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File: RevivalRaces.png (5.3 MB, 4000x2000)
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In an age long past, the Creator's wroth fell upon a people whose sins knew no bounds.God's tears fell upon the world and wiped the slate clean for a new beginning. These oppressors tormented the lives and souls of untold numbers of people in the age of Hubris. God left the world to the mortal men, who claimed to follow teachings bestowed upon them by the Lord of Lords and in the age that followed great empires rose and fell.
It has been a thousand years since God's wrath befell the Hubris. For many, the old words of God now mean nothing, for His hand is nowhere to be seen.
Some would call the age of ours a Dark one. The hopeful nobles say that through the works of great men, the glory of old empires can be surpassed and a new life claimed. The faithful priests believe in the Rebirth of Mankind, a salvation through faith and goodwill. The shrewd merchants hope their supply of wine and incense meets the demand of dreams.
The state of nations is ever shifting. A thousand years since the First Judgement, you are leaders in one of many nations - but which?
>>
>>3289473
Angry Religious People

Crusader state nao
>>
>>3289473
Stubborn contrarian islanders
>>
>>3289473
Feudal Nobility Pricks
>>
>>3289481
Change to harmless uncultured homeless people
>>
>>3289473
Edgelords, but one that likes sand
>>
>>3289473
Angry religious people
>>
>>3289473
Figured they go live on island Instead
>>
>>3289473
Edgelords, but these ones like the sand
>>
>>3289473
>Edgelords, but these ones like the sand
>>
>>3289473
Shoe Tossing gentleman
>>
You can count me as one angry peasant
>>
>>3289473
Angry religious people
>>
>>3289473
>Angry Religious People
>>
>>3289473
>Stubborn contrarian islanders
>>
Change to angry religious people
>>
>>3289505
Change to Dumb asses who drink too much
>>
>>3289473
Edgelords but who like sand
>>
>>3289473
Angry Religious White people
>>
Angry religious people
>>
>>3289473
Edgelords, but one that likes sand
>>
>>3289473
Really angry peasents
>>
>>3289473
Angry religious people
>>
>>3289473
Stubborn contrarian islanders
>>
>>3289501
>>3289473
flipping to Stubborn contrarian islanders
>>
>>3289473
Sandy edgelords
>>
8 votes for the crusaders
5 votes for the Al-Hasham
3 votes for Arda

Run-offs time between those who are most popular. Vote between these choices now to decide:
A.The Crusaders
B.The Hashami
C.The Ardans
>>
>>3289555
>B.The Hashami
>>
>>3289555
B
>>
>>3289555
A
>>
>>3289555
B
>>
>>3289555
B
>>
>>3289555
C
>>
>>3289555
>A.The Crusaders
>>
>>3289555
A
>>
>>3289555
A.
>>
>>3289555
>C.The Ardans
>>
>>3289555
C
>>
>>3289555
B Allahu akbar
>>
>>3289555
B
>>
>>3289555
B
>>
>>3289555
A
>>
>>3289555
A
>>
>>3289555
>A.The Crusaders
>>
>>3289555

A
>>
>>3289555
C
>>
>>3289555
B
>>
>>3289555
A
>>
>>3289555
Switch to B.

No crusaders, only Mujahadeen.
>>
>>3289555
B
>>
>>3289555
B
Deleted old vote
>>
>>3289555
Change to C
>>
>>3289555
A
>>
>>3289583

Change my vote to B
>>
>>3289555
A
>>
>>3289555
>B.The Hashami
>>
>>3289555
C ardan
>>
Switching to C
>>
>>3289555
changing
>>3289581
C.The Ardans
الإسكندينافي
>>
>>3289555
Switch to A
>>
>>3289555
Hashmi, crusaders has a short self life as it will only be memes and then people will run out of deus vult ideas.
>>
C
>>
>>3289644
اذهب بعيدا اليهودي
>>
>>3289555
>B
>>
The men of Al-Hasham have never lived under one banner. Among the vast expanse of the desert and its more hospitable outskirts, there are several groups that can be distinguished. Which of them are you?
A.The nomads of the sea of sand, receptive to the Prophet's words, yet not so much of the Sultan's rule
B.The lost tribe of Odea, followers of the oldest ways of God,since before the Judgement, whose homelands were lost to Asham and the Crusaders
C.The slavers of Burak - a tribe that settled further south, on the borders of the rainforests, where they hunt beasts and men and trade rare goods with other nations
>>
>>3289677
B
>>
>>3289677
B
>>
>>3289677
>A.The nomads of the sea of sand, receptive to the Prophet's words, yet not so much of the Sultan's rule
>>
>>3289677
C
Beast master route
>>
>>3289677
>>3289677
A
>>
B.The lost tribe of Odea, followers of the oldest ways of God,since before the Judgement, whose homelands were lost to Asham and the Crusaders
>>
>>3289677
C
>>
>>3289677
B
>>
>>3289677
B
>>
>>3289677
>C.The slavers of Burak - a tribe that settled further south, on the borders of the rainforests, where they hunt beasts and men and trade rare goods with other nations
>>
>>3289677
>ج. The slavers of Burak
>>
>>3289677
>C.The slavers of Burak - a tribe that settled further south, on the borders of the rainforests, where they hunt beasts and men and trade rare goods with other nations
>>
>>3289677
C
>>
>>3289677
B
>>
>>3289677
C
>>
>>3289677
B
>>
>>3289677
B
>>
>>3289677
>A.The nomads of the sea of sand, receptive to the Prophet's words, yet not so much of the Sultan's rule
>>
>>3289677
C
>>
>>3289677
B
Allahu Akbar
>>
>>3289677
Switch to C
>>
>>3289677
B
>>
>>3289677
C
>>
>>3289677
B
>>
>>3289677
>B
>>
>>3289677
change
>>3289701

>B.The lost tribe of Odea, followers of the oldest ways of God,since before the Judgement, whose homelands were lost to Asham and the Crusaders
>>
>>3289677

B
>>
>>3289734
>>3289677
Change to C
>>
>>3289696
>>3289677

Switch to C
>>
>>3289724
>>3289734
gud job faggot, you failed at samefagging
>>
>>3289690
>>3289677
this is me and changing to uhh C
>>
>>3289748
Fuck off, I was trying not to namefag and intentionally deleted the first one.
>>
>>3289777
you name was on both of them
kys
>>
>>3289788
Yeah, because I'm a dumbass. I can agree with you on that at least.
>>
>>3289677

C
>>
File: KnownRoughMap.png (52 KB, 498x145)
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For years, High Priest Shomel wandered the lands to gather the dispersed followers of the Old ways - you, the sons of Odea, were assembled and journeyed for years until you reached your ancestral lands. The Sultan's grip over the region had faded in the past decades and the local Emirs were troubled for their ability to hold it - thus, they were willing to negotiate for the resettlement of the Odeans back into the Promised land, for the two peoples to coexist in prosperity together. When you reached the Holy City of Apar, you found the banners of the Militantes Sancti flying over their walls. The crusaders of Candor had gotten there before you and were now enforcing their rule. Shomel's heart could no longer keep his old body at its feet. For a week, your best physicians, some of them educated in the greatest of merchant cities, tried to tend to his health - but to no avail. He is with God now.
Your people, united in numbers not seen for centuries, stand before the prize you so coveted - but perhaps the time for Odea's revival has not yet come.
You've assembled now together - the learned elders of Odea - to discuss what can be done.
The Sultan and the Theophant both are hostile towards your kind. At best, you are barred from living in the cities under their rule. At worst, you are invited in only to be slaughtered in the name of their false belief in the Creator. At this point, if your people were to simply disperse in all directions, some may survive, others not - but among the casualties will be the hope for an Odean future.
One of your shrewder brethren, having contact with local merchants, has managed to acquire some maps - with corrections for the latest political change due to the crusade, the situation in the region looks as you see it.
In what direction should we head?
>>
>>3289824
The desert is harsh, but its home.
>>
>>3289824
Northwest, cross the desert and reach safety from the aggressors.
>>
>>3289824
We should head north towards the mountains, and live in their shade.
>>
>>3289824
Head to the northern mountains, their craggy peaks will allow us protection from the outsiders along with a rich supply of valleys to live within
>>
File: 1550957116727.png (53 KB, 498x145)
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>>3289824
>>
>>3289824
Head northwest, toward the mountains. They’ll protect us from the harsh desert.
>>
>>3289824
What types of livestock do our people keep and how advanced is our metallurgy.
>>
File: muh civ.jpg (213 KB, 640x1692)
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>>3289824
We must go to the mountains south of the Dumin land. Only there can we be safe.
>>
>>3289824
The mountains north west will shade us from the sun and the none believers wrath until we are ready
>>
>>3289824

Head to the mountains
>>
>>3289824
"If we are to partake on this journey we should know how strong we are as a people. Do we have any boats? Are our men armed and how are they armed if they are? How many of us have gathered here this day?"
>>
What Able said, near the mountains next to Dumin
>>
>>3289824
"We should be bound for the hot deserts of Al-Hasham. Those who spoke of Odea spoke of the desert's heat. We can learn, and adapt, and in time, Odea will be in our hands once again."
>>
We march to Eldas
>>
>>3289824
>>3289867
"I agree with this man we must first take stock of what we have!"
>>
>>3289824
Head Northwest to the mountains
>>
>>3289824
>Head to the wastelands of Al-Hasham
To the deserts, where we shall wander ten times the duration of four years. It is not yet the time of the sons of Odea to re-consecrate the Temple on the Mountain in the name of the True God.

Let the blasphemous Theophant and the misguided Sultan fight over the physical city, shedding blood over the physical locale - empty without the people of Odea to populate it. We know better - the Holy of Holies is wherever our people reside, and until we return to Apar, the city is nothing but a city.

We will fade into the dune, masked by the merciless winds from the pursuit of the faithless and the heretics. There, we will train. There we will persevere. We have endless faith that there will come the day that the Lord leads us back to the Promised Land.
>>
>>3289824
>Head Northwest
>>
>>3289824
to the mountain littered desert
>>
>>3289854
Your livestock consists almost entirely of sheep, goats, donkeys and some horses at present. You have capable smiths among you, especially those who can work precious metals, but you need facilities and materials for such production.This journey was years in preparation and though much of your initial supplies have been exhausted, your herds are large.
>>3289867
Well over a hundred thousand Odeans took part in this great caravan to start with. With losses taken so far, the number may have reduced closer to the hundred thousand mark. Some of those who came from the north came by ship - but most were passengers onboard to Apar. Ships and boats owned by your people that have not been lost, confiscated or damaged and can sail the sea number at around six merchant vessels and nineteen fishing vessels. You have arms and armor for four thousand men with real fighting experience and that many again without.
>>
File: Odea1.jpg (124 KB, 659x599)
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The elders have chosen to lead the people to the northwest, in the Shlin mountains that mark the border between Eldas and the lands of the Dumin. We may have to skirt around the borders of the crusader lands now, but that puts us n the desert again. This journey could be perilous, but with faith in the Creator, we will persevere.
Provide me with three dice+1d100 rolls in your Options field for this exodus.
>>
Rolled 92 (1d100)

>>3289943
>>
Rolled 9 (1d100)

>>3289943
>>
Rolled 98 (1d100)

>>3289943
>>
Rolled 12 (1d100)

>>3289943
>>
Rolled 4 (1d100)

>>
>>3289948
With faith, a man can move mountains.
>>
File: mountains1.jpg (248 KB, 1200x799)
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Thankfully, the Lord has guided our path so far. The crusaders are still too busy with establishing themselves over the towns and villages of the region to bother us too much. The desert nomads from the west raid in smaller groups and did not dare attack us, as our warriors kept good watch.
We have entered the southern Shlin mountains. This region is very sparsely populated and warm across most of the year - though in winter months harsh snows can build up. The border with Eldas is close by, Odea is not too far away either. We still have supplies enough to keep going northwest, towards greener valleys in the western Shlin.
A.Keep going northwest
B.This is a good place to settle
C.Eldas may be a better choice, actually
>>
>>3289987
A
>>
>>3289987
B
>>
>>3289987
A
>>
>>3289987
B
>>
>>3289987
>A.Keep going northwest
>>
>>3289987
A
>>
>>3289987
>>
>>3289987
A.Keep going northwest
>>
>>3289987
B
>>
>>3289987
>A
We arrived here by the mercy of the true God! Let us settle
>>
>>3289996
B
Woops
>>
>>3289987
>A.Keep going northwest
>>
>>3289987
B
>>
>>3290000
Meant B
>>
>>3289987
B
>>
>>3289987
B
Settle down boi
>>
>>3289987
B
>>
>>3289987
A
>>
>>3289987
A
>>
>>3289987
B
Our Lord has provided us ample resources to grow here; we should not doubt his wisdom because of our own hubris. This will make a fine spot.
>>
>>3289987
B
>>
>>3289987
A
>>
File: Mapsketch.png (79 KB, 2000x1000)
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Our people took time to rest and unpack their caravans, our journey, at least for now, seemed to be at a halt. Beta Odea, at the moment just a very large camp around the shores of a lake, is founded.
In the first month since our arrival, almost no rain has fallen on this valley. Food and shelter will be our biggest concerns to begin with.


Year 1001 after the Judgement
>>Population: Above a hundred thousand, we believe
>>Food:3/10
>>Resources:2/10
>>Manufacturing:2/10
>>Trade:1/10
>>Morale:5/10


>>Buildings: Tent camps
>>Economy:Pastoral sustenance
>>Culture:Folk rituals, varied bits of culture from host nations, widespread literacy
>>Technology: Metalworking, Masonry, Writing, Medical knowledge
>>Government:Council of Elders, Religious law
>>Military: Four thousand men with fighting experience and equipment
>>Navy:None
>>Religion: Odeism


>A.Food production & growth
>B.Culture
>C.Construction
>D.Military
>E.Government & laws
>F.Exploration & colonization
>G.Research & development
>H.Navy(LANDLOCKED)
>I.Diplomacy & war
>J.Religion
>K.Trade & Finance
>L.Other
>>
>>3290098
C. Construction
let's make some wood houses or mud huts.
>>
C
>>
>>3290098
C. Begin building a proper village around the area along with sending out men to dig wells to expand our water sources, all who do not do such things best be hunting or herding.
>>
>A.Food production & growth

Build farms near the lake
>>
>>3290098
A
>>
>>3290098
>F
Look for prexisiting caves too renovate, might have some animals in too eat too
>>
>>3290111

>>3290098
Backing we need homes
>>
>>3290098
Farm building
>>
>>3290098
>C.Construction
>>
>>3290098
C

build real houses
>>
>>3290128
C
>>
>>3290098

C
>>
>>3290098
C. Use our masonry to make stone housing, carve it into the mountains surrounding us
>>
>>3290098
C/J: Big temple
>>
>>3290137
This
>>
>>3290137
>>3290115
Pretty much this carve out the caves then use said stone excavated for future projects like wells
>>
>>3290111
This
>>
File: famine.jpg (327 KB, 1008x720)
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We've spent the year setting up rough housing from earthen, wooden and stone materials. People have shelter for now, even if it's not too great or well planned at this point. Most of it is in the lower slopes of the mountain, overlooking the lake area.
The food situation is what we must absolutely solve now, however. We've had reports of people starving already - in those families where no sheep are owned. Even with the most charitable of sharing(which, sadly, is not the state of things) we simply do not have enough herds to support our population. Basic hunting and foraging that is done isn't enough either. Among our numbers are some amounts of farmers, but a fair amount of our people are former city dwellers who are not accustomed to such work.
How should we solve this problem?
>>
>>3290161
We shall have to send a caravans with our valuables out from the mountains to trade for food, we shall not let our people starve because of our vanity.
>>
>>3290161
>Build farms near the lake
>>
>>3290161
Let our gods guide us through us these trying time while creating farms, also make a BIG temple as a sign of hope.
>>
>>3290169
Half will be spent on food to stave off immediate population and the other half on more herds.
>>
>>3290172
I concur set up groves and farms
>>
"We should educate a portion of the population to farm, even if they aren't accustomed to it. We should also send the caravans, but not so much for food, rather than tools and agricultures"
>>
>>3290169
this
>>
>>3290169
>>3290161
backing
>>
>>3290169
>Trading for food
>Everyone hates us

Let us cast our nets into the water and consume the bounty of the water that shall buy us time to create a more tennable harvest.
>>
>>3290169
Very well I see the wisdom in your words
>>
>>3290169
Supporting
>>
>>3290172

i change this to

>>3290169
this

farms can be buil later , this is an emergency
>>
>>3290161

Trade for food and herds
>>
Aiken's proposal was wise and our merchants fared somewhat better than the skeptics feared. The hardest part in the process was making everyone chip in, giving up their jewelry and trinkets so we can procure food - but our mules and horses returned with bags full of grain and new herds. We shall not starve this year.

Year 1003

>>Population: Above a hundred thousand, we believe
>>Food:4/10
>>Resources:3/10
>>Manufacturing:3/10
>>Trade:4/10
>>Morale:4/10


>>Buildings: Tent camps
>>Economy:Pastoral sustenance
>>Culture:Folk rituals, varied bits of culture from host nations, widespread literacy
>>Technology: Metalworking, Masonry, Writing, Medical knowledge
>>Government:Council of Elders, Religious law
>>Military: Four thousand men with fighting experience and equipment
>>Navy:None
>>Religion: Odeism


>A.Food production & growth
>B.Culture
>C.Construction
>D.Military
>E.Government & laws
>F.Exploration & colonization
>G.Research & development
>H.Navy(LANDLOCKED)
>I.Diplomacy & war
>J.Religion
>K.Trade & Finance
>L.Other
>>
>>3290208
D
>>
>>3290208
A: Farms.
>>
>>3290208
>F.Exploration & colonization

Explore to the west, we must find new valleys to raise our herds so we do not strange the already fragile balance of resources we have here.
>>
>>3290208
>A. Food production and growth
Start procuring tools for farming and get those people knowledgeable in farming to teach those that don't know how to farm.
>>
>>3290208

A

we must build farms to avoid future famines
>>
>>3290215
>>3290208
Backing
>>
G.Research & development

"Lets improve our farming and building technology
>>
>>3290216
Support
>>
>>3290215
Subborto
>>
>>3290215
support
>>
>>3290215
support
>>
We'll scour the surrounding hills and mountains for more suitable grazing grounds - for that purpose, give me three d100 rolls.
>>
Rolled 78 (1d100)

>>3290244
>>
Rolled 62 (1d100)

>>3290244
>>
Rolled 61 (1d100)

>>3290244
>>
Rolled 61 (1d100)

>>3290244
>>
Rolled 90 (1d100)

>>3290244
>>
Rolled 6 (1d100)

>>3290244
>>
File: sheep.jpg (220 KB, 1595x900)
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The few clans of mountain-dwellers that lived in those areas chose to flee north when setting eyes upon our men, for we sent the skilled warriors along to protect against any possible attacks from them. We've secured the entire arid region of the mountains, herding families have spread out and distributed the grazing grounds among each other. The food situation should be stable, if not especially bountiful, now.

Year 1004
>>Population: Above a hundred thousand, we believe
>>Food:5/10
>>Resources:4/10
>>Manufacturing:3/10
>>Trade:4/10
>>Morale:5/10
>>Wealth:4/10

>>Buildings: Tent camps, villages and towns of wood, mud and stone
>>Economy:Pastoral sustenance
>>Culture:Folk rituals, varied bits of culture from host nations, widespread literacy
>>Technology: Metalworking, Masonry, Writing, Medical knowledge
>>Government:Council of Elders, Religious law
>>Military: Four thousand men with fighting experience and equipment
>>Navy:None
>>Religion: Odeism


>A.Food production & growth
>B.Culture
>C.Construction
>D.Military
>E.Government & laws
>F.Exploration & colonization
>G.Research & development
>H.Navy(LANDLOCKED)
>I.Diplomacy & war
>J.Religion
>K.Trade & Finance
>L.Other
>>
>>3290262
G.

Prospect our lands, perhaps these mountains have valuable minerals?
>>
>>3290262

"Time to train the Military in case of nearby agression. Once we can defend our town, we can focus on the intellectual stuff"
>>
>>3290262
E

What is the lore behind our religion of Odeism?
>>
>>3290264
Backing this
>>
>>3290265
>>3290264
A military needs metal to back it. We should be able to find something of use here.

>G
>>
>>3290262
I. Reach out to the Mountain-Dwellers, we wish to live in peace with them and as such should offer them into our flock by offering them marriages along with the opportunity to join our community.
>>
>>3290273
support
>>
>>3290273
Supporting
>>
>>3290273
>>3290262
backing this instead
>>
>>3290273
This
>>
>>3290273
Switching to this
>>
in these times of rest we shall consult the torah, honoring the sabbath so we may find a answer in god and prepare our spirits for the great works ahead.
>>
We learned of the deaths of our emissaries at the same time as news of mountaineer raids on our westernmost villages came in. It seems our honest, faithful offer of friendship was rejected by anti-odeic bigots.
How should we respond to this?
>>
>>3290304
If they will not accept the hand then shall get the dagger! We shall drive these people from the mountains!
>>
>>3290304
War.
>>
>>3290304
Go to war with these hostile people
>>
>>3290304
"Let's plunder their villiages and execute their men. Ignoring them would be a sign of weakness"
>>
>>3290306
>>3290310
>>3290304
"Yes and we can take the survivors as slaves"
>>
>>3290304

kill them all
>>
>>3290304
I agree with Aiken. Let them know we are here and that the valley is ours.
>>
>>3290304
war
>>
>>3290304
Do nothing, but have warriors be ready to intercept them if they attempt to attack us
>>
>>3290304
“They will have Blood and metal if they reject our offer of friendship.”
>>
File: nature7.jpg (245 KB, 1024x683)
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The warriors of Odea take up arms and march westward. In order to find the enemy, our scouts will have to act first - give me three rolls for them.
>>
Rolled 65 (1d100)

>>3290325
>>
Rolled 87 (1d100)

>>3290325
>>
>>3290325
>>
Rolled 34 (1d100)

>>3290325
>>
Rolled 31 (1d100)

>>3290325
>>
Rolled 22 (1d100)

>>3290325
>>
Rolled 97 (1d100)

>>3290325
flex
>>
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The mountaineers have bands of skirmishers trying to harass and slow us down while their main army assembles. Our scouts believe their total numbers have at least reached our own by this point, though they are of inferior equipment for sure - our experienced warriors are largely armored, using shields, swords, spears, bows and slings as weapons. We have a small number of riders, mostly useful for communication and scouting. The enemy skirmishers have not managed to cause too much harm to us yet. Our army's camp is by a water source at the moment, the next closest one is where the enemy is assembled - on the other side of a pass. Skirmishers have reached our side at this point and number in the dozens, possibly a hundred or two.
How should we go about this?
>>
Rolled 20 (1d100)

>>3290392
Proceed with caution, it might be a diversion/ambush. Let archers harass them from afar,protected by infantry, while slowly proceeding.
>>
>>3290392
Have our own skirmishers engage theirs and then take control of the choke point in the pass, let their army come to us.
>>
>>3290398
>>3290392
Backing
>>
>>3290396
Agreed. Have men watching our flank and up above in case they have placed archers in a position above the pass, or have warriors elsewhere.
>>
When the prophet Issai laid waste to the idoltres of Gomrah he took the heights of the pass so that his armies may be closer to gods light. From this position his armies bows and slung rocks were aimed with gods fervor and the enemy was harried as they climbed the pass to meet the foe in battle.

