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File: Yes, Sire!.png (758 KB, 1600x2400)
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So, we now have rules for attrition and the horrors of war. This in effect means long wars are going to fucking murder your army, which should slow down Snake's blitzkriegs a little.
If you want to join - pic related has the rules, map comes in next posts.
>REICHSFUEHRER SNAKE
You have finished the Reichspferdbahn. Your merchants will thank you for this!
>+35% Progress to the next Wealth Level
The trickle slows down again; it seems you’re nearing the end of the useful pool of mages.
>ETC: 1 Turn
Petrokrat falls! Deus Vult!
>Burn it down.
>Kill the garrison, but do not harm the civilians.
>Spare the city.
>Other (Specify)
>Researching: Siege Weapons
>Progress: 34/175
>SULTAN AKKAN
Free land should be tempting, and some brave pioneers trek westward. However, many rumour that the ruins are haunted by spirits of the vengeful dead…
>Nonsense! Dismiss the rumours. (-10 Spooked Settlers modifier to colonization)
>Two can play at that game. Send some undercover agents to spread counter-rumours of great wealth. (Intrigue)
>Send the clergy to exorcise the ruins. (Learning)
>Lead an investigation party yourself. (PCS)
>Send out expeditions to scour the ruins clear. (Martial)
>ETC: 6 Turns
The nobles are very reassured by this, and they even give your men tips on where to find informants on rival houses. Your spy network has exploded!
>Free City Sultanate-Khanate Allegiance: -30
The foundry nears completion. Soon, none will stand against your onslaught of fire and brimstone!
>ETC: 1. Gain +5 to recruiting rolls for Gunmen and Cannons on completion.
>Researching: Metallurgy
>Progress: 51/350
>PROPHET SKYRAKER
The clergy are sent to reason with the Thunderbirds. Though they are not sentient, they do seem to have an innate affinity with the men of the Skyfather, and only a few are zapped to death comically. They are not particularly interested in doing their bidding, though.
>Pray to the Skyfather for aid. (Learning)
>Show the insolent beasts! (Martial)
>Other (Specify)
The annexation plods onward.
>ETC: 1 Turn.
>Researching: Summon Storm
>Progress: 186/275
>>
Rolled 86, 16, 20 = 122 (3d100)

>>940190
>>Other (Specify)
Offer the garrison the ability to stay in the city if they agree to convert to Catholicism and Swear fealty to the Reich.If they don't let them leave the city. (+5 diplo my body is ready)
>Finish that mage finding.(+17 learning)
>Have the navy ship supplies to Petrokrat. (+9 Stewardship?)
>>
>>940226
91, 33, 29
>>
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Rolled 7, 1, 77 = 85 (3d100)

