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File: Yes, Sire!.png (7.76 MB, 2798x1528)
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Salutations to you, our leader!
You have waited long for this day, but finally the power of the realm is in your hands!
There's just one small matter, though - I can't seem to remember anything about your country. Could you please refresh my knowledge?
>Roll up a kingdom and roleplay as a ruler, competing and cooperating with other players! I've run this before a few months ago, and we had great fun!

>Rules and Fluff next post
>>
File: Rules, Sire!.png (758 KB, 1600x2400)
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>>1871459
It is the year 1349 - a time of progress and discovery, but also a time of warfare and plague. The Dark Ages of this world are drawing to a close, but its death throes still affect all realms. Plague destroys families and shatters nations, swords clash over land, honour, faith, or simple survival. The thunder of guns pierces the sound of steel on steel, new innovations spewing out ever greater instruments of death. In some laboratories hidden deep in the mountains or forests, experimental steam-belching monsters take to the skies or bring Men to the depths of the ocean. More and more is made possible through the powers of technology.
However, not all is scientific and rational. Armies of undead march onward to inevitability, great wizards destroy legions of soldiers, and enchanted weaponry is a prize worth destroying kingdoms over. A few brave, or perhaps foolhardy, souls have taken to combining mind and magic. Who knows what such innovation might bring?
Yet, magic and technology are not what defined this world. This world was defined by war. First, chieftain fought chieftain over hunting grounds; Later, king fought king over control of vital farms and resources, but more and more the power of individuals is waning as the State grows stronger.
The most recent change currently recorded was in the year 1345; known as the Year of Western Sails. It was in this year that strange ships came across the grand ocean Westward, bringing with them strange men, speaking a mysterious tounge. Some sought to trade, others to conquer, but from what little information is known about the West, one thing keeps coming back: these vessels are mere scouting fleets for warring kingdoms and empires across the ocean. Who knows what will happen?
It is in this age of conflict, be it king versus king, magic versus technology, perhaps soon East versus West, that you lead your nation to either greatness or certain doom.
Ave Imperiator!
>>
>>1871459
Oh, and note that the hexes are purely there to measure travelling distance, your borders do not have to follow them - travelling from one corner of a hex to another is 30 miles, about a day's ride on horseback through open terrain.
If you're interested in seeing how this panned out last time /qst/ played Yes, Sire!, check out our archive!
http://suptg.thisisnotatrueending.com/qstarchive.html?searchall=Yes%2C+Sire%21
Finally, here's the Ledger I will use to keep our kingdoms' crunch easy to comprehend: https://docs.google.com/spreadsheets/d/1i4xT9hlgwe8b_kBzvD9y47n6lNStsjSEGR50DGLps6M/edit?usp=sharing
>>
Rolled 95, 91, 1 = 187 (3d100)

>>1871475
This is the old Khan from the first Yes Sire! speaking.
Chancellor, I hoped you would be back.
Love you, man.
>>
>>1871496
Ulkaz Khagan? It's good to see you again!
Down for a reboot? I'll inform the lads in the old Discord I'm running again!
>>
Rolled 10, 2, 3 = 15 (3d10)

>>1871496
>>1871499
The Khagan in the flesh.
Man, it would be great to get the old guys back.
>>
Rolled 2, 69, 44 = 115 (3d100)

>>1871459
I was one of the newfags who joined as the game ended, and assumed you were dead. Discord link please, if possible.

>>1871496
>that nat 1
>>
Rolled 27, 81 = 108 (2d100)

>>1871496
>>1871509
Some interesting rolls I'm getting here.
>>
Rolled 57, 89, 36 = 182 (3d100)

>>1871475
Ready to piss off my god by murdering his prophet again!
>>
I'm glad to have the old crew back!
Could we try to not make carbon copies of our old guys again, though? I'd prefer a fresh start.
>>
Rolled 63, 57, 42 = 162 (3d100)

>>1871459
>>
Rolled 9, 2, 4 = 15 (3d10)

>>
Rolled 7, 7, 3 = 17 (3d10)

>>1871544
Stats
>>
Rolled 7, 1, 1 = 9 (3d10)

>>1871561
>>
https://discord.gg/QC9N9m
Discord!
>>
Rolled 16, 79 = 95 (2d100)

>>1871569
>>
Rolled 99, 42, 82 = 223 (3d100)

I played this before.
>>
Rolled 43, 66 = 109 (2d100)

Authoritarianism stronk (hopefully)
>>
Rolled 2, 4, 7 = 13 (3d10)

>>1871575
>>
Rolled 2, 5, 14, 19, 7, 19 = 66 (6d20)

>>1871574
>>
Rolled 18, 14, 12, 6, 10, 2 = 62 (6d20)

>>1871496
>>1871509
>>1871520
The Free Pirate-dom

Government: Nomadic Tribe
Resource: Cloth
Military Strenght: Strenght in Numbers
Wealth: 10
Pop Size: 2
Pop Growth: 3
Army Strenght: Weak
Navy Strenght: Awe-Inspiring

Leader: Arch-Captain Fredrick
>>
Rolled 60, 75, 86 = 221 (3d100)

>>1871475
>>1871459
>>1871483
I only hear good things. Let's give this a try
>>
Rolled 69, 54 = 123 (2d100)

>>1871582
>>1871575
>>
Rolled 62, 77 = 139 (2d100)

>>1871568
>>
Rolled 5, 10, 7, 4, 8, 7 = 41 (6d10)

>>1871590
>>1871582
>>1871575
And finally leader stats. Next time I'd try to make this all d100s, OP. Easier to do all in one go instead of over multiple posts which makes it hard for you to read.
>>
Rolled 31, 17, 16 = 64 (3d100)

Guess I'll go ahead, then.
>>
Rolled 16, 5, 4, 7, 11, 16 = 59 (6d20)

>>
Rolled 51, 8, 19 = 78 (3d100)

I'm a new player, so I apologize in advance if I screw anything up
>>
Rolled 3, 9, 5 = 17 (3d10)

>>1871596
>>
Rolled 55, 35, 66, 5 = 161 (4d100)

>>1871475
>>
Rolled 1, 2, 7 = 10 (3d10)

>>1871600
>>
Rolled 7, 9, 4 = 20 (3d10)

>>1871589
>>1871589
Government:Artistocratic Republic
Resources:Pelts
Military: High Quality Calvary
>>
Rolled 6, 93 = 99 (2d100)

>>1871603
>>
Rolled 6, 18, 8, 14, 17, 9 = 72 (6d20)

>>1871591
>>
Everyone, could you kindly specify which roll is which?
And if you're done rolling, could you post your results summarized as follows:

>KINGDOM NAME
>Kingdom Colour:
>Government:
>Stability: [Stability Name] ([Stability Number])
>Resource:
>Military Strength:
>Wealth: [Wealth Name] ([Number])
>Pop Size: [Pop Size Name] ([Pop Size Number)]
>Pop Growth: [Pop Growth Name] ([Pop Growth Number])
>Army Strength:
>Navy Strength:

>LEADER NAME
>DIP:
>MAR:
>ITR:
>STE:
>LRN:
>PCS:

>MILITARY
>Footmen:
>Spearmen:
>Archers:
>Cavalry:
>Siege Engines:
>Gunmen:
>Special:
>Max Manpower:

>NAVY
>Heavy Ships:
>Light Ships:
>Transports:
>Special:
>Max Naval Manpower:
>>
Rolled 9, 9, 7 = 25 (3d10)

>>1871606
>>
Rolled 80 (1d100)

>>1871617
>>1871606
>>
Rolled 94, 4 = 98 (2d100)

>>1871607
Army and Navy Strength
>>
Rolled 17, 20, 10, 7, 2, 8 = 64 (6d20)

>>1871610
>>
Rolled 11, 8, 18, 20, 12, 16 = 85 (6d20)

>>1871624
Ruler Stats
>>
Rolled 57, 32 = 89 (2d100)

>>1871609
Government:Artistocratic Republic 60
Resources:Pelts 75
Military: High Quality Calvary 86
Wealth: Prospering 7
Population: Huge 9
Growth: Slow 4
>>
File: example.png (7.78 MB, 2798x1528)
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>>1871615
Oh, and could you post a picture with your borders crudely drawn and your cities, capital and forts shown? pic related
>>
Rolled 17, 9, 11, 8, 12, 5 = 62 (6d20)

>>1871623
>>
Rolled 13, 12, 6, 1, 13, 13 = 58 (6d20)

>>1871630
Government:Artistocratic Republic 60
Resources:Pelts 75
Military: High Quality Calvary 86
Wealth: Prospering 7
Population: Huge 9
Growth: Slow 4
Army: 54
Navy: 32
>>
Rolled 81 (1d100)

>Grotteria
Kingdom Colour: Olive Green
Government: Absolute Monarchy
Stability: Restless, 9
Resource: Furs
Wealth: Luxurious, 9
Population Size: Tiny, 2
Population Growth: Slow, 4
Army Strength: 43, German Pikemen
Navy Strength: 66, Dutch Golden Age Navy

>I frgot military strength
Re, rolling
>>
Rolled 67, 26, 69 = 162 (3d100)

>>1871459
Rolling for Goverment, Resources and Military
>>
>>1871586

>THE FREE PIRATE-DOM
>Kingdom Colour: Light Blue
>Government: Nomadic Tribe
>Stability: [Troubling] (8)
>Resource: Cloth
>Military Strength: Hit and Run
>Wealth: [Ostentatious] (10)
>Pop Size: [Tiny] (2)
>Pop Growth: [Falling] (3)
>Army Strength: Weak
>Navy Strength: Awe-Inspiring

>ARCH-CAPTAIN FREDERICK
>DIP: 10
>MAR: 18
>ITR: 14
>STE: 12
>LRN: 2
>PCS: 6

>MILITARY
>Footmen: 1128
>Spearmen: 0
>Archers: 0
>Cavalry: 1000
>Siege Engines: 0
>Gunmen: 1000
>Special: 0
>Max Manpower: 26.400 (27% = 7128)

>NAVY
>Heavy Ships:208
>Light Ships:300
>Transports: 4
>Special: 0
>Max Naval Manpower: 2400, (81% = 1944)

Map is coming soon
>>
>>1871615
>Name: Britannia
>Color: Red
>Stability: Confident (12)
>Resource: Animal produce
>Military Strength: Disciplined troops
>Wealth: Prospering (7)
>Pop Size: Minuscule (1)
>Pop Growth: Exodus (1)
>Army Strength: 16
>Navy Strength: 79

>Leader name: Lord Admiral Woff
>DIP: 2
>MAR: 5
>ITR: 14
>STE: 19
>LRN: 7
>PCS: 19

>Military
17k footmen
5k Spearmen
2.5 Archers
Max is 27k

>Navy
20 Heavy ships
50 light ships
20 Transports
270 total
>>
>>1871679
I'm really sorry, but could you please pick another name? I'd rather not have super-obvious real world references, desu.
>>
File: 1505596241107.png (6.89 MB, 2798x1528)
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Trying to post the map ate my post so I'll just put that first.
>>
Rolled 46, 83, 23 = 152 (3d100)