We shall do the same.
>>
>>3290404
>>3290400
This is what I was agreeing to.
>>
Split our skirmishers into two groups, one on the right and one on the left, with our main force in the middle.

We then push forward with a pincer movement, before, moving into the choke point, with skirmishers and other faster movers watching the position above the pass.
>>
A cautious movement of our main force, with a focus on removing their skirmishers - to that end, give me three rolls again.
>>
Rolled 92 (1d100)

>>3290415
>>
Rolled 30 (1d100)

>>3290415
>>
Rolled 38 (1d100)

>>3290415
>>
Rolled 98 (1d100)

>>3290415
>>
Rolled 93 (1d100)

>>3290415
>>
Our movement surprised the mountaineer scouts, but did not fully wipe them out - they're retreating now, some along the pass itself, others through smaller paths, wide enough only for a few men abreast at most. We have the initiative now - how do we proceed?
A.Advance with speed, attack the enemy's main force now!
B.Seize high ground on the pass, secure the mountain paths we know of
C.Hold ground
D.Return home
>>
>>3290427
B
>>
>>3290427
B
>>
>>3290427
B.Seize high ground on the pass, secure the mountain paths we know of
>>
>>3290427
C
>>
>>3290427
Let's risk with A. It's all or nothing. Just watch out
>>
>>3290427
B
>>
>>3290427
B.Seize high ground on the pass, secure the mountain paths we know of
>>
>>3290427

A
>>
>>3290427
B
>>
File: big_1493924147_image.jpg (38 KB, 1280x544)
38 KB
38 KB JPG
>>3290427
B
>The feels when its over anakin
>>
>>3290427
B
>>
We take up positions and prepare for battle. Soon enough, it comes to us - the mountaineers seem confident in their numeric superiority.
Battle phase now. I'll start using a tested system employed by others: The three rolls you give me will be matched against a DC. In completely equal circumstances, the DC is a base 50. Circumstances change it, either lowering or raising the DC. Hitting the DC exactly or going higher counts as a success. A 100 counts as two successes. The opposite for failures. 3 successes are a major victory in the battle phase(there can be any number of phases); 2 successes are a minor victory; 1 success is a minor loss; 3 failures are a major loss.

Now then, the enemy approaches! Prepare yourselves but remember, the Lord is with us!
-10 position -10 equipment -5 morale +15 numbers; Final DC - 40
>>
Rolled 26 (1d100)

>>3290460
>>
Rolled 42 (1d100)

>>3290460
>>
Rolled 11 (1d100)

>>
Rolled 43 (1d100)

>>3290460
>>
Rolled 81 (1d100)

>>3290460
>>
The enemy moves a force through one path we had not noticed, which then strikes at our skirmishers in another - while our main battle lines have not entered into melee range, only exchanging projectiles for now, our flanks are showing weakness!
-10 equipment -5 morale +15 numbers; Final DC - 50
>>
Rolled 81 (1d100)

>>3290479
>>
Rolled 83 (1d100)

>>3290479
>>
Rolled 32 (1d100)

>>3290479
God saves
>>
Rolled 22 (1d100)

>>3290479
>>
The enemy's charge came in with too much confidence - our front line held and their losses were high. They may have expected their flanking attacks to diminish our morale, but we hold the main line fast. Retaking the heights may be out of the question, but we will bloody their nose for sure!
-10 equipment -5 morale +10 numbers; Final DC- 45
>>
Rolled 55 (1d100)

>>3290499
>>
Rolled 12 (1d100)

>>3290499
>>
Rolled 30 (1d100)

>>3290499
>>
Rolled 91 (1d100)

>>
Rolled 66 (1d100)

>>3290499
>>
Rolled 47 (1d100)

>>3290499
>>
The setting sun may be our only salvation, for our foe's renewed assault, combined with attacks from all sides, has now turned the battle in their favour once more. In less than half an hour, it will be dark - and we might hope that the enemy will turn back then. Until that point, we must hold!
-10 equipment +10 numbers Final DC - 50
>>
Rolled 26 (1d100)

>>3290517
COME ON
>>
Rolled 19 (1d100)

>>3290517
>>
Rolled 82 (1d100)

>>3290517
>>
Rolled 16 (1d100)

>>3290517
>>
File: marching2.jpg (64 KB, 400x558)
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We barely held our positions - and at high cost. Our retreat from the pass was under constant harassment and at the end of the month, only half of the army we sent west returned home. We've lost our westernmost grazing grounds - and the people fear the coming of the mountain hordes.

Year 1005

>>Population: Above a hundred thousand, we believe
>>Food:4/10
>>Resources:4/10
>>Manufacturing:3/10
>>Trade:4/10
>>Morale:4/10
>>Wealth:4/10

>>Buildings: Tent camps, villages and towns of wood, mud and stone
>>Economy:Pastoral sustenance
>>Culture:Folk rituals, varied bits of culture from host nations, widespread literacy
>>Technology: Metalworking, Masonry, Writing, Medical knowledge
>>Government:Council of Elders, Religious law
>>Military: Two thousand men with fighting experience and equipment
>>Navy:None
>>Religion: Odeism


>A.Food production & growth
>B.Culture
>C.Construction
>D.Military
>E.Government & laws
>F.Exploration & colonization
>G.Research & development
>H.Navy(LANDLOCKED)
>I.Diplomacy & war
>J.Religion
>K.Trade & Finance
>L.Other
>>
>>3290543
J

Convert to the same creed as the Crusaders occupying Odea
>>
>>3290543
D
>>
>>3290543
D: Draft more soldiers, we need replacements asap. After that, pack up and prepare to cover our retreat as we GTFO out of this fucking shithole.
>>
>>3290543
D military
We need to improve on tactics and discipline if we’re to prevail.
Perhaps regular training and A basic hierarchy are needed?
>>
>>3290551
this
>>
>>3290543

D
>>
>>3290543
K. Send off traders with what little wealth with have to purchase horses from Eldas, they will help our military gain a firm advantage over the mountain clans.
>>
>>3290562
Changing to this
>>
>>3290562
This
>>
>>3290543
>>I.Diplomacy & war
Offer our women for peace
>>
>>3290562
This
>>
>>3290562

support
>>
>>3290562
Also set up a constant trade route of our wool for iron tools
>>
File: horsemerchant.jpg (471 KB, 1300x938)
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We've scrounged up what extra trinkets we had and our surplus of wool to trade with Eldas for horses and iron tools. Every warrior and higher up of our people who can ride now has a horse.
There have been no raids into our controlled territory this year, thankfully. Rains have been more bountiful than usual as well.

Year 1006

>>Population: Above a hundred thousand, we believe
>>Food:4/10
>>Resources:4/10
>>Manufacturing:3/10
>>Trade:5/10
>>Morale:4/10
>>Wealth:3/10

>>Buildings: Tent camps, villages and towns of wood, mud and stone
>>Economy:Pastoral sustenance
>>Culture:Folk rituals, varied bits of culture from host nations, widespread literacy
>>Technology: Metalworking, Masonry, Writing, Medical knowledge
>>Government:Council of Elders, Religious law
>>Military: 2000 infantry, 200 horsemen
>>Navy:None
>>Religion: Odeism


>A.Food production & growth
>B.Culture
>C.Construction
>D.Military
>E.Government & laws
>F.Exploration & colonization
>G.Research & development
>H.Navy(LANDLOCKED)
>I.Diplomacy & war
>J.Religion
>K.Trade & Finance
>L.Other
>>
>>3290617
A

It’s raining so lets farm
>>
>>3290617
F
Let's prospect our lands
>>
>>3290617
F
>>
>>3290617
F. Sure let us prospect
>>
>>3290617
F

prospecting time
>>
>>3290617
>D.Military
Set up early warning sentries just in case the mountain hoards decides to attack
>>
>>3290617
F
>>
>>3290617
>A.Food production & growth
>>
May the Lord guide the shovel and pick of our miners - we have a decent amount of men who can do this work.
Three rolls, as usual. I'll start taking either the lowest, highest or the one inbetween depending on how hard it is to accomplish the set goal. Most often, I won't reveal what the difficulty was, between easy, medium and hard.
>>
Rolled 17 (1d100)

>>3290647
>>
Rolled 56 (1d100)

>>3290647
>>
Rolled 10 (1d100)

>>3290647
>>
Rolled 31 (1d100)

>>3290647
>>
Rolled 3 (1d100)

>>3290647
>>
Besides some kinds of stone that can be useful for construction, our current territory seems to hold no other riches. Optimists say that even that is better than nothing, quarries are a source of material and income nevertheless.


Year 1007

>>Population: Above a hundred thousand, we believe
>>Food:4/10
>>Resources:5/10
>>Manufacturing:4/10
>>Trade:5/10
>>Morale:4/10
>>Wealth:4/10

>>Buildings: Tent camps, villages and towns of wood, mud and stone
>>Economy:Pastoral sustenance, wool trade, stone quarries
>>Culture:Folk rituals, varied bits of culture from host nations, widespread literacy
>>Technology: Metalworking, Masonry, Writing, Medical knowledge
>>Government:Council of Elders, Religious law
>>Military: 2000 infantry, 200 horsemen
>>Navy:None
>>Religion: Odeism


>A.Food production & growth
>B.Culture
>C.Construction
>D.Military
>E.Government & laws
>F.Exploration & colonization
>G.Research & development
>H.Navy(LANDLOCKED)
>I.Diplomacy & war
>J.Religion
>K.Trade & Finance
>L.Other
>>
>>3290666
C
>>
>>3290666
D. Begin to train our horsemen and infantry in mountain warfare and raiding, we must learn to strike like lightening and disappear back into the stone.
>>
>>3290666
L. Other
Send some of our people to nations that will accept them to infiltrate them and send resources to us.
>>
>>3290666
I
>>
>>3290666
>>D.Military
>Set up early warning sentries just in case the mountain hoards decides to attack
>>
>>3290666
>C.Construction
>>
>>3290681
This
>>
>>3290678
support
>>
>>3290666
Let's kill ourselves, max executions and end this all so we can restart. Sometimes you just gott a push reset. yknow?'

J: Religion, beg god for a bail out package
>>
With the most pressing concern being the war against the mountaineers, we spend two years in preparations, training our warriors and setting up sentries. Yet, even now, no new attacks come. The land we fought over belongs to neither side, as skirmishes still occur every now and then.


Year 1009

>>Population: Above a hundred thousand, we believe
>>Food:4/10
>>Resources:5/10
>>Manufacturing:4/10
>>Trade:5/10
>>Morale:4/10
>>Wealth:4/10

>>Buildings: Tent camps, villages and towns of wood, mud and stone
>>Economy:Pastoral sustenance, wool trade, stone quarries
>>Culture:Folk rituals, varied bits of culture from host nations, widespread literacy
>>Technology: Metalworking, Masonry, Writing, Medical knowledge
>>Government:Council of Elders, Religious law
>>Military: 2500 infantry, 200 horsemen, mountain training
>>Navy:None
>>Religion: Odeism


>A.Food production & growth
>B.Culture
>C.Construction
>D.Military
>E.Government & laws
>F.Exploration & colonization
>G.Research & development
>H.Navy(LANDLOCKED)
>I.Diplomacy & war
>J.Religion
>K.Trade & Finance
>L.Other
>>
>>3290745
J
>>
>>3290745
A
>>
File: tegaki.png (4 KB, 400x400)
4 KB
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>>3290745
C: Start getting fortifications so we can dig in and deal with the comming assaults.
>>
>>3290745
I. With our recovered wealth hire mercenaries from Eldas preferably crossbowmen, as many men as we can afford and march to war again.
>>
>>3290745
>I.Diplomacy & war
Give me blood or friendship
>>
>>3290758
This.
>>
>>3290758
Suppeoting
>>
>>3290758
support
>>
>>3290757
Supporting
>>
>>3290757
Support
>>
>>3290758
Sure why not
>>
File: crossbow4.jpg (90 KB, 304x570)
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>>3290789
A company of 150 crossbowmen from Marne was found available, lazing around in a border town between the crusader state and Eldas, no longer being needed in the desert. For 1 wealth per year, they'll offer their services in the war season.

Year 1010

>>Population: Above a hundred thousand, we believe
>>Food:4/10
>>Resources:5/10
>>Manufacturing:4/10
>>Trade:5/10
>>Morale:4/10
>>Wealth:3/10

>>Buildings: Tent camps, villages and towns of wood, mud and stone
>>Economy:Pastoral sustenance, wool trade, stone quarries
>>Culture:Folk rituals, varied bits of culture from host nations, widespread literacy
>>Technology: Metalworking, Masonry, Writing, Medical knowledge
>>Government:Council of Elders, Religious law
>>Military: 2500 infantry, 200 horsemen, mountain training; 150 mercenary crossbows
>>Navy:None
>>Religion: Odeism


>A.Food production & growth
>B.Culture
>C.Construction
>D.Military
>E.Government & laws
>F.Exploration & colonization
>G.Research & development
>H.Navy(LANDLOCKED)
>I.Diplomacy & war
>J.Religion
>K.Trade & Finance
>L.Other
>>
>>3290843
I
>>
>>3290843
I. Go to actual war now
>>
>>3290846
this
>>
>>3290843
I
>>
>>3290843
>>I.Diplomacy & war

War
>>
War it is, time is money and we can't waste any!
What will our general strategy be? It seems the mountaineers are loathe to resettle the western valley, keeping themselves to the north still, though their raiding parties have a dominant presence beyond the borders of our sentries.
A.Prepare for an open battle, try to draw them to a good position for it
B.Focus everything on eliminating their raiding parties
C.Force the pass as swiftly as possible, hit their settlements before they can gather
>>
>>3290870
A
>>
>>3290843

I
>>
>>3290870
C
>>
>>3290870
C.Force the pass as swiftly as possible, hit their settlements before they can gather
>>
>>3290870
>C.Force the pass as swiftly as possible, hit their settlements before they can gather
>>
>>3290870
B
>>
>>3290870

C
>>
>>3290870
C
>>
>>3290870
C
>>
An eye for an eye and a tooth for a tooth - such is our way! Give me three rolls for our swift attack.
>>
Rolled 5 (1d100)

>>3290901
>>
Rolled 60 (1d100)

>>3290901
>>
Rolled 23 (1d100)

>>3290901
>>
Rolled 22 (1d100)

>>3290901
>>
Their raiders saw through our movements and began harassing us at night, always staying close enough to be a threat, but using the terrain in such a way that even our riders weren't always able to catch them before they withdrew. They were an annoyance at best, but it slowed us down. Enough so that, though we managed to raid one enemy village, the second was evacuated and the third - the third is where we're now facing an army almost twice our number!

A.Hold the best possible position, we will bear through this by the Creator's will!
B.Don't just stand there - attack before they attack us!
C.Everyone run away!
D.Let the infantry cover the retreat of our cavalry, we must save our Elders and warn our people!
>>
>A
If it is God's will, we may perish. That is not our decision to make.
>>
>>3290933
A
>>
>>3290933
D
>>
>>3290933
>>B.Don't just stand there - attack before they attack us!
>>
>>3290933
A.
Focus on using the crossbowmen and cavalry to shatter their morale while we hold a shieldwall! Use any natural terrain to stop us from being flanked.
>>
>>3290933
A
>>
>>3290933
>A.Hold the best possible position, we will bear through this by the Creator's will!
>>
>>3290933
D:
Sometimes, it's just not worth fighting a losing battle, tactical withdrawal, cover the retreat and GTFO
>>
>>3290933
B
>>
First, the arrows, bolts, stones and spears will fly as the barbarians begin a war chant and approach.
We raise shields, put faith in our armour and our Lord - and the aim of the mercenaries.
-10 equipment -5 training +15 numbers Final DC:50
>>
Rolled 29 (1d100)

>>
Rolled 55 (1d100)

>>3290961
>>
Rolled 33 (1d100)

>>3290961
>>
Rolled 81 (1d100)

>>3290962
>>
Rolled 77 (1d100)

>>3290961
>>
Rolled 1 (1d100)

>>
File: 017.png (690 KB, 1656x1200)
690 KB
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>>3290968
>>
File: barbarian_charge.jpg (201 KB, 1191x670)
201 KB
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We exchange shots on roughly equal footing, but the mountaineers' charge is not deterred. We can only hope that our formation holds and allows our crossbows to keep hitting targets from behind the shieldwalls.
Same DC
>>
Rolled 39 (1d100)

>>
Rolled 35 (1d100)

>>3290979
>>
Rolled 38 (1d100)

>>3290979
>>
Rolled 34 (1d100)

>>3290979
>>
Rolled 68 (1d100)

>>3290979
YAMERO
>>
Rolled 33 (1d100)

>>3290979
>>
It's a rout. The best we can hope for is to save as many of our leaders as we can - damn these incompetent crossbows, you tell yourselves!
three rolls for getting survivors out
>>
Rolled 65 (1d100)

>>3290995
>>
Rolled 78 (1d100)

>>3290995
>>
Rolled 60 (1d100)

>>3290995
>>
>>3290995
RALLY YOU MAGGOTS
>>
The men of Odea ran for their lives faster than they ever could. The mercenaries were slaughtered, but a majority of your forces fell back to higher ground and rallied under the elders present. This is the last chance, the last line of defense.
-10 equipment -5 training +20 numbers
>>
Rolled 9 (1d100)

>>3291022
>>
Rolled 16 (1d100)

>>3291022
>>
Rolled 37 (1d100)

>>3291022
BREAK THEM
>>
Rolled 36 (1d100)

>>3291022
>>
Rolled 28 (1d100)

>>3291022
Rolling for my suicide before they get me ,
>>
File: Death.jpg (208 KB, 1920x1200)
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A single rider, with his dying breath, passed the message to the elders in Beta Odea.
The army was destroyed, killed or captured to the last man. The mountaineers could assail our any day now.
This is the darkest moment in our recent history, darker even than our turning at the gates of the Holy City perhaps. Harsh choices may have to be taken.

Year 1011


>>Population: Above a hundred thousand, we hope
>>Food:4/10
>>Resources:5/10
>>Manufacturing:4/10
>>Trade:5/10
>>Morale:2/10
>>Wealth:3/10

>>Buildings: Tent camps, villages and towns of wood, mud and stone
>>Economy:Pastoral sustenance, wool trade, stone quarries
>>Culture:Folk rituals, varied bits of culture from host nations, widespread literacy
>>Technology: Metalworking, Masonry, Writing, Medical knowledge
>>Government:Council of Elders, Religious law
>>Military: None
>>Navy:None
>>Religion: Odeism


>A.Food production & growth
>B.Culture
>C.Construction
>D.Military
>E.Government & laws
>F.Exploration & colonization
>G.Research & development
>H.Navy(LANDLOCKED)
>I.Diplomacy & war
>J.Religion
>K.Trade & Finance
>L.Other
>>
>>3291076
L. Other
Just fucking leave, EXODUS ELSEWHERE
>>
>>3291076

Kill Selves
>>
>>3291076
L.
Flee to Eldas, hopefully they will take us in
>>
>>3291076
D: Every man children woman old man fights, take whoever has ANY sort of experience will be recruited and rapidly trained to form a defensive force which will cover our retreat.
>>
>>3291076
Can we petition Elbas for aid, working underneath them as a vassal until we get the power to break free and form the kingdom of god?

Hows that?
>>
>>3291087
This
>>
>>3291087
Based
>>
>>3291087
Seems I shall support this, every man who can fight shall do so. We shall drown them in blood
>>
Three choices present themselves before us:
A.Push anyone who can serve into forming a militia to hold our lands
B.Leave this valley, a new exodus
C.Seek protection from Eldas in return for our loyalty
>>
>>3291116
A
>>
>>3291116
A
>>
>>3291116
C
>>
>>3291116
A.
>>
C
>>
>>3291116
D: Recruit anyone able, and get them ready for an exodus, more to protect us so when we leave we have actual protection and a somewhat standing army.
>>
>>3291116
B
>>
>>3291116
A
We're here now..all is God's will
>>
>>3291116
A
>>
>>3291116
B
>>
>>3291116
After some though I conside the point
C

Do not let pride end us
>>
>>3291116
Switch to A
>>
>>3291116
C.Seek protection from Eldas in return for our loyalty

the militia can still be made
>>
>>3291116
Switching to A.

Rather die on my feet then submit to someone else.
>>
>>3291116

lel we're done

A
>>
We had leftover weapons for about four thousand men. We've scraped together another few hundred from trading our last jewelry.
One autumn morning, we find one of the larger clans has left, taking their herds off east, possibly to cross into Elbas. The next few weeks, the same is repeated on numerous occasions, thousands abandon the valley overall.
We've prepared our militia as best as we can now - in early winter, the mountain barbarians have assembled a horde that encroaches into our valley. With makeshift weaponry included, we have seven thousand fighters we can put to defend our home. Lord granting strength, we shall endure these trials and prove our faith is true!

https://www.youtube.com/watch?v=3WKN0XF8-3Q

A possibly final battle, for Beta Odea itself.
-5 equipment -5 positions +5 numbers DC:45
>>
Rolled 81 (1d100)

>>
Rolled 25 (1d100)

>>3291204
STAND!
>>
Rolled 43 (1d100)

>>3291204
KILL ME
>>
Rolled 73 (1d100)

>>3291204
>>
Rolled 34 (1d100)

>>3291204
>>
Rolled 17 (1d100)

>>3291204
>>
Rolled 96 (1d100)

>>3291204
>>
File: slinger2.jpg (114 KB, 447x720)
114 KB
114 KB JPG
We have little besides slingers for skirmishing distance - the enemy has bows and a few of them have figured out how to use captured crossbows. They whittle down our numbers and force us to cede ground, so we can take cover - allowing them to advance forward with their main force.
Will we be delivered from these trials?