>>940190
OH GREAT SKYFATHER, YOU WHO SPILT THE HEAVENS AND CAN US FIRE! WE SEEK YOUR GUIDANCE
>Learning +15

Continue the annexation
>Martial +11

Finish Summon Storm
>Learning +15
>>
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>>940190
>ULKAZ KHAGAN
The foreman you struck an agreement with not two weeks ago staggers into your throne room, terrified and ragged. “We quit,” he says. “That place is haunted. Haunted, I say!”
He throws down his pick and storms out.
>Nonsense! Hire new men. (-40 Totally Not Haunted Mines modifier)
>Lead an expedition to see what’s down there. (PCS)
>We need men of the Gods for this. (Learning)
>Other (Specify)
The army trains some more. It seems the new discipline is slowly getting ingrained into your men’s instincts.
>ETC: 4 Turns
>Researching: Handheld Explosives
>Progress: 117/225
>HIGH NOBLE SALT
Though initially it seems all generals in the fort present an united front against you, word reaches you that a boiling point has been reached in the Civil War and the Principality has splintered into dozens of fragmented city-states! Upon this news, the generals reconsider your message of stability, and reluctantly accept your offer.
The ‘drunken fucker’ is in fact a highly-trained swordsman from the far West. Provided you can booze him up, he’s offered to stick around and train your men for some time.
>Researching: Fertilizer, Ancient Magic
>Progress: 170/180, 153/5400
>GENERAL DRACHTMA
You try to survey for locations of mineral wealth, but it does not appear that they exist within your realm.
>Try again. (Stewardship)
>Other (Specify)
The schools project fares better, though, far better! With only a little more time, your population will be much more educated! Furthermore, you found a brilliant person that proposed several economic reforms to the realm, increasing wealth!
>Gain +1 Wealth Level
>ETC: 3 Turns
Your contest of champions is… a different matter. Nobody attends, and you are ridiculed for this flaw. Your right to rule is damaged.
>-1 Stability
>Researching: ???
>Progress: ???
>KING ISH I
You’re off to a rough start, but at least you’re not dealing with haunted mines.
>ETC: 3 Turns
You… produce something that should be an heir I guess?
>Roll 6d16 for Heir Stats.
>Your wife continues your magic studies.
>ETC: 3 Turns
>Researching: Irrigation
>Progress: 65/100
>KRATTYR BOVESKOV
Petrokrat falls! This is a disaster!
>Sue for peace.
>Fight ‘til the end.
>Other (Specify)
You build 1,000 gunmen.
Now that Petrokrat has fallen, many seem to think that you are no longer a threat. Some Untersturmfuehrers even dare listen to what you have to say.
>What do you say to the Untersturmfuehrers?
>Researching: Musket Drill
>Progress: 56/175
Map Update! West unchanged, so not posting that.
>>
Rolled 13, 13, 7, 2, 15, 6 = 56 (6d16)

>>940347
>>
Rolled 74, 37, 35 = 146 (3d100)

>>940347
Rolling up a new faction.
1st roll
>>
Rolled 3, 10, 9 = 22 (3d10)

>>940366
Theocracy, Lumber, Inspired Attack
2nd Roll
>>
Rolled 56, 36 = 92 (2d100)

>>940374
Theocracy, Lumber, Inspired Attack
Marginal, Massive, Huge
3rd Roll
>>
>>940366
Welcome!
Here's the groupchat - the players or me can answers any questions you have there. We also have a ledger, to keep track of your numbers.
https://discord.gg/XJjnReX
https://docs.google.com/spreadsheets/d/1i4xT9hlgwe8b_kBzvD9y47n6lNStsjSEGR50DGLps6M/edit?usp=sharing
>>
Rolled 15, 1, 17, 20, 10, 14 = 77 (6d20)

>>940380
Theocracy, Lumber, Inspired Attack
Marginal Wealth, Massive Population, Huge Population Growth
Good Army, Sub-par Navy (gonna fluff this out once everything else is rolled)
4th Roll
>>
Rolled 79, 78, 71 = 228 (3d100)

>>940347
>Begin to Woo the Teele in The Isles O'Pine +17

>Give the Drunkern Fucker what he has and see what he can teach, We got literally shit tons of booze.+17

>ANCIENT MAGIC, TURN ME INTO A GOD! +19
>>
Rolled 94, 75, 37 = 206 (3d100)

>Try again. (Stewardship)
There has got to be something of value out there (Forests/Mining possibilities)+18 stewardship)

>Continue to Educate
Smart gains

>Study Alchemy
With the lack of resources on the main island, we must find ways to transform rocks and things we have in abundance into metals (+9 Learning)
>>
>>940395
Theocracy, Lumber, Inspired Attack
Marginal Wealth, Massive Population, Huge Population Growth
Good Army, Sub-par Navy
Diplomacy 15, Martial: 1, Intrigue 17, Stewardship 20, Learning 10, Personal Combat skill 14.
Stability 12
>>
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>Orthis looks out over the High Arena, as the new initiates began to spar, watched over by drillmasters. He remembered his days in the training pit back in Fervus' Gauntlet, almost 15 years ago. He recalled being selected for elite training, being moved to the High Arena, being taught politics, governship and the courtly arts. While most of his class became battlemasters and Generals, he was entered for the trial of leadership, and emerged unscathed. He is no general. But he is a leader. And his shield will shelter the realm, and his sword will strike down his foes. And the world will know the word of Fervus
>>
>>940347
1. Those who do not serve must supply those who do! Begin enforcing the holy writ about those who work, increasing tax revenues. (Increase taxes, dice +20 stewardship)
2. Seek out an old classmate to be the Grand General of the Army. dice + 15 diplomacy
3. While we produce expert soldiers, we have limited production capabilities. Foundries must pound, and hammer ring! Dice +20 Stewardship
>>
Rolled 27, 46, 86 = 159 (3d100)