>>1871672
Rolling for Wealth, Pop Size and Pop Growth
>>
Rolled 10, 1, 3 = 14 (3d10)

>>1871694
Ah, shit. I need to roll a 10 not a 100. My mistake
>>
>Breinland
Kingdom Colour: Olive Green
Government: Absolute Monarchy
Stability: Restless, 9
Resource: Pelts
Military Strength: 81, High-Quality Archers
Wealth: Luxurious, 9
Population Size: Tiny, 2
Population Growth: Slow, 4
Army Strength: 43, Average
Navy Strength: 66, Great

>Axel Breiner the Third
Diplomacy: 16
Martialship: 5
Intrigue: 4
Stewardship: 7
Learning: 11
Combat Skill: 16

WIP
>>
Rolled 57, 15 = 72 (2d100)

>>1871699
I'm rich but I don't have any people. Rolling for Army and Navy Strenght
>>
Rolled 9, 1, 2, 7, 5, 1 = 25 (6d20)

>>1871713
Good soldiers, bad navy. Rolling for leader.
>>
File: dom.png (6.87 MB, 2798x1528)
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>>1871633
>KINGDOM NAME: Dominion of Frisgarl
>Kingdom Colour: Blue
>Government: Aristocratic Monarchy
>Stability: [Confident] ([12])
>Resource: Cloth
>Military Strength:Dragons
>Wealth: [Prospering] ([7])
>Pop Size: [Significant] ([7)]
>Pop Growth: [Falling] ([3])
>Army Strength: 62 Great
>Navy Strength: 77 Terrifying

>LEADER NAME: Dragonlord Varius Emberbane
>DIP: 6
>MAR: 18
>ITR: 8
>STE: 14
>LRN:8
>PCS: 17

>MILITARY
>Footmen: 8,000
>Spearmen: 5,000
>Archers: 2,180
>Cavalry:
>Siege Engines:
>Gunmen:
>Dragons: 3 (30)
>Special:
>Max Manpower: 28,000

>NAVY
>Heavy Ships: 21
>Light Ships: 33
>Transports: 10
>Special:
>Max Naval Manpower: 280
>>
>>1871692
>République de Karlisé
>Kingdom Colour: Blue
>Government: Constitutional Republic
>Stability: [Stable] (10)
>Resource: Lumber
>Military Strength: High-Quality archers
>Wealth: [Poor] (2)
>Pop Size: [Rural] (4)
>Pop Growth: [Flourishing] (7)
>Army Strength: Great
>Navy Strength: Good

Velka Commissar Élise de Rouén
>DIP: 14
>MAR: 16
>ITR: 14
>STE: 20
>LRN: 16
>PCS: 8

>MILITARY
>Footmen: 1,000
>Spearmen: 3,000
>Archers:
>Cavalry: 3.000
>Siege Engines: 50
>Gunmen: 4,000
>Special:
>Max Manpower: 26000

>NAVY
>Heavy Ships: 10
>Light Ships: 20
>Transports: 10
>Special:
>Max Naval Manpower: 120

The République emerged recently from a bloody civil war that sapped much of its wealth and a decent portion of its population. Having thrown off the shackles of feudal rule the new Republic looks forward to a new future under the leadership of the Chambre de Commissariat.
>>
File: Rules, Sire!.png (758 KB, 1600x2400)
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Quick rules update, made dragons waaaay more expensive because the existing manpower cost was just stupid. Gonna work on the map and the ledger now.
>>
>>1871730
Formed by the hearty tribes of the north when united under the Triumvirate of Dragonlords who rule over the lowlands from their great city of Frosthold. It is said that the three great dragons were tamed by Jarl Frisgarl the Great who founded the Dominion, now the greatest warriors compete for the chance to ride one of this dragons and reach the supreme title of Dragonlord who presides as the first among equals in the council of Jarls. War is the nature of all Frisgarlians with raids being considered a rite of passage among the young men of the nation.
>>
File: The Pirate-dom.png (7.05 MB, 3008x1684)
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>>1871633
(This should be right, now. Also, I see that a lot of people aren't taking into account the rules fpr the army numbers you're supposed to start with.)

>THE FREE PIRATE-DOM
>Kingdom Colour: Light Blue
>Government: Nomadic Tribe
>Stability: [Troubling] (8)
>Resource: Cloth
>Military Strength: Hit and Run
>Wealth: [Ostentatious] (10)
>Pop Size: [Tiny] (2)
>Pop Growth: [Falling] (3)
>Army Strength: Weak
>Navy Strength: Awe-Inspiring

>ARCH-CAPTAIN FREDERICK
>DIP: 10
>MAR: 18
>ITR: 14
>STE: 12
>LRN: 2
>PCS: 6

>MILITARY
>Footmen: 1128
>Spearmen: 0
>Archers: 0
>Cavalry: 1000
>Siege Engines: 0
>Gunmen: 1000
>Special: 0
>Max Manpower: 24.000 (27% = 7128)

>NAVY
>Heavy Ships:20
>Light Ships:30
>Transports: 4
>Special: 0
>Max Naval Manpower: 240, (81% = 194)

A kingdom of crime, where only the strongest and meanest of their lot can hope to lead. Seafarers by nature, the citizens of the Pirate-Dom have founded their nation in the salty waters of the ocean. The current Arch-Captain is Frederick "The Jackal", a brutal and ruthless pirate lord, missing an eye and both toes.
They have amassed a great amount of wealth, perhaps being the richest kingdom of the continent thanks to their continuous raids by sea. But population's numbers have taken, sadly, quite the toll.
But nonetheless, the pirates push on. Biting and gnashing, stabbing backs and doing anything for another lump of gold, fearing the moment when they will witness Davy Jones' locker, and drinking merrily to the sound of sea shanties!
>>
>>1871789
Beat you to that spot, boyo.
>>
>>1871789
Shit, I forgot to list my forts and cities.

>Capital: Mutiny Haven
>Major Cities: Seagle's Nest, High Bay
>Forts: Gaider's Mourn, Shark Fin Reef, Landlubber's Rest
>>
>>1871792
Fucking cunt, I spent 10 hours in MS Paint for that.
Guess I'll take the other peninsula.
Fuck.
>>
Rolled 42, 36, 37 = 115 (3d100)

>>1871459
Hey I'll roll something up
Gov, Resources, Military strength
>>
>>1871789
https://www.youtube.com/watch?v=f55CqLc6IR0
>anthem.avi
>>
Rolled 10, 7, 10 = 27 (3d10)

>>1871800
>Elective Monarchy
>Rare Metals
>Disciplined Troops
>>
Rolled 89, 95 = 184 (2d100)

>>1871820
>Elective Monarchy
>Rare Metals
>Disciplined Troops

>Ostentatious Wealth (well we had to use that gold for something)
>Significant Population Size
>UNSUSTAINABLE POPULATION GROWTH!!!
>>
>>1871829
>Elective Monarchy
>Rare Metals
>Disciplined Troops

>Ostentatious Wealth (well we had to use that gold for something)
>>Significant Population Size
>UNSUSTAINABLE POPULATION GROWTH!!!

>Awe Inspiring Army
>Invincible Navy

Drawing up army now
>>
Rolled 2, 1, 13, 20, 16, 17 = 69 (6d20)

>>1871842
wait my roll didn't go through
>>
Rolled 84, 64, 96 = 244 (3d100)

>>
Rolled 4, 2, 10 = 16 (3d10)

>>1871873
>>
Rolled 6, 26 = 32 (2d100)

>>1871876
>>
Rolled 3, 6, 11, 6, 17, 19 = 62 (6d20)

>>1871885
>>
File: ANTHEM INTENSIFIES.png (7.3 MB, 2798x1528)
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>>1871700
>Breinland
Kingdom Colour: Olive Green
Government: Absolute Monarchy
Stability: Restless, 9
Resource: Pelts
Military Strength: 81, High-Quality Archers
Wealth: Luxurious, 9
Population Size: Tiny, 2
Population Growth: Slow, 4
Army Strength: Average, 43
Navy Strength: Great, 66

>Axel Breiner the Third
Diplomacy: 16
Martialship: 5
Intrigue: 4
Stewardship: 7
Learning: 11
Combat Skill: 16

>Blessed Breinian Army
Footmen: 2050
Spearmen: 1015
Archers: 1400
Cavalry: 200
Siege Engines: 75
Gunmen: 300
Special: 0
Max Manpower: 18,000 (at 7740)

>NAVY
Heavy Ships: 6
Light Ships: 27
Transports: 8
Special: 0
Max Naval Manpower: 180 (at 119)
----------
WRITEUP TO FOLLOW
>>
File: Varania.png (6.14 MB, 2798x1528)
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>>1871615
(I think I did everything right, please tell me if I missed anything.)

>The Noble Republic of Varania
>Kingdom Colour: Purple
>Government: Aristocratic Republic
>Stability: [Confident] (12)
>Resource: Ariable Land - Food
>Military Strength: Strength in Numbers
>Wealth: [Penniless] (1)
>Pop Size: [Tiny] (2)
>Pop Growth: [Flourishing] ([7])
>Army Strength: Invincible (94)
>Navy Strength: Just Surrender (4)

>Archduke Joshua Kiel
>DIP: 11
>MAR: 18
>ITR: 12
>STE: 20
>LRN: 16
>PCS: 8

>MILITARY
>Footmen: 7500
>Spearmen: 7500
>Archers: 2500
>Cavalry: 290
>Siege Engines: 150
>Gunmen: 0
>Special: 0
>Max Manpower: 23000 (94% = 21620)

>NAVY
>Heavy Ships: 0
>Light Ships: 2
>Transports: 3
>Special: 0
>Max Naval Manpower: 230 (4% = 9)

Putting fluff in separate post in order to keep the size down
>>
File: The Pirate-dom 2.png (7.05 MB, 3008x1684)
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>>1871812
Here we go, let's try again

https://www.youtube.com/watch?v=th4Czv1j3F8
>>
>>1871895
Breinland is a strange place; made from a division centuries ago, they prepared for a war against an enemy that never came. Upon searching the mainland, they found their original tribe had vanished, wandered off somewhere most likely. Angry and bitter, they ramped up the propaganda, and the general at that time proclaimed himself king. Rebels were brutally and swiftly punished. Eventually, his son would become king too, and then the next... all this until one king changed the name of the country due to egotism, that he would pass on to his son. His grandson, the third of his line, was quite normal though, if a bit stupid. While the line quite off had madmen and those with egos larger than sense, they still worshipped the old ways. That is to say, animism and the like; specifically, shelled animals, hares and rabbits, and birds. When those from the West came, Breinlandians took up arms - from the newcomers, that is. With their new weapons, they slowly expanded from their small population, and began to creep inland. This is where they find themselves today.
>>
File: yes sire map with me.png (6.9 MB, 2798x1528)
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>>1871848
The Harganth Empire
>Elective Monarchy
>Rare Metals
>Disciplined Troops
>Ostentatious Wealth (well we had to use that gold for something)
>>Significant Population Size
>UNSUSTAINABLE POPULATION GROWTH!!!
>Awe Inspiring Army:89
>Invincible Navy:95
Stability: 12