-5 equipment +5 numbers DC:50
>>
Rolled 27 (1d100)

>>3291235
>>
Rolled 46 (1d100)

>>3291235
>>
Rolled 64 (1d100)

>>3291235
>>
Rolled 68 (1d100)

>>3291235
>>
Rolled 84 (1d100)

>>3291235
>>
Rolled 99 (1d100)

>>3291235
>>
File: Burning_village.jpg (50 KB, 640x426)
50 KB
50 KB JPG
The outermost homesteads are lost to us. Some have lost their faith and are fleeing the battlefield. For some, it's a matter of finding their families and fleeing right away. Yet, some remain to try and stem the tide, though darkness grows and the light of hope seems dim.
-5 equipment +10 numbers +5 morale DC:60
>>
Rolled 88 (1d100)

>>3291267
d
>>
Rolled 26 (1d100)

>>3291267
>>
Rolled 2 (1d100)

>>3291267
>>
Rolled 29 (1d100)

>>3291267
fug
>>
Rolled 72 (1d100)

>>3291267
>>
>>3291267

we're jolly well fugged
>>
File: odea2.png (300 KB, 800x446)
300 KB
300 KB PNG
Some made it out. Many did not. Of them, most still survived - but lived as slaves. Beta Odea lived for barely a decade before the dreams of this ancient tribe were crushed...for now.
>>
>>3291306
https://www.youtube.com/watch?v=2c4hnA8jXwo
>>
>>3291306
Mission accomplished
>>
File: RevivalRaces2.png (5.01 MB, 4000x2000)
5.01 MB
5.01 MB PNG
The fate of one nation is sealed - but there are others in the world, others of whom we could speak in a future tale.
Whose story would you rather go through now? Vote with caution, consider and discuss options. We'll be back another day.
>>
>>3291345
Dumbasses who drink too much has my vote
>>
>>3291345
Angry peasants
>>
>>3291345
I'll support Really Angry Peasants
>>
>>3291345
Angry Peasants
>>
>>3291345

Dumbasses who drink too much
>>
>>3291345
Angry peasants
>>
>>3291345
Figured they'll just go live on islands instead
>>
>>3291345
Anything Candor would be good desu. Also the more stable the civ the better since this one kind of died because of a really shitty start.
>>
>>3291345
Angry Peasants.
>>
>>3291345
Angry religious people
>>
>>3291345
Angry religious people
>>
>>3291345
figured theyll go live on islands instead
>>
>>3291345
Angry Peasants
>>
>>3291348
>>3291367
2 for Dumbass Drunkards

>>3291455
>>3291528
2 for Angry Religious People

>>3291410
>>3291826
2 for Living on Islands

>>3291352
>>3291356
>>3291362
>>3291388
>>3291444
>>3292077
6 for Angry Peasants


(Just to make it easier on you bulgar)
>>
>>3291345
Really angry peasants
>>
>>3291345
>>3292095
+1 islands

are the battle rolls average of three against a dc?
>>
>>3291345
Dumbasses who drink too much
>>
>>3291345
Angry Peasants
>>
>>3291345
Woah, I cant believe this new civ basically already restarted

Now I can join

Voting
Drunk Dumbasses
>>
>>3292095
Fine going for dumbass drunks
>>
>>3291443
Vote drunks my dudes>>3291455
>>3291444
>>
>>3291528
Vote drunks so we aint asians
>>
>>3291345
Dumbasses who drink too much
>>
>>3291345
Dumbasses who drink too much
>>
>>3291345
Dumbasses who drink to much
>>
>>3291345
Dumbasses who drink too much
>>
>>3291345
Angry Peasants
>>
>>3291345
will buy and sell anything to get as rich as those guys up there
>>
>>3289473
Too rich for their own good
>>
>>3292095

Living on Islands
>>
>>3291345
Flip to dumbasses who drink too much :DDDDD

SLAVIC PRIDE WORLD WIDE
>>
>>3291345
Make that another vote for really angry peasants
>>
>>3291348
>>3292810
>>3291367
>>3292857
>>3292872
>>3293130
>>3293454
>>3293553
>>3293663
>>3293785
10 for Dumbass Drunkards

>>3291455
>>3291528
2 for Angry Religious People

>>3291410
>>3291826
>>3292708
>>3293747
4 for Living on Islands

>>3291352
>>3291362
>>3291388
>>3291444
>>3292077
>>3292163
>>3292826
>>3293665
>>3294718
9 for Angry Peasants

>>3293705
1 Buy and Sell

>>3293709
1 Too Rich
>>
The Dumin peoples - many a tribe with mostly similar tongues and, in olden times at least, cultures. This past century, shifts in the balance of powers have defined four notable nations within the lands of the Dumin - which of these is yours?

A.Ursir - a land recently conquered by a great warrior from the northeast - from Kalbröna - whose men came by sea and river into these lands and subjugated one tribe after another. This Kalbronian Konungr's domain stretches from the northern seas down into the heartlands of Dumin lands and he rules you local lordlings with an iron fist.
B.Olka - centrally located in the Dumin lands, these are the only Dumin who have accepted the faith of Candor, welcoming the missionaries of the Theophany over the past century and half, an effort which culminated in their recognition as a Kingdom. They have good relations with Eldas as well and hope to use this friendship with the more civilized kingdoms to advance their standing among the Dumin.
C.Mesia - when Eldas faced pressure from foreign invaders in the early 11th century, they struck alliances with one of the leaders of the seminomadic Fanagrian tribes. The aid of his mounted warriors was greatly useful in fending off the aggressors, but over time Eldas became too dependent on the prowess of these horselords - and thus, an ambitious mercenary leader turned on his former employers after the wars, conquering a swathe of land that now borders Candor to the southeast and Eldas to the southwest. The Kanas-Yuvigi of Mesia himself has recently accepted the faith of the Candorian church himself, but his nation is still one of many tribes with no common religion or even language at this point - yet one that holds great potential, if its leaders can play their neighbours off each other.
D..Dvoreshka - followers of pagan traditions, dvoreshkans live along the western coast, by the estuaries of two great rivers and represent the "Purest" of Dumin, having had the least amount of cultural and technological exchange with the Candorians. The great Knyaz of Dvoreshka can call a great number of tribesmen to his cause, being direct ruler over numerous tribes and now seen by many others as the one who can save them from the Ursir invasion.
>>
>>3297273
B
>>
>>3297273
Ursir. Let's hop on this conquest train wholeheartedly.
>>
>>3297273
D
>>
>>3297273
D
>>
>>3297273
D or A
>>
>>3297273
>A.Ursir - a land recently conquered by a great warrior from the northeast - from Kalbröna - whose men came by sea and river into these lands and subjugated one tribe after another. This Kalbronian Konungr's domain stretches from the northern seas down into the heartlands of Dumin lands and he rules you local lordlings with an iron fist.
>>
>>3297273
B.
>>
>>3297273
D
>>
>>3297273
A
>>
>>3297273
>A.Ursir - a land recently conquered by a great warrior from the northeast - from Kalbröna - whose men came by sea and river into these lands and subjugated one tribe after another. This Kalbronian Konungr's domain stretches from the northern seas down into the heartlands of Dumin lands and he rules you local lordlings with an iron fist.
>>
>>3297290
Change to D
>>
>>3297273
Change to A
>>
>>3297283
Only D
>>
>>3297292
change to D
>>
>>3297273
D
>>
>>3297273
>A.Ursir - a land recently conquered by a great warrior from the northeast - from Kalbröna - whose men came by sea and river into these lands and subjugated one tribe after another. This Kalbronian Konungr's domain stretches from the northern seas down into the heartlands of Dumin lands and he rules you local lordlings with an iron fist.
>>
>>3297273
A
>>
>>3297273

D
>>
>>3297273
A
>>
>>3295852
D
>>
>>3297273
>B.Olka - centrally located in the Dumin lands, these are the only Dumin who have accepted the faith of Candor, welcoming the missionaries of the Theophany over the past century and half, an effort which culminated in their recognition as a Kingdom. They have good relations with Eldas as well and hope to use this friendship with the more civilized kingdoms to advance their standing among the Dumin.
>>
File: Dvoreshka.png (402 KB, 4000x2000)
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Great Knyaz Boril has called the bolyar nobility and other respected leaders in his lands to convene for the council - the Duma that chose him two years ago to lead Dvoreshka. This council meets rather irregularly in his court at Knezdvor, but it is Boril's belief that it may be time for the disparate tribes to organize more - word of the conquests of Hrork The Bear, that foreign invader, have reached us from up the Alga river. Many lesser tribes have fallen to him, between ours and his stand but a few now, though some believe he will at least slow down now that he has advanced so far from his homeland into Dumin lands. Nevertheless, Boril's court will likely be a livelier place starting from this year.


Year 1100

>>Population: Hard to say
>>Food:7/10
>>Resources:7/10
>>Manufacturing:5/10
>>Trade:5/10
>>Morale:6/10
>>Wealth:6/10

>>Buildings: Mostly wooden architecture
>>Economy: Sustenance farming, exporting metals
>>Culture:Folk traditions, spirit worship, alcoholism, oral tradition, moon calendar
>>Technology: Ironworking, masonry, sailing
>>Government: Semi-autonomous tribal confederation, elected lifelong Great Knyaz
>>Military: Irregular militia; 1000 men under the Great Knyaz
>>Navy:River and coastal trade and fishing ships
>>Religion: Dumin paganism


>A.Food production & growth
>B.Culture
>C.Construction
>D.Military
>E.Government & laws
>F.Exploration & colonization
>G.Research & development
>H.Navy
>I.Diplomacy & war
>J.Religion
>K.Trade & Finance
>L.Other
>>
>>3297381
E.

Make a census
>>
>>3297387
Supporting
>>
>>3297381
E. Set up a small tax system on the tribes by the Great Kynaz to form a bigger army, use this yearly tax as a time to count our population too.
>>
>>3297387
support
>>
>>3297387
Agreed, can't properly tax people if we don't know how many they are.
>>
>>3297381
>I.Diplomacy & war

Send diplomats to other near tribes for create an alliance against Hrork
>>
>>3297381
>>F.Exploration & colonization
New mines near blatnik
>>
>>3297387
This
>>
>>3297387
>>3297389
>>3297392
>>3297393
>>3297399

This is a fucking waste of a turn
>>
File: writing1.jpg (2.5 MB, 3008x2000)
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2.5 MB JPG
The boyars had to seek out the counsel of the priesthood for this task. More specifically, the worshippers of the Stone, the Skalnovi, who are the only ones who widely make use of a system of writing upon stone. The volhs that worship the animal spirits and the durvids that worship the trees prefer to pass their knowledge by word of mouth instead.
The census, presented to the Great Knyaz after two years, counts a population within his realm of about one and a third million men, women and children.

>>Population: 1 300 000 (c.1102)
>>Food:7/10
>>Resources:7/10
>>Manufacturing:5/10
>>Trade:5/10
>>Morale:6/10
>>Wealth:6/10

>>Buildings: Mostly wooden architecture
>>Economy: Sustenance farming, exporting metals
>>Culture:Folk traditions, spirit worship, alcoholism, oral tradition, moon calendar
>>Technology: Ironworking, masonry, sailing, rare runic writing
>>Government: Semi-autonomous tribal confederation, elected lifelong Great Knyaz
>>Military: Irregular militia; 1000 men under the Great Knyaz
>>Navy:River and coastal trade and fishing ships
>>Religion: Dumin paganism


>A.Food production & growth
>B.Culture
>C.Construction
>D.Military
>E.Government & laws
>F.Exploration & colonization
>G.Research & development
>H.Navy
>I.Diplomacy & war
>J.Religion
>K.Trade & Finance
>L.Other
>>
>>3297424
G
>>
>>3297424
G
>>
>>3297424
>F
New mines by blatnik
>>
>>3297424
G
>>
>>3297424
>B.Culture
Sculpting
>>
>>3297424
>I.Diplomacy & war
We need allies.
>>
>I.Diplomacy & war
>>
>>3297424
G
>>
What technological advancement should we seek?
A.Agricultural
B.Naval
C.Architectural
D.Writing
E.Other
>>
>>3297449
>A.Agricultural
>>
>>3297449
Animal husbandry
>>
>>3297449
D
>>
>>3297449
D
>>
>>3297449
D
>>
>>3297449
C
>>
>>3297449
D.
>>
>>3297449
D
>>
>>3297449
>A.Agricultural
>>
>>3297449
D
>>
We've seen the need for a system of writing. What the skalovni have is insufficient - we could try to take what they've made and refine it, however, making the boyars learn it so we can have at least the responsible class of our society be able to write messages and keep numbers. Alternatively, we could seek the knowledge of other lands...
Merchant caravans that visit Olka in the east say that there are efforts to spread literacy among their people. The Dumin languages have their own specifics that make them differ from others. According to the rumours, Eldan and Candorian scholars were competing for their own proposals to the King of Olka, but in the end the latter won out. Candor and Eldas have some differences in their ways of writing, though the exact details are unknown to us. They say the Candorians used the pressure of their faith being accepted in Olka to win over the Eldans, whose scholars had made an adapted version of the Eldan writing, better suited for Dumin languages.

A.Improve upon our own writing - we need no foreign aid
B.Seek to adopt the writing that Olka now has. Though now worshipping foreign beliefs, their speech is not too dissimilar from ours.
C.Seek out the scholars of Eldas instead
>>
>>3297498
A
>>
>>3297498
A
>>
>>3297498
A
>>
>>3297498
B
>>
>>3297498
>B.Seek to adopt the writing that Olka now has. Though now worshipping foreign beliefs, their speech is not too dissimilar from ours.
>>
>>3297498
C
>>
>>3297498
B.Seek to adopt the writing that Olka now has. Though now worshipping foreign beliefs, their speech is not too dissimilar from ours.

They are our closest trading partner, having their alphabet would make it easy for us to trade.
>>
>>3297498

let's facilitate the flow of information between our people

B
>>
>>3297498
B
>>
>>3297498
A
>>
>>3297498
A
>>
>>3297498
>B
>>
>>3297508
Changing to A
>>
>>3297498
Changing to b
>>
File: missionaries.jpg (30 KB, 640x461)
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Some delay in the task was owed to distance and the communication between the Theophantic churches and the Knyaz. In 1104, an event that shook many in Knezdvor occured - a large caravan arrived from Olka - priests from our neighbourly nation as well as one of the senior leaders of that faith from Candor himself, a direct subordinate to the Theophant. The caravan was armed and brought some modest amount of gifts from abroad, but most importantly - books and knowledge. The price for this deal became apparent soon after - the Knyaz agreed to personally take on the faith of Candor, being given the name of the current Theophant - Gregor. Styling himself as Grand Knyaz Boril-Gregor now, our leader has allowed the establishment of a mission in his court city, though this new faith will not be forced upon his people or be absolutely required for those who wish to learn to read and write. This compromise of a solution is the only thing keeping our own priests from starting a revolt right now. Another reason for it comes from the outside - Hrork's armies have extended the borders of Ursir up to ours now, in the spring of this year the last of the buffer-zone tribes was subjugated.

Year 1104

>>Population: 1 300 000 (c.1102)
>>Food:7/10
>>Resources:7/10
>>Manufacturing:5/10
>>Trade:6/10
>>Morale:4/10
>>Wealth:6/10

>>Buildings: Mostly wooden architecture
>>Economy: Sustenance farming, exporting metals
>>Culture:Folk traditions, spirit worship, alcoholism, oral tradition, moon calendar
>>Technology: Ironworking, masonry, sailing, rare runic writing, Candorian alphabet
>>Government: Semi-autonomous tribal confederation, elected lifelong Great Knyaz
>>Military: Irregular militia; 1000 men under the Great Knyaz
>>Navy:River and coastal trade and fishing ships
>>Religion: Dumin paganism; Theophantic mission in the capital


>A.Food production & growth
>B.Culture
>C.Construction
>D.Military
>E.Government & laws
>F.Exploration & colonization
>G.Research & development
>H.Navy
>I.Diplomacy & war
>J.Religion
>K.Trade & Finance
>L.Other
>>
>>3297545
>I.Diplomacy & war
>>
>>3297545
L: Purge Theopantics and reform the old ways, we shall not change for outsiders! We shall stick to the old ways!
>>
>>3297545
D
>>
>>3297545
D
>>
>>3297548
supporting
>>
>>3297545
E. Begin establishing a series of taxes on trade, mines and liquor to fund an army.
>>
>>3297545
D. Military
Prepare our men for war. Raise more troops.
>>
>>3297548
Supporting this to remain based Pagans.
>>
>>3297554

D
>>
>>3297545
D

Raise a proper army and prepare for war
>>
>>3297547
change to D
>>
>>3297545
>D
>>
The Knyaz, being the head of the Yantar tribe(which rule nearby villages and control the amber production) has supplemented the small force traditionally serving the Knyaz - which is made up of the boyars who live in Knezdvor itself and its attached villages. A thousand men all in all, a third of them on horse, are what he leads. The finer ones among them(which is to say, the more affluent) have armor of iron; The weaponry is also iron for most, the richest have steel. Besides this - the Druzhina of the Knyaz - no other standing force exists; The villages, towns and tribes of Dvoreshka have various local rules for how much training the men get, how many weapons are kept and so on; Generally, every community can put out some amount of militiamen and in previous wars they've been mustered - that, after all, is the main purpose of the Knyaz and this entire confederation he leads, to guarantee mutual defense and aid each other in raids against neighbours.
Of the warriors of Ursir we know little - they have a large amount of boats that can sail the great Alga river; Their core are foreigners from a distant land, those of Hrork's people; As they've expanded, their army has been supplemented by various locals from the lands they've conquered.

What do you propose should be done now, bolyars of the realm?
>>
File: fortification9.jpg (664 KB, 3026x1526)
664 KB
664 KB JPG
>>3297567
As for fortifications, the major towns of Dvoreshka have wooden walls, towers and gates, stockades, earthen works. Villages may have palisades usually; In larger towns, a separate system of fortification may have been established for a core, around the ruler's home - the court in Knezdvor is an example.
>>
>>3297567
We should focus on improving the state of the local militias by have the local Bolyars giving them time off to train along with creating a law forcing the Bolyars to keep an adequate amount of iron weapons for their men. We should also reach out to Olka for assistance in combating this menace.
>>
>>3297567

Begin assembling the militias and other troops to train as a singular fighting force.
The Kynaz will be it’s leader with the boyars and chieftains skilled in war helping to pass commands onto the soldiers
>>3297573
And this
>>
>>3297573
support
>>
>>3297573
This
>>
>>3297573
Sure why not
>>
>>3297573
Support
>>
>>3297573
>>3297573
>>3297572
Backing
>>
Without any radical changes in our current methods, we've simply agreed that all Bolyars will ensure the provision of weapons and adequate training times for the menfolk. A fair amount of days in the year are idle days for farmwork after all.
Olka has agreed to strike a defensive alliance with us - if either nation should be attacked by Ursir, the other would come to their aid.

Year 1105

>>Population: 1 300 000 (c.1102)
>>Food:7/10
>>Resources:7/10
>>Manufacturing:5/10
>>Trade:6/10
>>Morale:4/10
>>Wealth:6/10

>>Buildings: Mostly wooden architecture
>>Economy: Sustenance farming, exporting metals
>>Culture:Folk traditions, spirit worship, alcoholism, oral tradition, moon calendar
>>Technology: Ironworking, masonry, sailing, rare runic writing, Candorian alphabet
>>Government: Semi-autonomous tribal confederation, elected lifelong Great Knyaz
>>Military: Regulated militia; 1000 men under the Great Knyaz
>>Navy:River and coastal trade and fishing ships
>>Religion: Dumin paganism; Theophantic mission in the capital


>A.Food production & growth
>B.Culture
>C.Construction
>D.Military
>E.Government & laws
>F.Exploration & colonization
>G.Research & development
>H.Navy
>I.Diplomacy & war
>J.Religion
>K.Trade & Finance
>L.Other
>>
>>3297604
E
>>
>>3297604
B
>>
>>3297604
K. See about increasing our trade with Olka and by them the rest of the world, there are many impressive technologies that we are missing out on that we could acquire this way. Even access to such interesting weapons as crossbows and the ever impressive wines of Candor!
>>
>>3297613
Changing to this
>>
>>3297604
B
>>
>>3297604
B
>>
>>3297604
J: Dab on non-pagans
>>
>>3297604
B
>>
>>3297613
Support
>>
>>3297613
support
>>
>>3297618
Changing to B
>>
>>3297613
Subborto
>>
B
>>
>>3297604
B
>>
>>3297613
Support
>>
>>3297613
>>3297604
backing
>>
What can one say about the culture of our people? Many towns and villages have their own little traditions, but what is common among most is a love for dance, singing, storytelling and of course - drinking. In the south, especially around Viongradets, grapes are grown and used to make wine; Everywhere, beer made of barley is widespread; As more of a delicacy, those regions where honey is produced - mostly the north - also have some amount of mead produce. Alcohol brings taste to liquid and merriment to the spirit.

What do you think should be spread as a cultural idea among our people?
>>
>>3297650
Make a habit of writing down our religious folklore and developing some other things, spreading these out to keep our culture strong
>>
>>3297654
Supporting
>>
>>3297650
A simple spring festival named after Boril-Gregor, a time for young lovers to meet and for all to celebrate surviving another winter! This shall be a celebrated with feasting, dancing and drinking!
>>
>>3297650
Write down our religious teachings and stories instead of mostly relying on oral tradition. It will make our religion have more staying power instead of getting washed away by codifed not!christianity.

>>3297654
Basically this
>>
>>3297656
good with me
>>
>>3297654
>>3297657
This
>>
>>3297654
>>3297656
Both of these
>>
>>3297654
This
>>
>>3297654
This
>>
>>3297657
>>3297654
>>3297650
backing
>>
>>3297656
This.

Also a drinking contest.
>>
>>3297656
support
>>3297674
and this
>>
>>3297656
Support
>>
File: oraltradition.jpg (111 KB, 800x425)
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111 KB JPG
You go for both, a festival that will eternalize Boril-Gregor and having the literate among us try to write down the folklore and knowledge of our people. Writing material is expensive, all of it imported, and some among the cults to Woods, Animals and Waters are rather unwilling to entrust their wisdom upon parchment, a sentiment shared by many a baba, as there is a common belief that oral tradition keeps culture as a living, growing thing, with every generation adding their own small touch to a story that is told. Still, this is not some forcible measure and mostly just causes grumbling. The festivities and the current peaceful state of affairs make the general situation better than before and with time the grumblers will quiet down, we hope.