>>940623
>>940347
Dice rolls.
>>
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Rolled 42, 65, 3 = 110 (3d100)

So this whole resettlement thing is my long term plan to build up my nation. Since the start, my fluff has basically been that Dhakir is the scraps left over from a once massive empire, that collapsed hundreds of years ago. Pic related is how I view my current mission. Restoring the abandoned (or at least reduced to villages surrounded by ruins) cities is a long term goal, as is restoration of the grand canal that allowed travel from the capital through to the great lakes. Obviously, all this will take a fuck ton of time and multiple projects.

Also included is how I imagine the geography of my land. Dry highlands, sandy deserts, with smaller areas of fertile Mediterranean-type climate land between.

Anyway. My actions for now are:

>Continue to encourage the re-population of the farmlands around the great lakes by getting the priests to exorcise the ruins. (+17)
(ETC 6 turns)
It is possible that our ancestors haunt the ruins, so these concerns must be taken seriously. The priests are the experts on such matters, and the best voices to soothe the populace if the rumours are false, or to deal with the problems if they prove true. Surely once they know that the lands are safe, the people will come and the population will boom.

>Finish construction of the Cannon Foundry. (+12)
(ETC 1 turn)

>Resume the attempt to settle to the east (+12)
The same place as before. The land in this direction is mostly desert, but there is a large oasis to the east where people live. So long have they been outside the Sultanate that they no longer even remember that my ancestors once ruled them, but I will return them to their rightful place under my rule.

>Researching Metallurgy (+17, passive)
51/150
>>
>>940347

Research into improved foundries.
>>
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Rolled up new faction in the old thread by accident...

>>941104
>>941112
>>941121
>>941136

Fluff:
Bacatia is newly formed nation, ruled by High elven nobles.
The state religion is Sulism, worship of the sun and the moon as one deity Sulis.
Most of the people in Bacatia are farmers, granted land from nobility.
Military service is highly regarded and rewarded.

Rex Malacai Thredar:
The third of the founding Thredar dynasty to hold the Throne. A man of rather bookish disposition he seems fairly adept in navigating the intrigues and relations of the court but he much prefers to spend most of his time with philosophy, science and religion.
>>
Rolled 80, 95, 74 = 249 (3d100)

1. Convince duswaste and rachsen to join me and hopefully get whatever is left of wassen's population so I'm not some irrelevant minuscule nobody fucked by bad dice and rules revisions. If they need a reason just inform them that they're next on the chopping block regardless of who wins and the Spheres can't protect them from the german rapemachine.

2. Try to convince the Unternazis to fuck off they've already taken half of my territory apparently without suffering a single casualty.

3. Shoot Boveskov. He's a shit leader anyway. Maybe then I can reform my government into something function and do something other than die.
>>
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Quick map update for the new folks, can't do a turn atm.
>>
Rolled 30, 92, 22 = 144 (3d100)

>>940347
>Lead an expedition to see what's down there (PCS +4)
This ends now.
The Khan orders his men to seize the foreman, and have him explain precisely what happened. After that, he swiftly organizes an expedition. he and his honour guard shall see themselves what goes on in those cursed mines.

>Training the army (Martial +13)

>A further attempt at capturing gryphons (Martial +13)
After letting the waters calm down a bit, The Khan decides that the Great Hunt must be continued until the gryphons are tamed. His men shall conquer the skies!
>>
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Rolled 86, 27, 48 = 161 (3d100)

>>941461
Our Treasury is empty Sire!
> Task my steward and councillor to find someone to trade our abundance of food with.

Everyone should be as smart as I am... as long as they have money to fill my coffers with.
> Organize expensive, high quality schools for higher and specialized education.