Diplomacy 13
Martial 2
Intrigue 17
Stewardship 20
Learning 16
Personal Combat Skill 1

Army Manpower:27750/ 37,000
Max Navy Manpower: 318/370

Elite Army
150 Siege weapons (750 manpower)
4,000 Gunmen (12000)
2,000 Cavalry (6000)
7,000 Spearmen (7,000)
2,000 Footmen (2,000)

Elite Navy
18 Transports
40 Heavy Ships (Galleons)
30 Light Ships (Sloops O' War)
Writeup to follow
>>
I'm still here, dw - making the map just takes time
>>
>>1871892
Government: Nomadic Tribe
Resource: Animal Produce
Military Strength: Strength in Numbers & Hit and Run
Wealth: Unimpressive
Population Size: Tiny
Population Growth: Unsustainable
Army Strength: Just Surrender
Navy Strength: Weak

19 Stewardship
17 Learning
11 Diplomacy
6 Intrigue
6 Martial
3 Combat
>>
While I'm mapping, could you guys organise yourselves in the Ledger?
Saves me a LOT of time.
Thanks in advance!

https://docs.google.com/spreadsheets/d/1i4xT9hlgwe8b_kBzvD9y47n6lNStsjSEGR50DGLps6M/edit?usp=sharing
>>
>>1871899
The Varanian Empire did not survive the long and violent war of succession that wore into it for the last decade after the death of Emperor Vladimir Teraw IX. The noble houses' stubborn refusal to swear fealty to any of their fellows and Imperial attrition tactics caused near total devastation to the Empire's population and treasury. Duke Josuha Kiel of House Kiel managed to finally take hold of the capital and compromised with the other houses to form a new government in which the 6 noble houses would not subservient to any king. Thus he ascended the throne as Archduke Joshua Kiel of the new Noble Republic of Varania. A challenging beginning awaits him, as though the Republic is stable, it is in shambles from the war that was its creator. All is not lost however, the people of the Republic are hardy, and the vast fields of food allow for much need economic growth and a surge of population.
>>
Rolled 12, 33, 45 = 90 (3d100)

>>1871459
Sultan from the last game here, nice to see you again Chancellor and co. I'll get back in the Discord

First three rolls, for gov, resource, military
>>
File: map3.png (6.92 MB, 2798x1528)
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>Epolora
>Kingdom Colour: yellow
>Government: Artistocratic Republic
>Stability: [Confident] ([12])
>Resource: Pelts
>Military Strength: High Quality Calvary
>Wealth: [Prospering] ([7])
>Pop Size: [Huge] ([9)]
>Pop Growth: [Slow] ([4])
>Army Strength: 54
>Navy Strength: 32

>Joh the Grumpy
>DIP: 1
>MAR: 12
>ITR: 6
>STE: 13
>LRN: 13
>PCS: 13

>MILITARY
>Footmen: 7000
>Spearmen: 3000
>Archers: 6000
>Cavalry: 10000
>Siege Engines: 1000
>Gunmen: 2000
>Special:
>Max Manpower: 29 000

>NAVY
>Heavy Ships: 110
>Light Ships: 110
>Transports: 70
>Special:
>Max Naval Manpower: 290

WIP
Lands are lined up with Bulgar+Ranger's. Basically they decide on my eastern borders.
>>
>>1871947
The Harganth empire started out as a singular Peninsular settlement, Harganhold. The discovery of gold allowed the family leaders of this settlement to purchase the services of a powerful Mountain tribe, the Ervingians, and to equip them to serve as a mercenary force. Quickly subjugating those around them, the Ervingians were forced from their homes by an earthquake. In response, the city of Ervingrad was built, to house them, and to serve as a central military administration hub. When a fleet of pirates almost took Harganhold, the ruling family at the time took an expedition to the lands to the south of Harganhold, to secure the forests there, and built the city of Imrikhold. The Navy was built up, to a terrifying level using this new wood, but it made the Imriks, the ruling family of Imrik hold rebellious. When they lost the next election for Emperor, they attempted to stirke for independance. With disciplined Ervingian regiments leading the charge, Imrikhold was taken, and the Imriks removed from the voting body. Then, a glorious palace, known as the Palace of The Electoral Court was built, with all Electoral Families required to maintain rooms in the Palace and guards in Harganhold at all times to disrupt the building of powerbases.
The current Emperor, Demetrios has just finished the construction of Haildenfort, in response to incursions by nomads from the plains to the south. He has been ruling for 3 years, and his family have held the Imperial Throne for 4 generations. Now he looks outwards, as developments in medicine and hygine have caused a population explosion, and he must now begin solving this new problem.
>>
Rolled 1, 6, 3 = 10 (3d10)

>>1871979
>>1871979

wealth, pop s and pop g.
>>
Rolled 54, 53 = 107 (2d100)

>>1871992
Army and navy strength
>>
Rolled 12, 6, 8, 10, 14, 17 = 67 (6d20)

>>1871997
>>1871997
And finish up with the ruler
>>
File: YesSireTemplate.jpg (1.62 MB, 2798x1528)
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>KINGDOM NAME
>Kingdom Colour: Light green
>Government: Aristocratic Monarchy
>Stability: [Stability Name] ([Stability Number])
>Resource: Arable Land - Food
>Military Strength: Strength in Numbers
>Wealth: Marginal (3)
>Pop Size: Huge (9)
>Pop Growth: Stable (5)
>Army Strength: Pathetic (6)
>Navy Strength: Invincible (93)

>LEADER NAME:Knyaz Ivan Alexov
>DIP: 17
>MAR: 10
>ITR: 8
>STE: 20
>LRN: 8
>PCS: 2
17, 20, 10, 7, 2, 8
>MILITARY
>Footmen:500
>Spearmen:500
>Archers:200
>Cavalry:100
>Siege Engines:10
>Gunmen:0
>Special:0
>Max Manpower: 35 000

>NAVY
>Heavy Ships:30
>Light Ships:40
>Transports:20
>Special:0
>Max Naval Manpower: 290(Elite navy bonus)

The Glorious Tsardom of Slavnia lasted three generations, ending with my father, Tsar Alexar III. Unable to pick between his two sons, he split the nation into two - giving half to me, the younger son. My half-brother Nickolai rules in the West, while I rule in the East. With the Tsardom divided, we each cling to the titles of Knyaz - comparable in other nations to "Prince".
My land is fertile, highly populated - my people have a strong naval tradition, with experience in fending off raiders from the seas.
This map is for all of Slavnia - coordinated with Ranger, who plays my half-brother.
>>
>>1872011
Kingdom name - Knyazdom of East Slavnia*
Stability - Secure (11)
>>
CLOSING THE GAME TO NEW PLAYERS.
SORRY LADS, WE'RE FULL!
For those who are in but haven't claimed land yet, I'll finalise the current map, then add on land for you.
>>
>>1871724
>The Duchy of Hocheisen
Kingdom Colour: Red
Government: Aristocratic Republic
Stability: Confident (12)
Resource: Common metals
Military Strength: HQ Infantry
Wealth: Ostentaious (10)
Pop Size: Miniscule (1)
Pop Growth: Falling (3)
Army Strength: Good
Navy Strength: Pathetic

>Friedrich Frankoburg 'the Unready'
DIP: 5
MAR: 2
ITR: 9
STE:7
LRN:1
PCS:1

>MILITARY
Footmen: 3000
Spearmen: 3000
Archers: 1000
Cavalry: 700
Siege Engines: 32
Gunmen: 0
Special: 0
Max Manpower: 18 000 (57%= 10 260)

>NAVY
Heavy Ships: 5
Light Ships: 15
Transports: 7
Special:
Max Naval Manpower: 180 (15%= 27)
>>
>KINGDOM NAME: West Slavnia
>Kingdom Colour:Orange
>Government:Aristocratic Republic
>Stability: Stable 10
>Resource:Rare Metals
>Military Strength: High Quality Infantry
>Wealth: Luxorious 9
>Pop Size: Huge 9
>Pop Growth: Flourishing 7
>Army Strength:Just Surrender 5
>Navy Strength:Terrifying 80

> Knyaz Nickolai Alexov
>DIP:8
>MAR:9
>ITR: 11
>STE: 17
>LRN: 12
>PCS: 5

>MILITARY
>Footmen:525
>Spearmen: 825
>Archers: 200
>Cavalry:
>Siege Engines:
>Gunmen:
>Special:
>Max Manpower: 35,000

>NAVY
>Heavy Ships:25
>Light Ships:50
>Transports: 5
>Special:
>Max Naval Manpower:350

A glorious nation now split, I lead the west while my brother leads the east. Our father lacking the heart to favor one over another deemed to simply split it upon his end. West Slavnia sports rich ore deposits with valuble metals while our navy is our strong suit thanks to years of fending off threats coming the vast oceans seeking to plunder our proud peoples riches. Check here>>1872011 for our location as coordinated with Bulgar.
>>
Rolled 79, 56, 41 = 176 (3d100)

>>1871459
rolling for gov type, resource and military strength
>>
Rolled 52, 6, 17 = 75 (3d100)

>>1872057
rolling for wealth, pop size and pop growth
>>
Rolled 8, 1, 2 = 11 (3d10)

>>1872063
oops wrong roll
>>
Rolled 13, 15, 18, 11, 2, 13 = 72 (6d20)

>>1872066
Ruler stat
>>
File: roughsketch.jpg (3.41 MB, 2798x1528)
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Quick roughsketch to help you determine what land is free. If too much is taken, I can expand the map.
>>
Rolled 51, 88 = 139 (2d100)

rolling for army and navy strength
>>
Rolled 73, 31, 7 = 111 (3d100)

>>
Rolled 3, 3, 7 = 13 (3d10)

>>1872130
reserve that central mountain chain if ya would
>>
>>1872078
Sorry if I sprawled a bit, but the large population suggested to me I expanded more. You can move Haildenfort back if necessary.
>>
>>1872150
Feel free to grab some of the mountains that I've sprawled onto. its hard to look at scale when zoomed in on Paint.
>>
File: Map_2.jpg (1.65 MB, 2798x1528)
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>>
>>1872130
Sorry mate, we're full already.
>>
>>1872155
I'll take that section between red an yellow
>>
>>1872170
oh my bad good luck
>>
>>1872183
Thanks! I'd love to have you, but we're cramped (and I'm swamped in work) as it is :(
>>
File: hetmak sultanate land.png (1.69 MB, 1228x873)
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>>1872078
Done a quick map complete with spelling error that I corrected with the brush tool. Will post the rest in just a moment.
>>
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>>1872119
>>1872057
>>1872063
>>1872066
>>1872073