Year 1107

>>Population: 1 300 000 (c.1102)
>>Food:7/10
>>Resources:7/10
>>Manufacturing:5/10
>>Trade:6/10
>>Morale:5/10
>>Wealth:6/10

>>Buildings: Mostly wooden architecture
>>Economy: Sustenance farming, exporting metals
>>Culture:Folk traditions, spirit worship, alcoholism, oral tradition, moon calendar, Boril-Gregor festival, writing of tradition
>>Technology: Ironworking, masonry, sailing, rare runic writing, Candorian alphabet
>>Government: Semi-autonomous tribal confederation, elected lifelong Great Knyaz
>>Military: Regulated militia; 1000 men under the Great Knyaz
>>Navy:River and coastal trade and fishing ships
>>Religion: Dumin paganism; Theophantic mission in the capital


>A.Food production & growth
>B.Culture
>C.Construction
>D.Military
>E.Government & laws
>F.Exploration & colonization
>G.Research & development
>H.Navy
>I.Diplomacy & war
>J.Religion
>K.Trade & Finance
>L.Other
>>
>>3297689
K
>>
>>3297689
K. See about increasing our trade with Olka and by them the rest of the world, there are many impressive technologies that we are missing out on that we could acquire this way. Even access to such interesting weapons as crossbows and the ever impressive wines of Candor! We can even build a large market in Blatnik and have it be the doorway to our nation!
>>
>>3297692
support
>>
>>3297689
A
>>
>>3297689
>G.Research & development
Improve our alcohol
>>
>>3297692
Support
>>
>>3297689
>K.Trade & Finance
>>
>>3297689
G: Research and development.
>>
>>3297692
support
>>
>>3297695
support
>>
The establishment of a large market in Blatnik gives the town more importance now - previously, it was considered the least advanced of the market towns, even with its position in the nation, because trade was mostly internal and Blatnik is not a major producer of any highly desirable goods at the moment, plus it's next to the swamp. Trade with Olka will make advancement faster and connect us to the wider world better now, where before we were considered a backwater due to our location.


Year 1108

>>Population: 1 300 000 (c.1102)
>>Food:7/10
>>Resources:7/10
>>Manufacturing:5/10
>>Trade:7/10
>>Morale:6/10
>>Wealth:6/10

>>Buildings: Mostly wooden architecture
>>Economy: Sustenance farming, exporting metals
>>Culture:Folk traditions, spirit worship, alcoholism, oral tradition, moon calendar, Boril-Gregor festival, writing of tradition
>>Technology: Ironworking, masonry, sailing, rare runic writing, Candorian alphabet
>>Government: Semi-autonomous tribal confederation, elected lifelong Great Knyaz
>>Military: Regulated militia; 1000 men under the Great Knyaz
>>Navy:River and coastal trade and fishing ships
>>Religion: Dumin paganism; Theophantic mission in the capital


>A.Food production & growth
>B.Culture
>C.Construction
>D.Military
>E.Government & laws
>F.Exploration & colonization
>G.Research & development
>H.Navy
>I.Diplomacy & war
>J.Religion
>K.Trade & Finance
>L.Other
>>
>>3297705
>G.Research & development
>>
>>3297705
J
>>
>>3297705
G
>>
>>3297705
>D.Military
>>
>>3297705
>G.Research & development
>>
>>3297705
G
>>
>>3297705
G
>>
>>3297705
g
>>
>>3297705
C
>>
>>3297705
G
>>
Our next major trade mission to Olka will seek to bring back knowledge that will help us advance in an area - but which one?
A.Agricultural
B.Naval
C.Architectural
D.Military
E.Other
>>
>>3297724
B
>>
>>3297724
C
>>
>>3297724
A!
>>
>>3297724
>A.Agricultural
>>
>>3297724
B
>>
>>3297724
>D.Military
>>
>>3297724
A/E
Agricultural stuff or herbs and remedies from afar
>>
>>3297724
>>3297724
>B.Naval
>>
>>3297724

A
>>
>>3297724
A
>>
>>3297724
A
>>
A
>>
C
>>
File: farm1.jpg (35 KB, 460x276)
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35 KB JPG
An exchange of crops, animals, small tools and common practices is occuring between Dvoreshka and Olka. Various vegetables and fruit are introduced to our lands among other things, but perhaps most valuable is the pride of the Olkan people - the potato. It can grow in many conditions, it is easy to plant, easy to turn into food once harvested.
There will be no faction creation yet, perhaps once you've established the rudiments of a political system. This was the last turn for the day, feel free to vote and we'll be back at some point later this week.


Year 1110


>>Population: 1 300 000 (c.1102)
>>Food:8/10
>>Resources:7/10
>>Manufacturing:5/10
>>Trade:7/10
>>Morale:6/10
>>Wealth:6/10

>>Buildings: Mostly wooden architecture
>>Economy: Sustenance farming, exporting metals
>>Culture:Folk traditions, spirit worship, alcoholism, oral tradition, moon calendar, Boril-Gregor festival, writing of tradition
>>Technology: Ironworking, masonry, sailing, rare runic writing, Candorian alphabet
>>Government: Semi-autonomous tribal confederation, elected lifelong Great Knyaz
>>Military: Regulated militia; 1000 men under the Great Knyaz
>>Navy:River and coastal trade and fishing ships
>>Religion: Dumin paganism; Theophantic mission in the capital
>>Crops:Rye,Wheat,Barley,Oats, Potatoes, Cabbages, Onions, Peas,Beets, Cucumbers,Apples,Grapes,Berries
>>Animals:Sheep, Goats, Chickens, Pigs, Cows, Donkeys, Horses


>A.Food production & growth
>B.Culture
>C.Construction
>D.Military
>E.Government & laws
>F.Exploration & colonization
>G.Research & development
>H.Navy
>I.Diplomacy & war
>J.Religion
>K.Trade & Finance
>L.Other
>>
>>3297778
F
>>
>E.Government & laws
>>
>>3297778
E
>>
>>3297778
switch to E
>>
>>3297778
>E.Government & laws
>>
>>3297778
>D.Military
>>
>>3297778
E
>>
>>3297778
A
Vodka
>>
>>3297778
A
>>
>>3297778
E
>>
>>3297778
>>E.Government & laws
>>
>>3297778
E
>>
File: DvoreshkaLands.png (501 KB, 4000x2000)
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Dvoreshka is a nation founded a century and a half ago with the alliance of numerous tribes in the region; It expanded over time slowly and established itself as the major player in these western lands. It has no formal code of laws, but there are a few separate laws, written or not, which are recognized:
Land can be communally owned by villages or the property of individuals. Boyars are those men who hold a significant amount of land for themselves, which will almost always mean they employ workers for that land - or in rare cases thralls captured from raids into other lands. The duty of those with such wealth is to provide military service - themselves , their family and commoners who live under their protection, their subjects - often times those who lost their own property or standing through misfortunes and have had no other choice. A force that can be reliably called upon for war is needed, thus when a man's land and property is large enough to be considered boyar, that becomes a specific title that can be passed to the first son of the boyar - private property is otherwise split among the many heirs of a man, which would harm the existence of the boyars as a warrior class. Thus, sons after the first will only recieve land if it would be enough for them to become boyars of their own.
Above boyars, there are five knyaze, who hold entire towns and surrounding lands and resources as their own - these are the rulers of Sekorek, Blatnik, Serebrin and Vingradets, as well as Yantar- our Great Knyaz's own. The first Great Knyaz chosen was an ancestor of Boril-Gregor, who gave part of his own land for Knezodvor to be built to act as seat of the Great Knyaz, whoever they may be. Knyaze will usually have boyars serving under them, holding parts of the land and providing military service. In addition, the four cults - to the Earth, Woods, Animals and Waters - each have their holy sites which belong to them alone.
The Duma is a council of the knyaze, boyars, great priests and other important community leaders, which exists primarily to elect a Great Knyaz, who is supreme warleader and diplomat of the nation. It is Boril-Gregor's will that the Duma be more active as a council than it was in previous generations, to help him with rulership.
Beyond these matters of governance, topics such as crime and punishment, marriages and so on are handled by local communities most often.

What do you wish to see changed about the way your nation works?
>>
>>3299879
Establish a formal code of laws that hold sway over the entire nation along with formalizing the land claims of all the tribes within the land raising new Boyars.
>>
>>3299879
Have the Duma gather at a set time every year to vote on laws, discuss politics, worship the gods and have a huuuge feast at the end.
Also, have our writing-people write down the common practices regarding laws, crime and punishment in the realm. From this pile of papers a rough Law for our people can hopefully be formed.
Other than that, stuff seems fine.
>>
>>3299920
Support.
>>
>>3299913
Supporting this and the Duma meeting>>3299920
>>
>>3299920
*worship the spirits
but supporting this
>>
>>3299879
Increase Knyazes' power as opposed to the boyars, thus centralizing the state
>>
>>3299920
support
>>
>>3299913
this

and the Duma meeting
>>3299920
>>
>>3299913
To do that wed need to establish a group that would enforce said law.

Otherwise why would a Boyar respect them?
>>
>>3299945
We have the Grand Kynaz
>>
>>3299920
>>
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The Great Knyaz has assembled a number of literate men in his court now, who over the next years will be working on compiling the laws of the land and establishing common ones from them. The Duma will become a regular assembly and we will begin handling the matter of land disputes.
To clarify on another matter, our Knyazdom has no currency or taxation. Wealth is created through ownership of land and the produce of said land being traded with others for goods and services.

Now, until the next game session begins on Saturday, it's faction creation season. Consult with me in the discord first and foremost about your concept. If you wish to be one of the four available Knyaz titles, say which one; Most likely, you'll have to compete with someone else for that title, in which case the dispute will be handled by best of three rolls against each other. Besides a knyaz, you can be a boyar ruling some of the unclaimed territory as your own, you can be one of the four cults or any other interesting concept that can work. All of this will be handled on the discord server - when a faction is greenlit, it will be announced in the thread.
https://discord.gg/B9yNdxh
>>
>>3300017
The Forest Cult
Devout worshipers of the trees, the forest cult are fanatically devoted to the protection and worship of the eldest trees in the forest. Spread thinly across the main forest that they reside in, many members of the forest cult are primitive hunters who maintain the land around them as shepherds as well as living off of it. Occasionally they'll head into town to talk to hunting/lumber groups, to share tales, trade animal furs, or trade rare edible plant materials/drugs to the populace. Otherwise, they are reserved to many scattered areas across many forests, centered around the eldest and grandest trees in the area. The elder babas and wise sages of the cult regularly take natural drugs to allow them to commune with these forest spirits, gaining their infinite wisdom and learning how best to protect the forest, which usually involves putting religious markings on the bark of the oldest trees which serves as a sign to lumberjacks to avoid cutting these down.

Assets: Forest spirit communing, natural drugs, knowledge of nature, wise elders
>>
>>3300017
The cult of Animals, worship just that animals, by and large, they live in anprim way, being a very backwater group, they commune with the forest through ritualistic dances, usually including sword dancing, hunting isn't something that's usually among them but it is allowed if the situation is honorable, meaning only one on one, and honest meaning no poison or anything like that. They embrace each major animal and its spirits, this includes the bear, the boar, crow, wolf, eagle, and Fox are all worshipped equally although one of the two current leaders Varg, focuses on them quite a bit, something which is criticized by Klas, and keeps him from grabbing all the power of the group.

Priests are called Volh, and are the ones who do most of the rituals but may sometimes bring up others to let them aid them in their communication, through journeys to hard places or drugs.
The new developments of religion have caused outrage, protesting against such things. They focus mostly on fighting back the influence for now, But a recent group in the Cult wants to take up arms, recently emboldened by support from Varg.

While they aren't militant there are fanatics promoting anti-theopantics ideas
They organize more like a terrorist group, operating in lots of cells being spread out across the country, while this leaves them disorganized it also makes them very hard to track down the leadership, meeting in different places, usually houses dug into the hills or making journeys up the mountain for meetings.
Assets: Lots of hiding places, obscure locations, lots of fanatics, Animal communication, Great spirit worship.
>>
>>3300017
The Samograds
The Samograd tribesmen are a rough band of hillmen and forresters, tending crops planted in poor soil and herding meager herds of gangly goats. Their hamlets and farmstead scattered in the terrain to the southwest of Blatnik, their only notable ressource being the ability to field a decent number of axe-wielding ruffians (for as long as the chief’s supply of ale last that is).

They are known for being a poor, quarrelsome lot seemingly incapable of not immediately spending whatever gold they somehow get their smelly hands upon. But as a samograd will insist upon, wealth is not everything in this world, their clansmen ever eager to brag about their warriors being the most daring, their women the most beautiful and their storytellers superior in skill to all others. Quick to laugh and sing, they are (unfortunately for themselves) also quick to anger, eagerly resorting to waving their seax about whenever their feelings get hurt or when out of alcohol.

Their heir apparent being a convert to a foreign faith does worry some of their elders, but not too much, the old ways are strong after all.
>>
>>3300017
The Cult of Water
(The Vodniki)

Worshippers of what they call the lifeblood of the world, a large amount of the cults presence resides in or near their holy site, Vodniki, though wherever water may be they can be found. The main worship of the cult is to the water beings and spirits who according to the cult, reside in bodies of water, be it sea or swamp. They say these beings, while powerful and sometimes fierce are kind and help nurture the body and crops of those who pay tribute. Because of this, the cult takes violent action against any who poison or corrupt the flow of water, seeing it as an attack on life itself. The title of Caretaker of the Waters is usually given to those who devote themselves to tending to certain, specific bodies of water and their spirits.

Most of not all of the Caretakers of the sea waters are male, many believing that no mortal women could handle the fierce and sometimes unforgiving waves. Many of the inland caretakers however are female, many believing they are better suited to care for the freshwaters, as it is the life giver to all. The cult is rather passive most of the time, many working as fisher men or simple farmers. They help out those less fortunate if possible, many more than willing to share their blessed water with others.

The recent foreign mission has been viewed as an attack, many of the worshippers saying that these foreign influences wish to destroy the old faiths and push their new one upon us.

Assets:
-Volnutes
-Large amount of worshippers/Caretakers
-Various tiny camps on the coast and inland bodies of water
-Fishing boats
>>
>>3300017
Tribe of Vyat:
Settled by the coastline west of Svetales, the Vyati have always been undividedly devout followers of the Durvid. It is natural as the Durvid tend to the Vyati Ancestral Tree, one of eldest along the edge of the forest, which they consider to be sacred to their people. It was planted when the Vyati first journeyed north at the spot where their ancestors originally met the followers of the forest. It is considered an important rite of passage to visit the Ancestral Tree and commune with their forefathers when coming of age or just before their first raid. The greatest honor among their people is to be recognized for your efforts and buried among it's roots when you inevitably perish.

They are concentrated in the coastal town of Celllom though many farmsteads dot the plains inbetween there and the forest's edge. Great value is placed upon honor with duels over personal slights commonplace among their foolhardy youths. To dishonor yourself by lying or breaking your word is paramount to committing murder in their eyes. Even greater is the pursuit of glory that drives their people to organize raids upon the Mochorans to the north. Each raid is met with a grand celebration for not only have they brought honor to the Vyati but their riches and thralls drive the economy of the people. This pursuit extends off the battlefield with all of their people driven to excelling at their chosen craft no matter the cost so that they too will be recognized and eventually interred with the ancestors. While some would consider them pessimistic, the Vyati simply view death as a transition between either being reborn once more or joining the ancestors in a blessed existence. It is much less taboo as a result with dying for one's people even being considered one of the most honorable actions a man can aspire to.

This burgeoning warrior culture has climaxed in the ascension of Boyar Stanimir who has begun organizing his people once more for a time of war.

Assets:
-Small Coastal Town
-Scattered Farmsteads
-Organized Raiders
-Durvid Advisors
>>
>>3300017
Tribe of Vedro
Mostly made by commoners and the Vedrotol themselves they are farmers and woodcutters to the south of Serebrin. While not rich, intelligent or powerful they have with perseverance and fatigue carved from the forest and swamp their lands. They are followers of Volh but as the priests have seen many times they can t grasp several concepts of their faith. Still the tribesman of Vedro love their religion and give it an important position in their lives while not working, training or drinking. In regards to unbelievers they find it absurd, that someone else could not pray to Vohl or one of the other 3 great spirits. They wonder if they will have ever time to talk with one of this southerners and their "great god".

Assets : village of Vedro, farmers and woodcutters. Boyar of a small part of the lands south of Serebrin and west of Zverasbor (claiming).
>>
>>3300017
The Plavinsks

The source of the river that flows out to Vingradets is of course the mountains. The western portions of the slopes occupied by a hardy group of people known as the Plavinsks, who in recent years, have descended into the area of land north of the river and south of the swamp bordering it. They regard outsiders with suspicion, regardless of where they hail from, and view wine as one of the few things they cherish. As such, when offered some great booze by a few Theophantic stragglers from the south, they were not going to say no. And it would be rude to not hear out the faiths of these honored guests, yes? Well, god and drink came hand in hand, and as such, in recent years, the Plavinsks are one of only a few tribes who have taken up the new faith. Perhaps in time they will clear the swamp, perhaps in time they will trade on the river. Or, perhaps, they will sit there and drink, nothing changed but whose name they swear when they are more than a little red in the face.

Assets:
- Poor Vineyards
- Small Farmsteads
- Small amount of fishermen
- Knowledge of the mountains
>>
The Reka Meda is a central interior territory occupying the Poyushcheye Boloto, or the Singing Swamp, which is called that for the loud buzzing of the bugs within it.

A small territory of hunters and the land is not as arrable as other tribes, its main claim is its honey farms/

The bee, also known as Baba Drotik to the locals, is especially prevelant in the area, where it is believed to have blessed its Rye crops in exchange for the bi monthly slaughter of a goat. In reality the harvest was just good because of cross polination. This however does not prevent their reverence and fear of the insect, who they believe can take human form to punish the unworthy and guide the weak but willing. Honey is their main cash crop and the rite of passage for a male is to grab a bee hive and escape with the bees subdued but the hive intact, usually by jumping into the river. Smoke is used in this ritual as they believe the burnt meal placates the bee's anger (again, not true). The Cult of Animals is strong in this Plemya.

This rite has a lot of serious injuries, however it does help simplify their rite of succession for anyone unable or unwilling to "Retake the Castle" is unworthy to own one, IE is excluded from inheritence.

Due to the pain of this rite and their own bordering territory the Reka Meda make decent soliders.

While Anton "Bloodfist" Pcela is the current Bozar, the true power lies with his grandmother Baba Pcela. The Bozar, whose title comes not from his accolades in battle but his permanetly scarred fists, reddened from wasp stings, simply controls the land. The Household, the Reka Meda say, belongs to the Baba.

Assets
-bees
-Small millitia
-poor tanneries
-poor meaderies
>>
>>3300017
Jareks adventures around the lands of the Dumin and time in the court of the Great Knyaz have given him the push needed to Start striving even further. To do this he’s returned to his home village by the swamp and others nearby to gather men of skill and ambition to join his Ventures.
Under his leadership this league worked within the city of Blatnik to make their mark. After a time of success and fruitful endevours Jareks league has become a major influence in the city and attempted to become boyar but relented after coming to an agreement with Blago Brutislav. Jarek refocused his efforts on claiming the Boyarship of Blatniks western hills
Faction name: Jareks League.
Assets:
-Skilled workers
-mercenaries for guardian caravans
-traders
>>
The Jutrodrvo clan have been around during the first Great Knyaz rulership, they earned their land for repelling a raid from an old tribal clan that used to exist in the northeast. After settling down the the Jutrodrvo failed at becoming alcohol producers, masons, and craftsman decided to try something no one has focused on, prostitution. They employed thralls and the poor as prostitutes while the family handled the administrative, maintenance, and protection part of the operation began selling their services until they manage to save enough wealth to open a brothel at the capital. After years of trial and erros they have became a well known brothel owner, the Jutrodrvo's mission is to bring pleasure to anyone willing to pay for it no matter what background is if your pockets are filled then you are welcome to join our place of establishment.

Current leader: Drazen Jutrodrvo

Assets:
- Brothel in the capital
- Experienced prostitutes
- Few guards

Skills:
- Intermediate prostitute coaches
>>
Fluff: The Moreshki Family have long been inhabitants of the city of Vingradets. They are shipbuilders and fishers. On occasion they have traded with the Uzheni tribes to the south, for whatever they offer. However their main profession is that upon the water. They build ships to trade and fish. They adhere to the teachings of the Vodniki as the water is where the Moreshki family feels at home on. Some people in their family are adventurous, and yearn to sail the seas north and south, and west as well... Hoping to find what lays beyond.

Assets:
-Ships (With Sailors)
-Experienced Fishers (Fishing equipment included
-Experienced Shipbuilders (Shipbuilding equipment included)
-A few traders
-Knyaze of Vingradets
>>
Deep in the outback rural regions of our civ, there lay a large community of farmers working together for co prosperity. There, the people are more conservative and old fashioned, not understanding this new "Neofantaismism" that all the young uns love. Here, the patriarch of the family can peacefully cut their fields early in the morning, drinking distilled Beastly Vodka to keep the cold away. The main product of the region are wood and wood burning accessories and a lot of the culture resolves around it.

Assets:
Cow powered field mowers
Several Breeds of Horses and Donkeys
50 wood cutters
20 Homesteads close together
Pyter's Wood and Wood Based Accessories
>>
Concept: Herbalist and Bookkeepers
Leader: Vagi Borege
A collection of the areas older herbalists, farmers, tradesmen, and even the odd warrior; some say the Borege family has been on their branch of the Alga River farming and plying their trades since long before Sekorek or Blatnik became a major town . Over time they’ve managed to secured a good standing among the people by always helping with sick and less fortunate and the family name borege which roughly means wrinkles from the older members of the family who have taught and cared for many of the towns youths.

Assets:
Few herbal farms and shops

Skills:
Healing techniques and knowledge
Bookkeeping skills
Kinda High Literacy Rate
>>
The Volny Family

In the southern mountains of Dvoreshka there is a small village founded by a family of merchants that trades in a delicacy highly influenced by the bigger nations, beer. The Volny Family has been trying to expand their influence to be able to sell their product to more and more villages.

The leader of the family officially takes the name of Brewmaster upon the death of his predecessor.

Current leader: 2nd Brewmaster Velimir

Assets:
-A brewery
-A small hamlet with a few farms
-A few caravans
>>
File: DvoreshkaBorders.png (595 KB, 4000x2000)
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Land disputes have been handled for the most part. The Duma looks to other matters now.