Whats this book abo... ohhh
> Rex Malacai starts researching divine magic of Sulis.
>>
>HIGH NOBLE SALT
You send out a diplomatic mission to Teele. The report sent back home indicates that, even for a barbarian realm, the Isle O’ Pine is in a state of unrest and disrepair. It seems the kingdom is falling apart. This is reflected in the successes your diplomats are booking; the lords of Teele are willing to defect – but only if you show your might by destroying an army of their overlord.
>Our army has no need to fear a barbarian mob. Summon the generals!
>Let’s see if we can convince them another way first.
>This is pointless, let’s give up.
>Other (Specify)
Meanwhile, the Drunken Fucker introduces himself as ‘Idaina Ryū’ and is willing to teach you… If you pass his test.
>I’m not afraid of a test. Bring it on!
>Erm… well…
>Other (Specify)
Your men have figured out how to make Fertilizer from cow dung! This helps grow more food for your people, increasing birth rates!
>Add +30% Population Growth Level Progress
>Researching: Ancient Magic
>Progress: 263/5400
>GENERAL DRACHTMA
Your men decide to stop destroying the forests to get to the rock underneath and inspect the forests instead. It seems like you actually have a significant amount of very durable and beautiful woods growing in your land!
>Set up a lumbering industry! (ETC: 5 Turns, takes up an Action every Turn until completed, Roll Stewardship for it every turn)
>That’s not worth the effort.
Your people are slowly but steadily learning. You’re set to halve illiteracy in a year!
>ETC: 2 Turns
>Researching: Alchemy
>Progress: 46/600

>HIGH CHAMPION ORTHIS
You set out to enforce the sacred law in order to raise taxes. Your population, however, has recently been listening to foreign missionaries of a faith they call ‘Catholicism’, and convincing them takes a lot of arguing and intimidation. This is not a sustainable situation.
>ETC: 3 Turns
How do you deal with the missionaries?
>Kick them out and outlaw this blasphemous faith! (Martial)
>Invite them over for a private discussion (Diplomacy)
>Publically humiliate them in a theological debate (Learning)
With difficulty, you locate one of your old classmates. He has been grievously maimed in combat against a Great Boar, and cannot walk or fight. However, his tactical genius is well-known. He’s a liability on the battlefield, though…
>Hire him
>Find another candidate
You order the construction of a Grand Smithy, to arm your troops.
>ETC: 2 Turns
>Researching: Improved Foundries
>Progress: 10/150
>>
Rolled 19, 2, 17 = 38 (3d100)

>>944353
While worship of other gods is allowed, provided they do not undermine the law. Clearly the populace must be reminded of this, and the shaky position these missionaries are creating.
>Publicly humiliate them in a theological debate. (Learning +15)

My old classmate is precisely what is needed. A renowned tactician, who can plan and strategise, while younger men carry out his orders.
>Hire him!
>Continue work on the Grand Smithy
Research:Improved Foundries 10/150
>>
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>>944353
(BTW, if you want Chancellor to make more countryballs, gimme a flag to work with)
>REICHSFUEHRER SNAKE
(Don’t forget to keep tabs on your Attrition, and roll Stewardship for Horrors of War!)
The city garrison sends a delegate. After hearing your offer and taking one good look at your army, they pretty much immediately agree to convert. Your impressive display of mercy and zeal is slowly convincing even the most conservative puritan that you are the one to lead the Holy Church. Deus Vult!
Sadly, your Court Wizard informs you that he could find no more suitable applicants. In total, you’ve found 20 aspiring wizards of varying skill and power.
>Train them in destructive magic
>Train them in healing magic
>Train them to enchant weapons
>Other (Specify)
>Your mages can only learn one type of magic per unit/wizard
Word reaches you a pirate captain, styling herself ‘Jill Robin’, has hijacked your supply convoy in a daring raid!
>Alert all commands. Deploy the fleet. (Martial)
>Send out some spies to uncover her location. (Intrigue)
>Other (Specify)
>Researching: Siege Weapons
>Progress: 51/175

>PROPHET SKYRAKER
Well, that was a disaster. Religious practices in your new colony have offended your god, and he sent his Great Thunderbird, Swiftwing, who has a keen mind and a keener faith, to destroy the colony and settle a new realm to destroy your now-heretic empire!
>ETC for colonization is now 3 Turns
>You are now in a Defensive War with the Realm of the Holy Storm!
At least you can now summon thunder and lightning…
>Summon Storm is completed!