>Kingdom Name: Othmein Caliphate
>Kingdom Colour: Brown
>Goverment: Theocracy
>Stability: Troubling (10+8)
>Resource: Animal produce
>Military strength: Disciplined Troops
>Wealth: [Ornate] [8]
>Pop Size: [Miniscule] [1]
>Pop Growth: [Plummeting] (2)
>Army Strength: 51
>Navy Strength: 88

>LEADER NAME: Khizr al-Ayyubi
>DIP: 13
>MAR: 18
>ITR:2
>STE:13
>LRN:15
>PCS:11

>MILITARY
>Footmen: 800
>Spearmen: 900
>Archers: 200
>Cavalry:200
>Siege Engines:
>Gunmen:
>Special:
>Max Manpower: 22000

>NAVY
>Heavy Ships: 10
>Light Ships: 70
>Transports: 6
>Special:
>Max Naval Manpower: 220

The caliphate had faced rough times, but none as severe as this. A devastating plague had struck the land killing countless of people but through faith we persevere and in God we trust to protect us from such evils. Now the new Sultan had ascended the throne, eager to bring back the caliphate to its former strength!
>>
Reminder to everyone to join our Discord! Makes discussing things a lot easier!
Also LEDGER PLS

https://discord.gg/v8Dkb
https://docs.google.com/spreadsheets/d/1i4xT9hlgwe8b_kBzvD9y47n6lNStsjSEGR50DGLps6M/edit?usp=sharing
>>
File: hetmak sultanate land.png (587 KB, 1228x873)
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>KINGDOM NAME: Hetmak Sultanate
>Kingdom Colour:
>Government:Aristocratic Monarchy
>Stability: Secure 11
>Resource: Common Metals
>Military Strength: Disciplined Troops
>Wealth: Penniless 1
>Pop Size: Small 3
>Pop Growth: Steady 6
>Army Strength: Great 65
>Navy Strength: Just Surrender 0

> Sultan Muaddib Hetmak
>DIP:10
>MAR: 17
>ITR: 8
>STE: 10
>LRN: 6
>PCS: 12

>MILITARY 9100 to spend
>Footmen: 4000
>Spearmen: 2000
>Archers: 1550
>Cavalry: 0
>Siege Engines: 0
>Gunmen: 0
>Special: 0
>Max Manpower: 14,000

>NAVY
>Heavy Ships: 0
>Light Ships: 0
>Transports: 0
>Special: 0
>Max Naval Manpower: 0

The six tribes of the mountains were united many generations ago into a rough nation when the Hetmak tribe defeated the others and forced them to bend the knee. However, the clans still have great power, so the Sultan is more a first among equals with the clan chiefs rather than a true ruler in many respects. Few people live in the mountains, and those people are poor and primitive, but they are also tough as nails and fiercely protective of their culture, their land and their people. The people are divided into six clans, and those clans into many tribes but all of them are 'Artok' meaning 'true people'. Other Artok live in the desert to the east and the mountains further north, but other people are 'Arsham' meaning 'false people' are the people of the clans distrust them intensely.
>>
So today’s write-ups are rather short, as everybody is online at once and I’m dead tired, my apologies.

>KING BREINER III
You are strolling through the halls of your majestic palace, musing about the significance of the Westerners’ arrival. However, you find yourself interrupted by one of your advisors, the eager Staunen. He looks rather haggard, as if he has an urgent message for you.
“My King,” he says, “there’s one of the Westerners at the gates! Apparently he’s here to demand recompense for some slight, but there’s others accusing him of heretical actions! Please, we need your judgement!”
>Follow Staunen, this sounds important.
>You have better things to do. Let Staunen handle this.
>Other (Specify)

>Researching: [PLEASE SELECT A TOPIC TO RESEARCH]
>Research Progress: [N/A]

>ARCHDUKE KIEL
You awake from a night of fitful sleep, with nightmares chasing you throughout your own mansion. Within minutes of getting up, you wish the demons of your dreams were still chasing you; they are far less daunting than the nightmare that is dealing with the Great Houses. Apparently House Tureven’s struggle with House Ellak over control of the ports has turned from diplomatic manoeuvring into street skirmishes – though this happens often, due to the rivalry of the Houses, it might nevertheless be prudent to defuse the situation before it escalates further.
>Summon the House Representatives to settle the matter.
>See if you can claim the docks for your House!
>Petty struggles between the Houses are below my concern.
>Other (Specify)

>Researching: [PLEASE SELECT A TOPIC TO RESEARCH]
>Research Progress: [N/A]

>COMMISSAR DE ROUÉN
Long live the Republic, Commissar! Under your benevolent guidance, the people of Karlisé have thrown off the shackles of the monarch and liberated themselves. However, the fledgling nation is currently struggling due to an underperforming economy, owing due to the fact that the former nobles poured all their money into decadent mansions and nothing into developing the realm. How should we go about improving our economy?
>Look into increasing our income.
>Our spending must be reduced!
>Other (Specify)

>Researching: [PLEASE SELECT A TOPIC TO RESEARCH]
>Research Progress: [N/A]
>>
>>1872534
>ARCH-CAPTAIN FREDERICK
You awake in a fashion typical for citizens of the Free Pirate-Dom; somewhere in a back alley with one hell of a hangover. That’s not the weird part. The weird part is that you did not drink more than a single glass of rum last night. Patting your pockets as you get up, you realise your naval charts, both badge of office and the most potent weapon in the Pirate-Dom’s arsenal due to its extreme accuracy, has been stolen! Someone must’ve drugged and robbed you!
>Attempt to retrace your steps from last night (Learning)
>Put a price on the head of those who stole it from you (Stewardship)
>Head to the Conclave Cove and summon the Captains to discuss what to do
>Other (Specify)

>Researching: [PLEASE SELECT A TOPIC TO RESEARCH]
>Research Progress: [N/A]

>EMPEROR DEMETRIOS
You are awoken rudely from your sleep by your wife’s hysterical crying, shaking you awake. You ask her what is wrong, but between her sobs and tears it is impossible for her to speak. Instead, she drags you to the room of your daughter, and your only child. It takes you no time at all to see what’s wrong; a dagger is sticking from her door, pinning a note to it:
WE HAVE HER. WHETHER YOU DO WHAT WE ASK DETERMINES IF YOU GET HER BACK SAFE, OR PIECE BY PIECE. YOU KNOW WHAT WE WANT.
-THE IMRIK REMNANTS
Your wife is hysterical and the castle is on full alert. What do you do?
>Attempt to calm your wife down (Diplomacy)
>Interrogate the guards on duty that night (Intrigue)
>Send out a searching party (Stewardship)
>Other (Specify)

>Researching: [PLEASE SELECT A TOPIC TO RESEARCH]
>Research Progress: [N/A]

[2/4]
>>
Rolled 31, 7, 27 = 65 (3d100)

>>1872607
>They have my daughter. The Bastard traitor family have my daughter.
Demetrios marches through the palace with a furious expression on his face. He calls for the captain of the Guard, a Veteran Ervingian.
"We form a search party, now! Those bastards die for what they have done. I want their heads on spikes at Izelnfert by the next dawn."

>Form a Search Party (+20)

Demetrios then heads back to his wife, taking her into their shared chamber, and trying to calm her down. He calls to mind the relentless pursuit the Ervingians are famed for, the Calculating efficiency that the Captain of the Guard was chosen for.

>Attempt to calm your wife down (+13)

Demetrios then begins to write a speech to give to the citizens. He tries to bring to mind a parents sadness, trying to get the people to empathise with him. He attempts to portray the Imriks as violent thugs, with no respect for common decency, thieves in the night, and traitors to the heart. He seeks to rile up the whole city into a frenzy, searching for the Imriks, and guilting any who saw/helped them to come forward)

>Write a speech to rile up the City into looking for Imriks to help the search party (Intrigue +17)

Research: OFFICER CORPS (Military units can undertake basic actions without needing oversight from Demetrios, improves their ability when ambushed/surprised.
>>
>>1872534
Gods above, here I am trying to fill our nation's treasury and these fools are obstructing trade with this squabble. I do suppose I could turn this situation in House Kiel's favor with a bit of cunning.

>Send envoys to House Tureven offering them the Archduke's favor at the meeting of Representatives in exchange for giving House Kiel a cut of the dock's revenue.

>Researching [Improved Trade Caravans]
>>
>>1872607
>DUKE FRANKOBURG
You’ve been staying awake for many days now, my Duke, consumed by the threat facing your family and your Duchy; the Plague ravaging it. It has already severely depopulated the realm and continues to claim yet more victims, and now your beloved niece has fallen ill as well.
>Send for a trained physician, family before all! (DIP)
>The needs of my people come before my own concerns, organise a response to the plague! (STE)
>Hit the books and try to find a cure for this damn plague! (LRN)


>Researching: [PLEASE SELECT A TOPIC TO RESEARCH]
>Research Progress: [N/A]

>KNYAZ NICKOLAI ALEXOV
My Knyaz, the splitting of Slavnia has been relatively peaceful, but it has been to the detriment of some in the realm. In fact, there is a noble house demanding an audience with you right now, as their properties crossed the river dividing East and West.
>Send an envoy to your Brother. It’s going to take time, but the Knyazya must speak as one! (DIP)
>Tacitly support their claim to the lands, but take no action (ITR)
>Send in a token force to help them retake what is theirs (MIL)
>Other (Specify)

>Researching: [PLEASE SELECT A TOPIC TO RESEARCH]
>Research Progress: [N/A]

>DRAGONLORD EMBERBANE
As Jarl, there are many things you must do, and sometimes it seems the list grows longer rather than shorter. You’ve only just finished taking your dragon for his daily flight, and now there’s a fool demanding to earn the right to the title of Dragonrider by trial of combat, there’s a raiding party you need to organise, and apparently your son has gotten into trouble with the law – again.
>Deal with the challenger (PCS)
>Get on organising that raiding party (MIL)
>Try once again to straighten out your son (DIP)
>other (Specify)

[3/4]
>>
Rolled 92, 44, 59 = 195 (3d100)

>>1872676
>roll for quest solution
>send envoy to Epolora offering a trade deal on food crops
>Increase progress to next wealth level
>>
>>1872703
Inter-player negotiations generally don't require an action, that can be resolved through roleplay.
>>
>>1872690
>SULTAN AL-AYYUBI
My Sultan, your ascension to the throne has helped bring calm to these troubled lands, but there are still many problems facing the realm – following the devastation of the plague, many dispossessed farmers have turned to banditry, and now one man seems to be trying to unify them under one banner. Alternatively, though the plague that struck your nation receded in winter and seemed to be over, this exceptionally hot and humid summer has breathed new life into it! There’s no telling whether the plague will be as devastating as last time, or whether this self-styled ‘Robber King’ will succeed, but eradicating one of these problems will certainly legitimise your rule!
>Start assembling the army and deal with this upstart criminal! (MIL)
>Gather wise men to look into the plague (LRN)
>Other (Specify)

>Researching: [PLEASE SELECT A TOPIC TO RESEARCH]
>Research Progress: [N/A]

>KNYAZ IVAN ALEXOV
Long may you reign, my Knyaz! The good news is that to the best of our knowledge, the split of the Grand Knyazdom has been peaceful and orderly. The bad news is that all the major criminal elements resided in the East, possible due to the proximity of the Pirate-dom. The Thieves’ Guild has a major presence in all of the cities, which is hurting your income a lot. How should we go about dealing with this problem?
>Send out hunting parties to put these lawbreakers to the sword! (MIL)
>Send out clandestine requests for negotiations with the guild leaders, maybe we can strike a deal with them. (DIP)
>Send out agents to find where the Guildhouses are, who the members are, anything we can learn on them! (ITR)
>Other (Specify)
>Researching: [PLEASE SELECT A TOPIC TO RESEARCH]
>Research Progress: [N/A]

>SULTAN HETMAK
As you hold audience, trying to settle the many differences between the various clans of the Artok, eventually a single, wizened man is led into your chambers. He is leaning on a staff, but his eyes seem to suggest a power greater than his age would imply.
“My Sultan,” he says, ignoring the whispers of ‘Arsham’ around him, “I have foreseen great things in your future. Please, allow me to grant you counsel, that you may attain what you deserve!”
>This man is clearly a seer! Grant him a place at court at once!
>This man is clearly a charlatan, and employing an Arsham as advisor would anger the clans at any rate. Send him away.
>Other (Specify)
>Researching: [PLEASE SELECT A TOPIC TO RESEARCH]
>Research Progress: [N/A]
Don’t forget, you can take three actions in a turn – what I gave you were merely starting plots, you’re free to develop your own as well! Furthermore, don’t forget to keep track of level up %’s!