Year 1112


>>Population: 1 300 000 (c.1102)
>>Food:8/10
>>Resources:7/10
>>Manufacturing:5/10
>>Trade:7/10
>>Morale:7/10
>>Wealth:6/10

>>Buildings: Mostly wooden architecture
>>Economy: Sustenance farming, exporting metals
>>Culture:Folk traditions, spirit worship, alcoholism, oral tradition, moon calendar, Boril-Gregor festival, writing of tradition
>>Technology: Ironworking, masonry, sailing, rare runic writing, Candorian alphabet
>>Government: Semi-autonomous tribal confederation, elected lifelong Great Knyaz, Basic code of laws, Duma
>>Military: Regulated militia; 1000 men under the Great Knyaz
>>Navy:River and coastal trade and fishing ships
>>Religion: Dumin paganism; Theophantic mission in the capital
>>Crops:Rye,Wheat,Barley,Oats, Potatoes, Cabbages, Onions, Peas,Beets, Cucumbers,Apples,Grapes,Berries
>>Animals:Sheep, Goats, Chickens, Pigs, Cows, Donkeys, Horses


>A.Food production & growth
>B.Culture
>C.Construction
>D.Military
>E.Government & laws
>F.Exploration & colonization
>G.Research & development(Cooldown)
>H.Navy
>I.Diplomacy & war
>J.Religion
>K.Trade & Finance
>L.Other
>>
>>3310684
>D.Military
Invent a new tax earmarked for military spending so that our bigbossman can have a bigger standing force
>>
>>3310684
K. Send traders down to our Uzhnei cousins, we need more trader partners if our nation is to flourish
>>
>>3310693
>>3310684
backing
>>
>>3310684
D
>>
>>3310693
Me
>>
>>3310684
K
>>
>>3310684
C.Construction
Create a royal palace made out of stone for the Great Knyaz and a improve place for the meetings
>>
>>3310693
support, focus on sea trade.
>>
>>3310684
K
>>
>>3310693
Lets do this
>>
>>3310693
Supporting but with a focus on sea trade if possible.
>>
>>3310693
Support
>>
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Trade by land with the Uzhnei is slowed down by various natural barriers and is mostly between our border provinces up to the Uzhna river, with its swampy estuary. The people in these parts are a miserable lot whose main surplus product is peat and tar. Traders who cross the mountains in certain paths, reaching the Okovo lake valley find a rather beautiful area of many villages and roaming herder communities, centered around a town near the lake, whose name it shares. The locals sell a variety of animal produce and some herbs they grow, some of which they claim have medicinal properties, while others are more useful as spicing.
Sea trade further along the shores reveals a long coastline of well to-do communities in those lowlands, a good mixture of fields, pastures and forests, with clay pits being their main source of trade goods to offer. Our furthest-reaching ships find another river to the southeast and a larger town, comparable to one of our own coastal ports - it bears the name Olfa and is ruled by a Knyaz, being the richest and most powerful area among the Uzhnei. They sell tin, salt and oils as their most prominent trading goods and have contact with Olka to their northeast, while in recent years claim to have heard of vile raiders from the Shlin mountains to the east-southeast of them.
>>
And the other part, right


>Year 1113
>>>Population: 1 300 000 (c.1102)
>>>Food:8/10
>>>Resources:7/10
>>>Manufacturing:5/10
>>>Trade:8/10
>>>Morale:7/10
>>>Wealth:7/10
>>>Buildings: Mostly wooden architecture
>>>Economy: Sustenance farming, exporting metals
>>>Culture:Folk traditions, spirit worship, alcoholism, oral tradition, moon calendar, Boril-Gregor festival, writing of tradition
>>>Technology: Ironworking, masonry, sailing, rare runic writing, Candorian alphabet
>>>Government: Semi-autonomous tribal confederation, elected lifelong Great Knyaz, Basic code of laws, Duma
>>>Military: Regulated militia; 1000 men under the Great Knyaz
>>>Navy:River and coastal trade and fishing ships
>>>Religion: Dumin paganism; Theophantic mission in the capital
>>>Crops:Rye,Wheat,Barley,Oats, Potatoes, Cabbages, Onions, Peas,Beets, Cucumbers,Apples,Grapes,Berries
>>>Animals:Sheep, Goats, Chickens, Pigs, Cows, Donkeys, Horses
>>A.Food production & growth
>>B.Culture
>>C.Construction
>>D.Military
>>E.Government & laws
>>F.Exploration & colonization
>>G.Research & development(Cooldown)
>>H.Navy
>>I.Diplomacy & war
>>J.Religion
>>K.Trade & Finance
>>L.Other
>>
>>3310791
>>D. Military
>>
>>3310791
>C.Construction
>>
>>3310791
C. Construct a Great Hall for which the Duma will be held in, we shall employ only the most skilled artisans to make it a true tribute to your unity.
>>
>>3310791
B
>>
>>3310791
C
>>
>>3310791
C
>>
>>3310791
C. Construction
>>
>>3310802
but where would the duma hall be?
>>
>>3310791
C
>>
>>3310818
In our capital, pretty obvious
>>
>>3310802
This
>>
>>3310821
But we are a collection of territories, we don't have a capital.

And if we make it Yantar then that basically settles who the Great Knyaz is indefinitely.
>>
>>3310802

This desu
>>
>>3310851
Knezdvor is our capital, try reading the thread sometime
>>
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We're looking towards construction now, one specific proposal has been given, but hasn't recieved enough approval yet to be chosen by the Grand Knyaz.
What should we look to construct? While we do have masons and can build with stone and brick, almost all of our architecture uses wood simply because it is so plentiful and we are more used to it. Roads, to us, are those paths that are used quite often and as a result of feet and wheels treading upon them have become flattened and cleared - or, in the most extreme cases, saw some human effort in becoming such so that travel can be easier. Some settlements where property is more communal will have common granaries, but otherwise they are mostly private - every boyar worth their title will have at least one.
Bridges in our lands are wooden and are only good enough to serve for smaller rivers and brooks(unmarked on the map). The two great rivers are crossed by boat.
Fortifications are wooden walls, gates and towers, earthen works and moats.
The most notable structure, built, expanded and enriched over the past century, is the Grand Knyaz's court and palace, in which one wing has so far been used as the meeting place for the Duma. It is located on a hill overlooking most of Knezdvor and has its own outer defences, with one entryway that goes up the hill.

What do you propose be built, honourable members of the Duma?
>>
>>3310873
Make bridges and roads
>>
>>3310873
Construct a moat around Kenzdvor along with clearing a road from Vingradets to Blatnik.
>>
>>3310873
Work on improving our capital, giving it roads that are not made out of dirt, better pallisades and perhaps even some arrangement where feces are taken out to the fields by carts.
>>
>>3310873
Improve fortification mainly in the north
>>
>>3310883
Support this
>>
>>3310880
This
>>
>>3310883

Supporting
>>
>>3310873
Improve the roadwork in the nation throughout, particurally between the capital and knyaz holdings.
>>
>>3310880
Support
>>
>>3310880
Supporting.
>>
>>3310883
support
>>
>>3310883
Support
>>
>>3310883
Changing my vote to this.
>>
>>3310883
Subborto
>>
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Knezdvor will become a much nicer place, with planned development of roads that will actually be paved (eventually). The aim is to make transport go along more straight lines that lead towards important places; The walls will be expanded and include moats and stoneworks beneath the wood. A basic amount of sanitation will be established to clear out the worst of the filth in the city, out into the fields.
These bold plans of ours, being discussed now for the second year with some of them in development, are put to the back of the priority list.
Hrork the Bear's marauding armies have conquered all but one of the Mochoran tribes to our north. The last remaining tribe, that of the Jasiulins, fairly close to our northern border, have packed their belongings collectively and moved south. A skirmish between them and our own Vyat tribe has occured - the two have been hated enemies for many generations, being almost neighbours and warlike raiders. The fighting has been inconclusive and the Mochorans seemed to have pulled back for a bit - after which they sent riders with translaters to Knezdvor to negotiate. Towards the rest of Dvoreshka, they have been neutral in the past, open for trade. They ask for safe refuge and lands to settle in, whatever they can be given, offering to swear an oath of service towards the Grand Knyaz and to give their full aid in times of war - such that they say will soon be at hand with the Ursir who are conquering their homelands.
These Mochorans, we believe, are numbering in the thousands - and there could be more where they came from. What should our stance on this be?
>>
>>3311037
Let them in.
>>
>>3311037
Welcome them but settle them in the lands between Serebrin and Vingradets, we will need every man to face the Bear.
>>
>>3311037
I say we take them in. We got space enough to fit some more settlers.
>>
>>3311043
>>3311037
Backing
>>
>>3311037
Turn them away.
>>
>>3311037
Let them settle, but make sure they know that the rules of our nation must be followed and ask them to send a representative to our Duma meetings.
>>
>>3311037
Accept the poor refuges of course. What are we, bigots?
>>
>>3310927
Staminir demands that the Jasiulins convert to Dumin Paganism and that they apologize with gifts for the recent battles. Settle them to south after this and the Vyati swear upon their Tribe's honor to forgo any vengeance upon their people. If they do not, there will be blood.
>>
>>3311043
>>3311044
This
>>
>>3311037
As long as they convert.
>>
>>3311068
>>3311060
In our realm all men are free to worship whatever faith they desire, there will be no forced conversions.
>>
We've accepted these Mochorans in and found them land between Serebrin and Vingradets to settle them on. Mochoran religion shares all the cults we have, though this tribe brings a new one with them - a Sun Cult. Other, smaller groups of refugees keep coming in and soon enough, our entire northern border is with Ursir.


Year 1115
>>>Population: 1 300 000 (c.1102)
>>>Food:8/10
>>>Resources:7/10
>>>Manufacturing:5/10
>>>Trade:8/10
>>>Morale:7/10
>>>Wealth:7/10
>>>Buildings: Mostly wooden architecture
>>>Economy: Sustenance farming, exporting metals
>>>Culture:Folk traditions, spirit worship, alcoholism, oral tradition, moon calendar, Boril-Gregor festival, writing of tradition
>>>Technology: Ironworking, masonry, sailing, rare runic writing, Candorian alphabet
>>>Government: Semi-autonomous tribal confederation, elected lifelong Great Knyaz, Basic code of laws, Duma
>>>Military: Regulated militia; 1000 men under the Great Knyaz
>>>Navy:River and coastal trade and fishing ships
>>>Religion: Dumin paganism; Theophantic mission in the capital
>>>Crops:Rye,Wheat,Barley,Oats, Potatoes, Cabbages, Onions, Peas,Beets, Cucumbers,Apples,Grapes,Berries
>>>Animals:Sheep, Goats, Chickens, Pigs, Cows, Donkeys, Horses

>>A.Food production & growth
>>B.Culture
>>C.Construction
>>D.Military
>>E.Government & laws
>>F.Exploration & colonization
>>G.Research & development(Cooldown)
>>H.Navy
>>I.Diplomacy & war
>>J.Religion
>>K.Trade & Finance
>>L.Other
>>
>>3311089
>E.Government & laws
Invent the Army Tax
All the boyars of the realm will be required to annually send a set sum (be it in coinage or trade goods, we're flexible) to the court of the Grand Knyaz, this so our great ruler can afford to maintain a bigger guard and/or hire mercenaries should the need arise.
And just so we're clear, this will be in addition to existing requirements and expectations for boyars to contributing to the defense of the realm, not replacing anything.
>>
>>3311089
>D.Military
>>
>>3311094
Supporting
>>
>>3311094
>>3311089
Backing
>>
>>3311094
This.
>>
>>3311094
Fine...
>>
>>3311089
D
>>
>>3311094
Subborto
>>
>>3311094
Supporting
>>
>>3311094
Yeah sure, supporting
>>
>>3311095
Supporting
>>
>>3311089
Switching to d
>>
>The Zagadka
A Clan whom make their money being Smiths and building up communities around themselves and their trade. They seek to build a jewel of civilisation, one of stone and metal in balance with water and wood. The Zagadka have long lived in these lands in their scattered hunting camps which all return to feed the main settlements and feed the forge near the mountains. Their coastal town a mere means to sell and spread their works. In time they hope to improve their region
…............
>Current leader
Gedeon Blyaka

>Assets
-The Zagadkan Steppes
-A simple village at the mountain base where their Forge is

>Skills
-Smiths
-Good Builders
......

Also voting E... reluctantly
>>
Coinage does not exist yet, but it's been decided that one twentieth of the produce of every boyar or knyaz will go to the Grand Knyaz himself. That's every twentieth horse, sheep and ox, every twentieth bushel of grain, bar of iron, board of wood and so on. Without any taxmen to go along for this, what's accepted as a method of collection now is that every member of the Duma brings their respective tax with them when they come for the annual meeting. This tax of every twentieth means that that twentieth is property of the Grand Knyaz - so if you are not paying, you are stealing from him and the Grand Knyaz will have the right to come and collect with his army.

Year 1116


>>Population: 1 300 000 (c.1102)
>>Food:8/10
>>Resources:7/10
>>Manufacturing:5/10
>>Trade:7/10
>>Morale:6/10
>>Wealth:7/10

>>Buildings: Mostly wooden architecture, Basic urban planning(Knezdvor)
>>Economy: Sustenance farming, exporting metals
>>Culture:Folk traditions, spirit worship, alcoholism, oral tradition, moon calendar, Boril-Gregor festival, writing of tradition
>>Technology: Ironworking, masonry, sailing, rare runic writing, Candorian alphabet
>>Government: Semi-autonomous tribal confederation, elected lifelong Great Knyaz, Basic code of laws, Duma, Army tax(1/20)
>>Military: Regulated militia; 1000 men under the Great Knyaz
>>Navy:River and coastal trade and fishing ships
>>Religion: Dumin paganism; Theophantic mission in the capital
>>Crops:Rye,Wheat,Barley,Oats, Potatoes, Cabbages, Onions, Peas,Beets, Cucumbers,Apples,Grapes,Berries
>>Animals:Sheep, Goats, Chickens, Pigs, Cows, Donkeys, Horses


>A.Food production & growth
>B.Culture
>C.Construction
>D.Military
>E.Government & laws
>F.Exploration & colonization
>G.Research & development(Cooldown)
>H.Navy
>I.Diplomacy & war
>J.Religion
>K.Trade & Finance
>L.Other
>>
>>3311171
>H.Navy
boats are cool
>>
>>3311171
D.
Focus on improving the breeding of our warhorses and the training of the men who use them.
>>
>>3311171
>C.Construction
>D.Military

Fortifications in the north along with a shitload of traps in the forest.
>>
>>3311171
I
>>
>>3311182
I concur if threats are identified we must prepare
>>
>>3311180
This
>>
>>3311182
THis
>>
>>3311182
support
>>
>>3311182
This
>>
>>3311182
Subborting
>>
>>3311179
changing to support for the fortification-part of >>3311182 We need a few forts, watchtowers and beacons.
>>
>>3311198
>>3311182
backing
>>
>>3311182
Changing to this
>>
>>3311182
Agreed
>>
You wish to fortify, but what, where and how exactly do you envision these fortifications to be?
>>
>>3311221
North provinces with improved stone walls
>>
>>3311221
Wooden barricades and garrison along the northern region
>>
>>3311221
Our northern border will get a few forts with watchtowers and beacons. Early warning the priority.
The previously introduced tax can be used for maintaining garrisons and such.
>>
>>3311221
A series of towers with fires atop reaching from the northern border to a larger city. When one is set alight it shall start a chain of warning faster than any man can travel

Secondly those north of the river get better stone walls with staked ditches around them for additional defence
>>
>>3311221
Why don’t we just build a system of forts and watchtovers around the navigable parts of the river, maybe north or around the sekorek area? They are likely to sail down the river if they were to attack.
>>
>>3311237
>>3311240
support
>>
>>3311240
This
>>
>>3311240
support
>>
>>3311240
This
>>
>>3311237
>>3311221
backing
>>
File: unknown[1].png (84 KB, 1153x631)
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Rolled 29 (1d100)

A system of watchtowers will be established for the two directions of likely Ursir attacks. Settlements along the Alga river will be encouraged to improve their defenses as well.
Event roll
>>
File: Ursir1.jpg (381 KB, 1975x1111)
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Misfortune strikes, however. The construction of this warning system has only just been agreed on, many of the Duma members are still in the capital when urgent news reaches them - the Ursir have crossed the border, by boat for now, and have begun raiding and burning the outlying villages of the Sekorek Knyazdom. The town itself is yet to come under attack, but our boats in these waters are not safe at all, with message having been relayed by horse rider from Sekorek to Knezdvor - a rider at full speed may be faster than river boats, but they are without a doubt swifter than any army on foot. The Grand Knyaz can have his thousand men ready in a day, along with three hundred new recruits he has prepared and possibly several hundred others if given time, but what should we do?

A.Rally all forces from the nation to the capital
B.Rally all forces from the nation to march towards Sekorek immediately
C.The army of the Knyaz should be enough to handle this - send them to battle right now!
D.Negotiate
E.Other
>>
>>3311328
A.Rally all forces from the nation to the capital
>>
>>3311328
B
>>
>>3311328
A
>>
>>3311328
>A.Rally all forces from the nation to the capital
>>
>>3311328
B
>>
>>3311328
A
>>
>>3311328
>A
>>
>>3311328
A
>>
>>3311328
C
>>
>>3311328
A
>>
File: Ursir2.jpg (29 KB, 472x310)
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The Ursir ships reached as far as Knezdvor, but did not attack the capital itself -the Grand Knyaz thankfully deployed his own forces on the other side of the river, while newly arrived ones garrisoned the capital - this ensured that the area around the capital itself was spared from any damage, but most of the riverlands between Knezdvor and Sekorek were shown little mercy. Sekorek itself was not attacked and those who could sought shelter behind its walls - for two weeks the Ursir raiders ravaged the villages in the region until a more sizable force was assembled at our capital and began marching eastward, but by that time the marauders had filled their boats with plunder and thralls and began sailing back. We could do nothing to stop them at that point - but perhaps it will be time to retaliate soon...
>>
gib options
>>
We are towards the seventh moon's end now and have gathered a large force at Knezdvor: Those under the Grand Knyaz personally are his core thousand men, all with experience, training and at least average equipment. He has gathered another thousand from varied mercenaries, newer recruits and levies from his personal holdings. From nearby regions of Dvoreshka, we've gathered 100 boyars(well equipped horse riders all), 400 light horsemen and 5000 infantry, among whom few are armored. We can expect up to perhaps that many again to gather if we wait for all the boyars and knyaze to arrive. The larger the army, the slower it will move and the harder it will be to supply. Another two weeks or so may be necessary for the remaining confederates to arrive at Knezdvor, if we plan to wait for them.
The Ursir, without any warning or so much as sending a single envoy to us over the years, have devastated a dozen villages and harassed twice that many again with their raid. This calls for action - but what shall it be?
A.March with our army right away!
B.Wait another two weeks before we march off
C.Give ourselves a further month to prepare fully
D.Prepare for these two weeks, but send an envoy ahead now
E.Other
>>
>>3317769
C.
>>
>>3317769
A
"We need to march out the rest of the forces can gather at Knezdvor as a reserve force in case things go bad for the main army."
>>
>>3317769
>A.March with our army right away!
>>
>>3317769
C
>>
>>3317769
Switching to C
"On second thought. Let us amass the full might of dvoreshka and smash the barbarians."
>>
>>3317769
C
>>
>>3317769
C
>>
>>3317769
C
>>
>>3317769
C
>>
File: Dvoreshka.png (408 KB, 2000x1000)
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The Grand Knyaz plans to lead the army east, to Sekorek, gathering any reinforcements it finds along the way but not slowing down; Near Sekorek, he will cross the Skalinka river by bridge and then move up the Alga river's left bank, into Ursir territory. Further reinforcements will be assembling in Knezdvor as a reserve and to await orders. Do you wish to add anything to this plan?
>>
>>3317814
It is a fine plan
>>
>>3317814
"A solid plan. I am in favor of it."
>>
>>3317814
The plan is good
>>
>>3317814
>>3317819
"I concur, Im eager for revenge!'
>>
>>3317814
Support
>>
>>3317814
Sounds good
>>
>>3317814
The plan is good
>>
>>3317814
Lookin bretty nice
>>
>>3317814
A superb plan
>>
File: AlgaRiver.png (1.84 MB, 1697x1079)
1.84 MB
1.84 MB PNG
The way towards Sekorek is undisturbed. Knyaz Vuk provides quarters for the army to rest for a day and joins with his personal force of two hundred warriors, while the Grand Knyaz pens a letter and sends a group of riders with it towards Olka to alert them of the situation and to request their aid. Having gathered almost all of the nation's boyars and their levies, our force stands at over ten thousand strong.
The Skalinka is forded without issue in the late summer of 1116, after which the army of Dvoreshka crosses the border with Ursir. We enter lands populated by our fellow Dumin - in this border region, the locals have a very similar language and belief system to us and most have only lived under Ursir for a few years so far. What should our strategy be here?
A.Rouse the Dumin locals to fight alongside us - split our army up into several large groups to cover ground on this side of the Alga and liberate the nearby tribes before converging into one even larger force when Olkan reinforcements approach
B.Raid and pillage all the same, it's an eye for an eye
C.Keep going up the river until we find Ursir forces or fortresses to take on
D.Other
>>
>>3317886
A.Rouse the Dumin locals to fight alongside us - split our army up into several large groups to cover ground on this side of the Alga and liberate the nearby tribes before converging into one even larger force when Olkan reinforcements approach
>>
>>3317886
>A.Rouse the Dumin locals to fight alongside us - split our army up into several large groups to cover ground on this side of the Alga and liberate the nearby tribes before converging into one even larger force when Olkan reinforcements approach
>>
>>3317886
A
>>
>>3317886
>B.Raid and pillage all the same, it's an eye for an eye
>>
>>3317886
C

Strike at the heart of the savages
>>
>>3317886
>A.Rouse the Dumin locals to fight alongside us - split our army up into several large groups to cover ground on this side of the Alga and liberate the nearby tribes before converging into one even larger force when Olkan reinforcements approach
>>
>>3317886
>A.Rouse the Dumin locals to fight alongside us - split our army up into several large groups to cover ground on this side of the Alga and liberate the nearby tribes before converging into one even larger force when Olkan reinforcements approach
>>
>>3317886
A
>>
>>3317886
A
>>
>>3317886
>A
>>
Our brothers in blood and faith will surely gather to our banners - Knyaz Vladimirovic, Knyaz Brutislav and Knyaz Moreshki are each given two thousand men for this purpose, respectively taking the forward, left and right flanks of our advance, while the Grand Knyaz will remain in the rear-center, ready to reinforce any of the three, with six thousand men under him.
The three Knyaze will now roll for their respective performances.
>>
Rolled 13 (1d100)

>>3317927
>>
Rolled 97 (1d100)

>>3317927
"God bless my weary bones."
>>
Rolled 99 (1d100)

>>3317927
>>
File: Dumin2.jpg (104 KB, 736x836)
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Rolled 64 (1d100)

Knyaz Vuk's eagerness to fight the norsemen was played against him - he was lured into an ambush in the eastern forests and lost a third of his forces before relief arrived, but the norsemen did not stay back to fight.
Knyaz Brutislav roamed the fertile lands around the Alga and gathered a thousand new men from all the locals in total, eager to take up arms against their opressors; Knyaz Moreshki went south, gathering all of the tribes until he reached the mountains, where he found the Olkan vanguard crossing to reinforce us - a thousand horsemen from Olka and a thousand local tribesmen are what he brings back to the main army. The locals are sharing all they can with us in terms of supplies and knowledge of their local region - we know that further up the river, the Ursir have erected numerous fortified settlements that are their primary staging grounds for army movements - until recently, mostly to surpress revolts, but now, presumably, where their river raids come from.

