (6d20)

>>941131
Dice



Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.