>SULTAN AKKAN
The Foundry is complete! You can now construct cannons and guns far faster!
>When training Gunmen or Cannons, train an additional 1000 Manpower’s worth of them.
You’re slowly resettling the farmlands, and the priests’ exorcism has helped somewhat. Still, the rumours of old horrors are hard to completely smash.
>ETC: 5 Turns
Your colonization of new lands, however, didn’t go over well. Your settlers have been slaughtered by the natives, their buildings burnt.
>Colonization Attempt Failed
>Researching: Metallurgy
>Progress: 68/150
>>
>>944383
>KRATTYR BOVESKOV
Both Duswaste and Rachsen Castle are willing to join you… provided you declare war on the other immediately.
>Annex Duswaste (War with Rachsen)
>Annex Rachsen (War with Duswaste)
>Let’s seek a diplomatic solution
>Other (Specify)
In a work of miracle, you actually convince several Untersturmfuehrers that this war has gone on for so long that their power at home might very well be threatened by rivals. Several leave, taking their armies with them!
>5000 of the Reich’s soldiers begin to head home (ETA 2 Turns)
Acting unanimously for the sake of the realm, several nobles imprison and execute Boveskov for gross incompetence. They have agreed that one of them will lead until this war is over, at which point the question of leadership must be answered.
>Roll a new leader.
>Researching: Musket Drills
>Progress: 14/130
>ULKAZ KHAGAN
The terrified foreman explains that he hand his men saw mysterious lights in the deep, hear strange and terrifying noises, and several were found dead, apparently of sheer fright. You decide to lead an expedition into these accursed mines. However, all seems perfectly normal when you arrive.
>This is bogus! Back to work
>Dig deeper, men don’t die for no reason.
>Other (Specify)
Training goes especially well, your men are very adept at the new tactics. You’ll be done even earlier than expected!
>ETC: 2 Turns
Alas! The Gryphon Hunt fails just as miserably as before.
>Researching: Handheld Bombs
>Progress: 120/225
>REX MALACAI THREDAR
You find several merchants who are willing to trade for your food. Alternatively, you could try to strike a deal with a foreign nation?
>Sell to the merchants (-10% Population Growth Level, +10% Wealth Level)
>Send an expedition to another country (Talk to the player)
>Other (Specify)
You try to set up schools for the privileged and wealthy, but you are having a hard time finding tutors.
>ETC: 5 Turns
>Researching: Holy Magic
>Progress: 67/185
>>
Rolled 86, 38, 55 = 179 (3d100)

>>944398
>Dig deeper, men don't die for no reason. (PCS +4)
The Khan and his men will not stop until they have found an explanation for what the foreman told them. Mysterious lights don't suddently appear, and men certainly don't die by themselves.

>Army training (Martial +13)

>The Great Hunt continues! (Martial +13)
The Khan tells his men that whoever shall be the first to tame a Gryphon will recieve a prize and be hailed as "Rider of Skies" for eternity. Hopefully that will motivate them to try harder, and succeed.
>>
Rolled 1, 79, 40 = 120 (3d100)

>>944383
>>Other (+17)
Let them decide their own path...
>>Alert all commands. Deploy the fleet. (+18)
Attempt to capture
>Offer Duswaste the chance to become an independent protectorate of the Reich (+5)
Let's make a deal...
>>
>>944432
Pain, 97, and 45
>>
Rolled 76, 63, 6 = 145 (3d100)

>>944383
The Skyfather must be testing our faith, I shall venture on alone with nothing but my bow and the storms to guide me. If my faith is strong I will subjugate this holy creature.
>Personal Combat +17
>>
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Rolled 10, 48, 43 = 101 (3d100)

>Wood makes boats!
Set up lumber industry (+18 stew)

>Teach them all
Time for smarts.