The Grand Knyaz believes we are now sufficiently strong to challenge the norse and take these nearby forts - confident enough that he gives the order before any consultation, as soon as our 12 500 strong force is united once more.
>>
File: norsemenfort.jpg (36 KB, 527x258)
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The first fort we encountered had a garrison of several hundred men and several large river ships.We attacked at night and destroyed them with relative ease. Our morale is high and supply is still plentiful. What should we do next?
A.Occupy the region, begin setting up our own forts, send raids into further Ursir territory
B.Head further up the Alga, we have not had our fill of revenge yet!
C.We've shown them our strength, we can return home now
D.Establish positions while sending envoys forward to seek negotiation with the enemy, now that we've shown strength
E.Other
>>
>>3317954
B
>>
>>3317954
A.Occupy the region, begin setting up our own forts, send raids into further Ursir territory
D.Establish positions while sending envoys forward to seek negotiation with the enemy, now that we've shown strength
>>
>>3317954
A
>>
>>3317954
>B.Head further up the Alga, we have not had our fill of revenge yet!
Gotta go deep.
>>
>>3317954
>A.Occupy the region, begin setting up our own forts, send raids into further Ursir territory

"Dig in here then start giving those bastards a beating to see how they like it."
>>
>>3317954
>A.Occupy the region, begin setting up our own forts, send raids into further Ursir territory
>>
>>3317954
>D.Establish positions while sending envoys forward to seek negotiation with the enemy, now that we've shown strength
>>
>>3317954
A.Occupy the region, begin setting up our own forts, send raids into further Ursir territory
>>
>>3317954
A
>>
We've rebuilt the norse fort for our own main base in the area and we've begun establishing several other outposts. The Olkan army has also arrived, four thousand infantry strong, putting our total numbers to over 16 000, which is dispersed along the frontline of the region we've occupied.
Give me three rolls now - first one for fortification, second for raiding and third for a mystery reason.
>>
Rolled 25 (1d100)

>>3318000
>>
Rolled 95 (1d100)

>>3318000
>>
Rolled 43 (1d100)

>>3318000
>>
Rolled 35 (1d100)

>>3318000
>>
Rolled 4 (1d100)

>>3318000
>>
Rolled 88 (1d100)

>>3318000
>>
Rolled 71 (1d100)

>>3318000
>>
Rolled 12 (1d100)

>>3318000
>>
>>3318000
>>
Brutislav led forces from his own domain and the finest of our raiders and riders, supported by Olkan cavalry, on numerous successful raids, one of which destroyed another fort. On the day of the autumn equinox, however, our watchers along the rivers notice a disturbing sight - a fairly large raiding force of Ursir ships which is now passing by us. They're keeping a large enough distance from our outposts to evade ranged bombardment and are advancing in the direction of Dvoreshka at a speed at least twice what a force of infantry can support. Sekorek and Knezdvor have some garrisons left, but they're not particularly powerful and would definately be unable to protect the outer villages.
We still haven't established a firm hold across the entire region. What should we do?
A.Send half of our forces back to reinforce our homeland against these raiders. use the rest to hold our ground
B.Send the cavalry to chase after the raiders and be ready to fight them wherever they go, use the rest to hold our ground
C.The enemy has weakened their own ground - advance with our full might!
D.Send a portion of the cavalry back, advance with the rest!
E.Other
>>
>>3318018
C
>>
>>3318018
>B.Send the cavalry to chase after the raiders and be ready to fight them wherever they go, use the rest to hold our ground
"Run them down if they ever step off their boats!"
>>
Rolled 90 (1d100)

D
>>
>>3318018
C
>>
>>3318018
C
>>
>>3318018
C.The enemy has weakened their own ground - advance with our full might!
>>
File: 1487111783154.jpg (90 KB, 640x957)
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>>3318018
>D.Send a portion of the cavalry back, advance with the rest!
>>
>>3318018
D
>>
>>3318018
>C.The enemy has weakened their own ground - advance with our full might!
>>
>>3318018
>D.Send a portion of the cavalry back, advance with the rest!

The Cavalry can warn our people as finish the fight.
>>
>>3318018
C
>>
>>3318018
D
>>
>>3318018
>C
>>
>>3318030
>>3318018
change to D
>>
>>3318027
I support D in his political choices and his love life.
>>
>>3318018
changing to D
>>
Knyaz Vuk Inavovic volunteers to lead the cavalry back in defense of his land, while his son Boris remains with the Sekorek infantry alongside the Grand Knyaz - his force now numbers around 15 000, mostly light infantry, who now advance along the Alga once more.
Give me three rolls
>>
Rolled 13 (1d100)

>>
Rolled 85 (1d100)

>>3318054
>>
Rolled 2 (1d100)

>>3318054
>>
Rolled 53 (1d100)

>>
Rolled 66 (1d100)

>>3318054
>>
Rolled 22 (1d100)

>>3318054
>>
Rolled 36 (1d100)

>>3318054
>>
Rolled 49 (1d100)

>>3318054
FOR GLORY!
>>
Rolled 70 (1d100)

>>3318054
>>
File: norsemen5.jpg (117 KB, 1920x1080)
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Where the Alga river lies to our left and a corridor of open fields only a hundred meters wide before the large forest begins, our army is moving in a column, with groups having been sent to scout the forest - the Grand Knyaz and his fellow boyars are still waiting for a report from the scouts in the forest when one comes from the vanguard - up ahead, the Ursir army has been spotted, a large force of heavy infantry assembled in a shield wall that blocks the entire stretch between the river and forest, slowly marching towards us. As we prepare for battle, horns sound to our right. The survivors of a scouting group make it to the Grand Knyaz just in time to report movement among the trees, a sizable Ursir detachment having formed up to our side there - our scouting was faulty, through a combination of bad luck and fewer horsemen than before, and we're in a situation where the vanguard of our army will be engaged against the enemy's full force while the center and rear are still trying to catch up, it seems. Boris Vukov Ivanovic of Sekorek is in charge of the vanguard and will have to hold it(1 roll from him) while the rest of our army(3 other rolls from anyone else) will rush to reinforce him in time!
Boris' performance will influence how much of the vanguard survives the initial onslaught, the rest of our army's - how well we deploy overall.
>>
Rolled 42 (1d100)

>>3318092
>>
Rolled 88 (1d100)

>>3318092
>>
Rolled 1 (1d100)

>>3318092
>>
Rolled 80 (1d100)

>>3318092
>>
Rolled 59 (1d100)

>>3318092
>>
Rolled 64 (1d100)

>>3318092
"FOR SEKOREK AND DVORESHKA!!"
>>
File: battle6.jpg (148 KB, 639x348)
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Knyaz Moreshki and his entourage, greatly drunk after last night's feast with their Vingradets 1100 vintage, have their men charge forward and attack the first force they see in the forest - which is a portion of our center that just entered it. They in turn report that the Ursir have arrived at our rear and it takes several hundred dead and wounded before the confusion is cleared. The vanguard is able to hold, nevertheless, though they take harsh bloody casualties before the rest of our army can reform - we lost our chance to encircle the enemy early on, however, as the battle is now one diagonal line from the river bank, across the fields and into the forest, where the more rough terrain makes it more of a series of skirmishing bands across a two-mile long stretch than two shieldwalls clashing as it is in the fields.
Hopefully, no more such incidents will occur - we have a battle to win!
Regular three rolls against the DC, which is: -10 numbers +5 training +5 terrain +5 confusion, total 55
>>
Rolled 44 (1d100)

>>3318110
>>
Rolled 23 (1d100)

>>3318110
>Auto
>>
Rolled 8 (1d100)

>>3318110
>>
Rolled 9 (1d100)

>>
Rolled 10 (1d100)

>>3318110
>>
Rolled 25 (1d100)

>>3318110
>>
Rolled 35 (1d100)

>>3318110
>>
Rolled 89 (1d100)

>>3318110
>>
File: charge3.png (815 KB, 960x755)
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The enemy focuses a section of their heavy infantry, all large men armored in maille, armed with shields, spears, axes and swords, into a focused charge that breaks the line between our center and vanguard and begins sowing chaos, cutting off the two portions of our army. The vanguard is now being mercilessly hammered on all sides, while our men in the forests are still disorganized and the center is unable to reinforce either side decisively enough. The disorganisation is so bad, the only thing that's good about the situation is that word isn't travelling fast enough for everyone to lose morale at the same time.

DC: -5 numbers +5 training +5 terrain +10 confusion; DC:65
>>
Rolled 2 (1d100)

>>
Rolled 51 (1d100)

>>3318124
>>
Rolled 88 (1d100)

>>3318124
>>
Rolled 53 (1d100)

>>3318124
cunt
>>
Rolled 68 (1d100)

>>3318124
>>
Rolled 25 (1d100)

>>3318124
aaaaagh
>>
Rolled 43 (1d100)

>>3318124
>>
Rolled 33 (1d100)

>>3318124
>>
Rolled 51 (1d100)

>>3318124
>>
Rolled 53 (1d100)

>>3318124
>>
Unwilling to let the van be fully lost, the Grand Knyaz orders that his men focus there - initially, their counter-charge puts some pressure on the Ursir, but their line ultimately holds and our men lose any momentum they had. Boris' men are down to several hundred now, their backs to the river, some already trying to save their lives by swimming in it. The forest front hasn't improved whatsoever, though at least Knyaz Moreshki seems to have sobered up after almost being unhorsed when his own position was attacked.

Same DC
>>
Rolled 66 (1d100)

>>3318124
>>
Rolled 80 (1d100)

>>3318141
>>
Rolled 66 (1d100)

>>3318141
>>
Rolled 77 (1d100)

>>3318141
>>
Rolled 57 (1d100)

>>3318141
>>
Rolled 42 (1d100)

Chad Jutrodrvo clan saves the day
>>
Rolled 75 (1d100)

>>3318141
i got this
>>
Rolled 80 (1d100)

>>
Rolled 55 (1d100)

>>3318141
>>
Rolled 2 (1d100)

>>3318141
>>
Rolled 12 (1d100)

>>
Knyaz Artem of Serebrin and Knyaz Blago of Blatnik led their personal detachments to the front, punching a hole in the Ursir shieldwall that came at just the right time for Boris of Sekorek to lead his battered and bruised men through it, to rejoin our center. Our right flank in the forest has finally stabilized as well, establishing a main line of shields and several large skirmishing groups that are using their forest fighting experience properly at last.
One of Boris' retainers reports having seen what must be the enemy leader himself on the battlefield, shouting orders with a voice like thunder - Hrork himself, he believes. We've reunited our army now and have control over it at last, so we are presented with a choice
A.Stay on the defensive, let the enemy wear themselves out against our superior numbers
B.Advance on all sides, the spirits are with us now!
C.Begin withdrawing in an orderly fashion, we should cut our losses while we can
D.Try to strike at the heart of the beast itself - send our finest men where Hrork was last sighted!
E.Other
>>
>>3318166
>D.Try to strike at the heart of the beast itself - send our finest men where Hrork was last sighted!
>>
>>3318166
D
>>
>>3318166
A
>>
>>3318166
C.Begin withdrawing in an orderly fashion, we should cut our losses while we can
>>
>>3318166
C
>>
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>>3318166
>D.Try to strike at the heart of the beast itself - send our finest men where Hrork was last sighted!
>>
>>3318166
B
>>
>>3318166
D
>>
>>3318166
D
>>
>>3318166
D.
>>
>>3318166
>D.Try to strike at the heart of the beast itself - send our finest men where Hrork was last sighted!
Cut off the head of the bear!
>>
>>3318166
D
>>
>>3318166
>D.Try to strike at the heart of the beast itself - send our finest men where Hrork was last sighted!
"Lets strike down this cur where he stands and show them the power of the Dumin!"
>>
Who will join the force attacking the enemy commander(A character from your faction)? The Grand Knyaz is considering partaking, but some of his advisers caution him against it, saying he should remain in his commanding position and not bother with fighting at the front.
>>
>>3318166
>A
>>
>>3318187
Sobamir Moreshki, still heavily hungover shall join!
>>
>>3318187
I will go for my country and great knyaz
>>
>>3318187
Boris Vukov will take revenge for the crimes the Ursis have done against his people.
>>
>>3318187
I shall go forth and get revenge on the bear for killing my people.
>>
>>3318187
"Let the Kynaz stay in command of the army so he can crush the Usir when we cut off Hrorks head."
Jarek will go
>>
>>3318187
Drazen Jutrodrvo will bring glory to his clan and nation!
>>
>>3318187
Stanimir himself with join to bring glory to all of Vyat.
>>
>>3318187
The leader of the Borege Vagi Borege shall join, the grand knyaz should stay back
>>
>>3318189
Support
>>
>>3318187
"I, Nojus Radjan, shall hunt and slay this beast."
>>
>>3318187
Argni volunteers, because he likes the idea of having a skull at home.
>>
>>3318187
Velimir Volny volunteers
>>
>>3318187
Varg offers himself up to hunt the great beast, and to slay it honorably, and offer it up to the spirits of the forest as an offering.
>>
>>3318213
supporting
>>
>>3318191
>>3318206
Switching to support Vukov.
>>
>>3318187

Zetorky is ready for slay more of this norse demons
>>
Anton Pcelarova shall join the honor guard. Cause someone dared him to.
>>
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A dozen of our most notable higher boyars and Knyaze will be taking part in this - naturally, others will stand alongside them and the same will be true for the enemy - no sane man would stand in front of the battle line and wait for multiple enemies to attack him - the goal will be to swiftly eliminate the men around the enemy leader, as well as him personally - with this in mind, your strike group splits off from the main battle line and charges (If any of you do not wish to participate in this, simply do not roll. Those who want to, roll a single d100 for yourself)
>>
Rolled 4 (1d100)

>>3318232
"ARGHHHHHH"
>>
Rolled 85 (1d100)

>>3318232
Time to go get murdered.
>>
Rolled 17 (1d100)

>>3318232
>>3318232
"CHARGE"
>>
Rolled 40 (1d100)

>>3318232
>>
Rolled 77 (1d100)

>>3318232
Charge straight for Hrork! Glory shall be mine! FOR THE SPIRITS!
>>
Rolled 33 (1d100)

>>3318232
"DIE YOU URSIR SCUM!!!"
>>
Rolled 29 (1d100)

>>3318232
Long spear in hand, body protected by a thick sheepskin vest, Nojus hands his beer to a squire and utters: "Check this out."
>>
Rolled 54 (1d100)

>>3318232
"For Dvoreshka!"
Try to stab the some of the guys in the line using my spear to make an opening.
>>
Rolled 35 (1d100)

>>3318232
>>
Rolled 82 (1d100)

"Great Bee, be with me."
I'mma rear guard this.
>>
Rolled 86 (1d100)

>>3318232
>>
Rolled 49 (1d100)

>>3318232
Axe to neck. Don't want to damage the skull.
>>
Rolled 35 (1d100)

>>3318232
"unga smash"
>>
Rolled 28 (1d100)

>>3318232
Use my based bow to begin wottling down the leader’s guards
>>
Rolled 98 (1d100)

>>3318232
>>
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I had a lot written, then my browser crashed, so I'll just give you the short of it:
>>3318234
Killed instantly
>>3318235
Slays two foes
>>3318238
Wounded gravely, dragged off the battlefield
>>3318239
Loses his shield, takes a slight wound, downs one foe
>>3318240
Exchanges blows with the largest man of the bunch, the one who must be Hrork - he certainly looks the part, a head taller and wider than all around him and with hair across his body bountiful enough to earn the nickname "The Bear". You avoid injury for now and manage to land one good hit on him, though it does not seem to slow him down.
>>3318242
Sword arm too wounded to use
>>3318243
Had Nojus been more reckless in his tactics, he may have found his death from an opposing spearman, but he avoids it by an inch, though the wound's not stopping now - he'll have to either withdraw or keep on fighting with a certain death ahead of him.
>>3318245
Your attack was among the first and opened up the path for Sobamir to charge in to attack Hrork as you downed a bodyguard of his.
>>3318246
You fight and take a light wound.
>>3318247
You keep the rear safe from a pair of foes that tried to flank you
>>3318248
You fight well, taking no injuries
>>3318262
You kill a short guy who looked mildly important.
>>3318249
Your axe bites into a foe's neck, but a foe's sword catches your right shoulder at that moment when it is exposed. The wound's not critical, thankfully.
>>3318256
You smash, then get punched in the face with a shield.
>>3318257
You take one down, but a foe's javelin gets you in the shoulder and you are forced to withdraw.

The number of men around Hrork has dwindled, a larger number of ours could try and get within range to attack him now!
>>
Rolled 94 (1d100)

>>3318283
Ignore the person who interrupted me, and move for Hrork. I can respect a fellow axe lover!
>>
Rolled 85 (1d100)

>>3318283
Lob my spear at the enemy before withdrawing, death at the battlefield might be glorious but it can wait for another day.
>>
>>3318283
FUCKING HRORK
>>
Rolled 6 (1d100)

>>3318291
forgot the dice oops
>>
Rolled 31 (1d100)

>>3318283
No matter! I will merely use my non sword hand! Surely nothing will go wrong with that! However, lets fight on the more defensive side if possible.
>>
Rolled 90 (1d100)

>>3318283
Try to reach Hrork, by avoiding the enemies surrounding him.
>>
Rolled 32 (1d100)

>>3318283
I shall hold the opening and let the Reka Meda forces charge in! We shall widen the path to the Bear.
>>
Rolled 42 (1d100)

>>3318283
Bring down more of his bodyguards try and go for the necks or other openings using my spear
>>
Rolled 71 (1d100)

>>3318283
Gather a shield and link up with some of my guard to help the wounded and save those go down
>>
Rolled 53 (1d100)

>>3318283
Varg drags out his blade, remembering his rituals and the vow he'd made to the spirits, this was a form of abstract hunting, the army his pack and the opponent in front of him his prey.
Varg charges forward, trying to slay the man in front of him with great vigor, opening up with a thrust and following it up with a kick.
>>
Rolled 33 (1d100)

>>3318283
Staminir wipes the blood away from his eyes as he takes in the melee around him. His sword remains planted in the poor fool that had tried to rush him from his side while the fool's companion thrashed on the ground still in throes of pain from having his guts ripped out. He had just long enough to reach down and end his foe's suffering with a quick slice of his dagger before he was forced to move on. They were good opponents if a bit young for his liking. Stanimir drew his sword once more before rushing into the fray. Stanimir planned to circle around Hrork and fight off any enemies until Hrork was firmly in melee with another fighter. Then Stanimir would strike from behind to end the menace once and for all. Not very honorable but slaying the enemy commander would bring him much glory in recompense.
>>
Rolled 83 (1d100)

>>3318283

Stop for some time, any other guards that could attack the boyars that will duel Hrork.
>>
>>3318287
Your shield catches Hrork's next blow - with deft movement, you redirect it away so as not to take the brute force upon yourself, after which your axe bites into a small portion of his exposed flesh, not covered by maille, for a very respectable blow!
>>3318297
An arrow in the eye from an unknown foe halted your frenzied strike at one of Hrork's bodyguards, ending your life.
>>3318290
Your spear impales one of Hrork's shield brothers with deadly force, after which you safely pull out.
>>3318299
A spear in the gut ends your life, bright like a raging fire on this day and accordingly short.
>>3318309
You engage one of the bodyguards, trading blow for blow until your spear at last slips past his guard and into his neck, though blood drips down your left side as well.
>>3318306
You dodge one blow after another deftly, getting up close enough to land a thrust into the Bear's side, eliciting the first groan of pain from him so far as he takes a single step to the side, preparing to swing his axe
>>3318307
You sending in a larger number of men into this portion of the battlefield prompts the enemy to reply in kind, which leads to the slaughter of your forces. The Ursir would say that such is the fate of those without honour on the battlefield.
>>3318312
You manage to salvage the situation the Medan forces caused and are providing a lifeline for the wounded, yet living of your side.
>>3318313
The man seemed familiar for a moment, but it mattered little to you. To him, perhaps, it did - his gaze was confused for a second too long, your blade biting into his flesh - his tardy response was easy to evade and a followup on your behalf was the end of his life.
>>3318321
You aid the Knyaz of Serebrin in holding the lifeline firmly.
>>3318318
You slew one of Hrork's bodyguards after exchanging blows - a wound on your left arm suffered, you pushed on nevertheless - the opening presented itself at the right moment, Hrork had just taken not one, but two blows and was preparing to swing his axe - yet it was not aimed at either of the men in front of him. He shifted towards his right, shield covering him from a followup strike on the left as he brought down his right onto you, the force of the blow crushing your own right shoulder, now disabling a second arm as you fall down in grave pain, the fire in the man's eyes being apparent to you only for a split second, after which he turned back again to face his original opponents, blood pouring from three wounds across his body.


Those who were protecting our flanks are now engaged there - those who can fight Hrork and his final pair of bodyguards are Argni, Velimir, Jarek and Varg. Those who were not mentioned to be dead explicitly are safely taken out, thanks to the support provided by Artyom and company.
>>
Rolled 65 (1d100)

>>3318342
I parry and then go for a stab towards Hrork's heart.
>>
Rolled 78 (1d100)

>>3318342
Keep the bodyguards away from the others; more than one man will be needed to take him down! Attack them when they are about to attack the others, using cheap attacks to hopefully kill them both.
>>
Rolled 9 (1d100)

>>3318342
He points his blade at Hrok. "In the name of the spirits i will take your heart and offer it up."
Thoughts race through his mind, looking to his compatriots. He then charges forward to deal with the leader.
>>
Rolled 1 (1d100)

>>3318342
Go for one of the shield brothers. Lets see if my spears reach can overcome his defense.
>>
Rolled 18 (1d100)

I engage the flank to try to avenge my fallen comrades.
>>
>>3318357
Your attack was first - the foe opposing you managed to move just slightly enough to the right so as to avoid your spear, after which he used his left arm to grab and hold it towards him as he closed in and stabbed you through the heart with his sword
>>3318352
You in turn landed a cut across the back of that one's neck, sadly a second too late to save Jarek. The other one then came at you and you exchanged several blows up close, which ended with you making a feint to his left and then a blow to the right that downed him for certain.
>>3318355
"You are the speaker of the Beast-spirits of the South? It will be a pleasure for me to claim yet another soon enough, then!" Hrork replies as he looks at you with interest - he tries to hit you with his shield,but you sidestep, grab his shield and pull to the side with all your force - not moving him away so much as moving you towards him enough to land a cut - unfortunately, it struck the maille on his chest, yet some brunt force was delivered
>>3318349
After a failed shieldbash against Varg, Hrork only made a half-effort swipe towards you, which you easily parried, then moved in and stabbed him in the chest - yet again, your blade did not fully penetrate - it broke through some of the metal rings, but was slowed down enough that the force of the blow was only surface-level, yet still another wound to add to the King of the Ursir.
He stands alone against the three of you now - though that may change soon as enemy reinforcements are trying to rush towards him! It is your last round of opportunity to end his life.
>>
Rolled 22 (1d100)

>>3318373
Rush towards Hrork with my spear going for his heart again.
>>
Rolled 70 (1d100)

I am not a lightfooted man, but I will do my best to dance around him. By doing this, I hope to find some chink in his armor, or distract him enough that the others will do so instead. Once the chance presents itself, strike!
>>
Rolled 87 (1d100)

>>3318373
"Aye, the spirits guide me, and my blade."
Instead of aiming for a kill he instead pushes for distruption, they were a pack after all, and aiming for the glory was not the way of the animal.