I’m signing off for now, it’s 4AM here. Goodnight, folks – I’ll try to bring you updates tomorrow at around 8PM GMT+1, and the map might be earlier!
>>
File: sketch-1505613778864.png (2.34 MB, 1422x1080)
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Name: The Nephilim
Color: Teal
Stability: 7
Capital: Babel
City: Thebes, Babylon
Forts: Beirut, Sodom, Gomorrah
Government: Nomadic Tribe
Resource: Animal Produce
Military Strength: Strength in Numbers & Hit and Run
Wealth: Unimpressive
Population Size: Tiny
Population Growth: Unsustainable
Army Strength: Just Surrender
Navy Strength: Weak

Enoch, The Nephilim
19 Stewardship
17 Learning
11 Diplomacy
6 Intrigue
6 Martial
3 Combat
>>
Shite, forgot to sup/tg/ this.
Can someone archive the thread, please?
>>
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Rolled 2, 91, 73 = 166 (3d100)

>>1872534
>>Look into increasing our income.
>Action 1: Sell the manors and goods seized from the nobles to improve the economy, restart lumber exports. (+20)

The Chambre de Comissariat fills in slowly as the various Commissars of the République take their seats in the hall once reserved for the King and his noble council. Numbering sixteen, the Velka Commissar made the seventeen and tie-breaking vote. She stood in the center of the circle, surrounded by her fellow revolutionaries.

"We have achieved a dream once thought impossible! We have destroyed the monarchists and taken the heads and lands of the nobles and the royals. Even with this monumental task complete Karlisé is far from healed. Our revolution burned peasant crop and noble manor alike. Such is the price of victory. Is falls to us to rebuild this République, and to defend it against the royals of this continent who would seek to destroy our dream and cast all Karliséans back into chains. Therefore it is my recommendation that we seize the manors, and sell them and the goods within to neighboring nations. The Feudals love pointless ostentation and our dearly departed left us plenty." Élise pauses, giving a moment for the Commissars to quietly murmur among themselves. Their voices are low, but the nods are eager and the determined looks to several tell her that some are already considering the options ahead.

"Commissar Rouén," Begins another Commissar as he stands to his feet. "The Commissariat of Development agrees with your assessment, but we do not feel that just the noble goods will suffice. Karlisé sits on a vast resource of lumber. By exporting it to the Frankobergs or even the Jarls we could get substantial numbers of our people back to work." Élise nods.

"I second the motion. All in favor?" Sixteen hands rose.

2. Research Matchlocks (+14)

The revolution was only made possible through superior firepower. For the first time in centuries the common man had the power to down a Knight. Unfortunately, they're unreliable, short-ranged, and inaccurate. Improvements to our firearms will allow for superior musketry. Substantial effort and state resources go into this project.

3. Construct the Republican Armory in Karlisé (+20)

To stifle revolution and to maintain their stranglehold on politics the royalty decentralized arms production to a massive extent. This prevented a single revolt from capturing enough arms to threaten the monarchy. Unfortunately, a massive nation-wide revolt did. The Commissariat, fearing little from the people it represents, opts to move most weapons production in the country to a single centralized point in the capitol.
>>
Rolled 19, 36, 34 = 89 (3d100)

>>1872607
>Follow Staunen, this sounds important.

Breiner strode through the hallways rather slowly, wishing to take just a little bit more time. He was doing his job though.

Under his breath he muttered, "Reparations, that's what they all claim. Though, the least I can do is stop this man getting killed."

His mind ran through a million possibilities for the year; perhaps he'd get a start on trading fur with the Westerners, as he had planned to all the time they'd been here. They seemed to have wealth, and even though his nation was already rich, he figured the population might revolt if they didn't always have this level of comfort. Best to be prepared and maybe spend a little on yourself, he thought.

>Trading with Westerners to begin improving my financial situation, along with sweetening our relations a little; which also factors into the quest I believe, so I'll spend my first die there. Stewardship, right? (+5)

He also wanted to expand the nation's fisheries, to keep it great. Also, because he really liked fish. Nothing like a good caviar, right? Everyone must know what that feels like, surely. As for this nation thing, he wanted to go ahead and relax some of the border tensions his father and forefathers had been so passionate about. His country was rich, and they could afford more people; hell, it might even make diplomacy, his strong suite, more attractive to other people. Now wouldn't that be nice?

>d100 for trying to expand my fishing industry, so I can support a larger population in future, and more down to earth individuals can come live here. I guess that's working on population growth?

Lastly, he'd given the go ahead on some boating projects. He too believed in the spirits, and he loved to sail. Something about the wind in your face is great... yet, perhaps not. Perhaps working with the wind could make the boats better.

>Basically, begin magical enchantment research, and how I can combine it with our boat crafting.
>>
Rolled 39, 44 = 83 (2d100)

>>1872690
>We will be sending an envoy and will resolve this diplomatically. (Once he comes online)

>Earlier talks have between my brother and I have come to an agreement over something to create unity and good relations between our lands. We decided to begin creating the university of Slavorek on the lands where the River is thinnest and connected by a bridge to ensure the spread of knowledge. I will contribute on the academic side of things while I will rely on him to do things regarding its construction. +12

>While the nation split between the two brothers peacefully we cannot rule out the looming presence of neighbors potentially eyeing these bountiful lands. Because of this I have deemed it necessary to begin training a larger army to ensure my lands are safer than with our laughablely current small force. I begin training a larger force to increase our current armys size, these are the projected numbers that we hope to add over a period of time. 4,000 Footmen, 5,000 Spearmen, and 3,000 Archers. +17

>Research: More advanced methods of metallurgy to make greater use of our minerals and to produce higher quality items more easily
>>
>>1872811
I've got it for you
>>
>>1873204
RIP Tripcode I guess
>>
>>1872752
The Nephilim are the descendents of the union between angels and humans. They are larger than humans and are therefore sometimes referred to as giants. Nomadic herders, the Nephilim are known for thier grazing animals and beautiful meadows. The Nephilim breed quickly and prefer peace.
>>
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>>1873339
Enoch, of Babel

Enoch is believed to be the first Nephilim, born from a son of God and daughter of man. He believes in world peace and tries to give the best to his people. He is a rancher of grazing animals, and is weak in combat and deceit.
>>
Rolled 98, 52, 32 = 182 (3d100)

>>1872690
This man wishes to face me? I will break him like I have done with all challengers before! Personal Combat +17

We shall teach my son to be less shitty the only way I know, by taking him on the raid with me. We shall strike at the coast of the republic burning their fleet and smashing their coastal settlements! Martial +18

Research into Improved Armor: Learning +8
>>
>>1871459
Is there still room for more players?
>>
Rolled 75, 94, 74 = 243 (3d100)

>>1872607

>Action
Filthy fucking landlubber. Some amateur thief thinks he can just rob the Arch-Captain and get away with it. But that's not how it works in the Pirate-Dom. Everyone can be free, but wrongs get punished. Sometimes rights get punished too, however that is not important.
I choose to summon my Agents and Spies. Like all of us, they too are criminals. It won't be hard for them to infiltrate the crowd of thieves and find out who is the one responsible for this.
>Other...
>Summon agents and spies to infiltrate the crowd of thieves and discover the identity of whoever is in possess of the stolen equipment (Intrigue +14)

>Action
There just isn't enough of us to sustain a whole kingdom, and our numbers keep dwindling. So the Arch-Captain thought, what's nice to do after a hard day of work that gets you children?
Whores, of course!
The Pirate-Dom finances the creation of more high-quality brothels. Our population is already made of bastards, by bastards. How will another one or two hurt?
>Stewardship (+12)

>Action
Let's organize a local training program. Our land army isn't big, and we want them out in the fields spilling blood, not prowling the streets and working as a glorified town guard. The Arch-Captain orders the making of a militia, to keep the law in check (Nothing too extreme, they'll just make sure that there isn't a murder every other day and that people aren't just sacking the banks). These trained, gun-toting men will be Deputies, with shiny badges and everything.
(Martial +18)

>Research
Cannons for the ships!

Also, if possible, I'd like to change my cities around a little bit.
NEW CITY POSITIONING:
>Capital: High Bay
>Major Cities: Landlubber's Rest, Gaider's Mourn
>Forts: Mutiny Haven, Seagle's Nest, Shark Fin Reef
>>
>>1874040
>Rolled 94 on making more brothels
PRAISE THE SEA GODS!
>>
>>1872746

>Send out clandestine requests for negotiations with the guild leaders, maybe we can strike a deal with them. (+17)
These Thieves will be dealt with - but we will act smart here.

Action 2
In accordance with the deal between myself and my brother, we will contribute to the creation of the University of Slavorek - While my brother focuses his efforts on attracting the academics, I will take care of the material side of things - to create the university complex, with its libraries, campuses and all it needs to be the greatest academy in this region of the world, a place where the learned men of Slavnia and beyond come to share knowledge and develop new ideas, a project from which both sides of the realm will prosper. +20(STE)

>>1872871
My brother and I have discussed the matter and have reached a diplomatic consensus - a noble's individual buildings on either side of the river are taxed normally by the local tax authorities. No additional or excess taxes, no special red tape - your property rights are respected and everyone can be happy and cease complaints.