>The great aquatic beasts
Fisherman have been going missing lately and reports of large aquatic beasts have been coming to the General.

Our aquatic nation could benifit from a faster method of travel between our lands.

Alchemy (+9)
>>
Rolled 62 + 10 (1d100 + 10)

>>944432
War thinfs
>>
Rolled 3, 3, 6, 13, 8, 11 = 44 (6d20)

New Leader
>>
Rolled 85, 92, 25 = 202 (3d100)

>>944353
>Summon the generals and crush the enemy leaders. Take over all of it! STRIKE FROM THE SKIES WITH OUR ARCHERS ON THE SKYSHIPS, and the Archers. + 57

>Challenge accepted! +13

>Gonna need another shot for this book. +19
>>
Rolled 95, 39, 96 = 230 (3d100)

>>944398
>Repair infrastructure starting with the roads running through the kingdom.

>Send a party of archers out to scout out these swamp beasts stealthily. We must know whether or not they are sentient.

>Continue my study into the arcane with my wife.
>>
Rolled 56, 29, 36 = 121 (3d100)

The leadership accepts that it is a purely temporary measure and will be replaced by something more stable in a time of peace. Frankly there's only 3 stats rolled that will even be remotely relevant given the fact they're all so piss poor.

1. Annex Duswaste, but try to find a solution with Rachsen that involves peace, if not some sort of inclusion into the Republic. Make it clear that the effect of being ruled over by the Reich is uniquely terrible, given the fact that they butchered every living person of an entire horde earlier. +23

2. Musket Drill [70/175] +18

3. Maintain mercenaries for additional turns +13
>>
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>>944383
I'd like something like this as a flag.
>>
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>>944383
Something like this, but rotated 45 degrees counterclockwise and on a blue background
>>
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>>944383
This but all the red is black and the blue is darker
>>
Rolled 8, 4, 90 = 102 (3d100)

>>944398
For one of my turns, I want to Expand my navy, by adding smaller, faster ships that can either be fighting or defensive.

My two other turns will be for research +5
>>
>>944906
I of course meant for that 90 to for my ship building
>>
Rolled 82, 92, 25 = 199 (3d100)

>>944398

>Sell to the merchants.

>Look for tutors.

>Keep researching Holy Magic. (+19 learning)
>>
>Forge cannons for the army. (+12 and extra hundred manpower worth from foundry)
Now the foundry is complete, we can begin to equip our army with cannons. Whether against an army or a fortress, these weapons will crush our enemies.

>Continue resettling the great lakes. (+12)
(ETC 5 turns)
It might be a slow process, but surely as the first migrants begin to settle in and produce from the land begins to reach the capital, people will realise what a good idea it is.

>Colonising to the east. (+11)
The massacre of our people can't be overlooked. Send a new party. This one will be comprised less of settlers and more of soldiers. Two divisions of infantry, and one each of guns and camels. If the locals of this land think they can so badly offend the Sultan and get away with it they are in for a painful awakening. We shall conquer the area.
>>
Rolled 38, 2, 97 = 137 (3d100)