He goes for the knee, trying to throw off Hrok, and following up with blade to the neck, if the oppurtinity allows.
>>
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>>3318378
Your spear slipped along the metal rings, not penetrating - Hrork instead stepped forward and wrapped his left around you, trapping you between his shield and his right hand, a bear hug of death - he pushed his axe towards your throat, first a cut that spilled blood, then a violent, blunt push that elicited a crack.
>>3318380
As he let go, he was immediately assailed by Argni, whose swift strikes hit a leg, then a hand - several fingers were lopped off the Bear's right hand, his axe falling to the ground. Hrork tried to leap onto Plavinsk, with the aim of battering his face with a shield - yet he fell down,
>>3318384
Varg's blade cutting him at the knee once, then a swipe at the other leg to be sure, after which he took a step and grabbed his compatriots across the left shoulder and pressed a blade to Hrork's neck, a pull and a gushing of blood ending the Bear's life at the hands of the Wolf.

Immediately afterwards, those of you who survived here pulled backwards as more foes arrived - yet this was a serious blow to the enemy, who though holding their lines elsewhere lost the will to continue the battle soon after and began withdrawing. Too tired and battered to push against them, your own army.
At the day's end, a bloody autumn field is left, covered in weapons, armor and thousands of corpses. Your side has claimed some form of victory, for it was the Ursir who pulled away first. The dead in your army amount to somewhere between three and four thousand, with that many again too wounded to fight - of them, only some will fully recover.
It is hard to say how great the casualties on the opposing side are - over two thousand for sure, and their numbers were inferior without a doubt. The balance of power overall may remain the same as before the battle, but a great blow of morale was struck with Hrork's death.
What now?
A.Rest for the night and begin pursuit the day after!
B.Begin withdrawing back to our homelands
C.Establish our positions and seek to negotiate with the enemy now
D.Other
>>
>>3318391
>C.Establish our positions and seek to negotiate with the enemy now
"They might be willing to talk now."
>>
>>3318391
C
>>
>>3318391
B
>>
>>3318391
>C.Establish our positions and seek to negotiate with the enemy now
>>
>>3318391
C
While their morale is down we can negoiate, force a temporary peace for now.
>>
>>3318391
C.Establish our positions and seek to negotiate with the enemy now
>>
>>3318391
>C.Establish our positions and seek to negotiate with the enemy now
>>
>>3318398
Also addiionally, let each army claim the dead, so that they can be identified and so on.
>>
>>3318399
dis
>>
>>3318391
>C

>>3318400
this too
>>
>>3318391
>>3318400
>C.Establish our positions and seek to negotiate with the enemy now
Supporting.

Staminir is going to get drunk with Artyom, Zetorky, and Pcelarova Jr immediately after he gets his injuries treated barring any objections from them. They may have a few differences but they're worthy warriors one and all. He'd invite Usir and Argni too but I imagine the entire army is buying them drinks.
>>
We set up camps and licked our wounds, being on guard for any further attacks from the enemy. Our envoys sent across the front returned safely a few days later, with an offer - Ursir concedes that we have claimed a victory and fought well and are willing to give us all the land we've seized so far - everything on the left side of the Alga river for two hundred kilometers from our current border. They will pledge to refrain from any offenses against our land for the next fifteen years and ask they be allowed to claim the bodies of their dead still left on the battlefield.

A.Accept this offer
B.Reject and continue our offensive - this means the enemy is weak!
C.Ask for more
>>
>>3318415
>A.Accept this offer
>>
>>3318415
A
>>
>>3318415
A
>>
>>3318415
C

Ask for Mochoran lands
>>
>>3318415
A
>>
>>3318415
>A.Accept this offer
On the condition that all slaves taken in the previous raids are returned to us.
>>
>>3318415
C. Ask for the matching land on the right bank of the river too
>>
>>3318415
C.Ask for more
Have them return any thralls taken from our lands as well.
>>
>>3318415
A: Added caveat of getting the thralls back.
>>
>>3318423
>>3318416
>>3318415
change to this
>>
>>3318415
Actually, changing
C. Demand they return the thralls they took.
>>
>>3318415
C.
Demand they hand over the Dumin and mochoran lands they have conquered.
>>
>>3318422
meant C
>>
>>3318415
C
>>
>>3318419
>>3318423
Changing to this
>>
>>3318415
C.Ask for more

>>3318419
>>3318423
This too
>>
>>3318415
C. Give me a nordic wife thanks
>>
>>3318415
C. Let us mark your trees gooooooy
>>
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After several weeks of negotiations, an agreement was struck between our Grand Knyaz and the new Konungr of Ursir, Hrork's son, Ingmar. The land we gained did not stretch quite as far east as the original idea, but had far more across the north and northwest, including the land that used to belong to the Jasiulins tribe. Thralls taken from lands that belong to us now are returned and for their aid in this war, a portion of the land we gained is given to Olka.
It seems part of the reason the enemy was willing to keep on negotiating was for their raiding ships to bring them results and a more favourable negotiating position - but thanks to the cavalry we sent back to ward against them, the raiders were able to only make a few attacks, all of them on the right bank of the Alga.
The peace has been struck and our people have cause to celebrate!


Year 1117


>>Population: 1 300 000 (c.1102)
>>Food:7/10
>>Resources:7/10
>>Manufacturing:5/10
>>Trade:7/10
>>Morale:7/10
>>Wealth:6/10

>>Buildings: Mostly wooden architecture, Basic urban planning(Knezdvor)
>>Economy: Sustenance farming, exporting metals
>>Culture:Folk traditions, spirit worship, alcoholism, oral tradition, moon calendar, Boril-Gregor festival, writing of tradition
>>Technology: Ironworking, masonry, sailing, rare runic writing, Candorian alphabet
>>Government: Semi-autonomous tribal confederation, elected lifelong Great Knyaz, Basic code of laws, Duma, Army tax(1/20)
>>Military: Regulated militia; 1000 men under the Great Knyaz
>>Navy:River and coastal trade and fishing ships
>>Religion: Dumin paganism; Theophantic mission in the capital
>>Crops:Rye,Wheat,Barley,Oats, Potatoes, Cabbages, Onions, Peas,Beets, Cucumbers,Apples,Grapes,Berries
>>Animals:Sheep, Goats, Chickens, Pigs, Cows, Donkeys, Horses


>A.Food production & growth
>B.Culture
>C.Construction
>D.Military
>E.Government & laws
>F.Exploration & colonization
>G.Research & development(Cooldown)
>H.Navy
>I.Diplomacy & war
>J.Religion
>K.Trade & Finance
>L.Other
>>
>>3318484
>>C.Construction
Rebuild the damaged towns and villages so the refugees can have a place to return to.
>>
>>3318484
>C.Construction
>>
>>3318484
>C
rebuild
>>
>>3318488
this
>>
>>3318484
>B.Culture
A ceremony takes place every year to reward those who achieved great accomplishments through war, innovation, feats, humanitarian, etc will be taken placed in the capital (Similar to the noble peace prize)
>>
>>3318484
C
>>
>>3318484
Rebuild the towns and villages adding regional stronghold towns along the areas that were raided. These towns should have walls to stop raiders.
>>
>>3318484
C
>>
What do you wish to build - a broad project, a specific structure, or something more abstract?
>>
>>3318488
SUpport
>>
>>3318484
>C


Rebuild the raided villages
>>3318488
>>
>>3318514
support
>>
>>3318510
Rebuilding the damages done to the areas that have been damaged most in the raids like in Sekorek, and building defenses and warning mechanism on the river so that the raids like the Ursir one will be prevented in the future. Of course, the defenses should be in scale with our budget.
>>
>>3318510
Rebuild the raided villages.
>>
>>3318518
Support
>>
>>3318518
Support
>>
>>3318510
Do this
>>3318504
and
>>3318518
>>
>>3318518
Support
>>
We lack a real "budget" so to speak, the only way in which the Grand Knyaz acquires wealth outside his own means is the Army Tax, so for now it's being used for the purpose of establishing proper outposts along the river, with forts that can be used for nearby villagers to withdraw into being planned, as well as a continuation of the sentry tower project. Beyond that, what can be done is mostly an encouragement of solidarity with the people along the Alga and their efforts to rebuild.

Year 1119


>>Population: 1 300 000 (c.1102)
>>Food:8/10
>>Resources:7/10
>>Manufacturing:5/10
>>Trade:7/10
>>Morale:8/10
>>Wealth:5/10

>>Buildings: Mostly wooden architecture, Basic urban planning(Knezdvor)
>>Economy: Sustenance farming, exporting metals
>>Culture:Folk traditions, spirit worship, alcoholism, oral tradition, moon calendar, Boril-Gregor festival, writing of tradition
>>Technology: Ironworking, masonry, sailing, rare runic writing, Candorian alphabet
>>Government: Semi-autonomous tribal confederation, elected lifelong Great Knyaz, Basic code of laws, Duma, Army tax(1/20)
>>Military: Regulated militia; 1000 men under the Great Knyaz
>>Navy:River and coastal trade and fishing ships
>>Religion: Dumin paganism; Theophantic mission in the capital
>>Crops:Rye,Wheat,Barley,Oats, Potatoes, Cabbages, Onions, Peas,Beets, Cucumbers,Apples,Grapes,Berries
>>Animals:Sheep, Goats, Chickens, Pigs, Cows, Donkeys, Horses


>A.Food production & growth
>B.Culture
>C.Construction
>D.Military
>E.Government & laws
>F.Exploration & colonization
>G.Research & development(Cooldown)
>H.Navy
>I.Diplomacy & war
>J.Religion
>K.Trade & Finance
>L.Other
>>
>>3318526
>K
More taxes
>>
>>3318526
J: Religion, build a memorial for the battle, showcasing the strenght of paganism, have said momnument have trees planted around them. And other things to signify all the other cults influence on the outcome.
>>
>>3318531
Supporting
>>
>>3318526
C
Create a memorial in the captial city to those who fell in the battle against Hrork. Also plant a tree seed on the site of the battle. Be sure to tend that tree too.
>>
>>3318526
C
>>
>>3318539
Supporting
>>
>>3318531
This
>>
>>3318539
Support
>>
>>3318539
yup
>>
>>3318531
Support
>>
>>3318531
Support
>>
>>3318539
support
>>
A memorial of stone, built and inscribed by the Skalnovi, lays before a sapling, planted from the seed of an elder tree from Svetales, a pond sanctified by the Vodniki is filled and the skull of a bear is mounted atop a bronze spike - the monument will remain as a testament to the strength of our people and faith.

Year 1120 - a decade is past, a time now to look back to what happened during these past ten years. All know of what the Grand Knyazdom did together, but what of its many separate parts?
The time of faction projects can now begin, the rules are as follows:
To do a faction project, you must post your faction name and assets. State and describe what you wish to do, what your faction's surplus resources and effort have been focused on across this period. It is an action that could have lasted from 1110 until 1120 or be something more intensive that was done in one period. The harder and more complex the action, naturally, the harder it will be to get what you wished done. You can opt out of rolling and state you wish for a default 50 as a result - if your idea is one that's reasonable and simple enough, merely needing some concentrated effort, then you will likely succeed. Otherwise, a d100 is rolled. At a later stage I may add modifiers as part of your assets, but for now it's just a roll. If you wish to use your project to support another faction's, then your combined result will be measured against a maximum of 150. Three factions working together will be the same, measured against 200 respectively.
Try to do these FPs soon enough, so I can reply before the thread gets archived.
>>
Rolled 16 (1d100)

>>3318565
Expand the Pyter’s Wood and Wood based accessories to several villages nearby

Deep in the outback rural regions of our civ, there lay a large community of farmers working together for co prosperity. There, the people are more conservative and old fashioned, not understanding this new "Neofantaismism" that all the young uns love. Here, the patriarch of the family can peacefully cut their fields early in the morning, drinking distilled Beastly Vodka to keep the cold away. The main product of the region are wood and wood burning accessories and a lot of the culture resolves around it.

Assets:
Cow powered field mowers
Several Breeds of Horses and Donkeys
50 wood cutters
20 Homesteads close together
Pyter's Wood and Wood Based Accessories
>>
Rolled 42 (1d100)

>>3318565
The Volny Family

Assets:
-A brewery
-A small hamlet with a few farms
-A few caravans

Expand the family's small hamlet into a proper village.
>>
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>>3318565
Tribe of Rade
The tribe of Rade have long dwelt in the town of Blatnik as simple farmers, hunters and craftsmen never being truly wealthy but never truly sinking into poverty. The Bolyars of this land have often sat content with what they have but not the newest one Blago Brutislav! Raised in Olka and a world traveler he has set about making his home great and building it into something beyond a simple backwater! He brings home from his travels a small herd of fine horses, knowledge of the world, new faith and a burning passion to make things better!
Assets:
-Blatnik
-Market Square
-Small Theophantist Church
-Fine Horse Herd
-Scattered Farmsteads

Knyaz Blago Brutislav would reach out to the rich Order Militants of Thephantism seeking to secure a large loan to build a great castle guarding the pass into the nation. An architect would be brought in from the more civilized lands to design a true modern castle with stone quarried from the local mountains. He would also invite a contingent of these holy warriors to take up lodging alongside him to defend traders and missionaries. He would also begin putting a small tax on all merchants who travel by the castle on the way to Blatnik for the protection it provides.
>>
Rolled 17 (1d100)

>>3318565
During this ten year period, the Plavinsks will try to develop vineyards on the edge of the swamp, and trade it with their neighbors, such as the Jarek League and the Tribe of Vedro. Even if we do not make a large profit, it is nice to know that we are growing settled in these lands, away from the mountains of our ancestors. And if the Creator is willing, our new friends will also see that drink is the basis for a good life.


Assets:
- Small Farmsteads (Central Swamp)
- Small amount of fishermen (Central Swamp)
- Knowledge of the mountains (Southern Border)
>>
Rolled 98 (1d100)

>>3318583
Dice are important
>>
Rolled 90 (1d100)

>>3318565
Faction Name: Clan Moreshki/Knyazedom of Vingradets
Assets:
-Ships (With Sailors)
-Experienced Fishers (Fishing equipment included)
-Experienced Shipbuilders (Shipbuilding equipment included)
-A few traders
-Knyaze of Vingradets

Faction Project:
Clan Moreshki, shall focus their efforts on trading with the Uzhnei tribes to the south and building up a good relationship with our southern neighbors. Alongside our traders, we shall invite some Water Cult (Vodniki) to come along with us to perhaps convert some of them to our ways, or simply just draw the Uzhnei tribes closer to us culturally.
>>
Rolled 96 (1d100)

>>3318565
>Faction project: humbling beginnings
The Zagadka have finally began to search the hills and lands for resources to mine to fuel their forge. To build a great village money will be required...time will tell
>>
Rolled 27 (1d100)

>>3318565
Beast/Animal Cult.
Assets: Lots of hiding places, obscure locations, lots of fanatics, Animal communication, Great spirit worship

Fp: Recruit more Volh, sending them out to several villages to spread and reinforce the teachings.
With the theopantics spreading their belieif in our nation, it is our right to do very same to them. Send Volh towards them and convert the outer villages if possible. Or atleast set influences there, communicate with the forest spirits there too, see if they will give us any information.
>>
Rolled 28 (1d100)

>>3318565
Jutrodrvo clan will practice improving their tactics of persuading more customers to buy our services by improving our looks, charm, and impression.
(The Jutrodrvo clan will offer minor services like offering advise, lending an ear, and bathing while persuading them to buy the main service.
Assets:
- Brothel in the capital
- Experienced prostitutes
- Few guards

Skills:
- Intermediate prostitute coaches
>>
Rolled 43 (1d100)

>>3318565


Supporting

>>3318584
It seems that some particular bad ground (or maybe an evil spirit from those norse demons ?) has hurt the Plavinsks effort in creating vineyards. The Vedrotol will arrive and help their kin in this great effort, it will be harsh but perhaps we can do it togheter .... and in the future years hopefully drink some of this wine !


------

Vedro Tribe

Assets :

-village of Vedro on the Grozhda river
-farmers
-woodcutters
>>
Rolled 43 (1d100)

>>3318565
With Boyarship of the Blatnik hills secured. Jareks League has spent the last few years scouring it for any riches it may hold.
Faction name: Jareks League.
Assets:
-Skilled workers
-mercenaries for guardian caravans
-traders
>>
>>3318565
Under their new chief Erelis, brother of late Balys, the Jasiulin tribe will go north to resettle their homelands. No roll required because I talked with Bulgar/the Grand Knyaz about this.
>>
Rolled 95 (1d100)

>>3318565
FP
We wish to expand our inventory of herbs! and to do such we'll scour the three nearby 'nations' for them!

HE BOREGE FAMILY
Concept: Herbalist and Bookkeepers
Leader: Vagi Borege
A collection of the areas older herbalists, farmers, tradesmen, and even the odd warrior; some say the Borege family has been on the Skalinka River, farming and plying their trades since long before Sekorek or Blatnik became a major town . Over time they’ve managed to secured a good standing among the people by always helping with sick and less fortunate and the family name borege which roughly means wrinkles from the older members of the family who have taught and cared for many of the towns youths.

Assets:
Few herbal farms and shops

Skills:
Healing techniques and knowledge
Bookkeeping skills
Kinda High Literacy Rate
>>
Rolled 91 (1d100)

>>3318565
Faction name: The Vladimirovich Family
Faction Leader: Vuk Ivanov Vladimirovich

Assets
-Knyazdom of Sekorek
-Iron Mine
-Whatever other goodies the Knyaz of Sekorek has

Faction Project: The Knyaz seeing his asset of an iron mine will encourage and subsidize blacksmiths within the city of Sekorek(or invite them there, if none exist). The best among them will be personally looked over by the Knyaz. The goal will be for them to make either the finest weapons for the nobles or perhaps the finest jewelry for their wives back at home. Maybe even religious totems of different kinds for more of the religious folk. Whatever the markets of Knezdvor crave the smiths of Sekorek should be able to offer to them, at a price of course.
>>
>>3318565
Wotrek, having arrived in the land of his people and safety at long last, will settle his people in a coastal village while settling the great White horses of Wotrek in the hopes of rebuilding their numbers.
(Will take a default 50 on this one)
>>
>>3318678
Disregard this buffoonery, we rollin now
>>
Rolled 95 (1d100)

>>3318603
>>3318526
The Vodniki support these actions and lend a hand. While the two cults are different, they are still linked, both are apart of nature and it’s forces. Those who wish to destroy the old ways threaten us all.
>>
Rolled 37 (1d100)

>>3318678
>>3318687
>>
>>3318688
>>3318688
Assets:
-Volnutes
-Large amount of worshippers/Caretakers
-Various tiny camps on the coast and inland bodies of water
-Fishing boats
>>
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Rolled 38 (1d100)

>>3318565
Tribe of Vyat:
Settled by the coastline west of Svetales, the Vyati have always been undividedly devout followers of the Durvid. They are concentrated in the coastal town of Celllom though many farmsteads dot the plains inbetween there and the forest's edge. Great value is placed upon honor with duels over personal slights commonplace among their foolhardy youths. To dishonor yourself by lying or breaking your word is paramount to committing murder in their eyes. Even greater is the pursuit of glory that drives their people to organize raids upon the Mochorans to the north. While some would consider them pessimistic, the Vyati simply view death as a transition between either being reborn once more or joining the ancestors in a blessed existence. This burgeoning warrior culture has climaxed in the ascension of Boyar Stanimir who has begun organizing his people once more for a time of war.

Assets:
-Small Coastal Town
-Scattered Farmsteads
-Organized Raiders
-Durvid Advisors

Faction Project: Turn Organized Raiders into Pagan Holy Order of Forest Rangers with help of Durvids.

Their many warriors, hardened raiders one and all, have always been the pride of Vyat but even Stanimir's father was faced with the simple fact that they couldn't stand up to true soldiers of steel and iron. Simply training their skills would get them nowhere while proper equipment was nowhere near plentiful nor cheap enough. Even worse was the grim prospect of Olka's damnable faith that had started encroaching on their homeland. Yet perhaps they had some ideas that could be useful. It was during shrouded conversation with Mindaugus himself that father and son eventually decided upon a radical course of action for their people.