If the above is not considered an action, my third action will be:
Our first recruitment drive, seeking to expand the ranks of the Knyazdom's army shall begin. We have a massive amount of potential manpower to draw on - what we must strive to do is to find the brave and the fit and to inspire them into serving the people in the army. Our goal is to have our professionals train the current recruits, who in turn will pas on their experience to the next batch when time comes The goal is to have our army reach 3000 footmen, 3000 spearmen, 1500 archers at least.
+10 MAR

Research - Recruitment centers and methodology
The recruitment drive we will be conducting will also serve as an experiment and a source of experience - we must find out the best way to make use of our large manpower. Army recruitment and training centers in and near the big population centers - we will make use of our Strength in Numbers!
>>
Rolled 37, 10, 43 = 90 (3d100)

>>1874123
Rolls
>>
Rolled 33, 21, 90 = 144 (3d100)

>>1872690
>The needs of my people come before my own concerns, organise a response to the plague! (STE)
Friedrich is clearly frustrated by this terrible plague. He sits up in his bed and lets out a long exhausted sigh. "Without the people, I will be a ruler of ghost towns and ruins." he thinks to himself. He stands out of bed and orders a servant to fetch the steward. Shortly after, he orders the steward to organise a great counter measure against the plague. The steward nods his head and rushes to fulfil his lord's order.
>1. Construct a hospital in Eisenburg (+7)
When Freidrich inherited the lands from his father, he never expected such great tragedy to befall his people. But. He inherited a great amount of money which he can use to stop the deadly sickness in the country. The construction of a hospitat in the capital will start immediatelly.
>2. Construct a quarantine in Opstadt (+7)
Opstadt is an important mercantile center for Hocheisen. It's a city used for export and import therefore it's vulnerable to the spread of disease. A quarantine should stop the diseased from entering the country or exiting it.
>3. Increased security on the borders and cities(+2)
The borders of the countries and the walls of cities become closely guarded. Civilians visiting towns are looked over to find signs of the plague and the same thing is done to the travellers from foreign countries.

>Research
Medicine and medical procedures to fight off the plague
>>
>>1872746
>ENOCH OF BABEL
It is a sad day when the Nephilim must judge their own., but some days, this happens. In the city-state of Belazza, situated between the Nephilim, Epolora and the Nobile Republic, some of your people have used their great size to raid a hamlet, using violence and spilling blood to take what is not theirs. Knowing your reputation as a lover of peace, the Patrician of Belazza has sent the captured Nephilim to you, along with a cadre of soldiers to keep them under control and a lawyer to plead their case according to law. You have heard the case of both sides, and it is clear your people are in the wrong. However, Belazzan law demands the death penalty for these crimes; though Nephilim law does not, the Belazzans have made it very clear they claim jurisdiction and will not take it well if you do not follow suit. What is your judgement?
>They have broken with every tradition. Let it be known that they are no longer welcome in our realm, and that no-one is to give them shelter.
>Toss them in the dungeons to rot!
>It is a tragedy, but good relations must be maintained. Execute them.
>They are children of the Nephilim, just like us. Let them go.
>Other (Specify)


>Researching: [PLEASE SELECT A TOPIC TO RESEARCH]
>Research Progress: [N/A]

>>1873893
Terribly sorry, but we're full.
>>
>>1872746

1:
>Other
Sultan Muaddib allows the stranger to stay at his court for the time being. As an Arsham, particularly one who may be a sorcerer or shaman of some kind he must be watched carefully and treated with cautiously, but that does not mean he cannot be useful in some ways. The Sultan makes it clear to both the stranger and the other witnesses present that him remaining is in no way a sign of favour or acceptance unless he can prove himself first. The Sultan orders his shamans to keep a close eye on this individual.

2: Peace has remained between the six great clans for some time, but it is always uneasy, and minor feuds on the borders happen on a daily basis without anyone worrying. However, rumours from outside the mountains suggest the Arsham are having an eventful time, and their actions may affect the Sultanate. Unity may be required in the face of this. The Sultan invites the heads of the other great clans to visit him and share food and drink in the name of friendship. (increase stability +10 Diplomacy)

3: The warriors of the Sultanate are hardy men, willing to follow any order from the noblemen who lead them and ready to lay down their lives for the Sultan and his people. To protect against threats from beyond our lands they must become stronger still. (train our troops to be more elite +17 martial)

>Research
Better bows. We will make stronger, more compact bows to improve the effectiveness of our archers. (+6 learning)
>Research Progress:
>>
Rolled 1, 7, 4 = 12 (3d100)

>>1874188
I see my traditional role as the forgetter of dice has not changed.
>>
>>1872752
Name: The Nephilim
Color: Teal
Stability: 7
Capital: Babel
City: Thebes, Babylon
Forts: Beirut, Sodom, Gomorrah
Government: Nomadic Tribe
Resource: Animal Produce
Military Strength: Strength in Numbers & Hit and Run
Wealth: Unimpressive
Population Size: Tiny
Population Growth: Unsustainable
Army Strength: Just Surrender
Navy Strength: Weak

Enoch, of Babel
19 Stewardship
17 Learning
11 Diplomacy
6 Intrigue
6 Martial
3 Combat

Potential Manpower: 27500/ 250

Army:
27,500 Footman*

Navy:
250 Transports

* The Nephilim military consists of untrained commoners that spend thier time in other professions such as farming, ranching, crafting etc. and are only called into battle if a need arises. The military is a secondary responsibility in the nation and not a focus or priority.

The Nephilim are the descendents of the union between angels and humans. They are larger than humans and are therefore referred to as giants. Nomadic herders, the Nephilim are known for thier grazing animals and beautiful meadows. The Nephilim breed quickly and prefer peace.
>>
>>1874182
ACTION 1
> Enoch of Babel does not take this judgement lightly. It is indeed a sad day when The Nephilim must condemn thier own, but it is clear that these Nephilim acted outside of our traditions. Let it be known that they are no longer welcome in our realm, and that no-one is to give them shelter. It is a tragedy, but good relations must be maintained. The are no longer citizens of Nephilim. execute them if their law demands it.
> Create and adopt a list of commandments into law that are expected of the Nephilim. These laws are believed to be given to Enoch from God (Adonai) directly. Breaking these commandments means excommunication from the nation.

> You shall have no other God(s).
> You shall not murder.
> You shall not commit adultery.
> You shall not steal.
> You shall not bear false witness.
> You shall not covet.

ACTION 2
> The Nephilim decide to build a massive tower in Babel in order to reach heaven and reconnect with thier angelic ancestors. This tower will become one of the wonders of the world.

ACTION 3
> Researching: The Nephilim attempt to find better ways to feed thier livestock and expand thier trade. They attempt to research arable land to farm grains and arable land to farm spices.
>>
>>1874208

Adjustment for Giants

Potential Manpower: 27500/ 250

Army:
2,750 Giant Footman*

Navy:
25 Transports

* The Nephilim military consists of untrained commoners that spend thier time in other professions such as farming, ranching, crafting etc. and are only called into battle if a need arises. The military is a secondary responsibility in the nation and not a focus or priority. Giants receive a +5 combat bonus, but cost 10 manpower.
>>
Rolled 36, 42, 96 = 174 (3d100)

>>1874230
ACTION 1 (Diplomacy +11)

ACTION 2 (Stewardship +19)

ACTION 3 (Learning +17)
>>
>>1874237
Giants don't cost a flat 10 manpower; rather, the manpower cost for units is increased by a factor 10; so a Giant Gunman costs 30 manpower, a Giant Spearman 10, etc.
>>
>>1874237

Adjustment for Military Strength

Potential Manpower: 27500/ 250 (6%/ 26%)

Army:
165 Giant Footman*

Navy:
6 Transports

* The Nephilim military consists of untrained commoners that spend thier time in other professions such as farming, ranching, crafting etc. and are only called into battle if a need arises. The military is a secondary responsibility in the nation and not a focus or priority. Giants receive a +5 combat bonus, but cost 10 manpower.
>>
>>1874252
Oh ok. Thanks
>>
>EMPEROR DEMETRIOS
You rapidly gather up your most trusted men and send them out on a hunt throughout the city. Though they return without your daughter, they do return with a man that claims to hold a clue as to her whereabouts. However, he desires your daughter’s hand in marriage before he will divulge the information.
>Promise him riches instead (Diplomacy)
>Guards! ‘Persuade’ this man! (Martial)
>Accept his terms
>Other (Specify)
You then return to your wife, intent on calming her down and ensuring her you will return your daughter safely, only to find her sitting in a chair looking very pale and hyperventilating. A doctor that has been summoned tells you she is suffering from a nervous breakdown.
>Vow to her to return her daughter to her
>Request the doctor put her to rest with his brews
>Other (Specify)
After dealing with your wife, you summon an orator and have him assist you in writing a speech that’s supposed to rile the people into aiding you in retrieving your child. It is done when the sun rises and you stagger out of your room after the people are assembled. However, your tiredness and stress take their toll, and though there are outcries of anger and bouts of applause, you feel like your speech did not have its intended effect.

>Researching: Officer Corps [Increases Effectiveness if Surprised]
>Research Progress: 16/95

>ARCHDUKE KIEL
You send an envoy to House Tureven outlining your proposal for compromise, stressing the need for co-operation for the good of Varania and the fact that if they don’t comply with the Archduke’s direct orders you can damn well sick the other five houses on them. Unsuprisingly, Tureven graciously accepts, and a meeting is scheduled for later that day. Both Houses accept your proposal; the tension is defused, allowing trade to flow freely once more!
You spend some time taking stock of what each House produces, finding their specialities and suggesting to them they focus on those, increasing production efficiency. Fine-tuning the economy like this is sure to pay off in the future!
>Progress to your next Wealth Level is now 9%

You converse with merchants in order to find what trade vehicles and routes are mostly used, and start talking with some engineers to see if these carts and roads can be improved. It turns out there’s a lot of room for improvement.

>Researching: Improved Trade Caravans [Grants Wealth Level Progress Boost]
>Research Progress: 65/80

I’m afraid I’ll have to finish the turn tomorrow, sorry people.
>>
Rolled 17, 4, 9 = 30 (3d100)

>>1872746
>It sadden me terribly so that fellow sons of Othmein to kill each other but it is my duty to eradicate all that threaten my subjects. This "Robber King" shall be dealt with swiftly but I will prioritize on the surrender of the other bandits as they are also victims of the plague. I shall assemble my army to deal with this problem. (+18)

>Reduce taxes imposed upon families with 3 or more children to promote population growth.

>Try to recover the nation's stability

Current capital: Baghdadi
Major city: Town of Habib, Port Mina'
Forts: Shari Bahr, Alhudud, Hafa
>>
Rolled 59, 5 = 64 (2d100)

>>1876258
This man is impudent, but necessary till he yields the information required. Some classic Harganth diplomacy should suffice. He only has one thing to offer, wait till he no longer has it.
>Accept his terms, then slit his throat once the information has been handed over. He is clearly in league with the Imriks. (Intrigue +17)
I will return our daughter, and remove this dark part of our history once and for all, I swear!
>Vow to Return her daughter to her!
While this personal crisis affects me, I must act on matters of state. The people are densly packed, and while there is some breathing room, they need relief. A new city, to the south of Imrikgrad, on the southern border should suffice.
>Begin planning a new city (Stewardship +20)
>>
>>1877850
forgot tag. Fuck me...
>>
Damn, this is cool as hell.
>>
>>1880206
Games like this can be pretty amazing if they survive long enough to get rolling.
>>
Is there any room left to be had?
>>
>>1880315
Nope, full mate. Read the thread.
>>
>>1876258
>COMMISSAR DE ROUÉN
As the Chambre de Commissariat empties of the Commissars, messages are sent out to all corners of the Republic, declaring that the mansions of the old nobles will be sold to facilitate reconstruction efforts. The first response you hear is that a man named Léon du Troitse is apparently rallying the peasantry against this order, claiming that selling off the mansions to foreign nobles show's that you are undertaking stepts to return to the Republic the very Monarchists you so despise! He and his supporters have set fire to many of the mansions, most of which were already either destroyed or severely damaged.