>>947923
>>
>HIGH CHAMPION ORTHIS
Try as you might, you cannot best the trained proselytizers in theological debate. You end up barely arguing them to a standstill, leaving before they can destroy your rather flimsy argumentation. They continue their work unhindered, and with more legitimacy.
>Send in the guards! (Martial)
>Seek advice from the clergy. (Learning)
>Other (Specify)
Alas, it seems that the travel to your court took its toll on your old classmate; his old leg-wound re-opened and an infection has killed him. Thus ends his brief generalship.
The work on the Grand Smithy goes adequately well.
>ETC: 1 Turn
>Researching: Improved Foundries
>Progress: 25/150
>ULKAZ KHAGAN
Finally, you encounter one of the spirits. It appears unto you as a man wearing the skins of animals and a hat of feathers. He looks at you for a long time. “Why do your people disturb our final rest?” he asks?
>How do you respond?
Meanwhile, your army’s training nears completion.
>ETC: 1 Turn
The hunt goes a bit better; one man actually brings down a Gryphon! Sadly, it dies from its wounds soon after. However, his success has taught him many tricks on capturing Gryphons, which he passed on to the rest of the hunters. It’s only a matter of time now.
>ETC until a Gryphon is tamed: 6 Turns
>Researching: Handheld Bombs
>Progress: 123/225
>REICHSFUEHRER SNAKE
Their ‘own path’ ends up being a path to near-certain doom. They decided to try and summon a Holy Messenger of God. What they ended up with was… decidedly less holy. Those who didn’t have their heads explode – only half of your Mages – are now running from the Daemon rampaging through your castle!
>Send in the guards! (Martial)
>Take it down yourself! (PCS)
>Priests! Exorcise this beast! (Learning)
>Other (Specify)
After several skirmishes that severely damaged several vessels, your men have surrounded the island the pirate captain has retreated to.
>Starve her out.
>Attack!
>Other (Specify)
Your emissary comes back with a forcibly shaved head. It seems that the Duswasters are angry at your treatment of Kattinkrad, rather than scared of your military might.
>This is an outrage! Men, forget the Krattyr, we march to Duswaste!
>Let it slide for now.
>Other (Specify)
>Researching: Siege Weapons
>Progress: 51/175
>PROPHET SKYRAKER
You set out, with your bow and the storms, to challenge this beast, that you may redeem your people in the eyes of your God. Tracking the beast proves simple, and you soon find it. After a long battle that leaves you grievously wounded, you plant an arrow in the creature’s eye, and it plummets to the ground. The moment it does, the storms disappear for a second, before returning, completely out of your control. Your God’s fury at killing his emissary knows no bounds, and he declares your kingdom a blasphemous realm. Your God has abandoned you.
>Researching: ???
>Progress: ???
>>
>>952633
>GENERAL DRACHTMA
Wood makes boats. Wood also makes great fires. Seriously, who thought it’d be a good idea to light a bonfire to celebrate the opening of the new lumber mill in the damn forest?
>Roll Stewardship to save the trees
Your school project is close to fruition.
>ETC: 1 Turn
You send out boats to find the great aquatic beasts. Sadly, they return empty-handed, though at least they all return, some even with sightings of the beasts.
>Researching: Alchemy
>Progress: 64/600
>HIGH NOBLE SALT
You send out the men in skyships to conquer the Isle O’ Pine. Their journey goes far faster than expected, due to fortunate air currents!
>ETC: 1 Turn
>How many men did you send?
>You are now in an Offensive War with the Isle O’ Pine. Roll for Attrition.
The drunk man hands you one of the strange swords he uses. “A true warrior will know how to wield any weapon placed into his hand. Fight well, and I will let you keep the sword. Beat me, and I will teach you the secrets of forging more.”
You’re not sure how, but within three blows the man is on the ground, disarmed, and has your sword pointed at his heart. He smiles. “You fight with valour. Come, to the smithy with me.”
>Add Trait: Eastern Sword. (+2 PCS)
>ETC for Tech: Eastern Swords: 2 Turns
>Researching: Ancient Magic
>Progress: 307/5400
>KING ISH I
Your reconstruction goes well.
>ETC: 3 Turns
Your party doesn’t return. Maybe they’re lost, or…?
>Send a recovery party
>Other (Specify)
Something clicks! You suddenly understand a lot more of the arcane.
>ETC: 1 Turn
>Researching: Irrigation
>Progress: 81/100
>>
Rolled 86, 30, 88 = 204 (3d100)

>>952671
>Continue reconstruction

>Send a recovery party. But this time I'll head it myself.