With the Usirs already invading their traditional raiding grounds, it was no hard task to convince the raiding groups to journey to Svetales for training exercises. There Staminir and a number of select Vohl would begin putting the raiders through an intense training regime. From being hunted barefoot through the forest to learning how to apply mud and leaves to camouflage themselves, the raiders would slowly learn every secret the forest had to teach them. They would be forged by Staminir into a true fighting force capable of appearing from nowhere, dealing their silent death, and disappearing with no trace. It was challenging but nothing compared to the learning they had under the Volh who taught them much of faith and the secrets of the forest. Many would've balked at this but the Vyati are nothing if a pious people. Staminir himself would leave most of the mystical work to Mindaugus to figure out when he wasn't being forced into classes himself. They weren't ready in time for the Usir but his rangers would soon be known to all others as a foe to be remembered.
>>
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>>3318580
The hamlet grows and can be considered a proper village. Water supply from the mountain is steady and welcome for the brewery.
Asset - hamlet into village
>>3318583
>>3318585
The mountain pass goes along a path with steep heights to its left and a sharp drop to its right - at some points, it narrows down to allowing no more than two or three carts to travel side by side. The elevated road peaks at a somewhat broader summit beyond which the path gently descends down towards the Blatnik lowlands - architects, appraisers and warriors from one of the orders arrived as early as 1111 to begin initial work and chose a section of that summit as the site for work to be done. The ones doing this are the Ordo Peregrinans, dedicated to the protection of travellers, pilgrims, explorers, merchants and wanderers, dedicated to the martyr and Saint Itinus, who gave his life to guide the bearers of precious relics to safety three centuries ago. The order coordinates the small-scale local stone production and establishes a large, proper quarry near the castle site; A sizable loan is provided to purchase the services of additional specialists - with plentiful materials provided locally, construction began in 1113 and in 1120 most of the project is completed, with the outer layer of defences and additional court structures being expected to finish over the next year or two. A force of a dozen knight-monks and their retainers are stationed. The castle does not physically block the entire pass, but for anyone wishing to pass by with carts, the road through the castle's outer grounds is the safe one - thus, a tax will be extortable and some of the knights are not at all opposed to helping with the collection of it. The profit from the next two to four decades may have to go towards repaying the debt, but such is the scale of this investment.
Assets - Castle with Ordo Peregrinans co-ownership
>>3318572
Your operations cover four villages at present, but in two of them are facing serious competition from rival groups and local producers.
Assets - two village markets cornered
>>3318584
>>3318610
With aid from their friends, the Plavinsk are able to endure several years of failures and establish some decent-enough vineyards - hardly able to compete with Vingradets' finest, but nevertheless able to produce a modest vintage (almost) every year, a root planted in this new land.
Assets - modest vineyards
>>3318590
Your influence through culture, religion, prestige and trade grows - Vingradets is the preferred hub of trade for the Uzhnei and one of the nearby tribes from across the border offers a political marriage with a member of your family to join your Knyazdom.
Assets - Uzhnei influence and trade
>>3318600
Your prospectors hit the largest and purest iron deposits seen in all of Dvoreshka - all yours to mine!
Assets - Great iron deposits
>>
>>3318603
>>3318688
Through jolly cooperation, your priests spread the ways of the spirits to those border regions most threatened successfully, ensuring the purity of heart and soul for your fellow Dumin in those areas.
>>3318609
Your operation is enough to earn its keep, but you've marked no serious improvement over this decade, sadly.
>>3318621
Unfortunately, prospecting with the equipment and technology you poses yielded nothing too special - there are some decent enough granite deposites, still.
Assets - granite quarry
>>3318624
The relocation goes without issue.
>>3318633
You expand your inventory greatly - thyme, parsley, savory, a wide variety of cooking spices are now known to you and grown in gardens, while many herbs and their medicinal properties are also in your possession now - sage and thistle, mint and nettle, comfrey and poppy to mention but a few!
Assets - Good herbal knowledge and seeds;
>>3318644
Iron production exceeds previous levels, with some villagers having moved into the hills due to the perceived threat that the Alga holds, and taking up the mining craft. In turn, you are able to attract more smiths and train new ones in Sekorek, where bloomeries are established to turn iron and charcoal into steel, which can be used for the production of the most prized of weaponry - yet with freedom to produce granted to them, the smiths will choose whatever they find to be the best for them, be it tools, weapons, armor or jewelry.
Assets - solid blacksmithing operations in Sekorek
>>3318678
>>3318687
>>3318689
The herds are doing decently, it seems it's people that you're more short-handed on than anything else.
Assets - decent herds
>>3318712
You've established the basics of a ranger order. There will be more work to do, more paths to range, but the first steps are made.
Assets - Small ranger order
>>
Rolled 45 (1d100)

>>3318565
The Forest Cult
Devout worshippers of the trees, the forest cult are fanatically devoted to the protection and worship of the eldest trees in the forest. Spread thinly across the main forest that they reside in, many members of the forest cult are primitive hunters who maintain the land around them as shepards as well as living off of it. Occasionally they'll head into town to talk to hunting/lumber groups, to share tales, trade animal furs, or trade rare edible plant materials/drugs to the populace. Otherwise, they are reserved to many scattered areas across many forests, centered around the eldest and grandest trees in the area. The elder babas and wise sages of the cult regularly take natural drugs to allow them to commune with these forest spirits, gaining their infinite wisdom and learning how best to protect the forest, which usually involves putting religious markings on the bark of the oldest trees which serves as a sign to lumberjacks to avoid cutting these down.

Assets: Forest spirit communing, natural drugs, knowledge of nature, wise elders

Faction Project: Supply the newly founded Defenders of the Forest with food, forest training, and poisons

With the encroachment of the Theophantists on pagan soil, the recent war with the raiders of the north, and Mindaugus' general frustration at being able to help personally, he feels that it is about time he does something to truly help to defend the forest. The Ranger of the Vyat, being trustworthy and faithful followers of the wisdom of the trees, are to be the sword of the forest. Striking down those who wish the spirits harm from the shadows and silently watching all those who enter with poison coated blades.

The Forest cult's role in this relationship is a simple one. While the rangers will help to defend the forest with their lives, the members of the forest cult shall aid them in this task. Providing them invaluable knowledge about the terrain, the best ways to travel through the forest without harming it, which plants can be used as healing aids, which ones can be used as drugs,and which ones can be used as lethal poisons. Meat and primitive shelters shall be provided to these brave warriors for as long as they protect the woods from intruders, and their bravery will be remembered for generations to come. The Forest Cult shall still maintain the forest themselves, marking trees and talking to the spirits of the forest as is customary, but now they have some thorns should someone try and cut down the rose bush that is our lovely cult
>>
Rolled 24 (1d100)

>>3318565
Assets: Silver Mine, Silverguard, Knyazdom of serebrin, Miners and craftsmen. Tradeship

Faction Project

The Alexov family, seeing the need for ships and shipyards stemming from seaborne and waterborne threats will undertake the task of upgrading and building shipyards in the dock areas of serebrin. New lumberyards will feed the industry to build up new numbers of ships for the Serebrin Fleet.

The smaller river to the south of the walls can be used to float down lumber to the great shipyards of Serebrin from lumberyards of the great forest. I will recruit plenty of skilled craftsmen and woodworkers to ensure the success of said Ambitious Project

90 here we go
>>
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Rolled 93 (1d100)

>>3318565
The Samograd tribe
Assets:
Tribesmen
Scattered farmsteads
A number of livestock, goats mostly.

Faction Project: Acquire monastery

After insistent nagging from his beloved wife, Nojus Radjan assembled his entourage and made a journey to Olka and beyond, his goal to make contact with some of those weirdo holy monastics, be they monks or nuns, his wife kept going on about.
Upon locating some sort of theophantist representatives, he made them the following offer: A plot of land for their complex to be built upon, the chance to spread the good word amongst the unbelievers and the patronage & protection of a respected boyar. In return he would only require them to offer prayers for the sake of his family and provide healing for his people.
>>
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Rolled 45 (1d100)

>>3318565

The Karamazof Druzhina

Assets:
> 36 Trained Soldiers (Including weapons, armors and horses.)
> 82 Militia Fighters
> A herd of animals (Goats and sheeps)

Faction Project:

After a decade of swearing allegiance to the Grand Knyazdom, war not withstanding, the Druzhina spent their time settling down and integrating with the locals. A settlement was built on the edge of Vingradets with the blessing from Knyaz Sabomir. As most of the soldiers under the Druzhina were originally commoners, work of sustaining the settlement such as farming and fishing should prove to be easy enough. The more eloquent nobles that have taken up arms along with Brusef Karamazof should also prove eloquent enough to trade and converse with the locals. Some even have taken interest in the maidens living nearby.

What Karamazof had spent the brunt of his time and resources is searching for resources and a capable architect in building a special hall for his druzhinnik. A hall which his men could feast in festivity after each victory, where the Druzhina shall lay its legacy. (Rolling for building a feast hall)
>>
Rolled 42 (1d100)

The Yaruszin Shipwrights

After the war with the Ursirs ships both of warfare and of trade were in high demand. None were as recognized for their skill in shipbuilding as the Yaruszin, previously a relatively unknown tribe.

In the lands around the Alga River’s last northern tributary, south of the Zagadka and west of the Sekorek people, lives the Yaruszin. A small tribe renowned for their seafaring skills and ships; light and long they are praised for their quality both in warfare and in trade. The Yaruszins proximity to Svetales and the significance of the trees for their livelihood has kept them zealous worshipers of the Durvid tree cult. As a smaller tribe with no apparent military might they have often sought employment as captains and naval navigators for others with the means to pay.

Assets:
One village with farms and small herds
One good shipyard
50 men (with respective families)
Yaruszin sailors
2 Yaruszin riverboats

Skills:
Shipbuilding
Navigation

Faction project: Building ships
With 10 men taking on the roles as farmers and herders together with the women, the rest of the men gather at the riverside for the ritual sacrifice of ale and grain. With the blessings of the spirits the construction of two medium sized ships is started. Women are weaving sail cloth, children spinning ropes and the men are splitting logs.
>>
>>3318820
Your aid was necessary in the establishment of the order and the forest is able to provide for them decently enough for now. What you're lacking most in(compared to what you'd like to have) are proper poisons.
Assets:Basic ranger training grounds
>>3319554
The process of organizing such complex operations at your level of development has been somewhat difficult and, unfortunately, you've only gotten part-way into your task by the decade's end - you've established a lumberyard that works specifically for the city's shipmaking needs so far.
Assets - basic lumberyard
>>3320082
The Order of Saint Vivienne, a female monastic order from somewhere east of Candor, learned of your wish to set up a mission and, as an act of faith, sent an abbess and over a dozen nuns and that many lay sisters - the latter group primarily from Olka - to immediately begin the establishment of a monastic community in Samograd. The Order is dedicated to a saint whose mission in life was the establishment of hospitals and schools for the poor and downtrodden in a frontier region - so great were her virtue and faith, the story goes, that when barbaric unbelievers slew her during an attack on her mission, a miracle of the Lord's will sapped all the strength from the barbarians, who came down to their knees in shame and were repentant, laboring for the rest of their lives to aid the cause of Vivienne in saving the body from illness and the mind from heretical ignorance.
By the decade's end, hard work from both the sisters and some inspired locals has seen to the monastery's main complex being finished and the community officially established. The monastery for now has a somewhat simple hospital and library - the latter containing only a small number of books, primarily of religious origin, but will act as a place to teach locals both language and writing, alongside the ways of the Lord, as well as giving aid to the ill. Thankfully, the sisters ask for nothing in return but permission to conduct their mission in this land and will remember to offer prayers for your family's sake.
Asset: Monastery of the Order of Saint Vivienne
>>3322941
You've established a village of your own and most of the men have managed to acquire maidens from surrounding villages. As for the feast hall, it is for now a simple long house with a bit of decoration and a basement cellar for storing alcohol and food.
Assets; Village, Simple Feast Hall
>>3324891
You've started work in your shipyard and have been making ships this past decade, mostly for transporting goods along the Alga, the two primary river ports being Knezdvor and Sekorek, naturally. Your community has grown a bit as some villagers from the east fled during the raiding years, when your village was protected by the army of the Grand Knyaz.
>>
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The Grand Knyaz had a new census conducted after the recent acquisition of new lands.

Year 1121


>>Population: 1 550 000 (c.1121)
>>Food:7/10
>>Resources:7/10
>>Manufacturing:5/10
>>Trade:7/10
>>Morale:8/10
>>Wealth:5/10

>>Buildings: Mostly wooden architecture, Basic urban planning(Knezdvor)
>>Economy: Sustenance farming, exporting metals
>>Culture:Folk traditions, spirit worship, alcoholism, oral tradition, moon calendar, Boril-Gregor festival, writing of tradition
>>Technology: Ironworking, masonry, sailing, rare runic writing, Candorian alphabet
>>Government: Semi-autonomous tribal confederation, elected lifelong Great Knyaz, Basic code of laws, Duma, Army tax(1/20)
>>Military: Regulated militia; 1500 men under the Great Knyaz
>>Navy:River and coastal trade and fishing ships
>>Religion: Dumin paganism; Theophantic mission in the capital
>>Crops:Rye,Wheat,Barley,Oats, Potatoes, Cabbages, Onions, Peas,Beets, Cucumbers,Apples,Grapes,Berries
>>Animals:Sheep, Goats, Chickens, Pigs, Cows, Donkeys, Horses


>A.Food production & growth
>B.Culture
>C.Construction
>D.Military
>E.Government & laws
>F.Exploration & colonization
>G.Research & development(Cooldown)
>H.Navy
>I.Diplomacy & war
>J.Religion
>K.Trade & Finance
>L.Other
>>
>>3325584
F
>>
>>3325584
J
>>
>>3325584
>A.Food production & growth
>>
>>3325584
>C.Construction
We should set up nationalized smiths for the army using the army's tax, any surplus goods can be sold to help support and expand the armies
>>
>>3325584
D.
>>
>>3325584
D.
>>
>>3325584
C
>>
>>3325584
D
>>
>>3325584
Changing to d
>>
>>3325584
>D
>>
>>3325584
>>E.Government & laws

Religious law.

no grand Knyaz cannot follow another faith other than that our own. He is a traitor and subject to foreign influence
>>
>>3325646
Support. I will have no more of this mockery, monstaries, castles MILLITANT ORDERS.
>>
>>3325584
Changing to E government
Adopt the feudal system of olka with some alterations to fit the Dumin people.
>>
>>3325646
Support
>>
Dvoreshka's military currently is made up of the Grand Knyaz's army, supported by his personal finances and the Army Tax, along with whatever personal retinues boyars, warlords and knyaze in the nation have. In wartime, these professional warriors are supported in numbers by levied peasantry, who, by law, should be recieving some amount of military training from the boyars in their region.
Military equipment: The nobility and some members of their retinues are more or less the only horsemen and are most of the people with personal armor, which can consist of padded cloth, scale and mail. As for weaponry, the primary weapons we use are wooden shields of various sizes, spears, axes, bows and rarely - swords. Armor is made of cloth, leather and iron, weapons are mostly wood, iron and - for those who can afford it - steel.
With no system of taxation or forced labor(excluding thralls) supplying an army works either through having the nobles themselves own produce that they use to feed the men and trade for equipment, or through force - at the end of the day, the man with the sharp iron in his hand is the one who gives orders. Sometimes, peasants will give their betters what they want/need before it comes to direct threats.
What do you think we should do in regards to the military, then?
>>
>>3325662
Pagan Knight Orders
>>
>>3325662
We should adopt the nobility acting as heavy cavalry training with long lances such as our cousins in Olka.
>>
>>3325669
This
>>
>>3325667
This. Each cult will have its own order, if they dont already.
>>
>>3325662
The Grand Knayze should purchase a large amount of horse from or hire Wotrek to breed horses so we have enough for scouting when need
>>
>>3325667
>>3325673
Supporting. They can use a part of the army tax to supplement their own income. Each can specialize into their own respective fields. We already have rangers but imagine mountaineers, marines, and beserkers. We could get up to some wild shit. Certainly more so than cavalry when our terrain isn't even good for it.
>>
>>3325677
Based
>>
>>3325675
Changing to this
>>
>>3325675
change to support this
>>
>>3325677
>>3325673
This
>>
>>3325677
>>3325667
Support
>>
>>3325677
>>
>>3325675
sure i guess
>>
>>3325675

support
>>
>>3325677
Amendent

These orders of the 4 cults will be given the the 4 knyazes. The orders will gain funding from both the general army tax and the knyaz of their order.

It'll be epic
>>
>>3325738
Supporting this amendment.
>>
>>3325738
Support
>>
>>3325667
I’ll support this
>>
>>3325667
This sound epic so support
>>
>>3325675
Supporting
>>
>>3325675
The Wotrek Clan fully supports this
>>
>>3325756
Changing from this to...
>>3325738
This thing
>>
>>3325738
support
>>
>>3325677
Support
>>
>>3325675
Support
>>
Wotrek of Wotrek will be employed with Army Tax funds to provide some horses for service now and others for breeding, with grounds outside of Knezdvor being dedicated to the purpose and a stable belonging to the Grand Knyaz being established there. The Grand Knyaz's herd will perhaps one day be the pride of our nation and be used to outfit his personal retinue's needs fully.

Year 1122

>>Population: 1 550 000 (c.1121)
>>Food:7/10
>>Resources:7/10
>>Manufacturing:5/10
>>Trade:7/10
>>Morale:7/10
>>Wealth:4/10

>>Buildings: Mostly wooden architecture, Basic urban planning(Knezdvor), Cult Memorial
>>Economy: Sustenance farming, exporting metals
>>Culture:Folk traditions, spirit worship, alcoholism, oral tradition, moon calendar, Boril-Gregor festival, writing of tradition
>>Technology: Ironworking, masonry, sailing, rare runic writing, Candorian alphabet
>>Government: Semi-autonomous tribal confederation, elected lifelong Great Knyaz, Basic code of laws, Duma, Army tax(1/20)
>>Military: Regulated militia; 1500 men under the Great Knyaz, Royal stables
>>Navy:River and coastal trade and fishing ships
>>Religion: Dumin paganism; Theophantic mission in the capital,
>>Crops:Rye,Wheat,Barley,Oats, Potatoes, Cabbages, Onions, Peas,Beets, Cucumbers,Apples,Grapes,Berries
>>Animals:Sheep, Goats, Chickens, Pigs, Cows, Donkeys, Horses


>A.Food production & growth
>B.Culture
>C.Construction
>D.Military
>E.Government & laws
>F.Exploration & colonization
>G.Research & development(Cooldown)
>H.Navy
>I.Diplomacy & war
>J.Religion
>K.Trade & Finance
>L.Other
>>
>A.Food production & growth
>>
>>3325774
I. Seek to integrate more of the Uzhnei tribes through diplomacy and marriage.
>>
>>3325774
E governance
Our government is disorganized and wanting for resources. If we are to be able to undertake large scale projects to build up and defend the country we need a better form of governance like the Fuedal system in olka. It can be taken and altered to fit the ways of the Dumin people. Another thing we should consider adopting is this monetary system they use in olka where people can pay for thing such as tax and trade goods using small coins of precious metal. It’s more efficient then carrying all your goods with you. We can acquire these metals to make the coins from our own mines.
>>
>>3325774
>J.Religion

The Missionaries complain that the Cults cannot properly attend to the spiritual needs of their followers due to their decentralized nature. The Great Knyaz should call the cults together in a grand conclave to reform their faith
>>
>>3325774
E
>>
>>3325782
Support
>>
>>3325782
Support, mostly for the economic reform
>>
>>3325782
Agreed, the world is changing and so must we.
>>
>>3325774
>B.Culture
In the ends of the year a gathering of important individual will gather in the capital to hold a award ceremony to grant a lucky individual an award for doing an amazing feat either from inventing something that benefits the society or leads a humanitarian mission the helps those in needs and anything inbetween.
>>
>>3325806
>>3325774
Backing but we need to dress it up for pagans
>>
>>3325786
support
>>
>>3325782
Changing from this
>>3325786
to this
>>
>>3325774
C
>>
>>3325782
support
>>
>>3325782
support
>>
We chose e so bulgar will let us have an E vote.

I put forth we put in place pagan feudalism. The official faith being made the pagan one. Add in the cult orders funded by our new economic growth whilst holding on to knyazdom and the elected ruler

Vote for this and we will be pagan richmen
>>
>>3325838
Support, this will give a level of uniqueness
>>
Working on the governance of Dvoreshka is chosen, but what proposal will the honourable members of the Duma support?
>>
>>3325838
Better than the alternative. Supported.
>>
>>3325838
>>3325843
supporting this
>>
>>3325843
Our government is disorganized and wanting for resources. If we are to undertake large scale projects to build up and defend the country we need a better form of governance like the Fuedal system in olka. It can be taken and altered to fit the ways of the Dumin people. Another thing we should consider adopting is this monetary system they use in olka where people can pay for thing such as tax and trade goods using small coins of precious metal. It’s more efficient then carrying all your goods with you. We can acquire these metals to make the coins from our own mines.
>>
>>3325838
Dis
>>
>>3325838
Changing to this
>>
>>3325849
Support
>>
>>3325849
This
>>
>>3325838
>>3325810
>>3325774
Flipping to this for real this time
>>
>>3325849
support
>>
>>3325849
Support
>>
>>3325849
Support
>>
>>3325838
Supporting this instead.
>>
>>3325849
sure
>>
File: writing2.jpg (37 KB, 450x363)
37 KB
37 KB JPG
A compromise of a solution is being written into law by Grand Knyaz Boril-Gregor.
The worship of the spirit cults, traditional to our people, is set into stone as a tradition that must be upheld and recognized, regardless of one's personal beliefs. He and everyone who follows after him to be elected to the title swears an oath to respect the spirits; To fund construction projects, the army and the cults, the Army tax will be reformed into a general feudal tax, which will apply down the hierarchy. The Grand Knyaz collects from the Knyaze, Boyars and commoners directly under him a tenth of their total produce in goods or in coins(which will henceforth be minted in Knezdvor). A sechka will be the currency of Knezdvor - the smallest of copper coins will be worth one sechka, the largest of silver coins will be worth 100 and there will be varied sizes inbetween. Every major landowner, traditionally recognized as boyar or knyaz, is now a feudal and is granted the land they own with the settlements it influences(what you have on the faction map) as their domain. They can extract a tenth-share of the produce from all freemen of that land. Should someone be unable to support themself thusly, they are to be made a serf, a servant to the feudal who owes them their labor.
"This decision will doubtfully be popular, but it is in the name of Dvoreshka that I make it, God and Spirits be my witness" the Grand Knyaz says with his closing remarks to the Duma

Year 1122

>>Population: 1 550 000 (c.1121)
>>Food:7/10
>>Resources:7/10
>>Manufacturing:5/10
>>Trade:7/10
>>Morale:5/10
>>Wealth:4/10

>>Buildings: Mostly wooden architecture, Basic urban planning(Knezdvor), Cult Memorial
>>Economy: Sustenance farming, exporting metals
>>Culture:Folk traditions, spirit worship, alcoholism, oral tradition, moon calendar, Boril-Gregor festival, writing of tradition
>>Technology: Ironworking, masonry, sailing, rare runic writing, Candorian alphabet
>>Government: Decentralized Feudal Monarchy, elected lifelong Great Knyaz, Basic code of laws, Duma, Feudal Tax(1/10), Serfdom(rare)
>>Military: Regulated militia; 1500 men under the Great Knyaz, Royal stables
>>Navy:River and coastal trade and fishing ships
>>Religion: Dumin paganism - National religion, funded cults; Theophantic mission in the capital,
>>Crops:Rye,Wheat,Barley,Oats, Potatoes, Cabbages, Onions, Peas,Beets, Cucumbers,Apples,Grapes,Berries
>>Animals:Sheep, Goats, Chickens, Pigs, Cows, Donkeys, Horses


>A.Food production & growth
>B.Culture
>C.Construction
>D.Military
>E.Government & laws
>F.Exploration & colonization
>G.Research & development(Cooldown)
>H.Navy
>I.Diplomacy & war
>J.Religion
>K.Trade & Finance
>L.Other
>>
>>3325894
>>
>>3325960
I. Seek to integrate more of the Uzhnei tribes through diplomacy and marriage.
>>
>>3325966
this
>>
>>3325966
This
>>
>>3325960
>>F.Exploration & colonization
Lets go south into the land north of the Uzhna river and see what new resources we can take for ourselves
>>
>>3325966
Support
>>
>>3325966
worth a shot
>>
>>3325966
this
>>
>>3325966
This
>>
>>3325966
Support
>>
>>3325960
C
>>
>>3325971
>>3325960
Backing



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