>Engage in dialogue with this man to assuage his fears (Diplomacy)
>Bribe him (Stewardship)
>Crush this upstart in the name of the people! (Martial)
>Oh dear, I hope he is not prone to... accidents. (Intrigue)
>Other (Specify)

At least there's far better news concerning improved muskets! Whilst raiding the manors of the nobles for valuables, some of your men stumbled across prototypes and schematics for something called 'Matchlock Muskets'. The Commissariat of Engineering and Technology claims that, if these blueprints produce functioning guns, they'd be far more effective than what we currently have!
>Researching: Matchlock Muskets (Improves Combat Effectiveness of Gunmen)
>Research Progress: 119/200. Please update the Ledger.

Finally, the Commissariat of Defence has inspected possible locations for the Republican Armoury, and finally a good location has been found. You are informed that the old prison for enemies of the state would be an excellent location, as it's very secure and the prison cells can easily be converted into weapon storage facilities.
>Excellent! Commence refurbishing the prison at once! (ETC: 3 Turns, Sustained Action - Roll Every Turn)
>How about we use the building to lock up enemies of the people instead?
>Other (Specify)
>>
>>1882737
>KING BREINER III
You decide to hear the Westerners' grievances and follow Staunen to the throne room. Before you stands a man in strange yet clearly ornate clothes, though they are muddy and torn. Next to him stands a tall man in simple grey robes, looking at you haughtily. Off to the other side, subtly blocked off by your guards, stand several clearly infuriated peasants.
"My Liege!" one of the commoners, a man of the cloth by the looks of it, shouts before you even sit down properly, "This... this foreign scum has committed the ultimate heresy! While we were thanking the spirits of the Sea Animals for our bountiful catch, he walked up to the yet-unblessed nets and"- the man's face is red now, and he's slightly foaming at the mouth, "he-he ATE one of the fish!"
If this is true, this is a grave situation - eating unblessed animals is considered an offence worthy of death by the priests of Breinland.
You motion to the priest to be quiet and gesture for the Westerner to start speaking. He immediately begins to rattle off in some strange tongue you don't understand, but by the tone of it, he's not wishing you a blessed day. Once his tirade is over, the man in the robes begins to speak.
"My master is upset over his treatment by your..." he stops for a moment, staring at the peasantry with disdain, "...people. He was testing the catch they had brought in to sell him, and when he did, a mob set upon him and his companions. His clothes, very expensive ones at that, are torn, and some of his fellow travellers are injured. We demand recompense in gold, and the head of the instigator of this rabble!" he says, pointing at the priest.
The hall falls quiet, awaiting your response.

>This is clearly a case of cultural miscommunication. Recompense the merchant and order his friends' injuries treated.
>Foreigner or no, he has committed a severe heresy! Hand him over to the Church for judgement.
>Attempt to mediate a compromise. (Diplomacy)
>I'd like to ask some more questions first.
>Other (Specify)

Speaking of fish... you've decided to invest in your country's fisheries, rewarding extra bountiful catches, expanding docks, and supporting fishermen who've fallen on hard times through poor harvest. This will surely allow for a larger population.
>Pop Growth Level Progress is now 6%. Please update the Ledger.

Lastly, you decide to summon the shipwrights and enchanters of the realm, in order to discuss the possibility of enchanted boats. Though some good ideas are bounced around in the original brainstorm, the Shipwright's Guild and Association of Enchanters are asking you what direction you would like to take the research in.
>Our boats must become supernaturally tough! (Research Enchanted Ship Hulls - Increased Ship Toughness)
>Let our navy take to the skies! (Research Airships)
>Our ships must become the fastest on the waters! (Research Enchanted Ship Sails - Increased Ship Speed)
>Other (Specify)
>Research Progress: 45/???/ Please update the Ledger.
>>
Rolled 52, 62, 26 = 140 (3d100)

>>1876258
Archduke Joshua Kiel sat in his high seat at the Council Hall, as he had many times before. The Duchess of House Suivdab had finished giving her report on their House's effort to improve production as requested last meeting. When she finished, Joshua motioned that he had a proposal, and the assembly turned their attention to him. He did not begin speaking, and instead stood from his seat and walked over to one of the large windows in the room. He pulled open a curtain, letting the mid-afternoon sun fill the room, overpowering the lamps and candles currently flickering. "My associates, look and you can see it from here. Half the Residential District is rubble, almost completely so for the Markets. We seek to foster trade and citizenship here in the capital, yet our people have no place to live or sell their goods." He turned and looked at the assembled councilors. "I propose a fund be established to levy architects and builders, drawn from the treasuries of our six Houses. A fund to repair and renovate our once shining capital. Once that is done we shall move on to Freiburg and Stonehold, until the scars of war are a distant memory." The Archduke returned to his seat and opened up the floor for debate. As the Houses began making their points, his mind wandered to ways he could convince the peasants of remote hamlets to contribute to the Republic's economy.

>1. Propose and begin the establishment of the Royal Architecture Corp.
>2. Send agents to hamlets around the republic, advocating farmers to bring more their crops to town to sell as opposed to keeping around for themselves
>3. Assign men from House Kiel to serve as middlemen for distant farmers, bringing their goods to market in exchange for a small cut of the profit.
>>
>>1874230
Since I am waiting for my turn, I figured I would post more of an introduction and backstory for my last post.

. . .

The giants were brought before Enoch who sat on a stone on a hill in the center of Babel. He sat with a group of elders, all bearded and dressed in animal furs. When told of the news, Enoch held his head in his hands for a few moments before letting out a long sigh, standing up and speaking up to the sky. "God, please tell me what to do with these giants. They are your children, but they have disobeyed your laws. I ask for your guidance my Lord."

As Enoch stood on the hill, God's voice came to him. "Enoch my son, these giants have disobeyed my laws; and therefore, are no longer my children. It is because of these giants that you must prove your fidelity to me. On this day you shall write down my laws for all to see. Anyone who disobeys them shall be cast from my kingdom." When Enoch opened his eyes, only the whites were visible. He picked up a stone tablet from nearby and began to write down what God told him. "You shall have no other Gods..."

When Enoch was done, he held the tablet in the air and his voice boomed through the city. "Let it be known, these are my laws! Anyone who disobeys them will be excommunicated from my kingdom! These giants are not welcome here! Do what you will to them!"

After closing his mouth, God spoke to Enoch once more. This time through Enoch and Enoch's voiced sounded once again through the city "My children, you have disappointed me! Due to your lust and greed, you must redeem yourselves to me before entering my kingdom! On this hill you shall build a tower in my name! It shall reach heaven and only from there you may enter my kingdom!" This time after closing his mouth, Enoch collapsed onto the ground.
>>
Huh, I remember this quest. Glory to Portlage!
>>
>>1882737
>Engage in dialogue (+14)

Élise de Rouén herself rode out with a few junior commissars. For a few days she had mulled over a response to Troitse's outburst. At first, she had nearly signed the order to have him removed. Then, she had debated paying him off. She found the former brutish and the latter a disgrace to the revolution. She would not act like the nobles and monarchs of the past. She had been entrusted with the Velka position after the battle of Lorraine. Despite being ruthless she was nothing less than as die-hard a revolutionary as Troitse. After-all, she had sold her lands and murdered her own father for the cause. She'd been hung for the cause, and bore the scars of that around her thin neck. She'd shot men and stabbed men and sold her dearly held dignity for the cause. What hurt her more than anything was the accusation from a comrade that she sought to crown herself. Seething with anger, she galloped faster toward the meeting place that Troitse and she had agreed upon. Her entourage, startled, galloped hard in her wake. So this continued for the rest of the day. Eventually the party settled down at a road-side tavern in a small town not far outside of Lyonesse. She was joined by the local Velkor as well as the local commissar. Together they broke bread, and Élise filled them in with news from the capitol.

The next morning her party continued their trek east. Their objective was not Lyonesse itself, but rather a smaller village on the outskirts, near an abandoned chateau. They arrived not long after noon. Élise, a seasoned veteran of both conventional combat and guerrilla campaigns, could feel the eyes of the Troitseits on her back, following her party up the road. Indeed, she could hear their horse moving along behind. Soon, after they felt comfortable with her numbers, they emerged. A dozen riders behind, and nearly seventy foot emerged along the path. Some had handgonnes, other crossbows. Yet more had spears, swords, and axes. Élise raised her hands from her reins.

"Peace, comrades. I mean no harm." She nodded to the commissars with her. Wordlessly, they removed their sword belts and handed them off to the footmen who had come to taken them from their hands. Their escort led them up the path to the chateau and took their horses when the party dismounted.

The chateau was in remarkably good condition. It had been spared the torch of the Troitseits. The interior had mostly been stripped, but a few items of furniture and art remained. The place was dusty, and had clearly been not been lived in for some time given the cobwebs and rats they clung to the shadows. Troitse sat at the head of a long dining table. Cups of wine were being poured as Élise came to the doorway. She looked in, and a gentle smile crossed her lips. Léon stood from his chair. While he did not smile he did move to meet the Velka Commissar. They kissed both cheeks in polite fashion, then embraced. Pulling away, the pair took their seats.
>>
>>1885388
"Comrade, I do wish you had not brought me out here under such circumstances." Élise began. She rested both palms down on the table, looking at Léon with her wide blue eyes. "It does no good to the Revolution if we fight each other."

"I am aware, Commissar." Léon replied. "You must understand, Commissar Rouén, my position. The Chambre de Commissariat's orders to sell the estates of the leeches reeks of monarchism. These belong to the people."

"The Commissariat is the people, Léon." Élise sharply retorted. "We are elected by the Velkors, representatives and headmen from every village, town, and city in Karlisé. Everything we do is of the people, by the people."

"Power centralized in the hands of the Commissariat is a betrayal to what we fought for, Élise. We did not replace the king and his lackeys to be ruled over by a Queen and hers. I know your birth, Countess Élise Valois de Rouén. You may have run in the circles of Revolution, but you will never be a true daughter of the peasantry." Léon leaned back in her chair, content to see the dagger he had plunged into the woman twist and the agony written on her lovely face.