>Before I leave though I should complete my current studies in the arcane.
>>
>>952688
>>
Rolled 5, 27, 50 = 82 (3d100)

>Im gonna need to behead that man later
Put out the fires and make with the wood cutting(+18)

>Learning cam be fun
Finish of the schooling

>They DO exist
Send another party to find and tame these beasts

Alchemy (+9)

Once these schools are done we can begin hardcore alchemy research
>May the Sun bless these rolls!
>>
>>952671
>TEMPORARY RULER OF KATTINKRAD
The Duswasters remain resolute. The best your diplomats can achieve is postponing the war until after this one is complete.
The mercenaries remain yours. Barely.
>Researching: Musket Drill
>Progress: 117/175
>KING LINDEN I
You start building new ships like crazy!
>Exactly how many and what type do you want to build?
Research is a disaster…
>Researching: Steam Engines, Mining Techniques
>Progress: 81/350, -5/100
>MALACAI THREDAR
Your tongue serves you well, and you strike a better deal!
>Sell less for the same price (-5% PGL, +10% WL)
>Sell at a higher price (-10% PGL, +15% WL)
You find excellent tutors!
>Have them teach the Rex (+1 in a Stat of your choice)
>Have them teach the people (ETC: 3 Turns)
>Researching: Holy Magic
>Progress: 111/185
>SULTAN AKKAN
How many cannons do you wish to forge?
>ETC: ???
Alas, the horrors seem to have returned in force! Many are dead, and many more flee.
>ETC: 6 Turns
Your righteous vengeance goes much better, though. You butcher your way through the barbarians!
>ETC: 4 Turns
>Researching: Metallurgy
>Progress: 51/100
>>
Rolled 85, 1, 77 = 163 (3d100)

>>952633
>Other (Specify) undermine their camps, have rats placed in their grain supply, release moths into their cloths. Lets see their god protect them from things they cannot see if they trust him so much. (Intrigue+17)
>Pressure of population growth is pressing on us, begin sending settlers to settle the Islands, to construct large shipyards and merchant port-cities. (Stewardship +20)
>Continue building the Grand smithy (Stewardship +20)
Research Improved Foundries.
>>
Rolled 71, 44, 4 = 119 (3d100)

>>952699
The ships I will build will be fast and small ships, and 2 large flagship frigates that will serve as the command center of my Eastern and Western fleet. I will create 40 small-ish schooner brigs, and 15 brigs.

I would also like to know what I uncovered from the mine where the Warmachine was supposed to be at.

I want to expand my army by adding another division of gunmen. (+20)

My other two actions will be for research
>>
Rolled 55, 11, 85 = 151 (3d100)

>Properly integrate Duswaste into the Republic.

The city has sworn to join with us, but properly fusing the Wassten's culture with our own is likely to be a long process. Finding common ground to prosecute this war in important. It's important that Kratti feel like Wassteners and vise-versa as we're all one nation now.

>Musket Drill [117/175] +18

>Convert footmen and archers into Gunners
>>
Rolled 40, 46, 36 = 122 (3d100)

>>952633
>>Priests! Exorcise this beast! (+17)
>Other (specify)
Offer to negotiate (+5)
>>This is an outrage! Men, forget the Krattyr, we march to Duswaste!
fucking pieces of shit, prepare for purging heathens (+18)
>>
>>953114
57, 51, and 54
Mediocre
>>
Rolled 48, 20, 11 = 79 (3d100)

>>952633
HE DARES WREST THE STORM FROM MY CONTROL! HE HAS GIVEN ME THIS POWER AND HE WILL NO TAKE IT AWAY! HE HAS TAUGHT US TO BREAK THOSE THAT OPPOSE US!
>Take back control of the Storm +15
>>
Rolled 43, 52, 22 = 117 (3d100)

>>952633
>Talking with a dead man. (Diplomacy +13)
The Khan stares at the spirit for a long while, trying to understand just what this... Manifestation could be. He brings up the torch in his left hand and lowers the blade in his right hand.
"We did not know this was your resting place, Ghost of the Ancients. We did not intend to disturb your eternal sleep. But why did you react with such violence? Many of my men now lay dead, while others have gone mad with fear."

>Army training complete. (Martial +13)
We are Invincible.

>The Great Hunt gains new hope! (Martial +13)
There are stories of the Great Hunters, legends among the Khanate. They are people blessed by the Gods, able to capture even the fiercest of beasts, and through their will control the land itself. In these days, we may become such men. We shall be legends among our people. We shall conquer the skies.



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