Élise shifted between pain and anger. Pain that there were still comrades who did not believe in her fanaticism. Anger that Léon of all people would call her for it. Without realizing it she realized that her hand had drifted up to her neck. Despite the high collar of her uniform, the scar was still just barely visible. Between gritted teeth she spat, "You should know better, Léon. It was you who pulled the rope from around my neck." A silence grew between them. A silence Élise used to think. As the moment went by, she calmed herself and sat straighter in her chair. "I do not come here to speak of the past, Léon. I've come to speak with you. You are technically a Commissar, although you always did reject the war measures we instituted to win our freedom."

"What would we have to discuss, Commissar? I will not give up the revolution, even if you have. It is out of respect for our friendship I even acquiesced to this meeting." Léon replied.

"In some respects you are correct. Karlisé is no longer in revolution. We have passed that stage to running our own state. There are other states, millions or even tens of millions of peasants and commoners in this world that need the revolution. They need what we have to offer. I want to give it to them. The Republic will never be accepted by the other nations of this continent. We will always be on our own unless we can show the people of those nations what can be won for themselves. Karlisé exports lumber for now. I want to export something more valuable." Élise leaned forward, blue eyes glinting with excitement. "I want to export Revolution," She grinned a grin that looked more at home on a wolf than a young woman. "and I want you to help me do it."

Now Léon seemed interested.
>>
>>1882775
>KNYAZ NICKOLAI ALEXOV
You summon the wise men, scholars and assorted bright minds of the realm to begin collecting all the knowledge Slavnia has to offer its people; many books are copied, some are brought in from far away and the assembly of so many learned people in one room has caused several to write up new texts on the spot. Sometimes, however, this works to your disadvantage, as the scholars get bogged down in debates about minutiae when they should be copying the works.
>ETC: 5 Turns (Sustained Action - Roll Every Turn. Joint Project)
You set out to find recruits for your army in your land, and fortunately they are plentiful. Soon, the first regiment is recruited and equipped, and training begins as new recruits trickle in, forming other regiments and companies.
>ETC: (15,000 manpower/1,000 gives us 15 turns, minus (your Roll+Martial/10=)6, for a total of) 9 Turns, Sustained Action.
You send word to the Blacksmith's Guild, Armourer's Guild and Weaponsmith's Guild, requesting them to begin experimenting with new techniques.

>Researching: Metallurgy (Increases Quality of Worked Metal Objects)
>Research Progress: 12/100
>>
>>1886235 (Whoopsies, forgot my name)
>DRAGONLORD EMBERBANE
The man that challenges you looks like he's been lured down a mountain with a hunk of meat. He's taller than most, to the point where you suspect he has Nephilim blood in him somewhere, and all muscle, carrying around a two-handed greatsword like it's nothing.
You are not a man of protocol, so you simply lead him into the fighting pits, greet him, and start hacking away. To your surprise, the hulking figure uses the zweihander in one hand, as if it were a one-handed sword. He is very strong and extremely skilled, but you are a Dragonrider, some of the mightiest fighters in the realm. After circling each other for a while, testing each other's defences, you find an opening and strike him in the guts. He grunts and counters with a blow that rakes your arm, forcing you to take a step back, and he uses the opportunity to bullrush you, slamming his tree trunk-sized shoulder into you, knocking the air from your lungs and slamming you onto your back. He jumps on top of you and you begin punching away, both ignoring your weapons now. You're fairly sure he knocked out some teeth and possibly broke your nose, but this is nothing new. You fake a flinch and catch his blow before countering with a knee to the groin. The man yelps and falls over sideways, giving you the chance tto turn the tables and jump on top of him. You start beating him senseless, before he eventually falls unconscious.
When he wakes, you offer him your hand - he fought well, and earned this courtesy. He smiles at you, his mouth missing even more teeth than before.
"You fight well, Dragonlord," he says, "never before have I seen a man take such a beating". He looks at you, expecting something; it is Frisgarlian tradition that if one fights well in a duel, the winner gives the loser a prize in acknowledgement of their skill.

>Traditions, schmaditions. Send him off.
>This man is a fearsome warrior, and I could use a bodyguard!
>With him at the helm, our ships would strike fear into the heart of any we raid - give him command of a ship!
>This man must lead our armies; a charge led by him would shatter any shield-wall!
>Other (Specify)

After this, you set out to look for your waste of a son. You find him a drunken sot, just kicked out of one of the least reputable taverns in the city. Business as usual, then. You pick him up, despite his protests, and dunk him into a nearby barrel of icy water a couple of times, holding him under a bit for good measure. Afterward, you shove an axe into his hands, which he struggles to lift - he's been skipping practice again, it seems.
Now, Dragonlord, who shall you raid?
>Set sail for Karlise!
>Land ho in Hocheisen!
>Deploy the fleet in Breinland!
>Set course for the lands of the Nephilim!
>>
>>1886237
>ARCH-CAPTAIN FREDERICK
You rally your slightly less corrupt and more dependable scum and instruct them to figure out who the landlubber is that took your stuff from you. Within hours, you receive word that it's rumored to be the first mate of Captain Lowhand, a man infamous even amongst the black-hearted pirates of the Free Pirate-Dom. Rumor has it he's about to set sail and skip port!
>Dash over and confront his crew with yours! (PCS)
>Catch him at sea! (Martial)
>Sabotage his ship! (Intrigue)
>Other (Specify)

Whilst your spies are you, you decide to divert some treasure funds to, ahem, "Centres for Population Growth and the Lifting of Spirits". This proves wildly popular, as ladies who are (almost) guaranteed to not have STDs seem to attract far more pirates than your average back-alley harlot! The city feels more crowded already!
>Population Growth Level is now 18%. Please update the Ledger.

You round up some lads who seem to be halfway competent with a sword (not difficult) and at least slightly difficult to bribe (extremely difficult), and organize them into something vaguely resembling a force of law and order (mostly order). These Deputies are in charge of curbing the worst of the city's excesses, and slowly news of this newfound safety spread, and one or two merchant ships have even arrived to do business!
>Wealth Level Progress is now 12%. Please update the ledger.

>Researching: Cannons
>Progress: 2/100
>>
>>1884826
When Enoch finally opened his eyes, he was propped up against a rock with the elders surrounding him, waiting for him to speak. The stone tablet still rest neatly in his hands as the other elders found it too holy to touch. After a few minutes, Enoch finally spoke again.

"It was on this hill that I, Enoch, the first Nephilim, was born. It is here where we shall build a tower in all of God's glory. And, only from this spot may we enter heaven."

Enoch stood up slowly, using the stone for balance, and began to descend down the hill and through the city. The elders followed him closely, unsure of where he was going. The city's dirt road and stone houses were a stark contrast against the lush green rolling meadows that stretched to the horizon in all directions. The sound of trade carts, livestock and working Nephilim was drowned out by the beautiful melodies of street musicians and thier string and woodwind instruments. The crisp air and beautiful weather allowed for the delicious smells of baked goods to flow through the city. As Enoch walked, he passed giants painting, sculpting and writing literature in God's name and he blessed them, using gestures. The buildings around Enoch were simple, but each had its delicate intricacies and artistic aesthetics.

When Enoch walked out of the city and into the large pastures of cattle, goats and sheep. He turned to the elders and spoke again. "To build our tower to God's kingdom, we must be able to support our population growth and feed them. Beyond these pastures we must start growing grains to feed all Nephilim and its future generations."

Using his foot, Enoch shifted some dirt beneath him and dropped the stone tablet onto the ground. It rest neatly in road, acting a large paver that carts and foot traffic would pass over when entering the city.
>>
Rolled 6, 95, 36 = 137 (3d100)

>>1886237
>>With him at the helm, our ships would strike fear into the heart of any we raid - give him command of a ship!

"I have need of good men, you will join me on our latest raid at the command of the Ship, Wise Man's Folly and we shall strike fear into the hearts of every southern fool who dares cross our path!"

>Set sail for Karlise!
"They are still weak from their so called "revolution" we shall strike their harbors and coastal settlements taking ships, women and glory."

Construct a road down to Eisenburg to improve our trade with the Duchy of Reikland. Stewardship +14

Begin construction of a great war ship to act as a flagship to our mighty fleet, it will be called the "Water Drake". Stewardship +14
>>
Rolled 94, 71, 100 = 265 (3d100)

>>1886258
>Action
>Catch him at sea! (Martial +18)
"Lowhand's infamy will be his bloody downfall. Get the boys up and running! Load the guns! We're catching that filthy traitor!"
The Arch-Captain boards his flagship, The Argonaut's Maw. He sets sail in the direction of Lowhand's own ship. His thoughts are clouded by anger, but a silver of rationality makes its way through. Sinking that ship would just get his equipment down underwater.
"BOARDING PLANKS READY, FULL SAILS AHEAD!"
And as the traitor's ship gets closer and closer...
"RAMMING SPEED!"

>Action
>(Learning +2)
Let's put some effort into those cannons! Whip up the ironworkers, get the factories burning!

>Action
>(Stewardship +12)
We've got the seas on our side, why not use it? Commission systems of sewers in the major cities and capital of the Pirate-Dom, discharging the waste in the seawaters, or in mulch pits. Keep the streets clean, keep the people alive.
>>
Rolled 86, 27, 93 = 206 (3d100)

>>1882775
>>Attempt to mediate a compromise. (Diplomacy)

"So we're clear, the spirits of the sea chose the fish as their emmisaries in the beginning; this is one of the bases of our theological teachings. We wait for them to be consecrated before consuming them, which both teaches us respect for that which we consider most holy, and patience. I have seen that the crowd has not been patient with you; and for that I apologize. However, I do ask that you and yours...? appreciate the fact that the peasants did this not out of disrespect towards your lord, but out of a perceived slight from him instead."

Breiner whispers in a servant's ear; retrieve fresh clothes for the man. It won't do to have a muddied noble ruining his most wonderful palace.

"Let us first get you medical aid before we continue on this line of thought. We'll see you treated here; guards, if you'd deal with the peasants for just a moment. Staunen, go with the nobles, I'll deal with the peasants and the clergy myself."

Well shit, the King thinks. He walks out to face Breinland, the brine, and the brawn of the peasants. Let's hear their side of the story; presumably the clergy are there too.

I'll keep working with the fisheries; perhaps they'll even realize that the noble meant no disrespect? Not that I care much; I just like more children under my command. Not that there were many adults to begin with.

>Our ships must become the fastest on the waters! (Research Enchanted Ship Sails - Increased Ship Speed)

The sea is fickle, but we are not; perhaps learning to flow with the winds and the tides shall help us be aligned with our spirits?
>>
Rolled 54, 9, 62 = 125 (3d100)

>>1885388
>>1885467
1. Engage in Dialogue +14
Dialogue is linked above

2. Continue Matchlock development +14
119/200

It isn't enough for the matchlock to work. It needs to be superior. It needs to be easier to use, more powerful, more accurate, and easier to produce than the handgonne. If the arquebus is to be the weapon of choice for the Republic

3. Excellent! Commence refurbishing the prison at once! +20

The Prison and the area around it would be useful for the production and storage of firearms. With production and distribution centralized the Commissariat de Munitions could wield greater control over the nation.




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